The Elven way: A Tale of Gaming updated 26/03/23 Game 18 v Trident Realms

Big Red Book Elf changes Initial thoughts

Basic Infantry - not really a change which is both surprising given the other changes and depressingly not surprisingly given infantry tend to get the short end of the stick. Based on what I use regularly spearmen are probably the unit in the entire list that was most justified in deserving a small points drop IMO. Outside of that there’s a lot of the other infantry options that definitely required a points drop if you want to see them on a table. I can’t fathom why infantry units (not just elf ones) that are rarely taken and clearly underpowered/over pointed when compared with other options are just left to rot.

Anyway on to actual changes.

Gladestalkers - the big bad boys of the last update. Rather than pair back their abilities which would have been my preference RC have gone with a points increase. Oddly it’s the same increase for both troops and regiments which seems strange given increases tend to be proportional and regiments seem to be the optimal and most frequently taken choice.

Are Gladestalkers less attractive now? A bit. The combination of points changes to them & Silverbreeze in particular aren’t insignificant and I’ve always believed Seaguard (hordes especially) were also stiff competition. Internal balance seems better but I don’t think non elf players will feeling that happy at the end of the day.

Stormwind Cavalry - a small points drop is welcome as they can be a frustrating unit. Is it necessary? Not really they’re a far more popular unit than many in the elf list that haven’t been buffed. Across my 3 regular lists I’ve been running 2 regiments or 1 regiment and 2 troops the troops probably do deserve the slight drop imo.

Chariots - I’ve been an advocate for chariots gaining the rampage rule they clearly needed something to drag them out of irrelevance. With a points drop I think players from late 2nd Ed with a lot of chariots in their collections may now be willing to try some out. I’ve used the regiment in the past and felt it was 10-15 points too expensive so on paper these changes feels about right. I hope we don’t see a return to the chariot spam of late 2nd Ed but it feels like there’s a lot of competition from the rest of the elf list that should prevent this.

Silverbreeze - I was fairly surprised to hear these were changed especially the troop. Even then I thought it would be a minor points drop to try and balance them better with Gladestalkers. A big drop was completely unjustified IMO, troops especially are very cheap for a 10 inch move, nimble unit with decent shooting. A small drop for regiments would have been fair enough I think but not a large one. I really don’t understand why this unit has got so much attention when so many other options were ignored.

Bolt Throwers - I was intrigued by rumours of a new rule. Null Void bolts seem a nice quirky little buff especially nice for times when you pour damage into def 6 units only to see it all get healed back by druids and a jealous lady. A points drop is welcome it’s a touch more than I’d have done but given the other changes I don’t see it causing any issues. Hopefully we’ll see a few bolt throwers on the table now.

Noble on Chariot - as a fan of the very old school GW Tiranoc Chariot hero model I was glad to see this guy get some love. I think he’s a decent piece now compared to other armies US 1 options. I don’t think we’ll be seeing 3 in every tournament list now but I wouldn’t feel penalised for taking one now.

I think that covers the specific changes to the elf list I’m not that familiar with the living legends so haven’t checked them against the prior rules.

Overall thoughts - there’s nothing major here a few tweaks to improve internal balance between some of the better options in the list. I think any loses due to Gladestalkers points increase can be made up elsewhere. I felt last years update really put Elves at the top table and unless there’s major upheaval elsewhere I don’t see that changing.

8 Likes

Thanks for the thoughts.
I think the stormwind and silverbreeze changes are part of the wider points drop for cavalry in general.
I’m not sure gladestalkers would be what they were intended to be without all thier special rules, so a points drop might be the only viable change.

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At least with Silverbreeze being irregular there aren’t going to get spammed as the unlocks, unlike gladestalkers :wink:

Agree that with gladestalkers it was the regiment that was the potential problem, not the troops - which never seemed particularly prevalent anyway.

Bolt throwers are slightly situational but a viable choice (in KoM three of them are only 180pts and aren’t simply 3rd choice after you’ve bought cannons then siege artillery!)

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Yeah I just don’t see why Cav needs a buff more than infantry tbh if they did both I’d get it.

I think Gladestalkers work if you drop their attacks back down. Mel 3+ elite makes them a tasty all rounder without being overly shooty anymore. US3 and not being irregular would still be good buffs.

Can you elaborate on Null Void for bolt throwers

Gives the enemy unit spellward so harder to heal or babe chant for instance.

HI Paul,

Thanks a lot for the summary! I don’t have the book yet so I really appreciate it.

It looks to me that the changes in the Elven list are really minor. It does not seem that they would enable emerging of some new Elven armies/play styles at all. Any point changes to the existing list would only result in some very minor updates.

If one had Gladestalkers, they would need to adjust for a point increase. If you happen to field units that got cheaper, you are most likely buy a few new magic artefacts. Nice to have but hardly major change to the way you have played so far.

Would that be correct assumption?

Thanks!

Pretty much I think Silverbreeze will get used more and chariots will be tried out by some.

Thanks Paul!

It is tempting to use more Silverbreeze units as I like the fast cavalry a lot. And yes, I would love to fit in Chariot Regiment and Chariot Nobles. If only to finish painting them :slight_smile:

Elf List Changes

With the new Big Red Book released it seems a good time to switch from my Dragon list back to one of my other main lists. My Seaguard list hasn’t been impacted much by the new book whereas my 3rd list (I tend to call it classic or Red Era as I’m painting a completely new army for it) has seen a big points drop as I already took several of the units which benefited from changes. So the new and improved version of the list looks like this.

Mage (Alenui): Inspiring Talisman, Bane Chant, Lightning Bolt, Celestial Restoration: 170pts

Mage (Eldroth): Lightning Bolt, Conjurers Staff, Bane Chant: 125pts

King (King Paweldran): Horse, Shardblade, Blade of the Beast Slayer: 170pts

Drakon Lord (Amarynth): Pipes of Terror: 170pts

Spearmen Horde: Brew of Strength: 270pts

Palace Guard Horde: Chalice of Wrath: 280pts

Quicksilver Regiment: Jesse’s Boots: 250pts

Stormwind Regiment: Brew of Sharpness: 245pts

Silverbreeze Troop: Piercing Arrow: 125pts

Silverbreeze Troop: 115pts

Forest Guard: Skirmisher Boots: 115pts

Forest Guard: 105pts

Bolt Thrower: 80pts

Bolt Thrower: 80pts

2300pts

This is a list I’ve been running since the very start of 3rd ed there’s only been a couple of minor tweaks since then mainly through new options via the various CoK updates.

The new Big Red Book made 2 major changes 1) the pathfinder item was no longer available so I’d need to find a new option for one of my Cavalry units as the automatic default item had been removed. 2) I had 60 extra points available from various points reductions.

