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The Old World Escalation League Tournament

We recently were part of a league Tournament featuring five players and five different armies. Each army would start at 1000 points and all players would play each other, then we, assess our league positions and rebuild our lists to 1500 points where we all play against each other again. A double round robin! With some clever planning our tournament organiser (and fantastic host) worked it out so we would each get to play all the different missions at least once.

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High Elves - 1000 Points

Prince -196 points

Hand Weapon, Full plate armour, Shield, General, Barded Elven Steed, Ring of Fury, Biting Blade, Pure of Heart

 

 

Mage - 163 points

Hand Weapon, Level 2 Wizard, Barded Elven Steed, Silvery Wand, Seed of Rebirth, High Magic

 

 

6 Silver Helms - 212 points

Hand Weapons, Lances, Hooves, Heavy Armour, Barding, Shields, Champion with Ring of Fury, Standard Bearer with War Banner, Musician

 

 

9 Elven Archers - 139 points

Hand Weapons, Longbows, Light Armour, Sentinel, Standard Bearer with War Banner, Musician. (we now know that you cant take more than one War Banner in a list!)

 

 

1 Tiranoc Chariot - 75 points

Cavalry Spears, Longbows

 

 

1 Tiranoc Chariot - 75 points

Cavalry Spears, Longbows

 

 

Great Eagle - 60 points

 

 

Eagle-Claw Bolt Thrower - 80 points

Warriors of Chaos - 1000 points

Sorcerer Lord - 225 pts

- Hand weapon - Heavy armour - Mark of Chaos Undivided - Level 4 Wizard - General - On foot - Daemonology

 

Aspiring Champion - 72 pts

- Hand weapon - Heavy armour - Shield - Mark of Chaos [Mark of Chaos Undivided] - On foot

 

 9 Chaos Warriors - 138 pts

- Hand weapons - Heavy armour - Shields - Mark of Chaos [Mark of Chaos Undivided] - Champion - Standard bearer

 

5 Marauder Horsemen - 82 pts

- Hand weapons - Flails - Light armour - Javelins - Mark of Chaos [Mark of Chaos Undivided] - Marauder Horsemaster - Musician

 

5 Chaos Warhounds - 30 pts

- Claws and fangs (Hand weapons)

 

8 Chosen Chaos Warriors - 190 pts

- Great weapons - Full plate armour - Shields - Mark of Chaos [Mark of Chaos Undivided] - Champion - Standard bearer

 

4 Chosen Chaos Knights - 194 pts

- Lances - Shields - Full plate armour - Mark of Chaos [Mark of Slaanesh] - Drilled - Champion - Standard bearer

 

1 Dragon Ogres - 69 pts

- Halberds - Heavy armour - Shartak

Orc & Goblin Tribes, Nomadic Waaagh! - 999 Points

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Black Orc Bigboss -  100 pts 

Hand weapon - Great weapon - Full plate armour - General - War Boar - Charmed Shield

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Goblin Oddnob - 175 pts

Hand weapon - Level 4 Wizard - Giant Wolf - Waaagh! Magic

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Goblin Warboss - 122 pts

 Hand weapon - Great weapon - Wolf Chariot [Standard bearer]

 

Black Orc Boar Chariot - 144 pts

Hand weapon - Great weapon - Standard bearer

 

2 Goblin Wolf Chariots - 106 pts

Hand weapons - Cavalry spears - Shortbows

 

5 Goblin Wolf Rider Mob - 65 pts

Hand weapons - Shortbows - Feigned Flight - Reserve Move

 

5 Goblin Wolf Rider Mob - 57 pts

Hand weapons - Shields - Cavalry spears - Boss (champion)

 

6 Orc Boar Boy Mob - 140 pts

Hand weapons - Cavalry spears - Heavy armour - Shields - Big 'Uns - Boss (champion) - Standard bearer - Musician

 

Orc Boar Chariot - 90 pts

Hand weapons - Cavalry spears -

Beastmen 1000 points

Great Bray-Shaman - 210 points

Braystaff, Level 4 wizard, General, On foot, Talisman of Protection, Daemonology

 

Warhoof - 143 points

Cavalry Spear, Heavy Armour, Throwing Axes, Javelins, Ambushes, Ruby Ring of Ruin, Charmed Shield, Gnarled Hide

 

15 Gor Herd - 122 points

Hand Weapons, Additional Hand Weapons, True Horn (Great Weapon), Standard Bearer, Musician

 

