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Escaping back to fantasy

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. 

Terrain

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.

Deployment

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
Vanguards
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

Results

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

Conclusions

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.

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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.

Lists

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

Skaven

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

Scenario

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

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

Results

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)

Conclusions

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.

Lists

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

1Razorgor

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

IMG_3440IMG_3441

Scenario

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

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

IMG_3429IMG_3430IMG_3431IMG_3432IMG_3433

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

IMG_3434IMG_3436

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

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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

Result

After turn 3 it was 2-0 to Luke but if we had completed turn 4 it would have likely been 4-0.

Conclusion

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

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

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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

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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

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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

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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.

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.

 

Whfb – Wood elves vs ?? – Part 1 – my list.

This is probably my 6th post this weekend. They seem to be like buses, none come along for ages and then suddenly a whole bunch arrive at once.

My next battle is lined up for the 28th against last year’s TO Steve. We have agreed to try out one of the new scenarios, Wicked Woods.

What he hasn’t decided yet is what to bring on the above date (or even to enter into the competition). He is considering several options, one being High Elves and in the spirit of club comradeship (and because I know where he lives), I’ve offered him the use of my HE army if he wants.

That aside, I have decided that I am going to breakout the Wood elves for a game in the first time in 20 odd years. As such you may see a number of posts in the next few months actually involving painting (shocking behaviour i know!). The Dryad post, a few ago, is the first of the new burst of enthusiasm for some of my oldest models.

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Every time I read about wood elf tactics I seem to hear about shoot and scoot. The stereo type image of the elves appearing from the trees, a rain of arrows decimating the enemy before they fade away into the shadows. Sounds promising, so with a couple of thoughts in my head I sketched out a list.

So what have I decided to take and why?

Well I’d previously done some WE list bashing here but I ended up going a slightly different route if only because I decided I wanted to take a lot more archers in my list, after all it’s what wood elves are best known for! As normal it’s a 2500pt list

The Host of Tal Shavoc

Lords/Heroes

Haldrin Stormlight (Glade Lord) – General – Ogre Blade, Glittering Scales, Dragonbane Gem, Potion of Foolhardiness, Great Stag, Shield, Bow – 288pts

(Glade Captain) – BSB – The Helm of the Hunt, Hail of Doom Arrow, Great Eagle, Starfire Shafts, Spear, Bow, Light Armour, Shield – 208pts

Merilel of the Moon (Spellweaver) – Level 4 Lore of High Magic, Dispel scroll, Talisman of Endurance, Unicorn, Bow – 340pts

(Waystalker) – Bow of Loren – 110pts

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Core

The Dryads are there to be used as my chaff or to flank charge where possible.

The mounted hero is there as mobile support first and bsb second. He can strip regen and is ideal to remove Chaff either at range with the hoda or in combat with his 4 Str 5 AP attacks on the chg (+ the eagle). The eagle allows him to Keep up and support the wild riders with frenzy tests if nothing else.

The wild riders are the recognised hammer. The banner ensures that they will have the charge range on almost everything. 10 may seem overkill but allows some casualties and still maintain combat effectiveness.

The Treekin are my anvil. They are tough and should be able to hold up any unit I don’t want to engage with for a number of turns. They will be supported by the wardancers who will either help the combat by removing the rank bonus or can be used as a speed bump, particularly vs anything with impact hits.

The warhawk riders are my flexible arm. They can help remove chaff, hunt warmachines or assist in combats.

The Scouts are tasked with either removing War machines or high toughness low armour troops (such as trolls) from the get go.

The Dryads are there to be used as my chaff or to flank charge where possible.

The mounted hero is there as mobile support first and bsb second. He can strip regen and is ideal to remove Chaff either at range with the hoda or in combat with his 4 Str 5 AP attacks on the chg (+ the eagle). The eagle allows him to Keep up and support the wild riders with frenzy tests if nothing else.

The wild riders are the recognised hammer. The banner ensures that they will have the charge range on almost everything. 10 may seem overkill but allows some casualties and still maintain combat effectiveness.

The Treekin are my anvil. They are tough and should be able to hold up any unit I don’t want to engage with for a number of turns. They will be supported by the wardancers who will either help the combat by removing the rank bonus or can be used as a speed bump, particularly vs anything with impact hits.

The warhawk riders are my flexible arm. They can help remove chaff, hunt warmachines or assist in combats.

The Scouts are tasked with either removing War machines or high toughness low armour troops (such as trolls) from the get go.

