Friday saw me face off against Steve. I was using my Wood elves for the first time in 20 odd years and he ended up using my High Elves (and taking them away with him as he is thinking of using them in the club comp).
To recap my list:
The Host of Tal Shavoc
Haldrin Stormlight (Glade Lord) – General – Ogre Blade, Glittering Scales, Dragonbane Gem, Potion of Foolhardiness, Great Stag, Shield, Bow – 288pts
Glade Captain(as yet in-named) – BSB – The Helm of the Hunt, Hail of Doom Arrow, Great Eagle, Starfire Shafts, Spear, Bow, Light Armour, Shield – 208pts
Merilel of the Moon (Spellweaver) – Level 4 Lore of High Magic, Dispel scroll, Talisman of Endurance, Unicorn, Bow – 340pts
Wildriders (8) – Full Command, Banner of Swiftness, Shield – 269pts
Warhawk Riders (3) – 135pts
Sisters of the Thorn (5) – Musician – 140pts
Waywatchers (10) – 200pts
(You'll see that my archers cover every iteration from 3rd edition to present).
Steve's High Elf List
His list was rather hurriedly put together as he had been planning on bringing his WoC and as such, he missed out a few crucial bits (armour on the bsb, upgrading the archmage to lvl 4…). It was something like:
Archmage – general – ToP – Lvl 3, I want to say book of hoeth (which I think he forgot to use all game).
BSB – with light armour…
Level 1 Mage – MR (1) item
16 Archers – music/standard
6 Silverhelms – standard, shields
6 Silverhelms – standard, shields
5 Silverhelms – standard, shields
15 Phoenix Guard – standard
15 Phoenix Guard – standard
15 White Lions – standard
7 Swordmasters – standard
7 Swordmasters – standard
I’ve obviously missed a few bits as this is around a hundred points short of 2500.
We rolled map pack 4, so that was 4 hills (2 were scree), a river and a wood (which turned out to be normal).
We were both trying High Magic. Steve took a Soul Quench on both the level 1 and level 3 and he also got Tempest and something else he never used.
I also took Soul Quench, Fiery Convocation, Apothesis and walk through worlds (no doubles).
After deployment it looked like this. The sisters did vanguard forward slightly, as did the warhawks. The leftmost glade guard were those with the flaming banner and poison. The two glade guard with trueflight (no modifiers) were in the centre of my lines. The waywatchers also gained poison from being in the venom thicket (which of course I forgot).
Steve won first turn (despite me having finished deploying first) and he immediately advanced as swiftly as possible (which wasn’t too fast as it a moment of genius he had placed the river in front of his lines). Having normally played WoC he was surprised that he actually had a shooting phase! The bolt throwers and archers opened up on the sisters and gladeguard respectively, with both units taking a few wounds. Magic was highly ineffective as with 3 dice each (thanks to my channel) I was able to block soul quench.
The wood elves responded by pushing up aggressively on the left with the warhawks blocking the silverhelms (this might have been a mistake, I probably should have charged them rather than using them as I would an eagle, in order that they take advantage of the killing blow and additional strength on the charge). The sisters decided to withdraw to save their points. The Spellweaver joined the scouts in the woods so she could get the casting bonus.
Remembering (for once) a tactica I read about removing the greatest threats first, Scarlock and his unit swiftly removed the bolt thrower opposite them but the scouts on the other flank failed to repeat the task and only wounded the other one. The waywatchers showed why they are so feared and wiped out one of the silverhelm units. The waystalker started his operation assassinate and picked on the enemy bsb wounding him. The 2 central glade guard units took down most of the right most swordmasters and a boosted soul quench removed a number of the archers (though I failed to show this in the below diagram!).
The high elves realising they were outclassed in the shooting war pushed forward. A number of charges were declared but only the frost Phoenix and nearby Silverhelms completing theirs. The wicked woods claimed its first four victims of the game. A double casting of Soul Quench against the spellweaver was shrugged off. The eagle moved to threaten the back of the elf lines and the remaining 2 Swordmasters on the right realising the folly of charging bow armed troops, decided that actually they would just march up to get in the way.
