Thursday, December 8, 2011
Winter Incursion
My List is as below:
Tyrant: (General), Heavy Armour, Tricksters Helm, Talisman of Protection (4+), Great Weapon
Bruiser: BSB - Look out, Armour of Destiny, Great Weapon
Butcher: Level 2, Fencers Blades, Staff of Solidarity
Firebelly: Level 2, Extra Weapon, Dragonbane Gem, Potion of Strength, Dispel scroll
8 Ironguts: Dragonhide Banner, FC
6 Ogres: Ironfist, Std, Musc, Look Out
2 Mournfang: Heavy Armour, Ironfist
2 Mournfang: Heavy Armour, Ironfist
3 Maneaters: 1 x Great Weapon, 2 x Hand Weapon, Scout, Stubborn
Sabretusk
Sabretusk
Sabretusk
Ironblaster
Ironblaster
Bit of everything really, small Deathstar + support units and twin-cannons. I think it should do well, but we'll see.
Ogres...
Mansfield Maul
Game 1
Empire
The draw was announced a few days before the event, so had time to peruse my opponents list. A couple of cannons and a STANK were worrisome... as were the +5 dispel dice. He had:
...
I deployed in 'lines', although soon found out (after my opponent told me) that in 8th vs MI the cannon has to kill the guy in front to go through (like a bolt thorwer). I did not know this, but it really helps vs cannons, and other warmachines (Mortars, Stone throwers) don't worry Ogre blocks too much due to large bases and multi-wounds.
Anyway, My 'Deathstar' - Bulls + 3 characters went down the middle, towards his blocks, looking to plow through the 'chaff' and get to him (hopefully). He blocked me with his Peg hero, so I charged... and accepted his challenge with the Tyrant 8 str 5 was not enough vs his 2+ rerollable, and without ranks and him having Ld 10 general and BSB nearby he held... just what I wanted. I combat reformed 6 wide
In his turn his detachments ran and blocked the end of my unit at both sides, but the Tyrant unleashed the Potion of Strength and splatted the hero. I was then able to combat reform 3 wide... narrow enough to fit through the gap between detachments, and 11" from his swordsmen character bunker... YUMMY. The Ogre Charge smashed them apart and I cleaned up the center, with only 2 detachments left at end of the game.
'Unkillable' Tyrant went solo and chased chaff around (and took 3 cannon shots with no problems).
On my left the Ironguts + Anti-heros Bruiser and Firebelly went against Knights + Crown of Command Priest and Flaggelents who were in front of the artillery battery.
The Knights blocked me, setting me up for a Flaggelent counter Charge... I got all 'tricksey' again. I charged the 'bait', but directed no attacks vs the priest. The Knights all died, and the stubborn priest held. After a combat reform the Flaggelents could now only charge past the priest and 'clip' with 1-2 getting in - a combat I would easily win, so the flaggelents waited for me. I despatched the priest in his turn and charged the flaggelents. All of this (like the Ogre unit) had meant my opponent had very little oppertunity to shoot me with his cannons. The combat vs the Flaggelents was 'horrible'. Everybody died, and (again by manipulating attack allocation... and a bit of luck) the combat ended in his next turn with the flaggelents wiped out, and me having only the Bruiser... on 1 wound.
The Bruiser was 13.5" from the artillery park... so an 8 was required to get them... anything else and he would get 2 cannons in the face. I rolled 11 and took appart the artillery.
I had 'smashed' the right flank... with my 1 wound bruiser left to tell the tale.
On the left the Mournfang and Maneaters and faced the STank, War Alter, Knights and General on Peg. I was hoping to just tie him up enough to let me centre and right win the game.
The STANK moved up 'on point' with the Knights blocking a flank charge on it from Maneaters others behind... a Timewarp later and the 30" charge STANK was a 'real' problem. I couldn't afford to have it plough into the Character bus... as I would kill it eventually, but not have time left to get any points. Not able to march past the STANK due to units in the way I charged the knights, they were just short of going off table but right in front of the Alter. If my Mournfang rolled a 7 they would catch them, and get out of the STANKS arc.... 3 dice...5, 1, 1 - bugger!
So the Mournfang sat in front of the STANK and prepared to get smashed... which they did... but it took the tank a few rounds, meaning it didn't achieve anything else in the game.
