Showing posts with label North Star. Show all posts
Showing posts with label North Star. Show all posts

Sunday, October 26, 2014

NorthStar - The List

Normally I would have posted my full list before a tournament.  But since this is a closed event, I thought I would mix it up and have the list post as the event was ending.  Surprise?

Anyways,  with my toys all packed up still from the remodel (at least when I built the list), I went with a simple Dark Elf list that I could leave out.  I had originally wanted to run with the Chaos Dwarves, but due to baby and remodel that project didn't go as well as I would have liked, and then I set it aside for some 40k.  No biggie.  By the time I wanted to reconsider what I would play, the army types were locked in.  North Star does prizes for best army if at least five people play it.  While cool, that means there are no 12th hour changes.

Despite my attempt to make Beast magic work at SAWS, I decided to go back to my other list style.  This event only being 2200, I had to trim some fat, and did so by losing a unit of dark riders and two bolt throwers.  I think this still leaves me with a solid list, even if I lose the ability to threaten some of the tougher armor save monsters like Daemon Princes.  I still think I will do ok.

Here is my list:

Dreadlord, GENERAL, dark steed, heavy armor, repeater crossbow, sea dragon cloak, dragon helm, dawnstone, potion of foolhardiness, ogre blade

Dreadlord, dark steed, heavy armor, repeater crossbow, sea dragon cloak, shield, cloak of twilight, sword of strife, luckstone


Master, BSB, dark steed, heavy armor, repeater crossbow, sea dragon cloak, shield, sword of might, the other trickster's shard, dragon bane gem

Master, dark steed, heavy armor, repeater crossbow, sea dragon cloak, shield, potion of strength, sword of striking, obsidian trinket

Sorceress, dark steed, Level 2 wizard, Lore of Death, dispel scroll

Sorceress, dark steed, Level 1 wizard, Lore of Metal


6 Dark Riders, banner, musician, shields, repeater crossbows
6 Dark Riders, banner, musician, shields, repeater crossbows
6 Dark Riders, banner, musician, shields, repeater crossbows
6 Dark Riders, banner, musician, shields, repeater crossbows


Repeater Bolt Thrower

11 Doomfire Warlocks, champion
8 Doomfire warlocks

Saturday, October 25, 2014

Armies of North Star

Some of the better armies of the weekend. 


Wood Elves. Also my first opponent. 


Lizards

A nice looking High elf list that i hear didnt do well. The fire phoenix was actually a griffan. 

Loving the lights on this board. Must have used glass that was only reflective on theinside. 


Warriors

Not sure, daemons I think. Love the monster in the center. 


Cool, i think, doom diver. 


Daemons, also my second opponent. 

Cool gyro

The crew

NorthStar - The Missions

So this event is a closed list, so I'm only going to provide my closed list before the event.

Here is my list:

Dreadlord, GENERAL, dark steed, heavy armor, repeater crossbow, sea dragon cloak

Dreadlord, dark steed, heavy armor, repeater crossbow, sea dragon cloak, shield


Master, BSB, dark steed, heavy armor, repeater crossbow, sea dragon cloak, shield

Master, dark steed, heavy armor, repeater crossbow, sea dragon cloak, shield

Sorceress, dark steed, Level 2 wizard, Lore of Death

Sorceress, dark steed, Level 1 wizard, Lore of Metal


6 Dark Riders, banner, musician, shields, repeater crossbows
6 Dark Riders, banner, musician, shields, repeater crossbows
6 Dark Riders, banner, musician, shields, repeater crossbows
6 Dark Riders, banner, musician, shields, repeater crossbows


Repeater Bolt Thrower

11 Doomfire Warlocks, champion
8 Doomfire warlocks


The missions for this year's NorthStar gave me some pause upon first reading them.  I had to send a few emails to the TO before I could finish the design of my list.  After my initial first reading, I almost asked if I could change army types - a no-no at North Star as they make you lock in early so they can do prizes for best of race.


Mission 1: Set Up Base Camp




Deployment – Battleline

Major – No enemy scoring unit EVER (turns 2-6) got in your base camp
Minor – You entered your opponent's base camp with a scoring unit (turns 2-6)

Scoring Units: Units that have at least 1 full rank with at least 1 command model or a character are a scoring unit. For skirmishers to be scoring units, they must have 5 skirmishers including 1 command or character model. Units that Vanguard or Scout can not be scoring units in this scenario. 

