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The Map: Dwarven Gates
Top Deployment: The Host of the White Duke
First Turn: he Tribe of the Unknown god
The Tribe of the Unkown god
Sorcerer Lord of Nurgle, General;
Magic Level 4;
Sword of Might, Bronze Armour of Zhrakk, Crown of Everlasting Conquest, Spell Familiar, barded steed
Magnificent Buboes, Fleshy Abundance, Plague Squall, Cloying Quagmire (giggity), Curse of the Leper
Chaos Sorcerer of Nurgle,
Magic Level 2;
Dispel Scroll, Power Familiar
Magnificent Buboes, Cloying Quagmire
Exalted Hero of Tzeentch; Flail; Battle Standard; Enchanted Shield, Golden Eye of Tzeentch, Soporific Musk, Disc of Tzeentch
23 Chaos Marauders of Slaanesh @ 162 Pts, lt armor, shld, full command
17 Chaos Warriors of Slaanesh @ 349 Pts, Halberd; Shield; full command, rapturous standard
5 Marauder Horsemen of Slaanesh, Flail; Throwing Axes; Light Armour; Musician
5 Marauder Horsemen of Slaanesh Flail; Throwing Axes; Light Armour; Musician
5 Chaos Warhounds
5 Chaos Warhounds
5 Chaos Knights Ensorcelled Weapons; Shield; Musician
1 Chaos Chariot of Slaanesh
1 Chaos Chariot of Slaanesh
1 Chaos Warshrine of Slaanesh
Casting Pool: 9
Dispel Pool: 5
Models in Army: 70
Total Army Cost: 2242The Host of the White DukeThe Warriors of Slaanesh unit will deploy opposite the Grave Guard. The Marauders of Slaanesh will deploy opposite the large skeleton unit. The Hounds units will deploy as diversion units opposite the Black Knights. As no vampire has Ghoulkin, the Chariots of Slaanesh will deploy opposite the ghouls. The Knights will deploy with the Marauder Horsemen of Slaanesh opposite one or, if possible, both units of Black Knights. The BSB will deploy behind the two infantry units. The Sorcerer Lord of Nurgle will deploy with the Warriors unit, and the Sorcerer of Nurgle will deploy with the Marauder infantry unit.
Slaanesh units do not suffer fear, terror, or panic, though they can flee as normal. Knights and the BSB cause fear. The army is, in essence, immune to fear. Infantry will advance quickly. Once in combat, attacks will be directed against Vampires whenever possible. The chariots lined up opposite the ghouls since they should be the easiest unit to bust through with wounds and combat res from a combined charge. Once behind the lines, they will look to bust ranks or attack bunkers where the lord or other vampire might hide. The BSB will join combats where there are vampires so that he can add combat resolution and kill the vampire. The sorcerer will focus on using Buboes to tag vampires. The sorcerer lord will use buboes on vampires and cloying quagmire on the knights. Once close enough and in combat, the sorcerer lord will focus on fleshy abundance for regeneration on whatever unit needs it and then look to cast Rot, Glorious Rot (D6, S6 hits on all enemy units, even in combat, within 18”). Hounds will angle to divert black knights and allow for charges from fast cavalry and knights. Horsemen will also look to throw axes at fell bats. When free to do so, cavalry units will look to bust ranks and add to combats. Grind-it-out combats should go the way of warriors. The sorcerer lord is extremely survivable even against vampires.
The White Duke - Vampire Lord (Lvl 3)
Mounted on Nightmare. Wears Walach's Bloody Hauberk and carries a Power Stone and the Book of Arkhan. Vampiric Powers: Master of the Black Arts, Forbidden Lore, Lord of the Dead.
Invocation of Nehek, Vanhel's Danse Macabre, Gaze of Nagash, Wind of Undeath, Summon Undead Horde
- Chamberlain Califas - Vampire (BS
Mounted on Nightmare. Carries the Drakhenhof Banner. Vampiric Powers: Avatar of Death (2 hand weapons), Dark Acolyte.
Invocation of Nehek, Wind of Undeath
- Baron Malodorus - Vampire
Wears the Flayed Hauberk and carries a Dispel Scroll. Vampiric Powers: Dark Acolyte, Lord of the Dead.
Invocation of Nehek, Wind of Undeath
- Lady Passmourn - Vampire
Mounted on Nightmare. Wears the Helm of Commandment and carries the Black Periapt. Vampiric Powers: Lord (Lady) of the Dead, Avatar of Death (HW and Shield).
Invocation of Nehek, Raise Dead
- The Black Sentinels - 19 Skeletal Warriors (includes FC)
- The Dark Watch - 10 Skeletal Warriors (includes FC)
- The Fallen - 10 Crypt Ghouls
- The Spectral Guard - 22 Grave Guard (includes FC)
Banner of the Barrows
- The Ghost Riders - 5 Black Knights
Standard Bearer with Banner of Hellfire
- The Eternal Lances - 5 Black Knights
- The Brides of the White Duke - 4 Fell Bats
(converted Daemonettes with wings)
Exactly 2250 pts
12 Casting Dice + 1 Bound Spell and 1 Power Stone
7 Dispel Dice +1 Scroll
Probably the most even match I can vote on (Not going to vote for or against armies I don't have the book for). I really can't tell which army will win due to so many variables. So, I'm going to do this the old fashioned way and pick the best of the winner of each phase.
