View Full Version : WoC vs. Woodies Rematch!

07-08-2009, 21:36
So, as I probably average less than one game of Warhammer per week, now and then when I have the time afterwards I like to write up a battle report. Sometimes it includes some fluff based on events from the battle, sometimes not.

Anyways, today I went to the GW closest to my town with my Woodie friend. I posted a BR some time ago about a game of ours where he fielded twin treemen backed by a BSB where I managed to scrape out a victory, but this time after much time spent tweaking his list he was ready to play a completely different game altogether. Several weeks ago with a 1k variant of this list he massacred my beastmen and so I was slightly nervous about this matchup. As a natural dwarf player, anything that has a movement rate higher than 3 (and that doesn't have rotor blades, landing skis, or a steam gun) makes me twitch, and it's been no easy feat for me to adapt from a defensive playstyle to the offensive nature of my hordish beastmen and my all-mounted warriors (in fact, I am very much still struggling with the playstyle).

My list was as follows:

lvl2 sorceror w/MoS, rod of torment, and SoS
lvl2 sorceror w/MoT, DoT, book of secrets, golden eye, and bloodcurling roar
lvl2 sorceror w/scroll, power familiar, stream of corruption, and chaos steed

3 units of 5 flail-wielding, horn-blaring marauder horsemen
3 units of pooches

2 units of 6 chaos knights w/sb and mus, one w/MoK and one w/Banner of Rage
3 dragon ogres w/GWs
3 ogres w/GWs and MoK

His list, to the best of my memory, was:

Alter highborn w/bow of loren, arcane bodkins, briarsheath
Waywatcher noble w/hail of doom arrow (possibly other stuff?)

2 units of 5 glade riders, 2 units of 10 glade guard, a scouting glade guard unit, 3 units of 3 warhawk riders, a unit of treekin, and two units of 9 waywatchers.

As I understand, this style of list has apparently become somewhat popular over on asrai.org, and though its obvious vulnerability is magic this playstyle's proponents, according to my friend, were insistent that the army's supreme manueverability and guerilla fighting style were sure to keep most things out of trouble and allow the controlling player to pick fights on his own terms.

From the way he was able to run circles around my beasts at 1000pts, I was concerned that maybe this guerilla army would be able to pick off my weaker units with hit-and-runs and mow down my knights w/waywatcher KBs. And since an army where most things are moving 7" or more, I knew I would have an awkward time playing against an army that was anything but typical.

Edit: just a salute to Arguleon for inspiring the headings that preceded each part of the battle. I think it's a good way of labelling phases of the battle, especially when one forgets to record all the details of the battle!

07-08-2009, 21:53

Two sets of trees were deployed closer to what would be my opponent's side of the board, somewhat huddled together on my right flank and butchering any chance I had from encircling the less manueverable units in his force. An ugly little 'hut' scenery piece was in the back of my deployment zone. His free tree was placed midboard on my left flank.


My Tzeentch discrider knew Fireball, Flickering Fire, and Baleful Transmogrification. My Slaaneshi wizard knew Lash and Hellshriek, and my unmarked sorceror took Shadows and knew Crown of Taidron and Creeping Death (exactly the two spells I wanted to know!)


From left to right, I deployed: Horsemen, pooches, Knights w/shadow sorceror, Pooches screening knights, pooches screening ogres, horsemen w/slaanesh sorceror, and then finallly my last unit of horsemen and the dragon ogres. My disc rider deployed somewhere nestled between my tightly packed units.

When I deploy with my Dwarfs I'm always confident with how and why I'm deploying them, and in my head I know what kind of role I want each unit to provide. With my Warriors I was almost at a total loss! The forest terrain pieces, even in the middle of the board, made me feel like I was seriously hampered in and (maybe because my right flank was cluttered with cursed trees!) my units were really cramped up together.

My opponent deployed, from my left to right: both units of glade riders, treekin, gladeguard (warhawk riders behind), gladeguard (both units of warhawk riders behind or protected by treecover), and a unit of waywatchers plopped themselves down on each flank in the trees with the glade scouts on my right flank. My opponent too, in hindsight, admitted he too was weak in the deployment stage of the game; the waywatchers could have been better used on the left flank tackling my knights and the glade riders did not need to be buddied up.

With all my units in my army, my opponent easily earned the +1 to go first and laughed in my face when we both rolled 6s.

07-08-2009, 22:09
Opening Moves

The wood elves' first turn was mostly uneventful. Nothing moved; he obviously feared putting his waywatchers in front of my horde and was waiting for me to advance before he sprung up behind me. To my surprise, his warhawk riders all remained stationary, perhaps hoping to fly behind my lines and raise hell. His glade riders let loose against my marauder horsemen on my left flank but, miraculously, I passed the one 6+ save I had to make it. All his glade guard wasted their time firing at my unscreened knights and succeeded in tickling them. Then he wiped the smile off my face by declaring that his machine gun wielding alter highborn would also be firing at my unscreened knights (what was I thinking?) and knocked off two of them.

