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Andre vs Draghkar
Battling for the pass on this map: http://img137.imageshack.us/img137/6...orthepass1.jpg
Andre is deploying at the top.
Spells are marked in red.
2k bretonnian host
Lord – 231
- Barded warhorse, virtue of heroism, armour of agilulf, heartwood lance
BSB paladin – 132
- Barded warhorse, virtue of duty, sword of might, questing vow
Damsel – 169
- Level 2, lore of life, chalice of malfluer, ruby goblet – spells 2,6
12 knights of the realm – 337
- Full command, war banner
6 knights of the realm – 168
- Full command
12 questing kinghts – 360
- Full command
3 pegasus knights – XXX
6 grail knights – 258
- Full command
So, Two armies that took a lot of hurt from 8th edition... Lets see what we can do...
Im going to pray.
I'll deploy slightly back, to give me more time to cause pain with my trebuchets. The trebs will target the skeleton unit, 2 s5 templates a turn will hurt them alot. The damsel will try and dwellers the vampire lords unit with lots of dice every turn. Once combat arrives she'll try get flesh to stone going too. She's also deploying on her own to avoid any nasty miscast results hurting my knights.
The grail knights will target the black coach with their magical attacks. The pegasus knights will go after the hellsteed vampire. The lord and bsb will deploy with the kotr and try to smash aside the graveguard. Should be a good combat to enjoy. However, if the vampire lord is not with this unit, i might have to reconsider and charge my lord into try and get the old killing blow.... The questing knights will try to mop up the damaged skeletons and the smaller knight of the realm unit will try to distract the ghouls. The ghouls might be dwellers if they contain necromancers...
Thats basically it. I reckon 2 trebuchet shots a turn will force the VC magic into replenishing losses as oppossed to raising more, and thus i'll be able to charge in and take the game... maybe...
good luck draghkar.
LORDS: - 405 Points
Vampire Lord: - Redfury, Infinite Hatred, Beguile, Tomb Blade, the Flayed Hauberk, Talisman of Preservation, Ironcurse Icon – spells 6,5
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 1
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
sneaky gits came up behind me well fine lets get this sorted
Lord: IoN, Winds of Undeath, Summon undead horde.
BSB: Raise Dead
Mounted:Loremaster Lore of Vampires
Grave Guard and BSB will take centre field to maximise the safty bubble of one less re-dead from combat / general going pop.
Corpse cart will park 3" behind them.
Lord + Skeletons will take up my left about 6" from the Corpse Cart with the ghouls taking up my right. the necro mancers will hold up behind the skeletons and ghouls and stay outside the units their low S value will spell their doom if he gets a dwelers off. The Black coach will take my far right flank on the other side of the forest with my flying vampire taking my far left flank.
Tactics:- ok this is where it gets a little tricky i could just sit and wait for himt o reace me for melee but that would leave his warmachines to smash to pieces and im just plain not going to let that happen. i figure he will try to bombard my skeles as they have my general with his WM's and dwelers so im kinda glad they have a 6+ ward Vs WM's .
I will march back up the board with every thing to close the gap as once his damsel is within 24" of my cart she will be at -1 to cast this will help protect me from dwelers as i'll have +2 to dispell from my lord and he'll only get +1 to cast every last DD i get will be put into stoping that spell as even on a 1/6 chance that it will kill my general if its actually cast thats enough to rag me and my army off. the Black coach will just move up my flank to provide counter charge and soack up an average of 1-2 dice per Phase.
the mounted vamp will swing up and hide behind the buildings and also provide counter charge as well as some support in the way of casting (magic tactics to be covered lower in more detail) once im in combat life should get easier for me as long as my lord is still alive (see magic tacs) i'll be able to ignore casting IoN / SUH on the skeles thanks to redfury/tomb blade also once in combat he cant dweleres on me.
Sumery:- get my lord into close combast ASAP to reduce chances to egt dwelers off on him.
Casting Winds of Undeath x2 should with luck rmove his warmachines in a turn or two
SUH/IoN to heal any wounds cuased
this should work as such 2d6 for winds Law of averages gives a roll of 7 either 5,2 4,3 6,1 in either phase this works fine for me giving a DD pool of average 4 dice Before channels Bret have 1 channel average 1 bonus dice every 6 phase's i have 5 channelers average 1 bonus dice every other phase
odd's are that most phases i'll have 8-9 PD and 5-6 DD now on my casting im gonna loose 1-2 dice to the coach average he should end up with 6-7 PD and or 4-5 DD odds are the coach will steal 0-1 of his PD.
Leaving turns looking like 6-7PD vs 4-PD (in my phase's) 5-6PD Vs 4-5 DD (in his phase's) as you can see magic should go in my favour i would try and stop Winds of undeath if iw as him to try and keep the warmachines going, although his charatcers will be safe inside units as its a wound from the unit and characters count as part of the unit for this so i CAN NOT hit them with WoU
the odds are quite high that i can stop dwelers gettign cast unless he IF's it which is also fine its only 1/6 that my lord will go pop from it being S5 and if he goes IF theres a chance to blow up his damsel and hurt the unit she is in
Speed my way into melee cast 2x WoU every turn i have the power for it IoN/SUH to heal any wounds i need to cover this should slowly but surely win me the game as my numbers will go up almost every turn while his go down.
