Sunday, May 14, 2023

Vengeance Rising - Battle 20 - Tomb Kings vs Vampire Counts

Game 2 of the day saw me against a VC player I had previously played with a similar list.


Super duper vampire lord
Necromancer
Necromancer
Wight King - BSB
2 x 50 Skeeltons
27 zombies
Mortis Engine
Terrogheist
4 Vargheist
20 Grave Guard

My list was the usual:

Hierophant - Scroll
HLP - Book of Ashur, Ironcurse
20 Archers - Std, Mus
20 Archers - Std, Mus
25 Archers - Std
3 x 5 Horse Archers
2 x 6 Necropolis Knights - FC
Hierotitan
Casket of Souls
2 x SSC's

Spells:

Vampire: Van hels, Hellish, Cruse, Winds of Undeath
Necromancer: Invocation, Raise Dead
Necromancer: Spirit Leech, Caress
Light - Phas, Banishment, Bironas, Net
Hierophant - Smiting, Desiccation, Protection, Veng


Deployment:




So the key to victory was to take the out the Terrorgheist and the Mortis Engine. Everything else I could handle on my own terms and I have the spells I wanted to be able to deal with the army and more importantly slow him down significantly. I think my opponent made a mistake which his deployment and should have pushed his Grave Guard forward rather than sit back. He had a 500 point VC lord in their that wasn't going to do much by the looks of it.

I won the roll off and immediately got started with my plan. The usual snake shield to protect the squishy components and a unit of the flank which I'd hope to get a Birona's off on to get them into a good spot quickly.

TK 1



Everything starts the slow move forward. Horse archers were planning on drawing the Varghiests into a shooting trap in later turns.

Magic sees me get Net on Grave guard, Banishment on the Mortis engine is dispelled,
LOD kills 2 vargheists, and 5 skeleton warriors.

1st SSC misfires can't fire next turn. 2nd one hits and kills Terrorghiest.

Great start to the game!



VC 1



4 grave guard drop after fail to move courtesy of Net.

Raise dead cast in front of Necroknights. Invocation on big bulks 7 zombies, 9 zombies to centre unit, 5 skeletons, 4 skeletons on West unit. Cares on Knights dispelled.

TK 2




Horse archers change formation and move into ruins to prevent getting charged whilst archers get ready to pin cushion unit of Vargheists next turn.

Net miscasts onto Grave guard and my Light priest becomes a level 1 leaving him with only Phas. Venge on centre unit. LOD dispelled.

Shooting kills some zombie's SSC misses.



VC2




Zombies charge Necroknights.

Central Zombie moves and takes 7 wounds with Vengeance. Grave guard fail Net again and take 4 casualties.

Magic - Spirit leech on Necroknight champion fails to to wound.

Knights kill zombies.



TK 3




Knights charge skellies.

Magic

Smiting powered up. LOD dispelled. Vengeance on zombies. phas on front knights.

Shooting puts 5 wounds on Morits engine with a SSC. Archers remove Vergheits.

In combat the Knights obliterate the skeletons taking a single wound in return. Smiting certainly helped dish out the wounds here. They reform to face the oncoming threats.

VC 3



Mortis engine charges Knights. Zombies fail to charge knights and take 5 wounds from DT.

Magic - Caress on Hierophant is dispelled.

Impact hits and scream do a single wound to the knights.

Combat - Knights pop Mortis engine and it does

3 wounds on west archers.
6 on Hierophants unit.
1 wound on light priest unit
1 Necroknights dies.
2 wounds on Northern Necroknights.
3 Horse archers die.
some wounds on undead units.


TK4



Knights charge zombies.

Shooting does 13 wounds on Skeletons.

Knights kill zombies and reform.

VC 4



Skeletons charge Hierotitan. Grave guard charge 2 Horse Archers.

Dispel Spirit Leech.

GG pop Horse Archers and reform.

Hierotitan crumbles 2 wounds.

TK 5




Knights reform.

Archers and HA charge into Skeletons.

Desiccation on Skeletons, Hierotitan get Pha's,

Combat leaves 15 skeletons remaining.

VC 5



GG charge Horse Archers, destroy, overrun 5".

Skeletons are destroyed.



Opponent concedes.

Result - TK Victory.

Well there isn't much to say. I think my opponents inexperience showed here as he really depended heavily on his Terrogheist to do most of the damage.

I didn't bother charging my knights into his Grave Guard as his Vampire Lord would have been in his element then and without the backing of Light buffs I'd be feeding him points so rather I did the cautious choice and pulled back.

Comments appreciated.

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