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Showing posts with label 2000pts. Show all posts
Showing posts with label 2000pts. Show all posts

Sunday, 2 January 2011

Warhammer Fantasy Battle Tournament VIDEOS

6 Warhammer Fantasy battle videos, with High Elves vs Lizardmen, Dark Elves, Dwarfs, Bretonnians, Vampire Counts and Chaos Dwarfs

Warhammer Battlefield photo
I thought it would be nice to track someone's progress through a WFB tournament. Vaul has come up with the goods in a series of excellent Warhammer tournament battle reports (from the Fields of Blood tournament). Vaul took a High Elf army.

As usual Vaul delivers lots of insight into his thinking about his army's strengths and weaknesses, his opponents army and the in game tactics. Great stuff.

credit : Vaul 02-Jan-20116 vids, 10 mins each



High Elves vs Lizardmen



High Elves vs Dark Elves



High Elves vs Dwarfs



High Elves vs Bretonnians



High Elves vs Vampire Counts



High Elves vs Chaos Dwarfs



(note: Chaos Dwarfs are not included in this site's wins and losses league table)

Thursday, 30 December 2010

Tomb Kings vs Daemons 2000pts Battle

A tidy battle report with enough detail, all painted miniatures and some excellent buildings. It comes to quite an abrupt end and is very much a slaughter !

"Bolt of Change - 8 strength 9 hits !!! Ouch !"

A Nice use of in video text boxes to highlight the units being referred to by the Battle Reporter in each photo. It's the first time I've seen this, it's well worth using because it helps the watcher see exactly which unit the narrator is talking about and where it's positioned.

source :pceUaZFTxDMcredit : milodotnet30-Dec-201010:02 mins 

Tuesday, 14 September 2010

Ogres vs Lizardmen 8th edition battle report

This sounds and looks like an excellent Warhammer Fantasy Battle. It has some great photos, excellent terrain and scenery, painted miniatures and is written in a nice "punchy" and friendly manner. Magic showed it's power under the 8th edition rules - again !

"The Slann rerolls on the miscast table and gets a Dimensional Cascade which he then very kindly hands-off to my Slaughtermaster with the cupped hands, once again the dice favour me though as the dumb brute narrowly avoids being sucked into the warp"

source : http://warhammer.org.uk credit : StokeRogueedition : 8th14-Sep-2010

On Wednesday Rolls Dice, henceforth know as Ade, and myself played a 2400 point 8th Ed game. It was Ade's first game using the new rules and my second. We both kind of like the idea of 2400 points as the new 2250 as it is easy to divide into 25% chunks, so that was the agreed level. We randomly rolled for a scenario and got Blood and Glory (BRB page 148). This gave both armies a breaking point of 3, the Ogres started with a fortitude of 5, whilst the Lizards had a fortitude of 7.

Ogre Kingdoms Army

Tyrant - Great Weapon, Mawseeker, Crown of Command, Armour of Destiny, Luck Gnob 314
Slaughtermaster - Gruts Sickle, Healing Potion, 2x Tooth Gnobs 280
Bruiser - BSB, Golden Sigil Sword, Armour of Fortune, Luck Gnob 223
Butcher - nowt! 130
40 Gnobs 80
8 Gnob Trappers 48
3 Naked Bulls 105
3 Naked Bulls 105
7 Ironguts - Champion, Standard Runemaw Banner 401
7 Ironguts - Champion, Standard 376
Scraplauncha 165
Scraplauncha 165

Lizardmen Army - from memory (Ade please feel free to fill in the blanks!)
Slann BSB - Cupped hands of the Old ones, Standard of Discipline, maybe some other gizmos
Scar-Vet - Cold one, Bane Head, Piranha Blade, 1+ Armour from unknown items
20 Saurus - Spears, Full command
20 Saurus - Spears, Full command
15 Skinks
16 Skink Cohorts + 2 Krox
2 Salamanders with extra crew
1 Salamander with extra crew
2*5 Chameleon Skinks
6 Saurus Cav - Full Command? May have had a magic standard, can’t remember
Steg with giant bow


The Battlefield


The scenery was an Acropolis of Heroes (Greek looking ruin), Magic Circle, a mysterious river, 2 woods, a plain hill and several buildings and fences which were grouped into the village at the far end of the table.

The locals blissfully unaware of what is about to befall them!

Initial deployments

Main Ogre force, the 2 bull units are deployed 1 on each flank just out of shot.

Call pest control! - the Gnoblar Trappers infest one of the buildings

Sneaky Chameleons sneakily sneaking!


The sallies coming straight out of the sun - crafty!

Turn 1


The Lizards get the first turn and go all out for an early win. Movement is mainly jockeying for good charging positions, although the Chameleons nip into my rear where they will harass me for most of the game. Magic, and the Slann goes for a 6 dice Dwellers below on the Ironguts with my Slaughtermaster and Tyrant, and what do you know Irresistible force! Luckily the Runemaw banner deflects the spell onto the 3 bulls nearby and only 1 dies. The Slann rerolls on the miscast table and gets a Dimensional Cascade which he then very kindly hands-off to my Slaughtermaster with the cupped hands, once again the dice favour me though as the dumb brute narrowly avoids being sucked into the warp, 1 Irongut is killed by the resulting ST10 pie plate!

