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| Unlived |
Posted: Mar 19 2012, 04:09 AM
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A bug in the Swarm ![]() Group: Nehekharan Posts: 32 Member No.: 3,815 Joined: 7-May 11 |
Level 4 Liche High Priest (lore of Nehekhara, Heriophant) 210
Steed 15 Dispel Scroll 25 Lord Total 250 Tomb Price (Genreal) Hand weapon/shield 102 Chariot 55 Dragon Helm 10 Hero Total 167 12 Horsemen with light Armour and full command 198 7 chariots with full command and banner of eternal flame 425 10 Archers 60 5 horse archers 70 Core Total 753 Warsphinx with fiery breath 230 Warsphink with fiery breath 230 6 Necropolis Knights with full command 420 Special Total 880 Screaming Skull Catapult 90 Casket of souls 135 Necrosphinx 225 Rare Total 450 GRAND TOTAL 2,500 points Side note - There are only 3 rounds all will be battleline i.e. no blood and glory. There are some comps: limited amount of shots max unit cost certain special characters banned (none of the TKs obviously) No manipulation of miscasts Round 1 - Dwarf Gun Line Lord BSB Rune Smith 25ish Longbeards (GW) 25 ish Hammeres (GW) 20ish Quarrels x2 (GW)?? 2 stonethrows and 1 cannon runies galore. Gyrocopter Dwarves Turn 1 - Gyro charges horse archers. Cannon takes out 1 warsphinx and the SCC behind it. (first time I have played a gunline so not best deployment on my half) and catapults do 4 wounds to 2nd warsphinx. Tomb King Turn 1 - move up, movement spell rune diselled. Casket Rune dispell Gyro finishes off horse archers. Dwarves turn 2 - Gyro divert blocks chariots. Shooting finishes of 2nd warsphinx and puts 3 wounds on necro sphinx. TK Turn 2 - Chariots charge Gyro, Knights charge longbeards. Necro fails to charge. Casket shut down again. Chariots wipe out Gyro reform to face hammers. Knights smush the longbeards taken 3/4 wounds in return, however 10 remain so are still stubborn! Dwarves turn 3 - Hammers flank charge Knights quarrels charge other flank. cannon finishes of Necro. Quarrels and catapults take out 3 chariots. Knights finish of Longbeards but are wiped out in return. Hammers reform to face chariots quarrels face Horseman bunker TK turn 3 - Chariots charge hammers. Horsemen back up. Smiting on chariots is runed/scrolled. Cursed blades goes off but only brings back one chariot. Casket goes off dealing one wound each to cannon, catapult...oh and he had an engineer which suffered a wound - hence the amazing shooting. Only stregnth 4 impact hits meant chariots won combat reasonable but 14ish hammers remained to 2 chariots plus the Prince locked in combat with the Lord. (writing this I have just realised I forgot the curse all tournament Dwarves turn 4 -Shooting takes out casket and a few horsemen. Hammers finish of chariots. I am left with Heirophant 6/7 horsemen and my unit of 10 arches. Next few turns I retreat whilst been shot to bits Result - Massacre to the Dwarves 20-0. Dissapointing first game and knew my list would struggle but great game non the less. More to come later. |
| Unlived |
Posted: Mar 19 2012, 06:12 AM
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A bug in the Swarm ![]() Group: Nehekharan Posts: 32 Member No.: 3,815 Joined: 7-May 11 |
Round 2 vs High Elves.
