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This is the first battle report I've actually got round to fully writing up and doing pictures for, so I hope this all comes out ok.
Army Composition: As per Border Patrol Rules
Board Size: 4 x 4'
Deployment Zones: Standard deployment zones, 24" between armies
Deployment Method: Standard deployment as per page 3 of 7th edition rules
This was the second 1 v 1 game myself and my Empire opponent have played at this level, although the first time we used the full Border Patrol rules. That one was a of a disaster for my High Elves so I was hoping for better this time round.
- Great Weapon
- Dragon Armour
- Barded Elven Steed
5 x Dragon Princes
16 x Lothern Sea Guard
- Full Command
15 x Swordsmen
6 x Halberds (detachment)
- Full Command
10 x Handgunners
- Hochland Long Rifle
* The Battle Wizard had a magic item but I can’t remember what it was.
- Repeater Pistol
- Flaming Sword of Rhuin
With only a small forest on my side of the table just outside of my deployment zone I wasn’t sure how best to deploy since I figured I was going to be outnumbered by at least one unit.
Applying the logic that if my opponent had any missile troops he’d deploy them on the hill, I deployed the Lothern Sea Guard opposite it, 11” from my edge of the board. The Swordsmen and their detachment of Halberdiers deployed to the right of the hill and I deployed my Dragon Princes opposite them, again 11” from my edge of the board. He then deployed his handgunners in a line on the hill; my Noble went into the Dragon Princes. His Pistoliers went to the left of the hill and his Battle Wizard joined the Handgunners.
With a hell of a lot of shooting out there on the Empire side I fortunately managed to win the roll to see who went first.
The Sea Guard moved forward 5” while the Dragon Princes marched their full 16” forward.
The Sea Guard took aim and out of 10 shots  I managed to score 4 hits and 3 fatal wounds. Despite the presence of the army general the Handgunners panicked and fled 10”.
The Handgunners failed their rally test and fled off the table.
The Swordsmen wheeled slightly to line square up on the table and then moved another 4” forward, with the Halberdiers moving up in support. The Pistoliers did the fancy Fast Cavalry shuffle to move within shooting range of the Dragon Princes.
The Pistoliers shot at the Dragon Princes unsurprisingly enough. From the hail of 14 shots, 7 hit with 5 wounds being caused. Two of the Dragon Princes failed their armour saves but the DPs passed their panic test.
The Dragon Princes charged the Swordsmen, with the Halberdiers counter-charging. The LSG moved up another 5” 
The LSG shot into the Pistoliers but all the shots failed to hit.
All the attacks from the Dragon Princes and the Noble went into the Swordsmen. Out of the 9 attacks, 8 hit with 7 wounds. The Swordsmen made 1 armour save leaving 6 dead. The counter-attacking Halberdiers scored 2 hits and a wound from their 3 attacks but the DP armour was too strong. The Elven steeds failed to score any wounds but so too did the Swordsmen Champion.
The Dragon Princes won the combat by 1 but the Swordsmen and Halberdiers held.
Can’t remember exactly what happened here – the Pistoliers moved but I can’t remember what it was they did, probably a reform to face the Lothern Sea Guard.
The Pistoliers shot at the Sea Guard scoring 9 hits and 3 fatal wounds.
One Dragon Prince and Elven Steed targeted their attacks at the flanking Halberdiers but failed to score a wound. Another Dragon Prince and steed directed attacks at the Swordsmen Champion but also failed to score any wounds. The remaining Dragon Prince and the Noble directed their attacks into the Swordsmen rank and file and did cause wounds but these were saved. Their steeds also failed to wound.
In return the Swordsmen also failed to score any wounds at all while the Halberdiers did score a wound but this was saved.
From static combat resolution the Dragon Princes and Noble had lost the combat but they passed their break test.
The Sea Guard wheeled 5” clockwise to face the Pistoliers.
The Sea Guard fired into the Pistoliers once more, this time managed to kill 2 although they passed their panic test.
Again the attacks of one Dragon Prince and Elven steed went into the Halberdiers and again failed to score any wounds. Likewise the DP attacking the Swordsmen champion. This time around though the Noble, Dragon Prince and their steeds attacking the Swordsmen rank and file managed 4 wounds with only one armour save being made. In return the Swordsmen and Halberdiers failed to score any wounds.
With the combat drawn the musician in the Swordsmen held the casting vote but the Dragon Princes again passed their leadership test.
The Pistoliers again did the Fast Cavalry shimmy to end up in the rear of the Sea Guard.
The Pistoliers shot into the Sea Guard killing 3 yet again.
Finally the Dragon Prince and Elven Steed on the right of the unit scored a fatal wound. The Dragon Prince attacking the Swordsmen Champion also finally scored a wound, although this was saved. The remaining Dragon Prince and Noble’s attacks on the Swordsmen caused another 2 fatal wounds. In response The Swordsman Champion failed to score any hits but the Halberdiers managed to down the Dragon Prince in base-to-base contact.
The Swordsmen and Halberdiers lost combat but passed their break tests.
The Sea Guard turned, changed formation and turned again to try and get a frontal view of the Pistoliers.
