The Herd of Khazbar the Magnificent

I ‘ummed and ahhed’ for ages on which army to take. The misinformation posts, although obviously a bit tongue in cheek, were written as I genuinely couldn’t decide what to go with. Writing down a bit on each army was meant to help me decide but probably made the task more difficult! If I could have entered twice into the second stage, using different armies, I would have done.

It probably will come as no surprise though, that in the end I went with the Beastmen, if only because they are what i’ve been working on recently and are the latest toys.

This choice of army will automatically put me at a disadvantage. I lose 10 bonus points before I even start by not keeping my original list or not using a Dwarf army. Add to that, it is not fully painted so I will lose a further 2 points per game until that is done (approx 50 Gor, 10 Harpies, 1 Razorgor and the 2 Shamans to go). So already i’ve potentially lost 16 points, the equivalent of a game win!

The main disadvantage however is the fact that i’ve never used Beastmen before which does give a small handicap before we even start. Sometimes my genius knows no limits! I do have 1 practice game lined up against a new club member on 4 Nov, so hopefully that will be enough to show me the mistakes i’ve made in my list selection when it is too late to do anything about it.

With that said, i’ve had to rely on internet trawling, forum posts, battle reports, combined with my own thoughts and what I actually own, to put together my army. My reasons for taking what I did are given after the list.

I also think that i’m pretty safe posting this list early as it is likely most members have already sent their list to Steve to maximise points and if they haven’t, well it’s not like we’re using closed lists.

The Herd of Khazbar the Magnificent

Characters

Khazbar the Magnificent – Great Bray Shaman – General

(AHW + Jagged dagger + Talisman of Preservation + Level 4 – Lore of Shadow) – 294pts

Zhuroc the Shifty – Wargor – BSB

(HA + Sh + Beast Banner) – 191pts

Bloodhorn Thunderfeet – Doombull

(HA + Sh + Ramhorn Helm + Gnarled Hide + Dragonbane Gem + Sword of Battle + Arabyan Carpet) – 353pts

Wazzock the Lame – Bray Shaman

(AHW + Chalice of Dark Rain + Level 2 – Lore of Beasts) – 152pts

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Wazzock, Khazbar, Zhuroc and Bloodhorn

Core

Gor Herd

(38 Gor + FC + AHW) – 329pts

Gor Herd 

(19 Gor + FC + AHW) – 177pts

1 Tuskgor Chariot80pts

1 Tuskgor Chariot80pts

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Gor Herds and Tuskgor Chariots

Special

Bestigor Herd 

(24 Bestigor + FC + HA + GW + Standard of Discipline) – 333pts

1 Razorgor Herd  – 55pts

1 Razorgor Herd55pts

5 Harpies – Scout – 70pts

5 Harpies 55pts

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Bestigor, Razorgor and Harpies

Rare

1 Ghorgon275pts

Grand Total – 2499pts

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The Herd of Khazbar the Magnificent

List Build Reasoning

I was very close to using the 2nd list that I posted here: Sowing Misinformation – part 3. I really wanted to use minotaurs but in order to include the additional items such the chalice on the Shaman and additional chaff, I had to cut something from the list and they drew the short straw (the choice was between them, the Bestigor or the Ghorgon). A perhaps controversial choice but i’ll cover reasons below.

So why take what I did?

Lords

The first decision was who to take as the general. Lvl 4 GBS, Beastlord or Doombull?

Each had pro’s and cons. The Beastlord’s advantage was due to the higher leadership. However I had already made the decision to take a lvl 4 shaman (this was a no brainer having been magic starved as a dwarf in the first group!). Realistically this meant only having enough points for one more lord and having made the decision to cut the Minotaur unit and due to my love of them (they have always been my favorite Chaos unit), it meant that I had to include the Doombull so they were represented.

With no unit to hide in I would however, have to rethink his load out and having seen the idea of a flying bull online I stole and adapted the idea, of course ignoring the conventional agreed load out (no charmed shield for me, instead a veritable mass of attacks with a 1+ save which would probably result in further attacks). He would be acting as a super chaff and would likely be able to stall entire units of low str models.

