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The Map: Gone Fishin'
Top Deployment: The Wind of Change
First Turn: The Wind of Change
The Wind of Change
Beastlord Droketh: 300
Mark of Tzeentch - level 4 wizard
Horn of the great hunt
Staff of darkoth
Bray shaman Gothor: 141
Bray shaman Dolkshar: 141
Wargor Kolkoth: 184
Mark of Tzeentch - level 2 wizard
10 gor, 10 ungor
9 gor, 10 ungor
9 gor, 10 ungor
4 minotaurs: 224
mark of tzeentch
4 minotaurs: 224
mark of tzeentch
3 dragon ogres: 237
Power dice: 14
Dispel dice: 7 + 2 scrollsTactics/deployment:
First thought, another Tomb King Army with a hill. However, I have first turn and magical dominance.
For magic offense i have 14 power dice against 4 dispel dice an 3 scrolls. For magic defense i 7 dispel dice and two scrolls vs incantations totalling 8 dice.
I think if i can take out the casket and catapult early i should have no trouble with the rest of the army. To this end both bray shamans will take the lore of shadows and choose steed of shadows. I'll use this to fly my BSB into combat with the casket, hopefully in the first turn, though i imagine dispel scrolls would stop this. Therefore i'd also attempt to get a unit of warhounds into combat with the catapult first turn by using the wild hunt from the lord. This means that at latest i should have one of these threats taken out by turn two. Niether will get to fire in the 1st magic phase as i have 2 scrolls and the other TK incantations are less important in the beggining of a game, so i'll have dice as well.
My opponent only has one major combat unit, the chariots with king. the plan is to use the warhound units to try and redirect this unit, into the charge range of a unit of heavy hitters. Failing this one of the heavy hitter units will tyr to hold them up allowing another to flank charge an finish them off.
The tomb scorpions could speel trouble for the beast herds, due to GW not yet changing the ruels properly, so id try to combat them with otehr units, like the chariots or minatuars.
I dont think banner of the hidden dead will count for much as none of my units have much to fear from a unit of 10 skeletons.
1 unit of hounds would go on ambush. coming out behind the large unit of skeletons.
Deployment from left to right as we look at map:
Chariot, minatuars, beastherd with bray shaman, dragon ogres, beastherd with general and bsb, minatuars, bestherd with bray shaman, chariot, chariot, spawn. the warhounds would deploy in front directly opposite the hill, for the attempted 1st turn charge.
Good luck to oppo an cheers for voting.
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)Deployment: since i'm on the bottom i have one of my favorite things... a hill! starting on the left side of the hill will be a tomb swarm and going around clockwise as if a 5-point star will be the tomb scorpions.
on top of the hill will my casket and catapult, with my archers 10 block place int between the front scorpions 10 wide. the reason my scorpions are placed so is the horn of the hunt could easily rack my casket should they pass the terror check when they start there next turn within 6 inches im sure they would.
to the right of the hill, i will start my army formations for a forced flank from there... warriors, chariots horses in that order. the main focus of any attack i do is going to be taking out the groups with his casters in them. his mass amount of power dice can be quite a danger for me. i expect the guys to come out from behind my hill with the horn but by that point i will have moved all my scorpions to the rear of the hill and they will handle it, along with the hidden banner ten man warrior group that will be deployed as close as possible to the horn unit depending on when he does it or put behind a unit that the horses are about to outnumber in combat to make them flee to their death.
If I felt as if the Casket was ever going to go off, I would vote for the TK, but with 7 dice and 2 scrolls, it just realistically isn't a factor in this battle. The Tomb Scorpions are going to be a little rough, but with 14 power dice, 3 scrolls are only going to last so long...and then the BoC heavy hitters are going to wreck shop here.
Victory to the BoC.
It's Adventure Time!
2010 'Ardboyz Champion
Though the tactics are a little vague, they concentrate on the only things in the TK army that can hurt them.
The magic dominance really limits the TK options. The beastmen have superior troops. The scorpions will no doubt eat a lot, but his wont make up for the rest of the army.
i think vastly favourable terrain and several threatening units sees this battle going to the tomb kings, with severe losses.
maybe if i could see how the beastmen plan to deploy, i would vote them, but it seems quite difficult.
Two army's I know very little about...
But that is a heap of magic =)
TK in a very defensive position but I think will be hammerered with magic then overwhelmed =)
BoC, just. I think they will have a better time taking down enemy characters and then watching the TK army die without that support. Fear, though, will take a toll on BoC. Strong magic for BoC will certainly help against TK.
Strong magic for the BoC and a fast charge with strong units will give this match to them. Fear will hurt, but they should survive.
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Hmmmm. Tough call here, but I think the Wind of Change will take the win. Combat will really frustrate them due to Fear, but having more DD than the TKs have PD will limit the Undead's biggest advantage.
I don't think any tomb king magic will be going off this game. 8 incantation dice versus 7 DD and 2 scrolls is not a good match up considering how necessary the tomb king magic is to their play style.
Most of the Tomb King units in this army cannot win combat without getting a flank (but getting a flank is unlikely given the lack of urgencys going off). The only unit that can conceivably win in combat and start removing some of the BoC's PD is the Chariots, but I expect they will be to busy hiding from the S7 Dragon Ogres to cause any real damage.
So I think the BoC will win.
The Wind of Change wins 7-1.
Thanks to all who voted, information about the next round will be up soon.