MSU HE - 9th Age - 2400 vs WE - 2.09

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Swordmaster of Hoeth
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MSU HE - 9th Age - 2400 vs WE - 2.09

#1 Post by Swordmaster of Hoeth »

Greetings!

After the untimely death of 8th edition of Warhammer Fantasy Battle many players decided to continue with fan based rules they could develop together. One of such initiatives is 9th Age and you can find the link to the rules as well as web site where people are discussing the development process as well as possible changes here:

9th Age - Website

The discussion on TWF forum is quite intense now which simply shows that many people are really interested in keeping Warhammer as we know it going. Personally, I am very happy to see such independent initiative and I even understand the fact a lot of people see it as an opportunity for wish listing. I hope, however, that the work on 9th Age will go towards making Warhammer a better game. That is, of course, quite vague description but the reason for that is that I am not sure yet which direction people who work on it want to go.

I decided that the best way I can help them is to play the games with their rules pack and then write reports as a source of feedback. Real games are, in my opinion, absolutely necessary to develop the best version of the game.

It is great to know I am not the only one who wants to do that and a great player who pioneered MSU approach in 8th edition, SmithF, has already embarked on the journey in the new era. You can check his most recent report, featuring High Elves and Wood Elves, here:

Wood Elves vs High Elves - 9th Age report by SmithF

9th Age - main rules

I borrowed from SmithF's topic his excellent summary of the main rules that were introduced in 9th Age:
Looking at the rules changes, the most important ones in my mind are:
- Spears: they now give KB against cavalry/monstrous cav. when engaged to the front; a good change and pretty representative of what spears did in classical warfare.
- Lores of Magic: reworked, with new spells replacing old and never used ones, and 6th spells slightly toned down (more on this later)
- Magic System: Miscast table reworked, the results vary based on how many dice were used to cast. Irresistible force now adds a big bonus to the casting roll, but can still be dispelled. Maximum casting dice = 5.
- Fast cavalry: units were split in pure fast cavalry that can vanguard (such as Reavers, Pistoliers, Spider Riders and the such) and Light Troops that retain the old fast cavalry rules in terms of movement/reforms but not the feigned flight or the vanguard option (such as Wild Riders, Warlocks, Pegasus Knights).
- Parry save: this was upped to 5+ in an effort to increase the use and survivability of Sword and Board infantry; a good change, if you ask me, and another reason to try and flank these infantry blocks!
- Marks of Chaos were also changed, mainly Nurgle (now forces rerolls on 6's to hit, making it better against poison but worse against regular attacks) and Tzeentch (the 6+ ward doesn't stack, but comes with a built-in re-roll 1's mechanism)
- Killing Blow: works on everything, but now only causes a single wound without armour saves on any unit type that was previously immune to it; infantry and cavalry now get D3 wounds instead of getting instantly killed. Good change, my wardancers are happy! (and better all-around troops now)

Other notable changes are slight points tweaks and nerfing of the worst offenders (Banner of The World Dragon, Chalice of Darkness, Storm Banner and the such) and a brand new Army Book for Beastmen!
Personally, I was surprised to see Lores of Magic reworked and different Miscast Table but maybe I should not be as often people complained about magic being too powerful. The changes to Parry, Spears and Killing Blow are very interesting and look very good on paper to me. I am not sure what to think about Fast Cavalry/Light troops but I presume the proliferation of DE/WE avoidance armies had something to do with it. Marks of Chaos are probably a good change for non-WoC players but then it is supposed to be the version that makes the game better for everybody, not another chapter of arms race.

Prologue

"They sent who?" - asked Larry in a steady voice, looking at the reporting scout, who was sitting by the table full of maps and letters together with Bob. While the voice and face were under the perfect control all who knew the Loremaster well immediately noticed that it was the sign of the well contained anger.
"Wild Hunt. We managed to outrun them only because they let us. Asrai wanted us to know they are coming." - replied tired soldier, taking another sip from his goblet.
"We haven't fought against our savage cousins for ages. And now they send Orion himself. Such an honor." - added battle standard bearer chuckling ironically.
"That is not coincidence we keep fight more of our own these days." - stated Larry - "And it is not an accident we face Wild Hunt this time".
"I wonder who convinced Orion to hunt us down." - Bob studied the maps wondering how long did it take King in the Wood to travel so far away from Athel Loren.
"Oh, I am sure you know the answer to that question already" - laughed Larry bitterly.
"Indeed, I do" - said veteran warrior clenching his fists. - "Time to march again. Time to show the Hunter he can be a pray sometimes too."




The Game

My opponent this time was Ulthuan.net own Elithmar. He usually plays cavalry prince version of HE but for our game he decided to try out Wood Elves. He had an idea for Wild Hunt themed force and here is his army list (please, bear in mind that point costs might be changed here and there, check relevant document for details):

Wood Elves - Army List

Orion - 600
Spellweaver, level 3,Asrai Longbow, Elven Steed, Dispel Scroll - 235 - Lore of Life

9 Glade Riders, Hagbane tips, Glade Knight, Musician - 227
10 Glade Riders, Hagbane tips, Musician - 240
6 Glade Riders, Swiftshiver shards, Musician - 136

3 Warhawk Riders - 135
3 Warhawk Riders - 135
6 Wild Riders, Shields, Musician - 196
6 Wild Riders, Shields, Musician - 196
6 Wild Riders, Shields, Musician - 196

Great Eagle - 50
Great Eagle - 50

Army Total: 2396

A very fast army with units that can hit extremely hard (Orion and Wild Riders), is much more maneuverable and can shoot too. My griffon would not like these poisonous arrows at all. In 9th Age, Glade Riders can start the game as normal and vanguard as any fast cavalry or be kept in Ambush as previously.

