Custom Search

Friday, September 30, 2011

20 Games with Tomb Kings - vs Orks!

Points 2500. O&G vs TK!
Mission: Battle for the pass.

Armies (from memory so plz excuse):
Black ork Warboss.
Gobbo BSB
3 Gobbo heroes with GW
Lv 4 Ork Shaman (with 5+ ward thingy)

40 Black Orks FC
40 Savage biguns w FC and double weapons
90 Night gobbos, with nets. (general and gobbo heroes here)
20 Gobbos Archers
5 Wolf riders
5 savage riders
5 boar riders
2 solo wolf chariots

And I think thats it. Here was his deployment:
Photobucket

My list:

King on Chariot with my Fav build by far:
Sword of Strife
Armour of Destiny
Dragonbane Gem

Lv2 with Nehek Rod
Lv 1 light with Scroll

7 Chariots, SB, Mus Swiftbanner
20 Bows
40 Skeletons
10 Light Horse

3 Knights
Warcat

Catapult
Casquet
Hiero
Colossus with Bow

And Deployment:
Photobucket

And the orks took the first turn!... here comes the horde.

Turn 1 Orks: The orks advanced! The boarboyz turned to face the 10 horsearchers that had scouted to the back of his army. The chariots advanced the 20 gobbo archers and the BSB made it into the building. Magic was uneventful.
Photobucket

Turn 1 Tomb Kings:

Shuffled a bit about. Moved the chariots forward to bring the bows to bear on the black orks and do nothing. The horse archers fire on the savage boar riders on the far left (my left) and kill one. The Colossus with a bow actually hits! yay, and wounds a chariot and then only does one wound :(. Magic sees me take a wound off the wolf riders. Shooting sees a few orks dead.

Turn 2 Orks:

Wolf riders get in the way of the warcat. The chariots move up again, everything moves up at full tilt. The 20 gobbos and bsb get out of the building and move up with the army. The boarboys at the back shuffle back keeping the horse archers at bay.

Turn 2 Tomb Kings:

The knights charge the chariot on the far right, it flees, they redirect against the savage boarboyz and kill all but one. The warcat kills the wolf riders and reforms to face the big un wild boys. The big unit of 40 skellies moves up, buffed to help them survive a charge. The chariots prepare to charge the black orks (gasp!) I kill the other chariot with shooting. The chariot that flees ends up falling into a rocky area and crashes and dies.
Photobucket

Turn 3 Orks:

This turn was key. The 20 man gobbo unit, rolled a double one to squabble... and picked a fight with the unit of 90 goblins with the bosses!!! this pinned both units in place. The black orks then just advanced towards the chariots, not wanting to get bogged down with the skeleton warriors. The reformed the boarboyz facing back to face forward and moved them up towards my mage bunker. Magic saw him drop a few chariots with foot and then move the large savage unit onto my flank with the hand (what an amazing spell!). In combats my knights finally finished off the savage boar riders and reformed to face the middle.

Turn 3 Tomb Kings:

I decided what the heck! and charged the king and chariot into the black orks. I was very curious about how much damage they could do. The warcat moved to get in the way of the savage orks. The horse archers moved up at full tilt now, and the knights charged the flank of the boarboyz. In magic I set boosted smiting! 5+ ward on the chariots and got enough chariot wounds back to have my back rank back :D. The combined shooting of the army killed the 20 gobbo unit and the BSB included :D. The knights killed the boarboyz and overran towards the other side of the table. The chariots killed about 8 black orks, my impact hits sucked and i did not roll alot of hits :( but my opponents rolling was also atrocious, so the combat balanced out... I did lose combat by 1 but still had my king and 2 chariots left.

Turn 4 Orks:

The savage orks neutered my warcat... and moved into my magebunker :o. The gobbo unit failed to charge the skeletons. Magic was basically uneventful.
Combat with the king and chariots saw the king kill quite a few and one chariot be left alive with 2 wounds! But the TK won the combat (the king with +2 A sword was pivotal in killing enough to keep me in the fight.

Turn 4 Tomb Kings:

The knights got a long charge off to contact the flank of the black orks :D. The skellies charged into the gobbos (that although they were in a forest... it was a fungus forest and as gobbos it made them stubborn!). The skellies did very well and killed off one gobbo hero, and did not completely die. The Collossus with bow moved up and the hierotitan moved up as well. I got off another boosted smiting :D this was great. The combat with the black orks saw a lot of them die to few wounds in return (I also had a 5+ ward on the chariots). The magebunker died but most of my units were within the Kings LD bubble so no biggie.

Turn 5 Orks:

The savage orks use magic again to move to protect the flank of the gobbos. The black orks fell back. The snakes and chariots reformed. The skellies once again do well in the combat, and kill another gobbo hero.

