MSU HE - KoW - Kings of Dave 4 - vs Abyssal Dwarfs - 05/06

Tales of your glorious victories and bitter defeats

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Swordmaster
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MSU HE - KoW - Kings of Dave 4 - vs Abyssal Dwarfs - 05/06

Postby Swordmaster » Sat Nov 12, 2011 11:01 am

Greetings!

With new age in wargaming for me I am at the moment split between KoW and 9th Age. After a few games in each system it seems I am leaning towards KoW more now but I will try to add reports from both. Enjoy!

Kings of War

Battle 1 (24/08/2015) - 2000 vs. Empire of Dust

Battle 2 (20/09/2015) - 2000 vs. Empire of Dust

Battle 3 (23/10/2015) - 2000 vs. Orcs

Battle 4 (26/10/2015) - 2000 vs. Basileans

Battle 5 (02/11/2015) - 2000 vs. Orcs

Battle 6 (05/11/2015) - 2000 vs. Basileans

Battle 7 (12/11/2015) - 2000 vs. Forces of Abyss

Battle 8 (19/11/2015) - 2000 vs. Forces of Abyss

Battle 9 (27/11/2015) - 2000 vs. Salamanders

Battle 10 (05/12/2015) - 2000 vs. Forces of Abyss

Battle 11 (18/12/2015) - 2000 vs. Forces of Basilea

Battle 12 (26/01/2016) - 2000 vs. Abyssal Dwarfs

Battle 13 (31/01/2016) - 2000 vs. Brotherhood

Battle 14 (13/03/2016) - 2000 vs. Dwarfs

Battle 15 (23/03/2016) - 2000 vs. The Herd

Battle 16 (08/04/2016) - 2000 vs. Kingdoms of Men

Kings of Dave 4

Battle 17 (20/05/2016) - 2500 vs. Goblins

Battle 18 (28/05/2016) - 2500 vs. Empire of Dust

Battle 19 (05/06/2016) - 2500 vs. Orcs & Goblins

Battle 20 (10/06/2016) - 2500 vs. Abyssal Dwarfs

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I have just finished writing quite long post about my observations on High Elves MSU. Here is a link if you are interested: High Elves MSU - Observations

or if you want to check out an updated version on Ulthuan: High Elves MSU - Observations - version 1.1

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I have just written a comparison between High Magic and Light Lore based on my games so far here: On High Magic and Light Lore

Cheers!
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With CanCon reports finished I decided to continue with MSU High Elves since it is such a great fun! I also want to keep going with this topic and collect future games in here too. It will be a growing archive of MSU games (although I have started completely different army list :)) and to make it easier for you to have a look at any particular battle of the past I provided the following list. Just click the link and it will take you straight to the game you want to check. :) I will do my best to give you more battles in the future and if you enjoy any or even all of them, let me know! :)

Oh! And I will also post some army/units pictures here: [color=#0000FF]Army Pictures


Warhammer Fantasy Battle

CanCon 2012 Preparation

Battle 1 (26/11/2011) - 2400 vs. Daemons of Chaos

Battle 2 (10/12/2011) - 2400 vs. Daemons of Chaos

Battle 3 (17/12/2011) - 2400 vs. Beastmen

Battle 4 (24/12/2011) - 2400 vs. Skaven

Battle 5 (07/01/2012) - 2400 vs. Bretonnia

Battle 6 (22/01/2012) - 2400 vs. Skaven

CanCon 2012

Battle 7 (30/01/2012) - 2400 vs. High Elves

Battle 8 (01/02/2012) - 2400 vs. Lizardmen

Battle 9 (03/02/2012) - 2400 vs. High Elves

Battle 10 (04/02/2012) - 2400 vs. Ogre Kingdoms

Battle 11 (05/02/2012) - 2400 vs. Warriors of Chaos

Battle 12 (07/02/2012) - 2400 vs. Warriors of Chaos

Battle 13 (11/02/2012) - 2400 vs. Skaven

Battle 14 (12/02/2012) - 2400 vs. Tomb Kings

MSU - the journey continues

Battle 15 (26/02/2012) - 2500 vs. Daemons of Chaos

Battle 16 (29/02/2012) - 2500 vs. MSU Dwarves

Battle 17 (10/03/2012) - 2500 vs. MSU Dwarves

Battle 18 (17/03/2012) - 2500 vs. Beasts of Chaos

Battle 19 (24/03/2012) - 2500 vs. MSU DoC

Battle 20 (14/04/2012) - 2500 vs. All Goblins

Battle 21 (21/04/2012) - 2500 vs. Beasts of Chaos

Battle 22 (06/05/2012) - 2500 vs. Daemons of Chaos with BT

Battle 23 (18/05/2012) - 2500 vs. Vampire Counts

Wintercon 2012

Battle 24 (12/06/2012) - Battle 01 - 2500 vs. Bretonnia

Battle 25 (14/06/2012) - Battle 02 - 2500 vs. High Elves

Battle 26 (16/06/2012) - Battle 03 - 2500 vs. Tomb Kings

Battle 27 (19/06/2012) - Battle 04 - 2500 vs. Empire

Battle 28 (21/06/2012) - Battle 05 - 2500 vs. Dwarves

Battle 29 (23/06/2012) - Battle 06 - 2500 vs. Ogre Kingdoms

Battle 30 (25/06/2012) - Battle 07 - 2500 vs. Khorne Warriors

Battle 31 (27/06/2012) - Battle 08 - 2500 vs. High Elves

MSU HE - next generation

Battle 32 (01/07/2012) - 2500 vs. Dwarves

Battle 33 (04/07/2012) - 2500 vs. MSU Empire

Battle 34 (09/09/2012) - 2500 vs. Dwarves

Battle 35 (17/09/2012) - 2500 vs. 2400 Bretonnia (ETC)

Battle 36 (23/09/2012) - 2500 vs. Vampire Counts

Battle 37 (04/10/2012) - 2500 vs. High Elves

Battle 38 (14/10/2012) - 2500 vs. Dark Elves

Battle 39 (21/10/2012) - 2500 vs. Skaven

Battle 40 (27/10/2012) - 2500 vs. Dark Elves

The Hammer of Dave 2012

Battle 41 (07/11/2012) - Battle 01 - 2400 vs. Dark Elves

Battle 42 (10/11/2012) - Battle 02 - 2400 vs. Lizardmen

Battle 43 (15/11/2012) - Battle 03 - 2400 vs. Daemons of Chaos

Battle 44 (17/11/2012) - Battle 04 - 2400 vs. Vampire Counts

Battle 45 (24/11/2012) - Battle 05 - 2400 vs. Bretonnia

Road to CanCon 2013

Battle 46 (08/12/2012) - 2400 vs. Skaven

Battle 47 (29/12/2012) - 2400 vs. Skaven

Battle 48 (13/01/2013) - 2400 vs. Lizardmen

Battle 49 (20/01/2013) - 2400 vs. Empire

Battle 50 (22/01/2013) - 2400 vs. Dark Elves

Battle 51 (28/01/2013) - 2400 vs. Dark Elves

CanCon 2013

Battle 52 (28/01/2013) - Battle 01 - 2400 vs. Dwarves

Battle 53 (03/02/2013) - Battle 02 - 2400 vs. Empire

Battle 54 (06/02/2013) - Battle 03 - 2400 vs. Wood Elves

Battle 55 (13/02/2013) - Battle 04 - 2400 vs. Lizardmen

Battle 56 (17/02/2013) - Battle 05 - 2400 vs. Chaos Dwarves

Battle 57 (20/02/2013) - Battle 06 - 2400 vs. Dark Elves

Battle 58 (23/02/2013) - Battle 07 - 2400 vs. Warriors of Chaos

Battle 59 (28/02/2013) - Battle 08 - 2400 vs. Empire

Heavy Metal

Battle 60 (19/03/2013) - 3000 vs. Strigoi

QNK Joust 9.0

Battle 61 (25/03/2013) - Battle 1 - 2400 vs. High Elves

Battle 62 (28/03/2013) - Battle 2 - 2400 vs. Empire

Battle 63 (02/04/2013) - Battle 3 - 2400 vs. Beastmen

Heavy Metal - part 2

Battle 64 (10/04/2013) - 2500 vs. Monsters of Chaos

ANUWTF

Battle 65 (16/04/2013) - Battle 1 - 2500 vs. High Elves

Battle 66 (19/04/2013) - Battle 2 - 2500 vs. Skaven

Battle 67 (23/04/2013) - Battle 3 - 2500 vs. Warriors of Chaos

Battle 68 (30/04/2013) - Battle 4 - 2500 vs. High Elves

Battle 69 (05/05/2013) - Battle 5 - 2500 vs. Orcs & Goblins

Battle 70 (12/05/2013) - Battle 6 - 2500 vs. Dwarves

New Beginnings

Battle 71 (20/05/2013) - 2400 vs. Vampire Counts

Battle 72 (17/06/2013) - 2400 vs. Wood Elves

Battle 73 (20/06/2013) - 2400 vs. Monsters of Chaos

Battle 74 (26/06/2013) - 2400 vs. Warriors of Chaos

Battle 75 (30/06/2013) - 2400 vs. Daemons of Chaos

ConVic 2013

Battle 76 (19/07/2013) - Battle 1 - 2400 vs. Dark Elves

Battle 77 (21/07/2013) - Battle 2 - 2400 vs. Tzeentch Warriors

Battle 78 (24/07/2013) - Battle 3 - 2400 vs. Khorne Daemons

Battle 79 (28/07/2013) - Battle 4 - 2400 vs. Ard Boyz

Battle 80 (31/07/2013) - Battle 5 - 2400 vs. Warriors of Chaos

Battle 81 (03/08/2013) - Battle 6 - 2400 vs. Daemons of Chaos

Castle Assault 2013

Battle 82 (26/10/2013) - Battle 1 - 2400 vs. Beastmen of Chaos

Battle 83 (31/10/2013) - Battle 2 - 2400 vs. Lizardmen

Battle 84 (07/11/2013) - Battle 3 - 2400 vs. High Elves

Battle 85 (10/11/2013) - Battle 4 - 2400 vs. Warriors of Chaos

Battle 86 (25/11/2013) - Battle 5 - 2400 vs. Lizardmen

Australian Masters 2013

Battle 87 (20/12/2013) - Battle 1 - 2400 vs. High Elves

Battle 88 (20/12/2013) - Battle 2 - 2400 vs. Vampire Counts

Battle 89 (20/12/2013) - Battle 3 - 2400 High Elves vs. Dwarves

Battle 90 (20/12/2013) - Battle 4 - 2400 Vampire Counts vs. Lizardmen

Battle 91 (28/12/2013) - Battle 5 - 2400 vs. Warriors of Chaos

Battle 92 (31/12/2013) - Battle 6 - 2400 vs. Empire

Friendly Game

Battle 93 (07/01/2014) - 2500 vs. Empire

Hammer of Dave 2

Battle 94 (17/01/2014) - Battle 1 - 2400 vs. Dark Elves

Battle 95 (19/01/2014) - Battle 2 - 2400 vs. Daemons of Chaos

Battle 96 (22/01/2014) - Battle 3 - 2400 vs. Bretonnia

Battle 97 (24/01/2014) - Battle 4 - 2400 vs. Dwarves

Battle 98 (30/01/2014) - Battle 5 - 2400 vs. Lizardmen

CanCon 2014

Battle 99 (05/02/2014) - Battle 1 - 2400 vs. Slaanesh Warriors

Battle 100 (09/02/2014) - Battle 2 - 2400 vs. Lizardmen

Battle 101 (17/02/2014) - Battle 3 - 2400 vs. Wood Elves

Battle 102 (24/02/2014) - Battle 4 - 2400 vs. Empire

Battle 103 (06/03/2014) - Battle 5 - 2400 vs. Lizardmen

Battle 104 (14/03/2014) - Battle 6 - 2400 vs. Dwarves

Battle 105 (21/03/2014) - Battle 7 - 2400 vs. Dwarves

Battle 106 (28/03/2014) - Battle 8 - 2400 vs. High Elves

Show must go on!

Battle 107 (11/04/2014) - 2400 vs. Monsters of Chaos

ANUWTF 2014

Battle 108 (11/05/2014) - Battle 1 - 2400 vs. Dwarves

Battle 109 (13/05/2014) - Battle 2 - 2400 vs. Beastmen

Battle 110 (20/05/2014) - Battle 3 - 2400 vs. Warriors of Tzeentch

Battle 111 (28/05/2014) - Battle 4 - 2400 vs. Monsters of Chaos

Battle 112 (07/06/2014) - Battle 5 - 2400 vs. Easterlings of Chaos

Yet another chapter!

