Eskaleringsliga: Wood Elf slagrapporter
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Eskaleringsliga: Wood Elf slagrapporter
Wood Elves vs. Bretonnia
500 points, Battleline
Wood Elves:
Glade Captain - Elven Steed, asrai spear, shield
10 Glade Guard - Trueflight arrows
10 Eternal Guard - musician, shields
5 Sisters of the Thorn
Bretonnia:
Paladin - lance, shield, virtue of Heroism
Paladin - BSB
5 Knight of the Realm - champion
10 Peasant Bowmen
5 Mounted Yeomen
Deployment:
The terrain is buildings, a tower and walls. The forest is a Venom Thicket.
Asrai turn 1:
Moves: With vanguard and move the Sisters got into javelin distance of the Yeomen, out of the Knights charge arc.
Magic: Rolled lots of dice. Tried to cast Curse of Anraheir on the Knights but it got dispelled due to low rolls.
Shooting: Sisters roll four 6s. With poison. Glade Guard kill three Knights, who failed both 3+ armour saves and ward. What a turn!
Bretonnia turn 1:
Move: The Bowmen left their fence, and moved into the tower. The knights moved slowly, and turned towards the Sisters. A mistake by my opponent, because he wasn't going to catch them anyway and it delayed his advance on my core units.
Shooting: The Yeoman tried to shoot my Sisters, but missed. The Bowmen didn't, and killed three. I passed Panic.
Asrai turn 2:
Move: I hid my Sisters behind the building, so my Captain could just see the rear of the Yeoman's horse without being charged by the Knights.
Magic: Rolled high again, and tried to cast Curse with five dice. I rolled IR, and had to check up on the Sisters' miscast rule. It killed the two who were left. I hadn't risked miscast if I had recalled that one. The Captain didn't panic.
Shooting: No effect. The Glade Guard hit a lot, but couldn't get a wound through.
Bretonnia turn 2:
Moves: The Yeoman moved to shoot the Captain. Knights moved without marching due to Curse.
Shooting: My Eternal Guard and Glade Guard were just inside 30" from the tower, and he killed two EG. The Yeoman missed.
Asrai turn 3:
Moves: The core units drew back just outside the Bowmen's range. The captain moved back to shoot the Yeoman, and possibly provide Leadership later.
Shooting: No effect.
Bretonnia turn 3:
Moves: Knights surged forward. The Yeoman turned.
Shooting: Yeoman missed.
Asrai turn 4:
Moves: The Captain charged the Yeoman. My core units reformed to three ranks to be sure to get more attacks against the narrow Bret formation. I could not move my Glade Guard to safety, so I set up my Eternal Guard to be able to flank charge if the Glade Guard held one turn.
Shooting: No effect. Damn heavy armour. I missed my Waywatchers at this point.
Close Combat: My Captain killed the Yeoman without hesitation, and even overrun out of the Bowmen's line of sight.
Bretonnia turn 4:
Moves: The Knights charged the Glade Guard. Stand-and-Shoot put a wound on the BSB. The fence killed the champion and the BSB as Dangerous Terrain.
Shooting: My reform had brought the corner of the EG within range, and the Bowmen killed one.
Close combat: The Brets killed two Glade Gard (not three as the pic shows), and they did nothing in return. They held on a Break check.
Asrai turn 5:
Moves: The Eternal Guard flank charged the Knights. The Captain returned towards the Glade Guard, but was too far away to boost their Ld.
Close Combat: The Eternal Guard killed the Knight, but the General struck back for three wounds. Still, 3-3 was a win due to my musician. Then the Warhorse killed a Glade Guard. The Glade Guard broke and fled, but the stubborn Eternals held. The Paladin reformed.
Bretonnia turn 5:
Close combat: My Eternal Guard had three guys who could hit him. All did so, and rolled to wound. Only one die wounded. But one of the misses was a 1, and I was in a forest. I rerolled, and scored another wound. My opponent had two 3+ armour saves, but rolled a 1 and a 2. He repeated this on the ward save. I WIN!
