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Post by gregwarhamsters on Jul 1, 2017 10:01:37 GMT
Campaign rules found hereTomb King Vs DaemonsThe list
Prince (154) Armour of silvered steel, great weapon, Iron curse Icon
Liche priest (130) level 2 Hierophant. (Nekekhara) Dispel scroll
3x 5 Horse archers (210)
2x 5 Horsemen (120)
26 Tomb Guard (361) Full command, Razor standard
SSC
CoS.Prince Amen-Rah had been escorting one of the vessels of tortured souls when he received word that enemy forces had been sighted near the boarders, the vessel of souls was also accompanied by a priest, a small elite guard and some horsemen that were used to tow the casket and the catapult. While the Guard were otherwise employed else where a rift in the very fabric of the world errupted near Amen-Rah, maybe they could sense the magical properties of the items he carried or some other force at work he wasn't to know. Immediatly he summoned his guards and ordered his horsemen into action. The daemons materialised infront of them and the great screeamin skulls catapult was brought to bear as was the casket and the spirits of the passed were released. The archers attacked the nurble horde in front of them. Knowing that they were no match in combat the horse archers used the tried and tested tactic they'd used for centeries before, move, fire and move again. The distance between the armies could only benefit the Prince, especially as his bodyguard had yet to join him on the field of battle. More daemons appeared, this time some plague flies and a herald. A beast of nurgle approached the Khemri lines only for it to be charged by two units of horsemen, the beast proved to be stronger than first anticipated and withstood the attacks. The combat was drawn but casualties were taken... The Guard along with the Prince and hierophant approached, incantations were laid on the horsemen and their numbers were increased but not fully restored. The daemons charged the horsemen and once again the combat was another stalemate. The plaguebearers destroyed the remaining horsemen as did the beast and the horrors. Prince Amen-Rah charged the beast and slew it but the day was lost and the horsemen had been sent back to the sands from where they came, the daemons however had not lost anything other than the beast. Greg
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Post by gregwarhamsters on Jul 23, 2017 8:20:51 GMT
The list Prince (154) Armour of silvered steel, great weapon, Iron curse icon Liche priest (235) level 4 Hierophant. (Nekekhara) Dispel scroll - Restless dead, incantation of protection, rightious smiting and desiccation. Liche High priest (225) 4th Level (Light) Sceptre of stability - Speed of light, Net, Banishment and timewarp. 3x 5 Horse archers (210) 2x 5 Horsemen (120) 10 Warriors (70) Full command 26 Tomb Guard (361) Full command, Razor standard SSC (90) CoS.(135) With the Daemons coming through the rift in the fabric of the world Amen-Rah goes back forth to fight the foe and banish them forever, as he lives forever this could be a long time... The armies face off against each other, this time he has recruited another liche priest and ensured both casters have access to a greater level of magic, in addition he has commanded that more warriors be present on the field of battle. The warriors now baby sit the priests, the horse archers set up with the intention of drawing off some enemy units. Light liche cast net on the nearby beast of nurgle, it was cast with irresistable force and 1 wound was taken by the liche along with 3 warriors killed and the remaining dice are lost. The daemons with the bolt of change hit the closest horse archers and kill a couple. The SSC misses it's target, the casket fails to kill anything and the troops arean't close enough to see combat just yet. The daemons advance on both flanks, the left flank has two spawn while the right with the nurgle plague bearers charge the Tomb Guard, flesh hounds appear near the casket. the my will be done really helps the tomb guard. Amen-Rah and the herald are in a challenge, the herald kills Amen-rah but is cursed in return and dies, the tomb guard champion gathers up his Princes remains and vows that they will be returned to his homeland to be resurrected . The horse archers died to the flesh hounds and the casket didn't pose much of a problem, they turned their attention to the warrior unit. With both the hierophant and light liche in the warrior unit all the nearby horse archers raced to their aid. Even with the flank charges the flesh hounds are just too much and the hierophant is cut down. The tomb guard in the centre of the battle field are now attacked by the surviving beats and the plague drones... It isn't known whether Amen-Rah's soul has been captured by the daemons or returned to Quatar and the palace of corpses. It will take a great mage to reannimate him, the cost will be great but if Amen-Rah does rise again he should have more power flowing through him... Greg
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Post by gregwarhamsters on Aug 1, 2017 21:11:53 GMT
Third game in the series. The list
Prince (154) Armour of silvered steel, great weapon, Iron curse icon
Liche priest (235) level 4 Hierophant. (Nekekhara) Dispel scroll. Desert wind, protection, smiting and vengeance.
