Ich finde es zwar nicht sooo schwer 7 Elfen mit W3 ohne Rüster zu erschiessen (wenn die auch die Option wollen mich zu beschiessen), aber sonst....
2 Assa kommen mir aber hart vor. Das mit den 30 Zoll kapier ich net. Was ist so gut daran ewig weit vom Feind weg zu stehen, wenn ich nur Wurfsterne hab?
MSU-Battle-Reports (English)
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Na ja, die sind beweglicher, haben gg. normalen Schützen eine höhere BF und sind Plänkler. Da brauch es schon einen großen Aufwand ... ~30 Zoll = 12 für Sterne + 10 für durch Schatten und 10 bis Schatten - Winkel. Die Doppelvariante ist aber einfacher.
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~30 Zoll = 12 für Sterne + 10 für durch Schatten und 10 bis Schatten - Winkel. Die Doppelvariante ist aber einfacher.
Sorry...Ich habe nicht die Spur einer Ahnung worauf du hinaus willst.... durch Schatten? bis Schatten-Winkel? -
Schatten kundschaftern so herum, dass nach dem Reform eine Seitwärtskonga mit Schusswinkel für 2 Modelle in Richtung Ziel entsteht (auch gern mehr, wenn das möglich ist, muss aber nicht sein). Dabei stehen sie dann 10 Zoll vom Assassinenregi weg. Einer ist schon in der Einheit , wird am äußeren Ende platziert, der zweite schließt sich der Einheit an, darf im ersten Glied beliebig platziert werden und wandert neben den anderen Assel. D.h. der 2. Assel hat ne potentielle Zielreichweite von ~30 Zoll mit den Shuriken in Runde 1.
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ah. Klingt gut. Aber muss man dafür nicht sehr nah an den Gegner ran und riskiert ne Attacke? Ich mein Assa in allen Ehren, aber ein Angriff durch ein reguläres Regiment bringt 4-7 Punkte mit, wenn das in die Flanke geht. Das kann auch ein Assa kaum ausgleichen. Man muss halt ausserhalb der Front stehen und der 2te Assa und seine Einheit müssen innerhalb 12 Zoll sein, damit er das schaffen kann sich dran zu hängen. Ich denke das ist nicht ganz einfach..... und man muss natürlich den ersten Zug würfeln. Sonst stehen die Schatten relativ sicher nicht mehr vor Ort....
Mir sind Schatten immer erschossen worden. Sogar Boegen hauen da pro Runde ein bis 2 Mann raus. Oder ein Gschosszauber pustet sie in den Orbit. Für so weiche Ziele waren sie mir meist zu teuer. Hab aber auch viel gegen Orks und Zwerge gespielt. Da find ich die S3 Schüsse relativ sinnfrei. -
Zitat von "Hinge"
I got a game in today against Rage Quit Gaming podcaster and Ulthuan’s own Divinor. He was running his gorgeous VC, which deserved a better opponent then my proxied/borrowed HE.
Sample pictures of his army can be found at:
http://ipaintlittledudes.blogs…s=7&start=7&by-date=false
Divinor’s VC
Vamp Lord, L1, Hvy Armor, Shield, Sword of Might, ToP, OTS, Quickblood, Red Fury, Lore of Vampire
Master Necro, L4, Power Stone, L4, Lore ov Vampires
Cairn Wraith
Cairn Wraith
Necro, L2, Scroll, Lore of Death
40 Crypt Ghouls, Champ
5 Dire Wolves
5 Dire Wolves
20 Zombies, Mus, Std
20 Zombies, Mus, Std
Spirit Host
Spirit Host
34 Grave Guard, FC, Banner of Barrows, GW
2 Fell Bats
Vargulf
Terrogeist
Hinge’s MSU High Elfs
LoreMaster, Top, Book
Noble, Dragon Armor, BSB, Reaver Bow, PoT ST, Halberd
14 Archers, FC
14 Archers, FC
5 Reavers, Mus, Bow, Spear
5 Reavers, Mus, Bow, Spear
6 Silverhelms, FC
6 Dragon Princes, FC, Banner of Eternal Flame
5 Shadow Warriors
12 White Lions, Mus, Std, Banner of Swiftness
6 Swordmasters
2 x 1 Tiranoc Chariot
2x5 Sisters
2x1 Great Eagles
2x1 Eagle Claw RBT
Frost PhoenixMy aim was to take down the TG and Spirit hosts as fast as I could. Then avoiding the Vamp lord and pouncing on anything else that would earn me points.
I will get the write up done this week.
Zitat von "Hinge"Deployment
Not caring about Steadfast, and wanting to take advantage for cover from the Elven shooting. The evil Vampires cleverly weight their right flank to take advantage of a large forest (which proved to be the normal sort). In the meantime, the elves set up a fire base around a hill and create a no landing zone for the TG. The Swordmasters find themselves in a wild wood.
Spells are rolled.
Lord-IoN
L4-IoN, Hellish Vigor, Dance, and curse
L2 – Spirit Leach, Fate
The Vamps win first turn
VC Turn 1Wiith a howl, the left dire wolves charge at an advance party of Reavers. The master horseman prove their metal as they quickly dispatch the wolves at the cost of one of their own. The rest of the horde shambles into the forest. Coming to life as if commanded, the wildwood claims two swordmasters.
Count von Divanor’s wretched minion reads foul words from his forbidden tome, and with a mighty surge of power, the horde rushes forward to the very edge of the forest. Much to the horror of the watching elves, more zombies rose from the ground.
Helf Turn 1Surprised at the rapid advance of the undead, the Loremaster orders the Eagles out front. The Princes quickly smash some intervening wolves out of the way
The Loremaster’s best efforts to bring magical aid were thwarted by the Master Necro. All shooting is sent at the monstrous creature but it is only lightly wounded.
VC Turn 2The Eagles are quickly destroyed.
During magic, the Master necro brings more zombies to life while healing the Terror Geist. With a shattering scream, the Terror Geist destroys a unit of horseman.
Helf Turn 2
With a roar, the High Elf line surges forward in an attempt to bust through the ghouls. The White Lion and BSBs unit fail but the rest make it in. The shadow warriors find themselves out of position and the Sisters advance to intercept the Vampire Lord.
The Lore master punches an Iceshard blizzard through onto the ghouls. Shooting is marginal.
The High elves strike fiercely but 9 ghouls and the wraith live.
VC Turn 3The Zombies charge into the Phoenix. While the Vamp Lord accepts the offering of the Sisters.
During the magic phase, The Master Necro harness the winds and rides them, casting two spells with IF but suffering a wound for his efforts.The terror Geist screams at the phoenix but only inflicts a single wund on the ancient creature.
During Combat, the newly raised ghouls were not enough and the unit plus the wraith is destroyed.Zitat von "Hinge"Helf Turn 3
With the Ghouls cleared out, the Silver helms find the narrowest of paths between units and charges the TG. One of the Chariots crashes over a wall and through some woods to hit the beats in the rear. The Princes fail their charge on the spirit host. The other Chariot charges into the hulking Vargulf in an attempt to lock it up. The Loremaster’s body guard starts to back out.
Once again, the Loremaster’s attempts at magic are stopped.
Shooting proves more effective as a spirit host and the fell bats are destroyed.
During combat, the Phoenix once again smashes up some zombies. The Terror Geist is destroyed and the silver helms race forward into the Master Necro’s bunker to put an end to his foul magics. The chariot races forward but is to intent on smashing into the Vargulf and fails to see a stump, smashing itself to bits. With out the aid of the second chariot, the vargulf smashes up the single chariot foolish enough to charge it and turns to face the Loremasters body guard.
VC Turn 4The Varguld hurdles itself into the Loremasters archers. While the Vamp Lord goes after some Shadow Warriors.
During Magic, Once again the Necro raises more troops and heals himself.
The Sliver Helms smash in, killing the apprentice and doing two wounds to the Master Necro. The Vargulf tears into the archers, killing them all and routing the Loremaster, who proves not to be quick enough to get away.
Helf Turn 4
Out to exact revenge, the Swordmasters and BSB’s (after downing a potion) unit charge the Vargulf. The Reavers found thir way to the Master Necro (who had stepped into the middle of its bunker anyways) blocked by single row of the zombies engaged with the Phoenix, so decide to charge to its aid. The Princes decide to do in the spirit host blocking its path. The White Lions step forward to intercept the Vamp Lord.
During combat, the Vargulf is quickly overwhelmed by the Swordmasters and BSB. Even more zombies die. However, the Silver Helms adrenlin starts to flag as they realize the horrors they have been facing. Despite this, they hit the Necro 4 times, yet fail to do the single wound it would have taken to kill them. Exhausted they have had enough and attempt to get away but are run down!
VC Turn 5The Vamp Lord howls in glee as finally there is an opponent that is worthy of him and charges the White Lions. In a gore filled rampage, he quickly slays 9 of the valiant white lions on his own, dooming the unit.