In combat, one warhawk was slain and the others beat a hasty retreat.
The Warhawks rallied and the nearby Dryads moved over to protect the archers by blocking charges. The remaining sisters moved over to prevent the eagle charging the flank of the glade guard. The Phoenix Guard took a further 4 casualties from the wicked woods.
The scouts again failed to remove the remaining bolt thrower. The waystalker not wanting to be shown up, also failed to wound (and thus kill) his target, in his case the opposing bsb. The remaining 2 swordmasters were killed and the other unit took a number of casualties. The high elf archers once again took a shoeing.
After rolling a 12 for the winds of magic, I decided to fluff my first boosted soul quench, stopping the lvl 4 from casting and so only got off curse (after shield was dispelled).
Not worrying about restraining themselves, the Wildriders charged the Silverhelms, who took one look at their crazed whooping loony cousins and legged it. Barely missing a step the frenzied riders careened into the frosty but with its ward strengthened by the strong winds, it shrugged off all damaged. They still won combat thanks to the musician, so retained frenzy but their position was now looking more perilous.
After Game Thoughts
I’ll ignore the lack of turns played and just give some general thoughts on the army build and the scenario.
We really enjoyed the concept of the wicked woods (as did Luke and Paul who tested the scenario) however there were a couple of things taken away (and this backed up feedback received from Dan and a different Luke in their game a few weeks before). Firstly, there is no incentive to enter the woods before the final turn. The potential damage from the dangerous terrain and the woods attacking, combined with the removal of any form of save, meant it was too risky to enter it. 15 Phoenix guard (even with a 3++ ward) were decimated in two turns and Paul had 17 of his 30 strong unit of Chaos Dwarves similarly ‘culled’. As it stands it is more likely that most players will hold off and rush it in the last go, or avoid the woods and treat the game as battleline, killing the other army before then moving into the woods in the last turn. In this respect it is similar to the KOW dominate scenario.
We all talked about it for a bit afterwards and whether the damage should be changed and a few of us will continue to discuss it further. However, to keep it as simple as possible, one option maybe to award 1 or 2 VP’s for each turn you hold it (uncontested) instead (edit: and this VP per turn held was the route we went down in the end for the club competition).
Half a game isn’t enough to give any in depth analysis, however even in the few turns played I was able to make a few observations.
Waystalker, I love the idea of him but I think you realistically need 2 (one with the bow perhaps the second with the fireball ring), if only because the individuals you are targeting (BSB/support mages etc), you want to take out asap and this improves the alpha strike. The issue is that they still only shoot with S3 and I question if you would ever make back their points. A lvl 1 deathweaver could potentially do the same job for similar points (with a shorter range) and could add more utility with a dispel scroll and the chance to add more dice through both channels and the Lore attribute. Still I’ll persevere at least for another game or 2. Lord on Stag. I love the leadership boost and the loadout but I worry that the extra point of toughness and other advantages of putting him on a monstrous mount are outweighed by the total lack of any lookout sir, meaning he is an easy 288pts for anyone sporting a cannon. I wonder if I wouldn’t be better off putting him on a normal steed, which would free up some points. Alternatively giving him the armour of destiny for the 4++ ward (which would in turn boost his armour save) should improve his survivability. I just struggle relying on a 50/50 chance of a save. I have a similar dilemma with the bsb on eagle. He benefits more from the mount but has the same drawbacks. I should probably change his helm for the charmed shield. Yes he would lose a pip of armour but it would give him a measure of protection from warmachines. I was also too timid in his use, he should have supported the Wildriders attack on the frosty. It might have made the difference in routing it, if only for the flank charge.
