Thursday, 6 August 2026

The Battle of Amrothys Glade – Warhammer, Wood-Elf vs Beastman campaign finale

The finale of our five-game Warhammer narrative campaign, pitting Wood Elves vs Beastmen, set in a valley in the Argwylon region, close to the Grey Mountains. A Beastmen herd have migrated down from the mountains, under the leadership of the brutal Doombull (minotaur) Gardak Gorfeaster. The local Wood Elves have responded, led by their venerable Treeman-Ancient ‘Greyroot’, to drive them out and save the valley.

The first four games (detailed in previous months on here) had been: a first small raid (500 point border patrol), won by the Beastmen. This victory allowed more Beastmen to advance further down the valley, to the narrow Pass of Amrothys (the valley’s main river). This was a 1000 point pitched battle as the Wood Elves tried to destroy the Beastman vanguard – but were badly defeated. Game 3 saw the Wood Elves, needing to buy time, executing a ‘woodland ambush’ scenario (1000 points vs 1500 points). This ambush resulted in a draw. Things looked bad for the forest’s defenders, and they were forced into a pitched battle (2600 points each), choosing their ground at the Argwylon Stones. This game resulted in a decisive Wood Elf victory, leading us to a finale for game 5.

The surviving Beastmen (still including Gardak and his Great Bray Shaman, Ulkark) have now pulled back and gathered their entire herd in a broad woodland glade beside the Amrothys stream. Gardak has selected this location to raise his own herd stone and claim as his own lands. The Wood Elves, reinforced, moved to end the incursion in another pitched fight – the Battle of Amrothys Glade. It used all my Wood Elf collection, in all 3100 points. Game 5 would decide all. Does Gardak gain his land and raise his herd stone, or is he driven out of the valley, and perhaps killed? ‘Greyroot’ and the Spellweaver Faenyr of Argwylon lead the host of Athel Loren to end him.

All the named characters were created at the start of the campaign and remain the same throughout (our dramatis personae). Some, of course, have been killed or wounded in the earlier games. All available were present for the last fight though and we allowed them back to full wounds having healed up for this finale.

Here are the lists selected:  

BEASTMEN BRAYHERD

Doombull Gardak Gorfeaster
- 325 pts
with great weapon, heavy armour
Mutation: Pelt of Midnight (-1 shooting To-Hit)
Fur of Shaggru (+2 to AS vs non-magical missile attacks)
2 x Dark Hearts (recover 1 wound)

Great Bray Shaman Ulkark the Hooded (lvl 4 - primal magic)  280 pts
with braystaff
Mutation: Gnarled Hide (Arm Hide1)
Goretooth (primal magic)
Hagtree Fetish (re-roll 1s To wounds with magic missiles)
2 x Powerscrolls (+D6 casting)

Bray Shaman Kygrh Two-Heads (lvl 2 - dark magic)    155 pts
with braystaff
Mutation: Uncanny Sense (+1 I)
Daemonheart (dispell lvl+1 of caster)
Potion of Toughness (+D3 T)

Wargor Agukr    84 pts
with additional hand weapon, heavy armour, shield
Sword of Might (+1 S)

Wargor Rutgor (BSB)    143 pts
with heavy armour, great weapon,
Mutation: Rune of Beast Ascendant (7”, +1 Ldr to Gor, Bestigor and Ungor)
Vitriolic Totem (Poison Attacks to unit)

30 Gor, shields, full command        227 pts

30 Gor, shields, full command        227 pts

10 Warhounds, vanguard            65 pts

12 Ungor, half horn, shortbows, + ambushers    79 pts

15 Ungor, full command, hand weapon + shield, ambushers    107 pts

5 Minotaurs, great weapons, full command    277 pts

3 Razorgors        156 pts

8 Centigor, cav spears, javelins, full command    172 pts

16 Bestigor, great weapons, full command    244 pts

2 Dragon Ogres    132 pts

1 Cockatrice        180 pts

1 Ghorgon        245 pts

3098 points


WOOD ELF DEFENDERS OF ATHEL LOREN

Treeman Ancient - ‘Greyroot’ (lvl 3, Illusion)  325 pts
with Befuddlement of Mischiefs (-1 WS and I)

Faenyr of Argwylon - Spellweaver, level 4 (Lore of the Wild)   285 pts
Glamour Weave Kindred (5+ Ward, Tree-Spirit)
Heartwood Pendant (gain Lore of the Wild)  
Glamourweave (Ldr test or To-Hit = 6s only)
Giantblade (S+1, Arm Bane2, Magic Attacks, MultiWound2)

