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 Post subject: Re: Dragonlord Rising
PostPosted: Fri Aug 09, 2019 7:14 am 
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Auctor Aeternitatum
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Location: The city of Spires
CaledorRises wrote:
Prince of Spires wrote:
Bring the cloak of beards for the fluffy one. Come on, you know you want to ;)


Ah, I would love to! However, my opponent's fluffy list is for a narrative event in October and therefore is designed as an all-comers list. Bringing the Cloak of Beards would be tailoring my list to fight Dwarves since I never bring it in all-comers games, and I'm not a big fan of list tailoring unless both players do it.

Good point and a very good reason not to bring it. It's almost a pity that "fear" doesn't really do much in 8th edition. Because otherwise, 10 points to cause fear (and thus also be immune to fear) would be a good deal. And then the dwarf stuff would just be a bonus.

CaledorRises wrote:
I think my biggest issue was that I was too concerned with keeping the Silver Helms alive. Your suggestion of using them as bait would have been a very good idea, it just didn't occur to me because I was purely invested in how to keep them in the game.

I have the opposite idea with almost all of the units in my army. I don't hesitate to use any unit as sacrificial bait or speedbump if I think it would get me an advantage (though I hesitate with using my general / BSB as such, especially if they're monster mounted). Which might be why some of my models hate me... (my archers and shadow warriors for instance generally underperform...) ;)

Rod

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 Post subject: Re: Dragonlord Rising
PostPosted: Sat Aug 10, 2019 11:08 pm 
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Green Istari

Joined: Sat Sep 13, 2008 11:26 am
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Location: Otherworld
CaledorRises wrote:
The list is actually a very fascinating one. A contributing factor to placing so well at Triple Crown is that it was a +3 list. So he's got no duplicate warmachines as those are all penalties. He has 1 Organ Gun, 1 Cannon, and 1 Grudge Thrower. The list is designed around the Banner of 12" Stubborn and he's also got a unit of I think 20 Irondrakes with the Slowness Rune.

That sounds very interesting. Each war machine is a threat and the Irondrakes can be brutal. Stubborn would be a nightmare but the Star Dragon excels in a grind and the -1 Strength from Blizzard Aura should come in very handy. A runed-up Lord could be a factor. The Dragon Princes are a threat here because of World Dragon.

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 Post subject: Re: Dragonlord Rising
PostPosted: Mon Aug 19, 2019 9:53 am 
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Game 16: High Elves vs Dwarves

Finally getting the first of these games written up! I was playing against a spectacularly painted Dwarf army this time around. It was only my second game ever against Dwarves, so I was a bit nervous going in. We played two games in a short time frame so again these are written up like a tournament game without that many details. The first game we played was the fluffy one. My opponent was preparing for a narrative event so brought an army for that with some special units designed for the event. I decided to run a Caledor-themed list.

High Elves:
Prince mounted on Star Dragon w/ Star Lance, Other Trickster's Shard, Talisman of Preservation, Enchanted Shield
Dragon Mage of Caledor Level 2 w/ Dragon Armor, Charmed Shield, Biting Blade, Dispel Scroll, Ironcurse Icon
Noble BSB mounted on Barded Elven Steed w/ Dragon Armor, Dragonhelm, Ogre Blade, Shield
23x Archers w/ Musician, Standard
5x Ellyrian Reavers
12x Silver Helms FC w/ Shields
9x Dragon Princes of Caledor FC w/ Razor Standard
Frostheart Phoenix
Great Eagle

Dwarves:
King Kazador of Karak Azul (Dwarf Lord with 4 W, S5, first time he dies on a 2+ he comes back with 1 wound, ward saves must be rerolled against him, +1 CR to combats he is in, and he has a 1+ armor save that cannot be reduced below 3+ even by things that ignore armor)
Thane BSB w/ +1 CR banner, Strollaz, stuff
Runesmith w/ Spell Eating Scroll and other stuff
Runesmith w/ stuff
Gyrocopter w/ Vanguard
Gyrobomber
25ish Longbeards w/ Shields w/ Strollaz
28x Hammerers w/ Strollaz
30ish Pride of Azul Dwarf Warriors (+1 S and Stubborn when Kazador is with them) w/ Shields
40x Miners

Magic:
Dragon Mage: Flaming Sword of Rhuin, Fireball

Army Pictures:
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Deployment:
The Dwarf battle line deployed mostly in the open in the center with the two copters hidden behind a ruin to avoid early shooting. The Hammerers were in the center with the Longbeards on the Dwarf left. Kazador, a Runesmith, and the BSB went in the Warriors, the Longbeards I think had a Runesmith. The Elven archers deployed dead center opposite this with the Star Dragon behind. The Frostheart was off to the right slightly and the Silver Helms on the left, with the Reavers to their left. The Dragon Princes and Dragon Mage deployed on my far left to flank around the Dwarves along with the Eagle. The Dwarves won the roll-off for Vanguard so the Gyrocopter moved up to block the Reavers from moving and then the whole Dwarf line charged forwards.

