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The Northern Kings Scoring System

A PDF version of this page can be found here.
A blank scoresheet for use in your tournaments can be found here.

What is it?
It is a system for determining the score each player achieves following a game of Kings of War.

It is predominately for use in tournaments to determine the winner of the tournament, but there is no reason it couldn’t be used in friendly games as well

How is it different from other systems?
We’re not shy in saying that we’ve taken our favourite parts of lots of other scoring systems and put them into one system, so nothing in here will be completely new. We’ve not tried to re-invent the wheel, just bring together all of the bits that we think are the best from other systems.

The main difference to most other commonly used scoring systems, is that our system uses positive only scoring. This means that you only ever score points based on what you do, you don’t take points away from your opponent and you can’t conserve points through inaction (also known as running away!).

How does it work?
The details of how the scores are calculated are explained further on, but put simply your final score is made up of three criteria.

1.) Did you Win, Lose or Draw?
2.) How well did you do on the scenario?
3.) How much of your opponents army did you kill?

The two main pillars of the system are; it’s a POSITIVE ONLY scoring system and there is ALWAYS something to play for, even when you know you can’t win the scenario.

Unlike some other system, in the Northern Kings scoring system you score points for how much you kill, not the difference between what you and your opponent kill. This is to encourage players to go all out!

If its getting towards the end of the game and you know you can’t win, then you can always score some points by seeing how much of your opponents army you can kill. There’s no risk to you, because you don’t lose anything if your opponent kills your units, you can only gain points.


Where you finish in a tournament is made up of two factors – your Tournament Points (TPs) and Kill Points. Players are ranked first by their Tournament Points (TPs) and then their Kill Points will be used to decide ties. At the end of each game, players report the results of their game to the Tournament Organiser (TO) using their score sheet.

Tournament Points (TPs)
The amount of Tournament Points (TPs)  you have scored in your game is calculated using three criteria:

Win, Loss, Draw

Scenario Points (SP)
Calculate the number of Scenario Points (SP) you scored from the scenario at the end of the game. For example; the total objectives you hold at the end of the game in Pillage. Each scenario has its own way of scoring Victory Scenario Points (SP).

ScenarioHow Scenario Points (SP) are scored
PillageUse 7 Objective Markers. Score one bonus SP for each Objective Marker that you control at the end of the game.
LootScore two bonus SPs for each Loot counter that you hold at the end of the game.
PushUse 2 tokens per player. Score one bonus SP for each loot token you hold at the end of the game (this increases to two if the unit holding it is entirely within your opponent’s board half).
DominateScore one bonus SP for each scoring unit that has the majority of its footprint within 12” of the centre of the playing area at the end of the game.
InvadeScore one bonus SP for each scoring unit that has the majority of its footprint on the opposing player’s half of the board at the end of the game.
ControlScore one bonus SP for each zone you control at the end of the game Score an additional +1 SP if you control the middle zone in your opponents half.
KillWe recommend that you do not use the Kill scenario in the Northern Kings scoring system.
RazeScore one bonus SP for each ‘Claimed Objective Marker’ that you scored throughout the game. Score a bonus two SPs if you hold the central Objective Maker at the end of the game.
PlunderScore one bonus SP for each Loot Counter you hold at the end of the game. Score two SPs for each Primary Loot Counter you hold at the end of the game.
Fool’s GoldScore bonus SPs equal to the number of Victory Points you scored at the end of the game.
Smoke & MirrorsScore bonus SPs equal to the number of Victory Points you scored at the end of the game.
Salt the EarthScore one bonus SP for each Objective Marker that you control at the end of the game.

For each Scenario Points (SP) earned, add a Tournament Point (TP) to your total to a maximum of +5 Tournament Point (TP).

Kill Points

Calculate the total value of your opponent’s army that was routed during the game. Compare this total to the table below.



A PDF version of this page can be found here.
A blank scoresheet for use in your tournaments can be found here.

Road to Cologne – Facemasks, Painting and Beer

There really is no motivator like a looming deadline.

A few days ago I shared the list I’m going to be bringing to the Kings of War GT Germany.

At that point I only had two units painted, the Abyssal Horsemen. Since then I’ve been painting my socks off and have somehow managed to get the majority of the army finished – only four characters left to go.

Gifts From a Foreign Land

One of the things that I’ve always enjoyed when other players go off to tournaments abroad, is the tradition of bringing gifts to hand out to your opponent – a sort of cultural exchange.

Alongside the usual custom dice, I’ve decided to share some of the fine produce of Yorkshire. Or at least, things that I can fit in my suitcase that has Yorkshire written on in!

I’m very tempted to whip up a batch of Yorkshire puddings in my AirBnB the morning of the tourament.

One part of tournament prep that has changed since my last event, is having to decide what facemask to bring. Masks are required throughout the event, along with a few other restrictions like not standing around tables etc. I have to give a big shoutout to Wolfgang the TO, who has done an excellent job of keeping us all up to date with the most recent situation and requiremts regarding COVID.

Masks are uncomfortable and I don’t like wearing them, but they’re a very small price to pay if it means we can safely meet up to play games again.

The Army

I’m not much of a painter and even by my standards this isn’t my best work, but seeing as I painted all of the models below in under a week, I’m pretty happy with the results.

This is my first 100% Mantic army and I have to say I’ve been constantly surprised by how good their models look when you get them in your hands. The Elf range was the biggest surprise as I’ve always been put off by the photography on the Mantic website in the past.

I’ve got a warm up game this Thursday where I’ll be using the army (and the list) for the very first time so I’ll grab some photos of the completed army then.

And then it’s off to the airport Friday morning – I genuinely can’t wait.

Road to Cologne – the Twilight Kin march to war

It’s been quite a while since I last posted anything on here. In between an international global pandemic and much more mundane real life stuff, I haven’t had as much time to sit down and write out a blog post for a couple of months now.

But in 10 days time I’m going to be setting off to an actual real life Kings of War tournament. And not just any old tournament, this is going to be my first trip abroad for Kings of War (or any wargame for that matter) – I’m going to Cologne, Germany.

The Kings of War scene in Germany has been slowly growing pace over the past few years with several one day tournaments taking place across the country. The Kings of War Germany GT, run by The Privateer Poza Boyz wargaming club is going to be the country’s first two day GT style tournament which is a massive milestone in growing the game.

The tournament is 5 games at 2000 points using the blackjack scoring system.

As this is my first tournament since the start of lockdown and my first international tournament, I’ve decided to keep a of record of the build up and the event itself here on my blog.

In this first post I’m going to go over how I came up with my list, including a bit of a breakdown of each unit I’ve taken.

Then in future posts I’ll show you updates on my painting (I’ve currently painted 2/19 units…), some of the ‘cultural exchange’ gifts I’m putting together to take with me and finally photos and reports from the tournament itself.

My List

I always knew that I wanted to paint a brand new army to this event because weekend GTs have always been my main motivator to get painting – sadly that motivation hasn’t really kicked in this time so now its more going to be a panicked rush to the finish to get them all done.

I started thinking about what army this would be months ago and decided that this would be the perfect opportunity to take the Twilight Kin off Universal Battle and proxy bases and into a real physical army.

The list I’ve gone with is the current iteration of my constantly evolving Twilight Kin. You can see some similarities to my first few Twilight Kin lists but I’ve actually moved the bulk of it around.

The biggest change for this tournament is the inclusion of the Shadow Hounds. To fit them in I’ve had to drop a troop of Gargoyles and the Bolt Thrower – the Bolt Thrower was an easy decision in the end, the Gargoyles I may live to regret.

The list isn’t designed to be uber competitive and there are definitely a few unit choices that are in there more because I think they’re cool rather than being the ‘best’ choice. But its a good solid all round mixed arms list that I have a lot of fun using and showcases Kings of War at its best in my opinion.

Bolt Throwers (that have now been dropped)
I still believe in Bolt Throwers, I think they’re incredibly reliable damage dealers that can be fairly well trusted to do a couple of points of damage every turn. They’re best suited to either picking off chaff or piling in with other shooting to tip nerve checks over the edge.

But there were a few things that held them back in my list.

The two Tallspear hordes mean that I have two very wide foot prints blocking the Bolt Thrower’s line of sight. As most chaff is height 2 (Gargoyles, Gur Panthers, Snow Foxes etc) this meant that the Bolt Throwers couldn’t effectively do their chaff clearing role without me having to position my entire army in a way to give them clear shots.

The Bolt Thrower also couldn’t do its second role of adding on to other shooting, because I haven’t really got that much shooting in this list. At least not above 6-12″.

I haven’t fallen out of love with Bolt Throwers and I’m sure I’ll add them back in future Twilight Kin lists, but for now they’re out.

Kindred Tallspears & Army Standard Bearer w. Lute
Who needs Palace Guard hordes when you can have Tallspear hordes with Brew of Strength?!

I love these two units they’re absolute work horses in the list acting as both hammer and anvils. Thanks to phalanx and high nerve they can absorb a charge from pretty much anything (so long as they’re not too badly multicharged) and backed up with Bane Chant and Drain Life, there isn’t much in the game that they can’t kill in one go.

Combine that with Speed 6 and between them they can threaten a huge area of the board at a time. I’ve bundled them together with the Army Standard Bearer with the Lute because they’re pretty much always going to be together – Bane Chant tips these hordes over the edge in terms of killing power.

These two units form the battle line that the rest of my army plays around, so they’re probably my most important units in terms of deployment.

Abyssal Horsemen
Two regiments of Abyssal Horsemen are the only thing that has stayed completely consistent in every Twilight Kin list I’ve used, I love these units that much.

The two Horsemen regiments are the main mobile punch in my list. They can’t take a charge anywhere like as well as the Tallspears, and at 14/16 they’re surprisingly vulnerable to shooting. But when they get an unhindered charge off they hit like a train. Yet again when stacked with either Drain Life, Bane Chant or the Soul Bane these units can one shot pretty much any threat – notice a pattern emerging?

