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Map 10 - Woodland Ambush
First Turn = The White March High Elves
The White March High Elves
Archmage - 295
Level 4, Annulian Crystal
High Magic: Spells 1, 4, 5, 6
Commander - 121
Lion Guard, Light Armor, Great Weapon
Mage - 135
2 Dispel Scrolls (walk betwen worlds makes an almost invincible dispeller)
High Magic: Spell 1
Mage - 160
Level 2, Seer (LoM)
Lore of Metal: Rule of Burning Iron, Transmutation of Lead
20 Swordsmasters of Hoeth - 325
Full Command, Warbanner
19 White Lions - 311
Standard Bearer, Joined by Commander, Banner of Sorcery
2 Repeater Bolt Throwers
Total is 1997
Power Dice: 9 + D3
Dispell Dice: 7 + 2 Scrolls
Annulian Crystal: Takes an enemy power dice and turns to dispel dice
Lion Guard: Character gains lion cloak. Lion Guard now special choice. Character and unit now stubborn.
Seer: Mage can pick spells
Banner of Sorcery: +D3 power dice
The Bodyguard of Else Von Carstein
Else Von Carstein
Vampire Countess - 329
Lvl 1 wizard
Von Carstein Ring
Magic: Invocation of Nehek
Gioval the Obsessed
Vampire Thrall - 137
Vidocq the Compelled
Vampire Thrall - 102
Victor the Damned
Necromancer - 105
Lvl 1 wizard
Magic: Invocation of Nehek
5 Dire wolves
5 Dire wolves
5 Dire wolves
16 Black knights - 465
17 Black knights - 510
Banner of the Barrows
10 Fell bats
(Dire wolves and Fell bats points cost removed due to army posting guidelines)
Total - 1998 points
Power Dice - 4 (Black periapt)
Dispel Dice - 4 (1 scroll, Black periapt)
Magic Items and Bloodline Powers:
Von Carsteing Ring: 4+ ward save and Regeneration
Walking Death: +1 combat resolution
Black Periapt: Store one unused power/dispel dice to use in your next magic phase.
Banner of the Barrows: All wights (Grave Guard, Black Knights, Wight Lords) in unit hit on 3+ regardless of relative weapon skill or any other modifiers.
Basic Tactical Stuff:
Countess and Necromancer will both pick Necromantic magic and both will take Invocation of Nehek (number 1 spell on table) irregardless of magic spell roll.
Countess rides with unit of 17 Black Knights, ranks of 6.
Both thralls ride with unit of 16 Black Knights, ranks of 6.
Last edited by Spector; July 27th, 2007 at 15:59.
Wow, unusual VC list. Those BK units will be tough. Still, as long as the High Elves can last one round after being charged, or catch the BK's in the flank by fleeing a charge, they can counter flank and win through combat res.
I also think the High Elves superior magic will do a lot for them, as will the bolt throwers.
I vote High Elves.
The White March High Elves.
Those Bolt Throwers will be the bane of the Black Knights. They will eat them for lunch. Unfortunately for the Vampire Counts, they are also out magic'ed in this one. Combining all this with the fact that all the HE need to do is hold after a charge and wear down the big VC cav units, I think the VC will have a hard time winning this.
Im leaning toward the VC on this one. Its an unorthodox list, which is always a plus. It's real easy to say "all you have to do is hold out after a charge, but Else has plenty of wolves to provide her own rank busting flank support. And 2 repeater bolt throwers isnt going to be enough to do THAT much damage when Else has the bats on her side, plus a spare unit of dire wolves if she needs.
I predict victory for The Bodyguard of Else Von Carstein
The White March High Elves, with only 2 units to target with magic and missiles the BKs will be severely damaged when they get to CC, and HE as 2 powerfull units of infantry to hold them when they do.
Plus the senario favours the HE player.
For anyone interested in knowing how I would play these guys, it's mostly stand and hold. I'd probably sit the spearmen in front of the Swordmasters and White Lions to survive charce from those nasty BKs. Then swing in from the sides to crush them. Repeat as needed.
Tyranids 1850 - 10/0/0 Models sold off, but I still sometimes play with proxies.
High Elves 2000 - 0/1/1 Starting, don't have any models.