500 points, Battleline
Wood Elves:
Glade Captain - Elven Steed, asrai spear, shield
10 Glade Guard - Trueflight arrows
10 Eternal Guard - musician, shields
5 Sisters of the Thorn
Bretonnia:
Paladin - lance, shield, virtue of Heroism
Paladin - BSB
5 Knight of the Realm - champion
10 Peasant Bowmen
5 Mounted Yeomen
Deployment:
The terrain is buildings, a tower and walls. The forest is a Venom Thicket.
Asrai turn 1:
Moves: With vanguard and move the Sisters got into javelin distance of the Yeomen, out of the Knights charge arc.
Magic: Rolled lots of dice. Tried to cast Curse of Anraheir on the Knights but it got dispelled due to low rolls.
Shooting: Sisters roll four 6s. With poison. Glade Guard kill three Knights, who failed both 3+ armour saves and ward. What a turn!
Bretonnia turn 1:
Move: The Bowmen left their fence, and moved into the tower. The knights moved slowly, and turned towards the Sisters. A mistake by my opponent, because he wasn't going to catch them anyway and it delayed his advance on my core units.
Shooting: The Yeoman tried to shoot my Sisters, but missed. The Bowmen didn't, and killed three. I passed Panic.
Asrai turn 2:
Move: I hid my Sisters behind the building, so my Captain could just see the rear of the Yeoman's horse without being charged by the Knights.
Magic: Rolled high again, and tried to cast Curse with five dice. I rolled IR, and had to check up on the Sisters' miscast rule. It killed the two who were left. I hadn't risked miscast if I had recalled that one. The Captain didn't panic.
Shooting: No effect. The Glade Guard hit a lot, but couldn't get a wound through.
Bretonnia turn 2:
Moves: The Yeoman moved to shoot the Captain. Knights moved without marching due to Curse.
Shooting: My Eternal Guard and Glade Guard were just inside 30" from the tower, and he killed two EG. The Yeoman missed.
Asrai turn 3:
Moves: The core units drew back just outside the Bowmen's range. The captain moved back to shoot the Yeoman, and possibly provide Leadership later.
Shooting: No effect.
Bretonnia turn 3:
Moves: Knights surged forward. The Yeoman turned.
Shooting: Yeoman missed.
Asrai turn 4:
Moves: The Captain charged the Yeoman. My core units reformed to three ranks to be sure to get more attacks against the narrow Bret formation. I could not move my Glade Guard to safety, so I set up my Eternal Guard to be able to flank charge if the Glade Guard held one turn.
Shooting: No effect. Damn heavy armour. I missed my Waywatchers at this point.
Close Combat: My Captain killed the Yeoman without hesitation, and even overrun out of the Bowmen's line of sight.
Bretonnia turn 4:
Moves: The Knights charged the Glade Guard. Stand-and-Shoot put a wound on the BSB. The fence killed the champion and the BSB as Dangerous Terrain.
Shooting: My reform had brought the corner of the EG within range, and the Bowmen killed one.
Close combat: The Brets killed two Glade Gard (not three as the pic shows), and they did nothing in return. They held on a Break check.
Asrai turn 5:
Moves: The Eternal Guard flank charged the Knights. The Captain returned towards the Glade Guard, but was too far away to boost their Ld.
Close Combat: The Eternal Guard killed the Knight, but the General struck back for three wounds. Still, 3-3 was a win due to my musician. Then the Warhorse killed a Glade Guard. The Glade Guard broke and fled, but the stubborn Eternals held. The Paladin reformed.
Bretonnia turn 5:
Close combat: My Eternal Guard had three guys who could hit him. All did so, and rolled to wound. Only one die wounded. But one of the misses was a 1, and I was in a forest. I rerolled, and scored another wound. My opponent had two 3+ armour saves, but rolled a 1 and a 2. He repeated this on the ward save. I WIN!
Re: Eskaleringsliga: Wood Elf slagrapporter
De neste blir ikke så avansert.
Slag 2:
Wood Elves vs. Dwarfs (Jim)
Mi liste e samme som over. Dwarfs stille 14 Warriors med Thane, 10 Quarrelers og Grudgethrower.
Deployment:
Sisters vanguarde bak skogen.
Wood Elves begynne.
Sisters går bak bygninga, kaste Curse of Anraheir på Quarrelers. IR, 3 døde, panikk. Glade Guard skyt mot Quarrelers.
