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We played two games, and I'm reporting just the second. It's more fun, mainly because I won instead of being slaughtered like in the first game.
9 Scouts with banner of zenith
spellsinger, lvl 2, hail of doom arrow, ranu's heartstone
spellsinger, lvl 2, starfire arrow, calaingor's stave
branchwriath, lvl 1, annoyance of netlings and murder of spites
SS 1 rolls for call of the hunt and treesinging
SS 2 rolls for ariel's blessing and treesinging
BW rolls for fury of the forest
Lvl 2 sorceror with magic crossbow (hits on 2+, reroll wounds)
noble with nasty weapon, joins shades unit
20 witch elves
20 chaos warriors
20 marauders (this unit is worth describing; they're converted "cows of chaos"; beastmen given breasts and udders to join his all female army as marauders...quite funny)
2 bolt throwers
I have one unit of GG on a hill to the east. The other GG unit is at ground level, right in the center. To the west are the treekin and west of them is a unit of dryads. The second unit of dryads shelter behind the treekin. We decided that hills do not see over woods, so all the forest spirit units were sheltered for a time against the bolt thrower. Wardancers set up in woods to the east. Scouts set up northeast behind some trees. One spellsinger joins GG in middle. The other runs loose. BW is behind treekin with dryads.
His bolt throwers are on a large hill just east of center. To the west are the witch elves and marauders and centered behind them are the chaos warriors. Immediately west of the those three units is a strategic thicket of woods. Harpies are positioned center and shades deploy in a clump of trees just southeast of center.
Turn One: CoS
Having won deployment, he finds his witchelves marchblocked by my scouts, throwing off the chaos warriors behind them, who will swivel and march toward the scouts. His cows of chaos march straight towards my GG. His harpies loop forward almost a full 20, and the shades move to the edge of the woods they're in. His magic is ineffectual, so he let's loose with shooting. The shades drop one GG and the bolt throwers force a panic test on the other GG, killing three, but they bravely hold their ground.
Turn One: WE
The forest spirits all move forward, positioning so that any charges against them would require the enemy to move through the forest. The wardancers race towards the shades, who are just outside their charge range. The scouts move out the warriors' charge arc. One SS casts call of the hunt on the wardancers who easily move into the shades. Regeneration is dispelled, and the BW's fury of the forest is dispelled. The GG let loose on the harpies, taking down four. The SS with the hail of doom arrow doesn't like the idea of being charged by harpies and let's fly with her magical bolt, which hits like mad but only kills one after the dust has settled. The other SS fails to hit with her starfire arrows. The wardancers quickly dispense with the shades, who run and are cut down by their whirling blades.
Turn Two: CoS
The Chaos Warriors reposition to face the scouts (not sure why he does this...he's a smart player and should know not to chase scouts with a ranked unit that that can't possibly be hurt by them). The witch elves and marauders move forward, negotiating past terrain. The harpies charge into a unit of GG, suffering a stand and shoot that does only one wound, and lose their first round of combat but pass their ld test. Slaneesh frowns on the sorceress who does nothing. The bolt throwers fire at the wardancers, hoping to take them out before being charged but the wardancers dodge the hail of bolts just like in Kung Fu Hustle (but better, because they're wood elves dammit!).
Turn Two: WE
The forest spirits continue to position themselves. The eastern most unit of dryads moves into the forest near the chaos warriors. The treekin and other dryads edge forward in the woods, hoping to draw the witch elves in. The wardancers race towards the bolt throwers. The GG move forward to have a better shot at the marauders. One SS gets call of the hunt off on the GG engaged with the harpies and fury of the forest drops a couple of marauders. Enough GG kill a few cows of chaos. The scouts fire into the chaos warriors, accomplishing nothing. Even with their additional attacks and high I, the GG cant finish off the harpies, and the combat's a draw.
Turn Three: CoS
The chaos warriors finally align to plunge into the woods and towards the forest spirits. The witch elves reposition to flank my treekin which have great position on the marauders. His sorceress does little again, except for leaving herself in a precarious position outside any units. His bolts unleash on the wardancers who take a couple of casualties but remain resolute.
Turn Three: WE
The treekin take the bait, charging alongside the dryads. My hope was to break the cows of chaos through outnumbering and wounds, overrun to avoid the witch elves, and reform the turn after. The other dryads move around the chaos warriors flank and the scouts do the same. The wardancers charge one of the bolt throwers. With his chaos warriors partially in the trees that proved crucial throughout the game, I take two swipes at treesinging on them. One gets through, dropping a couple, so I follow up with fury of the forest for a couple more wounds. GG move forward to take aim at the now exposed sorceress, riddling her body with arrows. The treekin and dryads do break the cows of chaos, despite mediocre rolling, and the treekin pursue, as planned, but only 3"! They're witch elf bait for sure. The dryads restrain pursuit. Up on the hill, the wardancers mince the bolt thrower crew.