Battle 113 (02/07/2014) - 2500 vs. Double Wyvern

Battle 114 (17/07/2014) - 2500 vs. Double Wyvern

Battle 115 (30/07/2014) - 2400 vs. High Elves

Battle 116 (02/08/2014) - 2500 vs. Empire

Battle 117 (20/08/2014) - 2400 vs. Ogre Kingdoms

Battle 118 (25/08/2014) - 2400 vs. Dwarves

Battle 119 (31/08/2014) - 2500 vs. Lizardmen

Battle 120 (13/09/2014) - 2500 vs. Star Dragon

Battle 121 (28/09/2014) - 2400 vs. Strigoi King

Battle 122 (10/10/2014) - 2500 vs. Empire

MiniMe - 2014

Battle 123 (12/12/2014) - Battle 1 - 2400 vs. Vampire Counts

Battle 124 (17/12/2014) - Battle 2 - 2400 vs. Lizardmen

Battle 125 (24/12/2014) - Battle 3 - 2400 vs. High Elves

Battle 126 (27/12/2014) - Battle 4 - 2400 vs. Bretonnia

Battle 127 (31/12/2014) - Battle 5 - 2400 vs. Vampire Counts

CanCon 2015

Battle 128 (02/02/2015) - Battle 1 - 2400 vs. High Elves

Battle 129 (12/02/2015) - Battle 2 - 2400 vs. High Elves

Battle 130 (23/02/2015) - Battle 3 - 2400 vs. Warriors of Chaos

Battle 131 (06/03/2015) - Battle 4 - 2400 vs. Dark Elves

Battle 132 (13/03/2015) - Battle 5 - 2400 vs. Orcs & Goblins

Battle 133 (20/03/2015) - Battle 6 - 2400 vs. Lizardmen

Battle 134 (23/03/2015) - Battle 7 - 2400 vs. Beastmen

Battle 135 (25/03/2015) - Battle 8 - 2400 vs. Ogre Kingdoms

8th edition continues

Battle 136 (28/05/2015) - 2400 vs. High Elves

Battle 137 (09/06/2015) - 2700 vs. Empire

Battle 138 (13/06/2015) - 2400 vs. Star Dragon

Battle 139 (27/06/2015) - 2400 vs. Beastmen

Battle 140 (16/07/2015) - 2400 vs. Tomb Kings

Battle 141 (27/07/2015) - 2500 vs. Skaven

Battle 142 (13/08/2015) - 2400 vs. High Elves

9th Age

Battle 143 (02/09/2015) - 9th Age - 2400 vs. Wood Elves

Battle 144 (10/09/2015) - 9th Age - 2400 vs. Dark Elves

Battle 145 (14/09/2015) - 9th Age - 2400 vs. High Elves

Battle 146 (11/10/2015) - 9th Age - 2400 vs. Elves of Nature

Battle 147 (18/10/2015) - 9th Age - 2400 vs. Reptilians


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A slight change to the title of the topic. I decided to continue to post my reports on the same one so that you can have a look at the whole bunch of reports in one go if you wish so. :) Also, it would be nice, I think, to have them all, preparations battles and tournament games, in a single topic. So simply check the last page for updates and I will do my best to provide them regularly enough.

Enjoy! :)

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As I am going to take part in CanCon 2012 in January I decided to start some practice. Here is my first battle report.

The tournament is going to be without any restrictions and that means special characters are also allowed. I am not going to use any and I have a feeling my army list is even softer in that environment but this what I have. There are also scenarios assigned to each of 8 battles so I asked my opponent to follow that route as well. First battle is Dawn Attack and I faced O&G army, the one which is also an experiment for my opponent and definitely not a typical greenskins horde as you will see below.

Army lists and pre-battle considerations

Orcs & Goblins
Black Orc Warboss
Orc BSB
Orc Boss on Boar
Orc Boss on Boar
Orc Level 2 Shaman
Night Goblin Shaman

40 Night Goblins, 2 Fanatics, Netters
20 Night Goblins, 2 Fanatics
20 Night Goblins, 2 Fanatics

5 Wolf Riders, Bows
5 Wolf Riders, Bows

3 Wolf Chariots
2 Wolf Chariots
7 Trolls
9 Boar Boyz

Mangler Squig
Mangler Squig

Doom Diver
Doom Diver
Rock Lobber

High Elves
Archmage, Level 4, Light Magic, Folariath's Robes, Ring of Fury, Dragon Gem
Mage, Level 2, Light Magic, Annulian Crystal
BSB, GW, Armour of Caledor, Guardian Phoenix
Noble, GW, Barded Steed, Dragon Armour, Helm of Fortune, Amulet of Light

30 Spearelves, FC, Standard of Discipline
12 Archers, Light Armor, Musician
12 Archers, Light Armor, Musician

13 Swordmasters, Standard, Musician, Banner of Sorcery
9 Silver Helms, FC
6 Dragon Princes, Standard, Banner of Eternal Flame
5 Ellyrian Reavers, Musician, Spears, Bows

Great Eagle
Great Eagle

This is the first time I am not using Prince and I was curious if I am going to miss him. Silver Helms with a Noble should be still good enough as a hammer and saved point gave me a chance to buy more troops. I went for Reavers as I still want to make them work and there would be some machine hunting to do. It also gave me an opportunity to give Ring of Fure to the Archmage as I think that this item helps to create enough pressure on the enemy as to let me important spells through.

After my previous encounters with O&G I made Mangler Squigs elimination my priority. I was confident I can kill one quickly enough but I also didn't want to risk that the second one would quickly be among my lines. So the plan was to shoot/magic to death one and sacrifice one eagle to kill the other one. That is also why I wanted to have Reavers, as second eagle alone would not be fast enough to kill all machines quickly.

I haven't played any scenarios so far and I was very curious how is it going to affect the battle. It all depended on rolls for particular units but I hoped it would not mess up my deployment too much.

Deployment

Image
Both armies ready for battle, just before vanguard moves

High Elves were to choose the side and deployed first. One eagle was forced to deploy on the left flank. Silver Helms, Reavers and one Archer regiment deployed on the right flank, while the rest of the army occupied center but with close proximity to the right flank units. The Archmage got Burning Gaze, Pha's Protection, Speed of Light and Timewarp. Level 2 got Burning Gaze and Light of Battle. The Archmage was with Swordmasters, Level 2 and BSB joined Spearelves, while Noble led Silver Helms.

Only Rocklobber and 2 small goblin units had to deploy on the far flank, with majority of units being able to pick their spot, so the Greenskins deployment was even less affected by scenario. Orc Shaman had Gaze of Mork and Foot of Gork, while Night Goblin Shaman got poisonuos attacks spell. They went to small night goblin units. Warboss and BSB joined Night Goblins horde, one Boss joined Boar Boyz while the other one was to lead Trolls to battle.

Orcs and Goblins failed to steal an initiative and High Elves had a first turn.

High Elves Turn 1

Image
After light cavalry vanguard moves, High Elves slightly re-arrange their formation

One eagle and Ellyrian Reavers take positions for next turn charges on enemy artillery. The rest of the army moves forward just a little and with the use of magic and missile troops High Elves put down one of the Mangler Squigs. Unfortunately HE Archmage loses concentration and fails to cast Pha's Protection on his troops.

Orcs & Goblins Turn 1

Image
Orcs and Goblins try early charge

Orcs&Goblins move aggresively, especially on the left flank. Wolf chariots attempt a long charge on Dragon Princes but fail to reach their target. Wolf Riders on the right flank move to protect the war machines. Shamans cannot breach elven magical barriers but what they could not achieve ith spells they made up by with shooting. Although one Doom Diver and Rock Lobber missed their targets the last one hit perfectly and his impact was so strong than no less than 6 Silver Helms perished, their armor counted for nothing against crazy goblin.

High Elves Turn 2

Image
Elves decide to charge early too

On the left flank Great Eagle charges Rock Lobber avoiding fanatics on the way. On the other flank Ellyrian Reavers charge Wolf riders blocking their way. Noble decided to charge Wolf Chariots alone but Goblins fled as they didn't want to risk being chopped down. Dragon Princes had to make a quick decision what to charge as another chance would not be given and since breaking through trolls would open the way to the artillery behind them (and as they carried the banner which gave them flaming attacks) they risked going against that foe. Unfortunately two of the pround knights died in treacherous ruins among which trolls were hiding. The rest of the army moved forward a little and elven wizards did what they could to help the troops to fight better. Although magic missiles were dispelled that helped to cast Timewarp on Dragon Princes and increase the number of their attacks further. Together with their steeds, 4 knights inflicted no less than 11 wounds. However, 4 remaining trolles puked to death 3 of the Dragon princes and only standard bearer remained. Trolls passed their break test as despite the horrendous damage they were still steadfast. In the meantime Ellyrian Reavers destroyed Wolf Riders and in pursuit of single survivor they cought also fleeing Chariots. However, that brought them close enough to Night Goblins who released 2 fanatics and elven light cavalry was no more. On the far left flank Great Eagle could not kill any goblin and even received a wound in return. Second Eagle sacrificed itself to destroy remaining mangler squig and thanks to that opened a free road for 3 Silver Helms to move to the flank of enemy formation. It seemed like some elven cavalry were still able to break through towards the enemy artillery.

Orcs & Goblins Turn 2

Image
Orcs&Goblins try to counter-charge

Boar Boyz charge a flank of Archers on the hill (they falied their swift reform previous turn in order to be able to shoot at nearby Wolf riders) while Wolf Chariots tried to charge Swordmasters who performed tactical retreat. Archers fought bravely and even killed one Boar Boy but broke and fled from the battle. Boar Boyz restrained from pursuit and reformed. Again Orc Shaman and Goblin Shaman did no damage to elves. And again their Doom diver hit perfectly and this time there were no survivors among Silver Helms. In combat Dragon Prince standard bearer managed to kill another troll but died horribly shortly after. Great Eagle finally kills some goblins, gets another wound but breaks the crew and flies out of sight of the nearby goblins.

High Elves Turn 3

Image
With cavalry gone it is starts to look very difficult for High Elves

Spearelves charge BoarBoyz but seeng that they flee they redirect towards Wolf Chariots. However, they also flee and Spearelves move forward just a little. Seeing that the road to artillery is blocked by fanatics Elven Noble joins Swordmasters, who have just rallied. Elven wizards focus their attention on Trolls and thanks to Burning Gaze they manage to kill two more so that only one troll and his boss remain. Wounded eagle tries to reach another war machine but it is still too far away to attempt a charge.

Orcs & Goblins Turn 3

Image
Gork enters the battle!

There are no charges this time, while fleeing troops rally. Goblins chase the wounded Eagle and manage to kill it with their crude bows. Orc Boss decides it is a good time to leave his pet troll on its own and moves away from it. Orc Shaman, annoyed that his spells do not work summons so much energy that even elven Archmage cannot stop it and brings the wrath of his god Gork. Gork stomps twice on Spearelves, killing 15 and then slips on his own unit. Unfortunate Night Goblins lose enough to panick and flee towards their own lines, carrying Night Goblin Shaman with them.


High Elves Turn 4

Image
Charge or be charged

Spearelves are now in a very difficult situation. They lost a lot of their numbers and now are threated by charges of enemy troops form many directions. The only way out is to strike first and Spearelves charge Wolf Chariots which this time decide to stand and shoot. Unfortunately, Spearelves do not raech their target and are in a very big trouble (I needed a 6 on two dice but had to roll 5, obviously :)). As the winds of magic were also weak this time elven wizards could not protect their troops properly and could not inflict enough damage on the enemy to prevent them from attack. They just avenged fallen Spearelves and killed orc Shaman. It seems like the battle reached its turning point.

Orcs & Goblins Turn 4

Image
Devastating Orcs and Goblins attack

Boar Boyz and Wolf Chariot have no problems in reaching Spearelves in their devastating charge. Impact hits do the job and no Spears are left to hit back. Only BSB managed to destroy one Chariot but it is not enough and he is killed too. Both units reform. In the meantime Wolf Riders block Swordmasters from joing the battle too quickly. Doom divers aim at Swordmasters but only one hits (the other misfires and is inactive for 2 turns) and only single warrior of Hoeth is killed. In any case the situation looks very grim for High Elves now.

High Elves Turn 5

Image
The remnants of High Elf army keep fighting

HE Noble charges single troll and kills it outright while Swordmasters shift backwards. Archmage leaves the unit and moves out of sight of Boar Boyz and tries to summon enough energy for devastating magic phase but despite that he could only inflict a single wound on lone Orc Boss and destroy one chariot with a help of Archers.

Orcs & Goblins Turn 5

Image
Mopping up?

Night Goblins with Warboss charge Eleven Noble who tactically retreats. Boar Boyz and lone Boss charge Archers who stand and shoot, kill one Boar Boy and two more in combat. However, they cannot deliver another wound to the Boss and are destroyed shortly after.

High Elves Turn 6

Image
Death or Glory! Swordmasters attack!

It seemed like Orc Warboss relaxed and his troops started just to wonder around when High Elves decided on last gamble. Swordmasters charged Wolf Riders who were so surprised they didn't flee far enough and pursuing Elves hit Night Goblins behind them. Elven Noble rallied and the Archmage rushed forward to help Swordmasters as much as he could. They were now Protected and Timewarped. But there was not enough energy left to blast the chariot or Orc Boss. Despite nets thrown on them Swordmasters killed 12 goblins for the loss ot 3 of their numbers. There were still enough of the enemy though to remain steadfast.

Orcs & Goblins Turn 6

Image
Last charge of the battle

Goblin charioteers felt brave and attacked Elven Noble. His armor saved him but only just as he still received one wound. He managed to inflict only one in return and ... broke from combat but fortunately was not cought. Swordmasters could not get rid of the nets but again killed 12 goblins and this time the enemy was not steadfast anymore. Black Orc did his best to keep few goblins in line but even with the help of his BSB he could not maintain discipline and little critters run away quickly. In fact, so quickly that Swordmasters could not catch them and the only trophy they got was the enemy battle standard. With that last act the battle was over and High Elves were defeated.

