Togg's Waaagh!

  • The masquerade of murder returns! A new game of Vampires Amongst Us has begun. Unmask the killers, trust no one, and try to survive the night. Find out more and sign up now!
Glad you like it :D

The white parts are indeed plastic card. I use a sheet that is 0.1 mm thick I think. To bend it I hold it in boiling water and push at it with different tools (mostly just my sculpting tool). The warmth of the water is enough to make it bend smoothly, and it hardens pretty much as soon as you take it out. It takes some practice to get right, and the above example is probably the trickiest one so far. Banners are much easier as you don't have to try to make it as symmetrical.
 
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Time for more hats. Guess which ones they are ;)

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And two WIPs:
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This last one I will tell you is lore of vampires, cause I need help with it. I'm not sure what to put in the empty flat space. I'm thinking either some candles or a winged skull. Or possibly both. You guys have any opinions?
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Thanks for reading :D
 
How 'bout that skull with candles on it from the Empire Wizard kit like on my Casket (last page of my plog)? Also, Mad 'At's closet expanding is the best project going right now. These are so fun, man.
 
Glad to keep you entertained Adam.

Although this update will probably not be quite so entertaining. Just thought I'd snap some pics of my night goblins while I was working on the 'shrooms.

ai1222.photobucket.com_albums_dd482_Albin_Moller_P1202170_zpsc8b365e6.webp


These have been left in the backburner for a while. Had planned to finish them quickly once I had finished my cryx models. But that took longer than I would have wanted it too, and then there was the hats. Anyways, I'm quite happy with them, and they'll be a nice addition to the army game wise.
 
Thanks for the tips on the VC hat both of you. I went for something a bit like Adam's suggestion. Sculpted my own candles to put on the platform and put a winged skull on the top of the thing. I might have gone for some zombie raising action on it, but I felt that would suggest the Lore of Undeath too much, and I wanted something a bit more aristocratic.

Pics of all the hats are soon to follow, as I only have a little green stuffing work left to do on the slaanesh hat. After that it's just painting :)
 
Got an update for yea.

These are the Night Goblin Archers I have now finished. They were painted last week but didn't actually finish them until yesterday when I attached the static grass. Check them out:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P2212245_zpsabbohjbd.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P2212248_zps582oljfz.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P2212247_zps2x98kjvp.webp


I'm quite pleased with the results :D

I've almost finished writing up the battle reports from Tag Team, so once that is done and I've figured out a way to continue uploading pictures (my photobucket is full :( ) I'll post that here. Gonna take a lot of pictures of Mad 'At with his new hats for the same update so just you wait ;)
 
Another update.

@Jepserios made me realise I had not shared any pictures of my improved wyvern. A while ago I made a new head for my wyvern but apparently forgot to update you guys with pictures of it, so here we go:
ai.imgur.com_BV80CTB.webp


ai.imgur.com_P6fnzMO.webp


ai.imgur.com_6oFnPiO.webp


ai.imgur.com_4Volly6.webp


Took some pictures of the old rider too since the previous photos of him are very old and not very good. Notice now however how I again forgot to dust off my minis before taking photos, I never learn...
Using imgur now for sharing also, seems to be working fine. Which means my bigger updates with battle reports and Mad 'At should be here soon.

Comments and criticism much appreciated :)
 
Another update.

@Jepserios made me realise I had not shared any pictures of my improved wyvern. A while ago I made a new head for my wyvern but apparently forgot to update you guys with pictures of it, so here we go:
View attachment 54207

View attachment 54208

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Took some pictures of the old rider too since the previous photos of him are very old and not very good. Notice now however how I again forgot to dust off my minis before taking photos, I never learn...
Using imgur now for sharing also, seems to be working fine. Which means my bigger updates with battle reports and Mad 'At should be here soon.

Comments and criticism much appreciated :)
Brilliant! Its awesome! Im going for my own nazgul with vampire on it;-)
 
Hello!

Been some change of plans so today I'm not building terrain. That instead means I finally can post my battle reports from Tag Team 2015, where I used my Superior Wizarding Hat for the first time and hopefully not for the last. Bellow is our list:

(Birdhat!)

Orc and Goblins

1 Savage Orc Warboss on Wyvern, general @ 333
Additional hand weapon
Other Trickster's Shard; Enchanted Shield

1 Goblin Warboss on Giant Wolf @ 192
Spear; Sheild; Light armour
Superior Wizarding Hat

1 Night Goblin Shaman, lvl2, Lore of Undeath @ 115
Dispel Scroll; Ironcurse Icon

48 Night Goblins @ 219
Full Command; Nets

7 Goblin Wolf Riders @ 104
Spears; Shields; Musician; Standard bearer

1 Rock Lobber @ 85

1 Doom Diver @ 80

1 Snotling Pump Wagon @ 70
Spiky Roller; Out-rigga

Total: 1198


Orcs and Goblins

1 Savage Orc Warboss on Wyvern, general @ 321
Great Weapon
Charmed Shield

1 Goblin Big Boss, Battle Standard Bearer @ 74
Great Weapon
Banner of Eternal Flame

12 Savage Orc Big 'Uns @ 152
Bows; Standard; Musician

12 Savage Orcs @ 143
Bows; Full Command

20 Night Goblins @ 140
Short Bows; Full Command; 2x Fanatics

1 Spear Chukka @ 35

Night Goblin Squig Herd @ 270
30 Squigs
10 Herders

1 Mangler Squigs @ 65

Total: 1200

So as you can see we ran dual OnG with a Savage Orc Warboss on wyvern as general for both armies. Both lists consist of a mix of my units and his, but generally we controlled the units painted by ourselves. There were basically no restrictions on the tournament, but instead some wacky scenarios unique for each table designed to limit the power of some choices (two tables were ASF was removed and you initiative was equal to you strength). We knew from the start that this list would not do too well in compared to other lists there, but were hoping to have fun at least. Onto the games.

Match 1
vs Bretonnia & the Empire

Scenario
All spells cast with more than 3 dice had a bigger risk at miscast. 4 dice caused miscast on 5s, 5 dice on 4s and 6 dice on 3s. At the end of turn 5 we were to hold table quarters, each one held gave 1BP. At the end of the game the centre point gave up 2BP the the team who held it.

This is how it looked after deployment and vanguard:
ai.imgur.com_nJcq6I5.webp


Our army from left to right: Mangler Squigs, Savage Orcs, Pump Wagon, Spear Chukka, Savage Big 'Uns (hidden behind wing), GW Warboss, Squigs, NG Bunker with lvl2 and BSB, Doom Diver (eagle), Night Goblins, Rock Lobber, (magic pool), 2HW warboss, Mad 'At, Wolf Riders.
Their army from left to right: 4x Demigryphs, 5x Mounted Yeomen, Steamtank, ~13 Inner Circle Knights with lvl4 beast prophetess and emp BSB, trebuchet, trebuchet, many Knights of the Realm with ~3 paladins (one BSB).

And from another angle:
ai.imgur.com_TLbeueh.webp


Our initial thought were that this would be a fairly easy fight.

Spells
lvl4 beast: Spear, flock, savage beast and wyssan's
lvl2 undeath: Ryze – The Grave Call (raise infantry), Kandorak – The Harbringer (raise characters)
Mad 'At rolled beast (-.- so sad, did not want to use any of the 8th lores) and got Savage Beast and Curse of Anrahier.

Here is Mad 'At rocking his good 'ol Beast Hat, riding next to his ladz, in the background you can the my real hat that I made for the tournament. We took the name for our team from Mad 'At's hat and the many birds in our army. So naturally I created a hat to reflect that name. The cap I used as a base is actually an award I got at the same tournament 4 years ago, for my original Wizarding Hat.
ai.imgur.com_RYgHxuD.webp


Our turn 1. Since they sat down and prayed to the lady we went first, the Prophetess had the Prayer Icon though so even the empire knights got the blessing. Mad 'At immediately failed his Ld9 stupidity test and stumbled 6” forward. The rest of the army advanced. Here is what the left flank looked like after Mad 'At's folly:
ai.imgur.com_qwmrwWz.webp


The pump wagon rolled stupidly high and put himself very close to the enemy. With magic we could not use any of our Beast spells since Mad 'At was busy drooling. With the Undeath Spells we managed to raise a Carin Wraith to prowl the flank of the squigs. Shooting saw the Rock Lobber scatter off the Steam Tank and the Doom Diver reducing the Mounted Yeomen to a lone surviving dude (though that is all you need to kill a pair of Manglers).
Here is how the rest of the field looked after all that:
ai.imgur.com_y78IsEE.webp


In their turn the Knights of the realm charged the unsuspecting Mad 'At and the Demigryphs thundered into the flank of the Pump Wagon. Here is a pic of poor, poor Mad 'At:
ai.imgur.com_8EezwuZ.webp


Magic and shooting saw them doing their best to take out our big flying monsters. The Steamtank scored a hit with it's cannon on the GW warboss in the centre. Charmed Shield.... 1! To wound on the warboss... 1! To wound on the Wyvern.... 1! Bad luck from all parts. A trebuchet hit the wyvern with a stone though and took out all it's 5 wounds. Combat was swift. The Pump Wagon was destroyed and the Demigryphs reformed to get as far away from the Mangler as possible while still not entering the waters. Mad 'At entered a challenge with a WS10 paladin and was killed before getting to strike (3 attacks hit on 3+, wound on 2+ -.-). The Knights overran off the table.

