Tuesday, 31 December 2013

Happy New Years!

New Years is the only night that all five of the guys have been able to hang out all together. Tonight, we're throwing down in some Kill Teams - let's have a look at the contenders.


I the Lord and Darkster have given this opportunity to my long trusted  Chaos Lieutenant. He used to be a HQ choice but got demoted a few years ago - now he's the perfect sub-commander. The faithful Swamp King, birthed years ago in the dark fens of Khal-Zadoor, serves as a brutal shock trooper, and his be-tentacled locomotion has never failed to terrify my foes. My Lieutenant's lackeys have fought alongside my veterans in many battles but for this tournament I decided they needed special treatmeant:


Chaos Space Marine Squad...112
Veterans of the Long War
2x Extra Weapons
Champion with Mutation, Power Sword, Combi Bolter

Chaos Cultists...58
Shotgun Autogun, flamer
Spawn... 30





Jakey Jakers is playing a Guard platoon as his strike force.

Wooster is playing a Necron killteam with immortals, warriors and a wraith.

"I started necrons for the wraith model. Then I saw they were $25 bucks each and didn't acquire a proper sized squad until recently. Got them painted up quick and now they feature prominently in in every list. This kill team started out with a couple swarms of scarabs but after under performing in the prep games I switched them out for my tranquilizing wraith. The immortals are a faithful unit and form the core of the killteam, putting out S5 rapid fires and power armour to boot!" -Wooster Shooster's pregame thoughts

Jeddykins is playing his Ravenwing Bike squadron

Molgrimmarr is playing a Tau rapid instertion force

Round 1: Darkster vs Wooster Shooster
We rolled Scary shit for our mission, meaning that we would be fighting over five guardsmen. However, the objectives were left in the dust as both teams quickly moved in for the killing strike.
Darkster's cultists rolled poorly for movement through cover in the first few turns, leaving the marines on the left flank exposed to a wraith charge. A lucky double rending roll for the spectral slicer killed both of the lieutenant's bodyguards, with the lieutenant himself failing his single saving throw. The wraith died itself in turn to the combined charge of the last marine and all of the cultists. The spawn smashed into the warriors but both sides rolled poorly and they fought to a standstill over the course of three turns. The remaining cultists rushed forwards, eager to charge and stop the withering firestorm, but were gunned down by the horrifying strength 5 guns of the Immortals. Pistols and a single flamer were not enough to fight back, and the few remaining cultists fled the battle. With that Darkster surrendered. First game to the Necrons!

Jakey Jakers vs Molgrimmarr.
Molgrimmarr surrendered.

Round 2:

Round 3: Jakey Jakers vs Dakster
The platoon deployed in two sections, with one opposing the spawn and the other the Chaos infantry block. The spawn quickly made it into combat and tied down about half the guardsmen for a few turns, before the unfortunate man-soldiers failed a break test

Well be adding more as the night goes on.

Round 5: We got pretty drunk and forgot to get around to this but going into the last round Wooster, Heir Darks, and Jed are at 2-1, playing for the win essentially. Both tables roll cash grab. WHAT THE FUUUCK!

Thursday, 26 December 2013

Ahh Christmas

Merry Christmas Everybody! 
Our family has a Christmas scratch card traidition and I should have won a lot of money this year. Har Har Har. But more seriously, I need to talk about wargaming. I have finished a few more High Elves, and a couple of the unit fillers that I'm gonna put behind my goddamn flag so things can actually rank up. I think I wanna play these guys in two 6x4 units. This will give me 18 guys shooting (3 ranks of 6) and 24 guys defending (unless they're gunned down). This will give me 636 points of core in my 2400 point list. The rest of my army will consist of Phoenix Guard of varying Phoenixeyness. Look on the Warhammer Army Lists page to see the whole list.
Furthermore, I got an engraving tool for Christmas so I decided to try something new with the plain shields. The engraving tool is on the left there. I did one guy where I tried to engrave a dragon and water into his shield to match the other seaguard. It turned out okay, but only from a distance. I decided to just carve in the water and paint on some variety of dragon. The dude-bro with the carved dragon is below.
Pretty cool from a distance, eh? Well here he is close up.
Not quite as cool. It doesn't help that he is almost entirely unpainted otherwise. The picture also kinda sucks up the depth of the engraving.

