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Post by FvonSigmaringen on Sept 21, 2020 11:31:31 GMT
Quite a roller coaster.
On a side note (albeit very late in the day): there can only be one round of CC against a unit in a building. So, the Ungor Raiders would have survived your turn, and could, instead, have shot the hounds at point blank range.
BRB p. 126: "If the garrison doesn't flee the building, either because they've held the attacker to a draw or beaten them, or have lost the combat but passed their Break test, then the attacker must withdraw from the assault, and is nudged directly backward 1". The close combat ends, and the attacker must launch a new assault next turn, if he wishes another attempt at driving the garrison out."
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Post by knoffles on Sept 21, 2020 22:28:39 GMT
Was a great game. Can't believe it wasn't so far off a year ago! Love to give you another game sometime. Definitely. I’ve bought all my scenery up from my folks so really all we need to do is arrange a night!
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Post by knoffles on Oct 25, 2020 14:08:18 GMT
Beasts vs Gregs Empire – 09/10/2020 The village of Waldenhefer was not a place that any traveller would willing go. The only thing going for it, bar the overly grandiose name, was it was the only crossing of the River Talabec for 40 miles. Thus when Khazbar led his newly raised herd out of the forest and towards it, the local scouts bought word to their lord who swiftly commissioned the Grand Master of the Knights of the Stag to lead a force, including their much prized Steam tank, to confront him. Lists
When gregr asks if anyone fancied a game, I leapt at the chance as it had been months since I’d last played. It happened to be rather fortuitous timing as the club re-shut a week later due to the increased lockdown in London! Beastmen
Khazbar the Magnificent – Great Bray Shaman - lvl4 Death – Fencers Blades, Jagged Dagger, Chalice of Dark Rain, Uncanny senses – 330pts Cattleclysm – Doombull – HA, sh, Dragonhelm, Gnarled hide, Sword of Swift slaying, Arabyan carpet – 353pts Zurrock the Mighty - Wargor – (BSB) – HA, sh, Beast Banner – 191pts Wazzock the Lame - Bray Shaman – lvl1 – Shadow – dispel scroll – 100pts Slidlo the Weak - Bray Shaman – lvl1 – Shadow – Shard of the herdstone – 125pts 48 Gor – FC, AHW – 409pts Tuskgor Chariot – 80pts Tuskgor Chariot – 80pts 5 Ungor Raiders – 30pts 5 Ungor Raiders – 30pts 5 Harpies – 55pts 5 Harpies – 55pts 1 Razorgor – 55pts 1 Razorgor – 55pts 1 Ghorgon – 275pts 1 Ghorgon – 275pts Total – 2498pts Empire
This is an approximation of his list. The magic items are roughly correct but if you add it up you’ll see it’s quite short of 2,500pts so I’ve obviously missed a few bits. Grand Master (General) – Full plate, shield, Barded horse, Runefang, OTS – 259pts Wizard Lord – Lvl 4 life – Dispel scroll – 225pts Captain (BSB) – Full plate, enchanted shield, sword of might – 116pts Master Engineer – 65pts Warrior priest – barded warhorse, HA, sh, dragonhelm – 95pts Warrior priest – HA, sh, helm of the skavenslayer – 84pts 40 Halbadiers – FC – 10 archer detachment – 340pts 10 Inner circle knights – FC – banner of swiftness – 295pts 4 Demigryph knights – 232pts 25 Greatswords – FC – 305pts 1 Hellblaster volleygun – 120pts 1 Steamtank – 250pts Total – 2,386 ScenarioBloody and Glory
The game ends immediately when an army’s fortitude is equal to or less than its breaking point. The breaking point for each army would be 3 (1 pt for each 1,000pts rounding up). The Beasts had a fortitude of just 4 (2 for the general + 1 for the BSB + 1 for the Gor unit standard). As all these were in the Gor unit, it just meant that Greg had to kill that unit to win. The Empire had a fortitude of 6 (2 for the general + 1 for the BSB + 3 for unit standards). Spells Beasts
Level 4 – Lore of Death - Spirit Leech + Soulblight + Doom & darkness + Purple Sun Both level 1’s – Lore of Shadow - Miasma Empire Lore of Life – Awakening + Flesh to stone + shield of thorns + regrowth Scenery
Although the mats were the one thing that we were able to use at the club, I wanted to try out my new mat and set up some appropriate scenery to mimic a small village near a river crossing. Deployment
We laid alternating units as per the scenario and it looked like the below. You must excuse the lack of photos, I forgot to take any until after the Empire’s first turn move (out of practice on battle reps!). As Greg finished first he got +1 to the roll to see who went first, which he duly won.
