1000 Points Tournament: Regular Game 6, 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 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 Emerald Army of Thoth

Core Units
20 Warriors. Spears. Light Armor. Undead. Full Command. Champion (Zurg) 150 points.
20 Warriors. Hand Weapons. Light Armor. Undead. Full Command. Champion (Scar). 130 points.
10 Horsemen. Spears. Light Armor. Skeletal Steeds. Undead. Full Command. Champion (Cud). Magic Standard: Ranger Standard (+25). 195 points.
3 Chariots. Javelins. Bows. Scythes. Light Armor. Skeletal Steeds. Undead. Full Command. Champion (Rut). 183 points.
Core Total: 658 points (66%)
Special Units
None (0%)
Rare Units
1 Hierotitan. Animated Construct. Icon of Ptra. Scales of Usirian. Spirit Conduit. Undead. 175 points.
Rare Total: 175 points (17%)
Heroes
Tomb Herald. Scorpio. Army General. Hand Weapons. Extra Hand Weapon. Light Armor. Flammable. Killing Blow. Magical Attacks. Sworn Bodyguard. Undead. 62 points.
Liche Priest. Torax, the Scarab Mage. Hierophant. Hand Weapon. Undead. Level 2 Wizard, Lore of Nehekara. (Signature, Spell 1, Spell 2). Wizard Staff (+10, Allows wizard to use one more power die than normal when casting a spell). 110 points.
Heroes Total: 172 points. (17%)
Tomb Kings Army Total: 1,005 points.
The Wood Elves of the Moonshadow Glens

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.
Core Total: 820 Points (82%)
Special Units
None (0%)
Rare Units
None (0%)
Heroes
Glade Captain. Oakly Moonsap. Army General. Asrai Longbow, with Arcane Bodkins. Hand Weapon. Light Armor. Asrai Archery. Elven Grace. Forest Strider. 65 Points.
Spellsinger. Kijip Rumberry. Hand Weapon. No Armor. Blessings of the Ancients. Elven Grace. Forest Strider. Wizard Level 2. Lore of Light. (Signature Spell, Spell 1, Spell 2). 120 Points.
Heroes Total: 185 Points (18%).
Lords
None (0%)
Wood Elves Army Total: 1,005 Points
Battlefield

Snowscape Landscape
Mysterious Terrain: 1 Mysterious Forest, 1 Mysterious Hill, 2 Mysterious Fences/Walls
Normal Terrain: 1 Ice Field, 1 Normal Fence, 2 Lone Trees, 1 Wooden Sign
Magical Terrain: 1 Cluster of Bone Piles
Game Results
***Warning: Spoilers Ahead***

Final Score: Tomb Kings 695 , Wood Elves 950
Tomb Kings Unit Summary
Warriors with Spears: This unit was deployed in the center of the Tomb Kings army formation. It was joined by the Tomb Herald. It Marched up the battlefield with their Herald. They suffered a few arrow attacks but were Charged by the unit Dryads. After 5 rounds of Combat, they were victorious over the Dryads. But, the Skeletal Warriors assisted in the slaughter from the rear of the Dryads. After finishing the Dryads, they reformed and fought off the Deepwood Scouts who had Charged into the Spearmen’s rear. They caused the Scouts to Break after two rounds of Close Combat. Then they Pursued and Caught them, and cut them all down. Then they reformed and Charged into the Eternal Guard in the last round of the game. They helped cut the Eternal Guard down to decimated levels.
Warriors with Hand Weapons: The Warriors with hand weapons Marched up the battlefield to the right of the Skeletal Spearmen. They were accompanied by the Liche Priest. After the fall of the Hierotitan, they Charged into the lone Glade Captain, and cut him down in one round of Close Combat. Then they reformed and Charged into the rear of the Dryads, and helped grind the Dryads into nothing. They double-teamed with the Spearmen on the Eternal Guard and helped beat them down to the few that remained at the end of the game.