The first change was which item to pick on the Stormwind Cavalry (I moved Sir Jessie’s booties to the Quicksilver Cavalry for the odd occasion I wanted to use pathfinder). Stormwind are a solid unit but have numerous weaknesses my main thoughts were that I either boost their damage potential or add some waver protection. With extra points to burn I decided to go with Brew of Sharpness as I could Bane Chant the unit I had the potential to hit in 2’s re-rolling misses and wound on 2s against def 5 and below. It also helps reduce the impact of being hindered given I no longer had access to pathfinder.

That change spent 15 of my 60pts. I’m currently painting up my list and wasn’t keen on the idea of trying to squeeze and extra or bigger unit on to my painting schedule. A piercing Arrow on the Silverbreeze has always worked out as a good value so I was happy to add this back in. Then finally I wanted a big spell to add some variety to my list to counter an area of weakness either the lack of healing or something strong against defence 6 units were my main concerns. I decided Alchemists curse would obviously work well so decided to try Celestial Restoration first so that’s I could judge how impactful it would be.

Further Changes

Having had one game with the list above I learned that Celestial Restoration was indirect meaning it can’t target within 12 which would frequently be a problem so that’s definitely getting dropped. Rather than adding Alchemist Curse in its place I decided to go another route and swap out a Forest Guard troop and Piercing Arrow for a Regiment of Seaguard mainly to add some more unit strength and survivability to the list.

Another change I’m contemplating but not yet pulling the trigger on would be swapping Brew of Sharpness for Wine of Elvenkind on the Stormwind Regiment as this would make both units nimble which would be amazing for flexibility and manoeuvrability but it does cost me the raw power of getting 15/16 hits every time.

Mage (Alenui): Inspiring Talisman, Bane Chant, Lightning Bolt: 135pts

Mage (Eldroth): Lightning Bolt, Conjurers Staff, Bane Chant: 125pts

King (King Paweldran): Horse, Shardblade, Blade of the Beast Slayer: 170pts

Drakon Lord (Amarynth): Pipes of Terror: 170pts

Spearmen Horde: Brew of Strength: 270pts

Palace Guard Horde: Chalice of Wrath: 280pts

Quicksilver Regiment: Jesse’s Boots: 250pts

Stormwind Regiment: Brew of Sharpness: 245pts

Seaguard Regiment: 150pts

Silverbreeze Troop:: 115pts

Silverbreeze Troop: 115pts

Forest Guard: Skirmisher Boots: 115pts

Bolt Thrower: 80pts

Bolt Thrower: 80pts

2300pts

3 Likes

The ‘Master List’ elf Stormwind can get the quicksilver lancers (nimble upgrade) and still take an artifact - does (potentially) expensive but nasty?

Pretty much always going to have an item on the Cavalry regiments you’re likely to get good value out of it.

Battle Report 16

2300pts vs : Forces of Nature

Narrative Intro:

Feanor entered into the circular chamber, descending the steps he was joined by the elderly Loremaster Eldroth whose staff of office rapped against the marble upon which they strode. Feanor’s eyes fixed upon the dancing flames in the centre of the room, the Sacred Flame of Raloris a pure red fire unlike any fuelled by wood or oil. This would be Feanor’s test.

Pulling his eyes away from the flame Feanor scanned the chamber seeing the Lords of the great houses of the city, the King’s Council and finally King Paweldran his cousin. Paweldran did not return his gaze and Feanor realised Eldroth had come to a halt, the final step must be his alone.

Pain erupted as Feanor crossed the threshold, a living flame engulfing his body. Doubt seeped into his thoughts, the arrogance of his youth stripped away, his fragilities laid bare. Hate, jealousy, vanity threatened to overwhelm him, clinging on to the disciplines he was taught from an early age Feanor fought to retain his composure. One word held his weaknesses at bay, only this simple word kept his mind in check through the hours of agony: Duty.

Feanor staggered, his confident stride mere seconds before a distant memory. Only an outstretched arm saved him from falling. Looking up Feanor saw his cousins Alenui and Amarynth as they helped him regain his footing. Descending the steps in front of him was King Paweldran carrying the double crested Helm of Yandruil only to be worn by the Master of Horse.

Game Intro and Lists:

Ed and i had tried to schedule a practice game before he headed off to the Clash of Kings the premiere Mantic run tournament m. Unfortunately our schedules wouldn’t allow this so instead I am to serve as lab rat to whatever Ed has schemed up on the journey home from the event (where all the most evil ideas are hatched).

Elf List:

Mage (Alenui): Inspiring Talisman, Bane Chant, Lightning Bolt: 135pts
Mage (Eldroth): Lightning Bolt, Conjurers Staff, Bane Chant: 125pts
King (King Paweldran): Horse, Shardblade, Blade of the Beast Slayer: 170pts
Drakon Lord (Amarynth): Mace of Crushing: 170pts
Chariot Noble (Feanor): 100pts

Spearmen Horde: Brew of Strength: 270pts
Palace Guard Horde: Chalice of Wrath: 280pts
Quicksilver Regiment: Jesse’s Boots: 250pts
Stormwind Regiment: Chant of Hate: 230pts
Seaguard Regiment: 150pts
Silverbreeze Troop:: 115pts
Silverbreeze Troop: 115pts
Forest Guard: Skirmisher Boots: 115pts
Bolt Thrower: 80pts

2300pts

I’ve tweaked a few bits since I last discussed the list. I wasn’t really sold on buying an expensive extra spell on my mages and really liked the idea of getting a Seaguard regiment into the list as it’s a reallly good tool for scenario play. This gave me an extra hero unlock and as this army is a painting project based on classic Warhammer 4th edition “red era” styles I wanted to include the iconic Chariot Hero model. This was also a great opportunity to test out the improved Noble on Chariot rules following the Big Red Book’s release.

Forces of Nature List:

Keris: Surge: 110pts
Unicorn: Lightning bolt, Host of the Shadow Beast, Torc of Dissonance: 150pts
Gladewalker Druid: Crown of the Wizard King, Ring of Harmony, Surge, Mind Fog: 170pts
Hunter Regiment: 140pts
Hunter Regiment: 140pts
Fire Elemental Horde: Brew of Sharpness 265pts
Fire Elemental Horde: 220pts
Scorchwings Regiment: 120pts
Scorchwings Regiment: 120pts
Earth Elemental Regiment: 130pts
Earth Elemental Regiment: 130pts
Beast of Nature: Extra Attacks, Fly: 205pts
Greater Air Elemental: Lightning: 200pts
Greater Air Elemental: Lightning: 200pts

2300pts

I really liked Ed’s list, it’s got lots of my least favourite things to face from the Forces of Nature list and he’d added a nice amount of shooting and speed whilst retaining the durability I’ve become accustomed to him taking. I’m not that used to facing much shooting in 3rd so my squishy elves would need to be careful whilst I neutralised it.

With 2 regiments of Earth Elementals and Hunters of the Wild Ed had some really effective screening units to block me up whilst his Greater Air Elementals and Fire Elementals manoeuvred for the coup de grace.

