Showing posts with label High Elfs. Show all posts
Showing posts with label High Elfs. Show all posts

Saturday, March 19, 2011

High Elf Versus Brettonians, Blood and Glory

Liam and I set up a game at 2900 points. Why 2900 you ask?

I looked at the models I had and started there. 10 Swordmasters. 17 White Lions. 5 Dragon Princes plus I could use 5 Silver helms as unit filler. 2 Repeater bolt Throwers.

Throw in some Wizards with various items to ensure a big magic phase. Figure out I needed 475 points in HERO level characters.

Decided to try the horde of Lothern Sea Guard. Had I remembered I had a chariot...that would have appeared as well.



Check out the spears poking through from the second rank. Good times.


Anyway, we rolled the scenario and three consecutive times came up with meeting engagement. That has been Liam's last two games and one of those was with me so we re-rolled until we got something different. Ended up being Blood and Glory.

I had a BSB, banners in the Swordmasters, White Lions and Sea Guard so I was in good shape with 6 points there. He had a whopping 11 banners. Unlikely to win via scenario rules...I would need points.

I knew he had double trebuchets. One of the reasons I seldom play High elfs is because they do not really suit my play style. I try to keep my casualties low, make sure the troops engaged have the capability of doing something and are therefore worth taking.

Against S5 templates I have no save and am wounded on twos. Horrible, horrible match up. On the bright side, I do have two units with either S5 or S6 so his 1 or 2+ armor saves can be hit by those, plus the RBTs will theoretically allow no armor save because I plan to penetrate ranks after I take out his Trebuchets.

Well, I set up the White Lions in a forest to my left. It was a mysterious Forest, but I thought I would play against type and not treat it as impassable terrain as I usually do.

 On the other side of the forest I planted my LSG unit (and later all my characters went in this unit) with another Mysterious Forest to the right and the Dragon princes angled to flank anyone who hit the LSG in the front.

Above this set-up were my small block of 12 Archers, then one RBT on the ground to the right of the second Mysterious Forest, another on a building with Swordmasters there to protect it.

This was a badly flawed set-up. I was thinking the RBT had S10 when they single-shot. Their assigned task was to take out his Trebuchets. The Swordmasters I set up hidden by the building, but I faced them wrong so they would take two turns to threaten any upcoming unit.

I would have been better off putting a RBT to either side of  the LSG and concentrating on the Knights. Not knowing my own stats is inexcusable.  


HE Turn 1
I march the White Lions on the left. Cannot remember the Mysterious result but it ended up having no effect.I make a lesser advance with the archers. Across the field I am looking at Knights flanked by Knights flanked by Knights...so...yeah.

Time for Magic. I get max dice. Throne succeeds. I then put Flesh to Stone and one Wyssans on the LSG. He dispels the second Wyssan. So here you see my battle plan. Now I have as many as 50 S4 attacks with re-roll to hit and T6.

Even charging Knights are only wounding on a 4. Now I have a tough, rugged army.

Of my 35 shots 5 wounded...a little low, I should have wounded with about 9. He then proceeded to save all of them but one. So about one wound light by math.

My RBTs targeted his Pegasus Knights because it was at this point I figured out the lower S thing. The first one missed, the second saw its hit discarded by the Enchanted shield.

The theme begins.

Brettonian Turn 1
His Pegasus Knights and hero fly towards my RBT on top of the building. I am not worried...I am on a building, so untouchable by fliers.

Well...actually not. Turns out I invented that rule in my own head. For some reason I was thinking Cavalry, fliers, and monsters could not attack garrisons. I was wrong. Not knowing the rules is not good.

Anyhow, he maxes out on Magic dice as well. He dispels Throne and Flesh to Stone.

Now, the clever reader instantly says Rules Error. Flesh to Stone is an Augment spell that lasts until the casters next magic phase. If it is successful it cannot be dispelled, stopped, removed, etc.

