HE MSU - 2500 vs Imperial Air Force - rematch - 08.10

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Swordmaster of Hoeth
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HE MSU - 2500 vs Imperial Air Force - rematch - 08.10

#1 Post by Swordmaster of Hoeth »

Greetings!

Despite lots of work in real life I am very happy to have some regular opportunities to play Warhammer recently. After 2 games against O&G Eastern Barbarian came up with another idea for unorthodox army, this time based on Empire army book. However, I think you may find some similarities to the O&G armies he fielded previously. I will provide the details as soon as I get them, here is the list from the memory.

Empire - Army List

General of the Empire, Griffon, Blood Roar, Full Plate Armor, Lance, Cloak of Ulrik, Charmed Shield
Wizard, level 3, Pegasus, Dragonbane Gem, Trickster Shard - Lore of Death
Captain, Pegasus, Potion of Foolhardiness
Captain, Pegasus
BSB on barder warhorse
Warrior Priest on barded warhorse

10 Crossbwomen
10 Crossbowmen
17 Greatswords
10 Archers
10 Inner Circle Knights, Full Command
5 Knights

5 Pistoliers
Great Cannon
Great Cannon
Luminark
Hurricanum

Quite a few units, mixed arms setting and full squadron of imperial fliers!

General of the Empire - and his pet griffon Fluffy. Although not particularly exceptional fighter by himself, general of the empire still posed a threat. His 18" inspiring presence range is very helpful. His pet Fluffy probably would do better in combat than him but its Blood Roar was something that can be potentially more dangerous. Taking terror tests on 3d6 and discarding the lowest result sounds like a potential for chain reaction of fleeing. Especially if there is no general and/or bsb nearby.

His weakness lies in no protection for a Griffon so if it is exposed to even S3 shooting it can get hurt. I wanted to use that chance.

Wizard - level 3 Death mage is not good news for me, especially when it flies. The reason is that some of the spells are actually quite dangerous (either to characters or to the units) and it might be hard to dispel them all. In fact, I assumed that I am not going to do so and that I would need to let some in. The lore disadvantage of being short range one (relatively) is significantly negated by the fact that the wizard flies. I had to deal with that threat quickly and not let him land behind my lines. Please, bear in mind that we played with closed lists so I had no idea that he sported 2++ against flaming attacks.

Pegasus Captains - well armored and fast, they significantly add to the threat presented by the Griffon. In fact, if they were to combine their efforts they would comfortable go through any single unit I had. Thus I had to make sure they don't or at least that there is a counter charge ready. They are prime target for searing doom however, if there is opportunity to do so.

BSB - good, old fashioned BSB, probably equipped to survive. With the bodyguards of Inner Circle Knights he can be quite safe but also provide +1 to combat result and keep the line anyway. In fact, as a captain of the empire he allows ICK to test on 3d6 in case things go wrong.

Priest - a very good support character. Hatred allows to avoid rubber lance syndrome and his prayers may add to combats that little edge required to win them or save the Knights.

Inner Circle Knights - I have mentioned them already as BSB and Priest were going to go there for sure. Together they form a good hammer unit but also the one that may hold the line by neglecting the wounds. 1+ armor can often do wonders. Together with flying fighters they pose a fast threat to my infantry units and can also comfortably challenge cavalry.

Knights - 5 more knights as a supporting unit. Although 5 S5 attacks on the charge does not sound like the biggest threat ever, they have to be taken care of. Timely flank charge from that unit can destroy my fragile battle line. Can be comfortable sacrificed too if some staying power is needed.

Pistoliers - last of the cavalry units, Pistoliers are often overlooked in the favor of Outriders. I still like them because they are fast and can keep shooting while moving. Multiple shots may be less accurate but these are still S4 AP ones. Another unit I have to quickly deal with and not let to sneak behind my lines.

Greatswords - haven't seen these guys for a while. Stubborn and S5 means they can be a good anvil even if 17 is not huge number. Perfect for my small units but I would still bet my money on Swordmasters if both units clash with each other. If they can cooperate with cavalry and fliers you can arrange a very good battle line with fliers swooping to the flank, knights charging headlong and greatswords being a rear guard or second wave.

