SELWG WHFB league table update 3

Somehow I managed to miss Steve’s latest league email last week, so apologies for the delay in posting his update. Dan is further showing his dominance in the Emperor league, matching Neil in the Fateweaver league point for point. It is now down to Pete to prevent a 3rd win.

Paul’s win and completion of the secret mission has put him in a strong position in the Archaon league but a first place spot is not guaranteed for him as yet. He will have to see how the other games play out. I do wonder if he should get a bonus point or two for being the first player to complete all his group games! Underneath the updated league table is a battle report from Paul covering his encounter with Steve.

On the subject of Paul, I stand in awe of his painting ability and thoroughly recommend checking out his website to see a showcase of his work. I have included a couple of poorly taken shots of his nurgle army in his report.


Hi, Folks,

Last Friday we had two more games in the WFB tournament and the updated league tables are attached.

In the Emperor league, Chris played his debut game with his new Ogres against Dan’s Empire. Both generals achieved their missions  – Hero-Hammered for Dan and Three and Fourpence for Chris. Chris came second, but he did keep a single Maneater alive to thwart Dan’s attempt to table the hefty horde.

Over in the Archaon league I failed to kill more than 1 unit despite 4 turns of combat in a tense Battleline scenario. Ooph!. I did manage to sneak a unit of marauder horse off the table for Three and Fourpence and Paul successfully stashed the cash in a house packed with Plaguebearers. Well done to Paul for being the first person to complete all his games with a neat spread of a win, loss and a draw.



Paul’s Nurgle Daemons vs Steve’s Warriors of Chaos.

I am going to give you a battle report of a league game between Steve McG and myself totally from my own prospective.

After playing 2 previous games in the league and getting a beaten and a draw things were not looking good to qualify for the next stage of the comp, although I had amassed a healthy amount of points by completing my missions.

I could not afford to lose my last game against Steve so I purposefully played for a draw and to successfully gain another mission.

We had three pieces of terrain, a building which I was grateful for, an ordinary hill and a forest for a battleline scenario. Steve got the first piece of terrain and promptly picked up the building which I wanted (and I am saying to myself don’t place in the middle of the table any flank will do) it was placed in the middle of the table in my left flank sector. Great because I was going to make a dash for it and “Stash the cash”. I placed the hill on the right flank right in the corner of Steve’s deployment zone and Steve then laid the forest to the left in his deployment zone.

I won the roll off for picking sides and I chose to stay where I was, I also got to lay the first unit and I placed a unit of Plaguebearers with the banner of swiftness directly in front of the building.

I formed up in a line with my Beasts of Nurgle interspersed with the 2 remaining Plaguebearer units and placed my Rot Flies on my left flank.

Steve placed his Skull Crushers and Warrior unit centrally and his other units were dotted around his deployment zone.

Because I had fewer units I gained the plus 1 and won the roll of for going first.

You guessed it the first units of Plaguebearers rushed towards the building I sent the 2 Beasts of Nurgle out and placed them in front of Frenzy units to try and tempt them out of position. The remaining 2 plaguebearer units retreated 4” towards the base line. The idea being to limit the number of rounds they would have in combat.

I rolled an 8 for Magic which meant because of my special Reign of the gods table every unengaged unit of Steve’s would have to roll a D6 and didn’t want a 6 for each. 3 units did roll a 6 and that meant they would have pass a leadership test on 3D6 and take wounds without armour saves. RESULT : 7 Marauders dead,4 wound on the Skull Crushers and 2 Fast Cavalry dead. I did not cast any spells for fear of miscasting because I needed my level 4 intact to counter Steve’s magic phase.

Steve marched straight across the table and moved his Fast Cavalry round his right flank. Steve did a nasty spell on a unit of plaguebearers where I lost 4 dead.

My second turn you guessed it the Plaguebearers jammed the door way to enter the building. The remaining 2 plaguebearer units retreated 4” towards the base line again. The 2 beasts again got in position to disrupt. The Magic phase was ineffectual this time and again no casting from me.

