NWG 2014 – almost there!



So we’re down to within a fortnight of NWG!

As we get nearer the date, there’s always plenty to do – double checking terrain and tables, getting the prizes ready and ensuring software is fully loaded. Thankfully, there’s a great team available to help out with all of this.

This is the sixth year of the event, and we’re welcoming Flames of War this year to NWG for the first time and we’re especially looking forward to seeing the FoW community on board. FoW is joining the old reliables of Warhammer Fantasy Battle and Warhammer 40k where we often see some of the most amazing armies on the tabletop.

We will of course have our traditional pub quiz on the Friday night – organised and run by Graham and Cian from the IGA with proceeds going to charity. It’s always a hell of a lot of fun!

During Friday, we’ll also have board games and pickup games – and that’s not to mention the challenge event between the local gaming club The Last Chancers and the Northern Wasters in WHFB – not to be missed.

Can’t wait to see everyone there!

Further information:

The event takes place in the Grand Hotel Wicklow from 26th-28th September.

WHFB information – http://www.w-ired.org/forum/viewtopic.php?f=5&t=5040

40k information – http://www.w-ired.org/forum/viewtopic.php?f=5&t=5047

Flames of War information – http://www.w-ired.org/forum/viewtopic.php?f=5&t=5007

Previous events – http://www.w-ired.org/forum/viewforum.php?f=48

Battle of Jebel Hafeet – a WH40k Battle Report

The Battle of Jebel Hafeet

A Warhammer 40,000 Battle Report at the Last Chancers club between Brian and Ross


In the cold of dawn rune priest Hrafn rechecked the Aegis lines’ AA guns one last time as scout squad Auga reported in marked targets.  The last three months had been devastating for the inhabitants of the industrial world Sharujah.  The greenskins’ invasion had pulverised their meagre orbital defences and the Imperial Guard were engaged in desperate actions and city defence battles across the world’s major continent.  They were lucky the Guard responded at all mused Hrafn, since this world was hardly the jewel of this sector.  But a fleet refitting sector named Praxis was relatively nearby and the Imperial Navy had managed to reinforce the main hives just in time to hold them, for now.

Fenris had heard of these events and fully intended to ignore them, trusting in the naval commander’s vast resources to throttle the upstart warboss.  That was until reports of this particular alien’s tactics, successes and rapidly growing power.  A number of servitor-thralls, slaved to the vast data banks of the Fang had raised red lights requiring the attention of sentient beings.  This greenskin’s patterns of behaviour were distressingly similar to none other than Ghazghkull Mag Uruk Thraka who had disappeared some decades ago. 

The Great Wolf had convened a council of the Jarls within jump distance of the Fang at that time and selected Jarl Erik Morkai to lead the task force to Sharujah.  The Blackmane and the Deathwolf were also available and both would certainly be better suited to liaising with humans, but Grimnar had decided this was to be purely an assassination mission.  A more personable Jarl, exercising his autonomy, might have become bogged down in an attempt to save as many humans and hives as possible.  Another Jarl might have preferred to give an example of Fenrisian might to create legendary stories that would last long after the campaign to inspire the survivors.  Erik Morkai had barely concealed contempt for most humans and would not show his hand until the last moment when he would lead his men to cut the head off the greenskin warlord.  Most likely, he would take that head himself.  Then he would leave.

Identifying one alien warlord from another across the vast expanse of stars was extremely unlikely, but if it was Thraka the Wolves needed to kill him now.  Grimnar had his doubts, that much was obvious by the limited deployment.  But he also took precautions.  Thus he sent Rockfist with Morkai.  If it was any other man, Morkai would have been seething.  But the taciturn old Jarl respected Arjac after fighting with him before.  Both were as hard as Fenrisian basalt, although Arjac burned like a furnace from within, while Morkai was cold and utterly heartless. 

“This is Auga.  Enemy alpha spotted.  Centre of enemy lines.  Marking.”

“Let them come closer” replied Morkai across the vox net.  “Keep the herd away from my flanks as I tear his throat out.”