My first read of "Units that Vanguard can not be scoring units" had me a little worried.  But after contacting the TO it was determined that they have actually have to vanguard.  This means that any of my units at 5 models (except for the smaller DFW) will count on their own, and if I build them up to 5 with a character that any can count - assuming I choose not to vanguard.  I expect I will take a look at my opponent's deployment and make the decision.  If they heavily bunker their base camp then I will likely ignore vanguard.  If they have lots of shooting then I might press anyways and just trust a unit or two to survive past turn 2.  The deployment zones do stick out fairly far and I could probably breach after 1 move.  That means I don't have to worry about making minor, but do have to worry about making major.  But as these only effect the end of the game, not the event itself i'm less worried.  My main concern still needs to be getting that 20-0, which means not losing and killing lots.


Mission 1: Set Up Base Camp

Deployment – Battleline

Major – No enemy scoring unit EVER (turns 2-6) got in your base camp
Minor – You entered your opponent's base camp with a scoring unit (turns 2-6)


Mission 2: Reconnoiter the Field

Deployment – Dawn Attack; HOWEVER: Units with fortitude or fly, vanguard or scout don't roll.

Major – Control the Objective Marker (center of table) with most models
Minor – Kill lowest point character model

LOLZ, I only roll with my bolt thrower.  This mission will be fun, especially if I get to deploy second, even if that means I go second.  I will be able to have control of the field, I hope, and be able to just crush one side and move onto the center.


Mission 3: The Vanguards Meet

Deployment – Meeting Engagement; HOWEVER: Alternating deployment with no rolling to see which units don't deploy.

Major – Control both objectives
Minor – Control more table quarters

Objectives: Before deployment, roll a D6, high roll places their objective marker anywhere on the board. The other player places their objective marker anywhere outside of 18” from the first marker. Objective markers are not terrain and therefore do not block line of sight or hinder movement. 
Scoring Units: Units that have at least 1 full rank with at least 1 command model or a character are a scoring unit. For skirmishers to be scoring units, they must have 5 skirmishers including 1 command or character model. 

Ambushers: Players must hold 2 units in ambush. 1 unit must be a Core choice, the other a Special or Rare choice (both can be Core if no Specials or Rares). Ambushers follow the rules on BRB pg. 79 with the exception that each turn after turn 2 that a unit misses the roll to enter the game, an additional die is rolled. IE, turn 4 a unit rolls 3 dice looking for one to roll the 3+ needed. 


I'm really thinking that I will hold the bolt thrower as the second unit.  I really don't want to have to push my characters out of their bunkers and that is the only other special/rare unit that I have.  I'm not worried about his ambushers as they can't charge the turn they come on.  Same rule on the scoring units, except with this mission I don't need to worry about vanguarding or not, which will let me push the deployment, and then either vanguard into holes or back, creating an 18" gap.


Mission 4: The Main Forces Class

Deployment – Blood and Glory

Major – Break Your Opponent
Minor – Kill 3 Heroes or them all if less.

Tap Winds of Magic: In the Magic Phase after Winds of Magic are rolled, the player who’s turn it is can nominate a wizard to tap the Winds of Magic. That wizard will add D3 power dice to the pool, up to the limit of 12 dice. The wizard then takes the same number of D3 Strength 6 hits with saves allowed. 

I will probably not ever use this ability to boost my power dice.  Don't want to zap my own wizards.  I suppose if I'm in a clutch position, their dispel scroll is gone, and i really want a few spells I may sacrifice some DFW... but I don't think that is likely.


Mission 5: Get a Message Back Home


Deployment – Above; using watchtower end of game rules

Major – Move your Messenger off the back board edge.
Minor – Kill Opponent's Messanger.

Messenger: Select one model from a unit to be a Messenger. Models Stats are M6 WS4 S4 T4 W2 I3 A2 L8 with The Armor of Fortune and The Other Tricksters Shard. Messengers have a reputation for bad things happening to them, so no one can use their leadership but the Messenger himself if on his own. The messenger no longer is affected by any army wide rules (ie undead or daemonic). He may join units and if they are destroyed, he then must take an unmodified leadership test to not also be destroyed. He would be placed as close to the position the unit was destroyed, outside 1” of enemy/friendly units. 

