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MAP: Fortified Manor
FIRST TURN: Angry Bobs Shiny Shambles
The Unusual and Rather Diabolical Hoard of Visitor Q
Blood Dragon Count.
Cursed Shield of Mousillion
Sword of Might
+1 Level of Magic
Necromancy Spells: Invocation of Nehek, Gaze of Nagash
[+1St, -2 ENEMY ATTACKS, Killing Blow]
+1 Level of Magic
x2 Dispel Magic Scrolls
Necromancy Spells: Invocation of Nehek, Danse Macabre
+1 Level of Magic
Dispel Magic Scroll
Book of Arkan
Necromancy Spells: Invocation of Nehek, Gaze of Nagash
[Book of Arkan-Bound Spell Casts Vanse Danse Macabre]
27 Grave Guard
Banner of Barrows
[Banner of Barrows- Wights hit on 3+ regardless of relative WS]
4 Spirit Hosts
6 Dire Wolves
5 Dire Wolves
4 Fell Bats
Dispel Dice=5 (I think. Please check)
Dispel Magic Scrolls=3
The Vampire and Wight Lord set up in the grave Guard
The Necromancers loiter behind the main line out of site. If the enemy has any troublsome scouts, fliers and so forth they will join the zombies as appropriate.
My 'default' tactic is generally to have the Grave Guard aim for the enemy centre while my Zombies cover its flanks.
The Spirit Hosts go ahead as a screen for the Grave Guard against missile fire.
My Bats go down one flank taking a wide birth to keep pout of reach of enemy missiles. They will go war machine hunting relying on their multiple wounds and attacks and fear to break/destroy the crews.
My Dire wolves go down the other flank. They are units of opportunity and will prey on weaker units, poorly placed individual charatcters and mar machine crews.
If possible they will attempt to get round behind the enemy. In this position the wolves will be more there to disrupt the enemy lines by causing them to stop and turn for fear of a rear/flank charge then cause any direct damage.
The Ghouls are there to deal with enemy scouts which they will attempt to engage as soon as possible
If the enemy does not have scouts the Ghouls will keep out of sight and will boost one of the combats the zombies get involved in.
The Ghouls and Wolves will also be used for claiming table quaters if appropriate.
In combat the Zombies act as classic tar regiments covering my Grave Guards flank, while my Grave Guard breaks the enemies centre.
My Blood Dragon Count has 4 Ws9 St6 attacks with Killing blow so will be used to dispatch enemy characters who themselves will be at -2 attacks.
The Grave Guard Regiment causes terror (which means fear in fear causing units). The front rank also has 8 St 4 killing blow attacks hitting on 3+ so again should be able to deal with most troop choices.
The Spirit Hosts will tie up any units I don't think I can deal with/blunt enemy charges.
Once the battle lines are engaged my wolves/ghouls will join the fray hitting the enemy in the rear. Hopefully supported by zombie regiments summoned by my Necromancers.
I Haven't made a big deal about what magic I will use in a battle because the magic phase is too fickle to be relied on. Essentially my army has enough magic to hold its own/support my regiments but does not rely on it to win.
(No army book with me, but order of spells I would like....
Invocation of Nehek
Vanse Dance Macabre
Gaze of Nagash
Curse of Years
Hand of Dust.)
Angry Bobs Shiny Shambles - andre
Night Goblin Great Shaman (Angry bob) - 275
The pipes of doom
warboss ums best boss hat
Spells: 1, 2, 3, 4
Black orc big boss (general) - 134
biggeds kickin boots
Orc shaman - 150
horn of urgok
Spells: 1, 4
night goblin shaman - 130
nibblas itty ring
Spells: 2, 5
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.
With first turn, quite a few large units, and enough magic defense to shut down the Vampire magic phase, i think this one will go to Angry Bob and his Shiny Shambles.
Basiccal my reasons are above, but to elaborate a little, i dont think the VC will have enough magic to keep their units alive well enough whilst facing all those Orc unts in CC. The O&G may suffer from fear, but i think they will be able to overcome that, and really hurt the undead, especially with the help of the giant.
Undead. Fear, terror, and Greenskins just don't mix well.
The BSB adds an interesting feature as the undead will take one less wound from Combat Res.
I think the Undead can run off a Shaman or two and dominate the magic phase.
And there's really nothing to deal with those Spirit Hosts.
First turn is mine! (finally) Still no joy for pipes of doom though, cant have everything.
Yo david, cheers for organising all this, I wonder if you could put up what spells ive got, it's help me articulate my stratedgy.
Its too early in the morning for me to think yet. So ill post full ideas a little later.
Finally an army my Wights can really go to town on!
The Wights heading straight for the Black Orc general and are cutting him and his large unit of orcs to pieces. A unit of zombies will tie up the black orcs for the turn it takes to deal with the general. Then the Wights will deal with the black orcs.
