Game 34 - 3000 vs High Elves
Date: August 16, 2014
Opponent: High Elves
Point Value: 3000
Scenario: Battle for the Pass
SPECIAL REPORT - Phatmotha-Phuka EDITION #5
Overview
This was my second High Magic experiment. I tried to apply the lessons on the past, and see if there was any progress. My opponent turned out to be a guy I've played once before when we were both running different armies. We today he had High Elves. He took Teclis, which I didn't mind one bit. He accepted my offer of cheap beer and we were off.
My list:
Slann - High Loremaster
Oldblood on ColdOne - Glittering Scales, Dawnstone, +2A Sword, Potion of Foolihaha
Scar-vet BSB on Loping Carnosaur - Armor of Destiny, Great Weapon, Shield (for a 1+ vs shooting)
13 Skink Skirmishers with Javelins and Shields
13 Skink Skirmishers with Javelins and Shields
13 Skink Skirmishers with Javelins and Shields
13 Skink Skirmishers with Javelins and Shields
38 Saurus - Full Command
7 Cold One Riders - Spears, Full Command
8 Kroxigor
7 Chameleons (just for you, Phat!)
Ancient Stegadon
Troglodon
His army sort of:
Teclis - Lots of Spells (Comet, Fireball, Enchanted Blades, Miasma, Sun, Wither, Pha's, Wildform, more?)
L2 Wizard with 2 spells, 2 of which I might have just added to Teclis - oh well, you get the idea
BSB
5 Reavers
5 Reavers
25ish White Lions
25ish Phoenix Guard
15ish Archers
15ish Archers
15ish Archers
Eagle
Eagle
Frost Bird
3 Bolt Throwers
We rolled up Battle For the Pass. I had an Elven Waystone in my half (clearly we were taking it back from the dirty little elves who had been abusing its power). I also had a Blood Forest and a hill. He had a Venom Thicket, hill, and building in his half.
As you know from BFtP, you play the long way. I'll describe deployment from top to bottom instead of my usual left to right. He was on the left half of the table. Top to bottom: Reavers, Eagle, Lions in the woods, archers with L2, PGuard with Teclis, Archer behind PG, Reavers in front of them, Archers, Frosty, Eagle, 3 Bolts in front of Frosty and Eagle.
My stuff, on the right, top to bottom: Skinks, skinks, Krox, (Waystone), Trog behind Stone, Saurus with OldBlood, BSB behind the Saurus, Cold Ones, skinks+Slann behind cavalry, Ancient, skinks.
My Chameleons had nowhere to go behind his lines, so I put them at the bottom on the table, about 15 inches from the 'lowest' bolt thrower, and just out of Eagle charge range.
He used Vanguard on the central Reavers over toward my Chameleons.
He went first.
Summary of Events
I have a few photos this time, and was not deep into the beer until about turn 5, so this should be better than other recent reports.
Turn 1
Elves
Movement:
He moved the Frosty to behind the building. Not sure why, really. The White Lions advanced. Not much else moved other than getting some better shot spots with archers.
Magic: 5,4
- Comet in my backfield 6,4,2,1+5 vs NA
- 2D6 Fireball at Chameleons 6,3,1+5 vs 6,5,4,2,1+4 = dispelled
- Enchanted Blades on Archers 6,4+5 vsNA = up
Shooting:
He killed all my chameleons. Ok, actually he killed 3 and the rest ran off the table.
He put 1 wound on my Ancient Stegadon.
Lizards
Movement:
I advanced the majority of my stuff. All of it, actually.
Magic: 4,3
- Apotheosis on the Stegadon 2,1+4 vs NA = healed Stegadon
- Walk Between Words on Saurus 6,3+4 vs 3,2,2,1+5 = dispelled
- Tempest on his PG 6,5,4+4 vs NA = scatter to hit lots of stuff and kill about 6 models. Traded for Wildform.
Shooting: None.
Turn 2
Elves
Movement:
He continued to be very, very cautious. The Frosty stayed hidden. The Eagles stayed back. The Guard and Lions went to either side of the building and an archer unit got inside it. That was about it.
Magic: 6,1
- Miasma on Saurus for Movement 4,2+2 (little guy had it I now see - yay notes!) vs NA = -1M on Saurus and caster swapped spots with Teclis.
