The March of Feador Elbeleg
@ Warcon XII - October 25th 2003

The Host of Feador Elbeleg

  • Feador Elbeleg: Glade Guardian/General, Sword, Light Armour, Enchanted Shield, Bow of Loren
  • Geargul Nimnan: Archmage (Level 4), Sword, Longbow, Great Eagle, Hail of Doom Arrow, Vambraces of Lightning, Dispel Scroll
  • Edhel-cu-Caran: Archers (8), Sword, Longbow
  • Edhel-cu-Luin: Archers (8), Sword, Longbow
  • Edhel-cu-Nim: Archers (8), Sword, Longbow
  • Edhel-cu-Laure: Archers (8), Sword, Longbow
  • Edhel-Roch: Glade Riders (6), Sword, Spear, Light Armour, Shield, Horse Master, Musician, Standard Bearer
  • Edhel-tal-Maeg: Glade Guard (20), Sword, Spear, Light Armour, Shield, Captain, Musicain, Standard Bearer
  • Edhel-lin-Caran: Wardancers (9), Two Swords, Musician
  • Edhel-curu-Hini: Scouts (7), Sword, Longbow, Pathfinder
  • Aldafae: Dryads (9), Forest Spirit
  • Ornheru: Treeman
  • Fingon Elbeleg: Ambassador
  • Brethel: Home Tree/Baggage Caravan

Prelude

Feador was born among the trees of the King's Glade in the South of Athel-Loren. In time Feador became a great archer and warrior and earned great respect of his fellows. Eventually he gained command of a force of the Edhel, the most skilled elven warriors of the Glades.
Feador was not an only child, he had many brothers. One of which, Fingon, was a great scholar and advocate. The Elders of the Glades saw his potential and so sent Fingon into the world outside of the woods.
Many years past, and Feador became more skilled, and Fingon traveled the world and gained many advances in trade and commerce for the Wood Elves who began to see that seclusion would only destroy them in time.
Then one day a message came to Feador from Fingon. In it Fingon remarked, most amazedly, that there were Wood Elves in the world outside of Athel-Loren! Living in woods of their own. Fingon urged Feador to beseech the Elders for a Home Tree of Athel-Loren, to be brought by Feador to these elves so that they may improve their woods in the deeps of time.
Feador knew that traveling with a Home Tree in the world, no matter how well guarded, would be attacked and stolen by some short-lived race seeking ransom, or by the High or Dark Elves to be perverted for their own greedy uses. So Feador began the marshalling of his host. Archers and Glade Guard, Glade Riders and Scouts came to the call.
While searching for elves willing to join the march of the Tree, Feador's burgeoning force was camped deep in the woods of Athel-Loren, and he came upon a treeman named Ornheru and his Aldafae, who he calls sisters and they sing and dance for him. Ornheru and his dryads questioned Feador, why he was there, where he was going and why he was gathering an army. Feador's answers were fair, and so they joined him to aid in the protection of one of Athel-Loren's treasures.
As Feador's army neared the Pine Crags they were halted by a great eagle who gave to Feador a letter of summons from Gaergul Nimnan a Archmagi who had heard of the mission of Feador and wished to join him to aid him and see these Wood Elves not of Athel-Loren for himself. Feador gladly met with Gaergul and agreed to have him join the march.
With the edhel that Feador had gathered, Feador made his way to the Oak of Ages to beseech the Elders for a sapling. The Elders held council for many days weighing the possibilities of the Wood Elves that Fingon had found, and whether they were truly of their kin. In the end it was Ariel the Queen who gave the answer, "If they were to have a Home Tree, would they then not be of our kin?" And so, a sapling was given, and along with it Ariel sent some of the Wardancers of Athel-Loren to guard it most closely.
And so, Feador and his host have left the eaves of the Woods of Athel-Loren to bring to their lost kin a Home Tree.

