Live From The Old World Ep 11 - Dwarfs vs High Elves

Background:

Barak Varr, the lone seaport of the Dwarfs and the home of merchants and traders of all sorts. It is also the home of the sea engineer's guild who build massive iron ships that patrol the waters near the port. Usually, it is well defended from attacks, as the Border Princes protect the area and the hold itself is said to be impenetrable. Today, a High Elf fleet has parked itself by the entrance to The Black Gulf. While still allowing merchant ships in and out of the Gulf and therefore Barak Varr, the Dwarfs didn't take this lightly. They patrol the area and they will not allow a foreign fleet to blockade passage to the port.

King Byrrnoth Grundadrakk has sent his iron ships and a throng down to make sure the Elf fleet moved. As the throng approached, The High Elf army disembarked. Ready for battle.

Rules:

3x3 Table

1200 pts

Battle Line

Lists:

High Elves

Archmage - Lvl 4 of Metal. Book of Ashur, Talisman of Preservation.
Spells: Searing Doom (Magic Missile), Plague of Rust (-1 Armour Save), Transmutation of Lead (-1 BS, WS, Armour Save to Unit), Final Transmutation (Affects unit, all models roll D6, on5+ = dead)
Sea Helm - BSB - Light Armour & Bow, Shield of Merwyn

20x Sea Guard w/shields & FC
5x Ellyrian Reavers w/ Spears & Bows

15x Swordmasters w/ FC
1x Skycutter w/Eagle Eye bolt Thrower

Dwarfs

1x Runesmith - 1x Rune of Spellbreaking, 1x Rune of Stone
1x Thane BSB w/Great Weapon

20x Longbeards w/shields & FC - Rune of Stoicism (Stubborn)
15x Thunderers w/Shields & FC

20x Ironbreakers w/ FC

1x Organ Gun w/ Rune of Accuracy

PRE-GAME INTERVIEW:

High Elf: That's a tough list he's got. I don't know how I'm going to get through two blocks of longbeards and ironbreakers. Hoping lore of metal does some damage - in particular maybe plague of rust. This is going to be a tough battle to win.

Dwarfs:  I need to neutralize the Swordmasters that can cut me into pieces. If I'm able to do that, I like my chances. Luckily, no Purple Sun or Dwellers Below :).

DEPLOYMENT:

The battlefield featured a building on one flank, and two forests, one on each side. There's a hill on the Dwarf's deployment zone but they didn't use it due to trees and building in front.
High Elves deploy with the Skycutter on the right flank, and the Reavers on the left. In the middle, the two combat units.
Dwarfs deploy with the two combat units flanking the Organ Fun and the Thunderers manning the right flank.

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TURN 1 DWARFS

Charges: None.

Movement: None

Magic: None

Shooting: Thunderers aim at Reavers and kill all but 1. Panic check is passed.
Organ Gun opens fire on Swordmasters. Long range and through the woods. Still kill 4.

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Combat: None.

TURN 1 HIGH ELVES

Charges: Surviving Reaver attempts a charge into Organ Gun, needing 7 on three dice. Rolls 2, 2, 1.

Movement: Sea Guard & Swordmasters march up. Skycutter moves between the two combat units to shoot at Organ Gun.

Magic: A good magic phase with the Archmage channeling 8 dice vs the Runemisth's 5. Plague of Rust is cast onto the Ironbreakers. Runesmith attempts to dispel but fails.
Searing Doom goes off on Thunderers. Rolling very well and kills 4. Thunderers fail panic check, but pass the re-roll.
Final Transmutation is attempted on the Longbeards, but is dispelled.

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Shooting: Skycutter hits the Organ Gun, but doesn't manage a wound. Sea Guard marched.

TURN 2 DWARFS

Charges: None.

Movement: None

Magic: None.

