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Made in us
Powerful Ushbati





Manhatten, KS

Hope you all enjoy my first go with my new tomb kings army. Please comment on both my list and the match itself I am taking these guys to ard boyz semi's.


My list:

Lords:

Akrhan the Black 360 pts
Hierophant

High Queen Khalida 365 pts

Heroes:

Liche Priest 155pts
Dispel Scroll
Enkhil's Kanopi

Tomb Prince 152 pts
Armored of silvered steel
Dragonbane Gem
Flail

Necrotect 110 pts
Armor of destiny

Tomb Prince 195 pts
Chariot
Enchanted shield
Light armor
Dawn stone
Gold sigil Sword

Troops:

43 Warriors 245 pts
Hand weapon/shield/ light armor/ FC

30 bowmen 180pts

6 chariots 375 pts
FC (banner of swiftness)

Special:

Warsphinx 230 pts
Fiery Roar

Warsphinx 230 pts
Fiery Roar

Rare:

Hierotitan 175 pts

Screaming Skull Catapult 90 pts

Casket of souls 135 pts

Total: 2997


Enemy Roster:

Lord:

Count mannfred 640 pts (+6 to cast and dispel YUCK!)
Book of ashur
Skull staff

Heroes:

Necromancer with purchased powers

Vampire level 2
Fury

White king BSB with hatred

Vampire level 2 (with skeletons)
Fury; heals wounds on unit on succesful wounds

Core:

40 spearman
FC

40 zombies

40 horde of ghouls

Special:

18 Grave Guard shield, handweapon

Fell bats x 6

Rare:

5 vampire knights


Deployment: I lost the roll to go first by him being done deploying first and each of us rolling a one.
I had placed a sphinx on the far right flank then the 30 man horde of bowmen with khalida and my level 2 wizard. Then the casket of souls on a hill. In the middle I had my unit of 6 chariots with the mounted prince and the hierotitan. To my left I had a unit of skeleton warriors 40 strong with akran, a tomb prince, and the necrotect. To the far left was the the Screaming skull catapult in the back corner and the other warsphinx.

On my right he deployed Graveguard withe necromancer. TO the left of them was the horde of gouls with the hatred BSB and one vampire. THe zombies were toward the middle of the board. To the left of the zombies was the skeleton spear horde and to the left of them were mannfred and the blood knights. The fell bats were behind the gould on the right flank.

VC 1:
His turn one he marches the the grave guard forward and moves the fell bats in front of them. The ghouls move up and then dance to move up again. The zombies march and do what zombies do (nothing). Skeleton warriors move up to the left heading for my skeleton horde. Mannfred sits and looks pretty. Magic doesnt do much with +6 for him and +5 for mine.

TK 1:
The tomb prince and chariots charge the ghouls (note: poison hatred=ouch). They get the charge and do a number on the ghouls but the hatred and poison prove too much and combat res kills my tomb prince in the following turn.
Both warsphinx move up. Khalida and bowmen move back and launch a volley into the fell bats (poison arrows and 4+ to hit). They cause a staggering 12 wounds and kill all 6 bats.
The hierotitan moves to the middle.
The Skeletons on the left flank move up enough for Arkhan to cast snipe spells at mannfred (only do 1 wound and give my opponent idea's).
(note: Tzeentch hates me and I miscast with a role of 1 on my turn 1, with only 2 casters, each wizard only suffers 1 st 10 and Arkhan gets the miss. Woot!)
BTW casket hit nothing and the SSC hit nothing all game. So no use talking about them lol.

VC 2:
Grave guard move up and try to dance into the warsphinx. Barely out of charge range as they look up to see the warsphinx towering over them (cue the nom nom please).
The ghouls finish up the chariots and the tomb prince feels abandoned and crumbles.
The zombies move forward again...
Skeletons move forward and dance a charge into my skeletons. He cast the -1 st and -T on my skeletons :(.
Between my will be done him needing 5's to hit and me needing 5's to wound it was rough. The necrotect was gold as my unit hated the enemy and this combat was boney and lasted several turns before finally ending in turn 4 with my unit annihilating the enemy spearman unit and watching the vampire crumble(for only 2/3's the cost).
Mannfred miscast with a role of one and loses 2 levels and the dance he cast.