Games are 6 Turns or 2 Hours in length (only got one game to 6 turns)

Battle One - Fog
Overview: It is a time of chaos and darkness, and strange things are happeing. An eerie fog covers the land around the forest of Loren as Feador and his Host march north to the feet of the Grey Mountains. As the fog parts around the ruins of an ancient Bretonnian fortress the sounds of armour and weapons come clearly to the evlen ears and Feador calls the lines to dress. The fog parts enough for Gaergul's familiars eyes to see the dark shapes and recognizes them as Druchii. What are they doing so far from the sea? Who can guess. This is the way that Feador must go to find his brother, and this is but the first of what may well be many obsticles...

Three clumps of trees and the predominant ruins on a hill with a road leading up to it. The deployment zones were the corners, I chose the bottom right. Plenty of terrain for Life Lore.

Christian's Dark Elf Army: Level 4 Mage on foot, Level 2 Mage on Steed, 2 Repeater Bolt Throwers, Repeater XBow-elves (10), 2 units of Dark Riders (5 each), block of Corsairs, Cold One Riders (8) and a block of Spear-elves.

Deployment:
Dark Elves (Left to Right): Bolt throwers in the woods, Spear-elves, units of Dark Riders, Corsairs, Level 2 Mage, Cold One Riders, XBows, Level 4 Mage
Wood Elves (Left to Right): Archers, Archers, Treeman, Dryads in front of Glade Riders in woods, Archers with Gaergul and Wardancers behind, Glade Guard, Archers with Feador, Scouts (could not deploy as scouts due to fog)

Scouts get free move and move into the woods in upper right of table (Christian was kind enough to let me do this in the middle of his first turn as I forgot that they got the free move)

Dark Elves Turn One: 18inch visibility this turn
Movement: Right side moves forward, Dark Riders move to the right, Spear-elves move forward.
Magic: Level 4 fails to cast Chill Wind, Level 2 casts Chill Wind on Archers to the left of the Glade Guard, 2 casualties. Level 4 casts Doom Bolt on the Archers to the right of the Glade Guard, 3 casualties. Level 4 tries Lure of Pain but I dispel it.
Shooting: XBows cause 1 wound to the Archers to the right of the Glade Guard.
Close Combat: None.

Wood Elves Turn One:
Movement: Glade Guard, Scouts, Wardancers, Drayd and Treeman move forward on the right setting up a trap. Feador leaves the unit it was in as it now has 4 models left. Glade Riders move to the left forming into a line to pass the archers next to the hill. Gaergul flies to the top of the ruins to survey the field.
Magic: Father of Thorn is Scrolled. Master of the Wood is Dispelled. Master of Stone is Miscast and Gaergul takes a wound for his troubles.
Shooting: Hail of Doom Arrow kills 3 Spear-elves, and 4 XBow-elves fall under fire from Archers.
Close Combat: None.

Dark Elves Turn Two: 18inch visibility this turn
Movement: Cold Ones charge Glade Guards. One unit of Dark Riders move up the hill to find Gaergul. Corsairs move around the Cold Ones. The other Dark Riders continue to the right and the two Mages fall in behind the Cold Ones and Corsairs.
Magic: Level 2 casts Chill Wind causing 2 wounds to the Archers on the other side of the hill. Level 4 tries Black Horror but I scroll it. Level 4 tried Chill Wind, Miscast and his magic phase ends.
Shooting: Dark Riders fire on Gaergul causing 1 wound to his eagle. The other Dark Riders fire on the Dryads and fail to wound. XBows also fire on Dryads and cause 1 wound.
Close Combat: Cold Ones kill 3 Glade Guards, and the Guards kill 1 Cold One, the combat is a draw.

Wood Elves Turn Two:
Movement: Archers on the left move forward to have range on Spear-elves (18inches due to fog). Glade Riders reform facing the Bolt Throwers. Dryads fail to charge the Corsairs. Treeman charges the Cold Ones flank. Wardancers move for the Corsairs. Feador heads for the Level 2 Mage. Gaergul moves out of the Dark Riders line of fire.
Magic: Master of Stone kills 2 Dark Riders and they flee.
Shooting: Bow of Loren kills the Level 2 Mage as Feador pops out of the fog! Archers kill one more XBow-elf.
Close Combat: 5 Glade Guard fall, 2 Cold Ones fall. Glade Guard lose the combat but hold.

