Monthly Archives: July 2011

Beastmen vs Orcs & Goblins (2000 points); 12Jul11

Here we are for the fourth and final of my battles for turn 11 of the Border Princes campaign, this time an equal points affair against Justinmatters‘ Orcs & Goblins. I decided to continue with the Gor hordes and low magic build I’d tried out in my previous game against Furycat‘s Empire, but in a dramatic change from normal, I dropped the Bestigors that have done me so proud lately. Taking their place was the mighty Ghorgon, a beast that has underwhelmed me somewhat in a few previous outings (notably here, though I’ve tried it in a few others too). I also noticed that despite enjoying both chariots and Razorgors, I’ve never yet put a Razorgor Chariot on the table… until now.

Beastlord, Steel Claws, Armour of Destiny (BL)

Wargor, BSB, Beast Banner, Gnarled Hide, heavy armour, shield, (BSB)

Bray Shaman, level 2, Chalice of Dark Rain, additional hand weapon, Lore of Beasts (BS)

2 x 39 Gors, additional hand weapons, full command (G1 and G2)

20 Gors, additional hand weapons, full command (G3)

5 Ungor Raiders, musician (UR1)

5 Ungor Raiders (UR2)

5 Harpies, scouts (H)

Razorgor Chariot (RC)

Ghorgon (G)

Justinmatters, heartened by the good showing of his Grimgor Ironhide-led Black Orc army, took almost the exact same list again after scaling it down to 2000 points.  Note for clarity: this is the 7th edition army book.

Grimgor Ironhide (GI)

Black Orc Big Boss, BSB, Martog’s Best Basha (BSB)

Orc Shaman, level 2 (OS)

53 Big ‘Uns, additional hand weapons, full command (BU)

20 Black Orcs (BO1)

25 Black Orcs (BO2)

5 Spear Chukkas (SC1 to SC5)

Rock Lobber (RL)

Once again, we roll up the Watchtower scenario, and once again my 20 Gor unit are too busy drinking themselves senseless to set up in it.  The Orcs don’t have a 20 strong core unit to put in it either (in fact, the keen-eyed of you will note that there is only a single core unit, costing just fractionally over the required 500 points, in the list) so I’m going to get the first turn – just the way I like it when facing so many artillery pieces.  There is an Idol of Mork in the South West and two fences in the North; a Blazing Barricade in the East and a Ghost Fence in the West.  As has become inevitable by now, the Orc Shaman rolls up Gaze of Mork and Bash ‘Em Lads.  The Bray Shaman takes Wyssan’s Wildform and Pann’s Impenetrable Pelt; I’ve never tried Pann’s Pelt before, but it seemed like this was a good game to try it.

The ambushing Raiders are obviously not the elite trackers I’d hoped for as they show up on my table edge, and are joined by the Bray Shaman since the imbeciles evidently need babysitting.  The Gors are a bit more with it and come on from the West, scenting the Goblins crewing the Spear Chukkas as easy meat.  Everyone else races forward as fast as they can apart from the Ghorgon, who holds back to keep with the Razorgor Chariot.  The winds of magic continue their pitiful gusting from my previous game and the Bray Shaman uses the 2,1 dice to put Wildform on the BSB’s Gor herd.

One of the Spear Chukkas in the East fails its animosity check and head toward the Beastmen lines with Plan’s a Good ‘Un.  The Big ‘Uns turn to bring the Harpies into line of sight for their Shaman and both the Black Orc units move straight forward to get stuck into the Beastmen.  We get 6,1 dice for magic, but there’s only one spell to cast – Gaze of Mork at the Harpies.  Fearful of a miscast, only 4 power dice are used, and so it’s easily dispelled by the Bray Shaman.  Most of the artillery fire is stopped or misses due to the Chalice of Dark Rain but one of the Spear Chukkas does manage to take 3 wounds from the Ghorgon.

