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Lord Drakon Battle Reports 
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Assassin
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Joined: Fri Apr 26, 2013 7:53 am
Posts: 586
Dammit, I was convinced the stubborn in forest for skirmishers rule is not in force anymore but I was wrong - I have found the rule now in the rulebook. :)
Skink braves are Ld5, it is not that difficult for them to fail their stubborn even though they are cold blooded. Maybe you played it right.

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Wed Apr 12, 2017 9:11 pm
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Also what are your first thoughts on this list?

Prince, Raptor, Beastmaster, Heavy Armor, Shield, Ogre Sword, Dragonscale Helm, Amulet of Spite, RXB - 634
Cult Priest, Cult of Yema, Battle Standard Bearer, Divine Altar, Paired Weapons, Gladiator Weapon, Ring of Fire, Banner of Speed - 730

14 Blades of Nabh, Champion - 372
14 Blades of Nabh - 352
5 Dark Raiders, RXB - 200
5 Dark Raiders, RXB - 200

21 Dancers of Yema, Full Command, Stalking Standard - 562
6 Raptor Knights, Champion, Standard, War Standard - 382
5 Harpies - 130
5 Raven Cloaks, AHW- 180
1 Dread Reaper - 180
1 Dread Reaper - 180

5 Dark Acolytes, Yema, Champion - 390

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The 13th Legion


Wed Apr 12, 2017 9:12 pm
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Well, I don't really feel qualified to assess that. :)

I am not sure the idea with 6 raptor knights + general is that good. Such a bunker is quite small - one dead knight and the general can get shot down with a cannon. I would either make the knights bigger or the general independent.

Also, I am not convinced about the general's build:
- his beastmaster upgrade only helps himslef and the six knights - is it worth the cost?
- getting some use out of the amulet of spite has to be very difficult - unless you manage to park him right in a wizard's bunker or the enemy is castled tightly the enemy should be able to move away from your guy before he attempts to cast. 12 inches range is not much.
- neither ward / regen nor divine icon - because of the points spent on amulet of spite he is considerably weaker in combat than he could. Also, he doesn't use all his magic points allowance, does he? If you take a combat lord you normally either tool him up the best you can (to make him really a beast) or you keep him as cheap as possible (since he will still be quite dangerous and you spare points). I don't see much reason for the kind of middle ground you chose.

Also, some magic defence (aether icon / crown of scorn) is worth considering.

On the other hand, I like your BSB build. :) And I like that your dancers have M7 + strider + swiftstride. Quite interested in seeing whether your opponents will try to avoid them and how successful will they be. Hopefully they won't. :)

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Sun Apr 16, 2017 12:11 pm
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The raider jumped out of his saddle, marching towards the large battle tent of his commander. Most knew him by the nickname of 'Black Feather' and he was indeed the best spy of the entire legion. The guards immediately recognized him and allowed entrance, as the black feather always comes with news.

Lord Drakon was surrounded by his knights discussing the most likeable positions for undiscovered temples to be plundered. "My lord, Black Feather said with a strong voice; I have urgent news." Immediately the battle council was adjourned and only the knight commander Khaled the Collector remained at the side of his patron. "What news do you bring this time feather?" Lord Drakon asked with no sign of emotion in his dark eyes. "A Saurus battle host has been sent to stop us my lord. It is commanded by a deadly Warlord on Carnosaur with lots of flying fighters at this side. They have not yet tracked us and it might be possible for us to ambush them, my lord". Lord Drakon nodded, informing that he had understood the message and the raider could now leave.

"Order the Brotherhood to position at the far flank behind the hill, we will take a strategic position near that mountain" Drakon commanded Khaled. "At once, my lord" Khaled responded while leaving the tent. Ofcourse Drakon could never show his fear to his brave Druchii, but he had a bad feeling about this expedition. Last night he foresaw his death in his dreams, suffocating by the deadly jungle poisons. "Not today" he reminded himself, and prepared to gear up once again...



Introduction
Greetings!

Welcome again at my battle report + list building blog. This time I faced the epic Saurus Ancients of my friend DeGroteBaas. We played 4500 points and I wanted to test out my new list! This battle is already from several weeks ago but I want to report on every battle I play. I just graduated so will have more time the coming months, I hope to get some more battles going like once a week. Now the list building process exceeds the testing them out in battle!

Friendly list
My list was:

Quote:
Prince, Raptor, Beastmaster, Heavy Armor, Shield, Ogre Sword, Dragonscale Helm, Amulet of Spite, RXB - 634
Cult Priest, Cult of Yema, Battle Standard Bearer, Divine Altar, Paired Weapons, Gladiator Weapon, Ring of Fire, Banner of Speed - 730

14 Blades of Nabh, Champion - 372
14 Blades of Nabh - 352
5 Dark Raiders, RXB - 200
5 Dark Raiders, RXB - 200

21 Dancers of Yema, Full Command, Stalking Standard - 562
6 Raptor Knights, Champion, Standard, War Standard - 382
5 Harpies - 130
5 Raven Cloaks, AHW- 180
1 Dread Reaper - 180
1 Dread Reaper - 180

5 Dark Acolytes, Yema, Champion - 390


The basics of the list has remained the same with the Dancer of Yema horde as my main combat block. However I got two units of Blades of Nabh to bring a lot of poison attacks to the table! I wanted to try out the Amulet of Spite as an original way of magical defense. Instead of Ring of Shadows the BSB now has Banner of Speed and Ring of Fire, giving me another spell while making the horde M7 with swiftride! As supporting combat unit I also have a small unit of knights that are joined by the general.

