This Warhammer blog is completely unofficial and in no way endorsed by Games Workshop Limited.
eBay auctions ending soonest great eBay sales WFB (US) WFB (UK) WFB (Aus) WFB (Can) eBay storesregister on eBay
http://2d6.blogspot.com is an approved affiliate of eBay, all auctions are current and hosted securely by eBay

Showing posts with label _DE-HE. Show all posts
Showing posts with label _DE-HE. Show all posts

Sunday, 2 January 2011

Warhammer Fantasy Battle Tournament VIDEOS

6 Warhammer Fantasy battle videos, with High Elves vs Lizardmen, Dark Elves, Dwarfs, Bretonnians, Vampire Counts and Chaos Dwarfs

Warhammer Battlefield photo
I thought it would be nice to track someone's progress through a WFB tournament. Vaul has come up with the goods in a series of excellent Warhammer tournament battle reports (from the Fields of Blood tournament). Vaul took a High Elf army.

As usual Vaul delivers lots of insight into his thinking about his army's strengths and weaknesses, his opponents army and the in game tactics. Great stuff.

credit : Vaul 02-Jan-20116 vids, 10 mins each



High Elves vs Lizardmen



High Elves vs Dark Elves



High Elves vs Dwarfs



High Elves vs Bretonnians



High Elves vs Vampire Counts



High Elves vs Chaos Dwarfs



(note: Chaos Dwarfs are not included in this site's wins and losses league table)

Wednesday, 11 March 2009

High Elves vs Dark Elves 2000 points battle report

warhammer fantasy battle tournament report :-

"The dragon march blocks my Mages, so they cannot get away from him. Nor can their entire bodyguard get out of the dragon's LOS. The only solution is to step out alone, so both Mages walk into the dragon's flank..." [Ed. Uh-oh !]

(High Elves education, some nice tips in this report)

source : warhammer.org.ukcredit : David L11-Mar-2009


High Elves Army 2000 pt army list

Archmage, Staff of Solidity, Ring of Fury, Seer, dispel scroll
Mage, Jewel of the Dusk, Ring of Corin
BSB, mounted, Helm of Fortune, Sword of Might
5 Silver Helms
5 Silver Helms
5 Silver Helms
11 Silver Helms, full command, banner of ellyrion
6 Dragon Princes, champion, banner of sorcery.
9 shadow warriors
2 RBTs
2 Eagles


Dark Elf 2000 pt army list

uh oh, its a dragon !

Highborn on a Dragon, 5+ ward, weapon with Strength 8
Sorceress, extra dispel dice, scroll, Dark Hand of Death, Drain Life
Sorceress, extra power dice, scroll, Chill Wind, Black Horror
3x5 Dark Riders, no upgrades
15 Witch Elves, command
10 Executioners, banner of D6 extra charge distance
2 RBTs
Cauldron of Blood


The little Mage takes Death, and rolls great - Wind of Death and Doom and Darkness. The Archmage goes for dragon slayage with Lore of Metal - 1, 3, 4, 6.

There is a huge hill in the center of his deployment zone which gets the cauldron and both RBTs. To the left of the hill are the Witch Elves, screened by Dark Riders, and the Death sorceress on her own. To the right of the hill are the Executioners, screened by Dark Riders. Just beyond them are the last Dark Riders and the Dark sorceress in a forest.

I have two pieces of impassable terrain roughly in the middle of my deployment zone. Eagles hide behind each. Little Silver Helms with BSB (intentionally placed in the middle of the unit) go in between. Other Silver Helms go on the left and right, although neither at the table edge. Big Silver Helms go behind the small unit on the right.

He drops his characters while I have Dragon Princes and characters left. This gives him the all-important +1, but lets me control the part of setup most important to me. His dragon goes behind a forest on the left, I drop the DPs on the extreme right and the Mages in a forest on my right. We both roll a '6' to go first, but he decides to give it to me. I think that was decisive.

Deployment



Turn 1

The center cavalry and BSB ride forward to get in charge range of RBTs and cauldron.

The Eagles land immediately behind them. This gives the Eagles LOS to their targets on the hill while ensuring they cannot be charged by Dark Riders. The Mages and their bodyguard move up to the edge of the forest to get LOS, the big cavalry unit and its screen advance cautiously, while the Dragon Princes gallop forward - they are hunting a sorceress, despite the forest she is hiding in.