Deployment and Scenario

We rolled up loot as the scenario which is challenging for both of us as both our armies like to play a patient game jockeying for position before committing. We spread the tokens evenly across the board.

Ed won the roll for sides, he chose the north which had clearer firing lines. We both committed fairly early on to having our main combat threats on the left side followed by our lighter support units going on the right. I was looking to use my longer line to allow me to defeat Ed on the right before turning in to face Ed’s main column on the left. Ed won the roll for first turn and he took it, keen to put pressure on the tokens and get a head start on shooting war.

Nature Turn 1

The foul forest dwellers advanced out of the terrain cautiously keen to disrupt the magical artefacts that lay in front of them. Only their craven fear of the glorious Elven host ahead of them preventing them for moving up more aggressively.

On the right the Scorchwings unloaded their flaming missiles at the proud Bel-Valdarian Navy, despite significant damage to ancestral pendants and soft silken robes the proud warriors were unmoved and readied themselves to return fire. In the centre two lightning bolts struck at Alenui his mystic shield protected him but deflecting the blows greatly drained his magic reserves.

Elf Turn 1

With Ed’s main column on the left not pushing up too aggressively I decided to use the space to swing my flank round to limit Ed’s options when advancing towards my Spears and centre.

On the right I took the opportunity to charge the Forest Guard into the Hunters hoping to pin them in place or draw in the Beast of Nature giving my other units follow up charges letting me win the flank quickly and then turn towards the centre.

Shooting saw limited results on the right with a combination of arrows, bolts and lightning only managing a waver on a unit of Scorchwings. Lady fortune smiled on the left, however, with significant damage on the exposed Hunters coming from the Silverbreeze bows and Eldroth’s staff.

Nature Turn 2

With the Elves threatening his column from the left flank Ed split his column with both Greater Air Elementals moving to the left and the Hunters charging the Silverbreeze on the hill. On the right the Scorchwings dropped behind the hill wary of the Elven shooting and chariot’s charge range. Finally the unicorn charged the isolated Bolt Thrower in the wood.

Shooting saw limited damage on Amarynth (Drakon Lord) as the Greater Air Elementals tried to clip his wings with lightning. Keris also blinded the valiant Seaguard with his staff but their spirits remained strong regardless of what the uncivilised beasts threw their way.

Combat saw the bolt throwers crew decide to head home rather than deal with the unicorn and its rather menacing shadow. The hunters, however, were less successful only wavering the Silverbreeze on the hill and not even managing that against the Forest Guard.

Elf Turn 2

With Ed now committing his forces the Elves wasted no time in striking back. Lowering their lances the Elven knights charged headlong into the formidable Earth Elementals each supported by a mighty hero of the Royal house. With the cavalry providing cover the Spearmen charged up the hill into the Hunters of the Wild as the wavered Silverbreeze got out of the way.

On the right the Silverbreeze drew their blades and charged into the Beast of Nature, hoping to ground it buying time for the infantry to clear the Hunters who were hit with a combined charge from the Palace Guard in one flank and the Seaguard in the other.

Shooting saw Feanor’s atop his chariot draw back his bow and send 4 arrows arching towards the Scorchwings. As planned the Scorchwings easily evaded these arrows but in doing so they moved right into the path of Alenui’s lightning bolts leaving only charred remains.

Reciting the ancient spell Eldroth blessed the Quicksilver Cavalry’s lances their red blades turning a brilliant white as along with Lord Amarynth they banished the evil demons possessing the stones before them (this was immediately followed by a bit of dressage to avoid any unfortunate surge charges next turn).

Assailed by King Paweldran’s mighty blade Yahdra from the flank and Stormwind’s lances from the front the other Earth Elementals fared no better. Both Hunter regiments were easily dispatched by the Elven infantry and crucially the Beast of Nature was disordered by the brave charge of the Silverbreeze.

Nature Turn 3

With the Elven Cavalry in the open and Ed eager for vengeance the Fire Elementals both went into the two Cavalry units with one Air Elemental joining in on the Quicksilvers while the other decided to duel Amarynth.

The revenge against the cavalry tour continued as the Unicorn and Beast also charged the Silverbreeze units. On the right Keris and the remaining Scorchwings scattered to avoid the Elven infantry’s wrath.

Combat kicked off with the Unicorn routing the Silverbreeze but the Beast wasn’t so successful only landing limited damage. The key combats on the left began poorly for the elves with the Stormwind failing to hold against the Brew of Sharpness Fire Elementals. Things quickly improved, however, as the Quicksilvers were only wavered and Lord Amarynth held steady.

Elf Turn 3

With the cavalry on the far left holding, the spear horde was free to charge off the hill into the Fire Elementals with King Paweldran in support. On the right the pinned Beast of Nature was hit by the combined might of the Palace and Forest Guard units.

Shooting saw Alenui focus his energies on lightning bolting the unicorn but couldn’t even manage to land a hit on the majestic beast. Sighing at the folly of his young apprentice Eldroth channelled his power through his Loremaster’s staff searing deep gashes along it’s flank. Meanwhile the Scorchwings fled the field fearing all was lost as the Seaguard and Feanor rained arrows down on them.

In combat the momentum off the hill was enough for the spears to break the Fire Elementals and Amarynth landed a few biting blows on the Air Elemental with his blade. To the right the beast of nature was easily cut down by the combined axes and swords of the Elven infantry.

Nature Turn 4

With most of his units pinned down Ed focused on finishing off the Cav and Drakon Lord on the left and the Unicorn routed Alenui. Keris meanwhile cleared off the Forest Guard with his solar staff.

Elf Turn 4

The Fire Elementals had just left their flank exposed and the Spearmen gleefully took it whilst King Paweldran charged the closest Air Elemental to prevent any surge tricks. The Palace Guard now free marched into the centre to take the middle loot token. The Seaguard and Chariot Noble moved to try and better deal with the Unicorn and finally the Silverbreeze charged Keris hope to disrupt him.

Shooting was uneventful but combat saw the Spears dispatch the Fire Elementals in the flank and a lucky nerve roll mean the Silverbreeze wavered Keris. Paweldran drove his blade deep into the heart of the Air Elemental which remained unphased.

Nature Turn 5

Things were looking tough for Ed he needed to gamble on getting some luck to somehow hold the loot token on the left and stop me from adding the token from the right to the one already held by my Palace Guard.

The unengaged Air Elemental charged the mage Eldroth whilst the other continued it’s fight with King Paweldran. On the right the unicorn moved up to lightning bolt the Seaguard.

The Unicorn targeted the injured Seaguard with its lighting finally breaking the unit which dropped the loot token. Combat saw Eldroth hiking up the skirt of his robes and running for the hills rather than facing the Greater Air Elemental’s wroth. Meanwhile Paweldran remained steadfast in his battle with the other Air Elemental.