Enemy list
His list was:

Quote:
Warlord, Carnosaur, Sword of Strength, Distracting, Heavy Armour, 4++, Potion of Speed, Shield -
Skink, BSB, Skullsplitter -
Skink, Terradon, Hardened Shield, Spear, Bolt Thrower -
Skink, LVL 3 Shamanism, Jade staf, Scroll of Shielding -

30 Saurus, Full Command -
16 Skink Braves, Standard, Musician, Kroxigor -

7 Kroxigors -
3 Rippers, Shields -
3 Rippers, Shields -
2 Spearbacks -
1 Spearback -
1 Salamander -
1 Stegadon -


The opponent brings his typical Saurus list with at least two Rippers and Terradon hero, lots of Warbeasts, a wall brick of 30 Saurus reinforced by a mighty Stegadon, 7 Kroxigors and his personal favourite the Warlord on Carnosaur. For magic he brings a LVL 3 skink with Shamanism, a lore I am struggling a lot with, especially with things such as Totem Beast.

Pre-game thoughts
I especially fear his spearbacks and salamander as I knew what damage they can do to my soft elves. Normally these are also the game makers in our battles, so this time my plan was to delete them ASAP! Secondly he is very skilled in getting into my backfield to kill the RBT with his Rippers, Terradon hero or Totem Beast, I somehow needed to stop this. Then the Saurus, hmm, it is a brick wall, but I should be able to take it 1 to 1 with my Dancers Horde. I was especially planning to work very careful with my chaff this battle as this is one of the crucial things I need to improve my play with. Because he has often trapped my Dancer horde into a Saurus-trap then flanking it with his hammer, this time I was planning to outflank him.

Magic
He got the signature (+1 strength or tougness), 5 D6 strength 1 hits and -1 to hit with dangerous terrain on 2's. Not optimal spells, especially because he does not have Totem Beast :D. However I am always jealous on that signature spell as a Dread Elf. I got my auto-spells Ring of Fire and Dark Acolytes of Yema.

Deployment
He won the roll to deploy and started with a Salamander.

Terrain
The battlefield had an interesting terrain, with a big mountain at the left flank and big hill at my side at the right flank while the centre was open for movement and shooting. My plan was to hold the left flank while the Dancing Horde would get into the flank of his forces, hopefully allowing the Blades of Nabh for a flank charge.

He deployed according to my placements and I decided I could get a lot of gain from a first time focusing on his Salamander and Spearback so deployed my whole force showing him my battle plan. Therefore he deployed the rest of his forces at the left flank. Especially his Terradon hero and Rippers could get close to the RBT with their vanguard, also deploying my whole force could stop him from the now typical vanguard 12" + 20" sweep of his flyers advance.

I also deployed my Raven Cloaks as close as possible to his left flank flyers to prevent a vanguard, as I could retreat them again in my first turn out of danger. These little things are the ones I was happy about with this battle and hope to keep improving in this kind of thinking. Another note about my deployment is that I made nice little shooting gaps between my units for my RBT, thinking ahead.

Image

I did not rolled a 1 and could indeed get first turn! Nice. We shake hands and so it begins...

Turn 1 - Dread Elves

Like a typical Dread Elf raiding force I advance aggressively to inflict some damage! Warlocks get into position to kill his Terradon hero, BSB with horde to get a fireball into his Spearback and Dark Raiders to add 10 shots to the combined RBT fire on his salamander. Raven Cloaks retreat, making it difficult for them to shoot anything this turn but making them usefull for the rest of the game. I place the chaff supporting the Horde safe behind a hill. Unfortunately I do make a mistake with the movement of knights and general, as my intention was to close entrance through that gap. By doing this I devote them to one side, making them inflexible which is a mistake, while also offering their flank to both the bolt throwers of the Terradon hero and Stegadon. I did not thought about these dangers so will need to learn from this mistake!

Great first winds of magic. Enemy dispells The Grave Calls, but I get both Breath of Corruption and Fireball off. Fireball inflicts two wounds on the right spearback while Acolytes will be able to get 2D6 toxic attacks on his Teradon hero next phase, a great start! Following this battle report I am very satisfied with my magic phases, this is interesting because I only investing 170 points in magic and most fellow commanders on the forum say: go big or go home.

Image
The toxic attacks of the Acolytes inflict two wounds on the Terradon hero, but fail only just in killing it. Combined shooting of RBT and Dark Raiders finish his salamander. First unit killed! I always love it when I manage to kill enemy ranged threats in my first turn. Salamander dead, both spearback and terradon hero left on 1 wound. Great first turn.


Turn 1 - Saurus Ancients
He charges the Dark Raiders and Acolytes who flee. His forces shuffle around a bit while his wounded Terradon hero is sacrificed to try optimize the knight mistake with his bolt thrower. Stegadon also moves to shoot while his Ripper at the right flank set up for rear charge of the Horde when needed. He moves his wounded spearback within range of the horde while the unit of two advances slowly through the mountain pass.

He rolls very low for magic and does not manage to get a spell off.

Image

His wounded spearback manages to kill to Dancers (there are actually in that forest that was supposed to be on the hill) and his gamble does not pay off, his Terradon hero misses! But then his Stegadon rolls a 6 to hit, and manages to kill all knights but one because of the now armour saves :shock:

Turn 2 - Dread Elves
Both Acolytes and Dark Raiders flee. The Dancers horde marches 14" again to get into the enemy flanks, followed by both Dark Raiders to finish the Spearback this turn. The Blades advance while Raven Cloaks retreat further while also getting into shooting position to finish the Terradon hero. General and last knight retreat as far as possible.

