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Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts
Sunday, May 27, 2012
2500pts Video Batrep Space Marines vs Dark Eldar
Here is the latest Battle Report! Hope you like it its a two parter.
2500pts My brothers nicely painted Space Marines vs My Fully Painted Dark Eldar on a good looking table, what more can a wargamer ask for?
Here is part 1 - The armies, introduction and mission parameters.
Here is part 2 - The Game itself and final thoughts once it was over.
Hope you liked it! Thanks for watching and there is more where that came from.
Stay tuned!
Skari - out.
Monday, May 14, 2012
1500pts Pic Batrep Dark Eldar vs Blood Angels
Introduction:
I strolled into the Gaming store this past saturday, once again. This time I had a scheduled game all lined up. If you know my story I have just recently moved into the area so I am fairly new to the community. This means that I have been trying to find my niche spot within the gaming tiers of the area. Last time I was at the store one of the -twins- called me out for a game, he said he had heard I was a -decent- player and therefore wanted to have a game. I was flattered (of course) that my reputation had preceeded me :D. I had heard of the -twins- over the last month or so from various members of the gaming community and they are held in high regard when it comes to list buinding (using powerfull lists) and their generalship skills. And so, with this I set out my army and we rolled for the mission straight out of the book.
Mission? 4 Objectives
Deployment? Pitched
Location? Sir Games Alot in Barrie Ontario
The Table:
We made sure that there was enough terrain on the table this time, 25% and good LOS blockers. Then tried to mirror it as much as possible in an adepticon format.
The green markers are the primary objectives.
The armies:
I was using the same tournament list that I have been using since I got here and had to drop to 1500pts. It is a strong DE list that has a lot of synergy and can catch people off guard if they are not careful. At a glance the list only has 2 venoms... but at close range (12inches) the army shells out almost 80 AI shots. Hence not needing to rely on the venoms, and boosting 15 AT weapons for decent tank busting capabilities. (with 18 grenades if the wyches get stuck in).
His list was a variation of Blood Angel razorback spam. Cheap squads, cheap HQ and then as many pts in firepower as possible. Of course this variation has adapted to the local meta and he has been using vindies rather than predators because of the prevailence of FNP and other foot troop armies in the area. The use of HK missiles was clearly because of certain DE players that love their night shields. At a distance he could target 6 different things a turn and then even more as soon as the fast vindicators got within range. So I was in for a fight!
Dark Eldar Kabal 1500pts
HQ-
Archon, Agonizer, Phantasm Grenade Launcher, Shadow Field, Combat Drugs
Elites-
4 Incubi
Venom, Dual Cannons, Grisly Trophies
Troops-
9 Wyches, Hekatrix with agonizer, haywire grenades
Raider, Flicker Field, Grisly Trophies
9 Wyches, Hekatrix with agonizer, haywire grenades
Raider, Flicker Field, Grisly Trophies
5 Kabalite Warriors, Blaster
Venom Dual Cannons
5 Kabalite Warriors, Blaster
Raider, Flicker Field
Fast Attack-
3 Reaver Jetbikes, Heatlance
3 Reaver Jetbikes, Heatlance
5 Scourge, 2 haywire blasters
Heavy Support-
Ravager, Flicker Field
Ravager, Flicker Field
Blood Angels 1500pts
A closeup of one of some of his painted figures. They will be looking good when he is done!
HQ-
Librarian- Stock- Powers Shield and Fear.
Troops-
5 Assault Marines
Razorback with Las-TLplas-HK missile, dozer
5 Assault Marines
Razorback with Las-TLplas-HK missile, dozer
5 Assault Marines
Razorback with Las-TLplas-HK missile, dozer
5 Assault Marines
Razorback with assault cannon, dozer
Fast Attack-
Land Speeder Typhoon
Land Speeder Squadron - 2 Typhoons
Baal Predator, HB sponsons, dozer, HK missile
Heavy Support-
Vindicator, dozer
Vindicator, dozer
Deployment:
After rolling again because we drew the first roll the Blood Angels took first turn and chose to deploy everything with the Baal in outflanking reserve.
Read More...
Friday, May 11, 2012
Tau vs Dark Eldar 1500pt Battle Report- The Rematch!
Fought on May 9th.
Here is the latest video batrep.
Enjoy!
Monday, May 7, 2012
40k Battle Report: Dark Eldar vs Space Marines 1500pts
Introduction:
Welcome to a Skaredcast Battle report! I had the pleasure of going down to Sir Games A Lot in Barrie this saturday for a game of 40K. The mission? Annihilation. The deployment? Pitched. This is usually called the good ol 4th edition mission! The table was already layed out when we arrived and we decided that it would do. There is one major houserule in effect, forests block LOS.
The Armies:
On to the armies, my opponent was Daniel. I Just met him that day and he had just finished a game with his all bike marine list, he was staying for a while and challenged me to another game, as he pulled out another list he had prepared for the day:
Space Marines:
HQ/
Librarian- Epistolary Avenger Nullzone, Terminator Armour and Storm Shield
Elite/
5 Thunder Hammer Storm Shield Terminators
Land Raider Redeemer with a MMelta.
Troops/
10 Man tac squad. Power Fist, MMElta, meltagun Rhino
10 Man tac squad. Power Fist, ML, meltagun Rhino
Fast/
Typhoon Speeder
Typhoon Speeder
Heavy/
Vindicator with Siege Shield
Vindicator with Siege Shield
1500pts
Dark Eldar Kabal:
HQ/
Archon, Agonizer, Shadow Field, Combat Drugs, Phantasm Grenade Launcher
Elites/
4 Incubi in a Venom with Dual Cannons and Grisly Trophies
Troops/
9 Wyches, Hekatrix with agonizer, haywire grenades Raider with Flicker field and grisly trophies
9 Wyches, Hekatrix with agonizer, haywire grenades Raider with Flicker field and grisly trophies
5 Warriors Blaster in venom with dual cannon
5 Warriors Blaster in Raider with FF
Fast/
3 Reaver Jetbikes with a Heatlance
3 Reaver Jetbikes with a Heatlance
5 Scourge with 2 haywire blasters
Heavy/
Ravager with Flicker Field
Ravager with Flicker Field
1500pts
Deployment:
The spacemarines won the roll to go first. And decided to take the first turn, he deployed in a very balanced fashion with a heavier force towards his fight flank.
Because of the sparcity of terrain on the table, and because this was a tournament practice game the Dark Eldar reserved everything. Hoping that they could do as much damage as possible as they arrived.
Read More...
Tuesday, December 13, 2011
Skared Podcast - EPISODE 3 - Tournament Recap and more
Episode 3 is up! (35 mins)
- Tournament Recap, Spellbinder 40K 1850.
- Law of Nines, 40K list building strategy.
- Upcoming Events - Black Knight Games 2K 40K tourney Dec 17th.
Check it out:
www.skared.podbean.com
Cheers!
- Tournament Recap, Spellbinder 40K 1850.
- Law of Nines, 40K list building strategy.
- Upcoming Events - Black Knight Games 2K 40K tourney Dec 17th.
Check it out:
www.skared.podbean.com
Cheers!
Thursday, November 17, 2011
Episode 1 - Necron Codex Review
Episode 1 is up! http://skared.podbean.com/ Check it out, Necron review.
Monday, November 7, 2011
Starting with the Rets. Warmachine 101
So far I have only had 4 Games and I have loved them all. Head over here to check the progress out: http://www.miniwargaming.com/forum/viewtopic.php?f=65&t=67486&p=659998#p659998
Also a WIP on my Warmachine Caster, Dawnmaster Vyros he has been hard to learn with because he is not as flexible as say, Rahn (who has a spell or ability for every occasion) but he is a real beatstick who can hold his own in combat and once I get a couple of heavies into my list I will be able to use his feat to its full effect :