Shooting: Thunderers aim and shoot at the last Reavers, killing the unit off.
Organ Gun dials up many shots and kills 8 Sea Guard. Panic check is passed.

warhammer_fantasy_high_elf_dwarf3

TURN 2 HIGH ELVES

Charges: Swordmasters attempt to charge Ironbreakers. Need a 7 and fail.
Sea Guard attempt to charge Longbeards, needing an 8, but fail also!

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Movement: Skycutter moves closer to the action.

Magic: Another good magic phase with the Archmage generating 7 dice vs the Runesmith's 4.
Transmutation of Lead goes off on Thunderers, but is dispelled by the Runesmith.
Searing Doom goes off on Organ Gun, but generates no wounds.
Plague of Rust goes off on Longbeards who are now at a 5+Save.

Shooting: Skycutter shoots at Organ Gun and misses.

TURN 3 DWARFS

Charges: None.

Movement: None.

Magic: None.

Shooting: Thunderers dial up some shots, aiming at the Sea Guard unit and kill 4.
Organ gun tries to finish the unit off and kills an additional 7, leaving only the Sea Helm & the Archmage General alive!

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Combat: None.

TURN 3 HIGH ELVES

Charges: Swordmasters & Skycutter charge Ironbreakers.
Sea Helm charges Organ gun.

Movement: Archmage moves far away from the action.

Magic: Archmage manages 6 dice, vs the Runesmith's 4.
Final Transmutation is attemped on Longbeards. Runesmith uses his Rune of Spellbreaking and says "Not Today!"

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Combat: Impact hits kill 1 Ironbreaker from the Skycutter flying into combat.
Swordmaster manage to kill 4 Ironbreakers.
Thane puts one wound on Skycutter.
Ironbreakers kill only 1 Swordmaster.

Combat Resolution: Ironbreakers lose by 2, and have no rune of Stoicism. A fail would change the game completely!
...But they make it on a re-rollable 8.

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Sea Helm produces two wounds and the crew is unable to do anything in return. They fail their leadership check twice and are destroyed.
Sea Helm reforms to face Longbeards & Thunderers.

TURN 4 DWARFS

Charges: Longbeards charge the flank of the Skycutter.

warhammer_fantasy_high_elf_dwarf_7

Movement: None.

Magic: None.

Combat: Swordmasters kill 4 more Ironbreakers.
Skycutter fails to wound the Longbeards.

Ironbreakers kill 2 Swordmasters.
Thane kills 2 Swordmasters.
Longbeards kill Skycutter outright.

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At this point, the High Elves retreat to fight another day!

POST-MATCH:

High Elves: I tried with the Skycutter and with the Reavers to get rid of the Organ Gun with no luck. When I failed both charges in turn 2 and left both my units at short range of this guns, I knew I was doomed. Might try a more offensive lore next time too.

Dwarfs: I got lucky when he failed his charges. Organ Gun dialed up a lot of shots all battle long. I didn't put Stoicism on the Ironbreakers thinking "well, they're Ironbreakers, they rarely lose and if they do, it's not by much". Well, not anymore. I got lucky that I passed the leadership check. That could have swung the game in a very different direction. Overall, happy with how the army performed!

 

What did you think of the battle? Comment below and let us know!

Thank you for reading!

Live From The Old World Ep. 10 - High Elves vs Tomb Kings

Background:

By the time the fleet approached the sands of The Land Of The Dead, the Skycutter had already done a few rounds nearby and noticed no movement - from neither a being that was alive or undead. The fleet had stopped north of the great city of Zandri, near the mouth of the Great Mortis River. The Eagle Eye Bolt thrower crew gave the thumbs up and Rinuthel, the Sea Helm in charge of the expeditionary force, gave the go-ahead to disembark. As the Sea Guard began unloading the horses and equipment, Aletherell, the Archmage, noticed something in the distance and alerted the Skycutter crew.

The Roc flew swiftly ahead. The Eagle Eye Crew could barely hang on from the speed and the wind. As they moved over the dunes, the picture became clear: An undead force had taken notice of the intrusion.

