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Top Deployment: Daelrog
First Turn: Daelrog
Daelrogs List and Tactics:
Deathknell, the Bard of Shadows
Supernatural Horror, Dark Acolyte, Walking Death, Summon Ghouls
Hand of Dust, Walachís bloody hauberk, Lvl 3 
Ghoulkin, Avatar of Death
Book of Arkhan 
Rod of Flaming Death, Corpse Cart w/ Balefire 
Sceptre de Noirot, Corpse Cart w/ Balefire 
15 Ghouls, Ghast 
14 Ghouls, Ghast
14 Ghouls, Ghast
Great Weapons, Full Command, War Banner 
6 Black Knights
Standard Bearer, Standard of Hellish Vigor 
6 Black Knights
Standard Bearer, Baner of the Barrows 
All right, I have three units I need to break. Warriors, Longbeards, and the Ironbreakers in that order. Easiest to hardest. He also has a nice juicy hill... how quaint.
Black Knights go behind the wood. Their ethereal steeds will let them break through that first turn. The varghulf will also be around them, further to the left end of the deployment zone.
My general who is still with the wights will be deployed on the far right in the ruins. A unit of ghouls on either side. Last unit of ghouls will be placed a little closer to the ceter, to use as a buffer agasint any shooting from the hill. Corpse carts will be split evenly between the two sides.
Assuming I can't get Arklite drunk before the match, I'll just surge my two flanks around the edges. This will force him to split his forces as well. My main priority is to take his shooting out of the picture. Plan A is to get a unit of black knights, or the varghulf to sneak through to the hill, where no doubt the majoirty of his shooting will be. All are capable os sweeping through and getting all hthose juicy VPs. Plan B, should they fail, or if he gets his M3 dwarfs to block them all, is to to jam everything up in close combat, making shooting a risky business.
Magic will be used purely for raising units back this time. Character will be key to make sure the CR doesn't go his way.
Arklite's list and tactics:
Anvil of doom
Rune of stone
Rune of the furnace
Rune of resistance
Master rune of balance
2X rune of spell breaking
Master rune of gromril
Rune of striking
Master rune of swiftness
Rune of cleaving
Rune of fury
Rune of stone
Dwarf warriors 
Long beards 
Master rune of grungi
Iron breakers 
Rune of stoicism
2 Ancestor Runes
Rune of penetrating
Rune of penetrating
Rune of burning
Rune of penetrating
Rune of accuracy
GyrocopterFORSOOTH AND FOSHIZZLE!
The deadites eh? A worthy foe If I ever saw one I reckon. right lets go through the phases then.
Deployment: once again ginja is being nice to me and has given me a hill. Daelrog however has a forest just infront of his battle line as well as some ruins off to the right hand side. However, the hill position is still far too handy to just give up considering my list so Iím going to go ahead and make use of it. So lets get the standard stuff out of the way shall we. the anvil of doom shall take pride of place on the peak of the hill. I donít really need to thanks to it not needing line of sight, but hey! Why not, itíll look pretty . next to this Iíll place my rune of burning bolt thrower and the grudge thrower. From this commanding position these two warmachines will be able to dominate the table with their mighty vision and rain rune induced destruction upon my foes! RAWR!
Moving on its clear that Iíll have to defend this position with typical dwarven tenacity. Looking at the table I suspect that daelrog will attempt to maximise the effectiveness of his black knights and have them exploit their ethereal movement. But AHA! I have caught onto this cunning plan and as such can prepare for it! The open space in the middle of the table represents the only credible route for his main blocks to advance coherently and hope to bring their superior numbers to bear against me. So in accordance to fine dwarven tradition Iíll position my troops in a battle line to meet him! The formation however will deploy on the slope of the hill, angled backwards on the right hand side to face the oncoming undead. This has two advantages. Firstly it refuses my right flank to daelrogs troops, without separating one of his cavalry units to engage that side (working on the planned assumption that he intends to send 2 units through the forest to try and overwhelm the troops on that side) I should be able to force any unit coming from that direction to fight me head on. Accordingly on the right hand side I intend to place my dwarf warriors. Admittedly my weakest unit it only makes sense to place them in the most easily defensible position. The other advantage of tilting my line like this is that it increases the travel time on some of his units. This reduces the odds of his troops arriving all at once giving me more shooting time and reducing his advantage in numbers.
On the warriors left to hold my line together I would place my longbeards. With their master rune of gungi, old grumblers rule and my battle standard I should have little to no problem anchoring my line around these hardened warriors who (short of the tomb guard) are an easy match for anything in the undead army.) on the left hand flank (the more exposed one) I would place my elite ironbreakers. My toughest unit led by my toughest character these chaps take the place of honour! Their high saves, weapon skill and toughness make them the ideal choice to take the brunt of the undead assault. However, donít think Iím sending my best troops out as a forlorn hope!
On the iron breakers flank I will place my organ gun. Aha you may be thinking! Heís guarding his weaker flank with his mighty organ gun! What a clever dwarf that arklite is! BUT BEHOLD! This placement has 2 advantages once more! In addition to guarding my ironbreakers flank the organ gun has created a zone of death infront of those woods. The position I suspect daelrogs black knights will attempt to charge through. Such movement will leave them at the mercy of this potent knight killer.
The next unit I intend to place will be my second bolt thrower. This unit will take position on the far right hand side of the table. this position away from my lines presents the ability to launch bolts down the flank of the approaching undead forces. Ideal targets being the tomb guard, corpse carts and the black knight units, where the S7 and multiple wounds per hit would cause horrendous damage. Failing to get such shots the BT will also be able to attack the vargulf or indeed lure said monster away from my lines, keeping it out of the way for most of the game. my quarrellers will deploy on my dwarf warrior units right, in a long single line. This unit will perform as flank guards and provide missile support for the army, that nice open space being an excellent killing field. Finally my gyrocopter will deploy along side my bolt thrower on the right hand side. Its task will be to quickly make its way behind the undead lines and induce march blocking. Maximising the time my artillery has to bound the approaching horde.
