Carnasaur
Itepixcauh
Stranded Ghekkotah
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This battle report comes with a bit of a delay but better late than never.
Next round of the KoW and tied for the third place this battle was very important, a win could easily put me in second place! So lets go with it, first of all the armies:
FORCES OF NATURE
- Horde of Naiad Ensnarers with Brew of Strength
- Horde of Forest Shamblers with Diadem of Dragon-Kind
- Troop of Naiad Heartpierciers
- Troop of Hunters of the Wild with Elite
- Troop of Centaur Bray-Striders
- Beast of Nature with Fly, Vicious and 7 Attacks
- Forest warden
- Tree Herder with Regeneration
I know I'm missing some magic items, because as far as I can remember every single thing had one but can't remember them all.
SALAMANDERS
- Horde of Fire Elementals with Elite
- Horde of Tyrants with Brew of Sharpness
- Regiment of Ghekkotah Warriors with Fire Oil
- Troop of Ghekkotah Hunters
- GFE
- Ankylodon
- Mounted Herald with Healing Charm
- Mage-Priest with Surge and Inspiring
- Skylord with Blade of the Beast Slayer
This a slight change from my usual list, the reasoning for the changes can be found HERE
Before we start we were playing with a chess cloack and some pictures were taken late as I was very concerned with time constrains.
DEPLOYMENT
The picture was taken after the Vanguard Moves and just as I had moved my Skylord up, so yes I got first turn.
My idea was to disrupt those nasty heartpiercers with my Skylord while I hold the four objectives in the center with my Hordes and heavy hitters, simple.
SALAMANDERS TURN 1
I advance my Skylord out of line of sight of his shooters while I push with everything up in the centre staying out of his charge range with almost everything, I bait him with two units my Hunters on his Centaurs and my GFE on his Tree Herder. I know my GFE can stand a charge easily and then I had a really juicy counter charge in place plus a CS4 menace on the front, nice.
A couple of shoots make wounds here and there but nothing significant.
FON TURN 1
He starts by turning his Heartpiercers to shoot my Skylord, OK with that really. That means that he won't be shooting anything important. He also turns his Beast to face him.
On the centre he takes the bait and goes in with both his Centaurs and Tree Herder, the rest of his army advances giving me two easy charges, I'm OK with that!.
On the shooting phase he makes two wounds on the Skylord and he obviously holds, great! Also the shamblers were able to put 6 wounds on my poor Warriors, that was a really good roll.
The combats don't go as I had planed though, the Herder puts a massive SIX wounds on my poor GFE, six wounds with seven attacks! He holds of course with a Nerve of 18 and Inspiring but I know starting with 6 wounds he will have a hard time surviving the game.
The Centaurs on the other hand charge the Hunters and do just 1 wound and not even wavering them, not that I'm complaining but I would change the results in a heartbeat.
SALAMANDERS TURN 2
This are looking really good for me now, I have a really nice countercharge on the Herder that will surely kill him in one turn and a nice charge with my FE on his Shamblers, with CS2 and Elite I know I will win that combat in two turns easily.
I make a big mistake here, as I turn my Hunters 180 degrees on the spot and move them over my Tyrants to make the space for their charge on the Herders flank, that is an illegal move actually as each 90 degree pivot must end clear of any unit and this wasn't really the case. Neither me or my opponent realised that but I've given this a thought and even without that move I could made the charge, I had two possibilities, sidestep onto the right or charge the Centaurs with the Hunters so even if he had pointed the illegal move out I could still multicharge the Herder.
Onto legal moves again, I charge my FE on his Shamblers and my Ankylodon multicharge the Ensnarers with my warriors, not the best match-up really but that will hold them up away from an objective for a very long time.
I face a very difficult decision with my Skylord, I could charge the Heartpiercers disrupting them and if I'm REALLY lucky kill them (disordered charge means I could make one or two wounds) but anyway he will surely be killed by the best next turn or I could run away from them both and position myself for a rear charge next turn into something juicy, only menace is the Heartpiercers shooting at him but that shouldn't make more than 3 wounds on average so I'm OK with that.
Combats go extremely well for me, I kill the tree Herder that was brought into double one figures and amazingly I also rout the Shamblers with an amazing combat. I think I manage to make 6 wounds on the Ensnarers, nothing really interesting.