With the Doombull roaming free, this meant the GBS was the only choice as general. The logical place to put him would be in the Bestigor unit to take advantage of the standard of discipline so that other units would test on an LD of 9. A 4++ talisman would help to give him a bit of survivability, either in combat or from miscasts. The AHW and jagged dagger were to give him the chance to gain additional power dice for each kill he made (at a very low cost). I chose Shadow over Beasts on him as I like more of the spells and i’m a relative magic novice and it seemed a more straight forward lore. Beasts has some great spells but seems more reliant on being able to get those specific ones.

Heroes

This also meant that I could also take a lvl 2 Shaman on Beasts who would then benefit from the +1 to cast lore attribute, effectively making him a lvl 3 for free (at least for casting at the beastmen). Everyone loves the signature (Wyssans) and any other spell would be an added bonus. He was given the Chalice over a dispel scroll. I’m still not entirely sure this was wise but my army relies on getting into combat (and in one piece) and with taking a Ghorgon, I needed something else to help mitigate warmachines (especially cannons and stone throwers).

The final choice was a Wargor BSB. For a low leadership army, that relies on passing LD tests in order to reroll ‘to hit’ in each round of combat, the BSB is mandatory. Giving him the Beast Banner (+1 Strength to the holder and their unit) is one of the most obvious Beastmen BSB builds but is very effective when put in a Gor unit (The banner together with HA + sh + Gnarled hide combine to make the infamous 206 build. As i’m using the hide elsewhere, his defense will have to suffer somewhat).

206

Credit to users of the Herdstone for the image.

Core

Honestly there was no real underlying strategy behind the core choices. I own 2 chariots, 60 Gor and 10 ungor raiders. That pretty much defined my choices. Of these, the 2 chariots were auto includes as I have always loved Chariots since picking up Grom and some other goblin wolf chariots back in 4th ed. Likewise a horde of Gor with AHW seems to be generally accepted as the best core unit and honestly who doesn’t like a horde! 40 odd attacks with a slim chance of boosting them to 50 at str 3 (or 4 if the Beast Banner is in the unit) is nothing to be sniffed at. A smaller unit of Gor allows me to have the option of ambushing it (should I want) or using it as a Shaman bunker. It is generally just more versatile than the horde.

I did think about dropping a few Gor from the smaller unit in order to include some raiders but I would have wanted 2 units in order to make use of ambushing and the cutting of troops to allow this would have hamstrung the 2nd Gor unit too much.

Special

I read somewhere that Beastmen are kings of the chaff. I’m not sure of the truth of that but they do have some good options. 2 units of harpies give me some much needed speed. 10 initiative 5 attacks for each unit, should be enough to beat other chaff. Giving one of them scout, together with their high move gives a very good chance of getting them into any warmachines too. The chaff are rounded out with 2 individual Razorgors. They are affectionately called pork rockets by many Beastmen players. 55pts for 4 str 6 (on the charge) attacks is a bargain. These can be used on a flank, to assist existing combats or even as hard cover for other units. If nothing else perhaps I will have learnt how to use chaff by the end of the comp! (I will also give recognition to SELWG member Alex Mountain who is downright dirty highly effective in using his chaff and has definitely inspired me to step up my game with them. If I can get half as good with them as he is I will rate that an overwhelming success).

Bestigors are a solid dependable unit. Good leadership (for Beastmen), armour(!), great weapons, the ability to take a magic standard and being able to add in Beastmen characters meant that with the greater versatility, I had to favor them over the Minotaurs, especially with the high cost of each Minotaur.

Rare

And now we come to the elephant (Ghorgon?) in the room. It is almost universally agreed that the Ghorgon is overpriced by at least 50 points and with the ability of any strength attack to wound on a 6, poison avoiding toughness and no save, it just isn’t durable enough to include in a list. So why the hell did I take one?

