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VW Tourny Round 2: 40kenthusiast vs. TheCuttingEdge
Table - Table 8
Top Deployment - 40kenthusiast
First Turn - TheCuttingEdge
Tomb King w/Destroyer of Eternity, Collar of Shapesh
Tomb Prince w/chariot, Chariot of Fire, flail, light armor + shield, Brooch of the Great Desert
Liche Priest w/Dispel scroll, Casket of Souls
Liche Priest w/Hieratic Jar, dispel scroll, skeletal steed (Hierophant)
20 Skeleton Warriors w/bows, hand weapons
1 Tomb Swarm
20 Tomb Guard w/Icon of Rakoph, musician, standard bearer, champion
Catapult of Skulls (skulls of the Foe)
Pre game comments:VS.Deployment:
Ushabti-Tombguard-Chariots in front
others behind, casket/catapult peaking out, hierarch hiding behind tombguard
Spell Lore: No choices to make
Neither side can stop the other's magic, but mine makes my guys charge and his is just magic missiles against an ITP army.
Only one unit in his army can fight my stuff (the black guard), and they are slow. Chariots impact hits go before ASF anyway.
He's got no harpies or other real redirecting, beyond one unit of black riders, and urgency pretty much thwarts redirect-fu anyway.
No complicated tactics. Just run him over and then you don't need pants for the victory dance.
Supreme Sorceress - level 4
Black Staff, Pendant of Khaeleth
Spells: Power of Darkness, Chillwind, Doombolt, Bladewind, Soulstealer (1,2,4,5)
Sorceress - level 2
Spells - Power of Darkness, Chillwind, Doombolt (1,2)
Sorceress - level 2
Tome of Furion, Seal of Ghrond
Spells - Power of Darkness, Chillwind, Word of Pain, Soulstealer (4 , 3,5)
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:Deployment:
Reaper Bolt Throwers and Crossbowmen deploy off centre to the right towards the wood, still with a decent line of sight and forcing him to concentrate on that flank if he wants them. Black Guard and Spearmen hold the center. My War Hydra will play support to the infantry blocks and will charge in if there is anything they can't handle. The Cold One Knights with the BSB will be off centre to the left of the Black Guard, with the Dark Riders on the westernmost flank. Shades will go in the wood.
Supreme Sorceress with Black Guard
Dagger Sorceress with Spearmen
Tome Sorceress with Crossbowmen.
Dark Riders and Shades will try and home in on the casket and catapult. The priority for theirs and the crossbowmen's shooting will be to down the carrion before they get too far. I'll use my superior speed to give me the edge, along with my massive supply of power dice. 7 Dispel Dice will help me blunt a lot of TK magic too.
Chillwind will neutraiize enemy shooting. Black Horror, Soul Stealer and Bladewind will cause widespread damage, also allowing me to catch the Hierophant inside whichever unit he's in. Doombolt can punch into Ushabti, and Word of Pain is useful for blunting any unit's effect.
The Cold One Knights will smash through anything they touch, with 15 Str6 attacks and 12 Str4 attacks - all with hatred! Ushabti will fall to them easily, piercing straight into the heart of the army, and demolishing the Hierophant if he is still alive by then.
Good luck to us both!
The magical capabilities of each side are relatively equal (DE have the advantage unless they lose a sorceress early to carrion) but the TKs have unbreakable, more combat units, more manoeuvrability and more hitting power (save for the Cold One Knights who will likely demolish one unit then get magically flanked and destroyed by chariots/tomb guard/Ushabti). Therefore Major Victory to the Tomb Kings.
I have no problems with saying Dark Elvesfor a Major Victory here. Their magic is simply power, power, power, and the only units I think poses a threat to them is the tomb guard and the carrions (and skull catapult). carrions will be shot down or magiced down and the dark elves will have no problem bogging up the rest.
5000p. High Elves
I agree with Herman on this one.
The Dark Elves will be able to win pretty convincingly here. Even the magic missiles will do something.
And, as I didn't see the Hydra in 40k's plans, I can see it doing lots of damage to the undead, especially if the DRs get their way with the SSC. Major Victory
Minor victory dark elves
The offensive magic should give them the edge here.
The TK have lots of tough units, the tomb gurad with king unit are particularly dangerous, which means the DE will have to be very careful.
But the Dark elves, hatred in comabt, and bolt throwers to rip throught the ushabti should counter this.
Yeah, it's Dark Elves and I'm going to say major victory. There's enough aggressive magic and bolt-thrower badness there to really punish the lighter TK units leaving stranded warriors and tomb guard to face the hydra and the CoKs (neither of which are bothered by fear).
No more NG spearmen, thanks! Now I need some pump-wagons!
Dark elves minor victory
I'll follow the trend of extra magic and bolt throwers gving the DE the edge when it comes to combat time.
The Dark elves magical and maneuvrable advantage will seal the deal for them here, as long as miscasts don't kill them all off.
DE for a minor victory here.
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Im going to throw out there a Dark elf victory by Massacre!
Bladewind and Soulstealer all have the ability to hunt down that 2 wound Heirophant inside a unit, so I'm predicting his death. Good shooting and SOlid combat units take care of the rest.