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VW Tourny Round 4: Arklite vs. Psyan
Top Deployment: Arklite
First turn: Psyan
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: Bunring Gaze, Dazzling Brightness (1,4)
Mike the mediocre
Spells: Burning Gaze, Pha's illuminatin (2, 3 )
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.Seems that after my failure to subdue the empire hasn’t stopped my spree of tough battles. Ach well, the average gathering know only a moderate amount of fear! And Dave chased it out of them in the last battle.
Clearly this battle will be one of mobility, shooting and combat. With neither side having a truly outstanding advantage in the magic department (I’m down one dice, but have +1 to dispel attempts and 3 scrolls) this battle will become one of classic battle maneuvering. Looking over the battle field I can spot the strong points of this fight and I suspect it revolves around the western hill and the ruins, as such my battle plan will revolve around securing these positions and forcing the vampires into a head on fight, where my masses of attacks and superior melee troops can tip the balance for me
Deployment goes as such; firstly I’ll position my two cannons and one of my crossbow units in the ruins at the centre of my deployment. This position will provide them cover from enemy land based chargers (the knights and hounds) and give them a commanding view over the centre of the battle field, where I suspect the undead will have to place the bulk of their forces. In addition a unit of duelists will deploy in the ruins to protect the artillery and crossbowmen from aerial attack using their stand and shoot reactions combined with their multiple attacks to eliminate anything getting too close. The obvious target for the cannons and crossbows will be the vampire lords unit. With superiority in numbers against the other crypt ghoul units I suspect I’ll be safe in pounding this unit and the vargulf with everything I have with the intention of stripping ranks and forcing the undead to needlessly raise ghouls to protect his general and BSB and heal their big’un before combat occurs.
On the far eastern edge of the table my light cavalry will deploy with the intention of acting as a support unit for my artillery and will try and make the attempt to get around the flank of the undead army, close enough to force some march blocking and when combat comes around, charge into the rear of the enemy removing their ranks and tipping the scales in favor of my units of pointy death
Next on the list of deployment will be my battle line. My units will deploy left to right in the following order pikemen, pikemen, paymasters bodyguard, bearmen. The battle line will anchor its eastward flank on the ruins closing that flank off to direct attack and make sure that anything I end up fighting has to fight me head on, allowing my superior number of attacks to blend down anything foolish enough to engage me. The paymaster’s bodyguard’s position spreads his re-rolls on break tests along the line hopefully allowing me to hold the line against the undead once they reach me, if the artillery and any magic I manage to cast succeed, then I shouldn’t have to worry too much about outnumbering early on in the battle and bank on superior troops winning the day quickly and cleanly.
On my westward flank my duelists will form up as a screen for my bear men to avoid the undead trying to bait my frenzied psychopaths out too early and to their right my second unit of crossbowmen will deploy to provide some support fire along that flank and further secure that end of the army.
Sadly, my magic won’t be a huge factor in this game with only a 3 dice advantage against dispel. but much like my previous battle I’ll be making use of the lore of light. The ideal anti undead lore the lore of light sports not only a S6 flaming magic missile against it also happens to be cast on a 5+. As such my magic choices are as follows for my mages.
Wizard lord: 6, 5, 4, 1 ,2 ,3
Wizards: 4, 1, 5, 6, 2, 3.
With the lore of lights ridiculously low casting values I should be reasonable able to pump out some S6 flaming goodness each turn. And that’s before we consider the insane advantages spells like dazzling brightness and guardian light would get me
The two level 2 wizards will once again deploy with the pikemen allowing them to throw some tasty magic missiles down range at the advancing undead while Mode himself shall once again be once again on bombing duty looking to dogfight the flying vampire out of the air with magic missiles or nuke the area with a cleansing flare (assuming I roll well for magic )
BEHOLD OUR AVERAGENESS!
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, Gaze of Nagash, Curse of Years, Wind of Uneath, Summon Undead Horde (3,4,5,6)
*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
*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
*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 (6 )
*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:Spell Choices:
The White Duke: (Invocation of Nehek), Van Hels Danse Macabre, Summon Zombie Horde, Wind of Undeath, Curse of the Years
Lord Kinslayer (BS: (Invocation of Nehek), Raise Dead
Lord Barcinas: (Invocation of Nehek), Raise Dead
Lady Passmourn (on Hellsteed): (Invocation of Nehek), Van Hels Danse Macabre
Ghouls (and attached Vampires) line up slightly right of center as far forward as possible to take advantage of their free march move and deny the DoW as much of their shooting as possible.
