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Showing posts with label _VC-WE. Show all posts
Showing posts with label _VC-WE. Show all posts

Wednesday, 4 February 2009

Vampire Counts vs High Elves 2000 points

warhammer fantasy battle report :-

"...this gives me some serious concern, as those fell bats are a legit threat to my Mages"
(one of a number of tournament reports from a successful tournament commander)

source : warhammer.org.ukcredit : David L04-Feb-2009

[Edition 6 armies in battle]

The awesome Alamo GT took place this past weekend, Nov 3 and 4 in San Antonio Texas. The Alamo is held in a beer hall, so whenever you want a drink, you walk over to the window, pay your two bucks, and come back with your cup of beer. I don't drink, but I do feel this sets the tone perfectly. For even more fun, the organizers arranged a "beer wench" during game 2. She'll get the beer for you so you can keep playing. And she looks good in a short skirt. Again, setting the tone.

I've been playing High Elves for a while, and I really dislike the new book. (In short, I think Always Strike First for an entire army is extremely bad for the overall state of warhammer, and I think the slot changes are a poor decision). While I have a new Dwarf army, the High Elves deserved a last ride. I previously posted a report of a game against Rick Hoy, but I've been playing a similar army since the Chicago GT report.



High Elf Army list

Last Ride of the Silver Helms

Archmage, Staff of Solidity, dispel scroll, Amulet of the Purifying Flame, Seer
Mage, Silver Wand, Ring of Corin
Commander, BSB, mounted, Helm of Fortune, Sword of Might

5 Silver Helms
5 Silver Helms
5 Silver Helms
11 Silver Helms, full command, Banner of Ellyrion
this will be called "the big unit" while the other 3 are just "silver helms"

6 Dragon Princes, full command, Banner of Sorcery
2 chariots
5 Shadow Warriors
9 Shadow Warriors (bodyguard for Mages)

2 Eagles
2 RBTs

Yes, its a High Elf power list. Hopefully without being rude. I didn't feel at all bad about 9-11 power dice plus a bound spell after 7-9 plus a bound got matched or exceeded 4 times at Lonewolf. The big Silver Helm unit usually gets the BSB and can be used to pound medium strength enemies or flank nastier ones.

In deployment, my first 5 drops are the same. The little Silver Helms go in the middle and the extreme left and right. One eagle goes in each gap. That spreads my harassment units out so some of them will be in easy reach of the meatier enemies. The chariots usually go next somewhere in the middle third of the table and adjacent to each other. Dragon Princes tend to go on a flank where the enemy looks weaker and try to avoid combat for the first few turns.

3 HE armies showed up at Alamo. One played by fellow Houstonian Marlon roughly similar to mine, and another by Jason Johnson with a Prince on a Griffon and four chariots. No ranked infantry in any of them. *smirk*

Looking back, I seem to have acquired the task of stopping the Californians. 4 of 5 games were with members of Leadership 2, from Oakland California. There were roughly 10 of them at Alamo (out of 60 entrants). My first west coaster would be David Wiswell...




Vampire Counts Army List

Necrarch Lord, extra power dice, Sword of Might, 5+ ward, Book of Arkhan
Necromancer, black periapt
Wraith, Rod of Flaming Death

22 skeletons, light armour, banner, champion
4x25 zombies, banner
3x9 ghouls
2x5 dire wolves
3x6 fell bats

Essentially a zombie horde, with about as much casting power as I have (8 plus 2 bound). Can I kill them faster than he can raise them? That goal is aided massively by his spell rolls. The Necromancer gets the magic missile to go with the summon, but the Necrarch rolls 1,2,3 and is stuck with hand of dust (literally useless against me) and hellish vigour. Hellish vigour may sometimes be a good spell, but it won't help zombies get past 2+ armour saves.

I got good luck with spells rolls, as the little guy got Flames of the Phoenix. The Archmage of course also took High Magic, choosing Walk Between Idiots as the 4th spell and ACTUALLY CASTING IT DURING THE GAME!!!! (Perhaps the 2nd time that spell has ever mattered for me)

The scenario was a personal grudge. One of your characters picked an enemy model and set out to personally kill it. His Necrarch picked my BSB, my Archmage picked a fell bat. Turned out we didn't do this perfectly correctly, as we selected before deployment and were supposed to select afterwards. Didn't end up making a difference, both targets waded into the fray. Sure my BSB tried to stay the hell away from the Necrarch, but that had nothing to do with the scenario, it's just a good idea!