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Post by knoffles on Oct 25, 2020 14:12:52 GMT
Opening Gambits
Khazbar seethed with anger. Once again men were interfering with his best laid plans! He hastily brayed commands and the herd moved into a semblance of order as the hated Empire troops advanced on the village. He shivered with revulsion as he felt the tendrils of life magic emanating from his opposite number. He crushed the attempt of the enemy wizard to toughen the great weapon wielding men but then realised that nothing else the mage could cast would affect his opening gambits so showing his distain didn’t even worry about dispelling the shield of thorns that grew round the same unit or the prayer of the embedded priest. The roar of the Hellblaster opening up caused him to flinch, he had seen what it could do but he settled quickly as just 4 of the Gor fell to the shots. The roar of the nearby Ghorgon was harder to ignore as one of its arms was torn off by the steamtanks cannon! (5 of the 6 wounds lost) Khazbar could barely believe it as Cattleclysm lost all control and flew straight into the approaching knights. The demented bull laid into them in an uncontrolled frenzy but his wild swings failed to get through the metal plate. The enemy general waited for his opening and casually thrust his sword into the back of the frothing minotaur. The runefang cleaved through the armour and the bloodrage cleared from his eyes as he bellowed in pain and fear. His wings flapped as he started to try and break free but the knights allowed no escape and rode him down, crashing into the startled ungors who had been using the distraction of the great bull to sneak closer. Khazbar grew even angrier as despite drawing on the power of the stone effigy they had raised, neither him nor his lackwit apprentices, were able to cast any spells. The vortex he has summoned faded away as the opposing wizard read desperately from a papyrus scroll. He let out a loud bray and the forces surrounding him ran towards the hated enemy. ( Greg managed to dispel both a small miasma and spirit leech on the stank. A miasma on the knights and scrolled purple sun). Prepared for another turn of empire shooting and knowing that at such close range, it could be devastating to his kin, Khazbar invoked the Chalice he had concealed within his cloak. The sky immediately darkened and an unnaturally rain fell, impeding the shots of the empire men. The engineer in charge of the steam tank failed to get the great cannon to fire under the deluge of water. The other engineer manning the hellblaster ignored the rain and it again opened up with an almighty roar, this time felling 9 of the gor. The use of the chalice appeared to also weaken the winds of magic and the wizard was unable to cast anything On the other side of the village, the knights of the stag made short work of the retched ungor and swiftly overran, this time connecting with one of the razorgor on that flank.
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Post by knoffles on Oct 25, 2020 18:50:46 GMT
The Beasts attack!
Sensing it was time, Khazbar shouted a command at his apprentices. Wazzock’s Miasma on the Stank was quickly dispelled. Wazzock glanced fearfully at Khazbar but then looked slyly as his rival, Sildo, furrowed his brow in concentration, attempting to cast a boosted Miasma. At the critical juncture he thrust a blade into Sildo’s side. The loss of concentration caused a magical cascade. The spell went off irresistibly but a rift opened sucking the horrified Sildlo into it. Wazzocks glee was short lived as he was blown sideways into the herdstone, ribs cracking from the impact. He struggled to his feet blood running from his snout, hurt but triumphant. Khazbar, ignoring the pathetic showing of the lesser shamans, drew deeply from the wind of Shyish, vilolet tendrils gathered round his claws coalescing into a pulsing purple ball of energy. With a roar he unleashed a massive vortex towards the empire lines. The feedback from the spell caused a backlash and the detonation killed the Gor surrounding Khazbar, as the powers unleashed earthed themselves through their bodies. The empire wizard could only look on in dread as halberdiers and Greatswords collapsed as the purple sun moved over them. That dread became horror as their prized steam tank imploded! The nearby harpies, seeing the wizard not only frozen in shock but foolishly out in the open, seized this moment to swoop towards him. Realising the danger he was in, he turned to flee but the bird women swiftly caught and made short work of both him and the unit pf archers. The Empire was now bereft of magic defense! To add to the Empire’s woes, one of the chariots crashed into the Hellblaster, flipping the machine and making short work of the crew and engineer. In support of this, the nearby Ghorghon crashed into the flank of the Halberdiers. The frenzied monster tore through the men, visibly growing in power as he was soaked in their blood. As a side note, due to the chariot charging first, the ghorgon was unable to get fully into the side of the unit, which prevented the Gors from being able to make the frontal charge. Because the ghorgon was already flush against the unit, they wouldn’t have been able to move to shut the door against the Gor. Conversely, if the Gor had charged first, the Ghorgon wouldn’t have been able to fit in the gap between the chariot and the Gor.
