VW FBVW MkIII Rd. 2: Match 16 - The Sacred Defenders of Huatl v. The White March HE - Warhammer 40K Fantasy
 

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  1. #1
    LO Zealot Spector's Avatar
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    131 (x5)

    FBVW MkIII Rd. 2: Match 16 - The Sacred Defenders of Huatl v. The White March HE

    Match 7 - Chaos Wastes

    First Turn = White March High Elves

    The Sacred Defenders of Huatl

    Oldblood (General)..........303 points
    -BSoSotek, BSoQuetzl, BSoTepok, Scimitar of the Sun Resplendent, the Maiming Shield, Charm of the Jaguar Warrior, Light Armor

    Skink Priest..........150 points
    -Level 2 Wizard, (2x) Dispel Scroll
    Lore of Heavens = Second Sign of Amul, Forked Lightning

    Skink Priest..........135 points
    -Level 2 Wizard, Diadem of Power
    Lore of Heavens = Second Sign of Amul, Uranon's Thunder Bolt


    (10x) Skinks
    -Scouts

    (10x) Skinks
    -Scouts

    (12x) Skinks

    (20x) Saurus Warriors..........300 points
    -Full Command, BSoTepok

    (20x) Saurus Warriors..........300 points
    -Full Command, BSoTepok

    (6x) Saurus Cavalry..........230 points
    -Spawning Champion

    (3x) Kroxigors

    Salamander Hunting Pack
    -(3x) Salamanders

    Total points: 1999
    Power Dice: 6 (up to 8 w/ Diadem)
    Dispel Dice: 7 (up to 9 w/ Diadem) + 2 Scrolls

    BSoSotek: +1 Attack on the Charge
    BSoQuetzl: +1 Scaly Skin save
    BSoTepok: ++1 Dispel Dice
    Scimitar of the Sun Resplendent: +2 Attacks
    The Maiming Shield: +1 Attack (6+ armour save)
    Charm of the Jaguar Warrior: 9” Movement
    Diadem of Power: May transfer up to 2 dice into next magic phase

    ------------------------------------------------------------------------------------------------------

    The White March High Elves

    Lord -
    Archmage - 295
    Level 4, Annulian Crystal

    Heroes -
    Commander - 121
    Lion Guard, Light Armor, Great Weapon

    Mage - 135
    2 Dispel Scrolls (walk betwen worlds makes an almost invincible dispeller)

    Mage - 160
    Level 2, Seer (LoM)

    Core -
    20 Spearmen

    10 Archers

    10 Archers

    Special -
    20 Swordsmasters of Hoeth - 325
    Full Command, Warbanner

    19 White Lions - 311
    Standard Bearer, Joined by Commander, Banner of Sorcery

    Rare -
    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

    Last edited by Spector; August 1st, 2007 at 06:15.

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  3. #2
    LO Zealot Spector's Avatar
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    131 (x5)

    Alright here we go.

    The 2 scouting units of skinks will be trying to take out the warmachine crews ASAP.

    The saurus blocks will be deployed in the middle and march up the board.

    The Krox will be on the left flank, screened by the non-scouting skink unit.

    The Saurus Cav will take the right flank, along with the Sallies.

    Honestly, the biggest things that the HE list has going for it is magic. With 9 DD a turn through the diadem of power (saving 2 PD and converting them) along with 2 scrolls, the HE aren't going to ever have much of a magic phase.

    The sheer lack of CC ablitity and small numbers will do the HE in. They cannot possibly hope to kill everything before the Lizards hit the line. And when the Lizards hit the line...Elves will die. In very big numbers.

    The only phase the High Elves have a clear dominance in is magic, and that will be shut down for the most part. They are outclassed in both shooting and CC, and that will hurt them severly here.

  4. #3
    King of Librarium's Tombs Phoenix's Avatar
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    579 (x8)

    Both Armies can easily negate each other's magic in this game, so im going to mostly ignore any effect from that phase, especially as spells arent listed yet.
    Therefore i think the Lizardmen will have a fairly easy game here, the High Elf list isnt to brilliant, and the Lizards have good vombat potential with the saurus warriors,cavalry and the Kroxigor.
    The salamanders and skinks will be able to make a nasty mess of the low toughness elves, but will probably take a few casualties in return from the archers and bolt throwers.
    Victory to the Lizardmen.

  5. #4
    Member Loafus's Avatar
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    9 (x1)

    the skinks ability to whittle down the HE combat blocks will ensure that when the heavies get there the Lizardmen will take the field.
    When life gives you lemons, beat it over the head and take its wallet.


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  6. #5
    Senior Member Babel_Matrix's Avatar
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    5 (x2)

    Despite the repeater bolt throwers, I don't see many answers to the melee advantage of the lizardmen, plus the skink poison. The magic phase could prove unlucky for the reptiles, but no one should bank their vote on hoping for a bad dice day. I'm going to have to vote for Lizardmen.
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  7. #6
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    523 (x8)

    9 DD and 2 scrolls should see the HE magic minimised. The high elf army looks fairly static, no real speed at all which I think is a weakness. I imagine the lizardmen will simply walk over the high elves, the fact they have no BSB only adds to my theory. The lizardmen take this one easily.

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  8. #7
    LO Zealot andre's Avatar
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    69 (x3)

    Lizardmen
    That the magic will most likely come to little and the shooting on both side is fairly minimal it'll come down to combat.
    I see a saurus lord hitting on three wounding on twos. = 5 dead elves from nine attacks. He should win all combats where the elves dont have 5static res. they only have this in one unit, who only need to take one casualty. i see salamanders setting elves on fire and skinks shooting them in the neck to cause it. The oldblood will also be able to despatch of any of the smaller elf units with no problems.
    I cant see the high elves stopping the lizardmen.
    they'd porbably be able to sohoot down the cavalry and kroxigor, but it wont be enough.

  9. #8
    /botnobot/ DavidWC09's Avatar
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    1283 (x8)

    This is a really tough call. I think the High Elves can concentrate enough shooting and magic on one enemy unit of either Saurus or Saurus cavalry to tilt the balance in their favor, but what they'll do about the Salamaders or Kroxigors I don't know.

    Its tough, but I vote Lizardmen.
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  10. #9
    Quis custodiet ipsos custodes? Cyric the Mad's Avatar
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    706 (x8)

    Magic is nil in this one, for the most part. Beyond that, scout skinks can likely tie up bolt throwers, if not remove them completely. All the while, salamanders and javelins can account for some elf flesh so that, when combat beings, I believe the lizards will have the advantage.

    Victory for The Sacred Defenders of Huatl

  11. #10
    LO Zealot Spector's Avatar
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    131 (x5)

    The Sacred Defender of Huatl defeat The White March High Elves 7-0.

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