I’ve gone for the Brew of Sharpness and Blessing of the Gods on mine, rather than the usual Pathfinder/ Strider you see on a lot of cavalry options. The reason for this is that I like to get the maximum efficiency out of my items, especially when using Twilight Kin because they’re usually so out numbered. Sharpness/ Elite do something for you every single combat you’re in whether you’re hindered, counter charging or charging ‘cleanly’. Pathfinder/ Strider are both excellent rules but you’re paying points for something that only works some of the time – I prefer to take something that works all of the time.

I tend to run one regiment alongside the Tallspear hordes and one out on the flank with the Soulbane. I’ve had quite a few games where a regiment of Horsemen and the Soulbane have managed to hold a whole flank down on their own the entire game – even if not they tend to take a lot of stuff down with them.

Soulbane
A slightly more paired down Soulbane than I’m used to because I didn’t have any points left for the bells and whistles. But even without any artefacts or upgrades he’s still one of the best mounted individuals in the game.


He’s just an all round solid and reliable combat character. The best part about him is definitely his Dread special rule, letting him contributes to multiple combats at once. Like lots of stuff in this army, he’s all about being as efficient as possible.

Twilight Assassin
I love the Assassin, I think it might be more heart than head, but I love them.

Fitting with the theme of being an incredibly point efficient unit the Assassin has the very real possibility of doing a consistent 2-3 damage for 7 turns of the game. That’s if I can learn to use them properly and keep them out of harms way!

The turn 1, 14″ Scout charge is very tempting but it is usually the wrong tactical decision…

Summoner Crone
I absolutely love Summoner Crones. In terms of game play and fluff wise they’re one of my all time favourite units in Kings of War.

In previous lists I’ve had as many as three fully tooled up Crones, but I’ve paired that back considerably here, simply because I’ve reduced the amount of Cronebound units in my army.

The value of the Summoner Crones is directly proportional to the amount of Cronebound units you’re taking and when I was running three Summoner Crones, I also had two Cronebound Butcher hordes and a horde of Cronebound Fiends.

I’ve talked in the past about how the Summoner Crones can cause ‘list design funnelling’ for the Twilight Kin, pushing you away from the Elf choices in the list. Who knows, maybe that’ll change in the next Clash of Kings book…

This time round I’ve gone for one Crone with the Sceptre of Shadows (for Drain Life (9)) and the Boots of Levitation. I always find it a fairly 50/50 toss up between the Boots or the Wings of Honeymaze on the Summoner Crone. I went for the Boots this time because the extra 2″ range and +1 Defence is nice, and I already have a decent amount of Inspiring in the list so I’m less likely to need to be flying 20″ in order to Inspire an at risk unit

Cronebound Shadowhound
These are a brand new unit for me so I’m not sure how they’ll work. On paper I really like the look of them.

I added them into my list to try and solve a problem. All of my units are very very killy but also very expensive – this means that I’m constantly outnumbered and have to use expensive units to kill cheap ones. The Shadow Hounds are there to go chasing after the stuff that isn’t worth the Horsemen’s time but is too important to ignore. I’m thinking of things like a Zombie regiment sat at the back of the board on an objective, or a troop of archers that are plinking wounds off here and there. Add in to that the potential for a cheeky 18″ nimble flank charge and the fact that they’re unit strength 3 – I think these may be a really helpful addition to my list.

Gargoyles
Probably still the best chaff in the game – what else can I say about them that hasn’t already been said.

I’m going to regret dropping down to one troop, I know I am, but I really wanted another combat unit in the list and the Gargoyles were the only ‘spare’ points I had without totally compromising the list elsewhere.

But I know there’s going to be a moment in the tournament where I’ll kick myself for not having two troops…

Cronebound Mindscreech
I’ve included one Mindscreech in the list to act as a chaff/individual hunter – one Lighting Bolt (6) isn’t going to do anything to a regiment/ horde but is just enough to pick off some key targets.

The biggest strength of the Mind-screech isn’t actually its Lightning Bolt, its the flying unit strength. The Mindscreech is able to fire pot shots all game and then fly out at the end and claim an objective – yet again very efficient unit that is adding value every single turn.


So that’s the list. Hopefully I’ll be back in a few days time with a painting update – wish me luck!


Call to Arms – Final Results & Awards!

That’s it, we’re done! 429 games of Kings of War played and spanning a total of approximately 1287 hours. That’s 53.6 days of Kings of War goodness. If Call to Arms was working a minimum wage job in the UK, it would have earnt itself £11,222 for all this work (before tax!).

I’ve decided to split the stats for round 6 and the final results and awards into two pages. You can find all of the stats for round 6 on the link below or you can look back at the stats for all six round by clicking here.

The final standings can be found at the bottom of this page.


So, without further ado I present to you the winners of the illustrious prizes* of A Call to Arms IV

*Actual prizes not included. Bragging rights only.

First Overall
Tom Robinson, United Kingdom

Second Overall
Paul Brown, United Kingdom

Third Overall
Alex Kus, Canada

The Wooden Spoon
Bryce Clark, United States

Bloodiest General
Highest percentage of enemy army killed
Tom Robinson, 93.9%
Alex Kus, 87.4%
Stephen Devenish, 81.9%

The Pacifist
Lowest percentage of enemy army killed
Steve Forster, 31.8%
Richard A Rodgers, 38.8%
Bryce Clark, 40.1%


The Right Place at the Right Time
Scored the 1,000,000th kill point of the tournament
Adam Padley vs Justin Berg, Round 6


Lords of War
Country with the highest win percentage (‘Big five’)
Canada, 50.7%

A Lover Not a Fighter
Country with the lowest win percentage (‘Big five’)
United States, 41.1%

A Breakdown in Diplomacy
Country with the highest average percentage killed
Singapore, 74.7%

Just Taking in the Scenery
Country with the lowest average percentage killed
France, 52.9%

Their People’s Champion
Highest Scoring Player per Country


Argentina
Exequiel ARG, 111


Australia
Stephen Devenish, 128
Andrew Goodman, 123
Tas Stacey, 117


Canada
Alex Kus, 130
Mark Campbell, 119
Jesse Bilbija, 113

Czech Republic
Shizunk, 94

Finland
Heikka Valja, 91


France
Fabien Hodot, 80

Germany
Manuel Roemisch, 99
Clement Quinson, 94
Daniel Plack, 75


Ireland
Robert Alexander, 96


Norway
Thomas B Aleksandersen, 116
Andreas Orlyng, 95


Singapore
Page Neo, 117


South Africa
Saul Smith, 68


Spain
Luis Serra, 113
Antonio Carrasco, 111
Asier Lopez, 93


United Kingdom
Tom Robinson, 145
Paul Brown, 132
Steven Pearce, 122


United States
Keith Randall, 116
Kris DeGrow, 115
Ryan Munsell, 113


Easily Distracted
Highest Scoring player who changed armies each round
Cyle Pool, 110
Jeremy Duvall, 110
Michael Pearcy, 100

Loyal to the End
Highest Scoring player who played the same army every round
Paul Brown, 132
Alex Kus, 130
Andrew Goodman, 123

Stubborn to a Fault
Lowest Scoring player who played the same army every round
Bryce Clarke, 46


Best in Race

Sit Back, Shoot and Watch the Wins Roll In
Best in Race, Abyssal Dwarfs
1st) Andrew Goodman, 123
2nd) Alan Wigness, 92
3rd) Matt Goody, 84

Is it a bird? Is it a plane? Is it an Elohi? No! Its Super Dragon!
Best in Race, Basileans
1st) Mark Campbell, 119
2nd) George Kirke, 91
3rd) Eldon Krosch, 87

Hipsters on Horseback – You can all say you were playing them before they were cool
Best in Race, Order of the Brothermark
1st) Tyler Schulz, 68
2nd) Steve Hildrew, 25
3rd) Tony Winmill, 22

Order of the Magic Hippies
Best in Race, Order of the Green Lady
1st) Page Neo, 117
2nd) Keith Randall, 94
3rd) Jose Vega, 79

Coming Up Short
Best in Race, Dwarfs
1st) Andrew Heinrich, 94
2nd) Asier Lopez, 93
3rd) Fabien Hodot, 80

Who needs Ra4!
Best in Race, Elves
1st) Paul Brown, 132
2nd) Daniel Plack, 67
3rd) Robert Lee, 34

Undead Retirement Home
Best in Race, Empire of Dust
1st) Kris DeGrow, 115
2nd) Adam Ballard, 99
3rd) Robert Alexander, 96

Flower Powers
Best in Race, Forces of Nature
1st) Jeff Traish, 71
2nd) Drew Richardson, 59
3rd) Bryce Clark, 36

Cry Havoc and Let Slip the Mastiffs of War!!
Best in Race, Free Dwarfs
1st) Bob Aspland, 49
2nd) Billy Smith, 47
3rd) Michael Pearcy, 22

Its Fun to be Bad
Best in Race, Forces of the Abyss
1st) Clement Quinson, 94
2nd) Juancho Bernabeu, 81
3rd) Todd Serpico, 56

The Greenie Meanies
Best in Race, Goblins
1st) Stephen Devenish, 49
2nd) Steve Forster, 43
3rd) Rian James, 41

Perfectly Average in Every Way
Best in Race, Kingdoms of Men
1st) Exequiel ARG, 102
2nd) Garrett Mercier, 82
3rd) Gareth Davies, 53

They’re Talking the Halfling to Isenguard, to Isenguard
Best in Race, League of Rhordia
1st) Tom Robinson, 96
2nd) Shizunk, 32
3rd) Brindley Smith, 30

