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Map = 6. Fortified Manor
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 radiants 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 Radiants: +1 dispel die
Arcane Bodkins: Arrows ignore armour saves
Legion of the Scorpion King
Collar of Shapesh
Armour of the Ages
Vambraces of the Sun
Cloak of the Dunes
Staff of Ravening
Casket of Souls
24 Skeleton Warriors
Banner of the Undying Legion
20 Skeleton warriors
1 Scarab Swarm
Screaming Skull Catapult 110pts
Skulls of the Foe
Incantation Dice: 2x1D6 + 4x2D6
Bound Spells: 1xPL3 + 1xPL4
Power Dice: 2
Dispel Dice: 5 (and -1 to enemy casting rolls)
Collar of Shapesh:- Transfer a wound on a roll of 4+ to a model within 4”
Armour of the Ages – 5+ armour save, +1 wound
Vambraces of the Sun – 1 model in base contact loses 1 attack
Cloak of the Dunes – May fly
Hieratic Jar – Cast 1 extra spell for one turn
Staff of Ravening – Bound level 4, range 18”, 3D6 Str 2 hits
Golden Ankhra – 4+ ward
Banner of the Undying Legion – Bound lvl 3. Casts summoning spell on unit.
Last edited by DavidWC09; March 21st, 2008 at 00:16. Reason: Fixed cluster of radiants error
I will not be deploying around the hill, the forest dead ahead will leave me vulnerable to annoynce from the Dryads. I will base my deployment cantral ish in my Dzone, around the Casket and SSC as usual. The Casket and SSC will be fairly close to the board edge, this will be important, and the rest will begin further forwards on the flanks of the Warmachines as to still give them good LoS, but also able to defend them well.
I dont really see any need to have anything begin underground, so, on with the killing.
The little WE magic offense there is will be easily neutralised, and their defence is pretty weak, which is great for me!
To begin with, the SSC. with just 5 Dispel Dice to contend with, this will be getting 2 shots per turn and will begin by aiming for the Treekin. A Flaming Magical Stone Thrower. I love it That means each treekin wounded will get no armour save, no ward, and be taking D6 x 2 wounds. When they are dealt with then it will proceed onto the Dryads and Wild Riders i think, and then when they are no longer viale targets it can begin at range on the WE archers.
The WE will have a choice when dispelling magic.
Scrolls are the obvious choice for stopping a Casket, but some of those elves have MR 1. If they wish then im guessing they will look to saving another 2 dice aswell to dispel the Casket with dice. Fine by me, a scroll would stop it anyway, and now it has a chance to go off, affecting all units that can see it, so it may be quite risky for the units with MR. That just leaves 3 Dice per turn, and 2 Scrolls to, stop all other magic, and with the number of spells i can throw out, that wont happen, nowhere close.
However, if the WE do Scroll the Casket, then this is also fine by me! it means there are just 5 Ddice trying to stop my 8 Power and 2 Bound spells.
Either way, if i want to cast a spell then i will be doing so.
The Staff or Ravening will be aiming at the Scouts early on, from a safe position, and the Dryads. Its 6's to wound the latter, but with 3D6 hits a turn and no saves even the odd few kills will hurt their units quite a lot.
Onto the WE Characters. From the front of my lines, he Scorps will primarily be targetting the Nobles. With a magical charge, the one on Eagle should be fairly easy to charge once it comes close, as will the one on foot. Their arrows dont really bother me at all. A 1 use only HoDA, whilt it shoots 3D6 times, wont really be able to do any permanant damage, my Priests will be kept safe from that, and things like Scorps are just Tough. The No Saves arrow... meh, TK saves are crappy anyway, so a null advantage there for that WE magic item combo.
My skellies will begin in their usual raks of 10, and their shots will be able to knock off the odd scouting WE or two and some from whetever else they get a chance to aim at. Reformed for combat, the large units will be difficult for the WE to get through, especially with the magical resurrection, and also the King hitting back hard from the one unit.
The Chariots and Ushabti, in come the hard Hitters. Any chariot Charge will tear apart any of the WE units, with the amount of Impact Hits and attacks they can put out. The Ushabti's high Str will also be a great Elf/Tree squisher here.
The Swarm... well he can just sit infront of the Casket i think. Small so doesnt block LoS, but it means the Casket will be impossibe to charge from the front straight away.
Carrion, they can go for a 1st turn Charge on the WE archers, using their basic movement to get them as close as possible, and then if im able to i can get some magic on them and also avoid the Stand and Shoot. Still, even if i cannot get them close enough to avoid that reaction, 5 Fear causing 2 Wound birds will safely be able to survive a S+S reaction from 10 archers, and onece in close they can pick apart each of the WE archer units piece by piece.
The Scorpions, once finished Character killing, will be aiming for whatever they can get really. They can take on any of the WE units with relative ease, even against 8 strong Dryad units, their T will keep them alive, and the same goes for surviving Stand and Shoot if they go support the Carrion with Archer killing. Basically wherever they are needed, they can, and will be there killing stuff.
Last edited by Phoenix; March 21st, 2008 at 00:22.
