Showing posts with label Dark Elves. Show all posts
Showing posts with label Dark Elves. Show all posts

Monday, September 27, 2010

09/11/10 Battle Report 2500 pts Dark Elves vs. Skaven

09/11/10 Battle Report 2500 pts - Skaven vs. Dark Elves

Scenario
Fixeddice and I wanted to get together since we haven't played each other for a while and agreed on 2500 points before hand. We rolled Scenario 6 for the battle in which 1 player starts out controlling The Watchtower in the center of the table with one garrisoned infantry unit and the other gets the first turn. From turn 4, at the end of each game turn a D6 is rolled and the game turn is added to the dice. As soon as it's 10 or greater, the game ends and the person controlling the tower, or closest to it wins the scenario.

Terrain

For terrain for a total of 7 pieces and thanks to the Encampment of Destruction and the Settlement of Disorder that we rolled we ended up with a Mysterious Forest, and Acropolis of Heroes, a Bane Stone, a Wall, A regular building, a fence, a wizards tower, a watchtower, and a sorcerous portal. That added to Fixeddice's Fozziks folding tower, and the one from the scenario and we had a lot of terrain.







The armies were as follows.

Skaven

Queek Headtaker
Plague Priest – lv. 2 on Furnace with Ruby ring of Ruin. Rolling for Spells got Pestilent Breath and Plague.
Warlock Engineer – lv. 2 with Crack's Call & Warplightning. Warp Condenser.

Warlock Engineer with Howling Warpgale & Warplightning. Warp Condenser

Plaguemonks x30 - Magic Banner of Under Empire. Musician & Standard Bearer
Plaguemonks x30 - Musician & Standard Bearer

Clanrats x 20 with Doom Flayer Weapon Team
Clanrats x 24 with Poison Wind Mortar
Clanrats x25 with Warp Fire Thrower

Jezzails x5
Slaves x20 with Slings

HPA
Doomwheel

Rat Ogres x3 with Packmaster


Dark Elves (going mostly from memory here, so I'm sure I'm leaving something out)
Level 4 Wizard
2-3 Level 2 wizards.
Crossbowmen x 12
Crossbowmen x 30
Witch Elves x6
Witch Elves x6
Harpies x4
Cauldron of Blood
Hydra
RBT
Dark Riders (?) x5
Cold One Knights x6


Deployment
Fixeddice won the roll for control of the tower, placing 12 X-bowmen in there. So I put my 2 units of Plaguemonks in the center with the HPA on their left flank. I placed my General in the unit of Monks that had the Banner and my Plague Priest in the other unit of Monks. The Rat Ogres went on my Extreme left flank across from his bolt thrower which didn't have that great of a LoS due to all the towers. My Doom wheel went to my extreme Right flank across from the Sorcerous Portal. I garrisoned the unit of Clan Rats with the WFT in the Tower that was in My deployment zone along with a WLE and put the other 2 between the Furnace. Sticking my other WLE in the one with more models. The Jezzails were in the middle, mainly to take potshots at his Tower across the board that had his large unit of X-bowmen and his Lv. 4 wizard in it.

Start of Game









Skaven turn 1:
Since I get to go first, I charge my Queek-led unit of Plaguemonks with the banner into the Scenario Watchtower. They make the charge needing only to roll a 7. The close combat kills 8 of his guys, but he kills 4 of mine back. He loses the combat, but doesn't flee the bldg. Everything else just moves pretty much straight forward except the Jezzails, the garrisoned ClanRats and their WFT. The sorcerous portal goes off , sending a Fireball straight to the Doom wheel which takes a wound. Magic doesn't really happen as one WLE is out of range, one doesn't have LoS for the Warplightning and the Plague Priest had all his spells dispelled. Shooting is ok as my Doom wheel Zzzaps 2/5 of his fast cav guys off the table at S10!



