Saturday, 22 December 2012

Ogre Kingdom Army list NM tournament 2013


I post my army list for NM tournament. All list will be official anyway early January.
I have five games with this list or close to this. In summary.
One win and one draw vs Beastmen.
On win and on lost vs Warrior of Chaos.
One lost to Bretonnia.(Lost to Lances and trebuchets)

If I can do these results in the tournament I will be very happy.
I do not expect to do so well. There will be a lot of good and experience player on this tournament.
I am in for the fun of it and to get some more experience of the different warhammer armies.

ARMY: Ogre Kingdom
Slaughtermaster: General, lv4 Great maw, Warrior bane, Armour of Fortune,
Dispel scroll, Crown of command. 385p

Brusier: BSB, Tormentor sword, Talisman of preservation 184p


8 x Iron guts: Full command, Standard of discipline 389p

8 x Ogres: Ironfist, Bellower, Crusher 276p

7 x Leadbelcher: Bellower 311p
3 x Mourfang cavalry: Ironfist, Heavy armour, Bellower 220p

1 x saber tusk 21p

1 x saber tusk 21p

1 x saber tusk 21p


1 x Iron blaster 170p

Total 1998
 
 

Saturday, 10 November 2012

Ogres vs Beastmen


For the upcoming NM tournament (2000p) in January I will try a different ogre list.
The list should neutralize one of the Ogres weak spot. I. So I made a list with a thundertusk.
(The thundertusk work very well vs a deamon army some weeks ago) Dag and Per knows this too ;o)
All enemy models within 6” Always strike last. This list could work but it is also very fragile.
I faced Espen he is a good 40K player and also a  WHFB player.He played my own beastmens.

Ogre list
Slaughterrmaster lv 3 Gut magic, Butcher Lore of best lv 1, Brusier BSB.3 x 1 sabertusk, 7x Ironguts FC, 8x Ogres FC, 5 x Leadbelcher, 2 Morfang cavalry

Beastmen list
Beastlord, Wargor BSB, Great bray shaman lv3 Lore of beast. 31x gor (Shield) FC,20 x gor FC additional hand weapon, 2 x chariot,2 x ungor raiders, 6 x minotaurs FC shield,19 x bestigor heard.

Sorry no picturs from deployment
Ogre deployment From right to left(ogre view)Two sabretusks. Leadbelcher, Morfang cavalry, Ogres, Thundertusk, Iron guts, Sabretusk.
Beastmen deployment From right to left(ogre view)Minotaur’s, Chariot, Bestigor, Gerneral and BSB  chariot ,Big gor unit, small gor unit with Bray shaman. Two small units of ungor readier in reserve.

Turn one
Both armies march forwards. Minotaur’s easy hunt down a saber tusk.
Magic and shooting minor effects.
Turn two
A turn with failed charges.
Ogers declare a lot of charges.  No charge went through
Bestmen tried also to charge but they also failed. Both ungor raiders arrived. One of them shoot down a sabertusk.In the magic turn Ogre lost their dispel scroll. Due to the shaman tried to turned himself in to  a monster.
Turn three

Iron gut hunt down the small gor unit.Ogres and thunder tusk charge the big gor unit. Only the thundertusk made it. Beastmen won the combat but the Thundertusk hold. A chariot charge the ogre. The ogre made coffee wood of the chariot. Minotaur’s try to charge the leadbelcher for the second time and failed again. But the shaman  turned himself in to Mountain chimera with irresistible  (irritable)  force.

Great now I have a monster in my flank.






(yes it is a giant but we did not have a Mountain chimera model)







Turn four
Morfang cavalry charge the bestigor. They win the combat due to a lot of luck.Bestigor holds.

 

Iron guts vs the mountain chimera lost but inflicted some wounds. Iron gut hold.

Ogres thundertusk and Gors hacking down each other. The ogre win but the thunder tusk is lost.
Again with a lot of lock the mourfang holds., Due to magic they had +IT and+1S.
The leadblecher shoot down two minotaur’s For the third time the minotaurs failed a charge.
The mountain chimera faces its death by the Ironguts,
Turn five

Leadbelcher join the bestigor/morfang combat. The ogre grind down the gor unit. They also had a ungor unit at the rear.
Minotaur’s finally made there charge.The leadblecher lost  but the minotaur’s could not run them down.


