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 2 Games 3k, entombed Kings STRIKE!
Dbunibe
Posted: Apr 6 2012, 06:40 PM


Necropolis Guard
*

Group: Faithful
Posts: 669
Member No.: 3,706
Joined: 28-April 11



since i've noticed my formating of the maps is off in my bat reps i've taken sleb's lead and done a little map for each of my games.


I got in 2 games this evening. 1 match against lizard men, 1 game against Dark Elves

my list

Settra

Herald, BSB chariot BOtHD
5 chariots, FC banner of swiftness

29 skeletal warriors FC, LA (entombed)
4x 5 horse archers

2 Tomb Scorps
5 necro knights FC Entombed
5 Stalkers


2 SSC
2 Bolossi
Casket

Game 1 was vs the lizard men

Tricked out Slann general/BSB
life master, my 6's don't count, reroll miscast, extra power die, cupped hands, dragon bane gem

Scar vet with hide of the cold ones and a shield (in the Saurus)

Tetto Eco (sp? i hate this guy) in with the unit of skink skirmishers

20 skink skirmishers
2x 10 skink skirmishers
40 saurus with spears in hoard formation

2 stegadons

7 chameleon skinks


user posted image

hills are green, buildings red, that blue blob is a river (we find out a river of light) lizards are yellow TK are purp.

we rolled up battle line. I seem to get that scenario alot. (to this date I've never played a watch tower game)

Lizards from left to right Saurus with scarvet, Temple guard with slann, steg, steg, skinks skinks with teto eco, skinks his chameleon skinks ended up deploying about 20 inches from my left side bowlossi. He was only able to move 1 unit with teto echo he moved a steg from his far right over to next to his other steg.

my army was very symetrically deployed. settra front middle with his big unit, bowlossi slightly behind and on either side, casket directly behind in the back, SSC's further back than the Bowlossi, but not as far out to the sides. My scouts dropped near teto echo and the chameleon skinks.

settra rolls skull storm, i keep it.

turn 1. I get to go first, thank goodness.

TK 1.
Move the horse archers all move to 24" of their targets.

magic my 9 to his 3. love the casket. I throw 4 dice at skull storm he lets it go off. it moves up field, but stops short of his TG. I throw the other 5 dice at the casket, targeting the smaller unit of skink skirmishers I MIF he flubs his LD even with coldblooded 5,5,6,6. (Funny enough he only failed the check by 2 the first time then used his BSB) he is in the bubble, but takes 7 wounds, putting those skinks down to 3. he passes the panic check.

shooting. bowlossi both draw down on the right steg, 1 misses, 1 hits and since i can hit the crew i have to check and sure enough i hit the crew. 1 skewered skink crew member. SSC's go for my standard shooting the slann. first shot is a direct hit this is where i found out about the dragon bane gem. I do kill 1 TG though and he passes the panic check. the second SSC shifts its aim to teto eco scatters onto the other unit of 10 skirmishers kills 5 of them and they fail the panic check, fleeing off the board. chariots are out of range, horse archers pepper the chameleon skinks, dropping them to 2 models but they make their panic check, the final 2 units of horse archers put 3 wounsd on teto eco's unit.

CC none.

Lizards turn 1.

MOVE: everything marches forward, the TG march through the skullstorm and take 1 wound. the steg on the right heads towards the archers that are shooting at teto echo, the smaller unit of skirmishers moves towards the horse archers as well. the remaining chameleon skinks move towards my bowlossi.

Magic: he rolls 5 i get 3. he throws 5 at throne and MIFs. he cupped hands the result over to settra who is now a lv 0 wizard. at least his 1 spell is on the table already.

shooting: the skinks pop 1 unit of horse archers nothing else of note

CC. nothing
TK turn 2. i check to see what's going to come up this turn. 1 scorp and the unit of stalkers decide it's time to play. the skeletons, knights, and the other scorp stay buried for now.

Move: I bring the scorp up behind the TG, out of my BSB bubble so i hope this goes well. The stalkers I bring up between the TG and the steg, just inside my bubble. Scorp pops up on target, I roll a misfire with the stalkers and reroll scattering 2" to the right instead.

The chariots back up 4 inches, the horse archers near teto eco get out of the steg's charge arc, and reform to face the injured skinks. the bowlossi back up 3 inches

Magic: i get 10 he has 7(channels) the skull storm fizzles. The steg near the horse archers is out of the generals bubble so i 6 dice casket, he 6 dices the dispell, no casket this turn. I dispell throne.

Shooting. both bowlossi miss the TG, both SSC's land on teto eco's unit. one is a direct hit, but he makes his LOS roll, the other scatters but only 4" a total of 14 skinks die. the unit panics and makes for the board edge, but only travels 3". the horse archers take some shots at teto eco's unit but fail to wound. the other horse archers finish off the chameleon skinks. The stalkers roll 26 hits on the steg. it turns to dust. woohoo go stalkers!

CC. nothing yet,

Lizards turn 2.

move: I don't know what he was thinking. here, he swift reforms his TG to face the stalkers then moves towards them. He swift reforms the saurus to face the scorp. I can only imagine settra looking totally bewildered that the TG turn their flank to him. oh he also fails to rally teto eco's unit and they flee off the board. the skirmishers that remain move a bit to get a better set of shots at the horse archers.

magic: he's got 8 to my 5. he throws 3 at throne. I throw all 5 to dispell. no throne. he throws 3 at toughness bump it goes off he throws 3 regen it goes off. he throws 3 at dwellers it fails. (i hate that free power die crap with every spell)

shooting my horse archers near his deployment. both of those units are gone now, but they did their job, no poisoning of my monsters.