Wild Riders lost their vanguard but are still fast cavalry for the purpose of movement. With Orion having movement 9 and so many vanguarding units (Warhawks can do that too) I expected to be hard pressed turn 1.

I really like the look of this force and I can easily imagine how great it would look on the table. I decided to bring my Outcasts with only a slight change.

Outcasts - Army List

Larry the Loremaster, Earthing Rod, Armor of Fortune, Obsidian Amulet - 320
Bob the Battle Standard Bearer, Griffon (Swiftsense), Dragon Armor, Lance, Talisman of Preservation, Charmed Shield – 331

15 Sea Guard, Full Command - 210
15 Archers, Full Command - 180
5 Ellyrian Reavers, Musician, Bows, Spears - 105
5 Ellyrian Reavers, Musician, Bows, Spears – 105

5 Dragon Princes, Musician, Banner of Eternal Flame - 175
5 Dragon Princes, Musician - 155
10 Swordmasters, Bladelord, Musician - 150
10 Swordmasters, Bladelord, Musician - 150
10 Lions, Banner, Musician – 145

Eagle Claw Bolt Thrower - 80
Eagle Claw Bolt Thrower - 80
Great Eagle - 50
Great Eagle - 50
8 Sisters – 112

Army Total: 2398

As you can see I took Sea Guard again! I wanted to see what they can do with their new Killing Blow rule against so many cavalry units. In order to make room for them I had to downgrade reavers champions to regular warriors. Bolt Throwers are also 10 points more expensive so Sisters are now 8 strong instead of 9.

I wanted to use my shooters to thin down the enemy before they can be upon me. But I also decided to go for aggressive defense, meaning I would start in defensive formation with my own cavalry ready to counter turn 1 too if any unit would be close enough for a charge.

Another important thing to remember was to advance in double line formation to avoid situation where warhawks land behind my line. I think I also have a good chance to harm WE in close combat but I will need to chose the fights right. With SM/WL hitting after ASF cavalry these elite infantry is really at the back foot and can be aggressive only if flank attacks are possible. However, with the help of magic I can actually affect such combats significantly, denying the re-rolls with Miasma (lower the initiative) and making it even harder to hit with Iceshard.

Terrain

Image

We used 9th Age Terrain rules of course, which are similar but seem to me to be streamlined and well defined. In short:

Hills - block LoS, elevated position meaning it is possible to shoot over regiments

Ruins - provide hard cover, dangerous terrain for all but skirmishers, cavalry, monstrous cavalry and chariots fail Dt on 1 and 2.

Walls - provide hard cover if the unit is aligned along it, -1 to hit in close combat, DT for cavalry, monstrous cavalry and chariots

Forests - as usual

Buildings - provide hard cover, up to 15 models can shoot

There is no mysterious terrain in 9th Age. We treated the rocks on the edges of the hills as dangerous terrain.

Elithmar won the roll off to choose the side and took North. He also won the roll to start deploying.

Deployment

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Deployment order and Vanguards

Deployment Order:

1. Great Eagle (GE1) - Ellyrian Reavers (ER1)
2. Great Eagle (GE2) - Ellyrian Reavers (ER2)
3. Glade Riders (GR1) - Great Eagle (GE1)
4. Glade Riders (GR2) - Archers (A)
5. Wild Riders (WR1) - Bolt Throwers (EC1 & EC2)
6. Wild Riders (WR2) - Sea Guard (SG)
7. Wild Riders (WR3) - Sisters of Avelorn (SoA)
8. Warhawk Riders (WR4) - Dragon Princes (DP1)
9. Warhawk Riders (WR5) - Dragon Princes (DP2)
10. Characters - Rest of the Army

Vanguard:

1. Glade Riders (GR1) - Ellyrian Reavers (ER1)
2. Warhawk Riders (WR5)

No other vanguards. One regiment of Glade Riders was kept in the ambush.

Image
Final deployment

I wondered how to use terrain to my best advantage. Elithmar won the roll off so I had to use what I got, i.e. South deployment zone. The battlefield was rich with terrain so no matter which side I would be it offered something to use.

First thing I noticed as useful were the ruins. With cover and DT for charging units (and 1-2 counting as fail against cavalry) it was a perfect defensive position for the shooters. I pondered about the hill but I decided ruins are better, also because Elithmar got Master of Stone spell (will talk about it later).

I knew I had to have good, solid formation to start with. Double line formation to prevent landing zones. But I also didn't want to castle and choke myself in the corner. Hence, I chose to deploy in tighter formation first but with heavy cavalry on the flanks to spear head the counter and with the plan to move elite units forward (as well as Sea Guard) to intercept the advancing enemy and don't allow outflanking. I thought that attack is the best form of defense especially if I could help my shooters to continue doing their job.

