MSU HE at CanCon 2015 - Summary

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Loriel
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Re: MSU HE at CanCon 2015 - Game 7 - 23.03

#121 Post by Loriel »

Swordmaster of Hoeth wrote:3. Slugtongue is your level 2 wizard that has poisonous attacks and sports regeneration. He can choose spells from Lore of Death or Beasts. His main ability is that every unit in 36" away from him after the deployment tests on the table. 1-3 - nothing. 4-5 - d3 wounds with no armor saves. 6 - d6 wounds with no armor saves. As you see quite dangerous and it was already suggested that I risked too much by placing units in his range.


Heh two special characters that was rather bad for you. This can be really devastating our small silver helm, dragon prince units. Gyropcopters and stuff like that.
Swordmaster of Hoeth wrote:4. Herdstone - it is a very useful item. That rock in Beastmen deployment is Herdstone. Every shaman in 6" from it generates 1 power dice. It means that with 4 wizards my opponent could add 4PD before the channels!
Oh boy I do miss our jewel of the dusk, banner of sorc and teclis D3. Those were the times...
Swordmaster of Hoeth wrote:5. Staff - it is a bound spell level 3 that casts magic missile inflicting 5d6 S1 hits
death by many thousand cuts.
Swordmaster of Hoeth wrote:I apologize for not precise maps. During the game we checked the situations and in both cases Beastmen could make the contact but reavers would have to close the door.
ok. i was actually making the judgement on the IRL pictures, but perhaps it seems so that there is enough. So basicly he first charged Reaver 2 with gors and then to Reaver 1 with Bestigors and just rolled horrible low on charge or based on the T3 orientation of the raevers 2 he must have charged them also with bestigors after the bounce.
Swordmaster of Hoeth wrote:I am glad you asked that question because as you I like to discuss the possibilities too!
Yep. I was almost absolutely sure that the combat resolution expectation (quick rough estimaton) would be something like +3 to bestigors and he would be granted free reform (if managed to restrain pursuit) to deeper formation and facing the position of your great eagle noble and dragon princes. which would have being really bad thing as the had the opportunity to charge the next turn. and you would have hard time using any flee actions with your nobles and dragon princes as those warhounds would have really pushed you from the board in that case. I even wrote down first that I think this was your match biggest mistake, but when did the numbers then I deletet that part as there was reasonable chance of ending in draw and it is acceptable to do ld test on 7 for the possibility to actual have the whole bestigor unit destroyed. with good rolls you could have denied his steadfast. Perhaps I should revisit small Swordmaster units as I loved them in 7th book, but now White Lions has pretty much forced my hand.
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Re: MSU HE at CanCon 2015 - Game 7 - 23.03

#122 Post by Swordmaster of Hoeth »

Hi Loriel,

In turn 3 he charged in the following order:

1. Gors at ER2 - they flee
2. Bestigors at ER1 - they flee
3. Bestigors redirect at ER2 - they flee further

In this way he failed to catch any of the units and that was perfect solution for me as I could use them again.

It is a very important point you have made in saying that Bestigors could potentially use such charge to reform after victorious combat to face the direction where eagle rider and heavy cavalry were. It is important to perceive such outcome and as I said, had it not been the last turn I would have not risked that charge. It was too dangerous if it failed to break bestigors. And I was in a good position to shoot at them and delay them further.

Cheers!
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Re: MSU HE at CanCon 2015 - Game 7 - 23.03

#123 Post by Swordmaster of Hoeth »

Game 8 - Battle Line - Tom - Ogre Kingdoms

Finally the report from the last game! This time I met Tom aka Forgebreaker and his Ogres. I haven't played against them for ages so I was looking forward to the battle and I also hoped to finish the tournament with a great game!