After-battle thoughts

First of all congratulations to my opponent! He brought different army than the one you might have expected and won despite clear disadvantage in magic (by more than 700 points that would give him 14-6 victory). His army does not look intimidating and although I didn't underestimate it I was not scared to face it. But it sitll won and could have won by even greater margin if he didn't relax too early. For example, he could have reformed Boar boyz instead of pursuing archers and be able to help goblins. Or stay with wolf riders and have one less combat against Swordmasters. What is more, his charge against Noble was risky, I would shot at him with doom diver instead. I was lucky to save so many impact hits but also was he when I failed to wound him with 3 S6 attacks. I think he played well, waited for opportunities to charge, fled when the match up was not good for him and seemed to control his army much better. He had some luck that helped him (like rolling 6 for number of hits for doom diver two times in a row which destroyed my Heavy Cavalry) but at worse case scenario it would have been a draw (if I cought that Warboss and his unit and killed his chariot). His army is an interesting choice but I think it would be better with Orcs instead of big night goblin unit (for better staying power and better output damage). And I guess it would not harm to have at least one more shaman.

As to my own performance I am of course not happy at all :) I think I rushed with that Dragon Prince charge and probably also deplyed them too much forward. If I were lucky, though, and didn't lose my knights to dangerous terrain test I would have 6 more S5 attacks which means I had a chance to kill enough to break steadfast. And I really wanted to get to that artillery quickly as it was very dangerous and even with limited ability to shoot it still destroyed my Silver Helms. Would I do better with a Prince? I still don't know. I could have that Ward Save cast on cavalry (my plan was to use a prince with Radiant Gem of Hoeth and pick Shield of saphery from High Magic) but would I roll enough 5+ to save the unit? My light cavalry died but at least they killed chariots and wolf riders, something I could not achieve without them. However, my opponent says two more eagles would be even better. I also think I should have charged Wolf Riders with Swordmasters earlier. I was intimidated by Black Orc warboss and wanted to have more attacks as well as Protection cast at them to limit the number of hits back (goblins hit on 6+ then).

As always any comments are greatly appreciated!

Thanks for reading! :)
Last edited by Swordmaster on Sat Jun 11, 2016 3:19 am, edited 280 times in total.
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Swordmaster
Posts: 1170
Joined: Wed Jun 16, 2004 9:21 am
Pick number 4 to enter: 1
Location: White Tower

Re: Tournament Preparation - Battle 01 updated 12.11

Postby Swordmaster » Sat Nov 19, 2011 1:22 pm

After the loss against O&G I decided to make some changes to the army list and I fielded it against another enemy (although the same player). This time I was to face dreaded Deamons in the Battle for the Pass.

Army Lists and Pre-battle Considerations

As always we played wihtout telling each other the exact equipment of our armies so I don't know what exactly his army had in terms of gifts.

Deamons of Chaos

Herald of Slaanesh on Steed, General, Siren Song
Herald of Slaanesh, BSB, Siren Song
Mask of Slaanesh
Herald of Tzeentch, Loremaster gift, Lore of Shadow
Changeling

39 Horrors
38 Deamonettes of Slaanesh
10 Seekers of Slaanesh
6 Flamers of Tzeentch
5 Furies
2 x Fiend of Slaanesh

High Elves

Prince on Barded Steed, Dragon Armor, Great Weapon, Radiant Gem of Hoeth, Helm of Fortune, High Magic
Archmage, level 4, Folariath's Robes, Silver Wand, Dragonbane Gem, Lore of Life
Mage, level 2, Annulian Crystal, Lore of Light
BSB, Great Weapon, Armour of Caledor, Guardian Phoenix

30 Spearelves, Full Command, Standard of Discipline
12 Archers, Light Armour, Musician
12 Archers, Light Armour
13 Swordmasters, Musician, Banner of Sorecery
9 Silver Helms, Musician, Standard
5 Dragon Princes
5 Ellyrian Reavers, Musician
2 x Great Eagle

I changed my army list not knowing what is the next army I will be fighting against. It was quite funny twist that when I dropped Light Lore on the Archmage my enemy turned out to be deamons. In any case I wanted to increase survivability of my fragile troop and decided to try out Life again. Previously I did that with a single Archmage and it was often not enough. This time I had two more wizards (better chances at channeling) and more spells to chose from. The Prince would offer 5+ ward to Silver Helms. The Archmage would be able to increase the toughness of any unit (usually Swordmasters), or give regeneration to his regiment or bring back fallen warriors to life. Hence Silver Wand to have better chances at getting these spells. Of course I would be more than happy to have a Throne up to have better version of each spell. Light wizard, with some luck, would have Pha's Protection and/or Banishment. Other spell are useful too but in the worst case scenario he can always cast Burning Gaze and that counts as flaming attack too.

I haven't fought against deamons for a very long time and not once in 8th edition. They are always a very difficult army to defeat. My army does not really have an answer for a Greater Deamon either (I might have a chance if I wounded it with magic missiles from Light Lore but it still would cost lifes of many elven warriors to bring it down). That is why I was relieved when I saw my opponent decided not to take one. It does not mean his army is less dangerous. However, he always has to field soemthing else everybody does and that sometimes results in not that good army lists. He was also using Deamons for the first time.

Deployment

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Deployment after Vanguard moves

Tzeentch Herald and Changeling joined Horrors, while Slaanesh Heralds joined their designated troops. Mask had to be deployed on her own.

Luckily for Elves, Light Mage had both Banishment and Burning Gaze, while the Archmage had Earthblood, Flesh to Stone, Throne, Regrowth and Dwellers. The Prince had Shield of Saphery and Drain Magic

High Elves won the roll off for the first turn and begun the battle.

High Elves Turn 1

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High Elves move carefully

Not wanting to fight Deamons too early HE deplyed a little further than usual and didn't rush to meet their enemy from another wolrd. Deamons would come to them anyway and a few magic missiles would sent some of the infernal creatures back to their realm. Eagles moved to the rear as they would be needed later and HE general didn't want to risk them being the target of deadly flames of Tzeentch. Ligh cavalry, however, moved towards Fiends in order to slow them down. Other regiments adjusted their position so that whatever steps on the hills could be a target for arrows and countercharges. As only Seekers were in range of the archers they opened at them and a single deamonette fell down. The Archmage managed to get himslef a Throne while the Prince cast Shield at Swordmasters and other attempts were dispelled by deamons.

Deamons of Chaos Turn 1

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Deamons speed forward

Deamons moved forward as quickly as possible, the fastest units speeding at the flanks of the army, while big infantry groups went for the center. Winds of magic were very low and elven wizards dispelled any attempts to cast spells by deamons. Flamers of Tzeentch targeted one unit of Archers and only 3 remained alive after the storm of fire that was unleashed upon them. They were resulte to continue to fight, though.

High Elves Turn 2

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Clash of cavalry unit on the flank

Elven Prince spotted quick Seekers and ordered his unit to charge. Unfortunately, the siren song was heard before they hit home and nearby Dragon Princes also tried to charge Seekers instead of their primary target, Flamers. What is more Dragon Princes didn't reach Seekers in time. However, Silver Helms had something to proove to their more arrogant kin and in a quick and brutal clash they destroyed all Seekers with only their Herald remaining at a loss of 3 of their number.

The rest of the army held their positions, with Reavers trying to sneak around their enemy. Elven wizards could not harm deamons just yet but archers killed one flamer.

Deamons of Chaos Turn 2

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Deamons continue their advance

One Fiend managed to charge elven light cavalry while the other attpempted to finish off remaining Archers but they retreated and its charge failed short. Furies and flamers surged forward and big deamon units continued their march towards elven lines. Mask of Slaanesh used the fact that SH haven't destroyed Herald of Slaanesh just yet and moved to a more convienient location from where she could perform her dance and as a result Dragon Princes had their move reduced significantly. Again elven wizards prevented chaos deamons from casting their evil spells. Flamers killed 4 more archers, this time from the second unit but they too didn't panic.

Elven Prince stepped up to finish off evil creature in a duel and it had to accept the challenge. Despite being unnaturaly quick it could not escape his blade and was destroyed for good. Light cavalry fought well and although they lost some of their numbers they stood their ground.

High Elves Turn 3

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High Elves try to outflank their enemy

High Elves move to further outflank their enemy but majority of the army holds their lines and do not close their distance to the two big units of deamons at the center of the battle field. Archmage managed to bring back all 3 fallen knights and Silver Helms were at full strength again. Light Mage sent Banisment and Burning Gazethrough deamonic defences at flamers but despite that only 2 flamers were destroyed. Ellyrian Reavers inflicted 2 wounds on Fiend and it shimmered a little as if were to disappear but then next moment it was solid as before and the fight continued.

Deamons of Chaos Turn 3

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Deamons turn their formation to prevent outflanking

Furies charge 3 archers who have just rallied. They tried to shoot and fough bravely but fell to the vicious attacks of winged deamons. The same fate met reavers who tried hard to finish off the Fiend but died anyway. Deamons shifted their formation, well aware of the presence of the elven heavy cavalry at their flank. Even the Mask exposed herself help her deamonic kin to trap Silver Helms. She also performed her dance and elven Knights had to slow down. With low winds of magic again deamons could not use their magic efficiently. Flamers kept attacking archers and 2 more fell down to their fire.

High Elves Turn 4

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Elves are reluctant to attack just yet

Dragon Princes were in the right position to attack their designated target but somehow didn't manage to reach the Flamers. Silver Helms didn't want to attack the exposed mask and risk counter-charge of the deamonettes and pulled back a little. Light mage cast his magic missiles at flamers and deamons focused all their power to prevent that. However, as a consequence they let the Archmage to go unnoticed and he used that opportunity fo gather massive energy to cast Dwellers at Horror unit. To his surprise he failed and the spell didn't work (I cast the spell with 6 dice and got 20 when I needed 21, haha)

Deamons of Chaos Turn 4

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Deamons seem to occupy the center of the battlefiled for some unknown reason

Fiends rushed towards their daemonic brethren and protected their flank. Furies exposed themselves for a charge from Dragon Princes while Flamers tried to move away from Spearelves and shot at archers killing some more. Elven wizards prevented may spells to be cast but deamons managed to get Tzeentch Firestorm through their defences and only 3 Swordmasters remained alive after that. What is more, 3 Horrors appeared in front of them while warriors of Hoeath decided to reatreat and protect the Archmage. (I rolled 11 for a panic test twice :/)

High Elves Turn 5

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High Elves finish off some lesser deamons

High Elves charge some of the smaller units of deamonic armies. Yet another Siren Song is heard across the battlefield and one of the eagles cannot bear it and flies away from the source of the evil song. Silver Helms attack the Mask and elven Prince once again kills the servant of Slaanesh in single combat. Dragon Princes avenge archers and kill all the furies while Spearelves destroy flamers at last. Remaining archers finish off the wounded Fiend. Enraged Archmage summons his powers again and this time Deamons are helpless. Half of the unit of Horrors is destroyed by Dwellers, evil Changeling among them.

Deamons of Chaos Turn 5

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Deamons shift their position but do not move away from the center of the battlefield

Deamonettes of Slaanesh attack Great Eagle that is blocking their path to nearby Silver Helms but before they reach it, it is killed by evil Tzeentch magic. Silver Helms' steeds are unnerved by the deamonic magic and elven knights have to pull off to regain control over their mounts (yet another failed panic test).

High Elves Turn 6

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Elves try to destroy more deamons with their powerful magic

Elven units rally but are too far away to make any successful attack by now. The only way to destroy deamons at this moment is by magic. Again, Archmage manages to summon powerful magical energies and casts unstoppable Dwellers. Ten more were destroyed. Light mage tried to cast his spells as well but managed to get through only banishment and only 2 more horrors disappeared after that. Horrors were almost destroyed, almost ...

As both armies were already apart Deamons tried their magic for the last time but the Archmage didn't let them harm elven warriors any more. With that last act the battle was over.

After-battle thoughts

I managed to win but only by around 500 points. If I destroyed that big horror unit the margin of victory would be much greater. Unfortunately, my light spells, although cast, didn't do much damage. I rolled below average on the number of hits despite having additional dice against deamons. Especially in the last turn when after Dwellers only around 10 horrors remained and I rolled triple 2 for number of hits for Banishment (which turned into 2 wounds only). I didn't have luck in my previous attempts too but I am not complaining as I am really pleased with how magic worked this game in general.

I definitely had less trouble in that game because of the absence of Greater Deamon. I know there are successful armies without one but it defnitely makes life easier if one does not have to worry about such a potent element of enemy army. I also think my opponent made a mistake with his Seekers when he exposed them to Silver Helms attack.

I was very careful with my army, maybe too careful and that meant I was too far away from his units to make a charge in the last turn while having Silver Helms unsupported. However, I wanted to deal with his small units first in order to be able to run around his units. I made a mistake with Reavers by not checking if they are out of sight of a fiend (they could not march) and was a little unlucky as they almost killed it but it made necessary ward saves. But it was my first battle against Deamons and I know they are dangerous even without the greater deamon anyway. That was also a reason why I didn't charge with Silver Helms earlier (if I had eagles closer I would attack the Mast one turn earlier though) as I was not sure if they can stndd to so many Armour Piercing attacks from Deamonettes, especially that my other units could not offer support.

In general I am happy not to lose again but I am sure it could have been played better. My opponent is going to use Deamons again next battle and this time I am sure I will have a chance to see Keeper of Secrets in action.

Thanks for reading! :)
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Re: Tournament Preparation - Battle 02 updated 19.11

Postby Calimehter » Mon Nov 21, 2011 7:07 pm

Really nice format and narration to these reports. Just enough detail to follow along w/o getting bogged down. Thanks for posting them!

I wonder if it wouldn't be worth it with so many mages to give Metal Lore to one of the junior casters. The default spell is very situational, but is great against targets that your army would really struggle with, such as Steam Tanks, (typically) well-armoured Bloodthirsters, and so on.

