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Malekith's Best Friend
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Joined: Tue Jun 04, 2013 4:25 pm
Posts: 1003
Location: Delft
This saturday I played an battle against enemey Skaven player (which I lost all my battles against so far). I had drunk way too much the night before and slept 3 hours so hangover was troubling my mind, a lot !

The enemy list was based on the Tower of Annulment scenario, so therefore only the lvl 1 warlock engineer.

Quote:
Warlord on War-Litter (general) in Stormvermin
Deathmaster Snikc (in unit of stormvermin or night runners)

Chieftain (BSB) in Stormvermin
Assassin on Arabian Carpet
Warlock Engineer, LVL 1

30 Stormvermin, Ratling Gun Weapon Team
35 Clanrats, Waprfire Thrower Weapon Team
35 Slaves, Slings
6 Giant rats (rat dart)
6 Giant Rats (rat dart)

10 Gutter Runners, poisoned slings
9 Rat Ogres

3 Stormfiends (Ratling, Windlauncher, Shock Gauntlets)
Warp Lighting Cannon


My list was

Quote:
Dreadlord 249
- General
- Heavy Armour
- Sea Dragon Cloak
- Ogre Blade
- Enchanted Shield
- Ring of Hotek

Supreme Sorceress 330
- LVL 4
- Light Magic
- Cloak of Twilight
- Dispell Scroll
- Dark Pegasus

Sorceress 90
- LVL 1
- Light Magic
- Dark Steed

Sorceress 90
- LVL 1
- Light Magic
- Dark Steed

BSB Death Hag 300
- Cauldron of Blood

6 Dark Riders, Musician, Shields, RXB 130
5 Dark Riders, Musician, Shields, RXB 110
26 Witch Elves, Full Command, Razor Standard 361

5 Shades, AHW 90
5 Shades, AHW 90
5 Shades, AHW 90
Reaper Bolt Thrower 70
Reaper Bolt Thrower 70

10 Sisters of Slaughter 150
10 Sisters of Slaughter, Handmaiden of Shards, Standard Bearer, Banner of Eternal Flames 180


Overview of my local game store, we were playing at far right table.
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For magic we rolled
Warlocks Engineer : Howling Warpgale (noo!)

Supreme Sorceress : Timewarp, Basihment, Pha's Protection, Net of Amyntok
Sorceress : Shems gaze
Sorceress ; Speed of Light
Cauldron of Blood : Blessing of Khaine

I have experienced how deadly Skaven magic and missile fire is against the soft Elves, and although they are likely to blow up after a while, in the meantime they will always make up their point cost if I come to close without first desroying them. A different matter are his Stormfiends, who never misfire and always extremely hurt. My battle plan was to take out enemy Cannon as soon as possible so the Cauldron is safe, then weapon teams + Stormfiends, then redirectors and then his combat blocks. Witch Elves would wait long enough so that most dangerous units or fast redirectors were down and Sisters would protect both flanks.

As we both were a little bored of the Battleline scenario we rolled for another scenario in the book. Very fitting for the situation we rolled Dawn Attack (it was indeed very early and their general still a little bit drunk).

Skaven and Dark Elf forces march forwards under the first rays of light.
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Skaven win the roll to deploy first.
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The centerpiece on the army with general and BSB in stormvermin + their ratling gun are deployed at the left flank toghether with an unit of giant rats, way out of their important central position for LD bubble. Rat orges and WLC are deployed at the right flank, which contains a nice hill for the Cannon. Rest of the army deploys in the centre. This was a very good thing for me, as the Witchstar could only be taken in combat with the Stormvermin as the anvil and Ogres as hammer in the flank. Now it could attack anything head on. Cannon was also not protected so easy target for Shades.

Enemy Stormverminstar with very cool jungle general on war litter, BSB, Deathmaster Snikch and 30 Stormvermin.
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Witchstar is deployed at the left together with Flaming Gladiators. Other Gladiators are deployed at right flank with the rest in the centre. I got a nice forest to put my RBT's in which had good line of sight to enemy main shooting threats. I win the roll to scout first, and Shades take position 12" from Cannon, enemy reacts with 10 Gutter Runners, and I deploy a second unit. Then he places his Assassin on Flying Carpet (very nice model) on my far left, which I also respond with 5 Shades.

My Witchstar so far. I have no money to buy new Witch Elves, so currently it contains witches from 5th, 6th and 8th edition. Cauldron of Blood / Bloodwrack Shrine with the BSB Death Hag in the cauldron is ofcourse the masterpiece, but also needs to get their final touches.
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Deployment
So for deployment, our main combat block were in a different corner of the battlefield, and my witchstar opposed his Ogres (poison!) and softer clanrats and slaves. I did however had nothing to stop the enemy assassin on carpet besides shooting and a unit of Shades. I could onlt start the battle with a roll of 6, and roll a 6 ! Khaine was with me today.

