Played a game vs Brets on Monday. We played the 50% L&H rules, but that was it.
My oppo took 2 trebs, a unit of 11(?) peasant archers 2 blocks of 12/15 knights (inc many characters, BSB, General, Paladins etc) and a smaller block of 5/6 knights.
My list was
Lords
Slann, with becalming cogitation, WD, Dispel Scroll, BSB and Skaven Pelt banner
Oldblood on foot, with Sword of Anti Heroes, A of D, Iron Curse Icon (Goes with TG)
Heroes
Tetto (in small cohort)
Scar vet cowboy, Gamblers Armour, Luckstone, GW, CO (AQttached to saurus)
Core
36 Saurus Warriors, Spears, Full Command
2 x 10 skink skirmishers
1 x 10 cohort, with poison.
Special
26 Temple Guard, Full command, Razor Standard
3 terradon riders
Rare
Ancient Steg, EotG, Unstoppable Stampede, Sharpened Horns
Total 2499.
Board set up had some impassable terrain in the middle, gap either side and then hills. Flanks were pretty much open.
I set up (L - R) terradons, skirnishers, TG, Saurus (both 'blocking' the gaps between the impassable terrain and the hills), steg, cohort, skirimishers
His set up (my L-R) Treb in far corner, peasant archers, 2 big lances of knights/characters, small block of kights, treb in far corner.
He elected to pray and gave me first turn. I vanguarded 3 units (terradons and both skirmisher units).
After my movement I was in range of both trebs for shooting. Infantry blocks stood.
In magic I did very little but managed to put a wound on the right Treb.
In shooting the right skinks were magnificent, do a further three wounds to the treb and destroying it.
On the other side, the terradons shot at the Treb, doing a wound, while the skinks shot at the archers, hoping to make them flee of the board. They killed some but not enough to cause a panic.
His T1,
Knight blocks all moved up. remaining treb shot, but misfired! No firing this turn or next.
I managed to snuff out the magic.
T2
Right skinks move round to harrass the smaller block of knights, steg and Tetto cohort moved up to support them. TG and Saurus moved up a small amount.
On the left, Terradons closed the range to the treb, while the skinks focused their attention on the treb too.
Magic, another non-event - My WoM rolls were poor - I think the highest I acheived was a 9!
Shooting - The other treb died. I think I might have put a wound on the small unit of knights, killing one
His T2
Large lances both declare charges - Failed
Shooting - His archers target the terradons, killing one - Panic test - Passed!
My T3
I cant remember if the TG were in range of the knights or not. If they were it would have been a very long charge. In the event I didn't try it.
Movement - Terradons and skinks on left focus on the archers. Skinks on left try to stay out of the knights charge arc.
Magic - Again not much, most of what I did got dispelled.
Shooting - Many casualties on archers, they made their low panic test.
His T3
Both lances charge and make it into the TG. (At this stage I knew I'd lose some but expected to be able to hit back).
Movement - The only thing he had left was the smaller block of knights. These moved into a position to charge the skinks that had been harrassing them.
No shooting!
Magic - He cast a spell which would give me -1 to hit (Net of Amyntok?) I dispelled it. Then he cast Wyssans on one lance of knights, although I had three dice left I used the scroll as the total was high. He then used a magic item to give him two extra power dice and went for the bubbled version of savage beasts. He made it. Not only that it wasn't irresistible force either. I tried to get double 6 on three dice, but no joy.
With two lances of knights, inc many characters (all with SBH on them) facing my unbuffed TG, I had a very bad feeling about the combat.
Combat
One of us rolled like a boss the other rolled like a stone. I was the one gathering no moss (and no saves for that matter!)
In 1 round of combat, the entire block of TG and the slann were slain
(As part of this he got a Heroic Killing blow on the Oldblood, and I rolled a 3 on the 4++!!!) Bye bye OB
He reformed one lance to face the steg, the other lance moved forward to give space for this to happen and threaten the flank of the saurus.
