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Post by FvonSigmaringen on Aug 20, 2018 16:20:36 GMT
sedge : No, you are quite right. They should have taken the test at the start of the turn, i.e. before charges or any other movement.
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Post by mottdon on Aug 20, 2018 21:33:40 GMT
True. I thought that Curse you put on them was going to really hurt them! It also could've stopped his Sorceress from casting that next phase.
Great game though! Sounds like y'all had a wonderful time! I knew that those Executioners were going to prove problematic for Catelclysm, but DANG! I LOVE seeing match-ups like your Gor vs Witch Elves! Classic, and didn't disappoint! It seems as though your Harpies are starting to learn how to fight! They've seen enough battle now, that they're going to be performing better from now on!
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kroak
Junior Member
Posts: 79
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Post by kroak on Aug 21, 2018 16:04:06 GMT
Great report of an interesting game. I really like that you put a skull for every casualty in the battle chronicler pictures. Demonstrates the epicnes of the witch elves - gor fight.
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Post by knoffles on Oct 4, 2018 6:40:02 GMT
Battle Report – Beastmen vs Wood Elves – 26/09/18
On Wednesday I had the pleasure of meeting up with our very own grandmasterwang for the inaugural EEFL Ashes game. That makes it sound very grandiose. The reality was, he and his wife were over from Australia for a trip around parts of Europe and we managed to arrange to meet up to roll some dice when he was in London. The venue chosen was the Darksphere store near Waterloo (mainly for convenience) and having discussed army selection and knocked together some lists in advance, I carted up two armies for us to use. We were later joined by one of GMW’s mates: J ‘every dice I roll is a 5 or 6’ D, who is just getting into the noble game of Warhammer Fantasy Battles. Bashor looked around, glaring at the outcasts surrounding him. After the debacle and rout caused by that underhanded, backstabbing, so called Voice of the Gods, Khazbar, he sometimes felt lucky he had salvaged as much of the herd as he had. He had lost all his elite bodyguard in that ill-omened venture to the south but he had found and subdued a particularly large and aggressive Razorgor that would make a suitable mount for a Lord of his stature. He had also had gathered a sizeable number of Gor who were happy to fall under his benevolent leadership. The swift bloody examples made of those who thought otherwise, had quickly bought the rest into line.
Making the decision to head back to their ancestral home had bought him into contact with a tribe of Minotaurs and their giant brethren. Some quick thinking and a depletion of most the remaining halfhorns, as they were offered up as food, secured an uneasy alliance with the frenzied monstrosities and with his forces bolstered they continued their journey north. Despite the brutal editions to his herd, he was slightly worried. The path he had taken, may have been quicker than the one when he came south but it bought him in close proximity to the wood elf lands and their enmity to his kind was sure to cause him trouble.
Lists BeastmenBashor the Bloody (General) – Beastlord - Razorgor Chariot, Armour of Destiny, Dragonbane Gem, Gouge-tusks, Shield – 393pts Doombull – Sword of Swift Slaying, Ramhorn Helm, Dawnstone, Gnarled Hide, Uncanny Senses, HA, Sh – 343pts Wargor (BSB) – Beast Banner, HA, Sh – 191pts 29 Gor – FC, AHW – 257pts 20 Gor – FC, AHW – 185pts Tuskgor Chariot – 80pts Tuskgor Chariot – 80pts 5 Ungor Raiders – 30pts Razorgor – 55pts 5 Minotaurs – AHW, Bloodkine, Blackened Plate – 335pts Ghorgon – 275pts Ghorgon – 275pts Wood ElvesSpellweaver (General) – Earthing Rod, Talisman of Preservation, Steed, Lore of Shadow – 310pts Glade Captain – Great Stag, Helm of the Hunt, HODA, Starfire Shafts, Spear, Sh – 198pts 25 Eternal Guard – FC, Banner of Eternal Flame – 340pts 10 Dryads – Branch Nymph - 120pts 10 Glade Guard – Musician, Standard, Trueflight – 170pts 5 Sisters of the Thorn – Standard, Standard of Discipline – 155pts 6 Treekin – 270pts 10 Deepwood Scouts – Hagbane – 160pts 5 Wardancers – 75pts 3 Warhawk Riders – 135pts 5 Wildriders – 140pts 10 Waywatchers – 200pts 1 Treeman – 225pts Scenario and pre-match rolls
The Terrain was already placed by the store manager when we arrived and consisted of 4 bits of impassable terrain and 2 woods. The final wood was placed as the WE free wood (which was, of course, a Venom Thicket). To keep things simple we decided to just play battleline. The Spellweaver ended up with the following spells: Okkums, Miasma, Withering and Enfeeble Deployment
