SELWG WHFB league table update 1

So 5 games have now been played in total and the updated league table is as follows.

The most popular secret mission taken is Stash the Cash (E) with 60% of players opting to use it in their initial game with Hero-hammered and three and Fourpence next with 20% each.

Looking at Emperor and Fateweaver Groups (A and D), I am not surprised to see Dan and Neil topping them but it is early days and not knowing a number of the other players in the groups this could well change.

I’ve included several game reports below from the Steve and Cyntec.

League table 16.08.16

Archaon League game report (courtesy of Steve)

On Friday night Martin and I played the first game in the Archaon League – Dwarves vs. Warriors.

We rolled up Dawn Attack and 3 pieces of terrain – a river, a building and a marsh. My 3 least favourite pieces of terrain. The river ran from deployment line to deployment line neatly bisecting  the battlefield down the centre.

Martin placed the swamp to the right of his central deployment zone blocking that wing against my trolls and ‘crushers. The building was placed to his left. Both were along the transverse centre line. All very symmetrical.

Neither side had too many issues with the randomised deployment, but when I placed my Skullcrushers on my left flank I foolishly left them facing some tempting targets and they proceeded to persistently fail their frenzy checks. Fortunately for me, an intervening unit of warhounds kept them from charging into, what turned to be, a Khemrian Marsh. However, they were now effectively out of the game due to my rustiness.

Martin placed 2 blocks of Longbeards on his right flank who spent resolutely yomped around the massive swamp with a view to securing the right hand Dwarven quadrants and invading my left quadrant. The other Longbeard block was stationed with the cannon and flyers holding Martin’s left hand quadrant.

The rest of my army deployed to the right of the river and pushed forwards to attack the lone Beardy block, but coordinating my stupid/frenzied units proved trickier than I had hoped. However, whilst they sorted themselves out, a unit of marauder horse was able to charge the cannon and take it out leaving them set up to flank charge the Longbeards when the trolls and warrior block finally turned up. You’d think think that was that then, but the little fellows took full advantage of the Shieldwall rule making loads of 5+ parry saves and it took 3 turns to finally drive them off and then only because they rolled a 10 for their stubborn break test. After that I was able to consolidate my units to secure both of the Dwarven deployment zones and one home one whilst Martin grabbed my other quadrant.

Both of us secured our missions with my BSB killing off the Runesmith to sneak Hero Hammered, whilst Martin successfully secured his paychest despite the minimal terrain.

The result was 23-13 win to the Warriors:

Steve: Win (15) + Mission (7) + 6 turns (1) = 23

Martin: Loss (5) + Mission (7) + 6 turns (1) = 13

Fateweaver league Narrative Report (courtesy of Cyntac)

I played my first game of this year vs Neil and we rolled Dawn Attack (great for Vamps) and Neil took the victory.
After last years great write ups I decided to have crack at it so here is my narrative of the battle from the point of view of my General.
Tl;dr Things go from bad to worse for him!
Mundus’ fingers twitched slightly as if they had a mind of their own. There was magic in the air and lots of it nearby. Every engagement with these creatures had always ended badly. There was never any flesh on them and he knew that even his army marched on its stomach. He would need a different kind of battle plan if he was to face them soon. They couldn’t be raised against their masters and their very touch was magic. There was a buzzing of emptiness across his lines part his own anxiety and part what would pass for fear in his thralls.

He ordered Slyph to his side. This one had always been trouble but he had survived this long so must have learnt a great deal from Kemmler. He was an able replacement and easier to control. Kemmler had left with his army and from what his spies told faired rather better than expected. Slyph had a knack for the unusual so he charged him with solving the problem of the Daemons. Slyph suggested trying to harness their own magic against them and made it very clear that the results could be rather unpredictable.
“Do it” he ordered.
Unpredictable was exactly what he needed but could anything be so against the Changer of Ways. This was probably exactly what he wanted.

His outriders had brought word that the enemy had fallen upon the garrison of men nearby. Mundus knew he could not avoid a battle now. He had spent two days march encircling the tower. What he needed was inside. The remains of a great knight of old would add a mighty champion to his ranks and those who had sworn an oath to him in life and in death. Men always swore to serve their master in death and it always made him chuckle at how naive they were.
The ritual would be easy but would take some time. He would need to get into that tower.

