KOW - 2017 SELWG Comp – Game 1 vs Forces of the Abyss.

Or: An Exercise in how not to play the Herd.

Friday saw the first ever SELWG KOW competition game being played and I had the pleasure of being one of the competitors, as the Herd of Khazbar the Magnificent (Reborn) faced off against my old nemesis Neil R and his Forces of the Abyss.

It’s worth noting that as most of the players were new to KOW, that we were not using the new COK rules with the exception of the changes to flyers. The comp pack can be found here.

It was fair to say I was slightly apprehensive about the match for a number of reasons: it was only my 2nd game of KOW, Neil is one of the better players at the club (having won both whfb and 40k tournaments in recent years), he is already into double figures with KOW games and I hadn’t used my list before. Excuses out of the way 😉, I’ll recap my list, that I’ve previously gone over in depth here followed by Neil’s list.

12 Abyss turn 2

The Herd of Khazbar Reborn – 2000pts (edit: added some items I missed initially)

Khazbar – Shaman – heal + Myrddin’s Amulet – 130pts

Wazzock the Renewed – Shaman – heal – 120pts

Zurrock the Mighty – Chieftain on Chariot – bows + Fire Oil – 205pts

Beast Pack – Troop – 70pts

Beast Pack – Troop – 70pts

Tribal Spirit Walkers – Horde – Brew of Strength – 260pts

Longhorns – Regiment – 145pts

Stampede – Horde – Brew of Sharpness – 305pts

Guardian Brutes – Horde – Blessing of the Gods – 255pts

Brutox – 220pts

Brutox – 220pts


Neils’s Forces of the Abyss

Winged Archfiend – Ensorcelled Armour – 335

Abyssal Champion on Mount – Mace of Crushing – 200

Efreet – Heart Seeking Chant – 165 (yellow)

Efreet – Inspiring Talisman – 155 (blue)

Hellhounds – Troop – 125

Hellhounds – Troop – 125

Lower Abyssals – Horde – Brew of Strength – 230

Tortured Souls – Horde – Chant of Hate – 245

Succubi – Regiment – Blessing of the Gods – 215 (Daemonettes)

Succubi – Regiment – Brew of Haste – 205 (Pink Horrors)

Where do I start? The Archfiend is going to be a total pain. Not only does it hit hard but it is very tough and will be difficult to pin down. It’s all kinds of worrying in one package and I supect is similar to the Herd Avatar of the Father.

Abyssal Champion is a bit of an all rounder. Has some good shooting, is reasonable tough and will hit quite well too. He can soften units up, help finish off injured units or act as chaff if required.

The Efreets are not very tough and the nerve isn’t great but they have small bases and are individual so very maneuverable. This will overcome the short range of their fireball attack and with each of them having 20 attacks and not using the CoK rules, they will always hit on 4+.

Hellhounds are like a beast pack turned up to 11. They are tougher, have far more attacks and also have nimble. They are quite expensive to be used as chaff so i’m not sure if they will be used in this roll.

The Abyssal horde are the army anvil. High nerve and average melee and defensive stats have been bolstered by the brew of strength so that they can dish out more damage.

The Tortured Souls are interesting. They are similar to my Guardian Brutes but although they have fly, they are also shambling so can only move 10″ and Neil does not have anyone with surge.

The Succubi are a very interesting unit. They are a cross between other armies elite and berserker units but have both stealthy and ensnare, making it harder to hit them.


We used Neil’s custom Terrain generator (which I’ve covered here in detail) and rolled Map Selection ‘1’, which was 3 * Buildings, 1 * hill, 2 * tree bases, 2 * Walls/Hedges/Fences.

We rolled off and I was player ‘A’ and Neil ‘B’ and we deployed the terrain as per the below instructions:

  1. Player A places the 3*buildings, anywhere on the table except in any DZ and at least 6” from any table edges. Also each building must be no more than 9” from each other.
  2. Player B places the hill in any DZ, at least 9” from any table edge.
  3. Player A places 1*tree base anywhere on the table, at least 6” from any table edge.
  4. Player B places 1*tree base anywhere on the table, at least 6” from any table edge.
  5. Player A places 1* WHF in any deployment zone, at least 6” from any table edge in any configuration, but all pieces must be touching each other.
  6. Player B places 1* WHF in any deployment zone, at least 6” from any table edge in any configuration, but all pieces must be touching each other.


1 Terrain


We rolled loot, which wasn’t a bad thing as it was the scenario I had played in my previous game, so I actually had an idea what I was doing! One token was automatically placed dead centre, I put one token in the large woods and Neil placed one in the village.

I won the roll for sides and using my normal tactical reasoning, selected the side I was already standing on (left on the pictures, north on the maps).


After having a genius plan of concentrating on just 2 of the loot counters, one being the counter I placed in the woods, I threw it all out the window, sketched out, seconded guessed myself and decided to spread my forces all across the table making the same mistake that I had done when last I faced him with Beastmen in whfb. I really need to learn from past games and stick to the plan!

