Re: Brewmaster D's Army List Blog
Posted: Mon Dec 05, 2011 4:39 pm
Alrighty, I've got a bit more time now, so I can actually give some more detailed thoughts regarding the battle.
@ dabber - I like to give opponents the benefit of the doubt when it comes to their army lists, but I think you're right, I need to go with my gut a bit more when it comes to opponent's lists. Oh well, you live you learn.
I agree about the deployment - there's no reason to bunch up your artillery like that, and it allowed me to overrun the entire firing base in one fell swoop.
Regarding his roll of 3 dice vs. 4 - I'm not totally sure. He might have thrown 4 here, as you're right, it doesn't make sense to withhold 1 dice. My note taking was hasty due to it being a store game, so I apologize about this.
My magic phase, however, I can definitely comment on. I attempted the last banishment on the knights to do a few things. First, it gets the points for that unit. At over 300 points, I see that as worthwhile. I saw the warmachines as essentially dealt with - they had lions right in their face, as well as an eagle charging in, so I viewed those points as only a matter of time. The knights, however, could have slipped through my fingers, providing him with another redirector as well as a means of witholding points. I was careless though, and didn't premeasure the 12" range for the strength boost on banishment, so that ended up costing me.
Banishing the warmachines was certainly a possibility - It was a real toss up for me. On one hand two banishments has a good chance of shutting down two of the artillery pieces, however I already had Pha's up on almost every unit that mattered, so I felt confident in going for the big points and trying to panic the knights, who were outside of the leadership bubble. Being so far back, poised for a counter charge, a panic would have almost certainly removed them from the table.
My main goal with the swordmaster charge on his greatswords was to grind them down to manageable levels. I was confident in my magical superiority at that point, as the +1 to dispel was *really* hurting him. My forgetting to target the Warrior priest in particular was the biggest mistake of that game, however. It single handedly cost me about 10 swordmasters. Bad rolling aside, with the amount of buffs on the swordmasters, they should have been able to go nearly 3 rounds with those guys and severely dwindle their numbers. This would also buy me the time I needed to mop up the artillery, and in this pursuit at least I was successful.
Glad you enjoyed it!
So I've used the term flexible to describe the lore of light before, but I've never had a battle report to really help provide tangible evidence of what I mean.
If you look at my needs each turn, the lore of light has something to offer for each one.
Turn 1 - I need protection from the ranged assault, as well as the ability to provide ranged threat of my own - Banishment and Pha's pull through in spades. If Pha's failed, I could also have utilized Net to put one of the mortars out of commission
Turn 2 - My troops are in position to assault his units, but I need some movement flexibility in my next turn to ensure that my charges land home, as some are far enough to be risky. Timewarp fills this gap nicely
Turn 3 - My swordmasters need to increase their combat potential, primarily defensively, but also offensively. I have a myriad of options here, with the potential for 2x Pha's, Speed of Light and Timewarp. In then end, I get one of each off (not that it mattered *curse words). Because the spells are all 1 turn, I can count on them remaining for two rounds of combat.
Turn 4 - My troops are vulnerable to shooting once again, with several of the combats wrapping up. My lions are also threatened by the Greatswords, and could use some extra combat punch to dissuade a charge. Net shuts down one of the mortars, and a pha's + timewarp combo makes the White Lions really unattractive to charge or to shoot at.
Turn 5 - Once again in combat with a hatred wielding horde. What I need is some defense to increase the grinding capabilities of my elites - with that, they'll definitely have the ability to grind down the opponent. What I get is nothing, but at least I have options - Pha's and speed of light, both of which can be powered up to effect both units in combat.
There's not a single turn where I don't have a spell that can do what I want. Lore of Light allows me to stack defense, stack offense, or any combination in between. I can't think of any other lore in the game that has this kind of flexibility and diversity. On top of that, it's a useful lore for any level of caster, with most spells having both a very low and a higher casting cost.
D
@ dabber - I like to give opponents the benefit of the doubt when it comes to their army lists, but I think you're right, I need to go with my gut a bit more when it comes to opponent's lists. Oh well, you live you learn.
I agree about the deployment - there's no reason to bunch up your artillery like that, and it allowed me to overrun the entire firing base in one fell swoop.
Regarding his roll of 3 dice vs. 4 - I'm not totally sure. He might have thrown 4 here, as you're right, it doesn't make sense to withhold 1 dice. My note taking was hasty due to it being a store game, so I apologize about this.
My magic phase, however, I can definitely comment on. I attempted the last banishment on the knights to do a few things. First, it gets the points for that unit. At over 300 points, I see that as worthwhile. I saw the warmachines as essentially dealt with - they had lions right in their face, as well as an eagle charging in, so I viewed those points as only a matter of time. The knights, however, could have slipped through my fingers, providing him with another redirector as well as a means of witholding points. I was careless though, and didn't premeasure the 12" range for the strength boost on banishment, so that ended up costing me.
Banishing the warmachines was certainly a possibility - It was a real toss up for me. On one hand two banishments has a good chance of shutting down two of the artillery pieces, however I already had Pha's up on almost every unit that mattered, so I felt confident in going for the big points and trying to panic the knights, who were outside of the leadership bubble. Being so far back, poised for a counter charge, a panic would have almost certainly removed them from the table.
My main goal with the swordmaster charge on his greatswords was to grind them down to manageable levels. I was confident in my magical superiority at that point, as the +1 to dispel was *really* hurting him. My forgetting to target the Warrior priest in particular was the biggest mistake of that game, however. It single handedly cost me about 10 swordmasters. Bad rolling aside, with the amount of buffs on the swordmasters, they should have been able to go nearly 3 rounds with those guys and severely dwindle their numbers. This would also buy me the time I needed to mop up the artillery, and in this pursuit at least I was successful.
Glad you enjoyed it!
So I've used the term flexible to describe the lore of light before, but I've never had a battle report to really help provide tangible evidence of what I mean.
If you look at my needs each turn, the lore of light has something to offer for each one.
Turn 1 - I need protection from the ranged assault, as well as the ability to provide ranged threat of my own - Banishment and Pha's pull through in spades. If Pha's failed, I could also have utilized Net to put one of the mortars out of commission
Turn 2 - My troops are in position to assault his units, but I need some movement flexibility in my next turn to ensure that my charges land home, as some are far enough to be risky. Timewarp fills this gap nicely
Turn 3 - My swordmasters need to increase their combat potential, primarily defensively, but also offensively. I have a myriad of options here, with the potential for 2x Pha's, Speed of Light and Timewarp. In then end, I get one of each off (not that it mattered *curse words). Because the spells are all 1 turn, I can count on them remaining for two rounds of combat.
Turn 4 - My troops are vulnerable to shooting once again, with several of the combats wrapping up. My lions are also threatened by the Greatswords, and could use some extra combat punch to dissuade a charge. Net shuts down one of the mortars, and a pha's + timewarp combo makes the White Lions really unattractive to charge or to shoot at.
Turn 5 - Once again in combat with a hatred wielding horde. What I need is some defense to increase the grinding capabilities of my elites - with that, they'll definitely have the ability to grind down the opponent. What I get is nothing, but at least I have options - Pha's and speed of light, both of which can be powered up to effect both units in combat.
There's not a single turn where I don't have a spell that can do what I want. Lore of Light allows me to stack defense, stack offense, or any combination in between. I can't think of any other lore in the game that has this kind of flexibility and diversity. On top of that, it's a useful lore for any level of caster, with most spells having both a very low and a higher casting cost.
D