Showing posts with label Daemons. Show all posts
Showing posts with label Daemons. Show all posts

Monday, 6 October 2014

Putrid Blightking rules/pictures leaked - updated

Papa Nurgle has arrived!



So it appears they are a new WoC entry, and are Infantry on a 40mm base?

Actual pictures to come soon I hope... Pre release this Saturday

edit. pictures are floating about now as below...




Rather uninspiring IMO... there no Morghasts or Nagash...


Ouch. look at em prices!

Wednesday, 1 October 2014

End of Times Volume II due after Dark Eldar


Rumours are rife Papa Nurgle is about to visit us in Volume II of the End of Times. I blogged last month with some musings about the series of events that may happen in Warhammer

Rick was reported to want to "advance the timeline", kill off several special characters and produce a set of four (or eight) books detailing the end of times. Nurgle was to attack the empire in Tamurkham, Tzeentch was invading Lustria, Slannesh was getting stuck into Ulthuan, and Khornes hounds where at the gates of Naggaroth. Sounds all to familiar dosn't it.
The Nagash book confirms Khorne forces headed to fight the Dark Elves (Valkira) and Nurgle heading to the empire. 

Still on target to being a rewrite of Tamarhkan. Will we see our plastic Greater Daemons soon? Will they stand up to the competition from Creature Caster?

One things for sure it is really shaping up to be a complete make-over for Warhammer

Tuesday, 26 August 2014

Further musings of Warhammers future...


By now most people would have read the rumours about four campaign books starting with Nagash, along with other morsels of information on potential upcoming releases for WHFB.

But lets take a moment to reflect on the past year or so of rumours that we have heard. 

So I mooted a few days ago that I thought there would be another book in the series continuing on from Nagash, but based around Daemons. This made sense, as Nagash is being painted as the anti hero come to save the world from Chaos, of course only to bend it to his will instead!

With my surmising that there would be more books, I suggested that the Plastic Greater Daemon models could be released with this next book based on Chaos. Unsurprisingly, a few rumour mongers started talking about this the following day. 
Now we have had several claims of knowledge of Greater Daemons, and some insisting they had seen them (or pictures) however wishful they might have been. Nothing concrete as of yet, but seeing them released soon would not surprise me.

But lets look at the larger scale of things. This year we have had rumours of advancing the timeline: check, mass kill off of characters: check, multiple armies in on book: check, and the return of some old favorites: check. All sub themes in the new Nagash book!
Way to many correlations to be coincidence? To be fair, there was a lot of scare mongering from the hysterical that 9th edition would wipe the slate clean, and all army books would be obsolete as 9th edition would herald in new army volumes encompassing multiple races. There is some truth there, but as it turns out, the order and scope of what was rumoured was, as it often is, put out of context.

Things starting to fall into place...


So we currently are in the mist of rumours that summarize as the following:
We are getting four books that each focus on multiple races that will advance the Warhammer timeline in a lead up to 9th edition. Sounds far more plausible yes?

Now we don't need to look into our crystal balls to surmise that these campaign books will introduce us to new rules and concepts which might well be the norm in 9th edition. I personally am looking forward to  the characters and monsters profiles being merged that we see in Nagash. We have had the prelude for this in the form of Monsterous Cavalry throughout 8th. I welcome any rules that will encourage/make viable fielding characters mounted on chariots and monsters in this cannon infested landscape. Is the proliferation of cannons in the current edition Games Workshops way of balancing the field when combined profiles are introduced (the complete opposite of what they did with fliers in 40k). 

Buts lets think back even further. Rick Priestly was rumoured to have quit over his want to advance the Warhammer timeline into an apocalypse error with his Warhammer Forge narrative series that stated with Tamurkhan - Throne of Chaos. We see several themes crossing over with the latest set of rumours.

Rick was reported to want to "advance the timeline", kill off several special characters and produce a set of four (or eight) books detailing the end of times. Nurgle was to attack the empire in Tamurkham, Tzeentch was invading Lustria, Slannesh was getting stuck into Ulthuan, and Khornes hounds where at the gates of Naggaroth. Sounds all to familiar dosn't it.

Was Rick really wanting to do all this, or was he against it? Was the rest of the series of the Warhammer Forge books canceled due to poor sales, or was the plot to expansive to be covered by Warhammer Forge, and the idea was transfered to the Games Workshop team? We never got a concrete answer out of Forge World, and the "lack of sales" theory is bogus. More likely (as has been suggested), the sales are fine, but just very small volumes compared to the money tree that is 30K! 

So we know Rick left, but never exactly why. There is always some truth in any rumour, so reading in between the lines I think it is more likely Rick may have left because his idea was taken off him, rather than turned down. I mean why would they produce the first timeline altering book and then decide not to change the timeline...


So, in conclusion, I think we will see the roughly following:
Book 1: Nagash reunites the undead, fights Chaos in Kislev/Empire.
Book 2: Details the Chaos forces, re-introducing combined Realm of Chaos armies
Book 3: The invasion of Lustria! and Skavens part in the whole conflict. maybe some Brets here too.
Book 4: Details the Elven forces fight, Dark Elves being invaded in the north and High Elves of Ulthuan. 


Thursday, 21 August 2014

The End of Times: Whats next?

Warning! This post contains massive amounts of grandiose speculation!

So, as most of you will know by now, unless your name is Patrick, Nagash has returned in all his glory!

The release will be interesting to watch unfold. We already know there is at least one more week of models to be released, thanks to the early leak of the September issue of Warhammer Visions. But what next?

Lets take a look at 40k's latest campaign. Sanctus Reach combined a multitude of host armies coming together in a 2 volume campaign that encompassed most of the 40k universe. It included army specific expansion books for Orks, Astra Militarum and Space Wolves. The release was done over a month long period with little insight to what the next wave might have been. It didnt however include many new models for release, but concentrated on formations for recently updated armies.