I again won the roll, this time for first turn and in another moment of indecision, chose to give it to Neil.


2 Deployment

4 Deployment Abyss6 Deployment all

Turn 1 – Abyss

Under the orders of their dastardly general, the Forces of the Abyss advanced on all fronts. The Succubi moving into the edge of the village just short of the loot the local peasants had stashed. In the centre, the abyssal horde advanced ready to capture the loot token in the burial mound there. They were supported by the tortured souls and Winged Archfiend who lined up ready to flank charge any herd that were to contest the centre. On their right flank the hellhounds advanced around the wood and the one of the efreets moved up as bait. In the final act of the round, the Abyssal Champion threw a lightning bolt into the central beast pack causing 3 wounds.

After seeing Neil’s first turn of movement, I can fully understand why they use chess clocks in competitions for KOW. Although the early movement phases are key in lining up the attacks and will define most of the game, there was definitely a lot of faffing around and being somewhat of an expert in faffing around, I know it when I see it!

Abyss - turn 1

7 Abyss turn 18 Abyss Turn 1

Turn 1 – Herd

In the first of my tactical blunders in the first turn, I totally forgot how nimble flyers were and so advanced the chieftain and 2 Brutox without covering my rear arc.

In the centre, further mistakes were made with the spirit horde advancing to get in the face of the horde, with me convinced they could withstand a charge, with 2 healing Shamans backing them up. The Guardian Brutes under threat from both the tortured souls and winged archfiend, valiantly retreated, thus sealing the fate of the spirit walkers. The central beast pack of chaff, in a move so cunning that Baldrick would have given it a seal of approval, re-positioned to the left flank to ensure it could get in the way and not do anything useful.

On the left flank the other pack of chaff couldn’t resist and charged the bait Efreet inflicting a wound and at least ensuring it could not use its obscene 20 fireball attack next turn.

Herd - turn 1

9 Herd turn 110 herd turn 111 herd turn 1

Turn 2 – Abyss

On the herd left flank the hellhounds advanced at full tilt to get into the back field. The injured Efreet retreated behind the woods, as did the supporting Succubi unit, thus ensuring neither could be charged. The other Efreet moved forward and unleashed its fire breath wavering the beast pack that had hurt its twin.

Howling with glee the abyssal horde slammed into the spirit walkers (picking up the loot in the process) and backed up by the unit of hellhounds decimated the unit in a single turn of combat, leaving a gaping hole in the herd lines.

In the village, the Succubi decided they didn’t like their odds and edged sideways behind a building, whilst the Winged Archfiend moved round to threaten the rear of the Brutox contingent.

Abyss - turn 2

13 Abyss turn 214 Abyss turn 215 Abyss turn 2

Turn 2 – Herd

One of the beast packs moved up to block the succubi, which allowed the stampede to pick up the token. The Longhorns moved up in support of them, ignoring the Hellhounds that lurked behind them. Wazzock moved up to support the flank, whilst Khazbar moved out of the woods to block line of site of the now threatening abyssal horde.

In the village the Chieftain charged the Succubi causing minor damage. One of the Brutox moved up to claim the loot counter whilst the other moved to threaten the centre. The Guardian Brutes decided they needed to do something useful and moved up to threaten the flank of the abyssal horde but being careful to ensure the Tortured souls could not flank or move behind them.

Herd - turn 2

16 herd turn 217 herd turn 218 herd turn 219 herd turn 2

Turn 3 – Abyss

Both Efreets targeted the stampede causing 12 wounds and wavering them. The central pack of Hellhounds charged the flank of the beast pack obliterating them and lined up the flank of the Stampede. The final pack of Hellhounds moved up to threaten the rear of the herd lines.

The tortured souls charged into the Guardians inflicting substantial damage but failing to do any more than that, leaving them prime for a counter in the next turn.

In the village the Archfiend smashed aside the Chieftain and turned to threaten the loot carrying Brutox. The Succubi further backed up pivoting as they did so.

Abyss - turn 3

21 Abyss turn 322 Abyss turn 3

Turn 3 – Herd

The token carrying Brutox moved out of the village, avoiding the arc of the Archfiend and turned to face the inevitable charge of the Succubi. (Edit – we worked out after the match that you could not pivot when moving backwards. It the overall scheme of things it wouldn’t have made much difference but it probably would have meant that the Brutox would either be able to have charged the Succubi or wouldn’t have been facing the turn 4 charge. Note to self, learn the basic rules!).

The other Brutox, unable to charge anything advanced at the double to also ensure the Archfiend could not attack it in the rear and if it survived the inevitable barrage of fireballs, help out the left flank. As an added bonus it regenerated one of the wounds the Abyssal champion had inflicted on it earlier in the game.

The Guardian Brutes tore into the Tortured Souls but failed to route them.

In the woods, the Stampede reformed to at least prevent a rear charge against it and Khazbar threw on a heal that removed 3 wounds, though that was unlikely to help due to the impending flank and front charge and due to the number of wounds already suffered. The Beast pack moved to threaten the Efreets in the next turn, thus allowing the Longhorns to charge the Succubi, which they did to minimal effect (as an added bonus the dogs also happened to protect the Longhorns flank).

