Looks good!
Very exiting battle with a lot of unexpected swings
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Neues Benutzerkonto erstellenLooks good!
Very exiting battle with a lot of unexpected swings
Great battle!
Marvellous report!
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
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 hopeHere 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 :
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
Archmage, level 4, Talisman of Preservation - Lore of Beasts
BSB, Halberd, Armor of Caledor
Mage, level 1, Dispel Scroll - Lore of Heavens
30 Spearmen FC
10 Archers
5 Reavers bows, spears, musician
5 Reavers bows, spears, musician
23 Pheonix Guard FC
21 White Lions, Musician, Banner of World Dragon
5 Shadow Warriors
Frostheart Pheonix
Great Eagle
Great Eagle
Bolt Thrower
Bolt Thrower
Much tougher force, with some usual suspects but not all of them. I was curious if I would be able to do something about Frosty. I was also wondering what kind of combats would be favorable to me. I knew I had to avoid Spears and Guard with my own elite infantry. Spears and Guard can strike first, get re-rolls and simply butcher my small units. At the same time Sea Guard and Archers, if attacking from flanks, can grind even white lions given time.
There were a few support units and 2 bolt throwers that also had to be dealt with very quickly if I wanted to have a chance in that game. These regiments are perfect to interfere with my movement phase so it was crucial to win support units war and not to lose to many regiments of my own in the process.
Deployment
Deployment of armies after vanguard
Not surprisingly Marc deployed his army as forward as possible, using the opportunity given by the scenario. I decided to deploy a little further as I needed some more time to deal with light troops. I also reinforced flanks to be able to get to bolt throwers. I thought I might have a good match up with Swordmasters against Lions if I could send both units at the same time. Hitting on 3+ and having more attacks should give me an edge in that combat but if that happened it would be a bloody encounter anyway.
Marc's wizards had following spells:
Archmage - Wyssan's Wildform, The Flock of Doom, The Curse of Anraheir, Transformation of Kadon
Mage - Harmonic Convergence
Marc won the roll off and his was first turn.
High Elves - Turn 1
Outcasts under pressure from the start
Royal Elves wasted no time and used the opportunity of being deployed closer to the enemy. All units moved fast forward with light troops leading the way. The wizards also added their support to the army effort. Archmage cursed one unit of Swordmasters while Mage magically improved the accuracy of the bow fire coming from Shadow Warriors.
The the barrage of missiles of different size decimated one unit of Sisters and in an incredible display of accuracy, one of the eagle claws destroyed entire squadron of enemy fast cavalry with a single salvo!
A very strong start for royal Elves.
Outcasts - Turn 1
Outcasts hold their ground ...
Despite some significant losses right from the start Outcasts steeled themselves and tried to counter attack. Proud descendants of the dragon riders of the past aimed at Forstphoenix but quickly found out that their lances do not strike with usual accuracy nor the strength of the charge is appropriate. The combat continues.
Light troops on the flanks march fast forward to attack enemy bolt throwers at the earliest opportunity. Reavers on the West try to aim at their counterparts but their shots miss the target. Fortunately, the troops in the middle managed to destroy both light units of the enemy and cleared the field.
High Elves - Turn 2
Royal Elves tighten their grip
Their shooting is still very accurate
Royal Elves keep marching forward. Frostheart phoenix is locked in combat against heavy cavalry but 3 big infantry blocks have clear path towards the enemy battle line. Archmage once again curses the Swordmasters.
On the West Reavers unhorsed two enemy light cavalrymen and eagle claw crew, together with Archers, killed another 3 Dragon Princes. On the East Shadow Warriors suffered casualties and withdrew to the safety of the forest, while archers in the center were down to the third of their initial numbers.
Outcasts - Turn 2
Despite close proximity of Mr. Forsty it is getting hot in here!
Outcasts begin their maneuver dance
With close proximity of enemy troops Outcasts send in their light troops to divert and disorganize their foe's approach. Unfortunately, both heavy cavalry units fail this time. These fighting against Frostheart phoenix lose 2 and their standard bearer dies (Edit: a little unlucky to fail Ld8 test after losing combat by 1).
