Vampire counts Vs Bretonnia.
Jun 28, 2017 21:19:50 GMT
grandmasterwang, mahbruck, and 1 more like this
Post by gregwarhamsters on Jun 28, 2017 21:19:50 GMT
So, a grudge match between Sir Jack and myself, should be interesting.
My list
Lord:
Vampire (220) on a barded steed (24) red fury (50) quick blood (30) Ogre blade (40) talisman of preservation (45) Other tricksters shard (15) heavy armour (6) shield (3) 2nd level (35) 3rd level (35) on lore of vampires. = 503 points
Master necromancer (165) level 4 (35) lore of vampires. Barded steed (24) Book of Arkhan (25) Opal amulet (15) = 264 pts
Hero’s:
Necromancer (65) 2nd level (35) lore of vampires. Dispel scroll (25) = 125 pts
Core:
2x 5 Dire wolves (40/40)
30 Crypt ghouls (chp) (310)
20 skeleton (Std/mus) (115)
31 zombies (Std/mus) (108)
Special:
2 spirit host (90)
2 spirit host (90)
Corpse cart with bale fire (105)
5 hex wraiths (150)
5 Black Knights (FC) barding and lances. (160)
Rare:
Varghulf (175)
Terrorgheist (225)
Total 2400 pts.
Jack deployed his troops, on his right was a trebuchet, three units of peasant bowmen with defensive spikes and braziers. Then came two units of KoTR, then a men at arms unit think it was about 35-40 strong. The middle unit of KoTR has 4 characters in it, the BSB, Lord and a Paladin as well as a level 4 prophetess on heavens. The men at arms had a level 2 damsel on beasts.
Paladin on Pegasus and a unit of grail knights.
I went with the Varghulf on the left, it was included for the first time and my intent was to use it’s vampiric movement to close with the trebuchet. The fiery peasants may prove troublesome though so as a distraction I put some dogs there as well. Next were the skeletons and the second level necromancer. Spirit host, hex wraiths and more spirit host screened the black Knight unit in which the lord and level 4 necro sat. Just to explain this was a small unit as I didn’t want to give Jack a bonus to CR against my Lord should the unit be caught in combat. The ghouls were next as were the zombies and behind them the terrorghiest and corpse cart.
On the right were the second unit of dogs, after Jack deployed the grail knights opposite I knew these weren’t gonna do much especially when I vanguarded forward.
After the initial moves I was after the weaker peasants, hopefully I’d cause a panic and this would take care of the trebuchet. I needed the hexwraiths out of charge arc of the knights so used the generals presence to enable them to march move, as it happens I couldn’t get far enough into Jacks deployment and if I went at an angle this reduced the distance travelled.
The spirit host were there to divert chargers, hopefully they wouldn’t pop in a single charge but that really depended on whether or not Jack had magical attacks.
I planned to raise a unit of zombies to act as a screen, I’m not totally convinced this was the right thing to do as the movement after the charge is random and it’s harder to predict where the enemy will be afterwards (within reason) but it would protect the spirithost from crumbling to CR from the KoTR. I managed to get two irresistible forces off this turn, thankfully the lore attribute healed any wounds I took and I only lost a single Black knight.
The hex wraiths were now out of charge arc from the knights. Jack charged out the characters from the unit of KoTR, the Lord and BSB killed the zombies and the Paladin inflicted 3 wounds on the spirit host. He also charged the hexwraiths with two units of peasant archers. One unit held while the other fled. I turned to face…
Jack shot a couple of dogs, oh and the Paladin on the Pegasus started to come across.
The Dogs now moved around the grail knights, it was a combat I couldn’t win, maybe I should of moved them to the right and drawn the knights away a bit more but Jack would just have reformed after the victory and I’d probably not have gained anything.
Now this is kinda where it went a little bit wrong but every cloud has a silver lining. My intention was to fly the terrorghiest forward and then using one of the two Vanhels to move it to the left of the hexwraiths and scream at the KoTR. I cast, or should I say I attempted to cast another spell, the curse of years but I came up short and then that lost me the chance to move the terrorghiest with the Lord. I tried it using the book of Arkhan but Jack dispelled it.
On the plus side of the terrorghiest being there it now had the chance to scream at the Lord and BSB. Now they came from the same unit so unless they revert back to independent characters (and then should have rolled two separate charge distances before and after the zombies) I inflicted 14 wounds, meaning I’d inflicted enough to kill both characters. Jack saved 1 but the Lord was dead. In addition the hexwraiths and the spirit host saw off the last of the peasant bowmen but were unable to restrain. This was now a problem as the KoTR could see the flank of the terrorghiest. The Hexwraiths moved through the knights.
The Grail knights take the long way around. Just for info, the Varghulf was killed by the Pegasus Knight while the trebuchet crew killed two dogs and they then popped.
Jack manoeuvred into position after killing the terrorghiest and restraining.
