VW Round 5: THE FINAL! Itza Korconqua (The Mighty Host of Itza) vs SomethingWicked - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 9 of 9
  1. #1
    Keeper of Records and Ale King Ulrik Flamebeard's Avatar
    Join Date
    May 2003
    Location
    Leeds, Yorkshire
    Age
    36
    Posts
    10,982
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1372 (x8)

    Round 5: THE FINAL! Itza Korconqua (The Mighty Host of Itza) vs SomethingWicked

    Scenario: Battle for the Pass
    Map:
    [IMG]http://img42.imageshack.us/img42/8169/img003yg.jpg[/IMG]
    Top Deployment: Polaria
    First Turn: Kroxigor
    ****************************

    Kroxigor

    Spells Rolled in order:
    Slann - Loremaster
    lvl 1 - 1

    Itza Korconqua (The Mighty Host of Itza)

    Kor Tehe Tli-Qu Slann Mage Priest – Level 4, Beasts, Focus of Mystery, Focused Ruminations, Becalming Cogitation, Unfathomable Presence, Cupped Hands of the Old Ones, BSB (Rampager’s Standard) 550

    Qutli Skink Priest – Level 1, Heavens, Dispel Scroll 90
    Xili-Gar Scar Veteran – Burning Blade of Chotec, cold one, shield, light armour 138
    Itza-Gar Scar Veteran – Gold Sigil Sword, Ironcurse Icon, cold one, shield, light armour 133
    Loq-Gar Scar Veteran – great weapon, light armour, 96
    Lot-Gar Scar Veteran – great weapon, light armour, 96
    Gor-Gar Scar Veteran – great weapon, light armour, 96
    Boq-Gar Scar Veteran – great weapon, light armour, 96

    Skink Skirmishers – 10
    Skink Skirmishers – 10
    Skink Skirmishers – 10
    Saurus Warriors – 20, standard, musician 238
    Saurus Warriors – 26, standard, musician 304

    Terradons – 3
    Terradons – 3
    Terradons – 3
    Chameleon Skinks – 5
    Chameleon Skinks – 5
    Chameleon Skinks – 5
    Temple Guard – 20, Standard Bearer (Huanchi’s Blessed Totem) 359

    Salamander hunting pack – 1 salamander, 3 skinks
    Salamander hunting pack – 1 salamander, 3 skinks
    Deployment and Tactics

    I am going for a safe defensive victory. My opponent’s only method of seriously harming me is Pit of Shades and Purple Sun cast at my Deathstar. With this in mind my Temple Guard will deploy on the left and only 12” from my board edge (and will attempt to stay 32”+ from wizards with Pit at all times). Becalming Cogitation, Dispel Scroll and Dispel attempts always have Purple Sun as highest priority.

    My opponent can’t be in range to cast Pit until his turn 3 (turn 4 with any kind of delaying).

    My Saurus will flank the deathstar (26 strong unit in centre).

    Salamanders will deploy behind the forests (Curse of Anraheir is amazing against my opponents huge blocks if he attacks into a forest).

    Chameleon skinks will deploy behind my opponent if possible. Skink Skirmishers deploy as far forward as possible. The ground skirmishers will be roughly evenly distributed in a line but they want to redeploy to try to slip through gaps (I can sacrifice 1 unit to give the others a free turn to slip past).

    Terradons will deploy in a line as far forward, vanguard, and attempt to move as far forward without being in charge arc of anything. Terradons look to Drop Rocks on any solo Shamans or in small units (drop rocks ignores the defences of a building, autohit is autohit).

    Poison goes at Giants and Razorgors. At 24” threat range my army puts out 69 poison shots (almost 2 dead giants a turn). Remember that I also get to shoot in my opponents movement phase if he charges (20 shot stand and shoot kills a Razorgor on average).

    Once the monsters are dead poison shots attempt to cause panic in blocks.

    My opponents army is woefully ill-equipped to chase/kill skirmishers so I expect to only lose them on purpose (redirection). I would prefer my deathstar to face off against his Ungors if redirection can make this possible.

    Once my opponent’s army is about to get into magic range I will rush forward, Becalm the Purple Sun and cast Pann’s Impenetrable Pelt. If I have the luxury of many power dice Savage Beasts as well. Then I will charge any unit in front of me (hopefully Ungors because the other units could use Mindrazor and wound on 5s).
    ********************************************************

    Polaria

    Spells Rolled in order:
    lv4 -1, 3, 4, 6
    l2 - 1, 6
    l2 - 3, 5
    l1 - 5

    SomethingWicked... (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
    Razorgor 55points
    Razorgor 55points
    Rare - 450points
    ”Jolly Blue” Giant 225points

    ”Gentle Blue” Giant 225points

    ARMY TOTAL: 3,000 points
    Deployment and Tactics

    Deployment:

    The great bray-shaman has Aspect of Dreadknight, Soulblight, Doom and Darkness and The Purple Sun of Xereus. The bray-shamans have Occam’s Mindrazor, Pit of Shades and three Miasmas. Skullhorn and lvl 2 will go with Headtakers. Devilhoof (BS and second lvl 2 go with Stomping Stags. Skull-Gave and Lvl 1 go with Black Band. Herdstone will be in the middle of the field. Big blocks will be in front and center all within BSB. Raider herds will be inside buildings behind the main army. Giants and Razorgor will be behind buildings and main army, with no LOS on enemy at first.