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Initial Thoughts:
The Dwarf list is very hard to beat in combats so I'll want combo-charges on everything. The Hammerers will shred my cavalry and are the only real threat to my Star Dragon. I'm not sure how to fight the Gyros, they can easily kill my Archers and are a minor threat to cavalry. My list is much faster than the Dwarf list so the goal is to gang up on Dwarf units and beat them quickly, grinds are not really in my favor. That could be hard to do with the Stubborn crowd, though.

Turn 1 High Elves:
I won the roll off! However, in a risky move I decided not to charge anything Turn 1, even though I easily could. The Silver Helms and Archers backed up a bit, the Frostheart circled around the Dwarf rear, and the Star Dragon moved to the left. The flanking High Elf force moved up as quickly as possible screened by the Eagle and the Reavers to prepare for Turn 2 combat and possible redirection. Fireball was eaten by the Runesmith scroll and shooting did nothing.

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Turn 1 Dwarves:
The Dwarves stoically advanced forwards and that's about it.

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Turn 2 High Elves:
Charge! The Star Dragon hit the Dwarf Warriors in the front. The Dragon Princes joined in hitting the Warriors flank, to allow them space to get past the Reavers charged the Warriors front and the Eagle hit the flank of the Longbeards. The Frostheart also went into the rear of the Longbeards. The Dragon Mage failed his charge to get into the Warriors and the Silver Helms and Archers backed up a bit again to avoid the Hammerers. Combat ensued with the Frostheart killing some Longbeards and beginning one of the most amazing series of 1-hit Thunderstomps I've ever seen. The Star Dragon killed the Runesmith in a challenge and the Dragon Princes fluffed a bunch of rolls so that the Warriors easily stuck. The Reavers died having accomplished their goal.

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Turn 2 Dwarves:
The Bomber charged the Eagle in the rear and the Hammerers went into the flank of the Star Dragon. The Gyrocopter moved to block the Silver Helms from helping the dragon and then to my shock my opponent announced he had 40 Miners ambushing up behind my Archers. In combat the Dragon Princes killed more Warriors and the Hammerers did a staggering 6 wounds to the Star Dragon, though they took 12 casualties as well. The Bomber and Longbeards killed the Eagle but the Frostheart stuck around and continued an extremely slow grind on the Longbeards.

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Turn 3 High Elves:
The Dragon Mage charged the Dwarf Warriors and the Archers failed their charge into the rear of the Hammerers by a single inch. The Silver Helms charged and killed the Gyrocopter. The Star Dragon attempted a challenge to save itself but the cowardly Dwarves refused. The Star Dragon therefore was killed but took many more Dwarves with it. A bunch more Warriors fell as well. The Frostheart continued the slow grind.

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Turn 3 Dwarves:
The Miners charged the Archers and Silver Helms who both fled. The Hammerers pulped the Prince and the Elven BSB cut down the Dwarf BSB. The death of the Dwarf BSB caused a shock upset when the Longbeards failed their Steadfast test and broke from combat, being run down by the Frostheart. The Dwarf Warriors reformed in a conga line behind Kazador.

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Turn 4 High Elves:
The Frostheart charged the rear of the Hammerers, the Silver Helms and Archers rallied. The Frostheart killed most of the Hammerers but they stuck around. Kazador issued a challenge and the Dragon Mage accepted it, but Kazador refused to take much damage.

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Turn 4 Dwarves:
The Bomber and Miners charged the Archers, killing them and overrunning into the Frostheart who killed all but 2 Hammerers but broke from combat, escaping behind the Dragon. Kazador continued to slap the Dragon Mage around a bit.

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Turn 5 High Elves:
The Silver Helms reformed to face the Miners and the Frostheart rallied. Kazador finally killed the Dragon Mage, taking him out of the challenge with the Dragon.

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Turn 5 Dwarves:
The Hammerers marched out of the Frostheart charge arc and the Miners pushed forwards. Kazador challenged the Elven BSB this time, but the hero of Ulthuan cut down the Dwarven King. However, the Dwarven king was very annoyed at his death and decided to stand back up.

Turn 6 High Elves:
The Frostheart charged the Miners to keep them out of the main combat. Kazador again challenged the Elven BSB and the Champion of Caledor, Hero of Ulthuan and Son of Tor Caleda put the Dwarf King in his place once again, cutting him down for a second time. The Dragon then munched up the remaining three Dwarf Warriors.

