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Nagash (Army 1):
Tomb King Teistis Bleid General
Destroyer of Eternities
Collar of Shapesh
Shield (unequipped, only for fluff)
Tomb Prince Unbre Kabel
Armour of the Ages
Vambraces of the Sun
Liche Priest Traigh T'keelmi (2) Hierophant
Cloak of the Dunes
Liche Priest Aigh It'suols (2)
Casket of Souls
Skeleton Bowmen x24
Banner of the Undying Legion
Skeleton Bowmen x10
Skeleton Light Horsemen x5
Skeleton Light Horsemen x5
Tomb Swarms x2
Tomb Guards x24
Icon of Rakaph
Screaming Skull Catapult
Skulls of the Foe
Casket of Souls
Army Total: 2500 pts
Incantation Dice: 9 (Casket included)
Other Magic: 2 Bound Spells/Items and a Hieratic Jar
Dispel Dice: 4 (and enemies have -1 to cast) + 1 Dispel Scroll
Tomb King goes with the Tomb Guards which are deployed in a 5x5 block. They are placed to the right of the ruins (take into account that I'm currently standing at my own side, viewing the battlefield from where I stand) which means that they're kind of centred on the table.
Casket is placed left to the TGs, like squeezed between the ruins edges and the TG Unit itself, still placed so that the dwarves will have to look at it to get anywhere on the battlefield. Note that I don't place it inside the ruins, but beside in the gap where you almost can see how well the Casket would fit there.
The 24 unit of Skeleton Bowmen is joined by the Tomb Prince. They are placed to the very left of the table (Note that it's from my point of view), so that they can walk forward to the height for enhanced shooting. From this spot, they will fire arrows (hopefully 48 each turn since the Prince's magic will put a pressure on everything else). When the dwarves come closer to this unit (IF they do), I'll just go backwards while shooting which grants no disadvantages for Tomb Kings shooting due to the Arrows of the Asp.
The 10 unit of Skeleton Bowmen is placed so that they face the other hill. They will stand there and shoot, hopefully killing one single dwarf. If they do so, I'm satisfied... They're there to threaten the flanks when the dwarves come close to the main forces. If the dwarves for any reason chooses to charge this unit, I'll be satisfied since there I'll earn more than 80 pts on 1-2 turns delay for any dwarf unit in this army.
Carrions are placed inside the ruins.
Tomb Scorpion is placed beneath the ground, using ICFB, to hopefully be able to charge the Anvil of Doom and slay the poor Runelord there. 5+ Ward won't save him against these Poison+KB attacks.
The other Scorpion is placed beside the TG Unit (to the right - still from my own point of view) waiting for characters to come close. I bet he's kind of sad because of the lack of War Machines... It's the first Dwarf Army going up against him that ain't going to feed him with any crew.
Screaming Skull Catapult is placed at the other edge of the ruins, at the bigger front opening. From here, miners may come up from behind but I have a plan on how to mislead them.
I'll use the Skeleton Light Horsemen! I place them so they face the borders, directing anything that enters right into the ruins. The dwarven miners will be delayed, which means better for me. If my opponent by any means lets his miners enter the battlefield so they're placed inside the ruin walls, they'll be trapped. If he does not, my Cataćult is safe to shoot all game.
Over to the Second Light Horsemen unit. They are placed along with the 10 Bowmen, filling quite the same purpose... Fire arrows, and threat flanks with US 5.
When talking Light Cavalry, I'll deploy my chariots too. The first unit is placed at the very right edge of the battlefield - still from my view of the battlefield (sorry for being this ). I know that miners can emerge here, but it's a price I'll have to pay if they do. The chariots alone will not stand a chance against those dirty dwarven machines.
The other Chariot unit is placed behind the 24 unit of Bowmen (the one joined by the prince) to threat the other flank. They'll turn around on round 2, being placed for a readied charge and still being able to keep away from the Miners. Hope you all get what I mean. They'll be moved with the ruins as an angle, shaping the environment as something helpful rather than something bad; Using it to my advantage.
Tomb Swarms are placed with ICFB right in front of the dwarven main line to interrupt movement (note that I do know dwarves cannot be march blocked, but still the swarms will haunt the rear of one or two dwarven units.)
The Hierophant will be placed between the Scorp and the TG unit. Safe...
I'll sit and wait for the Dwarves. I'll give them the dilemma: pick out my less worth units at the edges that threat flanks for less points which makes my shooting more worth it or go straight forward into my block of TGs. If the Miners would emerge from anywhere close to the TGs, they'll be slaughtered by the King and his unit. NOTE THAT THEY CAN MAKE A FREE REFORM BEFORE CHARGES, so I'll be able to charge right ahead at any directions I find good.
Bowmen (24+prince) will reform to a block before charge. I will focus flanks with the less worth units, just to put them to good use.
If Scorp doesn't manage to kill of the Priest sitting on the Anvil (which it most commonly would do) I'll send my Carrions for it. When it's done, they'll sit behind the dwarves as the Swarms will do, and cath enemy fleeing opponents (if there are any).
He'll not be able to dispel that much of my magic, along with my usage of the ruins, will bring me the day. Hieratic Jar will be used to let the Scorp charge into his lord's unit.
