Articles in Category “Battle Reports” 1,222

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The latest issue of the 9th Scroll is here! You can read all about it in the news.

  • New

    With a medium win in Game 4 I was within striking distance of the top spots and with a feeling of déjà vu stepped up to the same table from Game 4 fighting an army that was virtually identical to the one I faced in Game 3 generaled by my clubmate Drew.

    Chariot/Kraken Spam:
    Oracle Adept- Alchemy (General)
    Cult Priest BSB on Divine Altar, Basalt Infusion, Moraec's Reaping

    10 Blades of Nabh
    11 Blades of Nabh
    10 Corsairs
    2x6 Dark Riders- crossbows

    2x5 Acolytes of Yema
    2 Medusas
    3 Chariots
    2 Kraken


    Sea Dragon Host:


    Thoughts on the match up:
    I felt like I had the tools to deal with this list, pyro was going to be huge as there was circa 1k points in 25 wounds of low save fast cav.
    However, the kraken and Divine Altar BSB were a real threat to my dragon along with the acolytes breath weapon so he had the tools to deal with some of my critical elements. I felt like this was a yellow/green match up for me.

    Objective and Deployment:
    We got refused flank and secure target. I can’t remember exactly what my special objectives were

    Spell Selection:
    MoCT: Healing Waters, Lash, Ravenswing
    Pyro Master: Scorching Salvo, Pyro Flow, Hereditary, Cascading Fire

    Alchemy Adept: Glory of Gold and Lash
    He took the magic missiles on his acolyte units


    Terrain and Deployment:
    Hill on the left, Forest upper left (Krakens are behind it, hard to see), Tower impassable centrally, Forest center right, hill at the top corner and bottom right corner



    Looking at the board and how I could use the impassable in the center I decided to drop everything for first turn (from my left to right I had):
    Reavers, Ryma Knights and SGRs on the hill, Green Spears, Dragon Mage, Wardens w Spear Prince and MoCT, Blue Spears to the right of the tower, Reavers and Sloop (the sloop suffered a terrible blow between Game 4 and 5)

    His deployment from my left to right:
    Dark Riders, Acolytes, Kraken, Kraken, Medusa, Medusa, Chariot, Chariot, Chariot, Corsairs with Adept Mage behind, Divine Altar, Witches, Witches, Acolytes, Dark Riders barely in shot on the right



    Sea Dragon Host Turn 1:

    Movement: I saw no reason to be aggressive, I had a good defensive position I moved up slightly on both flanks and threatened charges.



    Magic/Shooting: I manage to kill off the left acolytes and damage a medusa and dark rider unit

    Chariot/Kraken Spam Turn 1:

    Movement: My opponent moves up giving me long charges, trying to tempt me out of my defensive position.
    He brings his dark raiders up on the right and left to threaten my shooters



    Magic/Shooting: He pings a wound off the sloop and the Ryma Knights

    Sea Dragon Host- Turn 2:

    Movement:
    I make a charge into the dark riders on my right with the sloop
    My dragon mage swings around the tower to support my right flank
    Green Spears move up into my line setting up combo charges with the Ryma Knights



    Magic/Shooting: I get the hereditary up and kill the dark riders on my left in addition to pinging wounds on the chariots, acolytes and krakens

    Combat: My sloop kills a few dark riders who flee off the board and reforms to face the center

    Looking back I had set myself up for a really bad time on the right of the tower with my movement here

    Chariot/Kraken Spam- Turn 2:

    Movement:
    He announced charges with the witches, two chariots and the altar and made all but one chariot into the Blue Spears, I think I didn’t think of the likelihood of getting all of these at once
    The rest of his line consolidated in the center threatening plenty of countercharges for my units



    Magic/Shooting: He managed to vaporize the sloop with the acolytes

    Combat: Hereditary helped the Blue Spears stand up to a heck of a beating but took 12 wounds, but did enough wounds to the witches to keep their steadfast

    Sea Dragon Host- Turn 3:

    Movement:
    I take the dragon mage into the Witches on the right
    I use a unit of reavers to chaff up the kraken on the left so I can make an aggressive move forward with my Flame Wardens



    Magic/Shooting: I continue to ping wounds off his acolytes, chariots and krakens finishing off one chariot

    Combat: The spears get beat up pretty bad, but the dragon beats the witches up badly killing almost all of them and we win this one sending the chariot running

    Chariot/Kraken Spam- Turn 3:

    Movement:
    The second unit of witches charges the dragon mage
    A medusa chaffs up my Wardens
    The krakens back off



