Thursday, February 12, 2009

Fullur is painting again!



Hey, just wanted to show that I am painting again. Sure, it is only one model and no, it won't be mistaken for a professional job. However, I think it ain't bad for my first attempt in a decade. Especially since I was never that good before.

Note the "conversion." That is what we call it when we take a broken model, cut off more of it and make it look like he's kneeling once he is mounted. I have to charge my camera before I can get a picture of him glued to the base. But once it is I will. :)



So here is a picture of the skink on his stand.



And here he is next to my Kroxigor that I have not painted yet.

Sunday, February 1, 2009

Random Pictures from January 31, 2009

I could not really follow the other two games, but here were a few pictures.




Phillip put out about 25 Skink Skirmishers to provide a screen for his Temple Guard and 2nd Generation Slann, his 3 Kroxigor, and his 20 Saurus. The above picture is early, early in the setup process. He would be facing the Vampire Counts played by Chris.



As you can see from above, we are still struggling a bit with the rules as I neglected to tell them that units have a minimum front...the 2 wide Crypt Guard should have been 4 or 5 wide...bit no big deal. My fault for not remembering to mention it, and that is how we learn.


Meanwhile, the Dwarf and Dark Elf armies were setting up for an epic showdown. Even after moving the terrain, they ended up with an obstacle laden, slow field. 

Kenneth set up his army mostly in the middle. On the right were Harpies...a flying unit that laughs at obstacles.







Below we see Rick making a key measurement to see if his fearsome Grand Battery of cannons will strike down the Dark Elf warriors.










This was the units set up pre-game so I could show Chris what each unit was. The characters were mostly correct...the correct Vlad, Isabella, and Mannfred figures, 2 accurate Skeleton units. I don't know what the Grave Guard SHOULD look like...and can't remember what the other 12 guys were supposed to be. Varghulf was NOT the right figure...


Another look at the Lizardman set-up.





And the Dwarf units lined up to open their mass gunfire and cannonade on the Dark Elf army.




The Cold One Riders circle the pond as the Harpies take cover in the forest. Can flying creatures land in the forest? Will have to check that one. I was planning on using it to hide should anyone field a dragon...might be a poor plan on my part. One of many :-)



Cannon fire decimated his larger Cold One unit, causing them to flee back an inch short of the start, thus leaving his second Cold One unit unsupported to charge the cannons doing mass damage to Kenneth's Dark Elf army.



Poor lighting, but we can see the first Lizardman-Vampire Count turn in progress.




A unit of Warriors of some sort prepare to charge the Thunderers. Meanwhile, Longbeards circling the building watch the Harpies fly away leaving them to look to flank the Dark Elf assault on the Thunderers. What a great, complex situation developing!



But more Dwarf reinforcements also lurk on the other side of the building, ready to assist the Thunderers.


Ironically, the battle seemed all-Dwarf. The Dark Elf army had slain one cannon and a couple random models. Meanwhile, over half the Cold Ones were dead to cannon fire, the Dark Elf plan nearly in ruin. They thought it ended after four turns (which was all we had time for anyway...).

However, when we totaled the points, the Dwarfs had half the cold rider unit, something like 167 points or so. The Dark Elf army killed a 120 point cannon and controlled a table quarter so had a slight point advantage!

This is just one reminder that games are often not going the way it feels like they are going. I re totaled the Orc/Wood Elf game (see next post) and after 4 turns it was nearly a tie game! The last 2 turns turned it into a devastating rout. I wish I could have seen the last two turns of this one. Would the Thunderers run or would the Dwarf army hit the Dark Elf army in the flank and more than likely grind them into dust? Would the Dark Elf reinforcements hit the flanking Dwarf units in the flank and turn it into a rout for the Dark Elf army? Could Rick remember to actually USE his Rune Lord, which he did not do even once in the entire game?

Either way, looked like a fun battle. 

Sadly, the Lizardmen and Vampire Counts only got one turn done, so neither player got to see much. Next time, Gadget. 

Wood Elves Verse Orcs

Josh wanted to stick with the Goblin/Orc army. We bounced the point totals up to 2250 per army, this would allow Lord-level characters. The battles would be as follows:

Drew & Wood Elves versus Josh and the Orcs (proxying goblin figures for Orcs). We matched the points pretty well...2118 for the Orcs, 2112 for the Wood Elves!

Kenneth & the Dark Elves versus Rick and the Dwarfs. Using every Dwarf figure I have, we got the total for the Dwarfs up to 2188.

