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Thread: VW Tourny Round 3: Arklite vs. ArchonFarseerGuy

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    I've had enough! timk1111's Avatar
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    76

    VW Tourny Round 3: Arklite vs. ArchonFarseerGuy

    VW Tourny Round 3: Arklite vs. ArchonFarseerGuy

    Table: Table 3
    Top Deployment: Arklite
    First Turn: Arklite

    Arklite's lists:


    Mode the Median’s Average Gathering of Middlemen

    (dogs of war)

    Lords and heroes

    Mode the median
    Hireling wizard lord
    Level 4
    Staff of sorcery
    2Xdispel scrolls
    Pegasus
    360 points
    Spells: Second Sign of Amul, Celestial Shield, Uranon's Thunder Bolt, The Comet of Casandora (2,3,5,6,)

    Money-cash the strapped
    Paymaster
    Barded warhorse
    Heavy armour
    Enchanted shield
    Sword of battle
    108 points


    Bob the bland
    Hireling wizard
    Level 2
    Dispel scroll
    120 points
    Spells: Celestrial Shield, Comet of Casandora (3,6)

    Mike the mediocre
    Hireling wizard
    Level 2
    95 pointst
    Spells: Portaent of Far, Forked Lighting (1,4)

    Core

    Pikemen [19]
    Heavy armour
    Full command
    239 points

    Pikemen [19]
    Heavy armour
    Full command
    239 points

    Crossbowmen [10]

    Crossbowmen [10]

    Light cavalry [5]
    Bows
    Spears
    80 points

    Duelists [8]
    Pistols
    72 points

    Duelists [8]
    Pistols
    72 points

    Special 632

    Beorg’s Bearmen [18]
    319 points

    Paymaster’s bodyguard [18]
    Full command
    210 points

    Rare 170 points

    DoW cannon

    DoW cannon


    Power dice: 10
    Dispel dice: 6 +1 to dispel attempts +3 scrolls

    Models in army: 127 (including cannons)

    Warcry: BEHOLD OUR AVERAGENESS!

    Tactics: a solid in the middle all rounder force nether excelling or weak in any particular area. Tactics would generally play to the enemies weaknesses. Against a slow army I would move to outmaneuver and march block them. Against a shootier army, I would press for combat. Against a combat army I would employ firepower. And so on. Lores of magic will be decided before a game starts as well as spell preferences. Though ideally the lore’s of light, death, shadow and fire will be employed.


    VS.

    ArchonFarseerGuy's list:

    The Great and Mighty Empire Army That Needs a More Imaginative Name
    Characters
    Arch Lector- Van Horstmann's Speculum, Shroud of Magnus, GW- 205
    Battle Wizard- Seal of Destruction- 110
    Battle Wizard- 2 Scrolls- 115
    Battle Wizard- 2 Scrolls- 115
    All Wizards have: Portant of Far

    25 Spearmen, full command, detachments of 7 Free Company and 5 Handgunners- 220
    25 Swordsmen, full command, detachments of 7 Halberdiers, 5 Handgunners- 250 (ALector here- thus MR2)
    24 Greatswords, full command, Standard of Arcane Warding,, detachments of 7 Free Company and 5 Handgunners- 355 (is MR2)
    10 XBowmen- XX
    10 XBowmen- XX
    10 XBowmen- XX
    10 Handgunners- XX
    10 Handgunners- XX
    10 Handgunners- XX
    Cannon- XX
    Mortar- XX
    Helblaster Volley Gun- XX
    Hellstorm Rocket Battery- XX

    2250 pts exactly
    5 PD (not important)
    7 DD + 5 Scrolls, one of which can destroy a spell

    VHS: Swap combat stats in challenges
    Shroud of Magnus: 5++ save, MR2
    Seal of Destruction: Dispel Scroll- on a 4+, the wizard loses the spell, never to cast it again
    Standard of Arcane Warding: MR2

    Pre game comments:
    SWEET! The finest warriors humankind has to offer vs a bunch of underpaid mediocres.

    What gets better is that I have an entire hill to myself. This, I plan to use to my full advantage, deploying my XBowmen Mortar, Cannon, and Hellstorm Rockets on. The Volley Gun will be placed in the centre again, should he get any fancy ideas of storming my "fortress".

    To the left of the hill, I deploy a unit of Handgunners, lest the Fast Cavalry (or even the Wizard Lord) get any ambitions of rushing my ranged troopers.

    To the right of the hill, I deploy my Spearmen, Greatswords, Volley Gun, Swordsmen, and remaining Handgunners in that order.

    The plan is to sit back and engage in a firefight. My XBowmen outnumber his, so I should win this comfortably. My Cannon (in all its D6-wounding glory) will target his cannons and then the Wizard Lord. My shooting is significantly better than his, so if he sits back, he will get decimated.

    The Mortar and Rockets are excited to see so many big infantry units. They will drop their pie plates on the Bearmen, Paymaster's Guard, and Pikemen, reducing them so I can comfortably beat them in combat (with Detachments- I hasten to add). The Handgunners will be scouting for targets of opportunity.

    I can see two problems facing his list. The Bearmen, and some nasty anti-shooting magic. The first will be easily dealt with by a bit of shooting, then some cold Empire steel.

    The second, I would like to point out will not be as major as some people might think. The Wizard Lord cannot join any units, and will be vulnerable to a cannon-sniping, or some shooting rounds from the XBowmen or Handgunners.

    As for the magic itself, I will have to let the odd spell go, and engage in some clever dice rolling. My units are so large that direct damage spells mean nothing to me. What I'm nervous of are those anti-shooting spells (Commandment of Brass, Howler Wind, etc). It is these spells I will prioritise shutting down with my dice and scrolls. One such spell will also be the target of the Seal of Destruction. Mwarhahahaha!

    Good game Arky, and may the best Empire general win!

    -AFG//

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    RAWR! KROXIGOR!! kroxigor01's Avatar
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    66

    Easy massacre to AFG.

    Arky only has one unit with movement higher then 4 and the centre of the board is entirely devoid of terrain allowing the many ranged units to fire for 3 turns at least, before finally being charged (if anyone is left). Arkies magic is unlikely to have any effect due to AFG's 5(!) scrolls and 7 DD. Only the Comets can really hurt AFG and he can stop both of them for the first 3 turns (I assume at least 1 failure to cast from the level 2 wizard) of the game with only scrolls!
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    124

    I pretty much agree. There's not a lot to reach out and touch AFG without getting hammered in return.

    Major Victory to AFG That's the first I've awarded!
    No more NG spearmen, thanks! Now I need some pump-wagons!
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    Lord Admiral kithre's Avatar
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    43

    I disagree - that aggregation of cannonry and firepower on the hill will end up being a sure target for at least one Comet of Cassandora. As long as Arkite can hold the line (and to quote Sharpe - "Form line against cannon! An' Sqre against cavalry!")..

    Well - there is NO cavalry on one side, and as the front of the hill is outside of the deployment zone, unless AFG wants to block LoS, there isn't much he can do to prevent the light cavalry from skirting round the short edge of the table to deflect attention from his own cannon.

    Of course, the alternative is for all Arklite's mercs to just sit behind the hill and cower for a few turns....
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    Om nom nom ArchonFarseerGuy's Avatar
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    103

    Quote Originally Posted by kithre View Post
    cannonry and firepower on the hill will end up being a sure target for at least one Comet of Cassandora
    Erm, not to be nitpicky or anything, but I have 7DD and 5 Scrolls to counter that, assuming it is even cast successfully. See what the Seal of Destruction can do.

    -AFG//


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    Lord Admiral kithre's Avatar
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    43

    Yes, realised that... but as stated, there is a chance of getting one C-of-C out in the battle...which is going to be a shooting fest. And second sign and celestial shield will offer an element of protection to the units in the army.

    However, I think this is going to be too close to call, so I will offer only a Minor Victory to Arklite...
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    Now 17% more helpful gingerninja's Avatar
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    91

    Unfortunately for Mode the Median, he has come up against an army that is perfectly tuned to defeat his force. That shooting just can't be countered effectively, and the empire has a pretty good combat force to combine with it.

    AFG for a major victory here.

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  8. #8

    I'm coming to sympathize with Mode the Median, as he encounters one tournament force after another. The Empire has an overwhelming shooting advantage, and holds up alright in combat. At least there isn't a steam tank.

    I think Mode's troops can limit the damage by hanging back and hiding. Ultimately an advancing Empire line starts the firefight they want, but I think the craft merks can limit the damage to a Minor Victory by the Empire.
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    Bearded Ninja Arklite's Avatar
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    131

    honestly, i have to agree with the general concencous myself. my army REALLY isn't designed to cope with a force like this. even with the perfect spell choices as far as i'm concerned i can't come up with a reasonable battleplan. addmittedly this is the first chance i've had to comment on this kind of thing and i can't see any real hope.

    i like to call this situation an "ah crap" moment. you see the enemy army on the table and you can only play on and hope for some serious mercy. cheers for what support given though but i reckon i'll have to bide my time and hope my next match is more forgiving.


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    [16:19] <@Alzer> Arky's right though
    [16:20] <@Kaiser-> I know he is.
    [16:20] <@Kaiser-> He usually is.
    [16:20] <@Kaiser-> Sometimes it's intentional.
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    207

    I'm not convinced it will be a massacre, but it will surely be messy. Major victory to AFG.

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