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Post by phoenix on Mar 6, 2009 11:49:14 GMT -5
I played a quick a game against sean No batrep? Would like to hear all about it.
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Post by FaithandFire on Mar 6, 2009 12:50:09 GMT -5
Yeah! Where's that batrep, Ross?? Surely there is another glorious entry in the Book of Grudges somewhere in that battle!
Wayne - Yes, I am still planning on Sunday with my DE. So far my brother is coming down with his Slayer Dwarf army. I think Ross is coming. Where are the other evil armies?? Maybe we can rope Shawn into a game. Apparently, Devin would rather go to Florida then to the store.
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Post by ross on Mar 6, 2009 14:45:24 GMT -5
i can bring my chaos army to even things out.
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Post by ross on Mar 6, 2009 14:45:59 GMT -5
and i will put up a battle report shortly
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Post by FaithandFire on Mar 9, 2009 11:35:25 GMT -5
So, on Sunday 4000 points of DE and Chaos under Steve and Ross, along with 2000 points of Ogre mercenaries (Shopkeppa Shawn provided them in exchange for exclusive rights to half the loot obtained) met 4000 points of Wood Elves under Wayne and Chuck allied with 2000 points of Slayer Dwarfs under Jeff.
The battle was fought over the arcane ruins of the Temple of Nee, ancient holy site of Wood Elves dating back to an era when the site was in the center of a vast track of deep forest. As for the strange involvement of the Dwarfs - it was their race that replaced the forests with croplands in order to grow the special hops that is the key ingredient in their legendary Slayer Stout Ale. It was a tenuous alliance to say the least.
The evil alliance set up with the Ogres in the center to launch a direct assault on the temple while the DE and Chaos each attacked on the flanks. A Wood Elf army deployed on each side of the Temple with the Dwarfs detached out among both forces.
The battle began with typical Slayer cheese (the odor of which only got stronger as the battle aged!) as they "surged" forward before the first turn. Having been restricted to Karak Waterbury for over a year, they were frothing at the mouth for combat (or was it just the suds from their beer?) and leaped forward prodigiously for dwarfs.
The Chaos side of the battle was one of sweeping movement with most of the cavalry and fliers from both sides deployed there. Chaos Marauders fled from two Dwarf Doomseekers so that two units of Chaos Mounted Knights could charge them and give them their sought for doom. Chaos trolls led by King Throgg were fired upon by ledbelchers allied with the Dwarfs and 38 shots later only the King survived. He gamely charged the ledbelchers but was eventually killed in combat.
With the Daemon Price in the forefront, the forces of Chaos turned the Dwarf/Elf flank and began to advance toward the temple as elf archers and waywatchers prepared to meet them.
On the other flank, there were epic combats between Slayer units and DE corsairs (with an assassin) and witch elves (led by Crone Hellebron) with some Chaos Knights mixed in as well. The slayers died gloriously and held up all of the enemy infantry on that flank for the entire game. Meanwhile, two war hydra advanced on the far flank. One was charged by the WE treeman and yet another epic struggle ensued but after trading blows for many rounds of combat the Treeman killed the hydra. The second hydra flamed a unit of slayers (DEs love the smell of burning slayers in the morning!), charged and munched on a unit of WE archers and then flamed another WE archer unit (10 out of 11 burned!) Cold One Knights charged a unit of Dryads and overran into Glade Guard. With the slayers decimated, the DE flank was now poised to fall upon the temple.
However, the center was a different matter completely. A Gorger appeared in the WE rear and was promptly met with more arrows than can be counted and felled. The (obviously drunk) Slavegiant proceeded to fall down twice trying to negotiate a hill and while down the second time was dispatched easily by a WE Treeman. Bulls and Ironguts charged into another unit of slayers (Grimnor's Boys). Although they won a round of combat, the Slayers did not care and subsequent charges by two (count 'em, two) Treemen easily defeated the Ogres. Everywhere Ogres were fleeing - running from skys darkened by elven arrows or from defeat in combat.
The Tyrant and Butcher both charged into the temple itself and into combat with the dryiads defending it. As the Tyrant battled with the rest of the dryiads, the Butcher squared off against their leader. Suddenly, the Butcher reached down to pocket a small ancient artifact from the Temple. While he was distracted the dryiad leader inflicted a serious wound. The Butcher fled with his loot.
Although the center was lost, the DE and Chaos forces on the flanks might still have been able to change the course of the battle. But, the day was waning and the Butcher, with his mysterious loot in hand, signaled the horns to blow. The battle was over.
A Minor Victory for the Elves and Dwarfs, 2750-2200. Or so it would appear.....
