U.S. Masters BotR Undead Tournament Update

Greetings everyone! It is Tuesday, 2/25, which means I am back and sort of recovered from the amazing experience of attending my 4th U.S. Masters for Kings of War. This time I wasn’t fortunate enough to qualify for the main event, but luckily there was a “Best of the Rest,” or BotR, side event open to everyone!

I’m not going to go into too much detail about the social side of the event, but it was absolutely spectacular. Having an extra 55+ players all hanging out lent the event even more of a party atmosphere. I got to hang out with so many cool people, both new and old, and it really was the highlight of the year.

Post Master’s Sunday Hangout!


But I doubt you are here to read about the hangout; instead, this article will go over the army I brought, what my expectations were going in, and a post-tournament analysis of the list — though there will be pics of the hangout sprinkled throughout.

So my list, as I said I took Undead. In my mind this was the “last” hurrah for my current Undead army, as once Brotherhood of Blood is finished they will be my main army for a while. With that in mind I didn’t want to paint anything, and I wanted to try out some of the changes to the army.

My 2,300 point list:

x3 Troops of Wraiths

x2 Troops of Ghouls

Legion of Zombies with Giant Rats

x2 Hordes of Zombie Trolls

Horde of Wights

Horde of Werewolves with Brew of Strength

Necromancer with Inspiring Talisman, Drain Life (5), Surge (6), and the Vicious Aura for Zombies

Liche King with Drain Life (7), Bane Chant (3), Surge (10), Conjurer’s Staff

Vampire on Undead Dragon with Lifeleech (3)

My Zombie Legion

My thoughts on this list: I generally saw all the infantry and large infantry working together as one block. The Wraiths would deploy behind the Zombies and Zombie Trolls to protect them from shooting and pop out at good chances. The Zombie Trolls would deploy with the Zombie legion in between, or both to one side, with the Wights on the other. The casters deployed behind this group, close enough to have the chance to double Surge something if needed.

The Vampire and Werewolves would deploy to a flank, and the Ghouls could deploy where needed, generally not in sight so as not to get shot off.

I was curious to use Werewolves again. They were a unit I wasn’t good with back when this was my regular army, as I always felt they were too expensive. I also worried the Drain Life may not be to my liking, as I usually took Heal to survive shooting. If this doesn’t make it clear, I didn’t have a lot of practice with this army. I took it to a single one-day event and got three games in, going 2-1.

Mostly, I was excited to get more Undead experience and give the old army one last run in the sun.

The Games

I’m not going to go over every game in detail, instead I will shout out to my opponents, and their armies, and then give an overview of what worked and didn’t work from the list.

Game 1

Game 1 was versus Ashley Mowat, fellow writer for Dash28, using Elves.

270, Palace Guard Horde — Staying Stone

235, Kindred Tallspear Horde — Fire-Oil

230, Stormwind Cavalry Regiment — Sir Jesse’s Boots of Striding

235, Stormwind Cavalry Regiment — Chant of Hate

120, Kindred Archer Regiment

180, Lord on Drakon — Mead of Madness

135, Elven King — Horse

135, Elven King — Horse

110, Elven Archmage — Heal (4), Bane Chant (2)

125, Elven Archmage — Boomstick, Lightning Bolt (5)

230, Hunter Horde — Crocodog

225, Giant

70, Army Standard

This was a grudge match and I was really looking forward to it. Ashley and I decided we would dress as each other, which you see in the picture above :). Ashley won the “who wore it better” off, but lets see how the game went.

The scenario was Dominate.

Highlights/Learning Points — Drain Life allowed me to slam Zombies into Ashley’s Hunters, and despite hitting on 6s, Drain Life was putting wounds on for me, allowing me to kill them in two rounds! The Ghoul troops did work, hitting flanks and dealing 8 wounds in one turn to the Tallspears.

I made a bone-headed counter charge with my Vampire which failed, exposing my flank to the Tallspear horde, ouch. Be more careful with this guy in the future.

Zombie Trolls Defense 5 makes them MUCH better at holding up to a charge.

The whole game I forgot the Vicious aura.

Win to me 19-2.

Game 2

Game 2 was versus Doug Blake, a Northeast Warking playing Abyssal Dwarves. Doug and I had played once in the past, ending in a draw, so I was excited to see how this game would go.

275, Abyssal Grotesque Horde — Blessing of the Gods

210, Abyssal Halfbreed Regiment — Pipes of Terror

220, Abyssal Halfbreed Regiment — Maccwar’s Potion of the Caterpillar

215, Lesser Obsidian Golem Horde

215, Lesser Obsidian Golem Horde

215, Lesser Obsidian Golem Horde

85, Gargoyle Troop

85, Gargoyle Troop

115, Angkor Heavy Mortar

115, Angkor Heavy Mortar

150, Abyssal Halfbreed Champion — Blade of Slashing

190, Iron-caster — Shroud of the Saint, Surge (8), Bane Chant (2)

210, Ba’su’su the Vile

The scenario was Push.

