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Post by knoffles on Sept 21, 2021 10:40:52 GMT
T2 - Beasts
Not wasting anytime, Khazbar ordered the horde of Gor to ‘get in their faces’ and it moved up inviting the charge. ( This had absolutely nothing to do with getting him line of sight of the Hexwraiths, to unleash more magic at them, because I was worried about that unit, honest... In any event, both fireball and the Amber Spear were very effectively dispelled by Greg, though it did allow me to cast Savage Beast on the shaman to boost his output in case Greg decided to take the bait). Bashor and his Bestigor couldn’t resist the easy charge into the wolves and tore them apart, overrunning into the Vargheists behind ( I could have chosen to reform to threaten the Crypt Horrors but I was worried about his flyers and their damage potential and wanted to try and tie them down. I’d repositioned the chariot to cover the Bestigor’s rear in case the overrun hadn’t worked.) The Centigor also performed a carbon copy manoeuvre, decimating the other unit of wolves and overrunning far enough to get out of the charge arc of the flanking vargheists. These two successes were slightly dampened by the fleeing chariot continuing to run straight off the board! T2 – VC
Not sure what to make of the threat in front of him, the Vampire ordered the skeleton warriors to fall back, and willed the zombies to block the unit. The Hexwraiths then moved through the horde and the Necromancer cast a gaze of Nagash into the unit, between them felling a few of the beasts. Looking at the Necromancer in scorn, the Vampire raised his hand cursing the unit. As a chunk of the Gor withered and turned to dust, the magical feedback drained his ability to cast anything else. The Crypt Horrors slammed into the flank of the Bestigor and the Vargulf tore into the front of them, joining the Vargheists. Combat was short and brutal with 10 Bestigor falling to the attacker’s claws but in turn, the Vargheists were cut down. The unit’s musician blew repeatedly on his horn and they could see the magic binding their foe weaken with each peal. ( As noted at the end of the report in more detail, the musician won this combat, however, Greg forgot the thunderstomp from the vargulf and the stomps from the Horrors. Between them, it almost certainly would have won the combat as if he rolled well it could have been up to another 9 wounds, though with steadfast on LD10, it was unlikely the Bestigor would have gone anywhere). The other unit of Vargheists moved over to threaten the rear of the Bestigor.
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Post by knoffles on Sept 21, 2021 10:45:09 GMT
T3 - Beasts
Unable to get to the enemy general, the Gor charged the only thing available to them, the Zombies. With the worry of the Curse on the unit, Khazbar first removed that threat. With Zombies not causing him any worry, he chose to bolster the Bestigor with a Wyssans ( which I then promptly forgot about). The resulting detonation from the miscast took out everything in base contact with him (2 zombies and 3 Gor). The Gor then savaged the newly risen, Khazbar himself slaying a couple and his dagger siphoning their life force. When the dust had settled, 9 of the original 40 were left standing. In return they had slain just 3 Gor. On the other flank, the Centigor charged into the Vargulf to assist the beleaguered elite beastmen. Bashor turned and swiftly gutted one Crypt Horror and fatally wounded another. The monstrous horrors only managed to slay 2 of their foes before another of their number was bought low by the great axes. The Vargulf also struggled, only killing one of the centaurs. Having taken a beating, another of the Horrors crumbled, as did the Vargulf, allowing the Bestigor to reform to bring their full might against the remaining 3. Post crumble! T3 - VC
With things looking grim, the VC looked to turn the battle back in their favour. The Vargheists charged into the remaining Centigor and continuing the trend on that flank, whiffed their attacks, killing all but one of the beastmen cavalry. The champion of course passed his break test ensuring the frenzied mutated vampires remaining locked in combat (stubborn isn’t the best of the abilities they can roll but it worked in my favour here!). Bashor slew another of the Horrors before they could attack, mitigating the return damage. The rest of his unit, soon put the remaining horror out of his misery, its dying throes taking out just one of the noble beasts. This left the Bestigor in a prime position to charge the Vampires bunker. The Hexwraiths, rear charged the last chariot. This was too much for the crew who fled. The wraiths swiftly ran it down but in doing so hit the back of the Gor unit. The Vampire, sensing his chance, cast an invocation, looking to replenish the Zombies. However the weak winds and the dogged determination of Khazbar blocked his attempt (a pitiful 3 vs 3 dice were available). The Gor made short work of the remaining Zombies, wiping the unit. The Hexwraights were caught in the aftermath and faded back to the nether. Khazbar was also able to further siphon the zombies life force, his magical power growing with each death. This destruction of the Zombies left the Vampire in an exceedingly precarious position.
