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Post by knoffles on Mar 15, 2019 19:18:54 GMT
Ah two straight challenges with the long beards makes much more sense and why my photos didn’t quite marry up when I wrote the report.
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Post by knoffles on Mar 17, 2019 7:11:53 GMT
Riotville - Beastmen vs Lee’s Bretonnians - 03/11/19
In the second of my Riotville games I ended up facing Lee’s Bretonnians. I was exceptionally pleased by this, as not only had I been admiring his army on Riotvolle’s blog a few days earlier but it was the first time I’d played against Bretonnians in 8th ed! I’ve given a rough idea of Lee’s list below. I didn’t have a copy of his list it so this is going from memory of items that popped up during the game. The units should be correct (I’ve guessing command options on some). The items are more or less correct but maybe not exactly on the characters stated, as, in the case of the lord, he couldn’t have all these items equipped as he would have been over the magic points limit. I’m also aware that the list is a chunk under 1800 points so I’ve obviously missed a few bits (perhaps banners). As with the previous game, I made very limited notes and missed some photos, so the write up is going on memory so it won’t be entirely accurate/has a dose of poetic licence. Lee’s Bretonnians
Lord (General) – Armour of Agilulf, Talisman of Preservation, Crown of Command, Lance – 242pts The Green Knight – 275pts Damsel – Level 2 (Beasts), Warhorse, Dispel Scroll (?) – 144pts Paladin (BSB) – Virtue of Duty – 104pts 10 Knights of the Realm – 264pts 20 Men at Arms – Full Command – 238pts 10 Peasant Bowmen – Braziers – 65pts 5 Mounted Yeomen – Musician - Light Armour, Shields – 97pts 8 Grail Knights – Standard, Musician - 334pts 1 Trebuchet – 90pts The one thing that I will say about Lee’s knights is he was fielding them in standard ‘Empire’ formation, that is to say not in the ‘Lance’ (6*2 for the KotR and 4*2 for the Grail) and had been using this in all his games. We had a big discussion, together with Luke B, on the virtues of the Lance and why he should be using it. Despite this (and perhaps due to the unit trays he had) he still went with the wide formation for the game. However I think he will use the lance going forward and the difference (especially with the increase in Grail Knights attacks from doing so) may come as a nasty surprise to his opponents. Pre-match rolls
We were both rocking level 2 Beast mages and both rolled Transformation but both discarded it. The Damsel ended up with Curse + Wyssans Wazzock had Savage Beast and Wyssans The scenario was the dreaded Watch Tower TerrainThis was left pretty much as it had been in my previous game vs Sedge. Deployment
Learning from the mistakes of the previous game and knowing all that really mattered was the watchtower, there was no subtlety in my deployment, I started with my two big units, front and centre with enough space in between for Bashor and then everything else went at the ends. I actually won control of the watchtower but as I didn’t have any units of 20 models or less, I didn’t put anyone into it. Winning control of the tower automatically gave Lee first go, but as he was praying, we diced off and Lee won the first go.
