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

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

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

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

Any mistakes are purely down to memory.

Lists

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

Greg’s Dark Elves

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

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

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

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

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

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

5 Coldone Knights – FC – 180pts

Repeater Bolt Thrower – 70pts

Repeater Bolt Thrower – 70pts

5 Shades – 80pts

5 Shades – 80pts

War Hydra – 160pts

5 Doomfire Warlocks – 125pts

5 Doomfire Warlocks – 125pts

Total – 2499pts

  

My Wood Elves

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

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

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

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

The Right Hand of Haldrin – Waystalker – 90pts

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

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

10 Deepwood Scouts – Standard, Hagbane tips – 170pts

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

6 Wildriders – Standard, shields – 178pts

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

10 Waywatchers – 200pts

Total – 2500pts

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

Pre-game rolls

Scenarios

 A – Invade and Defend

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

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

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

Spells

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

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

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

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

Strategy cards

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

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

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

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

Terrain

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

1 Terrain

Deployment

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

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

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

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

Scout placement and vanguard moves

10 deploy scouts11 deploy scouts12 deploy scouts13 vanguard14 vanguard15 vanguard

DE Turn 1

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

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

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

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

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

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

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

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

WE Turn 1

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

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

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

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

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

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

DE Turn 2

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

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

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

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

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

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

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

WE Turn 2

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

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

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

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

26.1 WE turn 2

DE Turn 3

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

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

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

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

26.2 DE turn 327 DE turn 328 WE turn 3 

WE Turn 3

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

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

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

27.1 WE Turn 3 

DE Turn 4

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

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

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

28.1 DE Turn 429 DE turn 431 DE turn 4

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

WE Turn 4

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

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

32.1 WE Turn 4

DE Turn 5

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

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

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

32.2 DE Turn 533 DE turn 534 DE turn 5

WE Turn 5

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

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

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

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

DE Turn 6 

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

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

The little shooting available, failed to do anything.

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

WE Turn 6

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

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

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

41.1 WE Turn 6 

Results

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

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

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

The final breakdown of Victory points were:

Wood Elves                         Greg’s Dark Elves

Total from kills                  1840                                       1253

General slain                      100                                         100

Scenario                              1000                                       400

Strategy card                      500                                         0

Fully painted                     750                                         750

Total                                    4190                                       2503

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

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

 

Conclusion

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

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

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

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

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

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

Shout out

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

Advertisements

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.

SELWG 2018 Blood Bowl League

Hey there sports fans, Crassious Clay here to present this special episode of the Witching Hour with none other than Diego Mary-Donna.

Thanks Crass and in this special we will be looking at the up and coming Gronn Fjord Raiders (GFR). A Norse team currently residing in one of the lesser known leagues of south east Londinium.

That’s right Diego, this is a team that has come out of nowhere and quickly become a fan favourite what with their predilection for ignoring the ball to concentrate on what some have said to be an excessive use of violence in their games.

‘Excessive’ Crass? You’re not talking about PEEVS again are you. Good honest Blood Bowl fans should take it upon themselves to hunt down and extinguish the life from any member of ‘The People for the Eradication of Excessive Violence in Sport’ (PEEVS), using extreme prejudice! 

I couldn’t agree more Diego but to get back on track, under the fearsome coaching of the ‘dread Auditor’

Don’t Crass, that man’s grasp of numbers sends shivers up my spine, they say his mother slept with an abacus and he was the offspring of that unnatural union..

err I’m not sure that’s right Diego but anyway crunching the numbers seems to have worked for him as they won two of their first three pre-season friendlies at their Greenvale Stadium.

Let’s take a quick recap of those games before looking at their opening league game shall we.

Game 1 – 02/02/18 – GFR vs Marieni Daulphins (Humans) – Coach – Dan R

The GRN attracted a modest crowd of 3k vs the 10k travelling fans. The numeric advantage meant that everytime one of the opposing human players were knocked into the crowd, they were gentle escorted to the reserves box in the dugout, rather than treated to the infamous hospitality of the average blood bowl fan. Midway through the first half with most of the human team laid out, the Norse runner (Floki the Swift) lived up to his name and scored a touchdown.  The Coach of the Daulphins, Dan R, at that point decided to throw in the towel and this incensed the fans so much that they tore the team to pieces and Dan was forced to go into hiding meaning the league had one less team in attendance.

