Saturday, May 20, 2023

Vengeance Rising - Battle 22 - Tomb Kings vs Dark Elves

With an upcoming 2400 tournament I was keen to attend I had to get some ‘training’ in ASAP. A friend was keen to attend and he put together a tough Dark Elves list with all the usual tricks that promised to bring the hurt to me. Special Characters are permitted at the tournament and although I was super keen to try Arkhan I ended up deciding against it purely because I won’t have enough games under my belt with him and I’d much rather stick to what I know. With that said I created the following list:


Hierophant - Scroll
HLP - Light
20 Archers - Std, Mus
20 Archers - Std
25 Archers - Std
3 x 5 Horse Archers
2 x 5 Necropolis Knights - Champion, Std
Stalkers
Hierotitan
Casket of Souls
2 x SSCs

Dark Elves

Unkillable Lord on Peg, 1+, Rev ward, Stubbron hat, +1 S, dragonhelm
Level 4 - dagger, shadow
Level 1 - fire, scroll
BSB – Cauldron
15 Xbowmen
12 Xbowmen
15 Warriors
10 Cold One Knights – FC, Hydra Banner
2 x 5 Dark Riders
2 x Hydras

My opponent had 4 key threats that need to be address, firstly his lord with the usual build, great at holding up a big and nasty unit. Initially I thought my best shot at getting rid of him was with my Stalkers but then this would let the Cold One Knights get to my lines intact. The second option that jumped in my head was to tie the lord up with a unit of Snakes however that would take away nearly 50% of my combat ability. It was going to be tough!

Hydras I could hopefully call upon my SSC to take care of at least one before it got into combat and no doubt the Knights would be zooming down a flank nearby to assist the big beasts. I’d have to be very considerate about timing and use the terrain to my advantage and attempt to split his forces up and deal with them as best I could. Also it played in my mind that I should possibly play for a draw rather than a win.

Spells:

High Light Priest - Banishment, Bironas, Net, Gaze
Hierophant - Smiting, Desiccation, Veng, Cursed Blades
Level 4 – Pit of shades, Pendulum, Mindrazor, Miasma
Fire - Fireball

Deployment:



Dark Elves won the roll off even as I had the +1.

DE1



The Cauldron buffs the Cold One Knights with a 5+ ward.

Magic - Power of Darkness goes through adding 4 dice to the pool, Miasma boosted onto the East Necro Knights drops their stats by 3. Fireball fails to go off. Finally the one I’ve been waiting for, Pit of Shades is dispelled.

Shooting - Dark riders shoot at the East Horse Archers only managing to kill one. The Shades aim at the Horse Archers as well dropping another. Xbowmen drop 2 archers from a volley of bolts whilst the Dark Riders on the West fire into the Knights resulting in no damage.

TK1



West NK charge Dark riders who flee, fail to catch, I misinformed myself here and should have re-directed into the Peg Lord however my synapses just weren’t firing on all cylinders. Archer block charge into the Lord as the plan was to hold him up for a turn until I could charge in with the flanking knights.

Magic sees me get Cursed Blades off on the archers in combat. Smiting on the East archers goes through healing the 2 wounds I lost in the previous turn.

The moment of truth comes and I launch the first volley of screaming skulls into the air towards the Eastern Hydra, staying true to their training in undeath the crew produce the best possible result with the Hydra getting torn apart under the flaming and magical explosions. That really made the right flank go from rock hard to tough.

The smited Archers kill 4 Dark Riders causing the last to panic and run 5". The centre Horse archers drop 3 Warriors. My opponent was expecting me to fire into his shades and if they were destroyed giving him the opportunity for his Cold One Knights to charge into my Knights.

In combat DE Lord does 7 wounds and I crumble a further 4.

DE2



The Harpies charge into the Casket of Souls. The Hydra charges into the Horse Archers.

