Battle report Wood Elves vs Lizardmen 2500p – Starlet
Jul 22, 2021 10:12:03 GMT
KevinC, mottdon, and 4 more like this
Post by strutsagget on Jul 22, 2021 10:12:03 GMT
Army lists:
Starlet -Wood Elves
Glade Lord: shield; Starfire shafts; Elven Steed; Sword of Anti-heroes; The Other Trickster's Shard; Armour of Destiny; Dragonbane Gem 272
Spellweaver: Level 4 Wizard; Lore of Beasts; Elven Steed; Dispel Scroll; Obsidian Lodestone 310
Glade Captain: Battle Standard Bearer; Asrai spear; Elven Steed; Talisman of Preservation; Enchanted Shield 162
5 Glade Riders: hagbane tips 110
5 Glade Riders: hagbane tips 110
12 Glade Guard: musician; trueflight arrows 190
14 Glade Guard: musician; trueflight arrows 220
12 Wild Riders: Wild Hunter; musician; standard bearer; shields 366
5 Wild Riders: shields 140
10 Deepwood Scouts: hagbane tips 160
10 Deepwood Scouts: hagbane tips 160
5 Waywatchers 100
5 Waywatchers 100
Great Eagle 50
Great Eagle 50
2 500 points
Lizardmen – Tetto’eko
Saurus Oldblood: 275pts Great Weapon, Light Armour, Cold One, Crown of Command, Dragonhelm, Talisman of Preservation
Saurus Scar-Veteran 183pts: Battle Standard Bearer, Great Weapon, Shield, Cold One, Dawnstone, Glittering Scales
Saurus Scar-Veteran 158pts: Great Weapon, Shield, Cold One, Armour of Destiny
Skink Priest 90pts: Lore of Beasts, Wizard Level 1, Dispel Scroll
Tetto'eko 185pts
Saurus Warriors 349pts: Champion, Musician, 29x Saurus Warrior, Standard Bearer
Skink Cohort 145pts: Champion, Musician, 23x Skink, Standard Bearer
10x Skink Skirmishers 70pts Blowpipe
10x Skink Skirmishers 70pts Blowpipe
10x Skink Skirmishers 70pts Blowpipe
Bastiladon 150pts Crew with Solar Engine
6x Cold One Riders 234pts: Champion, Musician, Standard Bearer, Spears
3x Terradon Riders 105pts Lustrian Javelins
Ancient Stegadon 250pts: Two Giant Blowpipes, Sharpened Horns
Salamander Hunting Pack 84pts: Extra Handler
Salamander Hunting Pack 80pts:
Total: 2,498pts
Pre thoughts and Deployment
My first try on my starlet unit of wild riders, glade lord and BSB captain bus. Kitted out for combat!
We played Battleline to speed up the process on a normal weekday night. I started the deployment and put my forest down in the centre to clog sight.
My thoughts were to place my vanguard units in the centre or a flank and then move them to a flank/other if an opportunity showed up to breakthrough. I have lately started to use vanguard more to get my troops into other positions than just bring forward. My hopes went to the left flank away from his biggest monster. One unit of way watchers entered the left ruined building. My game plan is to get the small things like skinks and Tetto cohort as I don’t think my main combat unit is up for the task to grind down his main warrior block with two characters.
He rolled 2 vanguard units from Tetto so I thought I needed to stay far back to not be tabled too fast if caught too early in combat. I needed my shooting as always to help me out. And positioned them back rank 35” away from targets so I could move and shoot first turn if needed. I also only have 1 real combat unit with staying power so everything else Is chaff to get that unit into main play.
He went for Curse of Anahir on his level 1
I rolled 22,4,5 and choose to go with Wyssan's and savage beasts of horror for augs and flock and bolt to have something to cast before combat. I think 2 bolts and 2 augs was perfect for this matchup so very happy with my dice roll.
Overall I think deployment went ok no one had any major advantages.
Lizardmen got the first turn.
Turn 1
Wood Elf Lord aimed the old blood who shrug it off.
LM
Passed all stupidity tests.