TK 2:
Warspinx on the right flank charges the grave guard and misses his thundercrush attack but the tomb guard cut down 2 and the fiery blast knocks out another 6 along with 2 from the thunderstomp (holy pack a punch this guy is deadly). The warspinx takes a wound before whiping out the entire unit in the following turn.
The warsphinx on the left moves up some more to set up for a charge on the knights.
The skeletons continue to fight.
The hierotitan charges the skeleton flank to help with the brutal smashing of bones on both sides.
The priest with khalidia cast incantation righteous smiting with irresistable force (then his head explodes). He also rolls a 1 for tzeentch but he died anyways before hand from the first miscast.
Khalida and 30 bowmen shoot their 60 arrows now at the ghouls. I roll REAL BAD and only poison 6.... yes only 6 poison. Still manage to wound 12 total though and the unit is now down to a little over one rank.
Magic is done because of the dam liche priest.
Skeleton combat continues.


VC 3:
Zombies move up again. The ghouls move up and get ready to charge the casket and/or khalida and crew.
Warsphinx finishes off the last of the graveguard and reforms to face the ghouls right flank(cue nom nom).
The count stays on his hill.
The -1 S and -1 T finally goes away for the skeletons and this brings about a rapid end to the Vampire skellies.
Mannfred wiffs on magic due to a scroll by me and now a level 5 to 2+2 advantage.
He does do 2 wounds to the far left sphinx with magic. :(
THe hierotitan and the skeletons finally finish the VC skeletons and they both reform to head toward mannfred.


Mid match review: So far I am dominating the game with only losing my chariots and prince Im sitting pretty. The warsphinx have more then earned their keep and will most likely be in every list for me this edition. haha, now lets see how i can blow this match in one turn


TK 3:
Skeletons move towards Mannfred and the vampires.
For reasons beyond my knowledge I move the left Sphinx out to get a flank rather then charging the knights (costly and old TK making me try old tactics).
The right sphinx charges into the flank of ghouls and between 4 S 5 attacks 4 S4 and a thunderstomp of 5 the ghouls crumble to the ground taking their vampire and bsb with them.
I roll a spell to give all my units a move. Tzeentch jumps up and I roll a 1. My fourth miscast of the game. I roll a 4..... and my hierophant has an entire rank of skeletons die off and is then sucked into the realms of chaos..... :huh:
:rolleyes: gotta love ard boyz missions.

The SCC crumbles (8 kp's for my opponent).

VC 4:
The knights charge and get a long enough roll to hit the skeletons and the zombies finally make it over there and charge the flank.... :blink: The skeletons are slaughtered in the course of the next to turns. The prince is the sole survivor in a dual with the casteelon. In a last ditch effort 2 of the skeletons drop 2 of the knights in crazy defiance. Zombies reform to face my hierotitan as they are now out of combat.

TK 4:
Luckily nothing crumbles.
The warsphinx on the right moves up some as the one on the far left fails a charge miserably only moving 2". :(
The hierotitan charges in to save the prince but whiffs and cant stomp cav models.
The bowmen forget to move and do nothing.
The Tomb prince paries attack after attack and the combat is a draw he takes one wound from combat res.

Review: Turn 3 seems an afterthought.

VC 5:
THe vampire knights reform to face the hierotitan and do another 4 wounds to him and falls dead. The prince crumbles after failing to bring down his challenger.
Zombies face the warsphinx that is still out of range.
The vampire knights combat reform to face my warsphinx on the right flank.

TK 5:
The warsphinx on the right Charges in with mannfred in his sight. However, the sly vampire and his posse do 3 wounds killing the warsphinx before a tomb guard could roll what was a killing blow on mannfred.... (thank you dice gods haha)
Everyone else held put as I had no way to kill the zombies in time.

roll a 2 and game ends.

