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Post by strutsagget on Sept 19, 2018 17:25:59 GMT
So it's time for a new game, I am bringing same list as last time against ogres except removed flaming banner and added one more glade guard. Wood ElvesSpellweaver: Level 4 Wizard; Lore of High Magic; Asrai longbow; Elven Steed; Obsidian Amulet; Dispel Scroll 300Glade Captain: Battle Standard Bearer; great weapon; arcane bodkins; Hail of Doom Arrow; Dragonhelm 14913 Glade Guard: musician; standard bearer; hagbane tips 21510 Glade Guard: musician; trueflight arrows 16010 Glade Guard: musician; trueflight arrows 1605 Sisters of the Thorn: musician; standard bearer (Gleaming Pennant) 1558 Tree Kin: Tree Kin Elder 370Treeman: Strangleroots 245Treeman: Strangleroots 2451 999 pointsWe rolled banner scenario(Blood and Glory). And I started deploying. After deploy but before vanguard.
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Post by strutsagget on Sept 19, 2018 18:01:33 GMT
My spells: I wasn't sure on what to pick (we discussed wither and rules for this game drain magic didn't work). I swapped for bolt and fiery convocation.
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Post by strutsagget on Sept 19, 2018 22:05:57 GMT
Deployment: I really don't know how to deploy as his rat darts and slaves outplayed me with having a lot of cheap drops. My idea was to make a little trap in the middle with GG surround and shooting. I wanted Treekins and Treeman to be able to together take on the monks to open up the rest and hopefully come around with the sisters in any gap in the rat wall. After turn 1: WE got the first turn. My thought was that I needed to get doomwheel under control and somehow defeat the monks to get to the banners. I moved forward with Treekins and Tremens to ask for a charge but still not too low, about 13-14" away. Magic phase I bolted the monk skirmishes and big diced fiery convocation on the monks and drew out a dispel scroll. In shooting I killed the last skirmish monks(don’t remember the name). And took down 2 gutter runners and added 3 wounds with HODA and poison attacks on doom wheel. In Skavens turn, the monks declared a charge on the Treekins and succeeded. Doomwheel had a low RND movement(I think 4"-5"). One slave bus moved forward and the gutter runners moved forward closer to my GG flank. In magic, I rolled a lot of dice to stop a plague(or some other broken Skaven spell 😊 ) and then dispell scrolled his attempt to give plague monks poison(good thing I did...). In shooting his Engineer shoot a doom rocket out of nowhere over the tower overshooting my sisters hitting in the middle of the GG behind them killing 9 of the 10 units. and the lonely musician fled. His gutter runners took out some GG on my right flank. one WLP misfired and couldn't shoot and the other got a low strength roll and wound was saved by the treeman. In combat, his monks start waving with the nastiest banner alive(Plague Banner) giving them crasy rerolls in to hit and to wound. His priest took out a Treekin and then with rerolls the monks 48 attacks took out another 7 wounds. (I forgot my forest spirit 6+ ward and stomps). My treekins did 8 wounds back but lost and fled. the monks overran into my treeman. My Gg passed their LD test when run through. After first turn the match is still very even.
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Post by strutsagget on Sept 19, 2018 22:06:39 GMT
After turn 2: My second Treeman charged the monks. Treekins rallied and think the GG fled off the table or we forgot it needed double ones to stay with less than 25% left either way it was forgotten for the rest of the fight. My Captain BSB switched unit and his new unit faced the Gutter Runners. My Sisters found a sweet spot in between his Clan Rats and slaves. I reckon my extra dual ward saved wound save me from warp lightning cannon fire. My full aim was the Doomwheel threatening them but I counted on killing it with all my shooting and magic this turn. In magic phase I made a huge Bolt in the doomwheel but didn't manage to score a single 6 to wound on 15 dices, oh-oh, I felt a charge incoming in my sisters... In my shooting my 3 GG with poison and my 5 sisters with poison manage to scramble enough hits to penetrate the last two wounds of the doom wheel. My True flight BSB group shoot down some more gutter runners. In CC my Treemen showed what the bark was made off and went to town on the monks. 12 dead monk and 0 wounds taken and the frenzy was broken. In Skaven turn, he tried to charge the Treeman with his clan rats needing a dice of 11 and failed. He moved forward with his greyseer clan rat bus. He charged my little GG unit with his forward slave bus. In magic phase he withers my sisters that I let through and the I stopped a bigger spell, with both having one dice left he managed to get poison off on the monks. In shooting the WLC shoot my sister with great multiple hit angle but one was ward saved, and two was extra ward token saved. The other tried to hit a treeman but misfired on strength roll. In CC my Treemen continued the beating on the monks but the monks managed to inflict a single wound a but it only anger the Barkman. The slaves ate two elves. And the last bannerman was overrun as failed his break test.
