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Made in in
Rough Rider with Boomstick






It's time for my second game in our 2011 WHFB Glad Cup League, and this time I fight Lucas' High Elves....

The Scenario is again scenario 2, as this was my second game in game week 2.

Scenario 2: Rain of fiery death

Background:
Two hostile armies have stumbled upon each other in the wilderness and resolved to settle their differences through violence. Unfortunately, a local fire deity has been disturbed by the battle and resolves to punish the armies by making a nearby volcano erupt and rain lava rocks upon them.

The Battlefield:
The ground is a blasted, scorched wasteland. Terrain will be limited to hill and flat ground with small clumps of trees. Set up terrain as per the rulebook but no woods, buildings or any other manmade structures.

Deployment:
Each player will setup along the long table edge, within 12” of the edge and 9” from the short table edges. Roll a d6 to see who goes first and deploy alternately. Deployment special rules such as ambushers, scouts and vanguard are allowed in this scenario.

First turn:
After deployment, roll a d6 with the winner choosing to go first or second. No bonuses in this scenario for finishing setup first.

Game length: 6 turns

Victory conditions: Victory points as per the rulebook will be used in this scenario. The winner will be the one will the higher number of victory points.

Special rules:
Rain of fire
Get four 2”by2” strips of paper and fold them in half twice to simulate the balls of fiery rock and lava lobbed by the nearby volcano. Starting the 2nd turn, at the start of every player turn, suspend the pieces of paper 3 feet above the center of the battlefield (stand on a chair if you have to) and drop them onto the table. Every spot a “lava ball” lands in is the center of a large blast template. Any model whose base is touched by the template suffers a Str5 hit with armor saves and ward saves permitted. This can occur even on units that are in melee combat with the damage done counting toward combat resolution.

Bonus points:
+1 if one of your characters is wounded/killed by a rock.
+1 if none of your units are hit by a rock.

Again, my 2200 pt list:

ArchLector Fernando's Crusade

Lords

Archlector Fernando - Arch lector (125), Heavy armor (6), Great weapon (6), Dragonhelm (10), War altar (100) = 247 points

Heroes

Lady Beatriz - lore of life wizard (65), level 2 (35), channeling staff (15) = 115 (Regenerate, Flesh to Stone)
Captain Sylvester - Captain (50), battle standard (25), Armor of Meteoric iron (25), Biting blade (5) = 105 pts
Engineer shawn - Master engineer = 65 points

Total points characters 532 points 24.18%

Core

The Nutters = 18 flagellants x 10 pts = 180 pts
Swords of sigmar = 29 swordsmen x 6 pts (174) + std (10) + musician (5) = 189 points
Detachment Bows of Sigmar = 5 archers (8) = 40 pts
Halberds of Sigmar = 30 halberdiers x 5 (150) + std (8) + musician (4) = 162 pts
Detachment = Ruffians of sigmar = 5 free company (5) = 25 pts
Spears of Sigmar = 20 spearmen x 5 (100) + Std (8) + Musician (4) = 112 pts
Detachment = Arrows of sigmar = 5 archers (8) = 40 pts

Greatsword Detachment = Rogues of Sigmar = 5 free company (5) = 25 pts

Total Core = 643 pts 29.23%
Total Detachments = 130 pts 5.91%

Special
Guards of Sigmar = 23 Greatswords x 10 (230) + Std (12) + Musician (6) = 248 pts
Youth of Sigmar = 5 pistoliers x 18 (90) + champion (7) = 97 pts
1 Great cannon = 100 pts
2 Mortars = 75 pts each = 150 pts

Total special = 595 pts 27.05%

Rare
"Big Mac" = Steam tank = 300 pts

Total rare = 300 pts = 13.64%

Total points 2200...153 models


Lucas' list:

ethai, Elves of the Iris Sky

1 Prince
-General; Great Weapon
-Armour of Caledor
-Vambraces of Defence
-Ironcurse Icon
-1 Dragon: Moon

1 Mage
-Magic Level 2; Lore of Death (Caress of Laniph, Doom and Darkness, Purple Sun)
-Silver Wand
-1 Elf Steed

1 Noble
-Lore of Life; Lance; Heavy Armour; Shield; Battle Standard (Regrowth)
-Radiant Gem of Hoeth
-1 Elf Steed: Barded

1 Lion Chariot

1 Lion Chariot

9 Dragon Princes
-Barding; Lance; Dragon Armour; Shield; Standard
-Banner of Ellyrion
-1 Drakemaster
--Potion of Strength
-10 Elf Steed