Turn Four: CoS
The marauders don't rally and run for the border. They'll be off the battlefield next turn. The witch elves charge my treekin, and I elect to flee. I'll need a seven or better to outstrip them and the dice turn up eight. Just enough! His chaos warriors continue to sludge through the forest, the victims of poor positioning since the game's outset. The remaining bolt thrower shot at the wardancers, dropping one. They again pass their leadership test.
Turn Four: WE
The treekin decide that they really enjoy this fleeing bit and keep on trucking. So my other dryad unit backs off, but the one in the woods charge the chaos warriors and are viciously repelled from the warriors' flank. They panic but outstrip the pursuing warriors, who are once again nicely embedded in the woods. GG and scouts drop a few marauders. The wardancers charge the other bolt thrower, kill one crew member, and the last dancer is cut down by the verminous dark elf. Magic cuts at the chaos warriors, felling a few more.
The Chaos Warriors wisely flee the vindictive forest. The witch elves move toward the dryads who are out of charge range. The bolt thrower misses. Not much action for CoS this turn!
Tree kin rally and reform so that the dryads can charge alongside them. GG drop a few witch elves. Magic doesn't do much.
Turn Six: CoS
The witch elves have a choice. Back off or prepare for the charge. With their soporific aura of slaneesh, they hold for the charge from the tree kin and the dryads. The chaos warriors never see combat other than breaking a unit of dryads, which finally rallied this turn. Wood Elf magic and some lucky shooting from the scouts managed to drop them to half unit size.
Turn Six: WE
Treekin and dryads charge in, wiping out the front rank of witch elves.
We didn't add up the points, but I had killed his general, controlled three table quarters, run one unit off the table, broken another, and reduced one to half size. I forget the captured standard rule, but I think I'd get two standards for the fleeing units (don't they drop it?). The shades and harpies were destroyed.
I lost my wardanceres a few dryads and a few GG. A very sound victory for the WE (who, in fairness to my opponent, had been humiliated by the hideous cult the previous game).
What I learned? The magic is pretty cool. The call of the hunt worked beautifully, launching the wardancers into their enemies and setting them up to take out at least one bolt thrower. The tree singings and fury of the forest really ate up the enemy. Also moving that important bunch of trees really helped my positioning and pinned those warriiors in.
I also learned to pick my battles. Avoiding and confounding the chaos warriors made a big difference. Tree kin can be a great anchor unit, but I think I'd rather see them flanking and negating ranks. I learned the value of fleeing (played undead before so fleeing is new to me) and about letting the archeres do their work.
Fun game. It seems that wood elves are really about army composition and smart play. The game that I lost featured almost no magic and had fancy nobles, including an alter, who got picked off (grr!). The army with the heavy magic fared much better, and the branchwraith gave me a character that could still fight. The hail of doom arrow and starfire arrows on the spellsingers did nothing worthwhile.
Hmm, that's it. I'm procrastinating from work...gotta go!
interesting. know idea why you decided to flee with tree kin though, mainly because they wound you on 6's........
oh and yes you do capture standards when units flee, and when you kill em all
The tree kin fled because they would have been hit in the flank by a ranked unit. And a unit of dryads was in position to counter charge. It worked out in the end, but I could have just as easily been run down.
It stinks, but it's the rules. Other then that good job. Glad to see the WE's get a win.
Grr, you're right! I forgot! I'll have to confess my goof to my friend. I should know that having played VC so long.
This stuff happens all the time as long as you two had fun playing. Thats all that really counts. I just wanted to inform you so you'll know for next time.
Last edited by eagletsi; August 23rd, 2005 at 00:21.
units that are immune to pyschology can still flee from charges, just like stubborn units can. unbreakable units cant...
Sorry, B. See page 112 of the BRB to see that eagletsi is correct.Originally Posted by bonjordo
Well done DavidVC04, it seems that you're grasping an entirely different playing style quite well. Cult of Slaanesh armies are very difficult to play against, they have extremely versatile units to choose from, their one weakness would be against shooty / skirmishing armies, which the WE's excell at.
I must confess though, when I looked at the title for a second I thought "Huh, where are the VC here?". :lol: Great battle report!
The iron crowned is getting closer,
Swings his hammer down on him,
Like a thunderstorm he's crushing,
Down the Noldor's proudest king.
Under my foot, so hopeless it seems.
You've troubled my day, now feel the pain.
- Blind Guardian