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MAP 8: http://img514.imageshack.us/img514/9...fskullsjj5.png
(Army Listed First is on top)
Army of the Scorpion King
(G) Tomb King 251
Armour of the Ages (+1 wound, heavy armour)
Vambraces of the Sun (enemy loses 1 attack)
Collar of Shapesh (like a 4+ ward, only transfers wounds to model within 6”)
(H) Liche Priest 160
Cloak of the Dunes (fly move)
Hieratic Jar (extra incantation, one use only)
Casket of Souls 280
24 Skeleton Bowmen
20 Skeleton Bowmen
2 Scarab Swarms
3 Tomb Scorpions
Screaming Skull Catapult
Skulls of the Foe
Power dice: 10 (6 incantations)
Dispel dice: 5 (scorpions have MR1)
If I have a hill in my deployment zone, I tend to set up a defensive line around it, with the casket and catapult on the hill, the rest of the units along the front or at the sides. If there is no hill, the casket and catapult are placed depending on best LoS and due to terrain, the army being positioned defensively around them but still giving maximum LoS to catapult and Casket.
Coming up against war machines, I tend to burrow the scarab swarms and one or two scorpions, keeping one in my battle line. Against quickly advancing armies, I usually keep all 3 scorpions in my zone at the start, possibly burrowing the scarabs to be annoying.
The king joins the unit of 24 skellies. Both skellie units begin in ranks 10 wide, for shooting, reforming the turn before I think I might need them for combat.
In the first few turns, incantations go on the catapult first, then the skellie unit for shooting.
Later in the game, spell casting switches to resurrection on key units, and movement spells.magic missile on lone mages
My catapult generally makes at least one unit flee a battle, and it has gained a reputation for being deadly accurate and reliable : )
The chariots are used as flankers, or charging weakly armoured units they can take on.
The Ushabti usually act as a counter charge unit, flanking enemies sponged by the skellies.
Lord Elensar's Guard
(Lord Elensar)Highborn + Amber Pendant 233
Sword of Might
(Unit strikes first, in challenge enemy needs 6’s to hit, 3+ armor, +1 Strength) Added to unit of Eternal Guard
Noble + BSB, 240
Banner of Ariel
(6+ armor, 4+ regeneration, BSB, 12’,Magic Resistance (1) and fear) Added to other unit of Eternal Guard
Spell Singer + 2x Dispel scrolls 140
Noble + War Dancer Kindred 140
Moonstone of hidden ways
Added to unit of Wardancers
19 Eternal Guard + F.C. 258
19 Eternal Guard + F.C. 258
10 Glade Guard + Musician 126
10 Glade Guard
5 Scouts + Banner of Zenith 110
8 War Dancers + Musician 151
5 Wild Riders + Musician, Standard 148
total = 1999
Dispell Dice: 3
What is the battlefield set up? Or are we ditchingthat aspect? This will crucially effect the outcome of the game, especially in the case of wood elves.
Thanks for the reminder.
Note about Terrain added to the "Fantasy Votewar Mk II" Thread. Any questions like that in the future try to keep to that thread. Want to try to keep these threads clean for votes and comments on the matches. .
WE player needs to note what the 'Moonstone of hidden ways' & 'Banner of Zenith' do.
Dark Elves - Game #28 vs High Elves: Draw
W L D
21 5 5
Sorry about thatManu_Forti, first time doing all this. Below I've outline what each item does.
Moonstone of Hidden Ways: Allows unit in a wood to be teleported to any other wood on the board,
facing any direction.
Banner of Zenith: Banner march blocks all enemy units within 12 inches instead of 8.
Amber Pendant: This character and any unit he joins always strikes first, even if charged.
An Annoyannce of Netlings (AoN): In a challenge, enemy must roll 6's to hit.
Oaken Armor: Gives regeneration to wearer. (4+)
Banner of Ariel: Banner gives MR(1) to all units within 12in and makes the unit this banner is in cause
I also left out a few important things about the units. (Specor, feel free to edit the orginal post here since i can't)
Wardancers have MR(1), skirmishers, ItP
Wild Riders have MR(1), fast cav, ItP
A bit on tactics:
For my extra forest, I'll place it in the best spot to block line of sight for enemy's potential war machines and archers.