Hi guys.

It’s been a good long while since I did up a battle report and even longer since I last played a big game.  Myself and Ross have been planning this one for a week and played yesterday Saturday 3rd May in The Hobby Shack Wicklow who are available for all your hobby needs and to provide an alibi for a price.

I don’t have Ross’ list to hand so I won’t run through either, sorry if you were looking forward to that.  We only got to the end of turn three but decided the battle was resolved at that stage, so I’ll just run you through what happened in that time with some pics to add to it.  My new phone isn’t such a good camera as my previous one so apologies for some of the photos.



Wolf scouts from squad Auga observe the battlefield from a vantage point in an old ruin

Ross deployed his Ork horde strongly on his right flank, with Ghazghkull in the centre, accompanied by nobz in a wartrukk.  Just right of them was a nasty mechanised block of four kill kanz and one deff dredd.  Right of these and even nastier were his nob warbikes, ten of them!  Right again were two more killa kanz and on his far right another battle wagon with a big unit of boyz in it.

Left of Ross’ warboss was a very large unit of lootaz with their deff guns and then four more trukks containing boyz, mega nobz, boyz and nobz repectively.  Interspersed amongst these vehicles were three or four deffkoptaz.

(See below for comparative photos of our deployments – apologies for the poor quality of the Ork pictures)

I have to say I was alarmed, since I knew if even half of this force got into combat it would tie up my ranged units and allow him to steamroll me easily.

I deployed my main strength facing the nob bikers, after painful experiences in the past.  Two squads of long fangs, Aegis line with quad gun, two rune priests, two vindicators, lone wolf scout snipers and wolf priest in terminator armour.  Quite a collection, but I felt with night fighting in effect, I’d only get one chance to hit the nob bikers and it would have to count!

In my centre opposite Ross’ warboss was my wolf lord with Arjac in a land raider with ten grey hunters.  No subtlety about that.  My right flank was there to take hits, hold and probably fall, since they were heavily outnumbered.  But if they distracted Ross, and those trukks full of orks didn’t swing across the half way point and pile into my centre I could hold out I was sure.

This right flank consisted of a whirlwind, a lascannon razorback, six hunters in an assault cannon razorback, ten hunters in a rhino and nothing else.

Pic3 Pic4

Orks vs Space Wolves – my games against Ross have been the most consistent and most enjoyable over the last year

Turn 1

With a great roar of bikes, engines and beasts the Orks attacked in the pre dawn darkness.  No restraint was shown as the horde advanced on all fronts.  Deffkoptas performed scout attacks on my right flank, knocking hull points off razorbacks and my whirlwind.  The lootaz poured fire onto my long fangs too but the darkness saved all but two missile launcher armed veterans.  Ghazghkull drove right up to my centre in the cover of a building, within striking distance of my guns, but also of my counter assault from my wolf lord.

No more damage was caused.  But I knew the darkness would now work in Ross’ favour and it was just what I didn’t need.

On my right I stood still and took out the mega nobz transport with my long fangs, making them a lot less dangerous considering my mobility.  The same squad failed to destroy Ghazghkull’s trukk.  In response, my other long fang squad fired four missiles at it and still failed to kill it.  The land raider drove right up to the vehicle and Erik Morkai and his squad jumped out, using close range melta guns to crack it open.  Because of its ramshackle rule his orks got out and I was worried my assault would fail.

On my left My rune priest used Jaws of the World Wold to kill three nob bikers, while the hunters with him took out tow more.  Then the vindicators struck, killing all but three and breaking the elite ork unit – this was the biggest success of my first turn.

A drop pod screamed down from orbit and landed with precision right in the middle of Ross’ lootaz.  Wolf Guard terminators got out and the heavy flamer killed three and long fangs killed four more.  They broke and nearly fled right off the table.

