How's this dude coming along?RE.Lee wrote: and Belakor, too
RE.Lee's "Record of Lost Colonies"
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
Half-done I'd say. Base colours done, skin highlighted (which is like 90% of the model). I'm thinking about the base now - I'd like something special. Chaos star maybe? Like a summoning site?
cheers, Lee
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
The archers are looking good. I like the unit fillers and other interesting bits in there.
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
Thanks!
Belakor right now:
I'm quite happy with the base - there wasn't really much room to do something really spectacular (I'll leave that for the Hellcannon ). He should be more or less ready for Carroburg.
The scenario for the battle will likely be about claiming 3 movable objectives. Not sure about what those are going to be - I'm considering 3 Snotling Trappers, each knowing a crucial bit about the Fort defences. The will be claimable by non-flying units (not characters). The side controlling the majority of objectives at the end of the battle will be the winner. One side of the table will be impassable (the wall of Carroburg itself), but I don't think the garrison should take part in the battle.
As mentioned I'm taking 3k of Legion of Chaos, rather magic heavy, though I'm also taking a selection of light units (Ungors, Warhounds, Marauder Horsemen) for the objectives. The defenders will be High and Wood Elves, evenly split. The remain a mystery, as my opponent wanted to chose the force himself.
Belakor right now:
I'm quite happy with the base - there wasn't really much room to do something really spectacular (I'll leave that for the Hellcannon ). He should be more or less ready for Carroburg.
The scenario for the battle will likely be about claiming 3 movable objectives. Not sure about what those are going to be - I'm considering 3 Snotling Trappers, each knowing a crucial bit about the Fort defences. The will be claimable by non-flying units (not characters). The side controlling the majority of objectives at the end of the battle will be the winner. One side of the table will be impassable (the wall of Carroburg itself), but I don't think the garrison should take part in the battle.
As mentioned I'm taking 3k of Legion of Chaos, rather magic heavy, though I'm also taking a selection of light units (Ungors, Warhounds, Marauder Horsemen) for the objectives. The defenders will be High and Wood Elves, evenly split. The remain a mystery, as my opponent wanted to chose the force himself.
Last edited by RE.Lee on Thu Jan 04, 2018 12:46 pm, edited 1 time in total.
cheers, Lee
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
There's something nice and grainy about him, especially the sword.
Juicy!RE.Lee wrote:I'm taking 3k of Legion of Chaos, rather magic heavy,
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
Still not sure whether drybrushing was the right choice, but there he is
We've bumped the army size to 3200, so here's what I'll be taking:
Sorcerer Lord, Level 4 Slaneesh, Enchanted Shield, Power Scroll
Daemon Prince, Slaneesh, Flight, Chaos Armour, Soulfeeder, Charmed Shield
Bray Shaman, Level 1 Shadow, Chalice of Dark Rain
Bray Shaman, Level 1 Shadow, Herdstone Shard
Bray Shaman, Level 1 Shadow, Dispel Scroll
Exalted Champion BSB, MoSlaneesh, Dragonhelm, Dawnstone, Ironcurse Icon, shield
28 Warriors, shields, command
27 Gors, additional weapons, command
2x5 Marauder Horsemen
10 Ungor, MoSlaneesh
5 Warhounds
35 Bestigor, command, BoSwiftness
6 Knights, ensorcelled weapons, command, Gleaming Pendant
Gorebeast Chariot
Shaggoth, additional weapon
I want to try the Herdstone Cabal one more time - Slaneesh magic is really good from what I hear so I want to take advantage of that. Especially since controlling the movement phase might be crucial in the scenario.
Didn't want to overinvest in the Daemon Prince, as he's quite vulnerable to elf shooting, but with the Chalice I have hopes of getting him into combat, where he should be much safer.
A nice variety of chaff - we'll see which comes out on top. Looking forward to seeing the Ungor do something nasty
I'll be refusing a flank I think - with the Daemon, Knights, Bestigor swinging in towards the center. This should reduce the size of the battlefield and allow me to cope with the maneouverable elves.
Comments welcome!
Also - finished the Hangunner front rank:
We've bumped the army size to 3200, so here's what I'll be taking:
Sorcerer Lord, Level 4 Slaneesh, Enchanted Shield, Power Scroll
Daemon Prince, Slaneesh, Flight, Chaos Armour, Soulfeeder, Charmed Shield
Bray Shaman, Level 1 Shadow, Chalice of Dark Rain
Bray Shaman, Level 1 Shadow, Herdstone Shard
Bray Shaman, Level 1 Shadow, Dispel Scroll
Exalted Champion BSB, MoSlaneesh, Dragonhelm, Dawnstone, Ironcurse Icon, shield
28 Warriors, shields, command
27 Gors, additional weapons, command
2x5 Marauder Horsemen
10 Ungor, MoSlaneesh
5 Warhounds
35 Bestigor, command, BoSwiftness
6 Knights, ensorcelled weapons, command, Gleaming Pendant
Gorebeast Chariot
Shaggoth, additional weapon
I want to try the Herdstone Cabal one more time - Slaneesh magic is really good from what I hear so I want to take advantage of that. Especially since controlling the movement phase might be crucial in the scenario.