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Re: Tournament Preparation - Battle 02 updated 19.11

Postby Swordmaster » Sat Nov 26, 2011 8:08 am

Greetings!

Time for battle 3 of my tournament preparation. Deamons again but this time typical battle line. My opponent decided to make some significant changes to his army list and so did I. :)

Army lists and pre-battle considerations

Daemons of Chaos

Keeper of Secrets, Level 4, Siren Song
Slaanesh BSB, Siren Song, Daemonic Robes
Heralnd of Tzeentch, Level 2, Master of Sorcery, Spellbreaker - Beasts Lore
Mask of Slaanesh

36 Deamonetess of Slaanesh, Full Command, Siren Standard
20 Deamonetess of Slaanesh, Full Command
2 Fiends of Slaanesh
5 Furies
5 Furies
5 Nurglings
6 Flamers of Tzeetnch with Pyrocaster

As I expected a greater deamon had to appear at some stage. I have never faced one but it is going to be a great trouble no matter against what might be the enemy army. From reports of other players it seems that Keeper of Secrets is very dangerous one as it is a very fast, very good in combat and a potent spell caster too. So the main idea to deal with it was to comehow occupy it and try to get rid of the rest of the army. And that is not going to be easy as this force is also fast, negates ASF advantage in the case of big deamonetess unit and Siren Songs with abilities of Mask of Slaanesh will definitely disrupt movement phase. Fortunately this army is also relatively small and its support regiments, if cought by elven elites, can be quickly destroyed. Hence the plan in general was to get rid of support first, block the keeper and try to kill deamonettess one unit at a time.

High Elves

Archmage, Level 4, Annulian Crystal - High Magic
BSB, Dragon Armour, Great Weapon, Radiant Gem of Hoeth, Pidgeon Plucker Pendant

20 Spearelves, Musician, Standard, Banner of Eternal Flame
20 Spearelves, Musician, Standard
10 Archers, Light Armour, Musician
10 Archers, Light Armour, Musician

10 White Lions, Musician
10 White Lions, Musician
9 Swordmasters, Musician
9 Swordmasters, Musician
9 Swordmasters, Musician
5 Dragon Princes, Musician
5 Dragon Princes, Musician
5 Ellyrian Reavers, Musician, Bows, Spears

Great Eagle
Great Eagle

8th edition MSU high elves as advised by SmithF. I was really inspired by his approach and his experience with Empire MSU and decided to give it a try. I still remember the time when MSU was suggested for the first time at Druchii.net in the old days of their poorly designed army book and when that actually bred a lot of good tacticians. I also missed something in my army, which became more and more character heavy. It was very fragile and any casualty was very painful. One cannot avoid harm in that game at all so when I realised I have no room for absorbing some punishment without significant impact on the abilities of my units to deal damage in return I decided it is a time for a change. And since I was often advised to bring more troops I thought it is as good time to try pout MSU as ever. A quick review of available miniatures and the fact I needed 2400 strong army (SmithF build his example for 2500) and I came up with the list you see above.

First, I was overwhelmed how many troops and individual warriors I can have. It would be yet another challenge to move that army around in a proper way but somehow it felt good. And I actually thought I have a chance against Deamons as I have enough units to distract big one and then deal with the rest of his army. I also decided not to change the army list much in comparison to the idea presented by SmihtF to have a good starting point. He has a better experience in that kind of armies so I trusted him he knows what is he doing :) I might make some changes in the process but at the moment I focused on how to deal with deamons with this force.

I wanted to quickly destroy flamers and DP are the best for it. With two units and many more deployment drops I was confident I can place them where they are needed. They could also destroy any light troops on their own so I wanted to play aggressively with them as overruns could actually get me into contact with target sooner. I wanted to use White Lions to stop greater deamon. Despite his many attacks I think that with proper positioning and them being stubborn, as long as there is only one left I could try and hold the infernal creature longer. Swordmasters and Spears with their number of attacks could be a threat to deamonettess especially if I could kill the herald. Of course not head on but with more units on the table than they had I could create some favorable charges or situations (hopefully).

Last but not least I planned to use drain magic often to make his spellcasting more difficult, even with +6 to casting rolls sometimes. Shield of Saphery was also a good idea to have, especially for WL fighting against greater deamon but any extra protection for fragile troop is great. Having two of them is great too. Other spells are also good and versatile so no matter what I got I can find a way to use it.

That's about plans, let's see how much of it survived the contact with the enemy :)

Deployment

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Armies ready for battle, just after scouting and vanguard moves

At the beginning an important note. It seems I forgot to distinguish Slaanesh BSB herald. She is with big Deamonettes in the top right corner and was there entire battle. Apologies if that creates some confusion. Archmage joined White Lions, while BSB decided to lead Spearelves.

The altars in the middle of the board was treated as difficult terrain and also gave hard cover.

Keeper of Secrtets got following spells - Acquiescence, Succour of Chaos, Slicing Shards of Slaanesh, Phantasmagoria
Elven Archmage got - Drain Magic, Shield of Saphery, Courage of Aenarion, Fury of Khaine, Flames of the Phoenix

To our mutual surprise elves won the roll off and took the first turn as a very good sign. :)

High Elves Turn 1

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High elves seem to own the movement phase

With an exception of Archers entire army moved forward. On the East Dragon Princes positioned themselves for charges against any light troops of deamonic host with eagles acting as a bait and protection against inevitable assault of horrible slaanesh "music". On the West elven infantry moved swiftly to be able to cover the distance to deamonic army in time. White Lions headed towards the altar where they could keep strong center and await proper moment to start hunting the greater deamon. Two units of Swrodmasters performed second line duty in the case any furies landed behind the first line and supporting their troops at the same time. Despite long distance and intervening terrain magic and shooting saw one unit of furies completely destroyed. What is more, combined efforts of the Archmage and his BSB companion saw a massive drain of winds of magic in order to stop foul deamons from casting their spells. Seems like a good start for Elves.

Daemons of Chaos Turn 1

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Slaanesh Deamons are not foot sloggers either

Nurglings happily run after one eagle and then another one but big birds didn't want to play and to nurgle little ones dissapointment flew away. Fiends attmepted to charge Reavers who feigned their retreat. Flamers moved away from their bane and although safe now it also brought them a little too far away from any target for their deadly flames. Mask run towards the altars from where she could be seen performing her dances and one unit of white lions didn't feel so stubborn anymore. Greater Deamon barely summoned enough energy to cast one spell which was promptly dispelled by the archmage.The second attempt to send some razor sharp shards towards White Lions failed though.

High Elves Turn 2

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Early charges of elven cavalry

Dragon Princes had some options for an attack but to attack they decided anyway. One unit pinned down Nurglings before they started to spread their infestation. The second unit saw an interesting opening and charged furies while at the same time White Lions attacked the Mask. It looked like Dragon Princes could break through furies and either help Lions to deal with the Mask or even reach Flamers behind. Unfortunately, although they destroyed Furies with easy, they didn't overrun into the Mask (After closer inspection she indeed was not on their overrun route) and fell one inch short of the Flamers. At least they were out of sight of other units who could have charged them later. White Lions inflicted only a single wound to the Mask and she killed 3 of them in return. With lowered leadership White Lions could not hold even despite encouraging shouts of nearby BSB and run. The Mask followed closely. Eagles rallied as did light cavalry and Ellyrians rushed forward to guard the flank of Dragon Princes fighting Nurglings.

Daemons of Chaos Turn 2

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Deamons are reluctant to speed forward

Mask chased after fleeing White Lions and cought them but that brought her into a fresh fight against elven Archers. However, it looked like these particular bowmen were Swordmasters in disguise as they inflicted enough wounds to destroy evil Mask. Deamonetess charged Reavers who tried to buy time for heavy cavalry still stuck in combat with little nurglings. The rest of the deamonic army consolidated and seemed reluctant to move forward. Flamers shot at Swordmasters but only 2 of the warriors fell. Greater Deamon, however, had some plans of its own and first managed to turn Dragon Princes nearby into simpletons and then its presence was felt on entire battlefield due to potent Phantasmagoria. Many elven units struggled to hold on and not to fear even the smallest of deamons as if they were much greater threat. Some of the elven warriors lost that struggle but kept fighting on, although with much lower efficiency.

High Elves Turn 3

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Elves redress their ranks

Dragon Princes failed to come to senses and stumbled forward despite the presence of their foe nearby. The unit on the East finally managed to finish off Nurglings and reformed but it was clear they run out time to prepare the next charge before they are going to be attacked first. Swordmasters moved behind them and eagle landed nearby for support. The rest of the army re-arranged battle line. Unable to shake off the fears of his warriors the Archmage decided to attack deamons in a more direct way and engulfed big unit of deamonettes in flames. Many of them were utterly destroyed in the fire which seemed to grow even bigger with every moment.

Daemons of Chaos Turn 3

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Deamons attack exposed elven cavalry

Greater Deamon charges Dragon Princes who are oblivious to their fate. Keeper of Secrets instantly kills 3 of them but as they seem to be no fun at all it lets them flee and faces another elven unit. Deamonettes charge another unit who is determined to stand and fight. And stand and fight they do, managing to hold despite voices in their heads urging them to run. Flamers float nearby and obliterate all but two Swordmasters who refuse to panic nevertheless. Fiends enter ruined altars. Winds of magic blow weak this time and no spells are cast.

High Elves Turn 4

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Siren Songs are heard over the battlefield

Two remaining Swordmasters now have an opportunity to avenge their fallen brehtren and help valiant Dragon Princes with a charge against Deamonettes. That fight keeps on going but Deamonettes die much faster than elves. Before anything else happens though, some disturbing songs are heard over the battle field and on the West great eagle recklessly charges Slaanesh Herald and her Deamonettes while White Lions move forward Keeper of Secrets but fortunately magical forest makes the song die away quicker and Chracian hunters stop before they reach greater deamon. Other units keep moving further and the Archmage yet again changes the unit and jumps to second Spearelves. Remaining Great Elagle blocks Keeper of Secret while two survivors of Dragon Prince unit come to their senses for a while and rally.

Daemons of Chaos Turn 4

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The long charge of Fiends of Slaanesh

Fiends of Slaanesh use an opportunity that White Lions were lured to attack other target and charged one of the Archers unit. Brave elves stand and shoot and ready their weapons. Greater Deamon runs towards great eagle and while doing so once again casts Phantasmagoria to shadow the minds of elven warriors. Great eagle does not last a moment and fiends break Archers despite the fact they killed one of the deamons. The second unit's nerve is broken too and the flee never to rally. Dragon Princes and Swrodmasters keep fighting and only a few Deamonettes remain. Can elves prevail?

High Elves Turn 5

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Setting up the trap - is it not too late though?

Dragon Princes expose themselves as they prefer to die honorably to clean the shame they feel at being so easily manipulated by Slaanesh magic. Other units respect that and move to set a trap for Deamonettes and avenge their fallen warriors. Lone Swordmaster and his 3 Dragon Prince companions fight well but in the end they lose and due to the foul spell clouding their minds they are unable to keep fighting anymore. Two surviving Dragon Princes flee the battle. Only 4 deamonettes are left standing after that war of attrition.

Daemons of Chaos Turn 5

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Deamonnetes attempt to break through

Keeper of Secrets charges elven knights to get rid of these annoying mortals. Daemonettes decide to charge White Lions who are fixed in place by the magical Siren Standard. Despite furious attacks White Lions defend perfectly and they stubbornly hold the line. Fiend of Slaanesh tries to block nearby Spearelves from joining the combat while Flamers shoot at Swordmasters but only a few of them dies and the survivors pass panic test.

High Elves Turn 6

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Elven last charge

Despite their efforts not all of the units are in position for a charge but those who are do so without hesitation. Unengaged Spearelves and Swormdasters run forward to be away from the Keeper's line of sight. The Archmage summons enough energy for 2 potent spells. His magic missiles destroys Tzeentch herald as Keeper of Secret does not bother to dispel that spell. The herald was useless to him anyway and it was good opportunity to get rid of that spy of rival god. Then the Archmage focused his mind and broke through deamoinc defences engulfing Deamonettes in flames once again turning 6 of them into ashes. After magical assault another attack hit home. Swordmasters destroyed Slaanesh Herald but not before she killed a few of their numbers. White Lions and Spearelves hacked left and right and more Deamonettes fell. They fought back but not that efficiently and only single line of them remained after that combat. They kept fighting but it didn't look good for them at all.

Daemons of Chaos Turn 6

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Last act

With majority of remaining deamons in a bad spot to join the fight only Fiend charges into the rear of White Lions. Flamers yet again are a little too far away from any target. Keeper of Secrets, enraged by the fact it didn't have enough fights summons his power and Phantasmagoria is cast for the third time this battle. Despite that elves fight like never and before Deamonettes or Fiend have a chance to strike they all fell dead, with Spearelves alone inflicting no less but 9 wounds.

It seems that this bloody battle reached its end. Both armies suffered a lot but again elves managed to snatch a victory over deamonic foe.

After-battle thoughts

That was a very interesting battle for both of us. I am sure many things could have been played better, from the deployment phase onwards but it was a great fun. We both had our share of good and bad luck. I failed to dispel Phantasmagoria 3 times having one more dice to do so every time :) This potent spell was the doom of my troops. Both Archers units and Dragon Princes on the East were lost due to its effect, not to mention many failed fear tests only slightly of less importance thanks to ASF and re-rolls I still had. A few thoughts after the battle and first time use of MSU style army.