The Ogres move forward as fast as possible. The Chameleons are a nuisance, but I know that chasing them is a lost cause so I try to ignore them and concentrate on the blocks with those all important standards (see the Blood and Glory victory conditions if you don’t know why). The Tyrants Ironguts line themselves up to take the charge from the Saurus Cav, this is a gamble as the Scar-vet has bane-headed the Tyrant, but I am confident that T6 and a 4+ ward plus a magic phase of buffs to come should se me through. Speaking of magic now it is Ade’s turn to be afraid as I introduce him to OGRE MAGIC SPAM tm. Even with an average roll of 7 power dice, the Butchers pump out an impressive array of spells between them. 2 Bonecrunchers on the Saurus Cav draw out Ade’s dispel dice allowing the Tyrant and friends to gain multiple buffs, Gut magic is excellent now they stack!


The other highlight of the Ogres first turn is a direct hit on the Slaans unit with a scraplaucha killing 10 Saurus! Sadly this was to be the only direct hit that I rolled all game.

Turn 2

Once again seeing a chance for a one stroke victory, the Saurus Cav and nasty Scar-vet jump on the Tyrant and Ironguts. The rest of the Lizards hold their ground in the centre and pressurise the flanks. The Skink cohort charge a sacrificial Bull unit whilst the Salamanders and Chameleons close the noose and get into some excellent firing positions.

The Slaan jumps ship from the badly depleted Saurus into the fresh block along side. The winds of magic are week this turn (and pretty much every turn from here on in, averaging about 5 a turn for the rest of the game) so the Slaan contents himself to remove the buffs that I cast last turn. Shooting casualties are acceptable with a unit of bulls panicking off table from a salamander hit (damn those stupid flee from nearest enemy rules) whilst the scraplaunchers easily shrug off the other Salamander and Chameleons. Combat is very much in the Ogres favour, despite the loss of the remaining bulls to the Skinks and their Kroxy minders (their sacrifice was in vain as I forgot that the Skinks could free reform after a combat- D’oh), the Saurus Cav came up short against the Ironguts. As I thought the Scar-vet suffered from a case of epic fail against the Tyrant, and was squished for his troubles. However, despite a fairly convincing loss the Cav stuck around for a second dose.


Ogre turn 2 is very embarrassing, mainly due to me being a complete idiot. My second block of Ironguts declares a charge against the Slaan and his new bodyguard, however they fail to hit the required 12 inches rolling a 4 and a 1. For some reason that I cannot explain, I managed to convince myself and Ade that after a failed charge you move the distance on the lowest dice and not the highest. Being Ade’s first game, he foolishly took my word for it, so that is how we played it until about turn 5 when after a rash of failed chargers moving 1” we looked it up and my blunder was revealed. Also in this turn the right hand scraplauncha charged the skink skirmishers who fled and were caught. The wind of magic continued to be miserable and a few buffs were dealt out to my two main Irongut blocks, but nothing else. Shooting brought a light hearted moment, when the mischievous Scrappers on the left hand launcha lobbed one of their own for a strength 5 killing blow on the Slaan, but sadly he just impacted on the surface. In combat the Saurus Cav were wiped out.

Never trust the word of an idiot - the Ironguts flounder 1” after my mindfart.


Turns 3-6

I am going to lump all the remain turns together from here on in, mainly because nothing much happened. Ade played very well keeping my 2 Irongut units and all my characters at arms length until his shooting and magic had reduced them to the point that he was ready for them. The Steg charged the Scraplauncha that had killed the skinks Skirmishers and destroyed it. He then tuned the Steg into the Flank of the Ogre BSB’s Ironguts who had again failed a charge on the Slaan in turn three and once again only gone 1”. Basically, from that point onward the game degenerated into a battle of the buffs. I kept putting +1T and stubborn on my units, whilst the Steg spent most of the game with T10 and Regen thanks to the Slaan on his Throne of Vines. More and more units piled in until we ended up with this arrangement.




At the rear of the ogre army the Gnoblar fighters, who had been unable to get into the battle line due to the 1” rule and Trappers, tried in vain to contain the lone Salamander and 2 Chameleon Skink units who as I had feared danced around them with ease. It did however produce this fine moment, which Ade was very happy with - the perfect Salamander shot!


Even more amusing was the fact that the remaining few Gnoblars, decided to seek refuse from this maelstrom in a wildwood, even rallying in there to be slowly eaten to death by the trees!


Anyway after something like 6 rounds of ineffectual hacking neither side could gain any advantage in the huge melee, and so the game went to a tie break situation with the Lizards coming out ahead on a victory point count back.

Result aside, both players had an excellent game with much laughter on both sides as weird and unexpected things happened. My faux pa with the charging rules didn’t spoil or change the outcome of the game in any great way, so we just laughed about it and put it down to lack of experience with the new rules. Magic was pretty powerful throughout the game, and that was with terrible rolls for the winds of magic every turn, I shudder to think what a Slaan could achieve with even just average rolls over the course of a game. The other things that I took from the game is that the terrain rules aren’t as bad as I first thought they might be. We rolled the maximum 10 pieces, and I was concerned that the board would be to crowded to actually fight on, but that was not the case. In fact the Magic Circle, Acropolis and river never came into play in the whole game.