We started off alternating but then both laid down all our units in one go to save time. After deployment it looked like this:
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Post by knoffles on Oct 4, 2018 6:40:15 GMT
Turn 1 – Beasts
With no magic or ranged attacks (of any note), the Beastman first turn was exceptionally fast with all the units thundering across the table at top speed, eager to get to grips with the enemy. Turn 1 – WE
The elves started with the normal cagey movement you would expect from their kind. A bit wishy-washy scared to get up close to the strong and noble Beasts and the true heirs of the forest. The sisters attempted to cast shield of thorns and unnerved by the disappointed stares of the Gor unit looking at them, failing to cast it. They then moved up to block the smaller Gor unit, which the L4 cast Withering on in support of the sisters. Trying to cover up their momentary lapse in magic, the Sisters javelins bought down one of the unit but the warhawk riders who also fired off some pot shots, weren’t able to do the same. On the other flank, Vega Stormlight took out one Minotaur and wounding another with the HODA. The Gladeguard followed his lead hurting it further. The Waywatchers then double tapped finishing off the wounded beast and slaying another outright. The flanking Ghorgon, which had moved in support of them, also received some attention from the Deepwood Scouts. Their poisoned arrows bypassing its natural toughness and causing a couple of wounds. Turn 2 – Beasts
Bashor, determined to show the newly formed herd how it was done, charged into the giant treeman (affectionally named Groot), in front of him. Between him and his mount, the treeman was left reeling, sap running freely from the numerous wounds inflicted. The nearby Gor unit was however left unable to engage the Eternal Guard as Bashor’s charge prevented them getting in. The other Gor unit charged the sisters in front of them and although it lost 5 wounds from them, proceeded to wipe them out and overran into the Dryads that had been exposed as the elves fell. Unfortunately in the process, they lost a further 5 of their number to dangerous terrain, failed their panic test, ran away and to add insult to injury, lost a further member of the unit on the way out. Turn 2 – WE
The Dryads charged the Gor, who continued to flee, this time losing 2 more of their unit, as the warhawks they fled through caused some opportune casualties (yep more dangerous terrain). The Dryads then redirected into the rear of the nearby Razorgor, making short work of it and over running in order to get closer to the fleeing Gor unit. The Wildriders loitering nearby, charged into the Ghorgon that was threatening that flank. Their frenzied charge was boosted by Okkum’s Mindrazor and combined with their natural ASF and re-rolls, they completely minced the giant monster and overran off the board. The other Ghorgon also found its life cut short as the Deepwood Scouts finished what they started the previous turn. The Bashor/Groot combat continued with the Beastlord failing to wound the Treeman and then failing his initiative test, allowing the treeman to ‘wack’ the chariot causing a couple of wounds. Vega Stormlight, seeing the Minotaurs had been sufficiently weakened by his shooting, crashed into them, his Great Stag causing carnage and taking out all the rank and file bullocks. The supporting wardancers failed to do anything bar some modern interpretive dance moves but this was enough to thoroughly confuse the doombull, who failed to do anything bar leg it to safety, having had enough of the leotards, 80’s leg warmers and their rendition of Fame. The Treekin steered clear of the Minotaurs and crashed into a chariot, making swift work of it. They then overran into the second chariot. The Beast’s right flank had well and truly crumbled! In the centre of the field, the Warhawk riders charged the Ungor Raiders that were protecting the flank of the larger Gor Unit. They decided they didn’t like their odds and ran at first sight of the fearsome birds and in a completely unsurprising turn of events, lost a couple of their number to dangerous terrain tests. The Warhawks then successfully redirected into the flank of the larger Gor unit killing 4 of them for the loss of a single wound. The combat was helped by the lvl4 interfering again, this time casting a miasma on the Gor, reducing their WS by 3. The Eternal Guard decided not to charge in and help out their kindred. The Gor unit, being steadfast and within both the General and BSB’s bubble, didn’t run and reformed to face the Warhawks. This was the only minor victory on a turn of pain for the Beastmen!