Crossbowmen and Archers - small arms fire is always needed. They are average of course but if focusing their fire they can be very dangerous. And if not taken care of can be more than annoying. The challenge is to get to them with combat troops while avoiding the enemy interceptors as well as do it so quickly so the same regiments can get back and help with the rest of the enemy units.

Cannons - I don't have many suitable targets for the cannons but they are dangerous because while positioning regiments I have to constantly pay attention not to expose the flanks. That slows my down significantly. In a similar fashion as with other shooters I need to get to them quickly.

Luminark and Hurricanum - I observed Hurricanum to be more often fielded by Empire generals so seeing both carts was a surprise. Both are very good support. First, they are chariots and as such can be great help in combat, especially against troops with higher initiative. Their special skills are also handy. Hurricanum gives +1 to hit. Fantastic buff, especially combined with hatred. +1 to power dice and +1 to dispel dice is also very helpful. Bound spell from Luminark acts like a mobile laser cannon and that also can be very useful.

In general, I faced the army that seems to be faster than mine due to fliers and good cavalry units. 2 chariots add to the flexibility of the attack as they can either help cavalry and fliers with longer charge range or support greatswords. Coordination of the troops with different speed is required but if achieved can be devastating. In addition to that there is dangerous magic used by highly mobile wizard as well as good but not overpowered shooting that cannot be ignored. There are also enough units to challenge my MSU and deny me my advantages during the deployment phase.

Here is the army list I took this time, few changes in comparison to the games against O&G:

Outcasts - Army List

Larry the Loremaster, Book of Hoeth, Dragon Helm, Talisman of Endurance
Bob the BSB, Dragon Armor, Golden Crown of Atrazar, Shield of the Merwyrm
Nasher the Noble, Dragon Armor, Barded Steed, Enchanted Shield, Star Lance, The Other Trickster Shard

18 Archers, Full Command
15 Sea Guard, Full Command
5 Ellyrian Reavers, Musician, Spears, Bows
5 Ellyrian Reavers, Musician, Spears, Bows

5 Dragon Princes, Musician, Banner of Eternal Flame
5 Dragon Princes, Musician
12 Swordmasters, Bladelord, Musician
12 Swordmasters, Bladelord, Musician
10 White Lions, Musician, Standard of Discipline
10 White Lions, Musician, Gleaming Pennant
5 Shadow Warriors

Eagle Claw Bolt Thrower
Great Eagle
5 Sisters of Avelorn

This time I took Star Lance hero although I decided to do so before I knew I am going to play against Empire. Obviously it is a good weapon against all these 1+ armor saves. I came back to Shadow Warriors, I think they are great and want to learn how to use them. I also added more Swordmasters, I just think I need more of them :)

I didn't take Ring of Fury as last time as I think the range is not that great for a pedestrian character. I am still pondering on the book. Yes, it did help me sometimes to keep the magic phase going but I guess I need to make notes on what and when it really helped. I probably would need to ask my opponents if in their opinion that item is such a massive difference.

I was looking forward to that game because with so many units the situation would be very dynamic and changeable. Natural advantage of having more units is negated by similar number and greater speed of the enemy. Some one-on-one combats were desirable some not so and it would be interesting to see who can win the upper hand in the movement game.

Deployment

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Deployment after vanguard move

I managed to stop Pistoliers from making a vanguard move with Shadow Warriors and I was very happy with it. It potentially created some problems on that flank. I wanted to use the cover of the hill to advance safe from cannons and shooters as well as create double line to prevent safe landing zones. That allows to move fast with the first line and do not be passive.

I hid Eagle Claw from cannons but the prize was limited visibility and not being able to reach to all targets. I detached 3 units to the left flank, Dragon princes, Reavers and White Lions with Gleaming Pennant to either avoid the enemy and charge the weaker shooting flank or engage Greatswords with 2 units of my own.