Panic tests and Terror should see a few of the other regiments running.
The Fellbats will make a quick diversion to take out that Goblin Wolf Chariot (multiple wounds/attacks + fear vs a goblin or two shouldn't be to difficult) before heading onto the spear chukkas.
The Dire Wolves head into the Spider Riders to prevent any irritating flank attacks. Even if they don't rout them immediatly (Though with fear and slavering charge thhere is a fair chance) they should tie them up for a long time.
Once there free one unit will head for the spearchukkas the other will hit the rear/flank of the Orc/Goblin army, maybe picking off a shaman.
The Spirit Hosts are fairly fast, they will either make a beeline for the giant or hang back and move into position to engage it, essentially depending where it is deployed.
My final unit of zombies will go up against his final unit of orcs. The Ghouls will support this combat, between the casualties they cause (poisioned attacks, two attacks each) and the ranks etc of the zombies I may well be able to rout the orcs.
Realistically the Orcs need to be able to take out my Grave Guard regiment to win the battle (its the big bad that will be rampaging through their army and accounts for a massive % of my points) and I am not convinced they have anything up to the job. The giant may be able to but will spend the whole battle against a regiment it can't harm (and can harm it).
Yes I know combination charges may be able to bring it down but the Orcs/Goblins simply don't have the troops to do this!
The spear chukkas will only get a turn or two before I have engaged the orc line. and Orc/Goblin BS skill isn't good enough to rely on one or two turns. Naturally I will use my deployment to minimise this effect (like behind the woods if possible) Orcs/Goblins get first turn so they waste a turn of shooting.
In terms of magic once again it won't play a big part in my tactics. I don't think this is much of a problem, I am well equipped to deal with everything the Orcs and Goblins have with the troops I have on the board so if in the later stages of the game I do get a spell or two off that is just a bonus.
I think I have just enough powerdicet o be able to use the Book of Arkan successfuilly so I should get a charge in.
On the Orc and Goblin side of the board I should be able to shut down his magic in the first couple of turns at least (three dispel magic scrolls plus five dispel dice)
Basically what I am looking for in this battle is classic Blood-dragon. My basic troops tie up his units while my Count and Elite regiment marches around the board decapitating any characters and accompaning regiments they can find.
"God is dead" Nietzsche- 1886
"Nietzsche is dead" God- 1900
Why are there scams? http://www.youtube.com/watch?v=Q71FLDIMBc8
I gotta rush out now, and i really want to right a proper reply to visitor Q.
He's right though, i kinda need to kill off his grave guard.
That said, im hardly losing a turn of shooting with bolt throwers range 48" and my spells easily having the range to accomadate for this, its not like im goin to stay out of range just to get further away from him.
crap, i relly gotta go.
oh well. ill post late tonight.
cheers for voting.
There are problems for both of these armies. The O&G can only harm the spirit hosts with combat res and magic, and that could be a problem, and the fear tests will only make matters worse.
The VC's are outnumber, outgunned and their magic is not getting through easily, so repairing and raising units is going to be difficult, on top of which, their elite troops can't be repaired, (grave guard).
In the end it will come down to combat and who can get into it first. I would say, that with the first turn, a hill on which to put their war machines, and a nice magic phase, that the O&G are going to just win this one.
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This is a tough one for me as I really like both lists. I was going to vote for the undead but I think that the OnG have just a little too much hitting power for even the undead. Both sides have some nasty units but I can't help but think that the undead will still struggle.
My vote goes to the Orcs and Goblins!
Angry Bobs Shiny Shambles.
Fear and Terror will help the VC's out, but will not be enough to win this one. The O&Gs will be able to shut down enough of the VC magic to lessen its sting, and have the harder hitting units once CC comes around.
I'm going to have to go with Vampire Counts.
I also really like both lists and this one is hard for me to chose... but really it's the randomness of the O&G list compaired to the reliability of the VC list which desided me.
If any of the regular orc units had two CCWs I would say that could tear through the zombies, but without a high number of attacks, they will be tarpits as usual. With only a hero's LD aura off the general, there will be failed terror and fear checks, and if the general dies, it will be even worse.
There arn't any units that are really vulnerable to the bolt throwers, and they arn't accurate enough to put a big dent into any of the infantry blocks.
If the spirit hosts get into a flank, they can probably cut through any blocks of troops they hit, while the only thing that can hurt them is the magic phase, and combat res, which will be helped by the BSB (which will also allow them to tie up the giant for a long long time, even with Yell and Bawl).
Any VC magic that gets through can be really detrimental to the O&Gs, summoning a new zombie unit, a gaze cast into the giant/spider riders/chariot.
Also where are the O&G mages going to be? If they join any units, they risk animosity and losing their powerdice for the turn, if they stay by themselves they can be picked off by the bats, wolves, and magic, if they join the black Orcs they don't risk animosity, but instead risk the Blood dragon running for them.