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High Elves Vs Empire
Army Composition rules – Standard Composition rules
Board size 6x4’
Deployment Zones: Standard
Deployment Method: Standard
This was my first proper game for a few weeks since I’d not managed to arrange something with either of my usual opponents. I’d actually been keen to play at 1999 as I’d got a few lists for that level I’d prepared that I’m thinking of taking to tournaments once it’s all painted up but my opponent thought that level would take too long so we went for 1500 in the end.
Would I be able to avenge the defeat of last time?
Barded Elven Steed
Sword of Might
Barded Elven Steed
Level 2 upgrade
Jewel of the Dusk
5 Dragon Princes
5 Dragon Princes
5 Sword Masters of Hoeth
5 Sword Masters of Hoeth
15 Phoenix Guard
15 Lothern Sea Guard
Repeater Bolt Thrower
Orcs and Goblins
Orc Big Boss (General)
Amulet of Protectyness
Orc Big Boss
Collar of Zorgar
Martgos Best Basher
Level 2 upgrade
15 Black Orcs
19 Orc Big Uns
Mork’s Spirit Totem Banner
10 Orc Arrer Boyz
22 Night Goblin Archers
5 Forest Goblin Spider Riders
Orc Boar Chariot
I’d brought the two hills I’ve made again (albeit I still haven’t got round to flocking them yet) and had planned to bring the new hills I’d been planning on making as well. Unfortunately I hadn’t got round to making the new hills due to doubts as to whether I’d be able to get all the way through the polystyrene sheets with my handheld hot wire cutter. This meant that for extra hills we resorted to the tried and tested books.
We ended up with; my large hill in the bottom left corner as I looked at the board with a small hill opposite that on the other side; a hill roughly in the middle of the board on both sides of the table; my small hill in the top right corner of the board and a large wood on the bottom right of the board.
Orcs and Goblins
- Gaze of Mork
- Gork’s Warpath
This game I decided to give Lore of Death a try. This was pretty much a last minute decision as despite planning to sit down and consider which lore to take in advance I didn’t get round to it.
- Dark Hand of Death
- Wind of Death
My opponent won the dice roll for board size and chose the side he was standing behind. He also won the roll to start deploying first (which I should probably have taken as an omen for the game).
He started by placing the unit of Night Goblins in the middle of the gap between the hill on the left and the middle. I placed my unit of archers on the large hill which he mirrored by placing his Arrer Boyz on the hill opposite. My Sea Guard went just to the right of the large hill.
His new unit of Spider Riders went behind the hill on the top right of the table. My Phoenix Guard went next to the Sea Guard. His units of Orcs went either side of the Night Goblins while my units of Dragon Princes went on either end of my lines. His Orc Boar Chariot went behind the hill in the middle of his deployment zone and I popped my first unit of Sword Masters down to the right of my Archers.
He now surprised me by putting down his war machines – I still had a couple of units to go! A Spear Chukka went on the hills in his table corners, the one with the bully going on the hill opposite the bulk of my force.
My Great Eagle went down behind the hill in the middle of my deployment zone while his Giant went just to the left of the hill in his deployment zone (a bit out of order but it was a friendly game).
My final unit of Sword Masters went just behind the unit of Dragon Princes on my right flank.
He now deployed his characters. The Big Boss on the Boar Chariot went to the left of the already deployed Orc Boar Chariot, the Big Boss on foot went into the Orc Big Uns while the Shaman went into the Black Orcs.
My Repeater Bolt Thrower went on the hill on my left just behind the Sword Masters while my Mage went with the Phoenix Guard and my Noble went with the Dragon Princes on my left.
The filthy greenskins won the roll to see who went first.
Orcs and Goblins – Turn 1
All his units marched forwards their full amount while the two chariots went round the right-hand side of the hill they were behind. The Giant went forwards about 8” keeping in rough line with the other infantry units.
