A few friends and I decided to set up a slow-grow league this year to get to grips with 4th edition. The league is 9 rounds long, played over UB2, with the points value increasing by 250 each time (until we reach 2300).
This is the second round - it didn’t occur to me to do a report for the first one but I’ll try to do them from now on. The game was 1000pts Ambush, the scenario was Hold the Line with diagonal deployment style on a 4’ square board.
The Armies
I’m playing as Empire of Dust, and my opponent for this round is using Xirkaali. Here are the two lists:
My plan when making this army was to lead with the revenants and hope to make initial contact with them. Then the spellcasters would keep the revenants alive while the chariots and enslaved guardians look for flanks or weak points. Before the lines made contact I planned to use the combination of Wind Blast from the guardians and the Sandstorm command on the archers to disrupt enemy lines and gum up their movement.
Deployment
We both had some blocking terrain that we used to anchor a flank. Even though my opponent had fewer units, all of his were frontliners which meant he could deploy a lot more widely. As a result I started the game feeling very cagey and reluctant to advance into the open too much.
I won the roll-off, and chose to take the second turn.
Turn 1
The Xirkaali all advance, threatening the centre and my right flank.
I advance with my revenants in the centre, and my chariots move to threaten the spearwardens from outside their range. The enslaved guardians veer slightly right, ready to support either front as necessary. The archers manage to damage a yan horde and freeze them. I had planned to then Wind Blast the same unit but, er… I forgot to.
Turn 2
The lionsnarl cavalry charge into my revenants, hoping to punch a quick hole in my line, but just don’t quite manage it. The hordes move forward for backup.
My priest uses the Fireheart Amulet, letting him Surge the enslaved guardians into the flank of the lionsnarls then join the soul snare to rack up some initial damage with Drain Life. The combination is enough to kill the lionsnarls in one turn. My chariots use their Boots to charge the spearwardens. I don’t expect to win there but I want to keep the spearwardens busy away from the main fight.
Turn 3
My opponent spots a cheeky charge with a yan horde around the terrain into my chariots’ flank, wiping them out and freeing the spearwardens. The other horde and the witch hunter charge my enslaved guardians, but it’s a hindered charge so the guardians survive.
My guardians reform and make room for the revenants to join in the fight. The priest and soul snare throw their Drain Life at the witch hunter, and the guardians finish him off. My archers are able to put some frostbite on the yan horde on the flank, which means they’re out of range to charge the guardians next turn.
Turn 4
The yan horde get out of the way and the spearwardens charge my guardians in the flank. Between them and the horde in the middle, the guardians finally succumb to their wounds.
My revenants finish off the horde they’re fighting. Meanwhile my ranged units all pour their firepower at the spearwardens and waver them.
Turn 5
Thanks to that waver it’s a bit of a traffic jam for the Xirkaali. The spearwardens and yan horde reposition themselves to try to disentangle from each other.
I’m starting to think about objectives here. I keep my revenants in the central scoring area, safe in the lake in case of a future double charge. Once again I pour my ranged firepower at the spearwardens, and successfully waver them.
Turn 6
There’s still a big traffic jam, but my opponent is able to swap round the units and get the yan horde into the central scoring zone.
I’m feeling confident about being able to waver the spearwardens, so I decide to take a silly risk and charge at the yan horde with my revenants. I don’t rout them, but once again I waver the spearwardens to prevent any flank charges. In hindsight that should actually have been a rout and not a waver as I managed to devastate them, but we both forgot that rule in the heat of the moment.
Turn 7
The yan horde fail to rout my revenants. We end the game there, as I control the central objective giving me a 2-1 lead.
Result: victory (2-1)
Post-game thoughts:
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I’m really starting to understand how vital it is to co-ordinate your units and apply your whole battleline at once. I think my opponent’s big error was committing the lionsnarl cavalry too early and allowing them to be dogpiled (pun intended) by all my units. From that point on he was fighting an uphill battle, and just wasn’t able to turn the tables back in his favour. If he’d been more cautious in the centre and more aggressive with the spearwardens at the start he could have enveloped my line and caused me a lot of problems.
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Drain Life is great for a grindy army! Between the soul snare and the priest I was able to reliably contribute to combats, and the revenant horde even ended the battle on 0 damage. We’ll see how that scales to larger points values, especially with the soul snare being [U].
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I didn’t use Wind Blast once. I’m not completely writing it off yet but it definitely didn’t earn its points cost this time around.
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I bloody love the Sandstorm command. Being able to disrupt enemy movement with my archers is so fun, and it feels useful too.
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On this table size, the diagonal deployment feels very constrained. That’s not a complaint, I like that we have to plan around that uncertainty when list-building, but it was definitely noticeable.






























