April 29, 2011

Battle Report - High Elves vs. Dwarfs @ 2400pts

A tale of the War of the Beard between Elves & Dwarfs in the Old World
(The 8th battle in my ongoing series with clubmate Adam - maps and pictures should expand out when clicked on)
Once again the forces of Ulthuan do battle with their stunty old world foe. This time in a classic meeting engagement (hence the diagonal deployment zone), over a Dwarf Brewery (tower structure in centre of the field). The Dwarfs have recently rebuilt this dispicable example of their boorish culture and we the forces of Light and Harmony have decided to burn it to the ground and kill a few Dwarfs at the same time.

The battlefield from the Elven side
The small rock to the centre right is the Brewery
Oh bugger more of those Longbeards

The Dwarven army deployed first although its 2 Grudge Throwers were delayed and had to come onto the field as reinforcements. Seeing little in the way of infantry opposition, but fearing another appearance of the fearsome Longbeard Rangers the Elven army (click here for army list) deployed carefully. Each unit placed in such a way that the only place any Dwarven scouts could deploy was in front of them (always pays to measure out a 12" area around your units when you deploy so Scouts cant get put behind you). Aiming to avoid the strong Dwarven shooting and the Psychology inducing effects of the Brewery (made all units within 6" Stubborn and ITP and Dwarfs unbreakable) the Elven General deployed the bulk of her (my archmage model is female not me :) ) infantry on the right flank.

Getting ready to do some damage - that damn template lands in the wrong spot though

Somehow the Dwarfs gained the initiative and moved first, although being the cowardly stumpy beasts they are they contented themselves with merely deploying their Rangers (a horde of 30 with 2 Thanes including their General) and with shooting up the Reavers. The Elven General smiled contentedly to herself as she realised she and her fellow Level 4 Archmage would be largely unopposed as the Dwarven army had not fielded any Runesmiths or RuneLords in this battle. Backed by the Banner of Sorcery she was certain her magic would cut a swathe through the Dwarven ranks.

AH HA take that Organ Gun

Moving her troops in Turn 1 the Elven forces angled toward the Longbeards who consisted the primary threat. They could have been ignored but having 30 GW and Throwing Axe weilding Dwarfs no matter how slow walking around your rear isnt a good thing. So it was up to the Purple Sun of Xerxes to get the first wounds in, although an Eagle managed to charge the Organ Gun. But horror of horrors a miscast on the first roll and only a local scatter takes the Sun away from the Phoenix Guard although it stilled clipped the unit and killed 3 of them. The Sun would then bounce around for the next 3 turns doing nothing - until the Elves finally remembered the could dispel it if they wanted to.

Turn 2 begins with the Organ Gun getting destroyed and the Longbeards edging away from the advancing Elven infantry. As the Stone Throwers come on in reserve the Elves had to make a decision whether to attack the Longbeards or ignore them and charge at all of that horrible Dwarven shooting while being pummelled with Stones.... CHARGE was the cry and into battle went an Eagle, the Spears with BSB and the Dragon Princes. Throwing axes took down 1 Dragon Prince and the Elves crashed into the Longbeards ranks.


But then major failure Elven magic fails none of the Elven units get augmented and the Longbeards aren't hexed. Elven weapons fail to kill more than a handful of Dwarfs and then Dwarven axes carve a bloody swathe through their ranks. Scores of Elves are cut down and then all three units break and run, the Spears being cut down as they fled and only the Eagle and Dragon Princes getting away. Its only Turn 2 and things have gone horribly wrong. On the left it gets worse as the Reavers and Archers get carved up by crossbow bolts. The destruction of the Organ Gun the only bright moment for the Elves.

As the Elven forces rally they turn to face a screaming horde of Longbeards charging full tilt at the resolute ranks of Phoenix Guard. Before this happens though a Runic Talisman forces the 2nd Archmage to flee rather than face charging the Dwarves alone, and the Dwarven General leaves his unit to stand watch in a nearby forest (which turns out to be rather mysterious turning him into a fear generating Dwarf). The resulting combat is a reply of nearly every other battle fought in the war so far with victory coming down to a slug fest between Phoenix Guard and Longbeard.

The Dwarves hold out for one round of combat killing only a few Phoenix Guard while their own numbers are reduced by half. Needing to find something special to avoid flight a Rune of Determination (and Adams long run up to cast his dice) saves them from flight and rune. But not for long as the Dragon Princes charge their flank and Elven magic takes hold once again (In 5 of 6 turns I threw 10-12 on 2D6 for power dice and got at least 2 from the Banner of Sorcery). The Elven mages find themselves with a huge pool of power dice and Hex and Augment spells go off all over the place. Dwarven strength (-1) and toughness (-1) is sapped as is their leadership (-3) and a Shield of Thorns surrounds the Dragon Princes.

