Post by Gada Mazaha on Jul 3, 2007 21:43:30 GMT -5
Today I failed to defend the Headless Badger in spite of causing many casualties on the enemy. The loss was very close but shows the value of good planning.
At my table the four 'good' 1000 point armies were 3 wood elves(!) and a tomb king.
The 'evil' enemy consisted of a Skaven, Goblin, Vampire Count (necromancer), and Dark Elf. The key to their victory was the four enemy players having decided how to cooperate and build their list togetehr before the battle, where as the forces of good were a pick-up team who brought their 1000 points without any discussion (or extra troops)
The WE forces were:
Spellsinger lvl2 on steed with CStave. (survived)
3 x 8 Dryads (6 survived)
1 x 3 Treekin (1 survived)
1 Treeman (survived)
Alter noble, HoDA, HotH (survived)
Wardancer noble, Blades of Loec (survived)
3 x 8 Dryads
1 Treeman
10 Wardancers (5 survived)
lvl2 spellsinger, Cstave. (survived)
lvl2 spellsinger
2 x 12 GG (6 survived)
2 x 6 GR (1 survived)
1 x 4 Warhawk riders
Tomb prince on chariot
Liche priest
1 x 4 chariots
3 x 20 Infantry
2 x 10 Bows
As you can see, while each of these forces has its moments, the combined effect is rather weak In particular, as it turned out, magic defense was very weak.
The enemy were:
2 Warlock engineers with warp stuff
3 x 60 Skaven slaves 23 survived
3 x 20 Clanrats with spears.
1 x 3 Jezzails
1 rat swarm
Strigoi Vampire Thrall
2 Necromancers lvl2
1 x 10 zombies
2 x 20 skeletons
1 x 30 skeletons
1 x 10 ghouls
5 dire wolves
2 batswarms
Big boss on giant spider
2 lvl2 shaman on wolf
3 x 10 forest goblins on spiders
2 x 12 goblins on wolf
Noble
3 x 10 warriors, rxb shield (10 survived)
1 x 20 corsairs
1 x 16 executioners
2 x chariots
As you can see here, the enemy have enormous magic, shooting, mobility, and numbers, and can make more
The dice at the first part of the game were not kind.
The roll picked the tomb kings to defend the Headless Badger which sat on a low hill in the enter of a 10 ' x 4' table. The rest of the table had two hills , 6" from opposite edges and 2' from the center, two woods approximately on the centerline and 3' from the center, and 2 ruins 12" from the opposite wdgws and 6" in from the end of the table. The Wood elves got no extra woods.
The enemy selected to attack the 'back' side of the inn.
The enemy got the first move, so had two moves before we could roll for reinforcements.
We got 2 Treesingings, Hidden Path, Fury of the Forest, and Ariel's Blessing
They got Brain Bursta, 2 Mork Wants Ya, 2 Warp Lightning, 2 Invocation of Nechek, Danse Macabre, Hellish Vigour. With vast numbers if casting dice and the generally weak dispell capability for allied armies in general (only the target can attempt to dispell) Things were not looking good.
We started out with the dryads, wardancers, warhawks and Glade Riders in reserve.
The warp lightning concentrated on the Tomb Kings and blasted them away and the VC madly raised more skeles and zombies.
A large unit of skeleslead by a Strigoi vampire ran down two units of dryads before being cut up by wardancers.
Another unit of dryads perished to warp lightning
The tomb prince and two units of dryads fought with a unit of clanrats and one of slaves, ultimately dying to man, supported by more warp lightning.
All but one glade rider were killed by massed rxb fire and so did one unit of glade guard.
So, what worked for us?
My treekin destroyed both chariots, the corsairs and a unit of warriors.
My treeman terrored, fought, and stranglerooted all the enemy spiders and a unit of wolves and killed the executioners.
One of my units of dryads killed a unit of wolf riders, a unit of clan rats and a unit of slaves and the remnants of a unit of clanrats and a unit of slaves and caused a unit of warriors and a unit of clan rats to panic of the table, taking all the Warlocks to their death.
I destroyed all the goblins and all but one unit of Druchii.
The wardancers chewed through all of the skeletons and most of the ghouls.
The alter noble DoDAed the zombie bunker and then killed off all the necromancers, causing the rest of the VC, except for the ghouls, to crumble away.
However, all this took time and the Badger was garrisoned by 10 Druchii warriors with 23 slaves in support. In turns 7 and 8 the slaves had to test for broken friends, but their ranks saved them both times.
