Schwing. A game versus a slightly different Ogre setup.
I had:
-Level 4 with Book of Hoeth, Ironcurse Icon, Dragonbane Gem, Lore of Shadow
-Level 1 with Dispel Scroll, Lore of Heavens
-Noble with great weapon, Armor of Caledor, battle standard
-10 Archers w/ musi
-9 Silverhelms w/ fc
-5 Reavers w/ musi
-5 Reavers w/ musi
-5 Reavers w/ musi
-25 Phoenix Guard w/ fc, Razor Standard
-21 White Lions w/ fc, Banner of the World Dragon
-12 Sisters of Avelorn
-RBT
-RBT
-Frost Phoenix
My opponent was packing:
-Tyrant w/ Fencer's Blades, Glittering Scales, Crown of Command
-Bruiser w/ great weapon, Runemaw Banner
-Butcher w/ great weapon, Gut Magic
-Butcher w/ great weapon, Beasts (their may have been Hellheart or Scrolls buried in here, but it never came up.)
-11 Ironguts w/ full command, Dragonhide Banner
-9 Ogre Bulls w/ full command, 2x hand weapons
-Sabertusk
-Sabertusk
-Sabertusk
-3 Mournfangs w/ musi, standard
-3 Leadbelchers
-3 Leadbelchers
-Ironblaster
Deployment
Between the Reavers and the tower where I knew I would want ranged units to go, I was able to get 5 drops on the table before I had to put down anything important. This gave me a good idea of where to expect my opponent, and felt confident about the matchups. With +1, I was able to nail down first turn. Spell-wise, I had Miasma, Enfeebling Foe, Withering, Pit of Shades, and Iceshard Blizzard. Pretty much a perfect blend of offense and defense. He rolled up Toothcracker, Bullgorger, Wildform and Amber Spear.
Asur Turn 1
Everything rolled out the gate, not too far forward but far enough to get within spell ranges and keep his units at arm's length from reaching my backfield. Magic was 2/1, which was enough to squeeze off Withering on the Ironblaster and get it down to Toughness 3. I pulled the trigger with the RBTs and melted it off the table with some decent rolls. The ladies lit up the Leadbelchers on the right, chewing one up but not scoring Panic.
Ogre Turn 1
Lots of dashing forward, with Sabertusks crowding my charge lanes a bit. Shooting was indifferent, with the good shooting protection my primary units able to shrug pretty much everything off. Magic snuck an Amber Spear through to kill a Silverhelm.
Asur Turn 2
I charged the left Reavers up to get them out of the way, opening up a charge lane from my Phoenix Guard to the Mournfangs. I needed average distance, rolled badly and failed the charge. The Silverhelms had a cheeky charge opportunity on the left-most Leadbelchers, needing easy distance to reach. The Belchers fled that charge, and I redirected to a Mournfang who fled also and left the Silverhelms waltzing forward. I ran a Reaver up to screen for the Helms and give the White Lions room to play. Everything else shuffled, with my characters moving out of World Dragon coverage and safely into the backline.
A 3/3 phase saw my opponent let a boosted Miasma through on the Mournfangs, while failing to stop the Pit of Shades that nuked down 2 Mournfangs. Shooting let me take down a Sabertusk, but a bad round of rolls meant I had to use most of my firepower to do it.
In combat, the Reavers hitting the Sabertusk got stalled and the Sabertusk held.
Ogre Turn 2
The Bulls hit the Reavers, while the remaining Mournfang dashed forward to block off the Phoenix Guard and stop them double-teaming the Ironguts alongside the Lions. The Ironguts plowed into the flank of the Reavers who got held up on the Sabertusk, bringing them right into the sights of my White Lions. The Book AM held his 5/1 magic phase in check wonderfully, and his shooting achieved little. In combat, Reavers died for the cause.
Asur Turn 3
The Lions and Frost Phoenix hit the Ironguts/Tyrant, while the Helms and Reavers ran up to congest the Bulls' charge lanes, and either force a double-flee or point the Bulls in the wrong direction. The Phoenix Guard ran into the Mournfang my opponent offered them.
I was worried that I'd hit a brick wall in the magic phase since I didn't know where the Runemaw banner was, but luckily I picked the proper choice and was able to spam Hexes on the Ironguts. Iceshard Blizzard was stopped, but Miasma and Enfeebling Foe snuck through with a 6/3 Magic Phase.
Shooting scoured a Sabertusk and the right-most Leadbelcher unit off the table.
