Sport Heaven

Just a short random post today. I’m not a massively sporty person but this has to be one of my favourite times of the year.

Not only has my beloved Rally continued on with one of the closest competitions in years (can Ogier finally be knocked off the top spot?) but England have somehow turned out a football team that have, in the main, been enjoyable to watch. The World Cup in general has been amazing. VAR is set to be game changing and will be a great edition once they iron out the kinks in its use and application.

On top of that, the Tour de France has started and I’ve yet again blagged tickets to Wimbledon, this year for ladies semi-finals on centre court. A nice way to get over the disappointment of last nights game.

Happy days

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Jewel of July – Hobby Update – Wood Elves and Dwarves

Azazel has done it again and managed to get me out of my hobby slouch with another one of his monthly challenges, this time it is the Jewel of July.

This challenge is all about characters and show pieces. I’m sure a number of the blogs will pull out some impressive large models but I have decided to ease myself back into painting with two more humble models.

The first is a dwarf slayer character that was released during the ret-conned Storm of Chaos expansion (I believe around 6th ed Warhammer Fantasy).

Garagrim Ironfist was the War-mourner of Karak Kadrin and son of the legendary Ungrim Ironfist. It was his duty to tend the Shrine of Grimnir and the temple’s store of runic weapons.

This was a model i’d been after for a while but due to not wanting to pay silly prices it had taken me a while to find him. Thankfully an Italian gentleman had put one up on ebay together with the dual pistol dwarf engineer for a very reasonable price. This might have been due to his base being missing but either way I jumped on it and the ‘free’ engineer was a bonus.

It did however mean I had to do something with the lack of base. He was still attached to the ‘sprue’ so I was able to put him in a slotta base but he stood half an inch up. This was fixed by, with my normal ‘attention to detail and foresight’, wedging half a ton of greenstuff onto the base.

IMG_4805
Yep my paint board does contain half a dozen projects part painted

If i’d been thinking at all, I would have at least tried to sculpt it into stone. Because I winged it, I instead wedged a number of elf heads onto the base and then added static grass.

IMG_4835IMG_4836IMG_4837

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Annoyingly, after taking the photo, I realised I needed to wash the beard ornaments

The next character finished for the challenge was the second of my Waystalkers for my Wood Elves. I kept the paint scheme almost identical to the first, which was quite deliberate as the idea was they were the left and right hand of Haldrin Stormlight. The twin deaths.

I did try to up my game with him, adding a lighter green drybrush on the leaves and then far more highlights (the final picture shows the difference). He also got a red sprite rather than blue.

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

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

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

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

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

Lists

Beastmen

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

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

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

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

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

48 Gor – FC, AHW – 409pts

37 Bestigor – FC, Standard of Discipline – 489pts

Tuskgor Chariot – 80pts

Tuskgor Chariot – 80pts

Razorgor – 55pts

Razorgor – 55pts

Harpies – 55pts

5 Ungor Raiders – 30pts

5 Ungor Raiders – 30pts

Total – 2500

Lizards

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

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

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

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

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

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

26 Temple Guard – Musician, Standard – 384pts

25 Saurus Warriors – Standard – 285pts

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

10 Skink Skirmishers – blowpipe – 70pts

10 Skink Skirmishers – blowpipe – 70pts

10 Skink Skirmishers – blowpipe – 70pts

10 Skink Skirmishers – blowpipe – 70pts

6 Chameleon Skinks – 78pts

6 Chameleon Skinks – 78pts

1 Salamander Hunting pack – 4 Handlers – 84pts

Total – 2500pts  

Pre-match Rolls

Spells

The skink Chief took Blizzard (from Lore of Heavens)

