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Showing posts with label _TE-WE. Show all posts
Showing posts with label _TE-WE. Show all posts

Tuesday, 26 May 2009

Wood Elf Army vs Empire Army 2000 points battle report (pictures)

"The wardancers and dryads on his left moved up into the wood with the mages leaving the unit. The wildriders on the other flank moved up past the steam tanks line of site into part of the wood." [Ed. sneaky Wood Elf tactics!]

(a short, factual tournament battle report, nice to see some desert terrain for a change.)

source : warhammer.org.ukcredit : Snail26-May-2009


Empire Army 2000 point list

Arch Lector of Sigmar - 324 Pts
Heavy Armour, Shield , The Mace of Helstrum, Van Horstman's Speculum, War Altar

Captain - 155 Pts
Lance; Pistol; Full Plate Armour, Shield, Pegasus, Aldred's Casket of Sorcery, Pegasus

Battle Wizard - 150 Pts
Magic Level 2, Rod of Power, Ring of Volans

Battle Wizard - 150 Pts
Magic Level 2, 2 Dispel Scrolls

9 Crossbowmen - 115 Pts
Musician, Marksman
5 Free Company

11 Swordsmen - 112 Pts
Musician, Duellist
5 Free Company

5 Knightly Orders - 123 Pts
Musician

5 Knightly Orders - 123 Pts
Musician

Great Cannon - 100 Pts

Great Cannon - 100 Pts

4 Outriders - 134 Pts
Musician, Champion, Hochland Long Rifle

4 Pistoliers - 114 Pts
Musician, Outrider, Repeater Pistol

1 Steam Tank - 300 Pts

Casting Pool: 6
Dispel Pool: 6
Models in Army: 67

Total Army Cost: 2000



Wood Elf Army list 2000 points

Usman’s list was Treeman Ancient, BSB with magic bow and a funny arrow that split into 3D6, 2 L1’s with I think 4 scrolls, 2x10 archers, 2x8 dryads, 2x7 wardancers, 5 glad riders and 5 wildriders, 5 waywatchers and 5 scouts. So a pretty standard Wood Elf list.

For spells I took fire on both mages and got Fire ball and Wall of fire on my mage with the book and fire ball and conflagration of doom on my wizard with the sword, he also has steed of shadows in the ring of Volans. Usman’s mages both had tree sing.


Deployment



These days I have a standard deployment with my army which in knights down first, outsiders behind the one on the side I think I need them and the rest of the army around that with the lector give his Leadership to as many people and the steam tank holding the weak flank. As you can see that is just what I’ve done in the picture (almost text book to my plan).


Turn 1



So after getting the first turn my army pushes forwards, outriders hiding from his shooting behind their portable 1+ armour save screen. The rest of the army did a little movement but it was all about putting pressure on his key units ASAP. Not much magic as I’d not wanted to move my wizards to close to his shooting. In my shooting phase my crossbows killed a few archers and a lucky cannon shoot bounced miles and sniped one of this 5 scouts hiding in a wood on this right hand side.

Usman moved this army up a little bit and did what wood elves do best, the waywatchers stayed in their wood to keep the table quarter safe and his big tree and his BSB friend stayed in reserve behind the hill. The wardancers and dryads on his left moved up into the wood with the mages leaving the unit. The wildriders on the other flank moved up past the steam tanks line of site into part of the wood. In the shooting phase my right hand knights forgot what armour was and rolled 3 1’s for their saves but pasted the panic test. His BSB used that magic bow of his and hail of doomed the pistoliers to death which the peg captain was a little shocked about but not enough to run away.


Turn 2



My knights charged the archers in front of them and the War Alter and other knights pushed forwards to be annoying and hopefully pin down the big tree and the stream tank moved up on the flank, firing its steam gun and pistol as it went killing 4 of the 5 wildriders. The Peg Captain failed to steal a spell and the cannon put a round hole in one of the mages who had left the safety of the wardancers. In combat the knights didn’t do much.

Usman moved the big tree over the hill and into charge ark of the War Alter and moved everything else up a bit with the lonely mage deciding it wasn’t safe on her own after seeing her fellow splattered on a tree and re joining the wardancers poking their head out to see the peg captain. The Wild rider moved through the wood to charge my crossbows next turn but didn’t survive my next shooting phase. The Treeman strangled some knights and they decided they need to do a tactical withdrawal and duly failed their panic and headed back to my board edge to rally next turn.