In our turn the wolf riders rolled a 1 for their failed animosity test (1 in 36 :swear: ) so they wasted their perfect opportunity to charge one of the trebuchets. The Night Goblin bunker also failed their annimosity test but had nothing to charge so they just squabbled, as did the savage orcs on the far flank. The Mangler Squig rolled 1 short of reaching the knights (think I needed a 12 so not unreasonable). The GW warboss joined the night goblins for some protection. Skipping magic we went straight to shooting where the rock lobber scattered off the steam tank again and the doom diver missed the last remaining yeoman.

In their turn the mangler was stepped on by the yeoman, both perished. The Demigryphs however failed their panic test and ran away a bit. The bretonnia knights reappared and moved up next to our rock lobber. The steam tank aimed it's gun at the 2HW wyvern that was left. Magic did little of importance. The Steam tank took out the wyvern in a single shoot, and left the warboss with but a single wound. One of the trebutches tried to hit the lone warboss but scattered. The other, being to close to target him, shot at the doom diver and cause 2 wounds.

In our turn both the wolf riders and the 2HW warboss charged the closest trebuchet, killed it and both failed to overrun into the next (8” away). The Savage Big 'Uns charged the Demigryphs to scare them away to the other side of the mushroom. The Cairn Wraith tried to roll an 8 to charge the steam tank and tie that one up but failed. The Bunker turned around (squigs would have done the saw but were busy squabbling) to raise some redirectors in front of the bretonnians. Though the first spell was cast with a poisonous mushroom so the spell failed and a 4+ roll caused the shaman to loose a wound too. Shooting saw mostly failures but the spear chukka hit the steam tank and caused 3 wounds. This is how it looked after that:
ai.imgur.com_9Bf0km2.webp


In their turn the steamtank burned its engines to try and reach the wolf riders but failed. The Knight unit turned the other way to cast some spells on the two units there. The Btetonnians natrually charged the lobba, killing it in combat, and the Demigryphs rallied. In the magic phase we dispelled the Flock of Doom on the warboss but the spear got through, killing him outright (bad call probably, should have used the dice differently but even 2D6 S2 is scary for T5 lords with only 1 wound left and only 6++ :( ). The wolf riders panicked off the table.

Since the night goblins with the warboss in them now had and ample opportunity to charge the knights in the rear they actually cleared their animosity test. The Night Goblin bunker however was not so considerate and stated righting with 'em, so non of the could do anything this turn. The squigs reformed to face the oncoming knights. The Cairn Wraith failed another charge, this against the Demi Gryphs). Shooting saw the spear chukka taking another 2 wounds of the Steam Tank.

In their turn the Knights of the Realm charged the bunker, I decided the best course of action was to flee to saw some points at least. The knights decided not to charge the other night goblins for fear of not breaking them and ending up with squigs in their flank (two years ago we face the same guys and my squigs made a 16” charge into the flank of a knight unit, single-handedly winning us the game). The Empire Knights reformed and backed up a bit. Magic was fairly uninteresting, a spear was cast on the quigs but failed to wound the first rank. Shooting was more lethal and a perfect hit from the trebuchet killed a lot of squigs.

In our turn the Night Goblins failed their charge, as did the Cairn Wraith (3 charged, non needing more than 8 to succeed). The Squigs moved up to take the bretonnian charge head on. With magic we again intended to get some redirectors, but again the muchrooms was bad and the took the shamans second wound. The doom diver misfired and was destroyed.

Both knight units charged their respective targets. Magic saw the empire BSB getting Savage Beast. In combat the empire knights were covered with a net. The warboss went into challenge with the BSB and died just about. Meanwhile the squigs were slaughtered in droves, but still got to cause a single unsignificant wound on two of the paladins. Both of our units lost, and both of our units rolled double 6 on the break test, so it didn't even matter that the warboss died.

Very little happened after that, here is a picture at the end of the carnage:
ai.imgur.com_FDPljg4.webp


It was a fun game, but would have been nicer if the dice had been more forgiving. Thanks to the scenario we still manage to get a 3-17 score.

Match 2
vs the Empire & Vampire Counts

Here is the field after our first turn:
ai.imgur.com_kpFr7ZC.webp


Our army from far to near: Wolf riders (behind enemy lines), Manglers, Savage Orcs, Spear Chukka, Squig Herd, NG bunker with lvl2 and BSB, raised ghouls, Rock Lobber, Night goblins, Savage Big 'Uns, GW warboss, 2HW warboss, Pump Wagon, Mad 'At (behind enemy lines).
Their army from far to near: Steamtank, Fell bats (hidden behind the hill), Skeletons with 3x Banshees and Mannfred von Carstein (lord), Cannon, Dire Wolves, Cannon, Cannon, ~50 Halberdiers with BSB and Arch Lector. There is also a single Dire Wolf roaming about somewhere about 17” from the Mangler Squig, but I can't find it.

Here is the field from another angle:
ai.imgur.com_hDfgYeR.webp


Scenario
Same as before (sadly, there were many unique tables, but two of this one and two of one other).

Spells
lvl2 undeath: Ryze (raise infantry) and Khizaar – The Soul Stealer (banshee scream).
Mad 'At rolled Spells of da Big Waaagh! (although I love the thought of having Big Waaagh! on a goblin it's still a bit sad since it's a lore I'm familiar with) and got 'Eadbutt and Gaze of Mork (switched from 'Ere We Go)

And here is the ingenious magician, feeling smug next to a floating rock:
ai.imgur.com_DiMZdWX.webp


Our first turn had consisted of our army moving up, the goblin shaman raising some ghouls for company and Gaze of Gork being dispelled. Our shooting was quite exciting, The Doom Diver (and possibly some arrows from the Savage Orcs) reduced the dire wolves on our right flank from 7 to 1 while the spear chukka put 3 wounds in the steam tank.

In their turn the remaining Dire Wolf moved up and placed himself an inch in front of the Mangler Squigs. The steam tank was the only cannon capable of targeting something big, so it moved up to take a shot at the Warboss with Great Weapon. Then we moved on to magic. Mannfred had moved up a bit and cast one of the Death Sniping spells on the GW warboss, but we dispelled. He then cast Purple Sun with 3 dice, and got a double 6. The Artillery die then promptly gave them a misfire, centring the template over the poor vampire, killing one banshee and a bunch of skeletons. The miscast was then rolled for, and the result was a dimensional cascade. Another large chunk of skeletons were removed. Finally Mannfred was sucked into the warp. Here is what the unit looked like:
ai.imgur.com_7WEaApp.webp


This was of course great for us, not only because they had lost a lot of points and their whole magic phase, but also because the lost their general, meaning crumble. Most importantly crumble on the dire wolf blocking the mangler, who were now sweating with his mere Ld3. Naturally he cleared the crumble test though, and firmly held his ground. Here he is:
ai.imgur.com_s80LIq2.webp


The Fell Bats were turned to dust though. With shooting the steam tank wasted it's hit against the charmed shield, but caused a wound or two on the wyvern. The cannons I think shot our warmachines.

And here is the rest of the field:
ai.imgur.com_xzWfXNV.webp


In our turn we moved up. The GW Warboss entered the forest, out of sight of the halberdiers but ready to charge a cannon. Mad 'At also moved up to charge a cannon in the next turn, same for the wolf riders on the other flank. The squigs tried to charge the skeletons but rolled a bit low. We also decided to bump the Mangler into the table edge and wait for the dire wolf to crumble. Magic saw us raising a unit of Grave Guards to the flank of the skeletons. Shooting saw the spear chukka putting another 2 wound markers in the steam tank.

In their turn they started with crumble. The Dire Wolf again rolled bellow 3 on his test and thus got the honour of stepping on the Mangler Squig after all. The other Dire Wolves moved up to redirect my Night Goblins and the two Banshees abandoned ship and left the skeletons to their doom. One moved up to scream at Mad 'At and the other I can't quite remember. In the shooting phase Mad 'At was instantly screamed to death with a lucky roll of 10. A cannon took out the wyvern in the woods, and reduced to 1 wound. One cannon misfired and was blown up, the other I'm not sure. The Steamtank had decided to deal with the wolf riders up close and personal so did not shoot.

In our turn the Warboss missing his wyvern charged the cannon in front of him. The squigs charged into the front of the skeletons and the grave guards into their flank. A combat easily won, the Grave Guards over ran into the woods. With Magic we raised a unit of zombies on the hill, ready charge the cannon in the next turn. In combat the warboss vs the cannon crew only hit with 2 of his 5 attacks, and those rolled double 1 to wound. The Night Goblins killed some wolves and more crumbled.

Both Banshees cleared their crumble test with Ld9 from the arch lector (incorrectly since the actual rules for allies were uses, but I did not think of that until now). The steam tank thundered ahead to block the path of the newly risen zombies. This is how it looked partly into the movement phase:
ai.imgur.com_gjWiQep.webp


In the shooting phase the banshees screamed the warboss in combat with the cannon to death. The freed up cannon fire at the warboss still on his wyvern, but actually failed to hit him. No matter though as the other cannon was hit it's mark and killed both rider and mount. In combat the wolves perished.

