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Showing posts with label zzSepulcher. Show all posts
Showing posts with label zzSepulcher. Show all posts

Friday, 12 June 2009

Tomb Kings vs Vampire Counts 2250 pts battle report

"The Blood Knights were the 2nd unit deployed by the Vampire Counts, on the flank. I figured I'd throw everything I had against them, since, I didn't know what Vlad was packing.. he intimidated me.. most special characters do."


(a nice round up of the Battle and food for thought for armies fighting the Vampire Counts)

source : z4.invisionfree.com/Khemricredit : Sepulcher12-June-2009


So I had my first encounter against the new VC. Despite the amount of VC players at the club, I had been actively trying NOT to go toe to toe with them. Mind you, I haven't read the VC book, (just skimmed through it) so I don't really know too many things about them other than the basics.

Alas, I couldn't run and hide forever and was asked by a VC player.. I hesitantly accepted, knowing I had nothing in my list to deal with the new tricks the VC get. I had to hope for the best.

Anyways the lists were as follows, 2250:

Tomb Kings 2250 pts army list

King with Cloak and Flail of Skulls, Collar
Priest with steed, 2 scrolls
Priest with steed, SoR
Heiro on foot with Jar

2 x 25 Archers, commands, 1 with BotUL
2 x 3 Chariots, banners, 1 with War Banner
6 Light Horsemen
5 Carrion
2 Scorpions
21 Tomb Guard, command, IotSE

Vampire Counts 2250 pts army list

Vlad Von Carstein: Spells 1, 4, 5 in Vampire Lore - went on foot with the Grave Guard.
Vampire Hero: Spell 1 in Vampire Lore, BSB, Walking Death (+1 CR) on Hellsteed with a lance, Drakenhof Banner (booooo!!!!) - went in the Blood Knight unit.

3 x 10 Ghouls
27 Grave Guard with Great Weapons
9 Blood Knights
3 x Bat Swarms

Upon first looking at this army I thought I was doomed. It was not too heavy on magic but it had 2 rock hard units, capable of being raised back... and me with nothing to deal with them, save my Scorpions and MAYBE Tomb Guard with their Killing Blow abilities. But I suppose I shouldn't complain.. some armies have nothing to deal with Regening 2+ armor save knights from hell.

Deployment:


The Blood Knights were the 2nd unit deployed by the VC, on the flank. I figured I'd throw everything I had against them, since, I didn't know what Vlad was packing.. he intimidated me.. most special characters do. So I loaded up my flank opposite his Knights, hoping to just do enough wounds to crumble his Blood Knights. Terrain played no part in this game, really.

I won the roll to go first. I advance my archers a few inches. Everything on my loaded flank moved about 5" up. My Carrion moved towards the middle of the field, but within Incantation range. In the magic phase I managed to move the Carrion - putting them along side the Blood Knights and march blocking 2/3's of his army. I also was able to Smite my archers who killed a Bat Swarm.. T2 is fun!

In the Shooting phase I killed another Bat Swarm and picked off 3 Grave Guard.


Top of 1:

VC turn he moved up everything a few inches, being marchblocked. His remaining Swarm flew forward its full 10". In his Magic phase he manages to raise his 3 Grave Guard back despite my efforts.

Bottom of 1:

Turn 2:

Now, this is probably where I made my biggest mistake. I don't know why but I charged my Carrion into his Blood Knights, thinking he'll beat me and then have to pursue me away from my battle line... except... Undead don't break....

I guess I was back in my Empire mode of thinking. Aside from that my 2 Scorpions charged his right most Ghoul block. My War Chariots moved up and faced his Grave Guard. Meanwhile my King flew behind his lines to try and do some damage. My Priest with the fast cav left his unit, to get into better positions for future magic phases.
In the magic phase - again thinking my Carrion would "break" I moved my King over behind the Bat Swarms. More Smiting saw the remaining Bat Swarm killed from bow fire, as well as a few Grave Guard. I also magic'd my War Chariots into his Ghoul block near his Grave Guard.

In Shooting, I dropped 4 Ghouls from his left most block and some more Grave Guard.
Combat I do nothing to his Knights who kill 2 birds, CR leaves a single Carrion there, holding them up for a turn (I guess a little good came of it..?). My War Chariots breeze through his Ghouls and overrun behind his lines. My 2 Scorpions only do 2 wounds, winning combat but keeping them pinned.

Top of 2:

VC half is again straightforward. Grave Guard turn around to face my War Chariots. Small Ghould block does as well. Magic is mostly nullified, 1 Raise attempt got through and 3 Grave Guard were brought back. In Combat my last Carrion died. My 2 Scorpions strike first and manage to kill all 6 remaining Ghouls... (what the heck.. I usualy only average 1 wound per scorpion).

Bottom of 2:

Turn 3:
I think here was another huge mistake. I underestimate the Blood Knights - being used to trouncing Brettonians knights. But these are no Brettonians... no....

I charged both Scorpions into his Knights' flank and my Chariot unit into his front. In hindsight I should've waited.. perhaps withdrawing and buying another turn. I manuevered my War Chariots behind his Knights hoping to magic them into his rear.. my King also flew over to possibly help out. In the Magic phase, both my Kings attempts to magic the War Chariots into the rear are stopped. I didn't roll higher than a 3 with my King for MWBD's.. *sigh*

In Shooting I pick off another 2 Ghouls and a couple more Grave Guard. (He rolled insanely well on armor saves).

In Combat I do a nice amount of wounds, but only 2 Knights are actually killed. Return attacks see 2 Chariots smashed apart - and combat res see's both Scorpions and remaining Chariot crumble..

Top of 3:

The VC have the option to charge my Light Horsemen or Tomb Guard. He opts for the TG. His Grave Guard wheel a bit to see my King, and his wounded Ghoul unit makes for the hills - literally. In magic his tries to bring back his Blood Knights but I make sure to stop the attempts. In combat his does a below average amount of wounds but still manages to win by alot and I'm down to 12 Grave Guard.

Bottom of 3:

Turn 4:
At this point, I'm at a loss what to do. I decide to just go for it and charge my War Chariots into his Blood Knights' rear.. just making it. I opted not to flank charge them with my Horsemen.. being that they're Horsemen.... I then decide to reform the nearest archer block and try to magic them in. My King again flies along side the Knights to try and magic himself in.

In the Magic phase he lets my King have it and he charges in. Next all my attempts to move the archer block are stopped - so I just try and raise the Tomb Guards back (upon closer inspection I decided the archers were outside of 8" which they turned out to be.) - I manage to return some models (via the Jar).