Pic5 Pic6

The orks advance

Then the assault phase began.  It’s end result (by the end of turn two) would decide the battle.  Luckily my men made their charge through cover.  This is where things stopped going well.  Despite my wolf banner, I lost all ten of my grey hunters!  They managed to kill only one nob and wound another.  Incredibly I won the combat however.  Arjac won his challenge, killing one nob, but Erik Morkai was a monster and killed four nobz himself (a total of eight wounds).  We won but the orks held, even though they were using their lower leadership value due to Morkai’s intimidating presence.  We won, but turn two was looking like it would be my general’s last…

The greenskins fought with all the mindless power Morkai expected.  Many were semi-mechanised he noted as he killed the first instantly with his thunder hammer Wyrdmaker.  His own bionic arm swung the massive weapon with unnatural speed and accuracy.  He noted Rockfist beating a huge ork to the ground with his own Foehammer while holding off three more behind his Anvil Shield.  But the rest of the pack were being pulled apart.  He gritted his teeth as he waded in breaking the spine of one greenskin, then took the head off one more.  Yet another swung a massive chain axe at the Jarl, but it ricocheted off his armour.  He jammed his weapon under its jaw and the power field took it right off.  The ork kept fighting, even with no face.  Morkai rammed his wolf claw straight into its heart and ripped it in half as he drew it out in a gout of blood and gore.  His path to the greenskin leader was clear now.                                                                                                                       

Turn 2


The great assault in the middle of the battlefield.  Note the doomed grey hunters atop the wrecked trukk.

The orks had my general by the balls now it seemed.  Arjac was pursuing his policy of challenge all comers which left Morkai on his own vs the rest.  Added to this three kill kanz were close enough to make a charge this turn, which would spell the end of all hope.  And don’t even mention that deff dread right behind them.  These units sprinted towards the assault, but only one kill kan makes it thankfully.

On my right the deffkoptaz took out the whirlwind and one razorback, while on of Ross’ trukks released its twenty (I think) boyz to counter assault the wolf guard terminators.  To make matters worse for these guys, the lootaz rallied and prepared to shoot them to pieces also.  The other trukks sped towards my troops in ruins here.  If they made it they would annihilate these men in seconds.

On my left two killa kanz scaled the tall building to assault my sniper scouts – a terrifying sight!  A battlewagon full of boyz bore down on my left flank – a very dangerous flanking force.  A lone figure moved stealthily through the ruins to intercept them.


Oh dear…

Shooting by the orks was negligible this turn, though not from lack of trying.  My Wolf Guard Terminators got shot up something fierce.  The lootaz for one thing fired all they had and killed none, though to be fair I only had five wounds to save.  But then the ork boyz shot forty rounds into the five man squad.  I lost two men, including the heavy flamer and then they were charged by the massive horde, plus my guys failed to counter attack.

What followed was so unexpected it attracted attention from everyone nearby.  Firstly, my squad won the combat.  It was ridiculous.  Terminator armour is all I can say.  The wolf Guard killed six orks and lost two men so the orks lost and failed their morale test.

*** note we both forgot about the mob rule which would have made this an almost definite ork win – come on Ross get it together!! 😉 ***

Because the orks were right on Ross’ table edge, he had no choice but to keep using his bosspole to beat his troops into not running.  But he needed to roll a 3 on 2d6 – which he failed to do, repeatedly, twelve (or whatever) times until the unit was dead.  My head hurt from laughing so much after this.  Ross was feeling differently.

Then for the big assault in the middle.  Arjac cracked the skull of his opponent for no return.  Erik Morkai meanwhile took the brunt of the damage.  He killed a few nobz and took only one wound from the warboss in return.  The killa kan also failed to hurt him!  The orks held.  Bloody business.

On the rooftop, my sniper scouts tried to fight the killa kanz but were dismembered.  The kanz consolidated right back down to the ground floor, job done.

Then it was my turn.


Hundr was shouting orders and relaying coordinates to the rest of the army.  His brothers were sniping away at greenskin targets of opportunity and he was preparing an anti-tank round for his missile launcher.  Below him it was bedlam.  Wolves and aliens were hacking each other to pieces with abandon.  He was about to sight up on the massive alien walker below when his pack felt a sudden vibration beneath their feet.  Spinning around he saw a huge claw grab the edge of the burnt out rooftop.  An instant later another appeared, then two more.  Two crude robots heaved themselves up on to the rooftop.