The Shaman attempted to cast Gaze of Mork at the Sea Guard which I dispelled. He failed in his attempt to cast Gork’s Warpath at the Phoenix Guard.
His Spear Chukka’s went after my large infantry blocks but both failed to hit.
High Elves – Turn 1
My Great Eagle flew out from behind the hill as the sacrifice to draw the Fanatics out. The first when went straight through the Eagle doing the required 3 wounds to kill it. The other Fanatic left the Goblins from the left of the unit going 4” forward.
The Dragon Princes with my noble advanced 4” to make sure the Giant should be in charge range if it moved forwards next turn. The Sword Masters in front of the Bolt Thrower moved up 6” to the bottom of the hill.
The Sea Guard wheeled 1.5” so that they could draw Line of Sight on the nearest Fanatics.
With the position of the Fanatics I decided to leave the other Dragon Princes and Sword Masters where they were.
My Mage attempted to cast Dark Hand of Death at the Black Orcs but this was dispelled. Wind of Death, also cast at the Black Orcs, drew out his dispel scroll in order to counter it.
The Sea Guard shot at the Fanatic that had killed the Great Eagle killing it. I decided to leave the second Fanatic alone for now considering it was close enough to the Orc and Goblin line that it might end up going through its own troops.
The Bolt Thrower shot at the Giant and hit but only put a single wound on it. The Archers shot at the Black Orcs but only scored 3 hits, none of which managed to penetrate the Orc’s thick skin.
Orcs and Goblins – Turn 2
With no squabbling and no charges to declare his remaining fanatic went 7” across the table towards my bottom right corner which fortunately game the Black Orcs a bit of room to manoeuvre and so they wheeled and went forward 6” after the Shaman had left them to join the Night Goblins.
His Giant marched forwards 12” towards my Archers while the Big Uns moved up. The two chariots again moved up towards the centre of my half of the table while the Spider Riders went up their full 14” to get into the woods in my right-hand corner.
The Orc Shaman managed to get Gaze of Mork off at the Sea Guard scoring 3 hits and 2 fatal wounds. Gork’s Warpath failed to cast.
The Orc Arrer Boyz shot at the Sword Masters at the base of the hill scoring an amazing, for Orcs, 4 hits and a wound. Fortunately it glanced off the Sword Master’s armour.
The Spear Chukka on the right hand side of the battlefield shot at the Phoenix Guard, hit and wounded but the bolt was stopped by the hand of the Elf gods.
The Spear Chukka on the left had more success shooting at the Dragon Princes, killing one.
Finally the Night Goblin Archers tried to shoot at the Phoenix Guard but were out of range.
High Elves – Turn 2
There were Terror tests for both the Dragon Princes and left-hand unit of Sword Masters which both units passed.
The Dragon Prince with my Noble declared a charge on the Giant, passing their fear test to charge into his flank.
The left-most Sword Masters carried out a slight clock-wise wheel but didn’t move due to the proximity of the Fanatic. The Dragon Princes on my other flank moved forwards a cautious 6” while the Sword Masters behind them carried out a big clockwise wheel and went forwards to head off the Spider Riders that were going to be heading that way.
The Phoenix Guard moved 7” forward while the Sea Guard wheeled to straighten up and went forward a bit.
The Black Orcs were again the target of my Mage. Dark Hand of Death went off and scored 2 hits but no wounds while Wind of Death was dispelled.
Continuing the Black Orc bashing theme the Archers shot at them scoring 4 hits, 2 wounds and 1 dead Orc. The Bolt Thrower hit the unit 4 times and scored 1 fatal wound.
The Sea Guard shot at the Night Goblin Archers but failed to score any hits.
My Noble struck 3 times and hit on all three, putting two wounds on the Giant. The Dragon Princes scored 7 hits and 5 wounds, finishing off the Giant.
The unit overran into the flank of the Black Orcs.
Orcs and Goblins – Turn 3
The Orc General declared a Waargh! His Spider Riders and Big Uns went forwards 2” while the Night Goblins ran forward 5”.