After a near undeath experience the Master Necro has free reign on his spells, raising even more zombies, many who then put right back down by the Phoenix.
Helf Turn 5The Sisters charge in to free the phoenix, while the swordmaster move toward the Vamp Lord. The BSB jumps out to Archers to lend support to encourage the remaining High Elf troops engaged in combat. More Zombies die but the unit remains. The Spirit host finally crumbles.
VC Turn 6The Vamp Lord charges and makes short work of the Sword Masters. The Master necro does not like how the Phoenix is finally getting the upper hand and flees out the back of the zombie unit, though raises some more zombies in the process. When the dust clears, there are 5 zombies remaining in that combat.
Helf Turn 6
The BSB steps around the combat, takes aim at the Master Necro and fires. He hits twice and the master necro fails both Look out sirs and is wounded both times. The RBT’s take careful aim between the woods and intervening troops and fire a hail of arrows, one of which finds the mark… and fails to wound!
The Zombie unit finally crumbles to dust, in the end the Phoenix had a single wound left on him!.
In the end, it was a 300 point loss to the Elves.
Zitat von "Hinge"What can I say another loss for the High Elves. The game certainly had a couple highs and lows. I made some mistakes, did some things right, and learned some lessons.
1. Magic- I was completely dominated by magic this game. My phase was consistently shut down. Generally PD v. DD was very close, as I often rolled a 1 for one of my winds and he was packing 3 channel attempts. Additionally the Book was nearly useless, most of the time it did not improve my attempt. Finally I think I did not choose my casting strategy correctly. I was often casting 2 spells, throwing nearly equal dice at both. I think I should have gone heavy with one or just try and drip 3 or 4 through. As far as defense, he simply rolled over me.
2. The VC got a bubble Dance off on the first turn with a big casting, pushing his troops closer. This put me on my back heels and I reacted poorly. I had no need to sacrifice the eagle to the ghouls. Frankly, if he wanted to keep pushing them forward, I would have been happy. I should have just focused on slowing down the Vamp Lord. This would have given me one more cheap unit to sacrifice to him, rather than having to resort to throwing more expensive units at him.
3. The Silver Helm Dart worked well. My opponent had initially positioned his Vargulf such that once the Ghouls were gone, The Silver Helms only charge was the vargulf. However, I reformed the Archers by taking files away (narrowing the unit), providing just enough space to create an angle that allowed me to shoot between the Vargulf and the grave Guard. I love high damage out put on a narrow front.
4. Ah, turn 3/4. I got some excellent charges off. However, my big mistake was keeping the Loremaster in the Archer unit. By jumping ship, I am pretty confident I could have kept him alive. He represents 430 points to my opponent and was the difference in me winning and losing on its own. I also wonder what would have happened if the right Chariot would have followed up and hit the Vargulf instead of failing a DT test and smashing itself to bits. Bad decisions always seem to lead to failed dice.5. The master Necro. Arrgh! Twice I had him down to a single wound and could not finish him off. Those points would have brought it to a draw. So close.
6. I plunked the Sisters down opposite the Spirit Hosts. I think I would have been better served to deploy them near units I do not want ethereal units messing with instead. This was a case of having a cool new special rule and wanting to use it rather then what is most tactically expedient. If I placed both on my right, I would have had 2 units shooting at the Spirit Host and hopefully getting rid of it so the Dragon Princes could swing around that flank. Even knocking wounds off of it would allow the DP to charge and crumble the unit in one round/turn.
It was a super fun game against a gorgeous army and a guy who is a perennial Best Sports candidate at every tournament he attends. There were several momentum swings where I thought I had it and saw my hopes dashed.With getting some games in, I am finally getting the hang of the army and am looking forward to reversing my fortunes in the next battle.
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Zitat von "Divinor"
Great battle report bud! This was a highly entertaining game. I wish I would have been a little more tactical, it appears all I did was create a gigantic bubble of doom and march forward =).
Here are some more pics of the battle, I'll try and get the rest up soon. Maybe not. Who knows?
[IMG: http://i288.photobucket.com/albums/ll178/antonus/Rage/TonyVsHengl_VC_vs_HE/FirstDice_zps26d81c18.png][IMG: http://i288.photobucket.com/albums/ll178/antonus/Rage/TonyVsHengl_VC_vs_HE/Turn1VC_zps1fa160ff.png][IMG: http://i288.photobucket.com/albums/ll178/antonus/Rage/TonyVsHengl_VC_vs_HE/Turn1HE_zpsbb75647c.png][IMG: http://i288.photobucket.com/albums/ll178/antonus/Rage/TonyVsHengl_VC_vs_HE/Turn2VC_zpse8b25fe6.png][IMG: http://i288.photobucket.com/albums/ll178/antonus/Rage/TonyVsHengl_VC_vs_HE/Turn2HE_zps1c9a9065.png] -
Zitat von "Swordmaster of Hoeth"
Greetings!
I have just returned from the 2 day tournament in Melbourne. It was quite a journey for me but it was definitely worthy doing so! First I had a chance to catch up with all the guys I had a pleasure to meet on previous tournaments. Second, I met new people (obviously!) which is always great.
ConVic is one of the biggest tournaments in Oz and this time there are around 80 players, which considering quite a strong interstates cohort, is a very good attendance. I will share more details about organization in the summary but it goes without saying that it was a very well and very smoothly organized event. Well done to TO's =D>
ConVic was a 2400, 6 games tournament with scenarios and Swedish Comp. Scenarios were either typical ones from the rule book or had some modifications. Swedish Comp was used to allow armies from 9.5 to 16.5 score. It was also added to the overall result. However, fractions were added after each game too. If you are interested in details here is the link to the rules pack:
It was also interesting to see army breakdown, as it nicely showed which ones were the most popular:
The results might be posted some time this week but if you are interested I can add information about top 10 already. Just let me know.
I will try to write up the reports as fast as possible but I still need to ask you for patience. In the meantime, a customary trailer
Battle 1 - Dark Elves - Blood and Glory
[IMG: http://i8.photobucket.com/albums/a22/Swordmaster_pl/ConVic%202013/00Deployment_zps02cccc85-1.jpg]Battle 2 - Warriors of Chaos - Watchtower
[IMG: http://i8.photobucket.com/albums/a22/Swordmaster_pl/ConVic%202013/00Deployment_zps0bf26376.jpg]Battle 3 - Daemons of Chaos - Battle for the Pass
[IMG: http://i8.photobucket.com/albums/a22/Swordmaster_pl/ConVic%202013/00Deployment_zpsd5029db7.jpg]Battle 4 - Orcs & Goblins - Dawn Attack
[IMG: http://i8.photobucket.com/albums/a22/Swordmaster_pl/ConVic%202013/00Deployment_zpsd564a5db.jpg]Battle 5 - Warriors of Chaos - Meeting Engagement
[IMG: http://i8.photobucket.com/albums/a22/Swordmaster_pl/ConVic%202013/00Deployment_zps78bc4fdf.jpg]Please, note, that the HE units in the top right corner are reserves. For WoC only a chariot and spawn were delayed.
Battle 6 - Daemons of Chaos - Battle line
[IMG: http://i8.photobucket.com/albums/a22/Swordmaster_pl/ConVic%202013/00Deployment_zps0c1addd2.jpg]Cheers!
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Zitat von "Swordmaster of Hoeth"
Greetings!
I am happy to start the series of reports from recently attended ConVic. In the first game we played Blood and Glory scenario. It was a rulebook one with a modification that the game continued after one of the armies was broken. The person who broke the enemy first would get 500VP bonus. If he remained unbroken himself by the end of the game, that bonus would increase to 1000VP. As you can see a massive shift!
In the first game I met Andrew who brought his very nicely painted Dark Elves to the tournament.
Dark Elves - Army List
Dreadlord
Hag BSB on Cauldron
Sorceress, level 2, Dispel Scroll - Lore of Shadow
Sorceress, level 2 - Lore of Shadow30 Corsairs, Full Command, Banner of the Sea Serpent
20 Crossbows
18 Crossbows8 Cold One Knights, Banner of Eternal Flame
Chariot
15 Black Guard, Full Command, Banner of Murder
Reaper
ReaperA mixture of the usual suspects and some old school stuff. Andrew's army definitely had some shooting advantage over my own and I had to be very careful with my approach. I don't have that many archers to simply go for the shooting contests and fight at slightly longer range. What is more, in a blood and glory scenario I wanted to protect my own banners. Hence Lions, who have better protection against shooting, might not be used for shielding duties.
However, as usual in similar situations, I wanted to use my larger number of units to the advantage. First, I knew I could thin down crossbows a little. Deploying a little deeper in the zone meant that his first turn would be a waste as even after a move he would have been out of range. I also counted on my opponent to move to me as no matter if he wanted to shoot or fight or both, he had to close. Thanks to that I could jump forward in my turn and have that extra round of shooting.
