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This is a battle line fought on this map:
No1cafc is deploying on the left. On the roll off for first turn, the bearded one won 5-2 so will go first.
Lists and tactics:
High Elves - Protectors of Dawn
-Book of Hoeth 360
-Banner of the World Dragon
-Great Weapon 202
21 Sea Guard
21 Sea Guard
21 Phoenix Guard
-Std Sorcery 390
9 Dragon Princes
-Banner of Swiftness
-Potion of Foolhardiness 340
My deployment will have the Sea Guard behind the temple of skulls with the plan to move onto it and have a clear view of most the battlefield and start shooting, and slowly advancing. The Phoenix Guard will deploy central. The Princes will deploy on the right flank with the BSB joining them. The Eagles will go after the warmachines mainly to stop them firing for with a chance of kiling the crew.
The Archmage will go with one of the Seaguard and hang back. His spells can hex their strength and toughness which will help the sea guards shooting since he rolled a double 4 he will pick pit of shades to cause some pain on the low initiative dwarves and with the book of hoeth and banner of sorcery he should be able to get the spells he wants to cast off.
The bearded one:
King Ironhands Iron host
King Ferrun ironhand is the king of Karak Grim, situated to the west of Karaz a Karak at the foothills below the black lack. He has frequently taken to the field with his throng in recent years to avenge longstanding grudges. Greenskins and Skaven have felt his army's wrath and the king takes on te most formidable opponents to be found in the enemy army, not merely to best them in personal combat, but also to relieve his army of the weight of having to deal with unnatural foes. Carried to battle by loyal shieldbearers and encased in his ancestors' heirloom armor, encrusted with runes of protection, the king stands at the very centre of the battleline. Artillery and missile troops fire their ammunition into the enemy, forcing them to close with the dwarven shieldwall only to have the real slaughter begin, spearheaded by the king himself and his loyal hammerers.
King Ferrun Ironhand
•Master rune of spite
•Rune of Stone
•Rune of resistance
•Master rune of gromril
•Rune of cleaving
•Rune of might
•Rune of fury
•Rune of striking
•Rune of cleaving
•Rune of Stone
•Rune of spellbreaking
•Master rune of balance
20 Dwarf warriors
•Brace of pistols
•Rune of forging
•Rune of burning
•Master rune of grungni
Lord: 251 pts
Heroes: 434 pts
Core: 620 pts
Special: 574 pts
Rare: 120 pts
Deployment as on the picture, the organ gun, thunderers and cannon are deployed behind a fence. Longbeards, warriors and thunderers are 5 wide, hammerers 6 wide.
If I have first turn I will stay put, if he has first turn and doesn't move, then I will move forward.
My shooting phase has a few priorities: The bolt thrower and cannon both first try to kill off the eagles before the cannon focusses on seaguard and phoenix guard, and the bolt throwers fires at dragon princes if possible and otherwise seaguard/phoenix guard. All I need from the organ gun is fire 1 good volley into the dragon princes, and with -3 to their save I doubt many would survive a shot. The thunderers will aid in shooting down an eagle, but if it's not necessary, they will fire into the dragon princes, or the seaguard. My opponents shooting phase I do not fear, because of my toughness, high save and the master rune of grungni ( 5+ wardsave against shooting for all units within 6" )
My master rune of balance allows me to steal a dice from him and the runesmith grants me another. Pit of shades and mindrazor are a priority for dispell if ever possible, and for such threathening situations I use my scroll. With the book of hoeth I do not expect a lot of spells to be cast without irresistible force, so if ever something is cast without it, it's a good time to try to dispell. Note that with the book of hoeth he will still have to make the casting value, regardless of irresistible force.
I want to direct my combat units into certain enemies. The hammerers towards the dragon princes if many survive the shooting phase and otherwise head for some lothern seaguard to destroy. If my hammerers go into combat with the dragon princes, my lord will issue, and accept challenges from his BSB. 1 round against my hammerers should kill most of them. I am expecting that the phoenix guard is the bunker for the archmage. My longbeards with thane will try to engage them, and then the thane is going to direct all his attacks on the archmage which are good odds for killing him in 1 round. My warrior unit is going to try and fight lothern seaguard. With my toughness, armour and 2 heroes in it, I should come out on top.