genreal mounted with 9 noble princes. lvl 2 Shadow lvl 2 High magic 2 bolt throwers 12 bowmen x 2 Large unit of seaguard 30ish spearmen 25ish inafantry (not white lions or spearmen....seemed to be equpped with halberds) Chariot 5 light cavarly Almost all High Elf shooting was focused at the chariots or Knights whcih was totaly negated with spell buffs. except turn one where my SSC was taken out again High elf turn 1 - His light cav vanguard up my left flank behind my chariots. Noble princes advanced. He tries to pit of shades a warsphinx which I scroll. He will not cast another relevent spell all game. TK Turn 1 - Necro declares charge on princes he holds. Knights declare charge on princes he flees. My scouting horse archers declare charge on bolt thrower on my right flank. Chariots and warsphinxes move up. Horse bunker and casket turn to face his scouts. Magic 5+ ward save on chariots, caket dispelled. Horse archers destroy bolt thrower crew and overrun into fleeing noble princes. Turns out my opponent has not played since 7th ED so a judge was called over Noble princes were caught so therefore destroyed HE turn 2 - Scouts carry on following my chariots on the flank? everything else just shuffles into position. Bolt thrower number 2 takes out 3 of the glorious horse archers.. TK turn 2 - Chariots charge unit of halberd thingys. Necrosphinx declares charge on unit of bowmen who S&S taking of a wound and the 2 remaining bloodcrazed horse archers charge the 2nd bolt thrower. Horsemen swift reform to face forward again and move up. Warsphink and necro knights move up looking to charge the spearmen. Other warsphink turns round to face scouts (bad move should have just ignored them. Chariots break the block of infantry catch them and overrun into unit of archers. Necro wins combat with archers who flee to one inch of the board necro fails to catch. Horse archers rampage is finally put to an end. HE turn 3 - lion chariot charges flank of chariots. archers rally. Chariots wipe out archers (i think with impact hits alone) and take little wounds in return. Side not my opponent had already moved his wizard out of this unit but in his movement phase forgot to move it out of possible pursuit arc. I let him do this now......however the lion chariot fled in that direction and, after another judge ruleing, my chariots pursed into the wizard anyway. TK turn 3 - warsphinx and knights charge spearmen. Necroknights re-charge archers. warsphink 2 charges scouts who flee. Chariots kill wizard who restrain to turn round and face fleeing scouts. Necro kills archers and refoms to face rear of seaguard. Knights and warsphinx kill alot of spearmen however as we were in a challenge he believed his unit would not run. Did not want to call the judge over again (he was trying to play as well) so let it be... for this turn. HE turn 4 - Scouts keep at a distance from my chariots and have a few pop shots. Spearmen get crushed again this time i did call a judge as they were no longer steadfast. Pursed them with both and caught them. TK Turn 4 - Knights warsphink and necro combo charge the seaguard. Chariots shoot at scouts kill 3 they fllee of board. Before combalt my opponet concedes with only his soon to be dead seaguard and a cross bolt on the table. I had lost my SSC, 5 horse archers and the odd chariot/knight. Result - massacre to the Tomb Kings! Just to clarify my opponent was not horrible to play against. But with him never playing 8th and me only been playing for a year period it just got a bit complicated. |
| oldWitheredCorpse |
Posted: Mar 19 2012, 07:19 AM
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Herald of Mathhammer ![]() Group: Faithful Posts: 1,233 Member No.: 1,536 Joined: 8-February 07 |
Thanks for the battle reports. The elf player was a newbie. If you flee off board, even by just a fraction of an inch, you're dead. If you break, you break, challenges don't matter. |
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| Unlived |
Posted: Mar 19 2012, 07:21 AM
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A bug in the Swarm ![]() Group: Nehekharan Posts: 32 Member No.: 3,815 Joined: 7-May 11 |
sorry I meant to one inch of the board edge. (so still on the board)
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| Unlived |
Posted: Mar 23 2012, 03:51 AM
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A bug in the Swarm ![]() Group: Nehekharan Posts: 32 Member No.: 3,815 Joined: 7-May 11 |
Round 3 High elves again
