2/10 @ Games Workshop, Oak Park
Standings after round 3
Good Team- 28
Bill- Wood Elves - 9
Bob- Ogres - 5
Chris- Bretonnians- 6
Leo- High Elves -3
Nate- Lizardmen- 5
Evil Team- 21
John- Daemons of Chaos- 5
Joe- Warriors of Chaos- 2
Kenny- Daemons of Chaos - 5
Billy- Skaven- 3
Andre- Tomb Kings- 6
Round 3, Good team Wins
Strategic Events
John- No Guts, No Glory
Ken- Diplomacy
Bob- Building Boom
Bill- Headhunter
Billy- Land Grab
Nate- Scouts (via praise)
Leo- War Tax
Andre- Praise be to the Oracle
Joe- Scouts
Chris- Survey the battlefield
Campaign Events
John- All is Well
Bill- All is Well Billy- Corruption -100
Andre- Raid-Brets +140
Leo-Corruption -100 Bob- All is Well
Chris- Raid- TK +160..net 20 Joe- Hidden Cache Ken- All is Well Nate-All is Well
Revenue
John- 125
Bill- 250
Joe-50
Bob- 200
Billy- 0
Chris- 145 + 1 Ep purchased
Ken-125
Leo-75
Andre- 155
Nate- 125
Games
Daemons of Chaos vs Bretonnians
Scenario- Echelon Attack
Result: Daemons- 4, Brets- 1
Wood Elves vs Skaven
Scenario- Siege @ the Lair of the Damned
Result: Wood Elves hold + 2 pts, Skaven get 1 pt
High Elves vs Daemons of Chaos
Scenario- Take and Hold
Result: Daemon Massacre 5, High Elves 1
Tomb Kings Vs Ogres
Scenario: Siege @ the Tower Fortress
Result. Tomb Kings Hold + 2pts, Ogres get 1pt
Points earned 2 Each
Warriors of Chaos Vs Lizardmen
Scenario: Flank Attack
Result: Lizardmen- Massacre- 5pts
Warriors- 1pt
Bonus Points remaining
Nate- 2 Luck , Bob- 3 Luck
Wednesday, February 11, 2009
Mighty Empires V- Round 4
Posted by JPL at 10:52 AM 0 comments
Labels: Campaign Log
Sunday, February 8, 2009
War of the Ring!

While I am in the mood to play newshound, here is another preview from the upcoming White Dwarf #350. It also features alot more information on the upcoming War of the Ring. At this point I've now seen and flipped through the book, I've also talked to some GW staff that have read it in detail. First up, from the Magazine-
New Releases
4/4
War of the Ring
Army of the Dead -Plastic
Ent-Plastic
Sons of Eorl- mounted
Halbarad
Isengard Uruk-hai commanders
Morannon Orc commanders
Minas Tirith commanders
Rohan commanders
Grey Company command
4/18
Dwarf Shieldbearers
Elven Stormcaller
Haradrim Hasharin
Minas Tirith citadel guard 2
Mordor Uruk-hai-2
Druzzag, the beast caller
Amdur, lord of blades
Army of the dead standard bearer
Gandalf-Minas Tirith
Witch King- Minas Tirith
Theoden-Pelennor Fields
I scanned this picture to talk about two thing one is legendary formations and two all the new cool command squads getting released...that Rohan one above is particulary awesome.
(I saw the sprue for the Plastic army of dead, they look great and I am sure are going to turn up in WFB VC armies..I also saw the plastic move trays, but not the Ents.) Legendary Formations allow your characters to form uber formations and blast their way thru the hordes of troops you'll be putting on the battlefield, Command squads in WotR have a major impact on how your forces operate, they lead the assault and offer much needed bonuses.
From my own limited look at the book and conversations with the guys, I do know this
One, this it isn't "Warhammer" LotR..its a completely new game , if anything its Warmaster in 25mm before its WFB. Everyone has brand new amended stats for War of the Ring games, and because of the larger scale units are much cheaper, 600 points of WotR is a good sized starting battle. Combat is very macro..you don't roll to wound..hits are kills...everything is about how many dice you throw..a 8 man formation might start with 8 attacks throwing 8 dice...but its got a captain, Banner , musician, and its flanking..so the 8 becomes 12 dice, tc. or (not sure what the bonuses are) hits are kills, so priority is going to be huge, again things like Heros, Banners, musicians all effect who's going first. I don't know if combats are simultaneous yet.