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Dark Elves 1
I declare no charges and my Shades move up for a second turn charge on the cannon while still 6" away and out of line of sight of Ogres. Witchstar march towards the centre, flanked by unit of Gladiators. Left Shades move up within close range of Assassin and Supreme Sorceress + Light Council move to cast spells on Assassin. Dark Riders move up to shoot the Warpfire Weapon Team.

I roll 7 vs 5 for winds of magic, and cast a Banishment with 4 dice on the Assassin, enemy warlock (who is surely going to be promoted, or killed after this battle) rolls all his dice and gets two 6'es. Then I cast Net of Amyntok on the Assassin so it can not move or shoot. Combined shooting of Shades and Reapers fail to kill it !!! but inflict 1 wound. Shades at the right shoot at Gutter Runners and kill 3, but he passes his LD test. Dark Riders at the Warpfire team all misses their shots. Bad shooting round !

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Skaven 1
Skaven also doesn't declare any charges and move his Stormvermin towards the centre. Rat ogres advance within second turn charge on Witch Elves, same with Giant Rats. Clanrats, Slaves and Stormfiends move up. Warpfire team moves up a little and need a 10" to hit the Dark Riders.

For magic enemy rolls 6 vs 4, and 6-dice howling warpgale and cast it with IR force ! Miscast inflict a strength 6 hit, but enemy rolls an 1, so warlock is unhurt ! Warpfire Thrower shoots at Dark Riders and roll an 10" killing them all at once. Gutter Runners kill two Shades, but they hold. Cannon misfires and does nothing. If warpfire thrower had not killed the Dark Riders, the Stormfiends would have done it, so I would have been much better to send them towards the left flank, but yeah, first of the many mistakes this morning.

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Dark Elves 2
Shades charge the cannon, other Shades charge the Assassin on carpet who stand and shoot (again another mistake, that he sitll had to take a strentgh test at this moment but I forgot) and he kills two Shades ! who turn to flee... Witchstar move up for next turn charge and I decide to go crazy with the Sisters of Slaughter as I did some mathhammering with them (and they were likely to inflict 9 wounds, while only taking 4 or 5 in return. Sorceress and Light Council still face towards Assassin as he must be killed this turn ! Left Sisters of Slaughter move up.

Magic is 3 vs 2 and I cast Pha's Protection on the Witchstar. Reapers combined shooting finally kill the Assassin.

Shades make short work of the Cannon, the unit with 3 left overruns off the battlefield, while the reforms for an next turn charge on the Gutter Runners.

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Skaven 2
Giant Ogres take the bait and charges the Sisters of Slaughter. Gutter Runners charge Shades, who kill 1 with stand and shoot. Rest of the army moves up besides Clanrats. Slaves present themselves towards the Witchstar (and I forgot that Skaven can still shoot on units in combat with Slaves).

Magic is 8 vs 6, and heroic enemy lvl 1 warlock IR force another Howling Warpgale ! We both have to laugh as this small lvl 1 is more succesfull in the magic phase than my LVL 4 and two LVL 1's combined. As he was in front of the enemy general we were sure that he was to be promoted. But then the Skaven player responded that he was actually very likely to be assassinated after these successes as he could challenge his warlord and Skaven surge for power is a dangerous and deadlu happening undergrounds. He does get a wound of the miscast, but is still alive. One stormfiend shoot at the Elves, hitting 9, but because of ward saves only killing 4 ! Sisters of Slaughter are unfortunately not that happy, and after the Ratling gun of the Stormfiend stops firing bullets and a red mist of blood clears, only two are standing. However as true Gladiators they hold their ground.

When the gutter runners make contact with the Assassins Creed Shades draw their knives and kill 6 at once. Re-rolling and Murderous Prowess combined with their high Weapon Skill and AHW makes them indeed one of the best Scouts in the game. The last Gutter Runner, horrified by their losses, fail to hit and start running, just 1" away from the Shades because of the Skaven flee rule. Then the matchup of the Sisters and Rat Ogres (190 pts vs 295 pts) and we both expected to win. The discpilined Gladiators inflict 7 wounds, killing two. The frenzied Ogres don't care and inflict 14 wounds, but unfortunately the Sisters might also had a little drink yesterday and fail to pass 4+ ward saves so only the champion survives. As he needed a 5 to hold she start to turn, but is blessed with a vision of Khaine !! In his heroic sacrifice to protect the Witchstar for another round he holds ! Losing my two gladiators units in turn 2 was unnessecary and because of careless play. Shame! As I would loved to see how they had flanked a clanrat unit out of range of Generals bubble.