They Find You Very Inspiring
Best in Race, Nightstalkers
1st)Robert Allen, 93
2nd) Blake Robertson, 86
3rd) Erasmus Burger, 82

Lets it go! Let it go! Can’t hold it back any more!
Best in Race, Northern Alliance
1st) Tas Stacey, 117
2nd) Jeff Horton, 90
3rd) Chris Fisher, 84

Get Ogre it!
Best in Race, Ogres
1st) Josh Rosado, 88
2nd) Matt Young, 82
3rd) Mike Szedlmayer, 71

Well this is Orc’ward
Best in Race, Orcs
1st) Kara Brown, 86
2nd) Mathew Vermeiren, 86
3rd) Andy Marshall, 61

Getting a bit Ratty
Best in Race, Ratkin
1st) Si Brand, 108
2nd) Dan Miner, 79
3rd) Joseph Greek, 70

I’m a, Slave 4 U
Best in Race, Ratkin Slaves
1st) Mark Cunningham, 86
2nd) Mike Smith, 79
3rd) Richard Rodgers, 54

The New Hotness
Best in Race, Salamanders
1st) Dan Zarembski, 108
2nd) Ryan Munsell, 107
3rd) Jacob Datta, 102

Wiltfather SMASH!
Best in Race, Sylvan Kin
1st) Ed Herzig, 121
2nd) Visibly Riley, 23
3rd) Tim Lonas, 17

Letting Out Your Wild Side
Best in Race, The Herd
1st) Andreas Orlyng, 95
2nd) Manuel Roemisch, 89
3rd) Yan Lai, 69

Crab People, Crab People
Best in Race, Trident Realm
1st) Ray Shields, 113
2nd) Matt Gee, 103
3rd) Ben Johnson, 97

The Bad Boys of Pannithor
Best in Race, Twilight Kin
1st) Thomas B Aleksandersen, 116
2nd) Kyle Przelenski, 94
3rd) James Mitchell, 90

Playing on Easy Mode?
Best in Race, Undead
1st) Alex Kus, 130
2nd) Luis Serra, 113
3rd) Antonio Carrasco, 111

The Edgier Version of Northern Alliance
Best in Race, Varangur
1st) Daniel King, 103
2nd) Billy Henninger, 89
3rd) Brian Cessna, 78


Final Standings

NameCountryTotal points scored /150Average Percentage Killed
1stTom RobinsonUnited Kingdom14593.9%
2ndPaul BrownUnited Kingdom13274.7%
3rdAlex KusCanada13087.4%
4thStephen DevenishAustralia12881.9%
5thAndrew GoodmanAustralia12381.6%
6thSteven PearceUnited Kingdom12270.9%
7thEd HerzigUnited Kingdom12175.3%
8thBen JohnsonUnited Kingdom12156.9%
9thMark CampbellCanada11977.8%
10thPage NeoSingapore11774.7%
11thTas StaceyAustralia11769.7%
12thThomas B AleksandersenNorway11674.2%
13thJeffrey TraishAustralia11671.0%
14thKeith W. RandallUnited States11654.8%
15thKris DeGrowUnited States11568.7%
16thJesse BilbijaCanada11379.1%
17thLuis SerraSpain11373.2%
18thRyan MunsellUnited States11372.0%
19thRay ShieldsCanada11369.3%
20thAntonio CarrascoSpain11174.8%
21stExequiel FerreryaArgentina11171.9%
22ndMike AdkinsUnited States11074.8%
23rdCyle PoolUnited States11068.4%
24thJeremy DuvallUnited States11063.5%
25thTom AnnisUnited States10975.6%
26thDan ZarembskiUnited States10862.2%
27thShannon ShoemakerUnited States10860.9%
28thKeith ConroyUnited States10858.8%
29thSi BrandUnited Kingdom10857.8%
30thRashad NavidiUnited States10761.7%
31stYan LaiAustralia10760.0%
32ndChris FisherUnited States10666.8%
33rdNic MurrayUnited States10661.2%
34thbrindley smithCanada10572.1%
35thMathew VermeirenCanada10567.8%
36thBlake ShrodeUnited States10556.5%
37thMarc TaylorUnited States10471.1%
38thJoseph GreekUnited States10465.9%
39thAlan WignessUnited States10371.6%
40thMatt YoungUnited States10371.1%
41stDaniel KingUnited Kingdom10369.7%
42ndKyle PietschUnited States10362.3%
43rdJose VegaUnited States10358.2%
44thMatt GeeUnited Kingdom10357.5%
45thJay HopUnited Kingdom10353.5%
46thMike szedlmayerUnited States10273.9%
47thJacob DattaUnited States10266.4%
48thSteve HildrewUnited Kingdom10261.4%
49thDru MooreAustralia10062.6%
50thMichael PearcyUnited States10051.5%
51stAdam BallardUnited States9973.3%
52ndManuel RoemischGermany9969.4%
53rdTim LonasUnited States9960.0%
54thChris ChristophersonUnited Kingdom9866.1%
55thJosh RosadoUnited States9856.9%
56thGrant FetterUnited States9751.0%
57thJustin BergUnited States9744.1%
58thBilly HenningerUnited States9671.6%
59thRobert AlexanderIreland9667.3%
60thElliot MorrishUnited Kingdom9661.8%
61stAndreas OrlyngNorway9571.3%
62ndKyle PrzelenskiUnited States9466.4%
63rdRobert LeeUnited States9466.3%
64thKara BrownUnited States9463.8%
65thAndrew HeinrichUnited States9461.6%
66thClément QuinsonGermany9458.9%
67thShizunkCzech republic9458.3%
68thMatt CrogerAustralia9451.3%
69thRobert AllenUnited States9369.7%
70thAsier LopezSpain9368.7%
71stBen RantallAustralia9366.6%
72ndMatt GoodyUnited Kingdom9364.8%
73rdJohn DouglasUnited States9364.1%
74thPatrick Zoro AllenUnited States9363.9%
75thVisibly RileyUnited States9253.8%
76thGeorge KirkeUnited Kingdom9166.4%
77thHeikka ValjaFinland9158.8%
78thTodd SerpicoUnited States9158.6%
79thChris J. SmithUnited Kingdom9156.0%
80thJeff HortonUnited Kingdom9064.2%
81stZach ClarkUnited States9063.7%
82ndDevlin SmithUnited States9060.2%
83rdJames MitchellUnited Kingdom9059.7%
84thDrew RichardsonUnited States9058.1%
85thJohn GreenUnited States9053.5%
86thSam SowdenSpain8958.1%
87thCole FournierCanada8950.6%
88thEldon Krosch Jr.United States8742.8%
89thMark CunninghamUnited Kingdom8666.6%
90thJustin Gisby-ClarkUnited Kingdom8649.1%
91stBlake RobertsonUnited States8647.0%
92ndJames McLeanUnited States8562.9%
93rdBrian CessnaUnited States8546.7%
94thKevin DerringtonUnited Kingdom8360.5%
95thBrian LuttrellUnited States8356.8%
96thGarrett MercierUnited States8271.1%
97thErasmus BurgerCanada8251.4%
98thAndy MarshallUnited Kingdom8249.3%
99thChristopher DwaneUnited Kingdom8248.9%
100thMichael ClarkeAustralia8163.3%
101stNathan ClevengerUnited States8159.1%
102ndAdam PadleyUnited Kingdom8157.9%
103rdNickolas DuongUnited States8157.0%
104thJuancho BernabeuSpain8156.1%
105thSteve ForsterUnited States8138.3%
106thFabien HodotFrance8053.0%
107thMike SmithUnited Kingdom7955.5%
108thDan MinerCanada7955.5%
109thJay RosadoCanada7954.6%
110thNick LegrandAustralia7843.8%
111thJimmy StoutUnited States7843.3%
112thtony winmillAustralia7660.7%
113thPatrick JusticeUnited States7660.1%
114thDaniel PlackGermany7554.2%
115thGareth DaviesCanada7454.8%
116thZac ChapderlaneUnited States7451.9%
117thMax BennettUnited Kingdom7350.1%
118thMark NicholasUnited Kingdom7342.4%
119thChris ButterworthUnited Kingdom7245.0%
120thTrevor YounghusbandAustralia7159.8%
121stAnh Le/ Bob RodaUnited States7042.0%
122ndMatthew LaingAustralia6961.6%
123rdRyan Wuebbles (The Professor)United States6961.3%
124thNathan ArnoldUnited States6949.0%
125thTyler SchulzUnited States6857.5%
126thSaul SmithSouth Africa6857.0%
127thMarcus LeSilexUnited States6851.6%
128thHarry HopkinsUnited Kingdom6742.3%
129thJJ JonesUnited States6645.5%
130thFelix CastroUnited States6557.1%
131stSean BrennenUnited States6250.5%
132ndJose Maria MenendezSpain6172.9%
133rdRandy DavisUnited States6047.5%
134thBob AsplandUnited Kingdom5847.8%
135thRichard A RodgersUnited States5438.8%
136thRian jamesUnited Kingdom5144.5%
137thBryce ClarkUnited States4640.1%

Call to Arms – Round 6 stats

And that’s it after 12 weeks and over 400 games we’re done!

I’ve split the Round 6 stats and Final Results & Awards into two separate posts. Click on the link below to find the Results and final standings.


Tournament Stats

The scenario this round was Salt the Earth. We discussed a few different scenarios for the final round, but liked the concept of this scenario as players would have an idea of how big a win they would need to achieve the final position they were after.

Did any of you choose not to ‘burn’ an objective you otherwise would have done because you wanted the opportunity to score maximum bonus points?

Undead end the tournament as far and away the most popular army with 28 more games played than its nearest rivals. Other than that, there was a great spread of races played.

Third edition definitely seems to have seen a surge in the popularity of Salamanders and I think as the edition progresses, they’ll take their place as one of the most commonly seen armies.

