got purple sun? :) |
We played pitch battle since we are still not very familiar with 8th ed rules.
Victory points
WE : HE
1480 : 1982
Victory to the HE.
Highlights of the game
-Treeman ancient got hit by IF purple sun and died in turn 1. Purple sun continue to kill 2 more dryads and 3 more glade guards in its path of destruction.
-2 wild riders having survived 2xRBTs shooting, charge 1 of the RBT and got cut down by RBT crews...
-A dryads unit charge sword masters and broke them, fleeing solo sword master flee through a unit of archers panicking them and both ran off table. (pansy elves!)
-2 HE great eagles charge a Spellsinger and with some crazy luck and 5+ regen manage to survive for 2 turns.
-A unit of 20 eternal guard was charged by a unit of phoenix guard with lvl 4 wiz and noble bsb. Eternal guard lost combat but had more ranks than phoenix guard. Steadfast on 8, roll 10 for break... & flee 7... (NO!!!)
Phoenix guard pursuit 12...
After game thoughts:
Purple Sun of Xereus = INSANE!!!
I forgotten my dryads, treekin and wildriders have fear during the game. Not that it matters a lot with the fear nerf in 8th ed.
Big cheap units still the way to go and expensive units going MSU to prevent getting 1 shot by magic or artillery.
Will continue to build & magnetize and paint my VC to prepare for the next game.
4 comments:
HE against WE is akin to a grown-up walloping a small boy. Using Book of Hoeth (IF purple sun) means I even brought a gun to the fist-match. A very difficult game for WE right from the start imo.
All in all, a good refresher game for Crazyrat. I am sure your skellies are ready to feast on some pansy elves in pajamas -)
The days of treeman ancient are over in 8th ed due to its low I. I think there is another spell that can disable it in shadow lore?
WE are still viable in 8th ed, but must take a lvl 4 wizard with beast lore and 2 other wizards - A lvl 3 and lvl 2. Lvl 3 taking beast also and lvl 2 taking life.
Big blocks (30) of eternal guard x2-3 are a must, including Treekins, dryads and also glade guards.
Since eternal guard are metal and very expensive (direct order) I wont be buying them just for 8th ed, dont really like to proxy models also.
I should concentrate on my VC 1st. Paint (spam washes FTW) and build them up then move on to skaven.
Nice Batrep :)
The Magic for Fantasy sounds like it can pack quite a punch man!
But its great to see the Stubborn rule in effect. At least got a chance to roll. Though anything that can give re-rolls to morale would be handy ;))
Magic now very deadly, not spamming power dice like in 7th ed, but the spells itself are very powerful.
IF spells are also easier to cast. A lvl 1 had the same chance as a lvl 4 to cast IF spells.
In smaller games like 1k-1.5k, an IF big spell (num 5-6 spells) can easily end the game in turn 1-3. Example is I played a 1k game with YX lizardmen and my VC army was totally decimated in turn 3 by an IF comet of cassandora.
Even 2k games could end early if the opponent bring lots of expensive elites troops (death star unit).
In the 8th edition rule bk there are a few recommendations to call players to play 3k and above games.
(1)It can boast sales as ppl need buy more models to play 3k.
(2)Lessen the effect magic had on the game. Higher pts games - more unit/models to target.
1 unit get destroy by an IF big spell, still have a lot more other units.
Low pt games
1 unit get destroy = almost game over.
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