The forest I can see having little to no impact on the game. Though it will allow the White Lions a great advantage of mobility. The Vampire Counts will be hard pressed to win this one. The High Elves have some very powerful stuff in there.
The Black Nights will get turned into burger from shooting, magic and eventually combat with the Swordmasters and White Lions.
To be honest, I can see the High Elves winning Votewar altogether.
As the commander of the VC here's my tactics:
Hide necromancer in woods in the bottom right, try and raise zombies to claim table quarters, though not expecting much with all those dispel dice.
In an ideal world I'd have first turn, but hopefully I can get away with the extra turn of shooting and magic at me.
Fell bats go straight for the bolt throwers. 10 of them means 20 wounds so some should survive to hit them and if they don't it means he either got really lucky on the dice or he dedicated more magic and shooting at them than at them that could have been aimed at the knights. If they survive and wipe out the bolt throwers they then either go for any wizards standing alone, the archers or support the knights in combat.
Countesses unit goes for the Swordmasters. Combination of Banner of the Barrows and Countesses high WS mean I'll be hitting on 3+ with everyone, thus avoiding the pitfall of the Swordmasters high WS, and on the charge that's S6 (S7 for the vamp), which if I've got the armour of the Swordmasters guessed right is 2+ to kill. My unit champion offers challenge to his to make sure my countess gets a many kills as possible. So with 4 attacks from the knights, 4 from countess (+ horses), plus having a good chance of winning the challenge I have a very good chance of wiping out his front rank or leaving only 1, so minimising attacks back.
Unless they're immune to Fear and Stubborn as well then unless I totally fluff my dice I should be getting them running from Fear and outnumber and if they are immune to fear I should have a good chance to break them due to combat res.
Thralls knights go into the White Lions, unit champion offers challenge which since he doesn't have a champion means his commander (or a wizard if he has one in the unit) has to accept. Champion on charge has a half decent chance of killing the guy, but the main reason to do this is to free up my thralls to do most damage on the unit.
Although my knights here are only hitting on 4+ my thralls will have 6 attacks hitting on 3+ at S7, so I should do enough damage to wipe out the front rank.
IIRC White Lions are stubborn but last I checked outnumber and fear trumps that so again I should be getting them running too.
If he goes with sticking the spearmen in front of the swordmasters and lions then either of my knight units will make mincemeat of the spears and then over run into the swordmaster/lions. If he literally has both units behind the spears then I might be able to charge both knights into the spears and position it so that one unit overruns into the swords and one into the lions.
Dire wolves protect the flanks of my knights, though I expect the archers to start picking them off.
In summation, since he has the first turn he has two turns to knock at least 10 knights off of each of the units, otherwise once they get in combat they'll have a good chance of breaking his units on the first round of combat. Most magic (IIRC) has a max range of 24" so unless he moves his wizards forward (risky with fell bats) he wont be getting much magic at me on the first turn.
It would be nice to know what magic he had, as there's one lore that can potentially screw me over, but either way I'll know which spells are the most deadly so which to apply my limited dispel dice to (and hope he doesn't roll 6s).
It would also be nice to know which of his characters is Pure of Heart as well.
Hmm. I think the High Elves for this one.
With the first turn theirs, the High Elves can take a round of pot shots at the Vampire Counts, and cause some damage. If he can target one unit of black knights, he can do the following damage:
12 str 4 shots at 4+ to hit: = 6 hits
4+ to wound = 3 wounds
4+ save = 1-2 wounds (Of bolt throwers multi shot)
2 str 6 shots at 4+ to hit = 1 hit
2+ to wound = 1 Dead
3 + to wound = 1 Dead maybe
and so on.. maybe 1-3 wounds, depending on ranking.
plus 20 str 3 shots, hitting on 4's
10 wounding on 5's = 3 wounds
maybe 1 dead.
So they could have taken out 4 knights (before magic) in the first turn.
The fell bats would have been more successful in 2 units of 5, because in that unit size, they might as well be flying pin cushions
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Each unit of knights needs to have 10 killed to stand a chance of not being outnumbered by them and 12 killed before you start reducing their killing power.
So the magic needs to kill at least 5 knights in one unit and then another 13 in the other unit to start reducing their killing power, keeping in mind that most spells will be out of range on the first turn unless he moves his wizards forward.