The bonus for the Raiders was that they not only gained both purses (allowing the recruitment of a thrower for the team) but gained both team MVP’s and in a stroke of luck they both went to the Ulfwerner, Cadoc the Bear who gained Mighty Blow as a result. They also siphoned off some of the visiting fans who, unhappy with their former team’s performance, decided the Raiders were the new team for them.

Final score 2-0 (we used the old BB rules where you always won by 2 touchdowns in the event of a withdrawal – though you don’t gain any SPP’s for the additional TD’s)

Daulphins thrower
Daulphin thrower

Game 2 – 10/02/18 – GFR vs The Orcward Orras (Orc) – Coach – Paul R

The second game undertaken was a favour to one of their new sponsors, who had asked them to play against a rookie coach and offer some tips. The Raiders agreed and proceeded to coach the Orcward Orras in the only way they knew how.

Word had gotten round about the new team on the block and the crowd was much larger this time with the Norse pulling in 9k fans vs the Orcs 10k.

In the first half the Norse slowly wore down the orcs using the ancient art of crowd surfing. The dice gods looked unfavourably on the Orcs and the Norse injured, first the Orc thrower (curtesy of Ragna, the No. 9 lineman) and then a Black Orc Blocker (Uday the Yhettee really took a dislike to him). Luckily for Paul they were just badly injured. In the final drive of the first half, the No. 4 Norse Berserker (Eirik) ran home a touchdown.

The second half saw the Norse team stage a classic flank attack, stacking all their big hitters on the right flank.

IMG_4310

They easily punched through on the wing and with a sure touchdown in the bag, they couldn’t resist going for a cheeky level up, cocked up the hand off from the thrower to Eirik, which allowed an audacious Orc Blitzer to nick the ball from under their noses.

IMG_4311

Not standing for that, the Raiders unsurprisingly knocked the orc into the stands but the orc fans got to the ball first and chucked it half way up the pitch. The Orc No.2 Lineman was first to the ball and passed it into the hands of the No. 8 Blitzer, who managed to scored an outrageous touchdown, using an amazing show of twinkle toes to dodge his way through a mass of tackle zones! Paul’s team then started to improve their Orc Smash! (TM – Paul R 2018) and badly hurt the Norse No.10 lineman Gudmund Stonehand but neither team were able to gain the upper hand and claim the win.

Final score 1-1.

20k winnings each and +1 FF to both.

The Norse MVP was the scorer of the touchdown and this gave Eirik enough points to skill up and unsurprisingly he decided to take mighty blow.

A very fun game and it showed how quickly fortune can turn in this game.

Game 3 – 19/02/18 – GFR vs Skavenblight Scramblers (Skaven) – Coach – Greg F

How the mighty have fallen. The Scramblers fell from grace in a large way and for several seasons were not heard from. They reappeared this year under a new rookie coach hoping to climb to back up to the lofty heights of their heyday. This fall really showed when the Norse counted 12k fans vs the Skaven’s 7k.

With a team value considerably lower than the Norse, the Skaven were able to hire a wandering apothecary for the game.

The Skaven won the toss and elected to kick. Cadoc the Bear (Ulfwerner) started the carnage by badly hurting Skik, the No. 8 Skaven lineman. Ragna Dagfinn then followed this up by fracturing the leg of Strot, the No. 5 skaven lineman (meaning he would miss the next game). The big guys spent the half knocking each other down with no ill effects to either but the rest of the team added to the casualties with a plethera of knockouts. In the sixth turn, Floki (the norse No. 5 Runner) finally managed to actually pick up the ball and he ran up the pitch and in the final turn of the first half, scored the first touchdown.

In the second half, Eirik (No.4 Berserker), outraged that a skaven player had gained a SPP for a completed pass, smashed the hand of the offending skaven thrower (Skeexranq – No. 10) to try and ensure it wouldn’t happen again. This meant a second skaven would miss the following match. Ragna then added his second casualty of the game by taking down the Rat Ogre but the Skaven apothecary leapt into action healing the damage caused (annoyingly I couldn’t find who had taken down the Rat Ogre at the end of the match which meant I missed leveling him up). With the injuries and knockouts to the Skaven team multiplying, the Norse were able to take down the ball carrier and Magnus (the No. 3 Norse Beserker) then ran in the second touchdown of the game.

IMG_4347

IMG_4348
3 dead and 3 knocked out. Numerical advantage – check!

