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BATTLE REPORT: High Elves vs Wood Elves 3/27/2021 (6th Edition)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Average Orc Boy



Abington, MA

Welcome to the second MOHL Betrep of 2021!

Previously in the MOHL (Game 1) : https://www.dakkadakka.com/dakkaforum/posts/list/796323.page

Feel free to audit this Batrep for rules errors because we are always trying to learn and get better! Let me know what your thoughts are if you make it to the end of this report!

Please bear with me as I am trying to incorporate real photos of our minis and our terrain here without making it too confusing.

As always thanks for tuning in, without further ado let's get into it:

BATTLE REPORT: 3/27/2021
HIGH ELVES VS WOOD ELVES @ ULTHUAN


ROSTERS

HIGH ELVES :

HEROES

Mage LVL 2 - Lore: Heavens. Honour: Pure of Heart. Enchanted Item: The Ring of Fury. 160 Points.
Mage LVL 2 - Lore: Life. Honour: Seer. Selected Spells: Howler Wind and Master of the Wood. 160 Points.
Mage LVL 2 - Lore: Heavens. Honour: Seer. Arcane Item: Jewel of the Dusk. Selected Spells: Thunder and Lightning. 175 Points.

CORE

Silver Helms x 6 - Lances, Heavy Armour, Shields. Magic Standard: Banner of Ellyrion. Full Command. 188 Points.
Spearmen x 21 - Full Command. 261 Points.

SPECIAL

Swordmasters of Hoeth x 16 - Champion carries The Blessed Tome. Magic Standard: The Banner of Sorcery. Full Command. 300 Points.
Lion Chariot of Chrace - Crew is Stoic. Crew has Great Weapons. Lion Cloaks have no effect. The Chariot's Armour Save is 4+. Drawn by 2 War Lions. Causes Fear. 140 Points.

RARE

Great Eagle. 50 Points.
Great Eagle. 50 Points.

TOTAL -- 1497 Points




WOOD ELVES:


HEROES

Wood Elf Noble. Monstrous Mount: Great Stag. Wild Rider Kindred. 160 Points.
Spellsinger LVL 1. Monstrous Mount: Unicorn. Glamourweave Kindred. Dispel Scroll. 200 Points.

CORE

Glade Guard x 10. 120 Points.
Glade Guard x 10. 120 Points.
Dryads x 10. 120 Points.
Glade Guard Scouts x 8. 136 Points.
Glade Guard Scouts x 7. 119 Points.

SPECIAL

Wild Riders of Kurnous x 5. Full Command. 166 Points.
War Dancer Troupe x 10. Musician. 187 Points.
War Hawk Riders x 3. 120 Points.

RARE

Great Eagle. 50 Points.

TOTAL -- 1496 Points


DEPLOYMENT

We played a 1500 Point Pitched Battle, following the 6th Edition rules and using the Victory Points laid out on pages 198-199 of the Big Red Book.
An excel with full army lists are attached below with points costs, equipment/item selections, and special rules.
The Wood Elves selected a Wood Elf Noble as their General. Their Spellsinger was Level 1.She rolled The Twilight Host as her spell.
The High Elves selected a Level 2 Mage as their General and brought two more Level 2 Mages. The General was a Seer and selected spells 3 and 4 from Heavens. Another Seer selected spells 3 and 4 from Life. The Third Mage received the Pure of Heart Honour and rolled spell 3 from Heavens as well as swapping his other roll for spell 1.
We generated terrain from Ulthuan from the Big Red Book.
Surprisingly, he was okay with us placing more and more terrain, never opting to stop. I loved this as it blocked more shooting lanes. We generated lots of gentle hills, and lots of deep forests, as well as a few shrines, a monument, and a chasm.

The High Elves finished deploying first after using our Great Eagles to trick the Wood Elves into deploying a few units to the east where they would be far from the actual battle.