Turn six

The bitter end. Everything goes wrong for the Beastmen.Only the general is alive but is run down.
Ogres wipeout the minotaur’s with a devastating impact hits and some + 1S hits.
Gut magic is great. Victory to the ogres

 









Well The goal was to test the Thundertusk. Yes it did  work, But cannot work alone. I must have more units in combat to support the monster. Not so sure I will use it in a tournament, More play testing. A spell or a cannon ball can easy take this out.

The ogre wins the game due to luck, gut magic +S+ T and so on.

 

Espen borrow the beastmen army book so I hope he will play soon again.
 
Aaaah Sxxt Fxxxing GW plastic glue. Maybe this is a omen. Later when I should put back my army on the shelf the thundertusk fell apart. 
It is now fixed (not with GW glue) and ready for more action
See you soon
Keep your dice rolling

Thursday, 8 November 2012

Skaven army progress


What to do while waiting for the next shipment from Maelstrom? Oh – nothing like finishing some more rats….

First up a unit of 25 Clanrats with Full Command, Spear and Shields. An excellent unit when those “Dreaded 13th spells” go off!

Next, 15 Clanrats with Full Command, Hand weapon and Shields. This unit is of course to small, but will enable me to field 3 X 30 Clanrats with Full command, Hand weapons and Shields.
Finally, my # 6 Rat Ogre. Finally able to field a decent size unit of these mutated vermin’s….

Saturday, 20 October 2012

Army Progrss Ogres and High Elfs

I throw myself among a lot of hobby projects these days.
I will show some pictures from some of my resent works.
Ogres and High elf from Island of blood set.
Morfangs cavalry with Great Weapon.
I think your better flee.....


Brother in arms,
A standard bearer and bellower.
These are alternatives from my bit box.



Firebelly. Still work in progress.

High elf from Island of Blood.
Well a little side project. I try a diffent colour scheme on them.(There is a lot of very nice White/blue/silver out there)
No plans to expand High elf or skaven at the moment.
 
I use the Island of Blood models to get friends and family in to our lovely game.
But it is not an easy task.
 

 
See you soon around a gaming tabel


Sunday, 14 October 2012

WHFB - gaming evening

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In all the excitement, I guess we forgot to take pictures. 6 players had an all day / evening / night gaming event.

The army’s present: Vampire Counts, Orks, Daemons of Chaos, Skaven, Dark Elves and Ogres.

I managed to get in two games. First up was the Dark Elves. My Skaven army got totally trashed by the Dark Elves who managed to break my line, not at least thanks to my cannons not hitting anything, but mostly because my opponent played better than me! Second up was Ogres. A nasty army with those large blocks of things you don’t want deep into your line. Well - again my Cannons blew them selves up (at least one did…), but I managed to mass my forces against one after one unit, withering the army down to a solid victory.

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Great opponents and a very nice evening!

Thursday, 11 October 2012

The tainted we seek and destroy...

The Clan Pestilence we exsterminate...

Intruders, if unoticed You are lucky, otherwise You're killed...

Plunderers we kill....

We are the bluelings.



 

Monday, 1 October 2012

WHFB Daemons of Chaos vs Skaven 2500p


DEPLOYMENT

The Daemons of Chaos deployed first, to the north. From the North vest: Seekers, Pink Horrors with Lv2 Herald of Tzeentch, Daemonettes of Slaanesh, Blood Crushers of Khorne, Daemonettes of Slaanesh and a Lv2 Daemon Prince. Behind each unit of Daemonettes of Slaanesh, units of Bloodletters of Khorne. 

Skaven deployed to the south. From the South vest: Skaven Slaves with Engineer, Slaves, Slaves with Lv4 Grey Seer, Hellpit, Storm Vermin, Lv1 Plague Priest with Plague Furnace and Plague Monks, Slaves with Lv1 Engineer and the Doomwheel. Behind the lines, two Warp Lighting cannons and in centre a unit of Clanrats with Warlord and BSB. A unit of Gutter runners hides inside a forest to the east.

THE BATTLE

The Skaven army moves towards the Daemon army. The Hellpit rolls low, getting bugged down behind a building exposing has flank in turn 2, meaning he will have to turn around and find another way into battle (damn). The DoomWheele also rolls low (damn). The cannons take out several Blood Crushers (yes). Warp Lightning wounds the Daemon Prince. The Grey Seer fails to cast the 13th spell. The DoomWheele fails its Ld test and opens fire on the Gutter Runners. 3 gets killed, they fail their Ld test, and falls back! 

