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I'd had my WE army spanked pretty soundly by this guy's Bret list a couple of times. Having spent some time painting Treekin and ready for a different go at this guy's army, I made a forest-spirit heavy list.
I had the following...
Branchwraith, general, lvl 1, cluster of radiants, and annoyance of netlings
Highborn Alter, bow of loren, arcane bodkins, amber pendant, lt armor, shld, great weapon
Noble Alter, hail of doom, helm of the hunt, lt armor, great weapon, shield
2 x 10 Glade Guard
2 x 8 Dryads
2 x 3 Treekin
Yep, that's it. Not a lot of models, but a lot of models that could take a charge and do some hitting in return. And you know that highborn was made with armor in mind.
His list was something like this...
Hero on royal pegasus with flaming lance (Archangel)
Cardinal Poohole (yes, that's really what he calls him), lvl 2 with lore of life
The Frickin' Pope (yes, that one too...you see the theme by now), lvl 2, lore of life
20 peasant mob
2 x 5 fast cav
2 x 6 knights
3 pegasus knights (also angel models)
8 knights with damsel
8 knights with BSB
6 or 8 more knights
Terrain was set up rather symmetrical. A large stand of trees just off the middle. A smaller stand to the southwest, another to the northwest, and a third to the southeast. A small hut was towards the northeast. (Yes, I set up the terrain...I'm an elf dammit! But I did offer him to redo it all). I put my free tree piece between the middle piece and the southeast one so that I could block and chargers, hopefully, with treesinging.
I set up my first unit of archers in the center, hoping to draw him into the alley that was there. Then I placed my second unit of archers next to them so that the entire alley would be a missile zone. Unfortunately, he didn't go for it, but it turned out okay, although my archers didn't have a big role.
The table looked like this...
He didn't fall for the bait with my archers but he stacked most of his knights to the northwest. He had something like five units of knights over there. He expected me to continue with a symmetrical deployment but once I saw most of his knights piled to one side, both treemen went east and I left one unit of treekin, one unit of dryads, and both alters to deal with the west.
As the Brettonian Knights go through their catechisms, archers advance on mob. Treemen move to the west, but south of the treestand. Dryads move into that same treestand. West treekin wheel and push behind treemen. East treekin wheel and advance just below treestand. East dryads move up. Both alters position themselves for shooting. Magic shifts some trees around, squeezing the west lane. The archers let loose on the peasant mob, killing a mere three. This next bit may seem like a waste, but I've been pestered enough by fast cav, so the noble let loose his hail of doom arrow and quickly erased the fast cav to the northeast. The highborn surprised the enemy firing five arrows, three of which would wickedly slip through the BSB's unit of knights, though one would be saved by the power of the catechism.
Knights to the west gallop forward and position themselves in a horseshoe fashion. Fast cav advance ahead of knights on that side. BSB unit advances along with other knights to the east. Royal Pegasus unit flies to what is almost center east. Nothing happens in magic. His peasants kill two archers and his fast cav launch a couple of prayer shots at one treeman, hit that treeman, and proceed to wound that treeman. Luckily, the arrows lodged harmless in the treeman's outer bark.
Treemen edge out, wary of being in charge range, but anxious to terrorize the pesky fast cav. They make way for the treekin behind them, who move up to plug the hole left there. Dryads stay in the trees, looking to countercharge any knights. Archers advance towards peasants again. Alters reposition for shooting. Dryads move between two treestands where they can charge out. Treekin to the east move out, just beyond range of the BSB and other unit of knights, though the Pegasuses lurked to the east. The branchwraith rolled two dice for treesining, just needing a 4, and miscast! No magic for her this round or next round. The treemen's attempts were dispelled. This would leave my treemen in a bind as I'd hoped to pull the trees over for cover and block off a couple of those knights units. The archers forced a panic test on the peasants who would hold...bloody peasants! The highborn with his sneaky arrows failed to hurt the pegasus knights, and the treemen were out of range for shooting.
Pegasus knights attempt to charge treekin and fail their fear test! On the west side of the table, a unit of knights with the damsel in it fail their charge on the treeman by a quarter of an inch. They look so lonely out there without any friends around and just 8 1/4" away from my treeman. He blocks the treemen, though, by moving his fast cav in front of them, preventing that lonely unit of knights from being charged. Other knights move in and reposition so that they can charge in tandem. Magic gets him nothing, and the peasants force a panic test on one unit of archers, who roll a 12 and run for it!
