7th Edition Beastman Vs Empire Campaign
Oct 5, 2020 18:29:21 GMT
knoffles, thekeep, and 1 more like this
Post by markdienekes on Oct 5, 2020 18:29:21 GMT
This is the first battle in a long campaign between Beastmen and Empire forces. I will be playing as the Beasts, led by Bullgrox Goreheart, whilst my brother plays as the Empire (he is still creating his electorcount). We are marking battles on a map of Stirland at the moment, and will play largely freely, taking it where the stories the battles themselves create - we may eventual bring in a map system and stuff from the General's Compendium, but right now we will just be fighting battles that best suit the situation (and not being overly competitive!)
My brother and I aren't really too familiar with the game, really only taking it up last year after a long absence (since 4th edition) and even then we played few battles, simply collected the figures and played more 40k... so please forgive any mistakes and let us know if we make any!
I'm not sure how often I will update this, but here's hoping there will be a few battles!
Sorry, I did take some pictures but they are terrible, I will just write a small account of the battle as best as I can recall. (Please forgive the terrible writing, this was typed up very quickly!)
This was a fun game but quite a one-sided one, standing at 1250 points (7th edition). The Empire force consisted of a Captain with sword and shield, leading a unit of 20 greatswords; a level one Warrior priest who commanded 20 spearmen, and a level 1 fire mage (who got the Sword of Rhuin as his spell) who led the 20 halberdiers. He had a unit of ten handgunners too. Each unit had a compliment of detachments each 5 man strong, with 10 archers, 10 crossbows, 10 free company, and 5 swordsmen. He also had a mortar as his one war machine.
I think we got lucky here with the ambushers arriving exactly the side of the battlefield I needed them too, and also my brother's terrible dice rolling to wound. Even had I been toughness 3, 1s through to 3s would not have wounded us! I'm sure the next battle will be more even as the Beastmen march on to Blutdorf and the points is raised a further 500 to 1750!
I hope you enjoyed the first battle report, we enjoyed playing it!
My brother and I aren't really too familiar with the game, really only taking it up last year after a long absence (since 4th edition) and even then we played few battles, simply collected the figures and played more 40k... so please forgive any mistakes and let us know if we make any!
I'm not sure how often I will update this, but here's hoping there will be a few battles!
Sorry, I did take some pictures but they are terrible, I will just write a small account of the battle as best as I can recall. (Please forgive the terrible writing, this was typed up very quickly!)
The Battle of Kirchham
During a dark night in Western Stirland, Blutdorf sends out a small force to investigate serious fires coming from the town of Kirchham.
The force arrives in the early hours of dawn to find a town ablaze, along with something else. A horde of braying, boasting beastmen.
This was a fun game but quite a one-sided one, standing at 1250 points (7th edition). The Empire force consisted of a Captain with sword and shield, leading a unit of 20 greatswords; a level one Warrior priest who commanded 20 spearmen, and a level 1 fire mage (who got the Sword of Rhuin as his spell) who led the 20 halberdiers. He had a unit of ten handgunners too. Each unit had a compliment of detachments each 5 man strong, with 10 archers, 10 crossbows, 10 free company, and 5 swordsmen. He also had a mortar as his one war machine.
My army consisted of a Wargor general, Mangoc Chaosfist, with heavy armour, a great weapon, the gnarled hide and the ramhorn helmet to give him better protection; a wargor bsb, Kukzuk Deadcoat, with just heavy armour, shield and hand-weapon; a level 2 bray-shaman, Vozrok Mosstoe, with a dispel scroll and additional hand weapon; 25 gors with additional hand weapons and full command; another 25 gors with additional hand weapons and full command; 20 gors with additional hand weapons, a standard bearer and champion (intended for ambush use); a tuskgor chariot, two razorgors and 5 chaos hounds with poison attacks and scaly skin.
I set up with the razorgors on my flanks, one 25 gor unit with the shaman middle left, a central group of hounds with a chariot on the right, and one 25 gor unit with both wargors. One unit of 20 gors waited in ambush.
Empire set up (from his right) with the spearmen, handgunners, greatswords, halberdiers, an assortment of detachments ranging ahead, with his mortar in the middle toward the back.
Empire wizard rolled the Sword of Rhuin from the Lore of Fire, whilst my daughter rolled well and got my level 2 the Bear's Anger and the Hunter's Spear from the Lore of Beasts.
For narrative reasons, we played it as the Beastmen going first to represent the ambush, which helped me get closer to the enemy. I moved forward as far as I could, keeping the formation. Ambush failed to show, which suited me.
My magic phase saw the successful casting of the Hunter's Spear, but I rolled a one to wound the first target and spell fizzled out. In anger, Vozrok cast the Bear's Anger on himself, and he roared away like a maniac.
