Showing posts with label Warhammer Fantasy. Show all posts
Showing posts with label Warhammer Fantasy. Show all posts

Thursday, August 4, 2016

New Fell Bats/Great Bats

Put together these bad boys last night. They are Titan Forge Jawbats from the Drakskulls Menance (undead orcs!) range. Fantastic models and so easy to work with. 

The Jawbats themselves are one complete piece, which makes assembly so simple. They are pinned to the scenic bases (which came with the models, awesome!) for stability.

Looking forward to using them as Fell Bats/Great Bats for WHFB 8th and T9A respectively. 


Wednesday, July 6, 2016

Blood in the Badlands Round 2 – VC versus Ogres in the Watchtower

The VC had acquired a bunch of gold mines and the lure of the coin was too much for the Ogres to resist invading. The VC counter invaded and as the smaller empire (after losing the last battle) got to pick the army they would fight with...

VC:
2 blocks of 30 zombies with banner, 40 skeles with command, 2 dog units,10 black knights with command, 2 hexwraith units, mortis engine, 1 banshee, mounted l2 vamp lord and mounted wight king bsb


Ogres:
2 blocks of 8 bulls, block of 8 guts, 2 leadbelcher units, tyrant, bsb, l2 butcher with gut magic.

Terrain set up included 2 arcane buildings we rolled on, one getting haunted mansion (d6 S1 no armour hits on units with 6” at end of shooting phase) and the other something that made units within 6” stubborn. Watchtower in middle. Swamp off centre, hills and forests around the outside.

Ogres “won” the roll to control the watchtower & could not garrison. VC took side without the killy mansion and went first. Ogre characters split across units as each had a magic weapon (kill those hwxwariths!) and I also had sword of anti-heroes.

VC marched skeles, zombies, bk bus, and more zombies in the centre. Hexwraiths and dogs pushed up the flanks. Mortis supporting skeles.

Ogres decided to beat up some dogs and this is part way through their first turn (photos are from old cell phone so not stunning..)



VC skeles & banshee then jump in the building. Both Hexwraith units make short work of a leadbelcher unit and overrun – one into the forest the other into bull unit with bsb.

Ogres beat up the dogs in short order and start the tower grind with the ironguts + tyrant. Leadbelchers on my right flank that beat up dogs return from overrunning off board and start shooting the knight bus. About 20 zombies disappear from tower.



Zombies reform to face leadbelchers. Mortis engine fails to charge bulls on left flank (1,1,2 on charge roll) but I get a 12” nehek bubble off replenishing knights, zombies, hexwraiths in combat and skeles in tower.

Ogres hit the tower again & kill 20 more skeles, and shoot some more knights off past the zombies. Bulls in the back clear up one Hexwraith unit in their turn, turn around then charge and finish off the other hexwraiths with a flank charge. Bulls make a long charge into mortis engine.

Skeles abandon tower and zombies (pictured on hill) jump in. Zombies on right engage leadbelchers. Knight bus backs off. Cast van hels on bus to discourage charge and mortis engine loses badly against bulls and blows up.


The bulls on left flank make a super bull charge into bus and get regen spell off. Meanwhile the other bulls aren’t keen on getting stuck in the unknown swamp and make their way around to beat up the skeles. The zombies get hammered in the tower. The bus loses combat and about 5 knights.

I eventually grind the bulls down (damn regen). The bulls flee into the swap – are not caught by knights despite trying - and it turns out to be the Ogres worst nightmare mist wreathed swamp (initiative check at end of movement phase, fail and lose D6 MODELS!).

Ogres casually pass initiative check so knights go after them and pass initiative but lose 2 to normal swamp dangerous rolls. Skeles engage ironguts in flank to hopefully hold guts for another turn. The winds of magic stir and I get 12 dice, so I throw caution to wind and 6 dice both spells - get a 18” nehek off and a 12” bubble van hels.

I didn’t take any more photos from here but this may illustrate. Zombies remain in tower. 