There are charges possible in turn 2, so I am a happy goat.  The Harpies and ambushing Gors both charge a Spear Chukka.  The BSB’s Gors charge the Big ‘Uns, and the Ghorgon and Razorgor Chariot rampage into the Eastern Black Orcs.  Letting the side down somewhat, the Raiders fail to charge a Spear Chukka despite only needing a 4.  The Beastlord’s herd enter the Watchtower and start making themselves at home.  Yet again I roll 2,1  for magic, and this time Wildform is dispelled on the BSB’s herd.  In combat the small Gor unit squashes the Spear Chukka and over-runs into the next in line.  The Harpies do less well, losing one of their own and failing to run off the Goblins.  The Razorgor Chariot starts off its appearance in my army in less than stellar style, rolling a single impact hit that fails to wound.  Nevertheless, between it and the Ghorgon, many Black Orcs are laid low though the Ghorgon is down to a single wound and the chariot has three left.  Despite the carnage, the Black Orcs are steadfast, so they hold.  Finally, the Gors and Big ‘Uns do major damage to each other (including the Shaman being cut down) and after all is counted up, the Gors have lost by two.  I fail my break test twice despite needing only 7 so they flee and are cut down, taking the BSB with them.  In fact, I rolled 10 on both the break checks so it didn’t actually matter that I was steadfast and in range of the Beastlord.  To add insult to injury, I also rolled 10 for fleeing distance but the Big ‘Uns sprinted a might 11″ to catch them.  The only consolation is that they were 11″ further from the Watchtower.

One of the remaining Spear Chukkas in the East obligingly squabbles, though there are next to no targets available anyway, so presumably they’re only arguing over why there’s nothing much to do; the rest of the artillery take sub-optimal pot shots at the Raiders.  Grimgor leads his Immortulz in a frontal assault on the Watchtower, issues a challenge and duly shreds the unfortunate Foe-Render is hastily pushed into his path by the Beastlord.  Many more Gors die, but there are plenty more where they come from and they repulse the Black Orcs from the building.  Meanwhile, both the Harpies and the ambushing Gors spike their respective warmachines and the Ghorgon and Razorgor Chariot finish off all but three of the Black Orcs, who fail to muster the Insane Courage they’d need to hang around and flee for the table edge.  The Razorgor Chariot reforms to face the flank of the Immortulz.

The Razorgor Chariot charges into the flank of Grimgor’s mob hoping to thin them out a little with impact hits before the big guy makes way to smash it to flinders.  The Ghorgon declares a charge on the fleeing Black Orcs to hasten their exit from the game and then redirects into a Spear Chukka next to them; the Raiders follow suit into the last remaining bolt thrower.  Over in the West, the Harpies sigh and move from Operation: Kill Small Squishy Stuff to Operation: Redirect Big Scary Stuff.  Their impending sacrifice is duly noted as the Beastlord ransacks the Watchtower for ale.  For the third turn in a row, I roll 2,1 for magic dice although this time it is enough to put Wildform on the herd in the Watchtower.  The Ghorgon and the Raiders finish off the Spear Chukkas, but the Razorgor Chariot comes to a sticky end.  Following its theme from the first charge it scores only a single impact hit, which fails to wound.  Grimgor Ironhide reduces it to matchwood before doing something completely unexpected: reforming his mob to face the incoming ambushers.

Waaagh!  The Big ‘Uns charge the hapless Harpies and Grimgor Ironhide charges into the ambushers.  Predictably, the Harpies are annihilated for no loss among the Big ‘Uns.  The Gors lose heavily to the Black Orcs and flee but get away.

The Raiders once again fail to make a charge on the artillery, though it’s probably fair enough since I suspect that Justinmatters forgot to fire it last turn anyway.  The Bray Shaman leaves the other herd of Raiders to their fate and joins the Beastlord in the comfy chairs in the Watchtower; the Raiders head off to redirect/speed-bump the Big ‘Uns.  I finally manage to roll more than 3 power dice for magic, getting 5,3 to play with.  It’s enough to put Wildform on the newly rallied ambushers, which might be helpful to thin out the Black Orcs next turn.

No surprises to the Orc & Goblin tactics this turn:  the Big ‘Uns slaughter the Raiders and the Immortulz finish off the ambushers (though they do lose a few more of their number).

So it’s come to this: I move the Ghorgon, 275 points of raging murder-beast into a position to redirect the Big ‘Uns.  It’s a far cry from throwing Harpies and Raiders into their path.  Still, what can you do?  Over on the far side of the battle from all the action, the remaining Raiders charge into the Rock Lobber.  With 4,2 power dice, the Bray Shaman puts Pann’s Pelt on the Beastlord, mainly in the (vain) hope of drawing out some dispel dice.  As a result, Wildform on the Ghorgon is dispelled.  The Ungors push over the Rock Lobber, and the one survivor optimistically reforms to face the action, which he might manage to take part in if he really hurries.

