Here's the list I took . . . I was going for a list that had a more
distinct visual theme to it than my Minneapolis list, and one that
relied a little more on HTH combat instead of the shooty/frustration
that my previous list thrived on:
The Living Wrath of the Wyldspirit Glade
2150/2400pt. Wood Elf Chicago GT Army (2003)
Deep in the heart of Athel Loren, not far from the King's Glade
itself, lies a arcane nexus of Jade Magic known as the Wyldspirit
Glade. The Wyldspirit Glade is not as famous or populous as many of
the other Glades of Athel Loren, and its people are a simple folk by
Elven standards. Despite this, the Glade is not without its defences
in times of trouble. Its folk, like all Elves, are trained in the use
of spear and bow, and its leaders are practiced in the arts of using
living Jade magic to divine their opponent's intentions and impede
their plans.
Most notably, the Jade nexus of the Wyldspirit Glade draws many
wandering Forest Spirits to dwell within its energy. The forests of
the Glade are alive with living Treemen and Dryads moreso than any
other Glade in all of Athel Loren. These living spirits make the land
mysterious enough even for friendly Elven visitors - for intruders
with dark intent, the living woods of they Wyldspirit Glade become a
dark nightmare from which few return with their sanity . . . or their
lives.
Seer of the Wyldspirit Glade:
Daieth the Prophetess - spiritual leader of the Wyldspirit Glade
(Level 3 ArchMage and Army General) - 4X Dispel Scroll - 300 Points
Daieth's Bodyguard - 9 Wardancers - First Dancer - 149 points
The Elves of the Wyldspirit Glade:
Clanleader An'nan Torval (Glade Guardian) - Hail of Doom Arrow, light
armour, shield, extra hand weapon - 108 points
The Wyldguards - 20 Glade Guard - full command, light armour, shield -
225 Points
The Wyldthorns - 6 Archers - 78 Points
The Wyldhornets - 6 Archers - 78 Points
The Wyldbows - 6 Archers - 78 Points
The Wyldnettles - 5 Archers - 65 Points
The Wyldfangs - 5 Archers - 65 Points
The Wyldthistles - 5 Archers - 65 Points
The Ghosts of the Wyldwood - 5 Scouts - 75 Points
The Living Forest Spirits of the Wyldspirit Glade:
Nature's Fury - 9 Dryads - 180 Points
Spirit's Wrath - 9 Dryads - 180 Points
Everroot the Mighty - Treeman - 250 Points
Gawarthu the Elder - Treeman - 250 Points
The Reserves (extra 250 point Core block):
The Wyldshields - 20 Glade Guard - full command, light armour,
shield - 225 Points
Back to top
Calimehter
Joined: 25 Jul 2002
Location: St. Paul MN (USA)
Posted: Tue May 13, 2003 8:20 pm Post subject:
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Thursday and Friday
Kadmil treated me to a send-off lunch on Thursday (next time just
come along for the trip, ya big lug!) then it was off to the city
that Wisconsin forgot to hook up with the Sean Lukie (Ellindar) and
the Mithril Realm gang for some pre-GT festivities. I ended up
teaming up with an Empire player to take on Brad Diedrick's Skaven
and Sean's Khemri. This game was an real eye-opener about how the
Khemri magic phase worked, as we quickly lost one of our flanks to
some nasty magic-aided Khemri mobility and then had to watch things
go downhill from there. Then it was off to bed to get ready for the
trip to Chicago. Many thanks BTW to Sean for putting me up Thursday
night!
Friday we loaded all the gear into Brad's van, and the three of us
set out for Chicago, and despite stopping for breakfast and taking
the scenic route through downtown we made it with plenty of time to
get to the hall, get signed in and set up, and hit the hall for a few
games. I spent most of my time just hanging around and talking with
people I had met at GTs past, but I did get a pick-up game in with
Matt Fahler's Dwarves, who picked up a victory against my Wood Elves
by virtue of some very accurate bolt-thrower fire into my troops and
a few critical break tests that turned my carefully scripted combined
charges into a big ugly scrum in the center.
I have to confess that I was a little worried at this point, as my
army was still mostly untested and was not performing very well in
the few games I had played with it. I had a brief strategy session
with roomie Marcus Martin that picked my spirits up a bit before
retiring, but I was still a little nervous going into . . .
