WHFB: Storm Of Chaos

Well we’ve had the book since it came out, but it was only the week before last that we managed to get round to playing a battle using the rules. This is a woefully late report on the battle. Set up is a sper normal except you have the Arcane Fulcrums, and you deploy magic users onto them before the main army deployment.

I used the Chaos archway, the Tindalos monument and the actual arcane fulcum, along with a huge tree I’;d got – another aquarium item bought from the local pet shop.

Now I’d read the book, but this was the first game I’d played. So I stocked jup on bound creatures, 5 Cold Ones, a Carnosaur and a giant mostly so I could get some models I’d had ins torage out and in battle. Other than that a fairly vanilla DE army with one main tweak.

Byakhee Jim, didn’t go for bound creatures, instead going for items, so it was an interesting contrast.

Initially I seemed to do well, and then made some disaterous and self inflicted mistakes in retrospect. Including deplpyment. My idea was to flank him on both side which went well to begin with and then it all unraveleld rather quickly due to my mistakes in the magic phase and some luck on his part (and good deployment).

Magic phaeses were not as much fun as I’d expected. yes you get buckets full of dice to roll.

But so does your opponent, and in Jim’s case he’d min/maxed to get more dice than I did. So magic didn’t really make a huge difference.. yes I got one key spell off that ahd the Carnosaur magically lifted to the rear of their flank (that set of Night Goblin Fanatics) but it didn’t make a battle winning move.

The Cold Ones, frenzied as they were, were also no match for the 25 Orcs Jim deployed against them, and he also managed to unbind my Giant which was the back up I’d intended for the Cold Ones.

Under the rules, the Giant ahd to go against the nearest enemy, not the nearest enemy he could see, so rather than wading into the Orcs, he did a 90 degree turn and waded into a large Night Goblin Unit.

The Carnosaur suprisingly bounced off the Orc Shaman atop an Arcane Fulcrum – they have significant advantges !
The Cold One Knights got zapped by a big spell and the Goblin Shaman blew themselves up, but this left a magical vortex on the loose.

And then my Sorceress imitated him and another magic vortex was on the loose – in both cases behind my lines.

The Cold One Knights charged into combat and did a lot of damage against the night goblins (finally hurrah) but not enough to break them so we set in for a war of attrition.

Ultimately, Jim’s central units came into close combat with my DEs including a rathr odd move of charging the COB which finished off my army.

It was certainly not the usual game of Warhammer, and certainly does require subtely different tactics to be used in both choosing the army list and in deployment.

The Storm of Magic element was fun, even though it strangely seemed to have not that much effect, though we did only play for 3 rounds IIRC and in one of those I miscast and drained all the magic (and fun) from the battlefield.
I am keen for another go though. I suspect that we just didn’t use our spells wisely as we are SoM newbies. (assume Darth Vader voice) “Of course last time I played, I was but the learner, now I am the master” {cue lightsaber sound effects)….does Warhammer have a lightsaber spell?

A shed laod of photos are here.

WHFB: Xmashammer 2012 Day Two

Day Two starts with us deploying reserves and (part of) my army.

Needless to say a shiney dragon’s tail overhanging from the edge of the table attracted the attention of BlackJack, and we had to move it fast following the first exploratory dab with a cat’s paw almost hooked it off the table and onto the tiled floor.

The Eagles are coming !

It took til the fourth turn for all my troops to come on. This was due to the Orc artillery being placed only a few inches in from the board, and because several large units of Orcs and Goblins had spent time squabbling ratheer than moving forward.

I deployed the Silver Talons (30 DE Spears) on the flank to fend off the inevitable flank attack by HE heavy cavalry.

Hoever, it was the turn of the HE and Empire to start, so our forces were pinned down immediately including the inevitable charge by the cavalry onto the spearmen – which almost won combat if it were not for the fact I was steadfast. Elsewhere we had “wind back time” due to Gav forgetting he had to release his Goblin Fanatics into the fleeing remains of the White Wolf knights, which were predictably ddestroyed, and for the HE and Empire to destroy the whirling loonies. The DE bolt throwers reaped a heavy harvest, but in return about 30 HE Spearmen charged my Dark Riders and pursued them off the board on our extreme flank.

After much humming and hawing, the demi-gryphs climbed the pyramid, to be attacked by the Spider riders – and destroy them. The Emperor on his gopld dragon pussyfooted around, before finally commiting a flank charge into my DE Silver Talons that finally destroyed them after 3 turns in combat. The Orcs and Goblins still found time squabble in amongst this and eventually my Cold One Knights wandered over to their side of the board but had no one to engage in combat. I blew up one of my own sorceresses, and Gav blew up on of his shamen. the trolls aided by their General destroyed the Steam Tank.

The final act came when after several rounds of combat the Phoenix Guard finally defeated Harboth’s horde, and my Cold One Chariot supported by Goblins bounced off the another unit of HE Spearmen that had been brought up to support them on the flank.

And that was the end of the game – at nearly midnight !

The forces of Good had triumphed – by quite some way.

Players perspectives to follow.