Knights wipe out the bulls (who pass another initiative check) and overrun into the guts. The guts are now engage on both flanks with re rolls to hit on VC side. Vampire lord challenges Tyrant and does 3 wounds while taking one in return. The ironguts are decimated by knight lances and flee – then get run down.

Game ends turn 6. Post-game campaign the army scattered for home and the tyrant lost 1 attack. VC got 20pt to spend on a banner but already have magic banners on skeles and knights so cannot use it.

Rough game for the Ogres. VC were fortunate to have first turn and get to the tower first otherwise I would not have been able to push them out. While the mortis engine fluffed an easy charge and cost me the left flank, a timely super magic phase enabled me to clinch the win. Turn 2-5 ogres were very close to getting the tower with the ironguts must have killed about 100 models + (including start and grown models).

Look forward to next round!

Sunday, June 26, 2016

Triumph and Treachery in the Badlands

Kicked off my part in the WHFB 8th ed blood in the badlands campagin yesterday. For some reason the Vampire Counts, Ogres and Dark Elves all decided they wanted the marshes of madness so we opted to play a Triumph and treachery game.

More photos will be coming on Jerkhammer blog soon - but I managed to take one snap reasonably early in the game:


So I rolled and ended up with a foot vc army with no screams, no death magic, 40 unpainted grave guard (I started VC in 8th) - and over 100 zombies (just to start) marching forward. Not super effective but was impressive looking!

The Dark Elves were brave to take the centre and flip the bird to both armies. I managed to get a zombie unit across to the centre of the board turn 1 thanks to a decent charge. They managed to survive 4 turns of various agression - taking wounds and being raised - even taking out a giant before going down. 3 Elf comets took chunks from my army while Ogre cannons aimed at my vampire lord but overall only lost about 10% of my forces at the end

However as I had struggled to make it far across the board to engage the Ogres and we ended turn 5 with the Ogres grabbing the last few points by beating on the Dark Elves to secure a victory (and a long lasting grudge from unforgiving Dark Elves)

Monday, October 12, 2015

Daemons of Chaos at Crack's Call - a good send off for 8th edition

On the weekend of September 26 & 27th a small Warhammer Fantasy 8th edition tournament was held in Masterton.  It was Crack's Call and just like last years, it was the most fun light hearted event I played at this year.

This was to be the last 8th edition event I would attend and at 2000 points I took the Daemons.

My list was

Herald of Tzeentch, Level 2 Metal

10 Horrors, standard, muso
10 Horrors, standard, muso
14 Horrors, standard, muso

3 Beasts of Nurgle
3 Beasts of Nurgle
3 Beasts of Nurgle
5 Flesh Hounds, ambush
3 Screamers
6 Furies of Nurgle

3 Plague Drones, rot proboscis, muso
Skullcannon
Skullcannon

So lots of good useful units and no point sinks.

I played 5 really good blokes in the order of

Thomas with Undead - 20 point win
McCrae with Chaos Dwarves - 11 point win
Alan with Skaven - 4 point loss
Eddie with OnG - 20 point win
Aaron with Ogres - 20 point win

Once the final games were over I had secured first place with top battle points!  If memory serves Alan came second and McCrae third.  I also pleasantly picked up Best Painted so a very nice way to close this chapter of Fantasy gaming.  A big thank you to Neil Williamson who ran the event and hopefully we will see it continue using a new system.

Of course we had the Saturday night  Steeplechase game as well.  This was just as entertaining as last year but so much more bloody!  Last year I think only 2 players pieces got killed, well this year only 2 survived!  Cody with his Blood Knight surged out into the lead with a lucky teleport via the Tzeentch Hedge and wading through the carnage into second place - as everyone else got killed - nom nom nom was my Beast of Yharnam! He is the photogenic chap in the middle of the group below, in the Sunday games my opponents Eddie and Aaron were very focused on killing him.


Moving forward in the realms of square bases I am going to give Mantic's Kings of War a go.  I had the opportunity while at Crack's Call to have a good look through the 2nd ed rulebook and liked what I saw.  I particularly like the set unit sizes and that you don't remove individual models.  I already have ideas for building dioramas for the core of units that I will use.

