Battle Report - The Battle of Sunset Farm (Orcs vs High Elves)

Here follows a brief account of a 2-player,  2,500 point battle between a mighty Orc and Goblin horde and a High Elf host.  The High Elf player was keen to field all of his painted models in a single game, while the Orc player wanted to try using Trolls (along with a Crown of Command).  The game was played as a pitched battle, for a duration of 6 possible turns.

The battlefield was a simple one, on one flank a farm and hill with a lonely watch tower, on the opposite flank, forest and another hill.  The valley between had open ground well suited for manoeuvre.


The large Orc Horde consists of both large groups of infantry (Orcs, Black Orcs and Goblins) alongside more mobile forces comprising a large number of Boar Boyz, supported by Goblin Wolf Riders and Chariots.  Two units of Trolls have been added for additional punch.  The Orcs also field a large number of characters, including a hero riding a Wyvern as well as 3 Shaman to get the green magic flowing.  The Orc General wears a Crown of Command.


The Elf Host is highly mobile, with units of Reaver Knights, Chariots and Silver Helm Knights.  They also field a large number of infantry, through massed archers and spearmen and a pair of Repeater Bolt Throwers.  Two units of eagles also accompany the host.  The characters include two Wizards and Elf Heroes flying aloft on the back of a giant eagle and a fearsome dragon.


The Elves deploy their massed ranks of Chariots and Reaver Knights on the flank, with the eagles and bolt throwers positioned to seize the hill.  In the centre of the battlefield a long line of archers wait patiently, supported by 3 units of silver helm knights.  The Elf Spearmen keep a watchful eye on the forest.


Anticipating the Elf war machines on the hill, the Orcs concentrate their force in the centre.  Orc Warriors lead the way, with Trolls and Black Orcs marching behind them.  Boar Boys and Wold Riders prowl the rear impatiently.

The battle begins uneventfully as both sides slowly advance.  The Orcs manage to march some brigades forward before chaos breaks out, and the High Elves succeed in sending their chariots down the flank, but trouble with their magical messaging devices means several other orders are lost.

The orc advance continues, and the steadying presence of the Orc General and his Crown of Command keeps the Orc Warriors marching forward toward the distant rank of elf archers.  Unfortunately a brawl breaks out and the Black Orcs and Boar Riders fail to follow up, meaning the general is reluctant to push further forward.


The Orc and Goblin Shaman manage to drive the Bolt Throwers off the hill before they can unleash their deadly cargo on the advancing horde.  Meanwhile further magical disruption prevents Elf orders from getting through.  Finally the elf archers advance and unleash their arrows into the advancing horde - a devastating volley that routs Orc warriors.

The Orcs use their magic to send one of the Elf Archers units fleeing, but yet more disciplined fire from the archers, enhanced by the elf wizards destroys another unit and causes such chaos that the Orcs cannot marshal their forces to charge.

Sensing the Orc weakness, the elves launch an attack.  The Reaver Knights strike, charging wolf riders and chariots, while the Silver Helms draw up for a charge, but they fail their final order to charge... 


Now the Orcs unleash their major assault.  The Trolls devour the elf archers, tearing them to pieces.  The Boar Riders and Wyvern charge the Silver Helms and the remaining Reaver Knights slaying many of the noble elves.


The Elf losses are high, and the Elf general realises that if the Orcs press their attack in the final turn they will likely break his army.  He also realises that, given the large numbers of Orcs remaining, he is unlikely to break the Orc army in his final turn, so he draws on his reserves, the massed chariots, and throws them into a final attack.  Elf Wizards cause the ground to erupt inflicting losses on all surrounding orc units.


Concentrating the attack on the Boar riders, the charging chariots force the Orc characters to flee and join nearby units.  The Chariots, aided by the mighty dragon, then smash through the remaining boar riders, and then advance onto the Orc Warriors that the general has joined.  The Dragon tears the Orc General apart before his stunned army.  The High Elves win the day!


Battle Report - Stand against the horde (Orcs vs Empire & High Elves)

Here follows a brief account of a 4-player,  2,500 point battle between a mighty Orc and Goblin horde and the stout defenders of order (a combined force of Empire and High Elves).  The game was played as a pitched battle, for a duration of 7 possible turns.

