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Note, the player listed first has the top deployment zone.
Map = 3. Desert Obelisk
First Turn = Adrian MalSeraph
Dark Elves
Dark Elf Highborn (General)
Heavy Armour, Shield
The Crimson Death
Dark Steed
196pts
Sorceress
Lvl 2
Darkstar Cloak
Dispel Scroll
175pts
Dark Elves Warriors (10)
Light Armour, Hand Weapon, Spear
70pts
Dark Elves Warriors (10)
Light Armour, Hand Weapon, Spear
70pts
Dark Elves Warriors (15)
Light Armour, Hand Weapon, Spear
Shields
120
Dark Elves Warriors (15)
Light Armour, Hand Weapon, Spear
Shields
120
Dark Elves Warriors (10)
Light Armour, Hand Weapon
Repeater Crossbows
110pts
Dark Elves Warriors (10)
Light Armour, Hand Weapon
Repeater Crossbows
110pts
Dark Riders (10)
Hand Weapon, Spear, Light Armour
Standard Bearer
194pts
Dark Riders (10)
Hand Weapon, Spear, Light Armour
Standard Bearer
194pts
Witch Elves (15)
Two Poisoned Hand Weapons
Hag
--Witchbrew
Musician
Standard Bearer
250pts
Witch Elves (15)
Two Poisoned Hand Weapons
Hag
--Witchbrew
Musician
Standard Bearer
250pts
Black Guard (10)
Halberd, Heavy Armour
Standard Bearer
Musician
180pts
Reaper Bolt Throwers (2)
200pts
Basic Tactics:
The Spearmen head the front and draw out the opponent's main attacking unit/force. As they get dragged down and beaten, the Witch Elves move in and mop up the squads with fresh numbers. The Crossbows provide some basic fire support to these units.
The Black Guard move in last to engage extremely tough opponents and bring down large threats.
The Dark Riders act as an obliquing force, giving the opponent more targets to worry about, drawing focus from one front or the other. The Highborn rides with them, providing extra power with his Magical weapon.
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Kazzad Dolvir's March of Vengeance
Glorel Delsten (Dwarf Lord)
Great weapon
Shield bearers
Rune of stone
Rune of resistance
Master rune of challenge
231 points
Urkral Dollyr (Thane)
BSB
Strollaz rune
Marvelous hat (rune of guarding)
175 points
Cohag Redforge (runesmith)
Shield
Rune of stone
Master rune of balance
127
Yurbir Durgak (runesmith)
Shield
Rune of stone
Spell breaker rune
102
Core
Redforge clan
Dwarf warriors [24] (Cohad's unit)
Full command
Shields
241 points
Durgak clan
Dwarf warriors [24] (Yurbir's unit)
Full command
Shields
241 points
The Valbek Regulars
Long beards [19] (Falent's unit)
Full command
Great weapons
Shields
Master rune of grungi
341 points
Durrak Clan
Dwarf Rangers [10]
Great weapons
Shields
Throwing axes
Champion
Musician
145 points
Special
The Bazdukr Brotherhood
Hammerers [18]
Full command
Shields
264 points
Big Brunhilda
grudge thrower
rune of accuracy
rune of burning
110 points
The wicked sisters
bolt thrower
rune of burning
engineer
65 points
bolt thrower
engineer
60 points
rare
the Grungbad special
flame cannon
total models in army 115 (4 of which are warmachines, 12 warmachine crew and 4 characters)
power pool – 2
dispel pool – 7 with 1 dice removed from the enemy power pool and 1 scroll.
shield bearers - +2 to armour, model becomes US3, 2 extra WS 5 S4 attacks. (note that shield bearers are not a true mount and the lord gains +2 strength as normal from his great weapon)
rune of stone - +1 to armour, a single rune of stone may be placed on any number of characters in the dwarf army. (case in point, runesmiths)
rune of resistance – re-roll failed armour saves.
Strollaz rune – all dwarf units within 12” may make a free move before the game starts, units count as moving in the first turn in regards to missile fire.
Rune of guarding – 5+ ward save
Master rune of balance - -1 from enemy power pool, +1 to dispel pool
Rune of spell breaking - dispel scroll
Master rune of grungi – 5+ ward save against shooting and magic missile attacks for all dwarf units within 6” of the standard.