As for magic. First, I generate 5 dispel dice. There's been a misprint in the army lists. My branchwraith is a lvl 1 caster with a cluster of radiants for an extra dispel die.
Also, Magic Resistant units get to add a die against the Casket of Souls, so that's one more I'll have. Plus two scrolls.
As for magic, my strategy has always been to weather a round or two and then get into combat where it's less of a concern.
Of course, I'll look at eliminating as many of his casters as I can.
Terrain is heavily in my favor. Once again, I can place my free wood to bottleneck the undead army between the forest already there and the manor. This is a skirmisher's paradise of a board for my wood elves. Archers will have terrific shooting alleys to pick off whatever he chooses to advance down those alleys.
I don't see the scorpions being a risk to my eagle since he's not tunneling with them. Plus, I can always keep a bodyguard unit nearby if it really is a risk, which it shouldn't be. The flyer is just too mobile. In my experience, scorpions die easily enough to treekin and dryads. And the HoDA arrow is just the sort of thing to whittle down a scorpion or the Ushabtis as needed.
I won't bother tangling with the ranked undead unit. No reason to get bogged there, unless there's a chance to kill the heirophant or another character.
Instead I'll play it like Dwarfs. Eliminate the small units...war machines, archers, scorpions, ushabti, chariots are easy pickings. Capturing two table quarters should be easy.
If the heirophant is determined to fly around, then my highborn will have a field day shooting him with magic arrows. If not, then he's static in a unit, and I can kamikaze him and watch the undead crumble. A number of units can go in on, like War Dancers with Killing Blow, Wild Riders if necessary.
Also, keeping my own units out of harm's way, and preserving VPs, shouldn't be too hard.
The only phase of the game that's a concern is the magic phase, but like I said, my strategy with this list has always been to take some lumps in the first turn or two, using scrolls and dice to offset the worst of it. Keeping the Casket in check will be a priority, but with one or two casters gone, magic will be less of a concern. Plus, I'll be in combat by then.
But movement, combat, and shooting phases should be mine.
This generated a big discussion on Chat.
I'm leaning towards Dave winning this tbh. here's why:
His Magic D is pretty solid and should take the sting out of Phoenix's magic, whihc is one of TKs biggest advantages.
ItP on most units means that Dryads, Wardancers and suchlike will simply have a field day on the Undead. Skellies stand no chance vs Wardancers.
The WEs speed will prove more than handy. They can easily outflank the Undead and the advantage acquired there could be decisive.
Terrain will have almost no impact on Dave, but will prove a huge hurdle on the Undead, especially with the free forest.
In all, a close game, but I think it's the WEs for the aforementioned reasons above.
This is a really toughy. On the one hand you have the magically superior Tomb Kings, whose ability to get back up again is plain annoying. On the other, you have the swift wood elves, who have an advantage in combat, but will they get there?
The elves have a hugely more maneuverable force, and a distict terrain advantage. This can be part negated by the magically enduced movement that the TK can have. Unlike normal movement though, this is down to probability, and I think the wood elf general would be smart enough to let some spells go, keeping dispel dice and scrolls for the important spells.
Next is shooting. The wood elves do have both range an numbers in archery over the TK. They also have a better chance to hit (4+ instead of 5+), which means they will do more damage. This, is of course negated slightly by the TK ability to get back up. It is further negated by the SSC.
This device is good, very good, but it isn't infallable. It has a 11/36 chance of misfire if it is fired twice, roughly the same as it scoring a direct hit on a unit, (which is 1/3). It is also a guess range weapon, meaning that it is immediately unreliable. The Wood elf fast movement and terrain advantages mean that this thing will do damage, but not as much as I think the TK player needs.
The Wood elf lord can pick off the heirophant if not in a unit, and even if he was, he could sacrifice his lord to make sure that guy is toast. A charge will kill the heirophant, and even if the lord dies to the attacks back, his job is done.
In the end, I think the wood elves will be too fast for the TK to catch and kill, leading to a successful day for the forest.
Wood elves will edge this.
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Well, going against the crowd, I think the TK can pull this one out. Looking at the lists, and the tactics, makes me thinks the Casket and SSC will really bring a beating. I vote for PhoPho
I think that the WE will edge this one out. The main TK weapons SSC & Casket can be neutralized by WE dispel magic and also the unreliability of war machines in general. Also, the WE have quite a few ItP units which will be very helpful against the undead. WE maneuverability combined with their magical defense will allow them to squeak by.
They have enough units that can give the TK fits in CC. The TK do have some shooting advantages that nullifier skirmishers and what not, but it won't be enough to go against the CC power that the WE can toss out. The WE anti magic should be enough to stop the more important WE spells as well.
I have decided to go with Tomb Kings.
There is enough to bring serious pain to the main hammers in the WE army. They can block hide out of sight but they need to be able to see in order to shoot. Sooner of later they'll have to pop out and when they do, the tomb kings will have enough punch in the form of counter charging units and of course the casket.
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As I do think Dave will be able to figure out what spells to dispel to get his woodies into combat and the SSC is pretty unreliable I will go with Wood Elves.
They have movement, shooting and combat on their side and could be able to stop those vital spells that would get his troops blasted away and scattered.
5000p. High Elves