Magic phase sees an 8 vs 6 round with my opponent throwing 2 dice at power of darkness which I dispel with the same amount. Miasma is cast on the snakes taking them to -1 stats. Lastly Pit of shades is cast on the large version and the op kills 3 warriors with the sacrificial dagger in order to power this up to a 33 to cast! I end up burning my scroll to stop it with only 4 dispel dice remaining. The remaining Warriors pass their panic test on a re-roll.

The shades drop the Horse Archers easily. Xbowmen put a single wound on the Knights. The West Dark Riders fire into the Knights dropping a single Knight.

In combat the Hydra only manage to kill 4 horse archers crumbling the remaining Horse Archer only allowing a reform. That really played into my favour. In combat with the Lord he rolls his attacks and comes up with 4 x 1’s and the Pegasus fails to wound. I roll my attacks and to wound rolls and up come box cars (triggering Killing Blow due to to Cursed Blades)! My opponent rolls his saves however one of the mysteriously guided undead hand weapons pierces his juggler vein dropping him into arid lands to be consumed by the skittling bugs nearby. Wow, neither of us were expecting that! All of a sudden the right flank was looking very weak for the Dark Elves.

The Harpies do a single wound to the casket and I reply dropping 3 of their number, they break and fly away 7".



TK2



I charge the Necropolis Knights into Cold Ones. The West Horse archers charge into harpies causing them to flee and I redirect into Xbowmen (who passed the panic test). Finally the knights join the charge and take no damage from a stand & shoot reaction.

I re-arrange my archer line to fire on warrior bunker and ensure they’re all in range.

Spirit Leech is dispelled on the Level 4, LOD is dispelled as well. Burning Gaze torches 3 warriors. Finally banishment on the warriors is scrolled targeting the warriors.

Once again the SSC claims the second Hydra in an accurate display of war machine fire. The second SSC misfires. The Archers leave 2 warriors remaining and wound the level 4 after darkening the sky with arrows.

I declare a challenge with my Knight champion who kills the COK champ. I lose the combat however take no crumble damage and we reform to increase the frontage.

The Knights and Horse Archers kill 6 Xbowmen and wound the sorceress causing them to break however my Horse Archers fail to catch. Dark Riders flee off the table after seeing their kin get dismantled nearby.

DE3



The Shades charge into the flank of the Knights to support the Cold One Knights.

Remaining Dark Rider fails to rally and continues to flee towards the table edge. The Xbowmen and the level 1 rally to face their impending doom. Finally the harpies continue to flee.

In the magic phase Power of darkness goes through recovering the casting dice only. Pit goes off taking out the SSC and 3 archers after scattering so a result I can wear. No more warriors left however the Supreme Sorceress passes her panic test. Finally Miasma on the Knights is attempted but dispelled.

Shooting drops 5 archers from the Light Priests bunker.

Shades break from Combat, NK take 2 wounds, and the undead forces manage to kill 3 shades and 3 knights.

TK 3



NK charge into the Xbowmen.

Stalkers finally arrive behind the East Xbowmen. I move my archers up into range of the lone level 4.

Magic sees me get Bironas, Smiting and Cursed Blades off onto the Knights, Light of Death is dispelled targeting the Cauldron and finally Banishment goes off and kills the level 4 as searing bolts tear her apart.

I shoot at the cauldron producing no damage. The Stalkers drop 3 Xbowmen whilst taking a wound to themselves.

The East Knights clean up the remaining Xbowmen. The Buffed Knights kill the remaining Cold one knights.

My opponent concedes

Result – TK Massacre

Conclusion:

My last game my dice really abandoned me however this game was the complete opposite, they really came back to support the army and it was obvious with some game changing rolls sneaking through, 2 killing blows on the Pegasus Lord, 2 x 6’s to wound with both Hydras and of course the relentless magic phase in the last turn really rubbed salt into the wound. My opponent actually wanted to concede at the end of his turn but I insisted I get another turn and he was good enough to oblige.

