Re-Thinking the “Nordberg”
The “Iron Circle”
version of my Sam Nordberg Dash 28 list
https://dash28.org/2020/07/19/kingdoms-of-men-tactics-for-all-comers/
One of the most influential articles for playing Kingdoms
of Men was the Dash 28 article by Sam Nordberg.
The concepts contained in the article gave me hope for my Kingdoms of
Men. At one point I was despondent about
their average abilities and no real strengths.
Sam gave me some great advice and ideas. Now all of my Kingdoms of Men
lists are some sort of variant of his original list. You don’t have to copy it directly, but there
are “modules” in his list that are keys to victory. These “modules” are what makes the list
lethal.
The Pike Module:
One of the most underappreciated “modules” in the Nordberg
list is the “Pike Module”. The “Pike
Module” consists of both four or five regiments of Pikes, and three troops of
Fanatics. This is a very hard combo to
defeat. The Pikemen are basically
invulnerable for one turn of melee. That
lets more Pikemen enter the fight, or the Fanatics which are the hitting power
of the “Module”.
Diagram #1 You can see the Fanatics are deployed “slightly”
back from the four Pike regiments. In my
“Iron Circle” list, I actually had an extra unit of Fanatics. It is deployed again slightly back from the
last unit of Pikemen.
Diagram #2 Here the Kingdoms of Men player has
aggressively moved his Pike module up to face a nasty Elf attack. The KoM player is smart to keep his end
Fanatics unit just a little over 12” away.
Sure the Dragon can charge the Fanatic Regiment on the end but their destruction
is not assured. Not pictured is the
General on Winged Beast ready to flank charge the Dragon if it tries. The Elves have no choice but to charge into
the Pikemen. That allows the Fanatics to
charge in the following turn. It is
unlikely any of the Pikemen will break.
Even if they do, they will normally get charged by something else. Two troops of Fanatics are a lethal
combination. While there is only a small
chance the Fanatics can break one of the Elf hordes, over a couple of turns it “could”
happen. I have seen three troops of
Fanatics “one shot” an Empire of Dust Revenant Horde!
There are times when you have to break up the "Pike Module" due to threats. For example if confronted with an army with lots of shooting, you may want to place your Fanatics in front of your Foot Guard to give them cover. This is low risk since the Fanatics will not waver. My friend Craig used to "mass" the Fanatics into a hammer. It is always neat to see this list played in so many styles that I've never imagined. His list was a variant of the Nordberg list with three 'battalions", each with 2 regiments of Pikemen, a unit of Foot Guard, and a flyer.
The “Pike Module” also serves as a holding/delaying
force. That means they can move aggressively
forward to “pin” your foe in place. Your foe has the choice whether to charge
or retreat. This allows the rest of your
army to come to the rescue. Most of my
foes try to avoid the “Pike Module”.
When you add in a “Lone Ranger” (Mounted Hero) or a General on Winged
Beast, the Pike Module becomes very hard to assail.
The Three Amigos
Module
The “Three Amigos Module” is simply three Mounted Heroes
(usually with Indomitable Will). These
three models are a true multi-role faction.
I usually call the Mounted Heroes “The Lone Ranger”. They normally act alone but they are superb
and a central part of the list.
Flyer defense is the first role for them. Three of them with a 360 degree charge arc
can easily ground a flyer for long enough for something else to help. It is wise to outfit them with small magic
items such as Mace of Crushing, or Sword of Slashing. The helps insure they can cause the critical
single wound to disrupt your foe.
One of the best, most versatile chaff units in the game is
the “Lone Ranger”. All it takes is one
wound to disrupt an enemy formation.
Though the “Lone Ranger “is a “yielding” hero, if he manages to disrupt
an enemy formation they cannot charge through him. They must either fight him or have something
else better to do. On top of that he is
VERY hard to destroy in one turn. With
armor five, he rarely takes more than a few wounds and “can” survive. If he does survive and his is wavered, he can
activate his Indomitable Will and either attack again or go somewhere
else.
(Note: the two model version is called “The Lone Ranger and
Tonto”).
Just an aside, not
knowing this rule cost me SO MANY
GAMES when I first started playing the “Nordberg” list! I didn’t discover it until after my first
GT. So many of those draws and a narrow loss
should have been victories for me, but not knowing the rule cost me.
