Evaluation of the Herd of Khazbar the Reborn (KOW)

As normal, now the games are completed i’ll take a look at the list and try and give an evaluation of how I think each element performed and what (if anything) I would change for future games.

I’ll recap my list and then comment.

img_2780

Herd of Khazbar the Reborn

Khazbar (Shaman) – Heal + Myrddin’s Amulet – 130pts

Wazzock the Renewed (Shaman) – Heal – 120pts

Zhurrock the Mighty (Great Chieftain) – Chariot + Bows + Fire Oil – 205pts

(Brutox) – 220pts

(Brutox) – 220pts

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

Beast Pack (Troop) – 70pts

Beast Pack (Troop) – 70pts

Evaluation

Shamans. Absolutely fantastic. Heal was a 100% required as an upgrade and I found myself using it more than bane chant. If anything, I need to take an additional shaman but mounted, so they can keep up with the herd when it marches and still heal.

Chieftain on Chariot. I found myself always using him in conjunction with one of the Brutox and they worked really well together. The bows and fire oil upgrades did almost nothing and I probably wouldn’t bother with them going forward. I do feel that to get the most out of him I probably need to give him wine of the elven kind so he has nimble (though this is pricey). The question is whether he is worth the points when another spirit walker horde is only a bit more.

Brutox. I love these models though I’m not convinced on their ability to cause damage (I don’t like the random element of the attacks but the CS 2 is nice). They work well on the flanks and are pretty survivable (if I remember the regenerate!). Being large gribblies, they also have the bonus of drawing an opponents attention to them. I would definitely take one (or two) again.

Tribal Spirit Walkers. One word: amazing. I love this horde. It does suffer from being fragile as anything so it needs supporting with a second horde! The crushing strength item was a good purchase but I only included it as I had points spare.

Longhorns. I struggled to use this unit effectively. I found it too fragile and the lack of attacks compared with other units was really noticeable.

Stampede. Another fantastic unit. The brew of sharpness item really assisted its damage output, though I would be tempted with adding the additional movement item for a cheaper version. This will definitely be a mainstay in future armies.

Guardian Brutes. Again I really like this unit. Defence 5 makes a real difference and giving them elite always helped in attack. I would use them again with no hesitation.

Beast Packs. Fantastic chaff. I do need to learn to use them effectively as I was hit and miss in their application. 2 troops are prerequisites in any list.

Going forward

I need more chaff pure and simple. This realistically means Harpies (gargoyles? I forget the name) as I only own 10 beasts and also have 10 harpies. I could include a troop of hunters (and will try them) but I prefer the increased movement of the flying birdwomen.

As stated above I want a mounted Shaman in the list as it will allow it to keep up with the fast movers.

I fell afoul of large flyers in a number of my games and had nothing comparable with that depth of movement. As such I will also be swopping one of the Brutox for a chimera in order to try it out at some point. This also makes me want to support it with the avatar of the father, as a flying wing (so may mean the other is removed).

Lycans seem to be one of the go to unit selections and I could try them using my Minotaur models but I prefer not to proxy where possible.

So what will I take in my next list? If I use Herd, it will probably be:

Spirit walker horde – 230pts

Spirit walker horde – 230pts

2 * beast packs – 70 * 2 = 140pts

Stampede (blessing of the gods) – 285pts

Guardian brutes – 230pts

2 * shamans (heal) – 120 * 2 = 240pts

Avatar (heal + wings) – 345pts

Chimera (wings) – 210pts

Harpies – 90pts.

Very few items in the list and has a similar number of drops as the comp list.

There is however a good chance I’ll try a different army. I have some elves I’ve been itching to use…

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KOW – Herd of Khazbar vs Alex’s Elves – SELWG Competition game

My final game of the group stage was vs Alex Mountain and his Elves. I’ve faced Alex a couple of times before at Warhammer and he can be a canny opponent. He was particularly good at using Chaff in that system, so I was expecting this to carry over to this one.

Alex’s Elf list – 2000pts

Kindred Archer Horde – Brew of Keen Eyedness – 295pts

Kindred Archer Horde – Jar of Four Winds – 285pts. (They may look suspiciously like unpainted 5th edition Bretonnians in the pictures but Alex assured me that yes they were in fact elves, with extra large sunhats on. It was funny but in the course of the game he had to explain this to 4 or 5 others who for some inexplicable reason had come to the same conclusion as me).

Hunters of the Wild Troop – 135pts

Hunters of the Wild Troop – 135pts

Kindred Tallspears Troop – 100pts

Silverbreeze Cavalry Troop – Brew of haste – 160pts

Stormwind Cavalry Troop – Diadem of Dragon-kind – 170pts

Stormwind Cavalry Troop – Potion of the Caterpillar – 160pts

Bolt Thrower – 90pts

Dragon Kindred Lord – Ensorcelled Armour – 345pts (Again this in no way looked the slightest bit like a Zombie Dragon with an undead rider but instead completely resembled a haughty elf riding his noble dragon).

Mounted Mage – Inspiring Talisman – 125pts

As normal I’ll take a look at his units and then try and see if I can guess his deployment.

His entire army has elite, allowing him to re-roll 1’s on the hit roll. This is possibly one of my favourite army wide rules.

Horde of Archers – With 20 attacks, hitting on 4+ and a standard 24″ range, these will project a solid area of denial. One of the units will have a range of 36″ due to the Jar and the other will hit on 3+.  I won’t lie, these do worry me somewhat as if they focus on the same target, they will be deleting units pretty quickly,

Bolt Thrower – I’ve found bolt throwers hit and miss with just 2 attacks. They do have a 48″ range so will be threatening my forces from the first turn. Their piercing is somewhat wasted on my army so overall i’m not too fussed about this unit.

Silverbreeze Cavalry – This is the last of his ranged units and what he would have used as chaff in the previous system. With the brew of haste it would have a range of 11″, the most of any unit on the field. They also have nimble and bows so they could easily delete my chaff from the get go and start chipping away at other units/get in the way. They are a prime target for my limited ranged units.

Hunters of the Wild – This unit pumps out a lot of attacks for their size and with Vanguard, they could potentially be in my face really early on and he has 2 of them. They do need to attack first as with their low nerve (10/12), they’ll die to a stiff breeze. They are also a prime target for my Chieftains ranged attack as even a few wounds could remove them.

Kindred Tallspears – This unit is probably the closet to chaff in his list in terms of points. I suspect their sole use is to get in the way of anyone going for his hordes.

Stormwind Cavalry – The troops only have 8 attacks but hit on a 3+ with TC (2) and have a def of 5+. Again the nerve is low at 11/13. He will definitely be wanting to get these guys in the flank to maximise their potential. One of them also has a breath attack (10) which can so some damage.

Mounted Mage – This guy is fairly bare bones with heal (3) and Bane Chant (2). I think his primary job is to buff the 2 hordes.

Dragon Kindred Lord – another filthy flyer 😉 with ensorcelled armour. I just need to try and ensure he doesn’t get behind my lines.

This is the most amount of shooting i’ve come up against so far, so it will be a good experience for me. I would expect the Archer hordes to make up the centre of the lines with maybe the bolt thrower in between them. The mage will likely be nearby to throw on a bane chant.