Didn't want to overinvest in the Daemon Prince, as he's quite vulnerable to elf shooting, but with the Chalice I have hopes of getting him into combat, where he should be much safer.
A nice variety of chaff - we'll see which comes out on top. Looking forward to seeing the Ungor do something nasty
I'll be refusing a flank I think - with the Daemon, Knights, Bestigor swinging in towards the center. This should reduce the size of the battlefield and allow me to cope with the maneouverable elves.
Comments welcome!
Also - finished the Hangunner front rank:
Last edited by RE.Lee on Thu Jan 04, 2018 12:46 pm, edited 1 time in total.
cheers, Lee
Elven Field Surgeon, Department of Intensive Care, Resuscitation and Necromancy
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
I like him. I feel drybrushing can go well on dark grey tones.RE.Lee wrote:Still not sure whether drybrushing was the right choice, but there he is
Caco can be murderous. Aquiesence is really good and reliable. Other good spells.RE.Lee wrote:Slaneesh magic is really good from what I hear
I guess you can spam Miasma if you fancy it?RE.Lee wrote: Especially since controlling the movement phase might be crucial in the scenario.
Where is his Scaly Skin?RE.Lee wrote:Didn't want to overinvest in the Daemon Prince, as he's quite vulnerable to elf shooting
A lot rides on the DP because Infantry might struggle to pin down those sneaky elves.
Nice! I like the banner and the trousers.RE.Lee wrote:finished the Hangunner front rank:
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
True! I've changed that, dropping Soulfeeder - a useful trait, but one I'm likely to forget anywaySpellArcher wrote: Where is his Scaly Skin?
I've also changed the Power Scroll to a Familiar to give me some more spells, and exchanged the Gleaming Pendant for SoDiscipline on the Warriors - the Sorcerer Lord will be my general and I could use the extra leadership.
Spamming Miasma could be fun against those heavy-shooting Elves
My friend drafted his High Elf list, with a bit of my help
Archmage, Level 4 Life, Book of Hoeth, ToProtection
BSB, barded steed, Star Lance, Golden Crown, Dragon Helm, heavy armour, great weapon
14 Archers, command
9 Silver Helms, shields, command
5 Reavers
21 White Lions, command
Frost Phoenix
RBT
A solid army, I think. The White Lions and Phoenix can act as both an anvil and a hammer, as needed, while the Silver Helms with the BSB pack a solid punch. The Archmage should do well to counter my Sorcerer. The Reavers will either go for the objectives or sacrifice themselves (as they so often do).
Waiting for the Wood Elves list now.
I'm thinking about increasing the number of objectives to 5. A majority of 2/3 seems a bit too easy to grab and protect with a Deathstarish unit...
cheers, Lee
Elven Field Surgeon, Department of Intensive Care, Resuscitation and Necromancy
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
Upon reaching Carroburg, Belakor realized the fortress could not be taken by storm. As the approaching Elven forces rendered a lengthy siege unfeasible a stratagem would be needed. Local peasants were exposed to a variety of enhanced interrogation techniques and quickly revealed that a secret passage was rumoured to lead to the Carroburg keep. The details were to lay with a group of goblin trappers, the self-titled "Reikland Crew". A race against time had begun...
I just couldn't resist painting up those little fellas
I just couldn't resist painting up those little fellas
Last edited by RE.Lee on Thu Jan 04, 2018 12:48 pm, edited 2 times in total.
cheers, Lee
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
I think this list is quite good against most of the (Infantry-heavy) Chaos army. It has Dwellers, Lions, Frostheart. But it has very little to deal with a Daemon Prince. More RBT, World Dragon, certain magic etc..That could be OK if the Wood Elves bring that magic and spam Waywatchers for example but HE's are better at it.RE.Lee wrote:Archmage, Level 4 Life, Book of Hoeth, ToProtection
BSB, barded steed, Star Lance, Golden Crown, Dragon Helm, heavy armour, great weapon
14 Archers, command
9 Silver Helms, shields, command
5 Reavers
21 White Lions, command
Frost Phoenix
RBT
For shame!RE.Lee wrote:Belakor realized the fortress could not be taken by storm.
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
The Archmage is likely to change his lore to Metal to fight this
The Wood Elf draft:
Spellsinger, lvl 2 beasts, dispel/power stone;
BSB, Stag, HoDA, spear, shield, Helm of the Hunt;
11 Glade Guard, st, mu, starfire shafts;
16 Eternal guard, command;
4 Treekin, champ.;
7 hagbane tips;
5 Wild Riders, command;
6 Waywatchers;
1 Treeman
Happy Easter!
The Wood Elf draft:
Spellsinger, lvl 2 beasts, dispel/power stone;
BSB, Stag, HoDA, spear, shield, Helm of the Hunt;
11 Glade Guard, st, mu, starfire shafts;
16 Eternal guard, command;
4 Treekin, champ.;
7 hagbane tips;
5 Wild Riders, command;
6 Waywatchers;
1 Treeman
Happy Easter!
cheers, Lee
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
Good call, no Dragonbane Gem! Chaos will miss the Dispel Scroll.RE.Lee wrote:The Archmage is likely to change his lore to Metal to fight this
Fun Wood Elf list. Waywatchers, Wild Riders and Treeman all good here.
