VW FBVW Mk. IV: Round 2 - Match 18: S-N v. BirchQ - Warhammer 40K Fantasy
 

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  1. #1
    LO Zealot Spector's Avatar
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    131 (x5)

    FBVW Mk. IV: Round 2 - Match 18: S-N v. BirchQ

    Map = 9. Dwarven Gates

    First Turn = BirchQ

    Walt Strangelove's Child-Friendly Parade of Respect and Strong Christian Morals – S-N

    Characters
    -------
    Walt Strangelove (Duke)-238pts
    +Grail Vow
    +Knightly Temper
    +Gromril Great Helm
    KoTR

    Mouseketeer (Paladin)-129pts
    +Knight's Vow
    +Battle Standard Bearer
    +War Banner
    +Duty
    +Warhorse
    KoTR

    Damsel of Morals (Damsel)-130pts
    +Dispel Scroll(x2)
    +Warhorse
    KOTR

    Core
    ----------
    6x Knights Errant-161pts
    +Errantry Banner
    +Full Command

    6x Knights Errant-141pts
    +Full Command

    8 x Knights of the Realm-216pts
    +Full Command

    8 x Knights of the Realm-216pts
    +Full Command

    8 x Knights of the Realm-216pts
    +Full Command

    20 x Men at Arms-115pts
    +Halberd
    +Standard/Musician

    20 x Men at Arms-115pts
    +Halberd
    +Standard/Musician

    18 x Peasant Bowmen-
    +Skirmish

    15 x Peasant Bowmen-
    +Stakes

    Special
    ---------
    5 x Mounted Yeomen-87pts
    +Shield
    +Musician

    5 x Mounted Yeomen-87pts
    +Shield
    +Musician

    Rare
    ---------
    Field Trebuchet-

    Field Trebuchet-

    2247

    That's one powerdice and three dispel dice.

    Errantry Banner: +1 str on the charge, -2ld to impetuous test
    Virtue of Knightly Temper: Any attacks that hit and wound on the charge allows for an additional attack to be made
    Virtue of Duty: As long as the general is alive, this person gains +1 combat res
    Grail Vow: Model always has the blessing, all attacks count as magical
    Gromil Great Helm: 6+ armour save, may re-roll failed armour saves

    -------------------------------------------------------------------------------------------------------

    Lords (Lady)

    Qalliadria, Level 4 Spellweaver (Upgraded)
    + 3 Dispel Scrolls
    + Ranu's Heartstone: 345
    Lore of Life - Mistress of the Marsh, The Howler Wind, The Rain Lord, Master of Stone

    Heroes

    Nimlindel, Alter Kindred Noble
    + Hail of Doom Arrow
    + Great Weapon: 134

    Feathyir, Noble
    + Army Battle Standard Bearer: 90

    Core

    8 Dryads:
    8 Dryads:

    12 Glade Guard + Musician + Standard: 162
    12 Glade Guard + Musician + Standard: 162

    5 Glade Riders + Musician: 129
    5 Glade Riders + Musician: 129

    Special

    3 Tree Kin:

    7 Wardancers + Musician: 133

    5 Wild Riders of Kurnuos + Musician + Standard + Warbanner: 173

    Rare

    1 Treeman:

    5 Waywatchers:

    Magic Items:

    Hail of Doom Arrow: One use only. Fires 3D6 magical arrows
    Ranu’s Heartstone: Reroll 1 dice in a dispel attempt (one use only)

    Last edited by Spector; February 29th, 2008 at 16:34.

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  3. #2
    Junior Member BirchQ's Avatar
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    1 (x1)

    I plan to play this one in a characteristically pesky wood elven fashion.

    Picking thing off from long range with my powerful archery, hail of doom arrow, etc, and stronger magical puissance.

    If he gets near my forested areas where I am powerful and protected, I can make use of my powerful magic to inflict greater damage on his troops, as well as my Terror causing, Stranglerooting Treeman of doom. I should easily be able to dispel almost all of his magic while using lots of dice for my spells without much fear of a miscast thanks to Ranu's Heartstone.

    My faster units and waywatchers will frisk around, being generally annoying and march blocking. If they are ignored (or even if they aren't) they will war machine hunt.

    The forest spirits and the wild riders all cause fear/terror, I will try to make the most of that to break his weaker forces and harass his army while working away at the tougher forces with ranged abilities rather than seeking to engage them.

    If the heavier troops are hell-bent on pursuing me, I will try to make them chase me into the forests, if they don't they get shot at.

    I will place my 6" forest in an annoying location on the map to protect my troops and give them cover while allowing my elves and spirits to zip around through it to escape or harass his troops.
    Last edited by BirchQ; February 28th, 2008 at 01:38.

  4. #3
    Now 17% more helpful gingerninja's Avatar
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    262 (x7)

    Well the Wood elves have the advantage of the first turn, a hill to keep their archers safe and an extra piece of terrain, which they can move to make the brets redirect charges.

    They have a big beasty that will smash into flanks, which will be made possible by the fact that the Wood elves have so many march blocking guys.

    In the end, I think the Brets will be given the run around here.

    Wood elves
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  5. #4
    /botnobot/ DavidWC09's Avatar
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    1283 (x8)

    Knights are very tough for WE, and this is a lot of knights. The WE archers giving up standards still really hurts them. I don't see that the shooting can do enough before knights are crashing over them. I just don't think the WE units have enough punch to deal with the Bret army.

    Bretonnians.
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  6. #5
    LO Zealot Spector's Avatar
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    131 (x5)

    Wood Elves.

    Their ability to march block and slowly whittle down some of the Knight units with shooting will soften them up enough for their heavier hitters to be able to beat them in close combat. Also the spells Mistress of the Marsh and Master of Stone in particular will help the Wood Elves out here.

  7. #6
    King of Librarium's Tombs Phoenix's Avatar
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    579 (x8)

    Brets take this one fairly solidly for me. The WE dont have enough central terrain on the field to hide behind, leaving them quite exposed to the Bret Knight charge, which will hurt the fragile WE units a lot.

  8. #7
    I've had enough! timk1111's Avatar
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    205 (x7)

    First thing I noticed, too, Phoenix, was the lack of terrain, and hence, ill give this to the brets

    The Brets have some decent knight units AND a fair bit of shooting, at equal range. Although at -1 BS, the peasants are about 1/2 the price, and so, the loses will hurt the elves more than the brets in this department,.

    All those ItP units are going to be wasy targets, too, with no flee charge reaction, and poor movement compared to the knights.

    With a bit of luck, 2 trebuchets should deal with a single treeman, too.

    Tim


  9. #8
    /botnobot/ DavidWC09's Avatar
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    1283 (x8)

    In the sense of fairness, WEs will add a free wood in pitched battles.
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  10. #9
    I've had enough! timk1111's Avatar
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    205 (x7)

    Quote Originally Posted by DavidVC04 View Post
    In the sense of fairness, WEs will add a free wood in pitched battles.
    Well, I did say 'lack' of terrain. Still dont think 1 forest is enough to hide the whole army

    Tim


  11. #10
    is a Brother of Arterius Bleyden's Avatar
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    38 (x1)

    Brettonians

    The WE magic should pretty much eradicate the Bretonnian shooting. But that is a lot of knights to kill with only 24 bowmen and a HoDA. The Bret player can put a MaA unit on the treekin/treeman and be a good tarpit.

    There isnt enough scenery for the Brets to become too floundered and they will arrive at the WE line too intact and will rip through it. the treeman will be an issue but a MaA can tarpit that as well.

    This could have gone to WE easy if they didnt get 2 negative-shooty spells.
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