Armed only with the background
knowledge that they like to give beautiful enchantresses to vainglorious
vampires whilst having a tendency to jump into any random portals they come
across, twinned with the gaming understanding that their lists are almost
invariably identical (ok, not strictly true, but truth gets in the way of good
(never mind merely passable) narrative, so let’s move on) I decided that
Tribute was the time to wander into the dusky forests and see what all the fuss
was about with fantasy’s very own hippies.
The incomparable Dave is an army
painting machine, and very kindly lent me the army. Which is handy, or not sure
this would be a very long post.
Cue a good few days of trying to
write a list that was not “the” list, and was instead different and fun enough
to be enjoyable.
And then I remembered Waystalkers
and decided that I wanted to take 4.
Now, some people out there could
list the almost innumerable ways that 360points could be better spent. And they
would be right. All of them.
But I think they’re cool. So
there.
In the end I went with a ‘bit of
everything’ approach, a tasting menu of woody goodness, if you’d like.
The proud Raf Hunt gathers,
ready to sweep anything not very good out of its way, and more than prepared to
hide like a little elf should anything actually scary be going on.
Spellweaver: (General) Power
Scroll; Obsidian Lodestone; Level 4 Wizard; Lore of High Magic
Spellweaver: Dispel Scroll;
Moonstone of the Hidden Ways; Level 4 Wizard; Lore of Shadow; Asrai longbow
Glade Captain: Battle Standard Bearer
Waystalker
Waystalker
Waystalker
Waystalker
15 Glade Guard: trueflight arrows; musician; standard bearer
5 Glade Riders: trueflight arrows; standard bearer
5 Glade Riders: trueflight arrows; standard bearer
5 Glade Riders: starfire shafts; standard bearer
5 Wild Riders: shields
5 Wild Riders: shields
5 Wild Riders: shields
5 Deepwood Scouts: trueflight arrows
5 Deepwood Scouts: trueflight arrows
8 Waywatchers
2,400 points
Glade Captain: Battle Standard Bearer
Waystalker
Waystalker
Waystalker
Waystalker
15 Glade Guard: trueflight arrows; musician; standard bearer
5 Glade Riders: trueflight arrows; standard bearer
5 Glade Riders: trueflight arrows; standard bearer
5 Glade Riders: starfire shafts; standard bearer
5 Wild Riders: shields
5 Wild Riders: shields
5 Wild Riders: shields
5 Deepwood Scouts: trueflight arrows
5 Deepwood Scouts: trueflight arrows
8 Waywatchers
2,400 points
I could tell you all stories
about Heelan, but you wouldn’t believe me anyway…
Flashforward to bright an early
Saturday morning and a Game 1 vs the lovely Mr Hugh Allen and his Orcs
and Goblins beckoned.
No, that army is not set up for display. It
is deployed. And entirely frenzied Orc army castled up in the corner (this is
what happens when the general of an army is more level headed and, well, good,
than the troops he commands).
Annoyingly, Hugh was worried
about encirclement, and pretty much cornered his army, save for a flanking
force of a Mangler, a chariot and some Savage Orc Boar Boys.
One thing became apparent to me
as I surveyed the battlefield (because I am awesome at this game) – t5
characters are a real pain to snipe.
I am pretty sure there is an Orc and Goblin army around here somewhere…. Dammit! – that’s a long way to walk! The downside of a limited deployment drop list – you opponent gets to choose where the game takes place!
The game was relatively tit-for
tat. I was worried about the spider – it’s a real pain to kill from range when
you don’t have all that much shooting. Not as worried as I was by the doom
divers though – I think Elven armies where most units are only 5 strong do not like
them (I mentioned I rock at this game right?). I focused on killing them - the issue was getting in range to do so whilst not losing the stuff trying to do it.
That, and the opportunity cost. Do you shoot a lot of Orcs when you have reduced their toughness, or try to shut down a doom diver when you need 6s to wound? (I struggled with the whole "roll 6s" bit). I think I made a mistake, and should have focused on killing Orcs.
Silly Raf.
This was the first (of many)
games where the true annoyance of Frenzy raised its head.
The (at the time apparently critical) moment when the Trolls failed their stupidity test and wandered into the woods, negating their own steadfast. Carpe diem!
Seizing upon a turn when the
Troll unit failed its stupidity test in the woods, I launched Wild Riders at
it, promptly routing the trundling beasts, before being hacked down by an angry
Warboss.
Whilst all this seemingly
positive stuff is going on though, doom divers were wrecking my face. Badly.
Combine this with the forced overruns leading to needless Wild Rider massacres,
and things were looking extremely bleak.
Evil incarnate. Some say that
when the devil once more walks up this earth he shall be wearing a pointy hat,
goggles and spend his time randomly falling on people. These people are correct.