Dark Elves turn 1:

His frenzied Witch Elvesx5 have to charge my Furnace as there is a slight chance they will make it as I'm *only* 15” away.. He didn't want to do that so tries to restrain, but fails. Luckily(?) he makes the charge. They die later in CC after killing 3 of my Plaguemonks pushing the Furnace. His magic is pretty successful getting of Final Transmutation on my Queek-led Plaguemonks, killing 4 of them. Flamestorm kills 12 of my Clan Rats, but due to his miscast he loses 2 magic levels on his level 2 wizard which brought up an issue that we couldn't find anything against it in the rules, in which he uses his level 0 wizard to channel power dice. Strange, but it didn't make much of a difference in the end. He had a lot of shooting going on – 50 shots at my HPA to wound it only twice (thanks to getting 4 Regeneration saves) and his Bolt thrower kills one Rat Ogre and puts a wound on the other, causing them to panic and flee. He moves his Dark Riders away from my DoomWheel, moving closer to the middle. (can't remember if it was from panic or not)






Skaven turn 2:
My Queek-led Monks charge The Watchtower again, easily getting across the 1” gap from the previous turn. Close combat kills the rest of his guys controlling The Watchtower and I gain control. I move my HPA into his other unit of Witch Elves and kill 2 with impact hits. The Doomwheel keeps heading toward his CoK, but doesn't reach them. I do kill a few from the zzzap! The HPA dies in combat, but 3 Rat Swarms emerge. My furnace unit charges his hydra and he ends up killing about 8 Monks and my Plague Priest thanks to his Breath Weapon. He easily wins the combat, but I'm unbreakable so I'm not going anywhere. I move my garrisoned unit of Clanrats with a Warlock Engineer out of the tower on my side and move toward the tower with all his X-bowmen in it. The Sorcerous portal buffs my Doomwheel with something that never was used, so I forget. I charge his Dark Riders with my ClanRats who took the Flamestorm earlier, I lose a few, but end up defeating them and they flee. My magic was pretty uneventful. I think I may have killed 2-3 of his garrisoned X-bowmen with Warp Lightning, but that's about it.





Dark Elves turn 2:
His cold Ones charge the Doomwheel. His Witchelves charge the swarms (killing them in CC and Combat Resolution and only losing 1 in the process.) and his harpies charge my Fleeing Rat Ogres. The Rat Ogres somehow dodge his charge as he rolls a massive 4. However Dangerous Terrain tests put two more wounds on the unit, killing off another Rat Ogre. He rallies his Dark Riders and the maneuver toward my Jezzails. His Magic (Transmutation again?) kills 8 of my Monks garrisoned in The Tower. Another 50 shots from his garrisoned X-bowmen into The Watchtower kills 1 more plaguemonk. The massive Hydra/Furnace battle continues as he kills a few more Monks.






Skaven Turn 3:
I move my clanrats closer toward his garrisoned X-bowmen. Due to my Doomwheel being closer to my other unit of Clanrats than any of his units, I end up killing off 3 more them. My magic does nothing in this phase. Same with shooting from my Poison Wind Globadier. Close combat sees my Furnace kill off more Plaguemonks than his Hydra thanks to a misfire. My Doom Flayer charges his Cold Ones in the flank, but dies before he gets to do anything, however, the Doom Wheel grinds them down and finishes them off, mostly due to the Sorcerous Portal as it buffs my Doomwheel again with Wyssans Wildform. Unfortunately, the Hydra kills off my Furnace after an epic battle.





Dark Elves Turn 3:
His Harpies charge my Jezzails who only end up losing 1, but that's enough for a panic test and they do. ...Panic that is. They flee through to the far side of the bldg. His magic was pretty good rolling a 20 on 5-6 dice for Transmutation, but luckily I was able to roll all my Dispel dice and pull a 22. The Sorcerous Portal on His turn buffs my Doom Wheel with Speed of Light. His Witch Elves who killed my HPA earlier, charge my Warpfire Thrower who Stands and Shoots arcing right over them and pulling up just short of hitting one of is mages. They were something like 9” away and I rolled a 10 for the distance the flame arcs.




Skaven Turn 4:
I rally my Ogres a mere 3-4 inches from the table edge. My Clanrats finally can charge his garrison He hits 17/19 shots and wounds 10. I however scoff at that and save 8 (picture only shows 7) of them needing 5+! Woo hoo! I doubt will never get as good a save roll ever again. He takes 2 wounds in Close Combat and doesn't wound back, tying the combat and holding on to that watchtower. Nothing else was in any position to do anything so I simply moved my surviving units closer to The Watchtower.






Dark Elves turn 4:
His fast cavalry runs down my fleeing Jezzails. He tries to cast a spell on my Doom Wheel but fails to meet the casting cost. His shooting puts a wound on my remaining Rat Ogre. His Magic kills 1 more monk holding The Watchtower leaving me with something like Queek and 4-5 Plaguemonks defending it. The turn ends and just as we prepare for turn 5, I roll the dice per the Scenario. I get a 6 and that added to turn 4 Totals 10 and ends the game with me controlling the tower. News of our victory squeaks and chitters it's way through the tunnels of the Skaven who celebrate joyously!


