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.

Malagor

2 Minotaurs

Minotaur Standard bearer

Wargor BSB

157/162

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.

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The ‘Heroes’

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WHFB – Beastmen vs Dark Elves – SELWG Comp’ game 

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

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

His list is recapped here.

The Herd of Khazbar the Magnificent is here.

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

Terrain

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

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

1. Terrain

Scenario and pre-match rolls

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

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

Wazzock (Shadow) got: Miasma.

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

Deployment

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

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

2. Deployment

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

2. Deployment

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

Turn 1 – Beasts

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

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

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

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

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

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

3. Beastmen Turn 1

8. turn 1 beasts

9. turn 1 beasts10. turn 1 beasts

Turn 1 – Dark Elves

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

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

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

4. DE Turn 1

Turn 2 – Beasts

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

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

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

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

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

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

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

5. Beastmen Turn 2

11. turn 2 beasts
Ungor dead? Check!

12. Turn 2 beasts

Turn 2 – Dark Elves

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

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

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

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

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

6. DE Turn 2

13. Turn 2 DE

Turn 3 – Beasts

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

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

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

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

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

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

Turn 3 – Dark Elves

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

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

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

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

8. DE Turn 3

17. Turn 3 DE18. Turn 3 DE

Turn 4 – Beastmen

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

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

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

9. Beastmen Turn 4

Turn 4 – Dark Elves

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

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

10. DE Turn 4

19. Turn 4 DE
End game

Results

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

In terms of competition points in was:

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

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

Conclusions

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

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

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

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

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

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

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. 

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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…):

Malagor

2 Minotaurs

Minotaur Standard bearer

Wargor BSB

157/162

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.

Lists

Herd of Khazbar the Magnificent

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

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

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

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

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

48 Gor, FC, AHW – 409pts

1 Tusgor chariot – 80pts

1 Tusgor chariot – 80pts

5 Ungor raiders – 30pts

5 Ungor raiders – 30pts

37 Bestigor, FC, Standard of Discipline – 489pts

1 Razorgor – 55pts

1Razorgor – 55pts

5 Harpies – 55pts

Skaven

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

Chieftain – BSB – HA, Charmed Shield – 75pts

Plague Priest – Flail, Dispel Scroll – 129pts

Warlock Engineer – Warpmusket, Doomrocket – 60pts

Doomwheel – 150pts

Hell Pit Abomination – 250pts

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

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

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

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

3 Rat Ogres – Packmaster – 128pts

5 Giant Rats – Packmaster – 23pts

5 Giant Rats – Packmaster – 23pts

7 Gutter Runners – 126pts

Warp Lightning Cannon – 90pts

Scenario

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

Terrain and Pre-match rolls

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

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

1. Terrain

1. Terrain

It terms of spell selection:

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

Wazzock took Miasma

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

The Plague Priest took Pestilent Breath

Deployment

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

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

After his scouts deployed, it looked like this.

2. Deployment

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

Turn 1 – Skaven

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

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

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

3. Skaven turn 1

8. Turn 1 Skaven9. Turn 1 Skaven

Turn 1 – Beastmen

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

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

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

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

4. Beasts turn 1

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

Turn 2 – Skaven

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

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

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

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

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

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

Turn 2 – Beastmen

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

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

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

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

Turn 3 – Skaven

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

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

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

7. Skaven turn 3

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

Turn 3 – Beastmen

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

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

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

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

8. Beasts turn 3

29. Turn 3 Beasts30 Turn 3 Beasts

Results

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

Conclusions

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

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

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

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

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.

WHFB – Beastmen vs Dark Elves

You join us once again to follow the amazing adventures of Captain Khazbar and the crew of the… wait no that’s a different genre.

After spending a week at the inlaws, we had a two day break before they then arrived at ours for a week, together with one of their (and my wife’s) Italian friends and her two children. Where am I going with this? Well my amazing wife realised I’d had a shit week at work and recognised that I’d had no space in the evenings to unwind, so told me to go to the club. So I managed to get an unexpected game in on Friday. Happy days!