Board is looking really good for me now
FON TURN 2
I forgot to take a picture of his turn 2, but it was quite simple.
His Centaurs flank charge my FE, I knew this could happen but I didn't really care. My FE can take that charge easily. He countercharges his big horde into my Warriors and moves his Beast to the right flank to try win that flank. Meanwhile his Warden has been advancing unopposed on the left and will surely be joinning the fight soon.
He reforms the Heartpiercers to shoot my Skylord again, -1 to hit sounds good to me. He then makes one hell of a roll and puts 6 wounds on him. That was 8 attacks hitting on 5s and wounding on 3, nasty, nasty roll. He sadly dies without being able to kill anything.
The Centaurs also roll quite well and manage to put 7 wounds on my FE, hurts but I'm hoping that my Herald can take care of those. His big horde completely destroys my Warriors as expected and reform to face my right flank.
SALAMANDERS TURN 3
Loosing my Skylords really hurts my plans as now I don't have anything to shut his shooting, rear charging or going after an objective last turn. I'm a sad Salamander.
I still have a huge advantage on the centre and I now have 3 Objectives on my sight, he only has one so I will call that a nice prospect.
I know that pesky Naiad horde has to go down if I want to ensure myself a victory and I also have to take care of the damn Beast that is flying all around being annoying but I have a plan for that. He didn't realised my GFE could be surged into it, It won't be a flank sadly but at least I could shut it down for a while. So I turn it and advance towards the beast.
My FE decide to charge the Horde with my Ankylodon and my tyrants rear charge the Centaurs that will be chopped to bits. My Hunters sit on the objective on the back pretty confortable there.
The combat goes quite well, I put a lot of wounds into the Ensnarers and waver them, the Centaurs get turned into a very fine mist. The GFE even with the Breath-Surge combo completely fails to do anything substantial, I doesn't seem to be his game.
FON TURN 3
I once again forgot to take the damn picture, but with his horde wavered there is not much to do. He charges his warden into my Ankylodon and shoots my FE with the Heartpierces, at this moment and thanks to my Healing they are in good health.
The Beast has another amazing roll and routs my poor GFE even with the Inspiring reroll. The warden manages to make 3 wounds on the Ankylodon of I remembered correctly, that goes down to 2 thanks to Iron Resolve.
Next round of the KoW and tied for the third place this battle was very important, a win could easily put me in second place! So lets go with it, first of all the armies:
FORCES OF NATURE
- Horde of Naiad Ensnarers with Brew of Strength
- Horde of Forest Shamblers with Diadem of Dragon-Kind
- Troop of Naiad Heartpierciers
- Troop of Hunters of the Wild with Elite
- Troop of Centaur Bray-Striders
- Beast of Nature with Fly, Vicious and 7 Attacks
- Forest warden
- Tree Herder with Regeneration
I know I'm missing some magic items, because as far as I can remember every single thing had one but can't remember them all.
SALAMANDERS
- Horde of Fire Elementals with Elite
- Horde of Tyrants with Brew of Sharpness
- Regiment of Ghekkotah Warriors with Fire Oil
- Troop of Ghekkotah Hunters
- GFE
- Ankylodon
- Mounted Herald with Healing Charm
- Mage-Priest with Surge and Inspiring
- Skylord with Blade of the Beast Slayer
This a slight change from my usual list, the reasoning for the changes can be found HERE
Before we start we were playing with a chess cloack and some pictures were taken late as I was very concerned with time constrains.
DEPLOYMENT
The picture was taken after the Vanguard Moves and just as I had moved my Skylord up, so yes I got first turn.
My idea was to disrupt those nasty heartpiercers with my Skylord while I hold the four objectives in the center with my Hordes and heavy hitters, simple.
SALAMANDERS TURN 1
I advance my Skylord out of line of sight of his shooters while I push with everything up in the centre staying out of his charge range with almost everything, I bait him with two units my Hunters on his Centaurs and my GFE on his Tree Herder. I know my GFE can stand a charge easily and then I had a really juicy counter charge in place plus a CS4 menace on the front, nice.
A couple of shoots make wounds here and there but nothing significant.
FON TURN 1
He starts by turning his Heartpiercers to shoot my Skylord, OK with that really. That means that he won't be shooting anything important. He also turns his Beast to face him.
On the centre he takes the bait and goes in with both his Centaurs and Tree Herder, the rest of his army advances giving me two easy charges, I'm OK with that!.