Fast cav should outrun treekin, but not when they roll a total of 6 on three dice. Treekin find themselves to the west of that lonely knight unit and suddenly in an advantageous position. Treemen weren't eligible to charge and move up to accept the charge from some knights. Dryads charge out, and branchwraith issues a challenge. I win combat against the small knight unit and it autobreaks but dryads don't pursue. Archers move up to peasants, and will finish them off by the fourth round. To the east, treekin back up, dryads reposition, and alters back up, waiting for the right moment to charge (together, they can charge in with 10 str 6 attacks, each at WS 7 thanks to the helm of the hunt). The dryad can't use magic and the treemen's bound spells are stopped easily. The highborn drops three more knights...gotta love that bow/arrow combo! We decide that Howler Wind would stop the treemen from using strangle roots.
One unit of knights to the west fails a terror test and books it. Knights to the east charge the treekin and make it...passing their fear test. The pegaus knights stayed out of range for some reason, don't know why he held back with them. Back to the west, knights with damsel hit the treeman. Another unit can't charge because of my positioning and counters by moving his guys around my treeman so that he can't charge. He fails to hurt the treeman who wallops them for two wounds in return, though they win combat through ranks, numbers, and standard. He holds his ground. The treekin to the east take two wounds, but ward saves prevent them from doing more than one wound. They lose combat, break, and are run down.
To the west, the treekin that flattened his fast cav smack into the flank of the unit fighting the treeman. The dryads that won the last combat charge the other flank. This is gonna be good! To the west, the dryads and the noble highborn charge the BSB unit, which will flee, giving up the army's wardsave. The highborn alter will flank-charge the unit that cut down the treekin. Needless to say, the combat in the west is brutal as the treekin and dryads crash onto the knights. And once the treeman is done, there's one knight and the damsel, who fail to outrun their pursuers. The highborn lays a couple of wounds on his unit.
The Bret player conceded at this point. Partly because it was quickly becoming a losing battle and mainly because the D&D game was starting up behind us. His large units of knights were gone or fleeing. Others had fled, rallied, and been reduced. All peasants were gone (big deal). And he never got his pegasus knights into contact. The general was too far from the army to lend them his leadership and never saw combat. I think the battle wasn't certain when he conceded because he had enough knights to work with, though they were all scattered at that point. But that general could really cause some havoc, especially when I learned about the flaming lance it had. He thought I'd deploy my 2nd treeman to the east, so he dropped his flyers over there. When I didn't, he didn't detach his character for some reason, though it would've been a good idea.
It was a fun game, and although it wasn't what I'd call a true victory, it was my first time to deal with his brets that soundly. The bow of loren/arcane bodkins is a nasty treat for any heavily armored foe. And dealing with two treemen is tough, with two units of treekin just making matters worse. Still, I missed my wardancers and would like to have flyers in the list.
I didn't understand you comment about the whole army losing the ward save. I thought that only the unit that fled lost the save.
anyway, I have face the Arcane/bow of loren many times, and your right it is a great combo.
Lookfoward to you next report.
That's what I thought, but he said the whole army. It had the Battle Standard Bearer in it, so maybe that was why? I don't know Brets too well, just that they usually beat me silly.Originally Posted by eagletsi
But I'm not that sure either. Maybe it was because of the BSB. I check my book tonight when I get home. Now I'm intrigued:yes:
Yay D&D, yay powergaming. (if you look at the forgotten realms stats for wood elves, theyre kinda rediculous, almost as rediculous as the stats for half-ogres in savage species)
Its really those Buddhists we have to watch out for.
His General on the Pegasi is a tough call. It's a two edged sword for me with my Orcs (General on a Wyvern). It allows you to get the Leadership where its needed most and allows him to rampage all over the board. Though, I usually end up rampaging all over the board with him! lol
I've opted to keep my General grounded nowadays and let a lesser hero ride the wings. True, I have more Leadership troubles than Brett's, but overall its the same issues.
40K: Tyranid, Necron, Space Wolves
Fantasy: Dark Elves, Lizardmen, Orcs & Goblins, Dwarves