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Map 7: http://img522.imageshack.us/img522/7...onglineum2.png
Bretonnian Lord = 249
Birth-Sword of Carcassonne
Mantle of Damsel Elena
Paladin (BS = 109
Damsel = 120
Level 1 Wizard
2x Dispel Scroll
Knights Errant = 181
Knights of the Realm = 176 (BS
Knights of the Realm = 176
Peasant Bowmen = 150 (Damsel)
Pegasus Knights = 175
Mounted Yeomen = 103
Grail Knights = 321 (Lord)
Power Dice: 3
Dispel Dice: 3 (2 scrolls)
High Liche Priest Tetonokos (Hierophant) - 340 points
-Golden Ankhra (4+ Ward Save)
-Cloak of the Dunes (Can move as is flying)
-Neferra's Plaques of Mighty Incantations (allows rerolls of incantation dice)
Tomb Prince Raxus (General) - 146 points
-Collar of Shapesh (Acts as a 4+ ward save; if save is made a model within 4" takes the wound instead.)
-Vambraces of the Sun (1 model in base to base contact loses 1 attack. What type of attack is chosen by the TK player.)
Icon Bearer Sykus - 92 points
-Banner of the Undying Legion (Bound Spell, Power Level 3. Casts Djedra's Incantaion of Summoning)
Liche Priest Nykos - 160 points
-Staff of Ravening (Bound Item, Power Level 4. Magic Missle 18" range. 3D6 S2 hits.)
Skeleton Warriors x 19 (Icon Bearer joins) - 196 points
-Shields, Light Armor, Full Command
Skeleton Warriors x 19 (Tomb Prince joins) - 186 points
-Shields, Light Armor, Standard, Musician
Skeleton Warriors x 12 (Liche Priest joins) - 96 points
Ushabiti x 3
Ushabiti x 3
Tomb Scorpion (this match Scorpions will start burrowed, attempting to come up on the RBT's and archers.)
Screaming Skull Catapult
-Skulls of the Foe
Screaming Skull Catapult
-Skulls of the Foe
Total Points: 1996
Incantation Dice: 9 (4 spells, 2 bound items/spells)
Dispel Dice: 5
TK Army Notes:
-Archers always hit on 5+ regardless if they moved or size of target or if target is in cover.
-If Hierophant is killed each unit takes a Ld. test at the start of each turn. The number u fail the test by is the number of wounds the unit takes. Characters never suffer from this rule.
-Battle Standard: When a unit is within 12" of the Battle Standard (Icon Bearer) and defeated in combat, they suffer 1 less wound then they would otherwise.
-Undead Constructs (Ushabiti, Tomb Scorpions) always count as being within 12" of a Battle Standard. When within 12" of the Battle Standard they suffer 2 less wounds then otherwise when defeated in combat.
-TK never march.
-Tomb Scorpions have Magic Resist 1, Poisoned Attacks, and Killing Blow.
-TK magic always goes off, no miscasts or irresistable force.
Yikes, what's worse spread across a hill or two? A trebuchet and a pile of peasant bowmen or two SSC's and 12 skeleton archers? Advantage to both armies in shooting.
In terrain and movement, clearly to the Bretonnians. The Brets' superior movement range will allow them to surround the unmarching undead.
Barring mishaps and miscasts, the magic phase should go the TK.
I'm curious to hear how the two players would deploy and what their strategies would be.
With almost free mobility and superior charge range, i think this one will go to Bretonnia.
the knights can be in combat by turn 2, and the SSC will not be able to fend off all of them. once there, there are 4 solid knight units, whose charges will be devastating. ushabti will fall easily without much returned damage, and the skeleton warriors will face a similar fate. the SSC's wil be disabled by turn 3, due to the pegasi, i cant see much stopping these guys.
the TK magic will be superior, but not quite enough i think to keep their units at a decent fighting potential once the first charges hit. the other non-knight bret units will be useful for backp, countering possible flank charges from the brets, or dealing with the scorpions.
Yeah, there are a lot of hills to make things easier for ranged combat, but the winner of that particular battle would likely be won by whomever is more accurate with the early guess ranges. With that, however, comes the fact that unless the TK does something to remove this threat early on, Pegasus Knights will spell death for any SSC's left after the first round of shooting.
Aside from that, the field gives the Bret's the one thing you never want Bret's to have - room to maneuver. I think the Bret's can not only bring the fight to their enemy with ruthless speed, but can also arrange the initial charges on their terms. TK have some hearty units, but knight charges are nothing to sneeze at.
Victory for Bretonnia
I think that TK does have the magic phase, but are out matched my the Bret's knights. The skellies won't be able to hold up against charges and wont be given the chance to reall resurrect (or whatever that is called). In order to gain the edge here, TK would have to have some pretty good shots from that artillery before they are taken out or units are engaged in cc. I would give 2 turns to do this. Thinking all that threw, it could go both ways, but My vote: Brets
Armies: Wood Elves, High Elves
Warbands Campaign 07: 1st
San Antonio Alamo GT
I think the Brets will be upon the TK's before they get a chance to shoot and so I VOTE BRETS
I'm Useless :D
The terrain is difficult to manoeuver around as it is, but with the TK being much slower than the Brets I think this should be a fairly comfortable victory for them. Realistically I can't see any of the tomb king units standing up to a bret charge. Even with those Ushabti he'll be struggling throughout the game.
My vote: Brets
So Sayeth Jimmy boy
Im going to go against the tide here & say Tomb Kings
I have Bretonnians & I've learnt first hand that charge power doesnt help much against unbreakable units. Even if you still win and make them crumble a lot, your unit is still stuck and exposed to easy flank charges.
Dark Elves - Game #28 vs High Elves: Draw
W L D
21 5 5
This one is all going to come down to tactics. If the Brets can dispel just the Tomb kings movement spells, it is going to make them hard to manoeuvre, allowing the Brets to have the free reign of the terrain they will need to succeed.
If this was Vampire counts instead of tomb kings, then I think it would be a different matter all together. Their ability to raise new units would have helped against the Brets charge, but as it stands, if the Bretts attack the correct units and then all charge together, they will win the day.
My vote is for the Brets
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