SmithF's 9th Age Battle Reports 2

MSU battle reports, as first seen in TWF.

Articles Tagged with “Dread Elf”

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  • By the time round 3 started it was 5PM and we had already been awake for 12 hours. Who said that wargaming isn’t an endurance sport? Luckily, we got to face the friendliest guys ever: Team Hambo’s from the Netherlands. My opponent was to be Bas @bas_2312 with his wonderful Halfling Empire army. I’d admired his models online before, and some of you may have also seen his gaming club’s Minihammer exploits, too. Here’s a link to his Instagram, where you will find among other stuff his take on the Steam Tank: a giant morphin’ robot!

    The halfling list he had brought was the following:

    bas_2312 wrote:

    Marshall, General, Paired Weapons, Imperial Seal, Lucky Charm
    Marshall, BSB, Shield, Death Warrant, Blacksteel
    Prelate, Plate Armour, Shield, Hammer of Witches
    Wizard, Adept, Pyromancy, Magical Heirloom

    42x Heavy Infantry, Halberd, M, C, S
    20x Light Infantry, Handgun, S, Marksman's Pennant
    10x State Milita, Irregulars
    5x Electoral Cavalry, Lance, Shield, S

    24 x Imperial Guard, M, C, S
    Arcane Engine, Arcane Shield
    6x Imperial Rangers
    2x5 Reiters, Heavy Armour, Brace of Pistols, M, C, Repeater Pistol

    Artillery, Mortar
    24x Flaggelants, C
    Steam Tank

    So a good mix of magic/shooting and staying combat power, along with good scoring. A good recipe for a challenging fight! This round the scenario was Spoils of War, and the deployment type was once again Marching Columns. My adversary won the roll for sides and picked the side with the hill and the least amount of blocking terrain. This meant that I could grab first turn though, always welcome against a list with considerable shooting power.
    For spells I went with the usual Ice and Fire/Crippling Fatigue and Grave Calls/Breath of Corruption combo, while the pyro wizard got Fireball, Pyroclastic Flow and the Flaming Swords.

    Going into the game I decided that I’d keep my scoring units near the center, use the fast elements to control the flanks and ram the imperial battle line with my monsters. If all went according to plan, it would create enough of a diversion for the small scorers to grab the loot and run with it!



    TURN 1 – Dread Elves

    First turns in such games are all about controlling battlefield space, and this one was no different: the medusae pushed forward to threaten the mortar and prevent the cavalry from outflanking me. To the right, the yema acolytes and a single kraken would try to keep the Steam Tank, Flagellants and Reiters honest. The Pegasus Prince saw an opening between the Flagellants and the Halberdiers and used his movement to land there, threatening the Arcane Engine and potentially the Handgunners. Finally, the two kraken pushed forward using the forest as cover. To avoid the Halberds/Imperial guard charging headlong into my monsters, I had to sacrifice my Dark Raiders: while infantry is not a bad target for stomping krakens, you want to be charging and not the other way around!
    In the magic phase the Breath of Corruption went off, killing four Reiters from the rightmost unit, but the last survivor didn’t panic.








    TURN 1 – Empire of Sonnstahl

    The halfling didn’t take the bait, and elected to maneuver instead of charging into the dark raiders. The steam tank moved up slowly, and the two reiter units pushed forward to open fire against my fast support. Magic started with a miscast Flaming Swords on the Handgunners: the result of the miscast being Amnesia, I elected to let it through so as to get rid of the spell. A small fireball killed three of the right Dark Raiders and put a wound with Blaze on the paired weapon Medusa.
    Shooting started with a volley from the left reiters that put another wound on the Medusa, while to the right the Steam Tank and the lone Reiter failed to wound the kraken. The Mortar hit my corsairs killing six of them and the Handgunners couldn’t hit the Kraken thanks to the forest’s cover.



    TURN 2 – Dread Elves

    The bulk of the army charged: the middle Kraken went into the Handgunners, its mate failing to charge into the Imperial Guard. The wounded medusa charged into the Imperial Rangers and the second one fell upon the Electoral Cavalry inside the water feature. The Pegasus Prince charged the Arcane Engine, and the left Blades of Nabh went for the Reiters but failed. Finally, the Kraken to the right charged into the Steam Tank, and the Acolytes of Yema right behind took advantage of that to charge into the lone surviving Reiter.
    The corsairs now picked up the middle Spoils of War token and started their way back into my deployment zone. The Manticore maneuvered in a position where it would grant the Beastmaster rerolls to the kraken fighting the Steam Tank. The depleted dark raider unit stepped in front of the Flagellants to direct them away from said manticore, but while fiddling around with positioning I actually repositioned the manticore right into the flagellants’ overrun path! Oops!
    Magic… [Read More]
  • So after two wins, I found myself on table 2, against a familiar army: those of you who have been following these battle reports will remember Yann’s @Shizuu UD from the last game of the Challenge, where he beat me after a very exciting game!

