FORTUNES of WARHAMMER
WOOD ELF BATTLE REPORTS
Table of Contents:
  1. Introduction
  2. Warcon XII
  3. Reunion... - 1500 points Pitched Battle vs. Lizardmen
  4. Ghosts in the woods... - 1500 points Pitched Battle vs. Vampire Counts
  5. Anger becomes him... - 1500 points Pitched Battle vs. Beasts of Chaos
  6. Frustration becomes defeat... - 1500 points Pitched Battle vs. Lizardmen
  7. Saving face, saving elves... - 1500 points Rear Guard vs. 750 points Empire
  8. Reinforcements = Revenge... - 1500 points Pitched Battle vs. Lizardmen
  9. Battle of Aldium... - 1500 points Pitched Battle vs. 1700 points Hordes of Chaos (Tzeentch) (Campaign Battle, Turn 5)
  10. Steel & Wood... - 1500 points Pitched Battle vs. Brettonians
  11. 1500 points Pitched Battle vs. Lizardmen
  12. Battle for the Silken Highway... - Pitched Battle: 1500/750 points Skaven/Tomb Kings vs. Orcs&Goblins/Wood Elves (Campaign Battle, Turn 5)
  13. 1500 points Pitched Battle vs. Lizardmen
  14. 1500 points Pitched Battle vs. Dwarves
  15. The Empire is Engaged... - 1500 points Pitched Battle vs. 1700 Empire (Campaign Battle Turn 8)
  16. 1500 points Pitched Battle vs. Empire
  17. Warcon XIII
  18. 1000 points vs. Dark Elves (Pitched Battle & Objective)
Welcome to my repository of Battle Reports for my Warhammer Fantasy Battles with my Wood Elves.
I originally intended to include "fluff" (story-line) with each report, but over time I got lazy and now only Campaign and Warcon reports will include fluff.
I didn't get my digital camera until "Ghosts in the woods...", so the Warcon XII and "Reunion..." reports do not include photos.

The fluff is centered around the "adventures" of Feador Elbeleg, my Wood Elf General. Enjoy!
WARCON XII BATTLE REPORTS ARE AVAILABLE HERE
Reunion... - 1500 points Pitched Battle vs. Lizardmen
(note: I didn't take any notes, so some of this might be off, but most details are there)

Prologue:
Having found his brother south of the Black Mountains, Feador sent the Archmagi Gaergul on his great eagle back to Athel Loren to report that they had completed the long journey to the lesser woods of Black Pines where elves akin to Wood Elves had been found. Fingon, Feador's brother, introduced Feador to the leaders of the Black Pines and gave to them the cutting of the Home Tree they had brought. (ed: see this BR for the March of Feador Elbeleg) However the Lizardmen armies of the south lands have increased in number in the area and so Feador was persuaded to aide these elves in war. Supplied with troops and weapons from the Black Pines and now having his brother, a lesser magi, and his brothers pet eagles Feador moves against an advancing Lizardman guard.

Wood Elf Army:
Feador - Glade Guardian, Light Armour, Bow of Loren, Enchanted Shield
Fingon - Mage, Level 2, Dispel Scroll, Potion of Knowledge - Master of Stone, Howler Wind
Archers - 2 units of 8
Glade Guard - 20 w/ Spears & Shields & Full Command
Glade Riders - 7 w/ Spears & Shields & Full Command & War Banner
Great Eagles - 2
Dryads - 9 w/ Forest Spirit
Wardancers - 9 w/ Musician
Waywatchers - 7

Lizardmen Army:
General: Saurus Scar Vet on Cold One (7A @ 5S)
Mage: Skink Shaman Level 2 w/ 2 Dispel Scrolls - Comet, Second Sign
Saurus - 20 w/ Hand Weapon & Shield & Full Command
Saurus Cold One Riders - 5 w/ Spears & Full Command
Skinks - 2 units of 10 w/ Javelins & Shields
Skink Cold One Riders - 5 (the ones with the "no pursuit" rule)
Salamanders - 3 w/ 9 Skinks
Kroxigors - 3 w/ Great Weapons, one is an ancient

Terrain: (4x4 table)
Left 1/3 of table is a hill
A road runs from mid-left to center of table then turns south and exits the table 1/3 from the right staying south of both woods
TTTT----------------------------
TTTT----------------------------
TTTT----------------------------
----------WWWW-----SS-----------
RRRRRRRR--WWWW-----SS-----------
RRRRRRRRRRR---------------------
---------RRRR-----------WW------
FFFFF-------RRRR--------WWW-----
FFFFF---------RRRR--------WW----
FFFFF-----------RRRR------------
FFFFF-------------RRRR----------
T = Tower
F = Farm
W = Woods
S = Standing Stone
R = Road

Deployment:
Lizardmen: (L-R) Skink Cold One Riders, Skinks, Saurus, General, Skinks w/ Kroxigors behind, Saladmanders w/ Mage, Saurus Cold One Riders.
Wood Elves: (L-R) both Great Eagles, Glade Riders w/ Archers behind, Mage, Glade Guard w/ Wardancers behind, Glade Guardian, Dryads w/ Archers behind. Waywatchers were 3" in the woods in upper-left of table.
I won first turn and I took it.

Wood Elf Turn 1
Movement: Great Eagles fly up the left side of table, Glade Riders follow, Dryads move into woods at bottom right
Magic: Master of Stone on Salamanders is Dispelled, Howler Wind goes off
Shooting: Saurus unit takes a few casualties, Skinks infront of Waywatchers take enough for a panic but stay.
Combat: None

Lizardmen Turn 1
Movement: Saurus are march blocked by Waywatchers but move 4" forward, Sals approach Dryads, Skinks move into woods with Waywatchers, everything else moves forward piece meal.
Magic: Comet is scrolled, Second Sign is dispelled
Shooting: Salamanders rip thru 6 of the Dryads but they hold, Skinks kill 2 Waywatchers but they hold
Combat: None

Wood Elf Turn 2
Movement: Glade Riders charge Skink Cold One Riders, Dryads fail to charge skinks and are now fully in the open, Great Eagles move behind the Lizardmen line, Wardancers move to the woods on the right.
Magic: Master of Stone is dispelled
Shooting: More Saurus fall, more Skinks fall to Waywatchers but they still hold
Combat: Glade Riders kill 3 Skink Cold One Riders no wounds back, they flee having lost by 4 but I cannot persue them due to a special rule. I read it and he commented that he should have fled from my charge. I agreed, these little guys would be great flankers. Watch out for them!

Lizardmen Turn 2
Movement: Saurus still march blocked but they still move forward as does the rest. Skink riders rally. Interesting to note at this time is that he commented that my Great Eagles behind his line was a "considerable" threat, so he faced his general to them... interesting...
Magic: Comet fails to cast, Second Sign is dispelled
Shooting: Salamanders take out the last 3 Dryads, Skinks shoot Waywatchers who are now down to 4.
Combat: None

Wood Elf Turn 3
Movement: Glade Riders charge the Skink riders again and as fleeing will take him off the table he accepts. Wardancers move to beside the Glade Guard as it looks like the Saurus and Kroxigor are about to charge. Mage moves behind Glade Guard. General moves to the left unit of archers. One Great Eagle moves to the Glade Riders and the other to the hill in charge range of his general.
Magic: Master of Stone fails, Howler Wind is cast with potion but is dispelled (bad mistake on my part I know)
Shooting: More Saurus and Skinks fall.
Combat: Glade Riders make quick work of the Skink riders

Lizardmen Turn 3
Movement: Saurus charge Glade Guard but are too far and fail! Kroxigors charge Wardancers, General charges the Great Eagle as do the Skinks in the woods with the Waywatchers! (this second charge was unexpected but I like it!) Everything else moves up. Those Saurus Cold Ones are now getting close to my Archer line as they come around the woods on the right.
Magic: Comet is cast next to my Glade Riders where the fight with the Great Eagle is only 8 inches away so I let it go as I'm sure I can get my Glade Riders out of there fast enough :) I dispel Second Sign.
Shooting: None
Combat: Unfortunately the general is too much for my poor Great Eagle and he explodes is a puff of feathers... and then the other Great Eagle and Glade Riders both fail their panic check and flee! Oh well, atleast they are out of range of the comet. Kroxigors kill 2 Wardancers do one wound back, I'm unbreakable so it's ok.

Wood Elf Turn 4
Movement: Glade Guard charge Saurus (who I now out number thanks to shooting) one Archer unit turns to face Saurus riders, Glade Riders rally, Great Eagle keeps fleeing off table.
Magic: Master of Stone is cast with IRRESISTABLE FORCE!!! on his general who is, thanks to charging the Great Eagle, ON A HILL!!! Needless to say he blows up :)
Shooting: Nothing against the Saurus riders
Combat: Wardancers cause 2 wounds killing a Kroxigor, he kills 3 Wardancers, combat is a tie, but I have a musician but he holds. Glade Guard kill 2 Saurus who kill 3, combat is drawn as I have a rank on him.

Lizardmen Turn 4
The comet comes down! My Glade Riders are just in the 10" range he rolls (drat!) so are my Waywatchers (double drat!) but his Skinks are in too... Skinks are destroyed, Glade Riders and Waywatchers are reduced to 1 model each (ouch) but they pass their leadership
Movement: Saurus riders charge my Archers who stand and shoot and cause no unsaved wounds (grrr)
Magic: Comet is miscast and he takes a S10 hit
Combat: Wardancers kill a Kroxigor out right and causes no wounds in return, I win the combat and his Kroxigor Ancient flees, Wardancers redirect into the Skinks. Glade Guard kill 3 Saurus who kill 3 in return. I still had one rank more than him so won the combat, he fails his leadership and is run down! Woot! Saurus riders eat my Archer unit, win combat, the Archers run off the table but he restrains persuit so doesn't go off table as well. (As I am writing this it now occurs to me that he never once took a Stupidity check for his Cold Ones for the whole game... oh well, must remember for next time)

Wood Elf Turn 5
Movement: Glade Guard turn to face Salamanders and Skinks fighting Wardancers, Glade Rider hides behind woods, Mage hides behind Glade Guard, ramaining Archer unit turns to face Saurus riders
Magic: Master of Stone kills 1 Saurus rider
Shooting: Nothing
Combat: Wardancers kill 2 Skinks, no wounds back, and they don't flee.

Lizardmen Turn 5
Movement: Saurus riders move towards Archers, Salamanders move to side of Glade Guard, Kroxigor lumbers around unable to rally
Magic: Comet fails to cast, Second Sign is dispelled
Shooting: Two Salamanders can see my lone Glade Rider and kill him, other Salamander can see my Waywatcher and kills him.
Combat: Wardancers kill one more Skink and they still hold... annoying... only 4 left.

Wood Elf Turn 6
Movement: Glade Guard charge Skinks (would have charged the Salamanders but they were out of charge arc) Mage grabs some cover.
Magic: Master of Stone is scrolled
Shooting: Inneffective, gah!
Combat: Skinks are destroyed.

Lizardmen Turn 6
Movement: Saurus riders charge Archers, I declare Stand and Shoot, but after measuring I cannot... Kroxigor rallies, drat again!
Magic: Comet fails, Second Sign is dispelled
Shooting: Salamanders shoot into Glade Guard but eat more Skinks than kill Elves
Combat: Saurus slaughter the Archers

Result
A very close game, but because of the Saurus standard I took and table corners I eeked out a Solid Victory!