I do get the fireball off again and finish the spearback.

Image

Unfortunately I am not that lucky this turn with shooting and he saves the wound I inflict. His hero lives for another turn!

Turn 2 - Saurus Ancients
His Rippers charge the Dark Raiders on the hill, who flee. With the unit nearly dead his left Rippers see their chance to break through to eat the RBT and advance. Also his Terradon hero gets into charge position of the RBT while able to shoot the general + knight this turn. Spearbacks also move up to shoot while Carnosaur warlord moves into position.

He manages to get 5D6 S1 hits on my RBT, but only inflict two wounds. He does shoot with -1 to hit for rest of the game if I do not move.

Image

Terradon hero misses again, but the Spearbacks inflict a lot of wounds. Fortunately the general survives on a single wound.

Turn 3 - Dread Elves
The general and Acolytes combo-charge into his Rippers while the Dancer horde now reaches the enemy deployment zone and are in his flank. The unit of Blades of Nabh advances to bit to be able to get into the flanks of the Saurus with combo charge of the Dancers of Yema while one unit of Dark Raiders redirect his Saurus. Other chaff is waiting safely and patiently to redirect.

Breath of Corruption is dispelled but I do get another fireball off, the third this battle! And inflict a wound on the Stegadon.

Image

Finally the combined firepower of RBT kill the Terradon hero, while the Raven Cloaks inflict the first wound on the Spearbacks.

The general and Acolytes are still able to inflict a lot of wounds and kill all but one of the Rippers leaving it on 2 wounds. In return he does not manage to finish my general and flees. Here I make a mistake. I do pursuit with my Acolytes, which will get them in a very nice position and because they have Yema do not have to take dangerous terrain tests. But I do not pursuit with my general, because of fear of the dangerous terrain test. However this would have a lot more benefits than negatives. 1. another chance to catch the Rippers 2. to get him out of range of those spearbacks, making it more likely to survive 3. getting him close to the enemy caster, allowing the small possibility his Amulet might become usefull. Unfortunately I do not catch them and the Acolytes move against the mountain.


Turn 3 - Saurus Ancients

It does starts to look good for the Dread Elves however as I have succesfully encircled his force. I think the situation is becoming a bit desperate now for the Saurus, which might have led to his charges. He charges the Stegadon and Rippers into the Dancers horde and his Carnosaur into the Acolytes, who ofcourse flee, and then try to redirect into the flank of the forward Blades, needing a 12 to make it. Unfortunately he gets lucky and makes it! However, that unit has a champion, so I might block his advance there and get some poison at him! Saurus charge the redirecting Raiders.

His magic is bad yet again.

Image

Combined firepower inflict that final wound on the general, that dies!

The Stegadon only kills a single Dancers with his Impact Hits because of the 4+ ward saves, and both Rippers and Stegadon are killed by the attacks of the Dancers and BSB in return. What is your next move now eh? The Carnosaur discovers to his surprise the Blades had a champion so the Blades hold on steadfast. Unfortunately he does take out my flank charger for the Saurus! Blades do reform for more attacks in my turn.

Turn 4 - Dread Elves
Dancer horde charge his Saurus, but I roll extremely low and fail the charge, twice. Blades charge in the flank of the Carnosaur. Acolytes rally while Raven Cloaks get into short range of the Spearbacks. Harpies are placed to protect the Dancers of a counter-attack from Saurus.

First turn I do not manage to get some magic off.

Image

Combined shooting of the Raven Cloaks and RBT kills the first spearback while inflict a wound on the other.

In combat I get a lot of attacks, however he has higher WS and distracting, so only 11 hits, of which 7 poison. Hits fail to wound but still 7 poison. Unfortunately he saves all of them, so no wounds on his general yet. This time he gets to thunderstomp and wins combat, also both units of Blades fail their LD test and flee! He catches the big unit of 14 running towards the RBT. Not good..

Turn 4 - Saurus Ancients
His Carnosaur charges into the RBT while the Saurus charge the Harpies. His Kroxigors are now without danger and advance to get into flank of Dancers.

Nothing special again in the magic phase.

Image

His last Spearback fails to inflict any damage on the Acolytes.

Both the Saurus easily dispatch the Harpies (who kill two!) and Carnosaur the RBT, overrunning into position for the second RBT next turn. The battle situation has changed a lot, unfortunately now into the Saurus favour.

Turn 5 - Dread Elves
But the Dancers can still save the day as they are experts in killing Kroxigors and those Skinks will also not be a problem. Ofcourse in order to do this there first needs to be a brick wall to be demolished. They charge into the Saurus Wall! Last unit of Dark Raiders redirect the Kroxigors (battle diagram has a mistake, they could flank charge Dancers next turn).

Also the Acolytes could still save the day by killing the Carnosaur with a good magic phase! I roll 8 dice, nice! Learned from my last battle I first rolled for the Grave Calls with 5 dice (he has 6) and roll two 6's. This is very nice because his dispell roll was already higher, but because of the double 6 I get to roll another dice and not gets it through. After casting it I also sacrificed two Blades to make it S6. This could do it!! I rolled 9 hits, 4 wounds, but he saves all again. Hmm... The miscast makes them panic and they run off the table. Not good.

Image

The last RBT misses the Carnosaur, but the Raven Cloaks kill the last Spearback.