Elf Turn 5

Feanor spied that the unicorn had just strayed into his chariot’s charge range and seeing an opportunity to put an end to a big threat charged down the hill. On the left the spears charged the injured Air Elemental picking up the token at the same time. Meanwhile Paweldran went after the Gladestalker Druid to shut down any surge tricks.

The Spears comfortably saw off the Air Elemental and turned to face the final one. Keris was disrupted and the Druid wavered. Feanor aided by the momentum from the hill landed several blows on the unicorn but failed to even waver it.

Nature Turn 6

Little of note happened as Ed just tried to spare his remaining units from the elves wrath.

Elf Turn 6

Little took place as the Elves had few targets available. A further wound was caused on the unicorn through shooting and the Gladestalker Druid was wavered by King Paweldran again.

With that the battle was over and the Elves had won 2-0.

Narrative ending:

Feanor leap from his chariot landing softly by the glowing amulet. Fortunately the evil Lord Keris had fled without getting his claws on the protective charm. Though not blessed by mage-sight Feanor could sense the energy emanating from the jewel as it fought to keep the Elven realm safe from harm. Staring out towards the forest Feanor knew Keris would not be stopped by just one defeat. With a heavy heart he mounted his chariot and drove towards his liege King Paweldran.

Conclusions and Jubilations:

Always nice to get a victory against a player of Ed’s calibre. This feels like an odd game to evaluate, the scenario and our lists made us both play quite aggressively. As neither of us gave the other much time deployment was important and it felt like we both deployed how we wanted and the game quickly played out from there.

I think there were two big moments that led to the Elven victory. One was the Quicksilver Cavalry surviving the double charge from the Air Elemental and Fire Elementals. It was likely one of the cavalry regiments would survive that turn but the odds favoured the Stormwind which would have been far less favourable for me as the Quicksilvers holding blocked up two units. The other was rather unfortunate, Ed was operating under the impression he hadn’t bought fly for his Beast of Nature, this error meant I picked the up a key piece in his army cheaply as he was trapped after getting disrupted. It’s a real shame when things like this happen but we couldn’t work out a sensible way take back any moves so ended up playing through.

Ed’s Unicorn caused me a lot of trouble with Host of the Shadow Beast results in 7 strong attacks on a speed 10 pathfinder unit is a nightmare to deal with. If other armies can utilise similar options it’s definitely something to watch out for. I may need to revisit putting duellist on my King.

I liked the Noble on the chariot whilst he’s fragile and speed 8 isn’t great, a cheap scoring unit/flank threat is really valuable and adds more flexibility to the list. I liked being able to pair him up with the Seaguard as they compliment each other quite nicely and worked well on an isolated flank against other light units. I’m keen to see how he would perform in a more central role alongside my bigger combat units.

6 Likes

Battle Report 17

Game introduction

Every now and again I like to try out a more unusual list moving away from my generally balanced approach to list building. The urge has struck me again and I thought it would be interesting to take a full combat elf army with zero shooting or magic (well actually there is a dragon’s breath attack I hadn’t thought about but I’m going to give myself a pass). I have run something similar a few years ago with 2 Dragons 2 Kings and all Stormwind Cavalry. This time, however, I would go for a broader mix of units.

(Note: regular fans of the blog I haven’t done any narrative this time. Apologies for those who miss it and less scrolling for the rest of you)

Elf List

Dragon: Healing Brew: 310pts

King: Noble Elven steed: 135pts

King: Majestic Stallion: 135pts

Palace Guard: Staying Stone: 270pts

Palace Guard: Chalice of Wrath: 280pts

Drakon Horde: 275pts

Drakon Horde: 275pts

Quicksilver Regiment: Strider (1): 250pts

Stormwind Troop: Nimble: 145pts

Stormwind Troop: 135pts

Hunters of the Wild troop: 90pts

2300pts

I started off by selecting several big hitting units to make up for the limitations of not having magic or shooting. A Dragon, 2 Palace Guard Hordes, 2 Drakon Hordes & a Quicksilver Regiment gave me a core of the best Elven combat units available (IMO).

With the big hitters set I added two mounted Kings to make up for some of the some flexibility I’d lost by sticking to combat as well as something to perform chaff roles and importantly add inspiring. Along with this I wanted more fast support units, as I had no shooting to deal with enemy chaff I wanted something that could win a chaff off so went for two Stormwind Troops. After a few items I had around 100pts left which I used for a troop of Hunters, whose scout would help them get ahead of my army and an extra item for the Dragon.

Trident Realms List:

Eckter: 165pts

Naiad Centurion: Trident: 140pts

Thull Mythican: 80pts

Depth Horror Horde: 185pts

Giga Horde: Staying Stone: 210pts

Giga Horde: Fury: 220pts

Knucker: 145pts

Knucker: 145pts

Coral Giant: 215pts

Coral Giant: 215pts

Tidal Swarm: 70pts

Tidal Swarm: 70pts

Hidden Ones Formation (Pathfinder):

Thull Mythican: TC 1 Aura,: 90pts

Thull Regiment: 170pts

Thull Regiment: 170pts

2300pts

Ben had for the first time in a long time changed his list (albeit only slightly) and had scored some big wins recently. In a bid to get a second shooting option and a second tough individual in the list he cut back on items and a Thull to bring in a Naiad Centurion with Trident. This guy is pretty tricky to deal with as mighty, ensnare, def 5 and regen 4+ causes a lot of issues. Added to that his Trident causing disruption is a real pain for an army with lots of flyers and cavalry.

Usually when I play against Ben’s list my shooting is extra effective due to his low defence and the game tends towards me buying time and him trying to pin me down. This time I wouldn’t be able to exploit his main weakness. Ben has quite a lot of extra units in his list compared to mine but mine were punchier and quicker which I’d need to bring into play.

The main issues I see facing Ben are:

a) his tidal swarms are really good at screening units preventing charges, as I had no shooting to clear them off I’m hoping to use my Stormwind Troops to go head to head with them forcing Ben to commit into the cavalry allowing my bigger units to get the charge.

b) Ben’s army usually has to play aggressively but when he can use it defensively it’s absolutely brutal as ensnare and the high number of units he has allows him to absorb charges whilst setting up brutal reprisals.

Deployment and Scenario

We rolled up Dominate as the scenario meaning we’d both be aggressive and have to fight in the centre of the board. Ben won the roll for sides and took north.

Ben decided to deploy in across the width of the board with his Gigas to the left and his Thulls to the right. I spread my units out evenly as Ben had 3 extra drops after I had finished deploying so I didn’t want to leave him any gaps to exploit. Scout saw the Hunters of the Wild move up in front of my Palace guard on the right Ben’s tidal swarms responded by moving up to face my hunters. I won the roll for first turn, it felt like an even choice so I went second for a change as I usually go first where possible. My thinking was Ben might push up some units too aggressively stretching his lines creating opportunities also going second would give me the last turn hopefully helping me late game.