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Post by knoffles on Mar 17, 2019 7:33:45 GMT
Turn 1 – Bretonnians The Bret lines moved up cautiously with the knights ensuring they were well out of any charge range of the beasts. The exception was the men at arms, who marched at full speed for the safety of the tower, comforted by the presence of their betters on either side. The Damsel kicked off the magic phase by casting curse on the large unit of Gor. The incompetent peasants manning the Trebuchet hadn’t listened to the maker’s instructions and managed to misfire it so it was unable to fire this turn. Turn 1 – Beastmen Both Razorgor were ordered forward to block the impending charges of the two knight buses. The Bestigor and Gor units moved up in preparation to counter charge, the latter disdainfully ignoring the curse placed upon them. 9 Casualties later and a wound on Wazzock made them re-evaluate whether this was a wise decision! Bashor and one of the Chariots, also moved up in support. The harpies also advanced to threaten the mounted peasants and one of the chariots positioned itself to counter any threat to them. Deciding to not risk his remaining wound, Wazzock didn’t cast anything. Turn 2 – Bretonnians
The KoTR smashed into the Razorgor in front of them, ripping it apart in short order. Digging in their spurs to overrun into the horde of Gor, the mounts bulked at the idea, shying away after they caught the rancid scent of the foul beasts. The Grail Knights likewise made short work of the mutated boar blocking their path but their battle hardened mounts were used to all manner of foe and didn’t stop, slamming straight into the great weapon wielding beasts. The Green knight burst forth from the rock backing onto the house and lined himself up to join the main combat. The Men at arms sighed with relief as they ran into the tower and started to bar the doors and windows to try and avoid as much of the fighting as possible. The Damsel again cast Curse onto the Gor but this time rocked unsteadily in her saddle as the detonation from the miscast, wounded her in the process. The bird women shrieked with rage as they lost one of their number to the yeomen’s bow fire. The Peasants finally worked out how to fire the Trebuchet but being both illiterate and innumerate they were unable to calculate how to hit anything and it was by sheer chance that their shot clipped the corner of the Gor. Turn 2 – Beastmen Again ignoring the curse that had been cast on them, the Gor charged into the knights. This time they only lost 3 of their number to dangerous terrain, though one of these was poor Wazzock, who managed to snag his leg in a rabbit hole, fell over and snapped his neck. Bashor and a Tuskgor chariots also charged into the flanks of the knights to support the fight and despite swilling his potion of strength, the lady smiled on the Knights and they lost just two of their number. In return, half a rank of the Gor were killed. Still enraged that they had lost one of their number to cowardly bow fire, the Harpies charged at the Yeomen. The mounted peasants proved a much tougher foe that they anticipated (the lady was watching them) and they only slew one of the humans for the loss of 2 of their number. The unengaged chariot wheeled round to cause the Green Knight problems in later turns. The lady was definitely watching over her chosen champions and the Bestigor only cut down 1 of the knights for the loss of 4 of them. They took comfort in weight of their superior numbers, confident that the mounted humans would fall shortly.
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Post by knoffles on Mar 17, 2019 7:41:45 GMT
Turn 3 – Bretonnians
With their charge advantage gone, the Grail knights only managed to kill 2 of the elite beasts but took equal deaths in return. In the skirmish between the Yeomen and Harpies, the mounted peasants gained the upper hand as they slew another harpy and the last one fled, convinced that a vengeful lady was after her, only to be run down. In the main event, the Green knight charged the rear of the Gor and between him and the Knight Bus, only a few Gor were slain, though the number of attacks the Gor were putting out, started to make their mark and two of the knights succumbed to the mass attacks. The damsel, not liking the chariot poised to attack the green knight, once again cast Curse of Anraheir. For the second time she miscast and this time she was unable to escape the magical feedback that ended her life. Both armies were now bereft of magical support! Once again the Trebuchet misfired and wouldn’t be able to shoot for this turn and the next as the down heartened peasants cleared the mechanism of the serf that had been caught in it. Turn 3 – Beastmen The combat between the army’s elite units continued with the Bestigor losing another 3 of their number in exchange for one Grail knight. The other combat went horribly array for the Beastmen, with the knights of the realm (complete with the General, BSB and the Green Knight) going to town on the Gor, whilst in return saving almost everything thrown back at them (the general took a wound and just one knight was killed). It was too much for the Beastmen and they all fled. The Knights decided to chase down Bashor and once again he was bought down from behind. The Gor and Chariot both escaped but the now much reduced unit, was perilously close to the edge of the battlefield with the Green knight breathing down their neck. I had to take this shot to show the disparity between our dice rolls. White = My hit rolls / Green = Lee's ward saves!Turn 4 - BretonniansThe Green Knight finished what had been started the previous turn and charged the already fleeing Gor and that routed them off the table. With the main enemy combat block gone, the General’s unit reformed to move round the building to help out the Grail Knight Combat. Things were looking grim for the remaining Beastmen forces. The Yeomen charged the rear of the chariot that had previously been cursed. Although both sides failed to do any damage, being charged in the rear was too much for the chariot and it fled but the ‘wannabe’ knights failed to catch it. Aware of the other Knight unit lining up to flank them, the remaining Bestigor got their act together and went to town on the last of the Grail Knights. The lady chose this moment to take her eye off them and the remaining champions were hewn apart. The elite beasts reformed to either charge the Bretonnian General and the KoTR unit or the Men at Arms in the tower. Turn 4 - Beastmen One of the chariots charged into the Green Knight and the other one rallied. ( Edit: The photo show one of the chariots charging the Green Knight. Either this charge occurred when it shouldn’t have done as both chariots should have rallied or it happened in turn 5. I’m guessing the later and the mistake is just in this report and due to the fact that I had forgotten to take many photos to accurately record it. As I had already made the Diagram Maps before I noticed it, I’ve left it in this report as the chariot had charged when it shouldn’t have done). With no sign of indecision, the Bestigor charged into the KoTR. Without the benefit of their lances the Knights were only able to take down a few of the beasts but the lady’s blessing held strong and the great weapons failed to cause any damage.