Turn 5 Tomb Kings:
Put the hierotitan in the way of the savage orks to protect the flank of the skellies and force them to overrun down, put the chariots in a place where they could get a flank charge on them. The knights moved up to get a flank on the gobbos. The colossus moves into the back of the gobbo unit and tramples a bunch of them. And the skellies kill yet another gobbo hero!

Turn 6 Orks:

The Savage orke charge the hierotitan and kill him and overrun a grand 10 " to charge the casket... the gobbos hold but are not winning the combat.

Turn 6 Tomb Kings:

Ok, this had been a fun game, so although I could conserve the points for the chariots, I decided to play for fun and charged the 2 remaining chariots onto the flank of the savage boys (to try and snipe his Lv 4) and the king charged into the gobbo unit to end the game with an epic challenge on the warboss :D The knights also charged the flank of the gobbos.
The chariots exploded (so did the casket) and the king took another wound, but took 2 off of the Black Ork Warboss, and although the gobbos lost combat they held!

We counted up the points and a down the middle draw. What a fun game! In a tournament of course, the chariots and king would have stayed put to safeguard those 700pts for the win.

Endgame:
Photobucket

Hope you all liked the read! Cheers.

Thursday, September 22, 2011

20 Games with Tomb Kings- game 45

So. On to the battle that I had this Tuesday... check out the original thread here: http://tomb-kings.net/index.php?showtopic=7838&st=0

A sunken green glow emanated from the eye sockets of the once great King. A thick smell of embalming fluids and wrappings surrounded the tall armour clad figure. With eerie silence that green glow surveyed the swamplands at the feet of his army, he could remember the smell of such swampland, and like many memories from long ago it made a deep hatred burn in his now dry veins. The lizard people had stolen it and by the Gods was it to be his once more!. He raised his sword and as one the legion began its advance as the sun began to rise.
As they entered the swamp the roar of the lizard people was heard and the battle commenced, there was not much time to prepare the formation of the legion.
"Memories.." the King thought to himself. "I wonder if they die like they used to"


Tee hee, I like these little mini stories.

So. Mission: Dawn Attack Point value: 2000pts
Lizardmen vs TK.

His army:
Ethereal Slaan with loremaster life, extra dice, and cupped hands.
Special character skink on howda thing, with loremaster heavens and special teclis like abilities.
Skink priest lv 2 with the cube!
Skink warrior with a biting blade and a bounce back shield.

25 Spear saurus
20 skinks with FC (character in here)
15?-20 Skirmishing skinks
2 packs of 1 salamander
15 temple guard

And that is about it... so 10 levels worth of magic and 16 spells all together...

My list:

Tomb King- Sword of strife, armour of destiny, dragonbane gem, shield, Light armour

Liche Priest lv 2 Hierophant with Earthrod.

40 Skeletons HW/Sh FC
30 Bowmen FC
3 Chariots, flaming banner
10 Light horsemen

Warcat
3 Knights

Hierotitan
Colossus with Great Bow
Catapult

Deployment and t1.
We rolled off and I won, so had to roll for all my stuff first. I was rather lucky and had most of it set up in the middle and left, as well as my own choices so I clumped arround my hierophant.

His rolls were not bad either, and his army was opposite mine... he then used his special character to redeploy D3 units (to roll for them again) and got a sally pack on the my far right to fend off the fastcav. He then failed to steal the initiative... and the Tomb Kings advanced!

My thoughts... I needed to get stuck in fast... the ammount of potential magic damage that he could throw at me meant that any time wasted was dead skellies... hence I threw 6 dice at movement to get the army up fast, and get the archers in range to then spread out (turn2)... this put a wound on my hiero(due to miscast) but it was worth it, and it meant that he could not black cube my magic phase.
tk_1mov



Lizzies: They moved up, shot a bit he rolled badly for his magic but was able to cast a comet in between my advancing army.

Turn 2 Tomb Kings:
The knights charge the skink block, and the chariots charge the skink skirmishers i take some wounds but get stuck in, the comet comes down and wounds the colossus.
He shuts down my magic phase with the cube but the chariots wipe out the skirmishing skinks on my far left. The knights took a chunk out of the sking block and the warcat charged a salamander in the center, failed to overrun far enough to help the snakes... but was now in the way of the temple guard.
endTk_turn2
Lizzies
The saurus charged the large skeleton block with the king, the slaan charged the warcat. Magic was once again uneventful as my opponent rolled a low roll, he regrew a few of the skinks. In combat the warcat lived with I think one wound left and the kings skeleton unit held up the saurus. The knights annihilated the skink block and pursued them landing into the sally that had fled from the warcat.
EndLizT2

Turn 3 TK
The colossus charged into the saurus, the knights finish off the sally and reform to face the center. The warcat dies and the slaan faces the saurus combat (the saurus break and flee, the hierotitan runs after them, the skellies reform to face the slaan.

Lizzies... the saurus regroup and face the hierotitan. The temple guard fail to charge the skellies with the king! ANd the magic is once again... uneventful.

