The Ogre Conundrum

The final of the 3 lists in my group is Stevie’s Ogre Kingdoms. At first glance there is nothing out of the ordinary in his list. So what’s in it?


Slaughtermaster – GW + Talisman of Preservation (lore of Maw)

Bruiser – BSB – GW + Crown of Command

Hunter + AHW + Armour of Destiny + Stone Horn


12 Gnoblers – Stand

9 Ironguts – FC – Dragon Banner

9 Ogres – FC

8 Maneaters – FC – 4 with a brace of pistols – Poison attacks + stubborn





Having faced ogres a few times before I have a better idea of what to expect and I must admit I am a little worried. But the taller the tree the longer the fall and my throng swing a big axe!

The sabertusks will be coming straight for my WM so they will be top priority for my quarrellers.

I suspect the gnoblers are there for objective purposes. capturing scenery or escaping off the board. I’ll keep an eye on them and take them out if they look suspicious (or more suspicious than sneaky backstabbing low life greenskins normally do).

The cannon will be aiming for the ironblaster or if it is hiding behind immovable scenery (as they are want to do), I may ignore the stone horn (as it halves multiple wounds) and instead go for the gutstar.

If I can take out one of his units with focussed fire (maneaters would be ideal but either of the other units too) using OG and potentially Iron drakes this would help the cause no end. It will mean that the longbeards or irondrakes could then hold up the other units and the hammerers and quarrellers can help finish off the tarpitted block.

I am not 100% sure if the hunter is actually riding the stonehorn. If he isn’t, then i’ll try and bait him with the gyro. Otherwise will try and charge him with the gyro to pin him and then get the slayers into the side of him.

I guess the key will be to focus fire (so to speak) and take out each of his main blocks one at a time if possible.


The lore of the maw basic spells are cheap and most can be boosted to extend either the range or the bubble. The two spells i’m most worried about are: Toothcracker (+ 1 T) I definitely want to prevent this going off if my troops are in CC to maximise wound potentially. The second is Trollguts (regen). This can be negated in the shooting phase by the irondrakes if they are in range but will definitely want to prevent it in CC.

Spinemarrow would normally be an issue but 2 of his 3 main units already have stubborn.




The endless hordes

As I stated before I guessed Joe would be packing the standard blender. Imagine my surprise when I saw no vampires at all in his list!

So what was in his list?


Necromancer – Lvl4 – Nightshroud + Talisman of preservation (4++) + lore of vamps

Necro’ – lvl 2 – Master of Dead + lore of vamps

Necro’ – lvl 1 – lore of vamps

Wight King (BSB) – Sh + Screaming Banner (3 dice fear test)

Wight King – sword of strife (+2 A) + enchanted shield (+2 AS) + luckstone


40 Skeletons – Spears – Music + stand

40 Skeletons – Spears – Music + stand

40 Zombies – Music + Stand

21 Zombies – Music + Stand

40 Grave Guard – FC + GW + Banner of the Barrows (+1 to hit in CC)

2 Bat Swarms

2 Fellbats

2 Spirit host

1 Corpse Cart

1 Terrorgheist



So no blender, however 40 GG with (I am going to assume) both Wights and the lvl 4 Necro will be a hard nut to crack. Organ gun will be aiming for that with extreme prejudice as will the irondrakes.

The Cannon will auto go for Terrogheist and then the corpse carts will be next target.

The quarrellers will target fell bats/bat swarms or corpse carts depending on what they can see.

Over 550 points are invested in the GG so that has to be primary target. hammerers as a flank charge would be preferable with perhaps LB’s in the front as they would still get their 6++/5++ vs KB.

With open lists he will know only my smiths can harm the spirit hosts so I may need to risk solo charges to kill off the blockers.

I suspect that the other necro’s will be bunkered in each of the skeleton hordes and with master of the dead on the lvl 2, both of these can be increased in size.

He basically has 2 killing units (terror and GG) and a lot of tar pits. I shouldn’t take the skelly hordes too lightly. With spears and horde formation he is likely going defensive to maximise attacks although he will loose parry saves so I would expect to inflict some serious damage in an melee. The items (corpse cart) that cause ASL aren’t too much of an issue as most of my troops have GW so are already ASL. On paper it is all about taking out the GG unit whilst minimalizing my own losses (if that is where most of his chars are bunkered).