The Dwarves are utterly destroyed and the sole surviving Thane flees only to be chopped down by the chasing Elven infantry. Dwarven shooting replies weakly killing off the last of the Archers and Eagles but is all they can do. Left alone in the forest the Dwarven General unprotected by Rune magic is hit by spell after spell from the Lore of Death (another 15 PD round) and is killed.

The battle ends with the Elves trying one last time to drive the Purple Sun through the Dwarven army but the large template stops just short of the Dwarven units still left on the board. The battle ends with both sides exhausted in a bloody (very bloody) stalemate. The brewery remains untouched but both armies have suffered equal losses and neither can claim victory.

War of the Beard Stats
High Elves - 3
Dwarves - 3
Drawn - 2

April 28, 2011

High Elves @ 2400pts - War of the Beard Game 8

Game 8 of my ongoing series of battles against clubmate and fellow Dwarf player Adam at the club tonight. 2400pts of pointy v. stumpy goodness. As usual I am expecting Adam to bring a colourful and rather creative list to the table. For this latest battle the Elven forces of Elandarana, their outpost on the shores of the Old World, have prepared the following order of battle.

Elbereth Arnatuilë - Archmage of the 7th House & Daughter of Death
w. Silver Wand, Talisman of Preservation, Lore of Death, Level 4

Findecáno Amandil - Archmage of the 6th House & Servant of Life
w. Guardian Phoenix, Lore of Life, Level 4

Tuor Melwasúl - Noble of the House of Telperiën & Elandarana Battle Standard Bearer
w. Armour of Caledor, Talisman of Protection, Gem of Courage, GW

Haldamir Vanimedlë - Noble of the House of Helyanwë
w. Armour of Silvered Steel, Ironcurse Icon, GW

1st Among Equals Spears x35
w. Full Command, Gleaming Pennant

Archers x14
w. Musician

Archers x10
w. Musician

Phoenix Guard x28
w. Full Command, Banner of Sorcery

Dragon Princes x5
w. Musician

Ellyrian Reavers x5
w. Musician, Bows, Spears

Great Eagle

Great Eagle

TOTAL 2,397pts

Very different list for me in that I am running more characters than usual, I typically stick to 2 in most games under 3000pts. There is also less killing power on the table in terms of infantry with the White Lions being left out in favour of the 2nd Archmage. The Reavers make an appearance along with the Eagles to go after the Dwarven warmachines and as I plan on painting them next so felt like using them.

Battle Report up over the next few days after we play it of course :)

WIP - Fallschirmjager Artillery Platoon

Getting ready for Panzershrek has given me new incentive to get stuck into painting my Fallschirmjager again. I only had a couple of platoons to finish off the key one being my Geb36 7.5cm Artillery Platoon. Have nearly completed them still have one gun crew, the spotters and the command team to go. Flock will have to wait till next week when I can get some more from the local shop ran out weeks ago unfortunately. Spent shell casings on each base were made by cutting bits of a the large rod that comes with the GF9 pinning kit. Map on wall of Staff Team building I drew on a bit of paper with my daughters colouring pencils.

April 27, 2011

Fracas IV - 600pts MW Flames of War tournament

Another local FOW tournament coming up this one on August 6th a one-day 600pt Mid War event. Still requires you to have two combat platoons but could be quite fun. For my Fallschirmjager it means I have to run a North African list. After a bit of playing around I've come up with:

North Africa Fallschirmjager

CHQ - Panzerknacker x2, GW42 x3
FJ Platoon - Panzerknacker, 2 Squads
FJ Platoon - 2 Squads
FJ Light Gun Platoon

Total 600

All FV so should stick round, minimal AT capability except for Light Guns which are essentially short-range Pak 36/38s and a modest template smoke ability with the 3 HQ mortars. Typically they would drop the 2 platoon requirement to 1 but it appears they havent this time around. Either way, if I can organise the day off, it should be fun.

Latest Warhammer additions

Major guilt trip this month after a nice financial windfall cleared up all of our debt outside the Mortgage and as a result I made a few sneaky Warhammer purchases. Delivery is going to my office so I can sneak them home, although my long suffering wife is bound to notice them as she is quite onto it. In my defence Maelstrom Games did have a big Easter Sale which knocked an additional 15-18% of the price of their WHFB products prices which are already 25% or more lower than anything New Zealand retailers charge.... not that such reasoning washes with the wives of gamers ;) Anyway winging their way to my office from Maelstrom should be:

2 boxes of the new Dragon Princes. My High Elf teammate Glen had a unit of these at Runefang and I thought they were fantastic so had to buy some. That and I really really hate the metal ones, damn things keep breaking and they never stand up properly.

Really don't know why I got one of these but Chariots have always been missing from my High Elf army so I guess having a Lion Chariot will be pretty cool.