Now...I built this army specifically around having these Augments on my units. I know he will probably get all the charges based on his superior movement. No big deal...I took Okrams Mind Razor with one Wizard along with Wand of jet.

On the key turn I will be using the Power Stone, Wand of Jet, and power Scroll hiding out on my wizards to have him facing a S8/T 6 or 7 Always Strikes First mass attack unit.

And now, by not knowing my own rules, I changed my entire strategy.

Not once in the entire battle did I A) use the aforementioned magic items, B)remember to use the Lore of Life attribute or C) use the strategy I built the army around.

Anyhow, I block his Iceshard and Comet, in both cases only tying him because the High Elf Archmage adds +1 to Dispel.

The first Trebuchet scatters. So far, so good.

The second one kills 18 of 21 possible LSG when it hits.

T4 not as good as T6. Instead of wounding on 5s he was wounding on 3s.

His peasants then kill 5 of my small archer unit.

HE Turn 2
Again my White Lions march on the left. Next turn they can charge the trebuchet on that flank.

This time he dispels Throne, I get Wyssans off and I then Miscast with Flesh to Stone, putting a wound on each of my Wizards and losing the rest of my power dice.

He is moving a big block of Peasants up towards my second RBT so I weirdly break my own rule of concentrating fire and unleash everything...RBTs, LSG, at them. The RBTs kill 4 and the LSG kill 6.

The RBT never hit again in the entire battle.

On the bright side, the remaining 7 archers put a whopping 5 wounds on the Questing Knights and he only saves 4.

Brettonian Turn 2
His Pegasus Knights charge my RBT on the building. His Pegasus Hero charges the other one. Everyone else...knights, the peasant horde...advance on the LSG.

Magic all gets shafted. he again dispels Wyssans. Both Trebuchets hit, though one partially scattered. I lose another 15 LSG this turn. I have now lost 33 of them to two turns of shooting.

His peasant bowmen shoot down 6 more of the small archer unit, leaving just one who stands.

I wound the Pegasus hero once in a minor upset, he kills a crewman. I pass my test.

On the building I wound him TWICE, but he saves the first with armor and ward saves the second. But he whiffs. Drawn combat. Go-go gadget garrison!

HE TURN 3
He dispels most things, I get regrow off, put back three LSG.

The White Lions charge....the peasants. Why? Why? Why?

The Trebuchet is RIGHT THERE. It is the correct target.

Another play error. I really erred time and again in this game.

Well, the White Lions did what high WS, S models with re-rolls do and slew 9 peasant bowmen. They do none in return and break. His Treb fails LD test so will not shoot for a turn. I fail LD test to combat reform and chase the Peasants but do not catch them.

Brettonian Turn 3
He announces charges on my LSG with Grail Knights and...knights Errant? Knights of the Realm? I stand and shoot his Grail unit, wounding twice but he saves them both. He then fails both charges. His other knight unit charges my lone archer and I elect to flee. I do not want him overrunning into my LSG.

His magic is good, getting the Comet off irresistibly.

High Elf Turn 4
The unit that charged the lone archer presents its rear to my White Lions who charge it. The lone archer...rolls insane courage. Worst possible result for me.

He is now blocking my Dragon princes who, instead of charging, are now trapped behind ONE model.

Tired of playing poorly, I elect to play unbelievably badly. The idea is with the BSB and Crown of Command, I am Stubborn on a re-rollable 9. I am effectively unbreakable.

Yet for some inexplicable reason I break off my wizards and run them into the nearby Mysterious Forest. Oh, by the way...the Crown of Command was on my Archmage, not my BSB. So now my unit is not stubborn.

My shooting and magic all fail. Now my non-stubborn unit is facing 20+ S6 attacks with T3 and no Stubborn. I am probably going to need Insane Courage to stick around.

On the bright side, the White Lions kill 4 knights plus their champ, forcing him to flee and I pursue.

Brettonian Turn 4
This time his Grail Knights make the charge. He rallies everyone else.