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Post by knoffles on Oct 4, 2018 6:40:29 GMT
Turn 3 - Beasts
Even with Miasma impeding them, the Gor tore up two of the warhawks for the loss of a couple of their number and the remaining hawk fled sharpish. They then reformed to face the Eternal Guard. Groot was final bought low by Bashor but not before he killed the giant Razorgor Bashor was riding (yet again failing a 5+ Initiative test). We didn’t even bother rolling for the second chariot and just removed it, assuming that the 18 treekin attacks would demolish it. In a surprising turn of events both the decimated unit of Gor and the Doombull rallied and turned, ready to go down fighting. Turn 3 – Wood Elves
The remaining Warhawk annoyingly rallied and the Wildriders appeared back on the board, though were too far away to do anything else. The Dryads continued their romp on that flank and crashed into the freshly rallied Gor, killing them to a beast. And then the main event occurred. Feeling cocky due to his earlier success, Vega shouted to his comrades, holding them back as he charged in, to go one on one with the Doombull. Between him and his mount, the only wounds caused were absorbed by the Bulls armour and added to its considerable number of attacks. Vega’s arrogance came back to bite him and even with only one arm (ok that was due to a transport accident), the Doombull swiftly ripped him apart. This moral victory wasn’t enough to help the overall picture, which looked exceedingly bleak for the beasts and with the store closing time fast approaching, we decided to call this the last turn action of the game. Result
A Romping for the wood elves! Conclusion
An absolute joy of a game. It was great to meet one of the forum users at last and despite my wife worrying that I was off to meet some random stranger and his wife that I met on a forum on the internet with two easily ‘robbable’ armies, he turned out not to be (a) a psychopath or (b) a mugger (ha take that doubting wife) and I had a great evening of very chilled out dice rolling in a very uncompetitive game. GMW teaming up with JD made a formidable combination, if only because GMW was guaranteed to always roll pitifully low with his dice and JD always rolled abnormally high. As they split all the dice rolling between them, each roll was almost dead average. It was truly something to see. In terms of the lists, the Wood elf list seemed very well balanced and worked well together, although it is often difficult to criticise a list when it trounces the opponent. I’m hoping GMW will give some thoughts on it. On the beast’s side, much of the list was put together to use bits I hadn’t in a while so there were definitely holes in the list. I really liked the Razorgor chariot mount for the general. Primal fury on the razorgor made it much more of a threat and I will definitely take them under special choices going forward if not as a character mount again. Giving the Beastlord the brass cleaver would have been good if he had gotten into combat with troops but the army was already packed with components who could do that as well, so he would have been better off with something to boost strength. The minotaurs were enough of a threat that they were picked on early. With only toughness 4 and no save to speak of, you just can’t take them in small units. They are definitely a unit that you have to go big or go home. Giving the Ghorgans a 6+ save didn’t really change too much but it does give them a slim hope of saving and it did help a few times in the game. Against another foe they may have done better but poison robbed one of its only defence and not much stands too much of a chance against a charge of wildriders, especially boosted to str 8 with Okkum’s! My final brief thought is, not taking a bray shaman was a gamble and definitely not one I will do going forward. GMW getting a +4 or +5 advantage when casting meant that I don’t think I successfully dispelled anything all game. Not getting any dispel modifier just felt too much of a disadvantage.