1 Great Eagle

1 Great Eagle

20 SpearElves
-Spear; Light Armour; Shield; Standard

20 SpearElves
-Spear; Light Armour; Shield; Standard

14 First Archers
-Longbow; Standard Bearer; Musician
-Banner of the Eternal Flame

Lord Total: 546 pts - 24%
Hero: 338 pts - 15%
Core: 559 pts - 25%
Special: 655 pts - 29%
Rare: 100 pts - 4%

Models in Army: 72
Fortitude: 7

Total Army Cost: 2199

I win the roll, but decide to let him deploy first, as there is no bonus for finishing deployment first......


Deployment

I decide not to vanguard move my pistoliers, to avoid them being an obvious target like in the previous game....and a good thing since....

Lucas wins the roll to go first, and he does so!!!

This message was edited 2 times. Last update was at 2011/04/25 17:38:01




40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in in
Rough Rider with Boomstick






High elves turn 1

The elves all quickly advance, although the archers stay put and picks a target. The Prince on the dragon plus an eagle make a strong flanking move versus the empire left, aiming at the soft artillery battery behind the misty swamp. The other eagle makes a flanking move to the empire right.

Magic has the elven deathmage attempt to cast purple sun, and I manage to dispel. Caress of Lanith versus the Stank was not cast due to a poor roll. The elven archers attempt to snipe the pistoliers, but cannot see beyond the empire archers and thus miss.


End of HE turn 1...the elves make a strong flanking move versus my left flank and the rest decide to brave potential lava strikes and advance up the middle

Empire turn 1

I have forgotten how fast elves can move, and have to commit some forces early in order to blunt the elven advance.

The detachments and the pistiolers move forward, with the young cavalrymen gunning for the dragon princes. "Big Mac" moves and brings it's cannon to bear on the dragon, with the great cannon pivoting to aim at the same target. The other empire units shuffle along the baseline, in no hurry yet to commit to battle.

Magic has flesh to stone cast on the swordsmen, while the arch lector gives the lifemage a 4+ ward save. Net of Amyntok is cast with IF on the Dragon Princes, but as it is an innate ability no miscast is rolled, and the magic phase ends.

Shooting has the brand new cannon and its crew (as the previous one died in the last game when the cannon exploded) prove their worth together with the Steam tank, as their cannons blast the Prince and the Moon Dragon out of the battlefield (the Prince failed both his ward saves!). The engineer also manages to put a wound on the eagle. Not to be outdone, the mortars do sterling work as the left elven spearmen unit gets blasted, and the dragon princes are reduced to less than half with a mortar strike(poor armor save rolls again by lucas) and shots from the pistoliers. Finally, 1 spearelf falls to a lucky arrow from my right archer screen.


Sacrificial units advance in order to slow the elven center, as the cannons bring down the prince and his dragon, and elves fall to a successful empire shooting phase.

HE turn 2

The volcano comes to life, as 2 pistoliers fall to lava, before the Dragon princes charge into them, escaping the Net of Amyntok. The other units attempt to charge the screens, who flee (with some archers falling in the misty marshes), and thus end up with failed charges. The wounded great eagle manages to charge into the great cannon though.

With the cavalry engaged Doom and Darkness is dispelled, although a Dragon prince is Regrown, as the mages manage to cast spells despite the Net. Shooting has some free company fall to arrows.

The dragon princes predictably massacre the pistoliers, and they reform as 1 line. The Great cannon loses 2 wounds, but the lone crewman decides to continue the fight!


End of HE turn 2, as the elves fail in most attempts to get to grips versus the empire screens, although the pistoliers fall valiantly...

Empire turn 2

The volcano spews large lava and rocks, and 3 of them fall among a lion chariot as well as the right spearelf unit! As a result the lion chariot is reduced to 1 wound, and less than half of the spearelves remain!!

The empire decides to avoid the middle ground (and potential lava strikes) and do not charge. The right archer unit flees off board, and Fimir in the misty swamp drag the other archers beneath the ground. the fleeing militia rally, while the other moves together with the Stank towards the middle.

Magic sees a G cannon crewman resurrected as Greatswords gain regeneration. The mortars do sterling work again as 1 lucky round lands on squarely on top of the elven deathmage and flattens him, and the rest are cooked by the steam gun of the stank, leaving just the BSB alive.

