The Mission :
Deployment – Battle for the Pass
Primary Objective – Objectives – three objectives, placed by TO. One is in each deployment zone and one in the center. Objectives could be held by any unit with five or more rank and file units (6 inches) or a character. Any unit could contest and prevent scoring. The objective in your own deployment zone was worth 1 point, the center was worth 2 and the last worth 3.
Secondary Objectives – Slay General 2 points; Capture (in combat) Standards (and BSB) 1 point each; Table Quarters (can be held by any model) 1 point each.
All Missions allowed for a maximum of 15 points to be earned.
The first thing I saw about this mission is that it required 5 rank and file models. I am running 4 units of 6 models. That means that if my opponent places 8 wounds well I’m left with just my characters able to score. I also see that I can give up a maximum of 16 points (6 if they get objectives, 2 for my general, 4 banners and 4 table quarters) so it’s possible for me to do well, but still only split the baby. What I would need to do was push hard and fast to keep my opponent facing his board edge instead of moving down the field to claim objectives. I would also need to quickly shut down any shooting, flyers or scouts. Smart play would also be needed to maintain at least 3 of my 6 possible scoring units (including characters).
Pairings went up and I seem I’m playing Wood Elves. His list was:
Spellweaver, Level 4, Lore of Life
Noble, Ogre Blade, Dragonhelm
8 Dryads
8 Dryads
10 Glade Guard, Music, Standard
7 Glade Guard, Standard, Scouts
3 Treekin
5 Wardancers
5 Wardancers
Treeman
So looking back at my plan and I see my priorities. His list allows for 9 scoring units (monstrous infantry counted at 3, not 5). He has only 2 banners, so a maximum of 14 points for me to earn (6 objectives, General, 2 banners, 4 quarters), but because of his larger amount of scoring units I will have to work much harder to open up my points. Based on my priorities, I knew that the two units of glade guard and the treeman would have to be top priority. While the characters also had bows, I needed to remove the major shooting first. For his spells Joel rolled Awakening of the Wood, Flesh to Stone, Throne of Vines and Regrowth.
Spells I rolled were Spirit Leech, Caress of Laniph, Soulblight and Doom and Darkness
The Table: I don’t usually make a section about terrain, but with
the mysterious terrain everywhere I will be for at least this game. My
third game was also on this table, so remember as you read. There
were three buildings on the table, one each in opposite corners of one
level and a big three level on more center. There was also a thick wood
hedge (hard cover, -2), an impassible grave and a small forest.
You
can’t tell in the above picture, but behind the tall tower is another
building that granted a 6+ regen to any ‘good army’. The big building
provided any wizard within 3” access to his entire spell lore. The
grave caused a +1 to point on any model within 6” and the building in
the bottom right gave an ‘evil army’ -1 leadership within 6”.
At
first glance I thought this table put me at a disadvantage, but after
some thought I realized that the pro-good and anti-evil features were in
the corners and so easily avoidable, but the extra spells and +1 to
point were much more towards center and more to my liking. After some
thought, and two games, I was very happy with this table.
I
missed pictures for deployment and the first few turns, but I kept to
my pre-stated plan. I chose the top side in the above picture, placing
him deploying next to the +1 to point for buffs to my shooting and
giving me early access to the all spell building. Using the table
picture for orientation, I deployed top, with one unit of dark riders on
the right, one of the left and one towards center. The hydras and the
characters went on the left-center to play ring around the building.
Joel
deployed a dryad on the left, then his wardancers (with the hero going
in one), then his treekin and treeman. His glade guard with his lord
went into his first just off center with the last unit of dryads closing
off the right side. He was able to use his skirmish and the narrower
board to mostly block off the table.
We rolled and he
got first scout deployment, placing his scouts in the top right corner.
I countered with my shades in my back field. For vanguard, my two
units center and left moved up to just be within long range (and avoid
the -1 to move on my turn) and the right unit turned around to face the
scouts. We rolled off and I got first turn.
I advanced
my characters and hydra to take over the building. All the shooters
stayed still. I rolled a 9/6 magic phase and proceeded to only get an 8
on my first casting of soulblight, ending my phase. For shooting I
knocked down the skirmishers to only a few models and began to put
pressure on the left most dryad unit in order to open up his back field.
On
Joel’s turn 1 one he advances and spreads out, but leaves gaps between
his units for me to exploit. His magic 7/6 magic phase is also a bust
when he fails his first spell. He shoots up my right most dark rider
unit, knocking them below scoring.