The Orc Arrer Boyz declared a charge on the Dragon Princes who were in the flank of the Black Orcs but were out of range and so trotted forwards 4” instead. The Orc Big Uns charged the second unit of Dragon Princes.
The Fanatic span back through his own ranks killing a Goblin and one of the Orc Big Uns.
Meanwhile the two chariots moved up 8” again.
The Shaman cast Gaze of Mork at the Sea Guard which succeeded. He rolled 6 hits of which 3 wounded but I made the 3 saves of a 6 that were needed.
He then attempted to case Gork’s Warpath in the Sword Masters on my left flank but this failed.
The Night Goblins shot at the Phoenix guard scoring no hits.
The Spear Chukka on the left hill shot at the Sword Masters but failed to hit. The other one shot at the Sea Guard who were just in range, hitting and killing 1.
Due to the earlier casualties my Noble ended up not in combat with the Black Orcs. Fortunately the Dragon Princes did the business with 6 hits out of 8 attacks, 4 wounds and 3 dead Orcs. The Elven Steeds chipped in another dead Orc. The formerly fearsome Black Orcs turned and ran, only to be run down by the Dragon Princes. The overrun would have taken them into the Night Goblin Archers if the puny greenskins hadn’t decided to run away.
Meanwhile things weren’t going so well for the other Dragon Princes who scored only 6 hits on the Big Uns and only 1 wound which, with their puny S3, was saved. For a moment it looked like the bout might end in a stalemate as the Big Uns scored a measly 1 hit in reply with no wounds but then the Orc General scored a single hit and fatal wound. With these Elven Steeds not helping their riders out the Dragon Princes had a test at -4 which they, needless to say, failed.
The Dragon Princes fled 13”, just passing through the Sword Masters causing them to flee 5”.
The Black Orcs overran into the Phoenix Guard. 
High Elves – Turn 3
The Sea Guard declared a charge on the Orc Big Uns.
The fleeing Dragon Princes rallied only for the Sword Masters to fail their rally test, run through them and cause them to fail their Panic test which then saw them run off the board.
With the two Boar Chariots tearing across the board I decided to hold the General’s unit of Dragon Princes where they were for this turn.
With the Mage in combat there was no magic this turn.
The Archers shot at the Spear Chukka opposite them scoring 6 hits, 5 of which went onto the crew killing a single Goblin.
The Repeater Bolt Thrower shot at the Orc Big Boss on the chariot with a volley, scoring 3 hits on the chariot, only 1 of which wounded.
The Sea Guard scored a mere 3 hits but couldn’t wound. The Phoenix Guard actually managed 2 wounds but these were saved. The Mage failed to even hit.
In return the Big Uns scored 2 wounds which killed 1 Phoenix Guard while the Orc Big Boss chopped down the Mage.
The Elves won the combat by 1 but the Orcs held.
Orcs and Goblins – Turn 4
The Spider Riders dashed forwards 2” from animosity before moving forwards a further 14”.
The Fanatic swung 8” towards the centre hill.
The Night Goblins rallied. The Big Boss on the Chariot moved another 8” forwards before pivoting to face the Princes. The other Chariot turned round and went 8” backwards before pivoting to face the right way.
The Shaman cast Gaze of Mork at the Dragon Princes which succeeded in killing 2. The Dragon Princes failed their Panic test and fled 9”.
The Shaman now cast Gork’s Warpath on the unit of Sword Masters on my left flank, wiping them out.
The Spear Chukkas both opened up on the fleeing Dragon Princes killing one of them. The Arrer Boyz also shot at them causing 2 wounds which were both saved.
Even with 11 attacks the Sea Guard failed to inflict a single wound on the Orc Big Uns. Likewise the Phoenix Guard, albeit from just 5 attacks. In reply the Big Uns managed 7 hits out of 7 attacks on the Phoenix Guard and 5 wounds, 3 of which were Ward saved. To the side a Big Un killed 1 Sea Guard while the Big Boss killed a further 2.
