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Made in gb
Nimble Glade Rider





Thought I'd do a write up of the 8th edition tournament I and a few other local gamers are currently doing. There are 16 people total in the tournament. I know several of the lists that are being brought well and a few only roughly. I have decided to bring Wood Elves, they rarely received notable representation in 8th tourneys from my experience and few people are used to playing against them. They're generally a tough, unforgiving faction to play that certainly punish mistakes but after playtesting I've found I really enjoy them. My primary army is Dark Elves but I'm bored of the same cookie-cutter Witch Elf/Cauldron, Executioner and Warlock builds. My build is slightly adjusted from my previous thread, my testing has shown that The Withering is absolutely essential to my armies output, sadly this does mean I'm risking not getting Savage Beast of Horros which has so many useful applications, but on balance its a worthy trade. I think changing my Lv 4 from Beasts to shadows represents more overall utility, before the only really meaningful spell she could cast besides horros was wyssans which the Lv 2 will have anyway. With shadows, she can more effectively weaken and isolate individual units for the rest of my army to pray on.

My List:

Wood Elves: 2500 Points:

Spoiler:
Lords: 320
- Spellweaver: (Lore of Shadows) Lv 4, Great Eagle, Talisman of Preservation, Asrai Longbow: 320

Hero’s: 540
- The Sisters of Twilight: Gwindalor: 275
- Waystalker: Bow of Loren: 110
- Spellsinger: (Lore of Beasts) Lv 2, Dispell Scroll, Great Eagle, Asrai Longbow: 195

Core: 630
- 5 Glade Riders: Musician, Hagbane Tips: 120
- 5 Glade Riders: Musician, Hagbane Tips: 120
- 5 Glade Riders: Musician, Hagbane Tips: 120
- 20 Eternal Guard: Command, Shields: 270

Special:
- 3 Warhawk Riders: Wind Rider: 145
- 3 Warhawk Riders: Wind Rider: 145
- 5 Wild Riders: Command, shields, Banner of Eternal Flame: 180
- 5 Deepwood Scouts: Hagbane Tips: 90

Rare:
- 5 Waywatchers: 100
- 5 Waywatchers: 100
- 5 Waywatchers: 100
- 5 Waywatchers: Sentinel: 110


So these are the lists I think I will be facing:

Tomb Kings:

Spoiler:
Lords:
- High Queen Khalida
Hero’s:
- Tomb Herald: BSB, Banner of Eternal Flame, Halberd, Shield
- Liche Priest: (lore of death) Lv 2, Dispell Scroll
- Liche Priest: Lv 1, Forbidden Rod
- Liche Priest: Lv 1, Power Scroll
Core:
- 50 Skeleton Archers: Musician, Standard Bearer
- 6 Skeleton Chariots: Standard Bearer, Banner of Swiftness
- 5 Skeleton Horse Archers
Special:
- 3 Necropolis Knights: Standard Bearer
- Hiero-Titan
Rare:
- Casket of Souls
- Screaming Skull Catapult
- Screaming Skull Catapult


Bretonnians: Pegaus-Star
Spoiler:
Lords:
- Prophetess (General): Lv 4 Lore of Life, Pegasus, Talisman of Preservation, The Silver Mirror: 350
Hero’s:
- Paladin: Questing Vow, Virtue of Noble Distain, Insignia of the Quest, Dragon helm, Enchanted Shield, Pegasus, Morning Star, BSB: 190
- Damsel: Lv 1 Dispell Scroll, Channelling Staff, warhorse: 120
- Damsel: Lv 1 (Beasts), Prayer Icon of Quenelles, Dragons Claw: 120
Core:
- 11 Knights of the Realm: Command, Banner of Chalons: 274
- 15 Peasant Archers: 90
- 15 Peasant Archers: 90
- 25 Peasant Archers: Skirmish, Command: 190
- 40 Men at Arms: Command: 227
Special:
- 10 Pegasus Knights: Banner, Musician, Shields, Gleaming Pennant: 580
- 5 Mounted Yeomen: Command, Shields: 81
Rare:
- Trebuchet: 90
- Trebuchet: 90


Vampire Counts: Screamer Court
Spoiler:
Lords:
- Ghoul King: Terrorgheist, Scream Sword
Hero’s:
- Vampire: lv 2 Death, Hellsteed
- Vampire: lv 2 Death, Hellsteed
- Necro: lv 2
- Banshee
Core:
- 40 Zombies
- 40 Zombies
- 30 Ghouls
- 30 Skele’s
Special:
-
Rare:
- Terrorgheist
- Terrorgheist


Ogre Kingdoms: Irongut Star
Spoiler:
Lords:
- Slaughtermaster: (Great Maw) lv 4, 4++
Hero’s:
- Butcher: (Lore of Beasts) lv 2
- Bruiser: BSB, Some Dragon Banner
- Bruiser: Sword of Swift Slaying
Core:
- 18 Ironguts
- 6 Bulls: Command
- 6 Bulls: Command
Special:
- 3 or 6 leadbelchers – don’t remember
- 1 sabre tusk
- 1 sabre tusk
Rare:
- Ironblaster
- Ironblaster
- 3 Mournfangs


Chaos Dwarfs:
Spoiler:
Lords:
- Sorcerer-Prophet: Lv 4 (Lore of Hashut), Talisman of Preservation, Enchanted Shield: 350
Hero’s:
- Daemonsmith Sorcerer: Lv 2 (Lore of Death), Dispell Scroll: 145
- Infernal Castellan: Shield, BSB, Talisman of Endurance: 162
Core:
- 40 Hobgoblins: Command, Shields: 202
- 40 Hobgoblins: Command, Shields: 202
- 20 Infernal Guard: Command, Fireglaives, Gleaming Pennant: 337
Special:
- Magma Cannon: 145
- Magma Cannon: 145
- Iron Daemon, Hellbound: 310
- Iron Daemon: 285
Rare:
- Dreadquake Mortar: Slave Ogre: 215


High Elves: Tower of Hoeth List:
Spoiler:
Lords:
- Alarielle the Radiant: 350
Hero’s: 526
- Mage: Lv 2, Elven Steed, Power Scroll: 135
- Mage: (Lore of Life) Lv 2, Channelling Staff, Dispell Scroll: 115
- Mage Lv 1, Forbidden Rod: 120
- Noble: BSB, Great Weapon, Banner of Averlorn: 141
Core: 690
- 5 Elyrian Reavers: Musician: 90
- 5 Elyrian Reavers: Musician: 90
- 20 Archers: Hawkeye: 210
- 30 Spearmen: Command: 300
Special: 2198
- 30 White Lions: Command, Banner of the World Dragon: 470
Rare:
- Eagle Claw Boltthrower: 70
- Eagle Claw Boltthrower: 70
- Great Eagle: 50
- Great Eagle: 50
- Frostheart Phoenix: 240


Skaven: Prestillence Plague List:
Spoiler:
Lords:
- Warlord: Enchanted Shield, Bonebreaker, 4++
- Grey Seer: Earthing Rod, 4++
Hero’s:
- Chieftain: BSB, 3+, 5++
- Plague Priest: Lv 2 Plague Furnace, Plague Censer
- Plague Priest: Dispell Scroll, Channelling Staff
Core:
- 30 Clanrats: Command, Poisoned Wind Mortar
- 30 Clanrats: Command, Poisoned Wind Mortar
- 50 Slaves: Shields, Command
Special:
- 10 Gutter Runners
- 10 Gutter Runners
- 30 Plague Monks: Command, some pestilence only banner that allows rerolls
- 20 Plague Monks: Command
Rare:
- Doomwheel
- Hellpit Abomination


Lizardmen:
Spoiler:
Lords:
- Slann Mage Priest: (Loremaster of High Magic), Harmonic Convergence, Focus of Mystery, Becalming Cogitation, Channeling Staff, Ironcurse Icon, BSB: 435
Hero’s:
- Skink Priest: Lv 1 (Lore of Beasts), Cube of Darkness: 95
- Tetto’Eko: 185
- Skink Priest: Lv 1, Dispell Scroll: 90
- Skink Chief: Blowpipe, Light armour, Shield: 50
Core: 684
- 20 Skink Skirmishers: Patrol Leader: 150
- 10 Skink Skirmishers: Patrol Leader: 80
- 10 Skink Skirmishers: Patrol leader: 80
- 24 Saurus Warriors: Spears, Shields, Full Command: 294
- 10 Skink Skirmishers: Patrol Leader: 80
- 24 Saurus Warriors: 294
Special:
- 24 Temple Guard: Command, Razor Standard: 411
Rare:
- Ancient Stegadon: Sharpened Horns: 250


