Powrót do Starego Świata IV - recap

TOURNAMENT IN CHEŁMNO (1750)
short REPORT (battle 1)

(I google-translated it so sorry for some wierd phrases that might occur. I was not into re-writing the raport in English from scratch!)

We (brother-in-law and I) went on Saturday to a tournament in Chełmno, Poland. 1750 points. Departure at 3:00 a.m., 4h drive, games started around 8:30. Great place, lots of painted armies, good lunches, tea, snacks… It was like a sight of hard-working slaves - Great!.

BATTLE 1
Orcs & Goblins

Opponents’ list at the end of the post.

O&G, Turn I
Both armies stand on the left side of difficult terrain. Apart from the catapult, the wolves and the night goblin on a puffball countering them. They are standing on the far right flank of the Chorfs. A rebellion begins (in addition to the orc cavalry, the army also included a large unit of rebellious black-skinned slaves). Large squigs rush randomly 3D6 towards me. The infantry is slowly moving towards me. The catapult fires but the demon is too far away. Moreover, the stone endures and only makes a large hole in the ground.

CHORFS, Turn I
I charge the large squig on the left with my wyvern and teleport Iron Daemon towards the Obstacle so that he forces the green lines to rotate towards him. If ignored, he would fall into the orcs from the flank. The rest of the army moves forward slightly. The dwarves develop lines ready to fire at the goblins. The wyvern tears the squig to pieces but doesn’t pass Ld (looking at the photos, I think he was within my general’s range…) and instead of turning towards the centre of the battlefield, he rushes forward, drunk with blood. Wolves and ballistae shoot at the night goblin hero. No effect. The demon and the magician kill several orcs. If I remember correctly, I was also embitterd by fanatics during my turn (from the smaller unit).

O&G, Turn II
Elemental Spirits, released for this sole purpose, run into one of the fanatics and killed him. As expected, the green line bulges out so that the black orcs have the enemy in front. The remaining squigs continue to jump towards my ballistas. Fanatics from one unit are released towards me and hover in front of my infantry. Another three fanatics jump out, partly through their units, trying to block Iron Daemon’s charge at the black orcs.

CHORFS, Turn II
On the left flank, wolves charge the goblin hero. The wyvern turns sharply, flies over the obstacle and settles in behind the enemy army. The rest of the army stands outside the enemy charge range and shoots, killing several orcs and goblins, and the hobgoblins knock out half of the wounds from the large tomato with a salvo of 40 bows. The mage throws the elementals between the orcs and goblins, blasting the first winds onto the 3" marker. Fighting a goblin on a puffball is a joke. Instead of killing him, they stand and admire the tomato’s teeth.

O&G, round III
Fanatics run in all directions. One got into the forest and left the game, the other flew right between the mage and the blunderbusses. The third one killed 1 or 2 dwarves. Another one fell into the swamp and drowned. The orc cavalry reforms, waiting for developments, and the general on the boar leaves the unit, positioning himself out of the wyvern’s sight. Squig falls into my ballista and the goblin squad in the center of the table moves towards the hobgoblins. The shaman of the night gobies is constantly trying to cast various spells, but they have no major impact on the game. Sometimes he misses a key target, sometimes he kills a model or two. His spells support fights well, which are not there yet. My wolf cavalry loses a fight with one black goblin on a tomato and runs away. Shame!

CHORFS, turn III
Elementals rushing between orc units kill subsequent models. The demon charges the black orcs, the wyvern rushes into the cavalry. Hobgoblins from the front and dwarves from the flank are charging night goblins. The black orcs run into the second group of goblins. 30 people. The magician finds a loophole and sends the goblin shaman to the sand with Windblast. In the fight, the Wyvern kills the entire cavalry unit (the last two die while escaping), the hobgoblins and dwarves cut down the nocturnal regiment, the black orcs fighting the second unit, reinforced by butchering, win the fight themselves, killing about 7 goblins and they also escape.

The Iron Daemon doesn’t lag behind, shreading black orcs into pieces just as easily. Several rebellious traitors die from the impacts, then the stomps kill two more. The unit retreats and the demon follows them. At this point the battle ends. The opponent has 4 figures on the table (except for the surrounded orcs) and I have 3 more turns to kill them.