CC nothing.

TK turn 3. I check to see what's coming in. this turn the rest of my guys decide to show.

movement. settra, and both colossi declare into the TG. 1 colossi decides he'd rather just move 2" the other's make it. The stalkers move towards the saurus, having to turn a bit to start to move past the TG unit. The scorpion moves full movement back from the saurus. i try to surround the TG at this point. they are facing right with the stalkers in front and a bit to the left, and settra and a WS 7 collossus on the right flank. I try to pop the skeletons and the scorp up behind the TG and the knights on their left flank. the knights show up on target, the skeletons scatter 10" to the left of the table putting them close to the saurus so i position them to face the saurus rear. the scorp misfires I reroll with the banner and he misfires again. I get shifting sands and he appears on the far left table edge. I move him towards the fight, he'll probobly not get there in time. the knights misfire.... ugh. I reroll with the banner and appear on target. fantastic. they are now 6" to the left of the TG left flank. if the TG reform at the end of combat to face settra they will have 5 necro knights charging them in the butt. I deploy the knights 5 wide.

The remaining 2 units of horse archers move into range to shoot the saurus.

magic. I didnt write down the number of power dice this time, but i managed to get the casket to go off and pop the last steg, it did bounce to the skinks, but did not wound them.

shooting. 1 SSC misfires and blows itself up. the other and the 2 horse archer units manage to do 2 wounds to the saurus, they don't panic.

CC. 17 st 5 impact hits put some hurting on those TG. and settra's flaming chariot makes them lose regen. Let me just say, a WS7 colossus on the charge is the thing of nightmares. I drop his TG unit from 40 to 26 by the end of combat. I do lose my chariot champ. he is of course stedfast though. He looks at the board and say, oh man if i reform i'm gonna get rear charged. he rolls to see if he can reform in defeat, he can and does.

Liz turn 3

move: saurus charge the scorp they had reformed to face on their previous turn. oh no not my scorp. the skinks move towards the stalkers.

magic: he rolls 6 i get 4. I dispell throne, he gets off regrowth and the toughness bump.

shooting: he hits, but doesn't wound the stalkers.

CC: main fight. I win again, he kills my BSB and another chariot. I'm down to 3 chariots and settra now. He loses 10 TG. All of them to settra and the Collossus. the saurus kill the scorp in combat res, it kills 2 saurus. saurus reform to face the stalkers.

TK turn 4. knights and stalkers and 2nd colossus charge the TG fight. the knights and stalkers end up in the rear because of how the stalkers manuvered to try to get over to the saurus.

magic sees the casket MIF on 6 dice and pop the last of the skinks.

shooting: the SSC's and the horse archers put a few more wounds on the saurus.

CC: a very very very dead TG and Slann. we call it here. he knows that at this point his unit of saurus can't win the game for him.

Game 1 a crushing victory for the TK. game 2 to come later. now it's bed time.
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Dbunibe
Posted: Apr 7 2012, 09:32 AM


Necropolis Guard
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Group: Faithful
Posts: 669
Member No.: 3,706
Joined: 28-April 11



Second game was against DE. this was brutal. My list was the same, settra got 5+ ward this game.

His list.

9 x 10 rep xbow FC

57 executioners with FC, character upgrade, and his general in this unit.

3 warhydras

and the witch king

user posted image

deployment should be pretty obvious by the pic. the dark green are hills light green forest brown is marsh yellow him purp me. white is a ghost fence.

he gets first turn.

DE1
everything marches forward except the xbows on his right. they swift reform.

he's out of range for his magic
shooting pin cushions all 4 of my horse archer units. all dead....


TK 1
I move forward, out of his charge range, but within mine with the chariots.

magic sees me with 12 to his 6. go go casket. i throw 6 dice at the casket it gets dispelled with 6. I throw 3 at 5+ward, MiF.... cascade.... goodby setra.... Crumble takes out both SSC's, and my casket.

shooting sees combined fire from the chariots and colossi do 1 wound to a war hydra.

DE2.
his executioners march forward as do the hydras. the xbows move forward.

magic he rolls snake eyes and fails to cast.

xbows are still out of range. so no shooting.

TK 2.
crumble sees 2 wounds to 1 colossus and 2 wounds to the chariots. none of my entombed units decide to show up.

my 3 remaining units charge the executioners. maybe i can kill enough to break the unit. I line a colossus up on the lord.

straight to CC. i do 2 wounds to the lord. about 12 more to the unit. they then proceed to beat face on the poor colossi. I loose both colossi and the BSB. the rest of the chariots crumble. Game over. none of my entombed units showed up.
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Dbunibe
Posted: Apr 7 2012, 09:35 AM


Necropolis Guard
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Group: Faithful
Posts: 669
Member No.: 3,706
Joined: 28-April 11



The list worked wonderfully against the Lizards, but I really sucked against the Delfs. Part of that is i've never played agaisnt dark elves before, and that list was near extream cheese.

what would you all have done differently against a Delf list like that?
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grimdisco
Posted: Apr 7 2012, 12:46 PM


Skeleton Horseman
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Group: Nehekharan
Posts: 136
Member No.: 3,052
Joined: 18-February 10



Dark Elfs are extream cheese, their book is way to good. You will have to play with less entombed units.
Also small units just die to their shooting, so use 10 horse archers in a unit you will have better luck. Setra may not be the best for this match up (cost to many points for just one guy.)


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user posted image[/url]
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