  • Trident Realms Turn 1*

Ben decided not to overstretch his lines by moving aggressively so it was a cautious start by the sea creatures.

Elves Turn 1

I decided I wanted to try and be aggressive before Eckter and the Naiad Centurion could bring themselves and their shooting attacks into the game. I needed to clear some of the Tidal Swarms that can screen Ben’s bigger hitters so charged both the hunters and a Stormwind troop into one.

My remaining forces pushed up just out of Ben’s charge range but within mine. I also put both King up into Ben’s charge ranges as bait. Ben would now need to decide whether to try and back up in which case I’d try to pick off a few units he couldn’t retreat far enough with or he’d engage and hopefully I could take control with a massed charge.

Trident Realms Turn 2

Ben remained cautious but started to commit several units, the Stormwind troop and Hunters were charged by Thulls and Depth Horrors respectively. The giants screened by a Thull Mythican and the remaining tidal swarm pushed up in the centre of the board.

The remaining units hung back ready to counter my assaults next turn. Shooting saw Eckter target the Quicksilver Regiment causing a 4 wounds and only just missing out on wavering them.

In combat the Depth Horrors hindered by a pond were only able to waver the Hunters but despite little damage from the Thulls the Stormwind troop lost their nerve and fled the field.

Elves Turn 2

I now had charges available to me. We were using the optional withdraw moves which meant my wavered hunters could just pull back far enough to let the Drakons charge the Depth Horrors in the front. The king went in the flank to support.

The Dragon and other Drakons went into the Thull regiment hoping to break through. Meanwhile the Palace Guard in the centre charged the blocking Mythican in front of the giants. In a gamble I decided to try and pick off Eckter my King charged in first turning Eckter’s flank to my Quicksilvers who went in hoping their lances could strike true.

Combat saw the Depth Horrors and the Mythican go down but the combination of the Dragon and Drakons could only waver the Thulls and the Cavalry only managed to waver Eckter.

Trident Realms Turn 3

The Quicksilvers cavalry were now exposed to a rear charge from the Knucker and a front from the Gigas. Ben charged his Thulls and Knucker into the Drakons who had killed the Depth Horrors and his individuals into the other Drakons and Dragon. Finally the Swarm charged the Palace Guard in the centre.

Combat was brief and bloody as the Two double charged saw the Drakons and Quicksilver Cavalry go down and a few wound distributed elsewhere.

Elves Turn 3

I’d taken some losses but was hopefully now in a good position to finish off the right flank and be in a decent position to cope with Bens troops coming in from the left.

My Drakons counter charged the Mythican with the aid of a king in the rear. Hopefully I would rout him and then get an overrun into the Thulls flank. The Stormwind flanked the Knucker on the right with the hunters going in the front. The Dragon went into the front of the Thull regiment he had wavered last turn. Finally my King on the left charged a Giant as I didn’t want anything in charge range of Eckter and the Gigas as both were stuck on half move due to sitting on the fence.

Combat went well for the Elves, the Mythican was demolished by the Drakons who swung like a wrecking ball into the Thulls’ flank breaking them as well. The Dragon took down the other Thulls whilst the Stormwind skewered the Knucker. The Palace Guard also finished off the Tidal Swarm whilst the King got lucky and did 3 damage on the giant (reduced to 2 after Iron Resolve).

Ben’s Giants were about to come in but it has definitely been a good turn for the Elves.

Trident Realms Turn 4

Ben needed to do some big damage this turn, so praying to the Dice Gods for some high rolls on his 2d6 extra attacks (d6 normal plus d6 slayer) his Giants charged the Dragon and Drakons. The Palace Guard in the centre had left their flank exposed to the Knucker in order to face the giants so Ben took the opportunity to build up some damage on them. Other movement saw the Naiad Centurion move to block the other Palace Guard from retaliating vs the Giants and his left flank starting moving round to the centre.

Combat started ok for Ben as the Knucker landed 7 damage on the flank of the Palace Guard. It went down hill from their, however, as the Giants failed to even waver either of their targets (an awful roll saw only two damage added to the already weakened Drakons). The giants were now in a lot of trouble and if they went down Ben be in a tight spot.

Elves Turn 4

With the Giants pinned the Elves gleefully charged (they were definitely singing as they went in). The Dragon was able to use a withdrawal move to charge the flank of the Giant that was facing the Drakons this would be a dicey charge so I sent both kings in to support. The giant that charged the Dragon had its rear exposed to the Palace Guard so I took that opportunity.

The Naiad Centurion was annoying but there wasn’t much choice in what to do so I charged in the Palace Guard hoping to get a bit lucky and maybe take him off or at least waver him. The other units repositioned hoping to cover any potential threats.

Combat saw both giants easily vanquished. The Centurion, however, was only wavered after the Palace Guard only landed 5 damage but at least this prevented him from targeting my damaged units.

Trident Realms Turn 5

Ben’s turn started well for me as he only regenerated 1 of the 5 damage on the centurion giving me a good chance of finishing him off next turn.

Eckter managed to waver the Dragon with his windblast and the Knucker caused a few wounds on the Palace guard. The Gigas moved into position for next turn.

Elves Turn 5

Ben’s Gigas were finally in the game so I decided to throw the injured Drakons into one unit to either make them an easy kill next turn or maybe even get lucky as they were out of inspire range.

The Stormwind Cavalry went into the wavered Cebturion’s flank along with the Palace Guard in the front. One King charged the flank of the Knucker along with the Palace Guard whilst the other moved to block the Gigas from charging (assuming the Drakons didn’t kill the Gigas).

Combat saw the Palace Guard hordes break the Knucker and Centurion whilst a good roll also saw the Drakons rout the Gigas as well.

At this point the game was up and Ben conceded.

Conclusions and Jubilations:

This was my second game (first one didn’t last long) with this list and I am really bored of it. All you do is charge and do combat reforms there are very few decisions to make especially when facing more numerous drops in deployment (meaning I deployed in a fairly pre ordained fashion to maintain flexibility). You’re just pushing stuff forwards and trading units. I badly miss the varied options a balanced list gives me.

Tactically I was able to keep Ben’s left side held back, in particular one of his Gigas was stuck on a fence for several turns. This meant I could bring my army to bear on his right flank clearing it entirely for the loss of a Cav troop and a Drakon Horde. From that point it should have been a matter of trading units but then Ben got unlucky with his giants not killing anything.

The Elven speed allowed me to take advantage of Ben spreading his forces out letting me choose my battles. With longer charge ranges I was able to threaten him with a lot more units at any one time. Anyway I thought something different might be of interest hope you enjoyed it.

7 Likes

Your battle reports are always a good read though i must admit i also like the narratives you throw in there.

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Finally caught up!
Thanks for sharing and I must say that I missed the narrative too.