10 Ungor Herd - 72 points

Shortbows, Ambushers, Half-Horn, Standard Bearer

 

Tuskgor Chariot - 85 points

Bestigor crew x1 (Hand Weapons, Great Weapons) Gor Crew x1 (Hand Weapon, Cavalry Spear), Tuskgor x2

 

3 Dragon Ogres - 196 points

Great Weapons, Heavy Armour, Shartak

 

4 Chaos Ogres - 172 points

Great Weapons, Heavy Armour, Khorne, Champion, Standard Bearer

Bretonnians 999 points

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Duke - 381 points

Hand Weapon, Lance, Heavy Armour, Shield, Royal Pegasus, Barding, Gromil Great Helm, Falcon-horn of Fredemund, Virtue of Heroism

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15 Men at Arms - 70 points

Hand Weapons, Polearms, Shields, Light Armour, Standard Bearer, Musician

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6 Mounted Knights of the Realm - 165 points

Hand Weapons, Lances, Shields, Heavy Armour, First Knight (champion), Standard Bearer, Musician

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10 Peasant Bowmen - 67 points

Hand Weapons, Longbows, Villein (champion), Standard Bearer, Musician​

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5 Pegasus Knights - 316 points

Hand Weapons, Lances, Shields, Heavy Armour, First Knight (champion), Standard Bearer (Banner of Chalons), Musician

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battle matrix 2 best best.jpg

Round One
1000 Points

Game One

Orcs and Goblins vs Beastmen

Scenario: Open Battle

Result: Beastmen victory

Victory Point score: 691 - 443

 

Overview:

 

A great way to kick start the league with a good old fashioned throw down!

The Orcs were sadly let down from the off by their Goblin Wolfrider underlings who, through some failed impetuous checks and fantastic charges, rode eagerly to their deaths against the Khorne Chaos Ogres who, with their overrun, were then given an easy charge into the Black Orc Chariot waiting in the back field. The Warhoof and Tuskgor destroyed the other Orc Chariot and after the other unit of Wolf Riders was killed by The Summoning the Orcs were left with only the Boar Boys with the Black Orc Warboss, the Shaman on wolf and the unit of Wolf Chariots left by the end of turn 2.

The Wolf Chariots however only added to the Orc woes by failing an impetuous check and charging the Gors in the woods losing 2 chariots to dangerous terrain checks, 1 on the initial charge and then another when pursing the falling back Gors. The Goblin Warboss had the Gors on the ropes but the Bray-Shaman stepped in to support the floundering goats. Daemonic Vigour boosted his toughness to 6 and the Warboss just could not wound the supped up beastie. The Bray-Shaman not only won the challenge but also ran the Warboss down personally when the Goblin broke and fled! 

The Orcs looked close to utter collapse but were saved by the Boar Boy Big Un's that rampaged through the Beastmen lines killing the Dragon Ogres, Tuskgor Chariot and Gors with ease.

The Boar Boys would have caught the Bray-Shaman in an overrun but the lucky Shaman managed to evade as a single character. This was a huge moment in the game as it denied the Orcs a potential 310 victory points. It would have been a massive swing that would have changed the outcome of the match.

The Boar Boys were lined up to take on the remaining Beastmen forces when the game ended on turn 6 so we will never know if anything could have stopped those angry piggies!

 

MVP - Boar Boy Big Uns - The Unstoppable Pig Train

Game 2

Warriors of Chaos vs Beastmen

Scenario: Break Point

Result: Warriors of Chaos Victory

Victory Point Score: 1057 - 425

 

Overview:

 

A very rapid Chaos force caused problems for the Beastmen from the off! 

Marauder horsemen harassed and hemmed in the Tuskgor chariot before destroying it with flails. The Chosen Warriors were flung across the board with an early Steed of Shadows easily pinning down and destroying the Gors and forcing the Bray-Shaman to flee into the open which would eventually lead to his demise in the later turns being blasted to death by The Summoning spell. The Beastmen were further hindered by the ambushing Warhoof not appearing until turn 4 and the ambushing Ungors not getting the chance to appear at all!

The Chaos Ogres managed to survive a flank charge from the Shartak by challenging him out. They won two rounds of combat comfortably but could only force the mighty beast to Give Ground leaving them stranded in the middle of the field to be outflanked and overran.

The Warriors of Chaos didn't have it all their own way however. The Dragon Ogres eventually managed to overcome the Chosen Knights with one Dragon Ogre surviving to go and take on the lone enemy Shartak by himself. The two had an epic clash and they managed to cancel each other out stomping each other to death.

