Zealot Miniatures – Twisted Catacombs

A good while ago I backed my first Kickstarter campaign (I know, I’m late to the party!) in the form of Zealots Minotaur Horde. (https://www.kickstarter.com/projects/zealotminiatures/twisting-catacombs-the-minotaur-horde).

I actually went in initially for the 4 classic adventurers (dwarf, barbarian, mage and ranger) as they were all female and looked great sculpts, not overly sensualised as many female models tend to be in our hobby. When I saw the minotaurs (including some female versions, which I’d never seen before), I decided to splash a bit more cash.

Not knowing what to expect apart from that these campaigns tend to overrun, I started to get very worried when they launched a second campaign before the first was even delivered. Since then I’ve seen it occur a few times with other companies. I can’t say it’s great for backer moral as you seriously have to wonder how they can be putting all their effort into fulfilment if they have a new shiny thing going on. But unlike other companies Zealot at least were answering the majority of comments made. (I’m far from impressed with Willy Miniatures on this front. They have serious issues with one KS bloodbowl team and still launched a second and have not updated in months).

I’m happy to say that as backer 840(ish) out of 950(ish) I finally got my order this week and boy I’m extremely happy with it.

I don’t mind saying that my main exposure to models are from Games Workshop and I think most will agree that (ignoring finecast) their sculpts are second to none. Forgeworld resin is also very good, and I also think Mierce produce great resin. Other companies I’ve used are not bad but are somewhat behind these in general (my opinion, based on limited exposure of course).

Why am I going on about this? Well when I first saw the adventurers, I thought they were cast in the same plastic as the recent GW models such as the Wood elf eternal guard/wildwood rangers. It’s the first time I’ve really seen that resin can match plastic in their crispness and detail.

After a morning of intensive building (where I only had to use a modelling knife to cut a finger off the super glue tube once – a personal best 🤦‍♂️), I thought I’d share some shots of the models (I do still have 3 adventurers to build).

I included a wood elf Wildrider for comparison but forgot to add the current GW Doombull but I’ll say that the GW model is around the same size as the ‘normal’ sized minotaurs below. The Minotaur General is bigger. Imposingly so.

Female dwarf adventurer
General
I realised I missed an armour plate after taking this

Standard minotaurs

General vs standard Minotaur
Herdstone, villager prison, cooking prep’ table

Female Minotaur
Female Minotaur vs dwarf
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WHFB – Beastmen vs Wood Elves – Inaugural EEFL Ashes game

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

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

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

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

Lists

Beastmen

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

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

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

29 Gor – FC, AHW – 257pts

20 Gor – FC, AHW – 185pts

Tuskgor Chariot – 80pts

Tuskgor Chariot – 80pts

5 Ungor Raiders – 30pts

Razorgor – 55pts

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

Ghorgon – 275pts

Ghorgon – 275pts

 

Wood Elves

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

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

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

10 Dryads – Branch Nymph – 120pts

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

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

6 Treekin – 270pts

10 Deepwood Scouts – Hagbane – 160pts

5 Wardancers – 75pts

3 Warhawk Riders – 135pts

5 Wildriders – 140pts

10 Waywatchers – 200pts

1 Treeman – 225pts

29. - Bonus out of game shot

Scenario and pre-match rolls

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

1. Terrain

To keep things simple we decided to just play battleline.

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

Okkums, Miasma, Withering and Enfeeble

 

Deployment

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

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

Turn 1 – Beasts

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

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

Turn 1 – WE

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

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

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

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

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

Turn 2 – Beasts

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

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

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

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

Turn 2 – WE

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

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

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

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

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

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

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

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

Turn 3 – Beasts

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

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

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

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

26.1 Turn 3 - Beasts

Turn 3 – Wood Elves

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

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

And then the main event occurred.

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

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

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

Result

A Romping for the wood elves!

 

Conclusion

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

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

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

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

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

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

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

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

 

GMW Thoughts

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

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

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

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

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

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

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

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

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

 

 

 

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

Or the game of ‘elevens and twelves’.

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

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

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

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

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

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

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

Lists

Beastmen

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

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

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

Wazzock the Lame (Lore of Shadow) – Dispel Scroll

Zurrock the Mighty (BSB) – Wargor, Beast Banner

48 Gor – AHW

37 Bestigor – Standard of Discipline

Tuskgor Chariot

Tuskgor Chariot

Razorgor

Razorgor

5 Harpies

5 Ungor Raiders

5 Ungor Raiders

Dark Elves

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

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

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

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

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

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

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

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

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

Executioners (23) – FC – 306pts

Scenario, Secret Missions, Terrain and pre-match rolls

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

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

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

1 - Terrain

1 Deployment

For spells generated:

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

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

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

Deployment

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

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

2 - Deployment

2 - DE Deployment

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

4 - DE Deployment5 - Beast Deployment

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

Turn 1 – Dark Elves

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

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

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

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

3 - DE turn 1

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

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

10 - DE Turn 1

Turn 1 – Beastmen

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

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

4 - Beast turn 1

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

Turn 2 – Dark Elves

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

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

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

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

5 - DE turn 2

Turn 2 – Beastmen

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

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

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

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

6 - beast turn 2

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

Turn 3 – Dark Elves

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

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

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

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

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

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

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

7 - DE turn 3

19 - DE Turn 3

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

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

Turn 3 – Beastmen

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

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

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

8 - beast turn 3

Turn 4 – Dark Elves

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

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

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

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

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

9 - DE turn 4

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

Results

Luke – Win (15) = 15pts

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

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

Conclusions

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

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

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

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

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

What next?