“fire, fire, fire!” he screamed just before they were engulfed by shrapnel and hit the deck.  A mistake perhaps, he thought, as the heavy footfalls of the machines got closer and closer.  He popped up to snap off a missile at the things and a fifteen foot long arm seized him daintily by the throat and tossed him back to the following robot where he was caught mid air and torn in two.

His pack brothers howled and charged, but were silenced moments later.




On my right I took out another deffkopta, and deployed my six hunters to shoot the mega nobz, killing one.  Another was taken out by long fangs.  My wolf scouts arrived but were uselessly on my right flank, so they ran into the ruins for a linebreaker point.  Two land speeders deep striked beside the lootaz, breaking them properly this time with their heavy flamers.

On my left a lone wolf broke through the ruined walls and charged the blood soaked kanz, wiping them out.  A squad of sky claws failed to deep strike properly and went back into reserve.  My grey hunters protecting my long fangs in the centre broke from cover to move up and hopefully get into combat with something and make a difference.  My two vindicators tried their luck at targets of opportunity.  One kill kan was felled, which could prevent the unit making it into contact with the combat between Morkai and Ghazghkull.  The long fangs blew the Deff Dread to pieces.


The centre combat moved on to a new phase.  Arjac killed his latest opponent easily.  Morkai meanwhile fought on bravely.  He took down the second last nob but then Ghazghkull let loose a vicious assault.  Morkai made only one save against three wounds and was killed.  We still won the combat because of wounds inflicted, but now Arjac was alone against the warboss, a final nob and a killa kan.

With the Deff Dread (see left) killed, only one more killa kan could get into this combat.  Anything else that could get its hands on Arjac was bad news but there was little I could do.

Arjac was fighting two fights at once.  On his shield side, a crude robot clanged away at his Anvil Shield.  It’s angled arms could actually reach around the shield and snap at his armour but it lacked the power to shift the massive warrior.  To his right a greenskin lieutenant duelled with him.  It swung its chain axe upwards from below while blazing away with its huge gun at close range.  Arjac pulled his hammer arm across his face, deflecting the shells with his armour’s shoulder guard while at the same time body slamming the ork.  It’s axe was useless at such close range and now he swung Foehammer vertically downwards onto the aliens’ massive head, which crumpled with the blow.  Its entire body broke with the force of the disruption field – blood turned instantly to steam, bone burned, skin hissed and cracked and the huge creature fell to its knees.

Defending against the machine, Arjac chanced a look to his right to see Morkai raise his hammer hand against the warboss.  The alien sheared it clean off and then sliced the Jarl’s side open with its massive power claw.  It was a mighty blow. The Jarl fell, lifeless, to the ground and the warboss stood over him.

“Fenris hjolda!” Arjac roared and, shoving the robot off his shield side, he threw foehammer at the creature and charged in before it even hit home.



Turn 3


Pic10 Pic11 

My right flank was now in serious trouble.  The holding action was about to fall (top left) as the horde of orks virtually untouched now ranged in on my army.  The marines out of their tanks you can see there all died in a vicious assault and the hunters in the closest rhino had to bail out.  On my left flank a dakka jet (top right) screamed in and one on my right flank also – but it was shot down by the rune priest.  The grey hunters who broke cover, now don’t look too clever with a ground assault jet plane bearing down on them.


Perhaps we should have stayed behind the wall…

On my left and centre though, apart from the foolish hunters out in the open, things are calming down – kind of.  A full battle wagon of orks are still waiting to stomp on my face – although now they have to take the lone wolf into consideration.  The dakka jet lets rip on the hunters, but I got lucky and only lost two or three men.

On my right the ork horde crushes the hunters there, and cracks the rhino open.  The marines inside bail out as far away from the orks as they can – the land raider beside them looks like a much more inviting place to be next turn!

And then we have the assault in the centre.