 

MVP: Chaos Sorcerer Lord - The Magic Machine!

Game 3

Warriors of Chaos vs Orcs and Goblins

Scenario: Flank Attack

Result: Chaos Victory

Victory Point Score: 1250 - 253

 

Overview:

 

Both forces used their left flank for the flanking forces the Orcs deploying Wolf Riders and an Orc Chariot and Chaos deploying Marauder Horsemen, the Shartak and a unit of Warriors.

Orcs took the first turn and started with their impetuous Goblins facing backwards to avoid any early baited charges! Instead they were the bait which the Chosen Knights took happily. The Wolves fled and escaped from the charge but the Chosen Knights rolled hot and went so far they ended up only 2 inches from the Wolf Chariots turning off their valuable impact hits.

The Chosen looked to be in trouble after 2 vindictive glares reduced their unit of 4 to a unit of 2 and then they were charged by the unit of Wolf Chariots and flanked by the Wolf Riders. Surely 2 Chosen Knights couldn't survive such odds?

Turns out they can.

Challenged out, the Warboss took a wound and could only get a single wound past the meaty 2+ armour save of the Chosen Knight champion for the combat resolution. The Wolf Riders couldn't kill the Chosen standard bearer who survived with a miraculous 6+ ward save and then went on to kill 2 Wolf Riders in return winning the combat! The Chariots fell back in good order but the Wolf Riders broke and fled and were run down by the pursuing Chosen Knight standard bearer.

This was a huge swing as the lone knight wreaked havoc for the rest of the game. It caused the Shaman to flee from a charge turning off his dispells for 2 turns. Which meant the Boar Boys who were so devastating in their first game were at the mercy of The Summoning and Vortex of Chaos that really whittled their numbers down and reduced their effectiveness.

There was a glimmer of hope for the Orcs as the Shaman rallied in the Chaos back line and managed to square off against the Chaos Sorcerer. He managed to cast Vindictive Glare but unfortunately failed the all important 2+ wound roll and was subsequently killed by The Summoning in the next turn.

The Goblin Warboss managed to claim the head of the Aspiring Champion and the Black Orc Chariot had success against the Chaos flanking force killing the Marauders and Shartak but the Orcs were completely wiped out by the end of turn 6 handing Chaos maximum victory points. 

A tough game for the Orcs and a big win for the Warriors of Chaos!

 

MVP - Chosen Knights - The Army of 2!

Game 4
Bretonia vs Beastmen
Scenario: Flank Attack
Result: Bretonia Victory
Victory Point Score: 646 - 353

 

Overview:

The Bretonians place their Duke and the Pegasus Knights on their left flank and the Beastmen placed the Warhoof and Dragon Ogres on their left flank.

A great game of many cats chasing many mice this turned out to be! The Tuskgor chariot had the misfortune of being deployed on the same flank as the flank attacking Pegasus Knights and spent the game hiding behind a rock to avoid them. It gave the winged horses the run around for 3 turns before it could no longer escape a charge and opted to flee in a vain attempt to live until turn 4. It died without a fight. But did its job in keeping the Knights out of the battle entirely as they didn't fight anything for the whole game.

The Warhoof spent his opening turns bothering the Peasants with fireballs until the Duke came rushing over to shoo the four-legged bully back to his deployment zone. The Warhoof in response went to aid the Chaos Ogres who were struggling to deal with the Knights. His drunken roll gave him frenzy at what seemed like the opportune moment as the extra attack helped kill off the Knights. 

But this drunken bravado promptly came back to haunt him as the Duke (who had just killed the Dragon Ogres single handedly after they ate his poor peasants) charged him and he could not opt to flee! He managed to survive and tie a round of combat with the Duke by nothing short of a miracle and was aided in his fight by the Ogres. The Warhoof was slain in the next combat but the Ogres managed to win that combat and make the Duke flee! The game looked all but over when the Duke rolled a 4 on his flee roll! But the Ogres tripped at the vital moment and rolled a double 1 on their pursuit! A disaster for the Beastmen costing them nearly 500 Victory points which would have won them the game.
At first glance it seemed like terrible luck for the Beastmen...until they remembered their game winning evade with the Brayshaman in Game 1 and realised that balance had been restored!

The Duke rallied and killed the floundering Ogres easily but this was the last action of the game as the remaining Beastmen were too far away from the action to impact the Bretonians who had already done enough to win.

