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

Tuesday, 28 April 2009

Wood Elves vs Dwarfs 2250 pts battle report

warhammer fantasy battle tournament report :-

One of a series of tournament reports from David L

(a no nonsense battle summary)

source : bugmansbrewery.comcredit : David L28-Apr-2009


2250pts Dwarf Army List

Dwarf Lord, shieldbearers, great weapon
MRoSteel, Resistance, Stone, MRoChallenge, Furnace - 286 points

Thain BSB, Strollaz, Guarding - 175 points

Runesmith
shield, great weapon, spellbreaker, spellbreaker, Stone, Furnace - 136 points

Thain, shield, great weapon, Stone - 76 points

10 Thunderers, shields - 150 points
15 warriors, shields, banner, musician - 150 points
24 Longbeards, full command, Battle, Stoicism - 363 points
17 Hammerers, shields, full command, Stoicism - 276 points
13 Hammerers, shields, banner, champion, Battle - 218 points

bolt thrower, engineer, Penetrating - 86 points
bolt thrower engineer, Burning - 65 points
Stone Thrower, engineer, Accuracy, Penetrating, Burning - 155 points
Organ Gun - 120 points

2250 exactly


2250pts Wood Elves Army list

Lord on stag with magic spear, regeneration
Wild rider noble with moonstone
Branchwraith level 1 with cluster
Alter kindred with ward against shooting

4x9 Dryads
9 Wild Riders with noble and flee banner
8 Wild Riders with lord and warbanner
6 wardancers
Treeman
Eagle

Wood Elves without shooting make a much more beatable enemy for Dwarfs than someone that fields 30 archers. Getting shot by longbows when I don't have 30 crossbows to shoot back is unpleasant.

Scenario was ants, which start on the center line 24" from each side. They move each compulsory phase and inflict d6+1 S2 hits with reduced armour saves on anything they hit. They cannot be killed.

There are a few piece of impassable terrain around and one piece of difficult near my deployment zone. Only forest on the table was his free one. (cardboard circle in pictures)

I use one impassable to anchor my west, so the thunderers cannot be flanked. Behind them goes the small Hammerers, facing west. I surmise correctly - one Wild Rider unit starts on that side. Warriors go in the middle with Longbeards behind. The warriors are going forward to get in the way, potentially fleeing. Organ Gun there too. Big guns east of that, then the other Hammerers and flaming bolt thrower on the table edge. East Hammerers are set so they can expand frontage out to 15 wide and block anything going around. Lord is with Organ Gun, runesmith and Thain with central artillery.

He has Dryads all over, wardancers in the middle, Treeman in the west middle hiding behind his free forest, wild riders far east and west. Eagle and Alter start east.

I stroll the warriors forward and win first turn. But my shooting does nothing, literally. One pile of ants moves towards his army, the other goes east into a previously open gap between cliffs. He advances, the Treeman continuing to hide in the woods and the Eagle hiding behind a cliff. On my 2, the eastern ants eat his alter kindred. Thank you ants! They will continue progressing east and eventually leave the table. My Stone Thrower then lands a perfect shot on Wild Riders, flattening 5 of them. Other shooting kills a few Dryads.

On the bottom of 2, he launches a triple charge at my aggressive warriors using injured Dryads, Dryads with Branchwraith, and injured Wild Riders. The warriors flee (roll says from the Dryads) and go through lots of stuff, covering a huge distance and barely staying on the table. I would have prefered a shorter flee distance, but getting him to fail 3 charges is great success for that mission.

Treeman comes out, western Wild Riders complete their long run ... the envelopement is beginning.



During Wood Elf turn 2, as my warriors slow him down by fleeing. The Alter Kindred was just east of the Eagle when the ants ate him.

Start of Dwarf turn 3


Turn 3

Fleeing warriors rally. But they have no space to face anywhere.

As I had planned from the beginning, the Dwarf Lord leaves the Organ Gun and joins the western Hammerers. Those Wild Riders (and their general) are welcome to come play! I don't want the Eagle to easily take out my artillery, so the BSB and Runesmith join the Stone Thrower and the Thain the bolt thrower.

Then it's Treeman time. Stone Thrower guesses wrong and misses. S7 bolt thrower hits and does 1 wound. Flaming bolt thrower adds 2 (4) more. Thunderers take the short range shots and get the last wound. Awesome job artillery!! Organ Gun then blows away 4 Dryads, leaving 1 in that unit. He will retire to the woods.



Start of Wood Elf turn 3

Wild Riders charge western Hammerers. Western Dryads charge Thunderers. Ants eat a dryad and wardancer. His east flank shifts east and the central dryads move forward into the difficult terrain, threatening my artillery.

