Introduction
Each iteration of the Clash of Kings has expanded upon the available list of spells in Kings of War. While many gamers are still testing out and strategizing on how to make use of Teleport, Critter’s Call, Blizzard, and the rest, I thought I’d take a moment to examine one of the original spells that seems to have fallen by the wayside.
When I designed my Nightstalkers army in late 2017, I centered it around three regiments of Nightmares. Although I was drawn to the Nightmares for their maneuverability and melee capabilities, they also come equipped with Wind Blast (5). After adding a Banshee to the mix, who comes stock with Wind Blast (7), I realized I had Wind Blast (22) at my disposal. I was looking forward to putting Wind Blast to use, but there was a glaring obstacle. I had never used Wind Blast before, had never played against it before, and didn’t know anybody with experience using it!
Fast forward to 2019, and Wind Blast is still rarely being taken.
Though the sample size was limited, the results are still illuminating. The sole respondent to select “almost always” clarified by saying that he runs Enslaved Guardians in his Empire of Dust army, which, like the Nightmares, come equipped with Wind Blast (5). He is taking them for their melee prowess, and the spell is merely an afterthought.
At this year’s Unplugged GT, only a single participant out of 42 used Wind Blast. In fact, there was only a single unit with the spell — a Greater Air Elemental in a Forces of Nature list.
So, when I set about playing an army with multiple sources of Wind Blast, I was heading into mostly uncharted territory. Was the spell really as useless as popular opinion led me to believe, or would it blow away my expectations?
Uses
Unlike most spells, Wind Blast does not have an immediately obvious application. It does not inflict damage (in most cases) like Lightning Bolt, it does not increase the damage output of a friendly unit like Bane Chant, and it does not heal a friendly unit like, well, Heal. Instead, it causes an enemy unit to move. Let’s look at the exact wording.
In most cases, you will be in the front arc of the enemy unit when casting the spell, thus pushing that unit directly backward. As the game progresses and battle lines close, it is certainly possible to hit enemy units in the flank or even the rear, especially if your source of Wind Blast can fly. The targeted unit will move 1” per hit, and it is important to remember that Wind Blast always hits on a 4+, as it is not subject to any modifiers.
The first use is to keep an enemy unit out of charge range. I have often found “standoff” moments, usually between the second and fourth turns of the game, in which each player positions his/her unit within their own charge range while just out of their enemy’s charge range. For example, a regiment of Mounted Sons of Korgaan moves up to be 12.1” away from a Horde of Trolls. This prevents the Trolls from charging, and even if they move backward their full 3”, they will still be within charge range of the Mounted Sons. In this instance, a crafty Goblin Wiz could step in and cast Wind Blast (5), needing only a single successful hit in order to prevent the charge, thus buying the rest of the army an extra turn of shooting on the much-feared Mounted Sons of Korgaan.
The second use is to alter an enemy unit’s arc of sight in order to prevent a charge. This is primarily going to be available once the battle lines have closed and an enemy unit is preparing to charge and you, unfortunately, don’t have something to charge into it first. For example, a Horde of the Fallen move at the double and stop 4” away from a Mind-screech. The Mind-screech can stand still and shoot at the Fallen, but it is unlikely to Waiver or Rout them. The Mind-screech can pivot up to 90° and move 5”, but that isn’t far enough to escape the Horde of Fallen’s arc of sight. Luckily, a Wind Blast (7) to the flank from a nearby Banshee could save the day!
Wind Blast can also be particularly effective when paired with the terrain on the battlefield. Forcing units to make Hindered charges, preventing units from moving at the double, and blocking line of sight are all possibilities depending on the situation. Remember that units must have >50% of their base on a Hill in order to count as being on a Hill. Consider how Wind Blast could be used in each of the examples in Figure 3.
Another use is to move a unit with Inspiring out of range of friendly units. Players have a tendency to place their Inspiring units in that perfect position where they are just within 6” of everything in their battle group. By shifting them back by even an inch, it is possible to deny your opponent a reroll on a critical Nerve test.