Post Game Thoughts
1 - My Glade Guardian really didn't do much this game, oh well
2 - The Great Eagles for some reason paniced my opponent, I don't know why... This being my first time using them all I hope is that they get the same reaction from other opponents.
3 - My Dryads were destroyed way faster than I would have liked. They usually can beat 3 Salamanders on their own, I just have to get to them...
4 - My Glade Guard did quite well against a block of Saurus all on their own. If it wasn't for cover fire and march blocking this would not have been possible.
5 - My Wardancers once again proved that they are more than a match for the biggest of opponents! This Lizardman player also has a Brettonian army that he will bring next time, and I'm sure his Knights will be a tasty treat for my Wardancers!
6 - My Glade Riders were unfortunately caught by the comet, he rolled a 5 with 2 tokens. If he had rolled lower they would have been fine and would have slammed into the side of the Saurus assuring the victory there. 2/3 chance for survival and they got creamed... oh well, I hate that spell. I should have dispelled it instead of letting it go off. It is *way* too unpredictable... get rid of it at every casting, it is not worth having go off! Even IF you THINK you CAN get away from it...
7 - One other option I didn't consider at the end was reforming my Archers into two ranks and having my General join the unit. So 5 in front and 4 in back... It's an extra rank, he can't possibly kill all of them can he? I also was on the edge of the hill so my last volley would have been with all of them and I would have had high ground for +1 CR. I might just have won the combat or atleast have held I suppose. Oh well, too late now, but definitely something to consider the next time I'm in such a situation.

Ghosts in the Woods - 1500 points vs VC

Prologue
Feador grumbled as he walked along the small path away from the home of the leader of the elves of woods south of Black Fire Pass. They would not listen to him. His urgent pleas to the elders of this distant woods that they should fortify their lands fell on deaf ears, pointed though they were.
"They have no sense brother", he said to Fingon as he approached him.
"Perhaps, or maybe they do not see the threat of impending wars that we saw on our long roads here" was Fingon's thoughtful response.
"My lord Feador!" called a scout as he approached, "the woods speak to the west. There is evil and magic coming. The Aldafae tell of dark spirits and the eagles have gone to see what they can from on high."
"Fortunate for these woods that Feador is here" whispered Fingon to himself, then aloud "This is the time to prove to the elders my brother, all things across the Old World, from the Kislevites to the Slann know that a great storm is coming. Perhaps it is indeed fortunate that we are here and not in Loren at this time of need of the World."
"May Isha hold your words to truth and may Kournos give us strength to hold" was Feadors response.
As they approached the edge of the woods they could see two men skulking towards the woods. Keeping his forces out of sight behind the trees Feador hopped on one of the eagles and flew above the two figures.
"Who are you and why to you approach the homes of elves, humans?" Feador called down.
One of the two looked up to the circling bird and elf and called, "To bring forth the dead. But that is none of your concern, for you are far from your home are you not forest master? Loren is many miles from this place."
"You are correct, necromancer, but elves do live in these woods though you know it not and we will not have you raising your filth so close to this woods."
The second necromancer began chanting and skeletons clawed their way to the surface. "Too late tree elf, we have found what we have come for. You alone cannot stop us."
"You will find out soon enough that elves are never alone..." was Feadors reposte as he flew back to the woods to assemble his forces...

Wood Elf Army
Feador - Glade Guardian, Light Armour, Bow of Loren, Enchanted Shield
Fingon - Mage, Level 2, 2 Dispel Scrolls, Lore of Life (Mistress of the Marsh, Rain Lord)
Glade Guard x 20, full command
Archers x 8
Archers x 8
Archers x 8
Great Eagles x 2
Dryads x 9 (Aldafae)
Wardancers x 9, Musician, First Dancer
Treeman (Ornheru)

Vampire Counts
Necromancer - Level 2, 2 bound spell items, Curse of Years & Invocation
Necromancer - Level 2, 2 bound spell items, Invocation & Gaze
Skeletons x 28, full command & Wight
Ghouls x 10 (I know he can't have them but he forgot his Black Knights at home and he needed them to make up 1500 points, I'm rather glad he didn't have the knights)
Spirit Hosts x 3
Bat Swarms x 2
Fell Bats x 4
Hounds x 6
Banshee

Terrain & Deployment
See Picture
He won the first turn roll, and chooses to go first.

Vampire Counts - Turn 1
Movement: Everything moves forward
See Picture
Magic: Invocation is Dispelled, Gaze kills two Glade Guard
Shooting: None
Combat: None

Wood Elf - Turn 1
Movement: Forward Archers on the right move 5" off hill, Treeman moves into woods on the left, Great Eagle on left moves infront of the Skeletons, Great Eagle on the right moves behind and facing the wolves
See Picture
Magic: As my spells are both ***COMPLETELY*** useless, I attempt to move some woods. Fingon is dispelled but Ornheru succeeds and moves the woods the Aldafae are in forward.
Missile: 3 wolves die, 1 wound to a fell bat and Feador cause two wounds to the Spirit Hosts
Combat: None

Vampire Counts - Turn 2
Movement: Wolves and Fell Bats charge the first Archer unit who hold, Bat Swarms charge the Great Eagle who flees, Skeletons charge the Great Eagle in front of them and it holds. Spirit Hosts move into the woods so they can see Ornheru and the Ghouls follow close behind. The Banshee moves to scream at the fleeing Great Eagle.
See Picture
Magic: Curse of Years is dispelled and Invocation is Scrolled, Bound Item #1 reveals Dance and he moves the Hosts into combat with Ornheru
Shooting: Great Eagle is blown up by the Banshee
Combat: The Wolves and Bats eat into the Archers, wipe them out and proceed into the second set who pass their Leadership. Ornheru takes no wounds so its a draw there. Great Eagle is destroyed by the Skeletons and they overrun.

Wood Elf - Turn 2
Movement: The Dryads are too far away to get to the combat in time but head that way anyways. Glade Guard move forward, Wardancers head into the woods vacated by the Dryads, Feador follows the Glade Guard
See Picture
Magic: With useless spells my Treesinging is dispelled
Shooting: Some Skeletons are taken down
Combat: The Archers fair almost as poorly as their fellows and are run down after killing one Wolf. The Wolves go off the table, but the Fell Bats do not. Ornheru takes one wound but makes his Leadership.

Vampire Counts - Turn 3
Movement: The Ghouls pile into the woods with Ornheru and the Hosts. The Wolves come back on the table. The Fell Bats circle away from the Dryads. The Skeletons approach with the Banshee to their right (my left).
See Picture
Magic: Curse takes one Dryad and Invocation is dispelled. Bound Item #2 reveals another Dance and the Skeletons charge the Glade Guard. Bound Item #3 reveals Vigour.
Shooting: Banshee screams at Ornheru but does no wounds
Combat: 3 Glade Guard are killed and they flee but are not run down. Ornheru takes no wounds so another draw.

Wood Elf - Turn 3
Movement: Glade Guard rally, Feador and Dryads move to north end of woods that the Wardancers are in.
See Picture
Magic: Once again my magic phase is useless. I really wish I had gotten ANY thing other than what I did.
Shooting: A few more Skeletons are removed.
Combat: Once again Ornheru takes no wounds. Really, I don't mind him keeping the Spirit Hosts and Ghouls busy like this. Rather glad actually.

Vampire Counts - Turn 4
Movement: Skeletons charge the Glade Guard who hold. Ghouls charge Ornheru (we move the figs out of the woods for convience) Bat Swarms screen his general, Fell Bats screen his other mage, Banshee moves beside his general, the 2 Wolves move behind my lines.
See Picture
Magic: Curse is dispelled, Invocation is Scrolled, Bound Item #4 reveals Vigour.
Shooting: Banshee screams at Feador but does no wounds.
Combat: Some Glade Guard die, some Skeletons die. The Glade Guard flee. Ornheru again takes no wounds a Ghoul and ties the combat (whee!)

Wood Elf - Turn 4
Movement: Wardancers charge the Skeletons flank, Dryads charge the Bat Swarms. Feador moves to get LOS on the Banshee. Glade Guard rally.
See Picture (unfortunately he had already removed the Skeleton unit before I could get the pic)
Magic: None
Shooting: Feador kills the Banshee. As everything else is in combat the Archers only target is HIS GENERAL! They cause two wounds, but his 6+ save is successful against both! DRAT! Fingon takes a shot too and his is unsaved. Good.
Combat: Wardancers kill 6 Skeletons and he kills one Wardancer. I win combat by 4 by use of the "remove rank bonus" dance so they crumble. Drayds use +1A and destroy the Bat Swarms and overrun into his general... mwhahahahaha... And once again Ornheru takes no wounds kills some more Ghouls and two more die from combat resolution.

Unfortunately the store closed so we could not continue. The result at this point was a draw but as his general was going to die by Dryads next turn I figured I would have had the win in the long run, but not by much.

Epilogue
"You cannot win, necromancer" Feador yelled over the noise of the field.
Apparently the necromancer heard him and agreed for one of the Fell Bats swooped in and carried him off as another carried the other necromancer. As they left the Spirits faded and the bones of the Skeletons clattered to the ground.
"Now perhaps the elders will listen and will begin preparing defences." said Fingon as he approached Feador.
Ornheru stomped out of the woods, "They... are... gone?" came his usuall slow words.
"For now, but I imagine they will be back. There will be many dead across all of the World soon enough for them to scavenge," sighed Feador as he headed back to the eaves of the woods...

Anger becomes him... - 1500 points Pitched Battle vs Beasts of Chaos

Prologue
Feador, once again with a scowl on his face, leaves the elders hall of the Black Fire Pass Forest.
"What is their response now, brother?" asked Fingon.
A smirk slowly crept up on Feador's face. "They say they will begin mustering, but that it will take some time, as they are well spread out in these woods and not many."
"Hopefully enough"
"Lizards to the South, Necromancers to the West, the Empires borders through the pass, and you hope it is enough? No brother, there will not be enough. I just hope they can hold," replied Feador as his scowl returned.
"Indeed, but we have more trouble brewing. You left out the East, brother. Gwarill reports seeing beasts and gors moving there."
"So once again we must prove ourselves. Enough. This time none shall escape..."
Moving quickly, the two brothers assemble their troops and head to the East of the woods. Grunts of the gors and snapping of branches alert them in time to form their line.
Fingon wispers to Gwarill the Great Eagle, "See that one there? I wish to have no competition on the field. Kill him swift."
"What the hell is that thing?" came the call from Captain Tinloth from the front of the Glade Guard.
"A Shaggoth" replied Feador "Fear not, your spears are strong. Now, for Glory, Honour and THE WOODS!"

Wood Elf Army
Feador - Glade Guardian, Light Armour, Bow of Loren, Enchanted Shield
Fingon - Mage, Level 2, Dispel Scroll, Potion of Knowledge, Lore of Life (Father of Thorns, Howler Wind)
Glade Guard - 20, full command, full equipment
Glade Riders - 5, std bearer, musician, spears/shields
Archers - 3 units of 5 elves
Gwarill and Gwandor - Great Eagles
Dryads - 9
Wardancers - 9, musician
Ornheru - Treeman

Beasts of Chaos Army
Bray Shaman - 2 Dispel Scrolls, Mark of Slaanesh (Delusions, Torture)
Beast Herd - 10 Gor, 10 Ungor, full command
Beast Herd - 10 Gor, 10 Ungor, full command
Marauders - 16, full command
Hounds - 10
Bestigors - 18, full command, Banner of Flesh, Mark of Slaanesh
Shaggoth
Chariot
(No ambushing units as he does not have a character with a horn)

Terrain & Deployment
See Picture
I won choice of side
I deployed first
He won choice of turn and took the first turn

Beasts of Chaos - Turn 1
Movement: Everything moved forwards
See Picture
Magic: None, out of range
Shooting: None (I will skip this for following turns as he has no shooting)
Combat: None

Wood Elf - Turn 1
Movement: Glade Riders move to flank Hounds, Dryads follow, Gwandor protects Glade Rider rear from Herd. Wardancers try to lure the Shaggoth away from the Glade Guard, Ornheru moves to wait for the Chariot or Shaggoth, whichever looks juicier. Gwarill makes his move towards the Bray Shaman.
See Picture
Magic: Father is Scrolled. For some reason he lets the Treesinging go off and I move the woods on the left to block the advance of his Hounds and Marauders.
Shooting: A wound on the chariot, some Herd die, Feador wounds the Shaggoth once.
Combat: None

Beasts of Chaos - Turn 2
Movement: Herd charges Gwandor, Chariot charges Wardancers, Shaggoth charges Glade Guard who pass their Terror test. Hounds turn to face Glade Riders, Marauders move up. Bestigors move forward, Herd comes around woods.
See Picture
Magic: Torture is cast with Irresistable Force on Feador and he fires on Ornheru! Causes one wound.
Combat: Wardancers go unbreakable and 2 are killed, Wardancers cause a wound in return. Gwandor takes one wound, flees, but Herd rolls 4 for pursuit and can't even make it to the Glade Rider rear! Shaggoth causes 3 wounds, loses combat by 2, runs and is caught by the Glade Guard!!!

