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Playtesting II 
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Malekith's Tastetester & Physician
Malekith's Tastetester & Physician
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Joined: Thu Oct 10, 2002 9:41 pm
Posts: 5170
Location: Putting needles into people.
I know this may require a lot of work, but that is what it is all about. If you love the army it will payoff in the end.

Now Here are the instructions:

New rules are NOT being accepted, new changes are NOT being accepted. Changes will only be made on the basis of playtesting. That is final.

Please follow the next few rules exactly and post your comments in THE PLAYTESTING THREAD ONLY. If you take part in this we ask you to play test strictly according to these guidelines. Any posts made here which involve any other items, units, changes, new ideas etc WILL be deleted. So here goes......

Please consult the revisions documents published in the petitions forum for the new rules. Please DO NOT deviate from the rules, playtesting of listed rules will only be accepted. Please make 1000pt and 2000pt armies for testing.

Playtesting Guidlines.

1. Playtest anything you like. Any scenario as well.
2. State Specific Scenario played.
3. State complete army lists from both sides (roughly).
4. Prepare a rough map of the setup.
5. Record concisely what happened on each turn.
6. End result including numbers ie: Draw DE 999 HE 958.

Please address the following questions at the end of your testing results :

1. How effectively did the revision function, was it up to expectations? How?
2. Will this change make a significant difference, how?
3. Would you feel that the Dark Elf revision is now "cheezy" if you were playing AGAINST it? How? Why?
4. Are there some ways these changes could lead to significant abuse, or completely unrealistic situations? How?
5. Did the revision function co-operatively with the rest of the army? How?
6. Should there be any restrictions on it's use? How?
7. What did your opponent think of the revision, with reasons.

In addition, please post any general observations on how the revised units worked for you. Particularly if they are in any way over powered.

I will answer and address questions in this post please keep your eyes open for it.

Last point of note : If you are not in agreement with the need for a DE revision, or are not happy with the revisions mentioned above, I respectfully ask you to post your comments in the appropriate threads in the petitions forum. Any such comments posted here will be deleted. We do NOT want this to get off topic.

Thanks in advance for your help and HAPPY GAMING!!!

Message from Gav Thorpe to Dark Alliance:

>From: Gavin Thorpe <XXXXX>
>To: gary moore <XXXXX>
>Subject: RE: Druchii net DE revision
>Date: Thu, 13 Feb 2003 14:36:21 -0000
>
>Glad that's sorted out, then! With playtesting, I always believe that the
>best approach is to recreate the destination of the army - that is, let
>people play as and how they want. At the end of the day, that's where the
>army needs to stand the test, and which is why we will always receive
>feedback after a book has been released because it is then free to roam in
>its natural environment. The term playtesting conjures up images of a
>scientific process, meticulously recorded and analysed. In truth, it's more
>a case of letting people do what they do and keeping notes as you go along.
>To ensure some consistency, it's usually best to get battle reports
>submitted in a similar format. This should include both forces used, a
>description of the terrain (or preferably a map, no matter how rough), and
>a
>concise turn by turn account. The result also needs to be clearly reported!
>All comments and questions should be addressed at the end of the report,
>rather than in the body of the text, as this makes it easier to ensure all
>comments are read and any issues raised are not lost in the turn-by-turns.
>
>There is also two ways of dealing with the information. Firstly, a matrix
>of
>what armies the list has faced and whether it was a win lose or draw gives
>you the most basic and important statistics. You will need to reset this at
>regular intervals if there are ajor revisions. In particular to this
>project, it would be an interesting trial to spend a week or two compiling
>results based on the unadjusted list, wo give you a benchmark to work
>against (perhaps you're already doing this, I'll pop over to the site this
>afternoon and check it ou - having been there for a while).
>
>In addition to that, compile a list of questions and comments and then
>review them on a regular basis. I prefer not to answer questions or
>feedback
>on a piece-by-piece basis as this can lead to stuff being left out or
>fogotten, or repeated - simply transfer all comments to a single feedback
>file and then go through it one comment at a time once a week or
>fortnightly
>(weekly at the start, fortnightly later on). This also ensures that weight
>of opinion shows through, rather than individual opinion.
>
>Hope that helps (some day soon, due to frequent requests, I'm going to
>write
>a piece on playtesting for publishing on the web).
>
>GAV
>
_________________

_________________
While running a million dollar company, singing at weddings, and his frequent jetting to Spain Elton Jon style, Dark Alliance found the time to stand on the doorstep of Games Workshop like Moses and the Pharoah and calmly state, "Let my people go."


Wed Apr 09, 2003 10:17 pm
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Noble
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Joined: Mon Jun 10, 2002 9:04 am
Posts: 413
Location: Hengelo, The Netherlands
Post 
Dark Elves vs. Chaos 2000 pts Pitched Battle

Dark Elves
Highborn (237)
Executioner's Axe, Blood Armour, Shield, Sea Dragon Cloak

Noble (151)
Cold One, Lance, Heavy Armour, Shield of Ghrond, Sea Dragon Cloak, Black Lotus

Sorceress (180)
Level Upgrade, 2 Dispel Scrolls

20 Warriors (225)
Spear, Light Armour, Shield, Musician, Standard Bearer, Champion

12 Warriors (156)
Hand Weapon, Repeater Crossbow, Light Armour, Shield

6 Dark Riders (151)
Dark Steed, Spear, Repeater Crossbow, Light Armour, Musician

7 Cold One Knights (248)
Cold One, Lance, Heavy Armour, Shield, Musician, Standard Bearer, Dread Knight

20 Executioners (335)
Great Weapon, Heavy Armour, Musician, Standard Bearer, Draich Master, Strength Upgrade, Banner of Murder

9 Harpies (117)

2 Reaper Bolt Throwers (200)

Chaos
Chaos Lord (374)
Mark of Khorne, Barded Chaos Steed, Chaos Runesword, Chaos Armour, Bane Shield

Exalted Chaos Champion (185 + 150)
Mark of Khorne, Chariot, Berserker Sword, Chaos Armour, Enchanted Shield

4 Chosen Chaos Knights (275)
Mark of Khorne, Barded Chaos Steed, Hand Weapon, Chaos Armour, Shield, Musician, Standard Bearer, Champion

1 Chaos Chariot (150)
Mark of Khorne

15 Chosen Chaos Warriors (468)
Mark of Khorne, Two Hand Weapons, Chaos Armour, Musician, Standard Bearer, Champion, Warbanner

20 Bloodletters (355)
Handweapon, Light Armour, Muscian, Standard Bearer, Bloodhowler

7 Chaos Warhounds (42)

Terrain
___s______________
___s______________
b_________fen_____
_______________ff_
______h___________

s= stream (bridge in center)
f= forest
fen=fences
h= hill
b= boulders

Setup
--rbt-rbt-cok---exe-warr---------------
-------------hp---rxbrxb--dark---------
---------------------------------------
---------------------------------------
---ch-war-blo-ec---------hou-----------
-------------------------ck------------

dark= Dark Riders
rxb = Warriors with repeater crossbow
warr= Warriors with spear
cok = Cold One Knights (incl. Noble)
rbt = Reaper Bolt Thrower
exe = executioners (incl. Highborn)
hp = Harpies

Ch = chariot
War = Chaos Warriors
Blo = Bloodletters
ec = Exalted Champion
hou = Chaos Warhoubds
ck = Chaos Knights

Dark Elf Sorceress between Executioners and Warriors with Spear.

Magic
Sorceress
Steed of Shadows
Shades of Death

Turn Summary
Chaos Turn 1: Entire army moves forward, Chaos Knights over the far flank, around the forest.

Dark Elf Turn 1: Cold One Knights pass their stupidty test. Executioners and Knights move forward, Harpies prepare to lure Chaos Warriors and Chariot to the flank. Four Warhounds are killed by crossbowfire as well as four Bloodletters. The Reaper Bolt Throwers kill three Chaos Warriors.

Chaos Turn 2: Warriors and Chariots charge Harpies, who flee . Remaining army moves forward.

Dark Elf Turn 2: Cold One Knights pass their stupidty test. Executioners charge Exalted Champion and clip Bloodletters, Cold One Knights charge Chaos Warriors. Dark Riders charge Warhounds who flee and are destroyed. Harpies fail to rally and flee.
Shades of Death is cast on the Executioners with Irrisistable Force. Cold One Knights kill five Chaos Warriors, autobreak them and run them down.
The Executioners inflict one wound on the Exalted Champion and three Bloodletters. One wound is inflicted on the Highborn, and four executioners are killed.

Chaos Turn 3: Knights and Chariots move forward. Shades of Death is dispelled. Ten Executioners are killed one wound is inflicted one the Highborn; one Bloodletter is killed in return. The Executioners autobreak, run but escape.

Dark Elf Turn 3: Cold One Knights pass their stupidty test. Executioners rally. Crossbowfire kills two Bloodletters. Reapers inflict one wound on the chariot and kills one Bloodletter.

Chaos Turn 4: Chaos Knights charge Warriors with Spear. Chariot and Bloodletters charge Executioners, who flee and are caught by the Chariot; Bloodletters fail their charge. Chariot charges Reaper Bolt Thrower. The Crew flees the table; Chariot pursues of the table.
Twelve Warriors are killed; the remaining break and are destroyed. The Knights pursue of the table.

Dark Elf Turn 4: Cold One Knights pass their stupidty test. Crossbowfire kills three Bloodletters.

Chaos Turn 5: Chariot and Knights return to the table. Bloodletters turn to face the Cold One Knights.

Dark Elf Turn 5: Cold One Knights pass their stupidty test, and accidentally charge the Bloodletters. Warriors turn to face Chaos Knights (so that they cannot overrun into the Cold One Knights. No shooting casualties.
Four Bloodletters are killed; no Cold One casualties. The Bloodletters destabalize. Cold One Knights overrun.

Chaos Turn 6: Chaos Knights charge Warriors; Chariot charges Boltthrower; the crew flees and is caught. Terrain deals two wounds to chariot. The Chaos Lord kills just one Warrior, the remaining knights kill five. The Warriors break and are destroyed.

Dark Elf Turn 6: Cold One Knights pass their stupidty test. Dark Riders capture a table quarter; no further results.

Result: Draw Chaos 1470 - Dark Elves 1333

Evaluation
Sadly, this battle wasn't to good to evaluate items, since a lot of stuff didn't get used.