Everything in his army, with the exception of the 2 hordes and the Dragon Lord, have a top nerve of 13 or less so should be easy to remove.

He also has the same number of drops as my list (11).

To recap my list.

The Herd of Khazbar the Reborn – 2000pts

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

Terrain

We rolled map pack 5, from  Neil’s terrain generator, which gave us 4 buildings, a wood, a hill and 24 inches of obstacles. After deployment it looked like this:

1 Terrain

1 Terrain

Scenario and Deployment

The game was Dominate which was nice, as I hadn’t played this yet and due to the fortuitous placement of the woods, might give me an edge with my army wide pathfinder.

Alex won the roll for sides and the armies after deployment looked like this. (his right most hunters vanguarded up to the wall and those on the other side of his lines moved up to the building.

2 Deployment

2 Deployment Herd3 Deployment Elves4 Deployment Elves5 Deployment all

He then won the roll for first turn which he took.

Turn 1 – Elves

The Elven right flank surged forward with the hunters, Stormwind Cavalry and his Dragon Lord making the most of the lack of Herd on that side of the board. There was little movement on the other side of the board with the exception of the Silverbreeze that moved to cover the nearby heavy cavalry.

His massed shooting opened up, the herd lines withered under the deluge of arrows with one of the beast packs left as a pincushion.

3 Turn 1 Elves

7 Turn 1 Elves

8 Turn 1 Elves9 Turn 1 Elves

Turn 1 – Herd

Zurrock seeing an early chance in the game, unleashed the Brutox and he charged in alongside to wipe out the Silverbreeze Cavalry. Unable to contain its bloodlust, the Brutox overran towards the Stormwind who had been cowering behind.

In the centre the Stampede forced the longhorns forward to act a emergency chaff. The brutes also moved up to take advantage of the cover.

The Spirit Walkers, their numbers replenished by the duel heal thrown on them, swung round to join the Brutox in forming a new battle line to tackle the Elven flanking force (conveniently making sure the dragon couldn’t get behind the lines).

4 turn 1 herd

10 Turn 1 Herd13 Turn 1 Herd12 Turn 1 Herd11 Turn 1 Herd

Turn 2 – Elves

The rain of Arrows continued with the remaining beast pack doing its job and ensuring more valuable targets were spared. The Longhorns were subject to the brunt of the shooting and failed to survive the fire. The Herd ranks were starting to thin rapidly.

Faced with a slavering monster, unable to escape its charge arc and with no ranged support to help them, the heavy cavalry realised they were going to have to do more than just posture. They swallowed deeply, charged in and managed to waver it. It was hard to tell if the horses or elves were the more terrified of what was sure to occur next, with all eyes rolling and the whites showing.

The flanking force moved up to form a coherent line with the lord on dragon showing what dastardly underhanded tactics the elves would stoop to by flying forward and fitting into the smallest possible gap between the table edge and the flank of the Brutox.

5 turn 2 elves

14 Turn 2 Elves
Remember, NOT a Zombie Dragon!

15 Turn 2 Elves

16 Turn 2 Elves
The bottom horde of archers thought that no-one would notice that were Bretonnians if they stayed as far away from the action as possible.

17 Turn 2 Elves

Turn 2 – Herd

The Brutox, ignoring it’s waver, and Chieftain charged into the Stormwind Cavalry and barely raised a claw in anger before the Elves ran off the table. The Blood drunk monster regenerating as it savored it’s first taste of elf.

Knowing that their lines were in trouble due to the position of the Dragon, the left flank pushed up aggressively with the Brutox covering the rear of the Spirit Walkers (this was one situation where the oversized base actually worked in my favour!).

In the centre, the Guardian Brutes moved into the forest followed closely by Khazbar. Wazzock stayed with the Stampede, remaining out of the range of the nearest horde.

6 turn 2 herd

18 Turn 3 Herd19 Turn 3 Herd20 Turn 3 Herd21 Turn 3 Herd

Turn 3 – Elves

The hunters that were still hiding in the eves of the large tower, spun round as the recognised the threat that was rapidly approaching from the other side of the buikdings. The Elven Phalanx moved over to block any potential charge from the Stampede, now that the hunters had been re-tasked. This move also opened up the firing lanes for the two hordes to target the Guardian Brutes but the cover impeded their aim and the damage for fairly insignificant. The Bolt thrower had but one option and shot into the writhing mass of animals making up the stampede.

On the other flank, the Hunters and Stormwind combined to charge the Spirit Walkers felling half their number. Despite, in a move reeking of fear, charging the Brutox in the flank, the Dragon rider failed to remove it.

7 turn 3 elves

Turn 3 – Herd

Zurrock and accompanying Brutox (who continued to regen), finished their flanking maneuver and moved up to now threaten the Elven shooters.

The Spirit Walkers, blood raised, counter charged the hunters and made short work of them. The Brutox also counter-charged but into the Dragon causing a few wounds but more importantly disordering it (I cunningly also forgot to roll to regen the 10 wounds on it – probably as we forgot to mark the wounds up!).

In the centre, Khazbar invoked the power of his amulet, first healing and then bane-chanting the Brutes. They then stormed into the flank of the Spear elves and that fight was only ever going to go one way. The Stampede and Wazzock then moved up in support. The Herd were now threatening the elven shooters that had caused so much damage early on.

8 turn 3 herd

Turn 4 – Elves

The remaining Hunter troop moved to block the herd charging the flank of the shooters.

The Stormwind and Dragon Lord both charged into their respective targets (Spirit Walkers and Brutox) and both units were removed as a consequence (Alex, ever the gent, did say I could roll the regen when we realised there were no wound counters on the model and it hadn’t been done but I refused as it was a comp game and frankly that will teach me for not remembering my own armies rules!)

9 turn 4 elves                                      .

22 Turn 4 Elves23 Turn 4 Elves

Turn 4 – Herd

Eager to clear a path to the hordes of archers that had killed so many of their herd, the chieftain and Brutox tore through the hunters that stood in their path.

Wazzock cast a heal on the Stampede before sending it forward where it crashed into the nearest archers. Elven bodies were pulped under the crushing bodies and despite cowering in the mud, their mettle held under the gaze of the nearby mage and they held their ground.

10 turn 4 herd

Turn 5 – Elves

Realising that they needed to support their brethren in the centre, the Bretonnians Elven archers marched forward with all haste. The mage also moved up.

The Dragon Lord and Stormwind cavalry both moved up to the woods and rather than engage in honorable combat they both used their breath weapons to torch the woods. As Khazbar looked to be burnt to a crisp, their was a flash of green and he disappeared.

11 turn 5 elves

24 Turn 5 Elves

Turn 5 – Herd

The Stampede again charged the archers and this time their nerve broke and they fled from the field. The Brutox then proceeded to trample the bolt thrower and crew into the ground.

Zurrock moved towards the centre ready to contest it.

12 turn 5 herd

Turn 6 – Elves

The remaining archer horde turned and tried to remove the Stampede but the legendary elven archery skill deserted them facing a sea of ferocious animals.

