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Map = 8. Empire Plains
First Turn = Vampire Counts
The White Host of Caranthir Elensar
Caranthir Elensar: Lorekeeper of the White Tower
Book of Hoeth
High Magic - shield of saphery, courage of aenarion, flames of the pheonix and vauls unmaking
Elrohir Elensar: Dragon Mage of the Flame Peak
Dragon Mage: 435pts
Ring of Fury
Lore of fire - fireball, fiery blast and sword of rhuin
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
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.
Last edited by Spector; March 20th, 2008 at 22:20.
This is interesting, as I designed the Vampire List as well as my one..........
Ok, well my tactics are quite simple for this one, so here we go:
I will deploy relatively far back in my deployment zone, allowing me longer for my shooting and magic to do some damage. I will use the Dragon mage to blast holes in the spirit hosts, while the archmage will cast flames of the pheonix on the skeleton units, when they are visible, hitting support units if they aren't.
At the end of the phase I will cast drain magic before the vampire turn, effectively making the Vampire music +5 to cast, as I have +2 to dispel, and his magic +3 to cast, meaning more of his spells will fail to cast. I will save 1 dispel dice to stop the book of arkhan because of my +2 to dispel.
My shooting will first focus on the fell bats, as they are the greatest danger to my war machines. I will pick them with one round of archery and bolt throwers. This should weaken them enough for me to focus the rest of my shooting efforts until combat on the support units, archers hitting the dire wolves and bolt throwers hitting the ghouls.
This concentrated damage, combined with the lack of VC ability to raise any new units with my better dispel ability, should stand me in good stead. I will charge the Dragon Princes into the flank and the Dragon into the rear of the main Vampires unit, which should have been the target of the flames of the pheonix spell, which should have killed roughly 7-8 of them. The combined charge on the flank and rear should kill the entire unit in one turn, unless my rolls are really terrible.
On average that attack pattern should kill 12 skellies. Without rank bonuses, or attacks back, the unit should be killed by combat resolution, saving me from fighting the Vampire head on.
The other unit should just be mop up from there.
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I'm disinclined to vote for seed army to start with, but putting that bias aside, I think Gingerninja has this one.
He can control the magic phase and get rid of the general sooner or later.
High Elves for the Win.
This match seems somewhat unfair. Gingerninjas 10-12 PD vs SEEDs 5 DD will mean he can dictate how things are run. FotP and Vauls Unmaking will run amok amongst the Vamps.
That aside, the HE infantry should be able to match that of the VC, with an adequate magic defense.
I think this battle will go to the HE. They will be able to control the magic phase with their huge advantage in power vs. VC dispel. They should also be able to control the VC magic phase. This alone should be enough to take down a VC army but combined with the HE good shooting phase and solid CC units this match should go to the Elves.
~Because of Ginger's dispelling potential I'm going to give this one to HE. The VC won't be able to get off any spells to help his undead, while Ginger ought to be conquering the magic phase this way and that.
~HE for the win.
On this one I will go with HE as they will totaly dominate magic, shooting, possibly movement and combat.
5000p. High Elves
Gingerninja wins the match, 5-0.