Lord on sky dragon 2 level 1 wizards (death and shadow I beleive) 2 eagles 5/6 Noble princes 30 seaguard 30ish spearmen 25ish white lions This was the best battle of the day but also the most chaotic. TK Turn 1 - Scouting horse Archers dealt 2 wounds to an eagle. I forgot to use my catapult (as it was always destroyed before hand) but my opponent let me take the shot....it missed. Everything else moved up my necro sphinx trying to hunt down his dragon. HE turn 1 - dragon flys to opposite flank of battlefield Shoots at catapult. My poor catapult...lives! TK turn 2 - knights charge eagle who holds. Necro charges princes but fails. Chariots charge Eagle who flees. Now this put the eagle directly in path of my horse archers so I charge with them...he then declares another flee reaction and rolls another the dice again. I have 2 questions from this: 1) As this is still the movement phase (i.e not combat like the prev game) is this correct? 2) If yes to question 1 should the eagle flee to the nearest edge or directly away from the horse archers? Catapult takes out 3 white lions they pass their fear test. Knights destroy eagle and restrain to face spearmen. HE turn 2 - Princes charge Necro. Spearmen charges Knights. Dragon moves in front of horsemen bunker (gulp) Shooting takes out......you guessed it the catapult. Dragon breaths the horsemen unit taking out a few and the heirophant fails LOS taking 2 wounds. Princes and necro do a wound to each other and necro loses another 1 to CR. Knights devour spearmen taking a couple in return, they hold. TK turn 3 - chariots charge into combat with necro and Princes. one warsphink charges into the white lions the other charges onto the eagle blocking his path. COS takes a wound of the dragon - hurray! Knights finish of the spearmen and face the Seaguard. 2 princes remain keeping my Necro and chariots bogged down. Warsphink smashes up eagle and I choose to overrun to give me a chance of reaching the seaguard but fail. Warsphink 2 gets of thundercrash killing around 10 white lions + breath attack and stomp there are around 6 left. I then find out they're stubborn HE turn 4 - Dragon charges Horse bunker. I challenge with champion Seaguard move forward?! takin them out of the charge arc of my snakes and my Sphink. Damn Dragon kills champion. Finally finish of the princes. Necro faces dragon and chariots face in the direction of the white lions and seaguard behind them. Sphink kills a couple more lions. TK turn 5. Chariots fail charge on seaguard. Necro charges dragon, this was a bad idea and knew it before I even declared it. Knights moved up behind seaguard war sphinx to their flank. Magic was dispelled so did not bring back my champion. Shooting - warsphinx breathed all over the seaguard killing all but 10. 2 wizards and BSB made the LOSs. Combat - disaster. Sphinx kills a couple more lions 3/4 left. Dragon destroys horses. Necro misses HKB on dragon and ward saves a KB on lord, then crumbles due to CR. HE turn 5 - dragon charges rear of sphinx. All 3 characters from the sea guard unit run from the unit in differnt directions with BSB charging the chariots (crafty) seaguard continue forward. Warsphink goes down with 2 lions remaining. Dragon turns to face chariots. Chariots do not kill BSB. TK/HE turn 6 - knights charge seaguard they flee. COS only kills 1 white lion Result Point were around 1150 vs 1800 to him. SO 16-4 but everybody seems to agree the game was much tighter and he is a rather regular tornie goer so feel rather good about the game as a whole. Thank you for bearing with me you may have guessed this is my first report |
| oldWitheredCorpse |
Posted: Mar 23 2012, 06:16 AM
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Herald of Mathhammer ![]() Group: Faithful Posts: 1,233 Member No.: 1,536 Joined: 8-February 07 |
I don't think this is correct. First you declare all charges and your opponent states the charge reactions. AFTER you are done declaring charges, they are resolved and no additional charges can be declared. |
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| Abdial |
Posted: Mar 23 2012, 08:34 AM
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![]() Skeleton Horseman ![]() Group: Nehekharan Posts: 169 Member No.: 4,220 Joined: 29-June 11 |
Correct. The way the charge phase works is:
you declare a charger. your opponent declares charge reaction you declare another charger declares charge reaction continue until all charges are declared. roll for charge distance and move chargers and flee-ers So its entirely possible for a unit to hold vs one charge and flee vs another. In this case you would move the fleeing unit directly away from the unit it fled from, and then roll both chargers to see if you can catch it. This can be a way of catching fleeing units more effectively if you can make the fleeing unit charge on an angle from one of the other chargers making the distance the hypotenuse of the triangle instead of the full length. |
| Unlived |
Posted: Mar 23 2012, 10:05 AM
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A bug in the Swarm ![]() Group: Nehekharan Posts: 32 Member No.: 3,815 Joined: 7-May 11 |
Thanks for clearing that up for me.
