Wednesday, May 10, 2023

Vengeance Rising - Battle 17 - Tomb Kings vs Empire 1500 points

Different list same scenario.


Level 4
2 x 20 archers - std
2 x 5 horse archers
6 Knights - std, mus
3 stalkers
casket
2 x SSC

Empire

Waraltar
BSB - Pegasus
Engineer
5 Knights - Std, Mus
40 Halberdiers
4 Demigryph Knights
Cannon
Helblaster

Spells:

Desiccation, Veng, Smiting, Protection

Deployment:







Empire 1





Cannon kills one snake.

TK 1




LOD kills BSB, Smiting went off powered up.

SSC kills Helblaster. Shooting kills 2 DMK.

Empire 2




Knights charge into HA further north.

DMK charge into archers - fail.

Halberdiers get re-roll to wounds in combat.

Cannon takes back another snake rider.

Knights kill archers but take a wound in return.

TK2



No charges.

Stalkers arrive.

powered up smiting goes off.

Stalkers kill cannon.

Empire 3




Demi knights/War Altar/Halberdiers charge into Knights.
Knights into Horse archers.
Engineer charges Stalkers
Re-roll wounds goes through. As I fail to dispel.

Stalkers kill engineer.

Horse Archers go poof.

Necro Knights Killing Blow Arch Lector. Demi knight breaks. 3 Necro Knights left.

Tk3





Smiting off on Knights, Desiccation off on Halberdiers. LOD does nothing to knights.

SSC kill one knight. Shooting puts the Demi knight on one wound.

Knights kill 13 Halberdiers, take no damage in return. Hold.

Emp 4




Knights move into position to take on NK.

NK take single wound, dish out 13 in return. Break Halberdiers winning the game.

Result - Tomb Kings Victory

Conclusion:

Well its been 4 days since this battle so I've had a fair bit of time to reflect and debrief in my own head about the battle.

Firstly on timing and luck, from the first turn it seemed I was going to have lady luck on my side all game, taking out the helblaster with a shot from the SSC was fantastic and allowed my Knights to get into combat at full strength basically. If that didn't happen I would have been forced to push back further to force the warmachine to move again and giving me a chance of getting my stalkers to take it down.

How rock hard are Necropolis Knights?? As soon as the buffs start rolling they're truly a devastating unit, normally they're dishing out 5 attacks per model and when smited that jumps up to 7 which is extremely potent.

On Demigryph Knights, sure they're got a 1+ save but at toughness 3 I think you just need volume of dice, they'll eventually roll those ones and sure enough that happened this game.

I didn't miss the chariots at all this game and the extra shooting and horse archers I think played a key role in moving a unit away from the fight.

Well there was a campaign at 1500 points coming up but due to some other committments I've had to opt out this time. So back to 2500 point games for a while and I'm really keen to get back to my dual snake list for a while with a few modifications.


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