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Dark Elves 3
Witchstar charge the Slavas as I still do not realize that enemy Stormfiends and Warpfire Thrower can shoot on them. Last two sisters of Slaughter charge enemy Giant rats. Left Shades keep fleeing and Magic users redeploy to shoot at Stormfiends. Shades who run off the table return and move 5 " towards Warpfire Thrower. Other 5 Shades charge the Warpfire Thrower, but fail their charge.

Now I start to realize that enemey can shoot on Witches next turn, so the Slaves needed to DIE this turn. I roll 10 vs 6 for winds of magic. Cast Pha's Protection on the Witches, Net of Amyntok on the Stormfiends and he dispells Banisment and Fury of Khaine. All of my shooting miss because of that damned Howling Warpgale.

In the combat of Ogres vs Champion, the champion succeeds to KILL another Ogre (3 wounds) and is killed in return. Other Sisters of Slaughter kill 3 Giant Rats and the rats flee (just in front of Stormvermin block). Then the Witchtar combat... Impact Hits kill 5 slaves, then Lord Drakon himself kill 4 slaves. The Hag kills another 5, COB witches kill 3 and the other witches kill another 13. Only 10 remaining so no steadfast ! BTW I forgot to test Terror here, as the Slaves were only LD 5 or something. Slaves kill 3 witches in return. They explode and kill another one. Then the Witchstar overruns into the Clanrats, so safe against enemy shooting, yeah ! Compared to the former Darkshards and Dreadspears I was fielding, or any infantry, Witches combined with a Cauldron just rock.

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Skaven 3
Rat Ogres frenzy charge into the back of the Witchstar, and I am a really afraid this is too much for them. Lord Drakon makes way and 6 witches get to base contact. Now the best thing of the 2 last remaining Sisters of Slaughter (remember combat with the Giant Rats) did was forcing the redirector unit to flee, but not only did they flee, they also fled just in front on the enemy main combat block with characters and stormvermin, who had otherwise be able to charge my Witchstar flank with some luck ! I am sure if that had happened, the Witches had not survived and I would have lost the battle. So even though the Sisters of Slaughter did not lived longer than 1 combat each, they both ensured that I faced enough units at a time and this blocking Giant Rats were game changers! So again I want to say : I love the Druchii Gladiators. Stormfiends, Ratling Gun and Giant Rats move up to my back.

In magic enemy gets 9 vs 4, 6-dice Howling Warpgale but got no sixes, so I finally use my scroll. Stormfiends pass their stregnth test easily and kill the last two sisters + get a template on the Supreme Sorceress, but she passes her 3+ ward save. I am sure the Warpflame Weapon Team had eaten some warpstone as he needed a 2 to hit the Shades, and he rolls againt, just a 2 ! killing them all. I don't know how much points they are, but they earned 200 vp alone !

Always kill them when you can, they HURT !
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Combined attacks of Lord Drakon, Death Hag + COB crew and 6 witches kill 4 Ogres, especially because of the deadly poison, and only two ogres are left, so few to inflict a lot of pain. Witches in the front also kill 7 clanrats. In return they kill 2 witches because of Pha's Porection, but Ogres need to roll snake eyes and they flee ! Clanrats hold on LD 8 with steadfast because of rank bonus.

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Dark Elves 4
Shades want revanche for their Assassin Creed comrades and charge the Warpfire weapon team. Now we both discovered how much warpstone the crew had eaten, as they stand and shoot and pressed the wrong button so it exploded with a large template, killing the crew and 4 witches. Shades fail their charge. Left shades keep running and are only 1" away from table edge. Supreme Sorceress and Light Council retreat a little (Supreme Sorceress not far enough as she stays within 24" :( ).

Magic gives me 11 vs 6. I give the Witches frenzy, which is dispelled. Then Pha's Porection which is also dispelled, leaving me with enough dice for boosted Shems Gaze and Banishment. banishment inflict 4 wounds, while Pha'se protection another 2, killing one and inflicting 2 on the second. Then Reapers shoot at them on 4's as they are in close range and no Howling Warpgale and inflict another 7 wounds ! But the Ratling Gun just survives with 1 wound unfortunately, and holds.

Witches inflict again a lot of wounds, take away enemy steadfast and he flees. I pursuit and he rolls 10, I roll 12, so run of the table. At this points Witchstar has taken 40 Slaves, 40 Clanrats and 4 Ogres.

