Wednesday, 28 October 2026

Game 164 - Ratkin - 2026/10/27


Hello!
 
It has been a very long time since I had my last game of Kings of War. I was thus very excited when Yan accepted my offer to play over Universal Battle 2. It was to be my very first game of 4th edition as well!
 
It meant I needed to update my army for the new edition. I used the composition rules that are going be used for Australian Clash of Kings 2027. 2300 points to spend and no more than two battalions. Fortunately, it did not require much re-thinking, although I restricted myself to the models I could use in real life. 
 
This is what I came up with for our upcoming game:

Outcasts - Army List

1st Battalion

Heroes 

Army Standard Bearer (AS), Champion Hero (Inf), The Boomstick - 130
Mage (M), 
Champion Hero (Inf), Inspiring Talisman, Lightning Bolt (5), Bane Chant (2) - 160

Core

Palace Guard (PG1), Core Inf Regiment - 160
Palace Guard (PG2), Core Inf Regiment - 160
Stormwind Cavalry (SW1), Core Cav Regiment - 220
Stormwind Cavalry (SW2), Core Cav Regiment - 220

Specialist

Forest Shamblers (FS1), Specialist Lrg Inf Troop - 120
Forest Shamblers (FS1), Specialist Lrg Inf Troop - 120
Silverbreeze Cavalry (SB1), Specialist Cav Troop - 130

Support

Drakon Riders (DR1), Support Lrg Cav Troop - 165
Drakon Riders (DR2), Support Lrg Cav Troop - 165

2nd Battalion

Heroes

Drakon Lord (DL), Warlord Hero (Lrg Cav) - 180

Core

Kindred Archers (A1), Core Inf Regiment - 130
Kindred Archers (A2), Core Inf Regiment - 130

Specialist

Silverbreeze Cavalry (SB2), Specialist Cav Troop - 130

Total Units: 15, Total Unit Strength: 22, Total Points: 2300

4th edition has a bit different composition rules so it took me a bit to get used to it and to try a few combinations before I found the one that allowed me to field the units I wanted. However, to do that, I needed to use two battalions. 
 
I focused on taking the units first and added only two Artifacts to keep things simple. For the same reason, I also decided to go for Lightning Bolts as these spells are quite straightforward in use. I was quite happy with the army on paper, as it had elements I wanted. 
 
For our game, Yan decided to bring his Ratkin. Here are the details:
 
Ratkin - Army List
 
1st Battalion
 
Heroes
 
Scudku-z'luk [U] (Szl), Warlord Hero (Ti) - 320
Swarm-crier (AS), Champion Hero (Inf), Shroud of the Saint - 105
Warlock (W). 
Champion Hero (Inf), Bane Chant (3), Heal (4) - 120

Core
 
Shock Troops (ST1), Core Inf Regiment - 120
Shock Troops (ST2), Core Inf Regiment - 120 
Shock Troops (ST3), Core Inf Regiment - 120 
Warriors (W1), Core Inf Horde - 150
Nightmares (N1), Core Lrg Inf Regiment - 230
Nightmares (N2), Core Lrg Inf Regiment - 230
 
Specialist
 
Hackpaws (H1), Specialist Cav Regiment, Sir Jesse’s Boots of Striding - 175
Hackpaws (H2), Specialist Cav Regiment - 160
 
Support
 
Tangle [U] (T),  Support Ti - 165
Blight Spewer (BS1), Support War Eng - 95
Blight Spewer (BS2), Support War Eng - 95
Shredder (S), 
Support War Eng - 95
 
Total Units: 15, Total Unit Strength: 27, Total Points: 2300 
 
Interestingly, we had the same number of units, but Yan's army had an advantage in Total Unit Strength. Although I played against Ratkin in the past, everything looked less familiar after a break. I was curious what all these units, and the army as a whole, could do in 4th edition.
 
I tried to read a bit about Ratkin army prior to our game. It was hard not to focus on Scudku-z'luk as the main threat! It is quite amazing model to begin with. It has impressive 13 attacks, so with Crushing Strength 3 it can charge any unit I have head on and emerge victorious. It can fly, so it will be difficult to contain it.
 
Nightmares also looked like a problem. I was worried about amount of shooting they can unleash on their own. And they can do well in combat too, pretty much against anything I can send against them.
 