Tom had a few usual suspects but there were also a few surprises. Here is his list in more details:

Ogre Kingdoms - Army List

Slaughtermaster, Level 4, ironfist , Armour of Destiny, Gnoblar Thiefstone - Lore of Maw - 383
Bruiser, BSB, great weapon, heavy armour, Greedy Fist, Dragonhelm - 195
Firebelly, great weapon, Sivejir's Hex Scroll - 179
Butcher, Level 2, Ironcurse Icon - Lore of Heavens - 140

9 Ironguts, Full Command, Look-out Gnoblar, Standard of Discipline - 437
10 Gnoblars, Standard, Musician - 45
10 Gnoblars, Standard, Musician - 45
3 Ogres, ironfists - 96

6 Leadbelchers, Bellower - 268
Sabertusk - 21
Sabertusk - 21

Ironblaster - 170
Giant - 200
Giant - 200

Swedish Comp: 15.4

Slaughtermaster - often Ogre's general and there is no exception here. 4++ ward save, T5 and 5W mean that he is hard to kill indeed. On top of that his Gnoblar Thiefstone makes his ward save 2++ against certain spells and helps his bodyguards to survive some attacks too. Stealing some precious items from the enemy is a great bonus too! He has lore of Maw that can be quite good at protecting or making the Ogres stubborn.

BSB - He adds some punch indeed. With greedy fist and great weapon he adds 4 S8 attacks, that hurts. He is not, however, that well protected but the fact Ogres have quite a few wounds and high toughness is a protection in itself. Star Lance hero has a chance to kill him in a single combat though, with Potion of Foolhardiness. But it would be risky as the eagle rider would suffer from the attacks back, either by BSB or the unit he is in.

Firebelly - Always useful with his flaming attacks, breath and lore of fire. His "Toad Scroll" can be quite dangerous for the Loremaster as he is only level 2!

Butcher - another wizard with good magic lore, thanks to that Tom had a very nice spells selection. Heavens is a great lore and with more spells to threaten my army I would need to choose wisely what to dispel.

Ironguts - gut star, with banner of discipline as usual. With any or even all characters in this unit it would be very hard to tackle them. First, I absolutely have to avoid frontal attacks. Only flanks and rear are the directions from which I may risk confrontation. But in order to do that I would need to clear the support first and in this army support troops are formidable on their own. In that case I planned to avoid this regiment and if possible, thin it down until last turn attacks. But in order to succeed I would need to have overwhelming forces to attack with.

Gnoblars - often used as additional drops I consider them very useful. Very cheap can simply protect the flanks well and interfere with the movement of the enemy. And they are truly expendable.

Ogres - small unit does not look like a threat but cannot be ignored, in particular if attacking from the flank. Fortunately, my heavy cavalry can outpace them and defeat them in one-on-one combats so I will look for the opportunities to do so!

Leadbelchers - very dangerous thanks to the fact they can move and fire and do not add penalties to shooting for doing so. They are big enough to make a difference in close combat too. Excellent regiment and I was lucky there was only one unit of these. But I would need to try and attack them as soon as possible. At the same time I would need to stay away from them. I might try some shooting but I will have some hard choices to make as they are not the only danger I would need to address quickly.

Sabertusks - great diverters, fast and strong enough to do war machine hunting on their own. I would need to hunt them down as quickly as possible.

Ironblaster - another priority. If unchecked it will keep hunting down my nobles and can potentially get flank shots as it can move and fire. Very useful. I would need to send eagle rider and heavy cavalry against it as it is too tough for reavers to even hope to hurt it.

Giants - wild card of the army. They are quite unpredictable but because of that they cannot be ignored either. They are relatively fragile but would need quite a large amount of firepower to be destroyed. I wanted to treat them as priority for shooters so that I could wound them and finish in combat before they would attack.

In general, Ogres are dangerous because they are fast, tough and hit hard in combat. Their stomps and impact hits add nicely to their combat potential and can devastate any unit of mine if charged. So I would need to make sure they don't and that I will be the attacking force. Ogres are fast but I have units that are still faster. As usual the way to defeat the enemy would be to divide and conquer. I also have shooting and magic that can hurt enemy units at the distance although I estimated I would have 2 turns only before Ogres attack.

Terrain

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In the last game I had a table with quite a good amount of terrain. Large hills in two corners, some forests to affect the shooting and possibly add more effects. Swamp that can be both, a benefit and liability. But I always like water on the battle field as it negates ranks and removes steadfast. It should be used to advantage for sure.

The small pillars in the top left were dangerous terrain that was important for potential movement of flanking forces. It was still hard to decide which side I would prefer to pick but I lost the roll-off and Tom chose North.