Turn 4 TK
The skellies with the king, the knights and the colossus charge the slaans block, and wipe them out to a man... in this combat:
EndCombatT4_Tk

Opponent threw in the towel.
Victory for the TK!

:D


Tactical afterthought:

- My opponent spent way to many points on magic.
- The colossus with the bow is fun... he missed all game, but the potential is there, then having the thunderstomps later in the game is very useful!
- I did not miss the casket this game.
- The knights did very well on their own, i like them and against the poison they were awesome.

Till next time, Cheers!

Friday, September 16, 2011

20 Games With Tomb Kings : Batrep

1st Ed was a long time ago. And my opponent has been playing since then! I was up for quite a battle as he challenged me to a game. My first game back from my trip to Greece, it was time to get the ball rolling once more. Enjoy.

Teclis stood at the edge of the flowing river. He stared up at the high cliffs on either side of the pass. This would be the perfect place to ambush the undead King. He turned to face Lyrion, his most trusted commander and carrier of the battle standard, who approached him. Most certainly with the scouting report.
"My Lord, the undead have increased their march speed and will be upon us before the sun reaches noon."
Teclis looked away, staring at the low lying mist.
"We shall meet them here. The ancient fire walls and river shall hinder their advance. Make the archers ready for we make our stand..."
"Aye my lord"
Lyrion turned to join his cohort of swordmasters. Teclis was immobile, concentrating. He could feel the winds of magic gathering and the flames in his blood boiling from the hatred of this king. For the march had to be stopped and the old Mummy-King killed. They should not be allowed to reach the sea.


Now that was for you fluff readers :P.

So, lists. These are mostly form memory, so some items/gear might have been forgotten both should be 2500pts.
The Army of the High Elves:

Teclis
BSB on foot with Battle Banner
Dragon Mage lv2 with 3 spells and the reaver bow.

20 Archers, full command
30 Archers, full command

25 Sword Masters, full command, banner of balance.

3 Bolt Trowers

Lots of Shooting, and magic. With a dragon for good measure and some sword masters to eliminate resistance.

[b]The Legions of the Tomb King:[/b]

Tomb King, Sword of Strife, Armour of Fortune, Dragonbane gem, Shield, Chariot
HLP- Earthing rod (lv3)

30 Archers, FC
40 Skeletons Hw/Sh, FC
7 Chariots, standard, banner of swiftness, musician.
10 Horse Archers

3 Necro Knights
1 Warsphynx

1 Catapult
1 Hierotitan
1 Casket
1 Colossus with Bolt thrower bow.

The mission: Battle for the pass. We rolled 5 terrain pieces, one river, some blazing barricades, a banestone and tower of blood and a regen marsh.

Spells- Teclis: Loremaster... fire.
Dragon mage: Flaming Sword, Fireball, firecloak

High Liche Priest: Movement, 5+ Ward and dangerous terrain hex (bah).

He won the roll and decided to deploy across the river. (which he had placed in an excellent location to hinder my movement)

Deployment:

Large unit of 30 was at the bottom with Teclis in it.
Photobucket

End of turn 1 I had moved up, the dragon moved back to take care of the horse archers that then charged the big line of archers. I moved up, cast my movement spell and he used teclis spell breaker to kill the spell :(. The Sword masters moved back.
Photobucket
Turn 2 saw me move up more after he shot a lot, and charge a bolt thrower with the chariots, who then overran into the sword masters. His turn 3 saw the large archer unit charge in to try and help in this massive combat:
Photobucket

He also moved to threaten my rightflank (with the knights) with his Dragon who was then to move up to take my warmachines.
Photobucket

That combat saw the chariots deal 19 impact hits (that then killed 13 of the sword masters) the unit champ with the bane something or other failed to kill my king and the chariots just mopped up killing the BSB and another few sword masters this ended up breaking both units and running down the swordmasters.

Turn 3 Tomb Kings:
The chariots reformed to face the HE army core... and then magic saw me cast a boosted 5+ ward. The catapult then dropped a rock on Teclis... who failed his LoS roll and was annihilated. This then caused my opponent to throw in the towel.
Photobucket

That was the endgame!

Tactical Tidbits:
- Had not tried the king on chariot with a legion of chariots. I like it its kills alot.
- The hierotitan once again proves its worth, I was reliably casting boosted spells with my level 3 with 4 dice.
- The bolt thrower giant drew a lot of attention and fire but failed to hit both times he shot. Can't wait to see what he does when he does hit.
- The knights did well, they were facing off a bolt thrower and 30 archers with teclis and they lasted more than 3 shooting phases. I do like the armour save, it allows them to soak up quite a bit of shooting.
- The horse archers did what they do best, cause distraction, having the dragon move to the backfield and then be out of position for a few turns was fantastic. Anyway.

Cheers! As always, stay tuned for more!