Turn 6 Dwarves:
The Miners fought the Frostheart but couldn't hurt it, it meanwhile couldn't break them.

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13-7 High Elf Victory!

Thoughts:
The grinds were longer and harder than I expected. Certainly I didn't think Kazador's unit would stick around that long, but that's partially because I wanted my Star Dragon to kill Kazador and my opponent didn't let that happen. I definitely made a mistake in letting the Hammerers flank charge my Star Dragon, in hindsight I should have charged the Hammerers with my Star Dragon, and possibly the Frostheart too. I could have used the redirectors to keep the Warriors out of the fight for a little while and the flanking force wouldn't have had to engage so quickly. I also was very surprised by the Miners, I hadn't expected them at all which meant my continued retreat with the Silver Helms and Archers doomed the Archers to death and kept the Silver Helms out of the fight for pretty much the whole game. I think on the whole I played decently, but definitely mishandled the Star Dragon, my expectations of breaking the Dwarf Warriors were not based on fact in the slightest and that doomed the Star Dragon to face the single charge that had a decent chance of killing it: a Hammerer flank charge.


I would then take on the elite Dwarven army that won 3rd at Triple Crown.


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 Post subject: Re: Dragonlord Rising
PostPosted: Tue Aug 20, 2019 9:42 am 
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Posts: 231
Game 17: High Elves vs Dwarves

This game would be a lot harder. I will say at the outset that due to time we did not finish the game, unfortunately. It was a good time, regardless! I brought my Worcester list again.

High Elves:
Prince mounted on Star Dragon w/ The Other Trickster's Shard, Star Lance, Talisman of Preservation, Enchanted Shield
Noble BSB mounted on Barded Elven Steed w/ Ogre Blade, Dragon Armor, Shield
Mage Level 2 w/ Dispel Scroll
Mage Level 2
12x Silver Helms FC w/ Shields
22x Archers w/ Musician, Standard
5x Ellyrian Reavers
9x Dragon Princes of Caledor FC w/ Banner of the World Dragon
Frostheart Phoenix
Frostheart Phoenix

Dwarves:
Runelord w/ stuff
Runesmith w/ stuff
Thane BSB w/ stuff, Banner of 12" stubborn
10x Thunderers
14x Quarrelers w/ Great Weapons
29x Dwarf Warriors w/ Shields
19x Irondrakes
28x Hammerers
Organ Gun
Cannon
Grudge Thrower
Gyrobomber
Gyrocopter

Magic:
Mage: Iceshard Blizzard, Comet of Cassandora
Mage: Iceshard Blizzard, Harmonic Convergence

Army Pictures:
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I didn't do the Dwarves justice here, he's got an instagram page if you want better pictures! Worlds_edge_painting I believe it's called.

Deployment:
The Dwarves formed an interesting crescent formation in the center with flanks protected by buildings. From left to right: the Quarrelers, the Warriors with the Runelord, the Hammerers w/ the BSB, the Organ Gun, and the Thunderers. The Grudge Thrower and Cannon were a bit behind the line. The Irondrakes were in a forest off to the right with the copter and the gyrobomber was on the far left. I put a single Frostheart on my far left to engage the Irondrakes with the Silver Helms and Reavers next to them and the Archers in the center. My right flank was the main effort with the Star Dragon, second Frostheart, and the Dragon Princes. The Reavers vanguarded forwards.

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Initial Thoughts:
I was expecting a Castle, so this deployment is strange. The warmachines are a serious threat to my monsters, they can easily kill them so I need to be in combat fast, hopefully magic and some shooting can take them down. The only unit of his that I'm concerned about in combat is the Hammerers, but the Dwarf stubborness could make for some long grinds that I don't really want to be in.

Turn 1 High Elves:
I forgot to move the Reavers. The Silver Helms cautiously advanced towards the Irondrakes not wanting to get shredded, while the Frostheart charged forward at full speed. The Dragon Princes shuffled around with the second Frostheart and the Star Dragon to attack the Dwarf left next turn. Shooting plinked a single wound off the Organ Gun and magic put Harmonic Convergence on the Dragon Princes and Iceshard on the Cannon.

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Turn 1 Dwarves:
Most of the Reavers were killed by the copter. The Irondrakes unloaded on the Frostheart but only did 1-2 wounds. The Archers were decimated by the Organ Gun and the Cannon failed to fire due to Iceshard. The Grudge Thrower then missed the second Frostheart and hit the Star Dragon instead, taking 4 wounds off it and injuring the Prince.