On a less wargamey topic, I built a sweet snow fort of doom. I call it Fort Jedsworth, I built it around our backyard fire pit so I have a sweet warm fortress from which one can laugh at the proletariat. 
The walls of the citadel are about 4 feet high, with the exterior wall at 2 feet high.
Its got chairs, a wooden door, and a covered bar for your vodka.

It snowed again today so I had an opportunity to make it even more spectacular. I really want to have a sweet fire here on new years.

Lastly, I wanted to link to this comic, but couldn't find any justification.

Sunday, 22 December 2013

Painting High Elves

I've been painting High Elves.
Yes, I know I don't post about Fantasy much, but I feel I must catch up. I painted three of my Seaguard. This is my paint scheme, white with blue and grey trim. I went with a dark grey over blue to mimic a rough sea and grey sky. My only issue is that I have two different kinds of Seaguard, the starter set models, and the spearmen models. I think I got the paint scheme fairly close. The shield is the big problem. I've done an S with a gold star. It is similar enough to the dragon and not too difficult to do. I'm open to suggestions.
They're really shitty pictures.

These are the guys from the front:
These are the guys from the back:
Here's the banner guy:

Saturday, 14 December 2013

Kill Teams Challenge

Okay you fuckers. I'm challenging Wooster Shooster, Molgrimmarr, The Darkster and Jake to the ultimate kill team extravaganza. I believe I can make a 200 point kill team that will crush any 200 point team you poo-says can bring to the table.
Here is your chance to prove me wrong. I am offering a bottle of Moet & Chandon Imperial Brut to the winner of the "Ultimate Kill Team Round Robin". I have randomly determined the order of play and have built the rules off what I have play tested with Shooster and The Darks.











Order of Play
Round followed by who's playing who.
  1. The Darkster is building the tables for Me vs. Jake and Molgrimmarr vs. Woost
  2. Woost is building the tables for The Darkster vs. Jake and Me vs. Molgrimmarr
  3. Jake is building the tables for The Darkster vs. Molgrimmarr and Me vs. Woost
  4. Me is building the tables for Molgrimmarr vs. Jake and The Darkster vs. Woost
  5. Molgrimmarr is building the tables for Me vs. The Darkster and Jake vs. Woost\