The majority of players changed the race they used at least once during the tournament, but a significant chunk (45%) stuck with the same army all the way through.

Interestingly, the average number of bonus points scored for scenario was actually slightly higher this round than it was for Pillage. I wondered if two bonus points for the centre token was overly generous but looking at the table to the right it looks about perfect.

The Northern Kings are going to be doing a full review of the scoring system based on the feedback of this event and we’ll be tweaking the way bonus points are scored – my aim is to get the average amount of bonus points for a win as close to 4.0 as possible.


Army Stats

I was a little surprised to see that Northern Alliance have the lowest win:loss ratio of the tournament – I personally think Northern Alliance are a really strong list with lost of potential. But they’re also a brand new army with a new play style that players are still figuring out, so I think its far too early to make any conclusions about army balance.

I was far less surprised to see Abyssal Dwarfs and Undead out from with a +13 and +12 win:loss ratio respectively.

Overall I think the win:loss ratio show a very healthy game state. There a few outliers but the vast majority of armies are sat within an acceptable range. Don’t forget as well, that this only represents the result of one (all be it very large) tournament so take all of the results with a pinch of salt.

In Round 6 Undead pushed themselves back into the top spot for the highest average bonus points scored.

No change on the very top spot between round 5 and 6, but lots of change further down. Abyssal Dwarfs, Elves and Ogres making a last minute push getting themselves up into the top 5 for percentage killed.


As usual, I’ve pulled out the same stats as above showing only the Top 10 most played armies. These are the armies with enough results to prevent the averages being skewed too much by a single player.

Abyssal Dwarfs end the tournament as the army with the highest win percentage, narrowly beating out The Order of the Green Lady.


Country Stats

Congratulations to Canada! JUST holding on to their top spot by 0.7%!

It couldn’t really have been closer between Canada, Australia and Spain at the end with the difference between 2nd and 3rd place coming down to the number of Draws.

The UK vs US side event (that exists purely in my mind) came down to the wire as well with the US very nearly closing the 5 game gap that had opened up at the end of Round 5.

UK 43 – 41 USA



Call to Arms – Round 5 stats

The penultimate round of Call to Arms has just wrapped up with another 70 games taking place this round – that brings us up to a whopping 357 games played so far.

We haven’t quite hit the 1,000,000th kill point yet, but we’re close! The spreadsheet keeps a record of when each result is added so I’ll be able to give a special mention to the players who scores the 1,000,000th point.


After the end of Round 6 I’m going to be using the stats to hand out some extra awards (no prizes except bragging rights!). So far the awards I’m going to hand out are;

  • Bloodiest General (highest kill percentage)
  • Pacifist (lowest kill percentage)
  • Best in Race

If anyone has any ideas for other awards they’d like pulling out, let me know on the Facebook page or in the comments below.

Tournament Stats

The scenario this round was Invade.

This was the first round where not every race was played. The poor Free Dwarfs have clearly fallen out of favour following their glorious two victories last round.

Undead had their most popular round in round 5 – clearly as we get to the end of the tournament people are wanting to play on easy mode!

Order of the Brothermark have seen a small surge in popularity, but still remain at the bottom of the list.

I was a little concerned that Invade might be another scenario where we saw lots of bonus points being scored (like last round), but this doesn’t seem to have been the case.

There also doesn’t seem to be any significant correlation between higher bonus points scored in games played at 2300 points as opposed to 2000. The Northern Kings scoring system was developed in a tournament scene that uses predominately 2000 points and I was a little worried that more units on the board would equal more points scored. But either the additional 300 points doesn’t buy enough units to shift things much or both sides having the additional points cancels each other out in the end.

2300 continued to be the overwhelming favourite points level. We’re very aware that this will partly be due to the fact that its easier to score higher points for kills at 2300 due to the way that the scoring system scales.

It’ll be interesting to see if this preference for 2300 holds in future Call to Arms once we’ve fixed the scaling problem.

The percentage of games ending in a Draw this round held at well below 10%, showing that the spike in round 3 was almost definitely due to the Kill scenario and not a balancing of player skills from Swiss ranking.

  • Round 1 – Dominate – Draw percentage – 3%
  • Round 2 – Pillage – Draw percentage – 8%
  • Round 3 – Kill – Draw percentage – 21%
  • Round 4 – Push – Draw percentage – 3%
  • Round 5 – Invade – Draw percentage – 7%

Army Stats

So in case you missed it Undead had 3 wins, 2 draws and 10 losses in Round 5! Come on people you’re playing with Undead, its supposed to be an easy win!

I wonder if this is a result of the big spike in the number of players choosing to use Undead this round. It stands to reason that some players will be less familiar with the list and will be coming up against players who are more experienced with the lists they’re using.

Following their poor showing this round, Undead have slipped to second in the average number of bonus points scored, taken over by Trident Realms.

And Undead almost lost their top spot in percentage killed after just regaining it last round. Undead are now just 0.4% ahead of Varangur in the fight for the killiest faction.


As usual, I’ve pulled out the same stats as above showing only the Top 10 most played armies. These are the armies with enough results to prevent the averages being skewed too much by a single player.

Trident Realms have retained their 1st place for win percentage, whilst Undead have slid down to 3rd. Abyssal Dwarfs have moved up from 4th to 2nd.


Country Stats

Canada have retained their top spot but Spain have closed the gap. There was seven percentage points between them at the end of Round 4, this has now closed to just two – with Australia just one percentage point behind Spain!

Its going to be an incredibly close finale going into Round 6 and either Canada, Spain or Australia could still emerge as the victorious country.

The UK and the US… probably won’t.

Seeing as we apparently can’t beat the rest of the world, I’m now choosing the focus on the UK vs US grudge match! The UK has managed to slightly extend their lead over the US and now has a five game advantage. Can we hold on to it during Round 6 or will the dastardly ungrateful colonials scoop victory at the last moment?!

UK 39 – 34 USA


Elliot’s Beer Fund

If you've enjoyed the blog and you're feeling generous, you can buy me a pint. Please dont feel any obligation to do so, I've started this blog because it's fun, not to make any money. Any money received will go towards hosting costs. Or my beer fund... ok mainly my beer fund.

£3.00


As usual you can find the game rounds here:
https://tabletop.to/call-to-arms-worldwide-40-univer…/rounds

You can find the current rankings here:
https://tabletop.to/call-to-arms-worldwide-40-univer…/ladder

Results get entered here:
https://forms.gle/F2BETtSuNPUDb26k6

Mark Cunningham has created a website for the event that’s pretty handy you can find it here:
https://sites.google.com/view/call-to-arms/home?authuser=0

Call to Arms – Round 4 stats

As yet another round of A Call to Arms draws to a close, its time for the Round 4 stats breakdown. You can find the breakdowns for the previous rounds below.

Stat breakdowns for the previous rounds

We’re now up to a mighty 287 games of Kings of War – across all those games 767,800 points worth of units have been killed.

If an average game on Universal Battle takes 3 hours, Call to Arms has been responsible for 861 hours of Kings of War gameplay, that’s almost 39 days!


Tournament Stats

The scenario this round was Push, using a fixed number of tokens per player (2) and one in the middle of the board as usual.

69/72 games took place this round, with 3 games being decided by the TO due to hitting the round deadline.

Yet again all 26 races were played at least once. Undead have reclaimed their spot as the most popular faction this round – it seems that the mid-round Mhorgoth nerf didn’t do too much to dampen the spirits of all those Undead players.

Order of the Brothermark remain the stalwart bottom of the list. This is particularly surprising when you look at how popular their fellow Brotherhood, the Order of the Green Lady are. I don’t think this low rate of play says much about the strength of the army but for whatever reason they don’t seem to appeal to many players at the moment.

The number of players scoring the maximum 25 points was significantly higher this round. This suggests to me that it was easier to score more bonus points on this scenario – my fellow Northern Kings and I will be looking into the data on this round very carefully to decide if we need to modify how bonus points are scored for Push in future events.

2300 remained the predominant points level with 71% of players choosing to play at that level.

One game was played at 2170 (I checked it wasn’t a typo) – purely so that they could make it on to my chart!

Well there you are!

The number of games that ended in a Draw fell back down to similar levels as Rounds 1 and 2, suggesting that the high number of Draws last round was due to the Kill scenario and not a balancing out of player skill due to the Swiss matching system.

  • Round 1 – Dominate – Draw percentage – 3%
  • Round 2 – Pillage – Draw percentage – 8%
  • Round 3 – Kill – Draw percentage – 21%
  • Round 4 – Push – Draw percentage – 3%

Army Stats

Look at Free Dwarfs go – not one, but two whole wins!! They still only have a 14% win rate, but its better than 0%!

Trident Realms are threating to take the crown from Undead for the army that most consistently score bonus points – Trident Realms are currently 11th in terms of games played but have taken the lead in terms of overall win percentage (see below!).

Both variety of Dwarfs are very much languishing in last place, despite the Free Dwarf’s two glorious wins (I’m not bias, honest). The Dwarfs average points for kills isn’t much lower than the rest of the field, but its their scenario points that are really letting them down. I wonder if their lack of manoeuvrability is preventing them from being able to grab objectives late game and score those few extra bonus points (even in defeat) like other armies can.

Undead have regained the title of ‘most killy’ from Varangur. For the third round running, Goblins remain the most pacifist army out there managing to kill only 51% of the opponents army on average – this is 20% less than the average Undead game.


I’ve pulled out some more detailed stats for the top 10* most played armies. These are the armies with enough results to prevent the averages being skewed too much by a single player.

*I’m actually comparing the top 11, because two armies were tied for 10th place

Trident Realms have toppled Undead for the first time in the tournament, taking the place as the faction with the highest win percentage – can they hold on to it during the last two rounds?


