VW FBVW Mk. IV: Round 1 - Match 4: Swntzu v. Roland Durendal - Warhammer 40K Fantasy
 

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  1. #1
    LO Zealot Spector's Avatar
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    131 (x5)

    FBVW Mk. IV: Round 1 - Match 4: Swntzu v. Roland Durendal

    Note: Player listed first has top deployment zone.

    Map = 17. Knight on the Town

    First Turn = Swntzu

    Herr Ernst Kartoffelkopf's Gunning Duelists

    General of the Empire @ 216
    General; Barding; Full Plate Armor; Shield; Warhorse; Runefang

    Captain @ 145
    Pistol; Full Plate Armor; Battle Standard
    Griffon Standard

    Battle Wizard @ 115
    Magic Level 1
    2 Dispel Scrolls

    Warrior Priest of Sigmar @ 138
    Prayers of Sigmar; Great Weapon; Heavy Armour
    Icon of Magnus
    Sigil of Sigmar

    24 Swordsmen @ 269
    Full Command
    Detachment - 10 Swordsmen
    Detachment - 5 Handgunners

    24 Swordsmen @ 229
    Full Command
    Detachment - 10 Swordsmen

    20 Greatswords @ 290
    Full Command
    Detachment - 10 Swordsmen

    10 Huntsmen

    5 Black Knights of Morr @ 195
    Full Command
    War Banner

    10 Handgunners @ 105
    Marksman
    Hochland Long Rifle

    10 Handgunners @ 105
    Marksman
    Hochland Long Rifle

    6 Pistoliers @ 132
    Musician
    Outrider
    Repeater Pistol

    1 Great Cannon

    1 Helblaster Volley Gun

    Casting Pool: 3

    Dispel Pool: 4 + 2 dispel scrolls

    Models in Army: 156

    Runefang: All hits wound automatically, no armour saves allowed

    Griffon Standard: Ranks count double, up to a maximum of +6

    Icon of Magnus: Immune to fear

    Sigil of Sigmar: Mag res 1

    -------------------------------------------------------------------------------------------------------

    Lord Roland's Rearguard

    Lord Roland
    Bretonnian Lord (w/ GKs)
    Grail Vow
    Warhorse
    Virtue of Joust
    Heartwood Lance
    Armor of Aguiluf
    Total: 244

    Heroes:

    Archbishop Turpin
    BSB (goes with 2nd KoTR unit)
    Warhorse
    Virtue of Knightly Temper
    Total: 114

    Baron Oliver
    Paladin (w/ QK)
    Questing Vow
    Sword of the Quest
    Warhorse
    Total: 132

    Dame Alde
    Damsel (w/ KotR 1)
    Warhorse
    Silver Mirror
    Total: 120

    Dame Desdemona
    Damsel (w/ GKs)
    Chalice
    Warhorse
    Dispel Scroll
    Total: 115

    The Lady's Escort
    8 KoTR
    Gallant
    Musician
    Bearer
    Banner of Chalons
    Total: 226

    The Order of Tours
    8 KoTR
    Gallant
    Musician
    Bearer
    Total: 216

    The Flower of France
    9X Knights Errant
    Cavalier
    Musician
    Standard Bearer
    Errantry Banner
    Total: 221

    Wardens of the March
    
20 Bowmen
    Braziers
    Musician
    Skimish
    Total: 148

    The Baron's Bodyguard
    8 Questing Knights
    Paragon
    Musician
    Bearer
    War Banner
    Total: 276

    Warden Gawain's Riders
    Mounted Yeomen
    Shields
    Musician
    Warden
    Total: 148

    The Companions
    7X Grail Knights
    Musician
    Bearer
    Banner of Defence
    Total: 288

    Army Total: 2248
    PD: 2
    DD: 4 (up to 5 with Chalice, + 1 Dispel, + 1 Silver Mirror)

    Magic Weapons

    Heartwood Lance: +2S on charge; reroll all failed to wound

    Sword of the Quest: Used as either Hand Weapon or GW; No Saves allowed

    Armor of Aguiluf: Replaces HA, includes shield giving 4+ save. WS10 to wearer

    Virtues:

    Joust: Re-roll failed to hit rolls when charging with lance

    Knightly Temper: Any attacks that hit and wound on the charge allows for an additional attack to be made

    Banners:

    Banner of Defence: As long the unit has the blessing, the unit has a 4+ ward vs missiles

    Errantry Banner: +1 str on the charge, -2ld to impetuous test

    Banner of Chalon: Enemy may not stand and shoot as a charge reaction

    Silver Mirror – As Dispel Scroll, but the caster takes a str 6 hit

    Chalice of Malfleur – Roll a D6, on a 1 you lose a wound, and 2+ you gain an extra dispel dice

    Dame Alde: Prefered Lore - Life
Prefered Spells: 4, 3, 5, 2, 6, 1
    Dame Desdemona: Prefered Lore - Life
Prefered Spells: 4, 3, 5, 2, 6, 1

    Last edited by gingerninja; February 12th, 2008 at 14:37. Reason: error in list

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  3. #2
    Senior Member Von_Smallhousen's Avatar
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    Ok, I'm going to vote for Lord Roland's Rearguard, and here's why.

    The Empire gunline, while impressive will only realistically get 1 turn to shoot at the Brets before they hit home, as even with first turn the Handguns and Hell blaster are both out of range, and only the cannon will be firing. Once the guns are in range in turn two they will take a tole, but with so few, and having to hit/wound/armour save/prayer save it's unlikely that any real damage will be done on the Brets unless it's all targeted at one unit, and even then that still leaves 4 more units of knights running at them.

    The Brets will almost certainly be getting the key charges leaving the Swordsmen/Great Swords with very little to strike back with save for characters that the Bret Characters may even decided to challenge.

    So in short, not enough shooting to stop the Brets from hitting hard enough to break the line.

    Von


  4. #3
    Master of the Crab Women swntzu's Avatar
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    Okay children, to deal with this cheesefest of a bret list, I shall hunker down in the top right corner of the map.

    The two guns will be in the in the ruins aiming out of the doors with the greatswords (with warrior priest and bsb) next to it. The two units of swordsmen will be flanking this bunker. The detachments will be there to flank any chargers.

    My handgunners will deploy in front of the main blocks of infantry and the hochland rifles will pick out characters or champions. They'll leg it when things get hot.

    The count and his knights will deploy on my far right as will the pistoliers. The fast cav will march block and bait one knight unit away and set up a flank charge for the knights.

    Huntsmen will annoy another unit and buy another turn of shooting.

    I believe that with harassing, I should be able to gain 2-3 rounds of shooting which will be enough to weaken the lances before they have to attack my line. Then they have to win a combat against huge blocks of infantry defending an obstacle with a bsb re roll AND flanking detachments! Don't forget my count's unit too. Any unit flanked by it will die.

    Also, my wizard will be using the first spell of the lore of heavens to aid my men in combat (if it ever goes off). The warrior priest will also be using his nasty prayers to draw out dispel dice. XD

    P.S. It's not a gunline but playing as such is the only way to win here.
    Watch this before posting:
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  5. #4
    LO Zealot Spector's Avatar
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    131 (x5)

    The Bretonnian army is going to have to eat 2 rounds of cannon fire and 1 round of shooting from everything the Empire list has to offer before they hit the lines. This will hurt the Bretonnians some, but not nearly as much as the pain they are going to dish out to the Empire troops when they hit their line.

    Lord Roland's Rearguard

  6. #5
    Junior Member BirchQ's Avatar
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    With the first turn going to Herr Ernst Kartoffelkopf's Gunning Duelists I think they probably can get at least 2 turns of good solid shooting off with march blocking and gun placement.

    When Lord Roland's Rearguard does charge up and reach them, they will likely do quite a nasty hit, but the Empire troops do look decently well armored and seem to have some nice heavy melee units with some good buffs to their melee ability and ranking bonuses.

    This match doesn't look like magic is going to play much of a factor, both teams appear to have stronger ability to dispel than the other has to cast, making magery mostly a non-factor.

    With 2-3 turns to shoot and decent melee ability I'm going to say Empire on this one, mostly because they got the bonus of getting to go first with their shooters. Arg! Another one hard for a newbie to call, I need to play more real games so I can guess these better!

    VICTORY: EMPIRE (Herr Ernst Kartoffelkopf's Gunning Duelists)

  7. #6
    Master of Those Damn Durable Swords Roland Durendal's Avatar
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    Ok kids, I had a long drawn out description of my tactics, but the internet here at the FOB sucks, so I'm gonna have to repost it.

    I will be staying in the bottom right of my corner, to the right of the woods.

    At the edge of my deployment zone on my left (at the edge of the woods) will be my skirmishing archers. They will move forward ahead of the force to act as a screen and to harass any skirmishers out there. Furthermore they will shoot down some of his handgunners and weaken his line.

    Behind them and slightly to their right will be the QKs. Their job is to be the hammer on the left. They will be there to get stuck in and break any units. Their primary target will be any flanking cav, and then his solid troops on the left.

    Working in concert with them will be "The Order of Tours" KotR. They will be to the right of the QKs. Their job will be to lead the assault and hit the enemy from the front, while the QKs go for the flanks.

    to the right of them and slightly in front of them will be "The Flower of France" Errants. They will be my iron spearhead and will head into either the warmachines in the bunker, or any unit I feel needs some extra love and attention before the KotR get to them. They will act almost like a tactical reserve, which doesn;t stand by in reserve but rushes forward...I know odd.

