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Map number 4
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Blood and glory
Dwarfchewer top, topcat bottom
Thetopcat has first turn
Orc Warboss – armor of silvered steel, bashas axe of stunty bashin
Orc BSB – light armor, enchanted shield, talisman of preservation
Orc Shaman – lev 2, crown of command, shrieking blade SPELLS: Gaze of Mork, Foot of Gork
Night Goblin Shaman – lev 2 SPELLS: Itchy Nuisance, Gork'll Fix It
30 Orc Big uns – shields, choppas, full command
40 night goblins – shields, hand weapons, full command, 3 fanatics
20 Black Orcs – shields, full command, razor banner
2 spear chukkas
2 Doom Divers
6 River Trolls
Snotling Pump Wagon – exploding spores
- first set of impact hits it inflicts in the game ignore armor saves
For deployment, the doom divers and spear chukkas will set up on the hill. The trolls set up in between the wizards tower and hill. Big uns with the warboss and BSB set up in front of the hill in 6 ranks (warboss in the middle, BSB on the corner closer to the forest). The night goblins with the NG shaman set up between the hill and forest in 8 ranks (I want them steadfast as long as possible), next to the big uns. The pump wagon sets up between the night goblins and the forest. The black orcs (set up 6 models wide with the orc shaman on the edge closer to the hill) between the hill and khemrian quicksand (avoiding it). They are stubborn due to the shamans crown of command.
Since his lord will most likely deploy with the zombies, I need to take out his two skeleton units to win. Doom divers aim at skeletons to wipe them out. Spear chukkas try to take down the varghulfs. All my blocks march forward, trying to destroy the skeletons asap. Fanatics will go into the skeletons if within range, if not then they will take out the ghouls or varghulfs, depending on their deployment. Big uns and night goblins try to stay within wyrding well range. Trolls move forward and take on whatever they can.
Any augment spells or hex will be used to boost units in combat with the zombies.
Basically I want to take out his two skeleton units with the standards to bring his fortitude down to breaking point. He will only have 4 fortitude (general and 2 standards) so I just need to bring it down to 2. Having 6 fortitude myself, I think I have a fair shot at taking this.
Vamp Lord (General)
Forbidden Lore (Death)
Forbidden Lore (Beasts)
Forbidden Lore (Beasts)
Forbidden Lore (Beasts)
Time to refuse a flank. Deploying Skeletons along the left flank to jump behind the buildings, the Vampires join a Ghoul unit each and the General joins one of the Skeletons. Using the Ghoul units and ghoulkin they get the free march move to advance alongside the buildings first and get across the board and ensure I get the Skeletons behind cover. The Zombies will jump into the building to block enemy advances. The Ghouls line-up 3-in-a-row with the Varghulfs tucked in behind.
Prior to first turn the Ghoul units ghoulkin forward their full march move, 2 units between the wyrding well and the haunted mansion and the third goes left of the haunted mansion.
First turn, Movement,
Both Skeleton units move behind the nearest building, losing Line of Sight to the enemy Warmachines. One unit of Zombies moves up behind the Ghoul unit that's between the Haunted House and General's building, the Varghulfs advance behind the other 2 Ghoul units. The other unit of Zombies shambles forward into a position to receive a Purple Sun from the General to power up the magic phase.
First turn, Magic,
The aim is to Transformation of Khadon the Vampires with the Ghouls into monsters. If I roll poorly for PD, then I cast the small Purple Sun through the unit of Zombies sat at the back. Doing this averages 40 dead Zombies (boo-hoo) and averages 13.33 power dice from the Lore of Death attribute, making it more than likely I'll reach my maximum 12 allowed. Then 4 dice + power stone to boost to 6 dice are used to cast Transformation of Khadon (on 6D6 an IF is ~26% likely, casting a 20+ successfully is ~72%)... on 5 dice + power scroll I have a ~95% chance of IF, which likely creates a Mountain Chimera that loses 1 wound from the miscast, leaving him with 9 wounds at T7, any remaining dice can be used for Invocation of Nehek to bring back D6+4 Zombies.
If I rolled well, I'll cast a small Transformation of Khadon on the Vampire without a magic item (furthest left ghoul unit, giving him Fly if he needs it) using 5 dice aiming for the Horned Dragon. Then cast Purple Sun through the Zombies to recharge (see above for ‘what happens next’).
So, the Greenskins are finding 4/5 monsters sat on their door-step before they've started. Thunderstomp?
Votes are to be placed in bold or CAPS, and the voting will end in 72 hours.
5000p. High Elves
Vampire counts. Very good list hammer. I was considering a Beast magic based VC army but I couldn't work out how to make it work at 2000 points. Power Stone was a good choice.
The Orcs cannot beat the Dragons, can't get around the wall of monsters to kill the Lord/banner units and don't have magic defense shut them down (note the redundancy in the VC list. "Yay, I dispelled one of his Transformations in turn 3" isn't enough. There are still 2 dragons around and lots of dead orcs.)
One thing the VC omitted but shouldn't have: When all the Dragons are up, Purple Sun should be cast through combat at Trolls and Orcs (make sure not to clip Dragons though. When casting Transformation on a 16+ consider becoming I5 Manticore).
Last edited by kroxigor01; May 2nd, 2011 at 11:37.
Maybe if the Orcs had a lot of artillery, and the first turn, which could be a problem for this list, but seeing as neither of those things are here...going to give this to the VC.
It's Adventure Time!
2010 'Ardboyz Champion
I'm thinking VC fascinating list, and I think it will just be to much for Orcs to handle.
**Edited for stupidity**
Last edited by Murdoch; May 1st, 2011 at 04:17. Reason: Edited for stupidity
I think one has a power stone and the other a power scroll...
"Take their gold, burn their homes, kill their familes and enslave their souls. Show them no mercy...oh and could you post these letters while you're out?"
-Malekith, Witch King of Naggaroth.
Woah! that zombie killing idea is wonderful. Good skills. Originally looking at the lists I couldnt see where the VC would bring the hurt from but Im really liking the tactics. Orcs needed more shooting power. VC
I have run beast magic VC lists before, but never considered using zombies as power dice batteries, inspired, although after the first time, the other player will throw every dice they have at stopping purple sun, but this list is so fast that the monsters will be charging second turn, so it wont matter, also the orcs have put 4 fortitute points in one unit (general, banner, bsb in big uns), if a mountain chimera and one or two other monsters charge this 2nd turn, the orcs should reach breaking point turn 2/3.
Woah! that zombie killing idea is wonderful. Good skills. Originally looking at the lists I couldnt see where the VC would bring the hurt from but Im really liking the tactics. - Andre
I couldnt have said it better myself. This was some weird tactic. Unfortunatly Dwarfchewers army walks right into the trap by focussing on the Blood and glory targets hiding behind the tower. Glad its not me on the receiving end of this battle.
However. apart from the chimearas. Taking out the targets would be easy, and i wouldve voted Orcs if only they had turn 1. They dont!
Orcs have 5 regiments to get to the building and try kill the hiding units. The undead have 5 units AND 2 vhargulf to try and stop them from doing that. The chimearas are the last drop.
Thetopcat s VC (traitor!) win
Warchief Diggah o da Bloodmoon Squiggahs
yah....unfortunate for the orks that they put so much fortitude in a single unit...I made that mistake once...general, BSB, and FC in one 22-model unit unit for four of my six fortitude....ooops, that's making it easy to ignore the rest of the army!
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
7-0 to the undead.
Last edited by Rising Leviathan; May 3rd, 2011 at 19:20.
5000p. High Elves