The unit on the Western flank fails to reach enemy bolt thrower and are sitting ducks in the open now. (Edit: Even more unlucky as I think I needed 5-6 to roll with swiftstride to reach the war machine)
High Elves - Turn 3
Roayl Elves are now in position to charge. Frostheart, seeing exposed flank of enemy sea guard unit charges in. Steadfast outcasts hold their ground, however. Phoenix Guard quickly destroys blocking eagle.
On the West reavers and eagle charge White Lions but it backfires as they lost a few of their numbers and stubborn Chracians go nowhere. Dragon Princes, however, are shot to pieces. Only spears decided to pull back.
Outcasts - Turn 3
The armies locked in deadly combat
Outcasts are hard pressed but keep fighting. Swordmasters, strengthened by Loremasters spell, charge Frostheart Phoenix and wound it. But the combat remains unresolved.
Nearby eagle blocks approaching Lions as Phoenix Guard is in the wrong position to support the Phoenix and attack any of the enemy units.
On the West Lions destroy both light troops of the enemy while Reavers charge and destroy bolt thrower, while Shadow Warriors renew their effort to capture the second one. Finally, another unit of Lions moves to the flank and the shooters aim at exposed spears to thin down their numbers.
High Elves - Turn 4
Outcasts start breaking through!
Royal Elves tried to swing the balance of the combat to their advantage
Seeing an opening Royal BSB charges heroically into combat, supported by great eagle. However, Swordmasters break through cold and ice and finally destroy the Phoenix. They are not able to dispatch the eagle though. While warriors of Hoeth remain in the fight their effort allows the Loremaster and his few surviving bodyguards to escape to safety.
Spears reform to face the Lions while bolt thrower kills some more Shadow Warriors and only one of them survives but this time he is determine to enact vengeance upon war machine crew for killing his companions.
(Edit: I am not quite sure what was the story with Lions and Eagle as it seems it was charge and either fled from combat or somehow survived it and fled, sorry )
Outcasts - Turn 4
Larry the Loremaster leads his companions out of reach of enemy Phoenix Guard and closes in to attack exposed rear of the spears. Lions surround them too while shooters keep thinning them down.
Swordmasters killed enemy BSB but still could not get rid of an eagle. Lone shadow warrior successfully charged and destroyed another war machine.
High Elves - Turn 5
Royal elves attack secondary targets
Phoenix Guard and White Lions charge respective targets and destroy them. These are, however, secondary ones as main units and characters of the enemy are out of reach.
Spears remain in place while Mage runs away before the inevitable combat erupts. Seeing this Archmage toughens his warriors with a spell that makes them stronger too.
Outcasts - Turn 5
Trademark combined charge by Outcasts
Three units and two characters charge as one. Spears fight bravely but cannot withstand such an assault and are run down in hot pursuit. Larry the Loremaster also manages to kill the enemy mage with his Death spell just before the combat started.
Swordmasters finally killed an eagle and had to prepare themselves to receive Lions charge.
High Elves - Turn 6
Phoenix Guard charged the Archers and destroyed them after short combat. Lions found themselves well matched. In fact, Swordmasters counter attacked with such ferocity that it was Lions regiment that had to steel themselves and keep fighting! But the price was high and only a bladelord remained against whole Lions unit. Fortunately, his companions from the second regiment were coming to his aid.
Outcasts - Turn 6
There was only one fight remaining and all eyes were turned towards deadly contest between Lions and Swordmasters. Would stubbornness and ferocity prevail or was the centuries of rigorous training to make a difference?
As it turned out Swordmasters killed all but one Lion and only thanks to the fact he held his standard high that Royal Elves were not broken.
Seeing this, the Archmage gave the signal for withdraw. Surprisingly, Outcasts carried the day!
After-battle thoughts
After turn 2 I thought I am going down. Marc's shooting was devastating and despite my advantage in the fast units department I was losing the war of support regiments.
His army was going fast and choked mine in the corner - a sign that I deployed badly and that I was not acting decisively. When Frostheart broke my heavy cavalry in my turn I though I am very, very dead.
But a few things happened that allowed me to claw my way back and even win the game in the end.