Will that plan work? :)

Empire Wizard had: Spirit Leach,The Caress of Laniph, The Fate of Bjuna

I was lucky to win the roll off and got the first turn!

Outcasts - Turn 1

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Elves move forward

Majority of the elven forces took the shelter behind the hill on the right flank, with some of the regiments appealing in the woods on the top if it.

Larry the Loremaster attacks first. His Burning Gaze goes through the magical defenses of the imperial wizard and he is saved only by his dragonbane gem. He is still wounded though. Iceshard blizzard is deflected but that was all human mage could do after losing his magical focus. Larry tried spirit leach then but it seems confused mind of his adversary was better armor as he could not find the path to the consciousness of the human.

Elven shooters picked their targets. Shadow Warriors unhorsed two pistoliers but their companions held the line. Then sea guard, Sisters and Archers all aimed at dangerously exposed General of Empire. His armor saved him more than once but Fluffy the Griffon was pinched in a butt and gave away roar of annoyance.

Empire - Turn 1

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Empire advances

Empire troops advanced mainly through the center but even there not at the full speed. On the left flank lone captain flew towards Eagle Claw. All he had to do now was to dodge incoming bolts.

Greatswords chased reavers from the woods and that allowed Crossbowmen to pick two of the elven fast cavalry. Both cannons killed dragon prince each and crossbowmen in the house aimed at sisters in front of them. White Lions lost two of their numbers to the laser cannon.

Then Empire Wizard prepared to attack Larry the Loremaster and take revenge for the previous assault. He first used his magic item to curse Elven general if he attempted to try and dispel any of his magic. Then he channeled all his power into single spell and the Loremaster could do nothing to even deflect the deadly Caress of Laniph. Luckily for him it only resulted in a single wound. Empire wizard struggled to control the magical feedback as the powerful side effect was dimensional cascade that started to build up in front of him. With the last effort he shot it down with a blast that fortunately didn't harm him. But he was now very exposed and he didn't kill his adversary.

Outcasts - Turn 2

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Death of the Wizard

Swordmasters on the right charged Pistoliers who decided it is time to perform tactical retreat. Warriors of Hoeth tried to reach the lone captain but were too slow. A little confusion on the way blocked the Noble too, who hoped to attack the captain for his personal glory.

Larry the Loremaster ordered his Lions to move forward to fill the gap and prevent counter charging by empire captain. The rest of the regiments pulled back to create a dead zone for the enemy fliers.

All these orders giving made Larry very tired and he failed to cast his first spell even when frantically searching for remedy in his book. (Edit: Got my mandatory double 1 to cast first spell and failed to get high enough re-roll :))

It was up to the shooters then to inflict some damage. Sea Guard didn't disappoint here. They aimed carefully and empire wizard, now exposed and without significant protection, was shot down from the skies.

Sisters and Archers didn't want to be worse in that competition and managed to wound Fluffy the Griffon twice this time! The beast was now bleeding and losing its strength.

Unfortunately, Eagle Claw failed to wound the captain although it hit him with a single bolt!

Empire - Turn 2

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Attack!

Clearly imperial troops believed that the best defense is offense. Captain on the left didn't wait for another chance and attacked eagle claw, destroying the war machine.

Blood combat erupted in the forest where Lions stood against Greatswords and Hurricanum, whose driver was crazy enough to storm his chariot through the woods. It did only single impact hit though. Lions hit hard, killing 5 imperial troopers but they hit harder, all lions died to great swords!

General of the Empire made a very bold decision to charge the Archers but his griffon was too weak to make such a long swoop and Inner Circle Knights had to move fast to protect their general.

On the right flank captain and knights charged against Lions and Loremaster but some miscommunication resulted in a poorly coordinated attack and only captain made it. Loremaster and Lions tried hard to kill him before he attacked but inflicted only 2 wounds all together. Captain gulped his potion but somehow managed to miss with all his attacks and only his pegasus wounded Larry the Loremaster. Elven general was badly wounded but still alive. Captain held his ground but it was just postponing the inevitable.

