Machiara's 2000 Seattle GT: Battle One (Khorne Daemons)

My GT army:

Characters

Warleader Aewyn Machiara, "Sword of Loren," Wood Elf General 218 points
mounted on Tahksyr, a Warhawk
wielding A'lir, the Sword of Isha, Lance, Hail of Doom Arrow
armored with Magic War Paint, Shield
w/ Jade Amulet

Kaitani, Priestess of Isha, Prophetess, Wood Elf Mage 65 points
mounted on Elven Steed
wielding Longbow

Alethia, Priestess of Isha, Shrine Keeper, Wood Elf Mage 87 points
wielding Longbow
w/ Dispel Magic Scroll

Nicheyo Iryr, "Isha's Shield," Wood Elf Champion 65 points
wielding Spear
armored with Isha's Raiment (Armor of Fortune), Shield

Dunedos Sarisi, Captain of Equos, Glade Rider Champion 54 points
mounted on Elven Steed
wielding Lance
armored with Shield

Character Total: 489 Character Percentage: 24% Magic Item Total: 75


Regiments

Meadow Glade Patrol:

5 Glade Riders, "Feral Lancers" 211 points
wielding Lances
armored with Shields
w/ Feral Banner (War Banner)

Chariot, "Crimson Tide" 106 points
w/Scythed Wheels, Extra Steeds
2 Crew
wielding Spears
armored with Light Armor, Shields

Chariot, "Emerald Wave" 106 points
w/Scythed Wheels, Extra Steeds
2 Crew
wielding Spears
armored with Light Armor, Shields

Lasin'dril Village Levies:

24 Glade Guard, "Isha's Valor" Company 295 points
wielding Spears
armored with Shields
with Banner of Isha's Valor (Valorous Standard), Musician

14 Archers, "Isha's Judgment" Company 154 points
wielding Longbows

14 Archers, "Isha's Justice" Company 154 points
wielding Longbows

6 Scouts, "Eyes of Isha" Company 80 points
wielding Longbows

Isha's Shrine Guardians:

13 Archers, "Isha's Power" Company 179 points
wielding Longbows
w/ Banner of Isha's Power (Banner of Sorcery)

6 Wardancers, Sacred Glade Troupe 120 points
wielding Two Hand Weapons

5 Waywatchers, "Isha's Shadows" 90 points
wielding Longbows

Regiments Total: 1511 Regiments Percentage: 76% Magic Item Total: 85

TOTAL: 2000 Points


My first grand tournament battle was against the ravening demonic hordes of Khorne. My opponent’s army list went as follows:

The Hunting Party of Khron Kerebeus

Demon Prince w/ Mark of Khorne, Demonblade, and Spellbreaker

5 Flesh Hounds

8 Flesh hounds

7 Bloodcrushers w/ Banner of Might, Musician

Army Std Bearer w/ Banner of Rage
on Juggernaught

11 Harpies

THE SETUP:

The field was separated on my left by a large stand of woods. There were two hills in my deployment zone, one wooded, and another in his. Another wood anchored the flank on my right. He set up his huge Bloodcrusher unit on my left flank, with his Harpies, Demon Prince, small unit of hounds, and large unit of hounds spread across the center to my right flank.

I set up my Chariots and Glade Riders on my left opposite the Bloodcrushers. The Waywatchers went in the woods next to the Bloodcrushers. The Glade Guard held my extreme right and my archers were set up on the hills in the center for maximum firepower. My Wardancers deployed in front of the archers to save them from flesh hound charges. My Banner of Sorcery wielding archer unit went on the wooded hill, and my foot sorceress deployed behind her. My mounted sorceress also deployed in that woods, the better to save them from high-flying demon princes. The scouts deployed on the woods anchoring the right flank.


THE BATTLE

Wood Elf turn one:

My Chariots and Glade Riders moved up but outside the range of his ‘Crushers. I moved the Waywatchers up to force a charge into the trap-infested woods (that would hopefully entangle the ‘Crushers). My Glade Guard positioned itself to intercept any fleshhound advances on my archer base. Scouts moved up to the edge of the woods for some archery practice.

Well, it didn’t take long for archery to carry the day. Wood Elves got the first turn and, even though everybody carrying a bow shot at the demon prince (53 shots!), I managed to do only ONE wound with regular shooting! My general, however, made up the difference by unloading the Hail of Doom arrow into the Prince and wounding him four times. My unfortunate opponent, who I must say had one of the greatest conversions I have ever seen for his Prince, failed all of his saving throws (!!) and his Demon Prince died straight away. All units passed the accompanying panic checks.

