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Post by strutsagget on Aug 31, 2017 7:03:49 GMT
BR incoming after todays game. I will bring this army.
Wood Elves - Cleansing The Glade
Glade Captain: Battle Standard Bearer; great weapon; Charmed Shield; Hail of Doom Arrow 139
Spellsinger: Level 2 Wizard; Lore of Fire; Asrai longbow; Elven Steed; Dispel Scroll 155
29 Eternal Guard: Eternal Warden; musician; standard bearer; shields 378
5 Wild Riders: musician; standard bearer; shields 160
3 Warhawk Riders: Wind Rider 145
8 Deepwood Scouts: trueflight arrows 128
5 Sisters of the Thorn: musician; standard bearer 150
Treeman: Strangleroots 245
1 500 points
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Post by strutsagget on Aug 31, 2017 22:21:55 GMT
So will not write any big BR, the game was over before my second turn. He went first and with two rock lobbers and one goblin sky diver something making 4or 5 hits it was no fight. Dint help that my scouts faild LD and started eating shrooms first turn. I did manage to kill one goblin on a luckey shot Probebly made some misstakes with the setup.
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Post by strutsagget on Aug 31, 2017 22:23:07 GMT
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Post by frozenfood on Sept 1, 2017 0:50:00 GMT
So what needs to change? The general with low ld, core troops,set-up?
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Post by strutsagget on Sept 1, 2017 6:47:51 GMT
I probebly need alot of help with setup. We rolled dawn attack and had free setup on sisters and warhawks, rest in the middle. He deployed first. My thoughts were to hold center in wood with treeman and eternal. Then let scouts take out warmachine to the left(probebly would have been better with poison/hagbane tips instead of trueflight). Set up sisters, wild riders and warhawks on right flank to swop in and take out som warmachines and casting spells.
Maybe need better general LD but only one I faild was scouts and they were out of range anyway.
Not sure about eternal guard but they have been solid earlier and was the only unit that managed to withstand the bombardment.
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Post by strutsagget on Sept 1, 2017 7:31:33 GMT
Short recap of games first two turn. 1 OnG M:No charges Ma: 4/1 no channel. He 5 dices foot of gork I dispelled scrolled it. S: first stone thower one shooter perfect hit on treeman. Second stone trower took out 40% of wild riders. WE Scouts ate some shrooms and became stupid... hilarious start Moving forward to take right flank forest. And center forest with eternal. Ma: 5/2 he got one channel. Cusre of anahir on orcs that he let through. Missed second spell. Shooting HoDA 1 wound snappling wagon. Not sure this allowed after marching. Bow/javelins shots did nothin. 2 OnG M: snappling wagon managed to pump out a not a charge that became a charge on warhawks. Ma: I dispelled his first attent and he missed foot of gork after. Ring of fireball took out an other wild rider. S: not sure of they missed here. C: impact hits killed 2 warhawks, mo other hits matterd, last fled and was over run. WE As i felt the game was over when allready lost treelord, warhawks, more or less wild riders and a big chunk of eternal, I just wanted to test what happend when declaring charges with my units M: scouts charged stone thrower, sisters charged goblin thrower, wild riders chared goblin thrower. Wild riders faild thier charge with rollin an 8 when needed 9 on the dices Goblins next to the weappns both included 3 fanatics. Sister and scouts all died before reaching thier targets. Turn 3 OnG charged my wr with snottlings and goblins, snottling died! But we packed up here as it became late and no need to playout the rest
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Post by mottdon on Sept 1, 2017 16:30:15 GMT
O&G are a touch army to beat when their war machines are hitting. Some games are just like that.
In my first game against O&G, my opponent brought two Rock Lobbas and 2 Doom Divers (yeah - he was kind of a jerk). I was running a HE list with a Dragon Mage in my center. Top of turn one, he dropped a rock right on my Dragon's head, killing it and dropping the mage to the ground. Second Rock Lobba drops a rock right on the Mage's head killing him. The Doom Divers fire on my unit of Swordmasters, nearly wiping them out. That accounted for nearly 2/3s of my army. I called the game before I even got to play.
BUT...those games are rare when everything works perfectly for one side. Sucks either way.
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Deleted
Deleted Member
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Post by Deleted on Sept 1, 2017 16:59:37 GMT
I'd chalk this one up more to luck than anything else. 1-shotting a monster is actually quite rare.
I would mention though that if you have a big unit sometimes deploying them long with only 2 (sometimes even 1) rank helps mitigate template damage as you're not taking nearly as many hits. You then just reform the turn before you expect to see combat (or if you're stubborn just wait until you're in combat and combat reform).
Also I never leave home without the ironcurse icon. a 6++ against warmachines has ALWAYS been worth the 5 points it costs to take it regardless of the army.
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Post by mottdon on Sept 1, 2017 18:25:37 GMT
This wasn't a Battle Line scenario was it?
One thing you might look to changing up, is including a couple of 10-elf units of Glade Guard rather than Eternal Guard. As of right now, you have the speed, and the hard-hitting units, but you don't have hardly any shooting. For a Wood Elf. That's almost sacrilegious!
In this scenario, aside from his ridiculous luck with shooting, a couple of units of Glade Guard could have thinned those Night Goblin units enough so that they would've been forced to take Panic tests. They don't have great leadership values, so you stand a pretty good chance that they'll panic right off the board even if they are within range of their general. That could've taken care of those Fanatics that were guarding his war machines, allowing you to get your warhawks or wild riders in there.
Wild Riders are great, but fragile. Glass Cannons and such. Have you considered taking a unit of Treekin? Those guys are just simply tough. Back them up with a Fire Mage and combo their attacks with the Treeman, then there's not much that'll stand up to them. Just have a hero on a fast mount (Eagle?) who can run interference for them and handle (or tie up) any fire attacks that will, more than likely, exist in your opponents lists.
I like that you've included a unit of Warhawk Riders. They are not the best unit for WE, but they can certainly put pressure on your opponent's backfield. They have to work in unison with other units though. Move then to a flank or rear charge position while your Wild Riders, etc. get lined up for their charge as well. Also, Wild Riders work MUCH better in two units of 5 or 6. It makes it VERY hard for your opponent to set up a defense against two units. One is almost always guaranteed to make it into a flank.
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Post by knoffles on Sept 4, 2017 15:40:32 GMT
How does strangleroots work out for you? Do you ever use it/does it ever hit? (I always thought that with multi shot and moving modifiers it would be hard to hit).
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Post by strutsagget on Sept 4, 2017 16:33:11 GMT
How does strangleroots work out for you? Do you ever use it/does it ever hit? (I always thought that with multi shot and moving modifiers it would be hard to hit). Never used yet as I lost the treelord before my first turn last game it was cut as last point fixes.
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