Deployment

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Deployment of the armies after vanguards

After vanguards I realized I made a mistake of moving Reavers on the right flank forward. I have no idea why I did it but it was foolish to put them in shooting range of Leadbelchers #-o

Slaughtermaster and BSB joined Ironguts. Butcher was with Leadbelchers. On the Elven side, BSB was with the left Archers while Loremaster joined right regiment.

Ogre wizards had the following spells:

Slaughtermaster - Spinemarrow, Bonecrusher, Toothcracker, Trollguts
Butcher - Iceshard, Comet
Firebelly - Fireball

Tom won the roll-off and Ogres begun:

Ogre Kingdoms - Turn 1

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Forward!

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Ogres advance

Ogres advance quickly towards the thin blue line. They use the opportunity given by the foolish young reavers and teach them the lesson leaving just one survivor to tell the tale. Ironblaster thunders from afar and single dragon prince dies.

Poor giant entered the forest only to learn that it was venomous wood and hurt his foot already.

Outcasts - Turn 1

Image
Attack on the left flank

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Shooting on the right

Elves had to act quickly so heavy cavalry attacked small unit of ogres to secure the flank. Big brutes decided to hold but were destroyed. On the right flank lone reaver leveled his spear and charged big cat prowling nearby but could not land the blow. Despite the momentum of the charge sabertusk didn't turn tail and started circling around the elven warrior.

The shooters aimed at either leadbelchers or giant as some of the archers could not target the same enemy yet due to lack of range. The giant was hurt and one leadbelcher was killed.

Ogre Kingdoms - Turn 2

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Moving forward at a double

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Almost there!

Ironguts and giants didn't slow down at all and kept running forward. One of them was hurt again by the treacherous forest! Ironblaster kept hunting Elven noble but this time his magical shield saved him.

Brave reaver wounded the sabertusk but stubborn cat refused to give up!

No battle counts for real if some regiment is not fleeing off the table! This time Swordmasters decided it is time to go home after a few casualties. Really, they could have waited for a better excuse #-o

Outcasts - Turn 2

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Apologies for the blurry picture

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Larry the Loremaster is on Fire!

Eagle rider flew to the very edge of the battle field, staying close to attack the Ironblaster but not too close to risk grapeshot. Dragon Princes marched fast too and risked jumping over the dangerous terrain that claimed one of their companions. Cavalry commander joined them quickly and all were getting ready to charge through the storm of fire.

Reavers on the left hunted down the sabertusk but the lone young warrior on the right flank finally left an opening and the big cat got him!

Then Larry the Loremaster entered the stage. First, he cast seemingly innocent magic missile made from pure light that Slaughtermaster ignored. TO his surprise that missile turned into an inferno that claimed one giant. He tried to stop fireball but Larry the Loremaster was on Fire and the attempt to dispel the spell failed. Another giant went down! (Edit: I tried to wound the giants before inevitable combat but I got some crazy rolls. d6S4 hits claimed no less but 4 wounds on one giant and that was enough to kill it as it was wounded already. Second giant got 2d6 S4 hit and that too was enough to kill it as both of them have lost 2 wounds each so far!)

The shooters were very impressed and tried to kill lone figure on the hill (I can't remember if it was Butcher or Firebelly) and the Ogre was left barely standing with single wound left!

Unfortunately, not all were so lucky. Lions charged Leadbelchers in an attempt to slow their advance but fear overwhelmed them and they managed to kill only one ogre while the attacks back claimed all of them. (Edit: As soon as I got these crazy rolls I was concerned as sometimes they are followed by the ones you don't like at all. Lions failed their Ld8 test with a re-roll. It meant they were hitting on 5's instead of 3's and were hit on 3's instead of 4's :()

Ogre Kingdoms - Turn 3

Image]
The momentum of the attack was stalled

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Ironguts kept moving forward

The momentum of the attack was definitely stalled but Ironguts pushed forward and trampled the eagle blocking their way. Leadblechers waited for their wounded comrade and moved towards the elven lines too. Ironblaster claimed cavalry commander who was no more tricks up his sleeve to save him.

Outcasts - Turn 3

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Disaster!

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Wrong type of fireworks!

