Warhammer Armies Project: a search for experience.

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Prince of Spires
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Re: Warhammer Armies Project: a search for experience.

#61 Post by Prince of Spires »

Tethlis wrote: Sun Mar 12, 2023 11:45 pm Dragon Princes are a more difficult sell for me. I typically like Silver Helms because they're a Core Choice, and make for a good escort for a Cavalry character. In both cases though, Silver Helms and Dragon Princes alike, Strength 3 is just very poor after their charge. Since they rarely break ranked units with frontal charges, and I can't count on my opponents to be incompetent enough to give me a flank charge, I rarely invest in Dragon Princes over straight Silver Helms. I'd rather use those precious Special + Rare points to provide something my Core can't do, such as elite infantry, Strength 4 shooting, or a combat monster. Perhaps if Dragon Princes had something to set them more apart from Silver Helms, I'd use them more often.
They're an interesting unit, that's for sure. I think Dragon Princes are more viable in WAP than in 8th ed. They're only 4 points more than SH (assuming you're taking heavy armor, and why wouldn't you...). And you get a lot for those 4 points. +1WS, +1I, +1A and +1LD. Which means you're more likely to hit stuff (you only fail to hit on a 2 in a lot of cases), you're more likely to go first, you're more likely to do more damage, and if you lose combat or need a LD test, you're more likely to stick around.

SH as a unit are either a complete support unit or a character delivery unit. They wont do much on their own. However, 5-7 DP or even 10 are a fine unit out on their own. I disagree that your opponent needs to be incompetent if they offer you a flank charge. With 18'' movement and a 16'' average charge, you are very fast. And then it's about offering your opponent bad choices. He might block your flank charge, but that can very well open him up to another charge from you or disrupt his battleplan.

In that sense they offer something very different from your core. They're a fast sledgehammer, a lot more so than SH.
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Re: Warhammer Armies Project: a search for experience.

#62 Post by Ramesesis »

Talking heavy cavalry I found four old metal Silver helms yesterday for the total prize of about 14€.
That means I can soon field 11 Silver helms plus a mounted Commander.

But what character would be best? Noble or Prince?
A prince with the Sword of Ages could really increase their hitting power and help them out if the enemy do not break at once.
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Re: Warhammer Armies Project: a search for experience.

#63 Post by Ramesesis »

Dammit! Went back to the convention where l ound the Silver helms and found on old RBT with no crew (easy fix) and some metal spearmens, a musician and a metaö Swordmaster standard bearer. So I guess I will have start scraping together a second Spear regiment.

I guess that is only fitting for Cothique
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Re: Warhammer Armies Project: a search for experience.

#64 Post by Prince of Spires »

The dangers of miniature collecting. Especially shopping around second hand. With a bit of attention and patience, there are a lot of good deals to be found. Which means you'll end up with too many models and not enough time to work on all of them...

The question which is best for a SH bus is tricky. The Prince is just all out better. He's a lot more reliable. The main stats are +1A, +1W, +1I, and +1LD. It means you're more likely to do damage, more likely to survive if you take damage, and less likely to fail any LD tests if it comes to that (either for the SH bus or surrounding units). You can also bring more magic items, which increases what he can do even more.

There are also downsides to the prince of course. The main one (by far) is cost. The prince will be almost twice as expensive as the lord (depending on exact stuff he takes), and the points difference can easily be 110 pts. Which can buy you a lot of other stuff. The other potential downside is that the prince will pretty much always be your general. It's unlikely that you'd bring another LD10 model after all. Now, that doesn't have to be bad (and Seredain has run his cavalry prince very succesfully). But not everyone wants their general running around in a SH unit where he can get killed more easily.

Also, at lower points, you make it harder to also bring an archmage. At the 250-ish points he costs, you've already used up half your points allowance for Lords for a 2.000 pts army. Again, that may not be a downside, but it is a factor in which you bring.
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Re: Warhammer Armies Project: a search for experience.

#65 Post by Ramesesis »

Another battle against Daemons of Nurgle today. A 3000 point game.
Up until turn 3 I had the upper hand and the winds of chaos did not favour my friends daemons and his had some really bad luck with his rolls.