Sorry this a fairly thin report, with so much to think about during the game I forgot a lot of the lesser stuff, but most of the major events are covered.

Cheers
StokeRogue

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.

Thursday, 26 August 2010

Orcs vs Beastmen 8th Edition Battle VIDEO

The first 8th edition Fantasy Battle Report from this gamer (who controls the Orcs & Goblins in a 2,250 pt pitched battle against Beastmen).

This is quite a nice report for new 8th edition players because it's also the commentators first 8th ed. rulebook game so he shares some of his findings with us. Including the impact of mysterious terrain, line of sight, charge ranges and the awesome power of magic and how it can seriously backfire !

MrMalorian's verdict...

"8th is a lot faster and... 8th is fun !"

source :fOpAaVL4DvI credit : MrMalorianedition :8th26-Aug-2010 9:10 mins + 5:12 mins 

Orcs and Goblins vs Beastmen 2250 pts - Part I


Orcs and Goblins vs Beastmen 2250 pts - Part II

Wednesday, 9 June 2010

The Empire vs Warriors of Chaos 2500pts Fantasy Battle Report

Another excellent Warhammer Battle report from John at http://plasticlegions.blogspot.com/. He has loads more top quality reports on his site. He's also using the Battle Chronicler which is one of the reasons I'm posting this battle because I'm going to recommend the Chronicler on the Battle Reporter blog and I need a great example to demonstrate how cool it is (I've download it and am playing around with it right now !)

"For whatever reason my Helblaster has Aarons number everytime I use it against him. I get 22 shots, 11 hits and 7 Wounds - all wounding, kill the Manticore outright and put two wounds on the Lord who lives but is now on foot."

(did the Warriors of Chaos survive the rain of hot lead ?)

source : http://plasticlegions.blogspot.com/credit : John09-June-2009


Five of us regulars met for our Bi-weekly club night last evening. Rich came by with all our new shiny WAB books he had group ordered for us and the other four of us threw down some Warhammer. The plan was to prep for the Mid West Rampage tournament this weekend. MWR is a 2250 tournament with 5 games however games 2 and 3 are 2500 point games with a 250 point Dogs of War float. This is what we wanted to test out. I have never used my Braganza's Besieger's unit...as it's my only DoW unit that's what I was going to field. Billy and Chris played Dwarfs vs Wood Elves with Pirate Slayers and Volands Venerators as their DoW...I had Braganza with the Empire against Aaron's Warriors of Chaos with a unit of Ogre Ironguts. Below the batrep from the game, my second try with Battlefield Chronicler. Unless we have all painted models on the table, I'll probably start defaulting to this for Bat Reps.. Aarons heavily themed Chaos army is so converted and custom sculpted..it's a shame its will probably only be primed for the weekend...I'll reserve photos of his awesome work until he gets some paint on them..but for sneak peak check out his blog Xenite's miniatures for a look at his awesome work.


Click pics to greatly enlarge in a new window
Deployment

Key

Warriors of Chaos, Cult of Slannesh 2500 (Mark of Slannesh- MoS )

CL - Chaos Lord on Manticore, MoS, Crown of Command, Diabolic Splendor
EH- Exhalted Hero, MoS, Shield , Glaive of Purification, Steed
Sor- Chaos Sorceror- Tzeentch, Lv 2, Disc, Homunculus, Dispel Scroll, Power Familiar

CW1- 15 Chaos Warriors, FC, MoS
CW2- 15 Chaos Warriors FC, MoS
MH - 5 Marauder Horse
CH1- 6 Warhounds
CH2- 6 Warhounds
CK- 5 Chaos Knights FC, MoS
CC1- Chariot, MoS
CC2- Chariot, MoS
MC- 12 Chaos Cultists (Marauders)
OG- Ogre Iron Guts- Dogs of War

WPS 17

Empire- Army of Talabecland 2500

GEN- General of Empire- Helm of Ratslayer, Holy Relic, Pistol, Great Weapon
WP-Warrior Priest- Icon of Magnus, Armor of Meteoric Iron, Great Weapon
Wiz( red)-Wizard, Level 2, Rod of Power
Wiz (white)- Wizard, Level 2, Seal of Destruction.

SWD- 24 Swordsmen, FC
Mil1- 9 Free Company Detachment
Mil 2-9 Free Company Detchament
HG- 10 Handgunners, Marksman, HLR
Xbow- 10 Crossbowmen
FreeC- 10 Free Company , FC
CAN- Great Cannon
KTS- 5 Knights of the Inner Circle, FC, Steel Standard
FAST- 5 Pistoliers, Outrider with Repeater pistol
VG- Helblaster Volley Gun
ST- Steam Tank
BZB- 13 Braganza's Besieger's (crossbows) Dogs of War

WPS 17

Magic
Aarons level 2, uses the Lore of Tzeentch, his spells are Flickering Fire and Pandemonium
I have on Level 2, with the Lore of Fire, he has Fireball and Fiery Blast
My other Level 2 has the Lore of Light, he has Burning Gaze and Phar's Illumination


WoC Turn 1


Aaron wins and chooses to go first, His plan is engage me ASAP to avoid my heavy shooting. He keep his Lord hidden from y artillery but moves everything else up as much as he can. His Magic Phase starts with Pandemonium on "14", I go Seal of Destruction right away hoping to get rid of that nasty spell for the game, no luck. I roll a "1" ..its Dispelled this round but still in play.


