WHFB – Beastmen vs Orcs – SELWG Competition Game

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

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

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


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

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

1a. Terrain

1. Terrain

Scenario and pre-match rolls

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

In terms of spells rolled for everyone:

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

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

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

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

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


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

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

After deployment it looked like this:

1b. Deployment

2. Deployment3. Deployment - OnG4. Deployment - OnG

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

6. Deployment - Beasts

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

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

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

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

6a. Turn 1 Orc

7. Turn 1 - OnG8. Tun 1 - OnG

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

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

8a. Turn 1 Beasts

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

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

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

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

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

11a. Turn 2 - Orcs

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

16. turn 2 ong
Boarboyz after the Hand of Gork

17. turn 2 - ong

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

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

17a. Turn 2 - beasts

18. turn 2 - beasts19. turn 2 - beasts

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

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

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

19a. Turn 3 - Orc

20. turn 3 - ong21. turn 3 - ong

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

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

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

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

21a. Turn 3 - Beasts

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

23. turn 3 - beasts24. turn 3 - beasts

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

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

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

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

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

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

24a. Turn 4 - Orcs

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

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

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

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

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

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

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

27a. Turn 4 - Beasts

28. turn 4 - beasts

29. turn 4 - beasts
Enter a caption

30. turn 4 - beasts31. turn 4 - beasts


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

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


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

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

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

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

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

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

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


WHFB – Beastmen vs Dwarves – SELWG Competition Game

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

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

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

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

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


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

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

1. Terrain

Scenario and pre-match rolls

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

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

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

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

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


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

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

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

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

2. Deployment

2. Deployment3. Deployment4. Deployment5. Deployment6. Deployment

Beastmen Turn 1

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

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

3. Turn 1 - Beasts

7. Turn 1 - Beastmen8. Turn 1 - Beastmen

Dwarf Turn 1

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

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

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

4. Turn 1 - Dwarves

9. Turn 1 - Dwarf10. Turn 1 - Dwarf

Beastmen Turn 2

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

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

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

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

5. Turn 2 - Beasts

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

Dwarf Turn 2

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

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

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

5. Turn 2 - Dwarves

14. Turn 2 - Dwarf15. Turn 2 - Dwarf

Beastmen Turn 3

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

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

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

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

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

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

6. Turn 3 - Beasts

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

Dwarf Turn 3

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

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

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

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

7. Turn 3 - Dwarves

20. Turn 3 - Dwarf21. Turn 3 - Dwarf

Beastmen Turn 4

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

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

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

8. Turn 4 - Beasts

22. Turn 4 - Beastmen

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

Dwarf Turn 4

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

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

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

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

9. Turn 4 - Dwarves

Beastmen Turn 5

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

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

10. Turn 5 - Beasts

23. Turn 5 - Beastmen24. Turn 5 - Beastmen

Dwarf Turn 5

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

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

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

11. Turn 5 - Dwarves


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

Martin – Loss (5) = 5 points


That was a very, very close win.

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

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

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

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

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

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

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

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

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


Hobby Update – Herd of Khazbar the Magnificent

This is more of a WIP than a true hobby update. As I stated in a previous post, I have the following beastmen left to paint (and build) but I’m going to take a hiatus from them at present. So instead, I thought I’d post a few shots of the whole army as it is.


2 Minotaurs

Minotaur Standard bearer

Wargor BSB


Note: These were taken before I finished the Ungor Raiders (and the Wargor and Gorbull BSB models are not shown as they are not built as yet).

And yes the Herd are displayed on an extra large, wipe-able, child friendly, giant toadstool.


The ‘Heroes’


WHFB – Beastmen vs Dark Elves – SELWG Comp’ game 

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

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

His list is recapped here.

The Herd of Khazbar the Magnificent is here.

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


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

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

1. Terrain

Scenario and pre-match rolls

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

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

Wazzock (Shadow) got: Miasma.

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


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

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

2. Deployment

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

2. Deployment

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

Turn 1 – Beasts

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

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

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

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

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

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

3. Beastmen Turn 1

8. turn 1 beasts

9. turn 1 beasts10. turn 1 beasts

Turn 1 – Dark Elves

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

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

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

4. DE Turn 1

Turn 2 – Beasts

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

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

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

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

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

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

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

5. Beastmen Turn 2

11. turn 2 beasts
Ungor dead? Check!