Thank you.

Can I ask a question, do the pictures still show fully for you in the post or do you need to click on them to see the full picture?

My phone has started only showing a limited view that I then have to click on which rather ruins the report imo by not having words and pictures together. It’s rather put me off writing more which isa shame because my most recent game would make for a cracking report.

2 Likes

Hi Paul,

I miss reading your reports so please, do not feel disheartened by the limitations of the technology!

Cheers!

1 Like

I can see the whole picture on my phone, but usually click on them to zoom in a bit anyway.

Battle Report 18

2300pts vs : Trident Realms

Narrative Intro:

The early morning sun streamed through the trees of the forest reflecting off the brilliant white coat of the unicorn Raina. By her side was the young elven mage Aeneas. A fey individual Aeneas spent most of his time outside of the city of Bel-Valdar usually only entering to confer and study with the city’s elderly Loremaster Eldroth.

Communing with Raina the two friends walked along the edge of the forest overlooking the coastline of the Alaitoc Sea. Suddenly Aeneas’ keen perception heard noises from the cliffs. Leaping upon Raina’s back he drew his sword Yandroth, a gift from King Paweldran himself and went to investigate. Reaching the edge of the cliffs Aeneas saw the dreaded Thulls scaling the cliff face. He knew many protective wards were located along the coastline to aid the trading ships from Bel-Valdar’s port. The vile sea creatures goal to disrupt these was clear. Swinging Raina round he galloped off towards the city knowing his presence in the defending army would be required.

Game Intro and Lists:

Real life meant gaming was put on pause for a few months as other priorities needed attending to. My regular opponent Ben was also rusty but had just entered an online tournament and was keen to get some practice so now available I gleefully obliged.

Elf List:

Mage (Alenui): Inspiring Talisman, Bane Chant, Lightning Bolt: 135pts
Mage (Aeneas): Lightning Bolt, Conjurers Staff, Host of the Shadow Beast (2): 145pts
King (King Paweldran): Horse, Shardblade, Blade of the Beast Slayer: 170pts
Drakon Lord (Amarynth): Mace of Crushing: 165pts
Chariot Noble (Feanor): 100pts

Spearmen Horde: Brew of Strength: 270pts
Palace Guard Horde: Staying Stone: 270pts
Quicksilver Regiment: Jesse’s Boots: 250pts
Stormwind Regiment: Brutal: 220pts
Seaguard Regiment: 150pts
Silverbreeze Troop:: 115pts
Silverbreeze Troop: 115pts
Forest Guard: Skirmisher Boots: 115pts
Bolt Thrower: 80pts

2300pts

In one of my last games before taking a break I’d been rather taken with one of my opponents units, a unicorn with Host of the Shadow Beast (Game 16 on the blog). I’d tried the previous iteration and found it lacking but post the Big Red book the spell had been made much more flexible as it added a set of attacks rather than boosting the targets own abilities. This meant a mage could cast it on themselves or on another individual.

My physical army is based around 4th/5th Ed Warhammer High Elves so I’m always mindful of chances to include iconic elements in my list. A mage mounted on a unicorn is one such unit. By shuffling a few items from Game 16 list I managed to find a few points and the dignified strolling of Loremaster Eldroth was replaced with the exuberant galloping of the young prodigy Aeneas.

  • Trident Realms List:*

Eckter: 165pts
Naiad Centurion: Trident, Scout: 170pts
Thull Mythican: Torc of Dissonance: 90pts

Giga Horde: 205pts
Giga Horde: Staying Stone: 210pts
Giga Horde: Fury: 220pts
Knucker: 150pts
Knucker: 150pts
Coral Giant: 215pts
Coral Giant: 215pts
Tidal Swarm: 70pts

Hidden Ones Formation (Pathfinder):
Thull Mythican: TC 1 Aura, Gnome Glass Shield: 100pts
Thull Regiment: 170pts
Thull Regiment: 170pts

2300pts

Ben has kindly provided us with his initial thoughts on the game:

So another day another game against the elves! As you probably know reading this blog Paul and I play a lot. The ‘Red’ era army is great fun to play against. I feel it’s a nicely balanced list and a has a touch of nostalgia.

Facing the elves is always a tough game for the trident realms because as the old saying goes ‘how do you kill a fish? Shoot it’! The list I’d taken is the one I’ve been running for a while. 14 drops, with 4 characters, 4 monsters and 3 giggas for the defence. I like the list as it tends to have answers for most things and now I’ve included the Naiad Centurion with the trident of the drowned sea and boots of seven leagues I have something that can shoot in the first turn.

The basic plan when facing Paul’s list was to get at his shooting to disable it and then hope my big hitters can take him off before he gets me.

We were playing salt the earth which is a great scenario. The main plan for me with this scenario is to try and deploy in such a way as to dominate one side. Then kill the tokens on the weaker side, stranding his army whilst the bulk of my force mop up and take control of the ‘live side’.

When playing elves I find taking first turn is usually a big help as it limits the shooting damage I take however going second in this scenario can be a real advantage. I think I’ll go first if I get the chance but we’ll just to have to wait and see what the dice gods decide.

Deployment and Scenario

The tournament would be using a fixed map and scenario each round so we would be playing Salt the Earth. We spread the tokens fairly evenly across the board but Ben having the final placement allowed him to weight them towards the left.


I won the roll for sides choosing south to avoid having the big wood in the centre of my lines. Deployment saw us both favour opposite flanks with Ben looking to concentrate on the bulk of the tokens on the left whilst I tried to capitalise on the space this gave me on the right before swinging round to the right side’s tokens late game. I won the roll for first turn and took it, keen to secure the right flank before Ben could bring his forces to bear on the left.

Elf Turn 1


Most of the elves advanced cautiously to bring their shooting into range with the exception of the Amarynth (Drakon Lord) and the Forest Guard who pushed up on the far right offering some charges to Ben opening up the opportunity for me to counter or to get behind him if he declined the opportunity.

As per the ancient tradition arrows and lightning descended upon the Trident lines causing a smattering of damage across the army. Importantly Alenui’s lightning bolt removed the Gnome Glass Shield from the Thull Mythican which can create a real headache in key moments.

Trident Turn 1


Enraged by the loss of his favourite toy (and dreading the journey to the Gnome village to get it fixed) the Mythican on the right wildly charged at Amarynth tentacles flailing. The Knucker, however, declined the opportunity to face the Elven Lord in battle and slinked away along with the craven Coral Giant pausing only to destroy the objective marker and deny it to the Elves.

Most of the remaining units advanced slowly keen not to face the Elves piecemeal. The Naiad Centurion confident in it’s ceremonial armour and natural regenerative abilities was the exception boldly taking position on the hill in front of the Elven lines challenging any who would dare face him.

