4th rd report

This page was last updated on Thursday, 30 November 2000.

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Set-up: More undead, this time Khemri - and boy were they hard.  These undead hordes consisted of 14 chariots, 7 carrion (in two units), and 50 bowmen in 3 units.  For characters he had a Mummy Tombking, another mage, and a mummy champion in one of the chariots.  I picked the side which would impeded him the most - terrain (not knowing that this would hardly effect him), and allow my forces to be more condensed since there seemed little point to spreading out.

Game: The whole game involved his chariots and carrion  advancing to attack me, while I tried to destroy his units piecemeal, and not get creamed at the same time.  I was surprised at how poor his melee troops actually were.  No rampaging Vampires?  My White Lions finally proved their worth, they took some hideous casualties.  The archer unit in front of them was meant to die upon being charged by his chariots, instead these archers survived the impact and melee hits, only to flee away, letting the undead hordes crash into my generals unit.  Still the White Lions took this and took the next rounds damage as well letting my Sea Guard get a flank charge and win by ranks.  My Reavers tied up another chariot unit for 4 turns, excellent result there, with the hero killing one unit of carrion, and slowing down Steve's attack speed as well.

The final turn had me killing my two remaining bolt-throwers with Tempest, I was hoping to get his last chariots too, little knowing they are not effected.    This turned a moderate win into a draw, although if this wasn't a tournament game I would count it a minor loss - I really did get hammered. 

Luck factor: Magic bit big dogs bollix. I had (what I thought) the hand for undead.  But it turned out two spells don't effect them, and I never got enough power to cast anything else.  I got some poor leadership rolls, but nothing else was outstanding.

Analysis: My tactics worked rather admirably with many of my units having only 2 elves left in them - but since you don't get points unless everyone is killed, getting beaten up like this works.  Magic sucked, the best winds was 8 cards, and since he only has scrolls, this really hit me (I had Banishment, Tempest, Fiery Convocation, and Drain Magic), he also got the Drain magic card first turn which sucked my Banner of Sorcery too, bye bye Total Power  ;-(   I didn't really appreciated how Khemri work, and would do a few things different in hindsight.  It really bugs me when Games Workshop say something, say for example: "we want all chariots in warmachines", so High Elves got to lose one advantage they once had, and then they put them back into another army!

So drawing was a better result than I had initially hoped (going into the game), but disappointing in the way events turned out.  Remember Sun Tzu;   Know your enemy!

Also in other games:

Victory

Tournament

Victory

Tournament

Points

Diff

Points

Points

Diff

Points

Paul Davies

(Lizardmen)

1278

+334

20

Vs.

Mike Popay

(Orc & Goblin)

944

-334

10

Jim Clark

(Bretonnian)

400

0

15

Vs.

Steve Young

(Norse Dwarf)

400

0

15

Approx.

Steve Dunn

(Khemri)

465

-21

15

Vs.

Zane Hembest

(High Elf)

486

+21

15

Mac Cross

(Chaos Warrior)

1893

+1852

25

Vs.

Matt Doddridge

(Vampire Count)

41

-1852

5

Richard Chase

(Chaos Dwarf)

430

+225

20

Vs.

Andy Doddridge

(Dwarfs)

205

-225

10

Harry Hallgren

(Skaven)

2489

+2117

25

Vs.

Kevin Forshaw

(Chaos Warrior)

372

-2117

5

Tom Couch

(Dwarfs)

121

-571

5

Vs.

Paul Williams

(Bretonnian)

692

+571

20

Julian Haddrill

(Wood Elf)

0

0

15

Vs.

Steve Dawes

(Dogs of War)

0

0

15

Die Roll

Roger Dixon

(Vampire Count)

100

-519

5

Vs.

Bob Shaw

(Dark Elves)

619

+519

20

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