Monday, 21 July 2025

Battle of the Menhir - Warhammer High Elves vs Warriors of Chaos - 3,500 points

A 3,500 point Warhammer pitched battle, just for an rainy afternoon's fun and to get some models on the tabletop. The only scenario addition was special terrain feature, the 'magical menhir', which gained extra VPs for the possessor, but apart from that just - FIGHT!  

We used our own house rule additions, and trialed a new rule, for 'withdrawing' from combat. This involves a leadership test and a free flee move away if passed, which is automatically rallied. Units can thus attempt to escape bad fights, but frenzied troops can't do this (for obvious reasons). It only happened three times all game: the dragon-mage withdrew from fighting the warpfire dragon and chariot, to save itself, the prince withdrew from fighting the chaos warriors, to flap around and get a charge at the daemon-prince, and the Ellyian reavers rode off from a losing melee at the menhir stone, saving 5 of them (I don't mind fast cavalry escaping from infantry, it's sort of their thing). It worked fine, but the fear is of over-use... i.e, too much running off if losing. We might have to limit it somehow, maybe 1 withdraw move max per turn?

Also note, magic as well very nerfed throughout, by drain magic from the high elves and chaos' infernal puppet, resulting in few actual casts. Chaos got off 1 summoning and 1 steed of shadows all game. The elves got off shield of saphery, and several drain magics, but the dragon-mage cast zippo - despite trying).  In total, maybe 5-6 spells cast in 5 Turns.

On to the blood-shed, but first, here are the two rough army lists: 

Khorne's Slaughterers

Daemon-Prince with chaos runesword, might of khorne
Sorcerer-Lord (lvl 3 - daemonology, steed of shadows, daemonic vessel, the summoning) with the infernal puppet
Aspiring Champion with giant blade, master of mortals

32 Marauders with full command, shields, mark of khorne
20 Marauders 'cultists' with full command, skirmishers, mark of khorne
10 Chaos Warhounds
20 Chaos Warriors with full command, additional hand weapon, mark of khorne
8 Chaos Knights with full command, lances, shields, mark of khorne, sword of might
5 Marauder Horsemen with javelins

2 Chaos Chariots with mark of khorne
2 Chaos Spawn 'Gorbeasts' with mark of khorne
20 Chosen Chaos Warriors with full command, shields, mark of khorne
3 Dragon Ogres with champion and great weapons

1 Gigantic Chaos Spawn with mark of khorne
1 Warpfire Dragon (lvl 1, battle magic, hammerhand)

High Elf Protectors of the Stone

Prince on Griffon, with talisman of protection and star lance
Dragon Mage (lvl 2, battle magic, pillar of fire, arcane urgency), seeds of rebirth
Arch-Mage (lvl 3, high magic, shield of saphery, drain magic, walk between worlds), arcane familiar, power scroll

Handmaiden of Everqueen with bow of the seafarer

28 Sea Guard with full command
28 Sea Guard with full command
28 Sea Guard with full command
11 Ellyrian Reavers with champion, short bows, skirmishers

20 Swordsmasters with full command
11 Shadow Warriors with ambushers
8 Dragon Princes with full command
11 Archers of Avelorn with champion

2 Repeater Bolt Throwers
1 Giant Eagle


The action consists of an all-out attack by the Khorne worshippers, with the weight of it on their right, knights, chariot, warpfire dragon and dragon ogres, then the infantry up the centre, behind a screen of cultist skirmishers and a chariot, marauders and gigantic spawn on the left, behind the screen of warhounds (which broke and fled on turn1 after vanguarding first). They did their job, one turn of an elite archer unit not targeting the main combat units.

The high elves responded by stepping forward somewhat, (bringing all the war bows into range) and using their dragon princes and swordmasters aggressively. Bold, maybe foolhardy, but you don't have to just stand, wait and take it. By turn 2, there was melee, the dragon princes charging into the dragon ogres and just losing (some unlucky bad dice here), but the fight by the ruin continued after a 'give ground'. The dragon ogres would win it. The two dragons clashed (after a warp-firey breath attack - we allow these after a march move, just so they get some use) then the dragon-mage withdrew, only to fly back later on, with the angry warpfire dragon still in pursuit.

In the centre, the swordmasters clashed with the wretched cultists and just caved them to bits, but their prince didn't like the odds after charging the chaos warriors 'khorne berserkers' behind, leaving them to then do battle with the swordmasters, in attritional fight that the 3-attacks each berserkers eventually won, leaving just 2 fleeing swordmasters at the end of the game. This was something of a surprise, but it is landslide of attacks at S4.