Phillip and the Lizardmen versus Chris/Kevin and the Vampire Counts. The Vampire Count army is interesting looking; We loaded them with Vlad Von Carstein, Isabella, Konrad, and Mannfred the Acolyte; the latter three are mere Hero level. Plus, we gave them Varghulf. All of them are Vampires which means at the minimum level one Wizards...though Mannfred the Acolyte is a level 2 and Vlad is a level 3. That means they had at worst a whopping 9 power dice! Magic ahoy. 
 Pictured from front right to back right: Vlad Von Karstein, Isabella Von Carstein, Konrad, Mannfred the Acolyte, 12 Crypt Guard (?), 15 skeletons, 15 skeletons, then on the left Varghulf, 24 Grave Guard, 25 Grave Guard.


Not that the Lizardmen were slouches in that department. Phillip had a 2nd generation Slann and 2 Skink Shamans. However, with somewhere around a million skinks, he also had plenty of firepower and with Temple Guard, a large Saurus unit, and 3 Kroxigor (I know, one cleverly disguised as a Minotaur...but whatcha gonna do, right?) he also seemed like a powerhous in every phase...shooting, close combat, magic.

Of course, the Vampire units were...well..wimpy. Other than causing Fear they pretty much blow chunks. Low ws, low strength, low toughness. Cheap, of course...but horrifically bad. As near as I can tell, their best use is protection and numerical support for getting the hand to hand monsters like Conrad and Vlad into close combat. Experimentation might prove that wrong, but it looked to me like throwing Vlad in with the 25 Crypt Guard, having him enter challenges and letting his overkill give huge cmbat resolution bonuses could really do some damage. Then again, I thought charging Wardancers into close combat was a good use of them...uh, no. So maybe (read "probably") I have no clue how to run the Vampire army.


Of course, one could argue I don't know how to run any army. This day would prove that further. The Goose and I went to Taken last night (review to be posted shortly) with Liam Neeson. Good flick, but I had planned that time to finish painting and gluing. Instead, I was trying to do that this morning. 

As a result, I was a bit rushed getting prepped for the Warhammer and later Texas Hold 'Em games and forgot some stuff...like, a pen to keep notes. So we will see how memory serves.

We were going with Victory Points and a different terrain set-up:minimum 4 pieces, alternate placement by rolling on the 1995 Battle Book terrain chart, then after everything placed, roll scatter dice and 3d6 to see where it moved before rolling for sides.

Josh initially ran the river all the way across the board, but that would have meant I could concentrate all my archers on the 2 fords which means the battle would be over before it began, so we agreed to change it to the alignment seen below where it entered and left the same table edge. 

He deployed his Orc Board Riders (which to the untrained eye might bear a suspicious resemblance to Goblin Spider Riders...), Black Orcs with their Special Character...Grimgor? the one that rocks the Black Orcs, giving them Hatred and so forth..., Orc Arrer Boys, Orc Big Uns and Black Orcs (?) if memory serves. He planted his shaman behind the bowmen and his Stone Troll over on his right flank.

It worked well for me as I was outside 12" and was able to put my scouts behind the ziggurat. This would be great for me. I also took advantage of the Waywatcher ability to plant in the open to guard the ford with some great shooting troops. As if "Wood Elf" is not the definition of "great shooting troops".




Meanwhile, I put 20 Glade Guard in the Forest more or less at the edge of the River with my 6 Wardancers behind them, my 10 man unit of Glade Guard on the Hill with the Dryad s behind them and my Wild Riders of Kuornos ready to back up the Waywatchers with some mobile shooting.

My plan was simple; shoot the Orcs as they advanced, retreat before they could charge me, shoot some more, shoot some more, and then, when I had shot as much as possible...shoot some more.

Of course, locking myself behind the river seriously reduced my mobility. D'oh!



WOOD ELF TURN 1
We had to roll 4 times to determine who would go first because we kept tying. Finally I won. Kenneth had pointed out that Fast Cavalry can march and still shoot so I got the Wild Riders up front in a hurry, getting them into range to fire on turn one. Meanwhile, my Scouts climbed the Ziggurat and unleashed a hail of arrows while my other 10 man Glade Guard got ready to fire. 

When you shoot 47 arrows, something is bound to go down and Orcs were dying in droves. It was mostly his Black Orcs taking damage.  

He was out of range of Magic so my first turn consisted of lots of shooting and lots of "Okay, your turn."


+
ORC TURN 1 
March forward except the Arrer boys so they could fire. He elected to ignore the small unit of scouts that shot at him. I probably would have sent the 12 Big 'Uns after them...but eh, whatever. I certainly can't fault him trying to get into my battle line as quick as possible. It is no secret Orcs rock at close combat while Wood Elves are not so good at it. If he could break my Glade Guard, I would be taking a LOT of Panic tests.