Executioner's Axe: The Axe got used only against the Bloodletters, which made it's performance equal to a normal great weapon. However, there arose enough situations in which it would be very useful (if just the Highborn had been on the other side of his regiment). So I figure I'll be taking this weapon to battle more often. My opponent agreed that the addition of D3 wounds made the weapon worth it's high point cost.
Temple of Khaine accessible to Noble: I had taken a Noble with Black Lotus on his lance, figuring that, when charging, he could challenge an enemy, cause some wounds on the enemy and significantly weaken him. However, he didn't encounter any characters, so it wasn't tested. My opponent didn't consider this modification overpowered, though.
Cheaper Shield of Ghrond: My opponent considered this a bit cheap for such a fine item.
Stronger Executioners: The Strength upgrade had it's use against these opponents, and I like it. My opponent thought it a good upgrade, as well as the most useful of the available upgrades.
Increased Cold One Knights Leadership, Cheaper Repeater Crossbows, Heavy Armour for the Executioners: Fine. (Hurrah for the Knights! This was the first battle that they ever did something for me... but routing a unit of Chosen Warriors of Khorne is quite good)


Thu Apr 10, 2003 12:32 pm
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Hunter Of The Night
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Joined: Wed Sep 11, 2002 4:17 pm
Posts: 2152
Location: England
Post 
2000 pts against High Elves.

No scenario.

6 Turns


Dark Elves

red = revised stuff

Highborn (in Executioners)
Great Weapon
Armour Of Darkness
Touch Of Death


Sorceress
Level 2
Dark Steed
Dispel Scroll
Seal Of Ghrond

Beastmaster (The Wolf Hunts.)
Master Of The Wild
Spellcall Familiar

Assassin

Additional Hand Weapon
Scout


12 Warriors
Shields
Repeater Crossbows

20 Corsairs
Full Command

5 Dark Riders
Repeater Crossbows
Musician

5 Dark Riders
Repeater Crossbows


6 Shades
Light Armour

5 Cold One Knights
Full Command
Banner Of Cold Blood (Re-roll failed stupidity)


14 Executioners (S4)
Heavy Armour
Musician
Standard
Banner Of The Ethereal Plain (Relentless Assault)



2 Reaper Bolt Throwers



High Elves

Archmage (2nd Sign, Uranon's Thunderbolt, Storm Of Cronos, Comet.)
Level 4
Book Of Hoeth

Commander (In 7 Silver Helms.)
Dragon Armour
Shield
Ithilmar Barded Elven Steed
Blade Of Sea Gold
Pure Of Heart

Mage (Father Of Thorn, Master Of Stone.)
Level 2
Ithilmar Barded Elven Steed
Silver Wand
Seer


20 Spearmen
Full Command

7 Silver Helms
Heavy Armour
Shields
Full Command
Lion Standard

5 Silver Helms
Heavy Armour
Shields
Full Command


20 Swordmasters
Full Command
Banner Of Sorcery

9 Shadow Warriors
Shadow Walker


2 Repeater Bolt Throwers



Set Up

Right
------------------------------------------------------------barn------
----------house-----------------------------------------barn--------
--------------------------treesrock--------------------barn---------
-----------------------------------------------trees------------------
------------hill------------------------hill----------------------------
------------hill--------------------hill-hill----------------------------
------------hill------------------hill-hill------------------------------
------------hill----------------hillrockhill----------------------------
------------------------------hill-hill---------------house-----------
--------------------------------------------------hou-----hill--------
--------------------------------------------------se------hill---------
------------roc-------------------------------------------hill--------
------------ky-------trees----------------well----------------------
------------hill------------rock----------------trees----------------
----------------------------------------------------------------------
Left


-----------------------------------------------------------------------
----arch--------------------------------------------------------------
----mage---------------------------------------------------RBT-----
---------------------------Assassin----------------------------------
----------SHs-------------------------------------------DRs--RxBs-
-----------------------------------------------------------------------
----------Swords---------------------------------------Cor---C-----
--------------RBT---------------Shades----------------sai----O-(B)
----------------------------------------------------------rs-----Ks---
--------------RBT--------------------------------------Sorc---------
-----------SHs(G)--------------------------------------------Ex-----
---------------------------------------------------------DRs--ecs(G)
---Mage-Spears-----------SWs------------------------------------
-------------------------------------------------------------RBT-----
----------------------------------------------------------------------

High Elves................................................................Dark Elves


(G) = General
SHs = Silver Helms
Swords = Swordmasters
Spears = Spearmen
RBT = Repeater Bolt Thrower
SWs = Shadow Warriors

(A) = Assassin
Execs = Executioners
DRs = Dark Riders
COK = Cold One Knights
(B) = Beastmaster
Sorc = Sorceress
RxBs = Repeater Crossbowmen


Intrigue at Court makes hero in 7 Silver Helms (left Silver Helms) General.

Dark Elves get first turn.


DE Turn 1

COK pass stupidity.
Shades move forward in front of RBTs.
Left Dark Riders move forward just past well and down the left flank.
Right Dark Riders move down right flank.
Corsairs move forward and left.
Executioners follow Corsairs.
COK move up to the edge of the hill which the Shades started on.
RXBs march forward behind woods.
Sorceress moves into these woods.

Magic dispelled or ineffective.

RBT kills 1 left Siler Helm.


HE Turn 1

Archmage moves back and across towards the High Elf RBTs.
Righ Silver Helms and Swordmasters move forward a little bit.
Spearmen move down left flank.
Left Silver Helms move in towards Shades.
Mage moves into woods.

Master Of Stone Kills 4 Shades (don't panic)
Miscast means I cast The Wolf Hunts on COK but dispelled.

RBT kills 2 COK.
RBT kills 2 left DRs who panic.
Shadow Warriors reveal but do no damage.


DE Turn 2

COK pass stupidity on a 9.
Left Dark Riders rally.
Shades move forward towards RBTs.
COK move forward off the hill.
Beatsmaster moves into woods with Sorceress.
Sorceress moves into woods with Assassin.
Assassin runs across and joins Shades unit.
Corsairs move forward towards Shadow Warriors.
Executioners follow Corsairs.
Right Dark Riders move down right flank.
RXBs move into woods with Beastmaster.

Miscast ends magic phase.

Shooting ineffective.


HE Turn 2

General leaves left Silver Helms to charge COK but fails fear test so doesn't.
Left Silver Helms charge COK (Lion Standard so immune to fear)
Right Silver Helms wheel to face right Dark Riders.
Swordmasters wheel to face the Silver Helm/COK combat.
Spearmen move down left flank.
Mage moves forward.

Master Of Stone wounds left RBT.

Shadow Warriors kill 3 Corsairs.
RBTs kill the remaining shades and wound Assassin.

Silver Helms kill 1 COK.
COK kill 1 Silver Helm.
Silver Helms win but COK don't break.


DE Turn 3

Assassin charges left RBT.
Left Dark Riders fail charge on Shadow Warriors who kill 2 Dark Riders with stand and shoot. (Pass panic.)
COK pass stupidity.
Right Dark Riders move forward a little so more can shoot at Archmage.
Corsairs move in front of Shadow Warriors and Spearmen.
Executioners move forward.
RXBs move forward just out of the woods.

Soulstealer kills 1 right Silver Helm and 1 Swordmaster.

RBT kills 1 right RBT crewman.
RBT kills 2 Spearmen.
RXBs kill 1 Swordmaster.
Assassin kills left RBT crew.

Silver Helms beat COK in combat and overrun them.


HE Turn 3

General charges Sorceress.
Swordmasters move towards Executioners.
Right Silver Helms charge right Dark Riders.
Archmage moves forward.
Shadow Warriors move back to face Executioners.
Mage moves onto hill behind left Silver Helms.

Father Of Thorn kills 1 RXB.
Uranon's Thunerbolt kills 1 Corsair.

RBT kills Assassin.
Shadow Warriors don't hurt Executioners.

Silver Helms break Dark Riders who flee off the table. Silver Helms pursue but stay on the table.
General wounds Sorceress.
Sorceress wounds General :) .


DE Turn 4

Lone left Dark rider charges Mage.
Executioners turn and move towards Swordmasters (Exposing their left flank to the Shadow Warriors :oops: .
Corsairs charge Spearmen.

Sorceress casts Soulstealer which kills the General and 2 Swordmasters.

RBT kills last RBT.
RBT kills 1 left Silver Helm.
RXBs kill 3 Swordmasters.

Dark Rider wounds Mage who doesn't flee.

Corsairs kill 2 Spearmen.
Spearmen kill2 Corsairs.
Spearmen win. Corsairs flee but aren't caught.


HE Turn 4

Swordmasters charge Executioners.
Spearmen charge fleeing Corsairs who flee and aren't caught.
Shadow Warriors charge Executioners in the flank.
Left Silver Helms turn to face Corsairs.
Right Silver Helms wheel and move towards RXBs.
Archmage moves back.

Miscast kills Mage.

Swordmasters and Shadow Warriors kill 3 Executioners.
Swordmasters overrun Executioners.


I conceded at this point as I had very little left to fight back with and he was in a position to totally crush me in the next turn.

Final result.

High Elves - 1559
Dark Elves - 832

High Elves win by 726 points = Solid Victory.


Again poor tactics on my part let me down here. I was kicking myself for being so blind as to show my Executioner's flank to the Shadow Warriors. My COK should also have got the charge rather than just move into range. I was also counting on my Assassin being able to get quickly into combat with the Archmage, however he got bogged down by the RBTs and shot.

I thought the revision worked well and it was down to stupid mistakes on my part that I performed so badly. My Executioners and COKs were my real power units: the Executioners designed to get into combat with the Silver Helms while the COK could perhaps flank some Spearmen or Swordmasters. However it wasn't to be. The COK never failed a stupidity test and LD9 only hepled them out once. Therefore the Beastmaster had little to do except providea power and dispel dice. His spellcall familiar was useful in selecting the spell and was failry priced we agreed as it effectively allows you to choose 1 spell for 25 points. High Elves can choose all their spells for 30. The Wolf Hunts never managed to get cast and the only unit that it could be cast on were bogged down in combat and killed. The cheaper RXBs didn't do much as I still couldn't kill a substantial number of troops with them, just 1 or 2 a turn. Killing blow for the Highborn and Assassin never had any affect, however, the scouting rule for the Assassin was really useful. Even though he didn't kill much I could easily see the potential.

There were no unrealistic, cheesy, or overpowered aspects to this game with the revision. Both myself and my opponent agreed.

There were no changes we thought should be made.