In shooting I don't do much as the Grave Guard are out of range for most of my archers.

In Combat, my Chariots whiff utterly doing nothing. His Knights swing at, and kill, 2 Chariots. My Tomb Guard failed to kill anything either. My King challenges and kills the Blood Knight champion, but barely. I still manage to lose by alot and my Chariots and King die (forgot the Curse). I'm down to 5 Tomb Guard and about to throw in the towel.

Top of 4:

The VC just move his Grave Guard closer to the Blood Knights, hills Ghouls keep heading to the hills. Magic is stopped. In Combat he just finishes off the remaining Tomb Guard.

Bottom of 4:

Turn 5:
No charges, just moved the archer block up some and moved my nearby Priests out of LOS. In Magic I get lucky and pick off a Knight with my SoR. And then magic my archer block into his Knights. Shooting sees a Grave Guard or 2 picked off. In combat I do horrible, as expected, and lose something like 13 Skeletons, losing another bunch to combat res. Another bad idea to throw them in there, but I was too angry at this point to care.

Top of 5:

VC half is just moping up. His Knight kill my remaing archers. I think he finally manages to raise a single Knight back as well.

[Ed. Vampire Counts beat Tomb Kings]

Afterthoughts - Yes.. a single unit destroyed 1400 points of my army, by themselves - and I charged pretty much everytime. I really don't want to whine.. but that's a little rough, wouldn't you say!?

My charges could've been better.. I could've bought my time and charge with my Tomb Guard and then all my Scorpions and Chariots.. it might've gone alot better. But I played best I could. While we were playing I felt I played well, making little mistakes - but looking back now I could've done better. Instead of charging with the Carrion I could've forced him to charge and redirect his Knights.. possibly flanking them in my turn. I feel the unit, however, is so stacked that no matter how well I played, he could just roll average and hack his way out of trouble. I took apart the rest of his army piecemeal but only garnered 600 victory points.

His Grave Guard was effectively out of the game.. I think next time, despite Vlad, I'm going all out on them. I shouldn't have focused on the Blood Knights. I'll also be taking a catapult in the future (once I buy the model) and so it will hopefully be able to deal with those Regening Knights.

As a side note, I think I'm done with the flying King combo. Had it been the Heiro flying around I think I might've gotten that crucial rear charge with my War Chariots.. plus the King seems to whiff when I really need him to excel. I'm just going to stick him back in the Tomb Guard.. but I might keep the Flail rather than taking a great weapon. His ability to fly around and threaten stuff with magic is cool - but he just hasn't pulled through for me. I suppose another game or 2.. but I doubt it'll change my mind towards keeping him.

Also, the Icon of the Sacred Eye hasn't been paying off. But then again I've been getting charged rather than charging.. so I'll think about keeping it or not after a couple more games.

Anyways thanks for reading.. I hope this helps with any future VC entanglements.

Edit: Just looked over the post and the top of turn 2 map is wrong. Forgive me, you'll have to use your imaginations there because I saved over the image already.

Thursday, 16 April 2009

Tomb Kings vs High Elves battle report 2250pts

warhammer fantasy battle report :-

"This game was very sloppy on both sides..."

with poor deployment and lots of mistakes, it sound like my kind of battle !
or rather I should I say, the kind of battle I usually fight
[Ed.]

source : z4.invisionfree.com/Khemricredit : Sepulcher16-Apr-2009


Hey again, everyone. As our club's 10 game season comes to a close, I find myself and the TK's at the #1 spot... woohoo! Anyway, since I had all 10 games in for the season I decided to change things up a bit and play a "fun" list rather than my normal competitive one. So last night while watching tv I sort of came up with a list that had alot of nasty little elements to it. Went up against a really cool High Elf guy who I'd never played before. Being that I never do anything but draw against HE's, I knew this would be a bloody game.. plus the fact I'd never played the list before... anyways, hope you enjoy. This game was very sloppy on both sides as you'll see.. we were both not being very competitive and joking around alot.. so..

2250 points Tomb Kings Army list

Liche High Priest - Jar, Cloak
Liche Priest - 2 Scrolls, steed
Liche Priest - Steed
Tomb Prince - Flail, Chariot, Chariot of Fire

25 Archers - command
10 Archers
5 Light Horsemen
17 Tomb Guard - Banner, Champion - deployed 6 wide
3 Chariots - Banner, Icon of the Sacred Eye
5 Carrion
4 Ushabti
1 Catapult
1 Bone Giant

So a couple anchor units with alot of hammers.. I didn't get to include all the trinkets I wanted.. points were very tight. Like my SoR, another scroll and some more Tomb Guard. Some more archers would've helped too.. and the BotUL. Oh and Scorpions! But you can't have it all...


2250 points High Elves Army list

Lord on Star Dragon - Lance, 2+ Rerollable armor save, 4+ Ward
Mage - Level 1 scroll caddy - took Lore of Light spell # 1

20 Spearmen - command
15 Spearmen - command
19 Swordmasters - command
20 White Lions - command
Tiranoc Chariot
Lion Chariot
2 Eagle Claw Bolt Throwers
2 Eagles

Deployment:



Terrain was randomized funny, 2 hills and a forest clumping up the left side.
His 2 Bolt Throwers were deployed on the hill, his White Lions (white) in front, along with an Eagle and the Lion Chariot. Next were the Swordmasters (blue) with level 1 in there. Another Eagle, 20 Spears, Tiranoc Chariot, 15 Spears and finally his Lord on Dragon.

From my left to right was Bone Giant (bad placement on my part), 4 Ushabti, 25 archers, Carrion behind them, my Tomb Guard, 10 more archers on the hill along with catapult. My chariot unit with prince and finally my light horsemen with priest. I had a priest join the catapult and the High Priest join the 25 archers. (I'll add them to the map next time).

High Elves win the roll and go first. His Dragon flies behind the nearby forest, everything else advances. Magic is stopped. Shooting he does single bolts at my Bone Giant, both hitting, wounding and doing 3 wounds a piece... one dead Bone Giant. (And once again I remember why not to bring the damn things.. if they don't let you down in combat they're getting their asses shot up.)

