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DavidWC09 vs Pinkus
This is a dawn attack on this map:
DavidWC09 is deploying first on the left side of the map, deployment zones are assigned in red.
Dice roll for first turn came up a 6 so Pinkus goes first.
Sorcerer Lord of Tzeentch, lvl 4, general, Chaos Steed, Blood of Tzeentch, Crown of Command, Talisman of Endurance – centre – spells: 5,6,4,3
Exalted Hero of Tzeentch, BSB, Chaos Steed, Favour of the Gods, Charmed Shield, Collar of Khorne, Golden Sigil Sword - choose
24 Warriors of Tzeentch, full command, rapturous standard - right
8 Chaos Knights of Tzeentch, full command, blasted standard - centre
1 warshrine - centre
1 hellcannon - right
5 warhounds - centre
5 warhounds - centre
5 horsemen of slaanesh, musician, light armor, flails - right
First off, here's to a good match with Pinkus!
We have nearly identical warriors and knight units, except that my units are larger, meaning they will win a grind out combat. So I'll look for my warriors to take on his, and my knights to take on his knights. The hellcannon will do the same, squaring off against his hellcannon. With neither of us getting stomp attacks, it should be a protracted affair of two unbreakable units, lasting until, I hope, things are sufficiently mopped up elsewhere and my knights can come in and finish it off. With swift reform and the knight's center placement movement, they can deal with the opposing deployment
My BSB will avoid his BSB as he has the edge with a halberd and better ward, but if he puts his BSB in the small knight unit, then I'll go on, confident that I can win the overall combat.
Spells: 1,3,4,6: Flickering Fire, Pandaemonium (!), Treason of Tzeentch, Gateway.
My sorcerer will join my horsemen and hide behind the knights and try to stay out of line of sight of his little wizard; this is to avoid giving him access to my Tzeentch spells. That means, pandaemonium will be mine all mine. I will drop 6 dice each time on Pandaemonium as denying him reliable access to his shadow spells will be important. Infernal Puppet in play, every miscast is rough, and with Pandaemonium, the puppet is likely to get a workout.
Having Blood of Tzeentch (reroll one casting dice per turn unless it's a 1) on my character will let me avoid miscasts as I can reroll a 6, unless I have rolled three or more 6's. The same is true if he manages to snitch Pandaemonium...I will reroll the offendiing die to avoid the miscast and deny the puppet. If things get hot and he still can, the sorcerer will join the knights, or just avoid the combats which shouldn't be too hard as we both have such small armies. His main job is to stay out of trouble, stay out of line of sight, and cast Pandaemonium. Any extra dice will be for Flickering Fire on his horsemen and then hounds.
With his magic phase shutdown, I will move for a win with my larger combat units. The hounds will look to impede his large horsemen unit, while my warshrine moves to intercept them. He'll be hard pressed to wound the shrine with his horsemen while I should pick off two or three horsemen per turn.
Pinkus's 2000 Pts - Warriors of Chaos Army
Sorcerer Lord @ 340.0 Pts – choose – spells: 2,5,2,4
General; Lore of Shadow; Magic Level 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 - Centre
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 – centre – spells: 3,5
Mark of Slaanesh; Magic Level 2
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 - Centre
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 - Centre
Mark of Slaanesh; Flail; Light Armour; Standard; Musician
6 Chaos Warhounds - choose
5 Chaos Knights of Tzeentch @ 290.0 Pts – right
Mark of Tzeentch; Ensorcelled Weapons;
Blasted Standard - 5+ ward against shooting (4+ ward with tzeentch)
Chaos Warshrine – left
Hellcannon - left
lv4 - 0, 2, 3 ,5 Shadow (Warriors)
lv2 - 3, 5 Slaanesh (Horsemen)
With all things being equal he has a slight advantage in combat strength, but gives that up by being less flexible with his strength. My horsemen will be playing a huge roll here.
He'll probably focus on Pandemonium and if it goes off, I'll just spend a PD or 2 to dispel it to start my magic phase. It'll be his magic phase verse my powerfamiliar. Actually besides a lucky gateway, I'll have a significant advantage when it comes to magic. We're going to get into combat fairly quickly. With us having all the same stats, it only takes 1 miasma to give me a very distinct advantage. Letting me strike first and/or hit on 3s instead of 4s. While he has 6 more warriors or 3 more knights, I have the ability to strike before him, hit on 3s and reduce either his strength or toughness. I have all 3 spells, he can't stop them all. I also have the option to frenzy my knights from my lv2.