The Dragon Lord, mage and Stormwind Cavalry all moved in to contest the centre of the battlefield.

13 turn 6 elves

Turn 6 – Herd

In the final turn of the game, the remaining herd units rushed towards the centre of the board. Zurrock charged the Dragon Lord, inflicting minor injuries and Wazzock moved up to support.

14 turn 6 elves

25 End of Game

Results

Alex won having the requisite 200pt advantage in the centre circle (640pts vs 325pts). The Stampede was not able to get entirely into the centre circle so did not count towards the total.
In terms of kill points, Alex and his sleazy, untrustworthy elves, back stabbed 1150pts of the noble Herd, whilst the Khazbar eradicated 1075pts of the elven vermin.
(Herd Remaining: Shaman – 120 + Stampede – 305 + Chieftain – 205 + Brutox 220 = 850)
(Elves Remaining: Archer Horde (jar) – 285 + Stormwind Cav (Diadem) – 170 + Dragon Lord – 345 + Mage – 125 = 925).

Conclusion

I always really enjoy my games against Alex, they are normally close run affairs and this was no exception. During the game there was tension, beaded sweat on brows, swearing (that was me), disgraceful dancing with glee (that was me again), instant karma (due to the aforementioned dancing) and a good amount of laughs.

I made some errors straight off the bat on this. I should have deployed one set of buildings more in the centre of the board as this would have obstructed the lanes of fire. I guess i’d been caught out before with obstacles and the impact of crossing them whilst facing archers, so didn’t want them to impede my movement. I was reasonably happy with my deployment though.

Probably my greatest mistake was moving up in the centre way too early. If i’d either set up further back or retreated in the opening move, it would have limited the early shooting and thus the units killed off and might have meant i’d been able to concentrate on the flanking elven force. But more to the point I should have waited until my own flanking force had moved up and was threatening the flank of the archers before moving my forces forward.

Forgetting to role regen on the Brutox when it had suffered 10 wounds was poor and that could have been the difference between that unit dying or lasting another turn.

It is worth mentioning that Alex managed to bane chant one of his archer hordes every single turn on two dice. A feat i’ve not seen or even managed with my 3 dice BC.

As things go that loss is likely to mean a bottom two finish in the group (i’ll probably be fighting the bottom spot with Tony). Neil will probably top it and Dan has a good chance of second though that will likely depend on his match with Alex.

Kill points will decide which 2 runner ups will progress through after the 2 top spots in each group but after my poor first game vs Neil, where I failed to route anything, I seriously doubt i’m in with a chance of scrapping through.

 

Hobby update – Beastpacks/Chaos Hounds and next up.

It’s been bugging me that I had one element of my Kings of War competition army that wasn’t painted and so I finally knuckled down and ‘finished’ off the 2 troops of Beastpacks. 

Lacking inspiration and to ensure continuity with the rest of the army, I followed the same procedure as the wolves in the Stampede. This meant they looked pretty bland (grey with a blue wash and dry brushed) so I added a few extra bits of detail ensuring the scales/spines were green with a bit of highlighting to signify they might be poisoned. 

I still need to base them but at least I now have a fully painted comp’ army.


Next on the painting table list is to revisit the ghorgon/Brutox models and add more detail to break up the brown and then I may even (shock horror) open up the space marine box, as I’ve been reading a number of the ’40k battles’ series recently and this together with the new rule set, actually has me interested (ok quite excited) about trying it out again! I’ve briefly covered/shown part of my paint scheme in a previous post (dark green with tiger stripes on an orange background as the chapter logo). They will of course be a chapter of my own devising but are currently leaning towards being scions of the blood angels, mainly as loving the fluff around their curse and having just finished off the novel Flesh Tearers it reinforced this. (This might possibly change as previously I leant towards imperial fists but found them a bit boring. But that’s the joy of creating your own chapter, you can play a few games and try out the army styles first, especially as it will just be some friendly games at the club).

With the break from the traditional shades of red on the marines, I might the have to paint the Death Company (once bought) red with black crosses as at least then they will tie back to the parent chapter but as a mirror image as in this chapter those with the curse are more revered for having embraced their fathers final wish for vengeance and blood. Those who hold off from the curse see themselves as having the unenviable duty of overseeing the chapter to ensure its continuality for the next generation. A necessity before they can allow themselves to embrace their fathers legacy. Needless to say, with their larger than average Death Company, the chapter operates on the fringes of the imperium and will normally only commit to solitary actions against targets where total annihilation is required. Their home world’s location currently remains a mystery but it is rumoured to be deep within Xenos territory, on a planet previously colonised but long forgotten by imperium records.

KoW – SELWG comp update

I’m not planning on doing many updates for this (bar my normal battle reps) but enough has happened in the leagues that I thought i’d post an update. regular updates are posted on the club forums.

As it stands, the leagues look like this:

League update 9-5-17

Abyssal

As normal Dan Neil and myself have stormed ahead on the number of games played and I’m currently languishing in third in the self styled ‘group of death’. My battle reports can be found here:

Vs Neil’s Abyssals

Vs Dan’s Dwarves

Vs Tony’s Herd

As for the rest of the games, the following passage is a bit of a write up of the top of the table clash between Neil and Dan (written by Neil).

Going the full 7 turns in the Kill scenario i was the lucky victor, by the smallest of margins (200pts).
As you could imagine a cagey affair with either player looking for the smallest advantage.

With his Gem of Zellak Dan enjoyed the advantage in deployment by putting his main force on side of the board.
However he left his Rangers isolated on the other side, hoping to shoot off some way wood Hellhounds. Not quite routing
the Hellhounds, the Rangers paid the price later.

With the limited manoeuvrability the Dwarfs held their lines with the Brock Riders trying to get round my flank.
The Arch Fiend was able to remove both Flame Belchers before they could cause much damage.

There then followed a serious of combats which saw both sides take casualties. Dan had a nasty surprise when a unit of Succubi
got into the flank of a horde of Shieldbreakers with 50 attacks.

The last turns came down to my horde of lower Abyssal’s v the two Greater Earth Elementals. The Lower A’s were able to rout
one GEE & then reform to avoid the deadly flank charge from the other.(1250 v 1450)

The other game also featured Dan & the President.
Not many details here, but Dan won 2000 v 825.

Basilia

The first (and so far only) game in Basilea league was played between Darren & Martin, with Darren the Victor. Here is a brief account from Darren.

It was tough going though, in one melee I threw 92 dice by attacking a unit in both its flank and to its front, and still only inflicted 8 wounds. With such dicing even Martin couldn’t stop himself laughing.

But I still won the game, so I think I should be awarded an additional point for overcoming such a ruthless & unscrupulous opponent………I’m referring to bad luck……. not Martin.

As far as units lost and points please see below.

I lost:

1 Zombie Legion @ 190
1 Zombie legion @ 190
1 Revenant cavalry @ 200

Total lost= 580

Martin lost:

1 Bombard @ 110
1 Shieldbreaker @ 250
1 Shieldbreaker @ 250
1 Crossbows @ 260

Total lost = 760

Orphidia

So the Ophidia league has been rather busy lately with 3 games to report.

Neil & George faced off in Kill & pillage with a resulting draw, advantage to Neil with 1285 v 1130. I believe a report is to follow.