1. Having so many units feels good during deployment and movement phase. I really like the fact I could always have some regiments to keep attacking despite loses or that I could try and set up traps. Not that I need to sacrifice units but if I have to I have some to do it.

2. High magic is fun too. Easy to cast, there was no need for banner of sorcery (although it would not harm to have extra dice or two). It might not be spectacular but double Drain Magic is something to be afraid of while even single Drain Magic forced my opponnet to use one more dice for particular spell than he normally would use. With Annulian Crystal many times I also had more dispel dice than my opponent. Unfortunately he gave me the ones which resulted in 1's anyway :)

3. My opponent claims this army is quite confusing as it is hard to make a decision what to attack without expensive targets. He played only his second game with Deamons so maybe it will change later but I do think it plays the role in the battle anyway.

4. I was concerned with amount of time I might need to move around this army but it didn't take longer than with my previous battles. Of course it still requires to anticipate the outcome of fights and one need to position units with more care but it does not take forever and I think with more games it might actually be easier.

I hope you enjoyed the battle report as for us it was a nice and refreshing experience. I will be playing with some form of MSU army. I don't really plan to change the army list much but I am always happy to discuss possibilities and I always carefully consider any suggestions. Feel free to post any comments!

Thanks for reading!

P.S. And many thanks to SmithF for his very inspirational topics! :)
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Re: Tournament Preparation - Battle 03 up 26.11 MSU

Postby wardancer » Sat Nov 26, 2011 1:54 pm

it was great game! I really enjoyed Slaneeshi magic. Next time to top it up I think I will be using banner that gives minus 2 LD to all enemy units within 12 inches. I will be definitely experimenting with different Daemonic units as well but I really like Slaaneesh theme :)

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Re: Tournament Preparation - Battle 03 up 26.11 MSU

Postby SmithF » Sat Nov 26, 2011 3:46 pm

What a nailbiter! A very well written report, some good tactical maneuvering all around and lots of killing on both sides! It's good to see the list we discussed working against opposition as tough as ld-bomb daemons.

Tactically, one thing I would have done differently would have been charging both dragon prince units into the nurglings in order to break through on the first round of combat. The rightmost swordmasters would have been able to quickly advance towards the Daemonette unit and hopefully tie it up long enough for the cavalry to support them.

Congrats on the win, I'm looking forward to reading more of your reports!

Smith

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Re: Tournament Preparation - Battle 03 up 26.11 MSU

Postby Swordmaster » Sat Nov 26, 2011 10:56 pm

Hi Smith!
Thanks! I am glad you like the report. Indeed, the double charge on Nurglings would have been better. I thought I checked the positioning of the mask properly and I wanted to hunt down these flamers badly. If I were correct I would be able to flank charge the Mask with DP from the flank and if she dies then WL could overrun into flamers too. Definitely more risky and maybe not necessary so early in the game but that was my reasoning for the decision I made.

Deployment is definitely a challenge. I wonder if I would be able to cope with more aggressive Deamon approach on his right flank with many of my units on the other side of the board. That terrain in the middle helped him more than me :)

As wardancer said next battle will be against his new Deamons again and now I need to plan how to deal with that damn banner in addition to nasty spells he has. One might think that in the last game Keeper of Secrets didn't do much (he killed only great eagle and DP) but his spell casting help to break or panic many units and failed fear tests didn't help to inflict enough wounds either.

I will post the report of our next battle for sure. It is going to be Blood and Glory scenario this time.

Cheers!
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Re: Tournament Preparation - Battle 03 up 26.11 MSU

Postby Durnantw » Mon Nov 28, 2011 2:20 am

Vauls Unmaking the BSB. Think about Ring of Corin as well. Great report!

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Re: Tournament Preparation - Battle 03 up 26.11 MSU

Postby Swordmaster » Tue Nov 29, 2011 3:19 am

I don't think Vauls Unmaking affects chaos gifts.
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Re: Tournament Preparation - Battle 03 up 26.11 MSU

Postby tundrik1982 » Tue Nov 29, 2011 8:59 am

I don't think you can unless it's been Faq'd as it states "Gifts are not magic items, therefore unaffected by spells or items which neutralise magic items"

Pity really tho

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Re: Tournament Preparation - Battle 03 up 26.11 MSU

Postby Squigkikka » Tue Nov 29, 2011 6:30 pm

I loved the reports, very detailed and well written! I'm a big fan of your armylist aswell :) Goooo Goblins!

Edit: Turns out your opponent is the Goblin player! uh... goooo him? :P

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Re: Tournament Preparation - Battle 03 up 26.11 MSU

Postby Swordmaster » Tue Nov 29, 2011 9:13 pm

Thanks!

As to my opponent, well, wardancer owns a few armies and he wants more, hence his Deamons testing before he decides which models he really wants in his next army. But do not worry, his goblins are not forgotten and I am sure we will see them at some stage again :)
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Re: Tournament Preparation - Battle 03 up 26.11 MSU

Postby wardancer » Tue Nov 29, 2011 9:51 pm

the green wave will return sooner or later, fear not :)

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Re: Tournament Preparation - Battle 03 up 26.11 MSU

Postby BaeronvonBleat » Tue Dec 06, 2011 9:49 pm

Little confusion in turn 3 - Masque charged the fleeing lions, and caught them, but also hit the archers?

I think that would mean her distance would have caught the lions if the archers hadn't been there. But if she can only catch the lions by hitting the archers, the only option is to redirect to the archers (who would stand and shoot), and the lions would pop to the other side of the archers still alive?

Still a good battle, and it's great to see the utility of MSU for high elves in full action.

Congrats on the win!

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Re: Tournament Preparation - Battle 03 up 26.11 MSU

Postby Swordmaster » Tue Dec 06, 2011 10:15 pm

Sorry for not being clear enough. Masque rolled enough to catch the fleeing lions but it was also long enough to carry on to the Archers. So I believe we played it according to the rules. :)
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Re: Tournament Preparation - Battle 03 up 26.11 MSU

Postby Swordmaster » Fri Dec 09, 2011 11:04 pm

Greetings!

I had another opportunity to play yet another game for my preparation to the tournament. Again Daemons but this time meeting engangement was the scenario we played. The modification from tournament organizers is about victory point calculations so let me know if you are interested and I will post the details on that matter. Other than that the scenario is exactly as in the rulebook. I hope to finish the report this weekend but for now I will give you a teaser in the form of a deployment diagram. Cheers!

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Re: Tournament Preparation - Battle 04 teaser up 9.12 MSU

Postby SmithF » Fri Dec 09, 2011 11:13 pm

I think you won the deployment game this time; Archers opposite the keeper of secrets, dragon princes in position to take out the flamers and the fiends of slaanesh, swordmasters where they will deal maximum damage (away from keeper and close to daemonettes.

I predict a high elf victory, albeit a bloodied one!

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Re: Tournament Preparation - Battle 04 teaser up 9.12 MSU

Postby Swordmaster » Sat Dec 10, 2011 12:53 pm

Hello!

I managed to prepare diagrams today so decided to write up the battle report while I still remmeber what happened. :) I must admit that I start liking playing scenarios as they add to the variety of games and little changes here and there are quite fun. Blood and Glory this time, yet another scenario I have not had a chance to play yet. Let's see how did it go. :)

Army lists and pre-battle considerations

Daemons of Chaos were still of the slaaneshi kind in their majority but other chaos minions were present too. This time the list looked like follows:

Daemons of Chaos

Keeper of Secrets, Level 4, Siren Song
Herald of Nurgle, BSB Great Icon of Despair, Noxious Vapours
Herald of Slaanesh, Siren Song
Heralnd of Tzeentch, Level 2, Master of Sorcery - Lore of Light

20 Deamonetess of Slaanesh, Full Command, Siren Standard
12 Deamonetess of Slaanesh, Full Command
2 Fiends of Slaanesh
5 Furies
10 Horrors of Tzeentch
6 Flamers of Tzeetnch
20 Plaguebearers, Full Command, Standard of Seeping Decay

No more horde formation and instead of relatively fragile (as for a deamon) slaaneshi BSB a very resilient Nurgle BSB appeared together with his retinue of plaguebearers. This is definitely a unit very hard to grind down and I decided to avoid it if possible and engage only if I have enough units to attack it from many directions at the same time. Killing the herald would make destroying the unit much easier but T5 and regeneration means it is not an easy task. I was also concerned with a combination of Ld affecting Phantasmagoria in conjunction with Icon of Despair. A very potent combination indeed.

High Elves

Archmage, Level 4, Annulian Crystal - High Magic
BSB, Dragon Armour, Great Weapon, Radiant Gem of Hoeth, Pidgeon Plucker Pendant

20 Spearelves, Musician, Standard, Banner of Eternal Flame
20 Spearelves, Musician, Standard
10 Archers, Light Armour, Musician
10 Archers, Light Armour, Musician

10 White Lions, Musician
10 White Lions, Musician
9 Swordmasters, Musician
9 Swordmasters, Musician
9 Swordmasters, Musician
5 Dragon Princes, Musician
5 Dragon Princes, Musician
5 Ellyrian Reavers, Musician, Bows, Spears

Great Eagle
Great Eagle

For a while I was considering taking Light and/or exchanging one unit of Swordmasters for yet another unit of Reavers but since I haven't had enough time to really think it through I decided to take exactly the same army as last time. Besides I have just started and no changes are really required yet.

Deployment

Image
Tight formation of Daemons vs. elven swarming

Keeper of Secret for this game got: Acquiescence, Succour of Chaos, Pavane of Slaanesh and of course Phantasmagoria. Elven BSB got Shield of Saphery and Drain Magic while Archmage rolled Shield, Drain Magic, Curse of Arrow Attraction, Courage of Aenarion and Fury of Khaine. High Elves chose their ground carefully and deployed South. Howling Daemons seemed to be eager to taste elven flesh and moved forward immediately.

Daemons of Chaos Turn 1

Image
Nurgle and Tzeentch allies seem to be herded by Slaaneshi daemons towards elven lines

Army of daemons moves forward at a steady pace as elves are yet too far away to attack. However, the distance between two forces was short enough for sorcery. First, herald of tzeentch tried to summon power of banishment but it seemed like he was unable to cast a spell from pure light lore (isn't it ironic that daemons can cast banishment? good idea Mr. Ward :P). On the other hand, Keeper of Secrets easily clouded minds of elven warriors with visions of fear and terror and high elf Archmage was unable to dispell these illusions. Taking advantage of his adversary lack of concentration, Greater Daemon focuses on Dragon Pinces straight across the battlefield. Their thoughts vanish and the only notion that remains is to get towards the enemy, no matter how stupid it might be. Horrors of Tzeentch add their powers and 3 Reavers are consumed in Flickering Fire. Flamers spotted Archers just behind elven heavy cavalry and killed 3 of young warriors. Their companions panicked and run away from the fiery daemons.

High Elves Turn 1

Image
Elven units begin their dance around the enemy

Elven units moved quickly towards the flanks to envelope the enemy while Archers rallied. Dragon Princes overcomed the spell that rendered them stupid for a while and seeing Flamers ahead spurred their steeds and charged, engulfed in flames but protected by their famous dragon armour. Archmage managed to add to their protection with Shield of Saphery and also reduced the amount of available energy with Drain Magic. Despite overwhelming fear, Dragon Princes showed their skill with lances but one of them succumbed to deadly flames. As a result of vicious combat Flamers almost lost their connection with real world and only one of them remained in this dimension of existence. It was enough, however, to stop impetous knights. Not wanting to be considered any worse in their trade, Archers opened fire at Furies and only single flying creature remained alive after that.

Daemons of Chaos Turn 2

Image
Daemons are countercharging but do not yet advance at speed

Keeper of Secrets charged exposed knights and sent remaining Fury to distract their companions. Stupid creature didn't understand simple order, however, and instead of distracting Dragon Princes on the flank simply landed in front of them not even looking at them. Fiends attempted a long charge against the Archers but they performed a tactical retreat. The rest of the damonic host kept the tight formation and didn't horry towards elven regiments.

Keeper of Secret focused titanic amounts of energy and elven Archmage could only watch as in result yet again resolve of his warriors across the battlefield was shaken. Greater Daemon did not contain whole of the power and in the erruption 3 elven knights fell to the ground while daemons remained unscathed. Truly a devilish attack. The last of the Dragon Princes tried to finish of the Flamer but Keeper of Secrets long reach ended his life too.

High Elves Turn 2

Image
Elves attack on the right flank

Left flank and center of elven army moves further and continues envelopment. Archmage casts a curse at last flamer and soon enough it is pierced by the arrows. Elven wizzard summons more power and magical missile strikes horrors with a fury of Khain himself. But magical shields save some of them and only 3 disappear for good.

On the right flank Dragon Princes ride through single Fury as if the flying daemon was not even there and follow into fiends which were already attacked by Great Eagle. They stroke with precision but Daemons were protected by their evil energy and although wounded none of the two was destroyed. They even hurt the Eagle badly and dragged down one knight from his steed.

Daemons of Chaos Turn 3

Image
Daemons stop their advance

Daemon army stops its advance in order to protect the flanks. Keeper of Secrets destroys elven light cavalry while Fiends finish the eagle and kill one more knight but elves keep fighting. Magical energies are very low and an attempt of herald of tzeentch to destroy elves from afar are dispelled by the archmage.