In his magic phase he rolled like a 15 for Gaze or Gork. I used a Dispel scroll rather than rolling against such a high score. Magic is pretty much worthless so far...



WOOD ELF TURN 2

Stop me if you have heard this one before; Not much movement, just minor tweaking to maximize my firing. Then shooting, shooting some more, and closing out by shooting...oh, and watching my Magic get dispelled...

But this time the shooting was much less effective as he saved virtually every wound. I think out of 47 shots I did like 1 casualty? Maybe even none. It was brutal. Especially after the Orc turn...

ORC TURN 2
Stop me if you have heard this one before...pass animosity except where it was beneficial, his Troll would not fail Stupidity all game, he did "fail" aniomosity with a unit he wanted to move forward quickly. 

Boom, the Close Combat is looming too soon as he moved forward rapidly.



At this point he looked to be charging my Waywatchers the next turn and my Glade Guard the following turn. THe Orc army was working well. This time I Dispelled his Gaze of Gork by rolling.

His shooting was pretty pointless, fortunately for me. 

WOOD ELF TURN 3
What to do? Oh, I know...back off my Waywatchers to get one more turn of Shooting. Magic? Ha, he dispelled both attempts. I shot and shot and shot with decent success. He lost rank bonuses with two separate units. 

Key was my pesky Scout unit, plinking away from the back at his exposed units.



ORC TURN 3
Ah, animosity, how I despise thee. His Black Orcs's Waaghed their way into charge range. I decided to flee my Waywatchers. He did not follow very far. My flee and shoot routine was working beautifully. The river was slowing him down, too.

Meanwhile, his Troll charged my Dryads unsupported. His troll suffered a wound for his audacity (after failing all 3 saves but Regenerating 2 of the 3).

Gaze was Dispelled again. See a pattern? Actually, late in the game my Spellweaver...a level 4 Wizard taken at the expense of being led by a Lord, a decision that would be disastrous when my Wardancers rolled one under the number needed on their break test...a test they would have passed if only I had the Lord general...my Spellweaver did get 1 (ONE) spell successfully cast after the Shaman died. And did kill 1 (ONE) Orc, about 12 points. SO I essentially spent 600+ points to kill a 12 point model. Magic is as good as the Orcs.


Wood Elf Turn 4

For the first time in several games, Magic mattered as I got irresistible force and struck down a few Black Orcs.

Shooting was also great as my pesky Scouts shot down his Shaman which he had left alone behind the lines. I also took out a few more Black Orcs.

 And then it happened

Ah, joy of joy...I FINALLY, after over a decade of wanting to, I finally, finally, FINALLY got to send in the Wardancers. WS 6, 2 attacks apiece, +1 thanks to the Shadow dance, S4 for charging...I was going to open a can of whoop-tushy on their candy smurfs. 

So yeah, 19 attacks unleashed. No wounds. Zip. Zero. Nada. Nothing. I did, however, manage to lose a couple and the break test, fleeing.




Yup, that above is my beloved, anxiously awaited Wardancers dancing back through their just-reformed Waywatchers. *Sigh*. That was...uh...not really worth the wait? I think that is a fair assessment.


Fortunately, the Dryads restored some fun as they crushed the Troll by causing another wound (he once again failed 3 Scaly Skin saves only to save 2 of  3 with his Ward save). This time he broke, I overran and charged into his much-reduced Boar Boys, forgetting to force a Panic Test since my Dryads cause Fear. No worries. I had shot 5 of the 10 dead with Glade Guard.

 


ORC TURN 4
His Black Orcs finally charged. Using Aenach, I decided to Stand & Shoot, taking out a couple more, including reducing his Rank bonus.



He also kept the pressure on my right flank, advancing across the river.




And just passing through to go after my Waywatchers.



Close combat, as you might expect between the Orcs and Wood Elves...uh..went the Wood Elf way as his Boar Boyz fled



After chasing them down, a turn or so later I turned my Dryads on his hapless Arrer boyz...good shooters, bad in close combat. Of his 7 remaining guys, I slew 5. Josh said, "no problem, the last two will each kill one." Which, needing 5s to hit and wound, they did. I, needing 5s to save, rolled 4s. So he went 2 for 2. But he still ran.




On his fifth turn, his last remaining unit chose to charge the Glade Guard. They, unsurprisingly, elected to stand and shoot. They shot down 4 of the 16 charging Orcs, just enough to force a break test, which...they failed. 


See the Orcs.
See the Orcs run.



 Dragon model not included...

His turn 6 he rallied which kept me from winning that table quarter, but that ended the game. 




This was a complete and total rout. He eliminated my 9 man Waywatchers and my 6 man Wardancers, which gave him their points + we gave him captured standards for them even though neither unit had Standard Bearers. That gave him about 600 victory points, give or take a handful of points.