Steve again advanced across the table and I knew in Steve’s next I was going to get charged. Steve’s wolves and Fast cavalry were also getting a position where they could charge my Rot Flies.

Turn three I just stayed in position and tried to buff my units for the coming onslaught.

Here they come. The Skullcrushers, warriors and General all declared charges on one of my Plaguebearer units but the Warriors failed there charge which was of great relief to me. The first round of combat was horrible with my unit champion falling to the mighty sword of the chaos general without replying. I got a wound on the Skull crushers which was a bonus as I killed a model due to the earlier wounds.Steve’s wounds were at a + on the first charge but I managed to save a few due to my 5+ ward save. Of course I lost the combat but due to resolution not by much but still ended up losing more models due to my instability.

My turn four and I charged my General who was in a prepared position into the flank of the Skullcrushers. The Chaos general tried to pick a fight with my Herald but I came of unharmed. The unit took more wounds but at least my general was able to hit a bit harder than my Plaguebearers and get some wounds on the Skull crushers. I still lost combat and more models this was getting worrying as I was going to lose ranks very soon.

The fight continues and Steve’s Trolls charge a Beast of Nurgle, I manage to survive the combat by killing a Troll and rolling under my leadership. The main combat continues and the Herald survives again each side continues to lose models but I make a leadership test. Steve positions his wolves in a tempting position. And the Fast cavalry unit jumps off the table to claim Steve’s objective, as if he needs more reserves!!

My turn five and I charge the wolves with my Flies because I can see a coming threat from Steve’s warriors and I just want my Flies out of the way but they fail miserably and are left hanging in the wind. The main combat continues but this time the Chaos general switches his attacks to the unit of Plaguebearers because Steve has to try and wipe out a unit to win the game.

Steve charges the Flies with his warriors but has to challenge so I survive the first round of combat.

My turn six and I charge a Beast of Nurgle into the flank of the remaining Skullcrusher by this time I have lost 2 ranks of plaguebearers and am hanging on for dear life. I manged to roll an 11 on my leadership test losing 4 wounds on my General and taking down the number of Plaguebearers to 9 out of 30 plus the Herald. The Flies cannot hold on and die against a frenzied attack from the Warriors and die. The Beast that was fighting the Trolls hangs on but dies due to Instability. This is still not enough points for Steve to win the game.

Final round of combat Steve charges his fast Cavalry into my Beast of Nurgle and inflicts no wounds in return the Beast gets a couple of Cavalry, The Great Unclean One kills the final Skull Crusher and 2 Plaguebearers swing their plagueswords at the Chaos general and get 2 poison attacks Steve rolls for his +1 armour save and rolls “Snakes Eyes” a great cheer erupts around the club as I think I have taken him down but then Steve informs me that he also has a +3 Ward save he then promptly rolls double 2 Hurray the win is mine but Steve still want to do combat resolution to force me to take a leadership test but he had forgotten that a Beast of Nurgle has “Slimetrail” so has no flanks for the +1.

Although I had planned for the draw I will definitely take the win as that might see me through to the next round, I will just have to wait and watch the other results as they come in.



Wood Elf Compendium 

The 8th edition wood elf book was the last to be released, but even so there is a wealth of great articles available with opinions and tactics on the book options.

In this post I’m going to link some of my favourite articles (mainly so I have them all in one place for my own reference).

Enchanted arrows

It is generally accepted that multiple units can take the same enchanted arrows. The following blog posts by Rex Foote, looks at each type and when best to use them. I’ve included the hail of doom arrow (Hoda) in this section. The Asrai forum post is by Brechttomme.

The Dice Odyssey – Enchanted arrow tactica

The Dice Odyssey Blog – Hail of Doom tactica

Asrai forum – Enchanted arrow review and mathhammer


Character Loadouts

NonnoSte on the asrai forum has tried to group together as many viable character loadouts as possible into one place. This includes: Lords, Spellweavers, Glade Captains, Shadowdancers and Waystalkers.