But then it turned as he managed to kill my general and the dice gods were totally against me! He also managed to wipe out my White lions with his generals unit in my turn so he could reform and then flank charge my spears in his turn. His Daemon prince was a better equipped and a right monster in combat, giving my units always strike last and losing my dodge. That more or less decided the battle.
I missed moving my lion chariot once which might have made a difference. Was to eager to shot.

But I took down plenty of his stuff on my way down. My eagle and my phoenix guards were the only thing still standing in the end.

With hindsight I was too eager to get into close combat. I should have held back a bit more and ler my shooting have more effect. And I am considering bringing Sea guards instead of the White lions next time.
That said, had they managed to land that killing blow on his general it would probably have been a completley different story..

Nurgle daemons are tough and the fact that they give -1 to your weapon skill hurt our elves really bad.
But they cannot bring much in the way of missiles and when firing double shots even our str3 archers hurt them.
I will try and play it cool next time and try focusing my firepower better.
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Re: Warhammer Armies Project: a search for experience.

#66 Post by Prince of Spires »

Sounds like a tough battle. HE really rely on their supperior stats, and having them taken away hurts. Though perhaps with ASF getting ASL hurts less than if you don't have ASF, since at least we'd still have good initiative.
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Re: Warhammer Armies Project: a search for experience.

#67 Post by Ramesesis »

Yeah, if we had Always Strike First in WAP I think it would have been somewhat better. In the future I think I will try to avoid his Generals unit as much as possible. The only ones who could tie it down long enough are probably Phoenix guards with the Banner of Defiance making them stubborn.
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Re: Warhammer Armies Project: a search for experience.

#68 Post by Aerendar Valandil »

Has been some time. I had a tough battle against WoC, Tzeench. I had a metal archmage, a loremaster, a big unit of seaguards (33, seahelm BSB), 2 RBT's, and Swordmasters, SW's. First show of my frost Phoenix. Lore of metal did well, managed to kill his wizard in turn II. What an onslaught, it was a loss, but less so than I expected. And If I hadn't forgot Stomp twice, I might even have been better.

M.
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Re: Warhammer Armies Project: a search for experience.

#69 Post by SpellArcher »

Aerendar Valandil wrote: Thu Jun 01, 2023 1:17 pm I had a tough battle against WoC, Tzeench.
Tzeentch Warriors are generally considered strong in WAP?
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Re: Warhammer Armies Project: a search for experience.

#70 Post by Aerendar Valandil »

I don't know. I only have my own experience, I''m not really researching. But T4, S4 core is tough in any case.
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Re: Warhammer Armies Project: a search for experience.

#71 Post by Ramesesis »

Yeah, nurgle daemon core is the same. Hard as nails
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Re: Warhammer Armies Project: a search for experience.

#72 Post by Tethlis »

WoC Tzeentch is interesting in WAP. Since Ward Saves combine in WAP, shield warriors stack Mark of Tzeentch and the Parry Save/Magic Resistance 1 for a 5++ Ward in close combat and vs spells. Since Heavy Armor is a 4+ save in WAP also, it means Tzeentch Warriors have a 3+/4++ in a lot of situations. Not as hitty as their Khorne flail brethren, but still an iron-hard Core choice.
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Re: Warhammer Armies Project: a search for experience.

#73 Post by Aerendar Valandil »

Tense game agains Darkelves.

Belannaer, 1st lvl mage (life), Seahelm BSB, 34 Seaguard, 21 SM, 5 SW, 10 Warriors Sword&Shield, 10 archers, Merwyrm, Frost Phoenix, 2 RBT's.

Lord on Dragon, Mounted mage (death), BSB, 20ish Darkshards, 10 of those magical riders, 2 units of Harpies, a Medusa, 5 Melusai, a big unit of skirmishers, 2 units of ambushers, 5 lizard riders.