OK, the COMBAT that was going to decide either the victory or the loss. He passes his fear test, unfortunately I forget all this time he needs to take his LD tests with only 2 dice because of the Yema rule negating his Saurus leadership tests. This might have been crucial so note to myself to not forget this anymore! Impact hits kill 5, BSB another 2, 18 Dancers another 7 (especially the parry being annoying), only 14 Saurus left! In return he also hits and wounds me on 3's, with predator strike and the Saurus prove why there are a brick wall: 19 wounds, of which I only save 9 and 10 Dancers die! This also means I only just lost my second rank by 1 model and he is steadfast within BSB reach! Noooo! He passes his test and I am stuck. Not good!

Turn 5 - Saurus Ancients
In his turn the Carnosaur charges in the last RBT while the Kroxigors charge the last unit redirectors of Dark Raiders.

In the magic phase he manages to get both 5+ regen from the jade staff en +1 tougness on the Saurus. His might magic might have been bad throughout the game, unfortunately he had a crucial good one in the end.

Image

The Kroxigors and Carnosaur easily dispatch their opponents. With only 8 Dancers left in combatination of the BSB I manage to only inflict four wounds of which two are saved. In return he kills 4 Dancers. I lose combat but stick for another round.

Turn 6 - Dread Elves
The Blades of Nabh rally. As you can see we both had forgotten the last Ripper, so Raven Cloaks try some shots on the Warlord on Carnosaur but fail to inflict any damage.

Image

With the T5 and 5+ regen it is hard to kill those already strong Saurus and I only manage to kill another 2. He kills all Dancers in return. I again lose combat but pass my LD test. Unfortunately he also made all his LD tests for fear every round.

Turn 6 - Saurus Ancients

The Kroxigers charge into the flank of the BSB. Carnosaur tries to get some last points by charging the Blades of Nabh but fails the charge.

Image

While the BSB makes a great last combat round killing a Kroxigor and two Saurus, it gets utterly destroyed by the counter attacks of the Kroxigors.

Result
0 - 20 loss!

He massacred me with only 5 Raven Cloaks and 4 Blades of Nabh alive. I killed 3 Spearbacks, 1 Salamander, 3 Rippers, 1 Stegadon, 1 Terradon Skink and halved his Saurus and second Ripper unit for around 1870 points, nog enough!

Post-Game Thoughts
It was a great game! I really liked my list besides for the glaring weakness of the general with 6 knights. We discussed and as he also plays Dread Elves explained about how it is too small, as can easily be taken out some knights and then general is unprotected. 30 Saurus might also have been a bit too ambitious with only 18 Dancers left as I quickly lost my combat power after receiving punishment. Also against Saurus it was the first time I found that the +1 to hit from the flails mattered a lot, so might swap to great weapons again against them. They need to have at least 26 models for the goal I want them to have, and should be teamed up with a flanker such as a Kraken or Raptor Chariot. I really liked the perfomance of the BSB, he just brings so much to the table. Blessings, impact hits, some S6 hits, 15 bodies for ranking purposes, fear that needs to be tested with 3D6, magical missile and ofcourse M7 with swiftride for my dangerous horde. I am not sure if I got most out of my chaff but feel I played a good chaff and shooting game this game. Magic was also really nice, just a bit unfortunate that the big Grave Calls on the Carnosaur failed to inflict some wounds or even kill it. This is the same for the Blades of Nabh, but they had a very difficult target in the first place. Again, great game! And I would love to hear your feedback and critique on the game ofcourse!

MVP
Image

The Cult Priest BSB on Divine Altar played a very diverse and great role this game, inflicting damage on the enemy 5 of the 6 turns!

Sacrifice for Khaine
Image

The Raptor Knights failed to survive before reaching combat, so I am indeed convinced they need to be deployed in bigger units or stay home.

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The 13th Legion


Wed Apr 26, 2017 5:57 pm
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There are currently three options for the list I want to continue with, they will need some testing what sort of list I prefer! They all have the M7 Dancers of Yema horde as basic with similar chaff and supporting units.

The heavy magic Alchemy + Corsair option. Coolest thing: Assassin
Quote:
Oracle, Wizard Master, 4 Learned Spell, Alchemy, Wandering Familiar, Axe of Battle, Sprout of Rebirth - 610
Cult Priest, Cult of Yema, Battle Standard Bearer, Divine Altar, Paired Weapons, Gladiator Weapon, Ring of Fire, Banner of Speed - 730
Assassin, Cult of Nabh, Path of Bloody Murder, Midnight Cloak, Nigthshade Poison, Paired Weapons - 482

28 Corsairs, Full Command, Flaming Standard, Paired Weapons, Repeater Handbows - 737
5 Dark Raiders, RXB - 200
5 Dark Raiders, RXB - 200

26 Dancers of Yema, Full Command, Stalking Standard - 672
5 Harpies - 130
5 Raven Cloaks, AHW- 180
1 Dread Reaper - 180
1 Dread Reaper - 180
1 Raptor Chariot - 190

Total: 4491



The Heavy Combat option. Coolest thing: 3 Chariots.
Quote:
Captain, Raptor Chariot, Lance, Midnight Cloak, Shield, Heavy Armour, RXB - 424
Cult Priest, Cult of Yema, Battle Standard Bearer, Divine Altar, Paired Weapons, Gladiator Weapons, Ring of Fire, Banner of Speed - 730