Waystalker Yssion ‘the Faun’  183 pts
hand weapon, light armour, moonfire shot (magic and flaming attacks)
Scout kindred (scout and quick shot)
Bow of Loren (A= missile shots)
Muster of Malevolents (+D3, S2, AP-, Arm Bane1 attacks)

Branchwraith ‘Willowif’
(lvl 2, Elementalism)    133 pts
additional hand weapon, Lamentations of Despair (-1 Ldr, 6”, Panic, Fear, Terror)

Glade Captain Isdryl      111 pts
with hand weapon, light armour, asrai longbow, arcane bodkins (AP-2),
Hail of Doom arrows (3” template, S4, AP1, magical)

Glade Captain Iorwyn
    123 pts
with hand weapon, light armour, asrai longbow, true flight arrows (ignore cover + quickshot)
Altered Kindred - Aspect of the Bear (+1S and +1T)
Railarian’s Mantle (4+ Ward if 6” woods)

5 Glade Guard, swiftshiver shards, lord’s bowman    71 pts

9 Deepwood Scouts, swiftshiver shards, lord’s bowman    141 pts

8 Deepwood Scouts, swiftshiver shards, lord’s bowman    126 pts

8 Deepwood Scouts, swiftshiver shards, lord’s bowman    126 pts

16 Dryads, nymph (murder of spites)    238 pts

5 Sister of the Thorne, full command, sword of might + standard of morning chill (swirling mists, lvl2)    185 pts

5 Sister of the Thorne, full command + banner of hunter king (vanguard)    155 pts

6 Treekin, elder    313 pts

8 Waywatchers
, sentinel + ambushers        158 pts

1 Treeman, befuddlement of mischiefs (-1 WS and I)    245 pts

3 x Great Owls    180 pts (60 each)

3098 points


DEPLOYMENT
Rather than take it in turn to place units, we placed a screen up the centre of the board and then fully deployed in secret behind it (no peaking allowed). I much prefer this method over the react-react-react to opponent’s placements, and the big reveal moment is a highlight of the game… what are you facing? - oh! Also, armies do not deploy piecemeal based on what the enemy deploys, bit by bit.

The Wood Elves (me), had gone for a ‘tree-spirit’ centre, a defensive line, the Dryads (with Branchwraith), Treekin (only placed 3 models but there should be 6, I remembered on turn 2 and added the extras in – forgot I painted them 3!) and the Treeman, backed by Faenyr the Spellweaver. The left was Sisters of the Thorne light cavalry and the Glade Guard (with Glade Captain). The right, ‘Greyroot' and more Sisters. The Deepwood scouts (scouting -obvs), deployed afterwards, were scattered along the line, in the woods on the right, well forward, but expecting to shoot and scoot (flee!) back. The giant owls were central, and able to fly wherever needed at speed (my mobile reserve), or act as chaff/distractions and block charges. The Waywatchers waited to arrive from ambush.  The Waystalker was lurking by the stream, in cover by the rock (and so well disguised I missed him), with a line of sight to the centre, awaiting sniper targets.

The Beastman centre was the main attack force, 30 Gors, Bestigors led by Gardak and his BSB, Razorgors, Gorghon, Minotaurs, both Shaman behind, and the Warhounds out front as cannon-fodder (stop this!). Their right, by the stream, were skirmishing Ungor and Centigors, with the Ungor archers off-table in ambush. On the left were 30 more Gor (with Wargor), the Cockatrice and the 2 Dragon Ogres.

On terrain, we had the stream (fast flowing mountain stream - so dangerous terrain), 2 marshes (difficult), 2 woods (difficult) and a rock outcrop (impassable to all). Added to this was the elves’ own wood, placed on their far right (and hiding Deepwood Scouts at the start).

Time to get battling…

The board is set, the peices are (about to be) moving...deployment.

 

Beasts left: Dr-Ogres, Cockatrice, Gor block.

Scouts forward, peppering the Dr-Ogres.

Centre, Gardak leading, Shaman lurking.

WE centre, the tree-line, and supporting owl. 

 

Beast right, Centigor and Ungor, to rush across the stream.


Far left, Scouts make the Beasts pay for crossing the stream.
 

TURN ONE

The Beastman plan was simple, suitably, a full send, with the centre as the sledgehammer-blow. They all moved up as fast as they could. 1 drunk Centigor was washed away crossing the stream (we laughed)… the Warhounds had vanguarded forward and so led (barking ‘shoot me first!’). The Cockatrice was with them, flapping away… they forgot to roll for Gaze of the Gods (which we fixed from turn 2 onwards).

