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my partner and I made use of the following list
Alter Noble, Helm of the hunt, Hailof Doom Arrow, light armout, sheild - 158
Glade Gaurd x 10 - 120
Glade Gaurd x 10 - 120
Glade Riders x 5 - 129 (musician)
Dryads x 8 - 96
Wardancers x 5 - 90
Treeman - 285
Sorceress, Level 2, Darkstar Cloak - 160
Sorceress, Level 2, Dispel Scroll - 160
Corsairs x15 w/Champion and standard of the sea serpent (frenzy) - 195
Black Gaurd x 12 w/ Champ and Standard of Hag Graef (always strike First) - 219
Harpies x 6 - 66
RBT - 100
RBT - 100
I'm not sure on the spesifics of the other team, but here is what I remember.
Two caster mummy things
2 units of skelital archers
Two vampires, varghoul, two units of skelital warriors
This was a test-game for all concerned; my partner and I needed some practice/insight with using out team, and our opponents are runningthe tournament and wanted to test some combinations they were considering dissallowing. WS 7 bone giant?
The game was fought with the king of the hill as primary objective, with ending units in the enemy's deployment zone the secondary objective.
the game got pretty nasty. the Vampire had a silly amount of magic with the TK adding to the pile, we offered some small resistance, but we wereat their will.
we set up and started things off uneventfully. They had a block of their units sent down the midle with the vargoul and the bone giant holding respective flanks. The vargoul just flew around the obsticals and charged in on one of the RBT, crushing it instantly. It proceeded to charge into the black gaurd, going after the socreress contained within, eating her alive but not able to survice the black gaurd onslaught.
On the other side of the batle, the bone giant squared off against the alter kin, treeman, and glade riders. We danced around for a turn until a unit ofskelitons got within charge range of the dryads and glade riders. Made a big dent, but set up the bone giant for a counter charge, whoe wiped out the glade riders in one go, and overan into a wood, where the treeman jumped him with treesiging and 10 strangleroot hits at S5. tooke him down to a single wound, and was finished by the remainging bolthrower.
In the center, the wardancers ran/surfed up tochage the skelital archers in turn 3, after the Glade gaurd and RBT had put the hurt on them some. Wardancers killed all but 1 with combat res, and got countercharged by the skelital warriors behind them. there were alot of zombies poppin up everywhere, and not much could be done about it. the corsairs frenzied into a big unit, and shot off a soulsealer from the sorc inside, and cut up the unit really fast. unfortunatly, they overran into a nasty situationt, andgot hit in the front and the back.
The harpies acted as a shield, snuck around to the other side of the board, and got blown away by some spell.
All around, a crushing defeat, but a great time for all. we have decided to make a few alterations to the list for another play run. I'm going to add another character, I'm debating on which one to add aswell. We are also thinking more wardancers, and 1 level 4 sorceress insted of 2 lvl 2's.
In the hands of a veteran, TK are the most efficient army out there. VC are naturally the most powerful army out there (as an understatement) and for the two of them to be paired is inhumane. Firstly if you don't dispel a TK Incantation it gets AutoPass, so you'll want to save a load for him, and then the VC will have a good handful of Power Dice, and you'll want the majority of your dice for him. In fact, there are so many issues about that being an unfair match that I don't even have time to go on!
Glad you had fun though!
We did a similar game a few weeks ago HE+WE and TK+VC although we gave each player 2000 points so that each team was 4000. We decided that each army's magic could not affect thier team mate's to avoid things like the WS 7 bone giant ;P and the TK extra move in the magic phase for the Vamps (which would be sooooo broken).
The Wood Elves brought the item that let them reroll dispel dice so they got to stop a bunch of little things like Zombie rez and the King/Prince magics but TK brought the casket for the -1 to enemy casting and a Liche High Priest for 3d6 twice, the vampires had the book of Dancing and one wiz rolled Dance so the elves simply had too many things they needed 2 or 3 dice to dispel. They had to use 3 dispel scrolls in turn one just to stop most of our magic.
TK scale up really well over 2000 but at the 1000 point limit of your game you should be able to challenge them as they will have about 300+ points tied up in thier manditory 2 characters. Glad you had fun and I think you could beat them next time (provided the magic stays unique to each army).
War Record Since Sept 2005
Old Codex 48-20-9 Dark Eldar
New Codex 1-0-0 Dark Eldar
It is a pretty silly combination, and they were deciding how to balance out the team work.
The game was alot of fun, and was an excellent learning experience regarding tactics and stratagy.
We are talking about how we could have more effeciently delt with this situation, and we believe that we should focus more into targeting characters and taking them out quickly. We are going to playtest some combinations, such as assasins and 2 alter nobles. We are also adjusting the balance of core troop choices