Happy Easter!
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
Looks like a fun game all over. And the goblin trappers are brilliant. They're great looking little buggers
Rod
Rod
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
Thanks! I've added some highlights today, so they pop even more now
SpellArcher - I've remembered to take the scroll this time - one of the Bray-shamans has it. This and the Chalice should keep me relatively safe on turn 1.
Finished Belakor - mortals beware!
SpellArcher - I've remembered to take the scroll this time - one of the Bray-shamans has it. This and the Chalice should keep me relatively safe on turn 1.
Finished Belakor - mortals beware!
Last edited by RE.Lee on Thu Jan 04, 2018 12:48 pm, edited 1 time in total.
cheers, Lee
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
My bad. I like your Channels too.RE.Lee wrote:SpellArcher - I've remembered to take the scroll this time - one of the Bray-shamans has it.
Very nice! A model that repays close attention.RE.Lee wrote:Finished Belakor - mortals beware!
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
Agreed. He's pretty bad-ass. Let's see how he does in game.SpellArcher wrote:Very nice! A model that repays close attention.RE.Lee wrote:Finished Belakor - mortals beware!
Rod
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
Ok, game done!
Deployment:
As mentioned, my plan was to use my strong flank (north) to swing in. However, it was faced with the High Elves - strong buggers as you might know. The Phoenix in particular worried me - its great at denying enemy hammers.
The Elf wizards took Metal (HE) and Beasts (WE) in the end.
Thoughts
Deployment:
As mentioned, my plan was to use my strong flank (north) to swing in. However, it was faced with the High Elves - strong buggers as you might know. The Phoenix in particular worried me - its great at denying enemy hammers.
The Elf wizards took Metal (HE) and Beasts (WE) in the end.
Thoughts
Last edited by RE.Lee on Thu Jan 04, 2018 12:48 pm, edited 1 time in total.
cheers, Lee
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
Might take your Infantry a bit of time too RE.RE.Lee wrote:As mentioned, my plan was to use my strong flank (north) to swing in. However, it was faced with the High Elves - strong buggers as you might know.
Fear that Thunderstomp. A slightly draconic Phoenix?RE.Lee wrote:The Phoenix in particular worried me - its great at denying enemy hammers.
Should be fairly effective here.RE.Lee wrote:The Elf wizards took Metal (HE) and Beasts (WE) in the end.
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
It should be interesting to see if you can get through the HE line before the WE deal with the southern flank and swing round to relieve the HE contingent. I would be worried that you haven't left enough behind to deal with those pesky WE and you'll get hammered by them. They're fast little buggers after all.
Also, it looks like there's chocolate to fight over
Rod
Also, it looks like there's chocolate to fight over
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
@ SpellArcher - the Frosty is as draconic as always Infantry might not be the quickest, but those Bestigor roam with a M6, which is decent. Warriors are slow AF, though...
@ Prince of Spires - good point, I was hoping the Gorebeast Chariot was an appropriate counter measure, but things do look weak on down south.
Turn 1:
The guys on my left flank move up swiftly, leaving the goblin behind for now. I pick up the 3 ones to the south, exposing my light troops - the Shaggoth moves to cover. Magic is solid and I manage to cast Acquiescence on the Silver Helms, preventing them from a counter charge. No shooting.
Reavers block my Knights, while other Asur troops reshuffle. The Treeman charges my Marauders but I flee, leaving a goblin behind. I stop a big Searing Doom against the DP with a scroll, but a Final Transmutation hits my Bestigor, killing a dozen or so (its an IF and the Archmage loses 2 levels). They then get hit by a RBT and some archers and are decimated. Waywatchers kill 3 Knights (!) - this allows me to avoid the Reavers, however, so its not bad.
Goblins 2:0
Turn 2:
The Daemon Prince and the Knights slam into the Silver Helms. The Warriors move up to support the Bestigor. The Shaggoth charges the Treekin. Marauders take a goblin to safety.
Magic is similar, only Acquiescence targets the White Lions. No shooting.
I roll terribly for the big fight on the extreme flank, lose a Knight and kill perhaps two SHs. They hold and my Blizkrieg goes south... The Shaggoth does better, as he runs down the entire Treekin unit.
Inevitably the Phoenix slams into the flank of my Knights. The Wild Riders charge the Warhounds. Eternal Guards run down my (fleeing) Marauders and end up conveniently just to the side of my Gors. Reavers block the Bestigors.
Magic is terrible and I let through Enchanted Blades and Wildform on the Silver Helms.
Shooting butchers the Warriors, but there's still quite a few.
The Phoenix kills the knights and the DP suffers 2 wounds (one dealt by a freaking HORSE!). Its damage control now - no way I'm breaking through. Wild Riders butcher Hounds and almost make it into the Ungors.
Goblins 3:2
Some big blows for my strategy. I have total magic superiority, but it just doesn't show. Slaneesh magic is poor or I just don't have a good target. The range on the Choir is a joke! Can I turn this around?
