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Map 6 - Fortified Manor
First Turn = Terror's Toll
Angry Bobs Shiny Shambles
Night Goblin Great Shaman (Angry bob) - 275
The pipes of doom
warboss ums best boss hat
Little Waagh = 1,2,5,6
Black orc big boss (general) - 134
biggeds kickin boots
Orc shaman - 150
horn of urgok
Big Waagh = 4.5
night goblin shaman - 130
nibblas itty ring
Little Waagh = 2,6
25 orcs - 180
20 orcs - 150
28 night goblins - 157
5 spider riders
5 spider riders
20 black orcs - 318
3 spear chukkas
goblin wolf chariot - 66
Giant - 205
total - 2000exact
Power dice: 10 + two bound spells
Dispel dice: 6 + 2 scrolls
Pipes of doom: all cavalry, monsters and chariots within 24" take a panic test. (cant be stopped)
Warboss ums best boss hat: 5+ward
horn of urgok: bound spell, power level 5. My units get +1 leadership till next turn, enemy units get -1leadership till next turn. (on a roll of one afterwards caster takes a strength 5 hit)
waagh paint: +2 to cast in combat
nibblas itty ring: bound spell, power level 3, casts eadbutt. (on a roll of one afterwards caster takes a strength 5 hit)
Biggeds kickin boots: +1 attack (enchanted item)
Night goblin great shaman: 2, 4, 6, 3, 5, 1 (little waagh)
Night goblin shaman: 2, 4, 6, 3, 5, 1 (little waagh)
orc shaman: 4, 3, 5, 1, 2, 6 (Big waagh)
The General will go with the larger unit of orcs, coupled with the black orcs this will give me two big units immune to animosity, and getting the extra movement when I waagh!. These would set up in the centre, with the night goblins and chariot on one flank and the smaller orc unit and giant on the other. (this is however very rough and would change according to who i was battling and the terrain. Its just a general plan)
The great shaman would probably go in the black orc unit, to make sure he could cast spells every turn, where as the other shamans would go ti alone unless, the enemy had plenty of missiles in which case they'd hide in units.
In terms of winning the games, im a firm beleiver that it is leadership tests that determine a battle, therefore the idea is to make my opponents take as many as possible, at the lowest leadership possible.
To this end, i hope to combine the pipes of doom with a turn when the horn of urgok has worked. If my opponent is saving dice for it, then they'll be being pummeled by gork and mork.
Horn of urgok will also help my own leadership tests.
The spear chukkas will also most likely combine fire, especially against large targets to cause wounds, and small units, to have the maximum chances of causing panic tests.
Thats abouts it, but i'll add more for each battle when i know who im playing and the set up.
Tomb King w/Collar of Shapesh, Spear of Antarhak, Armor of the Ages, Shield
Armor of the Ages- Heavy armor, +1 wound
Spear of Antarhak- Whenever the Tomb King causes an unsaved wound, either he or his unit regains one wound for each one caused.
Collar of Shapesh- If he takes wounds, on a 4+ he may distribute them to any model within 4" instead of himself
(Hierophant)Liche Priest w/ Cloak of the Dunes, Hieratic Jar- 165 pts
Hieratic Jar- allows one additional casting of an incantation. One use.
Cloak of the Dunes- Is considered a flyer, but can't march. 3d6 pursue movement.
Liche Priest w/ Skeletal Mount, Dispel Scroll- 148 pts
Liche Priest w/ Skeletal Mount, Dispel Scroll- 148 pts
2 Units of 20 Archers (no command)
2 Units of 3 Chariots (no command)
22 Tomb Guard with Full Command, Banner of the Undying Legion- 319 pts
2 Tomb Scorpions
Screaming Skull Catapult with Skulls of the Foe
Screaming Skull Catapult with Skulls of the Foe
TOTAL POINTS- 1998
Incantation Dice: 8
Dispel Dice: 5 (as well as 2 Dispel Scrolls)
My Tomb King will be in the unit of Tomb Guard, and they'll be positioned between the two SSC's. I'll be trying to get as many shots as possible with them by having my 2 Liche Priests with dispel scrolls make them launch extra times. My archers will form firing lines in front of the catapults for extra protection, as well as extra firepower. My chariots will be my "heavy hitters" of sorts, and my Tomb Scorpions will be used to take out enemy artillery or possible magic casters sitting exposed behind their lines. If anyone approaches my catapults, my TK with his unit of TG's will advance to meet them.
Last edited by Spector; August 1st, 2007 at 04:57.
Ok, so first of all, since I'm going first turn, I'm going to try as many panic tests as possible, all across the board. My SSC's will be firing so as to spread the panic as far as they can, as fast as they can, so of course, I'll be maximizing the Invocation of Righteous Smiting. What with O&G's less-than-desirable leadership, I should be able to panic at least a unit or two a turn. I'll be attempting to kill those spear chukkas as soon as possible as well, so I'll have my scorpions be popping up underneath them. We both outclass each other in magic (in terms of dispelling each other's spells), admittedly him more than me, but I think that I should be able to handle it. Not to mention, many of his bound items are geared towards lowering my leadership, which is next to useless against me.
(quick edit in response)
Luckily, my Screaming Skull Catapults negate his +1 leadership from that bound item of his, so I'll be looking at good 'ol O&G leadership to beat. Also, as soon as my scorpions take out his spear chukkas, they can start running back towards his units advancing towards me, possibly being able to attack his rear/magic-casters.
