Switch Theme:

Relentless, Part 14: Dwarves vs. Dark Elves, 1500 & 2250  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Just a heads up, two reports incoming. Played Geist's Dark Elves twice tonight, once at 1500 for escalation, and once at 2250 for him practicing for Lonewolf.

More to follow soon!

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Looking forward to the double dip
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

So, 2 games against Dark Elves, both against the same player. Geist has already beaten me twice and fought me to a draw with his VC at 1500 points. Chris’ opponent was going to no-show for escalation league, so I brought a 1500 to play, and 2250 for him to practice his Lonewolf list.

First up 1500 points:

I elected to take something different to play with some things. Decided to trust in 4 dispel dice at 1500 and bring different thanes to play with. Mostly I wanted to play with some “chaff” warriors to get a feel for how to employ them.

I had:

Thane (general) GW, shield, Rune of Stone, MR of Challenge (anywhere from a 1+ to a 3+ save, one use force a charge)
Thane BSB, MR of Gromril, Rune of Resistance, Rune of Preservation, Rune of the Furnace (1+ re-rollable, immune to poison, killing blow, flaming)
Thane MR of Flight, Rune of Cleaving, Rune of Fire (strength 5 flaming sniper throwing hammer!)
2x 10 Warriors, shields
17 Longbeards, shields, full command, Runes of Battle, Stoicism (+1 CR, double US)
15 Hammerers, shields, full command, Rune of Courage (immune to fear/terror)
Grudgethrower, Rune of Accuracy, Rune of Burning
Bolt Thrower, Rune of Burning, Engineer
Bolt Thrower, Rune of Penetrating, Engineer
Organ Gun

Geist’s list was a lighter version of his 2250 approved for Lonewolf (which we’ll get to in the next report). I may have some details wrong, but this was generally it:

Master, Soulrender (armor piercing great weapon), 2 Null talismans?
Master, Dark Steed, Deathpiercer, Enchanted Shield, Sea Dragon Cloak
Hag w/Cauldron, BSB, Witch’s Brew
Assassin, +d3 attacks, manbane
17-ish Black guard, full command, ASF banner, Ring of Hotek
11 Dark Riders w/shields & spears (!), full command
2 x Dark Riders w/RXBs

So the interesting choice here is obviously the Dark Riders with shields. Geist was trying it out as a medium cav build. With help from a hero and the cauldron, it made for a unit that could fly around at 18” and bring moderate attacks and combat res.

I won the roll for edge and picked the side that had the widest open space between a hill and the nearest woods. As you can see below, three war machines went on the hill, and the rest of the army stacked right. There is one bolt thrower out of the shot, off to the extreme left. All three of my characters went into the longbeards, which was central enough that I could shift them to where they were most needed.

The Dark Elves had the Medium cav directly across, and the Black guard in the far corner, which I thought was a mistake as it spaced out the arrival of threats. My plan was to hammer the Black Guard with the Grudgethrower all game, drop the medium cav with bolt throwers and organ gun, and use the warrior screens to set up favorable counter charges and over-runs. MR of Challenge to pull one of the cav units to where I wanted them.



I win the dice drop for first turn and we’re off.

Turn 1
Some minor maneuvering, to slide some warrior protection in front of the war machine hill, and it’s on to the shooting phase. With no runesmith present, the grudgethrower crew obviously tried to inscribe their ammunition themselves. Not getting it quite right, their first shot fails to ignite into a ball of flaming death, and instead bursts into a delicious bundt cake, and bounces off two Black Guard.

My flaming bolt thrower has the flank of the medium cav and drops 3, while the other pierces two. Quick! Before they get Bloodshield up! Nobody panics, and it’s over to the Elves.

Dark Elves rush forward, and some long range shooting patters off the grudgethrower, and the dark riders receive a 5+ Ward.

Here’s the situation:




Turn 2
I move my warriors over in front of the hill and out of the way of my longbeards, who push forward. The other screen moves into the face of the dark riders on the right, while the hammerers adjust their angle slightly.

Shooting blasts a good chunk off the cav, and the unit champ is beaned by a thrown hammer. A peach cobbler sails past the black guard.

I MR of Challenge the medium cav into my heroes and flee a long Dark Rider charge with my right screen. Combat goes nicely, as I kill all the unit, and put a wound on the master, who sneaks a wound on to my BSB, breaks and easily outruns the longbeards.

Here’s what’s happening:



Turn 3

Feeling pretty good about the situation, now, I rally the warriors screen and show a flank to the black guard. To entice them to run around in front of my guns for a turn. Organ gun and a bolt thrower shred a rank off the black guard and the champion is taken out by a throwing hammer. An upside-down pineapple cake sails past the black guard into the trees, a bolt drops a dark rider, and it’s Dark Elf turn 3.

