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Top Deployment: Sven Svensson's Oakenshields
First Turn: Sven Svensson's Oakenshields
Sven Svenssons Oakenshields
2x Rune of Stone(armour); Rune of striking, rune of cleaving, rune of fury (weapon); Rune of the furnace (talisman) 137 pts
BSB- Master Rune of Valaya, Rune of Courage- 220 pts
Runesmith- Master Rune of Balance, Rune of Spellbreaking- 145 pts
25 Warriors- Full Command -250pts
19 Longbeards- great weapons, Full Command- 272pts
19 Ironbreakers- Full Command- 277pts
2x Bolt throwers- Engineers- 120pts
19 Hammerers- Full Command- 258pts
Total Points- 2249
Power Dice- 0
Dispel Dice- 5 (+ runic bonus, see below)
(Thane) Armour runes- +2 to armour save, Weapon runes +1WS, +1A, +1S, Talisman runes- Immune to fire
(BS +2 to all dispel attempts, auto dispel remain in play spells if within 12", Unit is immune to fear and terror
(Runesmith) During enemy magic phase takes 1 PD and places it in own Dispel pile, (one use only) auto dispel 1 scroll (except irresistible force)AArgh the Evil dead... hopefully the doughty dwarfs will master their fears to overcome the foul denizens of the night, bolstered by the close proximity of the dwarven gates, and safety.
My army will occupy the right side of my position (adjacent to the cliffs) with a refused flank. The aim of this is to maximise my firepower whilst retaining a solid foundation to absorb the attacks of the undead. My deployment should ensure against the dominance of those pesky fliers, and my infantry should be able to back each other up against the hard hitting units in the VC list, such as the Black Knights, the Black Coach and the other characters.
A lot of my fire will be aimed at the Dragon, my primary aim will be to take out the VC general and thus break the back of his army- once this is done (not that it would be an easy feat to accomplish!) my superior troops and the Dwarfs natural stubborn attitude should see my through.
On my right flank (next to the cliff) will be 1 of the Bolt throwers, then the quarrellers1, warriors, Thunderers, Hammerers (Thane), Organ Gun, Ironbreakers (BSB ), Longbeards (Runesmith), quarrellers2, bolt thrower2, cannon.
The army will be set up with a fairly narrow frontage to try and maximise the fire lanes for my war machines, but also to limit the opportunities for flank and rear charges by the VC.
The Blood Drinkers
-bonus magic level
-wristbands of black gold
Invocation of Nehek, Wind of Undeath, Summon Undead Horde
-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
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Colors: (left to right as well)
Green-blue: hellsteed vampire, dark blue: dragon vampire, orange: fell bats, red: ghouls, brown: wight king and black knights, dark green: black coach, green: corpse cart.
The Plan by turns:
Pre-game: The ghouls will march forward, trying to keep the black coach shielded from enemy warmachines, particularly the cannon.
Dwarf turn one:
It’s all very well saying war machines will devastate everything, but they can only hit one thing per turn, and even then there’s no easy kill. Also, his deployment will limit his targets. So, the bolt throwers can hit two things between them, but that’s not likely to kill anything major. The cannon is unlikely to have a good target, thanks to ward saves. The organ gun can cause problems for bats or ghouls, but enough will survive. He has plenty of warmachines, so plenty of chances to misfire.
Vampire turn one:
All fliers fly forwards 20” and hide behind the obelisks. The black coach allows the ghouls, black knights and corpse cart to march forward.
Dwarf turn two:
They shoot, killing lots of ghouls and a couple of black knights.
Vampire turn three:
The ghouls get out of the way and allow the black knights and black coach to charge the dwarf lines. The coach can take on a decent sized unit due to devastating charges, and the black knights should be able to fight just about any unit my opponent has. The BSB is extra insurance. Meanwhile the fliers leap out from behind the obelisks ready to go warmachine hunting. The dragon uses his breath weapon on a nice juicy target. Once I’m in combat, massive killing power should win me the day. The hellsteed vampire should be able to take on warmachines or small units of shooty troops from behind.
I doubt that my magic phase will see much action, but again the black coach can absorb dice from the pool to become awesome. My black coach and my lord, two massive targets for artillery fire have a 4+ and 3+ ward respectively. He has plenty of warmachines, but plenty of chances to misfire.
Last edited by ArchonFarseerGuy; May 26th, 2009 at 12:01.
The Dwarfs have no way to combat that dragon (3+ ward against shooting plus IoN on him will mean he is basically unkillable) which in itself pretty much assures victory for the VC.
I expect the VC to throw ghouls into the BSB thane and Runesmith's unit (both those characters have only a 4+ save, so are quite vunlerable in a protracted combat) and take them out. Then the Black Knights (with a US of 40!!) will roll over one of the two dwarf units without immune to fear. This will leave the VC miles ahead on points, with the dwarfs having no way to force any more decisive combat to win them back.