The Daemons moves forward, but to the Skaven Warlords grate surprise, does not march at full speed. They keep their distance meaning that the Cannons get one more turn to shoot. The magic phase is uneventful.

The Hellpit turns around and smashes into the centre Slave unit, killing a rank. Oh well, they are only – slaves. The Gutter Runners does not manage to rally! The Slave units adjust their position. Moving one unit into the wood, and close to a building, only one unit from the Daemon army will be able to charge next turn. To the east the DoomWheele drives past the Daemon prince, the Plague Monks and Slaves moving forward. In the magic phase the Grey Seer cast Death Frenzy on the Storm Vermin, killing 5 of them. Again he fails casting the 13th spell. The engineer fires he’s Doomrocket killing half of the Daemonettes to the northeast. The DoomWheele wounds the Daemon prince 3 times, but it manages all 3 Ward saves (damn). The Cannons fare better, killing another two Blood Crushers.

The Seekers charge the Slaves to the southwest, the Daemonettes charge the Slaves in the forest, and the Daemonettes to the northeast charge the Plague Monks. The Daemon prince Charge the Slaves to the far northeast in the flank. The Blood Crushers fail their charge! Again the Skaven Warlord is Magic missiles kill of several Slaves in the unengaged centre unit. Being Steadfast, all Slave units manage to hold. The Plague Monks kills of the Daemonettes.   

The Plague Monks charge the Bloodletters to the northeast, the DoomWheele charges the Daemon prince (locked with the Slaves). The Grey Seers leaves the Slaves and fly over the table behind enemy lines. The Gutter Runners rally (finally). The Hellpit runs vest in order to get into position later in the game (damn building). The Grey Seer again fails to cast the 13th spell (he need a big bottle of something…). Nothing eventful in the magic ore-shooting phase. The Doomwheel and Slaves kills of the Daemon Prince. The Plague Monks let loose their Plague Banner and wipes out the Blood Letters. The two Slaves units to the west hold the Seekers and the Daemonettes. Another 5 Storm Vermin dies to the effect of death Frenzy.

The remaining Herald of Khorne on a Juggernaut charges and wipes out the Storm Vermin. Hmmm….. This is the 3 game they fail to get their points value back…. The Blood letters in centre finally turns and moves behind the building towards the Slaves to the east. Nothing to eventful in the magic phase.

The Plague Monks turn around heading west towards centre. The Hellpit goes north into the wood (making its test). The Grey Seer moves past the Pink Horrors, but again fails to cast the 13th spell. Bad Grey Seer! The Slaves to the east moves past vest to face the Herald of Khorne. One cannon misfires (nothing bad happens) and the other does not manage to kill the Herald. The Slaves kills the Seekers and reform towards centre. The DoomWheele keep its distance.

The Pink Horrors turn around threatening the Grey Seer. The Bloodletters close in on the Slaves. The Daemonettes in centre kills the Slaves and reform towards the next Slave unit. Uneventful magic phase.

The Grey Seer jumps over the Pink Horrors. The Slaves and Hellpit Charges the remaining Daemonettes unit. The Plague Monks charge the Bloodletters in the side. The Slaves to the east charge the Herald. Finally the 13th spell goes of, and the Pink Horrors are transformed into RATS. The Plague Monks kills the Bloodletters. The Slaves defeat the herald. The Slaves and Hellpit wipe out the Daemonettes.

It is over. The Daemons of Chaos army is wiped out.


Comments:

I am a bit surprised the Daemons of Chaos general did push harder in turn two, and that he did not try to go around the building earlier in the game. I am also surprised that I “clogged” the advance on my own Hellpit resulting in him only entering combat turn 5! I am finished with the Storm Vermin. The only thing they have done the last three games are – dying. And my Grey Seer needs to drink something…

Sunday, 30 September 2012

Warriors of Chaos – army progress # 3


It’s been a while. Reading, play testing 6th edition 40K, adding more models to my Dark Eldar in preparation for the Invasion tournament (http://teamstormbolter.blogspot.no/2012/09/invasion-2012-day-two.html), have left little time for working on my new Fantasy army.

But finally I got around to it. First out 18 strong Warriors of Chaos unit with hand weapon and shields. I wanted these guys to be all about bringing a big axe and smashing something in the head! This is how they turned out.

