Cob Wargaming
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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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





Round Two
1500 Points
It was time to up the ante, players were now able to build a new list with their chosen army. We all had an extra 500 points to play with. Lessons had been learnt, Level 4 wizards were a must, scores needed to be settled and new scenarios were to be explored. Pride, vengeance and redemption were all at stake.
Warriors of Chaos - 1500 points
Sorcerer Lord - 275 points
Hand Weapon, Heavy Armour, Mark of Chaos Undivided, Level 4 Wizard, General, On foot, Infernal Puppet, Daemonology
Aspiring Champion - 75 points
Hand Weapon, Flail, Heavy Armour, Shield, Mark of Chaos Undivided,
9 Chaos Warriors - 138 points
Hand Weapons, Heavy Armour, Shields, Mark of Chaos Undivided, Champion, Standard Bearer
5 Marauder Horsemen - 82 points
Hand Weapons, Flails, Light Armour, Javelins, Mark of Chaos Undivided, Marauder Horsemaster, Musician, Musician
5 Chaos Warhounds - 30 points
Claws and Fangs (Hand Weapons)
4 Chaos Knights - 128 points
Lances, Shields, Heavy Armour, Mark of Chaos Undivided, Champion, Musician
8 Chosen Chaos Warriors - 183 points
Great Weapons, Full Plate Armour, Shields, Mark of Chaos Undivided, Champion
4 Chosen Chaos Knights - 214 points
Lances, Shields, Full Plate Armour, Mark of Slaanesh, Drilled, Champion, Standard Bearer (Icon of Darkness)
1 Warpfire Dragon - 375 points
Wicked Claws, Warpfire Blast, Full Plate Armour (Draconic Scales)
Bretonnians - 1500 points
Duke - 381 points
Lance, Shield, Virtue of Heroism, General, Royal Pegasus, Gromil Great Helm, Grail Pendant
Prophetess - 251 points
Bretonnian Warhorse, Wizard Level 4, Battle Magic, Lore Familiar, Falcon-horn of Fredemund
10 Knights of the Realm on foot - 110 points
Shield, The Knights Vow
20 Men-At-Arms - 97 points
1x Yeoman, 1x Standard Bearer, 1x Musician
6 Mounted Knights of the Realm - 190 points
First Knight, Musician, The Knights Vow, Standard Bearer (War Banner)
10 Peasant Bowmen - 55 points
Skirmishes, Standard Bearer
5 Pegasus Knights - 316 points
The Knights Vow, First Knight, Standard Bearer (Banner of Chalons), Musician
Field Trebuchet - 100 points
Beastmen - 1500 points
Great Bray Shaman - 195 points
Braystaff, Level 4 Wizard, General, On Foot, Jagged Dagger, Daemonology
Gorebull - 231 points
Hand Weapon, Heavy Armour, Pelt of the Dark Young, Charmed Shield, Slug-skin
10 Ungor Herd - 50 points
Shortbows
31 Gor Herd - 264 points
Hand Weapons, Additional Hand Weapons, True-horn, Standard Bearer (Vitriolic Totem), Musician
1 Tuskgor Chariot - 85 points
Bestigor Crew x1, Hand Weapon, Great Weapon, Gor Crew x1, Hand Weapon, Cavalry Spear, Tuskgor x2, Hand Weapons
8 Chaos Warhounds - 48 points
Hand Weapons (Claws and Fangs)
3 Dragon Ogres - 196 points
Great Weapons, Heavy Armour, Shartak
5 Harpies - 55 points
Hand Weapons, (Claws)
3 Chaos Ogres - 111 points
Great Weapons, Heavy Armour
Dragon Ogre Shaggoth - 110 points
Great Weapon, Heavy Armour, Talisman of Protection
Orcs and Goblins (Greenskin Nomadic Waaagh!) - 1496 points
Black Orc Warboss - 217 points
Hand Weapon, Great Weapon, Full Plate Armour, Shield, General, War Boar, Ruby Ring of Ruin, Talisman of Protection
Goblin Oddnob - 225 points
Hand Weapon, Level 4 Wizard, Giant Wolf, Idol of Mork, Power Scroll, Waagh! Magic
Black Orc Boar Chariot - 134 points
Hand Weapon, Great Weapon
1 Goblin Wolf Chariot - 53 points
Hand Weapon, Cavalry Spears, Shortbows
1 Goblin Wolf Chariot - 53 points
Hand Weapon, Cavalry Spears, Shortbows
1 Goblin Wolf Chariot - 53 points
Hand Weapon, Cavalry Spears, Shortbows
1 Goblin Wolf Chariot - 53 points
Hand Weapon, Cavalry Spears, Shortbows
1 Goblin Wolf Chariot - 53 points
Hand Weapon, Cavalry Spears, Shortbows
7 Orc Boar Boy Mob - 181 points
Hand Weapons, Cavalry Spears, Heavy Armour, Shields, Boss (Champion), Standard Bearer (Da Banner of Butchery), Musician
7 Orc Boar Boy Mob - 160 points
Hand Weapons, Cavalry Spears, Heavy Armour, Shields, Big Un’s, Boss (Champion), Standard Bearer, Musician
Orc Boar Chariot - 90 points
Hand Weapons, Cavalry Spears
Orc Boar Chariot - 90 points
Hand Weapons, Cavalry Spears
Black Orc Boar Chariot - 134 points
Hand Weapons, Great Weapons
​
High Elves - 1498 points
Archmage - 298 points
Hand Weapon, Level 4 Wizard, General, Barded Elven Steed, Talisman of Protection, Seed of Rebirth, Wand of Jet, Battle Magic