The undead jumped into action in our turn. The Grave Guards charged the horde and the zombies the steam tank. With magic we raised a unit of skeletons to succeed where the zombies had failed. In combat the Grave Guard failed to cause any Killing Blows against their characters, but no matter. The Zombies were unsurprisingly locked in a stalemate. The night goblins and the squigs had moved up to take a charge from the soldiers of the empire, and the BSB switched unit to lend his Ld to the now Ld5 night goblins.

The Horde charged the night goblins. With magic they used prayers to give them re-rolls to wound and/or 5++ (can't remember). Shooting was fairly uninteresting, the Banshees continued to roll high on their screams but low on their crumble, but it mattered little since everything good to scream at was already dead, either with cannons holes in their gut or ears bleeding. In combat our BSB went into challenge with their. The goblin suffered 1 wound and caused 1 in return. The men did very little damage thanks to the net. The goblins lost but held on their Ld7.

In our turn the squigs charged their flank. The skeletons charged and killed the cannon. The Goblin bunker moved within 8” of the Steam Tank and realesed their fanatics, casing a bunch of wound on the tanks and killing some zombies. Magic saw us raising more zombies to block the banshees to charge the bunker and cause unwanted terror tests and a Khizaar scream taking a few last wounds of the steam tank (it had suffered from a misfire and lost some wounds). In combat the squigs were wonderful, caused two wound on the arch lector and killed a lot of halberdiers. In the challenge the goblin slew the empire BSB. Worth to mention is that both were next to naked. The empire unit lost combat but held their ground, either thanks to being steadfast or by rolling insane courage.

I their last turn the halberdiers were finally broken, the arch lector eaten and the rest chased down. Here is how it looked after it all (the halberdiers are dead, just not moved very far away):
ai.imgur.com_tcwDiEV.webp


Due to our heavy losses it was still only a 15-5. It was a fun game, with a few lucky rolls on both sides, and a lot of unluck ones on both too, albeit more on their side. Another note is that one of our opponents was an organizer of the tournament at GothCon, so I asked if I could perhaps use my Superior Wizarding Hat there too. Gonna need some additional confirmation but it looks good.

Match 3
vs Dwarfs & more Dwarfs

Scenario
Along the edge of both deployment zones a carriage rode, from left to right. The cart rode 18” at the start of the player turn, stopping if coming into contact with a unit. The unit would take 3D6 S5 hits and if killed the cart would immediately move another 12” forward. The carts had 5 wounds, T5 and halved the number of wounds caused by multiple wound weapons. The mission was to destroy the cart on your opponent's deployment zone edge and keep the one at yours alive.

Here is the field after their first turn and half our movement phase:
ai.imgur.com_Zvquzng.webp


Our army from left to right: Spear Chukka (not seen in the image but far our on the flank) 2xHW Warboss, Night Goblins, Savage Orcs, Squigs, Bunker with lvl2 and BSB, Rock Lobber, Doom Diver, Scenario Cart (TK chariot), Mangler Squigs, Savage Big 'Uns, Pump Wagon, Wolf riders with Mad 'At, GW Warboss.
Their army from left to right: Scenario Cart, ~35 Longbeards with GW and some characters, Cannon, Organ Gun, ~30 Warriors with shields and a runsmith, ~25 Ironbreakers, Cannon. There is also a gyrocopter behind our savage orcs and one in combat with the GW Warboss.

Spells
Lvl2: Kandorak – The Harbringer (raise characters), Razkhar – The Abyssal Swarn (raise swarms)
Mad 'At rolled Skaven Spells of Plague (not a lore I'm familiar with but my friend is so much a skaven player he has the horned rat tattooed on his shoulder, so still a bit boring), got Vermintide and Cloud of Corruption.

Here you can see his majestic hat and a close up of the first combat:
ai.imgur.com_IdBFDNW.webp


Their first turn consisted of one of the Gyrocopters moving up to blow some steam on Mad 'At and his crew, doing some damage but they cleared their panic check. The other moved up and triggered the release of the fanatics while dropping a bomb on the wild orcs. The gyrocopter suffered a wound and a few orcs bit the dust. The rest of the army moved up a bit. The cannons lacked proper targets due to the wyverns hiding behind hills and so did little harm, the one on our left took a shot at the GW warboss, expending his charmed shield and causing a single wound on the wyvern. The Organ Gun brought death to a lot of goblins herders, as wells as a few of the colourful balls.

In our turn the GW Warboss charged the left gyrocopter, killing it and overran pretty far into the field. A fanatic annoyingly moved in front of the squig herd, blocking their path. And due to bad planning the Mangler Squig's path was blocked by the scenario cart, so it had to jump backward to the table edge. Here is a more detailed image of the right half of our army:
ai.imgur.com_MpHIeUA.webp


After that the army advanced as best it could, while to goblins reformed to fire some arrows ar the gyro. With magic we tried to summon a spirit host for some aid but it was dispelled with a dual spell easting rune, thankfully we got to keep the spell though. Following that we summoned a Cairn Wraith to join up with the night goblins on the far left. With shooting the gyrocopter was brought down with the combined effort of the doom diver and the goblin archers. The Rock Lobber scattered off the targeted organ gun but hit the longbeards instead, killing a few.

In their turn the Ironbreaker tried their luck and declared a charge at the GW Warboss, needing a 9 or something, but fell short. Instead they ended up moving far to little and would be hit by their cart at the start of their next turn. The other two units moved forward a bit too. With shooting they continued to wither down the squig herd, and took out both warboss and wyvern on the right flank, aswell as the pump wagon.

We moved out the cairn wraith from the NG unit and place him just outside of sight from the longbeards. Mad 'At rode out from his wolf riders to wield some magic. The rest of the army advanced, including the mangler squigs who just reached the edge of the hill. The 2xHW Warboss flew up and placed himself right in front of the cannon to the left. The Wolf riders put themselves up for a charge at the other cannon. In the magic phase Mad 'At cast vermintide, the rats gnawing a few ironclad dwarfs to death as well as two of the proud cannoneers. He cast Cloud of Corruption too but it was dispelled with a rune. Shooting did little, the doom diver tried to take out some ironbreakers but misfired and would be occupied the next turn.

Their turn 3. The scenario cart as predicted crashed into the ironbreakers, reducing their numbers quite a lot before they could scramble out of it's way. The Dwarf Warriors advanced too to close in on the squigs. The cannon on the right took out the wyvern from under the remaining warboss, possibly with the help of the organ gun. This is how it looked after that:
ai.imgur.com_jRh7PnO.webp


And a close up of the left half of the table:
ai.imgur.com_viaJFYV.webp


Both cannons were charged and killed in our turn 3, the warboss overrunning off the table. The Mangler squigs however got it's first sighting of dwarfs and went nuts. Rolling somehting like 15” on the three dice they crashed though the ironbreakers, doing a lot of damage and landing on the other side right in front of their cart. The wraith on the other side of the board moved up to block the path of the longbeards while the rest of the army advanced and the night goblins moved out of the way for our scenario cart. Both magic and shooting was uninteresting, the lobba scattering off as usual.

Their turn consisted of the cart rolling into the mangler squigs, spelling the doom for all involved and granting us 3BP. This is the field after that:
ai.imgur.com_fmQI1Jp.webp


The organ gun rolled a staggering 18 shoots against the squigs for the second turn in a row, and so far no misfires rolled at all. This was finally too much and the last goblin was removed, squigs jumping in all directions. This is after that:
ai.imgur.com_wyPWXV9.webp


Without the squigs there was no way for us to handle their units so it was time to retreat. The warboss moved up to hide behind the rubble and hopefully get a charge at the organ gun in the next turn. He never got the chance though as the weapon turned its nozzles towards him and fired a mocking 20 shoots. With magic we summoned more redirectors who eventually managed to cause a wound in one of their runsmiths. The wolf riders rode on and came into combat with the organ gun, killing the crew after a few rounds of combat. Our cart escaped meaning another 3BP for us. In the end it was an 11-9 to them.

Match 3
vs The Empire & Ogre Kingdoms.

Scenario
There were 3 portals on the battle field, one in the middle and on on each flank at the each of the respective deployment zones. Any unit could enter them using any move but a charge and would then roll 3D6 on the table to see what happened. 16-17 meant you found a warpstone that earned you 1BP. 18 meant you exited through a chosen portal with Timewarp cast on you and immediately got to make a charge. 3 meant you died and all within 18” take damage. The rest were about exiting through either a give or a chosen portal.

Here is the field after their turn 1:
ai.imgur.com_dlEPYCp.webp

ai.imgur.com_A9tpggz.webp


The pillars in the middle, the stone well with green slurry up to the right and the stone thing down in the left are the portals.
Our army from left to right: GW Warboss, Pump Wagon, Wolf Riders, Night Goblins with BSB, lvl2 shaman and Mad 'At, Squigs, Rock Lobba, Mangler Squigs, Savage Big 'Uns, Doom Diver, 2xHW Warboss (just the base), Savage Orcs, Goblin archers, Spear Chukka.
Their army from left to right: Steam Tank, Lvl1 Lore of light wizard, 10 Ironguts with BSB and Tyrant and Lvl 4 Lore of Light wizard on horse, Waraltar, Ironblaster, 7 Inner Circle Knights, Cat, 5 Knights.

