MSU-Battle-Reports (English)

  • Thank you for these amazing battel report(s). I am always keen to read some new of them.


    I have a question about the amount of shooting power you take into your msu army: How important are ranged units for msu and how do you think about a quartett of bolt throwers as a solid gunline which would cost you only a 280 points?


    And a second question: How do you deal with very defensive opponent armied like dwarfs with a lot of ranged weapons?


    Why do you prefer larry instead of archi? In my opinion a level 4 (e. g. with lore of metal) would be put more pressure on the enemy. An archmagr provides you also a higher magic defense.


    Thank you in advance :)

  • Thanks a lot, guys! I am very happy to hear you like the reports. Game 3 is in the making and I hope to post it soon. Stay tuned for some Elf vs. Elf pillow fight :)


    @ chaoskiller


    Thanks for your questions! Let me try answer them :)


    1. Ranged units and Eagle claws


    Ranged units are very good at support and have the ability to clear fast elements of the enemy that otherwise might interfere with my movement phase and prevent combined charges I need so much to win combats. If focused on a single target they also have a good chance to eliminate harder targets. Sisters of Avelorn are crucial in this combination as they allow to punish units such as Trolls or heavy chaotic chariots.


    4 Eagle claws is a very powerful battery and anti-aircraft artillery too. They are very flexible in terms of what targets they can shoot at. There is no doubt that they are extremely useful in any army, MSU included.


    However, I prefer versatility I have at the moment. I have magical and flaming attacks in the form of Sisters. I have some harassment units in the form of reavers and shadow warriors that can even better interfere with peoples movement phase. Basically, all my shooting units can perform multiple roles, not just shooting while eagle claws can do only that.


    Please, note, I am not saying one is better than the other. it is just a matter of preference. I do better with multi-purpose units and these that are not static even if in terms of pure shooting potential eagle claws look better unless you want to shoot at ethereal targets or these with regeneration.


    2. Defensive opponents/gunlines


    I admit they are my nemesis at the moment. I don't have a good record against typical Dwarven throngs but I am still looking for opportunities and ideas on how to overwhelm them. I might try them out eventually but at the same time storming Dwarven castles is really tough and some people consider such games less interesting.


    In any case I had some successes against defensive opponents too that give me some hope :) Here are two links to my previous games where I was lucky to pull out wins against such armies (although I admit they were not the most dangerous set ups yet)


    Battle 05 - 2400 vs. Chaos Dwarves



    Battle 2 - 2400 vs. Empire



    3. Larry vs. Archie


    I need to stress out that this is one of these great choices one has to make with the new army book. Good vs good but different. So for me it was purely because I wanted to add a new element to the army and see how it works. I did use Archie with Lore of Metal for quite a number of games and it was great.


    What I like about Larry is that he is very versatile. He can cast something no matter what is the stage of the game and how strong the winds of magic are. At the same time he is quite capable fighter and can add to combat too. I don't need to babysit him that much as Archie and can send a unit with him to fight.


    I hope that helps and if you have any more comments, don't hesitate to post them!


    Cheers!

  • 1. Ranged units and Eagle claws
    Ranged units are very good at support and have the ability to clear fast elements of the enemy that otherwise might interfere with my movement phase and prevent combined charges I need so much to win combats. If focused on a single target they also have a good chance to eliminate harder targets. Sisters of Avelorn are crucial in this combination as they allow to punish units such as Trolls or heavy chaotic chariots.
    4 Eagle claws is a very powerful battery and anti-aircraft artillery too. They are very flexible in terms of what targets they can shoot at. There is no doubt that they are extremely useful in any army, MSU included.
    ]However, I prefer versatility I have at the moment. I have magical and flaming attacks in the form of Sisters. I have some harassment units in the form of reavers and shadow warriors that can even better interfere with peoples movement phase. Basically, all my shooting units can perform multiple roles, not just shooting while eagle claws can do only that.
    Please, note, I am not saying one is better than the other. it is just a matter of preference. I do better with multi-purpose units and these that are not static even if in terms of pure shooting potential eagle claws look better unless you want to shoot at ethereal targets or these with regeneration.


    Well, that your ranged units can perform in multiple roles is a strong point. I like this thought of hybrid units which can do everything. Nevertheless I will try a battery of bolt throwers in my next battle (which will be actually my first real MSU-battle) against dark elves or empire.


    2. Defensive opponents/gunlines
    I admit they are my nemesis at the moment. I don't have a good record against typical Dwarven throngs but I am still looking for opportunities and ideas on how to overwhelm them. I might try them out eventually but at the same time storming Dwarven castles is really tough and some people consider such games less interesting.
    In any case I had some successes against defensive opponents too that give me some hope :) Here are two links to my previous games where I was lucky to pull out wins against such armies (although I admit they were not the most dangerous set ups yet)
    Battle 05 - 2400 vs. Chaos Dwarves
    Battle 2 - 2400 vs. Empire


    I liked those battle reports. And I also read one of yours against a dwarven army with three units of common warriors, a unit of hammeres an some artillery (I hope you know the batrep I try to explain ;) ). Although you won this match you had a lot of troubles with the gudge throwers, hadn't you? So it is a matter of fact that MSU-armies in general have troubles with very defensive shooting armies!?


