Showing posts with label Battle Reports- WFB. Show all posts
Showing posts with label Battle Reports- WFB. Show all posts

Wednesday, December 8, 2010

WFB -Daemons vs Empire Battle Recap


An older photo from my DoC in 2009, they haven't changed all that much remaining somewhat in a state of being unfinished.

Not a full bat rep and no real photos, but just interesting recap of a game I played last night. As previously mentioned I've been a bit of a WFB hiatus since October, but definitely had the itch to dive back in lately. My friend Jeff was over with his Empire horde style army, and I didnt feel like another Empire vs Empire match up, and I saw my dusty Daemons over on the shelf. I had not tried of game of 8th with DoC and it was all the motivation I needed to give it go. Oh how the mighty DoC have fallen! Out of Habit..I went with a 7th ed style list based on what models I have around..certainly wasnt optimal, but I thought could get the job done. heres how it went

Daemons of Chaos

Skulltaker
Herald of Nurgle, Level 1 Wizard, BSB w/ Sunderin Banner, Staff of Nurgle

15 Bloodletters, FC , Skull Totem
15 Bloodletters, FC , Endless War
15 Daemonettes, FC Siren Standard
19 Plaguebearers FC Seeping Decay

4 Nurgling Bases
5 Fleshhounds
2 Bloodcrushers
2 Beasts of Nurgle

The Empire

General of Empire
Wizard Lord - L4 Lore of Life
Warrior Priest
Captain - BSB
Battle Wizard- L1 -Lore of Beasts
Master Engineer


60 Spearman
Detachment 30 Swordsman
Detachment 30 Swordsman
30 Flagellants
5 Pistoliers, Champ w/ Repeater Pistol

Great Cannon
Mortar
Helbaster Volley Gun

Jeff didnt start playing Empire until 8th ed, so while his list seems unconventional from my perspective, it works for him. We played the Meeting Engagement. which has the diagonal deployment and only a 12' neutral zone, I had my Nurgle herald, with the Plague Bearers right across from the big block of Spearman, with Skull taker and 15 Letters off one Detachment, the other unit of Bloodletters was off the left of the other detachment with Nurglings in the woods directly across. My Daemonettes where there to soften up the Flaggies, and my Fleshounds and Bloodcrushers on one flank heading straight for his artillery and my 2 Beasts on the other, going after loose wizards...small units etc..

I knew combat would arrive quickly so I wanted my Daemons to punch thru one detachment early and get around to rear change the big block..Everything else I had was on the Flanks. The battle really boiled down to dice and not rolls, (while Jeff did have quite the hot streak) but the sheer number of dice that jeff massive units allowed.

Game Highlights

My flankers with Leadership 7, kept failing there leadership and were getting marched blocked, I was a turn or 3 late getting to the backfield, the Helblaster inflicted serious pain., wasted most of unit of Letters, and killed one of the bloodcrushers.

The Level 4 Wizard died in turn 2 or three due to miscast. the level 1 and priest still keep me on my toes with magic due to Daemons are insulated against offensive magic to an extent, but for buff magic I was reliant just on what ever dice I got with just a level 1

Skulltaker and crew ..ripped up one detachment, but overran off the board costing me a key turn to help out the engaged plaguebearers

Plaguebearers with just a regen only (no addtional ward in 8th remember) didn't save them from instability with big combat res's. My shit dice didnt help for kills, not a single poison. also I miscast my second attempt with Staff of Nurgle and it crumbled..only one Racid Visitation

Jeff's General has the Speculm, which is big pain in the butt...not to mention he managed to make a couple parry saves against killing blows.

Empire failed no Fear checks..with BSB redunancy.

Daemonettes did a great job of handling the Flaggies, while I died, I easily ate over 20..making the remaining ones manageable.

Locked in a challenge once with the Empire General with the Speculum, Skulltaker could not close the deal with Jeff making his parry save against killing blow on more than on Occasion..I made plenty of Saves as well considering the general with my strength was Strength 7.

The Spearmen horde simply put of too many dice against the single attack Bloodletters with a +5 static res, the Daemons didnt last long again instability checks, I was making plenty of checks at negative (below 0) combat resolutions.

Daemons were Massacred.

I'm not used to the Empire massacring Daemons...in 7th I won very few games against DoC and ones I did simply weren't massacres..while I had some bad luck, somethings are clear about DoC in 8th

-You need Tzeentch, more magic and magic defense against buffs is key.
-Nurgle isnt so durable any more
-Hordes of 30 are almost a must.
-Fleshhounds still rule but you need more than 5.
-Daemon Prince Caster definitely an option (in lieu Greater Daemon still not being allowed
in alot of events in these parts..) There is alot more but that all I have time for.

I'm finding the now handicapped Daemons alot more interesting now that they arent so over the top- something to think about. hats off to Jeff on a great, and fun game with lots of ups and downs.

Thursday, September 30, 2010

Battle Recaps- Core Comp Practice



More Core Comp practice Tuesday night where I got a game and half in and the last practice before the 5 games over two days that is 2010's Core Competency tournament. My first game against Steve and his Lizards. Steve wanted to run his 7th ed style MSU lizardman list with Lord on Carnosaur and an Engine of Gods. This was great list in 7th and Steve got alot of milage out of it. With the new artillery rules in 8th being so much more consistently deadly, he saw quickly why its a bit risky. I got 1st turn and without the Engines 5+ ward My Cannon trashed the Engine..killing the priest, 2 crewman and 3 wounds on the Steg, eliminating the threat of the Engine before he even got to go.New Cannon rules are brutal against mounted single monsters. Anyway it went down hill from there, I am sure Steve would have made a decent game out of it but with no magic phase and some fluky failed cold blooded panic checks (his general twice) its was a seriously up hill battle for Steve and we called it.

Game 2 versus Chris's Warriors of Chaos was a knock down drag out where I didnt win the game for sure until turn 6. Chris has great MSU warrior list that is perfect for Core Comp. Yes despite the all talk of gigantic blocks are the way to go in 8th, MSU is still extremely viable in the hands of a competent player with enough smaller threats on the table you can take your opponent focus off the huge block of Warriors, until its too late and they crush you.or pay the price. Magic was nuts in the game with 4 big miscasts, 2 per side. (including me rolling double 6's on two dice throwing a crappy magic missle at fodder, which reduced my level 4 to a level 1, thankfully this was in turn 5) in terms of a Battle Report or Recap. I'm going to try a slightly different format here where I list each unit in both lists with a brief recap of its Performance throughout the game. A more detailed Recap, than full on report...I just haven't had the time needed to a full on turn by turn write up yet.
(games where 2400 point with 900 points of core for the tournament requirement)


This went very well for the Empire..spell on the card is "Shield of Thorns"

The Empire

General of Empire - Killed by Exhalted Hero Riding with Chaos Knights..when I failed 3 out 4 Ward Saves he's didn't do much other than provide that great "9" leadership and give me a extra banner, sometime, thats
enough.
Wizard Lord
- (Lore of Life) Reduced to Level 1 turn 5 via miscast, had another miscast that killed a Chaos Knight in contact with him as well. He did get off one Dwellers Below on the Mauraders on foot..but only killed 8 Rundown and Killed by Three Surviving Chaos Knights with my Swordsmen
Warrior Priest- Rode with my Knights..took out the Chaos Chariot and forced feeling marauder horse off the board
Captain, Battle Standard Bearer.- Attached with Free Company- defeated and broke 10 marauder horse, finished off some dogs, broke and ran down remaining foot marauders to rear charge the Sorceror Lord and remaining Knights for the Win.


