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Thread: 2500 point Coven of Light HE vs. Ogre Kingdoms

  1. #1
    Brother Sergeant Brewmaster_D's Avatar
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    2500 point Coven of Light HE vs. Ogre Kingdoms

    Stopping the Hordes

    The lists:

    Ogre Kingdoms

    Slaughtermaster, Level 4, Fencer's Blades, Glittering Scales
    Bruiser, BSB, Crown of Command, Enchanted Shield, Heavy Armour
    Firebelly, Level 2, Hellheart

    9 Ironguts, Full Command, Standard of Discipline
    7 Bulls, Ironfists, Full Command

    4 x Mournfangs, Full Command, Dragonhide Banner

    5 x Maneaters, swiftstride, stubborn
    - 2 with GW's, 3 with braces of pistols

    3 x Individual Sabretusks

    2 x Ironblasters


    The Coven of Light, Re-invented

    Archmage, Jewel of the Dusk, Level 4 (lore of light)
    Mage, Level 2, Seerstaff (Pha's, Banishment)
    Mage, Ring of Corin, Gem of Courage (lore of light)
    Mage, Anullian Crystal (lore of light)

    35 x Spearmen, full command
    14 x Archers, Musician
    11 x Archers, Musician

    14 x Swordmasters, Standard, Standard of Balance
    14 x Swordmasters, Standard, Musician, Gleaming Pennant
    18 x White Lions, Full Command, Banner of Sorcery, Dragonhorn
    11 x White Lions, Standard, Banner of Eternal Flame

    2 x Great Eagles

    Going with a budget archmage in this one in favour of more bodies on the field. 57 elites is enough to give anyone pause, and with the changes to the steamtank I finally feel like I can let go of my standard forliath's robes setup without too much fuss.

    Lately I've been bunkering my archmage in archers anyway in order to avoid costly miscasts exploding elites, and due to that I've needed the protection less and less.

    Spells are as follows:

    Slaughtermaster: Bonecrusher, Bullgorger, Toothcracker, Trollguts
    Firebelly: Fireball, Piercing Bolts

    Archmage: Timewarp, Speed, Banishment, Net
    Ring Mage: Shem's
    Crystal Mage: Shem's

    1 in 36 odds of rolling banishment twice with my two level 1's, and I nailed it this game My spell selection on my archmage suffers

    Deployment

    http://files.enjin.com.s3.amazonaws....nal/481816.jpg

    I forego the refused flank deployment - I learned my lesson in the last two matches. These fatties can move! With a central deployment I can make sure that all of my forces can be brought to bear if need be when it really counts.

    But seriously, Ogres have a ton of drops. It was pretty much impossible to figure out where the hellheart was going to go until it was too late.

    We roll off for first turn, with me getting the +1. I win the roll, and gladly take the initiative.

    High Elves, Turn 1


    http://files.enjin.com.s3.amazonaws....nal/481883.jpg

    Determined to play a defensive game for once, I advance only enough to get my archers in range, and my White Lions in the East to threaten any aggressive advancing from the hellheart unit.

    The Western great eagle moves around in order to threaten the flank of the ironblaster, should it get any ideas of shooting down my flank.

    Magic rolls up 2 & 3, with the banner adding 3 and the jewel adding 1, making the phase 9 v 3

    I start the phase with a 3D6 Timewarp on the White Lions, which he allows. My hope here is that the added movement will really make him think twice about moving up those mournfangs into their usual charge range. Essentially doubling the Lion's movement allows them to threaten a huge swath of the middle of the board, disrupting the normal Ogre advance; even ogres don't usually want to trifle with white lions.

    My next spell is a 3D6 banishment on his Ironblaster, which he fails to dispel with his 3. 6 hits is below average, but my rolling to wound is stellar - 6 wounds results in a dead ironblaster!

    I then throw 3D6 at a banishment from my level 2 on the mournfangs, but fail to meet the powered up casting value. It was a long shot, I know :P

    Shooting puts one wound on the Bulls (I'm not going to stop calling them that, by the way), since the sabretusk has plenty of cover bonuses

    Ogres, Turn 1

    http://files.enjin.com.s3.amazonaws....nal/481738.jpg

    Two of his sabretusks charge two of my eagles; The Western one makes a ridiculously long charge, and the Eastern one fails miserably, rolling 3 1's.

    The rest of his army advances, but very cautiously to the West - Timewarp on the Lions keeps them honest.

    Magic is 5 & 4 with no channels. He leads off with a 4D6 piercing bolts on my spearmen. I have a choice - Dispel this, or risk a powered up fireball on my elites. I decide I need the hitting power more than the ranks, so I allow the spell. 11 spearmen's wives write me angry letters after the battle. I try to explain to them how the point cost on their husbands is too high, but they don't want to listen.

