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Showing posts with label * Short *. Show all posts
Showing posts with label * Short *. Show all posts

Friday, 10 September 2010

Empire vs Lizardmen (8th edition) 2,500pts Battle Report

A written Warhammer 8th Edition Fantasy Battle Report + maps from Battle Chronicler (I think !) 

"In an absolute schoolboy error I fought the Archlector fight first, meaning when my knights broke the razordon and pursued into this combat, it was too late for them to fight again"


Sigmar: Don't let the above comment mislead you, this Battle Reporter knows what he's doing, his useful after game analysis is testimony to that (this is just a reminder that even the very best gamers make those irritating mistakes especially when trying to learn a new set of rules !). I like ukko's report and I'm hoping to show some more of them - he's to the point and you feel like you're learning something when you read the report and I felt like nodding my head due to similar shared experiences.

source : http://warhammer.org.uk credit : ukkoedition : 8th05-Aug-2010

Played a game a couple of days ago with my empire against lizzies. Been trying to put together a decent allcomers but this was only my second game with empire and 4th game of 8th.

The Empire Army List

Arch lector on war altar, GW, speculum, meteoric iron
Lv4 (life), horse, scroll, holy relic
BSB, barded horse, dragonhelm, dawnstone, sword of might
Warrior Priest, barded horse, dawn armour, wyrmslayer sword, shield
2*29 halberers with full command
2*10 crossbows
5 knights with banner and musician
8 inner circle knights with full command and flaming banner
2 cannons
5 outriders with musician
Steam tank
Rocket battery

Lizardmen Army List

Slann BSB, warbanner, extra dice, all lore (life)
Oldblood, blade of realities, potion of speed
Engine lv2(3), plaque of tepok
Scar vet, armour of destiny
2*24 saurus with banner and musician
10 skink skirmishers
16 Temple guard with full command and sword of the hornet on champion
5 cold ones
Salamander pack
Razordon pack

Deployment:

He got first turn and pushed forward, magic was uneventful and shooting was out of range except for his salamander which chanced a long shot at the lv4's unit but misfired and ate its crew (gaining frenzy/hatred as a result). My first turn I pushed the altar and stank in front of his central blocks and shuffled the other things around to enact plan stank-n'-flank (Tm). The knights held back in the centre, hoping he'd throw the saurus into the alter and I could counter charge in my turn. I figure'd the stank could probably hold up the entire left flank on its own for 2 or 3 turns while I regrouped, as he didn't really have any other option but to charge it. Magic didn't do much as i rolled low. Shooting saw one cannon stick in the ground short of the engine, the other going straight through it. I wounded everything except one crew dude and he proceded to roll his 5+ wards on all 3 crew and the prest. However, in a classic example of getting the luck when it matters, he failed the ward on the steg and I preceded to roll 6 yummy wounds. To add insult to injury, I then used the stank's remaining 2 steam points to cannon the priest (rules question: we assumed he still got his 5+ ward but I've no idea if that's right). Crossbows and rocket did nada. Have to admit, at this point I was feeling pretty confident.


Next turn he ploughed into the stank with his cold ones and TG, a mistake he later attributed to just not having enough experience playing empire (he probably liked the idea of keeping those units safe from shooting too). He also managed a mammoth 14" inch charge with the saurus on the halberders on the left flank, who they would then butcher and chase down in the combat phase. Finally, the other saurus went into the altar, along with the frenzied salamander. I managed to keep his magic largely in check, and his shooting only saw his razordon eat its crew as well . In combat, the stank lost a wound to some halberds and the oldblood got speculum'ed but good (again, he just wasn't familiar enough with the empire book - I was shocked when he accepted the challenge). Rules question 2: the blade of realities missed the altar but if it had hit, what leadership would it have tested on?


In my turn the knights charged the TG, as the stank had to realign to close-the-door on the cold one charge (this isn't really captured very well in the diagram). This meant the TG were dragged forwards in front of the saurus and I couldn't squeeze the knights through to the squishier saurus block. Oh well, in for a penny i guess. The halberders charged the salamander in the flank of the altar and the knights charged the lone razordon on the right flank. In an epic display of artillery dice suckery, the razordon demonstrated his eagerness for the upcoming fight by eating his last crew member, instead of standing-and-shooting me (at least he got all hatey though). Now I did something silly. In an absolute schoolboy error I fought the archlector fight first, meaning when my knights broke the razordon and pursued into this combat, it was too late for them to fight again. In said archlector fight, I think I won by one or two but nothing broke. The stank was feeling good about itself and ate all the cold ones with 7 impact hits from 3 steam points, not that the temple guard cared.


The rest of the game was just a slug fest really - I lost a cannon to a misfire, the outriders to keep the saurus away from the rear of the TG fight, and the plain knights, who eventually broke from the combat on my right. He lost all the TG, the scar vet (who dived into the TG combat but broke after I obliterated half a dozen TG with the help of Birona's mindwarp), and the salamander. We didn't bother counting it up at the time but I'd only lost about 400-450 points and he'd lost everything except the slaan, both saurus units and the skinks.

Thoughts after the game:


- Was a bit rash with the archlector. I wanted to pin his eastern block in place but I should have held back and let my shooting have another rip at him on that side. Sending him in front of ranked infantry is a mistake I'll try and avoid in future too, as I really could've paid for it if my opponent had rolled a little hotter.


- Being aggressive with the stank is the way forward. It not only ties down things I want to stay away from, but it also keeps it safe from magic and shooting. I'll also avoid risking extra steam points unless absolutely necessary. I managed to roll 6s on all three occasions where I went for an extra steam point, one less would've been guaranteed points and I would have cracked the TG a turn earlier and got the slaan.


- I need to be braver deploying the crossbows. They get less to shoot at now and really need to make the first two turns count to be worth it. Safety first approach seems to be getting me nowhere with them - in my first two games with the empire they've survived easily but only accounted for 2 harpies and a shade. Next game I'll be more inclined to leave them isolated if it means they can rack up some casualties and impact on the game.


- Loving the +3 DD of the empire. Along with +4 to dispel, it really makes it hard for the other guy to get stuff through.


- Probably drop the rocket battery for another 5 outriders. I wanted the battery to help against big blocks of infantry, which I feel like I'm not very well equipped to deal with. I'm not keen on the randomness though, I think I'd rather more shots to trim ranks off here and there instead.


- I think life is a great deck but I'm not sure it's right for this build. The idea of healing the stank and buffing the knights and halberders to keep them alive seems fantastic but I'm not sure I have the dice to make it meaningful - the slaan is a different story, as are banner of sorcery toting HE. I might try heavens in the next game..


- When playing against this Lizard Slann-life build (which as an aside, I think could be a really effective army), stopping throne of vines is a must. At times, I thought I was over-doing it, throwing 3 or 4 dice at it early on in a few phases and burning my scroll on it later in the game, but I think it was the right thing to do. It forced him to try and plink away with little buffs here and there to avoid miscasting, which usually meant I could stop the one spell which really mattered. I also think that tying down the TG bunker while ganging up on other things to rack up points will be the easiest solution to the match-up in most cases.

Sunday, 20 September 2009

2000 pts Skaven vs High Elves fantasy battle (photos)

"...a chariot charged the surviving censor bearers and crushed them all. His mage killed a ratling gun with the dark hand of death, flames of the phoenix singed seven slaves, and the dragon princes were granted an aura of fear." (uh-oh !)