    Combat:
    The dragon kills about half the witches from the fresh unit and the spears kill the last witches from the first unit before getting wiped out by the Divine Altar. The combat is split now and the Altar doesn’t have much flexibility to reform

    Sea Dragon Host- Turn 4:

    Movement:
    Wardens charge medusa
    Reavers chaff the divine altar on the right
    Ryma Knights swing out wide to start penning in the kraken with the help of the Green Spears



    Magic/Shooting:
    I’ve been trying to take down the acolyte champion and am again unsuccessful.
    I start picking on… [Read More]
  • New

    For the second round of the tournament I’d get to play against one of my favorite opponents in the French/Belgian scene, none other than @Tartignolle, the organizer of the Myreille Strategic Tournaments that I have enjoyed attending over the couple past years! Tanguy is a very good player, and most of all a very great guy to play against! What was a bit more disconcerting was his ability to write very effective army lists that go against any kind of trend and surprise his adversaries!

    He had brought the “weak” Ogre Khans, and a list that would prove to be a nightmare toface!



    So lets see: 99 Bow Shots, 2 (6x6) Catapults, 2 Cannons, Pyromancy magic, and six anti-push models that are immune to stomps! I was very worried about this matchup, especially since the scenario we’d be playing was Capture the flags.

    My opponent went for Flaming Swords, Burning Embers, Pyroclastic Flow and Cascading Fire for his spells, whereas the Acolytes got Grave Calls/Breath of Corruption and Crippling Fatigue/Altered Sight.

    Thankfully, he won the roll for picking sides, which gave me the opportunity to deploy my entire army for the first turn! That meant that I’d be getting one less turn of cannon fire and the opportunity to put some cover between my monsters and the cannons!
    I deployed wide, keeping the Krakens and Dragon relatively central and my infantry units packed, so as to avoid the giants rushing in to kill them. The ogres responded by hugging the long table edge, with a cannon and a Scratapult on each flank and the giants evenly spaced , two on the flanks and one right in the middle. The trappers put all sorts of traps into the various terrain pieces, and the hunter scouted up my right flank, right where my scoring Dread Knights were.



    TURN 1 –Dread Elves

    With limited options available, I pushed forward: both krakens moved into the forest, followed by a medusa. The Dragon relocated to the left flank, putting the hill and the impassable terrain between itself and the cannons. The dark raiders on the left moved up aggressively, tempting the Scratapult to charge them, so as to pull the beast closer to my Dragon. The infantry stayed 24” away from the bows, not eager to get a first turn volley without incurring any penalties.Finally, to the right the dark raiders moved up to pin down the hunter, with the Yema acolytes and Dread Knights in close support.
    In the magic phase I got the “1” card, and powered through a boosted Grave Calls on the hunter: unfortunately, only one wound was suffered by the ogre character!





    TURN 1 –Ogre Khans

    The ogres took the dark raider baits: the ones opposite the hunter stood and took it, while the left ones fled from the Scratapult towards my lines, hoping to pull it out of position. The giant to my right caused a terror check on the yema acolytes, who failed and fled, leaving the Dread Knights somewhat isolated. On the left, the scrapling trappers pushed the dark raiders further back, through my lines, and the scratapult failed the charge, moving a disappointing 2”.
    The rest ofthe ogre army maneuvered a bit, not really hard pressed to engage my units. The scrapling trappers moved up the hill and inside the forest, putting traps on both terrain pieces.
    Magic sawthe Shaman try to fry the kraken with a pyroclastic flow, but it failed to do any damage: I then dispelled burning embers on the dancers of Yema. Shooting went better for the ogres: the right cannon took aim at the rightmost krakenand scored a hit, causing four wounds! A scratapult managed an indirect hit onthe mddle spearelves, killing five of them. Finally, the second cannon, that had moved past the impassable terrain towards the left, failed its shot against the dragon.
    In combat the Hunter dealt with the Dark Raiders with ease, but not before suffering a wound from the riders’ attacks.