28 Swordsmen- Hung in for 3 turns but eventually broke and run down in combat with Chaos Knights
10 Handgunners- Entered tower turn 2, shooting turns 3-6 help thin out units and killed broken/ fleeing stragglers (forsaken, dogs)
10 Handgunners 2- Killed by Forsaken, some shooting kills
30 Free Company- with BSB see above, game MVP
9 Core Knights- see Warrior Pries above.
20 Flagellants- Tarpitted the Warriors and Sorceror Lord most of the game thanks to an un-maximized contact forced by the Tower in the center of the board. that only allowed 4 models per side to engage..1 Flaggy lived keeping the points on the board.
5 Pistoliers- Had good luck this day..lots of small shooting kills and finishing off flee units...survived the game..a rarity
Great Cannon- Misfired and exploded while trying grape shot incoming forsaken turn 5.
Mortar -Charged and Destroyed by Forsaken turn 3
Steam Tank -malfunctioned turn1 going for 5SP, the got it together ran down 10 warriors with Halberds. took its licks from combat abd magic, having 5 wounds on it but a gamble for 3 Steam Points turn 6, pays off with and lucky "1" and the tank charged the Chaos Sorceror Lord and his Warriors for the win.


10 hounds and 10 forsaken is a good flank rush



Chris got lucky on the Chariot with 4 kills on impact against a 1+ save..but he should have charged the pistoliers.


Warriors of Chaos


Chaos Sorceror Lord...with the extra Spell and using the Lore of Shadow, he had plenty of magic ammo to throw at me, Miasma, the Mindrazor, Pendulum and The Withering all went off, Pit of Shades never did..as Chris had some bad luck with magic dice where he missed casting the spell by 1 and ending the magic phase early at least twice..plus two big miscasts that killed alot of his warriors. His Lord was broken and rundown at games end.
Exhalted Hero BSB- rode with the Choas Knights..Killed my General, Broken and Ran down my swordsmen and wizard late game survive with two Chaos Knights.
30 Chaos Warriors- With Sorceror Lord..took alot of shooting and magic casualties before taking 6 kills from the Stank in the end 5 or 6 remained and were broken and caught by Free Company
33 Marauders ( foot w/ Flails)- Shot up, hit with Dwellers Below significantly softened up before charging my Free Company and BSB, losing and running and getting caught on subsequent charge
10 Warriors Halberds...Run over by the Stank, 3 stragglers shoot down by Pistoliers
10 Forsaken- Took numerous shooting casualties but still took out my mortar and unit of handgunners before being shoot down by my handgunners
10 Hounds- shot up, hit by a mortar..crushed by the flagellants..the over of which put my Flaggies into contact with the Chaos Warriors
10 Hounds (scaly skin) shot down by guns...(hand, and pistol)
10 Marauder Horse- Charged by my Free Company horde and BSB, lost..broken troops run off board by my Knights
Chaos Chariot...destroyed by Knights but did kill 4 on impact and 1 more in combat for 5 knights..it earned it points back.

A good game to Chris that could have easily went the other way, I'll be back next week with a full write and report on the Core Competency event.


good shot of my turn three, right before all the major engagements began

Sunday, July 11, 2010

Empire vs Lizardmen 2400 points - 8th Edition!

@ Plastic Legions HQ -7/10


Lots of Terrain was awesome!, mysterious terrain rules?, not so much we dropped them.


With our new 528 page rulebooks in hand Steve and I played another game of the new 8th Edition of Warhammer Fantasy battles. This time at 2400 points as, the increases needed in Infantry make you run out of points really fast and I just don't think the old standards of 2000 or 2250 are going to be in favor for very much longer. Our overall opinion after this game is once again, the game has totally changed. After soundly beating Steve for the 1st time ever against his Lizards..he even said " I have to totally relearn how to play" that's comment of itself is pretty indicative to the new rules. Armies and the players themselves are going to be changing drastically over the next couple months and I'll say it again- if you are a fan of Warhammer, "the game", "the world" in its macro terms you will love this! but if you are really just a fan of competitive Warhammer in 6th/7th edition and its nuances..I'll probably be seeing you on the tables playing something else.

Game setup was 2400 points and I rolled a wopping 9 pieces of terrain, there was no Mysterious terrain on the board. That's a house rule because we think it sucks, I think you will find the limiting or elimination of mysterious terrain very common in upcoming indy events. to be clear we played with terrain rules, just no mysterious effects.


Empire List- (note the changes in comments after 2 games, and some rules I missed last time have change my opinions on some units)

General- Armor of Silver Steel, Holy Relic, GW, Pistol
Captain BSB- Sword of Sigismund
Battle Wizard- Level 2, Lore of Fire, Seal of Destruction
Battle Wizard- Level 1, Lore of Beasts, Rod of Power
Warrior Priest- Armor of Meteoric Iron, , GW

(note: added a second, level 1 Wizard this time, wanted to try Lore of Beasts for default spell alone as a unit buff, The Rod of Power is waste of points as with the high casting values, I never came close to having any dice left, maybe with a couple level 4's it would be worth it.
overall my character were solid)


30 Swordsmen FC w/ War Banner
15 Swordsmen Detachment
(didn't fair as well this, game as last and I am still second guess detachment choices and overall usefulness in this edition...I will always run these guys the question is what detachment and configuration)

30 Free Company FC
(still a great choice at 170 points, although can definitely NOT handle a 3 x 3 unit of Monstrous infantry)

30 Flagellants, in 3 x 10 Horde formation.
( unstoppable, insane amount of attacks with the ability to martyr and being unbreakable
they are now better than the Steam Tank, yes you read the right, this was my biggest threat
ranking over 1300 points in kills including the Slann!)

10 Crossbows, Musician
10 Handgunners, Musician
(at 85 points and being able to reform in movement and shoot in the shooting phase a much needed change, great!)


5 Knights, Musician , Great Weapons
( still good as protection for my BSB, but dont think they can take a infantry block alone!)

10 Inner Circle Knights, FC w/Steel Standard
(much better than last game, with the back rank striking they are really now, the hammer..ever more so, with Warrior Priest and Great Weapons, the steel standard really help with a potential low dice roll on the charge)


5 Pistoliers, Outrider with Repeater Pistol
(Still good, but not as good as last game with the addition that pistols now suffer range penalites!! ouch..so up to 6" as normal..6"-12" -1 to hit...make Pistoliers with multiple shots hit on 6's at 12". (5's for the champ)...not a good as I thought they'd be...but still good)

Great Cannon, Mortar,
(both were great but the mortar didnt do as well as it should have, mainly because of what I was shooting at, "indirect fire" is a great option thou)


Lizardmen List

Slann Mage Priest, ,Level 4, General, BSB, Focus of Mystery, Focused Rumination, Forbidden Rod, Lore of Life.