14 Blades of Nabh, Champion - 372
14 Blades of Nabh, Champion - 372
5 Dark Raiders, RXB - 200
5 Dark Raiders, RXB - 200

30 Dancers of Yema, Full Command, Stalking Standard - 760
5 Harpies - 130
5 Raven Cloaks, AHW- 180
1 Dread Reaper - 180
1 Dread Reaper - 180
1 Raptor Chariot - 190
1 Raptor Chariot - 190

5 Dark Acolytes, Yema, Champion - 390

Total: 4498 points


The Balanced option. Coolest thing: 19 Repeater Auxiliaries with Cosmology.
Quote:
Captain, Raptor Chariot, Lance, Midnight Cloak, Shield, Heavy Armour - 416
Cult Priest, Cult of Yema, Battle Standard Bearer, Divine Altar, Paired Weapons, Gladiator Weapon, Ring of Fire, Banner of Speed - 730
Oracle, 2 Learned Spell, Cosmology, Shielding Scroll - 280

10 Blades of Nabh - 260
19 Repeater Auxiliaries, Full Command, Icon of the Relentless Company - 470
5 Dark Raiders, RXB - 200
5 Dark Raiders, RXB - 200

27 Dancers of Yema, Full Command, Stalking Standard - 694
5 Harpies - 130
5 Raven Cloaks, AHW- 180
1 Dread Reaper - 180
1 Dread Reaper - 180
1 Raptor Chariot - 190

5 Dark Acolytes, Yema, Champion - 390


I like all three of them as they each have their own feeling based on investment in particular phase.

1. Magic
2. Combat
3. Shooting and Magical Defense

Which one do you like the most and why?

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Tue May 02, 2017 6:17 pm
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Thanks for the report! Quite an intense game no doubt. I have read it several days ago so my analysis won't be too detailed this time but still, a few oh so enlightened insights:

- Turn 2: was there a way to position your DR2 further away from the rippers without hindering their shooting? While I understand killing the spearback was important, a unit not fleeing means one less Ld test for you.

- Turn 3, carnosaur charging blades: I wonder if challenging was really the correct choice. Expected outcome with challenge: in his turn, he kills the champion. In your turn, he makes the unit flee and reforms. In his following turn, he charges something valuable (like the dancers). Alternative with no challenge: in his turn, he makes the unit flee and reforms. In your turn, you avoid and redirect as necessary. In his turn, he does nothing of importance.

- Turn 4: I wonder if redirecting the saurus with raven cloaks after the failed charge was needed. You wanted the combat to happen anyway; by redirecting, you only got the benefit of impact hits that can't be relied on anyway. Not redirecting would have saved the cloaks for some shooting or redirecting a turn later (it would have meant that you could have redirected kroxigors first with raven cloaks and then with DR, preventing them getting in combat with dancers altogether). Furthermore, if the saurus charged you the combat would have been happening further away from the kroxies, making them even less likely to make an impact.
Alternatively, now or Turn 5, you could have maybe tried to go around the saurus and threaten the skink priest instead. In theory, you could have scored some nice points that way without the saurus to fight at all. While the saurus are worth a lot of points they are also difficult to defeat so the safer approach might have had its worth. Of course, not sure if you had enough movement to do so.

- Turn 5, miscasting acolytes: Is there not a rule that you flee from the nearest opposing unit? That would be the carnosaur. (When having been shot at, you flee from the source of the damage but this is not the case.)

- Turn 5: I would have probably moved the acolytes to the centre instead, to magic and possibly charge some kroxigors. Killing the general with 2 spells and one bolt thrower is not very probable while casting the grave calls on kroxigors would have caused some casualties for sure, maybe even inflicting a panic test.
Something similar I would say for the left raven cloaks. They would have probably been more useful more to the centre. More options what to shoot at and a chance to redirect something.

- General comment - carnosaur handling: I think relying on blades was a mistake - has he not a 2+ armour save? The blades cannot receive lethal strike from altar (wrong cult) so their chances of doing anything are very slim. Maybe starting to shoot at him earlier would have been better? One lucky single shot could have convinced him to stay out of trouble. But then again, for a lucky single shot you need to get lucky (what a surprise :D ) so I don't really know.

Anyway, good game and even better report. Keep them coming!

And one last thing: congratulations to your graduation! :)

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Mon May 08, 2017 1:47 pm
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Thanks! I was waiting for your loyal response, thank you for the feedback yet again haha! I really like the comments and suggestions and will take this into accounts, especially how I handled the Carnosaur or played the Dancer - Saurus matchup. Again thank you for the feedback every report! :D

I will look for the rule, I can also remember something like that. Blades do get the Lethal blessing from the altar, this might be something new with this version, but there is no rule that states that other cult members will not benefit from a cult altar.

I played another game against Orcs and Goblins and scored a win this time, with my newest list! Battle report will follow soon :)

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Mon May 08, 2017 2:30 pm
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Introduction
Greetings!

Last week I faced the Orcs and Goblins of Leon, who also plays the Vermin Swarm army I played against several times. Because our regular gaming club has been closed I visited the gaming club Gamers of the West in Rotterdam, which was a great place with nice hosts. I will play there again for sure! He took his non-optimized list against the my now optimized combat option of the list, with three chariots. It was my first time playing with chariots so was curious how it would go.