Final score Chorfs 20:0 O&G


Orc and Goblin Tribes - Chełmża - [1749pts]

++ Main Force ++ [1749pts]

Characters [611pts]

Black Orc Warboss [228pts]: Full Plate Armour, Hand Weapon, Shield, War Boar (Tusks), General, Trollhide Trousers, Da Choppiest Choppa
Night Goblin Oddnob [230pts]: Hand Weapon, Wizard Level 4, Waaagh! Magic, Idol Of Gork, Talisman Of Protection
Night Goblin Warboss [153pts]: Hand Weapon, Light Armour, Giant Cave Squig (Massive Gob), Trollhide Trousers, Enchanted Shield, Berserker Blade

Core [623pts]

Black Orc Mobs [302pts]: Veteran
• 10x Black Orc [130pts]: Full Plate Armour, Hand Weapon, Shield
• 8x Black Orc [112pts]: Full Plate Armour, Hand Weapon, Great Weapon
• 1x Musician [20pts]: Full Plate Armour, Hand Weapon, Great Weapon
• 1x Standard Bearer [20pts]: Full Plate Armour, Hand Weapon, Great Weapon
Night Goblin Mobs [191pts]:
• 33x Night Goblin [3pts]: Hand Weapon, Shield
• 3x Fanatic [75pts]: Fanatic Ball & Chain
• 1x Boss [7pts]
• 1x Musician [5pts]
• 1x Standard Bearer [5pts]: Magic Standard
Night Goblin Mobs [130pts]:
• 25x Night Goblin [3pts]: Hand Weapon, Shield
• 2x Fanatic [50pts]: Fanatic Ball & Chain
• 1x Musician [5pts]

Special [250pts]

Orc Boar Boy Mobs [250pts]: Heavy Armour, Big Un’s, Unit Options (Magic Standard)
• 9x Boar Boy [17pts]: Hand Weapon, Cavalry Spear, Shield, War Boar (Tusks)
• 1x Boss [8pts]
• 1x Musician [6pts]
• 1x Standard Bearer [56pts]: The Big Red Raggedy Flag

Rare [265pts]

Goblin Rock Lobbers [75pts]:
• 1x Goblin Rock Lobber [75pts]: Goblin Crew (Hand Weapon), Stone Thrower
Mangler Squigs [95pts]:
• 1x Mangler Squig [95pts]: Collosal Fang-Filled Gob, Heavy Armour
Mangler Squigs [95pts]:
• 1x Mangler Squig [95pts]: Collosal Fang-Filled Gob, Heavy Armour

4 Likes

Excellent, thanks for the report! Seems like you had a blast :slight_smile:

As a Night Goblin player it seems to me your opponent released his fanatics way too early, but might just come across like this. In any way, congrats on the performance!

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BATTLE 2, Warriors of Chaos

WoC list highlihtsL: a dragon for 600+ points, turning the opponent’s attacks into Strike Last. magician with an item forcing spells to be cast on 3 dice and discarding the highest value, 2 chariots, 5 cavalry, 5 chosen cavalry, 10 Nurgle Forsaken, 2x5 dogs.

Chorfs, turn I

We set up on the left side of the table as seen in the photos. I started the game by moving the demon and the wolves towards the centre of the left flank, where I planned to shoot at the dogs and then the chariots. The rest of the army moved slightly forward. Due to the fire, the dogs fled and one chariot received 2 wounds.

WoC, turn I
I made the mistake of forgetting about Drilled on cavalry units once again. The Wyvern was set up to counter normally moving cavalry. From the next battle I was wiser. However, now 5 Chosen, thanks to changing formation to a marching column, drove beyond the field of view of the wyvern that was supposed to guard the flank. The rest of the army moved towards me. The chariots began to swerve to counter my left flank. The dragon moved aggressively forward.

Chorfs, turn II

In response to the enemy’s movements, I charged the flank of one of the chariots with wolves and the demon positioned itself to fire at the second chariot or the dragon, depending on the development of the situation. The black orcs covered the flank of the demon’s chariot charge, preparing to attack the dragon’s side (the problem is that the dragon in this configuration should not be charged by them). The wyvern blocked the Chosen (taking the charge from the Chosen from 1" sounded good) and the dwarves and hobgoblins prepared to fire at the dragon. Including the ballistae, over 70 shots were fired at the dragon! No effect. Absurdly weak throws. I also made a 2nd mistake, pushing the Chosen away with windblast spell, which allowed them to bypass the wyvern in the next turn. I must think what I do!.. However, there were some successes too as the wolves hit the chariot, leaving it with 1 wound. They lost 1 rider.