@ Prince of Spires - good point, I was hoping the Gorebeast Chariot was an appropriate counter measure, but things do look weak on down south.
Turn 1:
The guys on my left flank move up swiftly, leaving the goblin behind for now. I pick up the 3 ones to the south, exposing my light troops - the Shaggoth moves to cover. Magic is solid and I manage to cast Acquiescence on the Silver Helms, preventing them from a counter charge. No shooting.
Reavers block my Knights, while other Asur troops reshuffle. The Treeman charges my Marauders but I flee, leaving a goblin behind. I stop a big Searing Doom against the DP with a scroll, but a Final Transmutation hits my Bestigor, killing a dozen or so (its an IF and the Archmage loses 2 levels). They then get hit by a RBT and some archers and are decimated. Waywatchers kill 3 Knights (!) - this allows me to avoid the Reavers, however, so its not bad.
Goblins 2:0
Turn 2:
The Daemon Prince and the Knights slam into the Silver Helms. The Warriors move up to support the Bestigor. The Shaggoth charges the Treekin. Marauders take a goblin to safety.
Magic is similar, only Acquiescence targets the White Lions. No shooting.
I roll terribly for the big fight on the extreme flank, lose a Knight and kill perhaps two SHs. They hold and my Blizkrieg goes south... The Shaggoth does better, as he runs down the entire Treekin unit.
Inevitably the Phoenix slams into the flank of my Knights. The Wild Riders charge the Warhounds. Eternal Guards run down my (fleeing) Marauders and end up conveniently just to the side of my Gors. Reavers block the Bestigors.
Magic is terrible and I let through Enchanted Blades and Wildform on the Silver Helms.
Shooting butchers the Warriors, but there's still quite a few.
The Phoenix kills the knights and the DP suffers 2 wounds (one dealt by a freaking HORSE!). Its damage control now - no way I'm breaking through. Wild Riders butcher Hounds and almost make it into the Ungors.
Goblins 3:2
Some big blows for my strategy. I have total magic superiority, but it just doesn't show. Slaneesh magic is poor or I just don't have a good target. The range on the Choir is a joke! Can I turn this around?
Last edited by RE.Lee on Thu Jan 04, 2018 12:49 pm, edited 1 time in total.
cheers, Lee
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
Good points.RE.Lee wrote:Bestigor roam with a M6, which is decent. Warriors are slow AF, though.
Could have been worse. Which two spells did the Archmage lose?RE.Lee wrote:stop a big Searing Doom against the DP with a scroll, but a Final Transmutation hits my Bestigor, killing a dozen or so (its an IF and the Archmage loses 2 levels)
It takes a seriously bad Monstrous Infantry to get seen off by a Shaggoth. A fellow Wood Ef player once agreed that their best use was getting killed to keep the enemy busy.RE.Lee wrote:The Shaggoth does better, as he runs down the entire Treekin unit.
A bit sad when we consider the T5, the 1+ AS and the 5+ Ward.RE.Lee wrote:one dealt by a freaking HORSE!
Usually taken on the Daemon Prince. Once that Unbreakable powerhouse gets stuck in he can cast Choir into his own combat.RE.Lee wrote:Slaneesh magic is poor or I just don't have a good target. The range on the Choir is a joke!
It's tricky because while you need to get the Warriors involved quickly on the flank, it looks like they can't March past the Treeman's charge arc. You could charge him with the Gors, just to hold him up but then he kills your Shamen. Can you move one out to block him as a sacrificial redirector?
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
Wow, that battleplan went south pretty fast...
You got off to a good start with Acquiescence on the SH. But after that the only bright point was the HE archmage losing 2 levels (and even that came at the cost of a good number of bestigors). And of course, the wound from the horse just adds insult to injury (although everyone knows it's really the horses that always do all the damage).
The elf side definitely has the upper hand, with the WL unit and the Treeman still untouched and the rest in a good position. Still, all is not lost yet. The elves are spread out quite a bit. If you manage to get them into one-on-one fights you could still grind them down. It depends a bit on the DP and how long he sticks around. If he disappears you have a relatively undamaged SH bus on your flank. Not a good thing. Also, looking at the picture, the infantry unit at the top (is it warriors?) look like they have an overrun through the reavers into the phoenix. It would (potentially) offer the lions a charge into that combat in the elf turn. But they might just be able to do what's needed to win that combat. Already they bring in a rank to negate steadfast of the SH. It's probably what I'd gamble on I think.
Rod
You got off to a good start with Acquiescence on the SH. But after that the only bright point was the HE archmage losing 2 levels (and even that came at the cost of a good number of bestigors). And of course, the wound from the horse just adds insult to injury (although everyone knows it's really the horses that always do all the damage).
The elf side definitely has the upper hand, with the WL unit and the Treeman still untouched and the rest in a good position. Still, all is not lost yet. The elves are spread out quite a bit. If you manage to get them into one-on-one fights you could still grind them down. It depends a bit on the DP and how long he sticks around. If he disappears you have a relatively undamaged SH bus on your flank. Not a good thing. Also, looking at the picture, the infantry unit at the top (is it warriors?) look like they have an overrun through the reavers into the phoenix. It would (potentially) offer the lions a charge into that combat in the elf turn. But they might just be able to do what's needed to win that combat. Already they bring in a rank to negate steadfast of the SH. It's probably what I'd gamble on I think.