The Big ‘Uns charge into the Ghorgon, who eats a good number of them before being dragged down and thoroughly beaten.

The game actually goes on until turn 8, but it’s not really worth any more pictures.  In the Beastmen turns the Bray Shaman casts either or both of his spells, and in the Orc & Goblin turns, one or other of the mobs charges the Watchtower, causes and receives massive casualties and is repulsed.  By the last turn, Grimgor Ironhide is down to just him and the BSB charging into a Watchtower garrisoned by about ten Gors plus the Beastlord and Bray Shaman; but they can’t quite force the Beastmen out.  Victory for the Beastmen!  Incidentally, we played turn 9 just to see what would happen, and I finally failed the break check, so if the game had gone the full way to turn 9 I’d have lost.

Overall, it was a highly satisfying and close game.  From turn 4 onward I was praying for the game to end, and each successive turn reduced the garrison of the Watchtower still further so it was all very tense at the end.  I felt that I missed the Bestigors, and the Ghorgon just isn’t enough of a beast to make up for them considering how many points it costs.  The Razorgor Chariot was something of a let down, but it did enough to earn itself another go in my army.  Perhaps if I could roll more than 1 for impact hits it would have been more impressive.

Categories: Battle reports, Border Princes, Campaigns, Warhammer Fantasy Battle | Tags: , , , , | 4 Comments

Beastmen (2200 points) vs Empire (2000 points); 05Jul11

This week I managed to get my second game from turn 11 of the Border Princes campaign against Furycat (my third of four in total; now I just need to get organised with Justinmatters).  Just like our previous battle, I had a 200 point advantage thanks to cunning fortunate use of the fortification order.  Following a comment from reader far2casual, I tried out a list without much magic; a major contrast from my normal style.  Since I had so many points to play with (due to not taking a hatful of wizards), it also seemed a great opportunity to go for a Gor-filled list – about 100 of the blighters. Bleat bleat.

Beastlord, Steel Claws, Armour of Destiny, Ironcurse Icon (BL)

Wargor, BSB, Beast Banner, Gnarled Hide, heavy armour, shield, (BSB)

Bray Shaman, level 2, Chalice of Dark Rain, Lore of Beasts (BS)

2 x 39 Gors, additional hand weapons, full command (G1 and G2)

20 Gors, additional hand weapons, full command (G3)

2 Tuskgor Chariots (TC1 and TC2)

2 x 5 Ungor Raiders, musician (UR1 and UR2)

24 Bestigors, full command, Banner of Eternal Flame (B)

2 x 5 Harpies, scouts (H1 and H2)

Razorgor (R)

Furycat decided to go for maximum big templates and maximum impact hits with this well-drilled force.

Arch Lector of Sigmar, War Altar, Sword of Justice, Armour of Meteoric Iron, Dawnstone (AL)

Captain of the Empire, BSB, full plate armour, Talisman of Preservation (BSB)

Captain of the Empire, Pegasus, Aldred’s Casket of Sorcery, Enchanted Shield, lance, full plate armour (P)

30 Flagellants, Prophet of Doom (F)

50 Halberdiers, full command (H)

24 Greatswords, full command (G)

2 Mortars (M1 and M2)

Helstorm Rocket Battery (HRB)

Steam Tank (ST)

That Steam Tank is going to be a problem without magic to see it off.  The mission is Blood and Glory; we agree on a Break Point of 2 for clarity.  We roll up a lot of terrain, but apart from the hill (scree slope), we forget about almost all of instantly.  In our defence, the game was highly absorbing so we had no problem with it once the game ended and we realised our mistake.  The Bray Shaman selects Wyssan’s Wildform (don’t leave home without it) and Curse of Anraheir, which is quickly becoming a favourite of mine.  Finally, we deploy all our dudes, and even with more units to drop, I still get to go first.  As you can see, the Empire army is fortifying themselves in the East and making clever use of the scree slope to make a mess of incoming Harpies.

The game begins with the ambushing herd of Raiders arriving in the West; apparently they were holding the map upside down since the East would have been vastly more useful.  The Razorgor moves to try to tempt the Greatsword into doing something silly (i.e. presenting themselves as a juicy target for the Beastlord’s Gors); he can charge and hopefully eat the BSB next turn if they stay still. Otherwise there is little more than jockeying for position, though the Bray Shaman leaves the Raiders once he realises that they’re on ‘bait the Flagellants’ duty.  I’m mainly trying to stay out of Steam Tank range for the time being, in the absence of a better plan.  The river turns out to be a boiling flood, so the Gors get out of it and onto the ford before we forget about the effects entirely.  Magic give me 5,3 dice to play with, but Curse is dispelled on the Greatswords and I fail to cast Wildform on the Razorgor.