And then the Comet hits. And r9olls 9". All my Wizards are now individual units and three consecutive times he rolls 13 hits. 3 dead wizards.

He then kills his Pegasus Hero (which had wiped out my RBT)kills 6 Grail Knights and 6 LSG. I will take the LSG/Grail Trade...

Which frees up his Trebuchets to kill 7 Swordmasters.

In the challenge his one guy kills my champ, I wound his character 5 times, he saves them all. Nobody runs.

High Elf 5
The solo archer has to get out of the way of my Dragon Princes, so he suicide charges the freshly rallied Knights as the White Lions, thinking I need to get that banner, rear-charge the unit next to them. The Dragon Princes then flank his Grail Knight/Champ.

My Dragon princes lay waste to his Grail Knight. My LSG do wound his hero 5 times, but he saves them all. Still, he breaks, I run him down.

The archer, to the surprise of nobody, dies, but the White Lions wound his Knights Errant 10 times, killing 6 of them. He kills 3 back, breaks, I run him down as well.

Bretonnian Turn 5
He begins a strategic retreat. We debated calling it, but a hasty points calculation discovered I was ahead. He would need to do lots of damage with his Trebuchets so we played it out.

12 White Lions die to Trebuchet.

High Elf 6
I do flank charge him with my Swordmasters on his peasants. He can treb me to death anyway with just 3 left. I actually win the combat, he has to test on a 6...and that is what he rolls.

Brettonian Turn 6
His Pegasus Knights charge my Swordmasters, I do a wound or so, he kills them all.

His trebuchets cannot finish off my LSG, leaving like 2...but I fail my re-rollable 9 LD test. I roll a 5, am about 5-1/8" from table edge but declare them off anyway and he gets the win via scenario rules.


Retrospect
Honestly, at this point I was pretty disgusted with the High Elf army. I built the army around Augment spells but at this point was thinking...they would never be in effect when they mattered. People would just dispel them on their turn.

Furthermore, all the shooting was very ineffective. Yes, I had 35 shots at first but just did one wound. S3 is still S3 and against armored troops with a back-up ward, that does nothing.

But after thinking about it...oh, how wrong I was. I had all the tools to not just win that game but win it handily.

With better set-up I would have gotten the Dragon Princes and Swordmasters into multiple combats. My LSG would have had 25 or 30 guys around between taking fewer wounds and using the Life attribute. My Wizards would have been alive. I would likely have had S9 on the key turn by using the tools I built into the army.

Furthermore, the shooting was much more effective than I gave it credit for. I just failed to focus my shots and it was my tactical errors that reduced the effectiveness of the shooting.

He outplayed me in set-up, in knowledge of key rules, and garnered a well-deserved victory.

And it was the best kind of game; enjoyable throughout and led to me rethinking a couple of things. Playing different armies is good... 

Monday, October 4, 2010

PAINting: Update

All pictures should expand if you click on them.

Not too long ago I was talking about my backlog and wanting to finish up the High Elfs I had so I could start on the Island of Blood models.

Specifically, the issue was the Silver Helms, a unit so bad it rivals the Forsaken for outright not just uselessness, but counter-productive to take.

Still, they had to be painted...and now, as you see here, they are.



I will never argue they are a spectacular looking unit...then again, I will never claim anything I paint is spectacular looking. A shaky hand and lack of skill see to that. But they are a unit that, circumstances permitting, I would not be embarrassed to put on the table.

I also decided to magnetize and base the Repeater Bolt Thrower (Eagle Claw).




I also made a base for what would be a 50-strong unit of Lothern Sea Guard. 35 shots per turn and a potential of 50 attacks...unlikely, but possible (51 if unit champ gets 2, do not remember at moment), albeit just S3, plus I think it is kind of a cool look with the mix of spears and bows.




I also painted a unit of Swordmasters from the Island of Blood. There is actually a difference between that unit and the ones above.
I went deeper into the color bank, using I think 9 different colors...though admittedly that includes 2 blues and 3 purples.


