VW FBVW MkIII Rd. 2: Match 21 - The L. Children of Pahaux v. The Emperors Chosen - 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 21 - The L. Children of Pahaux v. The Emperors Chosen

    Map 3 - Desert Obelisk

    First Turn = The Lost Children of Pahaux

    The Lost Children of Pahaux

    Lord
    Slann
    4th Gen-Cannot Miscast. If a double 1 is rolled, the spell simply fails to cast.
    Plaque Divine Protection - Gives the Slaan a 2+ Ward Save against Non-Close Combat Attack
    Plaque Of Tepok - The Slaan knows 1 additional Spell.
    Battle Standard Bearer
    Sun Standard Of Chotec - Missles Fired at the Unit suffer -1 to hit.
    Shield of the Old Ones-4+ Ward Save.
    Diadem Of Power - Allows user to store 2 power or dispell dice for the next magic phase.
    Special Rules: Large Target, Can use Skink Priests LOS when casting spells that require him to have line of sight but the spell is still measured from the Slaan.
    Lore of Fire = Fire Wall
    Lore of Metal = Rule of Burning Iron, Law of Gold
    Lore of Death = Wind of Death
    Lore of Light = Burning Gaze

    = 530 Points


    Hero
    Skink Priest
    Level 2 Wizard
    Cube Of Darkness - Dispell Scroll and on a 4+ the magic phase ends.
    Lore of Heavens = Portent of the Far, Uranon's Thunder Bolt
    = 140 Points


    Skink Priest
    Level 2 Wizard
    Dispell Scroll
    Lore of Heavens = Second Sign of Amul, Uranon's Thunder Bolt
    = 125 Points

    Saurus Scar Vet
    Light Armour
    Great Weapon
    Shield
    Charm Of The Jaguar Warrior - 9" Movement

    = 113 Points

    Core
    Skink Skirmishers x10
    Scout
    Blowpipes

    Skink Skirmishers x10
    Scout
    Blowpipes

    Skink Skirmishers x10
    Javelins & Shields

    Skink Skirmishers x10
    Javelins & Shields

    Skink Skirmishers x10
    Javelins & Shields

    Temple Guard x10
    Shields
    Standard
    Musician
    = 201 Points

    Special
    x9 Chameleon Skinks
    Stalker
    = 141 Points

    Rare
    X3 Salamander Hunter Packs
    Stegadon


    TOTALS:
    Points: 2000
    Lord: 1
    Heroes: 3
    Core: 6
    Special: 1
    Rare: 2

    Magic
    Power: 10 - 12
    Dispell: 6 - 8
    Cube Of Darkness
    Dispell Scroll
    Slann gets +1 to cast & dispel

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

    The Emperors Chosen – ArchonFarseerGuy

    LORDS
    General of the Empire- Armour of Meteoric Iron, Holy Relic, Ring of Volans, Great Weapon- General
    176
    Lore of Shadows = Crown of Taidron

    HEROES
    Ludwig Scwarzhelm-Battle Standard Bearer

    Captain of the Empire- Barded Warhorse, Dawn Armour, Shield, Lance
    105

    Battle Wizard-Lvl1, 2 Dispel Scrolls
    Lore of Fire = Fireball
    115

    CORE
    20 Halberdiers, Sergeant, standard bearer, musician
    -Detatchments: 10 Free Company, 9 Handgunners
    234

    20 Spearmen, Sergeant, standard bearer, musician
    -Detatchments: 10 Free Company, 9 Handgunners
    234

    20 Swordsmen, Duellist, standard bearer, musician
    -Detatchments: 10 Free Company, 9 Handgunners
    254

    SPECIAL
    5 Knights of the Inner Circle, Preceptor, standard bearer, musician
    170

    14 Greatswords, Counts Champion, standard bearer, musician
    - Detachment: 6 Free Company
    200

    Great Cannon

    Mortar


    RARE
    Helstorm Rocket Battery

    143 models + war machines
    3 Dispel Dice (2 Scrolls)
    1998 points

    Armour of Meteoric Iron: 1+ Armour save
    Holy Relic: 4+ Ward save
    Ring of Volans: Bound Item (1 use) casts a random spell from the lores of magic
    Dawn Armour: Plate Armour (+4 save). Re-roll failed armour saves

    Last edited by Spector; August 1st, 2007 at 05:52.

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  3. #2
    Senior Member Von_Smallhousen's Avatar
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    27 (x1)

    Tactics:

    First thought; The empire need to come to me, i don't need to come to them, and I have the perfect scout units to march block them too.

    So...

    Sit back with everything except the scouts and shoot with Javelins, Salamanders, Bolt thrower from the Steggadon & lots of shooty death from the Slaan & Skinks Magic. When the knights come close the Steggadon will get in there way, staying within 12" of the Slaan so he has a re-roleable breaktest on 3D6 with the Slaans Leaderships & Stubborn.

    The Scouts will deply behind the hills and the Chameleons will deploy as close as possible due to their special rules. Their main job is to kill the artillery and to march block. The longer it takes for the Empire to get to me the better.

    Order of caste spells:

    Due to the Empire only having a level 1 wizard, the Slaan will use the Diadem to get 2 extra Power dice, giving the army 12 Power Dice

    Portent of Far will be cast on the Slaan so he wil re-role all his roles of 1 to wound with his magic missles. The Slaan then does his shooty death thing, causing as many panic tests as possible. If the second skink priest didn't get a shooty spell too he'll then cast Portent of Far on the Salamanders so they can re-role 1's to wound.

