HE MSU at CanCon 2014 - Summary

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Galharen
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Re: HE MSU at CanCon 2014 - Game 2 vs Lizardmen - updated 9.02

#31 Post by Galharen »

Another bloody battle!
It was a great decision to charge with your DPs, nothing to risk, but with chance to potentialy clear western flank, those ripperdactyls can be a real pain.
I'm not sure if rushing so much forward on eastern flank was a good idea, you cut away the way of escape/combine charge temporary, lucky, the lizardmen weren't so offensive tempered neither.
Also, turn 2, western reavers, did you have a plan for them? 5 reavers vs 40 poison shots, no chance :wink:
I like the way you dealt with carnosaur, as killing potential of saurus heroes is impressive.

I also played a tournament yesterday, quite succefully, 2nd place overall (team turney) and I've got an issue to you Swordmaster, lets have a look to army lists section in my thread :)
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Re: HE MSU at CanCon 2014 - Game 2 vs Lizardmen - updated 9.02

#32 Post by Jimmy »

Hey SM

Something to read for Monday morning! Wonderful! I’m crossing my fingers for another turn 1 miscast for a Slaan but I understand if history doesn’t repeat itself!

On the list, as you mentioned the usual suspects and some interesting additions. Carnosaur stomping around the battle lines is never good and monsters can’t go unchecked to your MSU forces. More than enough firepower as well to harm your units and a solid combat block of Guard. An interesting game no doubt!

Deployment looks good and sound strategy for using the river to your advantage. The enemy has also kept all of his super hitty units together which could be a blessing in a way in terms of pulling them out of formation if it comes to that.

Turn 1 – A bit of a shame to sacrifice the Dragon Princes however I feel it’s a worthy one. You’ve knocked out a potent unit, denying the enemy a flying menace to threaten the rear or your units later turns and get in your back lines and cause general nonsense. Also you identified that as a threat that hurt you in a previous game so great to see you dealt with it in swift Asur manner. I’m surprised none of the skinks hit each other though with their darts in such a formation!

Turn 2 – Firstly great clear photo! Well done! Your move with ER1, what was your thoughts behind that? Soon as you placed them there I thought undoubtedly they’ll be damaged/destroyed via the skinks. I would have thought being a bit more reserved and pull them back towards AS1/WL1 and even just out of range of the blowguns would have been more beneficial? I note the unit SC1 changes places in Lizardmen Turn 1 and your Turn 2? Is that an error on your part? I had a cunning plan in place before realising it wasn’t going to happen because the unit moved!!

Were you inviting the carnosaur to charge the Swordmasters? If so why not present the front rather than a flank whilst still keeping the Skinks to the front?? Could you perhaps have positioned in a way so the Carnosaur lost all charge bonuses fighting into a defended obstacle?

Turn 3 – Great job to get rid of the Thunderstomp that could have devastating results on your small regiments. Good targeting! What were your thoughts about moving the Dragon Princes as opposed to charging them in? SC1 was the only threat for them and if not dealt with would move /charge next turn? Reavers are covering the Steg – something I’m missing? Killed them anyway!

Turn 4 – Finally dropped the Scar Vet. What a fight he put up.

Turn 5 – Bit of a stand off here, with so many points sitting in his units keen to see how this pans out.

Turn 6 – Such a near result of breaking that unit of lizards!

Did magic account for much in this game?
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Re: HE MSU at CanCon 2014 - Game 2 vs Lizardmen - updated 9.02

#33 Post by popquq »

Hi swordmaster! Great game as usual! It was a great victory against a very hard opponent! I was glad to see that charge by the princes to take out the flying threat, and it was a good change indeed! As for the large units, I think he should have been a little more aggresive! He could have destroyed the lions quite easily. fine you could charge him later on but he could have reformed to face the charge in the comming turn. I think you got a little lucky he dod not do so! What happend to his magicphase? He was clearly superiour so a thought you would have a lot of problem with it!

Any way, thank you for a great report as usual!

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Re: HE MSU at CanCon 2014 - Game 2 vs Lizardmen - updated 9.02

#34 Post by Swordmaster of Hoeth »

Hi guys,

Thanks for the comments!

@ Galharen

I agree, these long charges can be good because if you fail one you are not exposed but if you make it, it works great. I was lucky he didn't roll better for the egg!

It was stupid with Reavers :oops: #-o

@ Jimmy

Cheers!

Ha! It would have been great if Skinks killed each other in that formation :)

I have made a mistake in placing the box for SC1 that should have been a little bit further than I showed. So I decided to "correct" it on the fly as sometimes BC is a little bit awkward with correcting positioning of the regiments. Sorry for the confusion.

No, that was a mistake with Swordmasters, tunnel vision as you say. :oops: It turned up nicely for me and I want to use that in future games where you "pretend" to expose the flank to lure out the charge. But it was not a plan here at all.

In turn 3, I guess I was not clear about it, Dragon princes were coming back to the table after pursuing the previous unit of skinks off the battle field. So I had no option to charge them. If I had I would!

That Carnosaur slowed me down and then when the opponent changed his mind I was running out of time to catch at least Saurus. In the future games I have to position the units more aggressively, not wait for the enemy to come to me.

Yes, magic was present. I am just bad at remembering these little buffs and hexes and that was what we tried to do to each other. Basically, as soon as there were combats I tried to cast Iceshard, Miasma or Wildform. Not always succeeded but Iceshard was there on a Stegadon and sometimes on Dragon princes too.

@ popquq

Thanks! I am glad you liked it!

I think my opponent was unsure about these small units and was concerned with charges from multiple directions. Possible also in the river that would have been a great problem for a ranked unit.

The thing was that he could not charge lions, maybe overrun into them. He probably didn't expect his veteran to hold after losing the mount so if he charged with TG or Saurus at the eagles he could end up stranded and facing too many threats at the same time without any support. It does not mean I would win, it would have been bloody. It seems to me he was not sure what to expect from these little units and decided to play safe.

I am very curious how the game would have shaped up if he pushed forward any way.

Cheers!
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Re: HE MSU at CanCon 2014 - Game 2 vs Lizardmen - updated 9.02

#35 Post by Hinge »

Lol, I had a similar feeling game on Sunday where my LM opponent, realizing I had out deployed him into a bad position, backed up and used shooting and magic, though I lost 8-12.

I think if Lizards want to play this style game, it will be very tough to come to grips with them with an infantry based forced, at least in enough time to grind through those tough suaurus. Push too hard and there is enough combat power to make you pay. In the end, when the Scar vet stalled your advance and the LM started retreating, you were consigned to a small win at best unless you can get some luck. It would have been real interesting to see what would have happened if your opponent felt the Scar vet would do what it did and he pushed instead.

Enjoyable read as always.

As far as small tournaments go, my focus is on big GTs, so I am not vested in my performance at a small one day event. However, they provide a great place to practice under tournament conditions (multiple games in a row, starting in the morning, different opponents, more competitive atmosphere then at the LGS, frankly different play styles as well).

Hinge

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Hmm, I guess I should have read your follow on comments, they seem to mirror my thoughts oh well.
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Re: HE MSU at CanCon 2014 - Game 2 vs Lizardmen - updated 9.02

#36 Post by Swordmaster of Hoeth »

Hi Hinge,

Thanks for comments! I was thinking a bit more about the game. We had a discussion with Targ about the Dragon prince champion with Star Lance. I thought how would I use him this game. If I placed him on the right flank then he would end up fighting the Stegadon. S6 no AS attacks are great against that beast. I had slim chance of killing it (I think I inflicted single wound on the charge) and it was stubborn anyway but it would have seen it wounded much easier and hopefully dead earlier to give me a chance for a better charge against Saurus. If that happened I might have caused more wounds to break their steadfast too!

It is interesting to see that it happened with Lizardmen more often. Or maybe it is an impression that I have after writing two reports against them in relative short time. It seems I need to design a plan to be close enough to the enemy to be able to switch from defensive mode to attacking mode yet to be at safe enough distance to prevent some nasty charges.

In terms of one day tournaments, especially local ones, I would love to attend them if they were at 2400 points. As it happens these tend to be small games instead. I do understand the TO's however. Local tournaments are meant to attract new players or those with relatively small collection of miniatures so they can participate in these too. But from my own point of view I would welcome these as these days I have absolutely no time to get into UB games. Hm, need to do something about it!

I am glad we think in a similar way, which probably is not that surprising as you are into MSU too! And it gives me some more hope to improve as if I can mirror your observations, a player with much wider and greater experience, then I guess I am still on the right track!