Clarification: Selecting a dark rider does change the models stats but he stays mounted.  He must still use M6 though.  But as he keeps the horse, he is still mounted and still has both fast cav and vanguard.  Looks like he loses hatred: high elves though.

Plan: start close, vanguard, move 12" and put myself off the table turn 2.  Escorted by bunker DFW and just moving out when able (of if minimum shooting/magic).


Well, thats NorthStar.  Wish me luck.

Friday, December 20, 2013

North Star – Wrap-Up

Wow, that event was a blast.  With a solid 4-1 placement and my only losing being to the People’s Champion Mike Gerold I can’t really complain with how it turned out.  Came in 24th in the end, getting jumped by those damn painters.  But I’ve been working hard on that, so I’m hopeful that things will be improved in the future.  This event concluded my use of the old dark elf book, and I have to say a 31/11/1 record isn’t that bad for a year’s effort (that’s an over 70% win record).

The event was smoothly run, including the posting of pairings on their website (with notice on Twitter) before each round.  I even could have found out my pairing the night before if I had known at the time.

I think the best thing about this event were my opponents.  Only one of my games even ranked as “Average,” and after talking to the guy the next day I think it was just due to his disappointment in the way the game was going and even then only because it went so bad so fast.  I don’t know what he gave me for sports, but I have to say, I really felt bad after the game for the way he went down.  That I think is the plus of the 100 or nothing system, but then my pulling back and ending the game early by running away is the downside of the 100 or nothing system.  Either way a great time.  To contrast, at the same time a bunch of the Cali guys were playing at The Alamo, a Texas event.  A friend of mine there told me that due to his opponent’s slow playing he only got 10 turns in the first three games on day 1.  Makes me glad I went to North Star and will keep me going back.  The Midwest guys are just that much better to play (always exceptions on both cases… I’ve met a few great Texas guys).

Dark Elves (OLD) – 31w/11l/1d
Ogres – 2w/3l/0d
Skaven – 6w/7l/1d

Singles – 31w/18l/2d
Doubles – 8w/3l/0d


Overall – 39w/21l/2d

Tuesday, December 17, 2013

North Star – Round 5 – Jake Murphy – Dark Elves



Lay Down the Hammer!
Deployment: Battle for the Pass
Special Rules: Two objectives on midline.  No impassible terrain special rules of Battle for the Pass.  Night Fall – After game 5, game ends on 1 or 2.  After turn 6 game ends on 1 through 4.  Game automatically ends after turn 7.  Same scoring unit rules as Round 4.
Major Objective: Control both objectives with same control rules as round 3.
Minor Objective: Control more quarters.  Scoring units control or contest – all or nothing.



The List
Sorceress, Level 4, Lore of Metal, Dispel Scroll

Death Hag, General, Cauldron
Master, BSB, Heavy Armor, Lance, Shield, Cold One, Hydra Banner

20 Repeater Crossbowman, full command
5 Dark Riders
5 Dark Riders
5 Dark Riders

9 Cold One Knights, full command, Banner of Swiftness
21 Executioners, full command, gleaming pennant

War Hydra
War Hydra


So from what I have seen Jake is the Dark Elf king of the Midwest.  Going into the 4th round there were 3 dark elves ahead of me in battle points (the competition for best of race).  After round 5 there was 1 ahead of me and I was playing another.  He is the master and I was the poser.  Jake runs with Ryan Nicol and I remember how good he was, and so I was expecting (and got) a nice challenge out of Jake.  Jake is also a great guy to hang out with and this would be our first game.


Magic
Jake had been complaining that his level 4 metal wizard hadn’t done much all event.  I figured if he was 3-1 going in, and was complaining his magic was worthless I was in more trouble then I though.  Metal wizards aren’t worthless against double hydra though.

Jake rolled searing doom, enchanted blades, Gehanna’s golden hounds and glittering robes – so two kill hydra spells, 1 enhance his crossbows to kill dark rider spell and 1 resist my shooting spell… great.

I rolled up spirit leech, soul blight, doom and darkness, and purple sun on my death caster and searing doom and glittering robes on my metal caster.  Not horrible spells.


