Escaping back to fantasy

WHFB – Beastmen vs Orcs – SELWG Competition Game

The 5th of January saw me face off against Alistair’s Orc and Goblins, in my final group game of the Warhammer Fantasy Competition.

Having given him a practice game with my Dwarves, at the end of last year, I had some idea of what to expect from his army. As such, in a straight fight I was reasonably confident that I would come out on top. How wrong I was! But I’m getting ahead of myself. As normal, any mistakes in this report are down to memory and notes.

The migration of the Herd continued. They may have taken casualties against the stunted ones but they had successfully navigated the mountains and made it into new lands. A great plain had spread out before them, dotted with small woods. The scouts had reported to Khazbar that a significant forest lay ahead which promised refuge and a new home but they had also reported roving bands of Greenskins in the vicinity. It was one of these that the Vanguard had wiped out but under his instructions, they had allowed some of the wolf mounted goblins to escape. This, he knew, would ensure that more of their kind would be drawn to them as a moth to a flame as the greenskins, even more than his beastmen, loved any excuse for a scrap and wouldn’t stand by whilst a herd of their strength passed through. The trick would be to eradicate all the Orcs in the immediate vicinity so more wouldn’t gather to continually bleed away the strength of the herd. It was for this reason Khazbar had gone against the orders of Bashor and let survivors escape. Who knows, he thought, perhaps the greenskins would succeed where the stunties had failed and kill off the troublesome Beastlord.


For this game we rolled up Map Pack 6, which consisted of 2 woods, 2 hills and 2 marshes.

Alistair was player A and started by laying the 2 woods and after setup was complete, it looked like this:

1a. Terrain

1. Terrain

Scenario and pre-match rolls

Alistair rolled the Dawn attack scenario. This competition scenario is played as per the Dawn Attack scenario from the rule book so had the random deployment element (which never goes well – as was the case here!). The comp scenario differed from the book as the table is divided into 4 quarters and to win you must control more quarters than your opponent (with your opponents half worth 2 points each and your half worth 1 point each. This gives you an incentive to move forward and not castle).

In terms of spells rolled for everyone:

Khazbar (level 4 beasts) had: Savage beast of Horros, Curse of Anraheir, The Amber spear and Wyssan’s Wildform.

Wazzock (level 1 Shadow) took Melkoth’s Miasma.

The Orc (level 2) with power scroll rolled: Brain Buster and ‘ed Butt

The Orc (level 2) with Ironcurse Icon bought: Hand of Gork and Gaze of Mork.

In terms of secret missions, I took Hero Hammered and Alistair took raid the baggage.


Deployment was a bit of a nightmare for me with everything ending up boxed in the right flank with the exception of the 2 units of ungor raiders, one Razorgor and the Doombull in the centre.

Alistair’s units were spread between his left flank and the centre of the board. There was one signal lonely unit of Boar boyz that were placed opposite the mass of my troops.

After deployment it looked like this:

1b. Deployment

2. Deployment3. Deployment - OnG4. Deployment - OnG

5. Deployment - Beasts
Both chariots were suffering from the well known disease, limp spear.

6. Deployment - Beasts

With the entire Beastmen army entering the field from the far corner, the Orc forces had free range over their right flank. The wolf riders and trolls (accompanied by the BSB) pushed forward. Frustrated with how far away the enemy were, the Big Un’s started to complain and drag their feet. Not putting up with this, Grashnik pulled out his choppa and summarily executed 4 of them.

Although all Orc’s enjoy a good brawl, even the Boar Boyz were smart enough to realise that the forces arrayed opposite them would snuff them out as soon as look at them and moved with all haste towards the rest of their forces.

With a squeal, the first doomdiver was flung into the air. His aim was true and he struck the Doombull dead on. Snorting with pain, Cattleclysm wrenched the body of the goblin from the wound it had opened up with its impact.

Sensing the Hand of Gork start to coalesce under the orc archers, Khazbar quickly snuffed out the spell, sneering at the feeble magic of the green shamans. His disdain grew further as  the other shaman called upon his other god and twin beams of green light tore up the ground but fell well short of the Beastmen lines.

6a. Turn 1 Orc

7. Turn 1 - OnG8. Tun 1 - OnG

Determined to get to grips with the unruly mass of greenskins, the two hordes of beastmen pushed up, angling towards the nearest Orc units. Everything else moved forward, towards the centre of the battlefield.

Attempting to ensure his bodyguard would survive the further attentions of any flying goblins, Wyssan’s was cast on the Doombull.

8a. Turn 1 Beasts

9. Turn 1 - Beasts10. turn 1 - Beasts11. turn 1 - beasts

The Orc right flank continued to advance at pace swinging round to head towards the enemy units.

The Boar Boyz continued their redeployment (running away!) and this was further aided by the Shaman casting hand of Gork. The Orc Shaman scooped up the unit and deposited it square in the middle of the orc lines (and conveniently out of the range of the Beastmen units).

The Doom divers continued to rain down, this time targeting the unit of Gor dimembering a handful of them on impact (4).

The archers, showing why Orcs shouldn’t be trusted with anything bar a blunt instrument, fail to hit, let alone kill, any of the barn door sized unit of Gor in front of them.

11a. Turn 2 - Orcs

12. turn 2 - ong13. turn 2 - ong14. turn 2 - ong15. tunr 2 - ong

16. turn 2 ong
Boarboyz after the Hand of Gork

17. turn 2 - ong

Determined to avoid any further attention from the Goblin artillery, the Doombull attempted to charge the nearby archers but the earlier wounds had damaged his wings and he was unable to make the distance. The rest of the herd continued forward maintaining the battleline.  The flock of harpies swept round the side of the orc archers. A lone Razorgor moved forward to tempt the orcs into doing something rash.

Although Wyssans was again successfully cast again on Cattleclysm, when Khazbar casually followed up by throwing the Amber spear at the nearby cavalry, it dissipated before reaching them, with one of the enemy shaman cackling. At that point Khazbar knew it would have to die.

17a. Turn 2 - beasts

18. turn 2 - beasts19. turn 2 - beasts

Unable to contain themselves, with the Razorgor nearby, the Orc boys tried to get to grips with it but with a breakdown of communication the back ranks fell over the front and the charge ground to a halt.

The Orc shaman, in another show of cunning, again called on his God who this time scooped up the orc archers and placed them behind the beastmen hordes in a very threatening position. Worry lines appeared for an instance on Khazbars face before he hardened his gaze, determination overcoming his fear of the seemingly omnipotent Orc Gods.

The Orc ranged units again targeted the horde of Gor with the archers again failing to wound despite firing almost point blank into the rear of the unit. The Doom diver only managed marginally better, killing a single Gor.

19a. Turn 3 - Orc

20. turn 3 - ong21. turn 3 - ong

The harpies let out a shriek and flew towards the flying goblins. In their eagerness they tangled up and fell to the ground well short of their target.

The Doombull, snorting with excitement at the blood to come, smashed into the side of the orc boyz and went to town killing 7 of them. Despite the slaughter, they remained steadfast and reformed to try and bring their overwhelming numbers to bear.

Bashor and his bodyguard reformed and moved forward to face the archers. Khazbar and his Gor moved further and were now in a position to threaten the enemy lines. The two chariots moved up to support and the two Razorgor were sent forward to get in the way.

The Ungor raiders, that had done nothing so far apart from avoid being killed by moving through the marsh, managed to beat all expectations and actually kill a wolf rider with shooting.

21a. Turn 3 - Beasts

22. turn 3 - beasts
The Bestigor did reform honest! (We just moved the lord and standard to save time).

23. turn 3 - beasts24. turn 3 - beasts

The Orc Boar riders could only hang on as they lost control of their mounts and they charged into the Razorgor, their animal instincts recognising and wanting to kill a corruption of one of their own. To the surprise of no one, the unit made short work of it.

The other Razorgor met a similar fate but at the hands of the Goblin cavalry. It didn’t go down easily and dragged two of their number down with it.

The Orc General, decided to make his move and moved up ready to charge the Doombull and support the block of boyz.

The elite Orcs again started infighting as their path to the enemy was blocked. Grashnik only needed to decapite a single orc this time to get the others in line. Gork then intervened and moved the unit closer to the enemy and clear of the backlog or friendly units (and in the process achieving Alistair’s secondary mission).

In a show of desperation, the arrer boyz finally managed to shoot something successfully (in this case 3 bestigor). They were supported by the Kamikaze goblin who flattened a further five when it impacted the unit.

The Blood drunk Doombull continued to carve through the orc boyz, his armour preventing any damage in return.

24a. Turn 4 - Orcs

25. turn 4 - ong26. turn 4 - ong27. turn 4 - ong

Sensing the pivotal moment had come, the forces of the herd charged where ever possible. The Gor horde piled into the flank of the Orc Boyz in support of Cattleclysm  (we diced this to see if it was a front or flank as it was an even split to both).

The Bestigor horde tore into the arrer boyz and led by Bashor crushed the Orcs, slaying a full 17 of them before running down the remainder.

The two chariots charged the boars, squealing pigs were thrown into the air with the impact (we didn’t actually get to complete the combat due to time).

The shrieking harpies finally managed to make it into the goblins and the bird women quickly surrounded their prey (again we didn’t complete the combat due to time).

Both sets of Ungor Raiders again excelled themselves with one unit taking out another wolf rider and the other shooting two Big ‘Uns.

