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Map = 17. Knight of the Town
First Turn = DavidVC04
Findul, Lord of the Piney Glen. Findul rides a long-time ally of the Wood Elves, the noble Great Eagle Bene-Talus. Findul wields a spear, the Enchanted Shield, light armor, the Bow of Loren, and the Arcane Bodkins, which pass with eldritch ease through the strongest armor.
Osage the Many-Thorned, Branchwraith of Athel Loren. Osage has dwelled far longer than any Asrai in the shadowed woods of Athel Loren. Only Drycha does she fear. She wields a cluster of malevolents and uses the Lore of Athel Loren. Level 1 wizard.
Teddril Kel-Isha, Spellsinger of the Piney Glen. Teddril serves Lord Findul as a liasion to Osage and the other forest spirits. He wields two dispel scrolls and uses the Lore of Athel Loren. Level 1 wizard.
Thalis Arahain, Scout of the Piney Glen. Thalis serves Lord Findul by leading his cohorts on scouting expeditions. None know the hidden paths and groves of the Piney Glen better than Thalis. He wields the Hail of Doom Arrow, light armour and shield
Lord Findul's Bowmen
10 Glade Guard with musician
10 Glade Guard with musician
10 Glade Guard
7 Glade Guard Scouts with musician
Riders of the Piney Glen
6 Glade Riders with musician
Handmaidens of Osage
Worshippers of Loec
7 Wardancers with musician
7 Wardancers with musician
The Spears of Kurnous
6 Wild Riders with Wild Hunter, musician, standard bearer, and War Banner
The Perilous Pines
Bena-Talus Great Eagle. Bena follows her mate Bene-Talus into battle, a loyal in death as in life.
Hail of Doom Arrow: One use only. Fires 3D6 magical arrows
Bow of Loren: Model may fire as many arrows as they have attacks
Cluster of Malevolence: 6” range. D6 str 2 poisoned shots that hit on 4+ (may stand and shoot)
Arcane Bodkins: Arrows ignore armour saves
Vampire Counts SEED
Vampire Lord: 450pts
Forbidden Lore, Infinite Hatred, Beguile, Avatar of Death
Tomb Blade, Flayed Hauberk, Crown of the Damned, Black Periapt
Wight King: 135pts
Sword of Kings
Dark Acolyte, Avatar of Death
Book of Arkhan, Sword of Might
23 Skellies: 204pts
23 Skellies: 204pts
6 Dire Wolves
6 Dire Wolves
23 Grave Guard: 351pts
Banner of Barrows
3 Fell Bats
3 Spirit Hosts
PD: 7 + 3 Bounds
Banner of the Barrows: All wights get +1 to hit.
Dark Acolyte: +1 magic level
Avatar of Death: Vampire may wear armour
Book of Arkhan: Bound Spell power 3. Casts Vahanse Dance Macarbe, exhausts on a roll of a 1.
Sword of Kings: Killing Blow on 5+
Forbidden Lore: Vampire knows all the spells from one lore.
Infinite Hatred: Hates all enemies, may re-roll to hit every round
Beguile: If enemy doesn't pass a ld test at -3, then the vampire may reroll to wound
Crown of the Damned: 4+ ward save. Vampire is subject to stupidity
Flayed Hauberk: 2+ armour save.
Tomb Blade: Every unsaved wound caused by this blade creates a skeleton.
Black Periapt: Can save 1 unused dice to be used in the next phase.
Terrain: First off, the terrain favors me even though the trees are on the VC side. First, he'll have to deploy his ranked units to the right, clear of the trees. By placing my free tree stand across from the others, I essentially seal off 1/3 of the board. Then archers can position themselves behind the walls farthest back with other archers directly across from his ranked units.
With my archers so favorably positioned and his troops so bottlenecked, I'll have free reign during the shooting phase. First, I'll get rid of his dire wolves and fell bats. Dryads will head straight for the spirit host. I will go all out after these easy VPs as Dryads will make mince meat of them, especially after they've been softened, if not eliminated, by the Hail of Doom Arrow.
It shouldn't take long before his only remaining units are the three ranked units and Corpse Carts. First off, the archers will select one unit, probably the left-most one, to focus their shooting on. Meanwhile, my units that ignore trees will have been zipping around that 1/3 of the board I sealed off and forcing him to deal with a strong flanking force that will maneuver to his flanks and rear.
The general will fly to the back and unload his arcane bodkins onto a corpse cart. Even with regeneration, one should go down after a few rounds of shooting.
Wardancers, Wild Riders, and Treekin should be able to take down whichever unit is on the left. If it's Grave Guard, I might feint towards the GG and instead go for a skeleton unit.