(a short and sweet Warhammer tournament Fantasy Battle massacre !)

source :warhammer.org.ukcredit : Silas720-Sep-2009

Skaven Army List

Grey Seer Z’ym: (dispel scroll, warpstone charm,
twisted crown of horned rat, riding a screaming bell).
Grrr!: cheiftan, battle standard, heavy armor, war banner
Hantus: plague priest, flail
Typhus: plague priest, flail

28 clanrats: standard, musician (the bell pushers)
25 clanrats: standard, musician, ratling gun
25 clanrats: standard, musician, ratling gun
3x20 slaves
3x3 poison wind globadiers
3x5 night runners: extra hand weapons, throwing stars
2x19 plague monks: full command
2x5 plague censer bearers
2x3 jezzails (yellow and red team)


High Elf Army list

Archmage (lvl4 ring of corin, jewel of dusk)
Mage (lvl 2, ring of corin, scroll)
Commander (bsb, helm of fortune, sword of might)
21 spears full command
17 spears full command
17 spears full command
6 silver helms full command war banner
5 dragon princes full command
banner of ellyrion
2 chariots
2 eagles
2 bolt throwers


Derek moved his army gradually forward, the bsb/dragon princes pranced through a wood. His mage cooked a yellow jezzail with a dark hand of death, but they didn’t run. His RBT’s started shooting with deadly accuracy, picking off a ratling gun (gotta love hills) and two globadiers, panicking the last one. The skaven horde shambled forward to meet him. Z’ym made the right clan rats frenzied (to avoid panic tests and to better tear up the elves). My red jezzails killed two silver helms, but they remained steadfast. Z’ym cackled as the bell tolled, and each of the bolt throwers cracked a little.


The battle was swiftly joined as his eagles, chariots, and silver helms charged into combat. One eagle failed to reach the yellow jezzails, the other reached the globadiers and tore one to pieces. They cut the eagle back, but fled successfully from the eagle. One chariot crushed a sole censer bearer, and the survivors did three wounds back. The other chariot fared much better, backed up by the silver helms. They decimated the left clan rat unit, paniced the nearby red jezzails who would flee from the field. Two units sacked for the price of one! Five censor bearers were cooked by a ring of fury, while the archmage tried in vain to deactivate my seer’s magic items. All the magic in the army was located in the screaming bell unit, and the magic resistance would prove adequate defense against the ring of corin. Three night runners were slain by RBT fire.

The two survivors let out a vicious squeek and charged the arch mage. The arch mage dodged all their attacks (those Asuryan sure are speedy!) and the spears skewered the poor night runners. Another night runner squad charged the wounded eagle, who fled into some woods and died (how odd is that?) My unit of slaves charge into his dragon princes; five slaves died but the elves were held in place. My censer bearers kill the chariot they were facing.

Derek’s second chariot charged the surviving censor bearers and crushed them all. His mage killed a ratling gun with the dark hand of death, flames of the phoenix singed seven slaves, and the dragon princes were granted an aura of fear. His RBT’s killed the surviving jezzails. The dragon princes killed eight more slaves, but they fought on with insane courage!


My frenzied clanrats charge his spears between the trees, where the pesky mage is hiding. A few die on either side, but the elves break and run down by the clanrats. One of the pesky mages is silenced. My plague monks are just in range of the dragon princes, but do to their position can only charge with the very corners touching. This proves to be a disaster, as the plague priest can only watch as the dragon princes and commander slaughter all the slaves, breaking the plague monks and running them down. Disaster! I managed to dispel the f lames on the phoenix on my poor plague monks.

Derek’s high elves continue to sweep the field clean. His large spears charge my slaves, who fail to flee enough and are caught. His silver helms charge my plague monks on the flank (my plague priest is on the wrong side) and breaks them on the charge. His arch mage left the spear unit and joined a RBT crew. From that vantage point, she rained spells on the clan rats that killed her student, panicing them. The bolt throwers shot the clan rats down to the point where they couldn’t rally. The dragon princes ran down a second unit of slaves. Bit by bit, Derek was carved a statue of victory out of the wood of my army.

Z’ym moved forward and cast pestilence breath on a spear unit, killing about eight of them and they ran to escape his foul stink. He jumped up and down with happiness, then looked around in panic. All of his army was gone now, save for the rats pushing the bell. Behind him were dragon princes, on the flank were silver helms and a chariot, in front of him were the rallied spears.

The arch mages cast flames of the phoenix at the bell, but miscast. Z’ym took that power and hurled a lightning blast that killed three dragon princes, only the commander and champion remained. Z’ym cast warp lighting on the chariot, but HE miscast. The arch mage took that power and cast flames of the phoenix, killing fourteen clanrats! Z’ym howled in rage as the elven chariot and cavalry charged in. The flames burned hotter (I had no chance to dispel it) and cooked all but one of the clanrats and the BSB. The last clanrat died under the hooves of a chariot. Z’ym screamed a challenge and hurled himself at the BSB. He failed to wound, and was cut down. He snickered as his wounds stitched back together, and he outran the elves who tried to catch him. The problem was, he didn’t stop running, and left the field with two night runners hot footing it after him.

All the rats were dead. Long live the High Elves! Derek played his army like a real pro, picking off the small, dangerous units quickly. He applied overwhelming force to deal with situations, and was able to concentrate his spells and shooting to devastating effect. Derek would go on to take 5th place overall with a very balanced, very strong army (similar to lists I used to field). I don’t think I did anything terribly wrong this game. I could have been a little more observant with the plague monks in their spacing, and I could have moved the characters around when combat was looming to make sure they too part instead of sitting around. What do you think?

Friday, 18 September 2009

2000 points Wood Elves vs Skaven battle report (photos)

"A hail of doom arrow killed 10 slaves on the right and panicked them. His glade guard got in a shooting war with my jezzails, killing one in each team and panicking them off the board." (will they hold ?!)

(another short but succinct Warhammer Fantasy tournament report from Silas)

source :warhammer.org.ukcredit : Silas718-Sep-2009

2000 pt Skaven Army

Grey Seer Z’ym: dispel scroll, warpstone charm, twisted crown of horned rat, riding a screaming bell.
Grrr!: cheiftan, battle standard, heavy armor, war banner
Hantus: plague priest, flail
Typhus: plague priest, flail

28 clanrats: standard, musician (the bell pushers)
25 clanrats: standard, musician, ratling gun
25 clanrats: standard, musician, ratling gun
3x20 slaves
3x3 poison wind globadiers
3x5 night runners: extra hand weapons, throwing stars
2x19 plague monks: full command
2x5 plague censer bearers
2x3 jezzails (yellow and red team)


2000 pts Wood Elves Army list

Highborn (great weapon, rhymer’s harp, annoyance?)
noble (bsb) with 22 eternal guard (full command, war banner)
3x10 archers
3x8 dryads
2x5 wild riders (full command)
3 treekin
3 warhawk riders
giant eagle



The game started slowly, our two armies advancing towards each other. I baited some of his wild riders off the left board edge with my night runners, this would keep that nasty cavalry a little further from my flank as I marched more towards the center.


His warhawks charged my seer, wounding him once before they hit and ran. A hail of doom arrow killed 10 slaves on the right and panicked them. His glade guard got in a shooting war with my jezzails, killing one in each team and panicking them off the board. My clanrats charged a nearby eagle and broke it, but failed to catch it. Two units of slaves charge in and tie up his war hawks and his elm dryads.

