1000 Points: Regular Game 9, 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 Valorous Army of Bohemond de Bastonne

Core Units
10 Bowmen. Longbows. Hand Weapons. No armor. Peasant’s Duty. No Command. 50 points.
20 Men-at-arms. Halberds. Hand Weapons. Light Armor. Peasant’s Duty. Full Command. Champion (Brut). 130 points.
12 Knights of the Realm. Lances. Hand Weapons. Heavy Armor. Shields. Warhorses. Barding. Knight’s Vow. Blessing of the Lady. Lance Formation. Full Command. Champion (Rolerre the Half-Prince). Banner of the Eternal Flame (+10, Flaming Attacks). 328 points.
Core Total: 508 points (50%)
Special Units
6 Questing Knights. Great Weapons. Hand Weapons. Heavy Armor. Shields. Warhorses. Barding. Questing Vow. Blessing of the Lady. Lance Formation. Full Command. Champion (Jean-Luc). 192 points.
Special Total: 192 points (19%)
Rare Units
1 Grail Knight. Lance. Hand Weapon. Heavy Armor. Shield. Warhorse. Barding. Grail Vow. Blessing of the Lady. Lance Formation. Command Musician. 47 points.
Rare Total: 47 points (5%)
Heroes
Paladin Knight. Bohemond de Bastonne (not in full power). Army General. Lance. Hand Weapon. Heavy Armor. Shield. Warhorse. Barding. Grail Vow. Blessing of the Lady. Lance Formation. Obsidian Trincket (10 points, Magic Resistance). 119 points.
Paladin Knight. Jasperre, Shield of the Lake. Battle Standard Bearer (+25). Lance. Hand Weapon. Heavy Armor. Shield. Warhorse. Barding. Grail Vow. Blessing of the Lady. Lance Formation. Lucky Trincket (+5, Re-roll a single Armor Save or Ward Save). 139 points.
Heroes Total: 258 points (25%).
Lords
None (0%)
Bretonnia Army Total: 1005 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. Hand Weapons. No Armor. Asrai Archery. Scouts. Elven Grace. Forest Strider. Arcane Bodkins (+20, Armor Piercing +1). 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 (+5), with Arcane Bodkins (+2). Hand Weapon. Light Armor (+3). 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 Life. (Signature Spell, Spell 1, Spell 2). 120 Points.
Heroes Total: 185 Points (18%).
Lords
None (0%)
Wood Elves Army Total: 1005 Points
Battlefield

Mountains Landscape
Mysterious Terrain: 1 Mysterious Hill, 2 Mysterious River
Normal Terrain: 1 Ice Field, 2 Normal Fences/Walls, 2 Forests, 1 Hill, 1 River, 2 Rocks, 1 Statue, 1 Wooden Sign
Magical Terrain: Serpent Rock (The first unit making contact with the rock with a Standard gains +1 Initiative, and chooses between Immunity to Poison and Poison Attacks, effective until Unit Standard is destroyed)
Game Results
***Warning: Spoilers Ahead***

Final Score: Bretonnia 295 , Wood Elves 1,280
Bretonnia Unit Summary
Men-at-Arms. The men deployed in the center-left position and marched forward at full speed. They weaved through the wall and ice field. Then they fanned out to the left side toward the forests, intending to encounter the Dryads unit there. They were attacked by the Magical spell Awakening Wood, where they lost 2 Men from the assaulting trees. However, after the Questing Knight fled from the Eternal Guard the Men decided to change objectives and charge into the Eternal Guard. They were engaged with the Eternal Guard for two rounds of Close Combat. They caused 1 wound on the Elves, but ended up breaking and Fleeing from them after 10 Men were cut down. They were able to Flee for another turn before they were targeted by the Glade Guard. The remaining Men were all Wiped Out by a single volley of arrows.
Bowmen. The peasant Bowmen deployed on the right side between the Knights of the Realm and the Grail Knight Paladins. They Marched forward at full speed, and veered to the right side of the ice field. They intended to weaken the Shooting forces of the Wood Elves stacked up across the open field. However, as soon as they stepped into range of the Wood Elves Asrai Longbows, they were attacked with a hailstorm of arrows from the combined units and were completely Wiped Out.
