MSU-Battle-Reports (English)

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

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

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

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

    Thank you in advance :-)

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

    @ chaoskiller


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

    1. Ranged units and Eagle claws

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

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

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

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

    2. Defensive opponents/gunlines

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

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

    Battle 05 - 2400 vs. Chaos Dwarves


    Battle 2 - 2400 vs. Empire


    3. Larry vs. Archie

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

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

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

    Cheers!

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

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

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

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

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

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

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

    Thank you for your fast answers. :-)

    And here I got some new questions :D :

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

  • Hi chaoskiller,

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

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

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

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

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

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

    Cheers!

  • Hi guys!

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

    Game 3 - Blood and Glory - High Elves - Marc

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

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

    Apart from that all was as in the rulebook.

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

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

    High Elves - Army List

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    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

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    Civil War about to begin

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    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

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    Royal Elves move fast forward

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    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

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    Outcasts hold their ground ...

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    ... and try to counter attack

    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

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    Royal Elves tighten their grip

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    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

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    Despite close proximity of Mr. Forsty it is getting hot in here!

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    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

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    Royal Elves charge!

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    Outcasts in big trouble

    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

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    The armies locked in deadly combat

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    Battle rages on few fronts

    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

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    Outcasts start breaking through!

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    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

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    Loremaster is free!

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    Setting up the trap

    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

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    The battle enters final stage

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    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

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    Death of the spears regiment

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    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

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    Last attacks by Royal Elves

    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

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    Charge of the Swordmasters!

    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

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    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:

    Zitat

    page 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!

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

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

  • 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

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    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

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    Marcel is a very nice and friendly guy - complete opposite of his army :)

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    Deployment after vanguards

    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

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    Marcel focused on the game :)

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    High Elves opening salvos

    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

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    Chaos Warriors move forward

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    Sorcerer protects his warriors with foul magic

    Chaos troops move forward towards thin blue line of Elves. With no shooting to speak about there is nothing the followers of the dark gods can do to inflict casualties upon their enemies. But they know that time will come.

    Outcasts - Turn 2

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    Great Eagles swoop down to stop the enemy

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    Outflanking continues

    Outflanking by fast troops continues. As thick hides of the troops around the fort seem to be impenetrable other targets are chosen by Elven archers. The main damage is done to the Giant go roars in anger and pain but strides forward relentlessly.

    Warriors of Chaos -Turn 2

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    Daemon Princes attack eagles but surprisingly their charges are greatly ineffective.

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    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

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    Unstoppable Daemons

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    Attacks on the flanks falter

    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

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    Chaos attacks!

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    But Elven centre holds!

    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

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    Attempt to block Daemon Princes

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    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

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    Chaos forces continues their attack

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    Elves hard pressed

    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

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    Desperate Elven attack

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    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

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    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.

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    Elven centre breaks

    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

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    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

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    Last attack of chaos forces

    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

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    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!

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

    Lists:

    High Elves

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

    Noble, BSB; Reaver Bow, Potion of Strenght

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

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

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

    Total: 2500 points

    against Empire:

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

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

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

    6 Demigryph Knights, M, S
    5 Pistoliers

    Steam Tank

    Total: 2500 points

  • Greetings!

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

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

    Game 5 - Bounty Hunt - Lizardmen - Alex

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

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

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

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

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

    Lizardmen - Army List

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    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

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    Armies after vanguard

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    Forces ready to fight!

    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

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    Coldblooded steamroller picks up the momentum!

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    First blood for Lizards!

    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

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    Elves keep fighting

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    Wide manoeuvers on the flanks

    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

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    Lizardmen keep pressing forward

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    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

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    Envelopment on the East

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    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

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    Lizardmen in relentless approach

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    More elven units die

    While main regiments of the Lizardmen army approach, the light troops and Slann continue to throw missiles of ordinary and magical kind. As a result many elves die and fewer and fewer regiments remain on the field of battle.


    Outcasts - Turn 3

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    Elves keep pushing on the flanks

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    But things do not look that good for Elves at all

    Heavy cavalry attacked again but only the unit on the West managed to fight as their enemies held. On the East salamanders repeated the manoeuver and fled to the safety behind Saurus block.

  • Lizardmen - Turn 4

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    Lizardmen press hard

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    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

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    Cornered!

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    Small victory

    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

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    Elves surrounded

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    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

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    High Elves attack

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    But it is too late

    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

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    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

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    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

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    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!