Spells
They had pretty much all the light spells.
Lvl2 undeath: Ryze – The Grave Call (raise infantry), Kandorak – The Harbringer (raise characters)
Mad 'At rolled Lore of Nehekharna (finally a new lore!), got Skullstorm (vortex) and Djaf's Incanatation of Cursed Blades (augment KB)

In their first turn both cats, deployed on their right flank, jumped into the portal in front of them. Both emerged next to the spear chukka, though the first was killed by the night goblin fanatics. Thir knights jumped into the centre portal and also emerged on or right flank. With magic they tried to banish the Manglers, but we dispelled one and the other rolled double 1 on hits and failed to wound. The Steam Tank moved up to take a shot at our mangler squig who stupidly was aligned with the doom diver, but we were lucky and it did nothing. The Ironblaster shot at the 2xHW Warboss and caused some wounds.

In our turn we advanced with most of the army. The Wolf Riders tried to charge the steam tank but failed. The Night Goblin and the shaman jumped into the portal, emerging from the centre one ready to shot at the lone light wizard. Both the 2xHW Warboss and the savage orc jumped into the right portal but emerged through the same. The water in our half turned out to be just normal water, and the forest just a normal forest. With magic we raised some skeletons, ready to do some portal jumping. With shooting the spear chukka took out the cat in front of it, saving its sorry ass. Our other warmachines tried to shoot at the steamtank or waraleter but did little. This is how the field looked:
ai.imgur.com_IVwQlCA.webp

ai.imgur.com_zTm7rQr.webp

ai.imgur.com_HeaHxlh.webp


After that their steam tank seamed its way into the portal to its right, but had to emerge on the same side, meaning it could not place itself to get a shot at the warboss nearby. The Inner Circle Knights tried to charge the spear chukka but failed. The other knights entered the portal again but reappeared in the same portal. The ironblaster moved up on the hill to fire on the GW warboss at the other side of the field, but misfired and was destroyed. With magic they used banishment to delete the mangler squig.

In our turn the Pump Wagon pumped its way into the steaming Steam Tank. The warboss nearby placed itself so that it could charge the steam tank in the next turn. The Skeletons jumped the portal and placed themselves to block the path of the knights and protect the spear chukka. The 2xHW Warboss jumped the portal and emerged in the centre portal. Magic was unsuccessful and did nothing. Shooting saw the doom diver taking out the smaller unit of knights though. In combat the pump wagon failed to penetrate the armour of the steam tank. This is how the field looked:
ai.imgur.com_TXv5uIr.webp

ai.imgur.com_hl6kOjN.webp

ai.imgur.com_Ipz8nDY.webp


The Inner Circle Knights charged the skeletons, though in combat they failed their feartest so did little damage, this is what remained:
ai.imgur.com_VpkBI2a.webp


The War Altar charged the goblin bunker too, and even though it caused 6 impact hits the goblins held, and now it was locked in a slow, grinding combat. Here is how it looked:
ai.imgur.com_trdwXiN.webp


The Gutstar decided that it would rather jump the portal than charge the Big 'Uns only to get charged by the squigs. The emerged to assist the steam tank, by threatening to counter charge if the warboss wouldn't kill it in one turn. Meanwhile the steam tank itself smashed the pump wagon to smithereens. With magic they cast Pha's Protection to shield the Steam Tank and the Ogres. With shooting the engineer in the tank forced the warboss to sped his charmed shield. Here are som picture of all that:
ai.imgur.com_t6EdFhK.webp

ai.imgur.com_MeTrrWY.webp


The warboss overcame his frenzy and decided not to charge, preferring to play a game of hide and seek instead, flying over to the other side of the portal. The Wolf Riders nearby decided to squabble. Mad 'At rode out of his unit to cast Skullstorm on the Gut Star. The spell succeded but rolled a misfire, dealing him a wound. Elsewhere the spear chukka jumped into the portal, placing itself near the centre of the table, desperate to avoid those knights. The 2xHW Warboss flew up on the hill behind the war altar, ready to charge in the next turn. The big Night Goblin unit moved up a bit and the shaman with them summoned a unit of 30 zombies to assist with the gate jumping. Both our warmachines fired at the Steam Tank but both shoots were stopped by the light magic spell. In combat the goblins continued to hold the war altar firmly in place, while the Inner Circle Knights finished the skeletons and reformed to face the savage orcs, this is how it all looked:
ai.imgur.com_hOLZXat.webp

ai.imgur.com_1xKxVXw.webp


The Inner Circle Knights decided they did not want to fight the savage orcs and jumped into the portal instead, ending up behind the GW Warboss. The Steam Tank also entered the portial but rolled really low and had to emerge touching the same spot of the portal's base as it did when it entered. The Ironguts jumped in aswell, emerging at the other side of the same portal. In the magic phase the vortex drifted away a little bit. In combat the goblins endured. Here is how it looked:
ai.imgur.com_oH8abF1.webp

ai.imgur.com_oavzv7N.webp


In our turn the squigs jumped into the portal and emerged in front of the gutstar, hoping for at least one good fight. The Spear Chukka jumped in again and landed in front of the steam tank, setting a trap for it while doing together with the GW Warboss. Mad 'At jumped in and emerged in the center, here is a look at his genius face:
ai.imgur.com_AOfIu1u.webp


Our undead units jumped around through the portals, trying to find those elusive warpstones. Same was true for the Wolf riders, and even the Big 'Uns who now found themselves in front of the inner circle knights. Meanwhile the 2xHW Warboss charged the War Altar and smashed the Arch Lector in challenge and chased down the Altar, ending up back on the hill. With magic we buffed the Big 'Uns with killing blow, making them a tough charge for the knights, we also raised a cairn wraith to act as redirector if needed, but the resulting miscast took a wound off both Mad 'At and the necro goblin, both were now at 1 wound remaining. The Vortex also moved, dealing some damage to the GW Warboss and ending up in between the squig and their dinner. Here are some pictures of that:
ai.imgur.com_I0OdImc.webp

ai.imgur.com_LGF3YPB.webp


In their turn we agreed to end the Skullstorm vortex just so that we could have a proper combat. So the Ogres charged. The Steam Tank jumped into the portal, emerging at the other side of the table ready to take a shot at the Warboss on the hill. The Inner Circle Knights jumped too, placing themselves so that they could charge the Doom Diver. With magic they first tried to cast Pha's Protection to help the Ironguts, but we dispelled, letting the Timewarp go through instead. The Steamtank misfired it's cannon shot so no harm came to the poor innocent wyvern. In combat the Ogres punished the squigs, and while they did bite back it was not enough, and all 3 wounds they caused on the BSB were save with 4+ ward save. So the squigs exploded.

We continued jumping around in our fifth turn. With shooting we tried to take out the knights threatening the doom diver but failed. Magic saw us rasing a Varghulf, hoping it would do some damage, while the cairn wraith moved to redirect the ogres. Here is how it looked:
ai.imgur.com_cQImRwM.webp

ai.imgur.com_Q0uNaB8.webp


They charged and killed the Doom Diver in their last turn. While the Steam Tank failed to generate steam points, taking out it's movement capabilities. The ogres did not charge, but the Light Wizard rode out, using his double movement to ride around the portal, and tried to cast banishment on Mad 'At, but we dispelled.

So we charged them with both the Cairn Wraith and the Varghulf, having nothing to lose. In combat the Varghulf dealt the BSB another 4 wounds, and again all were saved with 4++. The Cairn Wraith was vanquished in challenge with the Tyrant. The Varghulf crumbled. With movement we had moved our units around to bring as much shooting as we could to fire at the wizard. We also used magic to summon a banshee to scream at him. To no avail though as he survived. In retrospect we should have summoned that banshee to take out the steam tank instead. What was successful in the last turn however was our portal jumping. They had prevoiusly found a warpstone with the Steam Tank, but that was the only one found so far. In our last turn though we got lucky and found 3 warstones in a row, earning us a 11-9. Meaning we had 38 BP for the last round, only 12 points from the limit of shame.

Match 5
vs Lizardmen & Ogre Kingdom

This is the field after vanguard:
ai.imgur.com_h0Swvor.webp

Our army from near to far: Wolf Riders, Mangler squig, 2xHW Warboss, Big 'Uns, Goblin bunker with lvl2 undeath, Doom Diver, Night goblins with BSB, GW Warboss, Squigs, Rock Lobber, Savage Orcs, Pump Wagon, Spear Chukka

ai.imgur.com_jpdGXYh.webp

Their army from near to far: Cat, 14 Skinks with javelins and shields, Ironguts with brusier general, Cat, Gnoblars with trappers, ~24 Temple Guards with a Life Slaan, Salamander, Ironblaster (not a sinlge game without a cannon on the other side -.- ), Mournfangs and slightly out of sight are two more units of skinks, these with blowpipes and a lvl1 beast priest + a third Cat.

Scenario
In the middle of the board there was a volcano. Each turn you rolled a D6 to determine the power of the fireballs it sputed out, 1 meant D3 S4, 2-5 D6 S4 and 6 2D6 S4. One fireball of this power hit each of the D6 closest units. 2 BP were given to the side who controlled the volcano at the end of turn 4 and another 2BP at the end of turn 6. The 2 first generals killed awarded 1 BP to the side that killed them.

