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Made in ca
Been Around the Block




No offense to Andrew, but FINALLY a different opponent!
I was sure I would play a game, as I was getting late to the store (see end of post). But luckily for me one play didn't show, so I was able to play.
Andrew paired off with Loy in a 1500pt Lizardmen vs. Bretonnian game, while it was my Skaven vs. Rob's Wood Elves at 1000pts.

My list:
Chieftan (General) w/ Halberd
Chieftan (BSB)
Warlock Engineer, Level 1 (Warp Lightning)
Warlock Engineer, Level 1 (Scorch)
28 Clanrats w/ shields, standard, musician and Warpfire Thrower
24 Clanrats w/ shields, standard, musician and Poisoned Wind Mortar
24 Clanrats w/ shields, standard, musician and Poisoned Wind Mortar
Doomwheel
Warplightning Cannon

I was not very confident with my list. I wanted to fit in the Doomwheel, and I'm having trouble making a list without the WLCannon. Even if this meant my three (I know, ONLY three) Clanrat units were pretty small and my Chieftans (a Chieftan General!?) were not loaded up. I have yet to really load up my Lords and Heroes with all of the usual goodies that keep them alive and help them hit hard. I will probably have to change that at some point.

I may not have been confident in my list, but at least I brought the right one.
Unlike my opponent Rob, who brought a list he had used previously, and not the one he had meant to table. An error that could potential help me. A lot.

Rob's list:
Noble w/ Hail of Doom Arrow
10 Glade Guard
12 Dryads
3 Treekin
20 Eternal Guard w/ spears
8 Waywatchers w/ longbow, two hand weapons

No Magic? Sweet! A Flammable unit? Wicked! Not many Ranged attacks? Good times!

I'm going to admit now that we made a few mistakes throughout the game. We're still learning.
Also, there are a number of mistakes I made using Battle Chronicler this time. I will comment on them, just to clarify any discrepencies with the actual report.
And as usual, distances in the images are not accurate, but close enough.

Set Up & Deployment

So we rolled up Meeting Engagement.
Rob laid down first, with only the Waywatchers coming in as a Reserve.
I tabled second...and rolled four 1s! So my General, both Warlock Engineers and the WLCannon would come on later. Annoying, yes, but the worst part was that I would not be able to shoot the cannon on my first turn. Grr.
The Clanrat unit with the BSB and WFThrower, labelled CR3, is actually in a building.
I couldn't "steal initiative," so I was going second, something that has only happened once in my handful of games against Andrew.

Wood Elves 1

*Movement: Not really close enough to do anything interesting, the Treekin, Eternal Guard and Dryads move up. The Glade Guard stay put for some reason, considering they can Move and Shoot without penalty. The Waywatchers come in up at the top and stay there at the edge. They did this because Rob thought on the turn you come in as a Reinforcement, you can't move. Which is wrong of course. And for some reason, I believed him, so I would do the same later. Oi! I knew the proper rule, but Rob has this power to get rules wrong and then somehow, without trying, convince others they are right. There is no malice behind it all...he just gets it wrong and we believe him. Anyway.
*Shooting: The Glade Guard take aim at the BSB's unit in the building...and realise they are more than 30" away! Rob! You can pre-measure, man! He was out of range of all of my units. The Waywatchers take a shot at the Clanrats in the forest. Two arrows hit, but ping off their ratty armour and shields.

Skaven 1

*Movement: The Warlock in the Doomwheel is a little suspicious of why the Treekin, such juicy targets, are practically right in front of him, ready to be Charged. Not one to give up such a gift, he moves up and easily Charges into the Treekin's flank. Elsewhere, the WLCannon, General and both Warlock Engineers come onto the board. Here I followed Rob's made-up rule of Reserve units having to stay there. Duh. Doesn't matter much, but I'll have to watch out for things like this whenever I play him.
*Magic: The first Engineer steps up...and fails to cast Warp Lightning. The second Engineer steps up...casts Scorch...and does nothing. REALLY!?
*Shooting: Could I reenact the awesome first turn Ranged combat from the last game against the Lizards? The short answer is no. The long answer is: the Doomwheel's Zzapp! is a whopping S2. No Wounds. The PWMortar shot against the Waywatchers scatters. The PWMortar shot against the Dryads gets a Direct Hit!!! But no Wounds, if you can imagine. Yeesh. The WLCannon just came on the board, so could do nothing.
*Close Combat: The Doomwheel rolls low for Impact Hits, and only manages one Wound. The little rats, with only an Strength of 2, manage a second hit. The Treekin, probably shocked (haha, Zzapp!) that the Doomwheel hit them out of nowhere, tried but could not even scratch the grimy paint off the wheel. With a Flank Charge and two Wounds, the Doomwheel wins, the Treekin Break, and they run...right through the Eternal Guard, but nothing further happens to either unit. The Doomwheel, positioned PERFECTLY to Pursue right into the Eternal Guard...fail 1.5" away. That's just dumb.

