VW FBVW Mk. IV: Final Round - Match 44: DavidVC04 v. gingerninja - Warhammer 40K Fantasy
 

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

    FBVW Mk. IV: Final Round - Match 44: DavidVC04 v. gingerninja

    Map = 6. Fortified Manor

    First Turn = gingerninja

    Wood Elves

    Findul, Lord of the Piney Glen. Findul rides a long-time ally of the Wood Elves, the noble Great Eagle Bene-Talus. Findul wields a spear, the Enchanted Shield, light armor, the Bow of Loren, and the Arcane Bodkins, which pass with eldritch ease through the strongest armor.

    Osage the Many-Thorned, Branchwraith of Athel Loren. Osage has dwelled far longer than any Asrai in the shadowed woods of Athel Loren. Only Drycha does she fear. She wields a cluster of radiants and uses the Lore of Athel Loren. Level 1 wizard.

    Teddril Kel-Isha, Spellsinger of the Piney Glen. Teddril serves Lord Findul as a liasion to Osage and the other forest spirits. He wields two dispel scrolls and uses the Lore of Athel Loren. Level 1 wizard.

    Thalis Arahain, Scout of the Piney Glen. Thalis serves Lord Findul by leading his cohorts on scouting expeditions. None know the hidden paths and groves of the Piney Glen better than Thalis. He wields the Hail of Doom Arrow, light armour and shield

    Lord Findul's Bowmen
    10 Glade Guard with musician

    10 Glade Guard with musician

    10 Glade Guard

    Thalis's Scouts
    7 Glade Guard Scouts with musician

    Riders of the Piney Glen
    6 Glade Riders with musician

    Handmaidens of Osage
    8 Dryads

    8 Dryads

    Worshippers of Loec
    7 Wardancers with musician

    7 Wardancers with musician

    The Spears of Kurnous
    6 Wild Riders with Wild Hunter, musician, standard bearer, and War Banner

    The Perilous Pines
    3 Treekin

    Bena-Talus Great Eagle. Bena follows her mate Bene-Talus into battle, a loyal in death as in life.

    Hail of Doom Arrow: One use only. Fires 3D6 magical arrows

    Bow of Loren: Model may fire as many arrows as they have attacks

    Cluster of Radiants: +1 dispel die

    Arcane Bodkins: Arrows ignore armour saves

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

    The White Host of Caranthir Elensar

    Caranthir Elensar: Lorekeeper of the White Tower
    Archmage: 360pts
    Lvl 4
    Book of Hoeth
    Lore of Life - 2, 3, 4, 5

    Elrohir Elensar: Dragon Mage of the Flame Peak
    Dragon Mage: 435pts
    Silver Wand
    Ring of Fury
    Lore of Fire - 2, 5, 6

    Elessar Arnatuilë: Junior mage of the White Tower
    Mage: 140pts
    Lvl 1
    Staff of Sorcery
    High Magic - Shield of Saphery

    17 Spearmen: 176pts (Mage here)
    Full Command

    10 Archers

    14 Swordmasters: 315pts (Archmage here)
    Full Command
    Banner of Sorcery
    Bladelord has the Skeinsliver

    6 Dragon Princes: 200pts
    Champion

    14 White Lions

    2 Repeater Bolt Throwers

    2 Great Eagles

    Total: 2246pts
    PD: 9 + D3 + up to 3 ‘free’ dice + 1 Bound
    DD: 6 + +2 to dispel

    Silver Wand – Bearer knows 1 extra spell

    Ring of Fury – Bound lvl 3 – casts fury of Khaine

    Banner of Sorcery - +D3 power dice

    Skeinsliver - +1 to first turn roll

    Book of Hoeth – All spells successfully cast, including any double, except double 1, are irresistible force

    Staff of Sorcery - +1 to dispel

    Last edited by Spector; April 9th, 2008 at 15:23.

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  3. #2
    Now 17% more helpful gingerninja's Avatar
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    262 (x7)

    Well this is an interesting battle. Elf on Elf so to speak. Here we go then.

    With the first turn I shall probably not move to much, and focus my deployment to maximise my magical output. I will deploy around the hill, with my shooting units on top, giving me a nice view over the battlefield, removing some of the line of sight blocking capability of the terrain.

    This tight formation should also stop flanking against me by some of the faster elven units, as well as allow my magic to do its work.

    The Archmage will be using a combination of the Howlers wind and the rain lord to decrease the effectiveness of the wood elf bows. As all of his archery is strength 3, it will be completely nulified that phase if this spell goes off. The Wood elf dispel dice are few, and with only 2 scrolls, I should be dominating this phase by the end of turn 2.

    The Dragon Mages damage spells are aided by the fact that the wood elf units are small. Targetting them with damage spells that are seriously effective against skirmishers should allow him to do some real damage.