The plan was simple, to divide his forces and deal with them piecemeal. I think I did a pretty damn good job of this and the only error of my ways is not redirecting my knights into the Lord however that could have been a blessing judging by the result. The spells I’d normally look to however (Net/Vengeance/Desiccation) didn’t even get a cast unfortunately purely because of my low magic phases.

Army breakdown:

Lords

On the magic phases the last turn I managed an 11 vs 4 phase, the rest of the phases weren’t above 7 dice so although magic wasn’t at an all time high like it normally is it still forms a critical part of my game plan. The pit luckily scattered away from my characters saving their sunburnt hides.

Core

Archers are great, and really shine against T3 Dark Elves. Horse archers again managed to do their thing well and I was happy with the result.

Special

I went into this game a little concerned with running 5 strong Knights but it seems like a good mix of flexibility and hitting power. My all time favourite unit in the game I think.

Rare

Casket was great and even managed to slot some harpies. Although only in the last turn did I roll a +3 power dice with the remaining being +1 which was getting a little frustrating. I failed to channel the entire game as well for a bit more trivia! Hierotitan was great for booting spells through and actually ensured I got the last turn banishment through.

I think the unit of the match would have to go to the Skeleton Archers purely for taking down the ‘Unkillable’ Pegasus Lord. It’s always a defining moment in Warhammer when a 6 point model takes out a scary purpose built character and it’s something that I’ll always laugh about in the years to come! :)

Look forward to thoughts and comments however I’m pretty happy with the 2400 adaptation of the list.

Wednesday, May 17, 2023

Vengeance Rising - Battle 21 - Tomb Kings vs High Elves

 My list was the usual with a few changes. I dropped a single SSc and the Light Priests magic items to insert a single unit of Stalkers.


Hierophant - Scroll
HLP - Lore of Light
20 Archers - Std, Mus
20 Archers - Std, Mus
25 Archers - Std
3 x 5 Horse Archers
2 x 6 Necropolis Knights - FC
3 Stalkers
Hierotitan
Casket of Souls
SSC

High Elves:

Prince, Gen, 2++ AS, 4+ Ward
Noble, BSB - 2+, 5+ ward
Mage, Lvl 2 - Silver Wand
Mage, Lvl 2 - Scroll

LSG x23, FC
LSG x23, FC

Phoenix Guard x24 FC - BOS
White Lions x23, FC - Flaming
Lion Chariot

Great Eagle
Great Eagle
Great Eagle

Spells:

Silver Wand High Mage - Shems, Pha's, Banishment
High Mage - Net, Bironas
Light Priest - Phas, Banishment, Speed, Net
Hierophant - Smiting, Desiccation, Veng, Skullstorm


Deployment:



High Elves win the roll off and elect to take the first turn.

HE1


Bironas on Chariot, Burning gaze on NK does nil. I dispel Banishment and Pha's goes through on the Lions.

Shooting drops a Knight from the block of Seaguard and the second unit drops 2 horse archers.

TK1


Pha's on knights protecting them from anymore fire, banishment kills the eagle whilst Spirit Leech does a single wound on the western eagle. Finally Net on Seaguard is attempted and dispelled.

Archers drop the eagle and 8 seaguard fall from the SSC.

HE2


Eagle charges HA.

Magic - Pha's on seaguard unit. Shems on Knights does 4 wounds, banishment goes IF doing 17 hits, leaving 2 knights left.

Magical feedback does a single wound to each of the High mages. Ouch.

Shooting

2 wounds on Horse Archers.

Combat sees the eagle air swing and I crumble a single wound.

TK 2



Stalkers arrive into a bad position.

Spirit Leech onto the prince does nil, I fail to cast veng with snake eyes, banishment is dispelled on WL. I attempt net on the seaguard however it is scrolled. Finally LOD is dispelled.

Shooting drops 5 WL, SSC kills 5 seaguard, stalkers do nil and do one wound to me. :(

Drawn combat against Eagle vs Horse Archers.

