VW VW Round 5, Match 6 - Cakeman vs. Marnepup - Warhammer 40K Fantasy
 

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  1. #1
    Herman1004 Rising Leviathan's Avatar
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    VW Round 5, Match 6 - Cakeman vs. Marnepup

    MAP: http://i134.photobucket.com/albums/q...g?t=1243929193

    Marnepup (Army 2):

    Tomb King Chlodwig 310

    -Armor of The Ages, Spear of Antarhak, Golden Eye of Rah-Nutt, Chariot

    Heroes:

    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

    Core:

    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

    Special:

    25 tomb guard, full command, icon of rakaph 370

    Tomb scorpion 85

    Tomb scorpion 85

    5x carrion 120

    Rare:

    Screaming skull catapult, skulls of the foe 110


    Deployment: Bunkering around the stuff that needs protecting, in order to keep his peg spam from jumping over my battle line for a flying charge at my soft stuff.

    Centered between the hills two inches off the back of the board, side by side, are my casket and my catapult, with the heiro sandwiched between them in order to ensure that a pegasus base doesn't have room to land in order to charge him, even if they somehow find room to land behind my lines, and so that their overrun path to him would be sideways. This way, if they hope to overrun into him, they have to set up the charge from within charge range of my chariots (see their deployment, below).

    In front of the casket/SSC/Heiro glob are the conventionally deployed (no ICF tomb swarm. Their purpose is to prevent a frontal charge against the protected assets without blocking LOS for the casket and catapult. Anything passing between the hills or sitting on top of a hill during my turn has LOS.

    To the left (my perspective) of the Tomb Swarm, angled back towards the board edge, are my tomb guard. Anything going around the hills to avoid LOS to the casket and catapult will then present itself to the front of the TG. Behind the TG, filling the triangular space between TG, board edge, and catapult, are 10 bowmen arranges 5x2 to deny space to land a pegasus. Along the board edge to the left of the TG are the non-king chariots, prepared to charge the first unit of peg knights to come along, or the flank of one of the knight units.

    To the right, a mirror image of what's to the left, with the exceptions that the king is in the unit of chariots on this side, and the large angled block of troops is 20x bowmen with BOTUL instead of TG.

    12" forward of my lines, right where knights would stage to charge me without running the risk of being charged by my infantry, I'll bury my two scorpions, 14" apart, centered on my lines. Before accounting for scatter, this creates a pair of overlapping 28" charge threat bubbles.

    The carrion will line the board edge behind the catapult/heiro/casket.

    Tactics:

    7 dice worth of incantations plus the banner of the undying legion and the light of death against 4 DD plus the (is it D3?) DD generated by the chalice and three scrolls, I'll run roughshod over the french kaniggits in the magic phase. Prior to the start of melee combat, my first priority will be extra shots with the catapult. After combat is joined, my incantations will keep my units at or near full strength and give extra attacks to the TG. If the light of death ever gets off, the high points-per-model ratio of the bret units will exact a very high cost indeed.

    Because of the ridiculously high armor save of the kaniggits, my main shooting will be the catapult (targeting the breakable units of knights first, then the unbreakable ones, then the pegs), with the rank bonus that the archers can get by forming up in a 5 man front being more important than some S3 shots. The exception is the damsels. If they stray into range of any bows and aren't inside a block of knights, they get shot.

    When the scorpions arrive, if they don't come up underneath a unit, they'll seek to ensure that they're in base contact with an escorted character when they charge, then allocate all five attacks against that character. Otherwise, with S5, poison and killing blow, their five attacks are almost certain to kill two knights on the charge and at least four before dying.

    Other than chariots, the only units that can be reached by a charge are the TG, the tomb swarm, and the 20 bowmen (5x4) with BotUL. Static CR will mitigate the casualties thrown on the CR stack by the charging brets, and they won't come anywhere near crumbling out on the charge. Even if I don't then countercharge, my ability to heal my losses and their reduction to S3 in subsequent rounds of combat swing the advantage heavily in my favor once the charge is survived.

    Bretonians win by breaking their enemies on the charge. This particular bret army adds two tactics to this: peg spam to outmaneuver, and the challengy peg pally to hunt mages. My army is immune to breaking on the charge, and my small, crumble-prone, units are tucked behind large uncrumbleable blocks, so the main bret strength is blunted (even more so for most of his units that have to pass fear to even be allowed to charge). The maneuverability of the peg spam is irrelevant if I sit in place and don't maneuver. The only characters of mine who can be charged, and thus challenged, are my king and prince, both of which would eat his paladin for lunch. He can't break my line, he mostly autobreaks if he loses combat, his peg knights don't have any place to land behind my line, and he can't reach my priests. He can't win.




    Cakeman (army 1):


    Bretonnian lord - 263
    Silver lance of the Blesses, Cuirass of fortune, Virtue of Discipline, Royal pegasus, Shield.

    Paladin Battle Standard Bearer - 204
    Banner of the lady of the lake, Virtue of duty, Barded warhorse

    Paladin - 159
    Virtue of confidence, Enchanted shield, Gauntlet of the duel, Royal pegasus, heavy armour.