Herd - turn 3

23 herd turn 324 herd turn 325 herd turn 326 herd turn 3

Turn 4 – Abyss

In the village, starting the trend of this turn, the Succubi charged the Brutox, slaying it and capturing the loot counter. The Tortured Souls counter charged the Guardian Brutes doing enough damage to also remove them. 40 fireball attacks from the Efreets into the central Brutox was more than enough to incinerate it. No regeneration would be helping it out in the future!

Continuing the rolling wall of pain, the Abyssal horde finished off the remaining beast pack, whilst the horde was put down by the combined 45 attacks of the two Hellhound units, leaving the third and final loot token in the hands of Neil’s troops.

In the only good news of the turn, the Succubi Regiment failed to kill the Longhorns and both Shamans had avoided combat!

(Apologies but I forgot to take any photos from this point on).

Abyss - turn 4

Turn 4 – Herd

At this point I decided to call it as with only one unit remaining and it being surrounded on 3 sides, there was only one way this game was going. Neil pointed out that it was worth playing the turn as it might matter in the case of a tie breaker. With that in mind, we rolled the combat between the Longhorns and the Succubi and would you believe it, they actually routed them, ensuring that although I had been obliterated, I had dodged the complete embarrassment of failing to remove a single one of his units!

And with that achieved, we did call the game.

Herd - Turn 4


2 points for Neil for the game win and with regards to the tie breaker point tally, 1,870 points to 205 points to Neil (one of my Shamans was in the position to potentially dodge further combats so we assumed it would have survived).

I think it’s hardly worth trying to say it was anything but a total whitewash.


So with that game over, all that is left to do is pick through the pieces of the car crash. The obvious place to start is deployment. Even more than warhammer, deployment is key in KOW and it’s fair to say I screwed the pooch here. The first mistake was not sticking to my guns and spreading my forces across the entire battlefield rather than just concentrating on two objectives. Also knowing that he had flyers, I failed to either double line or cover my rear arcs, which meant I engaged in a futile dance of trying to avoid rear charges. A prime example was on my first turn, I should have positioned one of the Brutox to threaten anything that moved round the rear of my lines. Due to the limited space in the village he was never going to do anything useful there!

I also learnt some valuable lessons about my army list, which is handy due to the lack of practice with it. The Spirit walker horde can take a beating but isn’t invincible. I’m lacking chaff, so may need to sacrifice another element in the army in that role if needed. The Brutox don’t work well in a confined space due to the incorrect base size on the models and although my reasoning for taking them was based on having 2 models I wanted to use, I am slighly regretting not taking an additional spirit walker horde in place of one of them. We shall have to see how that pans out. Even after just one game I can see that my ‘inspired’ idea of using the two Brutox and Chieftain together is looking anything but and I’ll be changing that going forward.

Already i’m feeling the lack of flyers in the list but there’s not much I can do about that at present so will need to adapt and overcome the shortfall.

KOW - 2017 SELWG Competition Pack

Rather than post the full pack, I thought I’d cover the highlights.

Neil will be the TO.

Groups and Knockouts

15 players are confirmed, split into 3 groups of 5.

2 points for a win, 1 for a draw and 0 for a loss.

The top 2 in each group will qualify for the quarter finals, with the final 2 spots going to the highest qualifier.

The KO stage will be fixed scenarios as now seems popular in most club comps.

Quarter Final :- Pillage P86

Semi final :- Kill & Pillage P87

Final & third/fourth place play off:- Dominate P85 (note this may change, maybe to Push)

Army Lists

2000 points no allies & only one Living Legend per army.

Special unit amendments are:-

Cursed Pharaoh – This unit has Defence 5 not 6. Points remain the same.

Ahmunite Pharaoh – This unit has Defence 5 not 6. Points remain the same.

A maximum of 2 for the same unit entry in the following unit types, War engine, Hero, Monster. Example: For a Dwarf army 3 cannons (War engine) not allowed, but 3+ regiments of Ironwatch Crossbows(Infantry) would be allowed subject to other unlocking rules being achieved.

Special rules


Fly- This is from the COK rules pack & seems to me to be sensible to stop flyer abuse.  The unit can move over anything (blocking terrain, enemy units, friendly units when charging, etc), but still cannot land on top of them. The unit does not suffer hindered charges for moving over terrain, unless it ends the move within or touching terrain. The unit also has the nimble rule (remember this can stack).  However the important point is, while disordered the units LOOSE FLY. This means they lose nimble that fly provides.

SELWG WHFB league – Stage 2 update pt2

Well after no update since before xmas they are coming thick and fast! The last update posted appears to have not been entirely correct (it’s possible it shouldn’t have been sent round), so I have attached the updated results sheet. This also includes some updates from games played in the last couple of weeks (though not Fri 17th).


