Had a great game against Wood Elves today. His list actually scared me, which is a bit strange for Wood Elves. Very close game that came down to the wire.
The Lists -
My list is White Lion themed, so you'll have to go along with the Lion motif.
High Elves
LORDS 610
Prince 295
- Great Weapon
- Lion Hide (Dragon Armor)
- War Lion (Barded Steed)
- Radiant Gem of Hoeth (Lore of Beasts)
- Seerstaff of Saphery
- Savage Beast of Horros
- Helm of Fortune
Archmage (
lvl 4) 315
- Lore of Light
- Silver Wand
- Folariath’s Robe
- Spells were: Shem's Burning Gaze, Pha's Protection, Speed of Light, Light of Battle, Briona's Timewarp
HEROES 304
Noble 167
- Great Weapon
- Lion Hide (Dragon Armor)
- Shield
- War Lion (Barded Steed)
- Battle Standard Bearer
- Dawnstone
Noble 137
- Great Weapon
- Lion Hide (Dragon Armor)
- Shield
- War Lion (Barded Steed)
- Potion of Strength
CORE 750
38 Spear Elves 367
- Full Command
37 Spear Elves 383
- Full Command
- Lion Standard
SPECIAL 1335
18 White Lions 365
- Full Command
- Amulet of Light
- Banner of Sorcery
18 White Lions 310
- Full Command
- Banner of Eternal Flame
7 Lion Riders of Chrace (Dragon Princes) 220
-Musician
7 Lion Riders of Chrace (Dragon Princes) 220
- Musician
7 Lion Riders of Chrace (Dragon Princes) 220
- Musician
TOTAL: 2999
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Wood Elves
LORDS 585
Highborn 245
- Bow of Loren
- Arcane Bodkins
- Brairsheath
- Scout Kindred
Spellweaver (
lvl 4) 340
- Wand of Wych Elm
- Amaranthine Brooch
- Lore of Life
- Spells were: Awakening of the Woods, Flesh to Stone, Throne of Vines, Dwellers Below
HEROES 282
Noble 142
- Asyendis Bane
- Hail of Doom Arrow
- Dragon Helm
- Light Armor
- Battle Standard Bearer
Noble 140
- Moonstone of the Hidden Ways
- Wardancer Kindred
CORE 870
14 Glade Guard 174
- Musician
14 Glade Guard 174
- Musician
14 Glade Guard 174
- Musician
14 Glade Guard 174
- Musician
14 Glade Guard 174
- Musician
SPECIAL 949
6 Treekin 390
6 Treekin 390
9 Wardancers 169
- Musician
RARE 312
7 Way Watchers 168
6 Way Watchers 144
TOTAL: 2998
Deployment:
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Initial thoughts: His army is incredibly maneuverable, and may put up quite the fight against mine. My army is fast, but his may be able to disrupt it well. The movement phase is what is going to determine the outcome of this game. Two big units of Treekin to act as his Glade Guard's bodyguards is going to be rough. If I can get my White Lions to them they should do some damage, but I'm sure he'll be targeting them like crazy.
In an attempt to break his lines I deploy all of my cavalry on the western flank hoping to swing around that hill and into his lines. Accordingly though, he put his numerous Waywatchers there to counter them. Wonderful.
I win the roll for first turn and take it:
High Elves, Turn 1:
Movement: I swing everything towards the western flank, trying to pull a bit of a refused flank maneuver.
Shooting: I have none!
Magic: Winds are low with a 3 and 1 rolled. I get an additional 2 from the Banner of Sorcery. I cast an aura of Pha's Protection (shown in the picture) with 4 dice successfully, which my opponent burns his 3 dispel dice on. With the additional two I cast a small form of Shem's Burning gaze at his Treekin, managing one wound, which because it's a flaming attack puts 2 wounds up. This is why Lore of Light is the best: answers to everything.

I realize after doing all this though that I should have done 6 at an aura of Briona's in order to catch his army quicker. Oh well, next time perhaps.
Wood Elves, Turn 1:
Movement: In quite the opposite manner, my opponent pulls his forces East, trying to pull a refused flank maneuver of his own. Interesting, this is going to come down to whose army is quicker... On the Western Front, seeing he'll soon be charged, his team of Waywatchers moves in to route a charge, while his Highborn and entourage pull back into better firing positions. Here's a move I fully expected, but knew I could do nothing about: his Wardancer Noble uses the Moonstone to teleport the Troupe behind my lines.
Magic: Winds are low again with another 1 and 3 rolled, though my opponent channels another one. 2 are used to put up Throne of Vines, which I let through, and another 3 at Flesh to Stone on his Treekin. I try to dispel but come up just short.
