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Written by Chretien
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Monday, 28 August 2006 |
A "Beastmen of Chaos vs. Khorne of Chaos vs. Wood Elf" Battle. It is an interesting view on how these armies can fight and which tactics and units to be aware of the next time you battle them.
Battle of the Great Pine
Little did we know what adventures lay ahead when we rolled the first dice...!
Backgound to the Game:
We three decided to try a larger game at 2500 points each, but with fewer game components or aspects that would, in our opinion, slow the game down for minimal results. As a result, we opted to completely do away with the Magic Phase part of the game. This not only reduced the steps involved in the game, but it also saved a lot of time that the Magic Phases always consume (picking / rolling spells, results, panics, then on to the next spell or two...). Now, this also meant that if you wanted to bring in a Hero or Lord who also had "bound" spells, well, that just meant that you couldn't cast the spells. If that was displeasing, then we picked a Lord whose abilities and points did not provide for enhanced magic abilities. We did use magic items, arcane items, magic weapons, etc. At the end of the game, we all felt that it was quite amazing that after the 6 turns, the game was basically sewn up, though out of the combined total of 7500 points we began the game with, about 3000 pts. still remained on the table. Looking at it this way, the game really was just over half-way finished. It could be argued that for any game with a set maximum number of turns that this is usually the result, and I would agree with that. I do wish that it had been fought to the last model...
Table Set-up: 6' x 6' (2m x 2m) - lots of rocky outcroppings, a handful of small "woods", a pond, and a giant pine tree at the centre of the table.
Deployment Zones: Table was divided into 3 equal parts, we then just picked a section we liked, as there were not any disputes. The Zones measured 24" along the outside table edge, by 18" deep.
Deployment: We had talked about taking turns deploying (Core units first, Specials, then Rare, etc.) but just decided to place units on at our leisure.
Turns: We decided that because the Khorne Chaos army was the only one with a Shooting weapon / unit - a "cannon" (Hellcannon) - that he would go last, which would give the other 2 armies a chance to disperse their forces somewhat before being shot by the Cannon, and it worked very well and fairly. Otherwise, the Hellcannon would enjoy a "free" shot advantage, and the other armies could not respond with any long-range magic or other shooting, as there was none!
Turn Order: Beastmen, Wood Elves, Khorne Chaos.
Armies: (approxiamately)
Beastmen - 3 Beastherds of 20 or so; 1 Lord Karzak; 1 unit of 5 Ogres; 1 unit of 6 Centigors; 1 Chariot; 2 units of 5 WarHounds, 1 unit of (10?)Khornegors.
Wood Elves - 5 units of 20 Dryads including 1 Branchwraithe; 2 units of 5 Treekin, 2 Treemen.
Chaos (all with Mark of Khorne where applicable) - 1 unit of 10 Chosen Knights; 2 units of 10 Chaos Knights; 1 unit of 24 Warriors / Foot Knights; 1 Lord on Juggernaut, 1 Hellcannon, 1 unit of 5 WarHounds, 1 unit of 5 FleshHounds, 1 unit of 10 Furies.
The Game:
Round 1
Beastmen - Advancing across the entire front, all units moved their maximum distance. A unit of 5 Ogres, a Beastman Herd with the Lord / General, and the Chariot advanced towards the Wood Elf left on the Beastman right, while a Beastigor unit and a Centaur unit advanced towards the Khorne Chaos army on the Beastman left.
Wood Elves - So many models (112!) to move, most of them skirmishers, made for a bit of an awkward Movement Phase. All 5 units of Dryads moved forward, as did the rest, with 1 unit of Dryads, Treekin and a Treeman advancing on either flank, 1 each towards an enemy army, while up the centre went the Branchwraithe unit and another unit of Dryads.
Chaos - The Chosen Knights moved up the Chaos left-centre towards the Wood Elf army, preceded by the FleshHounds, and folowwed by the Foot Knights. To the rear and right of the Chaos deployment zone was the HellCannnon. On the Chaos right was a unit of Knights with the WarHounds in front. On the left were another unit of Knights and the Furies, which advanced to the top of a high rock near the Wood Eld right. The HellCannon fired at the closely-packed Wood Elves and hit a unit of Dryads, killing 1 Dryad and causing 2 units to flee to within a mere 12" of the table edge!
Round 2
The Beastmen rolled on their "ambush" units, much to the great consternation of the enemy forces. These included 3 Beastherd units, 1 Khornegor unit and 2 WarHound units, all of which were placed within striking distance of the Chaos units on the Chaos right except for 1 unit of Beastherds to the immediate right of the Wood Elf right (near the Furies, a Treeman and unit of Dryads). The Ogres and the Chariot committed to a drive towards the Wood Elf line in close support of each other.