Deployment

I won the roll for table side and made him take the side with a big forest in the middle. In some ways I wanted the forest for my Mages (fell bat protection), but this made him split up his army, which increases the units outside his general's march radius. My BSB was the general, and VC have no shooting, so he deployed by himself towards the east, to give leadership to chariots on that side. If chariots and cavalry can pass fear tests to charge fell bats, the RBTs can keep shooting down stuff. Central to my plan was march blocking the Lord to keep him out of combat. There wasn't much manuevering room in the east, so I wanted to reduce the blocks some before charging. In the west, I thought I had a chance of achieving a flank charge on the wraith's unit. My big unit went in the west center, since it could deploy in the forest. One RBT took an eastern hill, the other a western forest.

On his side, the wraith is in the western zombie unit, the Necrarch deployed in the middle of the woods, and the Necromancer joined the skeletons just east of the woods. You can see his deployment in the turn 1 picture, except for a unit of wolves out on the extreme west (I also had Silver Helms on the extreme west).


Turn 1

I move up only slightly, sending the Eagles out a bit more.

Ring of Corin goes for the Necromancer and is dispelled (yet Derek rarely remembered to use the black periapt). Archmage shoots Fury of Khaine at fell bats, but it proves to be 24.25 inches and does nothing. Drain Magic is dispelled, then Flames of the Phoenix lights up the skeleton unit.

Shooting takes out 3 Direwolves and 3 Fell Bats, which makes my Eagles feel a bit better.



Derek charges his 2 wolves at an Eagle and his 3 fell bats at the other.
He then moves up slightly, mainly flying the targetted fell bats from behind the woods east. Necromancer leaves the flaming skeletons for the woods, Lord joins skeletons (despite the flames).

Rod of Flaming Death takes one out of my big unit, but they pass panic. I stopped one summon spell and the second provided some skeletons. He ignored Flames of the Phoenix.

Two Dire wolves miss and eagle kills both. Fell bats do a wound and Eagle does one in return for a draw there.

The west side



and the east side



Turn 2

Wanting them taken out, I send the purple chariot into the fell bats fighting an Eagle. Other Eagle jumps behind western zombies, as I forget they cannot march anyway because the general is too far away. Its still a good spot for the Eagle, since nothing can charge him and he can fly just about anywhere next turn. The western Silver Helms advance and angle inward, looking to flank the wraith's unit if he advances.

Magic has me drain magic the Necrarch, then light up western zombies.

The chariot crushes the fell bats, overrunning into the ghouls. The ghouls flee and the chariot overrun distance proves barely too big, hitting the forest by half an inch and killing itself. Oh well, maybe the ghouls won't rally.



My eastern eagle, just rescued from one unit of fell bats, now gets charged by more. As they will have numbers and a flank, I flee. His western dire wolves charge my Silver Helms in the flank. I think they are out and he isn't convinced he's in range, but when you can't march and are going that way anyway, might as well charge. Oops! The wolves are in range!

The ghouls rally and his units shuffle forward some more. The eastern fell bats fly back towards the center.

Rod of Flaming Death is saved by Silver Helm armour and his attempt to dispel Flames fails.

My Silver Helms are armoured against dire wolves and I kill one in return. While I don't like the formation shift, I decide to turn in the hopes of killing off the wolves in a timely manner.



Turn 3

I now attempt to declare two charges. The chariot into the fell bats (didn't we do this last turn?) and central Silver Helms into still burning zombies. Except both fear tests are failed. This gives me some serious concern, as those fell bats are a legit threat to my Mages. I also wanted to wipe out the zombie unit before he gets a chance to replenish it. To make things worse, the fleeing eagle fails to rally.
Eagle moves to march block his general, my other units do little. Except the Mages (march blocked by the fell bats) back up.

Flames burns the zombies down to just 5. He stops the ring of corin and magic missile at the fell bats, but then I light up the skeletons (and Necrarch) again. Shooting concentrates on the fell bats, and drops them to an injured 3.

Silver Helms and dire wolves whiff, popping another wolf on numbers and expanding back out to 5 wide. He removed the more western wolf, which will give the ghouls little frontage to engage.



His western ghouls charge the engaged Silver Helms. The central fell bats charge the fleeing eagle, who flees off the table.

Burning zombies back up, and the Necrach wanders forward. His eastern flank consolidates, the ghouls staying just back of the front zombie line so I cannot pull them in.

