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Map 5 - Winter Wonderland
First Turn = The Throng of Kazzad Dolvir
The Throng of Kazzad Dolvir
lords and heroes
Thane – General
Rune of stone
Master rune of Swiftness
Rune of cleaving
Rune of fury
Master rune of gromril
Rune of striking
master rune of balance
rune of stone
Dwarf Warriors 24 (runesmith)
Dwarf Warriors 25
Longbeards 19 (BS
Master rune of grungi
Rune of courage
2 Bolt throwers
Rune of penetration
Power Dice: 2
Dispell Dice: 6
rune of stone +1 to armour
master rune of swiftness always strikes first
rune of cleaving +1 S
rune of fury +1 A
master rune of gromril 1+ save
rune of Striking +1 WS
master rune of balance -1 powerdice from enemy's pool +1 dispell dice to dwarf pool
master rune of grungi 5+ ward against shooting and magic missiles to all models in 6"
rune of courage immune to fear and terror
warmachine engineer BS4
rune of penitraiting +1 S to warmachines
6 dispell (one from the enemy powerdice pool)
Defenders of the Temple of Tlazacotl – SEED LIST
Lords and Heroes
Slaan Mage Priest 2nd Gen: 625pts
Plaques of Dominion and Tepok
Diadem of Power
Sun Standard of Chotec
Lore of Metal = Rule of Burning Iron, Commandment of Brass, Distillation of Molten Silver, Law of Gold, The Spirit of the Forge
Skink Priest Lv1: 115pts
2 Dispel Scrolls
Portent of the Far
20 Saurus: 270pts
13 Skinks (Skink Priest here)
Javalin and shields
Javalin and shields
10 Skinks: 70pts
20 Saurus of Tlazcotl: 290pts (Slaan here)
Blessed spawning of Tlazcotl
DD: 6 + 2 Dispel Scrolls
Plaque of Dominion: +1 Power dice and Dispel Dice
Plaque of Tepok: Knows 1 extra spell
Diadem of Power: Store up to 2 dice for the next magic phase
Sun Standard of Chotec: -1 to hit with missile fire
Blessed spawning of Tlazcotl: Immune to Psychology
Last edited by Spector; August 1st, 2007 at 05:34.
Well, another of my seed army creations is up, so I will give the tactics on this battle:
Spector has failed to fill you in on magic, but my Slaan will be taking the lore of metal, giving him 5 out of the 6 spells, and my skink priest will have the portent of the far. My magic phase should be quite potent as I will be able to bring extra dice through from my dispel pool with the Diadem, and all of my Slaans spells get an extra 'free' dice anyway.
My skink scouts will try and deploy as close to the enemy war machines as possible and hope to wipe out the crew of the organ gun as soon as possible. If they complete this task, they will move onto taking out some of the bolt throwers, supported by the fast moving terradons.
The other skink units will shield the saurus units as they march forward, with the Kroxigors and salamanders on either flank. The salamanders aim will be to attack the flanks and breath fire on the weaker Dwarven units (the warriors only get a 5+ save from their fire), where as the kroxigors will aim to bash though the flanks of anything they come up against.
The Slaan will cast spells as he moves, through the skink priest if neccessary, and try and stop the Dwarves war machines and troops with magic.
That is it
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urgh... second gen slann.... EEEEEVVVVVIIIIIILLLLLLLLL.
What is it with spector throwing monstrously heavy magic armies at me? the 8 power dice seem to be another underestimation (glares at ginger ninja)
well in my favour I’ve got one less power dice to worry about from him but that amounts to, if i may quote Adam savage, bupkiss. Other than that I expect a sound but whooping in the magic phase. However in my favour the lore of metal's magic missile attacks (while potent) will only be working on S4 against my normal troops and S5 against the iron breakers. In both cases this means that the offensive output of the slan is average at best and that the spells of concern will be the transmutation of lead (-1 to a load of stats) and the law of gold. (Which can damage my banners and magic weapons. Assuming I can keep the master rune of gungi intact from those nasty law of gold spells the banner will provide a solid defence against the damaging lore of metal spells thanks to the 5+ ward it provides.
i have shooting superiority this game and i plan to exploit it. Making use of the hills (probably the one on the right as the forest leaves an open space between it and the hill giving the machines protection from hidden foes and give the organ gun a nice big kill zone) the bolt throwers prime objective will be to eliminate the kroxigor as soon as possible. a (somewhat lethal) match for my iron breakers with their S7 attacks they are the one serious concern when it comes down to combat. otherwise the dwarven combat blocks should be able to plough through the enemy.
the organ gun will be on Anti air and anti skink duty making use of its mighty auto hits and potent high strength to simply rend enemy units apart and turn the manoeuvrability advantage over to myself and the gyrocopter.
the saurus as mighty and potent as they are seem to be a fairly poor match in the face of the dwarves (and an even match if i get hit by the transmutation of lead, which i will assume will be the main spell output of the slann assuming spector rolls it for him) specifically the iron breakers and long beards who's higher strength and weapon skill (and armour) will put them at a significant advantage against their lizard counterparts.
