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FINAL ROUND - Phoenix vs. Andre
Top Deployment: Phoenix
First Turn: Andre
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:VS.Ok, well as i shouldnt really be spending too much time on LO, ill keep this short:
Deploy in usual form around the hill. If i get 1st turn this should be easy, if not i may have to altar tactics a bit lol.
Basically, 4(5) Dispel dice a turn to face, Magres 1 and 3 Scrolls.
Turn 1, assuming 2 Dd +1 MR to shut down Casket, then he has 3 dice to deal with 5 incantations of smiting from the King and Priests. those 3 will, at best, be enough to stop 2 castings, and the 3 Scrolls will need to go on the other 3. So, by using the H.Jar in turn 1, i can get the SSC dual firing straight away and the carnage begins
Brets dont do well vs Psych checks (from experiance lol) and my Priests and SSC have fought off a whole 2K army single handedly by turn 3 before... a nice repeat should do ftw here lol.
Good luck Andre Game on...
Brettonnian lord - 240
- Barded Warhores, Heavy armour, Shield, Lance
- Sword of heroes
- Gromril great helm
- Virute of Confidence
- Gauntlet of the duel
Paladin Battle Standard Bearer - 124
- Barded warhorse, Heavy armour
- Sword of might
- Virtue of duty
Damsel - 125
- dispel scroll
- Chalice of malfleur
Spell - Mistress of the Marsh
- 2 dispel scrolls
Spell - Mistress of the Marsh
8 Knights of the Realm - 241
- Full command
- War banner
6 Knights of the realm - 168
- Full command
6 Knights of the realm - 168
- full command
8 knights errant - 201
- full command
- errantry banner
10 bomen - XXX
4 pegasus knights - 230
6 mounted squires - 103
5 mounted squires - 87
8 Grail Knights - 359
- Full command
- Conquerors Tapestry
Total - 2246
Tactics - Ride everyone in to the grass...
If facing big shooty armies of doom, get everything in charge range of something for turn two (except bowmen who sit back and nick a table quarter+shoot at large targets...)
Pre game comments:Right, TK with a casket and a catapult and a hill, happy days.
I cant beleive that phoenix would deploy his artillery anywhere but on that hill. Because of my armies speed he'd most likely try to protect them.
Thus general plan for deployment is to be opposite that hill but towards my right table edge, so i could present only one flank for the chariots, and charge forward, rolling up his army from the flank.
I have to pick off those liche priest early, so the pegasus knights would attempt to line up a second turn charge against the casket, catapult, or one or the other liches.
Given choice between ushabti and skeleton blocks i'd always charge ushabti having a much better chance of destroying them on the charge and not getting re-charged.
The bigger skeleton unit would generally be avoided until late on when id dealt with other elements of the army.
But the smaller block would fall quickly to a double charge.
Knights errant to pair up with the grail knights for unstoppable double charges, neither would have to take fear tests.
Ld 9 from the general for the other units means that i should make almost all of my charges.
Both damsels will deploy in the grail knight unit, meaning they cant scarper from panic from that catapult.
You can use magic resistance against a casket so i've effectively got 6 dice with the chalice.
This is still not much against that magic phase, but ill be stuck in quickly.
Bowmen to knick a bottom left table quarter as standard, though try the odd pot shot at whatever drifts in to range.
good luck phoenix and thanks for voting...
Hmm, I think this one will once again be very close, with little left standing on both sides.
TK have the slight magic superiority and should be able to overpower the Brett defence early on, and once those scrolls go, I don't think there will be much that they can do against it.
The SSC catapult should be able to fire twice a turn from the get go, and if targeted against the right units can cause quite a bit of damage from panic tests. However LD9 will mean that a few of these will get passed.
The charging from grail knights and knights errant will be deadly, as both are ItP when charging. The question then remains, will the Errants be able to destroy the units? If combined with the GK's then they should be able to plough through a unit in a single turn. However, the strengthened casting of TK's can mitigate these losses to some degree, and once the second round of combat comes the Bretts will be stuck with little to no advantage and nice long flanks.