They fit well with the Dragon Princes, who I believe were the group I had previously invested the most time and energy in painting.





I also finished up the hero models.




So overall I think it is a decent looking army. Now the issue is putting together a list I actually want to play. I have been toying with a list that revolves around a Level 4 Life mage and a level 1 or 2 Beast mage. In theory, I could then end up with the center unit (the 50 lothern) rolling in with S4, T7...of course, that relies on the Winds of Magic being strong, my opponent being unable to stop anything and forgetting to dispel it on his own turn...
In other words, it is a BAD army list. But at the moment, it is the only one I can come up with...




And on the bright side, all the high-profile painting is done. Time to get a list built and get down to playing!

Thursday, August 5, 2010

War of the Shrine Part 15

Frantically the mages scrambled to find cover...a single Dragon Prince was better protection than being on his own, as was a line of Archers. Briefly they considered fleeing...but the humiliation would be worse than dying upon the field of battle.


The hapless White Lions struck again and again, only to see the Troll shrug off the damage, the chariot's iron deflect their blows...and the return blows were too much, slaying many of them.


Nor were things good for the heroic elf who handily died to the Chosen. He died as a High Elf should, defending his machine and his position.


Casualties:
1 wound dealt to the Troll

Lost: 4 White Lions
Repeater bolt Thrower

Friday, July 23, 2010

1K High Efl v. 1k Dwarf rematch

Anger was always near the surface with Rigal Rocksplitter, clan chief of the Hidden Caverns. When he heard of the defeat of a scouting party near the village of...he neither knew nor cared the name, come to think of it...by the pointy-eared, effeminate elves, it got his blood to boiling.

It also gave him an opportunity to show his superiority over his twin, Lagir Rocksplitter. Always the twins competed...for the affection of their parents, for pre-eminence among the dwarfs of the Hidden Caverns, for the respect of the longbeards.

And hearing that the pointy-ears still held the village where Lagir had met defeat brought a smile to his face. He would avenge the defeat suffered by the forces of the Hidden Caverns...and make Rigal look inept in the process.

He assembled his forces and marched forth to wreak his vengeance.



Lately I have been playing a lot of 1K games, most of them with forces set up to be deliberately underpowered. The beauty of it is..against armies built the same way, it results in incredibly fun, entertaining games WITHIN THE CONTEXT OF THOSE GAMES.

At the same time, there is something missing...having no fliers, little to no magic, and using sub-par units almost exclusively takes a certain something away from the overall flavor of the game.

I think both types of games have a place...

Well, we had a day set up where Fixed Dice and Liam would face off over 3K of awesomeness, but Kev would have just a short time to play...so Fullur and I decided on a re-match of the game referenced in the flavor at the opening of this post.

In retrospect, I think the first time we played I counted on him needing 5s to wound and me having 5+ saves or better to eliminate the need for tactics. This time, I set up a bit more strategically.

First, I won the choice of sides and took the more open side this time. Second, I lined up 20 Thunderers across to whittle down his forces a bit as he came across the field, then backed them up with the Grungi-runed Hammerers to provide a ward save against High Elf shooting. The Warriors angled to face his Knights where they were set up, and this time I set the Rangers further back into the forest.

The plan was simple: make him come to me (good Dwarf strategy), whittle down his numbers with S4 shooting, when he inevitably wiped out a unit of Thunderers, I would have Hammerers to withstand the charge and then wreck the pointy-eared close combat blocks.

Meanwhile, the Rangers would pseudo-march block his White Lions and hopefully evade them for the entire battle instead of letting him wipe them out in one spectacular charge.


I won the roll and...what? went FIRST? There is a nickel in the Stupidity Fund. For whatever reason I thought his archers had 30" range so I was going to march forward, then when he climbed the hill, I would get first shot.

Dwarf Turn 1
I moved the Rangers back 1-1/2" in the forest...yeah, that would be a fast move! :-) Then marched everything forward.