MVP: The Duke - He did the monster smash!

​Game 5
High Elves vs Orcs and Goblins
Scenario: Meeting Engagement
Result: Orcs and Goblins Victory.
Victory Points score: 1200 - 255

The High Elf Mage started in reserve in a disaster for the High Elves. However the Orcs had their Black Orc Warboss and the Black Orc Chariot placed into reserve robbing them of their most elite fighters.  With little defence against the incoming Orc magic the High Elves started well away from the edge of their deployment zone allowing the Goblin Wolf-Riders the dignity of starting the battle facing forward!

This was an interesting match up as these two armies have the most cavalry and chariots. The game was a very intricate dance between each sides chariots trying to line up counter charges on each other.

The High Elves however did have an advantage in being able to bait the Impetuous Wolf Riders and moved into charge range of some Wolf Riders in the woods. The Goblins needed an 18 inch charge through difficult terrain which to the High Elves' horror they made! This was a key moment early in the match as the hemmed in chariot stifled a lot of the High Elves movement and the Goblins even managed to kill the chariot in a couple of turns and threaten the High Elf back line of archers and the Bolt Thrower. The High Elves managed to mop up the Goblin stragglers with their shooting but this meant they were denied shots at the Goblin Shaman who had strayed a little too far from his friends and would have otherwise been a much juicier target.

The other Goblin units managed to give the other High Elf chariot and Great Eagle the run around. Managing to flee from charges and luring them into the centre of the field where they were blasted with magic and mobbed by the Boar Boyz.

The Orcs enjoyed 2 turns of magic dominance which they put to good use before the Elf Mage appeared and tried a desperate ploy to save the game. With a couple of assailment spells up his sleeve he managed to out manoeuvre the Orc Chariot and get a charge off. But even with Hammerhand being cast successfully the Mage could barely scratch the Orc Chariot and was rewarded for his heroics with a cavalry spear to the face. It was a risky move but desperate times had called for desperate measures as the Boar Boyz had smashed into the Silver Helms and although the two units nearly cancelled each other out (after some assistance from the Prince) the Boar Boyz came out on top leaving the Prince wounded and alone.

The Black Orc Warboss and Chariot did not show until Turn 4! But they found the battlefield was already almost empty and the work already done. The last turns saw the Orcs mop up the last remaining High Elf forces and the game ended with no Elves left on the field.

A rough first game for the Elves but the Orcs are happy to get a win on the board!

MVP: Goblin Wolf Riders - From zeros to heroes!

Game 6
Bretonia vs Warriors of Chaos
Scenario: Mountain Pass
Result: Draw
Victory Point Score: 352 - 300 (in favour of Chaos)


The Bretonnian Knights set a trap for a band of Chaos Warriors marching through a mountain pass, taking cover in the rocky terrain ready to spring their surprise.

Whilst the Knights seek the blessings of the Lady the Warriors of Chaos spot the trap and seize the initiative. They posture aggressively, advancing on the Bretonnians, with their Sorcerer Lord using the winds of magic to reposition. Marauder horsemen launch javelins and fell a single Knight, but the fates deny the sorcerer's attempt to summon a demonic attack with a miraculous double 6 on the Fated dispel!
The Bretonnians, realising they've lost the element of surprise, use the speed and mobility of the Duke and Pegasus Knights to reposition, moving away from the Chosen Chaos Knights on the flank to find easier targets.
Chosen warriors fly forwards to threaten the Pegasus Knights, who are hit by the summoned demon attacks from the Sorcerer Lord. Their armour and the blessing of the Lady reducing the damage taken. The Chosen Knights charge a group of Peasants, massacring the front ranks and running them down as they flee. Marauder horsemen charge the Bretonnian Knights but only slay one and are forced to fall back after taking 2 casualties of their own. The disciplined Knights hold their ground as the Duke calls for the marauders to be left to him whilst they look for other targets.


Peasant bowmen launch a volley at the Chosen Knights but their armour proves too much for the arrows. The Pegasus Knights fly over the Chosen Warriors trying to target the Sorcerer Lord. The Duke charges the Marauders, the Lady's blessing preventing a wound from a well thrown javelin, he meets the challenge of the horse master obliterating him and chasing the remaining 2 as they fall back. The Knights charge into Chaos Warhounds winning combat, but losing one of their own, forcing them to flee, crashing into the Dragon Ogre as they pursue.