(Still the King of Magic just dont expect those Temple Guard to protect you after you inevitably miscast, the Lore of Life and the Forbidden Rod..is an awesome Slann combo as he has 5 wounds
We both think thou running him alone in a "High State of Consciousness" is the way to go thou)

Scar Vet x 2 , various trinkets, 1 had the initiative 10 weapon.
(still awesome combat hero's)

20 Saurus Warriors w/ spears and Shields, FC X2
(Great Infantry but the argument for a unit HW&S for the parry save is their no doubt..I'm definitely building one myself)

20 Temple Guard FC,
(totally marginalized in this edition, cannot hold thier own against strong units in horde formation, what used to an impenetrable wall, collapsed like a house of cards at the sheer number of attacks a strong horde can spit out with there needed 150MM frontage @ 16 points
a piece these guy are only if your doing a theme/fluffy game or maybe run them solo without a Slann as a small unit elites to engage lesser infantry)

10 Skinks x 2- Skirmishers
(non factor this game so no comment..assume they are as useful as they were however skirmishing changes make redirection..way more difficult)

6 Kroxigors
( Monstrous Infantry, is were its at...I pounded these guys with magic and shooting and they near about collapsed my whole left flank before I took them out..watch out!)

4 Terradons
( new line of sight rules or not..these guys are shooting fodder and barely made past there vanguard move before being shot to pieces...I had some bad dice that gave them an extra turn
still good, but not the factor they were in 7th editon)

Salmander with 3 handlers x 2
( with changes to Skirmishers and that they can now march and shoot makes these guys better than ever)

8 Chameleons
(poisons still a great choice, got killed too early to comment)


another shot of the battle lines......

Brief Recap

Games again go so much quicker..first turn I charge my IC Knights thru the woods at the Chameleons I can see on the other side..I lose my Champion due to failing my "dangerous terrain' check going thru the wood, but wipe them out...I get a few other shooting kills. on Steve's turn..he moves the Slann over the hill and casts "throne of Vines" which I wisely drop my "seal of destruction" on, he then goes for the big kill ( my General, over the conservative kill , my horde of Flaggies) the Slann drops the "dwellers below" on my Generals unit but also miscasts! (were throne of vines..had I let it go would have saved him on a 2+) "Dwellers" does 17 kills including my Warrior Priest of the 32 guys in my unit but also kills 8 Temple Guard..my next turn my Flaggies charge the Slaan..crush the TG to a man..and put him on Snake eyes for the break, he fails with cold blooded and the reroll and is gone after only 1 magic phase. They also overun (being 10 wide) into the flank of his unit of Saurus crushing them the next turn. I kill a bunch of other stuff as well the next couple turns and by turn 3 the game is pretty much over but we play it out...Steve's Kroxigor..raise some hell crushing my Free Company and my General (who'd moved over there after my swordsmen got decimated but again we forgot about Steadfast so I would have held but broke) He also takes out my BSB and Knights who can't take a charge from 20 Saurus with Scar Vet. My IC Knights plow into the flank of those Saurus on my turn...and break and kill them (although we forgot they were stubborn due to ranks, it didnt really matter. by that point I had killed all his support and the Krox..and even with my Knights and those Saurus still in combat, I had alot of support my Flaggie horde coming up the rear) Steve conceded at the top his turn 5.


Unbreakable Horde on the Flank?...probably the worst potential outcome for anybody.

Lessons Learned-

Empire- with two big wins in both games I've played, the Empire is looking good. Flagellants are now crazy scary and the Greatswords are again now looking viable, Ranked unit with a Warrior Priest and the Razor Standard (look for me to try them my next game) I havent found the Block/ Detachment combo that's quite right yet..but all options other than the Steam Tank (again I've changed my mind here, even at the FAQ'd T10 @300 points just isn't worth it over say Flaggies and Greatswords) Empire is all about Infantry and Artillery with magic support.

Lizardmen- The kick ass old MSU Lizards list doesnt seem so viable...blocks of troops, a solo Slaan and Stegadons seem the way to go...1 normal Stegadon over those Temple Guard, and more expansive Slann that could have traveled alone would have give Steve and extra 70 points to play with and a Stegadon on his left flank with his Krox on his right would have given me fits.
I look forward to getting my lizards on the table..and I have no doubt Steve's will be back for vengeance.

Friday, July 2, 2010

Empire vs Skaven 2250- 8th Edition!!

@ Games Workshop, Oak Park 7/1


( just out of the bottom of the picture was more terrain and my cannons and crossbows on the lower right)


Finally had my 1st into game of Warhammer Fantasy Battles, 8th Edition yesterday. While my comments in my last post still stand, I want to take a moment and go into brief run down on the details on the game and the gameplay changes. I took a standard Empire list just going by the face value changes to the game without having the book of course..I saved a few points in case I wanted to switch up some items for the new common but I all I did was give my BSB a potion of Speed, due the overall higher initiative of Skaven.

Empire List-
General- Helm of Ratslayer, Holy Relic, GW, Pistol
Captain BSB- Sword of Might, Potion of Speed
Battle Wizard- Level 2, Dispel Scroll, Lore of Life.
Warrior Priest- Armor of Meteoric Iron, Icon of Magnus, GW

(note: General is still a solid choice, Pistols being 12" now is great, even going last with a Great Weapon was not that bad (at least in this game), BSB is now mandatory and useful, Wizard- I found 1 level 2 with a Scroll, being totally adequate against a level 4, a level 2, and level 1, unheard of in 7th ed. The Warrior Priest, got a huge bump with RIP's being able to overlap. although I think the icon of magnus is now mute, 25 point to nerf +1 to your fear causing opponents combat res, when you have a BSB for any leadership check..is a waste of points)

30 Swordsmen FC w/ War Banner
15 Swordsmen Detachment
(initative 4, the best 6 points a man The Empire has to spend, the detachment system is somewhat screwed now in 8th when it comes to Rank and File..you need a 5 x 2 formation, to cancel ranks so taking the odd casualty means you need Detachments of 15 to ensure they get a chance to do their job , which is pretty unwieldly. Not sure how small unit of skirmishers redirecting in 8th will work..I'll have to try that at a later date.)

30 Free Company FC
( 2 attacks each, but now save at 170 points this was very useful unit..these guys are now totally useful as combat unit, not just detachment fodder
or objective grabbers)

24 Flagellants
( Flaggies got a huge boost with "stepping up", no need for a champ and now you always "Martyr" as long as you have the models, it used to be that you'd only "martyr" if you got the charge, 24 was barely enough thou..need to find a way to get 30 in)

10 Crossbows
(great and really the way to go due to S4 and 30 inches, over the overrated handgunners)

10 Handgunners, Marksman HLR
(Handgunners are Empire Fluffy and that's cool, but these guys arent as good as crossbows even with the AP, due to the shorter range, the HLR never does much for me, bad luck I guess)

5 Knights, Musician , Great Weapons
(GW's now +2 Mounted. makes them better than lances again, you can bet GW's for Cav will not be free in the next Empire Army book, sad for the 12 Knights with Lances I have.)