Turn 3(forgot to take a picture for turn 3)

The steam tank charged up its engine and charged the archers in front of it who fled and went into the flank of the other archers who the knights were having problems with and the War Alter went into the Treeman. The rest of the army shot and magiced some more of the wood elves. The steam tank ran over the archers and the knights chased off the remaining ones, the Pope stole the Treeman’s stats and did a wound I think but the big tree stuck around.

In Usman’s turn he moved around a bit bringing the wardancers with mage and the dryads as quickly as they could towards my cannons. Not much else happened and combat with the Treeman was a draw or something similar.


Turn 4-6



Over the next few turns my army rounded up what was left of the woodies and the Treeman died to a cleansing flare. The wardancers and mage charged the peg captain but lost combat and were run down. My knights dealt with the dryads frightening the cannon. The BSB and his friends pop their head out and died to shooting and magic (I think). The steam tank ran over the other unit of dryads.

With no way of getting the waywatchers out the wood and his glade riders in the other wood I claimed the other 2 table quarters and contested the 2 I couldn’t get.

Result - Victory to The Empire

2-0 Win to The Empire on objectives
(2048 VP’s to me 178 VP’s to The Wood Elf Army)

Battle Round up

I think Usman was a little too cautious and should have been more in my face putting pressure on me but as he didn’t it let me do that to him and slowly take his army apart.

Thursday, 12 February 2009

Wood Elves vs The Empire 2000 points

Notes on a Warhammer Fantasy battle Massacre ! :-

"My Greatswords wheel to face the on coming Wildriders and Noble..."

(great battle field pics of superbly painted GW miniatures - thanks John)

source : plasticlegions.blogspot.comcredit : John12-Feb-2009


Felix and I got together for one of our bi- monthly match ups last saturday, this time it was practice for the upcoming Adepticon Escalation Tournament, more of a.."lets try some stuff and see what we want to run" type thing of actual lists. As an Empire Player, I have a very flexible Army, nothing overly powerful( exception Stank and War Altar, which I don't currently use) it's power lies in the tactics of large infantry blocks with static combat res's and support from Detachments, Knights and Strong Shooting. Wood Elves are a similar army in that they are flexible, but fast with extremly strong shooting, and wide variety niche troops, some which are very powerful. Felix has the complete Wood Elves arsenal and easily 3000 points available to him, You never know what your are going to face with Wood Elves and I dread getting matched up against them in a tourney as its total random shoot there are so many viable builds, I just need to build a balanced army, pray to the dice gods and hope for the best.

We played a 1000 point match up first, I ran a Mounted Battle Standard Bearer and a Warrior Priest as my General. I had 20 Flagellants and 24 Swordsmen with 2 Detachments ( archers who would screen the Flaggies) and some Free Company, I also had 5 Knights,10 Handgunners and a Cannon, Felix ran a Noble, 2 x 10 Glade Guard, 2 X 5 Glade Guard Scouts, 2 x 5 Glade Riders, 12 Wardancers and an Eagle.

The end result was I won in a marginal victory but only had both characters and two flagellants at the end of the game. In the end my Characters were single handlely charging and engaging units of Glade Guard and Glade Scouts trying to get points or die trying. Once I killed Felix's General He could of easily played point denial and forced a draw or even won if he choose keep falling back and shooting, I was just fortunate that my 1+ Save for my Priest and 2+ Save for BSB keep them about invulerable to arrow fire. In short,I got the cr'p shot out of me, but pulled the game out thru luck..with out the +100 General Bounus there was only 96 difference in
straight VP.

The point of discussing this 1000 point game as the precursor the next 2000 point game is to illustrate how I can Win once (granted, with some luck) with one strategy and dismally fail the next time trying the same thing. I'll go through the 2000 point game from my point of view so I can discuss how not to get my ass handed to me the next time we meet for the 3000 point game.

