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FINAL ROUND - Herman1004 vs. DavidVC04
Top Deployment: DavidVC04
First Turn: Herman1004
Lvl. 4 Archmage 360
Book of Hoeth
Spells - Drain Magic, Shield of Saphery, Courage of Aenarion, Fury of Khaine, Flames of the Phoenix
Lvl. 2 Mage 185 (Will use High Magic if anything else is confirmed. Shield of Saphery and Curse of Arrow Attraction.)
Spells - Drain Magic, Courage of Aenarion, Fury of Khaine
Armour of Caledor
Amulet of Light
23 Spearmen 232 (BS
10 Archers 110 (Mage)
17 Phoenix Guard 355 (Archmage)
Banner of Sorcery
Amulet of Fire
12 Swordmasters 240
Talisman of Loec
5 Dragon Princes 160
5 Shadow Warriors 80
5 Ellyrian Reavers 85
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, Vanhel's Danse Macabre, Summon Undead Horde (2,5,6)
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
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, Vanhel's Danse Macabre
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:Spell choices:
Danse Macarbre, Gaze of Nagash, Curse of Years, Summon Dead, Summon Undead Horde, Wind of Death.
I will discard either of the last two for summon dead.
Spirit Hosts will go opposite the trees in case he's deploying units, like scouts, in there. They can sweep through.
Hanna's unit of ghouls will deploy opposite his archmage while Ike will deploy to a flank of his units if possible. Other ghouls will line up opposite his blocks. Once engaged and tarpitted, his units are open to flank and rear charges.
Varghulfs will look to deal with cavalry while dire wolves and fell bats will go for the rbt and archers. Spirit Hosts, if not busy clearing the woods, will look to either flank his ranked units or engage the cavalry head on.
Unless the mages can be eliminated early, I see bolts of searing death for the Vampires. Lack of ranged magic means that the Swordmasters and the Phoenix Guard will be almost untouched before entering combat and going all turbo-ginsu against the undead. The Dragon Princes will mince most of the enemy units, except the Black Knghts. Finally the flying noble with Reaver Bow will cause some wounds even on teh Black Knights, and the RBT should be targetting these or the Varghulfs, the smaller units can be dealt with by anything in the HE army, as they cannot be raised above the starting strength. The hill helps, and that forest can be used to anchor a flank from anyhing except teh Black Knights and teh ghosts, making it an obvious tsrategy to just "castle" on the hill, and hope no Terror Bombs cause mass panic...
The main saving graces of the Vampires is the Vargulfs - plenty capable of taking down most of the High Elf smaller units, the Black Knights which are a royal pain, and the spirit host, which only one character can actually deal with, unless you count fury of khaine...
Saying that, there is no "easily won" combat for the Vampires, but many for the High Elves - I think "Major Victory" for the HE.
The +1 to dispel and almost as many dispel dice as power dice, and the fact that 1 in 6 VHD will be "Trickstered" will be painful, and this is one battle where magic can swing things, backed up by Elven steel and ASF goodness.
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Neither side has made it easy for me to vote for them.
Whilst Herman has a nice magic advantage, his units are ultimately too small to face the Ghouls and BKs.
Whilst Dave is quick, and Fear-causing, his magic defence is laughable, at best.
Ultimately, I think the HEs can win combats through CRes (it'll be tight, but doable), and then things will head south for the VCs.
High Elves for a Minor Victory
HE minor victory.
The VCs have some strong units but there's no weak point in the HE list. Adding in a hill and some defensive deployment it'll be an uphill battle for the VCs.
No more NG spearmen, thanks! Now I need some pump-wagons!
The problem I see here for the HE is that they only have one unit that might be capable of taking a charge from the VC General's Black Knight unit.. and even they will probably be so heavily damaged that they'll lose the combat in the second turn. Additionally, the two Varghulf's should be handily able of taking care of any of the small units and despite the serious trouble Dave will have reinforcing his Ghouls until he kills a mage or two, he's still got enough Ghouls to stay in the fight until that happens.
It may be tight, but I'm going predict a Minor Victory for the VC.
"Is Archon Braigh-Dee going to have to choke a Wych?
Courtesy of Wicky: D.C.S.S.E.P.C.I.C.B.
The High elves can win this battle with a major victory with one simple tactic. Ram the Dragon Princes into the front of the black knights with the eagle noble in the side.
The flaming attacks of that unit can't touch the dragon princes, and the noble should kill 2 of the knights, meaning that the unit will start to crumble. Subsequent rounds of combat might not go their way, but they will have eliminated/neutralised the enemies most deadly unit, and with the magical advantage, they should win this.
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HE's witha major. Good field postition, good magic defense, first turn, and Dragon Princes smashin BK's (as Ginger pointed out) seal it for me.
Herman's High Elves win this match 5 votes to 1.