Riotville pt 3 – Beastmen vs Bretonnians

In the second of my Riotville games I ended up facing Lee’s Bretonnians. I was exceptionally pleased by this, as not only had I been admiring his army on Riotvolle’s blog a few days earlier but it was the first time I’d played Bretonnians in 8th ed!
As with the previous game, I made very limited notes and missed some photos, so the write up is going on memory so it won’t be entirely accurate/has a dose of poetic licence.

Although I’ve listed it in the previous two posts, I’ve again copied the army taken for pick up readers.

The Herd of Bashor the Bloody

Bashor (General) – Beastlord – The Brass Cleaver, Charmed Shield, Talisman of Preservation, Potion of Strength, Heavy Armour, Razorgor Chariot – 396pts

Zhurock the Mighty (BSB) – Wargor – Heavy Armour, Shield, Gnarled Hide, Beast Banner – 206pts

Wazzock the Lame – Bray Shaman, Level 2 Lore of Beasts, Dispel Scroll, Additional hand weapon – 142pts

38 Gor – FC, Additional hand weapon – 329pts

Tuskgor Chariot – 80pts

Tuskgor Chariot – 80pts

30 Bestigor – FC, Banner of Eternal Flame – 400pts

5 Harpies – 55pts

Razorgor – 55pts

Razorgor – 55pts

Total – 1798pts
I’ve given a rough idea of Lee’s list below. I didn’t have a copy of his list it so this is going from memory of items that popped up during the game. The units should be correct (I’ve guessing command options on some). The items are more or less correct but maybe not exactly on the characters stated, as, in the case of the lord, he couldn’t have all these items equipped as he would have been over the magic points limit. I’m also aware that the list is a chunk under 1800 points so I’ve obviously missed a few bits (perhaps banners).

Lee’s Bretonnians

Lord (General) – Armour of Agilulf, Talisman of Preservation, Crown of Command, Lance – 242pts

The Green Knight – 275pts

Damsel – Level 2 (Beasts), Warhorse, Dispel Scroll (?) – 144pts

Paladin (BSB) – Virtue of Duty – 104pts

10 Knights of the Realm – 264pts

20 Men at Arms – Full Command – 238pts

10 Peasant Bowmen – Braziers – 65pts

5 Mounted Yeomen – Musician – Light Armour, Shields – 97pts

8 Grail Knights – Standard, Musician – 334pts

1 Trebuchet – 90pts

The one thing that I will say about Lee’s knights is he was fielding them in standard ‘Empire’ formation, that is to say not in the ‘Lance’ (6*2 for the KotR and 4*2 for the Grail) and had been using this in all his games. We had a big discussion, together with Luke B, on the virtues of the Lance and why he should be using it. Despite this (and perhaps due to the unit trays he had) he still went with the wide formation for the game. However I think he will use the lance going forward and the difference (especially with the increase in Grail Knights attacks from doing so) may come as a nasty surprise to his opponents.

Pre-match rolls

We were both rocking level 2 Beast mages and both rolled Transformation but both discarded it.

 The Damsel ended up with Curse + Wyssans
Wazzock had Savage Beast and Wyssans

The scenario was the dreaded Watch Tower

Terrain

This was the same as the previous game but with a tower dead centre for the scenario.

1 Terrain

Deployment

 Learning from the mistakes of the previous game and knowing all that really mattered was the watchtower, there was no subtlety in my deployment, I started with my two big units, front and centre with enough space in between for Bashor and then everything else went at the ends.
I actually won control of the watchtower but as I didn’t have any units of 20 models or less, I didn’t put anyone into it. Winning control of the tower automatically gave Lee first go, but as he was praying, we diced off and Lee won the first go.

1.1 Deployment

1. Deployment2. deployment3. deploy4. deploy5. deploy

Turn 1 – Bretonnians

The Bret lines moved up cautiously with the knights ensuring they were well out of any charge range of the beasts. The exception was the men at arms, who marched at full speed for the safety of the tower, comforted by the presence of their betters on either side.

The Damsel kicked off the magic phase by casting curse on the large unit of Gor.

The incompetent peasants manning the Trebuchet hadn’t listened to the maker’s instructions and managed to misfire it so it was unable to fire this turn.

5.1 bret T16. bret T17. bret T18. bret T1

Turn 1 – Beastmen

Both Razorgor were ordered forward to block the impending charges of the two knight buses. The Bestigor and Gor units moved up in preparation to counter charge, the latter disdainfully ignoring the curse placed upon them. 9 Casualties later and a wound on Wazzock made them re-evaluate whether this was a wise decision! Bashor and one of the Chariots, also moved up in support.

The harpies also advanced to threaten the mounted peasants and one of the chariots positioned itself to counter any threat to them.

Deciding to not risk his remaining wound, Wazzock didn’t cast anything.

8.1 beast T19. beast T110. beast T111. beast T1

Turn 2 – Bretonnians

The KoTR smashed into the Razorgor in front of them, ripping it apart in short order. Digging in their spurs to overrun into the horde of Gor, the mounts bulked at the idea, shying away after they caught the rancid scent of the foul beasts.

The Grail Knights likewise made short work of the mutated boar blocking their path but their battle hardened mounts were used to all manner of foe and didn’t stop, slamming straight into the great weapon wielding beasts.

The Green knight burst forth from the rock backing onto the house and lined himself up to join the main combat.

The Men at arms sighed with relief as they ran into the tower and started to bar the doors and windows to try and avoid as much of the fighting as possible.

The Damsel again cast Curse onto the Gor but this time rocked unsteadily in her saddle as the detonation from the miscast, wounded her in the process.

The bird women shrieked with rage as they lost one of their number to the yeomen’s bow fire.

The Peasants finally worked out how to fire the Trebuchet but being both illiterate and innumerate they were unable to calculate how to hit anything and it was by sheer chance that their shot clipped the corner of the Gor.

11.1 bret T212. bret T213. Bret T214. Bret T216. bret T2

Turn 2 – Beastmen

Again ignoring the curse that had been cast on them, the Gor charged into the knights. This time they only lost 3 of their number to dangerous terrain, though one of these was poor Wazzock, who managed to snag his leg in a rabbit hole, fell over and snapped his neck.
Bashor and a Tuskgor chariots also charged into the flanks of the knights to support the fight and despite swilling his potion of strength, the lady smiled on the Knights and they lost just two of their number. In return, half a rank of the Gor were killed.

Still enraged that they had lost one of their number to cowardly bow fire, the Harpies charged at the Yeomen. The mounted peasants proved a much tougher foe that they anticipated (the lady was watching them) and they only slew one of the humans for the loss of 2 of their number.

The unengaged chariot wheeled round to cause the Green Knight problems in later turns.

The lady was definitely watching over her chosen champions and the Bestigor only cut down 1 of the knights for the loss of 4 of them. They took comfort in weight of their superior numbers, confident that the mounted humans would fall shortly.

16.1 beast T217. beast T218. beast T219. beast T2

Turn 3 – Bretonnians

With their charge advantage gone, the Grail knights only managed to kill 2 of the elite beasts but took equal deaths in return.

In the skirmish between the Yeomen and Harpies, the mounted peasants gained the upper hand as they slew another harpy and the last one fled, convinced that a vengeful lady was after her, only to be run down.

In the main event, the Green knight charged the rear of the Gor and between him and the Knight Bus, only a few Gor were slain, though the number of attacks the Gor were putting out, started to make their mark and two of the knights succumbed to the mass attacks.

The damsel, not liking the chariot poised to attack the green knight, once again cast Curse of Anraheir. For the second time she miscast and this time she was unable to escape the magical feedback that ended her life. Both armies were now bereft of magical support!

Once again the Trebuchet misfired and wouldn’t be able to shoot for this turn and the next as the down heartened peasants cleared the mechanism of the serf that had been caught in it.

19.1 Bret T320. Bret T321. bret T322. bret T323. bret T3  

Turn 3 – Beastmen

The combat between the army’s elite units continued with the Bestigor losing another 3 of their number in exchange for one Grail knight.

The other combat went horribly array for the Beastmen, with the knights of the realm (complete with the General, BSB and the Green Knight) going to town on the Gor, whilst in return saving almost everything thrown back at them (the general took a wound and just one knight was killed). It was too much for the Beastmen and they all fled. The Knights decided to chase down Bashor and once again he was bought down from behind. The Gor and Chariot both escaped but the now much reduced unit, was perilously close to the edge of the battlefield with the Green knight breathing down their neck.

23.1 beast T324. beast T325. beast T3

26. beast T3
I had to include this photo as evidence of how many ward saves Lee was making with his Knights (the Green Dice).

Turn 4 – Bretonnians

The Green Knight finished what had been started the previous turn and charged the already fleeing Gor and that routed them off the table.

With the main enemy combat block gone, the General’s unit reformed to move round the building to help out the Grail Knight Combat. Things were looking grim for the remaining Beastmen forces.

The Yeomen charged the rear of the chariot that had previously been cursed. Although both sides failed to do any damage, being charged in the rear was too much for the chariot and it fled but the ‘wannabe’ knights failed to catch it.

Aware of the other Knight unit lining up to flank them, the remaining Bestigor got their act together and went to town on the last of the Grail Knights. The lady chose this moment to take her eye off them and the remaining champions were hewn apart. The elite beasts reformed to either charge the Bretonnian General and the KoTR unit or the Men at Arms in the tower.

26.1 Bret T427. Bret T428. Bret T429. Bret T4
Turn 4 – Beastmen

One of the chariots charged into the Green Knight and the other one rallied.

(Edit: The photo show one of the chariots charging the Green Knight. Either this charge occurred when it shouldn’t have done as both chariots should have rallied or it happened in turn 5. I’m guessing the later and the mistake is just in this report and due to the fact that I had forgotten to take many photos to accurately record it. As I had already made the Diagram Maps before I noticed it, I’ve left it in this report as the chariot had charged when it shouldn’t have done).

With no sign of indecision, the Bestigor charged into the KoTR. Without the benefit of their lances the Knights were only able to take down a few of the beasts but the lady’s blessing held strong and the great weapons failed to cause any damage.

29.1 Beast T430. Beast T4
Turn 5 – Bretonnians

The Yeomen move up ready to support when they felt they could offer an advantage without risking themselves.

The Green Knight finally beats the chariot and promptly runs it down.

The Knights of the Realm were up against much tougher opposition than they had previously faced and even the lady was unable to prevent two of their number being cut down. Under the General’s steely gaze the knights held their ground.

30.1 Bret T5

Turn 5 – Beastmen

With their blood up, the Bestigor lost control and flew into a frenzy. Sensing the impending massacre the remaining chariot smashed into the flank of the Knights. Between they cut down the remaining knights and the BSB and left the General alive on a single wound. Once again the Crown ensured that he did not run.

30.2 Beastmen T5
Turn 6 – Bretonnians

Seeing their liege in trouble, the Yeomen ‘bravely’ charge into the rear of the Chariot to save the beleaguered lord. The peasants are completely outclassed and are all slain as is their master, who was unable to defend himself against the wave of savage attacks. With no one else in sight, the blood drunk beasts turned their attention to the men they scented, hidden in the tower.

30.3 Bret T631. Bret T6

Turn 6 – Beastmen

In the final move of the game, the frenzied bestigor assaulted the tower. They crashed through the door and hunted down the garrisoned men, slaying 16 of the men is short order. The final 4 had holed up on the roof and blocked the trapdoor preventing the beasts getting to them, thus holding the tower and winning the game!

(Holding the tower, meant the men at arms gained Stubborn and so, although they took a pasting, they only had to roll under their pitiful leadership of 5 to hold both their nerve and maintain control of the tower annnnnnd you guessed it, with a 3 the lowly peasants saved the day for Bretonnia!).

31.1 Beastmen T6 - charge32. Beastmen T6 - charge

33. The 4 remaining Men at arms
The remaining 4 men at arms, holed up on the roof!
34. Final LD test
The winning throw!

 

Post Battle thoughts

Well, this was by far and away the most enjoyable game of Watch tower I’ve ever played. Coming down to the wire and it being the peasants who managed to hold on, was just too funny and a great way to end what had been a fantastic game. Having a crowd of other players round the table to witness it and get caught up in the tension of the roll, was the icing on the cake.

Overall I was happy in the way I played and definitely in how I deployed. The more I play them, the more I think you have to just ensure all your units are laid down with almost a disregard to your opponent, especially in a scenario such as this. The BSB and General bubbles are just too important to faff around with Chaff first, especially if their placement might impeded these auras.

So what would I have done differently? Well, I’m not sure I needed to move the Gor in my first turn after Curse had been cast. Losing 25% of the unit to dangerous terrain was a serious blow and meant that they lost steadfast too quickly. In fairness it probably averaged out with the second turn move where I only lost a couple of them. It was also sods law that I lost my shaman from the dangerous terrain tests. It just shows why I rate Curse of Anraheir as one of the best spells in the game. Not only can it impact your movement and punish opponents if they ignore it but the -1 to hit modifier it also imposes is excellent.

With only magical attacks able to affect the Green Knight, I should have ignored him with the chariot and kept it focused on supporting the harpies. However I forgot that rule about him and who knew Lee would roll so hot with the Yeomen saves and that the harpies would be so poor on their attacks. I still think that statistically they should have cleaned up the mounted peasants (though when has any player rolled statistically correctly lol).

The one thing that didn’t come across in this report was the number of saves that Lee was making. In particular the ward saves from the blessing of the lady. I’ve never seen the like, it truly was something else. The Grail Knights really were favoured by the lady all game and the Knights of the Realm only fell apart when the Bestigor gained Frenzy.