Magic was uneventful.

Demon turn one:

True to form, the ‘Crushers and the Harpies (using ground moves) charged the Waywatchers. Traps did little and the Waywatchers were destroyed to an elf.. Both units of fleshhounds moved towards the archers at maximum speed.

Wood Elf turn two:

Glade Guard charges big unit of Fleshhounds; Wardancers interpose themselves in front of the small unit. Chariots fail their charge into the ‘Crusher unit (which is still mostly outside the forest). Glade Riders circle behind the combat, and my general flies in to give leadership support.

Archery forces a panic check on the Harpies, which flee like the cowardly birds that they are. They flee far, they flee fast, they flee off the board. Other shots into the fleshhounds cause a wound but can’t do much more.

In combat, the Glade Guard breaks the fleshhounds but is unable to run them down (that one attack is a killer).

Khorne turn two:

The fleshounds charge into the Wardancers, who dance shadow’s coil. The big unit rallies and turns to fact the onrushing Glade Guard. The ‘Crushers turn to face the oncoming Chariots (I thought this was a little strange at first, but then I learned about the ‘Crushers . . .).

Combat is drawn (whirling death).

Wood Elf Turn three:

Both Chariots charge into the ‘Crushers, who hold. I forget to move my Glade Riders and General, which is a HUGE mistake. The Glade Guard once again charge the big unit of fleshhounds. Scouts maneuver to flank charge the fleshhounds.

The Wardancers are beaten (even with Whirling Death!), broken, and run down; the fleshhounds follow up to within a few inches of the standard-bearing wooded-hill archers. The Glade Guard beats the ‘hounds but they hold. In the most amazing turn of events, the Crushers take the chariot charge (got only 8 impact hits) hold, and strike back for six total wounds, with which the battle standard and unit standard makes eight combat result. Tie. The ‘Crushers have a musician. They win by one. The Chariots fear the ‘Crushers, who outnumber them. They break! The ‘Crushers run both Chariots down (roll a 17!!) and follow-up into the Glade Riders, just barely hitting the unit and missing my general. Wow. It looked like the tide had turned.

In the magic phase I attempted to cast a spell on the fleshhounds, who are of course immune to magic. Clearly the Chariots’ defeat had shaken my tenuous grip on game mechanics.

Khorne turn three:

The small unit of fleshhounds charges my standard-bearing archers. Everyone else is in combat.

My Glade Riders attempt to feign flight, but miss their leadership roll. The ‘Crushers proceed to destroy the entire unit. My archers take the charge, and end up beating the fleshhounds (+3 combat res for high ground, rank and standard). Fleshhounds make their break test. The Glade Guards beat the other fleshhounds again, but they don’t break.

Wood Elf turn four:

General flies high. Scouts flank charge fleshhounds. ‘Crushers have complete dominion over my right flank, but won’t be able to kill anyone else, as I have no one left on that flank. Other archer units maneuver for shots at the ‘Crushers.

Glade Guard and Scouts win combat by six (3 ranks + standard + flank + 2 wounds - 1 wound) but fail to break fleshhounds (!!). Archers again win combat against fleshhounds, which do not break. Rest of Archers shoot ‘Crushers and manage to kill all remaining bloodletters, including the army standard bearer!

Chaos turn four:

Everyone in combat.

Both fleshhound units are finally broken (!!), but once again my slow archers, Glade Guard, and Scouts cannot manage to run them down and put them out of their misery.

Wood Elf turn five:

Glade Guard charges fleshhounds and puts them off the edge of the board.

All archers target remaining fleshhounds in an attempt to get them under 25% casualties so they can’t rally, but I am unsucessful.

Chaos Turn Five:

Fleshhounds rally.


CONCLUSION


Game ends. I end up winning this one 1,395-887, well over the 350 points required for a victory, through the magic of table quarters (I had two, he had one) and killing his general (which balanced his capture of my Glade Rider standard). I also got the points for his army standard bearer.

Lessons learned: ‘Crushers can take a TON of punishment and keep on ticking. I have never seen a unit stand up to a dual Chariot charge, but this one did.

Always move your units out from behind units that charge, even if you’re SURE the charging units will win combat, unless the other units really need to be there.

Glade Guard are great for taking on lighter enemy forces, like fleshhounds.

Demon Princes aren’t that tough when you shoot them full of arrows.

Todd Hill (my opponent) is a great guy; I enjoyed playing him and gave him my "best game" award (although all my games on Saturday were enjoyable).

Buoyed by my victory (I lost my first game last year), I moved on to my next opponent: Vampire Counts.