Now if you’re gonna be a bear be a grizzly. I couldn’t see the next phase going well so I decided to take out the BSB with the Vampire Lord. I also moved the black knights up to try and divert Jacks KoTR. The Master Necromancer moved closer to the skeletons.
Missing picture but the Lord decided that facing off against the combined units of the KoRT wasn't in his best interest. I decided that I'd put the black Knights else where after the lord had charged against the BSB. I couldn't get the knights in a really favourable position but equally I couldn't have charged them with the Lord. At least I've denied him a reroll which may prove useful later.
KoTR charged into the Black Knights… nuff said really.
The two Knights managed to kill the necromancer, the hexwraiths did some damage to the unit but were unable to take them down. The Pegasus rider charged the skeletons, I should have moved the level 2 to the other side – my bad. The skeletons beat the Pegasus and caused it to flee but the damage was done as the necromancer was killed.
I needed to do something but I’m running out of options, missing a picture of the ghouls fight (ASF) the knights but it wasn’t quiet enough, especially as Jack had cast curse of the midnight wind on them.
The hexwraiths went after some knights and the Lord went into a Knight unit but the Lord did a rather heroic thing and went after some Knights, I caused them to flee but was hoping for something better than the 3,1,1 I rolled which put me in a difficult position, between a rock and a hard place.
On the other flank the skeletons were closing in on the Pegasus knight. He’d rallied but the combat saw him lose again and Jack rolled a 6 and a 3 for the break test and fly off the table.
The vampire lord had a choice. Charged by two units to they would get a +1 charge, +1 flank +1 standard and +3 for ranks. I may survive but it’s unlikely. I chose to attack the Grail Knights as they had more attacks against me and the men at arms would be needing a 5 to hit me. I almost got away with it, I killed 4 grail knights but in return I failed an armour save (or two) and popped.
After that it was pop tests all around and Jack came out victorious by some 1031 points. Now where did it go wrong? Well the concentration on the turn I wanted to move the terrorghiest proved critical, sure I killed the Lord but sacrificed the monster to do so. Killing units off was my normal problem and I think I may have been over zealous in the beginning trying to take advantage of knowing the first turn would be mine.
The list. Trying to squeeze in the Varghulf meant I dropped black knights, now the logic was if the lord was to have a bad turn and the knights were killed I’d pop due to CR with less of them I’d not suffer in the same way, all a learning curve. The Varghulf was still in my opinion a good choice to take out warmachines, marching will forever be a problem for this army and having a fast flanker such as this is a useful addition but where do I draw the line on other units?
Greg
My list
Lord:
Vampire (220) on a barded steed (24) red fury (50) quick blood (30) Ogre blade (40) talisman of preservation (45) Other tricksters shard (15) heavy armour (6) shield (3) 2nd level (35) 3rd level (35) on lore of vampires. = 503 points
Master necromancer (165) level 4 (35) lore of vampires. Barded steed (24) Book of Arkhan (25) Opal amulet (15) = 264 pts
Hero’s:
Necromancer (65) 2nd level (35) lore of vampires. Dispel scroll (25) = 125 pts
Core:
2x 5 Dire wolves (40/40)
30 Crypt ghouls (chp) (310)
20 skeleton (Std/mus) (115)
31 zombies (Std/mus) (108)
Special:
2 spirit host (90)
2 spirit host (90)
Corpse cart with bale fire (105)
5 hex wraiths (150)
5 Black Knights (FC) barding and lances. (160)
Rare:
Varghulf (175)
Terrorgheist (225)
Total 2400 pts.
Jack deployed his troops, on his right was a trebuchet, three units of peasant bowmen with defensive spikes and braziers. Then came two units of KoTR, then a men at arms unit think it was about 35-40 strong. The middle unit of KoTR has 4 characters in it, the BSB, Lord and a Paladin as well as a level 4 prophetess on heavens. The men at arms had a level 2 damsel on beasts.
Paladin on Pegasus and a unit of grail knights.
I went with the Varghulf on the left, it was included for the first time and my intent was to use it’s vampiric movement to close with the trebuchet. The fiery peasants may prove troublesome though so as a distraction I put some dogs there as well. Next were the skeletons and the second level necromancer. Spirit host, hex wraiths and more spirit host screened the black Knight unit in which the lord and level 4 necro sat. Just to explain this was a small unit as I didn’t want to give Jack a bonus to CR against my Lord should the unit be caught in combat. The ghouls were next as were the zombies and behind them the terrorghiest and corpse cart.
On the right were the second unit of dogs, after Jack deployed the grail knights opposite I knew these weren’t gonna do much especially when I vanguarded forward.
After the initial moves I was after the weaker peasants, hopefully I’d cause a panic and this would take care of the trebuchet. I needed the hexwraiths out of charge arc of the knights so used the generals presence to enable them to march move, as it happens I couldn’t get far enough into Jacks deployment and if I went at an angle this reduced the distance travelled.
