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Discussion Starter · #1 ·
Map = 2. Ruins

First Turn = SWAT

The Daemon Dogs of Deathly Disembowelment

Chaos Lord 377
Mark of Khorne;
steed; Barding
Berserker Sword
Armour of Damnation
Gaze of the Gods
Shield

5 Chosen Chaos Knights of Khorne 305
Champion
Musc

6 Chaos Knights of Khorne 278
Champion
Musc

6 Chaos Knights of Khorne 278
Champion
Musc

6 Chaos Knights of Khorne 278
Champion
Musc

6 Chaos Knights of Khorne 278
Champion
Musc

5 Warhounds

5 Warhounds

5 Marauder Cav 81
Flails
Musc

5 Marauder Cav 81
Flails
Musc

Spawn Khorne

Spawn Khorne

5 Furies

Total - 2241
PD - 2

DD - 8

Berserker Sword – Model adds number of attacks equal to the Unit strength of models in base contact / 2

Armour of Damnation – Enemy must reroll successful attacks against bearer

Gaze of the Gods – 4+ ward. If the model flees he is turned into a spawn

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Wood Elves

Findul, Lord of the Piney Glen. Findul rides a long-time ally of the Wood Elves, the noble Great Eagle Bene-Talus. Findul wields a spear, the Enchanted Shield, light armor, the Bow of Loren, and the Arcane Bodkins, which pass with eldritch ease through the strongest armor.

Osage the Many-Thorned, Branchwraith of Athel Loren. Osage has dwelled far longer than any Asrai in the shadowed woods of Athel Loren. Only Drycha does she fear. She wields a cluster of malevolents and uses the Lore of Athel Loren. Level 1 wizard.

Teddril Kel-Isha, Spellsinger of the Piney Glen. Teddril serves Lord Findul as a liasion to Osage and the other forest spirits. He wields two dispel scrolls and uses the Lore of Athel Loren. Level 1 wizard.

Thalis Arahain, Scout of the Piney Glen. Thalis serves Lord Findul by leading his cohorts on scouting expeditions. None know the hidden paths and groves of the Piney Glen better than Thalis. He wields the Hail of Doom Arrow, light armour and shield

Lord Findul's Bowmen
10 Glade Guard with musician

10 Glade Guard with musician

10 Glade Guard

Thalis's Scouts
7 Glade Guard Scouts with musician

Riders of the Piney Glen
6 Glade Riders with musician

Handmaidens of Osage
8 Dryads

8 Dryads

Worshippers of Loec
7 Wardancers with musician

7 Wardancers with musician

The Spears of Kurnous
6 Wild Riders with Wild Hunter, musician, standard bearer, and War Banner

The Perilous Pines
3 Treekin

Bena-Talus Great Eagle. Bena follows her mate Bene-Talus into battle, a loyal in death as in life.

Hail of Doom Arrow: One use only. Fires 3D6 magical arrows

Bow of Loren: Model may fire as many arrows as they have attacks

Cluster of Malevolence: 6” range. D6 str 2 poisoned shots that hit on 4+ (may stand and shoot)

Arcane Bodkins: Arrows ignore armour saves
 

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Daughter of Man
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251 Posts
Crappy matchup for khorne.

The mobility and LD of WE will allow them to fully control the battlefield.


Wood Elves
 

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Master of the Crab Women
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Wood Elves will dominate here. There will be all manner of flank charges and baiting going on here. Of course there is the highborn with arcane bodkins...
 

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/botnobot/
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12,489 Posts
Okay, here goes.

Just look at that lovely hill! Making things better, my free wood will be placed to bottleneck his advance between the existing woods and the ruin. The terrain along with my free wood will work to my advantage as my skirmishers can dart back and forth threw them and only allow some of units through at a time. Scouts will deploy in the ruins if possible or the far woods. The scouting noble will use his HoDA early to hopefully eliminate a spawn or some fast cav. Marchblocking early with them will help a lot, too.

Shooters will deploy back, probably about 8.5-9" to allow for an extra round of shooting and in two ranks to fit the most I can on the hill. The first rounds of shooting will deal with the distracting units, per my usual strategy. First, I'll target the Marauders and second the Warhounds.

