Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Map 10 - Woodland Ambush
First Turn = The Throng of Kazzad Dolvir
The Unusual and Rather Diabolical Hoard of Visitor Q
Blood Dragon Count.
Cursed Shield of Mousillion
Sword of Might
+1 Level of Magic
[+1St, -2 ENEMY ATTACKS, Killing Blow]
+1 Level of Magic
x2 Dispel Magic Scrolls
+1 Level of Magic
Dispel Magic Scroll
Book of Arkan
[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.)
The Throng of Kazzad Dolvir
lords and heroes
Thane – General
Rune of stone
Master rune of Swiftness
Rune of cleaving
Rune of fury
Master rune of gromril
Rune of striking
master rune of balance
rune of stone
Dwarf Warriors 24 (runesmith)
Dwarf Warriors 25
Longbeards 19 (BS
Master rune of grungi
Rune of courage
2 Bolt throwers
Rune of penetration
Power Dice: 2
Dispell Dice: 6
rune of stone +1 to armour
master rune of swiftness always strikes first
rune of cleaving +1 S
rune of fury +1 A
master rune of gromril 1+ save
rune of Striking +1 WS
master rune of balance -1 powerdice from enemy's pool +1 dispell dice to dwarf pool
master rune of grungi 5+ ward against shooting and magic missiles to all models in 6"
rune of courage immune to fear and terror
warmachine engineer BS4
rune of penitraiting +1 S to warmachines
6 dispell (one from the enemy powerdice pool)
Damnit facing an army of tough little buggers with high Ld who can also neutralise my magic to a fair extent. I think my best chance of victory is devising a way of getting my Grave Guard Wight Lord and Count in contact with the dwarf line relatively unscathed.
How do I accomplish this feat? Simple actually……SPIRIT HOSTS ASSEMBLE.
With these Ethereal Troops screening the Grave Guard I will be safe from the bolt throwers. Even if the one bolt thrower that is magical manages to hit, wound and cause maximum damage every turn it will still take some thing like four or five turns to completely destroy them. No Hills either to help out. The Zombies will be on the flanks to protect against any sneaky flank firing.
The Organ Gun is a problem as it can go straight through the Ghosts. My Dire Wolves will make a beeline for it, it will have to be in the front rank because there are no hills ad the Dire Wolves will be advancing well spaced out in a line to avoid any nasty encounters with the Dwarfs now redundant bolt throwers (the Organ gun itself).
Finally my Fellbats will take out the superbly annoying Gyrocopter.
Assuming this works and the Grave Guard actually reaches the dwarf lines in shape to fight then I should be able to cause some real damage. Killing Blow Decent strength and armour save combined with the two characters and Terror not to mention outnumbering should see the Dwarf units fleeing from auto breaks or a hefty CR (accept those Iron breakers of course still there are only 19 of them and a massive CR is a massive CR). I will probably go for the Dwarf General first but I’m easy.
The Zombies will be there to hold up the enemy but seeing as my magic is limited in this battle they could get worn down fairly quickly. None the less they will still be supported by the ghouls so might be able to do some damage.
Essentially my plan relies on the Dwarf Toughness being counteracted by the skill, good strength and killing blow of the grave guard and characters and their high Ld to be counteracted by auto breaks and CR.
Magic be damned I’m a Blood Dragon and will do this old school style!
PS: Money on the table that Deceiver is the fist to vote and votes against me, you know its true.
LOL, see Q im not sure if thats just a ploy to guilt trip me and get me to vote for you... Also i appologise that im so quick at posting but atleast you got your tactics in fast this time.
Saying that, your entire chances of winning seem to be revolving around your Grave Guard unit and Killing blow, which is only an occasional occurance in combat. Looking at the the GG will be 7 or 8 wide? so maybe 1 KB a turn.
Once they get into combat if the oher dwarf units manage to flank you then it could really fall apart, as your magical ability to resurrect is well negated.
Having said all this, due to your comment i now feel guilty to vote for you, and bad for voting against you. So for now, im going to withhold my vote and i will vote if the game is close in a few days.
the general is with the iron breakers... the iron breakers are immune to fear and terror.
The logical part of this battle is to isolate and target the grave guard as soon as possible and get them into combat with my hardest unit (the ironbreakers). Due to the nice open space regarding the table i reckon it would be possible to spread the bolt throwers out and shoot around the spirit hosts as they advance. the iron breakers will position themselves to take on the grave guard as between their insanely high armour save, above average dwarf stats, re-rolls to leadership and panic tests and their complete immunity to fear and terror they should be able to smack the grave guard a knew one
spambot kill tally: 79
[16:19] <@Alzer> Arky's right though
[16:20] <@Kaiser-> I know he is.
[16:20] <@Kaiser-> He usually is.
[16:20] <@Kaiser-> Sometimes it's intentional.
[00:01] <+zubus> i love you, ya skirt wearin nothern monkey! ^_^
Well the zombies will be quite close to the flanks of the GG so flanking shots are pretty much impossible.
Iron Breakers, it is then! (Neo style bring it on hand gesture)
Immune to Fear is one thing massive static combat resolution is another. I am not relying on Killing blow any more than the Dwarfs are just relying on Ld. Its just another factor. St 4 is decent enough not to mention the St6 of the Blood Dragon. If I go for seven across thats 13 killing blows (counting the Wight Lord and Blood Dragon). My own armour save is hardly poor (3+).
29 unit strength so you are looking at outnumbering.
Incidentally Terror will still affect nearby units.
there's enough firepower to plink most of the little VC stuff early onn, then carve into the zombies. Relying on one combat going your way is no way to win, especially since you will be going in 7 wide. >< all that means is that the dwarfs can position their line so you end up charging multiple units, and if they put their long beards next to their iron breakers when you charge they will have outnumbering, lots of ranks to be able to count, and a BSB in combat and you wont be able to do Jack S*@! to them.I think this dwarf line will be a little too much for the VC of Q to handle.
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 must agree the iron breakers are gonna be a real problem for the VC. The grave guard unit really does pack a punch, the combat with the ironbreakers will very likely be a stalemate. However the shooting should be able to tear through your other units easy enough allowing him to get in on the flanks. If the wolves and bats can take out the war machines fast enough I would put my money on the VC.
I'm going with Dwarfs here. They can stop enough of the VC magic to stop units from being started or renewed, and in combat, the Dwarfs superior weapon skill, toughness, and armor will win the game, especially after the toll that Dwarf shooting will take.
I'm going with Vampire counts here.
In the Iron breakers vs Graveguard fight I think the grave guard are going to take it. The out number and the wider frontage combined with the occasional killing blow will tilt combat res towards the GG. If the generals get into a fight, then my money is on the vampire, who will then start on the rest of the unit.
In a fight between the warriors and the zombies, of course the zombies wont win, but the dwarves don't have the number of attacks to kill the zombies quickly, and a flank charge from wolves or spirit hosts would tip that balance.
As far as magic goes, sure the dwarves have the same number of dice as the VC player, but they have no scrolls. It just comes down to a dice off at that point, and while the magic will be blunted, it's not shut down. It only takes one or two raize dead spells, or movement spells to really turn a game sometimes.