Skaven vs. Wood Elves

Date: Tue, 15 Dec 1998 05:00:26 GMT
From: Mark Grabowski <[email protected]>
To: [email protected]
Subject: [WHFB] Skaven Tournie Report - prt 1

About two weeks ago I posted an army list for critique. This is the
tournie report in which i used the army after making a few
adjustments.

Tourney rules:
� No Greater Daemons, Dragons, special characters, allies (except
Chaos) or unridden monsters permitted.
� No more than 1 war machine per regiment.
� No Total Power (can be used as a '3 power' card).
� No Magic Items/Runes over 50 points (Dwarves are allowed to build
runic items
costing more than 50 points but cannot use any rune over 50
points).
� VP 100 system will be used. All units are worth a minimum 100 vps.
Captured enemy Standards worth 100 vps. Table quarters are
disregarded.
� WD Magic Item clarifications will be in effect.

scoring:
3 rounds were played
10 points for victory,
5 points for loss within 500 points
5 points additional if victory grater than 500 pts

A painting score

Tournament had 16 good caliber people playing.

Tournament results:
1 Ork and goblins
2 Dwarves
3 Wood elves
4 Skaven (me)
5 ?

Round1
vs Woodelf

Woodelf player (3rd place winner):
General
Lvl 4 mage with high magic
2 treeman
7 units of 5 archers
1 unit of 5 scouts
1 unit of 12 wardancers

His setup:
He strung his units of archers across the back of his table edge (ie,
if i marched across the table, i would only be able to charge these
units on the 4th turn - if i got there )
the two treeman where on both flanks, wardancers in the middle. Mage
hiding behind wardancers, general on flank of wardancers.

My setup
(left to right)
1. Unit of 10 censer bearers strung out across entire front of my army
2. Unitt of 18 Giant rats, 2 packmasters, one packmaster standard
bearer and one champion with Crown of Command.
(take on treeman and hold him in place - which worked)
3. Unit of 5 clanrats with one WFT ( screen that can shoot if ignored)
4. Warlock master (skull staff, dispell scroll, storm demon)
5. Unit of 22 clanrats, std, musician, 2 assasins, WFT, chieftain
(warp charm, skavenbrew), general (weeping blade, armor of meteroic
iron)
6. Warlock Engineer (dispell scroll)
7. 23 plague monks, std (dread banner), musician, plague priest (
flail of skulls, jade amulet )
8. Doomwheel on other side of a house (which was good thing as it
turned out)
Special deploy:
9. Gutter runners on his side of the table, in the corner, in the
open. (preset terrain on this table gave me nowhere to hide this
particular table really had no terrain except within the deployment
zones. )
He responded by placing his unit of 5 scouts to face me from his
deployment zone


skaven brew got frenzy, so i rerolled (hoping for a 5 or six - i
wanted to get across that table fast but had to settle for frenzy )
Turns: he was able to go first.

1a. His scouts charged my gutter runners and the treemen shambled
forward their full move pushing in slightly from flanks. archers did
minimal damage, except that a 5 shot volley managed to kill the
doomwheel engineer. The gutter runners and scouts tie combat. Nothing
happened magically.

1b. I moved forward as far as I could, pack of rats toward left
treeman, small unit clanrats did not move - Censer bearers toward the
right treeman with PM in tow. Doomwheel moves forward (yeah) randomly.
WFT fires on treeman - but does not get the 6 needed to wound (got a
5). Gutter runners destroy the scouts.
In this game I forgot i had storm demon, so i never used it ( aaagh ).
Decided to force the issue magically ( I wanted him to burn through
dispells ) and cast plague on treeman (he dealt me the cards! ) He did
use dispell scroll.

2a. One treeman decides to charge the rat pack, the other the Censer
bearers. Again, shooting kills one or two in each unit (yes he shot
into hth combat with his treeman - what did he care? ). Rats win
combat by ranks, but since no wounds scored he roots.
Censer bearers loose combat but stick around (did cause a wound by
poison on treeman).
Again magically he was unable to cast anything/dispelled.

2b.Gutter runners charge a unit of archers and destroy all but one
(and unfortunately pursue the guy). This panics another unit of
archers which flee off the table (tahts what he gets for setting up so
close to the edge). Little unit moves forward, big unit moves forward.
PM salivate waiting their turn to get a crack at the treeman cant
manouver into a favorable postion(ie out of line of sight of treemans
charge because of that house), remaining 3 Censer beares get wiped out
by treeman. Giant rats win again - but no wounds so the roots again.
(the treeman ends up only killing one or two rats every combat round
until the end)
I cast plague again - he fails dispell, treman takes 1 wound (agh).

3a treeman charges plague monks (that did not work out as intended,
oops). wardancers charge big unit of clanrats. WFT stands and shoots,
blows up with a 4 inch radius of effect and wipes all (16 guys) but
std, musician, 1 rnf, general and chieftain (both made "look out, sir"
roll). Well, that was spectacular. And yes, the panic test [even
though we had frenzy, there was no opponent within 10 inches at the
begining of my turn 2) was an 11 (appropriate result), so we flee and
wardancers fail charge. The remainder of the general's unit wethers a
fusilade of arrows, killing last rnf, all other hits went on general -
who made all saves. small unit of sustains 2 losses in shooting and
fails panic test, flees. Treeman kills 4 monks, priest only gets 1 hit
in, causes 2 wounds (needed 5+, even with flail.) - treeman looses
combat but makes brak test.
Now here is a question - I sorta forgot I had the dread banner, but
would the treeman autobreak even though he causes fear? I think i
assumed not, so i did not mention it.
Again, magic went nowhere.

3b. General rallies, small unit rallies (on leadership of 7 and 5 !)
Gutter runners have no one to charge facing in direction of pursuit),
so they move and shoot up a unit of archers of which 2 survive and
make panic test.
Giant rats win, pague priest and monks cause no wounds (S3 and S5
against T7 ) - treeman kills plague priest, but looses combat, roots.
Magically nothing works.


4a Wardancers charge my general but fall short. general again survives
shooting, but little unit gets shot up, panics flees. Giant rats win
again, PMs win again - but rooting keeps treemen around.
Magic - again nothing.

4b Gutter runners have choice of charging general or the unit they
just shot up. decide to choose unit to try and cause 3 panic test
around if the destroy the 2 archers. The ninja rats fail to cause any
wounds!!!! AAAAGH. General, chieftain, musician and Std charge the
shadow warriors (had to - frenzy :-) ) which promptly use shadows
coil. Rats win, PMs win, but treemen root.
Magic - he dispell scrolls plague again.

Well, I ended up loosing by a score 300 to 515.5 where the gutter
runners got all the points for my army.
I just did not expect an army like this because of the 100pt VP
minimum rule. Well, maybe, because of that this woodie ended up having
the army he did. Just too difficult to get the VPs from so many small
units without having flyers.

I dont think I did anything wrong tactically. Luck ended up going his
way when Gutter runners wiffed that last round, the plague priest/monk
vs treeman combat round, 5 archers killing DW engineer on first shot.
Oh yeah, lets not forget the spectacular explosion. But even then, the
wardancers would have been able to hold my generals unit with that
shadows coil thing. There were no other units left to get into combat
with the archers or the wardancers. Even though I forgot storm demon I
dont think it would have made a difference against treeman or
wardancers.
A very frustrating game.

Mark Grabowski
[email protected]
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