Two boxes of these guys coming my way as well primarily as I want to replace the older edition plastic models I have with the newer versions that have more surface area for the green colour scheme I am using. That and they look better when they have Great Weapons.

April 25, 2011

Fallschirmjager 1100pt 2v2 Tournament army list take 2

Been getting a lot of advice this last few days on a workable army list for Panzershrek. The suggestions have all been gratefully recieved but I am now in a bit of a quandry as to take the advice I have been given means purchasing some more stuff. As much as I would love to at the moment thats a no-goer particularly as my work schedule means its unlikely I would get any newly purchased items painted in time for the tournament.

Consequently, I am going to have to build my list around what I currently own and can borrow from club mates. Checked with club mates and I can source some 10.5 cm guns which means I can use the 3rd FJ Div in Hells Highway as well as Fortress Europe as a list builder.

There is also another book out there about the German defence of Western Europe but I havent seen that yet and army builder doesnt have it loaded yet as an army file. Wondering if any there are any other LW army books with FJ builds in them?

Anyway have narrowed down my list to two options both of which Ill try out before settling on a final version.

v1 - Fortress Europe Fallschirmjager

CHQ - PF/SMG, 1 Mortar - 110
FJ Platoon - PF/SMG 3 Squads - 265
FJ Platoon - PF/SMG 3 Squads - 265
FJ Mortar - 1 section - 80
FJ Artillery - 2 sections - 190
Assualt Guns - 2 StuGs - 190

Total 1,100

v2 - Hells Highway 3rd Division FJ

CHQ - PF/SMG x2, Panzershrek x2, Mortar x1 - 135
FJ Platoon - PF/SMG, 3 Squads - 200
FJ Platoon - PF/SMG, 3 Squads - 200
FJ Pioneers - PF/SMG, 2 Squads, Truck - 210
FJ Artillery - 3 x 10.5 FH18 - 150
FJ AT Platoon - 3 x Pak 40 - 130
FJ Mortars - 1 section, PF/SMG - 75

Total 1,100

Both lists make full use of the units I have in my collection, v2 the guns I can borrow, and give a reasonably balanced force in each case. v2 could swap the Paks for 2 Heer StuGs but I prefer the extra firepower of 3 guns vs. the flexibility of StuGs.

Thoughts anyone?

April 23, 2011

Fallschirmjager 1100pt 2v2 Tournament army list

OK we had our first practice game the other night and our combined Tiger/FJ company worked OK but we didnt have enough Platoons on the ground to offer any kind of flexibility particularly against large Soviet reinforcement Platoons of T34's. Found also that once 1 of my FJ Platoons got pinned I had no real combat power left to do anything offensive.

So have modified list and am working from Hells Highway now using the 3rd FJ Division

Worked up the following

Company HQ - 2xPF/SMG, 2xPanzershrek, 3xMortars - 185
FJ Platoon - PF/SMG, 3
Squads - 200
FJ Platoon - PF/SMG, 3 Squads - 200
FJ Pioneers - 2 Squads,
Supply Truck - 200
FJ Artillery - 3 x 10.5cm FH18 - 150
Ersatz Platoon -
3 SdKfz 250 - 85
Luftwaffe AA Platoon - 1 x 88mm, 2 x 2cm Flak 38 - 95

TOTAL 1115
(more than 1100 but are allowed to borrow up to 200pts from our
teammates and he has about 20 spare)

The Ersatz Platoon comes with 3 half-tracks (need to buy them) 2 with 2cm Flak 38 which have AT5 FP5 ROF3 so not bad. Could get standard FJ AA Platoon for 75pts with 3 Flak 38s. Take one of these and battlegroup it with 2IC and 2 Flak 38s from Luftwaffe Platoon and thats a pretty mobile HMG substitute.

This gives us stronger artillery from last week - more infantry on the ground, ability to put down 3 barbed wire entanglements or 1 minefield in defensive scenarions, and some additional AT & anti-infantry power.

April 22, 2011

FOW Battle Report - LW Germans vs. Russians 2200pts

First game of FOW in at least 6-8 months last night. 2200pts 2v2 my and Jerry's combined Fallschirmjager/Tiger Company vs. the Father & Son team of Derek & Josh's Soviet combined arms company. From memory they were fielding
- 2 Platoons of Infantry
- 1 Battery of 122mm
- 1 AT Platoon
- 2 Platoons of T34-85s
- 1 Platoon of KV Flamethrower tanks

My Fallschirmjager company drawn from Fortress Europe consisted of:
- CHQ - PF/SMG, Panzershrek, 3 Mortars
- FJ Platoon - PF/SMG, 3 Squads
- FJ Platoon - PF/SMG, 3 Squads
- FJ Light Gun Platoon
- FJ Artillery Platoon - 2 Sections Geb36 7.5cm
- FJ HMG Platoon - 1 section (attached to FJ Platoons)

New scenario with Fair Fight and Delayed reserves special rules and limited deployment zones played on larger than normal board. Two objectives to defend/capture in each corner of the board. Scenario will be used at Panzershrek so was good practice.