Dragon Princes wanted to avenge their commander and charged the Ironblaster. They wounded it but the crew kept their rinox in check and they didn't flee. Eagle rider was supposed to join the fight but could not make it on time (Edit: I rolled 1,1,2 for charge distance).

The regiments maneuvered around Ironguts trying to isolate the Leadbelchers instead. Larry the Loremaster tried some ice magic this time but it seems that the tension it created between fire and ice resulted in a Dimensional Cascade despite his insurance policy in the form of the Earthing Rod. Detonation claimed him and at least half of the unit of archers! (Edit: As often I got double 6 on just two dice. When I rolled cascade I thought I am ok because I have my trusty item. But somehow I managed to re-roll 1,2 result into 1,1! To add insult to injury I didn't get that 4+ to save my general. At least the unit didn't panic!)

What a turn of events! #-o :lol:

Ogre Kingdoms - Turn 4

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Ogres charge!

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Things don't look good for the Elves

Ironguts finally have somebody to attack as foolish Archers held their ground, what a mistake! They were destroyed in no time and Ogres reformed to seek another target.

Dragon Princes avoided the attacks of the Ironblaster and even managed to wound it again but the enemy still kept on fighting!

Firebelly moved out of the unit and destroyed all but one of the archers with his fiery breath but elven BSB and regimental standard bearer didn't flee.

Outcasts - Turn 4

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Elves kept on fighting!

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Leadbelchers defeated

Eagle rider proved that he can be late to the party twice in a row and Dragon princes called for the aid from nearby Swordmasters instead. (Edit: This time I rolled 1,1,1 for the charge range! :lol: )

Another unit of the heavy cavalry attacked stubborn Leadbelchers (due to the spell cast previous turn) but despite that they didn't hold fast and were run down in pursuit! (Edit: Tom was considering fleeing as the distance was not that short but he decided to play for more fun and seeing that I am almost crying after the spectacular loss of the Loremaster he decided to hold and let me have some fun too! Thanks Tom!)

Bob the BSB also had some score to settle and swung his great weapon wide to deal the final blow to already wounded Firebelly.

Ogre Kingdoms - Turn 5

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Last attempt to kill some Elves

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The spell didn't work

Seeing no targets to attack Slaughter master moved out of the unit and tried to claim regimental standard with the power of magic but that failed him. Finally, Dragon Princes managed to break the Ironblaster all by themselves!

With the fast elves too far to attack and rest of the army gone, Slaughtermaster gave the order to march away. Besides, it was definitely past lunch time and the boys were hungry.

Summary

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Turn-by-turn summary animation

After-battle thoughts

Many thanks to Tom for a great game! =D> He was a fantastic opponent and I will be honored to play against him again. In particular, I wanted to thank for letting me charge his Leadbelchers when he didn't have to and I didn't realize until after the game I was sulking so badly after the loss of the Loremaster! Sorry for that, Tom! :oops:

The game ended in a draw! And it was full of unexpected dice rolls, that's for sure!

I was happy with the development of the game until that crazy magic phase turn 2. Don't get me wrong, I was very glad I got two giants in a single phase with some S4 magic missiles. But as I expected dice gods had some cruel plan for me! :-P

I also don't blame the dice, just wanted to show how they affected the game despite the odds. Tom was great at passing Ld test no matter what the modifiers were! Ironblaster, sabertuks, they both did very well. Unfortunately, that was balanced out by total inability to land a blow with the very Ironblaster against Dragon Princes. On the other hand, rolling 1,1,2 and then 1,1,1 for charge distance with a flying noble was just hilarious! :lol:

And then the most spectacular Cascade ever! I really think Larry the Loremaster wanted to celebrate Australia's Day so badly he started fireworks a little bit early :) I didn't mention that during the previous games but he actually cascaded 4 times during that tournament and 3 times Earthing Rod saved him. 4th time his magic item didn't help but what can you do?

I am happy with the outcome of the battle and I am just wondering if we forgot to play 6th turn or simply nothing happened and I forgot to take pictures? I do remember trying to shoot at the Slaughtermaster turn 5 but I did nothing and it was unlikely I would do any harm to him.

