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!
VW Tourny Round 3: Gingerninja vs. Phoenix
Table: Table 4
Top Deployment: Phoenix
First turn: Phoenix
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.Well, here are my deployment and tactics.
The deploymentis actually quite simple. The War machines will be obviously on the hill, as close to the front as possible. The Thunderers will be on the left of the hill, with a unit of warriors on the right.
The rest of the army will then be in a close unit of 3 in the formation (left to right), of Ironbreakers, Longbeards and Warriors.
Hmm... UNDEAD. I hate these annoying little blighters, but no matter. My tactics are relatively simple.
The 3 units that are on the right hand side will advance under the cover of warmachine fire, leaving a unit of warriors and the thunderers to protect my rear from the inevitable tomb scorpian and carrion attacks on my warmachines.
The warmachines will attack the following targets in order:
Grudge Thrower: SSC then the troop blocks
Bolt Throwers: Chariots, then Ushabti
Organ Gun: Carrion as they come forward, then the Ushabti, then whatever is in range
With my +3 to dispel, 7 Dispel Dice and 2 Scrolls, I should be able to keep myself relatively magically immune, and with my high leadership, I should be ok to let the casket go, if blocking other spells suits my purposes better.
On that note, I will first be blocking movement spells in the first turn, then extra shooting. From then on, it will be essential to block spells that allow extra movement, as being flanked could be a pain.
My 5+ Ward vs shooting will allow me to proceed forward slightly easier, and once combat is reached, I should be able to batter his troops, so long as the specials are dealt with.
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
2 Tomb Swarms
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) (2 Scorps with MagRes1)
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 lvl 4, range 18”, 3D6 Str 2 hits
Banner of the Undying Legion – Bound lvl 3. Casts summoning spell on unit.
Pre game comments:Ok.. to give me maximum time to hurt the dwarves at range (assuming they use the hill as a base for WMs, if not, nevermind, as its the strongest thing for the opponant lol) ill be deploying mainly to the right of the water. L->R, Kings skellies, Casket, SSC, other skellies.
If the dwarves want to approach through the forest/water, so be it, they're slow enough as it is though so im gonna assume Ginger wont be that stupid lol.
Carrion can start just infront of the water and aim for a 1st turn magical charge (ill get one of the Priests safely in range using other units as cover) and they will aim primarily for Warmachines, afterwards looking for charges into Thunderers/rears of units once they reach my combat line.
The same goes for the Scorps and Tomb Swarms, who will be ICFBing to take out the WMs, and then look for other charges.
One Chariot unit can sit to the left of the pond, and the other on my far right, the Ushabti just inside of them ready to sweep across the lines once the dwarves reach me.
As always, SSC double firing aiming for the bulk of the army, yadda yadda you know it by now lol. Getting the charges i want should be easy enough, and the King is big enough to throw his weight into the opposing Lord and Heroes.
Sooo, good luck G I know you're worried about this one
This is actually a bit of a tough one. There is nothing really that GN can do about those Swarms and Scorps.
The warmachines should be dead by Turn 4 (we assume they won't pop up all on Turn 2), and then I can see numbers coupling with a lack of immunity to fear coming back to bite the ninja on the ass. Dwarfs autobreaking isn't a nice prospect.
I'm calling TKs by a Minor Victory. Sorry GN. If you had Hammerers/a better way to prevent the ICFBers from eliminating your warmachines, I would vote for you.
That said, what does the Rune of Courage do?
Major Victory to the Dwarfs
Their impressive magic defence should be enough to keep the tricksy shenanigans from the Tomb Kings to a minimum. The shooting will do well considering the tomb kings will be moving their base movement value in most cases (Gingerninja, you should have gotten a Ro Penetration on one of your BTs for chariot pounding). The awesome dwarf leadership should see them through most fear tests and panic test (go Longbeards!). The Tomb Scorpions will kill an artillery piece each (who cares once its already turn 3 or so, shootings already done its job) but will then get flattened under the avalanche of angry dwarf warriors waiting for them. When the Tomb King line eventually meats the dwarf line the dwarfs will hold and then slowly whittle down the foul abominations with dwarfen skill and steel.
@ AFG. Ro Courage is a runic standard that makes the unit immune to fear and terror. Also, do not forget that the dwarf units are not actually outnumbered in most cases and will probably not be losing combats anyway. Excessive flanking is also unlikely given that the dwarfs have 4 combat units to the TKs 5 (with shooting taken into account this can be assumed to mean dead even).
Last edited by kroxigor01; October 6th, 2008 at 11:41.
I think that the Tomb Kings will take this - those scorpions and the double-firing SSC catapult will be nasty. GN could potentially use all his dispel scrolls in two turns to stop a couple of turns of shooting, but the Dwarven line will only have advanced 12". The Dwarven shooting will be nasty, but the carrion can see teh war machines, anc can potentially tie up at least one of them for a turn or two. Plus there are too many "priority" targets to deal with everything in one go - the chariots have an 18" charge, the Carrion a 20" charge, so both could be causing serios damage from TK turn 2.
Once the Dwarves hit the main undead line, I think they will crumble them, but the chariots will have cause a lot of losses buy then, and flank charges from Ushabti and the Tomb Scorpions will cuase the remainder to flee.
Minor (and bloody) victory for the TK, after a very close battle, where luck on the artillery dice will be the deciding factor
EDIT: Getting myself confused with player names...:-)
Last edited by kithre; October 6th, 2008 at 15:26.
Also.. why am i getting the feeling noone has amy tactics so far? lol. Not complaining, as im ahead atm, but note that in addition to the so far ''deciding factor'' or Scorps and Magic, those Dwarves have a long way to toddle over to me, not being able to simply cross the standard 24". Its gonna take them 5-6 turns to reach me, and i have priority
In addition, note that Gingers tactics state he is going to advance... Thanks for proving my original point
Last edited by Phoenix; October 6th, 2008 at 12:11.
Just thought I would put in my rebuttles.
Can't argue with your magic being able to heal, but I do have a really good magic defence that will keep your magic contained, and everyone should remember that TK magic doesn't work over 18". If he comes to close to me, he can't use his magic.
Finally, best of luck Phoenix. Always a pleasure to play against you :p
New LOChat functions now avaliable.
Need a list designed for any Fantasy army: Click Here
Just one final thing id like to add, something i was talking to AFG about earlier.
Your main 3 Dwarf units are to the right of the hill (A), my main like is to the right of the pond (B ). The fastest way from A->B is for you to: T1 pivot and shuffle forwards a little, T2-5, advance (itll take 4 turns atleast to cross the field at an angle). Then, by your final turn, you MAY be in a position to pivot bacl and charge...
meaning that i have 2 options, to take the initiative and Charge you in the front with skellies, flanks with Ushabti/Chariots and rear with Carrion / Scorps / Chariots, or to sit back and watch as the stunties are unable to toddle more than 6" in your final turn to reach me The latter would be comical... but id make that decision depending on the state of the game at turn 6, you know, depending if ive managed to get one of the 5-10 SSC shots to make a unit or two flee lol.
Last edited by Phoenix; October 6th, 2008 at 15:46.