    He then throws 5D6 at a fully powered up fireball, but fails the casting value.

    In shooting, his ironblaster misfires, and the result spins it to face the north

    The sabretusk in the West whiffs its attacks, and the eagle, in an unusual display of combat prowess, manages the two wounds required to take the cat down.

    High Elves, Turn 2

    http://files.enjin.com.s3.amazonaws....nal/481912.jpg

    I charge my eagle into the rear of the ironblaster - with 3 combat resolution from the charge, I'm confident that I can win combat by enough to break the ugly warmachine. The Western unit of white lions also make their charge, hoping to at least get in to the back lines despite their charge on the bulls being cut off.

    The rest of the army, confident in its ranged superiority performs a... let's just call it a tactical retreat.

    Magic is 5 & 2 - I channel, roll a 1 for the banner and add one for the jewel, making it 10 v 5

    I lead off with a 4D6 banishment on his mournfangs to make things really awkward for him to dispel (drop 5 or don't bother, 1 DD won't do any good). Unfortunately I cast it irresistably. I roll 9 hits, and 8 wounds make it through with only a 6+ save remaining after the S7. However, the resulting miscast puts a wound on every one of my mages except the ring mage, making the hellheart truly terrifying. It also drains 4 dice from my phase, and I discard the rest given his remaining dispel dice. Damn. There goes my perfect shot at the ring taking out his hellheart.

    Shooting actually manages some good wounds on the bulls this turn, and we move on to his

    In combat, my eagle fails to wound his ironblaster, and he does likewise. However, he manages to pass his -3 break test, as well as his -3 test to reform!

    Ogres, Turn 2

    http://files.enjin.com.s3.amazonaws....nal/481744.jpg

    This turn, with no timewarp in play, there's no doubts about it; Things are going to get pretty real next turn, one way or another. His troops move up to the optimal ogre charge range, while also making an elf charge unlikely.

    His Firebelly moves out into hellheart range, and also to stop the charge from the swordmasters in the flank of the bulls.

    Magic is 4 & 3 with a coven channel - 6 v 6

    He throws all 6 at a fully powered fireball, but is dispelled by the coven.

    In combat, he destroys my eagle with his ironblaster, and reforms to start taking potshots at flanks.

    High Elves, Turn 3

    http://files.enjin.com.s3.amazonaws....nal/482027.jpg

    After my bust magic phase last turn, I'm faced with a choice - keep the mages in their bunkers and face the full brunt of the hellheart, or move them out and potentially get picked off by an ironblaster and maneaters. I choose the latter, because death by hellheart is almost a guarantee in their current position. I move the mages out to just beyond the 15" position, meaning he'll at least need to roll a 4+ to ruin my day completely.

    The rest of my forces move up, now much more confident in their combat abilities with the ogre numbers reduced. The most serious combat unit gets redirected by an eagle.

    Magic is 4 & 2 - I get 2 from the banner and 1 from the jewel for a total of 9 v 4.

    He rolls for the hellheart and... gets a 3! It's just shy of my mages, and I'm now *only* faced with the risk of being shot to pieces.

    I start with a 4D6 Banishment on his Ironblaster with my archmage - He dispels with his 4 dice
    I then throw another 4D6 at Banishment with my level 2, and succeed! Boxcars for hits, and I think you can surmise the rest.
    Finally, I throw one last dice at Pha's protection on the spears, hoping that they'll hold and protect my now vulnerable coven.

    The Swordmasters kill the Firebelly and reform to face the approaching Maneaters.

    Ogres, Turn 3

    http://files.enjin.com.s3.amazonaws....nal/481748.jpg

    His troops make the only charges they can, knowing that they can't weather any more banishments. Mournfangs on swordmasters, Guts on the redirecting eagle and bulls on the spears.

    His sabretusk also moves up to redirect the swordmasters in the east, clearing the way for the Maneaters to take potshots at the coven.

    Magic is 6 & 4, with no channels on either side

    He powers up a toothcracker on 4D6 and promptly casts it with irresistable force. The resulting miscast drains the rest of the magic phase and does a wound to the Slaughtermaster.

    In combat, the mournfangs do three hits, resulting in two wounds - boy are these guys less fearsome in smaller numbers! The swordmasters manage the 4 remaining wounds on the unit, despite the +1 T, and they reform to face the guts in the middle.

    The bulls vs. spears doesn't go so hot. Wounding on 6's is rough, however he's unable to break steadfast this turn, and Pha's keeps his attacks from getting out of hand. The spears stick around.

