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Battle Report 6

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High Elves (Pete ) vrs Chaos (Jim )
written by Pete

Overview.

I was really looking forward to playing this game. I had played Jim a few times in the past, usually resulting a draw with my Lizardmen against his Orcs and Goblins. I had beaten his Greenskins with my tournament High Elf army, but that was mainly due to my dragon rather than any great tactical strides on my part. My High Elf list was written with a view to being fair and fun to play against. Jim was testing his army for the upcoming WPS GT.

As always his army was beautifully painted, and my High Elves are the best work I have done. I thought the battle would be a great visual spectacle as well as a good demonstration of tactics. Jim and I often wondered around the club and discussed next moves for various games (out of ear shot of the players) and I knew we both played a few turns in advance in our heads and weighed up the consequences of our moves.

High Elf deployment.

elven-army-center

With my deployment I intended to outflank Jim on my left side, using the white lions to go swiftly through the wood. My archers and bolt thrower should clear any resistance to them swinging round. I used my Sea guard and First Silver Helms to hold the center and keep Jim ‘honest’ (facing forward instead of being able to turn to fight the Lion Guard.) The right flank I deployed my fast moving units so I could abandon the flank or run around it as circumstances dictated.

The Army:

Hero leading White Lions
Level 1 Mage
2 Units of Silver Helms. (1 with war banner)
Lothern Sea Guard
Reavers with bows
Shadow warriors
Archers
Bolt thrower

Chaos Deployment.

chaos-center

Jim was making a big push down the center, with strong support on his left side. He used the beastmen to shield his key units, and threatened my archers with flesh hounds and warhounds. The furies would support his push down the left, my weakest side.

The Army.

Mounted Exhalted Champion
Hero on chariot
Chariot
Knights
Chosen warriors
Furies
Flesh hounds
2 units of war hounds
Dragon Ogres
Beast herd

Deployment done we rolled for first turn. We both got a 4, but my +1 for finishing first gave the choice to me. Unsurprisingly, I opted for first go.

Turn 1.
High Elves.

elven-leftflankWith the impetus being on chaos to get to me, I held back, moved the reavers just into bow range and the White Lions to start their flanking move. My archers didn’t do much, a few war hounds and flesh hounds slain.

 

 

 

 

 

 

Chaos.

chaos

Jim advanced across the line; the furies took refuge in the graveyard, which caused me a headache. The chariots held back to counter any flanking moves my reavers had in mind.

Turn 2.
High Elves.

elven-rightflankMy Reavers found themselves stuck, a move forward and be charged by a chariot, anything else leaving them at a charge from the furies. I moved the Reavers right out onto the flank, so the furies would have to come right out of the game to take them on, and the chariots couldn’t reach them. The mage realised he was in bother if the furies went his way, so he joined the sea guard. Shooting was more successful. I killed off the flesh hounds and 1 of the war hound units, leaving the white lions free to threaten the chaos flank.

 

 

 

 

 

Chaos.faceoff

The furies charged into the Reavers as the rest of Jim’s army trundled forward. The Chaos warriors turned to face the white lions, and the beast herd covered their flank from the Silver Helms. This left some of his other key units uncovered. Most notably the knights had their flank exposed to my bolt thrower! In the first close combat of the game, the furies were beaten by the Reavers! But Jim’s low dice rolling continued and they passed their Ld test.

 

 

 

 

 

 

 

Turn 3.
High Elves.

elven-intreesWith the Warriors approaching a quick average combat in my head told me the lions would win, but not by much. If the warriors held, the lions would be in trouble. So they backed off and hoped the archers could do something about the warriors’ rank bonus. Magic was ineffective; in fact my mage didn’t get a single spell off all game. My shooting did kill a couple of warriors, but not quite enough for me to be comfortable. Then the bolt thrower draws its bead down the knights’ flank. Jim holds his breath. Single Shot: Missed! The furies see off the Reaver Knights.

Chaos.

mightchaosgeneral-hidesThe warriors move forward into the Lion’s charge range, as he does so, Jim moves his general so the bolt thrower can’t hit him, but can charge the lions if the warriors hold. Seeing the thin line of archer types in front of them the beast herd advance towards the sea guard, very unafraid. He reinforces his center with a chariot and his dragon ogres, leaving his hero and war hounds to deal with my Silver Helms on the flank.

 

Turn 4.
High Elves.

elven-centerSeeing the oncoming beastherd, the sea guard forms up to a 5x4 block of spears. That made the beastherd think twice! The shooting was all directed onto the warriors. Disappointingly killing only 2. But it was enough to reduce the rank bonus by 1. The lion guard back away from the warriors, tempting them away from the general. On my right the Silver Helms charge the war hounds, which flee, leaving them clear to charge the hero’s chariot. In the ensuing combat Jim’s hero is force to step down from his chariot to fight a challenge. My champion caused a wound with his lance, but kudos to the horse for killing off the chaos hero with a well-placed hoof. The chariot breaks, but the pursuit is not quick enough.