Skeletal Horsemen: The Horsemen were the Vanguard unit of Sleletons. They advanced directly down the center-left of the battlefield and were targeted repeatedly by many elves. Thanks to several regenerated wounds from the Liche Priest from some augment spells, they were able to Charge into the unit Deepwood Scouts. But after 5 rounds of Close Combat, the Scouts were able to finally destroy the Horsemen unit.
Chariots: The Skeletal Chariots advanced quickly down the army’s left flank, aiming at the Eternal Guard. They took a big blast from Shem’s Burning Gaze from the Spellsinger. But, after some augment spells and Regeneration, they plowed into the Eternal Guard, and decimated them in one turn. But, the Eternal Guard did not Break away. The Elves were able to destroy the unit of Chariots in Close Combat in a couple of rounds.
Hierotitan: The Hierotitan took the right flank of the army formation, and stayed in position with the Liche Priest during the advance down the battlefield. His Spirit Conduit ability was used to boost the Liche Priest’s casting values many times. The Hierotitan also shot a big blast of Shem’s Burning Gaze into the Dryads and killed 9 of them. But, the Monster was shot down by arrows from the units of Wood Elves in round 6. It never made it into Close Combat.
Liche Priest: The Liche Priest was deployed with the unit of Skeletal Warriors with Hand Weapons. On top of all the augment spells he cast on his units, his magic regenerated a total of 31 Undead wounds among the units. But, he took a Wound from a Miscast of Neru’s Protection Spell in round 4. The Liche Priest was also involved in Close Combat with the Dryads. But, despite being directly targeted in a few rounds, Regeneration saves kept him alive until the Dryads were destroyed. Finally, he was killed by the Eternal Guard in the final round after his unit charged into them.
Tomb Herald: The Herald was deployed with the unit of Skeletal Spearmen. After getting into Close Combat with the Dryads, the Glade Guard charged into the flank of the Skeletal Spearmen. The units worked together in round 8 to deliver two wounds to the Herald, which caused him to perish. But, not before he took a Dryad down with him.
Tomb Kings Stats
Charges [Pass/Fail]: Warrior Spearmen [1/0]; Warriors with Hand Weapons [3/0]; Horsemen [1/0]; Chariots [1/0]; Hierotitan [0/0]; Liche Priest [0/0]; Herald [0/0].
Spells Cast [Success/Attempts]: Hierotitan [1/2]; Liche Priest [13/21].
Favorite Spells: Incantation of Protection[6]; Incantation of Cursed Blades[4]; Incantation of Desert Wind[3]; Shem’s Burning Gaze[1]; Spirit Leech[0].
Magic Wounds Given: Shem’s Burning Gaze[9]; Spirit Leech[0].
Wounds Regenerated [31]; Unstable Wounds [1].
Shooting [Shots/Final Wounds]: Chariots[12/2].
Cavalry Wounds Given [Impact Hits/Impact Wounds/Mount Wounds]: Horsemen[7/1/1]; Chariots[14/9/1].
Combat Wounds Given [Attacks/Final Wounds]: Warrior Spearmen[93/12]; Warriors with Hand Weapons[49/6]; Horsemen[19/0]; Chariots[7/0]; Hierotitan[0/0]; Liche Priest[2/1]; Herald[6/1].
Combat Resolution [Win/Loss/Draw]: Warrior Spearmen[6/2/0]; Warriors with Hand Weapons[4/0/0]; Horsemen[2/2/0]; Chariots[1/1/0]; Hierotitan[0/0/0]; Liche Priest[3/0/0]; Herald[1/1/0].
Team MVP Award: The Skeleton Spearmen!
Wood Elves Unit Summary
Glade Guard: The Glade Guard were deployed in the center of the Wood Elves formation. They moved up the battlefield where they encountered the units of Skeleton Warriors and Skeletal Spearmen. They ended up taking shots at the Skeletal Horsemen, Skeletal Spearmen, and the Hierotitan. With help from the Glade Captain, they brought the Heirotitan down in the 6th round with their arrows. Later they charged into the side flank of the Skeletal Spearmen but eventually lost a break test and fled from the battle. They rallied in the next round and continued harassing skeletons with their arrows until the end of the battle. The unit suffered no casualties.
