Battle Report: Dark Elves & Wood Elves

1000 Points Tournament: Regular Game 3, Season 1

Watch the full Battle Report on Bonepile Miniatures YouTube Channel

This Battle Report is part of a series of reports from a 1000 points tournament taken place at the Bonepile Miniatures Club. 6 players are competing with unique armies. This tournament is collectively considered Season 1. The Regular Season will match each of the participating 6 armies against each other once. Then a Playoffs Season will follow with a double-elimination bracket.

Tournament General Stipulations Include:

  • 1000 point armies (+5 max, -20 min.)
  • At least 50% Core units
  • Units must be the same each game, but can vary in configuration (i.e. model count, weapons, armor, magic items, command, etc.)
  • 12 Game Turns
  • 4′ x 8′ Table
  • Bonepile Miniatures Club Mixed Ruleset
  • Battle for the Pass Scenario
  • Total Regular Season points will seed the Playoffs Bracket

Regular Season Schedule

Playoffs Schedule

Teams

The Dark Elves of Beastmaster Optimus Callous

Army Backstory

Core Units

20 Bleakswords. Swords. Shields. Medium Armor. Elven Grace. Eternal Hatred. Murderous Prowess. Full Command. Champion (Muzim). 210 Points.

20 Dreadspears. Spears. Shields. Medium Armor. Elven Grace. Eternal Hatred. Murderous Prowess. Full Command. Champion (Shanga). 230 Points.

20 Darkshards. Repeater Crossbows. Hand Weapons. Medium Armor. Elven Grace. Eternal Hatred. Murderous Prowess. Full Command. Champion (Tarbo). 270 Points.

8 Dark Riders. Spears. Light Armor. Shields. Dark Steeds. Fast Cavalry. Elven Grace. Eternal Hatred. Murderous Prowess. Full Command. Champion (Sawg). 166 Points.

5 Harpies. Claws & Fangs. No Armor. Fly. Expendable. No Command. 60 Points.

Special Units

Rare Units

Heroes

Master. Optimus Callous. Army General. Sword. Biting Blade [Armor Piercing (1)]. Medium Armor. Elven Grace. Eternal Hatred. Murderous Prowess. 65 Points.

Lords

The Wood Elves of the Moonshadow Glens

Army Backstory

Core Units

15 Glade Guard. Asrai Longbows. Hand Weapons. No Armor. Asrai Archery. Elven Grace. Forest Strider. Full Command. Champion (Syke). 225 points.

10 Deepwood Scouts. Asrai Longbows. Trueflight Arrows. Hand Weapons. No Armor. Asrai Archery. Scouts. Elven Grace. Forest Strider. Champion Only (Leorn). 170 Points.

15 Eternal Guard. Saerath. Light Armor. Shields. Elven Grace. Forest Strider. Stubborn. Full Command. Champion (Val). 250 Points.

15 Dryads. Claws. No Armor. Flammable. Forest Spirit. Hatred. Tree Aspects. Champion only (No Name). 175 Points.

Special Units

Rare Units

Heroes

Glade Captain. Oakly Moonsap. Army General. Asrai Longbow. Hand Weapon. No Armor. Asrai Archery. Elven Grace. Forest Strider. 60 Points.

Spellsinger. Kijip Rumberry. Hand Weapon. Blessings of the Ancients. Elven Grace. Forest Strider. Wizard Level 2. Lore of Light. (Signature Spell, Spell 1, Spell 2). 120 Points.

Lords

Battlefield

Hills Landscape

Mysterious Terrain: 1 hill, 1 cave

Normal Terrain: 2 hills, 1 house, 1 rock formation (impassable), 2 forests, 3 fences, 2 trees, 2 bushes, 1 wooden sign, 1 pile of skulls.

Magical Terrain: None

Game Results

Dark Elves Unit Summary

Bleakswords: The Bleakswords were joined by the Elf Master during deployment. They took to the right side of their formation. They advanced down the center right near the forest containing the Deepwood Scouts. One warrior was wounded by a ranged attack from the Deepwood Scouts. But the Bleakswords focused on getting into Close Combat with the Dryads. They failed their first charge into the Dryads but succeeded the second time. The battle with the Dryads took place on a hill and spanned over 6 combat phases. They wounded 9 of the Dryads. But the Dryads ultimately prevailed. The Bleakswords withstood fear tests and break tests many times. They fought to the last elf on the hill of battle.

Dreadspears: The Dreadspears took to the center left of their formation. Around the middle of the battlefield, they became shooting targets for the Wood Elves Glade Guard and the Glade Captain. 4 Dreadpears fell in Round 5. The same occurred in Round 6. The unit panicked and fled from the fire. But they Rallied in their next turn. They charged into the Eternal Guard on their following turn. They succeeded. They killed 1 Eternal Guard, but another 7 Dreadspears fell. They failed their Break Test, and were run down and destroyed by the Eternal Guard.

Darkshards: The Darkshards started on the far right flank of the Dark Elves formation. They moved forward and then became engaged in a shooting battle with the Deepwood Scouts hiding in a forest directly ahead of them. After 4 shooting turns, the Darkshards finally sparked a Panic in the Scouts , which they failed. The Scouts ran deeper into the forest to where they could no longer be target by the Darkshards. On their next turn, the Darkshards, with only half of their starting unit strength, charged into the Dryads, right after the fall of the last Bleaksword. Their bold charge sparked Panic in the Dryads. But the Darkshards were unable to run them down. The Darkshards finished off the Dryads on their next shooting phase, including the Spellsinger. Over the next two rounds the Bleakswords were destroyed by Glade Guard. They were the last Dark Elves unit to fall.