Empire Turn 1

Given ample targets for shooting, I move my Flagellants to draw those nasty knights away from my General and his block of Swordsmen, my Knight are poised to go left of support and the Stank moves up to protect my right. In magic Phase I try to burn up some warriors the left with little result, I do get 3 of 6 hounds on the right with a Burning Gaze causing them to flee.I then unload alot of shooting, my Cannon overshooting one Chariot but popping the over, Crossbows shoot up and kill 2 Horsemen on the right and 5 of the 12 Marauders on the left side. 1st blood goes to the Empire!.


WoC Turn 2

Aaron's brings the fight right away, both his Chaos Knights and Ogres charge my Flagellants His Hounds charge my General and Swordsmen and my Detachments counter charge. He positions his other units, moving his Exhalted hero and unit of Warriors up my left flank. with right flank serious softened from my last round of shooting, he starts pulling everything away from my right flank. Aarons Sorcerors miscast takes a wound and the magic phase ends. In Close Combat, Aaron mistaken does the combats in the wrong order, allowing me to crush his dogs overrun and get a detachment into that combat with the flagellants to hopefully to buy the tarpit an extra round and divert some attacks..no such luck...still take 11 kills on the Flagellants and the Detachment runs away taking 4 losses..those Knights and Ogres are locked up for at least one more turn.

Empire Turn 2

I decide not to run my Knights into that Ogre and Chaos Knight Combat and run down those remaining Marauders..they almost escape but thanks to the Steel Standard they dont., My knight are now behind Aarons lines and out of sight of his Lord, a good place to be. My Swordmen, marchblock move 4 inches ahead. Not sure where the warriors are going I bring my Pistoliers out and hope to get some Feigned Flight happening. I then bring the Steam Tank over 1 inch away from the Chaos Knights (who are Frenzied) so once they get out of that Combat with my Flagellants they must charge the front of the Tank. Magic is uneventual. My Cannon misfires and it a malfunction so no shooting until turn 4. I put a ton of shots on that second chariot but can't get the "5's" I need to damage it. Braganza and the guys keep shooting up the Chaos Warriors with the Exhalted Hero headed their way. In Close Combat my Flaggies take 8 kills, which free's up the Knights and a lone crazed madman keeps the Ogres held another round.

WoC Turn 3

Free of the Flagellants but again Frenzied, those Chaos Knights must charge my Steam Tank I hope my 1+ armor save can keep me with enough wounds to grind them down on my turn. Both Aarons Lord and Chariot go for the easy kill Charging my Pistoliers..I was going to run and I wasnt really expecting the Lord to charge them, just the Chariot..since I would be running away from the Lord and not the Chariot..I endangered my whole right flank to panic checks if I ran that way so I held and the got wiped out, leaving greasy spot where the Manticore stopped to feed on them as the Chariot just rolled on thru. Aaron Exhalted Hero has a long Charge so he charges out of the unit to take on Braganza's Besiegers solo, He challenges Brazanga..whose got good stats WS 5, BS 5, but has only a 5+ armor save and easily dies to the Chaos Hero. However the unit has a good static res. rank, standard, outnumber, plus I am on a hill..and the Hero loses but makes his break check. My Stank ends up only taking one wound from the Chaos Knights.
It could have been worse.

Empire Turn 3

March Block, Aaron can't get his second unit of Chaos Warriors out of range of a Flank charge from my General and Swordsmen, I try to bring the Detachment along but they within range of the Manticore and have to make a terror check, they fail and run away. My Knights turn around
to run threaten the wounded Chaos Sorceror, and my Fire Wizard gets out of the away of the oncoming Warrior unit headed toward my Cannon and that Exhalted Hero. Again not much luck in Magic..the Fire Wizard tries to get those on coming chaos warriors..either gets 1 or just fails
(don't recall) , The Light Wizard tries to fry the chariot but again I can't wound. I dont have any shooting target this turn and in Close Combat, that last Flagellant dies and my Swordmens crush those warriors with the flank charge, they need snake eyes from the combat res and run, they do get away and I am a 1/4 inch short of hitting Aarons Sorceror. Having some bad runs with the Steam Tank getting greedy for Steam Points I am only bidding "saftey steam" this game..good enough..I kill two of the 5 Knight but they hold against me. The Besiegers no fighting without their namesake, win combat against the Exhalted this time, but he holds.

