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2400 Beastmaster vs Wood Elves

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Ogre Kingdoms vs. Wood Elves
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"The hunt for spices and exotic ingredients continued into the year as the Ogres trampled through the ravaged wastelands intent on using every resource available to either fill their bellies or serve as a cooking instrument.  The Sabretusks picked up familiar scents and it wasn't before too long that the green cloaked fellows of Loren had returned to exact their revenge onto the army.  The Beastmaster still sported wounds from their last encounter and rubbed his hands together as the thoughts returned of the Loren Curry he'd consumed that very same night using screaming ingredients collected from the battle.  The Wood Elves however had brought massive Treemen to ensure the Ogres were matched in the strength department and even an ancient being was leading the force.  All the Ogres could think however was what triple smoked elf would taste like..."

Overview
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Scenario: Watchtower
Date played: Friday, 30 May 2014

Ogre Kingdoms
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  (SM) Slaughtermaster
      - Sword of Striking, Armour of Destiny, Earthing Rod, Lore of Beasts (Wildform, Amber Spear, Savage Beast, Curse), Level 4, Ironfist
  (MB) Maw Butcher
      - Extra Hand Weapon, Lore of the Great Maw (Spinemarrow),  Forbidden Rod
  (BB) Beast Butcher
      - Level 2, Sword of Swift Slaying, Dispel Scroll, Lore of Beasts (Wildform, Flock of Doom)
  (B) Bruiser
      - BSB, Charmed Shield, Sword of Anti Heroes, Other Trickster's Shard, Heavy Armour
  (I) 7 Ironguts
      - Full Command, Standard of Discipline
  (O) 7 Ogres
      - Full Command, Ironfists, Look-out Gnoblar
  (M) 7 Maneaters
      - Full Command, Banner of Eternal Flame, Stubborn, Poison, Brace of Pistols x 6
  (MC) 4 Mournfang Cavalry
      - Standard, Musician, Ironfists, Heavy Armour, Dragonhide Banner
  (S1) Sabretusk
  (S2) Sabretusk
  (S3) Sabretusk

Wood Elves
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  (TA) Treeman Ancient - Lore of Life (Throne of Vines, Awakening of the Woods, Earthblood, Regrowth)
  (S) Spellsinger
      - Level 2, Lore of Beasts (Wildform, Amber Spear)
  (N) Noble
      - BSB
  (W1) Waystalker
      - Moonstone
  (GG1) 12 Glade Guard
      - Champion, Musician, Poison
  (GG2) 12 Glade Guard
      - Champion, Musician, Poison
  (GG3) 12 Glade Guard
      - Champion, Musician, Poison
  (DS) 22 Deepwood Scouts
      - Poison   
  (W2) 5 Waywatchers
  (T1) Treeman
  (T2) Treeman

Deployment
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Wood Elves win the tower however elect not to put any units inside.  The plan here was simple for me, after dropping 2 Sabretusks and seeing my opponent deploy units into the flank forest it was clear that the scouts with the moonstone would be sitting in the other.  I was going to make a sweeping advance down one flank whilst putting some hurt onto the enemy through ranged attacks courtesy of Lore of Beasts and of course the Maneaters.  I deployed the Sabretusks in such a fashion to limit where the Waywatchers could cause trouble and I was confident with such a stacked flank they wouldn't be thrown away shooting at the Maneaters.



Turn 1 - Ogre Kingdoms
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It was obvious that the Wood Elves were content with sitting in their forests using concealment and cover to stall the Ogres advance.  The Waystalker shot his finest arrow towards the Beastmaster however it simply bounced harmlessly from the general's tough leathery skin.  Pointed weapons from him signalled the Ogres advance and the Mournfang marched down the flank to encircle the Wood Elves firebase.  The tower nearby housed some magical properties and the ogre spellcasters got to work immediately on making their
presence known (5 vs 5).  The Beast Butcher pointed at the Waywatchers and crows decended from the skies however before they made contact the Treeman Ancient put a stop to the magic threat.  The Beastmaster then attempted to infuse the Mournfang with Wildform however the Wood Elves proved their magical supremacy and shut it down before it could take hold.  The nearby Maneaters took careful aim at the Glade Guard in cover and after the distinctive snaps of their ogre pistols two elves had succumbed to poisonous wounds.