Fri Apr 11, 2003 8:02 pm
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Assassin
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Joined: Thu Oct 31, 2002 11:36 am
Posts: 501
Location: Krakow /Poland
Post 
This is my playtesting result – 1k battle against O&G

(note: this is AB text summary rosters)

DE forces

1 Sorceress @ 140 Pts
General; Magic Level 1
Dispel Scroll [25]
Dispel Scroll [25]

15 City Guard @ 180 Pts
Spear; Repeating Crossbow (x5); Light Armour; Shield; Standard; Musician

5 Dark Riders @ 115 Pts
Spear; Repeating Crossbow; Light Armour

5 Dark Steed @ [0] Pts

4 Cold One Knights @ 181 Pts
Lance; Heavy Armour; Shield; Standard

1 Dread Knight @ [18] Pts

5 Cold One @ [0] Pts

5 Harpies @ 65 Pts
2ndWeapon

1 Assassin @ 159 Pts
2ndWeapon
Scout [25]

5 Shades @ 70 Pts
Repeating Crossbow

1 Reaper Bolt Thrower @ 100 Pts

2 Crew @ [0] Pts
Light Armour

Models in Army: 40


Total Army Cost: 1010





Orks and GOBLINS forces
1 Night Goblin Big Boss(Extra) @ 36 Pts
General; Great Weapon; Light Armour

1 Night Goblin Shaman @ 95 Pts
Magic Level 2

1 Night Goblin Shaman @ 95 Pts
Magic Level 2

1 Goblin Big Boss @ 53 Pts
Great Weapon; Light Armour

1 Wolf @ [0] Pts

40 Night Goblins @ 218 Pts
Spear; Shield; Standard; Musician

1 Night Goblin Boss @ [8] Pts

3 Fanatic @ [75] Pts

40 Night Goblins @ 218 Pts
Spear; Shield; Standard; Musician

1 Night Goblin Boss @ [8] Pts

3 Fanatic @ [75] Pts

5 Goblin Wolf Riders @ 60 Pts
Spear; Light Armour; Shield

5 Wolf @ [0] Pts

1 Goblin Chariot @ 60 Pts

3 Goblin Crew @ [0] Pts
Short Bow

2 Wolf @ [0] Pts

3 River Trolls @ 180 Pts
River troll

Casting Pool: 6

Dispel Pool: 4

Models in Army: 101


Total Army Cost: 1015

Spells:
NG Shamman: Brain Bursta
Gaze of Mork
NG Shaman: Gaze of Mork
hand of gork

DE Sorc: Dark Hand of Dead


Table: 48"x48"


- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - R R R R R -
- - - - - - - - - - - - - - - - - - - - - - - - -
H H H - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - F F F F


Gathering for a Storm:



- - - - - - - - - - - - - - - - - - - - - - - - -
- NG m TTHT CH m NG- - - W- -
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - -
SH- - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - -H- - - - - - - - - -DR – Cit - - - -
- - - - - - - - - - - - - - COK- - - RTB S

Legend:
R- ruins
H – house
F - forest


NG – night golnins
m – shaman
T – troll
H – hearo on wolf
CH – goblin chariot
SH – shade
H – harpies
DR – I hope you kneaw who they are
COK – if not you should be shamed
RTB – weapon of mass destruction
Cit – citiguard
S – sorcerres called here as czarusia


DE turn 1
HA I have won first turn so as ancient dwarf custom says – why move let’s shoot. But I moved DR to the right flank to stop wolfs, harpies near to the house. I left assassin behind the house and moved Shades closer to the enemy.
I destroyed chariot fro shooting.

O&G 1
His Hero from Troll unit charged my Shades – I forgot about stand & shoot (oh Good where I left my brain) But he killed only two Shades and I passed test. My Assassin were waiting hide behind the house for this hero

DE 2

Corsairs together with RTB slaughtered Wolf Riders. Harpies “opened” right flank unit of NG (fanatics went of killing my flyers). Shades lost in combat.

O&G 2

He moved his NG unit threw fanatics loosing only 3NG. Hero back to Troll unit. Whole magic dispelled using dispel dices and one dispel scroll.

DE 3

I was preparing a trap. At right flank, hiding behind ruins, DR reform to face a NG regiment CittyGuard turn right a little bit and COK marched forward – I was preparing for cobinated charge – DR from flank and the rest from front. It should be enough force to smash his huge regiment and went to his backs. From shooting he lost some NG but not enough to have panic test.

O&G 3

He didn’t pass animosity on both units of NG and stupidity so Trolls moved forward giving me occasion to charge them with my cav units from front and flank.. One fanatic attack own unit killing 3 NG. His sorcerer killed one COK

DE 4

This turn decided about my army future. As always in this game I passed stupidity in COKunit (Ld 9 makes them weary stabile so Noble isn’t necessary). I declared two charges COK and DR vs Troll unit!! But DR failed fear test and because they have lower US stay at its positions. Because of that I knew that my COK are lost!!!! I have big bad luck, I have lost duel with his hero, and inflict only two wounds so all unit sacrificed, and slaughtered by ugly bad trolls. From now on I knew that I’m standing at the loosing side. I have killed rest of fanatics (last one) and shoot out only 3 more NG. L

O&G 4

My opponent mowed slowly forward and turn Trols to face my Cittyguard.

DE 4

I decided to shoot him out. I moved Sorc from the forest and screan NG unit with DR so she can aim Shamman but spell was dispelled. I killed one troll and inflicted some extra wounds unit was panicked.
O&G 5

Again animosity blocked both his blocks of infantry but he get trolls back to the game. Now DR was a target of Shaman magic. I threw double one trying to dispel brain bursta DR out too. Sorceress panicked.

Here I gave up L I knew that I disappointed you master Langman ;)

DE 353 – O&G 971
Difference – 618 pts!!!!!

I want to use Shades with Assasin ageist his war machines but he haven’t set them. Assassin finished that game behind house waiting for the occasion to charge wolf riding hero from behind but occasion newer occurred. COK with Ld9 are weary stabile unit. Cittiguard – this unit is weary good my opponent were making everything not to charge them.

And again bed luck.

_________________
Innocence proves nothing


Fri Apr 11, 2003 10:51 pm
Profile ICQ
Master of the Red Legion
Master of the Red Legion
User avatar

Joined: Sat Oct 19, 2002 1:06 pm
Posts: 7037
Location: Land of Chill
Post 
2000 pts pitched battle

DE vs. HE

DE list:

Highborn
GoP
Cold one
HA, SDC, shield
Rod of doom

Sorceress
Seal
Scroll

Sorceress
L2
Dark steed
Scroll
Black staff

DR x 5
Musician
RXB

DR x 5
Musician
RXB

DR x 5
Musician
RXB

Execs x 17
Full com
Relentless assault
Heavy armour

Shades x 5

Witch Elves x 12
Touch of death
Full com

COK x 8
Full com

Cauldron of Blood

The idea behind this force was to use most of what I would normally use in a non GP list (the DR as core, COK, shades, and execs) and see really how much of a difference the cauldron would do against a lower T and AS army like HE. The witches were added for theme purposes and because I wanted something with KB which could prove much more valuable with the cauldron’s effects. With the cauldron, the execs relentless assault seemed a good choice, though the problem would be more with scoring hits than wounds in this case. I also wanted to test the rod of doom as it has so far seen very good reviews.

HE list:

Prince
Barded steed
Shield, DA
Vambraces of defense
Blade of sea gold

Mage
L2
Seer
Channeler
Silver wand
Steed

Mage
Annulian crystal

Spearmen x 20
Full com

Spearmen x 20
Full com

Silver helms x 8
Full com

Shadow warriors x 6

Dragon Princes x 9
Full com

Reavers x 5
Musician
Bows and spears

2 x RBT

I had actually created this list a while ago since my opponent does not play HE (it was chosen from a pack of lists I have lying around). I’ve always like HE spearmen as they are a good solid unit to take and can really take a charge in the front when necessary on most occasions, allowing for the critical flank charge from one of the cavalry units. The characters create a good deal of magic resistance as well good offensive magic power and attack power (that prince is rather nasty). The shadow warriors are just there to be annoying (more so than shades usually).

Terrain:

-------------------------------------------
--forest----------------------forest-----
-------------------------------------------
-hill--------------high hill--------------
--forest-----------------------------------
-------------------forest------------------

Deployment:

-----spears------RBTs------------------
---reavers--helms-----DPs-SW-spears-
---------------------------------------------
-shades-DR-DR--WE----COK--DR--
------------execs---CoB-----------------

The mounted sorceress was put with the DR on the right in an effort to beat down the magic he held on that flank (his mage on foot) and aid the DR against those spears and throw missiles at the shadow warriors and then get to the RBTs. The other sorceress was planted near the cauldron in the forest (where I had thought about putting the cauldron bu decided against it). DR were to face off with the reavers and draw the helms into charge range of the execs. The witches would go after almost anything, but hopefully be able to tie up the DPs so the COK could get the flank charge. Normally I’d have put the COK in the middle, but I had nothing to deal with the RBTs this time and they really needed that cover behind the hill.

The Battle:

HE get the first turn.