WoC Turn 4

That second Chariot of Aarons in now in my backfield and being a real pain, it charges my huntsmen, and I cant getway so I hold. His Chaos Warriors minus the Exhalted charge my Cannon, and His Lord on the Manticore charge my fleeing detachment and kill it but its puts Aarons lord under the nose of the Helblaster. Aarons Sorceror goes for a Flickering Fire on my knights with high roll but I stop it with a high roll., Aaron Fleeing second unit of warriors rallies. In combat the chariot crushes my huntsmen and overruns right into the other detachment I have back there...This Chariot is Aarons MVP for sure, His Warriors obliterate my Cannon Crew whose demise causes my Red Wizard to panic and he fails and runs away. Aaron's luck runs out
with the Besiegers thou..he loses combat to them and this time runs..he easily gets away with a high flee and pulls the Dogs of War Crossbow off the hill in pursuit.

Empire Turn 4
My General and Swordsmen Re-engage the rallied Chaos Warriors, my Knights Charge the Sorceror who flees and I redirect into the Ogres., My Fleeing Wizard, rallies and my other wizard moves back to cast at the Chaos Lord. Magic goes nowhere for me this round, and the big shooting event is my Helblaster barring down on Aarons Lord. For whatever reason my Helblaster has Aarons number everytime I use it against him..I get 22 shots , 11 hits and 7 Wounds..all wounding...Kill the Manticore outright and put two wounds on the Lord who lives but is now on foot. My Swordmen break his warriors again who flee almost off the board exposing their flank to the oncoming Besiegers. My tank gets a good grinding roll off and kills the Chaos Knights off and has Seven Wounds remaining..enough to be mobile. My Knights dont fair so well against the Ogres I kill one, but lose two of my own Knights and the Ogres hold.

WoC Turn 5
Aaron's Chariot now free of my second detachment, charges my rallies Wizard caught between Chaos Warriors and Chariot I run and die. Again Aaron Warriors Rally for another round of combat with my General and Swordsmen. The Chaos Lord charges my other Wizard..trying to get out of LoS of my HelBlaster and not run into the line of fire of my other shooters, he succeeds. My Knight stick with the Ogres and again, and there isnt much of a magic phase,
The Exhalted Hero has rallied unwounded, tries to find somewhere to be useful.


Empire Turn 5

Both General and the Besiegers charge the remaining Warriors who run off the board My Knights Kill the Ogres, and survive with 3 of 5 left, my Steam turns around and goes after that damn chariot and in the process the Engineer in the Stank uses his repeater pistol to shoot down the wounded Chaos Sorceror, got to love the versatility of the Steam Tank, My Wizard throws a Burning Gaze at the Chaos Lord who laughs it off. there are Army objectives in this game mirror whats going in the actuall tournament..I could find anything in Battle Chronicler to represent them (although you use a Unit called "objective:) they were not really relevant here so I left them out. anyway my Free Company moved out to capture one.


WoC Turn 6

Aaron's last gasp, His Exhalted Hero rear charges my General and Swordsmen hoping to get lucky, doesnt loses and flees..it doesnt matter as he wont get a chance to rally, but he rolls 3d6 and gets and 11, I roll 2d6 and roll "boxcars" catching him anyway, that's how this game went for Aaron., His Marauder threw some axes at my Free Company killing one and his Warriors stayed put on the hill, Aaron moved that chariot so the Tank could charge it and not the Warriors who are worth alot more points.


Empire Turn 6

We didn't finish my last turn as it was clear I had won and it was getting late. If the game did continue, I could have charged my knights at the Warriors on the hill hoping to get them below half or just held..my Stank was definitely hitting that chariot, Shooter target those surviving horseman where they could to try keep Aaron from contesting that quarter, and that's it. As it ended at the top of 6, I had 3 quarters and a bunch of Banners, despite appearance all my expensive stuff was still on the table, and I only took 630 in loses..so pretty clearly at least a Solid Victory..for the Empire. Aaron played a great game...he's hasnt been playing that long and is steadily improving..we are looking forward to great time this weekend..I'll a few comments on Rampage overall before I leave on Friday.



Aaron sent me this morning, just to remind of what he thinks of my Helblaster.
This is by Wayne Kemp of the Heelanhammer Podcast. Awesome and Hilarious...
We'll have to get Aaron his own Helblaster!

Saturday, 10 April 2010

Lizardmen vs Bretonnia VIDEO Warhammer Battle Report 2250 pts

a 2250 pts Warhammer tournament battle- quite a massacre. 

As usual from this battle reporter a very well painted Bretonnian army, some nice scenery but half painted Lizardmen and a time limit which reduced the turns below 6.

A very detailed report, you'll need to listen carefully but it's worth it for lessons learned. If you invest too much in magic at the expense of your core fighting units - beware !

Battlefield deployment is so important, a well positioned unit can take out a similar number of points of enemy artillery without loss. Likewise, don't waste your flyers against better equipped and armoured enemies.

source :KNg4IbAp7OEcredit : 8432160508-Apr-2010 10:37 mins 

Thursday, 8 April 2010

Vampire Counts vs Daemons of Chaos VIDEO Fantasy Battle

Some easy and some difficult to shift units in this battle report.  Like Grave Guard, BloodLetters and a Daemon Prince, you guess which one is which ! Once they're put to the sword it all seems to end very quickly.


