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The Map: Desert Obelisk
Top Deployment: Revenge of the Shifting Sands
First Turn: Revenge of the Shifting Sands
Revenge of The Shifting Sands
Tomb King (G) Fel-Jin (319)
+Golden Eye of Rah-Nutt
+Blade of Setep
+Brooch of the Great desert
Icon Bearer (BS Darigore (135)
+Banner of the Hidden Dead
Liche Priest (H) Fel-Krow (160)
+Cloak of the Dunes
Liche Preist Artelk (325)
+Casket of Souls
+Collar of Shapesh
Chariots x3 (200)
(Fel-Jin will join here)
Skeleton Heavy Horsemen x9 (197)
+Standard of the Cursing Word
(Darigore will join here)
Skeleton Archers x10
Skeleton Warriors x10
(Buried with Banner of the Hidden Dead)
Skeleton Warriors x21 (239)
+Banner of the Undying Legion
(Fel-Krow will join here)
Tomb Swarm x1
Screaming Skull Catapult
+Skulls of the Foe
POWER DICE: 2(tomb Kings don't generate more then the army dice)
INCANTATION DICE: 5?
DISPEL DICE: 4 (+ 2 dispel scrolls and +1 brooch)The Blood Drinkersi think my deployment is going to be a forced flank slant. since he can't really deploy directly all the way to his left, i'm going to be forcing his ground troops to move in the diagonal towards my troops giving my machies the longest time to be of use with his bats running around intercepting. Scat fire focused towards general always, and do best to prevent any kind of army growth by the magics. other wise lay a trap and wait for the zombie dragon to be in range of my melee. don't allow myself to be tarpitted.
-bonus magic level
-wristbands of black gold
Invocation of Nehek, Vanhel's Danse Macabre, Wind of Undeath
-Banner of the barrows
Invocation of Nehek, Curse of Years
Ghouls x15, crypt ghast
Ghouls x15, crypt ghast
Ghouls x15, crypt ghast
Black Knights x10
-Banner of the dead legion
Fell Bats x3
Fell bats x3
Fell bats x3
With 4 units of flyers I think the VC should be able to hunt down the Hierophant and thereby win the game.
just cause the heiro can fly doesn't mean it will never be in a unit.
i do see the flyers causing grief for the war machines though.
The Blood Drinkers will take this one but it will be close. I think that the VC have better hitty units(Dragon, Coach, and Knights) that can take on anything that the TK have. They can also hold things up with ghouls until one of their power units can come in to finish them off. The Scorps could cause some trouble if they tunnel correctly. They can threaten the VC on different fronts at the same time. All in all though, I don't think it will be enough especially if the TK lord gets taken out.
Last edited by NecroNid; May 13th, 2009 at 17:37.
There are large problems in both these armies in this battle.
In the VC army the ghoul units cannot get any bigger than 15, meaning that no matter what happens, they will most likely be outnumbered by the larger skeleton units. They are relying on two high damage units to do their killing. If they get bogged down, the army could get stuck.
In the TK army their magic cannot fail, but it isn't guaranteed to do that much damage, or resurrect units as quickly as VC can. Their 4 tomb scorpians would be more useful against armies with static characters, which this army does not, and their hierophant is very vulnerable to the Dragon and Hellsteed Vampires.
In the end, I am not sure that the TK can kill that dragon easily enough to take out the enemies general, as easily as the VC can kill the Hierophant.
VC to take this, but not well
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I dont see where the TK will kill the dragon from.
The other flyers will also cause plenty of problems.
I just cant see which units are going to win this for the TK.
I'm going to actually vote for Revenge of The Shifting Sands
Yes, the Vampire Counts have flyers, and yes, they do have a dragon, but...
...I think the most important thing people are missing out on is the Vampire Counts are sorely lacking in shooting, which means the TK's SSCatapult, and probably more sinisterly, their casket, can be positioned wherever the TK wants, and I imagine they'll live for more than three rounds.
Why? Simple. The Casket automatically does magic wounds to any unit that can see it based on whether it can roll higher on a 2d6+2 than the units leadership. And Fell Bats have a pretty low leadership. Which means, if the casket gets a 7 or higher, that'll be three fell bat units going poof. That is, if it's not dispelled mind you, but the threat of the dragon being taken out by not one but two SSC shots might draw out the VC's DD dice pretty early.
As for the Vampire's magic phase, the casket will also have the benefit of just being there to muck things up a little with the negative effect on casting.
Not going to say it's fairly easy, but with a little luck the TK's SSC and Casket will reduce the undead horde to a manageable band.
I'm gonna vote for a DRAW if that's allowed myself. it seems like a very general based match as most of our advantages are null against each other and it doesn't seem many people really understand how TK work. The king alone on a charge can cause MASS pain that dragon with his Blade of Setep that doesn't allow armor saves and destroys magic armor automatically. and why kill the dragon when the rider is far more important.
it's not posted with the army list which i gave descriptions of magic items and special abilities but i don't bury scorpions unless there is opposing shooting.
if i can't vote a draw then i'll stand up for my army
---------- Post added at 19:25 ---------- Previous post was at 19:23 ----------
either way i'll be much more concise with my battle plan next time
would be a fun match to actually play though.
Using the black prepirat, i have more dispel dice than he has incantation dice, and a scroll if necessary.
A quick AoD-style roll later and... the vampire does twenty wounds on the charge to your general.
if your general somehow charges... then he will destroy my armour and inflict a wound, before taking in return... twelve wounds.
You may want to rethink that plan.
I like the TK in this matchup. The dragon may give them difficulties if they don't shoot him down early, but I think they have the muscle and flanking units to do the job.