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VW Tourny Round 1: TheCuttingEdge vs. Cakeman
Table - Table 3
Top Deployment - TheCuttingEdge
First Turn - Cakeman
Supreme Sorceress - level 4
Black Staff, Pendant of Khaeleth
Spells: Power of Darkness, Steed of Shaddows, Creeping Death, Crown of Taidron, Unseen Lurker
Sorceress - level 2
Spells - Power of Darkness, Chillwind, Word of Pain
Sorceress - level 2
Tome of Furion, Seal of Ghrond
Spells - Power of Darkness, Chillwind, Word of Pain, Bladewind
Master - BSB
Hydra Banner, Mounted on Cold One.
w/ Lance, Heavy Armor, Shield and Sea Dragon Cloak
21 Warriors w/ Full command, Shields and Warbanner
10 Repeater Crossbowmen
5 Dark Riders w/ Musician and Repeater Crossbows
5 Cold One Knights w/ Full Command and Null Talisman
15 Black Guard w/ Full Command, Banner of Hag Graef
6 Shades w/ Great Weapons
2 Reaper Bolt Throwers
Powerdice - 10 + 1 Bound 'Power of Darkness' + upto 2 from Sacraficial Dagger + upto 3 attempts at 'Power of Darkness'.
Dispel Dice - 7
Black Staff - Bound Spell of 'Power of Darkenss'.
Pendant of Khaeleth - Ward save but instead, roll equal to or under Strength of attack.
Sacraficial Dagger - May sacrafice 1 model per spell casting for 1 additional power dice.
Tome of Furion - +1 Spell.
Seal of Ghrond - +1 Dispel Dice.
Hydra Banner - Unit gains +1 attack in the first round of any combat, including mounts.
Warbanner - +1 combat resolution.
Null Talisman - Magic Res (1)
Banner of Hag Graef - Grants 'Always Strikes First' to the unit.
Pre game comments:VS.My Bolt throwers and Crossbowmen will set up on the Hill, with the Crossbowmen being right on the 12" line and bolt throwers futher back as they have the range and will prevent any nasty skink scouting surprises. Directly next to the the hill Spearmen, following across (towards the wood) is the War Hydra, then the Black Guard.
With no real cause to my Shades (with nowhere to deploy them) I will place them in normal deplyment inside the wood in my deployment zone, also to prevent skinks popping up there.
Cold One Knights will be next along from the Black Guard, off center towards the wood. Finally, the Dark Riders will squeeze into the gap between the hill and right board edge, and will use their speed to get them back towards the middle
The last host of the dragon isles
Saurus oldblood - 259
Light armour, Greatweapon
Charm of the jaguar warrior
Blessed spawnings of Sotek, Tepok, Itzl and quetzl
Scar Veteran - 180
battle standard bearer
sword of might
blessed spawnings of tepok and itzl
Skink priest - 100
Diadem of power
Spell - Portent of Far
13 skinks - 91
13 skinks - 91
13 skinks - ???
Javelins and shields
11 skinks - ???
javelins and shields
10 skinks - ???
javelins and shields
6 saurus cavalry - 280
Huanchi's blessed totem
4 kroxigor - ???
4 kroxigor - ???
4 terradons - 150
3 salamander hunting packs - ???
Stegadon - ???
total = 2249
GET STUCK IN...
Use the skink screens for the kroxigor and the saurus cavalry. (Huanachi's blessed totem, means i can start the turn behind the skinks, march up to right infront of, or possibly in the flank arc of the enemy, and then have a 5/6 chance of getting the charge.) If against a non-shoooty army then theres a whole mass of annopyance in 57 skinks.
The two scout units will go for warmachines and other skirmishers, or large targets if they present themselves.
Oldblood will sprint all over the place, murdering chariots and the like.
The priest will always use the diadem to store dice for the enemy magic pahse giving me 7 dispel dice.
The battle standard can go in either of the kroxigor units or the cold one riders depending on opposition. But he'll probably be quite central, to get as many re-rolls as possible.
Hopefully my massive maneouverability and the potential to wreck havoc of 8 kroxigor, a stegadon and suarus cavalry will carry the day...
Pre game comments:Theres not too much space for scouts in this board, if its left open, then one of the scout units would deploy in the wood.
Otherwise deployment would be a massive line of skinks screening the army.
