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Old December 22nd, 2008, 12:39   #1 (permalink)
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Default 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


Quote:
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 -

Quote:
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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Old December 22nd, 2008, 13:19   #2 (permalink)
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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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Old December 22nd, 2008, 14:20   #3 (permalink)
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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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Old December 22nd, 2008, 16:40   #4 (permalink)
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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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Old December 22nd, 2008, 18:47   #5 (permalink)
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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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Old December 22nd, 2008, 19:16   #6 (permalink)
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empire win this one
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Old December 22nd, 2008, 21:20   #7 (permalink)
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Old December 23rd, 2008, 01:45   #8 (permalink)
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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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Old December 23rd, 2008, 11:40   #9 (permalink)
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Old December 23rd, 2008, 11:52   #10 (permalink)
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GrandDukeJerot because of the amount of firepower he can lay down.
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