Wood Elves vs. Cursed Kings

Overview

Scenario: Battleline
Location: Winterfel
Date played: 28. toukokuuta 2014

We decided to have Battleline. No roll for scenario Terrain was randomized as BRB 8th page 142. I won the first terrain pick. Placement order

- Tower (just 4 inches from front line for first turn garrisoning)

- Settlement of order (1 building, 1 fence and elven way stone)

- Forest in the middle

- Fence in the far edge

- Bane stone

- River

- Forest in the middle in left

My opponent won the table edge choice and placed his venom thicket inside his deployment zone.

Wood Elves

General: Stumpel

  • Lord
  • Mage Infantry (Character), Spellweaver
    Level 4 lore of high magic, Asrai Longbow, dispel scroll
    250 points
  • Hero
  • Capt Monsterous cavalry(character), Glade Captain
    Hail of Doom Arrow, Gambler's Armour, Asrai Longbow, Asrai spear, Great eagle, light armor, shield
    179 points
  • Core
  • GG1 14 Infantry, Glade Guard
    Truflight Arrows, Musician
    220 points
  • GG2 10 Infantry, Glade Guard
    Truflight Arrows, Musician
    160 points
  • GR1 5 Cavalry, Glade Riders
    Hagbane Tips
    110 points
  • GR2 5 Cavalry, Glade Riders
    Hagbane Tips
    110 points
  • Special
  • Scout1 6 Infantry, Deepwood Scouts
    Hagbane tips
    96 points
  • Scout2 5 Infantry, Deepwood Scouts
    Hagbane tips
    80 points
  • SoT 5 Cavalry, Sisters of Thron
    130 points
  • Wild 5 Cavalry, Wild Riders
    Shield
    140 points
  • WR 20 Infantry, Wildwood Rangers
    Full Command
    250 points
  • Rare
  • Eagle Monsterous beast, Great Eagle
    50 points
  • Tree Monster, Treeman
    225 points
  • Total: 2000 points

Cursed Kings

General: Loriel

  • Lord
  • HLP Infantry (Character), High Liche Priest
    Level 4, Lore of Nehekhara, Hierophant, dispel scroll
    235 points
  • Hero
  • Ntect Infantry (Character), Necrotect
    Ruby Ring of Ruin
    85 points
  • Core
  • Ske 50 Infantry, Skeleton Warriors
    Full Command
    230 points
  • SHA1 5 Cavalry, Skeleton Horse Archer
    70 points
  • SHA2 5 Cavalry, Skeleton Horse Archer
    70 points
  • Arc 20 Infantry, Skeleton Archers
    Musician
    130 points
  • Special
  • Wsphi Monster, Khemrian Warsphinx
    Fiery Roar, Envenomed sting
    240 points
  • Scorp1 Monstrous Beast, Tomb Scorpion
    85 points
  • Scorp2 Monstrous Beast, Tomb Scorpion
    85 points
  • Knigh 3 Monsterous Cavalry, Necropolish Knights
    Musician / Banner, EBtS
    230 points
  • Swarm 2 Swarm, Tomb Swarm
    80 points
  • Rare
  • Cask War Machine, Caskett of Souls
    135 points
  • SSC War Machine, Screaming Skull Catapult
    90 points
  • Necro Monster, Necrosphinx
    Envenomed sting
    235 points
  • Total: 2000 points

Deployment

My opponent won the first drop. Deployment order was

- 14 glade guards in the forest

- Archers

- Great eagle

- Skeleton Warriors

- Wild wood rangers

- Warmachines

- Glade guard

- Necrosphinx

- Wild Riders

- Characters ( Level 4 got Desert Winds, Smiting, Vengeance and dissecation)

- Sisters, Treeman, Characters ( Level 4 got Hand of Glory, Apothesis, Walk Between Worlds, Fiery Convocation )

I won first scout and deployed my horse archers near his wild riders (in hope for frenzy overrunning), he deployed deepwood scouts in the flank. Then after closely looking for the scout rules it says that anywhere within 12 inches or in the deployment zone. Thus I placed my horse archers in my deployment zone huntingthose scouts. He deployed scouts to tower.

I won the first turn roll. No damage from Glade Captain shot.

Turn 1 - Cursed Kings

Movement as shown

Magic was 2+1 + cask 3 and channel. So 7 PD to 2 DD.

- 2 PD smiting on archers, my opponent dispelled it.

- 2 PD casket on deepwood scouts nearby. They all died

- 1 PD desert winds, I moved just in the edge of the forest and it was abyssal forest.

- 2 PD Vengeance on wildwood rangers. I reduced movement by 2.

At shooting, I tried to catapult treeman, but it got scattered away. Archers shot scouts in the tower killing 4 of them, no panic. No casualties by horse archers shooting. I tried to kill wild riders and sisters.

Turn analyze:

- I totally forgot ruby ring. Perhaps I should have used that to kil lthose scouts and focus shooting on his mage bunker.

Turn 1 - Wood Elves

My opponent decided to stay still with WIldwood Rangers.

Magic was 2+3 and both channeled. (that waystone helped my opponent) so 4 vs 6.

- 5 PD fiery convocation on skeleton unit. It was pretty high roll so I used my scroll to this

- 1 PD.... hand of glory perhaps? I dispelled it.

At shooting, his sisters all hitted and killed poor horse archers. Same happened to other horse archer unit when those glade guards nailed them. His mage bunker killed three archers from my bunker. His Glade Captain shot single shot and killed skeleton warrior (this was illegal, since he couldn't march and shoot... I demand rematch!! ;) )

Turn 2 - Cursed Kings

I charged with necrosphinx to Wild Riders and they took voluntery flee. They went just out of theoretical charge range. I managed to redirect my charge to great eagle, which failed terror test. I catched the poor wagle, reformed. Too bad that I was at range of banestone, just barely.

Tomb Swarm got shifting sands, tomb scoprion received delay. Other tomb scorpion and necroknight arrived at scene.

Magic was 5 + 5 + 2, no channels

- 3 PD smiting on archers, dispelled

- 3 PD dissecation on glade guards, my opponent failed to dispel it

- 2 pd Casket, natural failure

- 4 pd upgraded desert winds, natural failure

At shooting I killed 6 glade guards with archers. I tried to shoot the treeman with catapult, but it got scattered away.

At close combat skeletons killed scouts and reformed.

Turn analyze:

- I think I lost the game in this turn. I probably should have stayed still with those skeleton warriors in order to block glade captain from charging, or do reform. I originally backup a bit so treeman charge would be little harder. Then I planned to use uppgraded desert winds to reform with archers and get necrosphinx out of banestone range. Too bad I rolled very low.

Turn 2 - Wood Elves

This picture is little off, but those Wildwood rangers had enough room to get decent charge on skeletons.

One of the glade riders got delayed. He wheeled his mage bunker facing towards necrosphinx.

Magic was 6+2 and my opponent channeled 1 (again with waystone +1 )

- 5 pd walk between the world to glade guard. My opponent rolled total score of 24. I used 6 DD to dispel it and my total score was only 16. He managed just barely escape with that move from my arc with knights.

- 2 PD hand of glory on his mage bunker +3 BS

- 2 PD apothesis just to increase lore attribute

At shooting, he managed to kill necrosphinx. It was mainly due banestone. Without it, he would probably land only 2 wounds total. He also managed to do wound on warpshinx with his sisters.

At close combat my hating skeletons killed 3 rangers, his killed 6. Thus I lost by 3 and three crumbled. At glade captain fight to my best luck he feared and did only 1 wound on HLP. He managed to stomp on wound to archers also.

Turn 3 - Cursed Kings

I decided to try terror long charge with sphinx. Unfortunately both terror and charge failed. Necroknights managed to charge to wildwood rangers rear. No dangerous terrain failures.

At magicI got 6 + 4 + 1 (cask) no channels

- I casted 3 pd dessication on wild wood rangers. My opponent scrolled it.

- I casted 2 pd casket, my opponent got native failure from double 1 on dispelling. I managed to do 4 wounds on treeman

- I casted 6 PD big smiting, my opponent tried to dispel it but failed.

At shooting my catapult misfired and received one wound.

At close combat rangers managed to do 2 wounds on knights and 7 wounds on skeletons. My smited snakes + skeleotns managed to kill exactly 16 rangers and only champion was left. I decided not to pursue it, since i would have bring me more close to WIld Riders and I was pretty sure that lonely champion wouldn't rally with double 1. Best part was that when he ran through my knights and took DT he died.

At hierophant fight, my hierophant died. I managed to do single wound on glade captain with poison swarm. I lost the combat but, managed to reform with swarm, but failed to reform with archers.

Scorpion killed 4 archers, but since steadfast they holded and reformed to face scorp.

Turn 3 - Wood Elves

Ohter glade rider arrived at battle field. Wild RIders luckily failed their charge.

Magic was 3+3

- 5 PD fiery convocation on the skeleton bunker and it killed about 20 of them. Luckily my necrotect survived it this time. I tried to dispel it with 3 dices in hope of IF, but failed

- 1 PD hand of glory, but my opponent got natural failure.

At shooting, he managed to deal another wound on my warsphinx with sisters and killed screaming skull catapult. with poison.

At close combat treeman and glade guard nailed to poor bastards down. Scorpion killed more glade guards and broke them and subsequently cathed them.

Turn 4 - Cursed Kings

My crumbles were pretty doable only scorpion received 2 wounds. Scorpion was at theoretical max range of glade riders. I took a shot with it. Then double charge with knights and sphinx to glade guards in the forest. Warphsinx received another wound from stand and shoot and had suffered 4 wounds allready. I charged with my necrotect and skellies to glade captain in hope of killing it (desperate action). We had little dispute wether it is possible to shoot hail of doom arrow as stand and shoot reaction, but he did, killing about 8 od them before ever reaching the target. I tried to aim scorpion so that it would redirect wild riders charge, but it got scattered away a bit and ended up behind the riders.

Magic was 5+6 amd 1 fom casket.

- I used 6 PD casket on treeman, but my opponent dispelled it.

Then i irrestible dispelled fiery convocation on my skeleton unit.

At close combat knights and warpshinx managed to survive the battle without a scrath. My opponent had 4 attribute counters and we ended up again in dispute when my sphinx crew scored killing blow, and total number of wounds to be countered with the attribute markes were 9 at the same initiative step. We concluded that since killing blow doesn't do wounds as per se and has special allowance for ward save, high magic lore attribute wouldn't work. Any how he broke the combat, and I decided to not pursue. But rather reform. I also saved breath weapon with sphinx

Turn 4 - Wood Elves

He failed rally with glade guards.

Magic was 4+1

- He casted 5 pd curse to necropolish knights, got IF and warded miscast damage.

At shooting he tried to do the last wound on scorpion.

At close combat he killed with the riders attacks all of my knights.

Turn 5 - Cursed Kings

No crumble damage. I tried to do final points gathering with long charge with the scorpion in hope of doing the last wound to treeman, but it failed miserably.

Turn 5 - Wood Elves

Final score was 2150 - 1206

Game analyze:

- This was fun game and again I was very impressed about the wood elves new book. Wild riders really earned respect. Next time I will direct a lot more shooting to them, if I ever face them again. During the match I really missed that 4+ ward on hierophant, and perhaps I should include it again to my upcoming games.

The Report is Copyright (c) 2009 Loriel. All rights reserved.

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.

Component (c) Tom Wright 2010. All rights reserved.
Component by Tom Wright is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.

Component (c) 2009 DeeDee. All rights reserved.
Component by DeeDee is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.

Tree miniature (c) 2009 Games Workshop. All rights reserved. Used without permission

Component (c) Tom Wright 2009. All rights reserved.
Component by Tom Wright is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.

Component (c) 2009 Marijn Bierhof. All rights reserved.

An Item in an image (c) 2009 Fenris Games. All rights reserved. Used without permission

Component (c) DeeDee 2009. All rights reserved.
Component by DeeDee is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.

Model made with bricks from a Hirst Arts Fantasy Architecture mold.

An Item in an image (c) Games Workshop PLC 2009. All rights reserved. Used without permission

Component is Copyright (c) 2009 Tom Wright. All rights reserved.
Component by Tom Wright is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.

Built with Battle Chronicler
Built with Battle Chronicler