Another friendly battle report from Devstro and Joe - the lonely desert gamers. I can't say that these are the most factual of reports but they are strangely addictive ! I think it's their carefree approach to gaming that does it. Their armies also appear to be fully painted which is nice to see.





source :RFoYykglOds credit : Devstro 08-Apr-2010 07:29 mins 


Monday, 5 April 2010

Daemons of Chaos vs Orcs and Goblins VIDEO Tournament Battle Report

I feel a bit sorry for this Fantasy Battle tournament competitor. He suffered a painful defeat at the hands of an experienced pro with a lightning fast, some might say unfairly powerful, army !


A nice short summary of proceedings and a couple of lessons to be learned.

source :TVpzVyOORmccredit : Reyj541145-Apr-201008:14 mins

Tuesday, 30 March 2010

Bretonnians vs Ogre Kingdoms Battle Report (2250pts) Video

Two well painted Warhammer armies face off in this Fantasy Battle. The battle features an impressive tactical performance by one of the armies.

Detailed and friendly commentary with a lot of insight into the battle reporter's tactics. 


It's always worth creating a quick "cheat sheet" of things you need to remember throughout a game, like magic items, one use items / special abilities and bound spells.

PS. Watch where you position your supporting units in case the enemy overruns !

source :VJAShxYb2wQ & RpK-Vetww-ccredit : 8432160530-Mar-201018:37 mins

Ogres vs Bretonnians - Battle Report part I



Ogres vs Bretonnians - Battle Report part II

Saturday, 13 March 2010

Tomb Kings vs Bretonnians (Video Warhammer Battle Report)

A scenario game against regular opponents. The Bretonnians don't have much magic defense while the Tomb Kings have the Casket of Souls !

A really friendly gamer narrating this one. A Lesson in the use of Brets and over running.

source :BbX61JNiGyE & BLNUtWeqeU2Ecredit : 8432160513-Mar-201021:04 mins

Turns 1-3


Turns 3 onwards

Wednesday, 10 March 2010

Vampire Counts vs Bretonnians Video Fantasy Battle - 2250 pts (in 2 parts)

Video Warhammer Battle Report - nearly all painted miniatures  (with a blue Varghulf !) and terrain.  Beware of the Banshee Howl "Wwwoooooooo !"

Narrated by a very nice player ! It goes to show how some friendly and reasonable compromises can make for a better game, even if it seems like it's mainly one person making the compromises.

Some good useful pointers, captions and explanations about the actions he takes not just what happens on the battlefield. Also, never forget a game of 5 or 6 turns can have many twists so it's always worth fighting to the finish - never surrender :)

source:  ylSif8LHI3k & _qpQ6inMUVY    credit : 84321605   10-March-2010   21:15 mins  

Up to turn 3 (Part I)




From turns 3 - 5 (Part II)

Saturday, 7 November 2009

Orcs and Goblins vs High Elves Video Battle Report 2250pts

A Warhammer Fantasy Video Report with a few tactics lessons

The High Elves were really up against it in this report and the reporter was probably a bit too tough on himself. There are some lessons to be learnt here.

source : udZEPbqEGDgcredit : milodotnet07-Nov-200909:16 mins


Tuesday, 3 November 2009

Beasts of Chaos vs Vampire Counts Video Battle Report 2000 pts

A wheeling Tuskgor Chariot, some gardening Trolls and wise advice about fighting ethereal units.

Another relaxed and friendly Warhammer Battle Summary by Devstro and Joe.

source :dZHVIhlw7lEcredit : Devstro03-Nov-200906:49 mins

Sunday, 4 October 2009

Wood Elves vs Chaos Warriors 2000 pt fantasy battle

David's Warhammer Battle reports are really punchy, concise and addictive to read making it easy to learn good Fantasy Battle tactics



source :warhammer.org.ukcredit : David L04-Oct-2009


I'm running Warriors of Chaos, my third opponent has Wood Elves, and I believe he runs lots of Dryads. Probably good for me, as Chaos Knights eat Dryads for dinner. But Treemen are another story.

I'm restricted to 2 characters, 250 pts of magic items (including character marks, but I can mark units at will), 3 specials, and 1 rare. After last game, I increased my magic item limit by 100, which helps a lot.

He has 3 characters, 2 specials, and both rares.

I want to be certain he cannot spam-treesinging at me, so I need some magic defense. Buboes will plink at a big tree and Quagmire might insta-kill one, so I take a level 4 Nurgle. Wardancers are the biggest no-big-tree threat, so marks of Nurgle should help there. I also take an immune to killing blow character who should be able to fight alone against anything in the WE army.



Nurgle and Khorne Chaos Army list

Exalted Sorceror of Nurgle, steed, Puppet, Enchanted Shield, Rod of Tormet
Champion of Khorne, BSB, juggernaut, Armour of Zhrakk, Sword of Might, Favour of the Gods
(immune to psych and killing blow with a 0+ armour save gives him a legit chance against everything)

2x5 horsemen with flails and musician
6x5 warhounds
14 warriors of khorne with shields, FC, Banner of Wrath (5 wide)

7 knights of Nurgle, Banner of Rage, champion
6 knights of Nurgle
6 knights of Nurgle



Wood Elves 2000 point army list

Wardancer Lord, Amber Pendant, Nettlings, Blades of Loec
Alter Kindred with regen
Alter Kindred with ?