The High Elves received a +1 to the who-goes-first roll, which they won. They opted to go first and THE BATTLE BEGINS!
 Filename MATT VS COREY SEASON 3 MATCH 2 MAR 2021.xlsx [Disk] Download
 Description ARMY LISTS
 File size 19 Kbytes

[Thumb - DEPLOYMENT.JPG]
DEPLOYMENT

This message was edited 7 times. Last update was at 2021/04/15 19:25:50


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in us
Average Orc Boy



Abington, MA

TOP OF THE FIRST

START OF THE TURN:
NO TESTS REQUIRED

MOVEMENT:
NO CHARGES DECLARED
1,2) Both of the Great Eagles fly west as fast as they can, making for the main High Elf force.
3, 4, 5, 6, 7, 8, 9) The High Elves March north, except the Chariot which lurked behind the main force. The Silver Helms and two non-embedded Mages take cover in the Deep Forest, able to move through it freely.


MAGIC:
The Banner of Sorcery generated 1 power die. High Elves have 2 in the basic Pool, each Mage generates 2, the General generates one extra. (10 Total this Turn)
The Mage embedded in the Spearmen attempts to cast Second Sign of Amul with his two power dice. It failed!
The General attempted Forked Lightning with his two power dice, targeting the enemy Glade Guard (Green #4 on the Display). It succeeded, and killed 3 of the archers. They passed their Panic Test, using the nearby General's LD 9.
The Life Mage attempted Master of the Wood with his two power dice. It failed!
The Life Mage then attempted Howler Wind with the 2 power dice from the High Elves' basic pool. It succeeded, but was dispelled by the Wood Elves' only Dispel Scroll.
The General attempted Uranon's Thunder Bolt with his last power die and the extra generated by the Banner of Sorcery. It failed!

SHOOTING:
NONE

CLOSE COMBAT:
NONE
[Thumb - TOP 1.JPG]
TOP 1st

This message was edited 4 times. Last update was at 2021/04/13 22:24:54


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in us
Average Orc Boy



Abington, MA

BOTTOM OF THE FIRST

START OF THE TURN:
NO TESTS REQUIRED

MOVEMENT:
7,8) The Wild Riders of Kurnous and the Wood Elf Noble on the Great Stag Declare a Charge against the Spearmen and their embedded Mage! (The Spearmen pass their Fear Test caused by the Charging Wild Riders.)
1, 2, 10) The Glade Guard, Great Eagle, and Glade Guard Scouts head southwest towards the action.
3) The Warhawks take the high ground near midfield.
5) The Dryads move south towards the enemy
6) The Wardancers move into the Magic Fey Wood
9) The Spellsinger on a Unicorn moves south
11)The Glade Guard Scouts move west

MAGIC:
Wood Elves don't cast any spells.

SHOOTING:
1) The Glade Guard cause 1 Wound on a Great Eagle
10) The Scouts completely kill the other Great Eagle. (His friend passes the ensuing Panic Test.)
11) The other Scouts target the Swordsmen of Hoeth and deliver 4 Wounds (They passed their Panic Test.)

CLOSE COMBAT:
The Wild Riders, their steeds, the Noble, and Great Stag strike down 6 Spearmen and the slay the Mage! They also caused an Overkill wound when the two champions faced off in a Challenge! The Spearmen target the General on the Stag as much as they can and sink 2 Wounds, but one is turned away by the Ward Save, so he lives! The Spearmen manage 2 more wounds on the Wild Riders, both of which are also blocked by their Ward Save! The Wild Riders win the Combat 10-6 (9 Wounds plus Standard vs 3 Ranks, Standard, Outnumber, and 1 Wound). Even benefitting from the nearby Swordsmen's Blessed Tome giving them +1 Ld, they needed a 5 to stay. On a 7, they Broke! They fled only half a foot and were caught by the Wild Riders in pursuit, who also captured their banner! Both the Lion Chariot and the Swordsmen passed the resulting Panic Tests from seeing a friendly Break from Close Combat/Destroyed.
[Thumb - BOT 1.JPG]
BOT 1st

This message was edited 4 times. Last update was at 2021/04/15 19:26:19


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in us
Average Orc Boy



Abington, MA

TOP OF THE SECOND

START OF THE TURN
:
NO TESTS REQUIRED

MOVEMENT:
2) The Great Eagle Charges the left flank of the Wild Riders!
6) The Silver Helms Declare a Charge against the Glade Guard Scouts!
4) The Swordsmen take the High Ground
5) The Lion Chariot pivots to face up against the Wild Riders' other flank.