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Post by knoffles on Mar 17, 2019 7:51:09 GMT
Turn 5 - Bretonnians The Yeomen move up ready to support when they felt they could offer an advantage without risking themselves. The Green Knight finally beats the chariot and promptly runs it down. The Knights of the Realm were up against much tougher opposition than they had previously faced and even the lady was unable to prevent two of their number being cut down. Under the General’s steely gaze the knights held their ground. Turn 5 - BeastmenWith their blood up, the Bestigor lost control and flew into a frenzy. Sensing the impending massacre the remaining chariot smashed into the flank of the Knights. Between they cut down the remaining knights and the BSB and left the General alive on a single wound. Once again the Crown ensured that he did not run. Turn 6 - Bretonnians Seeing their liege in trouble, the Yeomen ‘bravely’ charge into the rear of the Chariot to save the beleaguered lord. The peasants are completely outclassed and are all slain as is their master, who was unable to defend himself against the wave of savage attacks. With no one else in sight, the blood drunk beasts turned their attention to the men they scented, hidden in the tower. Turn 6 - BeastmenIn the final move of the game, the frenzied bestigor assaulted the tower. They crashed through the door and hunted down the garrisoned men, slaying 16 of the men is short order. The final 4 had holed up on the roof and blocked the trapdoor preventing the beasts getting to them, thus holding the tower and winning the game! (Holding the tower, meant the men at arms gained Stubborn and so, although they took a pasting, they only had to roll under their pitiful leadership of 5 to hold both their nerve and maintain control of the tower annnnnnd you guessed it, with a 3 the lowly peasants saved the day for Bretonnia!). The Brave few!The Climatic Dice Roll!
Post Battle thoughts
Well, this was by far and away the most enjoyable game of Watch tower I’ve ever played. Coming down to the wire and it being the peasants who managed to hold on, was just too funny and a great way to end what had been a fantastic game. Having a crowd of other players round the table to witness it and get caught up in the tension of the roll, was the icing on the cake. Overall I was happy in the way I played and definitely in how I deployed. The more I play them, the more I think you have to just ensure all your units are laid down with almost a disregard to your opponent, especially in a scenario such as this. The BSB and General bubbles are just too important to faff around with Chaff first, especially if their placement might impeded these auras. So what would I have done differently? Well, I’m not sure I needed to move the Gor in my first turn after Curse had been cast. Losing 25% of the unit to dangerous terrain was a serious blow and meant that they lost steadfast too quickly. In fairness it probably averaged out with the second turn move where I only lost a couple of them. It was also sods law that I lost my shaman from the dangerous terrain tests. It just shows why I rate Curse of Anraheir as one of the best spells in the game. Not only can it impact your movement and punish opponents if they ignore it but the -1 to hit modifier it also imposes is excellent. With only magical attacks able to affect the Green Knight, I should have ignored him with the chariot and kept it focused on supporting the harpies. However I forgot that rule about him and who knew Lee would roll so hot with the Yeomen saves and that the harpies would be so poor on their attacks. I still think that statistically they should have cleaned up the mounted peasants (though when has any player rolled statistically correctly lol). The one thing that didn’t come across in this report was the number of saves that Lee was making. In particular the ward saves from the blessing of the lady. I’ve never seen the like, it truly was something else. The Grail Knights really were favoured by the lady all game and the Knights of the Realm only fell apart when the Bestigor gained Frenzy. I should have also of targeted as many attacks as possible into his general at all times as the Crown of Command kept making a huge difference when he failed combat. So that was my final game of a thoroughly enjoyable day. I really can’t recommend attending Riotville enough. As I said before, it isn’t a competition but just an excuse to roll some dice with some likeminded 8th edition fans and who here doesn't like that kind of action.