Asrai forum – Character loadouts


Forest Spirit units

The changes to the forest spirit units in the 8th ed. book, in particular the drop in strength across the board and the loss of skirmish on the dryads meant that many players no longer took them. In this series of articles by EdmondJ on the asrai boards, he  first argues the case for continuing to use dryads and then writes a good article on treemen and their uses

Asrai forum – Dryad tactics

Asrai forum – Treemen tactics


Wood elf army book reviews

Just some general 8th ed. book reviews

WarhammerTruthiness – WE book review

Hoodlinghole – WE book review

Hobby update – Woodies

It’s been a little while since the last post as I’ve been laid up with some form of virus and a stoopid irritating cough, so not managed to do much (bar get some time on warhammer: total war).

I have however final managed to get my wood elf Warhawks to a stage where I can say I’m more or less finished with them. These have been on and off of the painting table for months and keep getting pushed to one side in favour of other tasks so I finally knuckled down and blitzed the last bits on them (OK the elves need a wash still but frankly that prob won’t happen) and I need to ensure they are properly protected to prevent the paint chipping again.

The warhawk colour scheme follows that used on my eagles and fuchsia and green matches the rest of the army.

After posting the pics I can see bits I need to go back and touch up. These models make me feel like Sisyphus. Every time I think the task is finished I have to go back and do it again!

Hobby update – a load of bull.

I finally managed to finish off a load of minotaurs this evening that I grabbed from the stack of figures at my parents. The two on the right are early marauder miniatures from 3rd or 4th edition and are about the size of Bestigors (I have one other, in the zebra stripes that I previously mentioned, but couldn’t find it when I last went down). The other is probably a citadel figure from around the same time. This one was already ‘painted’ so I just added some washes and a quick drybrush and stuck it to an appropriate base (it came on a 25mm).

The next two were later citadel models. No idea what edition, possibly 6th and stand half again as tall as the marauder models.

These can now join my doombull to form a blood frenzied stampeding unit that hurtles across the field. (You will have noticed a disparatee between the unit minotaurs paint job and the doombull. Quite rightly as the latter was an eBay purchase).

One day I will build/buy a light box but until my painting picks up I think the lack of light/clarity probably helps…

SELWG WHFB league table update 2

I’ve copied (and slightly amended) the Tournament organisers email for this post, as Steve included an update in the other 2 games played.

EDIT: I’ve gone back and updated the previous League table post to include Steve’s updates and a narrative report from Cyntac in the Fateweaver league. I’ve also added Greg’s narrative report between his wood elves and Neil’s daemons, to the bottom of this post.

All tournament related posts have been added to the site menu.

Three more games were played on Friday night and the updated league table is below.

In the Archaon league, Paul and Luke played Take & Hold. Despite the Witch block dominating the centre of the table and obliterating everything it touched, Paul was able to manoeuvre enough of his fortitude bearing units into Luke’s half of the table get a hard fought draw. Both generals achieved their missions with Luke killing the Great Unclean One to claim Hero-Hammered and Paul sneaking a message to the spy lurking somewhere in that unassailable witch block to secure “Take a Message”.

In the Fateweaver league Greg and Neil played the ever challenging Dawn Attack. Neil managed a marginal win. Greg wasn’t able to get his reinforcements off the table, but the Daemons were able to “Take a Message” to their spy – the second daemonic covert success of the evening. (Greg’s report is at the bottom of this post).

My full game report vs Alex’s Lizards in the Kroak league will be posted in the next day or so.

In terms of the leagues, no additional games were played in Emperor, so no change there. In Archaon, Paul’s draw has seen him leap from 3rd to 1st place. Kroak sees yet another draw. I maintain 1st place if only due to having played twice the games of everyone else, but Alex moves to 2nd with a strong points showing. In Fateweaver, Neil notched a 2nd win and 2nd successful secret mission, consolidating his 1st place position (and with a solid points score too). A third win will cement his spot. A strong showing from the rest of the group will be needed to oust him from this position. In fact a win from Matt against him is about the only way to stop him topping the group (no pressure chaps!).