Beastmen: Herdstone-Minobus:
Spoiler:
Lords:
- Great Brayshaman: Lv 4 (Beasts – I think), 4++, Jagged Dagger
- Doombull with 1+ armour save that causes wounds when it saves, great weapon
Hero’s:
- Brayshaman: Lv 1, Herdstone
- Brayshaman: Lv 1
- Brayshaman: Lv 1
- Gorebull: (not sure of loadout), BSB
Core:
- 20 Gors: Command
- 20 Gors: Command
- Tuskgor Chariot
- Tuskgor Chariot
- 2-3 Units of Warhounds
Special:
- 1 Razorgor
- 1 Razorgor
- 1 Razorgor
- 18 Minotaurs (I think)


Chaos Daemons: Mono-Nurgle:
Spoiler:
Lords:
- Daemon Prince: Mark of Nurgle, Lv 4 (Lore of Death), Chaos Armour, Daemonic Flight, 2 Lesser Daemonic Gifts: 505
Hero’s:
- Epidemius: 200
- Herald of Nurgle: Greater Loci of Fecundity, 2 Lesser Daemonic Gift, BSB: 210
- Herald of Nurgle: Lesser Loci of Virulence, Lesser Daemonic Gift: 155
Core:
- 30 Plaguebearers: Command: 420
- 20 Plaguebearers: Command: 290
Special:
- 6 Beasts of Nurgle: 360
Rare:
- 6 Plague Drones: Command: 350


Slayer Dwarfs:
I don't actually know what's in this list and I know nothing about the Dwarfs in general

Dark Elves: Witch Elf-Star
Spoiler:

- Sorceress Lv 4, Dark Steed, 4++
- Sorceress: (Lore of Shadows) Lv 2, Dispell Scroll, Dark Steed
- Death Hag: Cauldron of Blood, Fencers Blades, Witchbrew
- Master: BSB, 2+, 5++
- 30 Witch Elves: Command, Razor Standard
- 30 Executioners: Command
- 2 Hydra: Breath attacks
- 2x 5 Dark Riders: Kitted out
- 2x 5 Doomfire Warlocks: Champ
- 2 Reaper Boltthrowers


Warriors of Chaos:
Spoiler:

- Daemon Prince: Lv 4 (Death), 2+, 5+, idk the rest of gear
- Exalted Hero: BSB, 2+, 3++ rerolling 1’s, Great Weapon, Disk
- Exalted Hero: 2+, 5++, Great Weapon, Daemonic Mount
- Chaos Sorcerer: Lv 2
- 2 Chimera: Regen Upgrade
- Several Khorne Halberd Warrior units
- 2x 5 Chaos Knights: Enscrolled Weapons
- 2x 3 Skullcrushers: Command, Banner of Swiftness
- 2x 5 Warhounds
- Gorebeast Chariot


Vampire Counts: Black Knight Bus:
Spoiler:

- Standard Blender Vampire Lord: Lv 4, Horse, 4++, 2+
- Vampire: Lv 2, Book of Arkhan, BSB, Horse
- 2x Necro: Lv 1, 1x Dispell Scroll
- 15 Black Knights: Command, Banner of the Barrows
- 6 Crypt Horrors
- 3x 5 Dire Wolves
- 30 Skeletons: Command, Command
- 30 Crypt Ghouls: Champ
- 5 Hexwraith’s
- Terrorgheist


Empire:
Spoiler:

- Great Wizard: Lv 4, Lore of Life, 4++
- General: 2+, 5++, Horse
- Captain: BSB, 2+, 5++
- Warrior Priest: Charmed Shield, Heavy Armour
- 39 Halberds: Command + 20 Swordsmen + 5 archers
- 39 Halberds: Command + 10 Handgunners + 5 archers
- 9 Inner Circle Knights: Command
- 2x Cannon
- 2x Steam Tank


Thoughts:
There are a lot of lists here that could cause me problems. I will do match by match breakdowns depending on who I end up facing, but straight off the bat the TK army worries me a lot. Thats a hell of a lot of shooting, and that casket is absolutely deadly vs MSU. The Lizardmen list looks very nasty as well, tons of cheap, poisoned skirmishers in the skinks and I have no real effective way of dealing with them. Everything else looks manageable unless I come up against the DoC in an objective-based scenario in which case things won't be pretty; I feel as though in a kill-point based mission I have the tools to deal with them.

More to follow...






This message was edited 5 times. Last update was at 2019/05/05 02:45:08


 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Nice stuff, looks like it will be fun.

Nice to see 8th isnt dead, and the diehards are bringing big armies.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in gb
Nimble Glade Rider





Game 1: Screamer Court Vampires
Spoiler:


I’m not sure how I feel about this list, we both have the tools to deal with one another, he has a lot of fast, powerful units but they are typically poorly armoured with low healing (for VC’s). In turn his gheists can definitely put the hurt on my units with their screams, assuming he plays properly with doom and darkness/aura of dark majesty.
The map we are playing on has 3 woods, 1 in his left hand deployment zone, one on the right in the centre of the battlefield and 1 to the left of my deployment zone. I also have my own venom thicket to place, so the terrain is looking good.

