Rob and his Halflings have been a pretty frequent opponent over the last year, and the games are always uphill battles for me and my haphazard lists. He is precise and practiced, and he is going to Masters… If I am overly critical of myself, it is with an eye to improving my own play and this practice environment, as neither game he got in really seemed productive. A few 1/8th inch mistakes are things he should exploit in a competitive environment, but we should have been talking more and playing more collaboratively, to minimize errors and raise my play up to actually challenge him, and let him get the most out of the practice game. We’ve hopefully got 1-2 more meetups on the horizon for him, so I’ll try to approach those games a little differently.
Yeah, it’s been different for me too. I was digging my Chroneas + Tortured Souls + Abyssal Guard play from early last year, and was enjoying the Succubi and Lower Abyssals as a tangent prior to the revamp. However, the revamp certainly mixed things up for the army, and I don’t have my bearings yet. The Lower Abyssals seem pretty bad now, and there is tons to test and revisit. Speaking of, I got two more “high-speed” games in with the Abyssals recently, for league stuffs:
Battle 128 was Loot
Battle 129 was Compass Points
 In both games, there was a discrepancy of speed that I tried to take full advantage of, isolating the single speedy unit opposing me, and then picking my fights. I played well and had good decisions overall, and with some luck, was able to secure two very convincing wins. 
 
And then I was also treated to a weekday game recently against Trevor/Cartwright. I brought the Abyssals again, hoping to continue learning thigns, and ran into a very versatile Northern Alliance list.
Battle 130 was Hold the Line
 I had a few positioning errors early, but was making good decisions overall for charges, engagement and tempo. The dice were very favorable to me though. 
 
Takeaways after all four recent games:
- The new Berserkers are nice and strong at either unit size. Defense 4 is a big liability though, and if they are caught up or caught out, it can be bad. They can take Sacrificial Imps, which seems like a great buy for them, and while they do ok as-is, you probably want items on your hordes.
- Molochs are slower, but should hit a little harder than the Berserkers against armored units. The upgrade for Brutal and Vicious is a no brainer. Defense 4 is again a big liability, but if you can mitigate multi-charges (Imp units, Gargoyles, or Hellhounds and such), this should be a good brawling unit.
- Hellhounds are actually pretty neat with Ferocious Charge! A regiment is pretty expensive, and troops are probably more points-efficient. They seem good for making “blocking charges” to hold something scary up and let the rest of your line advance under less pressure.
- Nagarri still have weird stats, sculpts, and overall design. That said, if you want to run them, I think the new Formation is the way to go, and picking up the Sacred Horn for a bigger aura is a solid buy as well. Folks have tried the new Lower Abyssals alongside them… but that’s several hundred points of just a tar pit. I liked the Molochs as comrades instead, as the Molochs are a much more frightening unit on the counter-charge if your opponent doesn’t manage to clear them out.
- Sacrificial imps are neat, but I’ve not had a good test for them yet. Thankfully, they are cheap upgrades.
- Regeneration as-written, going unit by unit as they are given orders, is painful. I hope they change it to at the end of the movement phase or something, so you can speed the rolls along a bit.