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Post by grandmasterwang on Mar 19, 2019 14:17:24 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. It's awesome that you enjoyed playing a Strollaz based list. I find them more fun than the typical dwarf lists and often the opponents do too. It also counters the narrative that dwarfs are a (boring) defensive, static army. Sometimes they just want to get out there and bash stuff as well! Troll slayers and a Razorgor Chariot Beastlord. What's not to love? Eefl
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Post by grandmasterwang on Mar 19, 2019 14:34:07 GMT
Great report between the Beastmen and the Bretonians. Bashor just can't catch a break, being run down in both those riotville games without being able to really unleash devastation.
"poor Wazzock, who managed to snag his leg in a rabbit hole, fell over and snapped his neck. "
Bwahaha. Love it.
Cursed indeed.
You had a great comeback there Knoffles and it was nice to read that you got the 'frenzy' result on the Bestigor primal fury test which has still never happened for me.
After the gor/Bashor went down and with the Green Knight in action I thought it was all over for you but you almost pulled it! If not for those few pesky peasants...... It's all about the narrative and the story the battle tells and that was clearly a great example of Warhammer Fantasy in action.
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Post by knoffles on Mar 19, 2019 18:18:01 GMT
Great report between the Beastmen and the Bretonians. Bashor just can't catch a break, being run down in both those riotville games without being able to really unleash devastation. "poor Wazzock, who managed to snag his leg in a rabbit hole, fell over and snapped his neck. " Bwahaha. Love it. Cursed indeed. You had a great comeback there Knoffles and it was nice to read that you got the 'frenzy' result on the Bestigor primal fury test which has still never happened for me. After the gor/Bashor went down and with the Green Knight in action I thought it was all over for you but you almost pulled it! If not for those few pesky peasants...... It's all about the narrative and the story the battle tells and that was clearly a great example of Warhammer Fantasy in action. . It is only the second time I’ve ever gotten frenzy. The first was on a unit of 5 Ungor Raiders 😂. The amusing thing about the frenzy was I didn’t even click on when I rolled it. It was Lee who said, ‘doesn’t that do something for the unit’. Total gent.