As an extra bonus, I finally managed to get a game in vs Luke C and his dark elves. I’d seen Luke play a number of times but for some reason we’d never managed to get a game in.

Lists

Herd of Khazbar the Magnificent

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

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

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

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

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

48 Gor, FC, AHW

1 Tusgor chariot

1 Tusgor chariot

5 Ungor raiders

5 Ungor raiders

37 Bestigor, FC, Standard of Discipline

1 Razorgor

1Razorgor

5 Harpies

Dark Elves

I didn’t get a copy of Luke’s list but it was something like:

General – Dreadlord, LIght Armour, Shield, scaly cloak, coldone, black dragon egg, ogre blade

Level 4 Sorceress – power scroll, dark steed, possibly other stuff – Lore of Life

Level 1 Sorceress – Dispel scroll, Lore of beasts.

Death Hag – bsb, cauldron of blood, obsidian blade, the +D3 attack upgrade

5 Dark riders – Standard, musician, xbows

5 Dark riders – standard, musician, xbows

5 Dark riders – Standard, musician, xbows

29 Witch Elves – FC

30 Executioners

5 Doomfire Warlocks

9 Coldone Knights

IMG_3440IMG_3441

Scenario

After a fair bit of testing at the club I had made some further amendments to the Wicked Woods scenario (scenario list here) and we played that to try the changes out. There were two big changes. The first was that units moving normally, did not take dangerous terrain checks. The second was that you gained 1 Scenario Victory point for each turn you held the woods from turn 2 (with a maximum of 10 points available).

Terrain and Pre-match rolls

We rolled map pack 4 which meant a river, 2 normal hills, 2 scree slopes and a forest.

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

1. Terrain

It terms of spell selection:

Khazbar ended up with: Savage Beast, Curse, Wyssans and Amber Spear.

Wazzock took Miasma

The DE Supreme Sorceress got: Throne, Flesh, Earthblood and awakening.

The Beast Sorceress rolled Curse as well.

Deployment

Deployment is as per battleline so alternate. I won the roll and so Luke placed the first unit and finished first. Although Luke had a number of units of chaff, my list far outstripped his of throwaway units and so I was able to place my big units after he had laid the Witches, Executioners and Cold One Knights. This allowed me to put the Besitigor opposite the Cold Ones, a match up he would not like. The Gor Horde went front and centre to capture the woods and the Doombull and accompanying harpies were placed on the far side of the river to perform a flanking maneuver, as the river would not impact their movement as they could all fly.

Due the the chatting and laughs I was having with Luke, as he regaled me with comic tournament stories, I allowed myself to get distracted and I did make the one blunder that as a Beastmen player you should never do, that of not having most of the army deployed within the bsb and generals range. Thankfully I wasn’t punished for that!

With a blatant disregard for their lives, the witch elves started on top of a scree slope ensuring a dangerous terrain test as soon as they moved

After his 4 vanguards, it looked like this.

2. Deployment

IMG_3429IMG_3430IMG_3431IMG_3432IMG_3433

Turn 1 – DE

Luke started off by giving me a punishing lesson in how to use Dark Riders. One unit advanced at the double and positioned themselves in front of the Bestigors but slightly set back in the flank of my Razorgor. This meant I couldn’t charge them and so effectively took them out of the game for my first turn.

The second unit also moved up to block the left unit Ungor Raiders. This in turn would limit the movement of the Gor horde in the following turn. Their cavalier attitude towards my units was helped by the boosted flesh to stone that was cast on them.

He then proceeded to show why the dark elves prefer combat by failing to kill a single thing with 30 repeater crossbow shots. This was backed up by both Curse and dwellers failing to cast.

The rest of his forces just generally advanced, with the warlocks and accompanying supreme Sorceress re-positioning from his left flank towards the right and the witches moving slightly into the wicked woods (where they promptly took 4 casualties).

3. DE turn 1

IMG_3434IMG_3436

Turn 1 – Beastmen

Taking a leaf out or Luke’s book my right most raider unit moved up to block the Cold One Knights. The supporting chariot moved up to counter should the raiders be killed.

The central chariot and Razorgor also moved to allow counter charges should the Bestigor be blocked again.

