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VW Tourny Round 2: Cakeman vs. Gingerninja
Table - Table 9
Top Deployment - Cakeman
Fiirst Turn - Gingerninja
Lords and Heroes:
Dwarf Lord: 276pts
Gromil Armour, Great Weapon, Shieldbearers
Runic Weapon: Master Rune of Kragg the Grim, 2 Runes of Fury
Runic Armour: Rune of Stone, Rune of Resistance
Master Rune of Valaya
Runic Talisman: Master Rune of Spellbinding, Rune of Spell Breaking
Runic Talisman: Master Rune of Ballance, Rune of Spell Breaking
19 Warriors: 196pts (Runesmith here)
19 Warriors: 196pts (Runesmith here)
19 Longbeards: 303pts (BSB here)
Master Rune of Grugni
18 Ironbreakers: 294pts
Rune of Courage
Grudge Thrower: 120pts
Rune of Accuracy
DD: 7 (including the one stolen) + 2 Scrolls + 3 to dispel
Pre game comments:VS.Deployment:
I will deploy my war machines in the bottom left hand corner of the battlefield, protected by the river of lava, and with only one access point, they should be safe from any major harm.
The Thunderers will deploy on the right hand side, providing a nasty little shooting corridor for any enemies trying to flank my army from behind the structure in the centre. A unit of warriors will deploy behind this terrain, facing towards the right, ready to deal with any flankers the thunderers whittle down in number.
The remaining 3 units will deploy in the following formation, close in a line. From right to left, Warriors, Longbeards, Ironbreakers. They will be in a tight line to prevent flanking to the right of them, and to maximise the 5+ ward against shooting.
Very Simple really. The Warmachines, with the exception of the organ gun, will attempt to take out the stegadon first turn. Their combined firepower shouldn't find this too much of a challenge.
The organ gun will aim at the Terradons first, then soften up any target that tries to come round the left flank of my army. The same will go for the other machines, once the stegadon is dead.
If the stegadon goes round the other side, the thunderers and stone thrower will target it, while the bolt throwers shoot at the kroxigors and cavalry if the chances present themselves.
With my flank being denied by the shooting and the ironbreakers, the lizzies will have to hit front on, and that is not a combat they can win easily. Once they are embroyled in a stalemate, I should be able to grind out the win, with minimal losses.
Remember my High Toughness, armour and ward against shooting, and I should be safe. (I know Poison negates the toughness, but it is only 1 in 6).
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...Hi,
Sorry I didn't pm tactics, i've been really ill.
maybe tim could move these to the top post.
First off, deployment, i'd have a lovely big long line of skinks screening everything.
It would depend where the dwarf artillery set up though.
If they set up, in the little corner making use of the river of lava, i'd set up the terradons, salamanders and one of the 13 strong skink units with the oldblood in it opposite.
This lot would charge up and put them out of action as soon as possible.
The stegadon would start deployed behind that hill, and would only come into the game once the dwarf artillery had more pressing targets, which would definitely be by turn two.
The whole army would advance up the baord behind a wall of skinks, not ideal targets for all those war machines, meaning the big combat units would arrive intact.
Because im against movement 6 enemies, I could use the screen plus huanachis blessed totem trick to hit a dwarf unit in the flank.
The Battle standard bearer would charge on his own with one of the kroxiogr units facing off against a unit off warriors.
behind the skink screen they wouldnt get shot, at full stength and with the plus 2 from the battle standard they'd win combat. the dwarfs might hold but next round they'd take more casualties and be outnumbered by fear causing enemies, and thus leg it.
The skinks can stop counter charges, by moving up right in front an thus being the only thing the dwarfs can charge, sending them off in the wrong direction.
I think that once I take out the war machines, I can choose the combats and pick off valuable dwarf units, before moving in an finishing off the rest.
I think that once I take out the warmachines.
Sorry for lateness.
Last edited by gingerninja; October 2nd, 2008 at 15:56. Reason: Tactics added
I'm not too sure who will win this one. If the Oldblood teams up with the Terradons, GN may have to work pretty hard at shooting him down too.
I can't see the Skink shooting doing too much damage here. 57 shots and T4, meh- who cares. I see a high armour and ward doing the business here.
Although the Skinks will be almost impossible to remove, the Lizzie units that actually fight probably won't really dent the dwarfs.
Dwarfs shoot down more VPs, and kill some in cc to claim a Minor Victory
im giving it to the lizards -- minor victory
Last edited by DavidWC09; October 3rd, 2008 at 02:39.
I think that relying on the Terradons to take out the Dwarf Artillery is a risk tactic - terradons are pretty weak, and not all that tough. Additionally, the Dwarves only need a single turn of shooting with those assets to take out the Terradons, or else shoot at and possibly kill, the Stegadon in one turn....
Once those machines are neutralised, the Dwarves are immobile, and can be hit with various assets, most dangerously the salamanders, and with if the Dwarf shooting is hampered, I donlt think they will be able to catch teh skinks.
Minor victory to the Lizzies
Yeah... Dwarfs Minor Victory.
The Lizzies don't have the power to take the warrior blocks. The stegadon will help but it'll be drawing a lot of artillery attention. The skinks won't hurt anyone but will survive the game intact.
The dwarfs will win when the lizzies reach combat with their under-sized combat units.
No more NG spearmen, thanks! Now I need some pump-wagons!
I think the Dwarves 4 blocks will be enough to shield his war machines, and I can't see the Lizzie's breaking any of those blocks. By contrast, I think the dwarf shooting can whittle down the Lizzies. I think the dwarves would own wholesale if the Lizards charged, but I think their general is too canny, so he just stays back and loses by the amount the war machines kill.
Thus, Dwarves by Minor Victory.
Lizardmen major victory
Look at the dwarf deployment tactics on his warmachines.
This is just asking for trouble.
The lizardmen can send all sorts up that narrow corridor including the olblood in a unit of skinks to tear up the warmachines.
With them out of the game, the lizardmen are free to pick combats with full strength units.
and though, they'll be hard pressed to make much of an impact on the dwarf line, they shoulb be able to overwhelm at least one unit.
Giving them the win with very minimal losses.
ah, but you are underestimating the melee power of a dwarf army. its a common misconception that dwarves need warmachines to win. they help yes, but a dwarf army is still VERY dangerous without them.
while the lizardmen could eliminate the warmachines, i can't see them dealing with the dwarf blocks. i mean with a 5+ ward against shooting skink fire is little to useless and dwarves are near impossible to break head on (easier to manouvure at close range than many think).
besides... the dwarf army has an organ gun set up as an AA weapon. i can't see the terradons lasting very long against it. (at least 1 turn of fire could very well oblitterate the terradons.)
Dwarfs for a Major victory in my mind
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! ^_^