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Map = 3. Desert Obelisk
First Turn = gingerninja
Lord Aldric Oliver's Milita
Bretonnian Lord (General) - 254 points
- Grail Vow, Virtue of Confidence, The Lance of Artois, The Grail Shield, Gauntlet of the Duel, Barded Bretonnian Warhorse
Paladin (BS - 114 points
- Virtue of Knightly Temper, Barded Bretonnian Warhorse
Paladin - 137 points
- Grail Vow, Sword of the Lady's Champion, Shield, Barded Bretonnian Warhorse
Damsel of the Lady - 105 points
- Dispel Scroll, Bretonnian Warhorse
Damsel of the Lady - 95 points
- Dispel Scroll
(9x) Knights Errant - 221 points
- Musician, Standard Bearer, Errantry Banner
(10x) Knights of the Realm - 264 points
- Musician, Standard Bearer
(8x) Knights of the Realm - 216 points
- Musician, Standard Bearer
(20x) Men-at-Arms - 115 points
- Musician, Standard Bearer
(20x) Men-at-Arms - 115 points
- Musician, Standard Bearer
(16x) Peasant Bowmen - 117 points
- Skirmish, Braziers
(3x) Pegasus Knights
(5x) Mounted Yeomen - 82 points
(5x) Grail Knights - 250 points
- Musician, Standard Bearer, Banner of Defense
Total Points - 2245
Power Dice - 4
Dispel Dice - 4 (2 Scrolls)
Bretonnian Special Rules
All Knight units automatically are given unit champions free of charge.
Lance Formation - Bretonnian Knight units count ranks as 3 wide.
Command pushed back to the 2nd rank still operates as normal.
Damsels may be placed in the middle of the second rank and still cast, however, they do not have line of sight outside the unit when casting.
The Peasant's Duty - May use the Leadership of any non-fleeing Knight within 6" of the unit. Unit Standards that opponent captures do not give VP. (Applies to Men-at-Arms, Peasant Bowmen, and Mounted Yeomen)
The Knight's Vow - May ignore panic caused by friendly units with the Peasant's Duty. (Applies to all Knights)
The Grail Vow - Are Immune to Psychology. Always start the game with the Blessing of the Lady, regardless if the army prayed or not. All attacks made by models with the Grail Vow count as magical, however, this does not apply to the mount.
Blessing of the Lady - Affects all units with the Knight's, Questing, or Grail Vow. They receive a 6+ ward against all attacks, and a 5+ ward against attack S5 or higher. A unit or character loses the Blessing if they flee from combat (including breaking) or if they refuse a challenge they could have accepted.
Aura of the Lady - Damsels give the unit they are in Magic Resist (1).
Impetuous - If the unit is in charge range and has not declared a charge, they must take a Leadership test. If they test is failed, they must charge. If the test is passed, they may move normally. In addition, on the charge, Knights Errant and any character who has joined the unit are Immune to Psychology. (Applies to Knights Errant)
Living Saints - All Grail Knights count as unit champions for the purpose of accepting challenges.
Virtues and Magic Items
Virtue of Knightly Temper - For each attack that the Knight hits and wounds with on the charge (before saves) he may make an additional attack. Additional attacks cannot generate more additional attacks.
Virtue of Confidence - The Knight always issues/accepts challenges. In challenges, the Knight may re-roll all failed rolls to hit/wound.
Sword of the Lady's Champion - Always count the character's Strength as one higher than their target's Toughness, unless it would normally be more than this. At worst, the character will always wound on a 3+. Use the modified Strength to calculate Armor Save modifiers.
The Lance of Artois - Gives the user +2 Strength on the charge. Gives the user Killing Blow on turns where they charge.
The Grail Shield - Provides a 6+ armor save. Also increases the bearer's ward save from the Blessing of the Lady to a 4+ vs. all attacks. If the character loses the Blessing, he loses the ward save as well.
Gauntlet of the Duel - Any challenge issued cannot be refused.
Banner of Defense - The unit's ward save is increased to 4+ vs. all missles (including magical) of S5 or greater as long as they still have the Blessing of the Lady.