I also kept light cavalry and eagles behind because they are the most fragile but may become more important in the later turns of the game where speed matters more for various reasons. Either defensively, to still have units to block the enemy or have fast shooters to go and hunt down the survivors.

Elithmar got the following spells for his Life-weaver: Master of Stone (new No. 1 spell, magic missile, 1d6/2d6 S4 but line of sight can be taken from the caster or from the hill on the battle field for example), Flesh to Stone, Regrowth

I got lucky though and won the roll off to have the first turn!

Outcasts - Turn 1

Image
Wood Elves taste their own medicine - shooting!

Outcasts seized the initiative despite the fact the enemy was faster and more maneuverable than them. Centuries of the constant campaigning allowed for smooth deployment from the marching formation. Orion seemed amused that his adversaries offered such a challenge to his Wild Hunt.

Dragon Princes on the left flank risked a long charge against vanguarding Glade Riders but overestimated the distance. Larry the Loremaster tried to weave some fireballs from the very weak winds of magic but he failed. It was up to the shooters to do some damage.

Archers, Reavers, Sea Guard and Sisters all focused on the Glade Riders lurking in the forest. Despite additional cover High Elves showed their savage cousins it was them who invented archery. Only a single survivor was left alive and he fled to safety. Eagle Claw crews didn't want to be worse and aimed at the Wild Riders and again, a single rider was left standing.

Magic Phase Details:

Winds of Magic: 2,1 --> 3:2 (no channels)
2d6 Fireball at Warhawks (WR4): 1,1,5 + 2 = 9, failed to cast

Wood Elves - Turn 1

Image
Wood Elves counter attack and re-position

Orion didn't give the order to all out attack yet but Warhawks decided to intercept Dragon Princes regardless. In the flurry of movement two High Elf knights fell down but not before one Warhawk rider was killed too. The fight was not resolved yet though.

Other elements re-positioned and Orion used his massive bow to kill two more knights from the second Claw of Dragon Princes. Their grim companions refused to abandon their positions though.

Magic Phase Details:

Winds of Magic: 3,4 --> 7:5 (channel for HE Loremaster)
Flesh to Stone at Wild Riders (WR2): 1,1,2 + 4 = 8, failed to cast

(Edit: We made a mistake here. In 9th Age if you lose concentration you can keep casting spells but you don't add bonus due to caster's magic level. So Elithmar could use his remaining 4 dice to attempt casting another spell.)

Outcasts - Turn 2

Image
Steady advance while shooting continues

Great eagle swooped down to help Dragon Princes but it was not enough to tip the balance into the favor of High Elves and the fight continued. If only Bob was more eager to come and help!

The rest of the army moved forward a bit to get into the shooting range and another group of Wild Riders was reduced to a single member. Only Lions and Dragon Princes moved back to draw remaining enemy troops in.

Magic Phase Details:

Winds of Magic: 2,3 --> 6:3 (channel for HE)
Miasma on Orion, Movement: 1,3 + 2 = 6, no dispel attempt, d3 = 3, -2 to movement
2d6 Fireball at Wild Riders: 1,1,5,6 + 2 = 15, dispel attempt fails on a roll of 1,1,2 + 3 = 7 --> number of hits: 2 --> 2 wounds, 1 saved

Wood Elves - Turn 2

Image
Wild Hunt is melting away quickly

With yet another unit almost destroyed Wood Elves had few regiments left. These didn't move forward that much either, Asrai being more content with some shooting attacks and withdrawing the survivors to the safety of a nearby abandoned village.

Magic Phase Details:

Winds of Magic: 5,5 --> 10:5
Boosted Master of Stone: 1,1,1 + 4 = 7, failed cast attempt

(Edit: Again we completely forgot you can keep casting after losing the concentration. #-o )

Outcasts - Turn 3

Image
Defending the shooting base

One squadron of Glade Riders sneaked behind Outcasts' lines and was threatening to overrun the bolt throwers. However, before that happened eagle claws opened fire and ambushers quickly decided it is a lost cause and fled the battle as quickly as they appeared.

Reavers maneuvered to the hill to have a good line of sight to surviving Wild Riders but could not land a proper hot yet. Other units re-positioned expecting the charge of Wild Hunt soon.

Magic Phase Details

Winds of Magic: 6,6 --> 12:6
Miasma at Orion, Movement 6,3 + 2 = 11 --> no dispel attempt --> d3 = 2, -1 to Movement
2d6 Fireball at Wild Riders (WR3): 4,4,6 + 2 = 16 --> dispelled with the roll of 1,3,4,5,5,6 + 3 = 27
boosted Burning Gaze at Wild Riders (WR3): 2,3,3,4 + 2 = 14, failed to cast

Wood Elves - Turn 3

Image
Wood Elves don't give up!

Wild Riders charged Lions. Warriors of Chrace were now cowards but they knew very well what chances they get against Asrai cavalry and executed tactical withdraw to get the enemy closer and counter charge. Wild Riders are reckless but not stupid and slowed down expecting a trap.

