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Top Deployment: SEED 3
First Turn: SEED 3
Wizard Lord: 280pts
Lvl 4 upgrade
Van Horstmans Speclum
Burning Gaze, Pha's Illumination, Dazzling Brightness, Cleansing Flare
Battle Wizard: 145pts
Lvl 2 Upgrade
Ring of Volans
Burning Gaze, Dazzling Brightness
Armour of Meteoric Iron
Sword of Might
Warrior Priest of Sigmar: 146pts
Sigil of Sigmar
23 Swordsmen: 262pts (Battle Wizard here)
Det 1: 6 Handgunners
Det 2: 10 Free Company
22 Swordsmen: 286pts (Wizard Lord and BSB here)
Standard of Arcane Resistance
Det 1: 6 Handgunners
Det 2: 10 Free Company
6 Knightly Order: 146pts
6 Pistoliers: 115pts
6 Pistoliers: 115pts
17 Greatswords: 265pts (Warrior Priest here)
Det 1: 5 Handgunners
Helblaster Volley Gun
The Host of the White Duke
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.
Lore of Vampires
- Chamberlain Califas - Vampire (BS
Mounted on Nightmare. Carries the Drakhenhof Banner. Vampiric Powers: Avatar of Death (2 hand weapons), Dark Acolyte.
Invocation of Nehek, Raise Dead, Vanhel's
- Baron Malodorus - Vampire
Wears the Flayed Hauberk and carries a Dispel Scroll. Vampiric Powers: Dark Acolyte, Lord of the Dead.
Invocation of Nehek, Curse of Years
- 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).
- 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 ScrollDeployment:
Both units of Black Knights will be deployed behind the trees on the far left side of table. The Fell Bats will join them there. This protects them from Empire shooting until they move over/through the woods. The large unit of skeletons and the GG will be deployed just to the right of the Knights, with the smaller unit of Skeletons and the Ghouls deployed behind them to protect them from being targeted until they have been plussed (skellies) or dispatched to deal with would-be flankers (ghouls).
Since he has the first turn, none of his guns (other than the war machines) are going to be in range at the start of the fight. This is a good thing.
His tactic will be to shoot up my units and deny rank bonuses by flanking with his detachments. My general tactic will be keep my units close enough to prevent the latter and raise some screens to prevent the former. Forcing his units to crowd to get LOS will reduce the effective amount of shooting he can get.
His Swordsmen are only slightly better in combat than my Skellies and since the Skellies are led by Vamps and can be re-raised, those combats will eventually swing my way. My cavalry is tougher and more maneuverable than his. My GG outclass every unit he has on the table, wounding and hitting everything on 2's and having regeneration. He has two casters and two combat characters.. I have four of each. His only advantage is his shooting, which isn't really that great. The low leadership of his Army will also work in my favor.. the General only has an 8 and most of the troops have a 7. Since all of my troops cause fear, some of the Empire units are almost guaranteed to run.
He has 8 casting dice + a bound spell (completely random, likely useless) and I have 7 dispel dice and a scroll. I don't think we'll see a lot of successfully cast spells from our Empire friends in this match. I have 12 casting dice + a power stone and a bound spell.. I expect to be casting successfully, frequently. Wind of Undeath will feature prominently in my plans, since it will inflict a wound on +4 to each of the many, many Empire units and detachments and the MR on his WP will not affect it (see errata). I could get up to 3 castings per round (though I'm probably good with 1 or 2). With 14 or so units, that averages about 7 wounds inflicted with each casting... and more importantly, an average of 7 wounds worth of Spirit Hosts created per casting. He only has one magic weapon in his list, so he will have a lot of trouble damaging the hosts, since he won't be able to get many spells off, either. I'll start using the Spirit Hosts to screen my units from enemy fire as soon as I raise them and if I have enough, I'll send them to take out some of his smaller units. When we've reached melee, the Hosts will jump in to protect my flanks and provide a bit of additional CR.
Fell Bats will be sent (predictably enough) after his war machines. I'd prefer to get the cannon first, since the Bats may not live long enough for a second war machine, but I'll take whatever I can reach with the least trouble.
Knights will be kept relatively close to the infantry blocks to assure that they have a march move available. They're there to bust flanks.. with their ethereal charge and VDM, they should be able to do that fairly well. The Ghouls will also serve as flankers, but since they're easier to raise and cheaper, I can be a little more brave with them in sending them out to take out units attempting to flank me.
Other than Wind of Undeath, my magic in the first turn will be dedicated to replenishing any GG killed by missile fire and buffing up the two Skeleton units so that I outnumber by the time we make contact. If it looks like I'm being set up for a flank charge or I'm about to take a serious pasting from one direction or the other, I may summon some zombies to redirect/screen.
If the WizLord attempts to use that lame Speculum against my Lord, I'll accept the challenge with the GG Champ.
Last edited by ArchonFarseerGuy; May 26th, 2009 at 11:36.
When I first saw the lists and the spells at the SEED's disposal I though the SEED list may actually win, but reading through the tactics and after a bit of thinking, I discovered some important points.
The Vampire spellcasting is far more worth the points than I expected, and with the spped they may produce I think the scales will tip in favour of the Host of the White Duke.
Originally I was concerned that the light magic of the Empire would desimate the vampire general, but he may be out of sight because he's not on a monstrous mount.
5000p. High Elves
In the list, Malodorus is short one spell and Passmourn is short Invocation of Nehek and one other spell. Malodurus was angling for Wind of Undeath, but would have been happy with either Gaze of Nagash or Raise Dead, in that order. Passmourn was going for VDM, or just Raise Dead.
Last edited by Psyan; May 27th, 2009 at 01:05.
"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 VC should be able to cancel out the Empire magic phase while their own should be rather powerful. If they can get into combat quick enough to negate the Empire shooting they will run through the Empire CC troops via outnumbering and fear. Even with Empire getting first turn I think that the VC will be able to control enough of the game to sneak out with a win. Victory to Host of the White Duke.
The Host of the White Duke win 3-0 .
I want to personally thank all voters for voting (in your multitudes), your contributions have been appreciated. Stay tuned for details with regards to the next round.