The Pegasus Captain (who I had for some reason completely forgotten about) charges the Razorgor, so there goes my hopes for the Greatswords.  The Greatswords themselves manage to lose 3 (from 5) of their number leaving the venom thicket, which also pretty much marks the last time we remember about terrain effects other than the hill.  The Steam Tank generates 5 steam points safely and chugs 6″ toward my lines.  The Flagellants restrain themselves from charging, but rush forward anyway, and the Arch Lector turns his War Altar so that he has a good view of the Harpies.  The winds of magic are 3,1 but the dispel dice are irrelevant as the War Altar vapourises one flight of Harpies with an irresistable Banishment.  Clogging the air with nasty stuff, the Bray Shaman uses the Chalice of Dark Rain to shut down both Mortars, but a direct hit from the Helstorm on the BSB’s Gors kills 17 of them.  The air around the table with ripe with my whining about it, I assure you.  The Steam Tank kills a few others, but it’s small fry after that rocket shot.  In combat, the Captain skewers the Razorgor on his lance (with a little help from his mount) before it can even fight back.  Bye bye little piggy; he over-runs out of the charge arc of the Gors.

The BSB’s much-reduced Gor herd charges the Flagellants, but due to the positioning of the Raiders, they can only get an edge into combat.  One of the chariots thunders into them too, on the other side of the Raiders, and the surviving Harpies charge the Mortar.  Although I really wanted to kill the Helstorm with them, I didn’t fancy my chances on the scree slope, so it was the Mortar first.  Tired of pussy-footing around, the Beastlord urges his Gor herd right into the face of the Greatswords, and the Raiders move away from the Flagellants and try to ‘heroically’ sacrifice themselves to the Steam Tank to keep it off the Bestigors.  From the 3,1 magic dice the Bray Shaman manages to put Wildform on the Beastlord’s Gors, despite the Arch Lector commanding more dispel dice that I had power dice.  Combat begins with a disappointing display of handbag slapping between the Harpies and the Mortar crew (no wounds on either side; the humans hold).  The Flagellants nearly (but not quite) take out the Tuskgor Chariot, lose a bunch of maniacs, and hold anyway since they’re unbreakable and can never lose frenzy.  I decide not to make way with the BSB at this point since the combat isn’t going to be decided in this round and so I might as well wait until the flails are done.  The Gors reform to 5 wide to get as far as possible from the Steam Tank, but it’s plain that the Arch Lector has them in his sights anyway.

The Steam Tank powers up with 5 steam points and easily makes it round the screening Raiders into the edge of the Bestigors.  Dang.  The Arch Lector predictably spurs his War Altar into the Gors directly in front of him.  Meanwhile, the Greatswords decide that the best protection from a massive herd of enraged goat-men is a wall, so they move to join the Halberdiers behind it.  After rolling 4,1 magic dice, Pha’s Protection is dispelled on the Arch Lector, but Soulfire does kill a couple more Gors.  The Helstorm gets another direct hit, this time on the Beastlord’s Gors but kills ‘only’ 10 of them since they’re toughness 5 thanks to Wildform.  The Mortar chips in for another 4.  The Harpies remember that they’re supposed to be terrifying harridans of legend, not feeble old ladies and tear the Mortar crew apart.  Not liking their chances even in the flank of the Halberdiers, they reform to risk the scree slope as they head for the Helstorm.  The Bestigors are ground mercilessly by the Steam Tank, but they hold steadfast, and even manage to wound it in return; they try to reform to 5 wide but fail despite the BSB re-roll.  Finally, the Arch Lector kills a load of Gors (though the sheer weight of return attacks does manage to wound the War Altar) but the Flagellants are down to less than half strength.  They do finish off the chariot though.