I should have also of targeted as many attacks as possible into his general at all times, as the Crown of Command kept making a huge difference when he failed combat.

So that was my final game of a thoroughly enjoyable day. I really can’t recommend attending Riotville enough. As I said before, it isn’t a competition but just an excuse to roll some dice with some likeminded 8th edition fans and who here doesn’t like that kind of action.

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Riotville part 2 – Beastmen vs Dwarves

Following on from my last post, this one cover the first of the two battles played during Riotville 2019.

I will say that when we played the game I made barely any notes and forgot to take some photos towards the end. As such, excuse any mistakes (such as what happened on which turn) as failures in memory or just down to poetic licence as I attempted to fill in gaps. The photos are also slightly dark as the lighting was spotlights and I completely forgot to adjust the brightness on my phone!

I’ve covered my list in the previous post but I’ve recapped it again below.

The Herd of Bashor the Bloody

Bashor (General) – Beastlord – The Brass Cleaver, Charmed Shield, Talisman of Preservation, Potion of Strength, Heavy Armour, Razorgor Chariot – 396pts

Zhurock the Mighty (BSB) – Wargor – Heavy Armour, Shield, Gnarled Hide, Beast Banner – 206pts

Wazzock the Lame – Bray Shaman, Level 2 Lore of Beasts, Dispel Scroll, Additional hand weapon – 142pts

38 Gor – FC, Additional hand weapon – 329pts

Tuskgor Chariot – 80pts

Tuskgor Chariot – 80pts

30 Bestigor – FC, Banner of Eternal Flame – 400pts

5 Harpies – 55pts

Razorgor – 55pts

Razorgor – 55pts

Total – 1798pts

Sedge’s Dwarves

Thane (general) – great weapon, Fiery Ring of Thori, Master Rune of Gromril – 136

Daemonslayer – Master Rune of Swiftness, Rune of Might, Rune of Parrying – 215

20 Longbeards, shields, full command, Strollaz’ Rune, 1 x Rune of Sanctuary – 340

10 Thunderers – 120

20 Slayers, full command (i.e. 1 is a Giant Slayer), Strollaz’ Rune – 307

Gyrocopter, vanguard – 100

Cannon, Rune of Forging – 145

20 Rangers, full command – 310

Gyrobomber – 125

Total 1798 points.

Prematch rolls

When we played the game I made barely any notes and forgot to take some photos towards the end. As such, excuse any mistakes (such as what happened on which turn) as failures in memory or just down to poetic licence as I attempted to fill in gaps.

The dwarven Ancestral Grudge was the best/worst result possible (depending on your side) with just General vs General hatred.

Wazzock ended up with the following spells from the Lore of Beasts: Amber Spear and Wyssans Wildform.

Terrain

The tables had already been pre-populated with terrain, so we just left that where it was. The terrain was excellent and some had even been customised, with one of the buildings on the table having had part of it’s roof removed and had a rocket and launch rails coming out of it!

We then proceeded to roll Battle for the Pass and I think Sedge won the roll to choose ends.

1. Terrain
Deployment


1.1 Deployment1.2 Deployment2 Dwarf deployment3 Deployment4 Deployment5 Deployment5.1 Deployment6. Vanguard7. Vanguard8. Scout
The Slayers, Gyrocoptor and Longbeards all vanguarded and the Scouts went behind my lines

The Dwarves then also won the roll to go first.

 

Dwarves Turn 1

The Bestigor watched a bit confused as the orange haired slayers quickly moved towards them, ignoring the blood forest that surrounded them. Something obviously wasn’t right with the stunted ones as most foe tried to get out of their way rather than making a beeline for them. To their right, the Bomber moved up in support of the frothing lunatics (ensuring it stayed out of the beastmen charge range).

Over to their left, the longbeards and Gyrocoptor also advanced toward them.

With the emergence of Rangers to their rear, they were feeling somewhat surrounded and let out a bray of anger as two of their number were felled by crossbow bolts.

The Dwarf artillery opened fire with an angry roar hit the Razorgor that had strayed to the far side of the house. A swath of blood up the side of the house was all that remained of the monster after the shot had been fired. The rest of the beasts, unaware of its fate due to the impeding building, were unperturbed.

8.1 Dwarve T19. Dwarf T110. Dwarf T111. Dwarf T1

Beastmen Turn 1

Determined not to lose face in front of Bashor, the Bestigor charged into the slayers. The nearby Razorgor was caught up in the momentum and swiftly followed them in. The death cult may have smelt fearless but the elite beasts could tell it was an act as they whiffed most of their attacks. Their amusement at this blunted their fury and they then proceeded to do the same.

Wazzock looked at the rapidly approaching dwarven flying machine and then showed why he earnt the moniker ‘the lame’ by failing to cast a boosted amber spear.

Still concerned by the block of Rangers threatening the rear of his lines, a short command sent the harpies winging their way over to threaten the flank of the dwarven scouts.

Bashor then moved the remaining forces up, with the Gor and chariots keeping a solid battle line and the great beast himself following behind them.

11.1 Beasts T112. Beast T1

Dwarves Turn 2

With the herd forces moving out of range of the Dwarf crossbowmen and their flank looking exposed, the Rangers marched up to get closer to the rapidly receding beastmen units. The Gyrocoptor moved up and dropped its payload onto the flying women, the explosives tearing 4 apart and the final one ran from the field in flight. Never-the-less they had done their task and distracted the enemy forces.

The other flying machine flew over the Gor and promptly missed the largest unit on the table with its payload (thus continuing Sedge’s long standing lack of success with the machine). As an aside, the Bomber did railroad the Bashor’s chariot (intentionally or not), which annoyingly would prevent him joining the slayer combat in the next turn.

The dwarven sharp shooters showed great composure in ignoring the sea of beastmen directly ahead of them and took a wound off one of the chariots. The cannon then stepped up and displayed exactly why dwarf artillery is the best in the world. In a shot worthy of the greatest billiard player (if that player had the chance to redo the shot and avoid his cue blowing up, thanks to a rune of forging), the cannon ball arced over the Gor and ricocheted between the 2 chariots, destroying both with ease.

With the warm up round over and they fury well and truly roused, the Bestigor really started to get stuck in, their great axes hewing heads and limbs from bodies and granting 11 of the dishonoured dwarves peace at last. Things didn’t just go their own way and the dwarves took out a rank in return and the Razorgor was left hanging onto life by a slim thread.

14.1 Dwarves T215. Dwarf T216. Dwarf T217. Dwarf T2

Beastmen Turn 2

 The Gor continued to advance toward the handgunners, Zhurrock salivating at what his horde would do to the measly unit of handgunners in front of him. Wazzock finally managed to conquer the winds of magic and skewered two of the gunners with the amber spear.

The combat almost drew to a close with the remaining rank and file slayers killed. However the Daemonslayer refused to die to such vermin, hanging on with a single wound remaining and cutting down two of the beasts in retribution for his fallen brethren.

17.1 Beasts T218. Beast T219. Beast T2

Dwarves Turn 3

Seeing their chance, the Longbeards charge into the flank of the Razorgor, butchering the pig and then following up into the side of the Bestigor. The elite Beasts managed to kill 2 of the elder dwarves and the troublesome Slayer lord before their nerve finally broke and they fled, only to be run down.

The rangers moved into the nearby house to provide support where needed and the Gyrocopter moved up towards the centre of the board.

With much celebration, the dwarf Bomber finally managed to not only score a direct hit on the Beastlord but the roll for the centre hole hit Bashor and not the Chariot. The elation was swiftly muted as this charmed shield deflected the shot and the chariot was unharmed. The Bomber pilot took his frustration out on the Gor using his clatter gun to poor fire into the rear of the horde. The thunderers seeing their impending doom looming large, also targeted the horde, again helping increase the tally of dead Gor.

With no other suitable targets, the cannon attempted to remove a swathe of the Gor but the powder was faulty and a single beast was pulverised as he shoved Zhurrock out of harm’s way, sacrificing himself to save the mighty Wargor.

19.1 Dwarves T320. Dwarf T321. Dwarf T3

Beastmen Turn 3

The main horde of beasts finally got their chance to engage the dwarves and piled into the handgunners. Wazzock boosted them with wildform and with their muscles unnaturally enhanced they tore many of the dwarves limb from limb. This was too much for the remainder who fled but were hacked apart as they turned their backs. So swollen with power were the Gor that they overran the full distance, drastically pulling them out of position and almost off the battlefield!

Enraged by the loss of his bodyguard and with the Bomber when out of his reach, Bashor drove his chariot at the unit of Greybeards that had caused the insult. The Dwarf thane pushed himself to the front bellowing a challenge. Grinning as he paused only to swill back his potion, Bashor promptly cut down the dwarf leader, his increased strength allowing him to cleave through his opponents heavy armour with ease. Despite seeing their leader cut down, the dwarf musician frantically blew his horn to stiffen their resolve and to Bashors horror, the awful noise spooked the mightly Razorgor pulling his mount and squealing with fright, it turned and fled. Bashor wondered how this could be as an Axe embedded itself in his back and the lights went out.

21.1 Beasts T322. Beast T323. Beast T324. Beast T3

Dwarves Turn 4

Seeing the mighty enemy lord vanquished, the Rangers gathered their courage and slinked out of the house they had been hiding in. The Longbeards reformed and started the long march towards the Gor. Both Gyro’s also moved up toward the Gor unit.

24.1 T4 Dwarves

Beastmen Turn 4

The single remaining Beastmen unit on the board, swift reformed and then moved up. Wazzock attempted to cast spear at the Gyrocoptor but the attempt was shut down.

24.2 T4 Beasts

Dwarves Turn 5

The Gyrocoptor moved up but was unable to get into a position where it could cause damage to the Gor without risking a charge. It still choose to do this and managed to roast a few Gor.

The bomber returned to form and once failed to hit the largest unit on the board with the largest template in the game…

24.3 T5 Dwarves25. Dwarf T526. Dwarf T5

Beastmen Turn 5

The Gor charged the nearby Gyrocoptor, who predictably fled. Frustratingly, they failed to catch it stumbling a miserable few feet forward. Wazzock (just to break a trend) then cast a boosted Amber Spear at it. The magical feedback wounded the shaman but of course the unstoppable spear rolled a 1 to wound.

With no way of getting the Gor into combat and nothing bar that unit on the table, I choose to conced at that point. A first win of the day for Sedge!

27. T5 Beasts

Post battle thoughts

The words ‘screwed the pooch’ come to mind! I made a couple of blunders during the game. The biggest and first was during deployment. At the point when I only had characters left to deploy, I realised that Sedge had a unit of rangers left to place (even having seen his list way in advance on the EEFL site I somehow thought they were quarrellers), I proceeded to panic and put my Lord on chariot into the space directly behind my lines, to prevent the scouts going there. Classic blunder. This not only took all my troops out of his LD range, it meant that he was unable to keep up with them as chariots can’t march. I should have just ignored them as all my troops move faster than the rangers. I would have said that having the General out of LD range really impacted my ability to make primal fury rolls, but I consistently rolled a 10 or over most of the game, in order to fail them anyway. Still it was a terrible mistake and one I didn’t repeat in the next game.

My other two mistakes were: not flying my harpies straight at his cannon. Who knows what I was thinking moving them near his rangers as they wouldn’t have been able to do anything against that unit and their sole role was war machine hunting or chaff duty (the rangers really did their job and threw my ‘game plan’). The final mistake was aiming the Gor at his Thunderers. I know why I did it (because the bomber was basically blocking them early game) however I should have just swung them round and gone for one of the other units (backing up the Bestigor to allow the Gor at the slayers was probably the best thing).

The vanguarding dwarves looked like great fun to play and I definitely want to revisit that list again in future. I also forgot what a total tarpit the slayers are. They are just such a great unit. Sure they are susceptible to shooting but it wasn’t like I had any.

I’ll also add that I may complain about some of my terrible rolls during the game (and will) but Sedge had his own issues with regards to the slayers. His Daemonslayer couldn’t hit a barn door (even with rerolls to hit) and the slayers were following in his footsteps.

Hindsight is a great thing of course and I’m sure Sedge would have also changed a few things too. However despite the blunders and unlucky rolls (all the excuses are coming out), Sedge played a much better game and deserved to win.

It was great to finally meet another of the EEFL members and once again prove my wife wrong (I really am not sure why she consistently worries that these random strangers I meet on the net might turn out to be robbers/murderers!).

Next up Lee’s Bretonnians!

WHFB – Wood Elves vs Dark Elves – Rumble in the SELWG Jungle – Comp’ Game – 28/12/18

With the kids and ourselves on holiday, Greg and I arranged to meet up to kick off the whfb competition. Due to the club being shut over the break we decided to meet and play at Warboar, a Friendly Local Gaming store (FLGS) located in southeast London.

It was the first time I’d played there and they had a reasonable space upstairs with a multitude of mats and plenty of scenery on hand (though most was aimed at 40k). The staff were very friendly and there was also a café in the store that also had a bar, bonus! I’d definitely go back there again.

Although I’ve only played Greg a few times at Warhammer, he is one of my regular D&D group so we are well acquainted. We were both a bit rusty on the rules (I last played 3 months ago but Greg hadn’t played in almost a year!). As such we had decided to take a more relaxed approach to the game.

Any mistakes are purely down to memory.

Lists

We both had chosen to take magic heavy lists, so it would be interesting to see how that panned out.