    Any magic dice left will be give to the archmage to use master of the woods to pop some wood travelling fools, or to the lvl 1 mage to use shield of saphery on the swordmasters.

    My shooting will be focussed on the wild riders, if they present themselves, or the treekin first. Volleys of str 4 bolts should make short work of either of these units, leaving my firepower to be then aimed at the wood elf archers.

    With the main threats destroyed, or at least damaged by shooting and magic, I will advance under the cover of the howlers wind to destroy the rest of the army using my dragon mage in combat with the largest threats, eagles harrassing, and the centre advancing together.

    As for woods advantage, Davids units are not the only ones who can move through woods unimpeaded. My white lions can also march straight through them, meaning I can fight in the woods if neccessary. Also remember, at long range, my archery is just as effective as his, and mine doesn't suffer from the possibility of being stopped by magic. His could be.

    ninja out
    Last edited by gingerninja; April 10th, 2008 at 15:12.
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  4. #3
    /botnobot/ DavidWC09's Avatar
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    1283 (x8)

    Ninja, no fair, no fair! You got new smilies for this! It's a conspiracy!


    *ow, hey!*
    :ninja:;o:ninja2:

    Whew, I escaped. Now back to business.

    General Principals from the Principal General
    When I first looked at this map and considered Gingerninja's list, I saw that gigantic hill and thought how I could perch all of my archers up there, but the tree stand directly across from it made me reconsider. If you look at it, it's basically 12 inches across. Even if I used my free piece of wood terrain to bottleneck him into a nice, narrow shooting alley, I'd still be limiting my own shots.

    So I changed my tactics and decided to deploy my free wood terrain on the east side of the existing terrain, positioned so that there's essentially no north / south line of sight or passageway between our two deployment zones, as shown in the attached map. Essentially, I'll be enlarging the existing tree stand. Also as his units are bunched around his own hill to the west, It allows me counter his castle. See attachment.

    Deploying the trees this way accomplishes a few things for me. It gives me two combat zones on my terms.

    The first combat zone is to the west, against that table edge and coming in about 28" or so. The High Elves will learn who is the true Master of the Woods!

    My combat units will keep out of LoS by bunching behind the trees, except for the treekin, hiding from Gingnerninja's first turn of magic and shooting as units on hills and large targets don't see over woods. Then they will funnel through the trees on their first movement turn.

    The Treekin are also one of the only available targets on that half of the board as the other units are obscured by trees. Remember, I'm not deploying any units on my own hill. The only other targets will be the rest of my army, including the glade guard on the eastern half of the board. He'll have to wheel and take long shots at them with his archers, decide whether to target treekin with his bolt throwers, or the archers, which will be at long range for at least two of the units of archers. And his magic will face a similar problem.

    Go West Young Man
    To the west of the tree stand is a passage large enough for my treekin to advance. They'll do so, placing a real threat down that alley way.

    Master of the Woods!
    I don't plan on avoiding the trees. Despite his MoW spell, I'll make use of the favorable terrain. Wild Riders, Dryads, and Wardancers will advance through the woods, keeping them out of sight from his magicians and shooters. At the very least, his archers will be -1 to hit my guys in the woods for one turn before I charge. It's a fantastic launching pad for my units scampering through it.

    In the House of the Rising Sun
    To the east of trees, my archers will spread out. They have a terrific shooting alley, a good 1/3 of the board. The two outermost units will wheel in to ensure that all archers have line of sight.

    30 shots a turn at a large target will hurt anything. Against the dragonmage, 30 shots against a wizard riding a large target means either 4/6 or 5/6 arrows will hit. That's 18 to 25 landing. 1/3 of those hits randomize onto the rider, meaning anywhere from 6 to 8 hitting the unarmored dragon mage. On average 3 will wound, which means a dead rider very quickly.

    Otherwise, I'll be cutting down infantry pretty fast. High Elves really fall to shooting, especially at short range. I'll go after Sword Masters first if they're in range. The white lions have a better save against my shooting, but they're a small unit and will go sooner or later. Unless my highborn gets to use his magic arrows against the dragon mage, he'll stick to shooting white lions first and sword masters second.

    Even war machine crews die pretty quickly to that much shooting, too. They'll be priority before the ranked units if I'm in range. The ranked units I just need to get below half through shooting and late charges in the last two turns of the game.

    Also the Great Eagle, Glade Riders, Glade Guard Scouts and the General will be coming from the east side of the board. Scouts can go in the ruined manor, exit, and not even bother to shoot the first time or two if it means getting to enemy lines quicker. They'll escort the noble who will use the hail of doom arrow on the best target he sees. Riders and flyers will head for the shooters on the hill. If the infantry is on the ground I can ride around them or fly over and behind them.