HE1:

moves his units up

flames of phoenix scroll when he got a good casting roll for it on the execs

middle DR unit wiped out by RBT fire

DE 1:

DR on left charge reavers who flee out of range, putting the DR very much in range of the helms (which was the plan all along)
Execs and witches move into a line (witches moving back and over)
The rest of the army moves up

Rod of doom kills one of the helms

1 SW goes down to DR fire

HE2:

SW charge DR, who stand (the sorceress having previously left the unit in case this happened, but staying close to the unit)
Helms charge the DR who flee out of range, and the helms were just unable to redirect into the shades
DPs charge witches, but end up just out (normally I’d let this go, but these are HE :twisted: )
The reavers rally
Spears move up

RBT skewers the mounted sorc as she ended up too close (silly me)
Other RBT kills 2 cauldron guardians :shock:

1 DR killed by the SW, 2 shadow warriors down in return, but they stay

DE2:

COK charge the DPs who stay (really he elected to flee but rolled very poorly so we just played that he stayed instead and hoped for good things)
Witches auto-charge the helms in the flank

Execs, DR move up for better positions on the helms and mid field

SW wiped out (good rolling there)
Witches only kill one helm :shock: (caused about 14 wounds though), but lose none in return, but the helms stay

Highborn challenges and the prince accepts and each does 1 wound on the other
Only one DP is killed, but due to bad rolling the unit breaks and is run down

HE3:

spears on the right charge the DR who flee out of range
the reavers go around everyone and end up behind my lines
left spears reform to face the execs coming towards them and the helms where the witches are generally expected to push through and hit whatever lies behind

mage miscasts

4 COK go down to RBT fire :shock: (no longer in hiding)

1 helm is traded for one witch elf and the helms break but are not caught and the witches don’t go very far

DE 3:

execs charge the spearmen who stay
shades charge the reavers (that or be charged next time, or worse, maybe the witches or execs in the rear)
withces auto-charge the mounted mage who flees
DR rally
Both DR units move to get charges on the spearmen on the right
COK move towards the RBTs

2 spearmen go down to DR fire

2 reavers are traded for two shades, but eh shades break and are run down with the reavers going a long ways and almost ending up in the witches

Execs champ challenges and the spearman champ accepts, but is easily cut down with one overkill
The other execs get 10 kills :shock: (due to 5 from the initial and then 5 more from the relentless assault, keeping in mind that they got to re-roll all hits for hatred and all wounds for the cauldron both times) and lose 1 execs in return
Spears lose combat by 9 :shock: and obviously break and run off the board

HE4:

The reavers charge the witches in the flank
Helms rally as does the mage
Spears reform to face both DR units

RBTs destroy the cauldron by killing the last guardian and kill two more COK

The witches kill the reavers without taking a single casualty

DE 4:

Highborn charges one RBT, the remaining COK the other
Execs charge the helms
Witches move up
DR move around the spears, one unit in front, the other behind
Sorceress finally moves out of the woods

1 spear down to DR fire

RBTs destroyed by COK

Exec champ challenges, accepted by helms champ and helm champ dies
2 other helms are cut down
helms break and flee, but are safe

HE5:

Helms rally (These things were so hard to kill)
Mages moves away
Spears prepare to die

DE5:

Both DR units charge the spears (front and rear)
Execs charge the helms (again)
Witches move towards the mage

2 DR go down, but so do 3 spears that break and are run down
execs only kill one helm, but they flee off the table this time

HE6:

Moves mages away from being in the charge arcs of nearby nasties

DE6:

move to claim some table quarters
DR move to shoot the mounted mage and manage to make him into a pincushion :twisted:

DE: 2564 HE: 691 (massacre)

I found that the revised units and rules worked very well with my standard type of army, as I was hoping to see. Lately, I’ve been going to extremes rather than using the more balanced force I like, so this was indeed good for me to see. The rod of doom was indeed a good item for as long as it lasted and would surely have made the HE player save a dispel dice every turn to counter it as it would surely have proven useful had it been feasible to use after the first turn. That mounted sorceress getting killed messed up a few plans indeed.

The hatred for witches even with their frenzy seemed perfectly normal and fluffy (so says the opponent) as the DE rage is supposed to be almost uncontrollable and taught since birth (or before perhaps) and so should still have an effect. It quite obviously did not make them huge high AS (cav) killers as with all those attacks (some with KB) they only managed to kill 1 each turn (and that was in the flank to boot). However, they re-rolled hits really did help in the extermination of the reavers, but that just goes to show that fast cav should not be able to take on elite infantry and hope to win, though luck did play a big part there with 3 reavers not getting a single wound.

The cauldron worked rather well this time. Its range increase made quite a large difference, truly doubling how many combats it affected in this battle. I also cannot imagine how the battle would have been like had the new targeting rule for the guardians had not been in place (distribution as like war machines), though it should be noted that of the last 10 or so 4+ ward saves I’ve had to make, I’ve only passed about 2 or 3.

It is the cauldron in combination with the relentless assault that bothered my opponent the most, but who can blame him seeing his spears take 12 kills in the first round of combat. Being able to re-roll all those hits, and then all the wounds and then make more attacks which re-roll all hits and wounds again was thought to be rather much. I have to agree that it was a bit strong in that case, but without the cauldron, the execs did far less well, only managing to kill 3 helms in two round of combat. Also, I look at what I had to use to get that powerful effect: an expensive rare slot and a special slot, totaling more than 400 pts; 20% of the army. Also, they never got charged, and I think it would have been quite different had it gone that way instead. However, the results betray the danger of what one can do with the cauldron, execs with relentless assault, and the ever fearful hydra banner (if one was to include it). Such a combination would indeed be very strong (I see whole regiments of HE infantry being wiped out by that combo).

_________________
_
Image
The storm is coming...
Are you ready?


Sat Apr 12, 2003 3:57 pm
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Hunter Of The Night
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Joined: Wed Sep 11, 2002 4:17 pm
Posts: 2152
Location: England
Post 
My opponent and I replayed the last playtest above this by me. However, this time I used my opponent's High Elves whilst he used my Dark Elves so as to both be able to view the revision from each other's perspectives.

Both army lists were the same except my High Elf Mage used High Magic instead of the Lore of Life, and his Beastmaster used The Crows Feast as opposed to The Wolf Hunts.


The set up was as follows.

right
----------------------------------------------rock---------------
-------hill------tre-------------------------------------barn-----
------hill--------es--------------------------------barn---------
-----hill-----------------rock----------------------barn---------
------------------------------------------------------------------
------------------------------------------------------------------
---------ing-------------rocky---------t-----------hill----------
-------ild-----------------hill-----------r-----------hill----------
-----bu--------------------------------e-----------hill-----------
-------------------well-----------------e-----------rock---------
---------------------------hill----------s-----------hill-----------
-------tre------------------hill-----------------------------------
--------es-----------------hill-------------house----------------
-------------------------------------------------------------------
left


Dark Elves______________________________High Elves
-------------------------------------------------------------Arch
------------D-----------------------------------------------Mage
----RBT----R----------------------------------------RBT--------
------------s-----------------------------------------S----------
------------D-----------------------------------------H---------
-----C------R----------------------------------------s-----Swords
-----O------s----------------------------------------------------
-----K------------------------------------------------RBT-------
-----------RBT------------------------------S-------------------
----Cor--------------------SWs------------ha------------------
----sairs--R--------------------------------des-----------------
-----------X-----------------------------------------------Spears
-----------Bs--------------------------------(A)-----------------
-------E-----------------------------------------------SHs-------
-------xe---------------------------------------------------------
-------cs---------------------------------------------Mage------
----------Sorc---------------------------------------------------


Intrigue at Court makes Hero in left Silver Helms the General.

Dark Elf Sorceress gets Chillwind and Soulstealer.

Dark Elf Beastmaster gets The Crow's Feast.


High Elf Archmage gets Forked Lightning, Uranon's Thunderbolt, Storm Of Cronos and Portent Of Far.

High Elf Mage gets Drain Magic 2, Fury Of Khaine and Flames Of the Phoenix.


High Elves get the first turn. (This time we played all 6 turns!)

*Remember I was High Elves and my opponent was Dark Elves.


HE Turn 1

Mage moves down left flank.
Right Silver Helms move down right flank.
Left Silver Helms (with General) move down left flank.
Swordmasters move forward.
Spearmen move round hill in front of them.

Forked Lightning kills 4 Dark Riders.
Uranon's Thunderbolt kills 4 COK.

The remaining COK panics and flees off the table.

RBT kills 2 more Dark Riders but they don't panic.


DE Turn 1

Assassin charges left Silver Helms and challenges the General who accepts.
Both Dark Rider units (what is left of them) move down the right flank.
Corsairs move behind the RBT nearest the High Elves.
Beastmaster moves behind building.
Executioners with General move forward.
RXBs follow behind Executioners.
Sorceress moves in front of Mage.

Chillwind wounds Mage.

Assassin wounds General.


HE Turn 2

Mage moves onto hill.
Spearmen move in front of hill with friendly RBT on it.
Swordmasters move forward.
Right Silevr Helms move forward down right flank opposite Dark Riders.
Shadow Warriors move forward towards RBTs.

Miscast means Archmage cannot cast spells in this turn or the next.

Assassin killing blows the General, however the Silver Helms stillw in combat but Assassin doesn't break.


DE Turn 2

Dark Rider units charge right Silver Helms.
Executioners turn and move in front of Mage.
Corsairs turn and move towards right flank.
RXBs move forward a bit.
Sorceress moves back.
Beastmaster moves behind Corsairs.

RBTs kill 3 Shadow Warriors.
Shades kill 2 Swordmasters.

Assassin kills 1 Silver Helm.
Silver Helms wounds Assassin.
Horse kills Assassin.

Dark Riders kill 2 Silver Helms.
Silver Helms kill 1 Dark Rider.

Dark Riders lose and flee off table. Silver Helms don't pursue.


HE Turn 3

Spearmen charge Shades in the woods who stand and shoot and kill 3 Spearmen.
Mage moves across to middle of the field.
Right Silver Helms move towards Corsairs.
Shadow Warriors move towards Corsairs and RBT.
Swordmasters move forward.

Fury Of Khaine kills 3 Executioners.

RBT kills 1 Corsair.

Spearmen kill 2 Shades.
Shades kill 1 Spearman.
Shades flee but aren't caught.


DE Turn 3

Corsairs charge rigth Silver Helms.
Sorceress moves into woods around left Silver Helms and Spearmen.
RXBs move forward and towards the centre of the table.
Executioenrs move forward onto hill opposite left Silver Helms.
Shades continue to flee.

Beastmaster casts The Crow's Feast which kills 4 Shadow Warriors.
RXBs kill Mage.
RBTs kill remaining Shadow Warriors.

Corsairs do no damage.
Silver Helms kill 3 Corsairs.
Drawn combat.


HE Turn 4

Left Silver Helms charge Executioners.
Spearmen charge but don't pursue fleeing Shades.
Swordmasters turn to face left Silver Helms/Executioner combat.

Forked Lightning kills 3 RXBs (pass panic)
Miscast ends magic phase.

Right Silver Helms and Corsairs do no damage.
Corsairs win but Silver Helms don't flee.

Left Silver Helms do no damage as all attacks were aimed at the General who had a 1+ armour save.
General kills 2 Silver Helms. All other wounds from him and the Executioners are saved.
Silver Helms flee but aren't caught.


DE Turn 4

Executioners charge fleeing left Silver Helms who flee but aren't caught.
Shades rally.
Sorceress moves between 2 Bolt Throwers.
Beastmaster moves towards Shades.

RXBs kill 2 Spearmen.
RBT kills 2 Swordmasters.
RBT kills 1 Spearman.