I’ll be honest, I almost didn’t. For the same price I could have almost 5 Minotaurs with additional hand weapons that would pump out 19 str 5 attacks (if the doombull was in the unit giving frenzy) and 2 str 5 impacts (on the charge) and 2 str 5 stomps (+ whatever the Doombull added). That is a lot of attacks and putting it down here now I am almost trying to work out what on earth I was thinking. The Minotaurs do have some issues though. They only have light armour (may as well not have any – so on a par with the Ghorgon there) and more importantly only toughness 4. That makes it relatively easy to cause wounds on them, especially with the type of matchups opponents would favour. The 295 cost for 5 Minotaurs also doesn’t include a standard/musician, which, with a  LD of 7 they really need. They also need to be near the general/BSB to ensure they aren’t frenzy baited (or break easily).

So we then come to the Ghorgon. I could talk about the advantages of it over the Minotaurs (and I will) but the long and short of it is I have a model I really love and wanted to use it. That’s it.

Now having said that, it does have some advantages over the Minotaurs. First off it is LD 10 and Stubborn. That means it can operate independently on the flanks, something that very few other Beastmen units can. It is unlikely to fail a frenzy test and in combat it will hardly ever break. WS 4, Str + T + W’s of 6 means most units will need a 4 to hit and 6 to wound. Even cannons have only a 1 in 6 chance of killing it in one go and with the Chalice in the list, they will need a 4+ to even fire on one turn which might give it a chance to get into combat. The other way of looking at it, is that it is a large monster (something i’ve also not used having been playing Dwarves, so another point in its favour) and such an imposing model, he will likely be a magnet for fire and anything aiming at him will not be aiming at other units that are potentially more integral to the army synergies (I even managed to write that with out cracking a laugh as most of the list was picked based on what I own or really wanted to use…). So for better or for worse, he has been included.

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Baited breath and other ramblings

Now that I know that the stage one group games have finished, I’ve found myself checking emails everyday waiting for the final results to come through. The main reason is because I want to see who I will be facing next. It’s only the first stage and I have an over abundance of anticipation… sad really 😉.

I actually hope that someone knocks me out of the top group (where I’m currently sitting based on the points as at the last update). This is because it would mean not playing Neil, Dan and Paul. I have no issue playing them as this always helps improve my game, as they are all great players and sports. However, being in the second group would mean I would likely to be playing more of the club members I’ve not managed to get a game with to date.

With the cut off for the bonus points for early submission of second stage army list due in a couple of days, I have sent this to Steve to maximise the points haul. The problem with blogging, is that it is now really difficult not to start a posting the list and talking about why you chose what you did. With lists potentially being submitted up until the 3/4 November, I’ll have to wait a bit longer…

So what else has been going on that is worth mentioning?

D&D

We had another session last week where we reached the island and started to clear/explore a smaller island off its coast. I’m not going into too much detail, as with a second d&d group due to start, there maybe som cross over in quests.

We have also decided to try and meet up once a month during the week to continue, as it was easier to all get together. This will either be at someone’s house or possibly Warboar in Bromley.

Warhammer.org

Has closed its forum to new members siting that newer recruits just seem to troll and all resources can be found on other online areas. Whilst true, it is another warhammer general forum that has appears to have effectively given up, which is a real shame. I will say this occurred and I found out a good month or two ago, I just hadn’t posted it.

Many clubs (ours included) used it to post about upcoming events and tournaments and for participants to sign up. With no new member sign ups it hampers new players from doing so. Not so much of an issue for whfb, 9th age or maybe kow, where the player base is likely to remain fairly unchanged and already registered but probably will hit the new AoS players (maybe that is another underlying reason for the change!)

Warseer Reborn

After going dark for more than a number of months, their twitter feed has announced that the site will be back up on 1 December.

Kings of War

Released their latest updated FAQ a month or so ago and can be found here: Mantic rules and downloads

The Ninth Age

Is due to start releasing version 1.2. This will include updates to the army books slightly changing the current core/rare/special selection criteria and sweeping changes to the Magic system, cutting the number of paths from 20 to 10 (amongst other things). They have also produced their first e-zine which can be found here: The 9th Scroll

Trying out new games

Speaking to a few members of the club, I’ve lined up a some people to try out both KoW and 9th Age. It may not occur until the whfb league is finished but we are looking to run a few 1000pt games as that way we will be able to get in a few in an evening with us each taking a turn whilst the others watching and rule checking.