Shooting: My opponent uses his
BSB's Hail of Doom Arrow on my Sorcery Lions, getting 11 shots but only managing to kill 3 of the Lions. That's Pha's Protection for you.

Another 4 Lions bite it due to 3 of his Glade Guard squads. On the Western Front, things get ugly as the Waywatchers and their Lord show how dangerous they really are - 5 Lion Riders die. 2 from Lethal Shot, 1 failed armor save and 2 from the Highborn himself. Everyone passes their panic tests.
High Elves, Turn 2:
Movement: The now crippled Lion Riders and Noble charge the WayWatcher in front of them, bent on vengeance for their fallen brothers. The Waywatchers hold, with no time for a stand and shoot reaction. The other Lion Riders narrowly swing east, rejoining the main force in order to hit their lines next turn. The Flaming White Lions do a swift reform and move to intercept the Wardancers
Magic: Winds are not getting much better with a 4 and a 1 coming up, with another 1 from the BoS. I throw 5 at another aura of Pha's Protection, which my opponent can't dispel even with the rerolls from his staff. On a whim I throw my final die towards dispelling Throne and a 6 comes up. I'll take it.
Combat: The pissed of Lion Riders take down 5 of the WayWatchers, suffering no wounds in return. The 2 remaining Shadow Striders flee, getting away as the Lion Riders, pissed off as they were, must have been ensuring the fallen Asrai were good and dead.
Wood Elves, Turn 2:
Movement: His fleeing Waywatchers roll an 11 to rally and continue fleeing, though not quite reaching the board edge. The Wardancers charge the Flaming Lions head on, while the Eastern most Treekin get a long charge off at my Sorcery Lions. His Highborn and Waywatcher bodyguard march to the flank of my Lion Riders atop the hill, undoutedly trying to finish them off. The central unit of Treekin moves to block the Spears from charging his Glade Guard, a move he'd soon regret.
Magic: Winds are picking up with a 5 and a 2 rolled. I manage to channel one, giving me a total of 6 Dispel Dice. He sends 6 at Dwellers towards my Archmage's Spear escort, but I manage to dispel it with Irresistible Force. He uses his final dice for a Flesh to stone on his charging Treekin, which he manages to get off.
Shooting: The Highborn/Wawatcher group kill the Noble's two Lion Rider companions on the hill and even wound the Noble himself. Three Glade Guard groups unload 43 bows into my Prince's Lion Rider unit, downing another 5. My Cavalry are dropping like flies in this game. :( His other two Glade Guard focus fire on the Eastern most Spearblock, but Pha's Protection comes up big again, and only 4 are lost.
Combat: The Wardancer Troupe elects the
ASF dance. My Lion Champion tosses out a challenge to the Wardancer Noble, which he happily accepts, slaying him outright. Another 4 Lions drop before I get my return swings, downing 6 of Loec's servants. Despite the grievous losses, the Troupe stays to fight. My sorcery Lions do their best to fight the treekin, but their Toughness 7 bark is hard to get through. I manage to bring down one of the gangly beasts before their attacks back. Pha must really like my army though, as he fails to roll a single 5 or 6 on the attacks, missing them all. Even his stomp attacks do little as he rolled four 1's out of 5 dice. One Lion drops it, but I've one via Combat Resolution! My opponent rolls high for his leadership and the treekin are on the run! I pursue, but can't catch them...yet.
High Elves, Turn 3:
Movement: The lone Noble charges the fleeing Waywatchers, running them down and reforming to face the other group. Seeing an opening, I (stupidly) march my
BSB unit around the forest hoping to continue behind his lines unhindered. My spear blocks hold tight, not fancying a fight with a full unit of Treekin. The Sorcery Lions find their stride and catch the fleeing Treekin, summarily turning them into kindling with their large Woodsman Axes. The Prince and his small collection of surviving Lion Riders charge at the Glade Guard directly in front of them.
Magic: Finally winds are blowing stronger with a 4 and 2 rolled, and another 2 from the BoS. 3 Are tossed at Pha's Protection again, but my opponent, having learned of it's true power, quickly dispels it. I use another two for Speed of Light on the Flaming Lions and finally another 3 for a large version of Shem's Burning Gaze at the Treekin. I roll a 4 for the number of hits and wound with every single one. 8 wounds later and my opponent was missing 3 Treekin and had another missing a wound. Did I mention how much I love the Lore of Light?
Combat: The Prince and the 2 Lion Riders with him smash apart the Asrai line, killing all in their way. They overrun into the Glade Guard behind them (my opponent messed up hear and meant to angle the first glade guard to the Northwest). The Wardancers adopt a 4+ ward save dance. My Lions, now moving with heightened reflexes, throw 6 attacks at the Noble and another 6 at the remaining Wardancers, killing all of the troops and wounding the Noble. The Noble is unable to penetrating the blinding speed of the Lions and fails to kill any in return. Fleeing for his life, the famous Chracian Bodyguard hunt the Noble down.
