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Round 7, Semifinal
Esco Thomson vs. Murdoch
Esco bottom left, Murdoch top right
Esco Thomson has first round.
Map: ImageShack® - Online Photo and Video Hosting
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 Trickster’s 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
Spells: Blizzard, Convergence, Comet, Lightning
Trebuchets will deploy atop the hill with one Bowmen unit screening them. Other Bowmen will deploy on the line in front of the Idol. Pegasus Knights deploy at the top corner on the line. Pegasus Hero on the line opposite the forest. Errants on the line next to the Pegasus Knights the Flaming Realm with BSB on the other side of the Bowmen by the Idol. General and Prophetess with Discipline Realm Knights on the line in front of the Well.
Vangaurd Pegs forward. First priority is to take out Doom Divers, then Spears, and Lobbas. Anyone left will seek to wizard assassinate. There is a lot of terrain in his side, so drawing near from my side should leave some interesting spots to release fanatics without them automatically killing themselves or going through his own units. Hopefully he deploys near the top, so that my Vanguard has a chance of drawing them out right away.
Bowmen will focus on shooting at War Machines, moving on to Goblins. Trebuchets will fire at the Bigun Block, assisting on Warmachines if needed instead.
We both have a Scroll, and I will use mine for Curse, attempt to dispel other hexes/augments when necessary. Comet into his lines, specifically the Biguns/machines if they are clustered. Blizzard on war machine first, then the Biguns to lower the Leadership. Lightning when possible.
The beginning part of the game focuses on eliminating the war machines. He can channel more near the tower, but between the Mushroom and that, he does have a higher chance of miscasting/failing to cast. Most of the spells other than Curse are “fairly” situational. Drawing out fanatics early on will be important as it will give them time to either cause damage to his units, or die on terrain. It isn’t likely that I will lose a whole unit in one turn, so if needed they will retreat to the Well to heal. Once machines are dispatched, I can assess whether it is needed to go after more points, or simply run around and wait for the win. The pace of the battle will really be decided by how he deploys. If he clusters near the top, his units have very large footprints and he risks clogging himself up and allowing me to pick at his machines for points and hang back firing back at him. If he decides to spread out and/or bring the fight to me then I will utilize Convergence, and attempt to dual charge units, flank preferably, and character snipe when possible. With 2 units of flyers, spears hitting 50% before modifiers/misfiring on 1’s, and Stone Throwers not being the best tool here, I should be able to weather it and take them out.
Trying to let his army damage itself whilst eliminating the threats to me before dodging and cleaning up is the Knight route to victory. Utilizing terrain and being mindful of the Bane Stones.
Additional Hand Weapon
Talisman of Preservation
Armour of Silvered Steel
Night Goblin Great Shaman
Orc Big Boss
Night Goblin Shaman
39 Orc Big Un's
Additional Hand Weapon
40 Night Goblins
41 Night Goblins
Lvl 4: 1,4,5,6
REEEEMATCH!!!! (Mortal Kombat Style)
So we meet again! As my deployment will show, I'm going to spread out the War machines far enough so that he will really have to pick and choose what he can target and will only do a very minimal damage whenever he actually hits one. He also will be forced to take a fanatic charge in order to get past my line. If he does not pray, I will have a at least 1-2 turns of shooting, if he does then I have 2-3 and that can do some serious damage.
My War Machines will be VERY spread out, having a Spear Chucka in the absolute far left and far right of my deployment, and then 2 more again equal distance apart in the middle in front of the runes. The Rock Lobbas will be places one in the absolute back corner of my deployment and the other behind the single large bush in my deployment. First doom diver will be in my back corner about 15" away from my Rock Lobba, and the other will be behind my Orcs, again to maximize spacing. Goblins will be tricky, essentially the first will be placed exactly 8" away from my long 48" board corner, and the second Goblin unit will be placed exactly 16" away from them fallowed by my orcs, again, eight inches away.
I did the deployment as I said to minimize the targets for the Peg Knights, and maximize the surviving ones usefulness. The Goblins were placed as such so that no matter what he will have to be hit my some fanatics in order to get into my line, and with either one releasing 3, he is likely to be hit by one or two on average, doing some serious damage to the Peggies. The Trebuchets are just what they are, there is nothing I can do about them except just get into combat as quick as possible, and with traditional Orc tactics, what is what they will do, run forward and WAAAAAGH! Magic will buff my own units mostly as he has a good ward, though when the opportunity arises, I'm not opposed to trying a big ol'moon at the low st. knights.
Best of luck Esco, way the best winner crush the dark warriors next!
Voting ends in 72 hours.