Neither of us expected that result. I was expecting to lose on the next turn as he was maneuvering a few units to mop up my monks defending The Tower. and I couldn't throw all that much at actually controlling it. We decide to play another turn and see how the game would have turned around and probably given him the win instead, and boy were we wrong. Between miscasting, losing a few dice rolls and all around bad luck, Fixeddice ended up being much worse off than before. Complete shock to both of us.

More Pics
The full gallery can be seen at http://cid-e059a349aa8750c1.photos.live.com/browse.aspx/Warhammer%20Pics%202010-09-11

Thursday, March 18, 2010

Lizardmen Vs. Dark Elves 2250pts 3-14-2010

We decided to choose terrain and then scatter it.

I set a lake on the East side of the table.
He set a hill in his deployment zone.
I set a forest on the West side of the table.
He set a forest in front of the hill.
I set a hill on the West side of the table.
He set a difficult ground to the East of the hill in his deployment zone.
I set a small town next to the lake on the Eastern side.


Then we scattered terrain. At first it looked like things would stay pretty much as they were. In fact things changed substantially. The small town on the East side moved almost dead center in the middle of the table. The forest in the middle North came South to just outside the town. While these were the only significant scatters, it significantly changed the face of the board. Despite the apparent tactical advantage of the town (the ability to have my skinks go from the water to the buildings) I had really just placed it to make an interesting looking board. Now it would have a significant strategic impact on the game. The forest fixeddice had placed to protect his hill was now in position to protest a skirmish troop approaching the hill or his flank and to disrupt movement, but not much else.

As we set up our troops, it began to look like the entire battle would take place on the Western half of the board. The town and forest essentially divided the board into two halves for anyone but fast cavalry, flyers, and skirmishers.

Seeing how placement was shaping up, I placed Tetto'Eko on the Eastern side of the board. I figured I did not want him where he would be in much danger of getting into close combat. His Skink cohort bodyguards can be effective harrying troops if ignored or take a fair amount of missile fire, but are not much good in a stand-up fight. Running out of room on the West side and seeing that I was possibly taking control of the East, he placed his Cold Ones and his Chariot on his Eastern flank.

His chariot he placed on the Eastern edge set up to ride between the lake and the table edge. He realized later that this was a mistake. He had thought that chariots could march. In looking up another chariot rule, he noticed the rule that says chariots cannot march. This meant that his maximum movement would be 7. Being placed on the far edge of a six foot board with a 7" movement meant he would have little or no chance to have his chariot really impact the battle. (7" x 6 turns equals a maximum 42." If you are charging and overrunning a lot, a chariot can move pretty fast, but if it only gets one charge like it did in this game, it essentially takes you out of the battle to be that far away from things.)

I put my kroxigor on my West flank West of a unit of skirmishers. My Cold One Knights went behind the skirmishers. I put my two units of Saurus Warriors flanking and slightly in front of my Temple Guard with Slann. On my East flank I placed skirmishers between Tetto'Eko and a Barbed Razordon Hunting Pack. This would be the first time I had used the razordons and I was curious to see how they would perform. I also placed my Chameleon Skinks in the lake. Here they would be protected by the impassible terrain and soft cover, but be close enough to influence and harry the approaching troops.

It occurred to me during his first turn that I had left my entire Eastern flank with Ld 6 and no real help. This was probably a serious strategic error, although it ended up not mattering all that much.

Turn 1
He got the first turn. He moved some troops forward and did a couple wounds shooting.

I did likewise, inching forward and doing what shooting I could. My Chameleon skinks did a wound or two to Krone and her Manticore. I did one wound to a reaper bolt thrower and killed one crew with my Terradons. His Dark Riders had advanced on my West flank. I moved my Skink Skirmishers to try and block them while I moved my Cold Ones and Kroxigor to be ready to charge if they worked around my skirmishers.



Turn 2

I had moved a unit of skirmishers in front of my Skink unit with Tetto'Eko. He charged that unit with both Krone and his Cold One Knights. He also charged my Razordon Hunting Pack with his chariot. I rolled 4 artillery dice with the razodons (2 razodons, 2 dice each) to end up with 22 for their stand-and-shoot. They got a ridiculously high number of hits. Something like 18 or 19 out of 22. Then they wounded with about half of those. However, the chariot saved all but 2. The dark riders charged my skirmishers on the West end. Two units of Witch Elves charged my two units of 10 Saurus Warriors with Spears.