The Chosen Warriors turn trying to chase the Pegasus Knights and the Sorcerer launches another demonic summoning into them, killing one. The Chosen Knights sweep around from the flank destroying the Peasant Bowman who bravely stood and shot to no avail. The remaining Chaos Warhound rallied and moved closer to the Knights. In combat the Duke finishes off the Marauders with ease and the Knights take 2 wounds off the Dragon Ogre and win combat but losing another of their own. They follow into the Warhound.


The Duke charges into the massed ranks of Chaos Warriors killing 4 and forcing them to fall back. The Pegasus Knights continue to try to position to attack the Sorcerer plaguing them and begin to divide the Chaos forces. The Knights kill off the Warhound and contact the Dragon Ogre.
Chosen Knights move up to find new targets. The Duke massacres Chaos Warriors in combat again forcing them to fall back again. Another Pegasus Knight is wounded by the summoning. The Dragon Ogre challenges, kills the Knights champion but the discipline from the Bannerman forces him back again.
The Duke finishes off the remaining Chaos Warriors. The Pegasus Knights move again to lead the Chosen Warriors and Sorcerer away from the Duke. The Knights charge into the Dragon Ogre but only do 1 wound and are destroyed in return.

The Chosen Knights charge the Duke, lose a challenge, but force him back as they follow up. The summoning brings down another Pegasus Knight but the Chosen Warriors remain unable to engage.

The Duke loses a wound and is forced to fall back whilst the Chosen Knights pursue. The Chosen Warriors continue to try and chase down Pegasus Knights whilst they weather magical summonings.
The Duke kills 2 Chosen Knights but the bannerman survives and falls back.


With much fighting left to do the game ends, neither side managing to land that crushing blow to snatch Victory! The Chosen Knights tying the Duke up for so long proves a pivotal moment and an incredibly cagey match between two very well matched armies ends in a draw.

MVP: The Chosen Knights and The Duke - Are you not entertained!?

Game 7:
Beastmen vs High Elves
Scenario: Break Point
Result: Beastmen Victory
Victory Points Score: 749 -429

With no turn limit the High Elves were content to sit in their deployment zone for the first 2 turns and rain arrows on the approaching Beastmen. The Great Eagle however did venture out to lure the frenzied Ogres into some doomed charges. After the nimble bird fled from two charges the bumbling Ogres were left stranded in front of the Elf lines not only leaving themselves open to being flanked by the Chariot and charged by the Prince but also blocking the Dragon Ogres from charging the Silver Helms.
This meant that the Silver Helms could turn around to deal with the Ungors that had appeared behind the Elf lines and shot a couple of archers dead. However the archers returned fire, killing 5 of the Ungors who panicked and fled off the table, leaving the Silver Helms to look a little foolish as they spent another turn turning their horses back around.

The Tuskgor chariot waited patiently in the wings to perform a counter charge but it was evident by turn 3 that the Elves had no intention of charging out of their defensive lines. The chariot lined up a charge against the archers only to be blocked by the Eagle who turned off the chariots impact hits and managed to scupper the ramshackle vehicle in 2 rounds of combat.  The Ogres fell back from the Prince and the chariot, the Prince followed up and slew the Ogres next turn but the chariot restrained and lined up a charge to flank the Dragon Ogres should they charge the silver helms who were spinning on the spot.

However the Brayshaman destroyed the parked chariot with a round of The Summoning. A bitter pill to swallow especially as The Summoning had blown the other chariot up in the previous turn. Then to really rub salt into the wounds the following Beastmen turn saw the Prince, who had out-maneourved the Dragon Ogres, also die to The Summoning. Ouch.  The Mage had tried to dispel these wicked salvos but had failed each time, and to add insult to injury had managed to wound himself by being Outclassed in the Art. He had had some success with his own magic, casting Tempest close to some woods that stopped the Gors moving for a few turns for fear of being squashed by some falling branches.  But with the Warhoof and the Brayshaman moving to within striking distance of the Mage he retreated behind the safety of the Elf archers who took some losses from the Warhoof's fireball...another spell that gets past the Mages woeful dispelling.

Things however were about to get much worse when the Brayshaman cast Vortex of Chaos. The Mage had two chances to dispel the vortex as it crept closer and closer to the archers and himself. He was hoping to have a third go at it until the Vortex finally found it mark killing the hapless Mage and leaving only 2 archers left alive...a heavy loss especially considering it was the High Elves turn!
With little left to lose the Silver Helms and Eagle charged the Dragon Ogres and even with a successful Hammerhand, their lances and angry bird attacks they couldn't get past the Dragon Ogres thick armour saves. The combined assault failed to fell even one of the beasts and the Eagle and Silver Helms were hacked and stomped off the board.