Elf Turn 2


On the right flank the forest guard careened through the wood into the flank of the Mythican engaged with Lord Amarynth. The remaining units moved up to offer charges to the Knucker to draw it out. The remaining Elven line pulled back hoping to buy more time for the right to swing round and shooting to thin the fishmen’s ranks.

Aeneas and Feanor (unicorn mage and chariot) disposed of the tidal swarm on the left. A little damage was added in the centre and the Knucker on the left took the brunt of the Seaguard and Silverbreeze’s attention. In combat the Mythican was swept away by the angry woodsmen.

Trident Turn 2


On the left Eckter moved to block the gap between the building and board edge with units arrayed behind him ready to respond to any Elves who would inevitably get stuck fighting him. In the centre a Thull regiment was so infuriated by sight of the Elves they bolted out of the woods straining every sinew to reach the Elven Spears (rolled a 3 for wild charge). Meanwhile the Silverbreeze were accosted by the Naiad Centurion charging off the hill.

On the right the Knucker decided to charge the Quicksilver Cavalry out of it’s varied options and the Giant spun to face the threat of Amarynth and the Forest Guard. Combat saw decent damage on the Silverbreeze, Spears and Quicksilvers but all easily held their nerve.

Elf Turn 3


On the right spying the flank of the Knucker engaged with the Elven knights the Seaguard lowered their spears and charged off the hill. At the same time the Silverbreeze positioned themselves to block the Coral Giant whilst the Forest Guard and Drakon Lord moved up behind the light cavalry.

In the centre the Spears and Silverbreeze countercharged. With Eckter looming on the right I moved most of my units round to face the centre. King Paweldran drew his sword and charged into the flank of the Mythican hoping for a bit lucky nerve roll to waver or even rout him and overrun into the injured Gigas flank. Feanor drove his chariot into Eckter to cut off his line of sight and slow up the other units coming round the flank.

Aeneas chanted the sacred words channelling his innate abilities through the Staff of Oroldreth a dark shadow emerged behind King Paweldran. Alas a moment’s hesitation broke Aeneas’ concentration and the mystical shadow fled the mortal realm. The rest of the shooting phase was disappointing only the bolt thrower managed to land any damage at all.

Feanor’s halberd repeatedly struck out at Eckter but the crafty old sea urchin met it each time with his spear. Paweldran also struggled, his blade Yahdra only breaking through the Mythican’s defences once. The Silverbreeze failed to land a crucial wound on the Naiad Centurion to prevent him using his Trident’s shooting attack in Ben’s turn.

Hoping for better luck in the major combats the Elven Spears drove their spears mercilessly into the Thulls, sadly many thrusts were deflected by the multitude of tentacles and the Thull were only wavered.

Grim faced the Elven knights drew their swords and carved into the Knucker unfortunately the Seaguard tripped charging down the hill into the Knuckers flank only doing limited damage crucially this made the Knucker laugh so much it forgot to run away but would instead have to spend the next turn recovering its composure (I rolled a 3 for nerve needing a 4 so had I landed just one extra wound it would have routed).

Lady Luck had not shone on me this turn and my efforts to take out Ben’s right flank quickly had possibly run into a fatal delay.

Trident Turn 3


With several units now in range Ben was keen to exploit my poor dice. The Knucker and Gigas on the left charged Feanor and his chariot whilst Eckter moved round to use his windblast. The Naiad Centurion also moved out of combat to use his Trident.

The Coral Giant charged King Paweldran (we were unsure about if this charge was legal as the building prevented the King from aligning with a wheel or pivot but on review we found that you pick up and place the individual in alignment so it was legal). The Mythican King Paweldran had been fighting decided to shut down the bolt thrower which had been irritating the Gigas.

The wavered Thulls in the centre would block the spears next turn so Ben sent the Gigas to finish off the Silverbreeze. Showing uncommon speed a Thull regiment in the Wood again rolled a 3 for wild charge allowing them to charge the Palace Guard horde (one thinks there may be berries in the wood which require PED classification). Finally the Giant on the right charged the blocking Silverbreeze.

Shooting saw the Mythican activate it’s Torc of Dissidence to prevent Aeneas from using Host of the Shadow Beast. Both Eckter and the Centurion used their attacks on the Stormwind pushing them back and disordering them.

In combats on the left Feanor having achieved his goal decided honour was satisfied and headed home. King Paweldran was knocked unconscious by the Coral Giants’s club, the bolt thrower crew remembered they’d left the oven on and the Silverbreeze decided to do some scouting further down the coast (basically a whole lot of routing).

The right fared better with average damage the Elves stationed there stood steadfast knowing winning the battle now lay solely in their hands.

Elf Turn 4


With most of my units engaged I countered both Thull Regiments with my infantry and the Knucker with my Seaguard and Knights. On the right the Silverbreeze were joined by the Forest Guard whilst Amarynth flew behind the Giant to open up options in the centre nearer the objectives. On the left the disordered Stormwind charged the Mythican hoping to pin it down or even get a lucky kill as I was short on options and becoming surrounded.

Shooting saw both mages target the flanks of the central Gigas building up more damage but falling just short of wavering it. Crucially combat saw my infantry destroy both Thull regiments and reform to protect their flanks. The right side Knucker also fell whilst the Giant only took minimal damage. On the left a decent roll was enough to waver the Mythican with my Stormwind but they remained in a precarious position.

Trident Turn 4


The Knucker on the left took advantage of the Stormwind’s open flank and charged in. Meanwhile the Centurion moved to target the mage Aeneas and Eckter ran towards the centre as fast as his little legs could take him. The Gigas on the left decided it was time to move back and take control of the objectives. (To my horror I realised my placing of the markers precisely 12 inches apart allowed the Gigas to contest two tokens at once if they turned slightly!)

In the centre the Gigas and Giant were now free to charge the spears who stoically braced themselves hoping to hold the charge until help could arrive. To the right the Giant charged the injured silverbreeze hoping to see them off and the Gigas decided to forgo charging so as not to open itself up to flank charges next turn instead moving to block my Palace Guard from charging towards the centre.

Shooting saw the Centurion’s Trident land a glancing blow on Aeneas, briefly severing his link to the winds of magic. The Giant on the right easily broke the Silverbreeze who were oddly dismayed at a huge club swipe crushing several of their comrades. On the left the Knucker was just able to waver the Stormwind leaving them in trouble next turn.

Finally in the centre the Gigas only managed a few wounds due to a fence hindering them against the spears. All hopes rested on the giant’s mighty club. Leaning back to deliver a huge swipe the Coral monstrosity lost it’s balance and very nearly fell over. A single elf unfortunately perished as it was punted as the Giant’s leg stuck out to retain its balance. Despite this barbaric action the Elves held their nerve and readied their spears to strike.

Elf Turn 5


The Elven left had largely evaporated Aeneas moved up unable to cast he hoped the Gigas would not take up position to hold both objectives next turn so that he could move to block them. The Stormwind were trapped in place by the Knucker and the Mythican.