Set-Up
  1. Tables will be 4'x3' and will consist of half of the realm of battle. They are set up as one realm of battle which is then split in half.
  2. At the beginning of the round, all four players roll off The person with the highest roll picks the 3' table edge that they will be playing from. Their partner gets the side across from them. The higest roll of the other two players than picks their side.
  3. The person did not pick their side then rolls a D6 for the objective of the mission. Consult the table below.
"Fire-Teams"
  1. Units within coherency will be considered as part of a "Fire-Team" 
  2. Hits to "Fire-Teams" use the wound allocation rules for squads with any member of the "Fire-Teaam" allowed to take a "look out sir" roll of a 6+ if they are not normally entitled "look out sir".
  3. Models within a "Fire-Team" can use the highest leadership in the "Fire-Team"
  4. Shooting over 12" will be considered long range and units firing at long range will suffer a -1 to hit penalty unless they are in a "Fire-Team"
  5. Moving and shooting will be an additional -1 to hit penalty regardless of whether or not a model is in a "Fire-Team".
  6. When a "Fire-Team" suffers a hit they must immediately take a leadership test . If they fail they must "go to ground". If they pass they can still choose to go to ground.
Additional Rulez
  1. If you require a 7+ to hit, you need to roll a 6+ followed by a 4+
  2. Hot-Shot Lasguns have the "Gets Hot" special rule
  3. First Blood (the first wound caused) is + 1 Victory Point (where Victory Points apply)
  4. Killing the enemy's commander is +1 Victory Point (where Victory Points apply)
  5. If all the other players agree you pulled some sweet ass shit you get +1 Victory Point (where Victory Points apply) and the admiration of your fellow gamers.
Missions
  1. Deathmatch The Kill Teams are pitted against each other in a battle to the death. Quite simply, the last man standing wins. The person who picked sides deploys first (24" of no man's land) and goes first.
  2. VIP The Kill Teams must capture the VIP and bring him back for interrogation. Deploy a VIP model at the center of the table. In order to move the VIP roll 1D6 for each friendly model in base contact with him at the beginning of your movement phase. You can move up to the highest dice number rolled. The person who picked sides deploys first (24" of no man's land) and goes first. No model may be deployed within 18" of the VIP. 
  3. Cash Grab The Kill Teams must fight to capture as many resources as possible within the game length. The person who is not playing randomly deploys 13 markers over the 3'x4' table. Each marker is worth 1 Victory Point. A marker is picked up by a model that moves over it. When a model dies it drops its markers, leave the model knocked over to indicate where the markers are. The person with the most Victory Points at the end of the game wins. The person who picked sides deploys first (30" of no man's land) and goes first. The game uses the random game length rules.
  4. Scary Shit The Kill Teams must fight to capture some scary shit at the center of the board and those who discovered it. Place a suitable objective at the center of the board. This objective will be worth 5 points. Place 5 terrified guardsmen around the objective. These guardsmen are worth 3 point to the team that has captured them at the end of the game or 1 point for the person who killed them during the game. Terrified guardsmen move D6 in a random direction between each player turn unless within 2" of a controlled model. If they are within 2" of a model, the player who is control of that model controls them. Controlled guardsmen move normally but may not shoot and will become terrified if the model controlling them gets into assault. The person with the most Victory Points at the end of the game wins. The person who picked sides deploys first (30" of no man's land) and goes first. The game uses the random game length rules.
  5. Strewn Wreckage A ship has broken up and strewn classified data over the area, the kill teams must fight to capture it. The person not playing places 5 objectives randomly over the board. Each objective is worth 3 Victory Points. The person with the most Victory Points at the end of the game wins. The person who picked sides deploys first (30" of no man's land) and goes first. The game uses the random game length rules.
  6. Chaos Reigns All hell has broken loose. The Kill Teams must fight for as many objectives as they can. Use the objectives from missions 3,4 and 5.  The person with the most Victory Points at the end of the game wins. The person who picked sides deploys first (30" of no man's land) and goes first. The game uses the random game length rules.
So there's everything. Post your comments and if I feel they are valid I'll update the rules. We'll post the results when it happens.

Tuesday, 10 December 2013

New Terrain and Northern Alberta

For the last few days I've been visiting my grandparents in Athabasca. It's about 2 hours North of Edmonton. For those who are ignorant enough not to know where Edmonton is, it's pretty far north, but not super far north. It's about -22 outside with a shit load of snow. I've been snowmobiling and shooting and freezing my ass off. Just so everyone knows I really like the word "snowmobile" because of the suffix "mobile" that I feel should be added to everything that moves. I mean, what sounds more awesome "hovercraft" or "hovermobile"? Hovermobile. Clearly.
Enough of my crazy rant. I'm writing this post to tell everyone about Game Craft Miniatures. They do 15mm MDF (hardboard) buildings that seem too good to be true. They also do some other shit, but nothing excites me like little buildings (am I a weirdo? probably.)

Picture of School Building - 15MMDF055
They require some assembly, but so do most miniatures. I got a factory, a school and a few ruined buildings. The biggest benefit of these things is their price.







Picture of Factory - 15MMDF111
The factory you see cost $13. In total I spent $50 to get a full city in 15mm. They're not the best when it comes to detail, and I'm gonna have to spend a bunch of time painting but 50 bucks to fill a city is unbeatable.









