Sunday, 2 September 2012

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 ;)

3 comments:

  1. I think I have to much of an Orc player in me... I don`t care who dies, as long as someone dies;)
    Next time I will think twice before i use three dices ta cast a spell in the last turn, since I this time actually managed to get two x 6, kill my sorcerer and secure the High elves a chrusing victory.

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  2. He he! In my upinion, since your army have so many units, the trick is planning the advance and to get combined charges "with hammer" units and "rank units". Once this is "drilled" I think your army is going to be very hard to beat. You have a versetile built, and with 80 shots each turn (S3 with the AP rule), you can pretty mutch decide the area of the battle fiels that will be subject to close combat, massing your units towards that erea. The last couple of games you have had bad luch with killing your own sorcerer, but rest asure, the army will come to cope with that as vell. Knowing you - I will take severe beating any day now!

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  3. Entertaining battle report.
    Magic is risky business.

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