Spells:
- His Ghoul King sticks with Invocation of Nehek
- One of his Vampires gets Soulblight and Spirit Leech
- The other Vampire gets the Fate of Buna and Caress of Laniph
- His Necromancer gets Invocation of Nehek and Raise Dead
Ok so he’s been unlucky here…not getting Doom and Darkness is a huge blow especially against such a high LD faction
- My Spellweaver of Shadows gets Melkoths Mystifying Miasma, Penumbral Pendulum, Pit of Shades and The Withering
- My Spellsinger of Beasts gets Amber Spear and Wyssan’s Wildform
I got the Withering, I’m happy. The terrains in my favour. I’m feeling a lot better about this one.
Deployment:
We both deploy cautiously, not wanting to throw away free VP’s, I decide to group my waywatchers and stalker within range of inspiring presence for the LD buff, also they are slightly forward so as to be able to get in range on the first turn. My eternal guard once again anchor my formation in the centre in the venom thicket, my wild riders are on the left flank this time, just in range of my general’s hawk rider unit. The Hawk Riders are on the edge of my deployment zone either side of the Eternal guard ready to hunt the terrorghiests. His 3 units of zombies/skele’s range across the centre with his ghouls on the left flank, his necro is in his skeleton unit. One terrogheist is on the right flank, the ghoul king and the other gheist as well as both vampires are hidden behind his zombie units to prevent them taking unnecessary first turn damage, his banshee is sat between the flanks of the skeleton and zombie units so as to be able to scream into combats.
I get the first turn and I mean to make the most of it.
Turn 1:
My hawk riders both scoot up slightly, my general’s unit moves into the left hand forest which turns out to be another venom thicket, the other hawk riders and spellsinger move just behind the two groups of waywatchers on the right flank to support them. My wild riders move up to protect my left-hand units of waywatchers and stalker and my eternal guard stay exactly where they are. I roll a whooping 12 for my winds of magic and he fails to channel anything. My spellsinger 4 dices a large amber spear onto his terrorgheist on the right flank and causes 4 wounds, I then 4 dice a big pit of shades onto his ghoul unit on the left flank and cast it with irresistible force, I roll a 12 for the miscast at which point my weaver promptly forgets pit of shades. The template scatters 4” but still hits 14-15 ghouls, killing 8. Finally, I attempt to 2 dice a Withering onto his terrogheist, but it is dispelled. In my shooting phase I’m gunning for the wounded terrorgheist, my waywatchers give it everything they’ve got but can only cause 1 wound against its high toughness. However, my Hawk Riders on the right with the spellsinger have poisoned attacks and manage 2 wounds, bringing the beast down. The waywatchers on the left flank shoot at the stricken ghouls and bring down 3 more, the sisters and hawk riders bring down another 4. Finally, the waystalker shoots at the necromancer, wounding him once.
Knowing he needs to play cautiously, my opponent elects to march his horde forwards, all the infantry march the maximum distance forwards to within charge range of my waywatchers/righthand hawk riders and wild riders. His vampire with Fate of Buna flies down the channel between the ghouls and zombies to get within range of my Hawk Riders and his remaining terrogheists continue to play conservatively. He rolls a pitiful 3 for his magic phase but channels once. He casts invocation of nehek with his ghoul king onto his ghouls and rolls a double 6. Lol…The Ghouls regain 6 models and he heals the necromancer with the lore attribute but the miscast absorbs all his remaining power dice. What a start.
Turn 2:
2 of my Glade Rider units come onto the battlefield, I bring them both in on the left board edge out of range of the terrogheist’s screams but within max range of their bows. My wild riders charge the ghouls on the left flank. My waywatchers systematically fall back from his infantry towards the most left-hand set of woods past the hawk riders, my hawk riders remain where they are, just on the fringe of a max charge range from the zombies. My waywatchers on the right flank loop towards the left flank and eternal guard where the juicier targets are. My right hand hawk riders and spellsinger move slightly to get an angle on the tomb banshee. I roll a 1 and a 5 for my winds of magic and fail to channel, with no particularly opportune targets for the withering the moment I 2 dice an amber spear onto his banshee hoping to bait out power dice, he rises to the bait and uses 3 dice to stop it. I use my remaining dice to cast an enhanced wyssan’s wildform onto my wild riders and roll a double 6, the miscast wounds my spellsinger. In my shooting phase my hawk riders are just within range to shoot at his lord/terrogheist. Arahan causes 1 wound on the Ghoul King while Naestra fails to wound the terrorgheist, my waystalker snipes out the necromancer and my 10 waywatchers on the left flank fail to even wound the lone vampire. My waywatchers and hawk riders on the right flank kill 5 skeletons. Finally, my 2 units of glade riders target the Ghoul King and cause 2 wounds against his terrorgheist with their poisoned arrows. The buffed Wild Riders kill 13 ghouls and the stags kill 7 more leaving just 1 ghoul left for no causalities in return, the remaining ghoul crumbles and the wild riders overrun, falling just short of the ghoul king.
Vampires turn 2 and things are looking very grim. His terrogheist and ghoul king charge into my wild riders in a desperate attempt to get some victory points, his zombies fail their charge against my left hawk riders, 3 dying to their arrows, his skeletons hit my eternal guard in the front his vampire moves to hit them in the flank next turn and his vampire with fate of Buna closes in on my spellsingers unit. He rolls a double 5 for his winds of magic and knows he has to make this a good phase to stand any chance of coming back. He 4 dices a Fate of Buna onto my spellsinger which I allow through and he rolls a double 6 when determining wounds, the spell causes 10 wounds, killing the singer outright. His ghoul king then casts invocation of nehek on 2 dice and rolls another double 6…what…the spell restores himself and his mount to full wounds, the resulting miscast wounds the ghoul king and both terroghiest as well as killing most of my wild riders. With his remaining 4 dice he attempts to cast an enhanced soulblight but I dispell it. In his shooting phase his terrorgheists and lord scream my remaining 2 wild riders to death. In combat the Eternal Guard strike first and drop 6 skeletons, in return, the skeletons kill 2 elves. The elves win the combat and 5 skeletons crumble away.
Turn 3:
My 3rd unit of glade riders come in on the left flank and my other two move up towards the terrogheists, all my waywatchers and my waystalker as well as my general’s unit move into position to shoot at the ghoul king as I try to finish off my opponent. The Hawk Riders on the right flank with nothing worth shooting their bows at hit the flank of the zombie unit on the right flank. I roll a double 4 on the winds of magic I cast a penumbral pendulum with 3 dice onto the ghoul king which he allows through however both mount and rider pass the required initiative test. I then 5 dice the withering onto the ghoul king which he fails to dispell with all his dice. The Ghoul King is reduced to T3 and his mount T4. My waystalker shoots first, sniping the vampire from the saddle before his unit can even raise their bows, Arahan caused 2 wounds on the terrorgheist and the waywatchers finished it off. The 3 units of glade riders and other 2 units of waywatchers shot at the final remaining terrorgheist causing 2 wounds. In combat the Eternal guard killed 8 more skeletons for no casualties in return, wiping out the unit. The Hawk Riders killed 10 zombies for 0 wounds in return crumbling 12 more.
Over the course of the next few turns I proceeded to kill everything left on the table besides 20 or so zombies at the loss of about 10 Eternal guard, I went into the next round with the maximum amount of points.

,On balance my opponent was extremely unlucky, both with spells and with army comps. The main problem for him was that I could punish every move he made with my far superior range and limit the effectiveness of his main damage dealers, as well as being able to resist screams and leadership tactics easily with elves high base LD. I’m pleased with how the list performed but I’m sure there will be more challenging games to come. I definitely think his list could do with some fine tuning - namely a dispell scroll and more healing.
   
Made in gb
Nimble Glade Rider





Lizardmen: Game 2:

Pre Match Analysis:

So 2nd game I'm up against Mark's Lizardmen, one of the lists I least wanted to face, then again, if I had drawn the DoC list for this scenario I wouldn't stand a chance. The Skinks are really scary, the saurus are almost unbeatable for all of my units in combat, his armies wide, fast and shooty and has far better magic than me. His casters are devastating, he's getting 6 channels/ per turn has a loremaster of high magic and heavens. Unless I can take out his casters quickly I think I will really struggle here.
.
Spoiler:

Blood and Glory Scenario: Primary Objective - 5 Points for breaking the other army but the game continues even if the army is broken (no fleeing), Scoring the most Victory Points (3 Points). Tertiary Objective-Slaying the Enemy General (1 point). Loss-No Objectives Achieved (0 points)

Lizardmen: Breaking Point: 3, Fortitude: 6
Wood Elves: Breaking Point: 3, Fortitude: 4
Great…he basically wins if my eternal guard break. Good thing they never break haha

- Skink Priest: Wyssans wildform
- Skink Priest: Amber Spear
- Slann: Loremaster, High Magic
- Tetto’Eko: Loremaster, Heavens

- Spellweaver: Pit of Shades, The Withering, Melkoths Mystifying Miasma, Penumbral Pendulum
- Spellsinger: Savage Beast of Horros, Wyssan’s Wildform
Great spells, everything I want, can’t see me getting much off here vs this magical battery though
Battlefield:
- A big block of impassable terrain in the centre of the battlefield breaking it up into two separate half essentially
- An LoS blocking ruin on the left side of the battlefield, further fragmenting the left flank into two lanes
- A small hill on the right flank with an elven waystone (+1 to channelling attempts within 6”) on the right flank at the base of the hill
- Venom Thicket on the righthand side at the edge of my deployment
- Ordinary Forest on the left hand side of my deployment zone
Deployment:
- Clouds of skinks infesting the left flank, I think 1 unit of 10 and one of 20, then another 2 units of 10 on the right flank near the base of the hill, Skink chief on the right flank, Priest with Amber Spear on the left flank, priest with wyssans on the right. Temple Guard + Slann+ Tetto’Eko near the base of the hill on the right, another unit of Saurus at the edge of deployment on the right flank.
- Stegaddon hiding behind the central LoS blocking terrain, 24 Saurus on the left flank, poised to move through the gap between the impassable terrain and ruin
- My Eternal Guard in the Venom Thicket, Spellweaver + Hawk Riders + Sisters to the right of the Venom Thicket making sure to stay plenty away from the skinks but relatively opposite the Temple Guard
- Second Hawk Riders + Spellsinger in the middle, slightly set left but behind the central impassable terrain. Wild Riders in the ordinary forest in my deployment zone on the left
- 5 Deepwood Scouts deployed on the left behind the stegadon
- 5 Waywatchers + Waystalker back on the right flank near the edge of my deployment zone near the base of the hill
- 2x 5 Waywatchers behind his lines behind the Stegaddon but set to the righthand side, 5 Waywatchers partially in the ordinary forest on the left