The Air Force Module
The “Air Force Module” is three Generals on Winged
Beasts. They are a core concept of the
any “Nordberg” list. Besides being
annoying, they are the “can openers” of the list. With their high crushing strength and their
thunderous charge they can tear heavy armor apart.
The Three Fingers of
Death:
“The Three Fingers of Death” is where you split the three
GoWB up. You would place one on each
flank and one in the middle. That forces
your foe to make choices. Often when your
foe turns to deal with one GoWB, it exposes either the flank of that unit or
exposes another opportunity. With this
deployment, you can often “jump” the enemy lines. Once you get a GoWB behind or beside your
foe, most games are pretty much over.
One of the best tactics involves a GoWB and a “Lone Ranger”
when dealing with enemy flyers. The
enemy does not want their flyers to be charged.
What the KoM General does is to aggressively move the “Lone Ranger”
towards their flyers. He has to make a choice
of getting grounded by the “Lone Ranger” or doing something else. If he charges the “Lone Ranger” the GoWB will
charge them in return. This will often
leave the enemy flyer with a bad choice of trying to beat the GoWB OR the “Lone
Ranger”. Many times the “Lone Ranger”
will survive a charge from an enemy flyer.
He can then activate his Indomitable Wil if necessary. This leaves the enemy in a quandary, one they
rarely survive.
The Flying Fist of
Despair:
The “Flying Fist of Despair” is simply grouping your GoWBs together to charge a single opponent. All three should easily destroy any
regiment in the game, or severely maim most hordes. The idea is to knock a hole in the enemy line
and allow the GoWB easy access to the flank and rear of the enemy force. This can be devastating if your foe has a
weak spot in their line.
Three Generals on
Winged Beast SLAMS a unit of
Drakons! Even if they do not break them,
they can execute the “Pop and Hop” tactic
The Wild Weasel:
The “Wild Weasel” is very simple. It is using your GoWB (and your Lone Rangers)
to suppress enemy shooting and spell casters.
Their superior speed and height will often allow them to start destroying
enemy shooting units on turn two. Spell
casters will have very few options but to hide behind units so they aren’t
charged by the tall GoWB. Even if you
can’t kill them, they will be throwing spells with a cover penalty.
Just remember when facing shooting that you can run your fanatics in front of your army. Make them take the damage and not your valuable Foot Guard. Place them where they can move at maximum speed forward every turn. Your goal is to flood the shooting lanes with targets. Normally they cannot kill them all (unless they are a filthy dirty goblin player).
The Pop and Hop:
The “Pop and Hop” tactic was used very effectively in our “Army
Swap” battle report by my friend Craig. The idea is a double charge into a unit that
forces the enemy to attack only one of the attackers. That is the “Pop” portion. The “Hop” portion
is the following turn where the unit charged can only attack one of your units,
which allows the untouched General on Winged Beast to “Hop” their lines and
threaten their rear.
Diagram 3# The General on Winged Beast and a troop of Fanatics charge a unit of
Elven Tall Spears. The General on Winged
Beast is virtually no threat to the Elves, but the Fanatics are a significant
threat, so they swing at the Fanatics.
In the following turn the General on Winged Beast “Hops “ the line,
perhaps charging the Archmage on the hill or just moving into position for a
rear or flank charge in the following turn.
Here is the battle
report that demonstrates the “Pop and Hop” to perfection! https://youtu.be/w06xZaZAm4Q
Types of Nordberg
Lists:
Players and especially tournaments play at many different
points levels. The real “Nordberg” list is designed to work at 2300
points. However you can play with it at
lesser point levels or at least a portion of it.
2000 Points:
At 2K the list is not ideal.
The reason being is that you can rarely field more than one or two of
the modules. This is one of my favorite 2K
lists:
The Newberg with
Gandalf
4 Regiments of Pikes
2 Hordes of Foot
Guard with IW
3 Troops of Fanatics
2 Generals on Winged
Beasts
3 Mounted Heroes (IW,
Slashing, Crushing)
GANDALF (Wizard,
Inspiring Talisman, Bane Chant, Lightning Bolt 3)
In this list you get “The Pike Module” and the “Three Amigos
Module”. While the “Air Force” is
present, 2 is not nearly as large of a threat as is three. However, it keeps the excellent combination
of infantry combined with the power of “The Three Amigos”.