Greg’s Dark Elves

 Supreme Sorceress (General) – Lvl 4 Dark Magic – Talisman of Preservation, Steed – 285pts

Supreme Sorceress – lvl 3 Dark Magic – Talisman of Endurance, Manticore – 385pts

Death Hag (BSB) – Cauldron of Blood – 300pts

5 Dark Riders – Standard, spears, repeater xbows, shields – 110pts

5 Dark Riders – Standard, spears, repeater xbows, shields – 110pts

34 Witch elves – FC, Banner of Swiftness – 419pts

5 Coldone Knights – FC – 180pts

Repeater Bolt Thrower – 70pts

Repeater Bolt Thrower – 70pts

5 Shades – 80pts

5 Shades – 80pts

War Hydra – 160pts

5 Doomfire Warlocks – 125pts

5 Doomfire Warlocks – 125pts

Total – 2499pts

  

My Wood Elves

Merilel of the Moon (General) – Lvl 4 Highweaver – Book of Ashur, Ironcurse Icon – 295pts

Sejal Dawntouch – lvl 4 Deathweaver, steed, powerscroll, talisman of preservation – 320pts

Haldrin Stormlight – Glade Captain, Charmed shield, Dragonbane gem, HODA, Great Eagle – 169pts

The Left Hand of Haldrin – Waystalker, Bow of Loren – 110pts

The Right Hand of Haldrin – Waystalker – 90pts

10 Glade Guard – Standard, Musician, Starfire Shafts – 180pts

25 Glade Guard – FC, Swiftshiver arrows, Standard of Discipline – 445pts

10 Deepwood Scouts – Standard, Hagbane tips – 170pts

5 Sisters of the Thorn – Standard, Lichborne Pennant – 155pts

6 Wildriders – Standard, shields – 178pts

6 Wildriders – Standard, shields, banner of eternal flame – 188pts

10 Waywatchers – 200pts

Total – 2500pts

IMG_0323
Shot taken a week or so ago. I managed to paint the wildriders in time for the game

Pre-game rolls

Scenarios

 A – Invade and Defend

Gain 500 victory points (VP) if your opponent doesn’t have a unit containing fortitude in your deployment zone

Gain 500 VP if you have a unit containing fortitude in your opponent’s deployment zone

Gain 400 VP if you kill more characters than your opponent.

Spells

 The Highweaver ended up with: Soul Quench, Hand of Glory, Arcane Unforging and Fiery Convocation.

The Darkweaver took: Spirit Leech, Soulblight, Doom and Darkness and Fate of Bunja

The Lvl 4 Sorceress had: Doombolt, Shroud of Darkness, Chillwind, Word of Pain

The lvl 3 Sorceress rolled: Doombilt, Black Horror and Power of Darkness

Strategy cards

I chose Card D – Operation Anaconda. You gain 500 VP if the enemy general is dead by the end of the game.

The card special rule, when played, gives the general +1 LD until the start of your next turn. This is capped at LD 10, so was of no use to me as my general had an LD of 10 due to the standard of discipline.

Greg rolled a D6 for his and ended up with Card A – take the field. You gain 500 VP for controlling more quarters than your opponent.

The special rule allows you to vanguard a core unit or character. (I may be wrong but I think Greg forgot to do this, as if he had, it is more than likely the Witches would have been in my face at a much earlier junction!)

Terrain

The comp pack specifies that each board should have: 2 buildings, 1 forest, 1 marsh, 2 hills and 3 walls and fences. Greg placed the first piece and then we alternated. I think we both had the same idea but for different reasons as we both placed almost all the scenery down the centre of the board. I think Greg was trying to block my line of sight for shooting, whereas I was trying to impede his witch elf horde.

1 Terrain

Deployment

 I won the roll for choosing sides and with the terrain so even, choose the side I had been sitting on.

Laying down my free forest on the right, kind of gave away where the big unit of glade guard was going, even with the dummy drops on the other side.

Even with me getting the bonus to the first turn roll, Greg won it and elected to go first.

1.1 Deployment1.2 deploy2 deploy3 deploy4 deploy5 deploy6 deploy7 deploy8 deploy9 deploy

Scout placement and vanguard moves

10 deploy scouts11 deploy scouts12 deploy scouts13 vanguard14 vanguard15 vanguard

DE Turn 1

Before the Dark elves were able to move, an Arrow of Kurnous sought out the enemy general, striking true and wounding the supreme sorceress. (I initially forgot to roll for this but Greg kindly and probably much to his regret, let me do it after the start of the game).

The two units of Warlocks and the supporting Darkriders (containing his general) continued their swift advance, moving to surround my Sisters bunker and Captain on eagle and putting extreme pressure on that quadrant.

With the limited forces on that side of the table distracted, the witches, Hydra and Sorceress on Manticore advanced up the centre, using the large central building to protect their flank from the bulk of the Wood elf ranged units.

The Knights and the final unit of Darkriders decided they didn’t like being exposed to so many enemy archers and decided to ‘strategically withdraw’ (run away) towards the bulk of their forces.

The winds of magic blew strongly with the DE mages maxing out at 12 power dice. Both units of Warlocks fired Doombolts at the Wood Elf Captain but Merilel was watching over her champion and dispelled both missiles. She was unable to prevent the final Doombolt from the sorceress targeting the ‘Left Hand of Haldrin’ and the Waystalker and his magic bow, were torn apart by the magic missile. The Magical feedback from the miscast killed off one of the Warlocks.

The two units of Shades and the Darkriders all targeted the closest of the Wildriders, slaying 5 of the 6 frenzied elves.

The two Repeater Bolt Throwers targeted the Scouts but were unable to replicate the damage caused on the other side of the battlefield, the multiple bolts only piercing 3 of them.

15.1 DE turn 116 DE turn 117 DE turn 118 DE turn 1

WE Turn 1

Wood elf movement was limited to redeployment, with Haldrin leapfrogging the warlocks, whilst keeping out of the Manticore’s charge arc. The Deathweaver and sisters failed their march roll so just moved round a little bit. The large unit of glade guard reformed to face the majority of the dark elf forces whilst the smaller unit of guard moved up in support. The remaining Wildrider and the second unit of wildriders retreated behind the archers (while I worked ot what I was going to do with them).

Magic was a write off, with the winds reversing to give a low roll. Fate of Bunja failed to cast (Doh!) and Hand of Glory was easily dispelled.

Haldrin shot the Hail of Doom arrow into the Darkriders but the winds had obviously effected it and the magical arrow had lost its potency, only downing a single rider. 50 shots from the Glade Guard swiftly followed, the weight of arrows wiping out the unit and leaving the Supreme Sorceress on a single wound and looking rather worried.

The Waywatchers found themselves just within range of the Coldone Knights and quickly took out two of them. The small unit of glade guard then tried some speculative shooting at the shades in the building and picked off one who had made the mistake of showing herself at the window.

In the final shooting of the turn, the Scouts took revenge for their earlier deaths and took out one of the bolt throwers.

19 WE turn 119.1 WE turn 120 WE turn 121 WE turn 1

DE Turn 2

The Witches continued their advance, wheeling round the building to bring them into view of the large unit of glade guard.

One unit of warlocks moved to the edge of the board, next to the Eagle rider. The Sorceress on Manticore moved up to threaten the same rider with a charge in the next turn.

The rest of the DE forces moved up in support of the witches, with the shades leaving the building. They also conveniently formed a living wall in front of the DE general, who had retreated behind the relative safety of the central building. The Doomfire Warlocks then charged into the Sisters unit directly in front of them.

Magic started with a Doombolt launching at Haldrin. Knowing that the sister’s combat could be key, the two wood elf spellweavers glanced at each other and let the spell through. To their regret, Haldrin and his mount were swiftly vaporised by the profusion of dark bolts. His sacrifice was not in vain as it allowed Merilel to prevent Soulblight weakening the sisters.

The DE shooting proved very ineffective with 20 shots from the shades failing to injury the remaining Waystalker and the RBT also failing to kill any of the Deepwood Scouts.

In the only combat of the round, the Sisters overcame the Warlocks, slaying two and sending the remainder running. They restrained from pursuing (though in hindsight that was a mistake as it was their turn next go).

22 DE turn 222.2 DE turn 223 DE turn 224 DE turn 225 DE turn 226 DE turn 2

WE Turn 2

 Again there was relatively little movement from the wood elves. The Deepwood scouts advanced so that all of them could fire on the bolt thrower. The single wildrider ran away behind the nearby building to conserve his points and the sisters moved up to get the Deathweaver in range of the enemy general and out of the charge arc of anything else (as the fleeing warlocks combined with the witches were blocking them).

The winds of magic picked up again giving the max number of 12 dice and the wood elves made good use of them. Sejal started by casting Fate of Bunja on the enemy general and in a fit of cunning, the sorceress on Manticore interfered with the winds, preventing the general from attempting a dispel, allowing the wood elves to kill the Supreme Sorceress and her rival for power. (This in turn achieved my strategy card bonus and gain the 500 bonus VPs). The Sorceress then let Hand of Glory go through (for a +2 BS on the large unit of glade guard) but successfully dispelled both the Soul quench and Curse of Anraheir aimed at the witch elves.

The large unit of Glade Guard then opened up on the witches and 16 of them were summarily cut down. The other unit of Guard and the sisters accounted for a further 3. The frothing unit of madwomen was definitely looking a bit more manageable now! (Note: we just started recording the number of witches left on the dice, rather than removing the models, hence the unit looked untouched in the photos).

The Scouts again targeted the bolt thrower but failed to do any damage but the waywatchers then stepped up to the plate and removed it in a single round of shooting.

26.1 WE turn 2

DE Turn 3

Out for blood and eager to get to grips with their arboreal kin, the witches surged forward but the hail of arrows that answered their charge, faltered their advance. On a plus point, they only lost 3 more of their number to the 50 shots.

The rest of the forces moved up, surrounding the sisters and the Deathweaver (and the warlocks successfully rallied).

Magic was a bust for the DEs with Black Horror failing to cast and Doombolt being dispelled.

Their shooting was somewhat more effective with the dark riders killing the final waystalker and the combined fire of the shades taking out 2 of the sisters of the thorn.

26.2 DE turn 327 DE turn 328 WE turn 3 

WE Turn 3

The Scouts continued their march into the DE half of the board, looking to get into the deployment zone and thus secure those scenario points. The Wildriders all moved up, ready to counter charge should the witches kill the large unit of Glade Guard. The sisters again failed their leadership roll to march but were still able to move to prevent anything charging them.

Fate of Bunja was fast proving to be the Deathweavers favourite spell and this time it was the Deathhag’s turn to feel its gaze. The Cauldrons inbuilt magical resistance came to her rescue and she only took a single wound. The Highweaver then failed to cast Fiery Convocation (damn!) and Spirit Leech (also aimed at the Deathhag) was dispelled.

The Woodelf archers all combined to target the witch elves and after the hail of arrows had finished, another 10 had been slain and the cauldron had also taken a wound and this left only two of the witches and the Deathhag standing.

27.1 WE Turn 3 

DE Turn 4

The remaining witches again tried to charge the Glade Guard and with another stand and shoot reaction in the making, Greg just removed the unit.

The cold ones chose this moment to fail their stupidity test and stumbled forward (it was possibly the second turn in a row).

With another huge magic phase, the wood elves were unable to stop volley after volley of doombolts targeting the sisters and their boosted ward was unable to save them. With the sisters all dead, the wounded Deathweaver ran towards the safety of her own lines. She was followed by a flurry of crossbow bolts and although she was further wounded, they failed to bring her down.

28.1 DE Turn 429 DE turn 431 DE turn 4

30 DE turn 4
Now you see sisters
32 DE turn 4
Now you don’t

WE Turn 4

The Scouts continued to move into the opposing deployment zone and the waywatchers moved out of the building, ensuring they kept the marsh between them and any of their dark kindred. The Deathweaver continued to flee after failing to overcome the fear of her own mortality.

The winds had blown themselves out but despite that, the highweaver still managed to attempt two spells. Hand of Glory was dispelled but Soul Quench obliterated the closest unit of Shades. The waywatchers then targeted the other unit, turning 3 into pin cushions and leaving just two remaining. The larger unit of glade guard turned their sights to the so far undamaged unit of warlocks and when they were finished, a single model was left alive. The final unit of Guard looked to utilise their arrows by firing at the Hydra and took off a single wound.

32.1 WE Turn 4

DE Turn 5

The remaining DE force moved up to form a cohesive battleline ready for a final turn charge.

In another astounding roll, Greg again pulled out a maximum 12 for the winds of magic. He then proceeded to again fire off 3 doombolts against the running Deathweaver. The first was dispelled, the seconded failed to cast but the third was cast by the sorceress with irresistible force and broke through the weavers defences, finally slaying the proverbial thorn in the DE foot. The calamitous detonation only wounded the Manticore thanks to the Sorceresses continuing ability to make her 5++ ward save.

The dark elf shooting again proved to be subpar, with the combined fire of the darkriders and remaining shades unable to kill any of the wildriders.

32.2 DE Turn 533 DE turn 534 DE turn 5

WE Turn 5

Still not knowing what to do with themselves and not liking the look of the hydra and manticore eyeing them up, the Wildriders, for the second time, decided that they needed to be somewhere else and backed off to threaten with a counter charge.