A huge combat erupted in the center. Willow dryads come to the rescue of the warhawks, breaking the slave unit. The willows would pursue into some night runners, and the warhawks pursue into globadiers. On the right the elm dryads ripped the slaved to shreds and chased through into some more night runners.


On either side of the carnage, the highborn’s eternal guard stared daggers at Z’ym and his bell. Z’ym cast an irresistible plague into the eternal guard, killing seven of them, and spreading it to kill 4 more dryads. Cackling with glee, Z’ym ordered the bell struck…. which promptly blew up, killing Z’ym with it. My rightmost plague monks and censer bearers charged the treekin, breaking them and running them down. My ratling gun blasted four of his birch dryads. The earth grew wet with blood and sap.

On either flank, the wild riders come charging in. My clanrats flee on the left but are run down, and my plague monks on the right are hit in the flank and broken as well. The glade guard shoots all but one of the censer bearers. After killing the night runners, the willow dryads charge a ratling gun and chased it off. The elm dryads tear the night runners into bits, declining to charge the clanrats, who still looked in shock at the ruins of the bell and seer at their feet. Grrr waved his banner and urged them to fight on, in his high pitched voice.


The skaven army squeaked as one and swarmed forward: censer bearers charging the willows, clanrats and plague monks charging into the eternal guard, and the lone blue censer bearer dodge a dozen arrows to charge into the glade guard! The surviving ratling gun roared and mowed down the wild riders that killed their parent unit. The green censers kill seven willow dryads, the last holds. The clanrats and plague monks fail to do a singe wound (!), while the eternal guard and their leaders kill nine rats. Both units break, despite Grr’s frantic flag waving, and the plague monks are run down. The lone censer bearer kills two glade guards, but they hold.

The slaughter continues, but the Asrai’s spirits are rising. His eagle runs down the clanrats that failed to catch him earlier. The wild riders move around to the flank of Grr’s clanrats. The birch dryads charge the censer bearers, killing two before I wipe them all out. Two more glade guard fall to fumes and flail, but they persevere. The elm dryads kills seven clanrats, but can’t overcome the weight of number and banners. With two army standards so close to each other, breaking was unlikely for either side. Covered with the sap of the birch dryads, the green censer bearers charge into the flank of the clanrat fight. Grr sees the waiting wild riders, and high tails it out of the unit into a nearby unit of slaves. The glade guard finally drags down the last blue censer bearer. Three elm dryads fall, along with one clanrat, and the elm dryads are run down and destroyed.

Their victory is short lived. The wild riders charge the flank of the clanrats and scatter them under their spectral hooves. Grr waves his army standard, not in victory, but in defeat (Ed -Wood Elves beat Skaven).

What a slugfest this turned out to be! Mychael was a great opponent, it was nice to fight him w/out any extreme scenario cards in play. There were a few points when dice really let me down; in playing about 20 games with this army the bell only blew up twice. The combat with the eternal guard was disappointing; even a few wounds to them would have made it much easier to hold. I think I played a pretty good game, overall. What do you think?

Tuesday, 30 June 2009

Warriors of Chaos (Hordes) vs The Empire 2000 point Army Lists

"The exalted demon swoops back to the field of battle, debating which wizard he would kill first. The blood spattered chariot turns to face my swordmens, who are still locked in combat. The Khorne/war banner/marauder fight rages on, neither side willing to yield."

[a tournament report with some nice scene setting narrative from "the Sushi Master" :) ]

source : warhammer.org.ukcredit : Silas730-June-09


My list was very fluffy, I knew this coming down but I wanted to try to make a statement about not needing the usual Empire tools to do well at a tournament. How did I do? Let’s find out.

The Empire Army - The Legion of Araby

Lawrence (general of the empire): full plate, barded warhorse, sword of might, enchanted shield, icon of Magnus, holy relic
Captain: army standard, full plate, barded warhorse, banner of Sigismund
Battle Wizard: lvl 2, rod of power
Battle Wizard: lvl 2, barded warhorse, dispel scroll, wizard staff
25 swordsmen: full command, 9 free company & 5 archers detachment
20 greatswords: full command, 9 free company & 5 archers detachment
20 flagellants
10 hand gunners, 5 hand gunner detachment
6 knights panther: preceptor, standard, war banner
6 inner circle knights of the white wolf: preceptor, standard
5 knights panther: musician
2 great cannons

Chaos Undivided Army list (6th edition army book)

In this scenario, you picked your lowest point unit and had to keep them alive at the end of the battle, while killing your opponent’s scouts for bonus points.

Chaos Lord with great fang, riding w/5 undivided chaos knights
Chaos sorcerer (lvl 2, shadow) riding with 5 undivided chaos knights
5 Chosen Khorne chaos knights: full command, banner of rage
Exalted demon: soul hunger
3 chariots
7 marauders: spears, full command
5 chaos hounds (his “scout” unit)
10 furies

Brian’s list was lean and very mean! I knew I was in for a fight.



I jumped right into the swing of things, blowing up a chariot with a cannon. He advanced cautiously in the middle and right, while his demons flew around my left.



My cannons blow up another chariot, and put a wound on his exalted demon. His furies quickly race in and devour the cannon crew, while the demon flies closer to the handgunners trying to terrorize them.



The handgunners flee, everyone else is fine. My white wolves charge his last chariot, wounding but not breaking it. The cannon sends 3 furies screaming back to their hell, while my infantry forms up into a wall of men, standing to receive the charge of the knights of Chaos. My war banner knights move to countercharge. The trap is set.
HELL IS UNLEASHED! His furies run down my fleeing handgunners, the sorcerer’s knights charge my knights panther, but we hold. The Khorne knights kill 12 flagellants and spray everyone nearby with blood, but they are pinned. The lord’s knights charge my white wolves, breaking but not catching them. His Chaos lord overruns into my swordsmen. His demon charges my wizard, who flees for his life.



Khorne stretches his dark hand over the field of battle, his shadow spreading like a curse among the brave men of Averland. He saps the strength from my war banner knights (I do no wounds to his Khorne knights when I flank charge), he inhales the winds of magic to protect his demon from the burning gaze of my wizards (mistcast ends the phase), his laughter rolls like thunder and fills my knights panther with dread and despair (I break and run from the fight with his chaos sorcerer’s knights).
Grapeshot does manage to destroy 4 furies.

The furies shriek and charge the surviving cannon, tearing the crew to bloody messes. The demon prince charges my “scouts” (an archer detachment), but only kills 2 and we hold! His marauders flank my war banner knights, and we hold again. My white wolves aren’t so lucky and are ground under the wheels of his chariot. Fritz sacrifices himself again to save the army standard bearer, and we hold in the combat. The courage of the Empire men is strong.

(You might wonder why my greatswords are just sitting there? I didn’t charge on my turn because I wanted to leave a clear path for my war banner knights to hit his knights when the broke his Khorne knights. Little did I know that I would fail to wound! I could have broken his general’s unit had I charged…)



Lawrence shakes off the lethargy that gripped him and charges to the aid of the army standard bearer. My wizards finally start to pull their weight. The remaining furies are drowned in molten silver, and I heal the wounded army standard bearer (he need a catchy name…). Lawrence kills a chaos knight, tipping the combat in our favor, but the knights fight on. A small cheer goes up in the Empire lines. The exalted demon kills 2 archer and swoops down on the fleeing survivor, carrying him off the table to some gruesome fate. He's achieved his objective. His own scouts, the war hounds, were kept in a kennel hidden behind a rocky hill, where I could not reach them for the entire battle.

