Monday, February 7, 2022

Vengeance Rising - Battle 5 - Tomb Kings vs Vampire Counts - 7/4/12

 I was up against VC for the first time in this edition.


My list:

Level 4 - Earthing Rod
Level 4 - Scroll (lore of light)
Necrotect - dragon bane gem, iron curse
20 Archers - Std
20 Archers
2 x 5 Horse Archers
4 chariots - Std, Mus
2 x 6 Necro Knights - FC
Casket
Hierotitan
2 x SSC

Opponents list (from memory)

Vampire Lord - Level 4, Enchanted Shield, Fencers Blade,
necromancer - Level 2, scroll, nightmare
BSB - GW, 6+ ward
40 Ghouls
40 Skeleton Warriors
5 Hexwraiths
25 Grave Guard - FC, Std of Barrows
Mortis Engine
Terrogheist
3 x vargheists - vargoyle

Deployment:




Spells:

Hierophant - Wind, Vengeance, Smiting, Protection
Light - Bironas, Phas, Speed of Light, Banishment

Necromancer - Invocation, Raise Dead
vampire - Gaze of Nagash, Raise Dead, vanhels, Wind of Undeath


TK 1


Magic - 4PD vs 1DD

I throw 3D6 at banishment aiming at the Mortis engine hoping to either burn a scroll or score some damage, looks like its option A as my opponent declares he's using his scroll. A good result. I throw my remaining dice at Casket of Souls which fails.

Shooting

The first SSC unleashes its' deadly payload scattering from the target taking apart a skeleton warrior. The second SSC crew account for wind and nail their target landing into the Mortis engine spreading it into splinters across the battlefield. The ongoing detonation kills 3 ghouls, puts 2 wounds on the Terrogheist and shreds the nearby Necromancer. Wow! Good shooting! :) The chariot archers pour fire into the Ghouls dropping a further 3.





VC 1


The Hexwraiths declare a charge on the Horse archers however the distance proves to great for the ethereal steeds failing to make the move required. Everything else in the army advances forward whilst the Terragheist forms to the flank of the Horse Archers to dispatch them.

Magic - 11PD vs 6DD

The magic phase begins with gaze of nagash hitting the Eastern SSC doing 2 wounds. Raise dead is attempted however I dispel this allowing a powered up version of Vanhels go through effecting the Grave guard, ghouls, and skeleton warriors.

The Terrorghiest easily removes the Horse archers from play with his shooting attack however distracting is for a turn to keep it off the heavy hitters is very worthwhile.





TK 2


The Western Necropolis Knights charge into the ghouls with the chariots on their heels for support smashing into the flank.

Magic - 8PD vs 4DD

I manage to get Pha's protection up on the Necro knights in combat followed by smiting, I plan on backing this up with Banishment onto the Terrogheist however this is dispelled.

Shooting

The winds blow stronger than ever this turn causing all my SSC to scatter wide from the targetted Terrorghiest yielding no returns. 3 Grave Guard drop from archer fire.

Combat

3 Wounds are scored from the impact hits in total, the Necropolis knights and charioteers manage to put 13 wounds onto the unit and take 9 in return crumbling the unit of Ghouls into oblivion. I overrun with the Knights to get them out of the charge arc of the grave guard and silly mistake of the game I test to restrain with the chariots thinking of the pursuit rules rather than overrun so they end up zooming past the Knights.





VC 2


The grave guard call to arms and charge into the Hierotitan, the skeleton warriors stomp on towards the Necropolis knights closing ranks and the Vargheists hit into the SSC.

Magic - 7PD vs 4DD

Another Vanhels gets through powered up augmenting the speed of the undead hordes gathered around the Vampire. Raise dead is also attempted however I scroll this immediately.

Combat

The Necroknights cleave into the skeleton warriors causing 11 wounds and taking 2 wounds in return. The Hierotitan doesn't fair as well taking 3 wounds from the Vampire and BSB and dealing back 4 wounds however the scales tip and the Titan crumbles into dust allowing the Grave guard to overrun and smash into the skeletons bunkering the Hierophant. Finally the last crew member of the SSC is slain and the vampires face west towards the casket.




TK 3


The Necropolis knights and chariots swift reform and begin the journey back to the combats.

Magic - 12PD vs 7DD

I start off with speed of light on the archers which is promptly dispelled, I manage the 5+ ward through on the archers before Banishment dishes out 5 wounds onto the Vargheists eager to get into combat. Finally Pha's protection goes through onto the knights in combat before Light of Death is dispelled.

Shooting

The archers and chariots take a wound off the Terrorghiest before the ancient Khemri warmachine unleashes more screaming skulls into the air staying true to their target and piercing magical wounds into the target reducing it to ash.

Combat

The Necropolis Knights dish out 14 wounds in total to the skeleton warriors taking no wounds in return.

The Grave guard and characters slay skeleton archers leaving only 5 left plus the Hierotitan standing after the destruction.




VC 3


Once again endurance proves an issue in the world of undeath as the Hexwraiths fail to charge the Horse Archers. The Varghiest however makes the distance to the Casket of Souls.

Magic - 8PD vs 6DD

I dispel an attempt on Vahels and raise dead gets through raising a unit of 12 Skeleton warriors blocking the unit of Necropolis Knights.

Combat

The Grave guard clean house and destory the archers and Hierophant, the only damage that comes from the crumble is 3 horse archers luckily enough. The grave guard reform to face the East. The Necropolis Knights return the favour and grind the remaining skeletons and reform to face the Vampire and his bodyguard. Finally the Vargheist siezes the crew and in turn detonating the remaining trapped souls in the casket unleasing power that drops 2 Necropolis Knights before overrunning into the archers.




TK 4


The Eastern Necropolis knights charge into the grave guard whilst the other unit of NK charge into the skeleton warriors who are currently blocking the path.

Magic - 7PD vs 6DD

The only spell I'm successful at getting through is Pha's protection on the Necropolis Knights in combat, an attempt at Bironas and Speed of Light is easily dispelled.

Combat

The archers lose 2 of their number to the Varghiest and reform to a combat block in order to win the battle of attrition in further turns.

The Necropolis Knights take 3 wounds in total until the Champion's axe falls true dealing a fatal wound of the enemy general ceasing the animation in the army along with 3 grave guard via stomp attacks. Immediately the Skeleton warriors crumble until 2 are left and the Hex wraiths dissolve to 3 remaining.

The Western Necropolis knights smash the remaining 2 skeleton warriors into the ground and reform to face the flank of the grave guard.




VC 4


(Note the SSC of mine misfired last turn and in true fashion self destructed)

The hexwraiths finally summon the will to charge the Horse Archers making the distance easily.

Combat

In combat the horse archers are ground out to nothing. The Grave guard and Necropolis knights end in a drawn combat whilst the reformed archers is enough to pop the final wound on the Varghiest.




At this stage my opponent admits defeat and concedes the game.

TK Victory.

It was the first time I'd played against VC this edition and the only thing I would have done differently is the mistake with the chariots to get them into the grave guard and cause casualties a lot sooner. Other than that the only things I need to be careful of is 'overrun lanes' allowing enemy units of cull my Hierophant a lot quicker. In both games I've used this list he's slotted it which isn't a great record at all! Again happy with the performance of the list and I beleive I had all the tools to deal with every element in my opponents list.

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