Spells
Slaan: Throne of Wines, Flesh to Stone, Earthblood and Awakening of the Woods.
Beast skink: Wyssan's
Lvl2 undeath: Ryze – The Grave Call (raise infantry), Razkhar – The Abyssal Swarn (raise swarms)
When it was time for the opponent to draw the lore for Mad 'At the main TO, who quite liked my hats, was around to watch. And to everyones delight, and possibly some confusion on our opponent's part, they drew up the Lore of Ice! So I finally got a lore I've never used before, and in addition to that a Lore no one, or at least very very few, at the tournament at whole had ever used. I also got to use my little Santa's Hat for Mad 'At. The spells I rolled were Midwinter's Kiss (breath weapon with S5 and no armour save) and Glacial Barrier (place a impassable wall of ice anywhere within 24”, the wall is destroyed if struck by any attack with S5 ore more (ore flaming attack)), but the latter was exchanged for Shardstorm (MM 2D6 S3 hits) since practically non of the enemy units could be held up by the ice wall. Here is a picture of Mad 'At, proud in his stylish hat:
ai.imgur.com_KggDN8E.webp


Since they had a quadrillion drops we got +1 on the roll, but we still lost so they went first. The volcano fired a bunch of normal sized fireballs, killing a few night goblins and a few squigs.
The Skinks on the left flank moved up to throw some poisoned javelins at Mad 'At and his ladz, wounding 4 with lucky rolls but I responded by saving 3 with 4+ AS. The skink clouds on the other flank moved up too but could not get within range. Magic gave them little due to the range. The ironblaster promptly took out our Rock Lobber. The Cats on either flank moved up quite a lot, the one on the right slipped past the view of the wolf riders even.

The volcano fired again, killing more night goblins and squigs, possibly doing some wounds on the ironguts too. The wolf riders managed to roll a 1 on their failed animosity test and so could not charge and Mad 'At would not cast any spells. The Warboss behind them charged the little sabretusk and killed it in combat, but not before it managed to cause a wound on the rider. :rolleyes:
The skinks then failed their panic test and ran away. The Warboss overran off the table. Magic did little. With shooting we managed to score a nice hit on both the mournfangs and the nearby unit of skinks, but total damage was still insignificant. Here is a picture of the left flank thus far:
ai.imgur.com_MUf8iVo.webp


In their turn the skink rallied. On the other side of the board the units moved up a bit and one of the cats place himself in front og the savage orcs. With magic they got a miscast and blew up a large portion of the saurus block. With shooting they took out the doom diver with the ironblaster. Here is a picture of our right flank:
ai.imgur.com_GsOCljL.webp


After that the pump wagon tried to pump its way into the gnoblars and hopefully onwards into the now quite small saurus unit. I needed to roll quite high but instead rolled agonisingly low. Mad 'At and his wolf riders charged the skinks, suffering a few casualties to the stand and shoot but making up for it in combat. The skink ran again but annoyingly the wolfs didn't catch them. With magic we raised a unit of skeletons to eat fireballs. With shooting the savage orcs took out the cat who was trying to divert them. Here is a picture of their right flank:
ai.imgur.com_uMwnOme.webp


In their turn the skinks did thankfully not rally and instead ran off the board. With shooting they took out the pump wagon. The volcano combined with shooting and magic removed the last few squig herders and the unit was removed. The Ironblaster turned to the GW warboss and fired. His charmed shield had been expended on the volcano so the warboss was wounded and killed, while the wyvern was left unharmed. It failed its monster's reaction test though and decided to stay put and mourn the loss of his master (more like eat the corpse I'm guessing). Effectively making the whole thing worthless.

The other warboss now flew up to next to the lost wyvern, Mad 'At and his ladz following close behind. The mangler squig he had no real target so moved towards the volcano, hopinh to jump through the Night Goblins if anything juicy turned up in front of them. The Night Goblin bunker had similar thoughts with their fanatics. With magic we raied a big unit of zombies, to be in the way mostly. This is how it looked:
ai.imgur.com_yyfSGrd.webp


After this the skinks to the right moved past the zombies and drew out the fanatics, who did nothing then. Later the 2xHW warboss charged the saurus unit, with the risk of being counter charged by the mournfang. That turned out to be less of a concern since the zombies charged the gnoblars, and pursued them down when they broke, ending in the charge path of the big cats. And that's about as far as we got before the time ran out. The result was an 11-9 to them, meaning we ended up at 47 BP in total. A bit lower than we had hoped but considering our list I'm alright with it. Had we played a little differently in the last game things could have been much better, most notably putting the squigs farther out on the right flank, and away from the volcano being the most notable. The mangler squig really should have gone on that flank too, despite the masses of skinks.

All in all it was a good tournament, and I'm already looking forward to the next Tag Team. Even have some plans to bring VC with a coven throne then, but of course it all depends on 9th.
 
Glad you liked it @Jepserios. Do note however that this is the old metal Nazgul, so it might be a little hard to get by. There is (or was at least, unsure about the state of the LotR minis) a new one is plastic that is pretty cool though.
Thats the one im going to buy;-) we cant have the same dragon mad'at ;-) It looks like it would be a perfect size for a lady vampire:-D
 
@Mad 'At Absolutely brilliant work here, first time checking your plog out! I like your custom Mangler Squigs and your mounted goblins (by the way does one of the mangler squig's have a lemon in it's mouth in the WIP shot?) :lol:

That goblin has got more hats than Paris Hilton's dog must have shat in her hand bags!

And If I might ask, what's your recipe the rust effect on the spear of your gobbo who seems to be sporting Nagash's top hat?
 
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@13: Thanks, makes me glad to hear that. Especially considering the time I spent on those hats :innocent:

@Farmer7574: Thanks! Mad 'At's spear tip (as well as all my later rusted stuff) was painted first with Typhus Corrosion to give it texture. Then basecoated with Dark Flesh (brown/red old colour), followed by a drybrush with Blazing Orange (another old colour). Then I add shades and some random darker spots in the rust using Nuln Oil and finally drybrush/highlight the edges with steel.
 
Hi gang!

Time for another tournament report, this one from GothCon which was held this Easter. Took a lot of effort to find the motivation to write this up, but in the end I decided to do if so only in hopes of learning something by taking another look at the games. It didn't go very well for me in those. Used a new writing style for the reports this time though, more focused on the events and the cool stuff that took place in the game and less focus on everything being in chronological turn order. Please share your opinions on this, I quite like it as it gives the writing more flow and I hope it's more interesting to read. It also makes the reports shorter.

Anyway, below is the list I used:
Black Orc Warboss, general @255
Trickster's Helmet; Talisman of Endurance; The Other Trickster's Shard
-10

Orc Shaman on Wyvern, Level 3 Lore of Undeath @425
Fencer's Blades; Talisman of Preservation; Sceptre of Stability; Ironcurse Icon
-18

Mad 'At, Goblin Warboss on Gigantic Spider @224
Spear; Shield; Light armour
Superior Wizarding Hat
-5

Goblin Big Boss, BSB @74
Great weapon; Banner of Eternal Flame
-10

48 Night Goblins @219
Full Command; Nets
-9

40 Orc Big 'Uns @425
Shields; Standard bearer; Musician
Razor Standard
-20

5 Goblin Wolf Riders @70
Spears; Shields; Musician
-3

20 Night Goblins @105
Short bows; Standard; Musician; 1x Fanatic
-4

29 Squigs @265
11 Herders
-16

Goblin Wolf Chariot @50
-3

6 Savage Orc Boar Boyz @172
Spears; Shields; Full Command
Gleaming Pennant
-3

1 Goblin Doom Diver @ 80
-11

1 Mangler Squigs @ 65
-6

1 Snotling Pump Wagon @ 70
Spiky Roller; Out-riggas
-4

Generic Komp:
Undeath Spells (3x): -18
Warmachine points (6): ±0

Total Army Cost: 2499
Total Komp: 16.0

Onto the games.

Match 1

vs Wood Elves

Our armies after deployment:
ai.imgur.com_PjNsjiw.jpg_c4ca4238a0b923820dcc509a6f75849b.webp


My army from left to right: Wolf Chariot, Wolf Riders, Big 'Uns, Great Shaman on Wyvern, Night Goblin archers with BSB, Mangler Squigs, Night Goblins with Black Orc Warboss, Doom Diver, Squigs, Pump Wagon, Savage Orc Boar Boyz with Mad 'At.

His from left to right: ~12 Anti-evil Glade Guard with lvl1 metal, Eagle, 6 Wild Riders, 6 Wild Riders, 5 Sisters of the Thorn with lvl4 High, 18 Poison Glade Guard, ~25 Eternal Guards with Shadow Dancer, 6 War Dancers (inside Venom Thicket), 6 Scouts, 7 Waywatchers with Waystalker.

And our armies from another angle:
ai.imgur.com_hUl1MK8.jpg_c4ca4238a0b923820dcc509a6f75849b.webp


I got Lore of Plague on Mad 'At, and the spells Vermintide and Plague. The later could be very useful.
Igg got Ryze, Harbringer and Dark Riders

He got several horrible spells in High Magic, the fiery hell amongst them.