Thunderer stand-and-shoot drops 2 and only 5 have range to make it into base contact. Then the dryads roll poorly, killing only 1 Thunderer. I kill 2 in return and the leadership 10 Forest Lord is not enough to keep them around. Super fighting Thunderers run down the dryads!! In the other combat, the Forest Lord does no better personally, as the Wild Riders can only get through the armour of one Dwarf and I smash 3 of them in return, including the unit champion. With 3 ranks on my side, they flee but escape.

End of Wood Elf turn 3. Picture from western table edge.


Turn 4

He has too many units that cause fear for me to protect the artillery anymore, so the Runesmith and Thain join the Hammerers and the BSB returns to the Longbeards. Longbeards turn to face east. Thunderers continue their 'pursuit' across the table, to claim a table quarter which is worth a bonus tournament point. Warriors turn east, so anything that kills some of my artillery is getting charged by something. Lord's Hammerers continue the 'pursuit' west, now an inch away from the fleeing enemy general.

Stone thrower takes out a couple wardancers/dryads. Organ Gun opens up on the Wild Riders and poofs the unit, although the noble makes his saves.

Start of Wood Elf turn 4. Picture from western table edge.

He charges east dryads at flaming bolt thrower, last wardancers at other bolt thrower, dryads at stone thrower. His general rallies and the surviving noble goes and hides. The dryads autobreak those artillery, but the branchwraith dryads do not pursue far enough to go off the table. One crew survives the wardancers and holds.

End of Wood Elf turn 4. Picture from western table edge.


Clean up...

Dwarf Lord and Hammerers charge enemy general. Warriors charge Branchwraith unit. Longbeards and other Hammerers turn around to look for returning dryads. Organ Gun moves west so the wardancers will not be able to charge it if they kill the last bolt thrower crew.

The Wood Elf general manages to hold this time, while the Branchwraith unit breaks. They nearly die on the eastern Hammerers but are just short. Wardancers take out my last crew.

The branchwraith unit rallies. Other dryads return and move east to avoid getting killed. Wardancers try to run north.

His Wild Riders cannot generate damage with most of his hitting power stuck on my tank-lord. The elves break and flee off the table.

I double charge the Branchwraith unit with Hammerers and Warriors, beating them by a ton and running them off the table.

Victory for the Dwarfs!!

Tuesday, 6 January 2009

Dwarfs vs Wood Elves 1750 points

Warhammer Fantasy Battle Report summary:-

Charge of the Forest Spirits - lots of them ! (this guy sounds like a real Warhammer pro)

source : asrai.orgcredit : domus6-Jan-2009


Wood Elf Army List

Branchwraith - Lvl 1- General - Annoyance / Murder
Branchwraith - Lvl 1 - Cluster of Radiants
Alter Noble -LA / GW / Shield / Hail of Doom Arrow / Helm of the Hunt
5 x 8 Dryads
2 x 4 Treekin
Treeman


Dwarf Army List

(My memory is sketchy as to his list and I dont have a copy of his army list. It is very close to what is below though).
Master Engineer with Stuff
Master Engineer with Stuff
Runesmith - Spellbreaker / Spelleater

10 Thunderers
10 Thunderers
10 Thunderers
10 Thunderers
10 Thunderers (or quarrellers not sure)

20 Miners - Full Command

Cannon - Rune of Forging

BT - Str 7
BT - Str 7 / Flaming

Organ Gun

Scenario - Allowed deployment up to 15" in with the caveat that you had to stay 24" away from any enemy unit. The table side deployment choice was key which Jacob won. He placed his first unit (one of the thunderer units between the ruins and stones). We rolled a dice to see if those ruins & stones blocked LoS and they did not. This scenario plus the amount & size of the terrain really put Jacob at a disadvantage.

I placed my free forest in such a position that I could screen the left flank and hide many units in that and the other forest nearby.

My first deployment was a unit of dryads strung out on my far right side to prevent much deployment over there. The last thing I wanted was Thunderers on a hill. My second deployment was near that first unit to try and pretend as if I was stacking that flank - when my real intention was to stack the left flank and take advantage of the big forests screens on that side of the table.

Jacobs made a big mistake in the game by deploying his warmachines as his 3rd deployment, giving me full knowledge of where the magic machines would be - especially the Str 7 Flaming BT (Which was on my far right flank in a forest). The Str 7 BT was in the ruins and the Cannon & organ gun were in the stones terrain.

I basically continued to string dryad units out in long lines, being sure to place 2 units on the small gap on my left flank back to back.

These would screen all missile fire. I then stacked both treekin behind those dryads. The treeman went as near the left forest as I could get him while keeping his big wooden butt out of LoS of the Flaming / Str 7 BT. The alter noble was on his left.