High Elf Turn 1
He pretty much followed my plan for him, bringing his Dragon princes around the left flank, advancing the Lothern Sea guard and Repeater bolt thrower on top of the hill, moving his White Lions towards the forest and marching his Spearmen forward.


Dwarf Turn 2
I retreated the Rangers another 1-1/2". I let fly with 20 thunderers and watched gleefully as something like 8 Spearmen went down. Ah, yes...this was dwarf-like!



time to take some casualties off the table!




High Elf Turn 2
And now my nefarious plan began to evidence. His Swordsmen were too far from me to see me in the forest due to the 2" rule...but had to stop 1" away. Slowness, they name is High Elfs...
However, he cleverly advanced his spearmen in such a way that only one unit of thunderers would be able to fire. Very crafty, young padawan.

His shooting began to tell, now, as a few Dwarf Thunderers fell to his Repeater Bolt Thrower and Sea Guard.


Dwarf Turn 3
I continued my stall on the right flank, advancing to the rear another 1-1/2" I also reformed my right-most Thunderers to face outside the forest. Perhaps I would be able to enfilade his White Lions in a turn or two...
I also set up my Hammerers, anticipating his Spearmen would break my Thunderers, but planning to flank charge them.
My shooting was point-blank but far less lethal.




High Elf Turn 3
For the briefest moment, Fullur thought he was using the Warriors of Chaos. His Spearmen and Dragon Princes charged the Thunderers and Dwarf Warriors respectively.



He began shooting down my Hammerers and I continued to fail save after save (in the entire game I successfully made I believe 2 of nearly 30 5+ save attempts...)
Close combat went better than expected. He failed to wound a single Thunderer...and in return I did him the courtesy of wounding not one spearmen. I broke to combat resolution and my ploy worked to perfection...he was stuck right in front of the deadly Hammerers.
The Dragon Princes did a couple wounds, but the rank bonuses and outnumbering allowed the warriors to survive the charge.



Dwarf Turn 4
Fullur once had a great line where he made a bizarre tactical decision but explained it by saying, "I did not want to get charged by Dwarfs..that would just be embarrassing."
Fullur...welcome to embarrassment. Not only did he get charged by Dwarfs...he got FLANK CHARGED by my Elite Hammerers. Bwoohahahah.
Another 1-1/2" strategic advance towards my base battle line by the Rangers, another re-form of the Thunderers to get maximum firepower in a turn or so, a successful rally by the thunderers, and it was time for combat.


First, I went with the Hammerers. He struck first, killing 2. Whatever.
I struck back with a fury, hitting 4 times. I needed "2"s to kill.


Yes, all four dice rolled less than a 2.
Frankly, this was among the most dis-heartening moments I have ever had in Warhammer.
Unlike what I often do with the Warriors of Chaos (or, for that matter, the Dwarfs), I did not just "point and shoot". I actually put thought into my plan, deployment, and maneuvers. I set up things to get the combats when and where I wanted them. I even planned for poor rolls so they would not matter.
And then they did anyway. One brutal, unbelievably bad roll put all my plans in danger of failing.
If the Hammerers broke I would not have enough forces to bring his Spearmen to bear, he could happily retreat and shoot me to death. And should, by the way. The game was his.
I do not mind losing in games where I plan poorly, either through list-building or simply playing point and click (strong units, charge. Everyone else, stand around showing off your paint job).
I do not mind when my opponent does something clever and/or outplays me.
I HATE losing to a 1 in 1296 chance when I am actually trying to garner some sort of draw or win. And frankly, I did not have a lot of confidence in the ability of the Warriors, without their full rank bonus and with a wound on my T6 Thane (from a horse, no less), to win against the Dragon Princes.
Now, do not get me wrong...I do not mind losing. In fact, I actually wish I lost a bit more than I do outside of campaign games. But I want it to be reasonable losing, not to ridiculous horrific rolls.
Nevertheless, all my bad feeling was lessened when the combat turned out to be a draw.
On to the Dragon Princes V. Warriors round 2.