First of all I think that if Marc sent his units supported by each other I would have been in much more serious trouble. Frostheart is tough but it seems that his few attacks and random t-stomp may not be enough to kill even small infantry fast enough. I thought that the charge against it with heavy cavalry was a mistake but if not for that blunder with Ld test I was actually pleased with the fact it was pinned down for a while. Having said that, it is quite possible I should have move them to the flank instead and threaten Lions.
Marc pointed out that it was a mistake on his part not to attack an eagle with his spears. I think he is correct. It would bring his unit closer to my main regiments and I was running out of re-directors. In general, spears were quite passive. I expected a charge against Lions with BSB simply to thin them down if not kill them eventually. Instead, they waited to be surrounded and destroyed.
I also think it helped me that fast units were either exposed early or attacked flanking units. Thanks to that my own eagles were safe and could have been used when I wanted to. I also destroyed these regiments and got to the war machines, despite very heavy losses at the beginning. If these fast units were kept in reserve they would have engage my own units and isolate combats better.
(Edit: Marc had doubts about war machines losing combats, so here is the relevant passage in the rulebook that we should have checked during the game:
Zitatpage 110, War Machines in Close Combat, last paragraph, last sentence:
If the war machine loses the combat and fails its Break test it is destroyed.
)
Another thing was how Phoenix Guard moved. For example, after killing the eagle they faced in the direction where they could not support Frosty. After that, a lone charge of a BSB against Swordmasters was risky and he lost his life. Next, PG charged eagle claw instead of Swordmasters who were already at half strength. Or they could reform and chase my Loremaster.
Finally, Lions seemed to be a little indecisive. They attacked Swordmasters, probably not the best target and suffered badly. It was quite lucky that Marc didn't lose that unit as it would make my win even bigger. But despite that I am still very happy with the victory.
Especially that I was very passive and indecisive too. I should have been more aggressive with Swordmasters and try to engage Lions earlier. I was not sure who might be better in such combat but now I know that it favors Swordmasters. Even if I lost one unit I should be able to grind the Lions down and in the end they are more expensive unit as well as it allows to get to the breaking point.
After adding all the bonus points and comp difference I got 15.5 : 4.5 win and found myself 3rd after day 1. It was totally unexpected and I knew that day 2 will be very, very hard as I was about to compete against top players.
Despite this loss Marc won his other games decisively and got best HE player award, so congratulations, well done! =D>
Oh, and if you ever wondered, MSU is under rated
Cheers!
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!
Again a great victory although you were in big troubles at the first two turns.
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
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
Nurgle Daemon Prince, General, 2+ armor save (I think re-rollable) and 2+ ward against flaming attacks
Nurgle Daemon Prince, General, 2+ armor save and 2+ ward against flaming attacks
BSB on Daemonic Mount, 1+ armor save, 3+ ward, re-rolls 1's
Level 2 Sorcerer, Ruby Ring - Lore of Metal
18 Chaos Warriors (I think Slaanesh), Halberds, Shields, Full Command
5 Marauder Horseman, Mark of Slaanesh
5 Marauder Horseman, Mark of Slaanesh
Chariot of Slaanesh
Chariot of Slaanesh
Gorebeast Chariot
5 Warhounds
5 Warhounds
Giant, Mark of Nurgle
Shagoth
One tough WoC army if you ask me. The little bonus for me was that both Princes didn't fly. But still very powerful characters and very fast too. In fact, this army was more like chaotic version of 7 Samurai rather than the army, with so many powerful individuals!
As usual I wanted to try and eliminate his fast support so that they don't interfere with my movement phase. I also wanted to use my shooting to hunt down chariots. They can be very dangerous to my infantry. Similarly, Giant and Shagoth are both relatively sensitive to missiles and magic. The problem was, of course, that although individually these targets are possible to destroy all together they pose a more difficult threat. It also depended on who got the first turn and who got the fort.
Deployment
Marcel is a very nice and friendly guy - complete opposite of his army
Sorcerer had Plague of Rust and Glittering Robe.
As it happened, Marcus got the fort and put his only infantry unit there. I could not charge them first turn without risking heavy casualties as my assault teams, Swordmasters, would hit at the same time and with 2A per warriors it would mean a suicidal mission. I needed to thin them down before I attacked. But in a way I was ok with it because I presumed Marcel would keep them in the fort and let the rest of the army do the killing. One less unit to worry about for time being is always good.