There is quite a buzz going on about War of the Ring in my area. We've been working on a summer campaign based on War of the Ring that can accommodate 24 players, we havent even publicly opened it up yet and I've already got 10 players. the games with feature the normal skirmish games and the new War of the Ring battles. This campaign going to have its own blog...so look for a link soon.
I have been invited to play in preview game of WotR in the next few weeks, that I will be able to talk about here..this will be before the preview weekend at the end of the month so I should have some detailed information then...LotR is an unde rappreciated gem, I hope WotR gives
people a new reason to give it a second look letting the game get the credibility it deserves!.
Posted by JPL at 8:59 PM 8 comments
Labels: LotR, War of the Ring, White Dwarf
Saturday, February 7, 2009
New Imperial Guard Valkyrie- Photo!

Ok, not sure if this is the 1st sighting of the actual new Imperial Guard Valkyrie, but it is for me. This is straight out of the new White Dwarf..which seems to go from the printers, to my house, then to everyone else. Anyway I saw the chance to post something relevant about 40K that I like and I jumped at it. so enjoy...this baby could get me to get back into the game..you just never know as I know I am getting one of these. FYI White Dwarf 350 is Apocalypse overload..Super Heavies everywhere with the biggest freaking battle reports I have ever seen. Go and get it!
Edit: -Numerous people want to claim that this is the Forge World model, maybe so and if so then GW is purposely misrepresenting this. (for what reason I'd have no idea) Beneath this photo is a blue box of text with a bunch of info about the new Imperial Guard codex that last line of which is. "To whet your appetites until then, here is exclusive look at the brand new plastic Valkyrie, in the Codex for the 1st time"- why the hell would they say that if this is the FW model? , case closed -this is the new model.
Text of the article for the naysayer's out there..
Edit II: And finally here's the full page, for all the imbeciles, morons and fucktards out there in the void that think I "made this all up" this as a 'stunt' to get more hits on my hobby site that I sell ZERO ad space on ( and won't ever).
FYI- I am often privy to alot of GW information early, and I shared this thinking people would be psyched. What I got in return was a bunch of jackass's critizing my motives, and insisting its the Forge World model. (maybe it is, i don't know, or care- all I know is what the ad claims before you., That it's the new plastic model)
Certainly makes me reconsider what I share with the general public. I have to look into finding a way to privately share information with people that follow the blog and have a genuine interest in the hobby, instead of those whose genuine interest is acting like a fucking moron on the internet.
Edit III- 2/15/09
Here's another pic GW just sent me via the newsletter, I believe this is the same aircraft in the above WD photo (if not they are painted identically) again the new Plastic Valkyrie.
Posted by JPL at 5:26 PM 23 comments
Labels: 40K, White Dwarf
Tuesday, February 3, 2009
Mighty Empires V- Round 3
2/3 @Games Workshop , Oak Park
Standings after round 2
Good Team- 17
Bill- Wood Elves - 5
Bob- Ogres - 3
Chris- Bretonnians- 3
Leo- High Elves -2
Nate- Lizardmen- 4
Evil Team- 15
John- Daemons of Chaos- 5
Joe- Warriors of Chaos- 2
Kenny- Daemons of Chaos - 4
Billy- Skaven- 2
Andre- Tomb Kings- 2
Round 2, Good team Wins
Strategic Events
John- No Guts, No Glory
Ken- Diplomacy
Bob- Building Boom
Bill- Survey the battlefield
Billy- Land Grab
Nate- Praise be to the Oracle
Leo- War Tax
Andre- Scouts
Joe- All or Nothing
Chris- Land Grab via Praise
Campaign Events
John- All is Well
Bill- Disaster!-pass
Billy- infamy
Andre- Disaster!- pass
Leo-Fame
Bob- Hidden Cache
Chris- Famine pays 50
Joe- Corruption
Ken- Corruption
Nate- Hidden Cache
Revenue
John- 125
Bill- 125
Joe- 0
Bob- 150
Billy- 50
Chris- 25
Ken-0
Leo-200
Andre- 50
Nate- 100
Games
Daemons of Chaos vs Ogres
Scenario- Loot/ Raid
Result: Daemons- 2, Ogres- 3
Bretonnians vs Skaven
Scenario- Battle for Skull Pass
Result: Bretonnia Massacre-5, Skaven -1
Lizardmen vs Daemons of Chaos
Scenario- Battlefield Supremacy
TQ Result: Lizardmen 1, Daemons 1
VP winner- Daemons +1 (2 EP)
Tomb Kings Vs High Elves
Scenario: Escort
Result. Tomb Kings Massacre- 5, High Elves 1
Points earned 2 Each
Warriors of Chaos Vs Wood Elves
Scenario: Flank Attack
Result: Wood Elves Massacre- 5
Warriors of Chaos - 0 : "all of nothing"- ouch!