Wood Elves, Turn 3:
Movement: The Waywatcher group climbs the hill, looking to rain down some death from above on my Lion Riders. Attempting to rectify his mistake, my opponent charges his lumbering Treekin into my Eastern Spearblock, while his Glade Guard start repositioning for better shots.
Magic: winds are high with a 5 and 3 rolled. I channel for one putting me at 6. My opponent throws 3 at Throne of Vines, which I dispel with 3 of my own. He then tosses 5 for Dwellers at my Sorcery Lions, which I am powerless to stop. Luckily the strong Chracians resist the magic, losing 4.
Shooting: His two Glade Guard in the East focus fire on the Sorcery Lions, bringing them down to 2, though they hold. His Waywatchers and Highborn, again, wreak havoc on my cavalry, taking down 5: 1 to lethal shot, 1 to a failed armor save and 3 to the Highborn.
Combat: The Western most glade guard are cut down down like reeds to the might of the Chracian Prince, but the Asrai are not entirely without a fight, bringing down one Lion Rider. Ultimatley though, the fearsome Lion warriors break the moral of their woodland cousins, letting them flee from the battlefield, before reforming to face the next group. The Chracian Spearmen do their best against the savage onslaught of the Treeman, miraculously bringing one down. The toll is great though, with 6 comrades falling. The bold woodland hunters gain courage from their numerous brothers in arms, though, and...flee?! Yes, that's right, I was steadfast and rolled a 10 (and managing to be about a half inch out of my Prince's Inspiring Presence). They flee 6" and are caught by the Treekin. Well...that was unexpected...
High Elves, Turn 4
Movement: The lone Noble charges at the Waywatchers on the hill, attempting to end their deadly reign, but the Highborn gives the signal for a volley and easily fell the noble warrior. A bit timid about leaving my infantry without any form of leadership buff, I bring the
BSB back to the center of the board instead of following my initial plans of going around the back. The Flaming Lions do a Swift Reform and try to come back to the fight, but the damage from the Wardancers was done - successfully pulling one of my squads the rest of the game. The remaining two Sorcery Lions, with little in the way of options, charge the Glade Guard in front of them, but go down in a hail of bodkins. The Prince keeps on his bloody rampage, charging the
BSB's Glade Guard unit, navigating the perilous terrain with ease. The Archmage and his spear cohort do a swift reform to the East in order to face the two Treekin who just ravaged the Spearelves beside them.
Magic: Winds are low with a 3 and a 2 rolled, and I no longer have the BoS to pad my magic phase with. Seeing little other use for them, I throw 5 dice at Shem's Burning Gaze. With a few ancient words the two Treekin in the center of the battle field burst into flames (I rolled a 6 for the amount of hits and wounded with 4).
Combat: The Prince and his battle hardened brother take down 3 of the wood elves in front of them, but this band seemed more disciplined than the rest, not easily scattering.
Wood Elves, Turn 4:
Movement: The Shadow Striders on the Western edge of the battlefield move up to the crest of the hill in order to better observe their prey. Meanwhile, the Glade Guard bands in the East reposition to pick off the Asur sitting centrally on the battlefield.
Magic: Winds show up big with a 6 and a 4. My opponent burns 4 for Throne, which I have to let through, then uses 6 for Dwellers against my remaining spearblock. He doesn't get IF, but I unfortunatley can't beat his casting value and it goes off. 9 Spearelves are dragged to the unknown, but my Archmage stays.
Shooting: The Glade Guard bands continue to whittle down the Spearelves in the middle, sending 29 longbow shots their way. Though their shield are broad, the Asur dead keep piling up with another 5 elves meeting their demise. The Highborn and his entourage send a hail of deadly arrows at the Battle Standard Bearer, with only one shot finding it's mark in the Noble's shoulder.
Combat: The savage Chracian Prince cleaves through 3 of his woodland kin, but Asrai retaliate bringing down the Prince's battle proven comrade. Combat continues as the treekind Noble holds his band together.
High Elves, Turn 5:
Movement: The wounded
BSB sees a chance to bring down the deadly Spellweaver, and charges headlong into the fray. Inspired by such courageousness the Archmage spurs his men to charge the Glade Guard across the battlefield. This was a really long charge. I needed an 11 to get there, so I knew it was a long shot. I rolled box cars for the distance. The Flaming Lions in the South run until their lungs can take no more, but they cannot rejoin the fight.