The large Orc Horde consists of both large groups of infantry (Orcs, Black Orcs and Goblins) alongside more mobile forces comprising a large number of Boar Boyz, supported by Goblin Wolf Riders and Chariots.  Two rock lobbers also accompany the horde into battle.  The Orcs also field a large number of characters, including heroes riding Chariots and a Wyvern as well as 4 Shaman to get the green magic flowing.

By comparison the Empire and High Elf forces consist of a significant body of armoured knights (both Empire Knights and Silver Helms) supported by a unit of high elf chariots.  Both High Elves and Empire also field a decent number of infantry, with large numbers of bow and crossbow troops included.  The Empire also field a unit of cannon and a Steam Tank.  Two Wizards accompany the twin Generals and single Empire Hero into battle.

The Orcs deploy their Rock Lobbers on a small rise, and then send their Orc Warriors out to meet the enemy.  Behind them march the fearsome Black Orcs, and bringing up the rear the massed line of Boar Boyz.

The Empire deploy their cannons on an opposing hill and the knights form up in two main groups in the centre of the battle line, supported by ranks of infantry.

The initial turns of the battle are tentative, with both sides advancing cautiously - careful not to let their units get too far from their support.  On both sides the infantry press forward, while the cavalry position themselves for a major counterstrike.

The only exception is the Giant, who charges into the pristine massed ranks of Silver Helms causing considerable chaos.  The Giant is eventually cut down by the elves with the help of a Weird Enchantment cast by the Empire Wizard, but not before he has weakened two of their units.  This sudden brutal violence clearly shakes the confidence of the noble elves...

Meanwhile the surging Orc Warriors are driven back by well placed fire from Empire crossbows and magically-infused elf archers. The Goblin Shaman supports their advance, causing Elf chariots to withdraw before they can crash into the greenskins, and driving the cannons from the hill. Some of the Orcs reach the elf lines, but are driven back by thrusting spears.  Sensing an opportunity, the Empire Knights charge into the flanks of the Orcs, slaying many of them.

However, the Orcs now unleash their most potent weapon.  The Boar Boyz charge forward led by heroes on Wyvern and Chariot, while the Shaman infuse them with the magical power of the Waaagh. The slaughter is fearsome, and many of the Empire and Elf forces are cut down as the Orcs burst through their carefully ordered lines.


In response the Empire knights surge forward, and slay many of the Orcs who have survived the charge (including both Orc heroes) and then both Empire and Elf Wizards unleash terrifying magics upon the green horde, inflicting further damage. The Empire and Elf casualties have been high, and their armies morale is wavering. 

The Orcs and Goblins have suffered many casualties, but their numbers mean they are still willing to fight on - however the massed elf Silver Helms have not yet been committed to the battle as they are still shaken from their encounter with the Giant so victory is within the grasp of the alliance.  The battle hangs in the balance with just one turn left to play.

Now the Orcs commit their last reserves, Goblin Wolf Riders surge forward, infused with the magic of Waaagh.  They cut down a unit of frothing flagellants who try to stop them, and ride on into the Silver Helms slaying many of the knights, while Goblin Wolf Chariots mow down the last of the Empire knights.  Realising this is the last chance for victory, even the Orc General joins the fight.  It is enough, and confronted with the fresh assault the Elf and Empire forces buckle and flee, withdrawing from the field.  Victory to the Orcs!

Battle Report - The Battle of Mittlenberg [Day Two]

Part Three - Second day of play

On the second day we were one player down, so we decided to downsize the lists to roughly 1,500 points each and have one player take both the Orc and Chaos armies.  The revised lists were:

The Altdorf Rapid Response Force

- 4 Halberdiers

- 4 Crossbowmen

- 2 Flagellants

- 4 Knights

- 1 Pistoliers

- 2 Cannon

- 1 General

- 1 Hero

- 1 Wizard

Servants of the Golden Crescent

- 4 Spearmen

- 4 Bowmen

- 1 Guards

- 4 Knights

- 2 Desert Riders

- 1 Magic Carpets

- 1 General

- 1 Hero

- 1 Wizard (Djinn)


The Waaagh of Gorefang Sixpeaks

- 4 Orc Warriors

- 2 Black Orcs

- 4 Goblins

- 4 Boar Riders

- 2 Wolf Riders

- 1 Wolf Chariots

- 1 Orc General

- 1 Orc Hero (Wyvern)

- 1 Goblin Shaman

The Crimson Rampage

- 2 Chaos Warriors

- 2 Chaos Marauders

- 1 Ogres

- 2 Marauder Horsemen

- 2 Chaos Knights

- 1 Chaos Spawn

- 1 General

- 1 Hero

- 1 Sorcerer

The Empire and Araby begin the battle with 3 units of knights, 2 units of flagellants and magic carpets, deployed around the small hill.