One more killa kan makes it into the combat.  Finally the ork warboss issues his own challenge and Arjac accepts.  Arjac is wounded, but the warboss is killed instantly by the Fenrisian duellist.  The ork nob, seeing his idol broken, flees immediately.  Arjac is still stuck with what is now two killa kanz but cannot be hurt this turn due to the challenge.  As I begin my turn, we’re out of time and Ross concedes, but not before Arjac wipes out both kill kanz and survives once again!


Arjac stepped over the sparking ruin of one more xenos machine.  As he looked down a tiny terrified greenskin slave stared up from a ruin of wires, cables and pulverised metal sheeting.  As he walked past it he spat a gobbet of phlegm into its eye.  A wild squealing erupted from inside the machine but he paid it no attention.  A huge mound of green flesh and crude bionics was bent backwards over a pile of bodies.  The warrior heaved the creature over so he could inspect it closely.  Have I done it?  He thought to himself.  Have I killed the Green Beast?  He wasn’t at all certain.  Morkai played his part, but even so he doubted if he could slay Thraka essentially by himself.  Who could say?  The corpse would accompany them back to Fenris for examination.  He broke off one of the creature’s huge tusks.  A keepsake.  This is what happens to cattle who play with Wolves.

Sifting through the dead greenskin scum, he finally located Morkai.  The Jarl’s armour was destroyed – torn wide open laterally, all power systems were dead.  It was covered in sacred Fenrisian blood, long clotted.  Morkai’s face was like marble, his beard matted in blood, his eyes closed, his left arm torn off once more and his chest open to the air.  Not death, but the Red Dream.  Arjac grunted with satisfaction.  It will take more to kill this one.

Morkai’s eyes opened weakly in narrow slits.

Arjac smiled and leaned down, placing the tusk in Morkai’s right hand. 

“Sorry brother.  I don’t think it was him.  You’ll have to live in obscurity a little longer” he joked.

Morkai passed out once more.  Probably for the best thought Arjac.  All around him the greesnkins were in full retreat.  The battle was over.  The war was somebody else’s problem.

Table Top Day with the Last Chancers

April 5th was International Table Top Day, and I ran some games down in the Hobby Shack in Wicklow town with the Last Chancers gaming club. I arrived at the Shack around 10am, and set up a game of Space Crusade which had been requested by some attendees.

Space Crusade


Space Crusade was released in 1990 as a joint game between Games Workshop and Milton Bradley, and for many people was their introduction into the world of Warhammer 40,000. Suffice to say that there was plenty of nostalgia from us older guys along with a few calls of “this game is older than me!” from some of the younger whippersnappers. We played the second mission, and it ended up really close and exciting. Ross (playing Ultramarines) managed to gain the primary objective before his last surviving model was taken out by the Dreadnought. Frank was sneaky as hell – taking out some of Patrick’s Blood Angels – and racked up the casualties, while Patrick did a great job in combat. Overall, the Alien player (me!) won, but only by dint of some rather good rolls towards the end game. It was a lot of fun though – and Space Crusade will definitely be going on the road at other events.

Space Crusade2


Next up, we went from the grimdark world of 40k to the, erm, grim and dark world of Lovecraft for a game of Elder Signs. This proved really popular, and it was such an easy game to pick up that after I ran one game of it, Frank ran a second one despite never playing it before the day. At this game we had some of our younger members play as well – and one of them managed to get the final roll which won the game and kept Hastur at bay for a while longer!

Elder Signs


At this point, it was time for a bite to eat. Ciarán was kind enough to give a demonstration game of Warmachine to me, and it’s a game that a few of us in the club are interested in getting in to. As always, Ciarán did a great job of explaining the game and the rules, and he event went so far as to loan me a faction. I’m really looking forward to getting more games of this in.



Ciarán brought down some of his lovely models too – his latest faction is the Convergence of Cyriss which look great. Plenty of attendees got a game or two in, and I’m sure a few will have been bitten by the Warmachine bug.