The winds of magic again dropped off for the wood elves but the Highweaver still managed to cast Hand of Glory on the glade guard to improve their BS. She then targeted the single warlock with a Soul Quench, casting it with irresistible force. The power of the spell not only destroyed the warlock but the dimensional cascade blew up 9 guard from the unit and sucked the Highweaver into the warp! To make matters worse, the unit then failed its panic test and ran. Disaster!

With things looking suddenly grim, the remaining wood elves held their nerve and concentrated on making the dark elves pay. The waywatchers shot at the darkriders, killing three and with casualties mounting and order breaking down on both sides, the remainder also decided to flee. The Scouts and smaller unit of guard both decided to even the playing field and concentrated on the remaining sorceress. She once again passed all her ward saves but her beast was not so fortunate and she was quickly left standing exposed on the corpse of her manticore.

34.1 WE Turn 535 WE turn 536 WE turn 537 WE turn 5

DE Turn 6 

In a last bid to get some points, the Hydra tried to charge the 10 glade guard but all it got for its trouble were two additional wounds and a failed charge.

The dark riders rallied and the remaining warlocks decided to retreat to conserve points. The shades moved into the building to gain hard cover and the Sorceress also moved behind the building to avoid being shot. In a typical underhanded Dark elf tactic (yes I was impressed) she then cast Black horror at the waywatchers with another irresistible force. One of the Shades in the building succumbed to the vortex, as did one of the Waywatchers. The miscast was another Calamitous Detonation (which she again saved with the ward) but that signalled the end of the magic phase.

The little shooting available, failed to do anything.

37.1 DE Turn 638 DE Turn 639 DE turn 640 DE turn 641 DE Turn 6 

WE Turn 6

In the final turn of the game, I tried to maximise what points I could. It started with the large glade guard regiment rallying, denying Greg any points for them.

The waywatchers did their best to eliminate the Coldone Knights but only managed to slay 2 of the 3 remaining knights.

The scouts and two units of glade guard all aimed at the Hydra but only managed two wound it twice, leaving it clinging to life with a single wound remaining.

41.1 WE Turn 6 

Results

In a brutal first game, the Wood elves not only pulled out a win but it was the first one I’d managed with them in 8th edition!

With regards to the scenario objectives, I had a unit with fortitude in Greg’s deployment and had prevented him getting any in my deployment zone, netting me 1000 VPs (500 VPs for each). Greg had killed more characters than I had, giving him the last objective and 400 VPs.

I also achieved my bonus objective in killing his general (for another 500 VPs). He didn’t achieve his objective of capturing more table quarters than I did.

The final breakdown of Victory points were:

Wood Elves                         Greg’s Dark Elves

Total from kills                  1840                                       1253

General slain                      100                                         100

Scenario                              1000                                       400

Strategy card                      500                                         0

Fully painted                     750                                         750

Total                                    4190                                       2503

In the 20-0 format, due to the variance in VPs of 1687, it worked out as 13-7 Tournament points in my favour.

42 - Remanents
The remaining Wood Elf forces
43 - DE Remanents
The remnants of the Dark Elves (picture curtesy of Greg)

 

Conclusion

 That was an extremely brutal but immensely fun game. It had lots of carnage, a number of points where the game swung and a great opponent. All the hallmarks of a fantastic game and a reminder of why I love this edition so much.

Both of us were a little rusty on some of the rules but there wasn’t too much looking in the BRB or army books. We both made a few errors on deployment and I’ve never played a game with so many scout drops and vanguards from both sides. It made the opening moves very interesting.

There were a number of large magic phases in the game with 4 of them netting the maximum 12 dice (after channels). Three of these were on Greg’s turn, well above the odds. That pretty much guaranteed 3 Doombolts were going to head my way. A frightening prospect of 6D6 Str 5 hits plus a multitude of additional S1 hits from the attribute. He did balance this out by rolling at least 3 miscasts but he again came out of these unscathed each time (in part down to the sorceress continually passing her 5++ ward – the dark gods were smiling on her!). It was definitely the first game that I’ve really enjoyed using magic (at least until the sucked into the warp incident) and I didn’t dither too much over what to use.

I did think that Greg spent too much time chasing around after the sisters. They almost acted as a distraction carnifex for him.

Unlike most of my games, I’m not going to pick apart what worked well or not for my list, mainly as I’m sure a number of my opponents will end up reading this and they can make their own deductions from the report rather than me spelling it out for them. Instead I’ll make notes, that I won’t include here and will then add them into my list analysis at a later date.

I’ll end this brief summary by saying that there are always a number of ‘what if’ situations in a game and one of those for me was ‘what if Greg (and I) had remembered that he gained an additional vanguard and it could have been used on his witches’. It would have meant they would have been an additional 12” across the board from the start. It may have made no difference as other things may have played differently but they may not have been shot to pieces before making it into combat (and the destruction of that unit by my archers, I’ll add, was probably the highlight of the game for me. Having been on the end of them so many times, it was just extremely satisfying so delete them with shooting).

Shout out

Greg also writes a blog and also wrote up a report from his view point (with more photos taken by him). It can be found here: https://gregwfb.wordpress.com/2018/12/28/2018-19-wfb-campaign-game-one/

WHFB – Beastmen vs Wood Elves – Inaugural EEFL Ashes game

On the last Wednesday in September, I had the pleasure of meeting up with GrandMasterWang from the Eighth Edition For Life forum for the inaugural EEFL Ashes game. That makes it sound very grandiose. The reality was, he and his wife were over from Australia for a trip around parts of Europe and we managed to arrange to meet up to roll some dice when he was in London.

The venue chosen was the Darksphere store near Waterloo (mainly for convenience) and having discussed army selection and knocked together some lists in advance, I carted up two armies for us to use. We were later joined by one of GMW’s mate: J ‘every dice I roll is a 5 or 6’ D, who is just getting into the noble game of Warhammer Fantasy Battles.

Bashor looked around, glaring at the outcasts surrounding him. After the debacle and rout caused by that underhanded, backstabbing, so called Voice of the Gods, Khazbar, he sometimes felt lucky he had salvaged as much of the herd as he had. He had lost all his elite bodyguard in that ill-omened venture to the south but he had found and subdued a particularly large and aggressive Razorgor that would make a suitable mount for a Lord of his stature. He had also had gathered a sizeable number of Gor who were happy to fall under his benevolent leadership. The swift bloody examples made of those who thought otherwise, had quickly bought the rest into line.

Making the decision to head back to their ancestral home had bought him into contact with a tribe of Minotaurs and their giant brethren. Some quick thinking and a depletion of most the remaining halfhorns, as they were offered up as food, secured an uneasy alliance with the frenzied monstrosities and with his forces bolstered they continued their journey north. Despite the brutal editions to his herd, he was slightly worried. The path he had taken, may have been quicker than the one when he came south but it bought him in close proximity to the wood elf lands and their enmity to his kind was sure to cause him trouble.

Lists

Beastmen

Bashor the Bloody (General) – Beastlord – Razorgor Chariot, Armour of Destiny, Dragonbane Gem, Gouge-tusks, Shield – 393pts

Doombull – Sword of Swift Slaying, Ramhorn Helm, Dawnstone, Gnarled Hide, Uncanny Senses, HA, Sh – 343pts

Wargor (BSB) – Beast Banner, HA, Sh – 191pts

29 Gor – FC, AHW – 257pts

20 Gor – FC, AHW – 185pts

Tuskgor Chariot – 80pts

Tuskgor Chariot – 80pts

5 Ungor Raiders – 30pts

Razorgor – 55pts

5 Minotaurs – AHW, Bloodkine, Blackened Plate – 335pts

Ghorgon – 275pts

Ghorgon – 275pts

 

Wood Elves

Spellweaver (General) – Earthing Rod, Talisman of Preservation, Steed, Lore of Shadow – 310pts

Glade Captain – Great Stag, Helm of the Hunt, HODA, Starfire Shafts, Spear, Sh – 198pts

25 Eternal Guard – FC, Banner of Eternal Flame – 340pts

10 Dryads – Branch Nymph – 120pts

10 Glade Guard – Musician, Standard, Trueflight – 170pts

5 Sisters of the Thorn – Standard, Standard of Discipline – 155pts

6 Treekin – 270pts

10 Deepwood Scouts – Hagbane – 160pts

5 Wardancers – 75pts

3 Warhawk Riders – 135pts

5 Wildriders – 140pts

10 Waywatchers – 200pts

1 Treeman – 225pts

29. - Bonus out of game shot

Scenario and pre-match rolls

The Terrain was already placed by the store manager when we arrived and consisted of 4 bits of impassable terrain and 2 woods. The final wood was placed as the WE free wood (which was, of course, a Venom Thicket).

1. Terrain

To keep things simple we decided to just play battleline.

The Spellweaver ended up with the following spells from the Lore of Shadow:

Okkums, Miasma, Withering and Enfeeble

 

Deployment

We started off alternating but then both laid down all our units in one go to save time. After deployment it looked like this:

1.1 Deployment2. Deployment3. Deployment4. Deployment5. Deployment6. Deployment

Turn 1 – Beasts

With no magic or ranged attacks (of any note), the Beastman first turn was exceptionally fast with all the units thundering across the table at top speed, eager to get to grips with the enemy.

6.1 Turn 1 - Beasts7. Turn 1 - Beasts8. Turn 1 - Beasts9. Turn 1 - Beasts

Turn 1 – WE

The elves started with the normal cagey movement you would expect from their kind. A bit wishy-washy and scared to get up close to the strong, noble Beasts and the true heirs of the forest.

The sisters started by casting shield of thorns and unnerved by the disappointed stares of the Gor unit looking at them, failing to cast it. They then moved up to block the smaller Gor unit, which the L4 cast Withering on in support of the sisters. Trying to cover up their momentary lapse in magic, the Sisters javelins bought down one of the unit but the warhawk riders who also fired off some pot shots, weren’t able to do the same.

On the other flank, Vega Stormlight took out one Minotaur and wounded another with the HODA. The Gladeguard followed his lead hurting it further. The Waywatchers then double tapped, finishing off the wounded beast and slaying another outright.

The flanking Ghorgon, which had moved in support of them, also received some attention from the Deepwood Scouts. Their poisoned arrows bypassing its natural toughness and causing a couple of wounds.

9.1 Turn 1 - WE10. Turn 1 - WE11. Turn 1 - WE12. Turn 1 - WE13. Turn 1 - WE

Turn 2 – Beasts

Bashor, determined to show the newly formed herd how it was done, charged into the giant treeman (affectionally named Groot), in front of him. Between him and his mount, the treeman was left reeling, sap running freely from the numerous wounds inflicted.

The nearby Gor unit was however left unable to engage the Eternal Guard as Bashor’s charge prevented them getting in.

The other Gor unit charged the sisters in front of them and although it lost 5 wounds from them, proceeded to wipe them out and overran into the Dryads that had been exposed as the elves fell. Unfortunately in the process, they lost a further 5 of their number to dangerous terrain, failed their panic test, ran away and to add insult to injury, lost a further member of the unit on the way out.

13.1 Turn 2 - Beasts14. Turn 2 - Beasts15. Turn 2 - Beasts16. Turn 2 - Beasts16.2. Turn 2 - Beasts17. Turn 2 - Beasts18. Turn 2 - Beasts18.1 - Turn 2 Beasts18.2. Turn 2 - Beasts19. Turn 2 - Beasts

Turn 2 – WE

The Dryads charged the Gor, who continued to flee, this time losing 2 more of their unit, as the warhawks they fled through caused some opportune casualties (yep more dangerous terrain). The Dryads then redirected into the rear of the nearby Razorgor, making short work of it and over running in order to get closer to the fleeing Gor unit.

The Wildriders loitering nearby, charged into the Ghorgon that was threatening that flank. Their frenzied charge was boosted by Okkum’s Mindrazor and combined with their natural ASF and re-rolls, they completely minced the giant monster and overran off the board.

The other Ghorgon also found its life cut short as the Deepwood Scouts finished what they started the previous turn.

The Bashor/Groot combat continued with the Beastlord failing to wound the Treeman and then failing his initiative test, allowing the treeman to ‘wack’ the chariot causing a couple of wounds.

Vega Stormlight, seeing the Minotaurs had been sufficiently weakened by his shooting, crashed into them, his Great Stag causing carnage and taking out all the rank and file bullocks. The supporting wardancers failed to do anything bar some modern interpretive dance moves but this was enough to thoroughly confuse the doombull, who failed to do anything bar leg it to safety, having had enough of the leotards, 80’s leg warmers and their rendition of Fame.

The Treekin steered clear of the Minotaurs and crashed into a chariot, making swift work of it. They then overran into the second chariot. The Beast’s right flank had well and truly crumbled!

In the centre of the field, the Warhawk riders charged the Ungor Raiders that were protecting the flank of the larger Gor Unit. They decided they didn’t like their odds and ran at first sight of the fearsome birds and in a completely unsurprising turn of events, lost a couple of their number to dangerous terrain tests. The Warhawks then successfully redirected into the flank of the larger Gor unit killing 4 of them for the loss of a single wound. The combat was helped by the lvl4 interfering again, this time casting a miasma on the Gor, reducing their WS by 3. The Eternal Guard decided not to charge in and help out their kindred. The Gor unit, being steadfast and within both the General and BSB’s bubble, didn’t run and reformed to face the Warhawks. This was the only minor victory on a turn of pain for the Beastmen!

19.1 Turn 2 - WE20. Turn 2 - WE21. Turn 2 - WE22. Turn 2 - WE23. Turn 2 - WE24. Turn 2 - WE25. Turn 2 - WE26. Turn 2 - WE

Turn 3 – Beasts

Even with Miasma impeding them, they tore up two of the warhawks for the loss of a couple of their number and the remaining hawk fled sharpish. They then reformed to face the Eternal Guard.