Picture of Ruined City Building 3 - 15MMDF003
I don't know how effective textured sprays are, but if I can find a good grey with a concrete texture that'll be the base. When it comes to WW2 I think it's important for the scenery to be as dreary as possible.

I'll post a thorough review when their in my hands, and maybe a city battle report. I just wanted to post 'cause I'm damn excited.


Lastly, how to you end blog posts? Are you supposed to say goodbye or some shit? 

Monday, 9 December 2013

Late-War German Armour Painting and Plastic Soldier Company Review

In this post I'll go through the steps I use to paint my late-war German 3-colour scheme. I think it produces decent looking soft-edged camo without needing an airbrush or taking too much time. The model in question is a Plastic Soldier Company Panther tank, and as I've got some of their kits I'll also do a short review of their models at the end.
Hunting pals. This picture does not adequately dwarf the Puma...it's more like a hunter's dog beside that.

Tuesday, 3 December 2013

Königstiger Schwere Panzerkompanie

Recently I purchased enough Königstigers to fill a Company. I still need some support elements But I think my 2000 point Coy will be as follows:

Confident    Veteran  
Schwere Panzerkompanie
Heavy Tank Company
German Late-War
Tank Company
PlatoonQtyUnitPoints
Headquarters
Schwere Panzerkompanie HQ p.71
2Königstiger (Henschel)695
Combat Platoons
Schwere Panzer Platoon p.71
1Königstiger (Henschel)345
Schwere Panzer Platoon p.71
1Königstiger (Henschel)345
Weapons Platoons
Panzer Pioneer Platoon p.74
1
1
2
2
Cmd Pioneer MG team
Schwimmwagen
Pioneer MG team
Opel Maultier
100
Panzer Anti-aircraft Gun Platoon p.75
3Wirbelwind (Quad 2cm)165
Panzer Scout Platoon p.75
1
2
Cmd Motorcycle MG team
Motorcycle MG team
110
Divisional Support Platoons
Armoured Artillery Battery p.168
1
1
1
1
3
1
1
1
Cmd SMG team
Staff team
Kfz 15 field car
Kfz 68 radio truck
Wespe
Sd Kfz 9
Observer Rifle team
Sd Kfz 250
240
Company Points:2000

It's not the most competitive list, but it'll look so cool.The idea is that almost everything is armored enough to make the opponents force useless. I'm either gonna mount the pioneers on my Wirbelwinds or my Königstigers. The biggest problem I can foresee is my Wespes are vulnerable to counter battery fire. Those motorcycles can be replaced with Kubelwagons (Jeeps) for free as they have the same rules, so I'll be using captured American Jeeps in my force.

Here are some pictures of the force so far:
These are the Wirbelwinds. They'll get used mostly against Infantry as they'll be guarding my Tigers.
The models are form Forged in Battle. They're a lot cheaper than Flames of War, but they have bases, which is kind lame.
Since I have six King Tigers I can play about 2100 points of Tigers alone. They are an insane 345 points each.

I'll probably borrow some of Molgrimmar's models if I want to play before my pioneers come in. On the other hand, he can borrow a Tiger or two if he wants.

And thanks to www.EasyArmy.com for the list maker.

Saturday, 30 November 2013

Steamy T

I recently acquired a new T-shirt. Designed by Sam Logan, creator of my favorite web comic Sam and Fuzzy, it reflects my views on steam power very well. I purchased it at Topotoco and I was very pleased with how quickly it shipped.
I'm wearing it to American Thanksgiving. I know American thanksgiving is an orgy of excess designed by none other than the god of pleasure and us Canadians must resist the urge to debase ourselves in such a way, but I've got family who are American and I feel I must support them in their descent to debauchery. 

Well I'm off, expect some actual Wargaming posts soon.

Saturday, 23 November 2013

Warriors, come out to play

I somehow managed to get rides to/from Ottawa with Jake and Jed two weekends in a row. I got in some games but apparently it's too difficult to take enough pictures. Maybe, Darko, if you have a bunch we could put them together.