Turn 1:
He got the first turn his skink clouds run forwards on the left and righthand side, in fact just about everything marches forwards, his steggadon tries to move around the LoS building but its slow progress. Nothing is quite within range yet. He rolled 2 and a 4 and his Slann generated 1 more. He 4 dices an upgraded soul quench onto my waywatchers + Stalker which I dispell with 3 dice. He then attempts a 2 dice tempest but rolls a double 1. The Slann forgets Soul Quench and Learns Throne of Vines ugh ok…
Ok, I know I need to start strong here, but I need to be very very careful, my wild riders skirt back slightly from the skinks, my waywatchers on the left move fully into the woods. The majority of my army remains where it is to shoot but my generals unit scoots into spells range. I roll a 10 for my winds, 6 and a 4 and channel 1 more, my opponent generates 2 dispell dice, so 11 power dice vs 7 dispell, not too shabby. I go for the obligatory withering to draw out dispell dice, I use 3 dice and he uses 3 to dispell it. Good, it wasn’t needed here anyway, 3 dice savage beast of horros onto the waystalker, he can’t afford to stop it so lets it through. Now I 4 dice a pit of shades into his temple guard, I roll high and he scrolls it. I try a Melkoths, but he dispels it. Onto shooting then, my waystalker can see Tetto’Eko and since he has poor armour fires 10 sniper shots at him killing him easily – sweet. Now the waystalker’s unit fire into the temple guard and kill 1. The two units of waywatchers in my opponent’s deployment zone fire on the ancient steggadon and cause 2 wounds, the deepwood scouts cause 3 more wounds but the steg is saved by his scaly skin. The waywatchers in the woods on the left flank kill 3 of the skink skirmishers from the unit of 10, Arahan kills 1 temple guard and as does Naestra, the combined hawk rider fire kills another. A solid turn, but my opponent hasn’t really got to grips with me yet.

End of turn counter:
Lizardmen: Breaking Point: 3, Fortitude: 6
Wood Elves: Breaking Point: 3, Fortitude: 4

Turn 2:

His Skink’s march towards me on the left flank, as do his saurus and his steggadon marches round into the gap behind them. The temple guard march forward into charge range of my hawk riders and waywatchers/stalker. His 2 units of skinks crest the hill on the left flank above my waywatchers, his second unit of saurus on the right have to take the long way around the hill but there’s no other option, this map doesn’t suit such wide formations. Magic phase: he rolls a 4 and a 2 and fails to channel, the Slann 3 dices an arcane forging onto my spellweaver and rolls a double 6 and rolls a 1 for the magical item break which I’m more than happy about, he then rolls a double 1 on his miscast! (not to self, ALWAYS take soul of stone on Slann). Goodbye Slann. So, my stunned opponent has lost his general and BSB in his own turn which breaks his army, netting me Primary and Tertiary Objective and 6 Points, I can’t help but feel for him…anyway, he still has 3 dice and uses them to attempt an amber spear on my wild riders which I comfortably dispel with my 5 dispel dice. After a horrible magic phase its time for shooting, both skink units on the left flank shoot on my wild riders, they have so many negative penalties their only hope is the bulk of shots, lucky for him he has a lots. Despite only hitting 3x, he kills 2 wild riders. On the right flank his skirmishers both open up into my general’s hawk riders and cause 1 wound. He rolls a 6 for his blowpipes and they fail to wound my waywatchers. Not a good turn…at all.
My 3 wild riders charge out of the forest into his unit of 20 Skinks who elect to stand and shoot, my hawk riders + general + sisters fly over the temple guard and position themselves behind them, 1 of my units of glade riders comes onto the table on the left side just within range of the steggadon, my massed archers in his deployment zone follow the steggadon seeking to bring it down. My second unit of hawk riders’ flies over the impassable to harass the advancing saurus and get in range of the wild riders. The skinks kill 2 wild riders which leaves only the champion, meaning my standard bearer dies and my army has also broken. Magic: I roll a 5 and a 1 and fail to channel I 3 dice a withering onto his temple guard which he dispels, I try to 3 dice a pit of shades onto his temple guard but fail. Shooting: the deepwood scouts wound the steggadon, none of the remaining missile troops can damage the beast, the waystalker snipes the skink priest with wyssan’s and the waywatchers kill 5 skinks who panic and run. Arahan kills 3 skinks from the second unit and the hawk riders kill 4 more they hold due to the skink chief, the Waywatchers in the forest on the left flank kill 2 skinks from the 10-man unengaged unit who also break. In combat the wild rider champion and his mount kill 5 skinks, the skinks fail to wound him in return, they flee and escape.

End of turn counter:
Lizardmen: Breaking Point: 3, Fortitude: 3 – Broken, General Dead
Wood Elves: Breaking Point: 3, Fortitude: 3 – Broken

Turn 3:
The temple guard charge the eternal guard in the forest, the saurus finally make it around the hill, the other saurus attempt to charge the hawk riders but fail and lose a saurus for their trouble. The Skink skirmishers on the left flank fail to rally and run right to the edge of the board, the 5 skink skirmishers on the right flank rally. There is no magic as the only Lizardman caster is currently fleeing. Shooting: the 3 skinks and their chief shoot at the hawk riders causing 2 wounds and bringing down 1 hawk, the steggadon shoots at the waywatchers and kills 1. In combat the Eternal guard kill 5 temple guard who kill 5 elves in return, the eternal guard lose but are stubborn and remain.
In my turn both remaining units of glade riders come in on the left board edge to shoot at the steggadon, my wild rider champion charges the fleeing large unit of skinks/priest and chases them off the board. The Hawk Riders rear charge the temple guard while the hawk riders on the right swoop over so that the spellsinger can cast buffs on the general’s unit. Magic: I get a 2, 5 and channel 1x, I roll 3 dice on a withering and he dispels, I then 5 dice a savage beast of horros onto the sisters of twilight which he fails to stop. Shooting: the deepwood scouts wound the steggadon again and the waywatchers finally finish it off, my remaining waywatchers and stalker deliver kill shots to any skinks in range. In combat my sisters of twilight go first, striking with 12 S7 attacks between them, they kill 11 saurus and the eternal guard slay the rest

We decide to call the game there. We have both broken one another, I’ve won the primary, secondary and tertiary objectives and progress to the next round with maximum points!

Post-match analysis:
Wow...didn't expect that. But what horrible luck Mark had. He got low magic almost every phase, his entire flank collapsed due to the luck of 1 wild rider AND his General/BSB blew up on the 1st spell of the 2nd turn after failing the only spell he got off...brutal stuff...I'm sure had his Slann survived this game would have gone very differently. Nonetheless, I'm pleased with how my army is playing, I'm impressed it could deal with all those skinks and even kill a stacked temple guard unit.

So now with max points and 2 consecutive wins we're moving up to the big leagues. I have an idea of who I will be facing next and I'm definitely looking forward to it


On an unrelated note, I'm a huge fan of the Eternal Guard, on paper they seem overcosted and inefficient but they're so powerful in this build. They sit in the forest every game and hold to the last, while in the forest they are far more efficient than both Dark Elf and High Elf spearmen, they reroll 1's, fight with an extra rank and get poisoned attacks and have stubborn and the enemy unit has to take a dangerous terrain test when they charge them + with their small 5 man frontage its hard for the opponent to get multiple units in or many attacks. Nasty nasty stuff

This message was edited 1 time. Last update was at 2018/12/11 12:41:46


 
   
Made in us
Been Around the Block




While I'm not normally a fan of avoidance Woodie armies (and I play Wood Elves as well - tree-based though), that is very, very good use of Eternal Guard. They are the perfect unit for a build like this, and you're using them very well.

I do feel bad for the Lizrdmen player (an army I'm starting to build now). That's just painful what happened.

But I look forward to the next few matches!

LiveWaaaaagh.com 
   
Made in gb
Nimble Glade Rider





I do play tree builds sometimes. I just don't enjoy them as much, I always find it a little grindy and boring, I play wood elves for something different. Besides, this list isn't entirely avoidance, there are certainly aspects of combat involved, I just don't take it unless its on my terms.