Orion called for the assistance of last glade riders and they moved forward at a double, leaving Spell weaver alone in the woods. Orion decided to use his spear to skewer pesky Dragon Princes but this time it failed to do any harm at all (Edit: Unlucky 1 to wound :()

Magic Phase Details:

Winds of Magic: 2,2 --> 4:2
Regrowth at Wild Riders (WR3): 1,3,3,3 + 4 = 14, failed dispel attempt on a roll of 1,5 + 2 = 8 --> d3 = 1, 1 Wild Rider resurrected

(Edit: Seems I lost the detail about the second spell cast this turn, apologies for that omission.)

Outcasts - Turn 4

Image
Gaining territory

Ellyrian Reavers ignored the threatening maneuvers of the nearby Warhawk riders and tried to hunt down surviving riders. This time they succeeded in getting one but the second rider escaped his destiny for a while.

Rest of the army pushed towards the center of the battle field in anticipation of some bold moves from the remaining forces of Wood Elves.

Magic Phase Details:

Winds of Magic: 1,2 --> 3:3 (successful channel for WE)
2d6 Fireball at Glade Riders: 1,5,6 + 2 = 14, dispelled with the scroll

Wood Elves - Turn 4

Image
Wood Elves charge only to taste their own medicine - combat avoidance

Wood Elves were losing the ranged attacks duel and they decided to wing the balance in close combat. Unfortunately, only Ellyrian Reavers held and met Warhawk riders head on. The rest of the High Elf units withdrew. In the resulting chaos Wood Elves lost their cohesion and units bumped into each other instead of catching retreating enemy. Only Warhawks succeeded in breaking the enemy.

Magic Phase Details:

Winds of Magic: 1,4 --> 5:4
Flesh to Stone at Wild Riders (WR3): 5,5,6 + 4 = 20, failed attempt to dispel 2,2,2,5 + 2 = 13
Regrowth at Wild Riders (WR3): 5,6 + 4 = 15, d3 = 1, one rider resurrected

Outcasts - Turn 5

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High Elves show they can fight too

Taking advantage of the situation and the confusion among Wood Elves, Outcasts charge in. Bob the BSB and Dragon Princes coordinate their long charges perfectly and managed to get two wild riders without suffering any casualties in return. They ignored lone survivor and reformed to face fresh enemies.

The shooters do what they have done so well so far but it was Larry the Loremaster who dealt the most painful blow when he used his magical sight to seek out his adversary and destroy him despite the protection of the forest.

Magic Phase Details:

Winds of Magic: 4,4 --> 8:4
Miasma at Wild Riders (WR3), WS: 4,4 + 2 = 10, no dispel attempt --> d3 = 5, -3
3d6 Fireball at Spellweaver: 2,2,3,5,6 + 2 = 20, dispel attempt fails, 2,3,3,4 + 3 = 15 --> 3d6 = 9 --> 5 wounds, dead Spellweaver

Wood Elves - Turn 5

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Great eagles try to save the day

Surprisingly, single wild rider rallied and prepared to fight till the end (Edit: Elithmar got double 1 for the rally test!). Great eagles swooped down against the enemies but failed to succeed in their mission. Orion and Glade Riders moved to new positions but would they have time to mount the last attack?

Outcasts - Turn 6

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Killing Blow

High Elves pushed one more time to deal the killing blow to their enemies. Dragon Prince leveled his lance and charge wild rider who bravely took the charge but died in that knightly duel. Glade Riders decided to perform feigned flight but griffon was too swift for them to escape and they were run down.

Warhawk riders lost a few of their own and the survivors decided it is not worthy pressing forward and withdrew. Finally, all remaining shooters aimed at Orion, King on the Hill. He stood proudly, motionless and didn't flinch when the arrows started hitting his body.

Magic Phase Details:

Winds of Magic: 2,4 --> 7:4 (successful channeling for the Loremaster)
Iceshard at Wild Rider (WR3): 4,4,5 + 2 = 15, dispel attempt failed 1,2,4,5 = 12
3d6 Fireball at Orion: 1,5,5,6 + 2 = 19, no dispel attempt --> 3d6 = 11, 5 wounds, 4 saves

Wood Elves - Turn 6

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The charge of last wild rider

Last Wild Rider charge exposed reavers, dodged arrows shot at him and attacked the enemy. One of the reavers fell from the horse but his companions avenged him and got brave Asrai warrior. With no enemies left on the battle field Outcasts were clearly victorious.

Summary

Image

Epilogue

"They were all ghosts!" said Larry without even trying to hide his relief.
"Indeed, they were." confirmed Bob, as always stoic.
"What does it all mean though?" asked another warrior.
"That those who sent them simply wanted to test us again"


After-battle thoughts

First of all I would like to thank Elithmar for the game. He had a tough time in his first battle with Wood Elves but took all the blows with great spirit. I am really grateful for that! I also wanted to thank him for adding comments to the turns as I know it is not easy to recall a defeat with such details. I do hope, however, that the report will be helpful to him and that his future games with WE will be victorious!

I certainly didn't expect such an outcome. I knew I am against a fast army with many great assets so I am happy my plan worked. Elithmar made some mistakes that I think had important impact on the end result.

First of all vanguarding forward, even into the forest, may not be good idea. It didn't lose him the game but losing entire unit like that without having a chance to fight back didn't help.

But the main thing that helped me execute my plan was being shy and not advancing fast to be in a position to attack turn 2. He had an advantage in close combat but didn't use it and when we finally had fights they were not on his terms.