The rules of the comp mean that you must pick and stick to your magic lore for the group and so I know all 3 necro’s will have lore of vamps. This means he will potentially have all 6 spells + the sig spell between his char’s. In practical terms, I would expect him to use the sig spell on at least 2 of his necro’s.

In terms of the spell eaters, his lvl 2 will definitely take the sig spell to utilise master of the dead (raise skelly’s above starting size). This is a potential to destroy. Gaze of nagash is potentially his only ranged attack of note so will also be a contender as will Vanhel’s. With no magic of my own, curse of years will be dispelled in my own magic phase if it goes off.



Scissor, paper, stone, Lizard

I’ve now received my 3 opponents lists and i’ll start with Alex’s Lizards.

So what is he packing?


Slann – (BSB) – Forbidden Rod, healing potion, standard of discipline, becalming cognition, wandering deliberations

Scar Vet – Dragonhelm + dawnstone + coldone

Scar Vet – Armour of Destiny + coldone

Skink priest (lvl2) – Beasts – Dispel scroll


29 Warriors – FC

3 * 10 Skink Skirmishers

11 Skinks – Mus + Stand

25 Temple Guard

5 Chameleon skinks

1 Salamander pack

4 Terradon riders

1 Ancient Stegadon – giant blowpipe


There are no real surprises with the characters. 2 * 1+ AS scar vets with GW is standard. They can be a total pain to kill and i’ve had them hold up whole units before but with the profusion of GW in my army that should be possible.

Wandering Deliberations effectively makes the Slann the same as a high elf loremaster. He will know all 8 battle magic signature spells. Becalming is pointless vs dwarves as it relates to dispel rolls. The forbidden rod/healing potion combo will allow the slann to potentially boost 1 magic phase (+D6 power dice with D3 wounds) and then heal back up from the effects.

Skink priest will need to be watched as the slann can cast his spells through the priest. The slann will always be a priority target but if I cannot get to him, the priest (or the unit the priest is embedded in) will replace him as the target.

In a straight fight my blocks should outclass the saurus and temple guard but it will be vital to back they up and dispel any buffs/hexes. The temple guard will be a priority for the organ gun to soften them up.

Stegadon will be the cannon’s primary target. However I know my GW troops can grind it down so I am already thinking of using it as bait to draw skinks away from the OG.

The skinks are a major danger for my WM’s + slayers as they have poisoned attacks. Likewise the terradons will probably target the WM’s.

My irondrakes will prob target the skink cohort or terradons at first instance.


It will obviously depend on the scenario to some extent but after the initial shooting I will advance to CC fairly quickly.



SELWG 2016 whfb tournament – stage 1 groups

Well the 1st stage groups have been drawn and I was placed in the 3rd group entitled ‘Kroak’.

What do I know about my opponents? Of Joe and Stevie – very little as I have never played them before. For Joe I could guess a blender, Grave guard, Terrorgeist and Stevie – stubborn gutstar, mounted cannon, compulsory core bulls. I’ve also never played Alex however I know that he is using Neil’s Lizardmen army and so I know roughly what models he has available (if not what he will select) – Temple guard and saurus blocks. 4 flyers, slann, multiple skink units (scouts + Krox/skinks + chameleon), Steg, 3 mounted heroes. Once I get the lists I post my thoughts on them.

Am I happy with the group? In general yes. Love whfb so a chance to play consistent games is always a bonus! Not played Vampires in this edition so looking forward to that (until maybe I play them!). Lizards are tough but I’ve beaten them before. Again ogres are tough and the comp has hurt the artillery I would normally use against them but my left field slayer unit selection could work to my advantage against them.

If I had the option, I would have liked Pete, Matt or Greg in the group. They are all in my D&D group at the club (together with Steve M as the DM) but unlike with Steve, I’ve never managed to play any of them at whfb.

