Title: Battle Report: High Elves vs. Orcs
Description: Moonshadow vs. Grimgor Ironhide
Moonshadow - May 10, 2003 03:25 AM (GMT)
Battle Report: High Elves vs. Orcs
Moonshadow vs. Grimgor Ironhide
High Elf Turn 1 - Moonshadow
First I'll tell you where all my units were, going from left to right. All the way on the left was my Repeater Bolt Thrower. Next to that on the right was my regiment of 15 Swordmasters and an Eagle behind that. Right next to that was my regular level 2 Mage. Next was my Spearmen who were in a regiment of 16, and were led by my Commander (the one with two swords). Behind that was my Commander on the eagle (Azral), and right by that was my Archmage. Next I had my Tiranoc Chariot and my Shadow Warriors. My Archers were all the way at the back.
Movement Phase
I moved all my melee units about 10 inches up, and moved my Mages strategically behind them, while leaving a gap diagonally so I could magic missile some of Wes's troops. I moved my Eagles closer in towards Wes's bolt throwers, planning to take out the crew. My Commander on the eagle went behind the spearmen so he could give them his leadership without being in danger of magic or missile attacks.
Magic Phase
My first mage to attack was my smaller one. He was using High Magic, and he chose the spells Fury of Khaine (magic missile), Flames of the Phoenix, and Vaul's Unmaking. He could use 3 power dice. He used all three of them on Flames of the Phoenix. If you don't know, Flames of the Phoenix is a remains in play spell where you target an enemy unit and every model in that unit takes a S3 hit. In the next turn, they'd take a S4 hit, and then S5, S6, and so on and so on until it is dispelled or the mage dies. So I cast that on his Orc Boyz. Only a few of them died from that spell. Then came my Archmage, who could use 6 dice. If you're wondering how I got so many dice, it's because of a few honors and the Banner of Sorcery which the Swordmasters have. It generates 1D3 dice per turn (one turn I might have 10 power dice, the next I might have 9, the next I could have 11, etc.). I cast a spell called Conflagration of Doom. In this spell, I roll D6 to see how many people in that regiment take a S4 hit. But after that, I roll a dice and so does my opponent. If my dice is higher than his, that dice gets added to how many hits that regiment takes. That goes on and on until my opponent rolls a higher dice than me. It ended up being 13 hits to his Orc Boyz, and only a few of them saved. There were only like 6 left after my first magic phase. None of them panicked though. Then, I did a 2D6 S4 Magic Missile to his trolls. I didn't know this, but a fire attack destroys the Regeneration of trolls! Success! I killed one of them and wounded one I think.
Shooting Phase
I didn't wound anything with shooting; simple as that. Now it is Grimgor's turn.
Orcs + Goblins Turn 1 - Grimgor Ironhide
This was going to be my first really big, 2000 and change battle, and I wanted to prove the power of my greenskins Waaaghness. For the 2060 points that we used, I knew Moonshadow would have to cut some of his army. I was able to take my 16 orc boyz (light armour, two hand weapons, full command), 16 arrer boyz (light armour), 10 wolf riders (light armour, spears, full command), the night goblins I had done (17, with bows, full command, and three fanatics), seven orc boar boyz (light armour, spears, full command), two orc boar chariots, two spear chukkas, two snotling bases, a savage shaman (warpaint, magic warpaint, dispel scroll, level 2), a mounted big boss who joined with the boar boyz (armor of gork, talisman of protection, boar, second hand weapon), four river trolls, my new doom diver catapult, and for the first time ever THE WYVERN RIDING WARBOSS (drog's dead 'ard armour, fumpa's club of fumpin', warboss umm's big boss's 'at). I used a stuffed up, tight deployment with my missile troops behind the orc boyz and wolf riders, my trolls near the wyvern to use his leadership, my snotlings on one end of the table and the spear chukkas on the other end, and my boar boyz ready to charge. I was really hoping they'd live up to my expectations.