The Wood Elves managed to rally their 2 units of fleeing Dryads. On the left, the Treekin unit veered towards the Chariot and the Ogres, while the Dryads (now rallied) and the Treeman were slotted to deal with the Ogres and the Beastherd with Lord Karzak in it there. On the right, the Dryads and the Treeman prepared for a fight with the newly-arrived Beastherd ambushers and the Furies. The Treekin unit there turned towards the centre in preparation for a duel with the Chosen Knights and/or the Chariot. In the centre, the Branchwraithe unit of Dryads advanced ahead towards the Chosen Knights, while the other unit (now rallied) remained stationary, though now slotted to wade into the centre as soon as possible.
The Chaos turn was a busy one, as all of the units were now in a osition to offer battle, except perhaps for the Foot Knights. The Furies charged into the Dryad unit on the Wood Elf right (near the ambushing Beastherd). The Warhounds on the Chaos right charged the Centigors, but the Knights behind them failed their charge on the Centigors. The WarHounds, FleshHounds, Foot Knights and Knights all advanced towards the centre of the table / Wood Elf position. The Cjhosen Knights charged at the ambushing WarHounds and sent them fleeing, while the HellCannon fired again at the Wood Elf army and killed 2 Dryads.
In Close Combat the Khorne Hounds lost 2 Hounds and Combat Resolution, and as the Bestigors pursued the Hounds they ran right into the supporting unit of 10 Knights! On the Chaos left, the Furies lost 1 of their own, failed C.R., but pased their Leadership test.
Round 3
The Beastmen WarHounds failed to rally and fled right off the table! The ambushing Bestherd charged into the rear of the Knights who had been charged by the pursuing Beastigors. The Khornegors were unable to reach combat, blocked by the pond on the Chaos right. The Warhounds charged into the left flank of the Foot Knights...(Who said Beastmen lacked courage?! Or is that brains?!). The ambushing Beastherd on the Wood Elf right charged into the flank of the Furies and the Dryads who were already in combat.
In Close Combat, all of the Hounds that had charged the 24 Foor Knights were destroyed outright, while the rear-charging Centigor and Beastherd combat resulted in 4 of the 10 Knights being slayed at the cost of 5 Beastigors. Losing C.R., the Knights fled to safety, out of range of the enemy. On the Wood Elf right, 1 Dryad was slain, 2 Beastherders died, and the Furies fled away!
On the Wood Elf left, the Treeman and Dryads charged into the Lord Karzak's Beastigor unit in an attempt to pluck out his remaining eye. The Treeman failed his charge. On the right, the central Dryad unit with the Branchwraithe charged into the fleeing Furies, who opted to stay and fight. All other units held their ground, with the Treekin adjusting slightly to ready for the Chariot and Ogres, and perhaps the Chosen Knights.
In C.C., on the left the Dryads managed to kill one of Lord Karzak's Beastherders, while Lord Karzak himself killed a single Dryad - the Herd failed to score any wounds at all. The Dryads lost the combat in C.R., they failed their test, and were caught and destroyed by Lord Karzak's unit. All 18 Dryads gone, just like that!
In the centre, the Branchwraithe's unit killed off 4 Furies, and as a result of Demonic Instability, they lose 2 more, leaving only 4 Furies alive... The combat on the Wood Elf right resulted with 1 Beastherders dying, but with C.R. tied, the Beastman Musician won the C.R. - the Dryads tested and passed.
The Chaos turn was a simple one - the fleeing WarHounds on the right failed to rally and fled off the table to their doom. The Foot Knights in the centre wheeled to the right to deal with the Centigors, etc. The Hellcannon fires on the Ogres and manages to knock a single wound off of an Ogre, and sends them fleeing! The Knights on the Chaos right who had been rear-charged fled combat but were not caught and destroyed, and the Furies were wiped out by the Branchwraithe.
Round 4
The Beastman Ogres dig deep and rally, much to the relief of Lord Karzak, who himself leads his unit into the rear of the fleeing Treeman. On the Beastman left, the Beastigors charged into the Chaos Lord (just in from the Hellcannon), while the Centigors charged into the FleshHounds in front of the Foot Knights.
In C.C., the Centigor vs. FleshHound fight saw no casualties caused, but the Hounds lose the C.R. by 1 point and manage to stay. In the Beastherd and Dryad fight on the Wood Elf right, 2 of each die, and C.R. is tied. In Lord Karzak's charge on the Treeman the Treeman emerges unscathed, thought the Treeman's attacks (all directed at Karzak) reduced the one-eyed Beastman Lord to only 1 wound. The Treeman lost the combat, though, but passed his leadership test.
In the battle between the Beastherd and the Chaos Lord the Herd's Champion is killed, and then the Chaos Lord's "Berzerker Sword" slashes down 5 more Beastherders. The Herd lost C.R., fails and flees, but is not caught (amazingly) by the Lord.
On the Wood Elf right flank, the Treeman charged into the Beastherd, which turned and fled in terror! The Branchwraithe advanced towards the rear of the Foot Knights who were now under the shade of the giant Pine tree. The Treekin nearby did an about-face to the left to advance on the Chosen Knights and their WarHounds. The other Dryad unit in the centre veered to its left in order to try and reach the outnumbered Treeman and Lord Karzak.