The mass of Gor in close proximity to the enemy shamans unnerved them enough that Khazbar was able to cast both Wyssans on the Gor horde and Savage Beast on himself, the detonation from the miscast merely killing a single Gor, Orc and putting a wound on the Beastmen BSB. He grinned as his body swelled with power and made full use of it as he personally cut down five of the pitiful orcs in front of him sucking in the pure essence released in their death. Zhurock planted the herd standard in the ground and added 3 deaths to the tally of Orcs. Cattleclysm, his wounds finally getting to him, slumped down and failed to cause any damage. The rest of the horde made up for the Doombull’s deficiency and butcher a load more Orcs. Even with the General nearby, the losses were too much for the boyz and they dropped their weapons and legged it for the hills. The Gor horde followed but crashed into the staggering Doombull, failing to catch the fleeing orcs.

27a. Turn 4 - Beasts

28. turn 4 - beasts

29. turn 4 - beasts
Enter a caption

30. turn 4 - beasts31. turn 4 - beasts


Me – Loss (5) + Fully Painted (2) = 7 points

Alistair – Win (15) + Secondary Mission (6) + Fully Painted (2)  = 23 points


Yet another really, really close game but unlike the match against Martin’s Dwarves this one went against me.

At the end of the game, the Bestigor had control of one of my quadrants (1 point for me) and the Big ‘Uns and Wolf riders had control of my other quadrant (2 points for Alistair). The Doombull blocking the Gor overrunning, meant that they missed capturing one of Alistair’s quadrants by a minuscule 1.5″ (you have to be wholly within a quadrant to capture it and frustratingly, they were slightly overlapping his two quadrants). This gave Alistair a win, by 2-1 points.

Dawn attack always presents a challenge with the random deployment and this game was no different. Even I was taken back by nearly everything going in one corner and of course most of Alistair’s was always going to go in the other. Reality meant that a good chunk of the game involved trying to get to the middle of the table in good order to even get into combat.

I knew that movement spells were good but I was taken aback with just how good the Hand of Gork was. Not only does it allow an out of turn movement but it also allows you to completely change a units facing, which I think is unique even among movement spells. Now I will say that the spell is tempered by having a random movement distance but Alistair rarely rolled under 18″ for this and almost every time it was used, it really disrupted my game and had me on the back foot. Even having a +2 bonus over him on dispelling, I was rarely able to stop the spell. It also allowed him to complete his secondary mission by moving the Big ‘Uns into my deployment zone (to capture the baggage). Moving his Boar Boyz out of range of my units helped prevent me getting my mission and threw my units out of position.

My plan (such as it was) to engage single units while ‘chaffing’ up others, worked well and in each combat my troops overwhelmed his but time was against me and these games were about scenarios not kills and Alistair played a good game and secured the win and his secondary object, maximising his points.

Overall it was a fun but slightly frustrating game (mainly down to the deployment) and leaves my qualifying in a precarious position. At present I lead the group with 42 points, however I’ve played all three games and the others in the group have only played 1 game a piece. Luke is second on 26 points and Alistair is third on 23 points. This puts them both in a strong position and another solid win could easily put them above me. Still, if I do go out, it allows me to concentrate on the Blood Bowl league (and just administrating this competition).

The cut off for the group stages is the 2nd February and I know Luke and Alistair have their game booked for later in the month, so I will just have to wait and see what happens in the group (though if Luke doesn’t clean up, i’ll be surprised, so I suspect the only question is who gets the second place spot).


WHFB – Beastmen vs Dwarves – SELWG Competition Game

On Friday I faced off against the second opponent in my group, Martin and his Longbeard heavy Dwarves.

It was another game I was looking forward to immensely, as I’ve played Dwarves a lot in this edition but I’ve not played against them in some years and with his three stubborn blocks of Longbeards, cannon and Organ Gun, I was about to have a taste of my own medicine! On top of that, I’d never played Martin, so it was a double bonus!

As normal, any mistakes are down to memory and notes.

Khazbar was secretly pleased. Bashor’s decision to relocate the herd to new grounds was not going down well. There had been constant grumbling and he had already been forced to put down 3 challenges to his leadership. That they had failed was slightly vexing, still there were plenty more fools who could be goaded into stepping up. The important thing was to ensure that if they failed, they didn’t live to cast aspersions on him.

The one doubt that had been gnawing at him was the route of their migration. It followed a pass that was dangerously close to the holds of the stunted ones. He looked around and tried to console himself with the size of the herd. Surely they wouldn’t try anything against the might arrayed before him. Would they?…


For the second game in a row, map pack 5 was randomly selected from the terrain table, which consisted of 4 buildings, 2 walls/fence sections, 1 hill and 1 wood.

I was player A, so set down the first bit of terrain and after setup, it looked like this:

1. Terrain

Scenario and pre-match rolls

Martin rolled the Invade scenario which I wasn’t disappointed with, as I’d not only never played this but I thought my movement should give me an advantage, as the scenario required a player to have to move fortitude bearing units in the opponents half at the end of the game. This competition scenario played as per the battle of the pass scenario from the rule book so was played length wise.

In terms of spells, Khazbar had the following for the Lore of Beasts:

Pann’s impenetrable pelt, Savage beast of horros, The amber spear and Wyssan’s Wildform.

Wazzock took Melkoth’s Miasma from the Lore of Shadow.

In terms of secret missions, I took raid the baggage and Martin took take a message.


I won the toss to decide on ends and as it was pretty even, chose the side that all the models were on (purely for ease). As normal the chaff was laid first, with the Ungor Raiders deployed as a forward screen to give hard cover vs the Organ Gun. One Chariot, the Doombull and Harpies were all deployed behind buildings to give them cover from the Cannon and other ranged units in the dwarf army.

Martin deployed his units in a double rank, horde formation, forming a wall of stubbornness blocking the open terrain on his right flank. The warmachines were interspersed between the blocks and his Gyro’s were placed to make use of the cover of the buildings.

Despite Martin finishing deploying his units first, I sneaked the first turn.

(Note: Martin forgot his movement trays, hence the McGivered envelopes used instead).

2. Deployment

2. Deployment3. Deployment4. Deployment5. Deployment6. Deployment

Beastmen Turn 1

With an almighty roar, Cattleclysm flew forward into the shadow of a house near the dwarf lines. The rest of the herd responded in kind and stampeded straight towards the mass of stunties.

The two units of raiders tried some speculative shooting towards the war machines but failed to do anything. Magic was similarly ineffective with the 2 Runesmiths smothering the winds of magic before they could coalesce into a form Khazbar could use.

3. Turn 1 - Beasts

7. Turn 1 - Beastmen8. Turn 1 - Beastmen

Dwarf Turn 1

The front ranks of the dwarf lines consolidated their positions, with the right most unit advancing slightly. The Longbeards in reserve executed a reform into a column and moved in lockstep towards the buildings. The quarrellers spotted the nearby Doombull and hurried into the nearby building. The two Gyrocoptors flew up in support throwing their bombs on the frothing bull beneath them. The lack of air at altitude had obvious affected the judgement of the dwarf daredevils, as despite multiple explosions, the Minotaur remained unharmed.

The Organ Gun opened up on the Beastmen runts who had dared to target it and obliterated 3 of the twisted ones. Under the stern gaze of Bashor, they held their nerve.

The cannon the targeted one of the Razorgor and the crew could only stare as the shot ricocheted off one of the tusks, leaving it unharmed.

4. Turn 1 - Dwarves

9. Turn 1 - Dwarf10. Turn 1 - Dwarf

Beastmen Turn 2

Cattleclysm charged at the cottage, smashing the door from its frame. Despite tearing the first three quarrellers apart, their sacrifice gave the others enough time to repel the assault.

Khazbar could only growl in frustration as spell after spell was nullified by the runepriests. To top it off his increasing irritation then caused him to lose concentration. Something would have to be done about them!

With a look of feral cunning on his face, Khazbar sent the Razorgor charging into the flanking unit of Longbeards, taking control of it’s primitive mind he directed it to attack the interfering Runesmith. His control did nothing more than handicap it’s natural aggression and it fluffed it’s attacks and was summarily cut down.

Casting fearful glances behind them, as Bashor bellowed at them, the Ungor moved up to block the central Longbeard unit and the Organ Guns field of fire. The pressure was obviously too much for them and all the shots they then fired at the dwarf unit, failed to inflict any damage.

5. Turn 2 - Beasts

11. Turn 2 - Beastmen12. Turn 2 - Beastmen13. Turn 2 - Beastmen

Dwarf Turn 2

After barely breaking a sweat over the Razorgor, the Longbeards decided they needed some more light exercise and so charged into the nearest chariot. This was too much for the crew who legged it after the dwarves carved them up a little. Deciding they still needed a further workout, they followed up and crashed into the immense block of Gor behind.

With a bit of breathing space, after having repelled the Doombull, the crossbow armed dwarves targeted the raiders that were blocking the Orgun Guns field of fire, slaying one of the two remaining short horns but more importantly giving it a clear shot on the Bestigor.

With a shouted command from the dwarf lord, the two warmachine crews swivelled their machines and opened up on Bashor and his bodyguard. Both Gyrocoptors also moved up to support the attack and engulfed the unit in a double helping of boiling water. When the smoke and steam had dissipated, there were fourteen bodies in a dismembered and parboiled state!

5. Turn 2 - Dwarves

14. Turn 2 - Dwarf15. Turn 2 - Dwarf

Beastmen Turn 3

Cattleclysm again stormed the building. This time the Quarrellers weren’t able to contain the psychotic Doombull and 5 deaths was enough to convince the remaining duo that they ought to report the situation to their liege in the safety of the main lines.