With the knights in front of the Alter the Maneaters took their oppertunity and ran up to them... I assumed they would rally - which the did meaning they Maneaters could charge through. The Alter could stay behind the Knights or move to the side and get charged directly by maneaters.... he did, and shot them with fireballs. 6 wounds, and the Maneaters were less confident, but they still smashed up the tank (despite not realising, unlike 8th, the priest could do more than 2 bounds a turn... so after doing 4 wounds to the Alter the preist healed it... doh! - he died later though, and when the maneaters were charged by the knights they beat them as well).
At the end the left flank was just a single Maneaters and STANK
A bloody game, but a massacre to me in the end - MVP went to the Maneaters who did bad things to the 'popemodile'. For anyone interested in such things the Thundertusk got shot turn 1... a theme for the weekend, and the sabretusks got shot early as well.
Game 2
Tomb Kings
I was due to play Shane Metcalf, fellow Dragon Slayer known as 'the Hobby Killer'. Game 3 (see later) was a doubles game and I was due to play against Shane in that as well. After checking with the judge it was OK I started the first of my 2 games vs Shanes Tomb Kings.
Shanes List was:
......
Flaming attacks on Settra, and chariots meant I was confident either Tyrant could take them out... easily. Shane went on the baseline on my left side... like
Necrosphinx (catapult behind) - Chariots - Settra - Tomb Guard - Giant - Archers - Archers (Casket behind) - War Sphinx - Carrion............ Catapult in right corner. Castleing up actually helped vs my list as it meant I could 'Deathstar' and 'smash' through his good stuff.
'Unkillable' Tyrant went in Bulls... all other heros into the Ironguts. My deployment (again left to right)
Sabre - Maneaters - Ironguts - Bulls (Mournfang Behind) - Thundertusk.... Sabre on right corner
Plan was for Guts and Bulls to run down middle and then turn off towards 'Spinexed' which would undubtedly use to block. Leaving Centre Open for Mournfang to run through towards 'juicy' Archers.
The plan worked.
'Unkillable' Tyrant left bulls to stand in Front of Sphinx... Tyrant lost 1 wound over 7 rounds as he slowly re-sculpted the Sphinx into rubble for his garden path. Bulls then ran on and smashed up the archers, casket and mages (who had bailed from the archer unit after it was obvious the bulls would get through).
The other Tyrant ran in front of Chariots and Settra his 2 + ward vs flaming meant I was confident he would smash them up... so was Shane, so he was charged by the Necro-sphinx and Tomb Guard... (I had half expected this, but figured he would be OK, then next turn the counter charge from guts and a potion of Strngth would splat both units).... after the Tyrant had his Str and T reduced by 2 I was less confident... when all units with 24" of Settra got an extra attack I knew the Tyrant was dead - I was right.
The necro overran into the Guts, but the Tomb Guard were stuck... in front of the chariots. The counter from the Maneaters and Character attacks meant I was able to splat the Necro and then the Maneaters were charged by the Tomb Guard and the Guts by Settra (Chariots still blocked in the corner). Settra died to lots of str 6 attacks, and the maneaters made good use of being stubborn, meaning the guts could splat theGuard next turn.
Meanwhile the Mournfang had charged the Giant, leaving it on 1 wound... so I unleashed the Banner - killing him, and overruning into the archers. I killed them all (no crumble required) in his turn refromed and charged the chariots who were still stuck behind other combats... they died too - all the while the Mournfang hadn't even taken a wound.
On the right flank the sabre ran accross the table, charged and killed the catapult, before being chased down by the carrion - not very exciting. Again the Thundertusk got shot and dies turn 1 or 2.
Mournfang and Maneaters were MVP
So after Battering Shane, with another Massacre I got to play him again in Doubles.... he was not looking forward to facing 6,000 points of Ogres... not at all.
Game 3 - DOUBLES
Ogres & Ogres vs Tomb Kings and Dwarfs
Lists...
So I got a bit more shooting and Magic - and got a combat-orientated Dwarf army to go with the Tomb Kings... game was vast and complex with units all intermingled (eg TK archers behind dwarf Hammerers), so won't write a full report. Highlights were:
Using 2 Sabre tusks to 'stitch-up Shanes Chariots (again) meaning the 4 Mournfang got to charge them - and smash them to Tiny Pieces (they were countered and smash by one of the Hammerer-hordes though).
Maneaters taking out a Necro Sphinx, then the Bone Giant - each in 1 round.