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

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

Wazzock took enfeebling foe

Scenario

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

Terrain

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

1 - Terrain

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

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

I failed to steal first turn so he went first

Turn 1 – Lizards

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

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

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

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

Turn 1 – Beasts

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

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

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

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

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

Turn 2 – Lizards

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

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

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

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

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

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

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

Turn 2 – Beasts

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

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

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

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

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

Turn 3 – Lizards

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

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

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

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

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

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

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

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

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

Turn 3 – Beasts

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

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

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

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

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

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

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

Turn 4 – Lizards

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

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

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

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

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

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

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

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

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

Turn 4 – Beasts

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

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

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

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

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

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

10 - Turn 4 - Beasts

Turn 5 – Lizards

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

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

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

11 - Turn 5 - Lizards

Turn 5 – Beasts

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

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

12 - Turn 5 - Beasts37. Turn 5 - Beasts

Turn 6 – Lizards

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

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

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

13 - Turn 6 - Lizards

Turn 6 – Beasts

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

14 - Turn 6 - Beasts

Result

Win for Neil

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

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

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

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

Conclusions

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

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

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

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

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

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

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

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

Army Showcase – Luke B’s Warriors of Chaos

One of my club mates is a complete fan of oldhammer models and I recently had the pleasure of being invited to his (for our Bloodbowl league game). Apart from loving the original Tony Ackland art he had, the framed A3 Gary Chalk slaves of darkness artwork in the wall and the drawers of tumbled together oldhammer figures, I finally managed to get some shots of his warriors army, that he had on display on top of a cabinet.

I hope you enjoy!

If you’re curious, the banners are both drawn and then painted by him.

Hobby Update – Zurrock the Mighty

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

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

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

Hobby Update – Wood Elves (neglected model)

I’ve had this model sitting on my paint board since around June last year so I think it can fall under the neglected model title (even if that time frame is a good decade shorter than some of the other models I have) . I’ve periodically slapped a bit of paint onto it but in the last week I set myself the task of finishing this model and embargoed any other related hobby activity (buying/building/painting etc.) until I’d completed it!

With the restrictions in place it motivated me to get my arse in gear!

So I present Haldrin Stormlight (Glade lord/captain on great stag).

A couple of things you may note on the pictures:

Thanks to some advice from Azazel on alternative products (after my unsuccessful use of the GW Mordheim tufts with my normal static grass base on the Aggressors), I picked up some Army Painter meadow flowers. It was great advice and broke up the normally solid green base. I really like the product and would definitely recommend them.

You’ll also notice two duplicate pictures at the end of the post. But are they?

Ok the model is the same but in other news, I’ve finally bought myself a light box and the second photo is the first I’ve taken with it. This was after a recommendation on another blog I follow: St Andrew’s Wargaming. I had a quick chat with him and a few days later I received a TFJ ‘photo tent’ through the post. At only £16.99 it seemed a total bargain and if it didn’t work out, it was cheap enough that I wouldn’t be too annoyed (hell it was cheaper that most of the single miniatures that GW sell nowadays). So going forward i’ll be trying it out for all my hobby posts and I might give it a proper review once I’ve used it for a bit. The one thing I did notice straight away is there is less light reflection.

IMG_4599IMG_4600IMG_4602

IMG_4601

IMG_4605
New light box

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

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

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

As always any errors are down to memory.

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

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

Scenario, Secret Missions, Terrain and pre-match rolls

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

1. Terrain

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

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

For spells generated:

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

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

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

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

Deployment

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

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

2. Deployment

4 Skaven deploy5 Skaven deploy6 Beast deploy

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

2 Skaven deploy3 all deploy

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

Turn 1 – Beastmen

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

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

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

3. Turn 1 - Beasts

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

Turn 1 – Skaven

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

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

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

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

4. Turn 1 - Skaven

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

9. Turn 1 - Skaven

Turn 2 – Beastmen

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

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

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

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

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

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

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

5. Turn 2 - Beasts

10. Turn 2 - Beasts

11. Turn 2 - Beasts
Not casualties just lazy movement

12. Turn 2 - Beasts

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

Turn 2 – Skaven

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

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

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

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

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

6. Turn 2 - Skaven

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

Turn 3 – Beastmen

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

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

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

7. Turn 3 - Beasts

18. Turn 3 - Beasts19. Turn 3 - Beasts

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

Turn 3 – Skaven

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

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

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

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

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

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

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

8. Turn 3 - Skaven

23. Turn 3 - Skaven24. Turn 3 - Skaven

Results

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

Neither of us completed the secondary mission.

Thoughts on the game

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

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

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

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

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

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