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Turn 2 High Elves:
The Star Dragon and Dragon Princes crashed into the Dwarf Warriors and the Frostheart hit the Quarrellers. The other Frostheart hit the Irondrakes after losing a wound to stand and shoot. The Silver Helms pushed forwards fast to help the Frostheart next turn. The other Frostheart killed many of the Quarrellers and a lot of Dwarf Warriors died but both combats stuck. The Archers failed to touch the Gyrocopter and the Reavers moved to block the Organ Gun.

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Turn 2 Dwarves:
The twin copters killed both Mages and all but two Archers in a devastating bombing run and breath weapon attack. The Frostheart killed all but 1 Quarreler and the other Frostheart killed several Irondrakes. In some remarkable shooting the Thunderers and Organ Gun couldn't kill the Reavers so one was left. The Hammerers charged the Dragon Princes in the flank and slaughtered many.

Turn 3 High Elves:
The Frostheart finished off the Quarrellers, the second Frostheart was joined by the Silver Helms and the Irondrakes were wiped out. The Reaver charged the Organ Gun but did nothing. Only one Dragon Prince survived combat and the Star Dragon was knocked to 1 wound by stellar rolls out of the Dwarf Warriors.

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Turn 3 Dwarves:
The Archers were destroyed by the copters, the Dragon Prince was killed and the Star Dragon was killed as well. The Frostheart that had just killed the Irondrakes was hit by a cannon ball and killed and the second Frostheart was hit by the Grudge Thrower and took 3 wounds.


That's where we had to stop due to time. At this point the game was probably slightly in favor of the Dwarves points-wise as the Dwarf Warriors, Irondrakes, a Runesmith, and the Quarrellers had been killed at the cost of the Dragon Princes, the BSB, a Frostheart, the Archers, and both Mages, however, the game was very clearly headed for a sweeping Dwarf victory.


Thoughts:
I am not pleased with how I played this at all. The actions against the Irondrakes worked out exactly as planned, but that was it. The Star Dragon taking a scatter hit from the Grudge Thrower was extremely unlucky but also was due to me placing them a bit too close together. I also seriously bungled the Turn 2 charges, going into the Dwarf Warriors was a terrible idea as there was no way I'd kill them all and rerolling LD 10 isn't going to fail. I should have kept the Dragon Princes out of combat as with the BotWD they would be immune to most of the warmachine shooting. The Star Dragon and Frostheart combined could have killed the Quarrellers in one round, opening exploitation moves, leaving my flank open to the Hammerers for a second game in a row was just sloppy playing. I think I would do much better if we played again, but my opponent also admitted that one of the reasons the Dwarf list does so well is that it's a surprise the first time you play it. With yet another extremely disappointing performance by the Archers I am convinced I need to find a new unit in Core to replace them, they've consistently been unable to engage warmachines or Gyros with any form of success so I need to rethink them in my competitive list build.



A few days later I played two friendly games against Orcs and Goblins! Reports to come.


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 Post subject: Re: Dragonlord Rising
PostPosted: Wed Aug 21, 2019 10:52 am 
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Game 18: High Elves vs Orcs and Goblins

Finally I got to play some games without any time constraints! Therefore these battles will be returning to form with my long and detailed reports. Also, despite the thread title, I did not have a Star Dragon in this game or the next! I wanted to try something different for the first one, so I went with an almost entirely infantry army, very Lord of the Rings-esq elven force.

High Elves:
Anointed of Asuryan w/ Crown of Command, Enchanted Shield, Giant Blade
Archmage Level 4 w/ Book of Hoeth, Talisman of Preservation
Mage Level 1 w/ Khaine's Ring of Fury, Dispel Scroll
Noble w/ Dragon Armor, Shield, Dragonhelm, Ogre Blade
Noble BSB w/ Heavy Armor, Shield, Sword of Might, Talisman of Endurance
23x Archer w/ Musician, Standard Bearer
5x Ellyrian Reavers
30x Spearmen FC w/ Banner of Eternal Flame
22x Phoenix Guard FC w/ Razor Standard
25x Swordmasters of Hoeth FC
Great Eagle

Orcs and Goblins:
Black Orc Warboss w/ Shield, Basha's Axe of Stunty Smashin, Armor of Destiny
Savage Orc Great Shaman w/ Lucky Shrunken Head, Crown of Command, Seed of Rebirth
Goblin BSB mounted on Giant Spider w/ Shield, Light Armor, Banner of the Spider God
Night Goblin Shaman Level 2
Night Goblin Shaman Level 2 w/ Dispel Scroll
39x Savage Orc Boys FC w/ AHW
40x Night Goblins FC w/ 2x Fanatics
40x Night Goblins FC w/ 2x Fanatics
5x Wolf Riders w/ Bows, Shields
5x Wolf Riders w/ Bows, Shields
17x Savage Orc Boar Boy Big Unz FC w/ War Banner, AHW
Spear Chukka
Spear Chukka
Rock Lobba
Doom Diver

