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This is a watchtower battle playon the following map:
Shnerg is deploying in the watchtower. Therefore, Pinkus has choice of table edge and first turn.
Lists and tactics:
2000 Points Ogre Kingdoms
Thrarl Mountaineater's Thunderous Smashers
Brace of Handguns
Big Name: Mountaineater
No tactics yet, shnerg has until this evening to send them in.
Pinkus's 2000 Pts - Warriors of Chaos Army
Sorcerer Lord @ 340.0 Pts
General; Lore of Shadow; Magic Level 4; rolled: 2,4,1,4
Collar of Khorne - MR2 + 6+ Ward
Iron Curse Icon - Grants bearer and unit a 6+ ward against war machines
Infernal Puppet - May modify any miscast result by D3
Charmed Shield - Shield, one use only, on a 2+ ignore first hit
Exalted Hero of Tzeentch @ 215.0 Pts
Mark of Tzeentch; Halberd; Battle Standard
Talisman of Preservation - 4+ ward (3+ with tzeentch)
Favour of the Gods - May modify an Eye of the Gods roll by +/-1
Barded Chaos Steed
Chaos Sorcerer of Slaanesh @ 200.0 Pts
Mark of Slaanesh; Magic Level 2 Rolled: 6,4
Power Familiar - Adds 1 power die to pool
Third Eye of Tzeentch - May use any wizards spells in line of sight instead of his own
Steed of Slaanesh - Fast Cav
17 Chaos Warriors of Tzeentch @ 330.0 Pts
Mark of Tzeentch; Shield; Standard; Musician
Rapturous Standard - Any break test with a result of doubles or 1 die showing a 1 counts as insane courage.
14 Marauder Horsemen of Slaanesh @ 252.0 Pts
Mark of Slaanesh; Flail; Light Armour; Standard; Musician
6 Chaos Warhounds
5 Chaos Knights of Tzeentch @ 290.0 Pts
Mark of Tzeentch; Ensorcelled Weapons;
Blasted Standard - 5+ ward against shooting (4+ ward with tzeentch)
Let's assume he'll start the game with 18-bulls in the tower. Nothing else scares me in his army. The belchers can hurt, but don't scare. Its all about that tower and he has no BSB.
That leaves dislodging 18-bulls. Once my Warriors with the Rapturous standard get in that building, he won't get them out. Only 3 ogres can attack when assaulting a building and the unit in the building is steadfast.
My Slaanesh-Sorcerer has Titillating Delusions. "Pick a non-ITP enemy unit and mark a spot on the table that he can see, during his movement phase he has to move to that point as quickly as possible." I'll pick a spot in his deployment that blocks some of his other units. This is my primary mission. First turn my warriors move to 4"s on the building and my Lv2 throws 6 dice if possible, all my dice if any less at this spell (remember I can puppet my miscast results) (And continues this every turn). If it goes off he'll vacate the building. If any of his other units enter the building, I can easily assault that unit and beat it. I'll have two assaults before he can turn his bulls around.
If I have still dice left, I'll Hellshriek(panic) thanks to the Wizard's Tower.
If I don't have dice left or I don't panic them, I'll drop a Hell Cannon on them for a -1LD panic check (which should also cause D6 models to take str10 D6 wound hits).
One of these options should work by turn 5. If not my Warriors will assault the building and I'll try to get Mind Razor and enfeebling foe off.
My Knights and BSB will stay near the tower, but will try to intercept any unit going to support it. If any characters get to close I'll charge them. Goal here is to keep the tyrant out of the building. Which at least turn 1 he won't have the movement to get there.
Cannon: Target all game: big bull unit.
Shrine: Buff the Warriors to help assault then run interference.
Horsemen: Run interference. Keep things away or get flanked by horsemen. Butcher-snipe if possible.
Lv2: Stay by Wizard-tower; dislodge any unit in watchtower. If I get the tower, use titillating-delusion to keep units from charging.
