Sorry not the teddy bears picnic but something even more pleasing.
Last week I was holidaying in Cornwall and my wife and I did our normal thing of popping into second hand book stores. Her, to stock up reading for her classroom and me, well because I love trawling through shelves to see what I could find. And this time I frankly hit gold in a large oxfam bookshop. Being British I’m not normally one to show off but I’m f**king chuffed to bits with this haul, especially at the bargain price it cost, so had to post about it.
So the first book we are looking at, is a first printing of the enemy within WFRP from 1986, complete with all the pullouts.
I also picked up Parts 1-4 of the campaign (the 1995 hogshead reprint). Ok in the reprint, Shadows over Bogenhafen actually contains that + The Enemy Within so I have a duplicate but never mind, I can always sell that on. Apart from the covers having some of the most iconic oldhammer pictures this is something I’ve wanted to get my hands on for a long long time.
The final item is just a source book for Dwarfs. Did I say ‘just’? Everything Dwarf is obviously fantastic and this book contains some gems such as information on lesser known holds such as those in Norsica. It also provides the most detailed map of the holds in the Western realms I’ve come across.
Between all of these, this will keep me in reading for some time. Ahh happy days indeed.
Now I just need to find the wfrp rule book (though 2nd ed. not 1st).
P.s. When you are in a car for 5 or so hours with a young child endlessly singing the same nursery rhymes to keep them quiet, for the last hour of the drive, they tend to permeate other areas of your life. I can only apologise now if kids references become a more common factor in my posts. It’s these little details that no-one warns you about…
As I am running the comp this year, I committed to bringing an army that no one else was using (if possible). One of the reasons was so I’d not bias the army restrictions as I wouldn’t know what I was taking. Of the many I own, it was looking likely to be a toss up between Wood elves and Beastmen. I actually had no preference between them as would happily use either but with the majority of lists in, there was a good chance that one of the other entrants would be using wood elves so I duly submitted my list to Steve M (my nominated 2nd adjudicator) so he could check it (and ensure I qualified for the bonus points of course). If you are curious, the other possible options not being taken were: Tomb Kings, Daemons and Ogres – non of which I own.
So with the army chosen by process of elimination, I decided to use the list taken in my last game.
Khazbar was perplexed. It wasn’t a feeling he was used to or even understood. His position had been clear, he was the voice of the gods and leader of the herd. Sure there had been a few set backs but that hardly warranted the rise of Bashor to usurp his position as head of the tribe. Only his quick thinking, mixed with a fair amount of grovelling had allowed him to keep his position as shaman and indeed his head. It had been a calculated risk to ‘gift’ the suit of armour and axe of strength to the new chief but that combined with the hint of more to follow had allowed him to retain a semblance of power, second only to Bashor.
Herd of Khazbar the Magnificent
Bashor the Bloody – Beastlord (General), Ogre Blade, Armour of Destiny, shield – 238pts
Khazbar the Magnificent – Great Bray Shaman, level 4 – Lore of Beasts, Talisman of Protection, Brass Cleaver, jagged dagger – 335pts
Zurrock the Mighty – Wargor (bsb), Heavy Armour, shield, Beast Banner – 191pts
Wazzock the Lame – Bray Shaman, level 1 – Lore of Shadow, Dispel scroll – 100pts
48 Gor, Full Command, Additional Hand Weapon – 409pts
1 Tusgor chariot – 80pts
1 Tusgor chariot – 80pts
5 Ungor raiders – 30pts
5 Ungor raiders – 30pts
37 Bestigor, Full Command, Heavy Armour, Standard of Discipline – 489pts
1 Razorgor – 55pts
1Razorgor – 55pts
5 Harpies – 55pts
Total – 2,500pts
I’ve again gone with a Beastlord as my general. Putting him in the Bestigor with their standard gives him a 12″ LD 10 bubble, which should ensure units stick around or at least rally. The Ogre Blade gives him S7 and together with hatred will allow him to match the Bestigors damage output. The armour should provide an element of survivability.