The Orc and Chaos forces begin with a mix of Chaos Knights and Boar Boys, and a Chaos Spawn and Warriors.  They all arrive on one flank.

The Araby knights waste no time in pushing forward aggressively, using the Magic Carpets to screen their advance.  However, a group of Orc Warriors arrive on the battlefield and rush forward to charge them, sending them reeling back.

Meanwhile the Boar Boys push forward, hoping to bring the fight to the enemy before the Empire cannon can get into position, while the Chaos knights wheel around Mittlenberg.

Seizing the initiative the Araby knights rush through the town to set up a flank charge on the Chaos Knights, but they are too audacious and fail to execute the final manoeuvre.  However, a unit of Knights does manage to charge the Boar Boys in the flank, cutting them down.

The Chaos Knights take the opportunity to take the the fight to the opportunistic Araby knights and cut them down.  The Flagellants attack the Chaos Warriors to purge their taint from the world, but they are slain by the mighty knights.

Meanwhile more Orcs arrive and a brigade of boys occupy the forest near the Empire hill.  They suffer sporadic cannon fire, but their presence serves to deter the Empire from aggressively attacking the Orc brigades.

The Black Orcs and Chaos Knights enter Mittlenberg.  The Empire Wizard casts a weird enchantment on the Chaos Knights to try and prevent their advance, but the knights charge on heedless, and destroy a unit of crossbowmen before overrunning a battery of cannon on the hill.

The Empire forces dispatch the remaining knights and regroup at the hill, protecting their remining cannons.


With the bulk of their army now present the Orcs and Chaos press forward, led by a brigade of Orc Warriors.  The Empire Knights charge forward and slay the greenskins.

However their sacrifice is not in vein as Black Orcs emerge from the forest to charge the knights in the flank while Chaos Marauders attack head-on.  The knights are cut down.

The remining Empire knights sell their lives dearly, charging through the Orc lines, slaying goblin wolf riders and chariots before being brought down.  After six full turns it's time to tally the victory points.

The Orcs lost 540 points, and their Chaos allies 555 points, giving the Empire and Araby a score of 1,095 victory points.

The Empire lost 570 points and the Araby 660, giving the Orcs and Chaos a score of 1,230 victory points and the win!

Battle Report - The Battle of Mittlenberg

Part One - Preparation and lists

Our local club is having it's regular Call to Arms event next weekend, and as I'm still in the process of getting new Warmaster armies and scenery table-ready, we thought we'd try a 4 player game, using the Battle of Mittlenberg scenario from Warmaster Magazine 11.

Here is the field of battle:

As we don't (yet) have a dwarf army in the group, it will be a little more than 2k of Empire troops, allied with a little less than 2k of Araby versus 2k each of Orcs and Goblins and Mortal Chaos.  Victory will be achieved based on victory points earned at the end of day 2, or if both of the armies on one side are broken.



The Altdorf Rapid Response Force
- 4 Halberdiers
- 4 Crossbowmen
- 2 Flagellants
- 6 Knights (1 Sword of Might)
- 3 Pistoliers
- 1 Helblaster
- 2 Cannon
- 1 Steam Tank
- 1 General: Baron Aldebrand Helborg (Orb of Majesty)
- 2 Hero: Captain Fritz van Walfen, Ubersreik Garrison (Griffon), Count Sigfried von Bruhn
- 1 Wizard: Pyromancer Grimaldus Low, Bright Magister and Master of the Red Wind of Magic
Break 12/23



Servants of the Golden Crescent
- 4 Spearmen
- 4 Bowmen
- 1 Guards
- 6 Knights
- 2 Desert Riders
- 1 Magic Carpets
- 1 General: Emir Rashad the Magnificent, Commander of the Golden Crescent
- 1 Hero: Prince Ali the Impetuous
- 1 Wizard: Maruf the Mysterious, Keeper of the Wandering Lamp (Djinn)
Break: 9/18 



