I wanted to do one more playtest of the Umenzi healing only working on unengaged units rule. Figured it might work well to take on some Dwarves. At Council in 2009 I narrowly won
a very tight, very grindy game vs. GoIndy's Dwarves, where I had 3 Shamans on the line casting heal after heal. So it seems worth it to see if healing would make a difference.
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In order to avoid glare from the overhead lights, all photos were taken from Jaime's point of view. So those "enemy" Umenzi are mine. Welcome to Jaime's world.



Set Up and StrategyDwarves left to right: Militia, Militia, Longbeards, Axemen, Axemen, Spearmen, Antonian Horsemen behind Hammermen.
A pretty straightforward closer-and-hose army. The Militia were there to sacrifice themselves in order to buy time for his heavier units to grind their way through my line, while the Antonians were there for a quick breakthrough.
Umenzi left to right:
Worthy behind Spearmen, Shamans behind Chosen, High Priests behind Chosen, Warriors, Warriors, Shamans, Spearmen.
My plan here was to pulverize one flank while curling the other flank back--taking advantage of my units' superior speed. The Chosen-High Priest combo was designed to beat his best unit.
In part because of the new deployment rule (being tested), my deployment was not optimal. I figured he would put Antonians down on the left, so planned to slide the Spearmen to the side while the Chosen moved backward to link up with the Worthy and then move forward together. However, the Antonians ended up on the right.
Also, since I had to deploy two units first, I put down my Shamans, one of which ended up behind Chosen who were facing Militia--a very less-than-optimal place.

Forming the ArcThe Umenzi forms a defensive arc here. The d20s represent blesses/hexes.
Behind the Umenzi Line, the Shamans have been sent to back up the Warriors who are next to the Chosen; they'll get there on time. Worthy are similarly being sent to this area, in the hope that an inevitable breakthrough can be contained. Since Jaime hadn't deployed any cavalry on the left, I had no use for the Worthy where they were.
The Warriors next to the Chosen have been direct-controlled to be just slightly out of final rush range while still protecting the Chosen's flank.
Shamans are put in the second-to-rightmost spot in the line. I find it better to have a chump here than at the very end--this way, if the Antonians nail the Shamans my Spearmen will catch them in the flank while other Dwarf units will still be on their front.
The three rightmost Dwarf units are on Hold. Others are on close; the Spearmen & Hammermen are being sprinted.

Engagement!Left to right...
Militia are actually not routing..Jaime direct controlled them & flipped them around in order to avoid my spearmen. (I considered this fancy footwork a bit of a waste--Militia are
almost an even match for Umenzi Spearmen, and they'll probably hold on a while either way...Delaying the fight isn't worth the Command Action when one command card probably puts you at parity for the fight.) My Spearmen end up slightly back because the Chosen's final rush forced them to slide sideways before moving forward.
Chosen plow into Militia. The Militia get lucky and do a point of damage...then I play Devotion of Karma to do an extra point of damage and force a rout check.

Chosen & High Priests own Longbeards. With some sprints and direct controls Jaime had fewer cards, but I was still surprised not to see a response when I played "Force" and had 6 dice (due to bless) at 5s and 5s...then I did 6 damage, plus one from a Death Curse. And Jaime rolls an 18 on the rout check and they turn tail!

Because "When-your-best-unit-gets-an-18-on-courage-and-is-one-shotted-you-lose." is a rather underwhelming conclusion for a playtest, I let the unit pass the check.
Shamans are close enough that after one Dwarf turn they'll be in backup position, protecting the Chosen's flank.
Warriors next to the Shamans are pulled back a bit in order to avoid a twos-company while still being close enough to protect the other Warriors' flank.
Next (and last) Turn...One Dwarf turn later--Umenzi move next.
Left to right...
Militia flip back around. Perhaps there was a way they could've been positioned earlier to pinch my Chosen--there's room there--but facing backward the previous turn = no final rush. (I likely would not have let my Chosen be pinched, rather I would've spent a CA to hold it back, but that still would've cost me a CA and delayed the engagement.)
Chosen chop through most of the Militia's yellow boxes.
Chosen and Longbeards each do a point to each other (Command Cards canceling each other out.) This puts the Longbeards in the red, and once again they blow their rout check!
Axemen, who like the Longbeards have Rune of Uruz, engage my Warriors; doing a very respectable 2 damage after peeling off the Faith Armor.
Axemen on the right could have final-rushed my other Warriors, but that would've resulted in his Spearmen getting totally cock-blocked and the Axemen pinched (by Shamans, but still...), so he had to hold the Axemen back from a fight they could win.
Antonian Horsemen on the far right are similarly held back from final-rushing my blessed, faith-armored holding Spearmen.
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At this point, Jaime conceded the game. Even if I'd again allowed the Longbeards not to rout, they almost certainly would've gone down in the next 2 rounds of combat. Then the Axemen would be pinched in the flank by my victorious Chosen. Meanwhile, on the right I could pull back my Spearmen one more round to keep the Antonians at bay. By the time the Dwarves crush the Umenzi right flank, the Dwarven left will be gone, and the Dwarven left represented a much larger share of their army's strength.
Niko, who was there, says the main lesson of the game is that Dwarves suck.
Comments on the Rule ProposalsDeployment: again, with only a 2-unit difference, the rule we tested functioned the same as other options. Having to deploy two units did feel more balanced, as is borne out by the fact that both of us had units which were not optimally placed.
Umenzi not healing engaged. This game was finished so quickly that the rule was irrelevant--Jaime conceded before I had started my turn with any unit engaged.
However, we can project into the future as to what would happen.
Would healing engaged units have helped? Of course! Both the Chosen and the adjacent warriors were god candidates for a Heal, though I'm not sure if either was going to get Faith Armored, perhaps the Chosen because the one way the game could unravel would be to have a lucky shot put my Chosen into the yellow and they they rout. But using a Umenzi spell is obviously preferable to having to spend a command action
Was healing engaged units needed? Absolutely not! My army was winning this game solidly, as described above.
This is consistent with my belief that healing engaged units puts the Umenzi at a distinct advantage in most battles.
A general comment about the rule proposal is that it makes me a lot more likely to spend the extra 30 points at least once on a High Priest. Previously the extra points seemed a little steep, especially since, when units of roughly equal power are fighting (e.g. Chosen vs. Longbeards), a heal on one is as good as a Death Curse on the other. But now the High Priests really are considerably more useful than the Shamans...the same way that a Javelineer (184) is considerably more useful than Warriors (153), or Worthy (256) are better than Berserkers (226).
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That's it for now!