Mounted Madness - or how not to play an avoidance list

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Mounted Madness - or how not to play an avoidance list

Postby WizzyWarlock » 02 Mar 2014, 23:05

Hey folks,

So the tournament is over and I didn't do at all well, in fact I came away with the Spatula of Shame! Also came away with the Best Wood Elf General award, but that's only because I was the only Wood Elf General! :sexy: :lol:

Without further ado, this was Game 1 of the tournament and the only one I took pictures of.. sadly, also the only game I actually won any points in. Yeah, it was that bad. Here goes (please excuse some of the poor pictures, I didn't want to keep my opponent waiting):

Setup
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The idea behind the setup was that I could vanguard to where I actually wanted to be setup, while keeping the Eagles centralized so I could move them to wherever they needed to be relatively quickly. This actually worked really well and was something I used through the whole tournament. Regardless of the final outcome, the first few turns usually went my way.

Wood Elves Turn 1
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The first thing I had to do was deal with the missile weapons, as they could put a nice big hole in the lightly defended cavalry, so the Dragon moved its full distance to get as close as it could to the Corsairs. The Spellsingers and BSB followed close behind to act as support, and to try and cast Call of the Hunt for a first turn charge from the Dragon. As was the case through the whole tournament, however, Call of the Hunt was dispelled. I never got the spell off once. The shooting on the left side was all focused at the Dark Riders, which I knocked down to 4 models. Not being in combat, the General on top of the Dragon took aim and fired a single shot straight through the eye of the final Dark Rider, removing the unit. This caused the nearby Hydra to panic and flee toward the table edge. Nice start!

On the right, one unit of Glade Riders moved off to line up with the incoming Dark Riders (out of camera shot), Wild Riders moved around to face the incoming Warlocks, and the Eagles prepared to block any advance from the Executioners, which I had to keep away from the left side for the time being so the Dragon could do his thing.

Dark Elves Turn 1
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In the Dark Elf turn, Warlocks and Dark Riders went along the left side (out of shot), the Hydras moved up to try and catch the quickly moving Wood Elf horsemen, while the panicked Hydra decided he'd had enough and continued to run until leaving the board. The Executioners moved forward and the General moved to hide behind them with the Dark Riders closing up to give some cover from Glade Rider fire. The Hydra breathed fire over the Glade Riders that were home to the Spellsingers, halving their number, and a flurry of shots from the Dark Riders and Bolt Throwers did the same to the Glade Riders that were escorting the Battle Standard Bearer. The Corsairs fired all their shots at the Dragon but with no effect.

Wood Elves Turn 2
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The Dragon charged the Corsairs who managed to get one arrow through the armor and ward, which caused the stone to shatter. A champion for the Corsairs stepped forward to challenge the Wood Elf General, but the Dragon ate him before the Lord could decide what to do. The Wild Riders moved up to the flank of the Corsair unit and the Spellsingers rushed away from the Hydra, putting themselves in casting range of the Wild Rider unit and also facing the Dark Riders skirting around the flank (still out of shot). The Battle Standard Bearer and his unit also moved up to ensure the Dragon was in range, while facing a unit of Warlocks, ready to unleash the Hail of Doom. As it turns out, the Hail wasn't needed as a simple flurry of arrows caused them to panic and rush off the board.

The Call of the Hunt was attempted again on the Wild Riders, trying to get them into the flank of the Corsairs, but again it was dispelled. Across to the right side of the field, the Wild Riders charged the unit of Dark Riders and smashed them into dust, then reformed to face the Dark Elf General. The Eagles moved up to ensure the Executioners and Hydra couldn't stop the Wild Riders from reaching their target, while further to the right the Glade Riders moved up, heading around the back toward the bolt throwers.

Dark Elves Turn 2
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Fearing the incoming Wild Riders, the Warlocks and the General moved back to the cover of the bolt throwers, while the Executioners decided to charge the blocking Great Eagle who exploded into a shower of feathers. The Hydra decided to ignore it completely and moved around to breath fire on the threatening Wild Riders. This mixed with magic from the General dwindled their numbers down to only four remaining. The Glade Riders took fire from the bolt throwers, who also saw their numbers drop rapidly.

Across to the left side of the table, the Spellsingers were charged by the Dark Riders, losing a few of their number and fluffing their attacks, which caused them to flee. With the Corsair champion dead, the Battle Standard Bearer stepped up to take on the General. The meat was a bit tougher than the Dragon would have liked, but he made a fine meal.

Wood Elves Turn 3
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How tough can Warlocks be? They're Fast Cav too, right? So thought the remaining Wild Riders who decided to charge in. The Glade Riders followed along to get into close range of the bolt throwers, ready for next turns charge, and also to move out of the charge arc of the Hydra. No surprise how that combat went - the Wild Riders were cut down to the last, causing the nearby Glade Riders to panic straight through the Hydra and Executioners, back to where they started.