Anyway, there were a few things I should have done better:

1. Vanguard of the reavers was plain stupid and I don't know why I did that. #-o
2. I possibly moved Lions unnecessarily when they could have stayed behind the forest for extra protection. The charge looked reckless but I counted on killing 2 ogres and holding the Leadbelchers for some time. Maybe even win the combat and break them too! In the end I lost the unit for nothing.
3. I didn't position Dragon Princes well to intercept the giant early in the game, should have checked the angle better.
4. The same with the eagle against sabertusk, I left the place for it to move and I had to call reavers back to hunt it down.

I am looking forward to your feedback on what else could have been done different, on both sides!

That concludes my series of reports from CanCon 2015 and I will follow with a summary at some stage. Thanks for reading and sorry it took so long to write them all!

Cheers!
Last edited by Swordmaster of Hoeth on Wed Mar 25, 2015 9:06 am, edited 1 time in total.
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Re: MSU HE at CanCon 2015 - Game 8 - deployment

#124 Post by Loriel »

Hmm what spells those ogres had? Did I miss them. If he has comet that will make impact on the game

I have to say that this is for some reason really really hard to predict as I don't see any clear "mistakes" in deployment and you have more than enough tools to avoid that irongut unit. If your opponent would turn out to be more charging out from the unit type player I think he will win the battle, but if he stays with those well protected slaughtermasters I doubt he can gain enough points to make this a massacre. . For some reason I get a feeling that those giants will do some rogue overkilly stuff.
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Re: MSU HE at CanCon 2015 - Game 8 - 25.03

#125 Post by Swordmaster of Hoeth »

Hi guys,

Just letting you know the game 8 is completed!

Cheers!
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Re: MSU HE at CanCon 2015 - Game 8 - 25.03

#126 Post by Loriel »

I will read and comment the battle probably when I get to home from work, but what was the final score since I didn't seems to find it

Secondly how did you rank up in the whole tournament?
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Re: MSU HE at CanCon 2015 - Game 8 - 25.03

#127 Post by sparkytrypod »

wow, 8 games, what a test of endurance! very enjoyable reports =D>

Swedish looks interesting, however it is not used in Ireland!

how did you place and how did high elfs do in general?

im sure you will get to the following in your summary but my very broad questions would be:
- characters, any changes?
- core any changes?
- special, any changes?

very broad questions indeed :lol:
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Re: MSU HE at CanCon 2015 - Game 8 - 25.03

#128 Post by Swordmaster of Hoeth »

Hi guys,

Thanks for the comments, here is the short summary (as I am on the holiday trip now so I have limited time):

Summary

CanCon 2015 was another success and a great event with 120 players (and only because there was not enough space to host more!) The organization was flawless so many thanks to Tom and Mark who organized the event this year. Well done, guys and really good work! =D>

I like the variety of armies I saw on the tables, the scenarios played well and I find active Swedish comp a very interesting approach that results in playing against unique armies that are not so soft as their comp score may suggest. As always, it is all about the player, his imagination and creativity as well as skills with the army that result in a success.

I had fantastic time, win or lose, with 8 great players with whom I would play again in no time! I hope they enjoyed the reports (if they read them :)) and I am looking forward to the future events (fingers crossed that I will be able to attend them!).

The only criticism I have is about the terrain. It looks like the plan to secure it didn't work out. Long before the event the organizers asked willing participants to provide their own terrain to the pool. It looked like they had a list of people who added a lot of their own things and everything looked amazing. On the day, however, we saw these strange papers indicating dangerous terrain and forests. To me it looked like they encountered some last second problem and that was the only solution. I am really sorry it happened as I am sure it was not their fault. Hopefully, next year they will be able to avoid that problem.

I performed better than last year but was still not good enough to get even closer the the great success from 2013. I had 4 victories, 2 draws and 2 losses that gave me 87/160 points and resulted in 37th position. I was a little disappointed as I know I can do better but as always, the fact I made some crucial mistakes during my games was the reason I lost too many points in the process. My mood improved a little bit when I noticed that many players had the same amount of points (I don't know what was used as a tie breaker as the list looked like it was sorted simply alphabetically) and that I had 20th score. Ah well, the solution is simple, I need to play better and make fewer mistakes!