High Elves Turn 3

Image
Siren Songs draw some units out into suicidal charges

Before elven warriors found out what is the source of the disturbing song one unit of Swordmasters could not resist the call and charged towards the greater daemon. Even an eagle was not immune and soared high towards Daemonettes who seemed to be so far away. Swordmasters knew that they are dragged into suicidal charge and tried hard to at least wound the daemon but it prooved to be too tough even for their great swords. None of them survived that charge. On the nearby hill Dragon Princes and Fiends hacked each other and their fight continued although only one fiend remained and one more knight perished. Archmage in his attempt to drain the energy from the field didn't contain all of it and he and battle standard bearer were wounded by the magical feedback.

Daemons of Chaos Turn 4

Image
Daemons start to move back

Daemons start to move back now still reluctant to engage elven units on the left flank. Plaguebearers and Keeper of Secret turn towards the White Lions who now occupy Blood Forest. As greater daemon manages to turn one White Lion unit into dumb brutes the trees get angry and 3 Chracians from each regiment perish in the bloody forest. On the right flank Dragon Princes finally managed to destroy last fiend but only 2 knights remain alive now.

High Elves Turn 4

Image
Powerful charge on the left flank

Finally in the position for a co-ordinated attack elven units on the left flank charge as one against Daemonettes. Only one unit of White Lions moves forward as if not seeing the enemy nearby. Archmage destroys 3 more horrors and casts Shield of Saphery on White Lions in the forest hoping it can save them when the daemons attack. Archers aimed carefully from afar and Keeper of Secrets roared in rage as one of them found its mark.

In the massive combat elves fought as best as they could but unfortunately both Swordmaster units could not overcome sudden fears that overwhelmed them and their efficiency in comabt was greatly reduced. Nevertheless, soon only command group and the herald was all that remained from once big host of Daemonettes. Suddenly without a foe to fight, leftmost Swordmasters and Spearelves reformed to face new enemy.

Daemons of Chaos Turn 5

Image
Daemons countercharge

Daemons countercharge seeing an opportunity to break elven advance. Keeper os Secrets attacks exposed flank of White Lions. Another chracian regiment in the forest is at charged by plaguebearers. Finally, deamonettes follow an example of their master and attack into a single line of Swordmasters facing them. Keeper of Secrets manages to cast only one spell but does it irresistable force and again elves are not that resolute as they used to be.

White Lions in the forest fight as best they can and even wound the herald but 4 of them dies too. 3 remaining warriors refuse to give ground. Keeper of Secrets kills another unit but not before one of the Lions wounds it too. Swordmasters kill two more Daemonettes so only champion and herald remains but cannot hold and are run down in pursuit. Their companions kill no less but 6 Daemonettes but lose 5 of their numbers and flee too. Fortunately they are not pursued and survive.

High Elves Turn 5

Image
Last cavalry charge

After the carnage in the center the battle is not yet finished. Spearelves hold against two reckless daemonettes and last 3 Swordmasters rally. Dragon Princes spotted lone herald of tzeentch and charge it. Archmage summons enough power to grant magical protection to white lions while battle standard bearer does likewise for Spearelves. Finally Archmage curses Keeper of Secret and two more arrows found their marks.

Dragon princes destroy herald in no time and level their lances to charge greater daemon in heroic attack to avenge their fallen companions even at the cost of their lives. Only one White Lion remains but true to his guardian duty he keeps fighting. On the left flank Herald of Slaanesh is still fighting against impregnable ranks of Spearelves.

Daemons of Chaos Turn 6

Image
Keeper of Secrets is finally banished!

Both armies lost many units and the battle entered its final moments. Daemonettes moved away from the line of sight of elven units and any casting attempts were dispelled. Herald of Slaanesh finally persihed but so did last brave White Lion. Proud Dragon Princes pierced balck heart of greater deamon but with its last sweep of massive claw it killed both knights and vanished completely. Daemons were pushed back to their realms but at a great cost.

After battle thoughts

I didn't believe I could destroy Keeper of Secrets but eventually I did it! And that also meant Daemons reached their break point so according to scenario rules they lost. However, even if DP didn't succeed I had Swordmasters and Spearelves to attack next turn. I think I might have a chance to inflict that last wound in my turn. I am of course very happy I didn't have to!

That was a bloody battle and combination of Phantasmagoria and icon of Despair costed me greatly. I had bad luck in dispelling that spell first turn then it was cast twice with IF. That was the reason I charged with 4 units against single enemy to have enough attacks to destroy it. Unfortunatley Swordmasters, the main killing machine of the army, failed their fear tests and some daemons remained. At that point I could have lost the game. Spearelves passed their panic test, however and I had some tools to finish the foul daemons. Also passing stubborn tests was great to keep plaguebearers occupied (shield of saphery helped too). My mistake was to position BSB a little bit too far away from the combat near ruins but I though my opponent is going to charge White Lions in the forest with his greater daemon and then I would be on his overrun path.

I think that this army list is the best of the 3 daemons armies I faced and it can be very dangerous as it already showed. Both old schools of magic are great too. They are less spectacular than new lores but are useful in a more subtle way. We both enjoyed the game of moves and counter moves and it is great to have an army that keeps fighting despite inevitable loses.

If you have any comments about the game and/or performance of each army feel free to post. I would greatly appreciate your feedback.

Thanks for reading! :)
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Re: Tournament Preparation - Battle 04 up 10.12 MSU

Postby wardancer » Sat Dec 10, 2011 4:12 pm

it was great battle and also it was best demon army I put together so far. My tzeentch herald also had wings which Swordmaster didn't mention.
I still need to tweak it and also would be good to try it against other armies as well. I know its not typical to whats out there but I like non-typical set ups as you probably noticed by now ;) I like the idea of messing with enemy LD. Might be less direct and more subtle ut if you pull this one off you can destroy big chunks of opponents forces. Also here I was dealing with high LD elves, but it would be much better against lower LD armies .

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Re: Tournament Preparation - Battle 04 up 10.12 MSU

Postby Bugman » Fri Dec 16, 2011 11:31 pm

Evening,

Great battle and always a pleasure to read

Help me out here, MSU, I know it's lots of small units but in all my time of trying, I don't get it, nor so called units of "redirectors"

Eg case A
Slayers are put within chargeable distance of some swordmasters but at an angle that takes them away from the main combat, however you charge, wipe them out and low and behold, can combat reform to face a the same facing. I've lost a unit of slayers for what?

Case b)
Now if they where not slayers but I flee you can pursue and maybe get out of line, so what does this achieve to me other then oh look another unit running away

Case c) my msu unit of 10 men charges a unit of 40 clanrats (vanilla for this arguement. I will now get pounded as I have no ranks, no step up etc etc. Where's the win in it for me?

Dumb questions I know. I know the mechanics, I just can't see the advantages

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Re: Tournament Preparation - Battle 04 up 10.12 MSU

Postby SmithF » Sat Dec 17, 2011 12:00 am

Fielding an MSU army is not just about redirecting: The tactical advantage of having more maneuver elements than the opponent can be seen in Swordmaster's recent battles. It means that the enemy cannot easily anticipate your next moves and will not have a counter for your strategy.

It gives you a lot of expendable units, which in the case of unbreakable or stubborn units perform different roles than a big block of the same troops. A 30-strong unit of slayers can hold out against most enemy hordes for some turns, effectively taking them out of the game. If the enemy dares throw a monster at them, then they make short work of it. Agreed. However, in the first scenario the slayers will die giving your opponent 300+ points for being "just" a speedbump. What I suggest is spending less and getting yourself a smaller speedbump, that will -with some planning ahead- stall the enemy long enough for reinforcements to come crushing in the flanks.

What's more, the fact that most heavy hitting units will take exactly two turns to kill them off ensures that there won't be many slayers left on the second turn, so the enemy won't get much "free" combat resolution from killing unarmoured foes.

Another example: Empire Flagellants. The are only ever S5 on the first round of combat. So afterwards they become essentially a very expensive unarmoured t3 unit that won't break but that's whittled down very quickly. By buying a 14-strong unit I do not care whether they die or not afterwards; if they don't break through on the charge, chances are that a 30-strong unit wouldn't have been able to, either.

Perhaps Swordmaster can offer more insight on how he uses his "redirectors", I focused on the unbreakable kind.

(plus, don't forget that redirecting from a charge requires a successful Ld test, and units outside the 12" bsb bubble fail these often enough)

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Re: Tournament Preparation - Battle 04 up 10.12 MSU

Postby Swordmaster » Sat Dec 17, 2011 6:29 am

Hi Bugman!

I am glad you enjoy the reports and thanks for your questions!

Bugman wrote:Eg case A
Slayers are put within chargeable distance of some swordmasters but at an angle that takes them away from the main combat, however you charge, wipe them out and low and behold, can combat reform to face a the same facing. I've lost a unit of slayers for what?

That depends on the distance at which respective units were before the charge. Yes, you have just lost your unit but it also gave you the opportunity to position other regiments in such a way that no matter how Swordmasters reform, they will expose their flank to one or another. They might not be even charged your next turn but your opponent has to take that into account while you have more options. You can move/charge another target past them, you can charge them in the flank and keep the busy longer or ideally you can charge both his flanks and prevent their combat reform as well as majority of attacks to even hit you.

Now I have a question for you. Why Slayers were in formation that enabled Swordmasters to hit with so many attacks in the first place? :)

Bugman wrote:Case b)
Now if they where not slayers but I flee you can pursue and maybe get out of line, so what does this achieve to me other then oh look another unit running away

It buys you time, your fleeing unit will probably rally thus it is still there to be used. You have more units than your enemy and he might be forced to re-adjust his battle line in order to prevent flank charges or separation of his regiments. His advance is slowed down while you still have a lot to do in the movement phase and one fleeing unit did not change that. What is more, when it rallies and when other units were busy going for flanks and setting up charges you have just created yourself a reserve to be used where it is the most needed whil the units of the enemy might be already commited.

Bugman wrote:Case c) my msu unit of 10 men charges a unit of 40 clanrats (vanilla for this arguement. I will now get pounded as I have no ranks, no step up etc etc. Where's the win in it for me?

Why did you charge in the first place? Why from the front? Why alone? If you have many units but you send you them one at a time it might be honorable death but it will not win you the battle.

Bugman wrote:Dumb questions I know. I know the mechanics, I just can't see the advantages

Bugman

Some people claim there are no dumb questions only stupid answers :) I am glad you did ask them. The idea here, as I just want to underline (and as I understand it) is not to have many units and use them as big ones. It is all about setting up positions where you can fight without giving your opponent advantages he has, especially due to 8th edition rules and mind set. You don't engage from the front (or not only) because he does not have step-up attacks. You don't engage alone because then your opponent cannot reform. You don't present big targets for his spells so he cannot win the game with a single IF Dwellers for example.

What is more, at the same time MSU army can use 8th edition rules to its advantage. Your opponent has only one row on the flank you might have two and swing with all the attacks you have thus slowly grinding down the bigger unit which cannot reform. Let him make his steadfast break tests. He can fail them too. Especially when his BSB and General are quite busy in the other part of the board. You can change positions and reform and still move with your units now. You can also charge further sometimes too. And Dwarves can make an interesting combinations with their Anvil. Not to mention you might want to risk to strike that ancient rune and move up to 3 units at the same time. Difficult? probably. You need luck? Sure! But if you dare then benefits can be greater and quite rewarding :)

One more thing I want to mention is that although it seems that every army can play successfuly in MSU style (check SmithF battles on UB, I think he has already played with majority of armies, starting with Dwarves then Empire, Skaven, WoC and who knows what else :)) there are important differences.

HE I am using excel at close combat and I need to be very aggressive with them. Empire or Dwarves can incorporate some artillery support and can be more defensive in their approach but it does not mean static. I absolutely need to get my units into the fight and hopefully kill enough of my enemies before my regiments melt away. And they do that fast! Even with re-rolls and relatively high strength attacks every wound back is worth a lot. Maybe that is why I have quite high casualty ratio in my last battles among Swordmasters :)

Please, bear in mind that I am still not that experienced in using MSU army. But if you have any more questions I will be very happy to address them as best as I can. So keep them coming and in the meantime I hope you will enjoy my next battle report. :)

Cheers!
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Re: Tournament Preparation - Battle 04 up 10.12 MSU

Postby Swordmaster » Sat Dec 17, 2011 8:49 am

Greetings!

I have another battle report for you. This time Beastmen and an unknown scenario to me so far, Meeting Engagement. :)

Army lists and pre-battle considerations

My opponent is very kind to field different armies and he actually uses that opportunity to try out some unorthdox builds. It makes his life a little more difficult as he has to learn fast and any mistakes due to lack of experience with particular army can back-fire badly. But I never underestimate him as our battles are usually bloody and the end result does not give justice to what actually had happened during the game. As always, I present his list from my memory and I will update the details as soon as I get them.

Beastmen

Beastlord, Fencers Blades
Great Shaman, Level 4, Dispel Scroll - Lore of Shadow
BSB, 1+ Armor Save
Shaman, Level 1, Chariot, Skin of Man - Lore of Shadow
Shaman, Level 1, Shard of the Herdstone - Lore of Shadow
Shaman, Level 1 - Lore of Shadow

30 Gors, Full Command, Additional Weapons
30 Gors, Full Command, Additional Weapons
5 Ungor Riders
5 Ungor Riders
5 Ungor Riders

30 Bestigors, Full Command
Razorgor Chariot
Razorgor Chariot
Razorgor Chariot

This particular army aimed to dominate magic phase. With a herdstone and 4 attempts to channel it should have enough of power dice to cast whatever spell it wants as I will not be able to block everything. Although multiple Miasma can slow down any army significantly it would potentially be a biggest problem for MSU army as it needs its movement phase to be efficient. I am not that worried about Pit of Shades or Mindrazor as with small units even S3 attacks can be enough while the damage for entire army would be minimized. Bear in mind that this army was not designed to counter HE MSU but rather to mess up with vital characteristics for particular army. Any big infnatry unit, with their Primal Fury, can be deadly when Mindrazored too. Razorgor Chariots are, however, very problematic for my HE. My shooting is not strong enough to damage it and with impact hits and many high S attacks, these guys can destroy my small unit on their own.