WoC, turn III

The remaining dog unit on the table charges wolves. The dragon charges at my mage, who runs away. The charge is then redirected towards the dwarves (good move). The Forsaken fall into the hobgoblins. The Chosen are back in the column, they pass the wyvern and line up towards the center of the table. Chaos Knights also position themselves to finish off the stragglers of my army. Chaos Mage fires 3 magic missiles per turn. Eyesore. Fortunately, there aren’t many good goals. The wolves finish off the chariot and Chan with his double kills most of the dogs that run away… But they are caught up by the cavalry and torn to pieces. The dragon kills several dwarves, but otherwise the dwarves stand firm.

Chorfs, turn III

As I’ve already written, I don’t need to throw orcs into the dragon. The wolves attack the Chaos Knights from the flank. The demon moves towards the center of the table, looking for something to shoot at. The wyvern finally turns to the side of the Forsaken, who, after destroying the hobgoblins, position themselves on the dwarves’ flank. The wyvern also sees the dragon. The wolves kill a lot of knights, who run away and chase the magician. The fight with the dragon ends with the destruction of the orcs. The dwarves stand firm.

WoC, turn IV

The Chosen are positioning themselves to attack my units should the Forsaken fight not go as planned. Forsaken, however, is attacked by dwarves and the dragon… by the Mage. In the previous turn he decided not to continue fighting, which allowed him to fly over the infantry and into my general. The fight between the wolves and the magician doesn’t go my way. The Forsaken kill several dwarves and they turn and retreat, now facing the mutants.

Chorfs, turn V

Wyvern falls into forsaken, Iron daemon shoots at the mage who is no longer fighting the wolves. The firing is bad. I don’t know how many times I rolled 2x"2" on the artillery dice… The fight between the wyvern (larger US) and the mutants is going perfectly and although there is only 1 living mutant left, the unit retreats from the dwarves, so the chasing wyvern turns towards the Chosen (who do not want fight him!).

WoC, turn V

The chosen in the column are bypassed by the wyvern, moving out of the field of view of the demon and the black orc. They also manage to position themselves so as not to get hit by a ballista bolt along the column… The dragon attacks the dwarves. However, during the fight, the wyvern finishes off the last mutant and greedily glances at Chosen…

Chorfs, turn VI

Wyvern charges Chosen. Only a memory remains of the Chosen and the wyvern turns towards the dragon.

I don’t know if we played too many turns or if I delayed some events by a turn along the way, but in the last turn the wyvern ran into the dragon and was close to pushing it off the table… I was 1 fight short (-1 to hit does the job) to do so (lonely dwarf standard bearer moved so that the giving ground dragon had to jump over him). The battle ended with a score of 11:9 for the dwarves. Unfortunately, the demon couldn’t shoot off the wounded magician rolling another 2+2 on his dice… Great battle. I learned a lot about the pace of this game and how to choose targets properly. Top calculation!

3 Likes

He had a choice either to move into better range and get shot more heavly or screen with fanatics. And to be honest… Cutthroats are not the best target for fanatics too. Infernal Guard were not as close too. And volley fire from 16 dwarfs can hurt vs T3 and no armour especially when supported by 24 Cutthroat shots from volley fire and a mage.

1 Like

MiSiO,
Excellent report. Great pictures, Nice. Real nice.
Thanks
ALL Praise
Hashut.

1 Like

Battle 3, Beastmen

I positioned myself on the left center table. Wolf cavalry at the edge, on the ballista hill, then the state demon, orcs, dwarves, magician and hobgoblins, which were almost on the flank. On almost the flank, alone, stood the wyvern.

On top of me, also from the left, (covered by 20 ungore) stood 2 ogre dragons with characteristic weapons, 3 ogre dragons with two hands and a chariot. Behind the forest, a large Gore unit with 2 mages in the middle, a unit of dogs in a column, another ogre dragon and a chariot, and some minotaur-like hero.

Beastmen, Tura I

The whole army moves forward. The dogs march in columns, splitting between my units. The Ungore cover the entire left flank.

Chorfs, turn I

Wyvern declares to charge Dragon Ogre. These are running away. The wyvern declares a new target for the charge and the dogs do not seem terrified and also run away. Towards my left flank. The Wolf Cavalry moves forward, flanking the Dragon Ogres. The infantry moves slightly forward. Dwarves develop formation. The steel demon positions itself to fire at the ogres.

Dragon Ogres are absurdly durable and fire from both the wolves and the steel demon kills only 1. The wolves get behind the back of the remaining ogre, ready to make life difficult for the opposing army in subsequent turns.

