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Map number 9
Esco Thomson left, thetopcat84 right
Esco Thomson has first turn
Lord(Shield, Heartwood Lance, Dragonhelm, Opal Amulet, Virtue of Heroism)
Prophetess(Level 4[Heavens], Warhorse, Dispel Scroll)
Paladin(BSB, Sword of Battle, Armor of Agilulf, Dragonbane Gem)
Paladin(Grail Vow, Lance, Royal Pegasus, The Grail Shield, The Other Tricksterís Shard)
15 x Peasant Bowmen(Braziers) -
15 x Peasant Bowmen(Braziers)
9 x Knights Errant(Full Command, Errantry Banner)
8 x Knights of the Realm(Full Command, Banner of the Eternal Flame)
7 x Knights of the Realm(Full Command, Standard of Discipline)
3 x Pegasus Knights
2 x Trebuchet
SpellsIceshard Blizzard, Harmonic Convergence, Uranonís Thunderbolt, Comet of Casandora
Deployment I will deploy in the bottom corner of the zone, angled Archers to give good fire lanes. Knights will hang back, to use the Altar of Khaine after he crosses the bridge. Pegasus Knights and Pegasus Paladin will deploy up in the middle, so as to fly forward and around to get to good vantage points.
Tactic I will be praying. Lord, Prophetess, and BSB will deploy with the Discipline Realm Knights to utilize her MR(2) should he attempt Death Sniping, I will have a solid 4+ ward, and utilize my Scroll should he attempt to snipe the Phophetess. Archers and Trebuchets are going to focus on the character bunkers, Vampire Lords first, as he lacks any ability to increase their size, I should be able to thin them down quite fast. Magic will be dropping Comets slightly ahead of his lines, and casting global Convergence once he nears. Unless he has Transformation up, and in which case I will focus on dispelling it, seeing as his Power Scroll and Power Stone are both one use only. Iceshard on any units in combat, as it will hinder his ability to hit me. The Pegasus Knights and Pegasus Paladin will attempt to character assassinate, seeing as he has no protection on ANY of his characters at all. The flaming Realm Knights will go after the Varghulfs should they come close, and the Errants will attempt to run over the smaller blocks/take out characters as well. Discipline Realm Knights will hang back, and head at nearby units or transformed monsters, aiming to use Heroic Killing Blow alongside my rerolls to dispatch them. The key to this victory is simple, I force him to either transform and fly out across the river, or shuffle through the bridge. Either option gives me the perfect opportunity for counter punch, or to simply grind the key units from ranged threats.
Vamp Lord (General)
Forbidden Lore (Death)
Forbidden Lore (Beasts)
Forbidden Lore (Beasts)
Forbidden Lore (Beasts)
Deployment: Iíll place one unit of Ghouls on the left side of the river and the other 2 ghoul units either side of the wizardís tower, ready to maybe march forward with Ghoulkin prior to first turn with the Vampires joining them. The Varghulfs deploy either side of the tower but between the ghoul units, so they get cover from the Ghouls. Though depending on the position of the Pegusi Iíll want to ensure he doesnít charge any of my Vamps before I get chance to cast. If the Pegusi arenít coming forward, theyíll get spelled to death. The Vamp Lord with the Skellies and Zombies will occupy the right flank, the Lord Joining the Skellies and taking cover in the nearest building with the Zombies marching ahead to block any cavalry advances.
Magic: The Vamps & Lord will concentrate on early removal of the Pegs with magic (popping the scroll in the process) before Transformation of Khadon-ing the Vampires with the Ghouls into monsters by turn 2/3. Poor PD roll: cast small Purple Sun through a unit of Zombies sat at the back, ensuring that they donít get completely destroyed by using Invocation of Nehek to bring back D6+4 Zombies per turn.. Averaging 13.33 power dice, so I'll reach my maximum 12. I want to pop that scroll before getting to the Khadon spells in turn 2/3, then power scroll for a Mountain Chimera that loses 1 wound from miscast and the power stone Vampire on the far left wants a flying monster because I reckon Esco will deploy his Tree-buckets on my left flank across the river. This time, the Vamp Lord is able to sit in his comfy new abode and cast to his black heartís content.