Top of 1:



My half of the turn. due to some poor deployment choices on my part I'd be fighting an uphill battle this game. It was all in fun though.. I didn't mind as were were laughing pretty much the entire game (making fun of the 40k and War Machine nerds).
Everything moved up a couple inches.. not wanting to get charged, my chariots moved and threatened anything that neared my lines with a flank charge. Carrion glided over for a potential magic charge into his Bolt Throwers. In the magic phase I move the chariots again.. giving them a better vantage point. My Catapult gets to shoot but doesn't hit anything. And finally my Carrion and able to charge (thanks to the Jar) but they fall just short... forgetting he deployed a few inches back.

Bottom of 1:



Turn 2:

The High Elves just advance a couple inches forward. The Lion Chariot turns around to face my Carrion. The Lord flies behind my Tomb Guard to breathe on them. Magic is stopped. In Shooting, 2 Carrion are killed by multishots from the Bolt Throwers, and a couple Guard are killed by the flame template.

Top of 2:



In my turn my Carrion charge the closest Bolt Thrower, my Prince's unit charges the 20 strong Spear block, and my Ushabti charge the Swordmasters. Should've charged the White Lions but at this point it was charge or be charged. My Tomb Guard spin around and face the dragon. In magic, I charge my Tomb Guard into the dragon. Next I get off a Smite - 4 attacks.. all on the Lord.. 2 hits... 2 sixes!!! One dead Elf Lord... a random stroke of luck see's the HE general gone. (Dragon passes reaction test) I also magic the nearby archers into the rear for added CR. Shooting puts a couple wounds on an Eagle. Catapult misses. In combat I don't scratch the dragon and lose a couple Tomb Guard, but the dragon fails his break test and runs.. my skeletons persue but can't catch him.. Tomb Guard hold tight. Carrion take a wound from the crew, but kill 1 in return and we tie combat.. Next my chariot kills a ton of Spear elves, loses a chariot in return and break the unit.. I pursue but they get away - however I clip the nearby Tiranoc Chariot. My Ushabti lose 2 models, kill a few in return and crumble a few more wounds. Barely hanging on.

Bottom of 2:



Turn 3:

No charges. His Lion chariot turns back around, his White Lions advance towards my archers. His 15 strong Spear tries to charge but fails the Fear test. Next, his Dragon rallies and faces my small archer block his Spearmen also rally and turn around. Magic is stopped. Shooting does nothing. In combat my last Ushabti is killed. My Prince wounds the Tiranoc chariot twice and it breaks - I persue and run it down, putting me close to the newly rallied Spears. My carrion somehow fail to kill the single crew member again and we tie.

Top of 3:



My turn, my chariots charge the Spearmen again. Tomb Guard turn around, Light Horsemen move closer to the hill. Magic is just a couple Smitings which kill an Eagle and fail to wound his Dragon. Shooting phase sees my catapult land a shot on his Swordsmasters kill 8, and again my archers can't wound his dragon. In combat I finally kill the last crew member. My Chariots do a number and completely wipe the Spearmen out (did like 10 impact wounds). They overrun off the board.

Bottom of 3:



Turn 4:

The Star Dragon and Lion chariot charge my big archer block. (Doh, didn't see that coming) Trapping my Heirophant in the combat. His White Lions were just out of range. His Swordmasters wheel towards my Tomb Guard. His remaining Spearmen sit tight, not sure what to do. He moves his last Eagle right in front of my Tomb Guard. Magic is stopped. Shooting kills another Carrion. Between the chariot and dragon, I lose alot of skeletons, and lose more to CR, but still manage to have a few left to raise.

Top of 4:



My turn, I charge the Carrion at the last Bolt Thrower and my Tomb Guard at his Eagle, who flees. My Chariots come back and move towards his Spearmen. My Light Horsemen move closer to them as well.. in case the Princes incantation doesn't go off. In magic I charge the chariot unit into the Spearmen rear. Everything else is directed towards raising archers, which I do - basically returning the unit to starting size. Shooting does nothing, catapult misfires and can't be fired for 2 turns. In combat, alot more skeletons die, as expected. My chariots crush his Spearmen to the man. My Carrion kill both crew members.

Bottom of 4:



Turn 5:

The White Lions finally make it into combat with my archers. Eagle rallies. Magic and Shooting do nothing. In combat he destroys the entire unit and CR kills my Heiro.

For my half I manuever the remaining Tomb Guard and chariots towards the Swordsmasters. In magic I charge them both in, manage to beat them, but he rolls snake eyes, ensuring a draw and keeping me from alot of VP's. At this point it was late so we called it. It was a draw in his favor [High Elves - Ed.] by about 20 points or so.

All in all a messy game with alot of mistakes, but it was fun nonetheless. I really had fun playing with the High Priest.. my magic phase was pretty much unstoppable... but there's several things I miss when I don't have a King. I really liked the chariot unit with Prince and +1 to hit banner.. I might consider doing it with my standard list.. although I'm not sure if I want to drop a Priest for a Prince. Catapult was fun - even though I only hit once with it. Guess I have to get better at guessing distances.

Thanks for reading

Monday, 16 February 2009

Daemons of Chaos vs Tomb Kings 2250 points

warhammer fantasy battle report :-

"His Herald on Disc flew behind my lines and put my Heiro in his sights..."
(slightly unbalanced battle, Daemons had 100pts less. Some game questions posed.)

source : z4.invisionfree.com/Khemricredit : Sepulcher16-Feb-2009


2250 pts Tomb Kings Army list

King with the Flail of Skulls, Cloak, Collar
Priest mounted on a steed with 2 scrolls
Priest mounted on a steed with SoR
Heiro on foot with Jar
2 x 25 Archers with command, 1 with BotUL [Ed. Banner of the Undead Legion]
2 x 3 Chariots, banners, 1 with War Banner
6 Light Horsemen
21 Tomb Guard with command, IotSE
2 Scorpions
5 Carrion


2150 pts Daemons of Chaos Army list (Hordes edition 6)

"Woah, no Thirster"
Herald of Khorne on mount with Str 7 flaming attacks (not sure what else)
Herald of Tzeentch on Disc with gift of "I know all spells" and Spell Breaker (Tzeentch lore)
Herald of Tzeentch BSB with flying gift and "I know all spells" (Tzeentch lore)
Herald of Tzeentch with flying gift and "I know all spells" (Beasts lore)

3 x 5 Hounds
Beast of Nurgle
3 Nurgling Bases
7-8 Furies
3 Bloodcrushers
3 x 10 Bloodletters

Terrain was just 2 hills and 2 forests, nice and simple. I set up, from left to right, my Scorpion (red), War Banner Chariots (red), Tomb Guard with King (blue), 25 Archers with Priest(red), Carrion behind (charcoal), BotUL Archers (yellow) with the Heiro behind (white), another Scorpion (yellow), more Chariots (purple), and lastly my Light Horsemen with Priest (purple).