Glade Guard (10) – Musician, Standard, Banner of Eternal Flame, Hagbane Tips – 180pts

Glade Guard (10) – Musician, Standard, Trueflight arrows – 170pts

Glade Guard (10) – Musician, Standard, Trueflight arrows – 170pts

Dryads (10) – 110pts

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Special

Deepwood Scouts (10) – Musican, Standard, Hagbane Tips – 180pts

Wildriders (8) – Full Command, Banner of Swiftness, Shield – 269pts

Warhawk Riders (3) – 135pts

Sisters of the Thorn (5) – Musician – 140pts

Rare

Waywatchers (10) – 200pts

Thoughts

Well first off the list has 62 ranged attacks. This seems suitably wood ‘elfy’ to me.

I envision the list working in almost 2 distinct wings that are both separate but can also work in harmony.

Attack wing

This is made up of:

The Glade Lord on Great Stag, likely within the unit of Wildriders. He will greatly increase their combat potential and more importantly his LD 10 should help keep the frenzy under control. Joining will also allow him to benefit from the banner of swiftness. The unit size should allow for some casualties to be sustained without it losing combat effectiveness. Combat lords are generally not taken, not because they are not effective but because its around 300 odd points that can be spent on another unit and a lot of players just use their level 4 as the general. However I like taking them, especially if it means your mage isn’t the general as I’ve seen them sucked down a hole once too often. I also like having combat characters. It’s probably a throwback to my herohammer days. This lord will consistently reroll his attacks against most foes and strike at strength 6. On the charge he gains an extra attack and this, coupled with the mounts attacks and impact hits, will increase the alpha strike. His defence isn’t great with just a 4+ AS and mainly relies on his high WS combined with the -1 to hit to mitigate damage. The 2++ Ward against fire based attacks will help against a number of cannons and the Toughness 4 conferred by the mount will help a little too.

The lord and wildriders will be supported by the Warhawk riders who can either act as a screen or strike out for warmachines/lone wizards or bunkers. I suspect the warhawks killing blow skill on the charge is more gimmick than actually effective but we shall see.

The BSB will be a roaming threat. He can join the attack wing to add combat res, also take on assassination tasks or go where his re-roll might be needed. He is somewhat vulnerable with only a 3+ AS so i’ll need to be careful with his deployment and although the eagle makes him a reasonably easy target, the additional wound and point of toughness from the mount should help offset this. On the charge he will be outputting 4 Str 5, WS7 AP ASF attacks (+ his mount) and this combined with his ranged threat (the HODA and starfire shafts) should make him a force multiplier in any given situation.

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Support Wing

The Dryads are there to be used as my chaff or to flank charge where possible.

The mounted hero is there as mobile support first and bsb second. He can strip regen and is ideal to remove Chaff either at range with the hoda or in combat with his 4 Str 5 AP attacks on the chg (+ the eagle). The eagle allows him to Keep up and support the wild riders with frenzy tests if nothing else.

The wild riders are the recognised hammer. The banner ensures that they will have the charge range on almost everything. 10 may seem overkill but allows some casualties and still maintain combat effectiveness.

The Treekin are my anvil. They are tough and should be able to hold up any unit I don’t want to engage with for a number of turns. They will be supported by the wardancers who will either help the combat by removing the rank bonus or can be used as a speed bump, particularly vs anything with impact hits.

The warhawk riders are my flexible arm. They can help remove chaff, hunt warmachines or assist in combats.

The Scouts are tasked with either removing War machines or high toughness low armour troops (such as trolls) from the get go.

The 3 units of glade guard are the first elements of this wing. They are supported by the deepwood scouts, waywatchers, Waystalker and dryads.

They each have a slightly different role.

The guard unit with banner of eternal flame and hagbane tips are to be primarily used against regenerating monsters.

The Deepwood scouts are tasked with warmachine hunting and supporting the monster hunters

The Waywatchers are for taking out high armour, low toughness troops (such as cavalry).

The 2 guard units with trueflight are for removing chaff and skirmishers and generally supporting the other elements.

The Dryads will either protect these units as a screen (as their arrows will then ensure there is no modifier to hit) or they will be a road block/redirector or will act as chaff deterrents. At only 110pts it is my one real throw away unit.

The Waystalker will definitely be tasked with character assassination. Primarily scroll caddies and BSBs.