Cheers!
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Re: HE MSU at CanCon 2014 - Game 2 vs Lizardmen - updated 9.02

#37 Post by Hinge »

there are three 1 day events attached to gaming cons through the year. They attract 20-30 players, so decent attendance, and follow the lead of the West Coast GTs as far as comp packs. As I said, perfect primers for GTs.

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Re: HE MSU at CanCon 2014 - Game 2 vs Lizardmen - updated 9.02

#38 Post by Swordmaster of Hoeth »

Hi guys!

My sincere apologies for the delay with reporting. I hoped I could post this report fully today and keep the average of 2 reports per week but unfortunately it didn't happen.

However, believing something is better than nothing, I tried to prepare usual teaser with the deployment and some rumblings about scenario and opponent's army list. I am afraid I will not have time to finish this report before Sunday. I am really sorry about that but unfortunately it cannot be helped. :(

Game 3 - Johannes - Wood Elves - Meeting Engagement

Meeting Engagement is a tricky scenario. It allows for close deployment but has a chance to mess it up for you if are going to roll too many 1's. It also creates a little confusion as to how to deploy. On the other hand it can create some nice opportunities due to closer proximity of the troops.

This round I drew Johannes who played with beautifully converted Wood Elves army:

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Johaness army in its full glory! Picture courtesy of ThaneG from wargamerau.com. The hand made dragon is there for occasional Transformation of Kadon spell.

I have found out during the tournaments that Wood Elves players are one of the two kinds at the moment. First, great modellers and simply in love with their miniatures. They didn't abandon that army over the years simply because they like their collections too much. The fact that it is very difficult to play with such army is not a problem. Second, hardcore players, who like to win in style. Their grasp of the game is unsurpassed and they can teach you tricks you have never heard of. Being in one group does not mean you cannot be in the other one too!

Johannes brought the following force (unfortunately I still haven't obtained the army lists from the TO so sorry for lack of details):

Wood Elves - Army List

Treemen Ancient, Annoyance of Netlings - General
Spellweaver, Level 3, Dispel Scroll - Lore of the Beast
BSB, Light Armour, Asyendi's Bane, Hail of Doom Arrow

10 Glade Guard, Standard, Musician
10 Glade Guard, Standard, Musician, Banner of Eternal Flame
16 Glade Guard, Standard, Musician
8 Dryads, Champion

6 Treekin
11 Wild Riders, Champion, Banner, War Banner
Great Eagle
Treeman

Swedish Comp: 16

Not quite numerous force, with a mixture of elves and forest spirits. The shooting is quite potent against my small units and I had to approach with care as they can be deadly at the same time moving away from the danger of my own arrows. On the other hand, forest spirits are very tough and are deadly in close combat. Even dryads can be problematic, in particular for my elites, thanks to initiative 6.

That created a dilemma. I wanted to rapidly approach towards the soft elven units as they are the most dangerous at a distance but can be dealt with in close combat. But I didn't want to engage combat specialist from WE army unless I could do so with overwhelming forces and as isolated targets.

However, all depended on the dice rolls before the deployment showing which army set ups first and which units are kept in reserves. I won the roll off and it meant I had to deploy first not knowing where and in what strength my enemy was to be. That determined the symmetric set up.

Prologue*

* prologue and epilogue written by the great story teller (and fantastic painter!) of Ulthuan.net fame, Il Maestro himself!

‘Oh look, here he comes now!’

Wine sloshed out of the chalice as Larry hurriedly placed it down on the table and rose to greet his emissary. He walked past Bob’s chair, towards the tent flaps and out into the cold morning as the rider emerged from the forest and rode towards their lines. Bob sat at the table with the other lordlings and nobles, sipping calmly at his water as the tent fell silent, awaiting the news. The loremaster had sent a rider into the forest to treat with the Asrai and secure them safe passage through the forest, though ‘treat’ may have been too subtle a word, for Larry had given the rider a silver blade with a pommel shaped as a phoenix and instructed him to deliver it to the Asrai commander with an ultimatum: accept this blade in the name of the White Tower and let them pass, or die by it.

Not much of an offering Bob mused, the rhythm of the galloping horse growing louder and louder as it approached. He placed his own empty chalice on the wooden table and leaned back into his chair, mentally preparing himself for the day-and-night long discussions that would be held once they received word that the Asrai had denied their ‘request’. Bob had been through too many battles to know how this worked, and he was not relishing the long night ahead. And here I thought I might be able to get a single good night of sleep.

The air shimmered and grew hot in an instant, and it was only Bob’s instinctive reflex to jump to the ground that saved him from being knocked to it. A sudden rush of air blew through the tent, knocking everything over with a loud crack. As the heatwave passed overhead Bob jumped to his feet, sword in hand, and spun around to face Larry and the attack.

Encompassed in a ball of bright blue light, Larry hovered inches above the ground, the very air around him shimmering with raw power. Bob’s gaze passed beyond the blinding light and towards the field before them, though to his surprise it was empty, bar the emissary. Sword still drawn, he stepped forward until he stood next to the hovering loremaster, and it was only then he noticed it.

The horse, scared by the sudden lights and noise, had turned sideways and ran parallel to the forest border, away from the camp. The rider hung on for dear life, though there was not a breath of life left in him. Cruel vines wrapped around the horse’s neck and up the rider’s arms and legs, the barbs biting deep into the flesh of each, tying them together. The headless body of the emissary swung back and forth as it unwillingly held on to the frightened horse. In place of his head the rider had a small phoenix pommel – the rest of the silver blade lay sheathed inside his neck. Bob stood motionless and watched, the sounds of the Asur host behind him readying themselves for battle hardly registering as he was struck by the barbarity of the scene before him.

‘They have made their choice,’ whispered Larry calmly, his magical words carrying to every elf ear in the camp.

‘The Outcasts march to battle.’


Deployment

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Civil War?

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Deployment of the armies after vanguard moves

As you can see not many WE units decided to show up. Both treemen, spellweaver, treekin and dryads decided to stay hidden before the battle started. Not surprisingly, Johannes was not pleased.

On my part, only Swordmasters didn't show up and I had an advantage of having the first turn.

The Spellweaver had following spells:

Wyssan's Wildform, The Flock of Doom, The Savage Beasts of Horors

Outcasts - Turn 1

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High Elves approach their outnumbered kindred

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But the distance is still too far for some serious damage to be inflicted

High Elves move forward and Swordmasters regiment enters the field too. Outnumbered wood elves stay as far as possible and that works well for them as they stay out of range of the missiles and spells. Only Wild Riders suffer some casualties in the opening salvos of the battle.

Wood Elves - Turn 1

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Reinforcements! Forest Spirits enter the battle!

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The opening attacks of the Wood Elves are much more devastating

Arrogant Dragon Princes didn't pay attention to the surroundings and now they had to pay the price. They exposed the flank to the ferocious Wild Riders and now they had to withdraw in order to avoid dangerous situation. That also forces the Lions to abandon their position and both units withdraw.

All Forest Spirits enter the battle now, protecting the flanks of a very fragile Asrai bowline. Taking heart from that, glade guards aim carefully and both small groups of Sisters are reduced to single member each!

Outcasts - Turn 2

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High Elves smoothen their battle line

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And fight fire with fire!

Shooting contest continued. High Elves kept shooting at Wild Riders and they crippled the unit leaving one lucky survivor. Larry the Loremaster treated the biggest unit of Glade Guard with ice cold-flame hot beauty treatment. Some of them fell to a well placed fireball, the others suffered shortly after from the coldness of the iceshard blizzard.

The rest of the regiments redressed their ranks and regrouped forming a new battle line.

Wood Elves - Turn 2

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Treekin lead the way

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With Forest Spirits wood elves can afford to be more aggressive

Forest Spirits on both flanks of the wood elves formation advance towards High Elves. Remaining glade guards also advanced and kept shooting. One of the Sisters didn't make it to the safety of the castle while Sea Guard became another target.

Outcasts - Turn 3

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High Elves - setting up the trap

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Will White Lions be enough of a bait for the Treekin?

Four High Elves units manoeuver together to set up the trap on the Treekin. White Lions move in to be a bait while both units of Swordmasters wait nearby to counter charge. Also Dragon Princes, equipped with the enchanted banner and their lances blazing with magical fire, are ready to strike.

In the meantime High Elves shooters aim at their counterparts and the regiment of glade guards is reduced to just a few members. Another unit of Wood Elves shooters is destroyed in the building by another Fireball, cast by no other but Larry the Loremaster himself!

