The Mission: Magic Flux
My Objective: Have more non-fleeing units in your enemy’s deployment
zone at the end of the game than they have in yours
Highborn, crown of command, glittering scales, rageth’s wildfire
blades, stone of rebirth
Spell Weaver, amaranthine brooch, dispel scroll, lore of beasts, level
4
Noble, additional hand weapon, dragonbane gem, wardancer
Noble, additional hand weapon, an annoyance of netlings, wardancerNoble, biting blade, dragonhelm, great eagle, light armor, shield, stone of the crystal mere
Noble, armor of silvered steel, BSB, luckstone
8 Dryads
10 Gladeguard, musician, banner10 Gladeguard, musician, banner
19 Gladeguard, musician, banner, banner of eternal flame
14 Wardancers, musician
7 Wardancers
Great Eagle
Treeman
Going into the event I said there were two lists I thought I could
beat. Wood Elves without trees (but only
wood elves as hatred and ASF means I couldn’t win) and Dwarves if they
restricted the majority of their shooting to warmachines (so I could kill the
warmachines and then run away). This
list didn’t quite meet my requirements, but I still felt I had an ok shot.
For spells Josh rolled Wildform, Flock of Doom, Savage Beasts and
Transmutation of Kahdon.
For deployment Josh bunkered his army, with archers watching the front
and sides, the caster bunker and flyers in the center and the treeman, big unit
of wardancers with characters and the dryads watching the corners. I deployed my general behind some impassible
terrain, out of sight of the archers and will room to run should the flyers
come after him.
Once again I rolled to go first.
On Josh’s turn 1 he moved his wardancers around to get a better view of
my deployment areas. On a 9/4 magic
phase I dispel wildform and the treeman tree sings a small forest around.
On my turn 2, 3 Night runner units come on and all charge, the one of
the left taking enough wounds to panic and run off the table, taking its
weapons team with it. The other charge,
1 in the front and 1 in the right flank into archers. All three gutter runners come on as well, one
unit to hold the place of the fled off night runners and the other two to begin
the hard work of taking down the treeman.
In shooting I put 7 wounds on, but he saves 5, taking 2. I then kill 3 elves on the unengaged archer
unit and it panics off the table being outside both the general and BSB
bubbles. In the combats I manage to win
both, but he holds on both as well. A
weapons team does die, along with a few rats.
The holding was key, and on Josh’s turn 2 he counter charges. In the center the wardancers flank the
combat. The treeman terror panics off a
weapon team and then redirects into gutter runners which pass their test and
put another wound onto the treeman on the stand and shoot. On the left, the dryads charge the gutter
runners. The eagle joints the combat on
the right, taking a corner. A 5PD/6DD
magic phase (yay magic flux) has me dispelling wildform and him failing to cast
savage beasts. In combat the damn
treeman passes all of his saves and kills 6 gutter runners. I roll double 1s to hold. The assassin kills 2 dryads and the unit
kills another. I then lose combat, but
survive thanks to smoke bombs. In the
center combat I kill 5 archers, and fail to do more than one wound thanks to
the 6+ ward of the wardancers. The unit
does escape after losing (just 4 models though, very choppy wardancers). On the right the night runners kill 4 elves
but lose 3 and the combat. They make
their save.
On my turn 3 no more units come on. The left gutter runners rally. In combat the gutter runners fear the
treeman, losing the assassin but doing the fourth wound to the treeman. The gutter runners then die. In the elf combat I do kill off the elves,
leaving just the eagle.
On Josh’s turn 3 the treeman rears the night runners in an attempt to
keep my night runners from killing the eagle and opening up the wizard
bunker. The dryads recharge the gutter
runners, losing 2 to the stand and shoot.
A 10/5 magic phase has me allowing wild form on the wardancers. I dispel flock of doom. In shooting the center archers put 2 wounds
onto the final 4 fleeing night runners.
The gutter runners on the left fail their fear, killing only 1 dryad,
losing one and then getting run down (fing dryads!). In the combat I put the fifth wound on the
treeman and 2 wounds on the eagle. 1
night runner lives through the combat, and then escapes.
On my turn 4 two units come on.
The center night runners charge the center archers, which after having
reformed in the previous turn flee, hoping to land on the other side of the
eagle rider, and safety. Unfortunately
for Josh the eagle rider fails his test and runs off the table. This opens the archers up for a second charge
from the weapons team, pushing them off the table. The night runners redirect into the 1 wound
eagle, which flees off the tableJosh and I both agree that this may have put me
back into the game – though still behind.
The other unit comes on and charges the rear of the two man unit of
dryads. None of my fleeing units
rally. In shooting the last gutter
runner unit drops the treeman. The night
runners fail their fear test and kills 1 dryad.
Josh fails his test to turn around but doesn’t run away.
On Josh’s turn 4 I kill 3 wardancers on the stand and shoot with the
gutter runners. A 7/6 magic phase has me
allowing wildform as I want to stop the savage beasts. I fail to dispel though, jacking 3 characters
up +3A and +3S. On the left the dryads
die off after killing 3 more night runners.
With the supped up wardancers (going +1 attack dance), Josh batters the
unit taking very few (1 to a few characters).
The gutter runners pop smoke and he restrains pursuit.
On my turn 5 I don’t have any rallies.
My last unit comes on and flanks the wardancer bunker unit. In combat they go 4+ ward save and then fail
to wound. Josh then fails all his ward
saves, taking 3 wounds (3 ranks, flank, charge). He fails his hold test and I run him
down. Because of the pursuit, I get out
of the weapon team’s range and he dies.
Josh’s turn 5 and he moves to face with the wardancers
My turn 6 and I put 80 shots into the wardancers from 2 units, needing
7s and 8s. I manage to kill 8
wardancers.
On Josh’s turn 6 he considers charging the wardancers into the night
runners unit. We talk and decide to
figure out the points to see if he needs them.
He ends up being up 123 points and so we call the game with him taking a
minor victory. We then decide to find
out what would have happened… first in the stand and shoot I would kill 2
characters and all but the last model in the unit. I would then kill off the unit, leaving the
general and the BSB only but lose the combat and flee off the table. The swing in points through would have at
least made it a draw if not put me up.
Good fun game, and with Josh not even getting out of his deployment
zone I easily pick up my objective.
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