This was the first time I brought my rather fluffy Bloodstorm list (which is still given power level 2!) for some playtesting. Although most scenarios are based around fortitude instead of victory points, we forgot to bring the scenario's with us so just played normal battleline to test out our lists.
Civil War 1I had one sorceress with metal on steed , two units of 10 Witch Elves, both full command and one with flaming banner which is joined by Lord Drakon as BSB on foot with re-roll 1+ armour save. War Hydra as the tank as I am eager how he is in small games (after watchmaster and direweasel both stating several times that he is awesome at low point games) with Fiery Breath. Shades and Reaper Bolt Thrower give me still an shooting phase that can hurt and allow me to direct enemy deployment phase. Lastly a unit of Dark Riders which were used as bunker for the sorceress, but I really don't like them as bunker and want to use them as chaff instead, so I hope you can advise me how to solve this problem !
DeGrotebaas brought a balanced list (which is by the way also a Executioner themed awesome painted and converted army) with one Sorceress lvl 2 with power scroll with Dark magic (doombolt, smart!) in a unit of 20 spearmen, 10 darkshards with shields, 5 dark riders, 1 chariot, reaper bolt thrower and 15 executioners.
Balanced list, very dangerous in the magic phase which combined with his shooting gives him the option to stay back and let me come to him. He could counter everything I had, but I had also all the tools needed to counter his army. The two blocks of infantry could be depleted with a flame template, while Hydra and Witches in combat would also good matchups for me. Chariot was a good target for my searing doom. I did however greatly feared his Reaper and Darkshards, as the first could easily threated my Dark Riders with Sorceress, and Darkshards can hurt the witches a lot.
For magic I rolled plague of rust, which I swapped for Searing Doom. Enemy got Word of Pain and Doombolt, which was not good for me at all. I also discovered he had power scroll so knew I had to be careful with the dispell scroll.
DeploymentThe terrain was smaller than normal battles because of the low point game and had one big hill at the deployment zone, while the other side had one small hill at the right flank. Three forests could provide some cover, but if enemy got the large hill, his reaper bolt thrower could always shoot at my dark riders. As the enemy won the roll of deployment, he got the big hill which was not good for me at all. When looking back, it would have been better to deploy my Reaper Bolt Thrower at the hill, as it could shoot over the forest and could have forces the opponent to deploy more to the right instead of left, which contained more cover for me.
As I was afraid for enemy shooting I deployed my witch elves to the central right, in order to cross through the right side in cover of the trees for darkshards. War Hydra in the centre to march up as soon as possible and Sorceress with Dark Riders opposing his Chariot. Enemy made sure no gaps were left for my Shades to infiltrate, and deployed central with Darkshards in the centre, flanked by Executioners and Spearman. I am happy that I made this big deployment / battleplan mistake when outshot as I will not make this mistake again on the tournament itself. Shades take the central forest to provide some shooting against Dark Riders while in cover.
Turn 1 - DeGroteBaas I finished first, but the enemy won the roll to start after I rolled a 1. First turn for DeGroteBaas
Dark Riders advance at the right flank behind cover of the forest, while Executioners and Spearman move up. Chariot move up at the left flank to threaten the Reaper Bolt Thrower.
The magic phase starts really bad for me as it is 6 vs 2. In this tournament the magic phase is D6 + 1 for caster with D3 + 1 for dispeller. This makes the magic phase much more dangerous as the catser than totally outpower you. In this case the magical defense of the caster (normally lvl 4) is also very low, as I only have a lvl 1 opposed to enemey lvl 2. Enemy casts word of pain of Shades which I fail to dispell and then doombolt on the Shades, which I scroll. I really did not wanted the Shades to lose their BS, as they were the only unit that could deal with the Dark Riders at this moment. But losing the dispell scroll so early and against normal doombolt instead of boosted is not worth the pay off I guess.
Reaper Bolt Thrower shoots at the Dark Riders, but luckily only kills 1. I do however have no idea how to protect them and the Sorceress. Dark Riders shoot at Shades but all miss but Darkshards kill one Shade. At least no panic test. Funny thing is also that in these really small games (I am used to 2400) every casualty hurts much more than in normal cases, so every model becomes more precious to you.
Turn 1 - Lord Drakon Afraid to come within shooting range of the Darkshards I march with the Witch Elves through the forests. The War Hydra does not fear them however and march up central. Sorceress with Dark Riders move up to be within 24" of the Chariot, while Shades move to shoot the Dark Riders. They say most battles are decided in the deployment phase and first two turns. I fully agree. In this case this first movement phase spelled doom for me, as I presented one target at a time for the enemy shooting, while delaying the combat units (witch elves) to reach combat as soon as possible. My main target was the Executioner unit, while in fact the Spearman with Supreme Sorceress where much more dangerous to me.
In magic it is 3 vs 3, and enemy dispells my Searing Doom on the Chariot.