    To their right and slightly behind them will be "The Lady's Escort" KotR. They will act with the GKs to their left. They will initiate the charges and hit the enemy in the front, and the GKs will go for the flank. Hopefully these 2 units combined can steamroll/break any units and get in the backfield

    To their right will be the GKs. As stated, these guys will be going for the flanks of the enemy and will hopefully (with KotR help) roll right on through.

    And to the front of both, on the Deployment Zone line will be the Yeoman Cav. They will act as a screen as well as harassh skirmishers.

    Both the yeoman and archers will hopefully draw fire so my knights arrive somewhat intact.

    My force will be cramped which is a disadvantage, but I hope to perform a violent breakout and rush into his lines before his shooting really kicks in. The archers will manuever left anf the yeoman will move right, thus further opening the gap in my lines that will allow the knights to burst through and close with the enemy. Archers and yeoman will have flank security handled so my knights need only worry about hitting his lines.

    All knights start in Lance Formation. Also, my first turn, all units will march forward if able, thereby further allowing that gap to widen.

    My battle line will look something like this

    ----------DZ Line--------------
    A A A A A Y Y Y Y
    E E E
    Q Q Q K K K K K K G G G

    Between the Archers and Yeoman will be a fairly large gap. Slightly behind this front line and filling in the center of this gap will be the Errants. Slightly behind and to the left and right of the errants will be (going left to right): QKs; KotR; KotR; GKs. They will be positioned as close to the gap as possible (both KotR units should be able to go through no problem, the GKs and QKs might need to wait until the skirmishers move a little to open that gap more).
    Magic is listed in my list but for clarification:
    Dame Alde: Prefered Lore - Life
Prefered Spells: 4, 3, 5, 2, 6, 1
    Dame Desdemona: Prefered Lore - Life
Prefered Spells: 4, 3, 5, 2, 6, 1

    PS: I didn't think this list was cheesy..it was literally a natural progression on my proposed 2500pt list I'm building. With those extra 250pts, I fully intend to get me some Men at Arms

    PPS I realized that my proposed sketch above didn't translate too nicely, but I hope I made it fairly clear. Sorry!
    If you win games against Nids with flamers (aside from the Inferno Cannon on a Hellhound), you're playing against opponents with stupidity of impressive magnitude.

    ~ Sokhar

  8. #7
    Banned ArchonFarseerGuy's Avatar
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    458 (x8)

    This game will be close. Very close imo.

    However, I don't think the Bretts will be able to destroy the entire Empire force in a turn or two. Every Shoot phase will count for swntzu. With only 32 Knights (Knight including characters- haha! sorry), one round could cripple his army. The Peasants won't be able to do a whole lot.

    Further, with Detachments and the defended position the Empire have, they can minimise the impact the Brettonian charges will have. Thus, I'm voting for the Empire.

    -AFG

  9. #8
    Consumate professional Sir Theobold the Lame's Avatar
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    I think in reality this would come down to who was the better general, and the luck of the dice- both lists look very strong to me- but i think the Brets ward save will protect them enough from the black powder badness of the Empire to make sure they reach the empire line, and then the hardness of units like the Grail knights is going to pay dividends.

    I dont expect much to be left standing at the end of the battle, but has to be a Bret win for me.
    Last edited by Spector; February 13th, 2008 at 16:35.
    PLAN CLAN MAN!!

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  10. #9
    I've had enough! timk1111's Avatar
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    Good to see the Human population getting culled a bit

    Anyway, with clever combined charges, the Detatchments can be neutralised, and 20 longbows, that out range Handguns, can pick them off easily enough. Itll be close but...

    I vote Brets.

    Tim


  11. #10
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    After reading both lists before taking time to look at the battlefield and before reading any proposed strategies I was inclined to hand the win to the Brettonians. Its a very strong list with good durability in its numbers and saves, it has devastating potential on the charge.

    However reading bother proposed strategies in relation to the terrain layout which heavily favours swntzu, I will be giving my vote to Herr Ernst Kartoffelkopf's Gunning Duelists commanded by swntzu.

    I think this will be a very hard fought battle. The empire guns will cause significant damage and Hochland have a chance of taking some of the edge of the Brets lances by sharp shooting some champions or characters. Then the combined numbers of the large empire blocks with flanking detachements should hold against the Bret charge. Surviving the initial charge from Bret knights is always important and after the first round of fighting the Empire troops should see victory in combat through superior numbers and consequently combat resolution.

    A marginal Empire victory.

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