The Ungor raiders charged the T7 Dark riders in front of them, were quickly bested and legged it to safety through the nearby horde. Edit: not quite sure what I was thinking. Either that they might pin the riders in place or that they would at least be out of the way.

Across the river the Doombull and Harpies advanced at speed to threaten the flank of the witches.

On my first cast of magic in the game, a 3 dice roll of curse on the witches, resulted in  a miscast at irresistible force, followed by a further 2 sixes (power drain), followed by a final six. Apart from a an improbable set of rolls, the net result meant my level 4 Shaman was now a level 1 with just Wyssans remaining! On the positive side, at least Luke had been unable to dispel it and so his witches were effectively pinned for the next turn.

4. Beast turn 1

Turn 2 – DE

Seeing the danger posed by the flying circus, the Dark riders withdrew in order to cover the flank of the witchesand were again buffed with flesh to stone to give them a fighting chance should the raging Minotaur decide to target them. (Edit – yes I did originally write ‘ lock horns’ but took a step back, slapped myself and changed it). The warlocks moved more to the centre to ensure they were also out of the charge arc.

Meanwhile the central unit of riders advanced to impede the movement of the Gor horde (that had been hexed with Soulbight) and the executioners followed to provide support. The final unit of riders, not liking the attention they were receiving, skipped through the Beastmen lines so they were now positioned behind the Gor unit.

The woods continued to feed on the Witches and they lost another couple of the unit to its feeding frenzy.

The riders shooting improved dramatically but was still rather pathetic with a single Gor and harpy dying to the bolts.

5. DE turn 2

IMG_3437IMG_3438IMG_3439

IMG_3442IMG_3443

Turn 2 – Beastmen

Seeing their opportunity to get rid of some of the pesky riders, the central chariot smashed into the unit in front of them. 3 of them were crushed beneath the Chariot and the others turned tail and fled with another losing his life in the wicked woods.

The doombull charged into the Dark riders and despite their boosted toughness promptly slaughtered one. Their faces took on a worried look as their attacks rebounded back onto them. The worry grew as the bull grew in stature, as it ripped their kinsman apart and fed on his blood.

On the other side of the map the stalemate continued with the Razorgor joining the chariot read to counter charge the Cold Ones. The Bestigor moved up ready to support the centre should it be required.

Magic involved miasma cast on the riders behind the Beastmen lines, reducing their movement by 3.

6. Beast turn 2

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

Turn 3 – DE

With a shout to Khaine the executioners charged the closest chariot, three of their number including the champion falling to the dangerous terrain. They quickly demolished the chariot and then piled into the side of the Gor horde.

The remaining dark rider rallied and moved to block the Gor unit.

With the expiration of their toughness buff, the doombull/riders combat was only going to go one way as in a frenzy of blows, his opponents exploded leaving a mist of blood and pile of gore.

Magic continued the way of the previous turns with doombolt failing to wound the Razorgor and Dwellers failing to cast.

The witches, finally free of the curse, moved into the woods and promptly lost another two of their number.

7. DE turn 3

20 - DE turn 321 - DE turn 3

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

Turn 3 – Beastmen

The Bestigors charged into the rear of the executioners only losing 5 or so of their number to the dangerous terrain. Another 4 were cut down by the druchii as were 13 of the Gor before they struck back killing 15 of the unit. The executioners broke and were run down by the Bestigor.

The Doombull turned ready to charge the rear of the Witches.

In a spectacular display of one up man ship, the ungor raiders showed the dark riders how it was done and shot down one of the cold one knights and in that one move made back their points.

8. Beast turn 3

25 - Beast turn 3

Turn 4 – DE

With a 2 point lead at this point, Luke proved his pointy eared pedigree and in an underhanded tactic, moved all his remaining Dark riders and his Warlocks into conga formation to surround the witches and prevent any units making it into combat with them.

With the evening drawing to a close, I called the game at that point.

9. DE turn 4

26 - DE turn 427 - DE turn 4

Result

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

Conclusion

I really enjoyed the game with Luke and was glad to finally play him. He had me in stitches many times, didn’t take anything too seriously and was just generally good fun to play against. All qualities I like in an opponent.

