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VW Tourny Round 3: DavidVC04 vs. Psyan
Table: Table 5
Top Deployment: Psyan
First Turn: DavidVC04
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, Curse of Years , Gaze of Nagash (1,3,4)
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, Vanhel's Danse Macabre (2)
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 (1)
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:Vs.Against Psyan's army, I think I have a combat edge on his general, so I'll line up the knights straight across from him and go for the gusto. Otherwise, I'm gunning for heroes. He's got magic, and I've got fighters. Hopefully, my fighters can down his magic users. Varghulfs will look to gang up on his knights, and fell bats can play patty cake with each other.
Hopefully the rocks can be used to split his forces, but my main strategy is to reduce his magic phase ASAP by getting to combat quicky.
The Host of the White Duke
*The White Duke (Vampire Lord) @ 465 Pts
General; Level 3 Upgrade; Hand Weapon; Undead
Nightmare; Sword of Might; Walach's Bloody Hauberk; Book of Arkhan
Vampiric Powers: Dark Acolyte; Master of the Black Arts; Summon Ghouls
Spells - Invocation of Nehek, Raise Dead, Gaze of Nagash, Wind of Undeath, Summon Undead Horde (1,3,5,6)
*Lady Lilith Passmourn (Vampire) @ 210 Pts
Hand Weapon; Hellsteed (Flyer); The Balefire Spike (Flaming Lance); The Flayed Hauberk (2+ AS); Black Periapt;
Vampiric Powers: Infinite Hatred; Summon Creatures of the Night (+1TC to IoN on Bats and Wolves, raise past starting size)
Spells - Invocation of Nehek, Raise Dead (2 )
*Lord Arturo Barcinas (Vampire) @ 165 Pts
Hand Weapon; Dispel Scroll
Vampiric Powers: Dread Knight (Heavy Armor, Shield & Barded Nightmare); Summon Ghouls @  Pts
Spells - Invocation of Nehek, Raise Dead (1)
*Lord Ethryn Kinslayer (Vampire Battle Standard Bearer) @ 300 Pts
Hand Weapon; Battle Standard Bearer; The Drakenhof Banner (entire unit has the 'Regeneration' special rule)
Vampiric Powers: Dread Knight (Heavy Armor, Shield & Barded Nightmare); Ghoulkin (Ghouls and accompanying characters get free march move at beginning of game);
Spells - Invocation of Nehek, Raise Dead
*23 Crypt Ghouls @ 192 Pts (The White Duke and Lord Kinslayer go here)
Crypt Ghast (included in 23)
*18 Crypt Ghouls @ 152 Pts (Lord Barcinas goes here)
Crypt Ghast (included in 1
*18 Crypt Ghouls @ 152 Pts
Crypt Ghast (included in 1
*5 Dire Wolves @ 40 Pts
Fast Cavalry; Count as Infantry for IoN!:
*3 Fell Bats @ 60 Pts (Support and are supported by Lady Passmourn)
Flyer; count as Infantry for IoN!
*5 Black Knights @ 161 Pts
Standard Bearer w/ Banner of the Dead Legion (doubles unit strength); Lance; Heavy Armour; Shield;
*5 Black Knights @ 171 Pts
Standard Bearer w/ Royal Standard of Strigos (grants unit Hatred) Lance; Heavy Armour; Shield
*Varghulf @ 175 Pts
Causes Terror; Hatred; Regenerate; (Stays close enough so that Black Knights can march)
1 bound spell
1 die from Black Periapt
1 Dispel Scroll
4 Vampires: worst armor save is a 3+
Total Roster Cost: 2243
Pre Game comments:Look, twin armies! At least no one will be shooting at me! Combat should start early, with both of us making a pre-turn move.
A couple important things in this battle. I have significantly more magic (nearly as many dispel dice as he has casting dice), one more Vampire than he does and the ability to easily raise my core units above starting strength. I will need to capitalize on these advantages.