I held a defensive line with the the monsters on the flanks and the SM's and Warriors obliquely and slowly advancing on the right. I managed to remove the lizard riders, and shoot the darkshards into fleeing. He had some bad luck with LD rolls there. His right flank was struggling with movement. And I happened to roll some lows for Ld for my warriors, who held against the Melusai. The Merwyrm weathered the Medusa shots and took her out.

In short, I managed to take out all units except the dragon and a unit of ambusjers. The monsters did very well holding out against the dragon, before they succumbed. I had my large unit of Seaguard intact and my Swordmasters almost. The Dragon pursued into the spears of the guards, wreaked havoc. I needed a 5 and succeeded. Then the Swordmasters charged the dragon in the flank.

That spelled the end for the dragon.

Interesting game. I won, largely through good Ld rolls on the right occasions.
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Re: Warhammer Armies Project: a search for experience.

#74 Post by SpellArcher »

Congratulations! Sounds like the Dragon was the main threat and you nailed it eventually Aerendar.
Aerendar Valandil wrote: Thu Jul 27, 2023 9:16 am 10 Warriors Sword&Shield
I believe these haven't been seen since maybe 4th edition?
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Re: Warhammer Armies Project: a search for experience.

#75 Post by Aerendar Valandil »

Yes, I've used Warriors with 2weapons earlier, they do well,but in this case I fought Darkelves, and MA+shield (minus the -1 AP of the darkelves) gave a decent save of 5+ agains shooting and the Melusai in CC. I did need the luck on the Leadership front there as well though.

Sunday up against Skaven.
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Re: Warhammer Armies Project: a search for experience.

#76 Post by Aerendar Valandil »

Very nice, tense game against Skaven. We played Blood&Glory, which is perhaps my favorite in WAP.

I had a LIFE 4th mage, a Loremaster, a Seahelm BSB, a big unit of SG (34), a rather big on of Swordmasters (19), some Shadow Warriors, some archers. 2 RBT's, a Merwyrm, an Eagle and a Phoenix.

My opponent had two units of Clanrats, a Stormvermin bunker with his BSB and a Seer general, a minor mage, some character on some kind of rat ogre, a unit of rat ogres, a hellpita bomination, a doomwheel and quite some artillery.

I had my seagguards on the left centre, in a long double line, supported by one of the RBT's, the SW's and the Merwyrm and a eagle to go artillery hunting. Opposing them was a piece of artillery and the doomwheel, with next to them the mage bunker and the rest of the line. The Doomwheel (that had ran into difficult terrain an was barely alive) got the SW's, but the Merwyrm got the doomwheel and set itself up for a charge on the vermin bunker. The artillery piece broke to pieces, so the eagle went further toward a bunch of artillery on a ghill in the middle. It failed to take it out of action, but it succeeded in holding up one of the pieces so it couldn't shoot. The seaguards shot what they could.

In the left centre were the archers and anorther RBT, that did what the do best: shooting. Opposing them and the Seaguards were the Mage Bunker, the Rat Ogres, and the two units of clan rats. On their the extreme left (so our richt) were the hellpit abomination and the character on the Rat Ogre-thing. Next to the Archers and the RBT were the Swordmasters and the Phoenix. The Phoenix got himself in harm's weay and was charged by both the character and the Hellpit beast. It broke, and that was disappointing at that point, but the hellpit beast went of the field,which proved very important: the Phoenix had sacrificed its 250something points for time. Both trhe beast and the character were of for a while. The swordmasters positioned themselves for charging, could charge one of the clanrat units, and followed up to remove itself aout of the charge arc of the Rat Ogres. After that, it charged the other unit of clanrats, drove it of with major damage, but held its reins because pursuit would bring it within the danger of the Hellpit Beast. However, without help of the general or the BSB, BOTH clanrat units rallied!! Unnatural!! So no points for me there, although I knew that those two points would not have been enogh.

Most of my shooting went to the Stormvermin bunker, because there were the points. The player couldn't help himself and charged, failed and the Merwyrm could take it in the side. On my turn three, the action was over: the already depleted Stormvermin, with all the characters in it were overwhelmed by the Sea Monster, broke, fled an were overrun. That were a banner, a BSB and two points for the general.