MAGIC:
The Banner of Sorcery generates 1 power die. (8 Total power dice this Turn.)
The Life Mage attempts Master of the Wood against the eastern Glade Guard Scouts. It succeeds, finding 2 Wounds.
The General casts Forked Lightning against the same Glade Guard unit he hit last Turn, and produces 2 more Wounds.
The General then casts Uranon's Thunder Bolt against the Warhawks, putting up 1 Wound.
The Scouts and Glade Guard both passed their Panic Tests.

SHOOTING:
NONE

CLOSE COMBAT:
2) The Great Eagle manages one Wound, and has the +1 to its CR for the Flank, but the Wild Riders strike back with a Wound and Outnumber with a Standard. They win the Combat 3-2 and the Great Eagle Breaks on an 8 (needed a 7, was juuuuust out of range by a hair of the General who would in turn have benefitted from the +1 LD boost the Swordmen were radiating) and Flees! It is not caught by the Wild Rider pursuit.
6) The Silver Helms plow into the Scouts with 5 Wounds. The Scouts Break and Flee, and are caught by the Silver Helms! They pursue off the board for a Turn.
[Thumb - TOP 2.JPG]
TOP 2nd

This message was edited 6 times. Last update was at 2021/04/13 17:47:13


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in us
Average Orc Boy



Abington, MA

BOTTOM OF THE SECOND

START OF THE TURN:
NO TESTS REQUIRED

MOVEMENT:
3, 5) The Dryads Declare a Charge against the Swordsmen's front, and the Warhwaks Charge their right flank! (The Swordsmen pass their Fear Test caused by the Dryads)
7,8) The Wild Riders Charge the already-fleeing Great Eagle, who continues off the Board!
1, 2, 6, 10) The rest of the Wood Elves continue to move in on the High Elves from all directions.
9) The Spellsinger moves into the Deep Forest to confront the Mages.

MAGIC:
NONE

SHOOTING:
NONE

CLOSE COMBAT:
The Dryads and the Warhawks smash into the Swordsmen with 5 Wounds! The Swordsmen only manage 1 back on the Warhawks and lost the Combat (Wood Elves had 5 Wounds, Flank, and Outnumber, High Elves had 2 Ranks, Standard, and did 1 Wound, losing by 3. They did NOT benefit from High Ground as the Warhawks negate that with their ability to Fly.) However, they were now Outnumbered by a Fear causing enemy and needed snake eyes for Insane Courage. They rolled a 10! They were caught fleeing by the Warhawks and the Dryads captured their banner! The Lion Chariot panicked from friends Breaking nearby, rolling a 9 (and no longer benefitting from the +1 LD Boost the Swordsmen had been providing!) It then proceeds to flee almost a full foot and a half on the 3D6 roll and Flees right off the board!
[Thumb - BOT 2.JPG]
BOT 2nd

This message was edited 13 times. Last update was at 2021/04/15 19:26:38


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in us
Average Orc Boy



Abington, MA

TOP OF THE THIRD

START OF THE TURN:
NO TESTS REQUIRED

MOVEMENT:
7, 9) Both Mages Declare a Charge against the Spellsinger in desperation.
6) The Silver Helms take cover in the Magic Fey Wood

MAGIC:
The High Elves have 7 power dice.
The General attempts Lightning against the Warhawks with his 2 power dice. It fails!
The General attempts Thunder against the Warhawks with the two pool dice and his extra magic item die. It succeeds, but is dispelled by 3 dispel dice by the Asrai!

SHOOTING:
NONE

CLOSE COMBAT:
The Mages are unable to Wound the Spellsinger. Her Unicorn slays a Mage and they run the other one down when it Breaks!
[Thumb - TOP 3.JPG]

This message was edited 3 times. Last update was at 2021/04/13 05:34:58


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in us
Average Orc Boy



Abington, MA

BOTTOM OF THE THIRD

START OF THE TURN:
NO TESTS REQUIRED

MOVEMENT:
6) The Wardancers Charge the Silver Helms!
Everyone else moves into position to capture quadrants.

MAGIC:
Corey decides, what the hey, might as well cast The Twilight Host on his Warhawks. It succeeds, the High Elves' 2 Dispel Dice Fail even with +1 to Dispel.

SHOOTING:
NONE

CLOSE COMBAT:
The Wardancers come in hot, cutting down 3 of the Silver Helms. They manage to claw back 2 Wounds and lose the Combat by 1 (Outnumber and 3 Wounds vs Standard and 2 Wounds). They needed a 7 to stay and rolled a 4, courageously staying to continue the fight.