In combat... I've fought some gratifying one-sided combats thanks to Lore of Shadow, but nothing is quite as fun as Strength 3 Ironguts and a Strength 2 Tyrant. I've never considered Enfeebling Foe a fantastic spell, due to the unpredictable nature of D3s and the fact that you have to seriously debuff an opponent to make them wound Elves on anything but a 2+. Enfeebling combined with a Frost Phoenix is amazing though, and neutered the Ironguts completely. Lots of chopping, dust cleared, and I'd barely taken a scratch and the Guts held thanks to Crown of Talentless Stubborn. My opponent popped the Dragonhide Banner and churned out a big volume of hits, but Banner of the World Dragon and the fact that White Lions already have ASL meant I didn't care at all. The Phoenix Guard sliced and diced the Mournfang and dashed forward, hoping to move around the combat and look for some flank angles.
Ogre Turn 3
I double-fled the the Bulls with my cav, and the remaining Leadbelchers moved up to block the Phoenix Guard. The last Sabertusk failed to rally and left the table. My opponent rolled up a 3/3 Magic Phase, 6-diced Wyssan's Wildform on the Ironguts, and rolled so shockingly low that I was able to stop it with three dice and some help from the Book. Yay book...
In combat, the Lions didn't roll too hot and the Tyrant absorbed damage effortlessly. The Ogres couldn't manage much in return though, and held against on Stubborn.
Asur Turn 4
The Phoenix Guard strolled forward into the Ironblasters, while my Cav rallied and the Reavers dashed back over to block the Ironguts once again. Oh I love Core Movement 9 Fast Cavalry so much. My Archers and accompanying mages marched behind the safety of the White Lions. In combat, I kept up the Hexing pressure and the Ironguts couldn't manage much damage at all. Their attacks were bouncing off the White Lions, who gleefully hacked them down to just the Tyrant. Shooting started putting pressure on the Bull unit, killing a couple (failed to mark that on the diagram.) The Leadbelchers didn't react too well to my Phoenix Guard, and despite some fairly poor rolling on my part they fled handily and I reformed.
Ogre Turn 4
The Bulls charged the blocking Reavers, the Belchers failed to rally and kept high-tailing it towards the table edge. Some attempts at buffing were contained. I swung away at the Tyrant, but managed no wounds. I find myself not really missing the re-rolls on Lions too much, compared to the other nice advantages they received, but I particularly miss it when they're looking at 5+ to hit across a small frontage (like an Ogre Tyrant or Daemon Prince.) I still won thanks to static CR, but the Tyrant wasn't going anywhere. The Bulls reformed to face the Phoenix Guard.
Asur Turn 5
In this final turn, the Phoenix Guard nailed their charge into the Bulls while the Silver Helms came into the flank. With the Bulls at only Strength 4, and the Phoenix Guard easily able to soak up the great weapon hits from the characters, this combat was a done deal even with Runemaw to deflect my Hexes. With my looking to eventually clear the table, and my shooting having mopped up most of his chaff, my opponent and I called it a game at this point.
I had lost:
-5 Reavers w/ musi
-5 Reavers w/ musi
-5 Reavers w/ musi
My opponent was looking to lose:
-Bruiser w/ great weapon, Runemaw Banner
-Butcher w/ great weapon, Gut Magic
-Butcher w/ great weapon, Beasts
-11 Ironguts w/ full command, Dragonhide Banner
-9 Ogre Bulls w/ full command, 2x hand weapons
-Sabertusk
-Sabertusk
-Sabertusk
-3 Mournfangs w/ musi, standard
-3 Leadbelchers
-3 Leadbelchers
-Ironblaster
A handy win for the Elves
Post-game thoughts:
Part of me was hoping that I wouldn't go back to Shadow Magic in the new book, since I've used it with such regularity for years. I have to say though, it's very reassuring to have it on the table. I like the fact that it feels more defensive now than it ever felt before, thanks to options like Banner of the World Dragon and the Ice Phoenix which help the Lions survive things they couldn't before. Pit of Shades is great for drawing early-game scrolls, Miasma and Enfeebling are excellent, but Withering is really the secret ingredient for magic Elven shooting work. This very humble shooting phase has become incredibly potent, since Pit and Miasma can draw dice very effectively (noone wants their monster getting nuked, or their lumbering Deathstar taken down to Movement 1) which leaves the door open for that Toughness debuff.
Other than that, Phoenix Guard and Lions continue to form a solid tag-team. They both hit well, they're both resilient to shooting, and neither breaks from combat. It's nice to continue using them again (it also means less new painting I have to do!) I may not have the power of Banner of Sorcery to help force Shadows through, but overall they can rely on much, much better support in the form of diverse Core Cav, a respectable shooting phase and the Phoenix.
I was hoping for a game v Chaos Dwarves tonight, but another High Elf player beat me to the punch on that one so I didn't get to try my hand against dual Magma Cannons and the K'daai Destroyer. Hopefully this weekend though, that should be a good challenge since I don't have Dragon Princes to easily tank the K'daai.