Meanwhile, I killed almost 2000 points of his, slew the general, controlled 3 table quarters, captured several unit standards...I won by over 2400 points.

At this point, I am pretty much giving up on the Orcs and Goblins. They are worthless. They cannot win even when they have stronger, tougher warriors against poor (theoretically) hand to hand warriors. My Glade Guard held off and then defeated his toughest, strongest close combat unit. 

Face it, the Orcs stink badly. I really don't know what else Josh could have done. I suppose his trailing 12 Big Uns could have charged my Scouts on the Ziggurat and prevented a few casualties. Maybe. But that would not have turned the battle. I really thought the turn he charged all his hand to hand units in would be the end of the Wood Elf army but instead it crushed the Orcs.

I recommend that when the High Elf army Rick purchased arrive Josh either switch to the Dwarf army or to the Wood Elf army in which case I will go Dwarf. Goblins and Orcs? Done.

Thursday, January 22, 2009

A link to examine

Through a comment on our last army lists, I found this link. Well worth a look, very informative and fun.
Rick, he has some painted Swordmasters of Hoeth you might enjoy checking out. Excellent painter. Also a Gyrocoptor lower down if you decide to stick with the Dwarfs instead.

More painting on his High Elf army under older posts. Well worth looking at to see how people who know what they are doing do it.


He does some fun battle reports, too. The Warmachine of course we would not know the rules on, but you can always get a feel for tactics. Also, they have some pics much like we do.

I went ahead and put it in the links, I encourage you all to stop by and check it out. 

Sunday, January 18, 2009

The Armies

Just thought it might be interesting down the line to look back and see what was played.


WOOD ELVES

                                                         M  WS  BS  S  T  W  I  A  LD
Wild Rider Kindred General         5     6     6   4  3    2  7  3    9
     Elven Steed                                9     3     0   3  3    1  4  1    5
Light Armor, Shield: Save 4+
Talismanic Tattoos: Magic Resistance 1
Fury of Kournos: +1 Attack in each round he did NOT charge; rulebook misprint?
Forest Spirit: Immune to Psychology, 5+ Ward Save, not good versus Magic
Sword of Might: +1 Strength
1 Dispel Magic Scroll
Cost: 167 points

Army Standard Bearer, mounted: Same stats as General, light armor, shield
Cost:104 points
                                                       M  WS   BS  S  T  W  I  A  LD
Spellsinger                                     5    4      4    3   3  2   5  1   8
Level 2 Wizard, Lore of Athel Loren
Glamourweave:4+ Ward Save versus shootnig and Magic Missiles; in close combat, opponent must pass Leadership test or only hit on 6s
Ranus Heartstone; Once per game, re-roll 1 die when casting or dis-spelling; can cause irresistible force or prevent mis-cast. Pretty funny that I forgot to use it when I miscast and wounded myself!
Cost: 175

                                                 M  WS  BS  S   T   W   I   A   LD
(12) Glade Guard                    5   4      4   3    3   1    5   1     8  
                w/Lord's Bowman   5  4      5   3     3   1   5    1     8
Standard Bearer, Musician, Glade Guard Longbow
Cost:168 points
 
                                                           M   WS   BS   S   T   W   I   A   LD 
(12) GLADE GUARD SCOUTS      as above, including Lord's Bowman
Skirmish, Scout, Standard Bearer, Musician, Longbow
Cost: 228 points

(20)  GLADE GUARD   stats as above
 Musician, Lord's Bowman, Standard Bearer w/ Aech, the Banner of Spring: Can ALWAYS Stand & Shoot, even if opponent is within 1/2 of charge range
COST; 289 points


                                        M   WS   BS   S   T   W   I   A   LD 
(12)  DRYADS                5     4      0    4    4    1    6   2    8
  Branch Nymph             5     4     0    4    4     1   6   3    8   
Skirmish, Fear, Forest Spirit:5+ Ward Save (no effect verse magic), Immune to Psychology, Attacks count as Magical
COST:156 points

                                        M  WS   BS   S   T   W   I   A   LD
(8) GLADE RIDERS      5    4      4    3    3    1    5   1    8  
       HORSEMASTER    5     4     5    3    3     1   5    1    8
       ELVEN STEED       9     3      0   3    3     1   4    1    5
Fast Cavalry, Spear, Long Bow, Musician, Standard Bearer, Horsemaster
COST: 216 points