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Post by grandmasterwang on Oct 6, 2018 6:40:03 GMT
I will write more in detail later but just to say that in the main event between Vega and the Doombull, it was not exactly a fair fight, despite the end result. After the Wood Elf mage priestess cast Occam's Mindrazor to help the Wild Riders make shish kebab out of the Ghorgon (i hate that spell, but had to use it in this instance) I refused to use it again (or was it just the Unicorn riding priestess mage refusing to buff the arrogant and narcissistic Vega?) However while the priestess was unwilling to enhance the already cocky Vega Stormlight she did put her personal feelings aside and attempt to save his life by 'enfeebling' the mighty Minotaur. The Doombull's unmatched constitution enabled him to shrug off the worst of the effects of the spell but he still found his strength diminished as the cocky Elven wood prince charged into him atop his fearsome great stag. It was not enough however and the minotaur of minotaurs avenged his slain kin and rightfully bashed the elf (and unfortunately his heroic and hoofed steed) into the forest floor. Doombull's/gorebulls aside I think that elves of all races are a terrible matchup for minotaurs. As mentioned minotaurs are very susceptible to shooting and really need to 'fatty up' to prove their worth. With elves striking first (usually with rerolls) they can often take out the slower, low armor minotaurs before they can unleash their devastating attacks. I think minotaurs match up well with tomb kings, dwarfs, orcs, ogres and the like where they can often win some combats to 'fatty up' and be a real threat. On a side note, (i mentioned in the other topic that Knoffles is a great guy and I'm grateful to him for setting everything up) Vega Stormlight was great fun to use and I'm really glad he got to show his worth. At 200 points (roughly 4 minotaurs) he did a great job with his hail of doom arrow and noble steed's impact hits and additional durability really helping him do a number on the much slower minotaurs. When I charged Vega Stormlight solo into the Doombull I think we both knew the result but it just had to happen Vega was worthy of the Street Fighter name we gave him ... Mini boss indeed.
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Post by grandmasterwang on Oct 16, 2018 7:41:34 GMT
Turn 3 - Beasts
Even with Miasma impeding them, the Gor tore up two of the warhawks for the loss of a couple of their number and the remaining hawk fled sharpish. They then reformed to face the Eternal Guard. Groot was final bought low by Bashor but not before he killed the giant Razorgor Bashor was riding (yet again failing a 5+ Initiative test). We didn’t even bother rolling for the second chariot and just removed it, assuming that the 18 treekin attacks would demolish it. In a surprising turn of events both the decimated unit of Gor and the Doombull rallied and turned, ready to go down fighting. Turn 3 – Wood Elves
The remaining Warhawk annoyingly rallied and the Wildriders appeared back on the board, though were too far away to do anything else. The Dryads continued their romp on that flank and crashed into the freshly rallied Gor, killing them to a beast. And then the main event occurred. Feeling cocky due to his earlier success, Vega shouted to his comrades, holding them back as he charged in, to go one on one with the Doombull. Between him and his mount, the only wounds caused were absorbed by the Bulls armour and added to its considerable number of attacks. Vega’s arrogance came back to bite him and even with only one arm (ok that was due to a transport accident), the Doombull swiftly ripped him apart. This moral victory wasn’t enough to help the overall picture, which looked exceedingly bleak for the beasts and with the store closing time fast approaching, we decided to call this the last turn action of the game. Result
A Romping for the wood elves! Conclusion
An absolute joy of a game. It was great to meet one of the forum users at last and despite my wife worrying that I was off to meet some random stranger and his wife that I met on a forum on the internet with two easily ‘robbable’ armies, he turned out not to be (a) a psychopath or (b) a mugger (ha take that doubting wife) and I had a great evening of very chilled out dice rolling in a very uncompetitive game. GMW teaming up with JD made a formidable combination, if only because GMW was guaranteed to always roll pitifully low with his dice and JD always rolled abnormally high. As they split all the dice rolling between them, each roll was almost dead average. It was truly something to see. In terms of the lists, the Wood elf list seemed very well balanced and worked well together, although it is often difficult to criticise a list when it trounces the opponent. I’m hoping GMW will give some thoughts on it. On the beast’s side, much of the list was put together to use bits I hadn’t in a while so there were definitely holes in the list. I really liked the Razorgor chariot mount for the general. Primal fury on the razorgor made it much more of a threat and I will definitely take them under special choices going forward if not as a character mount again. Giving the Beastlord the brass cleaver would have been good if he had gotten into combat with troops but the army was already packed with components who could do that as well, so he would have been better off with something