Saturday, 2 August 2014

Midlands GT Game 2: Beastmen (Me) Vs Lizardmen (Nav)


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.

Tuesday, 29 July 2014

Midlands GT Game 1 Beastmen (Me) VS Vampire Counts (Dan)


So here's my blog's very first battle report, Game 1 of the Midlands GT, with my Beastmen against Dan's Vampire Counts.

So this was my (slightly unusual) 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

And this was Dan's closed list:

Master Necromancer (Level 4 Wizard, Lore of the Vampires)
Vampire (Level 1 Wizard, Lore of the Vampires, Battle Standard Bearer, Lance, Heavy armour, Shield, Hellsteed)
5 Dire Wolves
5 Dire Wolves
5 Dire Wolves
18 Skeleton Warriors (Full command, Spears)
50 Skeleton Warriors (Full command)
20 Zombies (Standard Bearer, Musician)
8 Crypt Horrors (Champion)
9 Black Knights (Full command, Barding, Lances)
Corpse Cart
2 Fell Bats 
5 Hexwraiths 
Varghulf 
Terrorgheist

Deployment: I was a little scared of what the Terrorgheist would do to razorgor caught out of my inspiring presence range, so deployed around the herdstone in the centre. My secret mission was to kill the vampire general, so I ambushed the 20 man unit of ungor, and 2 of the 10 man units to threaten him if he hid at the back.

Dan deployed with his chaff to the front, and general and Terrorgheist out of death snipe range. His black knights are further back, and his vampire is in a different unit due to not wanting to give targets to my wizarding hat lord who was toting lore of metal for the game.

My turn 1 was fairly ineffectual, sniping a couple of wounds off the  corpse cart and my chariots dancing around his chaff. In his turn 1, he charge the hexwraiths into my right razorgor unit, killing one and pinning them in place. He also put his crypt horrors into long charge range of my left razorgor unit, a charge i didn't want to take.


 Here unfortunately my pictures came out badly, but my central unit of razorgor charged some dogs, overrunning right into the centre of his army, and my beastlord charged out of his unit and wiped the hexwraiths out in a round with his biting blade and crumble, freeing up my razorgor to fight again. My 20 man ungor unit also ambushed behind the black knights. I also cast a purple sun at the crypt horrors but rolled short.
 

Here the Crypt Horrors with the vampire, charged my left razorgor unit, who fled behind the herdstone, the skeletons moved to block the razorgor charging the knights. The Kights tried to swift reform to escape the trap formed by the surrounding units but failed and were stuck in place. The purple sun just missed the crypt horror unit, so I dispelled it in case it moved near my razorgor next. Some of my other ambushers came on behind the wizards bunker, and fought zombies raised in their way.


Here is the aftermath of the next turn's combats, the razorgor killing a lot of the huge skeleton unit, and even more with crumble, the ungors rear charging the black knights and winning, killing a couple, and three more with crumble, the knights then turned to fight.

Heres a very blurred pic of the crypt horrors moving to threaten the central combat, if they flank charged the razorgor, they would probably win, and all the skeletons had to do is hold for one more round.
 My Razorgor rallied on the edge of the board, and waited around behind my slowly advancing generals unit.

Luckily for me, Dan's combat rounds went well for the Beastmen, with the ungors finishing of the zombies behind the generals unit, and the razorgor in the centre doing a frankly ridiculous 23 wounds on the skeletons, destroying the unit with crumble. The ungors fighting the black knights lost and fled, the black knights failed theirs restraint and chased them off the board, taking them out of the game. This positioned me for a charge from the razorgors into the corpse cart with an easy overrun into the generals unit, which the ungors would rear charge so that it would be already engaged, letting them fight again.

The Varghulf stops wandering on the flank to nobly sacrifice himself to stop the right razorgor unit committing to the fight as well.

The Terrorgheist, who till now had been trying to stay out of razorgor charge range and screaming at chariots, attacked my wizard bunker with the bsb, who reduced their leadership by one.

The Crypt horrors finally got into action, charging my generals unit with help from the bsb, who unfortunately fluffed his attacks, missing his chance to kill my bsb with his lance. My unit held on steadfast, but was in need of rescuing quickly. His terrorgheist rear charged my wizard bunker, who held on steadfast.

My Razorgors had meanwhile killed the general and his unit in a single round with help from crumble, and turned to fight the massive zombie block.

I threw everything else into the big combat, the razorgor unit behind clipping the bsb, the one to the right flanking the crypt horrors and even my wizarding hat beastlord charging in, we knew the game would be decided on this combat, I thought I had the edge, but those crypt horrors are very tough, and the vampire had another chance to kill by bsb.

 And then I finally did something in the magic phase, my death wizard ignored the terrorgheist eating his mates behind him and cast purple sun with irresistible force right through the crypt horrors, killing every one. The vampire failed to kill the bsb in combat and was promptly killed by razorgor

To add insult to injury, the terrorgheist fluffed his attacks and thunderstomp to let the wizards and their unit survive the game. Survivors on the vampire side were the remnants of the large zombie unit, the terrorgheist and the black knights, who wandered back onto the table on the last turn.

Result: A 20-0 win for the Beastmen. 
Overall, I got lucky at two key points, the razorgor having an epic round of combat and wiping out 40+ skeletons in a single round gave them the perfect chance to charge the general, and took them out of the way of the crypt horrors. The other was of course my amazing purple sun just when it was most needed. Without these two moments the game could have easily gone Dan's way. Dan was a great guy to play, a good sport even as his army was falling apart and has a great painted and converted army, which I wish I'd taken some better pictures of, but if you want to see it, I'm pretty sure I saw Gareth of Bad Dice taking pics of the best painted nominees, so if you keep an eye out I'm sure you can find some.



Sunday, 6 July 2014

Basing my Pirate Orcs

This is the basing scheme for my in-progress pirate orcs army.

I started with a sheet of steel cut to the right size, glued magnets to the bottom of 40 25mm bases and stuck them to the steel base.

Then I used the Goblin Town scenery to create a raft-style scene, using the supports for edging and a flag and mast.

I painted a simple scheme: XV-88 base with Balor Brown drybrushed over the top for the wood, Regal Blue with a Temple Guard Blue layer then varnished for the water.

I'm fairly happy with how it turned out, as I didn't want the basing to be too complex for a horde army. Let me know if you have any thoughts.

Introduction

Hey all,

This blog is going to be all about my Warhammer Fantasy hobby activities, everything I do; from tournaments I attend to my painting, gaming and army lists. I am a regular tournament player, but play unusual lists (if you play on the UK tournament scene you might have seen my razorgor-heavy Amazon-themed Beastmen), and am not in any way WAAC, on the other hand I do like to win. Anyway I'm hoping this blog will help keep me motivated to keep up with my hobby, especially my current project, a pirate themed orc army.

Hope some of you find some interest here,
Ciao