I can see Esco wanting to get the Knights across the board ASAP, because if he lets me come to him, heíll be in trouble: Iíll send flying monsters to destroy his ranged units and machines (thatís 370pts of his destroyed with 270pts of mine, then Iíll fly away again!). Because whatever he shoots, Iíll IoK back, meaning heíll have to come to me.
The easiest way of removing knights is by Purple Sunning and Monsters in prolonged combats (heís only I3/4 for Purple Sun and S5 in the first round of combat, assuming he gets the charge, and I know the odds of him reaching from my Swiftstride article).
Voting ends in 72 hours
5000p. High Elves
Epic fluffy battle... Brettonians fighting Vampire that turn into dragons...
Unfortunately the rules get in the way a bit of this epic battle. Vampires should win this.Unfortunately I agree with Topcat. You have to come to him or he will power up and fly all around you.The key to this victory is simple, I force him to either transform and fly out across the river, or shuffle through the bridge. Either option gives me the perfect opportunity for counter punch, or to simply grind the key units from ranged threats.
Hmmm...I think the brets have a good idea of what they're facing, and a decent plan to deal with it. None of the units except the zombies are big enough to stop a knightly charge, and they're hed back as "batteries" for purple sun to feed power dice. The pegs are going character hunting, and the varghulfs will end up chasing after them instead of assaulting the bret battle line. That leaves ~50 ghouls and 20 skellies, plus a dragon, if the spell gets off, and even then only for one turn, against virtually the entire bret force. With shooting and artillery to do a bit of whittling as they close (or 2D6 hits/turn on the 10 skellies and the lord in the house, which is even worse!)...and three units of knights, each easily able to take out one of the smaller units on the charge...kanniggits.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
The Bretonnians have too much punch for the small units to cope with, Trebuchets to help with Spontaneous Dragon removal and magical defence on their key units. In short, Brets.
"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.
I completely disagree. The Bret player believes he can hold off and win at range. This will result in ineffectually dead peg knights and 3 vampire dragons on the table before combat is reached.I think the brets have a good idea of what they're facing, and a decent plan to deal with it.He has potentially 3 dragons. Most magic phases he will cast the spell twice. Too dispel the remains in play spell reliably you need 6 dice. The "whole bret force" is only 3 units of knight, which have about the same hitting power as a unit of goblins on turns they haven't charged.That leaves ~50 ghouls and 20 skellies, plus a dragon, if the spell gets off, and even then only for one turn, against virtually the entire bret force.
I love this list in theory, it would be a blast to play on the table. However, I think it has too much of a reliance on luck. 3 Zombie dragons is a lot to assume vs. another army with a level 4 a despell scroll, even with the power scoll/stone.
In the end, I think Brets will come out on top with a resonable margin.
The problem with fighting this list is how difficult it is to stop the vampires getting two mountain chimeras onto the table, i have done this once or twice myself, and know that you can't then get rid of more than one in a turn (by dispel), and i don't think the brets have a very good plan, 'fly over and get us' is not what you want to be saying to monsters that can tear apart most if not all of a lance of knights in a turn.
The knights takes the victory, 3-2.
5000p. High Elves
Just makes me think of Captain Hindsight from South Park!
Admittedly, VC units have been nerfed from the new rules on fear and other Ld stuff, but 135pt Loremasters can't be sniffed at... especially with the new emphasis on magic... granted they can't access one of my favourite lores in the new rules (life)...
Well, first time i've seen some post match commentary in a battle thread. Guess its fair enough.
Had i had time to really think about my vote for this match (or most of the others) the tactics probably would have swayed me too. The brets battle plan does sound pretty solid and the point about defenseless vampires and pegasus knights is quite telling... anywho, on to the next round...