Neil V Alistair resulted in a win for Alistair 1405 to 595, not sure of the scenario.

Please see below for a report from George’s battle with Alistair (from George’s perspective). Win for George 1360 v 435.

So we have a real rock, paper, scissors developing in this league with draws making the league very tight.

George vs Alistair – Scenario: Kill

Alistair killed: 435pts

George killed: 1360pts

Our battlefield layout played into my hands a bit as we had three buildings spread out diagonally with woods between the gaps in the centre, which effectively divided the battlefield in two and forced us both to split our forces accordingly.  I deployed my chariots, gladestalkers, seaguard and mage on my right with a hill directly in front of them – opposite were Alistair’s werewolves and troll hordes, screened by ghoul chaff.  In the centre i arranged my two palace guard regiments and banner bearer so they were screened on their left by trees and buildings and next to them filling my line between the sea guard and the palace guard were my heavy cavalry – opposite them was Alistair’s spearmen, deployed between a building and a set of woods, and his Wraiths.  On my left i deployed my light cavalry and flying hero on the far side of another building, and my woodsmen in the wood between the two buildings – while Alistair deployed his heavy cavalry and archers horde opposite them as this was otherwise a very open flank and perfect for cavalry.

Alistair gave me the first turn, which saw me promptly turn my light cavalry 90 degrees and hightail it to the other end of the board where the rest of my army was arrayed.  I moved my seaguard, scouts and mage onto the hill where they were able (with some very good dice rolling) to pepper & weaken (the trolls) and eventually break (in subsequent turns) Alistair’s Werewolves. The ghoul screens were destroyed in combat but they did break my gladestalkers and threatened to do the same to my seaguard.  Alistair kept pressure up by sending in the wraiths, but by the time they got through my light cavalry and hero arrived on the flank and started shooting.  Eventually i charged these guys on three sides – and got only one wound – only a very lucky (jammy) double 6 broke them.  Alistair got a charge on the flank of one of my chariots with his trolls but they were then out of position which allowed my cavalry time to manoeuvre, charge and destroy the trolls who had been weakened by some very lucky shooting.

in the centre i was able to charge down the undead spearmen with a palace guard regiment and position my other regiment so the open gap between the woods on Alistair’s side and the building in the middle of the table was covered on two sides by my palace guard.

on my left, Alistair quickly moved to redeploy his archers and cavalry against my army, but the undead units weren’t quick enough and by the time they arrived i had my palace guard arranged to face them.  the revenant cavalry got charged by both units and despite hindered chargers, were routed.  Alistair’s horde of arches tried to shoot one unit down but were unsuccessful (sight of relief there) and were then charged and broken in turn.  The soul reavers made a play through the woods on my side of the table but were opposite a regiment of woodland troops who did nothing to them (those cavalry have 20 attacks, thunderous charge 2, crushing strength 2, 3+ to hit and 6+ to save????) but they did hold up the cavalry long enough to effectively neutralize them for the rest of the game.  They did get on to my right flank but by the time they go there (turn 7) the rest of my army had turned to face them.

in summary, my maneuvering at the beginning at the game helped immensely to neutralize Alistair’s deadly cavalry but it was a lot of fortunate dice rolling that helped everywhere else.  I got routed results often just as i needed them, often by only a single point and sometimes only by rolling a jammy double 6.  My shooting was also quite a bit more effective than the dice should have allowed for as well so Alistair was quite unlucky there but it was a very fun game and as i have found with KOW it really was down to the wire as the soul reavers were unlucky not to break my woodsmen sooner, and had the werewolves lasted another turn they would have been breaking my chariots and probably turned my flank there.

KOW – Herd of Khazbar vs Tony’s Herd – SELWG Competition game

The third of my competition games is perhaps the one I was most looking forward to. This is because it is against the only member of the group that i’ve never played before. It also happens that Tony is the club President so i had to ensure my best behaviour 😉. Tony was also the only other player in the comp’ using the Herd but with different take with his list. I was pleased about that as it gave me a chance to see things in action that I wouldn’t normally take myself.

As normal I’ll start by caveating that any errors in this post are down to my notes and/or memory.

Tony’s Herd List – 2000pts

Great Chieftain – 140pts

Shaman – Heal – 120pts

Shaman – Heal – 120pts

Tribal Warriors – horde – 200pts

Tribal Warriors – horde – 200pts

Longhorns – Regiment – 145pts

Longhorns – Regiment – Blessing of the gods – 170pts

Tribal Spears – Horde – 205pts

Hunters – Troop – 75pts

Harpies – Troop – 90pts

Guardian Brutes – Regiment – 150pts

Tribal Chariots – Regiment – Potion of the Caterpillar – 160pts

Brutox – 220pts

I’m going to start by looking at the elements that i’ve not seen before.

Tribal Warriors Horde – These look to be a fairly standard horde stats with, high nerve (20/22), melee and def of 4+ and 25 attacks. It also has the army wide TC (1) and pathfinder. This makes it no slouch in combat but nothing out of the ordinary. However he does have two of them!

Tribal Spears Horde – Again the stats are similar with melee/def of 4+. It differs as it has a slightly lower nerve (19/21) more attacks (30) and the Phalanx rule, which negates TC if charged from the front (which will impact most of my units). This makes this unit far more dangerous than the warriors in my eyes (at least to attack) and it’s only 5 more points.

Hunters Troop – This is one of his two chaff units. Hitting on 5’s, doesn’t cause much worry and with a 3+ def and 8/10 nerve they will die to a swift breeze. They do however have vanguard and throwing weapons, so will use this potentially contest objectives and to start chipping away at my units from the word go. They would be dangerous if they hit my own chaff for even a single wound.

Tribal Chariots Regiment – This is the final unit that i’ve not seen/used.  It hits hard on a 3+ with TC (2) and has caterpillar to ensure it retains the TC. It does only have 8 attacks so, like the longhorns, ideally wants to get in a flank. It does have Sp 8 so is his joint 2nd fastest unit (matching the Brutox). Bows does give it a ranged threat but it hits on 5+ so this reduces to a 6 when they move. It also only has a 11/13 nerve and 4+ def so shouldn’t survive much attention.

Great Chieftain – I really want to see how Tony uses this character as I’ve only used the chariot version. He also has a good def (5) and hits reasonably hard (3+ with both CS and TC 1) but only ever with 5 attacks due to being an individual.

Guardian Brutes Regiment – Again this is a unit I use but i’ve never run anything less than a horde so I was curious how differently the regiment would perform. It has half the attacks (12) and a lower nerve (12/15 vs 15/18), which puts it in a similar range as the Longhorns but harder hitting. It retains the def 5 so can absorb hits from the right enemy.

Shaman – Like myself he is running 2 shamans upgraded with heal (5). With inspire and BC (3) as standard they are extremely versatile and I can’t overstate how much I really love these in the support role.

Longhorn Regiments – these elite beastmen hit consistently hard and I’ve found using two regiments as a team work really well, as in this role they act as another horde when attacking.