The terrain board. Germans deployed bottom left, reinforcements came on top left. Soviets deployed top right, reinforcements on bottom right.My 1st FJ Combat Platoon w. attached HQ Panzershrek and combat attached HMG squad dug in around our defensive objective.

Jerry's 1st Tiger Platoon deployed behind cover to rear of our positions Dereks T34's advance up the road toward the village in the centre of the board. At this stage the game is all about movement. Looking down the road from the cupola of the Tiger Companys command tank

T34's do an end run around the left flank of the village after being bracketed by Artillery and Mortar fire. While a few tanks bailed out they were able to moved unmolested with the Tigers failing to destroy any.

Reinforcements!!! The 2nd Tiger Platoon moves onto the board to the rear of the T34s advancing through the Village.
GOT YOU!!! The 1st T34 goes up in Flames as the Tiger reinforcements open up
Fallschirmjager ready themselves for the inevitable T34 assault. Dug in and concealed they prove hard to dislodge and Soviet fire has no effect on their prepared positions.

Fallschirmjager artillery beings pounding Soviet infantry guarding their objective. Successfully ranged in 3 successive turns of Artillery prevent the Soviets from digging in and keep them pinned down and unable to support the T34s in the village.
More reinforcements arrive. The 2nd FJ Platoon and the Light Guns turn up and join the 2nd Tiger Platoon in moving toward the Soviet defensive positions being bombarded by our artillery. Unfortunately we make a tactical mistake and go for the Soviet artillery instead of straight for that objective. That artillery then brackets the FJ infantry pinning them for the rest of the game.
BUGGER!!! Huge pile of Soviet reinforcements come on. A platoon of T34's, one of KV Flamethrower tanks and a big Platoon of infantry all in our rear. With our forces tied down in defensive positions we only have the 1st Tiger Platoon and the Tiger CHQ to deal with them. Artillery and Mortar fire ranges in on the Soviet infantry but fails to do any damage. But we have nothing to stop the tanks advancing.
The Tiger CHQ reorientates to deal with the new Soviet threat. Meanwhile the Tigers in the hill expose themselves a bit too much and 1 gets brewed up by the T34's in the village.
All alone now and massively outnumbered the Tiger CHQ attempts to block an entire T34 Platoon by himself. Unfortunately poor ammunition continues to hurt them and once again Tiger shots only serve to bail out a few Soviet tanks. Eventually the Tigers are all destroyed in the face of superior numbers and firepower.
Last throw of the dice (it was getting late so this was last turn) as the FJ infantry abandon their prepared positions and assault the T34's in the village. Unfortunately they come too close to the Flame Tanks and get toasted for their trouble. But its too late, with our reinforcements pinned down and unable to move toward their objectives the Soviet reinforcements were able to steam roller through our weakened lines and pick up the win.

All in all a fun game but we are going to need to make some adjustments to our list as 6 Platoons between 2 of us in a 2200pt game is not enough. Also need some form of backup to allow us to deploy something in reserve for situations like this. Another infantry platoon in our rear or at the very least a couple of PAKs might have really helped. Going to have to adjust my list slightly, and look at buying some AA. 7.5cm guns were good vs. infantry but I will need 10.5s if I hope to do more then bail out enemy armour with bombardments.

Next week Match 8 of my ongoing grudge series against Adams Dwarfs - 2400pts of Pointy/Stumpy goodness.

April 21, 2011

High Elves for Horned Rat in July

Another tournament coming up in July thanks again to Pete's willingness to organise and run these things. Most likely going to be a continuation of the Mighty Empires campaign at Runefang. Going to take basically the same list with some minor changes item wise to improve units slightly. Only barrier to building and practicing with a list right now is not knowing whether the Runefang comp restrictions will still apply - particularly the 30% core and 350pt max unit cost ones.

If they don't - fingers crossed - I'm planning (at this stage) then big changes from Runefang are addition of Banner of Sorcery and increase to size of Phoenix Guard. Not having the banner hurt in a few games as did not being able to have a decently sized PG unit. Silver Wand on Archmage gives me 5 spells, and the Banner on the White Lions makes them Stubborn on L9 rather than L8 and less reliant on the General.

2000pts for Horned Rat (no Comp)

w. Silver Wand, Talisman of Preservation, Lore of Life

w. Guardian Phoenix, Armour of Caledor, GW

Spears x25
w. Full Command

Archers x13
w. Mu, SB, Banner of Eternal Flame

Archers x10
w. Mu

Phoenix Guard x25
w. Full command, Banner of Sorcery

White Lions x21
w. Full Command, Ironcurse Icon, Standard of Discipline

Dragon Princes x5
w. Mu

TOTAL 1,996

However, if the same comp rules apply then I plan on going with something a lot more radical purely for the sake of having some fun. Ill test it out first of course, but have been tinkering with the following idea.