15 Elven Archers - 165 points
Hand Weapons, Longbows, Light Armour, Detachment (split into squads of 7 and 8, attached to spearmen)
23 Elven Spearmen - 257 points
Hand Weapons, Thrusting Spears, Light Armour, Shields, Shieldwall, Sentinel (Champion), Standard Bearer (War Banner), Musician
6 Dragon Princes - 288 points
Hand Weapons, Lances, Full Plate Armour, Shields, Barding, Drakemaster (Star Lance), Standard Bearer, Musician
1 Tiranoc Chariot - 75 points
Cavalry Spears, Longbows
1 Tiranoc Chariot - 75 points
Cavalry Spears, Longbows
8 Shadow Warriors - 120 points
Longbows, Light Armour, Ambushers
1 Eagle Claw Bolt Thrower - 80 points
1 Eagle Claw Bolt Thrower - 80 points
​
Great Eagle - 60 points

Game 11:
Orcs and Goblins vs Beastmen
Scenario: Mountain Pass
Result: Orcs and Goblins Victory
Victory Point Score: 1650 - 106
What better way to start the second phase of our Escalation League than where it all began in round 1 with the Nomadic Waaagh! facing off against the Beastmen. Both forces looked much bigger on the field and seeing a horde of chariots lining up on the board was a glorious sight to behold!
Both forces deployed in two waves. The Beastmen with their weaker screening units out front and the Orcs with their Goblin Chariots leading the way. The Beastmen took first turn and moved their screening units up to force some Impetuous checks and take some pot shots. No damage was done and all that was left to do was watch the chariot waves descend!
The Ungors fled as the chariots needed almost max charges to reach the large Gor unit in the back. However this caused the Warhounds next to them to also flee which meant they were caught by a chariot and destroyed! The Ungors got away slipping behind the Gor unit and only one chariot managed to roll high enough to contact the Gors. They took a few casualties, but easily destroyed the Goblin chariot and overran into another one.
So far so good for the Beastmen... but the party didn't last long.
Next turn and it was the Orcs turn to flee as they manoeuvred the weaker Goblin Chariots out of the way of the Orc heavy hitters in the back. They fled from a charge which left the Dragon Ogres out in the wind. The rest of the Beastmen forces moved up trying to protect the flanks of the larger units. But the sheer mass of Orc bodies arrayed on the field meant that protecting all angles was impossible. The Gors wrecked the other wolf chariot but couldn't reach another with the overrun.
On orc turn 2 all hell broke loose.
The Dragon Ogres were charged by two Orc chariots one of which was in the flank. They took enough damage to lose combat. They broke and fled and were chased down. The Shaggoth was hit by the Boar Boyz Big Un's with the War Boss. He took only 2 wounds but only managed to cause 2 wounds back. He lost combat. He too broke and fled and was chased down. The Gor unit was hit by one of each chariot. The goats died in their droves and lost combat by 11! And thats right, you guessed it! They broke and fled and were chased down. The Ungors would have been in the firing line of the pursuing chariots...but they panicked and fled off the board. The Orges were hit by the other Boar Boyz unit. They didn't even get the chance to lose combat as they were dispatched easily. The Boar Boyz then overran. The Brayshaman had a worrying sense of Deja Vu as he was in their path! Could he repeat his evasive heroics of Round 1?
No.
He failed to evade and was contacted by the Boars. He would go on to challenge the Boar Boyz champion in the next round of combat and be slain before he could even lift his Braystaff.
An absolute obliteration of the Beastmen forces meant the game was effectively over before turn 3 even began! The rest of the game was just a matter of the Orcs grabbing the points from the Tuskgor Chariot and Harpies that managed to do no damage before they died on turn 4 and the Beastman tabling was complete! The Orcs well and truly got their revenge for their loss in the first round, easily dismantling the Beastmen and claiming maximum victory points for the cost of only two Wolf chariots...an absolute bargain!
MVP: Orc Boar Boyz - Oh boy, here I go killing again!




Game 12
Beastmen vs Warriors of Chaos
Scenario: Command and Control
Result: Beastmen Victory
Victory Points Score: 1575 - 227
With a large arcane monolith in the centre of the table the action was split down the middle into left and right flanks from the get-go.