Scenario gave 2 BP to the player who didn't go first, the winner of the roll of could forgo the first turn and give it to the opponent, who could do the same. If both declined the points were split 1-1. He won the roll off and went first, hoping to shoot me to pieces. We also had scenario cards to chose from. He chose to kill three levels of magic in my army (wyvern is an easy target) and I chose to break his army (>4 fortitude).

His first turn was a failure. On the left flank the anti-evil archers shoot at my wolf chariot, wounding 5. I naturally rolled 3 sixes for armour save (dice are in an images bellow) and so it survived. 18 poison shots at my mangler caused only one wound. Waywatchers shoot double at my boar boyz but my 5+ armour and 6++ saved a lot so very few died.

I fail stupidity with Mad 'At but clear it thanks to gleaming pennant on the boar boyz (yes, one of my little tricks that hoped would pay of ^^ ). He then rode up to try and cast plague at the puny elves. The Pump Wagon needed something like and 18 to reach the scouts and rolled a 17. Rest of the army moved up, squigs a little slower due to having curse of anraheir on them. Wyvern continued to hide behind the hill (they were unlimited in LoS height, as were all impass), fearing those poison arrows. Magic did little, I failed to cast plague. Shooting saw the Doom Diver take out 3 Wild Riders.

Those wild riders charged my night goblins. A short combat resulting in a win for me, earning me a BP or 2 because I took out a scoring unit in combat. I reformed and charged his other wild riders. The warboss kicking ass. His scout slipped around the pump wagon, and took position as a speed bump for my squigs, hoping for another curse on them but failed with reach the casting value. With other magic however he did the unspeakable. Casting Vaul's Unmaking on Mad 'At, he destroyed my Superior Wizarding Hat, and Mad 'At's bald scalp was revealed for the first time ever in battle! With shooting he finally took out the mangler, but the anti-evil arrows continued to fail him, killing only 1 of the wolf riders he reformed to shoot at. Waywatchers were also unimpressive.

My army bounded forward. The Wolf Rider charged the archers and routed them. My pump wagon continued to impress, needing a 12 to reach his waywatchers he rolled 11, leaving my very few Boar Boyz alone in combat. A combat resulting in their death. In repose to his eagle flying over me and threatening my doom diver I summoned a Corpse Cart. Next turn it could charge the eagle and this turn it would lessen his magic phase with its bale fire.

The way watchers charged the pump wagon and destroyed it, causing panic in poor Mad 'At who for the first time in his life wasn't stupid enough to laugh in the face of danger. He cast the fire destruction spell on my Night Goblins, removing two thirds of the poor greenskins in an instant.

I charge his poison archers with the squigs and he decides to flee, I fail to redirect (Ld 5 xD). With most of his shooting gone for a turn I move up with Igg, the undeath shaman. Disregarding the night goblins I move the warboss to the Big 'Un unit, and ignores the spell altogether, letting it burn the remaining gobbos to death. Instead I summon 3 vargheists to assist me. Meanwhile the Corpse Cart runs over the eagle.

He does very little in his turn, the waywatchers fails to kill the fleeing Mad 'At with their arrows and the rest of the army positions itself to take the charge.

I my turn I provide that charge, sending the squigs into the waywatchers and the vargheists and the shaman into the sister bunker. A daring move but with a little luck it should pay off. That luck is missing though and I fail to to many wound at all. The vargoyle is tied up in a challenge and a wound or two slips through the 4++ but is spent on the high magic tokens. Through mass of attack I do manage to cause quite a lot of wounds, but very few get through the 4++ and of those only a single does an actual casualty (darn tokens). Due to he having miscasted a sister to death earlier I still remove steadfast dispite having lost a vargheist. He rolls good though and doesn’t break. The squigs fares poorly too, his 3++ dance ensures he suffers very few wounds and he does a few in return. I can't remember who lost the combat but no one broke at least.

With that our time were up, at the end of game turn 4. Tallying up the points it is a 13-7 for me I think. Discussing what would have happened if we had let it continue we agree that the squigs would have wiped out the wardancers now that their 3++ was spent, following that they would have wrought havoc in the rest of his army. The Eternal guards would probably have killed the vargheists and the shaman would break from combat, and then it's all about luck if he survives. The combined might of the orcs and the squigs would probably have wiped out most of his army before the end though so the final results would probably be about the same, possibly a little better for me.

Here are the rest of pictures of that game:
ai.imgur.com_yn1Zal6.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_XWxGgoI.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_V89buTs.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_sPkUMHG.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_P48S725.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_2uc9k4h.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_LLtVSwJ.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_UPOa6zh.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_fe1kyaO.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_zKPEgfj.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_erV28tk.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_oMAIWA4.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_fJPMFqt.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_ZbA7nEg.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

Match 2
vs High Elves

His army after deployment:
ai.imgur.com_xGfgOQ3.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

From left to right: ~18 White Lions, ~20 archers with a Loremaster, Bolt Thrower, ~20 Lothren Sea Guards with BSB, 27 Swordmasters, 6 Reavers, Bolt Thrower, Dragon Mage.

My army after deployment:
ai.imgur.com_jWUHvtM.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

From far to near: Wyvern, Wolf Chariot, Mangler Squig, Squig Herd, Doom Diver, Night Goblins with General, Bunker with BSB, Orcs, Mad 'At, Boar Boyz, Pump Wagon, Wolf Riders.

Mad 'At rolled Lore of Hashut! And got Flames of Azgorh and Breath of Hatred. Azgorh is a freaking insane spell so I was hoping to do some damage with that.
ai.imgur.com_2dKMXnl.jpg_c4ca4238a0b923820dcc509a6f75849b.webp


Igg got Ryze, Khadorak and Abyssal Swarm

His dragon mage got fireball and flaming sword of ruin.

My initial thoughts of this games were pretty optimistic. There was nothing in his army that I really feared, no deathstar, no super nasty magic and not too much shooting. I knew the opponent from before though and knew he was good, so it sure wouldn't be an easy game.

The match scenario was to be the first to do the following stuff, each awarding 1BP:
Kill a scoring unit in combat
Kill a scoring unit outside of combat
Overrun/pursuit into a fresh opponent
Fight two times with a unit in a single combat round.

I also choose to try and kill his general while he choose to to kill 3 lvls of magic (I think).

I went first and moved up quite a lot, the mangler taking the lead and moved towards the White Lions. Magic was uneventful and the Doom Diver caused a few wound on the dragon. I did cause 3 wounds on the rider too, but he saved 2 with 6+ ward from the dragon armour.

He moved up too, choosing to risk it and move forward with the elf woodsmen, hoping to take out the mangler before my turn. Something he failed with. He did cause two wounds on Mad 'At though.

My mangler ate a lot of White Lions. Following that I cast Flames of Azgorh on them, burning even more. Many were saved by the Scroll of Shielding though, and sadly my Mangler too perished in the flames.

On the other flank we both had made attempts to charge each other, both the Swordmasters and the noble Big 'Uns eager to get into combat. On his second try he succeeded. Much to my despair he also managed to cast Wyssan's Wildform on them. Fortunately he rolled horribly bad, so despite having a front rank of 14 swordmasters hitting on 3+ and wounding on 2+ I won that combat after 3 rounds.

The Reavers charged and destroyed the pump wagon, overrunning into the Boar Boyz. Earning them a BP. Those Orcs made short work of them though, earning me a BP.

Meanwhile the dragon mage had snuck up on Mad 'At, blasting him to bits with a fireball. The genius wizard had thought himself clever to avoid combat by hiding behind a hill rather than join the safety of the orcs. His death was later avenged by the Doom Diver though, who finally brought down both rider and beast.

Back on the left flank Igg had been busy, raising up a Cairn Wraith, followed by 3 Vargheists, followed by ~30 zombies turn by turn. The squigs moved forward, hoping to finish what the mangler squigs and the Flames of Azgorh had started. To their despair though the white lions reformed into a conga line before the charge, allowing them to only kill the champion in the first round. I stupidly hadn't charged the zombies into his flank, thinking like a VC player and fearing to bleed combat. In the next round he had reformed because of this and the full force of the White Lions brought down the squigs. I am still not quite sure how that happened, but I suppose much of it own to the quite heavy casualties the squigs had sustained from the combined shooting of the high elf army. It was quite staggering how much that comparatively small shooting force could do.

Near the centre the Loremaster had stayed back most of the game. Choosing to cast Spirit leech repetitively on Igg rather than risk being in combat. With Book of Ashur he was quite powerful with magic indeed. After having roll 1 on the dice 3 times, although saving quite a lot of wound on the 4++, the Orc Shaman finally died.

The Zombies engaged the archers in a futile attempt to win the day, but the Loremaster killed them too fast.

Left now were the last few White Lions, the Night Goblins, the Archers, the Seaguards and the Undead. The Bolt throwers had been taken care of by the Vargheists and the Wolf Riders. Most of these units ended up locked in a great big combat. The Night Goblins engaged to the front of the archers and the seaguards. The White Lions charging their flank. Vargheists and Cairn Wraith in the rear of the archers. It was a massive combat. Sadly he had to many charatcers and I had too few turns to challenge him out and eventually kill his general. Though I did win the single combat round in which all these units were engaged. The last 2 or 3 White Lions natrually held, and so did the archers. The Seaguard fled however, but I had no unit not still locked in combat so could not pursuit. Did get the BSB though.

