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Jackmoddle (Army 1):
Templar Grand Master of the Reiksguard: Sword of Sigismund(45); Laurels of Victory(55): 245
Battle Wizard: Lvl. 2(35), Alfred's Casket of Sorcery(35), Talisman of Protection(15): 150 SPELLS: (Fire) 1, 4,
Warrior Priest: Hammer of Judgement(25), Armour of Meteoric Iron(25): 140
Warrior Priest of Ulric: Barded Warhorse, Heavy Armour, Sword (Hammer) of Righteous Steel(30): 138
12 Reiksguard Knights: Command(40), Standard of Arcane Warding(30):
8 White Wolves: Great Weapons, Command(40), Banner of Valour(30):
23 Swordsmen: Command(25):
-Detachment of 10 Crossbowmen:
-Detachment of 10 Halberdiers
12 Handgunners: Musician and Marksman w/ Hochland Long Rifle(28):
12 Handgunners: Marksman w/ Hochland Long Rifle(20):
7 Inner Circle Reiksguard: Command(40), Banner of the Daemonslayer(50):
6 Pistoliers: Musician and Marksman w/ Repeater Pistol(24):
2x Helblaster Volley Gun:
I’ve never played a TK army before and didn’t have a chance to go over the entire rulebook, so I’ll go on what I do know. Deployment will be pretty standard, based on giving my gunners and cannons LOS against chariots right away. Knights can later move up the board quickly and get into position against the slower skellies. Basically, I’ll be trying to address his fast units with shooting, his slow units with combat resolution, and his characters/monsters with speed and numbers. My generally higher-than usual armour saves for an empire army mean I probably won’t have to worry about skelly shooting, but the casket and catapult are still a real concern. Will soften up his chariots (including the King himself) as much as possible, as early as possible with my helblasters and handgunners (any wound from a cannon automatically destroys the chariot). I will try to get my strongest units into CC and win quickly through combat resolution which is what my army is geared to do. Will use my inner circle knights and general rip through skellies with the laurels of victory, hoping for some overruns. White wolves and Warrior Priest to address the casket, which is the biggest unknown for me, and to go after his hierophant as well. Wizard will probably not be getting much casting done no matter what lore he is, more likely he will be trying to dispel like mad and trying to burn through the TK’s dispel dice in order to let at least one of the Warrior Priests get their prayers off (Soulfire would be especially nice, with D6 S5 hits no armour save because they’re undead). If his Heirophant with Cloak of Dunes comes within 12” of my wizard I can put the Casket of Sorcery to use, stealing and reusing his spells. The real kicker is that after he steals them they are completely removed from the game. Needless to say that would be helpful.
I am most afraid of poor leadership values hurting me especially with fear-causing units and no battle standard. I think I have a good chance in this one but there are a lot of unknowns for me.
Marnepup (Army 2):
Tomb King Chlodwig 310
-Armor of The Ages, Spear of Antarhak, Golden Eye of Rah-Nutt, Chariot
Prince Childebert 149
-Light Armor, Shield, Sword of Might, Collar of Shashep
Lich Priest Burkard (heirophant) 165
-Cloak of the Dunes, Neffera’s Plaques of Mighty Incantations
Lich Priest Meginhard 330
-Casket of Souls, 2 dispel scrolls
10x Skellies 80
10x Skellies 80
20x Skellies, banna wava, banner of the undying legion 195
3x chariots 120
3x chariots 120
4 bases tomb swarm 180
25 tomb guard, full command, icon of rakaph 370
Tomb scorpion 85
Tomb scorpion 85
5x carrion 120
Screaming skull catapult, skulls of the foe 110
Since the six billion word version didn't send, and is lost, here is a shortened version of my game against jackmoddle:
I'll deploy in a refused flank, choosing to defend the half with the hill. Starting from that board edge:
20 bowmen with BOTUL
Tomb guard with prince
The swarm goes in front of the catapult and casket to screen them without blocking LOS. The heiro goes behind the 20 skellies, on the catapult end. The scorpions burrow up where they have the best line to the cannon. Because I have 11 units to his 8 (not counting characters), I will deploy the scorpions last in order to ensure the greatest chance that they will get to the cannon on arrival. I am executing a refused flank, with the king's chariots, the bowmen, and the carrion attempting to disguise this during the deployment process in order to induce my opponent to spread out a bit. When my decoys rush back home (yes, the bowmen will be hanging out there a little), he should have some of his stuff well out of position to influence the fight.
I will ignore and stay out of range of the volley guns and handgunners at least until the cavalry is dead. I will bunker in my corner and make his cavalry come to me without support from the rest of his army (except the pistoliers, who are but an annoyance). If his cavalry stays home, it'll be a looong boring duel between his cannon and my catapult...until and unless my scorpions eat his artillerists.
Phase 1 (turns 1-3)
I intend to receive charges from his three units of knights with the 20 bowmen, the tomb guard, and the swarm. The two chariot units will then flank the outside units of knights while the carrion jump over the unit fighting the tomb guard and do the same to the one that charged the swarm. The king and prince should have no problem overwhelming their opponent, then the chariots' maneuverability and the guard's icon of rakaph will allow them to turn the flank of the enemy charge and roll across from inside out.