- Sun toward my Krox and Trog 6,6,2,2,1+5 vs NA = template close but not hitting my stuff, Teclis ignores miscast
Shooting:
The Slann's bunker is reduced to 2 models. The bolt thowers established that the would no longer have any desire to hit anything the rest of the game. Sometimes they did, by mistake, but they never did anything good for the rest of the time we played. Whew!
Lizards
Movement:
More advancing. The OldBlood charges out on his own to engage the Phoenix Guard.
Magic: 5,4
- The Comet came down. It killed many Saurus and the BSB+His Carnosaur. Awesome.
- Arcane Unforging vs BSB in PGuard unit 6,6,3 vs NA = kills his magic ring, does not wound him, and drains my remaining 6 dice.
Shooting:
All his Reavers die. All of them.
Combat:
The OldBlood kills 3 Phoenix Guard, takes no wounds, and holds (lost by 1).
Turn 3
Elves
Movement:
Again he pretty much sits there.
Magic: 6,1
- Wither on Stegadon 6,5,3,2+5 vs 6,5,4,2,2,1+4 = dispel.
- Wildform on PGuard 5,2+5 vs NA = up
- Pha's on PGuard 5+5 vs NA = up
Shooting:
Bolt Throwers fail to wound the Stegadon. Some skinks die - two of their units are down to one skink each.
Combat: The OldBlood kills a Guard and fails his breakcheck, but the PG do not chase and he lives.
Lizards
Movement:
Cold Ones charge the PGuard (better than getting charged).
Slann hops into the Saurus.
OldBlood rallies.
Both lone skinks run toward my table edge to avoid giving up VPs.
Skinks at the top of the table being to encircle the Lions while keeping an Eagle in their sights.
Magic: 6+1,4
- Hand of Glory on Cold Ones (I have a plan, and it totally relies on Magic) for WS 6,3+4 vs 4,3,1,1+5 = dispelled
- Drain Magic on Phoenix Guard (yeah, baby!) 6,5,2,2+4 vs Scroll (boo!) = dispelled and sadness
- Wildform on Cold Ones (see!) 5,3,1+4 vs 6,3,2+5 = dispelled
- Soul Quench vs White Lions 6,5+4 vs NA = no dead guys at all
Shooting:
Dead Eagle
Combat:
Well, with all his spells still up and all of mine stopped, the Cold One Riders are wiped out to the man before they get to swing. Whoo hoo ..... magic! Grr.
Turn 4 - The One Where I Completely Forgot to Take Pix For the Rest of the Game
It's hard to recall exactly from here on, but the notes I took on spells helped. It looks to me like he still kept stuff back for the most part. He was counting on spells and shooting to do enough before he engaged. He did pop Frosty out for some fun.
Magic: 4+1, 3 +1 More from Forbidden Rod that killed the L2 for using it (See, they had been doing Forbidden things, and no longer deserved their Waystone.
- Sun toward Krox 6,6,4,4,2,2+5 vs NA = 4 dead Krox and 2 more dice for him, World Dragon Banner prevents miscast from harming the unit, 2 dice drain away
- Wildform on Lions 6,5,3+5 vs 3,2,1+4 = good Lions
Shooting:
He shook his fist at his bolt throwers.
Lizards
Movement:
Saurus and OldBlood charge the Phoenix Guard.
Krox and Trog charge the Lions (who had Teclis on the corner).
Ancient charges Frosty.
The two little skinks hid.
Magic: 4,2
- Wildform on Saurus 6,4,2+4 vs 4,1,1+5 = beefy Saurus
- Hand of Glory for WS on Saurus 5,4,1+4 vs NA = even beefier Saurus
- Apotheosis on something that was hurt (cannot read my beer-writing) 5+4 vs NA = something felt better
Shooting:
Something shot something else.
Combat:
The Ancient Stegadon's impact hits reduced the Frosty to 2 wounds. His actual attacks and the attacks of the skinks failed to do anything. Still, the bird broke, ran, and was cut down!
The Krox all died, as you would expect, but the mission was accomplished anyway - the Troglodon killed Teclis.
The Saurus and OldBlood beat the Phoenix Guard and killed them all. Yum!
Ok, actually, that's not all correct. I see in my notes that there were two more turns. I think what happened was that the PG combat went a bit longer, as did the Frosty. In Turn 5 I have notes saying I was casting Wildform on the Stegadon and HoG on the Saurus. Then in Turn 6 I was doing that again, along with Apotheosis.
What I do know is that the Saurus and Old Blood took out the PG one turn and came around to kill all the White Lions in Turn 6. It's sort of a blur, but the notes give me a good indicator, and I do recall discussing the 1000+ point gain from those two units and how it would have been a draw otherwise.