The weakness of this force is, however, its LD. LD 7 at best if not assisted by a character means that I should try and inflict as many tests as possible, especially for chariots to take and hopefully drive them away and deny the opportunity for combined charges against my units.

High Elves

Archmage, Level 4, Annulian Crystal - High Magic
BSB, Dragon Armour, Shield, Great Weapon, Radiant Gem of Hoeth - High Magic

20 Spearelves, Musician, Standard,
20 Spearelves, Musician, Standard
10 Archers, Light Armour, Musician
10 Archers, Light Armour, Musician

10 White Lions, Musician, Standard, Banner of Eternal Flame
10 White Lions, Musician
9 Swordmasters, Musician
9 Swordmasters, Musician
9 Swordmasters, Musician
5 Dragon Princes, Musician
5 Dragon Princes, Musician
5 Ellyrian Reavers, Musician, Bows, Spears

Great Eagle
Great Eagle

A slight change to the army list. I left the item for the BSB and with saved points I got Standard for one unit of White Lions and transferred Banner of Eternal Flame to this regiment. In this battle it probably is not going to mean anything but adds a little error margin for Blood and Glory scenario as well as creates a dedicated monster hunter regiment in the army.

Deployment

Image
Only single unit and character were kept in reserves for both armies as they arrayed for battle

Beastmen won the roll off and chose East-South as a deployment area. Single Gor unit with Beastlord were kept in reserves and Beastmen army deployed first. HE kept one unit of Dragon Princes and BSB in reserves and then attempted to steal the initiative but were not successful.

Following Spells were obtained by respective wizards:
Great Shaman - Miasma, Steed of Shadows, Pendulum, Mindrazor
3 x Shaman - 3 x Miasma

Archmage - Drain Magic, Shield of Saphery, Curse of Arrow Attraction, Fury of Khaine, Vaul's Unmaking
BSB - Drain Magic, Shield of Saphery

With the sound of hornes Beastmen army begun their advance.

Beastmen - Turn 1

Image

Beastmen moved forward keeping their living shield of Ungors in front of the battle line. Gor unit with Beastolrd entered the battle too and moved towards Western flank. Razorgors secured the flanks of infantry units while 3 Shamen were ordered to stay close and perform any vile rituals at their herdstone as they seem to think fit to ensure the victory for dark gods. Soon elven Archers were engulfed in evil fog and their usually kin senses were blunt. They even lost two of their numbers to crude barbs thrown by ungor riders.

High Elves - Turn 1

Image
High Elves spread their formation even further to envelope their foe

The center of elven formation pulled back slightly to draw their enemies furhter towrds their lines. At the same time cavalry moved forward, with light horse using open plains on the West to their full advantage. Archmage managed to cast magic missiles towards the Razorgor Chariot but the machine proved to be very resilient and was only slightly damaged. The attempt to render some of the magic items carried by the foe was stopped by Great Shaman who read his Dispel Scroll quickly before it could be turned into ashes. Archmage managed to drain some energy from the field but would it be enough to stop dark rituals close to the herdstone? In the meantime elven Archers tried to pierce the evil fog which engulfed them and even managed to skewer one ungor despite losing thieir arrows without even seeing the enemy.

Beastmen - Turn 2

Image
Beastmen army continues their advance

Beastmen kept their steady advance, closing distance to thin elven line. Beastmen shamen were occupied with their ritual so much they could not channel additional magical force but their unholy stone still radiated with dark energy. And again elven Archers found themsleves in the mist of black fog, which dispersed only a little to get thicker the second after. Great Shaman also used his dark magic to swap positions with BSB and now he was leading Bestigors to the battle.

High Elves - Turn 2

Image
Elven elites strike hard from the center at the most exposed gor mob

Although the enemy was not yet that close elves decided to wait no longer. One White Lion regiment pretended to attack ungor riders in the forest and when they fled, redirected their charge at their true target - Gor mob with BSB. They were not alone as Swordmasters sped forward and calculated their distance perfectly to reach the enemy lines exactly at the same time when White Lions hit the front rank. In the bloody melee many gors fell, their BSB among them, his magic armour not enough to save him. But remaining beastmen kept fighting regardless (EDIT: It was only after the battle that we recalled that in the forest the unit is not steadfast. Even more reasons to charge big blocks with small elite units!.

The rest of the army moved to positions to encircle more compact beastmen battle line. Especially elven cavalry and one eagle were eager to get to unprotected shamen behind enemy lines.

Beastmen - Turn 3

Image
Beastmen attmpt to counter-attack

Bold attack of High Elves visibly shook Beastmen as their units were not able to perform co-ordinated counter-attacks. The razorgor chariot on the West charged Archers in the runis who fled behind the cover. The one in the center attacked White Lions in hope to relieve fighting Gors. Then third chariot wheeled to be able to add its support later. Bestigors attacked the eagle which blocked their advance and reformed towards the unengaged White Lion regiment. There seemed to be some weird pattern in Beastmen Shamen behaviour as they focused on their ritual and failed to channel any more energy than already drawn from the dark stone. It was enough, however, to slow down one unit of Dragon Princes and affect the unnatural skills of Swordmasters so that they hacked with their great swords in a clumsy, human like manner. (EDIT: I had 13 attacks this round, hitting on 4+ with re-roll and then wounding on 3+, I inflicted massive 2 wounds :)) Razorgor chariot avoided trees at all cost but it affected the way it eventually entered the combat and only single White Lion died due to the impact caused by it. In this mad hack and slash this time Beastmen got an upper hand but both elven units kept fighting. In the meantime Shaman in chariot urged his driver to charge reckless elven light cavalry but somehow tuskgors didn't want to co-operate and instead of full impact charge they performed dignified trottle towards the fresh ground nearby and promptly started their search for some new tasty things hidden under the surface.

High Elves - Turn 3

Image
High Elves continue their attack

Second White Lion units charged in order to relieve their bloodied companions. Razorgor chariot fled rather than be attacked by ferocious chracian hunters and they had an open way to the flank of gors still locked in the fight. This time only single Gor survived and it escaped pursuing Lions and Swordmasters whom it fought for so long. Flanking White Lions restrained and reformed to face Bestigors.

On the West Swordmasters charged Ungors hoping to cut them swiftly and panic nearby chariot. Unfortunatley bigger beatmen didn't care for their smaller kin at all. On the East Dragon Princes charged Ungors as well. Second unit of heavy cavalry tried to charge past them at a razorgor chariot but had to stop as their charge could not hit home. However, this time the destruction of lowly ungors must have unnerved razorgor as it pulled away from elves and run away towards the safety of the herdstone. Nearby Swordmasters and Spearelves moved forward to close the gaps.

Light cavalry and Great Eagle spotted a chance and charged Shaman in chariot in unison. Although not a single blow hit home on either side the sheer pressure was enough to break and run down beastmen spell caster. Pursuing Eagle cought his companion too and another fight was about to begin.

Archmage scanned through any magical residues of any items among bestigors but to his surprise he found none. It also losened his focus as he drew too much energy and although he managed to dissipate it and also drain it for a while from the battlefield it erased the memory of that spell from his mind for the duration of the battle.

Beastmen - Turn 4

Image
Beastmen try to break through the Western flank

Situation looked grim for Beastmen but their leader has not given the signal for retreat yet. Razorgor chariots rallied and faced their enemies once again. Bestigors entered the woods and it was clear that this forest has not seen the end of the carnage yet. Razorgor chariot on the West charged the Archers in the ruins and almost destroyed itslef in the process but in the end managed to kill the elves. Gor unit with Beastlord attempted a charge at Swormdasters who withdrew. It alse seemed that the attack of elves on beastmen nearby their herdsotne started to break their focus and they were unabled to cast much. Only great eagle was forced to fight blindoflded and didn't inflict any damage on his adversary and the fight continued.

High Elves - Turn 4

Image
Relentless attack of High Elves continues

High Elves didn't stop in their attack and charged again with fresh regiments. Spearelves who until now were protecting the venue towards the back of elven battle line charged exposed bestigor flank together with White Lions hitting from the front. These elite warriors were offered additional magical protection in the form of a Shield as they were about to take on the furious beastmen elite head on. However, it was at a cost of massive detonation that killed 5 Swordmasters and almost costed live of the Archmage. It did help a lot, however, as many deadly attacks were deflected. Beastigors lost the combat but didn't break under the stern and unforgiving eye of their Beastlord.

Other elven units also pressed forward in order to break dark rituals once and for all. Tired and bloodied White Lions and Swordmasters pushed again and finally destroyed Razorgor chariot and Swordmasters carried on towrds Shaman fighting ealge and put the evil spell caster down. Dragon Princes made their charge against Ungors and after destroying them utterly continued towards the rear of the gor regiment. Finally, Elyrian Reavers pulled back and used their bows as they shoud making a pin cushion of the last remainging Shaman protecting herdstone. The ritual was broken.

Beastmen - Turn 5

Image
Finally Beastlord sounds the retreat

In their last attempt to fight back Beatmen charged with all unegaged units. Razorgo chariot pulled back from the ruins but it slowed it down and it could not reach Spearelves. The second chariot charged Swordmasters and as it cought these warrirors in the open they didn't stand any chance to survive. Their companions on the West also were attacked but by gor mob led by Beastlord but decided to stand their ground to buy time for other regiments to redress their ranks for last combat. It was not necessary, however, as bestigors finally broke from combat and were run down by Spearelves who avenged White Lions destroyed to the last warrior in that bloody melee.

Seeing that his units are destroyed almost to the last one and that swift elves can still envelope his personal retinue, Beastlord sounded the retreat and used the passage to the West he has just carved himslef up.

After-battle thoughts

I must admit it was quite unlucky battle for my opponent. First, he didn't get many useful spells, then he regularly failed to channel even a single dice thus making his advantage less significant and finally he often failed even to cast a spell at all. Little bits and pieces added to his frustration when he failed to wound much despite re-rolls to hit or failed quite probable charges with chariots, not to mention rolling a 1 for impact hits.

Saying that I guess he also made a few mistakes that made this battle going well for elves rather than for Beastmen. Entering the woods with Gors was probably a mistake but the one I forgot to capitalize on as I didn't remember about him losing steadfast. In that case I won the combat on the charge, could go behind his lines with 2 units of my elites and finish off his wizards faster, not to mention being able to close in with other units quicker too. He also didn't swap places with his great shaman and beastlord during the second round of combat against spears and lions where his attacks would swing the balance even without so much needed support from the chariot. It might not saved his day but at least he would destroy more units and be free to take on others.

I am not sure aboout the army list. I see why he wants to have so many wizards near herdstone but is it really necessary adn is it good idea to go for shadow I don't know. His Primal Fury is powerful against my units and his razorgor chariots are very tough and if only he co-ordinated his attacks better (like being able to counter-charge in his turn straight away) he would definitely be in a better shape to continue the fight.

As to my own performance I was lucky with some charges (Lions and Swords in turn 2, Spears in turn 4) when I needed 7 or even 9 to hit home. I took the risk as I had units to fill the gaps and make the new battle line so that his units could not charge me without counter-attacks later on. However, maybe I was too eager to get into combat. Especially in turn 4 I could move my units so that more of them would be able to attack bestigors. I was very lucky that the chariot didn't hit home and I could use the mistake of my opponent of not bringing his Beastolrd to the fight thanks to Shadow Lore attribute.

I hope you still enjoyed the battle and report.

Thanks!
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Re: Tournament Preparation - Battle 05 up 17.12 MSU

Postby Bugman » Sat Dec 17, 2011 11:09 am

Thanks for another great battle report. Herdstone with shadow an work well. Multiple low level miasma spam followed by the pit is a good tactic but it's nerfed here by you not taking any big monsters, chariots etc.

Thanks for your thoughts on my questions. It would seen as there is an intrestin difference here, smith likes unbreable units where you like the redirects.

I guess I am over fixated on certain aspects of MSU and need to retrain my Brain.
If small fast units are key, why not more msu cav units?

Keep them reports coming!

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Re: Tournament Preparation - Battle 05 up 17.12 MSU

Postby wardancer » Sat Dec 17, 2011 5:05 pm

awww... thats was one of most disastrous and frustrating games I ever played!
On top of that since Swordmaster is a very good opponent, all mistakes I make backfire against me more than they would usually :( I did find it very hard to concentrate on that day as well, so hopefully another battle with beasts will not be as bad as this one.

Just one comment- my gors sidnt have champion in them, just musician and SB.
Well done to Swordmaster but next time it will be my filthy rats he will have to face and I know that army really well, so it will be more interesting that usual.

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Re: Tournament Preparation - Battle 05 up 17.12 MSU

Postby Swordmaster » Sun Dec 18, 2011 1:02 am

Yeap, filthy Skaven next :) I have played against them only once in 8th edition and as it was our first game with new rules it is hardly any experience against furry ratmen. Wardancer also suggested he is going to bring a hard list this time as he was too nice so far, haha. There are so many things in that army that can be used to great effect that I am wondering what exactly am I going to face this time. Abomination (or two :)) for sure, some big Skaven blocks, Cannon (or two :)), Gutter Runners (2-3 units I gues), Grey Seer (with the Bell or not?), probably some small giant rats units.