Group A

The points have changed slightly but there is no change in the positions. My points aren’t correctly showing as I should only have 5 bonus points not 10 (for submitting the list before the deadline).

Group B

This group is still wide open with any of the players able to qualify. It will likely come down to who manages to play all their games on or before the deadline of 24th Feb but at present I think Chris R is likely to be one of them.

Group C

Another close group. Cyntac currently tops it and I think should be on 62 points as he kept the same army book (so would get a 5 pt bonus). Still Greg could potentially top the group if he gets a win and completes his secret mission as he should also get an additional 2 points for painting and should have 2 hobby points (with likely an additional 3rd). Likewise Antonio could top the group with good results in his final two games (if he manages to play them).

Greg has been writing up his battles on his blog and his latest one against Antonio can be found here.

Group D

Luke is looking the clear winner (and thus qualifier) at this point. No one can beat him, however Joey (in second) could draw with him provided he gets the maximum points available to him of 52, comprising of: 2 wins (30), 2 secret missions (14), 6 turns both games (2), fully painted army (4) and hobby points (2). Add these to the 14 he already has makes this 66 points. Perhaps a tall order but it is possible.


QF1: Group A 1st (Dan W) v Group D 1st (Luke B)

QF2: Group B 1st v Group C 1st

QF3: Group A 2nd (Neil R) v Group B 3rd

QF4: Group B 2nd v Group A 3rd (Paul B)

SF1: Winner QF1 v Winner QF4

SF2: Winner QF2 v Winner QF3

FINAL: Winner SF1 v Winner SF2

SELWG WHFB league – Stage 2 update

In the first update since November and the finishing of the first group stage, Steve has sent round an update of the second group stage.

With my group having finished their games a while ago we had been eager to get an update (Paul and I were both convinced that we had placed last, not sure if i’m happy to have been correct in that conversation 😉 but at least I can concentrate on the Kings of War comp now). In terms of the final positions in Group A, I had predicted Dan or Neil to win so no surprises there and they are both strong contenders to reach the finals.

It turns out the delay was mainly due to most of the other groups not having played a huge amount of games so there having been little to report on.

With only 2 weeks left to play the games it is likely that many will be outstanding, especially with the 40k tournament starting.

At least one person (Stevie B – Ogres) has withdrawn and I suspect a number of other entrants have probably also withdrawn.


As a reminder, the top 3 finishers in groups A and B will be joined by the winners of groups C and D in the final playoffs. I have added in the confirmed results to the below (I’ve made the assumption that Luke will win Group D.

QF1: Group A 1st (Dan W) v Group D 1st (Luke B)

QF2: Group B 1st v Group C 1st

QF3: Group A 2nd (Neil R) v Group B 3rd

QF4: Group B 2nd v Group A 3rd (Paul B)

SF1: Winner QF1 v Winner QF4

SF2: Winner QF2 v Winner QF3

FINAL: Winner SF1 v Winner SF2

SELWG WHFB Comp – Game 1 vs Stevie’s Ogres

So Friday arrived and the first game in the ‘Kroak’ league was set to be played. Myself vs Stevie’s Ogres. I’ve previously gone through his list here: The Ogre Conundrum so I won’t go through it again.

My completion list can be found here: Creation of the Throng


We rolled Dawn Attack, which is played as per the WHFB rulebook except the table is divided into quadrants and the gain 1 point for each of your own and 2 for each of the NME’s you ‘capture’. To capture you need to have the most number of fortitude scoring units in the quadrant.


We rolled a normal river and 3 buildings. Two had 3 pieces of wall, 1 set counted as hard cover, 1 set as soft cover. After placing terrain it looked like this:

1 Terrain

As Stevie said when laying the river, it makes working out the quadrants easier. He placed one of the centre buildings and fences so I matched his placement on the other side. I’m sure the farmer would have wanted to prevent livestock falling in the river…

Secret Mission

Unknown to each other, we both chose ‘Stash the cash’ and both picked the tower at the edge of the board. I’ve previously covered missions here.

Pre-match rolls

Dwarf hatred was general vs general.

For magic, Stevie rolled Bone Crusher (magic missile), Trollguts (4+ regen) and the Maw twice. He chose to take Toothcracker (+1 T).


Barlin led the Silvertop Gateguard out from under the crumbling stone archway, shaking his head at the state of repair of this section of the Karaz Ankor. No sooner had he exited then the his cousin Harek followed with the Flamewardens taking up a flanking position. To his right he could see Drugin and the Old Grumblers emerging from the next hidden doorway but he failed to see the artillery or the Brotherhood of Doomsayers.

Seeing Drugin gesturing to his right, he squinted and made out the glint of a cannon and a haze of orange far in the distance. The Wazzocks, he thought, you can’t trust the brotherhood to follow simple instructions. Still, Burrnoth was pretty grounded for an engineer so he would have to manage that flank until they could get to him.

Stevie won the roll for table selection (and chose south) and so was required to set up first. All his units went in the middle section with the exception of the Hunter on Stonehorn who was on the left flank and the Ironblaster that was on the right.