Saturday
Game 1 - Paul Vinton's Lizardmen on the Frozen Waste table
Its hard to start a tournament better than this. Paul is the 2001
Chicago GT winner, one of the most fun players you'll ever get the
chance to sit across from, and every model in his army was converted
to some extent . . . using everything from Kroo bits on the troops to
real crab parts on the Stegadon! His list was a Slann-free mixture of
a bit of everything from the list with several skink support units
running interference.
Because of the free Woods in the middle alongside a large impassable
lake, the battle turned into a tale of two halves. On the right side,
early rounds of archery fire decimated the leading Kroxigor while I
set the Dryads up in front of them to receive the charge. The Dryads
predictably won combat against the weakened Kroxigor unit after they
charged, but failed their roll to restrain pursuit and ended up
barreling head-on into the Temple Guard just behind, whom I had hoped
to soften up with the HoD to get rid of the rank bonus before the
Dryads engaged. As it stood, the elite TG were a bit much for the
Dryads to handle and they were broken and run down. The archery on
the right side managed to finish off the skinks, leftover Kroxigor,
and Salamanders on that side, but the TG were firmly in my DZ for the
free VPs and had spooked off an archer unit in the end.
The left side was where most of my melee ability had been
concentrated, but we ended up in something of a standoff for a few
turns as neither of us wanted to get into the charge range of the
other's big monsters (2 Treemen vs. a CO-mounted Hero and a Stegadon)
and were content to snipe away for a while. My archers on the left
managed to get some Terradons and a timely Comet took out the rank
bonus of his Saurus warriors and tagged a wound on his Hero, but his
skinks and Stegadon giant bow managed to take out Gawarthu. Around
turn 4 or so, I realized I was a bit down on points and committed
some troops to the advance while the archers and Wardancers turned
their attention to the remaining skink harassers. His Stegadon and CO-
mounted Saurus Hero charged Everroot . . . but the combo of poor dice
rolling on Paul's part and the good T and LD of my Treeman, I was
able to hold against this charge. On my turn I brought my Glade Guard
into the flank, and to add insult to injury Paul's general managed to
fail a 1+ armour save and die to a single S3 spear hit! Between that,
the Dryad's finishing off the thinned out Saurus warriors nearby, and
the archers on the right side finally finishing off some of his
weakened units while neatly dodging the Temple Guard, the game was
out of reach for Paul in the final round.
Phew!
Paul played a sharp game, especially by forcing me to commit to a
tough combat by winning the ranged-duel with his deceptively capable
shooting troops, but some lucky dice rolling at the end turned a
close contest into a big win for the Wood Elves. MVP of the game was
no doubt Everroot. Paul had mistaken him for a piece of terrain
earlier in the game and picked him up and placed him in the woods
when we were shifting trees around for skirmisher placement (I guess
I converted him a little TOO well!) and the big guy made Paul pay for
suffering this indignity with a heroic stand against a rather nasty
charge. Paul took it all in stride, and he received my Most Sporting
Opponent vote and ended up taking home the 2nd place Sportsmanship
Award in the end.
Game 2 - Sean Lukie's Tomb Kings army on the Empire table
Aha, a rematch! This particular version of Sean's well-known Tomb
King army had a full compliment of spellcasting characters including
the High Liche Priest, a skull-chucka, a Bone Giant, some Ushtabi,
and a couple units each of chariots and cavalry. Unluckily for Sean,
I had seen the various tricks and surprises of his army in action
just the other day and had formulated a strategy for beating it . . .
equally unluckily for him, the Empire board terrain worked out a lot
better for me than it did for him. His Skull Chucka had to deploy on
a hill to the far right, and the terrain off to that side left me a
nearly-unassailable corridor for my Treemen to advance down the far
right side to go get the catapult and the nearby characters.
