2017 Unplugged GT

Things have been quiet on the UPGT front for awhile now but rest assured the gears are moving for the 2017 Unplugged GT.  I hope to have the date confirmed later this week and then we can start announcing some details (beyond the date I mean).  This is our 5th anniversary and we’re looking into some cool new options for this year.

I do apologize about the lack of updates.  I (Jon) recently moved to the Boston area and I’ve been displaced for months now, meaning I haven’t had any hobby time, planning time, or gaming time.  I hope that 2017 leaves me a little more available to work on some Kings of War armies (after they get unpacked from moving), attend some tournaments and generally be more involved.  Greg ran that awesome campaign in the fall and it really got the juices flowing to play more Kings of War.

So stay tuned for details shortly!

 

A Chronicle of Undeath IV: 12-3-16 Tournament

*I wrote this up (from best I could remember) for vampirecounts.net and thus don’t call out people by name. The opponents of the Faceless shall remain nameless! Nice work by @Jimkellsworth running the awesome event!

I ran Undead w/Night-Stalker allies (apologies for some blurry pics):
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Revenants horde, two-handed, blessing of the gods, (Touch of Darkness)
Zombie regiment
Zombie regiment
Zombie regiment
Zombie Troll horde
Zombie Troll horde
Werewolves horde, dwarven ale
Necromancer, +bane chant
Lykanis, blade of slashing
Morgoth the Faceless, touch of darkness
Spectres regiment
Shadowhounds troop
Screamer

Pregame thoughts:
I am shaking off seven months of rust as last time I played was my club’s GT earlier in the year. In the interim I had finished a few new units and wanted to try them out. The first is the mostly banshee unit in the upper left corner of above pic that counts as spectres. I figured the firebolts piercing(1) would give the undead some much needed ranged attacks. I lack skeleton archer models, and they don’t seem impressive rules wise. I have two catapults but don’t really like hitting only 1/3 of the time. For more punch I am using a screamer that provides lightning bolt (5) with height2, which is a great combination. Rounding out the NS I am dusting off some direwolves models to use as shadowhounds. I envisioned these would make a great screening/escort unit for the werewolves horde.

And finally, the FACELESS! I was tired of running the Liche King and this guy also packs more ranged spells to go along with heal and surge. I am also using the Lykanis for the first time to bolster my fast attack subgroup. Limited inspiring was a concern, however a combination of the very inspiring on an individual with speed 10 and nearly 25% of points in night-stalkers didn’t turn out too bad. I couldn’t find the points for the inspiring talisman for the necromancer. I was iffy on the necromancer, but this guy really turned out to be clutch as he provided the bane chants and the surges so Mhorgoth could focus on fireballing units once the battle lines met.

GAME 1: Invade
Opponent: Undead

Undead civil war! The opponent’s list is the following:

Ghouls Troop
Ghouls Troop
Revenant Horde, brew of courage
Wraiths Troop
Zombie Trolls Horde, brew of sharpness
Werewolves Horde, brew of strength
Soul Reaver Cavalry Regiment, potion of caterpillar
Vampire Lord, heal(2), mounted on undead horse
Vampire Lord on Undead Pegasus, heal(2), ensorcelled armor
Lykanis, blade of the beast slayer

