Map:
http://i134.photobucket.com/albums/...r Maps/17_knight_on_the_town.jpg?t=1243930128
Esco Thomson (Army 1):
Grey Seer - 540 (General) SPELLS: (Plague) 6, 5, 2, 1,
. . . . Screaming Bell
. . . . 2 x Dispel Scroll
. . . . Power Stone
. . . . Skalm
Plague Priest - 339 SPELLS: (Plague) 4, 5
. . . . Plague Furnace
. . . . Shadow Magnet Trinket
. . . . Portents of Verminous Doom
Warlock Engineer - 150 SPELLS: (Ruin) 4, Warp Lighting
. . . . Doomrocket
. . . . Warp-Energy Condenser
30 x Clanrats - 202
. . Musician, Standard Bearer, Shields
. . . . Doom-Flayer Weapon Team
5 x Giant Rats - 23
. . . . 1 x Packmaster
5 x Giant Rats - 23
. . . . 1 x Packmaster
5 x Giant Rats - 23
. . . . 1 x Packmaster
5 x Giant Rats - 23
. . . . 1 x Packmaster
16 x Giant Rats - 89
. . . . 1 Master Moulder
. . . . 1 x Packmaster
16 x Giant Rats - 89
. . . . 1 Master Moulder
. . . . 1 x Packmaster
21 x Clanrat Slaves - 44
. . Musician
21 x Clanrat Slaves - 44
. . Musician
21 x Clanrat Slaves - 44
. . Musician
28 x Plague Monks - 271
. . Champion, Musician, Standard Bearer
. . . . 1 Storm Banner
7 x Plague Censer Bearers - 112
7 x Plague Censer Bearers - 112
6 x Gutter Runners - 72
Doomwheel - 150
Doomwheel - 150
It's the final countdown!...
So this is where it is at...Should be a good match, that is for sure. Dark Elf list has looked tough and strong all VW long. Best of luck to Glavas, and congratulations on making it this far.
Deployment
Glavas will most likely have to clump his forces down in the bottom right hand corner. There appears to be some room on the far left and minimal spacing between forces, but it doesn't really leave him the best of fire lanes for his whopping 4 RBT's...
I have 16 deployments and scouts, compared to the hearty 12 of the Dark Elf Force. It isn't a glaring difference, but the difference will allow me to save the Furnace, Screaming Bell, and Doomwheel deployments for more choice locations.
Gutter Runners will attempt to be scouting in one of the two forests available, whichever allows a better vantage point for War Machine hunting, or if that fails, general march blocking and harassment.
The three units of Slaves will deploy on the line, starting flush to the ruins on the right, leaving about an inch gap between the units. Directly behind the one closest to the ruins, the Furnace unit will deploy. The Bell will follow suit next to the Furnace, with one unit of Plague Censer Bearers to either side(one will be behind the Furnace as well). Two of the smaller Giant Rat packs will start on the line in the gaps of the ruins. Next to the Slaves, one large Giant Rat pack will be on the line, followed by a Doomwheel, a small Giant Rat pack, the other Doomwheel, and the last large Giant Rat pack and smaller pack.
Shooting
Glavas has an awful lot of shooting in his list, thankfully I have the first turn, the Stormbanner, and superior numbers here. 30 Repeater Crossbows, and 4 Repeater Bolt Throwers. Stormbanner really mucks up the effectiveness of the crossbows, as WITHOUT moving firing twice is already at a 6, long range, moving, or charging can up this to a 7 and above... The RBT's don't suffer from moving, and have a larger range, but even so will have their effectiveness reduced.
My shooting will be focused around the Doomwheel lightning seeking out the Dragon. If he decides to spread out the Dragon onto the left flank, I will be in a good position, if not, I will try to go up and use the forest to screen the advance, along with the rat packs. If the RBT's cluster up, the Doomrocket will take aim in order to eliminate the crew, if not, a pack or two Dark Riders/Harpies will suffice.
Combat
Cold One Knights hit hard ont he charge, but not hard enough to break through my unbreakable blocks, not even with combined charges. The issue is the lack of attacks, and weakened strength after the first round. Leaving them in prime territory to be counter attacked. Plague Censer Bearers function INSANELY well in this match up, having the punch to negate the armor, in addition to the fumes which elves hate so much. Furnace unit in general will mow over any unit in combat here.
