Great comments, everyone. Let's get cracking, shall we?
Battle ReviewSpellArcher wrote:
Damn High Elves. Dont'cha hate 'em?
Yes! Things I now hate facing:
The Banner of Sorcery. Watching your opponent get a wadge of extra dice is upsetting. Hence my urgent desire to kill Mr Mage.
Swordmasters. Even without re-rolls, they're hitting on 3's and killing on 2's. Deadly.
Repeater Bolt Throwers. Expensive, but perfect for killing other elven elites. Knights are a useful distraction for them, mind.
Eagles. A pain in the arse. My dead dragon princes can testify to that.
SpellArcher wrote:
That Swordmaster block with the Prince in looks out of place on the flank. I guess he dropped it to counter your stuff but a foot character has to get into meaningful combat and losing the general's leadership on so many units can't be good. It's not like your guy where he can redeploy like lightning.
Agreed. A straightforward play to counter a flanking move by me which I never intended to make. I obviously tried to lure him to place strength there (and with the knights and swordmasters stood on my left flank, you can understand his reaction) but, in principle, infantry princes shouldn't be out on their own like that. Too easily isolated. I guess a good lesson to take from this would be to play to your own army's strengths in formation, rather than have all your drops dictated to you by what your opponent does.
SpellArcher wrote:
Seredain wrote:
we shall call this tactic Operation Bumrush.
Now you're getting all technical! I also note the tactical use of beer...
Well played, I always enjoy these kind of games!
Thanks chap. I admit for the record that, after all the beers (and since it was my last day in Bath), I was pretty blind technical.
Bolt Thrower wrote:
I'm just glad no one was taken out by that Sorcerous "Pear"-tal. <rimshot>
Arf! Quality terrain piece, that. Perfect, as it turns out, for blocking enemy bolt throwers from drawing line of sight to your eagles.
Bolt Thrower wrote:
I always think HE vs. HE is going to be boring but, when I go up against it, I find it to be a very enjoyable game. I didn't really get his deployment to be honest. It seemed like a list meant to hit at range effectively (many bows and curse available), but the deployment seemed too open to combat for that build. On the diagram, it looks like there may have been a building in the right hand corner of his zone. Castling up within and around that could have been more of a tough nut for your knights to crack.
The Shooting WarOur terrain selection precluded buildings- that piece in the top-right was pretty much just a slab of rock (read 'cereal bar box'). The deployment issue was problematic for his army, I feel. You're right to point out his advantage in the shooting phase (I was certainly very aware of it), but, all things considered, I think his army was not actually suited to playing in a castling fashion.
Shooting-wise, he was only ahead by one repeater bolt thrower. Sure he had the arrow-curse and Flames of the Phoenix, but I had Dwellers Below (a more dangerous spell than either) as well as the ability to Regrow my damaged units- a better spell in this context than Shield of Saphery since it remedies damage done and therefore always finds the most important target (whereas I could always shoot something not protected by the Shield- like an enemy bolt thrower).
The nature of our troop choices muddied the waters further. Although he had a bit more shooting, my opponent also had more units which were very vulnerable to shooting- particularly all those swordmasters. By comparison, my knights were well protected from arrows and only really had to worry about the repeater bolt throwers. The fact that my fast units were in his face early also meant that he wasn't focussing his own ranged power on my missile units, whereas I was targetting his. This quickly began to swing the shooting war in my favour, even though I started off with less (and even after a complete dud in that phase on Turn 1). All in all, I'm not sure the ranged war was so in his favour that he could simply castle up and wait for me.
Swordmaster of Hoeth wrote:
Hi Seredain!
I am very glad to see this new report, especially that you introduced your idea of aggressive redeployment. I was thinking about it as well and this is why I like our cavalry. This an important example of how to use deployment to disguise your real intention. Before I came up with ideas which had main disadvantage, i.e. I could still redeploy but in the case when the enemy had first turn my units were not in the position to attack just yet. In your example, even if your opponent moved forward you still have a lot of options, you could go for center as planned but also you have an opportunity to outflank him.
Hi Swordmaster!
'Central flank' deployments like the above really do give you a lot of flexibility- I put the chariot in these sort of positions all the time (since it tends to act as a utility unit), but there's nothing to stop you doing it with your knights and, since they're so powerful, they can really mess up your enemy's day if he doesn't know where they're going! The simple trick is to just keep your infantry units back in deployment. You can't redeploy your cavalry if you don't have the room to manoeuvre.
Swordmaster of Hoeth wrote:
I am a little disappointed, however, that all your effort in terms of deployment were rendered less spectacular by simple use of dweller's below. I really wanted to see that central attack.
If it makes you feel better, the enemy archmage was toast anyway. I had a charge on for my Turn 3 so, if he hadn't died to magic, he would have died to massive knightly charge. Ultimately, the move worked perfectly, even if it wasn't required in the end. Two methods of attack are better than one, eh?