Ironblaster shooting Settra, making him walk (in the Tomb Guard). The Ironguts and +3 attack Tyrant then got charged by them (after drinking the potion - needing a 6 for a charge and failing), and a bone giant (with a crossed charge so giant wasn't against Tyrant). Tyrant challenged and got to Fight Settra. The Guts died (taking about 10 guard with them) but after despatching Settra, the Tyrant killed the rest of the Tomb Guard.
Clever use of M.R of Challenge saw my 'Deathstar' (bulls and 5 characters) out of the game for a turn or 2... but they then hit, and smashed 1 hammer unit. They were about to get the second, and a Massacre Victory for our Team, but they had str and T dropped by 3, so declined the turn 6 charge (instead charging an archer unit, and despite my poor stats left them with 3 models at end of game).
A really fun game, and we got a Victory - killing half the Dwarf army, but most of the Tomb Kings
MVP - Maneaters (again)... they rocked
Thundertusk died turn 1... again
Game 4
Bretts
Sun morning I was on table 3 and due to play Daemons... Skarbrand and Epidermous made for a vicious combination - but I thought I could take them. My opponent was late, as was Adi McWalter's (another fellow Dragon Slayer) so we played each other instead.
Adi is (apparantly) the best Brett player in the world, but I wasn't too worried. His list was;
....
His main realm lance (std of discipline) had a front rank of Hero with 1+ rerollable, HKB Lord, Hero with 1+ rerollable and (importantly) crown of command damsel behind.
I put all 6 characters into my Bulls, went 3 wide (in lance formation and ran at him), with 2 lances to the front, 1 to the side (but the Grails out of arc - they were busy on the left vs... the rest of my army). Adi knew I had 'Out Deathstared' him and was a little worried.
On my right I had the Thundertusk, who survived this game as Adi's Trebs missed turn 1 - and then shot the (more threatening) Maneaters. He was acting as a counter to any flank charges from the Realm Knights and/or Hero on Peg.
The archers ran out to block charges from the 'Deathstar', but there was a gap I could just squeeze through to charge the errants. No idea if this was intended or a mistake, but I charged and smashed the errants. Problem was, with archers along my flanks I couldn't combat reform properly and if I overran I would get the Generals lance in the flank (and his hero in the flank to stop some of my characters making way). So I turned, allowing his lance to move to my side (where errants had been). I then turned to face them, but would receive the charge.
I wasn't worried. VS the Horrible Brett Chare, my charcters stayed in 2nd and 3rd rank (tried some supporting attacks but achived little). I lost 4 Ogres and held on stubborn 9. I then Drank my potions, and the tundertusk charged some archers - a 5" overrun would bring him close enough to make the Brett General Cold so I could kill him before I got a HKB to the face. The Charging Thundertusk killed 5 peasants... they were still steadfast on a rerollable 10... stupid hairy beast - the one game he survived and it fecks up!
My charcters went aganist his characters. My 8 str 8 attacks killed one hero (just), and the Sword of Anti-Heros and 4 characters mean another 8 str 9 vs the other. He too died. My Tyrant was not Heroic Killing Blowed (HKB) and his 5 str 7 + another 3 str 7 supporting 'only' did 2 wounds. Adi was stubborn on 10 and held (he rolled a 10, and I thought I'd got him till he reminded me about the Std of Discipline... doh!!)
In Adis turn the Peg Hero and Errants Charged the Flank of my bus... and tried to get a Savage Beast on the General. He miscast killing the mage (with crown of command) and 4 knights. I survived the HKB and took out the general, and his unit, but lost by 1 due to the 'flankers'. I passed and was ready to combat reform to kill them all turn 6 (with a flank charge from thundertusk who had (finally) killed the archers - but we ran out of time (my fault... see the left flank below).
So... whilst the "Deathstars" had been going to-to-toe I had to deal with the Grail Knights. The small errants had ran out as bait. I charged with Ironguts, leaving the Mournfang and Maneaters ready to counter the 'enevitable' Grail Knight charge. It all went as expected. Small errants died (horribly), Grails with 2nd lord charged the Guts and splatted them (14 wounds). My 3 remaning Guts rolled 1-1.
I had no idea what to do. My 'counter charge' units couldn't charge and I assumed the Grails would break me (or kill me) - especially as Wyssens Wildform was on them, reform and charge the flank of my bus (with Generals 'Deathstar' to the front).... I think I would loose that one.