A narrow Elven win, because both the Hellpit, the character on the Ogre-thing and the Rat Ogres stood poised to charge!
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Re: Warhammer Armies Project: a search for experience.

#77 Post by SpellArcher »

Aerendar Valandil wrote: Sun Aug 06, 2023 6:16 pm A narrow Elven win
Congratulations!
Aerendar Valandil wrote: Sun Aug 06, 2023 6:16 pm Stormvermin, with all the characters in it were overwhelmed by the Sea Monster, broke, fled an were overrun. That were a banner, a BSB and two points for the general.
I take it the damage inflicted by shooting was critical here? The Merwyrm appears a bit of a star this game though.
Aerendar Valandil wrote: Sun Aug 06, 2023 6:16 pm However, without help of the general or the BSB, BOTH clanrat units rallied!! Unnatural!!
This doesn't seem like typical behaviour for Skaven!

:lol:
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Re: Warhammer Armies Project: a search for experience.

#78 Post by Aerendar Valandil »

Thanks.

The Merwyrm was essential, it secured the flank and did a lot of killing in the end. The unit was sorely depleted and therefore could not benefit form the 'strengt in numbers' rule, and was in the minority. So it lost the combat so dramatically that there was no chance of holding (no insane courage in WAP). (I think I did 8 casualties including taill&stomp, = 8 for cas+maj+terror+flank=11-2 for banners = 9.) A grey seer has 6+3 for numbers would be 9. As the monster has US 5, it would not have removed ranks. So the number would have been 2 for banners, 3 for numbers and 3 for ranks +1 for majority (and for me 1 less),he would have won with 1. So yes, removing ranks was crucial. Important lesson, especially against skaven.

"This doesn't seem like typical behaviour for Skaven!"

No.
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Re: Warhammer Armies Project: a search for experience.

#79 Post by Aerendar Valandil »

So, that was some time. But another win under my belt, albeit a very close one.

The Skaven player and I decided we wanted to do things a bit differently. In WAP I think most players have a few 'go to' items, tactics and builds, the 'you need this' stuff to have some chance of winning. For High Elves that is to go high magic and often good shooting, and for Skaven War Machines and magic as well. Games and tactics tend to get a bit repetitive.

We tried to avoid that in this game. We decided to take some magic items, heroes and units we usually don't take, to try them out or just for being nice, and generally not to overbuild. And we decided to limit our magic to two levels per side.

I took a big unit of spears (34), a fighty lord on a griffon, a level 1 mistweaver, a level 1 high magic, a sea helm BSB (for being cheap), a hero with reaver bow on an eagle (who I totally forgot so he didn't play any part in the battle), 10 archers, 2 tiranocs, 5 Silver Helms, 5 reavers, 25 Phoenix Guard and 21 White Lions. As you see a lot of CC troops, not a lot of shooting, so I gave my the PG's and the WL's both banners to be quick in charging.

He had a mage lvl. 2, a Battle Standard, 2 units of clanrats of which oner really big one with his characters, A unit of slaves, a big unit of plagebearers, a hellpi abomination, melee-centered stormfiends, some rat ogres, a kind of mini-doomwheel and some kind of gatling gun. And he had a some character mounted on a rat oger (or some strange being).

The part on my lef flank went pretty well. My reavers were eaten by the hellpit ABO, but that geve me the opportunity to charge it with a chariot and my character. The third charger didn't fit and was taken out of harms way by my mage (Walk of Worlds), and put in a position it coud charge the hellpit beast. The slaves joined the fray ad drove off the charit, but the charater held until the SH's flank charged and the hellbeast was slain. The SH's overran into the slaves and eliminated it. In the meantime a long spun out battle occured between my spears and the rt ogres, that was slowly won by the spears.

On the other flank it went the other way. I was too enthusiastic and avfter the Skavne remained largely immobile on that flank, I marched too far up. THe PG's were charged and flank charged by the two units of clanrats with lots of ranks. The WL's were magicked and shot and decimated,and when the PG's broke they got the clanrats in the flank. They held,m but were taken by the stormfiend. However, the Stormfiends were decimated by an Illusionary Assault of the Mistweaver.

