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Made in us
Longtime Dakkanaut





We had a grudge match last night, and it was an incredible game, in many ways.

I had:

King w/Destroyer of Eternities and Collar of Shapesh
King w/Flail of Skulls, flaming chariot w/chariot ward save on chariot
Priest w/scroll
Priest w/scroll, skeleton steed
Priest w/scroll, casket of souls
Priest w/scroll, skeleton steed, hieratic jar, Hierophant

1 Tomb Swarm
6 Chariots w/banner of +1 to hit on first turn
Big skeleton unit w/banner of eternal legion, hand weapon light armor + shield
10 man skeleton archer unit

Scorpion
Scorpion
20 Tomb Guard, FC, Icon of Rakoph
3 Carrion

Bone Giant
Screaming Skull Catapult w/skulls of the foe

Fargo had:

Archaon
Sorcerer Lord w/MoT, Talisman of Protection, Spell Familiar, other casty wargear, on barded steed
Sorc w/puppet, MoN
Sorc w/black tongue, MoN, barded steed
Sorc w/power familiar, no mark
Sorc w/Skull of Katan, MoT

3 units of Marauder Cav, 5 strong w/throwing axes
20 Warriors of Chaos, MoS, hw + shield
6 Knights of Chaos (Swords of Chaos), MoT
2 Hellcannons



We had gone to a tourney on Sat, both gone 2-1 (both lost to the same Daemon player, shocker), and had identical point values. Obviously a match was in order to sort it out.

What made this game so cool is that these are both, to a degree, trick armies, that get a lot of mileage out of the enemy's unfamiliarity with their rules. That wouldn't be the case today, we both knew all of each other's tricks. There was also the odd dynamic that neither of us could expect to stop the enemy's magic entirely

His deployment was pretty standard. The Bunker infantry w/the Sorc's on the back, then a front line that went redirector, Archaon, redirector, Swords, redirector. The Cannons were back and flanking the bunker.

My deployment had my infantry on the east (facing his Swords), my chariots in the west, and my mages hiding in my 10 skeleton bunker in the back with the casket and Catapult

He won the roll to go first.

WoC 1:

Move:

He moved his guys south quite far, almost but not quit their full distance, while the Bunker moved up into casting range.

Magic:

I basically stuffed his magic phase. He was out of range for a bit, didn't roll that well.

Shooting:

One Hellcannon killed 2 chariots, the other tried a shot at the Hierophant and misfired, causing every wizard on the field to take a miscast. He rolled disastrously, but was able to use the puppet to manipulate it. He ultimately took a wound to Archaon (wtf?), a wound to his Sorc lord, lost 4 chaos warriors and took a wound to the puppet guy He also gave me Light of Death and lost 2 Marauder cav. I, by contrast, rolled pretty much nothing but 7's, and he sucked up all my scrolls with repeated castings of a regenerate spell on his knights, it ate 3 scrolls.

TK 1:

Movement: I moved up with Scorpions, the block Rakophed up, the Chariots moved up, and so did the Bone Giant. The Carrion flew fairly deep into his side.

TK magic:

Chariots urgency'd themselves into Archaon (I know, I know, but I wanted to pin him for a while and the Chariots were the only gys with the move to handle the job, plus the TK could have got lucky, just saying.) Scorpions shoved back his fast cav, Bone GIant actually got in on some Marauder cav. The Swords fled the urgency charge of the Rakophing Tomb Guard w/King, ran over the block but not off the board. I had a mental blank and urgency'd the carrion into the bunker instead of the swords.

TK shooting: The catapult recovered from a misfire in the magic phase.

TK combat: The King failed like a fool against Archaon, and was slaughtered. Archaon did take a wound from his own sword in the process. The Giant killed 2 Marauder cav, they stuck. The carrion killed the puppet guy! (inside knowledge here, I knew who carried his puppet thanks to many games with/against him, and the guy had been wounded in the miscast tomfoolery, still, 4 shots at 1/18, very lucky to get it)

Woc 2:

Movement: The wizards bailed out of the bunker, with the oncoming Rakophers it was the only play. The redirectors returned and threw axes at things. Swords try and get out from behind the bunker.

Magic: His magic was no more effective this round, doing some wounds to tomb guard and skeletons. He got my last scroll to stop a Gate.

Shooting: Both hellcannons didn't do much this round.

Fighting: Archaon slaughtered the chariots down to the boss's chariot being the only one left. Didn't hurt himself again. Bone Giant beat down the last horsemen in the center.

TK 2:

Movement: Tomb Guard charges WoC, they hold. Scorpions charge fast cav once again, one unit holds, on the east.

Magic: I get completely dispelled (OUCH!), other than Light of Death, which doesn't really do much, and a smited catapult shot which does 3 wounds to a Hellcannon.

Shooting: Catapult hits the hellcannon again and destroys it.

Fighting: Archaon polishes off the chariot. TK's win in the bunker vs. Tomb Guard fight, but not by enough to break them (4).

Warriors 3:

Movement: Archaon goes over to stare at the flank of the infantry fight ( so close no one can get in the way). Swords move south a bit, mostly blocked. Sorcs move south a bit.

Magic: Can't stop the magic anymore, he gets gate on a bone giant, but rolls 2 for str and doesn't do anything. He blasts it with more magic and gets 3 wounds.

Shooting: The accursed hellcannon does the misfire thing again. I lose a wizard to miscast (his second wound), but so does he, and the Sorc Lord takes his second wound. Archaon takes his third wound. Not a happy guy. He sucks Light of Death twice in rapid succession and loses a second basic Sorc, while I get my Bone GIant Gated to death.