T4
Crap! Plan has gone to hell.
OK, charge the steg into the lance facing it, about face with the saurus to face the threat to their flank. Move up terradons. Skinks and tettos cohort would have to deal with the small unit of knights (Good luck with that!)
Magic - Another no show - I think I rolled 2 x 1 for WoM while my oppo chanelled, I didn't.
Shooting the left skinks finally kill off the archers.
Combat - Steg killed three with impact hits, received one wound in return, but the lance held.
His T4
The lance charges the saurus. The small block of knights charge the right hand skinks. who stand and shoot.
Magic - Basically a repeat of the bubble SBH above. 6 dice, no IF and I can't dispel. At this point I was laughing at my rolling while he was apologising!
No shooting
Combat - While the saurus survived they had been cut down significantly. The steg was killed thanks to the bubble effect and the skinks while killing one or two knights on Stand and Shoot, got killed to a man, well skink.
We called it there.
Well I can honestly say I had a plan (skirmishers to take out trebs asap, then harrass the knights, which will be stuck fighting the infantry with, hopefully, the steg and cowboy making flank charges). Forr two turns this was working well and had got rid of both trebs, and a bit later, the archers.
Magic was a let down for the most part with some very poor WoM rolls. I also think I was naive with the dispell scroll, and should have kept it, but hindsight is a wonderful thing.
With poor WoM, there were simply not enough dice for the spells I had. I possibly chose poorly which ones to cast. Although with the slann dieing so early I wasn't able to use the toolkit which is WD.
Other than hoping for better magic and keeping the dispell scroll back I'm not sure I would have done anything else differently. The first bubbled SBH was the game changer - Wiped out my most powerful unit before they could hit back.
I had hoped to be able to hit back with some of them. Even assuming just two ranks survived, it would have been 16 attacks basic, plus 10 from frenzy (plus any from pred fighter - We play both ranks but lets not get into a debate about that here!), all at strength 5 with AP rule., so minus 3 from his armour saves.
It was not meant to be. But having been very lucky twice against High Elves recently (batreps somewhere on here!) I guess this is just karma.
My oppo took 2 trebs, a unit of 11(?) peasant archers 2 blocks of 12/15 knights (inc many characters, BSB, General, Paladins etc) and a smaller block of 5/6 knights.
My list was
Lords
Slann, with becalming cogitation, WD, Dispel Scroll, BSB and Skaven Pelt banner
Oldblood on foot, with Sword of Anti Heroes, A of D, Iron Curse Icon (Goes with TG)
Heroes
Tetto (in small cohort)
Scar vet cowboy, Gamblers Armour, Luckstone, GW, CO (AQttached to saurus)
Core
36 Saurus Warriors, Spears, Full Command
2 x 10 skink skirmishers
1 x 10 cohort, with poison.
Special
26 Temple Guard, Full command, Razor Standard
3 terradon riders
Rare
Ancient Steg, EotG, Unstoppable Stampede, Sharpened Horns
Total 2499.
Board set up had some impassable terrain in the middle, gap either side and then hills. Flanks were pretty much open.
I set up (L - R) terradons, skirnishers, TG, Saurus (both 'blocking' the gaps between the impassable terrain and the hills), steg, cohort, skirimishers
His set up (my L-R) Treb in far corner, peasant archers, 2 big lances of knights/characters, small block of kights, treb in far corner.
He elected to pray and gave me first turn. I vanguarded 3 units (terradons and both skirmisher units).
After my movement I was in range of both trebs for shooting. Infantry blocks stood.
In magic I did very little but managed to put a wound on the right Treb.
In shooting the right skinks were magnificent, do a further three wounds to the treb and destroying it.
On the other side, the terradons shot at the Treb, doing a wound, while the skinks shot at the archers, hoping to make them flee of the board. They killed some but not enough to cause a panic.
His T1,
Knight blocks all moved up. remaining treb shot, but misfired! No firing this turn or next.
I managed to snuff out the magic.