Because of deployment and the terrain, my Reaper Bolt Thrower had no optimal targets which were Dark Riders and Chariot and I decide to shoot at the Darkshards, killing two. The Shades aim at Dark Riders an still kill one even with the -2 BS.
Turn 2 - DeGroteBaas Cold One Chariot fails his stupidity test and stumbles 4" forwards. Dark Riders sneak between the Witch Elves and take the left hill. Spearman and Darkshards move up to shoot / cast at the War Hydra and Witches. Executioner also move up a little.
In the magic phase enemy get 2 vs 4, and he fails to cast word of pain.
Reaper Bolt Thrower kills another two Dark Riders, so only 2 left. They pass their Leadership test luckily. Darkshards shoot at Witch Elves and kill 2.
Turn 2 - Lord Drakon Sorceress with last two Dark Riders move up to charge the Reaper Bolt Thrower, while still able to cast Searing Doom on Chariot. Witch Elves march as fast as possible, as they already get the feeling they will be too late. Now I made another huge mistake. The War Hydra, which was my 'trump' this game to support the Witch Elves by target saturation and cover goes solo as I see a nice flame template possibility on the Spearman. Not only does this provide a flank charge (12") for the Executioners that let them move out of reach of the Witch Elves, the flame template was not game changing at this moment, while it should have some effect. I move up Shades for counter-charge the Executioners which is also stupid, as Hydra is very likely to die in first turn of combat.
In magic phase I get 4 vs 2, and cast Searing Doom on the Chariot and inflict three wounds, only one to go !
In shooting phase Reaper Bolt Thrower shoots at Dark Riders, killing two. Shades kill three Executioners. War Hydra does hit 16 Spearman, but only kill 9. Nice that the Spearman bunker is now smaller, but as nothing will be able to reach them yet this is really a big waste of the War Hydra and its Fiery Breath. At least, lesson learned (I thought).
Turn 3 - DeGroteBaas Chariots fails his stupidity test again which is nice. Executioners charge the Hydra and I decide to hold. Now I look back at the battle diagrams, I could have saved myself by fleeing the Hydra. Rally on LD 6 is difficult, but at least the Executioners would have failed their charge or even better redirected into the Shades who then had also fled. This would have given the 'remaining 'Witch Elves the possibility to charge, while Hydra would still have been alive. But, I hold. Spearman unit shuffle back but still 18" from Witch Elves. Enemy forget to move the Dark Riders.
In magic phase enemy get 7 vs 3. Boosted Word of Pain is casted on the War Hydra, but I save my dice for Boosted Doombolt. Then enemy casts boosted Doombolt with Power Scroll on Witch Elves, which I fail to dispell and kills all of them.
Darkshards shoot at Shades, inflict four hits and four wounds, so they are also dead. Reaper Bolt Thrower shoots at Dark Riders killing them and also inflicting one wound on the Sorceress. Those two wounds on the other Witch Elves are a mistake.
In combat the Executioners inflict only four wounds, so the Hydra lives but fails to return any damage. I need snake eyes to hold and rolls snake eyes
Very painful turn as most of the army died.
Turn 3 - Lord Drakon With only wounded Sorceress, Witch Elves with BSB and Reaper Bolt Thrower left, it looks very desperate for me. Sorceress takes her chance by charging the Reaper Bolt Thrower which is very dangerous, but otherwise certain death if she can be shot at another turn. Witch Elves are still too far and march as far as possible.
Reaper Bolt Thrower crew watched their force being tore apart lose their nerves and fails to kill any Dark Riders.
Wounded War Hydra is killed in combat before he can strike. The Sorceress kills one Reaper Bolt Thrower crew, but is killed in return.
Turn 4 - DeGroteBaasChariot finally passes his Stupidity check and charges the Bolt Thrower, but fail his charge (needing 10) Enemy plays it safe and marches his Executioners away from the Witch Elves. Dark Riders move up to charge Reaper Bolt Thrower.
In combat it is 6 vs 2 and casts normal doombolt on the Witch Elves. He kills all of them. Then the Dark attribute inflict another 15 hits, 5 wounds and I only save 3, so the BSB is also dead, killed by strength 1 attirbute, argh !
Turn 4 - Lord DrakonTo at least kill one unit, the Bolt Thrower shoots at Dark Riders, killing it.
Turn 5 - DeGroteBaasCold One Chariot charges the Bolt Thrower, makes it and destroys it.
Result:VP: 1000 - 120
0 - 20 Defeat !
Post battle report:I got massacred. I made a lot of critical mistakes with deployment and movement, but also regarding actions in the battle itself for example using scroll in turn 1 and playing silly with the Hydra. This let me realize my army is offensive, not defensive. Therefore Witch Elves have to march up for turn 2 charge, except for bad matchups with a lot of armour. I don't really know how protect the Sorceress, although Shades in cover make much better bunker than Dark Riders I guess. As Witch Elves are soft, Hydra can provide cover like tanks did in WWI and WWII. Enemy made good use of my mistakes and slaughtered me. But, as the game only took 45 minutes, we have enough time for a revanche !