He advanced into a blood forest. (The little cards are named to remember terrain and rules)
He also advanced with his Terradons far up my left flank. His salamander roosted the waywatchers in the house. Otherwise, his shooting didn’t do much and neither did magic when a bolt did 0 damage and I stopped cures of Anahir on my starlet. Think I might have stopped a 1 dice solar engine.
WE
In my turn, I started to take control of the left flank by aggressively moving my wild riders.
One unit of scouts moved to target the Terradons. My eagles to position to try to march block his left flank and find a good position to stand in the way next turn. I tried to put the mage in a position where he could see the skinks in the blood forest but managed to get them placed wrong when also managing not to be in the flank of the Terradons…
In magic, I did a wound on the Terradons with a low 3 dice winds of magic. My main shots went to kill the skinks advancing in the middle and almost killed the full unit. Terradons lost a model and panicked and fled off the table from poisoned shots.
Turn 2
LM
Passed all stupidity tests.
He continued to reposition to keep me from getting a good left flank. Also advancing in the centre with his monster and taking the right flank with his cold ones.
In his magic phase he cast a comet of casandora which I let through bot for giggles as I had never seen it before but also thinking a could get my units 9” away from it so it needs a big dice to do anything… maybe that was a mistake. We both got small winds of magic in this game. He killed the waywatchers in the building which I was pretty happy about as it left me entering with a bigger unit (I forgot I could have left the building and entered anyway…). His shots killed some guards. He entered the right building and killed one eagle.
WE
I charged the left flanks with my small unit of wild riders on the salamander who fled. My Starlet charged the skinks who fled but were caught on a dice roll of 18” (9) needing 18”. I tried to move back on the right flank to give me time to shoot more shots at the emerging units. Both my Riders enter play behind his lines (I like these units when they enter early). Comet arrived and he rolled a 9” size…It wiped out the small wild riders and a lot of the scouts in the building (from my understanding the first took counts as to give +1 to the number of attacks and +1 to the strength). I got a small magic wind and started with miscasting a flock of doom that killed some skinks around Tetto but the miscast didn’t do anything on a roll of 9 with only one mage and to wound roll of 1. My remaining eagle took a position in front of his cold ones so if they charge, they would be in a bad position.
A small unit of skinks was killed, and 2 wounds were put on a salamander.
Turn 3
LM
Passed all stupidity tests.
He charged out with his cowboy hero on my glade guards who stood and shoot causing no wounds. He ended up killing a row of GG but they missed their steadfast leadership and fled off the table making the hero out of the board in my shooting. His skinks in the house went out to take a position to kill the eagles who had served its use. Bastiliadon moved forward (man this thing is though to shoot with st3 arrows and 2+ AS. Warriors and Tetto cohort turned to face my riders. Stegadon took a position in the middle. The hunting pack rallied.
In the magic phase, he misscasted the curse of Anahir on my wildriders crippling them but took out some of Tetto cohort in return and taking one damage on each of his wizards on magical feedback. My GG did somehow manage to make a single wound on the cowboy who failed a re-rollable +2 AS =) snake eyes!
WE
In my turn, I had no charges as I thought it too dangerous losing 1/3 of the wildriders to dangerous terrain tests. My glade guards took positions to start shooting more and my scouts moved forward to get a good angel on a salamander. In the magic phase, I rolled my second 3 for winds of magic and bolted the Stegadon that took out a dispel scroll, I think I might have killed some skinks with a one dice flock of doom. In shooting, I almost killed his far to the right skink unit and managed to kill a single cold one with my way watchers. I finally managed to kill a salamander and killed a skink or two in the Tetto cohort. The curse of Anahir crippled me this turn as I wanted to charge forward.
Turn 4
LM
Passed all stupidity tests.
He made a clever move out of the cohort with his skink priest to block my charge. His Cold ones turned back to get back into the fight. His magic phase managed to again cast the curse of Anahir on my wild riders. This spell always exceeds my expectations. Such a good spell. Not sure how this slipped through as I think I ended the game with an unused dispel scroll. Might have been a second miscast and that killed Tetto and the priest. In shooting, he killed some scouts and roosted 3 wild riders from a perfect salamander breath template.
WE
I moved forward with my wild riders to take a closer and better position but not too close to an easy warrior charge. Glade normal move doesn’t trigger the curse of Anahir at least. My glade guard charged the cohort in the back. They won combat but I opted not to follow the lonely salamander left that took a great position between the warriors and the wild riders.