Despite the resurrected crewman, the G eagle finishes off the G cannon and reforms to face the mortar.


End of a very bloody empire turn 2

HE turn 3

The volcano quiets down, and nothing gets hit.

The left spearelf unit charges the militia, who flee, and they are forced to redirect at "Big Mac". The BSB decides to support them and charges in too. The left G eagle charges a mortar, while the other spearelf, eagle and chariots have no choice but to close in as the chances for a long combined charge are slim.

Magic is noneventful, and shooting kills a couple of greatswords.

In combat "Big Mac" shrugs off the elven attacks as the spearelves combat reform after, while the G eagle puts 1 wound on the mortar, who manages to hold due to the sight of the BSB nearby.


End of HE turn 3

Empire turn 3

The volcano remains dormant as the lava flows are minimal and no one gets hit.

On the right flank, the WA and halberdiers charge the spearelves. The AL and WA however sustain wounds as they fail to avoid the dangerous ground through the swamp. The Swordsmen and Flagellants however fail to reach the lion chariots. The other units on the empire left move in order to support the combats nearby, with the sorceress joining the empire spearmen. The militia rally.

Magic has the spearmen gaining regenerate, and lifebloom restores a wound to the mortar.

The mortar misses the elven archers, and the Stank fires its steam gun at the engaged elves, boiling some.

"Big Mac" proceeds to grind the elven BSB to bits. The WA and Halberdiers then wipe out the spearelves, and the nearby Lion chariot panics and flees, as the elven center crumbles....The Eagle kills 2 crewmen, but gets wounded in return, and the mortar continues to hold.


End of empire turn 3



Automatically Appended Next Post:
HE turn 4

Lava strike continue to miss

The unwounded chariot and G eagle spot the damaged AL/WA and combine charge him, while the fleeing chariot rallies. The elven archers move closer in order to be able to shoot more targets, although they miss entirely.

Combat has the Arch Lector Fernando and his War Altar manage to save ALL wounds inflicted by the Lion Chariot and Great Eagle, and he manages to wound the G Eagle, and being unbreakable holds after the lost combat (due to resolution from the charge and flanking bonus)..this must have been utterly demoralizing to Lucas.

The spearmen however manage to wound the Stank! The G eagle and mortar combat remains drawn.


The dwindling high elves continue the fight!

Empire turn 4

Volcano strikes miss.

The Greatswords charge into the combat to support the Stank, the halberdiers charge into the rallied lion chariot, while the Swordsmen and Flagellants charge the rear of the chariot engaging the WA. Due to the mortar's bulk, no empire unit can charge the G eagle, so the spearmen and militia move into better positions.

Magic has the lifemage lifebloom the mortar's crew as they gain flesh to stone, and the spearmen gain regenerate again.

The mortar misses the archers again.

The combat phase breaks the back of the high elves. While the G eagle wounds the toughened mortarmen, who continue to hold, the rest of the combats eliminates all the other combat units, with the exception on the last lion chariot, who manages to flee from the WA with 2 wounds remaining. The greatswords overrun beside the hill as the other empire units reform.


The elves are routed in combat

HE turn 5

The volcano suddenly rumbles into life, and more than half of the greatswords die due to multiple lava strikes!!!

The lion chariot rallies. Shooting sees more greatswords fall from the elven archers.

The G eagle-mortar combat is a stalemate again!


Lava strikes again as the elves try to avoid a wipeout!!

Empire turn 5

Lava strikes see the volcano spew a rock at the elven archers, and a few die.

The free company charges through the misty swamp at the flank of the G eagle, while the WA charges the lion chariot. The greatswords and stank advance versus the elven archers, and the other empire units move away from the central hill and potential lava strikes.

Poor winds of magic mean no spells are cast. The last mortar hits the elven archers, and they finally panic and run.

Without flesh to stone, the G eagle finally finishes off the mortar, before being plucked from the air by the free company.


Only the fleeing elven archers remain!!!

HE and Empire turn 6

The last turn is uneventful as the archers continue to flee, although the volcano spews lava and hits the arch lector twice, Sigmar blesses him as AGAIN he and his ride pass all armor and ward saves!!!

More elves fall due to empire shooting, but 3 archers manage to escape and bring the news of the loss back to the elven kingdoms!!!


The elves manage to avoid being tabled!!!