The exalted demon swoops back to the field of battle, debating which wizard he would kill first. The blood spattered chariot turns to face my swordmens, who are still locked in combat. The Khorne/war banner/marauder fight rages on, neither side willing to yield. Lawrence sees the hulking Chaos lord bearing down on the army standard bearer, and bravely issues a challenge. The Chaos lord's great fang pierces through Lawrence's armor as if it were paper, but with a flash of light the relic Lawrence carries protects him from the blow. The Chaos Lord taunts Lawrence, attempting to seduce him to the side of Chaos.



Is that a guardian light surrounding my mage on foot? Heh.

Spitting words of power from his lips, the battle wizard engulfs the exalted demon in a rain of molten silver, the pure metal anathema to the demonic creature. It shrieks in pain and disintegrates. The Chaos Lord knocks Lawrence off his horse, and stabs him when he tries to rise. “If you only know the power of Chaos”, the general hissed. Lawrence turns and sees that power exercised. He sees his swordsmen die, ground to paste beneath the chariot, leaving only the army standard bearer. He sees his war banner knights falter, then flee, despite the frantic waving of the army standard. He sees them fall as well, cut down as the turn.

All around Lawrence the hordes of choas ride, picking off the remainder of his army. The marauders sweep aside the handgunners from behind. The Khorne knights butcher a wizard. The sorcerer’s knights charge the surviving archers, who hold against all odds. "Yield," hisses the Chaos lord. Lawrence's spit splatters on the twisted lord's helm. "So be it… general.” The great fang darts forward, embedding itself in Lawrence's chest. Lawrence's vision fades to black...

This game started out very well, with my cannons dishing out a lot of pain. His flying troops were a bother, but I was able to do a lot of damage back with my wizards and artillery. I had no way to get to his scouts, and I could have hidden mine a lot better. I was still frustrated by my character's inability to do damage. My biggest mistake was not flanking Khorne knights with my general. I should have folded them on both sides, then turned to deal with the Chaos lord.

Tuesday, 26 May 2009

Wood Elf Army vs Empire Army 2000 points battle report (pictures)

"The wardancers and dryads on his left moved up into the wood with the mages leaving the unit. The wildriders on the other flank moved up past the steam tanks line of site into part of the wood." [Ed. sneaky Wood Elf tactics!]

(a short, factual tournament battle report, nice to see some desert terrain for a change.)

source : warhammer.org.ukcredit : Snail26-May-2009


Empire Army 2000 point list

Arch Lector of Sigmar - 324 Pts
Heavy Armour, Shield , The Mace of Helstrum, Van Horstman's Speculum, War Altar

Captain - 155 Pts
Lance; Pistol; Full Plate Armour, Shield, Pegasus, Aldred's Casket of Sorcery, Pegasus

Battle Wizard - 150 Pts
Magic Level 2, Rod of Power, Ring of Volans

Battle Wizard - 150 Pts
Magic Level 2, 2 Dispel Scrolls

9 Crossbowmen - 115 Pts
Musician, Marksman
5 Free Company

11 Swordsmen - 112 Pts
Musician, Duellist
5 Free Company

5 Knightly Orders - 123 Pts
Musician

5 Knightly Orders - 123 Pts
Musician

Great Cannon - 100 Pts

Great Cannon - 100 Pts

4 Outriders - 134 Pts
Musician, Champion, Hochland Long Rifle

4 Pistoliers - 114 Pts
Musician, Outrider, Repeater Pistol

1 Steam Tank - 300 Pts

Casting Pool: 6
Dispel Pool: 6
Models in Army: 67

Total Army Cost: 2000



Wood Elf Army list 2000 points

Usman’s list was Treeman Ancient, BSB with magic bow and a funny arrow that split into 3D6, 2 L1’s with I think 4 scrolls, 2x10 archers, 2x8 dryads, 2x7 wardancers, 5 glad riders and 5 wildriders, 5 waywatchers and 5 scouts. So a pretty standard Wood Elf list.

For spells I took fire on both mages and got Fire ball and Wall of fire on my mage with the book and fire ball and conflagration of doom on my wizard with the sword, he also has steed of shadows in the ring of Volans. Usman’s mages both had tree sing.


Deployment



These days I have a standard deployment with my army which in knights down first, outsiders behind the one on the side I think I need them and the rest of the army around that with the lector give his Leadership to as many people and the steam tank holding the weak flank. As you can see that is just what I’ve done in the picture (almost text book to my plan).


Turn 1



So after getting the first turn my army pushes forwards, outriders hiding from his shooting behind their portable 1+ armour save screen. The rest of the army did a little movement but it was all about putting pressure on his key units ASAP. Not much magic as I’d not wanted to move my wizards to close to his shooting. In my shooting phase my crossbows killed a few archers and a lucky cannon shoot bounced miles and sniped one of this 5 scouts hiding in a wood on this right hand side.

Usman moved this army up a little bit and did what wood elves do best, the waywatchers stayed in their wood to keep the table quarter safe and his big tree and his BSB friend stayed in reserve behind the hill. The wardancers and dryads on his left moved up into the wood with the mages leaving the unit. The wildriders on the other flank moved up past the steam tanks line of site into part of the wood. In the shooting phase my right hand knights forgot what armour was and rolled 3 1’s for their saves but pasted the panic test. His BSB used that magic bow of his and hail of doomed the pistoliers to death which the peg captain was a little shocked about but not enough to run away.


Turn 2



My knights charged the archers in front of them and the War Alter and other knights pushed forwards to be annoying and hopefully pin down the big tree and the stream tank moved up on the flank, firing its steam gun and pistol as it went killing 4 of the 5 wildriders. The Peg Captain failed to steal a spell and the cannon put a round hole in one of the mages who had left the safety of the wardancers. In combat the knights didn’t do much.

Usman moved the big tree over the hill and into charge ark of the War Alter and moved everything else up a bit with the lonely mage deciding it wasn’t safe on her own after seeing her fellow splattered on a tree and re joining the wardancers poking their head out to see the peg captain. The Wild rider moved through the wood to charge my crossbows next turn but didn’t survive my next shooting phase. The Treeman strangled some knights and they decided they need to do a tactical withdrawal and duly failed their panic and headed back to my board edge to rally next turn.







Turn 3(forgot to take a picture for turn 3)

The steam tank charged up its engine and charged the archers in front of it who fled and went into the flank of the other archers who the knights were having problems with and the War Alter went into the Treeman. The rest of the army shot and magiced some more of the wood elves. The steam tank ran over the archers and the knights chased off the remaining ones, the Pope stole the Treeman’s stats and did a wound I think but the big tree stuck around.

In Usman’s turn he moved around a bit bringing the wardancers with mage and the dryads as quickly as they could towards my cannons. Not much else happened and combat with the Treeman was a draw or something similar.


Turn 4-6



Over the next few turns my army rounded up what was left of the woodies and the Treeman died to a cleansing flare. The wardancers and mage charged the peg captain but lost combat and were run down. My knights dealt with the dryads frightening the cannon. The BSB and his friends pop their head out and died to shooting and magic (I think). The steam tank ran over the other unit of dryads.