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

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

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

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

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

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

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

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

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

Lists

Beastmen

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

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

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

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

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

48 Gor – FC, AHW – 409pts

37 Bestigor – FC, Standard of Discipline – 489pts

Tuskgor Chariot – 80pts

Tuskgor Chariot – 80pts

Razorgor – 55pts

Razorgor – 55pts

Harpies – 55pts

5 Ungor Raiders – 30pts

5 Ungor Raiders – 30pts

Total – 2500

Lizards

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

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

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

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

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

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

26 Temple Guard – Musician, Standard – 384pts

25 Saurus Warriors – Standard – 285pts

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

10 Skink Skirmishers – blowpipe – 70pts

10 Skink Skirmishers – blowpipe – 70pts

10 Skink Skirmishers – blowpipe – 70pts

10 Skink Skirmishers – blowpipe – 70pts

6 Chameleon Skinks – 78pts

6 Chameleon Skinks – 78pts

1 Salamander Hunting pack – 4 Handlers – 84pts

Total – 2500pts  

Pre-match Rolls

Spells

The skink Chief took Blizzard (from Lore of Heavens)

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

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

Wazzock took enfeebling foe

Scenario

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

Terrain

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

1 - Terrain

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

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

I failed to steal first turn so he went first

Turn 1 – Lizards

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

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

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

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

Turn 1 – Beasts

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

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

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

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

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

Turn 2 – Lizards

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

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

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

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

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

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

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

Turn 2 – Beasts

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

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

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

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

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

Turn 3 – Lizards

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

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

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

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

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

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

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

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

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

Turn 3 – Beasts

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

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

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

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

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

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

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

Turn 4 – Lizards

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

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

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

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

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

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

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

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

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

Turn 4 – Beasts

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

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

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

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

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

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

10 - Turn 4 - Beasts

Turn 5 – Lizards

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

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

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

11 - Turn 5 - Lizards

Turn 5 – Beasts

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

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

12 - Turn 5 - Beasts37. Turn 5 - Beasts

Turn 6 – Lizards

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

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

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

13 - Turn 6 - Lizards

Turn 6 – Beasts

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

14 - Turn 6 - Beasts

Result

Win for Neil

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

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

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

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

Conclusions

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

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

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

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

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

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

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

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

Hobby Update – Zurrock the Mighty

Some time last year I took advantage of one of Mierce miniatures clearance sales. I picked up a number of metal models, mainly standard bearers for various units. I don’t mind getting metal miniatures for these size creatures as I find the Mierce resin to be a bit too brittle and easy to break (though it works well on their larger monsters).

Having been using a pre_painted older Wargor with back banner as the bsb for a while, I thought I should pull my finger out and actually get this figure painted ready for my semi-final game!

I kept the colour scheme similar to the rest of the army but gave him a unique tabard colour. I did try and freehand something on the banner but screwed it up so royally that I ended up painting over it. This was even with me trying to copy a design I’d drawn onto paper! Instead (to make up for my abysmal lack of freehand skills) I gave him some warpaint.

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

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

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

As always any errors are down to memory.

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

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

Scenario, Secret Missions, Terrain and pre-match rolls

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

1. Terrain

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

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

For spells generated:

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

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

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

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

Deployment

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

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

2. Deployment

4 Skaven deploy5 Skaven deploy6 Beast deploy

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

2 Skaven deploy3 all deploy

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

Turn 1 – Beastmen

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

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

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

3. Turn 1 - Beasts

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

Turn 1 – Skaven

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

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

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

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

4. Turn 1 - Skaven

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

9. Turn 1 - Skaven

Turn 2 – Beastmen

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

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

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

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

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

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

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

5. Turn 2 - Beasts

10. Turn 2 - Beasts

11. Turn 2 - Beasts
Not casualties just lazy movement

12. Turn 2 - Beasts

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

Turn 2 – Skaven

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

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

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

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

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

6. Turn 2 - Skaven

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

Turn 3 – Beastmen

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

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

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

7. Turn 3 - Beasts

18. Turn 3 - Beasts19. Turn 3 - Beasts

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

Turn 3 – Skaven

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

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

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

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

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

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

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

8. Turn 3 - Skaven

23. Turn 3 - Skaven24. Turn 3 - Skaven

Results

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

Neither of us completed the secondary mission.

Thoughts on the game

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

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

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

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

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

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

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.

Terrain

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

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

Results

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

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

Conclusion

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).