Pixie (Army 2):
Thane (Expedition Leader, Karasif Frostgrin, "The Empress")
Rune of Stone (+1 armour)
Rune of Resistance (Reroll armour saves)
Master Rune of Spite (4+ Ward)
Runelord (Ryln Glaciermarch)
Rune of Iron (x2) (5+ Ward)
Anvil of Doom
Thane (Thotsof Stongard)
Strollaz's Rune (Dwarf units within 12" can move/march before the game)
Master Rune of Stromni Redbeard (Dwarf units within 12" get +1 to combat resolution)
Rune of Guarding (5+ ward save for the bearer)
Musician, Standard, Veteran
Musician, Standard, Veteran
Musician, Standard, Veteran
Rune of Battle (+1 to combat resolution)
Musician, Prospector with Steam Drill (Reroll to reserves, +3str)
Musician, Standard Bearer, Ironbeard
Master Rune of Grugni (5+ ward against shooting to units within 6")
Power Dice 2
Dispel Dice 7
The grim faced dwarfs marched steadily on, their forces diminished from the constant ambushes by those irrational elves. A shower of arrows here, a sudden strike there, and then their enemy melted back into the groves. Even the trees came alive, tearing apart many good men before they were finally hacked down.
How fortunate that they were only on the edge of the elves realm, grassy hills and innocent looking forests soon exchanged for a desolate wasteland. Highly unlikely they'd be followed into a hostile landscape without a single tree in sight. Kirasif scoffed at those thoughts, her grip tightening on her greataxe. How could she even consider they've been fortunate when the expedition was now both bloodied and lost?
"Should've brought some guns with us." Stongard muttered behind her, shouldering the ragged banner, runes glinting under the cloudless sky. "She'd drag a flying machine through the tunnels but not a single crossbow..."
"Crossbows would've done naught in the tunnels." she snapped, pausing to spit some of the pervasive dust from her lips. "Dwarf steel should've sufficed. It would've sufficed if my orders were followed. I wanted a sweeping advance!"
"You wanted a wall!"
"...followed by a sweeping advance!"
Both dwarfs glared at each other, patiently searching their minds for appropriate insults for the occasion, before an excited beardling approached them hurriedly, waving a gold necklace that caught their eye. "Treasure!" he gasped, gesturing wildly. "We found treasure! Piles! Heaps! Guarded only by bones!"
"Treasure? Where?" The general had a brooding look on her face, her piercing eyes looking off in the distance, noticing movement on the horizon.
"In the ruins up ahead!" The beardling pointed at the far off figures. "The others! They found more than just this measly trinket! Just you wait, they..."
A strange object suddenly hit the sandy ground before them, rolling to a stop. The longbeards around them grumbled as if they saw this sort of thing a hundred times before, while Karasif stepped forward, her tread wary. The eyes of the dwarf head stared back at her, wide eyed with terror. Ahead, the approaching figures continued marching, eeriely silent.
<-edge of the world] -a few inches- [Warriors] [Longbeards] [Warriors] [Ironbreakers] [Slayers]
The Army Standard bearer shall accompany the Warriors in the middle.
The General will accompany the Ironbreakers, offering them a bit of a punch.
As for my runelord, he'll sit right on the lower left corner.
Regarding dispelling, I imagine I'll be dedicating 2-3 dispel dice to stopping that awful casket until the majority of my army can't see it anymore or until I get something locked up in combat with it.
Two units of miners? Two targets. Obviously either that casket or the SSC. Hopefully would be relatively unprotected and within easy striking distance for them. I'd prefer the casket to go down first, seeing how it would kill off some of my opponents power dice, and free up my dispel dice for the rest of the army.
My Gyrocopter, having no need to do any march blocking, will sit behind the lines to deal with any tomb scorpions, unless if the casket is in a very nasty spot for my miners to get to, in which case I would certainly consider using the gyrocopter to try to take it out. (Who knows, maybe I'll get lucky and the hierophant will land in a spot for it to attack. And afterwards I might expect it to rain ale for my thirsty troops.)
Meanwhile, my runelord will probably focus on giving my troops some extra movement in the early stages of the game (turn one, probably even turn two), until fear (and terror) becomes a possible issue, and then he'll be hammering on the Hearth and Hold runes for that useful reroll.
As for the rest of my army, well, given how I'm up against a force that moves about as slow as mine, I intend to march straight forward (or angled, depending on the situation, naturally) and clash with him preferably head on.
In summary, I would consider the casket as my primary concern. With it (and its priest) out of the way, I'm wagering that my dispel dice (assuming that my runelord is holding up) and dwarfish toughness should be able to endure whatever is left.
VOTING ENDS IN 48 HOURS
5000p. High Elves
I must admit that I love your fluff, Pixie! Maybe I should contribute to it as well
Im really liking the TK for this. They can just sit back an let the good times roll... sorry i mean, wait for the dwarves and shoot at them a lot. Come combat they'll have enough of a magical edge to be getting the chariots into the flanks and cast smiting on the good old Destroyer of eternities.
My Tomb King list was retired having a career total zero losses to Dwaves, including Cheesebrow lists...
I hate to be biased here, but I still fail to see how they are going to beat the might of Nehekarra... Dwarf has some decent dispel power, but I do not think it is enough here, as he will have to choose to let some things go, and that is going to be very painful with the DoE on the table. Nagash will take this.
It's Adventure Time!
2010 'Ardboyz Champion
TK shooting and casket outweigh the power of the Dwarves and their anvil
TK to take this
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Yeah, going with the consensus here. Dwarves to be undone by TK shooting an killer lord.
( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )
Awesome fluff Pixie! - and a really unusual list too (props for that). I think you'll have quite a time dealing with all that magic and all those arrows from the creepy skeletons, but i have full faith in your tough hides and sharp axes (T4). Voting for Pixie here.
Oh and Nagash. Nice to see there's a skandinavian brother in the VW.
Nagash hes able to let the dwarves come to him and when they do he still has stuff to handle them.
Green iz da' BEST!
Orkz is made fer' two fings! Fightin', and winnin'!