Result: Massive win to the Lizardmen, and Teclis served up as an appetizer at dinner that night.
Post-game Thoughts and Unit Evaluations
I was really surprised he was so hesitant to advance, especially the Frostheart. That thing can turn the tide on its own. I get that his army was shooting and magic heavy, but he had two good combat blocks and the Bird. It's ok though - I'll take it!
Magic was improved for me this game, and it's clear in the extreme now that I prefer High Magic over Deliberations. Apotheosis helps my monsters, Walk Between Worlds scares people. Hand of Glory shifts results when needed. Toss out one-shot spells like Tempest early on to get Wildform, and you are in good shape. It's all about the point costs though, and I'll get into that a bit more below. Just sayin' High > Deliberations every time.
Skink Skirmishers with Javelins and Shields
Meh. Killed an Eagle. Not much else. I suppose one unit held the frog for a bit, but it never shot and cohorts are cheaper, if less maneuverable. I get more out of these units when I am not tied to Slann-duty. It's been several games now since they've done much, but I suspect I'll re-enjoy them with the shift back to priests.
Saurus Warriors
Man, I just keep on loving these guys. I know I keep saying it (or something like it), but I just really want to get some resolution to the spears/PF/Engine stuff so I know how to finish the unit or to make a second one. They are in limbo now, I am afraid to commit until the FAQ or 9th come along. Until then, I'll just keep plugging away on other stuff and use this unit as is.
Chameleons
It was good to have a reminder. Wow, do they ever throw points down the drain. Their BS increase is wasted by having blowpipes. Their scouting is meaningless against a smart opponent (and mine was sure to leave no gaps in his lines). The extra -1 to hit them is nice....if you take 30 so that the shift in numbers means they won't have to take panic checks. I have to say, I
really[/i] don't see the fascination here.
Ancient Stegadon
This was the first game, ever, where Sharpened Horns might have mattered. As much as I would like to have had them, they are not worth taking and wasting in 30 games just to get a use out of the in one. I do miss the Engine, though, if only for the ward save. He was a champ in this game. I actually got more than a one on the impact roll...hell, I actually got a charge off! 
The giant blowpipes were so, so, so horrible. SO horrible. Lots of shots. Pretty much always need sixes to hit. It would be great if you could take this guy without the pipes at a 15 point discount.
S6 mattered. Against the Frostheart I really needed it. S5 would have failed to wound and thus the bird would not have fled.
Kroxigor
Put this one in the 'bummer' column. They didn't contribute much beyond filling the front of the Lion unit and making it so that the Troglodon could touch Teclis and Teclis alone. Granted, that was huge because they basically traded their lives for Teclis' doom, so maybe they were not so bad afterall. Plus, they did draw a lot of attention as you can see from my opponent sending Suns at them.
Yeah, you know what? Even though they did not kill stuff, they still served a pretty important role. Nice job, guys! 
Saurus BSB on Carnosaur
The Comet was fabulous, putting exactly 5 wounds on the Carnosaur and 2 wounds on the BSB, killing both. He was not important today, at all, but that happens.
Oldblood on Cold One
Even with the time he ran, he was still great again. He killed stuff, ran, rallied, and came back to kill more. I continue to love the +2A sword. If only I had remembered to use that darn potion.
Troglodon
Stone cold killa!
He really enjoyed the Teclis meat before he got taken down. His roar was used on the Krox before they died to the Lions, and also helped the Saurus in a fight that round. Not a major impact there, but a boost.
Slann
Well, I have to be honest and say that he was useful in this game. Apotheosis, Hand of Glory, and a traded-for Wildform really were handy. My opponents bolt throwers were unlucky, but even so, I felt like I had spells that could help in case he was doing better - as long as I did not miscast. Of course, I miscast. I had a good phase lines up there and once again King Random visited his subjects. Add in the phase where by all rights I should have shifted the results over to favor the Cold Ones and doom the Phoenix Guard, and it's really just hard as hell to get behind the investment in points and plans. It's far better, in my view, to take a few L2 skinks, toss them around, and see if you get a perk there or there than it is to build around a Slann.
Again, he was ok this game, but I still feel he did not justify the investment compared to other things I could have taken.
So yeah. One more game to report. It's been played, but I can't get into it tonight. I have other stuff to do. A teaser though - I went from a game with Teclis to a game with Archaon. Pretty epic!
Thanks for reading!