Friendly list
I brough the following list:

[+] SPOILER
Captain, Raptor Chariot, Lance, Midnight Cloak, Shield, Heavy Armour, RXB - 424
Cult Priest, Cult of Yema, Battle Standard Bearer, Divine Altar, Paired Weapons, Gladiator Weapons, Ring of Fire, Banner of Speed - 730

14 Blades of Nabh, Champion - 372
14 Blades of Nabh, Champion - 372
5 Dark Raiders, RXB - 200
5 Dark Raiders, RXB - 200

30 Dancers of Yema, Full Command, Stalking Standard - 760
5 Harpies - 130
5 Raven Cloaks, AHW- 180
1 Dread Reaper - 180
1 Dread Reaper - 180
1 Raptor Chariot - 190
1 Raptor Chariot - 190

5 Dark Acolytes, Yema, Champion - 390


Total: 4498 points

I really like the feeling of this list, as the Chariots provide another deployment drops but also add some shock combat to the infantry units. While minimal investment in magic I have found it very effective so far, so was looking forward to how it would go this battle.

Enemy list
[+] SPOILER
Feral Warlod
Feral Chief BSB
Cave Goblin Shaman LVL 4 - Phyromancy
Goblin on Cave Gnasher
40 Feral Orc Eadbashers
40 Goblins with bows and two Fanatics
20 Gnasher Herd
1 Gnashing Wrecking Team
1 Gnashing Wrecking Team
Splatterer Catapult
Gargantula
Giant
Giant


Even while non-optimized I felt this list could bring a lot of pain to the table! Especially his LVL 4 Phyromancy and Catapult was something I really wanted to kill as largest threats to my army. I felt my 30 Dancers with BSB were not able to kill his super killy Warlord (forgot the equipment) together with 40 or even 50 Feral Orc Easbashers. However both the Giants and Gargantula seemed something I should be easily able to get down because of low or even no saves. Although the enemy explained about the Gnashing Wrecking Teams I did not realized I should stay away from them as far as possible.

Pre-game thoughts
My plan was to send the Dancers at a flank towards the big unit of Goblin Archers and chaff the big frenzied block until I could combo charge it. The Blades of Nabh would be perfect counters against the Giants and Gargantula combined with the artillery shooting. Raven Cloaks could possibly get close to the Catapult if enemy let a gap open.

Magic
While I had the basic three damage spells, the opponent rolled for Cascading Fire (all enemy models in base contact S4 hit), Immolation (round diameter doing damage), Flamings Swords (+1 wound modifier) and Enveloping Embers (all models S4 hit). While the last spells can be extremely painful against the Dancers as I experienced before, it is great he does not have the two damage spells to overpower me and kill a chaff unit each turn.

Terrain
We randomized the terrain from each corner and got an interesting set up. I got to choose the side. Both sides had a hill and forest while one forest was in the far corner with a great position over open field, while also a hill in the middle on the terrain of which units could possibly get a +1 when charging. Therefore I deployed in the south corner (this was also a bit laziness as we normally do in casual games and just take the side we start unpacking with). The enemy did had a nice impassable terrain which did not blocked line of sight in front of his centre.

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Deployment
While we are testing each other with the early drops I developed the battle plan. Because of the great shooting position the Reapers had I placed a Chariot to threaten that area while the remaining force was focused on the centre to be able to respond to anything that would come too close. The opponent made use of the impassable terrain with his Archers and Catapult and I decided to advance the Dancers horde from the left flank to them, the place the second Giant was deployed. After about 5 drops I deployed my whole force to get the first turn, something I started to appreciate recently with the combination of vanguarding Dark Raiders and the turn 1 Acolytes blitzkrieg. I wanted to take out the flying character as soon as possible with a Acolyte blitzkrieg as I deemed that the biggest threat to my artillery. I also deployed Harpies opposite his Catapult so they could threaten the warmachine, however because of improving my chaff play I already planned the chaff to be defensive. Shades were deployed to just provide some extra bolts against the Giant.

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Turn 1 - Dread Elves
The Dancers march forwards aggressively while the Acolytes get into position of a blitzkrieg on the flying character, they also get just within range of the second Giant but unfortunately I forget this directly. I hide my Harpies behind the Dancers as I made up my mind for them, redirecting the frenzied Eadbashers in the crucial turn. It might be the case that this led me to play the left Raiders too defensively (now just shooting Eadbashers and wait to also redirect) because I now see I should have send them forward to threaten the Catapult for some target saturation as now the Acolytes would be the only logical target for magic and goblin shooting in his turn. This also counts for the right Raiders, as they might have reached a position opposite the Archers but outside of big horde charge arc. Instead I advance them towards the flank to be able to get behind enemy lines when enemy advances.

I roll 8 dice, 5 for the enemy, perfect start as this is all I need to cast all my spells (even with 7 with a bit more risk). I first start with a 2 dice fireball on his Giant, which he let go. The fireball and attribute inflict three wounds on the Giant, nice! Then Breath of Corruption on the Acolytes with again 2 dice, with 9 total. He knows he must either stop this spell and will be defenseless against the Grave Calls, so also let it go through. Then for the Grave I roll 4 dice against his 5, but roll double 6 and get it through, killing the flying character! Amazing magic phase, especially for a first turn! I roll low for my miscast but lose two Acolytes, they hold on the BSB re-roll.

As I will discover in my turn I made a mistake with my targets though, as the Giant could be killed in combat while the Wrecking Teams should be killed from a distance first no matter what.

Again I want to emphasize how much I like my magic with this list. Only investment of 120 total in Magic, while both casters have amazing saves and are extremely difficult to kill with ranged attacks and minimum miscast negatives. Because they are so cheap, with all sized Winds of Magic I can usually get at least 1 spell through, while it is often more than 1. While I should have given more target saturation with the Raiders, in the end it does not matter. Unfortunately at this point I am so satisfied again with killing the first unit in my turn that I forgot the Breath of Corruption.