Yeah, when I was building the list everyone was telling me the Eternal Guard wouldn't fit and that I should take full cav, I'm very glad I didn't listen, they take a lot of pressure off my skirmishers and its rare that they don't perform. Of course there is an alternative, to take a glade guard block and buff them with hand of glory for more shooting, I prefer the dependability of the Eternal Guard though.

For sure, he was very unlucky. Thats actually the first time I've ever seen a Slaan killed by a miscast and it was the worst scenario for it to happen. On the other hand, he probably could have stayed in the game if he had kept Tetto'Eko alive, losing him first turn was a big blow.
   
Made in gb
Nimble Glade Rider





So game 3 and I'm up against Mike's High Elf: Tower of Hoeth list.

Spoiler:

His List:
Lords:
- Alarielle the Radiant (Lore of Life): 350

Hero’s: 526
- Mage: Lv 1 (Lore of Beasts), Elven Steed, Forbidden Rod: 135
- Mage: (Lore of Life) Lv 2, Channelling Staff, Dispell Scroll: 115
- Mage Lv 2 (Lore of High Magic), Power Scroll: 120
- Noble: BSB, Great Weapon, Banner of Averlorn: 141

Core: 690
- 5 Elyrian Reavers: Musician: 90
- 5 Elyrian Reavers: Musician: 90
- 20 Archers: Hawkeye: 210
- 30 Spearmen: Command: 300

Special:
- 30 White Lions: Command, Banner of the World Dragon: 470

Rare:
- Eagle Claw Boltthrower: 70
- Eagle Claw Boltthrower: 70
- Great Eagle: 50
- Great Eagle: 50
- Frostheart Phoenix: 240

Spells:

- Alarielle: Awakening of the Wood, Dwellers Below, Regrowth, Throne of Vines
- Mage (High Magic + Dispell Scroll): Drain Magic, Soul Quench
- Mage (High Magic + Power Scroll): Hand of Glory, Tempest
- Mage (Lore of Beasts): Wyssans Wildform
- Spellweaver (Lore of Shadows): Enfeebling Foe, Melkoth’s Mystifying Miasma, The Withering, Okkam’s Mindrazor
- Spellsinger (Lore of Beasts): The Amber Spear, Wyssans Wildform

Thoughts:

Interesting, I like that he chose Awakening of the Wood considering it does an extra D6 of damage to units in the forest and he knows I’ll be deploying my Eternal Guard there. Dwellers is scary but surprisingly manageable considering I’m playing an elf faction; my units are all so small that casting it should be relatively inefficient. My casters provide my units with some protection against magic and overall he’s gone with a pretty defensive selection of lore’s/spells. That being said, this is probably the biggest magical power-house list in the tournament, Alarielle is getting a staggering +9 to casting her spells (+4 from Lv 4, +4 from Banner of Averlorn, +1 from Lileath’s blessing) so I won’t be able to stop much. Not getting flesh to stone is a blow though, his elves are such low toughness and generally low armour that I can afford to fire multiple shots with my waywatchers. Sadly, I didn’t get Savage Beast of Horros, it would have been very useful on the stalker to try and cut out some of his casters. Overall I think this will be a tough fight, in combat I stand no chance and I’ll probably never kill Alarielle (she’s getting a 2+ ward save against the waystalker via the BoTWD). His reavers will melt fast, as will his archers and artillery and hopefully the phoenix, but I can’t feasibly do anything about his spearmen or white lions other than avoid them. I’m a little worried about potentially losing my lord/sisters to a dwellers, Alarielle is going to have 6 turns of casting and she can potentially cast it 2x per turn, T4 is decent but its not reliable enough. I do think I will probably lose this, but then again I said that last game so who knows.

Scenario: Dawn Attack:
I’m faster than him, I’m fine with this.

Board:

A big central river that cuts the board in half with a crossing point on each flank and a wider central crossing point. The river was determined to be a River of Light (when a unit moves through it they immediately become the target of a random spell from the lore of light), I placed my venom thicket deep in my half in the centre as per usual.
Deployment:
Mike deployed first, his unit of white lions + both high mages, BSB and Alarielle were deployed in the middle of his half, his spearmen were also in the centre as were his archers which he deployed behind his main line. His bolt throwers deployed either side of his archers at the rear of the centre on a low hill. His reavers and mounted mage were on the left flank and his other reavers on the right flank, his eagle deployed to the right of the centre and his other deployed on the left. Finally, his frostheart phoenix was deployed behind his spearmen to gain some cover.

My generals hawk rider unit deployed in the centre, the other haw riders and singer were on the left flank facing the eagle and reavers, my wild riders were deployed in the centre on the edge of the venom thicket, my eternal guard took up their usual residence in the centre. Now I have the advantage of being able to place 5 separate units against a fully deployed army. I decided I would overload the left flank and sweep away his reavers, mage and before pushing on to his gunline and phoenix. I deployed 3 units of waywatchers and my stalker in the left corner and my deepwood scouts, I then deployed 5 waywatchers to the right corner of his deployment zone to kill his right hand bolt thrower quickly.

I rolled a 6 (which I needed to get the first turn) and elected to go first. My hawk riders with spellsinger made sure to stay outside of his archers’ range but moved up to shoot the left hand eagle, all my skirmishers stayed put so as to not incur penalties, my general’s unit flew towards the right flank to shoot at his other eagle and stay away from Alarielle. Everything else remains where it is. Magic: I roll a 6 and a 1 and channel once, I 4 dice an amber spear at his frostheart which he dispels with 4 dice, I then cast a withering on his bolt thrower on the right flank which he fails to dispel. They are reduced to toughness 4. Shooting: My waywatchers on the left flank kill his reavers and mage, the deepwood scouts and waystalker cause 2 wounds on the great eagle before the hawk riders and singer finish it off. The waywatchers on the right flank kill the bolt thrower crew and my generals hawk rider unit wound the great eagle on the right flank before Arahan finishes it off with her poisoned bow. Not a bad shooting phase, I’ve killed almost all of his mobile elements and shut down one of his artillery pieces.
My opponents’ spearmen and white lions rush for the central river crossing, his phoenix marches straight for my eternal guard, his reavers on the right flank turn to threaten my waywatchers. His archers turn to face my waywatchers on the right. Magic: He rolls a 6 and a 2 and channels once, Alarielle 3 dices a throne of vines then 5 dices a dwellers below onto my general’s unit but rolls poorly and fails. The mage of high magic attempts a 1 dice hand of glory onto the archers, but I dispel it. His shooting begins with his archers opening fire on my waystalker’s unit killing 4 of them. His bolt thrower misses my hawk riders. A lucky turn for me.

Turn 2:

My archers all remain exactly where they are, as do my generals unit, my second unit of hawk riders fly into range of his second bolt thrower, everything else stays where it is. 2 units of my glade riders come in, I bring both in on his edge of the table to the left behind his archers. Magic: 12, niiiice! Amber spear gets cast with 4 dice on his phoenix, he dispels it knowing he can’t risk losing it. This leaves him open and I proceed to cast the withering onto his archers and enfeebling foe on his white lions. His white lions are reduced to strength 1 while his archers are reduced to T2. Shooting: My waywatchers and stalker shoot at the archers and kill 19, the deepwood scouts finish them off. The glade riders shoot at the remaining bolt thrower and kill both crew members. My waywatchers on the right flank shoot at the reavers but fail to cause any damage. My general’s unit shoots at his white lions and kill 1. Things are looking good, my opponent is 585 VP’s behind me, all of his shooting power and his fast movers (aside from the 5 reavers) are dead and I can kite his now weakened combat blocks almost infinitely. That being said, realistically I’ve killed nothing of importance, the power of his army still remains untouched and he can easily destroy me with magic.
His White Lions charge uphill into my Eternal Guard in the forest, 3 lions die to the dangerous terrain test and the mage with the dispel scroll is wounded, but the rest make it in. His phoenix also hits the unit. His spearmen turn and head towards my skirmishers hoping to screen the phoenix, his reavers try to charge my waywatchers but fall short and 2 are slain by stand and shoot. Magic: he rolls a 3 and a 2 and channels once. He dispels enfeebling foe and then 4 dices a dwellers below onto my Eternal Guard and heals his mage with the attribute. Dwellers kills 9 of my EG. The EG strike first and my champion calls a challenge which is accepted by the noble. The Eternal Guard kill 2 White Lions and my champion wounds the noble. The Noble kill the champion and the White Lions kill the remainder of the unit. The phoenix and white lions reform to face the wild riders.