Cheers!
Also a WIP on my Warmachine Caster, Dawnmaster Vyros he has been hard to learn with because he is not as flexible as say, Rahn (who has a spell or ability for every occasion) but he is a real beatstick who can hold his own in combat and once I get a couple of heavies into my list I will be able to use his feat to its full effect :
Cheers!
Tuesday, October 4, 2011
20 Games with Tomb Kings - Tripple Feature!
Ok, so here is a 3 for 1 battle report. The LGS is now playing at 2000pts and this is the list that I have taken for the last 3 games:
Tomb King, Sword of Strife, Armour of Destiny, Dragonbane Gem
Chariot
Liche Priest Hierophant, Lv 2 with Earthing Rod
Liche Priest, Lv 1 with Lore of Light and Dispel Scroll
6 Chariots with Banner and Banner of Swiftness.
5 Horse Archers
41 Skeletons with HW and Shield Full Command
18 Skeleton Bowmen Full Command
3 Knights
Warcat
Hierotitan
Catapult
This list is a good mix of everything, the hitting power of the knights and the chariots with the king and the support of the hierotitan and the lore of light wizard to support the rest of the troops.
Game 1(47 in the series) Vs... the New Ogres. Mission was diagonal deployment. I had nothing in reserve, he had 2 units of ogres and his tyrant and one butcher he went first.
His list:
Flyrant (assorted gear)
Butcher, Hellheart
Butcher, scroll
Firebelly
8 Ogres FC
8 Ogres FC
4 Leadbelchers
2 units of 2 sabertusk wolves
2 Super Cannon
So... this mission saw me use the chariots to ram into the 4 leadbelchers that had a butcher and firebelly... I rolled 22 impact hits! thats almost perfect for a 4 wide chariot unit. This inflicted 17 wounds and because of the wrap arround... killed everyone in the unit and left the butcher with one unit, who was easily dispatched by the king. They overran into the tyrant, killed him..
My archers smited, and then killed 2 off of an ogre unit that had just arrived from reserves they failed their panic and ran. The warcat had survived death form the cannon together with the hierititan as they were busy trying to kill the knights who then bouced off of one of the cannon... all in all my opponent conceded the game when his other bull unit failed a long charge into my archer bunker and would have been counter assaulted by the hierotitan...
So first game against the new ogres. Win, although my opponent is def still trying out all the cool fun stuff. Its just a matter of time before he hones his list into a machine.
Games 2 and 3 (48 and 49): Vs my brothers high elves. Played the same list above his first list:
Archmage life with book of teclis.
Mage lv 2 with extra spell, high magic
BSB
20 phenix guard FC
Lion Chariot
38 Spears
16 archers
2 bolt throwers
10 Seaguard
This game was a dawn attack and saw all my army crammed into my right flank except for my hierphant all the way on the other side with the catapult and the warcat in the middle. My secondary caster was able to get a timewarp off on the 40 skellies who then did an 18" charge onto his lion chariot and ran it down, i love that spell. The king got dwellersed off the table but the remaining chariots hit the phoenix guard and ran them down! (I am loving those chariots) My brother then conceded the game.
Later that day he challenged me to yet another game. This time he went for this list:
Archmage (unkillable, ethereal)
Mage lv 2 with fire
BSB
30 swordmastersFC
16 archersFC
39 Spears FC
My list stayed the same. We played battle for the pass. And I knew that I had him at range and so I could out shoot him. But i ended taking the fight to him anyway. The chariots with the king hit the swordmasters... and I cast timewarp on them (wow that made a difference) the swordmasters were severely depleted! and the chariots ground them down until one chariot and the king emerged alive (the BSB had the crown of command, so he stuck around for a long time and the archmage kept of giving him wounds back :P)
Anyway, the warcat ran into the 39 spears and basically wiped them out in 2 rounds of combat... so once the chariots had reformed to face their flank he threw the towel in... and another victory for the TK! Here are some pictures:



Anyway. Cheers!
Tomb King, Sword of Strife, Armour of Destiny, Dragonbane Gem
Chariot
Liche Priest Hierophant, Lv 2 with Earthing Rod
Liche Priest, Lv 1 with Lore of Light and Dispel Scroll
6 Chariots with Banner and Banner of Swiftness.
5 Horse Archers
41 Skeletons with HW and Shield Full Command
18 Skeleton Bowmen Full Command
3 Knights
Warcat
Hierotitan
Catapult
This list is a good mix of everything, the hitting power of the knights and the chariots with the king and the support of the hierotitan and the lore of light wizard to support the rest of the troops.
Game 1(47 in the series) Vs... the New Ogres. Mission was diagonal deployment. I had nothing in reserve, he had 2 units of ogres and his tyrant and one butcher he went first.
His list:
Flyrant (assorted gear)
Butcher, Hellheart
Butcher, scroll
Firebelly
8 Ogres FC
8 Ogres FC
4 Leadbelchers
2 units of 2 sabertusk wolves
2 Super Cannon
So... this mission saw me use the chariots to ram into the 4 leadbelchers that had a butcher and firebelly... I rolled 22 impact hits! thats almost perfect for a 4 wide chariot unit. This inflicted 17 wounds and because of the wrap arround... killed everyone in the unit and left the butcher with one unit, who was easily dispatched by the king. They overran into the tyrant, killed him..
My archers smited, and then killed 2 off of an ogre unit that had just arrived from reserves they failed their panic and ran. The warcat had survived death form the cannon together with the hierititan as they were busy trying to kill the knights who then bouced off of one of the cannon... all in all my opponent conceded the game when his other bull unit failed a long charge into my archer bunker and would have been counter assaulted by the hierotitan...
So first game against the new ogres. Win, although my opponent is def still trying out all the cool fun stuff. Its just a matter of time before he hones his list into a machine.
Games 2 and 3 (48 and 49): Vs my brothers high elves. Played the same list above his first list:
Archmage life with book of teclis.
Mage lv 2 with extra spell, high magic
BSB
20 phenix guard FC
Lion Chariot
38 Spears
16 archers
2 bolt throwers
10 Seaguard
This game was a dawn attack and saw all my army crammed into my right flank except for my hierphant all the way on the other side with the catapult and the warcat in the middle. My secondary caster was able to get a timewarp off on the 40 skellies who then did an 18" charge onto his lion chariot and ran it down, i love that spell. The king got dwellersed off the table but the remaining chariots hit the phoenix guard and ran them down! (I am loving those chariots) My brother then conceded the game.
Later that day he challenged me to yet another game. This time he went for this list:
Archmage (unkillable, ethereal)
Mage lv 2 with fire
BSB
30 swordmastersFC
16 archersFC
39 Spears FC
My list stayed the same. We played battle for the pass. And I knew that I had him at range and so I could out shoot him. But i ended taking the fight to him anyway. The chariots with the king hit the swordmasters... and I cast timewarp on them (wow that made a difference) the swordmasters were severely depleted! and the chariots ground them down until one chariot and the king emerged alive (the BSB had the crown of command, so he stuck around for a long time and the archmage kept of giving him wounds back :P)
Anyway, the warcat ran into the 39 spears and basically wiped them out in 2 rounds of combat... so once the chariots had reformed to face their flank he threw the towel in... and another victory for the TK! Here are some pictures:
Anyway. Cheers!
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:

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:

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.

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.

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:

Hope you all liked the read! Cheers.
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:
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:
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.
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.
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:
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.

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.

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.

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:

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!
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.
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.
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.
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:
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.

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.

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:

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

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.

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!
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.
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.
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:
He also moved to threaten my rightflank (with the knights) with his Dragon who was then to move up to take my warmachines.
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.
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!
Saturday, August 13, 2011
Friday, August 5, 2011
20 Games With Tomb Kings - Game 37
Just had a game with y Hobby list vs High Elves at 2500pts.
His list:
Prince, with lance, dragon armour, 4+ ward and a Stardragon
Dragon Mage with a 5+ ward... and flame of rhuin...
BSB with armour and ward.
50 Spearmen (Full command and warbanner)
10 Archers
14 Lions FC
20 Phoenix Guard FC
Bolt thrower.
Anyway I was going to take pictures... but that video blurb is the only thing that I took. You can see the Dragon (no longer with a prince) taking on my tomb scorpion as my hierophant cowars behind it.
I walked away with a minor win! The game lasted 4 turns... watchtower. I begun with 20 archers in the building who got out after taking a turn 1 charge from the white lions... they positioned themselves to prevent the lions form taking the building so the chariots could do a number on them. One archer survived. The chariots then clipped the back end of the spearmen horde... preventing them to move further up the table.
The epic fight was on the far right flank. Both dragons moved up that flank, I charged my tomb Guard (with destroyer king) into the dragon mage (in hindsight I sould have charged the other dragon... I was hoping for a quick kill of the dragon mage and dragon.... so I run in and do 1 wound... arg. Then the stardragon came into the flank, and the TG crumbled to one model. Then instead of actually thinking I raised TG up... i should have just had my TK stay in challenges. I also forgot that he had the tricksters shard... anyway. The King died, but killed the sundragon with his curse :D. The dragonmage was subsequently annihilated by the casket. The Prince charged the warcat... the crew failed to do anything to the prince and then the Str7! dragon rended the warcat to little bits. Then over ran into 10 archers... I was able to curse blades them! And one archer cut the head off the Prince :D wooo. The dragon then charged a tomb scorp... and took another wound before the game ended.
All these buffers where put in place to prevent that dragon from getting into my hierophant, who was on his own walking around by himself out of LOS of the repeater and the archers.
MVP of the game has to be the colossus... turn one he charged into 20 phoenix guard... and proceeded to make them run after a fantastic combat... he kept on taking wounds, but saving just enough to stay alive... and although he could not hit with his reg attacks his thunderstop always made up for it. All in all it was very nice to see him crush the guard under his feet and then run them all down. While taking volleys from the balista... he really pulled more than his weight in points, giving my other units a chance to salvage what I could. In the end I had the tower with my 40 skeletons and this gave me 25% of the game worth of VP's (giving me the win).
A great game, but I did learn a few things:
I liked the DoE... although he kept on hitting and then not rolling any 6'es to wound on that one dragon! His wargear loadout got me thinking. I sort of want some sort of save. Maybe a regen seed or something but I def need a bit more testing on different matchups. I know he would have done really well agains the prince (as the stardragon is only I 2) Anyway.
Cheers!
Thursday, July 14, 2011
20 Games With Tomb Kings - Sumary Pt1
General Overview of the journey:
(1).vs Empire 2200 - loss
This was the first game with the TK that I played. It was quite a blast. Although my opponent ran an illegal 4 cannon empire list. This meant that my colossus did not stand a chance. Here was 42 White wolf knights that had a priest and Karl Franz for a commander... this 1500pt unit rolled up my entire army. I learned a few things this first game.
- The tomb king spells are NOT RIP... they are augments. I was casting them and then he was dispelling them in his turn... not something that should have happened but I did not forget after that.
- The Horse Archers were awesome, they took out all 4 cannon. And finished off the stank. (getting me all the points that i go that game.
- The value of a large skeleton block with a prince. They held up the huge death-star for a long time. I jumped the gun and ran my tomb guard in too early instead of moving them to a flank arc. Having done that the game would have worked very differently.
(2).vs Lizardmen 2200- loss
This game was quick and brutal. We did not finish the game, but there was no point. His slaan was devastating and I was unable to make any headway against this very competitive list. A few things that I learned.
- Lv 2's were not the best, with the new magic I was now suffering from things like becalming and cupped hands.
- 5 Light horse did not hold up to a unit of 10 skinks... needed more.