Knights of the Realm. The Knights of the Realm deployed in the center of the Bretonnian formation. They weaved through the wall and ice field and swung to the left side of the battlefield. They intended on taking their unit with the Banner of the Eternal Flame directly to the flammable Dryads. Along the way they were attacked once by the Magic Spell Awakening Wood, but they received no harm. They were also shot at by the Glade Guard, suffering 1 Wound from the volley. They were Charged into the flank by the Dryads when they came close to the forest they were hiding in. They were engaged with the Dryads for 7 rounds of Close Combat. The Knights destroyed the unit of Dryads including the Spellsinger wizard. But, they lost 5 Knights in the process. Before they could finish off the Dryads, they were Charged on the flank by the Eternal Guard. They promptly finished their business with the Dryads and then performed a Combat Reform to engage the Eternal Guard. They caused no wounds on the Eternal Guard, before they were completely destroyed.
Questing Knights. The Questing Knights deployed on their army’s left flank. They moved forward toward the Mysterious Hill, intending to counter the Eternal Guard. The Eternal Guard came off the hill and Charged into the Knights. They caused 1 Wound on the Eternal Guard, but took 3 from the Elves. They broke from Close Combat and Fled, losing their Unit Standard and the Blessing of the Lady. They were able to Rally on their next turn. But, the remaining two Knights were shot down by the Deepwood Scouts.
Grail Knights. This unit consisted of the Paladin General, Paladin Battle Standard Bearer and the Grail Knight musician. They deployed on the right flank of the army formation. They moved forward and intended on distracting the Wood Elves shooting units from the other knights. However, as soon as they were in range, the combined units of Asrai Longbows were ruthless, cutting down the Musician and BSB in the first opportunity. The Paladin General tried to swing away to the left side of the battlefield. But, the arrows followed him and continued to target him until he was slain.
Bretonnia Stats
Charges [Pass/Fail]: Men-at-arms [1/0]; Bowmen [0/0]; Knights of the Realm [0/0]; Questing Knights [0/0]; Grail Knights [0/0]
Shooting [Shots/Final Wounds]: Bowmen [0/0]
Close Combat [Attacks/Final Wounds]: Men-at-arms [16/1]; Bowmen [0/0]; Knights of the Realm [58/17]; Questing Knights [4/1]; Grail Knights [0/0]
Close Resolution [Won/Lost/Draw]: Men-at-arms [0/2/0]; Bowmen [0/0/0]; Knights of the Realm [5/2/1]; Questing Knights [0/1/0]; Grail Knights [0/0/0]
The Knights of the Realm are the Team MVP!
Wood Elves Unit Summary
Glade Guard: The Glade Guard on the left flank of the Army’s formation. They moved forward and reached the largest opening of the battlefield. They combined with the Deepwood Scouts in shooting down the peasant Bowmen as soon as they stepped into range. They shot down the remaining 4 Bowmen. They did the same to the Grail Knight Paladins when they fatally teased the limits of their range. They caused 1 Wound on the Paladin General. They also shot a volley toward the Knights of the Realm and inflicted 1 Wound on their unit.
Deepwood Scouts: The Scouts were deployed in an extra Forest that the Wood Elves were able to spawn on the battlefield near the center-left of the table, beyond the normal river. They waited in the Forest until Bretonnian targets arrived within range of their Asrai Longbows. The peasant Bowmen were the first victims, losing 6 wounds to the Scouts. The Grail Knight Paladins were the next Bretonnians to tempt fate. They caused 2 Wounds on them, taking down the Musician. The Deepwood Scouts also Wiped Out the last two Questing Knights after they Rallied from Fleeing from the Eternal Guard. Then they targeted the remaining Men-at-arms who were Fleeing from the Eternal Guard, causing 9 wounds on them, and Wiping Out the unit.