Bonus Points remaining
Chris- 1 Luck Nate- 2 Luck Joe- 1 Luck Bob- 4 Luck
Posted by JPL at 11:33 PM 9 comments
Labels: Campaign Log
Sunday, February 1, 2009
Battle Report - The new Lizardmen book in action
1/31 @ Plastic Legions HQ The Empire Vs Lizardmen 2250 points
Got my first game in against the new Lizardmen list today. While the book isn't officially released until next Saturday, all GW stores have preview copies of it by now, so the changes are public.Steve from Oden's tales came by today and we got down to business. We considered this practice for Adepticon bringing similar lists we'd run. We also used one the older primer scenarios and only used 6 feet of the 8 foot table.
Lizardmen
*Slann- level 4 Wizard, BSB, 1 Lore, Diadem, Dispel
*1 Skink Chief - Ancient Stegadon, Lance
*2- Saurus Scar Veterans
*20 Temple Guard- Full Command , Halberds
*10 Skinks x2
*17 Saurus Warriors X2 - Spears, HW & Shield
*3 Terradons
*9 Chameleon Skinks
*2 Salamander Hunting Packs
( since we were both using a decent amount of unpainted models this time around
I didn'take too many pics, here's the obligatory shot of the big toad and some nicely painted salamanders)
The Empire
*General of the Empire- Mounted, Holy Relic + Rod of Command
* Battle Wizard- Lore of Fire, Level 1, Fireball-Dispel Scroll- Wizard's Staff
* Captain of the Empire-Mounted- Battle Standard Bearer- Imperial Standard
* Warrior Priest- Great Weapon- AoMI- Icon of Magnus
* 24 Empire Swordsmen- Full Command, Warbanner
Detachment: 9 Free Company
Detachment 9 Free Company
* 10 Handgunners- Marksman- HLR
* 5 Knightly Orders- Musician,Great Weapons
* 10 Knightly Orders- Full Command Lance and Shield
* 20 Flagellants
* Great Cannon x2
* 19 Greatswords- Full Command
Detachment: 9 Empire Swordsmen
* 5 Pistoliers- Champion, Musician
Deployment
Turn 1
Steve won the first turn and advanced his troops cautiously, with the exception of his fast flankers ( Salamanders and Terradons) who moved full speed ahead. The magic phase for the Slann was less painful than it used to be, but still difficult. While only having "only" 6 power die, the Slann knows all the spells from one lore, in this case Death, and gets an free die on the cast making the numbers I need to dispel high enough that on average I need all 4 of my dispel dice and luck to get rid of just one spell. Turn 1 -I fight off creeping death and pit of shades on my knight block, using my one scroll and only losing two of ten models. The shooting phase is ok, as steve moved his scouts and couldn't shoot and the Sallies were too far away.
On my turn...I march everyone full steam ahead in the line..my Pistoliers form up behind the chameleons..stupidly I forget how hard it will be to shoot them and should have lined up on the terradons...needing "6"s and 7"s to hit..I come up empty...my Wizard, thanks to the Wizards staff can throw a 3 dice fireball but its easily dispelled by the Toad..who laughs telling me I brought a knife to a gun fight in the magic phase even with the toned down Slann. I do get lucky with my cannons and take out the Salamanders who's crew fails its panic test and flees off the board. nice break for me but we didn't get to see how they played and I definitely should put those cannons on the Ancient Stegadon.