Wood Elves 2

*Movement: The Eternal Guard, between a rock and a Doomwheel, Charge the Clanrats in the trees. And fail, moving 2". The Dryads and the Glade Guard move up. The Treekin continue fleeing, through a Raging Torrent that does not affect them. The Waywatchers just reload their longbows.
*Shooting: The Waywatchers take aim at the Doomwheel, and all miss or fail to Wound. The Glade Guard may or may no have shot here, I can't remember. Either way, they don't drop anyone, so it doesn't matter.

Skaven 2

Looking for a better turn this time around.
*Movement: Doomwheel smacks into the Eternal Guard, as do the Clanrats. Both Engineers and the General move into nearby Clanrat units. The BSB's unit moves out of the house, preparing to Charge the Treekin if they don't rally again. The WFThrower moves up to the front of the building, too (remember this).
*Magic: The second Engineer steps up and casts Scorch...with Irresistable Force! Flame on! Well, I think this takes out something like four Dryads. The Miscast ends up being a Detonation! and two Clannies get fried. The last two Power Dice are lost to the Miscast, so no more spells this turn.
*Shooting: The Doomwheel Zzapp!s again at S2. Oi. BUT, somehow, all three bolts toast an Eternal Guard. Silly, but I'll take what I can get. The PWMortar in the trees scatters to the side of the Waywatchers, while the other PWMortar scatters away from the Dryads. Thankfully the WLCannon sends a blast that lands right on top of a Dryad's head, then bounces 10" at S10, taking out a second Dryad. I fire the WFThrower, roasting the middle Treekin, not remembering that since I moved I actually should not have been able to fire. I only realised this much later, while creating the Battle Chronicler pictures. I'm justifying the whole thing by deciding that it would probably had the same result next turn.
*Close Combat: Between Flank Charges, Impact Hits, a standard and lots of rats going crazynuts on the Eternal Guard, who only killed four rats, the Elves broke and ran...not far enough! The Clanrats hunted down and slaughtered the survivors. It was pretty gross.

Wood Elves 3

*Movement: The Dryads, down to six models but finally in range, Charge the nearest Clanrats. Treekin rally. Other units stay put.
*Shooting: The Waywatchers try to take out the Doomwheel again...but fail to Wound, again. The Glade Guard all fail their shots or fail to Wound (see a pattern here?), but the Noble with the deadly Hail of Doom Arrow unleashes some death upon the Eternal Guard killers, taking down 5 of their number. The Sinister Statue in the middle of the river (oh yeah, that's what that thing is, by the way), is actually not in the way of this shot. This causes a Panic test, and fail, but if you can imagine they are JUST within 12" of the BSB, even though it doesn't look like it in the image (the BSB is actually at the far left of the front rank, not in the middle). They pass the reroll.
*Close Combat: The Dryads, punks that they are, unleash a flurry of pointy branches, razor-edged leaves and not-yet-ripened fruit. They manage to kill off three Clanrats...and BOTH Engineers! C'mon, man! Stoopid trees. Two of them fall as the rats get peeved about losing both their Wizards. The rats end up winning combat, but the Dryads stay.

Skaven 3

*Movement: The Doomwheel pivots around to aim at the Waywatchers, rolls (literally), but is 1.5" shy of the Elves...again. The Eternal Guard killers move down to the lip of the River, ready to Charge into the Treekin once they inevitably Charge the big Clanrat unit.
*Magic: Oh wait, the Wizards are dead.
*Shooting: The Doomwheel's Zzapp! manages to take out two Waywatchers, finally rolling high Strength. The PWMortar in the trees Misfires and lets Rob place the shot right on top of the Wheel. It takes a Wound. I take a dangerous shot with the WLCannon, with the potential to hit the 'Wheel. But hey, we're all dirty rats here, right? With a roll of 2 on each artillery die, the shot ends just shy of the Doomwheel, thankfully. The second PWMortar scores a Direct Hit on the Glade Guard, blowing up five of them. The rest pass their Panic test. The WFThrower takes a shot at the Treekin, not cheating this time, and manages to roll a 1 on the d6 Wounds! So the potential for 12 Flammable'd Wounds manages only 2, so he stays alive. This is where I think the other dude would have died, anyway, if I hadn't cheated last turn.
*Close Combat: Somehow the Dryads only kill one rat, and the rats can't even snap a twig off the Dryads.