Deepwood Scouts: The Scouts were deployed in an extra Forest that the Wood Elves were able to spawn on the battlefield near the center of the table. They moved out and targeted the Vanguard unit of Horsemen advancing rapidly down the battlefield. They were eventually charged by the Horsemen. They fought with the Horsemen for 5 rounds of Close Combat, until the Scouts destroyed all the Horsemen. After that, they targeted the rear of the Skeletal Spearmen formation. They shot arrows and charged into them. But, the Spearmen prevailed after two round of Close Combat. The Scouts failed a Break Test, and Fled from the Spearmen. They were Pursued and Caught, and destroyed.
Eternal Guard: The Eternal Guard were deployed on the right flank of the Wood Elves formation. They were charged by the Tomb Kings Chariots. They suffered 9 casualties from the Chariots’ Impact Hits. But, they remained in combat with the Chariots for three rounds until they destroyed all the Chariots. They tried to move toward the Skeletal Spearmen after that. But they failed a Panic Test after the death of the Glade Captain. They rallied in the next round and eventually made it into Close Combat with the Spearmen and Warriors for the final turn. They were able to kill the Liche Priest. They finished the game with their unit decimated from all their casualties.
Dryads: The Dryads were deployed on the center-left of the Wood Elves deployment zone. They moved up the battlefield with the Glade Guard on their right, and the Glade Captain on their left. They encountered the Skeletal Warriors, Skeletal Spearmen and Hierotitan. They took 6 casualties from a blast from the Hierotitan’s Shem’s Burning Gaze. They Charged into the Skeletal Spearmen and were in Close Combat for 5 rounds. They were sandwiched by a Charge from the Skeletal Warriors in the rear. The double-team of Skeleton units ground the Dryads down to nothing.
Spellsinger: The Spellsinger was deployed on the center-right of the army formation, between the Glade Guard and Eternal Guard. He Marched up the battlefield alone and found refuge in the forest spawned by the Deepwood Scouts. From there, he unleashed his magic upon the battlefield. He attempted a total of 22 spells. He took a Wound from a spell that was Miscast. But, he never ended up in a round of Close Combat. He ended up causing 10 wounds on the Tomb Kings from his Shem’s Burning Gaze spell. He cast 11 successful augment spells on his own army.
Glade Captain: The Glade Captain deployed on the far-left end of the army formation. He Marched up the center of the battlefield and took shots with his bow at the units of Skeletons and the Hierotitan, causing 5 wounds in total. He took a Charge from the Skeleton Warriors in the 8th round and was cut down in Close Combat. He used himself as bait to draw the Skeletons away from double-teaming the Dryads. But this plan ultimately failed with his quick defeat, and the Skeleton Warriors were able to Charge the Dryads immediately afterward.
Wood Elves Stats
Charges [Pass/Fail]: Glade Guard [1/0]; Deepwood Scouts [1/0]; Eternal Guard [0/1]; Dryads [1/0]; Glade Captain [0/0]; Spellsinger [0/0]
Spells Cast [Success/Attempts]: Spellsinger [15/22]
Favorite Spells [Successful]. Pha’s Protection [6]; Speed of Light [5]; Shem’s Burning Gaze [4]
Magic Wounds Given: Shem’s Burning Gaze [10]
Shooting [Shots/Final Wounds]: Glade Guard [96/6]; Deepwood Scouts [81/13]; Glade Captain [27/5]
Combat Wounds Given [Attacks/Final Wounds]: Glade Guard [16/2]; Deepwood Scouts [57/10]; Eternal Guard [79/11]; Dryads [63/10]; Glade Captain [3/1]; Spellsinger [0/0]
Combat Resolution [Win/Loss/Draw]: Glade Guard [1/1/0]; Deepwood Scouts [2/4/0]; Eternal Guard [1/3/0]; Dryads [2/3/0]; Glade Captain [0/0/0]; Spellsinger [0/0/0]
Team and Game MVP Award: Deepwood Scouts
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