TOTAL; 1503 POINTS


DWARF ARMY

                         M  WS BS  S   T   W   I   A   LD
Thane               3    6    4    4   5    2    3   3    9
Gromril Armor, Master Rune of Gromril: 1+ Save
Rune of Cleaving: +1 Strength
Rune of Might: Attacks verse T5+, Thane's S is doubled
Dwarf Handgun
Hate Orcs & Goblins
COST:145 points

                                           M   WS   BS   S   T   W   I   A   LD
DRAGON SLAYER          3     6       3    4   5     2   4    3    10
Master Rune of Swiftness: Always strikes First
Rune of Fury: +1 Attack
Rune of Snorri Spangelhelm: +1 to hit
COST:125

                            M   WS   BS   S   T   W   I   A   LD
RANGERS          3     4       3    3   4     1   2   1     9
   veteran            3     4       3    3   4     1   2    2    9
Heavy Armor, save 5+
Great Weapon, +2 Strength, always strike last
Musician, Standard Bearer
Scout
COST:157

                          M  WS  BS  S  T  W  I  A  LD
(8) MINERS    3     4     3   3   4   1   2  1   9
PROSPECTOR3     4     3   3   4   1   2  2   9
Musician, Standard Bearer, Prospector, Great Weapons:+2 S, strike last
Underground Advance; Don't have to deploy, arrive turn 2 on 4+, turn 3 on 3+, etc.
Blasting Charges: Stand & Shoot, 4" range, D6 Flaming Hits at S^
Steam drill: re-roll arrival dice, add S3 instead of S2
COST:168

                                          M  WS  BS  S  T  W  I  A  LD
(10)  THUNDERERS     3      4    3    3   4   1  2  1    9
Dwarf Handgun, 24", S4, Move or Fire, Armor Piercing (-2 to save), +1 to hit
Hand Weapon, Light Armor, Shield: Save 5+
hate orcs & goblins
COST:150

2 IDENTICAL UNITS OF THUNDERERS, 300 total

4 CANNONS
cost:105 each
420 points total

Total Dwarf Points: 1315

I totally pulled a Russ, giving myself a 188 point advantage. Grr. Even worse, we had the models to make up the difference if only I had remembered Phillips models.

Truth to be told, I tried to tool each army up as much as possible to make them as even as possible. I was trying to get every army up to 1500. Not sure where the Goblins ended up.

Wednesday, January 14, 2009

Wood Elf vs. Dwarf







Bro'k'ien L'eafblower nodded as he listened to his scout. "Return to your unit, Toom 'uch Sno'thisyear. I will gather forces to relieve you."

His scout nodded and departed. The news he had brought was exciting indeed. The small scouting party had discovered a lost temple, possibly even one belonging to the Slann. It would be great if L'eafblower could lead his forces there, check out the ziggurat, and perhaps bring home some great lore for the Wood Elves of Nomoresnowforafewyearsplease.

Quickly he gathered together a small but potent force. Ishov'le'd Wayto Muchsnow would carry his flag, riding alongside the well mounted L'eafblower.  Magi'cofth'eskies would come along to provide some magical ability. 

With the 10 scouts already on the field, he could only muster 8 Glade Riders, a 20 man unit of Glade Guard, a 10 man unit of Glade Guard, and a dozen dryads. Still, he should be able to get there unopposed, even though there were rumors of a massive Goblin horde in the area, not to mention some Dark Elves out looking for slaves and even some Dwarfs on some random mission or other. 

With Too'much and his scouts holding the ground, L'eafblower had little worry. However, he was in for a surprise.

When he arrived at the ziggurat, he saw this worst fears were realized. The dwarf army proved to be more that just a rumor. They were approaching the ziggurat!

Quickly he sprung into action. Throwing a line of Glade Guard in the front of his lines, he put the Skirmishing Dryads behind them. He noticed the Dwarf army had some Rangers skulking about a hill to his left, so he put the smaller unit of Glade Guard on his left to protect his flank against them. Then he noticed the Dwarf general had a couple of their feared cannons and ten thunderers where they could threaten his beloved dryads so he sent the Glade Riders off to deal with them.

(setup): We had 4 armies; the Dark Elves Kenneth just got the day before and had not had time to paint, the Goblin army, the Dwarf army, and the debut of my Wood Elves. We pondered a couple ideas; some sort of 2 sides/allies, maybe the Dark Elves/Goblins against the Dwarf/Wood Elf alliance, or a four-way battle where each force had restrictions that would ensure nobody got ganged up on. Ultimately, we decided to fight 2 separate battles. 

We rolled to see who would face who. We went with low 2 rolls would fight on the 2 card-table set-up and the 2 high rolls would fight on the 4x4 plywood table. Josh rolled a 1 for the goblins, Phillip rolled a massive 2 for the Goblins, I equaled his roll, and then Ken rolled a sad 1. It would be his Dark Elves against Chris, Josh and Kevin playing the goblins while I played my Wood Elves against Phillip and Rick as the Dwarf army.

