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Wartorn 750 pt batrep Undead vs Beastmen

 Post subject: Wartorn 750 pt batrep Undead vs Beastmen
PostPosted: Thu Oct 02, 2014 10:07 am 
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Got a game in today with some of the revisions that have been discussed recently. Shooting didn't really happen in this game even though both sides had archers. My undead bowmen ended up in the back the back away from a leader and failed activation the first 2 rounds. I had toyed with lowering the command range of leaders to 10cm range 20cm diameter and this proved to be more challenging for both sides as both forgot about where our leaders locations where at times and lost their command value.

Beatsmen army consisted of: 741 points.
Beastmen Scouts: 160 points per formation
Beastmen warriors: 186 points per formation
Beastmen Charriot: 106 points per formation
Giant-Taur: 102 points per formation
Minotaur Lord: 55 points, with Exotic Weapon
Beastmen Shaman: 48 points, with bone necklace (invulnerable save) and the spells, Horns first, Obsidian Bull, and
Stampede.

Undead army conssited of: 744 points.
Skeleton Archer: 208 points per formation
Skeleton Spearmen: 192 points per formation
Skeletal Mammoth: 102 points per formation
Bone Giant: 59 points per formation
Vampire Lord: 57 points with Exotic weapon, Soul of an innocent charm (invulnerable save).
Necromancer: 45 points, with the spells Decay, Nightmare, and Animate Dead.

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Undead

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Beastmen

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How the battle started, the green circles are tree's my opponent who was play beastmen had placed them so densely together.

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First move is pretty uneventfuleveryone moved forward, first blood went to my necromancer casting decay on the beastmen charriots in the middle doing 2 wounds. His caster retaliated by inflicting a single wound on my mammoths with Obsidian bull.

[img]http://i1089.photobucket.com/albums/i351/Critnasty/IMG_0814_zps82265b6c.jpg[img]
My archers at the bottom of the picture failed to activate as well as his chariots in the middle. My Skeletal Mammoths charged his beastmen warriors top right corner and they got flank charged by his Giant-taurs. The mammoths didn't survive the encounter.

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His chariots rallied and charged my archers on the bottom, my vampire lord charged the rear of his chariots. The chariots are pretty nasty on a charge and between their scything blades and attacks they did a total of 8 wounds to the archers. They couldn't survive the onslaught of archers and vampire lord though. Beastmen warriors force march up the right side of the map. Giaunt-taurs failed to rally as my opponent made a huge mistake, he left his shaman out in the open with no cover. My necromancer targed the caster with Decay with all four magic dice getting a whopping 7 wounds which my opponent only saved 2 of. Top left the skeletal spearmen are takinga beating from the beastmen scouts and minotaur lord.

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The vampire lord and remainig skeleton archers face off against the beastmen warrior formation. The skeleton archers get wiped out and the vampire lord loses combat but successfully passes his command check and recieves a demoralization marker. The Necromancer had raised skeletons into the skeleton spearmen formation and those got killed but the formation kept going, with the bone giant lending support to the fight it was a matter of time before they overpowered the beastmen scouts and minotaur lord.

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Bottom right the vampire lord broke the beastmen warriors with his tenacious fighting and they fled from him. He chased down every last one of them and killed them. Upper left the weight of animating skeletons to the spearmen takes it's toll as they slowly widdle down the beastmen scouts and minotaur lord finally killing both formations before they can break and run. A well placed Decay spell at the Giant-taurs does 3 wounds and my opponenet concedes the field of battle.

We both learned a lot about our armies that we had forgotten, the value of characters lending their command value to basic formations was felt throughout the fight. I was lucky to send a command to my skeleton giant with his command value of 4. Mistakes where made on both sides but i made less so i took the field of battle the victor. I'm undeicded how i feel about 10cm range on command value perhaps 15cm, but right now 20cm seems to much. We felt both armies where very balanced, at one point in the beggining my opponent felt he had already lost until he massacred my skeletal mammoths and realized just how powerful his veteran and elite formations where. He said that he should probably have not split his formations up in the beggining and leaving his shaman out to dry cost him some spells that could have helped and some dispel dice that could have changed some of the stuff i got away with.

From now on i will take before the turn starts and before combat starts so you can see more of the action on the board.

Blind-


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 Post subject: Re: Wartorn 750 pt batrep Undead vs Beastmen
PostPosted: Thu Oct 02, 2014 10:33 am 
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Joined: Mon Sep 22, 2014 3:23 am
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Have you tried deploying your main combat units in a single rank instead of two ranks of three stands? I have found that this aids combat resolution very much by causing extra wounds on the enemy.

Good to see a small game, did you feel as if the armies were balanced closely and that the outcome was deiced by deployment and tactics?

Finished my Dread Elves vs Orc and Goblins battle report. Orcs are hard to kill at 4 Health each stand, but if they fail a command check, sooo much easier when their is no character around. Archer units rock when they are left unmolested.
The Dread Elf Shadows worked a treat, until the Orc Shaman killed them with magic, but I will write up the battle report properly. Sorry, off topic.

I think that a closer deployment would have aided the Beastkin here. Did your opponent have any comments to make?

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"During your enslavement to me you will learn that there are worse things than dying."
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 Post subject: Re: Wartorn 750 pt batrep Undead vs Beastmen
PostPosted: Fri Oct 03, 2014 7:19 am 
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Joined: Sat Jun 18, 2011 10:17 am
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Kulhaq69 wrote:
Have you tried deploying your main combat units in a single rank instead of two ranks of three stands? I have found that this aids combat resolution very much by causing extra wounds on the enemy.


No i typically don't do that i couldn't imagine a formation moving forward 6 stands wide, it rubs me wrong...

Kulhaq69 wrote:
Good to see a small game, did you feel as if the armies were balanced closely and that the outcome was deiced by deployment and tactics?


We both felt everything was balanced, a combination of issues led to the outcome. Mistakes by players, deployment, tactics... although tactics at such a small battle doesn't lend to much i don't think. I probably used magic to my advantage a little better then he did and he also sent formations out by themselves rather then helping each other out like i did. So yeah tactics i guess had a key in my victory, but still a very close match.

Kulhaq69 wrote:
Finished my Dread Elves vs Orc and Goblins battle report. Orcs are hard to kill at 4 Health each stand, but if they fail a command check, sooo much easier when their is no character around. Archer units rock when they are left unmolested.
The Dread Elf Shadows worked a treat, until the Orc Shaman killed them with magic, but I will write up the battle report properly. Sorry, off topic.


Strong formations that are weak without leadership, that sounds like orcs to me :). I didn't get a chance to use archers but next time i'll do a medium sized battle to get a better use.
Shadows working as intended huh! Magic is awesome it can be very effective in turning a piece of the battle. No worries any and all comments are welcome.

Kulhaq69 wrote:
I think that a closer deployment would have aided the Beastkin here. Did your opponent have any comments to make?


Since we played a smaller game, we started 45cm apart... this was partly due to the table being only around 85cm wide.

I think their may be an issue with the size of formations, i'll be sending you an email on my thoughts and possibly changes.

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