Add in a stupid risk that probably ended up costing me 160 points where, worried about failing panic checks near the table edge, I chose to stand and shoot at the last 5 (Toughness 1) Savage Orcs. Cue only killing 1. Cue the Big Stabber ruining me. This cost me both my Scout units, and is unforgivable bad play. Naught Raf.
All in all, not well played by
yours truly, and a 8-12 loss vs the ever lovely Hugh.
WAYSTALKER WATCH: 1 wound on the BSB, some savage orcs, a Savage Orc Boar
Boy and redirecting duties.
Game 2 rolled up and I had
the Fist of Fury himself, Mr Cowlin with a Dark Elf list.
This was a bit better. He had
(roughly) Dreadlord, lvl4 (life) and Bsb on steeds, two masters on pegs, and a
lvl2 on light. Large Dark Rider unit, xbow unit, corsair unit, cold one knight
unit, three bolt throwers and big warlock unit.
Ok, maybe not 'better' – this was
fast.
I decided the best course of action was to distract him and make him waste time in his corner whilst I shot him as much as elvenly possible. I knew I had to shut
down the RBTs as a high priority, they do mean things to elves. With this in mind
I decided to suicide some Wild Riders units, pushing up, hampering his vanguards and
generally being a nuisance.
Sacrificial Wild Riders off being all sacrificial off in the distance. That unit of 15 Glade Guard puts out a decent amount of firepower, setting up a solid firebase with the capability of handling out crippling blows to any Dark Elf unit.
The rest of my forces were on my
right and proceeded to implement Operation “shut down RBTs” (the Wood Elves are
not famed for their ingenuity in name-giving). Maybe a better name was called
for, as the shooting was really poor, my entire army *just* managing to
kill one RBT. Keen to show how it was done, 4 BS10 Waystalkers shot the lvl2
(presumably a scroll caddie) in the face. Bosh. That's how it's done.
The middle game was somewhat
cagey whilst Tom dealt with the two wild rider units (one managed to clear up
the xbows before a Peg Master came to the rescue). In those middle turns I
focused on units – killing off the Dark Riders and then the Warlocks.
Unfortunately the Waystalkers were off having some fun celebrating their turn 1
success and failed to kill any squishing steed characters.
And then it happened. My lvl4
Shadow wizard – who I shall from now on name “Pyro” – decided that a 4 dice Withering was
all the encouragement she needed to blow herself into oblivion (taking with her
10/15 Glade Guard), and ending the just-cast Withering… Sigh.
I miss those 15 Glade Guard, turns out 5 is not so much of a fire base... Pyro’s death perks the remaining Dark Elves up, and a full on cross table dash is about to begin.
This was effectively a quarter of
my shooting gone. Sensing blood, Cowlin pushed forward and implemented
Operation Dwellers (given the name, assume it’s another example of Wood Elf
naming genius), where he moved forward and SixDiceDwellers for 3 turns. I
stopped 2, and managed to avoid the last one with my lvl4. Waystalkers managed
to kill off one of the pegs, whilst the other got stuck ineffectively fighting
Wild Riders (it is impressive the drop in performance when Masters don’t get
rerolls). There was one remaining Glade Guard at this point, and I was not sure
about keeping him with my lvl4 (who had some 4 High Magic counters at this
point) to better survive shooting, or split to avoid the dwellers threat. I split them, and the final shots from the
Dreadlord’s crossbow impaled the hapless archer.
I believe I FINALLY managed to
kill a second bolt thrower, but that was effectively it. When all was said and done
– 10-10. Given that I had effectively blown up 550 of my own points, I guess
that’s fair enough.
WAYSTALKER WATCH: Lvl2 Light Wizard, Peg Master
Game 3 and it was
Watchtower time vs Aaron “Wildman Magnet” and his Cavalry High Elves.
The scenario was
capture the tower – person who held it with 5+ models at the end of game got an
additional 800 points. The game lasts 6 turns, and goes on for a 7th
turn on a roll of a 4+.
As I mentioned, Aaron was running
cavalry – and a unit that must hit list a ton of bricks – 9 Dragon Princes
(with “the Banner”, obviously), 4 Combat Characters, a Lvl4 on High with “the
Book” and a lvl2 on Beasts. Supporting this he had some silver helms, some Reavers,
four bolt throwers and two units of archers (for building duties). Aaron “won”
the right to be in the building.
And then a classic thing
happened. Aaron believed this was an extremely good, open/shut case of good
matchup up for him (due to banner protection). I knew that whilst this was
technically true, I had some armour ignoring none-magical goodness, an ability
to destroy his banner and was far more likely to capture the building. Once
again I suicided two Wild Rider units to threaten the Bolt Throwers, forcing
him to focus on them rather than shoot my vulnerable archers. The Wild Riders
did their job – both (just about) survived the turn of shooting and then
proceeded to kill three of the bolt throwers and one of the archer units. Aaron
in response shut down my Waywatchers with an epic Soul Quench (20 or so S4 hits will do
that to 8 T3 models).