Magic:
Archmage: Walk Between Worlds, Arcane Unforging, Fiery Convocation, Drain Magic
Mage: Apotheosis

Savage Orc Great Shaman: Brainbusta, Hand of Gork, Ere We Go, Eadbutt
Night Goblin Shaman: Nightshroud, Gift of the Spider God
Night Goblin Shaman: Sneaky Stabbin, Vindictive Glare

Army Pictures:
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Deployment:
The Orc left had some Wolf Riders in front with the Savage Orc Boars right behind and the Rock Lobba behind that. The center had the massive group of Savage Orcs and on their right were both units of Night Goblins and the second Wolf Rider unit. Most of the artillery was behind in the line except for one Spear Chukka on a hill. My counter deployment had the Reavers on the far right with the Swordmasters dead center and the Archers on the right of the Swordmasters. The Spearmen were left of the Swordmasters and the Phoenix Guard anchored the flank. The BSB, Anointed, and Archmage were in the Swordmasters while the second Noble and the Mage were with the Phoenix Guard. The Eagle went far to the left. In vanguard the Reavers moved up to block the Wolf Rider movement while the other Wolf Riders charged into the center.

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Initial Thoughts:
I've got a very slow list and little shooting. That could make for a difficult game. The Greenskin shooting isn't excellent, though, and that will be the target for my Reavers and Eagle. The Greenskin infantry is a mixed bag. The Night Goblins are no threat outside of the Fanatics. The Savage Orcs I'll want to whittle down before I meet them, but the Swordmaster block should be more than a match for them. The hardest unit to counter is the Savage Orc Boars, if they get around me that's very problematic. Fortunately with such a massive footprint the Greenskins may get a little bunched up and flanking the Savage Orc Boars won't be easy. I think the Swordmasters are a match for either of the two big Greenskin hammer units, the issue will be facing both as the Phoenix Guard aren't in good supporting range for them.

Orcs and Goblins Turn 1:
The army moved forwards. In a few places in the pictures single models denote unit corners due to the terrain getting in the way. Magic was a 10-7 phase that saw Nightshroud go off on the Savage Orcs. Vindictive Glare failed to cast due to a bad mushroom and the Shaman was injured. Eadbutt was dispelled while Brain Busta hit the Archmage but was saved. One bolt thrower misfired but didn't take damage and the other shooting missed.

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High Elves Turn 1:
No charges were declared. The army shuffled forwards a couple inches. The Eagle triggered all of the fanatics who came forwards but didn't hit the Eagle. The Reavers ignored the Wolves and moved around the hit the Rock Lobba next turn. Magic was 11-6 and Unforging drew the scroll on the Savage Orc Shaman. Soul Quench obliterated the unit of Wolves in front of the Phoenix Guard with a miscast destroying the Ring on 2-dice. Drain Magic then miscast on 2-dice removing Nightshroud and in the miscast Drain Magic was lost as the Archmage became Level 3. Shooting killed 7 Night Goblins.

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Orcs and Goblins Turn 2:
One Fanatic spun too hard and died, another went back through the Night Goblins and killed 5. The army moved forwards and the Wolves moved to block the Reavers. Magic was 4-2, Vindictive Glare killed a Spearman and stole a dispel die. Hand of Gork went off on a Fanatic to move it right in front of the Swordmasters. The Doom Diver killed a Spearman after scattering off the Swordmasters, one Spear Chukka took two wounds off the Eagle and the Rock Lobba misfired.

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High Elves Turn 2:
The Reavers charged the Wolves to their front and the Eagle charged the Bolt Thrower. The rest of the line backed up a bit. Magic was 6-4, Walk Between Worlds went off on the Archers before Convocation was cast on the Savage Orcs. The roll was exact on the casting value and the dispel missed it by 1! As a result 16 Savage Orcs burned. The Archers then shot off a Fanatic. The Eagle failed to do any wounds and the Reavers killed the Wolves at the cost of a single elf and overran into the Rock Lobba.

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Orcs and Goblins Turn 3:
One Goblin unit failed Animosity and tried to charge, failing, hitting the Fanatic and losing 4 Goblins. The other Goblins also tried to charge the Spearmen so that the Boars would have room to fit around the building. Their charge failed but the gap was open for the Boars to charge the Swordmasters. Magic was a 6-6 phase that had Spider God dispelled and Convocation dispelled. One Spear Chukka killed 4 Spearmen while the Doom Diver killed 2 Phoenix Guard. The Eagle then killed one of the Goblin crew but died in return. The Reavers killed the Rock Lobba. The Swordmasters lost 6 of their number but killed the BSB and 11 Boars and ran down the fleeing Boars hitting the Night Goblins behind.

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High Elves Turn 3:
The Phoenix Guard charged the Night Goblins to their front and the Spearmen charged to help the Swordmasters. Magic was 7-6, Arcane Unforging was dispelled and Convocation hit the Savage Orcs again, this time killing 4. The Archers then killed another 3 Orcs. In combat the Phoenix Guard lost 1 elf and the Mage took a wound but they killed 9 Goblins. The Goblins escaped the pursuit, however. In the other combat the Spearmen took 4 casualties while 10 Goblins were killed. This time the Goblins broke and were run down, taking the Swordmasters into the Savage Orcs.

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Orcs and Goblins Turn 4:
The Goblins rallied after losing 2 of their number to a Fanatic again. Magic was 10-6 and saw Gift of the Spider God fail to cast. In a disaster, Convocation was not dispelled after a failed attempt and 7 more Orcs were killed. The Doom Diver killed 2 Spearmen in spite. In combat the Anointed and Black Orc Warboss got into a challenge and both took a single wound. The Swordmasters then wiped out the Savage Orc unit at the cost of a single elf, but the Orc heroes held on stubborn.

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High Elves Turn 4:
The Phoenix Guard charged the Goblins and the Reavers charged the Doom Diver. Apotheosis miscast for the 3rd elf miscast this game, healing the Anointed but killing the Mage, 3 Phoenix Guard, and 9 Goblins. The Archers plinked a wound off the injured Spear Chukka. The Reavers killed the Doom Diver. The Anointed of Asuryan cut down the Black Orc, the Swordmasters killed both Greenskin wizards, and the Phoenix Guard slaughtered the goblins, running down the survivors.


We called game as the Greenskins only had two warmachines left.
High Elf Victory!

Thoughts:
This game was brutal. I actually really liked my High Elf list, a bit to my surprise. I wasn't sure how it would do, but the infantry build worked surprisingly well. I think I played it fairly well, too, though there were some pieces that weren't up to me. The mass death brought about by the Swordmasters was due to cascading overruns taking them into multiple combats. I think the biggest mistake my opponent made was charging the Swordmasters with the Savage Orc Boars. I think he significantly underestimated the Swordmasters and that was the major cause of the Orc defeat as the Swordmasters then rampaged through the army. Fiery Convocation was also a huge boon this game, killing 27 Savage Orcs in total. The failed dispel late in the game was very unlucky. I also had some astoundingly bad magic luck with three miscasts, including two 2-dice miscasts. Fortunately, the miscasts weren't disastrous results, a Cascade on the Swordmasters could easily have cost me the game.


We both then modified our lists, I changed things substantially just to give a different game and my opponent tweaked his. The second game will be posted soon!


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 Post subject: Re: Dragonlord Rising
PostPosted: Thu Aug 22, 2019 10:12 am 
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Posts: 231
Game 19: High Elves vs Orcs and Goblins

Fourth battle report in four days! I switched my list up a good amount for this game, while my opponent just made some tweaks. We also rolled a scenario and ended up with Dawn Attack.

High Elves:
Eltharion the Grim, Warden of Tor Yvresse
Archmage Level 4 w/ Dispel Scroll, Ironcurse Icon, Talisman of Preservation
Noble BSB w/ Heavy Armor, Sword of Might, Talisman of Endurance, Shield
23x Archer w/ Musician, Standard
5x Ellyrian Reavers
30x Spearmen FC
5x Dragon Princes of Caledor FC w/ Gleaming Pennant
10x Dragon Princes of Caledor FC w/ Banner of Swiftness
25x Swordmasters of Hoeth FC w/ Licheborne Pennant
Frostheart Phoenix

Orcs and Goblins:
Black Orc Warboss mounted on War Boar w/ Shield, Sword of Swift Slaying, Seed of Rebirth, Armor of Destiny
Savage Orc Great Shaman mounted on War Boar w/ Lucky Shrunken Head, Crown of Command
Goblin BSB mounted on Giant Spider w/ Shield, Light Armor, Banner of the Spider God
Night Goblin Shaman Level 2 w/ Dispel Scroll
Night Goblin Shaman Level 2
39x Savage Orc Boys FC w/ AHW
40x Night Goblins FC w/ 2x Fanatic
40x Night Goblins FC w/ 2x Fanatic
5x Wolf Riders w/ Bows, Shields
5x Wolf Riders w/ Bows, Shields
17x Savage Orc Boar Boy Big Unz FC w/ Litcheborne Pendant, AHW
Spear Chukka
Spear Chukka
Rock Lobba
Doom Diver