The final score was 2-0 to the Norse, who took away a purse of 50k GP and also gained another Fan Factor for the win.

The MVP’s went to the Norse Yhetee, Uday. This was enough to level him up and to follow the trend he took Mighty Blow.

Floki (runner) scoring was enough to also enough to level him up and he took Dodge to give him the Blodge combo.

As an aside, Greg and I met after work for this game and tried out a new (for us) central London venue,  hosted by the London Wargaming Guild, a book and play style meet. It was a very friendly place and crowd, hosted at the Seven Dials Club inbetween Covent Garden and Tottenham Court tube stations (almost next door to the Cambridge Theatre). As a bonus it had a bar next to the gaming tables. The only small thing against it was the volume of the music. Don’t get me wrong I like loud music but it was a touch too loud for normal conversation when playing.

Game 4 – 23/02/18 – GFR vs Cold Sea Hawks (Dark Elves) Coach – Chris R – League game.

In the first of my league games, I faced off against Chris’s Dark Elves. There was a good crowd in attendance with 10k of the Raiders fans and 12k of the elves.

We used the alternative inducement rules for special cards, which allowed Chris to take one for 50K rather than the standard 100k.

The Hawks won the toss and elected to kick to the Norse. The Raiders played a card that allowed them to get +1 on their KO rolls for the game and the Hawks played one that allowed one player to be nominated to receive an extra MVP if they were on the pitch at the end of the game. I know you are thinking what I was…challenge accepted!

In the first half after receiving the ball, the Norse tried to undertake their normal tactics of smash the opponents and knock them into the crowd. Although Cadoc got an early casualty against the DE No. 11 lineman and the team crowd surfed a few other players, the Dark elves retaliated and KO’d 3 of the Raiders, meaning by turn 3, both teams were unable to adequately cover the width of the field. With their high agility, the Dark Elves were able to capitalise the gaps in the Norse line and sack the Raiders ball carrier but with some desperate defending against them, the Hawks failed to convert their advantage.

IMG_4351

IMG_4352

In the second half the Norse deployed in a deep defense (to maximise the number of dodge rolls with modifiers the DE’s would need to take) and with a slight numeric  advantage. They quickly increased this with Eirik badly hurting the DE No 4 Blitzer (who had Guard) thus removing the main anchor of the DE offensive threat (edit: it is possible that he was injured at the end of the 1st half rather than the very start of the second). The Dark elf team then proceeded to cage their runner and moved from one side of the pitch to the other (in a manner similar to ‘pong’) waiting for the Norse to make an error. The Norse played the waiting game, slowly closing the net on the cage removing one DE player from the field each turn. Maneuvering for the final sack, the Norse left one lane with minimal cover and the remaining DE blitzer snuck into the Norse half.

IMG_4353
Breaking the DE cage

The DE runner attempted a desperate move to clear the ball from his half and used a Heroic Feat that removed any negative modifiers from passing, giving the long bomb a great chance of succeeding. Not happy with the initial roll (due to the modifiers cast by tackle zones) he used a reroll and completely fumbled the pass leaving them in a perilous situation. The Raiders proceeded to sack the few remaining elves allowing their thrower (No. 13) to run in a touchdown in the final move of the game.

IMG_4354
Have some KO’s. At the end of the game Chris had 3 players left on the pitch!

Final Score 1-0 to the Raiders.

The Norse took home a purse of 70k and used this with their treasury to purchase another reroll. They also gained another FF moving them up to a total of 5.

Cadoc the Bear (Ulfwerner) got the match MVP, which together with the casualty he caused, leveled him up to Veteran status and he added block to his skills.

This was an extremely close and cagey game one of the closest i’ve had in a long while and a definite learning experience. Chris was unlucky not to score in the first half, a 1 rolled when ‘going for it’ really put paid to his plans. The ability of the elves to slip though the smallest gap and his insistence of dodging out of block zones to minimise hits was definitely playing to their strengths and my one slip up in the second half, again, nearly meant he scored.

oh and just to confirm he didn’t get his bonus MVP as the player was knocked out and off the field at the end of the game. Challenge completed!

WHFB – Beastmen vs Dark Elves – SELWG Comp’ game 

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

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

His list is recapped here.

The Herd of Khazbar the Magnificent is here.