    This time around he had changed his list, mainly motivated by modelling reasons: having completed two Winged Reapers, he managed to get them in the list! Thankfully for me, that required sacrificing the Divination master wizard, much to my dragon’s relief!

    Yann’s list was as follows:


    Shizuu wrote:

    240 –Nomarch, General, Skeleton Chariot, Death Mask of Teput, Heavy Armor, Shield
    250 - Death Cult Hierarch, Wizard Adept, Talisman of the Void, Divination
    280 - Death Cult Hierarch, Hierophant, Wizard Adept, Book of Arcane Mastery, Cosmology

    170 - 20 Skeletons, Spears, M
    170 - 20 Skeletons, Spears, M
    130 - 5 Skeletons Scouts
    130 - 5 Skeletons Scouts
    550 - 5 Skeleton Chariots, FCG, Legion Charioteers, Rending Banner

    508 - 7 Shabti Archers, M
    508 - 7 Shabti Archers, M
    260 - 3 Sand Stalkers

    465 - 1 Battle Sphinx
    465 - 1 Battle Sphinx
    370 - 2 Tomb Reapers, Paired Weapons


    So a list with the usual suspects: double sphinx, double shabti archers, a big skeleton chariot block and a smattering of smaller units but thankfully no Sand Scorpions: With no entombed units to speak of, I only had to worry about what was right across of my army!
    We got to play Flank Attack and Spoils of war, and after a couple of alternate drops I opted for a full deployment in order to get the advantage in the scenario: Spoils of War often depends on how well you can zone the enemy away from the spoils tokens, and whoever gets first turn usually has a big head start in that sub-game.

    For magic, I chose Breath of Corruption/Grave Calls and Ice and Fire/Crippling Fatigue, while the Hierarchs took Altered Sight/Perception of Strength and Know thy Enemy/Stars Align, for an augment-centered magic phase.

    With the certainty of getting first turn, I focused on building independent teams for each of the spoils of war tokens: the top right, a unit of Dread Legionnaires, along with the Dread Knights and a Medusa, squaring off against the Winged reapers and a unit of skeletons. On my left, the Dancers of Yema and the Yema Acolytes went for the spoils of war token in the ruins, opposite some shabti archers and the big chariot block. And, finally, in the middle the three monsters and a unit of legionnaires were preparing to take on the double sphinxes and the rest of the UD army.








    TURN 1 –Dread Elves

    My adversary was at a disadvantage from the get-go here, since a big piece of impassable terrain was greatly limiting the sphinxes’ maneuverability. I tried to make the most out of it, by pushing my Dark Raiders in a single long file, blocking the entire UD battleline for a turn. This allowed my scoring units and hard hitters to claim the no man’s land, threatening the UD advance with countercharges.
    To the top I was more reluctant to commit, since two unscathed Winged Reapers could do some serious damage on my Dread Legionnaires: in the magic phase I targeted the former with an Ice and Fire, managing an impressive four wounds on the unit, and gaining the upper hand in that partof the table. I also managed to debuff the same unit with Deceptive Glamour,making charging my Dread Legionnaires an even worse idea.




    TURN 1 – Undying Dynasties

    My adversary retaliated by sending his fast cavalry into mine (rear and flankcharges respectively), a move that allowed him to shuffle the rest of his battle line into better positions. The Sphinxes moved on either side of the impassable terrain, the right one exposing its flank to protect the hierophant from a second turn dragon charge. The right shabtis advanced towards my dancers of yema, electing not to charge through the ruins on their own. Up top the now lone winged reaper retreated, leaving the spoils token unprotected.

    In the magic phase I had to let the Altered Sight off into the rightmost Shabtis, but in return I dispelled Perception of Strength on the charging horsemen and Stars align failed to cast. The ensuing shooting phase only managed a couple of wounds on the Dancers of Yema, the Krakens’ hide proving too tough for the Shabtis’ arrows.
    In combat my leftmost dark raider unit (the one doing the conga) overperformed by a lot, killing a single charging horseman for no casualties back. Losing combat by 2,they passed their Break Test and reformed to face the undead horsemen. Their mates were not that lucky and fled from their assailants, ending up dangerously close to the table edge. The Skeleton cavalry performed a reform to block my spears’advance, but in the process they gave me an opening…





    TURN 2 –Dread Elves

    To explain this I’d better use pictures:



    I saw the opportunity to get rid of multiple enemy… [Read More]