Old World Battle Report Wood Elves Vs Beastmen

The other day, my friend came over and we had a good old-fashioned brawl with our Old World armies. I brought 2500 points of Wood Elves, and they got 2500 Beastmen.

Conclusion

The game was very close. I think the entire game hinged on turn 3 combat. One crucial item is that I turned to flee with my Wild Riders when charged by the Ghorgon. However, I didn’t flee far enough, and the entire unit was run down and destroyed with not a peep. I also didn’t prioritize my shooting well, and I forgot my hagbane arrows, which did much damage. I also didn’t utilize my forest sprites or my spells effectively. Live and learn.

I was happy with my Glade Guard and Glade Riders. The treekin did ok, and the eagles, I think, are essential to screen troubling units. I would have rather had another unit of the Guard rather than the Sisters of Thorn.

The game mat is by FLG, and the terrain was made by Greenleaf

Beastment

272 – Beastlord, Additional Hand Weapon, Heavy Armour, Many-limbed Fiend, Gouge-tusks, General, The Black Maul, The Fur of Sharggu
330 – Great Bray-Shaman, Gnarled Hide, Pelt of Midnight, Wizard Level 4, Dark Magic, Scimitar of Skultar, Full Plate Chaos Armour, Horn of the Great Hunt
210 – 10 Bestigor Herds, Stubborn, Veteran, Gouge-horn, Standard Bearer, The Beast Banner, Musician
177 – 15 Gor Herds, Additional Hand Weapon, True-horn, Great Weapon, Scimitar of Skultar, Standard Bearer, Magic Standard, Vitriolic Totem, Musician
177 – 15 Gor Herds, Additional Hand Weapon, True-horn, Great Weapon, Scimitar of Skultar, Standard Bearer, Magic Standard, Vitriolic Totem, Musician
85 – Tuskgor Chariots
77 – 10 Ungor Herds, Shield, Throwing Spear, Half-horn, Standard Bearer, Musician
77 – 12 Ungor Herds, Shortbow, Half-horn, Standard Bearer, Musician
205 – 3 Dragon Ogres, Heavy Armour, Great Weapon, Shartak
100 – Herdstone
329 – 6 Minotaur Herds
• 1x Minotaur, Great Weapon, Musician
• 1x Minotaur, Great Weapon, Bloodkine, Burning Blade
• 1x Minotaur, Great Weapon, Standard Bearer
• 1x Minotaur, Great Weapon
• 2x Minotaur, Great Weapon
215 – Cygor
245 – Ghorgon

WoodElves

Glade Lord w/ Cav Spear, Forest Dragon, Hail of Doom Arrow449
Spellweaver, Level 4 Wizard, Elven Steed, Heartwood Pendant, Lore of the Wilds214
Treeman Ancient265
Glade Captain, Battle Standard Bearer, Elven Steed113
4×10 Units of Glade Guard with Hagbane Tips130×4 520
10 Glade Guard with Moonfire Shot120
10 Dryads130
5 Glade Riders with Trueflight Arrows95
5 Sisters of Thorn with Handmaiden128
5 Wild Riders with Standard142
4 Tree Kin204
2x Great Eagle2×60 120

Our initial deployment and round 1. Minimal movement and lots of shooting. The Storm giant in the middle of the picture is my vortex spell.

The right flank looked rough, with me facing down the enemy minotaurs and dragon ogres. I was able to kill 2 minotaurs in the first round of shooting.

Round 3 resulted in the Ghorgon taking on the Woodelf Dragon. Unfortunately, the single six that was rolled into another six meant the monster slayer, Ghorgon, killed my general.

Center of the board after the turn 3 onslaught. My wildriders missed their charge.

Turn 5 meant their main lines could finally get to my bladeguard. It wasn’t pretty.

A rather funny image of his final dragon ogre chasing my final sister of the thorn.

Horus Heresey and Stalingrad 2

Another battle in the books.
Overall, I was impressed by how much closer this one came out. If the Contemptor for the defending Word Bearers does not roll five consecutive failed saves to become destroyed. I actually think the Word Bearers could have pulled it out. Instead, the Ravenguard cruised to victory but with heavy losses. The scenario played much more evenly than in the Bolt Action version. An additional 500 points to the Word Bearers would have balanced the scenario perfectly. I have another lopsided scenario coming in the next couple of weeks, which will be interesting.

Battle Rules

This is another river crossing scenario. This time, the defenders are dug in and prepared for the enemy. However, the enemy has numerical and technological superiority. One thing that Horus Heresey plays much better at than Bolt Action is the addition of flying units.

The Ravenguard are attempting to cross into the city. The Word Bearers are holding. Teams get 1 VP for each unit destroyed and 1 VP for each unit on the Word Bearer side of the river.


