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Top Deployment: The Host of the White Duke
First Turn: The Host of the White Duke
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 Fire
- 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, Gaze of Nagash
- Baron Malodorus - Vampire
Wears the Flayed Hauberk and carries a Dispel Scroll. Vampiric Powers: Dark Acolyte, Lord of the Dead.
Invocation of Nehek, Raise Dead, Vanhel's
- 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
The Wind of Change
Beastlord Droketh: 300
Mark of Tzeentch - level 4 wizard
Horn of the great hunt
Staff of darkoth
3, 4, 5, 6
Bray shaman Gothor: 141
Fireball, Fiery Blast
Bray shaman Dolkshar: 141
Fireball, Conflagration of Doom
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 scrolls
Last edited by ArchonFarseerGuy; June 2nd, 2009 at 12:02.
I don't think the Beastmen have to worry as much about being outnumbered and losing to fear, and they can compete in magic. Plus they have some real heavy hitters. If they catch those GG in the flank with a monster unit, bad news.
I'm going with Beastmen.
I am going to have to disagree here...
The BoC have an awesome magic phase, and do have heavy hitters, no doubt about that. The VC have the ability here though to totally bunker up, and easily weather the charges here. The BoC simply can not heal back up units as the VC can, and proper bunker and placement will have the Helm sitting back and making the blocks tough nuts to crack. It would have been even worse if the VC player took the Lore of Vampires over Fire, but fire will do something along the way I suppose. Raise Dead and Invocation are going to be brutal here though. One die castings will eat up his dispel pool fast, and if not will see the numbers grow faster...
The Host of the White Duke will prevail here.
It's Adventure Time!
2010 'Ardboyz Champion
The magic phase is actually pretty close. 14 PD vs 12 PD + 1 bound and and a power stone. Same number of DD. If the VC stick mostly to Invocation of Nehek, they should look pretty good, since most of them can cast it on Skeletons at +1 tc... in this kind of matchup, one die spells are the best bet. The Lore of Fire will allow the Vamp Lord to use the Burning Head, which will capitalize on the low leadership of the BoC, and then switch to Sword of Rhuin at hth.. which will definitely rack up the CR.
"Is Archon Braigh-Dee going to have to choke a Wych?
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Agree with david here, The fear causing heavy hitters will be incredibly difficult to shift and will eat thtouhg the VC units. Magic is tight, but both sides will get off a good amount of spells. I reckon the chariots tip this one. Beasts
BoC. If they put everything they've got into restricting VC magic in the first couple of turns then they'll be ok. The vamps will be nasty but the Dragon Ogres, Chaos Spawn and minotaurs will occupy them. If the VC aren't careful those three chariots will sqaush one unit after another.
No more NG spearmen, thanks! Now I need some pump-wagons!
Each sides magic cancels the others out. I'm giving this to the BoC due to their hard hitters, that the VC have no answer for (if the vampires were all combat based, then they would have stood a better chance in this case).
I don't think the magic phases will cancel each other out, but they will both be weakened by it, and The Wind of Change don't need magic in order to win. Further, I see the edge in damaging magic and manoeuvrable hard-hittyness combining to beat the undead units in combat. It'll be bloody, but definitely doable.
The Wind of Change wins 6-1.
Thankyou to those who voted, stay tuned for details of the next round, they will be up soon.