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

Terrain

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

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

1. Terrain

Scenario and pre-match rolls

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

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

Wazzock (Shadow) got: Miasma.

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

Deployment

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

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

2. Deployment

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

2. Deployment

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

Turn 1 – Beasts

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

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

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

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

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

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

3. Beastmen Turn 1

8. turn 1 beasts

9. turn 1 beasts10. turn 1 beasts

Turn 1 – Dark Elves

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

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

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

4. DE Turn 1

Turn 2 – Beasts

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

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

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

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

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

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

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

5. Beastmen Turn 2

11. turn 2 beasts
Ungor dead? Check!

12. Turn 2 beasts

Turn 2 – Dark Elves

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

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

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

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

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

6. DE Turn 2

13. Turn 2 DE

Turn 3 – Beasts

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

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

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

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

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

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

Turn 3 – Dark Elves

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

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

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

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

8. DE Turn 3

17. Turn 3 DE18. Turn 3 DE

Turn 4 – Beastmen

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

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

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

9. Beastmen Turn 4

Turn 4 – Dark Elves

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

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

10. DE Turn 4

19. Turn 4 DE
End game

Results

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

In terms of competition points in was:

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

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

Conclusions

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

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

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

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

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

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

The Dark Tide

In the final post of this series, i’ll take a look at the final competitor in Group A, Luke C and his Dark Elves. Luke has been using Dark Elves for a number of years and I know often attends the Hockley tournament with Dan so will be a tough player to beat.

I actually played Luke for the first time recently with both of us using our respective competition lists (write up here), so we both have an idea already about the other one. His use of chaff was an eye opener and i’ll have to be careful not to make the same mistakes again.

The entry restrictions were changed between us playing and the final submission and so the below list, although similar, contains a few changes.

Characters

Dread Lord (General) – Lt armour, Shield, Sea Dragon Cloak, Ogre Blade, Talisman of Endurance, Cold One – 246pts

His general is well protected with a 1+, 5++ save. The Ogre blade boosts his Str to 6, covering the only shortfall in his stats. His attacks will be flaming if in the cold one Knights, so maybe I can use that against him.

Supreme Sorceress – Power Scroll, Talisman of Preservation, Dark Steed, Lore of Life – 320pts

Life is generally a defensive Lore and helps shore up the elves natural frailties. The exception is dwellers. That spell is based on a Str test so I have a better than average chance of resisting it, especially with the banner boosting the Str of my Gor. One thing I must do is dispel Throne of Vines when he casts it. That for me is a priority as it will reduce the effectiveness of everything else and mean he can suffer miscasts. Like Alistair, he has taken a power scroll which halves the cost of a spell cast when used. This could allow him to push through Dwellers when Im not expecting it!

She is also likely to be bunkered in one of the riders units which will mean that is unlikely to have chaff duty.

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

The rune gives the hag +D3 attacks each turn. This is on top of her 3 standard (+1 for frenzy) ASF, armour ignoring (due to her weapon) attacks. The cauldron then gives her and the unit a 5++ save (or 4++ vs magic missiles). The cauldron bound spell gives the unit an additional attack, so the hag could have between 4-8 and the witch elves up to 4. Generally all kinds of filth.

Master – Lance, Heavy armour, Shield, Sea Dragon Cloak, Cloak of Twilight, Dark Pegasus – 188pts

Im going to call this his trouble shooter/assassin. With a 1+ save and boosted toughness (4) and wounds (3) due to the mount, he is quite defensive. The lance and cloak give him a good alpha strike at Str 6, ASF, killing blow and D3 wounds in the first round of combat. The mount adds to this, as also gets +1 Str on the charge. If I could get a charge off onto him with the Doombull it would help as he would only be Str 4 so I’d still get a 2+ save, killing blow wouldn’t work on the model and he wouldn’t get rerolls due to my i10. The D3 wounds are still a worry though, especially if he charges me as my save then becomes 4+.

Core

5 Dark Riders – Musician, Standard, Lt armour, shield, Spear, repeater xbow – 120pts

5 Dark Riders – Musician, Standard, Lt armour, shield, Spear, repeater xbow – 120pts

5 Dark Riders – Musician, Standard, Lt armour, shield, Spear, repeater xbow – 120pts

Luke has already shown me that he uses these guys to great effect and completely blocked me from moving/charging on my first turn. I’ll have to learn from that error. He is also partial to putting them in a conga line (as do many others). Something I refuse to do out of principle as I dislike doing things I feel are too ‘gamey’. It’s why you will never see slayer darts in my lists. If it could give me a bit of a handicap, so be it. This time the units are actually armed with crossbows.