With no way of getting the waywatchers out the wood and his glade riders in the other wood I claimed the other 2 table quarters and contested the 2 I couldn’t get.

Result - Victory to The Empire

2-0 Win to The Empire on objectives
(2048 VP’s to me 178 VP’s to The Wood Elf Army)

Battle Round up

I think Usman was a little too cautious and should have been more in my face putting pressure on me but as he didn’t it let me do that to him and slowly take his army apart.

Saturday, 2 May 2009

Dark Elf Army vs Bretonnians 2250pts battle report

warhammer tournament fantasy battle report :-

"The hydra didnt like being a large target when the duke went and added another collection of hydra heads to his trophy rack !" [Ed. I guess you can see where this is going !]

(very short and sweet, not a coffee break read because your coffee won't be cold enough !)

source : warhammer.org.ukcredit : Alex West02-May-2009


Ah Dark Elves. Singe had 2250 to play with and had a level 4, bsb, hag on cauldron, unit of cold ones, unit of corsairs, 3 units of dark riders, chariot, furies, hydra and 2 units of 10 shades, 1 with an assassin in.

The shades all hid in the worlds biggest wood which was nicely in the middle of the table. Nice for Singe that is


Its shady in the wood, arf arf.

Whilst singe's army was very avoidance brets have a tendancy to, as someone else described, 'push forward and push the dark elves off the table'. This is basically what happened here with singe baiting and fleeing with the dark riders but running out of tabel and being caught in the end. The hydra didnt like being a large target when the duke went and added another collection of hydra heads to his trophy rack and the chariot didnt very much like the bsb's lance to the face.
The shades were a royal pain in the behind to get hold of but they elected to stand and shoot at 4 errants, killing 1 but forgetting that they are immune to psych on the charge and getting run down allowing the errants to overrun into the level 4.


After a bit of goth elf clearance the brets were starting to dominate the field


A bit of a panoramic shot. The shades to the south ran out the wood, got shot up the peasant archers and decided they didn't like that so ran back into the woods


The sorceress cops a lance to the face whilst the dark elf army plays defend the wood

End result was a major win for the brets. This was the first time i played Singe and it was a great game, really enjoyable. He played like a true gent and i'm sure with some more experience of the list he was using would have reveresed the result.

Friday, 1 May 2009

Beasts of Chaos vs Bretonnians 2500 pts battle report

warhammer fantasy tournament battle report :-

A nasty blood bath of a massacre !

(very summarised but enjoyable with some nice pics of a good looking Bretonnian army)

source : warhammer.org.ukcredit : Alex West01-May-2009


Following vague promises of doing a torunament report i took my camera along to the recent Destruction Derby event, a cracking 1 day event in erm, well, Derby.

It used a tiered system and as i was using Brets i got 2250 to play with which was good!

Game 1 vs Beasts of Chaos

Beasts of Chaos were allowed 2500 points to play with and Dave's army was led by a slaanesh shaggoth. It also had a giant, unit of bestigor, 3 units of dogs, 3 herds, 3 level 2's, 3 chariots, unit of centigor possibly some other bits and bobs!

In Dave's first turn he moved everything forward a bit, nothing too extravagent. Magic pinned a small unit of errants in place, a bit annoying but not worth using a scroll on imho.

In my first turn i moved things forward a bit, being somewhat cautious keen not to close the gap until my archers and treb could get a turn or two shooting in. There were a hell of a lot of beasts after all!

The treb lined up a shot on a herd with level 2 in, hoping i could force a panic check to bring down Dave's magic and remove a potentially annoying unit. Luckily, unluckily for Dave, the trebs shot scattered 6" straight towards the giant, cue a partical hit which wounded and then 6 wounds later the giant was felled! As a direct result of this the herd with the shaman, 2 units of dogs and another herd all ran down the beasts line and off the end of the table! 650ish points with 1 shot, best shot the treb has ever managed!


There used to be quite a few beasts here...


Thats a scary unit to be facing off against!

The rest of the game went into the usual trying to get the charge off on various beast units which went well with the aid of some very good dice!


A beast chariot tries a desperate charge against a lance. Alas for Dave to no avail!

The crux of the game came into focus when the bsb's lance, errant lance and duke charged the bestigor and shaggoth.


In for a penny...

The hsaggoth narrowly avoided ending up on the end of the dukes lance (he had virtue of heroism) but the bestigor were broken and run down effectively giving the game to the brets in a big way.

Some other shots of the game:

Ogres don't want to play with the tincans


The duke was so angry about not adding a shaggoth to his display rack he single handedly ran down a unit of ogres. He is a mean hombre.


Not where i would want to be if i was a bray shaman !

Overall it was a massacre win to the brets. I can only apologise for the extraordinary luck which felled the giant and effectively gave me the intiative from the off but as usual Dave took it with great grace and got my vote for best sport.

Tuesday, 28 April 2009

Wood Elves vs Dwarfs 2250 pts battle report

warhammer fantasy battle tournament report :-

One of a series of tournament reports from David L

(a no nonsense battle summary)

source : bugmansbrewery.comcredit : David L28-Apr-2009


2250pts Dwarf Army List

Dwarf Lord, shieldbearers, great weapon
MRoSteel, Resistance, Stone, MRoChallenge, Furnace - 286 points

Thain BSB, Strollaz, Guarding - 175 points

Runesmith
shield, great weapon, spellbreaker, spellbreaker, Stone, Furnace - 136 points

Thain, shield, great weapon, Stone - 76 points

10 Thunderers, shields - 150 points
15 warriors, shields, banner, musician - 150 points
24 Longbeards, full command, Battle, Stoicism - 363 points
17 Hammerers, shields, full command, Stoicism - 276 points
13 Hammerers, shields, banner, champion, Battle - 218 points

bolt thrower, engineer, Penetrating - 86 points
bolt thrower engineer, Burning - 65 points
Stone Thrower, engineer, Accuracy, Penetrating, Burning - 155 points
Organ Gun - 120 points

2250 exactly


2250pts Wood Elves Army list

Lord on stag with magic spear, regeneration
Wild rider noble with moonstone
Branchwraith level 1 with cluster
Alter kindred with ward against shooting

4x9 Dryads
9 Wild Riders with noble and flee banner
8 Wild Riders with lord and warbanner
6 wardancers
Treeman
Eagle

Wood Elves without shooting make a much more beatable enemy for Dwarfs than someone that fields 30 archers. Getting shot by longbows when I don't have 30 crossbows to shoot back is unpleasant.

Scenario was ants, which start on the center line 24" from each side. They move each compulsory phase and inflict d6+1 S2 hits with reduced armour saves on anything they hit. They cannot be killed.

There are a few piece of impassable terrain around and one piece of difficult near my deployment zone. Only forest on the table was his free one. (cardboard circle in pictures)

I use one impassable to anchor my west, so the thunderers cannot be flanked. Behind them goes the small Hammerers, facing west. I surmise correctly - one Wild Rider unit starts on that side. Warriors go in the middle with Longbeards behind. The warriors are going forward to get in the way, potentially fleeing. Organ Gun there too. Big guns east of that, then the other Hammerers and flaming bolt thrower on the table edge. East Hammerers are set so they can expand frontage out to 15 wide and block anything going around. Lord is with Organ Gun, runesmith and Thain with central artillery.