So what do we know about Warhammer: Nagash. We know we are getting a 2 book volume which contains a campaign focusing on the return of Nagash and the premise around the event. We know we are getting at least 4 kits: Nagash, Arkhan/Neferata/Manfred triple kit, Morghast Harbingers and Spirit hosts (although these may turn out to be built from the other kits).

But who is Nagash fighting? Well the story line basically goes along the lines (in its most simplistic version) of Nagash has been bought back by Manfred to unit the Undead to fight a Chaos incursion. Chaos...

And this leads to my speculation, that we may indeed see a second volume based around Chaos, which would potentially include the release of the 4 new Greater Daemon kits frequently rumored... What better way to introduce a large number of monstrous plastic kits! I would suspect that the volume would be a similar 2 book binding, with a united Chaos Legions list like back in the old days. Hands up who remembers the Chaos Boxed set of 5th edition!

This release style is unheard of in Warhammer Fantasy, but the precedent has been set by 40k already. This would also tie into the much lambasted rumors of 9th edition having volumes that covered a range of armies instead of an individual (which I dont buy personally). it would go a long way to cover the rumors that point to it being true/false which we have heard from several sources. 

So, my speculation is that the Nagash release may be more than just a 2 week Undead splash, but in fact the beginning of a more comprehensive release schedule. September was rumoured to be a big fantasy release (some claimed 9th edition) but I think this fits the bill a little better. This is indeed The End of Times! name says it all!

Time will tell...

Friday, 14 March 2014

Exalted Flamer of Tzeentch gets its own rules


The spare Exalted Flamer you got with each burning chariot purchased has been given its own rules in the upcoming White Dwarf.

I'm not to sure of the pro's and con's of the 40k version, but the Fantasy one looks great. Strength D6+3 grapeshot move & fire or flamethrower stD6 can both be devastating! Being infantry it can hide in a unit then move out 12" and unleash, although the 90 points may be a lot, I can see this being a competitive selection!

Tuesday, 5 March 2013

Missing FAQ's

So the Warriors of Chaos and Daemons FAQ's have now disappeared from the GW website.

Can we expect new FAQ's straight away or they just doing house cleaning?

Saturday, 2 March 2013

NZTC Recap - Day 1

So a few weeks ago New Zealands WHFB community descended on an unsuspecting hall in our capital city for the first inarguable New Zealand Team Championship, and what a success it was!

Huge thanks to Pete for organising this event!

I was invited to attend by some friends in Christchurch, on the condition I would captain the team. Alan, Damon, Mike and I rocked into the capital with Empire, Lizardmen, Orcs and Goblins, and my new army Chaos Dwarfs. 

Our army composition was not really based around any great strategy as a team. It was more a case of Mike was bringing Orcs and Goblins regardless, Alan only had Empire, Damon wanted to bring Wood Elves, leaving me to fill any perceived gaps. Mike had a list that he refused to change, not for a lack of trying by the rest of the team! Alan only managed to paint up 4 chickens, and after some discussion at Guardcon last year, Damon opted for pink lizards! over the woodies. This left our team with two armies which where more conservative in approach, and one that should be a good kicker for short wins, (despite its lack of Doom Divers...). We really needed something that could chase the big wins, so I took the opportunity to try out my Chaos Dwarfs. I geared the build to specifically take on Daemons, as I suspected most teams would roll out triple letter lists. It gave the build some inherent difficulties playing cannons, which also meant avoiding Ogres, which would be another big contender.

So Round one we drew Cut the Mustard. We thought this was favourable to us, but the one problem was the Ogres. 2 cannons meant the CD needed to avoid Ogres. However the other three armies that was a favourable matchup. 
We ended up with the following:

Chaos Dwarfs vs Vampire Counts
Orcs & Goblins vs Daemons
Empire vs Ogres
Lizards vs Wood Elves

Mike got a solid victory going 12-8 over the Daemons. Damon scrapped out a 13-7 win despite not being able to finish everything off. Alan got overrun by the Ogres 0-20. We really thought he had the big high strength blocks to win combats. I pulled a lucky 18-2 win over the VC. I managed to double flank the infantry blocks and used the artillery to decimate them before wiping them out on the charge. A good round overall and a nice first outing for the Evil Stunties (it was my first game ever with them!)

We finish the round 43-37. We where looking for more here but didnt expect the complete collapse of the Empire/Ogre match. 

Second round was drawn and one of the harder matchups came to fore. We got the Nerdymen and what was going to be not the best round. My Chaos Dwarfs needed to avoid Rory's VC, his bus and general would just steamroll my entire army by itself. Nobody else wanted to face the Daemons so that was the perfect match. Mike got the Warriors which was a good match, and we threw Alan to the Ogres again. Hopefully this time he would have some better luck and get a draw which his army should be capable of. This left Damon to the VC, and with lore of Metal and being able to pass off miscast to Rory's lord, we thought we had got a good round of matchups.

Chaos Dwarfs vs Daemons
Lizardmen vs Vampire Counts
Orcs & Goblins vs High Elves
Empire vs Ogres

Once again Alan had a terrible game against the Orges. He really needed a second unit of Chickens. Some more terrible luck but managed to conserve 1 point with a 1-19 loss. Mike played a great game again and only went down 9-11. With some doom divers he could have collected a 12-8 win easy, well not according to him anyway. Damon's stratergy collapsed and the Knight Bus got through unmolested. I had a fairly easy game with a really favourable matchup. Daemons de-materialised to the artillery, I held up the blocks and worked one at a time, finishing them off with double charges by the Taurus and Kdaai. 19-1 to me

We finished round to going down 35-45. Not to bad, definitely could have been worse. If we had the right build (read Doom Divers) we would have tried to get Orcs vs the VC, giving Lizards the Ogres. 