Shane brought down his awesome Infinity stuff too, and his terrain was one of the highlights of the day. The game looks fantastic and plays really well. Matt got a game or two of this in, and was last seen leaving the Shack with a copy of the rulebook under his arm!

Infinity3 Infinity2 Infinity1


Absolutely great stuff, as can be seen from the photos.

We didn’t get as much painting done as we’d have liked to, unfortunately, but that only gave us an excuse to play more games! My own afternoon was rounded out by an epic game of X-Wing against Piotr which went right down to the wire. A little bit of dice fortune at the very end helped me to take out the last Imperial ship…but poor old Wedge Antilles had only two hull points left with the rest of the Rebel fleet destoyed. Smashing game, and we’re already arranging a rematch!

FoW2 FoW1

There were lots of other things going on during the day – lots of kids arrived to paint in one room, and there were games of Flames of War and Warhammer 40,000 taking place all the time. There were other board games happening too, with Matt and Dave running some Twilight Struggle (which I subsequently borrowed). At that point, it was time to retire to the pub for a well-earned beer after a fantastic day’s gaming.

Painting1 General3 General2 General1


As an aside, the IGA did a great job of promoting the various Table Top Day events around the country, and anyone with an interest in the day needs to check out the IGA Facebook page for Table Top Day – https://www.facebook.com/TabletopdayIreland


Table Top Day

Table Top Day is on 5th April this year, and is a celebration of all things table top – wargames, board games, card games and everything else. A number of clubs and venues are running events to celebrate this. The Last Chancers are running an event in the Hobby Shack in Wicklow town that day where we’ll be running some participation and demonstration games in the morning, so a great chance to play those games you are interested in but haven’t got to play yet. We’ll be demonstration Warhammer Fantasy Battle, Warhammer 40k, Infinity, Warmachine, Flames of War, boardgames and many more.

In the afternoon, we’re running a paintathon – an opportunity to bring your models down and get them painted. This is running from 2pm to 7pm and will have prizes and tutorials from Ugo Greevy and Ciarán Bolger so plenty of tips will be available.

There’s a small cover charge of €5 for the day, and playing the games and entering the paintathon is free after that.

The Irish Games Association (IGA) are working to promote this day too, and will also be gathering details of events. Feel free to publicise your event here, and also on the IGA’s Facebook page for Table Top Day (which can be found here) and let’s make this a great day of gaming!

Table Top Day


Quite a large game of WHFB

After a  number of years of collecting my Daemons of Chaos, I finally got around to getting almost all of them painted. To celebrate this, I challenged Dave Leahy to organise a High Elf army to face my Daemons and thankfully he agreed to provide the opposition.

As I have quite a few Daemons – over 12,000 points in fact – we needed to combine a few High Elf armies together so Dave asked Derek Owens, Eoin Lennon and Fergus Finch to join his side – along with borrowing some models from Ugo Greevy, Lloyd Courtney and some from my own High Elf collection.

I wasn’t alone however, and was ably assisted by Jarvis Mitchell, Elliot Purtill-Quin and Matthieu Parmantier. Ian in the Hobby Shack was our gracious host and we set the tables and terrain up the day before our game (as well as choosing spells and so on). Armies were deployed secretly, using maps prepared by Dave Leahy.

I split my army into four main portions – one for each of the Chaos Gods. I took Tzeentch while Jarvis took Nurgle, Elliot took Khorne and Matt used my Slaanesh. Each element came to around 3k points and consisted of the below:

  • Exalted Keeper of Secrets;
  • Lord of Change;
  • Great Unclean One;
  • Bloodthirster;
  • Three Heralds of Khorne;
  • Two Heralds of Nurgle (one on Palanquin);
  • Two Heralds of Slaanesh;
  • Three Heralds of Tzeentch;
  • 24 Bloodletters;
  • 24 Bloodletters;
  • 14 Bloodletters;
  • 32 Plaguebearers;
  • 32 Plaguebearers;
  • 20 Daemonettes;
  • 20 Daemonettes;
  • 20 Daemonettes;
  • 10 Horrors;
  • 10 Horrors;
  • 32 Horrors;
  • 10 Fleshounds;
  • 8 Bloodcrushers;
  • 2 Skullcannon;
  • 4 Nurglings;
  • 1 Beast;
  • 6 Beasts;
  • 6 Plague Drones;
  • 3 Fiends;
  • 6 Fiends;
  • 5 Seekers;
  • 5 Seekers;
  • Exalted Seeker Chariot;
  • 6 Flamers;
  • 6 Flamers;
  • 7 Screamers;
  • 2 Burning Chariots of Tzeentch.