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Post by knoffles on Sept 21, 2021 10:48:04 GMT
T4 - Beasts
Both of the remaining units crashed into the skeleton warriors. Khazbar boosted the Gor with a Wssans and although the vampire dispelled the bubbled Pann’s pelt, he drew from the stored power gained from killing the zombies to cast a bubbled Savage Beast, giving all the characters +3 attacks and strength. This allowed the combined might of the heroes and units to decimate the Skeletons and the Vampire’s face bore a look of horror as he dissipated into dust. As a final consolation, the Vargheists killed the remaining centigor. ResultMajor victory for the Beastmen Beastmen – 1662 (kills) + 100 (general) + 50 (2 standards) = 1812 points VC = 306 points (kills) Post game thoughtsThe result showed an overwhelming victory for the Beastmen but it wasn’t as one sided as it might have appeared, looking at just the result. When we chatted about the game the next day, there were a number of factors that could have made a significant difference. Fear/Terror checks. I didn’t take one all game. Now granted that for most of it, my units were within the LD10 bubble but that isn’t always a guarantee of passing it and there were times when I had units outside of it, especially in early turns with the Centigor. (Terror didn’t come into play, during the game, as the Bestigor were already in combat when the Vargulf charged them). Fear isn’t what it was in previous editions and most of my units were getting rerolls to their hits from the primal fury but if any of my units had failed and had their WS reduced to 1, it would have impacted the ability to hit. Probably the most crucial thing that was missed, was the Vargulf’s thunderstomp and the Crypt Horror and Vargheist’s stomp attacks. If they had been remembered, then the initial combat would have gone Greg’s way (3 Str 4 stomps and D6 Str5 thunderstomps, automatically hitting almost guaranteed it). Even in the second round of combat it would have, if not made the VC win that combat, at least reduced the crumble, which could have meant the Vargulf living, which would have held up that combat for another turn (preventing the Bestigor reforming to face the Crypt Horrors). The other unit of Vargheists then would have likely have charged the rear of the Bestigor unit and that would have been rather unpleasant! It’s worth noting that the Centigor count as cavalry so these additional stomp attacks wouldn’t work against them. Probably the turning point of the game was the Vampire T3 magic phase. Greg needed a strong phase as he HAD to resurrect both the Crypt Horrors and especially the Zombies. With just 3 dice each and with me able to dispel his single spell, it put paid to that plan and really his chance of winning. It makes me think that with VC being so reliant on the magic phase, it becomes crucial to take things that help to boost/support it. I can really see the benefit of things like a power stone (add 2 free dice to one cast). Though one use only, it’s cheap at 20pts. Even master of the black arts (ability to reroll one of the winds of magic dice each turn) appears tempting, though at 75 points it’s probably too over costed for the use you’ll get on average and as you can only take this on a Vampire lord, you are also detracting from his killing power. Again the black periapt (can carry over 2 unused power/dispel dice to the next magic phase) is tempting but at 55pts, it’s also quite pricey and I think it might suffer from a similar issue as the Master of the Black Arts, in so far as in some games it will be fantastic but others it’s not needed. Its advantage is you can put it on a necromancer (though it comes from the arcane slot so vies with the ever popular dispel scroll). In some respects, Beastmen are similar, as they also rely on magic and you have 2 ways of boosting their phases. Either the route I took with the jagged dagger (which allows my shaman to store power dice for each combat kill he makes) or using the ever popular herdstone, which automatically grants one power/dispel dice each phase, for each shaman within 6” (or combining both to give a fearsome magic phase). It’s also worth noting that although I didn’t bring any chaff, the rest of my list was fairly optimised (in so far as it had the Beastlord in Bestigor and Gor with Beastbanner combo) and I am very familiar with how to use it, whereas Greg is still learning his army and was using elements for the first time (not to mention it was the first time he’s faced Beastmen so was unaware of their strengths). This fed into several less optimal decisions (in my eyes). An example is his use of zombies to chaff up my Gor. He didn’t really have much choice in the matter but I think the weight of attacks took him by surprise. Chasing down the chariot with the Hexwraiths, may have been a mistake. Yes it killed the chariot (which likely would have rallied the following turn due to the general’s