to boost strength. The minotaurs were enough of a threat that they were picked on early. With only toughness 4 and no save to speak of, you just can’t take them in small units. They are definitely a unit that you have to go big or go home. Giving the Ghorgans a 6+ save didn’t really change too much but it does give them a slim hope of saving and it did help a few times in the game. Against another foe they may have done better but poison robbed one of its only defence and not much stands too much of a chance against a charge of wildriders, especially boosted to str 8 with Okkum’s! My final brief thought is, not taking a bray shaman was a gamble and definitely not one I will do going forward. GMW getting a +4 or +5 advantage when casting meant that I don’t think I successfully dispelled anything all game. Not getting any dispel modifier just felt too much of a disadvantage. That was my first time using a wood elf wizard, that +1 to cast in a forest was pretty huge and made a real difference. With the way that the map and my troops were setup it made it almost impossible for you to get at her which meant she could basically cast with impunity and the +1 (+ 5 total!!) meant she was basically like a slann in there lol. I'm certainly happy in hindsight about where I put that free forest. My decision to split the wizard off from the thorn sisters proved a master stroke as it meant more protection for her from the gor on that side of the board. Once they were dealt with she had only the fickle winds of magic to fear. Shadow magic was definitely a good choice for her and compliments the list well. I do think that the overall board terrain setup made it quite hard for the Beastmen in general as it really split up the board with the impassable bits and meant it was really hard for you to get large numbers or strength in any one area. If the board wasn't like that I think maybe the magic disparity could have been easier to deal with as you could have blasted your troops up the board in force. The board layout basically split your force up into easier to deal with segments and did as much to protect my mage as I did. If the board wasn't like that your numbers advantage (due to no wizards) would have had more of an effect. I certainly liked playing with that wood elf list and found it well balanced. It occurred to me that due to their defensive nature I never actually used the Eternal guard in combat but by acting as a deterrent they performed flawlessly as "guardians". I actually like using magicless Beastmen but have never played them with such a large points investment in minotaurs. Given the board, a pleb level shaman with a scroll in place of 2/3 minotaurs would certainly have helped. I reckon give the list another shot but drop the minotaurs down and put in a lvl 1 shaman. I was lucky with no miscasts which could have changed everything but that was par the course for the game Bashor's chariot falling to 2 consecutive 50% chance tree whacks was almost a microcosm of your luck I'd say haha. I remember in my turn after Groot the treeman had survived the razorgor chariot charge in your turn it took JD rolling a 6 on the treeman's ward save to keep him alive. This allowed him to stall Bashor in combat for your turn. If Groot had fallen Bashor would have been freed up to charge something and maybe put his brass cleaver to use. I might make a tweak or 2 to your Beastmen list and give it a whirl myself, results aside it seemed like a fun list to use. I just need to paint up a Bashor/Razorgor chariot equivalent. Mason Vergor (my Razorgor chariot based Beastlord) has established himself with his unique rules so I can't change him now. Regarding twin Ghorgons, experience has told me that I have much more success when I keep them close together as 1 often makes it into combat with a chance to fatty up. When we played and they started on opposite ends of the board I let out an internal 'phew'. Individually like that they are much easier to deal with. Picture shows Bashor (wip) vs Groot Aussie style. Their rivalry may continue down under!
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Post by knoffles on Mar 10, 2019 15:21:49 GMT
Last week, The herd of Bashor the Bloody took a jaunt to North East London to take part in Riotville 2019. As I bailed early, I only managed to get in two games but the first was against our very own sedge as I'd grudged him before hand. The restrictions to lists you could bring were as follows: 1,800 points and 25% lord/heroes. We have both had gone into detail on our lists in the EEFL list thread, so I'll just recap the lists here. You'll have to excuse the photo quality as the lighting wasn't great and I forgot to use the brighten function in most of them! The Herd of Bashor the Bloody Bashor (General) – Beastlord – The Brass Cleaver, Charmed Shield, Talisman of Preservation, Potion of Strength, Heavy Armour, Razorgor Chariot – 396pts Zhurock the Mighty (BSB) – Wargor – Heavy Armour, Shield, Gnarled Hide, Beast Banner – 206pts Wazzock the Lame – Bray Shaman, Level 2 Lore of Beasts, Dispel Scroll, Additional hand weapon – 142pts 38 Gor – FC, Additional hand weapon – 329pts Tuskgor Chariot – 80pts Tuskgor Chariot – 80pts 30 Bestigor – FC, Banner of Eternal Flame – 400pts 5 Harpies – 55pts Razorgor – 55pts Razorgor – 55pts Total – 1798ptsSedge's DwarvesThane (general) - great weapon, Fiery Ring of Thori, Master Rune of Gromril - 136