Meanwhile, on the left side, the Wild Riders finally got to charge into the flank of the Corsairs, joining the Dragon for a combined smash against their darker brothers. Not happy with the Dark Riders, the Battle Standard Bearer and his Glade Riders circled around behind them and unleashed hell, firing all their shots plus the Hail of Doom to ensure their destruction. The Spellsingers rallied and turned to fire the last few shots to bring the unit down.

Dark Elves Turn 3
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The Spellsingers survival was short lived as the bolt throwers opened up, skewering them both on one large arrow. Not happy with that, the Wild Riders and Dragon smashed the hell out of the Corsairs, turning the unit to dust, the Wild Riders turning to face the bolt throwers while the Dragon turned to consider the General and her Warlocks that had just moved up alongside the Executioners. One of the Hydras tried to charge into the Wild Riders to stop them, but failed to make the distance, while the second Hydra could smell food and chased behind the fleeing Glade Riders, eager for a feast.

Wood Elves Turn 4
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My legs were tired by now, so I took this shot sitting down. Apologies! The Wild Riders gave the charging Hydra a glare and moved off, leaving it behind, closing the distance on the bolt throwers. Sensing an incoming charge from the Executioners, the Battle Standard Bearer moved back in range of the Dragon, which tried in vain to catch the Dark Elf General, but she fled at the sight of the giant beast taking to the air toward her. The Glade Riders managed to rally, but turned to find a Hydra bearing down at them.

Dark Elves Turn 4
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The Hydra charged the Glade Riders who fought the best they could - which isn't very well - but broke under the stress, though they managed to outrun the massive beast. The second Hydra circled around toward the rear of the Wild Riders, while the Executioners performed a long charge that took them into the Dragon. Straining under the press of bodies, the Dragon gave a roar and pushed them back, refusing to give up the fight even beneath the rain of multiple great weapons. The Dark Elf General circled around toward the Battle Standard Bearer and blew the unit apart with dark magics, leaving a smoking hole where they used to be.

Wood Elves Turn 5
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The Glade Riders again rallied and turned to face the Hydra, which shook its many heads in disbelief. The Wild Riders picked up the pace and smashed headlong into the first bolt thrower, jabbing spears and slashing swords as they leapt over the machine. Leaving nothing alive they continued their run straight on into the second bolt thrower. And on the subject of leaving nothing alive - the Dragon ripped, tore and slashed its way through the Executioners, the General on top adding to their pain, and they decided enough was enough. Unable to escape the fast moving Dragon, the whole unit was cut down as they ran.

Dark Elves Turn 5
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The Wild Riders finished off the second bolt thrower and turned to face a charging Hydra, which gave up the pace before it even came close. The Warlocks and their General swooped around to the flank of the Dragon and turned the Highborn into dust with a dark bolt of magic. With a massive roar, the Dragon became frenzied with hatred and looked around for something to kill.

Wood Elves Turn 6
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The Dragon took to the air and swooped down on the first target it spotted, dropping onto the nearby Hydra and tearing it to pieces before it even had a chance to defend itself. Surrounded by severed Hydra heads, the Dragon turned to face the Dark Elf General. Meanwhile, to the north, the Wild Riders charged headlong into the final Hydra, which met the same fate as the other.

Dark Elves Turn 6
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Four Warlocks and the General remained on the Dark Elves side and most of the damage caused was the fault of the Dragon. Time for revenge. The Warlocks moved into range and the General summoned up an almighty bolt of magic that blew the Dragon off its feet and sent it crashing to the ground. The feedback from the spell blew one of the Warlocks off his horse; dead before he even reached the floor.

And so the battle ends with five Wood Elves and four Dark Elves left on the field. A glance between the two and they both decided enough was enough for one day...

A close battle with less than 200vps between us, so he won it 11 points to 9.
"I don't know the meaning of the word "surrender". I mean, I know it, I'm not dumb... just not in this context." - The Tick
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Re: Mounted Madness - or how not to play an avoidance list

Postby Billthesurly » 03 Mar 2014, 04:16

SPOON!!! Not bad, not bad at all. Three Hydras? That's a tough row to hoe. Four and five figures left on the table respectively? I'd call that a draw and screw tourney points. The only question worth answering is did you have fun? If the answer is yes the rest is quibbling.

Were you given ASF or were you slogging it with the old rules? (Excuse me if you mentioned that already. I didn't see it.)
So it's no longer the BRB, now it's the DERB. (Digital Edition Rule Book) I am all in for 9th Age.
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Re: Mounted Madness - or how not to play an avoidance list

Postby Blackcat » 03 Mar 2014, 04:35

Its hard to play with especially in tournaments although it sounds like you did a good job of it anyway so I wouldn't worry too much. How did your other games go and what did you play against?
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Re: Mounted Madness - or how not to play an avoidance list

Postby Mollesvinet » 03 Mar 2014, 05:09

I played a similar list this weekend, except i sticked with glade guard instead of glade riders. I really like the concept of an all fast cav army, but with the current point costs and rules its just not going to be easy. If you do have many fast cav units, then i think its very important to use double flees to take some of his main units out of the game, at no cost yourself (if everything goes according to plan of course). In this battle it was a tad difficult, given the amount of units he had to counter charge.