Errantry Banner - All Knights Errant gain +1 Strength (stacks with lances) on the turn they charge. Any unit with this banner suffers -2 to Impetuous tests.
The White Host of Caranthir Elensar
Caranthir Elensar: Lorekeeper of the White Tower
Book of Hoeth
High Magic - 2, 3, 5, 6
Elrohir Elensar: Dragon Mage of the Flame Peak
Dragon Mage: 435pts
Ring of Fury
Lore of Fire - 1, 3, 5
Elessar Arnatuilë: Junior mage of the White Tower
Staff of Sorcery
High Magic - Shield of Saphery
17 Spearmen: 176pts (Mage here)
14 Swordmasters: 315pts (Archmage here)
Banner of Sorcery
Bladelord has the Skeinsliver
6 Dragon Princes: 200pts
14 White Lions
2 Repeater Bolt Throwers
2 Great Eagles
PD: 9 + D3 + up to 3 ‘free’ dice + 1 Bound
DD: 6 + +2 to dispel
Silver Wand – Bearer knows 1 extra spell
Ring of Fury – Bound lvl 3 – casts fury of Khaine
Banner of Sorcery - +D3 power dice
Skeinsliver - +1 to first turn roll
Book of Hoeth – All spells successfully cast, including any double, except double 1, are irresistible force
Staff of Sorcery - +1 to dispel
Last edited by Spector; March 3rd, 2008 at 16:08.
Well this is becoming less and less funny every single game isn't it......
I swear Spector, you are being mean to me on purpose
As soon as I have my magic selections I will let you all know my tactics, although, I like the look of the map. It should certainly be an interesting game.
And now I have my magic, here come the tactics.
First of all, I will drop the fireball spell from the dragon mage to take the Flaming sword of Rhuin, making him much more of a threat in combat, if it casts of course.
I have the first turn, obvious as the Brets have their praying to do, but it does afford me a couple of advantages. First of all, it gives me a whole extra turn to do some damage to their lines with my shooting and magic. Secondly it means I can move my dragon into a protected position from which it can better achieve it's objective.
The Dragon will fly out to behind the obelix to cover it from the little shooting the that the Bret list has, as well as making the brets come to me. I can then use the magic firing from this dragon, and the mage to do some damage to the lines.
In movement, I will try and sit back, luring the Brets to me, using the Dragon Mage and the eagles to march block the Brettonian lines. I will keep my archers near my Bolt throwers. The moment the Pegasus Knights make a move for them, I will target them with all the shooting I have, trying to seriously limit their numbers and effectiveness.
Magic will run like this for me. I will cast Curse of arrow attraction on a seperate unit each of the 3 turns I will have before the Brettonian charge. This will allow me to do 4-6 wounds to each of the Bret units I pick, which will be all but the Grail Knights. Their improved ward save will make them more difficult to damage with my shooting, but the other units will only get the 6+ ward due to the multi bolts only being str 4.
On the turn before the charge, I will cast courage of aenarion on my units, making them stubborn, and less likely to break on the charge. With this combined with asf, and their reduced unit size due to the shooting, should allow me to survive their brutal charge and then, with their str bonus from the charge removed, beat them with my flanking units like the dragon and Dragon Princes.
The dragons magic will be used to blast the units on their way as it march blocks. It will either focus on the peasant units who have no magic resistance or, when it comes to a direct line, I will cast burning head across the Brets line. It's str 4 hits and panic tests will be an annoyance, and may cause a couple of wounds along the way. Even if the Brets focus all their dispel dice at these spells, I still have a bound spell which will cause 2D6 str 4 hits, which if not dispelled will go off every turn. I expect that the dispel dice will be focussed on the dragon mages magic, as the archmages magic will be most likely irresistable force, but 4 dispel dice and 2 dispel scrolls won't last long.
With my magic, and shooting advantages, and my chance to march block, I should be able to do enough damage before the Brets reach my line to hold the charge.
Last edited by gingerninja; March 3rd, 2008 at 18:50.
