MIKE’S Beasts of Chaos vs RIK’s Orcs & Goblins, 1000 Points

 

 

 

Army Lists

 

 

Mike’s Beasts of Chaos:

 

(rough list only)

 

CHARACTERS:

 

Wargor (General)

Great Weapon

 

Bray Shaman

Lv2, Braystaff

 

CORE:

 

20 Beast Herd (10 Gor, 10 Ungor)

Full Command

 

20 Beast Herd (10 Gor, 10 Ungor)

Full Command

 

Tuskgor Chariot

 

Tuskgor Chariot

 

5 Warhounds

 

5 Warhounds

 

            SPECIAL:

 

4 Minotaurs

2 Hand Weapons

 

5 Centigor

Musician

 

 

 

Rik’s Orcs & Goblins:

 

 

 

 

CHARACTERS:

 

 

 

 

 

 

 

Orc Big Boss (General Ld 8)

65

99

Choppa, Great Axe

 

4

 

Drog's Dead 'Ard Armour

30

 

 

 

 

 

 

Night Goblin Shaman

60

120

Lv 2, Hand Weapon

 

35

 

Dispel Scroll

 

25

 

 

 

 

 

 

 

 

 

 

 

 

 

CORE UNITS:

 

 

 

 

 

 

 

21 Orc Boyz

 

105

196

Spear, Choppa, Light Armour and Shield

63

 

Boss, Standard, Musician

28

 

 

 

 

 

 

25 Orc Boyz

 

125

178

Choppa, Light Armour and Shield

25

 

Boss, Standard, Musician

28

 

 

 

 

 

 

14 Savage Orc Boyz

84

140

Choppa, Warpaint, Shield

28

 

Boss, Standard, Musician

28

 

 

 

 

 

 

Snotling Swarm

 

 

75

3 bases

 

 

75

 

 

 

 

 

 

20 Night Goblins

 

40

69

Hand Weapon, Shield

 

 

Musician

 

 

4

 

1 Fanatic

 

 

25

 

 

 

 

 

 

5 Goblin Wolf Riders (Fast Cav)

50

66

Spear, Hand Weapon, Shield

10

 

Musician

 

 

6

 

 

 

 

 

 

 

 

 

 

 

 

 

SPECIAL UNITS:

 

 

 

 

 

 

 

Goblin Rock Lobber

70

75

Orc Bully

 

 

5

 

 

 

 

 

 

Orc Boar Chariot

 

 

80

Hand Weapons, Spears and Scythed Wheels

 

 

 

 

 

 

 

 

RARE UNITS:

 

 

 

 

 

 

 

None

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

999


 

Pre-Battle

 

 

As this was a small 1000 point game and we didn’t have long to play, we played it out on a 4’ x 4’ table.

Mike normally plays magic-heavy Tzeentch Beasts, but had decided to tone it down for this game.

 

I won’t do a full battle report this time, but here’s a few pictures from the battle with a few comments. As you can see, Mike’s army looks amazing on the tabletop, and the fact we both had fully-painted & green based forces really made this battle good to see laid out. :) Also take a look at some of Mike’s lovely conversions! Shame we didn’t do a few more close up shots.

Both of us took some of our more ‘fun’ and ‘fluffy’ units too – especially ones we liked the paint jobs of. This too contributed to the nice look of the battle I think. :)

 

I may add some more comments and turn-by-turn stuff later.

 

 

 

Army Set-Up

 

 

 

Mike’s setup from left to right on the picture below:

 

Herd with Bray Shaman

Chariot (rear)

Chaos Hounds

Minotaurs

Chaos Hounds

Chariot (rear)

Beast Herd with Wargor

Centigor

 

Sorry about the bad fuzzy pic here!

                                        

Rik’s setup from left to right on the picture above:

 

Orc Boyz with Spear with Big Boss

Orc Boyz

Savage Orcs (rear)

Night Goblins

Snotlings

Wolf Boyz

Rock Lobba (rear)

Chariot (rear)

 

A better look at Mike’s force.

 

 

Side shot of the set up. The Beasts spread the length of the battlefield, the Orcs & Goblins bunched centrally.

 

 

 

The Early Game

 

 

 

The 1st turn movement.

Beastmen moved first, and the Orc Spears failed animosity, ruining the advance due to the units being too bunched together by the terrain.

The Wolf Boyz charged the Chaos Hounds that had daringly moved into their range.

The Snotlings snaked forward to try and block the Centigors off, and the Chariot positioned to try to stop them advancing too far.

 

A nice shot of the opening combat!

The classic dodgy WFB 6th edition issue of ‘tactical charging’ happened here. Ideally I would’ve aligned my Wolf Riders much further over to the left of the Hound unit, as this would make the pursuit-route into the Chariot rather than the Beast Herd. As it is, we didn’t play it like this, and just lined up ‘hat on hat’ for the most direct charge since they could easily do that too. This meant the pursuit would contact the Herd first.