Chaos took the first turn and called a general advance. The Chosen Warriors moved up to claim the monolith with the Chaos Warriors behind to support them. They sent their heavy hitters out down the flanks, the Chosen knights on their left and the Warpfire Dragon down the right. The large Gor herd and Shaggoth were opposing the Dragon so the Marauders, Knights and Sorcerer went to support. On the left flank the Chosen Knights were opposed by the Dragon Ogres. In the first round of the league these two units had effectively cancelled each other out so it seemed a safe bet to let the past repeat itself and concentrate on the real action unfolding on the other flank. The Warpfire Dragon managed to a loose a warpfire blast and tried to tag a couple of units for maximum damage. The scatter however meant it only fried two Warhounds.
The action was joined in turn 2 when the Beastmen moved into charge range. The Dragon went into the Gor herd and the Marauders even managed a flank charge against the same unit. The Knights hit the Warhounds in front of the Shaggoth. The knights easily defeated the Warhounds but the plucky dogs didn't break and only fell back in good order which was enough for them to cower behind the Shaggoth who was hit by the pursing knights. The Shaggoth wiped the unit in the following turn and turned to face the Dragon. Both sides had assumed that the Dragon would eat his way through the Gors in a couple of turns just in time to turn and have a Shaggoth showdown!
But that's not how it went down.
The first round of combat really showed the power of the Slug Skin upgrade on the Gorebull protecting the unit with a -1 to hit. The Marauders now hitting on 5's struggled to hit the Gors and didn't manage to kill a single one. The Gors hit back and killed 3 of them in return. The Warpfire Dragon also struggled to hit the difference from hitting on 3's to 4's was huge. A couple of Gors were slain and the Dragon even took a wound in return. The Gors were about to win the combat!
Until the stomps came in.
Five Gors were squashed in a devastating hit that cost them the combat. The unit fell back and luckily didn't break, both the Marauders and Dragon followed up.
The next round of combat between the two belligerents was just the same. The Marauder Champion came out on top against the Truehorn whilst his last compatriot was brought down. The Dragon struggled to hit again and only managed a couple of kills, the Gor unit managed two wounds on the Dragon and were once again set to win combat until another brutal round of stomps lost them it at the death. They fell back again, but the unit was shrinking and taking the Gorebulls leadership down with it. However the Shaggoth was lined up for a rear charge on the Dragon to assist the Gors next turn. The Dragon followed into the unit and the marauder champion restrained. In a heroic but desperate attempt to pull the Shaggoth out of charge arc with an Overrun he charged the mighty beast alone. He managed to take a wound off the Shaggoth before he was pasted, and with a successful restraint test, the Dragon had to dispatch the Gor unit now so he could turn to face the Shaggoth for the incoming charge next turn.
The Gor unit was now a shell of its former self, clinging on to its last rank. The Dragon hit much better and with its attacks and stomps reduced the unit to the Gorebull and 6 Gors. The Gorebull was now Ld 6 with no ranks and effects of Terror...but he managed to roll the 6 needed to just fall back. A very lucky roll! The Dragon followed up so the Shaggoth had to charge further. But it made no difference, next turn the Shaggoth joined the fray, and the Warpfire Dragon was slain, eventually succumbing to the Shaggoths stomps! His detonation in death was a big let down, only causing 1 wound on the Shaggoth and 1 dead Gor.
The right flank of the Warriors of Chaos had been overcome after a gruelling grind that has taken up a lot of this report! Thankfully the rest of the action is easy to sum up. The Dragon Ogres and Chosen had their epic rematch which ended in a shocker as the Chosen knights were wiped out in a single round of combat. The Dragon Ogres then overran into the dogs and easily picked them up. They then charged the unit of Chaos Warriors and wiped them all in one turn as well! They were then charged by the Chosen warriors and you guessed it, managed to wipe that unit in one turn. They even overran enough to claim the monolith! An incredible run from the Dragon Ogres who destroyed 4 units without even losing a single model!
With that the Warriors of Chaos were defeated, the Sorcerer Lord managed to evade the Beastmen's attempts to pin him down and avoided the dreaded tabling!
MVP: Dragon Ogres - half Dragon, half ogre, all business!




​Game 13
Warriors of Chaos vs Bretonnia
Scenario: Meeting Engagement
Result: Warriors of Chaos Victory
Victory Points score: 1650 - 105
After a behemoth of a battle report this one will be short and sweet, much like this game! This scenario can be a become very one sided if some shock dice rolls are made at the start, and the Bretonnians could not stop rolling 1's! The forces of Chaos only had one unit of Chaos Warriors put into reserve, but as Bretonia started rolling, their list of absentees for the battle grew longer and longer and already the game seemed like a wash. With no Trebuchet, Prophetess, Knights of the Realm on foot or Peasant bowmen the game was always going to be an uphill battle. The Bretonnians gave it a good go, but having to pray for their ward saves meant the forces of Chaos would have 2 turns until the Bret reinforcements would arrive. They moved up quickly and hemmed the Bretonnians into their deployment zone and with no ranged capabilities or magic the Brets had no way to stop them.
