Finally! The Herd vs Kingdom of Men battle report. Facing each other on my kitchen table, the beastmen fight their human enemies in a 2000 point battle.
The scenario rolled was Pillage, so five (d3+4) red objective markers were placed around the battlefield, at least 12 inches from each other. The two forests, the house, the wagon and the portal by the ring of stones were chosen.
The Herd chose the left side and get to start. They place their Abyssal allies at the left flank. Horsemen at the far left with their Efreet hero vanguard moving into the forest. The giant Brutox, a horde of Tribal Berserkers and a chieftain follow near the middle. Harpies, Tribal Longhorns and chariots follow. The right flank fall on the shoulders of Guardian Brutes and a flying Chimera.
The Kingdom place Berserkers (Empire Flagellants) on their top right, opposite the Abyssal Horsemen. The Steel Behemoth guards the objective on the top right. Two hordes of infantry follow, each assisted by 20 pikemen. A siege cannon and two cannons are placed along the line at regular intervals. 10 Knights guard the left flank, opposite the Chimera.
Game on! The fast herd units move up to grab the objectives at the left forest, the house, the wagon and the portal. The Efreet moves to the right forest and cast a 20 dice Fireball at the pikemen near the behemoth, but only does 4 damage. Pitiful. They pass their nerve test.
Time for the Men. They move the foot Guard wielding greatswords into charge range of the Tribal Berserkers. Now, the tribal berserkers can be charged by the foot guard (unless they retreat out of range). But if they charge and fail to rout the guards, they will be flanked by the pikemen. Not good, since you double a flanking units attacks. The Behemoth can just make out the Efreet and flame cannons him for 5 damage. He fails his nerve test and flees the field. All cannons fire but miss. The Empire Wizard wounds the chariot unit with 12 damage from a Lightning bolt. Hurt, they still hold.
Not wanting to retreat, the Tribal berserkers (against better judgement) take a gamble and charge the foot guard. Bellowing with rage, the Brutox charges the steam tanking Behemoth. The Abyssal Horsemen confidently charge the Flagellants. The Longhorns move into charge range of the Shield wall horde. The Harpies use their magic to breath weapon 5 damage to the shield wall. But they are steady. Guardian Brutes move into position hiding out of sight of the knights right flank. Tribal Berserkers charge the Foot guard with 25 hits and wound 12. The gamble almost works but the humans reroll a failed nerve test (thanks to the general nearby) and hold. Bastards! The Brutox clubs the Behemoth for 5 damage. It holds. The Abyssal Horsemen give the Flagellants 10 damage, but they just smile.
Payback time. The cannons both roll fives and hit the harpies and the chariots. Another wizard lightning bolt hits the chariots. The Harpies are shaken and disordered, the chariots fail to make a nerve reroll. Despite a shamans pleas they run away! To make matters worse, the Abyssal Knights are routed by the Flagellants. The Brutox is slightly hurt but remains. Disaster strikes when the unarmoured Tribal Berserkers take 29 damage from flank charging pike plus greatswords. The remaining 11 take to the hills. Only the Brutox is left on the left side of the battlefield. With at least four turns remaining, The Herd gives up. Their enemies can easily hold 3 objectives and possibly 4 so further fighting is futile.
Well that was disappointing. But I realize the Herd played wrong. They completely forgot their Pathfinder ability that let’s them move through woods unhindered. Just rushing without a plan was boneheaded. They might work better guerilla-style, with many small units of berserkers and a large spear block. The Kingdom of Men, otoh worked well.