This report was written by Ramongoroth and originally posted to the WotC boards. Many thanks to Ramongoroth for permission to reproduce it here!
After getting a starter and five boosters I had enough to do two 100 point CE armies. Figured I'd post a little battle I had with a friend
Army 1 (Orcs)
- Tiefling Captain (21)
- Half Orc Assassin x 2 (30)
- Orc Berserker (8)
- Orc Spearfighter x2 (10)
- Ogre (13)
- Kuo-toa x2 (10)
- Orc Archer x1 (8)
Army 2 (Drow)
- Drow Cleric of Lolth 42
- Minotaur 17
- Wolf skeleton x 3 (27)
- Worg (11)
Round 1
Both armies moved towards the center of the board.
Round 2
Combat starts to center in and around the statue room. The Orc archer has taken 2 shots to no effect. The Drow team has its Worg run up and chomps one of the spearfighters causing it to rout. The berserker returns the favor and hits the worg for 15; the worg makes its morale check. The room entrance is packed so the minotaur can't get in, so it moves up closer to the battle. The Drow player has a wolf skeleton bite the berserker and then casts a spell with the Drow Cleric of Lolth to finish it off (first blood). The orc player moves up a spearfighrter so the minotaur can't charge and moves one of the kuo-toa closer. The Drow finished his movement by moving the last two skeleons. One charges the orc next to the minotaur and bites him for 5. The orc player finishes by moving the rest of his figs closer. The two assassins are gunning for Lloth but are not there yet.
Round 3
The Drow player wins the initiative. The Worg moves to cut off easy passage to Lolth from the two Orc assassins and bites one for 10. One wolf skeleton bites the orc archer; the archer makes its morale save. The Orc player has his spearfighter attack the minotaur while the spearfighter is still alive and misses. A kuo-toa flanks a wolf skeleton and deals it 5. The next two skeletons miss. The Orc assassins then gang up to kill the worg. The Drow finishes his turn by using Lloth to cast an inflict moderate wounds spell on the weakened assassin; the assassin fails its Morale check and routs. The minotaur also cuts the spearfighter in half. The tiefling moves up but still stays far enough back to allow the spearfighter to rally and keeps the assassin in command. The Ogre also charges a skeleton and obliterated it.
At this point there are two kills on each side and the orcs have a routing assassin. The Drow's forces are much thinner but their position is still holding.
Round 4
The Drow player wins the initiative. The Orc player, to his dismay, discovers that the Ogre is within the Minotaur's reach of two and gets hit for 20 damage; the morale check is a failure and the Ogre routs. The Drow Cleric of Lloth, seeing that numbers are against them, kills a kuo-toa outright with the second slashing darkness spell. The Orcs counter with one of the assassins killing another skeleon and the orc archer also kills a skeleon. The Drow player's turn is over as the minotaur and Lloth are all that's left. The orcs move closer smelling victory and the routed orc assassin also rallies. The minotaur also took 5 damage from a kuo-toa that moved up.
Round 5
The Orc player finally wins the initiative and boy, does it make a difference! An orc spearfighter flanks the minotaur and deals 10. The kuo-toa on the other side hits it for another 5. It then promptly routs (insert cursing here and some mumbling about minotaurs should be fearless). The Drow player then decides a tactical retreat is in order - a cause fear spell sends the other assassin scurring for the exit and moves the Drow Cleric of Lolth towards the exit in order to keep the minotaur in command. The orc archer misses the Drow Cleric of Lolth, the Ogre rallies and the Tiefling captain moves closer.
Round 6
The Drow player wins the initiative but sadly the minotaur fails its rally and checks out. The Cleric of Lolth, not willing to leave quietly, casts the last slashing darkness to kill an assassin. The orcs swarm the Cleric of Lolth now with the Captain charging and inflicting 10 damage on the Cleric.
Round 7
The Orcs go first and promptly miss the Cleric of Lolth completely. The Cleric of Lolth decides to get rid of an orc spearfighter; the orc fails to resist the inflict moderate wounds spell. The ogre moves up slowly as it is not under command.
Round 8
The kuo-toa and the captain miss again. The Cleric of Lolth slashes the kuo-toa, killing it.
Round 9
The Orc Captain hits but blows his conceal check, and thus misses the Cleric of Lolth. The Cleric is out of offensive spells now and things are now looking grim for the Drow player as the Ogre has reached the melee.
Round 10
The Cleric of Lolth kills the last spearfighter. The Ogre then rolls a 20 and makes the conceal check, killing the Cleric and making a very big stain on the dungeon floor. The Orc player is victorious!
Notes:
I liked the orc army. It has numbers and some nice abilities. I'd want to swap out the kuo-toa for more orcs once I get my hands on some. The Tiefing was busy trying to rally fleeing troops and with some good rolls kept them all on the table except for one assassin.
For the Lolth army the skeletons were nice and fast but that was it. The army needed more mass and was just overwhelmed. I liked the Worg and the minotaur even though it ended up routing.