Stubborn white lions are sexy, and swordmasters I think will give the knights trouble as well. Eagles to slow them down and put them off course and a bolt throwers to aid. Strong magic offence and a dragon to boot. High elves for me
HE will not be able to survive charges, and are unlikely to cause that many wounds vs knights even with ASF
Music must give birth to orgasm and revolution
Latest LO Blog Post<+Tarnag> Who could help but love a name like Ultramoose, I think of a Moose with a rocket strapped to it breathing fire and wailing on a guitar
This one will definatly come to what happens in combat and althought High elves do have ASF and the enivitable march block via the dragon i can't see them doing enough to soak the Bret Charge.
Brettonian for me
My homage to my time spent at Libararium Online:
I have to go with high elves here due to the dragon mage being able to play havoc with knight coordination and the magic superiority.
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i'm going to have to vote HE on this one. while the bretonians have tons of solid "umph" the elves have 3 flyers and a whole lot of ranged punch to support their small force.
the bretonains i feel lack the ability to deal with the dragon and the 2 great eagles without diverting a significant number of troops to eliminate them and the dragon is far too potent to be ignored with its powerful spells. i would also bank on it mauling a unit of knights if it can come in from behind with the flaming sword going.
so with the knights at half pace the elven shooting should have a field day. with curse of arrow attraction making those RBT's something awesome to behold and the archers could pop off the odd few shots.
only needing to knock off 2-3 members off each lance to assure holding in combat i can't help but feel these elves have the edge.
Last edited by Arklite; March 4th, 2008 at 22:43.
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'm going with Brets. Magic will really skunk the Brets but once they're in combat, things can go south for elves in a hurry. ASF is nice, but against armor, it's rough. And with fighting characters in the front rank, at least one model will strike back and cause some grief. And that archmage is so vulnerable. I don't see him lasting long. Although I think HEs will do better than it'd first appear, they won't survive in the long run.
Wow... i thought a good look at this and i would be able to call it, but unfortunately nope. G, im going to have to wait for another little chat in the chatroom. IIRC, the multiple shots from the bolters do not disallow armour saves, so i think the 4-6 wounds per Knight unit is a little optimistec, though i will check the figures through with you.
Spector, same to you. I need to hear some tactics so get in the room! Your lack of magic defense will hurt once the scrolls are gone, or before of you decide to save them. I need to find out what your key dispels will be.
Ginger's Magic is just so powered, im going to have to go away and check the High lore thoroughly.
Seriously, however this turns out, it would make for a fantastic game. Pickle! Get to work on Fantasy Vassal! Tourney anyone? Some of these games need sorting for real
Edit... Ok, last night on Chat I made my call, for Bretonnia. However still was not fully confident on that. This morning i have checked out the HE magic lore, and weighed up a few more options. Spectors willingness to give up first turn to Pary is annoying, if he had atleast rolled for it then him having Turn 1 would have made this a whole lot easier. Ofcorse he also may have lost and not been Blessed, so anyway...
The HE lore i done see to be THAT devastating. Unless ive missed something, the HE can only try and cast Curse of Arrow Attraction once per phase, and if Spec Scrolls the first two attempts on this, as well as saving Dice later on to stop the one chance at stubborn each turn, then... FINALLY, im happy to hand this toBretonnia
Last edited by Phoenix; March 5th, 2008 at 14:29.
12 Multibolts at 25-48" will do the following:
2 Deaths (1 if the 6+ ward save does it)
10 archer shots at 15-30 inches will do:
so,maybe 1 wound.
If it is 24" or less, and curse of arrow attraction lands, these are the stats:
12 Shots from 24" or less.
11 Hits including re-rolls to hit from curse of arrow attraction
and then 1 wound from the archery, so maybe 6 is pushing it, but 4 is very likely, and removing 4 of the knights from Spectors units before the charge really limits their effectiveness, and destroys their combat res.
From then on my static res, and ability to take out 2 more with both the white lion and swordmaster units and 1 from the spearmen before he hits will give me either the draw, assuming no losses from shooting, or a small loss, which with my stubborn ld 9, I should pass.