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Made in us
Regular Dakkanaut





California Wilderness

Introduction:
Arthur’s forces are pursuing the defeated Orc into the Dark Forest of Ewing. Unfortunately, while his men were taking a well-earned breather, it appears that they not only killed, but also ate the sacred MacGuffin of the forest, kindling the wrath of the Wood Elves. As if matters could get any worse, they also used Grandma Willow for firewood. The Wrath of the Elves will be terrible indeed.
Photos at the end

Python’s Empire v Orcs
2800 points
Note: I REALLY wanted to have Orion in the game, so the Elf list suffers accordingly somewhat.
Location: A suitable clearing in the Forest of Ewing
Scenario: Defend the High Ground
Terrain: Blood Forest on main hill, Alter of Mork, common building, Temple of Skulls, Wizard Portal. Note: I use a randomized terrain generator I designed, and as it happened all the terrain ended up on Elf side of board.
Abbreviation in parenthesis is the identifier on the maps
Numbers in parenthesis after word Magic each turn is the Winds of Magic die roll
Spells:
Tim the Enchanter: Fireball, Flaming Sword, Fulminating Cage
Elven Spell Singer: Doombolt, Shroud of Despair
Python’s Empire
(Art) – Arthur’s unit of knights & attached characters
Arthur (grand master): Excalibur (Runefang), +1AS
Lancelot (general): Giant Blade, Talisman of Endurance; +1AS, +5WS
Galahad (warrior priest): Ogre Blade, Speed Potion; +1AS
Bedevere (Army standard): hand weapon,talisman preservation; +1AS, +4WS
6x Knights of Inner Circle: leader (Robin), great weapon, plate, bwh; +1AS
(SK) Singing Knights of Camelot
12 x knightly orders: full commands, great weapons, plate, bwh; +2AS
(BK) Cult of the Black Knight
40 x Great Weapons: full command, great weapons, +4AS, standard of swiftness
(SL): Swamp King’s Legion
18 halberdiers in heavy armor, full command
2 x 12 man detachment of archers
(LC): 2x6 man unit of Light cavalry with crossbows named after color of livery/horse:
Sir Percival’s Blue Bays & Sir Ector’s Chestnut Raiders
(KN): Knights who say “Ni!” a volley gun w/ engineer
(BM): Brother Maynard – a volley gun with wiseman (Engineer) attached
(T): Tim the Enchanter – a level 3 fire wizard
(SP): Sisters of Piety – a Celestial Hurricanum

Wood Elves:
(O) – Orion & 2 hounds
(SS) – Spell Singer – Level2 wizard w/ dispel scroll
(GR) – 6 Glade Riders, spears, bows, leader, musician
(EG) – 24 Eternal Guard: spears, +5AS, full command
(G1) – 24 Glade Guards, longbow, full command
(G2) – 20 Glade Guards, longbow, full command
(WS) – 10 woodland scouts with arcane bodkins
(WW) – 7 Waywatchers, leader
(Dr) – 10 Dryads
(TM) – Treeman

Python Empire – turn 1
No charges. Empire right wing and center advance, left flank holds. Brother Maynard finds himself poorly positioned and will spend the next few turns maneuvering in an attempt to find a fire lane.
Magic (4/1 – no channels)
Tim casts Fireball on G1 w/ irresistible force, killing 6 elves, but escaping injury
Shooting:
Bays fire at Glade Riders w/o effect; Chestnuts do likewise & kill one
Right wing bows shoot at G2, killing one; Left Wing fires at Waywatchers in building without effect.
Forest Knights shout “Ni” at the Waywatchers, killing two.

Wood Elf T2:
No charges & some minor movement
Magic (2/1) – They do not bother to cast any spells
Shooting:
Glade Riders take out a Chestnut Raider
G2 obliterates the Bays – no survivors
G1 fires a volley into the right wing bows – killing four
Waywatchers get sloppy – hit four, fail to wound four.
The scouts score a hit on the Knights who say Ni!
Orion throws his mighty spear of Kurnaus, taking out an entire file of Black Knights (4)

Python Empire T2
Black Knights charge the Dryads, but are insufficiently motivated to close, even with their Banner of Swiftness.
Chestnuts maneuver to screen Arthur & company form Orion
Magic: (6/3)
Tim casts Fulminating Cage on Orion – it is automatically dispelled
Tim fails to cast Fireball in epic fashion (DR1,1,2)
Sisters of Piety cast Storm without effect.
Shooting
With no better target, the Chestnuts fire at G1 – killing 2.
The Forest Knights begin their shot by rerolling a “2” into a misfire, then follow that up by only hitting one out of seven on a 4+. They do kill one scout
Wood Elf T2
The Glade Riders fall back. The Tree-man moves up along side of the Dryads. Thebe Glade Riders use their superior mobility to shoot the gap between Arthur & the Singing Knights
Magic (6/2 – Empire Channels)
Spellsinger attempt as Doombolt is dispelled
Shooting:
Glade Riders fire a shot into the backs of Singing Knights – killing one
G1 fires into the Singing Knights – killing two
Orion again throws his spear – killing another file (4) of Black Knights
G2 kills five bowmen from right wing archer detachment
WW kills three from left wing archer detachment
The Scouts manage to take out the last two Forest Knights. ‘tis the end of the Knights who say Ni!