    3. Larry vs. Archie
    I need to stress out that this is one of these great choices one has to make with the new army book. Good vs good but different. So for me it was purely because I wanted to add a new element to the army and see how it works. I did use Archie with Lore of Metal for quite a number of games and it was great.
    What I like about Larry is that he is very versatile. He can cast something no matter what is the stage of the game and how strong the winds of magic are. At the same time he is quite capable fighter and can add to combat too. I don't need to babysit him that much as Archie and can send a unit with him to fight.


    Isn't there the problem with Larry that he lacks of those powerful spells which can kill enemy units very fast like dwellers, purple sun or final transmutation? But of course it is very comfortable to have with Larry four hex/buff spells when it comes to close combat.


    I hope that helps and if you have any more comments, don't hesitate to post them!
    Cheers!


    Thank you for your fast answers. :)


    And here I got some new questions :D :


    1. How to you think of a pair of (Tiranoc) chariots? Have you even tried them? I think it is a strong argument to have just 2d6 impact hits up your sleeve when it comes to the most important combat.
    2. Why do you prefer the Earthing Rod instaed of a scroll (I already know that the book is too meanstream so you don't like it ;) )?

  • Hi chaoskiller,


    I am sure 4 eagle claws will not disappoint you! Please, come back with some stories from your game. Maybe even a report! :)


    Yes, I do remember the game. Not only Dwarves but battle for the pass too! :) It was good example what artillery can do even if it is not in such big numbers. Technically, it should be balanced out. From one point, the damage is crippling for small units, on the other hand, there are more regiments and if you make the right ones reaching combat, then there might be enough of a swing in your favour to make up for the losses earlier.


    I would say that while defensive armies and gunlines are tough match up it might not be that bad provided the player has an idea how to use his advantages. So MSU may or may not have problems with these armies by definition. I, as a player, definitely do :)


    No, I don't feel Larry needs big spells. You see, my preference is to play in a way where small things working together give results that are more than just a sum of components. And Larry fits perfectly into that role as his small spells have a lot of uses and can swing the balance into my favour. Sure, it is nice to have a nuke in your arsenal but this army is not the one that uses it.


    In fact, I have already had a game with 2 Tiranoc chariots in my army. Although debut was not that great as I played against Empire :) However, the list I have already submitted to the local tournament next weekend will have them too so I will have a better idea how they work. I agree they have some nice assets and that was the reason I wanted to try them out and see if I can use them well.


    I prefer Earthing Rod simply because at one tournament Larry cascaded 4 times, 3 of which ended up with him killing himself and almost all of the games it happened in the first turn. Archie, my Archmage, was quite explosive too. So it is my insurance policy to keep them alive longer :)


    Cheers!

  • Hi guys!


    Let's continue the story! Game 3 of the Castle Assault!


    Game 3 - Blood and Glory - High Elves - Marc


    In game 3 we played Blood and Glory scenario with the following modifications:


    1. Breaking point is 3 fortitude points
    2. Did you break the enemy? - 3BP
    3. Was the winning army 1 point away from breaking itself? - 2 BP to the loser
    4. Was the winning army 2 point away from breaking itself? - 1 BP to each player
    5. Was the winning army 3 point away from breaking itself? - 2 BP to the winner


    Apart from that all was as in the rulebook.


    It was a very interesting match up as I had to play against another HE army. Before the new book it was always a pillow fight as none of the units had re-rolls and everybody hit at the same time. Now it was different as some units kept re-rolls against some and getting into combat with right units was crucial.


    Marc had a HE army with striking, purple-pink color scheme, Mr. Frosty as a center piece and some nice Reavers conversions.


    High Elves - Army List



    Deployment



    High Elves - Turn 1



    Outcasts - Turn 2



    High Elves - Turn 3



    Outcasts - Turn 3


  • High Elves - Turn 4



    Outcasts - Turn 4



    High Elves - Turn 5



    Outcasts - Turn 5




    High Elves - Turn 6



    Outcasts - Turn 6



    After-battle thoughts


  • What a game again...


    I suffered so badly reading the first two turns and if I had not been spoilered by the Watchtower podcast I would not had expected for you to win this battle after all.


    Greatly done!

    Tinys Malkasten
    HE: ~20.000 Punkte .. (bin noch immer am Malen)
    O&G: ~10.000 Punkte .. (im Umbau)
    DL: ...~20.000 Punkte .. (im Aufbau)
    Bemalte Modelle (seit Oktober 2013): 503 (58.55%)

    Auf der Suche nach einer Zukunft für deine Miniaturen?
    Fantasy Battles: The 9th Age

  • Yeah as i red the first paragtaphs i thought "oh man he will lose this" but un the last few turns you showed me, i was wrong ^^

    Into Battle we ride with gods by our side,
    we are strong and not afraid to die!
    -Ensiferum

  • Thanks, guys! I didn't think I could pull it off myself and I tried to simply get some points back to make the defeat smaller. But when the opportunities presented themselves I was ready to take them and in the end I managed to win! :) It still calls for some proper analysis on my own to prevent that to happen again where I am choked in the corner and cannot use my manoeuvrability.