Meanwhile, around the ever-so
important tower, after two turns the 10 brave elves in the building were dead,
and the carnage was about to start. Waystalkers shot out the Prince from the
unit as a sign of things to come. I managed to get Arcane Unforging off on “the
Banner”, and the unit’s doom as certain. Over two or three turns I managed to
wither the Dragon Princes, whilst my Waystalkers, now positioned in the Watchtower
with some Scout friends, picked off one character after another. The end was an
utter rout, with just one bolt thrower left alive.
Top tip: Sniping characters on
a 2+ to hit and a 2+ to wound with nor armour saves is fun.
Take my word on it.
It should be said though, that
Aaron’s dice were mad. 3+ armour saves were failed 75% of the time, panic tests
were almost ALL failed. There was little he could do in the end. A gent of an
opponent.
20-0 win to end the day with is
always fun.
WAYSTALKER WATCH: Prince, Archmage, BSB Noble, Noble.
Cue Saturday night and, well,
insert anything you can think of happening in Cardiff on a night out (for those who don’t know –
Cardiff is a university city that is utterly full of people having their Stag
and Hen nights out) and it probably (definitely) happened to someone.
A painful Sunday morning dawned,
though somewhat mollified by one of those epically massive breakfasts that just
seem to *make sense* on mornings like that.
What did I have to face now
that I finally returned to the “right” side of the room? Steve Smith’s
beautiful Ogre army.
SlaughterMaster (Heavens), BSB
(Runemaw), Firebelly, Butcher (with HellHeart), Ironguts, Bulls, 2x2 Mournfang, 2 Ironblasters
(I remember the good old days when they were comped), 2 sabertusks and a Thundercow rounded out
his list.
The mission? Blood and Glory (800
points to the first person who broke their opponent).
I was worried about this game. I
suspected (correctly) that the big Irongut unit would have the Runemaw, which
makes it an utter pain to try and kill. Shooting T4 stuff is dicy (and sniping
T5 characters is just not fun). Factor in the additional 3 inches onto the
table they get for the scenario and things could go very wrong. This would have
to come down to me breaking him, which would involve killing the Guts and the
Bulls. Doable maybe, but time would be short.
Unfortunately for me Steve won table sides, which made a massive
difference – one side had lots of buildings and narrow channels an attacking
army would have to go through, the other had gentle rolling hills and some
woods. That was a big dice roll to lose.
What we have here is the Lesser Spotted Deployment Mistake. I should have deployed all my scouts on the other side of the table and teleported across with my glade guard, giving the Ogres a literal mile to cover. But I didn’t. I am not sure why. I blame my hangover…
Trying to work out what to do, I loaded
up on Wild Riders on my left flank and my archers and characters on my right.
In hindsight I could have dummied my deployment far better. My initial plan was
to launch three turn 1 charges into the Thundercow and Mournfang units in front
of me (they, along with an Ironblaster) made up the units on my left, the rest
of his army directly in front of me). There were risks though – either I don’t
make it and get counter charged (needed a 9 on the dice), or I make it and fail
to roll enough 5+s to wound the Thundercow (more on failure to roll 5+s in a
later game). I wimped out – am not sure what the right call was. Instead they
veered right to threaten the units barrelling towards my infantry.
I believe the “push it 12”
forward” is called “Doing an Ogre”.
Wait….
What proceeded was a fairly
normal Ogre experience of them barreling towards you, avoiding, shooting and,
in this case, charging some stuff with Wild Riders. Alas frenzy hurts. When
forced into a necessary charge there was nothing to stop some stupendously long
overruns and the subsequent loss of the unit.
Damn that Frenzy and the forced overruns/not being able to flee. This time an angry cow takes advantage. The fact it was butchered the following turn does not make me any happier. Damn, using Wood Elves seems to be turning vegetarian.
Still, they killed the Thundercow
and forced a Mournfang unit to run away (though annoyingly it rallied on the
table edge)
Things were going “OK” – though
the Ironblasters were being very very annoying – not only with the shooting of
my Wild Riders, but in the simple ability to deny board space. I wiped out the
bulls and butcher quickly, and now was in the process of killing Ironguts, when
Pyro decided to play. Cue Dimensional Cascade – which she survived! Alas… the
explosion robbed her, the general, the bsb and 4 waystalkers of their look out
sirs….
Cue cannon ball to her face.
She probably deserved it.