Cannon crew somehow picked up the Eagle behind the house and managed to land a perfect shot on big bird, leaving pile of bloody feathers. That spooked nearby archers who fled. Also reavers in the forest were somehow unnerved by the loss of one of their companion and fled as well.

Outcasts - Turn 3

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Pushing on the right flank!

Noble was eager to use his brand new lance against worthy target and charged the imperial knights. He managed to kill two on the charge but they stubbornly refused to flee.

On the other flank Dragon Princes spotted the greatswords and flank charge hurricanum. The driver, however, decided to pull his cart out of danger and managed to avoid treacherous branches. Elven Knights redirected to the crossbowmen but failed to make contact.

Brave captain died for his troubles while Larry the Loremaster managed to use the magic of the forest to protect his unit and heal himself.

Empire - Turn 3

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Empire strikes back!

Inner Circle Knights level their lances and charge. Reavers, confident that there is not enough space for the enemy to attack Swordmasters, retreat. However, that opens the path to the Archers and the Knights use that opportunity. Archers hold and stand and shoot. Due to charge through the lake 3 knights in total are lost but the rest make short work of unarmored elves and the unit is destroyed. Victorious knights reform.

General of the Empire makes a bold but maybe foolish decision to charge the Swordmasters. He tries to challenge but nobody replies and Fluffy the Griffon is quickly killed. The general holds the line but it seems his fate is sealed.


Outcasts - Turn 4

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Elves hit hard again

It is time for the Elves to charge. Sea Guard and Swordmasters attack the knights. Imperial armor is really thick and one of the knights survives but the pressure is too high to hold the line again. Elves reform and do not pursue.

Dragon Princes on both flanks charge and destroy their targets.

Larry the Loremaster unhorses 3 more knights with searing doom and the proud unit is down to bsb, priest and command group only. Despite that Swordmasters do not pursue Empire General. He was given a chance to die honorably in a single combat with the Bladelord but failed to kill his adversary and fled.

Empire - Turn 4

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Empire withdraws

When the only cannon misfired and failed to kill Elven noble, the barely general gave to order to retreat and save whatever regiments were left from the annihilation. The victorious Elves simply reformed and watched fleeing human army.

After-battle thoughts

EB decided there is no purpose in continuing the game and conceded. I guess he was right that he had no resources to fight back. The cannon was as good as dead, crossbowmen on the left were surrounded, the carts were scattered and the knights didn't pose enough thread. Not to mention that poor general was a sitting duck there.

Looking at the game from his point of view I am surprised with a few decision of his. EB played very well previous time and some of the things he used to protect his Wyverns would work here too. Instead, he carelessly exposed his general and wizard for magic and shooting. Grievous mistake as you could see. Even when I failed to make anything of my magic phase turn 2 I could still direct Sea Guard fire at exposed mage. It was not only easier to cast my own spells from now on but my characters were safe from the dead magic.

The advance of the troops seem to be uncoordinated and slow. The Knights could have moved fast forward, angling a little to the hill to threaten the units there. I had no ranks in the forest either so that also helped. Griffon could fly behind to get hard cover.

However, I think the deployment could have been better. With shooters closer to the line and central he would have had better chance to focus on single target and compensate for some poor rolls he had. Then keep his combat units together to support each other, maybe with greatswords and luminark detached to the refused flank for protection. With all 4 flying characters in the center he can redeploy and push where it is better for him. Or even if they were where they were they should be in the second wave, protected from shooting and magic and able to swoop down on a single target together.

All the above helped me to win the game for sure. I was still concerned with the crowd I created on the right flank. I forgot to move shadow warriors as initial plan was to shoot with sea guard at pistoliers and remove them from the game entirely. fortunately they didn't pose the threat but that was a mistake that should not have happened.

I underestimated Greatswords. I thought Lions would hold and I had a chance to flank them down. But I don't think I had enough resources there. What is more, I think I should have played defensively there and threaten pegasus captain with the heavy cavalry charge as well asl pull back the lions and have them ready to distract the knights.