Khazbar is tooled for combat to try and generate additional power dice. The cleaver will help get more attacks and if he goes in the Gor horde with the bsb, he will be on S5 with AP, before any buffs, which should help with units the Gor by themselves would struggle against. He has kept Lore of Beasts, if only due to the abysmal showing last time. I’m still not convinced that Shadow isn’t the way to go but at least this way I’ll get a good run of games to give Beasts a go, to finally make up my mind.
The BSB and Doombull are running the same loadouts as normal. The BSB will likely go in the Gor to bump them to S4. The Doombull will fly around making a nuisance of himself.
Wazzock is being used as a scroll caddy. I dropped the chalice as I found it too situational. He went Shadow rather than Beasts due to the low casting cost of miasma.
The raiders are fantastic value for money, I can’t believe it took me so long to use them. I currently only own 10 so two units of 5 it is. They together with the Razorgor and to some extent the Harpies and chariots, will be used as chaff and some as force multipliers.
The Bestigors are the hard hitters but like the Gor they are still rather frail. Horde formation, doesn’t allow the most flexibility in movement either.
I’m still not 100% convinced about the list, 10 drops isn’t a huge number and with only 2 units with standards, i’m going to struggle to win some of the scenarios. However, the two units I do have are large and should help to ensure I maintain/capture objectives. It will also mean I need to destroy as much of the opponents unit fortitude units as possible, whilst chaffing up everything of theirs I possibly can.
All I have left to do is finish painting the remaining 15 Bestigors and 10 Ungor Raiders before the comp starts.
As many of you know I am a massive fan of Mierce Miniatures and so when I heard they were running a new kick starter but one that took a break from their normal fare, it pipped my curiosity. When I found out it was a dungeon crawler, I knew I was in trouble!
I’ve been a fan of the genre ever since I first bought Steve Jackson and Ian Livingstones, Deathtrap Dungeon ‘choose your own adventure’ book. This paved the way for my interest and subsequent purchase of Heroquest and then my introduction to Games workshop and warhammer fantasy through Advanced Heroquest.
As such when Mierce announced a dungeon crawler, I had to step up and become a backer and actually support my first ever kickstarter.
It’s worth noting that unlike most of their miniatures, the models in this will cast in plastic.
You join us once again to follow the amazing adventures of Captain Khazbar and the crew of the… wait no that’s a different genre.
After spending a week at the inlaws, we had a two day break before they then arrived at ours for a week, together with one of their (and my wife’s) Italian friends and her two children. Where am I going with this? Well my amazing wife realised I’d had a shit week at work and recognised that I’d had no space in the evenings to unwind, so told me to go to the club. So I managed to get an unexpected game in on Friday. Happy days!
As an extra bonus, I finally managed to get a game in vs Luke C and his dark elves. I’d seen Luke play a number of times but for some reason we’d never managed to get a game in.
Herd of Khazbar the Magnificent
Bashor the Bloody – Beastlord (General), ogre blade, armour of destiny, shield
Khazbar the Magnificent – Great Bray Shaman, level 4 – Lore of Beasts, Talisman of Protection, Brass Cleaver, jagged dagger
Zurrock the Mighty – Wargor (bsb), HA, shield, Beast Banner
Wazzock the Lame – Bray Shaman, level 1 – Lore of Shadow, dispel scroll
I didn’t get a copy of Luke’s list but it was something like:
General – Dreadlord, LIght Armour, Shield, scaly cloak, coldone, black dragon egg, ogre blade
Level 4 Sorceress – power scroll, dark steed, possibly other stuff – Lore of Life
Level 1 Sorceress – Dispel scroll, Lore of beasts.
Death Hag – bsb, cauldron of blood, obsidian blade, the +D3 attack upgrade
5 Dark riders – Standard, musician, xbows
5 Dark riders – standard, musician, xbows
5 Dark riders – Standard, musician, xbows
29 Witch Elves – FC
5 Doomfire Warlocks
9 Coldone Knights
After a fair bit of testing at the club I had made some further amendments to the Wicked Woods scenario (scenario list here) and we played that to try the changes out. There were two big changes. The first was that units moving normally, did not take dangerous terrain checks. The second was that you gained 1 Scenario Victory point for each turn you held the woods from turn 2 (with a maximum of 10 points available).