    Tactics:

    My plan revolves around denying the “easy points”, ruining his shooting with magic and slapping the Saurus blocks and Slannstar with magic and high strength. Wizards are bunkered inside the big blocks and all the Giants and Razorgors will hide behind the buildings and towers far, far back. The three big blocks will march forward and get into melee as soon as possible. Slannstar will be slapped preferably with high strength flaming attacks of the Bestigors and everyone else killed by Gors and Ungors. Running the blocks 5 wide will give me plenty of ranks and BSB nearby I should re-roll hits due to Primal Fury constantly. I’ll drink from the Wyrding Well on the way to resurrect losses from shooting or to get Unbreakable.

    Pit of Shades and Purple Sun will be used early to demolish the Saurus blocks and/or Slannstar. Occam’s Mindrazor and Soulblight will be used after that to get some extra oomph for slapping the Saurus blocks and Slannstar in melee. I will use Miasmas to drop Skink and Chameleon Skinks BS and Chalice of Dark Rain to ruin their first round of shooting when they come to blowpipe range.

    The Giants and Razorgor will play hide and seek in the back, keeping out of range but if anything slips through to my backfield the Raiders will put arrows into them from the safety of the buildings while the monsters line up for charge.

    If my opponent holds back and tries to handle the big blocks with shooting, I will still push forwards and use the extra turn for more drinks from the Well for 2D6 resurrected models or permanent Unbreakable while he gets his BS lowered with Miasmas and his blocks devoured by Pit of Shades and Purple Suns.
    ********************************************

    As always please vote for the best tactics and list for the scenario. Your votes must be in BOLD or UNDERLINED to be counted. Comments are welcomed for your reasoning.

    Best of luck to the two FINALISTS!!



    Kuffy


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    LO Zealot rothgar13's Avatar
    Join Date
    Jan 2011
    Age
    30
    Posts
    1,532
    Mentioned
    11 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputation
    140 (x5)

    Well, I'm going to go with Something Wicked, and the reason why is because while the Mighty Host of Itza has few weaknesses, they are notable ones, and Something Wicked is well suited to pick at them repeatedly. I-test-or-die will take big bites out of the Saurus units and "de-fang" them, and then the sheer numbers of the Beastmen will take over. As a Beastmen player that has fought Lizardmen before, I can tell you that barring the Slann winning the buff war against the Herdstone cluster, Saurus fall to Beastmen (including if both sides cancel each other out). If I-test-or-dies do their thing, it doesn't even matter what the Slann does - those Saurus are going down. The main thing that Something Wicked fears from the Lizard side is all that Poisoned shooting, and the short range combined with the susceptibility to Miasma spam takes care of that. Moreover, the Slann doesn't even have a big-boy Lore - Beasts is OK, but it's maybe the 4th-best Lore Lizardmen can take.
    Last edited by rothgar13; April 7th, 2013 at 01:53.
    "The best defense is a good offense." -Gen. George S. Patton

    My philosophy on gaming, courtesy of Herm Edwards.

  4. #3
    Senior Member Blackheart's Avatar
    Join Date
    Apr 2011
    Location
    Long Island, New York.
    Age
    42
    Posts
    815
    Mentioned
    18 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    115 (x3)

    I have to go with Something Wicked.

    It seems we are talking a war of attrition. Poison blow pipes vs purple sun and miasma. I got with Shadow and Death over poison blow pipes. I'd also like to know how the Suaras are going to pull off a flank attack on anyone when they're outnumbered in regards to CC.

    Had the Slann taken a more useful lore I think the handbags would have had a better shot at the W.
    I will drink your milk shake! I will drink it up!
    I just bought my wife a mini-van, the gods of Chaos have nothing on reality.

  5. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  6. #4
    Oh No! Not Him Again! Non Marine Player's Avatar
    Join Date
    Apr 2009
    Location
    Littleton, UK
    Posts
    779
    Mentioned
    5 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputation
    94 (x2)

    This is a tough one to call. Kroxigor has shooting that will devastate the Giants and chaff of the Beastmen, leaving him free reign to essentially pick and choose his combats, which will be vital. Whilst Polaria has a plan to save VPs from these units, a secondary tactic is provided, and unarmoured Gors do not appreciate poisoned shooting. As well as this, he has a deathstar that, when fully buffed, will take a Bestigor horde to the face and slap it around whilst taking little damage in return (T8 front rank is T8, S6 not good enough). He also gets the choice of nerfing 1 caster, anything with a purple sun or other particularly threatening spell can just be neutered. Salamanders will also be useful for spamming wounds onto the big hordes, there is a lot of potential damage from the Lizards.

