Monday, 20 October 2025

Warhammer, 1,000 points, Wood Elves vs Beastmen

To escalate up our series of Wood Elf vs Beastmen games, we've came up with a bit of backstory and each created 1,250 points of 'named' characters (using the standard army list rules). These are the main characters of our campaign, each with a single nominated overall general, and a maximum of 3 wizards (any other unnamed wizards have to be level 1 max). These character can then be selected in future games, and can reappear (if they survive). We plan on a series of 5 (ish) games, each escalating by 500 points each time - as the Wood Elves max out at 2,500 points.

The Wood Elf army general is a Treeman Ancient (Greyroot), aided by a level 4 Spellweaver (Faenir of Argwlon), a Branchwraith (Willowif), a Waystalker (Yssion the Faun) and 3 Glade Captains (Maedhros, Isdril and Iorwyn) (all have pre-picked magic items and upgrades, etc, which cannot now be changed).

The Beastmen are led by a Minotaur Doombull (Gardak Gorfeaster), aided by a level 4 Bray Shaman (Ulkark the Hooded), a level 2 Bray Shaman (Kygrh Two-Heads), a Centigor Chieftain (Nrak Blackhoof), and 3 Chieftains (Avukr, Gkurg and Rutgor) (one is the BSB). Again, mutations and magic items are now set.

The other restrictions are on 'Rare' units, which have a limited number for the games, and once they are gone, they are gone. So, 1 Chaos Giant (for example), and 9 Giant Eagles (owls). Core and Special units can be picked as normal, per game, no limits below the army list ones. 

So, after the roving Beastmen patrol (in game 1) found a route down from the Grey Mountains, following a stream into a valley of the Argwlon region of Athel Loren, game 2 would see the Wood Elves quickly muster to stop the Beast's vanguard as they moved down a pass, seeking to break into the valley below. 1,000 points were picked for an evening's game, using Battle of the Pass scenario, here are the basic lists:

Wood Elves
Glade Captain Isdril
Branchwraith Willowif (level 2, Elementalism)
3 x 5 Glade Guard archers
5 Deepwood Scouts
16 Dryads
3 Treekin
2 Giant Owls

Beastmen
Bray Shaman Kygrh Two-Heads (level 2, Daemonology)
12 Bestigor
30 Gors
10 Ungor archers
10 Ungor
10 Harpies
1 Cockatrice

 We randomly rolled up some basic woods, rocks (and the stream) for 'wilderness' terrain, and deployed.

Deployment, along a 5' x 4' board.

Wood Elf battle lines, Dryads in the centre, flanked by the small archer blocks, back up by the giant owls and the Treekin on the far right. Deepwood scouts, scouting into the far trees - obviously.

Big block of 30 Gors, to charge right up the middle, through the woods...

It started with the Beastmen advancing, and the Wood Elves shooting them... some Ungor died, but they did not panic. The cockatrice (mutant death chicken), flapped up, and was immediately charged by an owl, which quick found out that that chicken was no joke... and died, losing the bird-on-bird fight... and leaving the cockatrice free to rampage about, backed up by the harpies, which also took some archery losses, but again, passed their panic test (damn them!).

Turn 1, Giant Owl swoops on the mutant death chicken... and is killed, with ease... OK, it is far too tough for a single owl to handle, noted.

From there, it did not get much better for the defenders of Athel Loren. In fact, it got a lot worse. The cockatrice flapped on into archers, and although they were not terrified by it, they lost the fight and rolled double 6 to Break, fleeing (Glade Captain and all), to be caught. Disaster. Meanwhile, the harpies feasted on more archers, wiping out a small band of 5.

The Cockatrice wins by just 1, but the rolled break test is a 12... good grief, the archers (and their glade captain) flee, are caught, eaten and destroyed. The cockatrice is on a rampage!


The main fight was coming in the centre, were the Dryads and Treekin had advanced to meet the Gors and Bestigor. This clash would surely decide the day. The Treekin charged and hammered the Gor (8 died, as did the Bray Shaman to a tree-whack) and they broke. The Gors just beat the Dryads, but they are 'Stubborn' and just fell-back a bit. The restrained and reformed Treekin could now come in from behind the Gors and hit them with a rear charge. It seemed they might yet win the day. The Branchwriath's spells were even useful... killing some Gors and giving the Dryads 'earthen ramparts', immovable trees (so I thought). 

Around this melee, the last giant owl charged into the harpies, but rolled terribly (all misses) and was killed in turn. Best harpies have ever done in any game I have seen. The cockatrice was turning around to comeback...  and it charged into the Dryad's flank. That big central melee would seal the deal.

It was disaster for the elves, the Treekin somehow all missed (!), the Dryads failed all their 6+ armour, 6+ regen and 5+ ward saves (zero passes - 6 died), and killed 1 – 1 poxie Gor. The break test was a rolled 11 (why?), they all broke and fled and, betrayed by my dice, cursing the gods and generally feeling well stitched-up, it was over in Turn 4. 

The game was a massacre, only 4 Elves and 1 Branchwraith were still alive... the Wood Elves had broken or wiped out no (zero) Beastmen units (the Bestigor rallied, the last Ungor, shot-up by the scouts, seemingly could only roll 5 or less for panic). The pass into the forest has fallen, and the main Beastman force, led by the Doombull, can now swarm into the valley beyond. The Wood Elves will have to fight better than this to save their valley from becoming a stronghold of chaos.

3 Treekin charge the Bestigor and, tree-whacking the shaman, before dispatching 8 foul beastmen (for 1 lost Treekin in return), the Beastmen break and run... the Treekin restrain and reform, to charge the back of the Gors... maybe they can turn it round?

Dryads and Gors meet in a big melee in the centre, winning this can turn the day in favour of the Wood Elves. Go little trees...

The Harpies pass their panic test and fall upon a small archer line, tearing them to pieces. Wood Elves, apparently, are no match for even a harpy in melee. And their 'swiftstrike' arrow shooting  isn't that strong... hmmm! New arrows please.
 
The wounded owl tries to fend off the ravenous harpies, but they roll well (again) and it dies too.

Charging Treekin make 7 attacks, needing 4+.... what! Shocking dice in this one... talk about out of luck... and the crucial melee is badly lost... 

The end, as the combat is lost and the super-rubbish dice continue, an 11 for the break test and the trees flee. The Dryads run 3! and are destroyed by the cockatrice. The Treekin run 6, and are caught by the Gors... end of game, utter massacre... bar-humbug!


Next time, we'll increase it to 1,500 points and I fancy trying the old 'Woodland Ambush' scenario (from 6th Edition), just because its characterful and themed. The Wood Elves will try to thin down the Beastman hordes. But, atm, it looks very grim, how do the Wood Elves stop Beastmen from just taking Athel Loren? Better dice will help... they can't get much worse...

 

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