The High Elves were now broken and the game was over. A strong start for the High Elves was undone by some very strong magic rolls from the Lvl 4 Brayshaman and some poor/unlucky dispel rolls from the Lvl 2 Mage.

MVP: Brayshaman - Boom shakalaka!
Honorable mention: Giant Eagle - You can't touch this!

Game 8

High Elves vs Bretonnia
Scenario: Break Point
Result: Bretonia Victory
Victory Points Score: 715 - 137

The High Elves take first turn as their enemy prays, the more mobile elements of the force move up to get ready for the incoming advance. The bolt thrower hits the Knights of the Realm and what could have been a devastating hit is plagued by 1's! 3 hits and only one wound. A lucky escape for the Knights!  The Bretonians respond with a rush forward getting ready to storm the Elven ranged units. The Peasants launch a hopeful salvo at their High Elven counterparts and after some stunning rolls 4 out of the 9 Elves fell! They manage not to panic but their damage output has already been severely hamstrung.

The High Elves then respond with a miscast! Shield of Saphery is cast on the chariot but no more spells for the round. The chariot charges the Men at Arms. The bolt thrower hits the knights again and this time kills 2 causing them to panic and fall back! The knights take the opportunity to reform out of lance formation to protect themselves. The chariot kills 4 Men at Arms and even though it takes no wounds thanks to the spell, it still loses the combat to the tie breaking musician! It breaks and flees but the pursuing peasants are unable to catch it.

A tense opening exchange as the High Elves keep the Bretonians at bay soon devolves into madness as the Bretonians close the net. The Duke leaps behind the Elven archers and the Pegasus Knights flank the hill and fly to within striking distance of the bolt thrower. The peasants chase the chariot almost off the board and are now mere inches from the archers as well. With the chariot retreating and the Eagle hopping along the floor because of the Falcon Horn the Elves only option is to charge with all they have to try and beat the attack back. The archers and Eagle begin a 3 round slug fest with the Men at Arms. They eventually wipe the unit but lose all the archers bar the champion in the process but the eagle remains unharmed.

The Prince charges the Duke to try and at least hold him up for a couple of turns. His Hammerhand ring causes 2 wounds but both are saved and the Duke fells the Prince with a Killing Blow. What the Elves had hoped would be an epic showdown ends in one turn and there looks to be no way to stop the winged menace.

The bolt thrower managed to pick off a Pegasus Knight before they sent it fleeing and destroyed it. The Duke smashes the rallied chariot to bits as the other chariot tries to weaken the Pegasus Knights. They tank the impact hits and although don't destroy it they send it fleeing. With the Silver Helms running down and killing the peasant archers the Pegasus Knights restrain readying to fly off to fry some bigger fish.  The Eagle however manages to hold them up for another turn with a great charge even without his ability to fly. He manages to kill a knight and only takes 2 wounds and falls back. The knights don't take the bait and restrain readying themselves for a Silver Helm showdown.

The Duke rampages around the High Elf lines finishing off the archer champion and wrecking the fleeing chariot. The Mage and Eagle flee from The Duke's charges to try and save themselves. The Duke follows the Mage and although doesn't catch him he lands close enough to the Silver Helms to assist the Pegasus Knights in their destruction.  The Knights of the Realm content themselves sitting on the flank out of the reach of any spells to save their points and as the Pegasus Knights and Duke finally clash with the Silver Helms who buckle under the strain of such a weighty charge and although are not totally wiped out the casualties are enough to break the Elves and the game ends.

MVP: Great Eagle - You're flying without wings!

Game 9
Orcs and Goblins vs Bretonnia
Scenario: Break Point
Result: Orcs and Goblins Victory
Victory Points Score: 833 - 623

With the Bretonnians praying, the Orcs deployed aggressively and lined up some turn 1 charges. However the Orcs' luck seemed to have abandoned them already as the Wolf Chariots failed to reach the Men at Arms leaving themselves stranded in the middle of the battlefield. The rest of the force rushes up to support the floundering chariots lining up some counter charges should the Bretonnians choose to capitalise on the Wolf Chariots' misfortune.  However, in a move that will no doubt be debated by military historians for years, the Bretonnians do not charge and instead line up some counter charges of their own for when the chariots do actually close in.
Did they pass up a golden oppourtunity? Or did they avoid taking the bait? Who knows!