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

    Well with the lizardmen just sitting still and not advancing, the Empire could do the same, putting all the Slann's magic missiles out of range, aswell as the salamanders, and allowing the empire to sit back and out shoot the Lizards with their war machines, even hiding units behind the hill if they like, forcing the Lizards to advance.
    Therefore the lizards will have to advance, even if only a little, but this will lead to combatt in the canter of the field, easier for the empire unts to reach combat without taking many casualties.
    So either way, i hink the Empire have the upper hand. That cannon has the potential to flatten the Slann and Stegadon pretty quickly, and the other warmachines and handgunners taking care of the skinks ad salamanders pretty quickly with a better range.
    In close combat the empire win again, having good tatic Combat res from the foor units, and the knights as heavy hitters. If the slann and him temple guard get into CC they will likely loose and be run down eventually.
    Im going to hand victory to the Empire.

  5. #4
    Senior Member Carnifexus's Avatar
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    Quote Originally Posted by Deceiver View Post
    That cannon has the potential to flatten the Slann and Stegadon pretty quickly, and the other warmachines and handgunners taking care of the skinks ad salamanders pretty quickly with a better range.
    Will have to agree to disagree.

    The Cannon could very well be dead before it gets to fire, With no dispel dice to really speak of the cannon and the Rocket Battery Will be the first target. Owing to the hills being at the front of the deployment zone the slann should be in range in the first turn to unleash on both and will mostly likely be able to take 1 if not both out. The scouting won't be able to knock out warmachines first turn unless they get really lucky but will knock them out second turn. Which means that the war machines have to many targets and not enough firepower.

    Once the empire war machines have been silenced then this is game over. it would require 2 full units of empire to effectively take on the temple guard that old blood is very nasty and the slaan adds nice static combat rez.

    While magic usually doesn't effect the battle so strongly in this game i can see that there will be units fleeing for there lives from the onslaught of slaan magic missles and the stegadon will be a mighty presence which will be very hard to silence.

    The empire has few answers to this lists strengths and it takes too long to exploit its obvious weaknesses (I don't see the knights beating the temple guard). Victory to The Lost Children of Pahaux
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  6. #5
    Member Loafus's Avatar
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    the temple guard is the obvious choice of targets for the warmachines, but they have great saves against anything thrown at them, so they will be a very tough nut to crack. and I think that the skinks will be able to whittle down the detachments to below combat effectiveness. it will be a close victory but I think that the Lizardmen can pull it out.
    When life gives you lemons, beat it over the head and take its wallet.


    Army W/L/D
    40K
    Emperors Children: 66/27/19
    Imperial Guard: 71/27/10
    Space Marines: 9/17/2
    Eldar: 41/34/25
    WFB
    Skaven: 79/36/35
    Chaos: 23/20/46
    High Elves: 35/27/6

  7. #6
    LO's unofficial Jester Visitor Q's Avatar
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    377 (x8)

    I think the lizardmen have the edge in this one, between their magic and the sheer number of their shooting attacks I think they can selectivly pick off the Empire warmachines and then whittle down their detachments/regiments without taking to much damage themselves.
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  8. #7
    Senior Member 2000AD's Avatar
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    Quote Originally Posted by Von_Smallhousen View Post
    staying within 12" of the Slaan so he has a re-roleable breaktest on 3D6 with the Slaans Leaderships & Stubborn.
    Stubborn only applies to the Stegadon's base leadership. It can use the generals leadership providing modifiers don't take it below it's own (page 78, BR

    That said, I'm voting for the lizardmen. The chameleon skinks will be taking down one artillery per turn till they're killed, and once the dispel scrolls are drawn out (so after turn 1) then the magical dominance of the lizardmen will be claiming the rest (especially uranions thunderbolts from the skinks, unlimited range FTW)
    In fact because Uranion's thunderbolt ignores saves I bet the skinks will be doing as much damage as the slann for one.

    The march blocking skinks should buy enough time for the Lizardmen to whittle down the blocks to more managable numbers for the stegadon and salamanders.

  9. #8
    Now 17% more helpful gingerninja's Avatar
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    262 (x7)

    In the end, this map has not played out nicely for the empire army. If it had been one with hills at the back of the deployment zone, then I think they could have done it, as their shooting could have out ranged the magic for first turn at least, allowing the cannon to hit the stegadon and the rocket battery to damage one of the scouting skink units/chameleon skink unit.

    As it stands though, although the Empire have better range, the sheer number of skinks will eventually wear the larger troop blocks down, and their superior speed will keep the away from being pinned down easily

    Lizzies for the win.

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  10. #9
    /botnobot/ DavidWC09's Avatar
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    1283 (x8)

    The Lizardmen's superior magic will do a lot of harm, as can all those blasted skinks. A failed panic test here or there, and things go south for the Empire.

    Lizardmen for the victory.
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  11. #10
    Son of LO Manu_Forti's Avatar
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    117 (x6)

    What kind of odds do the skink scouts have of downing a war machine? If it isnt great, I think the war machines would almost be a match for all the magic missiles. So I'm undecided for now

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