The only thing I could be perfectly sure, however, is that I was up to a very tough challenge and that I will have to pay in blood for any success on the battle field.
Outcasts - Turn 1
Seizing the initiative, High Elves manoeuvred on both flanks with centre remaining static for better shooting accuracy. Some of the units targeted light troops and one unit of marauders ceased to exist while the other was severely depleted. Majority of shooters, however, aimed at the garrison and inflicted significant damage despite protective field fortifications.
Warriors of Chaos -Turn 1
Outcasts - Turn 2
Warriors of Chaos -Turn 2
Daemon Princes attack eagles but surprisingly their charges are greatly ineffective.
BSB and Giant at a spearhead of the attack
Chaotic army seemed to ignore the flanking forces and attacked at the heart of the Elven army, where its commanders where. Both Daemon Princes charged respective eagles but none could destroy the birds of prey. What is more, one of the eagles was brave enough to continue seemingly hopeless fight!
Outcasts - Turn 3
Hoping
that sheer numbers will prevail against Daemon Prince, heavy cavalry
and White Lions charge on the Western flank. Unfortunately for Elves,
their steed panic and the knights cannot land successful blows. Lions
manage to inflict only one wound suffering heavy casualties and
withdrawing.
On the East Dragon Princes charge the chariot that
flees to safety. Yet again, skittish steeds are terrified by the nearby
presence of the Daemonic entity and when it shreds to bloody pieces
valiant eagle, the knights have no choice but to withdraw.
In the
centre Elves brace for impact and aim at the Giant with their bows but
somehow this time its hide is too thick for Elven arrows.
Warriors of Chaos -Turn 3
Chaos
army mounts an all out attack. On the West Gorebeast chariot kills the
knights and the momentum of the charge carries it through the
withdrawing Lions who are destroyed. Another chariot charges
Swordmasters but here the Elves hold.
In the centre BSB and
Giant charge together against another units of Swordmasters led by Elven
BSB. Valiant Bladelord steps in and is destroyed by merciless chaotic
banner wielder. However, the rest of the unit cuts down wounded Giant.
By some flicker of fate that weakens the magic that upholds the physical
form of the daemonic mount that simply vanishes and enemy BSB is
mercilessly hacked to pieces by Swordmasters avenging their captain.
(Edit: By unexpected turn of events Marcel failed his re-rollable
break test and his BSB died.)
On the East second Daemon
Prince tried to charge the Elves but was too far away. However, Shagoth
first chased away already withdrawing Dragon Princes (Edit: How then
proceeded to flee through entire army in the longest sling shot I have
ever witnessed :shock: )smashed through White Lions as if they were
not there and scattered few survivors. (Edit: This time it was me to
fluff the attacks and to break with stubborn unit )
Outcasts - Turn 4
Attempt to block Daemon Princes
Elven shooters aim at hulking form of Shagoth
Elves
try to retaliate after heavy losses suffered by the powerful attack of
Chaos forces. Sisters move in to block the chariot and Daemon Prince.
Swordmasters keep fighting against chariot, wound it but it is still
fighting. Other units turn around and shoot at Shagoth but the beast
cannot be destroyed just yet.
Warriors of Chaos -Turn 4
Chaos forces continues their attack
Chaotic
forces keep pressing hard. Gorebeast chariot rides through blocking
sisters and rams into great eagle. Deamonic Prince spots the exposed
flank of the Elven unit guarding the Loremaster and charges in. Elves
die in droves but hold.
Shagoth smashed throug yet another unit
and temporarily left the battle field. Finally, magic ring of the
chaotic sorcerer proved to be a doom of one unit of reavers. The only
good thing that happened to Elves at this stage was bloody victory over
the chariot achieved by 2 remaining Swordmasters.
Outcasts - Turn 5
Units in the centre hold so that Swordmasters have a chance to assault the fort
Light
troops and remaining Swordmasters charge Daemon Prince in hope to
inflict some wounds. They manage to cut the beast but it was not enough
yet to banish it from the real world. It helped to pin it down though.