Table setup

Table setup

The High Elf lists were split into sections of Caledor, Saphery, Lothern and a bit of mixture of Chrace/Tiranoc and Elyrrion. Here’s how the HE looked:

  • Prince;
  • Prince on Stardragon;
  • Prince on Stardragon;
  • 3 Archmages;
  • 2 Mages;
  • Dragon Mage;
  • Anointed of Asuryan on Flamespyre Phoenix;
  • Noble Battle Standard Bearer;
  • 2 Lothern Sea Helms;
  • 30 Archers;
  • 30 Archers;
  • 30 Archers;
  • 29 Lothern Sea Guard;
  • 29 Lothern Sea Guard;
  • 6 Ellyrion Reavers;
  • 6 Ellyrion Reavers;
  • 6 Ellyrion Reavers;
  • 6 Ellyrion Reavers;
  • 18 Silver Helms;
  • 40 Spear Elves;
  • 2 Lothern Sea Cutters;
  • 30 White Lions;
  • 39 Phoenix Guard;
  • 29 Phoenix Guard;
  • 4 Lion Chariots;
  • 18 Dragon Princes;
  • 10 Dragon Princes;
  • 30 Swordmasters;
  • 7 Repeater Bolt Throwers;
  • 4 Eagles;
  • Flamespyre Phoenix;
  • 2 Frostheart Phoenixes.

In order to make the game work, we made some small changes to the core rules. Firstly, we set up using deployment maps. This was to allow us to plan our deployments and implement them the day before we played, and to do it simultaneously to reduce the time taken. As a result, setup took only a couple of hours, and that included rolling for Spells and Daemonic Gifts and arranging terrain.

Western Daemons

Khornate Daemons

Central Daemons

Central Daemons


Eastern Daemons...Jarvis learns about his army

Eastern Daemons…Jarvis learns about his army



Secondly, we amended the magic rules. We would roll 4d6 for the winds of magic with the defending team taking the sum of the two higher dice. We then rolled separately 2d6 for the Reign of Chaos. We found this worked pretty well. Magic items could not be duplicated either.

Setup and ready to go!

Setup and ready to go!


Dave took great delight in revealing to me that he had the Banner of the World Dragon on his Dragon Prince bus (the one where his characters went in) and that he also had a Council of Light. Oh joy…that would surely spell the end of my poor Greater Daemons! I did have one little trick up my sleeve though – I brought the Chromatic Tome which would allow me to reroll the winds of magic, and also the Reign of Chaos roll.

The early game showed Dave’s tactical nous – all of his fast Caledor flyers immediately vacated the Eastern Flank (where they faced my Tzeentch) and moved in support of the hill bunker on the centre of the South edge. His BotW bus piled forward, meaning that the Nurgle contingent were facing almost half of the High Elves alone. Magic and shooting took its toll on the Daemons – especially the Khorne and Slaanesh Daemons who were particularly vulnerable. I managed to roll snake eyes for the Reign of Chaos on turn one, and was very relieved to re-roll it and get a seven! I pushed my Tzeentch from the Eastern flank to threaten the combined Caledor/Saphery section and try support the Nurgle side of the table. The Khorne and Slaanesh Daemons piled forward, braving the hail of missile fire.

Not looking good for the Nurglitch force!

Not looking good for the Nurglitch force!


The Nurgle Daemons looked horribly exposed – facing the Dragon Prince bus and two Princes on Star Dragons. Dave left the Phoenixes to the Eastern Flank to harry the Tzeentch forces who tried to shoot (and magic them) to little bits. The High Elves in the centre piled through the Nurgle Daemons…none of them stood a chance. The Plaguebearers were mauled and then removed due to Instability while the High Elves lined up the next unit in their sights.


