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VW Tourny Round 2: Arklite vs. DavidVC04
Table - Table 11
Top Deplyment - Arklite
First Turn - Arklite
Mode the Median’s Average Gathering of Middlemen
(dogs of war)
Lords and heroes
Mode the median
Hireling wizard lord
Staff of sorcery
Spells: Burning Gaze, Pha's Illumination, Healing Energy, Cleansing Flare (1,2,3,6)
Money-cash the strapped
Sword of battle
Bob the bland
Spells: Burning Gaze, Pha's Illumination (2, 3 )
Mike the mediocre
Spells: Burning Gaze, Dazzling Brightness (4, 6 )
Light cavalry 
Beorg’s Bearmen 
Paymaster’s bodyguard 
Rare 170 points
Power dice: 10
Dispel dice: 6 +1 to dispel attempts +3 scrolls
Models in army: 127 (including cannons)
Warcry: BEHOLD OUR AVERAGENESS!
Tactics: a solid in the middle all rounder force nether excelling or weak in any particular area. Tactics would generally play to the enemies weaknesses. Against a slow army I would move to outmaneuver and march block them. Against a shootier army, I would press for combat. Against a combat army I would employ firepower. And so on. Lores of magic will be decided before a game starts as well as spell preferences. Though ideally the lore’s of light, death, shadow and fire will be employed.
Pre game comments:VS.Right… mode the median and his average gathering have defeated a goblin horde (with somewhat beyond average results!) and have now been hired to take on The Wrath of Ike!
Well let’s get the negatives out the way. My leadership is average and it’s going to suffer because of it. It’s obvious and going to happen so I can do naught but prepare my plan in the assumption of of this. Looking over the vampire force it has a mobility advantage over my mediocre self as well as sporting some particularly potent combat units (read: vargulf, black knights). As such I’ll have to play to my advantages in this area which much like the last game fall into magic and ranged firepower.
On the upside, GOOD MAP! WOO! The ideal map for my generic militia to make a stand against such a foe. The dominant feature on this map is quite clearly the hill venturing into my deployment zone. It gives a commanding view of the whole battle and is pretty damn huge! This is where I suspect the battle will be won or lost and as such I’ll take steps to control it. Firstly lets get the obvious out the way, the two cannons and one of the crossbow units shall be taking position on the hill and overlook the undead’s deployment zone (2-3” back from the deployment edge however, we don’t want any first turn charges from vampires now do we?) . Thanks to the hill any attempts of screening troops from my firepower will prove fruitless and let my cannons and crossbows have free reign over the battle. In particular the vargulf are targets for the cannon’s attention.
However, it’s clear that this hill is a dangerous position in its own right as only a fool would not position fast units such as vargulf, dire wolves and fell bats to storm the position and attempt to sack my artillery. In anticipation of this on the reverse eastern slope of the hill I shall position 1 unit of duelists and the fast cavalry. Their purpose will be to primarily defend the artillery from enemy assault and if successful attempt to outflank my opponent, using their firepower to harass the undead as they advance and march block them maximizing the time my missile troops have to cause damage.
To the west of the hill my army proper shall deploy in the following order: pikemen, pikemen, paymasters bodyguard and finally Beorg and his bearmen. The logic of this being that the bearmen being frenzied (and in turn, immune to psychology) will be able to better withstand enemy attacks, keeping my open flank secure. In front of the bear men (much like the previous battle) I’ll deploy my second unit of crossbow’s to provide a screen and make sure the bear men don’t run off for glory too soon and don’t get baited. To the flank of the bear men the second unit of duelists will deploy, furthering securing my flank. The two level 2 mages will deploy in their pike units while mode the median himself shall deploy near Beorg and his bearmen.
Now, the one area of this battle where I reckon I have a clear advantage is magic. With a stout magic defense of 6 dispel dice with a +1 to attempts and 3 scrolls I reckon I’ll be able to drastically damage the undead army’s ability to recover its troops and raise new ones. In turn however I have a nice and tasty 4 dice and no enemy scroll advantage over the deadites and in order to maximize this advantage I’ll take the obvious choice… lore of light.
Beside the lore of light’s obvious advantages against undead (which are quite numerous ) the lore has very low casting values across the board letting me seriously put on the pressure with that 4 dice advantage. And with no scrolls to eliminate my more dangerous spells… its going to hurt . Another distinct advantage of this lore is the 5th spell which could very well provide me with immunity to psychology .
