Vale Nomads
Home ground · PlainsSwift clans of the open vale
“You stand still. We do not. The Plains remember those who linger.”
Proud, restless, and contemptuous of walls. They speak in clipped phrases, boast of speed over strength, and mock those who cling to stone and stagnation. The Vale does not beg for land—it takes what it needs and moves on.
Lore
The Vale Nomads do not hold land—they outrun it. Their herds graze the endless Plains, and their warbands strike like the wind itself, vanishing before the dust settles. A Slinger’s stone finds its mark before the enemy’s blade leaves its sheath, and the Khan’s Chosen open every fight with a spear through the ribs. No city walls can cage them; no marsh slows their stride. The open sky is their roof, and the horizon their only boundary.
Horselords move at a pace that leaves foes gasping, their mounts threading the Plains at a cost of 1.5 to enter—swifter than any infantry, yet slowed to a crawl in the tangled forests they despise. War Wagons grind forward, their bulk canceling the defenses of any fortress they reach, while Roc Riders circle above, loosing arrows from the clouds. The Vale does not fight for ground; it fights to keep moving.
Strength is measured in speed and precision. A stack of Horselords (mv 13) can cross a battlefield in half the time of heavier foes, and their favored Plains grant the whole army a +1 edge when the fight begins. No siege engine fires from afar—it must roll into the teeth of the enemy, just as the Nomads prefer. The Vale does not win by endurance; it wins by striking first, striking hard, and being gone before the counterblow lands.
Leadership is a quiet thing among the clans. The Khan’s Chosen (leadership +2) do not bellow orders—they ride ahead, and the rest follow. Axe Kin stand firm when the charge falters, their axes splitting shields and their presence steadying the line. But the true strength of the Vale is in its refusal to be pinned down. Marshes bog them, forests choke them, but the Plains are theirs, and on those golden grasses, no army can match their pace.
Strategy
Exploit the Plains’ favored bonus (+1 strength) by fighting on open ground. Use Horselords (mv 13, 1.5 cost on Plains) to outmaneuver slower foes, while Slingers and Roc Riders open with ranged volleys. Khan’s Chosen (First Strike) guarantee the first blow, and War Wagons cancel city defenses. Avoid forests and marshes—your speed is your weapon, and those terrains blunt it.
Roster
The six Vale Nomadsunits, in roster order. Stats are pulled straight from the engine, so they match the live game — see each unit's full entry in the compendium.
A stone in the dark. Their slings crack before the enemy sees the thrower.
Tactics · Ranged volley opens the fight—soften foes before melee begins. Costs 2 to enter Plains, but avoid forests (3 cost).
The Axe Kin do not flinch. Their blades split shields, and their presence steadies the line.
Tactics · Leadership +1 bolsters the stack. Favors Hills and Plains, but slow (mv 9) and vulnerable if caught alone.
The Plains are their highway. At 1.5 cost to enter, they outrun every foe—until the forest swallows them.
Tactics · Swift on Plains (mv 13), but slowed in forests (4 cost). Charge before heavier units can react.
Terrain · Moves swiftly through Plains (1.5 vs 2) · Slowed in Forest (4 vs 3)
The Khan’s Chosen strike first, every time. Their spears find throats before the enemy’s blade is drawn.
Tactics · First Strike guarantees the opening blow. Leadership +2 and 2 HP make them durable anchors for any stack.
From the clouds, their arrows rain. Forests and marshes mean nothing to wings.
Tactics · Ranged volley and flyer mobility (2 cost on all terrains). Cross mountains and water where others cannot.
Terrain · Moves swiftly through Forest (2 vs 3) · Moves swiftly through Hills (2 vs 3) · Crosses Mountains others cannot (2 to enter) · Crosses Water others cannot (2 to enter) · Moves swiftly through Marsh (2 vs 4)
A rolling fortress. It does not fire from afar—it rolls into the gates and shatters them.
Tactics · Siege role cancels city defenses. Slow (mv 8), but essential for breaking walls. Avoid marshes (4 cost).
Stat lines
| Unit | Str | Mv | HP | Cost | Turns | Upkeep | Leadership | Favored | Abilities |
|---|---|---|---|---|---|---|---|---|---|
| SlingerInfantry | 3 | 10 | 1 | 48g | 1 | 1 | — | Plains | Ranged |
| Axe KinHeavy | 4 | 9 | 1 | 80g | 2 | 2 | +1 | Plains, Hills | — |
| HorselordCavalry | 4 | 13 | 1 | 100g | 2 | 3 | — | Plains | — |
| Khan’s ChosenElite | 5 | 10 | 2 | 165g | 3 | 4 | +2 | Plains | First Strike |
| Roc RiderFlyer | 4 | 14 | 1 | 120g | 2 | 3 | — | — | Ranged |
| War WagonSiege | 4 | 8 | 1 | 95g | 3 | 2 | — | — | — |