    High Elves, Turn 4

    http://files.enjin.com.s3.amazonaws....nal/482034.jpg

    I blow the dragonhorn to protect myself from the upcoming fear tests.

    The combo is lined up, I'd be a fool not to take it - Lions, Lions and Swordmasters charge in on the guts. Swordmasters in the East take out their redirecting sabretusk.

    Magic is 6 & 3, with The banner producing 1 and 1 for the jewel, resulting in 11 v 6

    I start with a 4D6 banishment on the maneaters - I roll high, and he allows it, fearing the combat buffs in the key combat for this game. 5 hits result in 4 wounds - nothing spectacular, but I'll take it.

    I then cast a 2D6 speed of light on the white lions, in the hopes that I can reduce the incoming damage should I whiff my attacks. He dispels this with 3, wanting to maintain his ability to hit on 3's with his Slaughtermaster.

    I follow that up with a 4D6 Timewarp, which he fails to dispel, and a successful D6 pha's on the lions.

    Shooting sees my archers put out a stellar round, forcing a panic test on the maneaters and them failing it.

    In combat... well, it's not pretty. 33 white lions attacks and 12 swordmaster attacks absolutely wreck the gut unit, leaving only the characters behind. Much to my bemusement, I forget about the crown of command I wrote into the list, and the BSB sticks around preventing my expected overrun into the bulls and leaving my coven vulnerable next turn.

    The spears, expectedly, take a thrashing but pass their -3 break test. At this point my opponent conceeds the match, knowing that there isn't much left on the field to turn the battle.



    After Battle Thoughts

    Luck definitely played a bit of a role here - namely some good rolls on banishment, and the hellheart failing to catch my coven. That thing had me sweating buckets! However, I think this is a great game to illustrate the point that many Ogre players are making about the hellheart; given that it is based on a D6 roll, it really does have a very random nature. Being able to put it on a cheap hero is a smidge over the top, but it requires careful positioning to get to well placed mages and then has the potential to be a complete waste. Having it do nothing is a tough pill to swallow when you're banking on it to shut down a magic phase.

    My turn 2 magic phase miscast couldn't have happened at a worse time - I needed the rest of that phase to take out that hellheart, and instead I got a bunch of wounded mages. After this turn, had that hellheart rolled a 4+ for distance, this could have been a very, very different game.

    I think my opponent could have been more aggressive with his guts in the first couple turns as well - they were stubborn with the BSB in the unit, and could be used as an anvil to set up some counter charges with the other combat blocks.

    So this is my first battle report post here on Warseer, so I'd love to hear feedback from all you players of other armies about what you see being the key threats to this list - I'm always striving to improve on it, and would love to hear your thoughts.


    D

    If you'd like to read the report with imbedded pictures, feel free to check out the report in my thread over on ulthuan here
    For more battle reports and strategy discussions, check out my thread on Ulthuan.net
    Brewmaster_D's Coven of Light Army List Blog

  2. #2
    Chapter Master Djekar's Avatar
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    Re: 2500 point Coven of Light HE vs. Ogre Kingdoms

    First, congrats for the win sir.

    Second, I followed your Blog over on Ulthuan.net and I find it absolutely amazing. I recommended it to my newb friend who is thinking of high elves.

    Finally - I really appreciate your insight into the "trickle" magic phase - and how to juggle casting vs. dispelling with dice totals: like rolling the 4d6 early to force a choice in turn 2 (although that one didn't necessarily pan out for you). I am really trying to integrate that kind of thinking in my own games.

    Overall, thanks for the report sir!
    Quote Originally Posted by SiNNiX
    If I wasn't completely against the lame practice of "sigging" people's comments, I would sig this one.
    Quote Originally Posted by HereComesTomorrow
    So you can try to avoid it, but it can just FORCE ITSELF UPON YOU like an overly ambitious teenage lover.

    Then once it's done wrecking you and leaving you in a pile, it can reform, cast the spell again and move on, like an unstoppable serial sex offender..

  3. #3
    Commander bluemage's Avatar
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    Re: 2500 point Coven of Light HE vs. Ogre Kingdoms

    Well I enjoyed reading the battle report and hope you keep posting more on warseer. Its always nice to read about how a more unique list functions.
    My goal for the year is to get another 100 models painted.
    So far I haven't touched a brush.

  4. #4
    Brother Sergeant Brewmaster_D's Avatar
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    Re: 2500 point Coven of Light HE vs. Ogre Kingdoms

    Hey guys!

    Thanks so much for the positive feedback. I'll definitely try to get more posts up here; I really value the input I get from people that play different armies both on the battle, and about the list in general. I find that putting it out there in a public forum to be critiqued forces you to justify your choices to both yourself and others. Often you get a totally different perspective on things.

