LadyLoec's Fragmentary Recollections Game 2 Worcester Nov17
Nov 27, 2017 22:34:49 GMT
Tom H: the 1+ Scourge likes this
Post by ladyloec on Nov 27, 2017 22:34:49 GMT
Game 2: Battle for the Pass 2000pts vs Empire Cavalry Pain Train
Armies
My List:
Shadoweaver, Lv4, Asrai Longbow, Moonstone*
BSB, Hagbane, Hail of Doom Arrow, Enchanted Shield*
15 Glade Guard, Arcane Bodkins
15 Glade Guard, Hagbane
21 Wildwood Rangers, Standard and Musician, Banner of Discipline
7 Wardancers
Treeman, Strangle Roots
(The *'s indicate an imminent cock-up. It probably helped my opponent far more than it helped me, but we'll get to it)
My Allies/Monsters:
Treeman, Strangleroots
Great Eagle
5 Glade Riders
3 Ogres
His List (Not sure on numbers or magic items):
Arch Lector on War Altar
BSB, Barded Warhorse
Heavens Mage, Lv2
~16 Inner Circle Knights
10 Knights
Steam Tank
3 Demigryph Knights
His Allies/Monsters:
10 Knights
2 Griffons
Spells:
I got Enfeebling, Withering and Pendulum, and swapped Steed of Shadows for Miasma.
He had Harmonic Convergence and Iceshard Blizzard, plus the Warrior Priest prayers and bound spell on the War Altar.
Pre-game thoughts:
I shot myself in the foot by doing too well in the first game and ended up on the top table. This list is exactly what my army can't handle - fast, rocking 1+ armour everywhere, and in Battle for the Pass I have no hope of manoeuvring around his flanks, because the table is too narrow. Gulp - I wish I had my waywatchers right about now...
Deployment:
My free forest goes down first. I put it in the middle of a large section of open ground and make it an Abyssal Wood, as all that cavalry will be taking dangerous terrain anyway.
I deployed my hagbane archers in a building in the middle, my bodkin archers on my right flank, my Rangers in one of the forests with the BSB The Treemen both went behind the building until I knew that steam cannon was otherwise occupied. Wardancers and Ogres on my left flank. Eagle I think was also on the left flank.
He deployed in a fairly straightforward line across - War Altar between one unit of vanilla Knights on (my) right flank and his Inner Circle character bus, and Steam Tank on the other flank between the bus and another unit of vanilla Knights. He put a Griffon on each flank. Demi's on the left.
Miscellaneous Pre-game Shenanigans:
I went for the secret mission to kill his monster with my general - I thought Pendulum might have a shot, but Griffons are apparently Initiative 5?!
WE Turn 1:
Movement
No charges
I advance cautiously with most of my combat units - trying to stay outside of average charge
*EPIC COCK UP HERE* In every list I normally run, my BSB has the Moonstone of teleporty fun. In this game, I had for whatever reason swapped it to my mage to give him the Hail of Doom Arrow, but during the game I forgot this and teleported the unit with my BSB behind enemy lines. I only clocked my error when writing this up, so sorry Thomas, but as I think you'll agree, having my BSB instead of my mage in my main line would probably have been MUCH better for me in this game!
Magic
I cast Pendulum to try and get my 10 bonus VP for my secret mission (at this point, I don't know the Griffon has insanely high Initiative), but roll all 1's and 3's on my 6D6 and don't reach him.
Shooting
I try and shoot the War Altar, but apparently we loaded up on tree sap instead of poison, and don't do much to it. I think I kill a knight or two from the Heavens mage's unit.
No Combat
Empire Turn 1:
Generates 4 Steam Points, doesn't explode
Movement
No charges. One of the Griffons is modelled with it's feet facing one way and it's head facing another, so I thought it was facing forwards where in fact it was facing to the left - we spend some time debating if it could charge the Rangers, but agree it can't because there are units in the way.
Steam tank pivots on the spot and steamrollers into my Rangers. (1 - I forgot it could do that. 2 - I didn't think it could clip me, but 1/3rd of a base was in view. 3 - I thought chariots failed dangerous terrain on 1 and 2, but turns out that was a house rule at an old gaming club, and they still fail on a 1 but take D6 wounds instead. You live and learn). He passes dangerous terrain. The impact/grind kills a decent number of squishy elves, but not as many as it should.
The unit of Knights at the back does some dressage ready to charge the rangers. The rest of the wall of steel moves up, along with the Griffons.
Magic
I dispel Banishment on one of my archer units. He gets harmonic convergence on one of the Knight units I think.
No Shooting
Combat
I do a wound or two to the Steam Tank. I pass my rerollable leadership.
WE Turn 2
Movement
Wardancers charge the Demigryphs. Other than that, I think I do some shuffling/placement, but that's about it
Magic
I cast Pendulum (properly this time), but the Griffon passes it's initiative check. I Wither it ready to shoot it, as it's too close now. I think I cast Miasma on the Altar to slow it some.
Shooting
I toast the Griffon. Not with my mage sadly, so no bonus for me. I also kill a couple more Knights from the unit with the Heavens mage.
Combat
Wardancers do their 3+ ward save dance, but still manage to fail 5. I get 2 wounds through on the Demis but lose and run off. I get away.
I bounce a few more blades off the Steam Tank
Empire Turn 2:
Generates 4 Steam Points, doesn't explode.
Movement
Demi's charge the Treeman. Strangle Roots stand and shoot takes the last wound off the wounded Demigryph, which causes them to panic and run
The unit of Knights at the back charges the Rangers
I think everything else is still moving up.
Magic
He gets Harmonic Convergence on one of the units of Knights. I think this is the turn where we have a lengthy debate about whether magic missiles require line of sight, which delays the game a bit but is important, as his secret mission is to toast my eagle.
Shooting
He puts 2 points into the Steam Gun on the Rangers.
Combat
The Rangers take too much damage and run off. Are caught by the Knights, who might've lost 1 or 2 to Dangerous Terrain.
WE's Turn 3
Movement
I charge 3 separate units at the fleeing Demigryphs one after the other, but can't push them off the board or far enough away.
Ambushers come on. Wardancers rally and duck behind the building to conserve their points.
Magic
I Wither the mage's unit again. Don't think I cast anything else.
Shooting
I kill off the Mage's unit and the mage. Unsurprisingly, nothing panics. Glade riders shoot something (?War Altar)
No Combat
Empire Turn 3:
Generates 4 Steam Points, misfires - loses 1 Steam Point.
Movement
His Inner Circle charges my Treeman. I stand and shoot, but can't remember if it does anything
Steam tank barrels forwards
Demigryphs rally (grr)
Magic
I think he casts the reroll to wound prayer from the Altar with IF.
No Shooting
Combat
Knights do a wound or two to the Treeman. I fail my Stubborn Ld9 check and he runs! Causes panic in the mage's archer unit and... they also fail and run! Both go off the board (told you it would've been better to have the BSB than the mage!)
No time for any further turns, so game ends.
Empire victory - 14-6
.
Post game:
I've forgotten a couple of bits about what was going on on my left flank with the Griffon, but it wasn't central to the game. My ignorance about the Steam Tank really cost me in this game (the one time I've used it, it was a paperweight and just misfired all game even though I only ever generated 3 SP's), as did my cock up with the Moonstone. This game is a perfect example of how precise you need to be (and in this case, I wasn't) with Wood Elves, as a good general can make your mistakes extremely costly. My opponent also thought I was picking the wrong targets with my shooting, which is a fair comment and one I'm still debating with myself.
However, thank's to my last game's performance, I'm still top table at this point, and if the next round were as it should be, I would be fighting this gent again. As it happened, a few tables would've ended up with rematches and wanted to fight different opponents, so we didn't, but it would've been interesting I think.
To be continued...
Armies
My List:
Shadoweaver, Lv4, Asrai Longbow, Moonstone*
BSB, Hagbane, Hail of Doom Arrow, Enchanted Shield*
15 Glade Guard, Arcane Bodkins
15 Glade Guard, Hagbane
21 Wildwood Rangers, Standard and Musician, Banner of Discipline
7 Wardancers
Treeman, Strangle Roots
(The *'s indicate an imminent cock-up. It probably helped my opponent far more than it helped me, but we'll get to it)
My Allies/Monsters:
Treeman, Strangleroots
Great Eagle
5 Glade Riders
3 Ogres
His List (Not sure on numbers or magic items):
Arch Lector on War Altar
BSB, Barded Warhorse
Heavens Mage, Lv2
~16 Inner Circle Knights
10 Knights
Steam Tank
3 Demigryph Knights
His Allies/Monsters:
10 Knights
2 Griffons
Spells:
I got Enfeebling, Withering and Pendulum, and swapped Steed of Shadows for Miasma.
He had Harmonic Convergence and Iceshard Blizzard, plus the Warrior Priest prayers and bound spell on the War Altar.
Pre-game thoughts:
I shot myself in the foot by doing too well in the first game and ended up on the top table. This list is exactly what my army can't handle - fast, rocking 1+ armour everywhere, and in Battle for the Pass I have no hope of manoeuvring around his flanks, because the table is too narrow. Gulp - I wish I had my waywatchers right about now...
Deployment:
My free forest goes down first. I put it in the middle of a large section of open ground and make it an Abyssal Wood, as all that cavalry will be taking dangerous terrain anyway.
I deployed my hagbane archers in a building in the middle, my bodkin archers on my right flank, my Rangers in one of the forests with the BSB The Treemen both went behind the building until I knew that steam cannon was otherwise occupied. Wardancers and Ogres on my left flank. Eagle I think was also on the left flank.
He deployed in a fairly straightforward line across - War Altar between one unit of vanilla Knights on (my) right flank and his Inner Circle character bus, and Steam Tank on the other flank between the bus and another unit of vanilla Knights. He put a Griffon on each flank. Demi's on the left.
Miscellaneous Pre-game Shenanigans:
I went for the secret mission to kill his monster with my general - I thought Pendulum might have a shot, but Griffons are apparently Initiative 5?!
WE Turn 1:
Movement
No charges
I advance cautiously with most of my combat units - trying to stay outside of average charge
*EPIC COCK UP HERE* In every list I normally run, my BSB has the Moonstone of teleporty fun. In this game, I had for whatever reason swapped it to my mage to give him the Hail of Doom Arrow, but during the game I forgot this and teleported the unit with my BSB behind enemy lines. I only clocked my error when writing this up, so sorry Thomas, but as I think you'll agree, having my BSB instead of my mage in my main line would probably have been MUCH better for me in this game!
Magic
I cast Pendulum to try and get my 10 bonus VP for my secret mission (at this point, I don't know the Griffon has insanely high Initiative), but roll all 1's and 3's on my 6D6 and don't reach him.
Shooting
I try and shoot the War Altar, but apparently we loaded up on tree sap instead of poison, and don't do much to it. I think I kill a knight or two from the Heavens mage's unit.
No Combat
Empire Turn 1:
Generates 4 Steam Points, doesn't explode
Movement
No charges. One of the Griffons is modelled with it's feet facing one way and it's head facing another, so I thought it was facing forwards where in fact it was facing to the left - we spend some time debating if it could charge the Rangers, but agree it can't because there are units in the way.
Steam tank pivots on the spot and steamrollers into my Rangers. (1 - I forgot it could do that. 2 - I didn't think it could clip me, but 1/3rd of a base was in view. 3 - I thought chariots failed dangerous terrain on 1 and 2, but turns out that was a house rule at an old gaming club, and they still fail on a 1 but take D6 wounds instead. You live and learn). He passes dangerous terrain. The impact/grind kills a decent number of squishy elves, but not as many as it should.
The unit of Knights at the back does some dressage ready to charge the rangers. The rest of the wall of steel moves up, along with the Griffons.
Magic
I dispel Banishment on one of my archer units. He gets harmonic convergence on one of the Knight units I think.
No Shooting
Combat
I do a wound or two to the Steam Tank. I pass my rerollable leadership.
WE Turn 2
Movement
Wardancers charge the Demigryphs. Other than that, I think I do some shuffling/placement, but that's about it
Magic
I cast Pendulum (properly this time), but the Griffon passes it's initiative check. I Wither it ready to shoot it, as it's too close now. I think I cast Miasma on the Altar to slow it some.
Shooting
I toast the Griffon. Not with my mage sadly, so no bonus for me. I also kill a couple more Knights from the unit with the Heavens mage.
Combat
Wardancers do their 3+ ward save dance, but still manage to fail 5. I get 2 wounds through on the Demis but lose and run off. I get away.
I bounce a few more blades off the Steam Tank
Empire Turn 2:
Generates 4 Steam Points, doesn't explode.
Movement
Demi's charge the Treeman. Strangle Roots stand and shoot takes the last wound off the wounded Demigryph, which causes them to panic and run
The unit of Knights at the back charges the Rangers
I think everything else is still moving up.
Magic
He gets Harmonic Convergence on one of the units of Knights. I think this is the turn where we have a lengthy debate about whether magic missiles require line of sight, which delays the game a bit but is important, as his secret mission is to toast my eagle.
Shooting
He puts 2 points into the Steam Gun on the Rangers.
Combat
The Rangers take too much damage and run off. Are caught by the Knights, who might've lost 1 or 2 to Dangerous Terrain.
WE's Turn 3
Movement
I charge 3 separate units at the fleeing Demigryphs one after the other, but can't push them off the board or far enough away.
Ambushers come on. Wardancers rally and duck behind the building to conserve their points.
Magic
I Wither the mage's unit again. Don't think I cast anything else.
Shooting
I kill off the Mage's unit and the mage. Unsurprisingly, nothing panics. Glade riders shoot something (?War Altar)
No Combat
Empire Turn 3:
Generates 4 Steam Points, misfires - loses 1 Steam Point.
Movement
His Inner Circle charges my Treeman. I stand and shoot, but can't remember if it does anything
Steam tank barrels forwards
Demigryphs rally (grr)
Magic
I think he casts the reroll to wound prayer from the Altar with IF.
No Shooting
Combat
Knights do a wound or two to the Treeman. I fail my Stubborn Ld9 check and he runs! Causes panic in the mage's archer unit and... they also fail and run! Both go off the board (told you it would've been better to have the BSB than the mage!)
No time for any further turns, so game ends.
Empire victory - 14-6
.
Post game:
I've forgotten a couple of bits about what was going on on my left flank with the Griffon, but it wasn't central to the game. My ignorance about the Steam Tank really cost me in this game (the one time I've used it, it was a paperweight and just misfired all game even though I only ever generated 3 SP's), as did my cock up with the Moonstone. This game is a perfect example of how precise you need to be (and in this case, I wasn't) with Wood Elves, as a good general can make your mistakes extremely costly. My opponent also thought I was picking the wrong targets with my shooting, which is a fair comment and one I'm still debating with myself.
However, thank's to my last game's performance, I'm still top table at this point, and if the next round were as it should be, I would be fighting this gent again. As it happened, a few tables would've ended up with rematches and wanted to fight different opponents, so we didn't, but it would've been interesting I think.
To be continued...