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Post by knoffles on Dec 7, 2019 22:02:08 GMT
Beastmen vs Lukes Warriors of Chaos – 29/11/19With the recent announcement of the return to the old world, I knew I had to get in a quick game and who else would it be against but Luke (who has recently posted a vid on his thoughts on the return of Warhammer that you can view here) We had both decided to play fairly fluffy closed lists and had used the Triple Crown comp pack to rate our armies. Luke’s was a +10 and mine was a +3. +10 is as soft as you can get in the system, not that it was overly soft but it could have been far, far nastier! As ever any mistakes in the report are down to memory or a bit of poetic licence when writing it (especially when I swop game phases round!). ListsThe Herd of Khazbar the MagnificentCharactersKhazbar – Great Bray Shaman (Lore of Beasts) – Fencers Blades, Jagged Dagger, Talisman of Preservation, Ironcurse Icon – 330pts Bashor the Bloody (General) – Beastlord – Razorgor Chariot, Heavy Armour, shield, Ramhorn Helm, Brass Cleaver, Talisman of Endurance, Potion of Strength, Shadow-hide – 399pts Zurrock the Mighty (BSB) – Wargor – Heavy armour, shield, Gouge Tusks, Beast banner – 206pts Skegi One-horn – Wargor – Sword of Might, Charmed shield, Heavy armour, Dragonbane gem, Potion of Foolhardiness, Gnarled Hide, Razorgor Chariot – 284pts Core
Tuskgor Chariot – 80pts Tuskgor Chariot – 80pts Gor Herd (48) – FC – additional hand weapon – 409pts Ungor Raiders – 30pts Ungor Raiders – 30pts SpecialBestigor Herd (30) – FC – Banner of Eternal Flame – 400pts Harpies (5) – Scout – 70pts Harpies (5) – Scout – 70pts Razorgor – 55pts Razorgor – 55pts Total – 2,498pts
WarriorsCharactersChaos Lord (General) – Wizarding Hat, Chaos Familiar, Halberd, scaled skin, Mark of Nurgle – 373pts Exalted Hero (BSB) – Daemonic steed, Great weapon, Third Eye of Tzeentch, Talisman of Endurance, Dragonhelm, Mark of Tzeentch – 236pts Festus – 190pts CoreChaos Chariot – Mark of Slannesh – 115pts Chaos Warhounds (5) – 30pts Chaos Warriors (21) – FC, Halberds, Banner of Swiftness, Mark of Nurgle – 444pts Marauder Horsemen (5) – Flails, Javelins, Mark of Slannesh – 90pts SpecialChaos Trolls (4) – additional hand weapons – 152pts Chaos warshrine – 125pts Chimera – Flaming breath, Regenerating flesh – 275pts Gorebeast Chariot – 135pts Hellstriders of Slannesh – shield, spears – 135pts RareMutalith Vortex Beast – 240pts Total - 2500pts
Prematch rollsTerrainWe just pulled out some random pieces and agreed that the marsh was just dangerous terrain. The wood would be rolled for (and turned out to be a standard wood) ScenarioTo make things simple we just played a straight forward battle line SpellsKhazbar the Magnificent ended up with: Wyssans Wildform, Pann’s Impenetrable Pelt, Amber Spear and Curse of Anraheir The Chaos Lord ended up with Lore of Light (a random draw by me) and got Shem’s burning gaze, Pha’s protection and Net of Amyntok. Festus took: Miasma of Pestilence and Fleshy Abundance Deployment & PlanFollowing my normal Beastmen tactic, the main block went front and centre with chaff elements around it. Knowing Luke had Festus, the only thing I wanted to do was get the Bestigor into combat with the warriors as their banner would negate the regen (though I didn’t hold out much hope of them doing too well as they would be striking last against warriors, who are just brutal in combat. I put two chariots and the wargor on chariot on one side with vague notions of them performing a sweeping flank manoeuvre (these things always sound good in my mind). One unit of Harpies scouted to threaten Luke’s left flank early on (threaten is definitely an exaggeration, annoy is probably closer to the mark). The other unit I was tempted to place high up to block vanguards but held back in the end. Luke’s Marauders and Hellstriders both vanguarded. Winning the roll for first turn I debated whether to take it. The deciding factor was having the amber spear. This might allow me to remove something early on. With that set, the game was on.