Rules:

3x3 Table

1200 pts

Battle Line

Lists:

High Elves

Archmage - Lvl 4 of Beasts. Book of Ashur, Talisman of Preservation.
Spells: Wyssan's Wildform (+1 Str & 1 tough.), Flock of Doom (D6 Str 2 Hits), Pann's Impenetrable Pelt (+3 Toughness to Wizard), Savage Beasts of Horrors (+3 Str & +3 Attacks on Wizard).
Sea Helm - BSB - Light Armour & Shield & Bow.

20x Sea Guard w/shields & FC
5x Ellyrian Reavers w/ Spears & Bows

15x Swordmasters w/ FC
1x Skycutter w/Eagle Eye bolt Thrower

Tomb Kings

1x Liche Priest - Lvl 2 of Neherkara. Talisman of Preservation
Spells: Incantation of Desert Wind (Exta move), Incantation of Righteous Smiting (+1 Attacks to unit)
1x Tomb Prince- Great Weapon, Armour of Silvered Steel (2+Armour save)

10x Skeleton Archers w/ Musician
3x Skeleton Chariots w/Musican and Standard Bearer
5x Skeleton Horse Archers

25x Tomb Guard w/Halberds & FC

1 x Casket of Souls
1x Screaming Skull Catapult

PRE-GAME INTERVIEW:

High Elf: 1st time using my new High Elf army really. I had to overcompensate due to lack of models and went with an Archmage lvl 4, but I'm lacking bodies.

Tomb Kings:  Can I still be strong in the magic phase, even though he has a lvl 4, and I have the casket?

DEPLOYMENT:

The battlefield featured a chapel in disrepair in the middle of the field towards the Tomb King deployment, a hill on the left flank of the Tomb Kings and two forests on the side of the High Elves.
Tomb Kings deployed with Casket & Catapult at opposite ends of the battlefield. In the middle, the archer bunker with the Liche Priest and to each side, the chariots & Tomb Guard.
The High Elves formed in the forest hoping to avoid some damage (forgetting that TKs always hit on 5s) and favoring the right flank with the Reavers, who chose not to vanguard, and the Skycutter.

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TURN 1 HIGH ELVES

Charges: Ellyrian Reavers charge Skeleton Horse Archers

Movement: Swordmasters & Sea Guard move up, but don't march. Skycutter moves up a bit to shoot at Chariots.

Magic: A weak magic phase sees High Elves get 3 dice, vs 2 for the Tomb Kings. Wyssan's Wildform goes off on Reavers.

Shooting: Sea Guard shoot at Chariots and produce 1 wound. Skycutter shoots at chariots and misses.

Combat: Reavers are Str 5, given the spears and Wyssan's Wildform. They take down 3 Horse Archers but lose one in turn. Combat Resolution sees Skeleton Horse Archers lose by 3 and the unit crumbles to dust. Reavers reform.

Reavers win combat

Reavers win combat

TURN 1 TOMB KINGS

Charges: none

Movement: Tomb Guard & Chariots move up their respective "M". Skeleton Archers take cover behind wall.

Magic: Another weak magic phase as both players get 3 dice. Tomb King player forgot to roll extra D3 for Casket. Liche Priest attempts Incantations of Righteous Smiting but is dispelled by the powerful Archmage.

Shooting: Skeleton Archers and Chariots together kill 2 Swordmasters. Catapult aims at Skycutter and the Roc takes a skull to the face for 5 wounds - killing it.

Screaming Skull Catapult hits the skycutter!

Screaming Skull Catapult hits the skycutter!

TURN 2 HIGH ELVES

Charges: none.

Movement: Swordmasters move up about 11-12'' from Tomb Guard. Ready to charge next turn and leaving a longer charge for them. Sea Guard to the same to chariots staying about 15'' away.
Reavers move next to catapult and prepare to charge next turn.

Manuvering around the Tomb Guard for a charge.

Manuvering around the Tomb Guard for a charge.

Magic: A stronger magic phase sees the Archmage get 7 dice, and the Liche Priest get 6. Archmage attempts Savage Beasts of Horrors on himself and is dispelled.
Wyssan's Wildform goes off on Swordmasters.
Flock of Doom goes off on Chariots but no wounds.