I let Sean's magic phase keep the catapult firing (it panicked a few
things, but did minimal damage against my scattered high-LD troops),
but managed to stay ahead of his ability to regenerate his troops
thanks to an inspired performance by my archers (I only had 40 bows
in the army, Sean . . . honest!) and a timely HoD shot taking out the
Ushtabi. My Dryads moved out into the middle, and around turn 3 I
used up all my scrolls to stop his extra magic movement after all his
troops had moved into range of mine. From that point on, it was a
matter of charging Treemen and Dryads just sweeping through his
entire army one by one. Eventually, his characters ran out of troops
to hide near, and Imotep fell in hand-to-hand combat with my unit of
5 Scouts.
Snapped a pic of a Treeman squaring off against the Skull-Chucka and
the Tomb Prince:
groups.msn.com/WarhammerPictures/gt2003.msnw?
action=ShowPhoto&PhotoID=20
Game MVP was probably the Level 3 mage for saving her scroll till
they were REALLY necessary instead of spending them piecemeal like
she had in the Thursday night game . . . though the terrain really
helped too by shielding my advance and forcing him to move into
archer kill zones and Dryad threat-zones (with devastating
consequences) to try and counter the Treeman threat on the flank.
There was much good-natured smack talk during and even long after the
battle, but he was still nice enough to let me in the car for the
ride home on Sunday!
Game 3 - Bob Koschak's Empire Army on the Chaos Wastes table
Bob's from Minneapolis, but I haven't had the chance to play him
much. That will have to change, as Bob was a fun and sporting
opponent throughout this match. His Ostland boys didn't take to the
fancy barded steeds and steam-powered toys of other Empire forces,
and instead featured one of each artillery piece, a few units of
infantry with their detachments, a couple handgunner units, and some
pistoliers. He was also magic-defensive with a couple of low level
mages and a Warrior Priest, so spells played virtually no role
throughout this battle.
This was the Objective fight, where victory points didn't matter,
only whether or not you had a unit in base contact with the objective
(in our case, a large monolith) at the end . . . or had more units of
US5 or more than your opponent if you were both on the objective. As
a result, most of my melee units were piled in the middle while Bob's
Swordsmen (with Griffon banner and EC), Greatswords, Flagellents, and
Helblaster did the same. My original plan was to fire the HoD at the
Helblaster crew and hope to take it out, but Bob went first and
managed to panic my hero's archer unit with a smattering of handgun
fire . . . my "hero" managed to fail his panic test and failed to
rally. So plan B was to just trundle forward with everything, let the
Helblaster pick one unit off, and hope the survivors were tough
enough to get the job done. The Helblaster picked out poor Gawarthu,
and 13 wounds later (darn "6" result on the Misfire table!) my other
troops were covered in splinters but otherwise unfazed - his
general's unit of Swordsmen was even nice enough to flee 11" in
terror from the other Treeman! One unit of Dryads managed to run off
the Helblaster crew and polish off his small unit of Flagallents,
while the other one was run down by Greatswords but at least managed
to draw them away from the objective for a while.
With his general's unit rallying right in the middle of some
difficult terrain and being march blocked by my Wardancers and his
Spearmen off to the far right crunching on my archers (which I was
more than content to let them do so long as they stayed away from the
middle), it came down to stopping the Greatswords as they swung back
around. I had a good trap set up, but unluckily my surviving Dryads
panicked when the cannon finally picked off Everroot nearby, and
rallied in a bad spot right in front of the Greatswords. Luckily for
me, their great combat abilities kept them alive for a few
rounds . . . just long enough to trim down the Greatsword's rank
bonus and let the Glade Guard get into position to block the
Greatswords in Turn 6 and keep them a few inches from the objective
that they were claiming.
I got a camera shot of the stand of the Glade Guard below:
groups.msn.com/WarhammerPictures/gt2003.msnw?
action=ShowPhoto&PhotoID=21
Victory, but just barely . . . Bob was ahead in terms of pure kills,
and if the game had gone on another turn or two I would have likely
lost both the objective and the last of my army.
Thanks to some computer glitches the first few games had started
late, so there wasn't much time to grab dinner before we
started . . .
Game 4 - vs. Ian Bott's Vampire Counts on the Frozen Wastes table
Going 3-0 in the first games meant that my Game 4 opponent would be a
canny one, and Seattle native Ian didn't disappoint. He fielded a
startlingly low-magic VC army with 3 units of infantry on the far
left flank led by a Carstien vampire lord, supported by a ton of fast-
moving troops. 3 units of wolves, 2 units of Ghouls, a 3-base spirit
host, a banshee, a black coach, and a unit of 10 or so Fell Bats! Ian
also got first go, and was on top of me in a hurry. On the far right,
my Archers and Wardancers managed to take out the bulk of the Wolves.