League table 04.09.16

Housekeeping (Rule clarification)

 “Three and Fourpence”

  1. Points are not lost for sending reinforcements off the table.
  2. Only one unit in an army may leave the table to fulfil this mission.
  3. A unit may use a March move to leave the table.

“Take a Message”

The messenger model does not have to be a character model.

FateWeaver battle report (curtesy of Greg)

Neil Robins (Chaos Daemons) vs. Greg Farrell (Wood Elves)

Group: Fateweaver

Mission: Dawn Attack

Neil special mission:  Take a message (successful)

Greg special Mission: Three and four pence (unsuccessful)


The Dark Elf Sorceress stood on a high branch looking out into the forest. Dawn was still some way off and the air was cool but nothing like the comforting chill she was used to in Naggaroth. There was a strange scent in the air which she still hadn’t got used to- Trees. In advance of the final battle Malekith had ordered his remaining forces to join up with the Wood Elves and she was sent to the forests. The smell had haunted her every since.

Another thing she hadn’t got used to was the loss of her Manticore. In his wisdom the lord ruler had decided that flyers would be grounded for the foreseeable future. She had reared the creature from birth and so felt the loss keenly, not only for the power it brought in battle but also for the prestige it gave her among the Coven of Sorceresses. This loss was more than she could bear and so she spent less time with the Druchii and found herself drawn to the Asrai. Their ways were certainly different but she would get used to it.

A horn sounded in the distance, warning of an attack. A waywatcher stepped out of the shadows, invisible until he moved and took up a defensive position to guard her. Just before dawn was a typical time for the enemy to strike. She called up her Death magic and prepared for battle.


Confusion reigned in the Asrai ranks, the Daemon attack had caught them completely unawares. Treeman Dreadroots found himself in the centre of the army, faithfully supported by a unit of Treekin. He took charge as always, desperately trying to bring order. In the distance up ahead another force of Wood Elves were cut off and needed reinforcements. Dreadroots directed his fast cavalry units to rush forward and provide 3 and 4 pence worth of support.

At their generals order the first unit of Wild riders charged forward into a unit of pink horrors. The Keeper of Secrets had other ideas however, calling down foul shadow magic to hex them and sap their strength, leaving them unable to break through the Tzeentch lines. The proud Elven riders were then swarmed by Bloodcrushers and a Beast of Nurgle and taken down.

On the left flank a unit of Glade Guard were horribly out of position and exposed. Sensing their weakness a Herald of Khorne greedily spurred on his juggernaut and charged them. The elven archers braced themselves to stand and shoot. Guided by fey sorceries their arrows flew true and slayed the herald outright. Their joy didn’t last for long however as a playful Beast of Nurgle bounded into their ranks and promptly tore them apart.

In the centre the deadly skull cannon of Khorne moved forward, preparing to fire. Its first shot killed a Wild Rider, which opened up a gap to take a shot at the flammable Dreadroots. Luck shined on the Wood Elf general however and the cannon misfired.


The Druchii sorceress was surrounded by Waywatchers and Glade Guard, with Glade Captain Galindan bearing the army standard and acting as her personal bodyguard. She marveled at the Asari shooting, so accurate compared to her old Druchii darkshards. The enemy general, a foul Slaaneshi Keeper of Secrets, had foolishly approached within range and was promptly taken down by disciplined shooting.

The Sorceress watched on in horror as Dreadroots was charged from behind by a lone blood crusher of Khorne, the enemies momentum enough to topple the ancient treeman. She gasped and directed her archers to shoot faster, then called upon her death magic and leached the spirit of a nearby Pink Horror. Suddenly there was a lull in the fighting, and the demons were withdrawing. She smiled in satisfaction until she scanned the battlefield and saw her error. Her archers had remained still to concentrate on shooting and were now hopelessly out of position. The demons on the other hand controlled the key positions. To make matters only a token force had broken through the demons lines. A single wild rider and a unit of Sisters of the Thorn. It wouldn’t be enough to reinforce the Asari further ahead. With a curse she stalked over to Dreadroots, who was only just picking himself up from the ground.