I just don't see how he is going to be able to get through the unbreakable blocks and survive the ensuing counter attacks, if he is even able to get in to them. At most he can charge with two knight blocks, or a block and the dragon, and it won't be enough I am afraid.
Magic
Not much will be going on here while the ring is on the table, especially if he deploys as clustered as the map would appear to force. If opportunity does shine, or once the ring is gone, it will be magical dominance on my side.
Other
Hatred is such a double edged sword here, as I can race the giant rats, and slaves up near and/or into combat, and force the overrun to allow for better board position/counter charges. The Bell has a fairly common result here, which spells quite the issue for War Machines as well, so there is actually the possibility of having them toppled over before long. The Stormbanner itself is worthy of another consideration, as it can last for several turns, in which I can close the gap.
Overview
The plan will be to basically run at my opponent here, if he does not occupy the left flank at all, I will utilize a "sweeping door" style advance, if he does, I will detach the smaller flank at go forward. Shooting will be mostly neutralized for the advance, and my superior cannon fodder will soak up the important casualties. The only real punch to worry about here is the Dragon Lord, which is rough, but can be managed after the initial charge. If he makes it there.
Overall the Stormbanner is really going to hurt such a focused list. With no flying, and terrible shooting my numbers will arrive mostly intact, and able to hold his charges, and simply counter charge, and overwhelm him.
Glavas (Army 2):
Dreadlord
Black dragon
Deathpiercer
Armor of Eternal Servitude
Pendant of Kaeleth
Seadragon cloak
Master
Cold one
Crimson death
Ring of Hotek
Heavy Armour
Seadragon cloak
Sorceress SPELLS: 1
Dark steed
Dispel scroll
Dispel scroll
Core
Dark riders x 5
Repeater Xbows
Musician
Dark riders x 5
Repeater Xbows
Musician
Dark riders x 5
Repeater Xbows
Musician
Dark riders x 5
Repeater Xbows
Musician
Dark riders x 5
Repeater Xbows
Musician
Dark riders x 5
Repeater Xbows
Musician
Harpies x 5
Special
Cold one knights x 5
Musician
Cold one knights x 5
Musician
Cold one knights x 6
Musician
Rare
Reaper Bolt thrower
Reaper Bolt thrower
Reaper Bolt thrower
Reaper Bolt thrower
Tactics?
I'm gonna be straight forward and say that this is a difficult match up for me because I'm going second. I'm going to do something a bit unorthodox here.
I have a huge advantage in fire power. Especially considering his frail armour. My cold one knights will hurt him on close combat and the dragon here is nothing short of unstoppable if played correctly.
I will deploy all but 1 unit of dark riders behind those trees. In the botton right hand corner will deploy my 4 RBT's. In front of them will be the dragon.
The cold one knights will deploy with their master and next to the RBT's to keep them and the dragon inside the ring's range.1 unit of dark riders + the unit of harpies in front of them to block LoS to them.
My lord has his armour save, regeneration + a reverse ward. Any spells cast at him miscast on doubles. The dragon blocks LoS to the RBT's
The trees block LoS to my dark riders. Likely, his shooting will be focused on my dragon. This will allow my dark riders to move forward and fire at his units freely. He will have to move towards me as I've got a shooting and reliability advantage.
My first round of shooting will go into eliminating a doomwheel + possibly wounding the other. the dragon will charge forward to either finish off that doomwheel if it's moved close enough, or make his way to my opponents lord while avoiding getting bogged.
Cold ones will move forward while just maintaining the 12" to my RBT's so Esco continues to miscast on doubles. Dark riders to work on reducing skaven numbers. Unit of dark riders in front of cold ones + harpies to move out of the way and be ready for the gutter runners.
Hopefully by the end of my turn 2 my dragon will be behind his lines and his doomwheels dead. Even my dark riders can help against the skaven CC when it eventually reaches me. S4 with hatred is still decent. There is no way I should get charged first as my whole army is much faster and more maneuverable.
With enough softening from shooting and mutli charges from cold one knights and dark riders + support from the RBT's and the dragon I should be able to break through this!
Good luck Esco, may the best list win!
VOTING ENDS IN 48 HOURS, SO GET VOTING!