4x15 Dryads (nope, I don't understand why above size 8)
2x12 Wardancers, champion, musician (he only has 2 specials, so these big units I understand)
Treeman
6 Waywatchers


Deployment
Terrain gave me a "peasant farmstead" I put in one corner and a pond I foolishly put not in a corner. He got a ruin and 2 forests. Scenario was angled deployment with extra points for the general, but it counted as pitched battle so he got a third forest. His side of the table is YUCKY!

I stick one unit of dogs in the peasant farmstead. A horsemen unit goes nearby facing behind my troops to prevent waywatcher deployment.

No-banner Knights go a bit west and east. Warriors with Sorceror and Rage knights (screened by 3 hounds) in the middle. Rage knights have one guy in the second rank in the hopes that will beat off any dryad flank charge. Horsemen to the west since they can get around the ruin. BSB joins a dog unit a bit to the east.

His dryads go in front all over with wardancers behind them towards the middle. Treeman and both Alters hide in eastern forest, waywatchers scout in western forest.

My Sorceror rolls 1, 2, 5, 6. No quagmire, but no silly spell number 3 either.
On a silly note, my Nurgle Sorceror joined a Khorne unit. He carries a somewhat Slaanesh item (Rod of Torment) while the unit carries a somewhat Tzeentch item (Banner of Wrath). Silly GW.



east side of deployment

west side of deployment


Turn 1
I win the first turn and seriously consider giving it up, but decide to take it. I couldn't afford to let him get into that huge ruin on the west side, the three forests were going to be bad enough.

My army advances. Facing almost no enemy shooting and almost nothing that can flee a charge, I leave just one warhound screen in front of the frenzied knights. The BSB goes on his own, expecting to start killing Dryads.

Opponent rolls one dice against the Rod of Torment and fails to stop it. It kills 3 Waywatchers and they fail panic. Otherwise I kill a couple Dryads.

end of Chaos 1

Waywatchers fail to rally and flee off the table. Guess the overpriced Rod was worth having!

Far eastern Dryads run up the table edge. Second eastern dryads advance towards my frenzied knights. Lord's Wardancers back up. He's playing this very conservative, which is fine with me.

end of Wood Elf 1


Turn 2
Crazed BSB charges Dryads, eastern knights charge dryads. I fear the knights might not make it, but they've got an inch to spare.

Western knights move into forest, because I have to get through somehow. Horsemen are in NW table corner.

In the middle, I send dogs between some forests hoping to get his dryads to charge and pull him to my side of the triple forest line. (in retrospect, there were several flaws with my thinking here).

Magic plinks some more Dryads and his center unit is down to a more reasonable size.

Eastern knights slaughter dryads and pursue off the table. BSB only kills 3 Dryads and they hold.

end of Chaos 2

Center Dryads charge hounds. I have the hounds hold, so I can get him to pursue into my chaos warriors. If I flee, I think he'll fail charge and I think the wheel will prevent my warriors from charging him.

Wardancers come up behind them slightly while the western dryads head west. The Lord's Wardancers go east behind the forest, apparently wanting nothing to do with my Rage Knights. The Treeman emerges and moves SE, but the two Alters stay in the trees. Perhaps they are monkey-kindred?

Hounds die to Dryads. He overruns. Horsemen choose to flee the overrun and the Dryads hit the warriors. Here we discover the first flaw in this section of my 'plan'. The Dryads are not clearly in my front arc. We roll to see where they are and its flank.
BSB kills 3 more Dryads, but they again hold. He was supposed to rip right through those things.

end of Wood Elf 2


Turn 3
My horsemen fail to rally and roll 17 to barely flee off the table! 15 would have lived, 16 might have.

Western knights finish slogging through the forest. Their supporting horsemen, march blocked and in the corner of the table, move as much as possible towards the middle. They should be able to flee the dryads without running off the west table edge.

Hopefully. Eastern knights return but are in that foolishly placed pond.

Knowing there are wardancers on both sides of the forest gap to their front, my Rage knights back up. We'll let the big wizard convince those elves to come out and play!

Now we discover the second flaw in my 'plan'. My casters are in close combat, so both bound spells are unusuable and I don't have LOS to anything to hit with Buboes. Rot, Glorious Rot eats a few wardancers and dryads while I grant Regeneration to the BSB.

The flank doesn't help them, as the Dryads bounce off chaos armour. Frenzied warriors don't bounce off dryads and the forest spirits break. He rolls boxcars for his flee move, which barely dies on my knights. I roll an 11 for my pursuit, which takes me way further than I would like.

My BSB only kills 2 Dryads this time and fails a 0+ armour save when they swing back. Good thing I cast regeneration on him, as he passes that! The juggernaut finally kills a Dryad. This time, when I want them to hold, the Dryads break and die. The BSB produces the only average pursuit roll I get all game with a 10, which is awful. 12 would have gotten past the Treeman, a short roll would leave the Treeman in my front.

end of Chaos 3

Treeman flanks my BSB, Wardancers flank my Warriors with Exalted Sorceror. Western Dryads charge horsemen, who flee. Turns out fleeing off the table is not a concern, but getting caught is! A 7 inch flee barely escapes the Dryads.