Movement Phase
After taking animosity, I was ready to move (not one failure). Moonshadow had weakened my orc boyz, so made a tweak to my strategy as they wouldn't be able to fight off much. I marched up everything, getting the missile troops away from the other boyz. My wyvern charged into combat with Joo's spearmen, trying to kill the hero with them. My trolls had been singed and panicked, and fled off the table. Stupid trolls . . .
Magic Phase
Not very productive, my gaze of mork failed, but I was able to bypass the elf's dispelling and destroy a chariot with brain bursta.
Shooting Phase
My arrer boyz and night goblins had already marched, so all I could shoot with was the bolt throwers. Moonshadow's eagle and ventured towards me, but I shot it down with the war machines. Everyone held their breath as the doom diver launched a crazed gobbo, but it missed.
Close Combat
I think the fate of the game was decided right here, turn one. My boar boyz killed off around six selver helms, and they failed to kill any boyz. They panicked, fled, and my boars charged after them, killing them all and crashing into a hero on an eagle. We fought, I dealt a wound, he panicked, fled, and my boars charged after, killing him and smashing into the Archmage. He was gored to death by the boars (they're +2S when charging made it so the mage didn't have an armour save). Seeing their leader on the end of the wild boars' tusks, the archers broke and fled from the battlefield. Next, my wyvern and warboss killed a couple spearmen and the commander. They held, even as their hero died. On to turn 2 . . .
High Elf Turn 2 - Moonshadow
Damn! About a third of my army was destroyed by his Boar Boyz! God damnit!! I had to get him back for that. And I did.
Movement Phase
I didn't really have too much to move, though I did move my remaining eagle to guard the flank of my Swordmasters.
Magic Phase
Since my Archmage was gone, all I had left was my 2nd level Mage. He still had Flames of the Phoenix going on, and I planned on killing the rest of his Orc Boyz with it. But I forgot that Wes's mage had dispel scrolls, and he dispelled it! So my remaining Mage was completely useless.
Shooting Phase
My Archers were dead, and so was my Chariot, so I didn't have much else to shoot with. I decided to use one shot from my Bolt Thrower, since his Boar Boyz were facing in a way that I could possibly hit four of them! But.... I missed. Then I shot his Boar Boyz with my Shadow Warriors, and I killed one!! I actually killed a Boar Boy!
Close Combat
I didn't have any Silver Helms to charge with, so I attacked with my Spearmen to his Lord on the Wyvern. We wounded him once, and he wounded a few of my guys though. Despite this.... we won combat, because we outnumbered him, had a standard, and had a few ranks. So he fled, we persued, and that Wyvern was killed.
Orcs + Goblins Turn 2 - Grimgor Ironhide
Hmmm . . . no more wvyern. The doom diver crew panicked and fled off the board, too. Oh well.
Movement Phase
I charged the swordmasters from the flank with my wolfriders. I know, I know, really stupid. But the swordmasters S5 worried me, and I needed to distract them. I figured that the wolf riders could hold them off a turn or two. My boar boyz and snotlings charged the shadow warriors. My fanatics got sprung by the spear men, one of them killing a spear man or two and the other two falling short. Those two killed each other. I took my animsity, and the arrer boyz failed. They shot down the fanatic in their anger, which turned out to be a good thing!
Magic Phase
My magic phase was pretty bad, one spell dispelled and the other a failure. Never rely on greenskin magic.
Shooting Phase
I took out the bolt thrower crewman with my spear chukkas. At first I didn't think it would work, but they cause D3 wounds each. It was a lot of luck.
Close Combat Phase
My wolfboyz attacked the swordmasters, killing one. Only three could strike back, and they failed to kill anyone. They lost combat and panicked. My plan worked better than I expected! However, my wolfriders fell short of catching the elves. My snotlings and boar boyz did a neat job of tearing the shadow warriors into little pieces. Suffice to say, no causulites for me (not even to the snotlings), and all of the shadow warriors destroyed. My chariot charged against the spearmen, and killed a bunch with their scythed wheels.
High Elf Turn 3 - Moonshadow
At this point, my army had already lost. No more cavalry, no more missile units, no more Archmage.... God damn!