12. Turn 2 beasts

Turn 2 – Dark Elves

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

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

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

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

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

6. DE Turn 2

13. Turn 2 DE

Turn 3 – Beasts

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

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

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

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

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

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

Turn 3 – Dark Elves

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

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

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

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

8. DE Turn 3

17. Turn 3 DE18. Turn 3 DE

Turn 4 – Beastmen

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

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

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

9. Beastmen Turn 4

Turn 4 – Dark Elves

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

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

10. DE Turn 4

19. Turn 4 DE
End game


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

In terms of competition points in was:

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

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


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

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

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

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

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

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

Hobby Update – Ungor Raiders

With my first competition game on Friday, I realised I needed to pull my finger out and ensure my entry was fully painted to garner the bonus points for each game.

So I present 10 Ungor Raiders. I’ll try and fully finish them before Friday as there are some details I want to do on them still (nose rings etc.). However in terms of the competition they are good enough as have at minimum 7-9 basic colours used + 2 different washes + a drybrush. 



So with these done, my competition entry is fully painted.

This now leaves me with the following remaining Beastmen to paint until the army is complete (or until I buy anymore…):


2 Minotaurs

Minotaur Standard bearer

Wargor BSB


I may not do these at present, as I’m getting the wood elf painting itch again. 

However, when I drove through Tewksbury the other weekend I noted the town was infested with coats of arms on half the buildings. I, of course, had to stop every hundred metres to take photos (accompanied by much eye rolling from the wife) and inspired by the designs and colour schemes, I stopped off at my parents to collect one of my original 5th ed. Bretonnian Knights from storage. Could this be the start of a new army? We’ll have to wait and see. 

WHFB – Beastmen vs Skaven

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

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


Herd of Khazbar the Magnificent

Bashor the Bloody – Beastlord (General), ogre blade, armour of destiny, shield – 238pts

Khazbar the Magnificent – Great Bray Shaman, level 4 – Lore of Beasts, Talisman of Protection, Brass Cleaver, jagged dagger – 335pts

Zurrock the Mighty – Wargor (bsb), HA, shield, Beast Banner – 191pts

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

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

48 Gor, FC, AHW – 409pts

1 Tusgor chariot – 80pts

1 Tusgor chariot – 80pts

5 Ungor raiders – 30pts

5 Ungor raiders – 30pts

37 Bestigor, FC, Standard of Discipline – 489pts

1 Razorgor – 55pts

1Razorgor – 55pts

5 Harpies – 55pts


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

Chieftain – BSB – HA, Charmed Shield – 75pts

Plague Priest – Flail, Dispel Scroll – 129pts

Warlock Engineer – Warpmusket, Doomrocket – 60pts

Doomwheel – 150pts

Hell Pit Abomination – 250pts

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

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

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

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

3 Rat Ogres – Packmaster – 128pts

5 Giant Rats – Packmaster – 23pts

5 Giant Rats – Packmaster – 23pts

7 Gutter Runners – 126pts

Warp Lightning Cannon – 90pts


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

Terrain and Pre-match rolls

And just to continue the trend, we rolled map pack 4 (the same as my last game) which meant a river, 2 normal hills, 2 scree slopes and a forest.

After placing the terrain (including the additional wood from the scenario), it looked like this.

1. Terrain

1. Terrain

It terms of spell selection:

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

Wazzock took Miasma

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

The Plague Priest took Pestilent Breath


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

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

After his scouts deployed, it looked like this.