Across from me, left to right, the Demons deployed 5 Hounds (green) 3 Crushers (orange) with Herald on mount (black), 10 Letters (blue), 7 Furies (yellow), 10 Letters (blue), Beasts lore Herald behind (pink) 5 more Hounds (green), Tzeentch Herald BSB behind (white), 5 Hounds (green), 10 Letters behind (blue) and Herald on Disc behind (red), 3 Nurgling swarms (neon green) and the Beast of Nurgle (pink).



Turn 1 went to me and I opted to go first, deciding I'd need as many shots I can get. Not wanting to be charged by the Hounds and Bloodcrushers on my left, I only moved that flank up a few inches. However, my King flew out of his unit and near the forest, ready to charge either his Crushers or Hounds next turn. Both Archer units moved up for range, with the Carrion moving in front, as well as my Scorpion. The right flank moved up, wary of the Beast of Nurgle. Magic saw me charge my Carrion into his Furies, move my right Chariots behind the nearby hill, as well as some Smiting bow shots, but he made all his wards. Shooting, the same thing happened, some more wounds to his Hounds but he made the wards.

Combat went horribly and I didn't even wound, but neither did he. I take a wound to Outnumber.

Top of turn 1:



For his half of the turn, his Letters charged my Carrion in the flank, everything else moved forward, my Carrion march-blocked half his units, so at least they did SOMETHING. His Crushers were marchblocked but his Herald who joined the unit was not in range, we weren't sure if he could leave the unit using his 14" or if he was march-blocked with his unit. We just played it as if he could leave the unit so he zoomed forward with the Hounds. The BSB Tzeentch Herald flew in behind the Crushers and he asked me if it had LOS to my King. I said yes. For making all those ward saves, his magic phase is very uneventful, failing to cast his basic spells, including a Beasts Cowers on my chariots (thankfully). However for his last spell, that Herald who he asked LOS about got an irresistible Bolt of Change on my King. NOOO!! He rolled 9 Str 5 Hits and down went my King, sigh. He did just the amount of wounds needed and then easily passed his Curse Ld test. The Bloodletters dropped a couple Carrion and CR crumbled the rest of my birds. Bad start for me.

Bottom of turn 1:



Turn 2

My left flank was getting nasty, he had 2 hammer units and a nasty hero zooming down the flank. I opted to do a sort of "break out" move with my War Chariots and Scorpion, so I sent them into the Crushers, being that they aren't as Tough as they used to be. Hoping to beat them, overrun, and marchblock for a turn. Also my other Scorpion charged the Hounds in front of it, although I wasn't expecting much. My other Chariot unit opted to not charge his Beast.. with Regen, Ward, and T5 I wasn't going to be doing much - so I moved them up on the hill ready to magic charge his Nurglings. My Light Horsemen moved near the board edge out of the Beasts 12" range and my Archers reformed into a block. Everything else stayed put.

His magic defense was pretty good and all I did was Smite the red Archer unit. But they did absolutely nothing. The magic charge into his Nurglings was stopped. Without my King to throw his spells around he could save his dice for my good stuff. My SoR put a wound on his Beast. In the shooting phase my red Archers tried again at the incoming Hounds and did an impressive 6 wounds. Potshots from the reformed block put another wound on a Hound. Everything else with a bow missed or failed to wound.

In combat, I DID NOT DO A SINGLE WOUND, with impact hits, crew, or a Scorpion. In return he smashed 2 chariots, and crumbled the last, leaving my Scorpion with a wound on it. In the Scorpion vs Hounds I did a wound which was saved and he did a couple, leaving it with 1 wound after CR. My luck went from bad to worse. At this point I knew I was in it for a tie, so I went for points.

Top of 2:



In his half of the turn things setup for charges next turn. His Herald on Disc flew behind my lines and put my Heiro in his sights, doh! His Nurglings charged my Chariots and his Beast pivoted to hit them next turn. In the middle was a general advance, with his Furies flying in behind his Letters and out of LOS to my shooting. His General (Khorne Herald) continued down the flanks and now threatened my Guard, also his BSB flew behind my lines for more annoying magic-ness.

His magic phase was again lack luster, karma for me rolling so poorly before, perhaps? He asked me if his Beast of Nurgle counted as a monster for Beast lore and I said why not. He mentioned the Demon book said nothing and that it was possibly just a large infantry model. We settled on that since it had 4 wounds he could call it a monster. Either way, GW better get a FAQ out (another question we had was if Crushers and hounds could be killing blowed, since they're US 2 but on bigger bases). He failed to cast the spell that would move his Beast into my chariots and lucky for me he didn't get an Irresistble Force on the magic missle targeting my Heiro and I scrolled it. That would've been devastating.

In combat his Nurglings did a single Poison but I managed to save it. I did 3 or 4 wounds in return and when he rolled for Instability the rest of his bases popped, fortunately for me. His Crushers and Hounds easily dispatched both my scorpions. I was losing hammer units fast!

Bottom of 2:



Turn 3

Seeing an opportunity for some points my now freed Chariots charged his Furies and JUST made it. My Light Horsemen moved towards his Disc Herald to harry it with some bow shots. My Guard moved a couple inches back.

In the magic phase I got Smiting off on the red Archer unit. Not sure if this is legal, but I split my shots, 5 at the 2 Hounds in the middle and the rest shot at the Hounds parked in front of the BotUL skeletons. I knocked a Hound off both units. I also Smited the Light Horsemen and did a wound to the Herald on Disc.. suprisingly they're only T3!

In the shooting phase I did another wound to the bigger Hound unit and finished off the last Hound in the middle.

Combat saw me kill every Fury and overrun into the rear of his Letters.

Top of 3:



In his half, he charged my BotUL block with his Hounds. Everything else just advanced. His Letters behind my chariots were a bit too far to get a charge in. His Beast and Beast Herald turned to face my Light Horsemen. His other two Heralds continued to fly behind my lines, meanwhile, his Khorne Herald just sat tight.

Magic was again nullified between my dice and another Scroll.

In the combat between my Archers and his Hounds we drew, but my musician tipped it for me, he lost a Hound to Instability. My impact hits and crew managed to drop 3 Letters and win by enough to see his unit sucked back into the warp, I opted not to overrun.