Wood Elves - Turn 3

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Forest Spirits break through!

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The trap is sprung but Forests Spirits had their own surprise!

Treekin and Dryads charged against White Lions. But before the blows were exchanged, the Spellweaver made the form of the treekin even wilder than usual. Sensing magical energy the nearby blood forest lashed out in rage. Forests Spirits remained unscathed but Chracian hunters were not that lucky as even their considerable forester skills were not enough to avoid the punishment. Then, using the opportunity created by the Blood Forest attack, treekin and dryads attacked. Brave White Lions, already depleted, were no match for the ferocity of the Forest Spirits and perished. Triumphant treekin had enough momentum to storm into Swordmasters nearby and to move out of charge range of the Dragon Princes. Now it was High Elves who were in trouble!

The glade guards tried to aid the Forest Spirits in their assault and unleashed their missiles at second unit of Swordmasters. With the aid of the Hail of the Doom Arrows, half of the regiment was destroyed.

On the other flank great eagle attacked the Sea Guard and pinned them down while Treeman Ancient chased off the bird of prey that aided High Elves.

Outcasts - Turn 4

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Exchange of blows continues

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Desperate measures to save Larry the Loremaster

Dragon Princes charge the dryads and kill all but 1, which promptly flees to the safety of the forest, never to be see again. Swordmasters aid their brethren but even the warriors of Hoeth are helpless against the tough wooden skin and natural toughness of the treekin. A lot of casualties are inflicted and Swordmasters flee. The unit that tried to save Larry the Loremaster was unfortunately caught in pursuit.

The shooters of the Outcasts did better as their eliminated both remaining glade guard units, leaving the Spellweaver and the BSB in the open. Ellyrian Reavers managed to finally hunt down the last Wild Rider and Sea Guard braced for impact as the charge of the Treemen Ancient seemed to be inevitable.

Wood Elves - Turn 4

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Treemen rule the centre!

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Both armies are already bloodied but none admits the defeat

Both Treemen charge the enemies in front of them. The Ancient is stopped for a while by the noble sacrifice of the sea guard captain. The Speallweaver and the BSB try to run towards the woods in the hope of saving themselves from the High Elves arrows.

Outcasts - Turn 5

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Exchange of punches continues!

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After careful examination of the situation on the battlefield and backed up by the experience of the countless battles, Nick H. concludes that Elves will win! But who would believe Father of Lies?

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Dragon Princes charge!

Dragon Princes charge the accursed treekin and their flaming lances inflict a lot of damage. One of the knights is lost, however and steadfast treekin holds the line!

The Spellweaver and the BSB are not given another chance of escape and are shot down with cold blood.

Unfortunately for High Elves, Sea Guard is unable to stand up to the wrath of the Treemen and flee.

Wood Elves - Turn 5

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Treemen advance further

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Treekin keep fighting

Treeman Ancient tries to engage a new foe but High Elves refuse to fight. Treekin kills another Dragon Prince but the fight is not yet resolved.

Outcasts - Turn 6

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Treekin still holds!

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Dragon Princes fail to wound the treekin and their armour seems to be made out of paper

In the last charge Dragon Princes storm into the flank of the treekin but this time they fail to wound the enemy and suffer a lot of casualties in return.

Elven shooters all aim at a treeman but are unable to inflict mortal wound.

Wood Elves - Turn 6

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Treekin hold again!

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Not much is left of both armies

In the last attempt to charge, wounded Treeman charges the Dragon Princes but cannot reach them. However, tough treekin still refused to give ground.

Treeman Ancient moves close and attacks white lions with its strangle root attack. Brave Chracians refuse to panic despite heavy casualties.

Both armies were very bloodied at this stage and disengaged in good order. Although from the Asrai army only Forest Spirits remained, the passage through their domain was denies to the Outcasts.

Epilogue

Red leaves swirled through the air and smoke, rising and falling on invisible waves as they seemingly danced to a music of their own. The fading din of battle in the background did nothing to mar their beauty as gusts of warm air swept them across the battlefield, until they finally came to rest on the forest floor. They floated calmly in pools of slickened blood, their red hues matching the glistening puddles they now inhabited. Though war waged around them, the leaves had no knowledge of it – nature was serene and unscarred, even amongst so much death. It was beautiful.

Bob’s moment of serenity came to a sudden end as the thundering hooves of the Dragon Princes approached. He looked towards them and caught his breath as he spotted a single figure in charred robes, slumped over the back of a horse in the midst of the column. He rose to his feet, all too slowly after the pains of battle, as the princelings arrived with their leader, taking him down and laying the limp body on the ground.

Bob knelt by Larry’s side and placed his hands over his fallen leader’s heart and eyes. He closed his own eyes and started mumbling prayers and offerings – though the words themselves held largely no meaning for him, he still believed that the gods cared for their truly loyal subjects. He knelt there for what felt like hours, reciting over and over the broken words taught to him by corrupt teachers, until at last he gave up. He slumped back on his knees, and looked upon the face of his fallen leader. Tears rolled down his face as he stared at the lifeless corpse in front of him, wooden shards still protruding from multiple wounds sustained in battle. He begrudgingly closed his eyes once more and began saying his final prayers, hoping that at least Larry’s soul would find its way to the light.

The air shimmered.

Bob opened his eyes in surprise as Larry’s body was engulfed in a bright blue light. The surrounding dragon princes jumped up and fell back a few paces as an unbearable heat started to emanate from Larry’s body. Bob sat there in silence, relieved to feel the searing heat touch his exposed flesh. They have answered my prayers he thought as the ball of light grew and encompassed him, and in an instant the whole world blinked out of existence as heat and light took over his senses.

Suddenly the light and heat disappeared, and Bob was left kneeling by his leader’s side. In front of him lay Larry’s now unmarked body – the wooden spikes had disintegrated, and his wounds had healed. His torn and dirtied robes were now resplendent in white and unmarked; the smell of death that had clung to his corpse mere moments ago was gone. With the grace of the gods on our side, none can truly question the motives and loyalties of the Outcasts thought Bob, a smile creeping across face as he lay witness to the events unfolding in front of his eyes.

Slowly, Larry opened his eyes.


After-battle thoughts

First of all I would like to thank Il Maestro for his fantastic prologue and epilogue short stories! I think they add greatly to the report and I am very happy that he agreed to write them for me. I hope you like them too! If you do, please, let him know so that he might agree to write more for the following battle reports!

After surveying the photos I took during this game I realized we played 7 turns. Somehow we probably forgot to turn the "counter" and miscalculated the turns. In that turn I lost my fast cavalry, one in a futile attempt to aid Dragon Princes and another one to block the treemen. I also could not inflict that last wound I needed to fall down that damn walking tree!

The game ended with my loss of 8-12 and I was clearly outplayed by Johannes. Congratulations! In particular for this brilliant move with blood forest!

I made a mistake of staying in it with White Lions. Johannes not only managed to get Wild Form on the treekin, which in itself is a great thing to have, but the attack of the blood forest enabled treekin killing all the lions. That, in return, allowed the overrun into Swordmasters. So not only he was not trapped, not only he destroyed my unit but also charged my Swordmaster with the general and was safe from the charge of the Dragon Princes with flaming attacks! Master stroke! =D>

There were a few things that also contributed to the overall result. Let me go through them one by one:

1. A mistake in positioning of Dragon Princes on the right flank. In fact, I wonder if I should not have charged turn 1 with them. Instead I presented the flank to the Wold Riders and had to flee. Quite typical mistake for me lately :oops:

2. Already mentioned mistake in positioning the White Lions in the forest but also lack of anticipation or preparation for the worst . I mean that I didn't position Dragon Princes in the way that allowed them to counter immediately no matter what.

3. Another mistake was exposing the flank of Sea Guard to the charge of the eagle. I think I should have marched them to the other side if not turn around and move back.

4. I don't know why but I was very passive with White Lions. It was risky to charge them against Treeman alone but maybe I should have not charged treekin with Dragon Princes but turn around and use cavalry to kill the treeman instead?

5. I was very desperate to destroy treekin as an act of revenge after killing my Loremaster. I think I would have had a better chance to hunt them down if: a) I have positioned second unit of DP properly so I could charge with both at the same time, b) failing that if I manoeuvred to position them for the coordinated charge. Instead I kept throwing unit by unit at them and simply lost them all.

