'My Lord, I have found signs of a large Skaven force barely a halfday's march from the forest! Very close to the human village that we oftentimes trade pork and brandy.'
'To arms Kindred! Those foul rodents of chaos aren't getting their hands on my booze!'.
And thusly did the Succour of Le Hameau avec des Porcs begin.
I had my first game using the Vaticon Comp for my Wood Elves vs Skaven last week and it was the first time I got to use a Magic Lore that addressed some of the Wood Elves inherent weaknesses. I tried a few things that I don't really go for again Skaven and on the whole I was pretty happy with the results.
My army list consisted of:
Silasal Skyslayer' Highborn on Eagle with Sword of Might, Stone of the Crystal Mere, Dragonhelm, Charmed Shield, Annoyance of Netlings.
Cliath Carne The Skeinweaver' Level 4 Spellweaver (Shadow Magic) with Wand of the Wych Elm & Stone of Rebirth. Melkoth's Mystifying Miasma, The Enfeebling Foe, The Withering, Okkam's Mindrazor.
Gasaldriel the Noble, Army Standard Bearer with Armour of Fortune.
Kelthelmon Gladegrim,Wild Rider Noble with Dawnspear & Enchanted Shield.
Aeth Hawksight, Level 2 Glamourweave on elven steed with Power Stone. Wyssan's Wildform & Savage Beast of Horros.
3 units of 8 Dryads
15 Glade Guard with the flaming banner
10 Glade Guard with standard & musician
2 units of 10 Glade Guard
8 Wardancers with Bladesinger & musician
8 Wild Riders with full command & Banner of Swiftness
2 Great Eagles
The skaven army consisted of a general on a warlitter (I really should build one of those), a Grey Seer on foot, Army standard bearer and a Plague Priest. There were five big units of at least 40+ betailed rodents, two were Clanrats, two were Slaves and the fifth was Plague monks. added to that was a Warp Lightning Cannon, a Doomwheel and a Hellpit Abomination. Three rat darts and two units of gutter runners made up the rest. Ninety three models vs approximately 233. Not the ideal ratio, but then again, being outnumbered is something Elf armies are used to.
|Wood Elf Deployment|
I won the roll for first turn (essential for my shooting army!) and sent my eagles out to the flanks whilst advancing with my Dryads and getting the archers in decent firing positions. It's probably worth noting again that the rules pack I am using for a warm up to my upcoming tournament gives Wood Elves ASF special rule and access to all of the lores of magic. I took Shadow magic for my main caster as I thought it addressed many of the Wood Elf shortcomings, mainly how to deal with tough opponents, or high strength enemies. So in the magic phase I cast The Withering on the Hell Pit Abomination (as it was a one man rape show in my last game) to reduce it's toughness to a manageable level. I also cast Melkoth's Mystifying Miasma on the Doomwheel in an attempt to slow it down. I IFed the Withering (henceforth known as 'Die Rodent Die!') killing 5 Wardancers & putting a wound on my mage, at the same time taking -1 toughness from the Abomb. Also managed to cast Melkoth's Mystifying Miasma on the Doomwheel taking -1 from it's move. Shooting saw me kill the Abomb outright with approximately 36 shots and the flaming banner, and putting one wound on the Doomwheel, which went out of control. My turn ended with the feeling that the smoking mound of semi rotten rat offal couldn't hurt me this game. Result.
|Wood Elf Turn 1|
|Skaven Turn 1|
I managed a long charge with my Dryads into the Skavenslave unit with wet feet. I scooted round the other Slave unit with my eagle so I could line up some fun charges later in the game. I flew my Eagle rider to hide from the Warp Lightning Cannon and sounded a general advance. Cast The Withering on the Doomwheel but only reducing T by a mere -1 again. Shooting killed a few rats & the Glade Guard unit on the right caused another wound on the Doomwheel sending it out of control again! The Dryads layed some serious smackdown on the Slaves, and as they were halfway in the river, got no steadfast and no rank bonus. Unsurprisingly they fled.
|Wood Elf Turn 2|
|Skaven Turn 2|
The Dryads charged the Warp Lightning Cannon, and my other combat unitsadvanced towards the main clanrat units. Due to the spectacularly lethal display from the gutter runners I gave them a few volleys of close range Elven arrows that routed both units. The Dryads unsurprisingly killed the cannon crew and reformed (only not shown in the map - Drat!).
|Wood Elf turn 3|
|Skaven turn 3|
I charged my Glade Guard unit nearest the rat dart into them to avoid getting charged by the larger slave unit. I think around this time the dice gods thought that now I had no magical resistance, they wouldn't give me very many magic dice to clease the forest with! I advanced all my units towards the enemy and tragically split my fire resulting in panicking the Clanrats unit but not managing to damage the biggest threat (Doomwheel). The combat between the generals continued. The Glade Guard routed the rat dart (unsurprisingly) and overran to relative safety.
|Wood Elf Turn 4|
|Skaven Turn 4|
I charged the Great Eagle and Dryads into the Clanrats in the hope that the steadfast could be removed (a long shot I know) in one turn, enabling me to out outmaneuver (sp?!) the filthy Plague Monks. I reduced the movement of the Doomwheel slightly with Melkoth's Mystifying Miasma and sent a unit of Dryads out as bait for it (and hopefully stop it from getting involved in combat with my flying circus. Shooting killed a few slaves and that was about it. I think I won combat by well over 10 but steadfast spoiled the party!
|Wood Elf Turn 5|
|Skaven Turn 5|
Turn six was a wind down turn,where I left a little bit of bait for the skaven to ensure my more important (expensive) unit didn't give a bagfull of VPs at the end. The only thing I left in charge range were a couple of Dryads. Magic and shooting failed to cause much damage so I was in my happy place for the last turn.
|Wood Elf Turn 6|
End result, a solid victory for the wood elves and a big shiny endorsement for Shadow magic!