Spellweaver on unicorn. Seemed ok (bit too early to tell). The MR(2) combined with her ward, completely stopped one round of magic missiles. Again I worry the mount might make her a target but the ward and Lore attribute should give her much more protection than the lord. Lore of High Magic. I quite like the Lore as it is really versatile, however that is also where is falls over. It doesn’t specialise in any one thing. About the only thing either of us successfully cast all game was Soul Quench (knowing I had fiery convocation meant he let it through every turn). The Lore attribute for wood elves is potentially good (not that I remembered it in our game). I am still thinking shadow maybe the way forward but probably only if I ran an eternal guard block as without them I would, in the main, just be wanting withering to help out the shooting. The waywatchers were everything I had read they would be. I can see why a lot of players take two units. The archers were all solid, both hagbane and the trueflight variants. 4 units (including scouts) seemed to be about right though I’d be tempted to just take two units of the scouts if running EG in core. I used the Sisters of the Thorn incorrectly to start with and need to make more of their spells. Curse is excellent and shield of thorns is a great way to replace any models lost. Likewise I used the Warhawks incorrectly and should have just charged them in. It might have failed but if not, they would have stood a chance of removing the silverhelms save. Apart from forgetting stand and shoot, I’m not sure holding was the best option. I probably shouldn't have charged the Wildriders into the frosty but with the number of attacks they were pumping out, the odds were I should have gotten at least 1 or 2 wounds through. Losing 3 from it's return attacks just goes to show how much of a glass hammer they are and you need to ensure you break their targets on the charge. I did really enjoy using the wood elves. The style is completely different to what i’m used to. I will definitely use a very similar (if not the same list) next time to give them another go before chopping and changing, though i’d be tempted to drop the lord for a shadow or darkweaver (possibly the latter as i’ve never used the lore). I feel I also need an eagle in the list for chaff duty. It would make me feel more confident about using the wild riders.
Friday I got my game in against Darren and his VC’s. Being a muppet, I forgot my phone and notebook so completely failed to get any photos (bar the single one captured by a club committee member for the FB page). I’m kicking myself for this. So instead of my normal fair, I’ll have to do a brief summary of the game and how I think the list performed.
The list I ended up taking was almost identical to the one posted in the army list section
Spellweaver (General) - lvl 4 High magic, dispel scroll
Glade Captain - Sword of Might, Helm of the Hunt, Dragonbane Gem, starfire shafts, Great Stag
Waystalker - Bow of Loren
30 Glade Guard - FC - Swiftshiver Shards, Banner of Eternal Flame
3 Warhawk Riders
6 Wildriders - Wild hunter + Standard, Banner of Swiftness
The Vampire list was along these lines:
Vampire Lord (General) – lvl 4 Vampires – Ogre Blade, Armour of Destiny, Dragonbane Gem, Quickblood – Barded Mount, shield
Necromancer – lvl 2 vampires – dispel scroll -
Vampire Count – lvl 2 vampires – Book of Arkhan, barded mount, charmed shield, HA
10 Black Knights
7 Dire Wolves
1 Spirit Host
27 Crypt Ghouls
WE – Drain Magic, Soul Quench, Hand of Glory, Fiery Convocation
Vamp lvl 4 – Hellish Vigor, Gaze of Nagash, Van Hels, Invocation
Vamp lvl 2 – Wind of death – Invocation
Necro – Curse of years – Invocation
I pretty much castled in the middle with dryads and treemen protecting my left flank and wildriders and treekin on the right. The flying circus went behind my lines.
His ghouls/zombie/skeleton blocks went in the middle with the necromancer. The wolves went on one flank and his fast element (Knights with 2 vampires, 2 Hexwraith units and 2 Terrorgheists) all stacked up on his left flank (opposite my treekin/riders/waywatchers).
I really bungled the first few turns, firstly in deciding to see how effective the glade guard were and trying to see if I could delete a unit in one go (60 shots from them killed 20 zombies, which I thought wasn’t too bad, it was just a pointless target). I then proceeded to forget to shoot with the waystalker and forgot I had the Hail of Doom arrow (this was a theme in the game as I forgot most of my one use items incl. dispel scroll…), which really cost me, as by turn two his hexwraiths and Terrorgheist has wiped out the wildriders and captain (without them doing anything). At this point I was somewhat worried as I had a lot of nasty shit in my face and looking to overwhelm my flank.