Smelling it’s favourite food, dwarf patties, the remaining Razorgor, charged into the dwarf unit opposite. A few minutes later, it was the dwarves who were feasting on the haunch of the butchered animal. They then made short work of the chariot that had joined it it the assault. As the crew died, they cast last confused glances at the unit of smirking Bestigor that had pulled up short during the charge and left them to their fate.

In a move displaying all the courage that Harpies are renown for, they bravely moved up behind the gyro’s threatening to rear charge them.

Not liking the thought of facing the horde of dwarves and seeing easier prey, one unit of Ungors moved to attack the cannon crew. The plucky raiders managed to kill one of the dwarves whilst only losing one of their number!

The other remaining Ungor came to the realisation that by staying in the open he was dead meat and also charged forward, swerving to avoid the same horde but targeting the Organ gun crew instead, attempting to tie it up in combat. The dwarves hadn’t signed up to the game plan though and the only thing he gained for his trouble was a swift execution.

Khazbar saw yet another one of his spells dispelled, this time by one of the hated smiths invoking the runes on his stave. His temper finally snapped and he forced Savage Beast on himself. Imbued with unnatural power he laid into the Longbeards in front of him, crushing skulls with each swing. Each kill allowed him to absorb their souls and he visibly started to glow with power.

6. Turn 3 - Beasts

16. Turn 3 - Beastmen17. Turn 3 - Beastmen18. Turn 3 - Beastmen19. Turn 3 - Beastmen

Dwarf Turn 3

Neither Gyro were falling for the old ‘leave myself open for a rear charge’ trick and both moved and targeted the Harpies, with 3 of the bird women falling from the sky. However they had done their task and distracted the Gyrocoptors from attacking the more valuable Bestigor.

The organ gun crew again turned their attention to the Bestigor. After half the barrels failed to fire, they realised that an arm of the freshly killed Ungor had wedged in the firing mechanism and moved to clear the blockage.

The Ungors, getting carried away with their success, flew into a frenzy and managed to kill another of the cannon crew.

Khazbar continued his rampage and in the process drew in more souls. The Gor in his unit, followed his lead and butchered an entire rank of the longbeards.

7. Turn 3 - Dwarves

20. Turn 3 - Dwarf21. Turn 3 - Dwarf

Beastmen Turn 4

Bashor led the remaining Bestigor into combat with the Longbeards. Khazbar threw wildform on them, boosting both their strength and toughness. The dwarf lord quickly issued a challenge and Bashor, not liking the look of the heavily armoured dwarf, pushed forward the champion to accept. He looked on in shock, as not only did the lord fail to kill him but the champion managed to wound him in return! Distracted and shaking his mane in disbelief, one of the dwarves managed to also wound him. He looked down at the gash in surprise and then took down four of the dwarves in retaliation. In the general melee the dwarves and Bestigor continued to slay one another but the wiley dwarves concentrated most of their attacks on the vulnerable Shaman, swiftly bringing him down.

Seeing Khazbar swollen with power, the Runesmith desperately invoked his runes to dispel Savage Beast but the Great Bray Shaman, aided with his enchanted weapon, still continued to slay dwarves left and right, as did the Gor accompanying him.

The heroic Ungor finally finished off the cannon crew, spiked the weapon to ensure it would serve no more purpose and then looked around, drunk on power, for their next victims.

8. Turn 4 - Beasts

22. Turn 4 - Beastmen

(Edit – after writing this and looking at the photos, it looks like the dwarves may have charged the Bestigor in turn 4, with the turn 3 Bestigor charge having failed. My notes didn’t say either way but it’s the only thing that makes the photos make sense, especially with the unit positioning and lack of casualties caused in turn 4).

Dwarf Turn 4

With no other targets in range, the organ gun shredded the remaining few harpies.

The dwarf BSB and remaining quarrellers, both charged the Ungors. After slapping the frenzy out of them and cutting down 3, the final member of the group realised they may have gotten a bit too big for their boots and unsurprisingly legged it towards the edge of the battlefield.

The Bestigor/Longbeard combat continued to wage but with a brief lull in combat as the Dwarf Lord finally slew the Gouge-Horn.

With the flanking Longbeard unit rapidly depleting, there was no longer a target rich environment for the Gor, so they turned their attention to the embedded Runesmith. The Smith was made of much greater mettle than his kin any shrugged off everything thrown at him.

9. Turn 4 - Dwarves

Beastmen Turn 5

Cattleclysm, scenting blood in the air, ignored the obvious target in front of him and flew into the rear of the ongoing combat, roaring a challenge as he flew. The already wounded lord decided he didn’t like the odds of that fight and decided he was better off skulking in the ranks of the unit. His ability to hide looked far less likely as the Doombull, Beastlord and Bestigor’s combined attacks made mincemeat of the unit. It was only the power of the ancestral standard that kept them in the fight.

In the other combat, sheer weight of numbers finally won out and the Runesmith and his remaining bodyguard fell beneath the cloven hooves of their adversaries.

10. Turn 5 - Beasts

23. Turn 5 - Beastmen24. Turn 5 - Beastmen

Dwarf Turn 5

The two Gyros moved to give the Gor block their full attention and the steam guns went to work removing a number of them.

The, so far, untouched, unit of Longbeards, charged into the rear of the Doombull. His heavy armour and rage ensured he still inflicted more damage than he received.

The battered units of Bestigor and Longbeards kept their fight going and by the end, the combat had drawn.

11. Turn 5 - Dwarves


Me – Win (15) + Fully Painted (2) = 17 points

Martin – Loss (5) = 5 points


That was a very, very close win.

To put that statement into perspective. The comp pack states that a unit must have 5 models (3 monstrous), including a standard, general or bsb, to constitute a scoring unit. After the final fight I had 4 Bestigor left and the Beastlord (so 5 models), which gave me a scoring unit strength of 3 (2 for the general and 1 for the Standard). His Longbeard unit had 3 longbeards left plus the general, so with 4 models, it was one dwarf under the 5 minimum so neither the unit standard or general counted.

If he had managed one more casualty on the Bestigor, or if I had failed to kill one of the dwarf longbeards in his general’s units it would have ended up a draw! As I said, very very close.

There were a number of mistakes made by both of us. My biggest one was splitting attacks from the Gor unit between the Longbeards and the Runesmith for two consecutive combats. Not only did he pull an amazing amount of saves out the bag on the Runesmith and the last few dwarves but there was no need for me to split the attacks. I should have directed all of them into the unit to remove the stubborn banner and then run down the Runesmith. It just shows how frustration can influence decisions as with the amount of dispels he had thrown out in the game, I just wanted to kill the Runesmith.

The Razorgor, again, each only hit with one of their four attacks. Tactics may talk about using them as ‘assassins’ but I haven’t ever had much luck in that roll. I still think the best use of them is to sit in front of enemy units to redirect/annoy.

On a side note, his lord shouldn’t have managed to avoid the Doombull’s challenge as being mounted on an oathstone he has to accept challenges.

In terms of what went well. The Gor herd was excellent. 50 is definitely the right number to pump out a shed load of attacks whilst absorbing casualties.

I also finally managed to get Khazbar into combat with savage beasts on and it was impressive. He generated a shed load of power dice from the jagged dagger and this allowed me to overcome the persistent low winds of magic rolls. With the ‘Brass Cleaver’, magic weapon, this meant he was attacking with 8 (2+3+3) strength 8 (4+1+3) attacks and on average, this generated 3 additional dice per combat round. Not too shabby at all. Going forward, if I went this build again, I would probably forgo the additional attacks from the brass cleaver and go a slightly more defensive build with the fencers blades. This would drop the maximum attacks by two but would almost ensure that he always hit on a 3+ and anyone with a WS of 4 or under will only hit him on a 5+. This would likely make the difference of attacks negligible.

Even playing dwarves, I hadn’t appreciated how much of total pain the stubborn banners can be as it effectively makes any unit with one a tarpit, as I found out! Again the Gyro’s also proved their worth, though I think they could have been more effective in the game.

Overall it was a great, friendly game that went down to the wire. Probably my closest in a long time and i’d definitely play Martin again at a future date.


WHFB – Dwarves vs Orcs – part 2

I finally managed to get in my previously postponed game against Alistair’s Orcs this week. Although he is one of my opponents in the club Warhammer fantasy competition, he has barely played since 6th edition so he was trying to get in a few practice games. As such I agreed to give him a game with my dwarves, which gave me an excuse to use some of the items I either rarely or just plain hadn’t used before.


We rolled map pack 5 from the terrain table, which consisted of 4 buildings, 2 walls/fence sections, 1 hill and 1 wood.

Alistair rolled as player A, so he set down the first bit of terrain and after setup, it looked like this:

1. Terrain

1. Terrain

Scenario and pre-match rolls

The random roll gave us the ‘Eliminate scenario‘. Place 3 bounty tokens on your most expensive units (For Alistair: Big ‘Uns, Orc Boyz and Boar Boyz, for me: Slayers, Longbeards and Ironbreakers). Points are awarded for the following at the end of the game.

  • 1 victory point for holding the central objective marker.
  • 1 victory point for each of your units that carry a bounty that have not been destroyed and are not fleeing.
  • 2 victory points for each bounty you have completed (e.g. each enemy unit with a bounty you have destroyed or who are fleeing at the end of the game).