Emperor Archaon
Pete Hales (Empire) Steve McGuire (Warriors)
Tim Harper (High Elves) Luke Conway (Dark Elves)
Chris Richards (Ogres) Paul Baker ( Daemons)
Dan White (Empire Martin Healey (Dwarves)
Kroak Fateweaver
Alex Mountain (Lizardmen) Neil Robins (Deamons)
Joe York (Vampires) Matt Teager (Orc & Goblins)
Mark Merfield (Dwarves) Greg Farrell (Wood Elves)
Stevie Boxall (Ogres) Cyntac Wong (Vampires)



Dwarves vs Daemons – SELWG comp practice game 1 – part 2


We agreed to follow all the variables of the comp rules, so the first thing to roll was the scenario:

We rolled – Take and Hold. This is played as per Battle of the Pass (so lengthways on the table) but differed in so far as, victory goes to the general with the most UNIT Fortitude in his opponent’s half at the end of the game. It turns out that neither of us paid attention to what we rolled and paid no attention to the victory conditions…

Secret Mission

We then had to select our secret mission:

I chose: Hero Hammered – to kill the most amount of NME heroes.

Neil chose: Stash the Cash – to capture and hold a piece of scenery in the opposing NME’s table half.


We rolled 4 pieces:

Anvil of Vaul Hill (units within 6″ have flaming and magical attacks) – placed on the south of the map

Scree Slope (Dangerous terrain) (placed on the north of the map)

Mysterious Forest

Building with 3 pieces of wall (counting as hard cover) – NOTE: we messed up and forgot to place the walls.

Neil won the roll to deploy the first bit of scenery and the hills went in the deployment zones and the building and forest in the centre. Neil eventually won the roll to see who deployed first (after we made the same dice roll five times on a row!)

I failed to make extensive notes so any errors are due to my memory and the pictures were taken on a camera phone (and rushed), so excuse the quality.


Barlin looked around from his position in the Silvergate Guard, satisfied that the deployment had gone to plan. Immediately to his right Drugin commanded the old grumblers with a unit of quarrellers to his right. Burrnoth had set up his war machines on the hill behind the line with a commanding view of the battlefield. The slayers had been placed on the right flank where they could surge forward and cleanse their shame without jeopardising the line. The left flank would be held by the Harek and his guard of irondrakes, backed up by a second unit of quarrellers.

The final units moved into position just as the daemonic hordes appeared


The organ gun was entrenched, hence the walls round it in the below photo.

IMG_1383 - deployment

Turn 1

The chaos horde stormed forwards with 2 loose formations of winged monstrosities screening the centre troops. Barlin and Harek exchanged a look as they felt an enormous surge of the winds of magic and mentally braced themselves for the inevitable onslaught.


Barlin felt a ripple in the winds and a shadowy pit started to appear under the organ gun. He focused his thoughts, straining and the pit faded away. At the same time Harek was forced to dispel a miasma that was convalescing over the unit of quarrellers. Both of them had broken into heavy sweat and realised that they were facing not just a formidable caster but a greater daemon. They were both taken aback and recovering from the initial wave of magic, when the second wave struck and and were unable to prevent this from impacting. The Silvergate Guard felt their strength ebb away whist the grumblers had a malaise settle on their minds.

The daemonic engine then fired at the organ gun but it fell short, ploughing through the Silvergate guard.

The dwarf return fire was less than spectacular. The cannon struck the daemonic engine and the crews satisfied grunts were cut short as the shot bounced harmlessly off. Both quarreller units unloaded into the advancing furies and cries of dismay were heard as every bolt missed. Burrnoth leant his expertise to the Organ cannon yet a damp fuse meant it only spluttered out a pitiful few shots that failed to make an impact. He frowned and started to inspect the machine to ensure greater performance when next it fired. Barlin concentrated and was able to remove the Hex on his unit and then ordered the gyro to reposition closer to the warmachines.

Turn 2

One of the units of furies launched into the sky dropped down to attack the cannon and tore through two of the crew. The other unit tried to follow suit but got tangled up together falling in a heap a few feet on from where they started. The rest of the daemons slowed their approach and one of the khornites mounted on a juggernaut peeled off to join his compatriot in the centre of the lines. Harek felt the greater daemon try to cast the pit of shadows again and invoked the runes struck on his staff, wiping the spell from its alien mind. He nodded in satisfaction and he felt Barlin dispel another attack. There would be no more magic cast for the minute. His satisfaction was short lived as the reign of chaos struck, smashing into the unit of quarrellers to his right.


