RSS

Sunday, May 17, 2009

WH fantasy WE vs dwarfs 2250

Another 2250 game with our stunty dwarf player Daniel. Daniel had retired his dwarf army after playing a boring game with Ray HE shooty list. Was encourage to play his dwarf for a 2250 game.

WE list
to be added later

dwarf list
to be added later
(lots of warmachines...)

-----------------------------------------------------------------


The table after deployment. WE choose to go 1st after winning roll-off.


WE deployment.
The glade guards deploy on the hill while the 2 big dryads unit deploy on the left flank. The ancient+bsb+spell singer+alter noble all hide inside the forest. The wardancers hide behind the round forest while the waywatchers hide inside the "white" forest. Treekin deploy right in the centre with the wild riders beside them, the glade riders deploy on the right flank.


Dwarf deployment.
1 RBT with gyro on the right. 1 RBT on the hill on left flank supported by 10 crossbows+20 longbeards with general and shield bearer, 1 cannon, 1 rbt, 1 organ gun in the centre supported by 10 thunders, 10 crossbow and 20 hammerers with runesmith. (gunline lol...)


WE turn 1.
On the left flank, the 2 dryad units move up.


In the centre, the treekin move up, while the wildriders move behind the "white" forest. Glade riders move to face the right flank. Alter noble feeling brave decide to move within 2" of round forest. (Alter on suicide mission) . Magic phase, hidden path/ treesing all dispelled. 20 long bow + hail of doom arrow killed a grand total of 5 thunders...


Dwarf turn 1.
Left flank nothing move except longbeards unit moving 6".


Centre nothing move except for gyrocopter moving closing to the cannon for some dwarf love :) + hammerers moving also 6" forward. Magic phase nothing.

Dwarf shooting phase
Here comes the pain:

Treekin unit took a wound, "white" dryads unit took a wound, alter noble got smash by cannon and the bouncy cannonball hit an unlucky glade guard. RBT on right flank somehow got LOS to the flank of wildriders (???) and killed 3.


WE turn 2.
On the left flank, the brown dryads moving even closer to threaten the RBT and the white dryads been a little too cautious did not move their full 10" (A mistake which I would regret later).


On the centre, the ancient decide to come out to play (Big mistake + me too impatient to get some kills). Treekin do their usual move straight ahead. Treesing got off twice and treesurf closing to dwarf line followed closely behind by wardancers.


On the right, the wildriders decide to go after the RBT, the glade riders followed to give some support if they can survive next shooting phase. WE shooting net a total of 2 crossbows and 1 rbt crew...


Dwarf turn 2.
Longbeard unit got marched block so they only can move 3". gyro fly to the flank of the glade riders to fry some tree huggers. (shown below) Nothing else move.


Skipping magic phase.
Dwarf shooting phase:
Treeman bear the brute of the shooting but dwarf fluff many of their wounding rolls (needing 2+ to wound rolled 1s) and with all flaming runes, treeman ancient caught 2 wounds. Treekin received another 1 wound, glade riders got flamed by the gyro and 4 instantly bbq-ed and failing panic the solo glade rider run nv to return.


WE turn 3.
Brown dryads charged the RBT on the left but failed charge by 1"... White dryads also failed charge on the crossbows by 2"... now they are in deep trouble with the long beards just in front.


Treeman ancient move even closer together with the treekin. If they can survive next shooting phase, the dwarfs would be crush. Waywatchers come out of the forest to get some short range KB. The BSB and spellsinger move closing to the soon to be battleline. wardancers move inside the forest.


wildriders charged the RBT on the right flank and crew pass their fear. Magic phase nothing exciting. dispel dispel dispel...


19 glade guards shot at the organ gun and inflict 2 wounds on the crew. Needing 6s to pass their armour save, Daniel rolled two 6s... (damn if they failed their saves the organ gun cant fire next turn and only can fire alt turns, I would have half points from it also... the organ gun would also cause me my game in later turns)
Ancient strangle root killed a single Thunders rolling 2 hits... waywatchers fluff their shooting.

Wildriders fluff their rows killed 0 crew and RBT pass break test...


Dwarf turn 3.
Nothing move, gyro move closer to waywatchers to BBQ them next. Thunders got terror off by ancient.


Hammerers reform to face the crossbows on hill.


Long beard unit charge the white dryads.