Between magic and shooting, I kill 2 or 3 Dark Riders from each unit, including putting Doom and Darkness on the unit on the far right. The unit on the left panics off the table. The 'Doomed' unit panics, but stays on.

End of my (High Elves) turn 1



He charges his three remaining Dark Riders at my center Silver Helms with BSB. Good thing I put the BSB in the middle, or he would have been out of combat here. Despite being Doomed, the right Dark Riders rally. His sorceresss advance to get range and LOS, the Executioners move up somewhat and the Witch Elves a bit more. The Dragon flies out and lands about 8 inches left of my BSB's unit.


His (Dark Elves') turn 1 movement



I use a scroll to stop Black Horror then the Death sorceress produces an IF Drain Life that kills 4 Silver Helms and wounds an Eagle. RBTs kill the healthy Eagle.
BSB and his remaining friend kill the Dark Riders outright.

End of his turn 1



Turn 2

Remaining Eagle charges RBT. As the one remaining Silver Helm won't help much, the BSB charges the other RBT by himself. Dragon Princes charge Dark sorceress, who flees.

My left Silver Helms advance slightly, but they are just trying to keep the Witch Elves occupied. The last center Silver Helms rides to the edge of the hill and faces left, march blocking the witch elves and Death sorceress and perhaps positioning for a sorceress charge next turn. On the right, the big cavalry and their screen wheel inward slightly. Most importantly, I decide to move the Mages within casting range of the dragon. I do it correctly - I put them 22 inches away.


My turn 2 moves



Magic, however, doesn't work great - Spirit of the Forge fails to cast. I probably draw his last scroll, but I don't think I did anything else useful with magic. Shooting kills the Death sorceress and 4 Executioners. (RBT on left thought killing the Death sorceress was better than shooting the dragon and RBT on the right could not see the dragon).

Combat goes perfectly, as his 4 crew are killed. BSB overruns off the table because the dragon could see him.

End of my turn 2



His Executioners declare a charge on my screen. I suspected they had the extra charge banner, by his declaring the charge I know it. That causes unpleasant visions of this going badly as he kills the screen and pursues into the big unit. I flee, he rolls low for the banner anyway. The last three Dark Riders charge my Eagle. I didn't think he had LOS when I could have overrun, but he definitely did. The dragon flies over to breathe on my wizard's bodyguard. The Witch Elves advance towards the left Silver Helms. The Dark sorceress rallies.

Black Horror kills 2 Dragon Princes. Dragon breath gets 2 Shadow Warriors and the Dark Riders kill the Eagle.

End of his turn 2



Turn 3

Dragon Princes charge Executioners in the flank. I'm partially in the forest, so this might fail, but 18 inches goes a long way. I only need about 16. Archmage passes terror and the fleeing helms rally.

The dragon march blocks my Mages, so they cannot get away from him. Nor can their entire bodyguard get out of the dragon's LOS. The only solution is to step out alone, so both Mages walk into the dragon's flank and the Shadow Warriors run into the middle of the forest, out of LOS. The left Silver Helms back up and the last one from the center continues to march block the Witch Elves. The BSB returns and rides onto the hill, facing the Cauldron but staying out of terror range. He also is to the right of the cauldron, so if he fails terror to charge he won't flee off the table. The big Silver Helms move slightly towards the dragon, trying to find the balance between being far enough from the dragon to flee the charge and far enough from the table edge to not flee off.

Magic unleases everything at the dragon. Spirit of the Forge takes 3 off the dragon, but his general ward saves his wounds. Then the Ring of Corin unmakes his ward save and Burning Iron gets one off him. I hit the dragon with 4d6 S4 of magic missiles, but they do nothing. I should have used one of those magic missiles on his last sorceress, wandering around alone, but I got obsessive. RBTs shoot at dragon, but miss and fail to wound.

Dragon Princes roll pitifully, but break and run down the Executioners anyway.

End of my 3



Dragon charges the big Silver Helms, who flee and escape. Dark Riders ride up to my wizards, and he now really wishes he had found the points for repeater crossbows.
I use four dice to dispel Black Horror at the Dragon Princes, forgetting he has 5 power dice, not just 4. He casts chill wind at my Archmage and I cannot stop it. But I'm saved as it only does one wound.