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
I'm pretty sure it's the Bestigor Rod, which is helpful because they have S6/M6. I would definitely charge because if RE can distract the Treeman, it gives the Lions two threats to worry about. The Overrun is risky. They might not make it in. If they do, it gives the Phoenix something to Thunderstomp. Of course they get +2 CR for flank charge but I believe the High Elves have Ld 9 and BSB. Normally this would be very dodgy for the Lord but of course WoC DP's are Unbreakable. The question is whether the S5 hits (after Blizzard Aura) from the Bestigor and the DP can actually threaten to kill the Frostheart before he wipes the former out, I doubt it. Is the BSB in base contact with the DP RE?Prince of Spires wrote:Also, looking at the picture, the infantry unit at the top (is it warriors?) look like they have an overrun through the reavers into the phoenix.
Another thought is targeting the Treeman with Choir but it looks hard for the Sorcerer Lord to get close without risking combat. I guess you cast Aquiesence also and one spell should get through (unless the elves have a Scroll), slowing him to a crawl.
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
All of that was going through my head! The Bestigor went from my major force to a fragile hammer that I was uncertain could even damage the Phoenix.
The BSB was not in contact with the DP at this point.
The Elf Archmage lost Final Transmutation and Transmutation of Lead.
Good point about Slaneesh Magic on a DP but I'm too concerned about his relative fragility (only 4 wounds after all!) to put all those eggs in one basket.
Turn 3:
The Bestigors charge the Reavers. Warriors evade the Treeman and aim for the Elf center, as does the Shaggoth from the south flank. The Marauders go north with their goblin. The Gorebeast Chariot moves to threaten the Treeman.
Magic is again solid but indecisive - I once again get Acquiescence on the White Lions, as well as some Miasmas on shooters.
Ungors manage to kill a Wild Rider.
The Bestigors kill the Reavers (they were frenzied BTW, from a spell I cast last turn perhaps?) and I grab a goblin. I do not want to join the DP combat - I'm hoping for the Daemon to hold as long as he can. He manages to do that, but is left with 1 wound.
Wild Riders charge the Ungors. The Treeman charges my Gors, who surprisingly flee in terror. The Eternal Guards reform towards them. The middle scatters - the Glade Guard move to slow down the Warriors as the Waywatchers Archers and characters evade. Scouts move to block the Chariot.
Magic does little to nothing, as does shooting (as most archers have moved).
The Phoenix and BSB deal 1 wound, I fail my save and the DP goes down. The Ungors die.
Goblins 3:2
Turn 4:
The Bestigor, faced with the Phoenix, SHs and WLs, charge the elven cavalry - if they can break through I've got a slim chance of preserving that goblin. The Warriors assault the Glade Guard, the Chariot smashes into the Scouts. Shaggoth moves to counter the Wild Riders. The Gors rally and back away from the Eternal Guard and Treeman. Marauders continue their journey north.
Magic is again Acquiescence, this time on the Treeman. Funny how my opponents were happy to let that spell go each turn - I thought it was a major threat in the Lore!
No Shooting (RIP Ungors).
The Bestigors kill some SH, but fail to break the BSB, sealing their fate. A few die. The Chariot wipes out the Scouts and reforms towards the Wild Riders. Warriors kill the Glade Guards and turn back, hoping to save the Gors and maybe steal a goblin from the Treeman (they couldn't carry two though).
Eternal Guards charge the Gors, while the Treeman doesn't make it on his D6. Wild Riders attack the Shaggoth. White Lions move to deal with the Bestigor. Phoenix lands in front of the Warriors. The WE BSB (on a great stag) pursues my Marauders (she's a fast bugger!).
Magic does little, while shooting kills some more Warriors.
The Gors beat the EG but they Elves hold. The Wild Riders kill the Shaggoth outright (he was down to 4 wounds but still - they're killer on the charge!) and smash into the Chariot. The Bestigor only put a single wound on the BSB and the combat continues...
Goblins 3:2
Turn 5:
The Marauders evade the WE BSB.
In the magic phase I finally manage to cast Choir - the Phoenix loses 2 wounds.
The last 3 Bestigor bring down the BSB and turn to meet the unscathed regiment of White Lions (bets anyone?). The Wild Riders break the Chariot, but surprisingly fail to catch it. Gors keep fighting with the EG, some casualties on both sides but no running away.
White Lions into the Bestigors, Phoenix into the Warriors, Treeman into the Gors.
Shooting and magic kill the Marauders and so escapes my last viable goblin.
Fighting goes as expected and I lose 2 goblins.
I concede.
The BSB was not in contact with the DP at this point.
The Elf Archmage lost Final Transmutation and Transmutation of Lead.
Good point about Slaneesh Magic on a DP but I'm too concerned about his relative fragility (only 4 wounds after all!) to put all those eggs in one basket.