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Skaven 4
Enemy fleeing Giant Rats are still in the way of the Stormvermin. Other Giant Rats charge the first Reaper, but fails. Ogres, last Gutter Runner still flee. Ratling Gun Stormfiend moves up to shoot the Supreme Sorceress (oh oh). Weapon Team Ratling moves up to shoot next turn. Giant Rats in front of Stormvermin rally :D and block the Stormvermin for another turn.

For magic enemy rolls 4 vs 3, I channel 1. He tried Howling Warpgale but I dispell. Ratling gun aims at Sorceress, inflict 10 hits, 7 wounds, and I save 4 ! Just not enough to save her, and she dies.

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Dark Elves 5
Dark Riders charge the Rat Ogres (not smart as I could better charge with 1 sorceress and send Dark Riders towards giant rats) who flee towards table edge, then they redirect into last Gutter Runner who runs towards Shades. Shades also charge (why!!) so they start running other direction again. I would have been much better to shoot with the Shades at this moment.

Sorceresses had failed charge so no magic. First Reaper kills of the last Stormfiend, and the other kills enemy Ratling Weapon team (also another mistake as I should have shot the Giant rats).

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Skaven 5
Giant Rats charge first RBT. Ogres and Gutter Runner remain fleeing and Giant Rats that saved me from charge now redirects my witches from reaching Stormvermin. Stormvermin moves out of range of Witches to save points.

In combat my RBT crew kill 2 rats, while the rats kill only 1 so it is a draw.

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Dark Elves 6
Witches charge Giant Rats, Shades and Dark Riders charge Gutter Runner again (why ? just shoot them !). No magic and no shooting. Witches kill enemy giant rats, and enemy giant rats kill the last crew of RBT.

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Skaven 6
Giant Rats charge the RBT, Ogres flee off the battlefield and last Gutter Runnes who I should have killed long ago rallies and preserves it VP's. Again the RBT crew kill 2 rats, and the rats kill 1 crew, leaving it a draw.

As usual with Skaven, a very bloody game, but finally I got a nice victory against them. Ofcourse this is mainly due the Witchstar. A nice 14 - 6 !

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Again, I really hope for some comments and feedback as this not only improves my play but also makes it much nicer to keep posting my battle reports beside personal reflection. :D I will replace the second unit of Sisters of Slaughter with my converted Executioners on Cold Ones (Cold One Knights) as they are my best work so far and its a shame I don't play with them anymore.

Lord Drakon, chosen of Khaine !
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_________________
The 13th Legion


Mon Jun 01, 2015 1:20 pm
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Malekith's Best Friend
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Joined: Tue Jun 04, 2013 4:25 pm
Posts: 1003
Location: Delft
Today I played an 2400 battle against my nemesis DeGroteBaas who defeated me every time so far with his Lizardmen or Dark Elves. Today I finally got my revanche !

His list was

Quote:
Slann, High Magic
Terradon Hero

30 Saurus
10 Skink Skirmishers
10 Skink Skirmishers
10 Skinks with Kroxigor

20 Temple Guard (bunker)
5 Chameleon Skinks
6 Kroxigors
1 Salamander
1 Stegadon
3 Rippers
3 Rippers


My list was

Quote:
Dreadlord, Heavy Armour, Sea Dragon Cloak, Enchanted Shield, Sword of Might, Ring of Hotek
Supreme Sorceress, LVL 4, Light Magic, Cloak of Twilight, Dispell Scroll, Dark Pegasus

Sorceress, LVL 1, Light Magic, Dark Steed
Sorceress, LVL 1, Light Magic, Dark Steed
BSB Death Hag, Cauldron of Blood

7 Dark Riders, Musician, Shields
5 Dark Riders, Shields, RXB
27 Witch Elves, Full Command, Razor Standard

5 Shades, AHW
5 Shades, AHW
Reaper Bolt Thrower
Reaper Bolt Thrower
5 Cold One Knights

10 Sisters of Slaughter
5 Warlocks


The main difference between the other lists is that I exchanged an unit of Sisters of Slaughter for my beloved Cold One Knights, and one unit of Shades and replaced Ogre Blade with Sword of Might for a unit of Warlocks.