Round three and half way through the long day. Kapiti Krushers pop up on our radar and another challenge for our team. We angled my Evil Stunties to the Daemons again, nobody wanting to take on the triple letter hoard but me. We tried to get Mike the mirror match, and put him and Alan up vs the Orcs. Damon took the match vs the Darkies in the end

Chaos Dwarfs vs Daemons
Lizardmen vs Dark Elves
Orcs & Goblins vs Warriors of Chaos 
Empire vs Orcs & Goblins

All in all a good draw. Only thing we really wanted to change was swapping the matches for Mike and Damon. Cant have everything go our own way however. I had another great game, controlling the board from the beginning of the game and working on one letter hoard after another. 19-1 win to me. Damon had a terrible turn of events in the last turn or so, with a critical combat that should have been in his favour turning against him with him going down 3-17 instead of the opposite number. Massive last turn swings thanks to mindrazor... Mike didn't have any luck in his match either, with the Warriors of Chaos being to fast for his army and taking the flanks and the eventual victory 1-19. Alan on the other hand took a steady hand and notched up 14-6 win against the Orcs. 

So this round finished with our team losing the round by three points 37-43. Thanks mindrazor! Not.

So we go into the last round of the very long day. We havn't gone down big in any round but havn't managed to climb out from practical draws. Seams we are not the only ones. The team games have a away of evening things out it appears. Team OMEN is next in our crosshairs and we are looking to get this one right. Once again I looked to avoid the VC list with its Vampire of Doom, and the Empire list with all its cannons. We thought the OnG would be a good match here despite the lack of Doom Divers. We aimed to get the mirror match with Alan. The round broke down to the follwoing:

Chaos Dwarfs vs High Elves
Lizardmen vs Dark Elves
Orcs & Goblins vs Vampire Counts
Empire vs Empire

I was not looking forward to this. Not only was it the 4th game of the day, I had managed only 5 hours sleep the last night. I turtled and threw some dice about not expecting much, as the High Elf match was not good for my list. But when James failed a few charges, and I managed to kill his dragon with rockets, things looked up a little. My Infernal Guard dealt to his BSB on eagle who was left to fend for himself thanks to the failed charges, and my hobgoblin archers shot the High Elf general that was now dragonless after fending off eagles in combat! Not only that, James fluffed the white lions combat vs the K'daai, allowing it to got on a rampage. I still don't know how I got a 19-1 win. Damn lucky dice. Alan and Joels Empire off resulted in a predictable 9-11, with Mike leaping to new strengths pulling a nice win from the VC 13-7. Damon discovered the Cold One Bus was immune to his magic but despite than managed to get the 11-9 win. 

The round finished as a nice, although unexpected win 52-28 to us. Great way to finish the day. We had gone in thinking 40 would be nice. Luck still has a lot to do with this game 

So day one ended with us on a grand total of 167 points. I think this was top half of the table. Not to bad considering our lists. Like I said I thought we would be gunning for 5th to 6th place and was happy to with our first day haul. We headed off home very tired and hungry. We all had a sneaking suspicion we would be playing the Von Trapp family next round...

Wednesday, 27 February 2013

More Daemons WHFB Info


The first info about the new book is now widespread on the interwebs, and there is some very interesting changes to Daemons from the looks of it.

First off, the details in my post the other day appears to be all correct about the core units.

Now when you roll for winds of magic, the total number rolled has an additional effect on the army, from all Daemons having to make a instability test (2D6 wounds - Ld) on a double 1 result to creating a new unit of Core Daemons (2D6 +3) on a double 6. Other effects are God specific, and almost always bad for you, ie place small round template on your unit and scatter type damage. A 10 will see you get army wide +1 to ward save. Interestingly enough, the results effect all models, friend or foe.

I can see a lot of players getting upset about this, and at first read sounds like it will slow the game down a little.

Daemonic instabilitiy is similar to what it use to be (2D6-Ld modified by combat result) but now on a roll of double 1 you get all the wounds/models back that where caused that turn in the combat, and on a double 6 you loose the entire unit!

Animosity between Gods is back, with Nurgle hating Tzeentch etc, and along with that you can no longer benefit from inspiring presence and Hold your ground rules unless you are of the same God. Ouch, that will hurt. I have a funny feeling we will see a lot of mono god lists with a sprinkling of chaff from other alignments.

Bloodletters get strength 5 on the charge only, as all Khorne Daemons get +1 strength on a charge, however no sign of hatred anymore (unless you are slannesh, which all khorne daemons hate)

Daemons purchase Daemonic gifts instead of magic items, and have no access to buying items out of the BRB, however they can still get access other ways. There appears to be 3 levels of gifts, Lesser (25), greater (50) and exalted (75 points). Purchasing a gift gives you a D6 roll on a table, with there being options 0-6 (yes 7 in total) for each level. Presumably you will be able to modify this roll (rumours it depends on the character). the 0 result allows you to choose a magic item from the BRB. This could be extremely powerful in a tournament setting if the rumour is correct that you can always opt for option 0.

Several models can purchase loci upgrades in three levels, 25, 50 and 75 again. It appears these will work in the same way daemonic gifts will, and I am guessing they replace magic banners in a way. With it revealed that you can purchase 25 point banners for all the core units, and several special units get 50 point options.... sounds interesting. I would expect the BSB can get access to a 75 pointer, which may have area effect bonuses (depending on alignment). Only the strongest loci takes effect however, so no staking. 

Interestingly Fiends are now special, and 65 points a piece with minimum unit size of 3+. Beasts of Nurgle down to 60 points with 1+ unit size. So I guess Beast will replace fiends as the chaff, since Juggers are also 3+. 

You can find the leaked army book pictures here at Faeit 212.

All in all some very interesting info out and about now. Some people will be dancing for joy (non Daemon players) where as Daemon players will be doing some worship to Khorne (read rage!). I am going to reserve judgement for now until I read the whole book, however I have one parting shot...

Matt Ward broke fantasy, Daemons should never have a cannon EVER! especially a 135 point move and fire 3+ 5++ T5 W4 one.... 