Due to our excitement to see as much of Ken's new army as possible, we "bent" a couple rules trying to build up army points; The Goblins goblins were bolstered by a Saurus unit and 2 skink units. The Dwarf army had a whopping four cannons. Had they fought the goblin masses, it could have gotten ugly quickly. 

We had a small hill to the left, the ziggurat in the middle, and the ever-present woods on the right (cleverly disguised as a hill...but played as trees).

I won the roll to set up first. I put my 20 model unit of glade guard in the trees to the right of the ziggurat, giving them a good field of fire. The second unit, 10 models strong, went directly behind the ziggurat to keep them out of the line of fire, planning to climb it and shoot his left wing. Then I put the Glade Riders off on the right to get across the field and go cannon hunting. Finally, I put my Dryads behind the big Glade Guard unit. My scouts seized the backside of the ziggurat. 

Meanwhile, the Dwarf army (Rick and Phillip) placed 2 cannons on either side of the ziggurat, controlling nice lines of fire. One 10 man unit of Thunderers was on their left (my right) alongside the cannon while the other was directly behind the ziggurat. Finally, their scouts went behind a hill on my left flank. 

Looking back, I should have done a couple things differently. By placing my Dryads behind the Glade Guard, I gave him very tempting targets for his cannons. I would have done better to place them as close to the ziggurat as possible. They could have moved onto it without taking any fire, leaving him to pick off individual models instead of having multiple lines to shoot at.  Second, the Glade Riders were set up to get across the field and charge. Dumb, dumb, dumb. They suck in close combat but are good at moving and shooting.  *sigh*.

Fortunately, they made an error or two as well. By placing 10 thunderers behind the ziggurat, they basically took them out of the game for some time. Later they said the plan was to climb the ziggurat and shoot from there. The problem with that is it would have been 3 - 4 turns before they could get in position and stop moving. The slowness of the Dwarf army would cripple that plan. Thunderers need to be in position to start shooting on the first turn whenever possible and never later than the second turn. 

Second, both my early deployments were on my right flank. They were trying to keep their units separate, so they put a couple cannons on their right. I never did place a unit over there, so essentially for the first few turns they had half their cannons and half their Thunderers doing nothing. Meanwhile, their Rangers going behind the hill did a good job of threatening my flank...but without support, they really had little chance of doing enough damage. 

I also would have liked to see them keep the Miners off the table and roll in rather than supporting their right flank (my left). But that is personal choice. Certainly trying to control the ziggurat was also a good plan so really that may have been their best option. Certainly that was their deadliest unit...

WOOD ELF TURN 1
"Forward!" shouted L'eafblower. He smiled as Too'much led his scouts around the crest of the ziggurat even as the Glade Riders, Glade Guard, Dryads and so forth moved forward.
Magi'cofth'eskies cast " gave protection to the otherwise exposed scouts even as the Wood Elf army unleashed a hail of arrows.

The Thunderers, thinking they were safe behind the ziggurat, watched in pain as 4 of their number fell to the accurate fire of the scouts. Meanwhile, the Glade Riders rained arrows on the cannon, but all their shots bounced off the cannon and did no harm. The Glade guard also fired, but could slay only one Thunderer.

I moved the Glade Riders toward the cannon, hoping to shoot the cannoneers before they could unleash their lightning. My shooting was quite ineffective, however. The scouts had to choose between cannon and thunderers. With the protection of the "Hidden Ways" spell, I knew he could not touch them this turn so I elected to shoot at the thunderers. I got some nice rolls and killed 4. The large unit of Glade Guard killed just one of the other Thunderer unit. Ouch.

Dwarf Turn 1
His smile fell as he watched the Dwarf army react. unperturbed, the Thane-led Miners moved towards the ziggurat, grimly planning to attack the lightly armored scouts atop it. The disciplined Rangers started coming over the hill, threatening his flank, and then the Dwarf weapons unleashed. The Thunderers saw the threat of the Glade Riders and dispatched 5 of them into mulch. At least that would help the trees grow...that thought was ripped from his mind as the cannon ball ripped through the ranks of the Glade Guard, killing 2.

Phillip moved on cannon out towards the flank to get a better angle at my mass of Glade Guard and Dryads as Rick marched his miners towards the ziggurat and Phillip marched his Rangers up over the hill. I had nothing on that flank, so it was a very real threat to roll up my flank. 

The shooting phase started poorly for me as the first cannon was able to tear through both my Glade Guard units do to some poor movement on my part. Each unit lost a guy. Not so bad yet, and I was less worried when both of Rick's cannons had no shot at all.