Initial Battle Plan

As always with Lizardmen, the main points are with the Slann and Templeguard, so main objective was to get witches into combat with the Temple Guard and destroy everything in bewteen. But Lizardmen also controls a lot options to chaff up the Witchstar, so these had to be deleted first. I totally fear the Rippers as 1 of them once took out a 1000 point unit by charging it in the rear with some bad lucks. Also salamanders are extremely deadly and can kill my unit of Shades or Sisters of Slaughter in one turn, while the most damaging unit in Lizardmen army against the Witches. Besides the Rippers the enemy also always brings an Terradon Hero with 1+ AS for taking out Reapers. Not to forget his Chameleon skins who can take out 1 RBT every turn of shooting easily. I never played against Kroxigors but only knew 1 thing, never get them into contact with the Cold One Knights, while a matchup against Sisters of Slaughter seemed a good once. Stegadon is not very good at shooting but hurts a lot on the charge, but against the Witchstar it would face certain doom.

As the enemy player uses High Magic to great effect by 6-dicing Fiery Convocation (therefore also negating my following magic phase) on main combat blocks, I especially hoped the Ring of Hotek would force a miscast eventually. Even when it wouldn't in the case of very dangerous enemy magic the 2+ ward save would hopefully help a lot.

For magic we got
Slann : all spells of High Magic

Supreme Sorceress : Shems Gaze, Light of Battle, Banishment, Birona's Timewarp
Sorceress : Shems Gaze
Sorceress : Shems Gaze
Warlocks : Doombolt, Soulblight
COB : Blessing of Khaine

So a small discussion about my magical options with this list (and this spell selection).
- 5 magic missiles
- 3 augments
- 1 hex

Magic Missiles
3 1D6 STR 4 fireballs, which can be cast on 2 dice can allow me to spam cheap magic missiles on enemy skirmishing skinks who are otherwise difficult to get rid off. Besides that I have 2D6 STR 5 Doombolt and 2D6 STR 6 Banisment to kill the more difficult Reapers or even Kroxigors. When needed I can even blast away Temple Guard with them. Magic missiles for both cheap skirmishers and more dangerous units like Rippers, while I can stay out of charge ranges (except for Warlocks but which skirmisher is going to charge warlocks ?) give me a strong strategic advantage. When I get 12 PD in a phase, it is in theory possible to cast 5 magic missiles in 1 turn (2 PD Shem, 2 PD Shem, 4 PD Doombolt, 3 PD Banisment, 1PD Shem).

Augments
With one augment I can make 1 unit unbreakable for a turn, which can change any battle into your favour or save you. The other augments add 1 extra attack for every model in the unit. In case of Shades, Sisters of Slaughter, Warlocks, Cold One Knights and Witchstar this can all drastically improve your combat effectiveness. For only 5 PD you can even add 2 extra attacks for each model. Imagine your unit of Cold One Knights flanking with 15 STR 6 ASF, MP attacks. Same as 4 attacks for Warlocks, Shades and Sisters each. Birona's Timewarp gives also the mounts (Cold One Knights) ASF. Also does Birona's Timewarp allow any unit to march 20" or charge 17" which can be very important to deliver the Witchstar where I need it.

Hex
Soulblight does not need any explanation, but lowering the strentgh and tougness of a unit is devastating in almost any case in combat. In early game it also allows me to make the magic missiles and normal shooting extra effective.

But, as everybody knows, the most important thing about magic that winds of magic can be fickle, and difficult to rely on. At least my list offers 4 chances of channeling extra PD.


Deployment

Battlefield
We played at the same table as I did against Skaven, so the terrain was familiar. As the impassable terrain in the middle was missing, my Witchstar had a good chance to cross the battlefield as soon as enemy chaff had been cleared. It further containing a forect in my deployment zone, a very good place for at least 1 RBT near the centre with good line of side. It also contained a forest in the middle of the right flank, which could be a perfect hide out for my Shades. Another hill at the right flank would be another perfect spot for the second RBT to provide crossed line of sight to keep the way clear for Witchstar or shoot at incoming units at the flank.

Dark Elf Deployment
Both Dark Rider units deployed at the flanks but closer to the centre as enemy had superior flying movement thanks to Terradon Hero and Rippers. After this I put the Witchstar in the middle of the battlefield, as I would do in almost any case as this already provides massive board control and pressure on the enemy. Warlocks and Cold One Knights are also deployed at the central flanks. As in this match up, the Dark Riders where much more useful than the Sisters of Slaughter I decided to use them as the bunker for the Coven of Light, so therefore they are deployed central behind the Witchstar. At the end of my deployment I realized the deadly enemy Chameleon skinks, but here the Coven LVL 1 Sorceresses saved me as I could deploy them in such a way to negate enemy flank scouting. Especially because of their fast cavarly rule, they can easily vanguard back to safety. Supreme Sorceress on Pegasus is also extremely mobile. I really liked my deployment with Infantry in the centre, Artillery flanking it, flanked by fast units.