Bottom of 3:



Turn 4

Not much I could do this turn, just positioning. My Chariots could turn to either charge his Letter block or his Herald, I opted for the Herald (points) and turned my Chariots around to face him. My Light Horsemen moved away from the threatening Beast of Nurgle and reformed. I now tasked the unit to chase his Disc Herald. My Guard just braced themselves for the charges next turn, and my red Archers opted for 1 more round of shooting before I reformed.

In the magic phase I just managed to Smite said Archers, killing 2 Letters and completely forgetting about moving my Chariots into his Herald out in the open, ARG!
In Shooting I picked another 3 Letters off, getting me half points for the unit. I failed to get through the Disc Heralds 4+ Ward with my Horsemen shots.

In Combat his Hounds killed a few Skeletons but my static CR was enough to send the Hounds back to where they came from.

Top of 4:



His turn, his Herald and Hounds went into my Guard. His Crushers and Letters just moved towards my Archers as did his 1/2 unit of Letters. His Beast Herald flew away from my Chariots, sigh, and his Beast headed for my Horsemen again.

In the magic phase, he got 2 of his Boon of Tzeentch spells of (he gets D3 + 1 power dice) and I was looking at a nasty turn of pain. He got a magic missle off on my red Archers and dropped 6. But on his next attempt his miscast and ended the phase - also taking a wound (half points, woot!), WHEW! His plans again foiled to kill my Heiro and magic his Beasty into my Horsemen.

Combat was just a disgrace, without my King in the unit (as per usual), they took alot of casualties and did nothing in return. Losing more to CR.

Bottom of 4:



Turn 5

Well, with my chariots out of place, I could do nothing. I debated whether or not I should reform my red Archers and go help the Guard, but didn't think they'd add much to the combat. Instead they just moved backwards a bit, out of charge range. My Heiro moved to join the BotUL unit, which reformed into a shooting formation. My Horsemen moved after his Disc Herald and my Chariots just turned around.

In the magic phase I was completely stopped from doing anything, except raising a few Skeletons (via the Banner) to the BotUL Archers.

Shooting didn't do anything.

Combat sees all but 1 Guard killed, my champion.

Top of 5:



This ended up being the last turn as it was later than we thought. Nothing could charge so we just went straight to combat, where my last Tomb Guard was slaughtered.


Warhammer Battle Afterthoughts:

After doing VP's it turns out I managed to pull a draw out from that debacle. He was up by about 100 points. But to be fair he was playing a 2150 point list. Anyway, had I known that would've been my last turn I think I would've turned my Archers around and tried to grab some last minute VP's. T3, and only 2 wounds with a 4+ Ward.. they're definitely no Heralds of Nurgle!

I really enjoyed this game, the list was not OTT at all, yet very threatening and competitive, even without a Greater Demon. I'm a fan of 4 Heralds myself, so was pleased to see this kind of list. It was nice to actually have a player who could handle my magic phase for once! But again, my King was missing from the picture, his Incantations would've allowed some of the Priests to get their magic through. And oddly enough, I never got to use the Jar - but without my Heiro's ability to fly - he was never in a good position to use it.

Seeing as how my flying King combo got killed turn 1, I was't able to see if I liked him or not. My Heiro being unable to fly certainly hurt, so I'm still not sure if it's worth the sacrifice - I could mount him but that still wouldn't help much.
And I'm finding myself wanting a SSC in my list more and more, I just don't know what to drop for points. Any ideas from those of you who know my list? I'm thinking of maybe dropping the +1 to hit banner from the Guard for 50 pts and maybe the SoR, but I'm just not sure. Against this list a catapult would've been a huge threat.

My opponent asked me for suggestions on his list, I told him I liked it alot. He suggested getting a unit of Horrors for his Heralds to hide in, as well as a greater magic defense and offense, which I said would be nice. Overall though, I think it's solid. He played a great game, had everything gone normally, he would've had the game in the bag turn 2-3 by killing my Heiro. The dice were a big factor this game, both of us having horrible luck when we needed it most.

If you read this far, thanks!

Wednesday, 28 January 2009

Tomb Kings vs Wood Elves 2250 points

warhammer fantasy battle report :-

Ouch, a very nasty massacre ! (nicely summarised by turn/phase)

source : z4.invisionfree.com/Khemricredit : Sepulcher28-Jan-2009


Tomb Kings Army

King - Flail of Skulls, Cloak
Hiero - Jar, Scroll
Priest - Steed, SoR
Priest - Steed, 2 Scrolls

2 x 25 Archers - Command, 1 with BotUL
2 x 3 Chariots - Banners, 1 with War Banner
6 Light Horsemen
2 Scorpions
5 Carrion
21 Tomb Guard - Command, IotSE

Wood Elves Army

The Swiftleaf Vanguard

Calariel Swiftleaf - Lord on Pony, Bow, Spear, Light Armor, Shield, Harp (gave him and his unit a 5+ Ward)
Starys Swiftleaf - Noble on Stag, Bow, Spear, Magic Armor (Light Armor, gives Regen), Kindred allowing him to join Wild Riders.
Aryja Windsong - Level 2 mage with 2 scrolls and bow. Rolled the Regen spell and the spell that makes a unit cause Fear or Terror.

10 Glade Guard
3 x 10 Dryads
2 x 10 War Dancers
5 Wild Riders
30 Eternal Guard
6 Way Watchers

Terrain comprised of 2 small hills, 3 forests, and a small house. The Wood Elf deployment, from left to right was: A unit of Dryads, War Dancers behind, his Eternal Guard block with Lord and Mage in it, more Dryads, more War Dancers, his Glade Guard on the small hill, another unit of Dryads in front, and then his unit of 5 Wild Riders with accompanying hero on Stag on the flank. Last he setup his Way Watcher scouts nearby the forest.

My deployment, from left to right, is regular Chariot unit, War Banner Chariot unit, 6 Horsemen with Priest behind on the hill, 25 Archers with Priest, Tomb Guard with King, 25 Archers with BotUL and Heiro, Carrion behind, and a Scorpion to watch the flank. I burried my 2nd Scorpion near his Glade Guard in case the Carrion couldn't deal with them.

Deployment:



Calariel stood looking out at the mid day sun. "Beautiful" he thought. The snap of a small branch quickly moved his attention to his left. It was his brother, Starys, back from his scouting run with the Wild Riders. Giving a quick but respectful bow, Starys began his report.

"It looks as if the whisperings of the trees were right, brother. There is some sort of foul Undead host making it's way towards our land. Nothing good in their intent, I'm sure."

