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Map 12 - Rolling Hills
First Turn = The Throng of King Verbos Steelkin
Legions of the Rising Sun
Warrior-Prince Cytrus - Tomb King (316 pts.)
Light Armour + Shield
Spear of Antarhak (+1 Strength on the charge. For each wound dealt he gains a wound up to his starting wounds value.)
Golden Ankhra (4+ Ward Save)
Vambraces of the Sun (-1 attack to a model chosen by the player that is in base contact with the TK, this can reduce attacks to 0.)
Special Rules: Flammable, The Curse, "My Will Be Done", Undead.
Ishtari the Loyal - Icon Bearer (67 pts.)
Special Rules: Undead, Tomb Blades.
Makalani the Damned - Liche Priest (330 pts.)
Casket of Souls
Dispel Scroll x 2.
Nen-Katah, Priest of the Sun - Liche Priest (165 pts.)
Cloak of the Dunes (may fly, but cannot charge with this special movement.)
Neferra's Plaques of Mighty Incantations (may re-roll his roll for incantations, but must re-roll both dice if he does.)
3 x Chariots joined by Cytrus w/ Full Command. (170 pts.)
22 x Skeleton Warriors w/ Full Command, Spears, Shields and Light Armour. (245 pts.)
10 x Skeleton Warriors w/ Bows
10 x Skeleton Warriors w/ Bows.
19 x Tomb Guard joined by Ishtari w/ Full Command, Tomb Blades and Banned of the Undying Legion. (283 pts.)
4 x Ushabti
Total Points - 1996
Power Dice - Special
Dispel Dice - 4 (2 scrolls)
"My Will Be Done" - The Tomb King is allowed to cast 2 incantations (Righteous Smiting and Urgency) per magic phase at d6 strength. He may cast the same one twice.
The Curse - The model that kills a Tomb King must pass a leadership test or take d6 wounds with no possible save, ward save or regeneration. If a unit is what kills the TK then it must take the leadership test and the wounds are distributed like shooting.
Incantations - Liche Priests know all four Incantations and may cast 1 per magic phase at a power level of 2d6.
Casket of Souls - It cannot move. It causes Terror. As long as it is on the field all enemy wizards have a -1 to their casting rolls. The 2 guards have Tomb Blades. The Liche Priest can still cast incantations. At the end of each of the TK magic phases the Casket Releases its souls against any unit that can draw line of sight to it. This counts as a spell with a power level of 2d6. If the spell is cast the user rolls 2d6 + 2 and compares subtracts the leadership of the unit/character from the roll. The number left over is how many wounds the unit takes with no armour saves or ward saves allowed.
Arrows of the Asp - All archers in the army hit on a 5+ at all times. They never have any modifiers.
Undead - Unbreakable. Causes fear. Take a break test as normal, if the break test is failed the unit takes wounds in the number of how much it fails the test by.
The Ushabti are usually with the Tomb Guard unit staying within close proximity. The Spearmen unit of Skeleton Warriors acts as an anvil with the Tomb Guard being the secondary Anvil. Chariots and Ushabti act as hammers. Also, the archers, once they have outused their shooting, become obstacles to set up flank charges and rear-charges or just for helping.
The archers will be set up on either side with the unit of Chariots usually close to one (until combat) and the flying Liche Priest near the other (so that the incantations of Smiting can be cast on each unit for maximum effect). Will always make the best of Arrows of the Asp by moving, etc.
The banner of summoning is very important to the Tomb Guard unit. Summoning will always be a priority spell to keep the units alive and working.
The Throng of King Verbos Steelkin
Lords & Heroes
Dwarf Lord (begins attached to Hammerers)
King Verbos Steelkin
Runic Weapon: Great Weapon w/ Master Rune of Kragg the Grim, Rune of Snorri Spangelheim
Shield: No Runes
Runic Armor: Rune of Stone, Rune of Resistance
Runic Talisman: Master Rune of Spite, Rune of the Furnace
Carried by 2 Shieldbearers
Total Cost: 304
Runesmith (begins attached to Longbeards)
Runesmith Greshan Dyrebeard
Hand Weapon: (no runes)
Shield: (no runes)
Runic Armor: Rune of Stone
Runic Talisman: Master Rune of Balance
Total Cost: 127
Dragon Slayer (not attached)
Hisvek the Ill-Reputed
Runic Weapon: Master Rune of Swiftness, Rune of Fury, Rune of Fury
No Shield, Armor or Talisman
Total Cost: 125
The Skor-duz Tavern Elders
18 Longbeards w/ Great Weapons, standard and musician
1 Greatbeard (Veteran)
Runic Banner: Rune of Courage
Total Cost: 302
The Skor-duz Marksman of Ironeye
10 Thunderers w/ a Musician
Total Cost: 145
The Eyes of the Gatekeeper
10 Quarrellers w/ a Musician
Total Cost: 115
The Steelkin Venerables
18 Hammerers w/ Shields and Standard and Musician
1 Gate Keeper (Veteran)
Runic Banner: Rune of Battle, Rune of Stoicism
Total Cost: 327
1 Bolt Thrower w/ Engineer
Engineering Runes: Rune of Forging
Total Cost: 125
Engineering Runes: Rune of Forging, Rune of Burning
Total Cost: 130
1 Organ Gun
1 Organ Gun
Total List Cost: 2,000 Points (on the dot!)