Lizardmen Deployment
The Lizardmen reacted with a traditional set up. Infantry blocks at 6" from corner and Skinks deployed around centered flanks. His Temple Guard with Slann was a little more to the right opposite of the forest I hoped to take over. Rippers are deployed at both flanks, with Terradon Hero at left flank for further pressure. Terradon and Salamander flank the Saurus unit. According to this deployment, the enemy was planning to redirect the Witchstar into the Saurus, and then flank it with the rest. As my army now contains a soft center (Coven of Light) of around 600 points the flanking Rippers and Terradon would be able to take it out if he could surround my force from all sides.

Scouting
I win the roll to scout and my Assassins Creed Shades take the forest. His Chameleon skinks scout in front the central RBT but out of charge range of Dark Riders. My second unit of Shades are deployed opposite these enemy scouts to help defend this flank against enemey redirectors etc.

Vanguard
Both Dark Riders vanguard, as right Rippers vanguard I find that the Warlocks have a good position to at least stop the Rippers at that flank from a turn because of possible counter-charge. His left flank Terradon Hero and Rippers vanguard as far as possible.

We roll the most important dice and the enemy steals the initiative even with my 1+ after one re-roll.

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Lizardmen 1
The Lizardmen does not declare any charges but the chaff war begins full scale by full advance except for infantry blocks. Chameleon advance towards the central RBT, while Skinks move within 12" of Dark Riders. Both Rippers advance a little to stay our of charge ranges of Warlocks and Cold One Knights while Terrodon hero position himself on the far left hill.

Magic is 9 vs 5, and enemy cast magic missile on the Shades in the forest, which I dispell with all my dice because of high roll, he also casts large template on Witchstar, but because of Ring of Hotek 2+ ward save, only 2 of the 11 wounded die. Enemey skinks fail to roll a lot of 6'es, so only left Dark Riders get two wounds, but they pass their LD test with re-roll as they are still within 18" of BSB. Chameleon Skinks inflict three wounds on the RBT and kill it. Shades pass their LD test. I lost my RBT, but as Dark Riders both survive with enough numbers for a counter-charge this was a good result for me.

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Dark Elves 1
Both Dark Riders charge. Right Skink Skirmishers flee, while left unit stand & shoot, only killing 1 Dark Rider so no panic test. Shades charge the Chameleons. Soft magic users retreat behind the Witchstar and into the Sisters of Slaughter. Warlocks and Cold One Knights hold one flank for incoming Rippers.

Magic is 6 vs 5 (but enemy channels 1) so I get nothing off. RBT inflict 3 wounds on right Rippers, killing one, while Shades inflict another wound.

In combat Shades kill the chameleon skinks in one round of combat. Dark Riders also kill a lot of Skinks, win and catch the fleeing Skirmishers in the wood at his deployment zone. Two possible redirectors dead, three to go.

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Lizardmen 2
Terradon Hero and Rippers charge the Cold One Knights, but only the Terradon Hero make it into their flank. Stegadon charges Dark Riders who flee. Skinks rally and Skinks with Kroxigor advance. Salamander also advances. Temple Guard move closes to get the Witchstar into range of magic.

Magic is 10 vs 5. I dispell Arcane Unforgiving on the General to destroy Ring of Hotek. Magic Missile is casted after I roll total of 17 and enemy 18, but luckily only killing 2, and again they hold their LD test. Move between worlds on the Salamander see it move for a good breath attack on my Witchstar of Sisters of Slaughter. Salamander kills only 3 witches and 1 sister.

Terradon Hero kills 1 Cold One Knights, they lose combat with 4, but hold their ground. Cold One Knights reform to get move knights into combat.

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Dark Elves 2
Shades charge the Salamander. I really like the multifunctional options with Shades with AHW, as for only 90 points you get a unit which can clear most enemy chaff units, can take out warmachines very fast but can also act as mobile darkshards. With only one unit of Skirmishers left to redirect the Witchstar I see my opportunity and start the advance. Soft remains in the centre, while other chaff gather around the Witchstar. RBT is left to the Rippers, who therefore will also not redirect the Witchstar.

Winds of magic are 7 vs 6, and again I fail to get anything off. RBT inflict 1 wound on the Rippers, Shades all miss. Both in my shooting and magic phases of turn 1 and 2, I failed to do much damage, but the nice thing of this list that they can also hurt a lot in melee, so not dependent on 1 phase only !