War Engines and Lightning Bolt from Tangle added to the shooting capabilities of this army nicely. Apart from Shredder and Tangle, however, they all had 12" range so perhaps there was an opportunity for me to use that to my advantage. 
 
I was curious about Hackpaws as they had Nimble special rule, that allows them additional pivot during the charge. They could outpace even Drakon Riders, and only Silverbreeze and Drakon Lord were as fast as them. 
 
Deployment
 
Deployment of the Armies

 
Yan won the roll-off and chose North to deploy his army. As this was my first game in 4th edition and Yan also had a few months break from playing KoW, we didn't play any scenario this time.
 
It was a bit hard to anticipate where the enemy would be, so I started deploying Archers and infantry in the middle. In the end, Yan's Ratkin kept very tight formation in the corner of the battle field. While I spread my units wide, also because Scudku-z'luk was kept to the very last moment and I didn't want to leave any opening on the flanks.
 
However, while the centre of my own army deployed in a symmetric fashion, I had the fastest elements on the Western flank. And heavy cavalry on the Eastern front. The initial plan was to use the shooters in the centre to inflict as much damage as possible at whatever is going to present itself as a target. Use the Drakons and Silverbreeze in a wide, outflanking maneuver and look for opportunities to coordinate charges. 
 
Yan also got to choose who was to begin and decided to take first turn.
 
Deployment after Scout moves (Forest Shamblers)

 
Ratkin - Turn 1

Ratkin advance.

Ratkin army advanced, keeping discipline and formation under the stern gaze of Scudku-z'luk, who towered in the middle of the horde. Shredder and Tangle opened fire from the distance, but did not inflict any damage.

Outcasts - Turn 1

Elven shooting proves to be more efficient.

 

Fast Elven units on the Western flank moved forward at a double. The centre of the formation held their positions and opened fire at the exposed regiment of Nightmares. Elven shooting proved to be quite efficient, with significant damage inflicted upon their enemies.

At the same time, the infantry on the Western flank withdrew and heavy cavalry did not move at all. This was to keep the safe distance from the advancing enemy and waiting for the right moment to commit the attack.  

Ratkin - Turn 2


Ratkin shooting intensifies.


Ratkin army continued the advance, this time bringing its war engines into the range for shooting. Spewers and Nightmares all focused on the Forest Shamblers who were badly damaged. The rest of the army closed the distance to the Elven lines, tempting to charge early.
 
Outcasts - Turn 2

Elves continue outflanking maneuver.


Elves did not take the obvious bait and continued their outflanking maneuver. Damaged Forest Shamblers charged Nightmares and hurt them again. This allowed the Elven shooters to focus on the second group of Nightmares and inflict some damage on them as well. 
 
Ratkin - Turn 3
 
Another round of the deadly Ratkin shooting.

 
Forest Shamblers stopped Nightmares only for a moment and were not able to hold against them in combat any longer. That allowed Ratkin shooters to choose different target. This time elite Palace Guard had to brace for impact. 
 
Outcasts - Turn 3
 
Elves launch their attack.

 
The time for the coordinated attack arrived and Elven units charged their enemies. Drakon Riders managed to catch Shredder off guard and destroyed the dangerous war engine. So did Forest Shamblers, reducing one of the Spewers to splinters. Nearby Palace Guard tried the same but were not successful. Their companions, however, did very well and routed Nightmares.
 
On the Eastern front, Stormwind cavalry attacked exposed Warriors and did not give them a chance to hold their ground. While Drakon Lord distracted Storm Troops.
 
In the meantime, Elven shooters were successful in wavering two of the enemy units, successfully slowing down enemy advance.
 
Ratkin - Turn 4

Ratkin counter attack.


Ratkin army was a bit surprised by the Elven attack but it didn't stop it from counter charging. Scudku-z'luk led by example and routed Palace Guard, hitting the exposed flank of the Elven regiment. On the East, Hackpaws charged Stormwind and Shock Troops tied Drakon Lord in combat. The exchange of blows continued.
 
Outcasts - Turn 4
 
Second wave of the Elven attacks.

 
 
Elves continued their attacks, using initial momentum to inflict more damage. Drakon Riders swooped into the forest in the middle of the battlefield, finishing off last spewer and damaging Tangle badly. Palace Guard finally routed remaining Nightmares and moved towards the Eastern flank to assist heavy cavalry fighting there.
 