Wood Elves 4

Rob was ready to call it quits here, with not much going for him at this point. But I'm tired of ending games early because I'm doing well. So we played on.
*Movement: The Treekin Charge the big Clanrat unit, the Glade Guard move way up, and the Waywatchers skirt around to the Doomwheel's flank.
*Shooting: The Waywatchers once again fail to even tickle the 'Wheel. The Glade Guard probably shoot at something, but most likely miss.
*Close Combat: The Dryads kill four rats, but the rats kill some Dryads and run down the rest (after the trees broke), collecting firewood to take home as they went. The Treekin faired little better, one of them dying at the hands of the General, the other surviving to inflict two kills on rats. Rats win combat (again), Treekin stay put this time.

Skaven 4

*Movement: Doomwheel once again pivots and this time crashes into the Waywatchers, point blank. The top Clanrat unit Charges the Treekin's rear but fail. They take no losses from the Raging Torrent. The other unengaged Clanrats Charge the Glade Guard at Rob's insistance. They fail, though. At least that allows the PWMortar to take a shot.
*Shooting: The PWMortar does in fact shoot, and does in fact take out 3 more Glade Guard. They pass their Panic test, again. The 'Wheel's Zzapp! rolls a Misfire! But since it is engaged, the Loss of Control result is ignored.
*Close Combat: Let's start with the Doomwheel, who crushes the Waywatchers, who cannot hurt it, Break, flee and get run down by the 'Wheel, that goes off the board. The General hacks the last Wound from the last Treekin.

Rob decides that two Glade Guard and a Noble cannot face the might of, well, all of the Skaven, and calls the game here.
Once again the Skaven perform exceptionally well, even though/regardless of mistakes that we made here and there.

I'm looking foward to next week's 2000pt battle against the Bretonnians. It'll be my first 2000pt game and my first play against the Brets. I better start building that list!

Thanks for reading. C&C always welcome.
   
Made in us
Longtime Dakkanaut






Excellent report! Good to see a skaven player having better luck than my rats seem to have.

My thoughts on the WFT are you may have moved and shot in the second turn, but as you should have been able to move in the first turn when he showed up it really changes nada.

Overall though I'm glad to see the Doomwheel able to perform. Makes me feel better about adding one (or two) to my lists!

This message was edited 1 time. Last update was at 2011/03/31 11:58:48


 
   
Made in ca
Skink Armed with a Blowpipe




Canada

Excellent report as usual. Glad I wasn't the victim this time! My lizards fared a lot better against the Brets (despite still losing). The lizards will get their day when we step up the points. Maybe the Daemons will be able to take down the rats...just need to get them built. We shall see.

Coiling into the meat chamber, one by one and one after another, they feasted for days. 
   
Made in ca
Been Around the Block




Thank you both.

My Skaven have been pretty darn lucky for me, for the most part. Sure I botch rolls every once in a while, or their weaknesses get abused, etc. But I've been pretty happy with how they've fared.

The Doomwheel is my Unit of the Match, for sure. It actually did very few Wounds overall, but just enough to send or help send enemy units packing.
The last (first) time I took it out, it did well, too. I'll definitely take it as often as I can, as long as I don't lose my WLCannon, which I have loved in every game so far. Even this one, when it only took one shot

And yeah, Andrew, it's nice to beat non-Lizards for once. Possibly not as satisfying, but I bet that's only because it wasn't YOU I was making cry
Mwahaha!
I have a feeling the Daemons, especially Slaaneshians, will do the trick. Unless my WLCannon blows up your important guys on the first turn again
   
Made in nl
Longtime Dakkanaut




Or his Daemons could just Leadership Bomb your General, and since all units within 12" are forced to use the Leadership of the General, the rats will flee at the first sign of trouble.

On te report: I'm really liking the turn by turn pictures of the board. It makes the report easy to follow. Don't worry about rules problems. I'm sure everyone has made quite a few errors starting out, especially if there is noone around with some more experience.
   