IMG_1391 - turn2IMG_1394

The gyrocoptor charged into the flank of the furies in an attempt to save the cannon. Although killing one, his efforts were futile as they ripped the final crewmen apart and turned their attention to him. The slayers could contain themselves no longer and moved towards the bloodcrusher unit advancing on their flank. Harek ordered his unit of irondrakes forward and they proceeded to fire at the beast hiding under the eaves of the house, cutting it down, their flaming shots ensuring that it would not be regenerating at any point in the future. Burrnoth ordered the organ gun to fire at one of the juggernauts and the hail of shot ripped it apart. The unit of quarrellers on the right flank fired on the other Herald and it screamed in rage as several bolts tore into its flesh.

17_Jun_whfb_-_dwarf_vs_DoC_Turn_2_Dwarf_Throng_of_Karak_Silvertop Turn 3

The daemon horde continued forward, the second unit of furies made it off the ground without mishap and swooped down to attack , their claws piercing one of the organ gun crew. The bloodcrushers charged into the slayers the juggernauts tossing bodies into the air and trampling a rank and a half in a few seconds. Not to be outdone, the slayers struck back with glee hacking 2 of the beasts and riders apart. The Herald in the centre tried to emulate those of the unit he had started the battle with, charging towards the quarrellers but misjudged the distance and left himself dangerously in the open. The Keeper was distracted by the horrors moving into the house and lost its grip on the winds of magic. The horrors nearby started to jibber frantically and a flaming gateway materialise in front of them. Barlin took no chances with whatever nightmare might have sprung forth from such a portal and slammed his staff on the ground wrenching the spell from their minds and scattering it to the ether.


Burrnoth couldn’t take the potential loss of another of his beloved machines and piled into the furies, pistols blazing as he blasted several of daemons from their feet. He was too late as the remainder slew another of the crew. The right flank quarrellers peppered the remaining herald with bolts and there were a few smiles as it faded out of existence. The drakes fired at the beast to their right causing several wounds. The slayers and the bloodcrusher continued to hack at each other. The reign of chaos claimed a few of the shieldbeards but they shook their heads muttering about how this wasn’t as powerful as it had been back in the day, when whole units would have been wiped out.



Turn 4

Barlin could only watch as the skullcannon charged into the quarrellers, smashing the unit apart, Drugin could be heard yelling at them to hold and that and the looks from the longbeards ensured they stayed where they were. On the other flank the Bloodcrushers charged the irondrakes. Carnage ensued as nearly half the drakes were cut down but inspired by Harek they struck back incinerating 3 of the 4 riders. The furies finished off the cannon crew and Burrnoth struck back in revenge nailing one with a headshot. The slayers finished off the remaining Bloodcrusher grumbling over the lucky ones that had met their end. Noticing the devastation that the daemonic engine had caused to the quarrellers, they turned to face it, hopeful that it might provide more of a challenge.



Burrnoth continued to shoot dead furies as they clawed ineffectively at his armour. The slayers charged into the daemon cannon eager to get to grips with a new foe just as it finished off the last of the quarrellers. The other quarreller unit fired everything into the remaining beast, the magical/flaming shots causing it to dissolve and sink into the ground it’s life force expended. The irondrakes finished off the final crusher with ease and reformed to face the Keeper who suddenly looked very worried. Durgin had been watching the advancement of one of the units of horrors and order his unit to charge into them. Barlin taking this as his cue advanced with the hammerers.


Turn 5

The Keeper of secrets shot past Harek and slammed into the quarrellers making short work of the doughty dwarfs. Drugin and the longbeards tore through the unit of horrors and single solitary daemon was left remaining. Seeing that, the remaining horrors backed off as quickly as possible. The slayers finished off the daemonic engine and turned to help the beleaguered Gyro in the centre.



