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Top Deployment: CaptainSarathai
First Turn: Polaria
lv4 -3, 3, 4, 5
l2 - 3, 6
l2 - 1, 6
l1 - 3
Deployment and TacticsSomethingWicked... (3000 points)
Lord – 478points
General ”Skullhorn” Beastlord,Armour of Silvered Steel,
Talisman of Preservation, Additional Hand Weapon 243points
Great Bray Shaman “Skull-Gave” – Lore of Death; Lvl 4 294points
Pelt of Shadowgave, Jagged Dagger,Additional Hand Weapon
Heroes - 589 points
Wargor “Stronghoof” Battle Standard Bearer, Gnarled Hide, 204 points
Heavy Armor (3+ armor), Beast Banner
Bray Shaman “One-Eye” – Lore of Shadows; lvl 2, Shard of Herdstone 160 points
Bray Shaman “Devilhoof” – Lore of Shadows, lvl 2, Chalice of Dark Rain 150points
Bray Shaman “Ramsmight” – Lore of Shadows 75 points
Core - 746 points
Gor Herd “Stomping Stags” 401points
• 47 Gors , Full Command, Additional Hand Weapons
Ungor RaiderHerd 30points
• 5 Ungor Raiders
UngorRaider Herd 30points
• 5 Ungor Raiders
Ungor Herd ”Black Band” 285 points
• 54 Ungor , Full Command
Special - 678 points
Bestigor Herd “Headtakers” 568 points
• 44 Bestigors, Full Command , Banner of Eternal Flame
Rare - 450points
”Jolly Blue” Giant 225points
”Gentle Blue” Giant 225points
ARMY TOTAL: 3,000 points
The great bray-shaman will have Soulblight, Doom and Darkness, The Fate of Bjuna and The Purple Sun of Xereus. The bray-shamans will go with two times Okkam’s Mindrazor and changing others for Miasmas. Skullhorn will go with Headtakers. Devilhoof (BS with Stomping Stags and Skull-Gave with Black Band. Lvl 2’s will go with two Raider herds. Herdstone will be on the right flank, near the Wizards tower with Raiders and wizards nearby and inside the tower. Big blocks will be on the center. Giants and Razorgor will on the left flank. Both will be deployed as much front as possible to reach enemy early.
With first turn mine my plan is quite simple. On first turn everything but the wizards and raiders around Herdstone will go forward to get good positions for early charges. I will use Chalice of Dark Rain early to ruin his first round of shooting and should thus be in very good condition and suffer only few losses for coming melee combats. In combat Empire troops have the advantage of armour saves, but I have better stat lines on most of my blocks. Gors have T4 and with BSB S4 against his Swordsmen T3/S3 and Bestigors have S&T4 against Greatswords 3’s. Also, due to Beastlords Manbane special bonus against Empire armies and BSB covering most units I can reroll Primal Fury rolls and thus should have constant rerolls on to-hits throughout the whole game. Using Miasmas to drop his WS and Soulblight to drop his S and T I can turn those small advantages to wholesale murder. If I manage to sneak in Okkam’s Mindrazor to turn the otherwise modest Ungors into murder-machines, then so much better.
I see big points in his Knights and Greatswords so, if possible, Knights will be targeted by Bestigors and Greatswords by either Gors or Mindrazored Ungors. Fate of Bjuna can be used to snipe characters and Miasma (drop Initiative) and Purple Sun can kill whole units if opportunity for that comes. Pigs and Giants will either hunt down any straggling small units or join to help in bigger melees to earn some points while keeping their own safe from shooting. If I seem to hit a tarpit from Steadfast ranks, I’ll drop the opposing unit Ld with Doom and Darkness to force it fail the morale check.
Lvl4 - 1, 2, 3, 5
Lector Alvar Crowell's New Era ArmyHere's my entry for the Votewar. Wound up going with Empire in the end. List as follows:
Lector Alvar Crowell
Shield, War Altar, Armor of Destiny
L4 Wizard (lore of Metal)
Talisman of Preservation, Van Horstman’s Speculum, Channeling Staff
Empire Captain, BSB
Shield, Armor of Fortune, Warrior Bane
Barded Steed, Heavy Armor, Spellshield, Talisman of Endurance
14 Inner Circle Knights
Full Command, Banner of Flame
w/ Musician, Standardbearer
w/ Full Command
Deployment and Tactics
Spells: SearingDoom, EnchBlades, GlitRobe, Transmutation of Lead
Blades is my go-to spell for the +1s to hit. Once battle is joined, Glittering Robes will come into play. Searing Doom is there for early strong magic phases, to add some damage - once combat is joined I'll switch to Transmutation on any strong phases. Prayers bounce between Hammer (Reroll Hits/Wounds) and Shield (5+ ward) in combat.
The Outiders will only Vanguard if he has Shamans on their own and in easy reach - they're quick and easy victory points that way. Otherwise, they'll move forward and towards the center slightly for range, and then target Giants and Bestigors.
Xbows stay put, targeting Razorgors, Raiders, and Gors.
Greatswords advance to defend Blazing Barricade, which inflicts S4 hits on any charging enemy in contact with it. Hopefully, they will also pin the enemy within the radius of the Sinister Statue, which has a 50% of inflicting another D6 S4 hits. Obviously I won't let my regiments into that space (marked on map), although I’ll pursue a fleeing enemy into that zone.
Swordsmen advance to between the barricades, defending the GS's flank and pinning anything which charges them into the radius of the Statue.
STank advances to cover the flank of the Swordsmen and defend the Barricade. Targets the Giants, Razorgors, and characters.
Knights work their way past trees and make a flank charge or drive to the back field to clear out targets there.
A 2++ Ward against spells should keep the WAltar alive, but he’ll advance to fill gaps, countercharge, and cover flanks as needed.
I think I was dealt a very solid defensive position which will punish him for getting into combat with my regiments. Once they're in, I think I can go toe-to-toe with whatever survives to fight my blocks.
Please vote for which list you believe will do the best. Explanations are not required, but are a good idea. The two owners of the list are not allowed to post in their own battle. Please put all voting in either BOLD or UNDERLINE