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Tossy + Demandred "Lord Hyppee Lefleur's Tree Hugging Knights"
Paladin- 120 - General
Lance and Shield
Virtue of Knightly Temper
5x Knights of the Realm- 128
Musician + Free Champ
6x Knights Errant- 127
Musician + Free Champ
16 Peasant Bowmen- 122
Branch Wraith - Lvl 1 wizard - 115
-Lvl 1 Wizard. Spell: 1 Tree Singing
-Travels with dryads
12 x Glade Guard
10 x Dryads
10 x Dryads
Power dice: 3
Dispel dice: 3
Arklite + Stonehambey "Drokki Grungbad’s 20 bolt salute and Tooth and Claw"(1st turn)
master rune of gromril
brace of pistols
Rune of accuracy
master rune of gromril: 1+ save
Brace of pistols: 2 pistols
rune of accuracy: re-roll the scatter dice (gives 5/9 chance of a direct hit)
Master engineer: when attached to the grudge thrower provides re-rolls on the artillery dice.
Saurus scar veteran
Charm of the Jaguar warrior
15 Saurus warriors
5 Saurus cavalry
Charm of the Jaguar warrior: provides the bearer with Movement 9
Power dice: 2
Dispel dice: 4
Last edited by Cyric the Mad; December 1st, 2007 at 17:00.
Ok people, this is it!
This game has a Map (its added to the post as an attatchment)
Tossy and Demandred have taken the upper deployment zone 1, whilst Arky and Stoney have 1st turn.
Tactics please guys, and then its all down to you!
Jaha you silly saplings and knnnnnigits we meet again prepare to meet thy doom!
Right, this time we have a map so I can plot my battle plan in a much more eeeevvill manner. While me and stoney lack the hill this doesn’t mean we won’t be able to cause horrendous damage with our shooting (will be explained later). Working on the assumption that the dryads will once again be used as a screen for the knights (a prudent course of action) the key to this battle is now by no means the hill but is in-fact the ruins in front of them. They present a pivot point and a roadblock for a head on knightly advance; as such the plan will be to form up our forces on the left hand side of the table in a curving motion.
The saurus infantry will form up at the forward most point of our deployment zone anchored to the left hand table edge to cover the one approach through the ruins. In the event that this little route is not taken they will reposition themselves swinging inwards to present a flanking manoeuvre on any forces advancing down the centre of the table and also march blocking.
The first unit of quarrellers will then position themselves so that the hill and the centre of the table is in their sights allowing them to cover the hill with S4 bolts should the need arise.
The next unit in the curve would be the Saurus cavalry and the jaguar saurus of doom in the event the saurus warriors require aid the Jaguar saurus would be able to use its speed to quickly move in support while the cavalry will either act as a frontal powerhouse unit or if the saurus are engaged move rapidly in support. The next unit in line will be the second force of quarrellers and finally the grudge thrower will be entrenched on their flank. The entrenchments hardcover and defended obstacle makes it an ideal hard point in the force as due to being stubborn the master engineer and crew would need a significant presence to budge.
Should the skirmish screen tactic be employed the multiple angles of attack will either draw the dryads away from the knights or force the knights to reposition themselves. Both will provide the quarrellers and grudge thrower ample time to cause damage and tip the odds in favour of the saurus winning combat.
The superior dispel power will go a good way to make any significant tree singing attempts fail and as such I feel that this will result in a clear contest of combat and shooting. If the plan of drawing the knights into the lizards is successful and the combats are close enough to the quarrellers I could only plan for them to move in flanking manoeuvres on engaged enemy units with their S5 great weapons, failing that (and if there are no unengaged knights or dryads) they will take the opportunity to launch bolts at any enemy archers positioned on the hill specifically targeting the glade guard and hope to cause a rout (threatening the low leadership peasants).
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! ^_^
I vote against Arky.
Any explanation, or is this just spam swntzu? - GN
Last edited by gingerninja; December 3rd, 2007 at 08:28.
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Ok, my tactics will be short for the moment.
ok, we will set up the archers on the hill, from there they could hit nearly everything, from my experience anyway, and i know they are onky st3 but they are 28 st3 shots per turn. and if they get too close (like within 16" nearly half of those shots become st4)... beyond that the only really good armor I see against ranged in the opponents list is the Engineer and the Saurus Cavalry. You also can't discount that unlike the crossbows, our ranged is mobile.
ok the knights will once again be screened by dryads, but as for being led away i think by the time that happens the knights will be close enough to do their double charge thing
dryads are known for their staying power, 2 attacks each and fear. so when they are led away they should be able to hold the sarus warriors fine if not kill them (which is usually my experience) which leaves the knights to take out the dwarves, who are not known for their maneuverability so they will be able to get the double charge every time
Even were the knights to be out in the open (not likely against the oponents list), at long range the quarrelers will do maybe 4 wounds, which still need to try to get through a 3+ armor save and a ward save. Against some of the stronger attacks, a 5+ ward is nothing to be dismissed lightly.
i think will our speed and the skirmishers on the table we will be able to dictate this battle anyway and dwarves arn't known for the speedy counter and the lizzies would have to be super wiley to control a battle with 500 points over 1000 working against him
Wash: This landing is gonna get pretty interesting.
Mal: Define "interesting".
Wash: [deadpan] Oh God, oh God, we're all going to die?
I think Tossy and demandred will scrape up a victory in this battle if they were fighting thunderes i don"t think they would but with these lists Definetly tossy and Demandred in the end.
Last edited by senseifletch; December 3rd, 2007 at 04:00.
Your votes won't count because they're not in Bold (so it's harder to tally and isn't definitive).
As for me, I'm going to side with Vote Withheld until the others post their tactics, but I have the feeling that Tossy and Demandred will win this, given that A) they have the hill and won their last encounter 6-0.
Last edited by ArchonFarseerGuy; December 4th, 2007 at 01:30.
Upon closer inspection I shall still Vote Tossy and Demandred due to the more mobile nature of their lists.
In my opinion they should be able to contain the saurus block and avoid the Saurus of doom. If not they always have one of their own. The grudge thrower is nasty but I still think that Tossy and Demandred will be able to squeeze through.
Last edited by swntzu; December 2nd, 2007 at 15:17.
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Tossy and Demandred close the gap too quickly for Ark and Stoney's shooting to matter enough. Moreover, they have enough shooting of their own to work on the Lizardmen's fighting forces.
I vote Tossy and Demandred.
I don't know how to answer this thread. The first turn could be quite important here. The stone throwers high direct hit ratio could put pay to one of those knight units in the first turn, severly damaging Tossy and Demandreds combat charge bonuses.
The biggest problem that Arklite and Stonehambey will have is that their shooting against the dryads at long range will only be hitting on 6's. That translates to 1-2 kills per turn, not really enough to cripple both of them in the two turns (maybe 3) before combat.
Then there are the archers, although the glade guard at over 15" only do 1 wound to the dwarves, and the Bretts do about the same, so it will be the grudge thrower that will decide it, and clever fleeing that will decide it.
A stand and shoot charge reaction could also do some damage, as that will cause 1 death on average to the knights.
In the end, I would like to think with the correct tactical thinking, that it will be Arky and Stoney coming away with the victory here.
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