The Pegasus Knights and Duke slipped the net and at least could threaten the Chaos back lines. But as soon as any reinforcements arrived for the Bretonnians they were pounced on by the Dragon or Chosen Knights and were either destroyed or pushed off the board. The Brets only hope was that the Duke and Pegasus Knights could at least salvage the drastically deteriorating points situation. But luck had truly abandoned the Brets when the Duke charged into the Chosen Warriors and couldn't even kill the Chosen unit champion that challenged him out! He lost the combat and fled passing through enemy units and vortexes as he went whittling down his wounds meaning he was easily killed next turn. The Pegasus Knights suffered a similar fate at the hands of the Chosen Warriors who dispatched them efficiently. The Prophtess tried to get some revenge by targeting them with 1 hex and 2 magic missiles in the same turn...but all of the spells failed to even be cast. This was her last contribution to the game as she and the last remnants of the Bretonnian army were killed on turn 4.
The game ended with a tabling for the Bretonnians and a handful of dice being thrown in the bin! But a very healthy win for the Warriors of Chaos that really accentuates their lead!
MVP: Chosen warriors - Challenge accepted!




Game 14
Orcs and Goblins vs Bretonnians
Scenario: Command and Control
Result: Orcs and Goblins Victory
Victory Points Score: 1359 - 293
With turn 1 guaranteed the Orcs and Goblins deployed aggressively and were able to set up an intricate web of charges and counter charges. This meant they had substantial board control already and by concentrating their magic they killed the Peasant archers straight off the bat. The Bretonnians responded aggressively to try and break up the Orc forces. They had initial success as the Black Orc Chariot fled from the Pegasus Knights charge and was caught and destroyed. But they were counter charged by the Boar Boyz Big Un's next turn and wiped out in one round of combat! Ouch. The Brets Trebuchet could potentially squash a chariot a turn. But it misfired on turn 1 and was charged by a wolf chariot next turn and destroyed.
With their turn 1 movement the Bretonians were nicely set up to receive the inevitable charges and then counter charge. All they had to do was survive the initial onslaught. However this turned out to be an optimistic strategy as the sheer weight of impact hits and attacks meant that the Brets buckled on turn 2 and their lines were broken up by the charging chariots and cavalry.
The Men at arms were charged by 3 wolf chariots; a fight on paper they should have probably survived especially with sheildwall. But with some impressive wound rolls and poor armour saves they broke and fled off the board. This meant the pursuing wolf chariots escaped the Bretonian counter charges that had been set up and now meant that those chariots would appear in the back lines next turn. This turned out to be crucial as the Brets ended up being sandwiched later on in the game as the Orcs could afford to avoid combat to set themselves up in later turns for combined front and rear charges.
Also, with their already dwindling unit count the Brets were getting even more outnumbered than they already were. This fact made itself painfully clear when the Prophetess became trapped in the woods as she tried to avoid the chariots circling her. One Wolf Chariot survived a charge through the woods and even though the Prophetess only lost 1 wound, it was enough for her to break and flee off the board. With Victory now certainly out of their grasp the Brets tried to at least dampen the Orc party with some points denial.
The deadly Duke was still alive and so in the final stage of the game he tried to deny the Orcs the monolith in the centre. He chased a couple of the orcs chariots away from it, but failed to destroy one by failing a pursuit roll by 1 inch! He did subsequently manage to destroy one of the chariots but with the game coming to an end he couldn't stop the other reclaiming the monolith.
The Brets avoided another tabling with the Duke's survival but another impressive win for the Orcs and Goblins catapults them to the top of the table!
MVP: Boar Boyz - Giving the Bretonians some Pegasus Knightmares!




Game 15
Bretonnians vs High Elves
Scenario: Mountain Pass
Result: Bretonnian Victory
Victory Point Score: 753 - 566
With the deeper deployment and longer board both armies were looking to get the most out of their war machines. However both armies were looking to neutralise those threats straight away!
The Bretonnians ditched lance formation on their mounted knights after learning some harsh lessons from their previous encounter with the bolt thrower! They and the Pegasus Knights were aimed directly at the opposing hill, looking to rush forward to attack the High Elf castle straight away.
The High Elves scouted their Shadow Warriors behind the Brets looking to gun down the Trebuchet crew. The Brets had forseen this however and screened the crew with their peasant archers.
The High Elves took first turn as the Bretonnians prayed and their movement was minimal. The Dragon Princes moved up and the Eagle swooped back to screen the hill from the oncoming enemy cavalry. The Shadow Warriors opened up on the Peasant bowmen and wiped half the unit, sending the other half fleeing into the middle of the board. The way to the Trebuchet was open but the High Elves were about to receive some punishment.
The Duke span round and decimated the Shadow warriors removing them in one round of combat! The trebuchet squished some spearmen and the Prophetess blew the Falcon Horn, dropping the Eagle to ground...to add insult to injury she blasted the poor thing with a Fireball making the bird crisp up nicely!
The cavalry units rushed the hill, looking to neutralise the Bolt thrower and pick off the archer detachments.
The High Elves managed to fire a couple of salvos into the oncoming threat. The Bolt thrower picked up a couple of Pegasus knights and the archers wishing to take their fate into their own hands and deny the knights their lances did what they have done best...and charged!
