Tuesday, July 16, 2013

The Children of Chaos March to War


This past Thursday a few of us set up a Warhammer Fantasy Battle team game at Gamers Sanctuary as part of the Drakwald Incursion. It was two of us Beastmen players vs Lizardmen and Ogres. Each player had 1250 points, so 2500 per side. I did my best to approximate the lists (without magic items mostly):
The Allies
1250 Pts - Lizardmen Roster
Slann Mage-Priest (1#, 275 pts)
   1 Slann Mage-Priest, 275 pts (General)
Skink Priest (1#, 65 pts)
   1 Skink Priest, 65 pts (Hand Weapon; Aquatic)
Saurus Warriors (20#, 250 pts)
   19 Saurus Warriors, 250 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Shield; Scaly Skin)
   1 Saurus Champion (Hand Weapon; Shield)
Skink Skirmishers (12#, 90 pts)
   11 Skink Skirmishers, 90 pts (Hand Weapon; Blowpipe; Aquatic; Skirmishers)
   1 Skink Skirmisher Brave (Hand Weapon; Blowpipe)
Cold One Cavalry (8#, 330 pts)
   7 Cold One Cavalry, 330 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Spear; Shield; Causes Fear; Scaly Skin)
   1 Cold One Rider Champion (Hand Weapon; Spear; Shield)
   8 Cold One (Causes Fear; Immune to Psychology; Stupid)
Temple Guard (12#, 227 pts)
   11 Temple Guard, 227 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Light Armour; Shield; Scaly Skin)
   1 Revered Guardian (Hand Weapon; Halberd; Light Armour; Shield)
1250 Pts - Ogre Kingdoms Roster
Tyrant (1#, 312 pts)
   1 Tyrant, 222 pts = (base cost 210 + Great Weapon 12)
Ironblaster (3#, 170 pts)
   1 Ironblaster, 170 pts
Butcher (1#, 185 pts)
   1 Butcher, 135 pts = (base cost 100 + Level 2 Upgrade 35)
      1 Hellheart, 50 pts
Ironguts (10#, 450 pts)
   9 Ironguts, 397 pts = 9 * 43 (base cost 43) + Standard Bearer Std 10
      1 Gutlord, 53 pts
Leadbelchers (3#, 129 pts)
   3 Leadbelchers, 129 pts = 3 * 43
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The Bestial Horde
1250 Pts - Beastmen Roster
Great Bray-Shaman (1#, 235 pts)
   1 Great Bray-Shaman, 235 pts (General; Primal Fury; Level 4 Upgrade; Hand Weapon)
Bray-Shaman (1#, 110 pts)
   1 Bray-Shaman, 110 pts (Primal Fury; Level 2 Upgrade; Hand Weapon)
Wargor (1#, 185 pts)
   1 Wargor (Battle Standard Bearer), 185 pts (Primal Fury; Hand Weapon; Battle Standard Bearer)
      1 The Beast Banner
Gor Herd (30#, 235 pts)
   29 Gor Herd, 235 pts (Ambush; Primal Fury; Musician Mus; Standard Bearer Std; Hand Weapon)
      1 Foe-Render (Hand Weapon)
Ungor Herd (30#, 195 pts)
   29 Ungor Herd, 195 pts (Ambush; Primal Fury; Musician Mus; Standard Bearer Std; Hand                     Weapon; Spear; Shield)
      1 Halfhorn (Hand Weapon; Spear; Shield)
Minotaurs (3#, 165 pts)
   3 Minotaurs, 165 pts (Hand Weapon; Light Armour; Causes Fear; Stomp)
Bestigor Herd (10#, 120 pts)
   10 Bestigor Herd, 120 pts (Always Strikes Last; Primal Fury; Great Weapon; Heavy Armour)