Then occured a second phase of the battle. My right flank was eliminated, my left flank eliminated his right flank. A new battleline was formed. Another illusionary assault eliminated the stormfiends, some more mist magic made the elves hard to hit, and slowly but surely the spears and the skaven character bunker wore each other out. That went quicker on the elves' side, so danger looomed. However, the Griffon Rider, who was charged by the plaguebearers, drove them off and pursued into the bunker. Help came at last. It took a round or two, but the bunker was eliminated, including the two characters.

By that time the last two Stormfiends were destroyed by antother illusionary assault.

The Griffon rider took position in a safe place, added to by the remaining spears who were magiced into position by another Walk of Worlds spell. There were now only skabven infantry in the field. It was turn 7, time to depart, and we decided it would be an elven win. The skaven could not move themselves out of harms way, the griiffon was too hard for rank and file, there were still two elf mages poised to do harm, and it was long after dinner.

I was impressed by the spearelves, bu that was also because magic and shooting were limited. I lost two expensive units by my enthusiasm, but it did buy me time. The chariots did (sometimes) what they do best: impact hits. They are, I think, the most unreliable units of the Elven list, but today I saw both very good and very bad results.

It was great fun to play with units, items and troops I don't use very often. I really like thematic battles and battles with special scenario's and special limitations. It really breaks from the usual.
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Re: Warhammer Armies Project: a search for experience.

#80 Post by SpellArcher »

Aerendar Valandil wrote: Sun Sep 17, 2023 8:23 pm We decided to take some magic items, heroes and units we usually don't take, to try them out or just for being nice,
Good call and sometimes that surprisingly reveals more interesting or flat out stronger options in some areas.
Aerendar Valandil wrote: Sun Sep 17, 2023 8:23 pm stormfiends,
How do these perform in WAP?
Aerendar Valandil wrote: Sun Sep 17, 2023 8:23 pm I was too enthusiastic and avfter the Skavne remained largely immobile on that flank, I marched too far up
Interesting how the elite infantry, who might have been expected to do better than your more mundane troops actually did worse here.
Aerendar Valandil wrote: Sun Sep 17, 2023 8:23 pm Another illusionary assault eliminated the stormfiends, some more mist magic made the elves hard to hit, and slowly but surely the spears and the skaven character bunker wore each other out. That went quicker on the elves' side, so danger looomed. However, the Griffon Rider, who was charged by the plaguebearers, drove them off and pursued into the bunker. Help came at last.
The Griffon did really well, didn't he. Also your moderate magic phase still seems to have been effective Aerendar.
Aerendar Valandil wrote: Sun Sep 17, 2023 8:23 pm It was turn 7, time to depart, and we decided it would be an elven win.
Well played and reads like a good, competitive game with positives for your opponent too.
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Re: Warhammer Armies Project: a search for experience.

#81 Post by Aerendar Valandil »

SpellArcher wrote: Wed Sep 20, 2023 1:01 pm
Aerendar Valandil wrote: Sun Sep 17, 2023 8:23 pm We decided to take some magic items, heroes and units we usually don't take, to try them out or just for being nice,
Good call and sometimes that surprisingly reveals more interesting or flat out stronger options in some areas.
Yes, it did.
Aerendar Valandil wrote: Sun Sep 17, 2023 8:23 pm stormfiends,
How do these perform in WAP?
They can be devastating if gotten in combat. In this case my opponent chose the combat options exclusively. In other games they had the gatling option. In this game I mostly was able to avoid them.
Aerendar Valandil wrote: Sun Sep 17, 2023 8:23 pm I was too enthusiastic and avfter the Skavne remained largely immobile on that flank, I marched too far up
Interesting how the elite infantry, who might have been expected to do better than your more mundane troops actually did worse here.
That was circumstantial and positioning. The WL's were vulnerable as ever and therefore decimated by fire and magic. The remaining few were eliminated by a flank charge of the stormfiends. The WL's were victin of my mistake. Charged in the flank and front large units with characters and a lot of ranks is difficult any day.
Aerendar Valandil wrote: Sun Sep 17, 2023 8:23 pm Another illusionary assault eliminated the stormfiends, some more mist magic made the elves hard to hit, and slowly but surely the spears and the skaven character bunker wore each other out. That went quicker on the elves' side, so danger looomed. However, the Griffon Rider, who was charged by the plaguebearers, drove them off and pursued into the bunker. Help came at last.
The Griffon did really well, didn't he. Also your moderate magic phase still seems to have been effective Aerendar.
Yes to both. The Griffon had only one wound at the end of the game. Shining (and lone) magic item: Helm of Fortune.