It seemed like there was a lot of cool new shit all around, and I was pretty jealous. Then I manned up and bought myself a couple boxes of chaos warriors =D.

Marching the cracked, desolate earth of my thesis paper.
 12 warriors and 5 knights. The warriors only come with hand weapons but I gave them the lances from the knights to be halberds. I didn't get the battalion box since I don't need the marauders. I like the marauders but there's so much core for the warriors that 25% fills pretty easy. And instead of hounds I'm going to use these spiders that I've had forever.

Essentially the same stats, and the dogs can have poison for 1pt each anyways.
Anyone need that 40mm base?

So now I'm pretty excited for the holidays, asked for some more of this warhammer stuff for christmas, and hopefully get in plenty of games. Apocalypse is certainly not a bad idea.

I'll be building these guys while not studying, however I'm not done exams until the 16th.
poops.

Thursday, 14 November 2013

Some Flames of War and a Halloween Throwback

I finally got my shit together and decided to do some posting again. In the last month I've accomplished very little when it comes to war-gaming. I finally got all my Americans based.
As you can plainly see, I've only done the bases for the infantry and the whitewashing for the tanks but this means that when I field either my infantry company or my tank company it'll look good from a distance.

Below is a picture of LCol Abrams. Not exactly an impressive paint job, but it's a start.

I also ended up purchasing 2 Flames of War started sets for the RMC Wargames Club.

The starter sets contain a German infantry company accompanied by some StuGs and some AT guns.
As well as a British tank company accompanied by some U.S. Paratroopers.
The mini rule-books are nice to have around, but they have a pretty shitty binding. The dice and token sets are nice as well. The tokens are thick cardboard; not the most durable, but pretty good for a starter set.
The terrain the starter set comes with is kinda nifty. Once again it is just thick cardboard, but it is printed very nicely. 
The set comes with more than enough walls, buildings and forests to play the contents of the box, which would be really handy for a new player. 
They also have text on them that describes what each kind of terrain piece does. As I bought these sets to teach new players the game, this comes in really freakin' handy 
Lastly the box comes with a V1 rocket. I guess this is just for show as it is kinda big to use as an objective. I'm probably gonna steal these and turn them into Ork heavy weapons teams. The one thing I find disappointing about the starter set is the lack of bombardment templates and minefield templates. Even though we have been playing for a long time, we still just use one I cut out of clear plastic. I mean, I think I did a pretty good job, I even doodles explosions on it, but, come on, I want a blast template and I don't want to pay full price for it! But I guess I'm just demanding. 
Pictured was only the contents of one of the starter sets. If you want to see what two starter sets looks like copy the pictures yourself; I'm pretty lazy. Finally in Flames of War news: I'm starting a King Tiger company! I found some cheap ones online. I'll post some pictures when I get them.

Last but not least, here was my Halloween costume this year:
Yeap. I went as Commodore 64 Zapp Brannigan! As you can probably guess I knew all the quotes. Let me tell you that skirts are breezy to the extreme, and that it is very difficult to find gloves that go over a man's forearms.
Also, by the end of the night, neither I nor the hotel room looked that good. We had like 15-20 people in there. Shit. Show.

Sunday, 3 November 2013

Flames of War Tournament

I went to my first FloW tournament yesterday at "The Gaming Den" in London. There were eight players, three rounds with 1,750pt late war lists and no special characters seemed to be the courtesy. I wanted to bring a fully-painted list (no panthers) and I never seem to pass confident morale checks so I went with a Sperrverband from Grey Wolf. This is a Reluctant Veteran list as a Sperrverband was a blocking force formed of the hardest veterans consigned to hold back the Russians while the rest of the line fell back. These guys get cheap stuff while being veterans, have one platoon of Tank Assault 5 ersatz-pioneers, and count as fearless when assaulting tanks.