Dark Elves Turn Three: 30inch visibility this turn
Movement: Corsairs charge Wardancers. Dark Riders rally. Level 4 Mage moves behind the XBow-elves. Spear-elves turn to face Gaergul.
Magic: Black Horror is total powered and kills 2 Dryads. Doom Bolt is dispelled. Chill Wind fails to cast.
Shooting: Dark Riders fail to hit the Dryads. XBows kill 1 Dryad. Bolt Thrower kills Gaergul's Eagle and cause him one wound.
Close Combat: Wardancers take no wounds and kill one Corsair and the Dancers hold by being unbreakable. One Cold One dies and 5 Glade Guards fall, so they flee but the Cold Ones cannot follow as the have my Treeman to deal with yet.

Wood Elves Turn Three:
Movement: Dryads charge and the cowardly XBow-elves flee off the table from fear.
Magic: Master of the Woods destroys a Bolt Thrower and its crew.
Shooting: Scouts cause Dark Riders to run off the table.
Close Combat: Treeman/Cold One combat is a draw. 3 Corsairs and 1 Wardancer are killed, but combat resolution and a failed leadership sends the Wardancers off the table.

Dark Elves Turn Four: 6inch visibility this turn
Movement: Very little, Corsairs about face.
Magic: Doom Bolt is dispelled. Chill Wind drops Gaergul. Black Horror fails to cast.
Shooting: Bolt Thrower kills 2 Glade Riders and they flee off the table.
Close Combat: Treeman/Cold One combat is a draw.

Wood Elves Turn Four:
As the two hour limit is running out, all I have time to do is pop Feador out of the fog and drop his Level 4 Mage with the Bow of Loren. No magic, shooting ineffective, no combat.

Result: DRAW. A very good game against a great opponent and a very good looking and fair army. I look forward to playing against Christian again in the future.

Comments: Well, not much else I could do with the fog. It definitely helped him more than me, except that he only got to fire his Bolt Throwers twice. The large center piece on the table definitely helped too.

...Feador looked down at the Druchii witch he felled, looked at the other Druchii around him and said, "Leave now, for whatever it was you were looking for in these ruins you will find not, for those of Athel Loren have cleansed it of its human remains." With both the Druchii and Feador's hosts limping from the field Feador was temped to turn back. He had never left the forests eaves before. But no, this was his task which he took willingly and onward he would press...

Battle Two - Caravan
Overview: After passing through the Grey Mountains Feador looked back at their heights and wondered. They had seen no dwarves at all, and these mountains were said to hold many of their diminutive race. Perhaps with the coming of winter the dwarves were hid by their forges to keep warm. Turning to the expanse of snow covered plains before him Feador saw a cloud on the horizon and the glint of metal shining in the setting sun. "Archers! To your lines!" he shouted as he could make out knights on the horizon. "The emporer's men approach", said Gaergul as he mounted his eagle and took to the air...

Snow covered field with sparce woods and some hills. Some of which created a draw in the middle of the table. Again, good terrain for Life Lore.

Greg's Empire Army: General on Gryphon, Level 1 Mage on foot, block of Great Swordsmen, 10 Handgunners, 2 blocks of Knights, block of Spearmen, Hellblaster, Mounted Pistoliers, Battle Standard Bearer

Deployment:
Empire (Left to Right): Handgunners with Mage behind them in the left woods, Mounted Pistoliers, Knights, General and Battle Standard Bearer, Great Swords, Hellblaster, Spearmen with Caravan behind them, more Knights.
Wood Elves (Left to Right): Archers on hill, Gaergul beside hill, Glade Riders in front of Archers, Wardancers in front of Archers, Feador between those Archers, Dryads beside Glade Guard with Caravan behind, more Archers, Treeman in woods on right. Scouts in woods on left infront of Empire deployment zone.

Empire Turn One:
Movement: Everything moved forward except Handgunners and Mage.
Magic: Flaming Sword, Dispelled.
Shooting: Handgunners shoot at Glade Riders wounding one.
Close Combat: None.

