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Round 3
Scenario: Blood And Glory
Map: ImageShack® - Online Photo and Video Hosting
Top Deployment: Non Marine Player
First Turn: Polaria
*****************
Player: Polaria
List:
Spells:
lv4 -2, 2, 3, 6
l2 - 1, 4
l2 - 5, 6
l1 - 1
Player: Non Marine Player
List:
Spells:
lvl4 - 2, 3, 4, 6
lvl4 - 2, 5, 6, 6
lv2 - 6, 6
lvl2 - 1, 5
lvl 1 - 3
Deployment and Tactics:
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
Good luck!
Kuffy
Scenario: Blood And Glory
Map: ImageShack® - Online Photo and Video Hosting
Top Deployment: Non Marine Player
First Turn: Polaria
*****************
Player: Polaria
List:
Spells:
lv4 -2, 2, 3, 6
l2 - 1, 4
l2 - 5, 6
l1 - 1
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
Razorgor 55points
Razorgor 55points
Rare - 450points
”Jolly Blue” Giant 225points
”Gentle Blue” Giant 225points
ARMY TOTAL: 3,000 points
**************************Deployment & Tactics
Deployment: The big wizard Skull-gave will have Spirit Leech, The Caress of Laniph, Soulblight and The Purple Sun of Xereus. The shadow ones will go with The Pit of Shades, The Pendumbral Pendulum, Okkam’s Mindrazor and changing others for Miasmas. Skullhorn and one lvl 1 will go with Headtakers. Devilhoof (BSB) and second lvl 2 with Stomping Stags and Skull-Gave with Black Band. Lvl 2’s will go with tow Raider herds. Herdstone will be on the left flank, near the building with Raiders nearby. Big blocks will be on the center. Giants and Razorgor will on the right flank, on other side of the river.
Tactics: With Blood and Glory both armies break at 3 points and my opponent only has 4 points to begin with (2 from zombie banners and 2 from general), while I have 6 (3 from banners, 1 from BSB and 2 from general). Thus, I can afford to lose much more without breaking, while he only has to lose one zombie block, or the general, and the game is over at that moment. Thus, I will base my tactics purely around that, paying less attention to point values than normally.
On first turn Raiders (and wizards) will occupy the buildings near herdstone and everything else will start straight towards the enemy army. Wizards will use Miasma to slow his units (dropping M and I) and target the zombie blocks with Pit of Shades and Purple Sun. I only need to kill one measly block of zombies to win the game and with luck I could actually do it before even charging them. When the armies get closer to each other, the Black Band (boosted with Occam’s Mind Razor), Razorgors and Giants will take anything big and bad since I can afford to lose them easier. Bestigors and Gors go straight for the win, targeting the zombie units and taking one of them down for instant win.
My opponent has a lot of chaff to throw at me, some of which is actually quite tough, but I trust in my big blocks being able to keep their banners (and VPs) safe as the chaff can’t take away ranks. If need be I can always slow down the chaff by chipping their M away with Miasmas.
Player: Non Marine Player
List:
Spells:
lvl4 - 2, 3, 4, 6
lvl4 - 2, 5, 6, 6
lv2 - 6, 6
lvl2 - 1, 5
lvl 1 - 3
The Filth-Ridden Coven
Lords: 550
Coldar Krieg, Master Necromancer - Level 4, Arabyan Carpet - 250 (Death)
Manndred Volmar, Master Necromancer - Level 4, Talisman of Preservation, Black Periapt - 300 (Vampires, General)
Heroes: 490
Ludwig Von Battenhoff, Vampire - Level 2, Forbidden Lore (Beasts), Sword of Swift Slaying, Enchanted Shield, Heavy Armour - 199
Trastig Von BattenhoffVampire - Level 2, Forbidden Lore (Light), Sword of Might, Heavy Armour, Shield, Dragonhelm - 201
Jurgen Reigeson, Necromancer - Dispel Scroll - 90 (Vampires)
Core: 750
40 Ghouls - Ghast - 410
40 Zombies - Standard, Musician - 130
40 Zombies - Standard, Musician - 130
5 Dire Wolves - 40
5 Dire Wolves - 40
Special: 756
6 Vargheists - 276
6 Vargheists - 276
2 Fell Bats - 32
2 Fell Bats - 32
2 Bat Swarms - 70
2 Bat Swarms - 70
Rare: 450
Terrorgheist - 225
Terrorgheist - 225
Deployment and Tactics:
****************************************************************Spells Confirmed:
Level 4 Death - Spirit Leech, Soulblight, Doom and Darkness, Purple Sun
Level 4 Vampires - Invocation of Nehek, Vanhel's Dance Macabre, Hellish Vigour, Curse of Years
Level 2 Beasts - Wyssan's Wildform, Curse of Anraheir
Level 2 Light - Pha's Protection, Banishment
Level 1 Vampires - Gaze of Nagash
I clearly have the disadvantage here in terms of Fortitude. In fact, I didn't notice that if I lose a single Banner I lose, otherwise I would've changed my list. But no matter, it's not impossible. On a positive note all of the offensive elements of my force cannot give away Fortitude, and I will have enough chaff to pick and choose my fights.
Deployment:
Characters - Vampires in Ghouls, General in Zombies, Level 1 Necro in other.
Unit of Zombies with Level 1 Necro will deploy behind building with river to it's right, providing cover from charges and a building in which to hide should I need it.
Ghoul Horde deployed centrally between watchtower and Sigmarite Shrine. These guys will have to be doing my heavy lifting, getting buffed and wading through to grab banners.
Each Vargheist unit will be deployed opposite a Giant, on Mathhammer averages, these guys cause 7 wounds to one before it gets to strike, so I can deal with these and then work on flank charging to extract Fortitude.
Terrorgheists deploy so that they can scream down Pumbas and then support Ghouls/protect Zombie units/scream at Bestigors.
Fell Bats to deploy adjacent to Herdstone, so they can work on ending the PD advantage, and then they can charge block, Dire Wolves to that from the start.
General's Zombie unit to deploy behind ghouls, as will flying Necromancer, who will fly about to hex units in combat with ghouls (Hopefully D&D will confirm breaks even on steadfast units) and throw out Purple Sun.
Bat Swarms are to engage Gors when Ghouls do, to cut down their retaliating attacks.
Whilst he has PD dominance, I can get through some spells of my own in my own magic phase. Multiple buffs may not be possible, however Doom and Darkness will be very important for all combats, nerfing Ld for Primal Fury, Fear, Death Shrieks and, if the combat goes my way, break tests. Vargheists can engage Ungor horde if necessary. Terrorgheists shall be screaming into combats or at Bestigors should there be none. Work through the easier to extract Fortitude first if possible. General will increase unit size/replace casualties when I have the dice to do so. Priority is causing damage to the hordes so they are easier to break/scream to death. The multiple -1 to hit spells I rolled will also come in use, whether Fear tests are failed or not.
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
Good luck!
Kuffy