Lv4: Miasma/Pendulum things and help assault. Miasma(-BS) his Belchers. Give Magic-Resistance to Warriors.
BSB: Kill Things
Matches will run until early saturday morning.
please remember to vote in bold.
Last edited by andre; October 20th, 2010 at 17:09.
Doesn't work for me either. I'm pretty sure though, there's only one watchtower map (given this one has a wizard tower, too), so they probably use the same map, me and Dragkhar meet on.
The Silver Knights of Tor Adrac (He): 26/2/4
The Spears of Slaanesh (Woc): 7/2/5
Battlegroup Chalybso (GK): 7/3/3
one thing to rememebr though is that while you can only initally ocupy the watchtower with a unit of 20 infantry that means a unit of 6 Monstrus infantry a unit of any size can garrison it afterwards not that monsturs infanrty count as 3 models when assulating and or garossining a building this will make a Very big differance to how the battle goes. I will hold my vote though untill i see Shnergs tac's.
Edit due to noticing the map is alrdy saved on my comp as it is the one me and Castiell are battling on.
my Vote goes to Pinkus while ogres are impressive the fact that he can only get 6 in the tower to start off with and how hard chaos hit once chaos has that tower i cant see the ogres getting it back.
Last edited by draghkar; October 20th, 2010 at 16:24.
map now fixed...
I think dislodging the bulls will be difficult. However, shnerg has to decide which models will fight. Bulls will go down to magic and/or combat before the games end, unless he puts up the tyrant or BSB to fight.
I think it'll be a tough slog and a close game, but Pinkus has the tools and strategy to pull it off.
Warriors of Chaos
Points upwards he can only garrison it with a unit that sart of a size to fit and is core so that leaves his unit of THREE Ironguts to start in there as monstrus infantry count as three models each where All things to do with buildings are concerned. Hence my vote for warriors 3x Iron guts just wont hold it for more than one round and thats if they get lucky.
I want to point out that no ogre unit will start in the watchtower, as the mission states infantry only, and ogres are monstrous infantry.
With this in mind, and also the fact that the warriors will get into the tower first, as they have first turn, and you cant march into a building.
With only 3 models being able to fight, the ogres wont take the watchtower, so pinkus will easily win.
With no tactics, I see no reason to assume he'll keep his unit of Ogres inside the tower. If he does, he'll lose out on a lot of attacks, so it's probably a mistake.
He probably won't, and he'll use his main unit of an Ogres as a hammer to charge the warriors. Now, as an Ogre player I've been in this situation before, and I'm pretty sure I can see how it will go. Even with the ward save, the Ogres will gain a decisive victory against the warriors. In the same round, the chaos knights will hit whatever is guarding the bull's flank and erase it in one turn. They will then pursue directly into the side of the bulls. Since it's the bulls turn, they'll most likely choose to fight the warriors first, so the knights can't join in the large close combat.
Even if broken, the warriors still probably have about a 50/50 chance of holding, thanks to the rapturous standard and their own chances of holding without it. Even if they don't, they have a fair chance of outrunning the Ogres anyway, so all in all they'll probably live.
Next turn, the warriors will regroup as the knights fight the Ogres. The fighting will go back and forth, but I don't see the Ogres winning in one turn. This will give the warriors the time they need to recharge the Ogres. By this time, the shrine and hellcannon will have fought their way to the Ogres, and tipped the balance in chaos' favor.
This is generally why I don't like the 'one big unit of bulls' strategy. The supporting Ogre units just aren't tough enough to withstand a charge from heavy cavalry, causing the bulls to quickly get flanked, and things go downhill from there.
Chaos Warriors will win.
"Any job worth doing, is worth doing with a powerklaw."
Hmm, unfortunately i dont see the ogres being able to stop the warrior unit getting into the tower, and then i dont see them being able to get them out of it again. Regardless of other factors, this will decide the game.