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Author Topic: Escalation Campaign: Game of 3 of 13 , Empire vs. Wood Elves Part 1  (Read 1357 times)

Offline EmpiresArsenal

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Campaign Empire vs. WE Battle 3
1450pts
In Battle 3, some special rules apply to army selection.
- No rare units allowed, and special units must be less than 25% of your total points.
-The General from Battle 1 must be included, but does not have to be the army general.
-Wood Elves can select one enemy unit to subtract 1 from each characteristic to a minimum of 1.

The Wood Elves select the Knights of the Hammer to subtract 1 from each characteristic.
The Wood Elf Wild Riders (WR) use vanguard  and move up twelve inches.

Spells:
Wood Elves: Lvl 4 Beasts: Wyssan’s Wildform, The Amber Spear, The Curse of Anraheir, Transformation of Kadon
Empire: Lvl 2 Shadow: Melkoth’s Mystifying Miasma, The Withering.
Empire Lvl 2 Heavens : Iceshard Blizzard, Curse of the Midnight Wind

Deployment:


Wood Elf Turn 1
Wood Elf Movement 1
-After making a 12” vanguard move, the Wild Riders (WR) retreat behind the building
- All glade guard units except for gg1 move up 3” to 5”. This enables them to shoot there specially crafted longbows.



Wood Elf Magic 1
-The Beastweaver summons 6 power dice from the Wind of Ghur, while both Empire wizards show little effort and only manages 3 dispel dice.
- The Beastweaver attempts the cast Curse of Anraheir on the Handgunners (H1). Throws 3d6 at the spell, and got a natural score of 13. There is no dispelling attempt. Successful spell
-Next, the Beastweaver attempts to cast Wyssans Wildform on Glade Guard 2 (gg21) on 2d6. The spell requiring a natural 6, fails after a natural roll of 4. The Beastweaver is not surprised by the failure of his attempt.

Wood Elf Shooting 1
-Glade Guard 4 (GG42) shoot at Spearman 2(S2). 15 arrows fired, which result in 9 hits. 3 spearmen are wounded, however their light armor & shield saves 2 of them.
-Glade Guard 1 (GG11) fires 11 arrows at Handgunners 4 (H4). 7 arrows hit their mark, leaving 4 handgunners dead. The Shadow Wizard (Empire General) wishes his handgunners had access to armor, especially after their recent point increase. The Handgunners pass their panic test on a 7.
-Glade Guard 2 (GG21) fire 11 arrows at Spearmen 2(S2). 6 hits wounds 3 spearmen. Again, the light armor and shield of the spearmen save 2 of them.
-Glade Guard 3 (GG31) take aim at the same unit of spearmen as they try to dwindle their numbers. 10 shots hit 9 spearmen! 4 Spearmen are wounded, and only 1 saved. The ensuing panic test is passed on a 7.
-A surprising 5 armor saves were made during the Wood Elf shooting phase. The Empire General hopes to see more of that throughout the battle.

Empire Turn 1
Empire Movement 1
-Handgunners 4 (H4), Crossbowmen (CX), Spearmen 2 & 3 (S2) (S3) all advance. Handgunners 3 (H3) change their facing to prepare shooting next turn.



Empire Magic 1
-The Winds of Ulgu and Azyr allocate 8 power dice to the Empire and while Ghur only gives 5 dispel dice to the Wood Elves
-First, the Heavens Wizard attempts to cast Curse of the Midnight Wind on Glade Guard 1 (GG1). 3d6 gets a natural score of 13. The spell is uncontested, spell successful.
-The Shadow Wizard cast Miasma on Glade Guard 4 (GG42) with 2d6. The caster rolls a natural score of  8, but it was dispelled by a natural score of 8.
-The Heavens Wizard uses 3d6 to cast Iceshard Blizzard on Glade Guard 4 (GG42). The Heavens Wizard gets a 12+2 =14, while the Beastweaver only gets 9+4 =13. Spell succesfull.
-The Empire Wizards realize they have 4 hex spells, with no way to deal actual damage to the enemy. The Wizards convene to discuss a magical strategy to help the Empire troops fight their way to victory.

Empire Shooting 1
-The Great Cannon fires and hits the BSB and 3 GG in (GG21). BSB gets the save from LOS, and 4 Glade Guard die. They pass their panic test with a 6.
-The Mortar, in classic Empire fashion, misfires. It cannot fire this or the next turn. The Empire Wizards know they wasted manpower and resources bringing the Mortar to the battle field. Even their magic abilities can’t help the waste of resources that is the Empire Mortar.