5 Inner Circle Knights, FC Steel Standard
( Cav across the board did take a slight hit, with 3d6 drop the lowest charge thing, I did fail a key charge with a roll of (1,1,2) however I had backup so it was ok, I think with Empire, Standard Cavalry is totally maginalized. In fact dropping both these units, and the Hochland Long Rifle for the Steam Tank and an extra 5 Flagellants would have made my list that much tougher.)

5 Pistoliers, Outrider with Repeater Pistol
( the money, Fast Cav now with Vanguard move, and 12 inch shooting range..expect multiple units in Empire Armies)

Great Cannon x 2

Helstorm Rocket Battery
(Artillery got ALOT better in 8th, it so good now..that one of the biggest problems I see coming in 8th Edition is Artillery Spam the cannons and rocket battery more than earned their points back, and thats the first time I can say that about the rocket battery.)


Skaven List

General- Grey Seer Level 4, 6 Warpstones,on the Screaming Bell
Plague Priest- Level 2 on the Plague Furnace
Warlock Engineer
Cheiftain BSB

60 Clanrats, FC
- Ratling Gun Team

33 StormVermin FC (w/ Bell)
-Ratling Gun Team

30 Plague Monks (w/ Furnace)

15 Poisonwind Globadiers w/ Champ

10 Censer Bearers /w Champ

Plague Claw Catapult


Empire List Notes-

I purposely didn't take the Steam Tank for couple reasons. 1, The Stank was undoubtedly the tournament crutch of Empire in 7th Edition you need it or the War Altar to have something to divert attention from your troops, my opponents had to deal with the Steam Tank, and whatever was dealing with the tank was inevitably something I didnt want attacking my blocks. 2. at 300 points, that's alot of infantry your giving up and above anything 8th ed is all about infantry..in retrospect it would have been more useful than my Knights in this game..(keep in mind the Stank excels as a Close Combat ramming machine, if you're using it as a shooting platform, you are just a gambler) Overall the Empire in 8th Edition but using the 7th Edition book , just got a whole lot better.


Skaven List Notes- I don't know enough about Skaven to really comment, I've played less than a dozen games against Skaven ever, and only 3 maybe four with the new book, but despite the two big heavies it seemed to me this list was seriously missing some fast flankers and things like Swarms and Jezzails are a serious pain in the ass, big targets like the Bell and Furnace and subject to severe pain in this new Age of Artillery (I'll recap later but I popped the furnace turn 1, and had the bell down to 2 wounds by turn 2). This like a Abomination and Doom Wheel seem now for rats, even more mandatory and powerful.


Table Set Up and Mission

Seeing this was my first game, we choose mission 1, Battlefield, (Pitched Battle). Terrain Rules have changed Big Time you can have up to 10 pieces of terrain on the table (I rolled 8) , and every piece of terrain now has it own rules. Personally I think the new terrain rules are a bad idea, its one thing to have once piece, or objective having special effects but when you have 4,5,6+ all having their own rules/effect it slows the game down and is very tournament unfriendly. There had been alot of talk about the new True Line of Sight rules, but in reality it wasnt that big a deal being able to shoot thru forests is odd but makes sense, if you can see it, you can target it, cover were applicable...at least it seems to actually be true line of sight unlike 5th ed 40K which isnt True Line of Sight (because of abstract casualty removal)


Movement Phase-
New Movement is different, not sure how I feel about it right now..it definitely takes some getting used to, not sweating the minutia of a 1/8 of an inch in order to feel like you're not cheating your opponent sure is nice. one thing I love, is being able to reform with a leadership check and move normally, this is awesome, no more annoying, 180+ degree wheeling. Getting into a habit of pre-measuring will help you and opponent get the feel of the seemingly now sloppy movement being alot tighter..if your pre-measuring then (rolling for charges) then moving.

Magic Phase-
Ok, I have to say, I flipping love the new magic phase, seriously its so much better than the old magic phase I cant even tell you. There was nothing worse in 7th Ed than having to put a list together based on potential magic abuse by your opponent. Now it doesnt matter, in this game my Level 2 more than held his own against a level 4, a level 2, and a level 1, unthinkable in 7th edition. Warrior Priest Bound Spells are different( as you have to now roll) but since priest dont miscast ( double 1's or 6's may nerf the spell regardless now, not sure) you throw those with what ever you have left unless something else is key, overlapping RIP's is happy new addition to magic phase. This change alone has reset the game completely. also the way default spell now works, Lore Attributes and overall better spells are just better. there is alot of risk involved in Magic and because it now goes both ways...the fun factor of magic went up exponentially.

Shooting-
Shooting is now /will be the big issue in 8th edition, defensively- marginalizing you opponents shooting is now more key than ever, and probably the #1 threat. As I said, no more guess ranging makes artillery brutal, you can also now wound any toughness on the 6, shooting two ranks deep makes units of 20 shooters extreme threats...Dark Elf Crossbows? Look out. We'll need to key an eye for shooting abuses in this edition and for tournament composition systems, Like WPS which focused on magic, new comp systems will focus on shooting particularly War Machine Spam.

Combat -
Close Combat is bloody and brutal, the removal of any psychology from the game means you are always fighting, quicker and more often the question is with how many units...the first combat of this game involved 110 models!!!, I generally don't like pulling insane amounts of models off the
table, but I think this is shell shock from 4th Edition 40K, in last night close combats it all seems to work ok, with combat res typically in the +20 range. (+21 vs 27...etc)


Game Recap-
I brought a small tape recorder thinking I'd just record the conversation to get some good detail for this but it was an old piece of shit using an old school cassette, the tape was quickly eaten, so moot point.( thumbs up for digital recorders, I'll have to get one.) anyway I just moved on with the game..here's a brief rundown.

Turn 1- I won 1st turn, My wizard rolled 2, then 4 for the new lore of life, Flesh to Stone, and Shield of Thorns, both incredibly useful spells, (toughness 5, Free company and Flagellants?, watch out) My cannon blew up the Plague Furnace turn 1 by roll a 6 on wounds, just lucky...I hit the bell as well, but he made the ward save. The Rocket Battery, got both the clan rats and the globabiers..killing a dozen models, wow. On the Skaven turn, I used my scroll to shut down a "cracks call" that could have been nasty with +4 to the dispel the Grey Seer is going to get ough stop alot of spells, with high numbers.

Turn 2- Movement is very fast we where charging and into fights by turn 2. I hit the Screaming Bell with both cannons put 4 wounds on it from one, but rolled a 1 to wound with on the other..so close to finishing it off . Thing about the Screaming bell, I ended up ring it myself from hitting it with S6+ attack but nothing too bad happened. My now Toughness 5 free company battled the furnace less Plague Monks and Priest, even with death frenzy toughness 5 was too much I win the combat, break them and run them down with long overrun...go free company! The huge melee took place directing on the Arcane Ruins in the center of the board. My Flagellant charged his Clan Rats and I also charged my General and his Swordsmen at the Flank of the same Clanrats who where oriented 6x`10 deep..huge flank..I need a good roll and rolled enough to just make it, the rats with Skaven BSB, while decimating my Flaggies (got them down from 24 to 8 or so) my swordsmen Barely took a would on the flank and inflicted some serious pain with characters..I was up by dozen on the combat res forcing an insane courage, failed and run down...turn 2, 60 rats 30 plague monks and two characters dead, this game was far from over. on Skaven turn 2, the Censer Bearers charge the flank of my Free Company that overran..even with T5 stll in effect the flank attack is just too much..I failed 3 toughness tests at T5 with 3 6's I lose and break but get away with over half the unit..no more running into an enemy unit and dying..you now just run around (via WAB) Skaven put some points on the board.