I spent a while trying to work out how to block them (too long as it turns out as we didn't get the 6th turn in - as above this cost me a lot of points). A failed march test from a Sabretusk (expected) and Firebelly (moving out of the 'Deathstar'... not expected), meant I couldn't get close enoght to block the reform, but I was able to block the charge onto my main unit.
I then moved back the Maneaters and Mournfang so when 1 was charged the other could counter (or counter if he charged the firebelly). In the magic phase I (surprisingly) got Stuborn onto the Guts, challenged and held with only my champ (on 1 wound)... all that effort for nothing. I should have trusted my magic (yeh right!). In his turn he finished the Guts, but I was now too far to 'guarantee' the charge, but I could march out of the charge arc of the Grails. So I did that meaning the Grails didn't get to charge me, and I survived.
I won, but if we would have had a 6th turn I would have had the massacre. My fault as I spent a while trying to work out what to do after the 1,1. Adi insists the 1,1 (and subsequent stubborn cast) was the only reason I won, but I think without it I would have got a massacre.
Game 5
Empire
Empire again, vs #1 Empire player in UK (according to ranking HQ anyway) - Scott Lines. Scott had split his Empire army with his mate, so it was a bit 'unusual'. List was below:
....
Scott baselined, pinning me back with STANK, and use of Miasma whilst he shot me with cannon (Thundertusk died first shot). I stayed 24 1/2 from the Outriders and not much happened for 2 turns (over than losing Thundertusk and some Mournfang - who had charged Pistollers to chase them off). Turn 3 a failed Miasma meant it was time... the 2 remaining mournfang charged Stank... when they died it was charged by Sabres... keeping it out of the game while it ground through them.
Scott blocked me with the Fire mage and started to run past my Deathstar (splitting the two knight units making it difficult to engage both). I tried to charge characters from the second rank (who weren't blocked by mage). Que a 10 min rules disussion, involving TO and a couple of ETC rules judges.. in the end it was 'probably' legal, but I felt bad as Scott clearly didn't think I could... so charged the mage instead.
The 'Unkillable' Tyant needed an 8 to charge out of the front rank of the Guts at them (intending to pin them in place until the Guts arrived. If I failed they could charge him and he would be OK - I rolled a 9 and proceeded to beat up the lector with Crown of command. The plan was working perfectly until I put 4 str 7 wounds onto the 1 wound lector. With 6+ armour, 5+ ward he survived... and healed himself in his magic phase. Poo!!! HE combat reformed, and challenged me with Lector so when Guts arrived none of them could fight. The maneaters in the flank killed some knights, but with the Tyrant again failing to kill the Lector he held due to the crown.
After killing the firemage, I overran and next turn charged the other knight unit. with Potion of Strength and Anti-Heros vs 2 characters I killed the BSB and 8 knights. No stubborn, no 1,1 - they died.
CONCLUSION
So.. 5 wins - of which 2 were massacres. I came second. Yeh Me!! More importantly I won the 'fancy dress'
The "Deathstar" did exactly what was expected. What surprised me was how good the Maneaters were. They survived all 5 games, and over the weekend killed:
5 Knights
Archlector on Popemobile
Necrosphinx
Necrosphinx
Bone Giant
4 Knights
I'm thinking 3: 2 with 2 h-w and 1 Gt Weapon (in middle) with Scout/Stubborn will be 'optimal'. Only 165pts of pure awesome. Also I think 2 x Tyrants are were its at for 2,400+
Also I don't think the big mounrnfang are necessary when points are tight. I think 2 x 2 is best use for these guys, as fast flankers.
Another 'regular' update
Anyway, I have moved back from NZ and now back in UK.
I have been ETC NZ Captain for past 2 years, and will be again in Poland for 2012.
Warhammer is now well into 8th Edition
I am currently playing/collecting Ogres - with a shiny new book.
I will try harder....
Saturday, February 14, 2009
I smashed 'em Bro!

First up, all comments are from my memory, and my opinion. If any opponents read this and I got things wrong, or you disagree... well, suck it up princess. ;-)
I had to get up at 05:30 to get to the event on time. Unfortunately I tweaked my calf the night before, and the pain stopped me getting to sleep until 03:00. When I awoke my calf was fine.... weird. I got a lift with Josh Warne, and Nick Irvine. Trips were pleasant with discussions of new lizards, the tournament field, Josh's painting (and the lovely moonlight effect on the back ranks of his orcs).