leadership) but the overrun put them in the rear of the Gor unit where they crumbled in short order. They are a cool unit but one that I’ve found are quite hit or miss and quite matchup dependent. I also think Greg should have dispelled Wyssan’s more (he pretty much let it go through each turn as I think he was worried about the magic missiles in earlier turns with the systematic targeting of the Hexwraiths with those). That spell massively helps boost my troops (defence and attack) and would probably be my priority to stop if facing Beasts, followed closely by Savage Beast (that boosts the characters or Curse of Anraheir - if I’d rolled that). Again this is easy to say as I know the army but Greg hadn’t faced them before. I was also very lucky with my dice rolls, only failing one primal fury roll (with the centigor when they charged the dogs – though the list was built to maximise the chance of passing it). Conversely, Greg’s rolling was terrible all game. I’m not sure he passed a single regen with the Crypt Horrors! In the same vein, the Vargheists should have wiped the centigors in one turn. His ability to hit and wound with his combat units was also appalling! There were just so many whiffed attacks! In terms of my list. The units did what they were meant to and weren’t too different to normal. I was very happy with the Beastlord loadout, recommended by the Triple Crown guys. Again, it wasn’t much different from previous builds I’d taken but I’d never used the steel claws. It helped that again I rolled really well for his extra attacks, in the main getting the maximum +3 from the claws. This allowed him to tear through his foes, generating quite a bit of bonus combat res (so important vs VC). His speed also really synergises well with the Bestigor (who, due to the great weapons, always strike last). This meant I was able to remove whole Crypt Horrors, before they could strike back. Not having a load of chaff, didn’t make too much difference in this game as the main elements I would have wanted to block were either ethereal or could fly and so would have bypassed any attempt to block them anyway! I enjoyed fielding the Centigor as something different. They didn’t do a huge amount but didn’t have an opportunity to either. Although they are WS, Str and Toughness 4, with 2 attacks each, they do have a terrible initiative and with just a 4+ save, just 1 wound and at 25pts each, they aren’t difficult to kill, so I can see why they are not an optimal choice! All in all, a fun game and I’m looking forward to bringing something else against Greg and seeing him find the VC build that works for him.
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Post by grandmasterwang on Sept 22, 2021 12:50:50 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. What mat is that? I love it.
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Post by knoffles on Sept 23, 2021 7:08:18 GMT
It’s called crossroads from a company: warzonestudio.com/wargame-scenery-crossroadsAnnoyingly, when I bought it, it wasn’t available in mousemat material (it is now). So this is a cloth mat but it’s still really good. I was also really happy with their service and it had one of the best parcel tracking services I’ve ever come across. Every time it hit a new depot I’d get an update on the location. It gave me a whirlwind tour of half a dozen cities I’d never heard about.
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Post by grandmasterwang on Oct 3, 2021 11:51:00 GMT
It’s called crossroads from a company: warzonestudio.com/wargame-scenery-crossroadsAnnoyingly, when I bought it, it wasn’t available in mousemat material (it is now). So this is a cloth mat but it’s still really good. I was also really happy with their service and it had one of the best parcel tracking services I’ve ever come across. Every time it hit a new depot I’d get an update on the location. It gave me a whirlwind tour of half a dozen cities I’d never heard about. Thanks, that looks absolutely amazing. Cloth mats are way lighter so I'm not sure you missed out. Looking at website now.
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Post by knoffles on Apr 19, 2022 18:54:10 GMT
I met up with a different gaming group a few weekends ago as the missies and kids were away so it freed me up for a weekend game. They often play 1.5k games so they can get a few games in during the day.
So I rocked up with a slightly different 1500pt Beastmen list. Now we used the current main UK comp pack (Triple Crown) in which beasts get free Marks of Chaos and it the latest iteration, for standard magic items, you use the cost in the BRB and not the army book.
The thought behind this list for to put the Doombull with the Razorgors. With a 3++ ward and the charmed shield he should be fine in case my opponent bought any cannons. Due to the low leadership, I gave everything else either Mark of Slannesh or Mark of Khorne, to avoid the need for panic/fear checks.