My first turn had its shares of ups and downs. In the movement phase, I advanced everything as much as I could. On my left flank a unit of horsemen paired with a unit of pooches were now separated from the main battleforce by a mass of trees, but I hoped that if my marauders could weather the storm of glade rider shooting they could easily make pudding out of the elves with their flails. On my right flank my units advanced in an ugly jumble; caught between the units in my army's centre and the sea of trees to their right, it was all my ogres, horsemen, and drogres could do not to bump into one another. In the centre, however, my knights advanced with their pooch escorts. My disc rider flew to the head of my battleline facing the gladeguard.

In the magic phase I began with Creeping Death against a unit of gladeguard, which failed to do anything. Then, I drew out his dispel dice when I pointed a Fireball at his lone alter highborn, and he failed to dispel it! 5 hits later and with only one armour save passed, I had scored myself the points for the woodie general and the 200 or so points for the highborn. My Slaaneshi sorceror next let out a Hellshriek which affected both units of glade guard and the glade scouts and, to my amazement, all of them failed their panic tests! Fortunately for my opponent, only one unit of glade guard fled off the table but I was now able to try my luck at knocking out some warhawk riders. Even against my bound Rod of Torment, however, I was only able to kill one rider.

The woodie units easily passed their rally tests and then my opponent sprung the trap I knew was coming. Both units of waywatchers popped out of the trees behind my lines, and the warhawk riders flew to the flanks of the woodie battle line. I realized that while the mass of my units (especially the expensive ones) were huddle in my centre, there was no more wood elf centre to be spoken of! It was going to be an awkward turn, at the least, of trying to turn around and make contact with the elusive treehuggers.

The waywatchers on my left flank took aim at the unit of knights who had already lost two of their members to the late and toasty highborn's machine gun, and it was then that I realized his death had not been in vain, and that like my opponent, I had made a crucial mistake with one of my characters! With less than 5 rank and file in the unit of knights my sorceror would have to take a proportionate number of shots, and so he did...8 hits against the four remaining knights managed to KB two of them, and the 1 hit on my sorceror rolled a 6 to wound too. Damnit!

My left flank horsemen did not weather the storm of arrows, quite the opposite actually...8 saving throws and zero 6s later, I was placing my horsemen in the deadzone with their beloved sorceror. Naturally, the pooches panicked and never rallied;. On my right flank, the waywatcher noble unleashed the hail of doom arrow against my ogres (not sure why he didn't tackle my horsemen bunkering my slaaneshi sorceror) and killed one and a half. The rest of the unit popped some marauder horsemen. The warhawk rider units blasted the warhounds screening my other unit of knights, and this pleased me...now I could managed a charge against the treekin!

07-08-2009, 22:40

Both units of knights (well, the unit reduced to two was more a dynamic duo than a unit...) slammed into the treekin, one from the front and one from the flank. My Drogres charged the glade guard, while my last remaining unit of pooches turned to face the waywatchers on my left flank while my ogres did likewise. My banged up unit of marauder horsemen who were now a terrible bunker for my slaaneshi sorceror turned to face the waywatchers on my right flank, while my disc-rider flew up beside them to give some support.

Magic was all aimed at the waywatchers, only whittling down less than a handful despite the fact that I still retained 7PD plus a bound spell!

In combat my knights totally botched their attacks, only causing one wound. The treekin failed to do anything spectacular either, so the combination of my outnumber, flank, and banner bonus managed to break them and send the knights in hot pursuit (one unit overran off the table, the duo remained a few inches away). The Drogres shredded some glade guard (and, disgustingly, recieved a wound for their troubles!) but still broke the dirty gits, failed to restrain themselves (no doubt because one of those tree rats went for a low blow), and pursued off the table.

With the battle now swinging in my favor but with most of my opponents' points still locked up in his seemingly unkillable waywatchers, the woodie player was ready to take some bigger risks. The warhawk riders flew close to my deployment zone, one unit daringly flying right in front of my ogres! I didn't get too excited, of course, as I was almost certain that this much firepower would managed to overwhelm my hitherto useless unit of obese degenerates.

In the woodie shooting phase concentrated firepower knocked off an ogre and wiped out my last full unit of marauder horsemen (now only one remained). He had begun his shooting with his glade guard scouts, who targetted my disc-rider; once I failed my first save and moved to my 3+ ward, he got wise and just shot everything else. My force now consisted of my units of knights and the drogres, a unit of warhounds left alive almost mockingly by my opponents' waywatchers (they didn't even bother to get out of the warhounds' LoS, since doing so would just bring them closer to the ogres), a lone ogre, and 1 marauder horseman guarding my slaaneshi sorceror (more the other way around really).

I was pretty confident, though, as I knew that even though I would surely take more losses that my opponent had effectively been 'caught' by me and was now going to recieve a rough spanking while I leaned him over my knee. Sure, I'd get some frantic kicks to the face, but all in all I'd manage to subdue him.