A quick move of the Gladeguard allowing them to combine with the waywatchers to promptly deleted his black knights and left the 2 vampires feeling rather exposed. The Treekin quickly finished off one of the Hexwraith units in combat and the other was severely depleted after another round of shooting from the Waystalker. Both Terrorgheists were down a number of wounds thanks to a boosted soulquench on one and the HODA (which I finally remembered I had) on the other (another mistake, I should have combined them to try and remove at least one of the large beasties).
Things were definitely looking a little bit better at this point and I’d also shifted the treeman round to help shore up the flank.
His remaining Hexwraiths killed off the Waystalker. His Vamp Lord charged the treekin, chopping down one, wounded another and the remainder ran and were cut down.
My response was to charge my treeman into the Lord to tie him up (which it did for a bit but he killed it the following turn). The Wardancers targeted his vampire count but 9 attacks failed to get the elusive killing blow (but he did crumble a wound). He then charged one of his Terrorgheist into that combat but the 3+ ward saved most of the damage coming their way (they did run but he failed to catch them).
At this point we called the game due to the time (which I believe was the end of turn 4).
We had a chat about how things had gone and what we think would have happened going forward.
Darren had said the deletion of his knights had really thrown him and taken him from total confidence to extremely worried. He was in fear of the 60 shots per turn of the glade guard. I do think that he had the definite advantage at the end of the game as I hadn’t even touched any of his large blocks that were slowly advancing up the table. For remaining moves, I likely would have targeted his general with the glade guard on my next turn to see if he could weather 60 AP shots as I didn’t have too much that could hurt him and my warhawks were lined up to attack his necromanacer.
We had both really enjoyed the up and down nature of the game as from turn to turn the advantage had swung from one side to the other.
Below are some thoughts on some of the elements of the army after the game. I've not covered everything as some didn't really impact the game at all. I'm aware that after only a game or two you can't make really accurate evaluations but we've all played long enough that you can see what will work and what likely won't especially with your own play style.
Captain BSB on Eagle - Damn you mottdon ( ) for making me second guess myself and removing the magic weapon. It meant I couldn't use him to attack the hexwraiths due to their ethereal status. I'll definitely bring him again as I love the fluff of a hero on eagle. It takes me back to 3rd ed. I am tempted to use a magic weapon going forward but the shrieking blade. Will be having a play on the loadout for this.
Captain on Great Stag - For the second game in a row he has done nothing. I love the model but he seems as useful as an inflatable dartboard. Now admittedly part of this is down to my use of him but he'll definitely be dropped in the next game if only because he lacks the versatility of the Captain on Eagle.
The wardancers were a surprise package for me. They are (above even archers), the iconic WE unit for me. 6 of them only cost 90pts so we are talking chaff territory (and I used them as such). They are immune to psych and can put out a fair few attacks at high I and WS before taking into account their dances. i'll definitely be taking them again.
The treekin did ok, they were just massively outclassed by the vampire lord (in fairness most things would be!). I'll still be trying them out again as I think they are a great unit for going against other rank and file.
The starfire shafts on the heroes were excellent. The high BS meant they rarely missed and the +1 to wound made a real difference. I’ll definitely take them again if I have a few spare points.
Waystalker - How I really want to love this guy. The fluff is excellent as is the potential but i'm not sold on the output. When I did remember to shoot with him (doh!), the bow really helped as it allowed him to consistently cause at least one wound. This isn't going to prevent me trying him repeatedly again and I still think that having two might be the way forward (even if they never make their points back).
Glade guard and Swiftshiver Arrows. Darren said, 60 shots from that unit each turn was really intimidating for him. However this loadout really relies on having the high magic spell, hand of glory, as otherwise at long range you’ll only be hitting on 5’s and with str 3, only wounding on 4’s at best. The effectiveness against ‘normal’ T3 troops was shown in the game when a third of the shots caused casualties. This however was with +2 bs from the spell offsetting the multishot/long range (so I was still hitting on 3’s), wounding on 4’s and zombies have no armour save to mitigate the wounds. Statistically this was a higher than average output. Having AP as standard was not to be sniffed at. -1 to the armour save really makes a big difference, especially against knights.
