Vaughan and I played our first Halpi's Rift game today, with his Abyssals taking on my Riverguard on the Material Plane.
Halpi's Rift is a campaign supplement for Kings of War. You can play scenarios across a series of Magical Planes, where there are various magical effects in action, and extra magic abilities and mercenary units available.
I used the Riverguard Trident Relams army I just used in the Oamaru tournament.
- 2 Riverguard Treeleaper Regiments
- 2 Riverguard Treeleaper Troops
- Riverguard Dambuster Horde
- 2 Tidal (Frog) Swarm Regiments
- 2 Depth Horror Hordes
- Kraken (Froghemoth)
- Depth Horror Eternal
- Riverguard Dambuster Sentinel
Vaughan's Army was:
- Abyssal Guard Regiment with Dragonshard Shield
- 2 Succubi Regiments
- Hellhound Regiment
- Flamebearer Troop
- Molochs with Strider Boots and Imp
- Gargoyle Troop
- Seductresss with Bane Chant
- Archfiend of the Abyss
We determined scenario and it was invade (player with most unit strength in opponents half of table wins at end of the game). Here is deployment.
The special magical effects didn't have a huge impact on the game. They slowed the Succubi down so they were unable to move as far as they wished, and chanelling ended up inflicting a few points of damage. Especially one turn each the five extra attacks option, that benefited the Depth Horror Eternal in killing the Efreet, and the Archfiend in killing my Dambuster Sentinel.