Few more mistakes during the game that should not have happened. I positioned reavers and sisters for double flee but I didn't notice that by doing so I opened the path to archers. What I should have done was to hold with reavers and keep sisters in the building. That would allow to prepare counter attack on the knights or have sisters ready to jump out and block them again. Positioning of the eagle should have been discussed with EB first as I would have made sure he was not visible. Fortunately for me it didn't create a disastrous chain of panic checks but it should not have happened in the first place.

I hope you enjoyed the report! There might be a rematch at some stage, who knows!

Thanks for reading!
Last edited by Swordmaster of Hoeth on Wed Oct 08, 2014 4:47 am, edited 4 times in total.
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Re: HE MSU - 2500 vs Imperial Air Force - deployment

#2 Post by Hinge »

Very unusual Empire list missing many of the usual suspects (stank, Demi's) missing. The Great sword unit is just to small, especially with out good buffing magic to help them.

Gotta say, Eastern Barbarian loves his uncovnentional lists!

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Re: HE MSU - 2500 vs Imperial Air Force - deployment

#3 Post by Iluvatar »

And that's why we love seeing reports with him, Hinge! It's refreshing to see lists that are not the Internet standard. :)

Interesting lists and interesting deployment. The Empire fliers are not grouped which leaves you to guess what they will be doing.
(note: the White Cloak of Ulric gives the wearer a 5+ ward... no need for the Talisman of Endurance - I guess it's your mistake in the list report :) )
I like how you protected your cavalry against the cannons, especially the left DP unit. And if you let the Empire advance, the Eagle claw can have a nice flank shot on the ICK unit!

I'm curious to know what your brother's battle plan is, though. He won't get much points from shooting, especially since you outrange him (crossbows especially, deployed defensively).

I'll follow since with interest, as always! :D
(not sure I'll be able to answer though - vacations are coming and I hate posting on my phone!)
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Re: HE MSU - 2500 vs Imperial Air Force - 2.08

#4 Post by Swordmaster of Hoeth »

Hi guys!

The full report is on!

@ Hinge

Indeed, without Demis and S-tank that list does not look as dangerous but I think speed is its strength and it cannot be contained so easily as ground forces.

Yes, EB is well known for his unorthodox army lists and that is his trademark for sure. Expect unexpected! :)

@ Iluvatar

Thanks for spotting the mistake, I need to read these army books before posting :)

I hope the reports will provide additional entertainment during your well deserved holidays!

Cheers!
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Re: HE MSU - 2500 vs Imperial Air Force - 2.08

#5 Post by Ferny »

Thanks for the report. Comments to follow later (off to a wedding) if I can think of anything useful, though mostly I think you picked apart the various elements of his army one at a time...
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Re: HE MSU - 2500 vs Imperial Air Force - 2.08

#6 Post by Swordmaster of Hoeth »

Greetings!

EB was very eager to have a rematch so we finally managed to synchronize our free time to play a game over UB. It looked to me that he played the same army as before but if I get his full army list with details then I will update the report. All I have already written about his army has not changed and I knew that this time he will not be that reckless with his characters in particular.

My army changed a little, I left Book of Hoeth at home and picked my trusty Earthing Rod. Bob the BSB got Ring of Fury again to see if he can support Larry in the magic phase. Other than that it is the same army I used last time. Here is the deployment:

Deployment

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Deployment of the armies after vanguard

Pistoliers didn't use their vanguard move while Reavers moved back a little. EB won the roll off to determine who gets the first turn. His level 3 Wizard got the following spells: Spirit Leach, Fate of Bjuna and Soulblight

I also need to apologize for lack of details about magic phase in particular but I simply forgot to copy the chat #-o Thanks to Gatti I have something saved but it is not from the beginning and I will try to incorporate these information for later turns.

Empire - Turn 1

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Imperial troops move slowly forward

Imperial troops moved forward. The whole flying formation moved towards the building for protection. Inner Circle knights moved steadily out of the forest to avoid any unlucky accidents.

