Monday, April 17, 2023

Vengeance Rising - Battle 14 - 1500 TK vs Dark Elves 29/6/12

It was to be a cracking battle, I had a gut full of nearly half a kilo of kangaroo and I was pumped to dismantle the dark elves with ranged fire power and much stompy stompy from the warsphinxes!!


My opponent drops his hydra on the ground breaking off a head and two legs, this could be a good omen.

Battleline

Lists:

TK:

Level 4 – Channelling staff
20 Archers – Std
20 Archers – Std
4 Chariots – Std, Flaming
2 x Warsphinxes – FB
Casket
2 x SSC

DE:

Level 4
BSB
Hag – Cauldron
11 Xbowmen
20 Corsairs
6 Shades
2 Hydras

Deployment:



Spell selection:

Sorceress - black horror, word of pain, doombolt, soul stealer, power of darkness,

Hierophant - Desert Wind, Smiting, Desiccation, Vengeance

DE1




Cauldron puts 5+ ward on corsairs.

Magic - Word of pain reduces archers to BS1.

Chariot takes 2 wounds from shades.

TK1




Light of Death kills 2 xbowmen

5 xbowmen die to shooting

DE2





Cauldron puts Ward on Xbowmen.

Doombolt on warsphinx does nil. Word of pain on archers again. Black horror dispelled.

4 wounds on chariots from shades.

TK2





WS charges xbowmen, fails, pass terror.

Desiccation on xbowmen

Shooting wipes out xbowmen and puts 2 wounds on level 4. 1 wound on shade.

DE3





5+ ward on corsairs from cauldron.

Hyrdas charge Warsphinx. East one fails.

level 4 moves into corsairs.

Power of darkness adds 2 dice to pool. black horror on archers kills 9. doombolt on chariots fails to dispel does 5 wounds.

Hydra kills Sphinx. :(

TK 3





Chariot into Hydra and Warsphinx into Corsairs flank.

Smiting on warsphinx, LOD does 2 wounds to Hydra

SSC scatters and takes out a shade.

Archers destroy shades.

Crew kill BSB, and kill a further 8 corsairs however they're steadfast.

Chariot kills hydra and overruns.

DE4





Hydra charges into rear of chariot.

Power of darkness goes through. black horror kills 3 archers. word of agony dispelled from sphinx.

Chariot dies. Hydra reforms to face Archers.

Warsphinx breaks Corsairs, reforms to face rear of Hyrda.

TK4





Warsphinx into Hydras flank.

Desiccation onto Hydra. Powered up smiting goes off. Heals wound on sphinx and 3 archers get up.

Archers kill level 4 and 2 corsairs are left. SSC kill another 1.

Drawn combat between sphinx and hydra.

DE5




Corsair continues to run.

Warsphinx kills Hydra.

Op concedes.

Result - Tomb Kings Victory

Wow, eating that kangaroo sure paid off. :)

All I can say is I was pretty lucky that I didn't cope both the hydras on my warsphinx at the same time, had that happened then they would have rolled the sphinx and been into my back lines and that would have been a wrap. As it happens the dice were fickle and the double ones saved my boney hide this time.

Conclusion:

1500 points certainly feels like a more tactical game than the usual 2500 I’m use to. You really feel every wound that your army takes so at this points level the healing certainly felt good to have even though it didn’t change anything major.

Things for me to take note of next game, ensure I keep my chariots out of range of shooters to ensure they don’t take any more damage than what is necessary (Shades).

The shooting elements of this list were fantastic, probably a few too many points invested in shooting however it really decimated the Xbowmen and forced the level 4 to join the unit of Corsairs preventing them from charging.

Things would have gone completely different had the second Hydra made it into combat when they both charged but alas it was not to be.

I was also extremely lucky in the fact the chariot pinged the last wound off the Hydra! I was thinking about reforming the unit and positioning it off to draw the Hydra away from the casket but decided to overrun but it didn’t get me far enough. This however did allow my Warsphinx to gain the flank but perhaps a round of shooting against the Hydra would have been a wiser choice.

Thanks for reading!

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