    TURN 2 –Dread Elves

    With a Kraken already half-dead and a couple of units fleeing, I knew I had to push forward as fast as possible: the Dread Knights charged the victorious Hunter,the Dragon declared a long charge against the Scratapult and both medusas charged the scrapling trappers near them: the ones in the forest fled but didn’t go far enough, allowing the medusa to catch them and reform on top of the hill, with very good views of the cannon, the Shaman’s unit and the nearest Scraplings. The dragon failed its 11+ charge on the scratapult, and moved 5” forward.
    The medusa breaking through to the right was all the signal the rest of the army needed: The left acolytes moved up to block the middle giant,… [Read More]
  • 2nd Tower Conquest – a tournament report

    Greetings, once again! Welcome to the second installment of my 2018 Dread Elf adventures.
    On the last weekend of October I participated in what was to be the best T9A singles tournament in Belgium, and probably one of the best in the world: The 2nd Tower Conquest! Organized by friends and T9A team mates that are members of the Ebony Tower club in Ath, this tournament attracted no less than 42 players, a record for our small country, with another 10 or so being in a waiting list and finally declined because of space/infrastructure issues.
    So picture this: the event takes place inside an actual Medieval tower, in the heart of the small city of Ath in southern Belgium . The organizers had thought of everything: lists and rounds posted online before the tournament, a nice and comfortable tournament schedule, great food for Lunch, drinks on demand at your table and, finally, lots and lots of prizes! I cannot congratulate them enough, and will start this report by saying that I strongly recommend this tournament to any player that would be within driving distance of the city of Ath.

    Continuing my foray into everything Dread Elf, I took the same list as I’d taken in the Challenge tournament last month: with no time to test anything else, I went with what I knew!

    List:

    SmithF wrote:



    For thoughts on the list, you can visit the List-building thread in the Dread Elf subforum.

    For the first game of the day, I was to fight Cedric, who came all the way from France with a couple of his mates! He brought a very old-school looking Saurian Ancients army which reminded me of the first real army I ever owned, the 5thedition WHFB Lizardmen!

    His list:


    Ceddur wrote:

    Quatl Lord,General, BSB, Essence of a Free Mind (Pyro/Divination), Grasp of the Immortal
    Saurian Warlord, Shield, HA, Ranger’s Boots, Dusk Forged, Basalt Infusion, Touch of Greatness
    Skink Priest, Adept( Druidism), Magical Heirloom
    23 Saurian Warriors, Totem of the Serpent, Spears, Full Command, Rending Banner
    20 Skink Braves with 2 Caimans, Standard, Musician
    17 Skink Braves, Musician
    20 Temple Guards, Full Command, Flaming Standard
    10 Skink Hunters, Blowpipes
    2 Spearbacks
    3 Pteradon Sentries, Shields
    Taurosaur w/ Engine of the Ancients.



    So an all-around force with very good ranged output due to magic, two mobile threats in the Taurosaur and the Warlord on foot, and a couple of durable blocks. We would play Frontline Clash and Breakthrough. My opponent picked Pyromancy for his Cuatl, and got Fireball, Pyroclastic Flow, Burning Embers and Cascading fire, while the Skink got Healing Waters and the Summer Growth. In return, I picked Ice and Fire, Crippling Fatigue, Pentagram of Pain and Breath of Corruption for the acolytes.

    Going into the game, I knew I had to rush forward in order to limit the amount of shooting and magic that the krakens would have to weather, but I’d have to do so while covering my advance and denying any easy charges to the Taurosaur. After deploying my fast troops in a balanced manner, I dropped the rest for the first turn, placing both krakens and the dancers centrally, with medusa/dark raider/legionnaire detachments on either flank and the dragon ready to move on either side of the hill for second turn charges. My opponent went for a denied flank approach, using the Temple Guard to protect the center and weighing heavily his right flank.







    (If you look closely you'll notice @IHDarklord photobombing one of the deployment shots!)

    While this approach was valid, it gave me an opening: the Skink Hunters were in a position where they’d block the Serpent Warriors if I placed my dark raiders in front of them, meaning that I’d be able to push aggressively with no fear of retaliation for a turn or two, from either the Warriors or the Warlord.


    TURN 1 –Dread Elves

    With the above in mind, I pushed the dark raiders forward, aligning the rest of the left flank contingent for counter-charges if my opponent decided to charge the dark raiders instead of shooting them The dragon parked on the hill with clear view of the entire Saurian battleline, eager to use the reroll for charges on the following turn. Both krakens moved as far forward as possible, while the Dancers also made a full march move, in a calculated risk: they’d have to take the Spearbacks’ shooting to the face with no penalties, but their huge charge range meant that I’d be rid of the Spearbacks on turn 2 no matter what.… [Read More]
  • Yvraine felt the customary shivers run up and down her spine as Eingana swept through the Veil, banking they circled the clearing at the base of the mountain as her troops continued to pass through the Veil and form up into defensive posture.