Then you match up our BSBs against each other and he only has the initiative advantage. I have a better ward save (by 2) and a higher strength.
My Warshrine buffs knights.
My Hell Cannon will forgo shooting and aim for his warriors, since we're lined up across from each other. He'll have problems wounding me and I'll be able to thunderstomp him.
My Horsemen run on the flanks trying to interfere with his movement ability while trying to set up a flank. Since everything is the same movement-wise, I'll use these guys to force him to take long distance charges or to move up to let me charge him, or risk getting flanked. If it seems like my Cannon will get locked in with his warriors, I'll maneuver these guys around to get a flank.
Its also worth pointing out that for the first few turns my Lv2 will be using his Tzeentch spells. Focusing on gatewaying his hellcannon and getting pandemonium off.
I'm just going to push to get into combat as fast as I can. And then use shadow magic to give me a boost there. Him having a few extra models won't out weigh him having lower stats.
Idol of Gork won't be of much use to him since I'll be coming down from the top of the map except cannon/shrine.
Voting is now open.
Matches will run until Thursday evening.
please remember to vote in bold
Very interesting matchup. I don't think pandemonium is going to do much in the opposing magic phases, as Pinkus mentions, it just takes two dice from the pool to dispel it. As a result, all it will really do (besides robbing each other out of a few dice each turn) is help break non-warrior/knight/shrine units in close combat the turn you charge.
Despite David's impressive ability to cast without miscasting, and Pinkus having 2 spellcasters instead of 1, because of how relatively easily spells will be dispelled in opposing magic phases, and the lack of shooting on both sides, this battle will be decided in the close combat phase.
With David having superior close combat might, but Pinkus having better positioning, judging by their strategies, everything will come down to a single question: can David's war shrine hold Pinkus's marauder horsemen? With two units of hounds and the warshrine, I can't see a way that Pinkus can avoid it, at least not for long. Even though the marauders are fast cavalry, and can possibly run around the warshrine, all David has to do is park it in front of his warrior's flank, and Pinkus will have no choice but to engage it.
If the warshrine can hold the horsemen for a good portion of the game, then Pinkus has no chance, because David's superior numbers will grind him down. If the warshrine can't hold them for long, then the marauders will provide the flank charge needed to defeat David's warriors in close combat.
Let me a do a little math...we can assume that Pinkus will get the charge...they'll probably both cause 2 unsaved wounds, resulting in a half dead warshrine and 2 dead horsemen. With +1 CR for the charge, +1 CR for the standard, and +1 CR for the second rank (it's still complete at this point), the warshrine will have to pass a LD 5 check with a re-roll.
David has about a 60% chance of passing that save, which is almost a coin flip. If he fails, then the marauders can charge into the warriors. If he passes, than next round the marauders may or may not inflict a wound, but the shrine will probably kill 2 more. At this rate the shrine will probably hold them for most of the game.
All in all, I think it comes down to that one leadership save the shrine has to make, and with a 60% passing rate, it's slightly in DavidWC09's favor. If the marauders had great weapons, then they would've finished the shrine off in the second round, and won Pinkus the game. Though it seems so trivial at first, I think the choice to go with flails instead of great weapons cost Pinkus this game.
Last edited by mynameisgrax; October 26th, 2010 at 16:12.
my vote here will go to DavidWC09 as i've not yet seen any WoC army in actual action but theorycraft and mathhammer comes up in his favour just a little more often sorry pinkus.
Going to have to agree here. David's got the slight edge here I think, and that is going to do it in this WoC vs WoC match.
It's Adventure Time!
2010 'Ardboyz Champion
This is fiendishly difficult to vote on. Both armies so similar. But im surprised niether has decided to try and gain a cheeky advantage by sitting back and trying to take out a few warriors/knights with the hellcannon while their oppo charges forwards, thus giving them the edge when combat begins. If one player had gone for this they would have taken my vote.
As it is, I really cant decide, they've both thought it through really well and it does look like it'd come down to one or two dice rolls.
For me though, the main combat will involve the two warrior units, this is where DavidWC09 has the edge, and just takes my vote.
DavidWC09 takes it 4-0.
Cheers for your votes.
Next round matches will be pm'd tomorrow afternoon.