Scenarios
Kings of War is a game that is entirely won or lost by the scenario. For the majority of the scenarios, going second with a significant amount of Wind Blast in your list can be a huge advantage. A quarter of the scenarios in Clash of Kings 2019 rely on controlling Objective Markers at the end of the game (Pillage, Ransack, Occupy). To control an Objective Marker, remember, you must have the most Unit Strength within 3”. Having the last turn allows you to push units out of that 3” bubble.
Similarly, a quarter of the scenarios in Clash of Kings 2019 require having the most Unit Strength in a certain section of the table at the end of the game (Dominate, Invade, Control). Again, having the last turn allows you to push units out of position, thus changing the outcome in your favor.
In my experience, opponents who are aware of this will opt to give you the first turn if they win the roll. This can also be a considerable advantage, depending upon your style of army list!
Units
Being a spell, Wind Blast is mostly reserved for Heroes. There are a few that come with it standard, and many more that gain access to it as an upgrade. The standard cost is Wind Blast (5) for 30 points, though it does vary. The Abyssal Temptress, for example, has access to Wind Blast (6) for 30 points, while the Ratkin Warlock and Goblin Wiz have access to Wind Blast (5) for a mere 15 points. Every army has access to it except for Dwarfs, Abyssal Dwarfs, Orcs, Undead, and Salamanders.
Additionally, there are four non-Hero units which come equipped with Wind Blast. The Greater Air Elemental for the Forces of Nature has Wind Blast (6), the regiment of Nightmares for the Nightstalkers has Wind Blast (5), the regiment and horde of Enslaved Guardians for the Empire of Dust have Wind Blast (5), and the Windborne, a Living Legend troop of Silverbreeze Cavalry for the Elves, have Wind Blast (8).
Wind Blast and Damage
There are two instances in which Wind Blast can actually cause damage. Let’s revisit the Windborne. Though pricey, this unit is quite powerful. They gain an additional shot over the ordinary Silverbreeze, but more importantly, they always hit on a 4+. With Speed 10, Nimble and Height 2, it is easy to get them into good positions for casting Wind Blast, and their Elite might even add an extra hit or two.
The other way to get your Wind Blast to cause damage is to equip your Hero with the Zephyr Crown. For my Nightstalkers, I like this to go on the Banshee. It allows her to do some chip damage while manipulating the position of enemy units. It’s also quite lethal against targets with low Defense. Additionally, I could see it working on an Elven Mage on a horse, making a slightly less potent but more maneuverable version of the Windborne.
Putting it All Together
When designing a list to utilize Wind Blast, there are a few things to keep in mind. For one, it definitely increases in utility when you have multiple sources. Simply throwing a single Wind Blast into the mix will probably not have an impact on your games. Second, Wind Blast is a reactive tool. It is dependent upon watching your opponents’ moves closely and then exploiting mistakes/oversights as they arise. It is not something that you can plan for in advance. Lastly, in my experience, it works best with lists that have a serious amount of shooting and/or a serious amount of Speed. Giving your units an extra turn of shooting is sometimes all it takes to cause a Rout, while having high Speed will allow you to capitalize on taking the first turn in scenarios where your opponent can’t afford to let you go second.
Here are two sample lists, both at 2,000 points. I have lots of experience playing the Nightstalkers list. It is about as fragile as a list can be, but also a heck of a lot of fun to play. The Elf list is untested but checks off a lot of the boxes for making the most of Wind Blast.
Tips for Countering Wind Blast
In the unlikely event that you do find yourself across the table from a significant amount of Wind Blast, there are a few simple things you can do in order to minimize its threat potential. One obvious counter is to stack your units. Units will stop when they come into contact with friendly units, so this will prevent your battle line from being pushed backward. Of course, there are some problems that can arise from deploying in such a fashion and you need to be careful not to prevent yourself from being able to pivot.
As previously discussed, another way to counter Wind Blast is to give your opponent the first turn on certain scenarios.
Lastly, think extra carefully about where you move and why. Wind Blast opens up many opportunities that can be difficult to spot, so check your units before committing to their final position. Keep an eye on the clock, though!