Wood Elves Turn One:
Movement: All but Archers, Treeman and Feador move forward.
Magic: Master of Wood is Scrolled.
Shooting: Handgunners are broken by fire from Scouts. Other shooting is ineffective.
Close Combat: None.

Empire Turn Two:
Movement: Knights on right charge Archers but fail, stand and shoot does nothing. His General charges the Glade Guard. Handgunners rally. Everything else moves forward.
Magic: Flaming Sword, Dispelled.
Shooting: Mounted Pistoliers shoot at Glade Riders wounding one. Hellblaster shoots at Dryads wounding one.
Close Combat: General kills 2 Glade Guards and the Gryphon kills 2. Combat is a draw.

Wood Elves Turn Two:
Movement: Wardancers and Dryads charge the Empire General one each flank. Caravan moves away from Glade Guard combat. Archers to the right of Feador turn. Glade Riders charge the Mounted Pistoliers.
Magic: Ineffective due to Scroll and Failure.
Shooting: Scouts kill the Emperors Mage. The three Archer units on the left kill 3 knights in the unit on the left. Feador kills 1 Spearman. Hail of Doom Arrow is completely ineffective.
Close Combat: Empire General kills 3 Dryads. He passes his Leadership.

Empire Turn Three:
Movement: Kights on the left charge a unit of Archers, Knights on the right charge the rightmost Archers, Stand and Shoot kill one of the left Knights. Great Swords charge the Wardancers flank.
Magic: None.
Shooting: Empire Caravan shoots at the Treeman doing no wounds. Hellblaster shoots the Treeman doing 1 wound.
Close Combat: Mounted Pistoliers wipe out the Glade Riders. Kights on the right kill one Archer, they break and are run down. Knights on the left wipe out their Archers and overrun into Feador (oops). Empire General wipes out the Glade Guard and the Gryphon kills the last of the Dryads.

Wood Elves Turn Three:
Movement: None.
Magic: Ineffective.
Shooting: Ineffective.
Close Combat: Treeman destroys the Empire Caravan! (objective) 6 wounds with a Tree Whack! Wardancers Killing Blow the Empire General and succeed! The Gryphon panics and flees the field! Great Swords win the combat though and the Wardancers flee and are not caught.

Empire Turn Four:
Movement: None.
Magic: None.
Shooting: Hellblaster fells the Treeman.
Close Combat: Feador is trampled by the Knights and they redirect into my Caravan (oops again).

Wood Elves Turn Four:
Movement: None.
Magic: Ineffective.
Shooting: Mounted Pistoliers take 2 more casualties. The Handgunners are mowed down by the Scouts.
Close Combat: Caravan takes 3 hits from the Knights.

Empire Turn Five:
Movement: None.
Magic: None.
Shooting: None.
Close Combat: Caravan is destroyed by the Knights.

Wood Elves Turn Five:
Movement: None.
Magic: Ineffective.
Shooting: 1 Great Sword falls.
Close Combat: None.

Result: CRUSHING DEFEAT.

Comments: My magic was very ineffective. My shots went into the Knights when they should have gone into the Great Swords and Spearmen. I should have moved my Caravan out of the way more. Poor dice didn't help either. Greg played very well.

...Gaergul swooped down to where the tree lay on the ground forgotten by the Empiremen. Obviously they were unaware of it's importance. Taking a clipping he spotted movement amongst the fallen. Quickly preparing a healing spell he approached where Feador lay. "Still alive? Good, so is the tree, what I could save anyways." "Great, and we just entered this land. Can we go around it perhaps? To the South?" "Yes Feador, I believe so. We can follow the curve of the mountains. It will be safer than trying to cross the Emperors lands openly for sure." So, picking up what they had left, the Host of Feador continued their march...