The last two elements of the army are the Sisters of the Thorn and the Spellweaver on Unicorn. I’ve included them under the support wing but there is no reason why they can’t run with the attack wing. Likewise the weaver can run solo, with the sisters or even with the Wildriders to lend defensive tokens, though this last option makes the unit a mini deathstar and it will be an even greater priority for foes to target. I actually like the idea of her running solo. That way she won’t impede the fast cav status of the sisters and the protective tokens from the magic should help protect her from harm.

On paper and with my chosen builds, most of the army is a total glass hammer that should hit very hard but will tear like wet tissue paper if struck back. It means I’ll have to be very careful with targets.

Magic

A note on magic lore choice. I almost went with Shadow. I still really think the lore compliments wood elves, especially if you are taking forest spirits and eternal guard. However it is my ‘comfort lore’. I find it a very straight forward and easy to use lore and inevitably always take it with my Beastmen. As such, i’ve rarely taken any of the other 7 basic lores. So for a change I thought i’d try something different and decided on High Magic.

The wood elf lore attribute is, every time you cast a spell successfully (and it is not dispelled), you gain a protection counter that is removed instead of a wound. With the low cast level of a lot of the spells, you could be building these up really quickly!

High magic itself is really versatile. It is one of only two lores that has two signature spells. The first is a magic missile (Soul Quench) with a fairly short 18″ range that causes 2d6 str 4 hits. Where it shines is the ability to boost it to 4d6 hits. That could be truly frightening. Historically, I would have taken this one at the drop of a hat. However the other spell (Drain Magic) has the ability to remove any spell impacting a unit, whether friend or foe and it applies to any spell including Hex’s and augments. Recently I have really struggled against these kinds of spells and the ability to remove them is staggeringly powerful. If I was running a more combat orientated army, this would be the auto include of the two.

The other spells in the lore are in the main equally as good.

Apotheosis allows you to heal a model of a wound on a cast of 5+ and they also gain fear. You can boost it for D3 wounds. It’s like having the lore of life ability. As most of my army has one wound this may not be the most useful spell but it depends on the foe (having fear negates the enemies fear ability if they have it). And regaining wounds is never a bad thing!

Hand of Glory allows you to boost the M, I, WS or BS of a target by D3 or a boosted version to increase all 4. A very handy little spell for archers. It is almost the opposite of the miasma spell from lore of shadows. Where it shines is it is another 5+ cast for the basic spell.

Walk between Worlds is an 8+ cast and allows you to move an unengaged unit within 24″ up to 10″ (and they gain the ethereal rule for the movement).. A boosted version allows the move to be 20″. In a game that is all about movement, this is a phenomenal spell. It can easily allow you to get a powerful unit behind enemy lines.

Tempest is the weakest spell in the deck. You place a large blast anywhere and scatter it. Everything underneath suffers a S3 hit (S4 for flyers). If it suffers a wound it gets -1 to hit in both shooting and combat. Things that don’t use BS can only fire on a 4+. This spell seems confused, You really want to use it on warmachines but that relies on you rolling a 6 to wound to gain a 50/50 chance of it not firing. The -1 to hit is fine but at a casting value of 12+ there are just better spells to take.

Arcane Unforging is a great spell. It works like a lore of metal spell. You target anyone with a magic item within 24″. If you roll equal or above the armour value, they suffer a wound but even if they don’t, they must reveal the magic items that person has and randomly select one and it is destroyed on a 2+.

The final spell of the deck, Fiery Convocation, is the High Magic answer to the other nuke spells. It is a remains in play, direct damage spell, cast on a 19+ (so 14+ if your spell weaver is in a wood). It causes a S4 wound on every model in the target unit (with the flaming effect). If they don’t dispel it, it then does the same again at the end of every subsequent magic phase. With a 19+ cast value, if they didn’t dispel it to start with, they are very likely going to have to waste their magic phase (or a good chunk of it) removing the spell. Especially if it was cast on a horde. I love this spell (or at least the threat of it) as it should allow you to get through a number of the smaller spells and each time you do that, you are gaining protection tokens for your mage. The odds favour that you only need 5 dice to get it off (vs 6 on other spells). 5 dice gives around 85% chance (4 dice would only give around 56%).

 

Whfb – Dwarves vs Warriors of Chaos pt 2 – Battle report

As discussed in the previous list post, I had a number of things I wanted to achieve with this game: Trying out the terrain table, trying out one of the adapted scenarios and giving Luke an experience of a more gunline orientated Dwarf list.

However, after managing a measly 3 turns each in our previous game we added another item to the list and that was to beat that. How did we do I wonder?