On the Chaos left, the High Elves did better, seeing off the sacrificial warhounds with a stiff Avelorn volley, then killing the charging gigantic spawn with a block of sea guard, and defeating the chariot with the other, solid stuff. The Ellyrian reavers got caught by a spawn (need an 11 to reach them and did) and then marauders, but 'withdrew' and galloped off, with only 5 remaining. That left the marauders in possession of the menhir and its VPs, so the sea guard pressed on, and in another big melee, lost their champion to a challenge with the aspiring chaos champion (big hairy barbarian dude), and could not quiet beat the marauders in a stalemate (both blowing horns to break it). Still, the elves had held well.

The other flank was were the real disaster happened, the dragon princes sadly defeated, the big charge of the blood-thirsty Chaos knights hammered (and some) the sea guard line, killed the arch-mage on a lance, and shattered the unit, which fled and was ridden down... Only the wounded dragon-mage could save the day, but when the chosen warriors magical moved to intercept it, it then lost the resulting melee and was killed (taking a fair-few chosen Khornates warriors with it). But, there was little left now, and the High Elves had to thrown in the towel. The hammer-blow charges had shattered the line here, although the elf Prince survived (having star-lanced the daemon prince to death) and he could rally the right flankers and other survivors. 

So, the magical menhir of power was in Chaos hands, and they could dig it up and take it anyway for their own infernal/diabolic uses... solid Chaos win, and great fun. 

 

Khorne's followers in all out attack (what else?), but the high elves step-up (a bit) to meet it. In the end, the Chaos right/centre attack would crush the HE left/centre, whilst their right held out well, but the battle was lost.

The Chaos right, fast movers (knights, chariot and dr-ogres, not in pic), led by a sacrificial spawn (more attraction arrow fodder), and the daemon-prince and warpfire dragon can flap this way too if required.

Facing them, around the ruins, the high elf left, dragon princes, dragon mage, sea guard and the arch mage (with white fox familiar).

Chaos left-centre, first wave of warhounds and marauder (cultists) skirmishers, with infantry blocks and mega-spawn (first outing) behind.

Facing them, sea guard, elite Avelorn archers and their hand maiden, skirmishing Ellyrian reavers, which once they move, sea guard behind will march up to fill the gap on the extreme HE right.

Raargh! The two dragons line up for an epic clash. Behind, the eagle intercepted the 'gorbeast spawn'... but lost the fight and fled! Rubbish eagle.

Swordsmasters and their prince hold the centre as the red-clad death-cultists lead the advance in the centre. They are supposed to absorb elf arrows and just die... but no archers facing them.


The forces both move to secure the magical menhir stone, for a few bonus VPs. Warhounds already broken and fleeing, tails between their legs.

First clash in the centre, as the prince over-flies the swordsmasters (as they massacre welcoming cultists), to hit the Chaos warrior 'berserkers' behind.

Dragon-rage... super cool, both deal 2 wounds to eachother, and the chariot impetuously joins in... for just 1 more wound, still, the dragon-mage is in trouble, and tests out our 'withdraw' rule (it's not running away, honest!). It is...

Fight at the menhir, reavers get caught by the spawny gorbeast (2 wounds taken from archery) and charging hairy marauders.

Mega-spawn begins to eat sea guard, after speeding across the table (they are quick). But that is a lot of spear attacks back (21). Sea Guard win, and begin the 'poke it to death' attrition that killed it.

On the other flank, more dragons meet - ogres and princes. Heavy casualties on both sides, but ogres get the best of it (some poor attack rolls from Caledor's finest). Dragon Ogres mulch heavy cavalry. 
 
The chariot arrived and charges into the sea guard block (HE extreme right here), and is well defeated by the forest of spears... and flees!. Sea Guard are such good basic infantry... just all round, good.

Over by the ruin again, can they stop this? The frenzied knights line up a crushing charge. A head, the lone spawn rampages on, and will attack the eagle-claw bolt thrower (and then fail to do much). The resulting frenzied knight charge would be carnage, seaguard blown away (15 dead!), arch mage also dead... the flank has collapsed.

Dragon Ogres beat down the princes, just 2 left, great axes slicing up the heavy cavalry (they are massive axes).

The Prince, sees a chance for glory, and charges the daemon-prince, general vs general. The star lances does the business and 'kebabs' the daemon before it gets to even swing its rune-sword back! Could this victory swing for the good-guys? 

No!. Another challenge, the aspiring champion cuts down sea guard champion... as the marauders hold the menhir stone and the elves try to take it back at spear-point, but can't drive them back.

The chosen warriors of Khorne finally get some action, having been magically transported, they face the wounded dragon-mage (and got a dose of fiery breath in the face first), but cut it down in revenge. Khorne is pleased, a mighty skull for the brass throne... and this decisively turns the battle, Chaos are well on top now. Glory to the Blood God! The High Elves sound the retreat...








 

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