Made in ca
Skink Armed with a Blowpipe




Canada

Airmaniac wrote:Or his Daemons could just Leadership Bomb your General, and since all units within 12" are forced to use the Leadership of the General, the rats will flee at the first sign of trouble.


My understanding was that a unit could choose to take advantage of Inspiring Leadership...or not, as they see fit.

Coiling into the meat chamber, one by one and one after another, they feasted for days. 
   
Made in nl
Longtime Dakkanaut




@asm.zero

Nope, since 8th edition, you are actually forced to use the Leadership of your General if he is within range.

From page 107 of the BRB:

Providing that the General is not fleeing, all friendly units within 12" use his Leadership instead of their own (so rally your General first!).
   
Made in us
Omnipotent Lord of Change





Albany, NY

Good stuff Mr. B, glad you got to play a game to completion, and against a different opponent too, very nice to keep it fresh. Looking forward to your 2k game, maybe your heroes will find themselves some more gear? Though it is interesting to see such stripped down general and BSB

Airmaniac wrote:@asm.zero

Nope, since 8th edition, you are actually forced to use the Leadership of your General if he is within range.

From page 107 of the BRB:

Providing that the General is not fleeing, all friendly units within 12" use his Leadership instead of their own (so rally your General first!).

Can I take a moment to note how much I HATE this rule? It should clearly be that a unit may use the highest LD available to it, including the general's if applicable, not this garbage. And it's not just the LD Bomb loophole, I'm also raging about having generals drag down big monsters' LD - stubborn 10 giant likely isn't stubborn 10 within 12" of his general (?!), stubborn 8 HPA isn't stubborn 8 within 12" of his general (?!), and so on.

- Salvage, letting his Hate Ray cool down now ...

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in nl
Longtime Dakkanaut




I agree with you that it is a terrible rule (just like I think Steadfast should be broken when ranks are disrupted by a flank / rear charge). However, the rules are the rules and tournaments will most likely be played according to them.
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Both of those changes would be fantastic. I'm going to mail you guys applications for GW's rule-test team, now (possibly a non-existent position, though...)

Will give the report a good read later (I keep saying that!) the wife is out of town, and I am going to catch up on these bat reps.

One thing- poor woodies
   
Made in gb
Stubborn Eternal Guard





Dundee, Scotland

I am loving these bat reps you compile mrborges but I too feel really sorry for those Wood Elves, from the prospective of a Wood Elf I would have played a different list at this low a points (only 1 GG unit? would have dropped the EG for some more bows and Treekin, also Waywatchers would not be a necessity when there is not a lot of armour about) but it is just plain scary the amount of rats you can muster.

I have just downloaded Battle chronicler myself and both yourself and Salvage have inspired me to get to a table as soon as I can to post what will be a rather steep learning curve for me (know the rules inside out but theory lasts as long as powdered warpstone in front of a Grey Seer when you hit the table!)

keep up the good work it is great seeing reports like this


snurl wrote:I would like to build the Infinity stairs, but they will take forever.
 
   
Made in ca
Been Around the Block




Hrm, I didn't realise you HAD to use the Generals' Ld. I've never had a reason not to, but with Ld bombing and models with higher Ld than the General, I can foresee that being a problem.
Stinking Daemons.

As for the report, more thanks. I'm still enjoying writing them up, even if I'm doing so at 130 am. In fact, maybe moreso?
While I'm playing the game, I'm often thinking about how the current situation is going to look in Battle Chronicler.

I do feel bad that Rob had the wrong list with him. I know that situation well, but lucky for me I usually have a handful of lists handy, so I can rearrange some units, and from spending TOO much time reading the book, I know the point costs well enough to make changes on the fly.

I know my success streak is going to end. Actually, it did a few weeks ago in one of the games I didn't make a report for - not because I lost, but because it was one of two games that I didn't have a camera for AND ended too early to make an interesting report of.


Automatically Appended Next Post:
p.s. it has come to my attention that there are a number of grammatical and spelling errors in my report. I am utterly ashamed! Please forgive me for any confusing sentences...like the second one!

Wow.
That'll teach me not to write these things in the early hours of the morning. I guess I don't have the late-night writing skills that I used to have in high school and university!
I promise to do better next time.

This message was edited 1 time. Last update was at 2011/04/02 04:23:42


 
   
 
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