The spirit host were there to divert chargers, hopefully they wouldn’t pop in a single charge but that really depended on whether or not Jack had magical attacks.
I planned to raise a unit of zombies to act as a screen, I’m not totally convinced this was the right thing to do as the movement after the charge is random and it’s harder to predict where the enemy will be afterwards (within reason) but it would protect the spirithost from crumbling to CR from the KoTR. I managed to get two irresistible forces off this turn, thankfully the lore attribute healed any wounds I took and I only lost a single Black knight.
The hex wraiths were now out of charge arc from the knights. Jack charged out the characters from the unit of KoTR, the Lord and BSB killed the zombies and the Paladin inflicted 3 wounds on the spirit host. He also charged the hexwraiths with two units of peasant archers. One unit held while the other fled. I turned to face…
Jack shot a couple of dogs, oh and the Paladin on the Pegasus started to come across.
The Dogs now moved around the grail knights, it was a combat I couldn’t win, maybe I should of moved them to the right and drawn the knights away a bit more but Jack would just have reformed after the victory and I’d probably not have gained anything.
Now this is kinda where it went a little bit wrong but every cloud has a silver lining. My intention was to fly the terrorghiest forward and then using one of the two Vanhels to move it to the left of the hexwraiths and scream at the KoTR. I cast, or should I say I attempted to cast another spell, the curse of years but I came up short and then that lost me the chance to move the terrorghiest with the Lord. I tried it using the book of Arkhan but Jack dispelled it.
On the plus side of the terrorghiest being there it now had the chance to scream at the Lord and BSB. Now they came from the same unit so unless they revert back to independent characters (and then should have rolled two separate charge distances before and after the zombies) I inflicted 14 wounds, meaning I’d inflicted enough to kill both characters. Jack saved 1 but the Lord was dead. In addition the hexwraiths and the spirit host saw off the last of the peasant bowmen but were unable to restrain. This was now a problem as the KoTR could see the flank of the terrorghiest. The Hexwraiths moved through the knights.
The Grail knights take the long way around. Just for info, the Varghulf was killed by the Pegasus Knight while the trebuchet crew killed two dogs and they then popped.
Jack manoeuvred into position after killing the terrorghiest and restraining.
Now if you’re gonna be a bear be a grizzly. I couldn’t see the next phase going well so I decided to take out the BSB with the Vampire Lord. I also moved the black knights up to try and divert Jacks KoTR. The Master Necromancer moved closer to the skeletons.
Missing picture but the Lord decided that facing off against the combined units of the KoRT wasn't in his best interest. I decided that I'd put the black Knights else where after the lord had charged against the BSB. I couldn't get the knights in a really favourable position but equally I couldn't have charged them with the Lord. At least I've denied him a reroll which may prove useful later.
KoTR charged into the Black Knights… nuff said really.
The two Knights managed to kill the necromancer, the hexwraiths did some damage to the unit but were unable to take them down. The Pegasus rider charged the skeletons, I should have moved the level 2 to the other side – my bad. The skeletons beat the Pegasus and caused it to flee but the damage was done as the necromancer was killed.
I needed to do something but I’m running out of options, missing a picture of the ghouls fight (ASF) the knights but it wasn’t quiet enough, especially as Jack had cast curse of the midnight wind on them.
The hexwraiths went after some knights and the Lord went into a Knight unit but the Lord did a rather heroic thing and went after some Knights, I caused them to flee but was hoping for something better than the 3,1,1 I rolled which put me in a difficult position, between a rock and a hard place.
On the other flank the skeletons were closing in on the Pegasus knight. He’d rallied but the combat saw him lose again and Jack rolled a 6 and a 3 for the break test and fly off the table.
The vampire lord had a choice. Charged by two units to they would get a +1 charge, +1 flank +1 standard and +3 for ranks. I may survive but it’s unlikely. I chose to attack the Grail Knights as they had more attacks against me and the men at arms would be needing a 5 to hit me. I almost got away with it, I killed 4 grail knights but in return I failed an armour save (or two) and popped.
After that it was pop tests all around and Jack came out victorious by some 1031 points. Now where did it go wrong? Well the concentration on the turn I wanted to move the terrorghiest proved critical, sure I killed the Lord but sacrificed the monster to do so. Killing units off was my normal problem and I think I may have been over zealous in the beginning trying to take advantage of knowing the first turn would be mine.
The list. Trying to squeeze in the Varghulf meant I dropped black knights, now the logic was if the lord was to have a bad turn and the knights were killed I’d pop due to CR with less of them I’d not suffer in the same way, all a learning curve. The Varghulf was still in my opinion a good choice to take out warmachines, marching will forever be a problem for this army and having a fast flanker such as this is a useful addition but where do I draw the line on other units?
Greg