My turn 2 and the
shades charge the few remaining skirmishers, which then flee and run off
the table to deny me the banner. On the right I exploit the gap
between the dryads and wardancers and move a unit of dark riders behind
his lines. On the right I move the center unit between his units in the
hopes of getting a later turn charge on the glade guard. The remaining
right flank dryad unit moves to the edge to try to secondary that
charge. I roll a 3/2 magic phase, get of spirit leech but fail to cause
any wounds to the treeman.
Joel’s turn 2 and he reacts
to my hard rightmost push. His dryad unit falls back to defend the
glade guard and the treeman swings back. The treekin and wardancers
close the door with the building to meet the hydras should they continue
their swing around the building. The weakened dryad unit pulls back,
but can’t get away from the +1 wound grave marker. Joel rolls a 9/6
magic phase, putting +2T on the gravestone dryads. His treeman puts 5
wounds on the center unit of dark riders, who roll an amazing 4 6’s.
Because of this Joel is forced to put his bow shooting into this unit,
knocking 2 more off.
On my turn 3, the center dark
riders charge the glade guard, surviving the stand and shoot, but losing
a member to the forest. This causes a panic, making the unit fall
back. A hydra charges into a unit of wardancers with the hero. My
wizard and a hydra move up to see his closing door, outside the
wardancers range and at an angle where the treekin cannot get around the
building to charge them. My left darkriders pull back to continue to
pepper the dryads (the +1 wound stone effectively negating the +T). My
right flank dark riders pull back away from the treeman. My shades move
to claim my objective. I roll a 7/4 magic phase and fail the first
spell (go magic!). In shooting I kill a little, and in combat my hydra
pushes through the wardancers and hero, over running towards the glade
guard.
On Joel’s turn 3 the treeman charges and runs
down the fleeing unit of dark riders. He moves his left unit of dryads
to block the hydra from the glade guard. The treekin turn to face the
hydra, as does the treeman after the over run (with his leadership
test). I’m assuming he thinks the dryads won’t break and he will get a
counter charge. With a 2/1 magic phase Joel +2T the dryads, reinforcing
my assumption.
On my turn 4 I charge the dryads. The
dark riders begin to envelope the glade guard. My other hydra and
wizard come around a little to see the treekin and treeman. My BSB
charges the last unit of wardancers. I roll a 7/4 magic phase and
things finally start to happen. Please note, that so far this game my
magic has done nothing. My first cast is soulblight on the dryads,
which is dispelled. I then put Doom and Darkness on them. I use the
last of my dice to soul leech the treekin, killing one model. I use the
dice I get back thanks to death to roll one die on Power of Darkness,
getting 4 dice. I use those 4 dice to cast a small purple sun (thanks
building), hitting one treekin and the treeman and killing both.
Getting three dice back from that, I use Fate of Bjuna to kill off the
last treekin. So 7 dice turns into 16 and kills 3 treekin and a
treeman. In shooting I drop the archers down some. In combat I kill
the dryads and overrun into the glade guard. Also, my BSB takes out the
last unit of wardancers in combat.
Joel’s turn 4 and
his right most dryad unit makes a break for my objective (at least I
think that’s where he was going). He puts +2T on his glade guard with a
9/5 magic phase and follows that up with a regrow of 3 models (I had
used all my dispel dice on a really good throne roll). My hydra decides
its tired and doesn’t kill the unit off. He rolls snakes to stay.
My
turn 5 and I move to shoot up the dryads, though being careful to not
pull units to far away from the objectives. With a 9/5 magic phase I
get soulblight off on the dryads and whittle them down with shooting (to
5 models, which leaves them as scoring). My hydra finishes off the
archers but doesn’t kill his general, who stays.
Joel’s turn 5 and with a 4/4 magic phase gets +2T off on his caster. The dryads continue to run. The caster dies.
My
turn 6 and my BSB charges the flank of the dryads. I move to claim all
the objectives. I roll a strong 10/5 magic phase. Joel dispels Doom
and Darkness but I cast Aspect of the Dreadknight on my BSB and
soulblight onto the dryads. This is the first time I’ve ever cast
Aspect, which is a shitty spell, but I didn’t want to risk failing that
fear test. I kill 2 dryads, making them no longer scoring, but because
he has moved into the building he is stubborn and holds.
Joel’s
turn 6 and I kill 2 more dryads, leaving the last one stubborn in the
forest, but he fails his leadership test and gets run down. Because of
this I get to claim the fourth quarter, missing only the one banner that
ran off the table and only giving up the banner the treeman ran down.
13/1 victory.
No comments:
Post a Comment