For the Daemons though its time for a change.  They are going to get rebased to round bases.  Not for Age of Sigmar but for 40K, my primary gaming system.  I don't really like how they play in 40k(summon spam) but I won't use them for KoW and Alex is already using some of the army for his Daemonkin so it makes sense.

Monday, April 13, 2015

Sigmar’s Blood - The Midnight Hunt

Wil and I (Ryan) played the first mission from Sigmar’s Blood  - The Midnight Hunt.

The Midnight Hunt represents the first clash between the Witchhunter Alberich von Korden and the Necromancer Ghorst. Von Korden is a deputy of Grand Theogonist Volkmar the Grim, and he has been operating in Slyvania for some three years, ratcheting up three confirmed vampire slayings in that time. Together, Grim and Von Korden have been instructed to crusade into the Vale of Darkness in order to test whether the previously thought dead Count Manfred Von Carstein had been manipulating his evil again in that realm.

The battle begins when Volkmar the Grim instructs Van Korden and a small force to retake the Deathknell watch still standing at the base of the Konigstein Tower. The Konigstein tower had recently been overrun by the Necromancer Ghorst, who was supposedly trained in his art by Manfred. The Deathknell watch had strategic importance because a victory there would bouy the crusade and supply place from which the Sigmarite crusade could signal the remainder of the empire for further aid, which it would inevitably require.
Armies and set up as defined by the book. We both mused at our respective generals being forced to stand in the open.

Ryan’s general was Ghorst, a lvl2 necromancer on a corpse cast with the cursed book. His force is nicknamed the Ghorst’s Nightstalkers and it contains 20 skeletons with full command, 20 ghouls with a Ghast, and 10 dire wolves with a doom wolf (who have ambush for this game).


Wil's general Van Korden the witch hunter with light armour, the white ring of templehof and a great weapon. He bravely leads the “Faithful Few” a force comprising of  20 swordsman with command (halberdier models), 10 handgunners, 8 knights, and a great cannon (trebuchet model).



The empire forces currently have +1 LD in the campaign, we both roll 4 to go first, but because Ghorst has the jump on the Empire he  gets +1 to see who goes first. Consequently Ryan goes first. To his glee!


Ryan’s first turn consists of moving the corpse cart behind the wall and starting the ghouls to move to join the line (4" - way beyond march). Magic is a big phase, van helsing (get it?) the skeletons forward and then a gaze of nagash into Van Korden causes 3 wounds, Wil saves one but his general is down first turn - the swordsman hold on their panic, but already Volkmar’s crusade is losing crucial momentum.



Ghorst spots the enemies emerging from the morning mist. Quickly positioning some walls both skeletal and stone between him and the enemy, he spots their leader Van Korden. Before the cursed witch hunter can react, Ghorst summons bolts of dark magic that hurtle into his chest and wither the flesh, burning him from the inside out. Van Korden falls, he will play no part again in today’s proceedings. Will Vokmar’s faithful ally be well enough to ride again with his master?


The Faithful Few seeing their leader go down immediately lose heart, the Knights of the Blazing Sun fail what is an easy charge into the undead skeleton horde, the Sigmar’s Son’s swordsmen back away from the advancing necromantic hordes and the crew of the “Hammer of the Witches” fire wildly at Ghorst rolling a 10 to hit and overshoots the wiley necromancer (did not go 10 from the back as it would hit the fence on a normal roll). Their resolve weakens...
in Ghorst’s second turn, the dire wolf pack arrives in ambush and threatens the cannon, while a standoff develops in the middle. Ghouls march to support after Ghorst moves to get them in command range. Ghort’s Cursed book spits out a Withering but range is too short. However, extra eager for the kill and to break his wavering opponents the Necromancer Ghorst mispokes his incantation, rolling a 1, 2 and 3 on three dice to cast costing a crucial magic phase.