Artillery opened fire but the cannon balls flew either too short or failed to wound. Imperial officers were not impressed at all.

Outcasts - Turn 1

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High Elves move on the opposite flank

High Elves moved on the East to get closer the weaker enemy flank but also to be able to turn towards the center if the Imperial forces moved forward aggressively. Reavers looked for a better position as the Western flank was controlled by the fliers.

Nasher the Noble moved recklessly towards the house, hiding from the Imperial forces and his Knights pulled back to create dangerous landing zone for Imperial fliers.

Shooting and magic were inefficient as well and only a single Pistolier was unhorsed by the bolt from eagle claw.

Comment

It was a mistake as Imperial Death Wizard does not have to see me to cast his spells and with Spirit Leach and Fate of Bjuna he was more than well equipped to deal with lone characters without significant ward safe.

Empire - Turn 2

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Death Wizard claims his first victim

General of the Empire spurs his mount. Huge Griffon roars as if it was an Emperor Dragon and Shadow Warriors decided to flee from the building before it is going to be ruined by rampaging monster. (Edit: Failed Terror test on 3d6 due to Griffon upgrade)

The rest of the army maintained formation and didn't hurry to attack the Elves. Only Death Wizard cast his spells and soon Nasher the Noble met the very same fate that was the end of Bjuna.

Outcasts - Turn 2

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Outcasts strike back

The situation becomes more tense and Outcasts decided to go closer towards the center. On the West Reavers block Imperial troops and shoot at Pistoliers. They manage to kill two and survivors fail their panic check and flee the battle.

Other troops opened the path for Eagle Claw and the crew uses the opportunity to send a single bolt down to the flank of the IC Knights. Imperial BSB is saved by his companions but 2 of the knights are dead.

Shooting and Magic is also responsible for the early demise of one of the Pegasus Captains. His armor failed him when enough sharp sticks and balls of fire hit him.

Comment

I wanted to converge on the center and create a dilemma for Imperial forces. Move forward and expose the flanks or stay still and be the target of magic and shooting that at this range was much more dangerous.

However, I moved my Dragon Princes on the East too close. I also left the eagle too far away and had to sacrifice Reavers on the West to block Greatswords from attacking my cavalry.

If charged by IC I intended to flee as it would pull out the Knights forward and I could charge them next turn. Even if they reformed after catching fast cavalry.

Empire - Turn 3

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Empire strikes again!

General of the Empire charges exposed Dragon Princes who have to hold. They inflict 2 wounds on the Griffon but suffer two casualties in return and survivors flee the battle. General of the Empire fails to restrain and pursues of the battle field.

Pegasus Captain decided on the long charge and attacks Sisters who try to flee but move too far and move off the board. He then redirects at Shadow Warriors but they flee as well and he fails to catch them.

Outcasts - Turn 3

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The exchange of blows continues

Elves decided to strike back on the flanks. White Lions miscalculated the distance, however, and their charge failed. Swordmasters, on the other hand, got into the building with easy and there were no survivors.

Shooting and magic were again quite deadly, claiming second Pegasus Captain and wounding the Wizard twice!

Comment

Please, note, that Greatswords are not going to be able to charge as they are blocked by impassable terrain and by making a small wheel to the left they would not be able to complete the charge against WL or DP.

Turn details

Winds of Magic: 2,3
Channel: 1 for Loremaster
Power Dice vs Dispel Dice: 6-4

Ring of Fury: 3,6 --> Dispel Attempt: 2,3 --> Number of Hits: 3, 5 --> Number of Wounds: 3 --> All saved
Spirit Leach at Pegasus Captain, Boosted version: 1,5,6 --> No dispel attempt --> Loremaster wins 3:1 --> Dead Captain --> Lore Attribute: 1,2,2
Fireball at Wizard: 5 --> Dispel Attempt: 1,5 --> Number of hits: 1 --> Number of Wounds: 1 --> Ward Save Attempt: 2

Empire - Turn 4

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Death Wizard claims yet another victim!