The ill fated attack however saw the archers killed to a man in a terrible slaughter and it seemed like their miraculous fighting skills had abandoned them. That was until the last man rolled the crucial double 1 on the break test! The flabbergasted Pegasus Knights could only watch as he gave ground. Furious at being denied the unit kill but not wishing to waste their turn killing one Elf they reluctantly disengaged. They charged into bolt thrower and destroyed it easily. When the Duke flew in to destroy the other remaining archer detachment the High Elf shooting was all but destroyed.
The Dragon Princes and the Spearmen had advanced up the board and had claimed the centre of the battlefield looking to tie up the weaker and less mobile Bretonnian units. They had both tried to engage the knights on foot. However, the infantry somehow managed to evade them thanks to the Duke charging the Dragon Princes (after the Elven knights had mopped up the peasant archers) and the Men at Arms bogged down the spearmen. The knights on foot would go on to do a slow march across the board to eventually destroy the other bolt thrower.
The Spearmen almost killed the Men at Arms in a long drawn out combat but a couple of them escaped to deny the Elves some points. The Prophetess had spent the game destroying the chariots and now turned her magic on the Spearmen. But the battle was almost over and she couldn't do enough damage to the unit to claim some of their points.
The Duke killed the Dragon Princes but was badly wounded in the process and not wanting to risk any further injury would only dare to fight the lone archer watching the carnage unfold on the hill.
The last turn saw little action as the Brets wished to conserve their points as the score was a little too close for comfort. The High Elf mage tried to mop up the last few units to scrape some more points together but the Bretonnian force was too spread out and the draw was just a little too far of.
MVP: The lone High Elf archer: No retreat! No surrender!




Game 16
Orcs and Goblins vs High Elves
Scenario: Command and Control
Result: Orcs and Goblins Victory
Victory Points Score: 1236 - 106
The Orc chariot horde was back in action! A tightly packed Orc deployment saw them form in two distinct lines of chariots in the front and cavalry behind. A couple of chariots deployed separately to cover the flanks. The High Elves in response to this deployed in a dispersed line looking to hit the Orc flanks and rear.
With a monolith to claim the Orcs rushed their chariots forward. It seemed like every Elf unit had at least one chariot aimed at it! The chariots and Boar Boyz push as far forward as possible expecting to find a backfield Elf castle to dismantle.
However!
To everyone's surprise the Elves cry "WAAAGH!" and push their spearmen forward! It is a bold move that takes them away from their detachment units. But they claim the monument and much to the Orcs horror, turn their impact hits off! The Elves also attempt a wide flanking manoeuvre with the Shadow Warriors and Dragon Princes in the hopes of scuttling some chariots as they cross the battlefield.
But anything the Elves can do, the Orcs can do better! With their thinkin' Orc's 'ats on they pull some manoeuvres of their own! One of each flavour of chariot pin the Elf Spearmen allowing the Boar Boyz to turn to face the Dragon Princes with their flanks protected. The Big Unz swing around and prepare to hit the Elf Spearmen's flanks, but the chariot mix need to hold for two rounds of combat to allow the Big Unz to flank the Elf Spearmen.
Sadly for the Elves, even with the Mage buffing them up, they only manage to destroy one Wolf chariot and although they send the Black Orc chariot fleeing, the Orc chariot manages to hold. The Elves are hit by the Big Unz and obliterated in one horrendous slaughter!
The faster elements of the High Elf army try to pick off some lone chariots. The Tiranoc chariots and Eagle try to tackle a chariot each. However, they all bounce off the ramshackle constructs and either lose their combats and flee or are hit by another enemy chariot and destroyed. The sheer number of Orc chariots is looking impossible for the Elves to deal with and the difference between the hitting power of the Orc heavy chariots against the Elf light chariots is clearly on display.
The Bolt throwers wound a couple of chariots, but never manage to destroy one before they are caught and killed by the speedy Goblin Wolf Chariots.
The High Elf archers eventually manage to destroy a Wolf chariot but it is their only kill before both units are rolled over by Iron shod wheels and angry pig trotters! The battle was quickly getting away from the High Elves, the speed and hitting power of the Orcs was unstoppable. Their only hope of saving some face was the Dragon Princes thundering towards the monolith.
The Boarz that had turned to face them met the Dragon Princes just before they could claim the monolith and the two cavalry forces smashed into each other. But only one side would come out on top!
The impact hits and strength boosts the Orcs gained for the charge overwhelmed the Dragon Princes impressive save with sheer volume of wounds inflicted. They are slaughtered. Only the champion remains and he manages to hold.
The Shadow Warriors enter the fray to try and even the odds and help the flailing Dragon Prince but their wet noodle swords are no help. They only succeed in dying in droves. This makes the combat resolution so bad that the Dragon Prince breaks and flees abandoning the Shadow Warriors who had come to help him! The Shadow Warriors fall back giving the Boarz their impact hits on the pursuit. They are quickly reduced to a red mess cursing the Dragon Prince who left them to this messy fate! The cowardly Elf at least had the decency to not reach the board edge before the battle ends to save the Elves some points. He and the Mage are the only thing left of the High Elves as the massacre comes to an end!
