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This is a watchtower battle on this map:
Castiell is deploying in the tower, therefore draghkar goes first and chooses a deployment zone.
Lists and tactics:
LORDS: - 405 Points
Vampire Lord: - Redfury, Infinite Hatred, Beguile, Tomb Blade, the Flayed Hauberk, Talisman of Preservation, Ironcurse Icon
HEROS: - 480 points
Vampire Count: - Forbidden lore (Vampires), Gambler’s Armour, Hellsteed
Vampire Count: - Battle Standard Bearer, War Banner, Avatar of death (Hand Weapon + Shield), Walking Death. spell rolled: 3
Necromancer: - Invocation of Nehek
Necromancer: - Invocation of Nehek
CORE: - 610 points
Skeleton Warriors: - 30 strong, Skeleton Champion, Musician, Standard Bearer, Banner of Hell fire.
Crypt ghouls: - 30 strong
Corpse Cart: - Balefire
Special: - 305 points
Grave guard: - 20 Strong, Seneschal, Musician, Standard Bearer, Royal Standard of Strigos
RARE: - 200 points
ok so here we Go
So Lore of Life Ah! playing at being Undead are we shall we see if we can help you make that a reality
Castiell gets the tower thats cool with me i get to pick my deployment then and i get first turn.
so Sides i'm gonna take the side with the buildings have alrdy PM's castiell so he knows this and can plan properly for it
Vampire Lord Generated - Curse of Years, Winds of Undeath + IoN will also swap Curse of Years for Raise Dead
BSB Generated - Gaze of Nagash Swapping for Raise Dead(counts as sig spell) + always has IoN
Mounted Vampire - Lore master Vampires
The Skeletons with the Vampire lord and a Necro will take up Center Field. These will be joined the Corpse Cart and Grave Gard.
The Black Coach will take up my Northern Flank.
The Crypt ghouls will be given the BSB and the last necro who will deploy to the south ready to take hold of the wizard tower.
The mounted Vampire will be deployed to the edge of a building in the middle.
As i get the first turn due to Castiell getting the watchtower this suits me just fine, I will march the GG CC and Skeles forward the max 8" and then i will Vanhel's danse Macabre all 3 units right upto the tower as between both types of move thats a Garunteed 16" move with the tower being no more that 11" away and I'm now in combat and safe from shooting. The Coach will move along the northern boarder soaking power dice as it goes and once its fully powered up i'll use it to slam home on the RBT's. i'll try to activate the CC's power so that both the elves and I strike at the same time and thanks to my banner of Hell fire my assualt party will also get to re-roll fail wounds. I will issue Challeng with the vampire lord as this will either reduce his attacks at me or just give me even more CR as for every unsaved wound i cuase on him i'll get to attack again and Raise a new Skeleton thansk to redfury and the tomb blade with Infinate Hatred im re-rolling failed hits and i'll be hiting on 3's for the most part, If he accepts teh challenge he'll need a -3 LD or my vamp can re-roll failed wounds also thanks to beguile. the GG will be used to re-garrison the tower.
OH! and dont forget even with a decent LD value the elves still haev a chance to end up being WS1 due to fear *Evil Grin*
Dispell any thing template based or I based.
casting i will use my TWO Loremasters one due to wizzard tower to cast Summon undead horde once i have reached combat at the watch tower and use Raise dead and IoN where possible to carpet the area around the watch tower as much as possible with zombies. to stop him haveing any chance of re-takling the tower from me. Although hi magical ability slighty out ways mine i belive i have a better chance of getting my spells off once i can remove that dispell scroll and the fact i can cast the same spell multipull times to keep getting more and more bodies on the tabel.
Also a thing to note is Watch tower mission last's a random number of turns Starting from Turn 4 a dice is rolled and if the total Turn Num+ Dice roll = 10+ then the game is over with this rather limited number of turns as the game ends on average Turn 5 will make it much harder for him to take the tower back from me.