What a brutal game! Lava proved pivotal as Lucas' bold advance was punished by the volcano, and when I negated the flanking dragon and Lucas failed his early charges that was all the advantage I needed to punish his combat units so much so that my regiments were able to handle the survivors. My war machines were ace and that lucky mortar strike (and failed look out sir roll) on the elven deathmage also removed another key threat early in the game.

Good game Lucas, and kudos to you for fighting on despite all those demoralizing early setbacks!

This message was edited 2 times. Last update was at 2011/04/25 18:22:02




40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in ca
Been Around the Block




Yeah, wow, poor Lucas!
From lava flows to failed charges to your great saves/his failed saves...this game was all Empire. Gotta feel bad for the Elves, who just were not lucky.
Great on Lucas to keep playing, though, for sure.

Thanks for another well-documented game! Pictures are great and the write-up complete.
And well-played! Go Empire!
   
Made in nz
Longtime Dakkanaut



New Zealand

I'm very surprised he didn't try and hide the Dragon behind the hill in the middle, all your artillery was on the same side so it should have been easy to avoid at least some of it for a turn. His second move would put him either in combat or so close to your own guys that you couldn't use the cannons on it. Imo it was clear he was going to lose from the end of your first turn, the Dragon is just too many points and too much of his hitting power to come back from.
   
Made in in
Rough Rider with Boomstick






Powerguy wrote:I'm very surprised he didn't try and hide the Dragon behind the hill in the middle, all your artillery was on the same side so it should have been easy to avoid at least some of it for a turn. His second move would put him either in combat or so close to your own guys that you couldn't use the cannons on it. Imo it was clear he was going to lose from the end of your first turn, the Dragon is just too many points and too much of his hitting power to come back from.


You are correct....especially in light that I have an engineer supported great cannon available....

Luckily I am the only empire player in the south sector, and the dwarf player is entering later so lucas may just avoid him....in his succeeding games he gave a dark elf player with 2 hydras a real run for his money, and absolutely creamed one of our O&G players....

This message was edited 1 time. Last update was at 2011/04/26 10:58:48




40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in ca
Gor with Big Horns





Grats again!
That was an extremely strange HighElf list though....

GW:
Beastmen , Ogre Kingdoms
Eldar
 
   
Made in sg
Rough Rider with Boomstick






seabo_76 wrote:Grats again!
That was an extremely strange HighElf list though....


lucas likes his flyers...especially dragons..he loves dragons....



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Yeah- I was respecting the dragon, since it's rarely seen anymore. But then, you showed exactly *why* it's rarely seen...

Thanks for the 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
Death-Dealing Devastator






Nice report!

I loved the edited pictures to show battles and movement and what not, really helped me picture it!

Good stuff!!!

2000pts

Tournament: Won:2 Tied:0 Lost:4 
   
Made in us
Stoic Grail Knight



Houston, Texas

Powerguy wrote:I'm very surprised he didn't try and hide the Dragon behind the hill in the middle, all your artillery was on the same side so it should have been easy to avoid at least some of it for a turn. His second move would put him either in combat or so close to your own guys that you couldn't use the cannons on it. Imo it was clear he was going to lose from the end of your first turn, the Dragon is just too many points and too much of his hitting power to come back from.


I have learned with dragons, stegs, my bloodthirster, you have to just charge and pray you make it into combat by round two. Otherwise you are just sitting there hiding from a cannon the entire game and wasting 1/5 of your armies points.

There have been plenty of times where dwarf or empire players focused everything into my thirster, only to have it survive via some low rolls or luck ward saves. Then its in combat on turn two, ravaging their battleline.

That is also one turn they didnt spend shooting at my RNF guys that are now within charge range as well.

Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in nz
Longtime Dakkanaut



New Zealand

If you can hide a big monster for a turn then I pretty much always would (unless they have no shooting basically). Simply running at him and hoping for the best is not playing the percentages, with average rolling 3 cannons (3 of most war machines actually) kill basically every monsters in the game. More importantly you are giving him a very easy target which presents very little threat to his army, you are very limited on where you can go with 1 turn of movement then charge. By hiding (as in not getting shot by cannons at all) turn 1 you can jump just about anywhere in his line you want in turn 2, which puts much more pressure on him because its going to be almost impossible to block/redirect you off his valuable or vulnerable units. It also reduces the chances of your monster getting isolated (often through big Steadfast blocks) because the rest of your army won't be as far behind, so you can support each other properly.

You can only do this for one turn though, otherwise you do get into situations like you mention where you are wasting a huge chunk of your armies points.
   
 
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