Shooting: Sea Guard fail to produce a wound as do the Reavers.

TURN 2 TOMB KINGS

Charges: None
Tomb King General Explanation: I'm out-shooting the High Elves, I could charge in, but don't need to. Another round of shooting and casket could make a difference.

Movement: Tomb Guard & Chariots move up slightly.

Magic: A strong magic phase sees the Liche Priest and the Casket gain 11 dice, versus the Archmage's 6.
Liche Priest attempts Incantation of Righteous Smiting but is dispelled.
Casket's Light Spell goes off on Swordmaster who roll an 11 on 3 dice and fail by 3, resulting in three deaths.

Shooting: Skeleton Archers & Chariots aim at Swordmasters and produce 3 additional wounds.

TURN 3 HIGH ELVES

Charges: All of them! Swordmasters & Sea Guard charge Tomb Guard. Reavers charge catapult.

Movement: None.

Magic: Archmage gets 8 dice vs the Liche Priest's 6.
Wyssan's Wilsform goes off on Swordmasters again.
Savage Beasts of Horrors goes off - Liche Priest channels every dice to dispel but is unable to. The Archmage gains +3 Str and +3 Attacks.

Combat: Reavers manage one kill of the Catapult's Crew, who can't do much of anything in return. Combat Resolution sees the catapult and its crew crumble to dust.
Sea Helm attacks first and manages 1 wound. Archmage also manages 1 wound only.
Sea Guard do 0 - zero - wounds. Swordmasters in turn do 5 wounds.

Tomb Prince misses completely. Tomb Guard do 7 wounds in return.

Combat Resolution has both getting 7 wounds, but High Elves have charge, an extra rank and BSB. Tomb Guard lose by 3 and crumble by the same amount.

TURN 3 TOMB KINGS

Charges: Chariots charge the Sea Guard's flank.

Magic: Liche Priest gets 4 dice, but is boosted by casket for a total of 7. Archmage gets 3.
Smiting goes off with 6 dice on Tomb Guard with very high numbers. Archmage can't channel enough to dispel it. Forgot to bring Tomb Guard back from the dead.

Combat: Chariots Impact Hits roll is 5, 5 and 4 for 14 hits. Resulting in 7 kills before battle even begins!
Sea Helm manages no wounds. Archmage gets 1 wound to go through. Sea Guard manage 1 kill as well.
Swordmasters come through mightily with 8 kills.

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Tomb Prince hits but doesn't manage to wound again.
Chariots on the charge inflict an additional 3 wounds.
Tomb Guard manage 4 kills.

Combat Resolution sees the High Elves lose by 4 requiring a re-rollable 5 on two dice to stay. Both Swordmasters & Sea Guard fail their tests.

Chariots pursue Sea Guard and effectively catch them as they're boarding their ships again.
Swordmaster escape from the Tomb Guard and board their ships as well and sail away.

The expeditionary force has taken massive losses, so they begin their journey back to Lothern.

POST-MATCH:

High Elves: Well, as usual when you bring a brand new model to the table, the Skycutter ate it 1st turn. That immediately left me with 1 real threat in the Swordmaster. I probably should have been more aggressive from the get-go and marched up to meet the TKs by turn 2. That extra turn hurt a bit. Using a Lore of Beasts Archmage wasn't bad, but didn't swing the battle either way. Savage Beasts of Horrors didn't do too much. Though having Wyssan's Wildform off most of the game on a unit helped. Just more to learn. Need more units! More painting and assembling to come!

Tomb Kings: Having shooting superiority helped a bit. Catapult took Skycutter out turn 1 which was good. Tomb Guard did their job nicely and the chariots with 14 impact hits was a big help. After I lost the 1st round of combat, I was nervous. But with Smiting and the flanking charge on the subsequent turn, I was confident I could take it.

 

What did you think of the battle? Comment below and let us know!

Thank you for reading!