- Large skeleton tar-pit was great! Again... quickly became a staple in every one of my lists.
(3).vs O&G 1500 - win
At this point value no one can really have anything that is stupidly strong and the game becomes quite balanced as if you do take a maxed out lord you have to begin to cut other things out. I decided to try the chariots in a large unit with a prince this game but they ended up not doing anything as the unit that they were up against ran into a building.
Things that did work:
- Large skeleton unit, once again.
- Was still tinkering with the wargear on my princes.
(4).vs Lizardmen 2200 (win)
This was a rematch against the lizardmen list of game 2. I did a lot better, this ime taking a King with a deathmask (its debut) it was awesome, I tar-pitted the slaan with the skeletons and prince, and then ran a saurus unit to the flank down with the TG and king. We had to call it but had the game continued I would have been able to flank the temple guard with the tomb guard for the win in blood and glory.
- I realized the value of the "boosted" spells, and I did take 10 horse archers, who this time beat the skins and then were boosted by a boosted spell.
- All this time the casket has been in every one of my lists and it is staying!
1- vs WoC 2200 - win
Tower battle, placed my unit of TG in the building and won rather easily as he was unable to dislodge them. IMO this mission is awesome for Unbreakable armies.
- Used carrion, were great for redirecting charges.
Anyway this is a short overview of all the battles. The rest will come soon.
Cheers!
(1).vs Empire 2200 - loss
This was the first game with the TK that I played. It was quite a blast. Although my opponent ran an illegal 4 cannon empire list. This meant that my colossus did not stand a chance. Here was 42 White wolf knights that had a priest and Karl Franz for a commander... this 1500pt unit rolled up my entire army. I learned a few things this first game.
- The tomb king spells are NOT RIP... they are augments. I was casting them and then he was dispelling them in his turn... not something that should have happened but I did not forget after that.
- The Horse Archers were awesome, they took out all 4 cannon. And finished off the stank. (getting me all the points that i go that game.
- The value of a large skeleton block with a prince. They held up the huge death-star for a long time. I jumped the gun and ran my tomb guard in too early instead of moving them to a flank arc. Having done that the game would have worked very differently.
(2).vs Lizardmen 2200- loss
This game was quick and brutal. We did not finish the game, but there was no point. His slaan was devastating and I was unable to make any headway against this very competitive list. A few things that I learned.
- Lv 2's were not the best, with the new magic I was now suffering from things like becalming and cupped hands.
- 5 Light horse did not hold up to a unit of 10 skinks... needed more.
- Large skeleton tar-pit was great! Again... quickly became a staple in every one of my lists.
(3).vs O&G 1500 - win
At this point value no one can really have anything that is stupidly strong and the game becomes quite balanced as if you do take a maxed out lord you have to begin to cut other things out. I decided to try the chariots in a large unit with a prince this game but they ended up not doing anything as the unit that they were up against ran into a building.
Things that did work:
- Large skeleton unit, once again.
- Was still tinkering with the wargear on my princes.
(4).vs Lizardmen 2200 (win)
This was a rematch against the lizardmen list of game 2. I did a lot better, this ime taking a King with a deathmask (its debut) it was awesome, I tar-pitted the slaan with the skeletons and prince, and then ran a saurus unit to the flank down with the TG and king. We had to call it but had the game continued I would have been able to flank the temple guard with the tomb guard for the win in blood and glory.
- I realized the value of the "boosted" spells, and I did take 10 horse archers, who this time beat the skins and then were boosted by a boosted spell.
- All this time the casket has been in every one of my lists and it is staying!
1- vs WoC 2200 - win
Tower battle, placed my unit of TG in the building and won rather easily as he was unable to dislodge them. IMO this mission is awesome for Unbreakable armies.
- Used carrion, were great for redirecting charges.
Anyway this is a short overview of all the battles. The rest will come soon.
Cheers!
Sunday, July 10, 2011
20 Games With Tomb Kings - The Recap
I have not posted all 20 (24) games on this blog. But the original thread can be found here: http://tomb-kings.net/index.php?showtopic=7838&st=0
That makes 21 Games(well 4 for the prologue and 21 games). For all, here is a recap:
(1).vs Empire 2200 - loss
(2).vs Lizardmen 2200- loss
(3).vs O&G 1500 - win
(4).vs Lizardmen 2200 (win)
1- vs WoC 2200 - win
2- vs Skaven 2000 - Win
3- vs Skaven 2000 - Win
4- vs O&G 1500 - win
5- vs HE 2000 - win
6- vs Skaven 1200 - loss
7- vs Skaven 1200 - win
8- vs Skaven 2000 - loss
9- vs VC 2200 - loss
10- vs Dwarfs 2200 - loss
11- vs Lizardmen 2200 - win
12- vs Tomb Kings 2200 - win
13- vs Dwarfs 2500 - loss
14- vs Skaven 1500 - win
15- vs Lizardmen 2500 - win
16- vs Empire 2500 - win
17- vs OnG 1000 - loss
18- vs WoC 1000 - loss
19- vs Bretonnia 2500 - win
20- vs High Elves 1500 win
21- vs Empire 2500 - win
Each game has been a learning experience. Up until now I have only tried and tested the old units of the Tomb King book (basically everything that I already owned), things like characters, the necro knights and the big monsters have all been on the sidelines. GW is expensive and I have been working on my Dark Eldar for 40K so I had to make due. I think it is fair to say that even a basic list can do moderately well at Fantasy with the Tomb Kings, I am by no means a saavy of the game and most of the uber combos or items of other books still surprise me. But I never forget, that is for sure (very tomb-kingy of me don't you think?) and this has made every other game more of an experience.
Anyway. I shall be posting a short summary of each game in turn, as well as some tactical notes and learning brain notes. The next leg of the "journey" has only just begun as I dive deeper into buiding not only more agressive TK lists, but also ones that incorporate the newer models. As a treat here is what I am working on at the moment, the thunderpurrer kitty monster:

I did some converting to the main body so that it looks more catlike overall and greenstuffed some flames into the mouth to wysiwyg the breathweapon. I have also been thinking of painting it black marble, like a panther and one of the howdah riders will be holding onto some reins.
Well my fellow journeymen! For the sands of Khemri!
Cheers!
That makes 21 Games(well 4 for the prologue and 21 games). For all, here is a recap:
(1).vs Empire 2200 - loss
(2).vs Lizardmen 2200- loss
(3).vs O&G 1500 - win
(4).vs Lizardmen 2200 (win)
1- vs WoC 2200 - win
2- vs Skaven 2000 - Win
3- vs Skaven 2000 - Win
4- vs O&G 1500 - win
5- vs HE 2000 - win
6- vs Skaven 1200 - loss
7- vs Skaven 1200 - win
8- vs Skaven 2000 - loss
9- vs VC 2200 - loss
10- vs Dwarfs 2200 - loss
11- vs Lizardmen 2200 - win
12- vs Tomb Kings 2200 - win
13- vs Dwarfs 2500 - loss
14- vs Skaven 1500 - win
15- vs Lizardmen 2500 - win
16- vs Empire 2500 - win
17- vs OnG 1000 - loss
18- vs WoC 1000 - loss
19- vs Bretonnia 2500 - win
20- vs High Elves 1500 win
21- vs Empire 2500 - win
Each game has been a learning experience. Up until now I have only tried and tested the old units of the Tomb King book (basically everything that I already owned), things like characters, the necro knights and the big monsters have all been on the sidelines. GW is expensive and I have been working on my Dark Eldar for 40K so I had to make due. I think it is fair to say that even a basic list can do moderately well at Fantasy with the Tomb Kings, I am by no means a saavy of the game and most of the uber combos or items of other books still surprise me. But I never forget, that is for sure (very tomb-kingy of me don't you think?) and this has made every other game more of an experience.
Anyway. I shall be posting a short summary of each game in turn, as well as some tactical notes and learning brain notes. The next leg of the "journey" has only just begun as I dive deeper into buiding not only more agressive TK lists, but also ones that incorporate the newer models. As a treat here is what I am working on at the moment, the thunderpurrer kitty monster:
I did some converting to the main body so that it looks more catlike overall and greenstuffed some flames into the mouth to wysiwyg the breathweapon. I have also been thinking of painting it black marble, like a panther and one of the howdah riders will be holding onto some reins.
Well my fellow journeymen! For the sands of Khemri!
Cheers!
Saturday, June 4, 2011
20 Games With TK: Tourney Pt2
2 More games to report, the last two from the tournament a weekend ago, (later I will have another game from thursday!)
Game 3 of the tourney saw me pitted up against Lizardmen. I will keep this one short. Mission was blood and glory and I broke his army in 4 turns. I felt slow played and had quite a few arguments with my opponent after a dodgy declare charges phase that included some shady pivots and moves. Needless to say, I won the game, but did not have a good time. The things that worked still, tomb guard were awesome. The light cav pulled some skinks from the main battle line, the colossus exploded after a horrible set of rolling when into some saurus... and the carrion held up an entire flank (20 skinks and a salamander pack).
So, after that sportsmanship disaster I went on to have the best game I had all day, against who? Another fellow tomb king! His list:
2 Kings
3 lv 2's
2 units of 45 archers
casket
warsphynx and 2 colossi.
All in all highlights from this game were:
My casket was awesome, killed his warsphynx and pulled a lot of his dispel dice. My bows peppered away one colossus while the other exploded against the HW/Sh skeletons. The TG rocked one unit of bowmen in the center and killed all the characters within 3 priests and a king... My light horse went up against his casket and won. At the end all I had lost was the HW/Sh skellies and the prince that ran with them. All he had left was the remainder of 45 archers and a king (blade of antarak).
We had tonnes of fun, and my opponent was very keen to mold his army up more in tune to the style that I was playing :D.
So, that was the tournament, I placed 9th out of 11... But did learn a lot. As soon as I got home I built another 50 skeleton spearmen and went about building a 2500pt list with all the tactical changes and knowledge that I had gathered from the tournament.
I was able to take all this to the table on thursday, when I got to play 2500pts... who did I play? Dwarfs. So I was up for a tough game. On my next post I shall discuss my list, his list and the mission we played as well as other notes.
Cheers!
Game 3 of the tourney saw me pitted up against Lizardmen. I will keep this one short. Mission was blood and glory and I broke his army in 4 turns. I felt slow played and had quite a few arguments with my opponent after a dodgy declare charges phase that included some shady pivots and moves. Needless to say, I won the game, but did not have a good time. The things that worked still, tomb guard were awesome. The light cav pulled some skinks from the main battle line, the colossus exploded after a horrible set of rolling when into some saurus... and the carrion held up an entire flank (20 skinks and a salamander pack).
So, after that sportsmanship disaster I went on to have the best game I had all day, against who? Another fellow tomb king! His list:
2 Kings
3 lv 2's
2 units of 45 archers
casket
warsphynx and 2 colossi.
All in all highlights from this game were:
My casket was awesome, killed his warsphynx and pulled a lot of his dispel dice. My bows peppered away one colossus while the other exploded against the HW/Sh skeletons. The TG rocked one unit of bowmen in the center and killed all the characters within 3 priests and a king... My light horse went up against his casket and won. At the end all I had lost was the HW/Sh skellies and the prince that ran with them. All he had left was the remainder of 45 archers and a king (blade of antarak).
We had tonnes of fun, and my opponent was very keen to mold his army up more in tune to the style that I was playing :D.
So, that was the tournament, I placed 9th out of 11... But did learn a lot. As soon as I got home I built another 50 skeleton spearmen and went about building a 2500pt list with all the tactical changes and knowledge that I had gathered from the tournament.
I was able to take all this to the table on thursday, when I got to play 2500pts... who did I play? Dwarfs. So I was up for a tough game. On my next post I shall discuss my list, his list and the mission we played as well as other notes.
Cheers!
Wednesday, June 1, 2011
20 Games With TK: Tourney Pt1
Ok, so.
Game 1: Against VC. His list, from memory:
400+ pt lord vamp (nasty nasty)
BSB
Vamp with book.
30+ Graveguard
4 units of ghouls
And thats about it. A very in my face army, the ghoul units varied in size but were about 25-30 strong.
We played the diagonal deployment battle with a modified tower "king of the hill" scenario. I had my chariots in reserve he had everything on the table. He had 2 units of ghouls and book vamp on to my left, facing the skelly horde with prince. And then the other two units of ghouls and graveguard deathstar on the right side.
Anyway the game started well for me, with turn 1-3 going my way. until I charged the TG into the graveguard! And found out that that unit had an 8 combat res standing still :O. +1 for each vamp (gen and BSB), then BSB with a warbanner, and a standard and 3 ranks! So my TG lasted for a bit... but ended all dying. It was in this case that I wished I would have kept the BoUL on the TG... because the combat was away from the support of the priests... I also made the mistake of going into horde with my TG... but then he did the same to get more GG attacks.
On the far flank, suprisingly I had my colossus and carrio tie up a large unit of ghouls for about 6 rounds of combat...
