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Posts Tagged ‘High Elves’

Well, with a long staff meeting-free afternoon in prospect, I had two games of WFB lined up this week – against High Elves at 1500 amd Skaven at 1000 points (a rematch from last week). When I arrived I found both my opponents waiting and it was suggested that the two of them team up against me at 2000 points – but I didn’t really have enough toys with me, plus my imagination recoiled from the idea of a Skaven-Elf alliance. So I counter-offered a three-way Triumph & Treachery game at 1000 points, which meant we would all get to play at once (although it did mean I wouldn’t get to use my Giant or the Mutalith I spent last Saturday painting, nor indeed my bodged-together battle standard). Everyone turned out to be up for it, so off we went.

chaos

I had the same army as last time, the only slight tweak being a switch from the Lore of Death to that of Nurgle: Warriors, Marauders, a Gorebeast Chariot, many Warhounds, and a couple of Spawn, commanded by a Sorcerer. The Skaven had reorganised themselves and now comprised a big Clanrat regiment, a smaller Slave unit, twentyish Plague Monks, and the Doomwheel, led by a Warlord and a couple of wizards. The High Elves hailed from the realm of startersetdom and featured a noble on a Griffon, sixteen Seaguard, and about a dozen Swordmasters, led by an Archmage (‘fairly appalling at 1000 points’ was the majority opinion on this).

Once we’d figured out the three-player rules the game got under way, and initially it looked like the Skaven and Chaos Warriors were intent on taking each other out first: there were scores to settle and the High Elf force looked tiny anyway. Through a combination of bad play and, er, worse play, I ended up with a pack of Hounds contesting the central objective, but my general’s unit being charged by the Doomwheel and flanked by the Skaven Clanrats. Sneakiness could only fend off the inevitable for so long and the unit broke, ending up in front of the Griffon which had executed a long flanking move. Having had the guts blown out of the Marauder unit by a surprisingly accurate Skaven firework on the same turn I was feeling very much on the back foot at this point.

I got some respite as the High Elves went on the offensive, although this did result in the Griffon running down and killing my Warriors and general and earning a huge stack of points. Elsewhere the Archmage devastated the Slaves using Fiery Convocation and the Swordmasters annihilated them on the charge, which caused the Skaven general to shift his attention fairly smartly. The Doomwheel and Clanrats duly charged and easily killed the Griffon and its rider, but this left them a long way from the centre of the board, while the gas mortar blew itself up as well.

The easiest targets for the remains of my force were the Seaguard, while the Swordmasters had charged the Gorebeast Chariot in the flank, thinking it an easy target. But both this combat and the one between the Hounds and Marauders and the Seaguard ground on for a number of turns, until the Chariot managed to break the Swordmasters and run them down, taking out the Archmage as well (much to the relief of the Skaven, whose units had grown accustomed to spending most of their time on fire).

This left me with a tough choice on my next turn – carry on fighting the Elves, which looked a marginal prospect at best and meant the Chariot would be charged by the Plague Monks, or suspend hostilities with the pointy-headed ones and stick the Chariot into the Monks? I opted for the latter and the Chariot ploughed into them, killed half a dozen for no wounds in return (just as well as it only had one left) and left them testing on a 7 for their Steadfast leadership. They blew it and the Chariot ran them down as well.

The downside was that the Elves were now able to break the truce and charge down the Marauders on their own turn. The Marauders caved in and were run down. We’d agreed this was to be the last turn anyway and the Skaven player conceded his final turn: despite killing the Griffon, and easily having the strongest force left on the table, he was a distant third on points. The Chariot’s trail of slaughter had actually put me back into the game, but even my control of the objective didn’t give me quite enough points to sneak past the High Elves, who had done serious damage to both other armies and were close on the 1500 VP mark.

Still, a fun game: not quite sure how useful it is in terms of learning my army, though. My general feeling I need more infantry has not changed, and neither has my impression that the Gorebeast Chariot is an incredibly resilient and nasty piece of kit, quite capable of taking on ranked infantry unsupported. We enjoyed the three-player dynamic a lot, though the game did last about four hours, and I think I will be trying to stick to regular two-player or team games in general. Still, every chance of another one of those next week, and my Hellcannon arrived, which means I may even get to shoot something. New experiences are very important.

 

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