27 Witch Elves – AHW, Full Command, Razor Standard – 372pts

With between 2-4 ASF poisoned, initiative 6 attacks, these ladies could mince through my units. The saving grace is their strength 3 requires a 5+ to wound, however poison, augmented with the rerolls to hit, could help bypass this entirely. On top of that they can reroll 1’s to wound. This is one of the reasons the unit combined with cauldron is so feared in combat.

They can be frenzy baited but with the bsb in the unit, it reduces the likelyhood.

The razor standard isn’t a biggie as almost nothing in my list has armour (which is why poison is such a pain as it negates my one defence – toughness).

At the other end of the scale, they are standard, T3 squishy elves and aren’t the only ones with rerolls to hit. The cauldron does give them a 5++ ward so they aren’t entirely defenceless but like my troops offence remains their best defence.

Special

Cold One Knights – Full Command, Lance, Heavy armour, Shield, Cold One, Banner of Eternal Flame – 310pts

These are some of my favourite GW sculpts. And bar a few early 90’s Marauder models are the only Dark elves I own. They suffer from all the flaws of elves and Cavalry in general, relying on the initial charge to damage and armour saves to survive the grind afterwards. The cold one mounts help with this but could also hinder due to stupidity (though with the general in the unit this is highly unlikely). My Doombull does rock a 2++ ward vs fire based attacks so could cause all sorts of issues for this unit. However, my Ungor Raiders held up the unit for almost 3 turns last game, so there are a number of options for dealing with them.

Har Ganeth Executioners – Full Command, Great Weapon, Heavy Armour – 306pts

With T3 and a 5+ save, they will fall over to a stiff breeze. However as with most dark elves, they are all about the offence, as shown in my last report. The great weapons will prevent their rerolls, but S6 will ensure they wound on a 2+ in most cases and high initiative will see them striking first. The killing blow skill will make almost no difference to me as I have very few multi-wound non monstrous models and no armour.

IMG_3440

Evaluation

Not much has changed since we last fought. The big changes are the Doomfire Warlocks are gone, due to the wizard level restrictions. In their place comes the Master on Dark Peg’. Smart deployment to prevent his previous game dark rider shenanigans will be key, together with knowing what I need to do to win the scenarios.

Scenarios

1. Eliminate

His bounty tokens will be placed on: Witch Elves, Executioners and the Cold One Knights. My will be on my Gor, Bestigor and a Chariot.

So if I were Luke, what would I do? As normal, the chariot is my weak link.  The Dark Peg could easily take it down but then a unit or 2 of harassing Dark riders also stand a high chance of doing so through massed shooting and there isn’t a huge amount I can do about that. Perhaps place the chariot in the opposite corner to my troops with the flank guarded by screening Ungor (the other flank by a table edge). Make it so shooting is through hard cover or else they risk a chariot charge. Again vs the Peg, the Ungor would form a screen and at least the peg would be out of the way for a turn. I could also start my doombull there if necessary but he could have better uses (it would depend on other deployment). I could also use the chariot as bait…

His witches will be gunning for any of my units in the knowledge that they should beat them in a straight fight. I’ll just have to use chaff to block them so if they charge they will overrun to an unfavourable location (trying to get a flank of course).

His Knights will be wanting to avoid the Bestigors at all costs as their numbers and weapons will give them the edge.

His executioners would take a heavy toll on either of my units but my numbers should see me through in a ‘fair’ fight.

From my side I want the Bestigor in his Knights and Gor into the executioners whilst holding up the witches.

This game will ultimately come down to chaff. Who can use it the most effectively.

It is also a game where I will want the Bestigors in bus not horde formation (though perhaps 6-7 wide).

2. Dawn Attack

The table is divided into quarters. 1pt given for each of yours, 2pts each for your opponents side. You need to have the most fortitude in a quadrant to capture it.

This is an issue for me as he has a shed load more fortitude. He has 6 separate units with fortitude and can add the bsb and general to increase the units fortitude (to a max of 9).

His General will likely be in the Knights (for a fort’ of 3, but he could move to a under strength rider unit to boost it). The BSB will go in the witches to give that a fort’ of 2.