It was interesting to see the end result and the top 10 armies where:

1. Kairos Daemons
2. Thirster led Daemons
3. Leadbelcher Spam Ogres
4. Dark Elves
5. Empire
6. Daemons
7. Wood Elves
8. Daemons
9. Vampires
10. Lizards

If I recognized the names properly I think the best HE army was 17th. Below are the lists of some of the top armies:

1. Nick Legrand - Daemons of Chaos, 13.1 comp
Kairos 565
Herald of Slaanesh on Steed, Great Locus, Greater Gift 215
22 Plaguebearers, FC, Gleaming Pennant 321
22 Daemonettes, FC, Banner of Swiftness 287
5 Bloodcrushers, Standard, Razor Banner 380
6 Fiends 390
3 Screamers 120
3 Screamers 120
Total 2398

2. Chris Penwarden 2400pts, 16

Bloodthirster, 2x Lesser Gift, Greater Gift
Herald of Korne, BSB, Exalted Locus of Wrath, Blood Throne of Khorne
The Blue Scribes
27 Bloodletters of Korne, FC, Swiftness
27 Bloodletters of Korne, FC
5 Chaos Furies
5 Chaos Furies
5 Flesh Hounds of Khorne, Ambushers
3 Bloodcrushers of Khorne
Skull Cannon of Khorne

3. Simon Turner, 15.6
L3 Slaughtermaster(Heavens)(250) book of ashur(70)-320[23]
BSB Bruiser(130)IronFist(4) Banner of discipline(15)-154[18]
L1 Butcher(Maw)(100) Scroll of Shielding(15)-115[7]
Hunter(130) Harpoon Launcher(10)-140[4]
Hunter(130) Harpoon Launcher(10)-140[4]
3 Ironguts(129) Musician + Banner(20) Gleaming pendant(5)-154[4]
3 Ironguts(129) Musician + Banner(20)-149[4]
3 Ironguts(129) Musician + Banner(20)-149[4]
3 Ironguts(129) Musician + Banner(20)-149[4]
5 Leadbelchers(215) Musician(10)-225[8]
5 Leadbelchers(215) Musician(10)-225[8]
6 Leadbelchers(258) Musician(10)-268[23]
1 Sabertusk-21[3]
1 Sabertusk-21[3]
Ironblaster-170[27]

4. Lachie - Dark Elves 14.9

Dreadlord: Armour of Destiny, Obsidian Amulet, Other Tricksters Shard, SH, SDC, Lance, Black Dragon 553
Master: Battle Standard, Charmed Shield, Talisman of Preservation, HA, SDC, Halberd, Dark Pegasus 207
Master: Dragonbane Gem, HA, SH, SDC, Lance, Manticore, Iron Hard Skin 263
Sorceress: Lore of Heavens, Level 2 Upgrade, Scroll of Shielding 130
9 Dark Riders: Full Command, Shields, Crossbows 210
22 Corsairs: Full Command, Repeater Handbows, Banner of Swiftness 287
10 Darkshards: Musician, Standard 140
6 Cold One Knights: Full Command, Gleaming Pennant 215
War Hydra: Flaming Breath 180
Bolt Thrower 70
Bolt Thrower 70
5 Harpies 75


5. Mick Ferraro, 15
Lords Grand Master, Shield, Rung Fang, Other Tricksters Shard
Heros Captain of the Empire, Battle Standard Bearer, Barded Warhorse, Lance, Full Plate Charmed Shield, Obsidian Lodestone
Battle Wizard - Life, Level 2, Duplicate Lore, Dispel Scroll
Battle Wizard - Life, Level 2, Duplicate Lore, Scroll of Shielding, Ruby Ring of Ruin
Core 34 Halberdiers - Full Command Detachment: 6 Archers
28 Swordsmen - Full Command
11 Crossbowmen - Standard Bearer
Special 5 Demigryph Knights - Muso & Standard, Gleaning Pennant
Great Cannon
5 Pistoliers
10 Reiksguard Knights - Full Command, Standard of Discipline
Rare Celestial Hurricanum
Luminark of Hysh

