Chad had never played, so after the Lizardman game was over, he and I set up to play. He wanted to try the Wood Elf army, so I grabbed the Dwarf army Rick had just played. I ripped out 2 cannons and replaced them with the Organ Gun just because I wanted to try it out.
On the right side of the field was a small ziggurat, on my left was the King's Wall, on his side of the field was a small building on his right (my left) and a forest on his left (my right). A small stream guarded the edge of the field, essentially meaning my left flank was protected. I put a unit of Thunderers (move or fire, 24" range, s4 guns, 150 points) behind the King's wall on my left, the Organ gun behind and to their right to control the center of the field, the cannon on my baseline to it's right, the second Thunderer unit (same as first) to its right but up towards the edge of my deployment zone, and a 17 man Warrior unit with the Thane in it behind them to protect their flank.
I explained to Chad how to set up. It took some convincing, but finally I got him to put the 23 Glade Guard (30" range on their bows, no penalty to move or fire, BS 4) in a line from the building over to the Woods. Behind them he put 12 dryads (2 attacks, cause fear, 156 points) and 7 wardancers (2 attacks, Shadow Dances), their General supporting them, and then planted the Waywatchers behind the ziggurat.
He won the roll for first turn. The Waywatchers came up over the Ziggurat, everyone else advanced straight ahead. He opened fire. Effectively. The Waywatchers shot down 3 Thunderers on my right while the Glade Guard shot down three more.
I knew how the Dwarf army was designed and kept my turn short; no movement and then I returned fire with pretty good results. The Organ gun flamed to life, killing 7 Waywatchers, forcing them to break. The Thunderers both shot at the Glade Guard, combining to kill just 2 or 3 of them. The Cannon killed a Glade Guard, a Dryad, and even got a wound on the General.
His next turn saw him fail to rally the Waywatchers and everyone else advance. He decided to open fire on the Thunderers to my left, killing 3 despite them being behind the King's Wall.
Again I moved nobody and this time the Organ Gun fired on the Glade Guard, killing 5. The Thunderers also shot pretty well, taking him down to about 10 Glade Guard. It was looking good....except his Dryads and Wardancers were untouched and almost ready to charge. He kept trying to take them out from behind the screen and I kept convincing him it was a bad idea. When facing a shooting army, let your screen do its job; absorb the damage until you are ready to charge. Unfortunately, the cannon ball simply stuck in the mud, failing to do any damage.
His next turn saw the Wardancers cross the ziggurat and everyone else move forward. This time he shot down 3 of the last 4 Thunderers on my right.
Now I moved. My Warriors, who all game were hanging out defending my right flank (actually, I had moved them slightly each turn to deal with the Waywatcher threat, then the approaching Wardancer threat, so they were out on the extended right wing), got the charge on the Wardancers. Time to shoot.
First, the Cannon. I had his last 4 Glade Guard lined up, the cannonball would wipe them all out...except the cannon mis-fired. Then I opened up with the Organ Gun on the Dryads...only to watch it mis-fire and blow up, taking the Master Engineer with it. 200 points gone, just like that. But it DID do a lot of damage; I got 1/2 the Waywatcher points (147 cut in half) and 1/2 the Glade Guard points in exchange for 200. Costly. My Thunderers could not even kill a single Dryad. I did win the hand-to-hand, but his Wardancers would not flee.
The Dryads charged home against the Thunderers behind the King's Wall. The General unleashed the Hail of Doom arrow against the cannon, killing one crewmen. The Dryads killed about 5 Thunderers. The Wardancers lost a couple more.
I now had 4 Thunderers behind the King's Wall locked in combat with Dryads, 2 guys standing behind a useless cannon as they were charged by his Glade Guard, and 16 warriors battling Wardancers. After this turn I had 16 Warriors and my Thane. He had 3 Waywatchers, 2 Glade Guard, and all his Dryads, and his General.
We totaled the points. We each controlled a table quarter. I did in half his Waywatchers and half his Glade Guard, 5 guys from having over 600 points, instead I had I think 3 hundred and some. Meanwhile, he killed 2 units of Thunderers (150 each), a cannon (90), and my Organ Gun/Engineer blow-up for 200 points gave him about a 220 point win, a solid victory.
Oh, the pain...had his Waywatchers not fled I would have killed them all and had at worst a draw. Had my cannon not misfired I would have wiped out his Glade Guard instead of leaving 2 alive and had at worst a draw. Or had my Organ Gun not blown up (on turn THREE) I would have had at worst a draw. 3 dice rolls that went against me. *sigh*
On the bright side, Chad is hooked and fun was had by all. I think. And I did get a game in after all, so that was a good thing.