My first game was against a scary, confident-veteran American mechanized infantry list I'd played before in Waterloo. The mission was hasty attack so half platoons in reserve and I was defending.  I managed to hold one bridge quite nicely with pioneers in building but the left flank was his main attack.Two PaK40s held that side's bridge, but I put an observer in there and made that point a very smoke-able target. I held off a crazy assault with only one team and my 1st in Command remaining (who proved to be a bad-ass in assualt) and managed to pass my reluctant check there. He scooted past these and my first in command called in a heavy bombardment on his massed half tracks, ranging in on the first try, but he rolled 5 armour saves and lost none. With no reserves by third turn for me, that game was a hard loss.

Next I was up against a confident-trained Canadian tank company playing the dust-up mission (the fair-fight table quarters). His first 3 shots with stuarts managed to take out both my Pak40 AT guns in one go, which was freakish, but I mopped them up quickly with 5 panzer IVs. His shermans dicked about and slowly got popped at long range due to the veterancy of the glass-armoured panzers. Both of our corner-suprise reserves whiffed incredibly: my 3 StuGs missed all their 3+ shots on sherman asses and then bogged/burnt/fled. His M10 tank destroyers got one panzer IV and the remaining four sat and wasted them handily. It was a long and grinding game but my second infantry assault succeeded with two platoons to push him back and I got a narrow victory.

Third game was intense, fast, and fun. Up against 20 T-34/85s and 5 SU-100s (which are god-damn horrifying at AT16 and front armour 9). My pioneers began hopping up a string of central buildings while my PaK40s hid in some hedges. With the help of heavy artillery these guns brought down their 10 T-34/85s and left the road mostly clear for my StuGs to flank up an objective. I was feeling good, his other tank platoon bearing down on the objective needed to pass the pioneers in buildings. Smoked the tanks, noted the Sperr-pioneers' fearlessness in assaulting tanks, and rolled a 2. And repeated next turn down to the same roll, also a 2. As I cursed the uselessness of these supposed 'fearless tank-hunters', he quickly scooted onto the objective a turn before the StuGs could reach theirs and won a fun and narrow game.

That's quite the wall of text...haven't painted much over midterms but some sexy vermacht-vomit-vehiculars are ready for camouflage and detail painting:
Brummbar and some 8-rads. That back bastard needs a highlight.

The turret-men were spare tank commanders given  greenstuff torsos.

Thursday, 24 October 2013

Dark Elves

A couple weeks ago the new Dark Elves were released, and I've played a few games with it. With that freshness in mind, like to share my thoughts on the changes and then put together a list!

Lord Balewind & Co. advances at the head of his army for what will probably be the
last time in a long time. Given that his precious Executioner's axe was confiscated by
the state, I can't see him being that useful on foot. 

A Skirmish and A Battle

A week or so ago I played a small game of Fantasy against a friend at the local GW. For the purposes of this blog he shall be known as Lord Karathess or L.K. for short. L.K. hadn't played fantasy since 6th so this was just a refresher game and an update on the rules. I played a small force of Tomb Kings and L.K. fielded his detachment of Empire. The whoreson employee of GW was rushing us along so I only took pics of the first turn and then we had to finish quick.


As the photo evidence shows the Empire deployed on the hill in an attempt to leverage full use of the artillery advantage, which would have proved effective if the cannon hadn't exploded upon firing its first shot. With the artillery out of the picture the Tomb Kings charged in for the kill and were in the thick of a bloody combat when the invisible hand of GW taint came and declared "pack it up, the stores closing in 15 mins and I wanna go home."

When I went home for thanksgiving (canadian thanksgiving which I would like to declare as the real thanksgiving in an effort to piss off any of our american viewers, suck it) I got to play a huge fantasy battle against Darko and Wooster. We played a 4800 pt game on our realm  of battle, which proved to be dismally small for that many points. I played both my Tomb Kings and Lizardmen against Wooster's Wood Elves and Darko's Dark Elves (alliteration yay). 