Battle Three - Ambush
Overview: Now, skirting the North line of the Black Mountains, the Host of Feador approached the pass that would lead them South across the mountains and closer to their goal. Still trudging through the snow, the elven host spied the cumbersome forms of Lizardmen preparing for camp at the mouth of the Black Fire Pass. "Ornheru," called Feador, "Take your sisters and my scouts and find your way behind them. Perhaps we can surprise them and slip past." "A... wise... idea..." came the slow reply as the behemoth and his sisters moved away followed by the scouts. "Perhaps I can provide a surprise of my own," said Gaergul...

Snow covered table again, this time with no woods only hills. I decided to use the Lore of Heavens instead of Life (we are allowed to change lores for each game at this RTT).

David's Lizardman Army: 5th Generation Slann Mage Priest in unit of Saurus with hand weapons, block of Spear Saurus, 2 units of blowgun Skinks, a unit of javelin Skinks, 3 Terradons, 3 Salamanders, Lone Saurus Hero, Skink Priest, 3 Kroxigors.

Deployment:
Lizardmen (Left to Right): Saurus Hero to left of hill, Blowpipe Skink units on hill with Terradons in front, Salamanders to the right of the hill, Saurus with Slann, Spear Saurus, Skink Shaman, Kroxigors and Javelin Skinks on right.
Wood Elves (Left to Right): Archers on hill, Glade Riders, 2 units of Archers with Feador between them, Glade Guards, Wardancers, Archers on right hill with Gaergul. Treeman, Dryads and Scouts in ambush force to appear in upper right corner.

Wood Elves Turn One:
Movement: Glade Riders move forward.
Magic: Thunder Bolt kills one Blowpipe Skink. Comet fails to cast.
Shooting: 1 Terradon falls. 2 Skinks with the Salamanders fall, 2 wounds on one Salamander. Spear Saurus immune to arrows it seems.
Close Combat: None.

Lizardmen Turn One:
Movement: All move forward.
Magic: Conflagration of Doom on Archers on left hill killing 7 of them!!! Pelt of Midnight on the Salamanders.
Shooting: Salamanders fire at the Glade Riders but decide to eat 2 Skinks instead!!!
Close Combat: None.

Wood Elves Turn Two:
Movement: Glade Riders move forward.
Magic: Comet is cast in front of the Slann's unit. Other spells are dispelled.
Shooting: 6 Blowpipe Skinks fall to Archer fire. 1 Terradon is killed by Bow of Loren.
Close Combat: None.

Lizardmen Turn Two:
Movement: Last remaining Terradon charges last Archer on hill!!! The rest move forward.
Magic: Conflagration of Doom kills 5 Archers to the left of Feador but they hold. Pelt of Midnight on the Salamanders.
Shooting: Nothing.
Close Combat: Lone Archer holds against Terradon and actually does a wound!!!

Wood Elf Turn Three:
Movement: Glade Riders chark the Spear Saurus.
Magic: Portent of Far on the Glade Riders. Other spells dispelled.
Shooting: Ineffective.
Close Combat: Lone Archer is killed. Glade Riders kill 4 Saurus and hold.

Lizardmen Turn Three:
Movement: Terradon charges the Archers on Feadors left. The rest move forward again.
Magic: Slann Miscasts first spell and ends the phase.
Shooting: Javelin Skinks fire on Wardancers dropping 3. Salamanders fire on Glade Guard. 24 hits!!! 16 wounds!!! 13 die!!! (9 exclamation points by request) Needless to say the Glade Guard flee.
Close Combat: Glade Riders kill 4 more Saurus who kill 3 Glade Riders in return. Combat is a draw.

Wood Elf Turn Four:
Movement: Ambushers come on the table and move up the right side to flank. Wardancers charge Skinks.
Magic: All spells dispelled.
Shooting: A couple more Saurus fall to arrows.
Close Combat: Glade Riders take another casualty and flee but are not caught. Wardancers kill two Skinks.

Lizardmen Turn Four:
Movement: Kroxigor charge the rightmost Archers. Saurus Hero charge the Archers on Feadors right.
Magic: Slann Miscasts a spell and now needs to roll a 6 to cast anything on subsequent turns.
Shooting: Salamanders kill the remaining Archers to the left of Feador. Saurus Hero wins combat against his Archers and chases them off the table.