In the small gap in the center (my free woods and the lakes plugged
things up again) his Coach moved rather brazenly in front of the
Treeman hiding out in the Woods . . . Ian had mistaken him for a
piece of terrain! For the second time at the tourney, the converted
treemen had blended a little too well with the trees for my free
woods! When I declared my charge on the coach, he was shocked to
discover this oversight. I apologized and offered to go back, since I
did feel rather guilty that my conversion effort had confused him,
but Ian just grinned and said "my mistake" and carried on.
The dice gods, however, were not about to let my handiwork go
unpunished. After the coach was destroyed, I suffered some serious
karmic backlash. The HoD arrow rolled low and only killed one spirit
host base, so I set up a trap for his Spirit host to get the Glade
Guard in the flank. Unfortunately I lost a few Dryads in HTH despite
their great stats and Willow aspect, and the spirit hosts pursued
clean past my first Glade Guard unit and got into the archers along
with the Fell Bats. At about the same time, my other Dryads attempted
to charge his weakest Skellie unit on the far left, but failed their
terror check (a Wraith, of all things!) and ended up camped out in
front of his general's unit. His Lord's unit promptly crashed into
the Dryads, and through them into the second Spearman unit I had been
holding in reserve, which quickly succumbed to the Vampire's wrath
before I could get to its rescue.
I was a hurting unit at this point, but after some jockeying around I
managed to get the left-flank Treeman into the rear of his general's
unit at the end of the game to try and take out his general, but
managed to miss a Treewhack and get run off despite only taking 1
wound and having rear bonuses.
I wasn't down by a tremendous amount of points, but I was still down
and I had virtually no way of getting them back, so I conceded after
my last fruitless magic phase. I have to admit I was discouraged
during this game by the cold dice rolling in some key situations, but
Ian was a fun guy and we went to the bar afterward for beers.
The pub quiz was shorter than usual this year, but it was still a
chance to have some fun and hang out with the gang and swap war
stories.
So ended Day One - 4 great opponents, and a 3-1 record. Not bad at
all!!
Sunday
Game 5 - Jon Redmann's Vampire Counts on the Chaos Wastes
This was the pseudo-Flank Attack scenario, where our main armies
deployed in opposite corners and then our reserves came in the other
two corners in Turn 2. Jon's army was a magic-heavy Necrarch army
with several infantry units and a few flank guards. Jon's army had a
lot of detail painted on his shields and army gear and had it mounted
on a large town-style display board, and ended up with an Appearance
award. I deployed my archers in an arc with my melee support units
scattered nearby, and awaited his advance.
Unfortunately, Jon had a bad Game 4, and was in a bit of a sour mood
for our game. It didn't get any better for him early on, when my
archer lines pounded away at him while he was trying to cross through
a difficult terrain situtation involving blood pools and rocky
ground. He tried to give up early on when a first turn Comet and
archer deluge took out a tremendous amount of his troops early on,
and then tried again when my Dryads started rolling through some of
his weaker infantry units as they got closer to me. Each time we
talked through it, and Jon managed to get into a better mood as his
magic gradually managed to work through my scrolls and keep his
surviving troops alive, and his Grave Guard managed to stomp some
Treeman and Dryads before being reduced to half-strength. Thanks to
some last-minute Zombie-raising to contest quarters and some untimely
failed psych tests on my part in the last round, he was able to bring
it within 30 points of being a draw, but I still managed to pull out
the victory.
At the end we each ended up forgetting to give each other some
critical points (from me a unit of Dryads below half strength that I
had missed, from him a unit standard that he had forgotten I had) so
we had to change our scorecard twice, so between that and the early
frustration I left this game with a bit of a sour taste in my mouth.
Game 6 - Dan Rothman's Vampire Counts on the Chaos Wastes
Gah, my fourth Undead army in 6 games!
Dan had the most magic-heavy army I'd faced yet, with a Master
Necromancer instead of a Vampire, along with a pair of other Necros.