Ghorst, not too fond of the cannon ball hurtling close by his head, is thankful his dire wolf pack have managed to outflank the army and approach the crew for a feast. He realises that further retaliation will be coming, and bends his will upon a nearby pack of ghouls who move to support his skeleton minions. However his lack of concentration on the winds of magic causes a cascade of failures - thankfully none harmful.




In the “Faithful few’s” second turn, the swordsman and gunners reform to counter the direpack’s surprise menace of the cannon, the Silver bullets cock their handguns and fell a few wolves, but many still remain. The crew of the “hammer of the witches” draws another bead on the general but this time they fire too short, destroying only the fence behind which the craven Ghorst lurks. The Knights of the Sun this time successfully charge their opponents and begin the grind against the skeletons, with the unit getting cut in half after crumble but holding.



The faithful few surrounded on both sides by the necromantic hordes turn to face the wolves threatening their rear, not only would they likely overrun the holy cannon, but then they would be free to threaten rear charges on the other empire combatants. Any thoughts of retaking deathknell watch, are now subsumed purely by the desire for survival.





In Ghorst’s third turn, the ghouls charged to support skeletons, the direwolves hit their first target, the dreaded Hammer of Witches cannon, to blight its existence forever. Ghorst, encouraged by the lack of personal threat with the cannon under attack, summons a powerful necromantic incantation bubbling Van Hels on both infantry units in closer combat. The direpack kill two crew of the hammer of the witches, but the heroic crew cause three wounds in return, stalling the direwolves into a draw. In the central scrimmage between the knights of the sun, the ghouls and the skeletons,  the Knights save some 16 wounds, thanking Sigmar that they had properly equipped their barding and heavy platemail.  1+ saves the day with a single knight going down. Knights hold after losing from static res.

The ghouls sense warm flesh and leap into the flank of the knights while they distracted in the mire of skeletons. Frustratingly for the Ghouls, their poison dripping claws have little effect against the knights’ holy armour. They are not the kind of creatures to be dismayed however, and continue their scraping and scratching in their constant search for a weak spot and the proffered morsel of food. The hounds savage the crew of the cannon without thought to their own losses or the others humans moving to support. Ghorst is content to merely observe and let his minions fight it out, keeping them under his powerful will in order that they do not falter.



In the Faithful Few’s third turn,  the Silver Bullets eschew their blackpowder weapons, and in a desperate attempt to rescue the remaining cannoneer charge the direpack. With their rear, and escape path, secured the Sigmar Son’s swordsmen again turn around to face the primary necromantic forces. Can they now rescue the knights? In dire wolf combat, the Silver bullets run down and butcher the direpack, but not before the remaining stoic cannoneer becomes another soul lost to damnation in Sylvania. In the central combat, the Knights hold out desperately, versus the hordes of relentless ghouls and skeletons buoyed by the necromancer’s incantation, which speeds their strikes. One more Knight falls, but the remainder hold somehow….. 






There is a bit of a gap in pictures here, from Ghorst’s turn 4 as things were getting closer as the empire seeked to regain some advantage.

In Ryan’s turn four, he rolled a 1 dice doom and darkness from the cursed book, Wil was forced to shut this down in order to save the beleaguered Knights. Nevertheless, the ghouls and skeletons thump the knights though, slaughtering 3 more of their galant number resulting in Ryan winning combat by four but again the brave knights refuse to flee.

The ghouls relentless clawing finally pays off, dragging knight after knight from their mount and tearing them limb from limb. Despite the onslaught the Von Korden’s horse refuse to give up hope of holding the combat long enough for the support of the Sigmar’s Son Swordsmen.



Wils' turn four the swordsman counter charge the ghouls, disrupting the Ghoul’s massed  ranks and doing fair amount of damage. This causes Ryan to lose combat by a fair bit (7?) and finally, all the skeletons crumble.
In Ryan’s turn five, the ghouls manage to drag down another knight and hold both units in place while Ghorst move back to the corner of the board, abandoning his minions. They are struck down, leaving only one Ghast left.