Terrain
This table once again had more toned down terrain.  We again agreed that it didn’t make sense to see through a forest that you couldn’t see into and so the forests blocked line of sight.  Otherwise there were just impassible terrain and little hard cover rock forests (that could be seen through).


Deployment
As this table was deployed on the long edge, pictures became much simpler to take.  They are all from the same side so I’ll be using close and far versus left and right.

Jake deployed his crossbows on the close side with the cold ones.  The far side got both hydras and the fighting unit.  The cauldron tried to play the middle but eventually swung to the far side to avoid the rock.  The dark riders had originally deployed in the back (no shown) to prevent my scouts and then vanguard back up to the rest of the army.

I counted my hydras on the close side to take out the crossbows and caster and put chaff out with my metal caster to take on the hydras and block.  My plan was to crush that one shooting unit and the deal with the hydras afterwards, maybe throwing some searing dooms in the early/mid game as convenient.

My shades took the left side, to try to push through the crossbows quickly.


We roll off and I get the first run thanks to the +1.  Jake had gotten to choose who deployed first, and as we had the same drops this gave me the needed +1.


Turn 1 – Dark Elves (Me)
So I of course didn’t have any changes on the first turn.  My shades moved up to try to get maximum death on the crossbows, even though it put them in threat of the cold ones.  I figured my assassin would save me (turns out cold ones are only T3, so not so much).  The rest of my shooting moves into position and I throw out a unit of harpies to block off the movement of the cold ones/dark riders.

I roll a 9/6 magic phase and start out with a PoD with the death caster for +3 (12/6).  I then put a 3D soulblight on the cross bows, which he allows.  I 2D PoD with the metal caster which he dispel.s  I then 5D the boosted searing doom on a hydra to pull the scroll, which I do.

In shooting the shades only do 5 wounds to the crossbows and he passes his panic.  I then do 4 more to the unit.  My general tries to put a panic on the close dark riders but only kills 1.



Turn 1 – Dark Elves (Not Me)
Jake starts his turn off by giving the cold ones a 5++ save and charging the shades.  He makes his saves on the stand and shoot.  Turns out the unit had the banner of swiftness, proving I should have been more cautious as I underestimated them severely.

The close dark riders charge the harpies and I flee.  Shooting cancelled ;).

Jake rolls a 10/6 magic phase and starts with a 6D searing doom on a hydra, which I scroll.  I then dispel PoD and he fails GGH.

The crossbow unit puts 1 wound on my general.  The breath weapons from the hydras each do 5 wounds to dark riders.  One panics and eventually will run off the table.  The other holds.  His dark riders manage to kill 1 dark rider on another unit.


In combat he challenges, and then my assassin kills his champion.  His character and unit wipes out the shades making me need snakes to hold.  And I make it.  At this point I am literally jumping up and down in circles.  My plan had to be to walk up with both hydras and double flame the crossbows, but now I have 2 hydras in striking distance of the cold ones, which are worth lots of shinny points.


Turn 2 – Dark Elves (Me)
I activate my egg and charge my BSB and both hydras into the Cold Ones.  I assume the BW won’t do anything, but T6 would help him keep his static combat without giving up a wound.  I also charge a dark rider unit into his dark rider unit.  He will get more horses, but I get the +1S, banner and charge.

The harpies rally.  DR doesn’t, but I already said he would run off.  I move up to take advantage of gaps and maximize shooting with priority on dark riders and cross bows.

I roll an 8/5 magic phase.  I start off by rolling snakes with PoD on my death caster ending her turn.  I then 6D searing doom on a hydra, and he fails his dispel.  I only get 5 hits and 2 wounds.

My shooting sees my general killing 2 dark riders, and my solo dark rider kills another.


In the dark rider on dark rider combat, I lose 1 and kill 4 with the last with the horse.  No panics.  My BSB challenges his BSB.  He takes 1 wound (and loses an attack) and I don’t thanks to egg.  I forgot to breath.  My handlers then kill 1 cold one.  The one cold one that can attack my assassin (who didn’t get through armor) takes 1 wound from the rider and his last from the cold one (but did his job!).  Needing to kill 4 cold one knights in order to break steadfast, and looking around the table I decide to use both breath weapons (I’m sure double hydra can kill crossbows in combat, and the block unit is way far away) to ensure that I can kill those cold ones.  They go poof in a cloud of flaming goo.  That leaves just the BSB.  Jake and I agree that I deserve him rolling snakes but he doesn’t and commits seppuku.  The crossbows panic and run into the hard cover.