Wood Elves Turn Five:
Remember that Comet I cast on turn two? Well, here is where it comes down. For those keeping count, there are 6 markers now, and yes, I placed them in the EXACT CENTRE OF THE TABLE!!! AND YES I ROLLED A 6 FOR DIAMETER!!! THAT'S 36 INCHES RADIUS!!! THE TABLE IS 6 FOOT BY 4 FOOT!!!
What was left on the table for the Lizardmen: 1 Salamander, Saurus Unit with Slann (lost two Saurus to the comet), 2 Spear Saurus, 1 Kroxigor.
What was left on the table for the Wood Elves: Treeman, Gaergul and his Eagle, one Dryad.

Result: CRUSHING DEFEAT.

Comments: If the comet had not come down, both I and David agreed it probably would have been a tie game. I will NEVER EVER EVER USE THE LORE OF HEAVENS EVER EVER AGAIN!!! David was a great guy and we both saw the UBERCOMET coming at the end of turn three.

...Gliding in from on high Gaergul spotted movement on the field, or what was left of the field. What was once a snow covered pass was now a mix of mud, rock and bodies. The toad could be seen in the distance floating away amongst its saurus guard. Landing next to the movement Gaergul realized it was Feador, though the covering of mud and lizard guts did little to help recognize the proud elf. "What the hell happened?" demanded Feador. "Ummm... Sorry?" "Just don't do that again." "No problemo!!!"...

Battle Four - Traitor
Overview: Having passed through the Black Mountains, with their objective in sight, Feador's Host was in good spirits, they would make their destination within the next three days. Meanwhile, just to the South Fingon, Feador's brother, stumbled upon another encampment of Lizardmen while out on a hunt with 3 other elves of the woods that Feador was now so close to. The Slann in this force was much more cunning and had the elves captured and interrogated and discovered the secret of Feador's March. He would have this tree and see if indeed it was a focus of the Winds of Chaos that he longed to possesssss...

Desert table with a large Roman looking building in the middle a smaller one on the bottom left a fountain to the right and a "dead" wood to the upper left. Again, no great terrain for Life Lore so I took Fire this time.

Kevin's Lizardman Army: 5th Generation Slann Mage Priest in unit of Saurus Temple Guard, Spear Saurus, Saurus Cavalry, Saurus with hand weapons, Javelin Skinks, Blowgun Skinks, 3 Kroxigor, Skink Shaman.

Deployment:
Lizardmen (Left to Right): Skinks with Blowguns in dead woods, Javelin Skinks with Kroxigors behind, Saurus with hand weapons with Fingon, Temple Guard with Slann, Skink Shaman behind him, Saurus Cavalry, Spear Saurus.
Wood Elves (Left to Right): Archers with Lizardman Traitor, Archers, Treeman, Archers, Glade Guard, Gaergul behind them, Glade Riders with Dryads behind them with Scouts behind them, Feador beside the last Archers, Wardancers.

Wood Elves Turn One:
Movement: Glade Riders ride to the center of the Roman building. Treeman forward on left side of building. Mage to the top of the building. Glade Guard and Dryads forward a couple inches.
Magic: Fiery Blast, Dispelled. Wall of Fire failed to cast.
Shooting: 2 Javelin Skinks, 1 Saurus Cavalry.
Close Combat: None.

Lizardmen Turn One:
Movement: All Saurus Forward.
Magic: Fiery Blast kills 6 Glade Guard but they hold. Wall of Fire on Glade Riders killing 2, but they hold as well.
Shooting: None.
Close Combat: None.

Wood Elves Turn Two:
Movement: Glade Riders move around Wall of Fire to flank the Saurus with hand weapons. Treeman moves to within 6 inches of Skinks.
Magic: Fiery Blast fails to cast. Burning Head is Dispelled.
Shooting: 2 Saurus Cavalry, 5 Javelin Skinks and the rest flee.
Close Combat: None.