I setup all my forces on the left flank. His soul reavers, werewolves, and Lykanis are on the right side. I decide not to counter with my fast units and instead put them on the extreme left flank, hoping to sweep around the building and come up from the back. I make mental notes to watch out for Vampire on Pegasus getting behind my lines as well as to know where those soul reavers can go at all times.
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I place the screamer in the woods with trolls. Zombie meat shield protects the revenants while the spectres hold the right flank, and are going to be sacrificed.
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Opponent’s wraiths, ghouls, vampire on peg, soul reavers, lykanis, and werewolves advancing unopposed on the right flank.
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View from the left edge. Werewolves plan to go around the barn.
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Wraiths fight my zombies while wolves fight the spectres as enemy lykanis looks on. I plan to turn the trolls to face the werewolves, while I hope to absorb the incoming soul reavers (top of above pic) with zombies.
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Here is another view of the soul reavers galloping towards my line. I am hoping I made the right decision by not countering these guys with the wolves. Only time will tell.
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The fast attack force is now within striking distance. The mounted vampire lord is sent in to stall the wolves. The wolves and the hounds combo the vampire and bring it down. The wraiths and enemy wolves grind out the zombies and spectres as expected, but take a few turns to do so. The vampire on pegasus charges over the zombies into the revenant horde. The horde ends up killing it with a spectacular to hit roll including 4 of 5 ones converting to hits with blessing. The enemy revenants (on hill in above pic) crush middle zombies. In the end, more points in the opposing half nets me 17-3 win. If i recall, I lost only the spectres and the three zombie units.

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Fortunately my camera seems to get somewhat back in focus as the day went on. Not sure why I couldn’t take an in-focus picture to save my life in the morning. Also, the next two games run late (likely due to over-measuring and indecisiveness on my part!) and as a result I didn’t get quite as many pictures as i’d have liked, but there are enough to get a feel for how things went down.
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Game 2 is Pillage against Salamanders:

Primes Horde, Orcsbain’s amulet of thorns
Primes Horde, two-handed weapons, brew of sharpness
Ancients on Rhinosaurs Horde, Maccwar’s potion of the caterpillar
Lekelidon
Lekelidon
Lekelidon
Clan Lord on Fire Drake w/wings
Clan Lord on Fire Drake w/wings, fire-oil
Clan Lord on Fire Drake w/wings, ensorcelled armor

We roll for seven objectives and they end up being placed in a skewed diamond shape in the middle of the table (not favoring either side). I deploy the main line to the right of center, with the fast attack units on the right flank. All three fire drakes deploy opposite the right flank. The salamander prime hordes deploy in the center.
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I win the first turn and advance the shadowhounds and werewolves up the grey hill on the right flank just out of charge range of the fire drake that is next to the building in the corner. Mhorgoth and the screamer send their lightning bolts into the fire drake where I proceed to waiver it with a double six.

The prime hordes and ancients advance on the zombies, with the other two drakes breathing into the revenant horde from behind once they are in range. I manager to waiver the same drake again after more lighting bolts. My line maintains position.
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The prime hordes charge the zombie regiments and the ancients charge the spectres. Once the zombies collapse the zombie trolls charge the primes and after several rounds of fighting are able to finish them off. The lekelidons target the screamer with breath attacks and eventually kill it after two rounds of shooting(I forget about the stealthy). The revenant horde eats several rounds of breath attacks from two drakes. I roll below average on my regeneration roll (only two of 15 damage is healed) and this unit disappears without seeing combat. Considering it drew the attention of both drakes for several turns, I consider this a fair result given the amount of points involved.
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I finally take action with the Lykanis and shadowhounds, sending them in against the drake that I had managed to waiver each turn of the game. They are able to combo charge and finish it. I turn the werewolves to face the ancients on rhinosaurs that had beat the spectres, carelessly exposing their flank to a fire drake which charges in and destroys them in the subsequent turn.

The battle ends as a 17-3 loss. I think I waited too long to commit the fast attack units (shadowhounds, werewolves, lykanis) to fightening and gave the shooting too many turns to take pot shots (breath/firebolts) at my units. With three fire drakes in the same area of the board, I was very cautious to move and give up flanks. In the end I inadvertently did so with the wolves anyway. During this game I had wished I had a troop of wraiths or flying pharaoh to charge the drakes and disrupt them to take away the breath(16). I am pleased with how the lightning bolts worked.

