Post by ladyloec on Nov 27, 2017 20:55:44 GMT
Game 1: 1500pts Meeting Engagement vs WoC
A pre-emptive apology if I get any of this wrong - I didn't write anything down at the time, so as the title of this thread suggests, these are my recollections of the battle
Armies
My List:
Shadoweaver, Lv4, Earthing Rod, Ironcurse Icon
15 Glade Guard, Arcane Bodkins
21 Wildwood Rangers, Standard and Musician, Banner of Discipline
Treeman
My Allies/Monsters:
Treeman, Strangleroots
Great Eagle
5 Glade Riders
3 Ogres
His List (Not sure on magic items or command - please correct me, Matt!):
Sorceror Lord, Lv3 Death
Exalted Hero, BSB
18 Chaos Warriors, Shields, Mark of Tzeench
5 Warhounds
5 Hellstriders
Chariot
His Allies/Monsters:
3 Skullcrushers
12 Unmarked Chaos Warriors, Additional Hand Weapons (I think)
Spells:
I rolled a 1 and 3 3's! Plenty of choice for me. I chose Enfeebling and Okkams with my free choices, and swapped the useless Steed of Shadows for Miasma.
He swapped something for, Spirit Leech, and his other spells were Purple Sun and I think Caress of Laniph.
Pre-game thoughts:
The first thing I said when I found out I drew Warriors was "thank **** I packed the bodkins". The second was "I need Withering or Okkams to have a shot here", and I got both. This scenario favours combat armies, as you start VERY up close and personal allowing for Turn 1 charges unless you castle/cower in a corner. However, I had several regular Chaos opponents in the good old days, and have a Slaaneshi army myself, so figured I knew where my best match ups were (my opponent unfortunately had only faced Wood Elves once before, and didn't have the same advantage).
Deployment:
My free forest goes down first. I put it in the middle of my deployment zone and make it an Abyssal Wood (as fear makes my Wildwood Rangers better).
Neither of us had any units that didn't show up.
He won the roll, and had to deploy his entire army first allowing me to deploy reactively.
He went fairly central: (My left to right) Unmarked Warriors, Chariot, Warhounds screening Tzeench Warriors with both characters, Hellstriders.
I deployed in a loose 'U' shape around my forest: Ogres, Treeman (no roots), Archer block with Spellweaver, Treeman, Rangers & Eagle (Glade Riders are in Ambush).
Miscellaneous Pre-game Shenanigans:
I chose the secret mission for my Glade Riders to get double their victory points. He chose to try and kill my Treeman (the allied one) with his general.
He vanguards the Hellstriders straight forwards.
He should have gone first having won the deployment roll, but there was a chance for me to 'seize the initiative' on a 6 and I managed it!
WE Turn 1:
Movement
No charges.
Ogres march up to bait the Skullcrushers. Treeman angles to face that direction. The Eagle flies up to redirect the Warhounds. Apart from a little angling/shuffling, I think that's it.
Magic
I don't remember this I'm afraid (any ideas, Matt?), but it was fairly uneventful. I might have case Enfeebling on the Skullcrushers. I do know my mage miscast on 3d6 and the resulting miscast killed 3 Glade Guard and wounded my mage.
Shooting
Glade Guard fail to wound the Chariot
No Combat
WoC Turn 1:
Movement
Warhounds charge the Eagle - I hold.
Skullcrushers charge the Ogres - I flee and they fail charge, exposing their flank to the Treeman.
Hellstriders charge the Rangers - it's a flank, but I hold (as they cause Fear, giving the Rangers +1A I thought the Rangers could take it).
Chariot and Unmarked Warriors advance.
The large Warrior block with the characters is blocked by the chaff combat, and can only advance a couple of inches.
Magic
I believe he casts Spirit Leech on my allied Treeman, which fails to wound. I don't remember any other spells this phase.
No Shooting
Combat
The Eagle kills 2 Warhounds, and I think takes a wound back. Drawn combat.
The Rangers and Hellstriders attack simultaneously. I think I lose 3 Rangers, but the Hellstriders are wiped out.
WE Turn 2
Movement
Treeman charges the Skullcrushers in the flank. Allied Treeman charges the smaller unit of Warriors. The Ogres rally. Nothing else moves and I forget my Ambushers (derp).
Magic
I get very lucky this phase - I cast Miasma on the Chariot to reduce it's movement by 3. I wither the Warriors so the Treeman can wound them on 2's, and then I get irresistible force on Okkams on the Treeman attacking the Skullcrushers (the strength effectively reducing their armour save from 3+ to 6+).
Shooting
I may get one wound through on the Chariot? Not sure. Fairly uneventful.
Combat
Eagle and Warhounds continue to be in the way. I may kill 1 Warhound? Either way, they stick around.
The Okkams'd Treeman does a few wounds to the Skullcrushers, who do none in return, break from combat and are run down.
The allied Treeman kills a few Warriors and takes no wounds in return. The Warriors are Steadfast and stick
WoC Turn 2:
Movement
The big unit is still blocked in by the Eagle/Warhound combat, and the Chariot is M: Tortoise thanks to Miasma. Chariot shuffles forward - Everything else is in combat.
Magic
He IF's Purple Sun on the Treeman who killed the Skullcrushers, who unsurprisingly falls in a hole and dies. Sorceror takes a S6 hit, which wounds.
No Shooting
Combat
Allied Treeman continues to slowly graze on Warriors, but they still have 5 models left so he doesn't break them. The Eagle finally kills off the Warhounds - I think it's on 2 wounds.
WE's Turn 3
Movement
I remember Ambushers are a thing and the Glade Riders show up behind his big Warrior block.
Ogres move up towards the action. Eagle flaps off to the side.
Everything else stays put I think.
Magic
I think he dispels Withering on the warrior block and I might get Miasma off on the Warriors to slow them down some more.
Shooting
The Warriors are out of range, and I keep ping-ing off the Chariot.
Combat
The allied Treeman finishes off the unmarked Warriors (can't remember if he takes any wounds). The Glade Riders kill a couple of Warriors with armour pierce-y poison.
WoC Turn 3:
Movement
I think he fails to charge the allied Treeman with the Warriors. Chariot charges the Rangers, clipping the forest but passing dangerous terrain.
Magic
He IF's Purple Sun again on the allied Treeman, who somehow passes his Initiative check! Another S6 hit on the Sorceror from the miscast.
No Shooting
Combat
The Chariot kills 6 or 7 Rangers between impact hits and attacks, and they take it down to 1 remaining wound. The Rangers are steadfast and Ld10 because of the magic standard, so stick around.
WE's Turn 4:
Movement
I triple-charge the Warriors - allied Treeman in the front, Eagle in the flank, and Glade Riders in the rear.
I move my wounded caster out of her unit and into the forest - giving me +1 to cast and putting me in range for the lower casting value versions of my spells.
Magic
He dispels Miasma on the unit's initiative. I put both Enfeebling and Withering on the Warriors, but only roll a 1 on the D3 for each.
Shooting
Nothing to shoot at. Archers re-string their bows and sing campfire songs.
Combat
Rangers finish off the chariot.
In the big combat, the Glade Riders are only in contact with 2 Warriors at the rear - I can't remember if they kill any, but crucially, no Riders are killed. The Eagle gets shredded by the sorcerer, but I believe goes at the same time and finishes his last wound off in return. The allied Treeman shrugs off wounds from the BSB and kills a fair number of warriors. They lose combat badly, and are not steadfast because of the full rank of Glade Riders in their rear. They break and run - I send the Glade Riders to run them down, achieving their secret mission and netting me an additional 15 tournament points.
Wood Elf Victory - with banners, general etc, it was 19-1, with a whopping 15 extra tournament points for the Glade Rider's valiant overrun.
Post game: There were some very lucky factors without which the game could've gone differently.
1. In every practice game for this scenario, I had to deploy first, putting me on the back foot, whereas in this game I had my cake and ate it too, as I got to deploy reactively AND went first.
2. We both miscast A LOT, with no catastrophic fallout for our mages, and I never even had to use my Earthing Rod
3. The Eagle combat went on for a long time, which really stuffed his main combat unit up and bought me a lot of time to mop up his support.
4. If I had lost a single Glade Rider in the Warrior combat, he would've been Steadfast.
On the whole he was a really nice opponent, and it was gracious of him not to lob my Eagle clear across the room. Onwards to game 2...
To be continued...
A pre-emptive apology if I get any of this wrong - I didn't write anything down at the time, so as the title of this thread suggests, these are my recollections of the battle
Armies
My List:
Shadoweaver, Lv4, Earthing Rod, Ironcurse Icon
15 Glade Guard, Arcane Bodkins
21 Wildwood Rangers, Standard and Musician, Banner of Discipline
Treeman
My Allies/Monsters:
Treeman, Strangleroots
Great Eagle
5 Glade Riders
3 Ogres
His List (Not sure on magic items or command - please correct me, Matt!):
Sorceror Lord, Lv3 Death
Exalted Hero, BSB
18 Chaos Warriors, Shields, Mark of Tzeench
5 Warhounds
5 Hellstriders
Chariot
His Allies/Monsters:
3 Skullcrushers
12 Unmarked Chaos Warriors, Additional Hand Weapons (I think)
Spells:
I rolled a 1 and 3 3's! Plenty of choice for me. I chose Enfeebling and Okkams with my free choices, and swapped the useless Steed of Shadows for Miasma.
He swapped something for, Spirit Leech, and his other spells were Purple Sun and I think Caress of Laniph.
Pre-game thoughts:
The first thing I said when I found out I drew Warriors was "thank **** I packed the bodkins". The second was "I need Withering or Okkams to have a shot here", and I got both. This scenario favours combat armies, as you start VERY up close and personal allowing for Turn 1 charges unless you castle/cower in a corner. However, I had several regular Chaos opponents in the good old days, and have a Slaaneshi army myself, so figured I knew where my best match ups were (my opponent unfortunately had only faced Wood Elves once before, and didn't have the same advantage).
Deployment:
My free forest goes down first. I put it in the middle of my deployment zone and make it an Abyssal Wood (as fear makes my Wildwood Rangers better).
Neither of us had any units that didn't show up.
He won the roll, and had to deploy his entire army first allowing me to deploy reactively.
He went fairly central: (My left to right) Unmarked Warriors, Chariot, Warhounds screening Tzeench Warriors with both characters, Hellstriders.
I deployed in a loose 'U' shape around my forest: Ogres, Treeman (no roots), Archer block with Spellweaver, Treeman, Rangers & Eagle (Glade Riders are in Ambush).
Miscellaneous Pre-game Shenanigans:
I chose the secret mission for my Glade Riders to get double their victory points. He chose to try and kill my Treeman (the allied one) with his general.
He vanguards the Hellstriders straight forwards.
He should have gone first having won the deployment roll, but there was a chance for me to 'seize the initiative' on a 6 and I managed it!
WE Turn 1:
Movement
No charges.
Ogres march up to bait the Skullcrushers. Treeman angles to face that direction. The Eagle flies up to redirect the Warhounds. Apart from a little angling/shuffling, I think that's it.
Magic
I don't remember this I'm afraid (any ideas, Matt?), but it was fairly uneventful. I might have case Enfeebling on the Skullcrushers. I do know my mage miscast on 3d6 and the resulting miscast killed 3 Glade Guard and wounded my mage.
Shooting
Glade Guard fail to wound the Chariot
No Combat
WoC Turn 1:
Movement
Warhounds charge the Eagle - I hold.
Skullcrushers charge the Ogres - I flee and they fail charge, exposing their flank to the Treeman.
Hellstriders charge the Rangers - it's a flank, but I hold (as they cause Fear, giving the Rangers +1A I thought the Rangers could take it).
Chariot and Unmarked Warriors advance.
The large Warrior block with the characters is blocked by the chaff combat, and can only advance a couple of inches.
Magic
I believe he casts Spirit Leech on my allied Treeman, which fails to wound. I don't remember any other spells this phase.
No Shooting
Combat
The Eagle kills 2 Warhounds, and I think takes a wound back. Drawn combat.
The Rangers and Hellstriders attack simultaneously. I think I lose 3 Rangers, but the Hellstriders are wiped out.
WE Turn 2
Movement
Treeman charges the Skullcrushers in the flank. Allied Treeman charges the smaller unit of Warriors. The Ogres rally. Nothing else moves and I forget my Ambushers (derp).
Magic
I get very lucky this phase - I cast Miasma on the Chariot to reduce it's movement by 3. I wither the Warriors so the Treeman can wound them on 2's, and then I get irresistible force on Okkams on the Treeman attacking the Skullcrushers (the strength effectively reducing their armour save from 3+ to 6+).
Shooting
I may get one wound through on the Chariot? Not sure. Fairly uneventful.
Combat
Eagle and Warhounds continue to be in the way. I may kill 1 Warhound? Either way, they stick around.
The Okkams'd Treeman does a few wounds to the Skullcrushers, who do none in return, break from combat and are run down.
The allied Treeman kills a few Warriors and takes no wounds in return. The Warriors are Steadfast and stick
WoC Turn 2:
Movement
The big unit is still blocked in by the Eagle/Warhound combat, and the Chariot is M: Tortoise thanks to Miasma. Chariot shuffles forward - Everything else is in combat.
Magic
He IF's Purple Sun on the Treeman who killed the Skullcrushers, who unsurprisingly falls in a hole and dies. Sorceror takes a S6 hit, which wounds.
No Shooting
Combat
Allied Treeman continues to slowly graze on Warriors, but they still have 5 models left so he doesn't break them. The Eagle finally kills off the Warhounds - I think it's on 2 wounds.
WE's Turn 3
Movement
I remember Ambushers are a thing and the Glade Riders show up behind his big Warrior block.
Ogres move up towards the action. Eagle flaps off to the side.
Everything else stays put I think.
Magic
I think he dispels Withering on the warrior block and I might get Miasma off on the Warriors to slow them down some more.
Shooting
The Warriors are out of range, and I keep ping-ing off the Chariot.
Combat
The allied Treeman finishes off the unmarked Warriors (can't remember if he takes any wounds). The Glade Riders kill a couple of Warriors with armour pierce-y poison.
WoC Turn 3:
Movement
I think he fails to charge the allied Treeman with the Warriors. Chariot charges the Rangers, clipping the forest but passing dangerous terrain.
Magic
He IF's Purple Sun again on the allied Treeman, who somehow passes his Initiative check! Another S6 hit on the Sorceror from the miscast.
No Shooting
Combat
The Chariot kills 6 or 7 Rangers between impact hits and attacks, and they take it down to 1 remaining wound. The Rangers are steadfast and Ld10 because of the magic standard, so stick around.
WE's Turn 4:
Movement
I triple-charge the Warriors - allied Treeman in the front, Eagle in the flank, and Glade Riders in the rear.
I move my wounded caster out of her unit and into the forest - giving me +1 to cast and putting me in range for the lower casting value versions of my spells.
Magic
He dispels Miasma on the unit's initiative. I put both Enfeebling and Withering on the Warriors, but only roll a 1 on the D3 for each.
Shooting
Nothing to shoot at. Archers re-string their bows and sing campfire songs.
Combat
Rangers finish off the chariot.
In the big combat, the Glade Riders are only in contact with 2 Warriors at the rear - I can't remember if they kill any, but crucially, no Riders are killed. The Eagle gets shredded by the sorcerer, but I believe goes at the same time and finishes his last wound off in return. The allied Treeman shrugs off wounds from the BSB and kills a fair number of warriors. They lose combat badly, and are not steadfast because of the full rank of Glade Riders in their rear. They break and run - I send the Glade Riders to run them down, achieving their secret mission and netting me an additional 15 tournament points.
Wood Elf Victory - with banners, general etc, it was 19-1, with a whopping 15 extra tournament points for the Glade Rider's valiant overrun.
Post game: There were some very lucky factors without which the game could've gone differently.
1. In every practice game for this scenario, I had to deploy first, putting me on the back foot, whereas in this game I had my cake and ate it too, as I got to deploy reactively AND went first.
2. We both miscast A LOT, with no catastrophic fallout for our mages, and I never even had to use my Earthing Rod
3. The Eagle combat went on for a long time, which really stuffed his main combat unit up and bought me a lot of time to mop up his support.
4. If I had lost a single Glade Rider in the Warrior combat, he would've been Steadfast.
On the whole he was a really nice opponent, and it was gracious of him not to lob my Eagle clear across the room. Onwards to game 2...
To be continued...