Other than that, his army looked a lot like more like Ian's than
Jon's, with only a couple of infantry units and a larger than normal
number of fast movers, including 2 units of 6 Fell Bats. It was
pretty obvious from Dan's list that he was counting on raising some
new unit of Zombies right away to support his troops and fast movers,
so I deployed some of my skirmishers behind my own lines to be ready.
Dan was sending most of his infantry through a small-ish gap between
my free forest in the center and some difficult ground on the left
with his speedsters spread across the board.
Luckily, I got the first go, and was able to savage most of his
faster troops before they could get going and cause me the same
trouble that Ian's troops had (it helped that there were no ethereals
this time). Ian got the survivors up next to my lines and created a
few new units back there too, but I let these go in favor of stopping
his movement spells to keep them trapped where they were raised (my
strategy throughout the game whenever he would raise new units), and
my skirmishers were able to easily handle his troops in the next
round's charges. In the meantime, I had managed to Treesing my forest
in front of his Grave Guard as they were advancing. By the time he
had worked through my scrolls, I had destroyed his newer troops and
support units, and surrounded his infantry lines and hit them hard
with Dryads. Dan's spells were now mostly spent desperately trying to
regenerate his left-side infantry troops as the Dryads, Wardancers,
and Treemen mercilessly mowed them down. Even the Glade Guard got in
on the action by taking on his lone unit of Wight Cav and busting it
up via combat resolution.
Dan did manage to win the award for "Most Humiliating Defeat of a
Treeman" by breaking one from combat with a unit of 12 raised Zombies
(I know, I know ) and then running it off the board with a lone Fell
Bat, but that was pretty much his only success as my troops were able
to keep him surrounded and trapped while I slowly worked through
them. We called it after 5 turns when his characters had run out of
places to hide and his Grave Guard were still stuck with no good
charge targets. Dan kept up his good spirits till the end, and I was
able to give him some pointers about taking out Wood Elves during and
after the game (his only other loss had been to Wood Elves as well).
Postscript
The awards session was a good take for our group. Sean managed a
clean sweep of the awards, going home with Army Domination, Player's
Choice, and Overall Champion trophies. It's literally impossible to
do better than that!
Brad managed to get 2nd appearance, Marcus went home with 3rd
Tactician, and some of my fellow Minnesotans went home with awards
too (notably Eric Hagen's sportsmanship award and Jon Redman's
appearance awards). I was amazed to have my name called for 3rd
overall. On the 40K side I didn't know as many people, but Erik
Johnson won a Best Army award . . . I'll have to convince him to go
back to the Wood Elves so we have a better shot at Army Domination
next time!
Of course, the only downside to all that award winning was that we
had to wait around long after the goodbyes had been said for the
staff to take some more pictures of Sean's army before we were able
to depart for Appleton later that night.
Final Thoughts
- I was very happy with the performance oof my army, especially since
it was mostly untested.
- Even after going 5-1, I would still havve to say that having two
times the number of Treemen and Dryads is not twice as good. They
were certainly valuable and nice to have around, but when you have so
many of these troop types and fewer support troops it gets harder to
find them the "ideal" combat situations that they thrive in, and you
become vulnerable to certain armies that have a good way of dealing
with these troops (such as Ratlings for the Dryads or Cannons for the
Treemen) than you do if you have a more flexible army. I did not
manage to go a single game without losing at least one Treeman, and
they are a bit pricey to be dropping like that.
- Still, I scored maximum theme points foor the "Living Forest" army,
and significantly improved my sportsmanship score from my earlier
shooty GT list at Minneapolis. From that perspective, the themed list
and focus on HTH fighting was a success!
- The appearance score dropped a categoryy from 80 to 60 points even
though most of the models were the same (in fact, I added more of the
best looking ones IMO). I really don't know what to say about that,
other than that I was not the only player at Chicago this year to be
victimized by irregular paint judging. Warlord Merkit had the exact
same thing happen, and post-game conversations with the judges didn't
exactly restore our confidence that they knew what they should be
looking for.
- The painting scoring was perhaps the onnly downer of the entire
tournament, though. Another great time in Chicago!!
ric_li