9th Age first impressions

I also tried to look at the game from the point of view of 9th Age and here are my first impressions:

1. Army List - I took LSG back because they have KB. That in itself was a good incentive to have them back on board. I didn't have a chance to use them in close combat but they have a nice purpose now.

2. Magic - we failed to remember that you can keep casting after losing the concentration. It might have had additional impact on the game. Changes to the lores and spells are interesting but can't say yet if I like them as I haven't used the spells in new way. I like bubble Earthblood on paper for example or increasing armor save as a new Metal attribute. But these things will be apparent in the longer run.

Other than that we didn't encounter situations where new rules would have had some impact. I do like the line of sight and terrain rules though so I might have omitted that as too obvious. I guess the changes can also be more evident if one wanted to play a game to test as many things as possible on purpose. Be it by choosing many units that were reworked or looking for the situatons where the changes occurred.

I hope you enjoyed the report and thanks for reading!
Last edited by Swordmaster of Hoeth on Wed Sep 02, 2015 5:25 pm, edited 7 times in total.
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JimmyGrill
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Re: MSU HE - 9th Age - 2400 vs WE - Intro & Deployment

#2 Post by JimmyGrill »

Almost every rules change I read about the 9th age makes me go "Yes! Finally"
Certainly a rules set to look out for...

Just a quick/potentially stupid question: why did your opponent deploy his Wild Riders facing away from you? They aren't frenzied or anything, are they?
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Swordmaster of Hoeth
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Re: MSU HE - 9th Age - 2400 vs WE - Intro & Deployment

#3 Post by Swordmaster of Hoeth »

Hi JimmyGrill!

They are, indeed, subject to frenzy! That is why Elithmar decided to do some moon walking with them at the beginning :)

Cheers!
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Re: MSU HE - 9th Age - 2400 vs WE - Intro & Deployment

#4 Post by JimmyGrill »

Interesting. I still need to update my WE knowledge to the 8ed army book, it seems :P
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Re: MSU HE - 9th Age - 2400 vs WE - Intro & Deployment

#5 Post by Iluvatar »

Hi Swordmaster!
I don't post much these days (not really in the mood for WH, to be honest :roll: ), but I have to thank you anyway for your reports. I skimmed through the KoW one, not being really interested in the game (though it's good to have a highlight of it!), but this one will take my full attention since 9th Age is probably the direction we'll be taking. I like the changes they proposed on the whole.
Cheers!
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Re: MSU HE - 9th Age - 2400 vs WE - Intro & Deployment

#6 Post by Ladril Caledor »

I like the LSG decision for this game. Killing blow is a nice boost against a cavalry heavy list and their bows are capable of getting kills on soft wood elves.

Outcasts have a big ranged advantage, unusual against wood elves. Dwellers is probably not worth using against MSU and there are very few shots. The speed of the wild hunt army is also somewhat negated by the flexibility of MSU. The wild hunt needs to isolate and break things on the charge, but they are going to lose a lot of bodies before and during each fight.

However I expect the Outcasts will struggle against Orion in combat and I think Swordmaster will make him a high priority target from the start.

Looking forward to the report!
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Re: MSU HE - 9th Age - 2400 vs WE - Intro & Deployment

#7 Post by Swordmaster of Hoeth »

Hi guys,

Great to see some replies already! I will do my best to update the report with turn 1 today but at the moment I should have time for quick post.

@ JimmyGrill

I must say I am not surprised you might not know it. I was just lucky to see a few reports in the meantime. However, it was my first game against WE since they have received their army book! :shock:

@ Iluvatar

Thanks! I am glad you enjoy the reports! I am determined to post them because I would hate to see Ulthuan sink (and it is already in bad shape).

It is definitely great to see people joining forces for some fan based system and I admire them because it is a truly herculean task they are trying to embark on. As I said, the small piece I could offer is to play games and provide reports so they can hopefully use it as a good feedback and playtesting the result.

Great to know you are interested in this particular one too! Would you risk any predictions? :)

@ Ladril Caledor

Thanks! I was looking for good reason to field LSG again and I am glad I have one! It makes them versatile unit as described in the background stories.

While it is true that WE mobility can be limited by MSU it also creates the opportunities which don't quite exist against more traditional armies. Basically, the units in WE force can attempt solo charges against some regiments and win combats too. It is something you would expect from Wild Riders or Orion anyway but 10 Glade Riders with Asrai Spears attacking 10 strong infantry elite can be devastating too.

I really like the fact our armies have some advantages over each other as that creates a very interesting dynamics between the forces.

Once again thanks for comments!

Cheers!
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Re: MSU HE - 9th Age - 2400 vs WE - Intro & Deployment

#8 Post by Elithmar »

I'll try to give an idea of what I was thinking before the game and during deployment.

Army lists

On army lists, I felt mine was a really good counter to Swordmaster's. I was thinking about this as individual elements countering individual elements of his army, which is perhaps not the best approach, but is still useful.

I had hagbane arrows to take out the eagle claws early, which I saw as essential to protect Orion. It wouldn't matter if they were behind hard cover and I was at long range, because I would still be hitting on 6s. The swiftshiver riders seem less useful, but swiftshiver shards became the cheapest arrows in 9th Age so I wanted to see if they could work. I could see them helping against Swordmaster's lightly-armoured archers and sisters.