Rune of accuracy – re-roll the scatter dice (5/9 chance of direct hit)
Rune of burning – warmachine causes flaming damage
Engineers – bolt throwers may use the engineers BS
Royal blood – hammerers joined by a dwarf lord are immune to fear and terror
Map = 3. Desert Obelisk
First Turn = Adrian MalSeraph
Dark Elves
Dark Elf Highborn (General)
Heavy Armour, Shield
The Crimson Death
Dark Steed
196pts
Sorceress
Lvl 2
Darkstar Cloak
Dispel Scroll
175pts
Dark Elves Warriors (10)
Light Armour, Hand Weapon, Spear
70pts
Dark Elves Warriors (10)
Light Armour, Hand Weapon, Spear
70pts
Dark Elves Warriors (15)
Light Armour, Hand Weapon, Spear
Shields
120
Dark Elves Warriors (15)
Light Armour, Hand Weapon, Spear
Shields
120
Dark Elves Warriors (10)
Light Armour, Hand Weapon
Repeater Crossbows
110pts
Dark Elves Warriors (10)
Light Armour, Hand Weapon
Repeater Crossbows
110pts
Dark Riders (10)
Hand Weapon, Spear, Light Armour
Standard Bearer
194pts
Dark Riders (10)
Hand Weapon, Spear, Light Armour
Standard Bearer
194pts
Witch Elves (15)
Two Poisoned Hand Weapons
Hag
--Witchbrew
Musician
Standard Bearer
250pts
Witch Elves (15)
Two Poisoned Hand Weapons
Hag
--Witchbrew
Musician
Standard Bearer
250pts
Black Guard (10)
Halberd, Heavy Armour
Standard Bearer
Musician
180pts
Reaper Bolt Throwers (2)
200pts
Basic Tactics:
The Spearmen head the front and draw out the opponent's main attacking unit/force. As they get dragged down and beaten, the Witch Elves move in and mop up the squads with fresh numbers. The Crossbows provide some basic fire support to these units.
The Black Guard move in last to engage extremely tough opponents and bring down large threats.
The Dark Riders act as an obliquing force, giving the opponent more targets to worry about, drawing focus from one front or the other. The Highborn rides with them, providing extra power with his Magical weapon.
-------------------------------------------------------------------------------------------------------
Kazzad Dolvir's March of Vengeance
Glorel Delsten (Dwarf Lord)
Great weapon
Shield bearers
Rune of stone
Rune of resistance
Master rune of challenge
231 points
Urkral Dollyr (Thane)
BSB
Strollaz rune
Marvelous hat (rune of guarding)
175 points
Cohag Redforge (runesmith)
Shield
Rune of stone
Master rune of balance
127
Yurbir Durgak (runesmith)
Shield
Rune of stone
Spell breaker rune
102
Core
Redforge clan
Dwarf warriors [24] (Cohad's unit)
Full command
Shields
241 points
Durgak clan
Dwarf warriors [24] (Yurbir's unit)
Full command
Shields
241 points
The Valbek Regulars
Long beards [19] (Falent's unit)
Full command
Great weapons
Shields
Master rune of grungi
341 points
Durrak Clan
Dwarf Rangers [10]
Great weapons
Shields
Throwing axes
Champion
Musician
145 points
Special
The Bazdukr Brotherhood
Hammerers [18]
Full command
Shields
264 points
Big Brunhilda
grudge thrower
rune of accuracy
rune of burning
110 points
The wicked sisters
bolt thrower
rune of burning
engineer
65 points
bolt thrower
engineer
60 points
rare
the Grungbad special
flame cannon
total models in army 115 (4 of which are warmachines, 12 warmachine crew and 4 characters)
power pool – 2
dispel pool – 7 with 1 dice removed from the enemy power pool and 1 scroll.
shield bearers - +2 to armour, model becomes US3, 2 extra WS 5 S4 attacks. (note that shield bearers are not a true mount and the lord gains +2 strength as normal from his great weapon)
rune of stone - +1 to armour, a single rune of stone may be placed on any number of characters in the dwarf army. (case in point, runesmiths)
rune of resistance – re-roll failed armour saves.
Strollaz rune – all dwarf units within 12” may make a free move before the game starts, units count as moving in the first turn in regards to missile fire.
Rune of guarding – 5+ ward save
Master rune of balance - -1 from enemy power pool, +1 to dispel pool
Rune of spell breaking - dispel scroll
Master rune of grungi – 5+ ward save against shooting and magic missile attacks for all dwarf units within 6” of the standard.
Rune of accuracy – re-roll the scatter dice (5/9 chance of direct hit)
Rune of burning – warmachine causes flaming damage
Engineers – bolt throwers may use the engineers BS
Royal blood – hammerers joined by a dwarf lord are immune to fear and terror