Terrain

We rolled on the adapted KOW terrain generator that Neil previously put together for that competition and ended up with terrain table 2.  Luke won the roll and became player A for the purpose of the instructions.

  1. Player A places river 2ft from any short table edge running from long edge to long edge (4ft length).
  2. Player B places 3*hills (2*normal, 1*Anvil of Vaul [Unit within 6” has Flaming and Magical Attacks]) anywhere on the table except in DZ’s, and no more than 6” from any table edges.
  3. Player A places 1* tree base in any DZ no more than 9” from any table edge.
  4. Player B places 1 building with WHF touching in the opposite DZ that the trees are in, no more than 6” from any table edge.

The table ended up looking something like this.

1. terrain

Scenario

We had a discussion and decided on playing the Loot scenario which was taken from the Kings of War BRB. The adapted rules are below.

Played as per the Blood and Glory rulebook scenario, except:

  • After terrain has been set up but before deployment, place 3 loot counters on the battlefield. The first is placed in the dead centre of the board. The players then take turns to place one other counter on the centre line but at least 12” away from the other counters.
  • During the game, when one of your fortitude bearing units*** ends its move on the counter, it can pick it up. (Note: A unit can carry more than one counter). Non fortitude bearing units cannot pick up loot but may ‘sit’ on top of tokens to block other units from picking them up. NOTE: You cannot move on to, or pick up a loot counter during a vanguard move or when placing scouts (they can capture the loot counter or contest it during the players first turn. Which one depends on if they meet the fortitude restrictions).
  • Whilst carrying a counter a unit’s move is halved.
  • A unit can choose to drop a counter at the start of its move and then move off normally. (A unit cannot pick up and drop a counter in the same turn but another unit can pick up the dropped counter).
  • If a unit flees for any reason (e.g. due to failed psychology tests or as a charge reaction) it drops any counters it holds.
  • If a unit fails its break test, it immediately drops any counters it holds. If the unit that beat them in combat is a fortitude bearing unit***, then it immediately picks up the token. (If several eligible units are in combat, then the winner of the combat can choose who to give the token to).
  • If a fortitude bearing unit*** holding a counter falls beneath 5 (or 3 Monstrous) models, it still retains hold of the loot counter (unless it flees).
  • At the end of the battle, you score one point for each counter held. If you have more than your opponent, then you win, otherwise it is a draw.

Pre-match rolls and Deployment

Dwarf hatred was against all, which I then proceeded to forget A LOT (amateur hour on my behalf).

In terms of spells, Luke’s level 1 took fireball. His Daemon Prince ended up with Spirit Leech, Soul Blight, Fate of Bhuna and Purple Sun.

I laid the first unit but also finished deployment first and despite getting +1 for that and after a number of tied rolls, Luke won the first turn.

(just for a clarity the chaos knights are Marauder horsemen and oldhammer juggernaughts are the Chaos knights).

Luke surprised me by splitting his force between the flanks with nothing in the centre ground. It meant my decoy Longbeards and supporting Gyro were going to take a mauling. The only hope was that being stubborn, they would hold up that flank until the last dwarf and perhaps do some damage in return.

I forgot to take any photos of the Dwarf deployment so took a few during the Daemon first turn.

2. Deployment

1. Deployment2. Deployment3. Deployment4. Deployment

Turn 1 – Warriors

The Daemon right flank surged forward to contest the loot counter on that side from the get-go. Fearing the flaming cannon the Chimera sloped off and bravely hid behind the building.

In an uneventful magic phase, the sorcerer invoked the power of the Skull of Katam, which did nothing bar reduce his leadership by 1. He then threw a fireball into the Longbeards turning two of them into flaming pillars, for a couple of seconds, before they reduced to ash and their charred armour fell to the ground.

The Hell cannon decided to try and add to their misery but it’s shot went wide of the mark.

3. Turn 1 - warriors

5. Turn 1 - Daemons6. Turn 1 - Daemons7. Turn 1 - Daemons

Turn 1 – Dwarves

Barlin ordered the Silvergate Guard to fall back slightly to allow the shooters clear line of sight to the ravening hordes.

The gyrocoptors each removed a handful of the chaos hounds, with the surviving hound by the Longbeards failing it’s panic test and running. The quarrellers took off a few of the warriors.

In an unimpressive round of shooting, the Cannon and Grudge Thrower, both failed to wound or damage the Hellcannon. Burnnoth rolled his eyes at the incompetence of the crews and under his direction the Organ Gun hit and damaged the daemon bound into the infernal engine.