    With all in order and a moment to collect her thoughts Yvraine reflected on the events of the past three days. Their easy victory over the humans had allowed her forces to arrive at the nest before any other corporeal egg hunters…but not before the scions of Vanaadra. The Wrath demons had absconded with the precious eggs and were already withdrawing their forces with their prize when the Sea Dragon Host arrived.


    Deep in the volcanic underbelly of the mountain her forces had matched blades with the hellish hosts. Her magics had carried the day blasting a fearsome Scourge from the sky as her bolt throwers skewered a foul winged Prince. Leaderless, the hordes of Wrath had lost their advantage giving Yvraine time to effect a withdrawl, the dragon eggs safely in her saddle bags.


    As the last of her Spearelves emerged from the Veil a dust plume on the horizon caught her eye, with an unspoken word Eingana strove higher into the air, eyes narrowed on the growing cloud. The sun glinted off wickedly curved scythes as a squadron of chariots crested the rise…Dread Elves! Yvraine examined her options and crystalized a plan as she guided Eingana back to the mountainside, she knew her forces could not face a third army in as many days.


    They would have to withdraw into the mountain and take their chances with whatever inhabitants it held, after quick council with her brother they agreed. Yvraine would wipe out the fast moving elements of the Dread Elf force while her forces withdrew into the rock. Her brother and his Wardens would hold the tunnel entrance while she scorched the Dread Elves and cover her escape into the mountain. At that point the entrance would be collapsed to protect their retreat.


    Eingana took to the sky again with a massive down sweep of her wings, Yvraine could already feeling the flames returning to her, in the back of her mind a distant memory floated up of the dwarves who inhabited these mountains millennia ago…a problem for tomorrow…

    Game 4:
    Alright, so after two big wins and a stinging loss on Day 1, I had dropped down the tables to table 4/5 and was hoping for a bit of an easier match up. Originally, I had been matched against a very similar EoS list to my first opponent, but when Day 2 dawned it turned out I was up against Joe and his Dwarven Holds.


    Double Organ Gun Dwarves:
    Rune Smith (General): 2 runes of Lightning, Rune of Devouring, 1+ armor
    Thane (BSB): 1xMight and 1xLightning, Rending Banner, Shield Bearers,1+ armor
    2x Engineers w Crossbows
    2x10 Clan Marksmen with Crossbows and Shields
    28 Grey Beards, HW/Shield, FC- Rending Banner
    16 Deep Watch, FC- Standard of Shielding
    8 Hold Guardians, FC
    2x Steam Copters (in one unit)
    2x Rune Crafted Organ Guns (both were entrenched)



    Sea Dragon Host:



    Thoughts on the Match Up:
    Whew, double entrenched rune crafted organ guns with Engineers. These machines were going to be almost impossible to kill from ranged with my shooting and could give pretty much any unit in my army a really bad time.
    Fortunately, they make up almost 25% of his army so the rest is not super scary, the Deep Watch block is small, there is no killer King, etc. Though the 8 Hold Guardians outmatch my combat units/dragon, they are slow and hard to maneuver.
    I needed to decide at the deployment phase whether I was going to push and try to take down the organ guns…after looking at the terrain and the scenario, I decided to push.


    Deployment/Scenario/Special Objectives:
    Attacker Defender
    Breakthrough
    I got points if my monsters came within one inch of the tallest terrain feature
    I got points if I killed all my opponents towering presence creatures, in this case, he didn’t have any so I got these points automatically (intended to incentivize people to bring monsters)


    Spell Selection:
    Pyro Master: Pyrochastic Flow, Hereditary, Flaming Swords, Scorching Salvo
    MoCT BSB: Ravenswing, Awaken the Beast, Healing Waters
    Runesmith: Shattering, Gleaming and -1 to Wound


    Terrain and Deployment:
    Terrain from my left to right was: Hill in the middle, impassable tower, forest, hard to see behind the tower, forest bottom right, and hills in top and bottom right corners



    He let me drop first and I dropped everything for first turn, I had from my left to right:
    Ryma Knights, Dragon Mage, Reavers behind tower, Green Spears, Wardens w MoCT and Spear Prince, Sky Sloop, Blue Spears, SGRs along the back line, the second is out of shot on the right on the hill

    He had from my left to right:
    Steam Copters, Hold Guardians, Crossbows, Engineer, Organ Gun, Crossbows, Engineer, Organ Gun, Deep Watch w BSB and Runesmith, Greybeards


    Sea Dragon Host- Turn 1:
    So, after seeing the centrally located forest and tower and how my opponent… [Read More]