Game 3 Dominate against The Herd:

Spirit Walkers Regiment, fire-oil
Spirit Walkers Horde, brew of strength
Tribal Hunters Troop, bows
Harpies Troop
Harpies Troop
Guardian Brutes Horde, Maccwar’s potion of the caterpillar
Lycans Horde, pipes of terror
Centaur Longmanes Regiment, helm of confidence
Tribal Chariots Regiment
Brutox
Shaman, +heal(5)
Shaman, +heal(5), Myrddin’s amulet of the fire-heart

My main line deploys in the center near the scoring zone. The fast attack units to the right flank. Enemy lines up as shown. For reference in the below pics, the metal minotaurs are Guardian brutes, the giant is the brutox, spirit walkers beastmen, and plastic minotaurs Lycans.
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I win first turn and move up the hounds to be just out of site of the harpy unit behind the building.
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The lykanis moves up and pivots to face the center. Lycans and chariots come up the left flank, threatening the screamer.
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Centaurs charge trolls and chariots execute a hindered charge on the screamer.
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Mhorgoth unleashes a fireball on the lycans but forgets about nimble. He therefore eats a charge from the lycans, but fortunately only takes one damage in the process.
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Since he cannot cast due to disorder, he makes a non fly move toward the center of the line to provide some inspiring to the units in combat. The spirit walkers crash into the zombies. The brutox charges the rightmost zombies after the spectres do a few points of damage with firebolts.
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Hounds and werewolves move around the building on the right flank. The harpies surround the lykanis near the obstacle and he fights off one of the units.
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The two zombie regiments fighting the spirit walker horde and regiment are defeated. The revenant horde enters combat against centaurs and lycans.
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A time runs down no more pictures but the werewolves come around the building and charge in against the guardian brutes. They are then charged in the flank by spirit walkers, absorbing 27 points of damage. Things look grim from my side of the table. The first nerve roll routes them, the reroll due to inspiring nets the double one! A crowd had gathered around at this point, and this moment was pivotal for the undead, as it now mean the zombie trolls could execute a rear charge and the werewolves could get another round fighting the guardian brutes. Even the lykanis joins the fray. This combat results in two herd units being defeated in the scoring zone. The game results in a 13-7 win to the undead. Without the double one roll it was a guaranteed loss, as units would have refaced and I wouldn’t have been able to do nearly as much damage. In retrospect I made a few blunders but fortunately they did not take me out of the game. This was a really fun game against a great opponent and another well run event. I think I finished 4th or 5th in terms of battle points but points for painting put me 3rd over all.

The biggest thing I’d change for next time is not to spend so many turns trying to get the werewolves behind the enemy. Also, I’m still sure Mhorgoth is suboptimal from a points perspective, but it sure was fun using the model because his spell selection meant he had the tool for the job assuming he wasn’t wavered.

 

Kings of War Campaign – Week Eight

The eighth week of the campaign represented the last regular campaign turn. It was a mad scramble to claim last minute shards and experience points. The players did not know what would be in store for them the following week, but knew with a desperate certainty that they would need all the help they could get!

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On the outskirts of the Hunter’s Wood, the Abyssal Dwarfs and Elves fought with reckless abandon. In the end, Ar’noth prevailed. He strode victorious into the heart of the Wood, where the Green Lady gifted him with a shard of the Fenulian Mirror for his bravery.

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Perhaps it was madness that drove him to it, but Istvaan once again led his Ogres into the harsh sands of the Hadross Desert. There, he was forced into brutal conflict with the Abyssals who, under the cruel leadership of Apollyon, proved too difficult to defeat. In the wake of the battle, however, Istvaan abandoned his kin and roamed the desert, spying the telltale glint of a shard of the Fenulian Mirror poking out from beneath the dunes.

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On the main crossroads of Valundar, the Undead waged war against the Rhordians. The fight was cagey, with each General making careful, calculated moves. The resultant draw left both Generals free to explore the territory, and each General discovered one of the precious few remaining shards of the Fenulian Mirror.