I’ve been watching a lot of videos from Oncebitten360, on YouTube recently, who was/is one of the 3 key writers of the beast herd army book for 9th age and he puts across the whole process and what they are trying to accomplish in a very good way and this has definitely been one of the reasons for the increased interest (enough to try it out anyway).

Sowing Misinformation – part 4

After already covering: High Elves (Sowing Misinformation – Part 1): Dwarves (Sowing Misinformation- part 2) and Beastmen (Sowing Misinformation – part 3), the 4th and final installment will look at the feral version of the pointy eared ones:

Wood Elves

I recently came across a series of pictures that I had drawn in primary and early secondary school depicting wood elves. I won’t be assaulting your sight by posting them here, as my artistic ability in that medium was and still is appalling (it makes my painting look like the miniature equivalent of the Sistine Chapel!). I mention it as it helps to encompass how long I’ve been fascinated with the wood elf race. Let’s say 25+ years, not look to closely at the accuracy of that number (it’s called creative accounting) and leave it at that.

As an army there is something infinitely appealing about the two images that come to my mind of:

  • The woods awakening to crush the despoiling (insert race here) – a la rise of the Ents in LotR.
  • Massed bow fire appearing from an invisible source in the woods, cutting down the intruders. The elves silently glide in to finish the survivors, before melting back into the shadows.

That combo of rage and sneaky backstabbing for some reason really appeals to me, maybe because it is at a polar opposite to how a dwarf would act.

With that said it is then hardly surprising that I would be looking at using my favoured elves in the next stage.

Ancients of Mu Mu

If you’ve read the Treeman article written by Edmondj on the asari forums (link is in one of my previous posts Wood Elf Compendium) you will see he puts forward a strong argument for using a Treeman Ancient as your general. I won’t go over the reasons again here, but these combined with the fact that I think having one also fits in nicely with the army fluff, means at least one list must include one.

Characters

Treeman Ancient

Spellweaver – some magic bits

Glade Captain (BSB) – some magic bits

Shadowdancer – some magic bits

Core

10 Dryads

23 Eternal Guard

12 Glade Guard

Special

8 Wardancers

3 Warhawk Riders

8 Wild Riders

10 Deepwood Scouts

10 Deepwood Scouts

Rare

10 Waywatchers

Reign of Arrows

This army is my combined arms list. A core of archers (as it should be), some forest folk support and some highly mobile assault units.

You will note that all my lists contain wardancers and more often than not a treeman. For me they (together with archers of course) epitomise the wood elves. To not take them just seems, well, wrong. It’s like fielding an Orc army and not including a goblin unit so the lowly orc boyz have some runts to push around and do the menial tasks! (It’s a reason why I also take snotlings, even goblins need someone to look down on).

Characters 

Spellweaver

Glade Lord

Branchwraith

Core

15 Glade guard

16 Glade guard

10 Dryads

Special

6 treekin

9 Wardancers

9 Wild Riders

3 Warhawk Riders

5 Sisters of the Thorn

10 Deepwood Scouts

Rare

10 Waywatchers

Sowing Misinformation – part 3

Having already covered High Elves (Sowing Misinformation – Part 1) and Dwarves (Sowing Misinformation- part 2), the 3rd part of these post will look at Beastmen.

Those of you who have been following the blog will know I’ve been on a bit of a beastmen building and painting spree of late. This is partly due to their completely different colour scheme from my other figures and it’s good to have a change to stave off boredom.

In terms of army play time, beasts suffer the same affliction as my elf choices, in so far as I have very limited play time with them (or none as it is in this case). They also have a small disadvantage as they never received an updated 8th edition book so many of their choices are considered overpriced. They’ve also been around for long enough that their main competitive builds are reasonably well known (minobus and herdstone).

That having been said, they can still by all accounts be competitive and in the same manner as orcs are a horde army with a number of unique and fun options.

I will of course eschew all conventional wisdom (ok not entirely) and again list build incorporating the models I really like.