Lizardmen Turn Two:
Movement: Kroxigors charge Treeman. Saurus Cavalry charge Glade Guard. All Saurus move with Skink Shaman following the Slann.
Magic: Rain Lord on the rightmost Archers. Fiery Blast is Dispelled. Wall of Fire fails to cast.
Shooting: None.
Close Combat: Saurus Cavalry is reduced to 1 (a hero) but the Glade Guard break and are run down. Treeman holds.

Wood Elves Turn Three:
Movement: None.
Magic: All spells fail to cast.
Shooting: Blowgun Skinks flee with 3 left. 4 Spear Saurus fall.
Close Combat: Treeman is holding his own agains the 3 Kroxigors. One is dead.

Lizardmen Turn Three:
Movement: All Saurus units move forward with the Skink Shaman following. Saurus Cavalry Hero comes back on the table.
Magic: Rain Lord on the middle Archer unit. Fiery Blast claims two Dryads. Wall of Fire fails. Father of Thorn fails.
Shooting: None.
Close Combat: Treeman still holding. Not wounding but holding.

Wood Elves Turn Four:
Movement: Glade Riders and Dryads charge the Saurus with hand weapons (the unit Fingon is in). Wardancers charge Spear Saurus.
Magic: Fiery Blast kills 3 Temple Guard.
Shooting: Ineffective.
Close Combat: Saurus with hand weapons lose combat by 2 and break! And are run down! (objective). Wardancers kill 5 Spear Saurus and hold thanks to unbreakable.

Lizardmen Turn Four:
Movement: Saurus Hero charges Scouts who flee in response.
Magic: Wall of Fire on Glade Riders fails. Fiery Blast kills last 2 Dryads. Unseen Lurker allows Saurus Cavalry Hero to charge Scouts and runs them down.
Shooting: None.
Close Combat: Treeman causes a wound agains the Kroxigors and it is a tie. Wardancers kill all but the champion in the Spear Saurus unit.

Wood Elves Turn Five:
Movement: None.
Magic: Fiery Blast kills 6 more Temple Guard. Other spells dispelled.
Shooting: Ineffective against Temple Guard.
Close Combat: Wardancers kill the Spear Saurus champion. Treeman takes 2 wounds from the Kroxigors but holds.

Lizardmen Turn Five:
Movement: Saurus Cavalry Hero charges Wardancers. Skink Shaman hops into fountain for cover.
Magic: Fiery Blast kills the last Glade Riders. Wall of Fire on second Archer unit is Miscast. His Slann is useless for rest of game.
Shooting: None.
Close Combat: Wardancers hold. Treeman holds.

Wood Elves Turn Six:
Movement: None.
Magic: More Temple Guard fall.
Shooting: Last of the Temple Guard fall.
Close Combat: Wardancers are wiped out.

Lizardmen Turn Six:
Movement: None.
Magic: None.
Shooting: None.
Close Combat: None.

Result: CRUSHING VICTORY!

Comments: My Archers could not fail me, and Kevin's casting dice just weren't with him. I don't think I would change any of my tactics in this battle. Kevin was a joy to play against as he took the good with the bad and we were both correcting each other. True sport he is.

..."Fingon!!! Where are you!" "*Cough*... here brother..." Fingon lay half beneath a Saurus warrior, his face scared, his body bruised by torture. "What were you doing with these beast? What have they done to you?" "Nothing that I cannot undo," said Gaergul as his great eagle set him down next to the reunited brothers. Gaergul pulled from his pouch the clipping of the home tree he had taken and put it in Fingon's hand. "This is for you to deliver, and I will not let you die." "Thank you. And you brother..."...

Well, I didn't do too badly. I came in 12th with 69% overall. 36/60 for battle points, 49.5/60 for sportsmanship, 16/20 for composition, 10/20 for appearance (though I thought I deserved more considering some of the other armies there, some of which had models with no paint at all...), 3/5 on list fluff, 5/10 on the quiz (hmmm...), 1.5/2.5 for my ambassador fig, 2.5/2.5 for my baggage caravan fig for a total of 123.5/180. Can't wait for Warcon XIII!!!

Tchau,
Reddz