Targeting in phase 1:
The catapult and any bowmen with LOS will target the great cannon, then the swordsmen.
Bowmen without LOS target the wolf-kaniggits, then the pistoliers, then targets of opportunity.
The scorpions target the cannon, then the crossbowmen, then the volley guns.
Incantations in phase 1:
Priority 1 (turn 1 only) is to get the king's chariots and the carrion back into the fold.
Priority 2 is to fire the catapult (until I am charged, then priority 3 takes over primacy).
Priority 3 is to heal wounds.
Priority 4 is to fire bowmen.
Obviously, the king and prince will be causing an extra round of attacks for various units when in combat.
Phase 1 ends when the knights and cannon are all dead. I expect success because knights rely on breaking the enemy on the charge. My opponent will have to cause at least 20 wounds, including crumble, in order to do this to me. If he fails, I heal the charged unit while my birds and chariots countercharge. Now he's outnumbered and outflanked against a fear causing army (I know this won't affect all of his units). I also expect success because he only has 5 DD, and must save 3 of them to stop the light of death. The other two will do little against five incantations per turn.
Surviving scorpions continue to work down their target list. Catapult is now targeting the swordsmen, then the largest block of troops it can find. He's down to 4 DD, since the wolf priest is dead. I line up my surviving carrion for a magical 40" charge at one of the volley guns, and my king and heiro to both attempt the magical part. The chariots follow behind the birds, intending to charge handgunner units. If my catapult, scorpions, and light of death haven't done enough damage to soften the enemy up, I instead sit in my deployment zone and keep chucking flaming skulls at him until time runs out, content that killing three units of knights, his general, a priest, and a cannon will get me the win.
I expect to win because:
1. I'm only fighting one part of his army at a time...with all of mine (minus that stranded unit of bowmen, perhaps).
2. He doesn't have enough DD to deal with 5 incantations plus the light of death each turn.
3. He took way too much short-ranged shooty stuff that I can simply ignore for as long as I like.
4. I have three undead units with 20+ wounds, and his knights aren't going to be able to wipe them out on the charge. After they charge, they're finished.
5. The youthful vigor of the empire is no match for the treachery of the ancient!
VOTING ENDS IN 24 HOURS, SO BE QUICK TO CAST YOUR VOTE!
5000p. High Elves
Low LD against Fear, the refused flank and Tomb Scorps will win this for the TK methinks.
2010 WoC Cav W/L/D - 7/3/1
Guess the magic will do it here Tomb Kings
//Nagash, the One
Ask Nagash! Click on the banner...
WiP TK Army!
The casket of souls will be very formidable in this game, and I don't think his opponent is prepared to deal with it. Tomb Kings will win.
"Any job worth doing, is worth doing with a powerklaw."
can't argue with the TOMB KINGS tactica here. He will outplay his opponent.
Last edited by Heimagoblin; March 17th, 2010 at 08:45.
TK magic is going to be ugly.
Green iz da' BEST!
Orkz is made fer' two fings! Fightin', and winnin'!
(edited for deleting)
Last edited by Tashin; March 17th, 2010 at 08:35.
This is incredibly unrealistic. The Knights will not attack when and where you want, they will use their movement to hit one side of your very long line.I intend to receive charges from his three units of knights with the 20 bowmen, the tomb guard, and the swarm. The two chariot units will then flank the outside units of knights while the carrion jump over the unit fighting the tomb guard and do the same to the one that charged the swarm. The king and prince should have no problem overwhelming their opponent, then the chariots' maneuverability and the guard's icon of rakaph will allow them to turn the flank of the enemy charge and roll across from inside out.
If I where the Empire general I would deploy along the very western edge, ride pistolier redirectors infront of your chariots (with S&S and regular shooting, firing 28 shots), smash the bowman with the Big Knights (with hatred. If the WP can get Soulfire off this combat might last 1 combat phase), kill either the Casket or Skullapult with the Small ones (who will easily pursue off the table) and then protect the flank of the Big Knights with the Inner circle and Grand Master.
In your turn you could charge the Big Knights flank with the TG, wether you win or lose you then get smashed by the Inner circle. The King is to far to support, and if he moves to he just presents the flank of his chariot unit to a Cannon...
Meanwhile Hochland Long Rifles have been picking away at your Hierophant, a huge block of Swordsman (with hatred) is moving to threaten the centre and the Hellblasters have moved to be in range.
I cannot see the Tomb Kings put enough pressure on the Empire to seriously disrupt their picking apart of the TK army.
Last edited by kroxigor01; March 16th, 2010 at 22:45.
Deleted out of respect for Tash. I'll take up my argument with Krox via PM, where it has no chance of swaying the undecided. I'm pretty sure we can all agree that Krox's vote isn't going to change, either...
Tash, I don't expect you to change your vote back.
Last edited by Marnepup; March 17th, 2010 at 19:29.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010