The gyrocopter is skink hunting, plain and simple. With T5, 3 wounds, a 4+ save and a S3 -1 flame template it should have no problems blasting the enemy with buckshot. in the event it gets charged by either the kroxigors, saurus warriors or possibly even the skinks (in which it might hold depending on how many there are) it will flee and make use of its auto rally roll (its pretty much flying light cavalry)
the battline will square up against the slans on unit as far as deployment goes and in a rather simple manner headline towards it. Hopefully between only taking S4 hits from the burning iron spells (S5 against the iron breakers) I can keep my mainline combat blocks together long enough to engage the slann and his cronies and due to my superiority in numbers and strong combat units smash it in combat. (Or at least stop the slan casting for the last few turns) while most of the armies points are in the slann the rest of the army tends to be weak and as such I doubt they would have much chance of standing in the way of the advancing dwarves.
The salamanders, while sporting a nice number of ranged attacks (roll permitting), are less of a concern to the dwarves as they would be to other T3 armies. With a S3 and -1 to save they are less potent than most units and won't cause a huge number of casualties to the dwarf army.
While I am left with a significant disadvantage in the magic phase i am expecting my superiority in both the shooting phase (the hills give the bolt throwers the chance to lob over the skink screens, while the screens themselves and terradons are subject to gyrocopter/organ gun attention) and the combat phase i feel that I can win this battle through bravery, honour and honest steel!
---Sub note regarding the transmutation of lead---
i do have the problem being at a disadvantage in combat if hit by a transmutation of lead on normal dwarf warriors. reducing them to hitting on 4's wounding on 6's and only having a 5+ armoursave to protect them selves while the elite dwarf units fight with a good supiriority hitting on 3's, wounding on 5's (if using hand weapons and not GW's which is an option open to the longbeards) and having either a 5+ (longbeards with handweapons) or a 4+ in case of the ironbreakers. (this is taking strength into account of course.)
spambot kill tally: 79
[16:19] <@Alzer> Arky's right though
[16:20] <@Kaiser-> I know he is.
[16:20] <@Kaiser-> He usually is.
[16:20] <@Kaiser-> Sometimes it's intentional.
[00:01] <+zubus> i love you, ya skirt wearin nothern monkey! ^_^
Well the lizardmen player seems to have vastly underestimated the amount of PD he produces. It's 15! 2 basic + 4 from Slann + 2 from diadem (usually not a fan of this item in magic offensive armies so thank god you're playing dwarfs ) + 1 from skink priest + 1 from plaque of dominion + 5 free dice for being a 2nd Gen Slann! :w00t:
Anyways that is one nasty magic offensive LM army, I like it. Lore of metal is a sound choice, although seems strange to commit yourself to it (you do know you can mix and match right?). It's a shame that due to the nature of the dwarf armour most of the damage spells will only be hitting at s4 which leads me to think that there are better combinations of lores than the lore of metal alone.
But what did it for me is saying that the LM army would advance. Which is playing right into the dwarven hands. Advancing with a Slann who isn't supported by TG (although saurus with Tlazcotl are just as good, just need to be played a little differently) is a huge error IMO which I can't let pass. With that many points in one unit you simply cannot risk it getting ganked. List wise I probably would've gone for the lizards cos they are pretty evenly matched and who can't turn down a 2nd Gen Slann?
But, and it pains me to do this, I must go for the Dwarfs
2 Basic + 4 from Slann + 1 plaque + 1 priest = 8
All the others are not guaranteed and therefore shouldn't be included in the base count.Just about every magic missle is S4 and the variable S lore of metal spells ignore armour saves.It's a shame that due to the nature of the dwarf armour most of the damage spells will only be hitting at s4 which leads me to think that there are better combinations of lores than the lore of metal alone.
Also, just about every spell in the lore of metal is useful against this army. Commandment of brass against the artillery and the 'copter. Transmutation of lead to give the edge in combat. Only Law of Gold looks a bit iffy, but if it works on runes then it should be fine.
I wonder if you get "Look out sir" for Rule of Burning Iron, as it doesn't say it's a magic missle, it just says to pick a single model, no restrictions apart from LoS. If you don't then it becomes a wonderful hero killer.
The Dwaves have a good deployment zone to base their defense around, and should be able to shut down the Lizard magic phase fairly well (if the dice numbers are correct)
The dwaves have a good number of hardy CC units which the lizards will find difficult to take out easily, and their warmachines will be able to dish out good damage.
I think the Dwaves will gain a solid victory here.
this is a very close one but based on the staying power of the dwarves I'm going to have to give them the win. and the fact that the lizards will have to advance to the dwarves. also, I think that the slan is going to take a lot of bolt thrower fire till he dies.
When life gives you lemons, beat it over the head and take its wallet.
Emperors Children: 66/27/19
Imperial Guard: 71/27/10
Space Marines: 9/17/2
High Elves: 35/27/6
I'm going to have to go with the dwarves. A near perfect combination of shootiness and combat, combined with Ginger obviously being drunk when he wrote this list.
A 2nd Gen slann without the 2+ ward against shooting? That is just asking for trouble.
I think dwarfs will edge this one. The magic they face is nasty but I don't think the lizardmen really have anything to finish them off.
"God is dead" Nietzsche- 1886
"Nietzsche is dead" God- 1900
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The insane amonut of magic emanating from the slann, particularly if he can get spirit of the forge off could seriously ruin the dwarf day. However, the Dwarf deployment and far greater toughness of the army means i have to vote for them because i can only see the Lizzards win if they get lucky. The dwarfs can win even if the battle goes against them a little.