I think that I am going to have to vote a Minor Victory for the Tomb Kings because I think that there magic will play a big role in the latter stages of this game, and if they can tar pit the Brett charges then they will be able to hit the flanks, outnumber and break the knights.
Minor Victory to Phoenix
Dovie'andi se tovya sagain (It's time to roll the dice)- Mattrim Cauthon
I'm not convinced the Bretts will be able to crumble the TKs, even with one nasty swoop.
Either he has to face a couple of nasty spells a turn, or wear down his magic defence quickly. I don't think Phoenix will care what happens there.
Ultimately, I think the SSC double-firing and the size of the more decent TK units will really hurt the Brett's chances of winning. There are a few nice assassin-type units there, but I think it'll be too little too late.
Tomb Kings for a Minor Victory, as the charges will still do something.
I'm going Brets Minor Vic. I like Andre's plan of sticking to a flank and going for it. If phoenix has his casket and SSC on the hill there won't be a lot of room for anything else. A small swarm of heavy cav units will be able to break the line (2 Brett heavy cav hitting a 20 man skele unit will probably destroy it, what with those heroes and all) and roll from right to left. They might lose a couple of units on the way in but the light cav will be able to guard their flanks and draw off the chariots.
No more NG spearmen, thanks! Now I need some pump-wagons!
The Brets have some very serious hitting power, but not a lot of staying power. It's lists like this that make me want to start a second fantasy army.
Despite losing a few of their number to TK shooting in the initial turns, the Brets will probably inflict some major damage on the TKs when they first make contact, but in the end flank charges from TK heavy hitters will send them on their way.
TK for minor victory
"Is Archon Braigh-Dee going to have to choke a Wych?
Courtesy of Wicky: D.C.S.S.E.P.C.I.C.B.
I'm going to agree with the majority here: the bretts have enough sheer brute force to cause some real damage once they hit something, but getting some of the nasty beasties counter-charging into the flanks afterwards will really chew them up. Plenty of TK units will have a very bad day, but in the end I think they'll still edge it, giving a Minor Victory to Pheonix.
The biggest problem is that I can't see the Bretts being able to break one unit of the TK and just keep on rolling. If they stop charging the game is going to get messy for them very fast.
In the end, Phoenix will walk away with a minor victory, but not without a lot of bones to pick up
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SSC will dish out the pain. Even two turns of it can cause a heck of a lot of trouble. Brets though will hit hard and have lasting power once in combat.
I like the Bret tactics. ItP units will get in quick and do their work.
Very minor victory to Brets.
I believe that the Brettonian units will munch through the smaller TK units. Errants don't take pyschology on the charge, grails are ItP, and the other units are going to be pretty hard to cause to fail with the Ld9 lord running around.
The 2+ save Pegasus knights are also a good trump card - as the SSC and Casket are on a hill, everyone can see them, so a nice 20" flying charge will catch them if other units run interference for them. Alternatively they can ace the Hierophant if set up correctly.
The chariots will cause some casualties, but not particularly large volumes, as they are lighter than the average "normal" chariots. And the TK vs the Bretonnian Lord will be interesting
I am going to say Major victory to the Bretonnians on the grounds of more manouvre, and a high likelihood of killing the SSC and possibly the Hierophant with fliers on the Bretonnian side.
The will be aiming to be in combat any time before turn 3, so possibly 2 turns of shooting from teh SSC isn't enough (especially if 4x shots = potentially 1 misfire..)
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hmm, pretty sure brettonians wouldn't have first turn as they are praying...
anywho, If phoenix had said that he was going to put all his magic into getting the carrion behind the brettonians line on turn one, blocking the march moves and having ages to shoot them down, then he would have walked this.
However, i dont think the TK have enough time to hurt the knights, who will smash them to pieces come combat.
Major Victory Brettonians...
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