2. Deployment

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

Turn 1 – Skaven

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

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

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

3. Skaven turn 1

8. Turn 1 Skaven9. Turn 1 Skaven

Turn 1 – Beastmen

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

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

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

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

4. Beasts turn 1

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

Turn 2 – Skaven

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

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

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

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

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

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

Turn 2 – Beastmen

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

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

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

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

Turn 3 – Skaven

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

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

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

7. Skaven turn 3

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

Turn 3 – Beastmen

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

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

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

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

8. Beasts turn 3

29. Turn 3 Beasts30 Turn 3 Beasts


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


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

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

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

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

The Herd of Khazbar the Magnificent – 2017 SELWG whfb competition list

As I am running the comp this year, I committed to bringing an army that no one else was using (if possible). One of the reasons was so I’d not bias the army restrictions as I wouldn’t know what I was taking. Of the many I own, it was looking likely to be a toss up between Wood elves and Beastmen. I actually had no preference between them as would happily use either but with the majority of lists in, there was a good chance that one of the other entrants would be using wood elves so I duly submitted my list to Steve M (my nominated 2nd adjudicator) so he could check it (and ensure I qualified for the bonus points of course). If you are curious, the other possible options not being taken were: Tomb Kings, Daemons and Ogres – non of which I own.

So with the army chosen by process of elimination, I decided to use the list taken in my last game.

Khazbar was perplexed. It wasn’t a feeling he was used to or even understood. His position had been clear, he was the voice of the gods and leader of the herd. Sure there had been a few set backs but that hardly warranted the rise of Bashor to usurp his position as head of the tribe. Only his quick thinking, mixed with a fair amount of grovelling had allowed him to keep his position as shaman and indeed his head. It had been a calculated risk to ‘gift’ the suit of armour and axe of strength to the new chief but that combined with the hint of more to follow had allowed him to retain a semblance of power, second only to Bashor.

Herd of Khazbar the Magnificent 

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

Khazbar the Magnificent – Great Bray Shaman, level 4 – Lore of Beasts, Talisman of Protection, Brass Cleaver, jagged dagger – 335pts

Zurrock the Mighty – Wargor (bsb), Heavy Armour, shield, Beast Banner – 191pts

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

Cattleclysm – Doombull, Arabyan carpet, Gold Sigil sword, Dragonbane gem, Ramhorn helm, Gnarled hide, Heavy Armour, shield – 353pts

48 Gor, Full Command, Additional Hand Weapon – 409pts

1 Tusgor chariot – 80pts

1 Tusgor chariot – 80pts

5 Ungor raiders – 30pts

5 Ungor raiders – 30pts

37 Bestigor, Full Command, Heavy Armour, Standard of Discipline – 489pts

1 Razorgor – 55pts

1Razorgor – 55pts

5 Harpies – 55pts

Total – 2,500pts

I’ve again gone with a Beastlord as my general. Putting him in the Bestigor with their standard gives him a 12″ LD 10 bubble, which should ensure units stick around or at least rally. The Ogre Blade gives him S7 and together with hatred will allow him to match the Bestigors damage output. The armour should provide an element of survivability.

Khazbar is tooled for combat to try and generate additional power dice. The cleaver will help get more attacks and if he goes in the Gor horde with the bsb, he will be on S5 with AP, before any buffs, which should help with units the Gor by themselves would struggle against. He has kept Lore of Beasts, if only due to the abysmal showing last time. I’m still not convinced that Shadow isn’t the way to go but at least this way I’ll get a good run of games to give Beasts a go, to finally make up my mind.

The BSB and Doombull are running the same loadouts as normal. The BSB will likely go in the Gor to bump them to S4. The Doombull will fly around making a nuisance of himself.

Wazzock is being used as a scroll caddy. I dropped the chalice as I found it too situational. He went Shadow rather than Beasts due to the low casting cost of miasma.

The raiders are fantastic value for money, I can’t believe it took me so long to use them. I currently only own 10 so two units of 5 it is. They together with the Razorgor and to some extent the Harpies and chariots, will be used as chaff and some as force multipliers.

The Bestigors are the hard hitters but like the Gor they are still rather frail. Horde formation, doesn’t allow the most flexibility in movement either.

I’m still not 100% convinced about the list, 10 drops isn’t a huge number and with only 2 units with standards, i’m going to struggle to win some of the scenarios. However, the two units I do have are large and should help to ensure I maintain/capture objectives. It will also mean I need to destroy as much of the opponents unit fortitude units as possible, whilst chaffing up everything of theirs I possibly can.

All I have left to do is finish painting the remaining 15 Bestigors and 10 Ungor Raiders before the comp starts.