Well this is my first installment of what will hopefully be a long line of games that I will be able to play. Managed to get a couple of games in the other night and of the two decided to post my first win with my wood elves (record 1-5 yay!) the first game of the evening was just total fail against Empire in which my Treekin got the charge on some Knights, lost the combat after only causing a wound, broke, fled and the Knights rolled along my battleline so yeah... not posting that one! The details may be a bit vague (doing this from memory) but will take a notebook along for future batreps.
Anyway on to the Armies.
My list; pretty straight forward, the lack of protection on my weaver was due to him dying almost every game and I wanted to make up for the lack of offensive spells in Life, hence Ruby Ring.
Lvl4 Spellweaver (Life); Talisman of Protection; Ruby Ring of Ruin
11 Glade Guard; Standard Musician
12 Glade Guard; Standard, Musician
12 Glade Guard; Standard, Musician, Banner of Eternal Flame
6 Treekin
Treeman
Eagle
Spells; Throne of Vines, Shield of Thorns, Regrowth, Dwellers Below
Skaven List; I have no idea how Skaven play and I didn't get a look at my opponents list but will put in as much as possible.
Grey seer (Lvl4 with some warp tokens, don't know what else)
Engineer (doom rocket, Lvl2)
BSB (no idea what this guy had)
Assassin (I know he had a 4+ ward but not sure what else)
2x25 Clan rats (both with Warpfire Thrower weapon teams)
50 slaves
3 Rat Ogres
5 Jezzails
Warp Lightning cannon
Spells (Seer had Cracks Call and Scourge don't know what else, Engineer had howling Warpgale and Warp Lightning)
The Scenario was watchtower With me in control at the start, I place my standard 12 Glade Guard in to garrison.
Deployment; pretty much everything lined up straight at the Tower, I have no idea what I was thinking when I deployed my Treeman, I think I just wanted to get him into cover away from the WLC asap.
Skaven Turn 1
Movement; surprisingly only the Slaves and Rogres marched forward, I think the Skaven were content to sit back and blast whatever went into the tower.
Magic; Howling Warpgale is cast, cracks call kills a couple of GG in the tower who panic and exit the building (I am really bad for
LD tests)
Shooting; WLC fires at the Treekin which reduces one to a pile of ash and reduces another to a wound, Flaming magical attacks are horrible....just horrible. A jezzail I think picks off a GG.
No combat so
WE turn 1
Movement; GG rally. Treekin wheel and trying to hide behind the Tower from the WLC, I just hoped the Rogres and Slaves don't roll high enough to charge my flank! Eagle flies over to try and get an angle to charge the WLC my Treeman braves the open to try and get into combat asap (if he is combat he cant be shot was my thinking)
Magic; quite low was rolled so only got throne up and regen was dispelled.
Shooting; with Howling Warpgale in effect I only manage to drop a couple of rats
Skaven turn 2
The Slaves and Rogres both declare charge against my Treekin, thankfully the Rogres fail and so the Slaves are left hoping that an almost 10-1 numerical advantage will carry the day
Magic; a lot is dispelled the only thing of note is the Eagle getting Warp Lightening in the face, I didn't have the dispel dice after stopping warpgale this round.
Shooting; Treeman eats a volley from the WLC my hopes of a misfire quickly dashed as he is burnt to a crisp! nothing much else happens except I think a jezzail killed himself.
Combat; the slaves feebly batter their crude weapons at the Mighty treekin only a few wounds were caused but successfully saved, my treekin strike back and despite only having two of the beasts to attack with they cause enough damage to win the combat by a lot. The Skaven slaves proceed to explode! (I didnt know they could do that) but nothing came of it, The Treekin reform to face the Rogres (and now out of sight of that damned WLC!)
WE Turn 2
Movement; The rallied GG re-enter the building everything else stays as is (hiding behind the tower for the most part)
Magic; with not much in range to cast at I throw Dwellers at the Rogres, not expecting much but worth a shot, I rolled IF and was saved by my Throne, It must have been a good casting as two Rogres fell (two sixes!) along with a handler.
Shooting; My two GG units not in the building continue to pick off a few rats from the Engineers unit. my other GG unit tries and fails to do anything to the WLC
Skaven Turn 3
As you can see this is probably the best turn my wood elves have ever had and with me barely rolling a dice!
Movement; Rogre fails Frenzy and charges the treekin
Magic; trying to cast Cracks Call the Seer eats a warpstone token (quite low on the winds this turn) he gets IF, the result of the miscast is a 4, he manages to take out 9 of his fellow rat men, and is sucked into the realm of Chaos for his trouble. oh and Cracks call falls short of the building!
Shooting; the two warpfire throwers and a doom rocket soon finish off the GG in the tower, The WLC with nothing else to aim at tries a shot at the GG in the woods, a misfire is rolled causing the machine to destroy itself, I think it was the destruction of this that caused the jezzails to turn tail and run! My units can now bravely poke their heads round the corner of the tower!
Combat; the rogre I think does enough to drop the already wounded Treekin but is killed in return along with his handler, the Treekin reform to face the now empty Tower.
Wow when things go bad for Skaven they really do go bad, I could never hope to cause enough damage in one of my own turns!
WE turn 3
Movement; everything moves up readying for the kill, my Treekin don't enter the Tower just yet fearful of the two Warp fire throwers that will reduce them to cinders.
Shooting; pick off a couple more ratmen
Magic; not much I think I heal a couple of wounds but not much.
Skaven turn 4
Movement; The Clan rats finally brave it and start advancing towards the tower the assassin jumps out of his unit readying to take on the Treekin.
Magic; warp lightening kills off some GG, I pass a panic test for once!
Shooting; none left
WE turn 4
Movement; The Treekin brave the tower with both clanrat units getting closer,
Magic; get Thorns off on the Treekin and Fireball the assassin, only two wounds caused but he fails both ward saves!
Shooting; enough damage is finally done to panic the Engineers unit, they turn and start running.
Skaven Turn 5
The engineers unit continues to flee off the table panicking the Warp fire thrower as well, which also manages to run off the board!
movement; the Clanrats stay put this turn hoping the reaming WFT can cause some damage.
magic; manages to dispel what I had in play Thorns and Vines
shooting; Flame thrower come up just short of the Treekin (phew)
WE Turn 5
Movement; everything edges forward,
Magic, get my Thorns on the Treekin and Vines back up
Shooting; drop a rat or two.
Skaven Turn 6
Movement; with both my units closer to the Tower and a good chance of killing the Clan rats next turn with either Magic or arrows, the rats Charge the Tower desperately trying to get the Treekin to budge.
Magic; Thorns does a lot of damage to the rats but enough live to get a couple of attacks,
Combat; The remainder of the rats fail to do any damage the Treekin and Stomp reduce the unit to just the
BSB who only has a wound left, he runs
WE Turn 6
A fireball takes care of the
BSB and the GG unit pick off the remaining weapons team
Result: Skaven blew themselves up! I would have been hard pressed if that seer lived, dont think anything would have survived in the tower with multiple Cracks Call and Fire being thrown in!
Hope you enjoy the read

, will post my thoughts later, I will say that I hope to have a rematch against Skaven very soon this was an immensely fun game and if Turn 3 had went any differently I may have struggled. This is my first attempt at using Battle Chronicler so apologies if anything looks a little off,