I guess I learned a valuable lesson and should be happy that after these mistakes the loss was only 8-12. I lost the initiative in that game, started reacting and countered piece meal. All bad moves and no wonder that they led to the loss. On the other hand I am glad I targeted elves instead of forest spirits with spells and missiles as it allowed me to remove the threat of enemy archery and get fragile enemy characters.

I hope that this example is going to show that treekin can be very dangerous. If they are going to get natural ward save then they will indeed be a truly feared Monstrous Infantry.

In the meantime, thanks for reading!
Last edited by Swordmaster of Hoeth on Thu Feb 20, 2014 12:37 am, edited 5 times in total.
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - deployment

#39 Post by Nicene »

Wow, it looks like you're going to roll right through him, based on the diagrams.
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - deployment

#40 Post by Cealyne »

I have to agree with the above mentioned statement, I think you're gonna roll right through them.
A friend if mine just started playing warhammer again after a 4 year hiatus, he returned to his loves wood elves. Of the 4 games we have played I have rolled him. I've felt terrible, an tried to not play as aggressive as I normally would. It is quite a bummer about hi ubits not showing up first turn. That is always a bummer.
Are the lists open or closed by chance? If closed I like what he did with the flame banner on a smaller archer unit. Most time it's on a larger unit of archers, so this can through people off. Anyway it's the best target for your dragon princes. My eagle noble with dragon armor last game butchered my friends unit if glade guard with te banner.
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - deployment

#41 Post by Stormie »

This should be entertaining, but I don’t think it’s going to be as terrible (for the Wood elves) as the others think! I hope the Wood Elf player wasn’t too bummed by not having those parts of the army turn up; it can actually be a blessing in disguise, as he knows that neither Treeman will be Searing Doomed on turn 1, nor does he have to worry about Spirit Leech (his BSB looks far away enough to avoid it). If you had the Book of Hoeth then you’d have a good shot at getting as many as 3 spells off turn 1, but the Wood Elves should only have to suffer maybe one magic missile and a debuff to start with. Then the rest of the Wood Elf army can turn up and deploy where it chooses.
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - deployment

#42 Post by Lord Anathir »

I would like my chances as the wood elf player in this one, as long as the treemen are kept together and magic is dispelled. Don't like the treeman ancient because you lose lvl4 to dispel with wand of the elm... still one of the best magic items in the game.

I dont know why the 16 archers + bsb arent setup to swift reform/shuffle into the building and delete those reavers to open up the flank. WE deployed second right? glade guard popping in and out of buildings are amazing.
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - deployment

#43 Post by Hinge »

SM-

I am surprised the WE player did not deploy deeper (his right) in his zone. This would create space and allow him to collect his forces and if you rush forward carelessly, would allow him to pop up behind you (his left table edge) with some powerful forces.

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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - deployment

#44 Post by Swordmaster of Hoeth »

Hi guys!

I am glad to see so many comments already! Thanks a lot!

@ Nicene

That indeed looks very intimidating for a WE player but I have found out that going second and having reinforcements can be a game changer too. First, you deploy seeing your opponents army already. Second, you have a lot of freedom in where the rest of the army shows up. In fact, you don't have to even move the reinforcements turn 1 but can wait and add them to the battle when it is more convenient.

@ Cealyne

I had a similar game against a friend of mine, i.e. when he came back to the hobby after a few years of a break. It does show and may look deceptively easy.

But WE are not weak. Just very unforgiving.

The lists were open so I knew where the flaming banner is going to be. It was not that easy to get to it despite the way the diagram shows it. Or maybe it was but I just thought it was not, haha!

It is of course true about DP, as soon as there is a unit with this banner I try to think how to match my cavalry against them.

@ Stormie

Trust me, it will be! And I can assure you my opponent knew what he was doing. As you said, having trees safe was a great bonus. In fact, you can easily predict where they are going to appear when you take into account where my Loremaster is.

The relative distances are very important as you have noticed very well. I think I should have deployed more aggressively :)

@ LA

One of the possible reasons was that he deployed Wild Riders there and then vanguarded them further towards the flank. Maybe that blocked GG in the way that they had to deploy a little further away. But yes, I should have seen this and I risked my ER unnecessarily. In fact, I am not sure (and due to my blurry picture I cannot confirm that :() if BSB was not in the small GG unit first. Apologies for the confusion.

@ Hinge

I thought he might as well. That is why I deployed wide. If I knew he would deploy in the other corner I would have deployed in a different pattern. But that is the trick with that scenario! You don't know :)

I wonder if positioning of the Loremaster affected his deployment. Maybe he simply wanted to avoid my shooting and magic?

Cheers!
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - deployment

#45 Post by pk-ng »

Hey SM! Good work on the reports! Love them so keep 'em coming!
Jsut a note on Game 2 the Chief couldn't join the rippers as characters can't join a unit of flyers!
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - deployment

#46 Post by Swordmaster of Hoeth »

Hi pk-ng!

Thanks! I do try! :)

As to the chief apparently Swedish FAQ as a supplement to their Comp Pack allows it. :)

cheers!
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - deployment

#47 Post by Targ Ironfist »

Hi Swordie,

now it seems Your elgi go and want to set up a new colony in Lustria. :wink:

Enjoying my Sunday´s morning cofee and digesting Your report. :8)

Positioning: Battle line - so I realy do not understand his positioning. Saurus are ideal for a compact roman kind of formation, with skins fullfilling the roles for velites (light and shooty skirmishers).
All in all I completely fail to grasp Your opponent not making a hard flank, protected by a border edge. Simply offering so much space for Your cavalry to manouvre is madness.
I will write this without seeing Your end battle comments. :wink:

Turn 1: Solid opening move - DP charge was lucky, true, but one creates his own luck.
Otherwise You moved to create the Swordmaster trap TM and as Your opponent was kind to help it with his positioning, I wholeheartily agree.

Turn 2: Ellyrians should have stayed and threatened those skins. There is no way those foolish light horse could have survived that amount of poisonous stuff. As a threat, they would have been able to nicely delay those small nimble lizards or to rear-charge them.

Sisters - I think You were overeager with Your ladies. So for me, lions and ladies positions should have been exchanged, if possible.

DPs against skinks - nice - threat removed, less chance of swords dying to poisonous missiles.
Gap for manouvres created.

Turn 3: I do not agree with Lizard guy retreating. For me, he had a relatively advantageous position to exploit. Your guys were split and the saurus hero was not to be underestimated.
Steg could have got the ellyrians, easily, or if they fled could have redirected into DPs.

For me, it would have been an all out charge - especialy with those two sking groups in the left, dividing Your attention.

Your fast eagles have to be killed or hunted away. As he wasted those skirmishers (on the right), he should have charged them. There was potential to split Your army a bit. Yes, a risk also, but that is life. With retreating, he handed You over the intiative. That is never a good idea. :mrgreen:

Turn 4: You show him nicely how it is done. You get into advantageous postions and charge where appropriate.

Turn 5: He gave You skinks for nothing. Very low chance of them doing something important. With his defensive and play for the draw strategy he was using, he should have sent his guys packing away from Your missiles, covered with the forest. good chance for survival, there.

Turn 6: You charged correctly, but here is another proof that saurus are tough. Should he have killed the eagle/hunted it away, he would have been in an excellent postion to support his saurus and or do something more than let his TG sit. Playing the TG in the way he did seems a huge waste of points.

All in all a good battle. Only a pity You let him have those ellyrs in turn two.

---
Your question:
"That poses an interesting dilemma, to sit at the back and try to weaken the enemy with arrows and magic but to risk that the earned points will be low? Or to move forward aggressively but risk confrontation with the enemy at better disposal?"

Elgi should always have the initiative, in my book. In my opinion, You should move forward nearly by default and should the situation look good, then commit. Should it not, withdraw. Your shooting is strong enough to get You those points and at the same time You are creating opportunities for Your army, which is crucial. (Especialy this game, You could have gotten that one turn more to kill those saurus - as I mentioned earlier, he left a nice gap, for your troops!)

You realy have the speed to disengage, especialy when BOB is ready to wave his standard later. :lol:

Thanks for another solid report.

With regards
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - deployment

#48 Post by Targ Ironfist »

Hi Swordie,

I see You are a laborous one.
Woodie game deploy:

Sorry, but too defensive for me. Also, Your best building attack troops are swordmasters, so why aren´t they positioned on the right? First turn cover behind cavalry, advance and theoreticaly be ready for a counter against those wild riders. I have respect for those, but Swords are a good match against them. Especialy if not charged... :mrgreen:

You were postitioning the swords to give Larry more area to cover? Why not position him with those nice Sea guard chaps, where he can wait for his bodyguard to arrive from their mystical training? :wink:

With regards
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - updated 16.02

#49 Post by Targ Ironfist »

Hi Swordie,

it seems I am a bit stuck here, with You adding another report just after I get to finish commenting on the previous one! :lol: 8)

The game was good. You named all the stuff.