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Post by strutsagget on Sept 19, 2018 22:06:47 GMT
After turn 3: On turn three my Treekins charged the monks. My sisters took a great position behind enemy lines. My remaining GG took a position further back. In the magic phase, I got off a big fiery convocation with the clan arts including bsb and grey seer. Inflicting huge mount of wound and one more wound on his general. In shooting, I took out the remaining gutter runners. And in close combat my dual Treemen and treekins annihilate the monks. Making the remaining monks flee as , the lost the rank bonuses. In his turn he tried an 11 dice to charge with his slaves my sisters and fail. He succeeded with charging with his rat dart my sisters that stood and shoot. He failed to really his monks and they fled through both his clan rats units causing his main unit with bsb and grey seer to escape in a panic chain reaction. His remaining slaves lined up to charge my treekins next turn. As he had no active sorcerer, he could not stop my fiery conviction, and his clan rats took the second beating, and the grey seer died. In shooting one of his cannons misfired and blew up but the second managed to slain one Treeman. His rat earth managed to put up a heroic fight against my sisters and it got me worried as I had all my points in that unit. At this point, the match had swung favoring the woodies.
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Post by strutsagget on Sept 19, 2018 22:08:13 GMT
Turn 4 WE: Game In my turn, my treeman charged the remaining clanrats that fled off the table on Terror test earning my final banner point and game.
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Post by strutsagget on Sept 21, 2018 16:30:46 GMT
So think I managed to write up all the turns.
Quick summary:
I like the treekin/treeman combos, and the toughness six treemen did wonders. My sister bunker was excellent again, and I think I found the way to use the units with its robust and fast cavalry 18” movements.
Both games so far my opponent really struggle to pin down my sorceress with sister bunker.
I also think I had the dice with me this game but also managed to use the dice in my favor.
My green dice are now my favorites!
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Post by livewaaaaagh on Sept 21, 2018 20:31:35 GMT
I like this double Treemen + Treekin build. I’m in the process of building one myself. Good game!
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Post by knoffles on Sept 21, 2018 21:08:39 GMT
Good work. Love seeing the treemen in action.
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Post by strutsagget on Sept 22, 2018 6:09:11 GMT
Thank you, kind sirs, I have probably mixed up some magic phases or missed some spells 😊 not sure how grey seer lost his 3ed wound but think he miscast something earlier.
I really like the combination of archers and trees as it feels like wood elves.
The main problem with Treekins as the anvil is that they are not stubborn. Both game they have fled when charged. But stopped an inch or two from the table edge and rallied next turn. Don't think I will be that lucky in the long run. But compared to Spearmen, I think the monks would have killed 30 spears straight up first combat.
Treekins T5 and AS 4+ W 6+ is very tough.
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Post by knoffles on Sept 22, 2018 8:39:42 GMT
I know what you mean about the treekin. It’s why I tend to take a few wardancers in my list. I really think their dance that removes the rank bonus can really work well with them.
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Post by strutsagget on Sept 22, 2018 8:45:56 GMT
I know what you mean about the treekin. It’s why I tend to take a few wardancers in my list. I really think their dance that removes the rank bonus can really work well with them. Indeed I will try but my wardancers are pretty far away in the paintng queue but they are indeed iconic.
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