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Well, just had a fight against the new Dark Elves, with my new Daemons. Was a good game, and they certainly had quite a few tricks. Lists looked a little like this:
H - Herald of Khorne
Jugger, Armour of Khorne
C - 20x Bloodletters
C - 10x Bloodletters
C - 5x Furies
C - 5x Furies
S - 5x Flesh Hounds
S - 5x Flesh Hounds
R - 6x Flamers
H - Noble
Cold one, enchanted shield, sword of might, Heavy Armour
H - Sorceress
Spells: Chill Wind and Word of Pain
H - Assassin
addit weapon, Manbane (dunno if it's still called that)
C - 18x Spearmen
C - 20x Corsairs
FC, addit weapon *CONTAINED THE ASSASSIN*
C - 10x Crossbowmen
S - 5x Cold one Knights
R - War Hydra
Right, Deployed armies and the battle field (4 x 4 btw) looked like this:
Righty o, and here we go. I'll put up the picture of each turn first, then under up, a description of what was going on.
DAEMONS TURN !:
Daemons get the first turn, and there is only movement, with the Flamers out of range in the early turns. Furies fly up the left to block a charge from the Cold Ones, the left Hounds and small Bloodletters wait behind them, in case the Cold Ones charge the Furies. The right Furies fly in front of the Flamers to block Chill Wind. Right Hounds and big Bloodletters with the Herald move up 10 inches.
DARK ELVES TURN 1
Cold one Knights declare a charge against the Furies ahead, hoping for an overrun into the troops behind. Everyone else shuffles up a bit, but the Hydra positions itself for it's breath weapon.
Magic time, and this is a big one. The Sorceress uses 2 dice the gain an extra 3, that the Daemons didn't bother dispelling. Then, 5 dice are thrown into Word of Pain, in an attempt to cripple the Flesh Hounds (Should;ve used it on the Flamers really...). The spell is then Miscast! She cops a s6 hit, a wound, and takes 3 Spearmen down with her. That phase ends.
The Hydras breath weapon has a dismal amount of luck, only killing 1 Fury, and causing only 1 wound on the Flamers, with plenty of hits too. Love ward saves! The Crossbows kill 1 BLoddletter from the smaller unit (the picture is wrong in this case. sorry).
Combat sees the Cold Ones kill the Furies down to the man, unsurprisingly. The forced overrun from Hatred brings them into perfect charging range for the Flesh Hounds in front, however. Too close to flee from this one!
DAEMONS TURN 2
The remaining Fury unit charges the Spearelves, with the hope of killing the Sorceress, now with only 1 wound. The central Bloodletters with Herald, and Hounds move up to face the Corsairs. The Flamers remain still, to unload in the shooting phase.
Flamers then unload with 27 shots into the Hydra. Having not moved, within short range, and at a large target, they're hitting on 2's, wounds on 5's. They manage to kill it in this single round of shooting, leaving only the Beast masters.
In combat, the 2 Furies attacking the Sorceress manage 1 hit, but can't wound! They explode due to combat res. On the other side, 2 Cold Ones fall, and a Hound takes a wound, as the Cold One Knights are forced to flee. Nothing manages to catch them, however, as they roll quite well on their flee distance.
DARK ELVES TURN 2
Spearmen and Beast masters now declare charges on the right hand Hounds, and the Corsairs with Assassin also pit themselves up against a huge Bloodletter block. The Cold Ones manage to rally.
The Sorceress gets off Word of Pain on 5 dice, no miscast, against the Flesh Hounds she is fighting, but the roll is low. Daemons are forced to use all 5 dice to dispel though, and pull ot off. Phew!
Shooting of the crossbows sees another 2 Bloodletters fall from the smaller unit.
This phase was a big one for combat. The Spearelves and Beast master manage to bring down 1 hound, but in return, a swathe of Spear elves are killed, as well as the Sorceress. With the combat res to start with, the Spears hold in combat, but the Beast masters break, and run off the board with a roll of 12 (the picture is wrong here too, sorry!)
Combat with the 2 main blocks ends in a dead draw in terms of kills, ranks, banners. When the unit strengths are counted, the Bloodletters are up by 1. Winning the combat by 1, and outnumbering, the Corsairs fail their test for insane courage, and are run down.
DAEMONS TURN 3
Hounds on the left Charge into the Coldones, killing all that remain. leaving only the Noble, who holds. Hounds finish off the Spears, and by now it's over.
The Noble actually beat the Hounds later on, when he won by 1, and they rolled 12 for instability. With 1 hound left, with 1 wound, I held him up long enough to setup a duel between him and my Herald. They went for about 4 turn , the result of which was the Herald wounded once, and the Noble killed, after an eventual awesome round of rolling.
Well that's it. It was kinda quick, but then it was low points, and a get stuck in style of game. I was quite impressed by the new Dark Elves actually, and Hatred makes them one tough cookie indeed! When used a little batter than how my opponent did, I think they're right up there at top again, with their much deserved update!
Very nice report!
Congrats on taking it to the new Dark Elves!
Very clear report, with good pictures, keep it up !
Cheers, and I will. This was a nice small one to get me started, I haven't done so many pics before!
Paint was nice and straight forward for this, on problem was I couldn't angle the units, so they were mainly a guide. I'll go for a more advanced program next time.
Cool report, only one problem though, when the cold one knights killed off the furries they didn't have to over run, hatred only means you have to chase an opponent if they flee, only if your a frenzied unit do you have to always over run as well as give chase. Something to jot down as it may have made some big differences in the game.
'If they wipe out a Hated enemy in the turn they have charged, they will always overrun'.
So, yes, they did have to. Thanks though, you had me pulling out my rulebook on that one!
Kinda makes the new Dark Elves REALLY baitable though, ey? Even if you stick a unit, like Furie or Chaos Hounds within 1 or 2 inches, force the enemy to charge, or they have to waste time re-forming, force the overrun, then they get countercharged. COK's probably should be accompanied by Harpies or something to take care of charge divertords.
That was a good report. I really like the pics.