Good luck both of you,
Regards,
http://i134.photobucket.com/albums/...r Maps/17_knight_on_the_town.jpg?t=1243930128
Esco Thomson (Army 1):
Grey Seer - 540 (General) SPELLS: (Plague) 6, 5, 2, 1,
. . . . Screaming Bell
. . . . 2 x Dispel Scroll
. . . . Power Stone
. . . . Skalm
Plague Priest - 339 SPELLS: (Plague) 4, 5
. . . . Plague Furnace
. . . . Shadow Magnet Trinket
. . . . Portents of Verminous Doom
Warlock Engineer - 150 SPELLS: (Ruin) 4, Warp Lighting
. . . . Doomrocket
. . . . Warp-Energy Condenser
30 x Clanrats - 202
. . Musician, Standard Bearer, Shields
. . . . Doom-Flayer Weapon Team
5 x Giant Rats - 23
. . . . 1 x Packmaster
5 x Giant Rats - 23
. . . . 1 x Packmaster
5 x Giant Rats - 23
. . . . 1 x Packmaster
5 x Giant Rats - 23
. . . . 1 x Packmaster
16 x Giant Rats - 89
. . . . 1 Master Moulder
. . . . 1 x Packmaster
16 x Giant Rats - 89
. . . . 1 Master Moulder
. . . . 1 x Packmaster
21 x Clanrat Slaves - 44
. . Musician
21 x Clanrat Slaves - 44
. . Musician
21 x Clanrat Slaves - 44
. . Musician
28 x Plague Monks - 271
. . Champion, Musician, Standard Bearer
. . . . 1 Storm Banner
7 x Plague Censer Bearers - 112
7 x Plague Censer Bearers - 112
6 x Gutter Runners - 72
Doomwheel - 150
Doomwheel - 150
It's the final countdown!...
So this is where it is at...Should be a good match, that is for sure. Dark Elf list has looked tough and strong all VW long. Best of luck to Glavas, and congratulations on making it this far.
Deployment
Glavas will most likely have to clump his forces down in the bottom right hand corner. There appears to be some room on the far left and minimal spacing between forces, but it doesn't really leave him the best of fire lanes for his whopping 4 RBT's...
I have 16 deployments and scouts, compared to the hearty 12 of the Dark Elf Force. It isn't a glaring difference, but the difference will allow me to save the Furnace, Screaming Bell, and Doomwheel deployments for more choice locations.
Gutter Runners will attempt to be scouting in one of the two forests available, whichever allows a better vantage point for War Machine hunting, or if that fails, general march blocking and harassment.
The three units of Slaves will deploy on the line, starting flush to the ruins on the right, leaving about an inch gap between the units. Directly behind the one closest to the ruins, the Furnace unit will deploy. The Bell will follow suit next to the Furnace, with one unit of Plague Censer Bearers to either side(one will be behind the Furnace as well). Two of the smaller Giant Rat packs will start on the line in the gaps of the ruins. Next to the Slaves, one large Giant Rat pack will be on the line, followed by a Doomwheel, a small Giant Rat pack, the other Doomwheel, and the last large Giant Rat pack and smaller pack.
Shooting
Glavas has an awful lot of shooting in his list, thankfully I have the first turn, the Stormbanner, and superior numbers here. 30 Repeater Crossbows, and 4 Repeater Bolt Throwers. Stormbanner really mucks up the effectiveness of the crossbows, as WITHOUT moving firing twice is already at a 6, long range, moving, or charging can up this to a 7 and above... The RBT's don't suffer from moving, and have a larger range, but even so will have their effectiveness reduced.
My shooting will be focused around the Doomwheel lightning seeking out the Dragon. If he decides to spread out the Dragon onto the left flank, I will be in a good position, if not, I will try to go up and use the forest to screen the advance, along with the rat packs. If the RBT's cluster up, the Doomrocket will take aim in order to eliminate the crew, if not, a pack or two Dark Riders/Harpies will suffice.
Combat
Cold One Knights hit hard ont he charge, but not hard enough to break through my unbreakable blocks, not even with combined charges. The issue is the lack of attacks, and weakened strength after the first round. Leaving them in prime territory to be counter attacked. Plague Censer Bearers function INSANELY well in this match up, having the punch to negate the armor, in addition to the fumes which elves hate so much. Furnace unit in general will mow over any unit in combat here.