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Post by FaithandFire on Mar 9, 2009 11:45:05 GMT -5
Is the league back in business for this Wednesday? I'll be there and have been challenged by the Wood Elves of New Yorke who have accused my War Hydras of starting the forest fires that have plagued them recently.
So, why don't we give the raid missions another try this week?
Remember - the Bretonnians du New Hampshire are usually there on Tuesdays and Thursdays and opponents have been pretty scarce since they beat the tar out of both Lloyd and me.
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outamimynd
Roughneck
Love me....Hate me....Either way you're thinking of me.
Posts: 188
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Post by outamimynd on Mar 9, 2009 12:37:16 GMT -5
Hey all,
I was just working on my list for the March 28th Fantasy megabattle. I already have like 130 models in my list and still have 200 points to go (In a 3500pt list). I think 3500 is what most people will at least qualify for.
With the number of people possibly showing up for the battle do you think there is a chance the battle will become somewhat unmanageable? Even with some extra special (destructive) rules that Steve might come up with it could get confusing.
So a few questions for all.
1) Should we limit the points for each participant in the megabattle? Say 3000?
2) Would you rather see no point limit but some special rule like they did in the 40K battle this past weekend?
3) Say the heck with it and just go with what we get?
Any other thoughts out there?
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Post by khornedog on Mar 9, 2009 15:45:21 GMT -5
I am planning on being there Wednesday barring any horrible meetings.-Brian
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Post by lanky on Mar 10, 2009 19:19:41 GMT -5
Supreme Sorceress Manah looks forward to returning to slaughter in the name of...Slaanesh?...Atharti?...Khaine?...whichever...anyway she is praying for a shot at these Bretons du Hampshire.
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lloyd
Youngling
The Dirtball Deacon
Posts: 27
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Post by lloyd on Mar 10, 2009 20:45:54 GMT -5
So a few questions for all. 1) Should we limit the points for each participant in the megabattle? Say 3000? 2) Would you rather see no point limit but some special rule like they did in the 40K battle this past weekend? 3) Say the heck with it and just go with what we get? I was thinking that maybe 2.5-3K per person, with a special character allowed.
That said, I only have a 2K army, so no matter what I qualify for, that is probably what I'll bring (unless I cheese out and just bring the allowed extra rare and special choices allowed to me by points). I was thinking that maybe 2-2.5K per person, plus a special character on top of (or included ) in that amount.
I will be late on Wednesday, so I'm not planning to play. As I mentioned before, I'll just paint and watch.
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Post by jeremy3play on Mar 11, 2009 17:20:36 GMT -5
The Bretons are at the ready. I'm up for a game on Tuesday, Thursday or Fridays after 5pm. Just let me know a day prior so I can be sure to pack them in the car the night before.
Jeremy
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outamimynd
Roughneck
Love me....Hate me....Either way you're thinking of me.
Posts: 188
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Post by outamimynd on Mar 11, 2009 22:59:12 GMT -5
Dice Gods, Dice Gods, where art thou? If I had kept track of the dice rolls in the last game I think it would have been something like this..... 456 total rolls 415 were 1's How the heck did I manage a victory Steve? ??
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Post by FaithandFire on Mar 12, 2009 7:32:54 GMT -5
Because we weren't playing traditional victory conditions!
DE rolling 1's on our loot searches (no loot found, no more searching allowed) and our inability to roll doubles (so that the burning woods became destroyed) more than offset all your poor dice rolls for victory conditions!
Probably would have been a tie under traditional victory conditions. Neither of us had much left. You had a half dead dragon and a Treeman. I probably had more - a wounded Noble, a wounded Crone, a hydra, and an untouched unit of corsairs with an assassin. However, you captured 3 banners.
It was a great game.
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Post by FaithandFire on Mar 12, 2009 8:06:25 GMT -5
The Wood Elves of New Yorke were puzzled. A DE witch elf army under Ness of the Ka'non was approaching Backwater Forest. Why? There was nothing of any significance there. Even the WE themselves hardly ever went there any more. None the less, this was the force believed to have started the forest fires that have so plagued New Yorke of late and so an army must be mustered to exact vengeance upon them.
This was a Raid Scenario. The DE arrived first and began to loot and burn the woods. Unfortunately, loot was scarce and immediately two woods were empty and unsearchable (rolling 1 on the search attempt). So, it was time to BURN!! The DE managed to set all five woods aflame but only two of them burned down (roll 2d6 each turn they are on fire and they burn down on doubles).
The WE response was quick and soon arrows were flying. The DE Cold One Riders were forced to charge a Treeman before he charged them. His stubbornness allowed him to weather the Eternal Hatred and the Lances of the charging Cold Ones. Luckily the Cold Ones knew how to make armor saves and so kept the Treeman tied up until almost the end of the game.