Turn 2 – Dark Elves (Not Me)
Jake blesses the crossbows with a 5++ ward in the hopes they will rally, and they do.  His dark riders charge my dark riders and I flee.  A 9 keeps me on the table but I roll an 11 and run off on the far side.  The hydras turn and start moving to the close side of the table.

Jake gets a 7/4 magic phase and throws them all at a large searing doom at a hydra.  He also gets 5 hits but only 1 wound.

His dark riders plink the last dark rider off of the unit in his back field.  This leaves me with 1 scoring unit and him with 2, but the crossbows so far out of position that even if they did live they couldn’t get to the objectives.  So controlling both objectives is now out, and we are down to just quarters.



Turn 3 – Dark Elves (Me)
My BSB charges his cross bows to pull the stand and shoot.  I take 1 wound on the stand and shoot.  The hydras then both charge.  He fails 1 of the terror tests but uses his reroll to pass.  One of my hydras fails to get into combat.  If he had run I had a fast unit ready to push him off the table.

Nothing rallies… just that damn guy who will eventually run off.

I roll a 10/5 magic phase.  I 2D PoD for +4 (14/5).  I 6D boosted searing doom on hydra.  My turn for 5 hits and only 1 wound.  I then 5D purple sun which he dispels.

I pick off another unit of dark riders.

In combat his champion challenges.  My BSB whiffs, but the stop kills him.  They hydra then leaves only 4 guys and the wizard but he fails his steadfast and runs.  I don’t catch but I held with the hydra as I wanted him in a better position for his hydras coming around the rock.




Turn 3 – Dark Elves (Not Me)
This turn the blessing goes on a hydra for a 5++ ward.  He charges the hapries, which fail their terror and then redirects into the rear of the hydra that failed its charge.

He doesn’t rally so no magic or shooting.


In combat all the handlers do nothing.  I do 1 wound to his hydra and he none to me.  I still lose due to static.  I flee and get caught.



Turn 4 – Dark Elves (Me)
I start my turn by counter charging my hydra into his hydra.  This time I have the advantage of being up 1 wound and have the flank instead of his rear.

Both of my fleeing units (that dang dark rider) run off the table.

I roll a 9/4 magic phase.  I throw it all at purple sun, don’t get a miscast and he fails dispel.  I roll a 10, hitting the ward save hydra, the cauldron and a harpy.  The hydra and cauldron get picked up.  I get 3 dice back (12/4).  I put doom and darkness on his last hydra in the combat.

My general whiffs his shooting.


In combat my handlers get a wound through while his don’t.  His hydra then saves my hydra and he does 1 wound to me.  Losing combat and with DND has him running off the table.


Turn 4 – Dark Elves (Not Me)

Jake has 1 unit of dark riders and his block left at this point.  He has no charges.  He moves to shoot my general and does 1 wound.  The block begins to move away from my army to conserve points.


Turn 5 – Dark Elves (Me)
I have no charges.  I move they last hydra towards the block, hoping the game lasts long enough for me to try for a terror test and the harpy unit in the woods to come out and push off.

I roll a 3/2 magic phase and throw them all to soulblight the dark riders.


My shooting leaves 1 dark rider which passes his panic.


Turn 5 – Dark Elves (Not Me)
Jake keeps moving, his shooting is ineffective.


We roll and the game continues.


Turn 6 – Dark Elves (Me)
I continue to move up my hydra to charge the block, which it will be able to do if we go to 7 (needing box cars to make it should he hold).  The rest moves to kill the dark riders and shoot the block as back up.

I roll a 10/5 magic phase.  I 4D searing doom at the dark rider, but fail to wound.  As I rolled 6s I lose 4 dice but don’t’ take any wounds myself.  I don’t bother to try to cast with my last two dice and him having 5.


My shooting takes off the dark rider and kills 2 off the block.


Turn 6 – Dark Elves (Not Me)
To avoid being close to the board edge for the terror check, the block turns.  The game however does not continue to see if what would have happened.