Both the Sea Guard and Phoenix Guard failed their Break tests. The Sea Guard fled 3” while the Phoenix Guard fled 9” with the Big Uns following up 7”.
High Elves – Turn 4
My Noble rallied but both Sea Guard and Phoenix Guard carried on running – straight off the board in the case of the Phoenix Guard.
The Repeater Bolt Thrower fired a volley at the Orc Big Uns scoring 5 hits and 3 fatal wounds. The Archers shot at the Arrer Boyz managing 6 hits and 1 fatal wound.
Orcs and Goblins – Turn 5
During the animosity tests the Night Goblins decided to dash forward an inch while the Spider Riders squabbled.
The Fanatic span another 7” towards the Boar Chariot. The Arrer Boyz moved 6” towards the Noble before wheeling to face the fleeing Sea Guard.
The Big Uns reformed to end up facing the Repeater Bolt Thrower while the Night Goblin Archer moved another 7” forwards. The Big Boss on the Chariot moved 8” to the side of the hill in the centre of my deployment zone while the other chariot moved further round the hill in the centre of the Orc and Goblin deployment zone.
The Orc Shaman concentrated and cast Gork’s Warpath on the Dragon Princes but failed to wound them with it. He then cast Gaze of Mork on them scoring 6 hits all of which wounded. The Noble’s armour stopped all the wounds he received but the remaining Dragon Prince failed his armour saves. The Noble passed his panic test.
From all the way across the battlefield the Spear Chukka on the right shot at the Noble but failed to hit. The other one shot at the Sea Guard and hit but failed to wound.
High Elves – Turn 5
The Sea Guard finally rallied while the Archers made a clockwise wheel so that they could see the Orc Big Uns.
Eyeing the two Boar Chariots either side of the Night Goblins my Noble decided against a heroic charge into the runty greenskins.
The Archers shot at the Big Uns and managed to score a fatal wound. Likewise the Bolt Thrower fired a volley into the Big Uns, managing to kill another.
Orcs and Goblins – Turn 6
During their animosity checked the Arrer Boyz decided to disregard the Sea Guard and instead wheel 6” towards my Noble while the Big Uns also decided to dash forward 2”.
Being most of the way there the Arrer Boyz declared a charge on my Noble who decided to hold.
Meanwhile the Fanatic span his way through the Orc Boar Chariot but inflicted only 1 hit and no wounds.
The Boar Chariot pivoted 180 degrees and moved further back into the top right of the table. The Spider Riders reversed course to claim the bottom right table quarter.
The Shaman attempted to finish off the Sea Guard with Gork’s Warpath but miscast and rolled a 5 managing to inflict 3 hits and 1 wound on himself.
He then attempted to cast Gaze of Mork on them but failed to cast.
The Sea Guard were the target for both Spear Chukkas although only the closest one hit and wounded.
In combat the Noble inflicted a single wound on the Arrer Boyz leaving 2 to strike back and wound, although this glanced off the Noble’s armour.
The Noble lost combat but didn’t break.
High Elves – Turn 6
The only movement was the remnants of the Sea Guard charging the Arrer Boyz.
For the second turn in a row my shooting philosophy was to try and turn the Big Uns into big green pincushions, only this time it was a plan that worked. The Archers scored 6 hits and 4 wounds, 3 fatal, and the Bolt Thrower got 4 hits and 2 fatal wounds.
Unfortunately the Big Uns passed their Panic test and so stood their ground.
My Noble, despite the hindrance of having to slash behind him managed 2 hits and 2 fatal wounds on the Arrer Boys. The Sea Guard also managed to kill an Orc.
Needing Insane Courage to stick around the Arrer Boyz fled, only to be run down by the Noble, with the Sea Guard hot on his heels.