Black guard take the bait, hit the warriors in the flank. The fleeing master rallies. Another round of repeater shots do nothing to the artillery, the warriors are predictably wrecked, flee and are caught, but the black guard are sitting in front of the shooting again.

No pic, apparently. Sorry.

Turn 4
Besides the shooting, I also have a flank charge available from my longbeards. I decide against this, as I don’t particularly want any of my characters fighting the Master with soulrender, now that the BSB has taken a wound. Instead, I push the other screen in front of them, looking for a repeat and more rounds of shooting. Hammerers chase the Dark Riders into the woods.

Organ gun rolls a spectacular 10 hits, and leaves just the DE general and one friend standing next to each other. My thane throws a hammer at the last Black Guard, and the assassin, totally dedicated to his disguise pretends to only have one wound and keels over, still in disguise. Both bolt throwers hit and fail to wound the mounted master. The grudgethrower launches a flan into the far corner of the battlefield.

Dark Elves send both Masters into the 10 warriors, killing 4. They hold on a 7, and I’ll have the general’s flank with my longbeards next turn.



Wrap-up

Longbeards head in to the DE general, breaking both masters, who flee. Pursuit hits the cauldron. Warmachines wrap up clean up everything else, and the game ends with the cauldron locked in combat.

My BSB raises his standard in triumph. In the distance, a geyser of pudding impacts behind the fleeing Dark Elves.

Result: Massacre to the Dwarves

Post game: First time in a while that I’ve taken the organ gun. It’s no joke when it’s rolling hot, which it was doing here. My army was a little war machine heavy for this points level, and with the black guard deployed so far away it meant I was able to shell his units into ineffectiveness, even with the grudgethrower failing to kill anything all game.

The diverting warriors were nice to have. I’ve got to seriously consider shifting towards them with the 2250 list.

Thanks for reading!

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Master of the Hunt





Nice report. Congratz on the win. I think those small blocks worked great.

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Hm. Thought I posted the second game already. Apparently not. Here goes:

Alright, second game of the night!

This had me using my list slightly tweaked from what I’ve been running:

Dwarf Lord, GW, Shieldbearers, Runes of Stone, Steel, and Resistance, MR of Challenge
Thane BSB, Strollaz rune, Rune of Guarding
Runesmith, Rune of Stone, GW, Shield, Rune of Spellbreaking
Dragonslayer
25 Warriors, shields, Standard, Musician
25 Warriors, shields, Standard, Musician
19 Longbeards, shields, full command, Rune of Courage
17 Hammerers, shields, full command
6 Miners
11 Slayers
Bolt thrower, engineer, rune of burning
Bolt thrower, engineer, rune of penetrating
Gyrocopter
Organ Gun


Geist had his Lonewolf list out to play. I guarantee I have some of this wrong, but it’s fairly close.

Dreadlord w/Executioner’s axe & Blood Armor (in black guard)
Master BSB w/Soulrender & 2 null stones (in black guard)
Assassin w/Rune of Khaine, Manbane (in black guard)
Master w/deathpiercer, enchanted shield (in medium cav dark riders)
Hag w/cauldron, with brew
16 Black guard w/full command, ring of hotek, Banner of Hag Graef
4x5 Dark riders, crossbows, musician
11 Dark riders, shields, full command
2 War Hydras

Geist was planning on another game after mine, so in the interest of time, we kept the board the same. I won roll and stayed on the same edge for convenience.

Deployment went very poorly. The DE had 4 drops of fast cav before anything important had to go down, and as fast as he was, I needed to not worry as much about where he was going. My blocks were arrayed left to right as Longbeards, Warriors, Hammerers, Warriors, Slayers. I made several errors-

1- I put my Dwarf Lord in the Longbeards, and they were separated from the hammerers by a warrior block
2- I used the hill poorly, placing the organ gun on top, and then feeling obliged to screen it with miners and support with a dragon slayer. This made a cluster of units very vulnerable to getting shredded off by shooting (or anything else) and created a very weak flank.
3- I deployed centrally, leaving both flanks available for the DE to go through.

If I had it to do again, I’d deploy even further back, probably against the left table edge. This would have given him a little more protection for his hydras, but would have allowed me to hold the right flank with combat units on the hill for extra CR. The organ gun would go between blocks to keep it from getting charged.

I was happy with the bolt throwers in the far back, as the only thing they were there for was shooting hydras, which they’d be able to see regardless.

The Dark Elves were deployed with their bulk on my left. You can get a sense of this in the first picture, though it’s taken at the end of the first turn. I used Strollaz to swing my units at the furthest right around to have some chance of affecting things in the middle. The units in the middle held still, not wanting to get closer.