Country Stats

Look at Canada go! Spain has struggled a little this round, winning just one of their games – this opened the door for Canada to jump into the top spot.


In the UK vs US grudge match, the UK has managed to eek out a marginal lead taking it to:

UK 30 – 27 USA


As usual you can find the game rounds here:
https://tabletop.to/call-to-arms-worldwide-40-univer…/rounds

You can find the current rankings here:
https://tabletop.to/call-to-arms-worldwide-40-univer…/ladder

Results get entered here:
https://forms.gle/F2BETtSuNPUDb26k6

Mark Cunningham has created a website for the event that’s pretty handy you can find it here:
https://sites.google.com/view/call-to-arms/home?authuser=0


Elliot’s Beer Fund

If you've enjoyed the blog and you're feeling generous, you can buy me a pint. Please dont feel any obligation to do so, I've started this blog because it's fun, not to make any money. Any money received will go towards hosting costs. Or my beer fund... ok mainly my beer fund.

£3.00


Battle Report – Kings of Herts UB tournament – Round 1 – Twilight Kin vs Varangur

I’m back with another Kings of War battle report. This time its my round 1 game of the Kings of Herts online Universal Battle tournament. This is a four round tournament at 1995 points.

I decided to bring Twilight Kin as I’ve been having a lot of fun using them lately and I’ve just taken the plunge and ordered a load of models for them. They’re going to be my first 100% Mantic army!

My opponent was Minor Internet Celebrity and Benevolent Overlord of the Kings of War Fanatics, Jonathan Faulkes. For those of you that don’t know Jon (shame on you!) he’s been around in Kings of War since the very beginning.

Jon brought his Varangur with a couple of allied Nightstalker Butcher regiments for ‘thicc chaff’ – he’s clearly been taking notes whilst doing the commentary on Dash28.

The scenario for this round was a slightly modified version of Raze, where the tokens on either board side were woth 2VPs and the one in the centre is still only worth 1VP.

Jon livestreamed the game on the Four Foot Snake YouTube channel. I’ve linked the video below and if you have the time I really recommend you give it a watch. Seeing as there is a video record of the game, I’ve gone into less detail in this battle report than I normally would – instead I’ve focused more on why I made the moves I did.


The Twilight Kin


The Varangur


The Battlefield

For this tournament, every game in the round uses the same battlefield map that has been designed specially by the TO. I really like this idea as it lets the TO be a little more inventive with terrain whilst making sure that it is balanced for the scenario.

Its a concept that we’ve discussed introducing at a Northern Kings event, but Universal Battle lends itself to the idea very well.

Because of how objective markers are deployed in Raze, you’re always going to have at least one objective on both halves of the board (left to right). What I really liked about this map was the double forest in the middle of the board as it pretty effectively splits the table into two corridors of play – I’ve labelled them Zone A and Zone B. I knew that there was going to be two tokens in one zone and one in the other. I needed to make sure that my two tokens weren’t in the same Zone as Jon’s two tokens.

Jon has a fairly small elite army, so my hope was to engage the majority of it in one Zone and use my numerical advantage to capture the objectives in the other Zone relatively unopposed. The hope was that the double forests would keep units from being easily able to cross between Zones.


Deployment

I placed my two objectives in the opposite Zone to where Jon placed his. This allowed me to take advance of the higher number of units I had over Jon.

I was nervous going in to this game, Jon had four hammer units each of which could one-shot every single unit in my army. I knew that the game wouldn’t be decided in a grind (which is where my Butchers, Horseman and Drain Life usually excel), it was going to be decided in head on charges and exchanging units in one round of combat.

As Jon started to deploy his army, I came up with a plan. It became clear early on that he was planning on dedicating the majority of his forces on the right of the board (Zone B) opposite two of his objectives. I therefore did the same, deploying most of my army in Zone B facing off against him- however I made sure to hold back enough units to guarantee that I could quickly grab the two tokens on the left in Zone A.

The plan was fairly simple;

Zone A, capture my two tokens on the left as fast as possible. Even if he moved his units up to contest, the Impalers had more unit strength (US) than the Draugr and the Fiends and Gargoyles together had more US than the Fallen.

Zone B, I planned to throw my entire army at him one unit at a time to delay him as long as possible to make sure that he wouldn’t have enough time to cross into Zone A and grab the 3rd token in the top left corner. I also planned to hold the Gargoyles back in reserve and if he ever left his bottom right token undefended, they were going to swoop in and take it.

Don’t forget that in this modified version of Raze, the tokens on the 6″ line are worth 2 points and the one n the middle is worth 1. So if I could capture all of the tokens on Jon’s side and defend just one of mine, I could still win the game without worrying about taking the middle token.


Top of Turn 1

Jon won the roll for first turn and opted to pass it to me.

On the left I moved up as far as possible whilst staying out of 16″ range of the Fallen.

On the right I was more cautious, moving up slowly. I placed the Abyssal Horsemen in 20″ range of Magnilde.

This was a risk because if she charged, she would pin the Horsemen in place and allow them to be charged (and most likely killed) by the Mounted Sons next turn. But I was nervous about how I was going to deal with Mags – I had no plan for taking her out and left unattended she could be a real issue for my plan to hold the Gargoyles in reserve to grab the objective late game.

So I left the Horsemen there as bait – 265 point Horsemen bait to protect Gargoyles! I was fairly confident that between the Horsemen and Drain Life I could kill Mags in one turn on the counter charge, so at least they’ll get some of their points back.


Bottom of Turn 1

Mags took the charge on the Horsemen, doing a couple of points of damage but more importantly blocking them in place for the Mounted Sons to come finish off next turn.

The Magus’ Lightning Bolt did a couple of points of damage to Butcher horde (2).


Top of Turn 2

Jon had left his bottom right token unprotected – the Gargoyles we’re going to have that! On the left, the Impalers moved forward to capture the far left objective.

I charged both Butcher hordes into once of his thicc chaff regiments, which in hindsight was a mistake. I made this charge so that I could hold him up in the corner as long as possible – I would have been better to charge one horde in and held the second back for a further turn of delaying.

The Abyssal Horsemen killed Magnilde on the counter charge (woo!) but the Horsemen’s sacrifice was no longer needed because the Gargoyles had been able to grab the token much sooner than expected.

The Gargoyles on the left charged the Fallen and the Fiends moved up behind them. I put the Fiends in a position so that the Fallen couldn’t corkscrew charge the Fiends without being hindered over the wall.

Abyssal Horsemen w. Elite damage count: 1

End of turn score: Elliot 4 – 0 Jon


Bottom of Turn 2

The turn of pain!

Boom, boom and boom! Both Butcher hordes, both Gargoyles and the Abyssal Horsemen with Brew of Sharpness were routed – just a mere 825 points gone!

This highlighted my mistake with the Butcher hordes, I needn’t have lost both hordes and could have had a spare horde ready to keep the Frostfangs stuck in the corner.

The Draugr charged the Impalers and did a couple of points of damage, but they held.

Abyssal Horsemen w. Elite damage count: 1

End of turn score: Elliot 4 – 0 Jon


Top of Turn 3

The Abyssal Horsemen with Elite had their choice of charge targets and seeing as everything in front of them was ‘only’ 15/17 they had a fairly good shout of killing any of them in one go.

I decided to stick with the plan – I charged the Mounted Sons so that anything that came after them would be drawn as far away as possible from the top left objective. Thanks to Drain Life the Horsemen killed the Mounted Sons in one and turned to face their inevitable doom.

The Fiends charged the Fallen and between Dread and Drain Life they almost managed to waver them but fell one short.

The Impalers killed the Draugr and turned to face the last objective.

End of turn score: Elliot 4 – 0 Jon


Bottom of Turn 3

The Fallen killed the Fiends in one- it wasn’t unexpected but still a shame. I knew from the very beginning that I couldn’t expect to survive a single round of combat against any of Jon’s units, but in practice it was really hurting.

The Magus wavered the flying Crone with a Lighting Bolt, taking her Drain Life out of the game for a turn.

Other than that nothing much of note happened this turn…

Other than the Horseman taking 18 damage from the Frostfangs and rolling double 1s! While this was a pain for Jon, it wasn’t the end of the world. He’d blow through them next turn and be in a position to capture the top right token after the reform, so it shouldn’t impact him too much.

Abyssal Horsemen w. Elite damage count: 19

End of turn score: Elliot 4 – 0 Jon


Top of Turn 4

The Soulbane charged the Fallen and in combination with Drain Life finished them off. The Impalers moved forward and captured my remaining objective.

The Abyssal Horsemen regiment, flush from their miraculous survival counter charged the Lord on Frostfang. I picked the Lord simply because it was the choice that put me the most in the way to block both units from easily walking on to the top right objective.

End of turn score: Elliot 6 – 0 Jon


Bottom of Turn 4

Jon finally started to move the Butcher (2) and the Lord on Frostfang towards the centre of the board, ready to cross into Zone A and the top left objective that the entire game would swing on – en route they captured the middle objective.

The Frostfang horde with Elite moved into the trees. They were going to make my life much more difficult as it meant Jon has three units that could threaten the top left objective and I only had two units left that could easily block them – the Impalers and the Soulbane (who is Mighty).

Out on the right the Frostfang horde flanked the Horsemen, doing another 22 damage to them! Now all he had to do was not roll another double 1….

You can guess what happened next – poor Jon.

This double 1 was a much bigger deal. It not only opened up a rear charge on his other units, it meant that the Frostfang horde with Vicious would need another turn to grab the top right objective, effectively taking them out of the game.

Abyssal Horsemen w. Elite damage count: 41

End of turn score: Elliot 6 – 2 Jon


Top of Turn 5

The Abyssal Horsemen (who had absolutely no business being alive at this point) rear charged the Frontfang horde in the woods, along with the Soulbane in the front. Despite being hindered and devastated they managed to break them in one.