Siegfried VII wrote:
Stormie wrote:
Shame that for all the tactics involved, "throw dwellers at the archmage's unit" is the most effective path to victory in this case. Glad that most gaming groups/tournaments I play in modify Dwellers to make it less game-breaking!
Agreed. In my opinion these spells ruin all the fun and make the game quite random.
Shinzou wrote:
I know that in the tournament I was on they had the added the "look out sir"-rule to these kind of spells to make the game less random.
Dudes! Not a lot of love for the Dwellers, I see...
Is Dwellers Below Overpowered?The bottom line is that the existence of Dwellers Below is not, in itself, a guarantor of victory either generally or in this instance. We'll ignore the possibility that you won't roll it (not likely) or that you may not end up casting it successfully (possible but not likely to happen in every magic phase). However, there are many many ways my opponent could have prevented me sucking his archmage into the ground. In principle, these are:
1. Take Magic DefenceI've said it a lot but, for only 20 points, a scroll can be a game-changing item. This is especially true when used against spells which take up lots of dice, like Dwellers. One pop, and 4, 5, 6 power dice are wasted. That not only blocks the spell cast, it severely damages the caster's chances of doing much else useful that phase- he has far fewer power dice and you have all your dispel dice left. Players who spend their points gathering spell selection and extra power dice, but who shirk on magic defence, can't very well cry foul when they see enemy spells getting through and causing them damage. As Stormie says, we all know the big spells exist and we're perfectly capable of acknowledging that with our arcane item choices.
2. Stay out of Range!24" is a decent range, but it isn't amazing. There's nothing stopping you from moving your archmage back, especially since he can carry Folariath's Robe and so may leave bodyguard units with impunity. In this last game, my opponent had plenty of spells to cast which would allow him to stay back: Arrow Curse and Vaul's Unmaking on the knights, Fury of Khaine against the chariot, Shield of Saphery on his own units. By choosing to cast Flames of the Phoenix on the spears (where Lecalion first deployed), the enemy archmage willingly put himself at risk. Bad decision. If he'd played it safer, of course, I'd still have my knights closing on him fast; but I wasn't going to pass up the chance to kill him off with magic!
3. Deploy AppropriatelyAn extension of point 2. If you know the enemy caster has Dwellers, don't offer him early casts at your most valuable units. When I'm fighting against Lizardmen, I tend to deploy my helm hammer on the far side of the field from the Slann (no quick kill possible when there are steadfast temple guard about). This way I can get lots of killing done before the Toad can do anything about it. By the time I get in range, my knights tend to be in combat and, therefore, immune to direct damage spells, Dwellers included. Of course, where there's a gap, I have the scroll ready and waiting.
4. Don't build a Beautiful TargetIf you put a Str 3 character in a killer horde of 50, don't be surprised if your opponent starts chucking juggernaut spells at him. In the last game that wouldn't have made a difference to me (I wanted that wizard dead- no-one likes a High Elf Banner phase- least of all another High Elf player!), but the principle is an important one to remember. Target saturation applies against magic spells just as it does against enemy shooting. If you have to, split your characters out of units to ensure Dwellers has no perfect target.
To all those recommending that 'comping' Dwellers Below is an easy way to make the game fairer, then, please consider Point 4 and think about what would happen if these sort of spells no longer existed. Since its introduction, with 'stepping up', supporting attacks and steadfast, 8th Edition has often been criticised for being an uninteresting, straightforward game determined merely by two infantry deathstars having a shoving match. This isn't at all the case (as I hope this thread has shown!), but certainly the horde-star is a very influential force in 8th Ed Warhammer. Think of all the grave guard hordes, savage ward hordes and the like which, even now, dominate many armies. I can think of no single way to better secure their dominance than to remove their chief vulnerability- the deathstar-killing spells. If you want to build an all-conquering unit filled with characters and huge numbers of troops, you can expect to enjoy the good times in combat, but be aware that you take a big risk!
ConclusionI've always seen the horde-star and Dwellers Below as being at the extreme opposite ends of the 8th Edition spectrum. To remove one and not the other would, in my view, create more imbalance than we currently have to live with. As long as there are units of 100 night goblins with 6 great-weapon heroes in them, I'll be happy that I have access to a spell which punishes them! By comparison; my small units, magic defence (even cheap as it is), fast units and deployment options protect me from such spells rather well. In this sense, Dwellers Below is a supporter of more balanced lists and, in the context of 8th Edition especially, this can only be a good thing. I honestly think that comp systems which punish the spell are, in respect of the metagame as a whole, pretty short-sighted.
SpellArcher wrote:
So as you can see, I'm not currently in favour of the comp! I guess I could cut n' paste?

Oberon wrote:
I for one am not disappointed by your use of dwellers. It's why there are tactical nukes and your army list gives you enough tools that you have choices and redundancy. He could have deployed his Mage out of the block, knowing you had the spell. There are always risks, but a keen general mitigates those risks as best he can. In the army we have a system of composite risk management when planning operations, the same applies to this game.
Agreed!