Then the Thunderers showed why they are such a great value, killing a whopping 5 of my 8 Glade Riders. That hurt quite badly.

If his shooting was that effective every round, I was in deep, deep trouble.

Wood Elf turn 2
L'eafblower had not become a general by failing to respond to threats. He quickly moved his smaller unit of Glade Guard into position to shoot at the Rangers and began moving the fearsome Dryads over to back them up. Meanwhile, the large unit of Glade Guard and the Glade Riders forward.  Magi'cofth'eskies was unable to protect the scouts. This time the shooting was much deadlier as the Glade Riders took their vengeance on the hapless cannoneers. He smiled as the Dwarfs thought about their response.

The 9 man Glade Guard would have to take on the Rangers. A simple wheel movement gave them their target. The larger Glade Guard unit and Glade Riders moved forward as the Dryads shifted over to prepare for a charge at the Rangers. 

They dispelled my Hidden Path attempt and, as it would all game, my attempt to cast my secondary spell failed. Actually, I would not again cast any spell successfully. On one turn I rolled a 12 and they equaled my 12. Magic was not kind to me after the first, crucial turn.

Shooting, however, was very kind. The Glade Riders killed 2 cannoneers. the large unit of Glade Guard killed 4 thunderers, the scouts killed a Miner, and even the small unit of Glade Guard was able to kill 4 of the Rangers. The Dwarf army was shrinking precipitously.

Dwarf Turn 2
The Miners continued their inexorable, albeit slow, advance, the Rangers completed their journey over the hill, and they were in position to charge. 
Meanwhile, all three cannons overshot badly. The Thunderers did manage to kill 2 more Glade Riders, leaving just one! and 2 of the Scouts were shot off the ziggurat by the deadly Thunderers. 

Elf Turn 3
The last remaining Glade Rider (foolishly) charged the single cannoneer, the Dryads continued moving towards the Rangers, and I did not move my large unit of Glade Guard as I was within 15" and did not need to. 

Magic was unkind as I mis-cast and took a wound. My shooting was decent; my large Glade Guard unit unleashed their arrows on his 5 man unit of Thunderers. 4 of them went down like bowling pins to a well-thrown bowling ball and the other decided he had enough, taking to his heels. The Scouts killed just one Miner and the smaller unit of Glade Guard could only kill one Ranger this turn.

Meanwhile, the charge into the cannoneer was pointless as neither side could harm the other.

DWARF TURN 3
The fleeing Thunderer rallied. The Miners finally were able to charge the Scouts. Kevin the Dragon Slayer moved around the Ziggurat and headed for the Elven Standard Bearer. The Rangers made a nice march move, coming real close to the Glade Guard. The cannons unloaded, killing one Glade Guard from the large unit and one dryad.  

The close combat was all Dwarf as they slew 6 of the scouts who therefore had nobody who could attack back. The last 4 fled and the Dwarfs were to slow to catch them, rolling a sad 3. 

ELF TURN 4
The fleeing scouts rallied. The Dryads charged into the Rangers as the Glade Guard moved out of their way. However, the Rangers were overcome by fear and fled, only to be run down by the Dryads and killed.

 The Glade Guard then unleashed the full might of their arrows on Kevin the Dragon Slayer who went down to their massed fire. The recovered scouts fired at the cannon but hit only the cannon, doing no damage. 

The Glade Rider finally killed the lone cannoneer. I tried to overrun off the table, needing an 8 on 3d6... and rolling a 7.

DWARF TURN 4
The Thane and Miners moved along the face of the ziggurat, trying to get close enough to charge the Glade Guard. Cannon Fire killed one of the last 4 scouts and a Dryad while the other cannon overshot. The Thunderer shot at the Glade Rider, hitting him but no wound inflicted.The large unit of Thunderers then shot down one of the large unit of Glade Guard.

ELF TURN 5
The army moved forward. The Glade Rider shot point-blank at the lone Thunderer but missed. The large unit of Glade Guard shot at the 6 man Thunderer unit and killed 3 of them. Needing a nine because of Thane proximity, they rolled  9. No Thane, they run...

Meanwhile, the small unit of Glade Guard killed a Miner.

DWARF TURN 5
The Thane and his last 3 Miners continued their advance. The cannons then roared...well, whimpered. 
The first one mis-fired. On the first roll, it would have only been unable to fire the next turn. Using the Engineer ability, they re-rolled...and the cannon blew up. The second cannon hit dead center on one Glade Guard and was prepared to tear through several ranks of Dryads...but rolled a mis-fire for bounce and stuck in the mud. 

The solo Thunderer missed the Glade Rider in their solo battle, while the larger unit killed one more Glade Guard member.