My scouts moved forward and my gg and way watchers lined up and killed the last wound on the cowboy. And also managed to kill the last 3 skinks on the flank.
In magic, nothing big happened as I again rolled low in winds of magic, the third time I rolled 3. I opted for a Wyssans wildform on the wildriders as a defensive measure.
Turn 5
LM
Passed all stupidity tests.
In this turn he opted for charging out with his two characters from his warriors into my unit of wild riders, we weren’t sure of the rules but thought it was fun for the game so we both agreed on letting both characters charge. The lonely skink ran through my unit of wild riders and died on the dangerous terrain test. He had no magic phase. His Bastiliadon charged my glade guard and annihilated them. In shooting his salamander killed some glade riders leaving only 2 and maybe a scout or two in the building with the same shot (re-rolling to wounds with fire is building is pretty good, but I think he had a low number of attacks). Stegadon took a new position to charge in turn 6.
In the close combat, his old one challenged and my glade lord accepted. I thought my glade lord for once should annihilate the old ones with 6 attacks S7 ASF because of the sword of anti-heroes. But I only managed to make 2 wounds (have not cellulated this but it might have been average). The old one in return managed to make a lot of 6s on to hit and the total number of wounds killed the glade lord with 3 unsaved wounds. My captain with the help of the wildriders in combat did not manage to kill the scar vet either and only caused a wound on him. What a fight! It was tied combat, but my musician made me win with 1 and he passed the break test.
WE
In my turn, I opted for some charges that I knew was hard to win but hoped some of them would survive to make sure he could not charge me in return. The small unit of GR charged the Stegadon, the full unit of GR charged the warriors in the flank. In magic, I had a normal magic phase with like 6 dice and opted for a big savage beast of horrors making my captain 6 attacks S7 and my weaver 4 attacks S6 nothing to sneer at. In shooting, I did not do much but killed the last salamander with my scouts.
In combat, the scar vet BSB died from the attacks of the captain but also some of the wild riders. It was tied combat, but my musician again made me win with 1 and he passed the break test.
The Glade Riders charging the warriors managed to survive so they did their job making sure the warriors could not charge. The GR charging the Stegadon failed miserably, and all died causing no wounds on the Stegadon.
Sorry for missing the photo as we were caught up in the battle :/
Turn 6
LM
Passed all stupidity tests.
His Stegadon charged the wildriders flank. His Cold ones charged the scouts in the ruins.
He had no magic phase and no shooting.
In close combat, the impact hits killed a lot of the wild riders leaving only about 3 left. But here my savage beast of horrors managed to perform amazingly. My spellweaver managed to challenge and kill his scar vet and my captain managed to do 5 wounds on the Stegadon before it was allowed to strike back! What a change of events!
Cold ones minced the scouts in the building.
WE
So, in my turn I had win if I did nothing… but I thought the game needed more combat and opted to charge again with my wild riders into the warriors. Risky move I also charged with my scouts into his flank. The shooting did nothing and in magic, I think I had low winds and only cast Wyssan’s wildform. I managed to kill some warriors in combat, but they held their position on steadfast and also managed to kill the last 3 wildriders giving him almost 400p.
We roughly calculated the points, and it was very even with a difference of about 25p and called the game a draw!
Postgame thoughts and conclusions
During deployment, I could have changed what unit I positioned in the ruined to keep two waywatchers to the right to shoot at cold ones, but I am not sure this would have been better. Those flaming attacks from the salamanders would have also killed a lot of scouts if they were in the building and me taking control of the building did limit his vanguard from the skinks on the left. I could have also opted for more Amber Spear on the Stegadon in my magic phases and taking control of the right flank. Not sure what was best. Right flank had great chances of combat but also a high risk of being countered charged by my main unit. It was a great game with a lot of tactical decisions and dice rolling that could have ended in any way. The game had chances in all turns for both players. Not sure what I could have done better except maybe a charge turn 2 and positioning of vision on turn on with the Starlet. I do feel I want more games with a similar list with maybe a tweak or two, also maybe change lore but not sure. The option of both 2 bolts and 2 augs is very nice with the lore of beasts as it has targets in every magic phase no matter what your situation.