    Damsel - 125
    chalice of malfleur, dispel scroll, warhorse

    damsel - 130
    2 dispel scrolls, warhorse


    10 knights of the realm - 289
    - Full command
    - War banner

    8 knights errant - 201
    - full command
    - Erranty banner

    5 knights of the realm - ???

    3 pegasus knights - 175
    - musician

    3 pegasus knights - 175
    - musician

    3 pegasus knights - 175
    - musician

    3 pegasus knights - 175
    - musician

    7 grail knights - 306
    - full command
    - banner of chalons


    Hi,
    Sorry if these are too late. My trip home was rather delayed by some massive ash cloud. So i landed in paris and took the ferry back to england.
    Also appologies for not voting last round, was pretty much in the middle of nowhere so didnt even see it happen.

    Tactics for this round. I'll pray. Im aware some would say having first turn would be a bigger advantage in this game, but that's actually unfair as the praying decision is made before rolling. I could not have known about getting 1st trun, hence praying.

    I've always been of the opinion that fighting TK is all about character assassination. Cut those guys out and the army grinds to a halt. The casket and catapult are therefore 1st targets for my multitude of flyers. Also, only one unit has a champion for the flying priest to hide behind, so i should be able to get at him. I doubt he'll be flying around given the 4 units that can see 360 and catch him. If i can be successful taking out the characters then im reduing the large magic advantage my opponent has. 1st turn magic defense will involve stopping the casket and stopping the catapult.

    Hmm, im not sure what else to put in these tactics. The rest of the army will get forward and charge the lighter units before taking on the infantry. I have an embarassment of units that can take out the characters and catapult, My other major worries are the tomb guard and kings chariot unit. I'd try to avoid the tomb guard until later in the game, though this could be difficult.

    I'd build the same buses as the last matches. BSB + damsel in large knights of the realm. Damsel in the knights errant. It means im more vulnerable to the catapult but far more powerful in grinding down the undead in combat.

    Ugh, it appears all forms of articulation have abandoned me today. I really think i'd take this game. But i dont think i've explained well how i could. Im also aware a load of fear tests could ruin me, but luckily i have a nice monstrous unit of grail knights to rely on.

    Good luck to marnepup.

    magic choice, i cant make the map work, so i've no idea what is best. they'll take life and go with whatever rolls.


    VOTING ENDS IN 48 HOURS!

    5000p. High Elves
    1000p. Eldar

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  3. #2
    High Priest of LO Nagash's Avatar
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    Woaa!

    All because of the tactics. If Cakeman would have seen (?) the map and used the hills to his advantage, I'm sure that he'd be able to someow break it due to lack of shooting from Marnepup. However, I'm against shaping my own tactics as a reader, which makes me vote for Marnepup (deadly good tactic there)!


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  4. #3
    PokeSavant Esco Thomson's Avatar
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    Yeah I am going to have to agree with Nagash here, I am not really feeling how the Brets are going to take this one home. He is really only going to have to weather a few charges and just counter, and the TK are fairly solid at that.

    Marnepup will take this.
    It's Adventure Time!
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  5. #4
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    I think will take this Cakeman. I feel he has the speed and reach advantage to go character killing and mainly the casket and catapult. I think the pegs will be able to get there man. With 3 buses and only two block I think the brets can break the hole they need as will.
    Isn't That Just Peachey

  6. #5
    /botnobot/ DavidWC09's Avatar
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    Tomb Kings have good tools to deal with Brets, absorbing charges, using fear and panic, griding it out in the magic phase.
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  7. #6
    LO Zealot andre's Avatar
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    The TK may have a level of control in being able to counter charge the pegasi whne they land around the bunker, but by this time the important stuff will all already be dead. Once the correct approach of killing the characters has been applied the Bretonnians will control the game.

  8. #7
    Senior Member Tashin's Avatar
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    Marnepup did a good job making it impossible for the pega knights to land behind his lines. On top of that the trampling knights wont get much trampling done when they're constantly getting redirected and otherwise dealt with. Marnepup for this matchup.

  9. #8
    RAWR! KROXIGOR!! kroxigor01's Avatar
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    I do not believe the Tomb Kings can viably carry out a non-refused flank strategy. I would have deployed the Casket, Skullapult, Swarms and both Scorpians on the very far left flank (on the board edge).

    As the battleline is currently, the Brets can trot to one flank at their leasure, mulitcharge everything every unit on the flank, and win.

  10. #9
    LO Zealot mynameisgrax's Avatar
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    Marnepup seems very accustomed to the 'fly and fry' strategy of the brets, and seems very well prepared for it. Maneuverability will be a big factor in the Bret's favor, but I don't think the pegasus knights are going to be able to reach anything too significant. This leaves the brets with basically no other option other than to charge headlong into a long, drawn out battle of attrition, made worse by the scorpions, unbreakable blocks, and double shooting phase.

    I have to give this one to the Tomb Kings.
    "Any job worth doing, is worth doing with a powerklaw."
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  11. #10
    PokeSavant Esco Thomson's Avatar
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    Also, I had one more thing to add, because a promise is a promise. Another reason I am voting for Marnepup here is simple:

    There's not enough Pegasi around to fix this battle.
    It's Adventure Time!
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