Beastmen, turn 2

The fleeing Ogres gather and immediately march back towards my right flank. Dogs still run away from my units. A single ogre with two weapons charges at the dwarves (he had a knack for ballistae but didn’t have much room to charge). The ungore charge at the wolves, hoping to push them out of the battlefield, but only 3 of them join the fight. The second unit comes close to the hobgoblins, blocking their movement. Gore and the mages approach and start shooting. A spell that grants 5D6 attacks with S1, no saving throws, and an item that allows you to chew up failed wound rolls is a terrifying combination. Due to one volley, the wyvern loses 4 wounds. A lone Dragon Ogre fighting the dwarves is killed. The ungore fighting the wolves also flee the fight (which they lost as expected) and are destroyed in the pursuit.

Chorfs, turn 2

The Black Orcs charge Ungore’s unit, the dwarves and the demon charge at the fleeing dogs, and the wolf cavalry charges the dragon ogre from the flank (this fight decided the entire battle - there were several wrongly played rules this turn). The wyvern flies away towards the center of the line. Away from the furry mages. Fire from ballistas and hobgoblins destroys the only visible chariot, and when the Gore unit sees it, they run away (the opponent rerolled the Break test with BSB, which is not allowed). No surprises in a dog fight. The dogs were killed. The demon moves forward, assuming that the ogres will charge next turn. Black Orcs destroy Ungore and cut down those who fled. The fight between wolves and ogres is two big mistakes. First of all, the opponent declares Challenge the commander of the unit, which he could not do. As a result of this duel, the wolves slightly lose (and are… destroyed in the chase). Unfortunately, this is an error again, because the opponent calculated the pursuit as the difference in throws and not the physical distance that the pursuing model must cover. This 1.5" difference, together with the poorly played fight, decided the entire game (the fight should have looked like this: 5 wolf attacks, 4 rider attacks and 3 hero attacks - all with Backstab and +1 for a flank attack, all with active Plague of Rust goblet)). The ogres caught up with the wolves and after reforming, they found themselves on the flank of the steel demon, blocking the dwarves’ field of vision.

Beastmen, turn 3

The fleeing Gore gathered (too bad!) and the dragon ogre on the left flank charged my dwarves. Unfortunately, the attempt at a tactical escape ended badly, because instead of escaping these 5-8" inches (especially since short-legged ones escape from -1"), the dwarves decided to escape the entire 11" to the very edge. Theoretically, it was safer to accept the charge, because there would only be one ogre in the fight. 5 attacks on a 4+ and Stop(2) would be survivable, especially with the Stubborn rule.

On the right flank, the Gore returned to the fight after escaping, and somehow their mages found themselves within range of my wyvern, which, despite attempts to dispell, was shot down by 2x 5D6 Signature Spell rounds.

Chorfs, turn 3

Of course, even Ld10 wasn’t enough for the fleeing dwarves to pass the test, and that’s how many of them were seen. The rest of the battle is just Gore slowly approaching and shooting black orcs with magic missiles, and Iron Daemon fighting the dragon ogres. Ultimately, both troops die and the last fight is the battle of the last Ogre (his companion was shot at and then killed by the hobgoblins) and the minotaur-like hero with the hobgoblins. However, there were too many hobgoblins and they could not be destroyed.

Ultimately, the battle ends with the score 13:7. The quick loss of the demon and dwarves turned the tide of the battle by 750+ points and nothing more could be done to turn the tide.

Ultimately, I finish the tournament in #8 place and my opponent from the last battle wins the entire tournament. I feel sorry for the last game, because the opposite result was very real and controlling the pace of the game until the 3rd turn was smooth. I’ll be smarter next time.

Lista Beastmen:

Krawat Bulls [1750 pkt.] Warhammer: The Old World,

Beastmen Brayherds ===

++ Postacie [747 pkt.] ++

Great Bray-Shaman [255 pkt.]

(Braystaff, Level 4 Wizard, General, On foot, Hagtree Fetish, Crown of Horns, Elementalism)

Bray-Shaman [140 pkt.]

(Braystaff, Level 2 Wizard, On foot, Jagged Dagger, Rubinowy Pierścień Zguby, Elementalism)

Gorebull [179 pkt.]

(Great weapon, No armour, The Blackened Plate, Urzekająca Tarcza, Gnarled Hide)

Wargor [173 pkt.]