For spells, his level 2 with power scroll received: Foot of Gork and Ere we go. His level 2 with the Icon rolled: Hand of Gork and Gaze of Mork.


As terrain was pretty even, we just stayed on the respective sides we were already on.

The scenario followed the dawn attack deployment rules (roll each time you go to place a unit: On a 1 it goes on the left flank, 2 it goes on the right, 3-5 in the centre and 6 your choice). Alistair won the roll and had to deploy everything first. The dice gods weren’t too kind and his Trolls and one shaman ended up isolated on his left flank, his wolf riders, boar boyz and boyz mob on the right flank and everything else in the centre. All of my units went in the centre, bar the Ironbreakers, that went on the left flank. After deployment, it looked like this:

2. Deployment

Orcs Turn 1

With much yelling, the unruly mass of orcs and trolls tramped forward towards the dwarf lines. The boar boyz failed to do anything as a bout of bickering broke out as Gubbins accused Wazzoo of eating his lucky snotling.

With a squeal, the first of the doom divers was flung into the air and with a frantic flapping of his wings, landed smack, bang on the flame cannon, severely damaging the machine and killing himself and 2 of the crew. In a dazzling (for orcs) display of accuracy, the mass of orc archers opposite, then also targeted it and the final crew member fell.

3. Orc turn 1

Dwarves Turn 1

Drugin looked over the fallen engineer crew. More of his brethren had fallen to the Orc scum, however it was not yet time for revenge. That would come later and his axe would take payment from their flesh. With his lines holding steady, the flyers moved forward.

The Valkyrie flew over the trolls and as it did, the pilot threw a bomb into their midst. Their regenerative powers were not enough to heal the couple of wounds caused by the  shrapnel. The bomber also dropped it’s payload but targeted the large unit of orc boyz. After the explosions and smoke had cleared, a rank of the greenskins had disappeared.

The brotherhood of doom chose to ignore the order to hold and ran forward towards the biggest monster on the battlefield.

The guild experimental weapon teams both fired at the rapidly approaching unit of Big ‘Uns felling two. Drugin turned a stern gaze on the apprentice engineers and they immediately set to tinkering with the hand guns determined to make a better showing in their next volley.

Buggerit the old struck the anvil twice in quick succession. The armour on the Longbeards responded to the first call of the anvil, the metal becoming as hard as Gromril. The second striking was dispelled as one of the enemy shaman gibbered something incomprehensible to it’s foul gods.

4. Dwarf turn 1

Orcs Turn 2

With a spitful hiss, as the warboss lashed at it’s hide, the Wyvern flew into the slayers. Despite the wall giving them cover, two ranks of the slayers fell to the monster. In return the Wyvern was felled and the Orc General suddenly found himself very alone facing a mob of doomseekers baying for his head.

The Black Orc ordered the mob of elite orcs to charge into the Longbeards in support of his boss. When a number of them dared to question his leadership he responded by smashing 4 of them to the ground and the rest quickly moved into combat with the the dwarf unit. The Black Orc issued a challenge and Drugin growled as one of the blows stuck, pierced his armour. He activated the fiery ring and promptly incinerated his foe. His stalwart bodyguards, cut down the rest of the front rank and then watched as the remaining orcs (and embedded Shaman) turned tail and fled, exiting combat with a great more enthusiasm than they had show entering it!

The Orc Boyz attempted to charge the Ironbreakers but misjudged the distance and stumbled up short.

At this point, the boar mounted Orcs had resolved their differences but their mounts decided to be rather uncooperative and they just about managed to convince them that they would be best off facing towards the centre of the battlefield.

The Shaman babysitting the trolls realised he was rather exposed with a Gyrocoptor eyeing him up eagerly and legged it into the nearby house.

The doomdiver again launched himself into the air, hitting the Ironbreakers and making short work of their armour, killing five of the doughty warriors.

5. Orc Turn 2

Dwarves Turn 2

The Gyrobomber continued with its run, this time targeting the orc archers. The payload scattered, missing the arrer boyz (with accompanying jeering, extended fingers and jibes about the pilots dalliances with goats!) and onto Doomdiver. The Goblins threw themselves to the ground and cowered under the machine as the ground shook around them, miraculously reappearing unharmed.

Buggarit shook his head at the follies of youth and again struck his anvil boosting the armour on the stolid, reliable longbeards.

The Guild Experimental weapons teams again combined their power, this time targeting the Orc boyz mob but again the impact of the guns was negligible. Drugin was starting to seriously wonder why he had been saddled with such useless cretins.

Ethelred the Scorned launched himself out of the slayers howling and gibbering, drool hanging down each side of his mouth. With raw naked aggression he broke through the Orc generals defences opening up great gashes. This combined with the fact he was now outnumbered 10-1, was too much for the Orc and he turned tail and fled, at least for the first few feet before the rest of the slayers caught up with him.

6. Dwarf turn 2

8. Dwarf turn 29. Dwarf turn 210. Dwarf turn 2

Orcs Turn 3

Seeing their Boss put down like an arthritic dog was too much for the Big Un’s and even with the BSB nearby they kept running.

The Orc Boyz again tried to charge the Ironbreakers and again failed their charge.

The Wulf boyz has been advancing up the flank and were now in range to unleash their bows at the Ironbreakers. 10 shots and no wounds later and one of the dwarves turned to look at them with disdain, crushing the poorly made arrow that had entangled in his mail.

The Boarboyz finally got over all their difficulties and with much growling and snorting headed towards the centre of their lines to support the arrer boyz.

Without any guidance the poor trolls just looked lost and confused and decided to try out a combination of alternative Olympic sports including, pick the biggest booger and the crowd favourite, who can stare at the ground the longest.

The arrer boyz continued their competition with the dwarf hand gunners for the title of most inept missile unit and almost equalled the dwarves previous tally, by felling 2 Longbeards.

The remaining Shaman summed up the Orc turn by failing to cast Foot of Gork on the slayers.

7. Orc Turn 3

Dwarves Turn 3

The Gyrobomber started the turn by charging the Big Un’s and they fled off the table, thus netting the first bounty of the game.

Buggerits’s Anvil armour buff was dispelled by the remaining Shaman but the Orc was unable to stop the Rune of Wrath targeting the Orc Boyz and a couple fell dead with smoking holes in their chests.

The dwarf Thunderers leapt ahead or the orc arrer boyz (and slightly up in Drugins estimations) by final pulling their finger out of their backside and further whittling down another 7 Orc boyz.

The Gyrocoptor finished the turn by roasting 4 of the enemy archers.

8. Dwarf turn 3

Orcs Turn 4

Determined to make it three out of three, the Orc Boyz again failed to charge the nearby Ironbreakers (this was helped by the dwarves making a strategic retreat the previous turn).

The Shaman again tried to compel Gork to stamp on the slayers but this was summarily dismissed as Buggerit unleashed the runes on his staff.

In a dazzling display of shooting by the Orcs and Goblins (sealing the award for most inept missile troops of the game), the arrer boyz, concerned the Gyrocoptor would target them again, swift reformed and let rip completely failing to damage it. The Doomdiver likewise was launched into the air, swerved off target and only managed to kill himself. It was left to the wulfboyz to try and do anything and the plucky riders managed to fell a single Ironbreaker. Outstanding boys!

9. Orc Turn 4

Dwarves Turn 4

Sensing the decisive point of the battle was upon them the dwarfs attacked along the lines. Drugin and his Longbeard bodyguard, chose to ignore the objective sitting just in front of them, in favour of getting to grips with their ancestral foes. After carving apart a number of the orcs the rest turned tail and tried to flee but were caught and cut down with grim efficiency.

After watching the repeated pitiful efforts of the Orc mob in front of them, the Ironbreakers decided to show them how a proper charge was done and smashed into  them, scything down 6 of them for the loss of two of their number. The Orcs held due to their superior numbers but it wasn’t a situation that would continue.

The Dwarf flyers and missile units all targeted the boar riders that were now in the centre of the lines.

The Bomber’s payload scattered into the arrer boyz killing two of their number. (Edit: we weren’t sure about some of this. Although you can’t target a unit in combat, this had scattered into it. We also weren’t sure if this should be randomised between the archers and Longbeards but as the template was only touching the Orcs we just rolled for the couple it touched).

The Gyrocoptor, proving how infinitely better it was than it’s bigger brother, moved to both block and redirect the boar boyz from the central objective and then fried two of them for good measure.

The Thunderers then piled further misery onto the unit killing a further 2 of them.

10. Dwarf turn 4


It ended 5-2 to me as I had three of my tokens remaining (+3pts) and his Big Un’s had fled the table (+2pts) vs Alistair having two tokens left (+2pts). No one had claimed the central token.

I include the result only to keep consistency with the rest of my reports. The point of the game was to give Alistair more practice of 8th edition and for me to field things I wouldn’t normally.


As I stated earlier, Alistair was put on the back foot by his deployment (early animosity didn’t help either). As ever hindsight is an easy thing but I think he made two or three early errors:

Not moving his trolls towards the centre of his lines at the first opportunity meant they did nothing all game.