My main change to try is a more cavalry heavy core to be able to jump around from starlet when needed with for example the spellweaver.
Starlet -Wood Elves
Glade Lord: shield; Starfire shafts; Elven Steed; Sword of Anti-heroes; The Other Trickster's Shard; Armour of Destiny; Dragonbane Gem 272
Spellweaver: Level 4 Wizard; Lore of Beasts; Elven Steed; Dispel Scroll; Obsidian Lodestone 310
Glade Captain: Battle Standard Bearer; Asrai spear; Elven Steed; Talisman of Preservation; Enchanted Shield 162
5 Glade Riders: hagbane tips 110
5 Glade Riders: hagbane tips 110
12 Glade Guard: musician; trueflight arrows 190
14 Glade Guard: musician; trueflight arrows 220
12 Wild Riders: Wild Hunter; musician; standard bearer; shields 366
5 Wild Riders: shields 140
10 Deepwood Scouts: hagbane tips 160
10 Deepwood Scouts: hagbane tips 160
5 Waywatchers 100
5 Waywatchers 100
Great Eagle 50
Great Eagle 50
2 500 points
Lizardmen – Tetto’eko
Saurus Oldblood: 275pts Great Weapon, Light Armour, Cold One, Crown of Command, Dragonhelm, Talisman of Preservation
Saurus Scar-Veteran 183pts: Battle Standard Bearer, Great Weapon, Shield, Cold One, Dawnstone, Glittering Scales
Saurus Scar-Veteran 158pts: Great Weapon, Shield, Cold One, Armour of Destiny
Skink Priest 90pts: Lore of Beasts, Wizard Level 1, Dispel Scroll
Tetto'eko 185pts
Saurus Warriors 349pts: Champion, Musician, 29x Saurus Warrior, Standard Bearer
Skink Cohort 145pts: Champion, Musician, 23x Skink, Standard Bearer
10x Skink Skirmishers 70pts Blowpipe
10x Skink Skirmishers 70pts Blowpipe
10x Skink Skirmishers 70pts Blowpipe
Bastiladon 150pts Crew with Solar Engine
6x Cold One Riders 234pts: Champion, Musician, Standard Bearer, Spears
3x Terradon Riders 105pts Lustrian Javelins
Ancient Stegadon 250pts: Two Giant Blowpipes, Sharpened Horns
Salamander Hunting Pack 84pts: Extra Handler
Salamander Hunting Pack 80pts:
Total: 2,498pts
Pre thoughts and Deployment
My first try on my starlet unit of wild riders, glade lord and BSB captain bus. Kitted out for combat!
We played Battleline to speed up the process on a normal weekday night. I started the deployment and put my forest down in the centre to clog sight.
My thoughts were to place my vanguard units in the centre or a flank and then move them to a flank/other if an opportunity showed up to breakthrough. I have lately started to use vanguard more to get my troops into other positions than just bring forward. My hopes went to the left flank away from his biggest monster. One unit of way watchers entered the left ruined building. My game plan is to get the small things like skinks and Tetto cohort as I don’t think my main combat unit is up for the task to grind down his main warrior block with two characters.
He rolled 2 vanguard units from Tetto so I thought I needed to stay far back to not be tabled too fast if caught too early in combat. I needed my shooting as always to help me out. And positioned them back rank 35” away from targets so I could move and shoot first turn if needed. I also only have 1 real combat unit with staying power so everything else Is chaff to get that unit into main play.
He went for Curse of Anahir on his level 1
I rolled 22,4,5 and choose to go with Wyssan's and savage beasts of horror for augs and flock and bolt to have something to cast before combat. I think 2 bolts and 2 augs was perfect for this matchup so very happy with my dice roll.
Overall I think deployment went ok no one had any major advantages.
Lizardmen got the first turn.
Turn 1
Wood Elf Lord aimed the old blood who shrug it off.
LM
Passed all stupidity tests.
He advanced into a blood forest. (The little cards are named to remember terrain and rules)
He also advanced with his Terradons far up my left flank. His salamander roosted the waywatchers in the house. Otherwise, his shooting didn’t do much and neither did magic when a bolt did 0 damage and I stopped cures of Anahir on my starlet. Think I might have stopped a 1 dice solar engine.