    Cheers!

  • Hi guys,


    I had some time today so decided to start the report on game 4.


    Game 4 - King of the Hill - Warriors of Chaos - Marcel


    King of the Hill was a modified Watch Tower scenario. Instead of the building we had a fort in the middle, which was treated as a building with the following exception:


    1. The garrison is -1 to hit with shooting and close combat attacks.
    2. The garrison has +1CR in combat and +1 LD but not steadfast.
    3. Combat resolution is counted based on wounds and standards only.


    Depending on who had the fort by the end of the game different bonus points applied:


    1. 5 BP if you kept the fort
    2. 2.5 BP each if fort was not occupied by any army


    This time Marcel (your countrymen! :)) was my opponent and he brought a very interesting army that was heavily converted from Beastmen miniatures and represented his mutated Warriors of Chaos.


    Warriors of Chaos - Army List



    Deployment



    Outcasts - Turn 1



    Warriors of Chaos -Turn 1



    Outcasts - Turn 2



    Warriors of Chaos -Turn 2




    Outcasts - Turn 3



    Warriors of Chaos -Turn 3

  • Outcasts - Turn 4


    Warriors of Chaos -Turn 4


    Outcasts - Turn 5


    Warriors of Chaos -Turn 5



    Outcasts - Turn 6



    Warriors of Chaos -Turn 6



    After-battle thoughts


  • Just finished a MSU game with high elves against empire. I'm going to post a battle report tomorrow.


    Lists:


    High Elves


    Archmage, Level 4, Lore of Metal; Book of Hoeth, Khaines Ring of Fury


    Noble, BSB; Reaver Bow, Potion of Strenght


    14 Archers, M
    2x 5 Silberhelms, M
    3x 5 Reavers, spears only


    2x 15 White Lions, M
    2x 7 Swordmasters, M
    2x 6 Dragon Princes, M


    9 Sisters of Avelorn
    3x 1 Boltthrower
    2x 1 Great Eagle


    Total: 2500 points


    against Empire:


    Wizard Lord, Level 4, Lore of Light, Earthing Rod, Talisman of Endurance
    Grand Master, Runefang, Potion of Foolhardness


    Captain, BSB; Cloak of Ulric, Barded Steed, Lance, Full Plate Armour
    Warrior Priest; Barded Steed, Enchanted Shield, Heavy Armour
    Wizard, Level 2, Lore of Death; Dispel Scroll


    10 Knights, FC
    12 Knights (Inner Circle), FC, Steel Standard
    11 Archers + 5 Archers


    6 Demigryph Knights, M, S
    5 Pistoliers


    Steam Tank


    Total: 2500 points

  • Greetings!


    My sincere apologies for yet another delay. I keep promising myself I will be far better organized and if need be, I will simply sleep less. 6h is definitely too much and I can easily do well with 4h! :)


    I would also like to apologize for typical lack of details on magic items and some inaccuracies that might be in the report I wrote after longer than usual time after the tournament. I also don't have Lizarmden army book so I can't remember the names of some of the items. Despite that, I hope it will still be an interesting read.


    Game 5 - Bounty Hunt - Lizardmen - Alex


    After 3 wins and a draw (which was technically a win :)) I was still in good position to place well and as I have found out after the tournament, at this stage I was among 6 players who were fighting for top 3. Talk about some pressure! On top of that I was about to face Alex, whom I have never met before but I knew is very strong player.


    The scenario was relatively simple Battle line but with a nice twist. You got extra points for the enemy general, bsb or standards according to the following rules:


    1. Did you capture more Standards that your opponent? - 1BP or 0.5 BP each if tied
    2. Did you slay your opponents general? - 1BP
    3. Did you slay your opponents BSB? - 1BP
    4. Did you keep your General alive? - 1BP
    5. Did you keep your BSB alive? - 1BP


    I think it was a good scenario, that encouraged more aggressive approach and ensured that players didn't play defensively in their last game of the tournament. It was also a good motivation for attacking when you simply wanted to gamble and try to get extra points so that you place better.


    Alex brought Lizardmen but it was a different army to the one I played the day before.


    Lizardmen - Army List




    Deployment




    Lizardmen - Turn 1




    Outcasts - Turn 1




    Lizardmen - Turn 2




    Outcasts - Turn 2




    Lizardmen - Turn 3




    Outcasts - Turn 3


  • Lizardmen - Turn 4



    Outcasts - Turn 4




    Lizardmen - Turn 5




    Outcasts - Turn 5




    Lizardmen - Turn 6




    Outcasts - Turn 6




    After-battle thoughts



    Thanks for reading anyway!


    Cheers!