On the shooting phase he makes two wounds on the Skylord and he obviously holds, great! Also the shamblers were able to put 6 wounds on my poor Warriors, that was a really good roll.
The combats don't go as I had planed though, the Herder puts a massive SIX wounds on my poor GFE, six wounds with seven attacks! He holds of course with a Nerve of 18 and Inspiring but I know starting with 6 wounds he will have a hard time surviving the game.
The Centaurs on the other hand charge the Hunters and do just 1 wound and not even wavering them, not that I'm complaining but I would change the results in a heartbeat.
SALAMANDERS TURN 2
This are looking really good for me now, I have a really nice countercharge on the Herder that will surely kill him in one turn and a nice charge with my FE on his Shamblers, with CS2 and Elite I know I will win that combat in two turns easily.
I make a big mistake here, as I turn my Hunters 180 degrees on the spot and move them over my Tyrants to make the space for their charge on the Herders flank, that is an illegal move actually as each 90 degree pivot must end clear of any unit and this wasn't really the case. Neither me or my opponent realised that but I've given this a thought and even without that move I could made the charge, I had two possibilities, sidestep onto the right or charge the Centaurs with the Hunters so even if he had pointed the illegal move out I could still multicharge the Herder.
Onto legal moves again, I charge my FE on his Shamblers and my Ankylodon multicharge the Ensnarers with my warriors, not the best match-up really but that will hold them up away from an objective for a very long time.
I face a very difficult decision with my Skylord, I could charge the Heartpiercers disrupting them and if I'm REALLY lucky kill them (disordered charge means I could make one or two wounds) but anyway he will surely be killed by the best next turn or I could run away from them both and position myself for a rear charge next turn into something juicy, only menace is the Heartpiercers shooting at him but that shouldn't make more than 3 wounds on average so I'm OK with that.
Combats go extremely well for me, I kill the tree Herder that was brought into double one figures and amazingly I also rout the Shamblers with an amazing combat. I think I manage to make 6 wounds on the Ensnarers, nothing really interesting.
Board is looking really good for me now
FON TURN 2
I forgot to take a picture of his turn 2, but it was quite simple.
His Centaurs flank charge my FE, I knew this could happen but I didn't really care. My FE can take that charge easily. He countercharges his big horde into my Warriors and moves his Beast to the right flank to try win that flank. Meanwhile his Warden has been advancing unopposed on the left and will surely be joinning the fight soon.
He reforms the Heartpiercers to shoot my Skylord again, -1 to hit sounds good to me. He then makes one hell of a roll and puts 6 wounds on him. That was 8 attacks hitting on 5s and wounding on 3, nasty, nasty roll. He sadly dies without being able to kill anything.
The Centaurs also roll quite well and manage to put 7 wounds on my FE, hurts but I'm hoping that my Herald can take care of those. His big horde completely destroys my Warriors as expected and reform to face my right flank.
SALAMANDERS TURN 3
Loosing my Skylords really hurts my plans as now I don't have anything to shut his shooting, rear charging or going after an objective last turn. I'm a sad Salamander.
I still have a huge advantage on the centre and I now have 3 Objectives on my sight, he only has one so I will call that a nice prospect.
I know that pesky Naiad horde has to go down if I want to ensure myself a victory and I also have to take care of the damn Beast that is flying all around being annoying but I have a plan for that. He didn't realised my GFE could be surged into it, It won't be a flank sadly but at least I could shut it down for a while. So I turn it and advance towards the beast.
My FE decide to charge the Horde with my Ankylodon and my tyrants rear charge the Centaurs that will be chopped to bits. My Hunters sit on the objective on the back pretty confortable there.
The combat goes quite well, I put a lot of wounds into the Ensnarers and waver them, the Centaurs get turned into a very fine mist. The GFE even with the Breath-Surge combo completely fails to do anything substantial, I doesn't seem to be his game.
FON TURN 3
I once again forgot to take the damn picture, but with his horde wavered there is not much to do. He charges his warden into my Ankylodon and shoots my FE with the Heartpierces, at this moment and thanks to my Healing they are in good health.
The Beast has another amazing roll and routs my poor GFE even with the Inspiring reroll. The warden manages to make 3 wounds on the Ankylodon of I remembered correctly, that goes down to 2 thanks to Iron Resolve.