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Andre + Shrither (1st 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
Spector + Gingerninja ''Hoof and Claw''
Scar Veteran: 121pts
Blessed spawning of Itzl,
Light Armour, Shield, Spear
Mounted on Cold one
Scouts with Blowpipes
Javelins and Shields
Javalins and Shields
5 Saurus Cavalry: 185pts (Scar Vet here)
Paladin (General) - 124 points
-Lance of Artois, Armor of Agilulf. barded Bret Warhorse
(5x) Knights of the Realm (Paladin joins)- 144 points
(10x) Peasant Bowmen - 65 points
(3x) Pegasus Knights
Lance of Artois: Gives the model the Killing Blow ability.
Armor of Agilulf: Heavy armor and shield conferring a 4+ armor save. Gives the model WS 10.
Total points: 994 points
Power Dice: 2
Dispel Dice: 2
Hmm, tricky. Andre and shrithers Fast Cav. will get massacred due to their pitiful armor. the Knights and Pagasi will be able to quickly take care of the Zombies, barring some annoying fear tests.
The bottom line is that A&S have too many fast cavalry and Spec and ginger have too many anti-Fast Cavalry units. So, I'll go with them. but I may change when I see their tactics.
Well I will post my half of the tactics:
The lizzies and brets have no counter shooting to worry about, and therefore we should be able to pick our battles. The blowpipe skinks will deploy close to the enemy, in cover if possible and pop out to shoot one of the fast cavalry units.
The other skinks will move forward and shoot when in range. If they are charged a stand and shoot reaction will be used on the enemy. This should eliminate 1 or 2 of the charging cavalry severly limiting their effectiveness.
The Saurus cavalry will be aimed at the zombie unit with the necromancer in it. Being immune to fear, they should be able to batter their way through a massive amount of the zombies on the charge, and the scar vet will mincemeat the Necro, where as the saurus cav should kill roughly 7 zombies, leading to a combat res score of -4 or -5 (more if it is a flank hit), and a rapidly crumbling army with no hope of regeneration.
On that note, our limited anti magic will be aimed at the Invocation spell.
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all my points have been said before, i think the range and fast hitting will give this to
Spector + Gingerninja
Wash: This landing is gonna get pretty interesting.
Mal: Define "interesting".
Wash: [deadpan] Oh God, oh God, we're all going to die?
Hmm... tough call. You both defeated me and pook, leading to our unfortunately early elimination, so i cant vote on that basis... However that would make this the Fight between the best two remaining teams! haha.
Anyway, down to business.
If Andre + shrither had just a little bit of shooting potential, i think this would be a very close game. It seems they have been out fired though, as the Combat potential of both lists is quite even, if not favouring the Orcs and VC.
The thing stopping me from giving this so easily to the Brets and Lizzies is the fact that the VC magic may be good enough to create a tarpit with one of the Zombie units. Though as soon as the Necro is taken down, likely due to Challenges, shooting and Pegasi to avoid, i think this one will quickly go to Gingerninja and Spector.
Spector and Gingerninja advance with a 5-0 victory. Getting close to the end now guys! Being the only team left of the two that beat me, you better do well!