The chariot tore through the Razordons, killing one with its impact hits, and the other with the efforts of the Cold Ones and the chariot rider. Some more shooting did a couple wounds. The Krone tore up the skirmishers and both she and the Cold Ones overran into my Tetto'Eko unit.

The dark riders killed the skirmishers they were fighting and overran into the Kroxigor. I had placed them facing the side of the skirmisher unit, being accustomed to fast cavalry avoiding combat at all costs. This meant that when the Dark Riders overran, they hit the flank of the Kroxigor unit. At first, I thought the Krox had run off the table, but then fixeddice pointed out that the skirmishers were only unit strength 2 when the phase started, meaning that no test had to be taken by the Krox.

The two combats with the Saurus went much better for me. His big unit of 15 with the Hag in it lost by a little bit, but stayed put. The unit of eight that charged the more Western unit of Saurus faired less well, losing by several and fleeing. My Saurus caught them and destroyed them, with both flee-er and pursuer rolling 5's.



On my turn, I charged his more Eastern Reaper Bolt Thrower. I charged his rear unit of Witch Elves with my remaining seven Saurus in the unit that had overrun the previous turn. I re-positioned my Temple Guard unit in hopes of dealing with Krone and the Cold Ones as they came around the town. He had moved his Hydra over behind my Cold Ones





The game was interrupted on Saturday. We had to finish the following Tuesday.



When we resumed on Tuesday it was the start of the Dark Elves' turn 4. His chariot failed its stupidity test. The Cold Ones pulling it stumbled forward at about the rate of a fast walking dwarf. He moved his Cold One Knights forward trying to stay just outside of my knights' charge range.We think he was inside, but I ended up deciding not to. I figured I would not be likely to win a straight-on fight with his knights because of the characters in the unit, especially Malus. Instead I attempted to re-position to force a charge on my Temple Guard in such a way as to allow my Cold Ones to counter charge in the flank.

Sunday, February 28, 2010

Warriors of Chaos Versus Dark Elfs: Disaster Round 4

I have fought the Dark Elf army three times; twice in "Warbands" games and once in a pitched battle. Two of them have been complete massacres where i did not score a point off them, the other I won after taking a great deal of damage but running him off the table in the final turn.

In short, between Fixed Dice's ability as a general and the Dark Elf book being far and away the most versatile one our group currently uses, they are very difficult for the Warriors of Chaos.

A lot of this is due to the inherent weaknesses of the WoC. With just a single glorified Stonethrower and the 6" throwing axes on the Marauder Horsemen, the WoC have no range. They struggle with any army with easy access to massive quantities of firepower...Dwarfs, all three Elf armies are bad match-ups.

Of course, to compensate for the lack of ranged weapons, WoC have access to some of the best magic in the game. Unfortunately, the ridiculously over-powered and under-priced Ring of Hotek for the Dark Elf army, the high-priced but deadly Null Stone, Vortex Shard and Annulian Crystals combine with Drain Magic to render magic at best unreliable and at worst more deadly to the WoC than to those two armies.

That means when I know I am specifically facing an Elf army, I have to find a way to neutralize their shooting without using the advantage I allegedly have against shooting armies...my magic. (You could probably add the MR Dwarf army to the list, except I have never lost to the Dwarfs and do not particularly fear them, which is a minority opinion in our group.)

One way would be a fast, nearly all-cavalry army.



(This is, from right to left, how I lined them up)
A unit of Marauder Horsemen with throwing axes should get to the inevitable Repeater Crossbows in about 2 turns. The Dragon Ogres can go after the Dragon/War Hydra/manticore and have a better than reasonable chance of doing some damage. The Knights, bolstered by Archaon the Over-priced...err, Everchosen, my beloved BSB making everyone within 6" stubborn, and a scroll caddy should handle the Cold One Riders, and the 2nd Marauder Horsemen should deal with any other Repeater Bolt Throwers, Repeater Crossbowmen, etc.

Meanwhile, Wulfrik and his band of Marauders can see where they will be most effective on the turn they arrive.


Facing them would be, from my left to right, Dark Riders, a unit of Cold One Knights, his chariot, the War hydra, Crone something or other, a couple units of Witch Elves with the Cauldron supporting them, and on the rolled-every-game-in-opponents-deployment-zone hill 2 Repeater Bolt Throwers with a unit of Witch Elfs to guard against Wulfrik.