Groot was final bought low by Bashor but not before he killed the giant Razorgor Bashor was riding (yet again failing a 5+ Initiative test).

We didn’t even bother rolling for the second chariot and just removed it, assuming that the 18 treekin attacks would demolish it.

In a surprising turn of events both the decimated unit of Gor and the Doombull rallied and turned, ready to go down fighting.

26.1 Turn 3 - Beasts

Turn 3 – Wood Elves

The remaining Warhawk annoyingly rallied and the Wildriders appeared back on the board.

The Dryads continued their romp on that flank and crashed into the freshly rallied Gor, killing them to a beast.

And then the main event occurred.

Feeling cocky due to his earlier success (and a minor enfeeble that had been cast on his foe), Vega shouted to his comrades, holding them back as he charged in, to go one on one with the Doombull. Between him and his mount, the only wounds caused were absorbed by the Bulls armour and added to its considerable number of attacks. Vega’s arrogance came back to bite him and even with only one arm (ok that was due to a transport accident), the Doombull swiftly ripped him apart.

This moral victory wasn’t enough to help the overall picture, which looked exceedingly bleak for the beasts and with the store closing time fast approaching, we decided to call this the last turn action of the game.

26.2 - Turn 3 - WE27. Turn 3 - WE27.1. Turn 3 - WE28. Turn 3 - WE

Result

A Romping for the wood elves!

 

Conclusion

An absolute joy of a game. It was great to meet one of the forum users at last and despite my wife worrying that I was off to meet some random stranger and his wife that I met on a forum on the internet with 2 easily ‘robbable’ armies, he turned out not to be (a) a psychopath or (b) a mugger (ha take that doubting wife) and I had a great evening of very chilled out dice rolling in a very uncompetitive game.

GMW teaming up with JD made a formidable combination, if only because GMW was guaranteed to always roll pitifully low with his dice and JD always rolled abnormally high. As they split all the dice rolling between them, each roll was almost dead average. It was truly something to see.

In terms of the lists, the Wood elf list seemed very well balanced and worked well together, although it is often difficult to criticise a list when it trounces the opponent. I’m hoping GMW will give some thoughts on it.

On the beast’s side, much of the list was put together to use bits I hadn’t in a while so there were definitely holes in it.

I really liked the Razorgor chariot mount for the general. Primal fury on the razorgor made it much more of a threat and I will definitely take them under special choices going forward if not as a character mount again. Giving the Beastlord the brass cleaver would have been good if he had gotten into combat with troops but the army was already packed with components who could do that as well, so he would have been better off with something to boost strength.

The minotaurs were enough of a threat that they were picked on early. With only toughness 4 and no save to speak of, you just can’t take them in small units. They are definitely a unit that you have to go big or go home.

Giving the Ghorgans a 6+ regen save didn’t really change too much but it does give them a slim hope of saving and it did help a few times in the game. Against another foe they may have done better but poison robbed one of its only defence and not much stands too much of a chance against a charge of wildriders, especially boosted to str 8 with Okkum’s!

My final brief thought is, not taking a bray shaman was a gamble and definitely not one I will do going forward. GMW getting a +4 or +5 advantage when casting meant that I don’t think I successfully dispelled anything all game. Not getting any dispel modifier just felt too much of a disadvantage.

 

GMW Thoughts

After posting this on the forum, GMW kindly added some of his thoughts.

I will write more in detail later but just to say that in the main event between Vega and the Doombull, it was not exactly a fair fight, despite the end result.

After the Wood Elf mage priestess cast Occam’s Mindrazor to help the Wild Riders make shish kebab out of the Ghorgon (i hate that spell, but had to use it in this instance) I refused to use it again (or was it just the Unicorn riding priestess mage refusing to buff the arrogant and narcissistic Vega?)

However while the priestess was unwilling to enhance the already cocky Vega Stormlight she did put her personal feelings aside and attempt to save his life by ‘enfeebling’ the mighty Minotaur. The Doombull’s unmatched constitution enabled him to shrug off the worst of the effects of the spell but he still found his strength diminished as the cocky Elven wood prince charged into him atop his fearsome great stag.

It was not enough however and the minotaur of minotaurs avenged his slain kin and rightfully bashed the elf (and unfortunately his heroic and hoofed steed) into the forest floor.

Doombull’s/gorebulls aside I think that elves of all races are a terrible matchup for minotaurs. As mentioned minotaurs are very susceptible to shooting and really need to ‘fatty up’ to prove their worth. With elves striking first (usually with rerolls) they can often take out the slower, low armor minotaurs before they can unleash their devastating attacks. I think minotaurs match up well with tomb kings, dwarfs, orcs, ogres and the like where they can often win some combats to ‘fatty up’ and be a real threat.

On a side note, Vega Stormlight was great fun to use and I’m really glad he got to show his worth. At 200 points (roughly 4 minotaurs) he did a great job with his hail of doom arrow and noble steed’s impact hits and additional durability really helping him do a number on the much slower minotaurs.

When I charged Vega Stormlight solo into the Doombull I think we both knew the result but it just had to happen

Vega was worthy of the Street Fighter name we gave him … Mini boss indeed.

 

 

 

WHFB – Beastmen vs Dark Elves – 3rd Place Playoff – SELWG Competition Game

Or the game of ‘elevens and twelves’.

After a very close defeat against Neil’s Lizards in the club Semi-Final, it put me into the third place playoff (or loser’s game) against Luke C and his Dark Elves.

This was the third time I’d played Luke in the last year and each time had been against his Dark elves using my Beastmen. I’m afraid to say that I failed to beat him in the last two showings (including our game earlier in the competition with the same lists). Suffice to say I wasn’t feeling overly confident and combined with it being my first time at the club in a while, I decided the main aim was to have fun (whilst winning if I could!).

As always, any mistakes are entirely down to my notes (with a bit of poetic licence thrown in).

The Herd was in disarray. The battle against the Lizards had driven them from the ruins and the Beastmen had started to look at Khazbar in ways he didn’t like. He knew his authority was on shaky ground. There were whispers growing that the gods had abandoned him. Even worse, Bashor had survived the battle, though in a weakened enough state that Khazbar had managed to wrestle control back but not to expel the troublesome lord from the herd. Decisive action was needed.

Thankfully Khazbar, unlike most of his kin, was forward thinking and had already found a fallback location. A dark twisted glen, within the remains of a fortress, deep within the forest. Gathering the remnants of the herd, they set off to this last refuge unaware that even now their movements were being tracked by an old foe.

After several hours of trudging through the thick undergrowth they neared their destination. Vine strewn walls appeared with regularity and crumbling towers could be seen in the distance. The woods began to change the closer they got, drawing in the light and becoming darker and more sinister.

Ahead, one of the Halfhorn scouts appeared from the undergrowth. He rushed up to Khazbar, a scent of fear palatable in the air. The fear was justified as Khazbar’s dark magic ripped the unfortunate Ungor apart as his displeasure manifested itself. How was it possible? How could the vile elf sorceress have found them again?  With a shout he ordered the herd forward, determined to reach the twisted glen first.

Lists

Beastmen

Khazbar the Magnificent (Lore of Beasts) – Great Bray Shaman, Brass Cleaver, Jagged Dagger, Talisman of Preservation, Gouge Tusks

Cattleclysm – Doombull – Gold Sigil Sword, Ramhorn helm, Dragonbane Gem, Arabyan Carpet, Gnarled Hide

Bashor the Bloody (General) – Beastlord, Ogre blade, Armour of Destiny

Wazzock the Lame (Lore of Shadow) – Dispel Scroll

Zurrock the Mighty (BSB) – Wargor, Beast Banner

48 Gor – AHW

37 Bestigor – Standard of Discipline

Tuskgor Chariot

Tuskgor Chariot

Razorgor

Razorgor

5 Harpies

5 Ungor Raiders

5 Ungor Raiders

Dark Elves

Dreadlord (General) – Lt Armour, Sea Dragon cloak, sh, Ogre Blade, Talisman of Endurance, Cold One – 246pts

Supreme Sorceress – Power scroll, Talisman of Preservation, Darksteed, Lore of Life – 320pts

Death Hag (BSB) – Cauldron of Blood, Obsidian Blade, Rune of Khaine – 390pts

Master – HA, sh, Sea Dragon cloak, Lance, Cloak of Twilight, Dark Pegasus – 188pts

Dark Riders (5) – Musician, Standard, Spear, Repeating Crossbow, Sh – 120pts

Dark Riders (5) – Musician, Standard, Spear, Repeating Crossbow, Sh – 120pts

Dark Riders (5) – Musician, Standard, Spear, Repeating Crossbow, Sh – 120pts

Witch Elves (27) – FC. Razor Standard – 372pts

Cold One Knights (9) – FC, Banner of Eternal Flame – 310pts

Executioners (23) – FC – 306pts

Scenario, Secret Missions, Terrain and pre-match rolls

We initially rolled Dawn attack but as neither of us were taking the game too seriously and I had groaned loudly when it had been rolled (mainly as it was the scenario I’d played the most during the comp), Luke suggested we play wicked woods instead.

The terrain was pack 5, so we had 2 sets of 2 building that were linked by walls/hedges. There was also a single wood and a hill.

We ended up surrounding the ‘Wicked Woods’ with all the scenery and it ended up like this:

1 - Terrain

1 Deployment

For spells generated:

Khazbar  – lvl 4 Great Bray Shaman (Lore of Beasts): Wyssans, Curse, Savage Beast and Transformation

Wazzock – lvl 1 Shaman (Lore of Shadow): Miasma

Supreme Sorceress – Throne, Regrowth, Earthblood and Flesh to Stone

Deployment

With a symmetrical layout, we didn’t even roll for table sides and stayed on our respective table edges.

I laid the first unit and it was then alternating. After deployment and the 3 vanguards of the darkriders, it looked like this:

2 - Deployment

2 - DE Deployment

3 - DE Deployment
A little bit of proxying took place by Luke, due to the wrong mini’ case being picked up.

4 - DE Deployment5 - Beast Deployment

6 - Beast Deployment
The closest Razorgor was not meant to deploy there, that was me totally forgetting to move it after putting the rest of my stuff on the table!

Turn 1 – Dark Elves

The Witches led by the frothing Hag made their intent clear from the offset, attempting to dominate the game by surging forward to capture the woods in front of them. Two of their number were torn limb from limb as the woods struck at them and the Cauldron also lost 4 wounds.

The Cold One knights, even with the General in them, then proceeded to fail their stupidity and in a display of palm to face slapping, Luke realised that in moving the witches first, the BSB was now out of range so the best the unit could do was stumble a few inches forward.

During the magic phase, two of the wounds to the Cauldron were immediately recovered with the lore of life attribute as Earthblood was cast on the Cold Ones and Flesh to Stone on the Witches – both were the weakened versions as throne was dispelled. (Edit: I realise now that this wasn’t possibly because the level 4 Sorceress was bunkered in the Cold One’s and failing stupidity with the unit would have prevented her from both casting or channelling).

Between them, the dark riders managed a wound on the chariot on my right flank. The other Darkriders (having lost a model to dangerous terrain) failed to wound the Bestigor.

3 - DE turn 1

7 - DE Turn 18 - DE Turn 19 - DE Turn 1

The 2 Bestigor in the witch unit were slaves, chained to the front of the Cauldron. Or they were spares that I lent Luke, that conveniently matched the footprint of the Cauldron. I’ll let you decide

10 - DE Turn 1

Turn 1 – Beastmen

Seeing the twisted elves move into the woods, Khazbar ordered the forces of the herd to advance on all fronts, chaff moving to the fore and the rest jostling for position. Khazbar himself, unsure about the horde of lunatics in front of him, ordered his Gor to position themselves behind the wall.

Seeing an opportunity to further impede the enemy cavalry unit, to cast Curse onto the them. Completely fluffing the spell, he managed to miscast and the resultant power drain stripped him of three levels and spells and left him with just Transformation of Kadon. Bugger!

4 - Beast turn 1

11 - Beast Turn 112 - Beast Turn 113 - Beast Turn 114 - Beast Turn 1

Turn 2 – Dark Elves

Both he Witches and Cold One knight units decided to hold their positions. The witches because doing so gained them a scenario point, due to holding the woods and the Knights as they ‘bravely’ decided not to risk the dangerous terrain test.

The Dark Riders continued to move round and get in the way. Their shooting was still completely ineffective with just 3 Gor dying to their shots.

The Executioners, fancying their chances, charged into the Doombull and despite him cutting down 4 of their number, he lost the combat due to the musician swinging the odds, proceeded to fail his leadership test (box cars) and was run down in short order (damn that was not part of the plan!). The Executioners then overran into the nearby chariot.

Magic was ineffective with Throne dispelled and the sorceress failing to cast regrowth.

5 - DE turn 2

Turn 2 – Beastmen

Raging about his loss of power and needing to vent his frustration, Khazbar ordered his bodyguard of Gor to charge the darkriders in front of him. The riders fled but the Gor not only  ran them down, as the Gor made a maximum move but they managed to also career into the witch elves too (losing 11 of their number to dangerous terrain in the process…). They were joined by the Razorgor, who having charged first (in order to complete my secret mission – take a message), ensured that the Gor combat would take place in my turn and not Luke’s. (Again this was not part of the plan).