Wood Elf - Turn 2
Movement: Gwarill charges the Bray Shaman! Ornheru charges the chariot. Glade Guard charge the Bestigors with Dryads in the flank. Gwandor rallies. Glade Riders reform into a line and sneak past the Herd.
See Picture
Magic: Father is scrolled again. Howler fails to cast. I don't bother moving any woods.
Shooting: More of the Herd on the left fall.
Combat: Ornheru causes one wound on the chariot. The chariot kills another Wardancer, but the chariot flees, pursuit by Wardancers falls short and Ornheru desides to stay where he is. Gwarill fails to hit, Bray Shaman does one wound, combat is a tie. Glade Guard kill 4 Bestigors (WOW! not bad for 6 attacks) and the Dryads kill 2 more, Dryads are in Willow form so he causes no wounds back, not even with his banner, Bestigors lose by 7 and run and are run down by the Glade Guard. Dryads redirect into the Bray Shaman who runs, but Gwarill isn't fast enough to catch him.

Beasts of Chaos - Turn 3
Movement: Herd on the right fails its Terror test due to Ornheru proximity and run away. Bray Shaman fails to rally and keeps running. Chariot rallies. Herd on the left charges the Glade Riders who flee away. Hounds (march blocked by Gwandor) move as do the Marauders, both unwilling to go through the creepy moving woods.
See Picture
Magic: None
Combat: None

Wood Elf - Turn 3
Movement: Wardancers charge the Herd on the right forcing them to flee further. Gwarill chases the Bray Shaman off the table. Ornheru charges the chariot which passes it's Terror test. Gwandor hides behind the hill. Glade Riders rally. Glade Guard turn around. Dryads head back towards Deployment Zone.
Magic: Father fails to cast.
Shooting: More Herd fall.
Combat: Ornheru whacks the chariot out of existance
See Picture

Beasts of Chaos - Turn 4
Movement: Herd on right fails to rally and flees only 2 inches, so they stay on the table for now. Everything else tries to move around but no available charges and march blocking makes them all slow
See Picture
Combat: None

Wood Elf - Turn 4
Movement: Wardancers chase the Herd on the right off the table. Dryads charge the other Herd creating a flank for the Glade Riders to charge. Gwarill returns to the table. Gwandor flies over the Hounds. Ornheru approaches. Glade Guard turn to face Hounds.
Magic: Father works on the Marauders killing a couple.
Shooting: Archers fire on the Hounds killing 4 but they hold.
See Picture
Combat: Several Herd die, they break and are run down by Glade Riders who redirect into the Hounds.
See Picture

Beasts of Chaos - Turn 5
Movement: Marauders, due to proximity of woods, fail to charge Glade Riders.
See Picture
Combat: One Hound killed, one Glade Rider killed. Hounds lose by 2, flee and are run down.

Wood Elf - Turn 5
Movement: Lots of repositioning
Magic: Father kills some Marauders
Shooting: More Marauders fall, they panic, break, and run off.

Opponent decides to end the punishment here
See Picture

Result
Total Annihilation!
I lost 3 Glade Guard, 3 Wardancers and 1 Glade Rider, he got no points at all.

Post Battle Thoughts
1 - Herds don't have flanks, but you can make them! (see Wood Elf turn 4)
2 - That Torture spell is neat and could have hurt a lot more
3 - Glade Guard can take a Shaggoth any day! He needs to do 6 wounds to win combat, which is not bloody likely
4 - Treesinging cut off half his attack force
5 - Beast Leadership sucks big time! :)
6 - Great Eagles are indeed Great! March Blocking, Mage hunting, charging fleeing units to keep them moving... very nice!
7 - I felt very sorry for my opponent (a GW Red-Shirt) who was using the GW stores army to try out whether he likes the army enough to buy one of his own. This was his second game, and he lost the first one by a wide margin as well, though not as bad as this. I hope he tries again, but not likely.

Epologue
Gwarill settled to the ground next to Fingon, dropping the body of the Bray Shaman at his feet cocked its head and let out a chirip of query.
"Yes, you did very well my pet" said Fingon as he ruffed the Eagles feathers, and Gwarill set to rending the body and feasting on its flesh.
"Yes, we all did very well today" said Feador with a wide grin as he clapped an archer on the back. "Very well indeed..."

Frustration becomes defeat... - 1500 points Pitched Battle vs. Lizardmen

Prologue
"It gauls me brother" muttered Feador, "It pains me every time I think about what we have done for these elves. Bringing them a sapling, defending their borders, spilling our blood to try to save them."
Fingon looked to the ground, stooped and plucked a blade of new grass, twisted it in his fingers and sniffed it, "true, but we have not failed them yet. They need more time brother, in order to amass the arms and elves they will need to defend their own borders. Then we can return home to Loren."
"And that road will be as perilous or more so than the one here I should think" was Feador's terse reply.
"There is something about this place brother that calls out to the past. It must be guarded. Perhaps it is a remnant of the Lost Kindred that have settled here and these are their decendants. There are no ancients among them" responded Fingon, undaunted by his brothers dour mood. Letting the grass fall from his fingers he watched it flutter to the ground. "There is good news too. Our brother, Finlas, is on his way with more troops from Loren. Some are to stay here under your command, the rest are to proceed to Drakwald and join with the forces there."
Before Feador could respond Ornheru, the treeman, lumbered into the brothers presence.
"Guardian... Magi... My... sisters... bring... word... that... there... are... scaled... ones... roaming... south... of... the... woods... and... they... do... not... like... the... look... of... them... and... there... are... many..."
"What? Again?" Feador exploded jumping to his feet as soon as he had strung each of the slowly stated words together. "Fetch your sisters then Ornheru, I will get the rest..."

Wood Elf Army
Feador - Glade Guardian, Light Armour, Bow of Loren, Enchanted Shield
Fingon - Mage, Level 2, 2 Dispel Scrolls - Lore of Life (Mistress of the Marsh, Father of Thorns)
Archers - 3 x 5
Glade Guard - 20, full command, spears/shields
Glade Riders - 5, Musician, Std Bearer, WarBanner
Gwarill & Gwandor - Great Eagles x 2
Dryads - 9
Wardancers - 9 w/ Musicain
Ornheru - Treeman

Lizardman Army
ScarVet - not sure of items
Skink Shaman - 2 Dispel Scrolls - Lore of Heavens (Portent, Comet)
Saurus - 16, command, Spears/Shields
Saurus - 15, command, Hand Weapon/Shield (ScarVet here)
Skinks - 12, Blowguns
Skinks - 12, Javelins
Salamanders - 2
Terradons - 4
Saurus Cold One Knights - 8, command

Terrain & Deployment
See Picture
Lizardmen take first turn

Lizardmen Turn 1
Movement: All units move forward
See Picture
Magic: Comet dispelled
Shooting: None
Combat: None

Wood Elf Turn 1
Movement: Gwarill and the Glade Riders charge the Terradons who flee, Gwandor moves in front of the Cold Ones, Wardancers and Glade Guard move forward, Ornheru moves to left, Dryads and Fingon enter the woods.
See Picture
Magic: Father is dispelled, Mistress succeeds on the Salamanders
Shooting: Both of his Skink units take some casualties
Combat: None

Lizardmen Turn 2
Movement: Cold Ones charge Gwandor who flees in response, unfortunately the Cold Ones charge distance gets them to the archers, Terradons rally, Skinks on left and both Saurus units move forward, Salamanders move forward at half speed, Skinks on right enter woods to sight Gwarill.
See Picture
Magic: Comet is scrolled
Shooting: Salamanders have range on Wardancers and open fire, killing 5!!! Skinks with Blowguns kill 2 more!!! Wardancers hold!!! Skinks with Javelins fire on Gwarill and do 4 poison wounds... drat...
Combat: Cold Ones destroy Archers and overrun off the table

Wood Elf Turn 2
Movement: Glade Riders charge the Javelin Skinks who flee, the two remaining Wardancers charge the Skinks screening the Saurus, Glade Guard follow Wardancers, Dryads come out of the woods between the two Saurus units, Gwandor rallies and he and Ornheru threaten the Cold Ones
See Picture
Magic: Father is scrolled, Mistress is cast on Salamanders again
Shooting: One wound on a Salamander, couple Skinks with them die
Combat: One Wardancer dies, couple Skinks die, draw

Lizardmen Turn 3
Movement: Saurus with ScarVet charge Dryads, Terradons charge Glade Riders who try to flee but are cut down, Cold Ones turn to face Ornheru and Gwandor, Salamanders creep forward again, Skink Javelins continue to flee
See Picture
Magic: Comet is dispelled, Portent is dispelled
Shooting: Salamanders kill 5 Glade Guard and they hold
Combat: Wardancer wins combat against the Skinks who flee and the lone Wardancer Musician charges the Saurus!!! Dryads lose their combat and flee with the Saurus hot on their tails.

Wood Elf Turn 3
Movement: Ornheru and Gwandor charge the Cold Ones, Glade Guard turn so as to not be flanked by either Saurus unit, Dryads rally, Fingon moves so he won't get charged/overrun by anyone
See Picture
Magic: Father fails, Mistress fails
Shooting: One Salamander dies, rest of their Skinks die and the Salamander takes off
Combat: Two Cold ones are killed, Gwandor takes one wound, Gwandor flees, Ornheru stands, Wardancer Musician killed and Saurus overrun into Glade Guard

Lizardmen Turn 4
Movement: Terradons charge Archers who stand and shoot causing a wound, Saurus with ScarVet charge Dryads again, Skinks and Salamander continue to run
See Picture
Magic: Comet fails, Portent is dispelled
Shooting: None
Combat: Four Archers die, one Terradon dies, Archers flee, Terradons overrun off table, one Cold One dies, draw there, 2 Glade Guard die and they hold, Dryads lose combat and Saurus unit with ScarVet overrun into Glade Guard

Wood Elf Turn 4
Movement: Gwandor rallies and looks to the Glade Guard/Saurus fight, Fingon moves to get LOS on Skink Shaman
See Picture
Magic: Father scrolled
Shooting: Fingon wounds the Shaman
Combat: Glade Guard lose and are run down, Ornheru finally buckles, flees and is run down, Cold Ones chase into Gwandors rear