Distracted by how pleased with himself he is, Ghorst fails to note the arrival of the swordsman into the melee with the ghouls. Watching his minions now outmatched, he continues to exert their obedience to keep the humans busy while he makes his retreat. His job done, he turns to leave the battle, abandoning his forces. There are always more bodies to serve.



Wil's turn five the Ghast goes down thrashing, killing one more knight and leaving the single Knight of the Blazing Sun alive. The swordsmen look to recover their fallen leader Van Korden, perhaps something can be saved from this engagement if he were to be found still alive? Yet Von Korden’s forces were still to face one final malicious twist of fate from the victorious Necromancer.

On Ryan’s turn six,  Ghorst retreats to safety to the corner away from any possible empire charges,  and gleefully incants out one more Gaze of Nagash for good measure upon the remaining Knight of the Blazing Sun, melting him down to his bones in his armour.



With one final look at the battle, Ghorst notes a single knight dispatching the last of his forces. In a last bout of spite, he rains black necrotic death on this heroic champion, pummeling him and his mount in a furious display. Amused and please with himself, Ghorst flees for the hill, considering this a successful foray for his Master Manfred.



Results:
Empire, 3 VP (Dire Wolves, Ghouls, Skeletons)
VC, 4 VP (General worth 2 VP, Cannon, Knights)
Ghorst successfully killed an enemy unit/character in the magic phase and gets +1 to cast
Wil's Knight champ was involved in a combat that wiped an enemy unit so gets devastating charge

So while the VC were wiped out entirely except for the necromancer - it was a win to the VC. For the forces of Volkmar, there will be no chance of additional support from the Emperor. Volkmar will have to deal with the increasing masses of Manfred on his own. Manfred meanwhile, buoyed by this success has another field of the fallen  from which further minions can be raised to support his machinations!


Wednesday, January 28, 2015

Painting WIP - Skullcannons

After having this pair of delightful monstrosities base coated red since before last years NZTC, I thought I had better make some progress on them.

I re-undercoated the cannons with Vallejo Model Air Bright Brass then a wash of Agrax Earthshade.   The flesh was Bugman's Glow washed with the old Ogryn Flesh and then darkened with Druchii Violet.  The red was Mephiston Red with Earthshade in the recesses and highlighted with Fire Dragon Bright.

I applied some Nihilakh Oxide in sections to the brass as a bright contrast along with the highlighted bone.

I still have to add the crew.  It will be a Bloodletter and cultist conversion on each rig.  The cultists to fit in with ones I have in my Plaguebearer and Pink Horror units.

Monday, January 26, 2015

2015 - Game much so far?

So not even one month through the new year and it occurs to me that I have been doing very well so far in regards to gaming.

On the 2nd of January I hosted a massive game of 40K.  Using it as an excuse to wind up a city campaign we had been playing on and off for a while, I gathered the fellas.  The Xenos coalition(Aaron, Cody, Stu and Ryan) had hammered the Imperial forces(Conan, Evern, Mitch and I) in the campaign so with 4 a side and 2000 points per player we played a siege scenario from the Stronghold Assault book.  Several hours later and with the Imperial garrisons buildings left as smoking ruins the Xenos had well and truly cast the Imperium from the world.  Not bad for 16000 points going on the table.

Xenos Start your engines!
Those craters were buildings once upon a time...

Within the next week it was square based time and I had a 2400 point game of Fantasy with my Daemons.  It was against Wil and his NZTC Empire list.  It was a very good learning experience, it seems Empire cannons roll no where near as many misfires as my Skullcannons do!?  But seriously I did gain a few good pointers from the game, mainly around protecting valuable units from cannon fire with Beast walls.  Wil took out a pretty solid win.