Though I had been hoping to cast
MINDRAZOR :(
The classic way of ruining
Ironblasters (a flank charge) failed when the beaten Ogre held a Glade Rider charge. As the last
turns wound down it all came to a few dice rolls. The remaining Wild Rider unit
(somehow still at full strength) failed a 5 inch charge onto Mournfang, and survived the counter charge! The now
free Ironblaster had a tough choice – charge the remaining
waywatchers/characters for a chance of wiping them all out, but if fail the
charge do nothing, or take a nice easy shot across 4 unprotected characters.
Steve went for the shot… MISFIRE. Sometimes I love dice. On the other side of
the table the Glade Guard FINALLY killed the Gut unit, breaking Steve. His
characters, miffed by this, brutalised the poor hippy archers in record time.
Ended up a 16-4 after the points for breaking, 10-10 on the table.
WAYSTALKER WATCH: 1 wound on a Mournfang
On to the final game of the
weekend, a good ol battle line vs Northern Ireland’s very own Barry, who had
been rescued from the local Chinese place the night before.
His list was a stupendous filth
fest.
Lvl2 Death on Daemonic Mount
(general) with extra spell, lv4 Tzeentch Disc Wizard, Unkillable BSB, Tzeentch
warriors, big troll unit, two chariots, two Hellcannon.
The threat of a turn one panic
bomb off the table was a very real one. Barry telling me "it never happens" did not help.
Barry put a Hellcannon on either flank,
the trolls in a massive long line with the intent of sweeping me into one
corner. Chariots in the centre. Sensible stuff.
My turn one I yet again zerged the Wild
Riders - this tme so that they were right next to the Hellcannons, the plan being to shut them
down for a turn or two if possible.
The quiet before the storm –
though not sure how ‘quiet’ a long line of marching Trolls would really be.
Barry, being the true gent he is,
helped out by misfiring both cannons turn one, and losing all crew both times (annoyingly
passed both monster reaction leadership tests – I liked the idea of them just
buggering off, but seems quite a lot to ask for).
This was perfect. I could now
bring the Wild Riders to threaten the ground element Chaos elements – two or three units could
wreck a lot of havoc whilst the odds were good the Hellcannons would spend most
of the game running around madly.
That was the plan.
In fact what actually happened
was two failed restrain tests in a row.
Cue throwing Wild Riders away into Hellcannons for
the sake of it.
Later in the game the third unit
liked the look of all these uncontrolled charges and charged into the Trolls,
just to be promptly destroyed.
Sigh.
After killing the chariots I was
not confident in my ability to get all that much else – other than that pesky
Wizard. After 7/8 Way Watchers were pulverised by Gateway the Way Stalkers took some
vengeance, hunting down the disc wizard ruthlessly (got to pick on those T4
characters when you have a chance!), eventually getting him as the game wound down.
Meanwhile in Hellcannon world –
my Withering attempt was dispelled. Trying to make up for this, the charging Wild Riders promptly hit
15/15 times. And as promptly failed to role a single 5+ to wound. Sigh.
On the other flank things went
much better, over a few turns the Wild Riders left it on one wound – it was
then shot off by some ambushing Glade Riders.
As the game ground down he was
finally reached me, and I cold have been in real trouble. Thankfully my characters just about
managed to reach a wood and teleport away to safety, and some scouts threw
themselves away on chaffing duties.
In the end I had killed a
Hellcannon, two chariots and the lvl4. It felt like a lot more work than that
sounds!
With a panicking Waystalker
failing to rally, Barry had scored just enough points for a 10-10. A fair
result, but given my turn 1 luck it should have been far better than that…
Still great game against Barry.
WAYSTALKER WATCH: Lvl4 on Disc
Which is fine – could have played
better and there were some luck swings involved.
Importantly, for the second Tribute
in a row I had a fantastic time. Of note elsewhere at the event – Russ absolutely
smashing face and scoring 92/100 battle points with his Warriors and Adam’s failure to be a competent human stopped him coming 2nd overall
(his late was late and in the wrong format).
Great as ever to catch up with
people, and the nice laid back, fun atmosphere that is Cardiff does make it THE
destination of WFB tournaments in the UK.
Fun actually. Rather matchup
dependent, but with a different list I think you could have good, effective
fun. Obviously drop the waystalkers (and maybe a lvl4 as well) you get a decent
amount of stuff. Wild Riders need to be in slightly bigger units – I think
7s could work. Would be nice to get some Warhawk Riders in there as well (like the idea of 3 units), to
project more forward nonsense to annoy the opposition.
I would do them full time – but they
are elves. And I am still hoping that rumours of a Bretonnian book comes out soon
otherwise may have to do something drastic for next year…
Anyway. Thanks to all my
opponents, the people I hung out with, the venue and the organisers, and Dave for the loan of the beautiful army.
A fantastic
time was had!
Until next time
Raf