It is at this point that I conceed...
See Picture

Post Battle Thoughts
1 - Poor, poor, poor deployment. Even though he did not exploit my left flank completely, his Cold Ones munched through 365 points. Ouch.
2 - Salamanders HURT! 5 Wardancers, 5 Glade Guard... If you ever play against Lizardmen kill these things! What I should have done was had my Dryads deployed on the left to go after them then come back around for the Saurus from flank or rear. Salamanders are S3, but they cause a -1 to your save. Nasty.
3 - I rolled piss poor for my Glade Riders flee from the Terradons. I should have let them charge my flank. The CR was 3-to-1 (numbers, standard, warbanner vs. flank) I would have won that. Too late now.
4 - Psychology - It is your friend, it is your foe. But whatever you do, REMEMBER ALL THE DARN RULES FOR IT AND WHAT CAUSES FEAR/TERROR ON YOUR SIDE AND WHAT IS STUPID ON HIS SIDE!!! I kept forgetting. Thankfully my opponent was forgiving (and forgetful himself at times) and retroactively rolled for some Dryad fear and Cold One stupidity (all of which he passed anyways... grrr...) But against a different army/opponent this mistake would have been even more costly.
5 - I hate losing, in the past 4 months my record is now 10 wins 3 losses and 2 ties. This is the second time I have lost to this opponent, but I won't let him off easy in the fluff :)

Epilogue
Feador looked at the Archers beside him, a tear running down his face, "Now, we make for the woods. This day is lost."
Running full tilt into the woods and encountering Fingon on the way Feador slumped against a tree, his magical bow forgotten beside him.
Fingon began chanting and the trees around them closed in tighter hiding and protecting them for the time being.
"It is over brother, we have lost so many today..."
Feadors words were cut short by the high trill of a horn in the distance. A familiar horn, a horn of Athel Loren.
"Finlas comes, too late to save those lost, but soon enough to exact revenge" stated Fingon, his face set as a mask against the pain of loss. Gwarill his pet was writhing in pain the last he saw, and Gwandor her mate was being chased by the Saurus on Cold Ones.
Then they heard the sound of arrows whistling and swords clashing. Fingon quickly pulled out a scrying orb and chanted some more. Soon the vision of hundreds of elves armed and armoured appeared within the orb, and the Saurus and Skinks being cut down.
"How many of these are to stay here and how many march for Drakwald?" queried Feador.
"Few and Many, as there are reports of marauders, beasts and demons in great numbers amassing in the far north. Some say the Kislevites will fall soon and the Empire is already preparing to march as well" replied Fingon, "We are too far south to be of much concern so it seems. Nothing more than a waystop."
"All this, for a waystop..."

Saving face, saving elves... 1500 points Rear Guard vs. 750 points Empire

Prologue
Feador, Fingon and the remaining elves that escaped the Saurus warriors rushed from the woods they hid in, firing their bows at the last of the lizards fleeing the field.
"Hail, brother!" called Feador "I trust you had few problems on the road?"
"Hail, brother!" replied Finlas as he rode up on a steed "as few as could be wanted. We came through the Black Fire Pass yesterday. We encountered an Empire force marching for home. There was a small skirmish. We sent some scouts to follow them North but the scouts have not returned."
"Captured?"
"Possibly. We have been making quite a bit of a stir recently. It is not often that elves are seen in these lands in these numbers." was Fingon's response.
"Very well, I will take some of your elves and go after the humans." Feador's mind was made up. No one must know of their movements and the importance of the Black Fire Forest.

Rear Guard Scenario
My opponent wanted to do a scenario. He says he likes the challenge and the difference from "beat your opponent up" style of the pitched battle. So, why not?
1 - Defender has 1/2 the points of the Attacker.
2 - Defender must set up all units first, then Attacker sets up 24 inches away.
3 - Attacker goes first.
4 - Attacker must get 3 units off the Defenders table edge in order to win.
5 - Defender is immune to panic.
6 - Game length is variant (end of 5th turn roll d6, 1 game ends, end of 6th turn 1 or 2 game ends, etc...)

Wood Elf Army
Feador - Glade Guardian, Light Armour, Bow of Loren, Enchanted Shield
Fingon - Mage, Level 2, 2 Dispel Scrolls - Lore of Life (Father of Thorns, Howler Wind)
Archers - 3 x 5
Glade Riders - 5, Standard, Musician
Glade Guard - 20, Spear/Shield, Full command
Gwarill and Gwandor - Great Eagles
Dryads - 9
Wardancers - 9, Musician
Ornheru - Treeman

Empire Army
Captain - Warhorse, Lance, 3+ save, Shield of the Gorgon??? (-1A)
Mortar
30 Spearmen w/ full command
Detachment - 5 Archers
Detachment - 12 Swordsmen
10 Archers
11 Handgunners

Terrain & Deployment
See Picture
Due to the 24 inch away deployment rule, his deployment zone ended up being the 18 inch by 18 inch corner and mine was an arc three feet or so long... He's already in trouble. My only concern was, how the heck am I going to get THREE!!! of my units off his table corner...? Also, his units are immune to panic, so shooting effectiveness is lessened...

Wood Elf Turn 1
Movement: Gwarill heads up left side, Gwandor and Glade Riders head up right, Dryads and Fingon move into woods, Glade Guard and Wardancers move forward beside woods, Ornheru moves to front right of woods.
See Picture
Magic: Father fails, Wind is cast
Shooting: 1 Archer from detachment, 2 swordsmen form detachement
Combat: none

Empire Turn 1
Movement: Captain moves to right, some repositioning of troops
See Picture
Magic: Wind is dispelled
Shooting: Mortar takes out 4 Glade Guard and 2 Wardancers, hand guns take out 4 Glade Riders who do not panic, Archers cause 1 wound to Gwarill
Combat: None

Wood Elf Turn 2
Movement: Lone Glade Rider standard bearer and Gwandor charge the empire captain, Gwarill charges the 4 archers, archer unit on right moves forward, Ornheru moves to right flank, Glade Guard and Dryads move forward with Fingon following, Wardancers move forward and left
See Picture
Magic: Father fails, Wind is cast
Shooting: A few spearmen fall, Feador is out of range of the handgunners
Combat: Glade Rider is killed, combat is a tie, Gwarill flees due to outnumber

Empire Turn 2
Movement: Archers move toward Gwarill, some repositioning
See Picture
Magic: Fails to dispel Wind
Shooting: Mortar takes some more Glade Guard, Handgunners wound Ornheru once, Archers fail to wound Gwarill
Combat: Gwandor takes a wound, combat is a draw

Wood Elf Turn 3
Movement: Ornheru charges Swordsmen who fail their Terror and flee, Wardancers charge Archers who flee, Gwarill fails to rally, Dryads move to flank Spearmen, Glade Guard move forward and Fingon follows, Feador moves to get range on Handgunners
See Picture
Magic: Father fails (again!), Wind is cast
Shooting: a couple more spearmen die finally removing a rank, Fingon gets two handgunners
Combat: Gwandor wounds the Captain who wounds in return but he holds

Empire Turn 3
Movement: Archers fail to rally, so do the swordsmen, spearmen move slowly due to Howler Wind
See Picture
Magic: Fails to dispel Wind
Shooting: Mortar shot aimed at Ornheru scatters wide, Handgunners fail to wound Ornheru
Combat: Gwandor is finally bested by the captain

Wood Elf Turn 4
Movement: Ornheru charges the captain who fails his terror check and runs! Dryads, Wardancers and Glade Guard charge the Spearmen who fail their fear for the Dryads, Gwarill rallies, Archers on right move forward again, Fingon ducks back into the woods.
See Picture
Magic: Father fails, Wind fails
Shooting: Couple more handgunners die
Combat: Wardancers remove ranks, Dryads take +1A, needless to say the spearmen are overwhelmed and lose combat by 7, break and are run down, the 10 archers behind the spearmen break as well due to broken unit and are run down as well, unfortunately the overrun is not enough to get the swordsmen as well
See Picture

Empire Turn 4
Movement: Archers fail to rally and run off the table. Swordsmen and Captain both rally.
See Picture
Magic: None
Shooting: Mortar fails all to wound rolls on the Glade Guard, Wardancers, Dryad mix (wow), Handgunners take out some more Glade Guard
Combat: None

Wood Elf Turn 5
Movement: Dryads charge handgunners who pass their fear test, Ornheru chages the Captain again who passes his fear test, Wardancers charge the Mortar crew, Glade Guard charge the Swordsmen, Gwarill moves in, All archers move in
Magic: None
Shooting: None
Combat: Ornheru does not wound the captain and he does not wound back but auto breaks and runs off the table with Ornheru on his heels, Dryads wipe out the handgunners using +1A, Wardancers wipe out the Mortar crew using +1S, Glade Guard win combat by 3, swordsmen break and run off the table
See Picture

As there are no more Empire forces on the table and it is the end of the fifth turn my opponent rolled a d6, result, 3, one more turn for me and I have 3 units within march move of the table edges. So a VICTORY for me!

Post Battle Thoughts
1 - My Glade Riders got chewed up by the handgunners, S3 -2 Armour Save hurts! But atleast I had the banner left to charge his Captain, too bad I didn't kill/break him.
2 - Howler Wind is great! It kept his handgunners from targeting my Dryads on two turns and his archers were mostly useless (the unit of 10 never fired!) Too bad the mortar isn't affected :) Speaking of which, he rolled the "Hit" 3 out of 4 times... unbelievable...
3 - Scenarios - keep the objective in mind! Here, wiping out his force was secondary, I had to get those units off the table. If he had rolled a 1 I would have lost even though he had nothing left and he only got my Glade Riders, 1/2 Glade Guard and 1 Great Eagle. I was fortunate, but I only had 4 units that could have made it on time and one of them was wiped out at the end of my second turn! I should have been moving my archers every turn just in case, maybe even marching them the first and fifth turns. Like I said, I got lucky.

Epilogue
Rushing forward with the archers not far behind Feador and Fingon caught up with the others. Ornheru was there petting a very nervous looking warhorse, it's rider crushed to the ground. The Glade Guards were tending to six elves who had been stripped of clothing and arms and looked abused at the hands of the Empiremen.
"Come, we must retreat back to the woods" said Fingon to Feador.
"Yes, but whoever was in command of this force that left these men behind and did this to our kin, if I ever find him, he will pay dearly."

Reinforcements = Revenge... 1500 points Pitched Battle vs. Lizardmen

Prologue
"So brother, I see you found my scouts" said Finlas as he rode up beside the returning Feador. "You seem to fair better against humans than you do against saurus."
"Do not jest brother, there is only so much I can accomplish with the troops I came with" replied Feador as he mounted a steed. "We are too close to the southlands here, and the lizards are on the move north towards the Empire. They think they can just walk through these woods and take lumber for their fires and huts without regard to the elves that live within them."
"Indeed there are many of them moving. Gwandor and Gwarill report seeing another group approaching now." said Fingon as he walked beside his two siblings.
"By Kournous I wish they would give us a chance to rest... TO ARMS!" cried Feador as he turned his mount and headed off followed by the last of his elves supported by some of Finlas' new arrivals.

Wood Elf Army
Feador - Glade Guardian, Light Armour, Bow of Loren, Enchanted Shield
Fingon - Mage, Level 2, Dispel Scroll, Potion of Knowledge - Lore of Life (Master of the Woods, Mistress of the Marsh)
Archers - 3 x 5
Glade Riders - 5, with Std Bearer & Musician, Spear/Shield
Glade Guard - 20, full kit, full command
Gwandor & Gwarill - Great Eagles
Dryads - 9
Wardancers - 9 with Musician
Ornheru - Treeman

Lizardmen Army
Scar Vet - Shield that gives +1A
Skink Shaman - Level 2, Dispel Scroll, Power Stone - Lore of Heavens (Comet, Storm)
Skinks - 12 with Javelins
Skinks - 12 with Blowguns
Saurus - 16 with handweapons, full command
Saurus - 16 with spears, full command (Scar Vet here)
Saurus Cold One Knights - 8 with full command
Salamanders - 2 with 6 herders
Terradons - 4 with brave

Terrain & Deployment
See Picture (his Skink Shaman is behind the farm shed in his deployment zone)
I won first turn priviledge and took it.
Salamanders, Cold One Knights and Terradons are primary concerns. He has placed his Terradons in such a way that they will not be able to charge on the first turn so they are not much of a threat right now. I will need to mass charge the Cold Ones and once all of my troops are in combat his Salamanders won't have any targets until they move further across the table.

