Scorched Earth
For quite a while over on the Ulthuan.net boards, I've been experimenting with a somewhat unique approach to High Elf armies. I've decided to post my most recent match here in order to garner some feedback from you all about how you think a list like this might fare versus your army of choice - What do you see being its primary weaknesses, and how would you go about countering it?
Here is the list of my opponent (as accurate as I could make it off of memory):
Warriors of Chaos
Chaos Lord, Chaos Dragon, Stream of Corruption, 5+ ward save, Great Weapon
BSB, Warhorse + Barding
Chaos Sorceror, Mark of Tzeentch, Dispel Scroll, Level 2
Chaos Sorceror, Mark of Slaneesh, Cursed Puppet, Level 2
40 x Marauders, Great Weapons, Full Command
18 x Warriors, Halberds, Mark of Tzeentch, Banner of Rage
5 x Chaos Knights, Standard, Blasted Standard
Chaos Warshrine
Hellcannon
Chaos Spawn
Sparse on the support units without a doubt, but still lots to worry about. 3 breath weapons on the Dragon... I don't even know what to say for that...
High Elf List:
Archmage, Level 4, Book of Ashur, Guardian Phoenix - 355 (Lore of Light)
Mage, Level 2, Seerstaff of Saphery (Pha's and Banishment) - 165
Mage, Anullian Crystal - 140 (Lore of Light)
Mage, Ring of Corin, Ironcurse Icon - 125 (Lore of Light)
34 x Spearmen, Full Command - 331
10 x Archers, Standard, Banner of Discipline - 135
14 x Archers, Musician - 159
14 x Swordmasters, Standard, Standard of Balance - 267
14 x Swordmasters, Standard, Gleaming Pennant - 227
17 x White Lions, Full Command, Banner of Sorcery, Gem of Courage - 345
5 x Dragon Princes - 150
2 x Great Eagles - 100
Total: 2499
To circumvent the leadership problems that come with having no
BSB, I've included some form of leadership test mitigation on each unit of elite infantry. The core all has Ld10 from the Archmage. I was nervous - not taking a
BSB is a big step. What better army to test it against than a hellcannon toting, Dragon Terrorizing Warriors list?
I'd like to take a second as well to talk about the Standard of Balance. In a
BSB free list, just having immune to psychology is a huge boon. I have to be a bit more careful with positioning due to them losing their ability to flee a charge, however I think the tradeoff is worth it. In addition, the banner also removes frenzy and hatred from enemy units it is fighting against. Once I started to think about it, there are very few armies that this *doesn't* effect:
- Dark Elves (Witch Elves get hosed!)
- Savage Orc Hordes
- The entire
WoC army
- Empire warrior priest spam
- Bloodletters
- Plague Monks
- Blood Knights
- Necrotects +Tomb Guard
I think that alone is a good enough list to justify a 45 point banner, and I'm sure there's a ton that just didn't spring into my head right away.
Let's see how it does in a match!
We roll for spells:
Tzeentch Sorceror: Flickering Fire, Gateway
Slaneesh Sorceror: Lash of Slaneesh, Ecstatic Seizures
Great, both spells that can really ruin my day...
Archmage: Net, Banishment, Light of Battle, Timewarp
Crystal Mage: Shem's Burning Gaze
Ring Mage: Speed of Light
Deployment
I look at the way the terrain has gone down, and make a bit of an educated guess that the Dragon will try to approach from the East. I keep my archer bunkers further west, and keep the Western half of the board threatened with elites to dissuade an approach from that direction.
Sure enough, once his characters go down, the Dragon deploys to come around the building. I even go as far as measuring 20" in a circle from the building, and mark it with dice, so I can attempt to predict it's second turn movements.
In the end, I'm happy with the deployment - the coven is at least 2 turns away from the Dragon, which should give me the opportunity to chew though his magic defenses quickly and punish it with banishment.
Turn 1, Warriors of Chaos
Like clockwork, the Dragon heads for the cover of the building, and the rest of his army advances swiftly. The Chaos Knights move up their full distance, so I assume he's got a trick up his sleeves there.
Magic is 7 v 8 due to the crystal and two successful channels. He decides to throw it all at ecstatic seizures on the White Lions, and of course rolls irresistable force. I groan as 9 of my warriors fall to the ground. His miscast gets puppetted to magical feedback, and only puts a wound on the slaneeshi sorceror.
In his shooting phase, his shot from the hellcannon is directed at my spears, but scatters off the board. He puts the Warshrine buff on the Knights, and gives them +1A. Yep, there's the trick.
Turn 1, High Elves
A lot of careful movement here, so I'll do my best to explain. I issue a charge with both the Dragon Princes and Swordmasters - it's a gamble I hope will pay off. The Swordmasters are at average charge range, so there is a decent chance they won't make it. However, I see too much opportunity to pass up, so I roll my dice. As luck would have it, they both make it in. I've got an untouched unit of Swordmasters in combat for the first time in a long time, so I hope they can perform the way the math would lead me to believe.