Silevr Helms and Corsairs do no damage.
Corsairs win.
Silver Helms flee but aren't caught.


HE Turn 5

Left Silver Helms rally.
Right Silver Helms keep fleeing.
Swordmasters turn and move towards Corsairs on the right flank.
Spearmen move towards RXBs.

Forked Lightning kills 1 Corsair.
Uranon's Thunderbolt kills 1 Executioner (Banner Of The Ethereal Plain came in handy here and saved the General's life.)

Single RBT shot misses Sorceress :evil:
RBT kills 1 Executioner.


DE Turn 5

Corsairs charge Swordmasters.
Sorceress moves near Archmage and RBT.
Shades move round the back of the Spearmen.

Beastmaster miscast knocks him forward towards the middle of the field.

RXBs kill 3 Spearmen.
RBT kills 3 Spearmen.

Corsairs kill 2 Swordmasters.
Swordmasters only kill 1 Corsair.
Swordmasters win and overrun Corsairs.


HE Turn 6 (last turn)

Left Silver Helms charge Executioners.
Right Silever Helms rally.

RBTs kill 2 Shades.

Silver Helms kill 3 Executioners.
General kills 3 Silver Helms with the help of his Touch Of Death.
Silver Helms flee off table.
Executioners pursue but not off the table.


DE Turn 6

Executioners move along the back of my deployment zone.

RXBs kill 2 Spearmen.
Shades kill 1 Spearman.

RBTs kill 6 Swordmasters.


End results:

High Elves = 1146
Dark Elves = 1527

Dark Elves win by 381 points = Minor Victory.


Ok this battle was new to me as I have never played High Elves before and never faced Dark Elves before (my opponent was the same only vice-versa.) I got off to a good start by wiping out his COK in the first turn, however I made the stupid mistake of letting my spearmen stay out in the open and get shot to pieces as well as my Swordmasters. I forgot his Assassin had killing blow when he challenged my General. If he and his unit had managed to charge the Executioners things might have been a little different. His Executioners performed exactly how I wanted them to perform when I was playing Dark Elves in the first battle. The General provided a heavy hit in combat along with the other troops while the Banner Of Relentless Assault protected them from shooting and magic. In effect they were the perfect heavy cavalry killers and shock troops doing the mximum amont of damage on the first round. The heavy armour added a little to their suvivability and made my opponent more confident in where he placed them. S4 we both agreed was an effective fix and in both our eyes they are fixed now. S4, Heavy Armour, 6+Killing Blow. The Banner Of Relentless Assult helped a lot as well. I think we may see this used a lot in this unit in the future.

I particularly enjoyed allowing a Temple Of Khaine ability to be given to my highborn and the increase of worthwile magic items available. As a result of this I was able to tailor a 'Executioner Highborn' with a great wepoan, killing blow and a 1+ armour save. This was almost like a high Elf honour thing and is one of the reasons why I don't think we should really have them.

My opponent thought that Dark Elves should be better magically but this could just be him used to what is currently the best magic army around.

By swapping the armies I could see the opponent's perspectives more clearly in this battle. Intead of knowing which Dark Elf units out there had major weaknesses and flaws I had to be careful as each unit was now much more flexible as I belive all Elf armies should be.


Sat Apr 12, 2003 5:28 pm
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Beastmaster
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Joined: Wed Nov 06, 2002 10:49 pm
Posts: 343
Location: Quebec, land of chill
Post 
this is a battle between DE and Dwarf. Ive playtested some new rules of the petition. (tok, chill blade, and the controversial relentless rule)

-------------------------------------------------------------------------------------------------------------------------------------------------------------

ARMY 1 (Medved, DE):

Characters: 436

*general* Noble (70), Heavy Armour (4), Sea Dragon Cloak, Shield (2), chill blade (45) 127

Sorceress (90), Extra Level (40), Tome of furion (75), Power Stone (25) 170

Noble (70), ahw (4), repeater crossbowe (10), ha (4), Sea dragon cloak (6), manbane (25), blood armor (20) 139

Core: 709

5 Dark Riders (90), herald (14), Musician (7) 111

19 corsair (190), Champion (10), Standard (10), Musician (5) 215

34 City Guard (340), Repeater Crossbows (18), Lordling (10), Standard Bearer (10), Musician (5) 383

Special: 257

Cold One Chariot (95), Spear (2), 97

10 executionner (110), ha (10), relentless rule (10), champion (12), Standard (12), Musician (6) 160

Rare: 100

1 Reaper Bolt Throwers (100) 100

Total: 1502

-------------------------------------------------------------------------------------------------------------------------------------------------------------
ARMY 2 ( Jason, dwarf):

Characters: 383

*general* Thane (55), ha (4), major rune of grombril (25), rune that allow re-roll on save (25) 109

runesmith (70), ha (4), shield (2), great weapon (4), rune of spell-breaking (50), anti-magic rune (25) 155

Dragon killer (65), Additional Hand Weapon (4), rune of speed(50) 119

Core: 390

20 warrior (140), Champion (10), Standard Bearer (10), Musician (5), ha (20), shield (20) 205

12 gunner (168), shield (12), Musician (5) 185

Special: 610

20 Ironbreakers (260), Champion (12), Standard Bearer (12), Musician (6), rune of slowr (50) 340

1 catapult (85), rune of precision (25), rune of penetration (25) 135

1 canon (100), rune of forging (35) 135

Rare: 125

1 organ gun (125) 125

Total: 1508

-------------------------------------------------------------------------------------------------------------------------------------------------------------

SCENARIO: PITCHED BATTLE

-------------------------------------------------------------------------------------------------------------------------------------------------------------

Spell:

sorceress
1-chillwind
2-doombolt
3-black horror

-------------------------------------------------------------------------------------------------------------------------------------------------------------

SETUP:

Image

-------------------------------------------------------------------------------------------------------------------------------------------------------------

TURN ONE:

dwarf gets the first turn. Warrior and gunner advance toward me, as ironbreaker. Catapult miss (ouf), and canon too, not a bad start

My turn. COC pass stupidity. City guard advance. DR go straight away right near the table edge, too flank charge catapult later. Corsair advance with COC, and executionner follow, carefully protected from missile fire my the corsair. Sorc advance near corsair. Sorc cast chillwind on canon, pass and kill 1 crew, chilling them . Follow with doom but dispelled. RBT open fire, kill 2 crew from the catapult. City guard miss, but the noble with them kill 1 warrior!

-------------------------------------------------------------------------------------------------------------------------------------------------------------

TURN TWO:

Dwarf turn. Warrior advance toward city guard. Smith go near the catapult. Organ gun fire, misfire and expolded . Canon cannot shoot (chilled), catapult fire and hit in the corsair, exe, coc spot, but in the end do nothing.(miss coc, and got 2 "1" on the dice for the wound on exe) Gunner fire and kill 2 city guard.

DE turn. coc pass stupidity. City guard hold ground. DR go near catapult. Corsair go for the front of the Ironbreaker, executionner beside tthem, a bit back, Coc on their far flank. All followed by the sorceress. Sorc cast chill wind (double 6, dispelled with rune). Doom bolt pass, break by rune!!!!! City guard fire, kill 2 warrior, noble kill 2! DR fire on catapult, but miss. RBT fire on cannon, kill all crew...

-------------------------------------------------------------------------------------------------------------------------------------------------------------

TURN THREE:

Warrior advance toward city guard. Ironbreaker advance to block the flank charge from coc. dragon killer advance toward ironbreaker. catapult cant shoot (1/2 turn now...) gunner fire on city and kill 2.

COC fail stupidity (damnit, always at a critical moment...). Corsair charge Iron in front, executionner in flank. DR charge catapul+smith. Sorc cast chillwind on gunner, kill 1. cast black horror, irrisistible, kill 8!!!!!!, but the damn dwarf hold ground..... City guard fire, kill nothing, noble kill 1. RBT finish the gunner. DR kill runesmith in HtH, no wound taken, overrun toward back of Iron. Now big fight of the game! Executionner hit flank. hit 4 times, wound 3, re-hit 3, wound 2, kill 5!! Noble with chillblade hit 4 times, kill 2, chill 1. corsair kill 1 (now thats good!) No attack on exe, champion attack corsair and kill 1... So 7 kill (8-1), outnumber, 3 rank, flank, lose by 13 and run, now thats new, i broke Iron in 1 turn, worth the evil look on the face of my friend .

-------------------------------------------------------------------------------------------------------------------------------------------------------------

TURN FOUR:

Only warrior+general and DK left, not good... DK charge DR, warrior charge city guard, stand and shoot, kill 1, noble kill 1. DK in a poor attempt to avenge his friend, do nothing, butchered my horses (not DR...).
Noble challenge Thane (Noble hav a 1+ save by now :) ) wound the thane, but thane cannot. Warrior kill 1 cityguard, city guard kill 2, dwarf hold ground.

Coc fail stupidity test...again... everything turn around but the game pretty finish, only the Hth on the opposite left. Noble wound 3 times the Thane, he save nothing! Warrior do nothing... city kill 2, outnumber, 2 rank (3-1), 5 wound, lose by 8, warrior flee and are run down, ouch....

-------------------------------------------------------------------------------------------------------------------------------------------------------------

GAME ENDS.

RESULT: Jason Dwarf: 130, Medved's DARK ELVES: 1508. -::MASSACRE IN Medved's FAVOR!::-
-------------------------------------------------------------------------------------------------------------------------------------------------------------

CONCLUSIONS:

This game was pretty much a one way game, due to my luck (pretty rare trust me ), and the bad luck of my opponent ( evil spell?!? NOOOOOO!! dont look at me this way!) Still, the revision played a big part in the game.

First, the city guard really showed me what they are good for: Defence. They advanced a little during the game, but shoot some warrior during the game, and my turn 2, add attrac their attention, and when the warrior came, they held and finally broke them.

BUT, one of the main reason is the noble with manbane on his weapons. The RXB did the job coated in manbane, and combined with blood armor made a cool combo, even more devastating when he drew his 2 hw and cut down the pesky dwarf thane!

The chill blade did his thing to, its one of my favorite, and it lived to my expectation.

The executionner really delivered quite a punch with the relentless assault rule (hit 4 time, wound 3--- hit 3 times, wound 2----kill 5!) So they did their job, but it was in part due to 2 lucky killing blow, and bad save from the dwarf...

additional information:

1. How effectively did the revision function, was it up to expectations? How?

Tok is one of my favorite addition, really endless possibility. New items great, and i really love my executionner. I found killing blow 5+ useless, fear too, str 4 and relentless cool, and with this game, i appreciate the relentless, but it still doesn't make them as powerful as other shocktroops like SM, and thats fine! The CG however are fantastic they are far more resistant is close combat.