Wood Elf Turn 2   
Wood Elf Movement 2
-The Wood Elves advance with their Glade Guard leading the way. The Wild Riders are still in hiding. The Wood Elf General (Beastweaver) knows the Wild Riders would be blown away by the Empire’s handguns and artillery. However, he does plan on using the Wild Riders when the time is right.


Wood Elf Magic 2
-The Wood Elves get an average 7 power dice, while the Empire only manage 4 dispel dice. The Beastweaver knows he has a good magical advantage this phase.
-The Beastweaver casts Curse of Anraheir on Handgunners (H1) with 3d6. Getting a natural 15, the Empire Wizards know there can be no dispelling attempt. Spell Successful
-Next the Beastweaver attempts to cast Amber Spear on Handgunners (H1). Needing a natural 5, he throws 2d6 at it, getting an 8. No dispelling attempt. The Amber spear pierces 2 handgunners, both die a gruesomely horrible horrible death.
-Lastly, the Beastweaver attempts Wyssans Wildform on Glade  Guard 2 (GG21). Using 2d6, he gets a natural 7, while the Empire Heavens Wizard dispels it with a 19 on 4d6.

Wood Elf Shooting 2
-Glade Guard 3 (GG31) fires 10 arrows at Handgunners (H1).  The arrows hit 6 handgunners, wounding and killing 3. The Handgunners take a panic test, but pass on a 4. The Empire Shadow Wizard smirks at 3 arrows sticking out of three handgunners who continue to fight.
-Glade Guard 1 (GG11) fires 11 arrows at Handgunners 4 (H4). 11 shots, 7 hits, but only 1 wound.
-Glade Guard 2 (GG21) fires at Spearmen 2 (S2). 3 hits result in 0 wounds.
-Glade Guard 4 (GG42) fires 15 arrows at Spearmen 2 (S2). 15 arrows hit 5 spearmen, wounding 4, and no armor saves. They pass their panic test.

Empire Turn 2
Empire Movement 2
-The Swordsmen move into the ordinary building, and the Handgunners (H4) shuffle over to the right to allow the Knights (KotH) to pass through.
- Spearmen 1 (S1), Handgunner 2 (H2), and the Crossbowmen (CX) move and orient their facing to the Wood Elf main battleline.


Empire Magic 2
-The Empire gets 5 dice from the Winds of Ulgu and Azyr, while the Wood Elves get 3. However, each army is able to channel an extra die, bring the pools to 6pd 4dd.
-The Heavens Wizard attempts to cast Iceshard Blizzard on Glade Guard 1 (GG11). The cast is a natural 5 on a 2d6, but the Beastweaver dispels iton a 2d6 is a 7, spell dispelled.
-The Heavens Wizard attempting his second spell, uses 2d6 to to try to cast Curse of the Midnight Wind of the (GG11). He gets a natural score of 8, which is matched by the Beastweaver. Spell dispelled. The frustration on being less powerful wizards than the Beastweaver is affecting their casting abilities.
-The Shadow Wizard tries to turn around this failure of a magic phase by casting Miasma on (GG42). He gets the spell off, but just barely, needed a 3, got a 4 on 2d6. The Glade Guards Ballistic Skill is reduce by 3 to a 1!

Empire Shooting 2
-The Mortar is stupidly doing what its expected, not firing.
-The Great Cannon fires with a great thunderous crack! The cannonball strikes the unit at an astounding speed, but only hits and kills one Glade Guard from (GG31). Artillery has been nearly useless in this battle full of infantry.
-The leftovers of (H1) shoot 5 shots at long range at (GG21). 3 glade guard are hit, 3 fatally wounded. They pass their panic test on an 8.


Wood Elf Turn 3   
Wood Elf Movement 3
-The Wood Elf army advances yet again. The Wild Riders and Glade Guard 2(GG21) stay put, keeping VP on their side of the battle field. The BSB leaves Glade Guard 2 (GG21) and joins the Beastweaver in Glade Guard 4 (GG42).