Turn 2
Steve charges the Ancient Stegadon at my Knights who Flee and roll a "18" to escape moving them way farther away then I'd like..this lets the Steggie redirect into my Flagellants who take the charge with glee. The rest of steve troops move cautiously ahead with the exceptions of the Terradons who do their new Fly over attack (ala Chaos Screamers) on one of my detachments (killing 3 models) parking themselves within charge range of my nearest cannon, out of range of Grapeshot, but well in range of my Handgunners sitting on the hill between both cannons. In the Magic Phase...hurts too do ok this time Pit of Shades and hits my Swordsmen block and I only lose 3 or 4 models. but the Slann can see my BSB who is behind my lines but there is just enough of a corner that with the Slann being a large target he can see him...he takes creeping death which will kill just about any solo model with out a ward save, he goes with his 100 point banner. Shooting is also painful as the chameleonns poison blowpipes with multiple shots blow my pistoliers off the table. The charge from the Ancient steggy is equally brutal..with the big spear...the impact hit alone wipe out near half the block of Flagellant a couple more normal attacks and I lose 13 models on the charge.
On my turn, I charge my 5 knights with great weapons into the rear of the Stegadon hoping I can get a decent combat res by attacking the crew. I need to rally my 8 Knights who can really help out with steggie next turn if my Flagellants and knights can hold him another turn. I am within range of my General so with musician I need a "10" to rally, I roll and '11" and my Knights run right off the board right thru my Handgunners who need a "7" to stick I roll a "9" and they also run of the board. If that not bad enough my Wizard MISCASTs and takes wound. In the shooting phase one of my cannons overshoots and the other one MISFIRES with a malfunction.
Then following this pattern of disaster my knights miss every single attack against the steggie, break and run...leaving 1 Flagellant remaining holding up the beast.
This was single handedly one of the worst, potentially the worst turn I've ever had playing Warhammer. Failing a 10 rally check running off the board, through another full unit (That I needed badly) who also fails and runs of the table. Then miscasting, Then misfire a key cannon shot, then missing all the attacks on charge and then failing my break and run. This fluky shit kind of skews the game and as far as seeing how the new lizard list plays- but so it goes.
Turn 3
Terradons charge my cannon and boths unit of Saurus Warrior charge One charges my Detachment on my right who stick and take it, while the other unit charges my General and his swordsmen and the left sided detachment countercharges. My General and company eat up the
Saurus who get run down and I overun right into some ranked skinks who will also die.The other Saurus block goes right thru my detachment and rolls ahead on a long overurn. I take some causalties in the magic phase but nothing major...the Chamelons shoot my detachment but I save them off. IN Close combat the Steggy eats up the last flagellant. Terradons kill my one cannon and crew and fly off the table.
On my turn my Greatswords looking for someone to engage do an about face, the same with my General and swordsmen..My surviving detachment had overrun and rear charged a unit of ranked skinks who had captured the scenario objective last turn. My Greatsword Detachment turns and faces the chameleons hoping to engage. My Fleeing Knights fail to rally on "9" this time and run off the board. 423 points of Empire Knights Fled off the table and inflict zero hits in the entire game. My magic attempt is easilydispelled and my remaining cannon (Now my only shooting) clears its malfunction and can fire next turn.
Turn 4
The Ancient Steggie charges my Cannon...alas it won't fire again this game. The Slann and the Temple Guard reform up to face off with my General. Terradons come back on the board..Steves remaining unit of Saurus are in my backfield from the long overrun. Magic and Shooting I do ok...my swordsmen are holding off the death spells with only minor losses and the Chamelons can't hit my Swordsmen detachment. My other detachment has rear charge some rank skinked, despite the +2 on the rear this combat is a draw for the next 4 close combat phases until finally two free company prevail but you need to be US 5 to grab the objective so it's for naught. My
cannon crew fails it terror check from the Stegadon and run off the board..the steggie spikes my cannon and stops, no more Empire shooting my swordsmen detachment charges the chameleons who flee thru some woods and get aways.I move my greatswords acroos the center of the board toward the Slann and my General and Swordsmen who are headed toward the Slann and move that way, as I mention the one little combat continues to draw and nothing much else happened
Turn 5
The Terradons charge my swordsmen detachment in the rear.Steve's Slann and Temple guard move within charge range of the my General the Stegadon does an about face and moves toward the on coming combat..everyone else is out of it at this point. the attrition continues to my Swordsmen block from magic..The terradons wiff on their attacks and my Swordsmen win combat allowing to change frontage but the terradons hold.