Wood Elf Turn 1
Movement: Gwarill moves to intercept the Saurus with hand weapons, Gwandor moves to intercept the Cold Ones. Dryads move to the right, Wardancers move to the left, Glade Guard move forward, Glade Riders move behind Gwarill, Ornheru ducks behind building to stay away from the Salamanders for now.
See Picture
Magic: Master kills off half of the Skinks with Javelins that he put in the woods (3 6's on the cast!, 10 hits, 6 wounds!)
Shooting: All Archers are ineffective, Feador included
Combat: None

Lizardmen Turn 1
Movement: Saurus with hand weapons charge Gwarill, Cold Ones charge Gwandor, Saurus with Spears, Skinks and Salamanders move forwards, Terradons move to the left.
See Picture
Magic: Comet fails to cast.
Shooting: Salamanders kill one Dryad and eat 3 Skinks (hehe), Blowgun Skinks kill 3 Glade Riders but they hold.
Combat: Gwarill takes no wounds from the Saurus and causes 1 in return, loses combat but holds. Gwandor is not so lucky and takes 3 wounds. The Cold Ones overrun into my Dryads.

Wood Elf Turn 2
Movement: Wardancers and Ornheru charge the Cold Ones, Glade Riders retreat to my deployment zone, Glade Guard shuffle to the right incase the Cold Ones manage to break out of their predicament.
See Picture
Magic: Master is dispelled, Treesinging moves the woods in the Lizardmen deployment zone to the left
Shooting: Salamanders take one wound and their herders are reduced to 1
Combat: Gwarill takes another wound and does none back and flees. One Dryad is killed, 3 Cold Ones fall (2 to Killing Blow), but the Cold Ones hold.

Lizardmen Turn 2
Movement: Salamanders charge Ornheru's flank, everyone else comes closer to the action except for the Shaman who is still hiding behind the shed watching the woods move closer...
See Picture
Magic: Comet miscasts (4) and Master causes 1 wound to the Saurus with hand weapons in the woods
Shooting: None
Combat: 2 more Cold Ones fall to the overwhelming wood elves, Ornheru smashes a Salamander into the ground, but the lizards still hold

Wood Elf Turn 3
Movement: Gwarill continues to flee (6inches), Glade Riders move to the right
Magic: Master is scrolled, Treesinging moves the woods further left
Shooting: 1 Terradon is killed, 2 Saurus with Spears are killed
Combat: Cold Ones and Salamander finally break and are run down. Wardancers and Ornheru move enough to redirect into the Saurus with Spears, Ornheru is on the Scar Vet
See Picture

Lizardmen Turn 3
Movement: Skinks with Javelins charge Wardancers flank, Terradons charge Glade Guard flank, rest move forward
See Picture
Magic: Comet fails to cast
Shooting: Blowguns kill 2 Archers who hold
Combat: Terradons kill 3 Glade Guard and then flee (stupid fly by attack), Wardancers are broken and run down by Javelin Skinks (wtf?) and overrun into Dryads, Ornheru lays the smack down on the Scar Vet causing 1 wound, Ornheru takes one wound but holds

Wood Elf Turn 4
Movement: Glade Riders move to flank the Scar Vet, Glade Guard turn to face the Terradons and Saurus in the woods
See Picture
Magic: Master is dispelled, forest continues to move towards shaman
Shooting: Terradons reduced to one model
Combat: Skinks are destroyed by Dryads who overrun into Scar Vet unit, Ornheru takes another wound but holds (need a 5, rolled a 5 :) )

Lizardmen Turn 4
Movement: Saurus with hand weapons charge Glade Guard, Terradon charges Glade Guard flank, Skinks move forward
See Picture
Magic: Comet is scrolled
Shooting: Left hand Archer unit wiped out by Blowguns
Combat: 3 Saurus with hand weapons die, 2 Glade Guard die, Terradon flees, Saurus hold. Scar Vet finishes off Ornheru, Saurus are reduced to 4 left, Dryads hold.

Wood Elf Turn 5
Movement: Glade Riders charge Saurus flank, Archers turn to face, Fingon leaves the woods in favour of hiding beside Archers
Magic: Master is dispelled
Shooting: Skinks with blowguns are mowed down and flee
Combat: Saurus with hand weapons are broken by Glade Guard and are run down, Saurus unit is reduced to champ and Scar Vet only, Dryads are reduced to 3, Saurus hold.
See Picture (my opponent is sad :b )

Lizardmen Turn 5
Movement: Skinks and Terradon continue to flee
Magic: Comet fails again
Shooting: None
Combat: Scar Vet kills the two Glade Riders, champ kills 1 Dryad, Dryads break and are run down
See Picture

Wood Elf Turn 6
Movement: Glade Guard turn around
Magic: Master is dispelled
Shooting: Terradon killed, Saurus impossible to wound, even at close range (drat)
Combat: None
See Picture

Lizardmen Turn 6
Movement: Saurus and Scar Vet charge Archers, Skinks continue to flee
See Picture
Magic: Comet fails AGAIN
Shooting: none
Combat: Archers wiped out, overrun falls short of Fingon
See Picture

Post Game
Result: approx. 600 points in my favour, a victory!
1 - By keeping my units in combat the Salamanders were a lot less effective than they usually are against me. Must remember this. They only fired once, rolling an "eat skinks" and a 2.
2 - My opponent had very poor dice rolling. I kinda feel sorry for him if it wasn't for the fact that my archery rolls sucked too. My combat and spell rolls were very effective though.
3 - The combat with the Cold Ones lasted 2 turns too many. I could have wiped out his army if they had broken or if I could have killed them off quicker.
4 - My Glade Guard once again proved their worth, taking down the Terradons and a unit of Saurus by themselves and only losing 6 models. If anyone is still hesitant to use Glade Guard, I hope this atleast changes your mind somewhat. Rarely do I ever lose 1/2 their number in a game and they are usually quite decisive in determining victory for me.
5 - I was also fortunate enough to not have the Skinks with their poison attacks do much this game. Auto-wounds suck as Wood Elves have almost no armour saves.
6 - My treewhack with Ornheru worked 2 out of 4 tries. One for 3 wounds on a Salamander and the other for 1 wound on the Scar Vet (rolled a 1). I should have not done the whack on the Scar Vet and just used the A4. Oh well.

Epilogue
As the Skinks ran being chased by the Glade Guards, Fingon turned his attention to the Saurus approaching him. Waving his hand and chanting the ground beneath them turned to mud and they began to sink as arrows from Feadors bow sank home finishing the lizards off.
"Well done brother" called Fingon, "this should give us time to rest, atleast for a while."
"I certainly hope so..." replied Feador as he walked towards the wounded preparing bandages and salves, "we cannot keep this up much longer. The elders have put out the call, we have been reinfoced from Loren, but now it is time for these woods to begin protecting themselves..."


Battle of Aldium... - 1500 points Pitched Battle vs. 1700 points Hordes of Chaos (Campaign Battle, Turn 5)

Prologue
"Brother, I see you were victorious against the Lizardmen" called Finlas to Feador as the Guardian rode up. "They have moved to the North and away from these lands."
"Yes, but there is still the Empire to our East" replied Feador, "it is there that I am needed."
"Yes, and on the way to re-inforce you we saw strange men wandering the hill lands to the North-West. It is my plan to ride for the town of Aldium to find out more."
"Be careful, brother." said Feador as Finlas mounted his unicorn.

Standing atop the watchtower at the border of Aldium, Vrock could only let loose a small smile from within his helmet. No sooner then the smile was released did Vrock's lieutenant, Maeglin approach.
"The fortifications will not be ready before the forest fey arrive my lord. We will have to fight them on... equal terms," the shifting mutant hissed to his master as he climed the last step of the watchtowers old wooden ladder.
Vrock kept his gaze out to the Blood River and the forests beyond it, the forests from which the wood elves had emerged. Wiping the smile from his face the Tzeentch sorcerer turned around and walked with a quick pace past his lieutenant and towards the Blood River.
"I have never encountered these wood elves before... I have heard the tales and I know they are a mysterious lot who care more for trees then personal glory," the master mage spoke as he continued to gaze on, "but do not be so impudent in your thoughts Maeglin, I will not fight these fey on equal terms."
The younger servant of Tzeentch looked at his robed master for only a few seconds before he broke the silence, "my lord, this city provides no special defenses and our forces are near equal to that of the forest fey. Perhaps we should abandon the town and regroup?"
Sounds came from below the watchtower and Maeglin turned to look down, as Vrock shifted his gaze towards the bridge of the lower south road, leading across the Blood River, and the host of elves that moved with great speed towards him.
A new voice broke the silence, this one much less daemonic in nature, "Great Tzeen-Dhaos, the mighty Daemon Lord Karngath is sending some of his children, and they will arrice here just before the elves."
Vrock looked over at Maeglin, "they will not enter my new city. If they wish to come for it, they can claim it on the field. Ready our forces Maeglin, I will be waiting for these, elves..."


Wood Elf Army
Finlas Elbeleg - Level 2 Mage, Hail of Doom Arrow, Unicorn - Lore of Life (Howler Wind, Master of the Woods)
Finar Linfal - Level 2 Mage, 2 x Dispel Scrolls - Lore of Life (Howler Wind, Master of the Woods)
Archers - 3 x 5
Glade Guard - 20, full kit, full command
Glade Riders - 6, spears/shields, full command
Dryads - 9
Wardancers - 9 with musician
Treeman

Tzeentch Chaos Army (1700 points)
Exalted Champion Vrock - Level 2 Mage (Tzeentch), Spell Familiar - Green, Blue and Indigo Fire
Maeglin the Adept - Level 2 Mage (Tzeentch), Dispel Scroll - Green and Indigo Fire
Chariot - Mark of Tzeentch
Chaos Knights - 4, Mark of Tzeentch, full command
Warriors - 12, Mark of Tzeentch, Chosen, full command
Marauders - 17, full command
Screamers - 3
Spawn
Marauder Horsemen - 5, full command
Horrors - 10, 2 Flamers

Terrain and Deployment
See Picture
It's a little hard to see everything so, from bottom of pic up:
WE: Archers, Glade Guard, Finar, Archers, Treeman, Dryads, Archers, Wardancers, Glade Riders with Finlas
Chaos: Screamers, Maeglin, Warriors, Marauders, Vrock, Horrors & Flamers, Chariot, Knights, Spawn, Marauder Horsemen
I lost the deployment roll but won the first turn roll and took it

Prebattle Thoughts
1 - Must destroy the Horrors!
2 - Must destroy the mages!
3 - Must destroy atleast one of his two big blocks

Wood Elf Turn 1
Movement: Glade Guard forward, Dryads into the "bus" with Treeman behind, Wardancers into second woods, Riders to the right flank (partially into the woods to scare off a charge.
See Picture
Magic: Master is cast on Screamers causing 1 wound, second master is dispelled, so is treesinging
Shooting: 1 Warror falls
Combat: None

Chaos Turn 1
Movement: Marauder Horsemen charge Riders and succeed, Screamers move up flank, Maeglin enters the woods (why???), Chariot, Spawn and Knights head towards Riders
See Picture
Magic: Lots of failed and dispelled spells, Horrors get off a bound spell on Dryads however that take out seven of them (ouch!)
Shooting: None
Combat: Marauders lose combat by 1, having killed 3 Riders, flee and are not run down

