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Map number 3
Battle for the pass
Karrain left, Tashin Right
29x Marauders, MoK, great weapons, full command
12x Chaos Warriors, MoN, halberds, musician, standard w/ Banner of Rage
10x Marauder Horsemen, MoS, flails, light armour, standard, musician
12x Chosen of chaos, MoT, shields, musician, standard w/ Wailing banner, champion w/ favored of the Gods
Exhalted Hero, MoK, Juggernaugth, Dawnstone
Exhalted Hero, BSB, MoT, shield, Armour of Morslieb, steed of chaos
Sorcerer Lord, MoS, lvl 4, Infernal Puppet, Crown of Command, Charmed shield, Necrotic Phylactery, Diabolic Splendor SPELLS: Lash of Slaanesh, Hysterical Frenzy, Aura of Acquienscence, Ecstatic Seizures.
As far as I see it, the only threat in Karrain’s list is the terrifying power of impact hits, and from this perspective, the battle will most likely be desided on who gets the charge, which means that it’ll basicly come down to how we position our units throughout the game (making it harder to judge which list might actually come out on top here).
My opponent has the clear advantage of mobility, but I on the other hand have the advantage of screening and sacrificial units (my warhounds, horsemen and warshrine). As his chariots in theory could charge me on his first turn, my logic respons will be to deploy in such a way that he’ll only be able to charge my sacraficial units, making his chariots vulnerable to countercharges wether he overruns or not. I’ll hold my ground around the tower in the lower right, and use the tableedge and the river to protect my flanks, deploying my blocks a little bit back and my screening units in front, positioned in such a way, that if Karrain charges them, he will either need to overrun into impassable terrain (e.i the tower), dangerous terrain (i.e the river) or stand still – all of those making him vulnerable to my countercharge.
Link to my deployment: http://i1182.photobucket.com/albums/...deployment.jpg
I will not make the mistake of advancing out on the open ground where I potentially can be surrounded by the chariots, unless the situation has a high chance of proving beneficial on my part. This mans that I’ll probably be spending most of my turns standing still and adjusting my screeners to wherever his chariots are positioned. Should I lose a unit of warhounds to shooting/magic/an angry little scorpion, my big block of marauders (deployed 5 wide) will take the role as screener, since they’ll undoubtly be able to soak a charge from the chariots and still be able to strike back and cause some wounds.
Since my magic isn’t really as effective against Undead as I would like it to be, I’ll probably just be spamming Estatic Seizures and Lash of Slaanesh in my own magicphase, and spending all my dispeldice negating Karrains most important movementspells.
In short. This game will be lost as soon as either of us makes a single mistake, why I plan to play the waiting-game.
Stay sharp, Karrain
"Nyramus" Tomb King (General) with:
Spear of Antarhak,
Armour of the Ages,
Charriot of Fire.
"Murik" Tomb Prince with:
Blade of Mourning
"Asketh" Liche Priest (Hierophant) with:
"Ptra's Spear" 9 Charriots with:
Icon of the Sacred Eye.
"Djaf's Fury" 9 Charriots with:
"Ualatp's Claws" 10 Skeleton Light Horsemen
"Sokth's Harbinger" Tomb Scorpion
"Khsar's Avatar" Bone Giant
I will deploy my king's unit of charriots (Ptra's Spear) in the centre of my battleline, between the trees and first barriacde (or as far forwards as possible to that position). My Prince's unit (Dijaf's Fury) will take position on the opposite side of the northern woods. My Bone Giant will deploy on the right of my king whilst the light horsemen will deploy behind the giant and king. My Scorpion will enter play using 'it came from below...'
My Prince will attempt to strike his flank, using urgency to suck up dispell dice and the Blade of Mourning to break smaller units. My king will head for the large unit of marauders provided that it deploys in the centre, otherwise he'll go for the chosen, the Bone Giant covering his flank and charging to support the King's right flank. My Horsemen will try to stay out of trouble, hopefully seeing off any warhounds he places in the centre. My Tomb Scorpion will use "it came from below" to attack any units trying to attack my left (southern) flank, if none are present he'll go for the Marauder Horsemen, trying to use his claws to decapitate any heroes in the unit.
If things go poorly in the centre my Prince will do his best to move to reinforce the position, otherwise he'll attempt to hit some of the smaller units and crush them with impact hits, cheifly the halberd warriors and chosen. The Bone Giant, once it has finished with its primary unit will move to aid the King if he's still bogged down or (more likely) go for the warshrine.
Votes are to be placed in Bold or CAPS, and the voting ends in 72 hours.
Last edited by Rising Leviathan; April 30th, 2011 at 22:16.
5000p. High Elves
I don't think the game will really be decided by who gets the charge at all really...
Say the WoC deploy 6 wide, that gives at most 5 chariots in contact. So maybe 10 or so impact hits, and then half wound the warriors, probably save a few, and lose those few plus a few from the characters, but not enough to have the the Warriors hitting back...
Sadly the chariots are not from the new book, because it would be a much different story. I would have loved to see a second Warshrine here, but in reality I don't see it hurting the WoC chances here.
Terrain also seems to favor the WoC here, something that isn't so hot for mass chariots...
Have to vote against my favorite, but WoC should be able to weather the charges and strike back.
It's Adventure Time!
2010 'Ardboyz Champion
I will have to be on the side of Eco Thomson here, I think tomb kings will have a touch fight, new or old book. The saying power of the WoC is high enough to withstand the chariots hits, though I think that the Sorcerer and Exalted hero's will just tear though the chariots, along with all the GW attacks.
The tomb scorpion will likely pop up and be a major annoyance and the bone Giant will likely go head to head with most units, but throw the hounds in there as a midfield distraction, then all hell breaks lose.
With that said, though I loves me some kings, WoC for the win.
WOC The chosin are just to hard of a unit to crack with the ability to have a 3+ ward out of the gate they will wreak anythign that touches them. I will say he should have given them halbers tho makes them much sicker.
Yeah I agree. WoC are beefier than TK are hitty (if that makes sense).
Sad truth is that old book chariots don't work worth a damn in this edition.the chariots are not from the new bookIMHO, YMMV, battle for the pass is not a scenario where much outflanking goes on... The playing surface is only 48" wide, not 72"...so it's child's play for all but the most compact armies (I'm looking at you, ogres!) to tie in to both table edges.My Prince will attempt to strike his flank
It's kind of too bad Tash's deployment is on the wrong battlefield, I've half a mind to vote against him based on the reasoning that he's not even present in the pass....but this is a double elimination event, so I'll suppress the urge to be a smartass.
A different TK army would have destroyed these WoC...I'm thinking a block of TG in the center and a block of 30 bowmen to either side and strong magic would allow the TK to obliterate the marauders with shooting in two turns flat, leaving ~80 skellies and a couple mummies to face a dozen warriors and a dozen chosen, with predictable results.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
WoC The terrain does not favor large units of chariots. Having screening units for charges and to take the impact hits, the WoC have an advantage here.
Warlord Grimtoof Dwarfchewer
check out my WAAAAGH!!! Grimtoof WiP here: http://www.librarium-online.com/foru...-grimtoof.html
My bad, changed now, and I urge you to take a look at it again and revise your vote if necessary.
Tash, just want to remind you that my PM box is always open, and that posting in your own thread by default is not allowed.
5000p. High Elves