Edit: Ive just seen the book and the Magic lores are exactly the same as WoC. Even the nurgle spell that grants a 5+ regen! However, the lore attributes are different, with each successful cast giving the opportunity to create more horrors/daemonettes/plauge bearers etc

Wednesday, 20 February 2013

Some WHFB Daemon rules updates

Some little bits of information I have gathered

Bloodletters of Khorne are now strength 4, with special rules MR1, Scaly skin 6+, Daemonic and Daemon of Khorne. They have the daemonic gift Hellblade.... 14 points

I cant see any reference to killing blow but that dosnt mean they loose it as the sword may grant it.

Pink Horrors stats stay the same, special rules are Daemonic, Daemon of Tzeentch, Blue horrors of Tzeentch, and a unit counts as a level 1 caster.... 13 points

Yay Blue horrors of Tzeentch. No idea how it works but yay!

Plaugebearers are strength 4 Toughness 4, have the Daemonic gift plaguesword, and are Daemons of Nurgle, and Daemonic.... 13 points

Daemonettes get 2 attacks, and become Daemons of Slannesh + Daemonic for 11 points

Bloodcrushers are now special, 3+ a unit, the jugger mounts get toughness 4 and 3 wounds like the WOC ones, and are 65 points. With the scaly skin rules Daemons now have a 3+ 5++ save monstrous cav option!

Edit: might have this wrong, crushers may have 4+ 5++ save since the new WOC juggers only add +2 to the save

Flamers appear to have the same stats as the WD rules, and are 40 points. Special rules flames of Tzeentch, Daemons of Tzeentch, Warpflame, Daemonic and skirmishers.

There appears to be an option to upgrade a unit of Plaguebearers to have regenerate, and another option that if you score any roll of 6 to hit with a  poisonattack, an additional strength 4 hit is made. Another option is upgrading poison to 5+

New Daemons Pictures

I've just received some images in my inbox...


Edit: GW have requested I remove these pictures from my blog.

The pictures can still be viewed here at Petes blog. Of course you can just go out and buy the WD since its available now, and you can see the new releases in better quality. There is also some nice FW previews in the back...







Tuesday, 19 February 2013

Chaos Daemons in March


With the release of a teaser video by GW it is pretty much confirmed we will be receiving a Daemon release for the month of March. The big question remains is what will be in it.

The latest rounds have pointed to two waves being released, the first with a Tzeentch Chariot, a Khorne Chariot, Blight Drones of some form and books for both 40k and Fantasy.

However some inside information confirms that the product codes for all four greater Daemons have new 2013 codes. Wether this is repackaging of the old ones or a second wave to come is yet to be revealed. The interwebs has been hot with plastic greater Daemon rumours... The product codes also allude to other Daemon releases as well....

I was picking that GW would release two Greater Daemons at a time, say Bloodthirster and GUO with the Khorne Chariot and Blight Drones, followed by the LOC & KOS with Furries and Tzeentch Chariot. Those eight kit seam to be the most favoured of the rumours for release. Wether or not we see a book next month is yet to be seen, although there are new product codes for both.

Safe to say over the next few days we will get leaked some pictures and the conjecture will be over. I'm hoping we will see a return to Daemonic hatred/animosity within the books again. Only  Tzeentch truly knows at this point...


Thursday, 17 January 2013

Rumors - Daemons and Fliers




If you bother to follow the rumour mill you would have hardly missed all the contradicting 'ideas' floating out there in cyber space at the moment. A quick recap and we have:

Daemons! Consisting of a dual release for both Fantasy and 40k both in hardback. Models are rumoured to include a Bloodthirster and Great Unclean One in plastic! with finecast upgrade kits to make special characters. A new Nurgle unit that is like a plaugebearer on a fly? and a Chariot with an option for some sort of flaming cannon (although this last one has mentioned the Tzeentch getting the cannon option). Theres also plastic furies on the horizon according to some.

Some interesting stuff here, and my take lends me to think that we will get the two new greater Deamons in plastic with some sort of options in the kit to make a special character (think Emperor Karl Franz) with the other two being released later in the year in a wave. A new Khorne chariot that is a dual kit, but its hard to believe it will have a ranged option on it as this is unusual in Khorne fluff (at least in fantasy). I believe we would then see a flying Tzeentch chariot pulled by screamers with a flaming cannon (dual kit as well) with the second wave greater Daemon release. Don't know how to place the Nurgle Fly-ers. Suppose this could be a  the replacement for a chariot option or will we see a Nurgle chariot in a second wave?


The Daemons do get my blood running as I have been wanting to brush off my Daemon army ever since the new Slannesh chariots where released, so I am secretly hoping the plastic Greater Daemon rumours are true, as I am not a fan of the current GUO and BT.

The other rumour rearing its head at the moment is another flier wave for 40k consisting of the Dark Eldar Void Bomber, a Tau flier, the Harpy and an Eldar flier. Whats unusual here is that its 4 large plastic kits in a month. As far as I can remember GW generally releases only 3 plastic kits at a time, so lets just hope to be pleasantly surprised.

As for timing, there is a huge amount of conflict here. But I would put a penny on Fliers wave for Feb and Daemons in March (Pre order late feb). I can't remember the last time GW did back to back books for fantasy/40k.

I guess we will all find out early next week when the WD gets leaked


Thursday, 3 January 2013

A New Beginning


So this is my first post for the new year, after a very quiet blogging month in December. I had not found much time at all to do anything hobby related during the silly season, much to my disappointment, and the world didn't end, much to my amusement!

So 2013 starts off with a big self serving xmas present to myself in the form of a new army...

After spending all of 2012 marching the dead legions to war, I am starting on a new journey for 2013. I achieved all the goals I had set myself with my Tomb Kings at the beginning of the year. Often regarded as the weakest of the new books and a bottom tier army in the competitive arena, I managed to get a tournament win (4 wins in the end!), made it to the masters tournament, and get selected to team NZ ETC 2013.