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Post by knoffles on Dec 7, 2019 22:08:10 GMT
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Post by knoffles on Dec 7, 2019 22:13:19 GMT
Opening Blows
The beasts cagey advance continued across the battle line with a unit of raiders and a razorgor pushed up on the right flank to tempt the forces of chaos. On the left flank, the chariot followed the harpies and swiftly left the field of battle. There would be words later! Khazbar once again fired off the amber spear. This time he threw the full force into it and it stripped 3 wounds off the Gorebeast. The cheeky raiders added to its misery as their feeble bowshots took another wound off it. Moral victory to the Ungor!! The remaining Harpies, unwilling to risk more casualties from shooting, flew into the marauders, looking to make their speed and attacks give them the edge over the horsemen. The shrieking bird women quickly dispatched two of the mounted warriors but the remaining thugs (or more accurately the ever dangerous horses) wiped them out in return. In the other combat, the hounds ravaged another Ungor and this was too much for them and they fled the building. The time had come for the forces of chaos. The Slannesh chariot crashed into the nearby Razorgor the scythes slicing the giant pig apart. The dim-witted Trolls saw their next meal standing within easy reach and lumbered forward to eat the Ungor Raiders straight in front of them. The Warriors moved up supported by the Gorebeast, Mutalith Beast and Warshrine. They were joined by the Chimera who moved up behind the building, leaving the Hellstriders to face the duel chariots on the flank. It was then the Chaos turn to play the chaff game, with the remaining hounds blocking the Bestigor and the Marauder horse the Beastlord and Gor. The champions of the Chaos horde howled out to their gods. Their entreaties were heard and they were blessed with multiple mutations. This increased the Nurgle Warrior champion and the Chaos Lord's attacks by 1 each and Festus with +1 WS. The Mutalith Vortex Beast then appeared to rippled and a corrupting wave of energy burst forth at the unit of Gor. 15 of the horde were ripped apart as the energies tore through them. To add insult to injury, the mangled remains of the Gor slid along the ground, sluicing together, reforming into chaos spawn right in front of the unit. (Not only did I fail to dispel this, losing concentration in the process, to add insult to injury, the random nature of the chart meant that this outcome could only occur on a 6, which of course Luke rolled. It was pretty funny though).
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Post by knoffles on Dec 7, 2019 22:18:16 GMT
The Mid GameThe running Ungor raiders actually managed to buck the trend and rallied (though we forgot about them for the remainder of the game). The remaining Razorgor charged into the flank of the chariot causing a couple of wounds, for the loss of just one in return. Bashor downed his potion of strength and worked himself into a frenzy as thundered past the engaged chariot and tore into the Trolls. Despite being wounded twice as he charged through a wave of vomit, he utterly crushed them and then overran into the bsb exalted champion. The horde of Gor followed their lord and ripped apart the spawn made of their fallen kindred, before crashing into the nearby horsemen. The Bestigor also went into a frenzy and ripped the hounds apart but the chaos beasts did just enough to prevent the elites from hitting the warriors opposite that Khazbar had just cursed. On the left flank, both chariots attempted to reach the Hellstriders. Skegi was the only one to make it and he demolished them on the charge, not even deigning to pull out his weapon. The Crushing Blow
The Gorebeast chariot crashed into the Gor in support of the Marauders. The earlier wounds had slowed the beast as it only killed two Gor with impacts. Between it and the horsemen, another 6 were felled Gor were felled but in return the horsemen were wiped out and the chariot was reduced to a single wound. The other chariot finished off the last Razorgor and turned to face the Gor herd. The warriors again beseeched their gods through the shrine and the Champion grew further in power as he gained a further attack, now putting him at 5! Festus’s sores started to scab over boosting his toughness by +1. The Father of Plagues whispered to the Chaos Lord offering him ascension to Daemonhood. The lord rejected the offering instead gaining an extra point of initiative. (Becoming a Daemon Prince would have forced him out of combat and Luke wanted to maximise the attacks on the Bestigor). With their gods having blessed them, the Warriors charged the Bestigor, promptly losing a third of their number to dangerous terrain. The Nurgle lord then cast a miasma onto the Bestigor reducing their WS to 2. This meant that they would only be hitting the warriors on a 6 (though the warriors would also only hit on a 4+ due to curse). The warriors were joined by the mutalith who charged in beside them and the chimera who went into the flank. The combined attack proceeded to decimate the bestigor, slaying all but 6 of the unit. They warriors didn’t however count on the flaming banner and between that and frenzy, the severely reduced in number elite beasts, took out Festus, killed 2 of the warriors and wounded the Chimera thrice. Understandably, after taking such a shoeing, the besitigor didn’t stick around but the warriors gave them no chance to flee. The champions of chaos then trampled over the corpses of the fallen beasts (losing 4 more of their number to curse) and eager for more, crashed into the Gor herd. The faceoff between Bashor and the exalted hero ended swiftly with the Beastlord, Razorgor and chariot crew failing to get through the damn ward and was easily cut down in return.
