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Esco Thompson vs Reality cheque
Your battle is a meeting engagement played on this map: http://img690.imageshack.us/img690/6...ngagement1.jpg
Reality cheque is deploying first on the right hand side.
Realitycheque will go first, the roll was a 3.
Reserves and spells are marked in red.
Esco thompson’s list:
High Sorceress (General, Level 4, Sacrificial Dagger, Pendant of Khaeleth, Black Dragon Egg) - 350
[Lore of Shadow] – spells 6,3,5,6
Hag Queen (BSB, Cauldron of Blood) - 225
40 x Warriors (Full Command, Banner of the Eternal Flame) - 265
2 x 20 Repeater Crossbowmen (shields) - 440 one unit in reserve
2 x 5 Shades (additional hand weapon) - 170 one unit in reserve
2 x Cold One Chariot - 200
2 x War Hydra – 350
Melkoth’s Mystifying Miasma, The Enfeebling Foe, The Withering,Okkam’s Mindrazor
Assuming that he will take up a defensive position near the top corner, because it’s silly not to. Cauldron up top north of Bane Stone and on deployment line to cover into his side for the 24” gifts. Unit of Crossbows on the line directly south of that, followed by both chariots, and the hydras, and the Spear block is going to deploy just far enough to keep that top part of the board within 36”, but force him to move up if he wants to Dweller’s that unit. Reinforcements will come in at the top of my deployment edge, as they have to use the long table edge.
3 RBT’s will not be firing first turn, which is a godsend. My Wizard stays out of Dweller’s range (should he pick it), and keep his army in debuff range. Shades go for RBT’s immediately, if the Eagles come at them Stand & Shoot + higher Initiative could easily result in dead bird, or at worst, a tied combat. Shooting going to immediately focus fire on Phoenix Guard, unless need help removing RBT’s in range as each should statistically take 1 per double tap at long range. The ward on PG is mean, but only 15, it’s the smarter option to focus on. Combat is about the combined charges. Hydras will march and if in a good position use the breath outside of combat as they will easily inflict more casualties on the Spear block that way. Dispel will focus on the important stuff, if he keeps Pit, and goes for a Hydra, or the +Toughness Spell. Perhaps a timely Regrowth. The key points to victory here are my rapid approach on a tight proximity with him having no real combat threats. I can sit and debuff his army from afar keeping my important block out of his range. –to Initiative on some units will eliminate rerolls as well. If Dweller’s is not there, they can simply rush in as well to join the fray. Obviously the bum rush will avoid sending chariots over the barricades carelessly, and I will not leave my units lingering near the Bane Stone’s any longer than needed. I think it might have been a much tougher battle had he not lost 3 RBT to reserves.
2k High Elf list - Saphery Sentinels
Archmage (L4, Book of Hoeth) life – spells 5,1,2,1
BSB Noble (Dragon Armour, Shield, Helm of Fortune, Great Weapon, Guardian Phoenix) – 180
Mage (L2, Annulian Crystal) – 140 Shadow – spells 5,2
50x Spearmen - FC, Banner of Arcane Protection
15x Phoenix Guard - FC, Banner of Sorcery - 305
4x Repeater Bolt Thrower 3 in reserve
2x Eagle one in reserve
Archmage will take Dwellers, Regrowth, Flesh to Stone and Earth Blood.
Shadowmage will take Enfeebling Foe and Pit of Shades.
I like this terrain Mages on opposite corners of the Phoenix Guard, BSB in the Spearhorde. The PG will be within 6" of the ruins, facing towards his short table edge but behind the barricades. Spearhorde to sit just to the PG's right, covering the other 2 blazing barricade, allowing the sole RBT I'm starting with a good LOS from it's position inside the ruins. The eagle will deploy in the woods at the end of my deployment line.
First turn on march my bolt throwers in a line to the south of the woods nearest to the ruins, while the eagle joins his friends. The eagles will avoid trouble until they can get a rear charge in against someone either threatening my RBTs or in combat with another unit.
First targets for the bolt throwers is anyone near the banestones (might as well get +1S on my shots while I can), then the hydras, then the chariots.
Magic wise I'm going to try and channel as much as I can (my calculations say it's roughly a 1 in 61 chance of trouble), then Dwellers the biggest units as you would expect, while Pit-ing the chariots. With my small number of units I should also be able to keep them both slightly buffed and in good condition with Regrowth. I will bounce around characters as needed to get range/safety for my two mages using the shadow lore attribute. The caldron will die to the first Dwellers that hits the unit, so that's not a threat.
By the time he gets close I should be able to counter charge with superior numbers, and put more of my broken cousins into their graves.
Matches will run until wednesday morning.
please vote in bold
I like the DE here. They've got good hitting power and the He are slightly crippled by the late BT arrival. I also don't really like plans that rely on magic a lot, I always find it just a bit too fickle.
Last edited by The Paint Monkey; November 1st, 2010 at 03:21.
No more NG spearmen, thanks! Now I need some pump-wagons!
I think the High Elves are really underestimating the Dark Elves' power in the shooting phase. They seem to be moving their troops to get nice charges, or brace for the charge, but honestly, most of the dark elf army can simply shoot him to death. I think it was a mistake to not press forward, especially with most of the bolt throwers in reserve.
Regardless, the high elf units are very resilient, and their magic will hurt the dark elf units badly...but perhaps not badly enough. It doesn't help that they don't really have a solution for dealing with the hydras. Perhaps the banner of eternal flame would have been a better choice for the spearmen.
I have to give the edge to the dark elves.
"Any job worth doing, is worth doing with a powerklaw."
I vote Dark Elves as the high elf deathstar unit can be easily whittled away by the Repeater crossbowmen and held up by a single hydra.
Current Armies: Tau, Dark Angels, Wood Elves, Bretonnians
Side Projects: Imperial Guard, Dark Eldar, High Elves, The Empire
Hmm, I think the dark elves just have too much for the High elves to handle here. The hydras and chariots will really hurt.
Huge amounts of shooting against an imho too defensive HE list, that is severely crippled with three rbts in reserve - as much as it pains me to say it, I think the Dark Elves have this.
The Silver Knights of Tor Adrac (He): 26/2/4
The Spears of Slaanesh (Woc): 7/2/5
Battlegroup Chalybso (GK): 7/3/3
I think the high elves have a fairly good magic strategy, pit of shades is one of the best spells to kill a hydra, and strength tests work well on puny elves, although I do wonder where hes getting the dice to keep casting pit, dwellers and regrowth.
But the dark elves have predicted this and are dispelling accordingly, so the hydras, warriors and chariots should mostly make it across the board, and will then overwhelm the high elves, who will be whittled down by constant repeater volleys, which regrowth wont be able to keep up with.
Dark elves take it 6-0.
Reality cheque eliminated.
Cheers for your votes.