Magic:
Archmage: Drain Magic, Apotheosis, Walk Between Worlds, Fiery Convocation
Eltharion the Grim: Shem's Burning Gaze, Birona's Timewarp

Savage Orc Great Shaman: Foot of Gork, Fist of Gork, Hand of Gork, Ere We Go
Night Goblin Shaman: Gork'll Fix It, Vindictive Glare
Night Goblin Shaman: Itchy Nuisance, Gift of the Spider God

Army Pictures:
Image
Image
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Deployment:
The Greenskins had one Spear Chukka isolated on the left flank and all three large infantry blocks in the center, the Goblins flanking the Orcs. One unit of Wolves was on each flank and the rest of the artillery was clustered on the right behind the Boars. The Elves had the Frostheart stuck on the right flank with the Swordmasters dead center flanked on the right by the Archers and on the left by the Spearmen. The large Dragon Prince unit was on the left and the small Dragon Prince unit ready to move to the right. The Reavers were on the far left. The Reavers vanguarded forwards as did the Wolves, pretty much straight up.

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Initial Thoughts:
The Frostheart is a bit out of position. My center is fairly strong and I think can handle the Orc center. The issue is the large block of Savage Orc Boars on the flank. I will try to hold them off with the Dragon Princes, but it could be difficult to do. The Reavers will try to destroy the enemy artillery as the small Dragon Princes circle around the enemy. The enemy magic is much more powerful this game, Foot of Gork is a serious danger and the Swordmasters are more vulnerable without the Anointed giving them an initial ward save and magic resistance.

Orcs and Goblins Turn 1:
Everything moves up, the Boars are a bit cautious. Magic is a 7-3 phase that sees Itchy Nuisance hit the Dragon Princes for 5 off their initiative and movement. Vindictive Glare fails to cast as does Foot of Gork and Gift of the Spider God. The Doom Diver kills 3 Archers and the Rock Lobba kills 3 Swordmasters.

High Elves Turn 1:
The Reavers push forwards aggressively as do the small Princes. The Frostheart heads towards the center and promptly forgets about the danger of Fanatics. This costs him as both Fanatics hit the Frostheart and do 3 wounds. The Swordmasters push forwards aggressively to evade shooting. The Dragon Princes on the left shuffle forwards. Magic is 5-4 and a 2-dice Walk Between Worlds fails to cast. Timewarp then miscast on 3-dice on the Swordmasters, killing one of them. The Archers kill 2 Goblins.

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Orcs and Goblins Turn 2:
The Boars cautiously advance. One Fanatic hits the Swordmasters and kills 3 of them. The rest of the army pushes forwards a bit. Magic is 10-7 and a 2-dice cast of Vindictive Glare on the Frostheart gets through the 4 dice dispel, but does no damage. Itchy Nuisance hits the Swordmasters for 5 again and Gift of the Spider God goes off on the Goblins. Hand of Gork is used to move the Doom Diver away from the Reavers and Foot of Gork is scrolled. The Doom Diver kills 2 Spearmen.

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High Elves Turn 2:
The Reavers charge the Spear Chukka and the Swordmasters charge the Night Goblins. The Frostheart moves to flank the Goblins or Orcs. The Dragon Princes charge the Wolves that moved in front of them to redirect. Magic is a 9-5 phase that sees Walk Between Worlds go off on the Archers and they use it to move up and kill a Fanatic. Drain Magic goes off on the Swordmasters then to remove Itchy Nuisance followed by a cast of Timewarp on the Swordmasters. In another big cast Apotheosis heals all 3 wounds off the Frostheart. The Swordmasters proceed to mince 22 Goblins at the cost of 1 and overrun into the Savage Orcs. The Dragon Princes annihilate the Wolves and reform while the Reavers kill the Spear Chukka.

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Orcs and Goblins Turn 3:
The Boars don't move up for fear of a Dragon Prince flank charge. The Goblins reform to face the side of the Swordmasters. Magic is 10-6 and Itchy Nuisance and Gork'll Fix It on the Swordmasters are both dispelled. Gift of the Spider God fails to cast. Foot of Gork then miscasts onto the Spearmen killing 5 after a bad scatter, then killing 3 Boar Boyz as a 1 is rolled for the stomp again. A Goblin Shaman is killed due to the miscast. Some Wolves kill 3 Archers and a Spear Chukka shoots a wound off the Frostheart. The Rock Lobba then lands a direct hit and kills 10 Spearmen. The Swordmasters cut down 15 Savage Orcs at the cost of 6.