I had a +1 but missed the roll to go first

Turn 1

Dark Elves advance really, really fast. Dark rider shooting kills a couple miners who panic behind the organ gun. Organ gun loses two crewman to 20 shots, but without the miners in front, will be charged regardless next turn.

On to me. I don’t like the look of things, but don’t have much I can do. Miners rally right behind the organ gun. Dragonslayer sets up to counter charge whatever overruns the organ gun into the miners.

I make another mistake and advance the main line slightly. Given that my hill was guaranteed to fall, and turn the flank, I should have held back in anticipation. The gyro flies out to pick off some fast cav.

The organ gun tries to damage the medium cav, but misfires, and won’t be firing again. The flaming bolt thrower pops two wounds from a hydra, and the other hit is regenerated. Gyro fails to score any kills.

Here’s the situation:



Turn 2
Fast cav charges my organ gun, and the big medium cav unit swings around the side. 18” movement is rough! The healthy war hydra advances further, and I’ve conveniently moved closer to provide an ideal breath weapon shot on my longbeards. Terrible move on my part.

The rest of the army closes in. I’m realizing the only way I can handle the black guard is with the hammerers, and then only if the Dwarf Lord is in the combat to protect from characters, and even then only for a few turns, unless I’m fast in the challenges.

Shooting drops the miners to two, and a hydra burns 6 longbeards to death.

Combat results in the weird survival of the lone organ gun crewman. He would go on to fight it out for 4 or 5 combat phases, killing 3 dark riders in the process.

In my turn, I scare off a unit of dark riders with an ill-advised charge. I knew they’d flee and get away, but after the fact, realized it opened up LOS for the black guard, and pinned my BSB in a warrior unit he didn’t want to be in. The gyro heads out to steam off as much as it can from the black guard, barely fitting between the hydra and the unit. I angle a little more with the main line.

In the back, I’m trying to figure out how to stop or delay the medium cav. I set up the dragonslayer to hit them in the flank if they try to ride towards the bolt throwers.

In the shooting phase, I make another error. I let myself get rattled by the hydra’s strength 5 attack and decide I need to shave some wounds off, instead of dropping the other one. The flaming fails to wound, but the penetrating bolter knocks two wounds off. The issue here is that I intended to challenge in the hydra and chase it off with my lord, which meant the wounds weren’t necessary any way. I needed to do one or the other, not both.

The gyro hits tons of black guard, only wounds 2, and one makes his save for a disheartening shooting phase.

Here’s what things looked like:



Turn 3

The turn started with a charge I didn’t see coming- the medium cav had a line on my two miners, who fled. It had become apparent that by moving forward, I’d opened up space in the back for his units to run through my artillery.

The hydra on the left was challenged in to my longbeards and lord, while the other maneuvered to breathe on the slayers. All the fast cav set up to shoot my gyro full of holes.

Shooting phase killed a couple slayers, and took two wounds from the gyro.

In combat, Geist made a mistake by putting all his hydra attacks on the Dwarf Lord. Despite 7 hits and 4 wounds, none made it through the armor. He regenerated everything that came back, and with no wounds either way, he was testing on a re-rollable 6 which he made. Bummer.

In my turn, options were limited. I threw the dragon slayer in front of the medium cav to buy one more turn of shooting for my bolt throwers. The BSB rallied, and turned to face the black guard flank, planning to buy time for my Dwarf Lord to get over and help out.

The gyro also charged in to the flank of some dark riders, no longer feeling safe with only one wound left. A smarter move might have been to drop back behind my lines and get someone angled off the table in a later turn.

The shooting phase was quick, with the burning bolt thrower failing to wound and the penetrating one being regenerated. In combat, my lord managed to drop the war hydra, but the beastmasters held on a 3!



Turn 4

The black guard charged my BSB’s warriors which I had to flee from. With the Dreadlord, Assassin, Master, and cauldron boost, I would expect to lose 10-15 on the charge. Instead, the hammerers were contacted, who would at least hang on for a turn or two. Probably should have fled this one too.

The medium cav went in to my dragonslayer, and that wrapped up movement.

Combat had me kill the beastmsters, lose a relatively light 9-ish hammerers, my runesmith stabbed to death, and the dragonslayer killing-blowed several times. The overrun set the block up for a little plan I had going to try to salvage some points.