The flying Crone put a couple more damage on the Lord on Frostfang – I was in a decent place to finish him off in Turn 6 if both Crones focused their Drain Life on him.

The Impalers moved up to defend the top left token.

End of turn score: Elliot 6 – 2 Jon


Bottom of Turn 5

Jon pushed the Lord on Frostfang forward as far as possible making a last push for the top left token. The Frostfang horde with Vicious side stepped into range of the top right objective.

The Magus fired his Lightning Bolt 7 at the HEAVILY damaged Abyssal Horsemen unit… and did zero damage to them!

End of turn score: Elliot 6 – 4 Jon


Top of Turn 6

This turned added a bit of insult to injury. The Soulbane moved up to put himself in range of the Lord on Frostfang with his Dread – thanks to Dread the Drain Life managed to break the Lord.

The flying Crone put four damage on the Magus and wavered him as well – it looked like the Horsemen were going to live!

To really cement just how invulnerable the Horseman were, between two turns of regeneration and Drain Life heal they ended the turn on 9 damage – that’s 32 damaged recovered!

All I had to do now was survive a Butcher regiment charge and the game was mine.

End of turn score: Elliot 6 – 4 Jon


Bottom of Turn 6

The Butcher regiment charged the Impalers but for the first time in their history, the Impalers held.

And that was the game!

End of game score: Elliot 7 – 4 Jon


After Game Thoughts

So I think this game can be quite nicely summed up in one convenient meme that I made just for this occasion…

I’m not going to be self deprecating and say that I would have definitely lost if it wasn’t for the double 1’s, but they really REALLY helped.

Looking back through the game whilst writing this battle report, I think that if Jon hadn’t rolled two double 1’s I might have had a chance of winning on turn 6, but I would definitely have lost if the game went to turn 7. It would have entirely depended on how well I could block his units getting into Zone A with the few units I had left – either way it would have been much closer than it ended up being.

For the most part I stuck to the plan – I took all the objectives in Zone A and managed to delay Jon’s army in Zone B. I made a big mistake by sending both Butcher hordes in early and that should have cost me much more than it did – as it was, the double 1s gave me back the turns of delay I’d lost through my mistake with the Butchers.

All in all it was an excellent game and if you watch the live stream you’ll see that we’re both laughing all the way through it, exactly how a good game should go. Jon is a brilliant opponent and was a pleasure to play against – if you haven’t already I strongly recommend you watch the FFS live stream of the game and check out Jon’s other live streams.


Keep an eye out for more Twilight Kin battle reports coming soon as I play the next round of the Kings of Herts tournament. Or check out my other Twilight Kin articles below-


Elliot’s Beer Fund

If you've enjoyed the blog and you're feeling generous, you can buy me a pint. Please dont feel any obligation to do so, I've started this blog because it's fun, not to make any money. Any money received will go towards hosting costs. Or my beer fund... ok mainly my beer fund.

£3.00

Battle Report – Free Dwarfs vs Undead – 25/05/2020

I’m back with yet another Kings of War battle report this time against Richard Laking’s Undead. This was my second game in two days using the Free Dwarfs and I was hoping that I’d learnt some lessons from the first game.

The scenario was Push with two tokens each and one in the middle at 2300 points.


The Free Dwarfs

My list was very similar to list I’d used the day before.

With the extra 300 points I bought another regiment of Mastiffs, a third Ranger troop and a troop of Iron Clad with throwing Mastiff.

This added another 16 throwing Mastiffs shots and 10 Ranger crossbows to the army. More importantly I think it created a ‘critical mass’ where the troops could fend for themselves, ganging up on anything that came after them.

This meant that depending on my opponent, I could either deploy interspersed with my main battle group for added combat support. Or deploy all the troops as one group, like I did in this game.


Undead

I like Richard’s list – it has a very solid centre line with the Revenant hordes and the Zombie trolls with a couple of fast hammers to swing around the flanks and Wraith troops for solid chaff/ support charges.


Deployment

Learning from the mistake of last game, I deployed my Brock Riders as close support for my infantry hordes rather than out on their own.

I deployed the Ironclad troop and Mastiffs on the right hand side early on as a bluff that I was going to put a horde down there (who in their right mind deploys a speed 4 troop out on their own?).

I loaded up the right flank with all of the other troops, I was pretty confident that the combination of all the troops and the Berserker Lord could deal with the Werewolves and then turn to shooting at the centre of the board. If his Werewolves charged any of the troops the rest would mob them.

I left the Ironclad horde with the Brew of Strength till the very end, giving me the flexibility to put the unit that I knew would be my token carrier wherever I felt best. I opted for the far left flank and I thought this would be my best bet for guarding my flanks from surge charges.

Richard won the roll for sides and opted to go first.


Top of Turn 1

Richard moved steadily forward across the board (Undead don’t really do anything more animated than ‘steadily’). On the left he brought his Revenant Cav and Vampire on Pegasus up into charge range, and on the right he did the same with the Wraiths and Werewolves.

Both Balefires missed this turn which was a lucky break.


Bottom of Turn 1

On the left I pushed the Mastiffs forward to allow my Ironclad horde with Elite to move forward without risk of being charged. Anything that charged the Mastiffs would be counter attacked by both Ironclad hordes and probably some Brock Riders.

In the centre I held back with the Brocks despite being in charge range. The plan with the Brocks was not to charge anything in the centre until I was with given no other choice or backup arrived from the units of the left – I’m trying to learn not to squander them.

Both Cannons and all the Rangers opened up on the Werewolves doing 7 damage and wavering them. The Beserker Lord charged the Wraith troop and did the all important 1 damage, holding them in place.


Top of Turn 2

The left hand side Wraiths charged the flank of the Mastiffs but only managed to do 7 damage (hitting on 4+ can be fickle!) and wavered them.

Both Balefires shot at the Brocks in the middle of the board, but luckily only did 4 damage. The Werewolves backed up and were healed by the Liche King.

The Wraiths on the right did 5 damage to the Berserker Lord, admittedly more than I had been expecting.

In the middle the wall of Undead continued their slow inevitable advance…


Bottom of Turn 2

The relentless Dwarf gun line continued!

The three Ranger troops did 7 damage to the Werewolves and broke them. I was initially shocked at how much damage they did, but looking back I would actually expect 30 shots on 4s, damaging on 5s to do five damage. Using Nick Williams’ excellent rule of thumb this meant I should expect to do between 3-7 damage with them – so not as over the top as I first thought.

Edit: Nick has since supplied me the maths and told me that I can expect to do 7+ damage 22% of the time – knowledge is power!

Both Cannons hit with one of their shots, putting 6 damage on the Revenant horde in the middle. Got to start somewhere.

Mastiff pack (3) took out the Balefire Catapult with their Throwing Mastiffs.

On the left, the Brocks and the Mastiff charged the Wraiths that had failed to rout the Mastiff pack, killing them (again?… can you kill Undead?). I really liked my reposition here, the Brocks couldn’t be multi-charged and the Ironclad with Elite couldn’t be charge at all. In order to let the Brocks charge the Ironclad horde with the tokens moved forward their full 8″, putting themselves on the half way line.

I was quietly pleased with how the game was going at this point. My plan with the troops on the right flank had worked (and faster than I had expected) and they were now in a position to start threatening the middle units with the tokens.

However I couldn’t ignore the fact that Richard was baring down on the middle token and I currently had no answer to that.


Top of Turn 3

In the centre the Zombie Trolls moved on the to the central token, picking it up. This was a pretty big issue for me – I’d done well on both flanks and had managed to take out a few key units, but in doing so I’d taken my eye of the scenario. I now had three high defense, high nerve units each holding a token and about to cross into my side of the board.

On the left the Revenant Cavalry and Vampire on Pegasus charged the Ironclad horde, doing 14 damage but failing to break them.

The remaining Balefire hit the Brocks in the trees again, taking them up to 6 damage – I was going to have to make a move with the Brocks soon or risk losing them before they could bring anything to the game.

The Wraiths on the right did another 6 damage to the Brock Lord! But thanks to a lucky low nerve roll he hung around.


Bottom of Turn 3

Pew pew pew!

In an effort to start wearing down the huge blocks of nerve in the centre of the board, I opened up on them with all of my remaining shooting.

The Cannons fired at the Trolls (hitting once each) and the Packmaster and Ironclad horde added a couple of throwing dogs taking them up to 10 damage. The combined firepower of the Rangers and Ironclad troop’s throwing dogs only managed a piddly 4 damage on the Revenants.

Fearing that I would lose the Brocks before they could do anything, I charged them in to the left horde of Revenants. I picked the left horde simply so that I wouldn’t block my shooting on the right. I knew I was unlikely to do much, but better to go down swinging rather than being shot off the board.

The other Brocks on the left hand side flanked and killed the Revenant Cav, turning around to face the centre of the board. The Ironclad horde put a decent chunk of damage on the Vampire on Pegasus but he held.

I was happy that I was making progress on the scenario. One of his token carrying units (the Trolls) was on a decent chunk of damage and I had Brock Riders with the Brew of Sharpness ready to charge a second token carrying unit. I expected to lose the Brocks with Pathfinder next turn, but at least they had died putting a decent amount of damage on an enemy unit.


Top of Turn 4

The damaged Zombie Trolls charged the Mastiff pack in front of them and despite being hindered took them out in one go. However in order to make the charge the Zombie Trolls had to drop their token.

In my opinion dropping a token like this when you don’t have another unit to instantly come pick it up is a mistake. I’m guessing that Richard’s thinking was that the Trolls were already so badly damaged, they were likely to die next turn so might as well get a charge off first. But dice are fickle and you never know when shooting is going to fail completely – keep hold of the token and you have the chance to capitalise on random good luck, drop the tokens and it doesn’t matter how lucky you are you still can’t win.

The Revenant horde and the Goreblight charged the Brocks in the forest but despite doing 14 more damage to them, they rolled a double 1 – meaning that the Revenant horde were going to have to face a flank charge from the Brocks with Brew of Sharpness.

On the left, the Vampire Lord on Pegasus killed the Ironclad horde and turned to face the rear of my Brock Riders. I think I overestimated how long the Ironclad would survive against the Vampire and it may have just cost me the game as the Vampire now had two tokens and a fairly easy route to my half of the board. My only saving grace was that I still had a decent amount of shooting nearby (Diadem of Dragonkind and the Mastiff pack’s Throwing Mastiffs) and the Vampire Lord was already on 8 damage.

On the right hand flank, the Revenant horde charged and killed Ranger troop (1). I wasn’t too worried about this because I’d always ‘planned’ to lose one of the troops and then swarm him with the rest. I had 30 attacks coming from the troops, 20 of which would have CS(1) and TC(1) from charging off the hill.


Bottom of Turn 4

The plan this turn was to do as much damage to as many units as possible (subtle I know!) ready for a Turn 5 & 6 mopping up with my remaining shooting and the flying Berseker Lord.

Going last meant that I could try and grab any tokens that were dropped thanks to shooting – although I wasn’t confident in that because of Dwarf’s little legs! With that in mind I turned the Ironclad horde to be in a position to charge the left Revenants Turn 5 and flanked them with the Brocks, doing a decent amount of damage but not enough to break them. In doing so I exposed the Brock’s rear and the Ironguard’s flank to the Vampire Lord, but in order to take either charge he would have to drop his remaining tokens. I actually really hoped he would take the bait and drop his tokens, leaving my Mastiff packs chance to go pick them up.

I needn’t have worried about that though – the Mastiffs and the Diadem put a few more points of damage on the Vampire and after two hot nerve rolls killed him! Both Cannons hit (again! – they had been on fire this game reliably getting at least one hit between them every turn) and look out the damaged Zombie Trolls.

The quadruple charge of the 3 troops and the Berseker Lord proved to be a bit of a let down, managing just 6 damage between them all (I’d been expecting more like 10-12). The Mastiff pack had moved up to threaten the flank charge next turn so I was still hopeful of picking up that unit on Turn 5 or 6.

Going in to the top of Turn 5, it was 4-0 to Richard. I was going to have to really focus on grabbing whatever tokens I could in my last few turns.


Top of Turn 5

With the majority of his army engaged, Richard had few tactical options left this turn other than kill and survive!

The Revenant horde on the left killed the Brocks who were on double 1’s and turned to face the second Brock regiment. Between Lifeleech and Heals they had managed to claw back 6 damage. The Goreblight charged the flank of the Ironclad doing decent amount of damage to them, but they held.

In hindsight I think this may have been a mistake on Richard’s part. The Goreblight was very unlikely to kill the Ironclad – instead I would have suggested grabbing the token with the Goreblight and bagging a pretty much uncontested two points in turn 6.

On the right the Revenant horde killed one of the Ranger troops on the counter charge before backing up D3″ and preparing to face another charge.


Top of Turn 5

The Mastiff Pack moved on to the two loose tokens on the left. They were within 12″ of the Balefire so I knew they were now safe points.

In the middle the Brocks and Ironclad horde manage to put enough damage on the Revenant horde to break them, passing their tokens over to the Brocks. On the right the troop mob finally did good and broke the Revenants claiming their tokens.

Just to add insult to what had already been a withering game of cannon fire, I hit with 2/4 shots on 6’s at the Liche King, turning him into a cloud of red mist (or dust, do Liche Kings have blood?).


With the loss of all of his scoring units but one, Richard decided to call the game there. That had been quite the reversal, going from 4-0 to Richard in Turn 4 to 6-0 to me by the end of Turn 5.


So What Went Well?

In my last game I shared my thoughts about where I thought it’d all gone wrong, so I thought this time I’d go through what went better and see if I can learn anything from the two games.

Fire!
In my mind the theory for this list has always been to use the fairly substantial investment in shooting to whittle down a few of my opponent’s key units before combat breaks out, helping to even up the fact that Dwarf units are pretty much outmatched across the board.

In my last game this didn’t pan out, but here it did. My shooting and the cannons in particular helped kill a horde of Werewolves and a horde of Zombie Trolls.

The cannons rolled hot all game managing a total of 9/20 (45%) hits. This certainly didn’t win the game by itself but definitely helped to even the odds where I needed it.

Troop Swarm
The idea of having a ‘swarm’ of troops worked well, even if their attacks ended being a bit lack luster in combat.

Dwarfs lack flexibility and board control so having the flexibility to deploy a full flank of troops or intermingle them in my army really appeals to me. The ability to scout the Rangers forward early on creates a zone of control that your opponent can’t easily enter without taking damage.

Hide the Badger
I realised in the last game that I needed to start thinking of the Brock Riders as combat support, rather than units that can hold flanks on their own. They’re actually softer than standard cavalry regiments these days and I need to adjust my playstyle with them to match this.

So I was happier with how I played them this game. Having them in and amongst the Ironclad hordes and other chaff meant that I could protect them when needed and have them join in with key combats.


I feel that I’m getting to a point where I’ve found a Free Dwarf army that I enjoy playing with, even if its not the most competitive.

But I’m going to be taking a break from the Free Dwarfs for a few games – I’ve signed up for the Kings of Herts UB tournament and will be playing Twilight Kin. Look out for those battle reports in the coming weeks.


Want to hear me talk more about Dwarf Ranger troops and why you should be using them?
In Episode 1 of The Council of War, the Northern Kings discuss units that we feel are underrated by the community.


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Battle Report – Free Dwarfs vs Ratkin – 24/05/2020

I’m back with another Kings of War battle report. This time it is my Free Dwarfs vs Si Brand’s Ratkin – we played Push at 2000 points. Si was practicing for his Call to Arms game so we used the fixed two tokens each, plus one in the middle.

My track record with Free Dwarfs so far has been… patchy.

You can read about my initial impressions of the Free Dwarfs here.

You can watch Dash28’s live stream of my Call to Arms game using Free Dwarfs here.

I’m up to 12 games with them now and my win rate is holding at a respectable 50%. But this is still lower than I would usually expect with other armies – in the 2018 Masters season I had a 75% win rate at tournaments and I’d say that I can usually hold that level of win rate or above regardless of the army I play.

In all my games with Free Dwarfs so far, I feel like I’ve been playing with one arm tied behind my back. Every other army just seems to have better tools than the Dwarfs in every category – I can’t really think of anything the Free Dwarfs do better than anyone else.

I know I’m not using the more optimised list that I could. In V2, competitive Dwarf builds lent heavily on Brock and Rocks style lists with a wall of Def6 backed up by loads of Brock Rider. I’m sure there is a competitive Free Dwarf list down that path, but I want to try and include some actaul Dwarfs in my Dwarf list.

I also admit that I’m still fairly new with the army and its possible that my win rate is due to my inexperience. Although in the other new army I’ve started playing with recently (the Twilight Kin), my win rate has already exceeded 75%. Twilight Kin don’t have trouble winning, they have trouble with variety – Free Dwarfs have lots of variety, it just doesn’t seem very good!


So why am I bothering with them? Because they’re damn fun.

For all of their limitations and challenges, I’ve had a really good time playing the list. Its fun and its different to anything I’ve played before – for now at least, that’s enough to keep me engaged with the stunties.

This is the current iteration of my list. Its developed over time as I’ve started to get to understand the Free Dwarfs – I certainly don’t think I’ve cracked it yet but I’m happier with this list than I was with the previous iterations of it.

The two Ironclad hordes have replaced the Shieldbreaker hordes. I’ve come to the conclusion that the Shieldbreaker hordes are a bit of a trap, one of those units that looks great on paper but just doesn’t deliver on the tabletop for one reason or another. They have excellent combat potential and Pathfinder and Scout are great rules, but their low speed prevents them from being able to utilise that potential.

Ironclad hordes with items have a fairly similar damage output, but they maintain the Def5 and the Headstrong. Seeing as these hordes are so rarely going to get the first charge off, I decided to value the defensive stats higher than the offensive stats.

I’ve really enjoyed the two Ranger troops. They’re a very flexible unit with a good damage output in both shooting and combat. I was initially put off by their relatively low defense and 10/12 nerve, but I’ve found that they’re small enough to go largely ignored by most opponents.


The Ratkin

Si’s Ratkin list is really interesting – Ratkin without a single infantry horde.

Overall its a really tough list with several hammer units and a good amount of Rally and support pieces. I’m out sped and out gunned in combat, so I need to ensure that my shooting thins out some of his units before we get into combat or else I’m going to be outmatched.


Top of Turn 1

Because I’m an absolute amateur at this, I once again forgot to take a screen shot of deployment, but I only shuffled my army forward so you can pretty much see where it started.

I experimented with splitting the tokens across two unit this game – its something I never normally do so wanted to give it a try to see how it ‘feels’. I worry sometimes that things become the norm just because everyone does them, not because its necessarily the best way to play.

The Berserker Lord flew up in to the woods to ensure that the Night Terror couldn’t use the trees to hide out of line of sight. Everything else shuffled forward, preparing themselves to receive the incoming wave of rats!

Both Cannons fired at the Tunnel Runners but all their shots missed. However, the Rangers made up for it doing an impressive 6 damage to the Tunnel Runners between them – they failed to waver so on to Si’s first turn.


Bottom of Turn 1

The Night Terror moved up around the forest, putting itself in a position where it could see the Brocks, but they couldn’t see him – sneaky rat.

The majority of Si’s mainline moved up slowly. The Tunnel Runners turned 90 degrees left and gave themselves some cover from the Rangers.

The Tangle put Weakness on to the Berserker Lord – limiting what he was likely to do next turn. The Broodmother Drain Life’d the Vermin Tide, healing 4 damage back on the Tunnel Runners.


Top of Turn 2

Cry havoc and let slip the Mastiffs of war!

I decided to target the Shock Troop regiments with the Throwing Mastiffs as their def4 and relatively low nerve made them fairly soft targets. Between all of the throwing dogs, Rangers and cannons I had a fairly solid chance on wavering or killing two of the three units, which would seriously help me to even out the odds in future combats.

Both Cannons missed again, but with all the other combined shooting I managed to put 7 damage on both middle Shock Troops, wavering one of them.

On the right, the Berseker Lord charged the Tangle and the Brocks backed up, trapping the Night Terror (or so they thought). I charged the Berserker into the Tangle, not expecting to kill it but hoping that the Berserker would be in a good spot next turn to finish off any units that were damaged by my shooting.


Bottom of Turn 2

Between Radiance of Life and Drain Life, the Rats managed to reverse a good chunk of the damage I had done the previous turn.

The Tunnel Runners turned the face the centre of the board and everything else shuffled forward slightly.

On the right hand side of the board, the Night Terror managed to use his speed 9 and nimble to barely squeeze out of the Brock Rider’s arc by just a few pixels, threatening the flank of my army and my cannons!


Top of Turn 3

At the start of Turn 3 I was fairly happy with the way the game was going. I hadn’t been too outmanoeuvred (except by the Night Terror but he could see too much of my army) and my plan to thin his line had started well. Between the Ranger, Cannons and remaining throwing dogs, I should quite comfortably break two of his units this turn leaving me in a good place for the inevitable combat.

I did decide that I needed start putting pressure on his token carriers – in hindsight this was a big mistake and at least a turn too early.

I made (what later proved to be the mistake) of putting both Brock Rider regiments into their respective forests. I knew that this meant that they could both be charged, but in my mind they were still tanky units that can adsorb charges…

I fired two more Mastiffs and a troop of Rangers into Shock Troop regiment (2) but only managed 3 damage (That’s 16 shots on 4s and 3s and 10 shots on 4s and 4s – I’d hoped for more like 8 damage). To make matters worse they didn’t even waver. The rest of the shooting was tied up trying to stop the Night Terror hitting my flank – the plan to thin him out before combat was suddenly not going so well.

In an effort to save themselves, both Cannons fired at the Night Terror. One of them finally managed one hit (it only took 12 shots!) and did a not very impressive 2 damage. But the BSB with the Diadem and the Rangers pulled it back doing another 4 between them, wavering the Night Terror.


Bottom of Turn 3

Look at all those charge lines! I always knew that I was going to take the first charge because I was out sped everywhere, but I had at least hoped to have taken out one of his units with my shooting first!

The Hawpacks and the Brute Enforcer charged the Brocks on the left, doing 9 damage between them. That hurt but it wasn’t too bad – the Brocks should mince the Hawpacks on the counter charge and then would only be threatened by a hindered 3 attack Brute. In order to pull off this double charge he’d needed to drop his tokens so I was happy with the exchange.

The Mutant Rat Fiend charged the Brocks on the right and did 9 damage to them. This was entirely expected and to be honest I have no idea what I was thinking exposing them to that charge! Unlike on the left flank, I wasn’t putting any pressure on tokens and had no counter charge planned.

The biggest hit was in the middle though. By less than a millimetre, Si just managed to get the Nightmares AND Tunnel Runners with Brew of Sharpness into the right hand side Ironclad horde, blowing through them in one go. This was very good play from Si – I’d assumed that there was no way that he would be able to create a clear path for the Tunnel Runners, I was wrong.

Losing the Ironclad horde was huge because not only had I lost the unit, I had very little way of stopping those units steamrollering through my lines.


Top of Turn 4

Rangers (2) on the hill charged the Tunnel Runners to block them charging the other Ironclad horde. The Ironclad horde with Elite charged and killed Shock Troop regiment (3).

The Berseker Lord decided to disengage from the Tangle and charge the Shock Troop regiment (2) that was on 9 damage. My thinking here was to start killing as much unit strength as possible that was hanging around the two loot tokens in the bottom left corner.

The right Brock Riders did a very respectable 10 damage to the Mutant Rat Fiend but he held. I’d made a silly mistake with them and was going to lose them next turn as a result.

The left Brock Riders should wipe out the Hawpacks and then be in a position to cover the tokens, effectively pinning them on Si’s half of the board. With my remaining shooting, I was pretty confident that I could finish off Shock Troop regiment (1) that was on 7 damage.

Best laid plans….

Between the Brew of Sharpness and a Bane Chant the Brock Riders did 14 damage to the Hawpacks… and rolled double 1.

The Rangers (10 shots, 4s and 4s) and Pack Master (6 shots, 4s and 3s) shooting at Shock Troop (1) managed to do a combined… zero damage.

Bugger. I was now definitely going to lose both Brocks, had no way to put pressure on the tokens on the left and all of my shooting units were in range to be charged next turn.

Just to add to how well this turn went, both cannons missed with all their shots -again.

Ignoring the ineptitude of his comrades, the Banner Bearer with the Diadem of Dragonkind continued to set fire to the Night Terror, putting two more damage on him and wavering him for a second time.


Bottom of Turn 4

Not many surprises this turn. Both Brocks inevitably died allowing the Hawpacks and the Mutant Ratfiend to turn inwards, pincering my lines.

The Tunnel Runners killed the Rangers in their way and healed up some more damage through Drain Life and Radiance of Life. They turned to face the remaining bulk of my forces.

Shock Troop (1) that had managed to dodge all my arrows (and throwing dogs) last turn charged and killed the remaining Mastiff pack, backing up onto the tokens for good measure.

The Nightmares holding the two tokens slipped past the Ironclad horde, taking themselves into my half of the board and to safety.


Top of Turn 5

Things were looking very grim and I knew at this stage that I was unlikely to win the game. I decided therefore to try and score as many points as possible while putting myself in a position where I could win if everything suddenly starting going my way with ridiculous dice rolls.

I turned the Rangers (1) on the hill to look at the Nightmares carrying the tokens and opened up on them with everything I had left. One of the Cannons hit with one of their shots (taking them up to two hits out of twenty shots!), doing 2 damage the Rangers and Diadem each added one more and…

Double 6 -boom! Too little too late, but still nice to see!

The Berserker Lord charged the Tunnel Runners to delay the inevitable.

The Packmaster had another go at shooting off the token carrying Shock Troops (1) but despite doing a couple of points of damage, he failed to waver or break them. The Standard Bearer charged the Hawpacks on 15 damage. He managed to hit them… but failed to damage.

It was pretty much all over by this point.


Bottom of Turn 5

Look at all those routed units…

The Hawpacks nimbled around into the rear of my Rangers (1), taking them out and reforming to face the rear of the Ironclad. The Berserker and both Cannons were picked up on the right hand side.


Top of Turn 6

I knew I had pretty much no chance now, but never one to give up entirely I went for the only plan I could.

The plan was; move the Ironclad horde so that it was facing left and across the half way line. Use the Packmaster to finally finish off the Hawpacks and pray that the little shooting I had left could waver the Tunnel Runners. Then if the Standard Bearer could break the Shock Troops (I did say it was an unlikely plan) I could potentially charge and grab the left tokens on turn 7.

It was a very last ditch plan, but I do think its always worth doing something, even if its very unlikely to succeed.

In reality, the Diadem did amazingly and managed to waver the Tunnel Runners and the Packmaster killed the Hawpacks (finally!).

It wasn’t a good situation, but it was probably the best I could have reasonably asked for.


Bottom of Turn 6

The Night Terror rushed to the middle of the board to grab the two tokens that were out in the open and the Shock Troops (1) that had survived so much shooting casually walked across the half way line in front of the Ironclad horde.

If there was a turn 7, I now couldn’t even pull it back to a draw. But mercifully the game ended at turn 6.

Free Dwarfs 1 – 8 Ratkin


So What Went Wrong?

I got a fairly sound thrashing there, so I thought it’d be helpful to break it down into what went wrong. I’ve boiled it down to three parts;

  • Si played very well
  • I played very badly in parts
  • My shooting failed to even the odds in the centre of the board

Si played an excellent game, especially in the movement phase. He managed to pull off a couple of moves and charges that were millimetre precise – full credit it to him for this. I thought that he was being over cautious at first and perhaps he was, but I made the mistake of not letting him make a mistake… if that makes any sense? He was playing very cautiously but I pushed my Brocks up and forced him to engage – I should have held back and shot until I had absolutely no other option.

I made a couple of silly mistakes, but the biggest one was my use of the Brock Riders. In my mind, Brock Riders are still tanky units that can absorb a lot of damage and then do a mountain of damage back.

I need to keep reminding myself that THIS IS NOT TRUE.

Now their nerve has reduced to -/18, their Def4 means that they’re actually one of the softer cavalry options in the game. Equally 26 attacks on 4s is roughly equivalent to 18 attacks on 3s (very roughly, don’t yell at me!), which is good but not great, especially with only TC1.

In my next game I’m going to use my Brocks as more of a close support unit, rather than think they can hold a flank on their own.

With the exception of the single Double 6 at the end of the game, my shooting really let me down this game – especially in the middle of the board. The cannons hit 2/20 shots and those Shock Troop regiments just refused to die! I did a good amount of damage early on, but this didn’t translate to any routed units all game. In future I need to remember to focus all my fire on one unit until it is definitely dead and then (and only then) move on to a new target.

The day after this, I played another game using the Free Dwarfs this time at 2300 points. Look out for that report coming in the next few days to see if I learnt anything from this game.