My advantage in terms of deployment can be neglected as Skaven still can have as many drops as I do. I think I have tools for the job but careful planning is required as time is not working for me this time. I will need to deal with particular threats fast in order to bring some units back to perform another duty. Flaming Banner is currently with White Lions who are able to put enough wounds on any monster to kill it outright. They will wound abomination on 3+ so if I can help them with additional unit of Swordmasters for example, I should be able to put the beast down. The thing is to be able to do so. Wardancer will probably target that unit so I need to protect them. If there are two A-bombs then it will be even harder task. Should it be my priority to kill these beasts first? It was also suggested to me that Dragon Princes should use Flaming Banner as with their better armor and longer distance range they are sure to attack first and do not receive thunderstomp either. I used both units to great succes so the decision is not easy to make. What whould you do?

Then artillery and weapon teams are also something I need to take care of. In theory I have eagles and cavalry to quickly go behind enemy lines and kill the machines. Archers will definitely pick up on weapon teams. The problem is I might need these fast units (eagles in particular) to block some Skaven units from engaging mine. Especially if they are Plague Monks :)

Dreaded 13th spell should be less dangerous as I do not have big units but I suspect any unit with an Archmage is a potential target. Drain Magic will be of a great use here :)

The most difficult test ahead for me then, I plan to put up a good fight and with some luck I believe I can still pull it off :) Any suggestions are greatly appreciated :)

@Bugman
I would love to use more cavalry, also light horse in my army. I might actually do so later but at the moment I am still learning how this particular army works and I am not lacking speed yet. I think other armies might be better suited for cavalry MSU however. Dark Elves can do a lot of damage with their Dark Riders (and they are core too!) while Cold One Knights have that S4 which helps in subsequent rounds of combat when you want to grind down your enemy.
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Re: Tournament Preparation - Battle 05 up 17.12 MSU

Postby Swordmaster » Wed Dec 21, 2011 11:30 pm

Greetings!

Wardancer was kind enough to present his list before our battle. As this is a preparation period for me and that I have not faced Skaven in 8th edition yet he thought it is ok to give me some time to think about this particular force and how to defeat it :)

Grey Seer on Bell + 40 Clanrats
Chieftain + 30+ (?) Stormvermin
BSB (probably strom banner, probably in bell unit)
warlock - level 1
2 x warlock (I am guessing in slaves units)

2 x 40 Slaves + 22 Slaves
2 x 6 gutter runners
2 x 5 giant rats with packmaster
3 jezzails (with champion)
2 cannons
abomnation
doom wheel

So not exactly the standard skaven army (whatever that might be) but with some typical nasty toys for sure. I would appreciate any suggestions on how would you try to take on this force with my army :) I have some ideas already but it is always good to listen to wiser and more experienced people :)

Cheers!
Last edited by Swordmaster on Wed Dec 21, 2011 11:49 pm, edited 1 time in total.
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Re: Tournament Preparation - How to defeat Skaven?

Postby wardancer » Wed Dec 21, 2011 11:41 pm

1x 3 jezzails with champion that is- I thought I will correct it before I go to sleep ;)

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Re: Tournament Preparation - How to defeat Skaven?

Postby Swordmaster » Wed Dec 21, 2011 11:49 pm

Corrected :)
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Re: Tournament Preparation - How to defeat Skaven?

Postby Swordmaster » Sat Dec 24, 2011 2:06 am

Greetings!

I was really looking forward to playing this game. Simple battle line but dreaded and flithy Skaven as my opponent.

Army Lists and Pre-battle coniderations

Skaven are considered as a very tough opponent for many armies and no wonder why. Many infernal machines, abominations, poweful magic and cheap, expendable troops make this army very flexible and with potential to inflict a lot of damage in a single turn. They also have the ability to field different types of units so one can expect some variations in the army lists but it is hard to tell which unit choice is worse for Skaven enemies as whatever they bring is bad anyway :)

Skaven Army List

Grey Seer, Screaming Bell - Plague Lore
Cheiftain
Cheiftain, BSB
Engineer, Warp Energy Condenser, Level 1 - Lore of Ruin
Engineer, Doomrocket
Engineer

40 Clanrats, Full Command
40 Slaves, Musician
40 Slaves, Musician
22 Slaves
5 Giant Rats, Packmaster
5 Giant Rats, Packmaster
30 Stormvermin, Full Command

6 Gutter Runners, Poison, Slings
6 Gutter Runners, Poison, Slings
3 Jezzails with champion

Warplightning Cannon
Warplightning Cannon
Doomwheel
Hellpit Abomination

It looks like a standard Skaven list. There was Storm Banner somewhere but I don't know if it was BSB or Stormvermin who had it. I will also update it with magic items as soon as I find out what exactly Skaven characters were equipped with.

I naturally was concerned with Skaven shooting and I hoped my light cavalry will perform their war machines hunting duty well, especially that during the upcoming storm eagles will be literally grounded. Gutter runners are also an issue but I can deploy wide so they do not appear at my back and if I am lucky and I could hunt them down with heave cavalry. I'd better do it quick too, as they can really hurt my small units.

I decided to deal with magic by casting drain magic no matter what. I think I can get one through each magic phase and that should make casting spells for Skaven a little bit more difficult.

Doom Wheel and Abomination are very dangerous so they are also an important issue to deal with. In general the army has so many of things to address that it is hard to make priorities as they all seem to be the ones that need to be destroyed fast. :)

High Elves

Archmage, Level 4, Annulian Crystal - High Magic
BSB, Dragon Armour, Shield, Great Weapon, Radiant Gem of Hoeth - High Magic

20 Spearelves, Musician, Standard,
20 Spearelves, Musician, Standard
10 Archers, Light Armour, Musician
10 Archers, Light Armour, Musician

10 White Lions, Musician, Standard, Banner of Eternal Flame
10 White Lions, Musician
9 Swordmasters, Musician
9 Swordmasters, Musician
9 Swordmasters, Musician
5 Dragon Princes, Musician
5 Dragon Princes, Musician
5 Ellyrian Reavers, Musician, Bows, Spears

Great Eagle
Great Eagle

My army is the same as last time so I present it just for the sake of completeness. I was considering different options and decided to go for a form of wieghted flank approach after seeing the terrain and since my opponent won roll off for sides and opted to deploy North.

Deployment

Image
Armies ready for battle

Grey Seer got Bless, Wither, Cloud and Plague as his spells and had 2 tokens hidden in his robes. Warlock had Lightning. One unit of Guter Runners was ambushing.

Archmage got Drain, Shield, Curse, Courage and Flames of the Phoenix while BSB had Drain and Shield.

As Skaven won the roll-off again they chose to move first.

Skaven Turn 1

Image
Steady Skaven advance

Skaven moved forward, keeping their tight formation. Warlock engineer operating Doom Wheel did some target practice on nearby slaves. Cannon and Jezzails aimed carefully and 2 Dragon Princes and Great Eagle perished. The other cannon aimed at White Lions with suspiciously bright banner but killed only one. Gutter Runners shot at archers and two of young elves died too. Grey Seer didn't have opportunity to cast many spells just yet so simply observed the situation from the safety of his Bell platform.

High Elves Turn 1

Image
Elven units perform encirclement of their enemy on the Western flank

Ellyrian Reavers spurred their steed and galloped towards unprotected cannon with heavy cavalry following closely. All elite units on the Western flank moved forward as quickly as possible to envelope the flank of Skaven formation. Especially Lions with their magic banner focused their eyes on the huge monstrosity moving towards the elven lines. Archers aimed at guttern runners but some strange storm appeared as from nowhere and their arrows could not find their marks. The unnatural weather probably shied elven steeds of Dragon Princes on the East and they could not force them to charge approaching Doom Wheel.

Skaven Turn 2

Image
Skaven Abomination is getting dangerously close

Galloping Reavers spotted some shadowy figures emerging from some hidden places and two of the horsemen fell to poisonous missiles. The remaining three, however, were kept going towards the cannon. Its crew desperately tried to aim at approaching elves but missed. The other cannon was affected by the storm and seems that skaven magic starts working against their own as much as against elves. Abomination and Doom Wheel rush towards the enemy but are not yet able to reach it. Skaven magic once again proves to be ineffective.

High Elves Turn 2

Image
High Elves - first to fight!

Both cavalry units on the West attack their targets and both kill them on the charge. On the Eastern Flank Dragon Princes charge Doom Wheel. They inflict a single wound each other and skaven engineer feels very brave this day and keeps fighting. Units on the Western flank perform even more dynamic maneuvre and as the storm vanishes as quickly as it appeared great eagle sores to the sky and lands in front of the abomination to attract its attention. Thanks to that other elven units can prepare a counter attack.

On the East Archers decide to destroy giant rats in close combat rather than waste their precious arrows while nearby Spearelves reform into deep formation.

Skaven Turn 3

Image
Skaven move more aggressively too

Abomination devours hapless eagle and follows into grim but determined White Lions. Their brethren from the seond regiment are attacked by deadly plague, surely working of a vicious Grey Seer, but remain on the post of duty. Other remigments move forward, especially Grey Seers unit. Infernal inventions of Skaven engineers are unleashed but while doomrocket kills half of the unit of Spearelves then Warplightning cannon malfunctions and disappears in a detonation. Last but not least, warlock engineer happily twists and turns his devilish machine and noble caledor knights fell down.

High Elves Turn 3

Image
To hunt or to be hunted?

Chracian hunters attack with ferociousness of the Lion they took their name from. But it is not just a monster they hunt today and despite their skill the abominations still lives. One of the unit is destroyed to the last elf but the remaining regiment stands its ground. Units on both flanks charge all slave units in order to prevent outflanking. Many slave rats die but they all keep fighting under stern gaze of grey seer. Elven Archmage manages to summon enugh power to engulf Stromvermin in flames and skaven elite starts to burn.

Skaven Turn 4

Image
Skaven are winning on the Eastern flank but their Western wing collapsed

Doom Wheel charges fighting Archers from the flank and destroys them completely. Nearby Spearelves are overwhelmed by slaves and flee to be run down in pursuit. Grey Seer orders his unit to attack interfering Archers in front of them but two who remain after the charge show insane courage and refuse to yield! White Lions finally kill the Abomination while Swordmasters on the West kill plenty of slaves again but not without loses too.

High Elves Turn 4

Image
Elven attack continues

Swordmasters and White Lions charge Stormvermin from two sides. Swordmasters with BSB also try to join the fight in case White Lions are too tired after fight against Abomination but Chracians do not show any sign of it and simply shout to give them space to swing their axes. Spearelves with Archmage move towards the hill instead of charging the exposed flank of clanrat unit, a decision that can soon cost them lives and the army whole battle. Dragon Princes charge gutter runnes who flee and elven knights smoothly redirect their attack at the slaves. Winds of magic are so low that grey seer cannot summon enough power to even attmpt to dispel flames that burn even harder and many more Stormvermin die. Archmage ends the spell to cast it again on the big clanrat unit but his efforts are also not successful.

Stromvermin, who just survived flaming inferno found themselves attacked by elven elites and they didn't even stand a chance to hit back, such was a ferocity of elven attack. Nearby engineer decideds it is good time to flee and report incompetency of grey seer to lords of decay.

Skaven Turn 5

Image
Will Spearelves hold and win the day for High Elves?

Grey Seer, seeing the opportunity orders his clanrats to attack Spearelves on the hill. To his surprise elven warriors fought like heroes and despite huge pressure from clanrat ranks they held. He was even more surprised to notice that the elven spears are actually much longer than he expected and his last thought was that he must have been cheated and that his army, machines and magic items he payed for with so many warpstone tokens, were not what he thought they are. He didn't figured out who was the traitor, however, as 3 long spears skewered him to his precious bell.

On the West slaves were finally destroyed but elven light horse could not dodge bullets shot by jezzails and fine ellyrian horsemen died bravely, killed from afar by cowardly ratmen.

High Elves Turn 5

Image
Swordmasters hit the flank of clanrat unit

Elven elites had a few options and it was quickly decided that relatively fresh Swordmasters should hit clanrats with full strength while White Lions buy them time to finish ratmen by charging nearby doom wheel. It was a carnage but although half of the ratment died the rest were fanatically protecting the bell. Elven BSB accepted a challenge from skaven chieftain who had some hidden weapons and killed noble elf.

As the winds of magic were low Archmage cast only Shield of Spahery on White Lions, who won combat but could not break the Doom Whell.

Skaven Turn 6

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Skaven slaves try to fight through elven elites to "safety"

One Skave slave unit is ordered by chieftain to attack Swordmasters and protect the rear of his unit. That was his last order as he and his clanrats soon die to merciless warriors of Hoeth. Their comrades kill many slaves who keep fighting a little longer. White Lions strike hard but cannot land proper blows on Doom Wheel which grinds them down slowly.

High Elves Turn 6

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High Elves win but it is a very bloody victory

Swordmasters finish Slaves and Dragon Princes charge the last unit of pathetic skaven who flee and die this time. Elves put some last effort to destroy the bell but the construction is very hard and wounded rat ogre is the last remaining guardian of this infernal device. Battered but still not destroyed doom wheel kills the last brave Lions but it is clear that High Elves won the day, although the price was high too.

I hope you enjoyed the report! I will follow with comments and after-battle thoughts later. In the meantime have a Marry Christmas! :)

Thanks for reading!
Blog: Path of an Outcast

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Rabidnid wrote:Are you seriously asking someone called Swordmaster of Hoeth why he has more swordmasters than white lions? Really?


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