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2000 point Wood Elves (me) vs. Dwarves (Sam)
Wood Elf List
Alter Noble Hoda, singer caddy, branchwraith netlings, 2x10 glade guard, 2x8 dryads, 5 glade riders, 2x6 wild riders, 3 warhawk riders, eagle, treeman
I don’t know exactly what he had, especially upgrades on this thanes.
3 thanes one with oathstone?, 20 warriors shields, 2x 15ish crossbowmen, 20 longbeards, 2x20 ironbreaker, 2 organ guns.
We put out terrain and we had a line of low hedges in the middle of my left side of the board, a very small hill in the dwarf deployment zone, a lone forest in the center right of the board and another forest on the left of the hedges. I placed my wood a little off center close to the middle.
I won the roll to go first and we deployed. I was able to give myself a good position with a denied flank where I started off with a squad of archers on the left. He put longbeards in front of his hill then I placed my other archers next to the first squad. He placed crossbowmen in his deep quarter. I had a lot more squads and put my characters out by themselves and he did not so he finished deploying way before me. I got to set up all my cavalry and warhawk riders after he was done placing everything. So I was able to put them all on my right side middle, when all of his units were in the opposite corner. Deployment Looked approximately like this:
GR=Glade Riders WR=Wild riders AN=Alter Noble TM= treeman WD=Wardancers
xCrossbowmenxxxxHill Organ gunHillxxxxCrosssbowmenxOrgangunxxxxxxxxxxxxxxx
xxxWoods WoodsxHedges Hedges Hedgesxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
WE Turn One:
Movement: I went first and I started my movement phase by turning my left most glade guard unit and moving right. My left dryads I moved up and to the right of my other glade guard who moved straight forward in front of them. I moved my alter lord up behind the hedges. My eagle moved down in front of his crossbow men, also in range and arc of sight of either organ gun. My treeman moved into my free wood in the center. My glade riders moved full speed forward and put my warhawks behind them. My wild riders went about 14 to stay in the woods and out of line of sight. Other wild riders went into the bottom of the woods and my spellsinger would move into the woods and stay their all game, I never tried to cast treesinging all game because it wouldn’t have ever been relevant.
Shooting: My glade riders and warhawk riders shot at the organ gun; one hit and wounded a crewman who passed a 6+ save. The inner squad of Glade guard shot at the Warriors killing one.
Magic: I didn’t try; it would have never been relevant I had just treesinging.
Dwarf Turn one:
Movement: Sam wheeled most of his unit’s wheel to generally face me and moved a little except for his longbeards turned and moved to my right. His warriors moved sideways. Shooting: His crossbowmen that had the eagle in front of them unloaded their first rank of about 10 at my eagle at close range and they failed to wound once. He was then pretty much forced to shoot down my eagle with his organ gun on the hill. His other organ gun was facing some glade riders and warhawks who were on borderline charge range and he shot at my glade riders killing 4 who passed their panic test.
Magic: Sam had none either.
WE turn two:
Movement: My Warhawk Riders charged Sam’s right organ gun. My Wild riders in the front of the wood moved and wheeled to be facing parallel to Sam's bored edge facing down a squad of warriors flank. My other wild riders moved up and turned some. My last remaining glade rider moved to the very back right corner of the board and stayed there for the remainder of the game. My squads of glade guard moved up a bit. Treeman stayed in trees scared of organ gun. Dryads and Wardancers on the right moved forward.
And my other squad of dryads moves up towards ironbreakers... My alter riskily moved up 18 in a clearing in front of his xbowmen and within range of his organ gun. And a little passed his warriors.
Shooting: Hail of Doom arrow from my alter at close range killed 4 or 5 crossbowmen. My glade guard all shot at ironbreakers killing none.
Close Combat: Warhawks kill one crew member, take a wound in return. Crew is stubborn and no break.
Dwarf Turn two:
Movement: Sam completed wheeling his crossbowmen to be perpendicular to his table edge in the corner. He thinks for a while and moves his ironbreakers up a little bit facing my dryads to his right, woods with hidden treeman in front of them, and my other dryads and wardancers to the left. His longbeards stay put, maybe moving a little sideways. His other ironbreakers also wheel to almost be perpendicular to his board edge but still far from combat along side the hedges. He moved his warriors back towards his edge a little.
Shooting: His organ gun not in combat is within my alter lord who is around charge range and also has range on one squad of glade guard. He figured his crossbowmen would take out my alter, which they probably should have at short range, so he shot my glade guard with his organ gun. He rolls a misfire, but he has some upgrade that lets him reroll and then takes out 4 glade guard. Then his crossbowmen unleashed on my lord, 10 strength 4 shots at close rage and I only take one wound!
Close combat: Warhawks fail to wound, but get wounded and combats a tie.
WE turn three:
Movement: I charge his organ gun with my alter lord and barely make it. My dryads in the middle with wardancers behind them can charge the flank of a large squad of ironbreakers, but also were within range of the front rank of his warriors who they charged in tandem with my wild riders (with warbanner) who charged their flank who pass both fear checks. I moved my treeman out to the right of his ironbreakers. My other dryads (with my branchwraith) are able to move in charge range of the ironbreakers, but the ironbreakers are too far to charge them. I also move my wardancers out next to my treeman who are looking at the juicy flank of the ironbreakers who are in front of the dryads from before. My other squad of wild riders wheel to be a little behind and to the left of my wild riders and dryads in close combat with warriors. They can see the rear flank of that same large centralized squad of ironbreakers. I turn my 6 glade guard left around and begin to run them back to my board edge for the remainder of the game. The other glade guard stays put.
Shooting: Glade guard shoot at ironbreakers behind hedges (soft cover) wounding none. My treeman uses strangle root on the ironbreakers he is next to. I get a 10 on my artillery dice and need 4+ to wound and I wound none, no armor saved needing to be taken.
Close Combat. My warhawks kill another crewman leaving one remaining and the stubborn crew holds. My dryads and wildriders on the flank of the warriors with shield kill about 4 maybe 5. Warriors return with a wound on my wild riders and one on my dryads. I outnumber, have a standard and warbanner to his one standard, and one by 3 so they break, wild riders getting their banner(oops). My dryads pursue them right on the edge of the board, and my wild riders overrun into the flank of his crossbowmen. He doesn’t flee because I rolled a 14 on my overrun and his crossbowmen are about 5 or so inches away. Only three riders get attacks, I forget the combat exactly because it was quick, but they broke and I swept them too with help from two banners and flank charge. My alter lord annihilates his organ gun crew
Dwarf turn 3:
Movement: Peculiarly Sam does not move his central ironbreaker squad with his Thane in it. His longbeards finally start to head over, wheeling back and ending facing his deployment zone by his edge to side of the hill, my alter facing away and up to the top of the hill. His 2nd ironbreaker squad marches along the hedges and his living squad of crossbowmen are basically out of it and they march up toward the central action.
Close Combat: My warhawks finish off the last crewman. They pursue off the board.
WE turn 4:
Movement: My dryads charge the front of the central Ironbreakers who hold and pass fear. My treeman charges the flank of the ironbreakers on the corner. My wardancers also charged the flank of the same ironbreakers. My Wildriders with warbanner charged the rear flank of the ironbreakers. I moved my Warhawk riders over to the right out of arc of sight of the crossbowmen. My dryads came back on his board and stayed put. Alter lord moved off the hill behind the rear flank of the ironbreakers and with the large middle combat in sight. My other wild riders stay put. My 6 man glade guard marches to my board edge and my other glade guard stays around my free wood.
Shooting: Glade Guards shoot at same ironbreakers, no wounds. Warhawks shoot at crossbowmen killing one. Alter shoots the back of a longbeard and kills him.
Close Combat: Turns out Sam had an oathstone on his lord so I don’t get my flank bonuses and he gets his hand weapon and shield bonus to his save. I challenge with my Nettling Wraith and he has to except, he can only hit on sixes but still wounds me once with 3 attacks. I know one wild rider died on the rear, (for the next few turns a lot of his and a few dryads and even fewer wardancers and wild riders go down I wont be able to remember how many but I won combat by a few in turns 4 and 5.) So I won by one or two and he doesn’t break.
Dwarf turn 4:
Ironbreakers pass terror.
Movement: His ironbreakers along the hedges finally charge passing fear check, joining the big combat giving him numbers, and a side flank attack but only 2 of them can attack. His crossbowmen march towards the center ignoring my warhawks, long beards move parallel to his edge and with a turn are two turns away from joining the large combat.
Close combat. No wounds in the challenge. Again not sure on numbers, but I know this turn I won by 1 or 2 again. His central unit with thane holds, as do the others.
Present board position: (squad in parenthesis to show the two different ironbreaker units)
xxxwoods woodsxxxxxxxxxxxxxxxxxxxFree woodxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxGlade GuardxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxWoods woodsxxxxxx
WE turn 5:
Movement: I move my wild riders toward my table edge and their in position to charge the front of the ironbreakers flanking my dryads. My alter noble charges into the combat on the rear next to my 4 remaining wild riders. (The unit champion is moved behind due to a non accepted challenge from the thane leaving room for my alter). Everything stays.
Shooting: shots from warhawks no casualties on crossbows.
Close combat. With help of my lord I win by 3 or 4 even with the additional ironbreakers. He does kill my alter lord though. This causes the non thane squad flanking the dryads to flee, the other holds. He also flees about 9 into the hedges, so he moves into the hedges after about 3 so he ends up 5 or 6 inches away in difficult terrain. His 20 man ironbreaker squad is down to about 10.
Dwarf turn 5:
Ironbreakers pass terror.
Movement: Rallies ironbreakers. He turns his long beards to face my rear of my wild riders with his captured standard and their own standard in the large combat. Crossbows move….
Close combat: Some more wounds, leaving him at about 8, I have one dryad left at this point, 6 wardancers and 6 wounds on my treeman, and 3 or 4 wild riders. My branchwraith finally dies in challenge with the thane. His unit of 8 ironbreakers holds.
WE turn 6:
Movement: my wild riders that were in position to charge the ironbreakers but they fled so they just stay put in the middle of the board. I hold with everything, my glade guard have the bottom left quarter, singer bottom right, and glade rider and wild riders and dryads are in the top right.
Shooting: more shots at ironbreakers in combat, no casualties.
Close combat: once again the usual I win by about one with my lord dead and bad treeman rolls. He holds again he has 6 ironbreakers and a thane left.
Dwarf turn 6:
Ironbreakers pass terror.
Movement: Finally longbeards get some action and charge my wildriders. Turn 5 and 6 I could have spent using my squad of dryads floating around to intervene in front of them, and this truly cost me in victory points.
Close combat: Rear flank bonus, 3 extra ranks, a standard, and his longbeards got first attack and killed my remaining 3 wild riders before they could attack, and I lost my captured standard he obtained one. In addition, I think I ended up needing snakes or a 3 to pass leadership with my wardancers so they flee, end the game fleeing, doh! Stubborn treeman holds.
All in all it was about 1270 vps for me, and about 761 for the dwarves. If I had intervened my dryads on his longbeards, or charged them to force them to turn I could have saved myself a 217 point unit of wildriders, a 100 point standard that they had captured, and their own standard that they were using, which would have been a 400 point swing, even if the dryads would have died still would’ve been a 300 point swing. However I did not, so a 509 point victory. It wasn’t the best game, and my opponent did not recover quickly enough when he fell for my denied flank. I was able to sweep in with my forces all from one side; if it wasn’t for that oathstone I would have probably destroyed most of his army. I haven’t beaten him in a while, this was probably due to me being able to kill his organ guns very early and rapidly reconfiguring my direction of attack. In addition, his army list was different from what it usually was that beat me, I don’t know why. Sorry about the length of this report, but I hate leaving things out. Thanks for reading!
Good Report. It seems that your opponent was not use to his list as you mentioned taking what seemed a long time to respond to you ripping apart his army one by one. Nice Vic.
"Ah, but the truth is like an expensive whore, Jerek. She comes in many dresses and will bend over for any with the money to pamper her." ~ Konrad von Carstein
You know if you march your Alter you can not soot that round. You marched and shot your HoDA.If I read this right. You won combat. Then ran them down and hit another unit. And killed that unit too. Was the second unit already in combat? If not then you could not attack that unit after hitting it because they had no combat that turn. So on the next turn you would go first because it would have counted as a charge.My dryads and wildriders on the flank of the warriors with shield kill about 4 maybe 5. Warriors return with a wound on my wild riders and one on my dryads. I outnumber, have a standard and warbanner to his one standard, and one by 3 so they break, wild riders getting their banner(oops). My dryads pursue them right on the edge of the board, and my wild riders overrun into the flank of his crossbowmen. He doesn’t flee because I rolled a 14 on my overrun and his crossbowmen are about 5 or so inches away. Only three riders get attacks, I forget the combat exactly because it was quick, but they broke and I swept them too with help from two banners and flank charge.
Now if the second unit was in combat but had not done said combat that round, then you could have attacked the unit then.
Why use science and education when ignorance and superstition will work just as well.
One thing that you should inform your friend Sam is that he cannot take runes for his organ guns. Probably just an accident (kinda fine print) but dwarfs can only put engineering runes on cannons, bolt throwers and grudge throwers. Organ guns are too newfangled to be deserving of runes.
Nice battle. I have a question: Why do his ironbreakers keep on testing for terror? I thought that you only have to test once against every terror causing unit. It wouldn't have mattered here (all passed), but could have made a big difference.
Great report, thanks. One question though...My Wild riders in the front of the wood moved and wheeled to be facing parallel...Why would you ever wheel a squad of wild riders when you have infinite free reforms?My other squad of wild riders wheel to be a little behind...