Dispel Pool: 5 (not including the one stolen from the enemy's power dice pool via the Master Rune of Balance.)
Casting Pool: What's a casting pool? (2)
Rune of stone: +1 to armour
Master rune of swiftness: always strikes first
Rune of fury: +1 A
Master rune of balance: -1 powerdice from enemy's pool +1 dispell dice to dwarf pool
Rune of courage: immune to fear and terror
Warmachine engineer: BS4
Master Rune of Kragg the Grim: Allows other Runes to be placed on Great Weapon while keeping normal Great Weapon abilities
Rune of Snorri Spangelheim: +1 to Hit
Rune of Resistance: Re-roll failed armour saves
Master Rune of Spite: 4+ ward save
Rune of the Furnace: Immune to pure fire attacks
Rune of Battle: +1 Combat Res
Rune of Stoicism: Unit counts as double it’s unit strength
Rune of Forging: Re-roll Misfires
Rune of Burning: All attacks count as flaming
I'm not sure how that will work with the dispel dice, since I don't have power dice, but even if he does get them I've got 6 spells going off per turn (depending). Casket of Souls is always last so he would have to prioritize his dice. If I can put the casket up on the hill in my deployment zone that's where it would obviously go. Not that it's a big huge deal to him anyway because he has such high leadership, but all casualties are worth getting, especially if they can take out the War Machine crews (which is likely considering the amount of time I'll have and chances are I'll get the spell off a bunch of times).
The Heirophant (Cloak of Dunes) will be flying around casting what needs to be casted.
The archers will remain near the Casket of Souls to benefit from the magic of the Priest, letting them shoot twice if successful (from the Priest and the Heirophant until the other spells are needed).
Everything else is explained in the basic tactics of my army. Tomb Guard unit will play a big role in smashing the Dwarves to bits with the outnumbering and fear causing.
Every man is the architect of his own fortune.
The Dwaves will only steal one of your two basic power dice, which even Tomb Kings get, so none of your incantations will be affected.
The tomb kings will need to advance towards the Dwarven lines, in the face of the standard, irritating dwarf gunline...
The Tomb King's magic will be mostly shut down, but assuming the dwaves dont want to risk the casket going off, then the priests should be able to get a few spells off, allowing them to mave faster and healing them as they get shot up.
The Tomb Kings will have a difficult crossing to reach the dwaves, but when they do get there, they will find it quite easy to kill off the dwaves with them having only two decent sized infantry units.
It will be difficult, but i think the Tomb Kings will be able to claim victory here.
I'm going with Dwarves. Remember that dwarves do have a great statline, even if they are a shooty unit they can often times hold their own in CC. and I think that the magis is going to be mostly shut down, and with the artilery to kill off chariots and the ushtabi, all the dwarf player has to remember is to kill a unit entirely before moving on to the next target.
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 think that, what with all of the Dwarves' artillery and decent dispelling abilities, the TK side will really be shut down with trying to move forward, and all of those guns will be able to make short work of anything that gets too near. If the Dwarves can concentrate fire, and try to take out that Casket early, I think they'll be able to pull it off.
The Dwarves have a huge warmachine advantage in this one. All the hills allow them to fire with maximum efficiency. The lack of SSC's in the TK list really hurts them here. 20 Bowmen is not enough ranged shooting to do any significant damage to Dwarves. Except for the magic phase, I think the TK are pretty outclassed here.
The Throng of King Verbos Steelkin wins.
Dwarves will be well on top in this one what with their war machines and anti magic and 'gun/xbow line -
Vote goes to the dwarves
Last edited by Spector; August 1st, 2007 at 19:56.
Vote goes to the dwarves
Easy Victory to the Dwarves with the TK Main units never being able to get into the battle owing to the devastating firepower of the dwarves.
The two solid units of Dwarves should be an equal for the greatest of the TK UNits the Tomb Guard and i expect them to be a main target of the organ guns, they might limp in with 10 or so models. Expect the magic phase to be shut down and really you could even let the casket get off with that high and impressive Leadership
With nothing to threaten the Artillery it will pound the TK back into the dust. King is very very vulnerable to a cannon shot.
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The Tomb kings just don't have anything that I can see that would really scare the Dwarfs in this one. If the dwarfs concentrate their firepower they can destroy enough TK units to win the game.
Vote for Dwarfs.
a) I'm not sure thats correct
b)I think your accusations should be made to mods in a PM message
c) You could be a little less dramatic, the extra large, bold 'ilegal' was unnecessary
d) Its spelt Illegal.