Liche High priest (225) 4th Level (Light) Sceptre of stability. shems, speed of light, banishment and time warp.
3x 5 Horse archers (210)
2x 5 Horsemen (120)
20 Warriors (110) Full command
10 Archers (60)
26 Tomb Guard (361) Full command, Razor standard
Warsphinx (210)
SSC (90)
SSC (90)
CoS.(135)Once more deamons appeared in the Khemri lands, Amen-Rah was confused to what they wanted but he wanted to stop them... Knowing his was outflanked with some deamon dogs coming in from the rear of the army he order his men to be set up deep in his own territory. The daemons started their advance, the half prince moves down the right hand flank while the beasts move down the left. The warsphinx trys to counter the Princes move but flying out of the way was too easy. The winds of magic seem devastating once again - I hate them as I have no real counter to this. Tomb Guard turn to face the oncomiing prince, all I can hope for is that I hit him with a screaming skull. I missed... The Warsphinx and some beasts fight a combat near the mountain pass. Both sides are wounded but there's no conclusion, at least there will be another combat turn before the flies are expected to charge. The daemon horde continues to advance - the flies charge the warsphinx that managed to kill the beasts in the previous phase, the Prince has charged one of the SSC's, not the one I expected but it matters not. I had deployed deep so that those Khorne puppies were restricted in their deployment, however the winds of magic thwarted that plan but Dave was rolling badly and they had yet to appear. The casket kills the prince but that would be it's final action as it was then charged by the beasts on the left flank, I tried counter charging with horsemen but to no avail. With the Daemon army cloing in it was now time for some of those deadly magic missiles to take effect and the archers seemed to be the main target - the hierophant being in there was an obvious target. The warriors had to reform before moving up, the plan was to move the hierphant away from the archers before they were destroyed - a very close run thing as you can see. The Daemons generally stayed put and just used their magic to whittle down my units. I lost the final archer and the hierophant took a wound but sought refuge in the warrior block. The Tomb guard continued their advance while the warriors had to contend with the beast on their right flank. The dogs arrive but too late, the tomb guard fail their charge but the skeletons get into combat with the beast which they killed. Another defeat, I know I'm very dubious of those puppies - they have an awesome stat line but these seem to be effecting my deployment and general tactics more than I care to mention. At least I'll be the defender in the next scenario and therefore more likely to be victorious, fingers crossed. Greg
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Post by gregwarhamsters on Aug 5, 2017 9:18:45 GMT
4th game in the series. The Tomb Kings have been drawn to the edges of their world where mankind has reached out to, expanding his boundaries and attempting to secure them, but the shifting nature of the sands has enveloped these communities, nothing can live in the desert that wasn’t born of the desert only the unnatural could exist in places such as this… The desert light shimmers, maybe just a natural phenomenon – a heat haze, but this is different. This heat haze as teeth… The daemons began to materialize in front of Amen Rah’s army. What was the significance of this area he pondered – but no time now, action was required and the watchtower seemed to be the best tactical objective at this point in time. Amen Rah ordered that this be occupied by the nearest available troops denying this strong point to the enemy. Prince (154) Armour of silvered steel, great weapon, Iron curse icon
Liche priest (250) level 4 Hierophant. (Nekekhara) Dispel scroll, opal amult. Desert wind, Protection, vengeance and Desiccation.
Liche High priest (225) 4th Level (Light) Sceptre of stability. Shems, Pha's protection, speed of light and banishment.