More complex movement for the elves. The centre line moved up a bit, to give room for being pushed back to the table edge. The Sisters of the Thorne on the right dashed up to help the scouts, as they loosed into the Centigor and killed 4 of them, causing them to panic and fall back to the edge of the stream again. On the right, the Sisters had vanguarded up behind the wood and awaited hidden in cover here. All down the line, the bows sang. Half the Warhounds died, a Dragon Ogre took 2 wounds, and Greyroot’s wind-blast spell badly wounded the Cockatrice. The Waystalker targeted the BSB (no real chance of hurting the Doombull) and scored 1 wound… damn, close, also sniped him out. Yssion now had the Bray Shaman in his sights too for next turn.

The Owls flew out, to block the Gors charge at the Dryads, to block the Ghorgon’s charge and to get behind the Dragon Ogres to try to help on the far right. 

Full send from the Beasts, as the spellweaver singings up some enchanted trees (magical vortex). 


Centigors are ruthlessly shot-down and panic. Sisters of Thorne gallop up to block the Ungor skirmishers. 


Dragon-Ogres rush the scouts in the wood. They'll flee away, and leave them to the Sisters, just behind, and owl. Beyond, the Warhounds are about to be turned into pin-cushions.

TURN TWO
The charges would begin as the elves furious shot a lot of arrows. The Deepwood Scouts on the left killed 2 more Centigors and the last broke and fled the field - bye!. The Sisters with them charged into the Ungor skirmishers, which held, all splashing through the marshes.

In the centre, the Gors charged the Owl in front of them, which of course fled. Their failed charge left them exposed, in the other marsh, as the Dryads counter-charged, and a big melee began. Next to them, in a confusion of 3 ‘stays in play’ vortexes cast last turn (crazy roiling magic everywhere here), the Bestigors took a few losses running through it all, and hit the solid block of 6 (now) Treekin. The Razorgors joined them and lost 1 pig in the ‘Spiteful Torrent’ vortex. The frenzied Ghorgon aimed at the owl, as closest target, it lfled revealing the Treeman (oh no!), and the Ghorgon made a long-bomb re-directed charge (needed a 6, rolled a 6).  The last of the Warhounds were all shot down by the Scouts - objective achieved. More Scouts, in the woods on the right, fled back through the trees away from the charging Dragon Ogres, and they were then hit by the Sisters of the Thorne coming the other way through the trees, and an owl from behind. The Minotaurs charged and failed, and left them with nothing to hit atm.

The Waystalker began a ranged-duel with the Bray Shaman, whose viletide spell was unlucky to only cause 1 wound (16 dice, one 6). His super-accurate two return shots wounded the Shaman back.

Many melees to resolve. The Dryads held their own and a long attritional fight began with the Gors, as the Branchwraith challenged and killed their champion. The Bestigors and Razorgors took lumps out of the Treekin, but their T6 and good regeneration saves made it even (ish), as they in turn killed off the last Razorgors and tree-whacked the BSB into pulp! Go Treekin, they held using ‘stubborn’.  

The Ghorgon’s charge resulted in a Treeman cut in two… monster-killer doing its thing. Poor Treeman - felled! The resulting overrun meant it would now reach Greyroot next (just in his arc). Oh no! It was on the rampage. Meanwhile, Greyroot’s wind-blast spell killed the Cockatrice stone dead!

On the right, the Dragon Ogres mashed up 2 Sisters but the owl rolled amazingly well and with 3 hits and wounds, killed a Dragon Ogre and left the last one on 1 wound remaining… come-on! It was going well (OK-ish) for my little green men (Wood Elves). 

Mosh in the marsh... Dryads vs Gors. Behind begins a melee amongst three vortexs, magical chaos! 


Ghorgon disposes of the Treeman in one swing. Tim-berr!!

TURN THREE
All fleeing (tactically withdrawing) elves and owls rallied - phew!

All the ambushers arrived, with the Ungor on the far left, aiming at the glade guard in a weak archery duel. The Waywatchers were behind the far right, with a block of Gors to shoot from safety, as they wheeled about to move into the centre. Not a great target.

On the far left, the Deepwood Scouts downed bows and drew swords, charging into the Ungors to aid the Sisters, and they won that combat. The Ungors broke, fled and the Sisters (3 left) ran them down. They were free behind the enemy lines now. Also, the Waystalker won his duel, his arrows and spites sniping the Bray Shaman. The left flank was a win!

But the crux of the battle was in the centre. The Dryads and Gors traded blows in the marshes and the Dryads won, but the Gors held their nerve (warband). The Doombull, powered by the Gaze of the Gods, hacked down another Treekin and the Bestigors added a few more wounds (3 still stand now). The Beasts won the fight, but the Treekin only FBIGO’d 2”. The big-hitting melee of great weapons went on. The rampaging Ghorgon vs Treeman Ancient resulted in 1 wound each, no killing blow this time – thank Kurnous, but my General was in dire danger of being hacked down in one hit. No help was coming.