The CompBERG:
1 Horde of Pikemen
(IW, Brew of Strength)
2 Hordes of Foot
Guard (IW)
3 Regiments of
Fanatics
3 Generals on Winged
Beast (Trickster’s Wand, and Staying Stone)
ASB with Lute
2 Mounted Heroes (IW,
Crushing and Slashing)
Wait! This isn’t anywhere close to the normal list! This version features the “Air Force” module
to the exclusion of others. It is a “compromise”
which is why it is the “CompBerg”. While
not quite as versatile at the “Newberg” it can still do many of the same things
but relies on the strength of the three Generals on Winged Beast. You have three rock hard infantry hordes, backed
up by three regiments of Fanatics.
Remember the “Nordberg” list is designed to be charged and then
counter. This list will do that, BUT you
have to avoid having your Foot Guard Hordes double charged. You must use the “Lone Rangers” or the
Fanatics to make that happen. I would
have a Lone Ranger right next to both Foot Guard hordes. The Pikemen are so good, you really don’t
have to worry about anyone charging them.
There is any number of variations of this list. I have found these two to be the best
however. The “CompBERG” is very strong
in that the infantry hordes can take a hit and dish out damage, especially with
Bane Chant. The “Newberg” is good
because it fields two of the best modules and keeps the flexibility of the 2300
point list.
2150 Points:
Anything above 2000 points the Nordberg comes into its
own. Most variations can field two
modules and some three! Mostly what you
have to do is to simply have 4 Regiments of Pikemen, and drop one Lone
Ranger.
4 Regiments of Pikes
2 Hordes of Foot
Guard with IW (Caterpillar)
3 Troops of Fanatics
3 Generals on Winged
Beasts (Staying Stone, Chalice of Wrath)
2 Mounted Heroes (IW,
Slashing, Crushing)
ASB with Lute
2150 points 15 drops
26 US
At 2150 this list plays almost exactly as the 2300 point
version. You have the “Pike Module” and
the “Air Force” Module, plus the “Lone Ranger and Tonto”. This list can take on almost anything and
compete. I have even run a “nice”
version of this list with only one flyer.
I replaced the two Generals on Winged Beasts with Regiments of
Knights. It was still brutally effective
since it still has the “Pike Module” and the two Hero Module “The Lone Ranger
and Tonto”.
The KNIGHTBerg:
4 Regiments of Pikes
2 Hordes of Foot
Guard with IW (Caterpillar)
3 Troops of Fanatics
2 Regiments of
Knights
1 General on Winged
Beast (Staying Stone)
2 Mounted Heroes (IW,
Slashing, Crushing)
ASB with Lute
2150 points 15
drops 30 Unit Strength
The “KnightBerg” is an excellent balanced list I normally use it for “friendly” games when
I don’t want to dominate with the three flyers.
Don’t be fooled it is still a really good list. The thing is it depends on the infantry and
cavalry to do all the killing instead of the “Air Force”
At 2300 points the Nordberg list comes into its own. It has every tool in the toolbox and is very
hard to defeat. Utilizing all three main
modules, plus two hordes of hard hitting Foot Guard makes for a formidable foe
for almost anyone. Against some lists it
is almost an “auto win”. It is
especially good at blunting “Alpha Strike” lists.
The first list to be explored is the one I call the “Orthodox
Nordberg”. I have found it to be the
superior version of the list.
The “Orthodox
Nordberg”
5 Regiments of Pikes
2 Hordes of Foot
Guard
3 Troops of Fanatics
2 Regiments of
Knights
3 Generals on Winged
Beast
3 Mounted Heroes (IW,
Slashing, Crushing)
ASB with Lute
While this is slightly different than Sam’s original army,
it is basically the same. In my play testing the “Three Amigos” needed the magic
weapons more than the Generals. The three
General s are usually charging targets in the flank or rear, so the weapons
were not quite as important. Also the
addition of Indomitable Will on the “Three Amigos” is a key advantage I have
found.
Understand that the “Orthodox Nordberg” rarely just
slaughters its foes. It isn’t that type
of army. However it is a superior army
for scenario play. It has 17 drops 29
Unit Strength and almost all of that Unit Strength is very hard to kill. The “Pike Module” alone has 17 Unit
Strength! That is almost as much as some
armies.