One trick I like to use against these sorts of armies is when hounds and fast cav are used to screen the frenzied knights. I'll kill all but one or two of the hounds, move to the next unit and kill all but one or two so that the knights remain blocked from charging. That buys me another round of maneuvering.

The Highborn will target the unit of chosen knights. I assume they escort the lord. First off, they are worth more than the regular knights, and second, there are fewer of them. That means I can kill them more quickly with the bodkins and get more points, exposing the general. If I get lucky, one good round of bodkins on the general (needing 6's to wound--not easy but not impossible) will drop him.

The Eagle and Glade Riders will lead frenzied units in awkward directions whenever possible. The archers will serve as bait, also--they've always been expendable in the end. By the time they need to flee and escape/be run down, they should have caused enough damage with their shooting to allow me to hit flanks and get tandem charges on the knights.

I should be able to kill off enough of the army, claim quarters, and perhaps slay the general that I can pull out a victory.

Also, I always attempt to preserve points by sheletering my characters. The general represents almost 300 vps that I rarely lose, and in this game, there's no reason for him to join a combat. The spellsinger usually survives, too. Keeping points intact will deny him VPs.



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852 Posts
Posting before tactics, I see?

Well, as we all know my main tactic of run up and charge, that's not worth to be said.

My sheer ammount of DD will take out any of his magic, with ease. My knights, upon making any contact with his panzy elves, will utterly crush them in combat. My lord and his unit will run through anything on the board, most likely, and just keep hitting home until there is nothing left. The rest of my army will try and out maneuver the panzies and try to grab a flank where ever one possibly opens up, to try and break his whole line. The spawn and Marauders will make it their priority to hit his archers, and break them, and the Hounds will tie up any shooting that comes at my knights.

Really, there isn't much to say when it comes to this army, as it is a little self explanitory.

-J
 

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kinkeh secks pl0x?!
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420 Posts
frenzy seems like the decider in this game and like the other's i am going to have to vote for Wood Elves.

Baiting and failed charges will be play a large part in this game and with the bottleneck between the two original forests i cant see Khorne lasting too long.
 

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King of Librarium's Tombs
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7,143 Posts
Hmm, with the first turn im going to have to go against the flow here somewhat. The Khorne can be redirected easily etc, but i cant honestly see the Elves claiming much in terms of Vpts from Kills. Whereas even one Knight, if Flanked, can dish out some pain. Then there are the Chaos support units to consider, they will be able to hassle the WE nicely. Victory to Chaos.
 

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Senior Member
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453 Posts
I'm gonna go with Wood Elves. As long as the elves move properly they'll run circles around the knights, march blocking them and goading them into charges.

When it comes time for the woodelves to charge in the Khorne chaps can't flee, so once again the manauverability is with the wooded ones.

Shooting will do more damage than you think against this army due to the march blocking that will be doing on too.
 

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Discussion Starter · #11 ·
Wood Elves.

Having paper thin armor matters not if you can't be caught. They are going to run circles around the frenzied chaos units, picking them off one by one. After that, go back and hide in the woods, rinse and repeat. The loss of magic won't even be that big of a factor.
 

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Woodies ftw. A skilled player such as Dave here will have no problems outmaneuvering the Khornate forces. If he had more Glade Riders, he would win hands down, as in, hteres not much Khorne can do.

Magic will be about as interesting as watching a sponge get placed in a full bathtub and watching it fill with water until it sinks, as what meagre impact the WE magic would have will be void anyways due to heaps of DD.

The BoL and Arcane Bodkins will combine well to pick off Knight after Knight, while massed firepower will mean easy VPs in Marauder Cavalry, spawn, warhounds and eventually the remaining Knights.

Plus, the WRs have the longest charge range in the game, which will work in Daves favour, even if marginally.

-AFG
 

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In the end, the chaos army is going to struggle to catch the wood elves, and eventually all that shooting is going to tell. A lord that removes armour will see to that.

Wood elves will give chaos the run around here

ninja out
 

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/botnobot/
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Now 17% more helpful
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I don't have Waywatchers, just regular scouts.
My apologies. I have got my Wood elf armies muddled. But the point still stands that you would still win.

ninja out
 
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