T2
Right skinks move round to harrass the smaller block of knights, steg and Tetto cohort moved up to support them. TG and Saurus moved up a small amount.
On the left, Terradons closed the range to the treb, while the skinks focused their attention on the treb too.
Magic, another non-event - My WoM rolls were poor - I think the highest I acheived was a 9!
Shooting - The other treb died. I think I might have put a wound on the small unit of knights, killing one
His T2
Large lances both declare charges - Failed
Shooting - His archers target the terradons, killing one - Panic test - Passed!
My T3
I cant remember if the TG were in range of the knights or not. If they were it would have been a very long charge. In the event I didn't try it.
Movement - Terradons and skinks on left focus on the archers. Skinks on left try to stay out of the knights charge arc.
Magic - Again not much, most of what I did got dispelled.
Shooting - Many casualties on archers, they made their low panic test.
His T3
Both lances charge and make it into the TG. (At this stage I knew I'd lose some but expected to be able to hit back).
Movement - The only thing he had left was the smaller block of knights. These moved into a position to charge the skinks that had been harrassing them.
No shooting!
Magic - He cast a spell which would give me -1 to hit (Net of Amyntok?) I dispelled it. Then he cast Wyssans on one lance of knights, although I had three dice left I used the scroll as the total was high. He then used a magic item to give him two extra power dice and went for the bubbled version of savage beasts. He made it. Not only that it wasn't irresistible force either. I tried to get double 6 on three dice, but no joy.
With two lances of knights, inc many characters (all with SBH on them) facing my unbuffed TG, I had a very bad feeling about the combat.
Combat
One of us rolled like a boss the other rolled like a stone. I was the one gathering no moss (and no saves for that matter!)
In 1 round of combat, the entire block of TG and the slann were slain
He reformed one lance to face the steg, the other lance moved forward to give space for this to happen and threaten the flank of the saurus.
T4
Crap! Plan has gone to hell.
OK, charge the steg into the lance facing it, about face with the saurus to face the threat to their flank. Move up terradons. Skinks and tettos cohort would have to deal with the small unit of knights (Good luck with that!)
Magic - Another no show - I think I rolled 2 x 1 for WoM while my oppo chanelled, I didn't.
Shooting the left skinks finally kill off the archers.
Combat - Steg killed three with impact hits, received one wound in return, but the lance held.
His T4
The lance charges the saurus. The small block of knights charge the right hand skinks. who stand and shoot.
Magic - Basically a repeat of the bubble SBH above. 6 dice, no IF and I can't dispel. At this point I was laughing at my rolling while he was apologising!
No shooting
Combat - While the saurus survived they had been cut down significantly. The steg was killed thanks to the bubble effect and the skinks while killing one or two knights on Stand and Shoot, got killed to a man, well skink.
We called it there.
Well I can honestly say I had a plan (skirmishers to take out trebs asap, then harrass the knights, which will be stuck fighting the infantry with, hopefully, the steg and cowboy making flank charges). Forr two turns this was working well and had got rid of both trebs, and a bit later, the archers.
Magic was a let down for the most part with some very poor WoM rolls. I also think I was naive with the dispell scroll, and should have kept it, but hindsight is a wonderful thing.
With poor WoM, there were simply not enough dice for the spells I had. I possibly chose poorly which ones to cast. Although with the slann dieing so early I wasn't able to use the toolkit which is WD.
Other than hoping for better magic and keeping the dispell scroll back I'm not sure I would have done anything else differently. The first bubbled SBH was the game changer - Wiped out my most powerful unit before they could hit back.
I had hoped to be able to hit back with some of them. Even assuming just two ranks survived, it would have been 16 attacks basic, plus 10 from frenzy (plus any from pred fighter - We play both ranks but lets not get into a debate about that here!), all at strength 5 with AP rule., so minus 3 from his armour saves.
It was not meant to be. But having been very lucky twice against High Elves recently (batreps somewhere on here!) I guess this is just karma.