Fighting phase: I beat on his Warriors some more, can't break em.

TK 3:

Movement: Nothing of real consequence I'm skipping a lot of the jockeying around. Casters frantically move about.

Magic: He stops it again. The dice on both side's magic have been wretched.

Shooting: Nothing of consequence from the stone thrower.

Fighting: The main fight breaks my way, and I overrun and catch the infantry, running out of Archaon's fight arc.

Woc 4:

Movement: Archaon doesn't charge anything (he can see scorpions and whatever), he's afraid of losing his last wound. He moves over and joins the Swords. The Hellcannon moves in. 2 remaining wizards (wounded foot sorc and wounded Sorc lord) run for the hills, going into hiding

Magic: None really, the Gate guy miscasts and loses the spell.

Shooting: None, the Hellcannon moved

Fighting: None

TK 4:

Movement:
Ok, Rakophers warp to Archaon's flank. If I can get this urgency I've got a great shot at this game. Scorpions form up in front of Hierophant in the big skeleton unit

Magic:

He stops me again, except for the Casket, which boxcars the Swords and kills 4. YES!

Shooting:

Nothing worthwhile.

Fighting:

None

Woc 5:

Archaon + 2 Swords charges the scorpion in front of my skeleton unit, Hellcannon charges the Tomb Guard

Magic:

None

Shooting:

None

Fighting: Hellcannon takes 2 wounds, Archon obliterates the scorpion and overruns into the unit, killing a knight on the way in.

TK 5:

Nothing of import, till the fighting phase.

Fighting:

Hierophant ducks the challenge, and ARchaon goes ballistic. With one knight of chaos he kill 14 skeleton warriors. Un real.

Woc 6:

Fighting:

Hierophant takes the charge rather than die to combat res, and gets murdered. Archaon doggedly refuses to wound himself a last time. King kills Hellcannon

TK 6:

Rakoph unit charges into the flank of the Swords (not Archon, the other guy), kills him with a smite from the King. TK Champ challenges Archaon and gets diced. He does enough wounds to finish off the bunker. Ugh.

Final survivors:

Archaon, under half
Sorc Lord under half
Sorc under half

Tomb King full
Tomb Guard under half
Scorp full
10 Skeletons, under half
2 Liche priests, one has casket of souls

Tomb Kings have 100 points from having one more quarter/banner than their foe.

Ultimately just enough points to get a minor victory for the TK. Very Very close game, with a # of back and forth's. The reunion of Archon and his Swords charging into foes that outnumbered them ten to one and slaughtering them all to almost rescue the game was among the more epic things I've seen in WHFB.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Wow, close one! From reading it I thought the WoC were winning... did his hellcannon do more damage to himself than to you?
   
Made in us
Sinewy Scourge




Murfreesboro, TN

Nice report, but someone needs to talk to your opponent about his list.....that many wizards and he brings TWO hellcannons...thats just asking for trouble, even with puppet.

"I'm not much for prejudice, I prefer to judge people by whats inside, and how much fun it is to get to those insides." - Unknown Haemonculi 
   
Made in us
Doc Brown






1 in 6 chance of misfiring so 1 per Cannon assuming they shoot all 6 turns. Then a 1 in 6 (maybe 1 in 3, can't recall) of getting the miscast all around result. He's got pretty good odds of only seeing that result once in a blue moon, this was just a wierd game. When have you ever seen a game involving TK that had something on the order of 20 rolls on the miscast chart? Also there was a good bit of luck involved on the rolling. The WoC couldn't get higher than a 4 meaning he was struggling to get away from the catastrophic miscasts and the Tk rolled 7's like there was no tomorrow. Also it didn't help that 40KE's brain fart resulted in the death of the puppet carrier. Played against the list before, it works.

Going into 5, it looked like the TK had an easy win, but then Archaon decided to be death incarnate and not take anymore wounds, got pretty crazy in the last 2 turns.


 
   
Made in us
Devious Space Marine dedicated to Tzeentch




Mastershake wrote:
...but then Archaon decided to be death incarnate and not take anymore wounds...


A decision he makes quite often, from what I've seen.
   
Made in us
Regular Dakkanaut




Especially with Fargo's rolling. I played his blitz list at 2,250 with my skaven. Archaon released his sword on the top of 3 and was in combat literally every player turn for the rest of the game. He attacked 80 times with the potential to hurt himself - didn't take a wound all game.

Of course, it didn't help he was fighting unbreakable stuff and the rest of his army was wiped out... but given infinite turns, he would have single handedly wiped out the entirety of my army. Especially after he got the stubborn roll on the Eye of the Gods chart for killing a plague priest.

wileythenord wrote:then Player-A ruined my entire life
 
   
Made in de
On a Canoptek Spyder's Waiting List





Very nice game, and very nice posts frome the players here. It really inspires to do more games!
   
Made in us
Devious Space Marine dedicated to Tzeentch




Player-A wrote: Especially after he got the stubborn roll on the Eye of the Gods chart for killing a plague priest.


Oh god. That's just harsh.
   
Made in us
Longtime Dakkanaut





Last night a Doombull hit the side of one of those big units, and in 4 rounds of combat killed all the skaven, the priest, and the furnace, without taking a wound. Beasts still lost, but it was hilarious. At the end of all that noise the Bull had 7 extra attacks. Those things are monsters.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Yeah, it's an interesting dynamic with minos and doombulls. Feed them too many diverters and sacrificials and you end up with a pretty tough nut to crack later...

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
 
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