The Dwarf war machines and Gyro went on the right flank and the Irondrakes and Hammerers on the left. Everything else went in the middle but resulted in the dwarf force being split in two.

It’s worth noting that any errors in this report will be down to my notes/memory.

2 Dwarf deployment3 Dwarf Deployment4 Ogre deployment5 Ogre Deployment

1 - Deployment

Turn 1 – Ogres

Burrnoth set aside his shovel, Little Betty having being entrenched. The ground started to shake as the ogres and the giant stonehorn advanced on his position with speed. To his left the botherhood were literally frothing at the mouth, eager as ever to get to grips with enemy. He muttered a prayer to Valaya that they would hold until he had managed to get off a couple of salvos.

The ogres got first turn and marched forward as far as possible. The exceptions were the Gnoblers, who being sneaky cowardly greenskins, immediately hid in the centre tower. The Ironblaster also maintained it’s position behind the right tower.

The average magic roll (3,3 with 1 ogre channel) allowed the Ogre general to cast the boosted trollguts. The resulting miscast killed one irongut outright. The maneaters finished off the turn by shooting a few of the quarrellers opposite them.

2 - Ogre turn 1

Turn 1 – Dwarves

The dwarves responded on the left flank steadily moving forward. On the right the slayers failed to contain themselves and moved forward as far as possible and the gyro moved to block the stonehorn from charging the artillery.

Shooting was somewhat ineffective, mainly due to trollguts and Stevie’s ability to get a 4+, with a single wound on the sabre from the quarrellers and the stonehorn and hunter from the OG.

3 - Dwarf turn 1

9 Dwarf turn 110 Dwarf turn 1

Turn 2 – Ogres

The Ironguts attempted to charge the Brotherhood but tripped over the hidden rocks in the river. No such trouble for the Hunter on Stonehorn, who smashed into the slayers with 7 of them meeting a glorious end pulped underneath it’s mass and a final slayer stomped for good measure. Not to be left out the Hunter leant down and skewered another 3 on his great spear. Not to be outdone the remaining slayers stuck back at the stonehorn, dragging the great beast down. With a low magic phase (2 dice each after a dwarf channel) the Slaughtermaster tried to cast Trollguts again on the Hunter but this was scrolled by Barlin (but not destroyed).

The nearest Sabre charged the cannon and despite no wounds caused from either side the charge was enough to send the crew running off the table with the sabretusk following.

To round off the turn, the Maneaters picked off another quarreller.

4 - Ogre turn 2

12 Ogre Turn 2

Turn 2 – Dwarves

On the right flank the quarrellers moved up which allowed the OG to open fire on the sabretusk, which it duly did, leaving a red mist where before there was a feline. The combat between the hunter and the slayers continued with the former suffering another wound and 2 slayers falling as well.  The gyro moved up and fired it’d steam cannon into the ironguts, killing another.

On the other flank the Flamewardens found their range slaying 2 ogres outright.

5 - Dwarf turn 2

Turn 3 – Ogres

The Ironguts finally succeeded in charging the slayers and the Maneaters charged the Shieldbeards. The Ogre unit decided they had better seek cover after being on the receiving end of the Flamewarden’s drakeguns and moved into the right tower. The ironblaster finally moved out of cover and immediately misfired which would put it out of action for another go as well.

The Slaughtermaster cast Trollguts which was destroyed by Harek and the cast toothcracker on the Ironguts. The following Dimensional Cascade killed 2 ogres and put a wound each on the ogre general and BSB.

In combat the Maneaters tore through the Old Grumblers killing 13 on the charge for the loss of 1 of their number. The Ironguts stacked the odds against the slayers finally killing that unit and overrunning into the quarrellers.

6 - Ogre turn 3

14 Ogre Turn 3

Turn 3 – Dwarves

The quarreller unit charged into the flank of the maneaters to support their brethren. whilst the hammers moved up ready to rear charge them in the next go.

The Organ gun caused 1 wound on the hunter leaving him with a single wound left. The gyro fired on the gnoblers killing one of the wretched creatures.

The Longbeards and quarrellers combined to beat and then run down the maneaters but the combat and resultant casualties had left the beards effectively out of the rest of the game (4 dwarfs incl. the BSB remained).

The Ironguts completed their decimation of the other flank by wiping out the quarrellers for the loss of another of their unit.

7 - Dwarf turn 3

15 Dwarf Turn 316 Dwarf Turn 3

Turn 4 – Ogres

The mop up of the dwarf right flank continued with the remaining sabre and hunter charging the OG. The ironguts failed a swift reform.

For magic (6,2 – no channels), the magic missile onto the remaining quarrellers was dispelled and toothcracker on the hunter went off with the 3rd miscast of the game and the result meaning the slaughtermaster lost the spell.

The combat was a foregone conclusion and the OG was removed. Things were looking very lonely for the engineer on that flank!