Things were much more promising on the right. The Seaguard charged the front of the Giant whilst the Forest Guard gleefully assaulted it’s flank. The Palace Guard were able to charge down the hill into the Gigas accompanied by the knights. In the centre I decided to put both the Spears and the Drakonlord into the Gigas to ensure they perished allowing Alenui to lightning bolt the Mythican rather than use his bane chant elsewhere.

Shooting saw the Mythican fried by Alenui. The central Gigas were easily dispatched between Amarynth and the Spears whilst the Giant on the right was felled by the Elven woodsmen. In the final contest of the turn Elven Knights and Infantry crashed into the hard shells of the Gigas causing grievous damage. Despite this the Gigas held firm against all odds dashing the hopes of the Elves. (Double 1 and not quite enough damage to devastate the unit).

Trident Turn 5


Gleefully Ben set about taking advantage of the situation. The (son of unmarried crabs) Horde of Gigas charged the knights on the right whilst on the left the other unit moved to control two objective markers. In the centre the Giant charged the Spears looking for redemption, the Knucker continued its assault on the Stormwind’s flank and Eckter and the Centurion took aim at Lord Amarynth (Drakon).

Eckter and the Centurion managed to put some damage on Amarynth as well as disordering him and pushing him closer to the giant. Both units of Elven knights fled from their respective foes. At last the giant’s mighty club connected with the proud ranks of Elven spearmen scattering them to the winds.

Elf Turn 6


Things were looking desperate for the Elves. Lord Amarynth was hemmed in by the Giant with the Centurion’s trident clipping his steed Navarel’s wings so he charged the giant. Aeneas charged the Centurion hoping to shut down the Trident.

Ben had blocked the Seaguard from charging the badly damaged Gigas. Fortunately the Forest Guard could just spy the Gigas past the Seaguard and charged into the rear. This left the Palace Guard free to move towards the centre. My mage Alenui moved behind them to prevent Eckter using his windblast to push them back. My only hope was for there to be a turn 7 and Ben to leave me an opportunity.

Amarynth landed a couple of wounds on the Giant whilst the Forest Guard killed the Gigas. Aeneas calling forth the power of nature struck out at the Centurion such was the power of the blows he was left cowering from the Elven mage (wavered).

Trident Turn 6


The Giant enraged by Amarynth’s assault swept aside the Elven Lord with his club. Meanwhile Eckter assaulted Aeneas driving off the magic user. Finally the Knucker moved up to control the key objective marker. All Ben needed to do was roll for the game to end and the Elves would be soundly beaten. Lady Luck, however, had other plans and not yet satisfied ordered the show to go on.

Elf Turn 7


I had one little trick up left up my sleeve Ben hadn’t spotted in his last turn. His Giant had shuffled sideways after routing Amarynth rather than pivoting to face the Palace Guard dead on. By moving the mage Alenui to block the Palace Guard’s natural charging position I was able to move far enough to bring them into range of the key token.

The Seaguard and Forest Guard took control of the other objectives. Sadly Alenui was so focused on his positioning he failed to cast bane chant on the Palace Guard, if I could waver the giant I might just have enough nerve to survive Ben’s reprisals. It was not to be, however, and I fell short of what was needed.

(At this point I should have destroyed the objective token giving me a very good chance of a draw but I was so focused on victory the thought didn’t even enter my mind).

Trident Turn 7


Dismayed at the Elven trickery Ben threw the full force of his remaining troops into the Elven warriors denying him victory. The giant’s club rained down blows, Eckter and the Centurion stabbed until their weapons were slick with Elven blood. The Knucker lashed out again and again. Despite this onslaught there was no give in the Elven warriors who held their ground no matter the odds (Ben rolled a much needed double 1 on the first nerve check).

With that the battle was over and the Elves had won 3-2.

Narrative ending:

Alenui knelt eyes closed by the glowing orb that served as a protective ward calming the vicious waves crashing against the coastal cliffs. As he finished repairing the flows of magic, clumsily severed by the foul sea creatures before they could be driven off, he heard horses galloping. Eldroth and his fellow mages had answered his summons. The healers among them would be sorely needed as both his brothers and his colleague Aeneas all lay hurt.

Conclusions and Jubilations:

What a nail bitter! The perfect way to get back into gaming after a little break. Whilst Ben and I were both a touch rusty I think we were also pleased that we both played fairly well (although that might of just been our ineptitude cancelling each other out). I was delighted Lady Luck waited until the last possible moment to return the favour of the games’ earlier double 1.

We had very similar plans with us both weighting opposite sides, Ben to keep close to the objectives and me utilising the space that gave me to pick off his units rather than get overwhelmed by his army all at once. This is always a dangerous tactic that can leave you praying for a turn 7 (or sometimes even desperately scouring the rulebook for any mention of a turn 8!).

Despite me winning in a dominant and in no way flukey manner (Ben: cough) there were quite a few little mistakes/missed opportunities I identified looking back over the game. The first one was that I’d purposely placed all my Salt the Earth tokens within 12 inches of another one to allow my infantry hordes to more easily claim two at once. What I hadn’t considered is monstrous infantry/cavalry can also claim two at once if they turn slightly. From now on I’ll be placing tokens 13.1 inches apart.

Another point regarding objective markers is that Salt the Earth allows you to destroy markers from turn 1. I probably should have looked to destroy two or all three of the markers on the left that were near my troops immediately. My chariot and Silverbreeze could have done this easily. With the other tokens destroyed in the game this would have left only 3 tokens two of which I was in a much stronger position to control.

A big mistake was putting my King in danger by charging the Mythican. Although if everything had gone right I might have done a lot of damage lacking a 360 degree threat late game really hindered me. When I went in I wasn’t sure if the giant would be able to charge me legally or not (we’re now pretty confident it was a legal charge) but I knew there was a chance and it’s not a chance I should have taken.

I think the Spears should have counter charged the Giant rather than the Gigas turn 5 the Drakon Lord alone averages enough damage to make it a double 1 on nerve, a few wounds on the Giant or even a lucky waver could have been very helpful. Finally I should have destroyed the token my palace guard controlled turn 7 to force a draw as the Palace Guard had no business surviving in the final turn.

Ben’s Conclusions

Wow! Well that was a roller coaster ride! Well played Paul! I feel my plan was working but to be honest I got lucky with Paul’s weak shooting in turn 3 & then the knucker surviving the combo charge.

There were some good learning points. The Giant charging on the king in turn 3 needed a rules clarification but I think we got it right. I had it on turn 6 but still could have put the game out of reach if I’d pivoted my giant rather than sliding; I didn’t see Paul’s use of the mage to position the palace guard in a scoring position. Even though the double 1 cost me it probably evened out the luck up-to that point and in my opinion it’s a great rule that keeps the game interesting.

All in all it was a really fun game and in the end isn’t that the point? That’s what I tell myself anyway.