What a game to finish the old dark elf book on.  Dark Elf versus Dark Elf and me getting the win.  What a blast.  Jake got my favorite game vote.  My magic was again huge, 59/27 versus 17/10 (because I killed his wizard), giving me 32 power dice over him while he only had 7 over me.  Man, I’m going to miss that (I’m not going to miss throwing 2 dice at PoD and sucking my wizard into the warp though).

Saturday, December 14, 2013

North Star – Round 4 – Dylan Seifert – Wood Elves

Hammerin’ Hangover
Deployment: Battleline
Special Rules: A scoring unit has a full rank with 1 command model or character.  Skirmishers have 5 models and 1 command or character.
Major Objective: Have a scoring unit in opponent’s deployment zone.
Minor Objective: Your opponent doesn’t have a scoring unit in your deployment zone.


The List
Spellweaver, General, Level 4, Lore of Life, stone of rebirth, dispel scroll, shrieking blade, iron curse icon

Noble, BSB, Asyendi’s Bane, Hail of Doom Arrow

8 Dryads, Champion
8 Dryads
8 Dryads
20 Glade Guard, musician, banner, banner of eternal flame
10 Glade Guard
10 Glade Guard

5 Wardancers
5 Wardancers
3 Treekin
3 Treekin

Treeman
Great Eagle


This list scared me a little.  I know I have beaten similar lists in the past, but dryads always give me problems.  He didn’t have anything but the one unit of dryads to score with, so I just needed to focus on killing the champion as I doubted the glade guard would make it across the board.


Magic
His life wizard rolls up awakening, flesh to stone, throne and dwellers.

I roll up enchanted blades (yay magic shooting) and searing doom on my metal wizard (his game to shine!) and spirit leech, caress, doom and purple sun on my death wizard.



Terrain
This tables terrain was much more boring… just normal forest, walls and building.






Deployment
This time I don’t win the chance to choose sides, and he picks the building side, and with the corner of the building barely in his deployment zone, becomes able to reach his S4 shooting into my deployment zone.  I dislike the rule where that counts as part of his deployment zone, as it clearly expands his area of effect much farther (for scouting, vanguarding, everything).

Having more drops than I, Dylan is able to control the deployment.  He puts his dryads strong on the right flank with the eagle and a unit of treekin.  An archer unit goes into the building.  The left gets the rest.  I think he was trying to hide from my metal wizard (fear me!)

I put down my normal deployment, including the metal wizard on the right.  I wanted to dance with the dryads, magic the treekin and control the right flank while the hydras did the heavy lifting with the elves and treeman (can you say magical, flaming, armor piercing breath weapon on treeman?)

He didn’t have any vanguard or scouts.  I put the shades in the forest to either take on the building or be stubborn for the incoming dryads.

Having been hanging with my friend I had only had a single beer, so he got the +1 to go first.  He puts it to good effect and takes the first turn.


Turn 1 – Wood Elves
With everything back, even the vanguards, Dylan has no charges to start off his first turn.

He moves a little on the left and hard on the right and then goes onto magic.

He rolls a 12/7 magic phase.  I allow him to cast throne of vines.  Normally my policy is to never allow them to cast this spell and make them eat the dwellers (and I eat all of the other spells).  With this list I’m not as worried about dwellers as my units are so small and I really didn’t want him increasing the T of his most likely flaming unit.  So I allow the spell and dispel flesh.  He then picks up 6 dice, double 6s dwellers (which he ignores) and kills 4 dark riders.  I pass my panic and am happy with my choice.


The bows in the building take off a dark rider, and the rest of his shooting takes off one more.





Turn 1 – Dark Elves
For my turn 1 I start off by declaring a charge with the harpies at the building.  I expect to lose the harpies but hope to pull the stand and shoot so that they shades can charge.  He holds off, and I decide not to charge with the shades but instead try to put some wounds on the dryads.  The harpies make their charge.

I move the remaining 2 dark riders up in front of his big unit, hoping to pull some shooting and otherwise threatening the BSB or general with an easy charge.  I also move up the other unit of harpies to follow up with the same charge or draw shooting.  I do this all in the hopes of allowing my hydras to get into position without getting nuked by fire and the expected doom fire arrow.