Daemonslayer - Master Rune of Swiftness, Rune of Might, Rune of Parrying - 215 20 Longbeards, shields, full command, Strollaz' Rune, 1 x Rune of Sanctuary - 340 10 Thunderers - 120 20 Slayers, full command (i.e. 1 is a Giant Slayer), Strollaz' Rune - 307 Gyrocopter, vanguard - 100 Cannon, Rune of Forging - 145 20 Rangers, full command - 310 Gyrobomber - 125 Total 1798 points. Prematch rollsWhen we played the game I made barely any notes and forgot to take some photos towards the end. As such, excuse any mistakes (such as what happened on which turn) as failures in memory or just down to poetic licence as I attempted to fill in gaps. The dwarven Ancestral Grudge was the best/worst result possible (depending on your side) with just General vs General hatred. Wazzock ended up with the following spells from the Lore of Beasts: Amber Spear and Wyssans Wildform. TerrainThe tables had already been pre-populated with terrain, so we just left that where it was. The terrain was excellent and some had even been customised, with one of the buildings on the table having had part of it's roof removed and had a rocket and launch rails coming out of it! We then proceeded to roll Battle for the Pass and I think Sedge won the roll to choose ends. Deployment
The Slayers, Gyrocoptor and Longbeards all vanguarded and the Scouts went behind my lines The Dwarves then also won the roll to go first.
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Post by knoffles on Mar 10, 2019 15:29:35 GMT
Dwarves Turn 1
The Bestigor watched a bit confused as the orange haired slayers quickly moved towards them, ignoring the blood forest that surrounded them. Something obviously wasn’t right with the stunted ones as most foe tried to get out of their way rather than making a beeline for them. To their right, the Bomber moved up in support of the frothing lunatics (ensuring it stayed out of the beastmen charge range). Over to their left, the longbeards and Gyrocoptor also advanced toward them. With the emergence of Rangers to their rear, they were feeling somewhat surrounded and let out a bray of anger as two of their number were felled by crossbow bolts. The Dwarf artillery opened fire with an angry roar hit the Razorgor that had strayed to the far side of the house. A swath of blood up the side of the house was all that remained of the monster after the shot had been fired. The rest of the beasts, unaware of its fate due to the impeding building, were unperturbed. Beastmen Turn 1
Determined not to lose face in front of Bashor, the Bestigor charged into the slayers. The nearby Razorgor was caught up in the momentum and swiftly followed them in. The death cult may have smelt fearless but the elite beasts could tell it was an act as they whiffed most of their attacks. Their amusement at this blunted their fury and they then proceeded to do the same. Wazzock looked at the rapidly approaching dwarven flying machine and then showed why he earnt the moniker ‘the lame’ by failing to cast a boosted amber spear. Still concerned by the block of Rangers threatening the rear of his lines, a short command sent the harpies winging their way over to threaten the flank of the dwarven scouts. Bashor then moved the remaining forces up, with the Gor and chariots keeping a solid battle line and the great beast himself following behind them. Dwarves Turn 2
With the herd forces moving out of range of the Dwarf crossbowmen and their flank looking exposed, the Rangers marched up to get closer to the rapidly receding beastmen units. The Gyrocoptor moved up and dropped its payload onto the flying women, the explosives tearing 4 apart and the final one ran from the field in flight. Never-the-less they had done their task and distracted the enemy forces. The other flying machine flew over the Gor and promptly missed the largest unit on the table with its payload (thus continuing Sedge’s long standing lack of success with the machine). As an aside, the Bomber did railroad the Bashor’s chariot (intentionally or not), which annoyingly would prevent him joining the slayer combat in the next turn. The dwarven sharp shooters showed great composure in ignoring the sea of beastmen directly ahead of them and took a wound off one of the chariots. The cannon then stepped up and displayed exactly why dwarf artillery is the best in the world. In a shot worthy of the greatest billiard player (if that player had the chance to redo the shot and avoid his cue blowing up, thanks to a rune of forging), the cannon ball arced over the Gor and ricocheted between the 2 chariots, destroying both with ease. With the warm up round over and they fury well and truly roused, the Bestigor really started to get stuck in, their great axes hewing heads and limbs from bodies and granting 11 of the dishonoured dwarves peace at last. Things didn’t just go their own way and the dwarves took out a rank in return and the Razorgor was left hanging onto life by a slim thread. Beastmen Turn 2
The Gor continued to advance toward the handgunners, Zhurrock salivating at what his horde would do to the measly unit of handgunners in front of him. Wazzock finally managed to conquer the winds of magic and skewered two of the gunners with the amber spear. The combat almost drew to a close with the remaining rank and file slayers killed. However the Daemonslayer refused to die to such vermin, hanging on with a single wound remaining and cutting down two of the beasts in retribution for his fallen brethren.