The Keeper of Secrets stalked forward, using it’s magic to keep the Elves distracted. In the distance it saw its messenger make contact with the spy it had placed in a unit of Glade Guard. Even as it was banished back to the warp it saw the spy receive its orders. The day had been a complete success for the forces of Chaos.

SELWG WHFB comp – Game 2 vs Alex’s Lizardmen.

On Friday I had the 2nd of my games in the Kroak league. Alex was rocking the cold blooded Lizards.

His list can be found here: Scissor, paper, stone, Lizard. I subsequently found out that anyone who made it to the semi-finals last year, had their Lord/Hero points allowance capped at 25% rather than 50%. This would impact: Alex, Steve M and I think Neil (will need to check that). Last year’s winner (Marc) is not taking part in the 2016 comp.

A recap of my list is here: Creation of the Throng

As normal i’ll caveat that this is as accurate as I remember, any errors are down to notes/memory and lack of ability with battle chronicler.


Our independent ajudicator (Cormac), rolled battleline. Played as per the rule book but you must win by 200vps to gain a victory.


Again Cormac rolled for us and we ended up with just 2 pieces, an acropolis of heroes (impassable and units within 6″ are stubborn) and a Dwarf Brew House (units within 6″ are stubborn and ITP).

Secret Mission

Alex had to get a fortitude bearing unit off the table, whilst I decided to ‘cut off the head’ (kill his general in h2h)

Pre-match rolls

Dwarf hatred was (again) just against the nme General.

The Skink priest rolled Amber Spear and Wissans Wildform.

The Slann was a lore master so knew all the signature spells by default.


The beardling had been in shock when he reached the gates of Karak Silvertop, the rune of an apprentice brewer half hidden under the blood on his tunic. The gate guard had listened as he recounted his wild tale of Lizardmen in the valley and the slaughter of the Brewers. Skrags Beard was no Bugman xxxxx but it was the Karaks primary brew and runners were quickly dispatched to verify the truth. Upon their return, their ashen faces told the story, their words confirming the desecration of the brewery. Insensed, King Knoffles ordered that it be added to the holds book of grudges and sent Barlin to summon the Throng and exact vengeance in the form of the head of the Slann. The filthy Lizards would pay for their trespass!

1 - Deployment - Dwarves_vs_Lizards_Deployment

Cormac chose the North side of the table for Alex to deploy, with the brew house in the middle of his lines, purely for ease as they were already sitting there. You can’t argue with that kind of sensible thinking and with so little scenery it didn’t make much difference.

Unit setup was alternated between us and after placing skink scouts and vanguarding the terradons, the dwarves won the roll and elected to take the first turn.

1 Dwarf Deployment3 Lizard Deployment + Vanguard5 Lizard Deployment

Turn 1 – Dwarf

The throng exited the underway, immediately forming ranks in the expected disciplined manner. Two large units of lizards could be seen opposite, the horned monstrosity next to them appeared to have been rummaging in the remains of the brewery. Again they desecrate our land thought Barlin. He forced his anger back looking over at Burrnoth and took comfort as the engineer directed the cannon to fire at the creature. It let out a roar as part of it’s carapace was ripped away but it didn’t appear to be noticeably slowed. On the other flank the quarrellers fired on the terradons, downing one of the creatures. Burrnoth then turned the attention of Little Betty to the remainder and fired all barrels of the organ gun with a double load of shot leaving nothing but scraps of flesh, bone and one scrap of wing fluttering in the breeze.

 6 - Turn 1 - Dwarves

Turn 1 – Lizards

The lizards responded to the dwarf opening salvo by surging across the field. The Slann held up a strangely carved rod, broke it and visibly glowed with eldritch power. Magic missiles flew across the intervening ground into several dwarf units but failed to cause any casualties.  A hoarfrost started to form on the cannon but dissipated as Harek invoked the runes on his staff.