Harpies – the second of his chaff and I think his most versatile with fly, nimble and vicious (I’m still regretting not taking a unit). If this gets into my backfield it could cause some real issues. In some ways I would prefer it to block me so I could remove it early on.

Brutox – I’ve not made up my mind about the Brutox. I want to love it and my last game showed me its potential but it’s yet to reach it. I have a sneaky suspicion we might be having a ‘Brutox off’ on a flank so I’ll try and swing that in my favour with support.

As normal I wrote this but before the battle and tried to think how I would deploy his army. I’d expect the 2 units of Warriors to form the core of his line and the final horde of Tribal spears to anchor one end. I’d want the longhorns to back these units up and hit flanks where possible to maximise their smaller number of attacks. The Brutox and Chariots i’d put on one flank to cause mischief. Harpies and Hunters would be there to get in the way. I’m not sure where he’d put the Brutes. If I had flyers, then i’m sure either they or one of the Longhorns would be held in reserve. They might anchor the other end of the horde line, with a Longhorn regiment behind them, as their high def should help mitigate any initial damage.

Looking at his list, a number of things immediately jumped out at me. He had almost no magic items and he had a bucket load of infantry units. The three hordes, in themselves would give him a large frontage and combined with the 2 longhorn regiments, would likely cover over half the table making it hard to flank him.

I have to try and flank him though, as even my strongest units will not chew through a horde in a single turn and I have found that  my hordes will generally only survive for 1 or possibly 2 rounds of combat against another horde (the spirit horde really suffers with its low def). Unfortunately he has 2 more drops than I do meaning that it will be that much harder to accomplish.

Quite a few of his units (bar the hordes), do have low nerve, so I might be able to remove them quite quickly.

I also won’t be able to use terrain to my advantage as he has all the same inherent army rules, so I’m going to have to play this one carefully.

My final note to myself is to remember that guardian brutes don’t have pathfinder. I must remember to use them in open ground!!

img_2780

The Herd of Khazbar the Reborn – 2000pts

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

Terrain

We rolled Map pack 6 from Neil’s terrain generator, which contained: 4*tree bases, 2 hills, 2*marsh. I rolled player A and the terrain was set up as follows.

  1. Player A places 4*trees, anywhere on the table except in DZ’s and no nearer than 6” from any table edge & at least 6” apart.
  2. Player B places 2*marsh in any DZ at least 9” from any table edge. Both can be in the same DZ.
  3. Player A places 1 hill anywhere on the table 9” from any table edge.
  4. Player A places 1 hill anywhere on the table 9” from any table edge.

1 Terrain

Deployment

The terrain was so evenly placed that we kept sides but Tony won the roll so started to deploy first. I kept to my pre-game deployment strategy (which was slightly different to the last game).

I won the first turn roll and elected to go first.

2 Deployment

1 Deployment - Herd of Khazbar2 Deployment - herd of Khazbar3 Deployment - herd of Khazbar4 Deployment - Tony's Herd5 Deployment - Tony's Herd6 Deployment - Overall

Turn 1 – Herd of Khazbar

With a loud bray, Khazbar signaled his forces to move forward. The centre advanced carefully with right flank being more aggressive. The Brutox on the left flank advanced using wood to shield it, backed up by the chief, who shot a few wounds on the nearest warrior horde.

3 Turn 1 - Mark Herd

7 - Turn 1 - Herd of Khazbar8 - Turn 1 - Herd of Khazbar9 - Turn 1 - Herd of Khazbar

Turn 1 – Tony’s Herd

The enemy forces mirrored Khazbar’s approach and also advanced cautiously in the centre. The Brutox cleared the wood and positioned to force an action from Zurrock and his supporting Brutox next turn. The Harpies flew up the other side of the wood to also threaten their flank.

On the other side of the battlefield, the hunters launched their axes at the the stampede causing some flesh wounds.

The Chariots then charged the beast pack, their scythes cutting the dogs to pieces and the steel rims of the wheels grinding the corpses into the mud.

4 Turn 1 - Tony Herd

10 - Turn 1 - Tony's Herd11 - Turn 1 - Tony's Herd

Turn 2 – Herd of Khazbar

In a preemptive strike on the left flank, the Brutox and Chieftain struck at the enemy Brutox softening it up.

The beast pack moved up to block the left most warrior horde, preventing it from supporting the Brutox or charging the Longhorns who had moved up to both avoid the Harpies and threaten the flank of the Brutox.

On the other flank the Stampede and Brutox obliterated the Chariots that faced them. The Brutox was unable to contain its fury and swept towards the Longhorn regiment that had moved up to support them.

5 Turn 2 - Mark Herd

12 - Turn 2 - Herd of Khazbar13 - Turn 2 - Herd of Khazbar14 - Turn 2 - Herd of Khazbar

Turn 2 – Tony’s Herd

The Brutox counter charged into the Chieftain but bounced after causing minimal wounds despite the bane chant that had swelled it’s muscles beyond their normal size. The Harpies continued to move round the wood so that they were now threatening the rear of Khazbar’s lines.

The Tribal Warriors steamrollered the blocking Beast Pack in short order, ready to assist the nearby Brutox.

The Elite Longhorns charged the Brutox on the far flank hoping to remove it. In that, they failed, but in a shocking turn of events the nearby troop of hunters charged the flank of the Stampede and wavered them showing up the cream of the Herd army. The Elites scowled at the hunters. The little runts would have to be slapped back into line later in case they forgot their place!

6 Turn 2 - Tony Herd

15 - Turn 2 - Tony's Herd16 - Turn 2 - Tony's Herd17 - Turn 2 - Tony's Herd

Turn 3 – Herd of Khazbar

Zurrock ordered his mount to re-engage the enemy Brutox. Assisted by a fresh charge from the raging giant next to him, they finally bought low the enemy Brutox. Zurrock then pulled sharply on his reins wheeling round to face the imminent attack of the Harpies.

Khazbar’s Longhorns and the horde of ravening Spirit Walkers both charged into the nearest Warrior horde and taking an affront to their unpainted nature, tore straight through them. The remnants quickly ran off the field of battle.

The Brutox on the far flank continued the war of attrition with the elite Longhorns.

7 Turn 3 - Mark Herd

Turn 3 – Tony’s Herd

The enemy hordes chose this moment to attack. The second warrior horde, seeking revenge hit the Spirit Walkers. Only the fearless nature of their foes prevented their destruction. The Spear Warriors also charged but targeted the Guardian Brute horde. Their lack of Crushing Strength or Thunderous charge prevented many wounds getting through the Guardian’s armour.

The Chief and the Harpies combined to try and remove Zurrock and despite causing damage, only wavered him. They were supported by the Longhorns who put a number of wounds on the Brutox.

The other unit of Elite Longhorns had more luck than their compatriots and bought low the other Brutox. The hunters, remembering they were not meant to do anything useful, missed the writhing mass of creatures two foot in front of them with all the weapons thrown in that direction!

8 Turn 3 - Tony Herd

18- Turn 3 - Tony's Herd19 - Turn 3 - Tony's Herd20 - Turn 3 - Tony's Herd

Turn 4 – Herd of Khazbar

Along the line, the Herd counter-charged where possible. The Brutox continued the fight with the enemy longhorns, regenerating wounds in the process. Khazbar’s elite warriors charged the Chieftain in an attempt to remove him and overrun to support the Brutox. Despite causing significant damage he gained inspiration from the nearby troops and held his ground.