This might not have been too much of an issue if it weren’t for the second mistake, charging the general and wyvern into the slayers. Apart from that being the worst possible target for the general (or more specifically, his mount), he was not backed up by anything which allowed the slayers to rip apart his mount and subsequently route him via combat resolution. I’m not sure if in 6th mounted characters were more powerful or if he thought the general would last longer, allowing the trolls to flank the unit. The slayer/general combat did bring up an interesting discussion around whether he should challenge the Daemon slayer and the pros and cons of doing so. I didn’t think there was much advantage in doing so as due to the ASF rune the Slayer lord would have gone first and the wyvern would likely have been killed in that combat anyway. However I now think it might have been the wrong advice as in the end he didn’t challenge and the slayer lord went for the general (failing to wound), whilst the slayer unit killed the mount. Challenging would have realistically have limited the potential damage to either the general OR mount, though its worth noting, the mount, general and thunder stomp killed 9 of the unit even with the -1 to hit caused by charging the defender obstacle, which in turn negated any bonus from the standard and ranks. See what I mean, a bit of a conundrum.

The other potential error was the indecision with the wolf riders on the first turn which allowed me to sneak the bomber into his lines.

Now most of this was probably down to lack of familiarisation with 8th and knowing your enemy, so although I may not be the best general in the world, I’m going to adapt and send him some thoughts on each of the armies he’ll face (including mine), as it might assist him.

So in terms of the dwarf units, what did I think?

Thunderers – I really felt the loss of the extra range as hitting on 5+ vs 4+ for longer makes a load of difference. However the save modifier meant in most cases he didn’t get any and that almost made up for it. Having pistols on the veterans meant they didn’t get to shoot for most of the game, however I still think it was the right choice as many of my opponents would have targeted these small units at an early stage. Overall I think I prefer the extra range, though I may try one of each going forward.

Runelord and Anvil

Yep, pretty rubbish. He can’t join a unit so the AP is wasted. There are only two decent spells and they are bound so it’s easy to both know which one to dispel and to dispel them full stop. For the points you could get another full unit or 2 Runesmiths + extras. He is fun and fluffy but I wouldn’t necessarily bother taking him again. If he could go in a unit in the same way as the cauldron of blood, it might temp me more.

Daemon Slayer

I’m a bit undecided on him. Running him in the unit seemed a sensible choice and I love slayers anyway and will take them a reasonable amount of time so that wasn’t a tax. The rune combo worked quite well with ASF proving it’s worth and the -3 to save also being excellent. It might also have helped if I’d remembered some of his inbuilt special rules, particularly the ward save reroll. I’ll definitely give him another outing.

Flame Cannon

It’s a bit difficult to make an judgement when it dies in the first turn without doing anything! It did drive home that one war machine is just vulnerable and if you take one you need a second.

Ironbreakers / Longbeards (w/ shields)

Both units worked well. However the ironbreakers needed more bodies. I’d say 25 at a minimum (this is probably a good benchmark number for all shield bearing dwarves as allows for some casualties without loss of effectiveness). Unlike some other games, I didn’t feel the lack of strength from not taking great weapons.


About the only thing it has over it’s smaller sibling is the greater movement flexibility. Being able to drop bombs when marching means it’s really hard to tie down and that is almost worth the extra 45pts. However it still feels like it needs an extra wound and the scatter on the bomb makes it just a bit too inefficient in an army of pinpoint accurate war machines. I think I’d rather have 2-3 Gyrocoptors instead if only as the template is more consistent.

Thane General

I like dwarf heroes and using the great weapon thane as a cheaper version of the tanky Lord, in the Longbeards, helped offset their lower strength. The build worked well with the 1+ armour, however next time he will get a rune of Iron to give him an extra wound as two wounds is a bit too fragile. (Almost dying in the challenge to the Black Orc before getting to strike, drove that home and very much was the reason I used his breath weapon).

Overall it was a fun game, definitely chillhammer (to coin a phrase).

My next game is on 8 December and is my second competition game vs Martin and his dwarves.

WHFB – Beastmen vs Dark Elves – SELWG Comp’ game 

It’s funny how things work out. You finally manage to get a game against someone you’ve never played before (in this case Luke C) and then in the space of a month (or so) you get to play an almost carbon copy game. The difference, this one was my first game in our club competition.

Having played Luke so recently, we both had a good idea of each other’s lists and it is fair to say that of my three opponents, he was the one I was most worried about. Not just because he is a good player and knows the elements of his list inside and out, having played Dark Elves a lot but because of the mobility and potential number of his scoring units.

His list is recapped here.

The Herd of Khazbar the Magnificent is here.

Khazbar stood still, snout betraying no emotion as Bashor vented his anger at another loss on the nearest of his lieutenants. As he watched the last vestiges of life throttled out of the Wargor, he knew Bashor was probably imagining his face but the ever present shadow cast by the Doombull prevented that ire being turned on him. The gift of flight and further links forged through his magic had guaranteed that Cattleclysm acted as his personal bodyguard and even Bashor wasn’t far enough gone to challenge that hulking brute. Inside Khazbar was practically dancing with glee as the Beastlord’s hold over the herd started to slip. A few more losses were all it would take. Soon, he thought, soon they will come back to the fold. 


To make a change we rolled map pack 3 which consisted of 2 woods (of which the central one ended up normal and the one closest to the edge, a venom thicket), 2 marshes (the one in between the woods turned out to be quicksand) and 2 normal hills.

Luke rolled as player A and after setup, it looked like this:

1. Terrain

Scenario and pre-match rolls

We ended up with ‘Secure’. Gain 1 VP for each piece of terrain held at the end of the game (2VP’s if in your opponents half). This was the worst possible scenario I could have rolled against Luke. He had 6 separate scoring units vs my 2 and he was far more mobile, so I knew I had to be super aggressive.

For spells, Khazbar (Beasts) conjured up: Wyssans, Curse, Transformation and Pann’s Pelt.

Wazzock (Shadow) got: Miasma.

The (Life) Sorceress bought: Throne, Regrowth, Flesh to Stone and Dwellers.


Luke won the roll for sides (and following my normal philosophy) opted to stick on the side he was sitting.

The scenario followed Battle line deployment rules (alternate unit placement) and after deployment and vanguards, it looked like this:

2. Deployment

1. Deployment
You are completely imagining the cardboard being used as a movement tray

2. Deployment

3. Deployment
Beastmen Battle-line
4. Deployment
Beast centre
5. Deployment
Beast right flank
6. Vanguard
7. Vanguard
Deployment after vanguards

Turn 1 – Beasts

As I knew I had to, I started the game aggressively with one chariot attempting (and failing) to charge the Dark Rider unit directly in front of it (who elected to stand and shoot to no avail).  (I will say Luke was a gent and allowed me to retract a charge from the other chariot when I misread a rule. In the scheme of things it probably made no difference but I like to mention and acknowledge such things).

Choosing not to contain his natural rage, the Doombull flew into the second group of Dark Riders. In a surprising turn of events for both parties (or not, considering the pathetic show of rolling and forgetting of rules – in this case impact hits), only 3 riders were hurt during the making of this combat and easily held their ground. (Luke again offered me the chance of retracting the charge as the cold ones were poised to charge the Bull in the next turn. I was happy with this as he has a 2++ ward vs their fire attacks. Again Luke ever the gent, pointed out that his Dark Lord didn’t have flaming attacks due to magic weapons trumping that rule. However, apart from the fact that I’m a believer of learning from your errors, I also wanted his riders gone so they were unable to claim objectives and my Bull still had a very good chance of killing his Lord with his (now) 8 attacks).

In the final charge, the central Razorgor was unleashed at the riders in front of him and in an unexpected bonus, tore them apart when the cowards elected to flee.

The rest of my forces just moved forward, the Gor unit losing a few models to the marsh (which also wounded the BSB).

Magic was all about movement (or preventing it) with Curse cast on the Peg Master and Miasma on the Witches.

I was actually very pleased with the result of this turn. 2 Dark Rider units had been taken out of the scoring equation, meaning he now only had a 4 to 2 advantage. He either didn’t realise my intent, perhaps thinking after last game I wanted the riders dead at all costs or just didn’t care.

3. Beastmen Turn 1

8. turn 1 beasts

9. turn 1 beasts10. turn 1 beasts

Turn 1 – Dark Elves

To no ones surprise, the Cold One Knights charged into the Doombull. The Lord managed to score two wounds on the bull and in a phenomenal display of rolling, Cattleclysm missed with 7 of his 8 attacks. Despite the Sorceress moving over and casting an unboosted Flesh to Stone on the unit (I dispelled Throne), the 1 attack did wound the Lord but he still lost combat and was duly run down. Bugger. That was not how that was meant to go. Luke obviously was not reading from the same script which frankly was just downright inconsiderate of him. To make matters worse, his Knights over-ran into my badly positioned raiders unit.

The Dark Riders on the other flank thought they would return the favour and charged the chariot that had failed to charge them. They were somewhat more successful inflicting 2 wounds on the chariot. In return the chariot, completely forgetting they had primal fury (as they did for all the entire game), failed to removed a single model. Still at least they were now locked in combat.

The Executioners partly moved into the wood to dispute it (and avoid their rank bonus being negated) but the Peg and Witches didn’t move due to the aforementioned magic effects on them.

4. DE Turn 1

Turn 2 – Beasts

Determined to remove the Dark Riders engaged with the wounded chariot, the other chariot charged in to assist and promptly sank in the quicksand. (Annoyingly we both knew and stated it was going to happen. After the Doombull combat we both sensed it was one of those games where you could see a trend in dice rolls… On a positive note, the chariot already in combat managed to kill a rider taking them beneath scoring strength. So that was something).

The Knights steamrollered the Ungor (taking revenge for the last game where the plucky fellows had unhorsed one with a lucky bow shot and then held them up for the rest of the game) and with that flank now secured, turned to face the centre.