The wild riders are just perfect against small units of elite infantry. With swordmasters and white lions striking in initiative order, it's quite reasonable to expect a unit of wild riders to wipe out any of these units before they can strike, or at least take minimal casualties back. The challenge would be keeping them at full effectiveness which, given the frontage of the 10-elf units, would require six wild riders. My army has few models and can't afford to lose any units of wild riders, so that's why I took a Life-weaver.

Orion's bow and to a greater extent his spear, although that only has 18" range, promised to be very dangerous to the dragon princes. To those unfamiliar with his rules, his bow is S5 and fires 6 shots, whereas his spear is S7 and ignores armour saves, following the rules for bolt throwers. Orion would also be formidable in combat, with seven S6 attacks on the charge and thunderstomp. Again, I couldn't afford to lose him and he's quite vulnerable, with only a 5+ ward and Magic Resistance (2), so the Life-weaver would be essential here.

Finally, I was looking forward to using the warhawk riders against the dragon princes. It's a bit gimmicky, but the warhawks have Killing Blow, which is of course scary for 2+ AS troops. They were unlikely to be game-winning, but I looked forward to seeing what they could do.

Deployment

I must admit I wasn't concentrating much in deployment. As I saw it, Swordmaster had far more units than me and so I had no chance of out deploying him. That's not, however, so bad, because of how fast my troops are (everything had at least M9). I placed my free wood on my right, where the glade riders vanguarded. I put them there to give them some protection against shooting and I wanted them up there as soon as I saw the bolt throwers go down. Not knowing where Swordmaster was going to deploy the bulk of his troops, I spread out, but when I saw how strong his shooting was on the left, I started to reinforce my left to protect my troops from too much shooting. Notably Orion hid behind the house, but I prefer to think that he was having a party there. :P One last point was that the spellweaver was in a forest and so would receive a +1 bonus to cast spells.
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 1

#9 Post by Swordmaster of Hoeth »

Hi Elithmar,

Many thanks for providing your feedback and revealing the initial plan for the game! I am sure the readers greatly appreciate that!

I totally agree your army is a very good counter to many of the strengths Outcasts have. I have just posted the first turn so if you find time to add something about the opening moves it would be fantastic!

Cheers!
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 1

#10 Post by Ladril Caledor »

I expected the Wood Elves to sweep around to the Outcasts empty flank on turn one, but they seemed to just shuffle about a bit. Not sure if that is the best strategy as I think the Outcasts have a ranged advantage.
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 1

#11 Post by Elithmar »

Turn 1

My right flank looked far too dangerous now with all of Swordmaster's shooting opposite it, so I wanted to retreat my troops from there. The warhawks had a fairly good chance of charging the dragon princes though, so I went for it. Although I did lose the combat, at least the warhawks' Killing Blow managed to kill one model, so I was happy. :D It looks like they need their target to be weakened a little with shooting first.

On the other flank, I didn't want to advance too quickly, as this would risk being charged by the lions or dragon princes. Thinking about it though, I could have advanced Orion further, as he would still be dangerous to the dragon princes with his stand and shoot and even the lions would have to think twice before charging him. I also should have turned the other wild riders around. I was keeping them safe from the shooting, but exposing just one unit meant that Swordmaster could focus on it and prevent me fromn charging in the next turn at all. With both units facing south, at least one should have been strong enough for a turn 2 charge.

The glade riders stayed in the wood so the Spellweaver could benefit from the +1 to cast. I could have taken her out and advanced the glade riders by themselves, however.
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 1

#12 Post by Swordmaster of Hoeth »

Thanks for comments, guys! Please keep them coming as there is turn 2 up now!
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 2

#13 Post by Elithmar »

After only advancing one unit of wild riders in turn 1, there little I could do here, as Orion was too far away to charge. The rule in 9th that you can still cast after broken concentration is really helpful - if only we'd remembered. :lol:
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 3

#14 Post by Swordmaster of Hoeth »

Indeed we kept forgetting until turn 3 when SmithF told us we are doing it wrong! :) Ah well, first game I guess!

Turn 3 is up!
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 3

#15 Post by Elithmar »

Those ambushing glade riders were really exposed. I was unlikely to kill a bolt thrower and six wounds is easy for you to inflict back. I wonder if it would have been better to ambush more units, ambush a different unit (Hagbane has a better chance against the bolt throwers) or even come on the board in a different place. Behind your right swordmasters might have been good, allowing my to do a good amount of wounds to them and then make you think twice about fleeing with the lions.
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 4

#16 Post by Swordmaster of Hoeth »

Hi Eli,

I think that sometimes we make strange calls in the heat of the battle. I am sure the fact you have already lost quite a few units made you want to get back with something and hence the decision to risk Glade Riders in the spot like that. You had 12 shots with these guys, you could indeed inflict 2 wounds on bolt thrower. But even if you got it then it is just 80 points and I was ready to sacrifice it to catch you riders in the open anyway.

I totally agree that positioning them more to the right flank so that you could create a new battle line with remaining forces would have been a better idea. Even if you got unlucky with that panic check where the odds were in your favor.

Cheers!