On the other side I had 5 horse archers tie up another unit of ghouls until the chariots charged in and wiped them out.
In the end he had 3 units to my 2 units within 6 inches of the building in the middle, and he took the primary, secondary was to win by 300vp... and he had that ( I had only been able to get one unit of ghouls! (my TK almost killed the uber vamp, and I was unable to KB the BSB after all those rounds of combat :(.)
So a sound loss, to the TK.
Game 2: VS Dwarfs, gun line... his list:
Lord
Runesmith
BSB Thane
20 HW/Sh warriors
20 GW Warriors
2 x 10 handgunners
2x 10 crosbowmen
2 x grudgethrowers
2x cannon
2x bolt throwers
Mission was dawn attack. He had most of his things in the middle and to my left.
I scouted the horse archers to the right, the TG in the middle deployed in two lines to mitigate fire and the other units on the right...
This mission was me moving up and him shooting... the casket was great this game! Killing dwarves left and right... the LH and carrion got into the backfield and tied up the warmachines... But turn 3 it all changed! i charged my colossus into the handgunners up front... and killed them, overrunning into the lords HW/sh unit... the lord had the rune of double str against tough opponents... so my giant died horribly! He then proceeded to take out my prince with the 40 skeletons... The TG failed a key charge on a double one... and were unable to make an impact on the game. regardless... It was quite the game untill my hiero then died... killing the carrion and the horse archers to crumble and then the catapult.
This is what I took away from that-
- Make the hiero bunker bigger... so that there is always 5 R&F models for LOS.
- once again the BoUL was missed, the TG usually stray away from the main bubble.
So, two losses under my belt and I went into round 3 after lunch. My opponent? Lizardmen, finally a matchup that I have played before... sadly my worst opponent of the day.
Cheers!
Game 1: Against VC. His list, from memory:
400+ pt lord vamp (nasty nasty)
BSB
Vamp with book.
30+ Graveguard
4 units of ghouls
And thats about it. A very in my face army, the ghoul units varied in size but were about 25-30 strong.
We played the diagonal deployment battle with a modified tower "king of the hill" scenario. I had my chariots in reserve he had everything on the table. He had 2 units of ghouls and book vamp on to my left, facing the skelly horde with prince. And then the other two units of ghouls and graveguard deathstar on the right side.
Anyway the game started well for me, with turn 1-3 going my way. until I charged the TG into the graveguard! And found out that that unit had an 8 combat res standing still :O. +1 for each vamp (gen and BSB), then BSB with a warbanner, and a standard and 3 ranks! So my TG lasted for a bit... but ended all dying. It was in this case that I wished I would have kept the BoUL on the TG... because the combat was away from the support of the priests... I also made the mistake of going into horde with my TG... but then he did the same to get more GG attacks.
On the far flank, suprisingly I had my colossus and carrio tie up a large unit of ghouls for about 6 rounds of combat...
On the other side I had 5 horse archers tie up another unit of ghouls until the chariots charged in and wiped them out.
In the end he had 3 units to my 2 units within 6 inches of the building in the middle, and he took the primary, secondary was to win by 300vp... and he had that ( I had only been able to get one unit of ghouls! (my TK almost killed the uber vamp, and I was unable to KB the BSB after all those rounds of combat :(.)
So a sound loss, to the TK.
Game 2: VS Dwarfs, gun line... his list:
Lord
Runesmith
BSB Thane
20 HW/Sh warriors
20 GW Warriors
2 x 10 handgunners
2x 10 crosbowmen
2 x grudgethrowers
2x cannon
2x bolt throwers
Mission was dawn attack. He had most of his things in the middle and to my left.
I scouted the horse archers to the right, the TG in the middle deployed in two lines to mitigate fire and the other units on the right...
This mission was me moving up and him shooting... the casket was great this game! Killing dwarves left and right... the LH and carrion got into the backfield and tied up the warmachines... But turn 3 it all changed! i charged my colossus into the handgunners up front... and killed them, overrunning into the lords HW/sh unit... the lord had the rune of double str against tough opponents... so my giant died horribly! He then proceeded to take out my prince with the 40 skeletons... The TG failed a key charge on a double one... and were unable to make an impact on the game. regardless... It was quite the game untill my hiero then died... killing the carrion and the horse archers to crumble and then the catapult.
This is what I took away from that-
- Make the hiero bunker bigger... so that there is always 5 R&F models for LOS.
- once again the BoUL was missed, the TG usually stray away from the main bubble.
So, two losses under my belt and I went into round 3 after lunch. My opponent? Lizardmen, finally a matchup that I have played before... sadly my worst opponent of the day.
Cheers!
Tuesday, May 17, 2011
20 Games with Tomb Kings vs Goblins
[I]The skaven horde had been vanquished. The legion did not stay still for long, not needing the sustenance or rest like a mortal force they were a swift and relentless machine. The liche priests had informed the king of a Goblin lord that had stolen one of the sacred scrolls of the Tomb of Ankhara.
The legion was advancing into the mountains. As the legion advanced in the night the goblin drums bellowed in the deep.[/I]
So, had yet another game this one was saturday night, and happened from about 12-3 am... so we were getting through the game and not really worrying about pictures and stuff, as such I will keep it short and sweet. So, I played the same O&G general in the 2nd game of my prologue series. This rematch saw him not forgetting most of his models and he was now ready to take me on, being more knowledgeable about his army and the capabilities of mine.
His list:
Black Ork Warboss
Lv 4 Night Gobbo Shaman
Gob lord with a GW and 2+ AS?
Gob hero BSB
Lv 2 NG shaman
40 Goblin Spears
20 Goblin Archers
15 Spider Riders FC
25? Black Orks FC
4 Stone Trolls
Anyway, his list had some hard hitters and he seemed confident.
We played the "Battle for the pass" mission. This was the list I took:
HLP lv 4, cloak and endurance
Prince Glitterman
Prince MightSword
39 Skeleton Warriors FC
10 Archers Mus
3 Chariots
20 TG, FC BOUL
SSC
Casket
So, I deployed my TG facing his Nigh gobbo block (no fanatics...?) My horde vs his black orks.
The chariots against the gobbo bows.
I got turn 1 and moved the skellies up and angled them to present the black ork flank if charged, I had taken the number 6 spell on my hiero and was hoping to get it off on the gobbo unit... lo and behold there are 2 ways that this spell can go wrong, if you miscast, and then if you roll problems on the distance to multiply... I found this out the hard way as I got the spell off, and then rolled problems! and my HLP blew up 8 archers... From then on the game went down hill for my opponent... his trolls were on the far far flank... and the game happened on the other side of the battle field. The chariots ran down the 20 gobbos + lv 2 with ease. The TG were the men of the match taking on the black orks, the goblins and the spider riders... THat WS 5 on them has been awesome over, and over and over again.
Anyway:
Tactical review:
- I did not like the fact that the skullstorm will kill a lot of my models with a miscast (explosion) and then if I get problems then on that as well... too many ifs. Once again I failed to take the movement spell and regretted it... Note to self, always take the movement spell!