The 2 units of skinks that had flanked the Acropolis fired a hail of poisoned darts from their blowpipes and bought down the advancing Gyrocoptor. A previously unseen number of skinks appeared next to the quarrellers, also firing blowpipes and took down a few of their number.

6 - Turn 1 - Lizards6 Turn 1 Lizards7 Turn 1 Lizards

Turn 2 – Dwarves

Following standard drill, the bulk of the throng maintained their positions, the exception being the Firewardens who, under Harek’s guidance, advanced to get their drake guns in range. They immediately sprayed the temple guard in fire, incinerating a full rank. Burrnoth directed both sets of artillery to fire at the Stegadon and he nodded in satisfaction as the great beast crashed to the ground with gaping holes in its flanks, the mounted howdah smashed into kindling. The quarrellers opened up on the skink cohort and salamander pack respectively. The skink cohort losing just 1 of their number whereas the salamander was visibly injured with a profusion of bolts having pierced it and most of the handlers were also slain.

8 - Turn 2 - Dwarves

8 Turn 2 Dwarves9 Turn 2 Dwarves

Turn 2 – Lizardmen

The quarrellers on the far flank continued to take the brunt of the skink fire, 4 more of their number dropping from the poisoned shots. The salamander started to expel fire but hiccuped and burnt it’s final handler to death. It started to feast on the blackened body, jealously guarding its feed for the remainder of the battle. Magic missiles once again hit the dwarf lines but again they were shrugged off. Barek felt 2 other spells cast. He saw the flesh regenerate on the unit of temple guard but concentrated his efforts on dispelling the 2nd spell. He was distracted by a mounted lizard crashing into the quarrellers next to him and ground his teeth in impotence as the workings of the organ gun iced over. Burrnoths glaze and raised eyebrow were nearly enough for him to contemplate shaving his head but he reminded himself it was no manling wizard he faced but something infinitely more powerful.

12 - Turn 2 - Lizards12 Turn 2 Lizard14 Turn 2 Lizard

Turn 3 – Dwarf

Barlin recognised that this was the start of a pivotal moment of the battle and ordered his forces to advance. The 2nd unit of quarrellers charged into the flank of the mounted lizard, in order to assist their brethern. Their help was ineffective with the Scar and his mount hacking down 5 of their number, but under the steely gaze of Barlin and the banner of the Silvergate guard, they held their ground. Harek ordered the Firewardens to retreat slightly in order to maintain the line. This they did in lockstep again spraying the temple guard with fire incinerating another rank. The cleansing flame preventing any regeneration of the wounds. The artillery fire was ineffective, managing a single death apiece. Only through Burrnoth’s attentions did Little Betty not blow up and he set the crew to melting the ice that had caused the misfire.

15 - Turn 3 - Dwarves15 Turn 3 Dwarves16 Turn 3 Dwarves18 Turn 3 Dwarves

Turn 3 – Lizard

The smaller lizards swarmed around the dwarf lines. The brotherhood of doom lost a rank to the poisoned darts, their shame wiped clean with their deaths. The camouflaged skinks reappeared next to Little Betty mowing down the crew, much to Burrnoth’s outrage. The Firewardens hunkered down as they received a charge from the other mounted lizard. Barlin narrowed his eyes as the 2 large blocks of lizards retreated from his forces, wondering what kind of cowardly shenanigans he was witnessing.

19 - Turn 3 - Lizard19 Turn 3 Lizard20 Turn 3 Lizard

Turn 4 – Dwarf

The Silvergate guard and old grumbers continued their advance against the rapidly retreating lizard blocks. The brotherhood lost all restraint and charged one of the skink units who promptly fled. The Flamewardens took heavy casualties from one of the mounted lizards, whilst the other finished cutting down one unit of the quarrellers. The other unit steeled themselves knowing that their sacrifice would hold up the killing machine scything though their ranks. The Cannon crew fired at the templeguard and stood stunned as the Slann general exploded into red mist after the cannon ball impacted with its body. Barlin tugged his beard in annoyance, “Knoffles will have to do without the head nailed to the wall in his trophy room”, he thought.