As a second note, I also owe an apology to Greg. I had thought that as the winner of the combat, I would get first choice on the combat reform. This was completely inaccurate. We could both reform and would have rolled off to see who reformed first (though he would still have to make a leadership test in order to do so as the loser of the combat). I blame us being a bit rusty.
The remaining Ungors peered out of the house they had sought cover in and seeing the Demigryph riding knights riding away from them, bravely fired some shots at them. To add insult to injury, the plucky half horns even managed to cause a wound! The battle for the bridge was short lived as the Grandmaster make swift work of the mutated pig. Empire Manoeuvres With their right flank secure, the two knight units moved to join the main fray. The Demi’s swiftly reforming to move back the way they came from and the Generals unit swinging round the other side of the village. With magical superiority, Khazbar was able to crush the feeble mewing of the priests as they called out to their impotent god. The Greatswords charged the harpies, the priest shouting out to Sigmar. The women bought down just one of elites before the Zweihanders tore them apart. Khazbar watched as their momentum carried them past him and straight into the wounded, 3 armed, Ghorgon. The Halberdiers continued to be savaged by the other ghorgon but their numbers ensured they weren’t going anywhere. The beasts press the advantageFeeling cocky after the demise of Sidlo, Wazzock cast a boosted Miasma on the Halberdiers. His confidence was short lived as he overcooked it and suffered the same fate as his counterpart, the dimensional cascade finishing him off! The Gor rushed into contact with the depleted halberdiers and between them and the Ghorgon, completely wiped the unit out. Both then turned to prepare to face the unit of Knights. The wounded Ghorgon made a good showing of himself, removing 5 of the Greatswords before his final wound was removed. That unit then turned to face the village and the Razorgor that had been sneaking up on them.
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Post by knoffles on Oct 25, 2020 19:22:54 GMT
Closing Gambits
The Demigryphs finally made it into combat with something, destroying the remaining harpies that were blocking their way and in the process avenging the death of their wizard. The Greatswords hit the Razorgor, cleaving it apart for the loss of two of their number and then removed to face the horde of Gor. ( I initially almost fled with the Razorgor but realised that in doing so, I would probably have allowed the Greatswords to escape from the Gor)The Unit of Knights continued their move around the village, almost getting into striking distance. One chariot moved to again block the Demi’s, ensuring they wouldn’t be able to interfere for another turn. Khazbar’s horde, crunched into the Greatswords and absolutely decimated them before they had a chance to strike back. They then turned to face the enemy general. The surviving Ghorgon and second chariot moved up to threaten the block of knights and the remaining Ungor moved to ensure that if the Knights charged and chose to overrun, it would have to be towards the Gor, leaving their flank open to the Ghorgon and chariot to counter. At this point we had to finish due to the club closing. Results
We didn’t realise at the time but Greg losing the Greatswords, would have reduced his army’s fortitude to 3 and thus given me the win. We had thought it was a draw (in regards to the scenario objectives). If we looked at the VP’s, then Greg had killed 1,105pts and I had killed around 1,600pts. I also gained 150pts for standards seized. As no side had scored double the VP’s of the opponent, in this comparison it would also have been a draw. After match thoughts.