VC: kp's 32 (major victory)
TK: kill points 20 (major loss)

Between second part of turn 3 until 5 I lost. 28 kps. (8 for hierotitan, 6 for characters, 2 for skeletons, 4 for warsphinx, 8 for SCC.)

Pro's: I really like the warsphinx, its breath weapon and resilience is awesome for the points. The tomb prince in skeleton works great especially with necrotect support. The new chariots are nice but I need to choose my targets better. Casket supports casting armies well and the hierotitan helps get all those spells off. Khalida in a unit of bowmen can be worth while but it is expensive. If used correctly this can kill off enemy units easily.

Con's: Only 2 casters left me limited. The SSC did nothing all game and was worth 8 kp. Arkhan is great and all but death doesnt really fit my army needs and he has to be my hierophant due to highest level wizard. I need to find a way to protect myself from miscast. Perhaps getting that item to re-roll them would be nice.


Automatically Appended Next Post:
BE advised: lol 12 of my KP were lost in my own turn. That tzeentch role is no joke.

This message was edited 1 time. Last update was at 2011/05/08 04:46:36


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in no
Regular Dakkanaut




interesting game, but having what 1400? points in characters? A bit over the top that, I suggest you get more boots on the sand
   
Made in us
Powerful Ushbati





Manhatten, KS

Ya, I need to fit in more troops. I just see all of the bonus's that each character gives to boost the troops and I run them. I am still adapting because in the old book you needed liche priest to survive. The new skeleton horde's can really hold their own. Especially with a prince or king with them.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in gb
Battlefield Professional





England

I agree with SevenSins' comments - overkill on the characters. If you dump Arkhan, you can replace him with a tooled up level 4 Liche High Priest, give him an earthing rod for protection and still save maybe 70-80pts... and you'd have the Lore you wanted, too. Probably enough to shoe-horn in another SSC if you jiggle about some other things.

 
   
Made in us
Death-Dealing Dark Angels Devastator



Talladega, AL

Have you seen the big to do with WoC list.. a 60 man unit of chaos warriors, 4 warshrines, and rest in characters...
I've seen a VC list with 2 units of 40 ghouls, 1 unit of 40 Graveguard, and rest is Lord/hero.

I do agree the footslogger list in TK seem to do well. I've also been considering throwing in some Lore of Light priest in there for the Initiative 10 awsomesauce with WS5 Horde Skellies.. (with possible Killing Blows)

I ONLY NEED A 2 TO SAVE! .... ....
WDL
Space Marine Bike Army - 15/1/6
:tyranid: 3500 pts
~2500 pts
~2250 pts
~5000-6000 pts
GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in nz
Longtime Dakkanaut



New Zealand

Fyi from how you have described it you appear to be playing miscasts wrong. Now you only miscast on a roll of double 6's (ignoring other items/effects which change this) which also causes Irresistible Force, rolling a 1 or a 2 (with 1 or 2 dice) means you automatically fail to cast (even if the +6 or whatever gets you there) and can't cast anything else that turn, but you don't explode or anything.
   
Made in us
Regular Dakkanaut





Powerguy wrote:Fyi from how you have described it you appear to be playing miscasts wrong. Now you only miscast on a roll of double 6's (ignoring other items/effects which change this) which also causes Irresistible Force, rolling a 1 or a 2 (with 1 or 2 dice) means you automatically fail to cast (even if the +6 or whatever gets you there) and can't cast anything else that turn, but you don't explode or anything.


They were practicing Ard Boyz Scenario 1. There is a special rule anytime a Wizard casts a spell, they roll a d6. On a 1 they suffer a miscast.
   
Made in us
Death-Dealing Dark Angels Devastator



Talladega, AL

I was thinking same thing till I remembered Ard Boys

I ONLY NEED A 2 TO SAVE! .... ....
WDL
Space Marine Bike Army - 15/1/6
:tyranid: 3500 pts
~2500 pts
~2250 pts
~5000-6000 pts
GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
 
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