(Great weapon, Heavy armour, Battle Standard Bearer, On foot, Rune of the True Beast,

Urzekająca Tarcza, Slug-skin)

++ Jednostki podsawowe [487 pkt.] ++

20 Gor Herd [182 pkt.]

(Hand weapons, Shields, True-horn [Great weapon], Standard bearer [Sztandar wojenny], Musician)

10 Ungor Herd [50 pkt.]

(Shortbows)

10 Ungor Herd [50 pkt.]

(Shortbows)

Tuskgor Chariot [85 pkt.]

(Bestigor Crew x 1 - Hand weapons, Great weapons, Gor Crew x 1 - Hand weapon and cavalry spear, Tuskgor x 2 - Hand weapon (tusks))

Tuskgor Chariot [85 pkt.]

(Bestigor Crew x 1 - Hand weapons, Great weapons, Gor Crew x 1 - Hand weapon and cavalry spear, Tuskgor x 2 - Hand weapon (tusks))

5 Chaos Warhounds [35 pkt.] (Hand weapons (Claws and fangs), Vanguard)

++ Jednostki specialne [516 pkt.]++

3 Dragon Ogres [196 pkt.] (Great weapons, Heavy armour, Shartak)

3 Dragon Ogres [196 pkt.] (Great weapons, Heavy armour, Shartak)

2 Dragon Ogres [124 pkt.] (Additional hand weapons, Heavy armour)

P.S.
In retrospect I could hold my iron daemon back and do not charge with wolves (math was on my side!) and just shoot ogres for another turn with mage, cutthroats, ruby ring, ID and balista. If I would kill at least one Dragon Ogre, Hobgoblins had a high chance of not loosing the combat and I would be is a good position. Dwarfs would have kill chaos hounds no problem on their own.

2 Likes

… and this was my list:

++ Characters [799 pts] ++
Sorcerer-Prophet [305 pts]
(Darkforged weapon, Heavy armour, Level 4 Wizard, General, On foot, Lore Familiar, Flying Carpet, Elementalism)

Black Orc Warboss [354 pts]
(Great weapon, Full plate armour, Wyvern, Trollhide Trousers, Effigy Of Mork, Enchanted Shield)

Hobgoblin Khan [89 pts]
(Hand weapon, Throwing weapons, Cavalry spear (if appropriately mounted), Shortbow (instead throwing weapons), Giant Wolf, Ruby Ring of Ruin)

Hobgoblin Khan [51 pts]
(Hand weapon, Throwing weapons, Great weapon, Shortbow (instead throwing weapons), On foot)

++ Core Units [506 pts] ++
5 Black Orc Mob [72 pts]
(Hand weapon, Full plate armour, 3x Shields, 4x Great weapon, 1x Additional hand weapon)

16 Infernal Guard [300 pts]
(Hailshot blunderbluss, Heavy armour, Shield, Drilled (0-1 per 1000 points), Deathmask (champion), Standard bearer)

39 Hobgoblin Cutthroats [134 pts]
(Hand weapons, Shortbow, Boss (champion), Standard bearer, Musician)

++ Special Units [365 pts] ++
Hobgoblin Bolt Thrower [45 pts]
(Bolt thrower, Hand weapons, Light armour)

Hobgoblin Bolt Thrower [45 pts]
(Bolt thrower, Hand weapons, Light armour)

Iron Daemon [275 pts]
(Steam Cannonade, Hand weapons)

++ Rare Units [80 pts] ++
5 Hobgoblin Wolf Riders [80 pts]
(Hand weapons, Light armour, Shields, Shortbow, Feigned Flight (0-1 per 1000 points), Reserve Move (0-1 per 1000 points))


Created with “Old World Builder”

[https://old-world-builder.com]

I like all elements of the list.

Black Orcs are great counter-chargers. Dwarfs with blunderbusses force charges which would not be a thing if they had glaives or hand weapons. Razer Banner and/or Plague of Rust is enough to damage even T4 units.

Hobgoblins - I need more. Volley fire and how long it takes to kill them is enough to have at least one unit.

Wolves are great. Feighned Flight is not something I use a lot so I will drop it for a Boss. Extra A and BS - great!

EDIT

One thing I keep wondering is magic. So many Chorf lists use Daemonology and I wonder why is that. Some buffs require caster to be in a unit (and daemonology lists use no Lore Familiar so we get random tools).

Fly(12) especially on Infernal guard is great. -2Ld is also great when You have 2 sources of Terror. What about other spells? Vortex in ok.

3 Likes