(the biggest melee took place on turn 2, over 110 models to start on top of the arcane ruins)


Turn 3- Re positioning turn...I get another chance for two cannon shots at the bell, one of my Cannons Misfires, out until turn 5.., other cannon a hits it but rolls a "1" to wound. Pistoliers while down 2 guys are shooting up the Globadiers , I am reforming setting up to charge the bell. On Skaven turn 3, the Bell and Vermin charge my IC Knights who down to 4 guys..I have them flee hoping to set up the turn 5 charges from 4 sides. In the Skaven the Grey Seer Miscasts with triple 6's on 3 dice and does 1 would to bell, 2 to himself and kills another 4 Stormvermin. but the bell ends up ringing twice and I take casualties all over the place. including blowing up one cannon, the rocket battery and putting 2 wounds on the second cannon. The luck keeps on going when the Plague claw catapult hits my Generals block dead on, 28 hits....I lose 11 guys..both rattling guns all of sudden go aces on my same unit...1 turn of Shooting take my 30 man unit down to less than 9 guys.. ouch!, the unit was already unbreakable via a RIP prayer and we weren't sure If I needed to make a panic check anyway so I did and pass. Still great turn for the Rats


Turn 4 - I charge my remaining Flagellants into the flank of the Screaming Bell, hoping to hold it up a turn, so I can get some other units into it.during the magic phase I put both Flesh to Stone and Shield of Thorns on my Flagellants hoping to inflict maximum damage, the Shield gets dispelled, but my Flaggies are no toughness 5. 2 Survive the battle and hold up the bell, taking a bunch of Stormvermin with them. my Knights rally my BSB and Knights are also set up to charge the bell as well a my General. On the Skaven turn the Grey Seer gets some kills with magic and ringing the bell Censer Bearers finish off my Free Company.

Turn 5 - Multi Charges on the Bell ensue..I fail one Cav charge with my BSB's unit rolling 1,1,2..but I have enough other stuff its OK, my Priest takes the bell out with his Great Weapon, My General the Grey Seer..my Knights kill the rest of the unit...wiped to a man. overrun into the front of one of the weapon teams. My Cannon back in action blows up the Plague Claw. My Handgunners shoot up the remaining Globadiers forcing a panic..they fail and run off the table. All the Skaven has left are some Censer Bearers who charge and kill my Pistoliers but their own gas kills two them, leaving just one..., the remaining ratling guns kills 3 of my 4 knights.

Turn 6- My lone knight charges the Ratling gun and kills it, my general guns down the last censer bearer with a pistol shot. Skaven are tabled, I was at at about 1250 + points we didnt figure it out exactly but it was clear Empire massacre, Skaven did manage to come back in big way between magic, shooting and the Screaming Bell , I had lost 1100 points. If I hadn't of popped that furnace turn 1, would have been a whole lot tougher of a game!


Knight posing, just cause., have a good weekend!


,

Wednesday, May 19, 2010

Battle Report. - Empire vs Warriors of Chaos 2500

5/18 @ Plastic Legions HQ

Five of us regulars met for our Bi-weekly club night last evening. Rich came by with all our new shiny WAB books he had group ordered for us and the other four of us threw down some Warhammer. The plan was to prep for the Mid West Rampage tournament this weekend. MWR is a 2250 tournament with 5 games however games 2 and 3 are 2500 point games with a 250 point Dogs of War float. This is what we wanted to test out. I have never used my Braganza's Besieger's unit...as it's my only DoW unit that's what I was going to field. Billy and Chris played Dwarfs vs Wood Elves with Pirate Slayers and Volands Venerators as their DoW...I had Braganza with the Empire against Aaron's Warriors of Chaos with a unit of Ogre Ironguts. Below the batrep from the game, my second try with Battlefield Chronicler. Unless we have all painted models on the table, I'll probably start defaulting to this for Bat Reps.. Aarons heavily themed Chaos army is so converted and custom sculpted..it's a shame its will probably only be primed for the weekend...I'll reserve photos of his awesome work until he gets some paint on them..but for sneak peak check out his blog Xenite's miniatures for a look at his awesome work.


Deployment


Key

Warriors of Chaos, Cult of Slannesh 2500 (Mark of Slannesh- MoS )

CL - Chaos Lord on Manticore, MoS, Crown of Command, Diabolic Splendor
EH- Exhalted Hero, MoS, Shield , Glaive of Purification, Steed
Sor- Chaos Sorceror- Tzeentch, Lv 2, Disc, Homunculus, Dispel Scroll, Power Familiar

CW1- 15 Chaos Warriors, FC, MoS
CW2- 15 Chaos Warriors FC, MoS
MH - 5 Marauder Horse
CH1- 6 Warhounds
CH2- 6 Warhounds
CK- 5 Chaos Knights FC, MoS
CC1- Chariot, MoS
CC2- Chariot, MoS
MC- 12 Chaos Cultists (Marauders)
OG- Ogre Iron Guts- Dogs of War

WPS 17

Empire- Army of Talabecland 2500

GEN- General of Empire- Helm of Ratslayer, Holy Relic, Pistol, Great Weapon
WP-Warrior Priest- Icon of Magnus, Armor of Meteoric Iron, Great Weapon
Wiz( red)-Wizard, Level 2, Rod of Power
Wiz (white)- Wizard, Level 2, Seal of Destruction.

SWD- 24 Swordsmen, FC
Mil1- 9 Free Company Detachment
Mil 2-9 Free Company Detchament
HG- 10 Handgunners, Marksman, HLR
Xbow- 10 Crossbowmen
FreeC- 10 Free Company , FC
CAN- Great Cannon
KTS- 5 Knights of the Inner Circle, FC, Steel Standard
FAST- 5 Pistoliers, Outrider with Repeater pistol
VG- Helblaster Volley Gun
ST- Steam Tank
BZB- 13 Braganza's Besieger's (crossbows) Dogs of War

WPS 17

Magic
Aarons level 2, uses the Lore of Tzeentch, his spells are Flickering Fire and Pandemonium
I have on Level 2, with the Lore of Fire, he has Fireball and Fiery Blast
My other Level 2 has the Lore of Light, he has Burning Gaze and Phar's Illumination


WoC Turn 1



Aaron wins and chooses to go first, His plan is engage me ASAP to avoid my heavy shooting. He keep his Lord hidden from y artillery but moves everything else up as much as he can. His Magic Phase starts with Pandemonium on "14", I go Seal of Destruction right away hoping to get rid of that nasty spell for the game, no luck. I roll a "1" ..its Dispelled this round but still in play.