2. Will this change make a significant difference, how?

I will make this statement when I've played some more games with them, hard to tell now. (CG as stated above do make a significant change, but i wait for new rule on spearmen as Langmann and DA said.)
for now i think executionner are in the good way.

3. Would you feel that the Dark Elf revision is now "cheezy" if you were playing AGAINST it? How? Why?

With the list I used no, Elves have a hard times against high toughness high AS. Against dwarf it really showed, and more attacks, and manbane proved usefull, but not overpowered, as my oppenent said himself (ready for a revenge!)

4. Are there some ways these changes could lead to significant abuse, or completely unrealistic situations? How?

didn't see anything cheezy, nether my oppenent

5. Did the revision function co-operatively with the rest of the army? How?

It worked well, helped me, and in general gave me more possibilities, a new thing for my DE army!

6. Should there be any restrictions on it's use? How?

i don't see the need in what i saw for now

7. What did your opponent think of the revision, with reasons.

- He totally agreed with the revision, we have the same problem as HE, but we are in a worse situation than them. and as he says, with armies like chaos, He, and skaven, we have a problem. So he agree that we need some change to climb up to the position we deserve, twisted killer!! and agree with the revision [/quote]
:twisted: :twisted: :twisted: :roll: :roll: :twisted:

so thats it LONG LIFE TOO THE REVISION, and im waiting for the official announcement of DA, until then, i wish u,all luck!

_________________
Dalamar: 03/10/2013 "Yes, we are the epitome of glass cannon now. In fact the cannon is so powerful that it's possible for it to damage itself."
7ed: 23-3-3 W-D-L


Sun Apr 13, 2003 5:25 am
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Assassin
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Joined: Thu Oct 31, 2002 11:36 am
Posts: 501
Location: Krakow /Poland
Post 
1300pts playtest DE vs Lizardmen



Rosters:


DE army

1 Noble @ 115 Pts
General; Heavy Armour; Sea Dragon Cloak
Dark Swords of Khaine [35]

1 Noble @ 141 Pts
Great Weapon; Heavy Armour; Sea Dragon Cloak
Staff of Slavery [45]

1 Dark Steed @ [0] Pts

1 Sorceress @ 180 Pts
Magic Level 2
Dispel Scroll [25]
Dispel Scroll [25]

14 Corsairs @ 175 Pts
2ndWeapon; Light Armour; Sea Dragon Cloak; Standard; Musician

1 Reaver @ [10] Pts

5 Dark Riders @ 115 Pts
Spear; Repeating Crossbow; Light Armour

5 Dark Steed @ [0] Pts

9 Executioners @ 174 Pts
Great Weapon; Light Armour; Standard
REXISION OPTION +1S, HA Fear.

1 Draich-master @ [12] Pts

4 Cold One Knights @ 181 Pts
Lance; Heavy Armour; Shield; Standard

1 Dread Knight @ [18] Pts

5 Cold One @ [0] Pts

2 Reaper Bolt Thrower @ 200 Pts

4 Crew @ [0] Pts
Light Armour

Models in Army: 44


Total Army Cost: 1281

Spells: Wind of Dead
Dark Hand of Dead

Lizardmen army:

1 Saurus Hero @ 154 Pts
General; Light Armour; Shield
Piranha Blade [50]

1 Skink Shaman @ 150 Pts
Magic Level 2; Lore of Heaven
Dispel Scroll [25]
Power Stone [25]


3 Kroxigor @ 150 Pts
Great Weapon

15 Saurus @ 222 Pts
Shield; Standard; Musician

1 Champion @ [12] Pts

9 Skink Skirmishers @ 105 Pts
Javelin and Shield

1 Champion @ [5] Pts

2 Terradons @ 88 Pts

1 Terradon&Champion @ [10] Pts

1 Stegadon @ 265 Pts
Giant Bow

6 Skink Crew @ [0] Pts
Javelin; Shield

3 Jungle Swarm @ 165 Pts

Casting Pool: 4

Dispel Pool: 3

Models in Army: 44


Total Army Cost: 1299

Spels: Second Sign of Amul
Storm of Cronos


Table: 48x48


- - - - - - - - - - - - - - - - - - HILL

- - FOREST - - - - - - - - - - - - - -




- - -- - - - - - - - - - - - - - HILL



Seting forces:


- - - - Swarms- - - -Kroxigors - - shaman-Saurus
- - - - - - - - - - - - - -Steg - - - - - - - - -skinks - - - - terradons.




- - - - - - - - - COK- - - Exec - -Sorc-Co- - - - - DR
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -RBT RBT



Lizardmen turn 1

Lizardmen player win first turn, he mowed all units forward. He killed one DR from missile fire from Terradons.

Druchii turn 1

Stupidity test failed. I have charged the Terradon unit and after inflicting 4W to them I broken them moving additional 14 inches forward. Magic and RBT fire inflicted 2W to Stegadon (two from touch of dead cast with irresistible force and one from RTB)


Lizzie 2

He failed stegadon charge against COK, he cast second sign with total power. One DR killed by skinks missile fire.

Druchii 2

Stupidity passed, two charges – front by COK and side made by Exec against Stegadon. One Kroxigor killed by sorceress together with RBT. In HtH I inflicted one wound to Stegadon with only one killed Exec, COK all alive. He was broken and overruned. Both units attacked Krox unit.


Lizzie 3

He Swarms counterstrike against Exec. Heavy fighting – one Krox died one has only two wounds left. Two exec died from swarm and two from Krox.. Brake test passed.
Magic dispelled or dice roll not as high as required to cast spell.

Druchii 3

Corsairs moved forward. 1 Skink killed from Touch 4 from Wind of Dead and 3 from well of souls (soul eater option). 4 Sauruses killed from RBT fire. During tHtH I killed one swarm stand and last krox.


Lizardmen 4

Sauruse Regiment charged my Exec flank (there are only three models left in this regiment). He hit but AS passed, vivat HA, this gives them better protection, I saved many times my Exec, without HA they will be dead weary fast.
He casted Storm of Cronos with irresistible force attacking all DR COK and Exec. One DR, Exec and two COK killed.

Druchii 4

Corsairs charged Saurus. This was a last turn, we focused on HtH. Corsairs killed one surus, Noble with Dark swords add two. Swarms that received flank charge made by COK, one stand down. One exec killed by saurus. I won combat but they run 12 and I only 11. DR finished skinks.

END:
DE 1068 – Lizadmen 157pts


I have checked Executioner unit with HA +2S upgrade and Fear – They are brilliant. Gav has a right saying that they will be fantastic support unit. This playtest shown that Exec and COK combined charge can deal even with Stegadon – S6 and fear makes them real executioners but high price makes Exec regiments small so it need someone to add some add points to CR for ranks and outnumber. If Exec will have this booster I will be using them.
I like Dark Swords. Additional attack and +1S makes Noble on foot waling killer. He can deal even with Saurus warrior as this playtest shown.
Well of Souls- useful item especially in fast unit and against big low T and AS units like Night Goblins or skinks.

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Sun Apr 13, 2003 9:23 am
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Joined: Tue Aug 27, 2002 2:16 pm
Posts: 810
Location: Newcastle Oz
Post 
Druchii vs Tomb Kings
1500 pts
Pitched Battle

DE 1500 Points (using garrison list)
Noble on dark steed, hva sdc lance sh Seal of Ghrond, Insignia of authority (Insignia of Authrity)
Sorceress L2 Singularity stone (Singularity Stone)
5 COKs full comd Standrad of Slaughter (Ld 9 revision, Standard of Slaughter)
5 DRs rxbws muso std (cheaper rxbws)
4 units 12 city guard 4 rxbws , sh (garrison formation, cheaper rxbws)
2 RBTs
5 shades

Tomb Kings 1500 points
TombPrince cloak of the dunes and GW
Hierophant with brooch of the desert (deployed with archers)
LP on steed with staff of ravening
12 HC with full comd Banner of Undying legion
8 HC with full comd
3 chariots no comd
Tomp scorpion
3 Ushabti
Bone Giant
12 archers full comd

Turn 1
TK – win first turn and everything moves forward. No important incantations (ie movement) get off. 2 cityguard killed by asp arrows
DE –COKs fail stupid test….. DRs move towards HC. Shades sprint towards the archers and hierophant. Chillwind kills 2 archers. RBTs inflict 4 wounds on the bone giant. DRs kill 2 HC. Ushabti lose 3 wounds from rxbw fire.

Turn 2 –
TKs – Everything moves forward. Again I don’t allow any movemnt incanations to go off . Staff of ravening hits 13 times but only kills 2 cityguard.
Archers kill another 2 cityguard. Tomb scorpion pops up under a cityguard unit. It kills 2 cityguard but is left with only one wound.
DE – COKs pass stupid test and move towards the chariots who have moved to cover the hierophant. General charges the giant (oh dear not again!)
Chillwind kills 2 HC rerolled soulstealer but still fails. Shooting reduces large HC unit to 7. Ushabti reduced to one model. General inflicts one wound on giant and is in return made into a very small mince pattie. The Tomb scorpion is destroyed.

Turn 3 –
TK – Giant charges cityguard. HC charge cityguard. HC move back to face DRs. Chariots reform to face COKs. Ushabti move forwards. Again no movement spells are allowed to go off. Staff of ravening kills 7 cityguard who panic and flee.
Shooting all misses. Giant kills 3 CG who flee but get away. HC break cityguard but fail to catch them.
DE – Stupid test passed so COKs charge chariots. DRs charge HC frontally.
Chillwind kills another HC. Soulstealer again fails with reroll.
RBTs miss ushabti. Shades kill one archer. COKs win combat by 9 and overrun only 5 inches to stop one inch from hierophant! DRs destroy HC on the charge.

Turn 4 –
TK – in an effort to save the hierophant he is moved to the flank of the COKs, TP lands next to him, archers reform and face the COKs. Giant turns to face rear of a severely weakened CG unit. HC charge fleeing CG again who flee off the table.
Magic again no problem except for one incantation I let go which send TP into the COKs flank (thus leaving the hierophant open to a charge from the shades who now had a LOS). HC raise 3 with Banner of Undying Legion. Giant wins combat by destroying the entire unit and overruns but the move puts him beyond LOS of the COKs. TP kills one knight but loses combat by 1.
DE – COKs pass stupidity. Shades charge hierophant. Magic no effect. Ushabti reduced to one wound by shooting. Another 3 HC killed by RBT sitting right in front of them. COKs win combat and TO dries up and blows away. Hierophant killed outright by shades.