Wood Elf Turn 2
Movement: Riders charge and run the Horsemen off the table, Wardancers fail there charge on the Knights by 1/2 an inch (d'oh!), Guard move forward, one unit of archers faces the screamers, Treeman moves to screen the wardancers
Magic: Master is cast twice on the silly mage in the woods, and dispelled twice (drat!) however the treesinging goes through and the woods with the 2 dryads in it is moved 7 inches and placed right infront of the Marauder unit!
Shooting: Horrors unit is reduced to 4 models by archers and the hail of doom arrow
Combat: None
See Picture

Chaos Turn 2
Movement: Chariot charges wardancers, spawn rolls enough to charge the riders who fail their terror and flee from it off the table! Screamers fly over archers killing three (they hold) and then my second mage and kills him! Both of my mages are now dead. It's only turn 2! Marauders turn to face the treeman
Magic: All spells fail to cast! I use my two dice to stop his 4 horrors from causing more damage
Shooting: Both flamers target the treeman, end up causing 1 wound which is saved
Combat: Chariot takes out 5 wardancers, who do no wounds in return, but thanks to the unbreakable dance they stay where they are
See Picture

Wood Elf Turn 3
Movement: Guard charge the warriors, treeman charges the horrors, archers turn around to face the screamers, dryads move between warriors and marauders
Magic: None, I will skip this from now on
Shooting: Two screamers drop
Combat: One warrior drops, two guard drop, combat is a tie. Wardancers dance for +1S cause no wounds, chariot causes no wounds, musician wins combat by 1! chariot flees and not caught. Two horrors die and they pass their break test.
See Picture

Chaos Turn 3
Vrock fails his Terror check for Treeman being close by, marauders pass theirs
Movement: Lone screamer charges archers, chariot rallies, everything else shuffles around
Magic: Uneffective
Shooting: One wardancer falls to flamer fire
Combat: 3 Guards fall, 1 warrior falls, I pass ld check. Treeman kills last two horrors. Screamer kills one archer and archers cause a wound, it fails its instability check.
Flamers both pass their instability checks
See Picture

Wood Elf Turn 4
Movement: Wardancers charge a flamer, treeman charges Vrock and forces him closer to the table edge, drayds charge warrior flank, archers turn around
Shooting: Spawn takes a wound
Combat: Guards/dryads lose combat, guard flee, last dryad does not, flamer is destroyed and wardancers overrun to beside treeman
See Picture

Chaos Turn 4
Movement: Vrock rallies, marauders charge treeman/wardancers, more shuffling
Magic: One glade guard is turned into a horror
Shooting: None
Combat: Dryad is killed, one wardancer falls leaving only one who flees the combat...
See Picture

Wood Elf Turn 5
Movement: Guard rally
Shooting: New horror is shot down, 1 knight is killed, they flee (woot!)
Combat: Treeman kills some more marauders and holds due to unbreakable-like ability
See Picture (I have no idea why Thurston looks so dejected in this picture, he's winning!)

Chaos Turn 5
Movement: Knights rally, warriors move forward, more shuffling (chariot is coming around the flank, flamer and mages are closing on my archers)
Magic: More guard fall to green fire
Shooting: None
Combat: Treeman still holding on!
See Picture

Wood Elf Turn 6
Movement: Guard charge the warriors again
Shooting: Nothing!
Combat: Warriors eat through the guard, they run and are run down. Treeman still holding!
See Picture

Chaos Turn 6
Movement: Warriors charge archers, more moving towards archer line
Magic/Shooting: Archer units reduced a bit but not below half
Combat: Archer unit destroyed, treeman still holding...
See Picture

Result
Massacre in favor of Tzeentch!

Post Battle Thoughts
1 - My dice hate me...
2 - No really, they do! And Thurstons likes him just fine darn it...
3 - I should have used a dispell scroll on the horrors bound spell that wiped out my dryads...
4 - Losing both mages at end of turn 2 REALLY sucked, though he didn't get much through turns 3 thru 6 or what did wasn't entirely effective
5 - If I had all my dryads the warriors would have been toast, drat
6 - My Glade Riders with mage really should have tried avoiding the Marauder Horsemen a little better. I never was able to charge with them

Epilogue
Vrock pushed through the woods that had only recently settled down from its sudden movements. Glaring at the elves before him he hissed through the visor of his armour. "I give you a great gift. Your lives. Run now and tell your master that this place is ours..."
The six elves hurredly picked up the fallen mage, Finar, and retreated from the field.
"Master, what of him?" called Maeglin as he pointed to a Unicorn dragging another elf by a stirrup, "shall I call forth the fires on him?"
"No, I feel merciful today. Besides, we have plenty others to torture and play with..." Vrock stooped, grabbed an elf by the throat and lifted him to look into his eyes. The elf choked up blood and his eyes went wide as his body burst into green flames, the last sound he heard was the horrid cackling laughter of the chaos wizard...

1500 points Pitched Battle vs. Brettonians

Prologue

Feador looked down from the watch-seat high in the trees. Dust on the horizon. Horses, lots of them. Scrambling down the tree he spotted his brother Fingon and made his way to him.
"Send your eagles to the West brother. Find out what they can make of the commotion there." said Feador.
Fingon whistled and the two giant birds rose into the air. Some minutes later they returned. The smaller of the two, the male Gwandor alit beside Fingon and chiriped in his ear.
"Brettonians, brother. Knights, men-at-arms, and a Pegasus" said Fingon translating the bird-speak.
"Gather the elves, we shall go to meet them."
Guillome du Quinnel astride his Pegasus leaned to speak with the Damsel Arwenia. "Wild elves. Strange to find them so far South of Loren. Do you think they are the same?"
"No lord. The elves of Athel Loren are seldom seen and keep to themselves and would not take to the field so quickly" she replied.
"Then let us pray to the lady that the battle will be quick and we will be victorious!"
All the knights dismounted and the Brettonians all knelt and prayed as the Wood Elves looked on in wonder.
"They intend to fight" said Fingon to Feador.
"Then it is what they shall have" Feador replied...
WE Army
Feador - GGian, Light Armour, BoL, ES
Fingon - Mage, L2, DS, PoK - Howler Wind, Master of the Woods
Archers - 3 x 5
GG - 20, full command, full kit
GR - 5, spears/shields, standard, musician
Gwandor & Gwarill - 2 GE's
Dryads - 9
WD - 9 with musician
Ornheru - TM

Brettonian Army
General - armour that gives -1 to hit, rides Pegasus
BSB - magic banner, in Quest Knight unit
Damsel - L2, mounted, DS - Howler Wind, Father of Thorns
Damsel - L1 - Mistress of the Marsh
Archers - 12, skirmish
Archers - 10, spike wall
Quest Knights - 9 (2+ save)
Grail Knights - 6 (2+ save)
Men-at-Arms - 21, spears/shields

Terrain & Deployment
See Picture
He prayed so I took the first turn

Thoughts:
1 - Slow him down so I can get some shots off and hope they get through his armour
2 - Kill his mages and make sure he doesn't get Howler Wind off
3 - DON'T LET HIM CHARGE WITH HIS KNIGHTS!

WE Turn 1
Movement: All CC units move forward to allow archers to shoot, GE's to set up flanks on Knights, GR to the woods on right for flank charge (one is sticking out so they can see, but they are more than 2" in the woods for his LOS)
See Picture
Magic: Master on his Damsel in the woods is dispelled. Treesinging moves the woods on my left 4 inches forwards
Shooting: A Grail Knight (1 on his save, 1 on his ward) drops as does a man-at-arms
Combat: None

Bret Turn 1
Movement: Knights, men-at-arms and skirmish archers "inch" their way forward wary that they need to charge, not the other way around.
See Picture
Magic: I dispel his Howler Wind, he has no LOS/range for the other two
Shooting: ineffective
Combat: None

WE Turn 2
Movement: Gwandor and Gwarill think it would be great if they move to flank the general so they do! Ornheru and the GG are getting impatient too so they move forward.
See Picture
Magic: Master kills the damsel in the woods (some 5 wounds) and I then Treesing the two woods on the left together and cut off his Grail Knights and archers
Shooting: A Quest Knight fails his saves and drops as does another man-at-arms
Combat: None

Bret Turn 2
Movment: Quest Knights charge the GG. Men-at-arms reposition and the general moves behind them. Grail Knights start moving around the woods. Skirmished archers move as well and the other archers turn to face an eagle, thereby loosing their spikes. The mounted damsel moves into the woods (don't ask me why he wants me to kill his mages, he just does)
See Picture
Magic: Both are dispelled
Shooting: Skirimish archers fire on an eagle, get 6 hits and 4 wounds. Regular Archers fire on the other eagle, get 5 hits and 3 wounds. No more eagles.
Combat: BSB challenges the GG captain and I accept. He gets 2 overkill from that, plus 5 other GG die. No Knights are killed. I don't get outnumber or ranks due to his banners and auto flee, he catches them.

WE Turn 3
Movement: Ornheru charges flank of men-at-arms who pass their Terror check. Drayds and Wardancers charge the Quest Knights getting all but 1 Dryad and 1 WD in BtB (ouch!) GR move to set up to help Ornheru.
See Picture
Magic: Master is Dispelled
Shooting: Ineffective
Combat: 4 Knights fall to the savage elves and dryads and only one wardancer pays for it. He fails his first break test but with the BSB he passes the second. Ornheru fails to kill any men-at-arms but they do not hurt him so he holds

Bret Turn 3
Movement: Grail Knights charge Ornheru. General charges GR who flee successfully. Skirmish archers move into woods, other archers turn around. Damsel changes woods.
Magic: I dispell Howler, not enough dice to try Father
Shooting: None
Combat: Ornheru is wounded twice and 3 men-at-arms fall, Ornheru flees and is caught by the Grail Knights. A Wardancer and a Dryad fall, but so does another Knight. He passes his break test (remember he has a banner that ignores outnumbering so my fear does not auto-break him)
See Picture

WE Turn 4
Movement: GR rally and move away to deal with his men-at-arms
See Picture
Magic: spells are dispelled and fail to cast
Shooting: Nothing
Combat: Wardancers and Dryads reduce the Quest Knights to the BSB who fails to wound anything. Now that the outnumber banner is gone the BSB flees and is caught by the WD's. The Dryads hold their ground.

Bret Turn 4
Movement: Grail Knights charge the Dryads (immune to psych so no check) and his general tries to charge but fails his fear test! All archers move forwards. Mounted damsel moves to center of table.
See Picture
Magic: Howler Wind is dispelled
Shooting: None, they marched
Combat: Drayds take a wound but hold

WE Turn 5
Movement: GR charge men-at-arms. WD's charge his general.
Magic: Master is dispelled
Shooting: A couple archers fall
Combat: Dryads break and are run down. WD's using KB on general do nothing and the general does nothing in return, but outnumbering is good enough and he flees!
See Picture

Bret Turn 5
Movement: Grail Knights turn around, general fails to rally.
Magic: Father is dispelled
Shooting: All but two of my WD's are shot down
Combat: GR/men-at-arms ends in a draw

See Picture

Ran out of time so no 6th turn.

Result: Minor Victory for the WE's!!!