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Because with the Breath of Corruption it would have been very likely I could finish off that Giant! However my other shooting is focused on the Easbashers, and kills off 6.

Turn 1 - Orcs and Goblins
The Eadbashers start with a false start and fail their frenzy test even with the BSB re-roll so charge the right Dark Raiders who flee. A bit risky towards the table edge but I did not wanted to take any risks of getting his Horde that far so soon. One of the Wrecking Teams get into the Dancers with 3D6 random movement and I find out what they actually are! Fanatics on steroids! He kills the first rank of Dancers, I think around 6. Fortunately the other does not make it. His big monsters on the right get out of cover and advance aggressive towards my lines, while he keeps defensive on the left.

Fortunately he gets a low magic roll and I manage to stop him from getting a spell through!

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He starts with the Catapult on the Dancer Horde and scores a full hit and inflicts a wound on the BSB, who fails her 4+ ward save. Three wounds, two to go, ouch! But because of their ranks the blast damage is also big, killing another rank of around 6 Dancers, already halving the unit! Question, do you need to take panic test for actual models or the footprint? Then 40 shots and 4 skullsplitter from the Shaman on the 3 Acolytes, inflicting 5 wounds, but I save 3, and the Champion lives. As the Acolytes tend to be both painful and extremely difficult to kill by this particular enemy the survival of this champion yet again is a frustration. I pass my panic test and he will be able to continue blitzkrieging next turn :)

Turn 2 - Dread Elves
I doubt a bit about charging the second Wrecking team with the Dancers, but since they are already halved and I now know they are Fanatics on steroids I decide to just place it 1" from it while trying it to kill it with magic and shooting this turn. Especially after the Catapult damage last turn I take the gamble with the last Acolyte to get within 12" and kill it this turn. I know he has his Fanatics inside that unit so it needs to work this turn, I did not suspected him to survive after this turn actually. All my other forces are moved to free out two nice firing lines for my Dread Reapers, while the Chariots could also take a shot on the Wrecking team. Dark Raiders rally and get back to my lines.

I roll 5 for magic and channel 1, starting again with a fireball, this time on the Wrecking Team, inflicting the first two wounds. I really really like this item, as a fireball solves so many problems, it is also great on the BSB, making her useful in and outside combat. Unfortunately the Blitzkrieg gamble does not work. I roll with four dice, and so does he. He does roll lower! But I only get 11 power dice, one short of the needed 12, so the Catapult lives...

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I manage to already kill the Wrecking Team (very soft actually) with the general and crew crossbow shots, so the artillery is able to focus fire on the Giant, inflicting 3 wounds! Cloaks and Raiders inflict another one, nearly dead. Very nice.

Turn 2 - Orcs and Goblins

Unfortunately my creating the firing line for my artillery on the Wrecking team I deployed my right Chariot a bit too far forwards, so especially the Gargantua only needs a 7-8 to charge it. It indeed charges, together with the Giant. While the Gargantua makes the charge, the Giant does not. The surviving Wrecking Team is now moving out of control into the other direction, great. The left Giant sacrifices himself as chaff for the Dancers while the Cave Gnobles advance a bit for possible counter-charge I guess. Big Eadbasher horde marchers as far forwards as possible. He shuffles his Archer Goblin 2" closer to my Acolyte Champion to give his Mad Gits a sure chance as he is now only within 6". He does make the mistake from not swift reforming to be able to also shoot it, but this might also be a bit logical as we both expected the Acolyte to be doomed.

He gets the #6 spell off in the Dancers, killing another 3, while killing 2 Dark Raiders with the attribute, ouch! I really do not like fire magic as the perfect anti-elven lore.

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He launches his Mad Gits, and first rolls a 5.. HUH! Then the other: 4..! :D The Acolyte LIVES! I am ofcourse really happy and he is not and might be developing some deep frustration against this unit as it will just not DIE! The Archers and Shaman are also not able to shoot it, so kill another Raider instead. Another chance to kill that bloody Catapult. The Catapult itself does not insta-kill but hits on the second roll, killing another 3 Dancers.

Then combat, as also here we both expect the Chariot to be trampled under the gigantic spider. But indeed hitting on 4's, wounding on 5's and 6's while having 3+ AS. While I inflict 1 wound with the Raptors, he also inflict a single wound and I lose combat with just 1! I roll 8 and because he is stupid immune to fear, thank you stupidity! Amazing, because a great poisoned counter-attack of 14 Blades of Nabh in the flank is never nice for such a monster! I think this turn was the decisive turn, as now I could bring the pain to the table!

Turn 3 - Dread Elves
Dancers Horde charge into the Giant, while re-roll charge Blessing both the Blades of Nabh and Chariot charge into the Cave Gnoblers, and the Chariot makes it. The other Blades charge into the flank of the Gargantua. Heroic acolyte gets behind Goblins and close to the Catapult. Shades and Dark Raiders move closer to take off the last wound on the Giant. Harpies get into position to redirect the frenzied horde while the now small unit of Raiders get into position to do it next turn. Because Dancers are already damaged badly I send my general on chariot also towards the Archer unit to be sure.

I roll 4 for winds of magic, while enemy only gets 2, but channels a third. Perfect, because that is all I need ;) I cast the Grave, it is not dispelled and I inflict 9 wounds, killing the Catapult. Even better, I panic the 40 Goblins with Shaman! :shock: But he then realized the Cold-Blooded test for hordes, and passes the re-roll. Well done Acolyte!

