Oh, no fear, @Darkblack! I totally agree with the tangent. The revamp last year had a few gems but did very little for me in total. I was not a fan of the hit to Lower Abyssals either (could have just dropped the Ghouls entirely, I don’t remember seeing anyone run them previously, and I was surprised when I saw the unit entry last year before the revamp); nor the Nagarri (bad fluff, weird stats, and an overall awkward unit despite a cool premise).
I know I am missing some background fluff, but from my surface-level understanding of the lore, I do not like their approach with the Abyssals overall. GW has the mutations and Chaos angle covered, and I wish Mantic would have gone in a more orderly direction here: the malevolent force from the Abyss trying to rewrite Panithor’s reality with its own machinations, drawing from deeper and deeper Circles as the lore progresses and needs new stuff from them.
Overall, I definitely agree with your brief rant. If there is a design guide for the Abyssals, it needs some revisiting, as we’re getting a mismatch of ideas, resulting in what feels like a lot of swings and misses for the Abyssals lately. We’ll see what 4th has in store for them…
And then cheers, @Boss_Salvage. I’m playing to relax, so anytime is a good time to get a game in, incoming edition change or no! I’m your Huckleberry, and have two more reports against @Cartwright 's Basilean dalliance that are up and ready to be read, to help make it to the weekend:
Battle 148 was High US Undead vs Basileans in Salt the Earth
I had a few tokens in my starting zone or near it. I realized that I could move up and still hold all the tokens near me in Round 1, and so I decided to burn them all and just be aggressive. That actually worked well, as I think my opponent decided to play more defensive with the Elohi. The pressure was on, and almost everything bounced my way for what ended up being a rather one-sided game.
Battle 149 was High US Undead vs Basileans in Protect and Raze
I have very much enjoyed the upgrade to Raze. It has been a bit rare to actually defend a token at the end, but I do like that holding or pushing is part of the calculus in-game. I clearly had some deployment errors with several of my infantry hordes, and those are still proving to be tricky for me at times. Overall though, I got within one die roll of victory, so played a pretty darn good game here too to come back from the early errors.
My Undead adventures veered pretty hard towards MMU when I realized they only really use their hero slots as an army. The last handful of games doubled down on taking nifty heroes, but I struggled a bit in those games as the unit-trading kicked into gear, as noted in Battle 146. The unit-centric approach felt far stronger and safer here. You are left with a pretty straightforward approach of just moving ahead and eventually charging, but filling the board with units helped prevent flanks for the most part, and the better charge range of the Trolls and Cavalry relative to normal infantry was ok, with Surge also giving me the occasional tricky move too.
The Undead are a lot of fun. Despite the uncertainty with the nuances of Fearless, I’m probably most hyped to see them in 4th Edition. Between rolling theme lists back up and then new limits on fewer big toys and such, I think all of my other armies are going to have seismic changes in style and builds. The Undead don’t have a lot of toys, so an approach more like in these recent games, with an over-emphasis on units (regiments or otherwise!) should be fun, viable, and pretty strong.
…but we’re not quite to 4th yet. Our club has a one-day event coming up this weekend, and then I probably one more meetup against the Halflings in some form as they prep for their final tournament in late November. So, a few more reports to come from me in November before we close the door on 3rd.