Shooting- Tied. Throwing axes aren't enough to really make a major play into this battle.
Magic- Vampires win. With enough spells to neutralize Chaos, and plenty of extra dice to get off their own stuff, they're up 1-0.
Combat- Warriors of Chaos win. They're units are tougher, and all those Slaaneshy units will make it hard to take them down. Yes, the grave guard untis is the best on the table, but it'll take a while to whittle down an immune to psychology foe. Tied 1-1.
Movement- Warriors of Chaos by a little. 5 untis to 4 if you include book of arkhan.
Tough call, but Tribe of an Unknow God has it for now. I'd like to see a roll up for magic though. If those Vampires can roll for Vanhel's I might reconsider.
One other thig to note is that I really didn't take the WoC deployment too seriously. The member went under the impression that he'd just be able to place his units exactly where he wanted, across from his ideal unit. It rarely works that way.
I am heading off to the Peace Corps. It is bery likely I will not be back. Good luck to all of you endeavors.
Extremely tough call, but I'm going with WoC simply because of the easy standards they'll be getting. I can also see the VCs having to work for dominance of the magic phase (though the one die Invocations will get really irritating).
I think the WoC have this as well, just not seeing much on the VC that is really going to whomp on through. The Invoking will be a minor inconvenience at best I think. Though, with a few good rolls on Wind of Undeath, things could get ugly.
It's Adventure Time!
2010 'Ardboyz Champion
I like the VC for the win. Four ranked units to two gives them a nice advantage; they're going to get some flank charges and take CR away from the WoC. That Vampire on the Nightmare is going to quite handily kill both chariots with rerolling S7 attacks and depending on what Lore the VC Lord takes, the VC could actually have an advantage in the shooting phase. While most of the VC troops kinda suck, they're reraisable and the VC characters are in general harder and hittier then the Chaos Sorcerors.
Here we see one of the few occasions where a Disc BSB won't get killed on turn 2. :applause: However...
I agree with Sinister, vamps have too much going on. They have superior magic, and while chaos do kill well in CC, they're dealing with unbreakable enemies that outnumber them, both in 1 on 1 combat and in the fact that the vamps have more units (I say this because warhounds and non-khorne light cav don't count for much in a fight). Those chariots will also get whomped by that hero.
So, taking Daelrog's scoring method, but making my own adjustments for how I think the WoC core fillers will perform... well, that's my vote.
Fear me, mortals, for I am The Anointed, The Favored Son of Chaos, The Scourge of the World. The armies of the Gods rally behind me, and it is by My Will and by My Sword that your weakling nations shall fall. - Archaon, The Everchosen, Lord of the End Times
I'm voting for WoC because I think when they get combat they will mop up the VC units unless the Black Knights can intervene which is when having hounds and fast cavalry will pay off for the chaos.
Also a note for the writer of the VC list, only models on foot gain an extra attack for 2 hand weapons so your vampire on nightmare avatar of war choice is a waste, you'd be better off with a hand weapon and shield or possibly the great weapon for the +1 strength.
BEN DIESEL FTW!!!
Very fast Chaos list but too much magic andnumbers from VC, plus some tough vamps and big GG unit.
Its difficult this one.
The WOC defintiely have more damage potential in combat, and that they almost all have mark of slaanesh means they'll be around for longer to smash up the weaker VC units.
But the VC units will just keep coming back.
hmmm... I'll go with WOC.hahaha...Cloying Quagmire (giggity)
Say what you want about a Grave Guard Death Star being cheesy, it's a really hard unit. They're T4, ItP, reraiseable and regenerate.. and unlike most ranked selections in a VC list, they can really kill things.. Killing Blow, hit on 2's with the Helm and the Banner, S6, so wounding on 2's, or at worst 3's.. yeow. The WoC Knights and Warriors are very tough, but are neither as tough, nor as numerous as the GG. Plus, the VC can simply tarpit those units until they're ready to take them out.
As someone mentioned earlier, that VC Hero with the lance on the Hellsteed has a pretty darn good chance of butchering all the Chariots, since the WoC don't have anything to shoot him with he's in the open after he kills a Chariot.
The WoC list has good magic.. but is completely eclipsed in the magic phase by the VC. The Lord w/ the Power Stone and Forbidden Lore has enough dice to use Winds of Undeath every turn and still have dice left over for Van Hels and a fair amount of summoning.. and he has the Book of Arkhan for an additional Van Hels, which will be particularly useful for the two (!) units of Black Knights, since they'll be able to charge through terrain to flank.
"Is Archon Braigh-Dee going to have to choke a Wych?
Courtesy of Wicky: D.C.S.S.E.P.C.I.C.B.