3x 5 Horse archers (210)
2x 5 Horsemen (120)
20 Warriors (110) Full command
30 Archers (200) (Std/Mus)
30 Tomb Guard (405) Full command, Razor standard
Hierotitan (175)
Warsphinx (210)
SSC (90)
SSC (90)
CoS.(135)
total 2374The armies deploy and face off against each other, the skeleton warriors take the building as ordered. The majority of the Khemri forces deploy to the right flank but the daemons know that the objective is the watch tower so apart from the daemon Prince and fiends set up centrally. They elect to go on the left flank as a fast moving outflanking force. The Daemons moved forward, some faster than the others... I knew how fast the fiends and Princed moved but it's still a shock to see it on the battlefield. Despite Dave getting a (12/5) good magic phase some incredible luck (1d6 dispel's) I managed to weather the magic phase with no loss. I knew the prince could fly over my horsemen but I tried to block off the fiends with both horse archers, the foot archers wheeled towards them trying to see if they could reduce their number at all and the remainder of the army moved forward towards the enemy as best as they could. I cast a number of spells (3/4) you've gotta love the casket to get you the extra power dice my total (11/4) Using banishment and shems I killed 6 plague bearers. The archers killed a fiend. The pink horrors charge the horse archers near the watch tower and then the daemon prince with the fiends charge the horse archers. Some of the dogs turn up on my table edge. The magic phase (9/6) is uneventful apart from those damn winds - I lose a ssc and I've no defence, sure it's random but it's lethal. No suprises that the combat goes against the horse archers on all fronts. The warkitty charges the fiends, the hierotitan charges the pink horrors, all this while the warriors step out of the far side of the building and the tomb guard relieve in place. Tactical genius I managed to cast Desiccation on the dogs, managed to hot them with the ssc but only1 wound! Combat didn't go well for the kitty and it suffered 4 wounds - enough to kill it outright. Dogs charge the casket while the daemon prince charges the remaining ssc. magic phase (6/3) I use the dispel scroll to stop the pavane of slaanesh targetting the hierophant and use my remaining dice (3) to stop curse of the leper. Hierotitan wins the combat and there's no real suprise that the prince kills the ssc and the dogs kill the casket. The casket blows up, inflicts 5 wounds to the dos who are reduced to 2 and the prince takes 2 wounds as well. Starting turn three and all my rear units are destroyed. I needed to prevent the plague bearers from getting to the watch tower, the warriors, hierotitan and horsemen charge! I win the combat but they hold. The archers and hierophant feel a little left out of things - but not for long, with two units of beasts of nurgle, two remaining dogs and of course the daemon prince are all bearing down on them. The combat in the middle of the battlefield was joined by the flies, this will proved to be decisive, the last combat was won by 4 but losing a rear charge bonus (as we'll both claim it) and the fact I couldn't stop the curse of the leper on the plague bearers meaning they were just too tough to crack. This is gonna hurt... A total of 27 casualties including the crumble from losing the combat. The other multiple combat near the watch tower also proves to be devestating - Amen Rah witnesses 25 casualties from his vantage point on the roof top and all the combined units crumble... The hierophant stands alone... However Amen Rah stands victorious in the watch tower as the battle draws to it's conclusion. Regards Greg
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Post by gregwarhamsters on Aug 27, 2017 18:55:58 GMT
King (271) Armour of silvered steel, talisman of preservation, great weapon, Iron curse icon Liche priest (250) level 4 Hierophant. (Nekekhara) Dispel scroll, opal amulet. Desert wind, Protection, rightious smiting and Dessiccation. Liche High priest (250) 4th Level (Light) steed, Sceptre of stability. Shems, Pha's, Speed of light and time warp. 3x 5 Horse archers (210) 7 Horsemen (94) Std. 5 Horsemen (60) 40 Warriors (190) Full command 30 Archers (200) Std & mus 30 Tomb Guard (405) Full command, Razor standard Tomb scorpion (85) Tomb scorpion (85) Hierotitan (175) Warsphinx (210) SSC (90) SSC (90) CoS.(135) Horrors have bolt of change and blue fire. Nurgle herald has steam of corruption, he has the gift 2+ ward vs first wound. Daemon Prince has Acquiescence, Pavane and slicing shards. His gift(s) rolled a 6. +3 S and 2+ ward save vs first wound. The bulk of Amen Rahs army is deplyed in the centre of the battle field, the warspinx and warriors deploy to the left flank but the horse archers are held back. The daemon prince and fiends are to the right flank but generally the army is middle left of the deployment. The Daemons take the initiative and move forwards, magic phase (7/5) rot glorious rot - kills 4 horse archers but little else. I either stop the spells or their out of effective range. The Daemons are being narrowed between the impassable terrain and the vanguarded units are in their way. The Tomb Kings need to engage. Kitty has chance to charge the daemon prince (requires a 10) but fails, it only moves forward 4". The horse archers are safe from the fiends as they are too wide to negotiate the narrow terrain. The magic phase (8/5) was shut down with Dave equalling my casting totals. I then remembered the hierotitan was in 12" so even if I'd rolled a 1 for him both speed of light and protection would have been in on the kitty. Just a note on this, sure it was my mistake but it's not as if we'd moved on, we were still in the magic phase but Dave wasn't going to let this slide.The archers targetted the blue horrors, I then forgot to shoot both SSC, no need to ask my opponent. My fault though. Daemon Prince charges the kitty, extremely poor dice however he just made it, ironic to think it was the kitty's failed charge than brought him within range. The fiends charge the warriors, plague bearers the horsemen and the flies charge the horse archers. Both units of dogs come on which include Karanak. The horses die in their respective combats, the Prince takes a wound from the Kitty but what with wounds inflicted and the charge the kitty dies to instability. The flies go into the tomb guard. Warriors charge the fiends. First time I've included scorpions and both roll a misfire, one is destroyed and the other comes on at the other side of the battlefield. The magic phase is poor (4/2) I take a risk and try for 1 die casting! I heal the horse archers that were hurt in the daemons first magic phase and get 4 wounds back. They're gonna be charged by the dogs but maybe I'll get lucky. I also cast protection on them so they've got a 5+ ward save. Speed of light on the warriors. I only inflicted 2 wounds to the fiends and take 8 in return but SoL was really useful. I don't inflict any wounds to the flies and take 1 in return but with rank/std bonus I win, however Dave passes the leadership test. The daemons charge the recently healed horse archers, the other unit charges the hierotitan. The winds of magic (8/4) kills the casket. Bonus. The pink horrors turn to face the remaining scorpion and attempt to cast bolt of change, I use a dispel scroll. Warriors win their combat by 6. Dogs kill the hierotitan. Tomb guard lose 8 models overall. First set of dogs kill the horse archers and then run into the ssc. Scorpion charges the horrors, I win the combat and Dave rolls a double 6. Pop... Nice to see. The Tomb guard kill the flies and the warriors kill the fiends. Light mage moves out of the horsemen. Daemon Prince fails it's charge against the remain SSC but the beasts charge the tomb guard and the plague bearers charge the archers. After the dust has settled the beasts are still there and there's 20 less archers... Scorpion charges the rear of the plague bearers. The left flank, the horse archers charge the beasts in combat with the warriors. Magic phase (12/6) and I heal and super buff the archers and scorpion. I've got -1 S -1T on the plague bearers, -1 to hit the archers and they get (2) attacks however it's not enough and the scorpion pops and more skeleton archers die. Daemon Prince charges the archers, Karanak and friends charge the skeleton horsemen. Blue horrors cast blue fire - I need the sceptre to dispel this and the magic phase is shut down. Daemon prince makes challenge. Hierophant steps forward. The prince doesn't kill the hierophant but I use the opal amulet and take an additional wound. Funny thing is the hierophant inflicts a wound on the prince, however the overall combat means the archer unit pops and the army has to test for stability. One of the casualties is the light wizard and with no magic there wasn't a case to continue the battle. Greg
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Post by gregwarhamsters on Aug 30, 2017 16:44:46 GMT
6th game in the series... the concluding battle. The daemons have won all the games apart from Watch tower up to this point. King (271) Armour of silvered steel, talisman of preservation, great weapon, Iron curse icon
Liche priest (250) level 4 Hierophant. (Nekekhara) Dispel scroll, opal amulet. Desert wind, Protection, Smiting and Vengeance.
Liche High priest (250) 4th Level (Light) steed, Sceptre of stability. Protection, Speed of light, Banishment and Time warp.
Herald (BSB) (99) Banner of eternal flame, Great weapon
3x 5 Horse archers (210)
8 Horsemen (126) Full command
5 Horsemen (60)
40 Warriors (190) Full command
32 Archers (222) Full command
30 Tomb Guard (405) Full command, Razor standard
3 Carrion (72)
Tomb scorpion (85)
Tomb scorpion (85)
Hierotitan (175)
Colossus (175) XHW
Warsphinx (210)
SSC (90)
SSC (90)
CoS.(135) 3199
Amen Rah was now facing ultimate humiliation, he has gathered more of his Fathers army, constructs from the deepest part of the desert kingdom alongside the stoic warriors of the Kingdom. Amen Rah stares out at the desert as units of daemons start to materilize. Issuing his orders his Khemri warriors shuffle to their predetermined positions. More daemons appear... Both armies began to deploy, at this stage each army has a fortitude of 7. The flies seem to be blocked in behind the impassable terrain, next to them some flamers then some Horrors, plague bearers and more horrors. Both horror units have Blue fire, the Nurgle herald (ASF gift) has curse of the leper and fleshy abundanceTwo pairs of beasts of Nurgle, some fiends and finally the Daemon Prince (Eternal blade) Acquiescence, Pavane, Frenzy and choir. The bulk of the Tomb King army, the BSB and hierophant deploy in the archer unit and the light wizard goes in the horsemen. Amen Rah takes his position in his personal body guard. Warkitty deployed