2000pts for Horned Rat (w. Runefang Comp)

w. L4, Silver Wand, Talisman of Preservation, Lore of Life

w. Barded Steed, Helm of Fortune, Guardian Phoenix, Halberd, Shield, Dragon Armour

Seaguard x21
w. Full Command, Shields, Banner of Eternal Flame

Seaguard x21
w. Full Command, Shields

Phoenix Guard x17
w. Full Command, Banner of Sorcery

Dragon Princes x8
w. Full Command, Ironcurse Icon, Razor Standard

Ellyrian Reavers x5
w. Musician, Bows, Spears



TOTAL 1,996 (30.4% core)

This is pretty much an all my eggs in one basket list heavily reliant on the movement phase. But no-one is going to want to get hit by an 8 strong DP unit with a BSB. Going 6 models wide (standard width to get maximum into front rank combat) your looking at 17 S5 AP & 9 S3 AP (from Horses) attacks on the charge and 14 S3 AP, 3 S5 AP & 9 S3 AP attacks in each round after that - all with re-rolls as DP & the BSB are all I6. All from a unit with re-rolls from BSB and a 2+ AS. Flank it with Eagles and Reavers and its full of goodness. Now imagine that unit with +4 Toughness from Throne of Vines and Flesh to Stone and it gets really nasty - T7 with 2+ AS anyone. Stick the Reavers in front of them using Vanguard and it gets even better.

It wont work all the time but it will be a hell of a lot of fun to try. I might even take them if there arent any comp restrictions. Either way it gives me an excuse to start painting my Reavers, not that I needed one.

Army list Fallschirmjager at 1100pts

First practice game tonight for Panzershrek the Late War 2v2 FOW tournament I am attending in July. Its a local event staged by my home club and one I have always wanted to go to. Partnering up with Jerry who is bringing a Tiger Company so with my Fallschirmjager we are going to have a fairly strong force.

Army list is going to based on Fortress Europe primarily as that is what my model purchases have been around. Hells Highway offers some benefits principally cheaper combat platoons and access to cheaper 10.5cm artillery, but I have to build a list based on what I own and can get painted by July. Consequently, my FJ Artillery Platoon is back on the painting table and will be going ahead of the Dwarfs that were occupying it for much of the year to date.

Looking forward to playing FOW again and painting my FOW figures - 15mm is very different from 28mm, alot harder but it is fun.

Anyway list for tonight and the 2v2 tournament is

CHQ - 205pts
w. PF/SMG, Panzershrek, 3 x 8cm GW42

FJ Platoon - 265pts
w. PF/SMG, 3 Squads

FJ Platoon - 265pts
w. PF/SMG, 3 Squads

FJ Light Gun Platoon - 70pts

FJ Artillery Battery - 190pts
w. 2 Sections - 4 x Geb36 7.5cm

FJ HMG Platoon - 100pts
w. 1 section (combat attach 1 gun to each combat platoon)

TOTAL 1,095pts

This gives me two 11 base combat platoons with a lot of firepower. The Light Gun Platoon offers some cheap effective AT support and with Panzershrek means my two combat Platoons are well balanced. The Artillery and HQ Mortars provide the template weapons for our force. 7.5cm aren't as strong as 10.5's but with the Tigers in the background they will be strong enough. Probably only thing I am really missing would be some form of AA support say a FJ AA Platoon with 2 x 2cm guns or the same guns mounted on Sd Kfz's. These options come in at 80 & 60 points respectively. To take the Sd's I could drop the Panzershrek and the CHQ Panzerfausts.

Maybe ill pick up a couple of blister packs over the next couple of weeks and put some together.

April 19, 2011

Post-tournament thoughts & 8th Edition Warhammer

Well that was a incredibly fun weekend of 8th Edition Warhammer. Some reasonable results for me as well and a couple of enjoyable games to finish off the last day. After a few days off, and some more painting last night, I've been reviewing the overall experience.

My army list
Overall, the list didn't pretty well but needs a couple of tweaks to make it work better. The 350pt restriction hurt a little bit as I have always liked to max out the special unit choices for High Elves. In 7th my typical 2250pt list would only include a bare minimum 2 units of 10 Archers and thats it, while the rest of the army was based around multiple small blocks of Swordmasters and big blocks of White Lions and Phoenix Guard. For Runefang one of those 3 units had to be left out and the others were reduced in their maximum allowable size. But I was still able to come up with a very competitive list given the comp restrictions in place. It just lacked that killer punch in the magic phase, and needed some more movement. So how did the individual units do?