Shades again make short work of Salamander, earning back their points cost very fast ! Terradon Hero kills another Cold One Knights, but they hold. Their objective this battle would be to stop the Terradon Hero and Rippers long enough to keep the soft Coven of Lights safe and Witchstar running.

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Lizardmen 3
Rippers charge the Cold One Knights, other Rippers charge the RBT. Saurus charge Warlocks, but fail their charge (needing an 10). Skink Skirmishers block and redirect the Witchstar towards Saurus. Both Stegadon and Temple Guard retreat some inches.

Magic is 10 vs 6 (but I channel 2). I scroll enemy Arcane Unforgiving on Dreadlord and dispell the other spells easily. Skirmishers kill 1 witch elf, while Skinks with Kroxigor kill 1 Warlock.

In Combat the Ripper kill the Cold One Knights with Killing Blow wounds, however Cold One Knights could 1 Ripper in return. Terradon and Rippers are both blocked long enough to not change the battle anymore. They did not inflicted much damage this game, but they hold up the left flank long enough to take ensure Witchstar could advance fast. The other RBT crew kills !! a Ripper by inflict a wound, but is killed in return.

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Dark Elves 3
Witchstar charges the Skink Skirmishers, who flee, but the enemy rolls very low for his flee rolls, and the Witches catch them ! Suddenly the Witchstar is in the middle on enemey forces, within charge range of all his combat blocks. I still have no idea if Witches can survive such a combat, so I had at least block Saurus and Temple Guard. The great thing of this list, with only the Witchstar and combat block and lots of chaff and fast moving units is the ability to redeploy fast. I block Saurus Block with shades and unit of 2 dark riders, so they could double flee and stop it from reaching Witches. Other shades and lvl 1 sorceress block the temple guard, while Sisters of Slaughter set up for counter-charge at Temple Guard. Supreme Sorceress goes within range of Ring of Hotek effect and in the centre to remain save, while Warlocks defend the back against incoming Rippers.

I finally got a good magic phase with 10 vs 6. But, enemey channels 2, making it, 10 vs 8. I fail Frenzy spell, cast Light of Battle (unbreakable) on witches and enemy dispell Banishment and Doombolt on Rippers. Still not that impressive, but Slanns are always tough enemy opponents. Shooting does nothing.

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Lizardmen 4
Blocked by the multiple small redirecting units, only the Saurus charges the Shades who already earned their points back by killing Salamander and Chameleons. Last two Rippers of left flank charge the Warlocks. Other Ripper and Terradon Hero redeploy to take out soft units like magic users. Stegadon move up a little in front of Witches, but I can still overrun into Kroxigors.

Magic is 11 vs 6. Enemy throws 5 dice at Arcane Forgiving on the general to get rid off the Ring of Hotek so he can cast Fiery Convocation. He rolls, 5, 4, 5, 1, 1 ! Two 1's, so an automatic miscast ! I dispell the spell with all dice and Slann rolls on the miscast table.. which is a 3 ! Large STR 10 Template and on 1, 2 or 3 the Slann is destroyed. I think there is no other army out there with such vulnerable army to miscasts as Lizardmen. Only 8 Temple Guard survive the blast, and the Slann rolls an 3 so dissappears into the void. This automaticly changed the battle massively into my favour and therefore won the game at that point. I like to hightlight how strong the Ring of Hotek is with an Witchstar, as they are very difficult to kill with combat and magic, so this only leaves large template shooting as main threat to their existance. Ofcourse Dwellers and Thirteenth are the true killers, but if enemy doesn't take Life, this will not happen. By trying to get rid off the Ring of Hotek, the Slann eventually rolled two 1's and the miscast costed him around 800 points.

Saurus make short work of the Shades, and overrun into the Dark Riders. Rippers are no match for Warlocks and are easily killed with poison.

Image

Dark Elves 4
After the Miscast the Temple Guard was destroyed in such a way, the Sisters of Slaughter could take of them, so Witchstar went for Kroxigors and Stegadon. Witchstar charges Stegadon, who flees, but they catch it (again). Warlocks charge enemy Terradon Hero, who also flees, and again they capture the Terradon hero. Supreme Sorceress and normal Sorceress redeploy to shoot off the last Ripper.

I get 11 against 6 for winds of magic, and throw a lot of magic missiles on the Ripper, who eventually dies after a lot of very low hits.

Image

Lizardmen 5
Enemy who knows the game is lost charges with everything. Kroxigors into Witchstar, Temple Guard into Sisters of Slaughter and Saurus into back of Warlocks. They all make it. Skinks with Kroxigor move up a little.