The waywatchers were great at hitting most of the time (except when I managed to give my opponent hard cover due to my own stupid positioning), the ignore armour was superb but they struggled to wound (mainly because the knights were toughness 4 so they needed a 5+).
And this is the crux of the issue with WE’s for me (with even my limited playtime). They don’t really need help hitting (whether melee or shooting) but definitely need help wounding. For that reason, when I next run them, I’ll be taking shadow over high. I think that this lore really compliments them. Miasma to reduce movement so you have more time to shoot, the lore attribute will be amusing if you swop your caster for a shadowdancer (though situational but could be priceless if you pull it off). The key spell for me has to be withering. The -D3 to toughness is gold for a S3 shooting army. Now your opponent should be well aware of this but still it costs a fair bit to cast (16+ for the boosted version) so it will eat a chunk of his dice to get rid of it (or a scroll if you play it right). It is again (in some ways) relying on a single spell selection to get the most out of it but if you don't get it, a good chunk of the other spells in the lore are equally as useful. Okkams is also great for offence as is enfeebling (for defence) but are melee orientated. Both will help treekin greatly (or even your humble archers).
For this reason, in my next game with the woodies, i'm still likely to take a big block of archers but i'll be giving them trueflight (which also saves some points). This will give 30 shots always hitting on 3's (and if withering gets off it will allow more wounds). I'll post some alternative list thoughts in my normal thread.
How often do you find yourself using your BSB's re-rolls? I've rarely bothered making my eagle captain a BSB, as he's usually off on the other side of the table chasing down light cavalry, mages, warmachines and ranged units to be near my main blocks.
It might be worth sticking a champion in the treekin, to challenge out characters.
Shadow is my favourite spell lore for elves, though Pendulum and Steed of Shadows aren't great. Pit of Shades could be devastating against undead (or anything if you Miasma down their initiative first).
Hey sedge, in my first game, not at all but in this game both break tests I was able to reroll using the bsb. Roth failed anyway but it was aspirational. I’ve wondered about dropping the bsb and saving 25pts but I find it hard to countenance fielding an army without one. They’ve saved my bacon too many times. Now whether he should be on an eagle or a separate foot character with something like the 2+ save armour, great weapon and embedded in eternal guard, is another question.
I've actually wondered the same thing about highly mobile BSBs. It's great if you can keep them near your main fighting force, but most of the time, if you want to have your BSB highly mobile, it's usually to chase down fleeing units quickly or to get out of trouble's way, not near the hard fighting. That's a hard balance to achieve. That's probably why you see most BSB's on foot.
My armies: Empire, Dwarfs, High Elves, Wood Elves, Dark Elves, Lizardmen, Skaven, Tomb Kings, Ogre Kingdoms, Orcs and Goblins, and Skitarii (40K).
Well, the Great Stag gives Impact Hits (D3) and with shock cav, all the wounds you can rank up, count big-time. He also ups your hero's Toughness to 4, making him a touch more survivable, which is a big deal for fragile elves. Of course, as you said, strutsagget, he is quite expensive. I suppose it really boils down to what impact you want that unit to have on your game.
As for where the BSB should be, I usually just try to keep him close to crucial units. If I lose "X" unit, then I lost the game - kinda thing. For example, if I take 40 Dwarf Hammerers, I really want my BSB close to them. They've gotta be there to the last Dwarf.
My armies: Empire, Dwarfs, High Elves, Wood Elves, Dark Elves, Lizardmen, Skaven, Tomb Kings, Ogre Kingdoms, Orcs and Goblins, and Skitarii (40K).
Wood Elves vs Greg’s DE – Rumble in the SELWG Jungle comp game – 28/12/18
With the kids and ourselves on holiday, Greg and I arranged to meet up to kick off the whfb competition. Due to the club being shut over the break we decided to meet and play at Warboar, a Friendly Local Gaming store (FLGS) located in southeast London.
It was the first time I’d played there and they had a reasonable space upstairs with a multitude of mats and plenty of scenery on hand (though most was aimed at 40k). The staff were very friendly and there was also a café in the store that also had a bar, bonus! I’d definitely go back there again.