Next up my second 18 strong Warriors of Chaos unit. This time fitted with Hellbards and Shield. I used the “Lances” from the Knights sprues, slightly altering them not to be “to big”, but could not resist making them just a little to big – in order to make them look even more intimidating. I used some parts given to me by Jørn (prim arch of the Team Stormbolter gang) focusing on having different banners on all units and individual “heads” to all Sgt. I think they turned out ok.

Saturday, 29 September 2012

WHFB Dark Elves vs Skaven 2500p


BETRAIL!!!

DEPLOYMENT

Once again the Dark Elves faces the Vermin menace! Having experienced several defeats and the unfortunate effects of how impassable terrain can slow down the advance, the Supreme Sorceress chose to do battle over an almost open field.

Dark Elves; From the north vest: Cold One Chariot, Witch Elves, War Hydra, Cold One Chariot, Corsairs, Crossbow Warriors, Cold One Knights and yet another unit of Crossbow Warriors. Behind the lines, in centre, Caldron of Blood and a Spear Warrior unit (with the Supreme Sorceress). Two unit of Harpy’s lurking behind the lines. To the north east a Bolt Thrower takes position on a hill.

Skaven; From south vest: Hellpit, Storm Vermin, Slaves, Plague Monks with the Plague Furnace and Plague Priest, Warp Lightning Cannon, Clanrats with BSB and the Grey Seer, Slaves, Hellpit and more Slaves with Engineer. Two units of Gutter Runners in reserve.
 THE BATTLE

Skaven got first turn, the whole army (except the Clanrats) moved at full speed forward towards the dark Elf battle line. Magic; The Engineer managed to kill 3 out of 5 Cold One Knights using Warp Lightning. Looking good! The Grey Seer manages to cast the “13´spell” with irresistible force, killing a huge amount of Corsairs. Looking very good! But, the magical backlash – kills him! Not good!!! The Cannon takes out several Spear Warriors (did not have line of sight to the War Hydra – idiots). The Doom Rocket – 4 dice – and yes – 3 “ones”. Damn thing. It never works. The Dark Elves manages all their tests.

The Dark Elves moves forward, establishing their battle line in centre using forests as cover. That Supreme Sorceress is a sneaky bitch;) Nothing to bad happening in the magic phase. As the rain pores down the shooting does not manage anything decisive, except the Hellpit to the north loosing two wounds. The Cold One Chariot to the south charges the Hellpit, inflicting two wounds, only suffering one in return!

Without the Ld “bobble” from the army general, the Skaven finds the battle line to spread out to secure a “steadfast” battle line. It was only one way to go – all in – and try to break the centre line of the dark Elf battle line, going for an overrun into the Supreme Sorceress and her Spear warriors! Ok – charge. The Plague Furnace has to move through the forest. Dangerous terrain – 1! D6 wounds – 6! Destroyed! I cant believe this! The Hellpit to the northeast does not manage to reach the Crossbow Warriors (damn random). The Slaves charges the Harpy’s in the forest, they flee to safety (sneaky), the Slaves redirect into the centre Crossbow Warrior unit. The rain continues to pore down, the cannon cannot see through it! One unit of Gutter Runners enters behind the Bolt thrower, killing it with poison slingshots. Magic, with the Grey Seer gone, well – nothing to damaging. Close combat then; The Hellpit to the south beats the Cold One Chariot, but does not manage to overrun it. Damn! In centre, not even the “Plague Banner” manages to secure a victory for the Plague Monks. They lose combat, are out of range from the BSB (idiots), flee, get overrun and are all slaughtered! Damn! Inside the wood to centre east the Slaves does not manage to win over the Crossbow Warriors! Despite being Steadfast, their pore Ld of 5 (2 + 3 Ranks), and being without the range of the BSB (and no generals around), proves fatal, and they “blow up”!

That was pretty much it. In the following Dark Elf turn it stopped raining. Hell Pits and Clanrats took heavy fire, and the Supreme Sorceress relatively unhindered caste Hex spells on all nearby Skaven units, reducing their Strength and Toughness. The Witches engaged the hell Pit, lost and where cut down. The War Hydra and Chariot finished a Slave unit.

In a last desperate attempt the Hellpit to the northeast charged into, and killed, the last two Cold One Knights. The Clanrats finally left the hill and moved towards centre, surviving the sheer slope of rocky terrain. The Hellpit to the South vest charged the War Hydra, and the Storm Vermin charged the Corsairs. Again the Skaven units did not mange to win any engagements, and again with using Hex spells and flank charges, the Dark Elf’s managed to kill of the Storm Vermin.