In the end it was a pretty close game. Both had failed their objective and the match points were split quite evenly too. With the VP counted in it was an 11-9 to me (IIRC). Here are the rest of the pictures of that game:
ai.imgur.com_qmTARWB.jpg_c4ca4238a0b923820dcc509a6f75849b.webp
ai.imgur.com_cWXP1Xo.jpg_c4ca4238a0b923820dcc509a6f75849b.webp
ai.imgur.com_uQrmffa.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_Qyb1XY7.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_gpjzLKZ.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

Match 3
vs Vampire Counts

The table after my first turn:
ai.imgur.com_l3pL25H.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_kuJau1u.jpg_c4ca4238a0b923820dcc509a6f75849b.webp


My army from left to right: Wolf Chariot (not seen), Boar boyz, Squigs, Big 'Uns with general, Mad 'At, Mangler, Bunker with BSB, Night Goblins, Igg on wyvern, Summoned vargheists, Wolf Riders, Pump wagon.
His army from left to right: 5 Dire Wolves, 3 Vargheists, Varghulf, 10 Black Knights with Hero vamp, Banshee, ~40 Ghouls, Zombie bunker with master necro general, 34 Grave Guards with Great Weapons, Black Coach, 5 Dire wolves, 3 Vargheists, 5 Dire Wolves.

Mad 'At got Lore of Beast and traded amber spear for Wyssans but kept Curse of Anraheir.
Igg got Ryze, Hand of dust and The abyssal swarm.

The match scenario was to be the first to hold and objective marked placed in the opponent's deployment zone. I also elected to have 2 banners inside his deployment zone, hoping to kill two birds with one stone. He chose to try and remain unbroken.

As you can see I moved up in my first turn. I also summoned 3 vargheists behind the wall in front of Igg, hoping to put some pressure on him.

The mangler squig jumped forward just enough for the banshee not to reach him. Instead he tries to scream at it but fail to kill it. I stop his magic pretty much too. On the other side of the table the Black Coach decided to charge the vargheists, despite their fancy wall. Sadly he cleared hi dangerous terrain test. In the combat he natrually rolls the maximum of 6 hit and to my great annoyance wounds with all 6 too. The remaining vargheist does nothing and crumbles. I had hoped to wither the first impact and take it down with counter charges, but no. His overrun would not take him into contact with Igg so he decides to stay put.
In my turn I charge with Igg, and after much consideration with the wolf riders too. I fail to cast hand of dust sadly. The combat goes badly too, the wraith killing 3 wolf riders. In the next turn the vargheists charge Igg while the last wolf riders are killed by the wraith I think. Igg's wyvern loses 3 wound and the great shaman breaks from combat, but survives. The Vargheists overrun into the night goblins and are crushed by their nets and overwhelming numbers after 3 rounds of combat. By this time Igg has rallied but chosen to flee from a charge from the black couch, allowing the night goblin to land an easy charge in the flank of the coach, crumbling it to dust.

Meanwhile on the other side of the table the squigs failed an annimosity test and were forced to charge the varghulf half a table away. Needing an 11 I think they roll... and make it! Meaning an overrun takes them straight into his knights. With this progression a window of opportunity opens up for the mangler squigs, who decides to join their brethren. They jump through the squig horde, through the varghulf, through the dire wolves and through the vargheists. The Varghulf dies, the wolves are reduced to 2 (who proceeds to take out the mangle in the next turn) and the vargheist unit takes 6 wounds. All at the cost of a few squigs/night goblins. The Squig overrun into the knights. In his turn the last varghiest makes a desperate attempt to save the nights for the rainbow of doom. He also gets Van Hel's through on the knights. With the combined fury of the vargheists, the vampire and the wigth cavalry the combat is lost to me, and since the squigs are far away from the general the night goblins have no chance of holding them in place and the squigs go wild. After the dust of the explosion settles all that remains is the vampire with 1 wound and the black knight standard bearer. The vampire only alive thanks to some lucky armour save rolls. This last duo is charged by the wolf chariot and the boar boyz, and they don't even wither the impact hits by the chariot.

In a single insane charge the squigs had wiped an entire flank clean of undead, and reduced to number of greenskins too.

In the centre the orcs failed an embarrassing panic test caused by Igg fleeing through them trying to escape the black couch's charge. This puts a big dent in my battleplan. With the boar boyz's banner already in his zone I just had to get the Orcs there. Reforming after the failed panic test I face in that direction. Should have measured the range though as it proved longer to his zone than what I could move in the two remaining turns. Not much more happens in the game. Igg's wyvern was killed by a Gaze of Nagash I think, so he joined the Orc unit after that. I summoned a few spirit hosts to keep the big hordes busy, something I think saved the night goblins. The boar boyz charge into the flank of the zombies, killing a banshee who tried to block their path, and in the last combat phase the zombies break them, and pursues them down.

He cleared his objective, I failed mine, both failed the match scenario and I won on victory points. In the end it was a 13-7 to him. Had I reformed the orcs to face his centre and charged headlong in I might have won. Had I killed the grave guards he would have failed his objective. Here are more pictures of the game:
ai.imgur.com_DdAOJ9N.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_iLHjrOa.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_MdTKDf1.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_nNeLFWj.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_hrCCsW5.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_RQ8L3uo.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_UQSn0tm.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

Match 4
vs WoC

The field after deployment:
ai.imgur.com_U5PRpq8.jpg_c81e728d9d4c2f636f067f89cc14862c.webp

ai.imgur.com_UAspA6o.jpg_eccbc87e4b5ce2fe28308fd9f2a7baf3.webp

My army from left to right: Wolf riders, Pump wagon, Wyvern, Doom Diver, Big 'Uns with Mad 'At and Togg, Bunker with BSB, Night goblins, Mangler, Squig horde, Wolf Chariot, Boar boyz.

His army from left to right: Horsemen of Slaanesh, Spawn, Shaggoth, Chariot of Slaanesh, Warriors of Tzeentch with shields and BSB on Daemonic Mounts (much war, very save), Warriors of Khorne with 2xHW, Spawn, Freaking Galrauch, Tzeentch Lord on disc (with Hellfire Sword), Horsemen of Slaanesh, Chariot of Slaanesh.

The match scenario was again to as a gentleman refuse to go first (and to be the first to kill a scoring unit). I won the roll off, refused to go first which he also did. So 1BP each and I went first.

He chose to try and hold an objective in the middle. I chose to try and break him I think.

Mad 'At got Lore of the Wild! The spells Bray-Scream (character within 12” makes a S3 breath with no AS) and Traitor Kin (mounts hit their riders).
Igg got the best spells, Ryze, Abyssal Swarm and Harbringer.
Galrauch got all the spells...

First roll of the game, stupidity. Rolls double 6. Re-roll. Rolls double 1. Silly:
ai.imgur.com_EoNrQbv.jpg_c81e728d9d4c2f636f067f89cc14862c.webp


Doom Diver targeted Galrauch and misfired, could not fire this turn, not the next. The next time it got to fire it misfired again, this time destroying itself.

The mangler squig got targeted by two Infernal Gateways, and survived both! He then got to munch through the Khorne Warriors, pretty much obliterating them.

On the right flank Igg summoned a Spirit Host to deal with the horsemen, which it did excellently. He himself charged the spawn and killed it. Was almost charged by the Shaggoth but it didn't roll high enough. Igg then proceeded to summon a Casket of Souls down in his deployment zone, after which he flew towards the centre of the field, behind enemy lines.

The chaos lord on the disc cleaned up my units pretty easily. Eventually ending up fighting the squigs. Rolling at least one 6 each combat phase when rolling for extra explosions, meaning a lot of dead squigs. In the centre the tzeentch warriors, the Shaggoth, Galrauch and the charit tried to charge my Orc horde. All failed. I tried to charge the Warriors in return but failed too. Next turn all the said units charged again. This was too much for the Orcs and they were killed in two combat rounds, taking the Shaggoth with them though. I did get a nice flank charge on the wounded Galrauch with my pump wagon, but rolled 2 or 3 impact hits I think. The Night Goblins were tied up by the Spawn and later destroyed.

What had looked like a great game for me was turned into a disaster. My units were pulled apart. In the last turn I got a chance to kill Galrauch with a Light of Death but it was dispelled.

He cleared his objective and I failed mine. 16-4 to him in the end I think. The last few pictures of that game:
ai.imgur.com_JNJqoGx.jpg_c81e728d9d4c2f636f067f89cc14862c.webp

ai.imgur.com_VQWMRIe.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_fiREgBH.jpg_c81e728d9d4c2f636f067f89cc14862c.webp

Best Painted Army
These 6 armies were nominated to compete for the prize of the best painted army:
ai.imgur.com_2u91fW6.jpg_c4ca4238a0b923820dcc509a6f75849b.webp
ai.imgur.com_Dv9zmPF.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_q6JJ3l6.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_lWUBpOc.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_C8sgkg0.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_BnlZzdx.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

At the end of the tournament the winner was announced. And I was glad and a but surprised to learn it was I who won, I guess quantity is a quality after all. The goblins were in second and the empire and deamons on a tied third. It had been a very, very tight vote. Just one vote separated the first and second, and three vote further down were the two thirds.