    Also, if he wants to target my army with magic, he won't have a lot of options. If the dragon mage is on his hill, my units will be out of range of most of his spells. That means he'll have to expose himself or keep to the western table edge, taking pot shots at Treekin. The archmage will have even more of the problem as he's not on hill or riding a large target. He can swing around to have a go at the archers, but that means my combat units will have less coming at them. Also, my great eagle can charge his dragon. If I get really lucky, I kill his mage and lose a 50 point unit. At least I might get a wound and half his points.

    My singer and branchwraith will linger behind the trees and preserve their victory points. I'll look to use the glade riders and scouts, if they've survived, at the end of the game they'll look to claim far table quarters.

    Him having first turn could really hurt, but I think I will neutralize a lot of target availability and force him to make some choices on units that I consider expendable anyway. My shooting will still do some serious damage in return, and I'll try to get some flanks on his ranked units if I spread out once I'm through the trees.

    Eventually, his magic is going to run out. If that dragon mage presents itself I'll look to take the rider of its saddle. Either he'll be pinned at some point or I'll get to shoot at him.
    Last edited by DavidWC09; January 28th, 2009 at 14:05.
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  5. #4
    King of Librarium's Tombs Phoenix's Avatar
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    579 (x8)

    Aww dammit, i thought this would be an easy(ish) decision, with the HE magic destroying the WE units, but some fantastic tactical posting there by Dave has just evened things up again! This will be a great final im sure. Im afraid im going to have too look it over, and get back to you... Good luck to you both!

  6. #5
    Banned ArchonFarseerGuy's Avatar
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    458 (x8)

    WEs, for a number of reasons:
    *Dave's tactics are more sound
    *40+ shots will hurt anything with T3
    *IMO the HE magic won't obliterate the WE units as much a is cracked up to be -especially with no fiery blast
    *Daves advantage lies with shooting, whilst GNs lies with magic. Shooting won't get you sucked into the Warp (unless you're a Champion of Khorne- but that's besides the point).

    Once the Dragon Mage goes, the HE attack will be seriously blunted, allowing Dave to surround and destroy the elite (and fragile and expensive) HE units. Every unit will really help the war effort.

    -AFG
    Last edited by gingerninja; April 10th, 2008 at 15:03. Reason: Bold your vote!!

  7. #6
    Now 17% more helpful gingerninja's Avatar
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    262 (x7)

    You need to bold your vote AFG. I have done it for you this time, but next time you might not be so lucky

    Quote Originally Posted by ArchonFarseerGuy View Post
    *IMO the HE magic won't obliterate the WE units as much a is cracked up to be -especially with no fiery blast
    Wall of fire counts as a fireball against skirmishers, so most of his units being those, I do have that in the locker.

    ninja out
    Last edited by gingerninja; April 10th, 2008 at 15:25.
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    Quote Originally Posted by Cheredanine View Post
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  8. #7
    Son of LO
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    523 (x8)

    Quote Originally Posted by gingerninja View Post
    Wall of fire counts as a fireball against skirmishers,
    Says it counts as a fireball in my book, has it been errata'd?

    That's what I said, you editting my posts again hameby?


    Typical elf: trying to get the upper hand by underhand means. I advise everyone to go through G's posts with a fine tooth comb. We caught this blatant attempt to trick the voters, who knows what he'll do next!

    ~Stonehambey
    Last edited by Sammy the Squib; April 10th, 2008 at 15:39.

  9. #8
    Banned ArchonFarseerGuy's Avatar
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    458 (x8)

    Quote Originally Posted by gingerninja View Post
    You need to bold your vote AFG. I have done it for you this time, but next time you might not be so lucky
    What? You think that was a mistake? That was naught but a deliberate error to see how alert you are. *ahem*.

    Actually, for all these posts, I'm the only one who's voted to date.

    -AFG

  10. #9
    is a Brother of Arterius Bleyden's Avatar
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    38 (x1)

    Wood Elves

    They can just sit back and when the HE army actually get to the WE battle line (ish) then there wont be enough of em to make a proper impact. The HE do have magic dominance but the WE magic defense is pretty sound and the HE archmage can miscast and die (chances of miscasting are quite high seeming as he's casting 4 spells a turn).

    The Dragon mage is pretty nasty but stick a unit of wardancers on it, ASF dance and wham thats one dead T3 High Elf.

    Aldo Stonehambey's post is just so crazy!
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  11. #10
    Member TheCuttingEdge's Avatar
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    38 (x1)

    i was iffy at first, but im definately in on Wood Elves.

    All that shooting vs T3 makes many a dead High Elf. A lot pf people say that magic annihilates Woodies, but every time i have come up against magic heavy forces they usually kill themselves more than me. David's tactics are incredibly sound and the High Elves really don't have a ghost of a chance in the end.

    Victory to Athel Loren!!! ;Y
    Quote Originally Posted by sirkently View Post
    Well, Wood Elves are unbeatable don't you know. Of course, now and then we throw a few games so that others don't get too discouraged.

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