The Empire turn consisted of moving up with a screen of detachments and slowly moving forward with his spearmen, Halberdiers and greatswords. His wizard, called Flaminius, equipped with a ring that cast The burning Head (Doomfire ring), attempted to shoot Mangoc's unit with it, but failed, also failed to cast the Sword of Rhuin. The warrior priest successfully cast unbreakable on his unit of spearmen. Shooting saw the death of a single hound from a volley of the handgunners, whilst the mortar shell blew up mid-air. The rest of his archers and crossbows failed to wound their targets.
Second turn the Beastmen moved forward again, this time trying to angle the units into useful positions – though I was concerned about the unbreakable Spearmen coming in from the flank, and was not at all convinced the razorgor could keep them at bay. My ambush unit arrived on the left flank however, to the side of the spearmen, which put me at ease as he now had some thinking to do. The Chaos hounds failed to rally and continued to flee from the field.
Vozrok, mind ablaze with pictures of honey and back-scratching trees, failed to cast the Hunter's spear and failed to dispel unbreakable on the Spearmen.
Empire turn two, he peeled away his spear men to face the oncoming ambushing gor, firing at them with his five archers who failed to wound anything. A detachment of free peoples declared a charge against the hounds, which I was hoping for. I fled, and drew the small detachment into range for a razorgor charge. He moved his detachments closer, still screening his main units, who moved up slowly behind.
Empire shooting was more accurate, landing a mortar shell directly on my chariot, though luckily for me only managing to cause a single wound. The handgunners dropped two gors from Vozroks regiment on the left, whilst two more in Mangoc's regiment fell to crossbow fire.
The next turn was bloody. The ambushing gors charged his spearmen, against taking no wounds from the archer detachment who stood and shot, whilst the razorgor charged his free peoples, who fled, but only a few inches and were promptly crushed beneath the enraged mutated boar, who carried on almost barrelling down a direct line into the mortar crew, stopping near the handgunners who watched on with horror. The chariot moved closer, but did not charge, stopping a little way before a detachment of 5 free peoples. Mangoc, with a razorgor to his right, moved toward the Halberdeirs, angling charges ready for next turn.
Vozrok cast the Hunter's Spear, aiming for the greatswords and general, but once again I rolled a 1 to wound the first target! But what really mattered was dispelling unbreakable on the spearmen, which he cast successfully.
Then onto combat. The ambushing gors managed to kill a measly 2 spearmen, rolling only three successful hits from eleven attacks (primal fury having failed, being too far away from the general to help). The return attack from the spearmen however was possibly even worse, including the warrior priest, they only managed to down 2 gors. In the resulting combat resolution, the spearmen broke and were ran down, with a second detachment of archers breaking at the sight. So far so good for the beastmen. With the Empire flank exposed, the Captain needed to start engaging the Beastmen before it was too late.
Firstly, a declared charge from the free peoples on my chariot, which I took, but that was it for charges. The rest simply moved up again, now clearly in charge range of the Beastmen. He successfully cast Sword of Rhuin on his wizard but the Doomfire ring was dispelled again.
The resulting combat between the free peoples and chariot left two free peoples dead, killed by the Bestigor and Gor. The chariot crew watched them break and flee through the ranks of a detachment of 5 swordsmen bearing down on the chariot.
Shooting saw two wounds suffered by one Razorgor from the handgunners. The mortar team hit the ambushing gors almost directly, but only managed to kill four of them. All other fire failed to wound.
Beastman turn 4 had charges declared from the chariot into the swordsmen, the ambushing gors into the handgunners flank, the razorgor into the mortar, and Mangoc and the other razorgor into the halberdiers. Vozrok angled his unit to hopefully take on the greatswords under more favourable conditions. Magic failed, but the Chaos hounds rallied, but were too far to influence anything in the battle.
The ambushing gor only managed to kill a single handgunner, who rolled double 1's to stay. The Razorgor slaughtered the mortar team, frothing and grunting like mad as he trampled them under-hoof. The other razorgor against the halberdiers failed to score a single hit, but Mangoc chopped the human wizard in half with his mighty axe, whilst Deadcoat slew two, and his men a further score which broke them. Two inches retreating dice left them overran by the gors and razorgor.
The chariot crew wiped out the swordsmen with just impact hits (scoring a 6 on the dice!), and overrun directly into the greatswords, avoiding contact with the Empire Captain positioned on the side of his unit.
It looked bleak indeed for the men of the Empire.
My opponent scored a wound on the Razorgor on the right flank with his detachment of crossbows, then lost three or four greatswords from the chariot attack (rolling another 5 impact hits), and failed to wound him back. The unit, usually stubborn, without a bsb, rolled an 11 and broke, and were ridden down by the chariot. The Empire general conceded defeat on a dark day for the men of the Empire, and the Beastmen look to their next target, Blutdorf.
I think we got lucky here with the ambushers arriving exactly the side of the battlefield I needed them too, and also my brother's terrible dice rolling to wound. Even had I been toughness 3, 1s through to 3s would not have wounded us! I'm sure the next battle will be more even as the Beastmen march on to Blutdorf and the points is raised a further 500 to 1750!
I hope you enjoyed the first battle report, we enjoyed playing it!