This time I was more successful, slaying two of them (after making one of my rare successful saves), and he ran. I ran as well...and ended up an inch behind them.
High Elf Turn 4
he advanced his White lions, started shooting down my heretofore untouched Thunderers before his White Lions emerged from the forest, rallied his Dragon Princes, and he rolled his General behind my Thunderers.
I knew at this moment I could not touch his General in the game, and lost another Thunderer to his S5 shots, and time to go back to close combat.
Another draw between my elite Hammerers on his flank and his 2 guys fighting spearmen. Not good.
Dwarf Turn 5
Outside the forest, the Rangers made a full march move away from the forest. My Warriors charged his Dragon Princes, mostly so they would not get a strength bonus.

Yes, that is two successful charges by my Dwarfs this game :-).
This time, I did a couple casualties to his Spearmen, they finally broke. I also broke his Dragon Princes and followed them off the table.

High Elf Turn 5
Things looked grim. His White Lions finally emerged from the forest, right in front of the Dwarf gunline.




He rallied his Spearmen, then went to work again shooting everything...Repeater bolt Throwers, Sea Guard, and his General, at the gunline preparing to take down the White Lions. Sure enough, he got them down to just 5 men.
Dwarf Turn 6
I turned the Rangers to face the inevitable charge from his White Lions, charged and finished off his Spearmen, and brought the Warriors back on the table.
Then I shot down 3 of his Seaguard, but did just one casualty to his White Lions.
I broke and ran down his Spearmen, and now it was time to see if I could withstand a furious last second attack by the reeling High Elfs.


High Elf Turn 6
Sure enough, his White Lions charged my Rangers...only to lose one of their number to my Throwing Axes.


His furious shooting from RBT, Sea Guard, and general combined to finish off the Thunderers who had been waiting for his White Lions.
The Close Combat was intense. He had 7 attacks. I did not have the advantage I hoped for...my rank bonus and outnumbering were nearly offset by his War banner, so he only needed to do one casualty to tie the combat and 2 to have an excellent chance to win.
He did about 4, I could only do one back. The Rangers broke and the game was over.
The Survivor shot...from the winning side.


And there were some living pointy ears, as well.



In the end, it ended up being I think a Marginal Victory...and that was just about perfect.
Wrap-up
This was a very entertaining game. There were moves and counter-moves. At one point he held off a charge I thought he was going to make because he wanted to break off his General from the Dragon Princes.
I was able to set up charges and counter charges, maneuver to get shots at units I wanted to shoot at.
He was very creative in a couple of maneuvers, such as his Spearmen wheel that invalidated half of my front line.
At one point, it looked like another High Elf victory, at another like a crushing defeat for them...but both of us seized the momentum back and in the final turn he pulled in enough points to turn it from probably a solid victory into a marginal.
I would love to see more games like this in play and outcome, regardless of size.
Overall, outside of one soul-crushing moment of discouragement, this was among the most entertaining games I have played in a while.
Rigal looked proudly at his force. The pointy-ears had fought better than he anticipated, but ultimately Rigal's forces held the field. He could not wait to get home and rub his success into the face of his brother.
"Sir, we fought for the village, should we not at least enter it?" asked his lieutenant.
Rigal shook his head. "Let the pointy ears have it. We have a victory feast to attend to."
He turned to go and his foot kicked loose a scroll trod under the hoofs of a Dragon Prince steed. He bent down an picked it up.
It unrolled quickly and easily. He gasped as he saw what it revealed. A smile lit up his face.
Even better than putting his brother to shame was what the map revealed...he instantly knew it for what it was. The path to untold wealth, power, and fame. This would make him the most powerful dwarf the world had ever known...

Monday, July 19, 2010

Warriors of Chaos Versus High Elfs, 1K

A bit of background. Lately I have been trying to build alternate armies...armies with more of the troops I find ineffective ion the context of the overall army.