My ambushing Gor herd apparently knew where they were going all along and show up just where I needed them; on the East flank.  They eye up the tasty fortitude points sitting in the Greatswords and Halberdiers and decide that there’s nowhere they’d rather be (except the pub, of course).  Further West, the Harpies charge into the Helstorm, losing 2 on the way (and justifying my fear of dangerous terrain checks), the remaining chariot charges the flagellants, presumably over the shattered remains of its brother, and the Beastlord leads his Gors on a mighty charge into the Greatswords.  The winds of magic give me a mighty 1,1 power dice, but again the Bray Shaman’s +2 casting bonus comes up with the goods to beat the Arch Lector’s bonus dispel dice and put Wildform on the Beastlord’s Gors.  The Harpies give up on the ‘terrifying harridans of legend’ malarkey, only dispatching a single Helstorm crewman, who holds, and the Bestigors don’t manage to wound the Steam Tank but do at least reform for maximum depth.  The Flagellants are wiped down to just the Prophet of Doom in combat with the Tuskgor Chariot, thereby splitting the combats.  Over with the Greatswords, the Beastlord makes way to the Empire BSB, who is able to take advantage of a rare occurrence of us remembering that the wall is a Blessed Bulwark to take his swings first.  Sadly for him, the Beastlord is rocking toughness 6, so he shrugs off the petty slaps from the Captain then rips him limb from limb with the Steel Claws.  The Gors tear their way through a good number of the elite humans for good measure and are mostly saved from return swings by the toughness boost of Wildform.  The Greatswords lose combat by about a hundred after that hammering, but they’re stubborn so don’t care at all.

The Pegasus rear charges the Bestigors to try to extricate the Steam Tank a little sooner, though it looks to me like it’s doing fine on its own for now.  The Halberdiers charge into the flank of the Beastlord’s Gor herd.  We get a rather average 4,3 magic dice.  I can’t dispel Birona’s Timewarp on the Halberdiers, nor Soulfire (though it fails it wound the Gors anyway); Armour of Contempt on the Prophet of Doom fails to cast on a single die.  The surviving Mortar misfires, to my great relief; though it can fire next turn.  Continuing their underwhelming run, the Harpies kill off another Helstorm crewman but the sole survivor holds.  The Bestigors continue to die like flies, but hold steadfast anyway.  The Wargor BSB challenges the Arch Lector to a duel and the old man accepts (not that he could have avoided it).  My thinking is that I’m not likely to lose the BSB since he’s sitting on toughness 5 and a 2+/6++ save, and it avoids the Arch Lector carving his way through the Gors to their banner.  If I get lucky I might do a little damage too.  But I don’t, there are no wounds on either side.  The Tuskgors finish off the Prophet of Doom and aim for the Halberdiers.  The Gors do an amazing job, nearly wiping out the Greatswords and weathering the attacks from the Halberdiers like the bleating heroes they are.  After we count it up, the Beastmen actually win the combat, but the Greatswords and Halberdiers (stubborn and steadfast, respectively) so they hold.

The chariot charges the flank of the Halberdiers and the ambushing Gors run into the flank of the handful of surviving Greatswords.  I roll another 1,1 magic phase, and this time fail to cast what could be a critical Wildform on the Beastlord’s herd.  The Harpies top their pathetic performance in this game by losing to the single surviving crewman of the Helstorm and fleeing for their lives.  It’s not a great start to the combat phase, but the it improves as the Bestigors still hold on despite their dwindling numbers and the BSB wounds the War Altar twice for no loss.  The best is saved for last, as the Greatswords are wiped out to a man and the Beastlord is able to reform his unit to face the Halberdiers, who have been somewhat reduced in number thanks to the chariot’s sterling efforts.  The ambushers even over-run far enough to guarantee a flank charge on the Halberdiers next turn. So I suppose that Wildform wasn’t needed after all.

An interesting situation came up here which I am singularly unable to capture in Battle Chronicler.  Despite several attempts I can’t manage to replicate the game precisely enough in the program to show it, so a thousand words will have to suffice.  Anyway, the Chariot flank charged the Halberdiers but could only contact the (dwindling) back rank due to the presence of another unit; i.e. it was only in contact with a single model.  As the attacks came in, the back rank was eventually wiped out, so we ruled that it had isolated itself from combat, allowing it a free reform but not keeping it in the fight for the next turn.  If anyone can understand that, and can answer whether we did it right, please let me know.  So, not withstanding that the picture is obviously a little wrong, here is the map for Beastmen turn 4.

