Turn 1 |
The chaos force gained the initiative and rushed on from the left, the newly painted ogres charging into elf spearmen on turn 1. Four wounds on both sides and no battleshock suffered, a nice steady start. Note that the elves are fairly tightly grouped while the chaos forces are a little bit dispersed. This allowed the elves in their first turn to charge the engaged ogres with both the Elven Prince and the Swordmasters, which are absolutely lethal in combat. Suffice to say that troops with 2 attacks each, that hit on 3's, rerolling 1's and then wound on 3's with a -1 rend are potent stuff! Turn 1 death to the newly-painted overweight brutes.
Turn 2 |
In the elf turn, the central unit of marauders were wiped out by the Swordmasters as their reign of death continued. The bolt thrower inflicted casualties on the nearer unit of marauders while on the far side, the Prince retreated to be replaced by the spearmen, who easily defeated the marauder horsemen (I noticed today that the horsemen have two wounds each - we had played just one each - with their two attack steeds this makes them quite overpowered in my mind). The chaos force was looking under pressure, their best unit still to get into combat.
Turn 3 |
It was probably a better game than the first effort, though the Chaos general was new to the game and made some beginner errors, leaving his units isolated to be systematically outnumbered and slaughtered. It still seems strange that there is no psychology, no real manouevre. I am not sure it's suited to a classic mass battle but is obviously more intended for skirmish gaming, playing like 40k a lot of the time. Maybe we should try it with minimum sized units of 10 or 5, see if it gives better results. A couple more games I think before I throw in the towel, but it's failing to convince me at the moment. Shame really, I quite like the flavour added by the warscrolls, it's the basic mechanics that are the problem.