The Mistweaver is a fickle thing and not altogether good, but the Illusonary Assault spell (7+!) was a terrible threat to the stormfiends. And it eliminated the unit.

The Walk of Worlds worked very nice too.

Yes, in retrospect, I think my magic phase went better than his.
Aerendar Valandil wrote: Sun Sep 17, 2023 8:23 pm It was turn 7, time to depart, and we decided it would be an elven win.
Well played and reads like a good, competitive game with positives for your opponent too.
[/quote]

Thank you.
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Re: Warhammer Armies Project: a search for experience.

#82 Post by Aerendar Valandil »

The last few weeks two battles. 1

1)A small battle against Skaven. It was the first in a small campaign: the Skaven had to storm a building. 500 points, My White Lions were easily destroyed defending the outer wall, but my Warriors held the building.

2) A battle against Lizards. I tried a Lord of Aenarion first. He performed badly, but that had largely to do with a failed charge. Long story short: a very big fight around the hill that was the prize. Some close calls, some mistakes, and at a certrain point 4 flank charges in one combat. We called it a tie, but because of a mistake we mide I think I would have lost, closely. It was really a contest of dice.

Nice games.
,
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Re: Warhammer Armies Project: a search for experience.

#83 Post by SpellArcher »

Aerendar Valandil wrote: Sat Oct 28, 2023 8:19 pm A small battle against Skaven. It was the first in a small campaign: the Skaven had to storm a building. 500 points, My White Lions were easily destroyed defending the outer wall, but my Warriors held the building.
Job done!
Aerendar Valandil wrote: Sat Oct 28, 2023 8:19 pm We called it a tie, but because of a mistake we mide I think I would have lost, closely.
Always good to see things as they really were.
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Re: Warhammer Armies Project: a search for experience.

#84 Post by Prince of Spires »

Aerendar Valandil wrote: Sat Oct 28, 2023 8:19 pm 1)A small battle against Skaven. It was the first in a small campaign: the Skaven had to storm a building. 500 points, My White Lions were easily destroyed defending the outer wall, but my Warriors held the building.
I can imagine Skaven have a hard time getting other units from buildings. They lack some of the tools needed to manage this reliably since they often either deal high damage or a lot of low damage attacks. But they don't really have an option that combines both in a reliable way. Though they can destroy the building, so there's that...
Aerendar Valandil wrote: Sat Oct 28, 2023 8:19 pm Some close calls, some mistakes, and at a certrain point 4 flank charges in one combat. We called it a tie, but because of a mistake we mide I think I would have lost, closely. It was really a contest of dice.
Those are some of the best battles. It happens when you and your opponent are closely matched, both in terms of skill and in terms of the power level of the list.
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Re: Warhammer Armies Project: a search for experience.

#85 Post by Aerendar Valandil »

Very tense second game in a my campaign agains skaven. I had the advantage of surprise, but only 1000 points against 1500. The clue was that the warmachines saved in this game would be available in the rest of the campaig. My opponent decided he would go for vermintide and took no warmachines at all.

The skaven were set up in a column positiones sideways in 18 inch from my setup line on a hill: it was assumed the column was suprised when i marched up a concealing hill. I had the first turn, so could charge his ratling gun mutants with a well aimed chariot, who fled. What followed was an ebband flow: first I seemed to win, then I startet losing, then i was going well and then some bad rolls made me lose some more.