MVP: The Boar Boyz: Why always me?




Game 17
Beastmen vs Bretonnia
Scenario: Open Battle
Result: Beastmen victory
Victory Points Score: 1252- 349
With the Brets praying the Harpies aggressively scouted forward and then leapt behind the Bretonnian lines before the Falcon Horn could turn their fly ability off. They managed to make quite a nuisance of themselves over the first few turns, causing the Men at Arms to dance on the spot as they tried to prevent them from charging the Peasant Bowmen. They couldn't stop the Harpies from charging and wiping out the bowmen however and even though they managed to rout the Harpies next turn and send them running; the men at arms were effectively already out of the game as all of the action was unfolding on the other side of the board!
The Beastmen moved the main body of their force to counter the Pegasus Knights and the Duke. The mounted Knights of the Realm tried to get into the Gor herd but were caught in a charge by the Dragon Ogres and wiped out. The Dragon Ogres would go on to chase the Foot Knights off the board and spend the rest of the game trying and failing to chew through the Men at Arms.
The main action came when the Pegasus Knights leapt behind the Gor herd and the Duke destroyed the Ungor herd screening the Gors. It looked like they were going to be the goat filling in a winged horse sandwich! The Shaggoth however turned to protect the Gor herd rear from the Pegasus Knights and the Ogres moved to protect the Shaggoths rear from the Duke! These winged skirmishers were proving a real headache for the Beastmen!
The Pegasus Knights charged the Shaggoth and the Duke charged over the Gors to get to the Orges. The Ogres were mashed in one turn and although the Knights won the combat against the Shaggoth they could only make him give ground.
The Gor Herd turned around ready to fight the Duke. The Brayshaman cast Gathering Darkness on the Pegasus Knights and then hit the Duke with Vermintide which caused a devastating 4 wounds! The Shaggoth lost the combat again and gave ground again. The Pegasus Knights wanted to restrain to get themselves out of this mini war of attrition but failed their leadership test, thanks to the Gathering Darkness spell, forcing them to follow up. A huge turn for the Brayshamans magic!
The Duke charged into the Shaggoth and he and the Pegasus Knights almost killed the beast reducing it to one wound. The Shaggoth lost combat again and again only gave ground! The Duke followed up as this would protect the Pegasus knights from the Gor Herd and they could get away should they pass their restrain test. But with Gathering Darkness still in effect the Knights failed to restrain again and were drawn back into the futile combat. Disaster!
The Gors charged the Duke to hopefully save the Shaggoth with a Gorebull challenge and the Brayshaman recast Gathering Darkness on the Pegasus Knights. The Gorebull challenged the Duke, who with only one wound was easily killed, and of course, he rolled a 1 for his Grail Pendant! The Pegasus Knights without their lances could not wound the Shaggoth and with Gathering Darkness, terror and a -4 combat loss they broke and fled, eventually leaving the board.
With that the game was over. The Prophetess and Men at Arms slink away having survived the Dragon Ogres wrath. And in a forgotten corner of the Bretonnia back-field the peasants pack their trebuchet away after another poor performance.
MVP: Great Brayshaman - Jeepers Creepers!




Game 18
Warriors of Chaos vs High Elves
Scenario: Flank Attack
Result: Chaos Victory
Victory Points Score: 828 vs 523
After both sides placed their flanking forces (Marauder horsemen for Chaos, Dragon Princes for High Elves) the deployment mirrored medieval battle plans of old! Infantry in the middle, cavalry on the flanks. It would have been a sight plucked straight out of any 12th century battlefield were it not for the huge dragon propping up the Chaos right and the Giant Eagle swooping around the High Elf left!
The High Elves also had a sneaky trick up their silk shirt sleeves! The narrow deployment zone had left a huge gap on the Chaos left. The Shadow Warriors scouted into this empty space threatening the Chaos knights. This headache for Chaos turned into a migraine when the Elves took the first turn. The Shadow Warriors almost wiped the Chaos Knights and the bolt throwers and archers shot down a meaty portion of the Chaos Warriors.
With the High Elves sitting tight in their starting positions it looked like it was going to be a very long march across the board for Chaos. The Chaos Sorcerer tried to speed up the process by flying the battered remnants of the Chaos Warriors up the board with Steed of Shadows. He was hoping to get at least some utility out of the already blunted unit, but he only succeeded in getting them shot to death quicker. There was a small silver lining in that a few of them made it to the High Elf lines intact...only to be battered to death by blunt bows. The Warhounds faithfully flung themselves in front of the Chosen Warriors to offer them some semblance of a meat shield from the arrows and bolts. But this only brought them closer to the Great Eagle who chewed them up and chased them off.
The remains of the Chaos Knights matched to the middle of the board to escape the Shadow Warriors as they wouldn't survive another round of shooting. This got them mashed by a chariot and it turned out they couldn't survive that either!
The Sorcerer had to languish in the Chaos backfield so he could kill the Shadow Warriors with magic, but he had to move away from his infantry protection to be in range. So the Chosen Knights also had to stay behind to screen the Sorcerer. This turned out to be wise as The Summoning was cast but only felled a couple of Shadow Warriors. The Shadow Warriors would die to The Summoning next turn but they took out 2 of the Chosen Knights before they went! A big blow for Chaos' quickly disappearing left flank.
The Sorcerer then sent the Chosen Warriors flying up the board to try and salvage the deteriorating situation. They got to within striking distance of the High Elf archers but were suddenly hit from all sides. They were flanked by the Eagle and Spearmen and hit in the front by a chariot. This started a war within a war that waged for the rest of the game! Although the Chosen weren't taking many casualties they weren't inflicting many either and they could never tip the combat in their favour. They were always Giving Ground and ended up perpetually stuck with the Spearmen in their flank; even sending in the remnants of the Chosen Knights couldn't break the deadlock. The game would end with these belligerents still locked in battle after an incredible 6 rounds of combat!
Things were looking bleak for the forces of Chaos. Their last hope was the giant winged monstrosity baring down their right flank. But the Elves had sent their very best to oppose it.
It was the clash everyone had been waiting for. The Warpfire Dragon going up against the Dragon Princes. The Elves had their hopes high that these shining knights could do the business and slay their namesake as they were the only real threat to the great beast. They had positioned themselves perfectly to counter charge the inevitable attack. With little other choice Chaos declares a charge with both the Dragon and the marauders. The Dragon Princes will counter charge...as long as they pass their Terror check.
And wouldn't you know it.
Right on cue.
The double 6.
The Dragon Princes flee. It is a complete disaster that is at least momentarily saved from becoming a total calamity when the marauders fall 1 inch short from catching and destroying the unit.
But with that fateful roll the damage is already done. The Dragon Princes do manage to rally, but now they are too close to counter charge. They are decimated without their initiative bonus' and without their lances they can barely kill a marauder. It is a sad end to the Dragon Princes and ultimately the game as the Dragon is free to rampage along the Elven backlines. It and the marauders easily pick off the Bolt Throwers, archers and Mage.
It becomes a massive point swing that snatches Victory from the jaws of defeat for Chaos. This crucial victory keeps them in the running for league champions whilst condemning the Elves to the bottom of the board. It is a bitter undoing of such a strong High Elf start but it is also a great reminder that Warhammer is and always will be a dice game and those moments are why we all love it so much!
MVP: Shadow Warriors: Living in your flank rent-free.




Game 19
High Elves vs Beastmen
Scenario: Meeting Engagement
Result: Draw
Victory Points Score: 887-810 (in favour of the Beastmen)
The Beastmen survived the dreaded roll at the start of the Scenario and all of their units would arrive. The High Elves however were not so lucky, their Mage, Dragon Princes and a chariot would not start the game on the board! A disaster!
The Beastmen took the first turn and without their Mage the High Elves were at the mercy of The Great Brayshaman. The Shadow Warriors were almost wiped off the board with the Summoning and Vortexes and Hexes were flying all over the place! The Beastmen charged forward and all the High Elves could do was hold and wait for their vital reinforcements to arrive.
The Dragon Ogres and the Shaggoth hit the Spearmen and almost wiped the unit in one turn. They held on with the help of Shieldwall but they did not last long after this. The Chaos Ogres attacked the archers and the Gor Herd was booking it towards the hill to neutralise the Bolt Thrower nest. It seemed like this battle would be a quick affair.
Until the High Elf reinforcements arrived in a blaze of glory!
The Mage appeared on the hill and quickly gained the magic upper hand! He fried the Harpies that had been threatening the Bolt Throwers with a Fireball and hit the Ogres with Pillar of Fire which reduced them to one model that panicked and was sent fleeing for the board edge.
What had seemed like a curse having their best unit off the board was quickly revealed to be a blessing in disguise. With the Beastmen in full send they were easily out manoeuvred. The Dragon Princes charged and killed the Shaggoth and in one fell swoop they had punched through the Beastmen lines and were free to terrorize the juicy weak targets that had lagged behind the main force. They went on to wipe out the Ungors, the Tuskgor Chariot and reduced the Warhounds to a measly unit of 2 fleeing for the board edge. They turned and raced off to tackle the Dragon Ogres who with the help of the Gor Herd had wiped the archers and Bolt Throwers from the hill top.
So far both of the High Elf reinforcement units had been devastating, and now suddenly the Great Brayshaman found himself out in the wind. This was it! The Tiranoc Chariot had a chance to win the day!
It charged the hapless wizard and hit him for a whopping five impact hits and three wounds! It looked like the end.
But using his Braystaff defensively the plucky goat managed to turn the chariot aside and only suffered one wound with his 5+ save. The crew got a wound through but the Brayshaman made a jammy 6+ armour save from a jabbing cavalry spear! The Brayshaman failed to wound the chariot in combat but managed to cause 2 wounds with a clutch Daemonic familiars spell which was just enough to win the combat. The Chariot then broke and fled and the High Elves sat with their pointy-eared heads in their dainty hands.
Oh well. Two out of three ain't bad!