Post Battle Thoughts
1 - Treesinging is great! If it hadn't worked I would have been in alot of trouble. Keeping his Grail Knights away that extra turn really helped.
2 - If his general had rallied at the end it would have been a tie.
3 - Wardancers with KB is great! They still get their 6+ ward though.
4 - I avoided using +1S with the Dryads. Not sure if 3+ save 6+ ward is better than 4+ save 5+ ward though.
5 - Knights with a flank is much easier to deal with than that lance formation of old...
6 - Once again my GE's died but for a decent cause. He said at the end that they really scared him. Not sure why as he killed them both on turn 2 though it took 22 archers to do it. If he hadn't have turned and shot them I would have chaged the flank and rear with them (+3 CR) so I guess he was kinda right there.
7 - Disappointed with my dice in the GR/men-at-arms at the end. Oh well. My dice were pretty hot the rest of the game. His dice were pretty poor. Alot of 1's but not enough to help a whole lot.
1500 points Pitched Battle vs. Lizardmen
I have decided to save my fluff for the campaign BR's. As this was not a campaign game, no fluff.
Once again I am playing against Noah, GW store employee. For some reason I can beat just about anyones LZM armies but his. Anyway, here it is:

Woof Elf Army
Glade Guardian - Light Armour, Bow of Loren, Enchanted Shield
Mage - Level 2, Dispel Scroll, Potion of Knowledge - Lore of Life (Master of Stone, Father of Thorns)
Archers - 3 x 5
Glade Guard - 20, full kit and command
Glade Riders - 5, spears/shields, musician, standard
Great Eagles - 2
Dryads - 9
Wardancers - 9 with musician
Treeman

Lizardmen Army
Scar Vet
Skink Shaman - Level 2 - Lore of Heavens (Thunder Bolt, Second Sign)
Skinks - 12 with blowguns
Skinks - 12 with javelins
Saurus - 16 with hand weapon/shields and full command
Saurus - 16 with Spears and full command
Cold One Knights - 8 with spears and full command
Terradons - 4
Stegadon

Terrain and Deployment
See Picture

Pre Battle Thoughts
Ouch, a Stegadon. Well. My primary targets were the Skinks, the Terradons and then either the Cold Ones or the Stegadon. The shaman (placed in the pyramid) was also a prime target for a first turn Master of Stone :)
The table is pretty cluttered, doesn't look like I'll be able to get flanks easily.
I won first turn and took it

Wood Elf Turn 1
Movement: Everything but the archer line moves forward and grabs as much cover as they can
See Picture
Magic: Master and Father both FAIL to cast...
Shooting: Some nice dice rolls kills a few saurus
Combat: None
See Picture

Lizardmen Turn 1
Movement: Terradons charge and catch one eagle, everything else moves forward
See Picture
Magic: Bolt is dispelled, Second Sign fails to cast
Shooting: Glade Guard lose two from the Stegadon, Wardancers lose two from the javelins
Combat: None

Wood Elf Turn 2
Movement: Treeman and Dryads charge skinks, Wardancers and Glade Guard move forward, Glade Riders move to intercept Terradons, Great Eagle moves behind Saurus
See Picture
Magic: Master fails to cast, Father takes down one skink on the Stegadon (woo)
Shooting: More Saurus fall, I roll 3 1's with my Bow of Loren (See Picture)
Combat: Treeman and Dryads rip through the Skinks as expected. Dryads overrun into Scar Vets Saurus, Treeman overruns into Cold Ones

Lizardmen Turn 2
Movement: Terradons charge Treeman, Saurus flank charge Dryads, skinks move towards Great Eagle
See Picture
Magic: Bolt dispelled, Second Sign fails
Shooting: Great Eagle killed, Stegadon misses Glade Riders
Combat: Dryads lose 2 and the combat but do not get run down. Treeman loses 1 wound and the combat and is run down but takes out 2 Cold Ones first, Terradons overrun into Glade Guard
See Picture

Wood Elf Turn 3
Movement: Wardancers charge Terradons, Glade Riders reform, Dryads rally
See Picture
Magic: nothing worked
Shooting: Scar Vets Saurus are broken
Combat: Terradons get a Glade Guard, Terradons break and flee
See Picture

Lizardmen Turn 3
Movement: Saurus and Cold Ones charge Glade Guard, Terradons and Saurus rally, Stegadon moves forward
See Picture
Magic: Bolt fails, Second Sign dispelled
Shooting: Stegadon misses, skinks all miss
Combat: Glade Guard are chewed through
See Picture

Wood Elf Turn 4
Movement: Wardancers charge Cold One flank, Glade Riders fail their fear so no help there
Magic: Spells dispelled
Shooting: Scar Vets unit is panicked again and flees for good
Combat: Wardancers lose, only 1 left
See Picture

Lizardmen Turn 4
Movement: Stegadon charges Dryads who flee, Terradons charge Glade Riders who also flee, Cold Ones reform, Saurus move forward, skinks surround lone Wardancer
See Picture
Magic: Bolt is dispelled, Second Sign fails again
Shooting: lone Wardancer is now dead...
Combat: None

Wood Elf Turn 5
Movement: Glade Riders rally and move to try to intercept Saurus, Dryads rally
Magic: Spells ineffective
Shooting: ineffective
Combat: None
See Picture

Lizardmen Turn 5
Movement: Saurus and Stegadon charge Glade Riders, Terradons charge Archers who accept, Cold Ones charge Archers who stand and shoot killing one, skinks approach
See Picture
Magic: Bolt dispelled
Shooting: None
Combat: Glade Riders wiped out, Stegadon and Saurus overrun into Dryads. Terradons kill all but one archer. Cold Ones kill all 5 archers and overrun off the table

Wood Elf Turn 6
Movement: Characters hop into last archer unit
See Picture
Magic/Shooting: Skinks killed, shaman panics and flees
Combat: Drayds wiped out, saurus overrun into last unit. Terradons kill last archer

Lizardmen Turn 6
Movement: Terradons charge flank of archer unit. Cold ones come back on the table. Shaman continues to flee.
See Picture
Magic: None
Shooting: None
Combat: Glade Guardian challenges the Saurus unit champ and it is accepted. The unit is wiped out anyways and the mage and general break and run off the table
See Picture

Post Battle
1 - he still had about 1000 points left on the table. Poor showing for the Wood Elves.
2 - The overruns with the Dryads and Treeman were bad I realize. But I had to get rid of those skinks!
3 - My archery was amazing. 15 archers and Bow of Loren (though I did roll those 3 1's... grrr...) took out most of the 500 points that I got. They even panicked the Scar Vet/Saurus unit twice!
4 - This is the first time I've had to deal with a Stegadon since 6th came out. I do not like it. The Skinks have a 2+ save, aggrivating that. Atleast he only got to fire the bolt thrower twice and it missed once.
5 - There was too much terrain. I had trouble manouvering. My Glade Riders were completely confused.

Battle for the Silken Highway... - Pitched Battle: 1500/750 points Skaven/Tomb Kings vs. Orcs&Goblins/Wood Elves (Campaign Battle, Turn 5)

Prologue
"Priest, I give you leave to advance on the Silk Road," said the disembodied voice of Amon-Phil. The casket, from which the voice eminated glowed ominously. "Do not disappoint me Alcar-Izash. The Skaven and Orcs are just now realizing that they will soon meet. I wish you to aide the Skaven. The Orcs are advancing too far too soon and must be stayed."
"Yes my master, it shall be as you wish..."
"Do not fail, or your punishment will be great..."

The Warlock Engineer <<name>> sneared as he heard the report from the slaves, the Chaos Sorcerer Vrock had turned on them and cut off their supply lines at the cross roads. Green tendrils of smoke moved from an outstretched paw towards the nearest slave who promptly melted, screaming in agony. "We must push forward then, the green skins are massing along the road and they must be dealt with first, then we will deal with the daemon scum... neek..."
"There are many, we cannot hope to overwhelm them," said one of the slaves cringing.
A scorpion larger than large errupted to the surface and on its back was a skeletal form wrapped in bandages and gold, "Fear not" came a rasping dead voice, "for my master, Amon-Phil, has sent me to aide you..."

Finar looked out from the tree-top he had climbed. The smell on the air was not to the liking of the elf. Smoke in the distance told of armies gathering. Greasy black smoke, Orcs, to the East. Green flashes and grey smoke, Skaven, to the West. The small expidition could not hope to survive if a battle caught them up. They must retreat.
Climbing down the tree Finar spotted movement in a nearby bush, drew his long knife and approached cautiously. Thrusting his arm into the bush he pulled a goblin from the brambles. It squirmed, but took one look at the dagger and went stiff.
"What shall I do with you, green skin?" hissed Finar.
"I-I-I dunno... muh-muh-my master, Shaman <<name>> said to find the elves he spied in his bauble an-an-and see if they wanna help us..." stammered the little green beast.
"Help... goblins?" Finar dropped the thing in surprise.
"Nawh. Whole Wagh! Orcses too! We gots Orcses too!" cried the gobbo as it scurried back into the bush.
"And why pray tell does this shaman of yours think we would help him?"
"Cus rats 're bad...? An 'e said sum'in bout 'feature constipations' but I dunno what dey is."
Finar grinned, "perhaps he meant... Future Considerations?"
"Yeah, dat's it, dat's wut 'e says"
Finar sniffed and spat on the gobbo. I'll meet your shaman then and see what he has to offer."
"Follow me den..."

Orc War Boss Gitzbag looked down at the shaman is utter disgust and disbelief (or atleast what could be assumed as such on his scarred face). "You did what with an elf!?!?!?" he shouted.
"Made pact. They fight with us, oh mighty big boss."
Gitzbag scratched his head. "Well, guess if it's a pact then we gots ta go with it... But don't you think I like it, and I don't want you doing it again!"
He turned to his boyz and gave the signal. The Waagh was going to war! With elves...


Skaven Army (1500pts)
Warlock Engineer
Clan Rats x 25 full command with rattling gun
Slaves x 20 with spears
Clan Rats x 30 full command
Warpfire Thrower
Stormvermin x 20
Rat Swarms x 3
Jezails x 6
Plague Monks x 20

Orcs&Goblin Army (1500pts)
Gitzbag
Shaman - Level 1
Shaman - Level 1
Orcs x 20, 2 HW, full command
Black Orcs x 20, 2 HW, full command
Night Gobbos x 25, HW/shield, netters, full command, 2 fanatics
Gobbo Wolf Riders x 10
Orc Boar Boyz x 10
Snotling Swarms x 3
Rock Lobba
Orc Chariot

Wood Elf Army (750pts Orcs&Goblin ally)
Finar - Mage, Level 2, Hail of Doom Arrow - Lore of Life (Howler Wind, Rain Lord)
Archers x 5
Archers x 5
Glade Guard x 16, full kit & command
Dryads x 7
Wardancers x 7, musician, first dancer
Great Eagle

Tomb King Army (750pts Skaven ally)
Liche Priest Alcar-Izash - Level 1
Casket of Souls & 2 Tomb Guard
Archers x 14
Skeletons x 25 with spears & command
Skeleton Fast Cav x 5 with bows

Terrain & Deployment
See Picture
Skaven/TK won first turn and take it
My objective is to deal with the TK and to disrupt the flank of the Skaven. Dryads are deployed to give a hand with the Orcs and to possibly go after the Warpfire thrower.
I must appologize, I didn't take many pictures and the room is a bit cramped (perfect for gaming, not photography) and my memory is muddy, so some detail will be lost in the report. Hopefully Phil, Steve and Kieran can fill in some blanks...