Turn 1 - Wood Elves
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The Treeman Ancient slowly assessed the threat of the oncoming Ogres and issued his orders.  The Deepwood Scouts vanished across the battlefield into another forest ready to cause some chaos in the Ogre army.  The ancient called upon the magical power in the tower (9 vs 6) unlocking more power and attempted to cast Throne of Vines however the Beastmaster snuffed his attempt.  The Spellsinger however materialised a massive amber spear and hurled it towards the Ogres only managing to pierce one of the Bulls shoulders for a flesh wound.  Before the Spellsinger could curse the gods the very fabric of reality tore open wounding the Spell singer and claiming 7 Deepwood scouts.  Unable to cope with the suddeness of the attack the unit quickly withdraw leaving the safety of the forest.  The Glade Guard both opened up with accurate volleys into the Mournfang finding a few chinks in their armour and dropped one of the massive beasts.



Turn 2 - Ogre Kingdoms
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The Sabretusk unable to contain his primal instincts charged headlong into the fleeing deepwood scouts who promptly turned and fled away from the beast (I've got to add some commentary here - it was only this morning as I was writing up this report I realised the error of my ways/game.  Firstly the obvious question - why didn't I charge with the Ogres and wipe the unit out?  Well my opponent was using a standard movement tray so by the eye It was a very long charge however had they been in the correct skirmishing
formation I would have easily caught them.  A big missed opportunity on my part and will certainly be an eye opener for my opponent when he reads this I'm sure). 

The Ironguts  sprinted for the Glade Guard's position taking two arrows in retaliation before closing with the enemy.  The Beastmaster harnesses the magical power from the tower (6 vs 3) and a Curse is called upon the Treeman closest to the Ironguts as the Ancient fails to stop the spell from taking effect.  With his final magical effort the Beastmaster infuses himself with the power of the savage beast growing in stature and sprouting thick hair across his muscular stature.

The Maneaters target the closest treeman and between poison and fire the monster is clearly damaged (2 wounds) with smoke starting to form on the barky surface.  The Mournfang standard bearer spews forth an icy blast covering the glade guard and 4 of the elves drop in violent chilly convulsions.  The Ironguts smash aside any form of resistance from the Glade Guard and turn to face the first batch of firewood.



Turn 2 - Wood Elves
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The Treeman lumbers into the Ironguts keen on spilling Ogre blood.  The Rangers finally regain their composure and re-appear in the starting woods reaching something of safety.  Magic is a quick affair (4 vs 4) and the Treeman Ancient attempts to regrow the Deepwood Rangers however the Ogres dispel scroll is read aloud and the spells effects fail to materialise.  The waywatchers take careful aim at the sabretusk and before it can turn and run into cover the beast is filled full of arrows.  The Glade Guard unload a volley of poisonous arrows into the Ogres and a single Ogre collapses into the ground before dissolving into liquid.  The Treeman locks his form into the earth bracing himself for the blows about to come.  The Beastmaster, Bruiser and Ironguts collectively tear at the Monster ripping branches apart before sap spills from the Treeman's form.  Uprooting the ground he collapses and his form shatters apart.

Turn 3 - Ogre Kingdoms
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The Mournfang having enough of their sport charge and trample down the Glade Guard mashing their forms into a bloody pulp trailing for some time.  The Ironguts use their momentum to charge the Treeman however they are unable to close ranks with the Monster.  The Ogre casters harness all the magic they can muster (11 vs 7) and the Beast Butcher tries his hand at taking out the Waywatchers again.  Flock of Doom pecks away at the elite scouts collasping three and their wills broken the remaining two members turn and run for their lives.  The Beastmaster himself tries an Amber Spear and launches it wildly at the Treeman, the spears flight is true however the Ancient pours all of his will into dissapating the energies behind the missile weapon .  Savage Beast fails to take hold of the Beastmaster once again however Wildform takes hold of the Maneaters making them a bit harder to take down with small arms fire.