Although I’ve only played Greg a few times at Warhammer, he is one of my regular D&D group so we are well acquainted. We were both a bit rusty on the rules (I last played 3 months ago but Greg hadn’t played in almost a year!). As such we had decided to take a more relaxed approach to the game.
We both had chosen to take magic heavy lists, so it would be interesting to see how that panned out.
Greg’s Dark Elves
Supreme Sorceress (General) – Lvl 4 Dark Magic – Talisman of Preservation, Steed – 285pts
Supreme Sorceress – lvl 3 Dark Magic – Talisman of Endurance, Manticore – 385pts
(Note: I blitzed the wild riders over xmas so they at least had a full base coat before the game in order to count as 'fully painted')
A – Invade and Defend (Battleline)
Gain 500 victory points (VP) if your opponent doesn’t have a unit containing fortitude in your deployment zone
Gain 500 VP if you have a unit containing fortitude in your opponent’s deployment zone
Gain 400 VP if you kill more characters than your opponent.
The Highweaver ended up with: Soul Quench, Hand of Glory, Arcane Unforging and Fiery Convocation.
The Darkweaver took: Spirit Leech, Soulblight, Doom and Darkness and Fate of Bunja
The Lvl 4 Sorceress had: Doombolt, Shroud of Darkness, Chillwind, Word of Pain
The lvl 3 Sorceress rolled: Doombolt, Black Horror and Power of Darkness
I chose Card D – Operation Anaconda. You gain 500 VP if the enemy general is dead by the end of the game.
The card special rule, when played, gives the general +1 LD until the start of your next turn. This is capped at LD 10, so was of no use to me as my general had an LD of 10 due to the standard of discipline.
Greg rolled a D6 for his and ended up with Card A - take the field. You gain 500 VP for controlling more quarters than your opponent.
The special rule allows you to vanguard a core unit or character. (I may be wrong but I think Greg forgot to do this, as if he had, it is more than likely the Witches would have been in my face at a much earlier junction!)
The comp pack specifies that each board should have: 2 buildings, 1 forest, 1 marsh, 2 hills and 3 walls and fences. Greg placed the first piece and then we alternated. I think we both had the same idea but for different reasons as we both placed almost all the scenery down the centre of the board. I think Greg was trying to block my line of sight for shooting, whereas I was trying to impede his witch elf horde.
I won the roll for choosing sides and with the terrain so even, choose the side I had been sitting on.
Laying down my free forest on the right, kind of gave away where the big unit of glade guard was going, even with the dummy drops on the other side.
Even with me getting the bonus to the first turn roll, Greg won it and elected to go first.
I really like Greg's Medusa/mounted sorceress conversion
Scout drops and Vanguards
Greg won the roll for placing scouts and quickly captured the centre building
He also capitalised on the gap I left in my deployment placing the shades to split up the sisters and Haldrin from the bulk of my forces.
Before the Dark elves were able to move, an Arrow of Kurnous sought out the enemy general, striking true and wounding the supreme sorceress. (I initially forgot to roll for this but Greg kindly and probably much to his regret, let me do it after the start of the game).
The two units of Warlocks and the supporting Darkriders (containing his general) continued their swift advance, moving to surround my Sisters bunker and Captain on eagle and putting extreme pressure on that quadrant.
With the limited forces on that side of the table distracted, the witches, Hydra and Sorceress on Manticore advanced up the centre, using the large central building to protect their flank from the bulk of the Wood elf ranged units.
The Knights and the final unit of Darkriders decided they didn’t like being exposed to so many enemy archers and decided to ‘strategically withdraw’ (run away) towards the bulk of their forces.
The winds of magic blew strongly with the DE mages maxing out at 12 power dice. Both units of Warlocks fired Doombolts at the Wood Elf Captain but Merilel was watching over her champion and dispelled both missiles. She was unable to prevent the final Doombolt from the sorceress targeting the ‘Left Hand of Haldrin’ and the Waystalker and his magic bow, were torn apart by the magic missile. The Magical feedback from the miscast killed off one of the Warlocks.