Dark Riders: The Dark Riders took position on the far left of their formation. They made a Vanguard advance down the left flank, aiming for the Eternal Guard. They failed their first charge into the Eternal Guard, but succeeded on their second. They caused three impact wounds on the guard with their dark steeds, but failed to wound with all of their riders. The Eternal Guard cut them all down with one attack in a complete Wipeout.

Harpies: The Harpies flew behind the Dreadspears up the center left of the formation. They were targeted by the Glade Guard in round 7. The arrow attack destroyed the entire unit. The harpies never had a chance to engage in combat.

Master: The Dark Elf Master was part of the Bleakswords unit. He helped fight the unit of Dryads. The Master survived after the Dryads finished off the Bleakswords. When the Darkshards charged in, he helped send the Dryads running from the hill. After the battle with the Dryads, he was charged by the Wood Elf Glade Captain. He was wounded by the Captain who was in Frenzy mode. But, he prevailed in the next round of combat, and killed the Wood Elf Captain. Next, he was charged by the Eternal Guard, and they finally slayed him.

Dark Elves Stats

Charges [Pass/Fail]: Bleakswords [1/1]; Dreadspears [1/0]; Darkshards [1/0]; Dark Riders [1/1]; Harpies [0/0]; Master [1/1]

Shooting [Shots/Final Wounds]: Darkshards [99/13]

Combat Wounds Given [Attacks/Final Wounds/Impacts Wounds/Pursuit]: Bleakswords [36/9/0/0]; Dreadspears [13/1/0/0]; Darkshards [9/0/0/0]; Dark Riders [7/0/3/0]; Harpies [0/0/0/0]; Master [30/4/0/0]

Combat Resolution [Win/Loss/Draw]: Bleakswords [2/3/0]; Dreadspears [0/1/0]; Darkshards [1/0/0]; Dark Riders [0/0/0]; Harpies [0/0/0]; Master [3/5/0]

Wood Elves Unit Summary

Glade Guard: The Glade Guard moved up the center of the battlefield. They used their shooting attacks on the Dreadspears over two rounds with the Glade Captain and sent them running in Panic. They eliminated the entire unit of Harpies on their next round. Then they moved to assist the Dryads fighting with the Bleakswords and Darkshards on the hill. Then they used their shooting attacks on the Darkshards and finished them off over the two final rounds of the battle. The Glade Guard suffered no casualties.

Deepwood Scouts: The scouts deployed in a forest in the center of the battlefield. They eliminated one of the Bleakswords in their first shooting attack. Then they became engaged in a back and forth with the Darkshards. They eventually took too many casualties from the Darkshards and Panicked. They ran deeper into the woods for safety. They Panicked again when the Darkshards shot down the Dryads. They ran off the battlefield.

Eternal Guard: The Eternal Guard took a charge from the Dark Riders. They lost 3 Guard to Impact Hits, but were able to counter with the complete elimination of the Riders. Next they pursued the Dreadspears and were charged by them. They lost another Guard, but gave the Dreadspears another walloping, and sent them running in a Panic. They Pursued and cut them all down. They eventually came around and charged up the hill and into the Elf Master who was wounded. Their attack finished off the Master.

Dryads: The Dryads made their way to the top of a hill where they engaged in combat with the Bleakswords and the Elf Master. They eventually cut down all the Bleakswords while also taking many casualties. The Darkshards charged into them next. They Panicked but Rallied on their next turn. The Darkshards finished them off with a spray of crossbow bolts on their next turn.

Glade Captain: The Captain ran solo, but supported the Glade Guard with their attacks on the Dreadspears. Then he Charged into the Elf Master after the Dryads Fled from their Close Combat. He delivered 1 wound to the Master in their first round of combat, but was defeated by the Master in the second round.

Spellsinger: The Spellsinger joined the unit of Dryads. As they Marched down the battlefield, he attacked the Dark Riders with Shem’s Burning Gaze and caused two wounds. But this spell was cast with Irresistible Force and consequently he ended up losing memory of the spell. He also augmented the Deepwood Scouts with Pha’s Protection two times. Then he augmented his own unit with the Speed of Light spell three times. That spell was instrumental in helping the Dryads defeat the Bleakswords. The wizard never inflicted a wound in close combat. He ran from combat after the Darkshards charged into his unit of Dryads, but Rallied at their next turn. He was killed when the Darkshards fired their crossbows into them at close range.

Wood Elves Stats

Charges [Pass/Fail]: Glade Guard [0/0]; Deepwood Scouts [0/0]; Eternal Guard [1/0]; Dryads [0/0]; Glade Captain [1/0]; Spellsinger [0/0]

Spells Cast [Success/Attempts]: Spellsinger [6/8]

Favorite Spells [Successful]. Speed of Light [3]; Pha’s Protection [2]; Shem’s Burning Gaze [1]

Magic Wounds Given: Shem’s Burning Gaze [2]

Shooting [Shots/Final Wounds]: Glade Guard [80/21]; Deepwood Scouts [90/11]; Glade Captain [18/3]

Combat Wounds Given [Attacks/Final Wounds/Impacts Wounds/Pursuit]: Glade Guard [0/0/0/0]; Deepwood Scouts [0/0/0/0]; Eternal Guard [54/20/0/5]; Dryads [95/19/0/0]; Glade Captain [7/1/0/0]; Spellsinger [7/0/0/0]

Combat Resolution [Win/Loss/Draw]: Glade Guard [0/0/0]; Deepwood Scouts [0/0/0]; Eternal Guard [1/0] +2 Wipeouts; Dryads [4/3/0]; Glade Captain [1/0/0]; Spellsinger [4/3/0]

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