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Post by knoffles on Mar 10, 2019 15:33:43 GMT
Dwarves Turn 3
Seeing their chance, the Longbeards charge into the flank of the Razorgor, butchering the pig and then following up into the side of the Bestigor. The elite Beasts managed to kill 2 of the elder dwarves and the troublesome Slayer lord before their nerve finally broke and they fled, only to be run down. The rangers moved into the nearby house to provide support where needed and the Gyrocopter moved up towards the centre of the board. With much celebration, the dwarf Bomber finally managed to not only score a direct hit on the Beastlord but the roll for the centre hole hit Bashor and not the Chariot. The elation was swiftly muted as this charmed shield deflected the shot and the chariot was unharmed. The Bomber pilot took his frustration out on the Gor using his clatter gun to poor fire into the rear of the horde. The thunderers seeing their impending doom looming large, also targeted the horde, again helping increase the tally of dead Gor. With no other suitable targets, the cannon attempted to remove a swathe of the Gor but the powder was faulty and a single beast was pulverised as he shoved Zhurrock out of harm’s way, sacrificing himself to save the mighty Wargor. Beastmen Turn 3
The main horde of beasts finally got their chance to engage the dwarves and piled into the handgunners. Wazzock boosted them with wildform and with their muscles unnaturally enhanced they tore many of the dwarves limb from limb. This was too much for the remainder who fled but were hacked apart as they turned their backs. So swollen with power were the Gor that they overran the full distance, drastically pulling them out of position and almost off the battlefield! Enraged by the loss of his bodyguard and with the Bomber when out of his reach, Bashor drove his chariot at the unit of Greybeards that had caused the insult. The Dwarf thane pushed himself to the front bellowing a challenge. Grinning as he paused only to swill back his potion, Bashor promptly cut down the dwarf leader, his increased strength allowing him to cleave through his opponents heavy armour with ease. Despite seeing their leader cut down, the dwarf musician frantically blew his horn to stiffen their resolve and to Bashors horror, the awful noise spooked the mightly Razorgor pulling his mount and squealing with fright, it turned and fled. Bashor wondered how this could be as an Axe embedded itself in his back and the lights went out. Dwarves Turn 4
Seeing the mighty enemy lord vanquished, the Rangers gathered their courage and slinked out of the house they had been hiding in. The Longbeards reformed and started the long march towards the Gor. Both Gyro’s also moved up toward the Gor unit. Beastmen Turn 4
The single remaining Beastmen unit on the board, swift reformed and then moved up. Wazzock attempted to cast spear at the Gyrocoptor but the attempt was shut down.
