Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Map = 18. After the Siege
First Turn = gingerninja
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.
The White Host of Caranthir Elensar
Caranthir Elensar: Lorekeeper of the White Tower
Book of Hoeth
Lore of Shadows - 1, 3, 4, 5
Elrohir Elensar: Dragon Mage of the Flame Peak
Dragon Mage: 435pts
Ring of Fury
Lore of Fire - 2, 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
Well ive beat them once, and this time, no pit of shades!
Ill link my tactics from the last game for now, although obviously some of them wont apply.
I want too see what G has in mind with regards to his magic offence before i plot too much.
Aha, so G has assumed noobish deployment from me! Now im hardly going to leave my Hiero open to a flying charge am i... He will be safely positioned behind other units as usual, close to them so that the Dragons base is unable to fit for a successful charge, even if he can see the Hiero. And with a 12" range, the Movement spell will be out of range in subsequent turns.
Then the Carrion. As usual these will be beginning behind my main line, or using terrain to avoid LoS. Note even if they do get shot though, they are T4. 3 wounds from 10 archers at long range is a little optimistic.
Ok, onto the main magic. The Flaming Sword wont bother me, even with that the Mage wont be able to take out all the Carrion with ASF when they charge him, resulting in his death. Of course with him coming so close to my lines in turn 1, a Scorpion charge or two may just prove too tempting, and against 2 Scorpions, that mage really doesn't stand a chance. So long as the Monster Reaction doesnt see the Dragon run away, the Scorps should be able to last a while against the Dragon too, as it isn't one of the strong variants, our Strs are equal, and although it is a little Tougher, the two Scorps get twice as many attacks.
Conflag of Doom, D6 S4 hits, that wont hurt the SSC too much. Even if it continues, it may down the Crew, but one swift resurrection spell will see them undead once more (Raising may be cast on the WM, and used to heal crew, and visa versa)
I think thats all i need to say this time, the rest should be easily taken care of by archers, Casket if it goes off, the Chariot charges and the Ushabti. Note the heavy cover i have to work with too, with my armys deployment based around it, it will make charging the heart of my army a pain for the elves. The Chariots will be able to mop up nicely with magically assisted charges coming from the flanks.
Last edited by Phoenix; April 3rd, 2008 at 13:37.
Not voting until GN posts his tactics (being an important match and all), but so far I'm leaning towards Phoenix.
From what I know, the HEs have no real way to deal with the Chariots which will go on to crush the infantry (bearing in mind that Impact Hits go before ASF).
granted, 5 DD may not help much, but doubt that they'll need a hole load of magic D, with the Scorps popping up.
The Skellies can replenish themselves giving them a significant edge in a protracted combat (which will likely start happening).
The Ushabti are just nasty.
Lets do this:
My army deployment is pretty simple. The army will deploy just to the right of the hill in the centre (ish) of the battlefield. The White lions will flank the swordmasters, with the spearmen the other side. The Dragon princes will deploy round the backside of this hill, so that they can come round the back/flank of Pho's army without fearing too much reprisal from his shooting. My bolt throwers and archers will deploy to the right of the army to maximise their shooting area. The eagles and Dragon will deploy at the front of the deployment zone, ready to fly out.
For the first turn my eagles and dragon will pop out maximum distance, heading for their targets, which will be described later. The rest of the army will march forward, save the archers and bolt throwers that will remain stationary, so that they can shoot. The Dragon Princes will cycle round to the back of the hill, keeping out of line of sight of the casket, but in preperation for charge. The army will then continue this advancement until charge motions are set.
Well this is where most of the major battling will take place. I would like to point out thought that not only do I have more dice than the Tomb Kings to chuck out my spells, I also have a better magic defence. I know that this does not include any dispel scrolls, but it does include +2 to every dispel roll, crucial against spells that always go off.
My magic offence has been limited by the lack of the pit of shades spell, but I don't think it is anywhere as bad as that, because I still have the unseen lurker spell. This spell, which will cast on a 12+, thanks to the -1 from the casket, can allow one of my units to move again. This is a nice attack power. It will be the last spell I cast in the first turn, and 5 dice will be saved to do it. The rest of my magic will be aimed as follows for the first turn. For this I will assume an average dice roll on the Banner of Sorcery produces 2 dice.
I will have 11 PD to use. 5 of which will be saved. leaving me 6. The mage will use 1 of these in an attempt to cast shield of saphery on the swordmasters. 5 left. The Dragon mage will take 3 of these and gain his 'free' dice to cast conflagation of doom on the catapult. This spell will probably cast on 4 dice, even requiring 12, which leaves the tomb kings with a decision. Let it go, and possibly see their main offensive range weapon disappear. or at least be seriously damaged, or stop it, and let other spells through. The final 2 dice will again be given to the dragon mage, along with another 'free' dice, to gain the flaming sword of rhuin. The same dilema now remains.
The final spell will be the Unseen lurker. This will be cast on the dragon, and he will be charging the heirophant. The TK player hasn't said where this guy is, but I doubt it is out of range of a 40" charge. The Dragon mage, and more specifically the dragon will crush the heirophant with ease. If the flaming sword of rhuin went off, then the mages attacks will be focused on the heirophant, and the dragons on any unit he is in, ensuring that the combat is not a total loss. Bear in mind that the archmage has a high probability of an irresistable force casting, and even if not, the TK only have as many DD as I am throwing at this spell. It is unlikely they will stop it. If the Heirophant is too well hidden, then the casket will be hit first with the dragon, allowing me to then move in and get a better position on the heiro maybe turn 2.