Eternal Guard: The Eternal Guard were deployed in the center of the formation. They moved into contact with Serpent Rock, and gained a +1 Initiative Bonus, and Poison Attacks for the rest of the game. Next they encountered the Mysterious Hill, which turned out to be a Hill of Plagues. This hill does not allow for any unit in contact with the hill to use any Armor Saves or Ward Saves. As soon as the Questing Knights were within range, the Eternal Guard charged off the hill and into the knights. They lost 1 Elf Wound from a Dangerous Terrain test while Charging over some cliffs on the hill. However, the Wound was Regenerated due to a nearby successful Lore of Life spell nearby, from the Lore Attribute. They lost 1 Elf in Close Combat with the Questing Knights, but cut down 3 knights. The Knights broke from Close Combat and Fled, but the Elves did not Pursue. They were immediately Charged by the Men-at-Arms on their next turn. The Men wounded 1 Elf, but the Eternal Guard Wounded 10 Men in two rounds of Close Combat. The Men broke and Fled after the second round of Close Combat. The Eternal Guard tried to Pursue, but came up short. Next, they moved to double-team the Knights of the Realm with the Dryads. They arrived a little too late for the survival of the Dryads. But, they destroyed the rest of the Knights shortly thereafter. They caused a total of 6 Wounds on the Knights of the Realm.
Dryads: The Dryads were deployed on the right side of the formation. They swiftly moved forward through the first Forest and then waited in Ambush inside the second Forest. When the Knights of the Realm were within Charge distance, they sprung from the woods and attacked the Knights of the Realm on their Flank. They were engaged with the knights for 7 rounds of Close Combat before they were all cut down. They inflicted 5 Wounds on the knights.
Spellsinger: The Spellsinger was deployed with Dryads unit. While waiting in Ambush in the second Forest, he attempted and Cast 4 spells. He cast Awakening Wood twice–once on the Men-at-Arms, causing 2 Wounds on them, and once on the Knights of the Realm, causing no Wounds on them. He cast the Flesh to Stone spell twice–once on the Dryads unit, and once on the Eternal Guard unit. One Wound was Regenerated in the nearby Eternal Guard unit due to one of these attempts. He was engaged in 5 rounds of Close Combat with the Knights of the Realm. He never landed a Hit against his opponents. The Spellsinger lost both of his Wounds from Bretonnian Warhorses in Close Combat with the Knights of the Realm.
Glade Captain: The Glade Captain deployed on the far-left end of the army formation, but within inches of the Glade Guard unit. He moved forward in tandem with the Glade Guard. He helped rain arrows on the Bretonnians along with the Glade Guard and Deepwood Scouts, setting up between the units. The Captains arrows were responsible for inflicting both Wounds on the Battle Standard Bearer. Another long range volley inflicted the last Wound on the Paladin General. Effectively, he eliminated both Paladins.
Wood Elves Stats
Charges [Pass/Fail]: Glade Guard [0/0]; Deepwood Scouts [0/0]; Eternal Guard [2/0]; Dryads [1/0]; Glade Captain [0/0]; Spellsinger [1/0]
Spells Cast [Success/Attempts]: Spellsinger [4/4]
Magic Wounds [Cast/Wounds/Regeneration]: Earth Blood [0/0/0]; Awakening Wood [2/2/0]; Flesh to Stone [2/0/1];
Shooting [Shots/Final Wounds]: Glade Guard [60/6]; Deepwood Scouts [80/19]; Glade Captain [12/3]
Combat Wounds Given [Attacks/Final Wounds]: Glade Guard [0/0]; Deepwood Scouts [0/0]; Eternal Guard [109/19]; Dryads [106/5]; Glade Captain [0/0]; Spellsinger [4/0]
Combat Resolution [Win/Loss/Draw]: Glade Guard [0/0/0]; Deepwood Scouts [0/0/0]; Eternal Guard [4/0/1]; Dryads [1/5/0]; Glade Captain [0/0/0]; Spellsinger [1/4/0]
Team and Game MVP Award: Eternal Guard
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