Having only a small Clanrat unit, some Slaves and two heavily damaged Hell Pits left, The Skaven warlord felt betrayed by his own keen. Betrayals cannot be accepted, and to set an example he decided to execute all his remaining units!

Victory went to the Dark Elves. Smart deployment, clever use of Magic and otherwise skilful use of the dark Elf units, would have secured a solid Victory (that would possibly turn into a massacre, so we can considered to be one). Killing the Grey Seer (army general and best magical defence) proved devastating to the Skaven army. Also loosing all wounds on the Plague Furnace from a terrain test was just…. However, this was a very fun (funny) game with lots of laughter, and it teaches my a lesson. Hellpits are good, but if you don’t get into contact (random is – random), and if you roll low on the attack ability chart (random is – again random), they are hardly worth their points. 2 of them are a real big point sink. Also, the Grey Seer should not be the General, and the Slaves need more backing up. 

Friday, 7 September 2012

Warhammer terrain

To make a nice terrain and at the same time make possible to move movements’ tray is not an easy task. Therefore I decided to “pimp” existing Games Workshop terrain. Since I wanted to use my existing Warhammr 40 K table, it restricted what I could use of colour and structure.
The biggest challenges was to find a surface structure that was not to coarse-grained. Since Games Workshop sand is not longer available, I have to find another option Ended up using sand purchased from Amundsen Hobby AS .

I purchased the following from Games Workshop:
2 pieces of Citadel Wood
1 package of Walls and Fences
2 pieces of Citadel Gaming Hill
2 pieces of Citadel Modular Gaming Hill

Gaming hills:
I tested with Rough Coat to get a fine structure but it did not give the effected I wanted. Therefore I ended up with spraying the terrain with Chaos Black. A mixture of water and glue were used to attach the sand.
The next step in the paint the terrain with a special brown colour called Coffee, with additional black.  The colour also contained mixture of water and glue. I dry brushed the terrain with a light grey. Then I used black painting in the areas that should represent rock.
To finish it of, I use artificial snow on random places. (An easy way to hide mistakes.)

For the Citadel Wood, walls and Fences, it use another approached. After spraying the terrain with Chaos Black, I used Tin bitz to illustrate burned tree. To “freshen” up things such as sculls, rings and cordage, I use an appropriate colour.  To create the effect of that it has been burned, Badar Black wash.
The base was treated the same way as my hills.

This is how my Warhammer 40K table looks like with Warhammer terrain.


Sunday, 2 September 2012

Vampire Counts, en start...



Etter mange år med 40 k spilling, har jeg nå latt meg overtale til å få igang en fantasy hær, og kanskje kan jeg klare å få den ferdig denne gangen...
Jeg tok noen runder med ider før jeg til slutt falt ned på en hærliste jeg synes hadde kombinasjonen jeg trengte, kule modeler og harde i nærkamp, valget falt på en Vampire Counts hær basert rundt en Strigoi King på Terrorgheist!
Det jeg starter med i denne hæren er en unit med 10 dire wolves og en unit med 20 Crypt Ghouls.
Her kommer de første bildene, 10 ulver er ferdige, det samme er 10 Ghouls, så da er det bare å sette i gang med 10 nye Ghouls....




WHFB Elves vs Dark Elves 2500p


Keen strife! The Dark Elf menace once again descends upon the shore of Ulthuan. Destroying all that lie in their path, there is only one solution – an al out combat war with no pardon asked – or given!

DEPLOYMENT

The Dark Elves goes first. To the north the Dark Elves deploy (from vest to east): A Cold One Chariot, Cross Bow Warriors (behind them Harpy’s), Witch Elves, Corsairs (behind them Spearmen with the Supreme Sorceress Lv4 and the Cauldron), Cold One Chariot, War Hydra, Cross Bow Warriors (behind them Harpy’s), Cold One Knights and a Reaper Bolt Thrower (a lot of models….).

The High Elves deploy to the south (from vest to east): A Eagle, White Lions, Spearmen, Phoenix Guard with BSB and Archmage (Lv4), Archers with Mage Lv2), Archers, Dragon Princes and a Eagle (not that many models…. – ore units….).