He has Dryads all over, wardancers in the middle, Treeman in the west middle hiding behind his free forest, wild riders far east and west. Eagle and Alter start east.

I stroll the warriors forward and win first turn. But my shooting does nothing, literally. One pile of ants moves towards his army, the other goes east into a previously open gap between cliffs. He advances, the Treeman continuing to hide in the woods and the Eagle hiding behind a cliff. On my 2, the eastern ants eat his alter kindred. Thank you ants! They will continue progressing east and eventually leave the table. My Stone Thrower then lands a perfect shot on Wild Riders, flattening 5 of them. Other shooting kills a few Dryads.

On the bottom of 2, he launches a triple charge at my aggressive warriors using injured Dryads, Dryads with Branchwraith, and injured Wild Riders. The warriors flee (roll says from the Dryads) and go through lots of stuff, covering a huge distance and barely staying on the table. I would have prefered a shorter flee distance, but getting him to fail 3 charges is great success for that mission.

Treeman comes out, western Wild Riders complete their long run ... the envelopement is beginning.



During Wood Elf turn 2, as my warriors slow him down by fleeing. The Alter Kindred was just east of the Eagle when the ants ate him.

Start of Dwarf turn 3


Turn 3

Fleeing warriors rally. But they have no space to face anywhere.

As I had planned from the beginning, the Dwarf Lord leaves the Organ Gun and joins the western Hammerers. Those Wild Riders (and their general) are welcome to come play! I don't want the Eagle to easily take out my artillery, so the BSB and Runesmith join the Stone Thrower and the Thain the bolt thrower.

Then it's Treeman time. Stone Thrower guesses wrong and misses. S7 bolt thrower hits and does 1 wound. Flaming bolt thrower adds 2 (4) more. Thunderers take the short range shots and get the last wound. Awesome job artillery!! Organ Gun then blows away 4 Dryads, leaving 1 in that unit. He will retire to the woods.



Start of Wood Elf turn 3

Wild Riders charge western Hammerers. Western Dryads charge Thunderers. Ants eat a dryad and wardancer. His east flank shifts east and the central dryads move forward into the difficult terrain, threatening my artillery.

Thunderer stand-and-shoot drops 2 and only 5 have range to make it into base contact. Then the dryads roll poorly, killing only 1 Thunderer. I kill 2 in return and the leadership 10 Forest Lord is not enough to keep them around. Super fighting Thunderers run down the dryads!! In the other combat, the Forest Lord does no better personally, as the Wild Riders can only get through the armour of one Dwarf and I smash 3 of them in return, including the unit champion. With 3 ranks on my side, they flee but escape.

End of Wood Elf turn 3. Picture from western table edge.


Turn 4

He has too many units that cause fear for me to protect the artillery anymore, so the Runesmith and Thain join the Hammerers and the BSB returns to the Longbeards. Longbeards turn to face east. Thunderers continue their 'pursuit' across the table, to claim a table quarter which is worth a bonus tournament point. Warriors turn east, so anything that kills some of my artillery is getting charged by something. Lord's Hammerers continue the 'pursuit' west, now an inch away from the fleeing enemy general.

Stone thrower takes out a couple wardancers/dryads. Organ Gun opens up on the Wild Riders and poofs the unit, although the noble makes his saves.

Start of Wood Elf turn 4. Picture from western table edge.

He charges east dryads at flaming bolt thrower, last wardancers at other bolt thrower, dryads at stone thrower. His general rallies and the surviving noble goes and hides. The dryads autobreak those artillery, but the branchwraith dryads do not pursue far enough to go off the table. One crew survives the wardancers and holds.

End of Wood Elf turn 4. Picture from western table edge.


Clean up...

Dwarf Lord and Hammerers charge enemy general. Warriors charge Branchwraith unit. Longbeards and other Hammerers turn around to look for returning dryads. Organ Gun moves west so the wardancers will not be able to charge it if they kill the last bolt thrower crew.

The Wood Elf general manages to hold this time, while the Branchwraith unit breaks. They nearly die on the eastern Hammerers but are just short. Wardancers take out my last crew.

The branchwraith unit rallies. Other dryads return and move east to avoid getting killed. Wardancers try to run north.

His Wild Riders cannot generate damage with most of his hitting power stuck on my tank-lord. The elves break and flee off the table.

I double charge the Branchwraith unit with Hammerers and Warriors, beating them by a ton and running them off the table.

Victory for the Dwarfs!!

Wednesday, 15 April 2009

Wood Elves vs Bretonnians 600 pts battle story

warhammer fantasy story report :-

"Oblivious to his men’s death the Paladin slammed into the Elves like a thunder bolt! He swung his sword fiercely and cut 3 elves down, while his stallion (Fred) trampled an elf." [Fred ?! Lol - Ed.]

(One of a series of battle stories following the exploits of the Bretonnian hero Sir Giles de Mer)

source : warhammer.org.ukcredit : Dark Haven15-Apr-2009


Battle 2 "Arrows of the Asrai"

Enemy: Wood elves
Points: 600


Bretonnia Army

Paladin (Giles de Mer) = 100
w/ Lance, Shield, Barded Warhorse, Sword of Might

Paladin (Jacques du Payen) = 129
w/ BSB, Sword, Heavy Armor, Barded Warhorse, Warbanner, Virtue of Duty

5x Knights Errant = 121
w/ Lances, Heavy armor, Shield, Swords, Full Command

5x Knights of the Realm = 144
w/ Lances, Shields, Swords, Heavy Armor, Full Command

14x Archers = 103
w/ Longbows, daggers, skirmishers, music



Wood Elves Army

Spellsinger (Lora Forestdancer)
w/ Level 2, Deep Wood sphere, Longbow, Sword. (Casts tree singing twice a turn)

6x Wardancers
w/ Dancer Leader

12x Dryads
w/ Branch Nymph

10x Glade Guard
w/ Longbows, Light Armor, Swords

Seeing the Elf witch disappear into the woods, Giles summoned his bugler, who promptly trumpeted 3 great blaring notes. Forming into the Lance formation, the Bretonnians and their peasant archers regrouped and then sped after the Elf. As they cleared the forest, the saw the Elf witch again, only this time she had reinforcements.


Turns 1-3

Once more upon seeing the enemy, Giles commanded his men to stop and pray for guidance and protection from the Lady. After their recent defeat, the Wood Elves had no mercy left and immediately attacked. Their war dancers and Dryads charged forwards shrieking terrible war cries. Lora smiled benignly as she cast treesinging on the peasant archers hiding in the forest. With a loud crunch four of them were ripped apart by the animated tree limbs causing the rest to flee. The archers fired their arrows into the peasants and killed another two with lethal accuracy. After witnessing the ferocity of the Asrai attack, Giles roared his peasants to stand their ground (After looking his big sword, they gulped and immediately got back into formation.) Seeing the encroaching mass of Dryads and frenzied Elf warriors, Giles carefully moved his cavalry into position to spring a trap on the elves.

Once more the Dryads and wardancers ran forward, this time Lora joined the wardancers and continued to cast treesinging without ceasing. The archers fired again into the Knights of the Realm and shot Sir Glorin in the head. Roaring his battle cry Giles lowered his lance and charged the surprised Wardancers who had thought themselves safe. With a massive yell the Knights slammed into the wardancers and a great spray of blood erupted into the air as five of the six were gored with lances. Quaking in fear at the wrathful knights, the wardancer and Lora fled only to be cut down by a sword. Seeking more glory, young Sir Giles overran forward towards the hill where a squad of cloaked elven archers were pouring arrows into them.


