Map: Fields of Brettonia Top Deployment: GrandDukeJerot
First Turn: GrandDukeJerot
no1cafc's list:
Vampire Lord
-Lv3 Upgrade
-Master of the Black Arts
-Forbidden Lore
-Summon Ghouls
-Skull staff
-Wristbands of Black Gold
-Hellsteed
Lore of Shadow: All Spells
Vampire
-Dread Kinght
-Summon Creatures of the Night
-Blood Drinker
-BSB
Lore of Vampires Spell 3
Vampire
-Helm of Commandment
-Dark Acolyte
-Summon Creatures of the Night
-Hellsteed
Lore of Vampires Spell 3 and 4
Vampire
-Book of Arkhan
-Dark Acolyte
-Summon Ghouls
Lore of Vampires Spell 1 and 2
10 Crypt Ghouls
-Ghast
10 Crypt Ghouls
-Ghast
10 Crypt Ghouls
-Ghast
10 Crypt Ghouls
5 Dire Wolves
3 Fell Bats
3 Fell Bats
3 Fell bats
6 Blood Knights
-Champ, Standard
-The Flag of the Blood Keep
Varghulf
Quote:
Sorry for the lateness of the tactics.
The lore my lord will take is Shadows.
Deployment will be as follows
Behind the Trees will be the varghulf, lord, and hellsteed vamp.
From left to right the ghouls will line up 12" on with 1 unit placed 4/5" behind to allow for raising. 2 bat units will also deploy behind.
The other bats will be deployed on the right side of my deployment zone with the Blood Knights behind them, the wolves will be deployed just left of the knights screening them as well as the bats.
Plan:-
With 7 dispel dice and +1 to dispel I expect to stop all his magic each turn or at least the prayers that will count, also with my 12D to his 6DD and no scrolls I expect to have a strong magic phase especially with +1 to cast with the lord and +2 for raising.
The first turn I will focus magic on raising the ghouls and bats. The blood knights, bats and wolves on the right will move up that right flank with the wolves and bats placing themselves in a position to divert any units.
The bats on the left will position themselves to charge any warmachines and the varghulf will come out of hiding to go for whats on the hill.
The ghoul block will stay where it is as will the 2 hellsteeds taking care to stay out of sight of ranged units.
Hopefully in turn 2, 3 warmachines will be engaged so the hellsteeds can come out to play and the ghouls move forward. While the blood knights on the flank charge any units near them. This turn will be cagey but 3 warmachines should be killed by the end of the turn and with more magic focused on the ghouls at least 2 of the units should be around 20 models strong depending on how the 1 dice casting has gone, since each successful cast is a 5 or more from the lord which will need 2 dice to stop.
Turn 3 is when i plan to be causing as many terror tests as possible, using the varghulf and casting shades of death on some bats last thing I plan to make a mess of as many empire units as possible when the take a test their turn 4. Now is when I start using the deadly spells from shadow such as creeping death and pit of shades as my ghouls should be a respectable size and only need topping up, he wont be able to stop all 3 of my shadow spells.
By now things should be entering combat and the blood knights threatening to roll down his flank, so with enough invocating to keep things alive that need to be I expect fear will trump over the the empire troops.
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GrandDukeJerot's list and tactics: Lord -
Arch Lector of Sigmar - 300
War altar, Sword of Power, Dawn Armor
Heroes -
Warrior Priest - 119
Great Weapon, Armor of Meteoric Iron, Joins Greatswords
Captain - 76
Plate Armor, Lance, Shield, Barded Warhorse, Joins Knights 1
Warrior Priest - 155
Barded Warhorse, Heavy Armor, Sword of Sigismund, Shield, Joins Knights 2
Core -
7 x Knights 1 - 185
Musician, Standard Bearer, Joined by Captain
7 x Knights 2 - 185
Musician, Standard Bearer, Joined by Mounted Warrior Priest
20 Swordsmen - 215
Musician, Standard Bearer, 2 x 5 Handgunners
20 Swordsmen - 215
Musician, Standard Bearer, 2 x 5 Crossbowmen
20 Swordsmen - 215
Musician, Standard Bearer, 2 x 5 Crossbowmen
Special -
14 Greatswords - 158
Musician, Standard Bearer, Joined by Warrior Priest on Foot
Cannon -
Cannon -
Cannon -
Rare -
Hellblaster Volley Gun -
Quote:
Position from Left to Right:
3 Cannons on the hill.
Swordsmen w/ Crossbow detachment, the detachment closer to the cannons set far back enough as to put the unit of Greatswords at the front of the battle line next to the hill.
Hellblaster Volley Gun
2nd swordsmen w/ Crossbow detachment.
Arch Lector
Swordsmen w/ Handgunners detachment.
Knights w/ Captain
Knights w. Warrior Priest
Battle Plan:
Lob the cannonballs at the Lord first, hoping to get rid of him quick. If he's on the opposite side of the lineup, I'll go for the Varghulf, or barring that, the Blood Knights. If my crossbows seem in range of any of the Bats or Varghulf or anything fast that looks lined up (and in LoS) by my canons, they'll hit it. Hellblaster won't fire, there's not enough range. Knights and Arch Lector move up cautiously. Greatswords move up 4 inches, less if there are fliers lined up at the artillery.
Defensively, I use my dispel die to stop attack magic rather than their animation spells. That's my first turn game plan, more of it depends on what lines up with what. The Knight WP and the Arch Lector will try to use their ability to hurt undead in CC, the cannons will go after the Varghulf after their first go at the lord.
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