This year I enter the slave trade. The Dawi Zharr will march forth from their Ziggurats in the far east scouring the lands for more victims to toil in the blasted forges of the fallen ones. Not only will my new slavers see the light of the old world, so will my retired army of Daemons come to the fore when/if the rumoured new book arrives this February. 

These will be my major projects for the year. In addition I have some other things I wish to finish off. I started making a modular gaming table mid last year that typically never got finished. I also have my Horus Heresy legion that I started, although I am wavering on the actual legion, I want to get 1500-2000 points done by 2014 (I have quickly begun to hate painting yellow). There is also the apocalypse scale Necron army that needs to be refreshed and finished.

So my New Years Hobby goals are

  • Build a Chaos Dwarf army
  • Rebuild my Daemon army
  • Finish my modular gaming table
  • Finish painting my Necron army
  • Make a 1500 point Horus Heresy Legion
  • Buy and paint a Titan (or something else as epically scaled)
  • Find some other project to throw me completely off my other goals 
Some hefty goals to achieve, and probably unrealistic knowing how good I am at procrastinating. Somewhere in all that I hope to finish painting my Tomb Kings which sit 90% done.

And I guess I should throw down my gaming goals as well, since I do enjoy the competitive side of Warhammer. NZ has such a great WHFB community at the moment and a tournament environment that has solidly moved into the little to no comp environment.
  • Attend 3 NZ WHFB Tournaments
  • Win a NZ Tournament
  • Achieve a podium at NZ Masters (providing I actually make it that far!)
  • Attend the ETC

I would also like to organise and/or run a tournament this year, but thanks to my location I do not think this is a realistic goal. 

At the end of the year I will dig this post up gain and see how well I have done.

Oh and lol puppies will feature this year. You have been warned.


Monday, 22 October 2012

Conquest 2012 - Results

Conquest was held over the weekend in Christchurch, and once again my Tomb King legion marched to victory!

Player................Army..........Total....Battle/Sports/Painting 
Tim Joss........... Tombkings........175......75 /50 /50
Mal Patel.......... Lizardmen.........166......67/50/49
Darren Urqhart....Daemons..........160......60/50/50
Phillip Little.........High Elves........159......61/50/48
Andy Lane..........Cows..............158......58/50/50
Raymond Wallace.Chaos Dwarfs.. 157......58/50/49
Peter Ravn..........Dark Elf...........154......57/49/48
Mark Carl............Daemons..........153......53/50/50
Stephen Wallis.....Vamp Counts.....152.....54/50/48
Alex Cutforth.......Dwarfs..............151.....58/50/43
Rhys Hodgeson....Empire...............151.....56/50/45
Gus Yeates.........Empire...............150.....50/50/50
Al Dennison.........WarriorsChaos.....148.....48/50/50
Mathew Tait........Wood Elves.........144....57/49/38
Chris Perry...........Empire...............141....41/50/50
Basil Moskovis.......Brettonia...........139....43/48/48
Mark Penrice.........Skaven.............138....45/50/43
Graeme Robb........Ogres................136....42/49/45
Steve Thompson...Dwarfs...............136....38/50/48
Mike Vercoe..........Empire..............136.....36/50/50
Alan Redmond.......Empire...............133.....38/50/45
Mike Stuart...........Goblins..............132.....36/49/47
Ben Deans............Beastmen...........127.....59/45/23
Jordan Rees......... Warriors Chaos....127.....35/48/44
Alister Gough........Brettonians..........114....42/47/25
Khan Pepper Edwards..Ogres.............109...35/47/27


Thanks to all my opponents. I'm working on some battle reports now

Tuesday, 28 August 2012

Call to Arms - Battle Reports Day 2 - Games 4 & 5



Game 4 – Chaos Warrior’s – Hamish Gordon
Scenario: Watchtower

Day two started with me facing another Chaos Warriors army. The draw had gone up the previous day so we all had the night to prepare for the second days first match. The scenario being watchtower, one of my armies favorites.

Hamish’s force consisted of two large units of Chaos Knights. These will be enemy no.1. If these things got into my lines it would ruin my party. They where backed up by a block of Khorne Warriors, a block of Tzeentch Warriors, A Sorcerer Lord on Disc, BSB, Hellcanon, and Festus. Interesting. Although the list lacked the usual War Altars, it did have an interesting combo with Festus passing on his 5+ regeneration roll. The Disc lord was taking Tzeentch lore, and Hamish rolled Gateway… A spell that I did not want to see.
Hamish won the roll off and occupied the watchtower with his Khorne Warriors, something I was hoping for. I could easily shoot these guys out within a few turns and take the tower in the later stages of the game. The rest of Hamish’s force was split up on either flank of the tower, with both knight units on my left, and his Tzeentch block to my right. The Hellcanon went centre with the Lord, presumably trying to hide from my catapults.
I deployed my forces to hard counter the tower, as it was worth 600vp for this game. Khalidas archers went centre with catapults and caskets to the rear. My knights held my right flank and the horse archers went left to get in the way of the Chaos Knights, and knowing I automatically had first turn, I deployed one unit 12” away from both of them.

A plan? Shootem of course! I would start with Khalida shooting the tower, caskets and Ushabti target the Knights, catapults hit the Helcannon or tower, and Knights hold the right threatening the Tzeentch warriors flank if they advanced into the tower. The horse archers would simply get in the way as they should. I decided on some priomary targets and secondary targets for all units to maximize the potential impact. I liked the plan, as long as I could contain and deal with the Chao Knights.