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Unfortunately both the Dread Reapers miss their shots, but the Raven Cloaks finish off the Giant.

Combat! The BSB easily dispatches the Giant, reforming towards the Archers. The Chariot has a nice impact and kills around 6 enemies, while they fail to inflict any damage in return. They lose combat and explode, doing three wounds to the Chariot that overruns but only manages to get 2" in front of the Archers instead of a nice second impact. Then the Blades of Nabh, 29 poison attacks hitting on 3's, rolling a loooot of 1's and 2's, but hatred gives them re-roll. At this point I already have 9 poison. Another 4 wounds. He saves some wounds, but not enough, the Gargantula is dead! Blades overrun and Chariot reforms to threaten flank of horde.

A really big turn, killing 5 units, and at this point a Dread Elf victory was clear. Really appreciate the enemy played until the end as I also always do myself, because his situation is a bit hopeless now with two units left.

Turn 3 - Orcs and Goblins
The deadly horde charge into the Harpies. The Wrecking team moves randomly towards the board edge while the Fanatics (Mad Gits) move away from the Goblins, so this pleases the enemy. His shaman gets outside the unit to shoot the Acolyte himself. I get the hope he will fail again and the Acolyte is going to become immortal to charging his Shaman next turn :D

He forgets his magic phase

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The 40 Goblins shoot at the Chariot, inflicting around 12 hits, 3 wounds, of which I save 2, but he just needed that last one. Wow I like those Chariots, really tough and amazing on the impact! The Shaman shoots with his Skullsplitter, rolling 4, 5, 5, 6, four hits! But then continues with the to wound roll, 2, 1, 1, 2... Hahaha wow that Acolyte just does not want to die, and ofcourse my opponent is really unlucky.

Then we remember he forgots his magic phase but ofcourse allow him to do it. I can not imagine there are players out there who will deny such a thing, after all, it is a game! He gets the all units within range damage spell inflict 2 wounds on the Acolyte, I fail both saves, killing the champion so he finally dies! Pfff, amazing how long he survived! Also Fanatic dies and some Archers.

Ofcourse his general easily slays the Harpies and overrun.

Turn 4 - Dread Elves
Hmm, the Fanatic is in the way of the Dancers, so I decide not to go through it and kill it in my turn. The Chariot fails its stupidity check blocking Blades from charging flank from Easbashers next turn, but I reform them still into bad position. BSB is also moved towards wrong charge arc as I do not take in account overrun. Dark Raiders get into position to charge both Eadbashers and Archers.

I kill the Fanatic with another fireball, 5 dicing it. I roll two 6's and lose the spell.

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Concentrated firepower kill another 6 Feral Orcs. I try to kill the Shaman with both my Dread Reapers but they only inflict 1 single wound, he lives!

Turn 4 - Orcs and Goblins
His Feral Orcs charge into the Dark Raider redirectors and the Shaman get into the Archers again. Archers move to shoot and stand and shoot again next turn. His Wrecking team moves off the board edge.

He manages to get template between Archers and Dancers for some protection

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Shooting kill some more Dancers, I think I have 9 left at this point.

General warlords easily kills Dark Raiders and they overrun very far, but still within charge arc of my RBT. Hmm, now I discover my bad positioning of the general.

Turn 5 - Dread Elves
The Dancers charge together with the Dark Raiders (last in the flank) of the Goblin Archers. Dancers make it and lose another 6 to the template and stand and shoot combined, only 3 left! Chariot fails stupidity again moving forward and blocking Blades of Nabh yet again. Others all pursuit that Orc Horde.

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Another 7 Orcs are killed with the focused shooting.

In combat he challenged with his champion, I guess with the plan to challenge the BSB. Ofcourse I accept with my Champion which we will discover will be great for me. BSB inflicts a lot of damage, the two Dancers also inflict two wounds. In return he gets a lot of attacks on the Dancers, killing them, but because my Champion was in combat he is not able to kill it! So the unit survives hahaha. He fails combat and his LD6 test and runs off the table. Only one unit left!

Turn 5 - Orcs and Goblins

The Horde charges the Dread Reaper, positioning for overrun towards the second one.

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Ofcourse he kills it and overruns a lot.

Turn 6 - Dread Elves

Nothing is within charge range so they just pursuit and shoot.

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I kill some more Orcs, I think at this point his unit is below 50%

Turn 6 - Orcs and Goblins

He charges the last Dread Reaper.

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And kills it.

Result
20 - 0 Massacre for the Dread Elves!

Post-Game Thoughts
Great and bloody game! Really liked the Chariot and the list overall. Will be playing with some more battles for sure!

MVP
It must be the Acolytes. They made a great first turn blitzkrieg even while forgetting the Breath of Corruption, while only the champion survives the first turn, he got be remain annoying and even fatal for the deadly Catapult until much later in the game facing all odds!

Sacrifice for Khaine
WOW, there is nothing I can thing off as sacrifice for Khaine this battle, everything performed very well!

Thank you for reading and I hope you will share your tips, regards or just any comment for some discussion!

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The 13th Legion


Wed May 10, 2017 10:40 pm
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Malekith's Best Friend
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Joined: Tue Sep 06, 2005 12:19 am
Posts: 2088
I don't know why but I'm just not a huge fan of Dancers. But I am a huge fan of your battle reports! Great job with these!!

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Sun May 28, 2017 6:00 pm
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