From here it was just a mopping up exercise for the DE’s with the only casualties being an RBT and the TKs forces crumbling every turn.

Result – Massacre win to DE’s

1. How effectively did the revision function? The standard of slaughter is a great item now. Definitely worth putting into a COK unit. The singularity stone did nothing so hard to judge. The insignia of authority worked well and would’ve been invaluable if I hadn’t sent my general off on another suicide mission.
2. Will this change make a significant difference, how? I would rate the insignia of authority as one of the best items in the revision as it allows our army to function much further apart then would normally be the case leaving open the possibility of more flank charges and manoeuvre.
3. Would you feel the DE revision is now “cheesy” if you were playing against it? How? Why? No.
4. Are there some ways these changes could lead to significant abuse, or completely unrealistic situations? How? No. Unrealistic how? Like elves fighting on top of big lizards against undead?
5. Did the revision function co-operatively with the rest of the army? How? Yes. The army worked well with the ld9 of COKs again a very important factor. I predict COKs seeing a renaissance once these changes are made.
6. Should there be any restrictions on its use? How? No.
7. What did your opponent think of the revision? My opponent thought the army was very well balanced and I won through superior tactics etc. Always good to hear.

_________________
" If I wanted to roll a million dice I'd play Yahtzee!"


Wed Apr 16, 2003 4:18 am
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Joined: Tue Aug 27, 2002 2:16 pm
Posts: 810
Location: Newcastle Oz
Post 
Playtest game 2

Druchii vs Tomb Kings
1500 pts
Pitched Battle

DE 1500 Points (using garrison list)
Noble on dark steed, hva sdc lance sh Seal of Ghrond, Insignia of authority (Insignia of Authrity)
Sorceress L2 Singularity stone (Singularity Stone)
5 COKs full comd Standrad of Slaughter (Ld 9 revision, Standard of Slaughter)
5 DRs rxbws muso std (cheaper rxbws)
4 units 12 city guard 4 rxbws , sh (garrison formation, cheaper rxbws)
2 RBTs
5 shades

Tomb Kings 1500 points
TombPrince cloak of the dunes and GW
Hierophant with brooch of the desert (deployed with archers)
LP on steed with staff of ravening
12 HC with full comd Banner of Undying legion
8 HC with full comd
3 chariots no comd
Tomp scorpion
3 Ushabti
Bone Giant
12 archers full comd

Turn 1
TK - win first turn and everything moves forward. No important incantations (ie movement) get off. 2 cityguard killed by asp arrows
DE -COKs fail stupid test..... DRs move towards HC. Shades sprint towards the archers and hierophant. Chillwind kills 2 archers. RBTs inflict 4 wounds on the bone giant. DRs kill 2 HC. Ushabti lose 3 wounds from rxbw fire.

Turn 2 -
TKs - Everything moves forward. Again I don't allow any movemnt incanations to go off . Staff of ravening hits 13 times but only kills 2 cityguard.
Archers kill another 2 cityguard. Tomb scorpion pops up under a cityguard unit. It kills 2 cityguard but is left with only one wound.
DE - COKs pass stupid test and move towards the chariots who have moved to cover the hierophant. General charges the giant (oh dear not again!)
Chillwind kills 2 HC rerolled soulstealer but still fails. Shooting reduces large HC unit to 7. Ushabti reduced to one model. General inflicts one wound on giant and is in return made into a very small mince pattie. The Tomb scorpion is destroyed.

Turn 3 -
TK - Giant charges cityguard. HC charge cityguard. HC move back to face DRs. Chariots reform to face COKs. Ushabti move forwards. Again no movement spells are allowed to go off. Staff of ravening kills 7 cityguard who panic and flee.
Shooting all misses. Giant kills 3 CG who flee but get away. HC break cityguard but fail to catch them.
DE - Stupid test passed so COKs charge chariots. DRs charge HC frontally.
Chillwind kills another HC. Soulstealer again fails with reroll.
RBTs miss ushabti. Shades kill one archer. COKs win combat by 9 and overrun only 5 inches to stop one inch from hierophant! DRs destroy HC on the charge.

Turn 4 -
TK - in an effort to save the hierophant he is moved to the flank of the COKs, TP lands next to him, archers reform and face the COKs. Giant turns to face rear of a severely weakened CG unit. HC charge fleeing CG again who flee off the table.
Magic again no problem except for one incantation I let go which send TP into the COKs flank (thus leaving the hierophant open to a charge from the shades who now had a LOS). HC raise 3 with Banner of Undying Legion. Giant wins combat by destroying the entire unit and overruns but the move puts him beyond LOS of the COKs. TP kills one knight but loses combat by 1.
DE - COKs pass stupidity. Shades charge hierophant. Magic no effect. Ushabti reduced to one wound by shooting. Another 3 HC killed by RBT sitting right in front of them. COKs win combat and TO dries up and blows away. Hierophant killed outright by shades.

From here it was just a mopping up exercise for the DE's with the only casualties being an RBT and the TKs forces crumbling every turn.

Result - Massacre win to DE's

1. How effectively did the revision function? The standard of slaughter is a great item now. Definitely worth putting into a COK unit. The singularity stone did nothing so hard to judge. The insignia of authority worked well and would've been invaluable if I hadn't sent my general off on another suicide mission.
2. Will this change make a significant difference, how? I would rate the insignia of authority as one of the best items in the revision as it allows our army to function much further apart then would normally be the case leaving open the possibility of more flank charges and manoeuvre.
3. Would you feel the DE revision is now "cheesy" if you were playing against it? How? Why? No.
4. Are there some ways these changes could lead to significant abuse, or completely unrealistic situations? How? No. Unrealistic how? Like elves fighting on top of big lizards against undead?
5. Did the revision function co-operatively with the rest of the army? How? Yes. The army worked well with the ld9 of COKs again a very important factor. I predict COKs seeing a renaissance once these changes are made.
6. Should there be any restrictions on its use? How? No.
7. What did your opponent think of the revision? My opponent thought the army was very well balanced and I won through superior tactics etc. Always good to hear.

_________________
" If I wanted to roll a million dice I'd play Yahtzee!"


Wed Apr 16, 2003 4:21 am
Profile
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User avatar

Joined: Tue Aug 27, 2002 2:16 pm
Posts: 810
Location: Newcastle Oz
Post 
Playtest game 2

Druchii vs Tomb Kings
1500 pts
Pitched Battle

DE 1500 Points (using garrison list)
Noble on dark steed, hva sdc lance sh Seal of Ghrond, Insignia of authority (Insignia of Authrity)
Sorceress L2 Singularity stone (Singularity Stone)
5 COKs full comd Standrad of Slaughter (Ld 9 revision, Standard of Slaughter)
5 DRs rxbws muso std (cheaper rxbws)
4 units 12 city guard 4 rxbws , sh (garrison formation, cheaper rxbws)
2 RBTs
5 shades

Tomb Kings 1500 points
TombPrince cloak of the dunes and GW
Hierophant with brooch of the desert (deployed with archers)
LP on steed with staff of ravening
12 HC with full comd Banner of Undying legion
8 HC with full comd
3 chariots no comd
Tomp scorpion
3 Ushabti
Bone Giant
12 archers full comd

Turn 1
TK - win first turn and everything moves forward. No important incantations (ie movement) get off. 2 cityguard killed by asp arrows
DE -COKs fail stupid test..... DRs move towards HC. Shades sprint towards the archers and hierophant. Chillwind kills 2 archers. RBTs inflict 4 wounds on the bone giant. DRs kill 2 HC. Ushabti lose 3 wounds from rxbw fire.

Turn 2 -
TKs - Everything moves forward. Again I don't allow any movemnt incanations to go off . Staff of ravening hits 13 times but only kills 2 cityguard.
Archers kill another 2 cityguard. Tomb scorpion pops up under a cityguard unit. It kills 2 cityguard but is left with only one wound.
DE - COKs pass stupid test and move towards the chariots who have moved to cover the hierophant. General charges the giant (oh dear not again!)
Chillwind kills 2 HC rerolled soulstealer but still fails. Shooting reduces large HC unit to 7. Ushabti reduced to one model. General inflicts one wound on giant and is in return made into a very small mince pattie. The Tomb scorpion is destroyed.

Turn 3 -
TK - Giant charges cityguard. HC charge cityguard. HC move back to face DRs. Chariots reform to face COKs. Ushabti move forwards. Again no movement spells are allowed to go off. Staff of ravening kills 7 cityguard who panic and flee.
Shooting all misses. Giant kills 3 CG who flee but get away. HC break cityguard but fail to catch them.
DE - Stupid test passed so COKs charge chariots. DRs charge HC frontally.
Chillwind kills another HC. Soulstealer again fails with reroll.
RBTs miss ushabti. Shades kill one archer. COKs win combat by 9 and overrun only 5 inches to stop one inch from hierophant! DRs destroy HC on the charge.

Turn 4 -
TK - in an effort to save the hierophant he is moved to the flank of the COKs, TP lands next to him, archers reform and face the COKs. Giant turns to face rear of a severely weakened CG unit. HC charge fleeing CG again who flee off the table.
Magic again no problem except for one incantation I let go which send TP into the COKs flank (thus leaving the hierophant open to a charge from the shades who now had a LOS). HC raise 3 with Banner of Undying Legion. Giant wins combat by destroying the entire unit and overruns but the move puts him beyond LOS of the COKs. TP kills one knight but loses combat by 1.
DE - COKs pass stupidity. Shades charge hierophant. Magic no effect. Ushabti reduced to one wound by shooting. Another 3 HC killed by RBT sitting right in front of them. COKs win combat and TO dries up and blows away. Hierophant killed outright by shades.

From here it was just a mopping up exercise for the DE's with the only casualties being an RBT and the TKs forces crumbling every turn.