Magic: winds are average with double 3's coming up. I toss half at an aura of Pha's Protection, but my opponent dispels it. The other half is tossed at an aura of Speed of Light, which goes off successfully, catching the Spears and the
BSB's Lion Riders.
Combat: The bloody Prince finally breaks the hardened Asrai warriors to the north, running each of them down with merciless intent. The heightened reflexes of the Chracian Spears are too much for the woodland bows to combat, breaking their morale and order. The spears easily ran them down. On the hill to the north, the Asrai Spellweaver issues a challenge to the Asur Standard Bearer. Though bringing down each blow with awesome precision, the Chracian hunter could not break through the magic protection of the mage.
Wood Elves, Turn 5:
Movement: Seeing the danger posed to the SpellWeaver from the approaching Prince, the Waywatchers run full force towards him, hoping some well placed arrows will find him.
Magic: 4 and a 3 come up for winds. 5 are used for Dwellers on my remaining spears, and I cannot dispel, killing 7 Spearelves, but still my Archmage remains strong. The remaining two are used for Flesh to Stone on the SpellWeaver's guard (and since I was dumb and didn't dispel Thrones in the previous round it's a +4 tougness).
Shooting: 6 Lethal Shot Waywatchers fire their bows at my Prince, hitting 5 times, but not one getting a killing blow or getting through his armor. The Highborn, refusing to see this Prince ravage yet another one of his kinsmens bands, unleashes a flurry of arrows. 3 find their mark and neatly puncture the thick armor and hide of the Chracian Prince, ending his bloody wake.
Combat: The high Toughness of the treekind prevent most of the damage from the blows raining in against them, though one strike finds it's mark, ending one of the elves. The Asrai do little in return to the heavily armored foes assaulting them.
High Elves, Turn 6:
Movement: Refusing to cower like a child, the Archmage instructs the men under his command to reform ranks, directly facing their assailants (honestly I should have moved them out of the front arc of his SpellWeaver, but I wasn't thinking tactically at this point

). The Flaming Lions in the South, finally close enough to see their quarry attempt a long charge to help their mounted brethren, but to no avail.
Magic: Winds are decent with a 4 and 3, plus one channeled by me. 5 are used for Briona's on the
BSB unit, with a failed dispel attempt by my opponent. The other 3 are used for one last Pha's Protection aura, which goes through unhindered.
Combat: The
BSB and his escort rain down blow after blow, but little ground is yielded against the magically enhanced elves, with only one going down. The magic of the Asur is strong as well though, protecting the Lion Riders from any strikes back.
Wood Elves, Turn 6:
Movement: The Waywatchers, spotting movement to the south, move to get a clearer view of their new prey.
Magic: Strong winds with a 6 and a 4. 5 are used for Dwellers at the Spearelves, attempting to finish them off. I let it through and only 5 drop. The other 5 power dice are used for Flesh to Stone, which I try to dispel with my 6, but roll low and fail.
Shooting: My opponent should have probably target the spear elves instead, but decided to pepper the White Lions with his Waywatchers, downing 2 to Lethal shot, 1 to an armor save and 2 to the Highborn's magical bodkins.
Combat: The two Lion Riders, weary from battle and frustrated with their current foe send out one last torrent of attacks, but none can harm the magic laden wood elves. Similarly, the Asrai cannot pierce the protective magic and thick armor of the mounted warriors in front of them.
Final Result: High Elves Victory Points: 2195 - Wood Elves Victory Points: 1754
Minor victory to the High Elves.
Post game thought:
Wow. That was a tough fight. A lot harder than I expected it to be. A few things of note:
1) That Highborn and Waywatcher combo is brutal. I knew they'd be dangerous to my cavalry, but I didn't expect them to be dropping like flies. I'm going to have to make them priority number one next time.
2) Every time I use the Lore of Light it reminds me why it is better than Lore of Life. Blasphemy on these boards, I know, but honestly it has answers to everything from flaming attacks, to leadership, to offensive buffs, defensive buffs, hexes, etc. It's just brutal.
3) I lucked out with his Treekin. I think if my opponent had been much more aggressive with them they could have caused a ton of damage to my infantry.
4) I think if I had cast Briona's first turn things might have ended much quicker. I was too timid with my infantry and played too defensively, which is why most of them did nothing in combat, or never even reached it. If I had had the speed buff on turn two I could have overwhelmed my opponent early in the game.
5) The Wardancer/moonstone combo worked beautifully. Even though he lost the unit, it took my White Lions out of the game completely. God knows what would have happened if he had managed to charge those guys into the rear of my spear blocks.
Hope you enjoyed the read. Sorry about the wall of text, but I tried to compensate with pretty pictures!

As always, questions, comments, criticism, and pointing out my mistakes are always welcome.