Alex, Cody and I are heading north to Hamilton in February for Over the Top.  With an escalation format of 1000, 1500 and 2000 points we would need to try some lists out.  During the month I have taken my Eldar list to the table twice.  Stu tried the new Blood Angel codex out against me and then Alex played with his Deathwing.  Both games gave me solid wins and i am pretty confident with my list.  Cody was thinking about taking Orks for a change.  For a change of pace I worked out a 2000 point Grey Knight list from the painted collection.  4 turns later there wasn't an Ork left on the table and Cody proclaimed "I'm taking the Grey Knights!" Now I just need to finally finish painting his Imperial Knight, but wait Alex wants to borrow my Knight too!  Oh well at least they'll finally get done.

But its not just GW games being played.  I have played a couple 100 point games of X-wing with my friend Jake.  I own the Starter set, Tie Advanced, Tie Defender, Y-wing and A-wing.  Jake has played Empire in both games and managed to sneak victories both times against my Rebels.  Prior to this I had only played 'out of the box' games with Cody and Aaron so it has been good playing 'proper' lists. Last week I received an email saying Mighty Ape had finally restocked their range so I am now the happy owner of the Millennium Falcon.  Lets see how the next game goes!

In amongst all this wargaming, we have been playing Pathfinder rpg on Tuesday nights as well.  After many pre gen games I was ready to run my own thing again.  So with story points in my head and some NPC notes in a notebook we got into it.  Aaron's man witch Zebulon lasted about 3 sessions before suffering a messy end.  It was a goblin with an enchanted frost pick - x4 crit Sucka!  He is now playing a Dwarf Bard, I mean detective!  Which with permission is now being tweaked to a Sorcerer(I mean c'mon a Bard ffs!).  Cody has been playing a Half Elf Zen Archer(Monk) but as he becoming more criminal and undisciplined I have suggested he tweak it to a Rogue.  Stu is settled with his Tiefling Ranger/Rogue (because nothing says sneak attack like a Greatsword) and finally Alex is playing Grimlock the Burninator!  A Half Orc Barbarian with an obsession for obtaining enchanted bags.  They may need a bit of nudging in the right direction now and then but the game has been highly entertaining so far, mostly because of the dumb shit they've been up too.

Finally on Friday night I hosted another 4v4 team game of 40K, 1000 points per player.  Our good friend Emmett was visiting from London.  When he set off for the UK he gave me his substantial Thousand Sons Chaos Marine army, whenever he is back in NZ he tries to fit a game in.  So with Emmett running Ahriman and co he was joined by Aaron with Daemons, myself playing CSM and Stu with Necrons.  The Imperium team consisted of Wil with Sisters of Battle, Cody with Grey Knights, Wil's nephew Alex with Salamanders and Ryan with Astra Militarum.  With a Relic in the centre and tactical objective cards in play we slugged it out for a few hours.  We had the Relic and a few bonuses but the Imperium managed to take the victory with all the tactical objectives they had racked up.

So I managed to play all this and it's not even the end of the month.  Lets hope I can keep the trend going!

So what games have you managed to get in so far in 2015?

Wednesday, November 19, 2014

Desolation - Part 3

Day Two.
Coming into day two the team was feeling pretty happy with one loss and two wins. We wanted to put in a good performance today as well.

Game Four. We were matched with team Underdog from the ACT. I was told that these guys were very much anything but underdogs and had some top Tournament players in their ranks.
I was put up against Adam R and his daemons list. This was another case of putting me up to try and minimise losses in a bad match so the others on the team could try get better scores.

Adam was a great opponenet and this was probably one my my most fun games of the weekend. He was running a faily nast daemon list that consisted of a Blood Thirster, 4 small units of pink horrors, 6 fleshhounds, 2 nurgle beasts, 5 fiends, 4 screamers, a skull cannon and a tzeentch soulgrinder.



There were just so many threats in this list and Adam pushed me really hard. We both started out with a cannon off trying to get rid of one another's range threat, but they both quickly had to change focus on threats that were coming at them instead. I got some early points taking off the soulgrinder, and a battle between the Mournfang and Beasts of nurgle drew peoples attention. Apparently this was a fight of current op vs old op, or so im told. The Mournfang won that round.