Anything that manages to break through my units will feel the wrath of my shooting phase
Good luck guys.
This match is now open for voting.
Please remember, votes in bold.
Last edited by andre; October 14th, 2010 at 21:41.
With the war machines clumped together along with the thunderers, one pit of shades is going to cripple, if not remove his shooting completely.
First turn means the Dragon Princes are likely to be hit pretty hard, but he did state that he would be spending some shots at the Eagles as well.
The Dwarves have solid troops, but Phoenix Guard will hold their own. The big issue is that magic is going to eliinate the shooting threat and leave the Dwarven line to come to the Elves, and they might not lose much to shooting thanks to study frames and saves, magic will continue to pelt them down hard, and debuffs will really hurt in combat.
Going to go with High Elves on this, but would have liked to see No1's spells.
It's Adventure Time!
2010 'Ardboyz Champion
The dragon princes are a nice touch, but they're probably going to draw a lot of fire from the war machines. The eagles are nice, but unless they're advanced very carefully (and the tactics suggest he's rushing) I don't see them lasting long.
Pit of shades will indeed hurt, but it won't win him the game on its own. Eventually he'll come face to face with dwarven troops, and with unit superiority, and a lot of strong close combat characters, I believe the Dwarves have the advantage.
"Any job worth doing, is worth doing with a powerklaw."
Now with regards to the diagram, he won't likely be hitting all of the cluster with one Pit of Shades, unless he uses the large template, but then risks a bad scatter but the proximity does at least give more of a reassurance that something will be hit.
As for Pit of Shades not winning games, well I would disagree. Pit of Shades against blocks of low initiative troops will just eliminate them. Especially if they are three large blocks in close proximity, he can then opt to use the large template as well, and will likely still hit a great deal. It isn't as deadly as the PSoX, but the same principle applies here. It can, and often does win games.
The often under-looked part of Shadows is the de-buffs as well, as even the moderate initiative value on his characters can drop down low. Though his spells are not listed I did read that he states he can lower toughness and strength, so I am going to assume he has those two, as well as Miasma. Which can easily leave those superior Dwarves in an inferior position.
Dwarves may have gained a lot on the charge, but they still advance as mediocre as ever. That will give the High Elves all the time in the world to pelt away. Sad that the match-up will likely see that huge block of Dragon Princes rendered ineffective though.
It's Adventure Time!
2010 'Ardboyz Champion
Going with Shadow instead of Life on the booked archmage is daring (and means that the poor dragon princes are likely to take a few cannonballs into their pretty, beardless faces), but a gamble that will likely pay off against this Opponent. A single pit of shades will be devastating, and with the dwarfs in such tight formation might win the game - not to mention that with the book, it might well be possible, to fire several pits, so I'm with High Elves.
The Silver Knights of Tor Adrac (He): 26/2/4
The Spears of Slaanesh (Woc): 7/2/5
Battlegroup Chalybso (GK): 7/3/3
Book of Hoeth and Lore of Shadow means bad news for Dwarfs. Organ gun will rip up some high elves, but I think enough high elves will survive to get into battle with the dwarf lines and eventually win combat.
High Elves by a nose hair.
If Dwarfs had a stone thrower dropping rocks on those high elves, I think HE would be toast.
HE here too. Some of this VW voting is making me feel dirty. Combat-wise I can see it being quite close but the deployment has cost the dwarves. Too many warmachines blocked by that hill and their own units when they try to advance. Only the bolt-thrower will be in action every round.
No more NG spearmen, thanks! Now I need some pump-wagons!
Hmm, I wish i'd been able to vote in this, but im not going to break my own rules.
Sorry for the slightly late finish, have been dealing with a medical emergency away from home. PMs for the next matchs will be out tomorrow night.
High elves take it 4-1....