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| KILL THEM ALL! ![]() Join Date: Jul 2006 Location: Maryland, United States Age: 22
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Rep Power: 58 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | First Turn = andre Kai-Zlat's Unforgiving Jungle Kai-Zlat Saurus Oldblood - 262 - Great weapon - Light armour - Charm of the jaguar warrior - shield - Aura of Quetzl - Blessed spawnings of Tepok, Sotek and Quetzl Saurus Scar-veteran - 141 - Cold one - Spear - Light armour - shield - Blessed spawnings of Itzl and tepok Saurus Scar-veteran - 141 - Cold one - Spear - Light armour - shield - Blessed spawnings of Itzl and tepok Skink priest - 115 - 2 dispel scrolls 12 skinks - javelins and shields 13 skinks - blowpipes - scouts 13 skinks - javelins and shields - scouts 8 Saurus cavalry - 355 - full command - war banner 6 saurus cavalry 4 terradons - 150 - brave 4 kroxigor 3 salamanders 3 salamanders Charm of the jaguar warrior – Movement becomes 9 Aura of Quetzl – Attacks above str 5, model gains a 4+ ward Blessed spawnings of Tepok, - +1 dispel dice Sotek - +1 Attack when charging Quetzl - +1 armour save Itzl – May ride cold one or carnosaur ------------------------------------------------------------------------------------------------------- Kazzad Dolvir's March of Vengeance Glorel Delsten (Dwarf Lord) Great weapon Shield bearers Rune of stone Rune of resistance Master rune of challenge 231 points Urkral Dollyr (Thane) BSB Strollaz rune Marvelous hat (rune of guarding) 175 points Cohag Redforge (runesmith) Shield Rune of stone Master rune of balance 127 Yurbir Durgak (runesmith) Shield Rune of stone Spell breaker rune 102 Redforge clan Dwarf warriors [24] (Cohad's unit) Full command Shields 241 points Durgak clan Dwarf warriors [24] (Yurbir's unit) Full command Shields 241 points The Valbek Regulars Long beards [19] (Falent's unit) Full command Great weapons Shields Master rune of grungi 341 points Durrak Clan Dwarf Rangers [10] Great weapons Shields Throwing axes Champion Musician 145 points The Bazdukr Brotherhood Hammerers [18] Full command Shields 264 points Big Brunhilda grudge thrower rune of accuracy rune of burning 110 points The wicked sisters bolt thrower rune of burning engineer 65 points bolt thrower engineer 60 points the Grungbad special flame cannon total models in army 115 (4 of which are warmachines, 12 warmachine crew and 4 characters) power pool – 2 dispel pool – 7 with 1 dice removed from the enemy power pool and 1 scroll. shield bearers - +2 to armour, model becomes US3, 2 extra WS 5 S4 attacks. (note that shield bearers are not a true mount and the lord gains +2 strength as normal from his great weapon) rune of stone - +1 to armour, a single rune of stone may be placed on any number of characters in the dwarf army. (case in point, runesmiths) rune of resistance – re-roll failed armour saves. Strollaz rune – all dwarf units within 12” may make a free move before the game starts, units count as moving in the first turn in regards to missile fire. Rune of guarding – 5+ ward save Master rune of balance - -1 from enemy power pool, +1 to dispel pool Rune of spell breaking - dispel scroll Master rune of grungi – 5+ ward save against shooting and magic missile attacks for all dwarf units within 6” of the standard. Rune of accuracy – re-roll the scatter dice (5/9 chance of direct hit) Rune of burning – warmachine causes flaming damage Engineers – bolt throwers may use the engineers BS Royal blood – hammerers joined by a dwarf lord are immune to fear and terror
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| Bearded Ninja ![]() ![]() Join Date: Sep 2003 Location: Edinburgh Age: 20
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Right, now this is an interesting round. The irresistible force against the immovable object. Now when we consider normal science we can assume that the irresistible force will eventually wear down the object. However in this case there is a significant difference. The immovable object is fighting back with big hammers and axes! This game will come down to combat, plain and simple and as such my battle plan will be geared towards making sure that when it happens, it happens my way and to my advantage. This all comes down to 1 thing. Flanks. The lizardmen will have horrendous trouble breaking through the dwarven lines unless they can negate the static combat resolution generated. The lizardmen can’t afford to be pulled into a meat grinder combat due to their lack of staying power, which is what I’m going to force! With this in mind I’ll be deploying on the right hand side of the table to maximize flank security. With the river providing no protection thanks to the general tide of aquatic units (buggers they all are) I’ll be making use of the pillar of