The Waaagh of Gorefang Sixpeaks
- 4 Orc Warriors
- 2 Black Orcs
- 4 Goblins
- 5 Boar Riders (1 Banner of Fortune)
- 3 Wolf Riders
- 1 Wolf Chariots
- 1 Giant
- 1 Orc General: Gorefang Sixpeaks – Tyrant of the North
- 2 Orc Hero: Jaw Bigaxe (Wyvern: Redmaw) & Shred Blackmane
- 1 Orc Shaman: Og Doomshakka
- 2 Goblin Shaman: Snik Oddfing & Wart Shallowspit
Break: 10/20

The Crimson Rampage
- 2 Chaos Warriors
- 3 Chaos Marauders
- 1 Ogres
- 2 Marauder Horsemen
- 2 Chaos Knights
- 2 Chaos Chariots
- 2 Chaos Spawn
- 1 General: Mordelash the Flayer (Orb of Majesty)
- 1 Hero: Draderor The Blood Bathed (Chaos Dragon: Xendradyd, Lord Of The Black)
- 1 Sorcerer: Frikhax The Unstable

 Break: 7/14

Part Two - First day of play

We played the scenario twice, over two days.  On day one we played 9 full turns.  On day two (subsequent post) we were a player down so we scaled the armies down to 1,500 points each and played 6 full turns.  Here we are all set up and ready to play.

We had a second table that had all of the armies set our in their order of arrival.

The Orcs managed to deploy their giant and and units of boar boys and regular orc warriors on one flank.  However, they would fail many command rolls and be slow to advance.

The Chaos deployed Chaos Knights and Warriors on the other flack, not an insignificant portion of their tiny force.

Meanwhile the Araby and Empire managed to deploy four units of Knights (between them) facing the Chaos forces, and two units of Flagellants in the centre.

The flagellants waste no time in rushing into Mitttlenberg to secure the church of Sigmar, while the knights advance in good order.  Things seem to be going well for the human forces....

But then the rest of the Chaos army arrive, pouring onto the battlefield, led by Draderor The Blood Bathed atop his fearsome dragon Xendradyd.

Fortunately for the Araby, their reinforcements also arrive, boosting their numbers with a large complement of knights.

Undeterred by the Araby numbers, the Chaos Knights ride into battle, sweeping around the flank and crashing into the knights, supported by Draderor and his dragon.  The carnage is fierce, and many Araby knights are cut down as the Chaos Knights rampage through their lines.

Finally the overwhelming numbers of the Araby forces cut the Chaos Knights down and slay Draderor and his dragon.

The Orcs, meanwhile, have been less active as they are caught up bickering about who will get the most human loot.  The arguments only increase as more and more orcs arrive for battle.  

Fortunately for the Orcs, the Empire army has become lost and only a few units have arrived.  One early arrival is the steam tank, which advances on the Orc line, firing bravely.  Momentarily surprised by this strange contraption, a unit of Orc boar boys destroy it and then pull the metal plates off to make more armour.

Despite going the wrong way several times, the Giant eventually finds himself in the middle of the town, where he tries to eat the flagellants who had paused to pray outside the church.  A fierce battle rages and a unit of flagellants is pulverised before their fanatical kin eventually manage to bring the Giant down.

On the other flank the Araby regather themselves and advance once more.  Chaos chariots hurtle forwards, but are cut down by waiting knights.  Chaos Warriors and their Ogre allies now ready themselves to receive the full force of the remaining Araby cavalry.

In the fierce fighting that follows many chaos warriors are slain and the survivors regather in the woods.  The Chaos are now a broken force.

Meanwhile the rest of the Orc army has arrived and advanced on Mittlenberg, but fortunately for the townsfolk, the Empire has also arrived in force at last.  A steady volley of cannon fire fractures the Orc boar boys advance and sends them reeling.

This barrage, combined with poor Orc discipline, allows the Empire Knights to pull of an audacious charge.  In the brutal hand-to-hand combat that follows the boar boys are wiped out, but the knights suffer heavy losses and try to regroup. 

The Orc infantry is ready to march on and keep fighting, especially as many of the Empire units have still not yet arrived on the battlefield, but the two days (9 turns) of fighting are done and it's time to determine the victor:

The Empire lost 960 points and the Araby a mere 565, giving the Orcs and Chaos a score of 1,525 victory points.

The Orcs lost 885 points, and their Chaos allies a whopping 1,245 points, giving the Empire and Araby a score of 2,130 victory points, and the win!