4. Turn 1 - Dwarfs

Turn 2 – Warriors

Thrud urged his daemonic mount forward and despite the rune of slowness flaring, crashed into the Flamewardens, their defensive shots deflecting off his plate armour.

The Chimera charged at the nearest Gyrocoptor and it chose to flee rather than face the winged beast.

The Warshrine on the other side of the board, likewise charged the Gyrocoptor and it to fled.

The fleeing hound failed to rally and went off the board.

Both the Chaos Warriors and the Marauders picked up the loot tokens on edge side of the battlefield.

The sorcerer again invoked the skull and again did nothing bar lose a point of leadership. 2 down and 6 to go! (at this point, 12 dice had been rolled by the sorcerer with no successful channels. Epic rolling.)

At this point the Daemon Prince decided to get involved. Spirit Leech was scrolled but Soulblight was cast with irresistible force at the Irondrakes. The resultant miscast stripped the Prince of his Charmed shield (meaning he was now a prime target for the Grudge Thrower) and the effect of the spell meant Thrudd was able to kill 2 of the Irondrakes with no damage taken in return.

The Hellcannon, deciding to follow the effectiveness of the dwarves, targeted the Organ gun figuring it was the most dangerous of the artillery. The shot scattered, hit the Grudge Thrower and then failed to wound it. At this point the artillery on both sides had been poor.

5. Turn 2 - warriors

8. Turn 2 - Daemons
Brave Sir Robin ran away!

9. Turn 2 - Daemons

10. Turn 2 - Daemons
When danger reared its ugly head, he bravely turned his tail and fled.
11. Turn 2 - Daemons
The Marauder Horse have had enough of half movement and escape the river!

12. Turn 2 - Daemons

Turn 2 – Dwarves

The Gyrocoptor couldn’t take the shame of fleeing near the longbeards and under their stern gaze, turned back towards the fight. The other Gyro didn’t have any such shame and fled the table. (I feel that I ought to mention that the older style gyro has repeatedly under performed for me in nearly every battle. As such a new model has been commissioned to be built and the pilot of the older model has shaved his head, taken the slayer oath and will likely not be seen on the field of battle again!).

The Hammerers, recognising the forces of Chaos were now in a commanding position, marched at speed towards their forces.

The quarrellers also advanced towards the centre loot counter.

Trying to make up for the previous round of combat, the cannon took a few wounds off the Hellcannon. The Organ Gun and Grudge Thrower, both aimed at the Prince, stripping him of 3 wounds (at this point he started to look very concerned sitting as he was on one wound).

With Soulblight still in effect, the Irondrakes continued to lose dwarves but remained resolute.

The Longbeards, wanting to avenge the earlier burning of their kin, charged into the Sorcerer (who was unable to flee). They easily won combat and chose to run him down rather than letting him escape to fight another day.

6. Turn 2 - Dwarfs

13. Turn 2 - Dwarves14. Turn 2 - Dwarves15. Turn 2 - Dwarves16. Turn 2 - Dwarves

Turn 3 – Warriors

Wanting to escape from the attention of the dwarven artillery, the Prince charged into the Irondrakes and completely whiffed his attacks (though the dwarves followed suit and failed to remove the last wound). The Chimera followed him in between his attention and the thunderstomps, removed 8 of the doughty dwarves. Thrud challenged out the unit champion and cut him down gaining a point of toughness in the process.

Magic was again uneventful with the dwarves dispelling or scrolling everything the Prince or Warshrines tried.

On the other flank, the Chaos Warriors, Knights and Warshrine, all charged the Longbeards. Eight of them died under the onslaught though they killed one knight in return and damaged the shrine.

The Marauder horse charged the remaining Gyro and though the horsemen failed to do anything, one of the horses at least damaged the machine. In return the Gyro’s rotors cut one of the twisted humans in half.

7. Turn 3 - warriors

17. Turn 3 - Daemons18. Turn 3 - Daemons19. Turn 3 - Daemons20. Turn 3 - Daemons

Turn 3 – Dwarves

The Hammerers charged the hounds blocking them and swiftly pulverised them.

The Organ gun fired at the nearby Warshrine taking off 3 wounds. The cannon again shot at the Hellcannon, leaving it on a single wound. The Grudge thrower hit the unit of Marauders carrying the loot, taking out half the unit. The nearby Prince and BSB ensured they didn’t run.

The Prince and Chimera finally finished off the Irondrakes but Thrud was unable to kill off the Runesmith so both him and Thrud remained locked in combat.