I also thought Andrew might want to deploy tight. If he did I wanted to move on the flanks mainly. But with infantry close to the center I could always move both ways and either reinforce the center or push harder on the flanks.
Outcasts - Army List
Just a reminder of my own army list.
Loremaster, level 2, Armor of Caledor, Sword of Might - 300
Battle Standard Bearer, Dragon Armor, Halberd, Charmed Shield, Potion of Strength, Reaver Bow - 15715 Archers, Full Command - 180
15 LSG, Full Command - 210
2 x 5 Ellyrian Reavers, Musician, Spear, Bow - 2 x 1055 Dragon Princes, Musician, Banner of Eternal Flame - 175
5 Dragon Princes, Musician - 155
2 x 11 Swordmasters, Bladelord, Musician - 2 x 163
10 White Lions, Muscian, Standard - 150
10 White Lions, Muscian, Gleaming Pennant - 155
5 Shadow Warriors - 70Eagle Claw Bolt Thrower - 70
2 x Great Eagle - 2 x 50
2 x 5 Sisters of Avelorn - 2 x 70I was very excited about that game as civil wars tend to be bloody and very brutal until the very end. This time, however, I could not rely on re-rolls on my elite infantry to balance out the eternal hatred. Seeing that COK have flaming attacks I wanted to use my Dragon Princes against them in a nice cavalry clash
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Deployment
No mercy will be asked or given!
Deployment of armies after scouts and vanguard movesReavers on the West were initially deployed on the other side of the forest but I moved them out of range of the crossbows. Second unit was pulled back a little for the same reason.
As I have mentioned, I deployed in the way so that I could deny first turn shooting to crossbows even if they moved. As predicted Andrew deployed in close formation and weighted the flank a little. Very good idea against my army. He exposed his reapers, though, what I wanted to exploit with my fast units.
It was very good not to roll for spells for the Loremaster
Dark Elves Sorceresses got:
Enfeebling Foe, Mindrazor
Miasma, Steed of ShadowUnsurprisingly Andrew won the roll-off for the first turn
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Dark Elves - Turn 1
Dark Elves moved forward with well controlled hatred knowing they will have a chance to unleash it soon. All their hated foes were still out of range for majority of shooters. Only the Reapers opened fire, inflicting some casualties but nothing too serious at this stage.
Outcasts - Turn 1
Outcasts respond in a more dynamic way
Counter moves to gain initiativeOutcast move to envelope the enemy and to unleash the might of their shooters. Fast troops close in to attack the reapers as soon as possible. Shooters jump on the hill and their arrows find their targets. Both units of crossbows suffer from the ranged attacks.
In the meantime:
Larry surveyed the battlefield from the balcony of the abandoned building. He was somewhat disappointed to see only a few infamous witch elves pushing some kind of bath tube. He hoped to encounter some more, in particular after studying some very graphical tome dedicated to the brides of Khaine.
Ah well, it seemed he could throw a fireball or two just to amuse himself. He observed as his fiery creations grew in size as they approached dark kin ranks. Then something went wrong. The fireballs, still growing, turned and twisted and started going back. Accelerating. Fast!
Larry could not believe his eyes but managed to shout "Take cover!" before the hell broke lose
Edit: I am not sure if I really tried to cast Fireball. I remember, however, I cast the first spell with 2 dice and got a miscast. Then I got a cascade. Then I lost the Loremaster. Ouch!
Dark Elves - Turn 2
Burning hatred didn't allow to hold the line any longer and crossbowmen charged the reavers, who surprised by such a sudden attack from the unit that supposed to hold fast, fled out of the field. The crossbowmen carried on and decided to attack heavy cavalry.
As reckless as it seemed it was a well designed plan and sorceress supported the warriors just in time with a powerful mindrazor, using the advantage presented by the untimely disappearance of the Loremaster. The fight was bloody and Dragon Princes lost all but one of their numbers. Lone survivor held, however, knowing his companions are already preparing a counter attack.
In the meantime the shooters tried to get rid of the fast troops but they divided their shots and High Elves kept coming at them, even if they suffered considerable casualties
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Outcasts - Turn 2
Dragon Princes charge to relieve their companion. He refuses to withdraw and dies in combat. However, the timely counter charge destroys crossbowmen and the sorceress that accompanies them. Before the momentum carries them into nearby Cold One Knights, enemy cavalry is shot to pieces and only two knights survive to face the wrath of Caledorians.
Light troops, heavily depleted, have the chance for revenge and attack the reapers. Both crews hold, however
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Dark Elves - Turn 3
Dark Elves keep pressing forward!Black Guard, led by the army general, counter charge attacking dragon princes. Caledorians have to use all their skills as their mounts shy away from the stinking cold ones. As a result the usually effective lances unhorse only single enemy knight. Using the confusion in the enemy ranks, Dreadlord kills a few high elves knights and the survivors need to retreat. They fortunately outpace the pursuers.
On the East a single Eagle finishes off the reaper and its crew but on the West Shadow Warriors keep dying
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Outcasts - Turn 3
Powerful punch by SwordmastersSince the corsairs took the bait and exposed their flank, the Sowrdmasters charged in. Even attacked from the flank, the black ark dwellers were dangerous enemy. But warriors of Hoeth showed no mercy. In fact, the blow was so powerful that even the threats shouted by the Witch Hag were for nothing and corsairs fled with remaining Swordmasters in hot pursuit.
Shooters destroyed the last surviving cold one knight while the lone reaver managed to destroy the last reaper and its crew member
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Dark Elves - Turn 4
Sisters blocked the Black Guard in noble sacrifice. That allowed archers led by Bob the BSB to hold against the charging chariot and even wound it a few times.
Corsairs could not muster enough discipline to reform and kept retreating
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Outcasts - Turn 4
Swordmaster chase the corsairs off the battlefield to get rid of the threat. BSB destroys the chariot and remaining units of the Dark Elves army are either surrounded or blocked.
Seeing the development of the situation Dreadlord gives a signal to withdraw before his army is completely destroyed
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After-battle thoughts
It seemed that our first game took a little longer to warm up and we had time for 4 full turns only. Despite the early loss of the Loremaster I managed to pull out a 13-7 victory and I was very happy to get that result.
But first of all I would like to thank Andrew for a great game and an opportunity to start a tournament with a classic match up. Games between High and Dark Elves tend to be very bloody and I guess it was one of such battles too.
I was quite pleased with the deployment and I don't think I would change anything. It was a pity I lost Larry with the very first spell as it seemed to put me in a grave danger. Not only I lost my offensive magic (and some dispelling bonus) but I had to recover from the loss of 400 VP.
I did make a mistake with Reavers on the center right. I think it would have been better for me to hold. I simply didn't take into account that if I turn the long formation for fleeing I would end up too long to avoid hitting my own unit and then fleeing the battle field. I realized it immediately after declaring the flee reaction and it was too late.
Andrew told me he underestimated my shooting and that is why he lost 3/4 of his Cold One Knights before the combat even begun. S4 Sisters helped here as well.
I got 2 standards and was 1 point from breaking the enemy. I believe 2 shooting phases might have given me the chance to get Black Guard and crossbowmen were in great danger too. On the other hand failing steadfast break test with a re-roll only to fail to rally on a re-roll as well was very unlucky for Andrew.
All in all I was happy to get my first victory no matter what, in particular that I started the game without the general and spellcaster.
Thanks for reading!
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Zitat von "Swordmaster of Hoeth"
Hi guys!
Battle 2 - Watchtower - Warriors of Chaos
Dreaded watchtower scenario. It was modified for the purpose of the tournament. First of all there was a bonus for a watchtower. If by the end of the game you occupied the watchtower you got 1000VP extra. Massive bonus if you ask me. Second, at no point the unit acting as a garrison could have more than 20 models in it (monstrous infantry counted extra, can't remember how many models though). If the number of models increased beyond that - the unit had to leave the tower immediately.
It is still hard scenario and with a massive bonus it was probably the game when the winner wins big. I was concerned with the fact that if I were to play warriors and if they put a unit of 20 nurgle warriors there I would be in trouble. I could try to thin them down but at great cost. Also, since that requires constant assaulting of the tower, I might not have enough units to protect the assault teams from the rest of the enemy army.
And the enemy army looked like this:
[size=150]Tzeentch Warriors - Army List[/size]
Daemon Prince, level 3, 1+ armor - Lore of Tzeentch
BSB
Hero on Daemonic Mount
Sorcerer, level 2, Disk - Lore of Tzeentch12 Tzeentch Warriors, Hand Weapon, Shield, Full Command
12 Tzeentch Warriors, Hand Weapon, Shield, Full Command
Tzeentch Chariot5 Tzeentch Knights
5 Tzeentch KnightsHellcannon
Army of tanks Relatively few units but all powerful and capable of defeating anything I could throw at them in one-on-one combats. Fortunately for me, "only" two units that can garrison the tower. At the same time the presence of the daemon prince was intimidating. It was not the unkillable version but tough enough. I think it also had dragon bane gem. Then 3 other characters were powerful too. Disk Sorcerer is always dangerous and not that easy to kill. Hero on daemonic mount can easily act as a unit on his own and again, a very dangerous character.