P.S. Turn 4 is up!
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 4

#17 Post by Elithmar »

The really stupid thing here was charging the eagle and glade riders before Orion, who actually rolled high enough to reach the dragon princes.
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 4

#18 Post by JimmyGrill »

You guys haven been discussing spears with KB a couple times... I read the 9th Age rules now, and they actually say that mounted models with spears use the rules for lances.
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 4

#19 Post by Swordmaster of Hoeth »

Hi guys,

@ Elithmar

Well, that was indeed a mistake. :( Your rolled triple 6 for that charge, you would have killed these two remaining Dragon Princes. But again I would take a step back and see why is that you made the decision you did because that would help in a longer term. Sometimes we have that tunnel vision, lack of patience etc. at the particular moment.

The good thing is such mistakes are remembered and you are not going to make them again!

@ JimmyGrill

The full rules for Spears state:
Spear. Fight in Extra Ranks. Killing Blow against
Cavalry, Monstrous Cavalry and Chariots engaged in
the front. Spears wielded by mounted models uses
the rules for Lances.
So as you can see it is different kind of a weapon for mounted warriors and for the infantry.

Cheers!
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 4

#20 Post by Elithmar »

Something else to note is that Light Troops (Fast Cavalry etc.) only get +1S from spears on the charge.
Swordmaster of Hoeth wrote:@ ElithmarYour rolled triple 6 for that charge
I've just been checking the rules and it seems that Orion doesn't have Swiftstride. #-o You can tell I've never used him before.
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Re: MSU HE - 9th Age - 2400 vs WE - 2.09

#21 Post by Swordmaster of Hoeth »

Hi guys,

Just letting you know the full report is up!

Cheers!
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Re: MSU HE - 9th Age - 2400 vs WE - 2.09

#22 Post by Elithmar »

Thanks for the game Swordmaster and for spending so much time writing the report. It helps to look back over the game and see what I could have done better (quite a lot!).

I might be imagining this, but did one of the reavers' steeds kill the wild rider in the last turn? As I say, that could be my imagination, but it is usually the horses! :lol:

Definitely the big mistake was not being aggressive enough. It is in my nature to want to methodically pick apart each threat in turn, so I'm always reluctant to advance before I've killed, for example, the dragon princes with shooting. I've always been like this, and I think perhaps a gunline would suit me more, although I would never take such a boring army.

9th Age didn't make much difference here. As you say, the unit heights are a good clarification, especially playing on UB where you can't judge TLOS. Apart from that, the only other change was the magic lores. I liked the idea of Master of Stone (I never cast it!), because it gave me a longer range, being able to measure from that hill. I'm not sure killing blow against cavalry will be that useful for spears. You took sea guard because of it, but there was no way you were going to catch my cavalry with infantry. I suppose it meant I had very few ways of dealing with them, though.

Thanks again for the report and game. :)
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Re: MSU HE - 9th Age - 2400 vs WE - Turn 4

#23 Post by JimmyGrill »

Swordmaster of Hoeth wrote:Hi guys,

@ JimmyGrill

The full rules for Spears state:
Spear. Fight in Extra Ranks. Killing Blow against
Cavalry, Monstrous Cavalry and Chariots engaged in
the front. Spears wielded by mounted models uses
the rules for Lances.
So as you can see it is different kind of a weapon for mounted warriors and for the infantry.

Cheers!
Absolutely, I misread the report to the effect that I thought you thought Warhawk Riders have KB against the Dragon Princes because of their spears. Clearly, they have KB as a unit special rule. I will not comment on any WE stuff until I have actually read the army book :lol: :wink:

Anyway, excellent report again, and 9th Age certainly looks intriguing.
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Re: MSU HE - 9th Age - 2400 vs WE - 2.09

#24 Post by Swordmaster of Hoeth »

Hi guys,

@ Elithmar

You welcome, Elithmar! It was a pleasure to play a game against you and write a report. Do you think I might be ready for your real army now? :)

Indeed, that was something I didn't write about as I wanted to keep the story line kind of "serious" this time while being killed by a steed was more on the other side of the spectrum :)

It is a very important comment. Something I always try to say when people discuss army lists. Army list is defined by a player. People often want to attribute the success to a simple formula list + skill (maybe + luck too, or + match up, or scenario or ... :-P). While in reality it is not. If the player does not feel the army he will never be good with it. You know how you work so you should pick the force where your natural strengths are used. And that might be the biggest contributing factor here, not the list or mistakes you made.

@ JimmyGrill

No worries! It happens to everyone :) The most important thing is that you enjoyed the report and that you are interested in 9th Age!

Cheers!
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Re: MSU HE - 9th Age - 2400 vs WE - 2.09

#25 Post by Elithmar »

Swordmaster of Hoeth wrote:Do you think I might be ready for your real army now? :)
You performed well against this preliminary test. Perhaps you are worthy to face it, yes. :lol:
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Re: MSU HE - 9th Age - 2400 vs WE - 2.09

#26 Post by Ferny »

