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Post by strutsagget on Nov 11, 2018 21:58:41 GMT
BR finished for anyone interested. Please post feedback if there is anything I really should change. We rolled scenario battle for the pass. My army: Treeman Ancient: Level 3 Wizard 32510 Glade Guard: musician; standard bearer; trueflight arrows 17010 Glade Guard: musician; hagbane tips 1606 Wild Riders: Wild Hunter; standard bearer; shields 1884 Tree Kin: Tree Kin Elder 1905 Deepwood Scouts 6510 Waywatchers 2001 298 pointsMy opponent's army: + Lords (300pts) + Slann Mage-Priest (300pts) [Lore of Life, Wizard Level 4] + Heroes (114pts) + Saurus Scar-Veteran (114pts) [Great Weapon (4pts), Light Armour (6pts), Shield (4pts)] Cold One (20pts) + Core (423pts) + 23x Saurus Warriors (283pts) [Champion (10pts), Musician (10pts), (253pts), Standard Bearer (10pts)] handweapon, shield 10x Skink Skirmisher [10x Blowpipe] 10x Skink Skirmisher [10x Blowpipe] + Special (460pts) + [Cold One, 5x Cold One Rider (150pts)] Temple Guard (310pts) [Champion (10pts), Musician (10pts), Standard Bearer (10pts), 20x Temple Guard (280pts)] The pitch: Pre Game Analysis: I think WE are pretty well armed for this game with waywatcher both capable to handle bigger armed units and cavalry. Small games can be pretty challenging as a single dice phase can shift the game pretty dramatically. I am a bit worried about poison skinks going to town on the ancient so want him in combat as soon as possible. Magic Phase will be hard against a slann.
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Post by strutsagget on Nov 11, 2018 21:59:13 GMT
Magic: I rolled 355 and thought long if I should swap throne of vines to regeneration signature spell. But in the end I went with regrowth, throne of vines & flesh to stone. Deployment: Regarding deployment. I was pretty happy with him trying to deny scouts instead of positioning as long forward as possible as it would give me more time to shoot and position my units. I forgot about vanguard my wild riders but don't think it mattered as I don't want them to run into poison skinks anyway and think I didn't want to move them.
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Post by strutsagget on Nov 11, 2018 22:00:25 GMT
Turn 1: Lizardmen All stupidity test passed. Charges: He declared a charge with his saurus warriors against my scouts needing a 9 and got it. Movement: He moved cold ones and skinks forward. Magic: He started out with a pretty big fist magic turn around 8 dice against. 5. He got off the throne of vines that I let through and then big forced flesh to stone on the warriors turning them into Toughness 8 with a miscast saved by the throne of vines! Shooting: No shooting. Close combat: Warriors made a slaughter of the scouts and overrun a bit further in. Now in pretty good reach of my aincent. Wood Elves Charges: Ancient and Treekins charged the warriors but only the ancient made it. Treekins was a bonus, just wanted to make sure the Ancient got in to hold the fort for some turns and got out of shooting and reach for magic. I still wasn't sure how good it would hold the fort but guess S4 vs T6 should be good enough for a lot of tuns with stubborn LD 10. I didn't expect him to do much more than a wound or two. Movement: I repositioned my glade guards and wild riders to better be able to pick up a later fight depending on where it would be (cold ones or temple guard). Magic: normal/subpar magic phase but managed to get rid of his throne of vines. Shooting: Here the Wood Elves shine and waywatcher went to town on the cold ones. even wounding on 5 was enough to pick out 2 cold ones and seriously hurting them. Trueflight killed of some skinks. And poison glade guard took out one more cold one. Close combat: My Ancient did what was expected and killed one Saurus warrior but took 0 wounds back and hold ground.
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Post by strutsagget on Nov 11, 2018 22:00:33 GMT
Turn 2: Lizardmen Passed stupidity on cold ones. Charges: Cold ones tried to charge the waywatcher but failed and lost a comrade on stand and shoot. Movement: Skinks and Temple guard moved forward. Skinks wood turned up to be full of shrooms making the skinks stupid. Magic: Pretty decent Magic phase again with the throne of vines and flesh to stone. Shooting: Skinks tried to kill some Waywatchers on a score of 7(BS3 movement, double-tap and skirmishers) but failed. Close combat: Wood Elves Charges: Treekins charged the flank of the warriors. Movement: Wild riders repositioned to counter charge temple guard if they made it into the Treekins. Glade guard moved a bit further down. and way watchers and glade guard stood firm to maximum shooting potential. Magic: Pretty low magic phase but dispelled Throne of vines. Shooting: Way watcher managed to kill off all except the scarred veteran and the position glade guard didn't manage to wound it as it had 1+ armour save. Trueflight GG did manage to kill A stupid skink. Close combat: The high toughness Saurus warriors still managed to hold against both Ancient and Treekins but with LD 10 bubble made sure they stood firm.
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Post by strutsagget on Nov 11, 2018 22:00:41 GMT
Turn 3: Lizardmen Passed stupidity on cold ones but not on skinks who stumbled forward. Charges: Temple guard charged the Treekins. Scar veteran charged the way watchers and died. Movement: Skinks moved forward. Magic: Big magic turn again but ended with a kaboom! I opted to dispell throne of vines. He then continued to cast dwellers from below on wild riders and got 3 6s. 2 wild riders died but 10 Temple guards died on a miscast table result of six!!! This kind of swung the battle in major favour of Woodelves as the block now was low enough for the wild riders to charge it. Shooting: Skinks started shooting on the way watchers and killed two. Close combat: Treekins Elder challenged (or warrior champion/don't remember) and removed a lot of attacks from the temple guards. Ancient and Treekins could now start harming the Warrior block as they no longer had T8. Both blocks hold on steadfast. Wood Elves Charges: Wild riders charged the temple guard flank. Movement: No more movement to maximise shooting. Magic: Cast Throne of Vines. Shooting: Continued shooting some skinks. Close combat: Ancient and Treekins together with wild riders managed to break the Temple Guards and warriors. Warriors fled but were overrun by Treeman. Treekins reformed to face the rest of the Temple guards.