In my half, My warrior block on the right wanted to charge the flank of the black guard, but the slayers were in the way. I could contact, but not wheel in to align. If the black guard weren’t engaged to the front, then they would be forced to align to me. But since they couldn’t move, and I couldn’t wheel after contact, the charge would have failed. I thought there was something in the FAQ about fudging things to make the combat work if you could contact but neither could align, but I couldn’t find it then or after (so, sorry Chris!). Instead the warriors reformed for a flank charge while the slayers set up to block off the hydra. This turned out to be another mistake. At best, the slayers would delay for one turn, but the warriors weren’t going to swing the combat in that little time. Still, I figured if I had to, I’d reform to face the hydra when it dropped the slayers.


The two reformed miners charged the large flank of the dark riders, planning to kill one, lose combat, and flee into my general’s unit, which reformed to take that charge. If this worked, I would at least save my artillery, and maybe even put my general in to the black guard if it still seemed worth it.

Unfortunately, the miners, killed one, then both died to a pair of strength 3 attacks, meaning no overrun, and leaving the cav facing the flank of my BSB’s reformed unit. The hammerers were killed down to three, and my bolt throwers both bounced off the hydra again.

No picture here, as we were running out of time, but I think you know what’s coming.

The hydra goes into the slayers, rolls almost perfect and wipes out the unit, overrunning into the rear of the warriors. The medium cav do something similar to the BSB’s unit, and hit the flaming bolt thrower. The hammerers are wiped out.

The only remaining high points are that the gyro did manage to finish off it’s unit of dark riders, and survive a rear charge from another pack. My general went into the back of the medium cav, but lost combat, held and eventually picked up half for the master. The penetrating bolt thrower also managed to drop the second hydra.

In the end, all I had left were the longbeards , my lord, a damaged gyro, and a bolt thrower, while he’d only lost half a character some dark riders and both hydras.

Result? Massacre Loss

Post-game: I think I essentially lost the game in deployment. I didn’t present Chris with any difficult choices, and he really just had to push up into my face. I knew was I was placing that I was doing so without a plan. I tried to correct a weak flank by dropping my lord on the left, but it was no good. I spent the game trying different things to correct those initial mistakes, but to no avail. My other systematic error was to set up only in anticipation of what I thought was the most likely event. (i.e. When my miners were going to pull the large block of dark riders, it seemed likely, so I left my BSB’s unit’s flank exposed. Essentially, I was looking at what was most likely to happen, but setting myself up for catastrophe if the dice dropped the wrong way.

I was happy with the list tweaks, and I certainly can’t imagine the previous list doing any better.

Anyhow, the short winning streak comes to an end. I’ll actually be running up against some other DE later this weekend, so here’s hoping for a little vengeance…

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Stonking reports RZ, great reads and dig the pics, unpainted dwarfs or not

That's quite an interesting DE list he's running, or at least the medium cav part is, and 5x drider units @ 2250. Crazy hydra conversions too, yikes! Any idea if he posts on another forum? I'd be interested to hear about how he does at Lonewolf.

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Yes, the unpainted is quite shameful. I'll be fixing that ASAP. The gyro is kicking my butt for painting and slowing me down terribly. Sorry!

I'll link Chris to this thread and let him comment. I don't know if he posts elsewhere, but I'll pick his brain when he gets back from Lonewolf and relay if he doesn't do so himself.

RZ

P.S. If you like the unpainted dwarfs in this one, you'll love the pics in the next report!

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Master of the Hunt





Thanks for the report. Sorry about the loss. I think Dwarfs suffer the most when we screw up our deployment.

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Whoa... he was like a steamroller! So this guy has a pretty good record against you? You definitely did well in the 1500 point game, he's got quite a cool/crazy list for this one. I liked the report a lot
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Epilogue:

Reports are on hiatus till I get the army painted, *but*:

I got my rematch in. He'd altered the list slightly, making the master in medium cav the BSB, and giving him the hydra banner and mundane lance. I think that was stronger overall, though it leaves the door open to an unlucky break check on the Black Guard bunker.

Tighter deployment, with war machines between units or behind my blocks left no weak flank to be rolled up. Early shooting dropped a hydra, which took the pressure off. The gyro march blocked the black guard, killed 12 through several rounds of shooting, and finally sacrificed itself to keep the black guard unit off my lord's flank. After characters on both sides charged out of their units to fight some groovy duels in the middle, my lord took half his lord and the assassin.

Pulled a massacre for sweet, sweet vengeance. Gyro & organ gun combo was a winner!

Proud to strike that one out of the book of grudges. Now, back to painting, so I can get to reports again ASAP!

RZ


“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Master of the Hunt





Congratz. It is always nice to settle a grudge. Good luck with the painting and hope it goes fast for you. I always enjoy your reports and can't wait to hear of more dwarf victories.

I like the new avatar too.

This message was edited 1 time. Last update was at 2010/03/24 12:41:00


dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: