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After a long revision period I got back to having a few games again so I’ll start off writing up the 2900k (so we don’t have to worry about extra lords and troop choices) battle I had a couple of days ago against Tomb Kings using my latest Wood Elves list. As a new way of doing the report, this one is going to utilise the wonder of crude images to show what’s going on (hopefully). Also sorry if some of the unit colours are similar, i've tried to choose them so nothing of very similar colours ended up in combat.
Wood Elves- Pts: 2825
Highborn: 290 pts
·Annoyance of Netlings
·Blades of Loec
Branchwraith: 165 pts
·Lvl 1 Wizard
·Cluster of Radiant’s
·Pageant of Shrikes
2x Spellsingers: 175 pts each
·Lvl 2 Wizards
·Each has a dispel Scroll
·One has Calaingors Stave
·The other has the deepwood sphere
Glade guard (2 taken as listed here)- 120pts each
·1 group Is accompanied by a Spellsinger
Scouts (2 taken as listed here)- 170pts each
·Accompanied by the Branchwraith
Wardancers (3 taken as listed here)- 291pts each
·Accompanied by Highborn
3x Tree Kin- 215pts
2x Great Eagle- 50pts each
Tomb Kings- Pts:2825
Liche High Priest-495pts
·Casket of souls
·Staff of mastery
Tomb Prince- 190pts
·Armour of Ages
Liche priest (2 taken as described here)-165pts each
·2x dispel scrolls
Skeleton warriors (2 taken as described here)- 205pts each
·Each accompanied by a Liche priest
Heavy Horsemen (2 taken as described here)- 191pts each
Light Chariots -385pts
·Standard of cursing word
·Joined by Tomb Prince
Tomb Guard -250
Screaming Skull catapults (2 taken)- 90pts each
We rolled to see what would appear on this map and ended up with a large town, 3 large woods and a small farm. The woods were divided equally with 1 on each side of the board and the last in the middle, the farm was placed on the far right of the board and the large town in the far left.
Deployment was relatively straightforward, my opponent won the roll to deploy first and placed his tomb guard on the far left of the board, I then placed the first of my units of glade guard in a single line at the edge of my deployment on my side of the board, his next placements were the two units of skeleton warriors next to the tomb guard. My next placements were the other unit of glade guard next to the other and the first of my great eagles on the far right of the board, behind a wood. His Ushabti and chariots were placed on this side of the board t counter this and I placed my other 2 eagles with the first. Next came his two catapults in the centre of the board. I then deployed the tree kin next to the great eagles and the dryad behind the glade guard. His heavy horsemen were then deployed, one behind the catapults and the other behind the chariots. I placed my first two units of Wardancers at the far left of the board. His High Liche Priest was then deployed a little over to the left of the catapults an was followed up by me placing my final unit of Wardancers. His Liche priests were placed in his skeleton warriors and the Tomb Prince with the chariots. My Branchwraith was placed with the dryads and the highborn with a unit of Wardancers. One of my Spellsingers was put in a unit of glade guard and the other was put in the middle of my free wood which had grown between the glade guard and the units on the far right. One of my units of scouts was placed inside the large wood at the centre of the table while the other was placed behind the town on the left of the board. Deployment over we rolled for first turn and with +1 to his roll my opponent went first. Rolling for magic the Spellsinger in the glade guard kept tree singing and ended up with Ariel’s blessing and the Spellsinger in the wood kept tree singing and fury of the forest, the Branchwraith kept Tree singing.
Having won the roll to move first my opponent started by moving his Ushabti and Chariots up along the left of the board with a unit of heavy horsemen following behind them. The Units on the left moved slightly forward. His Liche high priest cast the incantation of smiting on each of the catapults, the first was cast on a 7 and was dispelled. The second however was successful and the catapult fired towards the unit of Wardancers to the right of the other two. The shot would have landed in-between this an another unit but scattered to the right and only caught the side of the unit ending up hitting 3 Wardancers, 2 of these were killed with the last being saved by his ward. Having saved most of my dispel dice for it the casket of souls did not go off. In his shooting phase both catapults again targeted the Wardancers but scattered away from them. Both caused no damage.
I started my turn my moving the Wardancers forward and out of site of the casket and one of the catapults The Scouts in the town moved forward so they could see the tomb guard and skeletons. The other unit of scouts moved forward to the edge of the woods and the glade guard and dryads moved forward and to the left as well. The Dryad sat Tree singing on the wood with the Spellsinger in it and with no attempt to dispel made the wood moved forward a massive 1 inch. The Spellsinger in the unit of glade guard cast tree singing on the same wood using Calaingors stave to cast the spell twice, one of the was dispelled by the tomb kings with the other causing the wood to move forward 3 inches. Finally the Spellsinger in the wood cast the spell once again on the same wood and once again the tomb kings failed to dispel. After re-rolling to determine the effects using the deepwood sphere the woods moved forward another 3 inches. The scouts in the forest targeted the chariots but only caused 1 wound; the scouts in the town did little better shooting at the tomb guard causing only 2 wounds.
My opponent now wheeled his chariots and Ushabti round and moved forward towards the farm. The unit of heavy horsemen that had been with them wheeled and moved forward to face the scouts. The skeletons and tomb guard moved backwards to allow the casket to have line of sight on the scouts in the village. The Tomb Prince managed to heal back the lost member of his squad. The High Liche priest now cast the incantation of urgency on the heavy horsemen near to the central wood and was successful in enabling them to charge the scouts in the wood. His incantation of smiting was cast on the catapult on the right though this was dispelled. His priest cast incantations of summoning on the tomb guard and brought them back to full strength and once again I was successful in dispelling the casket. One catapult targeted the Wardancers again but once again scattered towards the village, the other targeted the line of glade guard but misfired and could not shoot next turn . In combat the cavalry butchered the scouts as expected and after a double 1 flee distance the scouts were overrun by the cavalry.
My Ushabti and eagles moved forwards slightly as did the glade guard and dryads. The Wardancers moved into the town. The mage in the wood moved towards the edge of the wood. Once again the dryad cast tree singing into the wood with the spell singer though this was dispelled, The Spellsinger in the glade guard cast two attempts of tree singing at the same wood as well though only one of these got past my opponents dispel attempts. The woods moved forwards 3 inches. The remaining spell singer cast fury of the forest on the horsemen in the centre woods with the strength 5 hits killing 4 of them. The scouts again targeted the tomb guard but failed to cause any wounds this time, the glade guard had a more luck with 20 strength 4 shots at the horsemen, 12 of these hit causing a further 4 wounds Having line of sight in-between the glade guard the branchwraith’s pageant of shrikes targeted the horsemen and killed another leaving just 1 behind.
The chariots wheeled round to face the glade guard and the horseman also emerged out of the wood, the Ushabti moved forward towards the tree kin and this was all of my opponent’s movement this turn. The high priest once again cast incantation of smiting on the catapult that could shoot and got past my dispel attempt. This targeted the scouts in the town. Unfortunately this scattered backwards and landed right in the middle of one on my units of Wardancers. The shot managed to kill all 6 that it had hit and caused a panic test though this was passed due to the proximity of the general. Both priests targeted incantations of vengeance at the scouts and 1 got past my dispel attempt causing 5 wounds though they passed their leadership test.. I used a dispel scroll on the casket.
The Tree kin moved forward slightly and the dryads moved through the gap in the glade guard (a trick I learnt from this forum) and blocked off the unit of glade guard on the left who moved back slightly and wheeled round The other unit also wheeled to face the chariots. The Wardancers moved further into the town The Dryad cast tree singing onto the wood that it had done previously which my opponent failed to dispel, this caused to woods to move forward 2 inches. As before out of the spell singer in the glade guards 2 attempts to cast tree singing, one got past my opponents dispel attempt and caused the wood to move 4 inches diagonally, brining it in front of the glade guard unit and protecting them from the charge of the chariots. The spell singer inside the wood attempted to cast fury of the forest again but it was dispelled using one of my opponents dispel scrolls. The dryad once again shot at the remaining horseman with spites killing it and the glade guard that could see shot at the chariots killing 2 of them. The remaining scouts shot at the tomb guard again but still killed none.
The Ushabti moved forward again towards the tree kin and the chariots wheeled and moved towards the dryads. After not moving for the whole game my opponents horsemen began moving towards the right of the board. His prince managed to once again revive both lost member of his squad bringing it up to full strength. Both princes attempted to cast incantation of vengeance, 1 at the scouts and the other at the Wardancers, I dispelled both of these. For the first time his casket went off as I forgot to use a dispel scroll on it. This killed all of the scouts in the town and 3 of the dryads though the Wardancers were unharmed. The catapults targeted both my tree kin and the dryads with a scattered hit on the dryads killing 2 and the other shot scattering over the tree kin and killing an eagle.
In response to this the dryads charged the chariots and the tree kin charged the Ushabti, the glade guard wheeled to face the dryad/chariot combat. The great eagles flew over the top of the Ushabti/tree kin combat and landed behind the farm. The war dancers now moved out of the town and into charge range of the mass of skeletons. The spell weaver with Ariel’s blessing got it past the enemies dispel attempt with an 11 onto the dryads, out of lack of other things to do the remaining spell weaver cast tree singing on the central woods and managed to move them 3 inches to the right the dryads killed 2 chariots on the charge with a further 1 being killed by the Branchwraith, the branch-nymph challenged the prince to get him out of combat and actually managed to cause a wound before being killed. The chariots killed 4 dryads 2 of which regenerated. I lost combat by 3 and fled before being overran massively by the chariots who bulldozered into the glade guard unit behind. The Tree kin fared slightly better causing 7 wounds on the Ushabti and killing 2 of them, in return the Ushabti caused only 2 wounds failing to kill any tree kin, they lost combat by 4 killing another and bringing one down to 2 wounds. The Chariots went through the glade guard with ease and overran towards the edge of the board.
The Tomb guard and units of skeletons charged the Wardancers and the chariots wheeled slightly and began moving towards the town. The Horsemen moved up towards the Ushabti/tree kin combat. The magic and shooting phases were uneventful as the catapults could not see anything to shoot, I used my Spellsingers to dispel the magic attempts from his priests who were attempting to cast incantation of smiting on their units and I used a dispel scroll on the casket. The prince successfully healed himself. Using the woven mist shadow dance all the Wardancers stuck first. Mt Highborn challenged the tomb guard champion easily dispatching him and scoring a 3 wound overkill. The rest of his unit caused 2 more wounds, massively out-weapon skilled tomb guard failed to hit any Wardancers and lost the combat by 4. In the other 2 Wardancer combats I issued challenges which he accepted with his champions and I managed to get a 1 wound overkill in each of these. One of the units killed off 3 skeletons while the other killed 2; both units suffered no wounds in return. One unit ended combat with a draw while the other lost the combat by one but past its leadership test. The Tree kin this time caused 4 wounds killing another Ushabti and brining another down to 1 wound. In return the Ushabti caused 3 wounds killing 1 tree kin but the rest of the attacks were saved by the kin’s ward. Losing by 3 another Ushabti was killed and the final one was reduced to 2 wounds.
Both eagles charged the flank of the horsemen and the glade guard wheeled further to face the chariots. The Spellsinger in the wood left it and headed towards the middle wood.
The spell singer in the glade guard attempted to cast Ariel’s blessing on the tree king but it was dispelled. Shooting from the glade guard killed another chariot. In combat the Wardancers all switched to storm of blades, the highborn killed 5 enemies on his own with the remainder of the unit wiping out the remaining tomb guard. Challenging again the Liche priests both refused. One of these units of Wardancers killed 5 skeletons this time and the other killed 7. The skeleton units lost combat by 6 and 5, leaving them rather depleted. The Great Eagles somehow managed to kill 3 horsemen suffering no rounds in return. Winning this combat by 2 was not what I had expected when charging them as I had hoped to only stall them long enough for them to by unable to help the tree in/Ushabti combat. Speaking of this combat the final Ushabti brought a tree kin down to 2 wounds but was killed in the process.
The chariots continue moving towards the town, I dispel both Liche priests attempt to summon more skeletons though the high Liche priest then casts summoning on both these units, on regains 7 models, the other regains 4. The catapults cannot see anything to shoot so we move onto the combat phase. Switching to the killing blow shadow dance the unit on the left kills 6 skeletons and the unit on the right kills 5, the unit on the right was left with only the Liche priest on 1 wound after combat res and the unit on the left was left with the standard and a Liche priest. The eagles this time only caused 1 wound suffering 3 in return. They were overrun while attempting to flee.
<<<EDIT:I noticed that I forgot to remove one of the tree kin boxes from the last 2 diagrams.>>>
The freed up unit of Wardancers turned round and began heading back to the town, the tree kin moved out of site of the skull catapults and I wheeled the glade guard for reasons that I’ve forgotten. To cut the rest of the battle down a bit the remaining skeletons were easily wiped out and those two units of Wardancers later engaged and took out the casket . the chariots were charged by the Wardancers and were annihilated completely with the highborn shredding the prince in a challenge. Overall we both thought that the battle could have gone either way with my opponent’s biggest mistake probably being not reinforcing the right hand flank with the extra unit of horsemen.
Well that took far too long and I apologise once again if we screwed up any of the rules. My friend ‘’can’t be bothered’’ to make a librarium account but asked me to say that ‘’if anybody has any advice for him in the future can they please suggest it’’ or something like that. Anyway thanks for reading the report, got a battle planned for next week against lizardmen with this army so that should be interesting. (also sorry for the mucked up font size, I did this all in word and it wont let me change the size).
Last edited by Vespidian; May 30th, 2009 at 19:12.
Rarely is the questioned asked: Is our children learning?-George Bush 2000
This was an enjoyable report to read, thanks for taking the time to write it up as well as get those pictures done. One thing that would make it even more comfortable though, would be if you could add the key to the side of every picture. That way the reader won't have to jump back up to the top of the post to see which coloured square is what.
I can't really offer any advice to your friend since I've not played the army myself, neither with it or against it. I can and will look forward to your next battle report however.
Edit: Oh and by the way, your title almost made me think that this could be some kind of impossibly large game. You've written it as 2,900,000 points.
Haha, that'd be something to see..
Last edited by MasterSpark; May 30th, 2009 at 16:21.
thanks for the improved key idea and yer i see how the thread title could be a little confusing
Rarely is the questioned asked: Is our children learning?-George Bush 2000
Good game, nice report. One of my friends at our local club has gone dryad mad and collected around 50 in the space of a week, and he shows no sign of stopping!!!
Cool, I do like the graphics. Crude? Yes. But very effective. Good work.
One thing to note though is that the Tomb Prince was illegal. He cannot have both Armor of the Ages and an Enchanted Shield.
Very nice battlereport, I enjoyed reading it.
Somethings for the rules though. Wardancers don't take panic, fear or terror tests because they're immune for psychologie. You also said that you moved the forest 1", I am not sure if this is a typo or something else, but the minimune distance you can get on a D3"+1 is 2.
But thats just nitpicking, really nice battle report, I'd love to see some photo's of the army.
Dont anger the dragon, he'll let it rain on you all day long. :P
Pretty good report, lots of work and detail. Thanks.
I noticed what might be a couple of TK errors:
1. TK Princes can only cast the movement and smiting incantations, they can't heal wounds.
2. Healing is only d3 wounds unless it's on Tomb Guard then it's d6 or on anything with Skeleton in the name you roll 2d6 and pick the higherst, not add them together.
I'm not sure if it was an LOS issue or if your opponent didn't know but the SSC counts as both magical AND flaming making it perfect for targetting your forest spirits. Basically it ignores armor, ward AND regen. He didn't seem to target the forest spirits much, that's the only reason I'm mentioning it.
War Record Since Sept 2005
Old Codex 48-20-9 Dark Eldar
New Codex 1-0-0 Dark Eldar
Thanks for the feedback guys, to answer some of the points the 1" wood movement must have been a typing error, we completely forgot about the wardancer immune to psychology rule at points, also ty for the point of the tomb prince being illegal, i didn't think to question him on that, on the subject of photos then as soon as i can afford a decent camera then ill be happy to upload. Lizards vs wood elves match coming up tomorrow so that should be interesting.
Rarely is the questioned asked: Is our children learning?-George Bush 2000