Movement Phase
My remaining eagle charged the Wolfriders from the flank. Too bad they didn't panic. I couldn't really move anything else, because my Spearmen were in close combat already.
Magic Phase
This was the last spell my Mage would ever attempt to cast. He tried Fury of Khaine (2D6 S4) but it was dispelled. Poor useless Mage!
Missile Phase
Why'd he kill my Shadow Warriors and Bolt Thrower crew... WHY?!?!
Close Combat
My Eagle that charged the Wolf Riders took one wound, but he killed a Wolfrider. The more dead, the better. My Spearmen attacked the Chariot because there wasn't anything else we could do. It took one wound, but that's all. Then they noticed more Orcs closing in on them...
Orcs + Goblins Turn 3 - Grimgor Ironhide
Hahahahaha!! Feel da wrat' of da green boyz!
Movement Phase
My chariot charged the sword masters, killing them all off in a bloody skirmish. Yay. My arrer boyz reformed into 5x3, with one more rank of one. They charged the spear men. My boar boyz, frothing at the mouth, charged the mage.
Magic Phase
Again, another pretty useless magic phase. My magic had lowered the number of spear men, but it was pretty pathetic. And I ever once cast gaze of mork.
Shooting Phase
The night goblins just lay around, not bothering to shoot. My arrer boyz were rushing into combat, and my speak chukkas didn't have any target.
Close Combat Phase
My boars disemboweled the mage; there was nothing left but a little bloody puddle. The arrer boyz and chariot worked to finish up the spear men.
High Elf Turn 4 - Moonshadow
They're closing in on us. We are not cowards. Come and get us you stupid Orcs. FOR ULTHUAN!!!
Movement Phase
My Spearmen are surrounded by three sided and fighting for their lives. No more movement.
Magic Phase
They're dead, why would there be a magic phase? *sniff sniff*
Missile Phase
Yup, they're dead too.
Close Combat
My Spearmen started to kill those stupid Orc Archers who thought they were too good for archery and wanted to join in the fray. Little did they know that about three of them would be killed by my Spearmen, who were dying by the second. Oh yes!
Orcs + Goblins Turn 4 - Grimgor Ironhide
Yeah, its all over. Just gotta finish off the last of those tree huggers. Heh. PANSIES!!!
Movement Phase
Everyone moved into position. I was really going to do anything, just wheel the goblins, turn the boar boyz, and the like. Just enough movement to get a good view of the last struggle.
Shooting Phase
Not targets . . .
Magic Phase
Why bother . . .
Close Combat Phase
The last bit of fighting broke out. Only three spear wielding elves lived through it. Doom, doom, doom!
High Elves Turn 5 - Moonshadow
This is the end....
Close Combat
In the last moments of the bloodshed, my three Spear Elves killed another Orc Archer. They were then killed by the savage Orcs.
The End
Paco - May 10, 2003 04:39 AM (GMT)
great battle report...i really like the set-up on how it was done...only a few spelling mistakes too :P
LordLoverocket - May 10, 2003 06:38 AM (GMT)
Nice work fella's. Only one thing, it wouldnt have affected the outcome too much but you cant use dispell scrolls to dispell a spell that is already in play, you have to use your dispell dice so your flames of the phoenix would have carried on burning away, not much of a consolation but it might have caused a panic test somewhere along the line, you never know
Grimgor Ironhide - May 10, 2003 01:30 PM (GMT)
We don't know all of the rules. Most of the time we just make something up if we don't know the real rule. It works ok most of the time, just not if we were going to a tournament.
Moonshadow - May 10, 2003 02:44 PM (GMT)
Yeah that was a fun game. Does anyone have any suggestions for either of our strategies?
Drauthnir - May 10, 2003 04:13 PM (GMT)
Unless I'm having a bit of a misunderstanding, the Arrer Boys couldn't charge the spearmen after reforming, as reforming is after charges are declared. That aside, this report is great! Nicely fought, and fought to the end at that! Well done, a good battle report, and the first report in this section too.