Game 1 : John Matthews
John is a great guy that works at Battlefront (Flames of War) here in NZ. He has lots of interesting stories about his time at GW as well. During the game, at one point, we stopped for about half an hour, just chatting. Fortunately it was a quick game otherwise.
He had a mounted VC army, as below:
- VC Lord: Lvl 3, Mounted, Walarks Hauberc, Gem of Blood, Sword of Might, Master of Black Arts, Knows all spells, Reroll misses (forgot the names).
- Wight Lord: BSB, Sword of Battle, Barded steed
- Necormancer: Vanhels + Raise, Scroll
- 2 x 10 Ghouls + Ghast
- 20 Skeletons, Shield, Spear, FC + Necro
- 8 Black Knights: Barding, FC, Barrows + Lord, BSB
- 7 Black Knights: Barding, FC
- 2x 3 Bats
- 7 Bloodknights: Std, Musc, Hatred banner
- Vargulf
I wasn't really sure what my Str 3 elves where going to do to all that heavy armour, VERY fast heavy armour, half of which ignored terrain penalties, he also had a "healthy" magic phase. Overall though, not a bad list. Plan was piss around, use glade riders to divert the cav around, shoot him up and eventually use the dancers/dragon to smash the survivors.
Set up is below: As can be seen, ready for plan piss around.- John got turn 1.
- Cav advanced a lot, and a couple of Venhals later John has about 6" away with some of his cav - he thought he could get a charge, before I pointed out you could only move a unit once a turn (despite being able to cast VDM on the unit multiple times).
- Having let Vanhels go, I had my 3 dice (and magic resistance) to stop a gaze. I rolled 1,1 to dispel, and 11 hits on 5 dancers in the middle of the table meant..... no more dancers.
- The Eternal Gaurd, and 12 archers, having seen this thought "How rude" and buggered off. The EG in turn paniced the 20 archers + mage and 5 glade riders.
- BUGGER, so much for the shooting plan.
Fortunately nobody fled (most fleeing was sideways - hence all the panic) and the EG, Riders 20 archers ended up rallying in the right corner (behind a hill and wood - the archers loved that), 12 archers rallied on board edge. This "tactical redepolyment meant the big BK unit didn't have much to do, small BK where against the small archers.
My Turn 1 I saw John had made a mistake, and a tactical charge on fell bats meant the dragon went straight through and into the flank of the Blood knights.
Back to the right side and the small BK unit moved onto the hill to get the 12 archers. My turn 32 close range shots came their way, killed 3 (respectable) but the archers then got charged. The archers actually held for a turn, before being crushed horribly. The archers then shot the Ghouls turn 3.
Meanwhile the glade riders where closing in on the skels+necro. A 5 in front, 5 in side charge became a 5 in side charge with a failed fear test. The riders kept winning until the other guys came in and a few rounds later the unit disappeared.
The Eternal Gaurd, where joined by the BSB, who decided they didn't like been in the corner. Nobody puts baby in the corner, and so teleported near the dragon on the other side of the table. turn 2. A raised spirt host, and lone fell bat meant they never did anything exciting, but the BSB near the general was a huge Boost.
Meanwhile the Dragon..... He was counter charged by 10 Ghouls, the challenge was declined, and the lord killed a couple of wounds, and the dragon a couple of knights. A cheeky Ghoul did a wound to my lord though, and more importantly lost my ward save. The 9 dancers had a lovely charge on the black knights (incl VC lord) who had turned to face the Dragon, but ignored them (not good odds at all, and a gem of blood meant a lucky KB on the lord was HIGHLY unlikely) and charged the side of the ghouls, around the Bloodknights - very sneaky.
With the dancers help, and the Dragon eating a few knights both the Ghouls and Bloodknights disappeared in a whiff of combat res.
Johns turn 3 and the Black Knights and Vargulf charged the Dragon. Vargulf mostly went in to stop me fleeing - as when I challenged the VC lord accepted. Accepting the challenge was not the decision I would have made, as without the ward the general was VERY vulnerable, but John couldn't be comfortable with his VC Lord 'hiding'. The lords slapped each other a bit (4 attacks reroll misses = no hits, love those nettlings), and I did a wound (we forgot about gem of blood).