+1 To lions attacking the treeman. I think they had agood chance of killing it.

The treekin has been a real hammer, blood forest strike ingenious.

Now I can say, You realy should get that starlance in. It would enable You to be more aggresive and increase those crucial first round attacks.

My recommendation is:
1/ 5 Flaming DPs.Standard+Musician. Champ if points, but otherwise no.
2/ 6 DPs, FC + Starlance. -flank breakers, hero hunters.

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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - updated 16.02

#50 Post by Lord Anathir »

In my experience treekin struggle a bit vs some static combat res and might have broken to a dp charge followed up by a LSG/archer clip charge or flank. Not stubborn and not in bsb range. 3 st5 each and half of them are lost rolling to hit.

Treeman did more more less what I thought they would do.

I'm a bit surprised WE lost their backline with 2 buildings in their zone, but hey job done right.

The high elves did well for the most part getting all the easy points in that respect. but Treemen were the main threat and I think should've been fireballed before gladeguard? Every phase could've been fire/light/death sigs into treemen.
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - updated 16.02

#51 Post by Jimmy »

Hey SM

Apologies for not posting comments on Battle 3 any earlier. Johannes is a very talented player and I’m keen to see what headaches he can cause the MSU forces of the High Elves! Great looking army he presents as well.

Always a challenge with the sheer amount of shooting the army can pour out and potentially destroy/cripple a single unit each turn – but will it be enough? :)

Deployment – You’ve got the advantage due to numbers and of course some Wood Elves units not being present. Fingers crossed you can capitalise on this and make the opening frames strong ones.

Turn 1 – Those Dragon Princes must have been millimetres inside the Wild Riders charge arc? Ouch. Possibly the best start to the Wood Elves turn.

Turn 2 – Good target priority.

Turn 3 – Shooting continues. Is ER2 positioned here to potentially charge GG2 for when the casualties get too great in GG3 and the characters jumps to the larger unit? Were you expecting the dual charges here from the forest spirits or did that catch you off guard?

Turn 4 – Shame about the loss of the Loremaster. Enemy characters are now vulnerable.

Turn 5 – Was it possible to backpedal the Dragon Princes here to ensure you double teamed with the other unit and move back outside of charge arc to the Treeman? Surely you weren’t banking on the Dragon Princes taking away the TreeKin’s steadfast? Why no charge with White Lions into flank of Treeman? Seems like the perfect opportunity and use Eagle to re-direct Ancient?

Conclusion – I’ve seen you player better mate. ;)

Looking forward to the next game as per usual.
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - updated 16.02

#52 Post by Swordmaster of Hoeth »

Hi guys!

thanks a lot for your excellent comments! I will address them in due time for sure! Until then, please have a look at an excellent prologue and epilogue stories written by Il Maestro himself!

Cheers!
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - updated 16.02

#53 Post by Targ Ironfist »

Ahhh,

there is a nice prologue, even. Great.
Liked both. Such a thing adds realy spice to the whole! :mrgreen:

If GW had such reports in WD, they would double the sales! =D>

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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - updated 16.02

#54 Post by Swordmaster of Hoeth »

Hi guys,

Sorry for a little late comments to your comments but as always I appreciate your feedback. I have also updated the details of the army list as Johannes kindly provided the list for me. He also made a comment on the game. Here it is:
Fantastic report mate, cheers for the kind words.

Loved the Prologue and epilogue as well, the red leaves reference was a nice touch, and I'm glad Larry didn't suffer any lasting damage (except maybe a new-found fear of shrubbery).

I was pretty pleased with that blood forest move; one of those rare and beautiful moments when the fluff and tactical play combine perfectly.

Also you're spot on with your comment about targeting my shooting, it was definitely the right move, allowing me more shooting phases like that first one would not have left you with much of an army. Plus it got you some decent points from my mage and BSB, and also kept me from picking off those stragglers from weakened units later in the game.
@ Targ

Thanks for all the detailed comments. They are as always valuable insight, nothing I can disagree with at this moment. Sadly, I cannot tell why my opponent in game 2 has deployed his army in this way. It is not often that I have a chance to get their feedback.

@ LA

Indeed, a ranked unit would have helped here enormously but unfortunately I didn't plan that well. Even with a disadvantage of not knowing where the enemy will show up.

While I would love to cast as many spells at Treemen I didn't do that because of 2 reasons. First, glade guard was more immediate threat in this game. Treemen were slowed down while GG had a potential to cripple my units, pick up on stragglers (much as Johannes commented). Second, they were out of range for 24" spells. If they were in I would have tried (power dice allowing) to cast searing doom along with other spells thus making the choice as what to dispel harder.

@ Jimmy

No need to apologise! As you can see I am not that quick with reporting/replying either!

Indeed, WE are very good at shooting and the combination of no penalties for move and shoot as well as S4 at short range (giving them effective 20" range for that) can be truly devastating!

It was simply my mistake in turn 1. I didn't get that many casualties done on WR as I hoped for (went better next round) and receiving a flank charge was bad. They had +4 to CR before the dice roll (flank, charge, banner, war banner) so it was not likely for me to hold the line.

I tried to distract the enemy with reavers. I don't think I would risk charging with them even at the flank because there was a chance I would lose some due to BSB there and they would have been steadfast anyway.

No, I didn't expect dual charge as I thought it is more beneficial to charge with TreeKin only (more high S attacks). I think the charge with Dryad was good though as potentially they could have reformed and be stubborn in the forest.

Yes, I made mistakes. Charging with DP alone was not good idea, even with flaming attacks. I needed absolutely no casualties to be received. It was too risky and I think it was perfectly possible to prepare that charge better. Revenge is the dish the best served cold and I was too hot headed to wait and wanted to avenge Larry too much!

I think I was unnecessarily concerned with T-stomp. Even if I lost the lions in the process, they could have wounded the treeman, exactly what I needed to finish it later with shooting. The exchange was in my favour. Ah well :(

Yes, I agree, it was not my A-game but at least Johannes didn't disappoint with his master move!

Cheers!
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Re: HE MSU at CanCon 2014 - Game 3 vs Wood Elves - updated 16.02

#55 Post by Swordmaster of Hoeth »

Greetings!

I have started preparing next report and I wanted to post a customary teaser!

Game 4 - Greg - Empire - Battle Line

Game 4 (or game 1 of day 2 if you prefer!) was a good, old battle line. This time I had a great privilege and honour to play against Greg, Mr. Hoodling himself, a blogger of a great fame! Although we have participated in a few tournaments so far, we have never had a chance to play against each other. You can easily imagine how happy I was! :)

If you haven't checked Greg's blog you should immediately stop reading that report and visit his website. Here is the link to the post where he briefly discusses his army list and then proceeds to the report from his game 1:

The Hoodling's Hole - CanCon 2014

You will find many interesting posts, plenty of battle reports, Battle of Finuval Plains being one of the most famous ones. Greg has already posted his report from our game. It was a very rare opportunity to read about the game I played from the point of view of my opponent. Usually, I am very happy if the other player adds some comments about our game. Here is a full report! Check out this link if you want to read it, I highly recommend you do!

Hoodling vs Swordmaster - Imperial records

One of the great things about attending tournaments is that you have a chance to play against beautiful and thematic armies. Greg's force was one of these. His demigryph knights in particular were catching the eye of any player passing by. Here is his list with all the details:

Empire - Army List

Arch Lector on War Altar with Great Weapon, Heavy Armour, Shield, White Cloak of Ulric
Wizard Lord, Level 3, Warhorse, Scroll of Shielding, Talisman of Endurance - Lore of Light
Captain of the Empire, Battle Standard, Barded Steed, Full Plate Armour, Shield, Sword of Might, Dawn Stone
Battle Wizard, Level 1, Warhorse, Dragonbane Gem - Lore of Beasts

9 Knights of the Inner Circle, Lances, Standard, Musician, Banner of Swiftness
10 White Wolves, Great Weapons, Standard, Musician
5 Knightly Orders, Lances
4 Demigryph Knights, Lances, Standard, Musician
28 Flagellants
25 Flagellants
Celestial Hurricanum

Swedish Comp: 15.3

I decided that from now on, time permitting of course, I will try to have a look at the opponent's army list and simply go unit by unit to assess strength and weaknesses. I think it may help me to visualize how to try and tackle them in the future games and if I came with a good plan to do so in the currently reported one. So, let's see how it goes!