On the other flank, another 8 Longbeards fell under the triple attack but in return they destroyed the warshrine. The final Gyro failed its break test and fled the table with the horsemen unable to catch it.

8. Turn 3 - Dwarfs

Turn 4 – Warriors

With time rapidly running out, we decided to power on and play a final turn each. The Hellcannon attempted to charge the quarrellers but failed. In his next move, Luke managed to get the Marauder foot carrying the loot into the nearby building and with no way of getting to them and with agreeing that the Longbeards should just be removed, then Luke would have won 2 -1 on loot, so we called it. (In my turn, the quarrellers would have picked up the central loot counter).

9. Turn 4 - warriors

Results

It was 2-1 in the Warriors favour.

Conclusion

Thinking about it, I shouldn’t have called it. The cannon could have shot at the building and with D6 str 10 hits, rerolling wounds due to flaming, there was a good chance that the marauder unit would have died (or run) thus dropping their loot token meaning the game would have ended a draw. Nevermind.

So how did the scenario play. Both of us really enjoyed it. It definitely gets you thinking in a different way. The half movement when carrying the loot is a great touch and definitely messes with plans. Overall it worked really well and we felt very little had to be changed (bar some clarity on early game capturing of the tokens, as I had nothing about scouts in it. Note – the scenario rules in the beginning of this report incorporate the changes made).

The Terrain table also worked well and we were both happy with this too.

In terms of the army, the Gromril armour/GW loadout on the Runesmith was excellent. I definitely want to try that out again, perhaps on a thane. The Grudgethrower was OK. It wasn’t probably the best army to try it out against and one outing isn’t enough to make any kind of judgement. The Irondrakes are becoming a bit predictable so if I take dwarves again, I will definitely use something else, perhaps rangers and maybe some miners. I also need to commit the hammerers a lot earlier as again they didn’t do anything (bar give anything stubborn).

 

Whfb - Dwarves vs Daemons – part 2 – Neil’s list and Battle Report

At the normal club meet on Friday, I faced off against Neil and his latest Daemon list. Having only received that day, I was unable to write up some thoughts beforehand but I was able to look at it on my lunch briefly to give me an idea of what I was facing. Without further a due, here is his list (and mine can be found here):

Neil’s Khorne based list

Characters

Billy the Bloodthirster – Lesser gift (multiple wound 2) – 425pts

Skulltaker – juggernaut, slayer sword, cloak of skulls – 250pts

Herald of Nurgle – bsb, lesser locus of virulence, War banner, palanquin – 240pts

Core

32 Plaguebearers – Full command, Banner of Swiftness – 461pts

10 Bloodletters – Full command – 170pts

Special

4 Bloodcrushers of Khorne – Full command, Razor Standard – 325pts

5 Flesh Hounds of Khorne – 165pts

1 Beast of Nurgle – 60pts

1 Beast of Nurgle – 60pts

1 Beast of Nurgle – 60pts

5 Chaos Furies of Khorne – 70pts

5 Chaos Furies of Khorne – 70pts

Rare

Skull Cannon of Khorne – 135pts

 

Thoughts on his list

I won’t go into a huge amount of depth on his list as didn’t before the game so it is just some initial thoughts on it.

Bloodthirster! I’d never faced one before so was quite excited to see one (though I really didn’t want to get into combat with it….

No Magic! (Yes over use of exclamation marks abound!!!). This is about the first time that i’ve ever seen no magic (normally Lore of Death) in a list Neil’s taken. Sure it invalidates a number of items in my list but that’s always a chance when creating an allcomers list.

Ambushers. His Flesh hounds will have the ability to come on behind my lines, so i’ll have to be careful not to leave any gaps for him to exploit.

In terms of the rest of the list, not much has changed from my initial thoughts. The Skull cannon is a priority for my Cannon and the Furies for the Organ Guns.

Pre-match rolls

The Dwarf hatred roll (setting the tone for the rest of the game) was a one which meant just General vs General.

The Bloodthirsters lesser gift was Cleaving Blow, which gave the Multiple Wounds (2) rule.

For Terrain, we didn’t worry about rolling on the table and just grabbed a couple of woods, a couple of buildings, some obstacles and a hill.

We rolled Meeting Engagement for the scenario and Neil won the choice for sides and picked the side that had the majority of the terrain, figuring he could hide behind most of it.