WE
In my turn, I started to take control of the left flank by aggressively moving my wild riders.
One unit of scouts moved to target the Terradons. My eagles to position to try to march block his left flank and find a good position to stand in the way next turn. I tried to put the mage in a position where he could see the skinks in the blood forest but managed to get them placed wrong when also managing not to be in the flank of the Terradons…
In magic, I did a wound on the Terradons with a low 3 dice winds of magic. My main shots went to kill the skinks advancing in the middle and almost killed the full unit. Terradons lost a model and panicked and fled off the table from poisoned shots.
Turn 2
LM
Passed all stupidity tests.
He continued to reposition to keep me from getting a good left flank. Also advancing in the centre with his monster and taking the right flank with his cold ones.
In his magic phase he cast a comet of casandora which I let through bot for giggles as I had never seen it before but also thinking a could get my units 9” away from it so it needs a big dice to do anything… maybe that was a mistake. We both got small winds of magic in this game. He killed the waywatchers in the building which I was pretty happy about as it left me entering with a bigger unit (I forgot I could have left the building and entered anyway…). His shots killed some guards. He entered the right building and killed one eagle.
WE
I charged the left flanks with my small unit of wild riders on the salamander who fled. My Starlet charged the skinks who fled but were caught on a dice roll of 18” (9) needing 18”. I tried to move back on the right flank to give me time to shoot more shots at the emerging units. Both my Riders enter play behind his lines (I like these units when they enter early). Comet arrived and he rolled a 9” size…It wiped out the small wild riders and a lot of the scouts in the building (from my understanding the first took counts as to give +1 to the number of attacks and +1 to the strength). I got a small magic wind and started with miscasting a flock of doom that killed some skinks around Tetto but the miscast didn’t do anything on a roll of 9 with only one mage and to wound roll of 1. My remaining eagle took a position in front of his cold ones so if they charge, they would be in a bad position.
A small unit of skinks was killed, and 2 wounds were put on a salamander.
Turn 3
LM
Passed all stupidity tests.
He charged out with his cowboy hero on my glade guards who stood and shoot causing no wounds. He ended up killing a row of GG but they missed their steadfast leadership and fled off the table making the hero out of the board in my shooting. His skinks in the house went out to take a position to kill the eagles who had served its use. Bastiliadon moved forward (man this thing is though to shoot with st3 arrows and 2+ AS. Warriors and Tetto cohort turned to face my riders. Stegadon took a position in the middle. The hunting pack rallied.
In the magic phase, he misscasted the curse of Anahir on my wildriders crippling them but took out some of Tetto cohort in return and taking one damage on each of his wizards on magical feedback. My GG did somehow manage to make a single wound on the cowboy who failed a re-rollable +2 AS =) snake eyes!
WE
In my turn, I had no charges as I thought it too dangerous losing 1/3 of the wildriders to dangerous terrain tests. My glade guards took positions to start shooting more and my scouts moved forward to get a good angel on a salamander. In the magic phase, I rolled my second 3 for winds of magic and bolted the Stegadon that took out a dispel scroll, I think I might have killed some skinks with a one dice flock of doom. In shooting, I almost killed his far to the right skink unit and managed to kill a single cold one with my way watchers. I finally managed to kill a salamander and killed a skink or two in the Tetto cohort. The curse of Anahir crippled me this turn as I wanted to charge forward.
Turn 4
LM
Passed all stupidity tests.
He made a clever move out of the cohort with his skink priest to block my charge. His Cold ones turned back to get back into the fight. His magic phase managed to again cast the curse of Anahir on my wild riders. This spell always exceeds my expectations. Such a good spell. Not sure how this slipped through as I think I ended the game with an unused dispel scroll. Might have been a second miscast and that killed Tetto and the priest. In shooting, he killed some scouts and roosted 3 wild riders from a perfect salamander breath template.
WE
I moved forward with my wild riders to take a closer and better position but not too close to an easy warrior charge. Glade normal move doesn’t trigger the curse of Anahir at least. My glade guard charged the cohort in the back. They won combat but I opted not to follow the lonely salamander left that took a great position between the warriors and the wild riders.