Python Empire T3
The Singing Knights charge G1 after surviving the stand & shoot (2 killed) – must have rattled them though (see below).
The Black Knights must still rather not cross swords w/ the Dryads & fail another charge (snake-eyes).
The Chestnuts give chase to the Glade Riders & the Swamp Legion advances.

Magic (5/1 – both sides channel)
Tim casts Fireball on Orion, causing the Forest King to suffer two wounds
Tim casts Fulminating Cage on Orion, but the king makes hos ward save
Shooting - none.
Combat – In which the Singing Knights disgrace themselves
The G1 elves kill a knight, whereas the latter only manages to kill one unarmored Elf. The Elves stay in the fight.

Wood Elves T3:
The Treeman & the Dryads grow tired of the unexpectedly timid Black Knights and charge them. Orion maneuvers behind G1 & the Glade Riders decide to quit messing around with the Chestnut raiders and ride for Brother Maynard.
Magic: (4/2 – Pythons channel)
Spellsinger casts “Shroud of Despair” with irresistible force but escapes injury.
Shooting:
Glade Riders fail to wound Brother Maynard
G2 Bows obliterate the remainder of the right wing detachment
Waywatchers fire at Swamp King’s halberdiers – killing five
The Scouts fire at left wing archers – killing two
Combat
In another epic display of ineptitude, the Singing Knights only score 2/7 hits on G1 bowmen (needing a 3+ to hit, after 2 rounds they are 4/14). Thanks to their great weapons – they wound enough to send the Elves packing. But they escape – the pursuit is disappointing, as they stop one inch away from Orion.
The Black Knights continue in their less than inspired performance, perhaps influenced by the “Shroud of Despair,” scoring only 11/28 hits (4+) and 2/11 wounds (4+) both of which are saved by ward saves. The Treemen win the combat, but at least the Knights Stand firm, even under the shroud of despair.

Python Empire Turn 4
Arthur charges the flank of the Dryads, Singing Knights stand fast to protect his flank
The Swamp Legion halberdiers charge Waywatchers in the building
Brother Maynard continues to look for a position while Chestnuts come to the rescue

Magic: 5/2 – no channels
Tim casts Sword of Rhuin on Black Knights
Tim casts Fulminating Cage of the Dryads
Shooting
Chestnuts down a Glade Rider
Left wing archers take down two scouts

Combat:
The Swamp Legion has the advantage in combat (2-0) but the last three Waywatchers stand fast.
Arthur’s flank attack is too much for the Dryads, as they are cut down to the last branch. The Treeman manages to kill four Black Knights, before he flees the combat. He does manage to escape, as Arthur prefers to change face, whereas the Black Knight just aren’t motivated this day.

Wood Elves Turn 4
Orion charges the Singing Knights; the Glade Riders decide they cannot ignore the Chestnuts any longer and engage them. G2 decides to ignore the looming threat to their right (Swamp Legion Halberdiers) in order to concentrate their fire on the Black Knights.
Magic: 5/2 – no channels
The Spellsinger casts Doombolt on the Black Knights with irresistible force – killing 10 knights. Unfortunately, the backlash also causes a wound to the singer, as well as 10 Elf spearmen holding the hill.

Combat:
The Swamp legion kills two more waywatchers, and the sole survivor flees. In lieu of occupying the building, they turn to face G2.
Orion kills two Singing Knights, but as is their way, The Singing Knights fail to cause any wounds – they can’t even kill a hound. But they do stand fast.

Python Empire Turn 5:
The Swamp Legion charges G2 – they stand.
Arthur & Lancelot leave their unit & work around flank of the Elf Spearmen
The Black Knights reorganize as there is no longer any point to being 10 wide

Magic – in which Tim the Enchanter blows the best roll he’s had in awhile
6/4 – both sides channel one dice
Tim casts Flaming Sword on Singing Knights – dispelled
Tim casts Fulminating Cage on Orion – dispelled
Tim fails to cast high powered fireball

Shooting:
Chestnuts kill 2 Glade Riders (one survivor)
In yet another epic display of bad luck – Brother Maynard’s Holy Hand Grenade only causes one wound to the Treeman (2/11 on a 4+ to wound)
Combat:
Glade Guard 2 – defeats Swamp Legion halberdiers – they route but escape for now.
Orion only manages to kill one knight & suffers one wound. Orion actually loses, but is unbreakable.

Wood Elf turn 5:
Glade Guard 2 – charges the routing Swamp Legion, they are overrun. The pursuit stops just one inch in front of Brother Maynard.
Meanwhile, the surviving scouts double time up to close their range on Brother Maynard.
Magic: 3/3 – no channels
Spellsinger casts Doombolt on the Knights of the Round Table – dispelled by scroll
Shooting: Surviving Glade Rider fails to wound the Chestnuts
Combat:
Treeman kills two more knights while suffering no loss; the Black Knights stubbornly fight on.
There is a lull in Orion’s fight – as neither side inflicts a wound

Python Empire turn 6:
Having postponed it long enough (the plan was to have Brother Maynard knock off a rank or two, but that never worked out), Arthur & Lancelot charge the flank, while the rest of Arthur’s Knights charge the front.
Magic: 5/1 – no channels
Tim casts Sword of Rhuin on Black Knights with irresistible force. Tim escapes injury yet again, but loses the rest of his dice.
Shooting
The Chestnut Raiders finally kill the last Glade Rider
Brother Maynard’s Holy Hand Grenade kills 14/17 of Glade Guard 2.
Combat
Treeman kills 3 Black Knights; but in yet another epic display on the part of Python’s Army, the Knights are 4/4 to wound & Treeman is 4/4 on saves.
The Singing Knight Champion finally does in Orion. Only one hound remains.
In what will be a theme for the rest of the game, elven spears just cannot penetrate Empire Armor. Galahad is slain & Bedevere wounded for the price of nine dead Elves. The Elves stay in the fight.
Wood Elf turn 6:
No moves
Magic: 6/2 – no channels
Spellsinger casts Doombolt on Sisters of Piety (passes by one) – they score 11 hits and wound 7/11 (4+) – eliminating the Sisters
Shooting:
The Scouts inflict one wound on Brother Maynard, as does the three survivors form Glade Guard 2.
Combat:
It is down to the Black Knight himself, as the Treeman kills his last 4 knights, and the Black Knight scores a wound on Treeman.
The Elven Guard spears continue their unequal struggle. Arthur & company inflict 11 wounds to none, but the Elves hold on. The Elves reform in defeat to try and keep a rank bonus.
The Singing Knight champion slays the last hound.

Python Empire turn 7.
The Knight who until recently said Ni (ie. The engineer who survived) charges the three survivors of Glade Guard 2 to prevent them from shooting Brother Maynard – who only has one wound left.
The Sining Knight Champion charges the enemy wizard, She sacrifices herself, knowing she will likely die, to get one more chance at dispelling.
Magic: 5/3 – no channels
Tim casts Sword of Rhuin on the Black Knight Champion
Tim casts Fulminating Cage with irresistible force on the Treeman; which does nothing to anyone.
Shooting:
Brother Maynard lobbeth a Holy Hand Grenade at the scouts killing six and leaving one very shaken survivor.
Combat
Ni engineer & two surviving Glade Guards swing and miss each other
The Treeman pounds the Black Knight into dust – apparently he isn’t all the invincible.
The Singing Knight Champion slays the enemy spellsinger.
The unequal struggle continues as Arthur & company slay eight, and the Elves again fail to wound, but fight on.
Wood Elf Turn 7:
No moves, no magic
Combat:
Arthur & company (10 kills) finally drive the few remaining Elves off the hill. They route and are overrun.
VICTORY TO ARTHUR

The starting Positions


Glade Riders screen the advance of the Empire


Middle of Turn 1


Swamp King's Legion supported by the Knights who say Ni!


Wood Elf center


Mid turn 3


Arthur & company gain the flank in a fight of Black Knights v. Dryads & Treeman


Wood Elf Spellsinger - painted by my brother many years ago





Automatically Appended Next Post:
Additional photos that didn't take the first time for some reason.

The Black Knight always triumphs!


Wood Elf flags done by my brother many years ago


Cammo cloaks - 2 on left done by my brother


Wood Elf spears - love the flag & cloaks



Brother Maynard in Peril


Arthur finds a flank
[/img]https://images.dakkadakka.com/gallery/2021/7/19/1112153-.jpg[img]

This message was edited 2 times. Last update was at 2021/07/19 22:54:26


Ahmed Ibn Fahdlan: [Ahmed is given a Viking sword] I cannot lift this.
Herger the Joyous: Grow stronger! 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Going to park this here:

https://www.kickstarter.com/projects/ixodois/bretonians-full-fantasy-army-project

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 us
Regular Dakkanaut





California Wilderness



Some of those look pretty good

Ahmed Ibn Fahdlan: [Ahmed is given a Viking sword] I cannot lift this.
Herger the Joyous: Grow stronger! 
   
 
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