A real concern for me in this game (more than the others if you believe it) is Ike’s own unit of black knights. In order to combat this particularly lethal unit Mode (given the opportunity) will make it his mission to bombard and harass this unit for all his little wings are worth burning gaze is clearly the way to go for this.
Spell orders follow as such… Wizard lord = light: 6,5,4,1,2,3. level 2 wizards light: 5,1,4,6,2,3.
BEHOLD OUR AVERAGENESS!!!
The Wrath of Ike
DavidVC04's Vampire Counts Army
Ike - Vampire Lord, level 3 wizard, Dreadlance, Crown of the Damned, Dread Knight, Red Fury, Walking Death
All attacks automatically hit at strength 7. Unsaved wounds give another attack. 4+ ward save. 2+ armor save on barded nightmare, +1 to combat resolution, stupidity.
Spells: Invocation of Nehek, Raise Dead, Vanhel's Danse Macabre, Gaze of Nagash (2,3,4 )
Gustav - Vampire, lvl 1 wizard, Battle Standard Bearer, Dread Knight, Infinite Hatred, War Banner
2+ armor save on barded nightmare. Lance for str 7 attacks. +1 to combat resolution from the banner and rerolling missed hits every round.
Spells: Invocation of Nehek, Raise Dead
Hanna - Vampire, lvl 1 wizard, Avatar of Death, Book of Arkhan, Talisman of the Lycni, Ghoulkin
3+ armor save, bound spell for 8" movement, base movement of 9 for a nasty surprise, ghouls in army get pre-game march.
Spells: Invocation of Nehek, Raise Dead
Crypt Ghouls x 20, Crypt Ghast
Crypt Ghouls x 20
Crypt Ghouls x 10
Dire Wolves x 5
Dire Wolves x 5
Black Knights x 8, full command, Banner of Hellfire
Magical, flaming attacks.
Spirit Host x 3
Fell Bats x 5
Ike and Gustav join the Black Knights. They start with a static combat resolution of +5. They have a unit banner, the battle standard, the war banner, walking death, and a rank. Ike will have four auto hits at str 7 that can generate more attacks that will also auto-hit. The BSB adds 3 more str 7 attacks that reroll every turn. The wights hit at str 6 and have something nasty against regenerating units with the magical banner. The two vamps can cast IoN on the unit to bring back 2 a turn. At full size, they have unit strength 20 and can auto-break many ranked units before the dust settles. They will hit hard and be difficult to destroy.
The ghouls get free movement before the game starts. Hanna joins one of the bigger units and has the Book of Arkhan to keep the opponent guessing. Also, she has movement 9 to take out targets of opportunity like war machines, fast cav, or to get out of danger if she needs to.
The Rest of the Wrath
Wolves and bats do what fast units do. Spirit Host are a real problem for the enemy, especially with two Varghulfs raging across the board. They can support the Black Knights if they need to or cause havoc as the game dictates.
They have 7 casting dice and 6 dispel dice, but no scrolls. The give the finger to enemy magic and dare the enemy to bring it on. Enemy wizards won't last long against the knights, Hanna, the Varghulfs, and the other fast units.
Speed, hitting power, and overwhelming force. The Wrath of Ike.
Pre game comments:Deployment and General Tactics
As I'm on the bottom half, the two Varghulfs, aka the Wonder Twins, will deploy behind the hill in case Mode the Median gets first turn and wants to shoot at them.
The three ghoul units will deploy will deploy in the center, with the smallest unit to the west. It will reform, charge, etc. to hold that flank at bay. Hannah will join the eastern most unit as that flank can get its marching from the Varghulfs for at least the first turn.
Fell bats will deploy center-east. If they need to help get to the hill, where the cannons will likely go, they will; otherwise, they will fly out and march block. The dire wolves will do similarly. Look to eliminate the cannons early.
Varghulfs will look to eliminate small units like duelists and light cav. They will likewise look to make the most of their terror and start spreading panic.
I will look for opportunistic combats so that fear is working in my favor. I will make a point of getting the BSB paymaster.
Ike and Gustav's unit will deploy to the east, sheltered to their right by the table edge and looking to sweep west or take head on a unit. If the bearmen seem a problem, the knights might deploy far west and look to sweep from that direction.