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Hugging the Herdstone

This is a fairly conventional beastmen list, maximising their magic phase strength whilst still piling hordes and plenty of chaff forward.

Characters 

Great Bray Shamen – magic stuff

Wargor – magic stuff

Bray Shamen – magic stuff

Bray Shamen – magic stuff

Core

39 Gor

20 Gor

2 Tusgor Chariots

8 Ungor Raiders

Special

39 Bestigors

1 Razorgor Herd

1 Razorgor Herd

5 Harpies

5 Harpies

Rare

1 Ghorgon

Blind Rage

This list probably isn’t as competitive as the previous but has the potential to be a lot more fun. Who doesn’t want various blood drunk frenzied rampaging beasts on the battlefield!!

Characters 

Great Bray Shaman – magic stuff

Wargor- magic stuff

Doombull – magic stuff

Bray Shaman

Core

39 Gor

15 Gor

2 Tusgor Chariots

Special

5 Minotaurs

24 Bestigors

1 Razorgor

5 Harpies

Rare

1 Ghorgon

SELWG WHFB league table update 5

With the final night of stage 1 game play tomorrow, Steve has sent out the latest updates so those with remaining games will know exactly what is to play for.

Edit: Gregs battle report has been added to the bottom of the post.

Steve’s update

Hello, Folks.

Last Friday saw several games played out across the groups and we also had a midweek match to give us a game in every group.

Kroak

In the Kroak league, Stevie and Alex played out a very bloody King of the Hill scenario with both players successfully carrying out their chosen missions. I’ll let Alex tell you what happened in his own lizardy words,

“Long story short, Stevie gave me a deserved hiding due to dreadful deployment decisions on my part and  poor match-ups.  The only thing that saved me was that our late start meant he ran out of time to finish me off. We rolled king of the hill and only 2 pieces of scenery. This was my nightmare scenario as all my math-hammer musing pre-match suggested that I should avoid direct conflict. Stevie then out-did me on the deployment – basically we concentrated all units into the middle but my skirmishers and other more manoeuvrable troops were poorly positioned as their function should have been to whittle and redirect.  What followed was a brutal hiding of the Lizard infantry blocks by the Ogres – my only advantage being that I got the Temple Guard onto the centre ground before Stevie. By the end of round 3 Stevie had destroyed both the Temple Guard unit and the Saurus Warriors. Luckily for me, last knockings had been called just as Stevie overran my Temple Guard(losing his control of the objective as he did so).  I then shamelessly manoeuvred my chaff/skirmishers/cowboys into awkward positions that denied Stevie the victory he deserved and would have had with another 20 minutes on the clock. Meanwhile we both scored points for side missions- Stevie killed a load of my characters for hero hammered and I stuck a crappy unit into a building to secure a cash under the floorboards objective.  A draw, but a darned dirty one as far as My contribution was concerned. There wasn’t a lizard block on the table at the end.”

Emperor

More Ogres were on a rumble over in the Emperor league, where Chris’ Meat Tray Mob chomped their way through most of Tim’s High Elves. However, in their eagerness to get served seconds, they destroyed the unit that they

had delivered a secret message to. Tim was not so careless and therefore achieved his Take a Message mission. Unfortunately, he was otherwise finding the rough of the baize, rolling persistent 11s for critical Break Tests AND re-rolls.

Archaon

The final game to report on from last Friday was the final game in the Archaon League between myself and Luke and it was a real nail biter. We rolled up Take and Hold and playing lengthwise felt very claustrophobic against the Dark Elves. Magic throughout the game was pretty minimal, especially after the Supreme Sorceress and her Warlock entourage ran down my level 4 in turn 2. Both sides moved their combat blocks up and into contact where carnage ensued. The witches struggled against the 3+ armour of the warriors who survived their initial charge, so that on my next turn the Skullcrushers could join in the fight and help whittle down the witches until they broke and ran. Unfortunately, none of the chaos units could catch them and so the fight had to be replayed again until they were finally destroyed. Meanwhile, the executioners did a mirror job on my trolls despite losing the first 3 phases of their combat.

