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Map 5: http://img514.imageshack.us/img514/9...eempireum9.png
UNSTOPPABLE UNENDING UNDEAD ASSAULT FORCE
Grindall, Strigoi lord, lvl 3, iron sinews, infinite hatred, massive monstrosity
Necrophage, lvl 2 necromancer, book of arkhan, dispel scroll
Gardener of the Dead, lvl 2 necromancer, staff of damnation
25 skeletons, lt armor, full command
25 skeletons, lt armor, full command
29 zombies, mus, standard bearer
6 dire wolves
6 dire wolves
4 spirit hosts
9 casting dice, 2 bound items
6 dispel dice, 1 scroll
And a lord I'd take on all comers with.
Angry Bobs Shiny shambles
Night Goblin Great Shaman (angry bob)
Warboss ums best boss hat
Nibblas itty ring
4 magic mushrooms
Black orc Big boss (general)
bigged's kickin boots
2 dispel scrolls
Night goblin shamn
2 magic mushrooms
20 night goblins
30 night goblins
5 spider riders
5 spider riders
5 spider riders
22 black orcs
Gorks waagh banner
2 spear chukkas
The hilly, forested terrain suits the OG army's war machines and spider riders.
Both players will hotly contest the magic phase. It may come down to whomever assassinates the other player's magic users or who has better dice that day.
VC has a superior advantage with psychology, but the OG have numbers and fanatics to be sure.
I'm not sure how I'd play this one yet. I'll come back and take another look at the map and consider the OG list more closely. It's a nasty army build, and an effective one, that he has, so I'll have to be smart about deployment and magic.
Damn, I just wish I'd taken some fell bats.
Difficult... the VC magic phase domination is usually what decides it for me, but they are up against a lot of O&G mages here. it all depends on the characters. i think if the O&G can get into CC without loosing any mages (i.e hide them and use them defensively, or just hope they arent targeted bt the VC) then the vampires will not be able to resurrect troops fast enough. the smaller VC units wont last long imo, but may be handy for flank charges.
For now, im going to give this one to Vampire Counts though. i think the Fear may ust have the edge, and that Strigoi lord... well...
Fear and animosity, and that all heralded lord of doom. Going to have to think about this one.
What does that lord actually do? I think the general plan would be to try and avoid it though. Or give it a unit of goblins to chase or get flanked by.
The magic phase in this game will be insane, but i definitely have the edge, with more casting dice, and scrolls.
I also think the orcs will be able to hold against the skeletons, if i can avoid that lord.
Im really not sure how i'd play this, and with my armybook hundreads of miles away in london (im in sheffield at uni) the decision is harder.
Generally, try to get rid of the smaller units, and stop the main infantry blocks from growing into monsters in the early turns. I'll need to waagh at the right, oppurtune moment to get my combat units into winning positions, and hopefully some combined charges.
A point to note is that it is much more difficult for VC players to create effective small speed bump units because of the new combat rules, about ovverunning into combates that havent yet been resolved.
Definitely need some time on this one... But at a glance i think i can just about pull it off.
anyway good luck david.
cheers for voting
Last edited by andre; May 28th, 2007 at 01:21. Reason: sillyness
Alright, andre, I'm pulling off the cuffs!
I'll reveal my nefarious plans to you and the voters.
I'd deploy like this.
I'd deploy as far forward on the hill as I could. The horizontals mark skeletons and zombies, with the back arrow showing the smaller zombie unit.
The blue crosses are first aid for the undead, two lvl 2 necromancers. One has the Book of Arkhan for extra movement in the magic phase, and the second has the Staff of Damnation, a bound spell allowing undead units in combat to strike first and reroll misses.
The two red blast bangs show where I'd likely deploy the ghouls. Skirmishers with high toughness and mutiple poison attacks come in quite handy. They cause fear and are alive.
The grey wave shows the big spirit host unit. They'll protect the rear zombie unit and the dire wolves. The red star is obviously the lord, pushed to the middle so that he can fight, and also playing bodyguard for one of his pet necromancers.
My early objectives are to eliminate some of his magic defense and take out the warmachines. This will be tricky and rely on a carefully executed magic phase that avoids mishaps. A summoned unit of undead at the right spot can send fanatics tumbling out of night goblin units and spider riders running. If I get lucky and can use the Book of Arkhan, and maybe Danse Macarbre, to push a summoned unit into an unsuspecting, low leadership foe, then I'm going to do it, aiming for any characters inside.
But man, andre has a monstrous stash of 'shrooms. Those goblins are going to overexcite their brains and miscast eventually, but so may I to be fair.
I'll get my infantry into combat as quickly as possible so that fear, numbers, and the Strigoi can go to work. Plus, getting into combat means avoiding most missile fire and magic.
If I were out there voting on this, I really don't know what I'd do, but it'd certainly be a lot of fun to play.
If the VC force can manage to rid itself of some warmachines and enemy magic early on, I think they'll have this in the bag. That being said, these two necessities don't seem easy to pull off. I'm still torn on this one.
Maybe if I can get a better idea of how the VC's will go about this, and maybe how the O&G army will try to prevent it, I can vote with more certainty.
I think that the OG will be able to come out more powerfull in the magic phase. Also, it looks like they have greater long range fire power. I'm thinking that OG will be able to negate the most important spells and the shoot out a zombie unit. In cc, VC will own if they have it their way, if I remember correctly that Lord is nasty. I see the OG being able to send out spider riders and/or another unit off to one side to weaken a flank and then be able to press the main army forward, again avoiding cc with the lord as much as possible. Either way, it will be a hard fight. I going to have to go with a minor victory to the OG due to the shooting and ability to negate most of VC's magic while keeping an offensive magic edge.
My vote: OG
Armies: Wood Elves, High Elves
Warbands Campaign 07: 1st
San Antonio Alamo GT
As for taking out his magic, it'll be tough. One way would be to raise new units and make kamikaze runs on the lower level shamans, but he can stop most of the Invocations. Basically, for the first two or three turns, I'll do what I always do and cast nothing but Invocation and Danse Macarbre if I'm lucky and roll for the latter spell.
I'll have to advance my troops as quickly as possible towards his blocks and hopefully his wizards. Spider Riders who stray away from the general could easily panic due to fear, thus opening up flanks and helping to keep my dire wolves alive.
The spirit hosts will move shield the dire wolves until they are in charge range of his wizards. It'll be a tough game, that's for sure.
This one could be a toughy. If the VC's had fell bats, this would be all over bar the crying in my opinion, but they don't and that is going to cost them.
The war machines could do some damage, and as DavidVC04 has said he is going to use the spirit hosts to help the flanking dire wolves, instead of protecting the main bulk of his force, this is going to get painful.
However. If the VC player is smart he will raise some zombies in range of the units with fanatics and make them release early, which could be brilliant fun to watch. (Pinball wizard)
I think that the Goblin leadership isn't enough to save them from running in the end. They are bound to fail a couple of fear tests, and this will in the end be the deciding factor.
My vote is for VC
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The O&G war machines are guarenteed a hill on this field, which hurts the VC.
O&G have enough magic to stop a lot of healing on the VC units. Some of the Goblins may flee due to fear, but 50 orcs & 22 black orcs will be hard to deal with, especially after being weakened by shooting.
Would be a fun game to watch with undead popping up and fanatics
I'll give this one to O&G though. Just.
Curious to know exactly what that Strigoi lord does though? he has a 4+ regen save?, and the hatred is re-roll misses. What else?
Dark Elves - Game #28 vs High Elves: Draw
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