[Thumb - BOT 3.JPG]
BOT 3rd

This message was edited 8 times. Last update was at 2021/04/15 19:26:55


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in us
Average Orc Boy



Abington, MA

TOP OF THE FOURTH

START OF THE TURN:
NO TESTS REQUIRED

MOVEMENT:
NONE

MAGIC:
NONE

SHOOTING:
NONE

CLOSE COMBAT:
The Wardancers strike 2 more Wounds *** and the Silver Helms land one final Wound in return. The lone remaining Silver Helm model has lost the Combat by 2 needing a 6 to stay. He Breaks with the roll of an 11 and they have fed their Banner and are unable to Rally so that's that, the High Elves were TABLED in the Top of the Fourth!

The Wood Elves claim all 4 Quadrants, have captured all the enemy's Standards, killed the General, claimed 100 Victory Points for slaying the Character wearing Pure of Heart, and have destroyed all enemy units, in an historic blowout.


*** We actually had a small bit of confusion here because my Champion was all that was left after these 2 Wounds. Corey didn't direct any attacks against the Champion specifically, but there was one Wound leftover from the regular Helms he wanted to apply to the Champion. I said, no, sometimes, the Champ has different WS, you need to direct attacks against him and overflow on HIM can be spread to his boys. Corey didn't like this because that's not how it works when you are shooting at a unit; after the Musician and Banner come down, so does the Champ. So I may have cheated here if the Champ was in fact supposed to have gone down. He wouldn't have been able to attack back obviously, and the game would have ended right there. But, as I was getting utterly destroyed, I didn't worry too much about cheating him and he let me roll for the Champ to have his attacks back. Any insight into this would be appreciated, we can't seem to find a clear answer in either the BRB or the 2004 Book.


One other question that arose was, should the Swordsmen have had to take a Panic Test when the Warhawks Flank Charged them? They hadn't fought a round of CC yet but they were about to also be engaged to their front. Should we have moved the Dryads first, then taken a Panic Test as soon as the Warhawks determined their Charge was in range?
[Thumb - TOP 4.JPG]
TOP 4th

This message was edited 6 times. Last update was at 2021/04/13 22:06:46


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
Made in us
Keeper of the Flame





Monticello, IN

Yikes. There was a stroke of bad luck there. Maybe time for new dice?

As far as Panic from a flank charge, that only happens if you're already engaged to the front. If the charges are simultaneous, then it doesn't apply. It's basically there to represent the "Oh, gak!" moment when you realize another unit is popping into the combat.

www.classichammer.com

For 4-6th WFB, 2-5th 40k, and similar timeframe gaming

Looking for dice from the new AOS boxed set and Dark Imperium on the cheap. Let me know if you can help.
 CthuluIsSpy wrote:
Its AoS, it doesn't have to make sense.
 
   
Made in us
Average Orc Boy



Abington, MA

.




ATTACHED BELOW IN EXCEL SHEETS: MATCH TWO BOX SCORE, MOHL 2021 STATS & STANDINGS


THREE STARS OF THE GAME:

3rd Star: Dryads -- 500 Victory Points scored, 1/1 in Rounds of Close Combat, 4 Wounds Caused, 1 Unit Destroyed, 2 Flees Caused, 1 Flag Captured, 1 Quadrant Captured
2nd Star: The Great Stag -- 571 Victory Points scored, 2/2 in Rounds of Close Combat, 2 Wounds Caused, 3 Units Destroyed, 2 Flees Caused
1st Star: The Wild Riders of Kurnous -- 771 Victory Points scored, 2/2 in Rounds of Close Combat, 4 Wounds Caused, 3 Units Destroyed, 2 Flees Caused, 1 Flag Captured, 1 Quadrant Captured





.

.
 Filename MATCH TWO BOXSCORE.xlsx [Disk] Download
 Description MATCH TWO BOX SCORE
 File size 15 Kbytes

 Filename SEASON III STATISTICS & STANDINGS.xlsx [Disk] Download
 Description 2021 MOHL STATS & STANDINGS
 File size 18 Kbytes

This message was edited 19 times. Last update was at 2021/04/13 22:26:09


WHFB 6th Edition
Our club owns most of the models from all 6th Edition armies and plays out of Massachusetts 
   
 
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