Khazbar looked at Wazzock and they combined their healing to remove almost all the damage previously caused to the Spirit Horde. The revitalised horde then tore apart the enemy warriors infront of them. Khazbar then invoked the power of his amulet and cast bane chant on the Guardian Brutes to assist their ongoing combat with the Phalanx of spears.

Feeling outnumbered and taking advantage of the Hunters inability to have caused any nerve checks in the previous turn, they smashed apart the elite Longhorns and turned to face the remaining enemy on that side of the table looking to get some payback for the earlier cowardly flank charge. At this point the Hunters started to look rather worried.

9 Turn 4 - Mark Herd

21 - Turn 4 - Herd of Khazbar22 - Turn 4 - Herd of Khazbar23 - Turn 4 - Herd of Khazbar

Turn 4 – Tony’s Herd

With their numbers thinning, Tony’s forces tried to even the odds. The Chief and Harpies again tried to take down Zurrock and even with the Chief fluffing his atttacks, they again wavered him. Likewise, the Brutox was on the receiving end of the Longhorns attack but shrugged off the attacks.

The Regiment of Minotaurs that had been lurking in the back field, finally had a clear path and snorting and bellowing they crashed into the spirit walkers but were unable to break them due to the earlier healing.

The spears continued to target the Guardian Brute horde and were able to waver them in the process.

The two shamans each threw heals out. One to the Longhorns and the other to the Spears.

10 Turn 4 - Tony Herd

24 - Turn 4 - Tony's Herd25 - Turn 4 - Tony's Herd26 - Turn 4 - Tony's Herd

Turn 5 – Herd of Khazbar

In the decisive turn of the game, Khazbar’s forces stuck a number of fatal blows.

The Stampede secured the right flank (we just rolled the nerve test for the hunters due to their low nerve and number of attacks coming their way).

The Spirit Walker Horde and Guardian Brutes (Stone beating scissors Fury countering Waver) did enough damage to remove both their respective foes (Minotaurs and Spear Warriors).

The Longhorns took down the Chief and overran into Tony’s remaining Longhorn regiment and this combined with the counter charge from the Brutox (who continued to regenerate) sealed their fate. The Brutox seeking fresh meat then turned to face the harpies.

Both Khazbar and Wazzock  cast heal but this time they split the spells between the Spirit Walkers and the Guardian Brutes.

11 Turn 5 - Mark Herd

Turn 5 – Tony’s Herd

With a steely determination (or like a dog refusing to let go of a bone), the Harpies again charged the Zurrock and finally bought down the resilient Chieftain.

12 Turn 5 - Tony Herd

Turn 6 – Herd of Khazbar

We didn’t actually play this turn but it was pretty obvious that the raging Brutox would catch the harpies, whilst Tony’s Shaman’s would scuttle away to safety, keeping out of charge arcs and with that we called the game.

Results

The final result was:

Mark – Killed: 1,760pts

Tony – Killed: 465pts

A first win for the Herd of Khazbar the Reborn and a whole 2 points!!

Conclusions

It was a thoroughly enjoyable game as it was very social and I got to know Tony a bit more. His army was mainly composed of classic GW metal Beastmen miniatures and those that were painted looked fantastic.

It turned out that Tony had played around the same number of KOW games as I had (not many) but over a much greater period, with his first game being just after KOW 2nd Ed had been released. Like me, he had entered the comp to get some games and further experience under his belt.

As with my last fight I had sketched out a pre-battle deployment. It had some fluidity as I wanted to ensure the Guardian Brutes were not impeded by terrain and I wanted to use the Brutox and Chieftain to get Tony to deploy items on the opposite flank to give the Stampede a chance to clear up the opposite one. In the main I was happy with how deployment worked out. His deployment was not too far off what I expected. I did underestimate what a wide frontage his force would have.

Leaving the flank of the stampede exposed to the hunters was an error. I underestimated that they could do that much damage even from the flank and the waver, although unexpected, could have as easily it could have been a route. I have a real blind spot with this unit and keep making the same mistake each game. It also shows that if I split my forces I really need a source of healing for each element (in this case, preferably a mounted shammy to keep up and also inspire!).

In hindsight (which is always a marvelous thing) I think Tony made a couple of errors in the game. Taking the bait and charging the beast pack with his Warriors took them out of the battle line and allowed me to duel charge them and destroy the unit in one round of combat. This lost him his superior numbers in the centre. Admittedly he was unlucky not to take my Spirit Walkers out in his turn and my double heal on the unit was definitely above average and kept them in the fight. In fact most of my heal rolls were very high which helped my hordes outlast Tony’s.

Holding back with the chariots and shooting the other beast pack may also have been the better option too as it would have allowed his longhorns to move up in support. In fairness he did forget they had bows at the time.

I also think he may have been better off moving the other longhorn unit so it was slightly in the woods. This would have given him the ability to flank the Brutox in combat with his Brutox. Even ending the Harpies first move in the woods, rather than behind them, would have influenced how I played both that flank and the centre. As it was I was able to use the woods to shield my movements.

Overall, although the margin of victory was quite high, I would say that this was more down to Tony’s lack of recent practice, rather than any superior generalship on my behalf. Good dice rolls and not making any real serious blunders also helped swing the battle my way.

My final group game vs Alex’s elves is scheduled in for 19th May.

KOW – Herd vs Dan’s Dwarves – SELWG Competition game

In the second of my competition battles (and second game in two days), I played against my old adversary Dan. I was really curious what he would bring, as not only have I faced Dan in battle many times at Warhammer (though not at KOW) but he was also using one of my favourite armies, dwarves and i wanted to see how different his list would be from what I would create (the answer is: quite a bit).

Dan’s Dwarf list – 2000pts

Mounted Berserker Lord – 140pts

Army Standard Bearer – 50pts

Stone Priest – 120pts

Stone Priest – 120pts

Shieldbreaker Horde – 215pts

Shieldbreaker Horde – 215pts

Rangers Regiment – 180pts

Berserker Brock Riders Regiment – Potion of the Caterpillar – 230pts

Berserker Brock Riders Regiment – Gem of Zellak – 240pts

Flame Belcher – 85pts

Flame Belcher – 85pts

Greater Earth Elemental – 160pts

Greater Earth Elemental – 160pts

The entire army has the headstrong rule so can ignore wavers on a 4+. I don’t think this is one of the more useful army traits but it is what it is.

He has several elements that I would say obviously work together.

Core – The 2 Shieldbreaker hordes have average hit and defence stats and again average horde attacks with the normal high nerve. They do have CS2 so will damage more easily.  I would expect these to form the centre of the army.

Standard bearer – I suspect this will closely follow the 2 hordes as their source of inspiring.

Support. 2 Flame Belchers. 2 sources of 18 attacks with a 16″ effective range that always hits on a 4+ (as we are not using CoK rules) is enough to give me the shivers after my experience with Efreets. I suspect they will also be backing up the 2 hordes and used to soften up anything that came close to them.