Turns 4-6

With the loss of their leader and their shock troops the Dryads seemed momentarily shocked and merely shuffled around a bit. The archers, seeking revenge, shot at the Knight of Realm and were rewarded with another head shot. Now eager for combat, the Errants led by Sir Jacques slowly picked their way through the difficult terrain in order to engage the Dryads. Once again Sir Giles lowered his lance and his knights charged into the Archers who bravely held their ground and let off a final hasty volley that dropped all the knights except Sir Giles. Oblivious to his men’s death the Paladin slammed into the Elves like a thunder bolt! He swung his sword fiercely and cut 3 elves down, while his stallion (Fred) trampled an elf. Beset by the berserker fury of the paladin, the archers broke and were all cut down by Sir Giles. Following this, the Dryads charged into the Knights Errant and killed 1.

The Errants responded by slaying 2, but the Dryads broke and fled. After rallying, they later charged the lonely figure of sir Giles thinking him to be easy sprt. They were to be sadly mistaken. Even surrounded by a sea of whirling tree branches and nettles, Giles fought on as his armor was heavily dented as it protected him from a relentless volley of attacks. “Landuin and the Lady!” Sir Giles bellowed as he cut down 3 dryads; faced with such ferocity the Dryads fled from blood spattered Paladin only to be run down by him. With that, the Wood elves were wiped out.

Result: Bretonnian Victory!

Sir Giles slid off his saddle to the cheering of his men. “We have victory!” he yelled in jubilation. All around him knight and peasant alike were roaring their triumph. Their Baron had led them to not one, but two victories in a single day. Their cheering stopped abruptly when then realized they were now silently surrounded by dozens of cloaked elves. Each with a longbow nocked with an arrow.

Tuesday, 7 April 2009

Orcs and Goblins vs Dark Elves 2250 pt battle story

warhammer fantasy battle report narrative :-

"Finally it was time! Grashkul raised his axe and with a mighty WAARGH! he ordered his army to throw caution to the wind and charge..."

(a superb humourous and characterful short story - I loved it)

source : druchii.netcredit : Blackfel07-Apr-2009



Grashkul Throatrippa gripped his magical axe tightly in a clawed fist and clouted his boar on the head with the flat of his blade for good measure. The beast wasn’t doing anything particularly wrong, but the boar had been too quiet for too long and Grashkul wanted him to be ready for battle when the time came. The boar responded with a toss of his head and an angry squeal, and then began eagerly pawing at the ground as if he had been waiting for the blow to signal the right moment. Once he was certain that the boar had been properly motivated for the upcoming fight, the Black Orc Warboss checked the condition of his troops. He was surrounded by a large unit of Black Orcs, who were just as eager as he was to come to grips with the pointy-headed gits that waited for them across the field. On his right, five trolls meandered about aimlessly, scratching themselves idly and picking fights with each other. Grashkul bellowed angrily at them, and the trolls responded by lining up in a semblance of something that might be considered a formation, but only because he was in a generous mood. Beside the trolls stood Harumph, a pale-skinned giant that had shown up the previous evening looking for a fight. He grinned at the giant, for he knew just how much havoc the giant could cause in his enemy’s ranks.

To his left stood a large unit of Big’uns, led by his trusty standard bearer Wozzlut. Wozzlut was a relatively trustworthy type, and could be counted on to keep his boyz in line when the killin’ began. Unfortunately, a second boar-mounted figure was in Wozzlut’s unit, but unlike the standard bearer this one couldn’t be counted on. Grashkul hated shamans with a passion, because they were so notoriously unreliable even for orcs. Nikpik had been with him for a while, but he still refused to trust him. To the left of the Big’uns was a large unit of Boar Boyz Big’uns. Their boars had heard the squeal from their leader’s mount and were responding enthusiastically with excited squeals of their own. Finally, Grashkul spared a glance for three small units of gobbos: two units of Wolf Riders and a largish group of Night Gobbos led by a shaman. He didn’t expect much from them, especially considering how drunk they were from the previous evening’s festivities, but it wasn’t like he could keep them away from the fighting. Who knew? With some luck they might be able to distract the enemy long enough for the Orcs to do some serious killin.

With his final inspection complete, Grashkul raised his axe over his head and waved it forward, bellowing to his troops to move out. To his surprise, the army seemed to move forward at a relatively good clip, and his battle line remained intact. Normally he could count on at least one unit to squabble amongst themselves, but it seemed like today the army was keeping it’s eye on the prize. To his right, the Wolf Riders raced forward and fired their bows, and Grashkul chuckled when several Pointy Heads fell to the rain of arrows. He expected the elves to run like the cowards they were, but to his disappointment they merely closed ranks and prepared to return fire.

The elves readied their weapons and moved forward to meet the Horde, though they were still too far away to charge. A huge, many-headed creature raced to the front of the army, directly opposite the unit of trolls, followed by two elves with barbed whips to keep the monster in line. The unit of crossbowmen that had taken fire from the Wolf Riders fired back, and several of the gobbos dropped from their saddles, riddled with tiny bolts. The second unit of Wolf Riders came under fire from a large group of black-clad horsemen, and Grashkul snorted in amusement as every one of the gobbos dropped dead on the spot. Useless gits.

Across from him the Elf lines began to shift, as units chose their targets and prepared for the coming assault. The elf general, riding some kind of lizard thing and holding a large red halberd ordered his men forward, and his unit responded by marching forward at a slow pace, keeping some distance between the two armies. Beside them another heavily armed unit of elves carrying huge swords who were led by another lizard-riding officer changed their formation and lined themselves up opposite the Boar Boyz. The monster with several heads come close enough that the Black Orcs felt a wave of dread wash over them, but not one of them succumbed to the feeling of terror that the monster evoked.

Finally it was time! Grashkul raised his axe and with a mighty WAARGH! he ordered his army to throw caution to the wind and charge. The results were less than spectacular. The Boar Boys meandered forward a couple of feet, as did his own unit of Black Orcs, but the worst was Wozzlut’s unit of Big’uns…they immediately turned on each other in anger and four orcs died in the ensuing squabble. The Boar Boyz lowered their spears and prepared to charge into the sword wielding elves, but they lost their nerve when the lizard mount the elf commander was riding bared his fangs at them and hissed. Thankfully, the Trolls managed to make it into combat with the many-headed thing, but despite their enthusiasm they lost the combat as one of the trolls was ripped to shreds by the monster, but not without losing a single head in return.

The elves, emboldened by the indecisiveness of the Orc forces, saw their chance and attacked en masse. A unit of elves armed with spears charged into Harumph, and one elf armed with two swords seemed to appear out of the shadows and joined in the fight with the spearmen. The giant reached for the elf, but took two serious gashes on the hand for his trouble. The Boar Boyz fared little better, as the greatsword wielding elves crashed into them and broke them completely. The Boar Boyz tried to run, but the elves were too fast for them and pulled them down from behind. Grashkul felt himself getting angrier and angrier, but then a stroke of good fortune occurred. In their enthusiasm to butcher the Boar Boyz, the elves came into range of the Gobbos, and with an excited shout the little gitz threw three fanatics into them. The ensuing carnage decimated the elf unit, though they held their ground.