8 - Ogre turn 4

20 Ogre Turn 4

Turn 4 – Dwarves

Burrnoth charged the sabretusk determined to avenge the destruction of his beloved machines, the beards moved up to threaten the gnoblers and the irondrakes charged the ogres. The hammerers advanced through the river to secure the nme quadrant.

The gyro once again fired into the building, killing 4 more greenskins but they held from panicking on a snake eyes (much to Stevies joy – hands in the air!). No doubt the ogre masters would need to beat submission back into them later. The irondrakes beat the ogres in combat (even after failing their fear test and dropping to was 1) but again low rolling from Stevie ensured the dwarven assault squad was repulsed.

9 - Dwarf turn 4

Turn 5 – Ogres

The ironguts marched as fast as possible towards the other dwarf home quadrant. The hunter charged the lonely dwarf engineer and the iron blaster moved to line up a shot on the dwarf general and hammerers.

The slaughtermaster killed off a couple of the quarrellers, taking the unit under fortitude strength (a fact not picked up by either of us at this point). The follow up Maw spell scattered failing to hit anything and the 4th and final miscast of the game wiped away his remaining wizard level and spells.

The iron blaster finally managed something useful, killing off a rank of hammerers (but to Stevies disappointment, not the general who passed the look out sir roll).

As the final act on the right flank, the hunter killed poor Burrnoth.

10 - Ogre turn 5

Turn 5 – Dwarves

Due to time constraints (probably due to me faffing around taking notes and photos for this site), this would be the final turn.

The remains of the beards charged the Gnoblers, who chose to flee, thus negating their ability to score. We spoke about this afterwards and Stevie thought the dwarves would have killed and/or routed them anyway.

The hammerers moved fully into the ogre quadrant to secure the points.

The final move was the Firewardens recharging the ogres in the tower. With a point to prove they routed the ogres and in the process secured the dwarf secondary object whilst denying the ogres theirs (it turned out we had both chosen stash the cash in the same terrain piece!)

11 - Dwarf turn 5

At the end of the game we both had under control a single nme quadrant, however due to completing the secret mission I had the higher points haul.

Mark – draw (10) – secret mission (7) – fully painted army (2) = 19

Stevie – draw (10) = 10

This was a thoroughly enjoyable game against a great sport and I would definitely look forward to a rematch.

Would I have changed anything in hindsight? Of course, wouldn’t we all.

Deployment was random but I was pretty happy with it in general. I should have set the war machines up at the back of the field to maximise the time out of combat but in doing so their fields of fire would have been affected. I’m also thinking that next time I roll this scenario they will be the first drop as this is twice they have gone on the flank, as the 2nd to last drop, making it difficult to shield them.

I still need practice in using redirectors (and getting used to a single gyro), the gyro placement prevented the stonehorn charging the warmachines but it with frenzy it could have been led around with some luck (although it was in range of both the BSB and general, so it was not a sure thing). As it was the charge into the slayers was just where I wanted it.

Moving the hammerers into the ogre quadrant could be viewed as having cost me the win, however based on the previous turn, I wasn’t to know the irondrakes would win their combat and if they had lost again, the pushback would have put them in the river and from that position it would be debatable on which quadrant they would count towards. Moving the hammerers ensured the nme quadrant was captured, which represented the most points.

I also considered moving the BSB into the quarreller unit but with the Gnoblers holding the central building for most of the game, I had incorrectly assumed stash the cash was there, so the additional attacks would have helped in the assault and preventing the ogres getting that objective.

So overall a draw was probably the fairest result but I can’t say I’m not also happy with greater points haul.


SELWG 2016 whfb tournament part 4 – Secret Missions & Points

I’ve previously covered the 2016 competition, rules and terrain (below)

SELWG 2016 whfb tournament part 1 – competition and army restrictions.

SELWG 2016 whfb tournament part 2 – Rules

SELWG 2016 whfb tournament part 3 – Terrain

I thought i’d better cover the points available and the secret missions in this last of the posts around the competition rules and restrictions.


Total Game Points

A maximum of 25 TPs are up for grabs in each game and there is no cap.

Primary – Straightforward points for a Win/Draw/Loss

WIN = 15 points        DRAW= 10 points              LOSS = 5 points

Secondary – This is based on completing your ‘secret mission’

Completing your secret mission = 7 points

Tertiary Points

If your army is fully painted = 2 points

If you have demonstrably completed a unit since your last league game = 1 point

If the game is fully completed on the night, each player shall be awarded = 1 point

Bonus Tournament Points:

Tournament points will be awarded for the following:

  • Submission of your Group Stage 1 tournament list by 4th June 2016 = 5 Points
  • Submission of your Group Stage 2 tournament list by 29th October 2016 = 5 Points


Secret Missions

For each battle pick a ‘Secret Mission’. This must be done after deployment, but before the first turn is underway. Players must note down their mission, and hand it to someone at another table for safe keeping until it is revealed at the end of the game.

  • Each ‘Secret Mission’ can only be used once during each league stage.