The Maneaters once again target the Treeman and noxious fumes kick up and ignite leaving the monster looking very unhealthy (4 wounds).

Turn 3 - Wood Elves
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Witnessing the desperate situation unfolding the Treeman Ancient channels all of his magic (6 vs 6) into regrowing the Treeman.  The spell goes off and the surrounding elements of both armies see the reality torn open again however the chaotic power vanished and is absorbed into the magical throne upon the Ancient's brow.  The nearby Treeman's wounds seal shut and green foliage sprouts from his black charred branches undoing all of the Maneater's previous attacks.  Arrows continue to let loose targeting the Mournfang dropping another beast and the Ogres bear the brunt of the Glade Guards attacks taking minimal damage.

Turn 4 - Ogre Kingdoms
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The Ogres move into position to pressure the Wood Elves.  Magical energies sweep the battle field and the Ogre spell casters flood themselves with energy.  The Beast Butcher unleashes another flock of doom at the Rangers dropping two of the units elves.  Wildform turns the Mournfang Cavalry into more formidable threats and finally the Beastmaster launches another Amber spear towards the treeman.   The spear remains true to it's target slamming into the chest of the monster however it's protective wards kick in and the spear fails to cause any harm (damn you ward saves!!)  The Maneaters clearly unperturbed by the regenerating magic pour more shot into the Treeman causing more damage (2 wounds).

Turn 4 - Wood Elves
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The Ancient signals the advance the in unison the Tree Spirits collide with the Ironguts.  The Waywatchers continue to retreat as the Deepwood Rangers once again call upon the power of the Moonstone to take them to safety.  With a call to the wild the Treeman Ancient infuses himself with power (12 vs 6) however throne of vines is dispelled as the Beastmaster contains the spell.  Earth Blood takes hold of the Ancient whilst the Spellsinger calls upon Wildform to protect his master.  Re-growth creates a cataclysmic rip in time wounding both the treemen however it plugs up the major wounds in the Treeman.  The Mournfang fall victim to more assaults from arrows however between their thick hides and armour they're saved from the majority of the damage (2 wounds).  The Treemen grab two of the Ironguts and crush the life out of them splattering the region with gore however it's not enough to change the course of the battle and the Ironguts hold their ground.

Turn 5 - Ogre Kingdoms
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The Mournfang waste no time with their superior positions and charge into the continuing combat.  The Maneaters attempt to close the gap against the Treeman Ancient however they're able to gain the ground required and their charge ends.  The Beastmaster harnesses the power of Savage Beast wishing to have it blanket his Ogres however the power escapes him and his magic offense is for nil.  The Treeman attempts to whack the Mournfang however they take a leaf ( ;)) from the Elves book and displaying agility like a Wardancer they dodge the lumbering Treemans attacks.  Clearly this captures the Monsters attention as he is cut down on the spot and uprooted from the ground as only the Treeman Ancient stands.

Turn 5 - Wood Elves
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Sensing the dire circumstances the Deepwood Rangers once again evade their enemies and appear behind them.  The Waywatchers return to battle (wrong coloured arrow - sorry!).  The Treeman Ancient sensing the end materialises the Throne of Vines and then pours his remaining essence into re-growth and 2 elves return to the Deepwood Rangers.  Finally Earthblood is cast onto the Ancient however it fails to make it's mark.

The Ogre characters attack without care of their own safety and between the Bruisers attacks and magical trinkets it's enough to collapse the giant monster kicking up a plume of dust as it falls to the ground signalling the defeat of the elves.  The remaining Wood Elves vanish into the vegetation without a second glance.

Result - Ogre Kingdoms Victory

"The powerful smell of Oak filled the air and the flames begun to lick at the branches and twigs piled together.  All of the Ogres had gathered around with more make shift skewered elves ready for roasting.  Not satisfied with the cooking process however the Beastmaster turned his attention to the tower the army had fought for.  With it's stone exterior and multiple levels it would make the perfect tool to smoke this tender elven meat...."