Swordmaster of Hoeth wrote: It is a very important comment. Something I always try to say when people discuss army lists. Army list is defined by a player. People often want to attribute the success to a simple formula list + skill (maybe + luck too, or + match up, or scenario or ... :-P). While in reality it is not. If the player does not feel the army he will never be good with it. You know how you work so you should pick the force where your natural strengths are used. And that might be the biggest contributing factor here, not the list or mistakes you made.
Yeah, I think picking a playstyle you like is important. I know on games like Myth and Dark Omen I don't like to lose any men or units and it makes the gameplay very different. In warhammer I really enjoy combined arms, and some combo of WL/PG blocks with shooting, MSU/MMU cav and possibly bird support is probably my most natural style. That said, I've really loved exploring other builds expounded on here - MSU, dragon, cavprince (not so much), flying circus...but my comfort zone is definitely the WL/PG backbone. I'm a bit torn on how important the match up between playstyle preference and performance is when you're a top player. Certainly I think you need to stick with a style and a build to get a good feel for it - I think your sticking to a list through multiple games and a style for as long as I've known you online is a good example of this - you must surely be one of the strongest MSU players out there, certainly with a high elf force. But I also think playing a range of styles helps broaden the capacity to understand the game - at any rate, my gaming got much better when I broke from my mold and tried other things (and armies!). Balancing the two is difficult when you have limited gaming time. It is an interesting observation though and I think it definitely matters for folks like me who are miles off top tier.

Curiously I think, I know Curu favours aggressive play and builds like the star dragon, but with the luxury of hundreds of games experience in a short window he's played through a wide range of builds and ended up taking to ETC a very different build, and quite a defensive one at that. I think he's skilled enough that he did well with it despite it not being his prefered playstyle, but I wonder whether he might have performed even better with a more aggressive build.

On the game in hand...

Thank you both for playing and SM for writing it up. I'm afraid to say it looked bad for Eli from the get go, with SM deleting units each turn for no reply. I know it can be scary running light troops up into heavy fire (I find this with my reavers), but in this build it's either this or avoid completely until he gets into range if he does. SM perfectly executed his side of the bargain, capitalising on every turn of mistakes (really the same one repeated - not advancing en masse). Fair play to Eli for trying something new and being clearly such a great sport - if I ever get the opportunity to be beaten publicly by SM I hope to take it with the same excellent grace. Bring on the rematch :).
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Re: MSU HE - 9th Age - 2400 vs WE - 2.09

#27 Post by Swordmaster of Hoeth »

Hi Ferny,

I think it is even more than just the play style you like. It is also the way you can be really good at. Eventually it might be the same but it does not have to be. It is possible then that each player need his own time for the search for his own path. Which even further reinforces the notion that one should not copy-paste the most popular lists blindly.

Different people are looking for different things in the frame of the same system. If your priority is to continuously win tournaments or simply you like having a collection of different forces, then it is obvious that you are not going to stick to one army. Either because new releases might be more powerful than anything so far or that they look cool and you have fresh modelling projects.

You may also want to play a particular role for a team tournament. In that case you follow what team decides is the most needed for it.

In the end there are simply many approaches, none is better or worse because it depends on the person and what he wants.

In this game Elithmar wanted a Wild Hunt force. This army has a very good chance to overrun mine. It does have strong counters. I would not assume WE were underdog in this game at all. I actually wanted to ask Elithmar what would be his alternative deployment and general plan with the full benefit of the hindsight. Even assuming my forces would be positioned as they were. I think that is quite important to do in order to learn from mistakes.

Cheers!
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Re: MSU HE - 9th Age - 2400 vs WE - 2.09

#28 Post by Ferny »

Totally agree that folks might stick or chop and change for different reasons and all these reasons are valid and cool ways to play the game :) .

RE: the game

I couldn't call it on match up - I've not faced new wood elves, and the Wild Hunt is a pretty unique list type which I've never even seen. I'd maybe characterise it as a glass cannon mounted on concorde - it will hit like a ton of bricks, but has very little staying power. In principle I think any single unit of his could take on most of your units single handedly and expect if not to win at least to hurt you very badly, but they would need to engage to do this damage. As it played out this didn't come to pass, but I'm sure if Eli were more experienced with this list, its style, limitations and capabilities then he would have played a much stronger, more challenging hand. Absolute kudos for trying something new against a battle reporter!
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Re: MSU HE - 9th Age - 2400 vs WE - 2.09

#29 Post by Swordmaster of Hoeth »

Or maybe it was indeed a test and true Elithmar will wipe the floor with my poor Outcasts :-P
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Re: MSU HE - 9th Age - 2400 vs WE - 2.09

#30 Post by Elithmar »

Swordmaster of Hoeth wrote:Or maybe it was indeed a test and true Elithmar will wipe the floor with my poor Outcasts :-P
;)

That's the second test you've passed, then. Next time is the real one! :lol: I actually need to look back at our first game to see what I did wrong there. It might be useful if our High Elves ever face off again. Even better, you included it in your article! :o (As an example of poor deployment on my part :lol: )

As regards alternative deployment, I was quite happy with my deployment. I think it was good to use the house to shield Orion and have the main bulk of my army away from your shooting. If we were to start again from deployment, I would vanguard my right Glade Riders backwards and maybe take my Warhawks on that side back too. Then I'd push full steam ahead on the other flank on turn one, turning all of my Wild Riders units the right way and pushing up Orion further too. As I've said, Orion had nothing to fear from being charged, even by Dragon Princes. He could stand and shoot with his awesome bow, then probably kill them in combat with S6. You'd be unlikely to kill him, given he has 5 wounds and a 5++.
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