The two units of Shades and the Darkriders all targeted the closest of the Wildriders, slaying 5 of the 6 frenzied elves.
The two Repeater Bolt Throwers targeted the Scouts but were unable to replicate the damage caused on the other side of the battlefield, the multiple bolts only piercing 3 of them.
WE Turn 1
Wood elf movement was limited to redeployment, with Haldrin leapfrogging the warlocks, whilst keeping out of the Manticore’s charge arc. The Deathweaver and sisters failed their march roll so just moved round a little bit. The large unit of glade guard reformed to face the majority of the dark elf forces whilst the smaller unit of guard moved up in support. The remaining Wildrider and the second unit of wildriders retreated behind the archers (while I worked ot what I was going to do with them).
Magic was a write off, with the winds reversing to give a low roll. Fate of Bunja failed to cast (Doh!) and Hand of Glory was easily dispelled.
Haldrin shot the Hail of Doom arrow into the Darkriders but the winds had obviously effected it and the magical arrow had lost its potency, only downing a single rider. 50 shots from the Glade Guard swiftly followed, the weight of arrows wiping out the unit and leaving the Supreme Sorceress on a single wound and looking rather worried.
The Waywatchers found themselves just within range of the Coldone Knights and quickly took out two of them. The small unit of glade guard then tried some speculative shooting at the shades in the building and picked off one who had made the mistake of showing herself at the window.
In the final shooting of the turn, the Scouts took revenge for their earlier deaths and took out one of the bolt throwers.
The Witches continued their advance, wheeling round the building to bring them into view of the large unit of glade guard.
One unit of warlocks moved to the edge of the board, next to the Eagle rider. The Sorceress on Manticore moved up to threaten the same rider with a charge in the next turn.
The rest of the DE forces moved up in support of the witches, with the shades leaving the building. They also conveniently formed a living wall in front of the DE general, who had retreated behind the relative safety of the central building. The Doomfire Warlocks then charged into the Sisters unit directly in front of them.
Magic started with a Doombolt launching at Haldrin. Knowing that the sister’s combat could be key, the two wood elf spellweavers glanced at each other and let the spell through. To their regret, Haldrin and his mount were swiftly vaporised by the profusion of dark bolts. His sacrifice was not in vain as it allowed Merilel to prevent Soulblight weakening the sisters.
The DE shooting proved very ineffective with 20 shots from the shades failing to injury the remaining Waystalker and the RBT also failing to kill any of the Deepwood Scouts.
In the only combat of the round, the Sisters overcame the Warlocks, slaying two and sending the remainder running. They restrained from pursuing (though in hindsight that was a mistake as it was their turn next go).
WE Turn 2
Again there was relatively little movement from the wood elves. The Deepwood scouts advanced so that all of them could fire on the bolt thrower. The single wildrider ran away behind the nearby building to conserve his points and the sisters moved up to get the Deathweaver in range of the enemy general and out of the charge arc of anything else (as the fleeing warlocks combined with the witches were blocking any potential danger).
The winds of magic picked up again giving the max number of 12 dice and the wood elves made good use of them. Sejal started by casting Fate of Bunja on the enemy general and in a fit of cunning, the sorceress on Manticore interfered with the winds, preventing the general from attempting a dispel, allowing the wood elves to kill the Supreme Sorceress and her rival for power. (This in turn achieved my strategy card bonus and gain the 500 bonus VPs). The Sorceress then let Hand of Glory go through (for a +2 BS on the large unit of glade guard) but successfully dispelled both the Soul quench and Curse of Anraheir aimed at the witch elves.
The large unit of Glade Guard then opened up on the witches and 16 of them were summarily cut down. The other unit of Guard and the sisters accounted for a further 3. The frothing unit of madwomen was definitely looking a bit more manageable now! (Note: we just started recording the number of witches left on the dice, rather than removing the models, hence the unit looked untouched in the photos).
The Scouts again targeted the bolt thrower but failed to do any damage but the waywatchers then stepped up to the plate and removed it in a single round of shooting.