WHFB: Xmashammer 2012 Day One

On Day One, each general was allowed to field up to 4,000 points from their 5,000 points army. Byakhees Jim and Gavin fielded Skaven and Orcs, and then Rich and Anthony fielded Empire and High Elves respectively. As host for two days, and as GM, I did not field an army on Day One as I have found it very difficult to host four players and attempt a semblance of order on the games as well as trying to play my own army.

Here’s the table, showing the ruins of Copalotothat:

First surprise was Rich’s deployment of the Folding Fortress of Fozzrick:

Meanwhile, the players were unearthing their treasure troves of figures, including Jim whose wife had bought him yet more Skaven for Xmas:

Nominally the players arrived at 11am, but it was not until gone 1pm thatb we actually started the game – its takes a lot of time to deploy 4 x 4,000 points. Rich deployed a unit of X-bowmen in the tower, and then both he and Anthony deployed a lot of heavy cavalry. Jim had lots of plague monks and a screaming bell as well as sundry war machines, and Gavin’s Orcs had several massed hordes.

And their opponents the Empire & High Elf alliance:

With Pistolier outriders:

These, along with the Drakwald Greencoats,flanked the Skaven and Orcs hoping to get at their artillery, only to be driven off.

In the centre, the armies headed straight for each other.

The fleet of foot Empire and HE armies seized the objectives early on. The secret surprises started to be revealed, with the Rich being able to summon triffids from the jungle terrain.

Whilst the Orcs & Goblins squabbled, the Skaven entered combat with the enemy.

The Skaven caused a lot of damage whilst the Trolls finally got into combat with the Steam Tank.

There was a lot of cobat, a lot of shooting, and units were runing hither and thither, and this after only two turns, but then a large surprise happened, the entire Skaven army fled the scene of battle, and my Dark Elves had arrived pursuing them for a hitherto unknown reason, to find their hated enemies locked in battle with long time “allies” hte greenskins…

(AKA: Jim had to disappear for domestic reasons so I took over, with the 2,000 points Jim had left plus the 1,000 points for Day Two)

More to follow tomorrow.

Meanwhile, Clawed was deeply unimpressed with all this:

WHFB: Trolls

A small update as we are mid-game currently.

Here are some of the old original C20 Trolls I painted for my friend Byakhee Gavin:

Nice and grimey, these models ooze character and a lot of disgusting body fluids I am sure.

Of course today the light levels have been quite good as you can see from the decent piccies, but of course I’m hosting a gaming session.
Hey ho !

WHFB: Orcs & Goblins vs Dwarves and Empire – Reflections

Rich’s Reflections on last w/e’s game:

Army list (approx)

  • Arch Lector with magic armour, Van Horstman’s Speculum, great weapon and the War Altar (army general)
  • Level 2 Light Wizard on horse, with Dispel Scroll
  • Mounted Captain Battle Standard Bearer accompanying
  • 19 Inner Circle Knights of the White Wolf, with Command and the Ranger Standard (to ignore Difficult Terrain)
  • 10 Reiksguard with Command
  • 2 x 5 Pistoliers with Outrider and Musician
  • 5 Outriders with Sharpshooter and Musician
  • 11 Huntsmen

Plan
To get lots of S6 attacks to bear on a narrow section of the orc battle line, with the War Altar providing enhancements (Hatred, Battle Prayers) to the cavalry units. The fast cavalry units are to keep small enemy units from flanking the heavy cavalry, or to hunt down war machines and wizards if the opportunity arose. The huntsmen are scouts and give an opportunity to counter enemy deployment.

All this depended on Dwarf allies providing supporting firepower and a secure base line to fall back on.

The Battle
Went largely to plan in the end. We were caught out a little by the speed of the orc advance and the size of some of the units – you can’t hold off 30 orc archers with 5 or 10 fast cavalry for long, and I thought I sacrificed them without gaining much benefit. At key moments our armies performed as expected – no orc unit could handle 30 Knights with rerolls to hit and sometimes to wound, and the Dwarf artillery was effective in wiping out the trolls and whittling down the other orc threats. The Dwarf Handgunners proved their worth in melee, holding up the flanking wolf riders until the troll slayers could arrive to help them out, which was crucial. Probably the moment which swung the game finally our way was when the Orc Great Shaman caused a Dimensional Cascade, removing himself and his Wyvern from the game

Aftermath
I need to think about how to best use expensive fast cavalry, and also how to pick a balanced army from the huge array of choices the Empire book has. And I think the Wyvern Shaman is an interesting pick for the Orcs and worth persevering with.

Quote of the Day
“Have you really got those movement trays UPSIDE DOWN!?”

Anthony comments (as typed by Rich):

The purpose of the Dwarf Allies force was to provide an artillery and missile cover for the advancing Empire cavalry army. The stone throwererers, as usual, proved to be effective (read: deadly! R) due to the usual souping up with runes. The trolls were toast (thanks to the flaming attack rune). The flanking thundererers managed to intercept the orc wolf riders, despite not being able to shoot at them, and held their own until help could arrive. (And in many ways, that was the game right there! R)