Though alot of shooting at the dwarf side may kill something, the VC with their numbers, magic and tactics will ensure the dragon vampire will be able to take this, though only by a margin.
The Blood Drinkers
5000p. High Elves
I don't think the dwarves will do enough damage in the shooting phase to be able to hold off the VC horde when it reaches their lines Once the undead reach them the combination of numbers and power will be enough to drag the dwarves down. Victory to The Blood Drinkers.
I'm tempted to go for dwarfs, but the VC army has enough long-range units to tie up dwarf gunners early. And being able to cast Danse more than once is a huge advantage. I say VC gets the cheese.
A couple things worth noting:
The Wristbands of Black Gold that the Vamp Lord is wearing grant him a +3 ward save vs missiles.. but do nothing for the Zombie Dragon. So while the General is unlikely to get shot off his mount, it's definitely possible to shoot the Dragon out from under him with two bolt throwers and a cannon.
In order to judge this match properly, I'm assuming that the Vampire General isn't going to deploy his troops as he indicated in his tactics/deployment section, because if did that while the Dwarves deploy on the far right of the table against the cliffs (as indicated in the Dwarven tactics), the Undead would have to move the length of the board before getting to grips with their stunted foes, rather than just the width. Smart deployment by the Dwarven General, as it give the Undead flyers less cover than they might otherwise have. As they say, no plan survives first contact.. or in this case, no plan survives first deployment.
Despite all of that, I'm still pretty sure that the Vampire Lord is going to make it into combat as he's exceedingly well armored. I'm not so sure about the Dragon, though.. T6 is great, (Edit: Doh!, T5, thanks no1cafc!) but if Dwarves ignore the bats, 2 Bolt Throwers, a Cannon, an Organ Gun 20 Quarrelers and 10 Thunderers stand a pretty decent chance of taking down the Ol' Bony Wings with two turns of shooting. Then Vampire goes in on foot and despite his undeniable bad-assery, he'll eventually lose combat against one of those ranked units.
Of course, the rest of the Army is going to be a turn behind him, except the Bats and the other Vampire, who will already be in combat.. and losing, unless they just take on the shooty units.
I'm pretty confident that any of the 4 ranked units that the Dwarves have will be able to stand up to the Black Knight charge. They may lose combat, but if it's one of the fearless units, they'll hold. In the subsequent rounds, they'll be able to fight back well enough to more than likely win combat, unless the BK get some help from the Ghouls.
Ghouls are nasty. Despite being used as missile fodder by their General, they're a viable melee unit, even against Dwarves. The fact that they're scouting ahead means that they won't absorb nearly as much fire as they would otherwise... I think that they'll definitely inflice some casualties on the Dwarves and probably eat a war machine crew or three.
Lastly... the magic phase.. and this is the kicker for me. Dave mentioned the VC having the ability to cast Danse more than once... how is that? There's no Book of Arkhan in the list and neither of the two Vampires have that spell. Even if they did, they only have 6 Casting Dice and the Dwarves have 5 Dispel Dice with a +2 Runic Bonus to dispel and the Runesmith's other abilities. There's not going to be much, if any casting in this match.
And that's what tears it for me.. as much as it pains me, I'm going to go against the crowd and vote for the Dwarves with a very slim margin of victory. If the Dwarf General hadn't deployed where he did, this battle would be swinging the other way.
Last edited by Psyan; May 27th, 2009 at 02:47. Reason: Zombie Dragons are weak.
"Is Archon Braigh-Dee going to have to choke a Wych?
Courtesy of Wicky: D.C.S.S.E.P.C.I.C.B.
Last edited by no1cafc; May 27th, 2009 at 02:44.
BEN DIESEL FTW!!!
The Black Coach could be used to block line of sight to the Zombie dragon (As they are both large targets). By turn two the dragon will be able to jump out of LoS of the Dwarf shooting (with the warmachines held up by bats). From there the dragon can stard breathing all over Dwarf infantry (only wounds dwarfs on a 6, but it will hit pretty much the whole unit and has a -3 modifier to saves!) and threatening rear charges.
Assuming the General is targeted (and invariably shot down), the only major combat threat I see is the Black Knights, which will be staring down the (many) barrel(s) of an Organ Gun.
Add to that the fact that the Ghoul units will suffer due to the limited ability to be resurrected effectively, extra true from the Dwarf magic defence.
Sven Svensson's Oakenshields take the win.
Really close in my mind. I reckon the Dragon is going to get shot too, no issue, so it's down to the rest for me...
Going for Dwarfs. From what I can see, the Ghouls can't get above starting size. Therefore, I don't think they'll take on the Dwarven blocks. The Black Knights are a mean unit though...like I said, close one...