Matches will run until wednesday morning.
please vote in bold
It's 'summary', not 'summery'. I know I'm nitpicking, but it hurts my head every time I read it spelled wrong.
Anyway, I think Andre made a very bad decision this game. Having the damsel be on her own is a terrible idea. Why? Winds of undeath. She is going to get shredded by two castings of that spell every turn. With her gone, the vampires are going to have free reign of the magic phase, and no fear of dwellers.
The trebuchets will decimate the skellies pretty quick, especially since the VC's power dice will be spent on winds of undeath instead of raising/healing spells. Of course, without the raising/healing spells, the VC are going to be at a severe disadvantage in close combat.
I'm going to assume that given the above strategies, the damsel and war machines are going to be dead halfway through the game, but the skellies will be all but annihilated, forcing the Lord to either hang back, or join a different unit.
The black coach and a unit of knights will tie each other up, making the focus of the battle being 30 ghouls + 20 grave guard + a few spirit hosts VS 12 knights of the realm + 6 knights of the realm + 6 questing knights.
It'll definitely be close, because the Brets will have to direct their large unit of knights at the spirit host, since they're the only things that can hurt them (since the grail knights are tied up, at least at first). This leaves two blocks of infantry vs two small blocks of knights. Honestly, with the vampires free to resurrect close combat losses, but the knights being highly resistant to undead attacks, I think it's going to be a stalemate until the later turns of the game.
In the last two turns of the game, the knights will have finished off the spirit hosts and black carriage and moved on to the blocks. Will the Brets finish them off? No. However, by this point the Brets will have gotten enough point to offset the points lost from the damsel and trebuchets, and they'll have enough fast units left to flank both sides of the large VC units, giving the vampires nowhere to hide.
With a few vampires killed (perhaps not the Lord, but a few of the characters nonetheless), I feel the Brets will achieve a narrow victory.
Last edited by mynameisgrax; November 1st, 2010 at 15:25.
Vampires, I think. Vanhel's can speed up the infantry, get them away from trebuchets and magic, and VC absorb charges really well. There might be a pile of skellies after the first round of combat, but there's always just enough to hold you up and the raising starts up.
just like to point out that winds will only be cast in first turn otr two as stated above after that its full SuH/ IoN to heal as i did state in my tactics please read completely before stating stuff as fact especially if your going to nitpick over a typo.
No more of this please.
Get back to voting.
Well I think it was a bit daft to toss the Damsel solo with both Winds of Undeath, as well as a Vampire on a Hellsteed...
That being said, I think that these Knight buses are going to smash in there, pop the Necros/BSB without much effort. The Skeleton unit will undoubtedly pop very fast from sustained fire as well.
In the end of this though, I think that the Brets are going to take it. There are going to be more "easy" points the Brets are going to be able to pick up from the VC player here. I think it will be really close, but I agree that in the end of this, the Brets will sneak by.
It's Adventure Time!
2010 'Ardboyz Champion
I think this game will be quite close, but i think the vampires can just win it. Here's why:
The bret magic dies with the damsel, and out of a unit she is an easy kill for WoU.
The trebuchets will die after 3-5 turns to winds, depending on dispels, this nets victory points for the vamps.
Also, people are forgetting that WoU will be constantly chipping away at the knight blocks, including the grail knights, who will already have a hard time killing the coach, I don't think they will, at least without being reduced to 1 or 2 men, easy prey for WoU/gaze/hellsteed vamp, or lots of other things.
The big knights unit will smash apart the grave guard, if they can get the charge, which the vamps may be able to prevent with vanhels, but even if they do, they are the same initiative, so will have the chance to killing blow a few 1st.
By this time, the remnants of the grail knights will be too far to help the depleted knights, who probably wont die, but even if they get the charge, probably wont break the skellys, who will likely be nearly fully healed.
Also, I think the questing knights will have trouble avoiding a charge from the ghouls, likely bogging them down all game.
I think the vamps will kill the damsel and the grail knights and at least one trebuchet, as well as killing at least the small knights units, with the brets killing the grave guard and coach, this should be just enough for the vamps to edge it.
Match currently tied at 2-2.
Voting extended for one day.
The Vamps magic potential is somewhat exaggerated - and also - 2 WoU per turn, will statistically take 1 Wound from everything in the bret army - the damsel will heal a wound, everytime she casts a spell, so as long as she can get off at least one spell, she won't die - if she can cast both her spell, she might well keep a trebuchet topped, too. Even if she can't, the trebuchets will only die, in a turn they'll have become insignificant, what with everyone speeding into melee (whatever speeding undeads mean, and what ever powerdice dragkhar plan on using for the dances, after 2 WoU every turn). That being said, it won't be a crushing victory, but the Brets will win, none the less.
The Silver Knights of Tor Adrac (He): 26/2/4
The Spears of Slaanesh (Woc): 7/2/5
Battlegroup Chalybso (GK): 7/3/3