Sisters rallye neste runde.
Dwarfs: Skyt mot Glade Guard, kverke et par. Grudgethrower sprenge seg sjøl i runde 1 eller 2.
Wood elves: Klare på sikt å skyte bort nok Quarrelers til at de to siste fikk panikk og flykta av bordet. Sisters tør ikke kaste meir spells...
Dwarfs begynne å se et problem, og begynne å jakte poeng. Dem blir skutt mye på, men tar ikke wounds. Jakte Glade Guard, som bare har fem igjen etter Quarrelers. Tar til slutt igjen alvan.
Resultat:
255 - 150 til Wood Elves.
Slag 2:
Wood Elves vs. Dwarfs (Jim)
Mi liste e samme som over. Dwarfs stille 14 Warriors med Thane, 10 Quarrelers og Grudgethrower.
Deployment:
Sisters vanguarde bak skogen.
Wood Elves begynne.
Sisters går bak bygninga, kaste Curse of Anraheir på Quarrelers. IR, 3 døde, panikk. Glade Guard skyt mot Quarrelers.
Sisters rallye neste runde.
Dwarfs: Skyt mot Glade Guard, kverke et par. Grudgethrower sprenge seg sjøl i runde 1 eller 2.
Wood elves: Klare på sikt å skyte bort nok Quarrelers til at de to siste fikk panikk og flykta av bordet. Sisters tør ikke kaste meir spells...
Dwarfs begynne å se et problem, og begynne å jakte poeng. Dem blir skutt mye på, men tar ikke wounds. Jakte Glade Guard, som bare har fem igjen etter Quarrelers. Tar til slutt igjen alvan.
Resultat:
255 - 150 til Wood Elves.
Wood Elves vs. Chaos Dwarfs
750 poeng, Battleline
Wood Elves:
Glade Captain Ethëmahtar- General, elven steed, asrai spear, shield
10 Glade Guard - musician, trueflight arrows
10 Eternal Guard - musician, shields
5 Sisters of the Thorn - standard, Banner of Eternal Flame
5 Wild Riders - shields
5 Deepwood Scouts - hagbane tips
Chaos Dwarfs
Castellan Lar'Zhen - fancy pansy våpen
Hogboblin Khan - giant wolf, dragonhelm, tormentor sword
10 Chaos Dwarf Warriors - hw, shield
20 Hobgoblins - throwing knives
Iron Daemon - Skullcracker
Deployment:
Terreng: Bakke, vann, mur (impassable), skog, statue på midten, skog oppe og nede, bakke, bygning, mur (impassable)
Vanguard:
Turn 1 Wood Elves:
Stjal første runde på godt kast. Arrow of Kurnous wounde generalen til Chaos Dwarfs!
Movement: Glemme at Wild Riders ikke kan charge etter Vanguard og rulle Frenzy-sjekk. Feile den. Skulle ikke egentlig charge... Sisters går såvidt innfor 12 av Skullcrackern.
Magi: Curse of Anraheir på Chaos Dwarf Warriors (men glemte den neste runde).
Skyting: To wounds på Skullcracker!
Close combat: Wild Riders drep 17 Hobgoblins, og renn dem ned. Treff Chaos Dwarf Warriors.
Turn 1 Chaos Dwarfs:
Movement: Khan flytte seg bak muren, Skullcrackern går mot Sisters på semi-random move greier. Treff dem.
Close Combat: Skullcracker rulle 8 impact hits, og får tre 1-era på wounds. Sisters klare tre av fem ward saves. Gir ett wound eller så tilbake.
Wild Riders kverke 6 Chaos Dwarfs. Miste 3 sjøl. Castellan hold seg unna pga bare ett wound igjen.
Turn 2 Wood Elves:
Movement: GG, EG og Scouts går etter Khan.
Magi: Shield of Thorns på Wild Riders. Drep et par Chaos Dwarfs.
Skyting: Scouts bomme, GG ser ikke.
Close Combat: Skullcracker har lite futt uten impact hits. Miste ett wound eller to, crew drep en Sister.
Wild Riders drep et par Chaos Dwarfs. Mulig dem tok ut alle og Castellan her, og ikke neste runde.