End of his 3



Turn 4

My BSB charges the Cauldron. The big unit rallies.

Mages step around the Dark Riders, Shadow Warriors return to the edge of the forest to shoot the sorceress. Dragon Princes move left towards the Witch Elves.

Spirit of the Forge now kills the Highborn and leaves the dragon on one wound. The one RBT that can see misses (again). Other shooting and magic kill the sorceress and the last Dark Riders. The dragon fails his monster reaction test and frenzies.

My BSB whiffs against the Cauldron crew, but his banner saves him from losing and autobreaking.


My turn 4



Dragon charges big Silver Helms, who take it. Dragon kills 4 and follows them off the table. BSB kills one Witch on the Cauldron.


His turn 4




Turn 5

Triple charge on Witch Elves: Silver Helms in the front, three Dragon Princes in the flank, one last Silver Helm in the rear. I roll poorly, killing about 3 witch elves and losing a dragon prince and the rear Silver Helm in return. But its still enough to break them. BSB kills the Cauldron and my opponent calls it. The dragon is the only thing left alive, and he is off the table with one wound remaining.

Massacre for the High Elves.

Last turn

Monday, 19 January 2009

Dark Elves vs High Elves 2000 points

Warhammer Fantasy Battle Report summary:-

Hatred all round ! (summarised with some lessons learnt)

source : druchii.netcredit : Alkatchoff19-Jan-2009

For my second game with Dark Elves, I faced our most hated foes: the Asur!

Dark Elves Army List

My list was as follows (and contains everything I own at the moment):
High Sorceress, Level 4, Dispel Scroll, Dark Star Cloak, Seal of Ghrond, Talisman of Protection
Noble, Cold One, Armor of Darkness and Heartseeker
Assassin, extra hand weapon, Manbane and Rune of Khaine

20 Warriors, shields and full command
10 warriors with repeater crossbows
5 dark riders, musician, repeater crossbows
18 Witch Elves, full command, Manbane and War Banner
6 Harpies
5 Cold One Knights, standard, musician, Banner of Murder
Cauldron of Blood
Repeater Bolt Thrower


High Elves Army list

Archmage, Level 4, power dice stealing item, bound damage spell
Mage, Level 2
Battle Standard Bearer, banner of +D6 combat res

20 Spearmen, full command
10 Archers
6 Silver Helms, full command
20 Swordmasters, full command, banner of +D3 power dice
10 Shadow Warriors
2 Repeater bolt throwers

I chose the Lore of Shadows for the High Sorceress and got the Steed, Crown, Unseen Lurker and Pit of Shades. I really should have gone with the Lore of Death.

Deployment

From left to right, I deployed:
Dark Riders, Harpies, crossbowmen, Cauldron of Blood (Front and center!), Witch Elves (with hidden assassin), Cold One knights, Spearmen (with sorceress) and Bolt thrower.

The High Elves deployed:
Bolt Thrower, Archers, Mage, Sword Masters, Silver Helms, Archmage, Spearmen (with Battle Standard), bolt thrower. The Shadow Warriors hid in woods to threaten the crossbows and Cauldron.


Turn 1

High Elves: General advance. Combined shooting and magic kill the repeater crossbows and a couple of spearmen.

Dark Elves: Dark Riders march to the flank, prepare to charge the bolt thrower. Harpies land in front of the bolt thrower and archers. The Cold Ones go stupid and the battle line moves slowly to keep pace with them. Shooting kills one crewman from the rightmost Bolt Thrower.


Turn 2

High Elves: The advance continues. The Shadow Warriors make a bee line for the Cauldron. Shooting and Magic kills 4 harpies, panics the other two. A couple more Dark Elf spearmen die as well.

Dark Elves: The Dark Riders charge the bolt thrower, the Cold Ones go after the Silver Helms, but are 1/2 an inch out, even with the Banner of Murder.
In the Magic Phase, Unseen Lurker on the Cold Ones miscasts, and the Sorceress takes a wound. The combat phase sees the Dark Riders lose one of their own before killing the Bolt Thrower crew and overrunning into the archers.


Turn 3

High Elves: The Shadow Warriors charge the Cauldron, the Silver Helms charge the Cold Ones. Magic and shooting take out about half of the Dark Elf Spearmen. In combat, the Silver Helms kill one Knight and lose one of their own. Draw. The Shadow Warriors kill two Guardians, the Hag kills two Shadow Warriors. The Dark Riders lose two of their numbers, but kill 4 archers. The Archers run and are run down.