Deployment-




2000pt Empire Army list

* General of the Empire- Mounted, Holy Relic + Rod of Command
* Battle Wizard- Lore of Fire, Level 1, Fireball-Dispel Scroll- Wizard's Staff
* Captain of the Empire-Mounted- Battle Standard Bearer- Imperial Standard
* Warrior Priest- Great Weapon- AoMI- Icon of Magnus
* 28 Empire Swordsmen
- Detachment: 9 Free Company
- Detachment 9 Free Company
* 10 Handgunners- Marksman- HLR
* 5 Knightly Orders- Musician,Great Weapons
* 5 Knightly Orders-Musician Lance and Shield
* Great Cannon x2
* Greatswords- Full Command
- Detachment: 9 Empire Swordsmen
- Detachment:9 Empire Archers
* 5 Pistoliers- Champion, Musician



2000 pt Wood Elves Army list

* Spellweaver- General o Lore of Athel Loren: Treesinging, Fury of the Forest, The Twilight Host, Ariel's Blessing Calaingor's Stave, Dispels Scrolls x2
* Wood Elf Noble- Mounted, Spear, Light Armor, Shield- Hail of Doom Arrow
* 10 Glade Guard with musician
*10 Glade Guard with musician
* 5 Glade Guard Scouts with musician
*5 Glade Guard Scouts with musician
*5 Glade Riders with musician
* 5 Glade Riders with musician
* 10 Dryads
* 10 Dryads
* 12 Wardancers- Champion
* 5 Wild Riders- Full Command, War Banner
* Great Eagle
* Great Eagle


Last time Felix and I played (against his High Elves) I ran what's called a "refused flank" and won in either a solid Victory or Massacre.( I dont recall) Its good strategy versus a fast army because he can't flank my big blocks (as the table edge is there) so he's forced to eat thru my light troops on the weak side and by that point the level has swung around and I am either facing or flanking him, I've used this numerous to sucess with my Empire and I should have used it today..instead I ran a similar deployment in the center with my Infantry on the Right, all my cav on the left and my shooters in the middle. Felix deployed as hidden as possibleby the terrain with his Noble and Wild Riders facing my Cavalry and an eagle on each flank.


Turn 1.

I won first turn and proceed to march my infantry ahead, all my cavarly also blazed forward both units of Knights to top the hill and my Pistoliers movearound the hill with plenty of room to get up close and unload on a unit of scouts, felix had behind the hill. I had to attach my Wizard to my handgunners as leaving him loose versus Wood Elves is instant death..so I marched them ahead hoping to get a spell off. I take the Wizard's Staff alot it's cheap, and lets me throw a three dice fire ball, so one might actually go off. I got a bunch of them this game, but Felix either scrolled or outright dispelled them. My Cannons kill two Wild Riders and a Couple of Dryads, while myPistoliers put a full volley into the Glade Guard Scouts...with 12 shots, I was praying for 5 wounds but only came up with three..twoscouts make their panic check and stay put blocking my Cavalry.

On the Wood Elves turn Felix, brings up his Glade Riders to shoot and bait me, the Eagles Fly out to march block and head toward mycannons, the rest of felix's infantry positions itself to shoot, while the Dryads move up to challenge. I avoid much pain in the magic but take some serious hits in the shooting phase. The Hail of Doom arrow annihilates my Pistoliers, I lose a full detachment of archers, a bunch of free company and some swordsmen. Ouch.


(The Empire marches to War- two fully painted armies facing off, "smells like victory")


Turn 2

I'm set up to charge several units, with my hope of getting rid of those scouts dashed I figure I can blow thru them and overrun into the glade riders plus this frees up my other unit of knights to wheel down the hill right into those wardancers. I charge the pair of scouts, but thanks to the woods my Knights are an inch short to reach the wardancers. Magic and Shooting don't get me much of anywhere. my Knights blow thru the scouts as expected however my overrun is "4" not enough to reach the Glade Riders..no they are set up to get Flank Charged by the Wild Riders and Noble. Felix takes advantage of my failed charges of course, The Wardancers charge my one unit of knights, while the Wild Riders and the Noble hit the other. I stupidly overlook they are not in the same unit, and decide to flee forgetting the Noble has an 18" charge so he catches them and runs them down. Magic and Shooting aren't too bad this time...but the wardancers slaughter my knights to a man, with 25 attacks turns into 11 wounds these guys have greatweapons so my armor save is 3+...not hard to fail 5 wounds. End of turn 2- All my Cav is gone...I'm in trouble.