Combat looked like this.

Wednesday, February 11, 2009
Over The Top
Over the Top is this weekend. Whilst all my games with the WE so far have been 'fluffy' games using army lists people are taking to "fluffycon" (weekend after next - 2 tournaments in a row... lucky me). Therefore I have never used the list I'm taking.... I tend to do better in these situations though - weird.
My list is below:
Highborn: Forest Dragon, Enchanted Shield, Spear, Light Armour, Hail of Doom Arrow, Annoyance of Netlings, Stone of Crystal Mere
Spellsinger : Level 2, Dispel Scroll, Pagent of Shrieks
Noble: BSB, Elven Steed, Light armour, Moonstone of Hidden Ways
15 Eternal Guard: Std, Musc, War Banner
20 Glade Guard: Std, Musc
12 Glade Guard: Std, Musc
5 Glade Riders: Musc
5 Glade Riders: Musc
9 Wardancers: Musc
5 Wardancers
5 Wardancers
5 Waywatchers
Yes, it has a Dragon. I feel a bit "naughty" for taking one, but its my first tournament with a Dragon and its a lovely model. Also by todays standards with Star Dragons, Dragons with Hatred, Multiple Breath attacks.... its one of the "weaker" versions of the big guy..... so I feel better about myself.
The equipment on the big guy should help their survival. The 3+ ward should help vs cannons and the like, the worry is small arms fire making me take a few ward saves and the ward "fizzing out". The Annoyance and ward should mean the boss is safe from most enemies. Hail of Doom is obvious. Generally this guy will fly up, kill a support unit with the Doom arrow, then generally run amock, combinging charges into big blocks later in the game.
Spellsinger is a std lvl 2. I added pagents as its my "sneaky trick" vs Hydras. Those things are sick. I'm a little concerned about magic defense (3 VC lists at OTT), but I guess I'll just have to try and kill enemy wizards (the best magic defense of all). Pagents could help with this as well.
BSB: The moonstone should be fun. I intend to teleport the Eternal Gaurd or Archers, depending in mobilty of the enemy, choice of targets and location of woods. I think another lvl 2 with the moonstone might have been better, but I really like BSBs, and only have 1 mage model.
Eternal Gaurd: Solid, best performers in the fluffy games, hopefully they can step up vs some harder lists as well.
Archers: Solid core for any WE player. The larger units make the list "less optimal" but look cooler and have the advantage of scaring potential chargers with a huge stand and fire.
Glade Riders: SUCK - far, far too easy to shoot/magic. But will be essential vs any combat list to disrupt their movement.
Wardancers: Solid choice. 1 main assault unit, and the small units being tough enough to take on enemy support units, and provide combo charges.
Waywatchers are cool. Many uses for a small unit.
Overall I think the list is 'relatively' soft (although tougher than the fluffycon lists) despite the Dragon.... but we'll see. There are 3 dwarf, 3 WE and 3 VC lists at OTT (from 14 players). I think Dwarfs and VCs will be difficult.
WE main strength is moanauvrabilty, but vs the Dwarfs that's meaningless as 'everyone' is highly moanauvreble compared to them. Tactics will be kill the small stuff (shooters, war machines) and hide from big units until I can shoot them enough so they are small enough to manage.
WE are also a 'finesse' army (esp with no spirts) and do badly in protracted combats - except the Eternal Gaurd - they blend. With weak magic defense I'm not sure I can kill stuff quickly enough to stop models just being raised back. Also a HUGE lack of magical attacks will prove very difficult if I face Ethereals (normally I 'always' ensure I have some maic attacks in the list - but only realised I didn't have any after I submitted the list). If I play anyone with Wraiths or Spirit Hosts I'll have to just hope the Hail of Doom arrow does a "REALLY" good shot (18 wounds please).
Looking forward to it. Should have a report + pics early next week.
Thursday, February 5, 2009
Wood Elves
This is for 2 reasons:
1) Its different, makes it a more challenging list to use, makes me feel good about myself.
2) ALL the models are interchangable as High Elves (Eternal Gaurd = Spearmen, Glade Gaurd = Archers, Waywatchers = Shadow Warriors....)