2 Greater Earth Elementals each supported by a stone priest in order to surge them. They can also inspire the elements and cast bane chant on anything within 12″ of them (though they can’t BC + surge in the same turn). The Earth elementals only have 8 attacks and an average hit roll, however with CS 3 they will damage any of my army on a 2+ and surge gives them a good chance of hitting the flank. They have a high 6+ defence and a solid nerve meaning it will be difficult to shift them. In some ways the high CS attacks of the elementals and shield breakers are wasted on my list as I tend to have low defence so it doesn’t make a huge difference.

Fast attack. Rangers – 24″ ranged attacks, combined with vanguard means they will be attacking early on. They only have average hit and def stats and reasonably low attacks. I would expect them to advance in order to project an early threat to stall my advance and to try and clear out my chaff.

2 units of berserker brock riders. This is the true fast element of the army. They have high attacks and nerve and are fearless. They have TC1 and vicious so will hit reasonably hard on the charge. This is offset by their average to hit and defence stats. One unit has pathfinder to help ensure they don’t lose TC1. The other has the scrying Gem that makes his opponent have to lay D3+1 units before he does. With his higher unit count, this means he will know where the majority of my army is deployed so I need to have a plan straight off the bat.

The final part of his army is a mounted berserker lord. 8 attacks with CS1, vicious and hitting on 3+ means he will kick out a solid number of wounds. He does have nimble meaning he can easily get into flanks, round units but has individual so won’t double/triple attacks. He also inspires brock riders so will likely roll with them.

As expected with Dan, he has built his army thinking about synergies. I can see how I would run his list with the horde core backed up with warmachines. His brocks could be run as a pack or on each flank and his elementals run the same way. Saying that, i’m not sure if he would run it the same way though!

His army is slow and so he has tried to offset this with the Gem, forcing me to lay between 2 and 5 drops before him (depending on who won the roll and his D3 roll). As he starts with 13 drops vs my 11, he would always have a slight advantage and using the Gem will also mean that he will likely be reacting to my deployment. This could actually go against him as not only should I be able to anticipate how he will deploy based on how I lay my units, but due to the slow speed of dwarves I feel you should not be reactionary in deployment but lay according to the objectives rolled (though perhaps this holds true to some extent for all armies).

The key for me will be to overwhelm sections of his army quickly. His biggest attack range is an 16″ charge from the brocks and 16″ fire range from the flame belchers. Yes the Earth Elementals have a maximum charge of 10″ plus a potential 8″ surge but this is unlikely to occur. This means I have the edge in movement speed and so need to utilise this to multicharge. If he splits the brocks, then one unit of beasts will block them to set up a counter, leaving the other (or a Brutox) to target a flame belcher.

I can see me utilising a refused flank a lot with the herd, the centre anchored with my horde, Brutox on both flanks.

To recap my list.

The Herd of Khazbar Reborn – 2000pts

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

Terrain

We used Neil’s terrain chart and rolled Map 5, which contained: 4*buildings, 1*tree base, 2*WHF, 1 hill.

Hills are height 2, Trees and buildings height 4.

I won the roll and so was designated player A.

Terrain deployment instructions Map 5.

  1. Player A places 2*buildings & 1*WHF anywhere on the table, but not In any DZ, at least 6” from any table edge, & both buildings no further apart than 6” with WHF linking both buildings in nay configuration.
  2. Player B places 2*buildings & 1*WHF anywhere but In any DZ at least 6” from any table edge, & both buildings no further apart than 6” with WHF linking both buildings in any configuration. Also must be at least 12” away from nearest building in A above.
  3. Player A places 1*tress anywhere on the table at least 9” from any table edge.
  4. Player B places 1*hill anywhere on the table at least 9” from any table edge.

Scenario

I was hoping that I didn’t get loot again and when we rolled Pillage, I was more than happy as it was another first for me.

We rolled 7 objectives and Dan placed the first token. When finished the Terrain and objectives looked like this.

1 terrain

Deployment

We then rolled for sides, which I won and again in my normal display of tactical acruity picked the side I was already on. As such I had the first drop and Dan deployed his gem of something or other which forced me to lay an additional unit off the bat.

I again followed my rough deployment plan that I had sketched out and had used the night before, not worrying about Dan’s deployment strategy too much. He did pretty much do what I was expecting using a symmetrical deployment but with the Brock riders all on one flank.

Dan then won the roll for turn choice and decided to go first.

As normal I’ll caveat that any mistakes are down to memory or lack of photos/notes.

2 Deployment

2 - Deployment3 - Deployment4 - Deployment

Turn 1 – Dwarves

The dwarves started aggressively, the infantry moving up as far as they could and the Stone Priests each surging an Elemental.

The Rangers, who had vanguarded, shot the slavering Brutox in front of them but caused minimal damage.

3 turn 1 dwarves

7 - Turn 1 Dwarf
Note the black square is the 7th objective, I only had 6 markers!
8 - Turn 1 Dwarf

Turn 1 – Herd

The herd responded cautiously, edging forward, ensuring they remained out of charge ranges on all fronts

The Chieftain opened fire on the nearest Brock Riders causing as much damage as the rangers had the previous turn (almost bugger all).

4 turn 1 herd

9 - Turn 1 Herd10 - Turn 1 Herd11 - Turn 1 Herd

Turn 2 – Dwarves

The dwarf advance stalled on all fronts with most of the infantry following the lead of the herd and also creeping forward. The exception was the Brock Riders who continued to move up to threaten the herd left flank.

The rangers again shot the Brutox who roared in frustration at the puny midgets in front of him.

5 turn 2 dwarves

12 - Turn 2 Dwarf13 - Turn 2 Dwarf14 - Turn 2 Dwarf

Turn 2 – Herd

The Chieftain again shot at the same Brock Riders but failed to do anything of note. The Beast pack on that flank moved up to do what it is good at and blocked the two units of Brocks and their lord.

On the far flank the Brutox piled into the rangers, healing as it did so, horns and blades tearing bodies apart and wavering the unit with the force of the charge.

The central units also chose this moment to strike, with the Stampede smashing the nearest Elemental into dust. The Guardian Brutes on the other side of the wood, hit the other stone monster so hard that cracks appeared all over it but unlike its twin, it managed to retain its form.

The final beast pack moved up to block the path of one of the Shieldbreaker hordes so they couldn’t counter the Stampede.

6 turn 2 herd

15 - Turn 2 Herd16 - Turn 2 Herd17 - Turn 2 Herd18 - Turn 2 Herd

Turn 3 – Dwarves

In a wave of charges the dwarf forces engaged the herd. One unit of Brock riders and their lord tore apart the interfering dogs and eagerly eyed up their next target. The other unit of brocks noticed the flank of the stampede was just within their sight and made them pay for that opening. The Flame Belcher near them supported the attack by trying to burn away the Brutox with limited success.

Unable to get to the Spirit Walkers, the horde of Shieldbreakers charged the blocking unit of dogs. The remaining Elemental eager to get away from the Brutes, turned and also charged their flank. Suffice to say the dogs were ground to paste in short order! The remaining unit of Shieldbreakers, their path clear, hit the Brutes but bounced off after a lackluster round of hindered attacks.