It was a tie in points. He had a formed unit of plaguemonks left, but no more than a level one mage. I had a unit of skirmishers and two characters left. But because we made a mistake to my advantage somewhere in the game, as well as the fact that he had a formed unit left, we decides the win would be his.

No more warmachines for the skaven in the last two battles (except the small ones connected to the units), but I am at a numerical disadvantage in battle 3.

It is a great game, WAP, but there are a lot of things to easily forget, even after quite a few games.
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Re: Warhammer Armies Project: a search for experience.

#86 Post by SpellArcher »

Aerendar Valandil wrote: Sun Dec 10, 2023 3:15 pm But because we made a mistake to my advantage somewhere in the game, as well as the fact that he had a formed unit left, we decides the win would be his.
Bad luck Aerendar but you were outnumbered.
Aerendar Valandil
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Re: Warhammer Armies Project: a search for experience.

#87 Post by Aerendar Valandil »

No prob. It was a great game, it was very close, so his victory was deserved. We play a narrative campaign, not a competition. The fun is in the story, not the winning.

M.
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Re: Warhammer Armies Project: a search for experience.

#88 Post by Aerendar Valandil »

And anorther interesting game agains Darkelves, 3000 pts.

My opponent had an army of MSU, with several units of dark rider FC, harpies, shades, and darkshards, a Medusa, and two CO-chariots. As hammers he had a Hydra, an Chimaira with rider, a unit of Cold One Knights with Malus Darkblade, and a 10 strong unit of Dark Rider Medium Cav (barding, spears only). He had a wizard 4 and a wizard 1, and a unit of those magic light cav. (edit. Doomfire Warlocks). No BSB. That was essential.

I had a (insufficiently equipped) Hero with Dragon, a Phoenix (flame instead of frost, another glitch), a wizard 1 (heavens) and a wizard 4 (life), 10 sister, a Sea Helm BSB, a big unit of PG, a big unit of SM, some skirmishers, a big unit of SG and 10 SH Knights.

We fought about a holy grove in the middle, giving light cover and being difficult terrain. We started 18" form eachother, not 24".

The first and important action was aggressive, of me. I occupied the grove with my two CC foot units. On the left flank my Phoenix charged, and the magic light cav fled from terror, taking the hydra with it from panic. With my skirmishers and seaguard I shot at light cav on the left, which fled and took a unit of harpies with it off the table; the Medusa was dispatched by the sisters. The left middle was severely depleted, due to bad luck on his part; the lack of BSB and the general being on the other flank really counted.

On the right it went less well. I attempted the risky charge on the cold ones with my dragon and my knights, and the dragon failed. The Coold ones won the combat and pursued into the dragon, which did not hold well. I had planned to equip the dragon rider better, but I had simply forgotten about it.

The left flank remained for the following two turns a shooting fest. I depleted his darkshards and other troops, but lost the sisters and the phoenix.

On the right flank the CO-riders went for the PG's in the forest, together with the Chimaere. That became a slugfest in which became cllear that PG's in combination with life are a very tough nut to crack. I just revived the casualties. and when we quit they were still (or again, repeatedly) at full strength. In addition, my opponents 4 mage went for broke and had cast a spell with 6 dice - one 6 turning into the second 1 for a miscast. He had lost both the magic light cavalry and his other mage, so his magic phase would be no more.

In the meantime the Seaguard (34) had fought off a chariot (vivat the Helm reform power) and were marching on and stood poised to shoot at the Dark Rider Medium Cavalry. The Sword Masters had fled from panic after shooting (yes, my BSB and general were occupied elsewhere), and were now in the open to be darksharded.

We had to quit, so we made it ito a tie, trying to look into the future by estimating what the final result would be. In first instance I thought he was at the advantage, as we fought over the grove, and he had higher US on the table. However, as I looked further, I think I had the better chance, as I still had 2 big units (20 pg's and 34 SG) at almost full strength, with life to back uop the casualties and a lot of magic in general (although my spells were mainly defensive). He had no magic, I had quite a few bows to return fire (although it would take some manoevering to put the SG to full use) and the numbers and 3 turns to bring them to bear.

Very nice game.
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