Turn 3:
The Bestigors charge the Reavers. Warriors evade the Treeman and aim for the Elf center, as does the Shaggoth from the south flank. The Marauders go north with their goblin. The Gorebeast Chariot moves to threaten the Treeman.
Magic is again solid but indecisive - I once again get Acquiescence on the White Lions, as well as some Miasmas on shooters.
Ungors manage to kill a Wild Rider.
The Bestigors kill the Reavers (they were frenzied BTW, from a spell I cast last turn perhaps?) and I grab a goblin. I do not want to join the DP combat - I'm hoping for the Daemon to hold as long as he can. He manages to do that, but is left with 1 wound.
Wild Riders charge the Ungors. The Treeman charges my Gors, who surprisingly flee in terror. The Eternal Guards reform towards them. The middle scatters - the Glade Guard move to slow down the Warriors as the Waywatchers Archers and characters evade. Scouts move to block the Chariot.
Magic does little to nothing, as does shooting (as most archers have moved).
The Phoenix and BSB deal 1 wound, I fail my save and the DP goes down. The Ungors die.
Goblins 3:2
Turn 4:
The Bestigor, faced with the Phoenix, SHs and WLs, charge the elven cavalry - if they can break through I've got a slim chance of preserving that goblin. The Warriors assault the Glade Guard, the Chariot smashes into the Scouts. Shaggoth moves to counter the Wild Riders. The Gors rally and back away from the Eternal Guard and Treeman. Marauders continue their journey north.
Magic is again Acquiescence, this time on the Treeman. Funny how my opponents were happy to let that spell go each turn - I thought it was a major threat in the Lore!
No Shooting (RIP Ungors).
The Bestigors kill some SH, but fail to break the BSB, sealing their fate. A few die. The Chariot wipes out the Scouts and reforms towards the Wild Riders. Warriors kill the Glade Guards and turn back, hoping to save the Gors and maybe steal a goblin from the Treeman (they couldn't carry two though).
Eternal Guards charge the Gors, while the Treeman doesn't make it on his D6. Wild Riders attack the Shaggoth. White Lions move to deal with the Bestigor. Phoenix lands in front of the Warriors. The WE BSB (on a great stag) pursues my Marauders (she's a fast bugger!).
Magic does little, while shooting kills some more Warriors.
The Gors beat the EG but they Elves hold. The Wild Riders kill the Shaggoth outright (he was down to 4 wounds but still - they're killer on the charge!) and smash into the Chariot. The Bestigor only put a single wound on the BSB and the combat continues...
Goblins 3:2
Turn 5:
The Marauders evade the WE BSB.
In the magic phase I finally manage to cast Choir - the Phoenix loses 2 wounds.
The last 3 Bestigor bring down the BSB and turn to meet the unscathed regiment of White Lions (bets anyone?). The Wild Riders break the Chariot, but surprisingly fail to catch it. Gors keep fighting with the EG, some casualties on both sides but no running away.
White Lions into the Bestigors, Phoenix into the Warriors, Treeman into the Gors.
Shooting and magic kill the Marauders and so escapes my last viable goblin.
Fighting goes as expected and I lose 2 goblins.
I concede.
Last edited by RE.Lee on Thu Jan 04, 2018 12:50 pm, edited 1 time in total.
cheers, Lee
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
I guess you're looking at 140pts to upgrade the DP, rather more to add a Sorcerer Lord. Received wisdom has the DP upgraded. But if you're not going to, maybe Lore of Tzeentch would be better, to give you some ranged killing power?RE.Lee wrote:Good point about Slaneesh Magic on a DP but I'm too concerned about his relative fragility (only 4 wounds after all!) to put all those eggs in one basket.
Hysterical Frenzy? It's a good use of the spell, I've done this before.RE.Lee wrote: Bestigors kill the Reavers (they were frenzied BTW, from a spell I cast last turn perhaps?)
It's an excellent spell and it saved your Gors from the Treeman for a while.RE.Lee wrote:Magic is again Acquiescence, this time on the Treeman. Funny how my opponents were happy to let that spell go each turn - I thought it was a major threat in the Lore!
I once received a chariot charge with 5 Wild Riders. One died to Impact hits, the other four killed the chariot outright!RE.Lee wrote:The Wild Riders kill the Shaggoth outright (he was down to 4 wounds but still - they're killer on the charge
Take that!RE.Lee wrote:The last 3 Bestigor bring down the BSB
Oh dear.RE.Lee wrote:White Lions into the Bestigors, Phoenix into the Warriors, Treeman into the Gors.
I kind of feel the army selections put you on the back foot here RE. Elves will outshoot you but WoC in particular have access to stuff (Skullcrushers, Chimerae, Chariots) that threaten to dominate the 'fast and hard-hitting' department. Instead you had loads of Infantry, which the elves were able to outmaneouvre and destroy. A common problem for Beastmen I guess.
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
I guess you're looking at 140pts to upgrade the DP, rather more to add a Sorcerer Lord. Received wisdom has the DP upgraded. But if you're not going to, maybe Lore of Tzeentch would be better, to give you some ranged killing power?RE.Lee wrote:Good point about Slaneesh Magic on a DP but I'm too concerned about his relative fragility (only 4 wounds after all!) to put all those eggs in one basket.