SUMMARY Heirophant lvl 4 - Well we have to take one. Opponents magic was never an issue however a well timed smiting/protection spell can really turn a combat. Lore attribute is ok, best used for chariots. A shame constructs can only heal one wound per phase not per spell. Tomb prince - Not very killy himself but WS5 charioters are most welcome, and he is naturally durable (T5) His leadership 9 is what really makes him. 2 games I lost my heirophant and crumbling bearly matterd thanks to him. (archers and horses excluded) . Horse archers - FANTASTIC. so glad my friend talked me into taking them. Archers - Will be taken out of the list. I will either find 10 points to make another unit of horse archers or use their points to beef up my prince and heirophant a bit. Horsemen - Great bunker, even against gunline took quite a bit to take out. Never got off a suicide charge tho Large unit of chariots - Always great. S5 impacts are even better but you HAVE to get the charge and if not break the enemy immediatly destroy enough ranks to be able to break through them next turn (use wisely) Warsphinx - 1 is great 2 is even greater. Use together and nothing will stop them. Necro Knights - WOW just WOW. They will chew through any infantry unit you send them at. (just avoid GWs) I also realised, too late, in the last round they were probably my next best thing (after Necro) to take out the star dragon. 9 posionous attacks against the dragon and 13 KB attacks against the Hero...hmmm maybe even better than the Necro! SSC - Done very little. I know its capable of winning games by itself and some bad LD rolls but was still surprised at the amount of shooting aimed at it! That along wins it its place as it means they are not shooting at my Constructs Casket - Also done very little but the extra D3 and forcing my opponents to reserve their dispell dice is great. Necro - Unfortuatley done very little as well however I believe this is more down to me and will keep running him for now. In the one test game I played he made a great character killer, taking out BSB and the genreal. Forcing Terror checks also seems fun On that note Fear tests.......I found to be great. Maybe because I rememberd it for every combat. Even though they will pass most often the times they fail have a huge affect on that round of combat. I know lots of units are immune but their are plenty that are not and we need any help we can get Hope u enjoyed the report. plan on playing a couple of games this Sunday with almost the same list. Will post another report if people are interested? |
| Sleboda |
Posted: Mar 23 2012, 11:55 AM
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Awesome Tomb Lord ![]() Group: Faithful Posts: 4,070 Member No.: 3,424 Joined: 5-April 11 |
Thanks for the report, especially the unit evaluations. I find the insights in those things to be very much worthwhile.
-------------------- True scholars have more than just one book to study.
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| Bloosquig |
Posted: Mar 23 2012, 01:33 PM
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A bug in the Swarm ![]() Group: Nehekharan Posts: 36 Member No.: 4,596 Joined: 20-October 11 |
Good reports I'm always glad to read about the Tomb Kings mixing it up!
One question though as it was hard for me to tell where you deployed the Casket. As a direct damage spell it doesn't require line of sight. I saw it got shot by the dwarves and I couldnt tell if that was because you were facing a gunline and couldn't tuck it away from all the shooting or just weren't aware of the LoS issue. I also agree with stonethrowers in general being a pain. In half a dozen battles my Brettonian trebuchets have racked up an amazing kill count of a white lion or two and three or four stormvermin. I just have horrible luck with them. Keep the bat reps coming! |
| Unlived |
Posted: Mar 24 2012, 04:16 AM
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A bug in the Swarm ![]() Group: Nehekharan Posts: 32 Member No.: 3,815 Joined: 7-May 11 |
@squig- I do love it how many opponents u need to explain direct damage to when it comes to the cos
Should hopefully get 2 games in on Sunday so will write them up next week. Will probably be against DE/DoC/ogres or maybe lizard men. Wish me luck! |
| Decadent_Puppeteer |
Posted: Mar 24 2012, 05:53 PM
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Skeleton Horseman ![]() Group: Nehekharan Posts: 135 Member No.: 4,691 Joined: 7-December 11 |
Good stuff.
Gunlines will always be a struggle with three big beasties. Nice report, looking forward to the next one. Stick with the Casket, it has been the MVP in so many of my games. Don't forget you can throw six dice into the spell and if you get I'F' you don't have to roll on the miscast table. A little tip to get more out of your Necrosphinx: If you deploy it sideways then you can get a couple more inches out of it's first fly move. (It has to pivot on the spot and then it moves.) May prove useful.... Glad the horse archers are proving useful -------------------- Luke --- Commission Painter
--- Grey Knight tutorial: http://www.youtube.com/watch?v=ZprT_6fr--E --- www.puppeteerpaintingstudio.co.uk --- www.facebook.com/PuppeteerPaintingStudio |
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