Elven knights coordinated their efforts, with one regiment pinning Hackpaws and the other delivering deadly blow from the flank. 
 
With many combats erupting across the battlefield, Elven shooters aimed at Scudku-z'luk itself and managed to inflict some damage too.
 
Ratkin - Turn 5

Ratkin units try to break the encirclement.


Despite significant damage, Ratkin army continued fighting. That was the only way to break Elven encirclement. Scudku-z'luk attacked Drakon Riders but Elven shooting clearly affected it as it failed to rout the enemy on the charge.
 
Nimble Hackpaws maneuvered around Shock Troops to attack second unit of Drakon Riders. 
 
Exchange of blows continued on the East, where Shock Troops managed to rout one of the Stormwind regiments. Surprisingly, however, the Drakon Lord held his ground all by himself and kept his enemies from advancing.
 
Outcasts - Turn 5
 
Surprising Elven success on the Eastern front.

 
While the fight continued, it broke down into multiple combats. Most surprising outcome occurred on the Eastern front, where Drakon Lord routed a regiment of Shock Troops! Following his example, Stormwind cavalry also defeated their adversaries. Elves now controlled this flank.
 

Ratkin - Turn 6

Final attack by Ratkin was the deadliest.


Cornered rats are the most dangerous and that proved to be true in this battle. Both Drakon Riders and Silverbreeze units were routed after sustaining bad damage. However, the last word belonged to Elves.
 
 
Outcasts - Turn 6
 
Last Elven charge.

 
Elven units made the last effort and mounted the final assault against remaining Ratkin units. As a result, only a single regiment of Shock Troops and damaged Scudku-z'luk were left standing. They quickly left the battle field before Elves managed to make one more attempt to completely annihilate their enemies. 
 
Summary
 
Turn-by-turn animation

 
After-battle
 
Many thanks to Yan for a great game! It was really good to come back to Kings of War and play my first game under 4th edition. It was a bloody battle and while Elves prevailed this time,  I am sure Yan and his Ratkin are already plotting their revenge!
 
I think the game flowed smoothly, which was a nice surprise as I expected I would by much more rusty after such a long break and under less familiar rules. The updated movement mechanics helped a lot and I like it very much. Similarly, the way Nerve test works now did help in making things simpler and allowed the game to move faster. While it was only a single game, the first impressions are very positive and I am already looking forward to the next opportunity. There is a lot to explore, especially with scenarios.
 
I am very happy my simple plan seemed to work and I am pleased with the army composition. Having said that, there were quite a few moments during the game, which I would like to look at in more detail.
 
I like how shooting worked in this game. It helped to have a bit of advantage in range over Ratkin army. I was lucky in the first two turns to inflict significant damage against Def5+ Nightmares as it did help to rout them in the following combat. It showed, however, that if there is an opportunity to focus shooting from Archers, Silverbreeze and Lightning Bolts, plus Hunting Cats, then it can have an impact on the game.
 
As expected, but still nice to see, heavy cavalry hits quite hard, so I am glad to have two regiments of Stormwind. This gives me some options for frontal attack and possible combined charges with Drakon Lord/Drakon Riders. 
 
The areas I would like to explore more are Commands (I used Hunting Cats pretty much all the time) and tactical withdraws. This time, I was reluctant to do so with Stormwind, as they already had 8 points of damage.
 
I got lucky on the Easter front, especially with the Drakon Lord. I expected more exchange there, perhaps even losing all three elements as a result. I had three units against four, and I cannot expect getting out of such fight with the loss of only one. 
 
In addition, I noticed two mistakes in particular and given similar situation, I would do two things differently. First, I didn't move Silverbreeze close enough in my turn 4, to block Hackpaws. I intended to block them and Shock Troops but Hacpaws still had room to attack Drakon Riders.
 
In the same turn, I also moved Palace Guard towards the Eastern flank, to help Stormwind. However, I ended up too close to terrain to do so. What is more, I left the field open for  Scudku-z'luk, so that it could attack Drakon Riders as well. If I reformed Palace Guard to threaten it instead, I think that would have been a better option. 
 
I hope you enjoyed the battle report and that there will be a new opportunity for me soon to continue the adventures of  the Outcasts in 4th edition.
 
Thank you! 
 
 

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