Army Lists

Word Bearers1250
Legion Cataphractii Praetor135
Contemptor Talon w/ Graivtron Gun and Melta195
Mhara Gal Dreadnought240
Terminator Cataphractii (6)210
Despoiler Squad100
Despoiler Squad100
Legion Avenger Strike Fighter150
Predator120
Predators are the best tanks. The Strike Fighter punched well above its weight. The despoilers were used to fall back and shoot. The Mhara Gal was useless.
Ravenguard2500
Strike Captain Alvarex Maun/ Command and Drop Pod260
2x Contemptor Dreadnought with Graviton Gun400
Destroyer Assault Squad250
Rapier Battery65
Assault Squad145
Assault Squad145
Tactical Squad100
Dark Furies150
Javelin Squadron x3270
Fire Raptor Gunship315
Basilisk Squadron200
Vindicator Squadron x2245
I was delighted with the Rapier Battery. The Dark Furies did work to remove the dreadnought, but the Fire Raptor didn’t do much. Vindicators shouldn’t have been brought based on their range; I don’t think I even fired with them.

Set-Up

We are on a 4×4 Table with an impassible river directly down the middle. There are heavy woods on the Ravenguard side with some hills. There are hills and some fortifications on the Word Bearer’s side.

Deployment

Not much to report. The Furies, Assault Squads, Destroyer Squads, and Strike Captain are all in deep strike. The flying bases indicate the flying machines. I knock them over too often.

Turn 1

Turn one involved a lot of shooting. I gave the Word Bearers the first turn. I didn’t think there was actually going to be a game. I thought the defenders would get wiped off the table right away. The Strike fighter gets solid hits all game long on the Raven Guard heavy units.

Turn 2

More shooting; a Javelin was destroyed, and a couple wounds to a Contemptor from the Rapier battery. Cover saves doing work here.

Turn 3

The Ravenguard strike. The entire deep strike force hit hard. Many casualties. The despoilers on the bottom left were destroyed, as was the contemptor. The Dark Furies did not miss a hit or a wound, which was ridiculous. Then, the Contempor missed most of the saves. It, of course, took down many furies with it. Enormous casualties on the Ravenguard.

Turn 4

I thought the bearers would pull it off at this point. Multiple Javelins down, the terminators were unkillable. Then, the Rapier destroyed the Mhara Gal, allowing free reign to kill the Predator.

Turn 5

The Raven’s slayed the enemy warlord with the multiple assault squads and the command squad on the Word Bearer side of the river. The Ravenguard took the minor victory at 9 VPs to the Word Bearers 7 VPs. Honestly, if the Rapier does not take down the Mhara Gal. I think the Word Bearers pull this one off. The Mhara Gal would have destroyed another Ravenguard Unit and saved their Praetor, which gives +3 to the Bearers and -3 to the guard. Plus, I think the Predator tank lives.

Below is a glimpse at the next engagement, Stalingrad 3. The table is ready. I need to paint about 30 units.

“Review of General D’ Armee 2”

This is my very informal review of General D’ Armee 2 rules just published. You can purchase the rules through Two Fat Lardies. I have yet to play with the rules but I am very familiar with the first edition with well over 100 games in my belt and most of the review will be a direct comparison.

Conclusion
The rules are better laid out and organized for play. 2nd Edition is superior in almost every way.

The original ruleset was written by an engineer I think. An example;

Evading the following units must evade a charge.

1…..2…..3…….4…….

Procedure

Step 1….2….3…4…5…6…7…8….ect

In 2nd Edition the rules while functionally the same is easier to follow along and allows more nuances to be accounted for.

This basic change is similar across the entire scope of the book and might push General D Armee above many other Napoleonic rulesets.

Slightly More Depth

The rulebook is high-quality, with great color photos and decent organization. The font is a little more excellent to read. The basics seem far superior to the first version. Esspecially for beginners, what do I need to play, basing scale, etc. They are quickly introduced and nicely laid out compared to 1st edition. I absolutely hate the basing advice for cavalry. I still have no idea how I should be basing my cavalry regiments, how many bases a regiment should be, there are good details for infantry and artillery just cavalry is lacking.

The troop types and formations are clearly laid out and easy to find. Small tables are abound throughout the rules. I also like the example blurbs being easy to find as well. When I first started I remember the allocating brigadiers step was just a little confusing.

I enjoy the new setup for Corps Battles vs Divisional Battles. I do wish there was a set of rules for army battles as I really enjoy playing with more than one Corps.

In general all of the chapters are just better laid out for player use. The deployment chapter is a prime example where it clearly follows what players actually do. The first edition rules struggled to have relevant information where you actually need it. The 5th chapter is similarly helpful and laid out with references to the chapters for more depth. I do wish the PDF was hyperlinked to the same sections.

Chapter 6 hasn’t changed much in function just more clearly laid out.

Chapter 7 is not new persay. It sure feels new. There are some nuances that are different, but again love the layout, love being able to follow along clearly the steps.

Chapter 8 is where the rules do get quite dense. The basic steps are clearly outlined, but the 6 or so pages of extenuating circumstances and tables are a bit tiresome. I am glad the supporting units section was made more clear. I also like the new evade rules.

Chapters 9 to 17 follow the same formula as above. Some variations to the rules are of course going to happen, but as a whole much easier to follow.

Chapter 19 is welcome as an appendix. First edition had something similar, but this seems superior.

The last major thing I want to talk about is the cheat sheet or quick reference sheet. The rulebook is 118 pages long, the creator made everything fit on 4 pages. There is a ton of information that is clearly laid out and much easier to follow than first edition.