Wardancer Lord and his boys come through the east side of the forest, while the two Alter Kindred back out of it. Guess they aren't "monkey-kindred", but perhaps they are "chicken-kindred"!

My Exalted Sorceror has to challenge (flank means my champion is not in contact) and his wardancer champion accepts. He does the killing blow dance. My BSB is immune to killing blow. But this is the Sorceror Lord, not the BSB, so guess what happens? The final and most critical part of why getting dryads in combat with Warriors was a bad bad idea. Wardancer champ rolls a 6 and my opponent earns 800 victory points (400 odd cost for the lord, plus 400 bonus from scenario). Uh oh. The 3 combat res from that is enough to draw the combat.

Charging Treeman gets 2 wounds past my net 3+ armour save, but I make both regen saves. At least the last act of the Sorceror Lord did help. Angered by needing help from another God, Khorne whoops up on the Treeman, inflicting two wounds. I win the combat, but the stubborn tree holds. I turn to face.

forgot the picture


Turn 4
Fleeing horsemen rally in the ruins. They won't be getting anywhere. Western knights charge Dryads.

Eastern knights escape the pond and look to charge the Treeman next turn, assuming my BSB can survive. Rage knights decide they will soon have a plethora of targets and send the hounds away. Hounds go looking for the alter-kindred. "Beef, its whats for dinner?"

Western Knights crush Dryads but pursue some pitiful distance and don't get off the table. This leaves them facing the table edge from a couple inches away, so they won't get anywhere next turn.

Without the killing blow dance and 3 wound lord to drop, the wardancers cannot generate much combat resolution. Warrior attacks back get 2 past the ward save save dance and the wardancers break. But after pursuing an annoying 11 to get in this position, now the warriors pursue 3 to not catch the elves.

My BSB is unable to hurt the Treeman, then fails a save to take a wound. Thankfully the other virtue of the Armour of Zhrakk is being Immune to Psych, so I don't autobreak despite losing Frenzy.

end of Chaos 4

Fleeing Wardancers fail to rally! But stay on the table. Wardancer Lord and his buddies flank charge my BSB.

The Alter Kindreds don't want to be dinner for the warhounds and move further away. Definitely looks like "chicken kindred". (Seriously, if an Alter charges the dogs, the Rage Knights kill the Alter)

To my surprise, his Wardancer Lord accepts my challenge. Despite his hitting on 4s and my net 2+ save, my BSB goes down. I think I failed more than half of his 0+ armour saves this game, but he was 3 for 3 on the temporary regen. Wardancers cannot overrun because of the Treeman.

end Wood Elf 4


Turn 5
I may have him where I want him now. The Rage Knights charge the Wardancers while the eastern knights rear charge the Treeman. Hounds try to charge the Alter, but he's out of range.

Western Knights turn east to engage the currently fleeing Wardancers after they rally.

8 attacks from knights put an impressive 3 wounds on the Treeman and he knocks down a knight in return. With only one wound remaining, the Treeman stubbornly holds.

Challenge from my Rage Champion is accepted by his Lord (nettlings). Despite getting charged, he does the Killing Blow dance. But the Wardancer Lord exhausted his good rolls against my BSB and cannot kill the knight champion. The other Wardancers don't get to attack much as the knights kill 5 of them first (which is terrible chaos performance since I had 25 attacks). The Wardancers are overwhelmed, but the knights pursue just 6 inches to give them another chance.

end of Chaos 5

In the middle, the fleeing Wardancers AGAIN fail to rally and run off the table. The Wardancer Lord does rally.

The two Alter Kindreds, insulted by the warhounds "chasing" them, charge the hounds. Hounds flee and are caught.

Needing just one wound to finish the Treeman, my knights cannot produce. 2 knights go down in return for a draw.


Turn 6
Rage Knights charge the Wardancer Lord and friends again.
Other warhounds have heard the rumors of beef and charge an Alter Kindred.

Turns out to be the regenerating Alter, which saves the one wound I inflict. Still, the dogs hold for a round and have to be killed by the second Alter in the bottom of 6.

Knights again fail to get the last wound from the Treeman, but he also fails to get a knight and finally gives in to the inevitable. This time my pitiful pursuit distance is enough to take out the tree.

Finally, the Rage Knights hit the Wardancer Lord and his retinue again. This time the elves do the ward save dance, but this time my 25 attacks don't roll terribly. The elves are slaughtered and the Wardancer Lord crushed underfoot.


How to beat Wood Elves with Chaos Warriors !


Conclusions

* I need to figure out how to better keep Chaos wizards out of close combat.

* Playing Dwarfs normally, my characters always go on the corners of units. I need to remember that wizards should not go on the corner.

* If his Dryads had been in 7 units instead of 4, they would have done better. The size of a Dryad unit never mattered. It might not have made a difference, but my knights would have needed more rounds of combat to kill all the dryads, which would mean they weren't doing something else.

* My pursuit rolls were consistently awful, but he failed 3 rally tests.
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