All Asrai WE has 1 HUGE issue. Its VERY, very fragile. Dryads, Treeman (and even Wild Riders) add an element of durabilty to a typical WE list. The asrai boys die VERY easily - to anything. The main impact on this in games has been, whilst 'overall' I tend to do OK, even when I win its only just as I loose so much (tiny mistakes, or small bits of bad luck = dead units). Other people have commented that its no different for DE or HE... I disagree.
The Heavy cav, and chariots in both lists add a huge element of durability.
To put it into perspective I have nearly 3000 points of WE. EVERY model has T3, and at best a 5+ save (except the dragon).
The challenge, is making them interesting to use, and I'm regulaily learning things in games. Something I honestly haven't done in a while. Main reason is to do well with the WE list (exp asrai version) you need to play quite cautiously, play the long game... etc. This is the opposite of my usual, hyper-aggressive style.... its all very interesting (I keep charging waywatchers turn 1, because I can - probably not their best use, but I'm 'learning' to kerb my enthusiam for FICI - "F&*k it, charge it" ).
Anyway, the list I have been playing with recently, which is my list for Fluffycon, is below. Note Fluffycon is a 'very' comp-friendly tournament and there are some intentioned non-optimal choices/ommisions (on top of the asrai-only theme).
Noble(General): Waywatcher Kindred, Fimblewinter Shard, Wildfire blades
Spellsinger: Level 2, Calaingors Stave, Dispel Scroll
Noble: Alter Kindred, Helm of the Hunt, Light armour, Shield, Great Weapon
Noble:BSB, Elven Steed, Light armour, Stone of Crystal Mere, Elynetts Broach
20 Glade Guard: FC
5 Glade Riders: Musc
5 Glade Riders: Musc
15 Eternal Guard: FC, War Banner
8 Wardancers: Musc
8 Wardancers: Musc
3 Warhawks
9 Waywatchers
One of the 'charcteristics' of fluffycon are a series of "hard caps" that limit what you can take in a list. The only one that really impacted my army is a limit of 45 guys with ranged weapons. The problem with Asrai is 'everyone' has a bow - except eternal gaurd and wardancers. That' s the main reason behind the 4 characters. I 'only' have 15 Eternal Gaurd, and more wardancers seemed "unfluffy" so spent points on a 'slightly-pointless' Waywatcher Lord.
For a long time I was running a lvl 3, but he was a lot of points (300 from a 200 point list) and never really did much. So he got dropped for a level 2. The Alter noble came about after playing Nick Irvines WE Alter (amber Pendant and Briarsheeth) and he caused me 'some' trouble. I thought about copying Nicks build, but decided that was gay.
So far the best unit, by far, have been the Eternal Gaurd + BSB. LOTs of high I, high WS attacks have resulted in some (sometimes surprising) results. Highlights have included.
Destroying:
30 Skeletons + Tomb King in only 3 rounds of combat
16 White lions + HE hero
Surviving (almost) every game intact.
.... awesome. I quite fancy getting some more, but that won't for a while (I think).
At some point I'll get around to taking some pics of the army (probably at OTT)
I'm not dead....
I doubt anyone ever checks this for updates anymore, but I thought I'd start up again - just in case.
Firstly apologies to all my 'loyal fans'. CRAZY times at work June through Sept meant no time for blogging, and since then I'v been lazy.....
Anyway, a run down of the last 7-8 months.
The tournament, Tin soldier, went really well in the end. The pain of comp systems etc forgotten I am in the process of organising Tin Soldier 2.... yeh!
Interesting end to the tournament year.... I was 'close' to getting the invite to the ozzie masters, but in the end getting brained by Doug (aka mutator) at Gaurdcon, put paid to that idea. I did attend the inagural NZ Masters event and managed to win with a flufftatsic Ogre list. The win was helped by an awesome comp score, and 3-4 of "the best" fantasy players in NZ not being available.
I attended Fields of Blood 40k Tournament in Sept, and had a blast. Great fun, and I love my last chancer gaurd list.... very random.
I have recently collected, and painted, a Wood Elf / High Elf army (currently wood elf) and will be going to 2 tournaments, in 2 weeks. 'Over the Top' and then "Fluffycon". Hopefully I'll write about that then.
Recently I've been playing a lot (for me) of games with 'fluffy' Wood Elves. Its been really nice to play nothing but 'friendly' lists for a few months. Interestingly, they tend to result in MUCH closer games (victories by 2-300 points are very common).
So 3 events, and then back to the UK in June...... more later.