Archmage - Level 4, Lore of Life, Dispel Scroll, Talisman of Preservation
Did well when the 4 spells were the right ones and the Scroll came in handy in at least two games. But without a supporting Level 2 with an offensive Lore say Fire he was frequently unable to make a big enough impact. If taking him alone he needs the Silver Wand and the Banner of Sorcery in support. Wand to ensure you get the right spells and Sorcery to get them cast at the right times.

BSB - AoC, GW, Guardian Phoenix
Killed a lot of stuff, and I mean a lot. Works well on foot, but needs some supporting help from another noble somewhere as he couldnt be everywhere at once. With the Spears every game which was the best place for him.

Spears x33 - Command, Banner of Eternal Flame
Worked well but probably too big, 28 would be enough I think. Banner of Eternal Flame was definately wasted on these guys should have gone to an Archer unit. Only got hit by a template weapon once and that was in Game 4. Other than that they came through nearly every combat.

Archers x14 & x10 - Musicians
Made up their points overall and 2 units provided a fair bit of flexibility. Strongly considering Seaguard units next time though.

White Lions x21 - Full Command
Made a lot of Stubborn rolls and killed a ton of stuff. Would have loved these guys to have been bigger. Needed the BSB with them sometimes to get through the occassional combat, or perhaps a 2nd fighting character. Otherwise they were fantastic just fragile like all Elves. The Lion Cloaks inability to protect against magic missiles hurt them a fair bit.

Phoenix Guard x18 - Full command, Razor Standard
Didn't quite live up to expectations, and I take them primarily because I really like them. Needed to be bigger at 25 models but I couldnt take that many and get them under the 350pt limit. Razor Standard is invaluable for these guys particularly as I always used them offensively.

Dragon Princes x5 - Musician
Earned their points in every game killing off far more points than they cost and causing a few opponents to divert resources to take care of them. They even got a couple of 1st turn charges in which is always a nasty shock for opponents - Blood & Glory is a great scenario for them, as are Vanguard units that come too close at deployment. But they suffer as they always have from only being S3 outside of the charge.

The hero of Game 5 vs. Petes Skaven but I really needed two of them
Magic and the Lore of Life
After using High Magic, Shadow and now Life I think Ill stick with Life as its a good lore for High Elves. However, if your going to take it you need a L2 mage or something with a direct damage dominated lore to back them up. In nearly every game I had or was able to take Throne of Vines, Flesh to Stone, Shield of Thorns and Regrowth. These worked really well but this Lore is really only effective if you have Throne of Vines. Without it casting is risky and the other spells arent as powerful. So next time the L4 has to have a Silver Wand or Seerstaff. Needed Dwellers against Chaos and didnt get it which hurt, only got it off once against James Skaven (which was huge in the context of the game) but couldnt get it off against Pete.

The Campaign Format
Brilliant, fun, enjoyable enough said. Really made it a great experience with lots of strategising among and between the teams. Would be cool if the results from this tournament carried over to the next one.

Thoughts on 8th
Simply put after playing a lot more games now and after an intense weeked I really love 8th Edition. Magic is balanced and fair despite some horrible spells in the new Lores. Movement is easier to work out and the new terrain rules are simple and fun to play.

Combat is the best part though its brutal and effective and its mechanics have completely changed how you have to play the game. Perhaps the most important or influential changes in my opinion are "Steadfast" and the changes to "Fear & Terror".

Roll on more gaming!!!!

April 18, 2011

Runefang Warhammer Tournament Wrap (lots of pics)

***A LOT OF PICS IN THIS POST - They should all expand out and are most are quite big ***

Well got back from my 1st WFHB tournament of the year and 1st under 8th last night and it was an absolute blast. Gone was the old 1v1 adversarial system and in went a Mighty Empires campaign in which everyone was split into teams (6 of 3 players and 1 of 2), with victories in each game contributing points to help build your respective empires. The weekend saw teams build alliances, plot with and then turn against eachother, and endless strategising as each team decided who they wanted to challenge to advance their empires. The teams were
  • Skaven (2 players)
  • Orcs n Goblins
  • Orcs n Goblins
  • High Elves (my team)
  • Dwarfs
  • Realms of Men (Wood Elves, Empire, Bretts)
  • Chaos (Woc, Woc, Daemons)
If you really want to see the army lists every player took then click here

It was perhaps the most relaxed tournament I've been too and certainly a hell of a lot of fun so congrats to Pete Dunn the TO for taking a punt on organising such a solid event. On a personal note it also went pretty well for me with 2 wins and a draw in my 5 games which isnt that bad really.