The updated scenario worked really well and that is definitely the rule set we’ll take forward into the competition.

Luke’s use of fast cav was very good and just damn right frustrating and bloody annoying. It was definitely a learning experience (one i’ll not necessarily rush to repeat) and opened my eyes to their use.

I did make a number of errors in the game and there are a number of things to learn from it. My deployment was again somewhat lacking. I blocked a number of my own units and allowed his riders to prevent my units moving in the first turn.

In match ups with fast cav, I need to ensure that some of my chaff hangs back to allow me to charge them if they block my frontline units. Possibly this could be done by the Doombull as not only would he mince them thus gaining extra attacks but with the lack of shooting in my list he is one of the few reliable counters to them.

I should have placed the razorgor in the woods to bait the witch elves, knowing a charge would have caused dangerous terrain checks.

Honestly, Khazbar should be ashamed at the amount of miscasts he throws out. Admittedly at least this time he spiced it up and didn’t take out half his unit. I should have expected that though as he was placed in that unit and the size bumped up just to cover that eventuality!

It’s funny but I always thought that players starting with chariots sideways to get the extra inch or so of movement was a bit gamey but after this battle I realised that if I had done it, it would have served a duel purpose and allowed me to actually discourage the blocking of the Bestigor. Something for me to think about if I’m screening the big blocks with raiders.

I also need to brush up on rules as the single dark rider should only have been able to rally on snake eyes as the unit was under 25% and may not have been there full stop as the standard should have been removed when they initially fled combat.

Hobby Update – Cattleclysm and Shadestalker

Last year I ran a flying doombull in my Beastmen list but I just used a standard model that I was never very happy with (loved the model but not that the loadout wasn’t represented). Inspired by the numerous excellent conversions that IRO keeps churning out I thought I’d better take a crack at it. 

Loads of great ideas were toyed with (many from the guys on the eefl forum, some even my own). Going with light hearted humour and green stuffing a cape and ‘Robin’ mask, to mounting him on a flying carpet. My favourite was the idea of the doombull being held aloft by a gaggle (flock/murder?) of harpies, either as if he were holding a bunch of balloons (but made of the aforementioned harpies) or them pulling a chariot he was mounted on.

(I still like the balloon/harpy idea – think of a dark version of the animated film ‘Up’)

Replace balloons with harpies and house with doombull

In the end (mainly as I’d never used green stuff or attempted such a project), I chose the easy route and decided to add wings to the cheap doombull model I picked up off eBay. 

I envisioned the doombull ripping the wings off the twitching corpse of the wood elf eagle/warhawk he had just buried his axe into and then Khazbar, using his dark magic, to fuse the still living wings to the doombull’s back. 

The wing colours are quite bright but I wanted another element that contrasted with the large quantity of brown and grey in the army (and they matched the colouring used on the eagles/hawks of my wood elves. Well fancy that, what a coincidence 😉). The green stuff modelling wasn’t too bad (there is a slight quozimodo look to him) and you can see the difference between the left side (which I did first) and the right (which is much better in terms of sculpting). In hindsight I really should have practiced first…

So I present Cattleclysm, scourge of Athel Loren.


With my Beastmen distraction over, I also continued my drive to finish the models needed for my potential wood elf competition list.

A number are currently on the table but the  half painted Stag Lord is quite a detailed model, so I put him to one side and went for a smaller model I had been wanting to paint for a while, the Waystalker. I love the fluff of the ultimate lone stalker. The hunt being everything in his eyes. 

I kept the paint scheme very simple, various greens, browns and the normal addition of fuscia to add the common army element. Washes were then applied and in a rarity for me, I pushed the boat out and even added some highlighting and other touches of detail (I have to point out the toadstools, yes it isn’t groundbreaking stuff but for me it’s pretty much Rembrandt levels of effort 😀). This model did, once again, reinforce that I much prefer painting metal (over plastic) with white base coats. The colours just seem so much brighter.

So I present Shadestalker, hunter of the Tal Shavoc.