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Post by knoffles on Dec 7, 2019 22:25:44 GMT
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Post by knoffles on Dec 7, 2019 22:27:00 GMT
Result
At the end of turn 4 each army had scored the following victory points:
Beasts
Killed: Lord (373), Festus (190), Warhounds (30), Warriors (444), Marauder Horse (90), Trolls (152), Chimera (275), Gorebeast (135), Hellstriders (95) = 1,784 Victory Points + 100 (general killed) + 25pts (Standards captured) = 1909 Victory Points
Chaos
Bashor (399), Tuskgor Chariot (80), Ungor (30), Bestigor (400), Harpies (70), Harpies (70), Razorgor (55), Razorgor (55) = 1,159 Victory Points + 100 (general killed) + 25pts (Standards captured) = 1284 Victory Points
If this were the end of the game, it would have been a draw as you need to score twice the victory points of your opponent (or wipe them out) to win. However there had been two full turns of the game left to run.
What could have been?
Driving back after the club shut, as normal Luke and I discussed the game and in this case, what would have been the likely outcome. While writing it up I also thought about it a bit more.
The exact outcome would have most likely have depended on the T5 Beasts magic phase, as with a +4 advantage to every cast, a large roll would have given the beasts a huge advantage with Wyssans and a bubble Savage beasts (and possibly Panns Pelt) on Khazbar and the BSB. With this, there was a strong chance of the Gor’s surviving another turn and although they likely would have been destroyed in the warriors 5th turn, it would allow the beast chariots to charge and enter the fray, which could have swung it. Conversely, a low roll would have meant just Wyssans was potentially cast. In this scenario it would have been more than likely that Gor (with BSB and Level 4) would have been killed, whilst taking out the shrine and chariot. The remaining Chaos would have then have the advantage over the Beast chariots so by the end of the game the Chaos BSB and maybe the Mutalith would have control of the table.
Whatever the outcome would have been, it was one of those games which just showed why I love Warhammer 8th over every other edition. By the end of turn three it looked like the warriors were just going to steamroll the beasts in a very one sided game but as ever, lady luck can turn on a dime and in the proceeding go, the beasts had taken a commanding points lead (however short that was likely to have lasted).
Either way it was a thoroughly enjoyable game and consisted of a brutal slaughter for both sides with each mighty force left as just a shadow of itself.
List thoughts
So how did I think the list had played? Well part of the point of taking it was to show that harpies were a viable choice. How did that work out? They were OK (alright their performance probably wouldn’t have convinced anyone to take them). Poor movement by me meant one unit just panicked straight off the board. This in itself isn’t that unusual for them, as they suffer the same poor leadership as a lot of the army and this is something that has to be managed carefully. The second unit did their role admirably. Yes they were killed quickly but they were a distracting nuisance that caused multiple march block rolls and that was definitely worth the points. I would have been better off placing both units on that flank and keeping one moving behind his lines. As such I would take them again, though probably not more than one unit with scout.
The other thing I want to take were Razorgor Chariots. In this case I used them both as mounts and they didn’t do too badly. Having primal fury on the Razorgors just makes them so much more effective. However the loadout on the Lord I’d change up. Having a potential of 8-9 attacks from him and the ability to further generate attacks if he makes any saves is good, but I’ve yet to make the most of it in any game. He just lacks the strength after the first round. If I take him again, he will get an ogre blade for the magic Str 7.
However, that said, the list does have too many characters in it and something would have to be dropped to allow more troops. The obvious choice is the Beastlord as that is 400pts that could be spent on bumping up the bestigors and adding in a further shaman or two.
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Bluke
New Member
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Post by Bluke on Sept 21, 2020 1:15:21 GMT
Was a great game. Can't believe it wasn't so far off a year ago! Love to give you another game sometime.
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