I just don't see how he is going to be able to get through the unbreakable blocks and survive the ensuing counter attacks, if he is even able to get in to them. At most he can charge with two knight blocks, or a block and the dragon, and it won't be enough I am afraid.
Magic
Not much will be going on here while the ring is on the table, especially if he deploys as clustered as the map would appear to force. If opportunity does shine, or once the ring is gone, it will be magical dominance on my side.
Other
Hatred is such a double edged sword here, as I can race the giant rats, and slaves up near and/or into combat, and force the overrun to allow for better board position/counter charges. The Bell has a fairly common result here, which spells quite the issue for War Machines as well, so there is actually the possibility of having them toppled over before long. The Stormbanner itself is worthy of another consideration, as it can last for several turns, in which I can close the gap.
Overview
The plan will be to basically run at my opponent here, if he does not occupy the left flank at all, I will utilize a "sweeping door" style advance, if he does, I will detach the smaller flank at go forward. Shooting will be mostly neutralized for the advance, and my superior cannon fodder will soak up the important casualties. The only real punch to worry about here is the Dragon Lord, which is rough, but can be managed after the initial charge. If he makes it there.
Overall the Stormbanner is really going to hurt such a focused list. With no flying, and terrible shooting my numbers will arrive mostly intact, and able to hold his charges, and simply counter charge, and overwhelm him.
Glavas (Army 2):
Dreadlord
Black dragon
Deathpiercer
Armor of Eternal Servitude
Pendant of Kaeleth
Seadragon cloak
Master
Cold one
Crimson death
Ring of Hotek
Heavy Armour
Seadragon cloak
Sorceress SPELLS: 1
Dark steed
Dispel scroll
Dispel scroll
Core
Dark riders x 5
Repeater Xbows
Musician
Dark riders x 5
Repeater Xbows
Musician
Dark riders x 5
Repeater Xbows
Musician
Dark riders x 5
Repeater Xbows
Musician
Dark riders x 5
Repeater Xbows
Musician
Dark riders x 5
Repeater Xbows
Musician
Harpies x 5
Special
Cold one knights x 5
Musician
Cold one knights x 5
Musician
Cold one knights x 6
Musician
Rare
Reaper Bolt thrower
Reaper Bolt thrower
Reaper Bolt thrower
Reaper Bolt thrower
Tactics?
I'm gonna be straight forward and say that this is a difficult match up for me because I'm going second. I'm going to do something a bit unorthodox here.
I have a huge advantage in fire power. Especially considering his frail armour. My cold one knights will hurt him on close combat and the dragon here is nothing short of unstoppable if played correctly.
I will deploy all but 1 unit of dark riders behind those trees. In the botton right hand corner will deploy my 4 RBT's. In front of them will be the dragon.
The cold one knights will deploy with their master and next to the RBT's to keep them and the dragon inside the ring's range.1 unit of dark riders + the unit of harpies in front of them to block LoS to them.
My lord has his armour save, regeneration + a reverse ward. Any spells cast at him miscast on doubles. The dragon blocks LoS to the RBT's
The trees block LoS to my dark riders. Likely, his shooting will be focused on my dragon. This will allow my dark riders to move forward and fire at his units freely. He will have to move towards me as I've got a shooting and reliability advantage.
My first round of shooting will go into eliminating a doomwheel + possibly wounding the other. the dragon will charge forward to either finish off that doomwheel if it's moved close enough, or make his way to my opponents lord while avoiding getting bogged.
Cold ones will move forward while just maintaining the 12" to my RBT's so Esco continues to miscast on doubles. Dark riders to work on reducing skaven numbers. Unit of dark riders in front of cold ones + harpies to move out of the way and be ready for the gutter runners.
Hopefully by the end of my turn 2 my dragon will be behind his lines and his doomwheels dead. Even my dark riders can help against the skaven CC when it eventually reaches me. S4 with hatred is still decent. There is no way I should get charged first as my whole army is much faster and more maneuverable.
With enough softening from shooting and mutli charges from cold one knights and dark riders + support from the RBT's and the dragon I should be able to break through this!
Good luck Esco, may the best list win!
VOTING ENDS IN 48 HOURS, SO GET VOTING!
Good luck both of you,
Regards,