Regnum Aeternum - Written Battle Reports for KoW 4th Edition

Oh yes, the speedier Dwarfs have been a lot of fun, and I should really get back to them. I think 4+ fast units (Brocks, Stoneclaws, assorted mounted Lords) are needed to make that style work reliable though, and I haven’t quite gotten back to them to dig in and really experiment. Hopefully the Dwarfs will hit the table again soon! I am a little backed up on testing for other armies. I hope your sci-fi games have been enjoyable!

September has been mostly devoid of games, and hobbying, though we did sneak one game in recently.

Battle 052 was Herd (FoN) vs Northern Alliance in Control

With Fracture, the Herd are back to being a rather unfamiliar army for me. It is definitely nice to have more than three unit options, but everything feels so expensive now, and I have not been satisfied with my lists. More testing is obviously needed, but we learned a lot this game, despite some rules goofs:

  • Tribal Spears are back! The two hordes was nice to have, and did help bring some extra Nerve and US around, but I wasn’t able to make use of Phalanx this game. I probably wouldn’t take the upgrade if I wasn’t stuck with the models right now, but the extra attacks can be nice. The horde should still hold items well too, though I have been lacking points to spare.
  • Centaur Striders as core is still nice, and I think I should be running another regiment at least to give the list some reach. Herd-only is pretty slow nowadays.
  • Grymbrocks are potent, and have some nice play around opposing Phalanx units, but gosh are they are slow. A regiment could definitely be nice to have around, but without screens to instigate and babysit, I don’t know how viable these will be in multiples for me long-term.
  • My Guardian Brutes are rebased now, but now have a bland stat line. They were admittedly over-tuned at the launch of 4E, but I feel like they should have gotten the Brutal 2 of the Grymbrocks or something to make them more unique. Oddly, lacking special rules themselves, they work very nicely alongside the Auras from stuff like Flaxhoof, the Totem, and the Avatar of the Father. I still like my models, and will likely be running these more often than not.
  • Flaxhoof was surprisingly decent. The Brutal 1 Aura is neat, but doesn’t play well with Grymbrocks or Spirit Walkers. Probably not a great pick for my lists, but there could be a niche for him as a Warlord in builds for sure.
  • Great Totem was finally deployed correctly, and used well. I was able to issue a few orders, and the Vicious Aura helped support some important pushes. It was even able to help score for the scenario! I like it, and it is still neat and very unique.
  • Entanglement of Thorns. Surprisingly, since the last game, we learned that the Hold reform also grants a change facing move too. Somehow, we always assumed that those were distinct reform moves, like they are in the Movement Phase. With the swivel, the Command is magnitudes less potent than we had been playing it at the jump a few months back. I guess you can slow stuff down in a roundabout way, but I don’t know how often that will be useful.
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Appreciate the report! Been a dry spell and certainly scratched an itch for me :sweat_smile:

I’ll say that the uptick in NA “Miserable Meat Mountain” style lists (oceans of damage output backed up by considerable defense / nerve and plenty of support) have given me some pause. I’m on the fence about whether stat check armies really exist in Kings, between the scenarios and importance of chaffing and so on, but as I mess around with my old elemental armies, I’m seriously wondering if my Earth or Fire-based forces can chew through triple Tribeshordes fast enough. Ignoring all the Hearthguard and Thunderers and foxes orbiting them. At least Orcs have lowish Nv and enormous bases that can be abused.

I was pretty hot for Flaxhoof in late 3E, and briefly again this edition. His aura not being additive certainly killed some of my excitement, given that most of my lists have brutal already or are elementals, but it’s his not having personal strider that made me hard pivot back to the Chieftain. It was nice to see you get so much from his aura and speed … but I’m pretty unconvinced at this point.

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Yeah, I wanna try “Oops All Centaurs” or something similar at some point with Flaxhoof, but even with the nerfs I think the Chieftain is a far better generalist Warlord than the centaur lord. I want to run the Avatar of the Father, but he’s no longer a discount dragon option. Slots further complicate list building, so it’s going to take some effort to figure things out there.

Yeah, I am conceptually grappling with those brawling hordes too. Tribesmen are strong, but even my little Dwarf Shieldbreakers have shown the potency of a combat horde. And Abyssal Guard look poised to be insane as well, even if they are more expensive.

More experience is needed before I have a good opinion. I guess the saving grace for fighting these hordes is that most folks are going the Def4 / CS2 route. Yes, they will chew through most opposing units quickly, but at Def4, should be accruing some damage as well. We’ll see.

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