On the other flank, the second flame belcher softened up the Longhorns and the Rangers, shaking off the effects of the previous combat, counter-charged the Brutox and continued to chip away at it.

7 turn 3 dwarves

19 - Turn 3 Dwarf20 - Turn 3 Dwarf

Turn 3 – Herd

With the left flank hanging in the balance, the Chieftain and Brutox, in a gamble, both charged the damaged regiment of Brock Riders, knowing the result of the ensuing melee would decide that flank. They failed to remove the unit and were now in a bad position and prepared to sacrifice themselves for the cause.

The Tribal Spirit Walkers finally able to contribute and buffed with a bane chant, smashed into the flank of the elemental which was removed in short order (edit: with 70 attacks incoming we just double 1’ed it). The Guardian Brutes and Longhorns both charged the horde of dwarves in front of them but despite inflicting massive damage the horde remained.

On the far flank, the Brutox continued to regenerate damage and finished off the rangers, over-running to clear the building.

8 turn 3 herd

22 - Turn 3 Herd23 - Turn 3 Herd24 - Turn 3 Herd

Turn 4 – Dwarves

A charge to the flank of the Brutox, from Brock Riders, resulted in one large corpse but the Chieftain was a tougher proposition and survived the effort of the other Brock unit to remove it. The left Shieldbreaker horde held back in order to allow the Flame Belcher to soften the Spirit Walker horde before the next combat started. The other Belcher continued to target the Longhorn Regiment.

In the centre, the second horde of Shieldbreakers counter-charged the Brutes and despite being  hindered routed the unit.

9 turn 4 dwarves

25 - Turn 4 Dwarf26 - Turn 4 Dwarf27 - Turn 4 Dwarf

Turn 4 – Herd

The Chieftain again charged the damaged Brocks but displaying the stubbornness that defines their race, the buggers just refused to die.

The remaining Brutox moved up ready to contest the objective nearby.

The fight in the woods continued with the Spirit Walkers inflicting massive damage on the Shieldbreakers but due to the nearby ASB they held their ground. On the other side of the woods, the other unit of Shieldbreakers had left their flank unguarded and the Longhorns, now almost fully healed thanks to Khazbar, took full advantage, shattering their formation.

10 turn 4 herd

Turn 5 – Dwarves

The two units of Brocks crushed the Chieftain and his chariot between them and turned to face some of the unclaimed objectives (edit: we again just double 1’ed this).

The Shieldbreakers charged the Spirit horde and achieved what the herd unit had failed to accomplish and destroyed them in the combat. This result was helped by the Flame Belcher first taking out the nearby Shaman.

11 turn 5 dwarves

Turn 5 – Herd

With very little remaining to the herd at this point, it’s options were limited. The Longhorns moved up to contest the central objective, Khazbar again healing the unit. The Brutox charged the Flame Belcher and although inflicting a massive 17 wounds, failed to shift it! (edit: we just rolled the break test, but due to an actual double 1 result, for fun, we then rolled to see what the damage would have been ).

12 turn 5 herd

28 - Turn 5 Herd29 - Turn 5 Herd

Turn 6 – Dwarves

The Dwarves realised that the game was still in the balance and the brock riders moved off to secure objectives.

The Shieldbreakers made a hindered charge against the Longhorns but failed to shift them. Likewise the flame belcher could only wound Khazbar.

13 turn 6 dwarves

Turn 6 – Herd

The Brutox again charged the nearest flame belcher and this time the dice were more favourable and removed it from the table, claiming the nearby objective.

The Longhorns, glee in their eyes, wiped the last of the shieldbreakers from the woods, the blood of their corpses would help feed the trees and keep them healthy for some time. This had the added bonus of allowing them to claim the central objective.

14 turn 6 herd

Turn 7 – Dwarves

In a hopeful move the Brock lord charged the Brutox but his feeble attacks failed to shift it from the objective.

The remaining flame beltcher fired everything at the longhorns in the woods, its cleansing fire burning away large swathes of the wood and the beastmen with it! (Edit: this was about the first time Dan rolled more than 4 wounds with a flame belcher all game!)

15 turn 7 dwarves

Turn 7 – Herd

In the final acts of the game, the Brutox healed most of the damage on it but this effort distracted it and it failed to do more than a scratch to the Brock Lord.

16 turn 7 herd

Result

A win for Dan with 2 objectives to my 1. (Edit: I’m sure his flame belcher was not in range of the middle counter but either way he had won).

In terms of remaining points for the tie-breaker claculation, Dan had 985 pts and I had 350pts remaining.

Conclusion

So close to a draw! Damn the fickle turn 7 dice gods.

Again it struck me how fast the game is. Dan’s train was delayed and he only got to the club around 8, but we still finished the game by 10.30. True neither of us spent ages over our turns but playing 8th we would have likely started at 7 and be just about wrapping up for 11 (depending on how close the game was of course).

Dan and I were also chatting about chess clocks during the match (comp or not it’s always a very social game between us) and we are both intrigued about them. I can see us giving it a go in a future game.

So what went well?

Again I was reasonably happy with my deployment strategy. There was a good chance he was always going to be able to react to my drops so having the plan in advance (and just about correctly guessing his) really removed the bad decisions I often make if I do the reacting. Again it wasn’t perfect but it’s allowing me to make small tweaks to the drops and learning to work these into ‘the plan’

Managing to fight most of the central battle in the woods really worked in my favour as his big blocks were hindered in their initial charges. I know Dan shook his head over that and won’t make the same mistake again.

‘The bad’

For the second game in a row I really felt the lack of pathfinder on the guardian brutes. In this game this came down to where I deployed them. Putting them opposite the wood was just stupid, at the very least I should have swopped them with the longhorns.

My positioning of the Stampede after combat (for the second game in a row), was awful and allowed it to be flank charged and removed in one round of combat. Part of this was down to forgetting about the difference between whfb wheeling and pivoting as the beast pack would have blocked the wheel. The other part is looking around after combat and deciding what I need to do. In this case even moving slightly forward would have meant they couldn’t be charged.

On turn 3 before I dual charged the brocks with the Chieftain/Brutox, I instead nearly nipped the chief through a gap into Dans back field, figuring he could then hunt down characters/warmachines. What held me back was, if I had done this, then the Brutox would have definitely died that turn and the Brocks would have had free reign. By charging the Brutox and Chieftain there was a chance that I could have killed the brocks which would have allowed the same scenario and if I didn’t then the brocks would have to kill both of them to get back in the game. I’m still not sure if it was the right decision, it probably was but the doubt remains especially as I could have gone after his ASB and or the flame belcher. Got to love second guessing yourself!
Overall, another very fun game. There were far less rule queries in this one and that was likely due clearing them up in the previous nights game.

Thoughts on my list so far.

Just in general, I’ve been pretty happy with the items selected. CS1 on the spirit walkers has been really helpful in most games and made a big difference. Elite on the brutes has worked really well, though as per a suggestion on the Herd FB group, I would be tempted to put that on the stampede as not only do they have more attacks but it’s also the cheaper of the items and I keep screwing up and allowing the Stampede to die to flanks…