Turn 3

My Swordsmen and General charge a unit of Dryads, while my Greatswords move to brace for one. Other than fear causing which I usually have some protection from..The Empire very regularly eats dryads for lunch, despite T4..they just get slaughtered by the static combat res so any wounds are gravy.. I blow thru them no problem, but the only thing on my side of the table are Glade guard, scouts and riders..nothing worth many points and nothing that can't flee, in short by moving this direction I took my strongest unit out of the game and subject it alot of shooting, In the future I know to just where ever I am to Wheel and head toward the Wood Elf General or the strongest units.

On Felix's turn his other unit of Dryads Charge my Greatswords and it detachment...(which makes its fear check) his Eagles chargebother my cannons, one is in (who kills the crew, spikes the cannon and flys off the table) the other is a bit short setting me up for a nice grapeshot on the eagel next turn. My Greatswords break the dryads easily who flee and get away. My detachment overrunsright into the spellweaver, so I think I am catching a break...not so.


(As good as it got for me, was this combat right here)


Turn 4

My Greatswords wheel to face the on coming Wildriders and Noble...unfortunately I am left with a choice of eventually getting flankedby The Wardancers or remaining Wood Elf Cavalry. I choose the wardancers because if my 9 man detachment can just kill the Spellweaver they can over run into the Wardances or least distract them a turn. Nothing pans out for me, my Grapeshot chance I roll a MISFIRE and Eagle then just kills them and flys off so now there two unchallenged eagles in my backfield. My Swordsmen detachment comes up empty against the spellweaver who with one attack manages to get a wound so we are drawn.


On Felixs turn..the Wardancers come in and obliterate my detachment sending the lone model running..I take numerous other causalites my Wizard and an handgunners go down..I don't have much left at this point with My Swordsmen and their detachment chasing units they can't catch on my left..my right flank is completely gone...except for my Greatswords who are facing charges from several directions


Turn 5

My Swordsmen do manage to take out one of the light units near them..they are pointed in the right direction by its too late..I have no magic or shooting at his points. My Greatswords can't see the wardancers...and can't reach the cavalry and have no where to go. so they sit and wait for the inevitable.

Felix's Wardancers and Noble and three Wild Riders and Noble converge on my Greatswords..My priest kills the Wardancer Champion in achallenge. but its only with one wound...I lose combat and alot and am out of range of my BSB (another big error on my part). [Ed. we've all been there, my bugbear is forgetting about my magic items :( ]

I FAIL my stubborn break test rolling an "11" and my Greatswords are cut down, at this point the game is over. We call the game because wuth Table Quarters and 2 Captured Banners Felix is up 500 points before the VP score...I have about 500 points on the table and all I have killed are of his least expensive units..its easily a Massacre for the Wood Elves.


(A much better player than I, once said "When the Greatswords run the game is done!" so true, I'm afraid)



Notes:

I constantly struggle against this type of skirmishing Army, I made alot of mental errors in this game and bad luck just compounded the, Screwing up with my Cav and moving my Greatswords and swordsmen apart more than 12" was idiotic...I usually try to draft the smaller block behind the bigger block but it doesn't always work when you see juicy targets. My Flagellants would have been Key in this game as they could held things like the wardancers up. In a 2k tourney games..I struggle to build list that can take all comers...I may be better of going a larger block on inner circle knights with Flagellants over taking Greatswords tough call in 2250I can squeak in all three if I want..The hellblaster also would have key in this game as it would kept my cannons in the game. Deciding "what" to bring in 2k escalation is going to be very tough it's impossible to cover all the bases so any unfavorable match up is going to make it twice as hard. Felix has an excellent write up,analysis, and photos on this over at his blog on Dakka Dakka.

