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!
Edit: Some points values have been removed due to GW Copyright. -Spector
Andre + Shrither (First Turn)
Savage Orc big boss (General)- 81
- additional choppa
- light armour
19 savage orcs- 200
- additional choppas
5 spider riders- 65
5 wolf riders- 65
Orc boar chariot- 85
- extra Orc
Necromancer: lvl 2, spell familiar. 115pts
Spell rolls: 1 Invocation of Nehek, 2 Hand of Dust, 5 Vanhels Danse Macabre
2x 20 zombies, standard bearer 260pts
2x 6 dire wolves
Power Dice: 4
Dispel Dice: 3
Deceiver + Pookakitty "Children of Chaos"
Bray Shaman (General): 120pts
Level 2, Lore of Beasts. Spells: 1 The Bears Anger, 6 The Wolf Hunts
Chaos Armour (4+ save)
Beast Herd: 80pts
Beast Herd: 75pts
5 Chosen Chaos Knights: 225pts
Mark of Chaos Undivided (Reroll failed Psychology tests)
Warlock Engineer: 110pts
Warpstone token (+1 Power Dice to Cast, one use only)
Warp-Blades (+1S, can cast Warp Lightning)
Upgraded Warp Energy Condenser (able to use +1 dice to Cast)
Supercharged Warp-Power Accumulator (+1 Power Dice to Pool)
Storm Daemon (Bound Spell PL4, Warp Lightning)
20 Clanrats: 160pts
3 Poisoned Wind Globadiers
10 Warplock Jezzails
Total points: 1000
Power Dice: 6 (+1 Bound spell)
Dispel Dice: 4 (0 Scrolls)
Last edited by Spector; November 5th, 2007 at 15:41.
Ok as far as deployment goes we will gave to start near the back of out zone. With the enemy having 1st turn we need to maximise the anount of time we have for depleting their numbers at range.
The Jezzails can start on the Chariot, that should be dead in one turn. From there thay can move onto priority targets, possibly being the small fast units if they get too close too early.
With the main Warped Lightning spell going at the larger units, they should fall fast, numbers severely depleted when they get close. With only 4 power to our 4 dispel dice, the zombies will have a hard time being resurrected to.
The Storm Deamon should be able to finish off some of the smaller units easily.
The Ratling gun, with its potential for a high number of shots, will also be aiming to take the numbers from the large units.
When the enemy gets close enough our close cpombat potential should be easily enough to clean up.
5 Chose Chaos Knights with their huge number of attacks, and insane armour, will be able to take on any of the enemy units.
The Angry Bear Bray Shaman will also be able to do a lot of damage, and the herds can also kick out a lot of attacks. With their advantage in manouvrability too they should be able to choose their fights pretty well.
The large Clanrat unit will be great too, undamaged when they reach combat as the enemy have no ranged capability. The Clanrats will have a huge Static Combat Res advantage over the depleted numbers of the enemy units.
this is an interesting battle, to be sure.
i would use my army to be the meat sheilds against the shooting, then let the orcs do all the talking in combat. my dire wolves, depending, would either provide cover for the orc boar boys or do some flanking on units. my zombies to protect the orcs and tie up the shooting and also to tie up the small units of gors/ungors. also, the zombies would be perfect to tie up the chosen knights while other units flank the sides and/or rear. so my zombies cant be everywhere at once. but i can summon new units. and a few zombies (5 or more, and given the the average for a 2 D6 roll is 7...) is more then enough to tie a unit up for a turn.
if i get my zombies to charge the skaven, i think there is a pretty good chance they will all flee off the board and panic the other skaven units.
i can get long distance charges with vanhels dance macarbe. meaning the shooting is less effective.
and, if worse comes to worse, my necromancer can challange enemy wizards and kill them with hand of dust. (but that is extreamly last resort.)
i can speak for what the orcs will do, as i am not in control of them, but that is how i would use my vampire counts to win this match.
best of luck to everyone.
Vampire counts 0-0-1
Another interesting battle.
My gut reaction was to go with Orcs and Undead, but then I read the second list. It's going to be closer than I thought with the Jezzails wasting the chariot. In the end, though, I think my gut is right. Loads of fear causers and beefy Orcs, supported by Spider Riders' speed, is going to win the day for Andre and Shrither.
Gonna hafta disagree with you for once david. Decievers tactics are sound and the fast units will all be killed too quickly to cause any fear and any that do come close will be forced to face the evil Chosen Chaos Knights. this performs a very effective guard allowing the shooting and magic to greatly deplete the oncoming mass and then the Knights and skaven can take them on in the front while the herds come from Flank from the sides all in all the core will be taken apart by the magic and shooting to reduce there effectiveness greatly.
Deceiver + Pookakitty "Children of Chaos" strangle the victory
If you like the post click the *STAR* <===
Deciever and Pook
their list is just devastating, go their crazy magic
lets also not forget the ratling gun... thats a possibly 21 shots, S5
AND WOW, Deciever and Pook defiantly have this one in my mind as their DD would negate any use of the necromancer and that leave the vamps almost useless
Wash: This landing is gonna get pretty interesting.
Mal: Define "interesting".
Wash: [deadpan] Oh God, oh God, we're all going to die?
Lots of Zombies, a powerful unit, some fast tactical units, and some good magic.
Knights of Chaos, powerful magic, good shooting, and a good magic defense.
This one is too close to call. I'm going to side with Vote Withheld whilst I make up my mind.
This is a tough one. On one side you have a lot of shooting, good magic and possibly the nastiest unit in the game, on the other, a lot of zombies, some fast cav and a great unit of savage orcs.
The biggest thing I think most people have ignored is psychology. Yes the chosen knights are immune(ish) to it, but the rest of the army isn't, and I don't think they can take down all the zombies with shooting before they start chanting brains near the enemy lines (not without miscasting once, or the ratling gun blowing up).
I think in the end, the smaller beast herds are going to cost them, and if the skaven panic, they aint rallying!!
Andre and Shrither.
New LOChat functions now avaliable.
Need a list designed for any Fantasy army: Click Here
This one is currently a Draw at 2-2. Voting will continue for one day.
Andre + Shrither
It's a tough one, alright, but I'm going to go with these guys. The jezzails will maul a unit per turn but I don't think it'll be enough to stop the fast cav (including wolves) from reaching them and driving them off. I don't believe that will leave the rest of the skaven/chaos army with enough combat units to deal with the big blocks of orcs and zombies, which could well just turn in to tar-pits for the chosen knights.
No more NG spearmen, thanks! Now I need some pump-wagons!