With a big intake of breath from me, the Harpies charged over the swamp and into the lone Sorceress. I had expected the Harpies to fail, due to the distance involved, land in the marsh and have a number die due to the terrain (yep already I had a positive mental outlook). Shockingly the bird women made the charge and instead failed to do anything apart from lose one of their number, as the horse bludgeoned her to death with its hooves. With the Cold Ones now looking at their rear, the life expectancy of the Harpies was starting to look a little short!

Meanwhile the Gor unit moved out of the marsh and into the woods the Executioners were holding, in order to dispute it, of course losing a bucket load more of their number in the process.

The Bestigor also moved into the woods in front of them to capture that.

The central Razorgor moved to block the Witches whilst the other moved up to threaten the executioners flank.

Magic was quite uneventful with Wyssans cast on the chariot and Curse on the Witches.

5. Beastmen Turn 2

11. turn 2 beasts
Ungor dead? Check!

12. Turn 2 beasts

Turn 2 – Dark Elves

The Knights charged the Harpies and after trampling their remains into the ground, reformed with the marsh guarding their flank.

The Peg Master charged the remaining unit of Ungors and not to be outdone by the Knights, made short work of them and turned to face the Gor’s flank.

The Executioners changed facing slightly so they no longer presented their flank to the Razorgor, the woods taking a few of them in compensation for their trespass.

The chariot/rider combat continued with another Dark Rider dying.

The notes got a bit sketchy here but I know I failed to dispel Throne and scrolled Flesh to Stone (but not sure on who or why, though possibly the Knights in preparation for my next turn).

6. DE Turn 2

13. Turn 2 DE

Turn 3 – Beasts

The Bestigor let out a bellow but instead of making an easy charge on the Cold One Knights, stumbled forward, an entire rank of the horde succumbing to the lethal plethora of roots and branches. Children of the woods indeed. I had a feeling I was going to pay for that.

The Gor also tried their luck and like the Bestigor, fluffed an average charge, though their target was the Executioners. They were a little more sure footed than their heavy armoured kin and only a handful were killed by ‘tree to face’. If the Razorgor, that successfully made the its charge, had been capable of thought it would have been worried about the distinct lack of support from the Gor. As it was, any thought was quickly extinguished by the multitude of Draichs that butchered the poor little piggie.

In the magic phase, Throne was dispelled but nothing else was successfully cast.

To fully twist in the knife, in a turn of failures, the Dark riders managed to finish off the remaining chariot, leaving them free to do what they do best; interfere and get in the way.

7. Beastmen Turn 3
The map isn’t quite correct as the sorceress isn’t actually blocking the Knights

14. Turn 2 DE15. Turn 2 DE16. Turn 2 DE

Turn 3 – Dark Elves

The Cold Ones Knights charged the Razorgor that had been holding up the witches and made short work of it. They then reformed to face the Bestigor on the edge of the woods, the spy in the unit surreptitiously removing the message that had been concealed on the body of the animal.

The Master on Pegasus charged into the flank of the Gor cutting down 4 of their number for the loss of 1 wound. The Gor not only survived the attack but reformed to bring their overwhelming numbers to bear. The master looked round for support but found none in his immediate vicinity.

The remaining dark riders from the 2 units, moved up to block the Bestigor to prevent them from both: repeating their attempted charge on the Knights and moving out of the woods in order to regain steadfast.

In a stroke of luck (at least for me), the Sorceress failed to cast Throne of Vines ending the magic phase.

8. DE Turn 3

17. Turn 3 DE18. Turn 3 DE

Turn 4 – Beastmen

Khazbar continued his magical molestion of the witches and again cast Curse on them  to discourage any movement.

In a combat that could only go one way, the Gor horde decimated the Dark Master and the Pegasus he had been mounted on.

In a ridiculously stupid move (not sure what I was thinking), the Bestigor finished off one the single Dark Rider in front of them and then over-ran into the final remaining unit of Dark Riders. (If I had been thinking clearly I would have instead moved Khazbar out of the unit and used him as chaff to block the witches. This would have meant only the Knights and Dark riders would have been able to charge the Bestigor, a combat that might have gone either way).

9. Beastmen Turn 4

Turn 4 – Dark Elves

The Sorceress cast Dwellers onto the Gor unit and although a number were dragged under the ground, they held their nerve ensuring the woods were disputed between them and the Executioners.

The Witch Elves and Knights then joined the Dark riders in charging the Bestigor. The Witch Elves alone wiped out the unit before they could strike back and ran down the two lords (giving Luke his secondary mission of ‘cut off the head’). The witches overrun moved them into the woods, capturing the terrain and thus winning the game.

10. DE Turn 4

19. Turn 4 DE
End game


It ended 2-0 to Luke as he had captured the wood in my half.

In terms of competition points in was:

Luke: Win (15) + Mission (6) = 21 points

Me: Loss (5) + Mission (6) + Painted army (2) = 13 points


That was a game that started well and then rapidly fell apart. Although I couldn’t say I was ever close to victory, a draw had definitely been achievable if I’d put a bit more thought into moves.

Luke said he had not been expecting all my charges in the first moves of the game. I think it actually threw him slightly as he’s not used to other players wantonly attacking Dark Elves on the first turn, they normally avoid them. As I said to him, every time I’ve held back with Beastmen it’s put me on the back foot. And it’s far more fun to play them to their fluff, the raw unbridled savage hordes!

I hate to blame dice (though I will add them as a contributing factor) and I probably didn’t help stack odds in my favour but I did roll appallingly this game. The first turn Doombull combat and failed Chariot charge started the trend, though they weren’t critical moments. However the turn 3 failed charges by the Gor and especially by the Bestigor were all potential game defining moments where the poor rolls cost me. It was not by any means a foregone conclusion on either combat but I would have placed money on the Bestigors coming out on top.

I did blunder with the Gor unit. I would have been better off holding the marsh and staying within 3″ of the wood to dispute it as at least it would have netted me a point, prevented the number of casualties from terrain and meant the executioners would have had to do something bar sit there all game. I just have a weakness for combat.

The number of troops lost due to dangerous terrain was ridiculous but putting myself in situations where i had to make these rolls, so they could go against me, was entirely of my own making. I will have to be a bit more ‘caring’ if the lives of my troops going forward (pfftt who am I kidding, they are fodder to be used to further my own plans for world domination moo ha ha ha ha).

I can take nothing away from Luke’s victory, he played the better game and was again great fun to play against. As things stood, if we had played past turn 4, he likely would have tabled me before the end of the game.

WHFB – Beastmen vs Skaven

This week I had lined up a game against Paul. He hadn’t played 8th Edition for a few years now but he was one of the club members who had signed up to the competition and so wanted to re-familiarise himself with the rules. I jumped at the chance to have a game and not just because he is another club member who I’ve not had the pleasure playing before but also because he has a horde of Skaven and last time I fought them was in 4th Edition! Suffice to say I was looking forward to the game immensely.

I will say before writing, that it was another game cut short (3 turns). Unlike normal, it wasn’t just down to chatting whilst playing but also due to taking time out to draw the groups for the club Warhammer Competition.


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), HA, shield, Beast Banner – 191pts

Wazzock the Lame – Bray Shaman, level 1 – Lore of Shadow, dispel scroll – 100pts

Cattleclysm – Doombull, Arabyan carpet, gold sigil sword, dragonbane gem, ramhorn helm, gnarled hide, HA, shield – 353pts

48 Gor, FC, AHW – 409pts

1 Tusgor chariot – 80pts

1 Tusgor chariot – 80pts

5 Ungor raiders – 30pts

5 Ungor raiders – 30pts

37 Bestigor, FC, Standard of Discipline – 489pts

1 Razorgor – 55pts

1Razorgor – 55pts

5 Harpies – 55pts


Grey Seer – Earthing Rod, Skalm, Screaming Bell – 495pts

Chieftain – BSB – HA, Charmed Shield – 75pts

Plague Priest – Flail, Dispel Scroll – 129pts

Warlock Engineer – Warpmusket, Doomrocket – 60pts

Doomwheel – 150pts

Hell Pit Abomination – 250pts

31 Clanrats, FC, Light Armour, Sh, Ratling Gun weapon team – 210pts

31 Clanrats, FC, Light Armour, Sh, Ratling Gun weapon team – 210pts

20 Plague Monks – FC, AHW, Plague Banner – 195pts

31 Stormvermin – FC, HA, Halberd, Razor Standard, Doom Flayer weapon team – 335pts

3 Rat Ogres – Packmaster – 128pts

5 Giant Rats – Packmaster – 23pts

5 Giant Rats – Packmaster – 23pts

7 Gutter Runners – 126pts

Warp Lightning Cannon – 90pts


We randomly rolled for the Scenario and would you believe it, I ended up with the Wicked Woods scenario again (scenario list here). As Paul had not played this before we stuck with it for the game.

Terrain and Pre-match rolls

And just to continue the trend, we rolled map pack 4 (the same as my last game) 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.

1. Terrain

1. Terrain

It terms of spell selection:

Khazbar ended up with: Curse of Anheir, Wyssans Wildform, Pann’s Impenetrable Pelt and Savage Beast of Horros.

Wazzock took Miasma

The Grey Seer got: Vermintide, Cloud of Corruption, Plague and Curse of the Horned Rat.

The Plague Priest took Pestilent Breath


Deployment is as per battle line so alternate. Paul placed the first unit and finished first so got the advantage to the first turn roll off (which he won, doubtless through some nefarious Skaven underhanded tactic!)