My latest permutation of the list is called the “PikeBerg”. It is virtually identical to the “Orthodox
Nordberg” but fixes a problem that I personally have of getting my Foot Guard
double charged by my foes.
The “PikeBerg”
5 Regiments of Pikes
1 Horde of Pikes
(Brew of Strength, IW)
1 Horde of Foot Guard
(Indomitable Will)
3 Troops of Fanatics
3 Generals on Winged Beast (Staying Stone)
2 Mounted Heroes (IW,
Slashing, Crushing)
ASB with Lute
US 29 Drops 16
You do lose a drop and you go from the “Three Amigos” to the
“Lone Ranger and Tonto” with your mounted heroes. However, a Pike Horde with Brew of Strength
and Indomitable Will is virtually invulnerable to melee troops. It also hits almost as hard as the Foot Guard
Horde with 2 handed weapons AND the armor is exactly the same. However, with “ensnare” that horde can even
take double charges (most of the time) which pins your foe in melee and allows
you to flank with the “Air Force” or members of the “Pike Module”, particularly
the Fanatics. I can’t even imagine
having to face an army with 6 units of Pikemen! It is an “auto win” against a
lot of Alpha Strike armies.
To show you the versatility of this list, I submit my friend Craig's version of the list also know as the: CraigBERG
The CraigBERG
4 Regiments of Pikes
2 Hordes of Foot Guard (Indomitable Will, Chant of Hate, Blessing of the Gods)
2 Troops of Fanatics
1 Regiment of Fanatics (Caterpillar)
2 Generals on Winged Beast (Slashing, Crushing)
1 Mounted Heroes
The Captain (Mounted)
Pegasus Hero
Assassin (Wings of Honeymaze)
This is a totally unexpected variant of the list but it fits his playing style. That is what I mean, feel free to try new things.
Tom Annis, sent me a list with Ogre Allies to replace the Two Hordes of Foot Guard. I named this list: The CrocoBERG
The Crocoberg
4 Regiments of Pikes
3 REGIMENTS of Fanatics
3 Generals on Winged Beast
3 Mounted Heroes (IW)
ALLIES:
Two Hordes of Ogre Warriors (Crocodogs)
Ogre Sergeant (Crocodog, Weapon Upgrade)
Again, this list uses three of the modules, but replaces the Foot Guard with the Ogres. I have personally never tried this list. I don't have enough Ogre models, but I would say it would work every bit as well as the others presented here.
Summary:
As you can see the Dash 28 Sam Nordberg army is amazingly flexible. As I said before rarely does it totally
destroy your foe as it isn’t designed with that purpose in mind. It is designed to win scenarios and suppress
your enemy’s strength. Playing a
shooting foe? “Wild Weasel” tactics
apply as you thrust your Generals on Winged Beast forward and your “Amigos”. “Alpha Strike” list? Well you have a LOT of Pikemen to slow them
down, not to mention Generals on Winged Beast that can out charge most units to
hold them up. If you play it correctly
you will rarely lose, though sometimes you will get a lot of “draws”.
The key to this list is patience. You really need to carefully position your
GoWB for flank and rear charges. Read
Sam’s article again where he illuminates how to do it. Turns three and four are the critical mass of
this list. It is SO tempting to charge something
early with your Generals, but normally you will be better served by moving to
your foe’s flank or rear.
As a final tactical note, this army does not have chaff ‘per
se”. The Fanatics can be used as chaff
very well since they cannot be wavered.
Their fairly long charge range is an advantage as a lot of chaff is slow The Pikes are effectively chaff that is able
to hold almost any unit for one turn.
When someone tries to block my Pikemen with chaff, I either send the
Fanatics out to destroy them, or a regiment of Pikemen. You want people to charge your Pikemen,
become pinned, and then you counter with the other elements of your army. Pikemen for some reason seem to fight pretty
well. I have turned many fights by
throwing Bane Chant on a unit of Pikemen.
Remember, a combo Fanatic and Pikemen charge is 27 attacks! That can
leave a mark on almost anything.
If you haven’t given the “SAM” list a try you should do
it! Even if I am not playing his exact
list, I try and use the “modules” that I have outlined because they work. They are all keys to victory.
Inspiring read. Thanks, have to try a variant of this as we play 2k only
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