Turn one starts well. I predominantly hold back as I only need to make centre table which I can do in the later stages of the game. My Necroknights angle it up and I show Hamish my hand early with them as I want him to consider the threat to his flank. Magic. Well. I roll up a good number of dice and 2 dice an irresistible light of death, which targets his knights, killing 4. It then bounces to the other unit and takes three of them. Hamish shuts down the next casket, but not before smiting goes off on the Ushabti. Khalidas archers remove a bunch of Chaos Warriors from the tower. The Ushabti add their weight to the turkey shoot, targeting his Lord on Disc. They chip off two wounds and the catapults manage 3 wounds on the Hellcannon. One is not in LOS so he drops a rock on the Disc Lord. I get a direct hit but Hamish saves the wound with his 3+ ward. Good Start!. Hamish charges into his first turn and hits the horse archers who where so conveniently angled infront of his Knights. There killed and he overruns out to the far right thanks to my redirect. His tower lads cant do squat this turn thanks to the scenario, but the Tzeentch boys shuffle over towards the tower. His Disc Lord goes and hides behind the tower, but remains 24” from my Necroknights. Hmm, wonder what he is planning… Yup. Gateway on the Necroknights. But I am having none of this, and throw all my dice at it and dispel it easily. His Helcannon then manages to put 2 wounds on one of my catapults.

After a great turn one start I feel I am in a good position. I stick to my plan and move another horse archer unit into assume a redirect position. I get the angle happening on my Knights a little by moving them half an inch backwards, just to force Hamish to expose his Disc Lord. I move the Ushabti up towards the tower as I plan on them occupying it after Hamish looses it. Yes I am that confident at this point. A 6 dice vs 2 magic phase sees me get another casket off on the Knights, reducing one unit down to one model, then bouncing to the other and leaving three in it. The other casket targets the tower, whilst Hamish try’s shutting down smiting without success. In my shooting phase Khalida targets the tower this turn with smiting in effect, and with the help of a catapult, leaves 1 warrior behind. The Ushabti target the 3 Knights and kill two, leaving Hamish with 2 units of 1 knight. The other catapult misfires and cant shoot this turn. Hamish now bails from the tower, presumable trying to save VP’s. I believe he will try and take the tower later in the game with his Tzeentch warriors. He also pulls back his now one man Knight units to attempt to get them out of range of the caskets. His lord dosnt take the bait but gets himself well out of LOS. In his magic phase he targets my other catapult with a nurgly spell (I forget which one) and targets my full health catapult. It’s a stonethower type shot and manages to clip and put two wounds on the other catapult. His Hellcannon misses however.

As turn three rolls around I take the tower with the Ushabti. This I believe was a mistake, as I have a tendency to enter the tower too early, however there was so many tempting targets and I wanted to deny the Tzeentch Warriors the opportunity.  Khalidas band moved up into range of the Tzeentch duders, as my Knights failed their charge into his flank. In my magic phase I try my hand at caskets again. Hamish shuts down the first but the second goes off. Ive targeted the knights again but this time he makes his Ld test. I get a smiting off on the Ushabti which then turn Hamishes Disc Lord into a pin cushion. Heh. These guys are great! Khalida makes a small mark on the Tzeentch warriors but both catapults miss their mark this time. Hamish now charges the building with Festus and his Tzeentch Warriors. His knights run away some more and the Hellcannon stays put. In his magic phase he double6’s on two dice the stone thrower spell again but it scatters wide. The miscast has no I’ll effect on him however as regeneration saves the wound. His Helcannon has better luck and kills a catapult. The Tzeentch Warriors now make their mark, accounting for a couple of Ushabti, with me loosing a further one from Combat res.

Turn 4 starts with the realization that I may have committed to the tower to early, as is usual for me. I figure they can hold for one more turn then I will swap them out for Khalidas Archers. I will also position the Knights in a batter place to regain the flank as a backup plan to pin the Tzeentch Knights and deny him the watchtower. My horse archers are off chasing the Chaos Knights and the last Khorne warrior who had run and hid behind the Helcannon.  The Ushabti Kill one of the Chaos Knight units off and Khalidas archers take there toll on the Tzeentch warriors. Hamish then charges into the tower again and rolls very well. He takes 3 Ushabti out with the last two crumbling after they fluff most of their attacks. Hmm. Not good. Hamish has just managed a 1000 vp swing in his favour and likely tying up the game at this point.

So turn 5 sees me reassessing the situation. I was not expecting the Tzeentch Warriors to gain the tower on turn 5. My Necroknights where now of no use in this fight so then plowed on ahead to tackle the Helcannon, as if I couldn’t remove the Warriors out of the tower, I would need all that I can get. I used a casket to pick off the last Chaos Knight and try for smiting, which is dispelled. The other casket makes itself felt on the watchtower. My last catapult targets the tower causing a few casualties, and thanks to flaming, negates his regeneration. Khalida then maks a big hole in the warriors and reduces the number down. Hamish still holds the tower and its going to be down to the wire on turn six. Theres not a lot Hamish can do in his turn, with the helcannon missing the Necroknights and magic being of no I’ll effect.

Last turn! By my figures the game is sitting on a narrow win for me based on vp’s as the tower is worth 600 in this scenario. However, I know I need a big win to keep me in contention at the top of the table, and keep any chance of a podium finish. With this in mind I did not believe a charge by the Necroknights would wipe out the Warriors in the tower. I had to rely on magic and shooting, meaning I could not capture the tower for my own. Instead the Knights charged the Hellcannon. I rolled up a respectable number of dice and threw everything I had at the tower. Khalidas staff, 2 caskets and a smiting all got through making a serious dent into them. Shooting had me use the horse archers to clean up the last Khorne Warrior netting me much needed vp’s. I shot the catapult first netting me some kills, and more importantly no regeneration. The 10 man unit was next and managed to snag a warrior, reducing the number to less than 5 rank’n file. Khalida was up next, and thanks to smiting, easily accounted for about 24 wounds, enough to wipe out the unit. The game then ended when the Necroknights finished off the Helcannon in combat with a plethora of poison hits. Hamish finished the game tabled but nobody held the watchtower.

17-3 to Khalidas Archers!