I have never faced a hellcannon so I was curious what is it going to do to me. I know from the reports of other players that it can be a proper death dealer.
The army on its own was already a dangerous enemy but a lot depended on the roll-off. I won it this time and it was my decision to choose the side. I also could garrison the tower straight from the start but I didn't. My core units are not tough enough to receive the charge from warriors of chaos. What is more, they could not enter the tower in their turn either as it was not close enough.
Deployment
Deployment after vanguard moves
Please note, that only the highest part of the tower was treated as a building. The stairs on the North and the wing on the West of the building was not part of the tower for the purpose of garrisoning. The rocks to the East of the tower were impassable terrain.Knowing that I am to start second I deployed my units so that I could quickly react and block the incoming warriors. Hence the close proximity of my fast units. Then I wanted to either delay the other regiments, hopefully shooting them down in the process. Swordmasters were there to garrison the tower and with 2 units I hoped I could hold it long enough.
Enemy wizards had following spells:
Daemon Prince - Firestorm, Bolt of Change, Gateway
Level 2 - Pink Fire, Blue Fire
Tzeentch Warriors - Turn 1
Steamroller of Chaos pick up the momentumDeamon Prince gives the order to attack and the army responds as one. Units move fast towards their enemies. Regiments of warriors head towards their objective - the Watchtower. Fortunately for the Elves winds of magic are not strong yet. Tzeentch seems to be in a mood for pranks too as he grants regenerative abilities to the sea guard instead of destroying more of them.
Hellcannon opens fire but warp born missile sails wide and does not hit any target
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Outcasts - Turn 1
Elves respond rapidly (and a blurry picture No. 1 :oops: )
Attack - the best form of defense!Dragon Princes and White Lions valiantly charge the Daemon Prince. Unfortunately, their determined attack results in a single wound only. The beast kills 4 knights and last survivor flees the battle. White Lions are mercilessly stomped to the ground but few who still live stubbornly hold their ground.
The rest of the army maintains disciplined formation and each unit is focused on their objective. The shooters quickly destroy the chariot and even kill 3 chaos knights on the Western flank! Swordmasters march fast towards the Watchtower, while eagles swoop down to divert the warriors. Shadow Warriors jump straight into the building to observe the flow of battle and to go where they are going to be needed the most.
On the East the units remain in relatively safe distance with only the reavers harassing the knights and trying to force an early charge.
Tzeentch Warriors - Turn 2
First charges by Warriors of ChaosWarriors charge the eagles but somehow they are not precise enough in their attacks and both birds of prey are able to escape (although mortally wounded). That stops them from assaulting the tower and buys precious time for High Elves.
On the West Daemon Prince kills last Lions and surveys the battle field to search for more targets. 2 knights arrogantly charge the archers and lose one to quite accurate stand and shoot. The archers fight bravely and take courage from their relatively tight formation.
On the East, champion of the dark gods spurs his daemonic mount and charges alone to confront the best of the best from the elven army. Vicious blows are exchanged and while victorious the champion is barely holding in the saddle. Swordmasters are truly a worthy enemy.
Hellcannon aims at sea guard but the ball of pure warp energy scatters and hits White Lions instead. Many of them die but the survivors hold their ground. Yet again, fickle nature of magic results in an increase of regenerative abilities for the sea guard
!
Outcasts - Turn 2
The power of the Elven shooting!Preparing for the worse the elven shooters aim carefully. They know they have one shot only at the rampaging Daemon Prince before it hits their lines. Arrows of Isha fly true however and the focused fire from eagle claw, sisters and sea guard kills the monster!
Fast units move in again to block the enemy. The eagles rally while Shadow Warriors jump out of the tower to distract the warriors led by their battle standard bearer. Swordmasters garrison the tower and if anybody can hold it it is that unit of the Ulthuan finest. Their companions fight against the champion of darkness but this time his armor is too thick to penetrate
.
Tzeentch Warriors - Turn 3
Lone chaos knight is pushed back by brave archers and retreats to safety. Chaos Warriors keep pushing forward and attack another wave of light elven troops blocking the way to the tower. Unfortunately for them their champion falls to the blades of the warriors of Hoeth.
On the East chaos dwarves that act as a crew and handlers for the hellcannon fail to control the monster and it goes on rampage. Chaos Knights easily destroy the light cavalry stopping their advance.
Outcasts - Turn 3
Larry the Loremaster on the character hunt!The fight for the tower continues and Warriors are still strong enough to reclaim it. Reavers move in to block the unit from the West while heroic Swordmasters that have just finished a powerful champion move to intercept second regiment of warriors.
On the East Lions move fast forward to stop the advance of the chaos knights while Dragon Princes shift to the flank to be ready for a counter charge.
Then Larry the Loremaster steps in. In the titanic battle of wills he defeats his opponent and might sorcerer of Tzeentch topples down from his disk, his soulless body an empty husk now. Then without the pause a powerful magic missile hits the knights and their armor becomes their doom as two of them are melted down completely.
!
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Zitat
Tzeentch Warriors - Turn 4
Elves keep holding them back but are running out of units!Yet again Warriors charge intervening units and yet again destroy them but lose precious time. With only battle standard bearer as their leader they do not have much to throw at Elves either. Outcasts are bloodied too but are very determined to make their sacrifices worthy.
On the East a single White Lion holds his banner proudly as the nearby heavy cavalry gallops to the rescue
.
Outcasts - Turn 4
High Elves are still holding the Tower!
Not many units are left on both sidesDragon Princes charge the flank of the Knights powerfully and not only they defeated the enemy but also rescued the White Lion!
Shooting and magic was employed to thin down the warriors led by their bsb to give better chances for the Swordmasters in the tower to repel the invaders. Second unit is blocked by the sisters but they reform into tighter formation and it is for their leader to decided who is going to assault the tower first. (Edit: I think I made a mistake in diagrams. It is quite possible that reavers held after an initial attack and were only destroyed in this turn, thus allowing warriors to reform. Sorry for confusion!)
Tzeentch Warriors - Turn 5
BSB leads his warriors into assault and merciless combat at the stairs erupts. Both units suffer many casualties and warriors are pushed back. Hellcannon also goes onto rampage. Dragon Princes were very fortunate that it didn't catch them but it was only by the skin of their teeth that their escaped certain doom.
Outcasts - Turn 5
Seeing exposed flank of the enemy, Dragon Princes charge. They are met by the grim warrior with evil radiating banner. Blows are exchanged and caledorians emerge victorious. Their enemy breaks and they collect two banners as trophies!
Larry and Bob use the moment of relative peace and jump into the Tower to reinforce the Swordmasters and boos their morale. It will be one more fight and if they win they are going to hold the Tower.
Tzeentch Warriors - Turn 6
Last attempt to win the tower fails!
High Elves hold the Watchtower!Last regiment of warriors charges the tower. But they are pushed back thanks to the presence of High Elven heroes. Only a single warrior survives that assault. It is clear the High Elves got their objective.
Hellcannon shots for the last time and hits archers but despite heavy casualties they hold
.
Outcasts - Turn 6
With almost no enemy to fight elves regroup and cheer up when it is clear they captured and held to the strategic objective. Last warrior is hunted down and only hellcannon is allowed to leave the battle field. At this stage Elves are in no shape to hunt it down and the winds of magic were too low to attempt any spell casting with good degree of success.
The army of dark powers was destroyed and Outcasts emerged bloodied but victorious
!
After-battle thoughts
I would like to thank my opponent, David, for a great game. He constantly kept the pressure and the final result (18-2) didn't reflect what happened in the game. That 1000VP bonus was huge and there were many moments where I was lucky enough to keep my plan going and as a result to keep the tower.
I didn't expect to shoot down the Daemon Prince but at the some time I was a little disappointed with only a single wound inflicted upon it. If I remember correctly it was partially due to the fact I failed my re-rollable (Gleaming Pennant) fear check on White Lions. But I was obviously very happy I did it!
The fight between exalted hero and Swordmasters was epic. I think he had 1+ re-rollable save so it was hard to get through with S5 but then I had enough attacks to make it so. But I know he could have prevailed and if he destroyed that unit I would have been in big trouble.
As a consequence of the loss of the Daemon Prince my Loremaster had a little easier task in terms of casting spells. That is why he managed to kill level 2 and some knights in a single turn! He also contributed to demise of warriors with bsb as he thinned them down before they attacked the tower. Then my Swordmasters could hit with all 20 attacks and that really mattered.