Lady Passmourn + Wolves and Bats deploy together, remaining as well hidden as possible from ranged weapons, behind either the hill on the right or the hill on the left.
Black Knights + Varghulf deploy behind the other hill. Keep in mind that my Black Knights can all move through terrain.
Hey, another magically strong army! This should be fun. This army had a very close battle with DavidVC's army, which greatly resembles mine, except with way less magic, weaker and less numerous Ghouls, slightly less manueverability and a really tough BK unit and a choppy General. Considering the universally low leadership of DoW units, a lot of them will probably be running away.
This DoW army is very slow.. the only unit they have with a move better than 4 is a single unit of 5 light cavalry. I will definitely be exploiting my speed advantage.
My dispel dice will be prioritized for preventing Burning Gaze from being cast in my regenerating units (Ghouls and Varghulf).
The DoW have almost as much magic as I do (I have one more PD (+ Periapt) and one more DD; they have two more scrolls)... with a few noticeable differences: 1) The spell that I will use most often (Invocation) is cast on a 3 (for all but one of my casters) or a 4 and their cheapest spell is cast on a 5. 2) All of their casters are extremely squishy.. no armor, T3 (4 for the Gen) and can't fight.. mine are all heavily armored and mounted on Nightmares. I should come out ahead here because my dice will be used more efficiently and my casters are much, much harder to kill.
Lady Passmourn will start the battle by IoHing (with both pool dice and her own dice) both the Bats and the Wolves to increase their numbers. She and the Bats are going to make a run to take out the Wizard Lord General. He's a significant part of both their magical defense and offense.. if he is dead, they lose both their dispel bonus and any scrolls he might have left, as well. With 4 rerollable S7 attacks on the charge, she should be able to run the Wizard through on the charge. If he runs to the far end of the table and is out of range (and thus out of casting range to hit my units), they'll redirect and take out the Cannons first, followed by any small skirmishing units in the near vicinity. The key is for my vampire to keep adding numbers to the Bats and to not leave them exposed to any shooting. If it looks like Lady Passmourn is going to get shot up badly enough that her 2+ armor save won't protect her, she may join the Bat unit and use them as ablative armor.
Knights and Varghulf: As these heavy hitters will be one of the first targets for enemy shooting, they'll move forward behind cover or other units. With their ability to move through terrain, the both units of Black Knights should be able to make charges (and flank charges) out of the blue. Keep in mind that due to banners, one of the units rerolls all attacks on the charge (for more Killing Blow goodness) and the other has a starting unit strength of 20.. which means they will outnumber pretty much any unit they hit. Despite all of that, these guys are mostly intended to be uber-flankers. The Varghulf is there to support the Knights, take out skirmishers and generally act as a terror bomb.
Dealing with Bearmen: Beorg's boys are frenzied.. which means that they'll have a jolly time charging summoned zombie units or chasing speedy Dire Wolves over to some quiet corner of the table until I send someone else to take care of them. If I can't lead them around by the nose, I will probably tarpit them with either summoned zombies or my non-vampire led Ghouls.
The Ghoul Horde: As usual, the White Duke and Lords Kinslayer and Barcinas will concentrate on summoning more and Ghouls, with Kinslayer possibly tossing out the odd Raise Dead (if the Ghouls are all over max size) and the White Duke using the Book of Arkhan to either make his unit faster (before combat) or give them ASF and reroll misses in combat (in combat). Wind of Death, Summon Zombie Horde (either for healing units, or adding a Horde) are also possibilities later in the match.
Mode surveyed his troops. Their faces grim and resolute in the face of the coming battle. Clutching their nondescript weapons in both a mix of anticipation and reluctance they looked across the field to the undead horde, its vast legions slowly being formed into lines of battle by their dark overlords. Carrion crows began to circle the field gathering to the field perhaps not only to feast on the corpses of the fallen but to watch the ensuing battle. Great clouds sprawled out across the sky their edges warping and shifting as they made their voyage across the horizon. It was said that the gods rode such clouds. Mode took little comfort in this as the undead host continued to arrive on the field.