chaos as a “breaker” to force the lizard men to spend several turns moving around it (something I can easily reposition to counter) or take me head on (which will be significantly safer once I explain my ranged plan). This focused deployment will allow me to maximize my strength in this game which will be the key to winning. As this game will be very combat centric in my opinion its only fair I explain why. Both armies feature fairly large ranged elements but both are countered by features in the other army. The skinks and sallies lack the strength to significantly damage the dwarf combat units between their above average T, armour and the 5+ ward save. S3/4 is just simply not enough, the javelins put them selves at risk of dwarven retaliation with their short range and the blow darts lack the punch to seriously impact the dwarves. The sallies sport a large number of shots, true, but also suffer significantly to dwarven toughness, armour and the ward save. On the other hand the lizard men’s skinks block much of my line of sight in the early turns, limiting my own ranged punch as most of this is contained in the warmachines. I do however have several key advantages in this phase. The most significant of these is the ever monsterous flame cannon! Sporting the massive flame template the poor skinks are in real trouble if they should come into sight of this fire breathing warmachine. Between its large number of hits, S5 and panics after 1 wound they will suffer significantly. As such this warmachine will position its self on the open flank to cause maximum chaos and destruction. With the skinks running here, there and everywhere the remaining warmachines will focus on punching holes in anything I deem dangerous enough at the time. While the terradon riders will eventually overwhelm the warmachines I doubt they would be elmininated fast enough to stop them knocking holes in the lizardmen army here and there. As protection however the dwarf rangers will be nearby to guard the warmachines from enemy attack. With their heavy armour and shields they should be able to fend off the skinks at range long enough for the war machines to do their work (or take on the terradons after they get bogged down in the business of killing war machines. With the shooting on both sides achieving little this game will be down to combat and as long as my flanks are secure I have the win. To achieve this there are several key facts in my advantage. 1: I have unit number superiority; with 4 large combat units against the lizardmen’s 3 I have the advantage of offering a wider line of battle. This will in turn mean that if the sarus cav want to charge my units with their full frontage (which is pretty likely) they will end up drawing extra dwarf units into the combat. Making things significantly more dangerous. In turn this means that there is a chance that the sarus cav could block their buddies from helping them out should combat rear its ugly head and turn against them. This means that the lizardmen would have to make sure that they arrive all at once, or risk a 4 units vs 2 units engagement (VERY bad). 2: I get to pick a fight; with my dwarf lords master rune of challenge I can pick an enemy unit and pull it into my single hardest unit on the table, the lord and hammerers. Between being stubborn AND immune to fear and terror this unit is pretty much assured to hold against the lizardmen attack. Regardless of what is thrown at it. 3: weapon skill; looking at the two armies it can be seen that the lizardmen are only able to match my weapon skill at the very best, and that’s against my rank and file. This is very important as it limits the over all attack potential of the “harder” lizardmen units. While they generate a mighty number of attacks, many of these will miss. Taking the kroxigors as an example (as they are the hardest hitting unit from what I can see) they have 12 attacks with a 50% chance of hitting. From this we can (using the horribly flawed math hammer system) guess at around 5 dead dwarves. However this isn’t enough to break the dwarves. With 3 ranks, a standard and outnumbering this is at the very least a draw. In the event that the kroxies cause more wounds they would need to kill at the very least another 4 dwarves to assure them breaking (leadership 10 general, battle standard re-roll) needing them to test on ld6 before it’s in the danger zone. And while possible it’s unlikely. In response the runesmith in the front rank can throw his 2 S4 attacks at the kroxies, maybe causing a wound. The advantage however rests in the hands of the dwarf unit… as I have a musician >=] On the other hand we have the saurus units. Sporting a huge tide of attacks and being pretty hard hitting I reckon I still have the advantage in these fights. Taking the larger of the two units as my example we can assume that 6 sarus cav can make combat against the 5 wide dwarf units. 