Only inner circle knights charge and reavers this time hold. (Edit: Small unit of knights didn't charge, just moved forward little bit).

In a risky move, Death Wizard flies towards the open ground among the enemy units and singles out his adversary. Loremaster is unable to deflect the spell and despite his talisman, he too meets the fate of Bjuna.

Comment

This time I decided to hold with Reavers as some of my regiments where not in good position to counter and what is most important, by doing so I would open the path to Swordmaster regiment and I didn't want to risk that.

Turn details

Winds of Magic: 3,4
Channeling: none
Power Dice vs Dispel Dice: 8-4 (+1 power dice thanks to hurricanum)

Fate of Bjuna: 1,2,5,5,5,6 --> Dispel Attempt: 1,1,2,4 --> Number of hits: 3,5 -T3 = 5 hits --> to wound (2+): 1,4,4,5,6 --> ward saves (5+): 2,3,4,5 --> Dead Loremaster --> Lore Attribute: 6,6,6
Luminarc at Eagle Claw: 2,5 --> To wound: 4 --> Number of Wounds: 1

Outcasts - Turn 4

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High Elves keep fighting!

This time White Lions made it and charged the Knights. However, their attacks were completely inefficient and the combat ended in a stalemate(Edit: I was hitting on 3+, got 3 hits total, all wounded but all saved on 4+). Swordmasters tried to intercept the Knights but failed! (Edit: 10" away from IC Knights and I rolled 1,3 for distance :))

Shooting was mainly focused on the Griffon but only a single wound was inflicted upon the beast. What is more, eagle claw crew failed to finish off the Death Wizard! Their bolts wounded him only once and his talisman saved him!

Empire - Turn 5

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Imperial forces attack again!

Imperial forces charge in as Elven forces are considerably weaker without their general. Inner Circle Knights completely wipe out the Swordmasters and hit the Eagle behind them. The fact that warriors of Hoeth were under the influence of Soulblight helped enormously.

The archers took the risk and didn't challenge hoping to kill the griffon before it strikes but failed to do so and the beast killed many of their numbers. Fortunately, they were still steadfast and somehow Empire General decided not to attack elven BSB.

White Lions managed to kill 3 knights this time and broke the rest of the unit but failed to restrain and were not fast enough to catch the fleeing enemy either.

Comment

I made a mistake with Lions and didn't flee from Greatswords. It was a long charge but the consequences were far more devastating.

Outcasts - Turn 5

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Final attempt to change the course of battle!

Outcasts charge in the final attempt to swing the course of battle into their favor. White Lions chase away the Wizard (as he blocks the path) and then decided to attack Luminarc that also fled.

Shadow Warriors helped the Archers and they finally killed the Griffon. General of the Empire lost combat and fled only to be caught in pursuit!

Now, Swordmasters and Dragon Princes mounted double flank attack against Inner Circle Knights. Swordmasters managed to wound the priest only once (Edit: out of 6 attacks he got wounded 3 times and saved 2 wounds). The rest of the attacks were bounded by the thick armor! (Edit: I inflicted 9 wounds from Swordmasters alone and all were saved on 3+!). Only Dragon Princes inflicted some damage. In the end the combat was a draw and both units were in big trouble! Especially that Greatswords were now free to counter charge.

Comment

I have made another crucial mistake here, although due to the fact that Greatswords were free to move it mattered less. Basically, I should have charged Hurricanum with White Lions in order to prevent its counter charge next turn.

Empire - Turn 6

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Killing blow

With Elven units pinned in combat Greatswords and Hurricanum had no trouble in getting to the fight. Death Wizard cast a boosted version of Soulblight and all Elven units were now even more fragile and weaker. No wonder they lost combat by a lot and all units were caught in pursuit.

It was clear that Empire won the day after bloody battle and few survivors of the Elven army had to withdraw and save their Battle Banner.