I think David would benefit from some halberds. It is nice to have a unit with 5++ but S4 even against elves was sometimes not enough. Despite that his army was a tough match up for me so I was very happy with the result! I lost a lot of units to keep his warriors away for as long as I could. It is a tough scenario for me as I need to sacrifice a lot of units and it is still not a guarantee I can keep the tower.
I wonder if it were harder for me if David had his unit in the tower from the beginning. Assuming he would choose to garrison it from the start. I could assault the warriors turn one and I would do it gladly. I would accept the casualties but I had some infantry to first, attack (Swordmasters) and then to occupy it (Sea Guard).
I hope you enjoyed the report and thanks for reading!
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Really enjoyed it. Thank you for the report
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Zitat von "Swordmaster of Hoeth"
Greetings!
Time for battle 3! Or at least an introduction.
Battle 3 - Battle for the Pass - Daemons of Chaos
It was a rule book scenario with no modifications. I was wondering what kind of army I am going to face this time and I soon found out I am to fight against Daemons of Khorne. What is more, my opponent was a frequent tournament participant and current No. 2 in Oz, Nick Legrand.
I haven't had a chance to play against Nick before but his record speaks for itself. I knew I am facing a very good player and that it is going to be a tough challenge. I think both our armies had advantages and disadvantages in terms of the scenario. Daemons could nicely protect their flanks, for example, not allowing my forces to envelop their units.
As I have mentioned before, Nick had a themed, all Khorne army with Mr. Blood Thirster himself as an army general.
Daemons of Chaos
Blood Thirster
BSB on Juggernaut30+ Bloodletters
18+ Bloodletters7 Bloodcrushers
Soulgrinder
SkullcannonA very compact army that meant trouble. You see, whenever you face a force with relatively low model and/or units count that is not good at all. Here, I had 3 very powerful units which are also very fast and capable of destroying any of my units in one go on their own. The infantry is still dangerous but I could handle bloodletters either with shooting or in combats if I could make them happen on my terms. The cannon is always a problem as its flexibility means it can participate in the game at any time and it is not that easy to take out.
I decided to shoot at bloodletters so that I could charge them and destroy them in later turns. I wanted to delay and divert bloodcrushers as long as possible. If opportunity presents itself, probably in the form of magic, I wanted to use it against either BloodThirster or Soulgrinder. In both cases some shooting can be useful. Unfortunately Nick rolled 2+ armor save for his general who also had +1 to hit ability. Ah well, at least searing doom could be useful here
Deployment
Deployment after vanguard and scouts moveNick won the roll off and his Daemons moved forward without delay!
Daemons of Chaos - Turn 1
Is something missing in that picture?Blood Thirster ordered his minions forward, staying behind a little bit, despite his new and shiny brass armor (Edit: Nick rolled 2+ armor save on gifts). The skullcannon opened fire and reduced eagle claw to splinters. However, Dark Prince decided to interfere and while it killed no less than 4 dragon princes it also claimed Soul Grinder! Not quite a start Khorne followers would like.
Outcasts - Turn 1
High Elves redress their formationWith the enemy a little too far away there is not much Loremaster can do so he simply slows down the Blood Thirster a little. Valiant eagle blocks the blood crushers while all the shooters open fire at the bigger unit of blood letters. More than half of the horde goes down! (Edit: Nick could not make a single save (I think!) here!)
Daemons of Chaos - Turn 2
Outcasts - Turn 2
So you thought that SoulGrinder explosion was big?Elven cavalry charges as one from the front and flank and thin line of blood letters is not able to stop them. The last of the lesser daemons turns into ashes when the magic holding it in the real world vanishes.
The rest of the arm maneuvers to better positions. Brass armor proves to be too tough to penetrate and Blood Thirster suffers only a single wound despite all the arrows directed at it.
Larry the Loremaster decided to step in and show his warriors how it is done. He first tries to drain the soul out of the huge body of the greater daemon but soon finds out that what he learned at his daemonology lectures was true. Daemons have no soul. Not a problem! He then chooses a favorite spell of his friend Archie the Archmage. But in the middle of reciting the formula he gets a little confused. Was it soaring doom he wanted to cast. Or searing doom? Damn, these spells have so silly names and he also remembered that even the slightest change in the pronunciation can have devastating effects. Hm which one was it? Well, soaring doom sounds more poetic, it must be this one. Or maybe not ... Edit: Yeap, another nice cascade this time claiming 6 lions too. I am not sure if it was even that spell but if it was I simply failed to roll well and to wound anyway
Daemons of Chaos - Turn 3Blood Thirster does not wait any longer and charges the archers. Their champion valiantly sacrifices himself but despite that and desperate shouts from Bob the BSB, the Archers turn and flee only to be caught in pursuit by the greater daemon.
Outcasts - Turn 3
Outcasts - Turn 4
Reavers block the bloodcrushers but forget about their BSB!Bob and his retinue swift reform but again daemonic armor is too thick for their arrows. Dragon Princes charge the skull cannon but daemonic engine manages to hold to the real world dimension by a very narrow margin. Now daemons are ready to hit back!
Daemons of Chaos - Turn 5Blood Thirster charges in and yet another champion lies down his life for the greater good. Daemonic BSB charges out of his unit and the elven knights are destroyed!
Outcasts - Turn 5
Blood Thirster goes on stomping!
High Elves counter attack but not all goes according to the planBlood Thirster once again deflects all the hits going at it and then kills elven bsb as wells as stomps to death many elves. Sisters flee from combat but sea guard holds for a little longer.
Elsewhere Swordmasters charge skull cannon with the help of reavers and finally destroy the infernal war machine. On the North elven units charge but only white lions make it. That is not good for elves as in the combat one on one blood letters manage to hold easily. (Edit: I of course had to fail 5+ roll for Swordmasters to get in )
Daemons of Chaos - Turn 6Blood Thirster destroys yet another unit and roars in triumph. BSB charges interfering reavers and kill them too. Blood letters and White Lions exchange some blows. This time daemons have upper hand but Lions hold.
Outcasts - Turn 6In desperation Swordmasters try to kill enemy bsb but the creature from hell kills them all instead. Only a single White Lion holds the line against blood letters up North.
With their leaders dead and army losing coherence High Elves are forced to withdraw.
After-battle thoughts
Congratulations to Nick for well deserved victory! He didn't give up when things looked grim by the end of turn 2 and ruthlessly exploited my numerous mistakes that cost me the game. Well done! =D>It was unlucky to lose Larry again and to fail a few important rolls, like the failed re-rollable break test for archers, 5+ charge or rally for Shadow Warriors. But it was due to my numerous mistakes I lost the game. I must admit I am very embarrassed to make them. :oops:
1. Not blocking bsb with reavers. It was not guaranteed that dragon Princes would hold as they lost their strength bonus but at least I had a chance. Instead, I lost the unit which was a little more expensive than the cannon.
2. Wrong formation on Lions and Swordmasters chasing blood letters. If I at least formed lions into a cube I would have had a chance to charge turn 6 with Swordmasters. It would also limit attacks directed at Lions. Instead I blocked myself and was lucky not to lose that unit too!
3. Not protecting bsb! I could move him out of the unit (although I was concerned that he might suffer from the reign of chaos). Or drink potion of strength in the subsequent turn, challenge the daemon and keep the unit steadfast. I would probably lose my bsb anyway but I would have denied t-stomps that devastated the unit.
4. I would also benefit from deploying further as daemons had to come at me while I could buy myself one more turn without combat against Blood Thrister.
As a result I lost a game that started so well.
Ah well, lessons learned! And this time it is a good example how not to play!
Thanks for reading! -
Zitat von "Swordmaster of Hoeth"
@ Tiny
Non, no, thank you! I see you are still copy-pasting the reports to your forum. Thanks for that and I hope people over there do appreciate your efforts even if they don't seem to be eager to discuss things yet.
Ok, then, let's get going with another report!
Battle 4 - Dawn Attack - Orcs & Goblins
Dawn attack was chosen as a first game of day 2 and I think it is very appropriate! I was about to face Orcs and Goblins led by Chris. Greenskins are not very good match up for me. I haven't been able to play well against them so far although I was better equipped to fight trolls than last time.
Chris surprised me with a themed army. He chose Grimgor Ard Boyz as a reference and although he didn't include that special character he built his army around that idea.
Orc Ard Boyz - Army List
Black Orc Warboss, Sword of Anti-Heroes, Dragon helm, Talisman of Preservation, the Other Trickster’s Shard
Black Orc BSB, Armour of Destiny
Orc Great Shaman, Level 4, Fencers Blades,Talisman of Endurance, Dispel scroll- Big Waaagh!