6. Sam Morgan, 14
Kairos Fatewearver 565
Herald of Khorne, Exalted Locus of Wrath, Bloodthrone of Khorne 335
23 Bloodletters, Full Command, Banner of Swiftness 367
23 Bloodletters, Full Command, Gleaming Pennant 357
5 Bloodcrushers, Full Command, Razor Standard 400
3 Screamers 120
4 Plague Drones, Standard, Champion, Lichebone Pennant 255

7. Johannes - Wood Elves

Wood Elves Swedish 15.5

Spellweaver Lv3 Beast (general) 265 -19
Steed, Talisman of preservation, Scroll of shielding

Spellweaver Lv3 Metal 220 -19
Steed, Opal amulet

Glade Captain BSB 105 -13
Charmed Shield

Naestra & Arahan 495 -35
Ceithin-Har (Dragon)

18 X Glade Guard 300 -9
Lord's Bowman, Trueflight Arrows, Musician, Standard

18 X Glade Guard 300 -9
Lord's Bowman, Trueflight Arrows, Musician, Standard

7 X Wardancers 115 -3
Champion

6 X Sisters of the Thorn 166 -12
Musician

6 X Wild Riders 193 -9
Shields, Champion, Standard, Gleaming Pennant

6 X Wild Riders 188 -12
Shields, Champion, Standard

Eagle 50 -5

9. Nathan Goodchild, 15.5
Vampire Lord 25: Lore of Vamp; Charmed Shield; Talisman of Preservation; Ogre Blade; Potion of Foolhardiness; Quickblood; heavy armour; Zombie Dragon 596
Necromancer 17: Lore of Vamp; Dispel Scroll; Level 2 Wizard 125
Necromancer 10: Lore of Vamp; Scroll of Shielding; Ruby Ring of Ruin 105
Tomb Banshee 7: 95
5 Dire Wolves 2: Doom Wolf 50
5 Dire Wolves 2: Doom Wolf 50
5 Dire Wolves 2: Doom Wolf 50
30 Crypt Ghouls 9: Crypt Ghast 310
20 Zombies 3: musician; standard bearer 70
20 Zombies 3: musician; standard bearer 70
8 Hexwraiths 20 240
2 Fell Bats 5 32
2 Fell Bats 5 32
Varghulf 5 175
Varghulf 5 175
Terrorgheist 30 225
2,400 points

10. Ben Wadsworth, 15.3
old blood, cold one, great weapon, tali o'preservation, glittering scales, potion of foolhardiness
slann , focus of mystery, ironcurse icon
scar vet, cold one, bsb, armour of destiny, great weapon
scar vet, cold one, dawnstone, dragon helm, light armour, great weapon
skink priest, heavens, dispell scroll
23 saurus, fc, hand weapon & shields 283
20 skink cohort, fc, javs 130
20 skink cohort, fc, javs 130
16 skink cohort, fc, javs 110
13 skink skirmishers, javs 91
23 tguard, fc, ap banner, shields 397
8 camo skinks, blowpipes 104
basiladon, solar engine 150

I will probably try to look at the list with more details in my army list topic at some stage but as always, the list was ok, it had potential to win more and it simply required to be played better. :)
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Re: MSU HE at CanCon 2015 - Game 8 - 25.03

#129 Post by Swordmaster of Hoeth »

@ Loriel

I got 87/160 points from battles so not so great I am afraid. The best player got 119 points so as you can see there is much to improve even if it was 20th score. I know I can do better. :)

@ sparkytrypod

Thanks! Yes, 8 games over 3 days is a lot but that is also what makes that event special!

Swedish comp was often used in Oz last 2 years but it is not the only option picked by TO's and every tournament that applies it does it in its own way. However, I think this year there will be some changes. it is not that people don't like it but it seems that players in Oz like to experiment and try something new once in a while.

As I said I was 37th and that was way below my expectations. I got more points than last year but still lost 2 games and since I got some small victories or draws that didn't help either. I just need to play better to avoid mistakes and to win by larger margin.

In terms of army list evolution I have some ideas but I will need to check how to fit them if at all and if they are what I really need to do. I usually try to avoid army list changes as a first step after events because I know the reason I placed where I did is mainly with me making mistakes rather than the list not performing.

My potential changes might be more due to the fact I would like to include certain models.

I am sure I didn't use my characters to the full and I also miss having more units so I will probably go for 3 characters and get back more troops. Question is, how to equip them now and which troops to include again.