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Post by strutsagget on Nov 13, 2018 7:25:47 GMT
Turn 4: Lizardmen Charges: No charges Movement: Skinks moved forward. Magic: Pretty decent winds again with around dice where I stopped Throne of vines but a cast Dwellers on Glade Guard with Poison. Glade Guard took heavy casualties and fled. Shooting: Skinks killed a waywatcher. Close combat: The rest of the Treekins and Wild Riders smashed the last part of the Temple Guard and my opponent conceded. GAME FINISHED - CONCEDE
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Post by strutsagget on Nov 13, 2018 7:26:00 GMT
Post game analysis: As always the dice had some major roll in this little game with a big miscast. But I felt the Skinks were left way back to earn their points worth of damage. Also, my opponent did not really understand the no armor save rule of way watchers. But think he never will forget now. Also, he thought wild riders had Strength 3 and not 4 when casting Dwellers so I bet a stone to flesh on temple guard would have been a lot better. Also, I am not totally sure on the dice/winds of magic. It felt he had around 7-9 on his turn and I had 3-7 on my turns but I might have mixed some things up. I have not played Wild Riders in a year so it was fun to field them again and they do hit and then die like a real glass cannon.
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Post by mottdon on Nov 13, 2018 17:20:38 GMT
Sounds like another good game!
Yeah, I agree, he should have had his Skinks deployed up as far as they could go. Used them as a moving screen for his COR. Also, he took the bait on charging those Deepwood Scouts early on and really left his Warriors exposed early on. That forced him to keep trying to cast Flesh to Stone on them, just to keep them in the fight.
Other than that, I think the dice played a major factor in this game. That magical feedback explosion really hurt him! I also think you got pretty lucky by shooting down his Scar Vet before he got to your lines! That guy would've wrecked your entire backfield by himself! As soon as you mentioned that he was in a unit of COR, I thought, "Oh, crap. Here we go." Lizardmen combat lords and heroes are a force to be reckoned with! They can usually go toe-to-toe with many Chaos characters!
Still, Congrats on your victory!
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Post by strutsagget on Nov 13, 2018 17:45:33 GMT
Yeah, and he also had this roll with his saurus warriors Then adding second rank 4 attacks below: Killing the scar wet was lucky indeed.
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Post by knoffles on Nov 13, 2018 17:59:22 GMT
I also really detest scar vets. They are horrible to face so nice work in killing it off 😀. Am I the only one here who almost religiously dispels throne when it it cast? I would rather do that and let anything else through, especially if they are packing dwellers (to maximise the chance of miscasts).
Good work on the win
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Post by strutsagget on Nov 13, 2018 18:45:59 GMT
I also really detest scar vets. They are horrible to face so nice work in killing it off 😀. Am I the only one here who almost religiously dispels throne when it it cast? I would rather do that and let anything else through, especially if they are packing dwellers (to maximise the chance of miscasts). Good work on the win For me depends on number of dice, and important magic spell in own turn. Lets say 7-5 in dice, if my oppnent 3 dice throne I might hold back 5 dice to last spell. And then in my turn, I don't have any big spells to cast I use my spells to dispell his throne. That was my thoughts first turn as I had no good spells In my own turn. But then he got off flesh to stone with irresistible force
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Post by mottdon on Nov 13, 2018 19:07:48 GMT
Geez! Those are some bad dice! Time for a new lot!
And yes, I almost always dispel Throne immediately, unless he is of no threat to my army. Then I'll let it go and focus on other elements.
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Post by sedge on Nov 13, 2018 20:18:43 GMT
I can't stand Throne of Vines. The whole Lore of Life is dependent on having it, and then all your magic phases boil down to trying to cast that, and then your opponent wastes their magic phase dispelling it, and before you know it your expensive wizard lords have failed to cast a meaningful spell all game. That's obviously not what always happens (as here), but I'd rather throw my magic dice at a spell that has a meaningful effect.
I'm glad your Treekin finally had a game they didn't run away! Your army list worked really well in this match.
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Post by mottdon on Nov 13, 2018 21:29:25 GMT
Magic is one of the most unpredictable elements to the entire game. It can completely change the flow of a battle in a single phase. The Lore of Life and the Throne can effectively take that unpredictable element out of the game. Sometimes you can have an unfortunate happenstance, like the above magical feedback happen, but for the most part, if your opponent is using pretty much all of his power dice to just stop Throne from staying active, then you don't have to worry very much with having him adversely effect your forces and you can be virtually free to beat him solely off battle tactics. When you think about it that way, it's a pretty good strategy in controlling the battle. Putting things in your favor. IMO, it's really a masterful tactic!
Now, if you go up against someone using High Magic, then you might have just been out-stratigized. Do you use all those precious DD to stop Drain Magic and lose that Throne, knowing that a Fiery Convocation is sure to follow? Or even a boosted Soul Quench? There are usually countermeasures to any strategy that someone might use.
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