Everyone who can move is already in combat, so we move straight to the magic phase, in which we have 2,2 dice available.  Net of Amyntok is dispelled on the ambushing herd, but Soulfire does manage to kill another Gor.  To make up for their earlier pinpoint accuracy, the Mortar scatters a shell into the middle of nowhere and the Helstorm crewman celebrates his survival with a nice firework display, the rocket detonating high in the sky.  The Steam Tank finishes crushing the Bestigors into paste, and the Arch Lector / BSB challenge continues fruitlessly while the paltry number of Gors from the unit dance around them like ninjas in a Bruce Lee film instead of doing something useful like toppling the Golden Griffon off that accursed War Altar.  The Halberdiers lose another staggering number to the Beastlord and his herd, but they’re still (just) steadfast and hold.

The Tuskgor Chariot and ambushers hit the Halberdiers in the rear and flank respectively, and the ambushing Raiders complete their lengthy trek across the table and charge the Helstorm hoping for more success than the Harpies (who, incidentally, fail to rally).  With 3,2 magic dice I put Wildform on the ambushing Gors (there are more of them by some margin than the Beastlord’s much-reduced herd) using 3 dice and a 2 dice Curse on the Halberdiers; the Arch Lector fails to dispel either using the same number of dice.  Furycat and I know that it all comes down to this combat between with the Halberdiers.  If I can wipe them out or make them flee, the Empire reach their breaking point and it is all over.  The Halberdiers are duly thrashed from all sides, and it all comes down to a single roll. If the Halberdiers can muster the 1,1 they need to pass their break test on insane courage, the Empire will probably win since the Steam Tank can get stuck in and start grinding more of my units down.  In the other 35/36 cases, the game ends with a Beastmen win.  The dice are rolled… and the Halberdiers flee, leaving their standard (and fortitude point) behind.  Victory for the Beastmen!

That was a fabulous game.  It was close all the way through, with twists and turns constantly.  Right up to the final dice roll, either side could have won it.  I believe that it was only my 200 point army advantage that let me take the game here.

Still, there is a lot to learn.  I had thought to use the Raiders to get in the way of the Flagellants, but they actually stymied me by preventing full contact from the Gors.  Looking back, the lesson here should just be to stick to the plan – if I’d just decided to attack the Flagellants head on in the first place I wouldn’t have had that problem, and the Gors should have been able to do a lot of damage.  Strangely, we couldn’t find anything in the rules that allow you to reform to maximise contact in later turns – can anyone shed any light on this?  Theoretically we could have ended up playing the entire game while those units poked each other across a tiny point of contact.

I’m not sure what to do about the Steam Tank.  It apparently has a 15″ 360° charge radius, so short of going back to plan A (take magic and hope to get Pit of Shades or Purple Sun of Xereus), it’s just going to squash its way through anything I have.

That brings me back to the ‘point’ of this list, which was to try out an army with very little magic.  Since two of my magic phases only had 1,1 dice,  far2casual’s point was amply demonstrated.  I didn’t feel too much the loss of spells since I had a huge(ly entertaining) tide of Gors to throw forward.  Still, ultimately I do like using magic in this game, so generally I err on the side of having some.  On the other hand, another game with a hundred Gors is surely in my future.

Finally, my main learning point should be to whine less.  I’ve found myself bitching about dice too much lately, and it’s not a gentlemanly way to play the game.  The same goes for other armies units – the bad parts are, for the most part, in the eye of the beholder.  A classic example was in this game.  Turns 1 to 3 featured a lot of me saying ‘dang artillery!’ and Furycat patiently reminding me that artillery is one of the main things about the Empire.  Turns 3 to 5 had a lot of Furycat say ‘dang Primal Fury!’, to pretty much the same response. The grass is always greener on the other side of the fence.

Categories: Battle reports, Border Princes, Campaigns, Warhammer Fantasy Battle | Tags: , , , , | 12 Comments

Painted Bray Shaman (part two)

Following on from a couple of comments from Forkbanger and Iggykoopa30 on my painted Bray Shaman, I decided to take their advice and add a little rune to the end of his Braystaff.  Although it looks enormous in the pictures, the skull is actually pretty tiny, so I knew anything I did would have to be very simple.  Not only because of the limited space, but because of my limited ability.  I thought for a while about what to do that would be small and simple and ultimately decided that an arrow would have to suffice.  I considered one of the marks of the Chaos pantheon, but the current fluff for the Beastmen seems to have moved somewhat away from them overtly worshipping the dark powers (which I have mixed feelings about).  Anyway, here are pretty pictures:

Now, back to those Bestigors.

Categories: Painting and modelling, Warhammer Fantasy Battle | Tags: , | Leave a comment

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