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So i played a 2250 battle report against an empire guy. here is what i had
Highborn with heavy armor, sea dragon cloack, sheild, cold one, gauntlet of power, mystic sheild of light(with cold ones)
Sorcoress with level 2, dark steed and dark star cloak(with dark riders)
Sorceress with level 2, tome of furion and crown of black iron
Assasin with rune of khaine and manban
20 Dark Elf Warriors with full command and sheild
5 Dark Riders with musician and crossbows
10 Dark Elf warriors with sheilds and repeater crossbows
10 Dark Elf warriors with sheilds and crossbows
20 Corsairs with full command and warbanner
5 Cold One Knights with full command and banner of murder
4 Repeater Bolt Throwers
I dont remember what he had exactly but it was along the line of this
Templar grandmaster with lance and barded steed(with inner circle)
sorcoress with crystal ball(with archers)
2 warrior priests with great weapons and barded steeds(with the knights units)
3 units of around 15 handgunners 3 hoclands
2 detachments of 7 haleberiders
2 detachents of 7 archers
5 pistoleers with repeater handgun
2 units of 5 knights
5 inner circle knights
helstorm rocket battery
it was a really funny game cause we both did a refused flank, but to the same one, so we stacked up right across from each other, so we knew it was going to be a bloody battle. however i positioned my sorcoress on foot to the side that i refused just for some fun.
Turn 1 Empire
the empire line slowly moved forward with not much going on. magic was dispelled by the combined might of the DE sorcoresses. shooting was not optomistic as the cannons either misfired or were off target. the helstorm decided to hit on target, but drifted a bit too much to cause any damage. the DE are safe for now
Turn 1 Dark Elf
with the barrage not as bad as expected, the dark elf line surged forward. doombolt and chillwind mauled the huntsmen on the refused flank and they fled, and ran into a unit of handgunners and caused them to flee as well. the mounted sorcoress managed to cast black horror, but dispel scroll takes it away. the reaper bolt throwers did a pisspoor job as they managed to kill a whopping 3 handgunner between them. the shades shot into the archers holding the sorcoress, and managed to kill 2.
Turn 2 Empire
after a bad turn of events, the empire is in rage, and the knights charge the cold one unit with highborn, while the other hits the shades. the huntsmen and handgunners rally. magic is once again abismal as everything is dispelled. in the shooting phase, however, the archers kill the sorcoress after some lucky dice rolling. the helstorm hits nothing once again, but the cannon crew are much more inspired and kill 3 warriors, and not to be outdone, the other one kills a reaper bolt thrower. the handgunns start to shoot things and after the entire ordeal, the champion of the warrios is dead, and so are 2 more. in combat the shades are wiped, and the unit overruns in to dark riders. the cold ones lose 2 of their number, but in return, the highborn swipes down 3. however they were unbreakable from a spell, so they sit for now.
Turn 2 Dark Elf
with a sorcoress dead, and one soon too be, the dark elf line was growing weary. the line surges some more to get into grips with the enemy. i skipped the magic phase, and so the unbreakable spell was still in play. in the shooting phase the bolt throwers killed some more handgunners but not enough. however, the crossbow warriors decided to shoot what was left of the huntsmen and wiped them out. in combat, the cold one unit wipes out unit, while the dark riders and killed along with the sorcoress. this is bad, cause a bolt thrower was in proximity, and they flee aswell, off the board edge.
Turn 3 Empire
with both sorcoress dead, the magic phase for the empire should be much better. the inner circle charge the corsairs. in the magic phase, distilation of molten silver claims the lives of 5 warriors(he had 11 hits, and 6 wounds, which was really funny). in the shooting phase a cannon misfires and needs to wait a turn to reload. the other cannon attempts to shoot the reaper bolt thrower but is short. the helstorm misfires and land straight on the cannon, but no wounds. the handgunners now take out most of the warroirs. the unit is left with 7 models. the crytal ball on the sorcoress tells her that the assasin is in the warrior unit. in combat the inner circle knights kill and run down the corsairs.
Turn 3 Dark Elves
With so much dead on their side, the dark elves really need to start killing things. the cold ones decide to turn around to kill the knights unit. the assasin is revealed and charges the archers with the sorcoress. they decide to flee and roll double 1's so they are run down, while the warriors charge the handgunners who stand, and the haleberdiers counter charge. the reaper bolt throwers start finding their targets and kill enough hand gunners to cause panic, and they run. the other one causes enough kills to take down the unit of halberdiers down to 3. the crossbows try and hit the cannon crew at long range multishot, and soft cover, and manage to kill a crewman. the halberdiers kill 3 warrior, and the warrior kill 2 handgunners who kill none in response. i roll double ones for break test and sigh of relief.
Turn 4 Empire
The archers move within charge distance of a bolt thrower. knights charge the cold ones. inner circle sweeps through reaper bolt thrower. handgunners shoot some crossbow warroirs down. cannon snipes a crewman, other cannon tries to hit the assasin thats 9 inches away. he ends up shooting 8. helstorm decides to misfire and hit the cannon crew again, this time killing a crewman. in combat all but the standard bearer and highborn are left. damn that hatred. my highborn decideds to go loco and kills 4. i win combat and overrun killing the unit. however my back is to the inner circle. my warriors break from combat and haleberdiers elect to over run, which they do.
Turn 4 Dark Elf
the cold one unit turns around for the enivitable charge, while the assasin charges the handgunners in the flank. the crossbows kill the rest of the halberiders and take the unit of handgunners down to 4. they pass panic. the reaper bolt throwers attempt to shoot some more handgunners, but completly miss. the assasin kills 5 and runs down the unit.
Turn 5 Empire
the inner circle knights charge the cold ones while the archers charge the bolt thower crewman. shooting phase sees that 4 crossbowmen die, but no panic. in combat, the archer wiff, and the lone crewman kills one to make it a push. in the cold one unit, the standard bearer is killed, but the highborn challenged the templar grandmaster, who decided to wiff, and got pasted in the process. i still lose combat due to warbanner and outnumber, but pass leadership check. (just to let you know, there are 5 banners riding on this battle the 3 knight units, my cold one banner, and my corsair banner).
Turn 5 Dark Elf
The crossbowmen counter charge the archers and the assasin charges the handgunners. the other crossbow unit moves up to claim the far left. the reaper bolt throwers once again arent doing so well but mangage to kill the remaining pistolieers. in combat, the crossbows kill enough archers to panic them and send them running of board edge. in combat the highborn pastes 3 knights, but their stupid horses put a wound on him. combat is at a standstill.
Turn 6 Empire
right now, everything tries to get as many VPs as they can get. the cannons shoot wildly and kill 2 crossbows, brining them down to 5, but thats still enough to claim the board edge. the assasin kills 1 handugnner, and in return the kill the assasin. (ohh the shame) in combat, the knights cant put a dent on the highborn, and he returns to kill the entire unit.
Turn 6 Dark Elves.
Not much going on things scrambeling to get some VPs and table quarters. thats about it.
Total up victory pts
My army left
2 reaper bolt throwers
unit of 5 crossbows
unit of 7 crossbows
His army left
unit of 7 handgunners
unit of 4 handgunners
i got 2 table quarters and so did he.
totaling up VPs. i won by 298 pts, so a marginal victory. the man of the match was the highborn and him winning and not dying. he killed 3 units of knights, the grandmaster, took 3 banners, and saved 2. plus getting 100 VPs for killing the general, he earned himself a heafty 1041 VPs and he is only worth 282. however my opponent complained that having a S 8 weapon is cheesy. at around turn 3 i though i was going to lose. i lost my corsairs, my dark riders, and both my sorcoresses. that was a real blow. the funniest part was when the assasin charged the magician who fled, and her unit needed anthing but double ones to survive, and they didnt. over all that was a satistying game, with many things dying way too early
how was that
I thought your DE list was an intersting build. Typically I see at least 2 units of DR. Not that this is a critique on the list at all but I would have liked to see what this would nave been like if you played more of a MSU list. I also thought it would have been good for you to flee some of the charges you took.
It is not cheese that you took the Gauntlet of power. In fact I am suprised that he did so well. If I were the Empire guy, I would have shot the crap our of the knights unit they died. Intersting that he chose to shoot at other targets, good for you for sure.
Good report and keep them coming!!
Maybe a stupid question, as I don't play DE (but do got the armybook) but where did you get the gauntlet of power and mystic shield of light from?
Nice battle though, exciting till the end... those are the best games!
I believe that these items are from the Treasures of Albion Campain.
Here is a link the information:
The big things you will see from this are the Gauntlet of Power (De) and the Armor of the Gods (HE).
Wow those are some good magic items.
Good job on the victory., and nice report.
That highborn was tough as nails, and i think i shall use that idea if you dont mind