- I did not like the 10 Archers... 20 seems to be a minimum for me.
- The BOUL was gimikky, yes, it is very nice and has a good chance to res stuff back but, it does not get a bonus from a level caster and if you rely on it the enemy will dispel it unless you roll a crazy number of dice at it... then again, it pays for itself with one average roll... so.
- I am finding that being agressive with the TK works well, gives my opponent less time to think, entices them to charge in and make mistakes and then hopefully war of attrition. THe faster it can start the better, because my stuff comes back. :D
[I] A dim red glow emanated from the scroll of Hexing. It seemed the goblins had attempted to break the seals of protection and binding to reach the knowledge inside. The High Liche Priest slowly bent down to retrieve it from the small slimy goblin fingers that clutched it tightly. What could have passed for a smile left the Priests face; it was only a matter of time now.[/I]
-----------
And yet again another game this week! First game against the High Elves, it was only at 2000pts against a new general, but I did take pictures. In this game I got to see the potential damage of a unit of 3 chariots, as it wrecked face.
Cheers! - Stay tuned.
The legion was advancing into the mountains. As the legion advanced in the night the goblin drums bellowed in the deep.[/I]
So, had yet another game this one was saturday night, and happened from about 12-3 am... so we were getting through the game and not really worrying about pictures and stuff, as such I will keep it short and sweet. So, I played the same O&G general in the 2nd game of my prologue series. This rematch saw him not forgetting most of his models and he was now ready to take me on, being more knowledgeable about his army and the capabilities of mine.
His list:
Black Ork Warboss
Lv 4 Night Gobbo Shaman
Gob lord with a GW and 2+ AS?
Gob hero BSB
Lv 2 NG shaman
40 Goblin Spears
20 Goblin Archers
15 Spider Riders FC
25? Black Orks FC
4 Stone Trolls
Anyway, his list had some hard hitters and he seemed confident.
We played the "Battle for the pass" mission. This was the list I took:
HLP lv 4, cloak and endurance
Prince Glitterman
Prince MightSword
39 Skeleton Warriors FC
10 Archers Mus
3 Chariots
20 TG, FC BOUL
SSC
Casket
So, I deployed my TG facing his Nigh gobbo block (no fanatics...?) My horde vs his black orks.
The chariots against the gobbo bows.
I got turn 1 and moved the skellies up and angled them to present the black ork flank if charged, I had taken the number 6 spell on my hiero and was hoping to get it off on the gobbo unit... lo and behold there are 2 ways that this spell can go wrong, if you miscast, and then if you roll problems on the distance to multiply... I found this out the hard way as I got the spell off, and then rolled problems! and my HLP blew up 8 archers... From then on the game went down hill for my opponent... his trolls were on the far far flank... and the game happened on the other side of the battle field. The chariots ran down the 20 gobbos + lv 2 with ease. The TG were the men of the match taking on the black orks, the goblins and the spider riders... THat WS 5 on them has been awesome over, and over and over again.
Anyway:
Tactical review:
- I did not like the fact that the skullstorm will kill a lot of my models with a miscast (explosion) and then if I get problems then on that as well... too many ifs. Once again I failed to take the movement spell and regretted it... Note to self, always take the movement spell!
- I did not like the 10 Archers... 20 seems to be a minimum for me.
- The BOUL was gimikky, yes, it is very nice and has a good chance to res stuff back but, it does not get a bonus from a level caster and if you rely on it the enemy will dispel it unless you roll a crazy number of dice at it... then again, it pays for itself with one average roll... so.
- I am finding that being agressive with the TK works well, gives my opponent less time to think, entices them to charge in and make mistakes and then hopefully war of attrition. THe faster it can start the better, because my stuff comes back. :D
[I] A dim red glow emanated from the scroll of Hexing. It seemed the goblins had attempted to break the seals of protection and binding to reach the knowledge inside. The High Liche Priest slowly bent down to retrieve it from the small slimy goblin fingers that clutched it tightly. What could have passed for a smile left the Priests face; it was only a matter of time now.[/I]
-----------
And yet again another game this week! First game against the High Elves, it was only at 2000pts against a new general, but I did take pictures. In this game I got to see the potential damage of a unit of 3 chariots, as it wrecked face.
Cheers! - Stay tuned.
Sunday, May 15, 2011
20 Games with Tomb Kings: Game 1.5 Batrep
Fellow travelers of the blistering desert. I have swindled for too long and it is time for the battle report (almost a week late, sorry). 2K points of the Legion faced off against 2K of vermin tide.
[I]After taking the watchtower in the north reports of a tide of vermin sacking sacred shrines and tombs reached the ears of the tomb King. Without a word a detachment of the full army advanced to engage the horde, the aim to break their determination and send them scurrying back to their stinking holes.[/I]
So, mission Blood and Glory. His fortitude was 5, general, BSB 2 units of clanrats, mine was 5 as well, Skelly horde, tomb guard, chariots and general.
We also agreed to continue to play even if the army broke (this is in line with a few tournaments in the area, than count the fortitude objective as "primary" and then count up VP's as usual for secondary objective).
His list was something like this:
Lv 4 Grey Seer Feedback Scroll
BSB
PlagueMonk (lv 2)
Engineer- Doom missile
50 Slaves FC
50 Slaves FC
49 Clanrats, HW, Sh FC - Wind Mortar
49 Clanrats, HW, Sh FC - Flamer team
6 Gutter Runners poison slings, ambush upgrade?
DoomWheel
Hellpit
My list:
40 Skellies and Glittering Prince
30 Tomb Guard (BoUL) and King with Deathmask
3 Chariots with flaming banner
15 archers as bunker
5 Horse Archers
HLP with cloak and ward
Casket
Catapult
Colossus
So, I will keep it short and sweet, to illustrate my deployment:
DoomWheel-Slaves-Clanrats-Clanrats-Slaves-HPA
No mans land
Horse Archers (scouted)
Horde Skellies-BG-Tomb Guard
------------------------Archers Chariots
Catapult Casket
He got first turn, and moved up aggressively. Magic did nothing (he did not get skitterleap although he did get cracks call)
My line moved up, the chariots put one wound on the HPA with their flaming arrows :D.
His second turn saw the Poison mortar hit the skeleton horde and kill 10 or 11 of them. I dispelled cracks call... thank goodness (my colossus was scared, very scared)
My second turn I charged the slaves on the far corner with the TG and he held... the colossus also charged in and he held as well. The engineer in the slave unit then stand and shot with his rocket... and killed about 16 tomb guard! He landed the rocked bang on target.. nasty.
Then in my magic I banner of undying legion back 8 tomb guard :D. And the entire slave unit was eliminated. The casket zapped the doomwheel and took 4 or 5 wounds off it. (it had one left) The TG reformed to face the HPA and the giant faced the clanrats in the center.
His turn, the HPA charged the TG. The seer left his unit and cracks called my colossus into the ground, the wind mortar killed itself and the doomwheel finally got a hold of the horse archers and wiped them out. The other clanrats and slaves manouvered around a dangerous hill in the center. (see pic in below post). The HPA then epically failed in close combat... this was the definate turning point in the game as it failed each and every save... and allowed my TG to face off against some clanrats.
