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TLA Turn 6: The Battle for Hex 1005 Options
Mario
Posted: Wednesday, May 05, 2010 2:29:35 PM
Rank: 4+ To Hit
Groups: Campaigner , Club Member, Member

Joined: 1/23/2010
Posts: 86
Location: Oakville

As the wood elves danced there way into a newly found forest filled with hundreds of new trees to hug a large Beastmen force appeared. Determined to hug trees the wood elves prepared to fight. The Beastmen army consisted of multiple large units of gor and ungor infantry, along with a couple of chariots, a couple of spawns and a unit of very drunk centegors. The wood elf army spread themselves evenly across the field, and the newly hired organ gun set up on the right flank, right in front of the centegors. The treemen ancient and his treeman buddy set themselves in the center, while the treekin and wild riders took positions on the extreme left.

Turn 1:

The beastmen took initiative and surged foreward. One ambushing unit popped right behind… his own lines, while a second appeared on the right flank within the wood elf deployment zone. There was no magic or shooting and therefore the elves began the slaughter. A unit of dryads promptly charged the nearby ambushing unit and ran it down. The rest of the army readjusted its position within the battle line, and magic ended with a miscast. The first (and only) salvo came from the organ gun, and when the smoke cleared 4 centigors lay dead with fist sized holes in there chests. Their remaining buddies didn’t have time to react before shooting from the glade guard and glade riders killed them to. 

Turn 2

Again the beastmen advanced foreword, but nothing managed to reach the elf lines. Seeing the enemy general and his unit of minotaur’s getting to close the elves double flanked charged them with the wardancers and a unit of dryads. Shotting saw one chariot, and spawn go down, and left the other chariot badly damaged. In combat the dryads managed to badly wound one of the minataur’s who hacked apart 3 dryads in return, but the wardancers managed to take apart their foe and force the general’s unit to flee. This spread a wave a panic across the army, and one unit of gors broke and ran straight into the waiting arms of the glade riders. 

Turn 3

Getting desperate a unit of ungors with the wizard charged the weakened dryad unit but the combat ended in a stalemate. The last chariot bravely charged the glideguard but was taken out before it could reach them. In the elves turn the two treeman flanked the wizards ungor unit and totally wiped them out. The remaining beastmen seeing most of their brethren already dead, in exchange for 5 wood elf dryads, promptly retired from the field.

Thanks to Brad for the game, we will definitely need a re-match in 8th edition.  

bradsul
Posted: Wednesday, May 05, 2010 2:33:57 PM

Rank: Minister of Dice
Groups: Administration , Campaigner, Club Member

Joined: 1/22/2009
Posts: 1,225
Location: Ontario
Ya I don't think I'll be in a hurry to play that army until 8th edition. With no armour or ward saves or shooting or magic, umm.. ya it's not a very good book.

You're simply the next meal for my carnosaur.

Warhammer Fantasy Army: Tomb Kings, Lizardmen, Dwarfs
40K Army: Tyranids
Mario
Posted: Wednesday, May 05, 2010 2:36:03 PM
Rank: 4+ To Hit
Groups: Campaigner , Club Member, Member

Joined: 1/23/2010
Posts: 86
Location: Oakville
Yeah i will have to agree, any army with decent shooting or magic will ruin them.
TripleDiamonds
Posted: Wednesday, May 05, 2010 2:49:39 PM

Rank: Minister of Dice
Groups: Administration , Campaigner, Club Member

Joined: 1/22/2009
Posts: 719
Location: Burlington, ON
Thank you for the BatRep Mario. Please record one one exp point for your (I rolled a 4 ) General(Treeman ancient I think).

Warhammer Fantasy Armies: High Elves, Skaven, Orc & Goblin, Chaos Dwarf
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