Hermann von Brandstifter cursed as he lead his men into the clearing. In the middle stood the despicable monolith that the woodcutters had described. Strange runes pulsed with the evil power of Chaos. Across the clearing he could see the lithe figures of some of the Chaos marked who were surely here to use this monolith for their own ends. By Sigmar the fires would burn bright this day!
 Battle report- 1000 points Empire vs Wood Elves

Empire Army List

The Order of the Cleansing Flame

Wood Elves-  Hero (HoDA, maybe something else)
            2 X 16 Archers
             1 X 5 Glade Riders (Champ, Std [War Banner], Spears)
  1 X 6 (or 7) Wardancers
  1 Treeman

 The men of the Order were efficient and finished their deployed before the tainted ones. Yet, one does not go to battle without thanking Sigmar the Destroyer for the gift of foes to smite and the damned elves, blast their Chaos warped and honourless hides, began the fight before the sacrifices had even begun to blacken.

 Empire was on the south end of the table, WEs on the north. The scenario was 6 (capture the objective- the monolith, which sate in the centre of the table). From west to east the elves placed their Glade Riders, then some Archers, the Treeman, more archers with the hero (even with the objective), and the wardancers. The only terrain of note beside the monolith was a set of crags to the east of the monolith. The empire placed their archers on the extreme eastern flank (even with the crags), the flagellants in the centre (even with the monolith) with the Free Company behind them, beside the flagellants was the archer detachment behind that the Halberds, with the Free Company detachment to the east of the halberds, the crossbows were west of the archers with their flank secured against some ruins.

 The foul magic of their foes caused a tree to pull itself from the ground and begin to lumber across the field. A flight of arrows darkened the sky. Men, good honest men, fell screaming as the arrows impacted them. The clearing rang with Hermann’s cries of righteous, but at present impotent, fury. Seeing their leader so enraged, the men held their ground and returned fire as the bulk of the Order advanced.

 The Glade Riders marched forward to the other side of the ruins that protected he crossbows. The Treeman advanced to be just west of the monolith. The Wardancers sheltered behind the crags. Shooting kills 4 crossbows and 3 of the archer unit. Neither panics.
 The Archers detachment advances, as do the flagellants, the halberds, and the Free Company. The Free Company detachment, moves to protect the rear of its parent. The Huntsmen pop out to shoot at the wardancers and lead them away from the main battle. Shooting killed 4 of the western archers, 1 of the centre archers, and a wardancer.

 Cries of giant hunting birds battled with the cries of the Doomsayers and their sound was like the wailing of daemons. Blood flew, spraying the tree with a sustenance far different from what a tree should require. The clouds of arrows still reaped there gory harvest. The screams of the Huntsmen added to the din. The cacophony broke the spirit of the archers and the crossbows, but in the centre of the clearing joyous screams erupted from the Doomsayers.

 The Wardancers charged the Huntsmen, and the Treeman charged the Flagellants. The Glade Riders completed their march around the ruins. Shooting killed 1 archer and 3 crossbows- the x-bows panicked. The Treeman killed a flagellant, but took one wound in return, broke and was run down (Hoody Ho! My luck has changed). The Wardancers slaughtered the Huntsmen and this caused the archers to panic.
 Both Archers and Crossbows rally. The Flagellants charged the centre archers. 4 die in the stand and shoot (despite the HoDA scoring 14 arrows, and 12 hits). They kill 4 archers, but take 2 wounds in return and the archers stay. The Halberds and their archers advance.

 Another cloud of arrows this time accompanied by the thunder of hooves. A challenge rings out to be drown beneath the pure sound of the Doomsayers death bells. Men fall in grim silence. Elves scream in pain. The hearts of the bravest fail and fall prey to the taint of Chaos.

 The Glade Riders charge the detachment of Free Company (note that this leads them straight east and away from the main objective). The unit of archers does 4 wounds on the archer detachment and the detachment flees.  The Hero challenges the Prophet of Doom- neither do any wounds. The archers fail to hurt the Flaggies, but the Flagellants kill 2 archers. The archers stay. The Glade Riders punish the Free Company and set upon as they attempt to flee. Wardancers return to be near main fight.
 The Halberds march closer the WE archers. Free company places itself in contact with objective. Archers and Crossbows both fail to hit anything. In hand to hand, nobody hits anything for either side, elves now outnumber and lap around.

 The deadly rain of missile has yet to be stopped. The thunder of hooves sounds out again, but they are led astray but the cunning archers. The Prophet finds his doom and is silenced forever. The bells toll for his death and vengeance is measured blood for blood.

 The Glade Riders charge the archers who chose to flee (again directly east), but are caught. Glade Riders are now at extreme south eastern corner of board. Shooting drops 4 halberds. In HtH the WE hero kills the Prophet. One flagellant and 2 archers fall. More archers lap around.
 The Halberds march to within 1” of the archers (guessed that distance correctly). The x-bows again miss the Glade Riders. The Free Company stay and prepare to get hit by the Wardancers in the flank (this was a calculated risk. I could have keep turning so he always faced my front, but the Glade Riders would be back soon and I figured with the Wardancers not negating ranks I had a chance to drive them off by placing the general on the side they would charge and giving them the flank so they would be tempted).

 The whooping hunting cries again echoed through the clearing and the sky was again darkened with arrows. Brother Darius knows that fortune favours the brave, but not the foolhardy and he leads his men in a strategic retreat. The death knell of the Sigmar’s bells sounds. With a hue and cry, the halberds emerge from the rain of missile and claims a wereguild of blood.

 The Wardancers charge, do 5 wounds and take none in return (priest whiffed). Free Company flees, but is not caught. 4 more halberds are shot down, and the last flagellant finally dies. Glade Riders make their way back to the battle.
 Free Company rallies and the ability to reform facing any direct saves me as I put both the War Dancers and Glade Riders in the front charge arc. Halberds break the archers but do not pursue (this actually could have been an error, though it didn’t matter at the end).

 The lithe forms of those who consider war a dance, circle behind the brave Companions, unwilling to face them in an even fight. A short burst of thunder. A solid wall. Flight and despair to the tainted. The storm of death is silent. Brother Darius summons the power of Sigmar the protector. Sigmar answers his call as his last act before the light of his eye fades as he passes to sleep and leaves the Eye of Ulric to watch over men.

 Glade Riders charge the Free Company while the Wardancers circle behind the same unit. Both archers units try to position themselves for better shots in the next turn. Brother Darius challenges and defeats the Glade Rider champ. 2 Free Company and 2 Glade Riders fall. The Riders flee and the Company stays near the objective.
 The Halberds wheel to get back to the objective. The Free Company turn and move through the space the War Dancers just abandoned and place themselves beside the monolith again. X-bows miss again. Dice roll is a 2 and the game ends with the Free Companies as the nearest unit to the objective giving the Empire the win.
 

Lessons learned
1. Know your own army- writing the battle report here I remembered that I had marksmen for the archers and crossbows and never used them.
2. Flagellants are but a pale shadow of their former selves (WS 2 and only Str 3 really take away from their use as an offensive unit. They are now very short charge range attackers [they only fight well on the charge] or a tar-pit unit).
3. Even with cheaper troops it is hard to outshoot WEs [hard to find LOS for the troops you wish to shoot].
4. Detachments make only semi good guards for flanks and stuff and getting the full use out of their rules is harder than it would first appear.
 
 

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