THE BATTLE

The High Elves moves forward, the Eagle to the vest “redirecting” behind a large building, the Eagle to the East moving right in front of the Cold One Knights. The White Lions and Spearmen move towards the centre of the battlefield, the archers adjusting their position. Nothing to dramatic happened in the Magic or Shooting phase.

The Harpy’s to the vest moved past the building threatening the High Elf flank to the vest. To Harpy’s to the East moves straight forward against the main centre High Elf Archer unit, hiding inside a wood. The Witch Elves moves forward hiding behind the farmhouse. The Corsairs and War Hydra moving towards the centre. The centre Cold One Chariot fail its test and the Cold Ones drools and moves 1” forward. The Cold One Knights charge and cut down the Eagle to the vest, reforming towards the Dragon Princes. The magic and shooting is pretty much uneventful.

The Dragon Princes charge and kills the Cold One Knights, and overruns towards the Reaper Bolt Thrower to the northeast. The Eagle to the south move up and blocs the advance of the War Hydra and the Corsairs. The White Lions and Spearmen moves forward towards centre, ready to be charged, or to charge, next turn. Magic and shooting kills most of the Harpy’s to the east and the some Cross Bow Warriors. The magic “buffing” several of the High Elf units.

The War Hydra charges the Eagle in centre, kills it, but does not overrun into the High Elf battle line. "Unfortunately" the Witch Elves are somewhat “boxed in” behind the building. The Harpy’s to the vest charge the White Lions flank, are reduced to 2 models, loose combat and flee. The Chariot to the vest moves straight south in order to advance past the building next turn. The Corsairs fail their charge slightly, moving forward towards centre. The dark Elf magic phase kills several White Lions. A Dragon Prince and several Archers are lost to missile fire.


The High Elf Spearmen charges the War Hydra, passing their Terror test. The Book of Hoeth grants them “Okkams Mindrazor" (Strenght 8 Elves fighting in 3 Ranks with Always Strikes first and re roll to hit....), killing the War Hydra, surging forward destroying the Cold One Chariot. The White Lions move after them preparing a flank assault on the Corsairs once they charge the Spearmen. To the East the Dragon Princes destroys the Reaper Bolt Thrower, moving of the table.

The Corsairs charge the Spearmen in the flank, killing them and reforming towards the main Archer unit to the centre south. The Centre Harpy flies over the High Elf battle line, hiding behind the centre large Archer unit (knowing they would not turn to engage, denying the High Elves victory points). The Cold One Chariot to the vest moves around the building. A combination of magic and shooting results in the White Lions fleeing  - south (not even a reroll on the BSB helped…).

To the northeast the Dragon princes moves towards the Cross Bow Warriors. The White Lions rallies, turning to face the Cold One Chariot to the south vest. Some Corsairs fall to magic and missiles from the Archers, but nothing decisive.

The Crossbow unit to the northeast opens fire against the Dragon princes, who in turn FAIL their leadership when losing a Knight. Damn! They almost flee of the board. Damn!! The Corsairs moves forward towards the centre main Archer unit, but hesitates due to the presence of the large block of Phoenix Guard - guarding them. To the south the Cold One Chariot charges the White Lions, inflicting more casualties then the White Lions (yes… - they did!), but the White Lions held firm (this time...).

To the north east the Dragon Princes rally’s, but are to fare away to re enter the battle, so they just held their ground. The White Lions manages to kill the Cold One Chariot, reforming towards centre, but they are also to fare away from centre to engage any units last turn. Magic and missile fire continue to kill of Corsairs, but with 4+ Sv against shooting and 5+ Ws from the Cauldron, they do not die in droves (as they should…).

Both Cross Bow units turn to face the Dragon princes (an act of "always play at full capasity until it is over"). The Corsairs did not want to engage the centre Phoenix Guard / Archer unit, and maintained their position. The Cauldron and Spearmen moved towards centre. In the magic phase the Supreme Sorceress kills several White Lions, but are killed in the magic backlash!

It was over!

A game that in hen sight was pretty exiting. Through turn 1 – 3 the High Elves had the “upper hand”, but the Dark Elves managed to retake the initiative in turn 4 – 5. Turn 6 seeing both armies trying to avoid unnecessary losses.

The tally showed that the High Elves won a "Crushing Victory" (did not feel like it) over the Dark Elves, mutch thanks to the Supreme Sorcerer (again) killing herself ;)