He dispel Flames of the Phoenix, but accomplished nothing else magically.

The charging ghouls cannot penetrate my armour, and the Silver Helms kill both wolves in return. This breaks the ghouls who are run down.



Turn 4

Preparation mostly done, time to kill the enemy. Central Silver Helms into 5 zombies. Chariot, BSB, Dragon Princes into zombie block. Everyone passes fear this time.

Plus the most interesting charge I've declared in a long time. My wizards and their bodyguard charge the nearby fell bats. My Archmage has a grudge against one of them, and I'm not certain of wiping them out with his magic missile, so I'll just pop them on combat resolution.

Eastern Silver Helms march up to far eastern zombie block to prevent them flanking the Dragon Princes. Western Silver Helms turn around. Eagle avoids getting charged by ghouls while still march blocking the Necrarch.

I unmake the Book of Arkhan and make the Archmage ethereal. My level 2 then tries to cast and miscasts, inflicting hits on everything in base contact. Which includes the Archmage!! Usually the skirmished bodyguard means this does nothing, but here my Archmage is most displeased. But I maxed Banner dice this turn, so I get Flames on the wraith's unit and many zombies burn.

In combat the central Silver Helms smash the last 5 zombies, taking the banner and overrunning away from a ghoul flank charge. The Archmage and friends kill one fell bat and the last remaining one fails to kill the level 2, so they pop on combat resolution. Objective achieved!

The chariot rolls poorly, but I kill enough zombies they don't even outnumber, so after combat resolution they will have only 1 rank bonus next turn.

The west side


and the east side



I didn't take anymore pictures after this, as it was pretty much done. My big unit ran over the wraith's unit. The eastern Silver Helms kept the unengaged zombies busy while the other zombies over there died. The Necrarch's unit got shot and magiced to death, with my finally taking shots at the lone Necrarch at the end. He survived the game with one wound remaining.

Victory for the Silver Helms and 20 battle points!

Wednesday, 5 November 2008

Lizardmen + Vampire Counts vs Wood Elves 1000 pts

Warhammer Fantasy Battle Report summary:-

2 Warhammer armies vs 1, watch that Gaze of Nagash ! (short, "slangy" and summarised)

source : battlereporter.freeforums.orgcredit : Zombie38836-Nov-2008


I take, 2 units of Zombies, Necro with all three spells, Scepte de Noirte, and Armour of the Night, Vampire w/ Sword that causes Terror, Black Periphat, Dark Acolyte, Avatar of Death.

Lizardmen: 2 Groups of Saurus, Scar Veteran, 3 Teryadons

Wood Elves: Eternal Guard, Glade Guard, Dryads, Mage, Wild Riders, Way Watchers.

Turn One:

Wood Elves: Wild Riders move around our flank under cover of woods. Glade Guard move to a hill and shoot three zombies. Way Watchers, (who using skirmish rules set up about 18" from our deployment zone inside the woods) take a pot shot at the Scar Veteran but fail to wound.

VC/LM (Vampire Counts / Lizardmen) : Scar Vet joins a unit of Saurus, and the unit wheels to meet the threat of Wild Riders to our flank. My Necro creates a unit of ten zombies to support this unit. Necro also adds six zombies to the unit that lost three. Terradons move back across the board away from Wild Riders toward enemy mage. TURN ONE HIGHLIGHT: Vampire casts Gaze of Nagash and completely wipes out the Way Watchers (Ed: ouch !). All other forces slowly move forward.

Turn Two:

Wood Elves: Her mage moves into position to try and hurt the Vampire with Fury of the Woods (I can't remember actual name of spell,) but it is dispelled. Wild Riders continue to demonstrate on our flank. She attempts to shoot my Necro with her Glade Guard, but thanks to Armour of the Night, fails to hit with all ten shots.

V to the C/Cold Bloods: Vampire attempts to Gaze of Nagash her mage, but it is dispelled. Scar Vet/Saurus move through difficult terrain to deal with Wild Riders, the group of created zombies with the aid of Van Hel's Danse Macabre move to support the Saurus. Six more zombies are added to the unit that was shot at earlier. All other units move forward. Terradons move halfway across the board and take cover near forest terrain, that blocks the line of sight of her Glade Guard.