Goblin Shaman, Level 2, Obsidian Amulet,Ironcurse Icon - Little Waaagh!30 Orcs, Full Command
30 Big Uns, Full Command, Banner of Discipline
25 Black Orcs, Full Command, Banner of Eternal Flame
10 Arrer Boyz
5 Wolf Riders
Troll
Troll
Troll
Giant
Giant
Rock LobbaQuite old school army, with big blocks of infantry, nasty characters and some dangerous "support" units in the form of trolls and giants. I apologize for lack of details about the magic items. I am sure there were some ward saves here and there.
The army was interesting also because it nicely countered the usual problems greenskin generals face. First, 3 blocks of Orcs were kind of immune to animosity. If that happened to non-black orcs, then there were black orc bosses to crush some skulls and restore order. Immune to psychology trolls as well as black orcs also were a good addition. On the other hand with a warboss and standard of discipline as well as bsb nearby, trolls were as smart as any other unit in the army if not better.
Two shamen were a challenge for sure and a lot depended on the spells selection but in general I was definitely out-magicked.
And the most important question was how the special rules is going to screw our deployments
I won the roll-off and had to deploy my entire army first.
Deployment
Deployment after vanguard movesNot knowing which flank Chris is going to choose (or will be forced to choose :)) I tried to deploy symmetrically and if possible in the center. Thanks to that I hoped to keep flexibility to shift the units where I wanted them to be. The aim was to shoot at giants first and either kill them or wound them badly before they get into combat. Magic missiles were to help here as well. Also, since they are flaming I wanted to use them against trolls. Sisters would be quite important here as well. In general my shooting was to eliminate these single but very dangerous targets as soon as possible thus allowing me better maneuvering options.
Obviously I wanted to match dragon princes against black orcs but again that could be more difficult to do, depending on the deployment. In the end I was close enough to be able to send cavalry against them but due to terrain it was not that easy to access that unit.
The special rules didn't mess up much with our deployments. Archers and sea guard had to be deployed on respective flanks while some of the big boyz ending up on my left flank helped Chris to choose that wing to deploy his characters and respective units.
Chris got following spells for his wizards:
Orc Great Shaman - The Hand of Gork, 'Eadbutt, 'Ere We Go!, Foot of Gork
Goblin Shaman - Itchy Nuisance, Curse of da Bad Moon
Very good selection for Chris and very bad for me In particular, 'Eadbutt and Foot of Gork have a huge damage potential to my army.
Chris tried hard to steal the initiative but I guess there were not enough goblins in his army to do so properly.
Outcasts - Turn 1
High Elves move quickly. Regiments on the East close distance to black orcs defending the flank of their army and blocking the passage to the rear. Some of the units shift towards the center to get into range or to get better position. Then the shooting starts and one of the giant is the only target for elven archery. With many arrows finding their marks the giant is badly wounded. Then Eagle Claw crew aims their war machine carefully and in a display of perfect shooting they finish off the huge brute. His twin brother is in turn affected by the spell that slows him down a little
.
Orc Ard Boyz - Turn 1
Chris is obviously happy to play some Beer Hammer!
Orcs surprisingly maintain disciplined formationThe greenskin army does not move forward at all, maintaining disciplined formation and not opening flanks for envelopment. Only giant moves towards the archers. Great Shaman summons the power of Gork (or maybe Mork) and a huge green foot stomps poor sisters to the bloody pulp.
Outcasts - Turn 2
Outcasts continue their advance on the East
As well as shooting on the West!This time Larry the Loremaster aids his shooters and their combined effort sees another giant dead and looking like a pincushion as well as one of the trolls burned to ashes. The rest of the regiments maneuver so that they are in safe distance from the big infantry units while trying to maintain the pressure on the greenskins
.
Orc Ard Boyz - Turn 2
.
Outcasts - Turn 3
Fast units spot the tiny hole in the enemy formation
And break to the the rear of their linesEllyrian Reavers manage to get to the rear of enemy formation and speed up towards the rock lobba. On the East 3 units close in and try to single out black orcs but it is not easy task due to nearby building.
On the West the shooting continues. Another troll lies dead and the last one barely stands, his gnarled hide looking like a back of a hedgehog.
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Zitat von "Swordmaster of Hoeth"
Orc Ard Boyz - Turn 3
It seems that Orcs decided not to fight at all this time and were content with a little rock throwing as well as magicking. Great Shaman tried to summon more powerful version of the spell and big green foot again stomped some elves, this time Swordmasters. Then something went wrong and the same foot stomped arrer boyz! Great Shaman, not disturbed by that at all, magically 'eadbutted the loremaster for good effect.
Outcasts - Turn 4
Reavers eliminate the Rock LobbaArrer Boyz and Troll are finished off by merciless elven archers. Ellyrian Reavers charge and destroy the Rock Lobba and reform to face wolf riders.
White Lions on the East expose themselves and bait black orcs while dragon princes and sea guard get ready for flank charges
.
Orc Ard Boyz - Turn 4
Black orcs hide behind the tower
Great Shaman keeps hurting the elves from the distanceBlack orcs do not take the bait and do not move. The rest of the army also stays where it was. Only wolf riders try to hunt down the last swordmaster but they fail to hit him. Great Shaman is still unstoppable and another unit of Swordmasters suffers his wrath
.
Outcasts - Turn 5
The building hides the bloody combat that erupts on the East
Black Orcs could not stand against the combined charge of 2 elven unitsWhite Lions and Sea Guard charge from 2 directions at the same time and even might black orcs cannot hold against such a ferocious attack. They break and are caught in hot pursuit.
Wolf riders are shot down with easy and even a great eagle charges in to hunt down small goblin shaman but black orc warboss intervenes in time to save his sidekick.
Larry the Loremaster tries to spirit leach great shaman but his resolve bolstered by the presence of the general as well as magical banner means it is not an easy task. (Edit: TO ruled out that all the modifiers apply here so with a Warboss nearby and in a unit with Standard of Discipline Great Shaman had Ld10. I rolled high but so did Chris and unfortunately I could not take the Shaman down.)
Orc Ard Boyz - Turn 5
Black Orc Warboss has to use his authority to maintain the disciplineBig 'Uns were visibly bored and that meant trouble. But Black Orc Warboss was a professional and his long military career gave him enough experience to squash any problems at the very first sight. A few ring leaders were now lying with their skulls open and the rest of the unit stood to attention, proud they are following such a talented officer.
Great Shaman continued his magical duel and raw Waaagh! power proved to be too much for badly wounded loremaster and another 'eadbutt left him totally unconscious. His warriors took him away from the battle as quickly as possible.
Outcasts - Turn 6
Last try to break the resolve of the OrcsWith only frontal charge as an option Elves decided to go for a safer mode and shot at the main regiment of the enemy. Although the arrows hit many Orcs and only 10 of them remained they didn't even think about withdraw as they feared their Warboss far more than the squishy Elves.
Orc Ard Boyz - Turn 6
With both armies energy spent even the Great Shaman could not muster any more power to cast more of his deadly spells. Content with the fact that his adversary was not present on the battle field any more he advised his Warboss to withdraw to get more boyz for the proper fight. Black Orc decided it is good idea, in particular when he looked at his own, now miserable unit.
After-battle thoughts
Thanks a lot, Chris, for a great game! It was a very interesting battle and we definitely had a lot of moments to laugh at. It was a pleasure to play against you and share a pint or two while we were at it! =D>
When we calculated the points it was 12-8 victory for me, which I was very happy with. While I was close to 13-7 and while the loss of the Loremaster was as always a major shift in the result, there were many things I was very glad to have worked.
First of all shooting was simply amazing. I didn't expect it is going to be so efficient although I still think it was not that much over the top. It was simply another example how different effects of different units can be nicely combined.
I was also very happy to have the opportunity to charge black orcs from both directions. It was a tiny mistake by Chris who left that option open for me when it was possible to reform the unit and deny the flank charge. I wanted to get Dragon Princes there but I didn't measure the distance between the building and the rocks and I positioned the unit in a wrong way so that they could not complete the charge.
At the same time I am fully aware that the magic could be far more devastating. I was lucky that Foot of Gork didn't stomp all my units and after first one I even got to position it over one of enemy units. I chose Arrer Boyz as I thought I could panic them. Maybe it was better idea to put it on one of the big units?
There were of course things I could have done better. First of all I think I was to cautious on the West. Even when I had to deploy majority of the army in the center I didn't exploit the fact I cleared out the flank with shooting. During the game I was concerned with the fact I could be charged by those big units. But in fact that would be a very good thing as if Chris decided to do so I could use it to pull them out from the nice defensive formation they kept for whole game.
Another thing is that I kept Loremaster in the range of the 'Eadbutt. With two spells I could not let through I simply played to my foe hands. Of course with the random distance it was never really out of range but forcing Chris to cast it with more dice to have a boosted version can be a good idea too. I was not rolling well for dispel attempts and that didn't help either.