Wazzock tried to cast Melkoth’s to help that combat but it was dispelled. Khazbar did cast Transformation and became a Mountain Chimera but this just ensured that he was moved out of combat (as the Razorgor was in the way).

Combat was a brutal affair. 24 of the Gor fell to the combined attacks of the witches, leaving just the front rank of Gor alive. This was the best result possible for the Elves as a few more kills and the Chimera would have made it into combat! The remaining 9 Gor, BSB and Razorgor, fought back with the same ferociousness as the witches with 15 of the 17 attacks available each killing a witch. It wasn’t enough to save them and they ran back towards their lines. The brave Pumba was cut down but the Gor outdistancing their pursuers and shockingly neither unit lost any further models from the dangerous terrain test. (I will say I wasn’t totally unhappy that the two units had clashed as I was curious to see the outcome and would have suggested us squaring them off after the game anyway, I just didn’t want them in combat at that point).

The Executioners were only able to cause 2 wounds to the chariot and the plucky crew held their ground.

6 - beast turn 2

15 - Beast Turn 216 - Beast Turn 217 - Beast Turn 218 - Beast Turn 2

Turn 3 – Dark Elves

The Witches again charged the remaining Gor, who had no choice but to flee. They weren’t able to escape their fate this time and the witches pulled up just short of the edge of the board.

One unit of Darkriders charged the chariot they had previously been railroading but failed to do any wounds.

The other charged the Ungor in the house killing all the halfhorns.

The Dark Master finally got in on the action and charged and slew the final Razorgor.

The Cold One Knights, finally able to do something, crashed into the Bestigors. Seeing the imminent demise of my level 1, I used his scroll to get rid of Throne and dispelled Earthblood. In the combat, Luke suggested a wizard challenge and with very little remaining on the board I agreed (Yes the sensible option would have been to direct my rank and file attacks at his sorceress but at this point we were having such a good laugh and killing his level 4 wouldn’t have made a lot of difference to the outcome, so I accepted for shits and giggles). As it happened, Wazzock got the first moral victory and caused a wound!

In the rest of the combat in the unit, the Dreadlord caused a single wound on Bashor and the knights killed 8 of the Bestigor. In a frightening display of rolling (I had forgotten what Luke’s rolling could be like) he saved 7 of the 9 wounds rolled in return. The Bestigor were steadfast 10 so weren’t going anywhere for the moment.

The Executioners unsurprisingly finished off the chariot and turned to face the woods in the centre.

7 - DE turn 3

19 - DE Turn 3

20 - DE Turn 3
A very convincing Dark Master on Peg!

21 - DE Turn 322 - DE Turn 323 - DE Turn 324 - DE Turn 3

Turn 3 – Beastmen

Determined to salvage a bit of pride, the Harpies charged the flank of the nearby Darkriders and in a total first for the unit, not only decimated their target, they then ran down the remainder too. Shocking behaviour!

Wazzock managed to cast a boosted Melkoth’s onto the Knights, reducing their WS, BS, I and M by 2.

The ‘Wizard off’ continued but with neither side managing to cause any wounds. The Dreadlord finally got the better of Bashor who ended up a bloody mess on the floor. The Bestigor managed to kill off 4 of the Knights for the loss of another 8 or so (at this point I had forgotten to note the numbers) but the unit still remained steadfast (if only on an 8 with the loss of the lord).

8 - beast turn 3

Turn 4 – Dark Elves

In what was the final turn of the game, the Executioners moved up to the edge of the woods, ready to move in and gain more scenario points if needed.

In the magic phase, Throne was dispelled but this allowed regrowth to go through on the Cold One Knights, replacing two of them. Earthblood was also cast on the unit and in the process, the Sorceress was healed of the wound she had taken earlier.

She immediately lost the wound again as Wazzock once again got one up on his foe but her mount returned the favour, giving him a good kick to the head. The remaining Bestigor put down the newly resurrected Knights but with the Dreadlord now free to concentrate on the rank and file, they had another 6 of their number cut down. This on top of the death of their leader, was too much for them and they turned tail. The Cold Ones, their blood finally heated by the combat, tore into them leaving none alive.

In the one bright point of the round, the remaining chariot destroyed the dark riders and turned to face the witches.

At that point we called the game as I had nothing left with which to contest the scenario (or much else for that matter!).

9 - DE turn 4

25 - DE Turn 426 - DE Turn 427 - DE Turn 4

Results

Luke – Win (15) = 15pts

Me – Loss (5) + Secret Mission (6) = 11pts

So overall I came 4th in the club comp out of 20 players. I must say that I’m pretty happy with that, especially using an army that is generally considered underpowered.

Conclusions

Khazbar frantically flapped his wings as he tore his way through the air. “What a disaster”, he thought. One defeat after another had culled the weak from the herd but the latest setback had not strengthened the core but utterly shattered it. He thanked the dark gods that his transformation had given him the means in which to escape the fate of his herd. There was nothing left but to head back to the Drakwald to start over. As he roared his frustration and turned to wing his way north, his cry was answered and a blooded Cattleclysm burst from the forest to join him in his journey.

This was yet another thoroughly enjoyable game. Not so much from the outcome or the way I played (which was riddled with errors) but from the banter, laughs and improbable dice rolls.

With regards to the dice, I don’t think I’ve ever played a game where so many 2 dice rolls (with the exception of the magic phase), ended up as either an 11 or 12. Almost every charge or overrun came up with that roll.

I won’t go into detail about my errors in the game (there were many) but there was a definite rustiness to my play. That isn’t to take anything away from Luke. He pretty much dominated the game from start to finish.

The one comment I will make is around the magic phase. I made a point of dispelling Throne every time it was cast (this was for historic reasons) but this was a mistake. With the limited magic available to me after my first turn miscast, in some turns I would have been far better off letting it go through and getting rid of it in my turn, so I could dispel the only other thing he could cast. Still you live and learn.

What next?

I’ve not quite had enough of playing with the Beastmen yet. I will do my standard after tournament list evaluation in a later post and I have one of the club guys who wants a game as he has never played Beasts before.

I’m trying to delay that game until after the arrival of my Twisted Catacombs kick starter miniatures, as I’ll definitely run a full minotaur and double Ghorgon ‘frenzy’ list for fun.

Before that game, I’m hoping to get some more time in with the Wood Elves and once I move house (in a couple of months if all goes well) I’ll be able to dig out and finally build my Bretonnians.

Oh and with no one else coming forward, I’ve been thinking about running the next whfb competition. I’m very much fancying the 2014 Brawler Bash rules with a few amendments.

WHFB – Beastmen vs Lizardmen – Semi-Final – SELWG Competition Game

I’ve been pretty quiet on the hobby front recently. I’ve not lifted a paintbrush in over a month and a half and the bit of free time i’ve had has mainly been spent on Total War – Warhammer 2. That being said, I do have a number of Bloodbowl games to finish writing up and I’ve been working on my own analysis of the Dwarf Army book for the Eighth Edition for Life forum (only 4 or so years after its release and the death of warhammer…). When complete I’ll likely add it here.

I did manage to get in my semi-final game against Neil. I think it’s fair to say I knew this would be a very tough game. Neil is a canny opponent and Lizards are probably his strongest army.

As always, any mistakes are entirely down to my notes (with a bit of poetic licence thrown in).

Having fought off the ruin’s previous skaven occupants, the herd had swiftly moved in. Bashor had taken residence in the highest temple, where he sat in a throne of made of bones a mad glint in his eye as he issued decrees every hour. Khazbar increasingly worried about Bashor. The more the madness grew, the less likely it was that Cattleclysm would deter the Beastlord from ordering his death. Something would have to be done and sooner rather than later. On top of this, his searches of the complex had failed to turn up anything of worth yet he remained convinced that there were hidden chambers still to be uncovered. His thoughts were interrupted by a cringing ungor entering the room. He listened as the halfhorn gave his report, snout peeling back in a grin. So the Lizardmen had decided to reclaim the temple had they? Perhaps this could work out to his advantage.

Lists

Beastmen

Bashor the Bloody (General) – Armour of Destiny, Sh, Ogre Blade – 238pts

Khazbar the Magnificent – Level 4 Great Bray Shaman (Lore of Beasts), Brass Cleaver, Jagged dagger, talisman of preservation, gouge tusks – 335pts

Cattleclysm – Doombull, HA, Sh, Gold Sigil Sword, Ramhorn Helm, Dragonbane Gem, Arabyan Carpet, Gnarled Hide – 353pts

Zurrock the Mighty (BSB) – Wargor, HA, Sh, Beast Banner – 191pts

Wazzock the Lame – Level 1 Shaman (Lore of Shadow), dispel scroll – 100pts

48 Gor – FC, AHW – 409pts

37 Bestigor – FC, Standard of Discipline – 489pts

Tuskgor Chariot – 80pts

Tuskgor Chariot – 80pts

Razorgor – 55pts

Razorgor – 55pts

Harpies – 55pts

5 Ungor Raiders – 30pts

5 Ungor Raiders – 30pts

Total – 2500

Lizards

Slann (General) – Forbidden Rod, Wandering Deliberations – 365pts

Skink Chief (BSB) – Armour of Destiny, Sh – 119pts

Saurus Oldblood – LA, Sh, Great Weapon, Dragonhelm, Opal Amulet, Arabyan Carpet – 236pts

Saurus Scar-Vet – Gamblers Armour, Great Weapon, Dawnstone, Cold One – 149pts

Skink Priest – Level 1 (Lore of Heavens) – Dispel Scroll – 90pts

8 Cold One Riders – spear, Sh, Standard, Musician – 292pts

26 Temple Guard – Musician, Standard – 384pts

25 Saurus Warriors – Standard – 285pts

10 Skink Cohort – Standard – javelin, Sh – 60pts

10 Skink Skirmishers – blowpipe – 70pts

10 Skink Skirmishers – blowpipe – 70pts

10 Skink Skirmishers – blowpipe – 70pts

10 Skink Skirmishers – blowpipe – 70pts

6 Chameleon Skinks – 78pts

6 Chameleon Skinks – 78pts

1 Salamander Hunting pack – 4 Handlers – 84pts

Total – 2500pts  

Pre-match Rolls

Spells

The skink Chief took Blizzard (from Lore of Heavens)

The Slann had Harmonic Convergence so got all the 8 signature spells

Khazbar ended up with Wyssans, Amber spear, Curse of Anreheir and Savage Beastof Horros

Wazzock took enfeebling foe

Scenario

Dawn Attack – random deployment as per the BRB but the table is divided into quadrants. You get 2 pts if you control your opponent’s quadrants and 1 pt for each of your own.

Terrain

Map pack 2 – 1 wood (ended up as a normal one), 2 normal hills, an anvil of Vaul, 1 building (with 3 walls) and a normal river. After placement it looked like this.

1 - Terrain

Neil laid his army first. Deployment was not too harsh for either of us and most our units were centrally placed.

2 - Deployment5. Lizard Deploy7. Lizard Deploy8. Lizard Deploy2. Beast Deploy3. Beast Deploy4. Beast Deploy

I failed to steal first turn so he went first

Turn 1 – Lizards

The Skink Skirmisher units surged across the board in order to get into range with their blow pipes next turn and to generally do what chaff do best (screw up movement and be a bloody nuisance). They were supported by the two blocks of heavy infantry moving up as a second wave.

Both units of Chameleons materialised in front of my right flank (I’d been careful to not leave gaps behind my lines) and targeted the Razorgor on that side. The venom of the lesser striped tree frog had been left on the darts for too long, as he took a couple of wounds from their poison but it wasn’t enough to kill him.

The Slann barely opened its eyes and nonchalantly waved a hand and launched a boosted fireball on the chariot opposite him. The resulting miscast not only made him pay a bit more attention to what was going on but cost him a wizard level and lost him that spell. It did manage to put a couple of wounds on the chariot but the trade-off might come back to haunt him. The priest then tried to cast Blizzard on the Bestigor but Khazbar dispelled it with ease.

3 - Turn 1 - Lizard9. Turn 1 - Lizard10. Turn 1 Lizard11. Turn 1 Lizard12. Turn 1 - Lizard

Turn 1 – Beasts

Determined to clear out some of the skink cloud threatening to gum up his lines, Bashor ordered his forces forward.

The Gor Horde targeted one of the Chameleon units, who unsurprisingly ran but they didn’t get too far and were summarily cut down.

The Doombull charged the Skinks directly in front of him, who also fled but this time to safety, leaving behind a very pissed off Minotaur. He glared through red tinged eyes at the Lizard lines, death and blood at the very forefront of his thoughts.

The central chariot charged the unit next to the skinks who had fled, taking a couple of wounds from the stand and shoot reaction (Edit: what is it with all the shooting causing two wounds each time). The chariot made short work of them (helped out, as it had been given a Wyssans Wildform buff) and crushed the remaining fleeing skinks beneath its iron shod wheels as it overran. This did leave it directly in front of the Cold One Riders with it very likely to receive a charge in the following turn.

4 - Turn 1 - Beasts13. Turn 1 - Beast14. Turn 1 - Beast

Turn 2 – Lizards

The Cold One riders, seeking revenge for what it had done to their smaller brethren, charged into the chariot and in the ensuing combat, neither side managed to do any damage to the other (Edit: it wasn’t helped as this was the one and only time in the game I forgot Primal Fury), however the Lizards charge and banner were enough to win the combat and the chariot decided discretion was the better part of valour and turned tail. In what was becoming a trend for the game, it didn’t run fast enough and was smashed to pieces by the chasing cavalry.

