Warhammer 6th ed. Battle Report
By: Brad Kane
My local game shop held a Warhammer
tournament the weekend of the 13th (Jan 2001). Ten people were involved, with
each of us playing 7 games. We used the Grand Tournament rules. Games were limited to 4
turns or 1.5 hours. My Beastman army did very well, I tied for first with 81 victory
points.
My Army:
(L) Beastlord with Axes of Khorgor, Heart of
Chaos and Heavy Armour
(H) Chieftain with Great Fang, Heavy Armour and
Shield
(H) Chieftain with Black Maul, Heavy Armour and
Enchanted Shield
(H) Chieftain with Battle Standard, Heavy
Armour and War Banner
(C) 15 Ungor Skirmishers with Shields
(C) 25 Ungor with Spears, Shields, Champion,
Musician and Standard
(C) 25 Gor with Light Armour, Shields,
Champion, Musician, Standard, and Beast Banner
(S) 10 Harpys
(R) 8 Dragon Ogres with Great Weapons, Light
Armour, Champion, Musician and Standard
I always field the Beastlord and Battle
Standard Bearer with the unit of Gors. One Chieftan went with the Ungor with Spears, and
the other was a free floater attached to no unit.
The Battle Reports:
Game 1: The Empire.
2 Great Cannons
1 Mortar
16 Halberdiers
8 Crossbowmen
2 units of 10 Gunners
with long rifle
1 General on Griffon
4 of Golfang's Ogres
12 Knights
2 Wizards, 2nd level
each
Battle Synopsis: He had a
lot of shooting, but the higher than normal toughness of the beastman army proved
stronger. The harpys died the first magic phase for the empire. His wizards also
successfully cast The Comet of Casandora, which later cost him the game. The next two
turns, I spent running towards his front line. I suffered minimal casualties to shooting
and none from magic. But, I still could not dispell the Comet of Casandora. At the start
of the second half of the 4th turn, we were finally engaged in hand to hand, but it looked
like a tie would result. That is when the comet arrived. It had a 30 inch diameter at that
point, and everything, save on unit of the empire gunners was effected. 90% of the
remaining Empire was wiped out, while only about 30% of the beastman died. At that point,
he conceded the game. Beastman 14 victory points to the Empire 5.
Game 2: Chaos Warrior.
1 Chaos Warrior Chariot
4 Dragon Ogres
1 Wizard Lord, 4th
level
1 Wizard Hero, 2nd
level
1 Aspiring Champion
5 Chaos Knights
8 Chaos Knights
12 Chaos Warriors
12 Chaos Warriors
1 Chaos Spawn
Battle Synopsis: Once
again, the Harpys died the first magic phase of the Chaos Warriors. By the second turn we
were into hand to hand. My unit of Gors wiped out the unit of 8 knights and the chariot.
The Dragon Ogres smashed the warriors. By the 4th turn, he had nothing left. The beastmen
had only lost the skirmishers and the harpys. Beastman 14 victory points to the Chaos
Warrior 6.
Game 3: Chaos Warrior.
1 Lord on Chaos Dragon
8 Knights
4 Dragon Ogres
10 Chaos Warriors
10 Chaos Warriors
20 Marauders with 2H
weapons
Battle Synopsis: Once
again, the Harpys died the first magic phase of the Chaos Warriors. Things went down hill
from there. The dragon ogres killed each other off, and the Chaos dragon mowed everything
down that came into contact with it. Beastman 7 victory points to the Chaos Warrior 13.
Game 4: Wood Elves.
1 Lord on Dragon
3 units of 10 Archers
2 Treemen
10 Wardancers
6 Dryads
1 Wizard Hero, 2nd
level
Battle Synopsis: This was
a tough fight because the elves held back at the far table edge for the whole game. The
last turn, the Dragon Ogres fought off the Treemen and the Dryads, but they rallied at the
start of the elf turn. The gors also fought off a treeman and the wardancers, but once
again they rallied. I did manage to kill of one unit of archers with the harpys, but the
forest dragon ate them for lunch shortly after. It was a cheesy game for the wood elves,
but they managed a tie instead of a loss. Beastman 10 victory points to the Wood Elves 8.