Tuesday, 11 November 2008

The Empire vs Wood Elves 2250 pts

Warhammer Fantasy Battle Report summary:-

Long, intricate Warhammer battle report (on a nice big battle field !)

source : plasticlegaions.blogspot.comcredit : John11-Nov-2008

Ok, you knew it was coming, Empire VS Wood Elves round FIVE!!! Its been a few months since Felix has come over for a game, This was the highest army point game we've played yet, and he dropped the Wood Elf bomb on me. Completely changing his previous tactics, Felix brought some new units to table including a Treeman and a group of Warhawk Riders and finally busted out that large group of Eternal Guard led by a High Noble we had been talking about, Thankfully this was just a casual game, because I got my ass handed to me.

Army Lists...


Wood Elves

Wood Elf Highborn -Army General
Hand Weapon; Longbow; Great Weapon
The Oaken Armor
Amber Pendant

Wood Elf Noble
Hand Weapon; Longbow; Spear; Light Armor; Shield
Elven Steed
The Helm of the Hunt
Hail of Doom Arrow

Spellsinger
Dispel Scroll
Dispel Scroll

Spellsinger
Level 2 Upgrade; Hand Weapon; Longbow
Calaingor's Stave
Dispel Scroll

22 Eternal Guard
Full Command
1 Eternal
1 War Banner

10 Glade Guard

10 Glade Guard

7 Dryads
1 Branch Nymph

7 Dryads
1 Branch Nymph

6 Wardancers
Musician
Bladesinger

4 Warhawk Riders

4 Wild Riders of Kurnous
Full Command
1 Wild Hunter

1 Treeman
Total Roster Cost: 2239


The Empire

General of Empire w/ Griffon
- Full Plate Armor
- Sword of Power
- Enchanted Shield
- Holy Relic

Captain of Empire
-Battle Standard Bearer
-Armor of Metoric Iron
-Sword of Justice

Battle Wizard
-Level 2
-Power Stone
-Von Horstmans Speculum

Warrior Priest
-Heavy Armor
-Shield
-Icon of Magnus

29 Swordsman / Full Command
w/ War Banner (Ancestral heirloom)
-Detachment
10 Free Company

10 Handgunners
-Marksman w/ HLR

10 Crossbows
-Musician

12 Knights of the Blazing Sun
-Full Command

2 Great Cannon
5 Pistoliers
14 Greatswords
-Full Command
-10 Spearmen detachment

1 Hellblaster Volley Gun

2250 pts


Terrain and Deployment

Instead of placing terrain we decided to use the small village around a watchtower set up I already had in place on my 4x8 table. I knew this would hinder me because I had no hills to set artillery up on but I figured the cover provided by all the buildings was fair trade off for both of us..The terrain setup definitely added an extra challenge to the mix. While my deployment was pretty standard, a strong center with a fast strong flank, my other usually weak flank was solidifed by my General, in retrospect I really needed him on the strong flank. My artillery was setup with cannons on each flank with a nice diagonal lane across the table I couldn't find a place to put my Hellblaster so I put in the center where it only really could protect the backfield until late game. In retrospect should have put my Hellblaster on the left to protect that cannon, and put my General on the right to counter balance the Wood Elves Left flank. Felix had his Skirmishers and shooters in the center, his fast flank with the Wild Riders and Warhawks backed up by both SpellSingers on his right and his Eternal Guard, General and Treeman on his left.




Magic Selection

Felix didn't have the normal heavy duty magic I am used to with his Elves, he came to play with only 5 power dice and 4 dispel dice. I totally screwed up in my spell selection as I choose lore of fire rolled a 3 and 5, "burning head" and "conflagration" with only four power dice I always need to take fireball as that can be cast on 5+, so I can roll 3 dice for the big spell and then still have shot at getting the fireball off. I should have take burning head at 8+ and fireball at 5+ and been able to have great chance of getting two spells off a turn with priests bound spell, he off been hard pressed what to dispel. I knew how awesome "Conflagration" can be so I haphazardly took it not thinking about the dice mechanic of 11+. Stupid..I screwed myself on the magic phase before the game even began- lesson learned. Felix spells, were Tree Singing x 2, Hidden Path, and Aerial's Blessing.