The Phoenixes caused some minor damage to the Tzeentch Daemons, and took some wounds in return. In the centre, the Khorne force came close to contact with the enemy, but if the Nurgle force was destroyed then the Khornate horde would have its flanks horribly exposed. The Tzeentch Daemons would struggle to make an impact here while the Slaaneshi force was getting smashed by shooting. It looked rather ominous for the Daemons.

Tzeentch Daemons rush to support Nurgle...but it's too late!

Tzeentch Daemons rush to support Nurgle…but it’s too late!


As the game progressed, the Nurgle Daemons were eventually decimated and utterly destroyed. The High Elves turned their attention to the Khorne forces, but were still wary of the Tzeentch threat (which had managed to account for both Phoenixes). Meantime, the surviving Khorne and Slaanesh elements had finally reached the enemy in combat, but would still have to face large units of Phoenix Guard and White Lions. However, at least the Daemons were beginning to cause some casualties.


Fiends grab themselves a chariot

Fiends grab themselves a chariot


Sadly for the Daemons, combat was going horribly wrong and the Elves were losing very little indeed. Unless things changed hugely, the Daemons were going to get very badly mauled. Some of the Slaaneshi elements did manage to get into combat with some of the softer Elf elements and began causing some problems. The Khornate horde was doing okay, accounting for plenty of Elves – but the Elves had plenty of numbers available. Around this time, the importance of BSBs came into focus. As the table was 18′ wide, it was simply impossible for the HE BSB to be everywhere, and the HE were starting to fail some Fear checks. Daemonic magic was taking some toll too, but nothing could stand in the way of the HE bus and Dragons.

The bus

If the chariot wasn’t Mindrazored, it was in trouble. Spell failed…chariot died


As we entered the end of the game, the Daemons managed to make decent gains on the Slaanesh and Tzeentch sides, destroying lighter Elven units. The remaining Greater Daemons (excepting the Great Unclean One) were still alive and causing problems for the Elves. As combat was joined, the Elven magic and shooting was restricted and clever use of chaff restricted the counter-attacks.

All quiet on the Western front

All quiet on the Western front


As night fell and the game drew to a close, it looked like the Elves had the field. The defensive line had held solid and the Daemons looked mauled. The Elves had taken damage too, of course, but their main units were still alive. We decided that we would consider anything within 900 VPs to be a draw using our usual 20-0 scoring system which we use for 2k games multiplied by six. So, 900-1800 VP difference would be an 11-9 and so on. The High Elves had accounted for all of the Nurgle force and had taken substantial chunks out of both the Khornate and Slaaneshi forces. However, the Tzeentch Daemons had taken down two Pheonixes (though one came back to life!) and quite a lot of smaller High Elf units. The Khornate and Slaaneshi armies had damaged a lot of High Elves in return. When we counted the Daemonic casualties, we found that just over 6,000 points of Daemons had been destroyed. The High Elves had lost 5,500 points of units, so the game ended a draw!

In truth, the High Elves had caused a LOT more damage. A number of Daemonic units were below half strength and the Greater Daemons only had a handful of wounds left between them. If the game had continued, there’s no doubt that the High Elves would have won the day. Having said that, with a little extra luck, we’d have accounted for another Phoenix, and I doubt Daemons would face a tougher opponent than High Elves with a Dragon Prince bus and a Light Council too…plus the amount of shooting that was put out was frankly horrific!

Did we enjoy it? All I’ll say is that the first words I heard after we announced the draw was “okay, so when’s the rematch?”

"My army does whatnow?"

“My army does whatnow?”

It was all going well for the Nurgle Daemons (on turn one anyway!)

It was all going well for the Nurgle Daemons (on turn one anyway!)


Many thanks as always to Ian at the Hobby Shack for taking care of us, and for everyone who allowed me to indulge my entire army. It was great fun!




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