Calariel took pause for but a moment before ordering his vanguard to be assembled. He did not know what these Undead were up to, but he would not see his forests despoiled by their necromantic powers.
Calariel looked out towards the sun and then back at his brother, "We will try to stop them before they enter our forests - if we can not stop them, then we will fall back into the woods and ask the forest spirits for help." Calarield sighed, "Pray it does not come to that."



Turn 1:

I won the roll for 1st move and chose to take it, wanting to get as many shots in as possible before making it into combat with my ranked units. I advanced all my units up a few inches. My War Chariots advancing, ready to charge anything that got too close. My Scorpion went towards the right table edge, determined on holding up the Wild Riders on the flank. My Carrion flew up ahead of my Heiro ready to fly after his Glade Guard.

For Magic I attempted a few Smiting incantations and managed to draw out both scrolls. So I opened the Jar and charged his Glade Guard with my Carrion. He passed his Fear test and killed a bird with his Stand and Shoot.
Shooting was fruitless. Even though I advanced he had deployed a few inches behind his 12" line... clever.

In Combat my Carrion did an outstanding 5 wounds, taking 1 in return. The Glade Guard failed their break test and ran off the board. I persued but rolled a meager 5" - just enough to get them behind his small hill.



Aryja doubled over in pain as she was overcome by the 3 Liche Priests chanting in unison - they were too much for her, she would not be able to stop all of the foul magics moving the Undead. Calariel knew his forces were now at a disadvantage. He had to close on the Undead as fast as possible. What was left of his Archers were now falling back and were of no more use. Sounding his horn, the Elven vanguard advanced steadily under the hail of magically blessed arrows.

On the Elf half, everything moved forward as far as it could. A couple units were now marchblocked by my Carrion, giving me extra time to shoot them as they advanced. His Wild Riders went their full 18" and aligned themselves to charge my Archers next turn.

In Magic he made his Eternal Guard cause Fear - I was unable to dispel it on 3 dice.
Shooting didn't do much since all he had were his characters and Way Watchers. His Lord and Mage picked off 2 Skeletons and the few Way Watchers that had LOS also picked another 2 off.



Turn 2:

My Scorpion pops up this turn but misfires, allowing my opponent to put the token anywhere. He pops up behind my BotUL Archers near the board edge.
I declared a charge with my War Chariots into his Dryads, and my Scorpion on the flank at his Wild Riders.

For remaining moves I flew my King out towards the Wild Riders to hopefully magic move him into the combat. My normal Chariot unit moved out of LOS behind the building, ready for a flank charge next turn. My Carrion flew in just behind his Eternal Guard to march-block for another turn.

In the magic phase, he let my King charge himself into combat, opting to stop the bowshots. My SoR got through and killed 2 of his Dryads near the building. Smiting saw a few Eternal Guard dropped from mass bow fire. The Heiro did the same and the BotUL Archers dropped a single Dryad from the unit ahead of them.

Shooting phase I targeted his Way Watchers and killed 4, panicing the unit (love always hit on 5+). My BotUL Archers failed to kill more Dryads.

In combat, my King issued a challenge and his hero accepted. I made a mistake and didn't swing at the Stag - instead putting 1 wound on the hero which was Regen'd. His hero whiffs but the Stag puts a wound on my King! The Scorpion gets nothing, but his returning Wild Riders whiff as well. I lose by 2 and my King is hanging on by a thread. My War Chariots drop 8 of the 10 Dryads and the remaining 2 flee, I persue, catch them, and just manage to clip a War Dancer, so they line up to me. His Eternal Guard makes the Panic check.



Calariel was growing worried. The magics of the Liche Priests were too much for Aryja to handle alone and the Undead were running rampant across his lines. He had also lost sight of his brother Starys, who had led his unit around a forest on the far flank. Calariel prayed Starys was alright. His Scouts were falling back in a panic - the ranged weapons and magics from the Undead were proving deadly. His Elves had to close the gap! Blowing his horn once more the Elves made another rush towards the Undead ranks.

The Wood Elves start by charging his War Dancers at my Carrion. Everything else advanced half movement due to march blocking. His Dryads towards the middle decided to go help the Wild Riders and marched off in that direction. The Way Watchers failed to rally and continued running towards the table edge.

In magic, his mage didn't cast anything succesfully.

Shooting sees a couple more Archers killed from his 2 characters.

In combat, his War Dancers did the extra attack dance. Doing a whopping 30 attacks and wounding with 15! He overran towards the hill in his deployment zone.

My War Chariots butcher his other War Dancer unit, persuing and running the rest down. The persuit move putting me close to his overrunning War Dancers. Last, in the challenge, his hero and stag swing before me, but surprisingly (and very luckily) do no wounds. I wise up and swing at his mount, doing 3 wounds. (Correct me if I'm wrong but I counted it as 6 wounds for CR because I was in a challenge [overkill + Flail of Skulls]). The Scorpion does no wounds and his Wild Riders whiff as well. The unit loses by enough and they break, fleeing off the board, along with my King.



Turn 3:

My normal Chariots charged his exposed Dryads, hoping to blow through and hit the Eternal Guard on the flank. My King returned to the board and flew towards my War Chariots, who had repositioned to face the War Dancers (who were just out of LOS for a declared charge). My Scorpion retreated back to my deployment zone, while the other one moved up behind my Guard - who were also heading towards his Eternal Guard. My Horsemen moved a few inches back to be safe.

In the magic phase the King moved himself closer to the Chariots and further from the looming Dryads. He then tried to move the War Chariots but rolled a meager 1... (drat!) being dispelled easily and leaving the War Chariots vulnerable to a War Dancer charge. My Heiro healed up the Scorpion who had retreated back. And between the SoR and Smiting bow shots I did something like 17 wounds to his Eternal Guard, which he saved all but 2. Stupid Harp :(

Shooting phase was a bit better and 4 more Eternal Guard are dropped by Archers. The BotUL Archers drop 3 Dryads.

In combat my Chariots do a decent amount of wounds but he is spot on with his Wards, only losing 4 Dyrads. He does a wound in return and manages to pass the break test with his Lord nearby.



Caladriel glanced up at the sun as he had earlier in the day, but this time it was darkened by the constant hail of arrows raining down on his bodyguard. The magical harp he carried kept many of the arrows from finding a mark - Caladriel thankful he had brought it along. A few minutes earlier, one of his runners had reported that Starys failed to break through on the right flank and was now fleeing the field.

"We must break through the center!" Caladriel angrily shouted as he made one last push towards the Undead lines. His bodyguard followed suit, knowing that if they did not succeed here, they would have to fall back to the forests in defeat...