Offensively Loremaster was very good. I tried to cast magic missiles and sometimes I even got them so it was not a killer in itself but helped to kill the trolls faster. Iceshard Blizzard on the lobber helped to draw some dispel dice too. I also liked the ability to cast Spirit Leach but with Ld10 all around it was quite hard to get it working even if it was in.
But as I said I am happy with a victory and the fact we had a very good game.
I hope you enjoyed the report and thanks for reading!
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Battle 3 - Battle for the Pass - Daemons of Chaos
@ tiny:
hier sind leider die Bilder entschwunden -
@Rahalerand al Fessir: Schon bemerkt... Ist im Orginal auch so ... Hab SwordMaster schon angeschrieben deswegen.
Mal sehen wann wir neue Bilder bekommen
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Zitat von "Swordmaster of Hoeth"
Greetings!
Let's try to follow up with an introduction to a new battle report!
Battle 5 - Warriors of Chaos - Meeting Engagement
After fighting a greenskin menace I was about to clash with yet another evil army (funny how in this tournament I was facing forces of destruction all the time :)). This time I had a great pleasure to play against Travis and his wonderfully converted Warriors of Chaos army. Travis is an amazing painter (and fast too!) and I have already had a chance to admire his fantastic Gnoblar "Wood Elves" army at CanCon. If I only managed to take better photos from that game #-oWhat was also important in that game was the Meeting Engagement. There are a lot of factors one needs to take into account here. Armies can be deployed closer to each other. There is a slim possibility that the enemy will steal the initiative so while trying to take advantage of that first turn it pays off to be a little cautious too. And last but not least it was also a big question mark which units (if any!) are going to end up in reserves. We both had a significant amount of regiments that increased the chances of some of the units being out of the battle field. In general it is an interesting option as it opens new possibilities. But if you end up without your main wizard, for example, it might not be that nice.
Travis themed his army around Khorne Warriors but there were some additions from followers of other deities and the whole army formed some kind of unholy alliance. His army looked more or less like this (as always apologies for lack of details :():
Warriors of Chaos - Army List
Sorcerer Lord, level 4 - Lore of Nurgle
Sorcerer, level 1 - Lore of Shadow
BSB on Daemonic Mount10 Warriors, Shields, Halberds, Full Command, Mark of Khorne,Banner of Eternal Flame
10 Warriors, Shields, Halberds, Full Command, Mark of Khorne
10 Warriors, Shields, Halberds, Full Command, Mark of Khorne
5 Boars of Chaos
5 Marauder Horsemen, Flails, Mark of Slaanesh
5 Marauder Horsemen, Flails, Mark of Slaanesh
Gorebeast Chariot, Lore of Nurgle
Gorebeast Chariot, Lore of Nurgle
3 Skullcrushers
3 Dragon Ogres, Two Weapons
3 Dragon Ogres, Two Weapons
Chaos SpawnVery fast and hard hitting army. Each unit was sporting some insane amount of attacks at high strength meaning, that even if I charged any of them there might be enough bodies left to kill many of my fragile elves. With many unit in the enemy formation it would be difficult to block them either.
However, I believed I had some chances to fight back. First, my shooting should be able to take out a unit or two before the regiments clashed. Any casualty before combat is a bonus for me. If I also could match some regiments against each other, such as dragon princes against warriors with flaming attacks or two elite units at the same time against Dragon Ogres, then it would definitely help.
As usual, even without knowing about the deployment, I wanted to make fast troops as my priority and I was looking forward to the light cavalry battle which was sure to happen this game. If I could win it I would be able to use my own fast units to annoy the furious warriors. The question was, even if I did would I have enough time to actually do that.
Deployment
Travis won the roll off and he deployed his army first. Only a chariot and a spawn ended up in reserves. Seeing that warriors are deployed a little further away from my short edge of the deployment zone I wanted to use that to my advantage and put some more space in between our armies. In particular when it occurred that both light cavalry, sea guard and one white lion regiment were all in reserves!There is an advantage in knowing what is the formation of the enemy before deploying your own troops. I tried to use that. Hence dragon princes facing warriors with flaming attacks. Also, second unit was deployed North if the chariot and/or spawn were to appear there as reserves. Also lions formed a second line nearby if the cavalry needed support.
At the same time I wanted to use the open space and focus my shooting on dragon ogres while eagles where close to be used as a bait for furious skull crushers. Would that plan work though?
Oh, and chaos wizards had following spells:
Sorcerer - Miasma
Sorcerer Lord - Blades of Putrefaction, Curse of the Leper, Rancid Visitations, Plague WindI didn't roll a 6 to steal the initiative so Travis begun as planned!
Warriors of Chaos - Turn 1
Outcasts - Turn 1
Dragon Ogres? What Dragon Ogres?
Attack is the best form of defense!High Elves do not wait for warriors to attack and charge first with preemptive strike. And how best to do so than heavy cavalry? On the North Dragon Princes charged the Spawn and the chariot at the same time. The spawn was quickly killed by elven lances and even the chariot, massive as it was, took some damage. Gorebeast attacked back and 3 noble knights were unhorsed but the remaining two managed to break the evil engine of destruction and chase it off from the battle field.
Their companions on South also didn't waste time and charged one of the regiments of warriors. In a rare display of accuracy even for the Caledorians, the knights destroyed no less than 8 enemy warriors and remaining two didn't have a chance to hold. Thus two powerful charges created holes in enemy formation.
But although the early successes were great main enemy units were approaching rapidly. Seeing this Bob and Larry ordered their troops to focus on the Dragon Ogres. Magic missiles, magic arrows and anything that had a sharp and pointy end was thrown at Dragon Ogres who ... all died in a storm of arrows. Even elven commanders were surprised by their own efficiency.
Last but not least, elven light cavalry showed up at the enemy rear and begun their fight against marauder horsemen.
Warriors of Chaos - Turn 2
Warriors trying to reform by attacking
Chaos army tries to counter with light cavalryAfter very hard punishment the chaos army has just received it took all the iron will the warriors possessed to brace and keep advancing. Marauder horsemen counter attacked elven light troops but were either stopped or pushed back.
Sorcerer Lord tried to change the tide of battle by himself but the fickle nature of magic caused more damage to his own troops than to Elves (Edit: I am not sure what happened but I believe it was a cascade as otherwise a single sorcerer would not be able to affect troops in front of him)
Outcasts - Turn 2
Even skullcrushers are not immune to Elven shooting!
Power of the single bolt into a flank!Shadow Warriors begun the shooting and destroyed last of the marauders on the North. On the South, Reavers won combat and broke second unit of marauders, catching them all in pursuit and moving out of the sight of the nearby warriors. Second unit of Reavers went hunting.
And then the chaos army felt the power of Elven shooting again. Eagle Claw crew spotted a perfect target for their single bolt - unit of skullcrushers exposing the flank! They aimed carefully and powerful bolt pierced the first chaos knight. Then it killed battle standard bearer of the enemy and sunk deep into the flesh of the third warrior in the row. Rest of the shooters aimed at the same target and only a single skullcrusher remained standing.
Chaos army suffered horrendous casualties in a very short time but they kept going!
Warriors of Chaos - Turn 3
Dragon Ogres try to break through!Dragon ogres and skullcrusher hunt down an eagle and use the momentum to close the distance to the enemy. Remaining warriors reform to face the closest enemy - White Lions. Sorcerer Lord unleashes the Plaguewind but only sea guard is affected. A lot of elven warriors die but the survivors stubbornly hold their ground.
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Zitat
Outcasts - Turn 3
The advance of the warriors is stoppedThe shooters finished their job and destroyed the last of skullcrushers. Dragon Princes used another opportunity and charged dragon ogres to the flank. The Loremaster aided them in that combat and Dragon Ogres found themselves much less skillful than they thought they are. Elven knights once again displayed an unusual skill with lances and two hulking monstrosities were dead before their last companion swung his weapons. It broke and was run down in nearby forest.
White Lions charge survivors of one of the enemy units of warriors and put them down while Reavers cover their attack.
Warriors of Chaos - Turn 4Elven troops seemingly relaxed a little too early and that cost them lives. Reavers tried to pull the warriors out of their direction of attack but ignored the sorcerer lord who chased them down from the battle field. That was enough to make room for warriors to attack now exposed rear of White Lions. They also tried to perform tactical retreat but they were too slow for the chariot.
Outcasts - Turn 4
All shooters aim at the chariotWith only a few units of warriors left it was easy to pick the target. But the chariot was too tough to be destroyed quickly and while damaged it kept rolling forward. Larry the Loremaster tried to aid his troops again but again something went totally wrong. Only thanks to the sacrifice of some of his bodyguards he was not consumed by the magical vortex he created.
Warriors of Chaos - Turn 5Out of desperation or maybe seeking more honorable death, the chariot charged to kill some sisters and overrun into the Lions behind them.