Game 5: Brettonian.
1 Sorcer Lord Mounted,
level 4
1 Sorcer Hero Mounter,
level 2
1 General on Pegasus
20 Halberdiers with
hero
10 skirmishers with bow
6 knights errant
2 units of 10 knights
each
Battle Synopsis: The
first turn I maneuvered everything within charge range for the Brettonians next turn. I
figured the Dragon Ogres could take the knights charge and still fight back. Magic fizzled
the first time the Brettonians tried it. The start of the second turn, he left his
sorceress out in the open by herself, and only 19 inches away from my harpys. They drove
her off the board. (This was the one time harpys did well for all 7 games.) The Brettonian
charge killed one Dragon Ogre, but the remaining Dragon Ogres broke the knights and
pursued them into the ground. Unfortunately, the stopped short of the next enemy unit. He
was able to charge 10 knights, the Halberdiers and the general into them. I lost combat by
one point, broke, and was run down. Luckily, everything else survived and moped up what
was left over. The gor spearman took the charge of the knights errant, and repeled them!
Beastman 14 victory points to the Brettonian 8.
Game 6: Lizardman.
1 Slaan Lord
1 Skink Shaman
4 Kroxigor
2 units of 15 Skink
archer skirmishers
1 Saurus Hero
1 Skink Hero with wings
10 Temple guards
20 Saurus warriors
Battle Synopsis: Once
again, the Harpys died the first magic phase of the Lizardmen. The ungor skirmishers
fought and ran down the skink hero and the saurus hero in turn 3, the gors took care of 1
unit of skink skirmishers and the temple guard without much trouble. The Dragon Ogres
slaughtered the Kroxigor in the second turn, then ran into the saurus. The saurus were run
down at the end of the third turn. They then ran into the Slaan, who lost combat, broke
and was destroyed. All of this was done by the second half of the third turn. The
lizardman player was so upset, that he conceded at that point. Beastman 17 victory points
to the Lizardman 6.
Game 7: Vampire Counts.
1 Vampire Lord Mounted
1 Banshee
10 Mounted Wights
40 Zombies
2 units of 20 Skeletons
10 Dire Wolves
1 Black Coach
1 Mounted Necromancer
Battle Synopsis: The
Black Couch charged the Ungor with spears, but was destroyed easily by them. They only
suffered 1 wound. I made a big mistake and charged the Dragon Ogres at the Zombies, he
counter charged in the two units of skeletons, and then I added in the ungor with spears.
They sat there for the rest of the game, with all the undead destroyed, but my heavy
hitter was out of action for too long. His wolves killed of the skirmishers, but were in
turn charge by the Harpys in the fourth turn. The harpys took that long to move, Ld of 5
trying to charge stuff that caused fear takes awhile. The wolves ripped them up, the
charged the flank of the gor unit. The gors were already fighting the Wight calvary and
vampire on the front, with the addition of the wolves, they broke and were run down. It
was a bitter loss. Beastman 5 victory points to the Vampire Counts 14.
Tactical Synopsis: Harpys suck. Their
low leadership and high cost should prevent anyone from using them. Also, 6 or more flyers
deducts 1 victory point from every game. They were not that effective in close combat, if
they could get there at all. Large blocks of beastmen help out tremendously. I will never
field a unit of less than 20 peices. With the low leadership of the beastmen, losing
combat almost guarantees you will run. The same goes for 25% casualties from missile fire.
It is better to never have to roll the leadership test. You also may have noticed that I
took no wizards. Magic was not very effective for the opponents (with the exception of
killing Harpys). My points were better spent on keeping the 2 units of core troops at 25.
The Dragon Ogres won the day. Their high strength and unit size were almost unstopable.
They were the most feared unit at the tournament.
GO BEASTMEN!!! My next tournament will be the end of April 2001...I plan
on dropping the harpys in favor of 3 chariots. Also, I plan on taking a unit of 25
Bestigor, a unit of 10 chaos hounds, another unit of 10 chaos hounds and 25 gor with 2
handed weapons instead of the dragon ogres.
Brad Kane
Click here to read Brad's second tournament
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