Having only the lore of athel loren as backup doesn't help, in your case.

Warlocks are quite nasty, 4++ on a whole unit is pretty insane. I stick to my bows when i handle those guys.

I plan to write up some battle reports, i had a game against dark elves and dwarves.

Also, not bad to leave a tournament with not only one, but two awards! Taking a dragon is asking for trouble, taking a fast cav army is asking for trouble, taking only lore of athel loren on a hero level mage is asking for trouble. Doing all three doesn't make life easy,but i hope you had fun anyway.
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Re: Mounted Madness - or how not to play an avoidance list

Postby WizzyWarlock » 03 Mar 2014, 08:33

Billthesurly wrote:Were you given ASF or were you slogging it with the old rules? (Excuse me if you mentioned that already. I didn't see it.)

Just the old rules, though Wood Elves were given 200 extra points to try and even things out. That did end up working against me though, as it meant the opponents could always gain more VP's than I could. Really they should have scored 10% less VP's against me, but that wasn't included. What I find the worst about old rules is how everything is magnitudes of power levels ahead of the Wood Elves now. High Elves rerolls, Dark Elves rerolls hits/wounds, 1+ rerollable armor saves.. while the Wood Elves have basic attacks and poor armor.
"I don't know the meaning of the word "surrender". I mean, I know it, I'm not dumb... just not in this context." - The Tick
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Re: Mounted Madness - or how not to play an avoidance list

Postby WizzyWarlock » 03 Mar 2014, 08:55

Blackcat wrote:How did your other games go and what did you play against?

I put a short post in the list thread, but I'll go over them quickly here as I won't be writing anymore battle reports on this.

Game 2 was against Vampire Counts which went really well for me up until turn 3/4. I was dodging around, the Terrorgheists couldn't get into range and scream, the Dragon was hunting for targets and eventually got a charge and killed one Terrorgheist. Turn 3 and Purple Sun sucked the Dragon into the void, I failed to rally the Glade Riders which had my Wizards in, so they fled off the table, and without magic defense he was able to heal the other Terrorgheist to full and launch magical missiles everywhere to decimate the rest of my troops. What really sucks is thinking back, I needed an 8 to rally - LD8 - and I rolled a 9... completely forgetting that musicians give +1 to rally tests. :cry:

Game 3 was against Dark Elves again with a strange 'grab the beer' scenario. I messed up my positioning early on causing one unit of Glade Riders to be wiped out and an overrun straight into a second unit. The Dragon smashed into the unit that caused it, Executioners, but there were some incredibly tough characters in there and, as he'd 'grabbed the beer', I really needed to bring that unit down or face giving away 800vp's. Obviously it didn't work and this is where I started to realise that I should have paid more attention to the tournament scenarios, as the list was good for Battle Line but anything else that involved having to kill characters it was really bad for.

Game 4 was against High Elves, which went really well in the first couple of turns. The Dragon hit his character bunker on the left side, which were Silver Helms (I think), trying to kill a General or BSB as this was another Blood & Glory. On the right side, both Wild Riders went through another unit of Silver Helms, overrun into Sisters of Avelorn, then into Bolt Throwers, and were ready to circle around behind to join the attack on the bunker. I underestimated the power of the High Elf book though, as the Dragon Lord was facing a 1+/4++ lord with S7 attacks that was steadily chopping its way through my Dragon, every wound caused going through as the Stone dropped on the first hit. Even worse, across the field my Glade Rider unit with two Wizards was attacked from behind by a lone Eagle. It's just an Eagle, right? Yeah, if you can roll over 2 to hit. All attacks were fluffed, they were out of range of the General and BSB, so they failed their stubborn 8 break test and ran, only to be run down by the Eagle. :eek: As in Game 2, without the magic defense the High Elves blasted the remaining units with magic and the game was lost.

Game 5 against Tomb Kings and he rather unsportingly castled in a corner. There were a lot of big monsters in his army, which proved really hard to fight against. As well as that, I had the Casket to deal with, and two Catapults, plus a load of archer fire. Still, I'd given up by now, I wasn't interested in trying to score points now, I just wanted to have a fun final game - and that's exactly what I had. The guy was brilliant and we both had such a laugh, my dice rolls went really badly and he was rolling a lot of 6's, I threw things in randomly, like a lone BSB charging in to aid his Dragon Lord against massive snakes.. This one was just for fun and at the end I got a happy spatula for my efforts. :sexy: :nod:

So I came away from this needing to remember two things: Musicians give +1 to rally, and Wild Riders have a 5++ vs magic unlike the rest of the Forest Spirits. I completely forgot the whole tournament except for the final game, so lost a load of Wild Riders for no reason! Oops.. :crazy:
"I don't know the meaning of the word "surrender". I mean, I know it, I'm not dumb... just not in this context." - The Tick
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