First things first.. that Uber Black Knight unit of his. They're pretty tough.. and with that flaming banner, they could be a serious pain in the behind for my Regen Ghouls. So I'm going to do my best to keep these two units apart; I'll deploy those Ghouls further away from the Knights and attempt to intercept them with another meaty unit of Ghouls. If the intercepting unit survives the charge, they should be ok, since I will dedicate a significant amount of dice to keep that unit up to strength and protect their flanks. If we can get the charge on these guys via summons or march blocking, all the better! I will also keep my Varghulf away from these guys. However, the prime directive is to keep these guys from rendering my hideously expensive Banner useless. Since this unit contains the General, it's definitely worthwhile for me to dedicate a lot of resources towards taking it out. His General is probably more vulnerable than my General is, since the unit he is in is smaller, does not Regen and can only be healed one model at a time; despite the fact that they are still as hard as woodpecker lips.
His Varghulfs are perfect targets for Lady Passmourn. She's faster, well-armored, and will hit them with rerollable, flaming, S7 attacks. No Regen for you, Mr. Varghulf! That should take care of at least one of them.. and then the other one can fight with my Varghulf.. who could possibly have more magical back up (healing, movement) if I decided to send some support his way.
I should be able to take out his Spirit Host with either of my Black Knight units, preferably the one that rerolls misses... my guys are faster (no barding) and can still move through terrain, just like the Hosts do. The other unit of Black Knights will be free to attack Wolves or support my infantry blocks with flank charges. My Black Knights will probably set up on the right side of the table, so that I can take advantage of their ability to move through terrain.
My Ghoul blocks are a bit healthier than his are and can be more easily supported and healed. I not only have more dice for this, but also a lower casting value. By the 4th turn, at least one of my units will be above 35 models.. and all the others should be above 20, at the very least.
Bat on Bat combat should be interesting... since I'm going to plus up my Bat unit in the very first turn, numbers should be equal, or later on, in my favor. If I can march block his Knights with either my bats or wolves, I most certainly will!
Victory in this battle will depend mostly upon picking who fights who.. with my slightly better mobility (enhanced with my more powerful magic), I should be able to dictate who fights who a little bit better than Dave can.
I think Psyan's gunning too much on magic here. That will only last so long, as Dave should have little difficulty hitting Psyan's mages fast and hard, and when that happens, most of his tactics will have gone to pot.
Minor Victory, as plenty can go wrong with this tactic, but when it works, Psyan has no real chance.
I'm disagreeing with AFg here...The sheer volume of power dice on Psyan's side will convince me he can win this. That's a lot of raise dead spells to spam and tarpit the mainly infantry based army Dave is deploying. Lets not forget that two units of Black Knights on one side vs 1 unit on the other as well.
I think that summon Ghouls will be the clincher - making those Ghoul units bigger will make them far more difficult to deal with in combat, even for the vampires or Varghulfs. It'll be close, but Psyan to win, Minor Victory - and bring on Dave's army vs my Zombie dragon :-)
Hmmm..... I love a bit of hot ghoul-on-ghoul action.
DavidVC04 by Minor Victory. The armies are fairly well-matched but I've always found magic lets you down when the other guy is really good at making knife sized holes in the magic wielders.
No more NG spearmen, thanks! Now I need some pump-wagons!
Psyan deserves votes for writing this if for nothing else.His General is probably more vulnerable than my General is, since the unit he is in is smaller, does not Regen and can only be healed one model at a time; despite the fact that they are still as hard as woodpecker lips.
These armies are relatively well matched, although I believe that DavidVC04's army has the best chance for victory with his 2 Vargulf's and larger Black Knight units. Although magic is a factor, I think the attack power is more decisive.
DavidVC04 for a minor victory
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I'm going to refrain from castign a vote on this one, or rather, I think the battle will come down to a crucial dispel check, and I can't really choose which way it'll go. Seems like a "flip a coin" sort fo game to me. I call for a Draw.
Impossible to call this.
These armies really seem to cancel each other out.
going to go with the larger black knight units of doom.
Wrath of ike by minor victory
How do you vote on this?
Armies are so even.
I think David's character combat supremecy gives him the egde for a (very) minor victory.
Psyan w/ Minor Victory
Both lists are kinda similar, it will come down to who has the most power dice and dispel dice... a model killed is a model lost, but with a superior dice count.. Psyan can almost come out of any combat alive and back to full health with the spam of an infinite Invocation.
Anima Tactics - try it out!