By now Luke and I were in a desperate bid to disable the fortitude of as many enemy units as possible. In the end, it all came down to Luke securing a draw by manoeuvring a unit of Dark Riders to prevent my remaining marauder unit from leaving a building on his table half, after I was briefly ahead for the first time in the game in the penultimate turn. Luke successfully Stashed the Cash, but just like Chris before me, I killed off the the unit that I picked for my spy to lurk in (those damned witches, of course).

Fateweaver

On Wednesday, Greg and Matt played out King of the Hill in the Fateweaver League. I won’t go into details, as a write up from Greg is on the way, but in brief, it was a hard fought draw with neither side able to achieve their missions. A great effort on their part to get the game played. Cheers, gents.

 

My league table review

Emperor

We know that Dan had already secured first spot in the last update (and I completely forgot to say congratulations) so this had become about securing the 2nd spot. With his win over Tim, Chris has helped secure the 2nd spot however if Tim wins his final game vs Pete and manages his secret mission, that will be enough to beat Chris by a single point!

Archaon 

All the games have now been played and so we can congratulate Paul for qualifying in first place and Luke for securing 2nd in his final game.

Kroak

I am still clinging onto the top spot by virtue of having played the most games and I am guaranteed at least the runner up spot as only Alex can now beat me, though like Tim in Emperor, he needs both the victory and to complete his secret mission. If however he gets a draw, mission and all the other bonus points (including hobby point), we will be tied on points!

Fateweaver

Like Dan, Neil secured the top spot some time ago, so a congratulations to him. Greg is currently lying in 2nd but both Matt and Cyntac could potentially top him or at least level his points if they win their final game, complete the mission and score bonus points.

league-table-19-10-16

Secret Mission Analysis 

Looking at the four groups together, the most popular mission so far is Stash the cash with 69% taking it. Take a message was 2nd with 56%. 3 & 4 pence and hero hammered are currently joint 3rd and in last place is Cut off the head with just 25% of players using it.

Overall Qualification Standings

Steve has also compiled a current standings chart and it shows that I completed misread the initial comp document he sent out (for some reason i’m not even surprised by that) as the group position doesn’t really matter, it’s all about total points score. Although in fairness at present the Stage 2 Group A is made up of the current leaders of the stage 1 groups and Group B is made up of those in 2nd place, with the exception of Steve. This is likely to change though if those club members on 2 games manage to get the final one in on Friday.

I have made a couple of small corrections to the below table as the bonus list points showing in the group list were missing from Joe Y and Alex M. If the group points were correct, this means that that Alex is actually above Martin in the table.

current-qualifying-positions-19-10-16

Gregs Fateweaver battle report

Matt (Orcs and Goblins) vs. Greg (Wood Elves)

Group: Fateweaver

Mission: King of the Hill

Matt special mission: unsuccessful

Greg special Mission: unsuccessful

Result: Draw

After a bit of rescheduling I finally managed to arrange my final game in the fateweaver league against Matt’s Orcs. Although I’ve played D&D with Matt I had never played WFB so was looking forward to it. We played it at my house on a slightly smaller table and white table cloth but it didn’t present any real problems. The mission was king of the hill.

The Orc advance beginsThe game itself was really brutal, with magic on both sides causing huge amounts of damage. Matt starting things off by casting foot of gork in turns 1&2, squishing a huge amount of damage across the Wood elf lines (he was only stopped by miscasting and forgetting the spell!). But the Wood Elves gave a lot back, with Sprit Leech stripping 6 wounds off the aracnarok spider (bowfire finished it off), and later in the game dwellers took out 17 orc big ‘uns, the unit eventually panicking and fleeing off the board.

The battle for the hill in the centre turned into a grind, as the Black Orcs and treekin slugged it out over many turns. The treekin eventually came out on top thanks to the healing and regrowth spells from the treeman.

In the final few turns I thought I had cleared enough Orcs away to claim the objective, but the sneaky spider riders popped up and thwarted my plans. Although the treekin chased them off the objective, I ran out of time to get a fortitude unit onto the hill.

So all in all a super fun and bloody game ended in a draw.