My scouts moved forward and my gg and way watchers lined up and killed the last wound on the cowboy. And also managed to kill the last 3 skinks on the flank.
In magic, nothing big happened as I again rolled low in winds of magic, the third time I rolled 3. I opted for a Wyssans wildform on the wildriders as a defensive measure.
Turn 5
LM
Passed all stupidity tests.
In this turn he opted for charging out with his two characters from his warriors into my unit of wild riders, we weren’t sure of the rules but thought it was fun for the game so we both agreed on letting both characters charge. The lonely skink ran through my unit of wild riders and died on the dangerous terrain test. He had no magic phase. His Bastiliadon charged my glade guard and annihilated them. In shooting his salamander killed some glade riders leaving only 2 and maybe a scout or two in the building with the same shot (re-rolling to wounds with fire is building is pretty good, but I think he had a low number of attacks). Stegadon took a new position to charge in turn 6.
In the close combat, his old one challenged and my glade lord accepted. I thought my glade lord for once should annihilate the old ones with 6 attacks S7 ASF because of the sword of anti-heroes. But I only managed to make 2 wounds (have not cellulated this but it might have been average). The old one in return managed to make a lot of 6s on to hit and the total number of wounds killed the glade lord with 3 unsaved wounds. My captain with the help of the wildriders in combat did not manage to kill the scar vet either and only caused a wound on him. What a fight! It was tied combat, but my musician made me win with 1 and he passed the break test.
WE
In my turn, I opted for some charges that I knew was hard to win but hoped some of them would survive to make sure he could not charge me in return. The small unit of GR charged the Stegadon, the full unit of GR charged the warriors in the flank. In magic, I had a normal magic phase with like 6 dice and opted for a big savage beast of horrors making my captain 6 attacks S7 and my weaver 4 attacks S6 nothing to sneer at. In shooting, I did not do much but killed the last salamander with my scouts.
In combat, the scar vet BSB died from the attacks of the captain but also some of the wild riders. It was tied combat, but my musician again made me win with 1 and he passed the break test.
The Glade Riders charging the warriors managed to survive so they did their job making sure the warriors could not charge. The GR charging the Stegadon failed miserably, and all died causing no wounds on the Stegadon.
Sorry for missing the photo as we were caught up in the battle :/
Turn 6
LM
Passed all stupidity tests.
His Stegadon charged the wildriders flank. His Cold ones charged the scouts in the ruins.
He had no magic phase and no shooting.
In close combat, the impact hits killed a lot of the wild riders leaving only about 3 left. But here my savage beast of horrors managed to perform amazingly. My spellweaver managed to challenge and kill his scar vet and my captain managed to do 5 wounds on the Stegadon before it was allowed to strike back! What a change of events!
Cold ones minced the scouts in the building.
WE
So, in my turn I had win if I did nothing… but I thought the game needed more combat and opted to charge again with my wild riders into the warriors. Risky move I also charged with my scouts into his flank. The shooting did nothing and in magic, I think I had low winds and only cast Wyssan’s wildform. I managed to kill some warriors in combat, but they held their position on steadfast and also managed to kill the last 3 wildriders giving him almost 400p.
We roughly calculated the points, and it was very even with a difference of about 25p and called the game a draw!
Postgame thoughts and conclusions
During deployment, I could have changed what unit I positioned in the ruined to keep two waywatchers to the right to shoot at cold ones, but I am not sure this would have been better. Those flaming attacks from the salamanders would have also killed a lot of scouts if they were in the building and me taking control of the building did limit his vanguard from the skinks on the left. I could have also opted for more Amber Spear on the Stegadon in my magic phases and taking control of the right flank. Not sure what was best. Right flank had great chances of combat but also a high risk of being countered charged by my main unit. It was a great game with a lot of tactical decisions and dice rolling that could have ended in any way. The game had chances in all turns for both players. Not sure what I could have done better except maybe a charge turn 2 and positioning of vision on turn on with the Starlet. I do feel I want more games with a similar list with maybe a tweak or two, also maybe change lore but not sure. The option of both 2 bolts and 2 augs is very nice with the lore of beasts as it has targets in every magic phase no matter what your situation.
My main change to try is a more cavalry heavy core to be able to jump around from starlet when needed with for example the spellweaver.