Trying to score 1 wound on the last Dr-Ogre result in zero wounds caused - damn it, and its excellent armour and thick hide. In turn, it bashed the giant owl into bloody-feathers!

The game was in the balance now… Wood Elves just ahead on VPs, but the Beasts were in melee now, and the Doombull looked unstoppable. 

Greyroot tries to stop the Ghorgon's rampage. The Gors are coming to help though. Dire trouble for my general. 


Waywatchers sneak on and start peppering Gors at long range. Later, the Great Bray Shaman will be their only target - bad for him!


Minotaurs can't find anything to fight... or anything that will stand and fight. Long march across the tabletop.

TURN FOUR
This is were things changed radically. Charging Minotaurs saw an owl (just rallied) flee (off the table) and then overrun into Scout skirmishers, who would be easily butchered.

The Dr-Ogre survived again and killed 3 Sisters of the Thorne, the last one fleeing, and the pursuing Dr-Ogre, still going on its last leg, chase into more Scouts. Just 1 wound needed, come on, roll a 6 to wound! But they couldn’t and it survived the game with 1 wound.

In the centre, the duel of Greyroot vs Ghorgon was a tie, 1 wound each again. Oh for an assailment spell. On for the Ghorgon not rolling a 6 when needed.

The Doombull went into a blood-greed killing frenzy and scored 7 hits and wounds, which the Treekin regenerated 6 of - wow! The frenzied Bestigor’s axes chopped down another Treekin, but their return attacks and stomps wiped out the Bestigor, it was now Gardak vs 2 Treekin.

The Dryads carved into the Gors again, but they were too many! The Gors went into frenzy and their extra attacks saw 6 Dryads cut down. Slaughter in the marshes, but the banner and ranks just won it for the Gors on combat-res. The Dryads rolled an 11 on the break-test and ran. They ran 3”… and were cut-down to the tree, taking the Branchwraith and Faenyr the Spellweaver with them – disaster! The tree-line had broken. Terrible dice!

The other long advancing Gor block now charged into the side of Greyroot in his fight, and in doing so also went into frenzy - the Beastmen suddenly got very mad this turn!  

For the Wood Elves the tide had turned against them, decisively so. Turn 5 would be mopping up.

1 wound Dr-Ogre fights on, and just won't die! Hacking up more Scouts.

 

The Treeman Ancient cannot hold as frenzied Gors hit. He breaks and runs (not fast enough, he's an old tree).

TURN FIVE
The Beastmen got to finishing off units… Greyroot was defeated and ran, only for the Ghorgon to catch him and cut him down. Gardak hacked down another Treekin, just 1 left now, but in simultaneous great weapon attacks, they inflicted 4 wounds back, so close to killing him! The Great Bray Shaman Ulkark, lurking at the back, flung a viletide at the Sisters of Thorne coming round from the left, to get him at full stag-gallop… and it caused no wounds again (16 dice, 0 sixes - wow!). Then, the Waywatchers, with only the Ulkarak just in range as a target (the previous Gors were now out of range), got shot by asrai long bows and collapsed dead, pierced by arrows - hurrah!

That was it, a few minor bits to resolve, but we called it. The Wood Elves centre had utterly collapsed. Gardak would kill the last Treekin next turn (heroics from them though). 

Frenzied Gardak vs Treekin. But they give as good as they get. 


Minotaurs deal with Glade Captain Isdryl with ease, last mopping up. Brutal for the WEs.



We added up the final VPs. 2193 for the Beastmen. 1502 for the Wood Elves. Solid Beastman win!

So that ends the mini-campaign. Gardak’s herd will erect their herd stone in the glade and claim this end of the Amrothys valley as their land, in the shadow of the Grey Mountians. Gardak survived the campaign, if with 1 wound, but he will heal. The local Wood Elves have been decimated and the few survivors must escape to bring the bad news back to the others. Perhaps a new offensive can be mounted against the incursion (another campaign for another time perhaps). Greyroot and all his tree spirits have been slaughtered. Only Waystalker Yssion and Glade Captain Iorwyn survived the war for the locals. This part of the forest will becoming very dark… but the fallen shall be avenged, one day.
 

This is my preferred way to play Warhammer, as a on-going narrative, re-using characters and units etc. and developing a story. The games then have a context, a location in the world and battles gain some meaning. One-offs are all good, for fun, but using the rules and army lists for narrative play, is, I think 'proper' Warhammer. This was good fun, regardless of the result.

PS – Kurnous knows how the Wood Elves are suppose to stop the Beastmen! The five games were 1 win, 1 draw and 3 losses… Athel Loren is doomed…


 

 

 


 






























 

 


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