It was fantastic to finally get in a game after so long and it’s always fun playing Greg as he’s not a power gamer and it means I can try out different lists without worry that I’ll be brutally punished for it! Myself making the mistake with the reforms for the Halberdier/Ghorgon combat, could have made a difference. Maybe not to the overall combat result, I still think the Ghorgon would have won but it would have meant he could have bought a lot more attacks into play and even with 6’s to wound they likely would have gotten some through. I also noted that we completely forgot about the vortex after the initial cast. I’m sure there were other mistakes due to the rustiness! I did love using the double Ghorgon (despite forgetting the chalice in my first turn!). I’d definitely run them again. I'm not sure about the herdstone though. It definitely helps make phases more reliable but in general i'm not a heavy magic kind of player. I’ll also ignore the terrible initial placement of the doombull, actually looking at the enemy rather than my own board edge and combined with being outside of the BSB range was just asking for him to fail the frenzy test (which he did). He then utterly failed to wound the general (pesky high Empire saves!). I really am a bit crap using him and always seem to think he’ll destroy enemy units by himself (he never does and inevitably loses combat and is run down). That said I’ll obviously continue to take him lol. I've also decided that I really dislike the lore of death. Purple sun really is quite a BS spell. The lore does work quite well with Beasts though as it helps to level them up. If we’d have continued, how do I think it would have played out? It’s a tricky one. Empire turn 5 - would have seen the Demi’s kill the Chariot but having to combat reform again to face back towards the centre of the board. The knights would have destroyed the raiders and if I was Greg, I would have tried to overrun into the Gor (doable though risky with the distance), looking to have the advantage of the lances in the Beastmen next turn. It would also mean that there was a good chance of the Demi’s rear charging them in the final turn, and that would likely be curtains for the unit. It would be an all or nothing play as in Beasts Turn 5, if the Knights had managed to charge the Gor, then the chariot and Ghorgon would have effectively been out of action due to poor positioning and would need to reform to threaten the rear of the Knights. Combat would be a close thing. The beasts would definitely struggle to kill the knights as they would only fail saves on a 2+. But the Gor ‘should’ remain steadfast and hold. Ignoring the fact that the Empire had already lost on the scenario (as we hadn’t realised), I think this is the only way that he would have won and it is risky as if the overrun had failed then the remaining beasts would have all charged. This would probably spell the end of the Knight unit. I will add that he could have retreated with the knights, rather than charging the Ungor but then the Gor would definitely move up and try and purple sun them and everything moving up should mean that the Demi’s would not be able to make combat in the final turn either and thus would likely mean the game was a draw. Next time we play and if he brings Empire again, he definitely needs to bring at least one unit of missile troops, in order to take out my chaff. He definitely dislikes my use of chaff and may even consider their use gamey. I try not to be gamey in playing and this is one area I won’t modify my play, so fair warning for the next time Greg! (In fairness he has some Skaven on route to the table and has already threatened Rat darts – I think that is all fair!).
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Post by alpenn on Oct 26, 2020 14:29:05 GMT
A fantastic battle report. Thanks for posting it. It is always nice to see a Beastmen victory and your list seemed quite fair and balanced for friendly play.
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jp
New Member
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Post by jp on Apr 5, 2021 20:21:30 GMT
Hi Knoffles! Long time browser but just started posting! I’ve just started gathering the herd for a beastmen army of my own and have really liked reading your reports. Did you ever get around to painting and fielding the Zealot minotaurs? I looked them up and they are so cool, but unfortunate sold out. Would still be very interested in seeing a rep with a big unit of Minotaurs!
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Post by knoffles on Apr 7, 2021 2:51:26 GMT
Hi Knoffles! Long time browser but just started posting! I’ve just started gathering the herd for a beastmen army of my own and have really liked reading your reports. Did you ever get around to painting and fielding the Zealot minotaurs? I looked them up and they are so cool, but unfortunate sold out. Would still be very interested in seeing a rep with a big unit of Minotaurs! cheers for the kind words. I’ve only painted the Minotaur general so far. The rest are in one of my boxes of shame. They will get done at some point (probably when I decide I need to field them in a list, which may be soon rather than later, dependant on the UK lockdown situation).
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jp
New Member
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Post by jp on Apr 7, 2021 9:55:50 GMT
Understandable, we are quite lucky in Sweden and our group manages to get a few games in per week.
Looking forwards to it once you are back playing!
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Post by strutsagget on Apr 7, 2021 11:23:24 GMT
Understandable, we are quite lucky in Sweden and our group manages to get a few games in per week. Looking forwards to it once you are back playing! Where is your group?
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jp
New Member
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Post by jp on Apr 7, 2021 12:51:09 GMT
Understandable, we are quite lucky in Sweden and our group manages to get a few games in per week. Looking forwards to it once you are back playing! Where is your group? Outside of Gothenburg, we try to get two games a week in split on 5 people, and have had a few visitors as well now with the battlereps being posted are you close?
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Post by strutsagget on Apr 9, 2021 19:37:13 GMT
Outside of Gothenburg, we try to get two games a week in split on 5 people, and have had a few visitors as well now with the battlereps being posted are you close? Unfortunately not. I am outskirts of Stockholm. But we will probably get 8ed going soon again here too.
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Post by knoffles on Sept 21, 2021 10:29:32 GMT
Beasts vs Greg F’s VC – 1800pts – 27/08/2021 Khazbar smiled inwardly. As his influence had started to grow again and with it his powerbase, who should come slinking back into the fold but his old rival, Bashor. With his grip over the herds, he could have made an example of the Beastlord but Bashor was powerful and more importantly, he had the measure of the brawler and it would be better to have the devil he knew than some unpredictable upstart potentially challenge his position as the voice of the dark gods.