An example would be Marauders. Yes, with light armor and Great Weapons they are way cheaper than a similar troop choice in say...an Empire army would be.

Unfortunately, without the artillery, archery, fliers, and other support, they are far less effective than troops that are almost unarguably inferior.

What I mean is...I would take the Marauder's stat line and abilities up against any Empire troop and feel good, yet my Marauders are cheaper. However, the Empire can whittle down my forces before we contact, a feature I am sadly lacking.

Also, my own army has better troops even for the cost...a single Chaos Warrior with Shield costs 1 point more than 3 marauders, but wins that combat almost every time.

Of course...when I am serious, I never take Chaos Warriors, either, because they are worthless in 7th edition.

They are too slow to catch the troops they can deal with and not rugged enough to take on the troops willing to let the Warriors catch them.

Sure, I will take Chaos Warriors 6 days a weak and thrice on Sundays over Saurus, Zombies, Ungors, or even Ogre Bulls....but the only time the Warriors get to fight in 7th is when Grail Knights smash them on the charge or Cold One riders run them down....

But I want to build an army with the worthless Chaos Warhounds, a block of Marauders, a block of Warriors...and play an army built to face them. So I made a series of 1K armies with a few ground rules.

- No more than 1 Elite Unit (except High Elves who are SUPPOSED to be elite).
- no more than 20% of the points in heroes...and max one hero.
- At least 2 blocks of foot sloggers

The idea was to have two armies look to engage their infantry and use cavalry as *gasp* support instead of as really the only effective tool some armies have.

Enter Space Monkey. He had a couple models he really wanted to get on the table since he had recently painted them.




So he put together his own 1K High Elf army, came on over, and the battle was on. I was going to play an Orc & Goblin army I had built but he wanted to face my WoC and...well...I have put more time, effort, and time and effort into the WoC than all my other armies combined, so yeah...it is on like Donkey Kong.


The Setup

He specifically wanted to try out Cavalry and March-blockers. So I deliberately set up to be march blocked. From his perspective, looking at what was coming, here is what he saw from left to right:



Chaos Warhounds. Fast-moving, low LD

12 Chaos Warriors: slow-moving, tough, hard-hitting.

5 Chaos Knights. Fast moving, tough, hard-hitting.

20+ Chaos Marauders; slow-moving, relatively soft, not overly hard hitting.

5 Chaos Marauder Horsemen; fast-moving, squishy, not very hard-hitting.



He protected his bolt thrower behind a stream, though it also limited the field of fire.

He placed his 5 Dragon Princes on that wing, then his Dragon Mage and Eagle-riding Noble, and finally his Lothern Sea Guard.




Warriors of Chaos Turn 1

I did not build this army for flexibility or tactics. I really had no way to deal with agile opponents...say, an Eagle or Dragon who could fly around. In fact, the army Space Monkey had taken is almost exactly what I face every time I decide to build an army like I want...

I had no way of catching the Dragon or Eagle, and even if I caught the Dragon I was likely to lose the combat...plus, between the Repeater bolt Thrower and the Dragon, there was a lot of "no armor saves allowed" stuff...

Then again, he already told me his goals. Experiment with march blocking and play with cavalry. Full speed ahead!





High Elf Turn 1
He advanced his Knights slightly, bounced his swordmasters up to get my Knights to charge them, and then burned down a couple Chaos Warriors with some magic.
Oh, and shot down 2 of the Horsemen with his Sea Guard.

Warriors of Chaos Turn 2
His eagle march-blocked my Chaos Warriors, Marauders, and Horsemen....but he did not realizing march-blocking did not prevent charges.

From one standpoint, it is irrelevant whether I charge his Dragon Princes or they charge me...he gets to go first. However...if I charge them, I have a 1+ armor save. If he charges me it drops to 3+...so I would rather charge them.