After the careless deployment in my previous game, I was far more rigid with it this time. The Gor Horde went front and centre to capture the woods with the Bestigor next to them. The rest of the Chaff and Chariots surrounded the two main blocks with the Doombull backing them up. This ensured that the majority of the army was within the BSB/General bubble. Again the river was impeding us but this should work in my favour with the Skaven reliance on ranks for leadership.

After his scouts deployed, it looked like this.

2. Deployment

2. Deployment3. Deployment4. Deployment5. Deployment6. Deployment7. Deployment

Turn 1 – Skaven

The chittering horde scurried forward, responding to the commands of the albino rat hiding behind the giant bell, with the exception of the elite rats who hung back waiting for their weaker kin to begin the initial assault. The battle line, if one could label a horde of vermin as such, split in two as it skirted the Wicked Woods. On one flank the gruesome monstrosity surged towards the beastmen lines at a particularly worrying speed.

In the Beastmen flank the Clan Eshin novitiates sprung their ambush, with a hail of poisoned stars announcing their presence peppering the nearest Razorgor. In their eagerness to prove their worth, the hapless rats fumbled most of their shots only wounding the animal.

The Warp Lightning Cannon, slowly built up its charge. The whine of motors could be heard from Beastmen’s side of the river. As the noise got louder the ratmen crew could be seen abandoning the machine just before it exploded.

3. Skaven turn 1

8. Turn 1 Skaven9. Turn 1 Skaven

Turn 1 – Beastmen

Bashor took one look at the hybrid WyrmRat advancing towards his bodyguard and in a fit of cunning, that had shown his right to lead the herd, ordered forward the unit of raiders to get in the way of the monster. The petrified little things unsurprisingly failed to wound it with their bow-fire. The two nearby chariots, moved so that they would each get a charge off on it depending on what it targeted next turn.

The horde of Gor advanced up to the river, ready to contest the Wicked Woods, supported on both sides by Razorgor. The other unit of Ungor Raiders also advanced up to the natural barrier of the river in order to target the Giant rats (of which they managed to slay one in a dazzling display of shooting).

The rest of the herd manoeuvred so that the Eshin scouts would be in trouble in the following turn.

The winds of magic blew strongly and Khazbar cast wildform onto Bashor and his bodyguard in order to further improve their chances vs the Abomb. His pupil, Wazzock then cast Miasma onto one of the Ratling crews as they were both lined up and had a good view of his unit too.

4. Beasts turn 1

10. Turn 1 Beastmen11. Turn 1 Beasts12. Turn 1 Beasts13. Turn 1 Beasts14. Turn 1 Beasts15. Turn 1 Beasts

Turn 2 – Skaven

Most of vermin units slowed their advance to a crawl. Now they good see them closely, none of the rats were eager to get to grips with the obviously superior humanoid specimens in front of them. The exceptions were: A group of giant rats that were driven up to provide a distraction: The Abomb, that smashed through the paper shield of Ungor, over running deep into the corner of the Beastmen deployment zone and the Doomwheel that careened up to the unit of harpies that had been edging over to the far edge of the battlefield and promptly fried one of them.

The Gutter runners, showing they were true Skaven, decided to pick on someone smaller than themselves and targeted the remaining unit of Raiders. Despite killing 3 of the 5 Ungors the plucky beasts refused to let themselves be cowed by the slinking rats (my first ever snake eyes break test – woot!).

On the other flank the two Ratling teams fired up their weapons. The first, still under the effects of a miasma, shot up an empty piece of ground. The second, lost control and managed to gun down a few of their own unit, narrowly missing the Grey Seer who had to duck inside the safety of the Great Bell to avoid being hit. A few seconds later he leapt out of the bell and grabbed hold of the frame to steady himself as the clapper struck and it let out an unholy clamour, the unit surging forward in response.

From the height of his new perch, the Seer spotted an opportunity and cast an irresistible Plague on the Bestigor. 7 of their number fell to the foul magics, which then jumped to the nearby Gor unit fully taking out almost 2/5ths of them! The feedback from the spell inflicted a wound on the Plague Priest who glared daggers at the Seer.

5. Skaven turn 2
The utterly cunning positioning of my chariots is revealed!

16. Turn 2 Skaven17. Turn 2 Skaven18. Turn 2 Skaven19. Turn 2 Skaven20. Turn 2 Skaven

Turn 2 – Beastmen

Realising that the herd had to get into combat to avoid the enemy magic, Bashor ordered his forces to advance. The remains of the Gor moved into the river, ready to capture the wicked woods in the following turn. The Bestigor also advanced up to the edge of the river.

One Chariot charged the Abomb inflicting a single wound (surprise! Oh he didn’t die, bugger). The other, backed up with one of the Razorgor, removed the offending giant rats that were in front of them. The Doombull charged the Gutter Runners who turned tail and fled, squirting fear musk. They didn’t run too far and were massacred in short order.

The rest of the chaff moved to block as many of the remaining Skaven force as possible.

6. Beasts turn 221. Turn 2 Beasts22. Turn 2 Beasts23. Turn 2 Beasts24. Turn 2 Beasts

Turn 3 – Skaven

With an excited squeak, one of the units of clanrats charged into the flank of the Razorgor. They were boosted by the Power of the Screaming Bell, as a Wall of Unholy Sound echoed across the battlefield giving them each an extra attack. The sheer number of these allowed them to make short work of the oversized pig and they reformed to face the sea of snorting Bestigor. The Seer supported this attack by summoning a swarm of rats that engulfed the nearest chariot, slightly damaging it. The Ratling weapon crew, glanced nervously at the Grey Seer and with a determination to save their skins, finished off the chariot.

The nearby Warlock crouched down and launched a rocket into the Bestigor. The resultant explosion, launched bodies everywhere and left the unit at under half its starting strength.

The Abomb made short work of the chariot that had dared to wound it.

7. Skaven turn 3

25. Turn 3 Skaven26. Turn 3 Skaven27. Turn 3 Skaven28. Turn 3 Skaven

Turn 3 – Beastmen

The harpies charged into the flank of the Giant Rats. In spectacular style they failed to kill anything and 3 of their number were slain in response. Shockingly they didn’t run.

The Doombull crashed into the Doomwheel but didn’t do enough damage to destroy it (it survived on a single wound).

The Bestigor, looking to avenge their losses on someone, charged into the river to vent their fury on the clanrats. A load of dead rats later (aided by the rank bonuses cancelled as both units were in the river), the clanrats fled and were run down (including the rat’s BSB).

In the final movement of the game, the remains of the Gor moved into the Wicked Woods, sustaining four wounds in the process.

8. Beasts turn 3

29. Turn 3 Beasts30 Turn 3 Beasts


With a unit in the woods for 1 turn it was a 1-0 victory to the Beastmen (not that we were really gunning for the victory but I’ll take it as a moral one)


Holy shit, the Skaven are vicious. The amount of casualties his magic and the doom rocket caused was obscene (plague caused 25 in one cast with a further 12 from the rocket). I was not expecting that at all. It is random as anything though, so you can easily see how it could have also not done as well. For instance, the Doom Rocket landed directly on the Bestigor but could have massively overshot.

I love the randomness of them, sure playing Orcs and Goblins can be very fun but the Rats take it to a whole new level. It’s impossible not to laugh even as you lose half a unit!

If I have taken one thing from this battle it’s I need to be far more aggressive and storm forward my large units. They are large enough to be intimidating and should not worry too much about combat casualties from quite a few units (or should be able to inflict a reasonable number in return). It won’t work in every situation but definitely something to keep in mind.

Well that is probably it for the practice as next up the competition games.

WHFB – Beastmen vs Dark Elves

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

Cattleclysm – Doombull, Arabyan carpet, gold sigil sword, dragonbane gem, ramhorn helm, gnarled hide, HA, shield

48 Gor, FC, AHW

1 Tusgor chariot

1 Tusgor chariot

5 Ungor raiders

5 Ungor raiders

37 Bestigor, FC, Standard of Discipline

1 Razorgor


5 Harpies

Dark Elves

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

30 Executioners

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.

1. Terrain

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.

2. Deployment


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).

3. DE turn 1


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.

4. Beast turn 1

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.

5. DE turn 2



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.

6. Beast turn 2

17 - Beast turn 218 - Beast turn 219 - Beast turn 2

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.

7. DE turn 3

20 - DE turn 321 - DE turn 3

22 - DE turn 3
Now you see them
23 - DE turn 3
Now you don’t
24 - DE turn 3

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.

8. Beast turn 3

25 - Beast turn 3

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.

9. DE turn 4

26 - DE turn 427 - DE turn 4


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.

Whfb Wood Elves vs High Elves – part 2 – battle rep

This will be less of a battle report than a recap of the game played on Friday vs Steve. This is for a number of reasons including: it was the first time I had played the wood elves in 20 odd years, so for once I wanted to concentrate on the game and also Steve only decided to play high elves after I bought my army along for him to have a look at so I didn’t have my normal battle rep templates prep’ed.

We had decided in advance to play the wicked woods scenario and two other Club members (Luke and Paul) were also trying it out on the night so we were able to get some good feedback on the scenario.

My list can be found here.

Steve’s High Elf List

His list was rather hurriedly put together as he had been planning on bringing his WoC and as such, he missed out a few crucial bits (armour on the bsb, upgrading the archmage to lvl 4…). It was something like:

Archmage – general – ToP – Lvl 3, I want to say book of hoeth (which I think he forgot to use all game).