Hysterical Frenzy? It's a good use of the spell, I've done this before.RE.Lee wrote: Bestigors kill the Reavers (they were frenzied BTW, from a spell I cast last turn perhaps?)
It's an excellent spell and it saved your Gors from the Treeman for a while.RE.Lee wrote:Magic is again Acquiescence, this time on the Treeman. Funny how my opponents were happy to let that spell go each turn - I thought it was a major threat in the Lore!
I once received a chariot charge with 5 Wild Riders. One died to Impact hits, the other four killed the chariot outright!RE.Lee wrote:The Wild Riders kill the Shaggoth outright (he was down to 4 wounds but still - they're killer on the charge
Take that!RE.Lee wrote:The last 3 Bestigor bring down the BSB
Oh dear.RE.Lee wrote:White Lions into the Bestigors, Phoenix into the Warriors, Treeman into the Gors.
I kind of feel the army selections put you on the back foot here RE. Elves will outshoot you but WoC in particular have access to stuff (Skullcrushers, Chimerae, Chariots) that threaten to dominate the 'fast and hard-hitting' department. Instead you had loads of Infantry, which the elves were able to outmaneouvre and destroy. A common problem for Beastmen I guess.
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
The fully upgraded DP is tempting, but some bad luck in the shooting phase (I lost 3 Chaos Knights to a volley from 6 Waywatchers!) and I'm down to 3 level 1s...
My opponent reminds me that the Treeman actually turned back and helped the Phoenix against the Warriors - the Gor fight was irrelevant as there were no goblins to be won. This does mean that the unit survived, which alone is quite a feat for the forces of Chaos
The army selection was partly deliberate - I left out anything non-Slaneesh, so Skullcrushers were out as was anything with other useful Marks. MoSlaneesh is not very useful - I liked the AP on the Daemon, but other that that its so-so. I don't own the Chimera, nor do I intend to as the model is ugly
I think I got the balance between speed and staying power about right - this wasn't a Pitched Battle after all, I wanted to grab the goblins but also have the resilience to protect them. The Warriors, despite being so slow, managed to get their objective and were the last unit to let go.
That they lacked support was the key problem. On the left this was pretty much down to pure luck - I got who I wanted where I wanted, using spells I wanted to do so - no breaking the SH was a major blow. On the right however, I have to take the blame - the Herdstone Cabal ties up >500p for a couple of extra PDs - the points could be well used for another infantry unit pushing up the field, making escaping my Warriors so much more difficult! This is the last time I've taken this setup - powerful on paper, it has led to both my major defeats as Chaos.
The Chaos invasion in the West has failed and the Gods have left the Beastmen to fight a guerilla there, to weaken morale and lay waste to the land. The Wood Elves, however, should be more than a match
I should have some Orc Boars that I intend to convert into Razorgor. I hear the beasts are rather effective heavy chaff so I'm looking forward to using them in battle. Not sure they're the best pick against Wood Elves, but at least they'll give my some control over the movement of the damned Asrai.
I've also planned some conversions - a couple of Centigors, from leftover horses, Orc bodies and Gor heads/arms, as well as a BSB with Bret bits - there are some lovely broken Bret shields in the Irongut set (its perhaps the best place for bits I've come across!)
Meanwhile, I'm still painting the Empire. The Handgunners are now done and I've moved on to the Knights.
My opponent reminds me that the Treeman actually turned back and helped the Phoenix against the Warriors - the Gor fight was irrelevant as there were no goblins to be won. This does mean that the unit survived, which alone is quite a feat for the forces of Chaos
The army selection was partly deliberate - I left out anything non-Slaneesh, so Skullcrushers were out as was anything with other useful Marks. MoSlaneesh is not very useful - I liked the AP on the Daemon, but other that that its so-so. I don't own the Chimera, nor do I intend to as the model is ugly
I think I got the balance between speed and staying power about right - this wasn't a Pitched Battle after all, I wanted to grab the goblins but also have the resilience to protect them. The Warriors, despite being so slow, managed to get their objective and were the last unit to let go.
That they lacked support was the key problem. On the left this was pretty much down to pure luck - I got who I wanted where I wanted, using spells I wanted to do so - no breaking the SH was a major blow. On the right however, I have to take the blame - the Herdstone Cabal ties up >500p for a couple of extra PDs - the points could be well used for another infantry unit pushing up the field, making escaping my Warriors so much more difficult! This is the last time I've taken this setup - powerful on paper, it has led to both my major defeats as Chaos.
The Chaos invasion in the West has failed and the Gods have left the Beastmen to fight a guerilla there, to weaken morale and lay waste to the land. The Wood Elves, however, should be more than a match
I should have some Orc Boars that I intend to convert into Razorgor. I hear the beasts are rather effective heavy chaff so I'm looking forward to using them in battle. Not sure they're the best pick against Wood Elves, but at least they'll give my some control over the movement of the damned Asrai.