Just a quick note on the accompanying battle maps. I’m not quite sure I’ve moved the surviving fanatic correctly through these and there’s some doubt as to whether the Orc Big Boss riding the chariot got back into the upper right table quarter or not to be able to claim it for Victory Points. Unfortunately this is a result of my note taking at this battle.
 I’m not entirely sure we played this correctly. Although it doesn’t show on the maps terribly well, the way the Phoenix Guard had been set up on the table they were actually at a very slight angle.
If we’d played it that the Orc Big Uns went straight forward (as per the overrun/pursuit into fresh enemy rules) then they’d have contacted the flank of the Phoenix Guard. However, before the Big Uns moved we established that they were in the front charge arc of the Phoenix Guard and so moved them into contact with the front of the unit.
For once I came into a battle with a plan and remembered to stick to it – namely deploying in as much of a corner as I could. This paid dividends in that my opponent had three units (the Spider Riders and the two chariots) that weren’t much of a factor in the game until late on and even then didn’t see combat.
Despite that I think I still messed up a bit with the placement of my Great Eagle. It should really have gone behind the Phoenix Guard so that it would be flying straight at the Night Goblins. If I’d got the first turn I probably wouldn’t have got it quite close enough to release the Fanatics and then found the Eagle getting shot to death before it had a chance to fulfil its purpose.
I was pleased with the performance of the Dragon Princes who had the Noble with them when they went into the Giant, especially considering the grief that Giant has given me in previous games. Personally, if I’d been the Orc and Goblin player, I wouldn’t have moved the Giant up right at the start. I think I would have kept it where it was which would then have given me a hard choice about whether to move the Dragon Princes out onto the battlefield and possibly get charged, losing the lance strength bonus, or to hang back with them. That said, I think my opponent had forgotten that Dragon Princes get two attacks each as he was surprised when I rolled 8 attacks for the remaining knights.
Things were looking pretty good for me mid way through the Orc and Goblin combat phase on Turn 3. And then the other Dragon Prince unit lost combat with the Orc Big Uns. I think I should perhaps have been a bit more aggressive in the first turn and moved them up so I’d have had charge range on the Big Uns but with the Fanatic whirling around in front of them I decided not to risk it.
Unfortunately the mistake that really cost me was rallying them before the Sword Masters in my following turn only for the Sword Masters to fail their rally test and flee right through the DPs and panic them off the board.
In terms of list selection I would probably have been better off having White Lions rather than Phoenix Guard, as the S6 attacks would probably have caused enough wounds on the Big Uns to ensure I won combat. Having said that, the army list I took to the battle was a 1999 point “all-comers” list I’d trimmed down for this battle and so wasn’t really optimised for facing Orcs and Goblins, although their continued lack of hitting power is making me think about swapping the Phoenix Guard out for White Lions permanently.
Great report, I really like your diagrams they are so easy to follow.
I agree about the WL particularly at the unit size you have the PG at. 20 Phoenix Gaurd would have outnumbered the Big Uns and caused auto-break when the seagaurd charged. 15 will really need to do some kills to get combat resolution all squared up and PG just aren't that reliable at killing stuff.
As a result I have made 20 my minimum unit size for PG, which costs heaps, so they don't really get used in lower than 2000 pt games.
I keep using the PG as a bunker but I think when points allow I need to put a killy Noble in with them so that they hoepfully win combat more often - I seem to find that they either draw or lose by 1 or 2 more often than they win and obviously if they're not winning combat it doesn't matter if they cause fear or not.
nice battereport! This is up to standards of teh white dwarf reports i would say
nice maps, looks like alot of work, and the link to your last defeat is a great touch.
thanks for the report
Warchief Diggah o da Bloodmoon Squiggahs
i have to admit i havent bought white dwarf for years...
i used to like the battle reports.. nice maps (just like yours) and some fluff around it, allways a nice friendly atmosphere with lots of jokes.
Warchief Diggah o da Bloodmoon Squiggahs