Castiell - The Silver Knights of Tor Adrac
Lords - 360 Points
Findurael of Chrace
Archmage lvl 4, Book of Hoeth, General
(Lore of Life) rolled: 1,2,3,2
Heroes - 493 points
Great weapon, Bsb, Armor of protection
lvl 2, Annulian Crystal
(White Magic) Rolled: 5,3
lvl 2, Dispel Scroll
(Lore of Shadows) 3,2
Core - 544 points
Special - 398 points
22 Phoenix Guard
Musician, Standard, Spellbanner
Rare - 200 points
Total: 1995 points
Okay, here we go, good luck to all that entered and all that
Archmage: Eathblood, Flesh to Stone, Throne of Vines, Dwellers
Whitemage: Shield, Flames of the phoenix
Shadowmage: Enfeeble, Miasma
A unit of Lsg with the Whitemage goes into the tower, Pg (with archmage and bsb) and Lsg2 (with the shadow mage) deploy in front of the Magic Circle, moving up in the first round to build a solid battleline [Tower] [Pg] [Lsg]. Rbts deploy relatively far off, to stay away from the main fray, and get to a firing arc where they can aim infront of my battle line.
The Vampire on the hellsteed has no real save, and thus a giant shoot me sign glued to his face. He's fire priority #1 for the rbts, with the Black coach being a close second. Neither of those should survive more then two or three rounds of shooting. Bowfire is to be directed at the ghouls - they're squishy, and relatively dangerous compared to the skelletons.
With no arcane ruins to screw me over this time, +5 to dispell vs +2/1 to cast, and the annullian crystal, vampire magic is not going to happen (nothing worthwhile, anyway). The only really scary thing in his army is the fighty vampire. Luckily, the dice gods provided me with the spells to deal with that. I need to get but a single enfeeble off, and the inevitable IF Dwellers is going to annihilate most of the grave guard/skelletons, and (provided average rolls) a 50% chance of killing a vampire with no saves. On the average magic phase, I'll have 9-10 Powerdice vs 4 dispell dice, meaning I have a good chance of getting this combo off every turn, with almost nothing he can do about it. Once the general has been sucked into the ground (or stands alone, with all skeles gone around him, which will get him shot), the rest of the army is just a job of mopping up, at any rate, I'll hardly loose control over the watchtower.
matches will run until early saturday morning.
please remember to vote in bold.
Last edited by andre; October 20th, 2010 at 17:06.
Going to have to go with the High Elves on this one. I have to agree that the coupled debuffing as well as the Lore of Life here are really going to drop a pummeling to the crucial undead units. The flying Vampire is likely to get pelted pretty fast, and I think the coach will go down pretty hard but due to the scenario it really isn't going to make a big enough difference.
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2010 'Ardboyz Champion
I don't think HEs will kill the Black Coach as easily as stated. Sea Guard don't seem the best choice for being in the tower. If VC gets to them, they'll be much more easily dislodged than the phoenix guard, which I expected to be deployed there.
I think VC will win this when consideirng both sets of tactics.
Draghkar is overestimating the magic he will get off, elf armies like this are very difficult to play against as vampires.
However, I have found watchtower to be a very good scenario for vampires, as it is now very hard to shift undead from a building, since you have to kill them to a man.
I think that the lord will take the building from the sea guard in 2-3 turns, and with the random game length the phoenix guard wont be able to take it back in time.
Castiel's magic strategy is good and has a reasonable chance of killing the lord, but I dont think such large units will crumble quickly enough, especially since if the grave guard die, the ghouls/skellys can regarrison the tower.
Also, I think the elf shooting is misdirected, the vampire on hellsteed will die quickly, but i know from experience that the t6, 3+as and 4+ward, will make the coach essentially unkillable by RBTs, by the time you get it down to its last wound it will either use IoN to heal or have become ethereal. Also, the bows targetting ghouls is a bad idea, with t4 few will die.
Overall, unless he starts crumbling early or the game lasts more than 7 turns, giving the elves time to magic them out of the tower, Draghkar should win.
Very difficult and close game. This is one I really would've liked to see played out, because I think it's going to come down to the magic phase. The question in my mind is whether or not the VC will be able to cast/dispel all the spells they'll need in order to keep their army from collapsing.
I believe they will...for a time, but all it will take is one successful casting of dwellers below to put the chink in the armor of their army.
As I said, this match is almost too difficult to call, but I have to give the edge to the high elves, due to the strong block of phoenix guard, and more powerful spellcasting.
"Any job worth doing, is worth doing with a powerklaw."
There appears to be a fair amount of confusion over the rules of building fighting and the watchtower scenraio itself.
Units who fight a round of combat against a building, are moved back 1 inch at the end of the combat round, unless they take the tower. therefore they can be shot at.
only core troops can be deployed in the watch tower at the beginning of the battle.
Looking at the tactics, i think the Vampires will just take this. As long as they can keep the attacking unit safe for long enough they'll eventually kill off the seadguard and take the tower...
Vampires take it 3-2.
Castiell is eliminated.
Cheers for your votes.