In
the meantime Swordmasters manoeuvre around to have a clear path for the
assault at the fort. Eagle Claw aims at the second Prince but
unfortunately misses.
Warriors of Chaos -Turn 5
Edit:
Here is where the things are a little confused. It seems I didn't take
pictures from these turns and it is quite possible that some events were
not exactly how presented. My sincere apologies for that.
Second
Daemon Prince charges in and Loremaster challenges it to a single
combat. Somehow he survives the deadly combat. His warriors keep
fighting against another Daemonic Prince. But is not enough and all
flee. (Edit: here is where I am not sure about the outcome. It is
possible that the combat lasted one more turn as Daemon Princes faced
the other way from the fort and didn't participate in later combats)
Outcasts - Turn 6
Swordmasters in bloody assault!
Eagle
Claw crew finally managed to put last wound on Shagoth and huge beast
collapsed. At the same time Swordmasters assaulted the fort. After
vicious combat no chaos warriors was left standing (sorcerer fell dead
too) and only a Bladelord and BSB on the elven side remained to reclaim
the fort.
Warriors of Chaos -Turn 6
Nobody
remembers now what exactly happened. Some claim Daemon Princes claimed
all Elven souls. Some claim that BSB and Bladelord defended the fort but
rampaging chariot tore through the defences and even magical shield of
the BSB was not enough to save him (Edit: nothing like rolling a 1
for Charmed Shield ). In the end both armies were so bloodied that
none had enough warriors standing to garrison the fort and the enemies
parted with the battle undecided.
After-battle thoughts
That
was indeed bloody battle. Not much have remained from both forces.
Daemonic General was left on single wound! Damn! So close When we
calculated points, added bonuses and applied the comp difference it was a
draw! I was very pleased with the result! It was hard game but very
enjoyable contest.
There were a lot of interesting moments, I think. Let me comment on some:
1.
Dragon Princes + Lions charge. I think I made a mistake here. I should
have charged with Dragon Princes only. Despite the fact they had flaming
attacks. I wanted to add to the combat resolution with their flank
charge but it meant nothing when Lions failed to inflict significant
casualties. Hard to hit that Prince on 5+. If I charged with cavalry
only I was up by 3CR points without any wounds starting. I had a good
chance to hold against the Prince. Instead, I lost two units as t-stomps
and attacks against Lions were much more vicious.
2. I didn't
protect the flank of the knights and as a result I lost a unit and
fleeing lions due to chariot charge. Very stupid mistake where I could
simply charge the dogs and if they fled, block the chariot with one of
the fast troops.
3. When we talked about BSB and Giant combat,
Marcel admitted it was his mistake as the wounds on Giant allowed me to
win combat. BSB was not great in challenge either but these wounds made
all the difference really. And although unlucky with re-rolls it was
probably unnecessary risk.
4. I have made another mistake when I
wheeled my units to shoot at Shagoth as that exposed the flank and
Daemon Prince could charge my unit with Loremaster in it. In fact, I
might have considered moving my characters alone as apart from ruby ring
they were not in danger of any other ranged attacks.
5. I had
some bad luck too. Stubborn Lions failing their break tests. Archers did
that too even with BSB nearby. Not only allowing for the enemy troops
to continue the rampage but also losing points.
6. Assault on
the fort was awesome! A pity I didn't hold the fort as that meant I got a
draw instead of a win. Astute reader would probably have noticed we
made a mistake here. I wonder if you spot it! It was again unlucky to
fail that single 2++ that would have kept my BSB alive. On the other
hand, Marcel rolled a 1 for impact hits too.
Apart from above I
was pleased with the outcome despite the fact many things could have
been done better. My congratulations to Marcel for taking 3rd place in
the end. =D>
Thanks for reading! I hope you enjoyed the report and if yes, leave a comment or two!
Cheers!
Astute reader would probably have noticed we
made a mistake here. I wonder if you spot it!
Since the fort is a building, a chariot cannot attack it unless it wants to self destruct So you should have had those +5 Battlepoints after all.
Very good, my friend! You have just won internet cookie!
I feel very stupid for forgetting that
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
Hi chaoskiller!
Looks like a good choice to have Metal mage against Imperial armour! I am looking forward to reading your report!
