After a successful 1st game, I was thrown way up to table 7, playing Nav, a great player, I've played him several times in the past and not had a good record, so I was a little worried, especially since he knows Beastmen well himself, having played them before at tournaments.
Seeing his list didn't reassure me:
Saurus Oldblood (Great weapon, Heavy armour, Cold One)
Slann Mage-Priest (Level 4 Wizard, Lore of Life)
Skink Chief (Battle Standard Bearer, Light armour, Shield, Spear, Ancient Stegadon)
10 Skink Skirmishers (Javelins & shields)
10 Skink Skirmishers (Javelins & shields)
10 Skink Skirmishers (Javelins & shields)
10 Skink Skirmishers (Javelins & shields)
20 Saurus Warriors (Full command, shields)
10 Skink Skirmishers (Javelins & shields)
Stegadon
6 Chameleon Skinks
Ancient Stegadon
Ancient Stegadon (Engine of the Gods)
Life magic, lots of poison and 4 Stegadons!
An unconventional but effective list, and with all the stegadons having sharpened tusks (D3 wounds on impact hits), I knew a couple would easily defeat a unit of razorgor if they got the charge, but if I got the charge, with stength 6, my razorgor should win, so the charge would be vital.
As a reminder, here's my list:
Beastlord (Armour of Silvered Steel, Talisman of Preservation, Biting Blade)
Beastlord (Heavy armour, shield, Wizarding Hat)
Bray Shaman (Level 1 Wizard, Lore of Death, Shard of the Herdstone)
Bray Shaman (Level 1 Wizard, Lore of Death, Dispel Scroll)
Wargor (Battle Standard Bearer, Heavy armour, shield, Gnarled Hide, Standard of Discipline)
30 Ungor Herd (Full command)
20 Ungor Herd
20 Ungor Herd
10 Ungor Herd
10 Ungor Herd
10 Ungor Herd
Tuskgor Chariot
Tuskgor Chariot
7 Razorgor Herd
7 Razorgor Herd
7 Razorgor Herd
So, I deployed centrally around the herdstone, as did Nav, deploying all four razorgor together to advance together to stop me taking them on piecemeal.
Turn one was uneventful, my chariots fighting chaff and both sides hanging back to try and get the charge, I chipped a few wounds off the engine of the gods, which the slann healed back, the oldblood advanced ahead to hope to hold up one of the razorgor units.
Turn 2, Nav moved forward again, allowing me long charges against the Stegadons, which my Razorgor made, wounding the stegadons, but not killing them, as they were stubborn, they held. I also charged the oldblood, but unfortunately he wasn't hurt and he held too. The other two stegadons counter-charged the unit fighting the oldblood, easily breaking them, catching them on pursuit and one stegadon and the oldblood hitting my wizard bunker behind. The razorgors kept fighting the stegadons, chipping wounds away despite wounding on 5s this time.


As you can see above, the other stegadon only pursued a short distance, exposing his flank which the two ungor units with their two beastlords and bsb promptly charged. The wizard bunker broke , and luckily the predatory fighter rule forced the oldblood to pursue, the stegadon with him reformed and counter-charged to help the other stegadon against my ungor units. On the right of the photo, you can see that in my turn, the razorgors fighting the bsb's stegadon finally killed it, which just left the bsb, who was quickly killed in Nav's turn, leaving my razorgors to turn to help the central unit.
The old blood failed to catch my bunker, who rallied on the board edge, he charged again, and they managed to hold for a couple of rounds, keeping him out of the game vitally for long enough to stop him affecting the central combats.
The ungors (well to be honest it was the beastlords), killed one of the stegadons they were fighting, breaking one unit out of combat, who then charged the side of the other stegadon. The razorgors on the right charged the other stegadon in the flank, hoping to get a long overrun into the slann's unit if they could kill him in a round, which was doable as they were strength 6 on the charge and he was already wounded.
This blurry photo shows what became of my 10-man ambushing units, who spent all game harassing the last of \Nav's chaff, the chameleons, the last survivors of the chaff war with my chariots.
Here you can see, my plan in the centre worked, killing the stegadon and overrunning into the slanns unit. However, the other combat went badly, the beastlords failing to kill the stegadon, and him wiping out most of the ungor with a good attack and thunderstomp. The oldblood has now wiped out the wizard bunker and turned back to the fight.
I killed the stegadon, and turned both units to face the oldblood, who promptly charged. The razorgors killed all but a handful of the slann's unit, but the he cast flesh to stone, which saved the rest for the phase. The oldblood charged the points heavy target which was now only made up of my general and bsb, my bsb was fairly unprotected against him, so my general challenged to save him.
The last member of the other razorgor unit was poisoned to death by some of Nav's wayward chaff. I charged the ungor unit into the oldbloods flank for combat resolution purposes. My Beaslord luckily survived the challenge, taking one wound.
With only one combat phase left, Nav kept flesh to stone up, which was just enough to save the lives og the last couple of saurus from the hungry razorgor. In the challenge, the Beastlord was lucky again, surviving the game on one wound, the oldblood lost combat again but held on a coldblooded test, and the game ended.
Finally, after totaling up a lot of loses each, we found after several recounts that we had got a draw (a rare result as being within 150 points of each other is hard, especially in such a high victory points scoring game). It was a great game, both of us getting stuck in quickly, with our tough combat units fighting each other and not doing much damage for a few turns, and almost every unit in combat from turn 2 onward. I felt the combats were tight all game, and the draw was a deserved result.
Hope you liked that one, next battle report up soonish.