Misfire!!!
Before I start the turn by turn, I want to note that my Artillery all game was a trainwreck. My cannons rolled 1 primary misfire and 4 secondary misfires, One cannon was was spiked in turn 2, my other blew up in turn 4 so out of 10 total rolls, 50% were misfires. With my Hellblaster I only had, a target twice..1st time I rolled a misfire in turn 2, then a jam. when I got another chance to fire it in turn 4 I rolled a misfire, then a dud, then another misfire, jammed. so I rolled 100% Misfires on the HBVG. you only have a 1 in 6 chance of rolling a misfire WTF!!! I say.

Turn 1-

I had 1st turn and moved my foot sloggers up, tried to cast "Conflagration" failed. Then shot my artillery, I killed a couple dryads with cannon fire 1st turn, I then nailed one of the warhawks with some long range from my Crossbows. On the right my plan was to run my Pistoliers up on an angle get a volley off at the EG, then retreat from a charge, allowing my knights to charge the flank of the EG next turn., well my pistoliers where short on the shooting by about 1/2 an inch. (with 16 inch charge, I should be 8 inches from the deployment line, unfortunatley felix must have deployed slightly back from the line) during Felix's turn he moves his treeman up into the forest and unleashes "strangleroot" at my pistoliers obliterating them completely, felix rolled 10 hits and 6 wounds...this was precursor to felix's insane dice rolling, it literally seemed like he only rolled 5's and 6's all game. he used tree singing to move up some forests containing his wizards and wild riders, the warhawks and dyrads advanced and the glade guard started raining arrows on me. First turn I took roughly a dozen casualties including my full unit of pistoliers



Turn 2

I continue to advance my foot troops, my swordsmen dont really have anywhere to go and are advancing toward the glade guard, my Greatswords and Spearmen detachment are headed toward both groups of dryads, magic and shooting dont much of anything this turn.

My General is just sitting there on his griffon wasting his points, waiting for the Wild Riders and Warharks to advance, I should have been using my General to go straight after both units of Glade Guard, who would have run or been easily destroyed. I'm still not used to using my general as offensively as I need to, he needs to directly start going after weaker annoying shooting units or single characters the first couple turns, forcing my opponent to move a powerful unit to counter him, giving my other offensive units some relief.

I blew a good opportunity to test new offensive strategies here, all I can say was my head was not in this game. On the soon to be disastrous right flank my knights are now alone with the treeman looming, I dont want to sit there and take flank charge and turning and running opens me up for another "strangle root", I am still close enought to have to take a terror check, I do and pass. My best option is to charge Felix's lone character, of to the side of his EG, if I kill or break him the overrun or pursuit move will move way into felixs backfield, behind the EG and far away from the treeman.

I charge having 7 attacks from the based knights and horses, I roll like complete shit, but still manage to land two wounds, Felix makes one of the saves taking only one wound, I still win combat but he then makes his break test, worst case scenario for me. EG are going to flank charge me and I have the treeman, at my back...my gamble failed- I am toast.

On Felix's turn the EG flank charge my knights, also those wardancers have moved over are now are also in charge range. So my knights take the wardancers in the front and the EG on the flank. I can't flee because I am locked in with the stupid character with one wound left. when the wardancers unload they unleash 22 attacks, felix rolls 11 wounds...Luckily I save a ton of them but its doesnt matter, on my strike back, I get a few wounds but felix saves them ALL so I lose combat big time needing "insane courage" to stay, I run escape being run down...but my next turn I fail my rally check ( although I forgot my +1 for musician, so I might have made it) and I get charged by the lone character with an 18" charge who just catches me.

My Knights and Pistoliers are wasted, neither units removing a single model from the game, disaster.

Elsewhere the Dryads charge my Spearmen detachment, who lose combat, flee and and are run down and destroyed bringing the dryads smack into my Greatswords., The Warhawk Riders charge my crossbowmen, who stand and shoot and land 1 wound, the wild riders charge my cannon, kill the crew, spike it. My Swordsmen change direction heading toward the EG and wardancers all the while being marched blocked shot to doggie mess by Glade Guard, this was stupid on my part.

Turn 3

Finally my General does something, I flank charge the warhawks, but I roll 1,1,2, whiffing but the Griffon and the crossbowmen follow up kill two and land another wound on the last, Warhawks have "hit and run" so the lone model escapes. Felix's Spellcasters are well protected in the forest, magic isnt much of an issue this game as I dispelled alot of spells, Tree Singing was only for movement and I was dispelling Hidden path and the blessing.