I feel I'm still out of range to move to charge the Slann so I move up and I was 9 inches away. the Greatswords position to try to get into the Slanns flank in turn 6..the Stegadon is between my Greatswords and the Slann. My Swordsmen detachment beats the terradons in close combat but the remaining models gets away..I forget what happened to the Chameleons either they failed to rally and ran off the board or moved off to claim a table quarter.
Turn 6
The Slann and Temple guard charge my General and Swordsmen. In the magic phase Steve uses "unseen lurker" to move the Stegadon into my Generals flank (just like the VC Danse spell)..I fail to dispel..I am going to get Slaughtered but have an ace up my sleeve. As expected after the Steggies impact hits and the charge from the Temple Guards Halberds my Swordsmen are about decimated except for my General, musician and Standard Bearer..I am facing insane courage..however my General has the Rod of Command which , one use only alows me to pass any break test. This is a great suprise to Steve and it will allow my full unit of Greatswords with a warrior priest to slam into the Slann Flank at the bottom of six...it looks like it could be close.
With my Greatswords in the Flank (Barely, an 1/2 inch more I would have made it, and clearly could have charged the read of the steggie, but the Temple Guard's flank was way more productive. Anyway I need to kill 11 models or get %50 of the points for the Temple Guard and I only Kill 9...I win combat by alot however my General Stands alone and took 1 wound on that side.my Greatsword remain untouched on the flank..anyway with Stubborn leadership the Slann passes and the Game Ends. Since I could break the Slann without crazy luck in one turn or him failing a Stubborn 10 , twice (Slann is also the BSB) ...I lost by 800 or so points with a pair
of Table Quarters to him Steve won by 1000 or a Solid Victory, and I narrowly avoid getting massacred. As far the scenario went no one got the objective.
Notes: A great game..I had been taking the rod of command for the last few games and its never came into play, Turn 6 here illustrates why it is awesome..against a lesser unit than the Slann and his Temple Guard..it could have won me the game...Steve is a Veteran Lizard player at this point and he is lukewarm on the new book. The Ancient Stegadon was awesome (and he never had to use the blowpipes)..without nailing it withcannon balls on the first two turns.. there is little the Empire can do against it, before other units get in and take out the cannons that horrible luck I had in the bottom of 2 skewed the game a bit, I think the new Lizards are a great well rounded army..better in close combat that before they now have some added flexibility. Thumbs up from me. We will see how they do in the meta-game...but Lizards are definitely an army I would seriously considering playing!..Thanks to Steve for coming by and showing me the ropes.
Posted by JPL at 1:51 AM 7 comments
Labels: Battle Reports- WFB
Thursday, January 29, 2009
Notes on a Massacre
1/27 @ Plastic Legions HQ
Battle Report The Empire vs Wood Elves 2000 points
Felix and I got together for one of our bi- monthly match ups last saturday, this time it was practice for the upcoming Adepticon Escalation Tournament, more of a.."lets try some stuff and see what we want to run" type thing of actual lists. As an Empire Player, I have a very flexible Army, nothing overly powerful( exception Stank and War Altar, which I don't currently use) it's power lies in the tactics of large infantry blocks with static combat res's and support from Detachments, Knights and Strong Shooting. Wood Elves are a similar army in that they are flexible, but fast with extremly strong shooting, and wide variety niche troops, some which are very powerful. Felix has the complete Wood Elves arsenal and easily 3000 points available to him, You never know what your are going to face with Wood Elves and I dread getting matched up against them in a tourney as its total crap shoot there are so many viablebuilds, I just need to build a balanced army, pray to the dice gods and hope for the best.