G1 - vs. Orcs & Goblins
Battleline / DRAW

Ok he has a Giant spider and big horde of Squigs, that new 65pt uber-Squig and a horde of damn Goblins. First mistake deploying the Archmage in a building that extended out into the middle of the board. The Spider promptly charged this on the first turn, but luckily 3 Archers survived (somehow), passed the break test and I was able to extract her before she got killed. Meanwhile I got stuck wondering how to deal with the damn fanatics, 8 in all, so held back a bit too much - except for the Phoenix Guard. These I rushed forward counting on their WS to protect them against the little spinning buggers. This worked to a point but then they got flanked charged by Trolls after failing to break a Goblin unit - steadfast for ranks is a HUGE change.

Unluckily for the Goblins they kept failing animosity checks and the huge Squig herd had to charge my Spears and BSB who promptly wiped them out. The White Lions then got stuck into the other Goblin unit after watching the Phoenix Guard get chomped. This worked well for me, despite more than half of them dying to the uber Squig and fanatics. But when they got into combat they broke the Goblins in combat causing every other Goblin unit to flee in panic.

Meanwhile the Giant Spider charged the Spears who held reformed and had some fun trying to wound him. Result, I scored big on CR the Spider broke and was run down. Shooting took care of a few other Goblin units but after my White Lions go Squig'd the game ended in a draw with both of us losing 1100 VP.

G2 - vs. Wood Elves
Blood and Glory / WIN

Lots and lots of Wood Elf shooting and forests everywhere so not good. But the scenario really helped as it meant a 15" deployment zone rather than 12". Plan was pretty simple rush forward and get into combat as quickly as possible using Lore of Life to buff my units to protect them on the way in. The Dragon Princes started things off by getting a charge in on the Glade Riders routing them, and the Archers meanwhile shot down the Eagle/Bird rider things?!?

Plan was working well till I moved the White Lions through a forest which promptly turned into a Blood Forest. Luckily I was able to stop the Wood Elf magic which would have been freaking horrible had it gotten off.

A turn or so later my 3 key infantry units (Spears, W/Lions & P/Guard) and the Dragon Princes all charged the Wood Elf army - minus some Dryads who were killing off a unit of 10 Archers. With every unit in combat we had Life magic going off all over the place with Regen, +2 and +4 Toughness, Shield of Thorns etc on both sides confusing things. Oh and the Blood Forest moved back and forth along the fighting before finally scattering away from everyone.

End result I absolutely pulversied his infantry and destroyed the entire Wood Elf army with the exception of the single unit of Dryads. Nice bit of revenge as the army's General had wiped out my Dwarfs with his VC in my last tournament of 2010.

G3- vs. Warriors of Chaos
Blood and Glory / LOSS

Team strategising resulted in me picking to play this opponent as my list was slightly better tailored to go against it. At least thats what we/I thought at the time. The Chaos army consisted of two huge hordes of Frenzied, GW weilding Marauders one of 60 models and the other of 40, and 2 blocks of 15 WoC and a few units of small dogs and that was it. Fair bit of Chaos magic as well but nothing I couldn't dispel.

Basically I desperately needed to get Dwellers as one of my Archmages 4 spells, I didn't, couldn't shoot down enough of the enemy and got out deployed due to his larger number of units. This meant I couldnt get my Spears deployed opposite one of the horde units and instead they ended up facing the Warriors of Chaos. Still my White Lions chopped the 60 strong block down to 30 before they got creamed. The Phoenix Guard helped a little against the WoC before getting slaughtered - unfortunately the Spears got trapped movement wise by Warhounds and couldnt help them out until it was too late.

This left the Dragon Princes to take on the 40 strong block alone and they did quite well getting them down to under 1/2 strength - but this worth bupkiss in 8th. Result I was completely wiped out with only my Budgie alive at the end of Turn 4 when we agreed to call the match over and done. Tried my best but couldn't do it.

G4- vs. Skaven
Dawn attack /WIN

This was the shooting Skaven army with the Doomwheel, the other one had the Screaming Bell, Plague Furnace and Hell Pit Abomination in it. We rolled for Dawn attack and luckily I got some good rolls. Result all of my Archers were on one flank with good shots at the Skaven army, while all of my infantry was in the middle or middle right. Unfortunately there was a huge building in the middle of the table, like a watchtower but not a watchtower if you get what I mean.

First few turns went to my opponent. His big catapult started Turn 1 by landing a 5" template on my Spears killing half the unit and more shooting then took down half of the Dragon Princes.

I couldn't dispel his magic and consequently the Spears ended up charging a Frenzied 4 attack each unit of Gutter Runners in the building. They won but it took them 2 turns and there were only 10 Spears + the BSB left at the end of it. Meanwhile the Phoenix Guard were getting shot up and the Doomwheel was rampaging toward my Archers. The Dragon Princes also went bye bye and this was only Turn 2.