My General headed off in the general direction of the dragon, hoping he would charge me, i would survive and maybe get a lucky wound through, then have him fail a T test and die. The Marauder horsemen moved to take a few throwing axe pot shots at the Eagle.

They whiffed completely, as expected.





Ah, the glorious cavalry-on-cavalry charge. Strength against strength. Robbed of his Lance strength bonus, he saw my Chaos Knights actually make their saves, while I did in two Dragon Princes in return...probably one more than I should have. But not out of line.




High Elf Turn 2
He debated for a while, then decided to charge the Warhounds with his swordmasters. I think we all know how this turned out...Chinese food for all! (I would apologize to those offended by that joke except...well...I think it is pretty funny and if you are offended by it...you obviously have not heard my "Mom's cremation" series.)
Knowing the wall of fire spell meant my Chaos Warriors probably would not move, he used his Dragon and Eagle both to march block the Marauders and I reminded him to use the dragon's breath.

A few Marauders fell to that, a few more to bow fire, and then his Repeater Bolt Thrower shot at the General and hit. I thought the S was 6, he thought 4, we flipped a coin, went with 4...I saved it.*
Meanwhile, his Swordmasters were pretty pathetic, only knocking off 3 Warhounds...still more than enough to break them. He rolled to re-strain...failed and charged into the front of the Chaos Warriors.




Meanwhile, his Knights saw their best efforts saved...but an Elven Steed slew a Chaos Knight. The angered Knights put down two Dragon princes, the last one broke, and I pursued.


Warriors of Chaos Turn 3
I wanted out of bowfire from that RBT, so my General and Knights all charged his Sea Guard. They shot at the General but could not hit, and I hit his flank with the Knights. The Warriors charged into the Swordmasters and the Horsemen again pelted the Eagle with an array of spitwads, germs, and incompetent shooting.

Chaos Knights and Exalted heroes against Lothern Sea Guard is a pretty good match-up for the WoC...and I pursued, over-ran, and was well away from that RBT.


The Swordmasters put down a couple of Chaos Warriors, but in return had four of their own die, the last one broke and fled. Since I had, instead of my typical khorne, gone slaanesh, I was able to restrain pursuit.




High Elf Turn 3
He was down to a Dragon Mage, Eagle, and Repeater Bolt Thrower. He made a wise choice and charged his Dragon Mage into my Marauder Horsemen. Due to slaanesh, they were able to stand...not that it would matter much.

With the Flaming Sword of Ruin, he easily dispatched the horsemen and over-ran. Fortunately, slaanesh meant no panic for the Marauders.




Warriors of Chaos Turn 4
At this point, for me the game was really over. I had no reason to subject myself to more Repeater Bolt thrower fire, I had no way of catching either the Eagle or Dragon, so time to hide behind hills and forests.

Not very brave or Chaos-y...but then again, I had intentionally prepared an army that could not fight stuff like this, then elected to face one because it was the type of army my opponent preferred over the lists I had built.
And honestly...if I had recently painted a dragon, I would want the same thing.


High Elf Capitulation...sort of...
With targets for only one turn, we decided to end it there. He had the results he was looking for.
Recap
For Space Monkey, the game was a rousing success. He saw the power of march blocking, cheap troops like Eagles, and got to use his Dragon in close combat.
For me, the game was a modified success. I loved the Knight v. Knight and Swordmaster v. Swordmaster combats (though the Knight one would have been slightly better had he charged up front)...but really wanted to go head to head Marauders versus Lothern Sea Guard.
Furthermore, the outcome was a bit lopsided. He got full points for the Horsemen, half points for the Warhounds and Exalted hero, while losing the Dragon princes, Swordsmen, and Sea Guard entirely.
nevertheless, it was a very entertaining game, and thus we posed for the classic "We survived the battle" photo op.






* Regarding the shot on the General. I actually did not think he had a line of sight because of the combats and positioning...but if he DID have line of sight, it SHOULD have been S6, no armor save, and D3 wounds...a potentially devastating hit.