Terrain and Pre-match rolls
We rolled map pack 4 which meant a river, 2 normal hills, 2 scree slopes and a forest.
After placing the terrain (including the additional wood from the scenario, it looked like this.
It terms of spell selection:
Khazbar ended up with: Savage Beast, Curse, Wyssans and Amber Spear.
Wazzock took Miasma
The DE Supreme Sorceress got: Throne, Flesh, Earthblood and awakening.
The Beast Sorceress rolled Curse as well.
Deployment is as per battleline so alternate. I won the roll and so Luke placed the first unit and finished first. Although Luke had a number of units of chaff, my list far outstripped his of throwaway units and so I was able to place my big units after he had laid the Witches, Executioners and Cold One Knights. This allowed me to put the Besitigor opposite the Cold Ones, a match up he would not like. The Gor Horde went front and centre to capture the woods and the Doombull and accompanying harpies were placed on the far side of the river to perform a flanking maneuver, as the river would not impact their movement as they could all fly.
Due the the chatting and laughs I was having with Luke, as he regaled me with comic tournament stories, I allowed myself to get distracted and I did make the one blunder that as a Beastmen player you should never do, that of not having most of the army deployed within the bsb and generals range. Thankfully I wasn’t punished for that!
With a blatant disregard for their lives, the witch elves started on top of a scree slope ensuring a dangerous terrain test as soon as they moved
After his 4 vanguards, it looked like this.
Turn 1 – DE
Luke started off by giving me a punishing lesson in how to use Dark Riders. One unit advanced at the double and positioned themselves in front of the Bestigors but slightly set back in the flank of my Razorgor. This meant I couldn’t charge them and so effectively took them out of the game for my first turn.
The second unit also moved up to block the left unit Ungor Raiders. This in turn would limit the movement of the Gor horde in the following turn. Their cavalier attitude towards my units was helped by the boosted flesh to stone that was cast on them.
He then proceeded to show why the dark elves prefer combat by failing to kill a single thing with 30 repeater crossbow shots. This was backed up by both Curse and dwellers failing to cast.
The rest of his forces just generally advanced, with the warlocks and accompanying supreme Sorceress re-positioning from his left flank towards the right and the witches moving slightly into the wicked woods (where they promptly took 4 casualties).
Turn 1 – Beastmen
Taking a leaf out or Luke’s book my right most raider unit moved up to block the Cold One Knights. The supporting chariot moved up to counter should the raiders be killed.
The central chariot and Razorgor also moved to allow counter charges should the Bestigor be blocked again.
The Ungor raiders charged the T7 Dark riders in front of them, were quickly bested and legged it to safety through the nearby horde. Edit: not quite sure what I was thinking. Either that they might pin the riders in place or that they would at least be out of the way.
Across the river the Doombull and Harpies advanced at speed to threaten the flank of the witches.
On my first cast of magic in the game, a 3 dice roll of curse on the witches, resulted in a miscast at irresistible force, followed by a further 2 sixes (power drain), followed by a final six. Apart from a an improbable set of rolls, the net result meant my level 4 Shaman was now a level 1 with just Wyssans remaining! On the positive side, at least Luke had been unable to dispel it and so his witches were effectively pinned for the next turn.
Turn 2 – DE
Seeing the danger posed by the flying circus, the Dark riders withdrew in order to cover the flank of the witchesand were again buffed with flesh to stone to give them a fighting chance should the raging Minotaur decide to target them. (Edit – yes I did originally write ‘ lock horns’ but took a step back, slapped myself and changed it). The warlocks moved more to the centre to ensure they were also out of the charge arc.
Meanwhile the central unit of riders advanced to impede the movement of the Gor horde (that had been hexed with Soulbight) and the executioners followed to provide support. The final unit of riders, not liking the attention they were receiving, skipped through the Beastmen lines so they were now positioned behind the Gor unit.