“Three and Fourpence” – Move a Unit Fortitude*** bearing friendly unit off the table (along the Enemy deployment base line) to succeed in your mission to send reinforcements to your embattled allies.

Such a unit may not leave the table in turn 1.

“Take a Message” – Specify a model in your army to be a messenger. Specify a fortitude-bearing unit in the enemy army that contains your spy. Get your messenger model into contact with the spy’s unit. If the spy’s unit is alive at the end of the game your mission has succeeded.

“Cut off the Head” – Kill the Enemy General in HTH combat by the end of the game. Any mount does not need to be killed.

 “Hero-Hammered” – To have amassed the biggest tally of dead Enemy characters at the end of the game. For calculation purposes, each Hero level character is worth ‘1 point’ and each Lord level character is worth ‘2 points’.

 “Stash the Cash” – When you write down your mission also specify one terrain feature outside your deployment zone where your paychest is buried. If, at the end of the game, no enemy units occupy**** that terrain feature, you have secured the cash, prevented your troops from staging a mutiny and your mission is a success. You cannot select a piece of impassable terrain to stash the cash.

**** To count as occupying a terrain feature, an enemy unit must not be fleeing and must have at least 1 rank of troops (or the complete base for single models) wholly within the feature.


So the big day had arrived and I turned up at the club, for my first tournament, with the three stretching objectives of:

1) Not coming last:

2) Keeping an open mind on AOS:

3) enjoying myself.

After wandering round introducing myself to various other competitors and helping myself to the piled up crate of donuts Marc had generously provided for the contestants I was lined up for my first game.

The link to the event on the Warhammer forum is here: http://warhammer.org.uk/phpBB/viewtopic.php?f=13&t=132229

Game 1

This was against Owyn Abrams and his Undead Army using the Heralds of the Storm battleplan. This battleplan involves capturing 4 objectives (2 on my side 2 on Owyns side). If you have more objectives than your opponent then the ‘storm front’ (that starts as an invisible line cutting across the dead centre of the table), moves 6″ towards the opponents side of the table. If it moves across a unit, on a 4+ they suffer D3 mortal wounds. Only Heroes or Monsters can capture the objectives and victory is gained after 5 turns if the storm front is in your opponents side.

This is where the start of my tactical genius kicked in (and proves why you should actually read the battle packs for tournaments), I only had 2 heroes in my list so the best I could hope for was a draw.

Owyn’s Forces of Death (as you can imagine he fielded pretty much all his blood Knights and vampires.
Neferata, Mortarch of Blood – 20
Vampire Lord – 8
Vampire Lord – 8
20 Dire Wolves – 12
3 x Varghulf – 21
20 x Blood Knights – 52
6 x Sepulchral Stalkers – 14 Abhorrant Ghoul – 6
3 x Vargheists – 9

The Set up (apologies for the phots, the lighting wasn’t great and i’m using my phone).

So My Thunderers are on one objective with the Elf standard bearer capturing it. The Slayers are on the other with Ungrim securing that one. My Cavalry and Chariots are in the middle to act as a harassing force.

I won’t go in much detail, suffice to say the game didn’t go quite as planned although it was quite close. The decision by myself to deliberately retreat off an objective to move the storm front over a load of his units backfired due to poor rolling and I was unable to reverse this due to giving away my gameplan with some pre-measuring. The Blood knights ability to resurrect models if they have a banner left at the end of the turn was very frustrating to play against. On a plus point, taking out Neferata early in the game almost allowed me to hold my own. Realising I could win by default by wiping out his characters on the objectives came just too late to swing the game.

Slayers are poised to help out if needed.

Owyn was a great sport, friendly guy and basically taught me how to play AOS during this game.

Game 2

The 2nd game used the battleplan – Winds of Death. 6 objectives this time with only units able to capture them. From turn 2 you roll a dice for each unit. On a 6 they take D3 mortal wounds and subtract 1 from their bravery for the turn (any unit within 3″ of an objective take wounds on a 5+).

After turn 5 the winner is the player in control of the most objectives.

This game was against Adam Elford and his superbly painted Forces of Chaos (I believe Adam came 2nd in the best painted comp – narrowly losing out to Adam Cunis’s Wood Elves).

Adam’s List
Sayl the Faithless (10)
Skaarac the Bloodborn (20)
Mighty Lord of Khorne (7)
Skullgrinder (5)
Slaughterpriest (6)
Bloodsecrator (7)
Bloodstoker (4)
Bloodstoker (4)
10 x Bloodletters of Khorne (5)
5 x Flesh Hounds of Khorne (5)
10 x Chaos Warriors (10)
Chaos Warshrine (10)
5 x Chaos Knights (10)
10 xBlood Warriors (10)
20 x Bloodreavers (6)
10 x Wrathmongers (16)
Khorgorath (6)
Khorgorath (6)
Nightmaw (3)

Again I was playing against a fantastic opponent and we spent as much time talking about painting as concentrating on the game. It was a very chilled and fun game and Adam came away with a close win (he had very few forces left but had managed to bag more objectives).