Outcasts - Turn 5Bob led his warriors in a counter against the chariot and they easily destroyed the damaged infernal machine. Larry, trying to compensate for his blunder, aided his shooters in destroying the last unit of warriors. Only sorcerer lord remained now.
Warriors of Chaos - Turn 6With no other options left chaos sorcerer summoned his remaining powers and cast a deadly plague wind. It went through many elven units and claimed many elven lives but no regiment lost their resolve. It was clear the Elves won and chaos sorcerer left the battlefield before he could be caught by the enemy.
After-battle thoughts
First of all I would like to thank Travis for a fantastic game! I wish I could handle the situation when things go wrong for me the way he did. I am not surprised he won the best Sport award! Thanks a lot, Travis and congratulations! =D>I honestly didn't expect I could win and win big (got 17:3 this time). But it seems everything that I wanted to work, worked perfectly. I got early charges with cavalry that either secured my flank or killed one unit and created the big hole in the enemy formation. Then the shooting and magic (cheap magic missiles for the win!) did a significant damage too. Focusing fire on a single target did pay off! Probably quite obvious thing but still.
I presume it was a little shocking for Travis to lose 4 units in single turn but it was equally surprising for me too. Sisters of Avelorn are huge threat to forces of destruction. For example, against Dragon Ogres, they wounded on 4+ instead of 5+ and what is more, the armor save went to 6+ instead of 4+.
I was definitely lucky with that single shot too, even if the crushers were out of position due to chasing eagles and not threatening my lines yet.
The main thing, however, was that I could put more distance from the infantry as Travis didn't deploy centrally. If only the warriors were closer then I might not be able to divide the army so efficiently.
But I was very pleased with the outcome and it terms of performance I believe it was one of the best if not the best game for me on the tournament.
Thanks for reading! -
Zitat von "Swordmaster of Hoeth"
Ok, let's keep going! Last game!Game 6 - Daemons of Chaos - Battle Line
The tournament entered its final stage. I was very happy with my results in general. I wondered if I could get yet another win but at the same time I knew I am going to face another tough opponent.
And I was correct! Current No.3 in Oz, Jamie Payne, with whom we had a few nice chats about MSU in general, was my opponent in the final round. Jamie is no stranger to HE so he knew my army in and out. While he brought MSU version of his daemons. It was a very interesting and potent unholy alliance of all 4 gods:
Daemons of Chaos - Army List
Karanak - Army General
Herald of Tzeentch - Lore of Tzeentch
Herald of Tzeentch - Lore of Metal
Herald of Slaanesh on a Steed10 Horrors - Lore of Tzeentch
10 Horrors - Lore of Tzeentch
10 Horrors - Lore of Tzeentch
15 Plaguebearers, Full Command
7 Fleshhounds
6 Fiends of Slaanesh
5 Furies
Beast of Nurgle
Beast of Nurgle
Skull Cannon
Skull CannonFor starters I had to face 5 wizards! It does not matter they are level 1. But 5 channeling attempts each magic phase had to bring profits! And there is always redundancy in numbers. Not to mention that Tzeentch magic can be very dangerous to small regiments (but not only!).
Then 2 fast and hard hitting units with associated characters. Karanak seemed like a proper badass and it was determined to hunt down my loremaster (some kind of special rule). His abilities to give frenzy and hatred to his unit made them even more dangerous! Fiends and their herald, with their M10 and ASF were huge problem too. Extremely fast and hitting hard, they could be on my units in no time, even if I deployed at the very edge.
The rest of the army nicely added to the whole picture. Skull cannons are always great and Jamie had two! Beasts are very resilient, are good at hunting down characters and are quite expendable as well, if there is a need. Plaguebearers, deceptively small, could soak up some punishment too and simply cannot be ignored anyway.
I was up for probably the biggest challenge of the tournament
Deployment
Deployment after vanguard and scout movesDeployment phase was a very interesting phase on its own. We both have armies with multiple units and both rely on out-deploying the opponent. You can judge by yourself who did better in this phase All I can say is that it was tough to gain any advantage. From one point of view I was glad the fast units are not heading down the center. On the other, they were safe from shooting and could easily roll the flank and attack in unison with slower units approaching head on.
I tried to reinforce right flank with fast units so that I could slow the enemy down as I knew they would be on my in no time. Hence diverting reavers and placing shadow warriors there as I knew eagles were slightly out of position and would not be able to be there in turn 1 for me.
At the same time I wanted to use my combat unit on my left flank to approach horrors and hopefully be fast enough to get to them before their magic kills me.
The multiple wizards in daemons army had following spells:
Tzeentch Herald - Blue Fire of Tzeentch
Horrors 1 - Bolt of Change
Horrors 2 - Tzeentch's Firestorm
Horrors 3 - Blue Fire of Tzeentch
Tzeentch Herald - Plague of RustAlso, Herald of Slaanesh had +S due to gift.
Jamie won the roll off (he had slightly less units than I did) and daemons moved forward screaming!
Daemons of Chaos - Turn 1
Howling daemons rushed forward to devour flesh and souls of the Elves. On the East fast units of seekers and furies set themselves as a bait for stalwart White Lions and impetus Dragon Princes. Obviously it was a trap so that nearby fiends and flesh hounds led by Karanak could mount a devastating counter charge.
The cannons aimed at great eagles but fortunately for noble birds of pray both shots went short. Then the storm of magic stroke with full might. Chaos reigned over the battlefield and what was not hit by bolts of pure magical energy was affected by the might of dark gods. Their laughter rolled over the battlefield together with thunders and lightnings.
Many elven units were affected and great were the casualties. Archers lost more than half of their numbers in a blink of an eye but they held their ground. Only a bladelord remained from the proud regiment of warriors of Hoeth and on the far West Dragon Princes lost two knights as well. A powerful strike indeed!
Outcasts - Turn 1Elves had no time for delay and what is better to defend their own lines if not attacking? White Lions and Dragon Princes charged as one against seekers and destroyed them with easy. The momentum took both regiments into contact with furies. Knowing that it was a trap, light regiments moved around to block a counter to the counter and a game of bait and divert continued.
On the West Dragon Princes and Swordmasters used the passage on the river to move forward without delay the water otherwise would have caused. Loremaster led the unit of Lions towards the enemy and wanted to cast some magic to help his army combat the evil Daemons.
Larry was excited to be in the front line. He had a great view and was admiring agile daemons of slaanesh on their sleek mounts. Such a waste that these arrogant caledorians killed all of them! How can he show his skills in sword fighting when there are no enemies left?
But then he remembered the trick Archie the Archmage thought him. Good old Archie was such a chatter box after a few bottles of wine. If his companions only knew that whatever he said was in fact true and didn't consider it as some made up stories of half mad wizard.
Doing as instructed he concealed a portal opening with some mandatory fireworks. What looked like a powerful explosion due to uncontrolled magical feedback caused by dark gods was in fact a disguise. Larry smiled wildly seeing two feminine creatures inviting him to step in. Yes, there will be definitely some sword fighting here. Hopefully he didn't knock down too many of his warriors in the process. Archie told him he has to be careful or they might get suspicious. Ah well, he will worry about that after the visit in this lovely place of 50 shades of pink!
Daemons of Chaos - Turn 2
Powerful counter charge to the counter charge!Shadow Warriors make a noble sacrifice and slow down the Fiends as well as block them from joining the combat. However, reavers miscalculated. They performed feigned flight maneuver but that spooked nearby eagle and opened a way for flesh hounds to charge. Also the skull cannon joined the fight.
White Lions were lucky, though, as it didn't pick up enough momentum to inflict a lot of impact hits. A brutal combat erupted and furies all died to elven blades. Even the cannon got wounded a few times. Dragon Princes fought well too and a lot of attacks were deflected thanks to their skill and armor. Elves miraculously held the line and the combat broke now into individual fights.
The second cannon aimed at another eagle one more time but something went wrong and a huge internal explosion destroyed infernal engine. The laughter of the dark gods didn't fade away. This time reign of chaos claimed remaining White Lions from the former loremaster bodyguards and half of the second Swordmaster regiment.
Outcasts - Turn 2
Daemons are stopped on the East. For a while.Dragon Princes on the West charge against Horrors but despite destroying a few are stuck in combat. In the center shooting destroys more plague bearers.
On the East the advance of daemons is slowed down for a while. Lions destroy the cannon and a single dragon prince refuse to give ground and keeps the hounds busy. Fiends are again blocked by the eagle and light cavalry surrounds the fighting units.
Daemons of Chaos - Turn 3
Daemons win the battle on the EastFlesh hounds finally finish off the last elven knight and fiends are free to move as well. Tzeentch herald charges the reavers from the rear and while they try to escape they are unfortunately too slow and are slain in pursuit.
Plague bearers charge sisters who try to fight but are pushed back and that shakes the resolve of the nearby archers too. Finally, the magical energies are once more the source of doom for elves. The regiment of Swordmasters ceases to exist.