This game really showed how well Khalida could perform in the right situation. It is a stark contrast to the game against Basils VC where she accomplished nothing. Skittle of the match defiantly goes to the Casket of Souls! They accounted for both Knight units (with a little help from the Ushabti) and caused a ton of damage to units occupying the watchtower. Hamish’s Ld 8 did not help him in this respect. The Ushabti once again bagged themselves another Chaos Disc Sorcerer, proving their worth and gaining them a honorable mention. I did make the mistake again committing to early to the watchtower. This cost me a 20-0 win and lost me the Ushabti. I was to worried about Festus and his unit gaining a foothold into the tower and completely forgot that my catapults (I only had one left at this point) where flaming and would essentially ignore him. Still I gained another Disc Sorcerer scalp so it wasn’t a total loss. Hamish’s list I think was the stronger of the two vs mine based on the greater speed and higher armour overall. The lack of War Alters didn’t seam to be missed at all with his force. The win was enough to put me into 2nd overall and a face off with current board leader Sam Whitt! He had just narrowly beaten Tom Dunn’s Daemons this round in a very tooth and nail fight. It was boiling down to being a fight between us three for the top step.


Game 5 – Orc’s and Goblin’s – Sam Whitt
Scenario: Battleline

Sam had forgotten something this tournament. He had forgotten his Chaos Dwarfs! I was so looking forward to Khalida turning his K’daai into the biggest pincushion in the old world! Alas, Sam had changed it up and bought along his other love, (Savage) Orc’s and (Night) Goblin’s, complete with Big’Un Bus and more chaff than most could handle. Some people really underestimate how well an OnG list can perform with the right hands at the helm. I know this first hand as I campaigned last year with a similar list to what Sam had made and got a 1st, 3rd and 5th with them at tournaments.
Worst case scenario his Savage Orc Big un’s make contact with Khalida. Best case I get 3 turns of roasting them with poisoned archers.
Sam had 2 Wolf chariots, a Boar chariot, a lone troll and another mob of 8, 2 manglers, a pump wagon, 2 rock lobbers, 2 doom divers, 3 bolt throwers, a large mob o Night Goblins and or course his Savage Orc Bus, or SOB. He complimented this all with an Orc Warboss, Savage Orc Shaman (L4), Night goblin shaman and Black Orc BSB. Damn that’s a lot.

Sam won the roll off for sides and chose the one with the big building half in the deployment zone. There goes that idea. I liked the thought of Khalidas archers holing up in there if things got rough. It was big enough that I probably could have got 25-30 shots per turn. After deployment the table looked favourable. His SOB was behind the building in the centre right, with trolls on the right. He had most of his chaff on the left and opposite most of my stuff. I held the centre with my Necroknights, and deployed Khalida and her archers, the Ushabti and the 10 man archer unit on my left. Both of us deployed artillery to the rear with Sam taking care to set up his Doom Divers out of range of my Catapults. My horse archers had deployed normally to try and get a more favourable deployment. I win roll off for first turn and we get underway.

My first turn started with little in range of Khalida and her archers. I shuffled the Necroknights more towards my right envisaging Sam sweeping through the middle of the board with his trolls and SOB. This way I would be able to threaten his flank meaning he would need to deal with the threat, hopefully giving my archers more time to work their magic. I ran 2 of my horse archers up my right to threaten the doom divers for a turn 2 charge. I used a casket to try zap a doom diver, and the other to chain up his chaff which is mostly out of generals Ld range but both got shut down. Smiting went off on the Ushabti, which in turn shot a mangler off the table. Sam informs me that his manglers have not made it to the enemy all weekend. I was determined not to be the first. I also shoot up a snotling pump wagon and land a direct hit on a rock lobber killing it and ending my turn. Sam moves his SOB into the building, and pushes all his chaff forward. This is a target rich environment! The trolls bumble forward to the right flank of the building along with his boar chariot. Sam rolls up a few dice and in great Orcy fasion, declares a BIG Foot of Gork! With only 2 dispel dice I use my scroll early to stop it. Sams doom divers and a bolt thrower account for one of the horse archer units, whilst his rock lobber misses.

Turn two sees me with plenty of targets. My only real moves are to charge a bolt thrower with my remaining horse archer unit on my right, and another bolt thrower on my left with the other unit. The Knights shuffle over more close to the table edge. Magic rolls low and I only get off Khalidas staff, zapping the other mangler. Khalidas unit takes care of a lone troll and the Ushabti make little impact this turn. I do land another direct hit on the other Rock lobber. That’s 2 for 2! The horse archers take care of their bolt throwers and line up a doom diver on my right, and overrun into a wolf chariot on my left. Sam charges his night goblins forward into my 10 man unit of archers that I had pushed to far forward. They get wiped out in combat. Sam then drops his SOB out of the building bringing it into range of Khalidas archers. I figure I can get 3 turns of shooting into it then finish it off with the knights all going to plan. Magic rolls low again. Sam throws all his dice at Hand of Gork and gets enough, requiring me to roll an 11 on 3 dice. So I roll a 9… and the SOB moves across the board 13” infront of khalidas archers. Ok so maybe one turn of shooting… Sam has some fun with the shooting phase using his DD’s take care of the other horse archer unit. The trolls move up supported by the Orc chariot.