These creatures could not be hidden from so he marched on the tower. The forest might add some cover but the air in the forest was thick. It was heavy with magic and it made it hard to keep track of where he was. The banners kept their spacing so he was sure they would be fine. He emerged from the forest but found himself at the far left of his lines. He saw Slyph emerge across the other side of the glade and his armies tight formation was now strung out across the field.
The enemy was a wash of colours and roiling magic that seemed to shift and dance. They were made of the very raw stuff of magic and would be hard to eradicate from the tower. This was no normal gathering as each of the four gods was represented and seemingly working together.

He loosed his dogs forward in a bid to buy time to re-organize his lines. He felt the winds of necromantic magic surge towards Slyph. Whatever he was doing it was happening now. He saw the magic being drawn from the creatures but also felt his Trickster’s Shard burning at his neck. It glowed, flickered and became dull. He tore it from his neck cursing Slyph and his luck at the only time this would have proved really useful. The daemons surged forward and arcane magic loosed forward at the Mortis Engine attracted to its power like a magnet. The cannon contraption also loosed a flaming volley striking the Mortis engine but it held fast just barely. Slyph was busy doing his best to block the onslaught but the distance seemed to help. He urged his army forward knowing he had not nearly enough troops to surround the tower and protect his necromancer whilst carrying out the ritual. If the Daemons encircled the tower he would most certainly be beaten. The dogs had hit home but he felt the winds change. A sudden lull in the winds left him unable to cast anything. Slyph had some how managed to tease some out and funnel it towards the Mortis engine but was denied by the enemy.
His knights already completely out of position advanced to support him but he realized too late that they had advanced too far. The daemons charged his lines trampling the dogs underfoot and hitting the Knights off guard. Sylph and the Hexwraiths were also now in combat. All but Sylph seemed to buckle under the pressure as he managed to draw more power from the foes near him.

Mundus needed to get into the fray and charged the winged beasts nearest to him. He had slain them all before his retinue of skeletons had reached the fight. He forged on making for the head of the daemon army.
Sylph had over extended himself and opened up a vortex over his unit which he somehow managed to sling towards the enemy smashing a number of zombies along its way. His zombies had overran a beast by sheer weight of numbers and two more charged in. Somehow Slyph held the line and overcame a second beast. The third was reeling from the vicious zombies but in its rage it trampled Sylph underfoot and the zombies crumbled without the magic of their master to sustain them. Without Sylph to divert the flow of magic more emerged from a yawning portal above the tower.

The Mortis Engine had fallen to the cannon and the Knights had been run down. This was the last time the Wight King would fail him whatever the result. How one so supposedly skilled could miss a beast so large was beyond him. He would soon be vanquished as the Daemons had encircled them so his only chance now was to make for the tower and hunker down. The daemons seemed less concerned about this and took up positions encircling the tower. Their leader had nearly killed himself with a miscast so Mundus needed to take his chance now. Mundus slashed his way though another bunch of flying creatures, riding beasts, the cannon and pink horrors. A giant spear took a gouge out of his gorget missing his exposed neck by a whisker. His desperation had made him careless. He felt time running out as he cut the last horror down and made for the tower.
The tower was full of more pink horrors and his zombies had done a woeful job of trying to remove them. Mundus kicked in the door slashing at the pink fiends but every time he did two blue ones took their place. These whilst easy to dispatch took precious time from him and every second counted. Mundus saw a number of them fleeing out of the tower and felt a jolt of elation in the remnants of his heart. He descended the stairs to the crypt and opened the sarcophagus…..

He slammed the sarcophagus shut almost cracking the whole thing in two with his fingers biting into the stone. He lifted the lid again and a strange gurgling noise rang out. A blue horror tried to clamber out belching magic dust as he did. Mundus slammed the lid down on its head killing it and reached in to grab the other one who was gleefully sucking on the bones of the old knight. He snapped its neck and it disappeared in a puff of smoke giggling as it vaporized. With the essence of the old knight gone Mundus would need a new plan to ensure he exacted his revenge.

Tl;dr Things go from bad to worse for him!

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