By the way, this game came about because Fixed Dice and I came across a guy selling his models extremely cheaply, and we wanted to play his new models the Witch Elfs and Cauldron and Chariot. Unfortunately, many of the Witch Elfs were not yet dry but they look smurfing fantastic. I am jealous of his painting skills.



Warriors of Chaos Turn 1
I already made a mistake in my set-up. After I had set-up, I re-read Archaon's entry and realized I could not, in fact, put the BSB and Scroll Caddy in the Knights. So I lazily put them to the side instead of behind, thinking A) they still could not get charged and B) keeping los for my scroll caddy might matter...ironically, both wizards rolled the exact same spells; Infernal Gateway and the Magic Missile.





I did not want him to charge, so advanced about 12" thinking he had M5 across the board, forgetting the Hydra and Chariot would have better movement, and forgetting the Cold Ones had 7". So on top of two set-up mistakes (my Knights should have been on the left by the Marauders), I made a mathematical, lazy error.

Against some opponents, I may or may not get away with that. I would argue the best player in our group is Fixed Dice...and against a superior general and army, I have to play flawlessly. This would cost me.

I sent my right flank marauders far off to the right after the Bolt Throwers.

Magic was unbelievably kind to me. Sure, my Infernal failed to cast, and I rolled a "1" to cast the magic missile, but my scroll caddy got it off successfully and slew 6 Witch Elfs. For me, that is a spectacular success.







Dark Elf Turn 1
He uses the Cauldron to give the War hydra a 5+ Ward Save. With high T, Regeneration and a Ward, the Hydra will be tough indeed to hurt. His Cold ones charge my Marauder Horsemen after Malus invoking his special rule that I thought meant he would attack one of his own guys every turn.

I debated for a while; if I fled the Marauders, he would probably re-direct onto the Dragon Ogres. I have no unit that can stand up to a Cold One Charge (the way he normally builds the unit...I end up facing approximately 3,000 S6 attacks that allow no armor save and he has rank bonuses, banner bonuses, and a static combat resolution score of 70 or 80...it may sound like hyperbole, but it doesn't feel like it) whereas if I let him kill my 86 point unit, it will force him to over-run and take him out of the battle long enough for me to use my Archaon-fueled Knights to rampage through his Witch Elves. So I stand and shoot.
And, in a shocking development, actually slay one of his Cold ones coming in.
Meanwhile, the frenzied Crone hellebron hits my carelessly placed Sorcerer.
he also moves the 2 remaining Witch Elfs in front of the knights and angles the chariot to flank the inevitable Dragon Ogre charge on the Hydra.
His Hydra then wounds the Dragon ogres twice with his breath, the RBT, one of them fires and kills two Marauder Horsemen, the other wounds a Knight with multi-fire, but I save it. Sweet, a good break.
Meanwhile, close combat goes about as expected. Malus and his mount alone kill all 5 Horsemen and he over-runs.
The Crone hits 6 times in 8 tries, the sorcerer folds like a cheap suit and he over-runs into my badly placed BSB.











The situation after one turn






Warriors of Chaos Turn 2
I ponder. I could avoid the front 2 Witch Elfs and hit the ones behind...but I would only have contact with 2 or 3 of them. With the Hydra being effectively unkillable, I figure the Dragon Ogres will be locked with him and protect my flank. So I will charge the 2, kill them, over-run into the Witch Elfs behind and do them in a turn, running through into the Cauldron. His Cold ones will have to take a turn to turn around, the Crone will over-run this turn and take at least 2 turns to be a problem, and that means for a couple turns the RBT are not a problem, by which time Wulfrik will arrive and deal with them.
And Wulfrik arrives this turn.
So I charge the 2 man unit.
And get lazy. I initially bring Wulfrik on the right flank, just where I should...I figure to hit his first RBT and slay them turn 1, allowing me to over-run into RBT two and, at that point, probably get flanked by his Witch Elves but I should be in decent shape against them.
However, the awkward hill edge frustrates me, so I move to the edge behind him, it is hard to place the models, so I move them over behind the Cauldron. Pure laziness, bad play, and irrelevant...because on this turn, things going good will mean things go bad.
See, the Dragon Ogres do what they should....they wound the Hydra 7 times. With S7 and 10 attacks, that is not a big surprise. Of course, the Hydra then regenerates 3 and ward saves a 4th, but I get 3 wounds through. He wounds back 3 times, I roll well and save 2. His handlers hit 4 times, somehow, needing 5s, wound 3 times...and I save 2. Sweet, I win. He tests on an 8, fails, runs 10" and I follow and catch him.