Greg is one of my DnD group (and also a word press aficionado and his write up of the game can be found here). It had been a while since I’d last played Greg at fantasy and at that point he had been using Dark Elves, so when he proposed a game I jumped at the chance. He’d also been playing 1500 point games recently but I convinced him to bump it to 1800 as that is what tended to be played at Riotville and so any practice at that level is always welcome. As ever, I gave my opponent the choice of what they wanted to face (a combination of saving me the back and forth decision of what army to choose and it sometimes gives them a chance to face something they hadn’t done before.) In this case Greg had never faced Beastmen, so that’s what I bought. The list I went with was fairly tried and tested with a Beastlord embedded in the Bestigor to maximise the leadership bubble (and thus the chance of re-rolling failed melee hits with their Primal Fury role). The Battle Standard and Shaman would go in the large block of Gor. Normally I would have then loaded the list with chaff to block any units I didn’t want to face but with the reduction in points and it being a friendly, I opted instead to bring a unit of Centigor. I’d never gotten around to fielding them before (mainly as they are a prime example of a unit, in the army book, that is over costed for what they bring). Still I was eager to give them a try and worst came to the worst, I could use them and the chariots as sudo chaff. Greg was still in the process of learning his new army and was trying out a number of faster elements, which he hadn’t used before, as after playing Dark Elves he had struggled in previous games with the shambling undead and their lack of speed. Lists
We had played closed lists, in so far as no magic items were revealed until used. BeastmenBashor the Bloody (General) – Beastlord, Steel Claws, Ramhorn Helm, Dawnstone, Gnarled Hide, Uncanny Senses – 251pts Zurrock the Mighty (BSB) – Wargor, Beast Banner – 191pts Khazbar the Magnificent – Great Bray Shaman, Level 4 Beasts, Jagger Dagger, Talisman of Preservation, Ruby Ring of Ruin – 319pts 39 Gor, FC, AHW – 337pts Tuskgor Chariot – 80pts Tuskgor Chariot – 80pts 5 Centigor, Champion, musician, spears, shields – 146pts 29 Bestigor – FC, Standard of Discipline – 393pts Total 1797pts Vampire Counts
Vampire Lord – level 4 Lore of Vampires, Biting Blade, Nightshroud, Talisman of Preservation – 420 Necromancer – level 2 – 100pts 5 Dire Wolves – 40pts 5 Dire Wolves – 40pts 39 Skeleton Warriors – FC, Standard of Discipline – 240pts 40 Zombies, Musician, Standard – 130pts 6 Crypt Horrors – 228pts 3 Vargheists – 138pts 3 Vargheists – 138pts 5 Hexwraiths – 150pts 1 Vargulf – 175pts Total 1799pts Pre-game rolls
Scenario – To keep things simple we chose to just play Battleline. The Centigors rolled ‘Stubborn’ on their ‘Drunken Bravado’ result. Spells
Khazbar – Wyssans (swopped from flock of doom), Pann’s Impenetrable Pelt, The Amber Spear & Savage Beast of Horros. Vampire Lord –Invocation, Vanhels, Raise Dead, Curse of Years Necromancer – Invocation, Gaze of Nagash Terrain
As normal we just grabbed some bits from the club boxes and put it down on the table. Deployment
With terrain being a big factor in the centre of the table, the Gor had to be placed in the only spot that would allow them to move through it. This pretty much dictated where the Bestigor would go, as they had to go next to them to ensure both units had General and BSB coverage. Greg chose to set up opposite with his fast elements on each flank.
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Post by knoffles on Sept 21, 2021 10:33:43 GMT
T1 – BeastsKhazbar ordered his unit to move forward slowly, the nearby chariot matching it’s pace. The advance may have looked cagey but it allowed him to keep sight of the Hexwraiths. In quick succession he let off a fireball (dispelled) and an Amber Spear at the unit, vaporising one of the ethereals. He then cast Wyssans on the Bestigor that had marched up in order to set themselves in a prime position between the 2 towers. The other Chariot and Centigor advance up the right flank to threaten the unit of Direwolves that had vanguarded on that flank. T1 – VCThe VC responded to counter the movement. The main blocks moved up cautiously, whilst the central Dire wolves moved back a bit. The Hexwraiths, concerned about magic missiles, moved behind the house and close to the necromancer, allowing them to be healed back up to full strength after he cast invocation. The other unit of Direwolves charged the chariot, which promptly fled but failed to redirect into the Centigor, leaving them in a prime position to be counter charged in the next turn. The 2 units of Vargheists and Vargulf repositioned with one unit of the flyers sweeping round to threaten the Beasts right flank.
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