Dwarf shooting phase:
Crossbow killed 3 brown dryads. Gyro killed 4 waywatchers which passed their panic, treekin took another wound from organ gun, down to 2 models. Treeman ancient took 2 wounds from flaming runes RBTs but got crush by a flaming cannon ball.

Close combat phase:
Wildriders continue their fluffing rolls killing 2 crews with 8 atks and losing 1 of their own in return. RBT crew pass breaktest again.

Long beard killed 6 dryads and dryads break but flee out of pursue range of long beard.


WE turn 4.
Treekins charge the crossbows, waywatcher charge the RBT crew, wardancers move out of the forest to support the main battle line. Brown dryads charged the RBT on hill and the white dryads rallied but can only reform to face the long beards.


WE shooting phase killed 6 long beards.

Dryads make short work of the RBT on hill and overrun off table. Treekins break the crossbow and caught them, waywatchers was wiped out by the RBT crew. wildriders continue fluffing, but the horse killed 1 crew.

Forgotten to take pics for dwarf turn 4,5 and WE turn 5. (typing out from memory)

Summary of dwarf turn 4
crossbow x3 which flee from treeman rallied, hammerers wheel to face the crossbow.
Long beards charge the dryads.

gyro killed 3 wardancers. Organ gun misfired but nothing happens, crossbow on left flank killed 3 glade guards.
cannon killed 1 wardancer and the bouncing flaming cannon ball luckily bounce far enough to touch the WE bsb, killing him instantly.

Long beard killed 5 dryads and caught them when they broke. Wildriders fluff again and combat draw.

Summary of WE turn 5
wardancers charge the centre RBT crew, treekin wheel+move to face crossbow x3 and hammerers. Brown dryads move closer to the crossbow on the left flank.

Glade guard shooting killed a further 4 long beards.

wildriders finally killed off the RBT crew and the wardancers wiped out the centre rbt crew and overrun into the entrench cannon crews.

Summary of dwarf turn 5
Long beards wheel to face the glade guard, gyro fly to the glade guard to flame them.

Gyro killed 4 glade guards, crossbow on left flank killed a further 2. Organ gun rolled 8 hit and killed 6 glade guards, wiping out 1 unit of glade guard and causing another to panic and run off table.

wardancer champion declare challenge but failed to kill off the cannon crew champion inflicting 1 wound. Rest of the wardancers killed 1 crew and the crew easily pass their stubborn 9 break test. The cannon crew are entrench so the wardancers lost their +1 str on charge bonus.


WE turn 6.
Treekin charge the crossbow x3 on centre but also failed to catch them. Now they are within charge range of the hammerers. Wildriders move to the forest to hide to save some pts.


Brown dryads charge the left flank crossbow but could not catch them when they flee.

wardancers choose killing blow dance but failed to killed any crew, losing 2 in return. wardancers won combat by 1 with musician. Cannon crew failed their stubborn break test and flee 6", wardancers rolled a pathetic 5"... 130pts for the WE gone just because of 1"...

Summary of dwarf turn 6 (camera no batt, last turn of the game)
Both the fleeing crossbow on left flank and centre rallied, saving some pts for dwarf. The cannon crew also rallied... 130pts saved for the dwarf. Hammerers charge the treekin.

organ gun shoot at the wardancers x 3, wiping them out.

Hammerers killed off the treekin, champion treekin declared challenge which was accepted by the runesmith, runesmith fluff his atks and was kill off by champion treekin. Treeking break from close combat and flee away. Game ends.


WE lost 1686 pts

dwarf lost 767 pts

dwarf had 2 table quarters + WE general killed

VP difference: 1686 - 767 + 300 = 1219

Massacre Victory for the dwarfs.

End of game:
I was too hasty with my treeman and move him out too early in the game. I also did not move the white dryads their full movement in early turns which cause me a fail charge on the crossbows. Wildriders fluffing their atks for many turns prevented me from using them to flank the warmachines. wardancers fluff their atks + pursue with the cannon crew also cause me heavily in pts. The organ gun crew was damn lucky to survived with their 6+ ar save, if they died, the game maybe a minor victory/draw for dwarfs as my glade guards could shoot more and claim/contest a quarter. Anyway lesson learnt is dont play WE like skaven and rush the dwarfs.

0 comments:

Post a Comment

Related Posts with Thumbnails

Disclaimer

General
This web site is completely unofficial and in no way endorsed by Games Workshop Limited.

Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.