Highlights/Learning Points — My dice where HOT Turn 2, allowing me to kill Ba’su’su, the Halfbreed Champion, the Grotesque Horde, and two Halfbreed Regiments in one turn. Some of these charges should have had good chances to break the enemies, but others, the Grotesque horde for example, was due to my Vampire hitting 9/10 times, wounding 9/10, and then rolling a 12 to break the unit! This happened on the bottom of turn 2, which meant I got to dictate the entire pace of the game from here out.

Despite this, Doug was a pure joy to play, putting up a tough resistance. Wraiths were money, getting flanks on the Golems and charging into the terrain; I LOVE Strider!

I remembered the Vicious Aura around Turn 5 in this game.

Win to me 21-0.

Game 3

Game 3 was on Table 1, I was currently at the top of the event with 40 points, which meant much like Icarus I was WAY too close to the Sun, and a fall was coming my way.

Image result for Icarus meme

I drew the gentleman from Nerdhammer, Allen Buehner, playing his Elves.

265, Palace Guard Horde

280, Palace Guard Horde — Sir Jesse’s Boots of Striding

235, Stormwind Cavalry Regiment — Maccwar’s Potion of the Caterpillar

215, Stormwind Cavalry Regiment

290, Drakon Rider Horde — Dwarven Ale

205, Silverbreeze Cavalry Regiment — Fire-Oil

175, Lord on Drakon — Staying Stone

260, Tree Herder

80, Battlecat Regiment

80, Battlecat Regiment

70, Argus Rodinar

145, Elven Archmage — Boomstick, Lightning Bolt (5), Bane Chant (2)

The Scenario was Smoke and Mirrors.

Highlights/Learning Points — I took a gamble and gave the Drakons a charge into my Wights, but I had Wraiths positioned so I would get one unit in the front and one unit in the flank if he took it. He did, breaking the Wights, but then my Wraiths took two turns killing the Drakons, costing me precious time. This in hindsight was probably not a necessary sacrifice, but I was hoping to sweep the flank.

Allen controlled the tempo the whole game, rapidly moving around my left flank while my flankers stalled on my right flank. He then baited me into giving him a double charge into an unhurt Zombie Troll horde, which I also dumbly took. Lesson here, don’t take risky charges, and probably don’t give away your best unit on Turn 2!

Props to Allen for a great game. Allen went on to get the highest Battle score of the event!

Loss 3-18.

No I didn’t get to play Jeremy from Counter Charge, but I liked this pic 🙂

Game 4

I had already had three amazing games, and the great opponents kept on coming with my first game of day two versus Andrew Summers, probably one of the most fun people to play, well… ever!

Andrew and I had played first thing day two last year at the Masters and ended with a draw, so I was excited to get a rematch. He was using his Abyssal Dwarfs.

290, Abyssal Grotesque Horde — Brew of Sharpness

220, Lesser Obsidian Golem Horde — Liliana’s Tear

220, Lesser Obsidian Golem Horde — Healing Brew

220, Abyssal Halfbreed Regiment– Blessing of the Gods

100, Slave Orc Regiment– Staying Stone

85, Gargoyle Troop

110, Gargoyle Troop — Scrying Gem

235, Greater Obsidian Golem

140, Iron-caster — Shroud of the Saint, Surge (8) to replace Fireball

90, Hexcaster — Inspiring Talisman, Weakness (3) to replace Hex

210, Ba’su’su the Vile

150, Abyssal Halfbreed Champion — Blade of Slashing

115, Angkor Heavy Mortar

115, Angkor Heavy Mortar

Scenario was Control.

Highlights/Leaning Points — I managed to win picking sides, and then I was able to position my army to largely negate Andrew’s mortars for the beginning of the game. However, in a stroke of what at the time seemed like genius, but in reality was probably rather dumb, I deployed my Wights far to the right, with the thought that they would hide behind the woods and claim that section. True, this could have been the case, but about halfway through the game I was mentally facepalming, all that Defense 6 and I put my best can opener out of the game largely…

Despite this silly choice I did have some pretty cool moves in the game. The Wraiths again were amazing, grabbing flanks, charging into terrain, and really messing stuff up.

The highlight of the choices I made, however, revolved around charging my Werewolves off a hill, unhindered, into the Greater Golem, and then Bane Chanting them. This gave them a terrifying Thunderous Charge 1, Crushing Strength 3, hitting on 3s, wounding on 2s, yes please! It didn’t break the Golem, but it did deal 8 wounds to it, meaning if I survived the counters coming, I should kill it (spoiler: I didn’t survive the counter strike). This was the moment that a trick with Werewolves sort of clicked for me, they are the perfect unit to aggressively grab hills and benefit from the hill charge!

The game was largely fought in a swirling combat in the middle, but when all was said and done Andrew had smashed almost my entire army, giving him a pretty solid win. Not surprising considering his stuff was tougher and had Vicious helping him even more versus my lower Defense.

Biggest learning point: if 95% of the time you think your army needs to stick together, then you should probably just do that 100% of the time!

Loss 5-16.

Game 5

My final game was against none other than Fred from the Giant Dwarf cast, who had flown all the way from Norway to play in the event! I was beyond excited to end the tournament playing Fred.

Fred was playing Undead, but a very different list from mine.