Oh crap. I am in trouble. I start turn three with that heavy sinking feeling. I need to pull one out of the bag and quick. I play around with reforming and moving back but in the end it would just be delaying the inevitable and denying me a chance to shoot. I reform into a wider formation and move 2” back forcing an 11” roll for the SOB. My Ushabti cut across and cover my right flank from the night goblins, and my Hierophant bails out the left side. I toy with the idea of charging the rear of the SOB with my last horse archer unit, but Sam points that since I can’t flee he won’t need to pursue. I get 12 dice in the magic phase vs 6. I cast light of death on one of the Doom Divers to try bait out some dice. I get two, so I cast the other and get some more, but this light of death gets through and I take out one of the Doom Divers. I then get off smiting on the archers but Sam slams it with a scroll. Desiccation also gets shut down which was targeted at the SOB. In my shooting phase I manage to get both catapults on target, both scattering slightly but remaining true. Khalida opens up and all of a sudden Sam is left with 15 Savage Orcs + characters. I have to hope for a failed charge and another round of shooting will see me right. Its now Sams turn and he declares his charges, and the dawn of realisation washes over me as I see the huge mistake I made… Khalidas archers are indeed 15” away from his SOB, however he only needs an 8 to make contact with the Ushabti, and the ensuing overrun will hit my archers. Crap. He rolls the 8 required and brings in the Night Goblins for some netting goodness. The trolls are moved up as is the Boar chariot. Sam works with a few dice and gets Hand of Gork off to move the trolls over. The Ushabti are crushed in combat and crumble allowing the overrun from the SOB into Khalida. The Night Goblins hold and reform.

Turn 4 comes about with a tense situation. The archers could still hold out for the rest of the game. I look at ways to see how I could flank the SOB with the Necroknights, but Sam has placed the Night Goblins well enough to prevent this. I instead charge them. There is little other movement to be made so we move onto magic. I roll a respectable number of dice and start casting with light of death on the other Doom Diver. Sam lets it through so I cast smiting on the archers again with Sam also letting this through. He dispels desiccation on his SOB though. I get the 5+ ward happening to even up the field. My catapults launch into shooting taking out the boar chariot. The other one misfires and destroys itself. We move onto combat with Khalida going first. The combat is slightly skewed with Sam only having 8 models in contact thanks to the overrun. I use my champion to challenge which Sam accepts with his. We both fail to kill each other with me not wounding, and me saving the only wound inflicted on him. Khalida kills 3 or 4 Savage Orcs, and in return Sams characters make short work of several skeletons. The Savage Orcs and Skittles then strike simultaneously with my 5+ ward really coming into itself. I end up inflicting 8 or 9 wounds which Sam only manages to save 2, whilst I saved over half with some tinny rolling much to Sams disappointment. I end up winning the combat by a few but thanks to the crown Sam is stubborn on 9’s. I reform to a deeper formation and so that all of Sams orcs are in combat. Oh yeah, the Necroknights steamroll the Night goblins but they hold. So Sams turn 4 starts with little fanfare, as he only has trolls free to move, everything else is either dead or in combat. We move onto magic where Sam gets through itchy nuisance on my skittles reducing me to I1. My Necroknights destroy the Night Goblins which flee. I elect to pursue which will lead me into combat with the trolls. I need the VP and risk the combat to catch the Goblins, which I do. We move on to the main combat where Khalida makes herself known again and smacks over a bunch more Savage Orcs. Having the frenzy beaten out helps a lot, with the volume of attacks greatly down as is the strength. His characters make up for what the unit was lacking including the champion besting mine in the dual, but I reply with over 40 attacks! Sam is left with a wound on both his BSB and L4 Shaman, and only 2 or 3 Savage Orcs remaining.

Turn 5 would be our last, as time was running out. We both have no movement at all as we where locked in combat, so magic first up. Another ok phase dice wise. This time however Sam is on the money with his dispels. He shuts down everything bar smiting on my archers. We roll around combat in which Khalida finishes off the last few Savage Orcs. Once again Sam bashes a bunch of skittles into powder but cant with the combat. The trolls have more success vomiting on my Knights. He gets 4 wounds and I loose the combat taking another wound. Not so bad, but I would have preferred some magic buffs. In the last turn there is not much to do. Sam has 6 trolls and his 3 Orc characters left, two of which are wounded. His magic phase was low and was easily shut down, as Sam had only one spell that he could cast. I move Khalida over to face off his Savage Orc Shaman which had been wounded. With lightning speed Khalida dispatches her rival with little effort. The rest of the skittles have little effect on Sams characters, but once again Sam makes his stubborn check. The trolls have more success killing another Knight, and forcing enough combat result to crumble another. The game ends with a victory in my favour.

15-5 to Tomb Kings

Now this was a hard fought battle. I really thought Sam had me on Turn three. He managed to shut down the right spells at the right time and push through the ones he needed. Baiting out my scroll first turn was a good move. I made several mistakes in this game. The first was using my horse archers offensively to attack Sams artillery. I did this thinking that Khalidas archers would be able to deal with Sams SOB over the 3 turns he would need to cover the gap. I didn’t count on Sam getting a Hand of Gork off! Lesson learnt, stick to the plan. The horse archers primary role is to get in the way of threats to Khalida, and I needed to stick to that. My next big mistake was moving the Ushabti forward to block the Night Goblins. I didn’t need to do this and it very nearly cost me the game. In fact I will go as far as saying this move cost me an 18+ victory. I know at the time I was ensuring covering Khalida from the night gobos, but did not see the obvious until it was too late. Skelly of the match is a hard one. The catapults did great this match, accounting for much artillery and a chariot. The caskets had a good hand in drawing out dispel dice which allowed me to get though the right spells, and Khalida pretty much saved the day by killing a bunch of Savage Orcs and Sams Shaman. So it goes to Khalida, even though I only got one real round of shooting off. This game marked the first time I had used the archers in combat, and it turn out ok. But only just

With the 15-5 result that put me on the top step, shared with Tom Dunn and His Daemons. We both finished with 74 battle points, 25/25 for sports and full marks for painting. Tom had a great final game finishing with a 20-0 win to share top honors. Sam finshed 2nd, after holding the limelight for most of the weekend, and almost putting to bed the day to jitters he suffers.

Thanks to Wellington Warlords for hosting the event and Peter Dunn for Umpiring. Good weekend by all and even the news channels turned up. (Like the good little wargamers we are, we all went and hid from the cameras whilst volunteering an unsuspecting fellow gamer for an interview!)