Sylvan Elves vs. Cursed Kings

Overview

Scenario: Refused Flank
Location: Winterfell
Date played: 26. kesäkuuta 2017

RULESETS:

- Fantasy battle 9th age 1.3.4

- Undying Dynasties 1.3.4

- Sylvan Elves 1.3.4

- 3000 point game

- Secondary objective: Secure target (battle chronicler symbols)

- Proxies allowed

- Standard rules for 9th terrain and scenarion

Sylvan Elves

General: Zerath

  • Characters
  • D1 Infantry, Druid
    2 Spells from Druidism, Tree Singing, Sacred Seeds
    370 points
  • DM Infantry, Dryad Matriarch
    1 Spell Druidism, Wizard Apprentice, Entwined Roots, Army General
    240 points
  • Core
  • D2 10 Infantry, Dryads
    218 points
  • D3 9 Infantry, Dryads
    194 points
  • SA1 10 Infantry, Sylvan Archers
    Fey Arrows (Black Arrows)
    260 points
  • SA2 10 Infantry, Sylvan Archers
    Fey Arrows (Black Arrows)
    260 points
  • Special
  • TB 3 Monsterous Infantry, Thicket Beasts
    Champion, Enwined Roots
    295 points
  • P 5 Infantry, Pathfinders
    230 points
  • T Monster, Treefather
    (wrong base size)
    480 points
  • WH 6 Cavalry, Wild Huntsmen
    Full Command
    442 points
  • Total: 2989 points

Cursed Kings

General: Loriel

  • Characters
  • P Infantry(character), Pharaoh
    General, Shield, Crown of the Pharaohs, Shield, Heavy armor, Potion of Swiftness, Scourge of Kings
    520 points
  • DCH Infantry(character), Death Cult Hierarch
    Hierophant, 4 Spells from Evocation, Wizard Master, Book of the Dead
    480 points
  • Core
  • SA1 20 Infantry, Skeleton Archers
    Musician
    260 points
  • SA2 20 Infantry, Skeleton Archers
    Musician
    260 points
  • SA3 20 Infantry, Skeleton Archers
    Musician
    260 points
  • SS1 5 Cavalry, Skeleton Scouts
    130 points
  • Special
  • NG 30 Infantry, Necropolish Guard
    Full Command, Halberds, War Standard
    775 points
  • Entombed
  • SS2 Monsterous Beast, Sand Scroption
    170 points
  • SS3 2 Swarm, Scarab Swarm
    140 points
  • Total: 2995 points

Deployment

DEPLOYMENT:

- My opponent chose the table edge and placed the forest in the middle as his free forest

- Druid generated 2 spells from druidism ( 4 + 3 ) So he had The Oaken Throne, Entwining Roots and Spirits of the Woods. Additionally he had Treesinging as bound spell

- Mathriarch generated 1 spell from druidism ( 3 -> 6 ) My opponent chose Summer Growth

- Hierophant generated 4 spells from Evocation ( 3, 4, 5+5->2). So he had Evocation of Souls, Danse Macabre, Ancestral Aid, Touch of the Reaper and Whispers of the Veil

- I placed all my army in the battlefield in the first turn

- My opponent placed his army 29 inches away from my closest archers, so without dance macabre I couldn't get first turn shooting.

- I placed Skeleton scouts first within charge range of wild huntsmen, patfinders deployed in back ranks.

Turn 1 - Cursed Kings

MAGIC: 4+2 + PD + DD

- Upgraded Dance Macabre 3 PD -> Dispelled with 5 DD

SHOOTING:

- Horse archer failed to kill any wild huntsman and others were out of range.

Turn 1 - Sylvan Elves

MAGIC: 4+1

- Oaken Throne to Druid 1 PD

- Spirits of the Woods to Wildriders 2 PD

- Entwining Roots to Necropolis Knights 2 PD -> Dispelled (used the forest as mausurement)

SHOOTING:

- Combined shooting from Treefather (he was exactly 12 inch away from necropolis guard even though the picture is little off) and other shooting killed 5 NG)

Turn 2 - Cursed Kings

MOVEMENT:

- Both Sand Scorpion and Scarab Swarm failed their ambush rolls

- I backud up with Necropolis Guard, Reformed with SA2 and backup up a little and same with hierophant unit. SA3 stayed still.

MAGIC: 4+1

- Touch of the Reaper to Treefather 3 PD -> Passed did 1 wound

- Evocation of Souls to Necropolish Guard 2 PD -> Dispelled

SHOOTING:

- SA3 received Crown of Pharaoh boost and they managed to kill and panic sylvan archers.

- I tried lucky shot treefather with no effect

- Combined shooting with Scouts and SA2 caused no wounds on Wildhuntsman (my opponent rolled epic 6+ wards :D )

TURN ANALYZE:

- I didn't focus too much on the Druidism and its healing power on retrospective I probably would use different spells.

Turn 2 - Sylvan Elves

MOVEMENT:

- Wild huntsmen failed frenzy and subsequently long charge

- Treefather and Thicket Beast attempted to charge Necropolish Guard but both failed, father moved little more than beasts.

MAGIC: 5+2 + PD

- Oaken Throne to Mathriarc 2 PD -> Healed the wound from Treefather

- Treesinging from treefather 2 PD -> Dispelled

- Treesinging from druid 2 PD -> Dispelled

- (my notes doesn't have any spells here, but if I remember correctly he tried something but naturally failed it)

SHOOTING:

- Pathfinders killed 2 Scouts

- Archers killed 3 Necropolish Guards

Turn 3 - Cursed Kings

MOVEMENT:

- Charge with Necropolish Guards to Thicket beasts, no damage from dangerous terrain to me

- Swarms Entered the Battle field and moved to block Tree fathers charge

MAGIC: 3+3 + PD

- Evocation of Souls to Necropolis Knights 2 PD -> Passed 4 models raised

- Whisperers of the Veil to Thicked Beasts 3PD -> Natural failure

SHOOTING:

- Combined shots from Scouts, and 3 archers units caused 3 wounds on Wildhuntsmen

CLOSE COMBAT:

- Pharaoh Drinks Swiftness bottle, did total 5 wounds :D, but my opponent managed to save 4 of them on 5+ save. We did pretty much equal damage (my opponent showed again how to roll wards) I did total 11 wounds on the fight and he only got 3 wounds in with pretty much on either plain 5+ or 6+/5+ saves, due static resolution I won the battle and broke my opponent.

TURN ANALYZE:

- Now once again I probably should have payed more attention to my opponent army as those Thicked Beast were stubborn as they were in the forest. Luckily I managed to break them regardless and when the tomb swarm came no risk of devastating flank charge from treefather.

Turn 3 - Sylvan Elves

MOVEMENT:

- Wildhuntsmen charged Swarms and died in the waters. Treefather joined the assault on swarms.

MAGIC: 5 + 3

- Summer Growth 4 PD to Wild Huntsmen -> Natural Failure

- Treesinging from Treefather 2 PD -> Dispelled 3 DD

- Treesinging from druid 1 PD -> natural failure

SHOOTING:

- Pathfinders killed scouts and... prolly some wounds on archers?

CLOSE COMBAT:

- Huntsmen / Fathers destroyed swarms as expected and Huntsmen overrun and Treefather reformed to face archers.

Turn 4 - Cursed Kings

MOVEMENT:

- Sand Scorpion still eluded his ambush rolls

- Necropolish Guards swift reformed in to 5 wide and backup up little to just to get majority outside of the forest

- My hierophant bunker was only unit that backupup

MAGIC: 5+2

- Evocation of Souls to Necropolish Guard 2 PD (high roll) -> Passed

- Dance Macabree upgraded 3 PD -> Natural failure

SHOOTING:

- SA3 killed remaining 2 wildhuntsman.

- Combined shooting from archers killed 8 sylvan archers, panic test passed

TURN ANALYZE:

- I just realized that in this current turn I could have marched with the SA3 (this picture is little off I should pay more attention to units actual positions) But in this situation I could have used SA3) to block Treefathers charge, also that would helped me to cast better spells on Necropolis Guards. I have to say that in this situation purely the fact that Undying Dynasties CAN MARCH backfired me because I simply don't even consider the option while playing with them :D )

Turn 4 - Sylvan Elves

MOVEMENT:

- Dryads charged Necropolis Guards

- Treefather tried long charge to hierophant bunker and failed

MAGIC: 4+2

- Treesingin 1 PD -> Nat fail

- Entwining Roots to Necropolish Guard 3 PD -> Dispelled 3DD

- Treesinging 2 PD -> failed to dispel 1 wound

CLOSE COMBAT:

- This battle was odd ball. First of all my opponent failed miserably on his to wound rolls, I did tons of wounds but my opponent rolled one epic 5+ wards :D I ended up wining the battle by just 1 and my opponent held.

Turn 5 - Cursed Kings

MOVEMENT:

- Sand Scorpion finally moved emerged. I attempted to place it near the pathfinder / druid, unit but it scattered a total 12 inches :D (I placed that scorpion so that I could bounce/catch fleeing dryads)

- SA 3 moved to block Treefather

- Hierophant moved on other unit.

MAGIC: 5+5

- Evocation of Souls to Necropolis Guard 3 PD

- Touch of the Reaper to Treefather 3 PD -> Natural failure (I needed that bloody 7 (or 5 on dices) :D

SHOOTING:

- Combined shooting from arches only killed 1 sylvan archers and caused 2 wounds on Druid

CLOSE COMBAT:

- Again my opponent rolled really low on to wound rolls, but this time his ward save also foiled. Dryads broke and Guards caught them.

My opponent decided to yield at this moment.

GAME ANALYZE:

- When I made the list I though that my opponent would come with more elfy list. To be honest I should have known better as my opponent had fully (and greatly painted army) and without any proxies and he had almost all of his models on the board. For the treefather hunt either casket or catapult would have been good choice. Casket would probably outhweighted catapult for the -1 casting modifier for enemies. Additionally in this game the Vanguisher of Eternal would have been better pick for weapon for neat str 6 and focused multiwounds would have made good difference.

- In this game I really started to ponder that Sandstorm Cloak and skull splitter would make niche items for hierophant as the sandstrom cloak might help the hierophant to survive and skullspitter would give some ranged shooting that can hurt

The Report is Copyright (c) 2009 Loriel. All rights reserved.
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This document is completely unofficial and in no way endorsed by Games Workshop Limited. Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Darkblade, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, the Skaven symbol devices, Slaanesh, the Slaanesh logo, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, the Tzeentch logo, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either (r), TM and/or (c) Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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