Full Field Notes article here: https://czechbrit.substack.com/p/field-notes-hernkyn-yaegirs?r=5ghlwn
I've finally finished another Field Notes article, this time looking at the Hernkyn Yaegirs!
I'm a huge Votann fan and really like the idea behind these short kings. I've played them quite a bit, even took them to a tournament, and I keep coming back to them whenever a new balance dataslate comes out.
But while I think they have some genuinely excellent tools, there's still something missing.
A few things I've found particularly interesting:
- Ironbraek and his minefields are fantastic. Not necessarily because of the damage, but because of how much you can mess with your opponent's decisions. Combine those with a universal mine and barricades and you can get pretty creative.
- The pre-game movement is brilliant. Being able to position your entire team so aggressively before TP1 opens up a lot of possibilities, especially when ladders, hatchways and pre-TP2 shooting Points come into play.
- Resourceful makes them really flexible. Having three 3 APL operatives in a 10-dwarf team is nothing to sneeze at (yeah Sneezy!), especially when you can double activate with Bonds That Bind.
- But the shooting... With BS4+ as standard, limited re-rolls and not much Piercing, you're sometimes relying on the ancestors themselves to guide those dice. Against Elites in particular, it can be pretty painful.
I've put together a more detailed article covering their operatives, equipment, ploys, some tactical maps showing how I use their abilities, and what I'd actually like to see changed in a future balance update.
I'd be interested to hear from other Yaegir players or those who met them on the battlefield. Am I being too harsh on them? Have you found a way to make them perform consistently, especially against Elites? And if you don't play them, what's putting you off?
Full Field Notes article here: https://czechbrit.substack.com/p/field-notes-hernkyn-yaegirs?r=5ghlwn