Conclusion:

Another battle with the Wood Elves and whilst certainly a few more tools came out to play it was interesting and certainly a little easier not to have to deal with way more skirmishing units.  The loss of a great eagle as well I'm sure my opponent felt as with this army it really needs it's diverters to ensure the Treemen are going into favourable match-ups.  I was pretty annoyed at myself for not spotting the charging/formation error made early in the battle but it didn't even cross my mind.  Basically once the game kicked on it was obvious that the Deepwood Rangers simply didn't have the damage output required to prevent the Ogres from curve stomping the Treemen.  Certainly they could dance around my army all day and stay unengaged however that simply wouldn't be enough to win the day.

Thanks for reading as per usual.
"Nec sorte nec fato"

Ogre Battles!

Tactica: Sabretusks
Tactica: Gnoblars
Amazing work Jimmy! This is one of the best battle reports I have read for ages. I love the mix of real photos, CG maps, fluff and game description. It works really well and this battle comes to life with all these factors put together.

Excellent work, this gnoblars on me buddy.

G_H
It was worth it just for the hiding sabretusk photo.

Nicely done.
Jimmy:

I'm glad to see the revamped list is still working for you. 

Now that you have finished two games against the new wood elves, what is your opinion of them?  What do you feel are the two units ogres need to watch out for the most?  What do you feel are the two units that are the weakest against us?

How is the wood elves playstyle compared to other armies, such as high elves?  Does the army lend itself to deathstars like the high elves do, or would it be more effective to run it like a skink cloud and just use skirmishers to pick off wounds before 1 or 2 heavy hitters finish the job?

Do you feel that their shooting is dangerous?  What army do you feel that their shooting is the most comparable to?

Do you feel that the treemen are effective as monsters, or do you find them underwhelming?

Thanks again for posting this!
Thanks for the kind words gentlemen.

Firstly LawGnome my opinions will undoubtedly change as I haven't faced a few different combinations that I'm very keen to (Wild Riders for instance).  I think Wood Elves players will have to be very careful with unit selection in terms of not going overboard on enchanted arrows and upgrading everything, as you can see from my opponents list his army is fairly small in comparison to the Ogres which isn't a good thing I don't believe and his shooting wasn't particularly effective against me.

The two units I think are the most dangerous so far are Wild Riders (granted I haven't faced them as yet) but I also think the army nearly needs to be built around them in terms of having more fast moving units and cavalry to support them, it's not good letting them run off on their own taking out a single unit before getting eliminated.  I'm going to pencil down Glade Guard as my other choice, the ability to chip off wounds from range will always be a problem for us.

On the flip side Warhawk Riders haven't impressed me, I just think against Ogres they're not hitty enough to make an impression and like most Elf units they need to be double teaming in order to be effective.  Secondly Treemen ironically enough didn't impress me, they've lost out a bit in the re-write and I think it's a general statement that monsters are a little more difficult to use.

Playstyle - I'd compare it more to Dark Elves MSU currently, at least that's what I feel an optimal build would be, ensure 100% guerrilla tactics pouring out enough fire to damage units and ensure they're coming to you.  Not much has changed there.  I've no doubt the Dark Elves can punch out more fire but it's certainly not nearly as accurate.

Hope some of that helps!  :)
"Nec sorte nec fato"

Ogre Battles!

Tactica: Sabretusks
Tactica: Gnoblars
Nice battle report thanks for sharring Jimmy  :D
Stay Frosty 
 


Games Played (New book) = 42

W - 20  L - 18  D - 4

Best Win streak 6.  Current Win streak 3.
Monthly Paint challenges done = 10
Brilliant battle report once again!  Has got me keen to face the new Wood Elves
Most recent result: Victory, 8000 points Ogres vs 8000 points Dwarfs
W | D | L
39 | 3 | 33
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