Empire Turn 1


Given ample targets for shooting, I move my Flagellants to draw those nasty knights away from my General and his block of Swordsmen, my Knight are poised to go left of support and the Stank moves up to protect my right. In magic Phase I try to burn up some warriors the left with little result, I do get 3 of 6 hounds on the right with a Burning Gaze causing them to flee.I then unload alot of shooting, my Cannon overshooting one Chariot but popping the over, Crossbows shoot up and kill 2 Horsemen on the right and 5 of the 12 Marauders on the left side. 1st blood goes to the Empire!.


WoC Turn 2


Aaron's brings the fight right away, both his Chaos Knights and Ogres charge my Flagellants His Hounds charge my General and Swordsmen and my Detachments counter charge. He positions his other units, moving his Exhalted hero and unit of Warriors up my left flank. with right flank serious softened from my last round of shooting, he starts pulling everything away from my right flank. Aarons Sorcerors miscast takes a wound and the magic phase ends. In Close Combat, Aaron mistaken does the combats in the wrong order, allowing me to crush his dogs overrun and get a detachment into that combat with the flagellants to hopefully to buy the tarpit an extra round and divert some attacks..no such luck...still take 11 kills on the Flagellants and the Detachment runs away taking 4 losses..those Knights and Ogres are locked up for at least one more turn.

Empire Turn 2


I decide not to run my Knights into that Ogre and Chaos Knight Combat and run down those remaining Marauders..they almost escape but thanks to the Steel Standard they dont., My knight are now behind Aarons lines and out of sight of his Lord, a good place to be. My Swordmen, marchblock move 4 inches ahead. Not sure where the warriors are going I bring my Pistoliers out and hope to get some Feigned Flight happening. I then bring the Steam Tank over 1 inch away from the Chaos Knights (who are Frenzied) so once they get out of that Combat with my Flagellants they must charge the front of the Tank. Magic is uneventual. My Cannon misfires and it a malfunction so no shooting until turn 4. I put a ton of shots on that second chariot but can't get the "5's" I need to damage it. Braganza and the guys keep shooting up the Chaos Warriors with the Exhalted Hero headed their way. In Close Combat my Flaggies take 8 kills, which free's up the Knights and a lone crazed madman keeps the Ogres held another round.

WoC Turn 3


Free of the Flagellants but again Frenzied, those Chaos Knights must charge my Steam Tank I hope my 1+ armor save can keep me with enough wounds to grind them down on my turn. Both Aarons Lord and Chariot go for the easy kill Charging my Pistoliers..I was going to run and I wasnt really expecting the Lord to charge them, just the Chariot..since I would be running away from the Lord and not the Chariot..I endangered my whole right flank to panic checks if I ran that way so I held and the got wiped out, leaving greasy spot where the Manticore stopped to feed on them as the Chariot just rolled on thru. Aaron Exhalted Hero has a long Charge so he charges out of the unit to take on Braganza's Besiegers solo, He challenges Brazanga..whose got good stats WS 5, BS 5, but has only a 5+ armor save and easily dies to the Chaos Hero. However the unit has a good static res. rank, standard, outnumber, plus I am on a hill..and the Hero loses but makes his break check. My Stank ends up only taking one wound from the Chaos Knights.
It could have been worse.

Empire Turn 3


March Block, Aaron can't get his second unit of Chaos Warriors out of range of a Flank charge from my General and Swordsmen, I try to bring the Detachment along but they within range of the Manticore and have to make a terror check, they fail and run away. My Knights turn around
to run threaten the wounded Chaos Sorceror, and my Fire Wizard gets out of the away of the oncoming Warrior unit headed toward my Cannon and that Exhalted Hero. Again not much luck in Magic..the Fire Wizard tries to get those on coming chaos warriors..either gets 1 or just fails
(don't recall) , The Light Wizard tries to fry the chariot but again I can't wound. I dont have any shooting target this turn and in Close Combat, that last Flagellant dies and my Swordmens crush those warriors with the flank charge, they need snake eyes from the combat res and run, they do get away and I am a 1/4 inch short of hitting Aarons Sorceror. Having some bad runs with the Steam Tank getting greedy for Steam Points I am only bidding "saftey steam" this game..good enough..I kill two of the 5 Knight but they hold against me. The Besiegers no fighting without their namesake, win combat against the Exhalted this time, but he holds.

WoC Turn 4


That second Chariot of Aarons in now in my backfield and being a real pain, it charges my huntsmen, and I cant getway so I hold. His Chaos Warriors minus the Exhalted charge my Cannon, and His Lord on the Manticore charge my fleeing detachment and kill it but its puts Aarons lord under the nose of the Helblaster. Aarons Sorceror goes for a Flickering Fire on my knights with high roll but I stop it with a high roll., Aaron Fleeing second unit of warriors rallies. In combat the chariot crushes my huntsmen and overruns right into the other detachment I have back there...This Chariot is Aarons MVP for sure, His Warriors obliterate my Cannon Crew whose demise causes my Red Wizard to panic and he fails and runs away. Aaron's luck runs out
with the Besiegers thou..he loses combat to them and this time runs..he easily gets away with a high flee and pulls the Dogs of War Crossbow off the hill in pursuit.

Empire Turn 4


My General and Swordsmen Re-engage the rallied Chaos Warriors, my Knights Charge the Sorceror who flees and I redirect into the Ogres., My Fleeing Wizard, rallies and my other wizard moves back to cast at the Chaos Lord. Magic goes nowhere for me this round, and the big shooting event is my Helblaster barring down on Aarons Lord. For whatever reason my Helblaster has Aarons number everytime I use it against him..I get 22 shots , 11 hits and 7 Wounds..all wounding...Kill the Manticore outright and put two wounds on the Lord who lives but is now on foot. My Swordmen break his warriors again who flee almost off the board exposing their flank to the oncoming Besiegers. My tank gets a good grinding roll off and kills the Chaos Knights off and has Seven Wounds remaining..enough to be mobile. My Knights dont fair so well against the Ogres I kill one, but lose two of my own Knights and the Ogres hold.

WoC Turn 5


Aaron's Chariot now free of my second detachment, charges my rallies Wizard caught between Chaos Warriors and Chariot I run and die. Again Aaron Warriors Rally for another round of combat with my General and Swordsmen. The Chaos Lord charges my other Wizard..trying to get out of LoS of my HelBlaster and not run into the line of fire of my other shooters, he succeeds. My Knight stick with the Ogres and again, and there isnt much of a magic phase,
The Exhalted Hero has rallied unwounded, tries to find somewhere to be useful.


Empire Turn 5


Both General and the Besiegers charge the remaining Warriors who run off the board My Knights Kill the Ogres, and survive with 3 of 5 left, my Steam turns around and goes after that damn chariot and in the process the Engineer in the Stank uses his repeater pistol to shoot down the wounded Chaos Sorceror, got to love the versatility of the Steam Tank, My Wizard throws a Burning Gaze at the Chaos Lord who laughs it off. there are Army objectives in this game mirror whats going in the actuall tournament..I could find anything in Battle Chronicler to represent them (although you use a Unit called "objective:) they were not really relevant here so I left them out. anyway my Free Company moved out to capture one.


