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Old January 8th, 2009, 13:41   #1 (permalink)
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Default VCL: QF Match 3: Arklite vs GrandDukeJerot

Map: Knight on the Town
Top Deployment: Arklite
First Turn: GrandDukeJerot


Arklite's list:

Rune lord
Anvil of doom
shield
Rune of stone
Rune of the furnace
Rune of resistance
Master rune of balance
2X rune of spell breaking
453 points

Thane
Battle standard
Master rune of gromril
Rune of striking
125 points

Thane
Master rune of swiftness
Rune of cleaving
Rune of fury
Rune of stone
Shield
142 points

Core

Dwarf warriors [20]
Full command
Shields
205 points

Long beards [19]
Full command
Shields
Master rune of grungi
303 points

Quarrellers [10]
musican
shields
125 points

Special

Iron breakers [19]
Full command
Rune of stoicism
2 Ancestor Runes
332 points

Bolt thrower
Rune of penetrating
Engineer
85 points

Bolt thrower
Rune of penetrating
Rune of burning
Engineer
90 points

Stone thrower
Rune of penetrating
Rune of accuracy
130 points

Organ gun

Gyrocopter

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:
Thankfully, I got the first turn.

Deployment from left to right:
Knights (Priest), Block of Swordsmen w/ Xbows (in forest), Cannon (In between sections of forest), Cannon (to the right of forest), Knights (captain), Swordsmen w/ guuns, Arch Lector, Cannon, Swordsmen w/ guns, Greatswords, Hellblaster

Magic in this game is going to be a dud - I'm not going to get anything off, and if the Anvil works like I think it does (haven't played Anvil), He won't be getting away with much either. Since I get the first turn, I'll advance as rapidly as possible while the firing line tries to take out the closest shooting unit to them. Cannons will go for their artillery, hoping to end the battle before it begins.

The fact that I got first turn is what think gives me a chance at winning. If I get my Knights and Arch Lector into CC turn 2, with the greatswords in Turn 3, they'll have relatively few casualties. Which means that they'll be able to strike the Dwarves with full force. And as tough as they are, I don't think they'll be able to handle it. This is going to be a mad dash for me, while the dwarves hope to postpone my arrival on their battle lines long enough to whittle down my CC troops to a manageable size.


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Old January 8th, 2009, 14:32   #2 (permalink)
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No tactics sent in by Arky? o_O

I think Jerot's decision to rush the Knights in was too rash. The Waltar (being a large target and a chariot) has "SHOOT ME! SHOOT ME!" written all over it if you happen to be a Bolt Thrower with +1S. Even with the ward save, I'm not convinced it'll last the turn.

The Knights will bounce off the infantry, leaving the Greatswords a bit outnumbered in a war of attrition. The State Troops won't like the Grudge Thrower or the Organ Gun looking right at them, and the Anvil can sit back and fight the Artillery battle (picking off crews... eventually), especially with the BSB minimising Cannon casualties, before the combat ensues in which the Empire will be too depleted to win by attrition.

Dwarfs win.

For reference purposes, the Anvil requires no LoS, has infinite range, and can't be dispelled. Yes, I think it's cheesy too, as do 90% of all gamers.

Last edited by ArchonFarseerGuy; January 8th, 2009 at 19:50.
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Old January 8th, 2009, 16:47   #3 (permalink)
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So thats a vote for Dwarfs then?

I'll probably make a stir, but I disagree with you and vote Empire.
More numbers (My count), lot's of cannons and hellblaster + turn one. The turn one will make a HUGE diference, I'd go with beardlings if they had the first turn.

Regards,

EDIT: I may change my vote if Arky sends his tactics.
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Old January 8th, 2009, 17:18   #4 (permalink)
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Arklite. Why oh why do I keep voting for you. I don't even like dwarves.
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Old January 8th, 2009, 20:15   #5 (permalink)
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Unfortunately, the anvil is cannot be diseplled. This is a tough one to call because the EMpire can really give arklite a run for his money when it comes to artiellry. THen again, I don't see is unit doing so well when they come into close combat.

THis one is really close, but the Dwarfs should at least be able to win in close combat. Shooting is up for grabs.
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Old January 9th, 2009, 00:02   #6 (permalink)
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I like Empire. Shooting is up for grabs, but Empire goes first, and if he does take out enemy artillery, Dwarfs will be hosed. Close Combat will be, uh, close, but Empire can be dodgy. Taking knights and the Arch Lector out is likely a mistake, but one that can be overcome.
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Old January 9th, 2009, 21:42   #7 (permalink)
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Well, like I said before, I really dont like these evil dwarf lists.
An on a differant field i might evn have found an excuse to vote against it.
But hose wall make it very very difficult to see how the blocks will be broken.
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Old January 10th, 2009, 03:05   #8 (permalink)
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This looks like a pretty evenly balanced battle between evenly constructed forces but I'm going to go with Dwarves for this one. Both sides will be about equally ineffective during the magic phase. First turn is nice for the Empire but they probably won't be able to take out all the artillery pieces which can then pound on the knights or the cannons (especially the gyrocopter which can stay out of site/range and then swoop in to attack). The knights probably won't be able to break any of the Dwarf units and they will get whittled down in the following CC turns. After the knights are dead, the dwarves can work on the state troops with relative ease.
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Old January 11th, 2009, 03:20   #9 (permalink)
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I'm going to vote Empire on this one.. they should have enough shooting to attrit the dwarves to a manageable level before getting into hth.
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Old January 12th, 2009, 13:08   #10 (permalink)
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Dwarves take this one 5-3

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