 

The Mid Game

 

 

Start of Orc turn 2.

The Wolf Boyz broke the Chaos Hounds easily, causing the Beast Herd behind to panic and meaning there was no question - they would pursue into the Chariot anyway! The Centigors have lost 2 models to the spells of the Goblin Shaman, but do not panic.

The Lobba guessed a perfect shot and got a direct-hit and destroyed the other Beastman Chariot.

This in turn caused the other Beast Herd to panic – however we fled them back towards their table edge.

 

On the next Beastmen turn, both Beast Herds rallied, along with the remaining Chaos Hounds that had lost to the Wolf Grotz. The central unit of Chaos Hounds seen below unleashed the fanatic from the Night Goblins which stopped their movement – but it was sent to towards the Minotaurs instead of towards the Hounds themselves. This kept the Minotaurs from advancing to where they possibly wanted to though.

 

Despite being charged by the pursuing Wolf Boyz the Beast Chariot only lost the combat due to the Musician on the Wolves, and did not break.

 

Beastmen Turn 4

 

The Spear Orcs have failed yet another animosity check and are still stuck in position. The normal Boyz have now advanced past them, as have the Night Goblins. The Savage Orcs filled the gap left in the line behind the Goblins. The Snotlings and Chariot danced around trying to prevent the Centigors getting a charge off against the Warmachines and the Chariot itself, but the Centigors they failed their drunken test, and charged with Frenzy into the also frenzied Savage Orcs.

 

The fanatic moved out of the way of the Minotaurs, placing it right behind the combat of the remaining Chariot and what was left of the Wolf Riders.

The Beast Chariot managed to beat the Wolf Riders in combat, and they fled, but the pursuit path took both units exactly into the fanatic itself… whereas pursuit-into fanatics is not technically covered by the hole-riddled rules for Fanatics, we made both units take hits from the fanatic, which wiped out the remaining Wolf Boy and also destroyed the already damaged chariot.

 

As seen above, Rik’s mighty kebab and chips from the local chippy also invaded the battlefield, threatening to use its chilli and garlic sauce template-attack.

 

The Late Game

 

 

 

 

Both Beast Herds advanced through the woods. The Orc Boyz charged the Chaos Hounds which fled from them. The Spear Orcs moved up slightly behind them but were basically now stuck between the wood and their own unit.

 

The Minotaurs charged and killed many Night Goblins, but they had been positioned so that the Minotaurs would pursue into the Snotlings as the remaining Night Gobs fled.

 

The Savage Orcs beat the Centigors with their ranks and numbers and were forced to pursue due to frenzy. The Centigors fled off the board the next turn, but the Savage Orcs were in turn charged, beaten, and fled from the Wargor led Beast Herd.

 

The Kebab fled the table, but the Coke can landed from orbit onto the tabletop.

 

 

Beastmen turn 6.

 

The Spear Orcs fail yet another Animosity check and roll a 1… they attack the larger Orc Boyz regiment, but neither unit manages to do much damage to each other, and they then both reform, the Orc Boyz facing the Minotaurs flank and the other beast herd, and the Spear Orcs turn around to face the Shaman’s herd which has rounded the wood. The Chaos Hounds, Night Goblins and Savage Orcs have all rallied. Two Chaos Hounds lined up to charge the Rock Lobba.

 

The Spear Orcs were doubled charged in the rear by the Chaos Hounds, and the front by the Beast Herd. With some horrendous rolling by Mike, they miraculously WON the combat, also wounding the Bray Shaman who foolishly chose to line up next to the Orc Big Boss! However Mike managed to pass both break tests… if either of which had been failed, the Beast side would’ve lost. Rik would later realise he forgot a full rank of Spear attacks to the front which could’ve swung this fight and the remaining round.

 

The Minotaurs charged the Savage Orcs which either fled off the board or lost the fight and fled.. I can’t remember…

 

The Chaos Hounds charged the Rock Lobba… and were wiped out by the crew! The Orc Bully actually proving useful for the first time ever.

 

In the final Orc turn there was not much that could be done other than roll the final combat between the surrounded Spear Orcs. The Big Boss finished off the Bray Shaman, but they lost the combat by 1 or 2 points on a very closely calculated combat. But the Orcs managed to pass their break test – otherwise the Orc side would’ve lost.

 

 

 

Wrap Up and Conclusion

 

 

Victory Points Scores:

 

Result: DRAW

 

A very nice looking, but also a very silly game, with tons of luck swinging the battle both ways on a few panic and break tests on both sides. (Not to mention animosity). It was the kind of game where the dice seemed to decide far far more than any kind of tactics used by either side.