In terms of game highlights, the giant monster (possibly Skarrac or a Khorgorath) was a wound sink, able to heal itself up at the end of every go. I spent far too much time trying to kill it when I would have been better off ignoring it.

This game also provided possibly the most amusing fight mechanic I’ve come across during the match off between the slayers vs his bloodreavers, possibly because neither of us was aware of the other units abilities so it was a complete surprise. When they die, slayers cause a moral wound against the NME unit on a 4+. When reavers die, they are allowed to make a further round of attacks against the NME unit. This meant that each turn of combat between these units degenerated to another 4-5 extra round of attacks as the death throws of each caused more deaths to the other.

Turn one this behemoth made it all the way across the table into my lines


Dragon Princes fail to sneak around the flank


Hammerers show the forces of chaos why they should not mess with them


Slayers are poised to help out if needed.


Game 3

At this point things were looking bleak. I was on the 2nd to bottom table with 2 out of 2 losses. Only the number of casualties caused to my last 2 opponents had kept me off the bottom table. The not coming last objective was looking worryingly like it might not be achieved. Time to pick up my game!

So this game would use the battleplan – Garden of Life. One player is a corrupter and the other a purifier (that was me in this game). Each turn a player can try and either ‘corrupt or purify’ (read capture) a piece of neutral scenery when they are touching it (bonus to capture comes in the form of if it is undisputed etc.). Captured scenery can improve the bravery of your nearby units etc. At the end of turn 5 the player with the most captured items, wins.

My opponent for this game was Richard Wilkes with his Forces of Destruction (Forest Goblins) and his was by far my favourite themed army of the day. He kept up the theme and didn’t use the giant or doom divers during our game.
Goblin Big Boss On Gigantic Spider (5)
Forest Goblin Spider Riders x 10 (8) Forest Goblin Spider Riders x 10 (8) Forest Goblin Spider Riders x 10 (8)
Arachnarok Spider with Spidershrine (15) Arachnarok Spider with Spidershrine (15) Arachnarok Spider with Spidershrine (15) Mangler Squigs (10) Mangler Squigs (10) OnG Giant (9)
Doom Diver Catapult (5) Doom Diver Catapult (5)
Spiderfang VenomMob (5)

The game highlights included finding out that mangler squigs are just as deadly in AOS as they are in 8th edition. Seriously…just…no. One severely wounded squig, decimated most of my mounted cavalry in one go.

The game was reasonably uneventful mainly due to the worst rolling from both players I’ve ever seen. During the 5 turns we were between us barely able to roll above a 1 or 2 on the dice. Oh and once again it was a loss….

Richard was a great opponent and ended up as my nomination for best sport but I could have happily nominated any of my 3 opponents on the day.

The order starting line up.


The goblin hordes (boooo hissss)


Table view




So how was my first event?

Loved it. all in attendance were really friendly and happy to help out a first time player. Even the more competitive players were a joy to game against. Would I do it again? Absolutely.

How did the army perform?

To repost my army:

Ungrim Ironfist The Slayer King (6)

High Elf Prince (6)

20 x Slayers (10)

20 x Thunderers (14)

20 x Hammerers (20)

5 x Dragon Princes (8)

15 x Silver Helms (18)

White Lion Chariot (6)

High Elf Repeater Bolt Thrower (6)

High Elf Repeater Bolt Thrower (6)

Well it was a mixed bag. By selecting just one army to use in every game, I hamstrung myself by not having the ability to capture all objectives in the first game but did mean that I could learn the unit abilities more easily. I am also so used to playing battleline in whfb so kept forgetting about objectives…

So what would I change?


The Silverhelms would have to go. Having 15 of them lined up was (according to my opponents) pretty intimidating, however they were very disappointing in effect. I would probably add additional dragon princes instead. The Elf prince was also of limited use. The chariot was OK.

The repeater bolt throwers were outstanding. I would definitely max them out (so 3 rather than 2).


The Hammerers were worth their cost and then some.

The Slayers and Ungrim worked really well together. You definitely need to take both together and i’d definitely use them again.

The thunderers were OK.

Going forward I would likely just take elite units (maybe a combo of dwarf and elf) and probably only those that had rending on their profile as that really makes a difference. I’d probably also take predominately infantry (hammerers/slayers/white lions/swordmasters) with a few smaller units of mounted troops that would be held back and used to sweep forward and capture objectives once the bolt throwers had cleared off the nme on it.

How was AOS?

As much as I didn’t want to, I actually quite enjoyed it. This was probably in part to my opponents but having a comp pack to give ‘points’ to your selection was essential and without this, the game would be unplayable.

The rules are dead simple. In some ways too simple. I actually like the complication of 8th ed (I started off playing 3rd Edition and that had even more variables).

Would it replace whfb as my go to game. Not a chance, if only for the fact it is primarily a skirmish game and I love the aesthetics of massed ranks.

However I would play it again and that is not a bad outcome for a game that replaces the one I’ve been a steadfast follower of for the last 25 or so years.