The fleeing Skink skirmishers rallied under the nearby eye of the Slann and BSB.

The Slann attempted to cast Blizzard on the Gor but was blocked by Khazbar. He was able to prevent the Frog-Mage following up with a Spirit Leech at his faithful Cattleclysm but a baleful glare at his apprentice was enough to get Wazzock to read from his scroll. This turned to dust as the spell dissipated harmlessly.

The remaining Chameleons, weaved through the Beastmen lines and finished off the wounded Pumba. The nearby horde of Gor choose this moment to fail their re-rollable panic check and ran away from the camouflaged skinks, bouncing through the chariot/coldone combat and ended up in the Lizardman deployment zone, dangerously close to the edge of the board. That definitely wasn’t part of the plan! (edit: it was part of Neil’s though, as that was why he had targeted the unit with Blizzard in an attempt to reduce their leadership. He hadn’t counted on the 11″ roll and them bouncing through the combat, which he said had caused his plan to backfire). To addfurther insult to injury, 7 of their number were cut down by the Cold One Riders as they ran through the unit (astupid amount of 1’s were rolled for the dangerous terrain check).

The Skink Cohort reached the building in the far corner of the battlefield and moved in to take permanent residence where they would take no further part in the battle (bar helping score scenario victory points).

The remaining skinks and salamander targeted the Bestigor to start whittling down their numbers but their aim faltered under the manic gaze of the embedded Beastlord and only 4 fell to the combined fire.

5 - Turn 2 - Lizards15. Turn 2 - Lizard16. Turn 2 - Lizard17. Turn 2 - Lizard18. Turn 2 - Lizard19. Turn 2 - Lizard20. Turn 2 - Lizard21. Turn 2 - Lizard - after panic

Turn 2 – Beasts

Cattleclysm, incensed by his previous foe having slipped through his claws, crashed into the Cold One Riders (who, conveniently, were unable to flee due to their Immune to Psych rule). He cut down 50% of the unit and the rest fled (Edit: I forgot the standard bearer should have been removed at that point). The Cold Ones bounced through the freshly rallied Gor horde and due to a particularly low roll managed to stay on the table in the small gap between the Gor and edge of the board. Drat!

The Bestigor charged the Skink screen that were directly in front of them losing a few of their number to poison. In combat it came as no surprise to anyone watching that the Bestigor hacked the skinks apart and then reformed to face the Temple Guard.

The remaining chariot moved to cover the flank and rear of the Bestigors in case the Oldblood decided to join the party and the Harpies moved up to protect the rear of the Doombull for the same reason.

The Ungor Raiders on the left flank moved to get in the way of the Saurus block so it would be prevented from moving fully into the Beastmen left quadrant.

6 - Turn 2 - Beasts22. Turn 2 - Beast23. Turn 2 Beast24. Turn 2 - Beast25. Turn 2 - Beast26. Turn 2 - Beast - after combat

Turn 3 – Lizards

With their screening chaff now gone, the Temple Guard had no choice but to take the initiative and charged into the Bestigor. The guard were supported by the Salamander and handlers who went into the flank of the elite Beastmen.

The Slann invoked the forbidden rod trying to boost the weak winds of magic, taking 3 wounds in the process (amusingly, one for each extra power dice). The giant frog started the phase by casting Blizzard onto the Bestigor but this was quickly dispelled. Khazbar had previous run ins with Nurgle and knew what a difference negative hit modifiers could have. This did mean allowing the Slann to get off Earthblood giving his bodyguard a weak regen to replaced the armour save they would lose thanks to their attackers great weapons. The spell also healed him of one of the wounds he had lost.

Combat saw the Temple Guard and Bestigor each killed 6 a piece but the combat ended a draw due to the additional wounds caused on the Salamander and skinks (cancelling out the flank attack and charge bonus).

The Saurus block charged the Ungor blocking them and the plucky underdogs managed to take out two of them before they were wiped out (edit – I just pulled them after seeing if they managed to kill any Saurus).

The Oldblood charged the harpies who fled, leaving him floundering around in the centre of the battlefield much to the amusement of Khazbar.

The Scar Vet on Cold One showed him up by making a long charge into the chariot and making short work of it.

The remaining Cold One riders successfully rallied and turned to face the rear of the Gor.

The Chameleon’s shot and killed 3 of the nearby Ungor but the plucky raiders held their ground.

7 - Turn 3 - Lizards27. Turn 3 - Lizard28. Turn 3 - Lizard29. Turn 3- Lizard30. Turn 3 - Lizard

Turn 3 – Beasts

The remaining 2 Ungor Raiders went for glory and found only death as they charged into a hail of poisoned shots from the Chameleons.

with a loud bray, Khazbar ordered his unit to charge the temple guard but the long speculative charge failed miserably to reach them.

He instead ordered the Doombull to move up to threaten the flank of the Temple Guard (conveniently this also moved him out of the charge arc of the oldblood).

Khazbar, rubbing his hands with glee at having a clear shot, threw a boosted amber spear at the ancient saurus but this was scrolled. His attempt to cast Curse of Anraheir on the Temple Guard was then dispelled but the Slann was unable to prevent Wyssans buffing the Bestigor and they then went on to finish off the Salamander and cut up the Temple Guard some more. The boost to their toughness also helped to prevent more than a fewof their number falling in response. The Guard held though, as with the Slann in their midst they were stubborn.

The Razorgor, seeing an easy target, moved round the Sarus block to threaten the Skink Priest who had moved out of the house.

In a move that either, was completely illegal as they may not have rallied, or my notes/photos had gotten out of sync, the Harpies moved to try and block the Cold One Riders. Either way they weren’t able to do it (having failed the leadership test to march and so couldn’t block them), so it was a moot point.

8 - Turn 3 - Beasts31. Turn 3 - Beast32. Turn 3 - Beast33. Turn 3 - Beasts

Turn 4 – Lizards

In a move that completely blindsided the Beastmen (I forgot that rivers only impede marching), the Saurus block charged into the flank of the Bestigors.

The Slann attempted subterfuge in order to influence the combat. A Spirit Leech onto the Doombull was let through but failed to wound it. Displeased that the wiley shaman had not fallen for the misdirection he cast Blizzard onto the Bestigor but Khazbar ensured this was dispelled. Starting to get frustrated that this lesser being had the audacity to block his spells, he put all his force into a Wyssans. The power staggered Khazbar, who could do nothing to prevent the irresistible spell. The Mage-priest blinked with worry as a second miscast went off and an audible sigh was heard as it only killed two of his bodyguard.

In a brutal round of combat for both sides, most of the remaining Temple guard were killed as were almost two ranks of the Bestigor. With only 3 Temple Guard left alive, the Slann had no choice but to step up into the front rank.

The elite Beastmen lost combat by 5 (Edit: though it should have been 2 as the Saurus rank bonus shouldn’t have counted due to them being partially in the river) but in a lucky bit of rolling (or karma due to the aforementioned inclusion of the saurus ranks) and much to my delight and Neil’s disgust, they passed their leadership test and held. The Slann was definitely in trouble now as he was in range of a whole host of great weapons and narrowed, red, bestial eyes looking with malice right at him.

On their left flank, Cold One Riders hit the back of the Gor Horde. Khazbar immediately made way to the back of the unit and Zurrock went to follow him but, incorrectly, was convinced he had to stay at the front. 2 dead Saurus later and the final rider ran back towards the edge of the board (with the standard bearer being removed this time).

The Oldblood tried to support this by charging the front of the unit but again failed to make the charge. Khazbar, swelling with power gained from slaying the Cold One Riders, snorted with glee again as he knew he had another little gift lined up for him.

Even the nearby skinks shooting up the Gor and removing a rank from his unit was not enough to dampen his mood.

On the other side of the river, the Skink Priest moved up to block the Razorgor. The piggy couldn’t believe his luck, lunch had been served!

9 - Turn 4 - Lizards34. Turn 4 - Lizard35. Turn 4 - Lizard - coldones chg36. Turn 4 - Lizard

Turn 4 – Beasts

Blood drunk with rage, Cattleclysm smashed into the Temple Guard and killed the remaining few and the Slann with ease. This left him out of combat and he over ran slightly.

The Bestigor and Saurus combat continued with the Saurus killing a few of the Beasts. . Combat tied and the severely depleted Bestigor reformed to face the Saurus.

The Razorgor was unable to help himself and charged into the Skink Priest who had moved to block him and he was swiftly crushed (edit: Neil just removed him without rolling combat). At this point the Lizards had no magic users left on the board!

The remaining Harpies charged the single Cold One rider to ensure it didn’t rally and he swiftly left the battlefield. They followed him off and at least would be safe from the skink shooting for a turn.

The Gor, unable to charge, moved up to support the central combat if required.

Khazbar took the opportunity to launch a second boosted amber spear at the oldblood. His opal amulet was overwhelmed by the irresistible force of the cast and a blue mist was all that remained in its wake. The shaman’s laughter was cut short as both he and Zurrock took wounds from the feedback and 5 Gor fell dead.

10 - Turn 4 - Beasts

Turn 5 – Lizards

The combat between the Saurus and Bestigor came to a conclusion with Bashor forcing his way into contact with the Lizardman unit where he promptly slew 4 of them. The Saurus hit back and killed all the unit bar the champion, Wazzock and Bashor. Again the Bestigor lost combat but this time they had enough and were run down by the vengeful Lizards. Khazbar looked on and the smile lit up his face again as he watched the Beastlord get trampled into the mud.

The remaining skink skirmishers and Chameleons moved out of the charge arc of the Gor and shot them up some more, removing another rank and causing the unit to waver. No panic took hold as the infectious glee of Khazbar boosted the spirit of the unit.

The Scar Vet attempted to charge the Doombull but all he accomplished was to add to the long list of failed charges in the game.

11 - Turn 5 - Lizards

Turn 5 – Beasts

With the path now clear, the Gor horde charged into the Saurus block, backed up with a rear charge from the Razorgor. The Gor were so eager to get to grips with the unit that had slain their leader that they went into a frenzy (Edit: first time I’d ever rolled that on a unit that wasn’t 5 Ungor Raiders). To back this up, Khazbar cast a boosted Savage Beast on himself and Zurrock (and Cattleclysm was caught in the bubble if not the combat) and between them (with their 14 re-rollable S8 attacks) and the frenzied unit (29 re-rollable S4 attacks), they tore the Saurus apart and then overran.

The Doombull then moved to try and ensure the skinks wouldn’t be out of his charge arc.

12 - Turn 5 - Beasts37. Turn 5 - Beasts

Turn 6 – Lizards

The scar vet again tried to charge the doombull but again failed to make the distance.

With very few units left, the Chameleons moved up to prevent the Gor swift reforming to face either deployment zone.

The skink skirmishers with the BSB moved so that every model was on the edge of the board to maximise the Doombull’s charge. The other remaining skink skirmisher unit moved to place themselves in front of the other unit. They then killed the remaining Harpies.

13 - Turn 6 - Lizards

Turn 6 – Beasts

The Doombull charged the one skink unit he could reach and made short work of them with his 10 S9 attacks (thanks to Savage Beast). We didn’t even roll for the BSB’s unit to see if they would panic, as due to the inability to get the Gor fully into any quadrant, even if they had run off the board, Neil would have won 1-0.

14 - Turn 6 - Beasts

Result

Win for Neil

Neil – Win (15) – Secondary Object (0) = 15

Me – Loss (5) – Secondary Objective (6) = 11

My secondary objective was ‘Cut off the head’ (kill the enemy general in close combat)

Neil’s was ‘Raid the Baggage’ (get a fortitude bearing unit in the enemy deployment zone).

Conclusions

That was one of the most brutal but fun games I’ve played in a long while. It swung back and forth several times and could have gone either way up until the end. Although getting frenzy in my fifth turn was amazing from a ‘never had it before’ perspective, it actually cost me the game as it prevented me from reforming after combat, which would have given me the chance to move into Neil’s quadrant in my final turn.

Probably the main factor in the end, really came down to the fact that I only had two units capable of capturing quadrants (combined with Neil playing an excellent running away game with the skirmishers).

This lack of units with fortitude has caused challenges throughout the tournament and was frankly down to a bad list selection from me. Or rather than bad list selection, more accurately it was me just taking what I wanted to and ignoring the scenarios that I myself had set as the tournament organiser. I have no-one to blame bar myself…

I’ll add that I may have made a mistake using the Doombull to finish the Slann and Temple guard rather than moving him to target the more slippery skink bsb. In my head, the issue was I needed to ensure I killed the Slann in combat to complete the secondary objective as I didn’t know what Neils was or if he had achieved it (he hadn’t).

It could also be argued that I probably should have used the Doombull to charge the Saurus, rather than the Gor, as at that point, the Gor held one of the enemy Quadrants but I also needed to ensure I killed the Saurus unit to prevent it capturing my quadrant and I don’t think the Doombull alone could have managed that.

One thing that did go my way throughout the game (ignoring Neil’s ability to keep failing 3 dice charges) was my primal fury rolls. I didn’t fail a single one ensuring I re-rolled almost every to hit dice.

Still, despite the loss, I’m happy to have made my first Semi-final and I still have a chance to make 3rd place overall.

I will end with a congratulations to Neil for scrapping through to the final ;p.

WHFB – Beastmen vs Skaven – Quarter-Final – SELWG Competition Game

The quarter-finals of the club competition have taken a while to kick off due to scheduling conflicts. The first was played at the end of March between Neil (Lizardmen) and Antonio (High Elves). These two met in last year’s whfb semi-final (which Antonio won) and the KOW final (which Neil won). In this grudge match, Neil gained the upper hand and qualified for the Semi-final. This meant that the winner between myself and Paul already knew who our next opponent would be. The other two games are scheduled to be played before the end of the month.