I'll avoid the General the best I can. Assuming he's in a unit of skellies, I'll jump it if I can get to a flank and rear or both flanks and rear and try to beat him through weight of combat resolution.
So I'd be looking at killing 2 units of wolves, 1 of bats, 1 of spirit hosts, 2 corpse carts, one ranked unit. Then I'd control two quarters, maybe three if he bunkers up in the corner. If I can get one ranked unit, that's a banner.
My general should remain intact, and the singer and noble will be easy to keep alive with the terrain favoring me so. Preserving those points and picking combats carefully should do a lot for minimizing VP loss.
Woodies are always hard to beat with Undead from my very little experience. High Ld means Fear isn't such an impact, whilst they can outmaneuver the Undead with little effort.
WDs, Dryads, and Tree Kin will chop the Undead without so much as a second thought (except maybe, about the present weather).
5 DD and 2 Scrolls won't cut back the entire magic phase, but it will force the Vamp player to think a bit more, either doing direct damage or summoning Skellies (both will be very hard to execute unless lots of 6s are rolled).
Also, with Dave having the first turn, and what apparently is a favourable board edge (*mutters something unintelligible about Dial-up an NZ internet*), the WEs should be able to pick off a few small, expensive units and gang up on some units that find themselves estranged from their unliving kin.
Well I will control the Seed list tactics as I am the one that designed them.
I will be ranking up pretty much as David described to be honest. That corner will become my own little graveyard for the time being, and I will march out from there, behind the cover of my spirit hosts, with the Ghouls ready to flank.
I know that my chances of the spirit hosts surviving are seriously limited by the hail of doom arrow, but remember that the arrow itself will score on average, 9-10 hits (assuming under half range and a roll of 11 on 3D6), which means that only one of the 3 bases is killed, and fact I can rectify quite quickly, as I can roll invocation of nehek as many times as I like in a magic phase, and they will gain +2 wounds from the corpse carts for every successful casting!!
Nulifying the elves early shooting is paramount, and with bound spells making the spirit hosts asf, the dryads might take some damage before they hit anyway. Then flanking ghouls will make equally short work of them with their 2 poisoned attacks each.
If I can get rid of the dryads, then nothing can harm my spirit hosts easily, meaning I can advance to the elven line with little to no damage. Yes the Elves are faster than me, but when their scrolls are gone, I will be able to move my troops with bound spells to make them even faster.
If it comes to combat, fear tests will play a small part, as will the combat power of the vampires. With DavidVC04 having to save at least 2 dispel dice a turn to stop me being asf every turn, I will be able to raise new units to flank with, and repair my damage quite easily.
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im going for Vampire Counts on this one.
The use of magic is always paramount in these cases especially with VC's.
invocation used to block units from rear charges and flanking maneouvers and as ginger said keeping the hosts alive and with the low amount of DD in the Wood Elves i don't see how there going to stop that Vampire munching through units left right and centre.
The overall magic superiority given to the Counts wins it for me hands down im afraid. Even with the mobility of the elves and the extra woods that will cause a bottle neck.
My homage to my time spent at Libararium Online:
For me its got to be the Wood Elves.
The undead army will be channelled and shot to pieces by the WE units. They will be chasing shadows throughout the game. WE are so much more manouevrable that even if the Vamps get some magic off it just means that the WE can run rings around another unit.
3. Marital Bliss 2. Military Intelligence 1. MICROSOFT WORKS
Vassal Record 1-2.
Hmm, interesting. The Wood elves will have a pretty easy time of it until it comes to taking on the ranked VC units. However with combined charges i think they can put out enough attacks to crumbl the Vampires. Wood Elves take this one for me.
Last edited by Spector; March 15th, 2008 at 04:56.
hmm... now this is interesting. on one hand the elves look like they'd get brushed aside by a light wind but then i note that almost EVERYTHING happens to be immune to psyc... the dryads, the wardancers, the wild riders and the treekin are all unaffected by fear, big plus that. the overall lack of survivable speed puts the vamps in a poor situation.
wood elves win this one
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 think the Wood Elves take this battle although I don't think it will be as easy as some think it will be. While it is true that there will be a bottleneck and easy pickings for the Elves ranged fire, the fact is that the VC magic will just keep on pumping out more targets. Elves will not be able to shoot everything and some things will eventually get into close combat. This is where the ItP of the wood elf combat units will be usefull and also, I think, a bit of a hinderance. While they will be able to withstand the fear effects of the VC they will not be able to flee and spread out the VC troops. Wood elves in a close one.
Im going for Vamps here.
Had there been for forests, different story, but the forest is in the wrong deplyment zonr, and you cant hide an army in a 6inch forest. With all the spells in the Lore of Vampire, the VC player has the right tools to defeat the woodies, in magic, big blocks of healable skellies, and ethereals.