This is a tricksy list to fight against, I must admit. Well done, sir. Good luck!
Last edited by Wuggles64; July 31st, 2007 at 15:25.
Spose i should get my word in aswell before anyone votes.
First of all, in response to wuggles' post: one of my bound items negates his leadership, but it also increases mine by 1 aswell, so id be less like to fail those panic tests.
That said, the panic tests are the biggest problem for me. Therefore all dispel dice woluld be going into stopping these, unless there was an obvious flank charge by chariots or something similar, or id got to his army.
People should also note that war machines misfire 1 in 6 shots.
As a Tomb king player myself, im quite impressed with wuggles' list. However, im also quite fond of mine and think that this battle could be very close and hinge on just a few dice rolls.
True, i have no quick way of dealing with the main threat to my army in his catapults, but if they can see me, then i can see them and a large amount of magic would be directed their way. If the catapults are not in range then ill be targetting the chariots to remove the flexibility of his army. I think my infantry units will have no trouble winning the combats once they get there, though it may take a couple turns.
Im quite glad wuggles is going after my spear chukkas with his scorpions. The scorpions are an awesome unit and have the ability to turn combats against me. if they're stuck behind my army but too far away, then im happy to lose the chukkas instead of the main combats which they could support.
While the chukkas are alive they'll target the chariots.
I also have a giant, and ok they're not that reliable, but the only thing that can properly kill it in his army is his catapults. can he afford to ignore it?
And obviously, if any oppurtunity comes to get his heiophant, then theyre is no more important target.
Finally id just like to get annoyed about how i've had two games and still cant use pipes of doom. erg!!! oh well.
anyway good luck wuggles, i think this'll be a tight one.
and cheers everyone for voting.
ps: I notice in this battle that spector hasnt put what spells i "rolled" up. I think this would help me articulate my strategy more fairly. but dont worry about it much, running this votewar in any form is greatly appreciated.
pps: Wuggles said:
"Luckily, my Screaming Skull Catapults negate his +1 leadership from that bound item of his, so I'll be looking at good 'ol O&G leadership to beat."
i'll be at leadership 8 most panic tests caused by screaming skulls in this battle, +1 for horn, -1 for skulls of foe.
PPPS: The spells i've rolled give me massive potential for destruction of the TK army, particularly the heirophant. Both goblin shamans have mork wants ya! which doesnt need line of sight an has a range of 18. if the heirophant(who'll be targetted, unless not in range in which case i'll target another character.) fails an initiative test then he'll take d6 st10 hits.
BOth goblins have the 2d6 st4 hits spell. The orc shaman has gorks warpath, and a spell that does a st4 hit on all models in the unit (should be good for murdering a block of archers).
These spells should really be able to wear down the TK army and give me an edge.
Last edited by andre; August 1st, 2007 at 08:36.
This could be a difficult game for both armies, especially with the Tomg King Magic being shut down quite effectively. However, even with just two SSC shots a turn, and having furst turn, the Tomb Kings could begin to make a mess of the Green horde even before they begin to advance.
Even though the Tomb King list doesnt look too big, there are 3 decent sized skellie units, one of which is a Tomb Guard unit.
The tomb scorpions wilbe able to take out the spider riders well enough, and assuming the giant falls to a catapult then that should cause much trouble.
Also the impact hist from the TK chariots will give good combat res when charging the unarmoured units in the flanks.
Tomb Kings victory in this game.
Tomb Kings will take this one. The ability to get first turn then reduce the size of the O&G units to less than the size of the skellie units will prove descisive in stoping some critical charges. and the ability to hit back is still quite evident in the tomb kings list. plus they have a great firebase.
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
Angry Bobs Shiny Shambles wins.
The O&G magic is superior to the TK's in this match. Not to mention the havoc that it can cause. Yes, the O&G line will be hurt by the catapults, but I think they will get into CC with enough to win the game for them.
The O&G magic is superior to the TK's in this match..
And I would have expected the Scorpions to go after the magic users to eliminate this threat. Sacrificial Scorpions to remove 300 points of magic goodness. and also eliminate the increased leadership.
However failure to do this and i believe Bob will all to quickly take out the TK Characters which are the strength of this TK army. Gonna hafta go with Angry Bobs Shiny Shambles
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TK (relative) lack of magic could be their downfall here, but I think the fact the get the first turn and their shooting, combined with fear and the problems the Tomb Scorpians can cause I think Tomb Kings will scrape a victory.
"God is dead" Nietzsche- 1886
"Nietzsche is dead" God- 1900
Why are there scams? http://www.youtube.com/watch?v=Q71FLDIMBc8
I'm going to side with the Orcs and goboes.
Stone throwers are nasty, but hardly a sure thing. The O&G units can take casualties and still stay strong, they misfire occasionaly, and they don't always hit even with an accurate guess. 2 units of archers arn't going to put a huge dent in the O&G forces, and the giant can probably take a whole unit of skellies by it'self.
The O&G can out magic, and out fight the TKs and toss a little shooting their way. The fear/panic is what might win the game for the TKs, but it's a hard thing to rely on. Even if some of the units do break, whats to stop them from rallying and turning around anyway?
If there were more ranked units of TK, I'd go with them against Orcs and Goblins, but I don't see them having an easy time bogging down the O&G and winning through fear. I vote Orcs and Goblins.