Result - Massacre win to DE's

1. How effectively did the revision function? The standard of slaughter is a great item now. Definitely worth putting into a COK unit. The singularity stone did nothing so hard to judge. The insignia of authority worked well and would've been invaluable if I hadn't sent my general off on another suicide mission.
2. Will this change make a significant difference, how? I would rate the insignia of authority as one of the best items in the revision as it allows our army to function much further apart then would normally be the case leaving open the possibility of more flank charges and manoeuvre.
3. Would you feel the DE revision is now "cheesy" if you were playing against it? How? Why? No.
4. Are there some ways these changes could lead to significant abuse, or completely unrealistic situations? How? No. Unrealistic how? Like elves fighting on top of big lizards against undead?
5. Did the revision function co-operatively with the rest of the army? How? Yes. The army worked well with the ld9 of COKs again a very important factor. I predict COKs seeing a renaissance once these changes are made.
6. Should there be any restrictions on its use? How? No.
7. What did your opponent think of the revision? My opponent thought the army was very well balanced and I won through superior tactics etc. Always good to hear.

_________________
" If I wanted to roll a million dice I'd play Yahtzee!"


Wed Apr 16, 2003 6:26 am
Profile
Silver Khaine Winner
User avatar

Joined: Tue Aug 27, 2002 2:16 pm
Posts: 810
Location: Newcastle Oz
Post 
Playtest game 2

Druchii vs Tomb Kings
1500 pts
Pitched Battle

DE 1500 Points (using garrison list)
Noble on dark steed, hva sdc lance sh Seal of Ghrond, Insignia of authority (Insignia of Authrity)
Sorceress L2 Singularity stone (Singularity Stone)
5 COKs full comd Standrad of Slaughter (Ld 9 revision, Standard of Slaughter)
5 DRs rxbws muso std (cheaper rxbws)
4 units 12 city guard 4 rxbws , sh (garrison formation, cheaper rxbws)
2 RBTs
5 shades

Tomb Kings 1500 points
TombPrince cloak of the dunes and GW
Hierophant with brooch of the desert (deployed with archers)
LP on steed with staff of ravening
12 HC with full comd Banner of Undying legion
8 HC with full comd
3 chariots no comd
Tomp scorpion
3 Ushabti
Bone Giant
12 archers full comd

Turn 1
TK - win first turn and everything moves forward. No important incantations (ie movement) get off. 2 cityguard killed by asp arrows
DE -COKs fail stupid test..... DRs move towards HC. Shades sprint towards the archers and hierophant. Chillwind kills 2 archers. RBTs inflict 4 wounds on the bone giant. DRs kill 2 HC. Ushabti lose 3 wounds from rxbw fire.

Turn 2 -
TKs - Everything moves forward. Again I don't allow any movemnt incanations to go off . Staff of ravening hits 13 times but only kills 2 cityguard.
Archers kill another 2 cityguard. Tomb scorpion pops up under a cityguard unit. It kills 2 cityguard but is left with only one wound.
DE - COKs pass stupid test and move towards the chariots who have moved to cover the hierophant. General charges the giant (oh dear not again!)
Chillwind kills 2 HC rerolled soulstealer but still fails. Shooting reduces large HC unit to 7. Ushabti reduced to one model. General inflicts one wound on giant and is in return made into a very small mince pattie. The Tomb scorpion is destroyed.

Turn 3 -
TK - Giant charges cityguard. HC charge cityguard. HC move back to face DRs. Chariots reform to face COKs. Ushabti move forwards. Again no movement spells are allowed to go off. Staff of ravening kills 7 cityguard who panic and flee.
Shooting all misses. Giant kills 3 CG who flee but get away. HC break cityguard but fail to catch them.
DE - Stupid test passed so COKs charge chariots. DRs charge HC frontally.
Chillwind kills another HC. Soulstealer again fails with reroll.
RBTs miss ushabti. Shades kill one archer. COKs win combat by 9 and overrun only 5 inches to stop one inch from hierophant! DRs destroy HC on the charge.

Turn 4 -
TK - in an effort to save the hierophant he is moved to the flank of the COKs, TP lands next to him, archers reform and face the COKs. Giant turns to face rear of a severely weakened CG unit. HC charge fleeing CG again who flee off the table.
Magic again no problem except for one incantation I let go which send TP into the COKs flank (thus leaving the hierophant open to a charge from the shades who now had a LOS). HC raise 3 with Banner of Undying Legion. Giant wins combat by destroying the entire unit and overruns but the move puts him beyond LOS of the COKs. TP kills one knight but loses combat by 1.
DE - COKs pass stupidity. Shades charge hierophant. Magic no effect. Ushabti reduced to one wound by shooting. Another 3 HC killed by RBT sitting right in front of them. COKs win combat and TO dries up and blows away. Hierophant killed outright by shades.

From here it was just a mopping up exercise for the DE's with the only casualties being an RBT and the TKs forces crumbling every turn.

Result - Massacre win to DE's

1. How effectively did the revision function? The standard of slaughter is a great item now. Definitely worth putting into a COK unit. The singularity stone did nothing so hard to judge. The insignia of authority worked well and would've been invaluable if I hadn't sent my general off on another suicide mission.
2. Will this change make a significant difference, how? I would rate the insignia of authority as one of the best items in the revision as it allows our army to function much further apart then would normally be the case leaving open the possibility of more flank charges and manoeuvre.
3. Would you feel the DE revision is now "cheesy" if you were playing against it? How? Why? No.
4. Are there some ways these changes could lead to significant abuse, or completely unrealistic situations? How? No. Unrealistic how? Like elves fighting on top of big lizards against undead?
5. Did the revision function co-operatively with the rest of the army? How? Yes. The army worked well with the ld9 of COKs again a very important factor. I predict COKs seeing a renaissance once these changes are made.
6. Should there be any restrictions on its use? How? No.
7. What did your opponent think of the revision? My opponent thought the army was very well balanced and I won through superior tactics etc. Always good to hear.

_________________
" If I wanted to roll a million dice I'd play Yahtzee!"


Wed Apr 16, 2003 6:27 am
Profile
Silver Khaine Winner
User avatar

Joined: Tue Aug 27, 2002 2:16 pm
Posts: 810
Location: Newcastle Oz
Post 
Druchii vs Tomb Kings
1500 pts
Pitched Battle

DE 1500 Points (using garrison list)
Noble on dark steed, hva sdc lance sh Seal of Ghrond, Insignia of authority (Insignia of Authrity)
Sorceress L2 Singularity stone (Singularity Stone)
5 COKs full comd Standrad of Slaughter (Ld 9 revision, Standard of Slaughter)
5 DRs rxbws muso std (cheaper rxbws)
4 units 12 city guard 4 rxbws , sh (garrison formation, cheaper rxbws)
2 RBTs
5 shades

Tomb Kings 1500 points
TombPrince cloak of the dunes and GW
Hierophant with brooch of the desert (deployed with archers)
LP on steed with staff of ravening
12 HC with full comd Banner of Undying legion
8 HC with full comd
3 chariots no comd
Tomp scorpion
3 Ushabti
Bone Giant
12 archers full comd

Turn 1
TK - win first turn and everything moves forward. No important incantations (ie movement) get off. 2 cityguard killed by asp arrows
DE -COKs fail stupid test..... DRs move towards HC. Shades sprint towards the archers and hierophant. Chillwind kills 2 archers. RBTs inflict 4 wounds on the bone giant. DRs kill 2 HC. Ushabti lose 3 wounds from rxbw fire.

Turn 2 -
TKs - Everything moves forward. Again I don't allow any movemnt incanations to go off . Staff of ravening hits 13 times but only kills 2 cityguard.
Archers kill another 2 cityguard. Tomb scorpion pops up under a cityguard unit. It kills 2 cityguard but is left with only one wound.
DE - COKs pass stupid test and move towards the chariots who have moved to cover the hierophant. General charges the giant (oh dear not again!)
Chillwind kills 2 HC rerolled soulstealer but still fails. Shooting reduces large HC unit to 7. Ushabti reduced to one model. General inflicts one wound on giant and is in return made into a very small mince pattie. The Tomb scorpion is destroyed.

Turn 3 -
TK - Giant charges cityguard. HC charge cityguard. HC move back to face DRs. Chariots reform to face COKs. Ushabti move forwards. Again no movement spells are allowed to go off. Staff of ravening kills 7 cityguard who panic and flee.
Shooting all misses. Giant kills 3 CG who flee but get away. HC break cityguard but fail to catch them.
DE - Stupid test passed so COKs charge chariots. DRs charge HC frontally.
Chillwind kills another HC. Soulstealer again fails with reroll.
RBTs miss ushabti. Shades kill one archer. COKs win combat by 9 and overrun only 5 inches to stop one inch from hierophant! DRs destroy HC on the charge.

Turn 4 -
TK - in an effort to save the hierophant he is moved to the flank of the COKs, TP lands next to him, archers reform and face the COKs. Giant turns to face rear of a severely weakened CG unit. HC charge fleeing CG again who flee off the table.
Magic again no problem except for one incantation I let go which send TP into the COKs flank (thus leaving the hierophant open to a charge from the shades who now had a LOS). HC raise 3 with Banner of Undying Legion. Giant wins combat by destroying the entire unit and overruns but the move puts him beyond LOS of the COKs. TP kills one knight but loses combat by 1.
DE - COKs pass stupidity. Shades charge hierophant. Magic no effect. Ushabti reduced to one wound by shooting. Another 3 HC killed by RBT sitting right in front of them. COKs win combat and TO dries up and blows away. Hierophant killed outright by shades.

From here it was just a mopping up exercise for the DE's with the only casualties being an RBT and the TKs forces crumbling every turn.

Result - Massacre win to DE's

1. How effectively did the revision function? The standard of slaughter is a great item now. Definitely worth putting into a COK unit. The singularity stone did nothing so hard to judge. The insignia of authority worked well and would've been invaluable if I hadn't sent my general off on another suicide mission.
2. Will this change make a significant difference, how? I would rate the insignia of authority as one of the best items in the revision as it allows our army to function much further apart then would normally be the case leaving open the possibility of more flank charges and manoeuvre.
3. Would you feel the DE revision is now "cheesy" if you were playing against it? How? Why? No.
4. Are there some ways these changes could lead to significant abuse, or completely unrealistic situations? How? No. Unrealistic how? Like elves fighting on top of big lizards against undead?
5. Did the revision function co-operatively with the rest of the army? How? Yes. The army worked well with the ld9 of COKs again a very important factor. I predict COKs seeing a renaissance once these changes are made.
6. Should there be any restrictions on its use? How? No.
7. What did your opponent think of the revision? My opponent thought the army was very well balanced and I won through superior tactics etc. Always good to hear.

_________________
" If I wanted to roll a million dice I'd play Yahtzee!"


Wed Apr 16, 2003 6:28 am
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