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Last, but certainly not least, the Forces of Nature stormed the Goblin Hills in the Northeastern corner of Valundar. The cunningly cruel Goblins put up a hasty yet vicious defense of their homeland. In the end, Lord Adular took their leader captive and forced him to lead the way through the tunnels to the fabled Goblin treasure hoard. In the end, Adular recovered an impressive three shards of the Fenulian Mirror, among other loot.

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When the dust settled, the standings were as follows:

Jon, Peyton, Keith – 5
Chris, Jim – 4
Scott – 3
Kevin – 0

Tomorrow marks the final campaign turn, in which the Generals will be forced into an epic struggle to determine the future of Valundar, and perhaps even Mantica itself! Stay tuned for updates!

Best,
Greg

Kings of War Campaign – Week Seven

The seventh week of the campaign was perhaps the most exciting yet, with many Generals walking away from the turn with upgraded units and newly discovered (or stolen) shards of the Fenulian Mirror. This was also the first week that EVERYONE was in attendance!

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Lord Ar’noth and the Elves ventured into the Goblin Hills to challenge Duke Barnabus Mumblepeg and the Rhordians. The fighting was fierce, and the casualties were many. Much to his dismay, Ar’noth could not “win one for the Gipper.” As he prepared to swoop in on his mighty Dragon and claim an objective (thereby securing a draw), he was shot in the back by the Goblins, waivered, and lost the battle. In the aftermath, Lord Baranabus received a shard of the Fenulian Mirror from exploring the Goblin Hills. It seems an unlikely friendship may have formed between the two short-statured races.

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Istvaan and the Ogres headed up to the Northern Plains of Valundar to challenge Lord Adular and the Forces of Nature. The Unicorn commander put up a valiant fight, but in the end was forced to retreat as the Ogres relentlessly crashed into his defenses. Istvaan went on to explore the only known human settlement on the island, threatening the Stablemaster into giving him two shards of the Fenulian Mirror, and then promptly eating him.

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Further South, the Abyssals finally came to blows with the Abyssal Dwarves. Once thought to be coordinating their campaigns in Valundar, the two mighty armies clashed with the force of a hammer blow on a red hot forge. The battle was tense, with both sides gaining the advantage only to have it taken away time and again. In the end, Apollyon reigned victorious, stealing a shard of the Fenulian Mirror from Hazdra’khan for his impudence.

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To the East, Long Toof da Blood Drinka found his Undead army ambushed by the native Goblin tribes. Springing forth from the tunnels originally constructed by Halflings, the Goblins proved only a minor annoyance. The disciplined ranks of Undead responded with emotionless efficiency, spilling Goblin blood across the countryside. Long Toof himself slaughtered a pack of ravenous Maw Beasts and found a shard of the Fenulian Mirror that had been swallowed by one of the brutish creatures.

The current standings are:

Jon – 5
Peyton, Keith – 4
Jim – 3
Chris – 2
Kevin, Scott – 0

Tomorrow will be the last NORMAL day of the campaign!

Best,
Greg

Kings of War Campaign – Week Five

The intensity was turned up as the campaign entered its fifth week. Lord Commander Adular and the Forces of Nature reemerged from the mists, striking at the Undead with newfound purpose. Inspired by their first victory, Ar’noth guided his Elves to set an ambush for the unsuspecting Rhordians. Meanwhile, both Hazdra’Khan and Istvaan attempted to lead their armies to the peninsula, and so were forced into conflict upon the hot sands of the Hadross Desert.

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The Forces of Nature quickly advanced across the battlefield, only to hastily retreat in the face of Long Toof’s might. What appeared to be indecision and foolishness on the part of the Forces of Nature turned out to be the tactical brilliance of Lord Commander Adular. The Forest Shamblers, Tree Herders, Griffon, and Owlbear launched coordinated strikes that ground the Undead bones to dust. Long Toof da Blood Drinka was forced to cut his losses and retreat to the safety of his warship, confident that his practitioners of the dark arts could rebuild his Undead legion over time.