Wood Elf Magic 3
-The Beastweaver throws his hands in the air and brings down another 7 dice from the Wind of Ghur. The Empire Wizards almost match their foes power pool with 6 dispel dice.
-The Beastweaver tries to cast Curse of Anraheir on (H1) with 3d6, and got a natural roll of an 8. Again, the Wizards telekinetically communicate, agreeing not to attempt a dispel. Spell successful.
-Then the Beastweaver attempts to cast Wyssans Wildform on (GG42). Needing a 6, he scores an above average 8 on 2d6. The Shadow Wizards dispel attempt uses 4d6, needing a natural 10. However, the 4d6 results in a 9. With a 5.4% chance of rolling that low, the Empire Wizards shake their heads. Spell successful.
-Lastly, he tries to cast Amber Spear on (H1) with 2d6. Needing a natural 5, the Beastweaver raises his staff and casts. The spell fails after a natural roll of only 4.

Wood Elf Shooting 3
-(GG1) shoots 11 arrows at the Knights at long range (KotH).  8 arrows hit, causing 5 wounds, however, the knights thick protective armor safeguards them from all 5 wounds.
-(GG3) fire 9 arrows at the oncoming crossbowmen (CX). 2 crossbowmen at hit, 1 is wounded.
-(GG2) fires 3 more arrows at the knights at long range. 3 arrows hit 1 knight, but it’s saved once again by the knights armor.
-Lastly, (GG4) shoots at (H1), but only with a ballistic skill of 1. With the dice roll similar to an Empire shooting phase, 16 shots only hit 1 handgunner, and fails to wound him. The Empire General feels a moment of camaraderie with the Glade Guard, as it is an all too familiar feeling.

Empire Turn 3
Empire Movement 3
-The Empire General barks order to marches forward. Although he is a Shadow Wizard, he previous experience in Battle 1 has given him some confidence and tactical experience.
-The lone spearmen from  Spearmen 2 (S2), marches forward, to be out of the TLoS of the Glade Guard.
- Handgunners 2 (H2) move up to join the Empire lines.
-The Swordsmen (SW) move out of the building, preparing a charge next turn.
-The Knights (KotH), eager for action, move up with their reduced stat line.


Empire Magic 3
-Another mediocre power pool, as the Empire Wizards fail to channel after only receiving 5 dice from their respective winds. The Wood Elf army gets a mere 3 dice.
-The Heavens Wizard, eager to get a spell when the Beastweaver only has 3 dice, attempts Iceshard Blizzard on the Glade Guard closest to the Knights. Using 4d6, he casts the spell, getting a natural 11. The Beastweaver realizes how important it is to shoot the knights and swordsmen attempts to dispel Iceshard with all 3 of his dispel dice. 3d6 results in a natural 11. Spell dispelled. The Heavens  Wizard is in disbelief.
-The Shadow Wizard then tries to get Miasma off with one power die. Needing a 3 or higher, he casts a 6! Glade Guard 4 (GG42) once again has its ballistic spell down to 1. Not too bad for a one die magic spell.

Empire Shooting 3
-Both Empire wizards feel a sigh of relief when the shooting phase comes. Even with poor ballistic skill and shaky luck, they know this is the strong point of the Empire army.
-The order has been given, fire the cannon! The Empire crew prepares the shot. Aiming for Glade Guard 4 (GG42), the captain of the cannon crew can line up to 5 glade guard in his sight. BOOM, the shot hits the ground right in front of the enemy General’s unit. The cannonball sticks in the mud, no bounce. Not one Wood Elf hit. The laughter from the Wood Elf army can be heard over the fighting.
-The Crossbowmen (CX) fire down range at Glade Guard 3 (GG31). 4 shots hit 2 glade guards. 1 Guard is dead after a crossbow bolt to the neck.
-The Handgunners near the house (H4) take a pot shot at Glade Guard 1(GG11) from range. 4 shots result in 2 hits, and 2 dead Glade Guard. Unfortunately for them, this is the best shooting so far for the Empire.
-To make up from last time, the Mortar takes aim at the enemy Wizard and BSB. The crew load the shot and fire. But nothing happens. The Mortar misfires again, and the crew will spend the rest of the turn reloading, so that it can fire next turn. The Heavens Wizard questions if he has cursed his own Mortar instead of the enemy.
-Hoping to end the phase on a good note, the remaining handgunners of Handgunners (H1) fire 5 shots at long range at the large unit of Glade Guard 4 (GG42).  A disappointing result. 1 hit, 1 wound.

Continued in next thread.....
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