ELF TURN 6
The Dryads had no real target, so they moved towards the ziggurat, putting it between them and the last cannon, and getting ready to fight the Thane's unit should the battle extend. The Glade Rider finally shot down the Lone Thunderer.


 The three Miners fell to the smaller Glade Guard unit fire, and the last three thunderers, seeing one of their number fall, had enough. The last 2 fled the field. Only the Thane remained alive.

DWARF TURN 6
The Thane, though alone, had no fear. He charged the Glade Guard, taking one wound from their stand and fire reaction. The cannon overshot. 

In the combat, the Wood Elf champion challenged the Thane to one-on-one. The Thane easily disposed of him, but outnumbered, seeing the standard, he chose to flee. 

We elected to play to last man standing.

ELF TURN 7
The Glade Guard managed to hit the cannoneers, killing 2, the other fleeing off the table. Meanwhile, the rest of the army chose to see if the Thane would come fight again.

DWARF TURN 7
The Thane did recover but could do nothing constructive.

ELF TURN 8
The general charged. He could not wound the Thane. The Thane killed his horse to dismount him.

DWARF TURN 8
This time, the general slew the Thane. Only Wood Elves remained.


POST-MORTEM
This one came down to a few small details; initial set-up meant a great deal; I was able to employ virtually all of my forces except the Dryads from the first turn while minimizing the damage his cannons could do. Conversely, it took him several turns to get the bulk of his army into position to do much damage.

Successfully getting "Hidden Paths" gave my Scouts on the Ziggurat a protected first turn. Their shooting was effective, which negated a large part of the effectiveness of his Thunderers. 

Meanwhile, the Dwarf units were separated far enough that I was able to take them on a little at a time, hitting them with massed fire. Their shooting was divided too much so while they did a lot of damage, it was too separated to cause me to take break tests. With the number of tests I forced them to take, some were bound to fail...and a lot of them did. I only had to take maybe three tests in the entire game.

All in all, a fun, entertaining battle. A few lessons learned;

1) Always have plenty of tape measures available

2) Always have a hard copy of the rulebook on hand

3) Reference sheets RULE!

Monday, January 12, 2009

Random Thoughts on Goblins versus Dark Elves

My philosophy in adding Kevin to the Goblin army was the huge number of figures to move would be easier with multiple players. Unfortunately, as Ken pointed out, there were a few issues; 

1) they were unfamiliar with the rules

2) there should have been one overall general

3) they don't really have a grasp of proper troop usage.

I did not really design any of the armies with a specific strategy, I just  put out the available models and put together whatever units there were. With that said, here is a look at the opening set-ups.

This battle has more or less been  decided already and it was decided by the set-up. Kenneth, playing the Dark Elves, has an army built around...well, I would explain it this way.

"If it moves, it is probably dangerous. Shoot it a lot. If it doesn't move, it is probably dangerous. Shoot it a lot. If you already shot it and can still see it, shoot it. A lot."

And he set up for that. He has Crossbowmen surrounding Repeater Bolt Throwers set up to control the center of the table. To protect his flanks he has fast-moving troops and backing up his crossbowmen he has good close combat troops. 

In other words, he will get plenty of shooting in as they come across the field, then attack weakened units that manage to get through.

The 25 man skink unit (the orange ones) meanwhile, instead of providing a screen to absorb that shooting while the hand-to-hand Goblin troops move forward is located on the extreme edge of the field in a compact unit. They should be the front line and skirmishing, covering about 30" of frontage to keep those Repeater Crossbows and Repeater bolt throwers from chewing up key units.

I like the archers being the full 20 across, but they should be A) in skirmish formation, B) behind the skinks, and C) have the hand-to-hand units behind them. This would give a second layer of protection. That would provide a minimum of 2 turns of marching towards the Elves without getting shot at for the Hand to Hand troops...possibly even 3 or 4 turns if a couple break tests are passes.

The Goblin army really should be concentrated rather than spread out over maximum distance. Also, I really don't like marching up the middle when that is where the Dark Elves set up their firepower. 

In short, great set-up for the Dark Elves, poor set-up for the Goblins means the Elves will do lots of shooting at selected targets and run lots of Goblins off the table before the Goblins can lock them up in close combat.


It did not help that the Spider Riders failed 2 Animosity tests in three turns. The Dark Elves shot the Goblin archers up pretty badly. The center of the field was theirs. At this point, the Goblin/Lizardman army should ignore the center and swing wide, trying to roll up the flanks.



Well set-up by the Dark Elves and a great field for their shooting-reliant army. 

But we do need to make sure the other players know what the options are for their army. Good learning experience for all of us I think.