As expecting, his War Dancers charged my War Chariots and his Eternal Guard made a last ditch effort at my Archers. I hoped they'd tough it out and my Tomb Guard would be able to flank them in my turn. He finally rallies his fleeing Way Watchers. Lastly, his Dryads move in closer to my Scorpion.

His magic was again unable to get past my dispel dice. With no shooting we went into combat.

His Dryads did another wound to my Chariots who do a wound back. The Dryads hold again. His Eternal Guard and heros do an impressive amount of wounds and after the dust clears there are 8 Skeletons still fighting on. Meanwhile his War Dancers do the extra attack dance and do 6 wounds to my Chariots. I do a wound in return which gets saved and the last Chariot crumbles under the weight of numbers.



Turn 4:

I get greedy and charge my right flank Scorpion into his Dryads, thinking I could do a couple wounds. My King flew in to rejoin the Tomb Guard.

In the magic phase my King magic'd the Tomb Guard into the Eternal Guards flank. My nearby Priests focus on raising to the Archer unit, bring back 12.

Shooting sees my BotUL drop 3 War Dancers.

In combat I easily break the Eternal Guard who flee. My Guard catches them and scatters them to the wind. My Scorpion only does 1 wound and takes 1 in return, CR see it with just a single wound left. And without the Lord nearby his Dryads finally break and I run them down.



At this point my opponent opted to just end it. I told him to play out his turn, which consisted of him killing my wounded Scorpion, giving him a few more points.

Panting heavily, Caladriel looked back at the Undead army, who were giving chase as best they could through the thick forests. "Summon the forest spirits and ask for help against these Undead," Caladriel ordered his brother. "We were unable to do our duty and can not hold the line alone." Starys, eager to redeem himself, nodded grimly and rode off towards the thicker part of the forest. Great shame was brought to the Swiftleaf kindred this day and Caladriel vowed to redeem himself and his family name against the Undead - even if it cost him his life...


Afterthoughts:

Sooo, another game against Wood Elves but with a dramtically different result. The last game was against a very shooty list where I had my ass handed to me. While this certainly wasn't the hardest Wood Elf list out there (no Treemen and light shooting) it still had it's threats.

Ultimately though, it was just a bad match up for his army. It was primarily close combat orientated and didn't have alot to deal with my shooting. He played a great game though, and had his Eternal Guard been able to overrun past my Archers, he might've had a different ending.

This was a game where everything in my list performed with stellar results... except for my Scorpion... it seems I had terrible luck with those misfires, and if I don't bury them, they suck when I manage to get them into combat. But they have their purposes I suppose, plus they are only 170 points.. so I don't think I'll be dropping them. I did really enjoy the games where I played with 3, but I just can't see myself without Carrion or the Tomb Guard.

Anyways, if you read this far, thanks for reading! Hope you enjoyed it, Sepulcher.

Wednesday, 21 January 2009

Dwarfs vs Tomb Kings 2250 points

warhammer fantasy battle report :-

"Scorpion again fails to emerge !" [uh-oh. Ed.] (this battle reporter writes useful summaries)

source : z4.invisionfree.com/Khemricredit : Sepulcher21-Jan-2009

Another pitched battle at the local store. I wanted to give shooting a try so I revamped my list dramatically from the HE game.


Tomb Kings Army list

King with GW, Golden Ankhra, Brooch
Priest with steed and Staff of Ravening
Priest with steed and 2 Dispel Scrolls
Hiero with Jar and Cloak [Pink]

25 Archers with command and BotUL [Banner of Undead Legion] [Green] (Scroll caddy here)
25 Archers with command [Yellow]
3 Chariots with banner [Orange]
3 Chariots with banner and War Banner [Red]
7 Light Horsemen [Purple] (Staff priest here)

21 Tomb Guard with command and Icon of the Sacred Eye (+1 to hit) [Blue] (King in this unit)
2 Scorpions [Blast templates]
5 Carrion [Charcoal]


Dwarves Army list

Lord with shieldbearers (not sure of runes, it was WS 8, Str 7, 1+ armor 4+ Ward)
Runesmith with 3 scrolls (I believe Dwarves use a rune that's like Spell Breakers for demons)
Thane with BSB and Banner with +1 to CR within 12" (really nice banner)
Master Engineer

10 Thunderers [Blue]
21 Warriors with command [Blue]
21 Warriors with command [Yellow] (Thane here)
21 Longbeards [Green] (Runesmith here)
21 Hammerers [Red] (due to the Lord joining the unit it become immune to Terror/Fear, correct me if I'm wrong - they might be Ironbreakers)
3 Bolt Throwers [Gray] (all 3 had an Engineer upgrade)
1 Organ Gun [Black] (Master Engineer)



2 forests and 2 peaks (impassible terrain) for our randomly generated terrain. He set up heavily on the right and I put my fast elements on the left. Turn 1 went to me.


Turn 1

I moved up with my fast flank in an attempt to collapse his flank and get those valueable flank charges on his hero lead units. My Tomb Guard also shuffled up their 4". And the Carrion flew up ready to be magic'd into the Thunderers.
Both of the King's MWBD's were dispelled easily, as was the Staff. All 3 Liches tried to move a unit but were scrolled right off the bat. So I opened the Jar and charged the Carrion into his Thunderers. Productive magic phase for me as he used all his scrolls.

His Stand and Shoot put 1 wound on a Carrion.
My shooting saw no wounds done even with all my bowfire. (T4 and a 4+ armor save is tough to beat)

I whiffed in combat and did no wounds, he returns with 2 wounds and I lose another 3 from CR so I'm down to 2 models.



Added where I placed my Scorpions

In the Dwarf half no charges were declared. The Dwarf warriors near the Thunderers wheeled a bit to face the combat, but that was it for moving. In his shooting phase his Organ gun killed 4 Tomb Guard. All 3 Bolt Throwers also went for the Tomb Guard, only 2 hit, but came up double 1's for his To Wound roll, phew. With no magic we went straight to combat, where my birds whiffed (again) and his return wounds and combat res saw the Carrion crumble. What a disappointment.



Turn 2

The turn started with my right Scorpion failing to come up, and my left Scorpion misfiring on his Scatter roll. Ugh. So I'd have to weather another turn from those war machines.