5000p. High Elves
I have to give this to the orcs for several reasons. Murdoch has a lot of war machines that can ignore armor and cause a lot of damage to the knights. The fanatics can deal a lot of damage as well. I played a similar battle against bretonnia (except my opponent didnt have pegasus knights - had grail knights instead and i had half the war machines murdoch has) and i crushed the brets. Doom divers and fanatics are just really deadly for them, especially with their lower numbers. Also, big units (even iff they are goblins) can take care of a unit of 7-9 knights on their own, especially after fanatics do their job. I honestly dont see the brets taking this.
hmmm nice spells
Warchief Diggah o da Bloodmoon Squiggahs
Edging it to Greenskins. The knights are going to take a pounding coming in, and won't break the Orcs with the initial charge. Then its S3 knights with a frontage of 3 against infantry.
Alright guys. Im voting brets on this one, because I really feel that you guys - and everyone in general - are overrating warmachines. Warmachines just seem so dangerous in VW because of its potential destructive capabilities, but in reality the warmachines might just aswell misfire and blow themself up - but noone seems to take that into their considerations.
Look, having 4 spear chucka's is potentially devastating, but on average he'll only hit with 1 spear chucka each shooting phase. ONE! And thats only enough to kill - say - two knights or something. The chances that Spear Chukkas hit are just as good as the chances that the brets will make their ward save, so to me saying that the Chukka will hit will equal that the knights will make their save.
Murdoch is also deploying his Rock Lobbers behind cover, but that means that they'll have to fire indirectly , so he'll most definalty NOT hit the unit of knights spot on - if hitting it at all -
On top of that, Esco has the advantage of mobility, and he specified that he'll only get into combat with the big blocks of greenskins when it seems favourable. In my ears that means - never - but it doesnt matter, because even though Murdoch has ALOT of warmachines, they are spread out and not protected and I do belive that the Pegasus Knights will clean them up sooner or later, and if Esco just avoids melee, then Murdoch wont get any VP, because he wont be able to clean up the knights completely. Esco on the other hand will have a handfull of VP because of the warmachines going down. He'll not win by much, maybe just 100-200 VP, but he'll win.
Remember this match is about winning, its not about throwing all you have against all your opponent has and then hope there is nothing of your oppoent left when you're done.
Finesse and skill, everybody.
Last edited by Tashin; June 14th, 2011 at 23:05.
Actually, let me say it shorter.
Murdoch will never catch the knights. Murdoch has 8 small easy targets (the warmachines), and Esco has every means to take them out. Doing so will be all he has to do to win.
I would explain, but I have the same reasons as Tashin, so why repeat?
Your arguments are well put Tash, i couldnt agree more i dont think the lobbers and chukkas are going to do substantial damage.
What worries me more however are the 2 doomdivers and 6 fanatics. 3 fans will kill the pegasi if needed.
Unlike previous battle, this time the map seems to be in the advantage of the Orcs&Goblins, im a bit surprised that is not used in the tactics. By deploying to the back for example, but the troops are rushing forward, and along that you're expecting to shoot for 3 turns maybe? what are you drinking Murdoch! (gimme some)
the flying units seem to be dealt with: hero at banestone ,bolt throwers can finish him. The others will most likely die to fanatics and an odd spell/missile
3 hordes, hard to deal with with trebs and lanceformations.
The O&G are spread out and so the charge-targets are up for grabs
Healing well is used nicely
Superior deployment/ anticipation imo.
Warchief Diggah o da Bloodmoon Squiggahs
When i played against the brets, my 3 fanatics killed 5 knights on their first turn and in another game they killed 12 on their first turn.
The spear chukkas, yes, only one may hit a turn, but theres at least 1 or 2 knights dead. The doom divers, dont get me started.
I do agree that the pegasus knights can cause a lot of harm
Greenskins. The same 3-4 pegs that are going to eliminate 8 warmachines are also going to what? ...where's that text, let me quote it:So four magic pegasi will be everywhere at once, drawing out the fanatics, surviving, and going on to eliminate all that artillery. I don't buy it. And the terrain is so restrictive in the orky deployment zone that there's little chance of ganging up on a single unit of greenskins with multiple units of knights, except maybe frontally, which has its own problems. The brets can't break the greenskins, and they can't kill all of the artillery, either. I'd really like to vote for the kannigits so I can say "at least I was eliminated by the eventual winner," but I don't see it happening in this matchup.Vangaurd Pegs forward[...] Hopefully he deploys near the top, so that my Vanguard has a chance of drawing them out right away.
Last edited by Marnepup; June 16th, 2011 at 01:34.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010