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Thread: VCL: Group 4 Match 4: RobtheGuru vs GrandDukeJerot

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    Now 17% more helpful gingerninja's Avatar
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    91

    VCL: Group 4 Match 4: RobtheGuru vs GrandDukeJerot

    Map: Dwarven Gates
    Top Deployment: RobtheGuru
    First Turn: GrandDukeJerot

    RobtheGuru's List and Tactics:

    Lord

    Krull Bloodfist(Chaos Lord) - 385
    +MoK
    +Juggernaut
    +Aether Sword
    +Crown of Everlasting Conquest
    +Shield

    Hero

    Karnak the Flailer(Sorceror) - 151
    +2 Dispel Scrolls
    +Chaos Steed
    (for the purposes of fluff i do not cast any magic)

    Thrognar the Crusher(Sorceror) - 151
    +2 Dispel Scrolls
    +Chaos Steed
    (for the purposes of fluff i do not cast any magic)

    Core

    6 Marauder Horsemen - 120
    +MoK
    +Flails

    6 Marauder Horsemen - 120
    +MoK
    +Flails

    6 Marauder Horsemen - 120
    +MoK
    +Flails

    6 Marauder Horsemen - 120
    +MoK
    +Flails

    6 Marauder Horsemen - 120
    +MoK
    +Flails

    6 Chaos Hounds

    6 Chaos Hounds

    5 Chaos Hounds

    Special

    5 Chaos Knights - 280
    +MoK
    +Full Command

    5 Chaos Knights - 280
    +MoK
    +Full Command

    Khorne Chariot - 150
    +MoK

    Khorne Chariot - 150
    +MoK


    Total Models: 62
    Total Units: 15
    Total Dispel Dice: 4

    Total Cost: 2249


    Well the maps lack of terrain to hide behind, coupled with the fact that i don't have first turn means that my chances are pretty slim from the get go(just like last time lol).

    Deployment would be pretty straight forward. Dogs in the front, a unit of marauders each side with a chariot on each flank. Then behind i'd have my knights with my lord in between.

    In terms of tactics, it would simply be move forward and hope for alot of misfires. I'd ignore the cannons, focussing on trying to take out his other units. I'd try and take out the detachments with the hounds, using the marauders to take out the sword blocks. I'd try and use the knights and chariots to take out his knights.

    I've played similar lists before and dealt with them well, but that was with a table that has terrain and also a few of the games i had first turn. Still, its late and i'm getting tired. Hope you all understand.

    GrandDukeJerot's list and tactics:

    Lord -
    Arch Lector of Sigmar - 300
    War altar, Sword of Power, Dawn Armor

    Heroes -
    Warrior Priest - 119
    Great Weapon, Armor of Meteoric Iron, Joins Greatswords

    Captain - 76
    Plate Armor, Lance, Shield, Barded Warhorse, Joins Knights 1

    Warrior Priest - 155
    Barded Warhorse, Heavy Armor, Sword of Sigismund, Shield, Joins Knights 2

    Core -
    7 x Knights 1 - 185
    Musician, Standard Bearer, Joined by Captain

    7 x Knights 2 - 185
    Musician, Standard Bearer, Joined by Mounted Warrior Priest

    20 Swordsmen - 215
    Musician, Standard Bearer, 2 x 5 Handgunners

    20 Swordsmen - 215
    Musician, Standard Bearer, 2 x 5 Crossbowmen

    20 Swordsmen - 215
    Musician, Standard Bearer, 2 x 5 Crossbowmen

    Special -
    14 Greatswords - 158
    Musician, Standard Bearer, Joined by Warrior Priest on Foot

    Cannon -

    Cannon -

    Cannon -

    Rare -
    Hellblaster Volley Gun -

    Deployment from Left to Right:
    3 Cannons, Swordsmen w/ Handgunners (1 unit on the hill) with Greatswords in front of the Swordsmen, Arch Lector, Swordsmen w/ Handgunners, Hellblaster, Swordsmen w/ Crossbows, Knights w/ Captain, Knights w/ WP.

    Cannons go after the chariots first - I do not like Impact Hits one bit. Handgunners will go after Armor first - I want the knights to die. Xbowmen go after the Hounds/ Marauders, whatever they are closer to. Arch Lector and Knight Units go out from the line to face the foe, while Greatswords move to the front of the hill to block anything trying to get at my firing line. Hellblaster'll sit comfortably and just try to hit anything it can get.
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    103

    Here's what I think will happen:
    Turn one, the Empire reduce the chariots to kids' forts' material and the XBowmen shoot the doggies, everything Chaos moves up. Turn Two, the Helblaster, Handgunners, and Cannons unleash a lot of lead into the knights' faces, leaving the marauders and surviving warhounds to try and multi-charge the Empire R&F whilst avoiding getting shot.

    Empire should win this, but as with a lot of these matches, having the first turn helped a lot.


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    66

    As with the last battle, the empire would have had an easier time if they had some combat detachments but will still carry the day through mass shooting and annoying knight units (make an 'unenterable' zone 14" in front of them).
    Last edited by kroxigor01; December 22nd, 2008 at 23:24.
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    208

    I'm going with Empire by a nudge. Favorable terrain, lots of shooting, and once doggy screens start disappear, frenzy can cause some problems. If Chaos had a terrain piece or two to obscure parts of the field, it would make a huge difference, but this is doing to be tough for them.
    Last edited by DavidWC09; December 22nd, 2008 at 21:13.
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    75

    I think Empire has the advantage despite the fact that he has no countercharging detachement. Also, I'll point out that his cannon's only valid target are the two chariots as everything else lacks ranks.

    I think it will be a close fight that is hard fought for the WoC, but will not be able to overcome the greater numbers and shooting of the Empire.


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    empire win this one
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    The huge amount of lead the empire can pump out and the strength in numbers their units have gives them the victory against an army I dont see making it across the board.
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    Empire
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    GrandDukeJerot because of the amount of firepower he can lay down.
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