13 S5 attacks (champion counted) and 6 S4 tends to work out as 4 wounds against the dwarf unit (after saves). Working against the static combat res we can see that the saurus cav have a minor victory In this match (approx 1). However once again thanks to my stupidly high leadership there is little chance of me breaking, what with having a battle standard nearby ![]() This lizardmen army needs to break on the charge and I don’t think it can achieve that. Between the resolute dwarf units littered with characters, stacked with combat resolution and the prospect of being hammered in continuous rounds of combat (striking last with the kroxies and loosing the strength bonus with the saurus cav) they will be ground down over consecutive turns. And this is not considering that 4th dwarf unit OR considering an elite dwarf stat line (higher WS and S means that the elite dwarves can hit back just as hard, if not harder than the lizard men but with the added bonus of static res and beards). It’s a case of the lizard men hitting the dwarf line, then fighting not to bounce off. Between my superior unit numbers, sizes and general combat skills I reckon my dwarves are going to be looting some temples tonight.
__________________ ![]() spambot kill tally: 37 Last edited by Arklite; March 3rd, 2008 at 18:59. |
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| | #3 (permalink) |
| Son of LO ![]() Join Date: Jan 2006 Location: UK
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Is it me or are there a lot of lizardmen lists? ![]() Salamander less effective against dwarfs, as are terradons. Three real "punch" units, all of which can be silenced in a single turn from a good warmachine hit. Dwarfs being dwarfs, always look good to stand firm as well. Dawi for me |
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| Son Of Man ![]() Join Date: May 2007 Location: Toronto, Ont. Age: 22
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I gotta go with Dwarfs. undefeatable defense.
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Last edited by Ultramoose; March 3rd, 2008 at 20:07. | |
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| | #5 (permalink) |
| Master of the Crab Women ![]() Join Date: Apr 2004 Location: In yo' face! Age: 21
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The lizardmen list is packed with hammer units. Unfortunately this means that they really to break on the charge and against dwarfs this simply doesn't happen often. This is the reason that I must go for the dwarfs. |
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| /botnobot/ ![]() Join Date: Nov 2004 Location: Wayward, Texas
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Rep Power: 196 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Dwarfs. LM just can't hold out, especially after losing some to shooting. Those nasty LM offensive characters have to encounter nasty, defensive Dwarf characters that happen to be pretty stiff fighters, too.
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| Not a mod, still a King! ![]() Join Date: Feb 2007 Location: Lancaster / Warwick, UK Age: 21
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Arkys large solid units should safely be able to hold their own in combat. Dwaves take this one.
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| Senior Member ![]() Join Date: Jan 2006 Location: Surrey - UK Age: 24
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Gotta go for the Lizzies here. With first turn, the Saurus Cav are going to hit home with a crunch. It's also going to be turn 2 charge for the Old Blood into the guns, which he will promptly smash to bits. Another gun will be engaged by the Terradons. The Sali's if focussed will put some serious hurt on the dwarf units. If played right, using speed and picking their fights the Lizzies can take this one.
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| kinkeh secks pl0x?! ![]() Join Date: Jul 2006 Location: Luton/Derby Age: 19
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Im going to have to go for the Dwarves, most of the reasons i would of said hae been used in the previous posts. I can't see the there being much threat from the skinks and the hammer units that are deployed will just be soaked by the blocks.
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| KILL THEM ALL! ![]() Join Date: Jul 2006 Location: Maryland, United States Age: 22
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Rep Power: 58 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Dwarves. Their warmachines are going to do some solid damage early. After that its just a matter of wearing down the Lizards in close combat.
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