Turn 3 though things completely flipped. Poor James my extremely nice opponent (always great fun playing against him) had a horror run of luck. First his Greyseer miscast, and then the Mortar, Catapult, Jezzails, Doomwheel and 2 Ratling Guns all YES ALL misfired. This meant my units who were now in charge range were unaffected and able to pick their charges with a bit more risk in mind. In one bad example of misfortune a misfiring Ratling Gun blew away half of a clan rat unit that was then charged by the Phoenix Guard.

The White Lions went at a unit of 50 Slaves (5x10 deep) and wiped them out in 2 rounds. The Phoenix Guard meanwhile charged a unit of Clan Rats who sneakly popped up an Assassin (he had to be revealed in response to the first charge). I responded to this by flank charging the BSB into the unit, right at the Assassin who James had placed in just the right place. He was 15" away and I rolled 11 on the dice meaning he just got in - end result the Clan Rats and Assassin got pulverised. Big moment though was the Archmage finally getting Dwellers off onto the Skaven BSB's unit wiping out 2/3 of it. It fled and the resulting panic saw a couple of other units flee off the board.

It didnt end there as in Turn 4 Jame lost his Greyseer to my BSB who solo charged him before killing off the Catapult. The remaining Clan Rat unit and BSB rallied only to be charged by the White Lions and Spears and getting wiped out. This left only his Doomwheel, some of those Skirmishy things that can tunnel and a Ratling Gun left to him.

But once again the game turned on its head as in the building I had 10 surviving Spear men who were worth 332pts if James could kill them off. Result, two charges by the Rats who had multiple attacks and they were toast. Luckily for me though the rats couldnt kill the Archmage, who had been hiding in the building, they got her down to one wound and she was able to run away.

Then the remaining Rattling Gun killed or was it the Doomwheel, I forget, sniped and killed my BSB. Swung the result slightly away from my favour but still a big win to me and one of the most enjoyable games of the weekend.

G5- vs. Skaven
Dawn attack /LOSS

Ok I dont't know if I talked myself into this or was talked into but basically I ended up playing Pete Dunn. I got called out so went "Sure why not ill give it a go" - mind you I've also wanted to play against him so was looking forward it, but not to his 4 units of Clan Rats, 2 of Slaves, HBA, Plague Furnace with Censor Bearers, and Screaming Bell.

Game did not start well when the Dawn attack deployment rules saw Petes entire army go down pretty much in the middle of the board while mine got split onto either flank. The Archers and White Lions in the left corner, the Dragon Princes Spears and Phoenix Guard in the right.

Was a fun game but bugger me if the Skaven army doesn't have a lot of bells and whistles. Nearly every unit had 2-3 special rules that did something nasty or at least it seemed that way, maybe its just my poor embittered Dwarven side coming out in me.

Things were going OK though particularly when I got the White Lions, Budgie and Archers into the Plague Furnace. The combat lasted a long time and was confused by a unit of Slaves/Clan Rats charging the flank of the Archers and the HBA charging the rear. I managed to kill the character on the Furnace, and all of the Censor bearers but the White Lions had to make a few Stubborn leadership rolls. When they finally broke (only 12/21 left) the Budgie was left alone to take on the Furnace.

Somehow my little Eagle survived until Turn 5 and even got two wounds on the thing before he got BBQ'd. The White Lions meanwhile got swamped by 50 Slaves kept making Stubborn rolls before getting killed off - just before the HBA could rear charge them (it ended up 1" short on the

On the right things didnt go much better. I made a big mistake in not advancing hell for leather straight at Petes units here which included 3 Clan Rat units, 1 with the Bell, 1 with the BSB and some Slaves. Things would have been Ok but he got the 13th Spell off on the Phoenix Guard and turned all - YES ALL - 18 of them into rats so they went bye bye in Turn 2. This left my Archmage alone and she just couldnt get anything off including Dwellers and was eventually killed off.

Only the Spears and Dragon Princes got into combat, the Princes chopping through one unit of Rats and the Spears routing the Slaves. Combat then got messy with a 2nd Rat unit flank charging the Dragon Princes and the Bell setting up to rear charge the Spears who had turned to flank charge the Skaven BSB after routing the Slaves. But before this the Dragon Princes earned their props in Turn 3 by rolling double 1's on the re-roll to make their break test (I needed double 1's) and stop the flank charging Rats from overrunning into my Spears before they could finish the Slaves off.

End result wasn't much in doubt though particularly when Pete kept rolling 10-12 PD most turns and Channelling successfully in 4/6 turns. Damn Skaven dice. By end game I had 6, count them, 6 Spearmen models and the BSB left on the board.

Still it was a fun game - both of the matchs I enjoyed the most coming against Skaven - luckily for the High Elf team my teammates both won their last round matches and we were able to secure 3rd place.

Next stop is Call to Arms the Karak Eight Peaks (see March, White Dwarf) themed campaign tournament in August with my Dwarfs, although I do have a Flames of War tournament in July first.