Skaven/Tomb King Turn 1
Movement: Skellies start moving forward on left flank, the Skaven swarm also pushes forward.
Magic: Urgency goes off on the skeleton spears, Warp Lightning kills my Great Eagle
Shooting: Not very effective
Combat: None

Orcs&Goblin/Wood Elf Turn 1
Movement: Glade Guard move forward, Wardancers hop into woods, Boar Boyz move to intercept skellies on left flank, rest of the horde (and the Dryads) march forward.
See Picture 1
See Picture 2
Magic: Howler Wind fails to cast, so does Tree Singing
Shooting: Rock Lobba is on target and takes out some clan rats. My shooting is poor.
Combat: None

Skaven/Tomb King Turn 2/3 (I got some stuff mixed up, and some of the following happened in turn 2, some in turn 3, my mind is too foggy to split it properly)
Movement: Rat Swarms charge Gobbo Wolf Riders who elect to flee, Clan Rats charge Glade Guard who hold, Skeleton Riders move to flank Boar Boyz, Skaven Slaves charge Snotling Swarms, everything else shuffles forward.
Magic: Either failed to cast or dispelled
Shooting: Some Orcs drop, Wolf Riders take a bunch of casualties, one archer unit is reduced to 1 model
Combat: Glade Guard vs. Clan Rats is a tie (IIRC), Snotlings lose to Slaves but are unbreakable
See Picture

Orcs&Goblin/Wood Elf Turn 2/3 (I got some stuff mixed up, and some of the following happened in turn 2, some in turn 3, my mind is too foggy to split it properly)
Movement: Orc Chariot and Orc block charge Rat Swarms, Wardancers move to the side of the Clan Rats, Wolf Riders fail to rally and come close to leaving the table, Dryads move onto hill, Night Gobbos advance and let loose their fanatics and they do a bit of damage to the Clan Rats
See Picture
Magic: Nuttin
Shooting: I kill one Skellie archer, Rock Lobba is on target again and kills some more Clan Rats who panic and run off the table taking the Engineer with them
Combat: Glade Guard win against the Clan Rats by 2, they flee and I run them down, Slaves and rattling gun start running too. Orcs and Chariot win combat but Rat Swarms are unbreakable

Skaven/Tomb King Turn 4
Movement: Skeleton Riders charge the Boar Boyz who fail their fear test and are run down, Plague Monks charge the Orcs
See Picture 1
See Picture 2
Magic: The Casket gets by our dispel dice and is very nearly wipes out my archer line
Shooting: Skeletons shoot Wardancers and get nothing, Warpfire on Gobbos takes out a bunch
Combat: Orcs are broken by the Plague Monks who pursue but do not catch them, Chariot stays in combat with Rat Swarms

Orcs&Goblin/Wood Elf Turn 4
Movement: Wardancers charge Skeleton Archers, Dryads attempt to charge Warpfire but are reduced to one model by stand-and-shoot, last Dryad flees, all fleeing O&G's rally, Glade Guard move forward as do the Black Orcs and Gobbos
Magic: Tree Singing moves a woods infront of the Skeleton Spears
Shooting: Rock Lobba goes wide, Hail of Doom Arrow is fired at StormVermin and kills only one
Combat: Skeleton Archers are reduced to 5 models, no casualties to the Wardancers, Chariot is broken from combat and run down by Swarms who pursue towards the Wolf Riders
See Picture 1

Skaven/Tomb King Turn 5
Movement: Rat Swarms charge Wolf Riders, Plague Monks charge Orcs, Skeleton riders move to flank Glade Guard, Skeleton Spears reform
Magic: Ineffective
Shooting: Warpfire backfires and is destroyed
Combat: Orcs are tie combat with Plague Monks, Wardancers finish off the Skeleton archers.
See Picture 1
See Picture 2

Orcs&Goblin/Wood Elf Turn 5
Movement: Wardancers charge Liche Priest and Guard, Black Orcs and Gobbos stalk the Storm Vermin
Magic: Tree Singing moves a woods infront of the Jezails
Shooting: Rock Lobba misses
Combat: Killing Blow on the Liche Priest doesn't work, but I wound twice and his 1 and 2 do not save him, Killing Blow on the Tomb Guards does work however. The Orcs on the otherhand lose combat to the Plague Monks and break again but are still not caught
See Picture 1
See Picture 2

Skaven/Tomb King Turn 6
Movement: Skeleton Riders charge the flank of the Glade Guard who hold, Skeleton Spears turn to face Wardancers, Storm Vermin hide, Plague Monks charge fleeing Orcs off the table
Magic: None
Shooting: None
Combat: Glade Guard tie with Skeleton Riders
See Picture 1
See Picture 2

Orcs&Goblin/Wood Elf Turn 6
Movement: Wardancers charge Skeleton Spears, everything else shuffles
Magic: None
Shooting: Rock Lobba hits Storm Vermin but not enough damage is done
Combat: Glade Guard win by one against Skeleton Riders reducing the unit to under half, Wardancers lose combat but use unbreakable dance to hold
See Picture 1
See Picture 2

Result
Orcs&Goblin/Wood Elf give up approx. 1100 points, Skaven/Tomb King give up approx. 1200 points, a draw, both Orcs&Goblin and Skaven banners bounce (Skaven is scattered to HQ due to no friendly map squares to bounce to)

Gitzbag looked down at the shaman and grinned. "Elves fight hard, but Orcs fight harder. So they crunched some bones, we had all the work handling the rats. I owe the pointy-eared scum nuthin. 'Sides, we had to retreat. I hate retreatin."
"It matters not, the elves left goin' South, we won't haveta worry bout it" replied the goblin. A grin crossed his face and he chuckled lightly, "and as far as what we owe them, we can consider them enemies in the future, now that's Future Considerations for ya!"

The Engineer dropped the slave he was throttling and turned to another, screaming obscenities, "right, all of you, back to home by whatever holes you can find. There will be whips and chains for the lot of you when we get there..."

Finar and the elves silently slipped in and out of the trees as they headed South. Feador would be interested in what they had found out. Skaven and Orcs fighting North of Malko, daemons holding the crossroads between the two. Hopefully the daemons would get side tracked by the conflict or get swept up in it themselves... another hope for the race of last hopes it seems.

In a dark temple somewhere to the East of the Border Princes, Liche Priest Alcar-Izash materialized at the command of Tomb King Amon-Phil...
"I instructed you to not dissappoint me, priest..." came the voice of dread and power that is Amon-Phil. "How could Elves have bested you?"
The Liche Priest began to formulate a response...
"Nevermind, you have failed, so I banish you to the neither-realms until I have need of you again." The Priest dissolved to sand as he let out a silent scream. "Elves, elves, elves..."


<<edit>>Ok, so I messed up on turns 2/3 of the report. All the details are here, more or less. Sorry bout that...<<edit>>

1500 points Pitched Battle vs. Lizardmen
Once again, this BR is not for the campaign I am in, so no fluff.
Last night I showed up at the GW store and I showed my list to one of the red-shirts. He looked at it blankly thinking it would be the same old list I always use with some new twist... but no. He scratched his head and asked "Are you sure? Really? Wow. Good luck."

Wood Elf Army
Glade Guardian - Steed, Light Armour, Sword of Migt, Enchanted Shield
Mage - Level 2, Unicorn, Hail of Doom Arrow - Lore of Life (Mistress of the Marsh, Master of Stone)
Glade Guard - 20, full kit, standard, musician
Glade Guard - 20, full kit, standard, musician
Glade Riders - 5, spears/shields, full command
Dryads - 7
Wardancers - 7, musician, first dancer
Great Eagles - 2
Treeman

Lizardmen Army
ScarVet - Cold One, couple of items (6 attacks!)
Shaman - Level 2, 2 Dispel Scrolls - Lore of Heavens (Second Sign, Forked Lightning)
Shaman - Level 2, (item that makes opponent mage make T tests) - Lore of Heavens (Second Sign, Uranon's Thunderbolt)
Skinks - 10, javelins, brave
Skinks - 10, javelins, brave, scouts
Saurus - 16, hand weapons/shield, full command, spawning that ignores difficult terrain
Cold One Knights - 5, spears, full command
Salamanders - 3, 9 skinks
Kroxigors - 3, ancient

Terrain & Deployment
I won side and deployment.
See Picture
Ok, there is a nice squeeze of terrain in the center of the table, good good. I'm going to get blasted in the Magic Phase, bad. Primary targets are skinks, salamanders and then the COK's.
He won first turn and took it.

Lizardmen Turn 1
Movement: Everything moved forward at the march, Shamans hide behind buildings
See Picture
Magic: Uranon's is cast against my riders but is dispelled thanks to Unicorns MR2 (he didn't realize it was a unicorn until I picked up the extra 2 dice) :) Forked Lightning gets through however and kills 2 riders. I pass the Leadership test.
Shooting: None
Combat: None
See Picture

Wood Elf Turn 1
Movement: Great Eagles fly out to march interdict and harry flanks, Dryads pop into the woods, Glade Guard move forward, Wardancers and Glade Riders take the right flank, Mage leaves the unit and heads for cover on the left, Treeman takes the center
See Picture
Magic: Master fails to cast, Treesinging fails, Treeman Treesinging is dispelled
Shooting: None!
Combat: None

Lizardmen Turn 2
At this point my opponent looked up and said "This is a trap isn't it? I'm not declaring any charges." "Are you sure" I say. Then one of the red-shirts comes by and my opponent points at the table and asks if he should go for it. The red-shirt replies "Are you mad?" so my opponent holds for now, drat!
Movement: Salamanders stalk a Great Eagle, Saurus move forward, Scouting Skinks take the Sauruses flank.
See Picture
Magic: I let a Second Sign go through, but the rest is stopped.
Shooting: Great Eagle dies by Salamander
Combat: None

Wood Elf Turn 2
Movement: The Wardancers are restless and see a target in the form of Skinks! 1 Wardancer falls to stand-and-shoot. Second Great Eagle takes position, Dryads move to go after Salamanders, Mage comes back to play
See Picture
Magic: Master is scrolled, Treesingings are dispelled
Shooting: General in Glade Rider unit takes a shot but the Cold One Knight makes his save
Combat: 3 Skinks die, no Wardancers die, Skinks pass their break test

Lizardmen Turn 3
NOW he decides to move... <<sheesh>>
Movement: Saurus charge Wardancer flank, Cold One Knights charge Glade Guard who fail their fear check so the Cold One Knights redirect into the Treeman, Kroxigors charge the other Glade Guard, Salamanders turn to face the Dryads, Skinks move towards the Great Eagle
See Picture
Magic: I let a Second Sign through and dispell his lightning, the Uranon's fails to cast
Shooting: Great Eagle #2 takes 2 wounds, 1 Dryad dies and he eats 3 skinks
Combat: 4 Wardancers die from Saurus, Wardancers kill more skinks, break and are run off the table, 5 Glade Guard die by Kroxigor but I win combat by a musician and the Krox make their break test, Treeman takes one wound, no Cold One Knights die, I make my break test
See Picture

Wood Elf Turn 3
Movement: Glade Riders charge Cold One Knights flank, Dryads charge Salamanders who flee, Great Eagle charges Skinks, Glade Guard rally
See Picture
Magic: Master is scrolled
Shooting: Mage lets loose the Hail of Doom Arrow on the Saurus killing 2
Combat: 5 more Glade Guard die by Kroxigor, this time losing combat by 1 and passing their break test, 2 Cold One Knights die by Glade Riders, I win by 5 but he holds, Great Eagle is killed
See Picture

Lizardmen Turn 4
Movement: Both Skink units charge my Glade Riders, Salamanders rally, Saurus turn to face the combat
See Picture
Magic: I let his Second Signs go off (he fails to cast the second one) and dispell his Uranon's
Shooting: None
Combat: 3 Glade Guard die, 1 Kroxigor is gone, I win by 2 but he holds, Glade Riders are gone, so are the Cold One Knights (except the Glade Guardian and ScarVet), Treeman takes a wound and runs, Glade Guardian holds.
See Picture

Wood Elf Turn 4
Movement: Glade Guard charge into Skinks, Dryads charge Salamanders who again flee in response, Mage hides beside Treeman who rallies
Magic: Master is dispelled
Shooting: None
Combat: Glade Guardian is killed, I win combat but he passes all his break tests, 3 Glade Guard die by Kroxigor who take a wound, I lose by 2 but hold
See Picture

Lizardmen Turn 5
Movement: Saurus approach, Salamanders fail to rally and flee the table