180, Ghoul Horde

180, Mummy Regiment

180, Mummy Regiment

105, Skeleton Spearman Regiment

105, Skeleton Spearman Regiment

265, Soul Reaver Infantry Regiment — Chalice of Wrath

265, Soul Reaver Infantry Regiment — Dwarven Ale

255, Revenant on Undead Great Burrowing Wyrm — Inspiring Talisman, Plagued Breath

220, Revenant on Undead Great Burrowing Wyrm

265, Liche King — Shroud of the Saint, Heal (6+3), Blizzard (3), Surge (10)

105, Revenant King — Undead Horse

105, Revenant King — Undead Horse

70, Undead Army Standard Bearer — Tome of Darkness

The Scenario was Raze.

Highlights/Learning Points — Fred did an interesting thing during deployment I had never seen. He deployed his characters first, meaning his first 4 drops told me very little about the actual position his army would take. This was clever, and quite unique, at least for the States.

I got another hill charge with the Werewolves allowing me to pop a Mummy Regiment in one go!

A Skeleton Spearmen regiment held up my poor Vampire on Dragon for 3 turns, once thanks to a Double 6s Waver, but still impressive!

Fred moved his horde of Ghouls as a shield to the Soul Reavers, with both regiments of Soul Reavers directly behind the horde. Fred had told me the day before his general plan was that once you killed the ghouls the Soul Reavers were there to mess stuff up. Unfortunately for Fred, he moved these regiments just a bit too close to the horde in his first turn, having them directly behind the Ghouls.

I managed to charge the Ghouls with a troop of Wraiths, allowing me to hold up the Ghouls, but more importantly block the Soul Reavers for an extra turn!

I was finally consistently remembering my Vicious Aura, which was helping me a LOT in the grind.

In part thanks to my fast flanking force, I was able to slowly grind down Fred’s forces and deny him most of the objectives.

Win 18-3 to me.

Results

I was extremely pleased with finishing 3-2, and I was even happier with the opponents I drew. Every game was in consideration for my best game! Going into the award ceremony I knew I wasn’t in the running for anything, there were better opponents and better painted armies then mine; I did well, but probably not well enough to podium, even with soft scores’ help.

During the awards I was named as 2nd Best Sport and 3rd for Player’s Choice army, which was exciting to hear; no awards for those spots, but some nice props. Then they announced Overall awards, and my name was called for 3rd!!!!!

Me with 1st Overall, the man, the myth, Kevin Spear, holding my Pipes of Terror trophy!

Looking at the results I came in 7th in Battle, 2nd in Sports, and high enough in paint to manage to snag 3rd Overall!!! This was an unexpected but amazing way to end the event.

Thoughts

Right, so with the event in my rear-view mirror, what did I think of my list. I now had eight games with it and had some learning points.

Drain Life could be extremely powerful. In my game versus Ashley it was essential to letting me win the grind, allowing me to sap away the health of her Height 2 units while they fought my Zombies. However, in matches where there was less Height 2, or my opponent had many Defense 6 units, it wasn’t as useful. If my army began grinding, I almost always found a use for it, but the 6″ range was VERY limiting. Conclusion, I’m not sold its better then heal, but it did help me win several combats, so it can be very good.

Wraiths and Ghouls are phenomenal! Ghouls’ Wild Charge D3 along with their Nerve of 9/11 and 12 attacks means they have more speed, more attacks, and better chances to survive enemy chaff. Wraiths, though slower, were much, much better at helping me in the grind, jumping up and Surging into flanks to give essential damage. They excelled versus Defense 4 and lower, did ok versus Defense 5, and struggled versus Defense 6. Overall, I think both these units will be in nearly every Undead army in some way.

Zombie Trolls, just wow, I used to want to make these bros work so badly, but I never really could. In 3rd edition, I think they are going to be in nearly every Undead list. They have the toughness they were lacking before while maintaining an affordable price and good damage output. With the Necromancer Vicious aura, their damage can be more reliable and less swingy. If you want to take these, take the Necromancer, too.

Werewolves, another unit I struggled with in 2nd, were just amazing. Maybe I am in part a better player since I last tried to use them, but I found every game they were money. If there was a hill, I tried to deploy these near it so that they could potentially jump on it for the boosted charge. I think the key for these beasts is to be more patient with them. It’s ok to move around and wait to charge with them until Turn 3 or later.

Overall, I thought my list worked great. In none of my matches did I feel like I lacked the tools to take on the threats. I also really enjoyed the synergy of my list. In fact, I enjoyed this list so much that I am trying to import some of these learning points into my Brotherhood of Blood army project. I am working out the details, but I believe I will be swapping the target list around some to work in a Vampire on Dragon and a Horde of Werewolves.

About Jake Hutton

I am from Baltimore, Maryland; and have been in the wargaming hobby for 19 years, and a regular participant on the tournament circuit for 7. I am an avid hobbyist, and one of the hosts of the Unplugged Radio podcast. In addition to Kings of War I am a voracious reader, gravitating primarily to Fantasy/Science Fiction, Manga, and Graphic Novels, I also am a massive fan of Dungeons and Dragons, video games, and board games!

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