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
Slann, level 4, BSB, Loremaster, Channeling Staff, 3 channels per turn
Scar Veteran, Cold One, Stegadon Helm, Dawnstone (?)
Scar Veteran, Cold One
Skink Chief on Terradon, 2+ armour, explosive egg!
Skink Priest
30+ Saurus Warriors, Full Command
10 Skink Skirmishers
10 Skink Skirmishers
10 Skink Skirmishers
30+ Temple Guard, Full Command
3 Terradon Riders
3 Terradon Riders
Salamander Pack
Salamander Pack
A very tough list. Big blocks preserve points well and are not that easy to take down, also owing to the presence of the Scar Veterans. Slann with the knowledge of all signature spells as well as 3 channelling attempts per turn on 5+ is a very good spell caster. And with excellent protection in TG unit he is hard to get. Hence, in this particular scenario I had very small chances to get bonus points for the enemy general and bsb in one.
The Lizardmen army also had very good support troops. 7 light units in total + flying character are there to ensure nothing would stall the advance of the phalanx and were perfectly expendable if need be.
I decided I will try to put as much distance in between the armies (and characters in particular) and focus on the flank where I expected Saurus Warriors are to be. I thought I had a chance to win against that unit if I thin it down and if I send enough regiments against it. I also needed to slow down and divert Temple Guard. In order to do so I needed to win the support units war relatively quickly so that is why I tried to use cavalry on the flanks.
Deployment
As expected, Lizardmen formed a strong centre and put skink clouds around to serve as ablative armour. There were some vanguard moves here and there but in general units didn't really jump forward that much.
Alex won the roll-off and his was the first turn.
Lizardmen - Turn 1
Coldblooded steamroller picks up the momentum!
Slann blinked and entire army moved as one. Skink Chiefe led terradon riders who dropped their bombs on ellyrian reavers. Luckily for elves they were swift enough to avoid majority of the explosives and the unit was still in the game.
Then Slann focused his mind through his servant and living vassal and duelled elven Loremaster in the battle of minds. This time the millennia of existence and constant meditations prevailed and elven general fell dead to the ground.
(Edit: A mistake on my part as I somehow forgot (again! #-o ) about the ability of Slann to use skink priest as a vessel. Thinking my characters are still save I dispelled fireball instead and was left with no dice to prevent Spirit Leach. My dice rolling skills were also far worse than my opponent's and I lost the roll off 5:1 that meant one dead Loremaster. Not a great start, in particular, where there are extra points for killed general.)
Outcasts - Turn 1
Elves move fast on flanks. On the West Reavers charge Terradons who elect to flee but where caught by swooping eagle. On the East units moved to threaten enemy's flank if the main units choose to approach Elven centre. Shooting brought down few Saurus but unfortunately for Elves bolt directed at skink chief either missed or were deflected by his armour.
Lizardmen - Turn 2
Lizardmen keep pressing forward
Battle of light troops continues
Lizardmen army didn't stop its advance. Light troops in particular where very active. On the East skink chief made a long charge against the eagle claw and despite the valiant resistance, elven crew was slain. The chief overrun into nearby White Lions.
The skirmishers and Salamander combined their efforts and some more elves died due to poisonous javelins or salamander's fire.
Outcasts - Turn 2
And collapse of the Western flank (a little mistake, ER2 should be further to the flank)
Elves tried to attack on both flanks but only one unit of skinks was chased away by the eagle on the West. Dragon Princes could not catch the salamander as it fled behind the phalanx of Suarus warriors. And then another disaster happened.
Skink chief, seeing grim hunters surrounding him, produced magical egg and broke it. That resulted in the powerful explosion that claimed all elven warriors in an instant!
(Edit: Dice rolling skills are very important. Alex not only rolled a 5 to get maximum strength but he also proceeded to roll 11 on 2d6. So, 11 S5 hits later there was one happy skink chief and no trace of White Lions. )
To add insult to injury two nearby units panicked. Elves were pushed to the corner!
Lizardmen - Turn 3
Outcasts - Turn 3
Lizardmen - Turn 4
Temple Guard catches Shadow Warriors!