WellÖ that went on for a bitÖ letís move on shall we?
Magic: now this is an area I would like to think I have a distinct advantage. Daelrogs force (as far as I can tell) has 9 powerdice and 3 bound spells (one of them only being cast in combatÖ potent mind you). In response however I lower his powerdice to 8 with my master rune of balance and sport 8 dispel dice of my own. Throw in my two scolls and I have a pretty darn robust defense against the undead magic I must say. Forcing the vampires to take care with their one dice casts (as any failure would give me a significant dice advantage) will reduce the number of raises they can make in any one turn lowering the threat of mass outnumbering. in turn my innate toughness, high armour, high leadership and re-rolls on panic tests/immunity to panic makes the flaming rod of death a rather poor choice (but hey, not all armies are dwarves in this here event ) the only mage I would suspect serious damage from is the level 4 vampire. As all the other mages are level one (and Iíve stolen one of the two pool dice) these characters will be limited to their single dice and their bound spells, one of which I can pretty much ignore assuming I donít roll insanely bad (4+ to wound, 4+/5+ armour, 5+ ward, ld9 panic test with a re-roll). As such depending on what spells they pull out the focus of my magic defence will be to limit his ability to effect the battle and to eliminate mass raising of units. Something I also have a plan forÖ
Shooting!: aha! Now weíre talking a phase where Iím not simply countering the enemy. Oddly enough Iíve pretty much covered most of my shooting already so Iíll go through this quickly.
The anvil of doom has a wide range of targets here but I reckon limiting the undeadís mobility is important at the start of the game. As such itíll be making use of its 2+ rune of wrath and ruin power. (d6 S4 hits, half enemy movement) and target one of the black knight units. I donít really expect it to hurt them but the more time I can give my organ gun to eliminate them the better. As the game progresses however I suspect the focus of the game will switch to psychology. As such Iíll look to make use of my rune of hearth and hold on its 2+ and 4+ levels depending how dire the battle looks (2+: re-rolls on fear and terror tests for whole army, 4+ immunity to fear and terror and re-rolls on break and panic tests). My stone thrower only really has 1 target of real worth and will spend its time raining S5 template death on the tomb guard. My logic in this is to force daelrog to expend power dice to try and keep this unit intact. By doing so I would be reducing his ability to raise new units and burning up dice for me to dispel against further improving my anti-magic defence. The flaming bolt throwers prime target will be the vargulf, its S7 flaming shots making it ideal for the task as it ignores its regeneration save and causes multiple wounds. The quarrellers task will be to support the stone throwers job at whittling down the tomb guard or the vargulf. Failing at either they will rain quarrels down on the ghouls. The organ gun (as mentioned earlier) will be looking to gun down the black knights as they emerge from the woods and then turn its attention on the corpse carts, never know when a lucky shot randomisation will smack the necromancer after all
A concern is the before game movement of the ghouls but I am happy to work on the assumption that with the gyrocopter march blocking early on Iíll be able to count on my dwarves superior fighting prowess to pull through against them.
Right, letís round up. The key to this game is securing my position against the undead. Through anticipation of my opponentís tactics and clever troop positioning I intend to force them into a head on battle against my forces, where my superior fighting ability and high leadership will pull through. My artillery is as always incredibly potent and has a nice target rich environment to play with and an excellent chance of causing some game swinging damage. I have my gyrocopter to slow down the enemy advance and counteract the early ghoulkin movement and enough anti-magic to seriously cramp the undeadís ability to raise fresh troops.
FEAR THE BEARD!
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I think Arky may have daelrog's number here. The Organ Gun only needs two shoot phases to be pretty much assured of bringing down those knights on the left flank, which it looks like it will get.
The GG unit of doom looks like the Ironbreaker unit of doom will give it some headaches, and a war of attrition looks not so bad for the high-Toughness, high-saving, high-Ld stunties.
The one round of shooting will be able to reduce the VCs into something more manageable in combat. Dwarfs have the win, though they will be worked for it.
Dwarves win here. And not just because of a page's worth of tactics, his(or her) range is so great that the Vamps will never hit their lines. And even if they do, well, the dwarves are good at holding their own.
All Hail the Angry Fencing Coach!
Fantasy Battle - Tomb Kings
40k - Currently Undecided
"One death is a tragedy. One million is a statistic." - Josef Stalin
"Make other people come to you - Use bait if necessary" The 8th Law of Power
"Crush your enemy totally" The 15th law of power
Arklite has the tactical edge here- though he could struggle to finish off some elements of the army. Only just a stunty win though. (I can't believe I voted FOR the dwarf 2 games in a row! What happened to my green skin?)
All right, time for my back up plan...
Kisses to anyone who'll vote for me!
I am heading off to the Peace Corps. It is bery likely I will not be back. Good luck to all of you endeavors.
No, kisses for me, dont care how much I may or may not have had to drink.
I cant stand Arklite's brick wall dwarf armies, (they are my nemesis, as im sure well see next round) but its very very difficult to vote against them.
They definitely have the vampires here.
They're units are just too high quality to lose in combat to the vampires, and their shooting should deal nicely with the varghulf and knights.
As an aside, it has often seemed to me that towards the end of the votewar Arklite's armies get treated unfairly, being voted against just because people cant stand the thought of them winning...
probably just me...
A kiss? I'll vote for you if I can have 5 minutes in the closest..
Funnist warhammer moment ----> http://www.youtube.com/watch?v=Kr2jlCyCJBI
Arklite, as his solid list easily counters the vampires' list.