WoC Turn 6


Aaron's last gasp, His Exhalted Hero rear charges my General and Swordsmen hoping to get lucky, doesnt loses and flees..it doesnt matter as he wont get a chance to rally, but he rolls 3d6 and gets and 11, I roll 2d6 and roll "boxcars" catching him anyway, that's how this game went for Aaron., His Marauder threw some axes at my Free Company killing one and his Warriors stayed put on the hill, Aaron moved that chariot so the Tank could charge it and not the Warriors who are worth alot more points.


Empire Turn 6


We didn't finish my last turn as it was clear I had won and it was getting late. If the game did continue, I could have charged my knights at the Warriors on the hill hoping to get them below half or just held..my Stank was definitely hitting that chariot, Shooter target those surviving horseman where they could to try keep Aaron from contesting that quarter, and that's it. As it ended at the top of 6, I had 3 quarters and a bunch of Banners, despite appearance all my expensive stuff was still on the table, and I only took 630 in loses..so pretty clearly at least a Solid Victory..for the Empire. Aaron played a great game...he's hasnt been playing that long and is steadily improving..we are looking forward to great time this weekend..I'll a few comments on Rampage overall before I leave on Friday.



Aaron sent me this morning, just to remind of what he thinks of my Helblaster.
This is by Wayne Kemp of the Heelanhammer Podcast. Awesome and Hilarious...
We'll have to get Aaron his own Helblaster!

Sunday, April 25, 2010

Battle Report. - Empire vs Beastmen 2250

Saturday 4/24 @ Plastic Legions HQ

Steve was kind enough to come by today, anxious for another practice game with his new WIP Beastmen Army. He and I have been digging into the 8th Editon rumors pretty heavily of late and we discussed trying to play this game as an actual 8th ed test game with his beast VS my Lizards (borrowing most of my Army from him). Sanity then grabbed hold of us and we figured we did this we end up "just making stuff up" So there wasn't any point. We just decided to make this a 7th Ed, and since Empire are my 7th Ed army, I might as well run them.

A couple of firsts here, first time playing the a Beastmen list, and first time using the Battle Chronicler software. Since Steve was in all plastic mode, photos were going to be very helpful..so I figured I give this software another try. I messed around with it last fall and it just wasnt there yet. Since them the added a bunch of stuff and while it still took me quite awhile to annotate this, once you can load a bunch of armies into and if they can just add just a few more useful markers and the ability for custom graphics, this is going to be great. Still in the late beta stage I am giving Battle Chronicler a big thumbs up.

Steve brought a Core Comp style list, while I ran my Midwest Rampage list, both were close enough in the composition department that were evenly matched.


Empire vs Beastmen 2250

Beastmen

Lord
Beastlord - Wargor- Stone Crusher Mace, Gnarled Hide, Blackend Plate

Hero
Bray Shaman- Dispel Scroll

Core Troops
20 Gors FC X2
10 Ungor Raiders X 2
15 Gors, Mus X 2
Tuskor Chariot X 3
5 Warhounds

Special

3 Minotaurs X 2
6 Centigors
16 Bestigors FC, Warbanner

Rare

Chaos Spawn X 2

2249

The Empire

Lord

General of Empire- Helm of Rat Slayer, Holy Relic, GW, Pistol

Heros

Warrior Priest- Armor of Meteoric Iron, Icon of Magnus, GW
Battle Wizard- Level 2, Seal of Destruction
Battle Wizard- Level 2, Rod of Power

Core Troops

24 Swordsmen, FC, Warbanner
9 Free Company Detachment x 2

10 Free Company, FC
10 Handgunner, Marksman, HLR
10 Crossbowmen
10 Huntsmen
20 Flagellants

Special

Great Cannon
5 Inner Circle Knights , FC, Steel Standard
5 Pistoliers, Mus, Champ w/ Repeater Pistol

Rare

Steam Tank
Helblaster Volley Gun

2249


Deployment- Nothing fancy here, Steve has a ton of small drops, He held three unit in reserve for Ambush-20 Gors, 15 Gors and 10 Ungors. and still I was done deploying before he had to but down his more expensive stuff. Pretty standard deployment for me. because of ambush I set up three units in the backfield to watch my back. we took turns placing terrain and Steve won and took the good side...(man would I have loved the him and the tower in my Dzone) No big deal, I'm used to playing without the benefit of good terrain by now and just rolled with it.



Beastmen Turn 1- Steve won the roll off and elected to go first, he didnt push my left flank as hard as I thought he would but came gunning for me on the right, He rolls two "6"'s for his 1st two Ambushing units putting them exactly where he wants them..I'm not that worried I have a wizard and the HVG there to watch my back.



Empire Turn 1- I dont do much moving seeing what I can thin out first turn plus I have two units crawling up my rear. Things start out like shit as I bid 5 points for the Steam Tank wanting to send it right out into his line so he has to start taking terror test. "of course" I roll a "6" (essentially a misfire) and I take wound and do nothing. Double Ambushers right were he wanted them forced me to bring my Pistoliers over to help out, not close enough to shoot this turn. I bring the free company over from the left to eventually flank the ambushers on that side and move to the Magic Phase.. I hit the Ambushing Gors with a Fiery Blast, and only get 3, and only get a couple of Dogs with the Burning Gaze, Steve magic defense is low, so ideally I should be owning the magic phase with two level 2's, a Priest and the rod of power. "well you know how "should have" goes. On to shooting. I line up the cannon on those Minotaurs on the hill, MISFIRE, malfunction. cannon's not shooting until turn 3. Helblaster Lights up the Gors a close range I roll 18 shoots hitting on 4's, wounding on 3's and I only end up with 3 wounds!!! only kill 6 of 20 Gors, enough for a panic test they pass..my other shooting goes much better, I kill 2 minotaurs on the left side with handgunners and archers, and my Crossbows get the Warhounds down to 1. Steves turn.-



Beastmen Turn 2- Steve's ambushing Gors charge the Helblaster, and the rear of my FlagellantsHis third ambushing unit, also rolls a "6"!!..he gets them right where he wants them as well. The Centigors charge my malfunctioning Cannon, this surprised me because I was sure steve was going to wait a turn and over run it with Skirmishers, next turn..The Centigors overran and forced my Fire Wizard to flee..error on my part, I had room to move his somewhere safer, dumb and it cost me. The lone Warhound, charged my other Wizard..I figure it would but I got lucky and my Wizard killed it unscratched. The Spawn on my left flank charges my Huntsmen in the woods..he only rolls a "7" for move, I figure whatever I'll just run away..well I roll boxcars on the flee roll, and the table inch at that angle is 11 inches away. Things aren't going so good, Steves, taken out both my pieces of Artillery, one wizard is fleeing, my skirmishers are off the board..he only kills a couple flaggies..my only saving grace..its only turn 2!!!




Empire Turn 2- Things go a bit better for the Empire this turn, the Steam Tank and my Knights both Charge the front of Steve's Command Block, I kill the Bray Shaman right there and his Wargor with the Strength 10 vs large target Great Weapon cant get the tank. I break him easy and he runs..he gets away by 1 inch with good flee vs my crap 3d6 chase..this comes back to haunt me late game. Anyway the block breaking causes all kinds of Panic hell. Both chariots flee running thru each other and another fleeing block of Gors (My Swordsmen charged and he fled) I get about 8 kills from the chariots impact hits on his own units. the Ungors on the right also flee. My Free Company flank charges the Gor in the rear of my Flagellants, the break and get run down. Shooting and magic I do 5 wounds on the Minotaurs, on the right side. My Fire Wizard does fail his rally check and runs off the board..but Steves got 5 units fleeing, His General on the run His Wizard's dead and the backfield is under control. I am back in it.