I've also planned some conversions - a couple of Centigors, from leftover horses, Orc bodies and Gor heads/arms, as well as a BSB with Bret bits - there are some lovely broken Bret shields in the Irongut set (its perhaps the best place for bits I've come across!)
Meanwhile, I'm still painting the Empire. The Handgunners are now done and I've moved on to the Knights.
Last edited by RE.Lee on Thu Jan 04, 2018 12:50 pm, edited 1 time in total.
cheers, Lee
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
The usual back-up in a WoC list is to have a Sorcerer on Fire. That way if the DP goes down you still have +2 to Dispel plus a Scroll and can throw big Fireballs at things. Obviously you're still in trouble. But the chances of losing the DP are not that great, he's much more likely to actually make it into combat and if he's fully tooled-up that often translates into a won game.RE.Lee wrote:The fully upgraded DP is tempting, but some bad luck in the shooting phase (I lost 3 Chaos Knights to a volley from 6 Waywatchers!) and I'm down to 3 level 1s...
Makes sense. Immune to Panic is handy on the Horsemen but it's marginal.RE.Lee wrote:The army selection was partly deliberate - I left out anything non-Slaneesh, so Skullcrushers were out as was anything with other useful Marks. MoSlaneesh is not very useful - I liked the AP on the Daemon, but other that that its so-so.
Excellent reason. I guess you could find an alternative model but a Legion is spoilt for choice. Some Daemons maybe?RE.Lee wrote: I don't own the Chimera, nor do I intend to as the model is ugly
Touché.RE.Lee wrote: this wasn't a Pitched Battle after all,
Sounds positive, more speed is good.RE.Lee wrote:I should have some Orc Boars that I intend to convert into Razorgor. I hear the beasts are rather effective heavy chaff so I'm looking forward to using them in battle. Not sure they're the best pick against Wood Elves, but at least they'll give my some control over the movement of the damned Asrai.
I take the point about needing to hold onto the Goblins but my preference would be to grab and run with something faster. The issue here with Horsemen I guess is the Wood Elves should shoot them down. The problem with multiple Infantry blocks is you lack flexibility. Frostheart and Treeman are both deadly to these. If you'd had a Hellcannon say instead of one block and more powerful ranged magic, the two remaining blocks might have been able to do better.
Just ooze discipline, don't they?RE.Lee wrote:The Handgunners are now done
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
I'm not sure it's just that though. I think the Herdstone taking up as many points as it did for not enough effect also puts you at a disadvantage right from the start. It means you have to work harder right from the start to get local superiority and that if you hit a bump along the way it's harder to recover. I think in a big part that's what happened. The SH sticking around was an unfortunate bump in the road but it happens. But the consequence was that the southern flank, which was down 500pts had no support and as such couldn't compete. Just imagine what 2 medium sized units could have done with charges / counter charges on that flank.SpellArcher wrote: I take the point about needing to hold onto the Goblins but my preference would be to grab and run with something faster. The issue here with Horsemen I guess is the Wood Elves should shoot them down. The problem with multiple Infantry blocks is you lack flexibilit
And yes, infantry is the ideal target for both the phoenix and the treeman. But they didn't actually do all that much (especially the treeman). besides threaten stuff until the second half of the battle. And by that time the battle was already long over.
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!
This could be a function of repertoire Rod. I may have missed it but what spells did the 'coven' have RE? Pit of Shades would have been a partial solution because while elves laugh it off, their Monsters don't. If all the Shamen defaulted to Miasma that doubles down on the Slaanesh board control but leaves nothing to kill or even threaten stuff at range. As said, if going with Slaanesh Lore, it probably needs to be on a fighter. I agree though, that even with perfect spells the Herdstone Shamen might not be worth it.Prince of Spires wrote: I think the Herdstone taking up as many points as it did for not enough effect also puts you at a disadvantage right from the start.
In a way, the flank attack was well-constructed with a classic fast combo-charge on the Helms, supported by an M6 block. Losing three Knights was unfortunate but it shows why a WoC player would generally bring a beefier unit. There's not much you can do about the IF on the Bestigor. But with a stronger Chaos spell repertoire losing those two spell levels would have really cost the elves. Had the Daemon Prince brought Sword of Striking, Soul Feeder and Choir he might well have killed the HE's out anyway. As it was, killing 6 Helms in round one to break Steadfast was a bit of an ask. I don't think extra M4/M5 Infantry would have really helped this attack, compared to giving the faster units stronger tools.Prince of Spires wrote:The SH sticking around was an unfortunate bump in the road but it happens. But the consequence was that the southern flank, which was down 500pts had no support and as such couldn't compete. Just imagine what 2 medium sized units could have done with charges / counter charges on that flank.
Here I disagree. Without the Phoenix the Helms would have gone down, leaving the Chaos units free to attack the HE centre. It also saw off the Warriors in the end. The Treeman was less important but he was an ongoing issue in the centre and killed things later. With a Hellcannon, RE would have had a key back-up to threaten these bad boys when magic whiffed.Prince of Spires wrote:And yes, infantry is the ideal target for both the phoenix and the treeman. But they didn't actually do all that much (especially the treeman). besides threaten stuff until the second half of the battle. And by that time the battle was already long over.
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