In C.C. the Treeman kills Lord Karzak and 4 Beastherders, the remainder of which fled C.R. and were caught and killed by the Treeman! This however, took place only inches from the Ogres who, seeing a friendly unit destroyed under their noses, panicked and fled.
As for the Chaos army, the fleeing Knights in the centre rally. In the centre the Warhounds and Chosen Knights advance towards area that looks like it will be the site of a battle between the Ogres, Chariot, Treeman, both Treekin units and a unit of Dryads...On the Chaos right the Lord advanced towards the rear of the Khornegors by the pond.
This time, the HellCannon fires and kills 4 Dryads on the Wood Elf right (who were near the fleeing Beastherd unit and Treeman). The Chaos Lord rides around the pond to the rear of the Khornegor unit, anxious to join the FleshHounds and get more blood on his Sword.
In C.C. the FleshHounds kill 2 Centigors and the Centigors, for their 4 reciprocal attacks, rolled 4 "1's"!!! Too bad...Combat Resolution was kinder to them and they managed to remain in the fight, though they were shaken.
Round 5
The Beastmen Beastigors somehow manage to rally on the Wood Elf right, even in the face of the Treeman and horde of Dryads hard on their heels. The Chariot, virtually immobile the duration of the game, suddenly charges ibnto the Chosen Knights. The Ogres wheel about to face the oncoming Treeman, and the Khornegors do an about-face and prepare to mee the Chaos Lord.
In C.C., the FleshHounds destroyed the Centigors, but the Chariot's charge on the Chosen Knights kills 2, but the Chariot loses C.R. anyway, but does not flee.
The Wood Elves's Treeman on the right charged into the newly-rallied Beastherd, which fled in terror right off the table! The Dryads in the centre charged the WarHounds, and they fled, too! Elsewhere, the Branchwraithe's unit charged into the rear of the Foot Knights. The other Treeman charged the Ogres, who fled away from the impending combat!
In C.C., the Dryads ripped apart 3 Knights, who in turn are unable to score any wounds. The Knights lose C.R., fail their test, flee (they rolled a 4" flee move!) and were caught and destroyed...all 21 of them!
As for the forces of Chaos, the Lord and the FleshHounds charged headlong into the Khornegors, while the rallied Knights charge into the Branchwraithe unit that had just destroyed the Foot Knights. The WarHounds failed to rally and kept fleeing, but the HellCannon kills 4 more Dryads on the Wood Elf right.
In C.C. the 8 remaining Chosen Knights destroy the Chariot. The Knight killed 5 of the Branchwraithe's Dryads. For C.R., the Wood Elves lost by "5", and subsequently could not pass on their modified leadership of "3" and fled combat and were destroyed, including the Wood Elf general, the Branchwraithe!
The FleshHounds and Lord that had attacked killed 8 of the Khornegors, though they lost 1 FleshHound, and the Khorne Lord was reduced to only 1 wound! Losing C.R., the Beastmen flee, and are caught by the FleshHunds and destroyed. Now, the only Beastman unit left on the table were the fleeing Ogres!
Round 6
Somehow, the Beastman Ogres rallied...though they never saw combat the entire game.
As for the Wood Elves, the Treekin in the centre charged the fleeing Hounds which, suffering from a bout of severe fear, fled even further away. In an attempt to conserve numbers for Victory Points, the leaderless Wood Elf line held back any further attacks.
The Chaos Lord opted for the same strategy and held his froces back from attack, except for the HellCannon which, ironically, misfired and killed all of its crew!
SUMMARY
The first 2 Rounds looked as if the Beastmen were going to roll over everyone, but in the final 2 Rounds, everyone rolled over the Beastmen. They sure came out strong! What a tricky thing for the enemy to deal with, that "ambush" rule!
The Wood Elves would have like to get more of the Dryad units into combat, but the shooting from the Hellcannon (and the subsequent turns fleeing, rallying, and re-taking lost ground), mixed with the attacks by the Furies who would not just freakin' die and go away, and the ambushing Beastherd on the right, really kept the Wood Elf line in check and unable to fully advance.
The Chaos forces experienced a few setbacks early on, but appeared to be getting into high gear from Round 4 and on. Losing the unit of Foot Knights and the HellCannon crew did not help much, either.
Great game!
Victory Points:
Beastmen: 280 (Ogres) + table corner
Wood Elves: 552 (Dryads) + 570 (2 Treemen) + 650 (Treekin) + killed Beastman General + 2 table corners
Khorne Chaos: 270 (HellCannon) + Lord (393) + 437 (Chosen Knights, Full Command) + 257 (Knights, Full Command, but had fled in game and lost Standard) + 65 (Hounds) + killed Wood Elf General + 1 table corner
(*only army to keep it's General alive!)
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Last Updated ( Tuesday, 29 August 2006 )
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