Turn 3:

Everything I have in his back field moves forwards or turns to face the spearmen besides my waywatchers on the right flank who take aim at the 2 remaining reavers. My hawk riders move towards the phoenix, my general’s unit turns to shoot at the phoenix while my wild riders march towards the central crossing of the river. Magic: I get 6 dice (1 and 5), he also channels twice. I 6 dice a large amber spear onto the frostheart phoenix with irresistible force. I roll a 5 and the phoenix dies. Awesome. Unfortunately, my spellsinger is wounded and forgets the amber spear but it’s a worthy trade. Shooting: the waywatchers on the right drop his remaining reavers, my waystalker kills 2 spearmen, the waywatchers kill 3 more, the deepwood scouts kill 2 more and the glade riders kill 3 more. My hawk riders kill 1 white lion, my second unit kills 1 more and my sisters kill 2 more.
His turn and his white lions turn to make the long march back towards my slower units knowing full well they will never catch the hawk riders. His spearmen attempt to hem in my waywatchers, but he has no hope with only 1 unit of 20 men. Magic: He rolls a 3 and a 1 and generates 1. He 5 dices dwellers below onto my general’s unit which I dispel scroll. With no combat, it’s the end of his turn.

Turn 4:

So far this game is going exactly how I wanted it, I’m pulling his army apart and he can’t catch anything of mine, as long as I can survive the magical onslaught things are looking promising. My 3rd unit of Glade riders come onto the left table edge in his deployment zone. Everything else simply moves out of the front arc of his units. In an effort to save my general from the risk of other dwellers below, I fly my generals hawk riders just over 20” away from his white lions, I then fly my second unit of hawk riders, who were around 18” from his unit, the full 20” away. My hope is that I can slingshot my general out of the max range of dwellers using the “smoke and mirrors” attribute. Magic: I roll an 8 (5 and 3) and channel once, I cast melkoths on his spearmen and swap my general and spellsinger. I then follow it up with a 6 dice withering onto the spearmen which he fails to dispel. This drops them to T1. Shooting: 14 spearmen die to the waywatchers and stalker, the scouts kill 4 more and the glade riders slay the last one. My hawk riders nearest the white lions fire a few token shots and manage to bring 1 down. My opponents’ white lions and characters are now all that remains of his army, yet that unit alone represents over 1100 points, so he is by no means out of this.

Frustrated, my opponent marches his white lions onto the river crossing. Magic: he rolls a 5 and a 2 and 6 dices dwellers below onto the nearest hawk riders with irresistible force. His throne lets him ignore the miscast. 2 hawk riders are pulled to their doom, but the singer survives. The question is, can I last 2 more turns without dropping too many victory points?

Turn 5:

All of my skirmishers and ranged units move into range to fire on the approaching white lions, my wild riders march forward to screen out my ranged units and force a combat next turn (and thereby tie up my opponent’s caster) and my generals unit marches into the far right corner but not before the sisters of twilight detach to remain and shoot on the white lions. Magic: I roll a 6 and a 3 and he channels once. I cast a wyssans on my wild riders and 6 dice a withering onto the white lions which he scrolls. Shooting: My waywatchers kill 1 white lion, my waystalker can do nothing to them due to the BoTWD save, the glade riders kill 3 more and the sisters kill 3 more.

His White Lions charge my Wild Riders. Magic: He rolls a 5 and a 2 and channels once. He 5 dices an upgraded soul quench onto my wild riders and casts it with irresistible force killing the whole unit. He rolls a 6 for the miscast and I cast the withering onto his white lions dropping them to T2. He uses his remaining dispel dice to dispel it.

Turn 6:

I’m ahead on VP’s, all I need to do is survive one more turn. My general stays exactly where she is, I run my deepwood scouts in front of his white lions in a repeat of last turns move with the wild riders. Everything else remains where it is to pincushion the white lions, the sister’s join the spellsingers unit of hawk riders. Magic: I roll a 4 and a 3, he channels once. I 6 dice a withering onto his white lions with irresistible force and reduce them to T1, the miscast causes a wound to my caster but I save it, she also loses a wizard level. Worth it. Shooting: after the dust settles 17 white lions have been killed, then I remember the sisters…and Arahan rolls a 12 for the number of shots killing the remainder of the unit. Naestra now shoots at the BSB knowing his death basically guarantees me victory, the shot wounds and I roll a 6 for the number of wounds, killing him outright.

The game is over at this point, Alarielle cannot reach my expensive units to cause enough damage to win. Mike goes for a last-ditch glory charge and rushes my deepwood scouts with his 3 wizards. Magic: Double 2, 1 channel, I channel once. He 3 dices a soul quench onto the scouts which I dispel. Onto combat, the scouts’ whiff and Alarielle kills 1 in return, they lose the combat and are run down.

So…the Wood Elves have claimed 1810 VP’s while the HE have managed just 540. I win the primary (win on VP’s) but fail the secondary (Slay the warlord) and Tertiary (Capture the most standards). He sadly receives 0 while I get 5

Onto the semi-finals!

This message was edited 3 times. Last update was at 2018/12/14 17:02:47


 
   
Made in us
Been Around the Block




What a game!

Nice job picking apart the fast movers in the beginning. that was good target choice.

He never really had super strong magic phases and seem a bit too intent on Dweller-ing the world. (obviously this, as always is hindsight is 20/20, right?). I haven't seen Alarielle Lion with BotWD taken down like that before

LiveWaaaaagh.com 
   
Made in gb
Nimble Glade Rider





LiveWaaaaagh wrote:
What a game!

Nice job picking apart the fast movers in the beginning. that was good target choice.

He never really had super strong magic phases and seem a bit too intent on Dweller-ing the world. (obviously this, as always is hindsight is 20/20, right?). I haven't seen Alarielle Lion with BotWD taken down like that before

Thanks. I think we both overestimated what his magic was going to do. He made some strange choices though, taking so many defensive spells doesn't work vs my list as the magic phase is your primary source of damage vs me. He simply didn't get enough dice to be casting 2 dwellers and the range of it really hampered him. He should have screened his missile units better and worked down my units gradually rather than trying to swamp my eternal guard and giving all my skirmishers free reign in the backfield. That being said, it was a fun game and could have gone either way until the last few turns. If I'd lost my sisters and weaver to a dwellers things could have gone bad really fast
   
Made in gb
Nimble Glade Rider





Okay so sorry I never finished this off, the semis didn't get played till a bit later and I didn't manage to collect my notes on the matches until recently then forgot about it all.

That being said this was probably my best game of the whole tournament so enjoy

Wood Elves vs Orcs and Goblins

Army Lists:
Spoiler:

Lords: 320
- Spellweaver: (Lore of Shadows) Lv 4, Great Eagle, Talisman of Preservation, Asrai Longbow: 320

Hero’s: 540
- The Sisters of Twilight: Gwindalor: 275
- Waystalker: Bow of Loren: 110
- Spellsinger: (Lore of Beasts) Lv 2, Dispell Scroll, Great Eagle, Asrai Longbow: 195

Core: 630
- 5 Glade Riders: Musician, Hagbane Tips: 120
- 5 Glade Riders: Musician, Hagbane Tips: 120
- 5 Glade Riders: Musician, Hagbane Tips: 120
- 20 Eternal Guard: Command, Shields: 270

Special:
- 3 Warhawk Riders: Wind Rider: 145
- 3 Warhawk Riders: Wind Rider: 145
- 5 Wild Riders: Command, shields, Banner of Eternal Flame: 180
- 5 Deepwood Scouts: Hagbane Tips: 90

Rare:
- 5 Waywatchers: 100
- 5 Waywatchers: 100
- 5 Waywatchers: 100
- 5 Waywatchers: Sentinel: 110