Scar Veteran charges out of his unit and makes a long charge to pin down Sea Guard and elven BSB. The grip tightens when Temple Guard charges Shadow Warriors who do not escape. (Edit: It was a combination of my bad luck and my opponent's luck. I rolled 1+2 for a flee reaction and Alex got 11 (or something high) to catch my unit. I think we made a slight mistake as TG should have stopped where the unit was caught but still it was way too close to my units and put me in a very dangerous situation. I also can't recall what happened to White Lions. I believe they died fighting but at the same time this charge would not be possible if Scar Veteran charged out of the unit. Clearly I mixed up something :oops: )
[size=150]What would you do? - part 1[/size]
During that turn the following situation occurred. Alex declared his charges and proceeded to move the other regiments. However, after a while he noticed he didn't declare the charge with TG against Shadow Warriors. and asked if I minded if he charged. I didn't and allowed him to make that very dangerous charge. What would you do in my place? Would you allow it?
Outcasts - Turn 4
Elves were in desperate situation. Great Eagle landed to block Temple Guard. Bob the BSB gulped his magical potion and in a fantastic display of heroism, challenged saurus veteran to single combat and slayed him! A small victory at last.
Cavalry closed towards Saurus Warriors and Swordmasters with Sea Guard reformed.
Lizardmen - Turn 5
Yet another grievous mistake :oops:
Saurus Warriors spotted exposed flank of the Swordmasters and made a successful charge. Even warriors of Hoeth were not able to withstand such pressure and fled. Temple Guard killed the eagle and overrun into Sea Guard. Elves were truly surrounded.
[size=150]What would you do? - part 2[/size]
Another situation occurred where I would like to ask you about your opinion and course of action you would take in my place. Alex charged the eagle and overrun into Sea Guard. At this time the Sea Guard and Swordmasters were still lined up. Alex made a wheel so that Skink Priest didn't touch any Sea Guard. I pointed out, that it cannot be done this was as otherwise it would touch Swordmasters. Alex disagreed and claimed they would not as they are ... 1mm further than the front of the Sea Guard.
So, what would you do?
Outcasts - Turn 5
Dragon Princes and Swordmasters attack Saurus from both sides but Lizardmen remain steadfast. Temple Guard destroys Sea Guard in an uneven fight. Archers caught fleeing Salamander but again, it was just a small victory that didn't really matter in the battle.
Lizardmen - Turn 6
Skink pepper archers with poisonous javelins and remaining elves flee
It was clear that the battle was won by Lizardmen. Steadfast Saurus Warriors kept fighting against Elves, their toughness and strength magically enhanced since the beginning of combat. Skink Skirmishers threw poisonous javelins at the archers who had enough and fled the battle.
Outcasts - Turn 6
In the last effort Elves tried to break Saurus Warriors but failed. Few survivors of the elven army left the battle field. They day was lost!
After-battle thoughts
Unfortunately for me the last game of the tournament was a huge loss. I played like a muppet and deserved to lose. Alex played solid game and his use of fast troops in particular was superb. Such a pity he decided to bring up that 1mm silliness. :?
I have made many very bad mistakes and they were ruthlessly exploited. First of all, I should have been more careful with the Loremaster. I can't believe I let that spell through and didn't see it coming #-o
But the whole plan was in my opinion flawed. The scenario granted bonus points for the general and bsb so I should have kept them separate. By having them together I helped my opponent to get them both easier. I also should have deployed in a more uniform way with shooting centre and fighting flanks. That would force my opponent (I think) to either choose one or divide his forces. Could have helped in the support troops war too.
My crowded deployment on the right flank, further messed up by fleeing troops and slow movement there meant I was cornered. Then I made another stupid mistake by focusing on Temple Guard and exposing the flank of Swordmasters. It allowed to corner Sea Guard even more and let Saurus Warriors escape the envelopment by heavy cavalry.
I needed better luck in the last combat but unfortunately it was not enough. A few unlucky moments during the game only added to the whole disaster.
I wish I could have provided more entertaining game to read about. Especially, that it was the last game of the tournament. However, I also think it is good to report the games where one makes serious mistakes to show what can happen and that it should be avoided at all cost in the future games.
Thanks for reading anyway!
Cheers!