The woods continued to feed on the Witches and they lost another couple of the unit to its feeding frenzy.
The riders shooting improved dramatically but was still rather pathetic with a single Gor and harpy dying to the bolts.
Turn 2 – Beastmen
Seeing their opportunity to get rid of some of the pesky riders, the central chariot smashed into the unit in front of them. 3 of them were crushed beneath the Chariot and the others turned tail and fled with another losing his life in the wicked woods.
The doombull charged into the Dark riders and despite their boosted toughness promptly slaughtered one. Their faces took on a worried look as their attacks rebounded back onto them. The worry grew as the bull grew in stature, as it ripped their kinsman apart and fed on his blood.
On the other side of the map the stalemate continued with the Razorgor joining the chariot read to counter charge the Cold Ones. The Bestigor moved up ready to support the centre should it be required.
Magic involved miasma cast on the riders behind the Beastmen lines, reducing their movement by 3.
Turn 3 – DE
With a shout to Khaine the executioners charged the closest chariot, three of their number including the champion falling to the dangerous terrain. They quickly demolished the chariot and then piled into the side of the Gor horde.
The remaining dark rider rallied and moved to block the Gor unit.
With the expiration of their toughness buff, the doombull/riders combat was only going to go one way as in a frenzy of blows, his opponents exploded leaving a mist of blood and pile of gore.
Magic continued the way of the previous turns with doombolt failing to wound the Razorgor and Dwellers failing to cast.
The witches, finally free of the curse, moved into the woods and promptly lost another two of their number.
Turn 3 – Beastmen
The Bestigors charged into the rear of the executioners only losing 5 or so of their number to the dangerous terrain. Another 4 were cut down by the druchii as were 13 of the Gor before they struck back killing 15 of the unit. The executioners broke and were run down by the Bestigor.
The Doombull turned ready to charge the rear of the Witches.
In a spectacular display of one up man ship, the ungor raiders showed the dark riders how it was done and shot down one of the cold one knights and in that one move made back their points.
Turn 4 – DE
With a 2 point lead at this point, Luke proved his pointy eared pedigree and in an underhanded tactic, moved all his remaining Dark riders and his Warlocks into conga formation to surround the witches and prevent any units making it into combat with them.
With the evening drawing to a close, I called the game at that point.
After turn 3 it was 2-0 to Luke but if we had completed turn 4 it would have likely been 4-0.
I really enjoyed the game with Luke and was glad to finally play him. He had me in stitches many times, didn’t take anything too seriously and was just generally good fun to play against. All qualities I like in an opponent.
The updated scenario worked really well and that is definitely the rule set we’ll take forward into the competition.
Luke’s use of fast cav was very good and just damn right frustrating and bloody annoying. It was definitely a learning experience (one i’ll not necessarily rush to repeat) and opened my eyes to their use.
I did make a number of errors in the game and there are a number of things to learn from it. My deployment was again somewhat lacking. I blocked a number of my own units and allowed his riders to prevent my units moving in the first turn.
In match ups with fast cav, I need to ensure that some of my chaff hangs back to allow me to charge them if they block my frontline units. Possibly this could be done by the Doombull as not only would he mince them thus gaining extra attacks but with the lack of shooting in my list he is one of the few reliable counters to them.
I should have placed the razorgor in the woods to bait the witch elves, knowing a charge would have caused dangerous terrain checks.
Honestly, Khazbar should be ashamed at the amount of miscasts he throws out. Admittedly at least this time he spiced it up and didn’t take out half his unit. I should have expected that though as he was placed in that unit and the size bumped up just to cover that eventuality!
It’s funny but I always thought that players starting with chariots sideways to get the extra inch or so of movement was a bit gamey but after this battle I realised that if I had done it, it would have served a duel purpose and allowed me to actually discourage the blocking of the Bestigor. Something for me to think about if I’m screening the big blocks with raiders.
I also need to brush up on rules as the single dark rider should only have been able to rally on snake eyes as the unit was under 25% and may not have been there full stop as the standard should have been removed when they initially fled combat.