We played a 1000 point match up first, I ran a Mounted Battle Standard Bearer and a Warrior Priest as my General. I had 20 Flagellants and 24 Swordsmen with 2 Detachments ( archers who would screen the Flaggies) and some Free Company, I also had 5 Knights,10 Handgunners and a Cannon, Felix ran a Noble, 2 x 10 Glade Guard, 2 X 5 Glade Guard Scouts, 2 x 5 Glade Riders, 12 Wardancers and an Eagle.
The end result was I won in a marginal victory but only had both characters and two flagellants at the end of the game. In the end my Characters were single handlely charging and engaging units of Glade Guard and Glade Scouts trying to get points or die trying. Once I killed Felix's General He could of easily played point denial and forced a draw or even won if he choose keep falling back and shooting, I was just fortunate that my 1+ Save for my Priest and 2+ Save for BSB keep them about invulerable to arrow fire. In short,I got the crap shot out of me, but pulled the game out thru luck..with out the +100 General Bounus there was only 96 difference in
straight VP.
The point of discussing this 1000 point game as the precursor the next 2000 point game is to illustrate how I can Win once (granted, with some luck) with one strategy and dismally fail the next time trying the same thing. I'll go through the 2000 point game from my point of view
so I can discuss how not to get my ass handed to me the next time we meet for the 3000 point game.
Deployment-
Empire
* General of the Empire- Mounted, Holy Relic + Rod of Command
* Battle Wizard- Lore of Fire, Level 1, Fireball-Dispel Scroll- Wizard's Staff
* Captain of the Empire-Mounted- Battle Standard Bearer- Imperial Standard
* Warrior Priest- Great Weapon- AoMI- Icon of Magnus
* 28 Empire Swordsmen
Detachment: 9 Free Company
Detachment 9 Free Company
* 10 Handgunners- Marksman- HLR
* 5 Knightly Orders- Musician,Great Weapons
* 5 Knightly Orders-Musician Lance and Shield
* Great Cannon x2
* Greatswords- Full Command
Detachment: 9 Empire Swordsmen
Detachment:9 Empire Archers
* 5 Pistoliers- Champion, Musician
Wood Elves
* Spellweaver- General o Lore of Athel Loren: Treesinging, Fury of the Forest, The Twilight Host, Ariel's Blessing Calaingor's Stave, Dispels Scrolls x2
* Wood Elf Noble- Mounted, Spear, Light Armor, Shield- Hail of Doom Arrow
* 10 Glade Guard with musician
*10 Glade Guard with musician
* 5 Glade Guard Scouts with musician
*5 Glade Guard Scouts with musician
*5 Glade Riders with musician
* 5 Glade Riders with musician
* 10 Dryads
* 10 Dryads
* 12 Wardancers- Champion
* 5 Wild Riders- Full Command, War Banner
* Great Eagle
* Great Eagle
Last time Felix and I played (against his High Elves) I ran what's called a "refused flank" and won in either a solid Victory or Massacre.( I dont recall) Its good strategy versus a fast army because he can't flank my big blocks (as the table edge is there) so he's forced to eat thru my light troops on the weak side and by that point the level has swung around and I am either facing or flanking him, I've used this numerous to sucess with my Empire and I should have used it today..instead I ran a similar deployment in the center with my Infantry on the Right, all my cav on the left and my shooters in the middle. Felix deployed as hidden as possibleby the terrain with his Noble and Wild Riders facing my Cavalry and an eagle on each flank.
Turn 1.
I won first turn and proceed to march my infantry ahead, all my cavarly also blazed forward both units of Knights to top the hill and my Pistoliers movearound the hill with plenty of room to get up close and unload on a unit of scouts, felix had behind the hill. I had to attach my Wizard
to my handgunners as leaving him loose versus Wood Elves is instant death..so I marched them ahead hoping to get a spell off. I take the Wizard's Staff alot it's cheap, and lets me throw a three dice fire ball, so one might actually go off. I got a bunch of them this game, but Felix either scrolled or outright dispelled them. My Cannons kill two Wild Riders and a Couple of Dryads, while myPistoliers put a full volley into the Glade Guard Scouts...with 12 shots, I was praying for 5 wounds but only came up with three..twoscouts make their panic check and stay put blocking my Cavalry.
On the Wood Elves turn Felix, brings up his Glade Riders to shoot and bait me, the Eagles Fly out to march block and head toward mycannons, the rest of felix's infantry positions itself to shoot, while the Dryads move up to challenge. I avoid much pain in the magic but take some serious hits in the shooting phase. The Hail of Doom arrow annihilates my Pistoliers, I lose a full detachment of archers, a bunch of free company and some swordsmen. Ouch.
(The Empire marches to War- two fully painted armies facing off, "smells like victory")
Turn 2
I'm set up to charge several units, with my hope of getting rid of those scouts dashed I figure I can blow thru them and overrun into the glade riders plus this frees up my other unit of knights to wheel down the hill right into those wardancers. I charge the pair of scouts, but thanks to the woods my Knights are an inch short to reach the wardancers. Magic and Shooting don't get me much of anywhere. my Knights blow thru the scouts as expected however my overrun is "4" not enough to reach the Glade Riders..no they are set up to get Flank Charged by the Wild Riders and Noble. Felix takes advantage of my failed charges of course, The Wardancers charge my one unit of knights, while the Wild Riders and the Noble hit the other. I stupidly overlook they are not in the same unit, and decide to flee forgetting the Noble has an 18" charge so he catches them and runs them down. Magic and Shooting aren't too bad this time...but the wardancers slaughter my knights to a man, with 25 attacks turns into 11 wounds these guys have greatweapons so my armor save is 3+...not hard to fail 5 wounds. End of turn 2- All my Cav is gone...I'm in trouble.
Turn 3
My Swordsmen and General charge a unit of Dryads, while my Greatswords move to brace for one. Other than fear causing which I usually have some protection from..The Empire very regularly eats dryads for lunch, despite T4..they just get slaughtered by the static combat res so any wounds are gravy.. I blow thru them no problem, but the only thing on my side of the table are Glade guard, scouts and riders..nothing worth many points and nothing that can't flee, in short by moving this direction I took my strongest unit out of the game and subject it alot of shooting, In the future I know to just where ever I am to Wheel and head toward the Wood Elf General or the strongest units.
On Felix's turn his other unit of Dryads Charge my Greatswords and it detachment...(which makes its fear check) his Eagles chargebother my cannons, one is in (who kills the crew, spikes the cannon and flys off the table) the other is a bit short setting me up for a nice grapeshot on the eagel next turn. My Greatswords break the dryads easily who flee and get away. My detachment overrunsright into the spellweaver, so I think I am catching a break...not so.
(As good as it got for me, was this combat right here)
Turn 4
My Greatswords wheel to face the on coming Wildriders and Noble...unfortunately I am left with a choice of eventually getting flankedby The Wardancers or remaining Wood Elf Cavalry. I choose the wardancers because if my 9 man detachment can just kill the Spellweaver they can over run into the Wardances or least distract them a turn. Nothing pans out for me, my Grapeshot chance I roll a MISFIRE and Eagle then just kills them and flys off so now there two unchallenged eagles in my backfield. My Swordsmen detachment comes up empty against the spellweaver who with one attack manages to get a wound so we are drawn.
On Felixs turn..the Wardancers come in and obliterate my detachment sending the lone model running..I take numerous other causalites my Wizard and an handgunners go down..I don't have much left at this point with My Swordsmen and their detachment chasing units they can't catch on my left..my right flank is completely gone...except for my Greatswords who are facing charges from several directions
Turn 5
My Swordsmen do manage to take out one of the light units near them..they are pointed in the right direction by its too late..I have no magic or shooting at his points. My Greatswords can't see the wardancers...and can't reach the cavalry and have no where to go. so they sit and wait for the inevitable.
Felix's Wardancers and Noble and three Wild Riders and Noble converge on my Greatswords..My priest kills the Wardancer Champion in achallenge. but its only with one wound...I lose combat and alot and am out of range of my BSB (another big error on my part)
I FAIL my stubborn break test rolling an "11" and my Greatswords are cut down, at this point the game is over. We call the game because wuth Table Quarters and 2 Captured Banners Felix is up 500 points before the VP score...I have about 500 points on the table and all I have killed are of his east expensive units..its easily a Massacre for the Wood Elves.