1250 Pts - Beastmen Roster
Great Bray-Shaman (1#, 235 pts)
   1 Great Bray-Shaman, 235 pts (General; Primal Fury; Level 4 Upgrade; Hand Weapon)
      1 The Lore of Shadow
Wargor (1#, 131 pts)
   1 Wargor (Battle Standard Bearer), 131 pts (Primal Fury; Hand Weapon; Heavy Armour; Shield; Battle Standard Bearer)
      1 Gnarled Hide
Bray-Shaman (1#, 160 pts)
   1 Bray-Shaman, 160 pts (Primal Fury; Level 2 Upgrade; Hand Weapon)
      1 Shard of the Herdstone
Gor Herd (30#, 265 pts)
   29 Gor Herd, 265 pts (Ambush; Primal Fury; Musician Mus; Standard Bearer Std; Hand Weapon; Extra Hand Weapon; Extra Attack)
      1 Foe-Render (Hand Weapon; Extra Hand Weapon; Extra Attack)
Ungor Raiders (10#, 60 pts)
   10 Ungor Raiders, 60 pts (Ambush; Primal Fury; Hand Weapon; Short Bow; Skirmishers; Volley Fire)
Minotaurs (6#, 330 pts)
   6 Minotaurs, 330 pts (Hand Weapon; Light Armour; Causes Fear; Stomp)
We had a dispel scroll and they had a Helheart and wizard stupidity banner. I also had a Shard of the Herdstone that would make our magic much more powerful.

The initial setup. My models are mostly unpainted so we'll be doing a Battle Chronicler report.

DEPLOYMENT

We put our Shard of the Herdstone right in the middle with minotaurs on the flanks and big blocks in the middle. Hopefully our shamans would be able to sling spells with more magic dice.

TURN ONE

We rolled well and took the first turn with all of our beastmen moving forward as fast as possible. The minotaurs on the flanks moved a bit faster to try to get there and do something. I was worried about what would happen; the shooting from the ogres was probably going to tear up my minotaurs. We didn't manage to get any significant magic to stick.


In the bottom of turn one the allies stood fast for the most part, likely waiting for the counter charge and shooting us up. The minotaurs lost two models to shooting and the skinks moved up. No magic went through.

TURN TWO

I made a charge with my minotaurs on the flank and he fled with his leadbelchers. The gors moved up on the right because the charge range was so long. Matt failed his charge with his minotaurs. I tried to get some death magic off on the ogres but it was dispelled. 


The ironguts charge in, the saurus warriors fail a charge and the cold one cav charge in. The look on Matt's face when he saw the ironguts make their charge was pretty scary. The minotaurs would definitely be chopped up. 

I managed to fight back with a ton of gors on the cold one cav. Gerald rolled poorly and lost quite a few; I actually won combat and he stayed in. On the left his minotaurs were decimated and the ironguts rolled into his bestigors.

The leadbelchers and cannon shot up the minotaurs again. I had two left and they made their panic check.

We really thought the game was out of reach at this point.

TURN THREE

The minotaurs charged the leadbelchers again; with only two guys left they held their ground and got chopped up. I got a Wildform off on the Gors (+1 T +1 S) and this helped them win another combat. The bestigors didn't do too well against the ironguts and basically died in droves. The ironguts did a free reform.


The ironguts charged the flank of the gors and did some slaughtering. The allies hadn't really gotten off any magic yet and the cold ones were still not winning combat. The saurus warriors moved up to charge. 

TURN FOUR



The ungors and gors break the ironguts with a timely casting of Occam's Mindrazor! Matt got lucky and managed to bring them down. The gors on the right flank finally killed off the cold one cavalry and the minotaur (one left!) moved up to flank out the temple guard and Slann. Still not really any decisive magic. I tried Purple Sun a few times.


The Saurus warriors reformed to take any charges and the rest of the army gets ready for any charges. They tried to get some more magic off and didn't do much. The cannon put some grapeshot into the gors on the right flank. The skinks shot up my ungors with blowpipes and made them flee off the board.

TURN FIVE

The gors and minotaur move to finish off the Lizardmen (although a nasty slann was sitting in there). The ungors and gors maneuver on the left flank to come back to the fight. I miss with another Death Magic spell.


Welp.

Gerald miscast a Purple Sun on my gors and killed my BSB, Great Bray Shaman (general) and most of the unit. The cannon put some grapeshot in as well which helped out. The skinks aimed and fired blowpipes at my bray at the back. The saurus warriors charged the ungors. 

I was pretty scared at this point but Gerald rolled his miscast and blew up most of his Temple guard and his Slann flew into the void. Bray screammmmmmmmmmmmmm!


TURN SIX

It was basically over now. We moved in to clean up the temple guard and the Saurus warriors died. Chalk one up for the children of Chaos!


3 comments:

  1. Looked like you guys were having fun when I stopped by. I hope to make it out for more Fantasy soon.

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  2. Think I would like to purchase a Fantasy Army.

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    Replies
    1. Let me know if you have any questions. Throw out some interest posts on the WHFB forum and we can help :)

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