The WE general and his dragon flanked the DE and attacked from their rear. One unit of corsairs spend the entire game reforming in an effort to continually present their front to the dragon and hope he came close enough for them to charge. The dragon flamed a unit of witch elves with great effect and then charged them in the flank. Those few who survived fled and were run down.
DE harpies, in an amazing display, charged WE archers, defeated them and pursued into Wardancers (Stupid Harpies!). The Wardancers won combat (any doubt there??) and pursued the remaining harpie 12 inches right into Ness (Crone Hellebron) and her unit of witch elves. It was a bloody combat as the Wardancers slaughtered many witches. However, Ness herself challenged the wardancer leader and inflicted 5 wounds. The witches won and ran down the few remaining Wardancers.
A unit of WE dryads, inflamed (pun intended) at all of the burning woods charged a war hydra, won combat, and made it flee off the table. They then charged Ness and her witches to avenge the Wardancers. Ness again was a close combat fiend, inflicting 5 wounds on the dryad champion as the witches yet again defeated and ran down a WE unit.
The highborn and his dragon now hunted Ness and her few surviving companions (just the 3 command witches). They maneuvered around a burning forest to avoid the dragon only to find he had flown over the forest and faced them head on. The dragon's breath attack was slightly off and fire passed close over the heads of the unwounded witches. Now to do what any self respecting frenzied witch elf is going to do. CHARGE!!!! By now the witches were worked up into a maniacal frenzy of close combat prowess even by witch elf standards. Ness slew the highborn and wounded the dragon twice. Her companions put another wound on the dragon before the dragon slew all three of them. The dragon fled and Ness stood, wounded and alone, but victorious in three separate combats.
Under the Raid victory conditions the Wood Elves of New Yorke gained a measure of revenge and won 6-3.
However, mysteriously, the surviving War Hydra had refused to burn one of the woods himself and instead furiously dug under the trees until a Beast Master picked up a small artifact. That hydra curiously skirted the edge of the battlefield for the rest of the game. Flaming WE archers and driving some Treekin into a burning forest (where 2d6 strength 5 flaming attacks from the fire all but did them in). The hydra quietly slipped away with it's loot at the end of the game. What item of importance could the Backwater Forest have been hiding?
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Post by khornedog on Mar 12, 2009 12:46:09 GMT -5
The winds of Chaos were blowing strong in the battlefield of a thawing forest le triple played pass. The Forces of the sly wood elves with the hired guns of a rogue Ogre Kingdoms army answered the call to hold the line against a force of insidious Chaos Warriors with aid of the Northern Power’s finest.
Chaos took the initiative and sprung forward to draw first blood putting themselves in closer positions. The Heralds of Tzeentch flew forward to blast their foes with fire balls. They managed to get in a spell and kill and Ogre. The Warriors of chaos were able to one up the heralds with a fire ball that destroyed a whole unit of Wood Elf flyers. Lord Tzeentch was not pleased with his minions being out magiked!
The wood elf team and allies held steady and repositioned for an assault. The elves sang their fairy songs to some trees and convinced them to move and cut off a major Warrior of Chaos flank. This would play out important later in the battle.
Turn two the daemon prince general decided to prove his worth to his army by charging into some woods into some Wood Elf archers. They in turned fled and left the daemon prince in a whole lot of woods. The rest of the chaos force moved into position for charges in turn three…. A little too close as we will find in the next charge phase. (How those lumbering fat ogres move so fast is still a mystery to lord Tzeentch.) The forces of chaos tried to dish out magic but were unsuccessful. The flamers failed to do much damage in the shooting phase.
In turn two the ogres were able to charge the daemon forces as they move a fraction too close. The Ogre general charged a unit of flamers who stood and shot but did no wounds. Another unit bravely charged a unit of blood letters with a BSB. Another unit of ogres charged a unit of flesh hounds. The giant was able to charge a unit of chaos warriors who promptly failed a leadership test and was run down! The magic phase was successful with more tree singing, although I think the wood elves would have like a few more wounds on that daemon prince. Combat result resulted in a win for the Tyrant, but the flamers stayed. A win for the blood letters who failed go run down the ogre unit, and a win for the ogres who hit the Khorne dogs on the flank. The dogs would eventually succumb.
The battle teeter tottered between good and evil and the generals were on the edge during the subsequent rounds. The battle ended with a fleeing demon prince. Two tree men running down and holding the center after destroying a unit of Plaque bearers. Neither side was able to take the generals head for the extra points. That battle left behind so many dead that it was hard to tell who won! (Well in this case I suppose chaos could be considered the winners fluff wise, game wise it was a draw!)
Highlights include: VERY stupid trolls, horrors running down a giant, lots of moving well placed forests, lots of miscasts and a whole lot of carnage! Great game. I always love the close ones!
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