In combat with Kroxigors with Witchstar, they just dissappeared. I was looking forward to combat with Sisters and Temple guard, as they are the same point cost I think. Sisters easily kill all of them before they can strike. I really like that I had those sisters there to finish the job by earning 800 victory points while otherwise I had to rely on magic + shooting which can go wrong. Warlocks also went bad-ass and killed 7 Saurus, but ofcourse got all killed in return.

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Dark Elves 5
My army encircles the enemy and we quit the game.

20 - 0 for the Dark Elves !

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Ofcourse the big win was mainly due to enemy Slann exploding and taking all that Temple Guard with him, but it happened because of the Ring of Hotek, which is crazy for only 50 points. I also felt I played a good game by waiting long enough to advance, keeping my softer units safe and blocking enemy combat units at crucial point in the battle.

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The 13th Legion


Wed Jun 03, 2015 1:40 pm
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Slave (off the Altar)

Joined: Sun Mar 29, 2015 2:48 pm
Posts: 21
Hey Lord Drakon,

I've been reading through your blog in the last days and I'm enjoying it a lot.
I appreciate very much the effort you put in making good battle reports and the feedback you provide about your army evolution.
I have also to compliment with you about your recent successes.

In particular I loved how you played this last game against Lizards, even if that Salamander could have been really bad news for your Witches.

I'm not a Druchii player usually (Mostly Woodies and occasional High Elves), but my wife has a force really similar to yours and I wanted to ask you a couple of questions.
Haven't you ever had a problem deploying the Dreadlord with Witches? How have you managed to keep your Death Hag BSB alive against cannon sniping? how would you rate MSU of Sisters?
By now she mostly played a block of Executioners instead of Sisters to bunker the BSB and a Shadow Supreme Sorceress when she's not on Pegasus. She also tried to run the big block of Sisters, but she was negatively impressed by them.
Last time we played along Cauldron Witches and mid sized Executioners she even rocked a smal Cold One bus with BSB and Ring of Hotek Master. Pretty brutal.


Thu Jun 04, 2015 3:12 pm
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Miscast into the Warp
Miscast into the Warp
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Location: Investigating Mantica
Nice report again Drakon. Exploding giant frogs is a great vision in my head.

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My Kings of War Plog - Twilight Kin / Nightstalkers


Thu Jun 04, 2015 3:57 pm
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Malekith's Best Friend
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Hi Nonnoste and Amboadine thank you for your comments ! Always great to know when the blog is enjoyed ! It really helped me develop myself and hope to keep doing it. Especially feedback and comments of readers is what make the effort totally worth it.

Dreadlord have not taken a single wound so far, so I would say no. You can take an Dawnstone to be 100% sure.

I have only faced Hellcannon, Warp Lignight Cannon and Empire Cannon so far, and Hag always survived. I really focus to kill the enemy cannons ASAP, as they are the only ones who can easily kill the COB. It also really helps by facing flank of Witchstar towards cannon therefore providing 4 5+ 'charmed shields' against bouncing cannonballs. With vanguarding warlocks and dark riders + scouting shades or pegmaster I ensure a turn 2 charge. In case of Empire the cloaked pegasus master in front of cannon was such a threat, that cannon shot at the pegmaster (which was warded) instead of cannon. Light Magic with Pha's Protection and Net of Amyntok also really help !

I would rate MSU unit of Sisters 9 out of 10, they are simply amazing and I think they are the best infantry in the game. I have written a tactica about them (also containing links to all posts about them on Druchii.net) called Druchii Gladiators. I am never going to leave without them anymore. They don't need any investment, but standard + flaming, handmaiden and musician are all great investments for a total of 190 points. They are however an unit you need to understand. I would always prefer to take two MSU units above one big block. That new list sounds very strong indeed !

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The 13th Legion


Fri Jun 05, 2015 12:10 am
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Slave (off the Altar)

Joined: Sun Mar 29, 2015 2:48 pm
Posts: 21
Thank to you for all the great work!

I'm afraid you're playing cannons the wrong way, though.
Regular infantries don't stop the cannonball bounce. You need a Monstrous Infantry/cavalry model to survive the cannonball to actually stop it (or a Monster).

Anyway I should definitely tell my wife to try out 10 + 10 Sisters.
In the Wood Elves army I'm one among the few who like Waedancers as a multipurpose unit abd I envy quite a bit that Sisters receive better bonus than Dancers and, most important, all at the same time.


Sat Jun 06, 2015 11:48 am
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Malekith's Best Friend
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You are totally right ! Thanks for pointing it out as my assumption was they could :D

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The 13th Legion


Sat Jun 06, 2015 3:36 pm
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