I've never used this list and I'm new to Warhammer, but here you go...The scouts go in whatever most annoying place they can, march blocking 12in. I use this extra time to position my troops and to hail down arrows from my Glade Guard. When the time is right I teleport my unit of Wardancers with Noble to a wood that offers me the best position for killing (my strike force). They also will provide flank support for my Eternal Guard. My Eagle flys around either 1) attacking weak units and enemy scouts 2) puts warmachines out of action 3) helps with a flank/rear charge to an on going battle. My Wild Riders (S5 and fear on charge) hit hard and fast where I need them and guard my Eternal Guard's flank (also help in multi charges). My Eternal Guard are the strong center with spears and tons of attacks and now MR(1), one unit causes fear and the other always attacks first. If any of my units take a charge, these are the guys that do it.
There you have it, and hopefully with all the MR(1) having just a scroll caddie will be enough!
EDIT: Since we have been asked to tell where we would place out extra forest, if what i said before is not enough here you go. I would place the forest probably on the left side of the hill (on my side via the rules) My reasons are This would significantly narrow line of sight for enemy's bowmen and magic. Also it would funnel the enemy to my right. This allows me to teleport my Wardancers right behind the enemy and rear attack at the crucial moment. And I will be able to control the hill.
Last edited by trodi; May 13th, 2007 at 02:59.
Armies: Wood Elves, High Elves
Warbands Campaign 07: 1st
San Antonio Alamo GT
Just looking at the lists on paper, I think the Wood Elves would struggle. Some of the magic banners are useless against Tomb Kings (immune to fear, cant march anyway).
It lacks high strength attacks to deal with Scorpions & Ushabti. Plus out done in the magic department. Althought the magic resistance helps there.
I hate the scenery clogging the centre like that in WHFB, but I think its the decider here.
-Those walls would somewhat nullify chariots.
-WE's can bring Wardancers right up into the enemy deployment zone with that forest
-The hill in the middle will keep the WE's safe from all that shooting & magic missiles for a while
-Elves are way faster than undead, so they would reach the top of the hill first & gain the defended position advantage. They are already tough units with the Battle standard, being on the hill would make them very difficult to shift.
-Wardancers & Eagle could take out Skull catapult, which is the biggest threat to the Eternal guard (probably the WE's most important units).
-The Tomb King is strong but he is with a weak unit. I can imagine the eternal guard pummeling the unit enough that the TK would be mostly on his own. ALthought the army has high capacity for ressurecting losses..
-Scorpions & Ushabti would probably maul the Glade guard & 1 unit of Eternal guard, but eventually be caught in the flank by Wild Riders etc & dealt with.
EDIT: I vote Wood Elves
Dark Elves - Game #28 vs High Elves: Draw
W L D
21 5 5
After thinking it over, I think the Tomb Kings may indeed pull this out. On first account I had mentally noted the Tomb Scorpions burrowing into the ground and popping up on units. With them starting above ground I think the TK will be able to fight off the WE charge.
Tomb Kings win narrowly.
The positioning of the forests on this map, combined with the annoying walls and the hill means a heavy advantage to the WE. If it was the Open Battlefield Map, or something lacking such scenery, then I would go with Tombkings, but their chief units are put in a sticky situation in this one.
Though the strength of the woodelves might not seem adequetagainst the scorions or Ushtabi, if he is able to grab the hill quickly, the sheer numbers of GG will overwhelm them.
The great eagle, if it is able to reach the catapult, will dash the last hopes of the TK.
The catapults and chariots, though they will/would devestate the low Toughness elves, tey can be destroyed easily because of the scenery placement. The EG will also mince the skeletons without much trouble.
My vote goes to the Wood Elves for this scenario
Ugh, if I were a WE player, I wouldn't want to face this TK army. Lots of hard hitting units that would eat through toughness 3 elves. And more shooting, and the casket could be nasty.
I hate do it, but I have to vote TK.
Ok, the both armies are solid, but it looks like the TK would have the upper hand. Way more magic, the woodelves just cant stop it all, especially if they're saving dice for the Casket. 3 Tomb scropions is very harsh, and the solid blocks of archers means that they can start with front rankage of 10 for shooting, then reform when the elves get too close into a 3 rank fighting unit.
The TK army doesn't need too much room to work as It would work in a very compact manner. The wood elves seem, with T3, very little in the way of magic too and even the great eagle probably not surviving the TK shooty spells if it tries to go for the crews.
I'm voting for Tomb King Victory