After-battle thoughts

First of all I own EB apologies for not playing the last turn. It was late and my plans didn't work so I decided to throw the towel. I should have played that last turn regardless and I am sorry I didn't take that loss well. :(

He played much better game this time and you can see a pattern here. It was the same when I played against his double Wyvern. His first game he makes some mistakes but learns from them quickly and wins the re-match. I guess we need to play best of 3 or something like that!

I really like how he used his Death Wizard and I think he was MVP of the game. Killed noble, loremaster and made my units completely useless in combat while surviving the game on a single wound!

And to make it worse for me he did so with his artillery being completely useless! The amount of 1's he rolled for the to wound rolls was crazy.

Well done to him for a well deserved victory! =D>

The game started well for me and I think first half was good too. I lost Dragon Princes and a Noble (that was simply stupid move on my part) but had Griffon away from his troops and neutralized 2 Pegasus Captains too.

Then I started making more mistakes. I believe I still had a chance if I simply fled with Lions and didn't allow Greatswords to move to my back yard. Also, charging Hurricanum would keep Inner Circle Knights isolated.

From the hindsight I think I should have kept archers motionless and instead of shooting at Griffon I should have made sure that Death Wizard was dead first. Of course the odds that I would have killed him with eagle claw were good but his presence was more crucial for the following turns and I still had the means to contain Griffon.

Thanks for reading!
Last edited by Swordmaster of Hoeth on Wed Oct 08, 2014 4:47 am, edited 1 time in total.
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Re: HE MSU - 2500 vs Imperial Air Force - rematch - deployme

#7 Post by Galharen »

how did this battle end? :)
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Re: HE MSU - 2500 vs Imperial Air Force - rematch - 08.10

#8 Post by Swordmaster of Hoeth »

Empire won! :)
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Re: HE MSU - 2500 vs Imperial Air Force - rematch - 08.10

#9 Post by Jimmy »

The losses are always the harder battle to report on however I always find they have far more hidden gems in terms of lessons waiting to be learned.

Great report as usual, shame about the outcome however as per usual you have identified key areas for improvement and I certainly second the notion for a best out of 3 type of game to happen!
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Re: HE MSU - 2500 vs Imperial Air Force - rematch - 08.10

#10 Post by Galharen »

@Swordmaster - as I see, the flying death lvl 3 was quite a deadly issue, gives a lot of utility to the standard empire army.
What do you think about such solution in high elves armylist? We had some thoughts here about playing archmage with High magic mounted on star dragon.
Have you ever considered such solution?
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Re: HE MSU - 2500 vs Imperial Air Force - rematch - 08.10

#11 Post by Swordmaster of Hoeth »

Hi guys,

Thanks for comments!

@ Jimmy

It was still a very good and bloody battle so I should not complain :) And I am glad EB learns from his mistakes too and can win with the same army given second chance. I think he switches between them too often. Playing with many gives you advantage of knowing the opponents better but if you play 2 games with the force and then move to another you cannot quite build on that experience.

I will pass the idea of best of 3 (or more!) so that we can have some more games (time permitting of course).

@ Galharen

Death Wizard was in my opinion the MVP of the game but the damage he inflicted could have been smaller. First, I positioned Noble in harms way so no wonder EB took the opportunity and simply killed him. I didn't anticipate he would risk his Wizard on a single wound though and that was smart thing to do. My Loremaster was dangerous and going for exchange benefited Empire more. Simple repositioning of the Loremaster so that Imperial Wizard could not be in range to cast a spell was possible. Although it was not the obvious move I should have seen it and move accordingly to prevent that.

It does not change the fact that this flying Wizard is very powerful individual and adds nicely to the toolbox of this particular army.

If you talk about HE armies in general then it is quite interesting option. Obviously, you would need to build an army around it. I know pk-ng plays with Death Archmage but on Moon Dragon. It is powerful combination as it is not that easy to get points from the model. However, if you do then it is a huge swing. And opponents would probably try and kill it somehow. Of course as always, cannons are a problem and the Archmage (even with ward save) is vulnerable to small arms fire. I think it suits avoidance army as despite the fact that Star Dragon has a great potential in close combat he should not necessary go into the fight.

Cheers!
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