21 - Turn 4 - Dwarf

Turn 4 – Lizard

The smaller lizards continued to flit around the dwarf units, raining darts into units, several brave dwarves falling to the deadly poison. A thunderclap struck the small skink priest, knocking it to the ground. It climbed back to it’s feet swaying slightly but with no other injuries showing. The muscles swelled and scales grew on the mounted Lizard near it and it roared as it finished cutting down the last of the quarreller unit. The two large units of lizards continued their retreat. 

21 - Turn 4 - Lizard21 Turn 4 Lizard22 Turn 4 Lizard

Turn 5 – Dwarf

With a wild shout, the brotherhood charged the skink unit again, laughing with glee as they ripped them apart. The silvergate guard also charged the nearest skink unit who predictably fled. “This opponent has no honor” grumbled Barlin. The Cannon wheeled round determined to avenge the death of Little Betty’s crew and one grapeshot later and the chameleon skinks were obliterated.

23 - Turn 5 - Dwarf25 Turn 5 Lizard

Turn 5 – Lizard

The blocks of saurus continued their headlong retreat with the skinks skirishers next to them running headlong for the horizon, shedding their weapons as they ran. Barlin could only watch as Harek called out a challenge to the mounted Lizard and was brutally cut down. The crew of the cannon took cover behind the machine as it was peppered with dart shots.

25 - Turn 5 - Lizard23 Turn 5 Dwarf24 Turn 5 Dwarf

Turn 6 – Dwarf

Burrnoth spied the skink priest out in the open and moved out of the back of the Silvergate guard unit and coolly dropped it with two well placed pistol shots to the head. The cannon crew determined to emulate their previous success, wheeled the machine 180 degrees and again fired grapeshot at skinks but were disappointed as just over half the unit remained once the smoke had cleared. 

27 - Turn 6 - Dwarf27 Turn 6 Dwarf

Turn 6 – Lizard

Burrnoth turned in time to see the final crew member of the cannon slain. “Lizard Bane” he thought in his head, finally deciding the cannon had earnt a name. The last few members of the firewardens were bought low and with the sun setting a horn sounded from the lizard ranks and the remaining few peeled off and retreated from the field. The battle had been a costly one for the dwarves but they would dig in and endure and more importantly they had reclaimed back their brewery.

30 - Turn 6 - Lizard30 Turn 6 Lizard31 Turn 6 Lizard


Well Alex is a slippery customer. Retreating with his main combat blocks whilst continually blocking my units with the skirmishers, apart from taking me by surprise and being highly irritating (*cough cowardly ;p*), really opened my eyes on how to use redirectors effectively – something I definitely need practice on. This was shown as I once again I failed to utilise my Gyro to do anything meaningful.

After totting up points, it was 1126 to 1121 in my favor, so almost honors even! Even with the additional 100VP’s (as I killed his general), I was short the 200VP’s needed to claim victory. Killing his Slann with the cannon was a stroke of luck, as although it blocked me from completing my secret mission, meant I was able to get a draw. With the way Alex played the latter half of the game (read – very well), he would have gained a clear victory without that failed look out sir roll. He definitely adapted to his changing circumstances better than I did. 

All in all it was a very close game and could have gone either way.

So two games and two draws sits me currently top of the league (although I have played more games than anyone else) but more importantly I’ve had two great opponents and two very enjoyable games. It just reinforces why I love warhammer so much.


Points for the game were a follows:

Mark – draw (10) – fully painted army (2) – Six turns (1) = 13

Alex – draw (10) – secret mission (7) – fully painted army (2) – Six turns (1) = 20

So despite the draw, Alex took the game from a points view and our league is wide open at present.