The skeleton horde charged the clanrats in the center and so did the TG and failed to run them down but did win combat. Then in his following turn the last unit of clanrats charged into the skellies, he death frenzied them and wiped the skeletons in one round of combat ! ( I had taken quite number of casualties and he rolled very hot). Then the TG ran in and wiped out the unit that had BSB in it. And the catapult had fired at the slaves on the far left and killed one, and forced them to panic.
His gutter runners had shown up and died when the casket exploded.
Then I had to go home... So we called it a game, the Tomb Kings were in a very strong position and won the game!
So, now onto the mandatory tactics and review section:
Once again the horde skellies were fantastic.
Death Mask is king(and found on a king, imagine that!)
Must take secondary caster with scroll, sometimes you have to stop a big spell!
Casket and HLP are mainstays always I would drop the king before I drop my LV 4.
Chariots with flaming banner, good.
The colossus is still the odd man out, he should really be a hierotitan, I promise I will play him soon.
Anyway Cheers!
[I]The King looked up from his last kill to see the enemy verming fleeing. Their determination and resolve broken, their squeals of terror and pain. The King recalled the smells of battle and for a short moment thought of better times. "Enough recollections" he thought "It is time to move on". As one, the legion halted; the battle had been won and their never ending journey would continue.[/I]
And on another note for you eager readers I have played yet another side quest. 1500pts against the Orks and the Goblins! Stay tuned for a short report coming soon as I failed to take pictures, but I have a few tactical fruits to give out.
Cheers!
[I]After taking the watchtower in the north reports of a tide of vermin sacking sacred shrines and tombs reached the ears of the tomb King. Without a word a detachment of the full army advanced to engage the horde, the aim to break their determination and send them scurrying back to their stinking holes.[/I]
So, mission Blood and Glory. His fortitude was 5, general, BSB 2 units of clanrats, mine was 5 as well, Skelly horde, tomb guard, chariots and general.
We also agreed to continue to play even if the army broke (this is in line with a few tournaments in the area, than count the fortitude objective as "primary" and then count up VP's as usual for secondary objective).
His list was something like this:
Lv 4 Grey Seer Feedback Scroll
BSB
PlagueMonk (lv 2)
Engineer- Doom missile
50 Slaves FC
50 Slaves FC
49 Clanrats, HW, Sh FC - Wind Mortar
49 Clanrats, HW, Sh FC - Flamer team
6 Gutter Runners poison slings, ambush upgrade?
DoomWheel
Hellpit
My list:
40 Skellies and Glittering Prince
30 Tomb Guard (BoUL) and King with Deathmask
3 Chariots with flaming banner
15 archers as bunker
5 Horse Archers
HLP with cloak and ward
Casket
Catapult
Colossus
So, I will keep it short and sweet, to illustrate my deployment:
DoomWheel-Slaves-Clanrats-Clanrats-Slaves-HPA
No mans land
Horse Archers (scouted)
Horde Skellies-BG-Tomb Guard
------------------------Archers Chariots
Catapult Casket
He got first turn, and moved up aggressively. Magic did nothing (he did not get skitterleap although he did get cracks call)
My line moved up, the chariots put one wound on the HPA with their flaming arrows :D.
His second turn saw the Poison mortar hit the skeleton horde and kill 10 or 11 of them. I dispelled cracks call... thank goodness (my colossus was scared, very scared)
My second turn I charged the slaves on the far corner with the TG and he held... the colossus also charged in and he held as well. The engineer in the slave unit then stand and shot with his rocket... and killed about 16 tomb guard! He landed the rocked bang on target.. nasty.
Then in my magic I banner of undying legion back 8 tomb guard :D. And the entire slave unit was eliminated. The casket zapped the doomwheel and took 4 or 5 wounds off it. (it had one left) The TG reformed to face the HPA and the giant faced the clanrats in the center.
His turn, the HPA charged the TG. The seer left his unit and cracks called my colossus into the ground, the wind mortar killed itself and the doomwheel finally got a hold of the horse archers and wiped them out. The other clanrats and slaves manouvered around a dangerous hill in the center. (see pic in below post). The HPA then epically failed in close combat... this was the definate turning point in the game as it failed each and every save... and allowed my TG to face off against some clanrats.
The skeleton horde charged the clanrats in the center and so did the TG and failed to run them down but did win combat. Then in his following turn the last unit of clanrats charged into the skellies, he death frenzied them and wiped the skeletons in one round of combat ! ( I had taken quite number of casualties and he rolled very hot). Then the TG ran in and wiped out the unit that had BSB in it. And the catapult had fired at the slaves on the far left and killed one, and forced them to panic.
His gutter runners had shown up and died when the casket exploded.
Then I had to go home... So we called it a game, the Tomb Kings were in a very strong position and won the game!
So, now onto the mandatory tactics and review section:
Once again the horde skellies were fantastic.
Death Mask is king(and found on a king, imagine that!)
Must take secondary caster with scroll, sometimes you have to stop a big spell!
Casket and HLP are mainstays always I would drop the king before I drop my LV 4.
Chariots with flaming banner, good.
The colossus is still the odd man out, he should really be a hierotitan, I promise I will play him soon.
Anyway Cheers!
[I]The King looked up from his last kill to see the enemy verming fleeing. Their determination and resolve broken, their squeals of terror and pain. The King recalled the smells of battle and for a short moment thought of better times. "Enough recollections" he thought "It is time to move on". As one, the legion halted; the battle had been won and their never ending journey would continue.[/I]
And on another note for you eager readers I have played yet another side quest. 1500pts against the Orks and the Goblins! Stay tuned for a short report coming soon as I failed to take pictures, but I have a few tactical fruits to give out.
Cheers!
Thursday, May 12, 2011
20 Games with Tomb Kings: Game 1.5 Pic
Although not a specific part of the journey a hero will always have side-quests... this time a 2K point game against a Skaven horde!
His List:
Lv 4 Grey Seer Feedback Scroll
BSB
PlagueMonk (lv 2)
Engineer- Doom missile
50 Slaves FC
50 Slaves FC
49 Clanrats, HW, Sh FC
49 Clanrats, HW, Sh FC
6 Gutter Runners poison slings
DoomWheel
Hellpit
Pic from the game, battlereport will be up soon. This picture was taken beggining of the skaven turn 2, my Tomb Guard and King with the giant had just eliminated a unit of slaves and faced off against the hellpit with the giant facing the grey seers unit (the giant ended up falling through a crack in the earths surface... and the TG then killed the hellpit)

Cheers!
His List:
Lv 4 Grey Seer Feedback Scroll
BSB
PlagueMonk (lv 2)
Engineer- Doom missile
50 Slaves FC
50 Slaves FC
49 Clanrats, HW, Sh FC
49 Clanrats, HW, Sh FC
6 Gutter Runners poison slings
DoomWheel
Hellpit
Pic from the game, battlereport will be up soon. This picture was taken beggining of the skaven turn 2, my Tomb Guard and King with the giant had just eliminated a unit of slaves and faced off against the hellpit with the giant facing the grey seers unit (the giant ended up falling through a crack in the earths surface... and the TG then killed the hellpit)
Cheers!
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