Match 5
vs Beastmen

The table after my turn 1 and his ambushers had arrived:
ai.imgur.com_XzJssNa.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

His half from left to right: 12 Raiders, Tuskgor Chariot, Razagor pig, Tuskgor Chariot, Minotaurs with 3 (!!!) Doombulls and Gorebull BSB, lvl1 bray shaman lore of shadow (running alone), Razagor Pig, Tuskgor Chariot, Tuskgor Chariot, 12 Raiders, Tuskgor Chariot.
My half from left to right: 12 Raiders emerged from ambush, Wolf Chariot, raised Casket of Souls, Wyvern, Orc Horde, Doom Diver, Mangler Squig, Night Goblins with Togg, Bunker with BSB, Squig Horde, Mad 'At, Boar Boyz, Wolf Riders, Pump Wagon.

Mad 'At got lore of Da Big Waaagh! and the spells Gaze of Mork and 'Eadbutt.
Igg got Ryze, Harbringer and Banshee Scream
His wizard never cast a spell.

Match scenario was again to:
Kill a scoring unit in combat
Kill a scoring unit outside of combat
Overrun/pursuit into a fresh opponent
Fight two times with a unit in a single combat round.

I chose to break his army, something I cleared after deployment since the BSB and General both went with the minos (he hadn't look at the scenarios before sending in his list). He chose to kill 3 lvls of magic.

In my first turn I raised a Casket! I also moved forward a bit, mainly with the squigs. the centre was a bit weary of moving forward due to the threat of the minos.

He arrived with one of his two units of ambushing raiders, and it did some wounds to my Wolf Chariot. Said wolf chariot charged his Raiders at the other side of the table later, but was killed in combat.

I tried to move Igg in to stop the raiders from destroying my Casket, but didn't think it through enough and they slipped past. I did expend his dispel scroll when I bombarded the raiders with a banshee scream and the light of death, but in the end non went through. The Casket was killed not much later. Igg proceeded to raise a Carin Wraith to protect him from the charge of the chariots, and then charged the closest of said chariots. It was killed and he overran into the next one (1 BP there!).

Meanwhile the squig went nuts on the other side of the board and made a long charge into one of his chariots, breaking it in combat and running it down. Next turn they squabbled though which meant they were pretty much out of the game from that point on. The pump wagon, boar boyz and wolf riders I think cleared off his chariot out on the right flank, but the Raiders there remained.
I the centre I refused to move much closer to him. Eventually the minotaurs started making their way towards me. By now Igg had cleared off the two chariots on the flank and started rasing Banshees and wraiths to redirect the cows. He also charged and killed the brayshaman. Later he raised 10 archers to try and outshoot his raider, but it resulted in the skeletons charging the beasts (what can I say, I'm an Orc player :tongue: )and being beaten in combat. Nothing seemed to faze the raiders.

Another of his raider unit tried to take out my Doom Diver, but Mad 'At intercepted and actually routed them.

In the centre I continued to feed the Cows with ghosts and they never saw a real combat.

In the end I had killed quite a lot of his army although there were a lot of points tied up in his bus. He killed some too but I still won a little on VP. I had cleared my scenario and he had failed his. It all meant I won with 15-5 if I recall correctly.

After the game we talked a little about his mino unit, and I did the right thing to avoid it. Those 3 Doombull were kitted out for speed, re-rolls and/or mass of attacks. With Beast Banner on the BSB he still had S7. Apparently nothing had been able to best them so far, and nothing in my army would have. Pictures:
ai.imgur.com_1GpDLJV.jpg_c4ca4238a0b923820dcc509a6f75849b.webp
ai.imgur.com_CrudgLG.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

ai.imgur.com_HFflARo.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

Match 6
vs High Elves

Let me start of by saying, I am really displeased with this game. For starters I faced High Elves again, had rather faced something I had not played vs previously at the same tournament, for variety. Secondly my Wizarding Hat really dissapointed me with the lore rolling. Thirdly my great shaman rolled insanely bad on spells so I could barely use him. And finally I played really, really poorly.

Here is his army after deployment:
ai.imgur.com_JAqcagA.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

From left to right: 6 Silver Helms, Bolter, Great Eagle, 6 Silver Helms, ~18 Sea Guard, Bolter, ~18 Phoenix Guards with BSB and Loremaster, ~18 White Lions with Alith Anar, Bolter, ~18 Phoenix Guards, 5 Reavers.

My army:
ai.imgur.com_Ac8PZpV.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

From near to far: Wolf riders, Boar Boyz, Pump Wagon, Orc Horde with Mad 'At, Doom Diver, Night Goblins with Togg, Bunker with BSB, Squigs, Mangler, Wolf Chariot, Igg.

Scenario was same as match 3. Objective marker in opponents deployment zone. He chose to break my army and I chose that his objective was worth double.

Mad 'At got Skaven spells of Plague... again. Got Cloud of Corruption and Bless with Filth.
Igg rolled 1,2,3. Missed all the summoning spells. Switched the 1 for sig so I had: Ryze, Hand of Dust, Soul Stealer.

He went first and unleashed a fury of arrows. The squigs were reduced severely. The Mangler was taken out in one hit by Alith Anar (BS7, what the hell!). The wolf riders were targeted by a bolter and fled of the table after failed the panic check. In his next shooting phase he took out my doom diver with Alith Anar and a bolt thrower.

On the right flank I advanced with Igg to hide behind the rocks so that the bolters couldn't see me. He and the chariot played hide and seek with the reaver but in the end I came out on top. Igg did his best with the magic he got, using Soul Stealer at the reavers multiple time, but I rolled average so few died. Did give me a lot of Raise Dead tokens though. He also miscasted a lot, despite using only around 3 dice each time. With Ryze he raised a unit of zombies that started shambling towards the bolters but never reached them (damn they are slow!).

On the other flank our cavalry units didn't dare to commit, each holing the other at bay.

I the centre I stupidly moved forward. I should have remembered the objective and realised he had to come to me if he want the scenario points. I guess the frightfulness of his shooting drew me out (and tbh, just hanging out in the back really isn't my style).

I wanted Toog to engage the Phoenix Guards, his OTS should hurt them, but sadly it was the White Lions in his front. I charged the squigs forward, sending them into the Phoenix Guards to the right to cause some damage before they were shot to pieces. I then moved up the Night Goblins and Togg to provide Ld support. Here is where I made the really big mistake. I placed Togg on the left side, so that he could fight if I charged into anything that had charged the Orc horde moving up beside him.

In combat the Phoenix Guards ruind the squigs, it was horrible. I was convinced I would lose the combat but still be able to hold. As it was there was only one rank of models left and I had to roll Insane Courage, I didn't.

In his turn the Phoenix Guards charged into the flank of the Night Goblins, something I had completely overlooked. To make matters worse, Togg was on the other side with no possibility to help at all due to the Make way and combat reform rules. Thanks to the nets and reforming into horde the Night Goblins faired okay though.

Not so the Orcs. In the same turn the Phoenix Guards charged the Night Goblins the other Phoenix Guard unit charged the Orcs, Along with a silver helm bus and the Lothern Sea Guards. In the following combat Mad 'At was slain in combat by the Loremaster due to having suffered a wound caused by one of Igg's many miscasts. The Orcs were killed in high numbers and broke from combat. They managed to get away safety though.

The only good result of that combat was that my Pump Wagon got a nice charge on the Silver Helms pursuing the Orcs. He smashed in and did... 2 impact hits. In two combat rounds he was destroyed, but after that I did get my Orcs in who killed the last silver helms.

Back at the centre, the Night Goblins were joined in combat by the White Lions charging their flank, or rather Togg's flank. He took the pounding like the boss he is too. Didn't so much damage in return sadly, rolling poor to hit and poorer to wound. The goblins continued to hold.

By now Igg had actually managed something. With a max boosted Ryza and a shitload of tokens he raied a unit of 4 Vargheists (proxied one with a fell bat). After taking some shooting and being reduced to 3 in numbers these charged the flank of the White Lions. Their ferocity earned me a lot of dead elves and even a combat round won, everything held though.

Next turn the other Phoenix Guard block, with the Loremaster, charged the night goblins rear. To went into challenge with the Lorematser and after some horrible dice rolling his last wound was removed. The Night Goblins could take no more and fled. The Vargheists crumbled to dust, but managed to reduce the White Lions to about 3 dudes left, and I think I forgot about stomps the entire combat.

Towards the end he managed to stomp through the remains of my army and reach the objective.

I had not killed much, he had killed loads and fulfilled all objective. It was a 20-0 to him. The last pictures:
ai.imgur.com_5dasy2r.jpg_c4ca4238a0b923820dcc509a6f75849b.webp
ai.imgur.com_tG3tMx7.jpg_c4ca4238a0b923820dcc509a6f75849b.webp

I ended up at 50 BP, 10 below the limit of shame.

Thanks for reading, feel free to comment =)
 
I wasn't here for some time and see how big of a collection of 'ats Mad 'At got in the meantime! Wonderful and stunning. Top noch painting on them too - I especially like the electrical skaven one :thumbsup: The Nagash one wins though in the 'OMG' competition for me.

BTW - I must admit - I fell for your clever ruse :frown: I believed that it was Nagash on your avatar, only now I looked closer and saw that's it's the old goblin as before ;)

Also, good luck inflicting revenge on those pansy high elves next time :)
 

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