In turn things seemed pretty even and Adam had to make a choice. Push hard and charge the blood thister in to the ironguts, and hope they break, run them down and take a huge win, that unit would have net him around 1000pts on its own, or instead charge the leadblechers and firebelly in a building for only around 300 points. To my surprise he took his foot off the accelerator and charge the building. He killed some leadbelchers, but being stubborn they didn't go anywhere.



Totalling up the scored Adam had a win, but only a small one 7-13. Eric had won, Scott had one big and John drew meaning we won round four 47-33.


With no lunch provided we set up in search of food before round five. Following the other gamers we stumbled into a shopping centre across the road and found the usual food court items on offer. I only mention this place to say how confusing and like a rabbit warren the place was, thank god for locals.

It was before round five that another team's player was overheard trying to get our next opponents to bend to their will and try somehow rig result's in their favour.


Game Five. We drew team Dad's Army for this round, and was looking forward to trying to set up a game between myself and Kaleb a guy I know from living near me and being around the community for a long time. By some weir hapenstance we've never got to have a game against each other. Yet again we failed to play a game and instead I was matched up against Garry and his many small units Dark Elf army. His list consisted of a shadow sorceress, a BSB master, 4 small units of witch elves, 4 units of dark riders, 2 small units of executioners, 2 bolt throwers and a medium sized unit of sisters of slaughter.



This was a game I never really felt I had a chance in. There was to much poison for me to deal with, not enough points in any unit I could focus on easily and the game it's self had other issue's that left a bad taste in my mouth.

I lost this game quite heavily 3-17, Out team lost the round too but only 39-41, it was very close.

With yet another round to go, and having been drained of energy by five games of warhammer and the emotional endeavour the last round was, I really did not want to play a 6th game.

Game Six. Our final opponents were team Warsome Foursome, and these guys were great. My opposition was Alex and his beastmen. Alex was laid back, didn't care, was there to roll dice, have a laugh and meet people. Like myself he was new to the tournament scene and was just keen to see how things worked and meet new gamers.

Alex's list had caused a fair amount of destruction in practice games we had tried, but I was yet to take it on. It consisted of Lvl 4 Great Shaman with Beasts, wargor bsb, slugtounge with death, lvl 2 shaman with death, huge unit of gors, small unit of gors to ambush, 5 units of ungors with 2 ambushing, huge unit of Bestigors, unit of 3 razorgors, 2 individual razagors and harpies.



Before the game even started slugtounge killed two sabretusks, put my stonhorn on 2 wounds and put a unit of gnoblars down to only 4 models. That was annoying.

Sadly the game didn't draw out for very long. The unit of Razorgors charged my bulls but bounced off the wall of gutplates and ironfists. The ambusing Gors snuck on to my left side threatening my Ironblaster. Drawing on all his might my firebelly responded by throwing an firestorm into the ranks of the large gor throng. As the large template was right on target over half the unit was wiped out.
The Ironblaster decided that shooting was something other people do and charged horns first into the ambushers. Doing enough to break then even with stead fast the chariot ran down the would be ambushers.

A turn later I decided to declare a charge with my bulls on what remained of the large Gor unit with the BSB and Lvl 2 death mage. Alex elected to flee putting them right out of range of the Bulls. Unfortunately though they were exactly 21” away from my Mournfang. With the standard of swiftness I would need a double 6 to catch them, but it wouldn’t matter as they had to flee again anyway and ran right off the table.

After that my firebelly went for a second large firestorm this time on the Bestigors which worked and was on target. The game was then just moping up what was left and ended in a 20-0 win in my favour.



I felt bad for how the game had worked out, but Alex was a great opponent and took it so well. Our team won the round 73-7 which was scaled back tot eh top score of 70. Apparently we were the only team to reach the score cap all weekend so yay us.

Games done we got pack up out of the way and settled in while the TO announced the winners. I thought we'd had a pretty good weekend with four wins and two losses for out team, and had the feeling we might have scraped in a podium, as I hadn't been paying attention to how the other teams were going.

Sure enough I was right and we got onto the podium, which made the weekend even better.