Orcs and Goblins: 2499
Lords: 410
- Savage Orc Great Shaman (General): Lv 4, Lucky Shrunken Head, Fencers Blades: 290
- Goblin Warboss: Armour of Destiny, Enchanted Shield: 120
Hero’s: 544
- Gtilla Da Hunter: 110
- Night Goblin Big Boss: BSB, The Spider Banner, Light Armour, Shield, Bow: 146
- Night Goblin Shaman: Lv 2, Dispel Scroll: 110
- Night Goblin Shaman: Lv 2: Obsidian Loadstone: 125
- Goblin Big Boss: Giant Wolf, Short Bow, Light Armour, Shield: 53
Core: 895
- 30 Savage Orc Big’Uns: Shields, Bows, Command: 395
- 50 Night Goblins: Command, Short Bows: 180
- 50 Night Goblins: Command, Short Bows: 180
- 5 Goblin Wolf Riders (Da Howlerz): Musician, Short Bows, Shields: 70
- 5 Goblin Wolf Riders: Musician, Short Bows, Shields: 70
Special: 420
- 6 Trolls: 210
- 6 Trolls: 210
Rare: 160
- Doom Diver Catapult: 80
- Doom Diver Catapult: 80
- Snotling Pump Wagon: Out-rigga, Spikey Roller: 70


Mission and Pre-match thoughts:
Spoiler:

Mission: Blood & Glory

Primary Objective (3 Points): Breaking the enemy army
Wood Elves: Breaking Point 3, Fortitude: 4
Orcs and Goblins: Breaking Point 3, Fortitude: 6
Secondary Objective (2 Points): Scoring the most Victory Points
Tertiary Objective (1 Point): Slaying the opponents General

Map:
Two large wooded sections, one on the far left and one on the right of the middle – both are deemed normal forest with a large central plain between them.
Pre-game thoughts:
This mission type sucks for me haha. He only has to kill either my Eternal Guard, Wild Riders or General and he’s scored the primary while I have to chew through 3 big units which is not what my army is designed for. He also has lots of nasty shooting and his trolls will bash my combat units to pieces. I really like his list but it’s a bit of a nightmare for my poor elves.

Spells:

Wood Elves:
- Spellweaver: The Withering, Enfeebling Foe, Penumbral Pendulum, Melkoths Mystifying Miasma
- Spellsinger: Savage Beast of Horros, Wyssan’s Wildform

Orcs and Goblins:
- Savage Orc Great Shaman: Hand of Gork, Foot of Gork, Fists of Gork, Ere We Go
- Night Goblin Shaman (Dispel Scroll): Vindictive Glare, Sneaky Stabbin
- Night Goblin Shaman (Loadstone): Gork’ll Fix It, Itchy Nuisance


Spoiler:


Deployment:
He crowds towards the back of the map surrounding his doom divers. Both units of 50 goblins are next to each other in 5x10 horde formation' The left-hand unit contains the shaman with dispel scroll while the right contains the shaman with loadstone, BSB and Warboss. The savage orcs and great shaman are strung out in horde formation in front with a unit of 6 trolls either side of the unit, Gtilla and his howlerz are deployed to the left of the doom diver to discourage my skirmishers while the goblin big boss and his wolf riders do the same on the right. Finally, the Snotling Pump Wagon deploys on the far left next to the trolls.

I deploy my Eternal guard in a venom thicket on my board edge on the centre left, my Wild Riders are also partially in the forest next to them. My generals hawk riders + Sisters and my spellsinger deploy in the left-hand woodland on the edge of no-mans land. My waystalker and his 5 waywatchers deploy in the right-hand woodland out of range of his goblin short bows, I also deploy a unit on his far left flank near the deployment so as to be just in range of the right Doom Diver but out of range of his goblins, I do the same with 2 units of waywatchers on the right and my Deepwood scouts hide on the edge of the left-hand woodland just in front of my generals unit.

Turn 1:

He gets the first turn and the majority of his army walks forward, his savage orc unit rotates slightly to shoot at my Hawk Riders , his snotling pump wagon rushes 11’ towards my Eternal guard down the centre. His goblin units both turn and march towards the waywatchers on their respective flanks and both wolf rider units turn to menace my waywatchers. Magic: 8/5 in his favour. The goblin Shaman on the right casts Gork’ll Fix It on one unit of the waywatchers which I dispel, he then casts itchy nuisance on the same unit reducing their movement and initiative to 1, he then 4 dices a Hand of Gork onto his righthand Goblin unit which I scroll. Shooting: One doom diver misfires and hits the savage orc big’uns, killing one, the other kills 3 Eternal Guard. The Savage Orcs fire on my generals unit however they can’t land a hit, Gtilla and his howlerz fire on my waywatchers and slay 1, the other wolf riders manage to cause a wound on the hexed waywatchers.

Chances are I’m losing a unit of waywatchers here, one of them can’t possibly escape so I move the weakened unit into the path of the wolf riders and move out of the front arc of the wolves and range of the archers with the other. On the left flank I simply have to concede defeat and retreat backwards with my single unit. Everything else in my army remains where it is. Magic: The dice are hot, and I get 11/6. I 3 dice a withering onto the Savage Orcs which he fails to stop with 3 dice and reduce them to Toughness 1, I then 3 dice an upgraded Melkoths onto his goblin archers on the left which he can’t afford to stop, they lose 2 BS, WS, I and M. Finally, I 5 dice Savage Beast of Horros with my Spellsinger onto my waystalker with IF nd roll a 6 for the miscast. He elects to cast Hand of Gork and places his unit of Savage Orc Big’uns 2’ of my Generals Hawk Riders. CRAP! Thank god they are withered. Shooting: My buffed waystalker fires on his withered Great Shaman and snipes him out in a hail of arrows. His attendant waywatchers slay 4 of the savage orcs, the sisters kill 4 more while the deepwood scouts and both units of Hawk Riders kill an additional 4. My waywatchers on the left flank shoot a single wolf rider from the saddle while those on the right and both units on the left are only able to slay a single wolf.

Turn 2:

Orcs and Goblins: Fortitude 4
Wood Elves: Fortitude 4

With his general dead, both units of trolls fail their stupidity tests and shuffle forwards a few inches. His savage orcs charge past the deepwood scouts into my generals Hawk Riders, for some reason I’m under the misapprehension that my sisters are buffed by Savage Beast of Horros so elect to hold, one dies to dangerous terrain. His Wolf Riders and Big Boss on the right charge into my weakened Waywatchers who shoot down 3 wolves on the way in, his other wolf riders and Gtilla squabble. His goblins on the left and right continue to walk forwards to shoot and his goblin shaman with scroll detaches to join the trolls on the left while his pump wagon drives another 13” and almost into credible threat range of my Eternal Guard. Magic: He gets 8/4 but has to use 4 dice to dispel the Withering on his savage orcs and 2 dice to remove the Melkoths on his archers. He 2 dices an Itchy Nuisance onto my unengaged unit of waywatchers on the left flank which he gets through with IF– reducing their movement and initiative to 1, the goblin shaman with loadstone is wounded . Shooting: His doom divers open up first and kill 5 more Eternal Guard. Next his goblin archers on the left open fire and kill all of the waywatchers on that side of the board. His other goblins are just out of range. Combat: my generals unit strike out against the savage orcs and slay 5 of them, the orcs cause 9 wounds in return, another orc is stomped to death. All the Hawk Riders fall, they lose the combat by 5 but roll snake eyes and stay. My 4 waywatchers strike first against the lone wolf rider and big boss, they kill the wolf rider. In return the goblin fails to cause any wounds at all meaning the combat is a draw. I’m lucky to have survived that round, if my general had been killed things would have gone south very quickly indeed but I’m not out of the woods yet.

My spellsingers Hawk Riders charge into the flank of the savage orcs, my hexed waywatchers turn to shoot on the goblin archers and prepare for the inevitable, 1 unit of my glade riders come on to the battlefield from the table edge nearest my waystalker’s unit and prepare to fire onto the trolls. The deepwood scouts reposition to shoot at the left-hand unit of trolls while the Eternal Guard and Wild Riders simply hold. Magic: 4/4, a 4 dice a Withering onto the savage orcs which barely goes off and reduce them to toughness 3, I then smoke and mirrors my weaver to the spellsingers flank charging unit so she can only be hit by 1 model. Shooting: Largely uneventful, the waywatchers on the right flank kill 3 goblin archers and the waystalker and his unit chip a wound off 1 troll. Combat: The charging Hawk Riders, sisters and singer slay the remaining savage orcs which breaks my opponents army, and although I’ve secured the primary I’ve certainly not won yet. The 4 waywatchers fighting the goblin big boss fail to wound him and the goblin kills another, but they hold.