HE 3



Lion chariot charges into Horse Archers. Seaguard into rear of Stalkers, Prince charges into Hierotitan.

Bironas on Phoenix Guard goes through, Net on the 2 remaining knights and finally Pha's on the combat Seaguard is dispelled.

Shooting does 3 wounds to the light priest's bunker.

Horse archer vanish in combat.

Stalkers kill mage, crumble and leave one left.

Prince does 2 wounds to Hierotitan, I do 2 wounds back drawing the combat.

 

TK 3


Horse archers charge White Lions, Knights fail the charge (too wide!). 2 remaining Knights charge flank of Seaguard.

Net cast on PG, Powered up smiting goes off healing some wounds here and there.

Archers fire drops 3 PG, 5 SG, SSC kills 2 HA (that were just revived!!). :(

Hierotitan drops the Prince courtesy of a 6 thunderstomping goodness. Horse archers hold up White Lions. Seaguard break with 2 models left, NK pursue 1" behind. Stalker reforms.

HE 4


Phoenix Guard charge the Hierotitan. Lion Chariot charges the Horse Archers.

Net cast on IF on the archers. Kills all of Seaguard and Mage.

WL pop HA, reform to face Knights. PG chew through HT (never rolled as many ones in my life!!) Phoenix Guard overrun into the flank of knights, oh dear.


TK 4


Pha's goes off boxcars on the Knights, I roll cascade wounding 5 PG, 3 archers and the Light priest and losing 6 dice. :(

The one phase I really needed perfection and my dice abandon me. Damn you Sleboda!! Speed of Light is easily dispelled.

Had my dice not abandoned me I would have powered through a Skullstorm onto the Phoenix guard but clearly it was not meant to be.

1 White Lion drops to the stalker and another falls with an arrow in his head. SSC takes out a single White Lion (seeing a pattern here??). Archers attempt to pepper the eagle however the bird is just too quick.

The Necropolis Knight champion declares a challenge and the PG champion accepts falling to the amount of attacks incoming.

I crumble a snake for my troubles.


HE5


White lions charge Snakes, Lion chariot into archers. Eagle into SSC.

Lion chariot does 5 wounds I crumble 9 archers holding with 7 remaining and reform. The BSB kills the NK champion, rest of my snakes crumble. Eagle predictably wounds and destroys the SSC.

TK5


Desiccation on White Lions goes through. LOD kills 5 White Lions, Skullstorm goes off and promptly misfires wounding my Hierophant.

The remaining Stalker misfires committing sepuku. Archers take out the last eagle.

HE 6



White Lions charge Skeleton archers and only the champion remains after the combat holding.

Phoenix Guard charge archers destroy them and overrun into other group of archers.

TK6


Smiting and Pha's goes off on archers, another snake eyes attempt on speed of light. My dice can now eat AIDS and die.

Archers kill White Lion champion. Phoenix Guard kill archers leaving 9 left.

Result - TK Victory (HE had 750 remaining plus two banners I had a little over 1300 points plus 2 banners and axed (or is that stomped?) the enemy general.

De-brief:

Well a victory supposedly. It certainly didn't feel like it and in my mind I call this a draw and even that's being modest. Firstly I can't be to agitated, this is a dice game and on occasion (such as this) my dice tend to go haywire. I'm sure Æsir will attest to this and he even admitted he's never seen anyone roll a string of 1's like me but my Hierotitan against the Phoenix Guard rolled 4 x 1's in a row, makes me a sad TK player! On the flip side I've never seen anyone roll as many 4+ on his ward saves and anything else he was required to make, amazing. The stalkers probably weren't the best unit to show case against Elves but I'm considering leaving them there for a few games to see what comes of it. I certainly did miss that Book of Ashur though but unsure if it would have really impacted on the game. Boy I did miss that second SSC though, certainly reinforces the 'one is none, two is one' theory.

Great to meet Æsir and I look forward to our next battle.

A well fought game that was very back and forth.