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Elsewhere, the Elves cut down the Rhordians with cold efficiency. Arrows rained down across the battlefield, finding purchase in the exposed flesh of the heavily armoured Rhordians with unnerving accuracy. Early on, Duke Barnabus Mumblepeg was forced to abandon the battlefield after suffering a rather painful broken wrist. In the end, only Lord Reginald, the aged Rhordian wizard, was left standing. He slunk away with his head held high. In the wake of his second victory, Ar’noth was gifted with a shard of the Fenulian Mirror by the spirit of Elithanora herself. She must have seen purity within his soul.

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The harsh conditions of the desert took a severe toll on the Abyssal Dwarves, as their heavy armour burdened them and their automatons struggled to trek across the sand. The Ogres, meanwhile, were used to dealing with extreme climate and pressed their advantage. As the Abyssal Dwarves fled the desert, Istvaan became obsessed with finding the fabled oasis. He struck out on his own and wandered for days. He was eventually discovered by his fellow Ogres, huddled in the fetal position, running a terrible fever, and muttering incoherently to himself. Although he was nursed back to health, it is rumored that his mind simply “isn’t all there.”

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The current standings are:

Peyton – 3
Jon, Keith, Jim – 2
Kevin – 1
Chris, Scott – 0

Looking forward to Week Six!

Kings of War Campaign – Week Four

The intensity of the fighting increased significantly in the fourth week of the campaign. As the Generals began to familiarize themselves with the layout of the terrain, they found all manner of ways to hunt down, trap, or evade their enemies. Battle broke out across the center of the island, with Apollyon and his Abyssals challenging Duke Baranabus Mumblepeg and the Rhordians, Hazdra’Khan and his Abyssal Dwarfs launching an attack on the Undead of Long Toof da Blood Drinka, and the Elves of Ar’noth stalking after Istvaan and his Ogre tribe.

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The fierce ranged attacks of the Abyssals proved devastating for the Rhordians. Halflings headed for the hills as bolts of lightning scorched across the battlefield with alarming speed. In the few melees which took place the Rhordians exacted revenge. In the end, despite winning the battle, Apollyon decided to pull his minions back and allow the humans and halflings to tend to their wounds. After the battle, Ba’su’su sneaked off to investigate the surrounding countryside. It is believed that he may have, indeed, come across a shard of the Fenulian Mirror. However, in his vanity he was consumed with gazing upon his reflection until he could feel Apollyon’s summons, at which point he tossed the shard and flew back to the monstrous daemon.

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Meanwhile, the Abyssal Dwarfs and Undead took to battle with grim determination. Neither side was willing to cede an inch of territory to their enemy, and the combats were dragged out with bloody consequences. As the dust settled on the battlefield, no clear winner could be determined. After the battle, Hazdra’khan realized his precious shard of the Fenulian Mirror had been stolen during the previous night. With an impressive fury, he smashed apart the nearby Armory until he discovered a replacement. Heading to the Gatehouse, Long Toof stumbled upon an ancient journal containing many descriptions (and pictures… he’s illiterate) of the trials and tribulations of Captain Grizzlebeard Brandywine, the famed halfling leader of Valundar’s highway patrol. Delighted, he felt better prepared to Inspire his troops to victory.

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After suffering many defeats, Ar’noth’s tactical prowess gave the Elves just the advantage they needed to achieve a victory against Istvaan and the Berserkers. To be fair, he was also aided by the local Goblin tribes, who popped out of their myriad tunnels at just the right moments to rain destruction on the Ogres with their arrows and war trombones. As the battle drew to a close, Ar’noth dismounted from his trusty Dragon and decided to enter the Goblin tunnels. After a few hours of wandering his was ambushed by a ravenous pack of mawbeasts. After a close brush with death he cut down the last of the mawbeasts and discovered a shard of the Fenulian Mirror among the bones in the lair of the vile creatures.

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The current standings are:

Peyton – 3
Jon, Keith, Jim – 2
Kevin – 1
Chris, Scott – 0

It’s still anyone’s campaign as we cross into the second half of the adventure!