(A much better player than I, once said "When the Greatswords run the game is done!"
so true, I'm afraid)
Notes:
I constantly struggle against this type of skirmishing Army, I made alot of mental errors in this game and bad luck just compounded them, Screwing up with my Cav and moving my Greatswords and swordsmen apart more than 12" was idiotic...I usually try to draft the smaller block behind the bigger block but it doesn't always work when you see juicy targets. My Flagellants would have been Key in this game as they could held things like the wardancers up. In a 2k tourney games..I struggle to build list that can take all comers...I may be better of going a larger block on inner circle knights with Flagellants over taking Greatswords -tough call. At 2250 I can squeak in all three if I want..The hellblaster also would have key in this game as it would kept my cannons in the game. Deciding "what" to bring in 2k escalation is going to be very tough it's impossible to cover all the bases so any unfavorable match up is going to make it twice as hard. Felix has an excellent write up,analysis, and photos on this over at his blog on Dakka Dakka.
Posted by JPL at 1:00 PM 1 comments
Labels: Battle Reports- WFB
Wednesday, January 28, 2009
Mighty Empires V- Round 2
1/27 @ Games Workshop, Oak Park
Standings after round 1.
Good Team- 12
Bill- Wood Elves - 4
Bob- Ogres - 2
Chris- Bretonnians- 3
Leo- High Elves -1
Nate- Lizardmen- 2
Evil Team- 12
John- Daemons of Chaos- 4
Joe- Warriors of Chaos- 1
Kenny- Daemons of Chaos - 3
Billy- Skaven- 2
Andre- Tomb Kings- 2
Round is a DRAW
Strategic Events
John- No Guts, No Glory
Ken- Headhunter
Bob- Building Boom
Bill- Land Grab (via praise)
Billy- Survey the battlefield
Nate- Scouts
Leo- War Tax
Andre- Diplomacy
Joe- Land Grab
Chris- Praise be to the Oracle
Campaign Events
John- Disaster! pass
Bill- Rebellion, uses re-roll- All is Well
Billy- Corruption
Andre- Disaster!- pass
Leo- All is well
Bob- All is well
Chris- Raid- nets 150 gp
Joe- Corruption
Ken- Corruption
Nate- Hidden Cache
(wtf!, evil team..two Disasters and 3 Corruptions, plus we got raided!)
Revenue
All Evil Players- Zero
Billy + 1 Ep over
Bill- 100
Bob- 125
Chris- 225
Leo- 125 + 1 Ep over
Nate- 50
Games
Daemons of Chaos vs Wood Elves
Scenario- Escort
Result: Daemons- Solid Victory points earned- 4
Wood Elves earn -1 point
Orges vs Skaven
Scenario- Battlefield Supremacy
Result: Ogres 3, Skaven 0
Lizardmen vs Tomb Kings
Scenario- Take and Hold
Result: Lizardmen Massacre- 5
Tomb Kings earn 1 point
Daemons of Chaos Vs High Elves
Scenario: Flank Attack
Result. DRAW
Points earned 2 Each
Warriors of Chaos Vs Bretonnians
Scenario: Eschelon Attack
Result-Warriors of Chaos Massacre- 5
Bretonnians-1
Bonus Points remaining
Bill- 1 Luck Chris- 2 Luck Nate- 2 Luck Joe- 2 Luck Bob- 4 Luck
Another great round tonight. The Evil team took it lumps with myself being the only winner. I faced off against Wood Elves...whom I've played plenty but only once with Daemons. Daemons have serious staying power and Bill brought the tree's but some bad luck with the Treeman (failed a Stubborn 8, then rolled low on the flee, so it was cut down by my Plaguebearers) Let me collapse his flank, while one of my units of Fleshhounds racked up tons of kills before meeting its maker at the hands of the Highborn Wardancer General. In the End Bill didn't have enough shooting (which is the bane of Daemons) and the Trees aren't powerful enough to take on the Daemon infantry without multiple supporting charges. Only The Wood Elf General, 3 Wardancers and an Eagle survived giving me the Solid Victory. I'm 2-0 so far will see how it goes next week.
Posted by JPL at 1:02 AM 1 comments
Labels: Campaign Log