Turn 3:

Orcs and Goblins: Fortitude 3 – Broken
Wood Elves: Fortitude 4

This is his chance to really put the hammer down on me, although he’s broken he has a huge amount of power in his archers, characters and artillery. I also can’t reach his artillery with anything without exposing myself to a barrage of arrows. His goblin archers on the left flank reform and move into a position to screen out his doom divers from potential ambushers in my turn, his second unit on the right readies to gun down my stranded waywatchers. The trolls with the shaman pass their stupidity test and reform to screen the doom divers and other goblin shaman from the waystalker/ambushers. Gtilla and his howlerz ride forward to begin firing onto the deepwood scouts. The other trolls fail again and lumber forwards a few more inches. The pump wagon churns forwards into the battered Eternal Guard. Magic: 5/4, the loadstone shaman casts Gork’ll Fix It onto the Waystalker and his unit, he then attempts to cast Itchy Nuisance on the Glade Riders, but I dispel it. Shooting: The Doom Divers switch onto the Wild Riders, killing all 5 and breaking my army. The goblin archers then raise their bows and slay the entire group of waywatchers in my opponents half of the table. The Howlerz manage to kill 1 deepwood scout. Combat: The snotling pump wagon kills 6 more Eternal guard, the brave 6 remaining warriors bring the wagon down with their spears. The Big Boss and waywatchers again fail to harm one another.

In my turn another of my units of glade riders enter the battlefield, I bring them suicidally close to his archers but within range of his left-hand doom diver. My waystalker lines up to shoot at the scroll shaman in his unit of trolls and his waywatchers prepare to fire at the same target. As do my deepwood scouts and both units of Hawk Riders. Magic: 8/6, I 2 dice melkoths mystifying miasma onto his left-hand archers and roll high which draws out the majority of his dispel dice as he knows he can’t risk their BS being reduced. I then cast a withering onto his trolls and shaman on the left and reduce them by 1 toughness. Finally, I cast Savage Beast of Horros onto my waystalker which he scrolls. Shooting: The waystalker still manages to snipe the shaman without being buffed, Arahan then puts down a troll with her bow and strips their regen, Naestra kills another and the remaining waywatcher, deepwood scouts and Hawk Rider fire drops 3 more trolls leaving just 1 on 1 wound. The troll promptly flees back towards its own line. The newly arrived glade riders only manage to kill a single member of the doom diver crew while the other unit bounce off the trolls hides. Combat: The waywatchers are finally able to wound the goblin Big Boss who kills another waywatcher in return.

Turn 4:

Orcs and Goblins: Fortitude 3 – (Broken Primary Objective Achieved)
Wood Elves: Fortitude 3 – Broken (Primary and Tertiary Objective Achieved (General Slain))

I’m starting to feel as though the outcome of this game is going to depend on whether Arahan can strip the regen off the second unit of trolls. I haven’t actually conceded very many VP’s yet though.

His trolls, bereft of leadership, fail their stupidity and stumble another 4’ forwards. His right-hand archers move forwards slightly to get in range of the glade riders on the right flank while the Howlerz remain where they are to shoot at the Deepwood Scouts. Magic: 10/6, he’s able to get off Itchy Nuisance onto my waywatchers and stalker (who are now more than 2’ away from the safety of the forest) and Gork’ll fix it onto my right-hand Glade Riders. Shooting: His doom divers blast away the remnants of my Eternal Guard. Meanwhile his archers on the left wipe out my newly arrived glade guard while the archers on the right kill all 5 glade riders on my right flank. The Howlerz also kill another Deepwood Scout. Combat: The two remaining waywatchers finally kill the goblin big boss.

In my turn the final unit of Glade Riders come in in the same place the previous unit did in an attempt at an alpha strike on the left doom diver. Both remaining units of waywatchers are cannon fodder next turn and so prepare for the inevitable and remain still. Magic: 9/6, I 3 dice an upgraded melkoths onto his left archers which he stops, I then have virtual free reign once again and cast an upgraded Withering onto his right trolls, reducing them to T3 but fail savage beast of horros on the waystalker. Shooting: Arahan slays a troll outright and again strips the second units regen, everything else in range besides the 2 waywatchers in my opponents deployment zone and the glade riders fire upon the trolls and cause 11 more wounds. In a repeat of last turn the final troll flees towards the right corner of the board. The glade riders shoot on the left doom diver and kill another crew member, the waywatchers are unable to harm the contraption and the remaining crew member passes his panic check.

Turn 5:

The Howlerz continue hunting the Deepwood scouts while both units of goblin archers take aim at their respective targets. The Goblin Warboss charges out of the archer unit into the final two waywatchers and somehow his lone troll rallies. Magic: 6/4: He gets off Itchy nuisance on the waywatchers and stalker again but nothing else of note. Shooting: My final unit of Glade Riders are wiped out by the goblin archers and the Spider Banner archers kill all 5 waywatchers and the waystalker. The howlerz kill one of the remaining 2 deepwood scouts. Both Doom Divers shoot into the remaining Hawk Rider unit, the damaged one misfires and is disabled for the remainder of the game (but not destroyed). The second scores a direct hit and causes 6 wounds, killing 2 Hawks. Combat: The goblins armour proves too strong for the waywatchers, but he rolls badly and can’t damage them in return, they lose but remain.

The sisters and spellsinger join my generals unit and move out of threat range of the left-hand goblin archers while preparing to shoot down the Howlerz. My deepwood scout retreats further into the forest for protection. Magic: 7/4. I 3 dice a melkoths onto his Howlerz making them BS 2 then 4 dice a withering onto them, dropping them to T2 which my opponent narrowly fails to stop. Shooting: My units combined shooting kills all of the Howlerz but Gtilla passes his panic check.

Turn 6:

His archers can’t catch me but Gtilla moves into the forest, hunting the lone Deepwood Scout, his right-hand archers charge into combat with the 2 remaining waywatchers while his lone troll wanders forwards 3 inches. Magic: 5/3, he manages to get off Gork’ll Fix It on the waywatchers. Shooting: Gtilla misses with all 3 shots. The remaining functional doom diver scores another direct hit on the Hawk Riders and causes 3 wounds, killing the final Hawk Rider. Combat: The goblin archers finally kill the last 2 waywatchers.
There’s no movement for me. Magic: I don’t want to risk it. Shooting: The sisters shoot first and cause 1 wound, the final arrow of the game from my general kills Gtilla and the game is over.

Results: Victory Points: O&G: 1710 WE: 1503

Wood Elves:
- Primary Objective (3 Points): Breaking the enemy army – ACHIEVED
- Secondary Objective (2 Points): Scoring the most Victory Points – FAILED
- Tertiary Objective (1 Point): Slaying the opponents General – ACHIEVED

Orcs and Goblins:
- Primary Objective (3 Points): Breaking the enemy army – ACHIEVED
- Secondary Objective (2 Points): Scoring the most Victory Points – ACHIEVED
- Tertiary Objective (1 Point): Slaying the opponents General – FAILED

Orcs and Goblins Victory! 5-4

Post Match Breakdown:
Wow what a game! So close right up until the end. So what went wrong? Well firstly he played well with excellent target priority and really wore me down. Unlike most armies, he actually had the tools to deal with my skirmishers, he was deleting 1-2 units per turn and really protecting his Doom Divers. That meant that I really couldn't get close and ended up costing me a lot in the late game. I also made a HUGE mistake letting my Hawk Riders get charged and I shouldn't have sent in all my glade riders on suicide runs, it ended up costing me over 450 VP's. Also that dam troll rallying on snake eyes...Anyway it was really cool to see Orcs and Goblins used like that, they kicked by butt. My army can't do anything vs those 50-man goblin units.

This message was edited 3 times. Last update was at 2019/05/05 02:48:48


 
   
 
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