Well, actually, what we do know is in the next turn the chariots and Wolf Riders smash into the Men at Arms and destroy them in one fell swoop! The Boar Boys kill the Knights of the Realm to a single man...but he rolls a crucial double 1 on the break test and only gives ground leaving the boars vulnerable. The other Wolf Riders charge the peasant archers and would have won their combat had they not had lost a couple of wolves on the way in to a stand and shoot. They flee, never to rally again...

The Bretonnians are hit hard but they manage to hit hard back! The Duke charges the boars and is challenged by the Warboss to help keep the boars in the fight. His plan succeeds in that the boars are spared the Duke's wrath and manage to kill the final knight...but his plan slightly falls apart when the Duke kills him outright. Another general easily dispatched by the Duke!

The Bretonnian successes continue as they destroy the Black Orc Chariot with a brutal charge from some very angry Pegasus Knights but after only a few turns the Bretonians are on the verge of their break point. If two of the Pegasus Knights die then the game will end! The Orcs are in better shape but only just.  The Orcs go for a game winning move, charging the chariot into the Pegasus Knights and getting the rest of the army away from the Duke to save their numbers.  The chariot gets a decent hit on the Pegasus Knights but its not enough! It only manages to kill one and wound another meaning the Bretonnians are 1 wound away from losing the game! The knights hit the chariot back and cause a couple of wounds winning the combat but the chariot only falls back. The knights decide to restrain, not wishing to risk losing that last wound and losing the game and put all their hopes in the Duke...

The next 4 turns are a slog as the Pegasus Knights retreat and the Orcs throw as much as they dare at the Duke to try and kill him without breaking themselves!  The wolf chariots keep the Duke busy and with lots of debuffs from the Itchy Nuisance spell they manage to knock a couple of wounds off but are eventually all destroyed. The Orcs lack any ranged capabilities at all now and can only rely on combat to finish off the Duke.  In the end it boiled down to a lone Orc chariot charging the Duke in one last showdown!  If the chariot was destroyed the Bretonnians would win, if the Duke was slain the orcs would win! It was a tense fight and again the Goblin shamans Itchy Nuisance came in clutch as the Duke was reduced to toughness 1.  In the end the final wound was struck by an Orc charioteer who managed to kill the Duke before he could strike back! The game ended and the Orcs breathed a sigh of relief!

MVP: Orc chariot: I think I can, I think I can!

Game 10

Warriors of Chaos vs High Elves...

It was the final game of the first round. The Warriors of Chaos were looking for a win to end the first round undefeated, the High Elves were still waiting for their first win. Could the High Elves cause an upset and spoil the party? Or would the Warriors of Chaos continue with their run of form? Let's find out!

Chaos took the first turn and spent it hot-footing it across the board to close the gap between them and the High Elf gun line surveying their target rich environment.  They were clearly worried about the High Elf shooting phase but they showed they could be just as deadly in their own! The sorcerer leapt across the board and zapped 5 out of the 9 archers with The Summoning! The archers hamstrung again!  The High Elves kept their cool however and apart from the Eagle which flew behind the Chaos lines the rest of the army holds and keeps its distance. The chariots shot the Chaos Warhounds which panicked and fled. The archers returned fire at the Chaos Sorcerer but tanked the hits and the bolt thrower skewered the Shartak for 2 wounds. Not the hail of arrows and damage the Elves were hoping for.  In fact as the game progressed it was Chaos that once again had the better of the Shooting Phase! They went on to finish off the archers with another round of The Summoning and the Mauraders took two wounds off the Eagle with javelins! The High Elf plan to weaken the slow moving Chaos Warriors as they trudged across the board had fallen flat. Could they do any better in combat?

By turn 2 Chaos was within striking distance, and once again the Elves had no other choice but to commit to a full send to try and swing the game back in their favour.  On the right flank; the chariot, Prince and Mage all charge into the Chaos Warriors who had flown across the board close enough to remove the chariots impact hits and cover the advance of the Chosen Warriors.  After 2 dispelled assailment spells and all of their combined attacks the motley crew of Elves manage to kill 4 warriors. It seemed like a terrible whiff...until the Chaos Warriors failed to successfully get a wound through and lose the combat by 1! Not only that they fail their break test completely and flee! The chariot and Prince chase them down and destroy them. A shocker for Chaos!