The Dragon Prince now in contact with the Halberdiers killed one of the survivors. The other Dragon Prince failed to score any wounds on the remaining Swordsmen as did the Elven Steeds. The Noble scored 2 fatal wounds on the Swordsmen whose champion in return scored a wound that was saved. The remaining Halberdiers only scored a single hit which didn’t wound.
Finally both the Swordsmen, or rather their champion as he was all that was left, and the Halberdiers failed their break tests. The Dragon Princes pursed and destroyed the fleeing Halberdiers, leaving the Swordsmen Champion.
In a last throw of the dice the Pistoliers charged the Lothern Sea Guard while the Swordsmen Champion fled off the table.
In a what must be a first in all the times I’ve used the Sea Guard they actually won a combat. The two in base contact with the Pistoliers both hit and scored fatal wounds. In reply the Pistolier Champion killed one of the Sea Guard.
The Pistoliers failed their break test and fled 9” which took them off the table. The Sea Guard pursued 9”.
 – After re-reading the rules about shooting at units on hills I should probably have had the full 16 shots. Fortunately that didn’t come back to bite me.
 – Had I been thinking here I should have charged the Pistoliers as they would have just been in range and even the LSG would probably have won the combat.
In the end a pretty comprehensive victory for the High Elves, although it was a bit touch and go with the combat between the Dragon Princes with the Noble and the unit of Swordsmen with the Halberdier detachment.
Panicking the Handgunners in the first turn which then led to them and the general fleeing off the table got me off to a good start but I think what helped me win the battle was my opponent not charging his Pistoliers into the back of the Dragon Princes when he had the chance. Even if they hadn’t managed to score any wounds he could have gotten them into the rear of the unit and with the additional points for him in the combat resolution my Dragon Princes would have been running away (on the turns when they lost combat they only just passed the break tests). I’m not sure if at that stage in the battle the Sea Guard would have been able to get a charge in in time to help out.
I’d been a bit wary about fielding the DPs as with my luck with dice rolls they normally rubber lance in the first turn of combat and run away before they can flunk their attacks in the second round. This time round they actually killed some Swordsmen but then, as feared, and even with the Noble still causing strength 5 hits, they did nothing the following round of combat. If not for the Swordsmen and Halberdiers also failing to wound the Dragon Princes probably would have fled then.
Other than that I’m pretty pleased with how the battle went. I must admit I was surprised my opponent actually took a wizard for this game, although I was relieved when he told me he was going to be using the Lore of Fire which meant the only unit he would be able to affect magically were the Sea Guard. If he’d won the roll for first turn or the Handgunners hadn’t run away they would probably have taken out one Dragon Prince which would have reduced the amount of damage I was able to do on the turn I charged.
Apart from thinking to charge the Pistoliers on turn 2 the only other thing that I think I should have done better in this battle would have been to deploy the Dragon Princes further to my right at the start of the game. This would probably have given me the option to charge the Halberdier detachment first and finish them off before going after the Swordsmen.
Last edited by sorberec; July 17th, 2009 at 20:20. Reason: Updating image links
Why the great weaponon the mounted Noble? Halberd is a few less points and would possibly allow you an extra body somewhere...
I am surprised teh Empire player took lore of Fire as well, but other than the above, greta job with the maps, excellent battle report.
Would you consider any different builds now that you have played a very small elite force? I was thinking perhaps having more Sea Guard in another ranked unit, or else investing in some White lions instead of Dragon Princes...
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I'm not sure which direction I'll go when we play this points level again. I haven't really looked into possibilities with taking a mage instead of a noble yet, although that's partly because of the 125 point limit on characters under the Border Patrol rules. I might consider a ranked up unit of Phoenix Guard, Sword Masters or White Lions along with a bigger unit of Sea Guard next.
Hey, great battle report and waiting for the next one.
How would you say this list works in general, as I really want to field a similar list for 500p. my self, though with Spearmen instead of Sea Guard. You use this list often?
5000p. High Elves
This was the first time I've used this list - as per my response to kithre, in the previous game I took two lots of Sea Guard and a unit of Sword Masters and got my arse kicked.
I probably wouldn't use this list again soon, although that's more to do with the fact that at the moment there's only two other guys I play against so if you take the same list more than once the chances are your opponent has put something in his list to counter anything that was highly effective for you last time out.
The main problem with this list is the Dragon Princes as I don't think you can afford not to put your fighty character in with them in case, as happened here, you don't break the enemy in the first turn and the DPs then struggle to score wounds in subsequent rounds when their attacks are only S3.
But then I think it's probably a fair bit harder for armies with higher points cost units to do decent lists at this level (either that or I'm just a far worse general than I think I am). You either have one massively overpowered unit (i.e. the DPs, on the turn they charge at least) or a couple of core and a just about viable sized special.
I'm not sure about whether Sea Guard are the best way to go at this level or not. If you keep the DPs you're only going to get one other unit and I think (haven't got the army book to hand so I could be wrong) you just about have enough points for 20 Spearmen so you start out with one extra rank bonus. Then you have to weight that against the fact that they probably won't be doing any damage for a couple of turns without the bows - in this battle you could argue that the Sea Guard won it by getting rid of the Handgunners and enemy general.
I think my lists in future will probably be dominated by Sea Guard because I'm a sucker for flexibility, although I might try archers at some point.