Maelduin ab Sardis - May 10, 2003 04:25 PM (GMT)
| QUOTE |
Shooting Phase I took out the bolt thrower crewman with my spear chukkas. At first I didn't think it would work, but they cause D3 wounds each. It was a lot of luck |
You only cause d3 wounds on one model, you know... ;)
And as for strategy:
Moonshadow:
- Don't move up Moonshadow, you're supposed to be the one with the firepower.
- Why did you allow your silver helms to get charged????? That wasn't very smart...
- Don't put units one behind the other, or your batleline can get rolled up...
- Make your units support each other
- Take Dragon Princes instead of swordmasters. They have better survivability, 18" charge, only S5 on the charge but that's usually enough.
- Why didn't you flee with your shadow warriors? Or block up some charges by putitng the eagle in the way?
Grimgor:
- Bump up the unit sizes. And 17 gobbos is illegal btw, minimum unit size is 20 ;)
- Always end movement with a big flying monster in cover. ALWAYS
Moonshadow - May 10, 2003 04:27 PM (GMT)
Thanks for the tips. The only thing about the Dragon Princes/Swordmasters thing is that I can't just "replace" them. I'd need to buy them and do all that stuff. Right now I'm saving for other stuff anyways. The Dragon Princes are awesome, no doubt, but I think I'm fine with my army as it is. Plus, the Dragon Princes cost more money and points.
Takeru - May 18, 2003 07:43 PM (GMT)
I dont think you should replace the swordmasters, they always do really well for me, but I think you should drop the eagles, they aren't all that usefull, I would replace the eagles with dragon knights myself. dragon knights are really expensive ($$) tho, so if money is a problem just convert some silver helms and paint them all dragon like, then replace them slowly with dragon knights
InvulnerableOne - May 24, 2003 01:31 AM (GMT)
Good report fellas. It's always nice to see Pansies take a bit of a beating. Grimgor I would definitely increase the size of your units. 16 and 17 Orcs (or Gobbos) in a unit is sadly not enough, but for the moment that doesn't seem to be a problem for you. I'd suggest ditching the arrer boyz and investing in increasing your other units.
Moonshadow - May 24, 2003 03:11 AM (GMT)
Hey, taking his side... no fair! :P I'm just kidding.
Anyway, this game is a good example of what happens when people don't know the rules: Four units lost in one turn.
Grimgor Ironhide - May 24, 2003 01:55 PM (GMT)
I didn't have 20 gobbos. And we don't play the real rules. And that's perfectly ok if you read the On House Rules in the Rulebook.
It's kind of annoying when people just say ditch this unit and get this one, or get ten more orcs to increase unit size. If you spend a week and $40 painting assembling and buying swordmasters, and then someone just says they suck, spend another $40 and get these guys and paint and assemble them instead . . . think about it. I'm just a teenage kid with little money!!
I've killed multiple units in one turn legally with Wurrzag's magic before :)
WarlordTrik - May 24, 2003 02:51 PM (GMT)
Great Battle Report! I've never seen that much carnage in 1 turn. Kinda sucks that your Archmage didn't do that much.
Dark Lord Jim - June 1, 2003 02:31 PM (GMT)
Great report, and a good win for the O&G. But there is one error which should be addressed here, as it could have drastically effected the outcome of the battle!
When your boar boys broke the silver helms and pursued into the hero on warhawk, the combat between the hero and boar boys should have been resolved in High Elves turn 2. The boars would still count as charging, but it would mean the Elves may have been able to flank charge or move the Archmage out of the way.
As I said, if the boarboys had been flanked and the Archmage survived past the first turn like I think he should have done, the battle could have been very different.
Of course, you could be using house rules which let you fight more than one combat a turn with the same unit, but if you are going by the rulebook, the boarboys-hero on eagle combat should have been fought next turn.
Regards,
DLJ
Moonshadow - June 1, 2003 04:33 PM (GMT)
We don't really have any house rules. We don't know all the official rules, though Grimgor has read the rulebook over many times. I guess he missed that rule. Someone else told me about that, so I want a rematch Grimgor. <_< ;)