to the left flank of the army, he has several chaff units to support him. The Daemons get to go first (+1 for deploying first and +1 for winning the previous battle) the Daemon Prince moves swiftly down the left flank of the Tomb King army accompanied by the fiends. The rest of the army moves forward - just slower... Magic phase (8/5) No damage from the dark prince thirsts thanks to Amen Rash leadership. Flesh abundance on the plague bearers, pavane was cast and had to be dispelled using the sceptre. The flamers shoot one of the horsemen, they pass their toughness test and gain the regeneration ability. The remaining horsemen charge the flamers. Trying to prevent the Daemon Prince the luxuary of an easy charge the horse archers moved backwards blocking off the kitty, the carrion blocked the fiends just outside the wood land. Magic phase (10/6) and I boost the kitty with speed of light and time warp, purely a defensive measure. SSC hits the plague bearers and along with the archers kill 7. Combat with the flamers is a draw however two horsemen were killed. Fiends charge the carrion, Prince moves closer into the Khemri line. First unit of dogs turn up. Magic (11/6) the daemons gain a bonus to their ward save. (4+) I used a dispel scroll to stop Choir on the kitty, I couldn't stop Leper on the carrion (now T2). Combat was a bit one sided with the fiends killing the carrion with ease and going into the horse archers while the flamers finish off the last two horsemen. No charges. I block the dogs off, move the Warsphinx and I have to admit it, the light wizard bottles it and moves out of the horsemen. Magic (12/6) again I cast TW+SOL on the kitty, everything else gets dispelled. The SSC's target the prince - sure it's a packed area but I need to get some wounds on him. First shot misfires but I only lose this turn of firing, the second lands on target, I roll to wound... Yes! (2+) Dave rolls his ward save and rolls a 3. I know I will wound him, just hope that it's equal to or more than his 4 wounds. I roll a 6. Doesn't take the brains of an Arch bishop to do this tactic but it's good when it happens. Fortitude now 7-5. The fiends kill the horse archers but hold their position. The Daemons third turn. The dogs charge the horse archers. Beasts charge the archers. The bulk of the army move forward. The fiends don't move against the boosted Warsphinx. Magic (10/6) only sees a single blue fire cast against the Tomb Guard. Kills a total of 5 and they now have a 6+ regen. The Dogs kill the horse archers but now block the fiends from charging later. The beasts win the combat and more skeletons crumble. Tomb King Turn 3. Warriors charge the horrors. Scorpion turns up. The Kitty turns to face the fiends for a possible next turn charge. Magic phase (12/5) Protection, Speed of light and time warp on the warriors. The SSC hits the flies and kills the musician, the other shot scatters wildly off target. The archers win the combat by the musician but rolls high on his leadership killing one beast and leaving the other on 2 wounds. The warriors win the combat against the horrors but they roll low and only take a couple of additional wounds. Charge the scorpion with the plague bearers, Karanak turns up with his dogs... the reign of chaos was kind. (8/6) blue fire from the horrors on the Tomb Guard, 6 wounds but they pass their toughness 5+ (4+ with hierophant) flamers kill another and again they pass their toughness test so 4+ (3+ with hiero) The plague bearers kill the scorpion and they move forward. The combat with the warriors and the horrors, 16 attacks at ASF I10 Ws 10 with protection, 6's to hit me - 9 wounds inflicted... Unit goes pop and the standard is destroyed. Fortitude 7-4 And as the horrors faded from view the Daemon general knew it was his time on this plane was at an end. Both knew that time was eternal and the two realms of undeath and daemonhood would be in conflict once more and the time between the wars didn't matter much as neither measured time as mankind does... Battles were lost but the war was won. Greg
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Post by strutsagget on Aug 30, 2017 18:06:49 GMT
That army looks beutiful!
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Post by frozenfood on Aug 30, 2017 19:37:40 GMT
Congrats on the victory!
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Post by gregwarhamsters on Aug 30, 2017 21:20:38 GMT
That army looks beutiful! I''m hoping you're talking about My TK lol, thank you. I'm only a basic painter though. Played to the mission, we knew what the battles were before we started the campaign and Dave just lost sight of his fortitude during the game. Basically I got lucky.
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Post by frozenfood on Aug 31, 2017 7:04:56 GMT
Luck favours the bold Luck favours the dead Victory it was, a necrophynx is lead
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Post by strutsagget on Aug 31, 2017 9:55:06 GMT
gregwarhamsters yes the TK army, the other army still have some spots left to paint . There is something about full ranks of painted models that just makes me happy.
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Post by gregwarhamsters on Aug 31, 2017 21:48:18 GMT
There is something about full ranks of painted models that just makes me happy. I cannot agree with you more my friend Greg
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