BSB – with light armour…

Level 1 Mage – MR (1) item

16 Archers – music/standard

6 Silverhelms – standard, shields

6 Silverhelms – standard, shields

5 Silverhelms – standard, shields

15 Phoenix Guard – standard

15 Phoenix Guard – standard

15 White Lions – standard

7 Swordmasters – standard

7 Swordmasters – standard

Frost Phoenix

Bolt Thrower

Bolt Thrower

Great Eagle

I’ve obviously missed a few bits as this is around a hundred points short of 2500.

Prematch rolls

We rolled map pack 4, so that was 4 hills (2 were scree), a river and a wood (which turned out to be normal).

We were both trying High Magic. Steve took a Soul Quench on both the level 1 and level 3 and he also got Tempest and something else he never used.

I also took Soul Quench, Fiery Convocation, Apothesis and walk through worlds (no doubles).

After Terrain was laid it looked like this. The central wood is the ‘Wicked Wood’. The wood to the left is the one from the terrain chart and the one to the right was the wood elf ‘free’ wood (for which I chose the almost compulsory venom thicket). Due to being player ‘B’ on the terrain table I was lucky to be able to place the wood and with my wood form a forest barrier.

1 Terrain

Its worth noting that both armies were new for us. I last used WE in 4th edition and he has never played High elves. The unfamiliarity, together with breaks from the table (to drum up support for the competition) and just generally chatting, meant we really didn’t get too far with the game. A lot of rules were forgotten by both sides.

After deployment it looked like this. The sisters did vanguard forward slightly, as did the warhawks. The leftmost glade guard were those with the flaming banner and poison. The two glade guard with trueflight (no modifiers) were in the centre of my lines. The waywatchers also gained poison from being in the venom thicket (which of course I forgot).

2 Deployment


The archers in the army cover almost every iteration from 3rd edition to present


Steve won first turn (despite me having finished deploying first) and he immediately advanced as swiftly as possible (which wasn’t too fast as it a moment of genius he had placed the river in front of his lines). Having normally played WoC he was surprised that he actually had a shooting phase! The bolt throwers and archers opened up on the sisters and gladeguard respectively, with both units taking a few wounds. Magic was highly ineffective as with 3 dice each (thanks to my channel) I was able to block soul quench.

3 High Elves Turn 1


The wood elves responded by pushing up aggressively on the left with the warhawks blocking the silverhelms (this might have been a mistake, I probably should have charged them rather than using them as I would an eagle, in order that they take advantage of the killing blow and additional strength on the charge). The sisters decided to withdraw to save their points. The Spellweaver joined the scouts in the woods so she could get the casting bonus.

Remembering (for once) a tactica I read about removing the greatest threats first, Scarlock and his unit swiftly removed the bolt thrower opposite them but the scouts on the other flank failed to repeat the task and only wounded the other one. The waywatchers showed why they are so feared and wiped out one of the silverhelm units. The waystalker started his operation assassinate and picked on the enemy bsb wounding him. The 2 central glade guard units took down most of the right most swordmasters and a boosted soul quench removed a number of the archers (though I failed to show this in the below diagram!).

4 Wood Elves Turn 1


The high elves realising they were outclassed in the shooting war pushed forward. A number of charges were declared but only the frost Phoenix and nearby Silverhelms completing theirs. The wicked woods claimed its first four victims of the game. A double casting of Soul Quench against the spellweaver was shrugged off. The eagle moved to threaten the back of the elf lines and the remaining 2 Swordmasters on the right realising the folly of charging bow armed troops, decided that actually they would just march up to get in the way.

In combat, one warhawk was slain and the others beat a hasty retreat.

5 High Elves Turn 2

The Warhawks rallied and the nearby Dryads moved over to protect the archers by blocking charges. The remaining sisters moved over to prevent the eagle charging the flank of the glade guard. The Phoenix Guard took a further 4 casualties from the wicked woods.

The scouts again failed to remove the remaining bolt thrower. The waystalker not wanting to be shown up, also failed to wound (and thus kill) his target, in his case the opposing bsb. The remaining 2 swordmasters were killed and the other unit took a number of casualties. The high elf archers once again took a shoeing.

Not worrying about restraining themselves, the Wildriders charged the Silverhelms, who took one look at their crazed whooping loony cousins and legged it. Barely missing a step the frenzied riders careened into the frosty but with its ward strengthened by the strong winds, it shrugged off all damaged. They still won combat thanks to the musician, so retained frenzy but their position was now looking perilous.

Wood Elves Turn 2


We did faff around a bit with 3rd turns but not much happened bar some more failed charges and the Phoenix guard in the woods being further decimated by the dangerous terrain rolls.

After game thoughts

I’ll ignore the lack of turns played and just give some general thoughts on the army build and the scenario.


We really enjoyed the concept of the wicked woods (as did Luke and Paul) however there were a couple of things taken away (and this backed up feedback received from Dan and a different Luke in their game a few weeks before). Firstly, there is no incentive to enter the woods before the final turn. The potential damage from the dangerous terrain and the woods attacking, combined with the removal of any form of save, meant it was too risky to enter it. 15 Phoenix guard (even with a 3++ ward) were decimated in two turns and Paul had 17 of his 30 strong unit of Chaos Dwarves similarly ‘culled’. As it stands it is more likely that most players will hold off and rush it in the last go, or avoid the woods and treat the game as battleline, killing the other army before then moving into the woods in the last turn. In this respect it is similar to the KOW dominate scenario.

We all talked about it for a bit afterwards and whether the damage should be changed and a few of us will continue to discuss it further. However, to keep it as simple as possible, one option maybe to award 1 or 2 VP’s for each turn you hold it (uncontested) instead.

Wood Elves

Half a game isn’t enough to give any in depth analysis, however even in the few turns played I was able to make a few observations.

Waystalker, I love the idea of him but I think you realistically need 2 (one with the bow perhaps the second with the fireball ring), if only because the individuals you are targeting (BSB/support mages etc), you want to take out asap and this improves the alpha strike. The issue is that they still only shoot with S3 and I question if you would ever make back their points. A lvl 1 deathweaver could potentially do the same job for similar points (with a shorter range) and could add more utility with a dispel scroll and the chance to add more dice through both channels and the Lore attribute. Still I’ll persevere at least for another game or 2.

Lord on Stag. I love the leadership boost and the loadout but I worry that the extra point of toughness and other advantages of putting him on a monstrous mount are outweighed by the total lack of any lookout sir, meaning he is an easy 288pts for anyone sporting a cannon. I wonder if I wouldn’t be better off putting him on a normal steed, which would free up some points. Alternatively giving him the armour of destiny for the 4++ ward (which would in turn boost his armour save) should improve his survivability. I just struggle relying on a 50/50 chance of a save.

I have a similar dilemma with the bsb on eagle. He benefits more from the mount but has the same drawbacks. I should probably change his helm for the charmed shield. Yes he would lose a pip of armour but it would give him a measure of protection from warmachines. I was also too timid in his use, he should have supported the Wildriders attack on the frosty. It might have made the difference in routing it, if only for the flank charge.

Spellweaver on unicorn. Seemed ok (bit too early to tell). The MR(2) combined with her ward, completely stopped one round of magic missiles. Again I worry the mount might make her a target but the ward and Lore attribute should give her much more protection than the lord.

Lore of High Magic. I quite like the Lore as it is really versatile, however that is also where is falls over. It doesn’t specialise in any one thing. About the only thing either of us successfully cast all game was Soul Quench. The Lore attribute for wood elves is potentially good (not that I remembered it in our game). I am still thinking shadow maybe the way forward but probably only if I ran an eternal guard block as without them I would, in the main, just be wanting withering to help out the shooting.

The waywatchers were everything I had read they would be. I can see why a lot of players take two units.

The archers were all solid, both hagbane and the trueflight variants. 4 units (including scouts) seemed to be about right though I’d be tempted to just take two units of the scouts if running EG in core.

I used the sisters incorrectly to start with and need to make more of their spells. Curse is excellent and shield of thorns is a great way to replace any models lost.

Likewise I used the warhawks incorrectly and should have just charged them in. It might have failed but if not, they would have stood a chance of removing the silverhelms save. Apart from forgetting stand and shoot, I’m not sure holding was the best option.

I probably shouldn’t have charged the wildriders into the frosty but with the number of attacks they were pumping out, the odds were I should have gotten at least 1 or 2 wounds through. Losing 3 from it’s return attacks just goes to show how much of a glass hammer they are and you need to ensure you break their targets on the charge.

I did really enjoy using the wood elves. The style is completely different to what i’m used to. I will definitely use a very similar (if not the same list) next time to give them another go before chopping and changing, though i’d be tempted to drop the lord for a shadow or darkweaver (possibly the latter as i’ve never used the lore). I feel I also need an eagle in the list for chaff duty. It would make me feel more confident about using the wild riders.


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Azazel's Bitz Box.

Painting, Modelling, Miniatures, 1:6, Games... Whatever else I find interesting.

Scent of a Gamer

From the computer to the tabletop, this is all about games. Updated each week-end.

Just Needs Varnish!

My ongoing wargames projects!

Historical Miniatures

28mm Little big soldiers miniatures

A Brave New World | AoS, Warhammer

Escaping back to fantasy

Double Down Dice

Blood Bowl, a game where Orcs and Elves get together to play some football.


Sculpting some worlds

Simple as War

Wargames, Miniatures & Terrains

Realm of Chaos 80s

Escaping back to fantasy