Drugin dispatched the remaining horror and ordered his unit to reform towards the next unit in sight. Barlin ordered the charge against the horrors hidden building but the heavy armour of the Silvergate guard prevented them reaching their target. Harek ordered his unit to turn and face the Keeper of Secrets, firing on the turn and causing it to flinch as burns appeared on its back


Turn 6

The 2 visible units of horrors continued to retreat out of the dwarves reach and the keeper ran away from the irondrakes it’s speed catching them by surprise as it outdistanced their weapons. Burrnoth finally finished off the last of the furies and the other mob of furies sacrificed one of their number in order to bring down the gyrocoptor that had frustrated them.


Barlin ordered the charge and the hammerers assaulted the building but despite inflicting several casualties their attack was repelled. Burrnoth glanced over his shoulder and decided that he would be better off heading away from the keeper. Not that he was scared mind. The slayers then charged in and finished off the last of the furies. At this both sides recognising an unspoken truce withdrew from the field of battle.




Well after chatting, Neil and I both realised that we had completely misread the scenario objectives. Both of us would have deployed completely differently had we clicked on (and Neil definitely would not have retreated his Pink Horror units. As it stood we both agreed it was a draw. We had both obtained our secret objectives and I had the edge in victory points.

Shooting was woeful for the dwarves. It may have made more of an impact if I had positioned my units to prevent the furies charging. After the cannon was charged I should have backed up the hammerers to prevent the 2nd unit of furies having the space to get in. This would have given me another round of organ gun potential carnage.

The slayers performed exceptionally well. I forgot how good they can be. It helped that there was no shooting on the other side as they are often a priority for that. I had a large stroke of luck in both spell eaters destroying their targets (Pit of Shades and Infernal gateway). After that, the magic phase was somewhat ineffective.

The Irondrakes were a solid anvil and managed to dish out a massive amount of damage in one round. The Hammers did nothing all game bar anchor the line. This is something I should probably be aware of. Most opponents know how damaging they can be and will avoid them so I probably need to be more proactive in getting both them and the slayers into combat. I can then use the quarrellers as flank chargers, rather than them receiving the charge, although with Groth, they will hold their ground (unless they are wiped out in one go…)

It was a good game against a great opponent and I learnt a lot about my tournament list and some of its strengths and weaknesses. It is doubtful i’ll get another practice game before the group stages start.



Dwarves vs Daemons – SELWG comp practice game 1 – part 1

So on Friday I had a chance to play a warm up game against Neil Robin’s Daemons. I regard Neil as one of the better players at the club. Two years ago he won both the 40k and WHFB (with Nurgle daemons) comps and last year he was semi finalist in the whfb (with Lizards)  and won 40k again. I’ve played him a number of times in the last few years with the first number of games being classified as ‘an education’ (he wiped the floor with me) but I have learnt more from him then any other player. The last few games have been mixed – 1 draw and 1 win for me (the win was due to a cascade on his slann but i’ll take it!). He is a great sport so when he proposed switching our Kings of War tester game to a whfb warm up, I jumped at the chance.

Neil’s Army – Daemons of Chaos (EDIT: added in spells and lesser gift rolls from the game)

Keeper of Secrets (Lore of Shadow) + 2 * Lesser Gifts – 530pts

He rolled ASF and D3 impact hits for his gifts and Pit of Shades, Miasma, Enfeebling foe and the Withering for spells

Herald of Khorne + Juggernaut of Khorne + Lesser Gift – 175pts

He rolled a 2+ ward save vs first wound

Herald of Khorne + Juggernaut of Khorne + Lesser Gift – 175pts

He took blade of blood (+1 STR)

4 * Bloodcrushers of Khorne (Full command) + Razor Standard – 335pts

3 * Bloodcrushers of Khorne (Musician + Standard) + Standard of Discipline – 230pts

14 * Pink Horrors (Standard) + Gleaming Pennant – 197pts

Rolled Treason of Tzeentch

10 * Pink Horrors (Standard) + Banner of Swiftness – 155pts

Rolled Infernal Gateway

10 * Pink Horrors (Standard) – 140pts

Rolled Pink fire of Tzeentch

10 * Pink Horrors (Standard) – 140 pts

Rolled Glean Magic

6 * Chaos Furies – 84pts

6 * Chaos Furies – 84pts

1 * Beast of Nurgle – 60pts

1 * Beast of Nurgle – 60pts

1 * Skull Cannon – 135pts


I’ve not played DoC before so had limited ideas on what to expect. Like all chaos armies I would expect him to start as far forward as possible and limit my shooting as much as possible. It should be magic heavy and I must choose with care what spells to try and destroy and dispel the rest as much as I can.