Turn Three:

Woodies: Her mage is fearing for her life and moves behind some rubble, tries to use Fury of the Woods on Terradons. It is dispelled. She wheels her Wild Riders to face directly at the Saurus Warriors/Scar Vet, leaving her flank open to the zombies, (but they are out of charge range, and not within 12" of the Vamp.) She shoots the zombies and takes out three more. She side steps her Eternal Guard to support the Glade Guard who have about two turns to go before having to deal with Zombies/Saurus warriors.

Sexy Vamps/Cold as Ice Lizzies: Vamp moves to support Zombies threatening the Glade Guard and attempts Gaze of Nagash at the Eternal Guard, but she uses all of her dice to dispel it. Necromancer Creates a unit of zombies behind the Wild Riders, but fails the Van Hel's roll to get them to charge. Terradon's charge the Mage and deal one wound, then he uses hit and run to fall back to cover of the woods. All other forces move forward. Scar Vet/Saurus/Zombies are just out of charge range of the Wild Riders.

Turn Four

B'stard (ed: tut, tut) Elves: Glade Gaurd is no longer suffering from over half, so takes out seven zombies. She attempts to cast Fury of the Woods, but it is dispelled. Instead of charging the Scar Vet like we think she will, she uses the Wild Riders ability and marches 18" (through woods) back toward her main battle line. The Scar Vet/Saurus/Zombies can not catch up due to the terrain. (NOTE: She later said she did this cause she was afraid the Wild Riders might die. If she only knew how accidentally tacitcal she was, distracting half of our forces.) Dryads move in front of mage to protect.

Unluck/Slow Lizards: He detaches his Scar Vet and tries to catch up but fails. Necro heals six wounds on unit of zombies that has been shot at the entire game. All other forces move forward. Vamp tries Gaze of Nagash at Eternal Guard but miscasts. He loses a wound and a magic level and the spell he was trying to cast. Terradons regroup and take cover behind woods.

Turn Five:

Sons of Branches ! : Takes out a number of zombies with the Glade Guard, but still not under half. Eternal Guard and Dryads move into positions to charge on next turn. Wild Riders, had their flanks exposed to the second unit of zombies who spent the whole game moving across the board, so she wheels them and takes them behind her main battle line. Mage finally gets the Fury of the Woods off and takes out two of the three terradons, but he passes the leadership test and does not break.

Like seriously...wtf?/Why in the name of all things holy did you move your Saurus warriors through Difficult Terrain the whole game ? (ed: writer's note, not mine)

Zombies charge Glade Guard, but they pass their fear test. Terradon move behind the Eternal Guard. Scar Vet sniffs flowers in the woods (ed: lol). Second Unit of Zombies braces for Dryads. Vampire moves so that if the Necro can hit him with Danse Macabre, he can charge into the Glade Guard's flank, and cause Terror, spook them into the Eternal Gaurd. Before the Necro casts, the Vamp attempts Invocation of Nehek on the unit of zombies that charged. He rolls snake eyes, and dies thanks to the miscast chart. Due to the crumbling effects, the unit of zombies that charge is reduced to two ranks. The zombies bracing for Dryads loose two ranks. The unit of zombies that was created first is fine. The unit of zombies that were created behind the Wild Riders is completely destroyed. The charging zombies then loose another rank in combat, leaving only five measly zombies Only good thing--The one remaining Terradon throws a javelin and kills the mage (ed: the silver lining).

Turn Six:

Has won 270 Victory points by doing nothing: Eternal Guard charge remaining five zombies engaged with Glade Guard. Dryads charge other unit of zombies. Both units of zombies are destroyed.

A single Necro - "Trust me the Saurus will put a hurt on those Eternal Gaurd and hopefully make things a draw": In one last desperate attempt to squeeze out some victory points, he charges his last Terradon into the rear of the Glade Guard. He charges Saurus into the Eternal Guard. I create 12 zombies on the flank of the Glade Guard, one inch away. I roll an 8 on three dice to cast Van Hel's Danse Macabre to get them to charge, (which would have caused the Glade Guard to auto break, due to fear and being outnumbered and rank bounses and flank stuff...) She rolls a 9 to dispell on two dice. The Saurus warriors kill one Eternal Guard..."Trust in the strength of the Saurus, my ass" was muttered. The Terradon kills one Glade Guard, but looses Combat Resolution and breaks off the table.

However, because the Way Watchers were wiped out in the first turn, and the mage was javelined, and because zombies are dirt cheap, we manged a draw on Victory Points. Unbelievable.

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