Conclusion
I have thoroughly enjoyed playing lists with multiple sources of Wind Blast. Does it always win me games? Of course not! But it does greatly expand my options for dealing with enemy units and it has made for some epic stories on the battlefield. Feel free to hit me up in the comments section with your own stories, questions, or list ideas!
Nice article, I appreciate the focus on a really underutilized spell with a lot more uses than most. Great diagrams too 😉 One of the coolest skew armies I’ve seen was a Night Stalker army with 8+ regiments of Nightmares (made from ‘Nids, if that matters). I forget who made it or how it did in actual games, but it was certainly intriguing af.
Also! Eckter from Trident Realms has Krakenmaw, an ability to wind blast and cause damage, so that’s a third for your list.
Thanks for the feedback, Salvage! And great catch with Eckter – I hadn’t really looked into his rules before. He has Wind Blast (8) that can cause damage, but unfortunately, he’s only Speed 5. Still, a pretty decent Hero for the points.
-Greg
The current killer combo is to teleport him deep into the enemy army / to the side of something trying to hide, and Krakenmaw it into the open to get shot up and / or Siren’d forward. After which the other player now has to deal with a tough, competent hero in their lines, who can also Windblast (8) more things if left alone.
That Nightstalker army is mine and uses windblast to disrupt the enemy formation to expose flanks. It doesn’t really matter how good an opponent is if you are controlling the battlefield sufficiently they will give you a flank. The full list has 8 regiments of nightmares and two banshees for 54 windblast with two hordes of scarecrows. I’ve won or drawn loads of game with just 2 or 3 units left pushing the enemy off objectives.
Hey George, thanks for sharing your list – it sounds fantastic!
-Greg
Great article Greg, but you missed my favorite Windblast tactic!
I play Empire of Dust and the Enslaved Guardians have Wind Blast (5) as you’ve mentioned. What I like to do is use the Wind Blast to expose a flank and then surge into it. Consider this situation (without a diagram unfortunately). The enemy battle line is marching at you and the units are all in a line. You have charges available but they are seemingly all frontal charges with are unlikely to break the units. But you have Windblast! Move the Enslaved Guardians up into position, cast Windblast against one of the units which will expose the flank of the unit next to it. Now surge your way into that exposed flank and crush the enemy!
In theory works with any surge units, just extra handy that Enslaved Guardians have it built in.
That is epic, Jon! Thanks for sharing your tactic. There are definitely other uses for Wind Blast that I either didn’t cover in the article or haven’t discovered yet. I once saw Peyton use Wind Blast to push an enemy unit into the arc of sight of his Halfling Volley Gun. It resulted in that unit’s untimely demise.
It would be fun to experiment with a Banshee with Boots of the Seven Leagues or perhaps Boots of Levitation – something to allow you to sneak behind enemy lines. Then, you could use Wind Blast to push units forwards into range on of Firebolts, outside of the cover they are hiding in, or onto a hill they are hiding behind.
-Greg
Love the Nightstalkers list – it really makes me want to try them out. Have you had much luck with the crystal pendant? It seems expensive.
Thank you, Peter!
The Crystal Pendant is a relatively new addition, though it is my favorite artifact in the game! It goes well on the Shade because he is more or less immune to shooting, so the enemy will have to charge him to take him off. I found that I end up sacrificing him at some point during the majority of the games, so doing the extra damage (and preventing the ability to overrun) is pretty powerful, especially when I can usually charge or direct more shooting at that unit the following turn.
I’ve also run the Shade with a simple Blade of Slashing, or sometimes the Boots of Seven Leagues for some ridiculous Movement.
-Greg
It’s a great spell. A couple of times I’ve managed to pull or push enemy units into base to base with their own mates who were carrying the crystal pendant. Detonated the pendant carriers with some shooting or in combat and it took down a steel behemoth. It’s amazing for late game board control too.
Hey Matt, thanks for the input! As much as I want that Crystal Pendant combo to work, it, unfortunately, doesn’t. The exact wording of the spell reads, “The target unit stops 1″ away from enemy units or just out of contact with blocking terrain and friends.” It could, however, work with a Red Goblin Blaster or Goblin Blaster, and that would be suitably epic!