Prioity units screened would be the cavalry the kroxigor and the terradons.
Whole army will fly forward on first turn if i get it, to set up a 2nd turn terradon charge on the bolt throwers (which I assume will be on the hill, if not the terradons will still go after them.
Would look to run the skinks out ahead of the army in charge range of the opposition units, get charged flee, kroxigors charge in.
or against infantry just use the skinks to screen until the charge.
As stated in generic tactics the saurus cavalry will use the skink screen as well but still be able to charge from behind them thanks to huanachi's blessed totem.
Oldblood would go after the sorceres (spelling), unless they've got the insane dark elf magic item. cant remember exactly what it does, but i think it would cause me to kill myself.
Skinks will pepper the hydra with posion, blowpipe armed skinks would deploy opposite/nearby to maximise their effectiveness.
Stegadon giant bow will also target hydra.
salamanders to make total mees of dark elf infantry/dark riders trying to sneak round the side.
skink shaman to always save dice to help against magic.
But i'll definitely suffer from it.
spell preferance: 2,4,3,1,5,6, but i doubt i'd be casting anything, in order to save dice.
Second sign would be nice though.
To sum up, I really think my massive manouverability will win me this game.
I'll definitely take a beating in the magic phase, but i think i've got enough to stop the important spells with 7 dispel dice an magic is fickle...
Anyway, im really excited to see how I get on, and what this war is like in general.
good luck cutting edge.
I agree with Cakeman on this one. He will take an absolute beating from magic, but it's also rather volatile.
The Wizards should be easy enough to pick off. He has some pretty quick things there. Terradons, a JSoD etc. What I question is the ability to pick off the Hydra, and the CoKs.
To that, I think the Stegadon's bow won't hurt the cause, and the Skink-screening, whilst it will slow down the CoRs, will also make things far less painless for Cakeman.
For that reason, I say Cakeman with a Minor Victory
Going with Dark elves for a Minor victory here. Magic will be huge here, and there's a huge amount of powerdice, even before Power of Darkness is cast - upto 4 times.
Chillwind will deal with those Skinks easily enough as will Blade Wind. Unseen lurker will be big in surprise charges for the Hydra and CoK's.
Though I think it's only minor because Lizzies have great units to deal with the DE's too - Krox, Salis and Steg, but I think DE's have some sort of answer for all of them
I am going to go for the Lizzies here with a minor victory, and here is why:
The magic of the Dark elves is powerful, but some of the spells will fail, and as the spells can only be cast once, as long as the dispel dice are used on the danger spells, like blade wind, then skinks screen should be able to outmaneuvre the majority of the dark elf troops, and the salamanders should kill some troops easily.
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I'll go with the Dark Elves taking this one by Major Victory. I think they'll shoot/magic the lizards off the board, and I don't think the Lizzies can even really begin to break the black guard and cold one riders. The bolt throwers also strike me as troublesome, shooting and weakening kroxy units, the stegadon and the saurus cav. Hydra probably won't be able to get stuck in, as the Lizzies would shoot it down, but regen means that takes a while.
I cant see anything other than atleast a major victory to the lizardmen.
They've just got the ability to give out so much damage, thats so flexible that the brittle elves will really struggle.
The salamanders for example will shred the infantry.
The kroxigor and cold one riders should get the charge on the slightly slower high elf units, if you do the numbers the lizards win these combats.
Then theres the oldblood and terradons who can easily murder any sorcerous or the war machines.
Only way i can see the dark elves pulling this off is with incredibly good magic phase, but its likely to get slowed down early.
A good general will have no problem with picking out those sorceresses and the speed and flexibility of the Lizardmen will be too tough for the dark elves to handle. Major Victory
5000p. High Elves
Lizardmen Minor Victory
The close combat troops of either side are relatively on par (with a slight edge to the lizzies due to characters). But, I believe that skirmishers and fast stuff will trump shooting and magic.
Also, Salamanders hurt elves alot.
Minor victory to Lizardmen. LM shooting will hurt the DEs. Skinks and sallies can do a lot of damage against any toughness with poison, but soft dark elves at t3 do gown pretty quickly, too.
I just don't think TCE exploited the DE book here like he could have.
Im going for a Major Victory to the Lizardmen. Those Krox will trun the Elves into mush, and given the poisoned ranged support and other combat units, they should have no problem whittling down the DE.