“They sure are taking their time” mode mused to him “If they take much longer we might have to initiate this battle ourselves, I’d like to get this done before it starts to bloody rain”.
Suddenly a great uproar echoed across the plain. The undead army had suddenly burst forwards. The great tide of rotting flesh and bone surged across the broken ground, inhuman growls and shrieks harmonizing with the general roar of the advance.
A manic grin spread across modes face “about bloody time.”
“The dead wish to return to their slumber, I think it’s only right we oblige them.” Mode wheeled his Pegasus around, held up his staff for all to see and called out as loud as he could, “MIDDLE MEN, WE GO TO WAR – YOUR HELMS!” Mode didn’t waste any time and spurred his mount into the air over the ranks of pike men with the war cries of Medea ringing all about.
BEHOLD OUR AVERAGENESS!
Last edited by Arklite; October 10th, 2008 at 13:16.
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! ^_^
I couldn't decide how this game would go, so I proxied it. Proxy-Mode was unbelievably unlucky, go figure, so that wasn't a big help.
Looking at the magic, Lore of Light is a big deal, and he got cleansing flare, while the poor VC missed out on more VCs than the Book.
I think, in general, that the Vampires are fightier-enough than the Mercs that once they get to grips it'll be game over. On the other hand the mercs have vastly better ranged proficiency, and the ability to flee.
I think, in the end, the maneuverabilty of the Black Knights, Varghulf, Flying vermin/vampires and summoned redirectors makes me give this one to the Vampire Counts by a Minor Victory, with their general shaking his head ruefully at getting such a tough time from Dogs of War.
God this is a toughie. These games get worse every time.
The Vampires have a lot of points spent in magic. Although they have more dice than their enemies, that +1 to dispel is a big deal. It makes the raise dead and invocation spells more risky as one dice casts. This begins to eliminate the magical advantage, as it isn't that massive to begin with.
Those Pikemen are not a pushover either. They are more than capable of standing up to the ghouls. It will be the speed of the VC that can do them. This is more difficult to cancel out, although the shooting will help.
In the end, I think that the DoW can pick up a minor victory. It will be tough, but I believe in the average.
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VC for major victory.
One thing I learned playing against DoW is that Paymasters are easy targets. Once they're dead, things fall apart fast. The terrain is rough for a shooting army as it allows units to move behind the cover of that hill while advancing towards the west flank. With the line spread out, fear and terror checks will cause lots of problems. Mediocre leadership means plenty of room for failed psych tests. I just don't see DoW being competitive against a VC list like this.
I'm with GN on this one, this match is indeed tough.
I believe magic will make an impact, but nothing really spectacular. A bit of clever dice rolling and scroll using on both parts can blunt their respective enemy's magic phase.
For me, it's the shooting tbh, even though there isn't a whole lot of it. The DoW infantry units will be hard pressed to beat some outnumbering ghouls. What the shooting can/will do is reduce the units to something more bite-sized, allowing them a Minor Victory, or maybe even a Draw.
I agree with everything GN and AFG say, it is very tough but,
DoW Minor Victory
As much as I would like to see VC win, I believe that the Dogs might just pull through on this one.
If the VC can get into the flanks, then the Varghulf, Knights et al should be able to roll the line up with relative ease. However, they will have to get the flanks for this. The pikes, I believe, have nothing to worry about with the ghouls - even though the ghouls have 2 attacks each, they won't be able to match the number of attacks put out by the pikes if they hit them in the front. This means it will come down to the vamps to do the damage, but will it be enough? I'm not sure.
The biggest advatages for DoW lie with Lore of Light and the shooting. Sure, both armies have enough DD to suitably nullify each others phases, but the occasional LoL spell to get through will cause a fair bit of damage. That and the two cannons + crossbows can make a serious mess out of whatever they fire at.
Speaking of magic, I don't think that the VC's will be able to get enough IoN off to greatly affect. The +1 to dispel is going to make a huge difference, plus there are the 3 scrolls.
So yeah, I'm going to go Minor Victory to Dogs - but only just. If the knights manage to hit the sides, it will be suitably bloody.
Minor Victory DoW
Dovie'andi se tovya sagain (It's time to roll the dice)- Mattrim Cauthon
Arklite's DOW win this match 4 votes to 2.
Average winning score: 1