This was a disaster. I needed to tie or lose this combat, as my BSB was still alive and I would re-roll test on stubborn, protecting my flank. Now the Chariot had a clear line of sight to my flank.
The "mighty" Archaon does kill both Witch Elfs...barely. Between he and Dorgar, I have 10 S5 attacks and need all of them to kill 2 Witch Elfs. Uh oh. Still, I over-run into the second line, but at this point, though I do not fully realize it, the game is over.

in the least shocking event this side of a politician lying, the Crone gets mass over-kill on my BSB and over-runs.



Dark Elf Turn 2
His Chariot flank-charges the Knights, the Witch Elfs on the hill get ready to counter-charge my Marauder Horsemen (who had gotten to the hill...their axes were ineffective, hitting the Bolt Thrower instead of the crew), the Crone flies back to get right behind my Knights, and his Dark Riders prove the effectiveness of their shooting, putting 2 wounds in three tries on the Dragon Ogres.
The RBT both fire at the Marauders with Wulfrik, proving surprisingly inept and doing just 3 casualties.
Unfortunately, his impact hits take place before my Knights attack the Witch Elfs. The Cauldron gave the Chariot Killing Blow, and it kills 2 Knights, then I roll a "1" to fail to save a third hit. Three Knights down.
I forget to have Archaon invoke his sword, and he and Dorgar combine to, with 10 S5 attacks against a lowly Witch Elf champ, do just 3 wounds. The Knight and Knight Champ combine to do all of 2 more wounds and their horses do 3. His Witch Elf then kills a Knight, I lose the combat by one because that last wound kills my standard bearer and he has a musician...so instead of him taking break tests with Witch Elfs and Chariots, I take a re-rollable break test on a 9...and fail it twice.













At this point, I have 1 Dragon Ogre, 2 Marauder Horsemen, 12 Marauders and Wulfrik left. The Hag with the Cauldron removes all rank bonuses, outnumbering and so forth....the game is really over. We pack it in with the result I always expect against the Dark Elfs, a Massacre in their favor.
Not that I mind...this was a fun game, I win way more than my share, and I was outplayed in the following areas:
- army composition
- deployment
- maneuver
Plain and simple, his army build was better than mine. Once again, I had no way of dealing with a flyer and carelessness needlessly exposed my BSB. Had his crone had to charge my Dragon Ogres or Knights, I probably have at least a chance of killing her, which would help a lot. But I gave him a better target, he prudently took it.
My laziness with the Wulfrik brigade in effect cost me maybe 200 points...maybe not because his Witch Elfs in my flank would not be good for me.
In maneuver, I thought I was getting what I wanted, but when I was too successful (Dragon Ogres running the Hydra) it let him get the charge on my important unit. Impact hits with Killing Blow is exactly what my Knights cannot afford.
So I was out-built, out-played, and took exactly what I should have taken.
And I learned a couple things. Archaon would be quite viable at maybe 350 or 400 points. At 685 he is ridiculously over-priced and much better in theory than in practice.
The other stuff I will keep to myself...but the clues are there :-)
All in all, a fun game and a good afternoon.








Tuesday, August 18, 2009

Lessons from a Massacre

This is really more of what I learned from my game fighting the Dark Elves rather than an actual battle report. Me, still being a newbie to Warhammer, haven't gotten all the kinks out in my strategy.

1. The most important thing I learned is never, ever, ever send your most powerful unit along with general and army standard bearer chasing after a flying unit. They should be facing your opponents main hammer unit. I wasted 4 turns manuevering them after the Crone on a manticore while the rest of my army was getting whalloped by the Cold One knights.

2. Bowmen in skrimish formation can do alot of damage in large numbers. For 150 points, the twenty-five peasants I had did more damage and got me more points than all of the Dark Elven side's shooting. This leads me to my next point.

3. The board is smaller than you think. Longb0ws with a range of 30" can cover atleast half the board if not more.

4. Probability is a fickle thing. Don't expect the numbers to always go your way because thats what probability says. And if they even go your way, don't get used to it.

5. Have fun. Even though I got completely massacred and was loosing pretty badly from turn 3, I still had alot of fun.