1. Terrain

Deployment

As per the rules we rolled off to see what started off the table. In a spectacular display of rolling, Neil had the following start off the table:

Bloodthirster, Herald of Nurgle, 5 Furies (+ his ambushing Flesh Hounds).

Not to be outdone I had to beat him and rolled the following into reserves.

Cannon, 25 Longbeards, 16 Irondrakes, 16 Quarrellers.

This left me with precisely 3 ‘units’ and all my characters to set up initially!

Neil chose to set up all his available units first and placed a lot of them behind buildings. The exceptions were the Plaguebearers, that were put on the table edge so that the Herald could join them when it arrived and the Skull Crushers and Cannon, placed almost at his table edge.

I had an idea of how I wanted to put my battle line in order to maximise ‘bubbles’ and put everything on the base line so that from turn 2, my other units would come on into that setup. This was my first and the most costly error of the game as it meant the Organ Guns were effectively out of play for the entire game!

2. Deployment

img_31032. Deployment - Dwarf4. Deployment - Daemons5. Deployment - Daemons3. Deployment - all

Turn 1 – Daemons

In the only action of the turn, the skull cannon shot at one of the Organ Gun, killing 2 on the crew and damaging the fine machine. Burrnoth could only watch helplessly as the daemons taunted him, knowing that he was unable to retaliate.

The Bloodletters controlling their killing instinct, sloped off into the nearby tower raising the blood standard from the parapets.

3. Turn 1 Daemons

6. Turn 1 - Daemons

Turn 1 – Dwarves

With the majority of the enemy out of range, the two engineers turned their charges to the daemons in the nearby building. In a display of complete ineptitude, both machines manged to misfire and fire just 2 shots each resulting, as you might have expected, in zero hits.

4. Turn 1 Dwarf

Turn 2 – Daemons

Some of the Daemons started to move towards the dwarf side of the table but there was no sign of their reinforcements bar a unit of ambushing hounds that appeared on one flank of the Dwarf lines.

The enemy cannon once again fired, this time finishing what it started and destroying the Organ gun. Burrnoth could only watch, with impotence at the Daemons capering about on top of the infernal machine.

5. Turn 2 Daemons

Turn 2 – Dwarves

With the sound of horns and beat of drums, the dwarf reinforcements marched up to join the battle line.

The remaining Organ Gun turned toward the Chaos Hounds and obliterated the warped dogs in a single round of shooting.

The Valkyrie, moved forward and shot the nearest Beast of Nurgle. The boiling steam proving too much for it’s regenerative powers to overcome.

6. Turn 2 Dwarf

8. Turn 1 - Dwarves9. Turn 1 - Dwarves

Turn 3 – Daemons

With a terrible roar, that shock the battlefield, Billy the Bloodthirster announced his arrival. The other unit of furies swarmed round him. With much less fanfare, the Herald directed his palanquin to join the unit of plaguebearers.

With the unit of hounds destroyed and the second Gyro now a threat, the advanced unit of Furies retreated behind the bloodletter controlled tower and the 2 Beasts of Nurgle also withdrew back towards the wood.

Rot, Glorious Rot blossomed over the field of battle and the Valkyrie was the recipient taking damage as parts of the machine rusted away.

The Skullcannon continued it’s grow it’s tally of dwarven warmachines, this time adding the Cannon, Lizardbane, to it’s list. Burrnoth could only watch, his rage growing, as the Daemons danced in glee at the destruction wrought.

7. Turn 3 Daemons

11. Turn 3 - Daemons

Turn 3 – Dwarves

Burrnoth ordered the quarrellers to move up at maximum speed trying to get their crossbows in range of something. The Valkyrie flew at the double to the blindside of the plaguebearer unit (in the process forgetting to unload it’s compliment of bombs). The other Gyro moved up (hiding behind the side of the building) to threaten the 2 Beasts of Nurgle.

The Irondrakes and remaining Organ gun fired at the only only available target, the Bloodletters, completely failing to hit anything in the process.

8. Turn 3 Dwarf

12. Turn 3 - Dwarves13. Turn 3 - Dwarves

Turn 4 – Daemons

The Daemon flying wing, consolidated together and advanced down the edge of the board. Seeing the bellowing greater daemon and it’s lesser com padres looking at him, the Dwarf Gyro sudden felt an overwhelming urge to be somewhere else at that point.

The unit of plaguebearers advanced now their Herald was present and the nearby Beast moved to intercept the Valkyrie.

The Skullcannon completed it’s task as it removed the final Organ Gun making it 3 for 3.