I roll a 10/5 magic phase (yay to strong magic this game, it seems).  I start off with a 2D Pod but only get my 2 dice back (12/5).  I throw 2 dice to dispel throne and then the last 8 dice at a big searing doom on the right treekin.  I figure I will either double 6 and nuke them or draw the scroll.  No 6s so the scroll comes out… I think a good use of my first phase as it opens things up for later.

In shooting I pop the eagle.  I put 1 wound on the right treekin and take 2 off of the small archers.

In combat my harpies get nuked but take out 4 archers in the process severely limiting the threat of the S4 shooting at my dryads.





Turn 2 – Wood Elves
Dylan still has no charges and continues to move strong on the right and dickering around on the left.

Only a 4/3 magic phase this time.  He throws half at tree singing, which I dispel and the other at awakening at the little dark riders.  I think about it for a few minutes and decide to scroll the spell.  Again, I wanted them to pull shooting to give the hydra a chance to live, and looking at his spells I was fairly sure that I wouldn’t be needing the scroll this game… maybe for a large T later on, but I didn’t think so.

He uses the small shooting unit to pop the two dark riders, the treeman to kill and panic the harpies and the flaming unit, building unit and doom arrow to kill 1 hydra.




Turn 2 – Dark Elves
The shades charge the building, losing 1 to the stand and shoot.  At this point making the charge should have gotten them out of the treekin/dryad charge, and give them a good fire position.  They however fail the charge but at least stay in the forest.

The harpies that got shot by the treeman rally.

I also use the egg and move up my BSB to shoot the non-building small unit of elves.

I roll another huge magic phase, 12/6.  The treekin/dryads had made a nice line and I decided what I really wanted to get off was a purple sun.  This would save the shades from a charge and maybe even kill the champion I needed to worry about.  So with the scroll out I needed to remove his dispel dice.  I start with a 3D enchanted blades on my shades to give them magical attacks to shoot at and fight the incoming treeman.  I then 2d PoD with my death wizard for +3 (15/6).  I throw a 3D spirit leech at his general, which doesn’t do anything as I don’t’ roll higher.  Having allowed all my spells so far, he final dispels a 3D caress at his general.  I then 2D PoD with my metal wizard but only get back my 2 dice (17/6).  I throw a small searing doom at the treekin, which he allows and get 4 wounds (that’s after double).  I then take my last 2 dice, activate my power stone (19/6) and get off the purple sun… he only has a few dispel dice left and can’t compete.  And what do I get for all that effort?  I get a misfire… but at least live.  I am not happy, it should have been so wonderful, and maybe even enough dice back to cast doom and darkness before I shot.

My breath weapon manages to only kill 3 archers and the general kills 2 wardances.  Rest of my shooting doesn’t do much.




Turn 3 – Wood Elves
The treekin and dryads (with champion) charge my shades.  The dryads go into the flank.  I cause 2 wounds to the treekin on the stand and shoot so only 1 sees combat.

His characters bail out of the archer unit as its clearly going to be getting charged.  They swing to the right corner.

I’m sure Dylan sees the 8/8 magic phase as disappointing, but I’m quite happy with hit.  I dispel his 3D throne of vies, followed by dispelling Flesh to stone on the big archer unit.  He then throws his remaining dice at a treesinging on my shades but fails to wound.

My hydra this time armor saves the flaming wounds so he puts the remaining shots into a dark rider unit, killing 3 and panicing them.

In combat, the Assassin kills the treekin unit off, I lose 3 but make my stubborn.  We reform some, but because I reform second I can’t get into combat with the champion without giving up my flanking and opening up more attacks.




Turn 3 – Dark Elves
So my plan for the turn was to charge the hydra at the small unit, kill, reform and then charge the large unit (get the easy points, right?).  Then the BSB would flank the archers, which only have 1 rank so not a lot of static so I would likely hold until the hydra could join.  What do I do?  Declare the Hydra on the big unit, oops (and then he fails).  I still put the BSB into the flank of the unit, and to make up for the stupidity, I do something else that may have been dumb and charge the little unit with my general (he makes his stand and shoot).  I figure his T4 and 4+ ward will keep him from dying and the S5 mount will do the heavy lifting against only 7 elves (just need to kill 3 to break steadfast).

Both the harpies and dark riders rally.

I roll a 6/4 magic phase.  I 2D PoD, but he dispels it.  I then 2D PoD with metal wizard for +4 (10/4).  I 4D blades on the shades to try to keep them doing damage.  He then dispels Doom and Darkness on the large archer unit.