+++

Snow covered the ground like a crisp white table cloth, having fallen unseasonaly early. Chanting could be heard coming from the orcs, “ere we go, ere we go” being the loudest. The biggest, baddest unit of Orcs- the black Orcs, had taken up residence on the hill, a strategic location of great importance to both sides.

Dreadroots looked on in silence as the rowdy Orcs celebrated and drank. It was time to chase them off.

He was signalling for his treekin to advance when an almighty green foot descended from the heavens and began stamping over his army. Five sisters of the thorn and a unit of wild riders were stomped to their deaths, and casualties were suffered throughout the archer units.

The remaining wild rider unit charged forward and ploughed through the Orc lines, mowing through a unit of boar boys before chasing down the enemy general.

The sorceress called forth her death magic and spirit leeched the aracnarok spider, severely wounded it, and Dreadroots followed that up with an irresistible dwellers, causing another Orc unit to flee. The wound he suffered from the miscast was more than worth it.

Seeing his treekin struggling in the center he used his magics to heal and regrow them, which provided enough impetus for them to eventually wipe out the unit. There was no let up however as ever more fast moving Orc reinforcements entered the battle. He turned to face a unit of spider riders, intent on charging them but before he knew it they had slipped past and were marching up the hill. The treekin chased them off but it was too late for the Wood Elves to claim the hill as their own.

The snow started to fall again and Dreadroots had seen enough. They had stopped the Orcs from claiming the hill and that would have to be enough. 

+++

 

Sowing Misinformation- part 2

In the first of these posts (Sowing Misinformation – Part 1), I covered some potential high elf lists. In this post I’ll be looking at:

Dwarves

Dwarves have been my go to army for the last year and so are by far the one I am most familiar with. This didn’t necessarily help in the first group stage, probably down to a combination of my play and my opponents also knowing the dwarves and their capabilities quite well.

With the additional 10 points potentially available, the first list to consider would have to be the one used in the initial group stage. This can be found here (Creation of the Throng) and I’ve gone over it many times before so will swiftly move on.

Using the same army book will also potentially provide 5 additional points and changing the list will provide some variety so is a much more favourable option. This is especially the case here as I have been using a fairly similar list for the last year or so. I already posted some thoughts on what I would change in my dwarf list from when I evaluated how my initial army performed (Army Evaluation) and so the lists below are based around these.

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Knoffles Silvertop represents!

This is a fairly typical gun line but with my favored lord. It has a solid anvil of irondrakes and plenty of GW quarrellers

Characters

General – Lord on Shieldbearers (Knoffles Silvertop) – some magic items

BSB – Thane  – some magic items

Runesmith  – some magic items

Engineer (Burrnoth Strongarm)

Core

39 Quarrellers (GW)

18 Quarrellers (GW)

Special

1 Gyrocoptor (The Valkyrie)

1 Cannon (Lizardbane)

10 Miners

Rare

1 Organ gun (Little Betty)

29 Irondrakes (The Firewardens)

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Knoffles Represents again!

This is an alternative version of the first list but just removes the warmachines and adds a horde of hammerers.

Characters

General – Lord on Shieldbearers (Knoffles Silvertop) – some magic items

BSB – Thane – some magic items

Runesmith – some magic items

Core

29 Quarrellers (GW)

28 Quarrellers (GW)

Special

39 Hammerers

1 Gyrocoptor

Rare

19 Irondrakes

Where did the warmachines go?

This is my variant of the strollaz list. Over  120 troops isn’t bad for the dwarves. Of course there is just the single gyro to act as a chaff blocker and there is a chance scouts could really scupper the dwarf vanguard but as stated before, 40 GW rangers can really ruin someone’s day.

Characters

General – Lord on Shieldbearers (Knoffles Silvertop) – some magic items

BSB – Thane – some magic items

Runesmith – some magic items

Core

40 GW Longbeards

Special

20 Miners

1 Gyrocoptor

23 Ironbreakers

Rare

40 Rangers

 

 

Sowing Misinformation – Part 1

With the second group stage fast approaching the clock is ticking on the decision of what to field in the 2nd stage of the competition.