Dark Elves: The Harpies run into the woods and are destroyed. The Witch Elves are forced to charge the Silver Helms (frenzy indeed!), The Dark Riders charge the other Bolt Thrower. The High Sorceress casts fails to get Steed of Shadows through, and starts to look really vulnerable in her unit.

Shooting picks off a couple of Sword Masters. In combat, I reveal the Assassin to fight the Silver Helms (I REALLY should have waited...). The Cold Ones and Witch Elves kill one Silver Helm, for no casualties. The Helms lose and run, both units pursue, fail to catch them (sigh) and end up on the front and flank of the Swordmasters. Against any other opponent, this would almost mean a victory. Against the Swordmasters? Not so much.

The Dark Riders take a casualty, but kill off the last Bolt Thrower. The Shadow Warriors kill the Hag, destroying the Cauldron.


Turn 4

High Elves: The Spearmen and Shadow Warriors manoever to help the Sword Masters, the Archmage takes aim at the DE spearmen and the Silver Helms fail to rally and are close to the board edge. Magic tears into the DE spearmen. There are now 4 left along with the wounded High Sorceress. The combat is absolutely brutal. The Swordmasters kill a rank of Witch Elves and all the Cold Ones except for the Noble. The Noble, Assassin and Hag kill just enough Swordmasters so that combat is a draw!

Dark Elves:The High Sorceress leaves the Spearmen while the last Dark Rider trots into charge range of the High Elf Mage. Everything else is in combat. An irresistible Pit of Shades on the Archmage does nothing. The Bolt thrower fires a volley at the Archmage, wounding her once. In combat, the Witch Elves take more casualties and the Cold One Noble is wounded, but the Noble/Assassin/Hag cause enough casualties to draw the combat again. There are only 4 Swordmasters left!


Turn 5

High Elves: The Silver Helms rally. The Shadow Warriors charge the rear of the Witch Elves, the Spearmen charge the rear of the Cold One Knights. The Archmage blows away the High Sorceress, but the mage's fireball at the lone dark rider only causes one wound, which is saved on a 6!
The big combat goes poorly, and the Witch Elves are wiped out to a woman - the Noble and Assassin both survived, finished off the Sword Masters before being run down by the Shadow Warriors and Spearmen.

Dark Elves: Not much left. The Dark Rider charges the Mage, who flees. The Rider catches him, runs him down and plows into the Spearmen, in contact with the BSB. The Reaper shoots at the Archmage but misses. In combat the Dark Rider is killed.


Turn 6

High Elves: The Spearmen and Silver Helms both take a table quarter. The Archmage miscasts, which gives me a free spell. Hurray! Except that my High Sorceress, being a charred corpse, is a little incapacitated and can't take advantage. The Archmage then wipes out the DE Spearmen.

Dark Elves: The Reaper Bolt Thrower goes for broke, shoots a single bolt at the Archmage and kills her!


Battle Conclusion
Major victory for the High Elves.


Learning points
1. If I'd waited a turn to reveal the assassin, I would have revealed him against the Sword Masters, he would've hit first and limited my casualties - in all likelyhood, I would have won by 1 or 2 at least. I gotta be more patient.

2. Deploying my High Sorceress away from my mobile units (Harpies/DR) was dumb. With Unseen Lurker, I could have tried for a first turn charge at the bolt thrower or archers.

3. Lore of Shadows wasn't the right choice in this game. Either the Dark Art or the Lore of Death would've been more helpful.

Most Valuable Units
High Elves: The Sword Masters. Their last stand annihilated my two big combat units and two characters.

Honorable Mention: The Shadow Warriors. Helped wipe out the crossbowmen, killed the Cauldron and helped finish off the Witch Elves.

Most Valuable Units
Dark Elves: The Dark Riders. Killing two units of Bolt Throwers, one of archers and a mage.

Honorable mention: the Bolt Thrower, killing an Archmage, two Sword Masters and a Bolt Thrower crewman.
Warhammer armies for sale - click "view all items" to hunt for a bargain
2d6.blogspot.com is an approved eBay affiliate, auctions are current and are hosted securely by eBay