Round 4, Match 4
Murdoch vs. Psychotic Vampire
Scenario:
Battleline
Map:
1
Deployment:
Murdoch top, Psychotic Vampire bottom
First round:
Psychotic Vampire has first turn.
Murdoch
Lords:
Orc Warboss
Additional Hand Weapon
Talisman of Preservation
Armour of Silvered Steel
Night Goblin Great Shaman
Level 4
Orc Big Boss
BSB
Great Weapon
Shield
Night Goblin Shaman
Level 2
Despell Scroll
Core:
39 Orc Big Un's
Full Command
Big Un's
Additional Hand Weapon
40 Night Goblins
Full Command
Nets
3 Fanatics
41 Night Goblins
Full Command
Nets
3 Fanatics
Spear Chucka
Spear Chucka
Spear Chucka
Spear Chucka
Doom Diver
Doom Diver
Rock Lobba
Orc Bully
Rock Lobba
Orc Bully
Level 4 spells: Sig, 3, 4, 6
Level 2 spells: Sig, 5
Hum, that's a lot of beasts "Forest ting make tasty lunch boyz, GIT EM!"
This will be an interesting match, I have a lot of units to take down high toughness, good armor but low count models, Caliban God doesn't have much of that. Then again, he doesn't have a whole lot of hitting power, lots and lots of staying but the Shamans transforming will likely be my biggest threat, outside of warmachine hunting harpies.
Deployment:
I'm going to try something new for me, and castle everything in the upper right hand corner of the map, having all my warmachines on the back board edge supported with my hordes in front of them, going **Night Goblins**Big'uns**Night Goblins. Hordes will be in a diagonal position to cut off the harpies as much as possible from reaching me. This is also done to prevent an ambush from taking any one unit off guard, or any flank charges as much as possible.
Tactics:
Harpies are priority number one, working from the most threatening to the least until they are taken care of. From there the Spearchuckas and Doom Divers will try to take out the chariot, while the Rock Lobbas will pick away at the Ungor herds. I don't have a lot of reason to advance to him, so I'll continue this until he gets to me. Harpies will trigger the fanatics if they get to close, which could be a blessing or a curse, so I will try to take them down before they get there. Being orcs, the best thing I do is just hit him as hard as possible when we finally clash, I assume he will be steadfast though.
Magic:
Power die: I will throw everything I can to cast a buffed curse of da bad moon using strength on my level 4. Power die left will be used to annoyance spells like itchy neusence to lower movement and infinitive and Gork'll fix it to reroll some sixes.
Despell die: I will do everything I can to prevent some Chimeras coming at me and throw it all at dispelling the transformation. Second most important will be dispelling the signature spell, wildform.
PsychoticVampire
Great Bray Shaman
Level 4
Talisman of Preservation
Level 4, Lore of Beasts
Notes: 4+Ward Save, Primal Fury
Heroes
Bray Shaman
Level 2, Lore of Beasts
Bray Shaman
Level 2, Lore of Beasts
Wargor
BSB
Standard of Discipline
Shield
Heavy Armour
Gnarled Hide
50 Ungor Herd
Full Command
Spears
50 Ungor Herd
Full Command
Spears
50 Ungor Herd
Full Command
Spears
20 Ungor Herd
Halfhorn
Musician
Tuskgor Chariot
10 Harpies
5 Harpies
5 Harpies
Spells:
Level 4,3,4,5
Level 2,1
Level 2,6
Deployment:
Left to right:
5 harpies
50 ungors, with level 2
50 ungors, with level 4 and BSB
20 ungors (in line with tower)
10 harpies (behind 20 ungors)
50 ungors, with level 2(with Kadon)
Chariot (to right of woods)
5 harpies
Tactics:
Harpies: the unit of 10 will fly within range of both goblin units to draw out fanatics, in a line they should be long enough to do this. The other two units fly up the flanks, moving into position to be out of charge arcs and in charge range of the rock lobbas next turn, with the fanatics already out, there will be little to stop them.
The rest of the army will advance, with this many war machines, I cant afford to hang back.
Hopefully, his own fanatics should delay him, I will also try to cast curse of aranheir on the orcs, making open ground dangerous, which they fail on a 1 or 2 should make them worry about moving.
The two 50-ungor blocks on the left will move up on the left of the tower, the 20 man unit will move into the tower, the other 50-ungor block and chariot will move up on the right of the tower, this gives his 3 units tough charge decisions, if he hangs back, I will charge, getting into combat asap, the three large blocks will engage a unit each, the other units will move to flank.
The harpies will kill the rock lobbas asap, then the doom divers if any are left, then the spear chuckas, I dont really need them to do more than kill the rock lobbas quickly though, thats what damages my blocks.
Magic:
Until combat: Cast, in order of importance: amber spear on rock lobbas/doom divers, curse of aranheir onto orcs, wildform onto generals unit.
When in combat: First turn, 6 dice at turning level 2 into a chimera (if hes used his scroll already), to the unit hes fighting, after that wildforms on fighting 50-ungor units, unit fighting orcs first.
Dispell: curse of the bad moon is the priority, then buffs if in combat, or damage spells against harpies if not.
Overall: Get into combat while my units are still large enough for weight of attacks and hatred win.
Voting ends in 72 Hours.
Regards,


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