I didn't declare any charges but continued shuffling my War Banner chariot unit into position to magic charge his Thunderers. My fast cav skirted further up the side to get into position to shoot his Thunderers. My Tomb Guard shuffled 2" to the left instead of continuing forward because I didn't want that Organ Gun to fry my unit.
Magic saw my Tomb King move his Guard unit further back and behind the peak so they were out of LOS from that cursed Organ Gun. My chariots managed to charge his Thunderers thanks to the Priest out on that flank. And lastly my green archers were able to shoot and managed to kill a Dwarf from the Warrior unit directly in front of it.

His Stand and Shoot put a wound on the chariots.

My shooting phase was sub-par as the green archers fired again and failed to wound. My yellow unit fired into his Lords unit (Red) and managed to pick 1 off.
Impact hits saw 6 Dwarves crushed and the crew and steeds another. The Thunderers auto-broke and were run down, putting my chariots out of LOS of the Warrior block. They easily passed their Panic check.



The hero led blocks began to move foward this turn, seeing I wasn't coming to him. His Warriors on the left wheeled a bit more to face my 2nd chariot unit still hanging around on the flanks.

His shooting began with his Organ Gun misfiring and blowing itself up! The remaining Bolt Throwers killed 3 from my Guard unit and a single skeleton from the yellow archers.



Turn 3

Scorpion again fails to emerge. More movement on my left flank. The orange chariot unit moved closer to the Warrior block and my War Banner unit turned around and moved along the Warriors' flanks to hopefully sandwich it next turn. My TG wheeled a bit to start heading towards midfield.

Magic saw a wound from my priest's Staff and 3 wounds from bowshots into his left Warrior unit. My Hiero raised 2 TG back to the Kings unit.
Shooting phase saw another Hammerer picked off from the yellow archers. So many bowshots so few wounds! Ugh.



His Warriors turn to face my War Banner unit, accepting the inevitable. His Longbeards and Hammerers continue forward while his right most Warrior unit holds tight.

Shooting sees a couple more skeletons picked off by Bolt Throwers.



Turn 4

Scorpion finally comes up, scatters a couple inches but is still able to charge the nearest Bolt Thrower. Both chariot units declared charges against his Warriors, he held. TG moved up a bit and my archers back slightly.

Magic sees my TG unit charging his Longbeards who hold. My Heiro tries to raise to the unit but is denied. I also reformed my green archer unit into a 5x5 block to go help the TG if needed (no more targets to shoot at anyways).

Shooting sees another 2 Hammerers die, slowly whittling away a rank bonus.

In combat my chariots crush enough Dwarves for them to auto-break. My War Banner unit persues and runs them down but my other unit tests and holds since I didn't want to risk them running into a forest. The persue roll puts me nicely behind the Longbeard unit for a charge next turn. In the TG combat he opts for HW and Shield. My King kills his unit champion in a challenge but his return attacks cause combat to be drawn. My scorpion does a wound and wins combat, breaking and catching his crew and hitting his 2nd Bolt Thrower.



His Hammerers charge my TG's flank and that's it. Shooting does nothing.

His Hammerers go with great weapons, making it easier for me. His Lord challenges and beats down my unit champion (I didn't wanna risk losing my King). My TG swing before his Longbeards and cut down a few (KB is wonderful). The rest of his guys manage another wound or two, and my King comes through with 4 wounds on his Longbeards. Combat sees me lose by 4, which isn't bad, considering. My scorpion manages to do a wound and break his crew, pursuing into the last Bolt Thrower.



Turn 5

I charge my War Banner chariots into his Longbeards rear. Everything else moves towards the middle of the board. My nearby archers reform into a combat block for a magic phase charge.

Magic sees my raise 6 TG much to the Dwarves chagrin and my archers are moved into his Hammerers flank.

My chariots annihilate about 7 Longbeards. His Lord beats my unit champion down in another challenge (he's getting tired of dying! ), while my King kills another 3 Longbeards. Combat res sees me win by about 10. His Longbeards run and are crossfired by my chariots, but his Hammerers stick around (Stubborn Ld 9). My Scorpion offs the last Bolt Thrower crew (again doing 1 wound) and persues them off the board.



His last turn he just jumps straight to combat. His Lord challenges again but since my King isn't in base to base I have to take it with my Archer champion. He's promptly incinerated. My TG manage 2 wounds, his attacks back kill a Skeleton. I again beat him but he holds again. And that was that. We totalled up points and it was a 1200 to 300 victory in my favor (we don't add VPs for banners and such).

Afterthoughts:
Well overall I really liked how this new list worked. It may have been this was a really good opponent for it though (slow moving and nothing to thwart my shooting) - so I will have to give it some more trial runs. I had been discussing with a friend whether or not to even bother with LA and Shield on my skeletons as they seem to die in droves no matter what you arm them with. I think the 2 x 25 archers are a good investment.. they do the same thing a normal LA/Shield unit does, but gets the added bowshots. Now while they didn't do much this game against T4, I think they'll really start to shine when I play more frail armies (High Elves come to mind)

My 5 Carrion were very disappointing.. charging in and whiffing for 2 turns, to be wiped out by 10 Thunderers! Ugh! I should've bought another Scorpion and more skeletons with the left over points. I feel the 20" move is something that's NEEDED with TK's but this game really made me wish I had went with 3 Scorpions.
My tunneling Scorpions were great, eating his war machines.. however this is the 3rd game in a row where I've burried my Scorpions and had 1 misfire.. seems like such a waste.

My Tomb Guard were great. Holding up 2 units of expensive Dwarf infantry. The +1 to hit banner is great.. having your Str 7 King hitting on 2's is awesome. Even if it's just the 1st round. I was really really skeptical about this 300 point sink unit but they were worth it I'd say. Alone they can't take a beating for long, but with support units and priests to raise, they do well. I always felt 25 skeletons were just as good if not better than 20 Tomb Guard, but after this showing I think I may change my mind. The WS 3 and T4 make a HUGE difference in combats. If they had been skeletons I feel I would've lost the big combat in the middle. Of course more games are needed to see if they continue to impress me.

Chariots are, as always, great, especially with the War Banner - even against armored opponents like Dwarfs.

I'm also really digging my 3 priest set up. I don't miss the Prince at all.. I get much better flexibility with the priests and they're a much bigger threat in the magic phase.

I don't know what to think of my Horsemen yet. I don't I'd ever charge them into anything except MAYBE a rear - and they'd have to be T3 lightly armored troops. They're a nice unit to have my Staff of Ravening priest flying around in - but they seem to be just that.. an escort unit.

Well, hopefully if you've read this far, you've enjoyed it. And I tried to make my maps a bit easier to read, I'm still figuring out a reliable technique. Thanks for reading.
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