Archlector

On his own he is not a great warrior but he is definitely a great leader as well as very versatile character. For starter he can channel power and dispel dice that is always a nice bonus. He improves the combat abilities of the unit he joins by giving that regiment Hatred. Very useful ability, as who does not like re-rolls to hit! His battle prayers further add to the versatility and can be very handy indeed.

However, he is also riding a mighty War Altar that further improves his capabilities. The fact that he is mounted on a large target means his Inspiring Presence is extended to 18", a great thing if you ask me! He also becomes stubborn and has a very good, 4+ ward save. What is more, he confers Hatred to all units in 6" too! Not only he can support a few units at the same time but he can also stay away from danger. The same goes with his prayers, getting better and better!

On top of these abilities Arch Lector can use banishment bound spell, a very useful magic missile, good for any occasion. Let's not forget about his Terror causing abilities too!

Greg equipped his general with the White Cloak of Ulric. Hm, apparently priests of Ulric and Sigmar are now friends and their past animosities are long forgotten! -1 to hit is a great ability to have and better ward save (2+) against flaming attacks is always good.

Hm, he is definitely harder to kill with all these defensive abilities and built in ward saves. He is very mobile and not easy to reach. His stubbornness does not make the job easier. If not for the fact that there are other, more dangerous targets, he could be picked up by magic and shooting. But as he is going to have his entire army between my forces and himself I guess the main thing is not to let him charge (impact hits!) and look for the opportunity to flank charge him and tie him in combat.

BSB

Quite tanky character and no surprises here. He is a very important for the army so his survival has to be a priority. He is a decent fighter with Sword of Might too. He can fall to Swordmasters/White Lions but it is better to get him via combat resolution.

Wizards

Quite Interesting combination. Light wizard obviously adds to the strength of the Banishment spell with the possibility to obtain can also be great to support the troops. Beast wizard obviously improves the sheer strength/toughness of the knights and he can do it easier thanks to the lore attribute.

The chance to eliminate them will lie in the fact that they have to be with the units of knights so if I can engineer good combats I could eliminate the unit and the wizard(s) together.

The Knights

There are 4 units of them and that is tough. The most dangerous of them are Demigryphs as they have the best grinding power, also in subsequent turns of combat. White Wolves with their great weapons come against my army. Human knights strike after Elves so striking is even more important for them. Inner Circle Knights are better defensively but their charge can be devastating too.

I have learned that the best way to defeat the knights is to flank charge them. I would definitely try to do so. The some casualties inflicted by shooting and magic (Searing Doom!) can also be very helpful. The problem here is that there are so many of them! I needed to find a way to isolate these regiments and try to destroy them one by one. I think I had a chance to do that provided I could slow down/divert the regiments I didn't want to engage at a time and be able to eliminate the one I chose quickly.

Flagellants

You don't see many of these guys these days. They can unleash a lot of damage but their new rules mean they also can hurt themselves and their numbers may melt quickly. I guess the choice is: take lots of them or not at all. Greg took 2 units of the crazy fanatics. These guys could actually inflict a lot of damage in the first round of combat and that was a dangerous prospect for my small units. In order to defeat them I wanted to use bow shooting first, to make their numbers manageable and then finish off in close combat where my archers and sea guard can actually do a lot of damage too.

I also wanted to use the fact they would struggle to keep up the pace with the knights to my advantage.

Hurricanum

Another very useful model in the army. Chariots are always dangerous against my small units and this one helps a lot in combat too. Having +1 to hit with possible re-rolls due to hatred from Arc Lector can turn dangerous units of knights into combat monsters.

It has relatively low armour, however, and once in combat can struggle to inflict damage.

All in all a fast and combat orientated army. Good thing it didn't include a steam tank (always a challenge to contain) or hellblasters. Not so good that it is very fast and very well protected. But I was sure it will move forwards as it needs to be in combat in order to win battles!

Prologue*

* Prologue and Epilogue by Master Storyteller, Il Maestro!

The sound of steel horseshoes striking the paved roads filled Larry’s ears and made his head ache. He was not quite sure how long he had lapsed in and out of consciousness for, but he knew that every moment was a moment too long. Though he was closer to his prize with every step they took, so were his enemies. Enough time has been wasted, he thought as he sat himself up in the makeshift carriage carting him along, and waved over one of the soldiers.

‘Bring me a waterskin, and fetch Bob.’

The words came out more as a croak then a command, but the warrior nodded and left all the same. Larry looked out past the column of soldiers behind him to the fields on either side. Rolling plains of brown and red grass stretched to the right of the outcasts, and on the left was a small river, not nearly large enough to support any settlements. The land as a whole was alien to him: every blade of grass was slightly different than those he was used to, the colours were not as brilliant as they should be, even the wind smelled stale and wrong. But it was also somehow familiar. He couldn’t quite put his finger on it – it looked nothing like what he saw in the visions, and yet he knew he was on the right track.
I thought the same of that damned forest. The thought cut through his reverie like a hot knife through butter as his eyes drifted to the right, past the rolling plains and to the retreating red forest that lay at its edge. The home of his twisted kin. He felt a sharp stabbing pain in his leg at the sight of those red leaves. A remnant of my death. he mused, the gods’ way of reminding me of my failure. The thought soured in his mind, but his brooding was cut short by a familiar face.

‘Good to see you up again, even if you look like you’ve sucked on a skin of lemons,’ Bob shouted as he heeled his horse around and fell into line next to the carriage.

‘Learning from your past ensures you don't repeat your mistakes in the future.’ The soldier sent for the waterskin returned and Larry grabbed it and popped the cork off, taking a big gulp as Bob chuckled to himself.

‘And what exactly have you learnt, oh wise loremaster? Were you working out how to take revenge on trees and leaves?’ Bob watched as Larry emptied the rest of the waterskin as if he had never had water before.

‘Maybe one day,’ Larry smirked as he pulled the empty sac from his mouth, ‘but for now we fight a different foe.’

Bob’s face reverted to stone as his smile faded away.

‘What have you seen?’

‘Steel and fangs.’

‘Tell me more.’ Bob leaned in to listen intently to every word the loremaster uttered.

‘Whilst I slept, I had a vision of mountains of steel melting. I could sense jaws snapping behind me, goading me forward, and every time I lashed out at them, shattered fangs fell to the ground.’ Larry had to steady himself as memories of the visions overwhelmed him. He placed a hand up to his head to try and calm the storm inside and went on. ‘I don’t know what it all means, but I’m sure it ties in with the others. This one was stronger though, more real. Even still I hear the howling behind me as we speak.’

‘You are not the only one who hears those howls.’ Bob spoke as he waved a command at the column to halt. He leaned forward in his saddle, making himself low against the horizon, as he looked past Larry’s shoulder and off into the distance ahead of the column.

A lone rider appeared over the next hill, galloping towards them as fast as his mount would take him, purple cloak fluttering behind in the wind. As he made his way down the hill and towards the column, a wolf appeared behind him. It was larger than any wolf Larry had ever seen, muscles bulging as it howled and bore down on its prey. The distance between the wolf and the rider was closing fast, and it was clear that neither would make it anywhere near the Asur lines.

Bob leaned to his right and unlatched his bow from his saddle. He pulled a white-fletched arrow from the quiver hanging off his bridle and knocked it in a single fluid motion, taking aim. The wolf closed in on the rider as the pair reached the bottom of the hill, snapping at the horses rear as it lunged forward. Bob held the arrow for what seemed an eternity, moving ever so slightly as he honed in on his target. A sudden snap pierced the silence as the arrow was let loose and sailed through the air. The rider had turned in his saddle to try and ward off the giant predator, sword hand held high as the wolf made a final lunge forward. The leap was cut short by a flash of brown and white as Bob’s arrow pierced the wolfs eye, sending the large beast headfirst into the ground, twitching. The rider turned back in his saddle and made his way back to the column unharmed, greeted by the cheers of the watching Asur.

Bob casually lowered his bow and reattached it to his saddle, calling out orders to the column to prepare for battle. He turned to Larry and smiled.

‘Lets hope the steel melts just as easily.’


Deployment

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Armies arrayed for battle - but have you seen the size of that forest? :shock:

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Greg decided to play with refused flank formation and set up his steel steam roller on my right flank. I decided I need more time to manoeuver and wanted to use the opportunity that the Demigryphs were a little bit isolated already and put almost all my combat units on the left flank. That would give me the opportunity to approach Demigyphs fast and force the other knights to choose, either chase infantry on the right or turn towards the centre and face my assault teams.

I left Archers and Sea Guard on the right flank so that they could fight against fanatics. On the other flank there was nothing they could attack. I added a unit of White Lions for some hitting power against small unit of knights. And the forest could help them too.

Greg's wizards got the following spells:

Level 3 - Shem's Burning Gaze, Light of Battle, Birona's Timewarp
Level 1 - Wyssan's Wildform

Surprisingly, I won the roll off and had the first turn!

Outcasts - Turn 1

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"Mexican" stand off on the right flank - sort of

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High Elves move slowly

High Elves seized the initiative but moved carefully. The Knights might look cumbersome but if that steam roller picks up the momentum, there will be no time to react. Better be ready before that happens.

Due to long range for arrows not many of them find the true mark. Only Sisters of Avelorn managed to pick the weak spots in the full plate armour of the White Wolves in front of them.

Empire - Turn 1

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Steel hammer on the move

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That right flank does not look good

Arch Lector didn't even stop reciting litanies of hate while the whole armoured might of the Empire rolled forward. Only Demigryph Knights, charged with protecting the flank of advancing regiments, didn't move at full pace.

Flagellants prophesied doom lauder and lauder and then somebody shouted "Burn the Witch!". Arch Lector, seeing that the crowd of the fanatics are willing to disperse, decided to do exactly so and cast a spell that burned a few Sisters of Avelorn. Flagellants howled their approval.

Outcasts - Turn 2

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Setting up the trap - Wolf Hunt begins!

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The power of the Elven Archery!

The regiments on the left flank moved to positions in order to set up the trap on Demigryphs. In the meantime, the Elven shooters show a display of archery that is devastatingly accurate. First, a combined effort of Eagle Claw crew, Bob's skills and Sister's abilities sees all but one White Wolf Knights remaining in his saddle. The wizards that accompany him didn't wait any longer and simply fled towards the safety of their own lines.

Encouraged by that success, Archers and Sea Guards aimed at the fanatics on the hill and inflicted horrendous casualties. Two enemy units were rendered useless in a blink of an eye!

Empire - Turn 2

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First charges of the Knights

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But their advance seemed to be stalled

Demigryph Knights charge the obvious bait but even aided by the Speed of Light they are not able to bring the great eagle down. Or was it planned?

Inner Circle Knights charge the second Eagle and show how it is done. Even small unit of Knights charge the Archers if only to save the flagellants. However, they lose one of their numbers due to treacherous forest and another one by the Elves themselves!

Arch Lector, infuriated by the fact the advance of his army was slowed down to a crawl channels his fury into a powerful spell and White Lions, being the target of his hatred, lose more than half of their numbers. Brave Chracians refuse to give ground though!

Outcasts - Turn 3

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Easter Front - slowing down continues

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Western Flank - full out attack!

As one Elven units charged against Demigryphs. Dragon Princes expertly avoided impaling the great eagle locked in combat with ferocious beasts. Swordmasters stormed through the middle while White Lions, ignoring boiling torrent, charge the flank. However, Demigryphs still being under the influence of a spell, are faster even than Elves. Swordmasters die in droves before they have a chance to strike. The blows from Lions and Princes are deflected and only single beast is put down. What is more, the fury of magical water claims the lives of almost all the White Lions. Elves are shocked but their centuries old training and martial prowess keeps them in combat.

Seeing that such perfectly engineered attack is stopped by the timely assistance of wizards, Bob orders the shooters to aim at the enemy mages. With no knights around to hide behind, both imperial spell casters are soon dead. Single White Wolf knight is all that remained from that proud regiment. For now.

Empire - Turn 3

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The Knights keep pressing on the right

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Demigryphs are defeated!

Without the aid of the wizards, Demighryphs were way slower and this time their armour proved to be no protection against expert strikes of elven blades. The most powerful regiment of the Empire was no more.

Inner Circle Knights suffered some casualties on their way and destroyed yet another annoying light regiment of the enemy. Even Arch Lector joined the fight! He drove through the treacherous forest, protected by his faith, finished White Lions and slammed into nearby Archers. But they held the line nevertheless!

Outcasts - Turn 4

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I swear there was a unit of the Knights on the hill just a moment ago!

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Elves redress the battle line and advance against remaining imperial regiments

Elven regiments manoeuvred to close in with the imperial regiments still on the battle field. Larry the Loremaster spotted fleeing knight of the White Wolf and send some warm farewell after him in the form of a fireball. White Wolf screamed with joy and ... disappeared!

Then the Eagle Claw crew spotted a perfect target. Inner Circle Knights exposed their flank for a perfect shot. A single bolt sailed through the air and slammed into the first knight unhorsing him in a heart beat. Then second followed his companion, and third and fourth! And the bolt kept going only to stick in the side of the Imperial BSB who managed to stay in the saddle. Barely!

Empire - Turn 4

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Brave Sir Robin? :)

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Failed attempt to charge by Hurricanum

Imperial BSB and his sidekick moved at a double towards the safety of the nearby hill hoping no more arrows will be sent towards their way. Another knight (the only one that was left from the regiment that fought elven Archres) and Arch Lector were still locked in combat.

Hurricanum crew tried to catch Sisters of Avelorn but they were greviously offended by such primitive attempts to win their affection and simply turned around walked away, deeply insulted.

(Edit: At this stage we run out of time. It was a shame as both of us were to write reports and having unfinished game was always a bit of a disappointment. However, Tom and Dave, TO's, kindly agreed to give us extra time due to lunch break and we continued happily! Thanks, guys!)

Outcasts - Turn 5

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Flagellants foresee doom!

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Elves try to surround their enemies

Elven units, although exhausted, keep pressing hard. Reavers chased down flagellants who were heading towards the forest. Hurricanum was damaged too. Unfortunately, Sea Guard could not find the weak spot in the armour of the fleeing knights.

Empire - Turn 5

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Only Flagellants remain to fight!

The knights keep fleeing behind the hill while Arch Lector and Hurricanum threaten Sea Guard. Flagellants finally hunt down the eagle but are surrounded by the Elven units.

Outcasts - Turn 6

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Final charge - Reavers in action

Elves didn't decide to charge lone Flagellants and moved away from the danger instead. Sea Guard hid in the nearby building. Reavers charged fleeing fanatics and vicious combat erupted where Falgellants killed as many of their foes as themselves! Only a single survivor remained from each regiment and none gave ground!

Finally, Larry the Loremaster, deciding it is appropriate from to say farewell with a bang, cast yet another fireball, this time dismantling hurricanum.

Empire - Turn 6

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The Church is ours!

Elves relaxed a little bit too early and now it was time to pay for that. Flagellants spotted movement in the seemingly abandoned church and stormed in! No heretic will soil the holy ground with his presence! Sea Guard fought bravely but they were not able to withstand the fury of flagellants and died to en elf!

As a revenge, last reaver finished the last member of anther group of fanatics. Both armies were bloodied and now disengaged but it looked like Elves gained hard fought advantage!

Epilogue

Larry floated inches above the corpses as he made his way to his prize. The stench of the dead wolves and humans hardly rendering, his mind’s eye solely focused on the danger ahead. As he approached the wreckage of the shrine, he paused in mid-air. His heightened senses could feel something, though he couldn’t quite put his finger on it. As his mind probed the pile of rubble in front of him, he felt a sudden shock reverberate through his senses, giving him the briefest of moments to put up a magical barrier as the wreckage in front of him exploded outwards.

As the debris ricocheted clear of his magical defences, Larry spotted a lone figure standing in the midst of the now dispersed war altar. Holding hammers of pure golden light in each hand, the robed man lifted his eyes and caught the gaze of the Asur mage. He held Larry’s gaze for a few moments before spitting on the ground in disgust.

‘Your treachery ends here!’ the priest bellowed in his primitive human tongue.

Larry scoffed and let his body drop until his feet touched the ground, the magical barrier dissipating as he did.

‘Nice trick.’ Larry flicked his wrist and a single blade of blue light, in the fashion of those carried by the servants of Hoeth, appeared in his right hand. ‘It won’t save you though.’

‘The Light of Sigmar shines upon me, and your quest comes to an end here.’ The human smiled as he saw the flicker of recognition in Larry’s eye. ‘Sigmar has shown me what it is you seek, and I was sent to stop you. How else do you think I found your pathetic little band?’

Larry’s mind was focused on keeping his face still and free from the doubts raging inside him. Does this pathetic little creature really know what I’m looking for? Is his false god guiding his hand? Have the gods abandoned me already!? Larry pushed the last thought aside and strode forward, his sword held low preparing to strike. The warrior priest crossed his hammers in front of his body and mumbled a short prayer before rushing forward himself, the two meeting in a titanic clatter in between.

Golden hammers flashed against the blue sword as each warrior parried, riposted and struck, trying to find the opening that would give them the edge. Larry could feel a bead of sweat roll down his brow as his sword flicked to and fro, barely keeping pace with the whirling hammers. Gods he’s fast! he thought as he ducked under a wild swing and came up on the other side of the swirling priest. He lunged forward to strike at the priest’s exposed back, but the human continued rotating and his hammer came around and knocked the blade tip aside. Over reaching and off balance, Larry could do nothing about the second hammer except watch as it came around and clattered into his standing knee, shattering the bones underneath in a spray of light and blood. He crumpled to the ground, the blue blade disappearing as he fell down, clutching his leg.

Pain seared through Larry’s mind as he searched for the correct incantations to heal his wound, but the thought was cut short as a shadow fell across his vision. He turned his gaze skyward and saw the warrior priest standing over him, hammers emitting bright light as they hung by his side. The priest smirked through his large beard and lifted one hammer across his body, preparing for the final blow.

‘Sigmar showed me this moment, Asur. May the light of our father consume your unholy soul.’ The priests eyes lit ablaze with holy fire as be tensed every muscle in his body and swung the hammer, sending it on its final arc towards Larry’s exposed head.

Light flashed and the world spun as Larry was knocked to the ground, his head hitting the dirt with a hard thump. He lay there for a moment, sight slowly returning to his eyes as the bright light faded, until he was able to see the feet of the priest standing before him. His head still swimming, Larry slowly lifted his body off the ground and sat up. I should be dead he thought to himself, trying not to empty his stomach over his good knee as he tried to focus on the warrior priest in front of him. The blur of his eyes slowly cleared as they focused on the face of the warrior priest, and a gasp passed his lips.

The priest stood mid swing, frozen in his final act of execution. A scorched lightning pattern marked the priests skin where none was before, and wisps of smoke began to rise from his clothes. The priest’s beard was all but gone, leaving only seared flesh underneath. Larry’s eyes met the priest’s, the burning blaze therein now reduced to a small kindle that finally winked out. As it did, the twin golden hammers disappeared, and all that was left was the smoking ruin of the corpse.

Larry inched himself back as the priest’s clothes caught alight, slowly at first, but quickly building until the whole figure was engulfed in blue flames. The magical fire burned everything – cloth, flesh and bone – and within seconds of its lighting it had disappeared too, leaving a pile of ash where the priest had stood moments before. Larry looked at the pile, confused. What the hell just happe-

His thought was cut short as he spotted a small object amidst the ash. He slowly inched himself forwards until he was close enough to reach it, his hand brushing aside the cremated remains and closing around a small stone object. He brought the object close to his face and examined it. It was a little cube, no bigger than a ring, with embossed runes on each of its faces. They were simple in design, not the elegant work of an elf, and Larry turned it over in his hand as he studied each side. Finally he stopped at the last image on the cube, and stared at the embossed depiction of a face.

A Slann face.


After-battle thoughts

That was a very enjoyable game and I would like to thank Greg for being such a great opponent! Greg won yet another Best Sport award this tournament and having played against him I must say - I am not surprised, not at all! :) Well done, Greg and thanks for the game! =D>

I liked it also because there was a lot of action of different type. Combat, magic, shooting, every phase of the game was nicely represented. In the end I pulled out 12-8 victory but a few different dice rolls and things could have changed. I was very pleased with the result though, as armoured fist of the Empire is not that easy match up for Elves.

Let's go through some more details then!

As always I am wondering about the deployment. In general it worked fine but I feel I haven't used the building well. Maybe I should have put Sea Guard or Archers there in my first round? It was good defensive position. Alternatively, a unit of Swordmasters always makes for a good garrison and I could have put more pressure on the Knights by just being there.

I definitely made a mistake with White Lions on the right flank. I should have moved them better, in the way that allowed counter charge immediately after small knights attacked archers. It would have either stopped them from charging or would have destroyed the knights early.

The shooting went very well through out the game. S4 against nominal 2+ armour can be very useful too! As always, even a single casualty for regiments of cavalry is a problem. I am glad it was so efficient. A pity I didn't have a little bit more luck to roll 3+ for number of wounds on BSB with that single bolt! Although that shot was amazing anyway! And then a little bit more luck was needed to get these single knights and/or BSB.

The combat against Demigryphs was very interesting. I had to choose which spell to let go as I didn't have enough dice to dispel both. Somehow I chose Wildform and now I know it was a mistake. Sure, T5 demigryphs are more difficult to wound but as it was shown, hitting first is more important. Not to mention the fact that I ended up with Lions in boiling water and then proceeded to destroy my own regiment. Fortunately, I saved the last member!

I am not sure why I didn't charge Flagellants. I could do so with 2 units of Knights and small Swordmasters and Larry. Yes, they have a lot of attacks but I think I should have charged anyway. I had a chance to kill many of them before they could strike. I could also try and add fresh unit of Swordmasters and make it 4 units charge. I thought I was over that indecisiveness but it seems I am not. Ah well, the lesson learned and re-learned. Instead of pinning them down and maybe even destroying them in 2 rounds of combat I lost Sea Guard. Bad decision in the last turns of the game. Fortunately for me it didn't cost me the victory.

Thanks for reading!

Cheers!
Last edited by Swordmaster of Hoeth on Mon Feb 24, 2014 11:54 am, edited 1 time in total.
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High Elves MSU - Observations
Rabidnid wrote:Are you seriously asking someone called Swordmaster of Hoeth why he has more swordmasters than white lions? Really?
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RE.Lee
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Re: HE MSU at CanCon 2014 - Game 4 vs Empire - deployment

#56 Post by RE.Lee »

I had already peeked at the result over at Hoodling's blog, but I'm looking forward to your report from this interesting battle :)
cheers, Lee

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Galharen
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Re: HE MSU at CanCon 2014 - Game 4 vs Empire - deployment

#57 Post by Galharen »

1) Very good deployment from you Swordie. You had time to weaken some of imperial troops before they could reach your lines, goal accomplished.

2) I don't understand really how Hoodling let you charge demis with all your combat units at once, they weren't in danger.

3) He was rolling just 1's on saves :lol: :lol: ?? I mean that situation with white wolves.

I will not make a spoiler of the battle result to those, who haven't read the report from Hoodling yet, but what can I say - good battle. But many points were saved behind the hill in the corner unfortunately. I still think that 2-3 RBT would suit much better to your roster than just one.
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Re: HE MSU at CanCon 2014 - Game 4 vs Empire - deployment

#58 Post by Jimmy »

I think you've isolated one of the most threatening units in the opponents army and that's the Demigryph Knights. On the flank all alone they'll be easily exploited provided all of the armoured units don't trot down the battle field in unison. Fingers crossed the water feature is a blood river or something that hurts!

Look forward to the rest of this as per usual.
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Re: HE MSU at CanCon 2014 - Game 4 vs Empire - deployment

#59 Post by Hoodling »

Galharen wrote: 2) I don't understand really how Hoodling let you charge demis with all your combat units at once, they weren't in danger.
My original intent was to use the threat of the demigryphs to delay a large portion of Swordie's army whilst culling his right flank before turning to face the rest. This was thrown into disarray when I basically lost 2 effective units in turn 1, including the one that could have best supported the demis. This, combined with the threat of Searing Doom meant the demis were in a "use it or lose it" situation. I decided to try to knock out the odd peripheral unit like the eagle and force the issue - try to cull some of his combat units a bit before they died. Didn't work quite as planned. Stupid eagle.

Oh and yes, I am pretty good at rolling 1s. You should have seen the next game, where a thin line of Gnoblars killed a Demigryph in a single round of combat. :(
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Re: HE MSU at CanCon 2014 - Game 4 vs Empire - deployment

#60 Post by Francis »

Hoodling wrote:
Oh and yes, I am pretty good at rolling 1s. You should have seen the next game, where a thin line of Gnoblars killed a Demigryph in a single round of combat. :(
The "thin green line" is nothing to sniff at, they have ruined my hopes time and time again :mrgreen: .
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