1500 Doombull 2 Beastmen
Doombull: heavy armour; Sword of Striking; Talisman of Preservation; Charmed Shield - MoT 312
Wargor: Battle Standard (The Beast Banner); heavy armour; shield; Gnarled Hide - MoK 206
Bray-Shaman: Lore of Shadow; additional hand weapon; Dispel Scroll; Ruby Ring of Ruin - MoK 127
38 Gors: Foe-render; Musician; Standard Bearer; additional hand weapon - MoK 329
5 Ungor Raiders - MoS 30
5 Ungor Raiders - MoS 30
Tuskgor Chariot- MoK 80
6 Razorgors 330
5 Harpies 55
1,499 points
With the list picked I met my opponent, Simon and he’d bought along a stunning Khorne Daemons army.
Although I’ll likely write up a report at some point, he immortalised the game on his you tube channel!
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Post by grandmasterwang on Apr 19, 2022 23:49:57 GMT
Awesome. I'd seen this YouTube video pop up on my recommended but now I have to watch it Great that you can now play the Beastmen with Marks of Chaos. Thematically I cannot agree with Khorne on the shaman haha but curious to see how the battle plays out.
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Post by knoffles on Apr 20, 2022 22:37:36 GMT
Awesome. I'd seen this YouTube video pop up on my recommended but now I have to watch it Great that you can now play the Beastmen with Marks of Chaos. Thematically I cannot agree with Khorne on the shaman haha but curious to see how the battle plays out. To be fair I hadn’t even thought about the shaman 🤦♂️.
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Post by jamesacon on May 8, 2022 6:06:26 GMT
So pumped to watch this later! Great reports as usual knoffles! My beastmen do not fare as well as yours, but I'm still learning! I wrote up some of my experiences in my army list thread if you are interested.
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Post by knoffles on May 11, 2022 15:42:51 GMT
Damn it, why do my enemies always feel the need to post my defeats on you tube battle reports?
Khazbar the Magnificent - May 2022
Now Luke has gotten in on the act and posted one of our games. A warm up to the recent Triple Crown GT.
The list I took for this one was below. Again the comp pack allowed free marks (nurgle on blocks, slannesh on ungors, khorne on chariots and tzeentch on the Doombull). It also meant you paid the brb points for magic items not the army book points, hence the 15pt sword of striking:
2500 Razorherd - Doom 5 Beastmen
Great Bray-Shaman: Level 4 Wizard; Lore of Beasts; Fencer's Blades; Jagged Dagger 280
Doombull: heavy armour; shield; Sword of Striking; Talisman of Preservation; Ramhorn Helm; Gnarled Hide 343
Wargor: Battle Standard (The Beast Banner); heavy armour; shield 191
Bray-Shaman: Level 2 Wizard; Lore of Shadow; additional hand weapon; Power Stone 132
47 Gors: Foe-render; Musician; Standard Bearer; additional hand weapon 401
Tuskgor Chariot 80
5 Ungor Raiders 30
5 Ungor Raiders 30
5 Ungor Raiders 30
Tuskgor Chariot 80
29 Bestigors: Gouge-horn; Musician; Standard Bearer (Standard of Discipline) 393
5 Harpies: Scouts 70
5 Harpies 55
6 Razorgors 330
Razorgor 55
2,500 points
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Post by Crazy_Dokta on May 11, 2022 16:17:09 GMT
knoffles Bray shaman with...mark of Khorne. Damn, it's some kind of blasphemy! What's about the Pumbagors herd, is it ok?
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Post by knoffles on May 11, 2022 18:03:13 GMT
knoffles Bray shaman with...mark of Khorne. Damn, it's some kind of blasphemy! What's about the Pumbagors herd, is it ok? Yep I dropped the ball on that one 😂. Spot the guy who is a ‘Marks’ novice. I used the herd again in the above game and played it terribly… again. It really either needs the Minotaur to stay with it or be within the generals leadership bubble as LD 6 base is a liability. In fairness both games I managed to block it in with my own units which really hampered using it effectively. I’ll try it again but probably by dropping the Bestigor unit and using it as a substitute. I will need to add a Beastlord to compensate though. I’m not sold on it though.
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Post by knoffles on May 15, 2022 9:14:36 GMT
Beastmen vs Drew’s Bretonnians – Riotville – May 2022 Khazbar sneered with distain as he watched the column of knights advance up the road. Soon they would reach the forest and that was where his herd would strike, once again showing the superiority of the beasts! A shout from the column disturbed his thoughts of victory. One of the man things was pointing. He felt his blood boil as one of his scouts broke from the trees. The incompetent fool! He let out a howl summoning the hidden forces. If he couldn’t ambush them, he’d just have to do it the other way.