I like my core as it is but I would not mind adding some Silver Helms as I always wanted to do that to have an excuse to paint 5ed miniatures I have.

Specials are still working for me even if elite infantry is looked down by many players to the point some claim special choices in general do not have place in competitive army. I obviously disagree.

I find it interesting that you didn't ask about rare troops though :)

And since Army List building exercise is the most favorite of them all I wonder waht would you like to see in my army :) I cannot guarantee I will field it (because I want to limit myself to the units I have, especially that we still don't know where warhammer is going to be) but I am always opened for suggestions!

Cheers!
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Re: MSU HE at CanCon 2015 - Summary

#130 Post by sparkytrypod »

well i doubt you are going for more bolt throwers, it would also hurt your comp if that's what you go for. and one eagle is loads with reavers!

I guess you will be dropping the cav noble as flyers are so flexible, so with 150 odd points what can you do??? :D

im guessing either a unit of silver helms or..... 2 units of sisters of avelorn...! with 2 units of sisters slightly ahead I think?!
death is lighter than a feather, duty heavier than a mountain

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Re: MSU HE at CanCon 2015 - Summary

#131 Post by Hinge »

As usual, an enjoyable read.

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Re: MSU HE at CanCon 2015 - Summary

#132 Post by Swordmaster of Hoeth »

Thanks for comments!

@ sparkytrypod

Actually, I have never cared much about comp, it just happened that I like the style that usually is considered soft by comp packs. However, you are correct that I am not going for more bolt throwers. The reason is that with 3-4 I would personally find it more difficult to keep line of sight clear while maneuvering as fast as without them.

Indeed, I will most likely drop cavalry noble because I miss having more units. It may sound strange but I have noticed with 2-3 fewer regiments I don't get the most of the deployment phase and I feel constrained. My general impression is that I need more regiments to keep redundancy.

At the same time I also want to consider improving the survivability of my troops. In order to achieve that I would need to introduce regiments that have better armor (Silver Helms are probably the first to be included but I am also considering phoenix guard) and more MR granting items. For instance, if I were to equip my BSB and Loremaster with some kind of MR then I can have 2 units with better protection against magic. It may not sound as much but the game against Lord Kroak showed it may help e lot in minimizing casualties, in particular in more difficult match ups.

I haven't missed Sisters that much in this tournament but I think I will include them because that significantly increase the flexibility of a magic phase. With 150 points free I can have 2 x 5 Sisters that is quite a good improvement in that regard. It also increases the number of units and since these are very small, I can use them as additional redirectors (as I did with them in the past). And I also spent considerable amount of time painting them too! :)

However, the details will be decided later so now I have time for some brainstorming! The only constraint I want to impose is that I don't want to buy new models. There are two reasons:

1. The future of Warhammer is unknown so I want to wait until we know for sure what is going to happen.
2. I want to paint the models I own and which waited for their turn very long time anyway.

@ Hinge

Cheers! I always happy to know the reports are entertaining!
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Re: MSU HE at CanCon 2015 - Summary

#133 Post by Razzy Mac »

Really enjoyed reading through these reports, you do some of the best batreps in the business! It's also interesting to check out MSU high elves in action rather than the usual BOTWD deathstar
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Re: MSU HE at CanCon 2015 - Summary

#134 Post by Swordmaster of Hoeth »

Hi Razzy Mac,

Thanks a lot for your kind words! I hope I will be able to continue with battle reports no matter what (i.e. despite real life interference and not knowing what is going to happen to warhammer in general).

Cheers!
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Re: MSU HE at CanCon 2015 - Summary

#135 Post by 20phoenix »

Took some time but I got to the end of this and was worth every minute. Excellently written, great summaries to finish and the discussion they provoke is golden for someone taking their first steps into the Warhammer world. Keep them coming!
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Re: MSU HE at CanCon 2015 - Summary

#136 Post by Swordmaster of Hoeth »

Hi 20phoenix,

I certainly didn't expect any comment in this particular topics as it was quite a long time since CanCon! I am even more happy that these report provide interesting read and thanks for kind words!

As you can see in this sub section of the forum I prepared a few more games so I hope you will enjoy them too!

Cheers!
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