Finally it was the Black Orcs’ turn to fight. The elf general pointed at him and screamed a challenge, and Grashkul thanked Gork for the opportunity to finally wet his axe with elf blood. The elf struck first, swinging his glowing red halberd in wide arc faster than Grashkul could react, and the magical weapon bit deeply into his shoulder and chest. The wounds were grave, but not fatal, and Grashkul grabbed the halberd before the elf could withdraw it and pulled him close. With a mighty swing of his axe, Grashkul separated the elf from his head, and laughed mightily as the headless body crashed to the ground. The elves didn’t lose heart at the loss of their leader, however, and the battle continued on. Beside them, three elf women pushing a cauldron of all things charged into the Big’uns, and caused a disproportionate amount of damage, though not enough to break the unit.

The gobbos struck again as the shaman let loose a magical barrage at the elf swordsmen and killed all but four of them, though again their discipline kept them from running. The giant and the trolls were slowly losing ground to their opponents, but there was nothing he could do to help them. The giant must have realized that he needed to do something fast or else, because he began jumping up and down on the unit of spearmen with bloodthirsty enthusiasm. With a cry of terror the spearmen broke, but managed to outrun the giant. His own unit’s fight remained stalemated for some time until the elf Halberdiers finally lost their nerve and ran away. Grashkul ordered his soldiers to follow, but they weren’t quite fast enough to catch the fleeing elves. With two large units of infantry broken he thought that the battle was all but over, but a series of catastrophic events happened all at once. The trolls finally lost to the many headed monster, the gobbos were charged and destroyed by the remaining swordsmen, and the Big’uns couldn’t defeat the three elf women with the big bubbling pot. Even worse, the elves they were chasing regained their nerve and turned to face him again, daring him to charge. He was just about to oblige the impudent elves when a rain of arrows took his unit from behind. The elf crossbowmen killed a few of his Black Orcs, as did the black-cloaked horsemen.

Grashkul watched as the last of his army died away under the relentless blades of the elves. In desperation, he ordered his Black Orcs to charge into the halberdiers one more time, but despite killing many of them, the elves held their ground. He realized his mistake when no less than three units crashed into the side and rear of his sole remaining unit, and the Black Orcs followed their brothers into the darkness.

The last thing Grashkul ever saw was his own headless body toppling from his boar’s saddle as the sword-wielding elf who had fought so well against Harumph avenged his general’s death with a single swing of his sword.

Thursday, 2 April 2009

Dogs of War vs Orcs and Goblins 2000 pt battle report

Grimgor himself graces a Warhammer Fantasy Battle :-

"Some failed charges from Grimgor and a Chariot let me get a flank charge off on a Chariot with my Marauders and charging Grimgor with my Cursed Company"

(no pics but a nicely summarised read)

source : oldworldonline.proboards.comcredit : Arguleon Veq02-Apr-2009


2000 point Dogs of War Army List

A game with my Evil variant of my DoW list, based on a swamp Wizard theme.

Wizard Lord; Lvl 4
Wizard; Lvl 2
Dark Emissary;
Paymaster; Heavy Armour, Shield, Crossbow, Barded Steed.

20 Cursed Company;
10 Ruglands Armoured Orcs;
12 Norse Marauders;
3 Maneaters; Great Weapons

5 Fast Cav; Bows
5 Fast Cav; Spears
8 Duellists; Pistols

Fenbeast;
Fenbeast;


2000 pt Orcs and Goblins Army list

Grimgor;
Black Orc Big Boss; Kickin Boots, Eavy Armour, Shield.
Night Gob Shaman; Staff of Stealin.
Night Gob Shaman; Scroll.

29 Big Uns; 2 choppas, full command. Spirit Totem.
17 Black Orcs; full command, Banner of Butchery.
29 Night Gobs; 3 Fanatics.
29 Night Gobs; 3 Fanatics.
5 Squig Herds;

Boar Chariot;
Boar Chariot;


Magic -

I chose Metal, got 1 + 6 . Death on my Lord, 1,3,4,6. Dark Em got 1, the panic one, fog and the -1 to hit spell.


Pre Game Thoughts;

I would put almost all my magic and shooting on the Black Orcs as I could not deal with Grimgor and that unit in combat. My Maneaters should break the Big Uns so they would go for them. I would use lots of fleeing with my fast cav and Duellists to pull his line apart and stall him. I wasnt sure if i could shoot down Grimgors boys though. The enemy avoided terrain and I castled around my hill with the Arrer Boys on the hill.


Early Game;

The Orcs advanced on me, I dispelled their spells. My Fast Cav with Bows moved out to draw fanatics, getting all 6 out but none aimed at them hit them. My magic was mostly shut down, everything including my shooting went on those Black Orcs, killing only 2. Not a good start. I tried my panic spell on the Gobbos but they passed their test.

The Orcs come again, passing all animosity again, they would pass all animosity and fear tests they would have to take in the entire game so I wont even bother mentioning again. Every single one! Organised Orcs!.

The Fanatics killed some Night Gobs, charges from the Black Orcs and Big Uns on my fast cav I fled from, slowing their advance.

I continued to shoot and do a little magic damage to the Orc army for a few turns but most of my magic was shut down, the Fanatics also killed some Orcs and Night Gobs but not many. I continued to bait and flee with my fast cav and skirmishers to stall their advance seeing as though animosity wasnt helping me. All I really managed to achieve though was killing all the Black Orcs and leave Grimgor unwounded.


Forces Finally Clash;

I charged the Squigs on one flank with my Fenbeast and some Night Gobs on the other with another Fenbeast who killed one Wizard. My Maneaters charged the Big Uns but rolled about 5 1's to wound and so lost the combat but held. The Big Uns killed off my Ogres in his turn before I could strike.

Some failed charges from Grimgor and a Chariot let me get a flank charge off on a Chariot with my Marauders and charging Grimgor with my Cursed Company, who had lost a few Skellies to Fanatics. I killed the Chariot and with and Richter challenged Grimgor.

In a display of lucky ward save passing, Richter only took 1 wound and actually got a killing blow wound on Grimgor...the hulking orc passed his ward though. The chariot who I also charged as he was right online with Grimgor broke and failed to rally for the rest of the game. Grimgor passed though despite the Marauders over running into his flank.

In the enemy turn Night Gobs then hit my flank of the Marauders, but I fought it out and held. Richter survived again and delt a wound to Grimgor! but the Grimgor passed his break test again.

My Fenbeast fighting the Squigs finally died after killing a lot of the unit and my Paymaster with the Spear Light Cav charged and broke them. The damage they did from breaking did hurt a few of my units though.

My magic and shooting now focussed on the Big Uns. Bringing them dangerously low.

My Marauders finally broke but the Cursed Company remained above half strength, Richter dying in my last turn.

Result - Draw


Post Game Thoughts;

Because of how much my magic was shut down I didnt kill much with it or my shooting despite slowing the enemy up a lot. Thankfully Richter fought it out manfully with Grimgor and stopped him wrecking my line, I should have broke him but he passed 2 break tests with low rolls. I finished about 250 points ahead so not quite enough for a minor win. I am happy with the result though as I didnt expect to be able to deal with Grimgor once he hit my lines. I was unlucky with my Maneaters not beating those Big Uns but Richter made up for that.

Breaking those Squigs and having them wound a lot of my units with their rampage thing probably cost me the win as my Wizard Lord was out alone and lost 2 wounds because of it.
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