Chaos.

chariot-flankchargeJim has no other option now but to present me with charges for my next turn. He moves his general into the dragon ogres and faces down the silver helms. The warriors move to within 4" of the Lions. The beast herd charges into the block of sea guard and the knights maneuver round towards the archers. Still the chariot waits behind the lines for that critical counter charge, the other chariot fails to rally and flees off the table. The sea guard beats the beastherd in combat, but they hold.

 

Turn 5.
High Elves

faceoff-resultThe Silver Helms refuse to charge the fear causing dragon ogres! Disaster! However the lions have no such compunction towards the battered warriors and move in to try and finish what the archers had started. To try and help out the Silver Helms the archers begin shooting at the dragon ogres, but not enough can draw a line of sight to do more than a coupe of wounds. The others fire into the knights. On the right flank the Silver Helms move to claim that vital table quarter. In combat the sea guard and beast herd continues to exchange blows. The sea guard winning and the beast herd holding, again. The Lions do better than expected against the Warriors. My general kills their champion in a challenge, and the others kill two other warriors. The return attacks kill one lion. The warriors break, are caught and destroyed.

Chaos.

cav-clashThe Dragon Ogres and general charge! The Silver Helms hold and say their prayers. The remaining chariot moves to try and charge the lions. The sea guard finally overcomes the beastherd, and the massive pursuit takes them into the chariot’s flank. Bad luck Jim! The general has a bad day at the office, only just killing the Silver Helm’s champion in a challenge. The Dragon Ogres make up for it, but only bring it back to a drawn combat. My musician blows his trumpet and the chaos general loses frenzy! (Though they hold)

 

Turn 6.
High Elves.

elven-leavethewoodAll the archers turn their attention to the small number of furies flitting around behind the lines. The furies are wiped out. The dwindling Silver Helms somehow manage to win combat against the dragon ogres causing 3 wounds before the dragon ogres bring down their double handed weapons, leaving only 3 Silver Helms left. My other troops get into table quarters.

 

Chaos.

chaos-cavlineupThe knights finally get a charge in on the archers, who to add insult kill one standing and firing. But are soon dispatched, causing the bolt thrower crew to panic. A good combat for Jim. In the center the Dragon Ogres and general kill only 2 Silver Helms and I inflict a wound, taking the dragon ogres to below ½ strength! Jim scores 3 (2 wounds and outnumber) and is about to suggest that my out numbered Silver Helm flees automatically when I point out he is still holding the war banner, which makes my score 3 as well. A drawn combat and keeping the Silver Helm unit alive.

 

Final VP total:
High Elves: 1616
Chaos: 514

High Elf solid victory.

elven-bluecavConclusion.

I enjoyed the game immensely and it was visually stunning as expected. I think Jim would have been better off going for the woods with his beast herd. Or holding a unit back to prevent my Lions from marching round his flank. My battle plan worked fairly well, kill off the weaker units with bow fire, then out maneuver the harder stuff. I was pleased with the performance of both units of Silver Helms, they excelled. The versatile sea guard proved that they do have a role to play. I originally included them as they are a nice paint and conversion job, but they are getting better and better at having a good battle field role. I was so impressed at having a shooting unit that can fight, I think a large archer unit with full command is next on the buy list for me.elven-lions

I’m sure Jim will want to add to this report. And correct any details I got wrong. (I couldn’t remember if I charged with the sea guard or got charged.) But it was a great game Jim. I hope we meet in the campaign.

Cheers,

Pete

Pete - you charged with the Sea Guard. I refused the offer of the charge when you ranked them 4 deep!!.
My General was an Exalted Champion

 

Overview –

chaos-warriorsUsually I struggle against the better players of WFB at the club due principally to lack of experience and not having that much of a clue of what I am doing. But over the last few weeks Pete has been giving me a few tactical pointers so it would be interesting to see how I did. I was fairly happy with my set up and I had identified that Pete’s weakest flank was his right (something that I probably would not have done a couple of weeks ago). I needed to to crush the units on this side and swing around to support the center. So what went wrong.

1) I underestimated how devastating elven bowfire was – Turn 1 I lost very few models and it lulled me into a false sense of security. Turn 2 I lost a complete warhoundchaos-cav unit and the remaining flesh hounds + warriors.

2) Pete held back, dictated the pace and reduced my numbers before charging in on his terms. His greater movement both of his cavalry and infantry meant I was always outside of my charge range but inside his.

3) I let go of my original plan and brought the Dragon Ogres back to the center. I was unsure as to what the big block of silver helms would do on the charge.

chaos-beastsanddogsSo what did I learn -
With a close combat army do not allow your opponent to dictate the pace, easier said than done. When playing against faster armies in order to dictate the pace you must get within charge range (obviously) but this will then lead yourself open, you must then cover all the bases to cover overruns and counter charges etc

If you identify a weakness then go for it do not be distracted.
DO NOT expose your flank to a bolt thrower.
Chariots do not work well on the flanks their initial lack of speed is a problem and once they are defeated in combat they move like lightening of the table edge!
In order to play this game to a any standard you need to concentrate for the entire game, something that I do not often do.

Jim


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