    That said, assuming the Beasts can keep their Herdstone engine running (which will be difficult with Terradons running around), they will be able to push spells through. This and their combat dominance vs everything but Temple Guard (Higher WS and I, Hatred, multiple or high strength attacks) could very much swing things in their favour. The VP denial of the Giants and Pumbas, whilst possible to block Chameleon Skinks from scout deploying, leaves 2 very important units out of play which may prove vital. The Ungors should most likely be left to kill off chaff, as they're going to get munched by Saurus. Also, running the blocks 5 wide loses him the attacks he will need to win the combats, which may cost him again.

    To me, it looks like a Lizardmen victory. Superiority over range and with chaff will prove vital, as well as ways to nerf the enevitible nuke spell. Close call, but Lizardmen victory.

  7. #5
    Benevolent Dictator CaptainSarathai's Avatar
    Join Date
    Feb 2005
    Location
    inside your head
    Posts
    9,222
    Mentioned
    77 Post(s)
    Tagged
    2 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1480 (x8)

    Giving it to Kroxigor and his Lizardmen. I was back and forth on this for a while:

    1. Polaria may as well leave a good chunk of his army at home if he's not moving it up field to engage or otherwise pull its weight. That's never a good way to go - if you paid for it, put on the front lines and use it. Kroxi would be able to dictate the entire flow of the battle by having his own chaff units mixed in.

    2. But, when Kroxi is throwing his own chaff onto the spears, he's giving up VPs, which Polaria is also going to gain by throwing PurpleSun and Pit/Pendulum at the Lizzies in the magic phase. I-Tests wreck Lizardmen, and if Kroxi doesn't play to Polaria's hand and charge those big blocks, he's not going to get anything back from Kroxigor.

    3. However, Pit and Pendulum aren't all that great at killing whole units, which is what Polaria needs to do. So he's going to get the chaff at best, and still have to engage to get the Lizards. Purple Sun can be scary, but with the narrow battlefield, it's only going to hit from the front, one unit at a time. If the Lizards put all of their effort into stopping just Purple Sun, and use their own magic for buffs, and their chaff to set up flank charges and other advantageous situations, they're going to rip apart the Beastmen.
    I think the game will look like a Beastman victory up until maybe T4 or T5, when the Lizardmen get the Beasts in a position where they can charge them, and those charges start to hit home.

    Kroxigor takes the match.
    Pts Values for AoS here!

    Nippon Armybook: Isuu, Scribd, and free at Google Docs

  8. #6
    Senior Member
    Join Date
    Dec 2011
    Posts
    616
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    41 (x2)

    I'm going for Lizards for the reasons mentioned above, especially the fact that they can nerf the Lvl4 death caster (seriously, try to get off Purple Sun against becalming cogitation- it just ain't going to work well)
    They totally need to put Bagpipers in for the high elves.
    X amount of points- any army with a bagpiper in them wins automatically based on sheer awesomeness.

  9. #7
    Senior Member
    Join Date
    Aug 2006
    Location
    Montgomery, Illinois
    Age
    45
    Posts
    764
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputation
    80 (x2)

    I am voting for Lizardmen. I think they will win the chaff battle and with the frog being able to shut down one of the wizards I think the Beastmen will not have enough oomph to kill more points than the Lizzies can.

  10. #8
    i am da Wahhchief Digger's Avatar
    Join Date
    May 2009
    Location
    utrecht, Holland
    Age
    39
    Posts
    2,419
    Mentioned
    19 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputation
    320 (x8)

    oooh it's gonna be a photofinish!

    I hate fighting saurus with my gobbos. I think the herd is better equipped to take them out.

    Denying the Lizardmen VP by keeping the chaff hidden and going for the big fight seems quite unexpected and kroxi's tactics have no counter for it. I think SkullThorn and his 3 hordes are going to prevail.
    SomethingWicked Wins!!
    Eternal Newbie

    Warchief Diggah o da Bloodmoon Squiggahs

  11. #9
    Keeper of Records and Ale King Ulrik Flamebeard's Avatar
    Join Date
    May 2003
    Location
    Leeds, Yorkshire
    Age
    36
    Posts
    10,982
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1372 (x8)

    And so, we have a winner!!

    The Beastmen have fallen beneath the clawed feet and fists of the tropical Lizardmen. It was a close run match, with only a total of seven votes. As the dusts settles on the battlefield the Lizardmen have a total of 4 of those votes, just giving them the victory over the beasts of the woods.

    So, it is with final and great pleasure that I call this Vote War to an end and proclaim that the winner is:

    Itza Korconqua (The Mighty Host of Itza), led to victory by Kroxigor


    Congratulations and a nice shiny badge will be coming your way soon!




    Kuffy

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts