Beastmen
30 gors with extra hand weapons, full command
1 wargor
BSB
20 bestigors, full command
1 level 3 great bray shaman // Wildform, kadon, pelt
2x5 ungor raiders
Tomb kings
45 skeleton warriors, full command
20 archers, musician
1 level 4 priest // +1 attack, 5+ ward, curse of anraheir, soulblight (yes i know those are not the right names, but you know what im talking about)
1 tomb prince
3 scorpions
Turn 1 Beast
Nothing much happens here, he buffs the gors with wildform, miscasts, but suffers no wounds
Turn 1
TK
Shooting
Archers fail to kill any raiders
Magic
+1 attack on archers, dispelled
Curse on left gors
Turn 2 beast
Magic
Wildform dispelled
Shooting
Raiders kill 1 archer
Turn 2
TK
Movement
All scorps deployed
Magic
8 PD 5
DD
+1 attack on archers, dispelled
Curse on left gors
Shooting
Archers kill 4 raiders on the left
Turn 3 beast
Bestigors swift reform
Magic
3 PD 3
DD
Wildform on gors, 5, 5, 6, dispel scroll
Turn 3
TK
All scorps charge
Magic
6 PD 4
DD
6 dice soulblight on gors, IF, miscast of 2, 5 archers die, wizard takes s10 hit, saved
Combat
Wargor wounds left front scorp, both front scorps target wargor and he dies to a killing blow
Left scorp kills 2. Gors cause 2 wounds, saved.
Stomps kill 3. Stuck in.
Turn 4 beast
Raider charges left scorp
Magic
8 PD 6
DD
Wildform on gors, IF, 4 on miscast table, 10 bestigors die, wizard takes a wound and loses 2 PD
1 dice pelt on shaman, rolls a 4 and barely suceeds, dispelled
Combat
Scorps kill 6, 1 scorp dies, 1 scorp gets 1 wound, stomps kill raider and 1 gor. Stuck in.
Turn 4
TK
Warriors charge bestigors
Magic
8 PD 6
DD
4 dice +1 attack on warriors
4 dice 5+ ward on warriors, dispelled
Combat
Scorps kill 2, 1 scorp dies. Stomp kills 1.
//I just remembered i had fear throughout this battle
Bestigors fail fear check and primal fury test.
Warriors kill 1, prince inflicts 1 wound on shaman. Bestigors kill 2. Flee 4 inches, warriors pursue 10 inches and run into the gors.
Comments :
Scorpions were far more fragile than i thought, the gors were easily able to put out enough 6s to wound them.
TK's curse to hold a unit in place is amazingly good, especially when you have entombed units springing up in their rear.
Gors with infinite hatred and AHWs can put out a lot of dice. 7 points for a T4 unit with infinite hatred is REALLY good.
Really need to remember fear.
TK list comes off as extremely fragile and very, very reliant on magic however.