I seem to have misplaced the actual list I wrote but it was something like this:
Lords
- Grand Heirophant Khatep (Lore of Nehekhara)
- Slann Mage Priest (Lore of High Magic)
-->Scroll/magic resist (1)/loremaster/lizardchannel
Heroes
- Chakax (scar vet name character)
- Gor-Rok (scar vet name character)
- Scar-vet
-->cold one/piranha blade/light armour/shield
- Tomb Prince
-->Chariot/Armour of Destiny/Great weapon
Core
- 30 x Skely Archers
- 20 x Saurus
- 24 x Skink cohort
--> 3 x Kroxigor
- 7 x Skely Chariots
--> Banner of Swiftness
Special
- 30 x Temple Guard (horde)
--> Jaguar Standard
- 20 x Tomb Guard
-->Banner of the Undying Legion
- 7 x Cold One Riders
- 3 x Necropolis Knights
- 2 x Khemrian Warsphinx
- 2 x Tomb Scorpion (proxy)
Rare
- Casket of Souls

I leave it to Darko and Wooster to add their lists if they so choose.

At the start of the battle I felt I had the upper hand as the elves had precious few combat blocks and I had stretched my battle line across the entire table with very few holes. But as the game progress it became abundantly clear that I had underestimated a key factor that my opponents were counting on for victory.....Darko's witchery.

Prior to deployment Darko and Wooster spend a mind numbing amount of time debating spells as I declared that both my casters were in fact loremasters.

As the deployment phase began, I soon realized I wouldn't have a chance to counter deploy anything as my entire army was almost down and they had maybe one non-chaff unit on the table. This isn't a foreign concept for me but in this instance it was exaggerated as I had less than half the number of units that were arrayed against me.

I won the roll for first turn, a rare sight for me, and advanced across the board. I needed to cross the open ground as quickly as possible to negate their shooting. The first signs of witchery came in the magic phase when my slann rolled irresistible force on arcane unforging (on 4 dice I rolled 1-6-6-6) and exploded killing 6-8 temple guard, drained the power pool, and to top it off rolled a 1 and failed to destroy the magic item. After losing power dice I believe I threw the rest at the casket which was dispelled but I may be forgetting something. I don't recall anything significant happening in the shooting phase.

In the bottom of turn two, the elves advanced a marginal amount in an effort to reorganize their line and leverage their shooting advantage. I don't recall anything particularly exciting happening apart from some shooting related deaths on my side. (Note for the elves, feel free to edit and correct me if I'm forgetting something important)

At the top of turn two I made my first charge, my Temple Guard had been secreting the Jaguar Standard which gives them swiftstride. The temple guard leaped across no-mans land and crashed into Wooster's tree ogres, surprising to say the least. The rest of my units advanced except the chariots as they were in danger of a flank charge. I also brought on my two units of deep strikers (entombed beneath the sands) a group of 3 necropolis knights and 1 tomb scorpion, they surfaced behind the tower in the middle of a bunch of chaff. 
The second sign of their powerful witchery came in the magic phase, I decided to start with the movement bubble for tomb kings. Khatep rolled irresistible force (on 4 dice 1-6-6-6, AGAIN FUCK), blew up some archers, and drained the power pool. I realized now that I had wasted 800 points on magic because both my wizards were incapable of doing anything except sucking Darko's large witchy member. I think I got off one other inconsequential spell that turn, but I remained stalwart as I could still rely on my hordes of elite combat blocks to butcher the puny elves. Little did I know that the full extend of the cursed witching would be revealed. I was excited to smash tree ogres in the first combat of the game, but I was about to find out that Darko's witchery extended beyond the realm of magic. My temple guard proceeded to wiff almost entirely and get thumped by the tree ogres.

The rest of the game was dominated by the elves, I managed to fail every important roll, neither of my 2 warsphinxs manage to land a single thundercrush attack (thunderstomp template style). I conceded at the end of turn 3, I'm not interested in reliving the death of my beloved army but Darko or Wooster may be persuaded to boast their victory.

The above pictures are Wooster's Wood Elves arrayed on trays waiting to be deployed
Darko's Druchii Dark Elves
My disorganized Lizard/Skeleton horde
The elf battle line from a few perspectives
My fearsome battle line of elite combat units