If the dragon flees as a result of a lost combat, he should rally the nest turn, and then magic can be used to send him back in, straight to the casket this time, killing that character off next. This tactic will be rinsed and repeated as necessary, not always focusing on this unit, but on any unit that needs movement to gain an advantage.
With the Heirophant dead, the TK army will begin to crumble each turn, meaning their magic will have to be spent on repairs, not moving his troops. I know that the crumbling will be limited by the Leadership of the TK general, but it also eliminates his ability to move units around as freely, outside of the 12" range without having to think, and it also lowers his magic offence and defence. The final bound spell will be fired at the carrion first turn, and then at chariots and ushabti later on.
For subsequent turns, my magic will focus on movement of units into better flanking positions, and getting my mage out of danger using the steed of shadows spell.
For the first turn, shooting will be aimed at the carrion. Even with the fact that they are US1 flyers, I can still hit at maximum range with 5+. These shots whould do around 3 wounds, which when combined with the bound spell should see them heavily damaged. Shooting will from then on focus on the Chariots, as they are the largest single threat due to impact hits.
My units are better in combat as a rule than the TK ones, although the Ushatbti are a real danger. As such, they will be charged head on by the Dragon Princes. This may sound like suicide, but you have to consider their attack strength on the charge, and the Ushabti's inability to flee. On the charge, a unit of dragon princes should do 6 wounds to the ushabti without any real problems. In return, the Ushabti should be able to kill 2-3. This means, that not only will I have won combat by 4-5, meaning another one crumbles, I will still have an effective flanking unit.
The rest of the combats will be ok, as long as I protect my flank, which the white lions should do nicely.
Thats all folks
Last edited by gingerninja; April 3rd, 2008 at 13:33.
I think this is once again going to come down to the opening slavos, who can get their plan to work the best. After reading and rereading the tactics it looks as if the Tomb Kings will be able to weather the High Elf storm better than the other way around. The TK can protect the Heirophant and make the Elves target their second choice instead whereas it seems that the TK will be able to strike at their main target. The TK Casket doesn't seem to be as important to the overall strategy of the army as the HE Dragon Mage. After the big clash I think it will come down to a battle of attrition which the TK can win with their raising abilities. It seems that the TK are considering the battle over after the first round which I don't think is the case. I do however think that after a long CC battle the TK will come out slightly on top.
Tomb Kings in a close, hard-fought battle.
hold up... pardon me if I’m wrong here but are you implying that the casket being lost is a good thing?
I have to disagree. This will cause 2 very important things to happen and swing things in the HE's favor.
1: no casket. Well this is an obvious one, for starters the magic defense provided by the casket is lost (-1 from casting rolls) and in turn a rather nasty spell is gone out the window.
2: fewer incantations. With the loss of the little chap on the casket there are 2 less spells that the tomb kings can throw out. this puts less stress on the high elf dispel dice and gives them an equal dice parity (a VERY dangerous thing for tomb kings).
With the loss of any single spell caster, the tomb kings suffer immensely and with the tide of damage the high elves can throw out in their own magic phase, the loss of dispel will also prove disastrous.
this game seems to hinge on mage assassination on the part of the high elves. With the elimination of even one caster things swing dramatically in the elves favor. On the other hand the high elf army is able to operate without its mages and has better means of protecting them (that casket is a deathtrap as much as it is an offensive tool)
in turn if the hierophant is caught we get the same situation.
its this Achilles heel I think the high elves can exploit and turn the game drastically in their favor.
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! ^_^
Actually yeah, that's a good point. This battle will be one mostly of Mage assassination.
Unfortunately, the HEs are rather better at it. Their magic will be very good.
But the TKs have Scorps that will do some damage if used right, maybe clawing back quite a few VPs.
Also, what I can't get over is the damage those Chariots will do. 3D6 Impact Hits is nothing to sneeze at when you're T3, and that will do loads of damage to the small, fragile Elven infantry, plus the banners will generate much VPs and I can't see the Elves beating the TKs after that advantage, especially as one or two Mages will have been picked off first.
And btw, I think expecting to do 3 wounds is a little optimistic. 3 hits, yes, but not 2 wounds unless he's using rigged dice.
I'd heard that before, can't think why I forgot it *oops*.
Either way, 3D3 Impact hits, plus the mounts and riders.
But that said, that's about 4 wounds from IHs, plus about, maybe 3 from the crew. That's a win by 2 assuming the HEs don't do anything in return. If they pass, that is one unit of Chariots in trouble. But if they fail, the HEs are for it.
So, to my technique of choosing a tough vote. Shooting won't do a whole lot.
Magic: We can expect both sides to be victims of Mage-sniping, so it should die down relatively promptly. This is bad for Phoenix, and GN. Phoenix because of a protracted combat situation disadvantaging him; and GN because he seems to rely on it almost as much.
Shooting: Can't expect a whole graveyard to be filled here. Both sides are pretty pitiful here IMO. Nothing game-winning except maybe the odd failed panic test.
Combat: One one hand we have: Tomb King, 2 units of Skellies, 2 units of Chariots (which I still think can do damage), and a unit of Ushabti.
On the other we have: Flaming Sword-enhanced Dragon, Spearmen, Swordmasters, White Lions, and Dragon Princes.
I think Fear will be the decider here. it will run amok with Ld7 troops, and will hurt Ld8 ones as well almost as much. For that reason, I stand by my decision after much soul searching and LO-denial (this is, looking at other threads).