Turn 2 Chaos Dwarfs:
Movement: Khan rømme videre.
Close Combat: Skullcracker får meir juling. Litt og litt. Wild Riders vinn, hvis ikke dem hadde gjort det runden før. Reforme mot Khan.
Turn 3 Wood Elves:
Movement: Wild Riders charge Khan, men feile. Resten stramme nettet.
Skyting: 0 effekt.
Close combat: Skullcracker miste meir.
Turn 3 Chaos Dwarfs:
Khan spring, Skullcracker crew slit med å wounde.
Turn 4 Wood Elves:
Skullcracker dør, Chaos Dwarfs gjer seg.
Wild Rider charge i runde 1 va feil. Men dem hadde vært i bedre posisjon i runde 2, på flanken og angrepet da. Trur ikke feilen ga for stort utslag. Var verre med uheldig rulling (for CD) i Skullcrackern sin første combat runde.
Wood Elves:
Glade Captain Ethëmahtar- General, elven steed, asrai spear, shield
10 Glade Guard - musician, trueflight arrows
10 Eternal Guard - musician, shields
5 Sisters of the Thorn - standard, Banner of Eternal Flame
5 Wild Riders - shields
5 Deepwood Scouts - hagbane tips
Chaos Dwarfs
Castellan Lar'Zhen - fancy pansy våpen
Hogboblin Khan - giant wolf, dragonhelm, tormentor sword
10 Chaos Dwarf Warriors - hw, shield
20 Hobgoblins - throwing knives
Iron Daemon - Skullcracker
Deployment:
Terreng: Bakke, vann, mur (impassable), skog, statue på midten, skog oppe og nede, bakke, bygning, mur (impassable)
Vanguard:
Turn 1 Wood Elves:
Stjal første runde på godt kast. Arrow of Kurnous wounde generalen til Chaos Dwarfs!
Movement: Glemme at Wild Riders ikke kan charge etter Vanguard og rulle Frenzy-sjekk. Feile den. Skulle ikke egentlig charge... Sisters går såvidt innfor 12 av Skullcrackern.
Magi: Curse of Anraheir på Chaos Dwarf Warriors (men glemte den neste runde).
Skyting: To wounds på Skullcracker!
Close combat: Wild Riders drep 17 Hobgoblins, og renn dem ned. Treff Chaos Dwarf Warriors.
Turn 1 Chaos Dwarfs:
Movement: Khan flytte seg bak muren, Skullcrackern går mot Sisters på semi-random move greier. Treff dem.
Close Combat: Skullcracker rulle 8 impact hits, og får tre 1-era på wounds. Sisters klare tre av fem ward saves. Gir ett wound eller så tilbake.
Wild Riders kverke 6 Chaos Dwarfs. Miste 3 sjøl. Castellan hold seg unna pga bare ett wound igjen.
Turn 2 Wood Elves:
Movement: GG, EG og Scouts går etter Khan.
Magi: Shield of Thorns på Wild Riders. Drep et par Chaos Dwarfs.
Skyting: Scouts bomme, GG ser ikke.
Close Combat: Skullcracker har lite futt uten impact hits. Miste ett wound eller to, crew drep en Sister.
Wild Riders drep et par Chaos Dwarfs. Mulig dem tok ut alle og Castellan her, og ikke neste runde.
Turn 2 Chaos Dwarfs:
Movement: Khan rømme videre.
Close Combat: Skullcracker får meir juling. Litt og litt. Wild Riders vinn, hvis ikke dem hadde gjort det runden før. Reforme mot Khan.
Turn 3 Wood Elves:
Movement: Wild Riders charge Khan, men feile. Resten stramme nettet.
Skyting: 0 effekt.
Close combat: Skullcracker miste meir.
Turn 3 Chaos Dwarfs:
Khan spring, Skullcracker crew slit med å wounde.
Turn 4 Wood Elves:
Skullcracker dør, Chaos Dwarfs gjer seg.
Wild Rider charge i runde 1 va feil. Men dem hadde vært i bedre posisjon i runde 2, på flanken og angrepet da. Trur ikke feilen ga for stort utslag. Var verre med uheldig rulling (for CD) i Skullcrackern sin første combat runde.
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