For me I have several priority targets:

Skullcannon – should be targeted as the priority by my cannon as it will surely be targeting my warmachines.

Beasts of Nurgle – Irondrakes primary target as fire based attacks will negate their regen

Keeper of Secrets – If possible take him out with everything to neutralise the magic phase

Bloodcrushers – Slayers should try and hit them at the earliest opportunity together with hammerers.

For the rest, I’ll just wing it and try not to cock up deployment as usual 🙂




SELWG 2016 whfb tournament part 3 – Terrain

For our competition we have an amended terrain table. Still in test stage and I would expect it to be amended slightly to remove a hill option and move items around.

Part 1 – Competition and Army Restrictions – can be found here.

Part 2 – Rules – can be found here

Part 4 – Points scoring and secret missions – can be found here.

Terrain Table 2016

                                                  (D6+1 pieces)

2          Magical Mystery. Roll D3. Note – All count as Impassable

1= Arcane ruins* [Roll up to 3 extra Channelling dice]

2= Magic Circle* [MR(2) w/in 6”]

3= Wryding Well* [Non-combatant unit w/in 3” roll 1D6                                                                           (1=Poisoned;2-4 Cure 2D6; 6=Unbreakable]

3          Sinister Statue. Roll D6.

1= Idol of Gork* [Charging unit w/in 6” re-roll charge dice]

2= Bane Stone* [Hits made w/in 6” at +1 to wound]

3= Haunted Mansion

4= Charnel Pit* [Units w/in 6” at -1LD]

5= Altar of Khaine* [Units w/in 6” subject to Frenzy]

6= Roll again*

4 or 5   Building & obstacle, Roll D3.

1= Building only

2= Building with fence (3 pieces) [Soft Cover; charging unit are at -1 to hit]

3= Building with wall (3 pieces) [Hard Cover; charging unit are at -1 to hit]

6          Hill. Roll D6.

1-4= Normal Hill

5= Anvil of Vaul [Unit within 6” has Flaming and Magical Attacks]

6= Scree slope [Dangerous Terrain]

7          Mysterious Forest. Roll D6. Dangerous Terrain if Ca/MC/Ch march, charge, flee /             pursue, overrun or if Flyer entering/leaving; No Steadfast (unless Stubborn); Lone             infantry characters and Skirmishers characters count as Steadfast

1-3= Normal Forest

4= Venom Thicket [Unit has Poisonous Attacks; counts as Dangerous Terrain]

5= Abyssal wood [Unit causes fear]

6= Fungus Forest [Stupidity]

8          Hill. Roll D6.

1-4= Normal Hill

5= Anvil of Vaul [Unit within 6” has Flaming and Magical Attacks]

6= Scree slope [Dangerous Terrain]

 9          Marsh, Roll D3. Dangerous Terrain except Skirmishers; Ca MC and Ch fail test on a 1 or 2

1= Earthblood Mere [any unit in the marsh has Regen (6+)]

2= Khemrian Quicksand [Mo/MI//MC removed on Dangerous Terrain failure]

3= Mist wreathed swamp [Hard Cover; In test or D6 models are removed]

10        Steadfast Sanctum. Roll D3.

1= Dwarf Brewhouse [Units w/in 6” are Immune to psychology and Stubborn]

2= Elven Waystone* [Impassable; Channelling at +1 w/in 6”]

3= Acropolis of Heroes* [Impassable; Units w/in 6” are Stubborn; Ignore garrison rule]

11        Normal river. Only one river allowed otherwise roll again.

12        Player Chooses. Players roll a D6, winner chooses a non-magical / mysterious             terrain option. A 2nd river is not possible

            Items marked with * are classified as impassable terrain.

            Woods & Marsh are rolled for upon entry, the rest at the start of the game.

            Forests must be marked with a boundary.