The Dragon Princes destroyed the Dragon Ogres and crucially managed not to be reduced to under 25% of their starting number saving the High Elves a good chunk of points.
The game then came down to a nail biting finish.
With the final turn the High Elves were left with their three reinforcement units arrayed on the field. A quick points tally showed that the High Elves were a mere 30 points away from claiming a draw.
The wounded Brayshaman had hidden in the Gor Herd, making the mass of goats the only unit left for the Beastmen. They needed to lose another 6 Gor to be reduced to under 25%. The Mage attempted to Fireball the unit but with the help of the Magic Resistance it was dispelled. It seemed like the game was over.
But there was a twist to the tale!
The two Chaos Warhounds that had been fleeing had not yet reached the table edge and if they lost one model they would panic and flee off the board. No one was within range to charge...but The Tiranoc Chariot had two bow shots and was just within range.
Now was his time to shine and save the day!
1 hit and 1 wound was enough to send the remaining warhound Fleeing and secure those extra points! With one arrow the Elves had managed to snatch a draw from the jaws of defeat. What a game!
MVP: Dragon Princes: Because you're right on time!
With that result any (slim) chance of a Beastmen 2nd place finish vanishes confirming their place in 3rd. All that's left to see is the final clash between the Orcs and the Warriors or Chaos to see who will win the league!




Game 20
Orcs and Goblins vs Warriors of Chaos
Scenario: Open Battle
This is it! The final game of the league. And as chance would have it, it had also become a final deciding match between the top 2! Whichever side won the match would win the league! The Orcs would keep top spot in the event of a draw.
It was going to be a game of little nuisance. Both sides wanted to get into each other as soon as possible. But there was some intricate posturing and movement by the Orcs however. Resisting their urge to surge forward recklessly they kept in a tight two wave formation, solely designed to stop the Dragon from leaping behind them. They had to stay close enough together so a Dragon couldn't fit between them but also far enough apart that the Dragon had nowhere to land behind them. This slower and more methodical approach meant the Chaos infantry got a lot further up the board than they were expecting. Chaos tried to find a way to get their Dragon into the Orc backlines but a full frontal assault was the only option. The Dragon smashed into the Boar Boyz who counter-charged. It was to be a crucial fight and it was a one that both sides expected to last a longer than it did!
However, the Dragon was dead before it could even get it stomps in! It took half the Boar Boy unit with it but it was a poor trade off for Chaos. With the threat of the Dragon removed the Orcs were free to go full send and smash into the Chaos forces. Their charges were brutal and after an especially big hit from the Boar Boyz Big 'Uns the Chosen Warrior unit was wiped out leaving only the Aspiring Champion alive. He fled but somehow managed to outrun the Orc cavalry.
It seemed like the battle was all but over. However Chaos wasn't out of this yet!
The counter charge ability on the Chaos cavalry units was huge and both the Chaos Knights and Chosen Knights destroyed the Chariots that hit them. Now they were free to hit the Orcs back! The Chaos Cavalry ran riot and with the Orcs now dispersed they could flank and rear charge the scattered Orc forces. They destroyed or overran the Black Orc Chariots and even the Marauder Horsemen flanked and destroyed the Boar Boyz to save the Aspiring Champion. The Orcs had lost their momentum, were haemorrhaging units and their commanding points lead was being quickly eaten away. Chaos was clawing its way back into the game!
The final stages of the match were incredibly tense and cagey! The Goblin Shaman and Chaos Sorcerer each tried to assassinate the other but both failed to cast even a single spell on their foe.
A crucial endgame moment came when the Black Orc Warboss and his Big 'Uns flung themselves into the last of the Chosen Knights. They crippled the Chosen Knights but did not destroy them, which meant the Marauders could come in to even the odds. The Marauder's flails hit the Big 'Uns hard almost wiping out the unit but the Warboss chewed through the Marauders in return. The last Chosen Knight remained in the fight however and the Warboss was stuck in the centre of the battlefield.
The Chaos Warriors had stayed away from the carnage and performed a long wide flanking manoeuvre. They were baring down on the Warboss... But they had gone a little too wide and they just couldn't make it into combat in time to overwhelm the Warboss and potentially win the day. Instead the Orc Chariot managed to hit and kill the last Chosen Knight, and the Aspiring Champion who was also so close to joining the fray was stomped by the Foot of Gork.
The game ended and after a tense finish the Orcs had managed to hold onto their lead and win the game!
MVP: Boar Boyz: They didn't want this battle to Drag (-) on!
Game 20
Orcs and Goblins vs Warriors of Chaos
Result: Orcs and Goblins Victory
Victory Points Score: 1062 - 833
With that result the league winners are confirmed.
Congratulations to the Orcs and Goblins!





Congratulations once again to the mighty mounted Orcs and Goblins. Going undefeated in the entire round of 1500 battles was certainly impressive. A solid combination of rock hard chariots, poweful magic and those unstoppable Boar Boyz all mixed with some impressive tactical play was certainly a winning formula.
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With some rules updates now in force since this tournament was played, it will be interesting to see if infantry will once again rise to the top, we certainly look forward to finding out