The Eastern Eagle moves just beyond the combat - I've placed a ruler on top of the dragon to show my reasoning. With the Eagle in position, and the Dragon Princes just to the south, the Dragon's optimal location for unleashing his breath weapons is blocked due to the 1" rule. This effectively forces him into one spot - close range for my Coven :twisted:
The second Eagle moves up and offers two fronts to both units - its front will direct the marauders Westward (the have to overrun) and set him up for a killer flank charge from my swordmasters/spears. Additionally, its flank is presented to the Chaos Warriors, who also must overrun. This overrun would put them square into - you guessed it - the Standard of Balance toting Swordmasters and set them up for a counter charge from the spears in the flank. The banner also removes frenzy from the entire unit, decreasing the damage output versus our normally vulnerable spears as well. If he combo charges the eagle, he effectively has to choose between which trap he wants to walk in to, because one way or another, one unit is blocking the other.
Phew! what a mouthfull.
Magic roll is low, and with no channels the Banner of Sorcery bails me out by adding 3 power dice: 8 v 3. I lead off with a banishment from my level 2 on the dragon with 4 dice. It succeeds, and draws his scroll immediately. The archmage is just out of range still, so I toss two at pha's protection on the swordmasters. He dispels this with his three dice, leaving me free reign with my final two dice. I end up throwing it at the Ring of Corin, happily removing the puppet from the game. Without its magical properties, his sorceror feels very silly playing with a doll.
Shooting puts 5 wounds on the Marauders, and we move on to combat.
The Swordmasters show their worth once again, with their 21 attacks translating to a slightly above average 5 kills. The
BSB puts two wounds on them in return, and fails his break test, killing him immediately. I hold and reform with the Dragon Princes, completing my living shield, and swing the Swordmasters around to threaten the flank of the Marauders - now he's got even less choices about where to go!
Warriors of Chaos, Turn 2
The Dragon flies up to the spot I made for him, not wanting to risk failing a charge and losing the model without having a chance to unleash his breath weapons. He also declares charges with both the Marauders and the Warriors. He recognizes his troops need for some flank support, so he opts to move the hellcannon up instead of shooting it this turn.
Magic is 8 v 8, and he starts off with 4 dice on gateway on my unit of swordmasters. His roll is on the low end of average, and he gets his first taste of my +6 to dispel - I stop the spell with 3 of my own dice. He throws the rest at seizures on my spears, but I have the dice advantage as well at this point, and stop it in its tracks.
The dragon rears its ugly (but awesome) head and unleashes fiery and gassy hell on my troops. The gas breath goes on my Dragon Princes, forgetting their ward save also extends to breath weapons. One still takes a wound, however. The other two manage to get the edge of the Swordmaster unit, and they suffer 4 casualties, passing their leadership test.
The Warshrine puts +1 Attack on the Marauders, and in combat he opts to overrun with the Chaos Warriors first, slamming into my unit of swordmasters. This then blocks the marauders, who stay where they are.
High Elves, Turn 2: Judgement Day
The spears take their flank charge, as do the unengaged swordmasters. I forget to do it in this picture, but the eagle moves up to redirect the warshrine, and the Dragon Princes reform to face the Warshrine as well. I also charge the lions in and march the archmage up to Timewarp range (Edit: Also not pictured. I really dropped the ball with Battle Chronicler here

), hoping to deal with a huge chunk of his army in one fell swoop.
This is a critical magic phase for me, so naturally I roll a 1 & 2. Channels and the banner, however, make this a different story. The result is 6 v 2. Not perfect, but it'll do!
I start with 3 dice on banishment on the Dragon with my level 2, which he fails to dispel. 7 hits later, his lord is down to 1 wound, and the dragon takes 2.
I then cast it again with my archmage, and score 8 hits. His lord falls to the ground in a smoldering heap, and the dragon bellows in agony with only 1 wound left.
I resolve the Warriors combat first, putting 12 wounds on them between my two units. He then gives me a look like he's going to throw me in a snowbank when I reveal the Standard of balance, and his warriors only manage 8 casualties. They break, and the spears pursue into the marauder combat.
The swordmasters and spears shred through the marauders, and their 3 attacks isn't enough to match my wounds and static combat resolution. They break from combat, and I pursue them, catching them with both my units.
The unbuffed Lions do ok in combat, dishing out 3 wounds ( 1 crew, 2 cannon). A huge thunderstomp, however, dismantles the unit and kills them to a man.
At this point he concedes the game, only having supporting units and a 1 wound dragon left on the field.
After battle analysis
It only lasted two turns, but I guess that's all you can expect against a list like this - it's pretty much all or nothing. The entire game was paced by the Dragon/Banishment faceoff. Luckily I scored just enough power dice turn 2 to overwhelm his magic defenses and take it out.
So, my thoughts on a
BSB-less list: Awesome. The standard of balance was icing on the cake in this matchup, and the other various items kept me from worrying too much about the leadership tests that I had to take. Statistically I'll fail more tests with a setup like this, but I feel I gain so much with the addition of the next arcane slot.
I'd love to hear everyone's thoughts! What this list effectively does is allow the High Elves to access a reliable piece of "artillery" (Banishment @ S7) that they wouldn't otherwise have access to.
I'm also going to preempt the influx of "How do you double up on banishment?" questions:
The Seerstaff of Saphery allows you to choose your spells, however according to the
BRB, you need to write it in to your list. In the section about spell selection, it states that if you have already bought the spells as part of army list generation, then they don't count towards the spells you can roll. Hence, 2x Banishment.
Thanks again for reading guys, look forward to your feedback!
D
Ps. if you're interested in reading more battle reports, feel free to check out the link in my sig - it would be great to get feedback from people who play other armies!