Beastmen Turn 3- Steve charges my left detachment with a big unit of Gors,, the other surviving ambushing unit of Gors charges my Free Company. His Chariot and remaining Minotaur charge my Handgunners, and the Spawn and remaining Minotaur on the right flank charges my Crossbowmen, Steve rallies 4 of his 5 units, one Chariot goes 1 inch from going off the table and gets another chance. big stand and shoots kill the minotaur on the left and makes the one on the right flee. The chariot and the Spawn do find there targets thou. Centigors tied up in woods reposition, and the Ungors shoot away not doing much. My Detachment gets eaten up by the Gors and overruns into my Flagellants flank. (steve is rocking the primal fury rolls, this a very powerful ability for the new beasts, Steve made seeming all of them until near the end of game, it was like the Beastmen had Eternal Hatred, ouch!.) My Free Company loses combat but sticks to fight another round. My Handgunners get blown over by the Chariot that overruns off the table. Back and forth this one is going.



Empire Turn 3- I gamble and bid 5 points for the tank this time I get it and charge the big unit of Gors are my 10 O'Clock. Steve flees and gets away by 1/2 an inch, My remaining Knight Charge the just rallied Bestigors and Steves Wargor, I had forgotten I took there banner and I had been more concious I probably would moved them away for an easier target later..as this charge was a sucide mission..I wanted to nerf this unit as much as I could for late game. I reform my Swordsmen to Flank Charge the other unit of Gors next turn as my Flaggies are doing their job tarpitting them, I have my Pistoliers and my surving detachment set up to keep those Centigors off my Generals rear. I am shooting and casting at the but cant kill a model.While My Wizard came up empty this turn, my Priest gets off the Hammer of Sigmar on my Knights Unit Champion this is big because the Wargor Challenges me, I do three Strength 6 wounds to him, but Steve makes on the Saves and lives..I have this unit and General below half, which is great..The Wargor puts the pain on my unit Champion, another another also dies but One model survives for another round.



Beastmen Turn 4- Centigors charge my Pistoliers, another error..I could have fled with them and counter charged with my detachment next round if just moved my Fast Cav over another couple inches..the way I had it lined up..they would have fled thru my Generals Unit which would have forced me to make a game deciding panic check, not wanting to risk it, I hold I did position my Detachment right so the overrun would catch them not my General. Both units of Ungors start moving catch my Wizard in the Forest, The chariot in the Steves backfield runs off the table. The other chariot moves one and positions, so does the spawn, The Gors fleeing from the Steam Tank, rally. While Gors fighting my Free Company prevail and take them down. Steve's has one Minotaur on the right who rallies and moves off toward the tower to save the points. My Pistoliers do get blown away by the Centigors who overrun into my detachment.
Could not get lucky there and it forces my hand next turn. The right side Spawn and my Crossbows were pushing every round, but this round I get lucky and kill it. Go Crossbows!
.


Empire Turn 4- My General and Swordsmen charge the Flank of the Gors locked in with my last couple of Flaggellants, who did their job smashingly. As much as I want to Charge the tank into that unit of Gors in front of it, I have to turn it around and bring it back to guard the rear of my General from the overrun of my "speedbump" detachment I put in its way. My Wizard throws a big "dazzling brightness" on the Centigors making them WS1, not matter as Steve has a money roll and smokes my Detachment over runing right into the tank..good thing I put it there.
My General on the Flank crushes those Gors and runs them down but doing so moves me into a path of alot of beastmen units converging on me., My last Knight dies at the hands of the Wargor..and they are moving in as well. I need one more unit..anything and I dont have it.
My Crossbows try to shoot that damn last Minotaur but miss.



Beastmen Turn 5- Steves got two Chariots (one on each Flank) and a Small unit of Gors, that can also flank my General, Steve comes up short on the impact hits..but does considerable damage without my Ranks I lose by two, but come up with the "7" to stick, next turn I'll get my Ranks back and it will be a different story. Centigors put two wounds on the Steam tank, no good. My Wizard gets swarmed by Ungors in the woods and is killed



Empire Turn 5- I make another stupid mistake that costs my big time...the Steam Tank has 7 wounds left, I can safely bid 1 steam points and not have to roll, D3 Grinding Attacks..If I kill just one Centigor, I'll outnumber him by a terror causer. Stupidly I got big bid 3 Steam Points and roll another damn "6"...take wound and nothing( in the end this what costs me the game, I think. Like my friend Jeff's says' "Safety Steam for the Win!", On the positive side, my General and his friends crush the one chariot and the Gors on his flank, while my Warrior Priest chases the other chariot off...My Swords are above half and looking good holding the quarter with one turn to go.
Crossbows shoot at something, either the Mino in the tower or the Ungors but dont do anything.



Beastmen Turn 6- Steve's last turn. Steve is a late game master, winning or losing he comes at you guns blazing last turn..case in point He charges his Wargor with one wound left out of the unit into the Steam tank, with Strength 10 weapon he's autowounding me on anything but a "1" Steve dice prevail and he puts 3 wounds on tank, 3 from the Wargor- nothing I can do. Steve remaing spawn charges my last 3 Flagellants on the table, picking up full points for the unit. His ungors move and shoot my crossbows..I surive with 5, enough to contest the quarter. His other units fall back as much as possible into scoring positions.




Empire Turn 6- Last licks for the Empire...all I've got 4 wounds left bidding 1 Steam point...I have 50/50 shot making the roll and getting a chance to kill his General...even if he gets 3 wounds on me, as long as I can save off a lucky Centigor hit..I can grind both units with whatever I come up with on the D3...I roll a "4" and take another wound..Steve happily delivers 3 wounds and pops the tank...I take a last ditch effort to shoot the minotaur in the tower with myrossbows..needing "7"'s one wound gets me almost 100 points I hit with a 6, bypass cover with a 4, then fail to wound by 1, with a 3, Game Over.


Steve was up 300 on the extra's that and the 300 points from Steam Tank bottom of 6, put him up a bit over 600 points on me, earning him a nice solid victory for the Beastmen. Not sure if I got a clear picture of the Beastmen book this game..No nasty monsters, perfect ambushes...no Magic. Steve caught some big early breaks, and I made some blunders that cost me. Steve took advantage and did what he does best- win. I look forward to playing Steve and his Beastmen again and soon, as he's one my favorite opponents for sure.

We spent about 30 mins post game sorting thru the current 8th editon rumors and had a bit of a Q&A session on the rumored rules, and their application given our study of the game. I recorded on the camera to preserve the details of the conversation and I will be writing it up soon, nothing ground breaking if you're following the rumors but when you hash it out like we did over the gaming table, given both our current experiences, I think we had pretty good analysis of what we can expect for 8th edition. look for that soon and please chime on your opinions of the annotations I did with Battle Chronicler. This was a long one, so thanks for reading!

 

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