If you have seen my terrain project log (http://www.warseer.com/forums/showth...f-Battle-Board) you will know I have been working on my own Realm of Battle Board. I figured the first game on it deserved a battle report. This was a standard Battleline scenario as it was my opponent's first game using Beastmen, he selected an experimental line-up to try things out as follows:
Off the top of my head....
Gorebull - made the unit he was with frenzied, don't know if that is a gift or just something a Gorebull does normally
34 Gors, ADH, FC (Gorebull in here)
30 Ungors, Spears + Shields, FC
5 Ungor Skirmishers, Spears + Shield
5 Ungor Ambushers, Bows
Ghorros Warhoof + 9 Centaurs
Herald of Tzeentch, Spellbreaker, Flames of Tzeentch
29 Horrors, FC, Banner of Change
Herald of Slaanesh
29 Daemonettes, FC
5 Seekers of Slaanesh
The Gorebull and Gors faced off against the Daemonettes on the left of my centre, the Horrors and Seekers deployed next to them with the Ungor Spear unit, Ghorgon and Centaurs opposite. I put the Fiends on the other side of some building ruins to the Daemonettes, hoping they would be able to move round and support them with their high movement. The Flamers occupied the right flank, looking to take care of the Tuskgor Chariot, the Skirmishing Ungors deployed next the wood across from them. Here's a couple of photos:
Beastmen - Turn 1
The warhorn brays and the herd advances. Everything moves towards the closest enemy, the centaurs so eager to close with their quarry they march through some ancient mammoth bones and lose one to the dangerous terrain test. As the Ungor unit moves forward the Ghorgon uses it's long legs to move round them and directly threaten the Seekers. The ambushing unit of Ungors arrives on the Daemon table edge, behind the Flamers.
Daemons - Turn 1
Against all natural instincts the Daemons hold, realising they must make the most of their ranged attacks while they have the chance. Tzeentch smiles for their tactics and rewards them with 10 power dice, plus another for channelling. The Horrors begin with casting Bolt of Change on the Ghorgon which, due to the lack of a Bray Shaman, gets through and uses all my opponent's dispel dice. 12 Str 9 hits later the Ghorgon is looking very charred indeed! Also, I then have free reign to cast Tzeentch's Firestorm on the Centaurs, killing 8 and leaving Ghorros Warhoof on his own. The stubborn mule passes his panic check though. * I completely forgot to create a new unit of Horrors from the Firestorm here, but considering the damage I had done I think it would have been taking the p*ss really.*
In the Shooting Phase, the Flamers finish off Ghorros and the Tzeentch Herald uses his Flames of Tzeentch gift to kill 5 of the advancing Ungor unit.
Beastmen - Turn 2
Reeling from the Daemon's magic the herd looks to hit back straight away and attempts to charge the Ungors into the Horrors but fail and end up only moving 5". The ambushing Ungors are more successful though, making it into combat with the Flamers. The Tuskgor Chariot moves to charge the Flamers next turn and then, bizarrely, the skirmishing Ungors then move in front of it! *I actually asked my friend here if he was sure that's what he wanted to do, considering they were stopping the Chariot from charging. After the game he explained he changed his mind about what he wanted to do with the Charitot just after he moved it!* The Gorebull and Gors wheel towards the Ungor unit to support them. In combat the Flamers easily dispatch all the Ungor ambushers before they even have a chance to attack!
Daemons - Turn 2
Now close enough all the Slaaneshi daemons charge the Gor herd, while the Horrors go for the Ungor unit. The Daemonettes and Fiends make it into combat with the Gors, in the flank and front respectively, but the Seekers clip the Ungor unit on the way through and enter combat with them. The Horrors try to support them but fail their charge, only moving 5". The Flamers move towards the rock outcrop and out of the Chariot's charge arc, but still within sight of the Skirmish Ungors. During the Magic Phase with mostly magic missles and everyone in combat or out of my vison arc the only spell I had that could be cast was Gift of Chaos, which killed another 5 Ungor after my opponent rolled poorly will all his dispel dice again! The Flamers then killed all the skirmishing Ungors in the Shooting Phase.
In combat, the Daemonettes and Fiends caused 8 wounds on the Gors and concede 5 in return (all Daemonettes). Losing the combat by 5 the Gors unsurprisingly broke, although they out ran the closely pursuing Fiends. The Seekers only managed to kill 2 Ungor, who manage to bring down a daemon in response. Due to their ranks and standard the Ungors win and the Seekers lose another 2 to their Daemonic Instability.
Beastmen - Turn 3
The Gors rally and immediately reform to face the Daemonettes, despite the fact the Fiends are in the way. The Tuskgor Chariot turns and heads towards the Horror/Ungor melee. In combat the Seekers kill 3 Ungors for no reply but due to the Beastmen's ranks and standard it's a stand off *I know, as I write this I realise we both forgot the musician!*
Daemons - Turn 3
The Horrors finally charge into the Ungors while the Fiends move out of the Gor's charge arc and out of the way of them charging the Daemonettes, knowing they had lost Frenzy I was confident I would break them again. The Flamers march from behind the rock outcrop and into firing range of the Tuskgor Chariot. Again, only being able to cast Gift of Chaos, the Horrors throw 6 power dice at it and miscast, killing 3 Ungors and 3 of the (now in range) Gors but killing 5 Horrors at the same time! I then remember about the Banner of Change on the Horrors but it's weak spell is easily dispelled. The Horrors and Seekers (and the poisonous tongue of a Steed of Slaanesh) kill 6 Ungors in the Close Combat Phase but take 4 casualties themselves and another Seeker is lost, still, it's enough to break them although they out run the last Seeker, despite it's Steed having the Swiftstrider rule! These goat lads are pretty quick at running away!
Beastmen - Turn 4
The Ungors rally and the Gors charge the Daemonettes head on. One daemon is killed by the Gorebull's impact hits but the beast itself and the Gors themselves can only kill one more after losing 4 themselves. They break again and outrun their pursuers again!
Daemons - Turn 4
The Daemonettes and lone Seeker charge the fleeing Gors, finally destroying the unit. The Horrors hold where they are, knowing the Magic Phase would be their best way to finish off the final 10 Ungors with Spears. The Flamers move to within shooting range of them aswell. In the Magic Phase I rolled snake-eyes for the Winds and then again for Channelling! I managed to cast Flickering Fire with both my Herald and Horrors with one dice each to kill 5 and then another 4 in the Shooting Phase from the Herald's Flames of Tzeentch and the Flamers. All that was left from the mighty herd was a single Ungor, who failed his panic test and ran off into the woods, to carry word of the slaughter and laughing of the thirsting Gods to his doomed people...
A massive win for me, by the end I hadn't lost a single unit! I do appreciate though, that my opponent was using Beastmen for the first time, an army that needs time and skill to become competitive with. I also rolled some great dice, especially in the Magic Phase (Bolt of Change damage - 12 Str 9 hits!), whilst my opponent continually failed to dispel my castings - something that a Bray Shaman would have been useful for, if not just for carrying a dispel scroll! I'm not getting over-confident though, I expect the next game versus these guys to be much tougher.
Also, it was great playing on my board for the first time, it has made the effort I have put into it and the terrain all worthwhile. My opponent (who was a Gent throughout the game) even says he is planning on basing his army with resin lava bases to match my board. I don't think it's the last I will be seeing of them!
Cheers for looking!