VW Tourny Round 3: Arklite vs. ArchonFarseerGuy
Table: Table 3
Top Deployment: Arklite
First Turn: Arklite
Arklite's lists:
Mode the Median’s Average Gathering of Middlemen
(dogs of war)
Lords and heroes
Mode the median
Hireling wizard lord
Level 4
Staff of sorcery
2Xdispel scrolls
Pegasus
360 points
Spells: Second Sign of Amul, Celestial Shield, Uranon's Thunder Bolt, The Comet of Casandora (2,3,5,6,)
Money-cash the strapped
Paymaster
Barded warhorse
Heavy armour
Enchanted shield
Sword of battle
108 points
Bob the bland
Hireling wizard
Level 2
Dispel scroll
120 points
Spells: Celestrial Shield, Comet of Casandora (3,6)
Mike the mediocre
Hireling wizard
Level 2
95 pointst
Spells: Portaent of Far, Forked Lighting (1,4)
Core
Pikemen [19]
Heavy armour
Full command
239 points
Pikemen [19]
Heavy armour
Full command
239 points
Crossbowmen [10]
Crossbowmen [10]
Light cavalry [5]
Bows
Spears
80 points
Duelists [8]
Pistols
72 points
Duelists [8]
Pistols
72 points
Special 632
Beorg’s Bearmen [18]
319 points
Paymaster’s bodyguard [18]
Full command
210 points
Rare 170 points
DoW cannon
DoW cannon
Power dice: 10
Dispel dice: 6 +1 to dispel attempts +3 scrolls
Models in army: 127 (including cannons)
Warcry: BEHOLD OUR AVERAGENESS!
Tactics: a solid in the middle all rounder force nether excelling or weak in any particular area. Tactics would generally play to the enemies weaknesses. Against a slow army I would move to outmaneuver and march block them. Against a shootier army, I would press for combat. Against a combat army I would employ firepower. And so on. Lores of magic will be decided before a game starts as well as spell preferences. Though ideally the lore’s of light, death, shadow and fire will be employed.
VS. ArchonFarseerGuy's list:
The Great and Mighty Empire Army That Needs a More Imaginative Name
Characters
Arch Lector- Van Horstmann's Speculum, Shroud of Magnus, GW- 205
Battle Wizard- Seal of Destruction- 110
Battle Wizard- 2 Scrolls- 115
Battle Wizard- 2 Scrolls- 115
All Wizards have: Portant of Far
25 Spearmen, full command, detachments of 7 Free Company and 5 Handgunners- 220
25 Swordsmen, full command, detachments of 7 Halberdiers, 5 Handgunners- 250 (ALector here- thus MR2)
24 Greatswords, full command, Standard of Arcane Warding,, detachments of 7 Free Company and 5 Handgunners- 355 (is MR2)
10 XBowmen- XX
10 XBowmen- XX
10 XBowmen- XX
10 Handgunners- XX
10 Handgunners- XX
10 Handgunners- XX
Cannon- XX
Mortar- XX
Helblaster Volley Gun- XX
Hellstorm Rocket Battery- XX
2250 pts exactly
5 PD (not important)
7 DD + 5 Scrolls, one of which can destroy a spell
VHS: Swap combat stats in challenges
Shroud of Magnus: 5++ save, MR2
Seal of Destruction: Dispel Scroll- on a 4+, the wizard loses the spell, never to cast it again
Standard of Arcane Warding: MR2
Pre game comments:
Quote:
SWEET! The finest warriors humankind has to offer vs a bunch of underpaid mediocres.
What gets better is that I have an entire hill to myself. This, I plan to use to my full advantage, deploying my XBowmen Mortar, Cannon, and Hellstorm Rockets on. The Volley Gun will be placed in the centre again, should he get any fancy ideas of storming my "fortress".
To the left of the hill, I deploy a unit of Handgunners, lest the Fast Cavalry (or even the Wizard Lord) get any ambitions of rushing my ranged troopers.
To the right of the hill, I deploy my Spearmen, Greatswords, Volley Gun, Swordsmen, and remaining Handgunners in that order.
The plan is to sit back and engage in a firefight. My XBowmen outnumber his, so I should win this comfortably. My Cannon (in all its D6-wounding glory) will target his cannons and then the Wizard Lord. My shooting is significantly better than his, so if he sits back, he will get decimated.
The Mortar and Rockets are excited to see so many big infantry units. They will drop their pie plates on the Bearmen, Paymaster's Guard, and Pikemen, reducing them so I can comfortably beat them in combat (with Detachments- I hasten to add). The Handgunners will be scouting for targets of opportunity.
I can see two problems facing his list. The Bearmen, and some nasty anti-shooting magic. The first will be easily dealt with by a bit of shooting, then some cold Empire steel.
The second, I would like to point out will not be as major as some people might think. The Wizard Lord cannot join any units, and will be vulnerable to a cannon-sniping, or some shooting rounds from the XBowmen or Handgunners.
As for the magic itself, I will have to let the odd spell go, and engage in some clever dice rolling. My units are so large that direct damage spells mean nothing to me. What I'm nervous of are those anti-shooting spells (Commandment of Brass, Howler Wind, etc). It is these spells I will prioritise shutting down with my dice and scrolls. One such spell will also be the target of the Seal of Destruction. Mwarhahahaha!
Good game Arky, and may the best Empire general win!
-AFG//
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