My BSB kills 3, mount kills 2.  I roll a 1 for my charmed shield but still make all my saves.  He holds and reforms to give himself ranks (and makes the hydra be closer, hehe).  My general flubs, but the mount doesn’t.  I still lose, but hold.  The assassin passes his fear test but doesn’t do shit.  The shades get picked up and the assassin runs (ass isn’t skirmish and therefore not stubborn on his own).  I don’t think I even killed 1 dryad off that unit.



Turn 4 – Wood Elves
Dylan doesn’t have any charges for the turn, things being out of position.  The dryad with the champion moves back into my deployment zone (that champion is worth 450 points while in my deployment zone!)

He rolls an 8/5 magic phase and double 6s throne, which allows him to ignore the miscast.  I then dispel flesh on the archers.

Strangle root kills the harpies but the one bow unit doesn’t do anything.

My general makes his saves, kills enough with mount to break steadfast and holds as the archers run off the table.  My BSB does 3, and he breaks and gets run down (and my BSB runs towards the solo character).




Turn 4 – Dark Elves
My BSB charges his BSB.  My hydra is not out of position, and moves to be able to charge the building.  My BSB is looking like he will kill the BSB and then overrun into the general, but not before the strangle root and snipe him out of the combat, so I move my death caster to take on the treeman.

I roll a mighty 11/6 magic phase.  I start off with a 3D caress on his general and pull all 6 dice because I rolled high.  This is what I wanted since I was sure the general would die to combat and I wanted to be able to focus on the treeman.  I then 3D DND on the BSB to make sure that he will run and kill himself.  I 4D Spirit leech on the general but don’t roll high enough (probably should have done the sun first but I wanted to get my dice level down for what I was hoping would be a great sun).  I 1D PoD for +3 (14/6) and 3D Purple Sun which hits both the treeman and the treekin.  He picks it all up, but I only get 1 die back (15/6).  I then PoD with the metal wizard for +4 (19/6), which I 4D enchanted blades on 2 DR to try to kill some dryands.

I kill 1 wardancer with some dark riders.  My general puts 1 wound onto his general.  I also take off 2 wardancers on the other unit.

My BSB does 1 wound to his BSB who dies and his general panics and runs off the table allowing me to hold with my BSB.

Wow, this was a huge turn for me, killing general, BSB, Treeman and the second unit of treekin.  There are still a few archers left, but now I need to focus on cleaning up and getting that damn champion (but I am way out of position for it).




Turn 5 – Wood Elves
He bails out of the building and shoots 3 dark riders.


Turn 5 – Dark Elves
I try to move towards that champion… those that can’t make it stop on the way to shoot wardancers in the hopes of cleaning up the weakened units.  My hydra moves around the building to try to kill the last wardancer and the archers which have clumped nicely to be flamed.

I only roll a 3/2 magic phase and 3D to give some dark riders magical shooting.  My death magic didn’t get into range on this turn.

My flame fills to kill the wardanceer and leaves 2 elves which don’t flee.  There rest of my shooting does nothing.


Turn 6 – Wood Elves
Doesn’t do anything but dance in my deployment zone to make it harder for me to get that dang champion.  He also moves around to prevent my hydra from scoring up either of the small units.


Turn 6 – Dark Elves
I move hard to try to get his champion.

I roll an 8/4 magic phase and throw magical shooting in the hopes of pulling his dispel dice.  I’m hoping he doesn’t think that I would use my 500 point general (400+100 for general) to try to kill his champion… but it’s a 450 point champion.  I miscast through, and lose 2 more dice allowing him to dispel my spirit leech.  But then he goes and fails his dispel anyways.  Excited I roll to add to my leadership (at +1) but still manage to not do a wound.  My shooting manages to kill a unit of wardancers and but there isn’t any way I can kill 8 dryads.



I was really happy with the way I controlled the magic phase, and am going to miss power of darkness.  It could have been so much better if that first purple sun had rolled something that wasn’t a misfire.  In the end Dylan got 32 power dice to my 23 dispel dice (difference of only 9 dice).  I on the other hand had 71 power dice to his 27 dispel dice (difference of 44 dice).  If my spirit leeches and that purple sun had gone off it would have felt way more effective.