My spell casting as I mentioned was totally nerfed by my own stupidity and felix and 3 scrolls on top of his dice. ( I did roll an irresistible force on Burning Head against the EG but only managed to kill two models and his made the panic check) My artillery was useless and my Handgunners didnt have a target . My greatswords break the two unit of dryads fighting them, running one down while the other escapes just out of reach.

On Felixs turn the lone warhawk and wildriders re-charge my crossbows, and blow them away, the resulting overrun takes them both off the table, to return on the next turn. My General sits there watching out of the combat (I think we missed the terror check on warhawk, but the WR are immune) The treeman had pops out of the woods moving toward my wizard, swordsman, and free company. (photo below) his glade guard keep shooting me weeding away at my swordsmen. The running dryads rally, The EG and Wardancers start heading my way.



Turn 4

My swordsmen, free company and wizard all need to terror check. the Free Company run the others hold. I fly my General over to help deal with the treeman and my Swordsman marchblocked move to get a line on the treeman next turn.

My Cannon has line on the treeman , misfire, blows up, then My Hellblaster gets a second chance this game to fire and at the treeman, I roll misfire, dud, misfire, jammed. (felix is laughing)

My greatswords charge the rallied dryads, but my bad dice rolling begins, I can't kill one, I am so annoyed by my rubbish rolls I forgot about the fact they have hate and I get rerolls on the first turn. This sets up a horrible dice rolling streak for me where Greatswords can kills these chumps, my priest gets killed by the branchwraith and felix's dice are so hot he's blowing thru the unit like its free company, not Greatswords and my 4+ save (well 5+ , Dryads S4) might as well be a 12+ the way I am rolling.

My handgunners move to fire at the Felix's units coming back on the board.

Felix's turn's his treeman- "strangleroot"s my swordsmen, but I get lucky and take minimal damage, it doesnt matter the glade guard keep hitting and I have lost over 15 swordsmen to missile fire. His mounted noble that I should have killed in turn two, comes up and kills my wizard with some arrow fire and his Wild riders come back on the board moving toward my hellblaster and general while the lone warhawk rider moves back into some the woods. the EG and Wardancers Hold where they are.

Turn 5

My General charges the treeman, I land four wounds, Felix saves two, but loses combat the treeman runs and I run it down. Lucky but my only break all game. I will take it. My free company rallys, my swordsman turn toward the EG moving up next to a house where they are exempt from the glade guards arrows, My handgunners move again trying to get a target. My wizard gets a spell off at the EG, felix, dispels with scroll., My Greatswords aren't breaking but I can't kill any dryads I can't hit and if I do felix is saving. my free company rallies.

Felix's turn, with all the tree singing "movement only" going on I totally forget about the ranged attack portion of tree singing and my Swordsmen move right into it. The trees unload my two dispel dice left come up empty and I take another 6 causalties, leaving my swordsman with only the front rank of 6 left. The Wildriders run down my Hellblaster, The dryads finish off my Greatswords.


Turn 6

I realize I am totally screwed here, so I am trying to figure out what I can do my only option is to hold my swordsman take another round of treesinging, and fly my general over to force a terror check, if he fails and runs I'll get points for that huge unit and get the quarter and it probably a close game because the treeman and EG plus the General is around 1000 points, pretty huge gamble but what the hell., My free company runs inside the watch tower to hide and my Handgunners finally get a shot off killing that lone Warhawk Rider.


Felix's last turn pretty much sums up the game. He needs a 10 or less for the terror check and makes it no problem, his EG charges my Swordsman, everyone dies but my BSB who kills 1 EG on the strike back, but loses combat and he needs insane courage fails twice (reroll) gets rundown.

The glade guard shoots at my Free Company inside the watchtower and even with the -3 to hit penalty Felix kills 5 of the 8, the unit fails panic...runs more points (he needed sixes to hit and still comes up with five kills) all I had left is my General and my Handgunners.

Felix also picked two table quarters and two banners, I got one table quarter. He outscored me by 1500 and change so the result was Wood Elves- Massacre!!!!!

Great game to Felix and despite my many problems I still learned a hell of a lot this game. I can't wait for the rematch!
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