I'll keep open the option of putting Ike and Gustav in ghoul units and letting the knights move through that ugly bit of terrain in the middle, though the spirit host can take care of that, too. Otherwise, the spirit host will just look to make things ugly since only his heroes have magical attacks.
Raising zombies behind lines will hopefully destroy units that panic through them.
Last edited by timk1111; October 2nd, 2008 at 12:36.
Cheese! How can the DoW have a Lvl2 Paymaster? I thought the Slann were the only BSB wizards.
Anyways, I struggle to see how Dave can win with his magic phase pretty much nullified. I learnt today how ridiculously powerful scrolls can be, especially against the Undead.
That aside, I think Arky's own shooting and magic will do a lot of damage BUT, the question for me is how his Ld7 troops will hold against that of which they are most afraid.
And tbh, I don't think they'll hold very well, especially with Ike and Gustav hitting the Bearmen. From there, I can't see the DoW holding out very well against even the Ghouls.
However, a small amount of magic could leave the ghouls outnumbered by the Pikemen/Guard. Thus, I'm going with Arky for a Minor Victory, though those BKs will not make it easy for them.
Last edited by ArchonFarseerGuy; October 2nd, 2008 at 11:21.
the wrath of IKE strikes! -- im voting for the vamp win
DoW, Minor Victory
Again the VCs have small units that will need to be filled, while marching at handgunners and crossbowmen. The Knights will have issues with the pike-men and the cannons and Bearmen can take on anything else that sticks it's head up at the wrong point (I'm looking at the Vargulfs here).
No more NG spearmen, thanks! Now I need some pump-wagons!
I don't get these votes at all...maybe I'm utterly lost at playing this game.
It seems obvious to me that the Vampires will walk all over the dogs of war. Between the better characters, fear causers, varghulf, knights...they just have too much of a codex edge, even if their general was poor, and he doesn't seem to be. About the only thing I can see going for the DoW is their cannon, which are excellent.
I say Vampire Counts, by Massacre (I'd predict a tabling, in fact)
well i can see the closeness quite easily. for example against the 7 undead powerdice i have 6 dispel dice, 3 scrolls AND a +1 to all dispell rolls. lets face it... the undead won't be raising things in any serious amount.
in addition my own magic has a 4 dice advantage on spells with my highest casting value being 10+ (the lore of light having horrendously low casting values). while yes, the undead have fear here i have a significant advantage of firepower and against all but the black knight unit i have very good odds of trumping the undead in combat. the pikemen after all have 20(!) always strikes first attacks against opponents. the bearmen are not only frenzied but have a +1 to hit in combat. beorg himself can throw out 5 S5 attacks hitting on 2's against everything but the vampies (whome he hits on 3's).
combine this with all of my mages being to throw out S6 magic missiles (the lore of light having a drastic advantage against undead) on a 5+ to cast. being able to reduce undead units to WS1 (meaning they need 5's to hit me). two of my mages can turn them selves into hard hitting melee characters immune to all magic effects of weapons with 3 S5 attacks. hek, my FLYING archmage could very well fly into the middle of the undead army and throw his dice at cleansing flare which essentially nukes a section of the table with happy happy hippy beams of death (or redeath depending how you look at it.
this is a VERY close game, you just need to think about what the dogs of war army has to offer
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! ^_^
Don't be mean- He's a 40kenthusiast!
No more NG spearmen, thanks! Now I need some pump-wagons!
Lol ...Well, I see this one a s difficult one for the Vampires to actually make telling blows in combat. The Pikemen are difficult to beat with 3 ranks, S4 vs the cavalry, and the DoW cannon could tear big ragged holes through the vampires.
The other thing is that the three DoW wizards could provide quite a good bolster to defend against the numerous raises of teh VC. I there are 6 dispel vs 6 power on the VC side (i think).
Now, if the missile troops prioritise and do their jobs well, the Vampires could lose the varghulfs AND the Black knights in one round of shooting.
Berog's unit causes fear, so shouldn;t be subject to it as long as Berog is alive, and as a result, these boys will be critical to holding the line or leading the counter vs the Undead. Fear will play a part, but with a Paymaster in teh army, the DoW troops ought to hold more often than not, or at least will only be hitting at 6s.