Before making this decision there are a couple of things to take into consideration.

If you qualify for group A or B there are 5 additional bonus points for keeping the same army book and a further 5 additional points for keeping the same army. If you submit the 2nd stage group list before 29 October there are another 5 bonus points. So potentially there are 15 bonus points up for grab before the 2nd stage even starts.

However if you are in my position, you don’t know yet if you will even qualify for the top two groups and as the final gaming night is the 21 October and it will take at least a few days for Steve to compile the final results, it will potentially leave only, say, 5-7 days for me to decide on the list build. So either I wait till they are published or I proceed as if only the 5 points for submitting the list before the 29th are available. Realistically I will have to go with the latter option, So with that worked out, I am free to play around with other army lists.

There are currently only four armies that I can use (easily get my hands on) for the second stage of the comp and this post will concentrate on:

High Elves

I love the amount of options you get in the high elf book. There are so many of the units that I would want to take and use that the only way to do so would be to use an MSU based army something that i’m not necessarily comfortable with as it takes a degree of skill to utilise that style of play well and i’m not sure that I have the requisite skills. That being said, I am not discounting it as I do like a challenge, especially after taking the safe option in the first group with the dwarves.

As ever, I would continue to use the models I like rather than those that are considered the most competitive and so with that said I present a possible first list option (MSU).  It is of course a rough guide missing some info. I can’t give away everything before the second stage starts, especially as there is a chance the competition will read this!

7 Kariko's Lancers
Karikos Lancers

MSU List

Characters

General – Loremaster (Akkarin Stormsurge) – Some magic bits

BSB – Noble (Hurin Nemmin) – Some magic bits

Core

15 Archers

20 Lothern Sea Guard

5 Ellyrian Reavers

5 Ellyrian Reavers

Special

14 Phoenix Guard

5 Dragon Princes

5 Dragon Princes

10 Swordmasters

10 Swordmasters

10 White Lions

1 White Lion Chariot

Rare

10 Sisters of Avelorn

2 Bolt Throwers (Not sure if this is legal in the comp)

5 Hurin Nemmin
Hurin Nemmin

Split Offensive

My second list is  a bit more conventional with the thought being that there is a couple of solid infantry units backed up with some ranged options and a hard hitting mounted element. I find it difficult to not have a reasonable mounted element in any high elf list for a couple of reasons. I love the idea of massed cavalry charging across the field (no matter how effective it actually is) and after playing dwarves the increase in movement distance is just amazing. I’m not sold on the sisters or in particular the Handmaiden as she seems over priced and a bit of a one trick pony but I love all the models so always try and fit them in (in the same way I love the swordmasters).

Characters

General – Archmage (Rothern Yikmo) – Some magic bits

BSB – Noble (Hurin Nemmin) – Some magic bits – steed

Handmaiden – Some magic bits

Mage – Some magic bits.

Core

13 Silver Helms

5 Ellyrian Reavers

20 Archers

Special

20 Swordmasters

19 Phoenix Guard

5 Dragon Princes

1 Lion Chariot

Rare

14 Sisters of Avelorn

6 Vaelin's Helms
Vaelins Helms

Cavalry Prince

My final list for consideration is a variation on Seredain’s cavalry list. If you have not come across Seredain before, he had a long running army blog over on Ulthuan.net, running through several different army books and stretching over 57 pages! (Seredain’s list evolution) . It is definitely one of the better examples of a list evolution i’ve seen documented and was one of the inspirations for starting this blog.

Characters

General – Prince -Vaelin al Sorna – Some magic bits – mounted (of course he is, the title kind of gave it away…)

Archmage (Rothern Yikmo) – Some magic bits

BSB – Noble (Hurin Nemmin) – Some magic bits – steed

Core

13 Silver Helms (Vaelin’s Helms)

21 Archers

5 Ellyrian Reavers

Special

19 Phoenix Guard

5 Dragon Princes

1 Lion Chariot

21 Swordmasters

Rare

2 * Bolt Throwers (again will need to check that 2 are legal).

8 RBTs
Bolts of Destiny