    It's definitely not a standard list; no BSB is a huge departure from the norm, as a start, and most people would view my magic phase as over invested. However, I feel that in this particular setup it really creates a difficult situation for opponents:

    Do I sit back and try to out magic/shoot him? He's coming at me with D3+1 extra power dice a turn and 4 attempts to channel, and has plenty of tools to shut down shooting (banishment, Pha's, net of amyntok)
    Or do I approach and potentially face S5+ elites at -2 to hit?

    Part of what makes the list so much fun to play is the ability to switch from "gunline" mode to what I endearingly call "buzzsaw" mode in the blink of an eye; Double Pha's and Speed of Light let the High Elves do what they typical have a hard time with - long grinding combats. Timewarp and speed of light both augment those already high quality attacks and help to chew through large units.

    I definitely enjoy games with this list more than the typical "I push my big block into your big block" type games.

    D
    For more battle reports and strategy discussions, check out my thread on Ulthuan.net
    Brewmaster_D's Coven of Light Army List Blog

  5. #5
    Marine Bungor78's Avatar
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    Re: 2500 point Coven of Light HE vs. Ogre Kingdoms

    A fantastic looking win I must say!

    Firstly, you tactics were spot on with positioning, I especially like the little step back just enough to tease the opponent forward, but not quite within reach. I am surprised he fell for it too. Secondly, well done for getting rid of the leadbelcher early and the other shortly after, makes a big difference. Superior use of magic certainly played a major part in your win, but also all-round great play also.

    I had a HE army years ago, but am now starting an Ogre army. This report has given me some pause for thought!

    A few things about the Ogre players antics...for a start he had no Leadbelchers!!! I would have added a bunch of them for added firepower obviously as that is what he lacked. The Ogres didn't get to do what they do best until turn 3 and only then a drizzle. I would have kept the middle sabretusk beside the bulls to prevent the flank attack from Swordmasters instead of sacrificing the Firebelly. Also, what the hell was he doing with the Maneaters to your right flank? Did I miss some spell preventing him charging them into Swordmasters? Or was he trying to pick them off with gunfire which didn't really work? Firebelly should have went straight forward to maybe catch one or two mages with the Hellheart.

    Up against the HEs with superior firepower and magic there isn't much hope unless you're really jammy with the dice rolls

    What not to do with Ogres it seems...Well Played sir!
    Last edited by Bungor78; 20-04-2012 at 01:41.

  6. #6

    Re: 2500 point Coven of Light HE vs. Ogre Kingdoms

    Great, great report, sir... Greets for the win!

    I hope you post more battle reports here on warseer

    Quote Originally Posted by Brewmaster_D View Post
    I decide I need the hitting power more than the ranks, so I allow the spell. 11 spearmen's wives write me angry letters after the battle. I try to explain to them how the point cost on their husbands is too high, but they don't want to listen.
    Lol!
    Dwarfs: 2W-0D-0L
    Skaven: 4W-1D-0L
    Sisters of Battle: 2W-0D-1L
    Necrons: 2W-0D-0L / (5th: 3W-3D-1L)
    (Tyranids: 6th: 1W-0D-0L / 5th: 9W-4D-9L) (Army sold)

  7. #7
    Commander bluemage's Avatar
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    Re: 2500 point Coven of Light HE vs. Ogre Kingdoms

    I think I agree with others that your list could use a bsb. Have your considered taking a hero and giving him the radiant gem of hoeth so he could be a lvl 1 light mage and a bsb?
    My goal for the year is to get another 100 models painted.
    So far I haven't touched a brush.

  8. #8
    Brother Sergeant Brewmaster_D's Avatar
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    Re: 2500 point Coven of Light HE vs. Ogre Kingdoms

    Hey bluemage!

    Yep, I've even run that setup quite extensively. I've found, however, that the current setup functions much better. The final arcane slot takes the list's magic phase from "scary" to "Downright terrifying", and I have enough mechanisms in place to mitigate the loss of the BSB. High Elves actually have access to quite a few leadership boosting items: Gem of Courage, Dragonhorn, Standard of Balance, Gleaming Pennant. All of that in addition to the lore of light spell that effectively makes a unit unbreakable.

    I've since changed my list as well to fewer units and included the skeinsliver to help ensure the first turn for even more banishment fun! I'll post another battle report here soon, but if you're interested there's more up in my blog in my sig.

    Thanks for the comments!

    D
    For more battle reports and strategy discussions, check out my thread on Ulthuan.net
    Brewmaster_D's Coven of Light Army List Blog

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