After a year’s hiatus, due to Nurgles Rot infecting the world, Riotville was confirmed as running again in May of this year and with my attendance confirmed, I was challenged to a game by one of the London Warhammer group, Drew. Always keen to play different opponents, I jumped at the chance. Although Riotville follows the standard 8th rules, we had agreed that for our game we would follow the Triple Crown comp, in so far as, his Brets would get Devastating charge and the Beasts would get free Marks of Chaos. With several games in the offing, I took an all comers list with nothing out of the ordinary this year. The Herd of Khazbar the Magnificent
Khazbar – lvl4 Great Bray Shaman – lore of beasts - Fencers Blades, Dispel Scroll, Chalice of Dark Rain, Mark of Nurgle (335pts) Zhurrock the Mighty – BSB – Heavy Armour, Shield, Gnarled Hide, Beast Banner, Shadow Hide, Mark of Nurgle (211pts) 37 Gor – Full Command, Additional hand weapon, Mark of Nurgle (321pts) Tuskgor Chariot, Mark of Nurgle (80pts) 5 Ungor raiders, Mark of Slannesh (30pts) 5 Ungor raiders, Mark of Slannesh (30pts) 29 Bestigor – Full Command, Standard of Discipline, Mark of Nurgle (393pts) Razorgor Chariot - Mark of Nurgle (145pts) Razorgor Chariot - Mark of Nurgle (145pts) Harpies (55pts) Razorgor (55pts) Total 1,800pts (on the nose!) Drew’s Brets
Note: We were playing closed lists (so didn’t reveal magic items unless you used them), so I’m not sure what some of his characters had. Lord (General) – Heartwood Lance, Virtue of Heroism, shield, Heavy Armour Paladin – BSB Paladin – Morning Star 8 Knights Errant – Full Command, Errantry Banner 5 Knights of the Realm – Full Command, Standard of Discipline 5 Knights of the Realm – Musician 6 Grail Knights – Full Command 12 Peasant Bowman – Braziers Trebuchet Trebuchet Pre-match
Scenario
We rolled: Battle for the pass. I won the roll for table edge and choose the edge that didn’t have the road leading from it, on the grounds that the Bretonnians were following the road and my forces were ambushing out of the woods to attack their column (or would have if the Ungor hadn’t given the game away!). I thought that was the most thematic decision for choosing the side (and in game terms, it didn’t make much difference which end either of us took). Spells
Khazbar – Wyssans, Amber Spear, Curse, Savage Beasts Prophetess – Awakening, Flesh to Stone, Throne, Regrowth Terrain and Deployment
I’d bought along some limited terrain and a battle mat to help out, so had laid out the terrain in a manner I thought worked on the mat. Deployment used the alternating method, with each player laying one unit at a time each.
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Post by knoffles on May 15, 2022 9:21:34 GMT
Opening Gambits
Having lost the element of surprise and having fought the steel clad humans a number of times, Khazbar was wary of their charges. He ordered the blocks to move up steadily whilst pushing forward with his chaff. The chariots also hung back ready to counter charge. Khazbar watched the human lines closely, trying to gage their intent. They barely moved, seemingly almost frozen in place with fear as his forces advanced. He saw the ranks of a unit part as one of their puny women cantered out, moving out of sight behind the graveyard. He dismissed her out of hand but then started as he saw the winds of magic drawn towards her location. One of the cursed followers of their god, he thought. He cut off the winds as he felt her start to cast. The vines that had started to convalesce into a throne falling apart. Sweat beaded on his brow from the effort and he knew he faced a being of power perhaps equal to his own. A strand of magic lashed out towards the Ungor to his left. He laughed, what did he care about the half horns? The trees surrounding them bent down and tore two of them apart. Distracted by the spectacle he missed the quick follow up spell that toughened the small knight unit ahead. He spat with anger, he would not miss that trick again. Seeing the enemy warmachines lining up to fire, he decided to play a trick of his own. He drew a dark chalice from his pocket and invoked its power. The skies immediately darkened, clouds formed and an unnatural rain fell on the battlefield. The bowmen unleashed a hail of broadheads and failed to hit anything. The first Trebuchet tried to fire but the windlass had been wound too tight and the catapult exploded, shards of wood and metal flew in every direction, eviscerating the crew. The second Trebuchet fired and dared to target him! The serfs aim was slightly off and just 3 of his body guard were mangled the shot.
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