3 of the units with standards are Dark riders, making it essential that I kill at least 1 model off them as it will drop them under scoring strength (and hope there is no regrowth). This is essential as their mobility will allow them to steal quadrants. If I can target the one that perhaps bunkers his Mage it would be an added bonus.

The most I can manage is one block with fort’ of 2 and one with a fort’ of 3. So this will be an uphill struggle.

3. Invade

This is played lengthways and you need to get more fort’ into your opponents half. This will likely end up as a battleline fight. Although taking my units in horde would effective block a chunk of the table, due to his sheer damage output and higher initiative, bus formation will likely be better for me (at least with the Bestigor – though it will be 6-7 wide).

The Doombull may have to play backfield to catch any darkriders that slip through.

4. Secure

You get one point per piece of terrain you hold (it’s double if in the opponents side). Again I’m at a disadvantage as unless I move my General or BSB into each Ungor Raiders unit (highly unlikely but you never know as it could turn a defeat into a victory or at least a draw), the most I can capture is two bits of terrain vs his 6 and so will definitely need to advance to capture terrain on his half whilst destroying any  fortitude units I encounter on route (are you noticing a trend here?). I’ll have to almost treat this as a battleline game but make sure I’m in scenery at the end. Thinking about it, the general in Ungor is looking more attractive, despite the drawbacks.

5. Loot

3 tokens placed, one in the middle and the other 2 on the central line, at least 12″ apart. The player who holds the most wins. In this case, I am considering grouping them on one side of the table rather than have them spread out as this might actually favour me, especially with his fast moving units. The question is, will he charge forward with the fast cav to capture them and then retreat trying to slip them through the gaps of the blocks moving up behind them.

This is a tricky one as I do want his blocks to have the tokens to reduce their mobility rather than the riders. The good news is they only need to lose 1 model to lose fortitude and thus the token.

6. Wicked woods

Holding the woods is key and moving into it early is essential. You have to hold it for at least 7 player turns (of 12) to ensure a win. The key will be to move as much chaff forward as possible to obstruct his blocks at every turn to maximise the turns a unit is in it. Everything not in the woods becomes sacrificial, whether chaff, doombull or Bestigor.

Last time we played he got the jump on me, so if we play this again, I need to ensure that I get the upper hand, maybe by placing the harpies centrally so their 20″ march can block any unit he wants to move into the woods.

 

My First game of the competition will be against Luke next Friday (29th)

WHFB – Beastmen vs Dark Elves

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

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

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

Lists

Herd of Khazbar the Magnificent

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

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

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

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

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

48 Gor, FC, AHW

1 Tusgor chariot

1 Tusgor chariot

5 Ungor raiders

5 Ungor raiders

37 Bestigor, FC, Standard of Discipline

1 Razorgor

1Razorgor

5 Harpies

Dark Elves

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

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

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

Level 1 Sorceress – Dispel scroll, Lore of beasts.

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

5 Dark riders – Standard, musician, xbows

5 Dark riders – standard, musician, xbows

5 Dark riders – Standard, musician, xbows

29 Witch Elves – FC

30 Executioners

5 Doomfire Warlocks

9 Coldone Knights

IMG_3440IMG_3441

Scenario

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

Terrain and Pre-match rolls

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

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

1. Terrain

It terms of spell selection:

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

Wazzock took Miasma

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

The Beast Sorceress rolled Curse as well.

Deployment

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

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

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

After his 4 vanguards, it looked like this.

2. Deployment

IMG_3429IMG_3430IMG_3431IMG_3432IMG_3433

Turn 1 – DE

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

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

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

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

3. DE turn 1

IMG_3434IMG_3436

Turn 1 – Beastmen

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

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

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

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

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

4. Beast turn 1

Turn 2 – DE

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

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

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

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

5. DE turn 2

IMG_3437IMG_3438IMG_3439

IMG_3442IMG_3443

Turn 2 – Beastmen

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

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

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

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

6. Beast turn 2

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

Turn 3 – DE

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

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

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

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

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

7. DE turn 3

20 - DE turn 321 - DE turn 3

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

Turn 3 – Beastmen

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

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

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

8. Beast turn 3

25 - Beast turn 3

Turn 4 – DE

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

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

9. DE turn 4

26 - DE turn 427 - DE turn 4

Result

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

Conclusion

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

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

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

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

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

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

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

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

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