9. Turn 4 Daemons

14. Turn 4 Daemons

Turn 4 – Dwarves

The Gryo flew over the Bloodthirster and Furies that had been threatening it and shot into the swarm, taking down one of their number.

The Irondrakes managed to succeed where the Organ Guns hadn’t and finally killed one of the Bloodletters hiding in the nearby tower.

The Valkyrie, dodging the obvious trap the daemons had set, and was able to continue it’s harrassment of Nurgles children taking off another of them.

The Quarrellers and 2 blocks of dwarf warriors started to advance towards the Daemons.

10. Turn 4 Dwarf

15.

Turn 5 – Daemons

The Skull Cannon decided to, this time, target the Gyro harassing the Furies but in a break from the run of play, failed to wound it.

The Plaguebearers continued their advance towards the dwarf lines whilst the beast continued to try and limit the Valkyries movements.

The flying swarm, backed up by the remaining 2 Beasts, moved round the building and were now in a position to threaten the dwarf lines.

11. Turn 5 Daemons

16.

17. Turn 5 Daemons

Turn 5 – Dwarves

The dance of the Valkyrie continued and it was able to get behind the plaguebearer unit and unleashed the full power of it’s steam gun into them killing six of the damned. The quarrellers also targeted the unit but the range was against them and only one of the gruesome Daemons fell to the volley.

The Irondrakes, performing a quick reform, targeted the Bloodthirster, burning a wound from it.

12. Turn 5 Dwarf

Turn 6 – Daemons

The two Beasts of Nurgle, two units of Furies and Bloodthirster all attempted to charge the Irondrakes but with the Rune of the Standard blazing brightly, only one unit of Furies made it in. The Bloodthirster bellowed in frustration as it took another wound in the process. In the resultant combat, the Furies failed to kill any of the dwarves, who killed one in return and two more of them were sucked back into the realm of Chaos as the units grasp on stability failed.

On the other flank, the Plaguebearers also failed to charge the Longbeards in front of them.

The Skull Cannon tried to target the BSB in the Hammerers but the shot fell short and plowed into the ground a few feet short of them.

13. Turn 6 Daemons

18. Turn 6 Daemons

Turn 6 – Dwarves

The Quarrellers and Valkyrie again combined their fire into the plaguebearers, taking off another complete rank between them.

The other Gyro moved up and killed another fury but they held firm due to the inspiring presence of the General.

In the final move of the game, the Irondrakes killed off the remaining Fury.

14. Turn 6 Dwarf

Results

It was a draw in the end as the BRB states you must have double the victory points of your opponent.

Daemons – 445 VP’s (Organ Gun – 150, Organ Gun – 145, Cannon – 150)

Dwarves – 235 VP’s (Furies – 70, Flesh Hounds – 165).

There were no bonus victory points.

Conclusions

Well that was…interesting.

This was probably the quickest game of 8th either of us had ever played (about 2 hours long, games at the club are often in the region of 3.5 hours – we aren’t the speediest players).

Neil and I felt that the game had been a bit of a non event and were both left wanting. Between half the armies starting off the board, no magic phase, Neil not wanting to bring anything on until the cannon was neutralised and me sitting on the board edge, virtually nothing happened for the entire game. In the final turn where he was in a position to charge, he forgot about the Irondrake’s Rune of Slowness and it prevented him from getting almost everything into combat.

As I stated in the deployment section, probably my one major error was setting the Organ guns up on the base line. I should have set them up far further forward, where they could reach most of the board. Placing them on the edge just meant the skull cannon could pick them off without them doing anything.

I have come to one conclusion, one cannon just isn’t enough. In this type of army I need to include either a second cannon or a Grudge Thrower. My preference would probably be the GT as this would (1) give a template weapon to my arsenal, (2) allow speculative shots to hidden Ironblasters etc. (3) I’ve not used one this edition. I should have come to this decision a while back but in my other games I had been very lucky and normally struck first with my cannon. With a second long range option, I would still be able to strike back in the event the cannon or GT were destroyed. It would likely mean dropping one or both of the Organ guns as i’m coming to the opinion that I prefer the Irondrakes (though I’d always take them and one OG as a preference).

It’s also worth pointing out that in the entire game the Trollhammer failed to hit at all. Showing once again why I never take the damn thing!! (I just can’t make single dice rolls…)

Sods law but this is one game where the MRo Grungni might have come in handy to protect the war machines.

Next up is likely a rematch vs Luke so I need to decide whether to bring the dwarves again or maybe the Wood elves.

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