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High Elves Turn 3:
The Reavers charge the Doom Diver and lose 1 to Dangerous Terrain. The small Prince unit charges the other Spear Chukka. The Frostheart hits the Savage Orcs in the side and the Spearmen fail their charge at the Goblin rear. Magic is only 5-2 but Drain Magic goes off to boost the Swordmaster ward save and Walk Between Worlds is used to kill the last Fanatic. Shooting kills a single Goblin. The cavalry kill both warmachines. The Swordmasters cut down another 13 Orcs at the cost of 4 elves and run down the survivors.

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Orcs and Goblins Turn 4:
The Boars charge the Spearmen who flee, leaving the Boars with their flank to the Dragon Princes. The Goblins charge the Frostheart. Magic is 11-6 and Gork'll Fix It goes off on the Frostheart. Vindictive Glare then fails to cast and Ere We Go fails to cast as well, preventing the Orc plan to use Hand of Gork to escape the Princes. The Wolves shoot down a Spearman and the Night Goblins lose 5 to the Frostheart.

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High Elves Turn 4:
The Reavers charge the Rock Lobba and the Dragon Princes flank charge the Boars. The other Dragon Princes charge the Goblin Shaman. Magic is 11-7 and Apotheosis heals the Frostheart. Drain Magic is dispelled, Timewarp is scrolled, and Walk Between Worlds is dispelled. The Reavers kill the Rock Lobba and the Princes kill the Shaman. The Frostheart kills 4 Goblins but takes another wound. In the main combat the Dragon Princes only kill 4 Boars after the Warboss made way, and then the Warboss killed 3 Dragon Princes and the Boars reformed to face.

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Orcs and Goblins Turn 5:
Magic is 6-5, Fist of Gork goes off while Ere We Go is dispelled. The Princes kill 4 more Savage Orc Boar Boyz but are killed to the last elf in return. The Frostheart kills 7 Goblins.

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High Elves Turn 5:
The Spearmen charge and kill the Wolves. Magic is 7-3 and the Archmage promptly miscasts Fiery Convocation which horribly does not damage. The miscast, on the other hand, is a Dimensional Cascade that kills the Archmage, wounds the Frostheart, and kills 3 Swordmasters. The Frostheart then kills 5 Goblins and loses another wound.

Orcs and Goblins Turn 6:
The Boars fail to charge the Swordmasters.

High Elves Turn 6:
Eltharion joins the Frostheart and together they finish off the Night Goblins.


High Elf Victory!

Thoughts:
Once again I had bad luck with miscasts. I think I played reasonably well, the decisive moment was the fantastic elf magic phase in Turn 2 that made the Swordmasters devastatingly powerful, allowing them to wipe out the Night Goblins and overrun into the Savage Orcs. Healing the Frostheart was also crucial as the Frostheart ended up taking 7 wounds throughout the game but still was alive at the end. I was very surprised at the utter destruction of the Dragon Princes of Caledor in combat with the Savage Orcs, I expected the flank charge to do much better. Part of the issue, though, was the Black Orc Warboss making way so that 4 Dragon Princes had to attack him only and they failed to harm the tough Orc. I thought my opponent played pretty well, I think the Savage Orc Boars were perhaps held back too conservatively, but that's because my opponent and I both thought that the Dragon Princes were more of a threat. My opponent's also normally extremely potent magic let him down here, which showed the risk of his normal tactic of throwing few dice to get a large number of spells off. It has worked very well in the past, but this game it unfortunately didn't, and that very well may have cost him the game.


I have one more game to write up against Lizardmen, but I think I'll wait on that for a little bit!


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 Post subject: Re: Dragonlord Rising
PostPosted: Fri Aug 23, 2019 11:53 pm 
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Green Istari

Joined: Sat Sep 13, 2008 11:26 am
Posts: 12619
Location: Otherworld
That’s an army with a lot of work on it CR! I also like your army pic at the start. I guess Kazador just isn’t as hard as a Dwarf Lord can be built but it’s an interesting list. Tournament convention here is that all units are shown to your opponent at the start, even if they’re hidden or begin off-table. I guess this wasn’t a tournament game though.

I agree with the decision not to charge Turn 1. I wondered if you had time to run the Star Dragon up your right flank and pick off the Longbeards first, they seemed to be the weak point. It obviously really hurt to lose the Star Dragon but you still ground your way to the win. The Longbeards failing their Break test was surprising but an army will fail a test eventually if it has to keep taking them. Good job!

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