Turn 1
Jacob won the roll to go first and took it.

Jacobs dice turned on him from turn 1 and there was no end in sight. He killed maybe 2dryads that turn.

Wood Elf Turn 1
Everything advanced as quick as possible. I moved the leftmost dryad units str8 forward and the treekin right behind them. A unit of dryads went into the big forest on the left and the alter went slight behind the two leftmost dryad units - giving it a very narrow window of LoS to a thunderer unit with the runesmith. Only a couple of thunders could see to shoot back, and I was hoping they would not be there on turn 2.

The central most unit of dryads got into my free forest, and was able to stay out of LoS of the accursed organ gun.

My rightmost unit of dryads moved into their forest, but stayed visible to the dwarfs.

I used treesinging to move a forest and it was promptly eaten from the Branchwraith via the Spelleater rune. The rest of the treesinging attempts were dispelled with dice / spellbreaker.




Lastly but not least, the Alter fired the HoD arrow into the thunderer unit with the runesmith. 7 Dwarfs died and the unit turned and fled in panic. Fair compensation for the loss of a treesinging.

Dwarf Turn 2
Miners came on and came in behind the treekin and turned to rear charge them on turn 3.

Offended by his late arrival which delayed the tourney start by about 30 minutes or so, the dice gods continued to punish him. He rolled 1's to hit with his BT's and his cannon killed a dryad. He killed another 2 dryads with thunderers (The dice gods were clearly favoring me, as I was making my 5+ ward saves like nobobdy's business). (5 Total Dryads dead so far)

He moved a unit of 10 shooters ahead full speed on my right flank.

Wood Elf Turn 2
My leftmost dryads not yet in charge range, were sadly now marchblocked by those miners. Both units & 1 unit of treekin advanced as far forward as they were able.

The other treekin unit turned to deal with the dwarfs. The treeman left his forest to get within 6" of the miners and out of LoS, but ready to flank charge them if they stayed in combat with the treekin.

My alter moved to the edge of the big forest to lend a hand if needed with the miners.

The big Dryad unit (which had the general) in the forest moved to the edge of the forest to move out, taking care to stay out of LoS of the Organ gun.

My dryads in the other two forests stayed put - he was focusing his shooting on them, and I did not want to deter him from doing that and shooting at the units about to engage him in H2H.

Treesinging moved the big forest up a bit on my left side of the table.

Strangleroot killed 5 Dwarfs (Woot for 1 less Static CR).

Dwarf Turn 3


Miners passed their terror and fear tests to charge the Treekin to the front. The miners whiffed. The treekin did not and had enough CR to autobreak. Insance courage roll did not happen and the treekin chased the miners off the table, glad to have the standard.

Rest of the shooting continued on as before, very ineffective due to the dice rolls.

The runesmiths unit rallied and turned to face me.

Wood Elf Turn 3.
No longer marchblocked, everyone hightailed it full speed ahead.
1 unit of dryads moved in front of the left most unit of thunderers (close enough to prevent stand and shoot).

Another unit of dryads moved in front of the ruins terrain to charge the BT there.

The big forest unit of dryads moved out in front and to the left of the unit of thunderers near the stones. This got them close enough to charge next turn while denying S&S reaction, yet allowed the thunderer unit to block the LoS to them from the Organ Gun.

Alter moved to the edge of the big forest, intending to charge the small unit of thunderers with Runesmith next turn.

My treeman moved back in the big forest as was heading for the center of the table, as that was an objective of the game (Be within 6" of the center).

My dryads in the forest on my right flank moved to the very edge to continue to encourage Jacob to shoot them.

Dwarf Turn 4
Jacob unloaded on me with everything he had, yet he had not yet earned the dice gods favor. A couple of dryads died that turn and that was the only time he shot the organ gun (at the unit in the woods on my right flank).

Wood Elf Turn 4
Everything charged that could.

Charged, broke and rundown the Thunderers on the left.

Dryads wiped out the BT crew and spiked the machine.

The alter charged the 3 thunders + runesmith. Survived the stand and shoot and purposefully left the runesmith out of combat. Killed three dwarfs, broke and ran down the unit.

Dryads charged the thunderers near the stones. The dryads won the combat but the unit held its ground.

Jacob called the game on turn 5 as my dryads + 1 unit of treekin & alter were preparing to roll up his left flank.




Another win for my trees.

The alter noble is absolutely priceless with the ability to flee, Hail of Doom Arrow, Speed, and the ability to deal with small units. I love this guy!

I think if the table had less terrain and with no deployment special rules, Jacob would have been much more prepared when I finally got into close combat.
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