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Post by knoffles on Mar 10, 2019 15:36:41 GMT
Dwarves Turn 5
The Gyrocoptor moved up but was unable to get into a position where it could cause damage to the Gor without risking a charge. It still choose to do this and managed to roast a few Gor. The bomber returned to form and once failed to hit the largest unit on the board with the largest template in the game… Beastmen Turn 5
The Gor charged the nearby Gyrocoptor, who predictably fled. Frustratingly, they failed to catch it stumbling a miserable few feet forward. Wazzock (just to break a trend) then cast a boosted Amber Spear at it. The magical feedback wounded the shaman but of course the unstoppable spear rolled a 1 to wound. With no way of getting the Gor into combat and nothing bar that unit on the table, I choose to concede at that point. A first win of the day for Sedge! Post battle thoughts
The words ‘screwed the pooch’ come to mind! I made a couple of blunders during the game. The biggest and first was during deployment. At the point when I only had characters left to deploy, I realised that Sedge had a unit of rangers left to place (even having seen his list way in advance on the EEFL site I somehow thought they were quarrellers), I proceeded to panic and put my Lord on chariot into the space directly behind my lines, to prevent the scouts going there. Classic blunder. This not only took all my troops out of his LD range, it meant that he was unable to keep up with them as chariots can’t march. I should have just ignored them as all my troops move faster than the rangers. I would have said that having the General out of LD range really impacted my ability to make primal fury rolls, but I consistently rolled a 10 or over most of the game, in order to fail them anyway. Still it was a terrible mistake and one I didn’t repeat in the next game. My other two mistakes were: not flying my harpies straight at his cannon. Who knows what I was thinking moving them near his rangers as they wouldn’t have been able to do anything against that unit and their sole role was war machine hunting or chaff duty (the rangers really did their job and threw my ‘game plan’). The final mistake was aiming the Gor at his Thunderers. I know why I did it (because the bomber was basically blocking them early game) however I should have just swung them round and gone for one of the other units (backing up the Bestigor to allow the Gor at the slayers was probably the best thing). The vanguarding dwarves looked like great fun to play and I definitely want to revisit that list again in future. I also forgot what a total tarpit the slayers are. They are just such a great unit. Sure they are susceptible to shooting but it wasn’t like I had any. I’ll also add that I may complain about some of my terrible rolls during the game, especially my inability to pass primal fury rolls (and will) but Sedge had his own issues with regards to the slayers. His Daemonslayer couldn’t hit a barn door (even with rerolls to hit) and the slayers were following in his footsteps. Hindsight is a great thing of course and I’m sure Sedge would have also changed a few things too. However, despite the blunders and unlucky rolls (all the excuses are coming out), Sedge played a much better game and deserved to win. It was great to finally meet another of the EEFL members and once again prove my wife wrong (I really am not sure why she consistently worries that these random strangers I meet on the net might turn out to be robbers/murderers!). Next up Lee’s Bretonnians!
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Post by grandmasterwang on Mar 11, 2019 5:22:48 GMT
Loved the Beastmen vs Dwarfs battle report and wad glad to read you continued to make your 'dont get mugged by eefl members' roll a second time I was going for you so shame about the result and what happened to poor Bashor (liked your little story snippet about how it all went down though) but it was cool that the charmed shield worked its magic for him earlier. I was wondering did his impact hits on the charge do much? The Bestigor gave the troll slayers all the fate that they were hoping for which was good to read. That cannon ball taking out 2 chariots with the one shot was ridiculous. I'm sure there's some saying involving birds and a stone which could be used As always love your detailed reports and graphics.
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Post by knoffles on Mar 11, 2019 6:05:52 GMT
If memory serves, I managed to roll a 1 with impact hits (a reoccurring theme of the day). The Charmed Shield definitely paid off but it was frustrating for Sedge because I’m pretty sure it was the first time his bomber had ever managed to hit anything. It’s a good call on EEFL members. I need to stop playing you guys 😂
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Post by sedge on Mar 15, 2019 15:02:44 GMT
Thanks for writing this up - a great report, and I really enjoyed the game.
I think Battle for the Pass suited my force really well, because I'd been really concerned about flank charges by the chariots and Bashor, and it limited your room for manoeuvre. I was really happy with my deployment - my priority was keeping the Longbeards away from the Bestigors who would've murdered them, and getting the Slayers vanguarded into the forest helped to anchor my forces and dissuade the chariots from coming near. It was also good that they were facing the Bestigors, who'd hit at the same time, and have their high strength mostly wasted against unarmoured opponents.
With regards to Bashor's combat, I think he squished the Thane in the first round, but the Longbeards held on Steadfast. Second round (probably my Turn 4) he crushed my champion but lost thanks to that plucky drummer.
You made some mistakes as you said, but your rolls must have been the worst I've come across in a long time, and everything that could possibly go wrong did (that failed Amber Spear, terribly Primal Fury rolls, failing to remove the Daemonslayer's last wound, Bashor failing a Ld test of 8, and so on), any of which could have swung the game the other way. Aside from my #&*%! Gyrobomber's inability to hit a barn door, my luck was pretty good especially that cannon shot that took out both chariots.
I was really happy with how my list played, particularly given it was the first time I'd fielded a Strollaz list. The twin vanguarding combat blocks + scouting Rangers can really mess up plans, even in battles like this when they probably shouldn't have.
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