We just had too little left to be able to drive the enemy hordes back.
At my table the four 'good' 1000 point armies were 3 wood elves(!) and a tomb king.
The 'evil' enemy consisted of a Skaven, Goblin, Vampire Count (necromancer), and Dark Elf. The key to their victory was the four enemy players having decided how to cooperate and build their list togetehr before the battle, where as the forces of good were a pick-up team who brought their 1000 points without any discussion (or extra troops)
The WE forces were:
Spellsinger lvl2 on steed with CStave. (survived)
3 x 8 Dryads (6 survived)
1 x 3 Treekin (1 survived)
1 Treeman (survived)
Alter noble, HoDA, HotH (survived)
Wardancer noble, Blades of Loec (survived)
3 x 8 Dryads
1 Treeman
10 Wardancers (5 survived)
lvl2 spellsinger, Cstave. (survived)
lvl2 spellsinger
2 x 12 GG (6 survived)
2 x 6 GR (1 survived)
1 x 4 Warhawk riders
Tomb prince on chariot
Liche priest
1 x 4 chariots
3 x 20 Infantry
2 x 10 Bows
As you can see, while each of these forces has its moments, the combined effect is rather weak In particular, as it turned out, magic defense was very weak.
The enemy were:
2 Warlock engineers with warp stuff
3 x 60 Skaven slaves 23 survived
3 x 20 Clanrats with spears.
1 x 3 Jezzails
1 rat swarm
Strigoi Vampire Thrall
2 Necromancers lvl2
1 x 10 zombies
2 x 20 skeletons
1 x 30 skeletons
1 x 10 ghouls
5 dire wolves
2 batswarms
Big boss on giant spider
2 lvl2 shaman on wolf
3 x 10 forest goblins on spiders
2 x 12 goblins on wolf
Noble
3 x 10 warriors, rxb shield (10 survived)
1 x 20 corsairs
1 x 16 executioners
2 x chariots
As you can see here, the enemy have enormous magic, shooting, mobility, and numbers, and can make more
The dice at the first part of the game were not kind.
The roll picked the tomb kings to defend the Headless Badger which sat on a low hill in the enter of a 10 ' x 4' table. The rest of the table had two hills , 6" from opposite edges and 2' from the center, two woods approximately on the centerline and 3' from the center, and 2 ruins 12" from the opposite wdgws and 6" in from the end of the table. The Wood elves got no extra woods.
The enemy selected to attack the 'back' side of the inn.
The enemy got the first move, so had two moves before we could roll for reinforcements.
We got 2 Treesingings, Hidden Path, Fury of the Forest, and Ariel's Blessing
They got Brain Bursta, 2 Mork Wants Ya, 2 Warp Lightning, 2 Invocation of Nechek, Danse Macabre, Hellish Vigour. With vast numbers if casting dice and the generally weak dispell capability for allied armies in general (only the target can attempt to dispell) Things were not looking good.
We started out with the dryads, wardancers, warhawks and Glade Riders in reserve.
The warp lightning concentrated on the Tomb Kings and blasted them away and the VC madly raised more skeles and zombies.
A large unit of skeleslead by a Strigoi vampire ran down two units of dryads before being cut up by wardancers.
Another unit of dryads perished to warp lightning
The tomb prince and two units of dryads fought with a unit of clanrats and one of slaves, ultimately dying to man, supported by more warp lightning.
All but one glade rider were killed by massed rxb fire and so did one unit of glade guard.
So, what worked for us?
My treekin destroyed both chariots, the corsairs and a unit of warriors.
My treeman terrored, fought, and stranglerooted all the enemy spiders and a unit of wolves and killed the executioners.
One of my units of dryads killed a unit of wolf riders, a unit of clan rats and a unit of slaves and the remnants of a unit of clanrats and a unit of slaves and caused a unit of warriors and a unit of clan rats to panic of the table, taking all the Warlocks to their death.
I destroyed all the goblins and all but one unit of Druchii.
The wardancers chewed through all of the skeletons and most of the ghouls.
The alter noble DoDAed the zombie bunker and then killed off all the necromancers, causing the rest of the VC, except for the ghouls, to crumble away.
However, all this took time and the Badger was garrisoned by 10 Druchii warriors with 23 slaves in support. In turns 7 and 8 the slaves had to test for broken friends, but their ranks saved them both times.
We just had too little left to be able to drive the enemy hordes back.