At the same time on the left flank the Silver Helms, who had been very lack lustre in the league so far, charge and are counter charged by the Chosen Knights. The Chosen Knights have performed incredibly well in the league and have won several MVP's, it seemed like the fight was already decided...
...or was it?
The Silver Helms manage to kill 2 Chosen on their charge and in return the Chosen can only kill 1! They lose combat but use Stubborn. The Elves pursue but are deep behind Chaos lines now.

In the next turn the Silver Helms are flanked by both the Marauders and the Shartak. It seemed like their previous round triumph was now a poison chalice as they are surrounded on all sides.  The Shartak challenges to protect the Knights. This seemed like a good move and after all of the Silver Helm champions attacks and a failed Hammerhand bound spell the Shartak still lived with one wound...that was until his horse reared up and kicked the Shartak to death! A huge upset!
The Shartak however still managed to swing his halberd at the same time as he was being hooved to death getting through 4 wounds on the Silver helm champion...who then made all of his armour saves! An even bigger upset! The Silver Helms focus on the knights and kill the Chosen bannerman. Luckily for them the marauders manage to kill only 1 Silver Helm and the Chosen champion without his lance fails to wound! In the face of overwhelming odds the Silver Helms have won the combat comfortably. The marauders fall back but the Chosen champion breaks and flees!  The Silver Helms fail to catch him first time but next turn they chase the lone knight from the board. Never has one units fortunes changed so dramatically!

The High Elves full send has started incredibly well. Could they keep up the good work?

With the Silver Helms charging off the board the action shifts back to the right flank.

The Prince is alone in the middle of the board and the Sorcerer takes the opportunity to hit him with The Summoning whilst he is exposed. With 10 hits his fate looks sealed. But in what is arguably the worst roll of the league so far only 4/10 dice are the 3+'s required to wound! It is enough to kill the Prince, but he saves 3 of these and only takes 1 wound. The Sorcerer is now out in the wind and summons a Vortex to protect himself from a charge from the Prince.  However on the High Elf turn the vortex is Fated Dispelled leaving the route clear for the Prince to charge! The sorcerer is 16" away and opts to flee, he rolls a 4 leaving him 20" away which is the Princes maximum charge distance. He rolls double 6 for the charge...he needs a 6 on his swiftstride to catch the sorcerer...and he gets it! The sorcerer is caught and killed and everyone is stunned!

The game isn't over yet however...the Chosen Warriors kill the Eagle and both chariots leaving both sides very depleted. The points are close with the High Elves just in the lead.

The Prince charges the Chosen Warriors, hoping his Hammerhand can now strike a devastating blow to the Aspiring Champion. He challenges but fails to cast the spell and fails to wound! He takes a wound in return and loses the combat by 4! Oh dear.
He breaks and flees as he is outnumbered. He escapes the pursuing Chosen but is only a couple of inches from the board edge. All Chaos have to do is declare a charge next turn and the Prince will flee off the board! Disaster.
Or is it!?


The Aspring Champion became Stupid through the Eye of the God's table on the previous turn and now at this critical juncture when all he needs to do is declare a charge to kill the Prince he fails his Stupidity check! The Gods really have abandoned Chaos this game!
Now all the Prince needs to do is rally with his leadership of 10 and gallop across the board to safety saving the Elves a nifty 230 victory Points.
Easy right?

Nope!
The Prince fails to rally and flees off the board! It's a head in hands moment for the High Elves but the gathering crowd are loving it! What a game of twists and turns!

It is the final turn. The Mage is on 1 wound. The remaining marauders cannot get close enough to charge but can get in range with their javelins. They get 3 hits and manage to wound the Mage once.
Everyone holds their breath as the Mage rolls his 6+ armour save from his horse's barding.
And he makes it! No regeneration needed! Unbelievable!

The game ends and what a game it was! The perfect way to finish the first half of our Escalation League.

As points are calculated it is incredibly tight.
Chaos have a respectable 725 points, but the High Elves have 852! They claim their first win escaping a draw by only 27 points. Incredible!
If Chaos had managed to take one banner or kill 2 more Silver Helms they would have claimed a draw. And had the Mage been slain in the last turn Chaos would have taken the win!


What a game!

MVP: Silver Helms: Ride for ruin, and the world's ending!

Game 10
High Elves vs Warriors of Chaos
Scenario: Open Battle
Result: High Elf Victory.
Victory Points Score: 852 - 725

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