I played my first game with my new (well, new second hand) Dark Elves last week – 1500 points, vs. Skaven, 1170 to me vs. 877 to him. Minor victory. I’m well pleased.
I’d managed to write three army lists, none of which was quite in sync with the models I actually own. This was the best I could knock up on the day and there’s some stuff which I know doesn’t quite work.
Master (General) – 150
Sea Dragon Cloak
Seal of Ghrond
Sorceress – 160
extra magic level
Assassin – 166
additional hand weapon
Rune of Khaine
Cloak of Twilight
20 Warriors – 180
10 Crossbowmen – 100
5 Dark Riders – 131
14 Executioners – 198
(Assassin goes here)
14 Witch Elves – 200
Cry of War
Banner of Murder
2 Repeater Bolt Throwers – 200
My opponent, the learned Dr. Shiny, has been playing Skaven for about fourteen years, much of it with the same collection. The point I’m making is that he rocks it old-school: yes, he adds a few new tricks to his arsenal with every edition of the book that comes out, but he won’t leap on the new toys like Hell Pit Abominations immediately (not unless he can come up with a good, cheap conversion for them, anyway).
no idea what he had – didn’t even see combat.
level 2 wizard
level 2 wizard
5 Rat Swarm bases
20 Plague Monks
Banner of the Under-Empire
Terrain – off-centre ridge (hill, open ground) spanning the width of the board, small forests at the corner of the deployment zones.
We didn’t take photos and long battle reports without photos aren’t very clear/good/fun, so here are the edited highlights.
I botched my deployment, badly. The Dark Riders ended up on the side of the board covered by two Ratling Guns, with no space to move where they wouldn’t get shot up, while my combat units would limit the Bolt Throwers’ line of sight if they moved forward (and one of the Bolt Throwers regularly blocked the other from shooting the same target: must remember to stagger one of them back a little bit if they’re both in the same corner).
Shiny relies on his Rat Swarms to hold an enemy unit down long enough for the Plague Monks to outflank them and start rolling down the line. The Clanrats play it cagey, standing off and protecting the Ratling Guns and Warlocks unless they’re needed to fight something. It doesn’t work, though, if the Rat Swarms charge a unit of Witch Elves who proceed to butcher them in short order and roll on into his Plague Monks. Those units deadlocked for a turn while the armies shuffled back and forth for position and the Executioners moved around to set up a flank charge threat for any Skaven that dared to cross the last open ground into the Dark Elf lines. Alas, the Witch Elves couldn’t quite crack Plague Monk toughness, and the Monks overran into the Executioners’ flank.
I’d taken enough casualties from Skaven magic and shooting (lost all the Dark Riders, half the Spearmen and a wound off my General) to be tempted to call it there, but we have this policy. If any one of us is thinking about conceding, the other two have to explain how the game could still be turned around. Dave and Shiny and I are all regular victims of the Face – the baleful visage of defeat and complaining which says doom is certain and we should call the game there – but we all forget that a few good rolls can turn a game right around, and the Executioners weren’t dead yet. They ran, but the Monks didn’t catch them; they rallied, and the Monks fared less well by charging them in the front.
Once the Plague Monks were gone, the Executioners were in a position to roll up the Clanrat line, aided by my Sorceress throwing out clinical Blade Winds into unengaged units. I was very impressed with the Sacrificial Dagger and the Dark Magic spells in general; one second level wizard became enough to test Shiny’s about-average magic defences. She couldn’t quite hold him back (a few Scorches got through, wounding my General, stripping a rank off the Spearmen and Panicking the Dark Riders off the board), but she kept the Howling Warpgale nonsense in check and helped the Bolt Throwers whittle his General’s unit down.
My general spent most of the game chasing Ratling Guns (charge, fear test, Ratling Gun runs for the hills) and running away from Clanrat charges (failed charge leaves him caught between two Clanrat units’ charge arcs, he flees, Clanrats stall for a turn). While I was pleased with this spoiling role he performed, and his ability to absorb Ratling Gun fire, it wasn’t exactly reliable (Stupidity and all that) and I’m not convinced that something else wouldn’t serve me better.
The Assassin is obscenely good, and compensates for the Executioners’ low attacks characteristic very nicely. Says Shiny: get in front of them, you’re dead. Manbane felt like overkill, but I don’t believe in list tailoring and I think I’d be glad of it against stuff with higher armour saves and Toughness stats, so it stays for now. He only got one crack at the Cloak of Twilight: again, it’s in there to handle artillery (like Dave’s damn accurate stone thrower), so it stays for now. If points are shaved, though, it’s likely to be from the Assassin’s gear and the War Banner on the Spearmen (pointless: they’re ablative wounds and Power dice for the Sorceress, nothing more).
Also, I want a Cauldron of Blood, badly. While the Executioners and Assassin did very well for themselves, both the Witch Elves and Executioners failed Break tests which they’d have passed with Stubborn. Not quite sure how I’d fit one in at 1500 points – maybe I couldn’t – but it’s definitely something to bear in mind for the future, and it definitely fits in with all the other Khainite nonsense I have going on.
Many of my units were under half strength at the end, and both my characters were wounded, which gave away about 350 victory points and stopped me contesting table quarters (bagging Shiny another 100). Still – minor victory! Not bad for my first time out.