I was looking forward to my game as I had played Paul in a pre-competition friendly with us using the same lists and in that game he had just edged victory so I was itching for some payback!

As always any errors are down to memory.

After evading the green skins on the plains the herd had sought refuge within the nearby forest. The twisted growth of the trunks had seemed a good omen. The darkness had ever been their ally and as they made their way deeper into the woods they had a sense of homecoming. The first sense that things were not right were when the Ungor scouts reported coming across a clearing, dotted with marshes, leading to an overgrown ruin. Initial reports had been sketchy, stepped pyramids, strange stone glyphs and inverted triangles crudely carved.

Khazbar frowned in thought. The ruins had the feel of the Lizards about them and if so might have arcane relics he could use but something didn’t feel right. There was something about the carv…He spun round in time to see something ricochet off Cattleclysm’s armour and the mighty bull roar as he shot off into the nearby bushes. A shrill scream started and cut off almost as suddenly and a few seconds later the bushes parted and he reappeared and cast a bloody corpse at Khazbar feet. Mangled as it was, enough remained for him to immediately identify it as a Skaven. It was then he heard the brays of Bashor and saw the Skaven force emerge from the ruins. It appeared they still needed to cleanse their new home of some vermin.

Scenario, Secret Missions, Terrain and pre-match rolls

The terrain was fairly basic with 2 normal hills, 2 woods (the one I started in was a normal wood) and two marshes (1 turned out to be Khemrian quicksand – Monsterous models are removed if they fail dangerous terrain test and the other a Earthblood Mere – 6+ regen).

1. Terrain

The Scenario was ‘Invade‘. This was played lengthwise on the table (as per battle of the pass) and the player with the most unit fortitude bearing units (basically units with standards) in the other players side of the table ,at the end of the game wins.

Because of this, (and unbeknownst to each other) we both decided to take the secret mission ‘raid the baggage’. In this you have to have more unit fortitude in an opponents deployment zone then they do at the end of the game. I figured I was trying to get in his half anyway and he would be doing the same for me so, two birds with one stone.

For spells generated:

Khazbar  – lvl 4 Great Bray Shaman (Lore of Beasts): Wyssans, Amber Spear, Curse and Savage Beast

Wazzock – lvl 1 Shaman (Lore of Shadow): Miasma

Grey Seer – lvl 4 (Ruin): Wither, Vermintide, (Plague): Pestilent Breath, (Other): Curse of the Horned Rat

Plague Monk – lvl 1(Plague): Bless with Filth

Deployment

I won the roll to decide table edge and with my normal tactic genius went for the edge where my models were already set up on the window ledge so the least amount of movement was involved. The good thing about playing length ways was you don’t have to worry about shifting table sides.

I laid the first unit and it was then alternating. After deployment, it looked like this:

2. Deployment

4 Skaven deploy5 Skaven deploy6 Beast deploy

1 Beast deploy
No the Doombull wasn’t hiding behind a tree from the cannon like a coward…

2 Skaven deploy3 all deploy

I finished deploying first and so got +1 to the first turn roll, which meant I went first with us both rolling almighty 1’s.

Turn 1 – Beastmen

With a guttural roar the herd surged forward. The startled harpies squawked and took flight as they hurriedly got out of the way of the horde of Gor. One of the horde immediately fell victim to the Khemrian quicksand, his kin snorted with laughter as his screams turned to whimpers as he was sucked under. Bashor directed the Bestigor to head towards the centre of the battlefield, which ensured the unknown marsh was between his guard and the Hellpit Abomination but more importantly so that he was closer towards Khazbar. He wanted that scheming Shaman right where he could keep an eye on him at all times.

The central unit on Ungor launched a round of speculative arrows towards the giant rats and in a shocking turn of events, killed one!

Khazbar cast Curse onto the Doomwheel but it was scrolled by the Plague Priest. He then aimed a boosted Amber Spear at it but it failed to go off.

3. Turn 1 - Beasts

7 Turn 1 - Beast
I again assure you that the Doombull didn’t choose to still hide from the cannon this turn.

Turn 1 – Skaven

The Hellpit stormed forward ensuring it angled to avoid hitting the marsh. On the other flank the Doomwheel also careened forward heading for the chariots opposite it  discharging several bolts of warp lightning into the Gor nearby, leaving one as a blackened fried corpse.

An almighty BOOOONNNNNNGGGGGG rang out across the battlefield, as the rat ogre struck the screaming bell. A gout of flame blasted from the ground scorching 2 of the harpies who fell to the ground screaming as they burnt up (edit: neither of us realised at the time that you could only roll one dice on the first ring of the bell, so this result wasn’t possible).

The Seer summoned a vermintide as his first cast of the turn. Not only did it fail miserably to reach the Beastmen lines (maybe due to the tactical retreat the Seer’s unit had done in it’s movement phase) but the resulting miscast killed 6 of his unit and damaged the bell he was mounted on.

This started the trend for the round with the ratling gun supporting the Grey Seer exploding as it’s first action of the game. The Warp Lightning Cannon then failed to hit the Bestigor (but as a bonus, didn’t explode). The warlock then fired his doom rocket at the Bestigor. It overshot clipping the back of the unit killing just 4 of them and wounding the nearby Razorgor.

4. Turn 1 - Skaven

8 Turn 1 - Skaven
The clan Eshir warlock launches the dreaded tapemeasure of doooooommmmmm

9. Turn 1 - Skaven

Turn 2 – Beastmen

Extremely worried about the Doomwheel closing in, the two chariots and Razorgor on the left flank smashed into it. Their combined impact and attacks made short work of it but not before the Razorgor was slain. One chariot over ran whilst the other refrained from doing so.

Even knowing that they had been set up as bait, the Bestigor charged into the giant rats, their strength and toughness boosted by the Wyssans Wildform cast on them by Khazbar. Bashor himself slew 3 of the vermin all the while picturing Khazbar’s face on each of them. His guard mulched the remaining 2 and their handler and then reformed to face the Skaven lines.

The Harpies emulated this move and flew into the other unit of giant rats but killed just one of them before getting swarmed by the rest. The weight of the rats dragged down the bird women and none survived to get away.

The rest of the herd moved up to maintain the battleline. At a command from Khazbar, Cattleclysm left the safety of the trees and moved up to support him.

In my first ever bit of ‘gamey’ play (as far as I remember anyway), the ungor moved round to railroad the Hellpit Abomination to ensure that at least for another turn it would not be crashing into my lines (I still feel dirty for doing so).

Khazbar seeing the mass of frenzied Plague Monks frothing at the mouth, cast Curse of Anraheir on them, figuring they would be unlikely to contain themselves next turn. The Seer recognising the danger, quickly dispelled this.

He then cast a boosted Amber spear at the Warp lightning cannon. With a chant of ‘here comes the ‘1’, sure enough a 1 was rolled to wound, much to the amusement of both players.

5. Turn 2 - Beasts

10. Turn 2 - Beasts

11. Turn 2 - Beasts
Not casualties just lazy movement

12. Turn 2 - Beasts

13. Turn 3 - Beasts
My first ever bit of ‘gamey’ play. Railroading the Abomination

Turn 2 – Skaven

The Clanrats who were supporting the hellpit, saw a chance for an easy fight and stormed into the nearby ‘railroading’ Ungor. They butchered 2 of the halfmen and the rest ran straight into the marsh, revealing it as an Earthblood Mere but importantly for Paul, meaning that he knew it was safe for the Hellpit to move through next turn. Bugger.

With scabrous sores and drooling strings of infected spittle, the Plague Monks charged at the Bestigor. The Plague Priest attempted to cast blessed with filth. The resultant  poisoned attack would help his unit get around the boosted toughness on the beasts. Despite his long term plan, Khazbar continued to try and alleviate Bashor’s suspicions  and dispelled this. In the ensuing combat, 3 bestigor were slain but in return, the elite Beastmen and their lord, cut down 7 of the monks and slapped the frenzy out of them.

The Doomflayer surged forward, looking to run down the other unit of Ungor. They took one look at the whirling death heading toward them and legged it. The Skaven ‘piloting’ it, was able to redirect it into the Doombull just behind them but he barely broke breath crushing the contraption.

The Grey Seer cast a worried look at the horde of Gor closing down on him and desperately cast Wither at them. Not taking any chances, this was scrolled.

The Warp Cannon crew, looking to gain some favour from their lord, also targeted the Gor. They chittered excitedly as their machine actually worked as expected and killed off 8 of the horde.

6. Turn 2 - Skaven

14. Turn 2 - Skaven15. Turn 2 - Skaven16. Turn 2 - Skaven

Turn 3 – Beastmen

Filled with rage at the ease of the previous combat, Cattleclysm looked around for a more challenging target. Spotting the cream of the skaven army directly in front of him he barrelled into them slaying 9 of the elite for the loss of a wound. He barely felt the scratch as he swelled further with power.

Seeing that his loyal bodyguard had secured his flank, Khazbar led the unit of Gor into the enemy warlocks unit directly to his front, backed up by a flank charge from one of the chariots. To bolster the attack, Khazbar cast Wyssans on the unit, miscasting in the process but by rolling an amazing amount of 1’s only killed just a single Gor and clanrat. The unit then went to town on the skaven and for the loss of just three more Gor they obliterated the skaven, leaving just the Grey Seer and the Screaming Bell left (thanks to it being unbreakable).

In the final combat of the turn, Bashor and the Bestigor killed a further 7 plague monks. This was too much for the unit and they turned tail, fled and were cut down. The pursuing Bestigor then ran into the lone warlock engineer who looked less than happy at the prospect of facing they unit on his own.

7. Turn 3 - Beasts

18. Turn 3 - Beasts19. Turn 3 - Beasts

20. Turn 3 - Beasts
Run awaaayyyyyy!
17. Turn 3 - Beasts
Now you see rats
21. Turn 3 - Beasts (end of)
Now you don’t
22. Turn 3 - Beasts (end of)
The Warlock Engineer tries to hide in a musk of his own fear

Turn 3 – Skaven

On the skaven left flank, the hellpit charged the Razorgor and gorged itself on prime piggy.

The supporting clanrats scurried forward in an attempt to contest the scenario. Their ratling gun misfired and unloaded all it’s shots at the Ungor, the hail of lead only slaying a further half-horn as they cowered in the marsh.

The Warp Lightning Cannon shot at the Chariot behind the Beastmen lines but failed to wound it, again to the amusement of us both (as it was a repeat of the Amber Spear situation).

The Rat Ogres charged in to support the beleaguered engineer. Bashor ripped one of them apart before they were able to strike and they were so stunned by the violence that they only managed to kill a single Bestigor before the return blows killed the remainder of them and the engineer.

Even with him up to 9 attacks, the Doombull fluffed most of them and even with the further attacks from his armour, he only killed 4 Stormvermin. Steadfastness ensured they didn’t run.

In the final combat, the Grey Seer frantically called on the Horned Rat to curse the unit in combat with him. With the Skaven force in pieces, all that was heard for an evil cackle as the Horned Rat withdrew his favour and the Seer was left with a surprised look on his face as his power failed him and he was cut down by the mass of Beastmen.

With the situation looking lost and very few options available to turn the situation around (especially with the Storm Vermin about to take a flank charge from my horde), Paul conceded at this point.

8. Turn 3 - Skaven

23. Turn 3 - Skaven24. Turn 3 - Skaven

Results

With all my units in Paul’s half of the table (with a combined unit fortitude of 5) and Paul only having a total of 3 unit fortitude on the board (with two being still in his half), victory went to the Beasts!

Neither of us completed the secondary mission.

Thoughts on the game

If it weren’t for the horrific thought of painting another horde army, I would love to add Skaven to my collection. The total bonkers random nature to them makes them hilarious to play against (as well as frightening). I don’t think you can play this army without having both a great sense of humour and an acknowledgement that the best laid plans will often go array. A combination of these in Paul was one of the reasons why this was such an entertaining game.

With regards to the game, I was pretty happy with my deployment (for once). I didn’t manage to block my own units from moving which was a bonus. I also managed to deal with what I perceived as the two big dangers. The doomwheel through combat and the Hellpit by avoiding it.

As a note on that, it may be totally legal but it felt extremely gamey doing this. I’m honestly not sure if I’d do it again (though it might depend on the opponent) as quarter final or not, it was a very relaxed and friendly game and it was probably the one thing that actually detracted from it (though it was probably more in my head than in actuality). It does raise a question for me on where does the line start that I won’t cross. Where do my gaming moral boundaries lie? Just because something is rules as written, will I play them if I think it isn’t in the spirit of the game or rules as intended? A subject for another post I feel!

Back on track…The scenario was also one that favoured me to some extent. The narrow width and size of my two units blocked a large section of the table and helped mitigate my lack of fortitude and due to the amount of chaff I was able to match the Gor herd against his Seers unit, a matchup I knew would have only one outcome.

I also made a point of remembering the scenario objectives (shock horror I hear you say) and when getting the first turn ensured I piled as far forward as possible to get on or over the halfway line. This meant Paul was on the back foot from the word go.

So overall it was an entertaining game where quite a few things went my way. It also means I’m through to my first Semi-final! The bad news is it’s against Neil and his Lizards. I’ve played him quite a few times and he is a very tough opponent (as you would expect at this stage of the competition!).