07-08-2009, 23:17
Mop 'Em Up!

At this point I maneuvered my heavy hitters, who were stranded in his deployment zone, in a position where they had effectively cut off any escape attempts by his glade riders; the woodie fast cavalry was caught between the table edge and my armoured psychopaths. The lonely ogre charged the warhawk riders that had arrogantly landed right in front of me. My lone horseman and both sorcerors charged the waywatchers containing the noble, and my pooches charged the left flank waywatchers. In close combat the hounds offed three waywatchers! And only lost two of their own in return! The waywatchers passed their break test, and I offered a silent prayer to the Chaos Gods for the poor dogs' souls, as I knew what was coming next round.

The sorcerors and their horseman pal killed a whopping four waywatchers and only the horseman was mauled in return (shame really...as the only marauder returning alive to the camp I'm sure he would've begun some path to glory almost by default...on the flipside, maybe it was a mercy? As the only marauder returning alive to the camp, is it possible the knights would've worked him harder to make up for the lack of mere mortals? Could he have been condemned to unclogging the toilets for the rest of his life?). The waywatchers broke and were run down by my sorcerors.

The ogre botched his attacks completely and recieved a wound for his trouble. He would remain locked in combat with these warhawk riders for almost the rest of the game.

On the woodies' turn the two units of glade riders fired off some shots at the drogres, actually knocking three wounds off an already wounded drogre (outrageous) and then resigned themselves to a terrible death (I'll tell you now that there were no plot twists...the glade riders were killed to a man). The waywatchers killed the remaining pooches and, as noted earlier, the ogre swung wide and missed his prey. He was, sadly, killed the next turn.

In the last phase of the game I wiped out his waywatchers with magic and in his final turn both of the warhawk rider units charged my now unprotected slaaneshi sorceror and managed to skewer him.

End Result: Solid Victory to the Warriors of Chaos, though not without their fair share of tragedies and tear jerkers.

Final Thoughts

My opponent and I both made some pretty hideous tactical errors and clearly neither one of us are total geniuses in the movement phase of the game (ho hum, I wonder how I would fare in a tournament environment?), but we're improving after each game we play and are able to sit and chat over some food about where we made mistakes, how we could've deployed better, etc.

For my opponent, he lost mainly because he allowed himself to get tangled up in fights and trapped out in the open where he should've been ready to pop back into the cover of the woods, especially with his waywatchers. Additionally, a unit of wardancers over his treekin could have proved more mobile and his glade riders did not need to be tag teamed out on the flank.

For me, I'm thinking of losing the ogres...for 165pts and some magic equipment shed from my 3 sorcerors I can probably buy myself either a giant, three or four spawn, hellcannon, a unit of trolls, or (this is chief preference) a fourth sorceror. Naturally this is just a concern with my army composition, there are deeper problems that have their roots in how I deployed and my overall battleplan. Or am I being to hard on myself? Was it expected that my units would be tripping over each other when facing such a mobile army? Did I fare as poorly as I judged myself to have? I feel that I pulled off a victory not on account of my own generalship but due to my opponent's even bigger blunders.

08-08-2009, 09:52
a fine rep, and amusing anecdotes
Deployment is my greatest struggle in fantasy as well (in 40K it's easy)

08-08-2009, 21:53
One little mistake, the Alter couldn't be the army general. Alter kindreds can't be generals, so the waywacther should have been the general :)

09-08-2009, 00:00
Great report, I really enjoyed it.

Lol, yeah thats the reason I do those named sections too, I dont remember what happened turn to turn properly.

I would say take a Hellcannon, but it really wouldnt work in your fast list. So go for that extra Sorc.

09-08-2009, 03:36
Come to think of it, a level 4 demon prince wouldn't be a bad addition, alongside the lvl2 disc rider...

10-08-2009, 04:59
Nice report.

I'd probably upgrade your disk rider to a level 4 (or your slaanesh one to a level 4 if you want)

10-08-2009, 13:14
Slaaneshi wizards are great but Tz lvl4's with an extra spell scare the bezesus out of people-knowing you have the game ending nasty #6 spell is enough to hold back the scrolls and let the rest of your magic have a go almost for free.

Also Tz magic is more generic=Slaa. spells dont work on everyone due to the immune to psychology aspect of some armies (Demons and anything undead for starters)

Keep up the good work- maybe next time you could invite you opponent to post his list.

10-08-2009, 16:30
Slaanesh is not as bad against ITP as generally stated. With the book of secrets you are guaranteed a second magic missile, you can cast your frenzy on your own units and the level 6 spell is far better than gateway against infantry. Pandemonium is the main thing slaanesh is lacking but an extra scroll somewhere can make up for it sometimes.

For a level 2 os slaanesh the book guarantees your magic will not be wasted and some of the spells in death/shadows are pretty nice, especially if you have the movement to use taidron or drain life most effectively. The cause fear/terror spells can also be very nice in combination with pandemonium.