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Showing posts with label Tomb Kings. Show all posts
Showing posts with label Tomb Kings. Show all posts

Thursday, 30 December 2010

Tomb Kings vs Daemons 2000pts Battle

A tidy battle report with enough detail, all painted miniatures and some excellent buildings. It comes to quite an abrupt end and is very much a slaughter !

"Bolt of Change - 8 strength 9 hits !!! Ouch !"

A Nice use of in video text boxes to highlight the units being referred to by the Battle Reporter in each photo. It's the first time I've seen this, it's well worth using because it helps the watcher see exactly which unit the narrator is talking about and where it's positioned.

source :pceUaZFTxDMcredit : milodotnet30-Dec-201010:02 mins 

Sunday, 4 April 2010

Tomb Kings vs Warriors of Chaos VIDEO Battle Report

A good Fantasy Battle Report from a real Casket of Souls fan. The Tomb Kings are mostly painted although not all the Chaos Warriors are. The battlefield is simple but attractive with good terrain and scenery.


A very thorough narrator, he goes quite quickly (esp during deployment) but if you concentrate it turns out be a very good listen and a close game (it looks like it was decided in turn 6 !)


Note: I think these guys may have made an error in one of the multiple combats but it doesn't seem to detract from the Battle too much or the outcome. See if you can spot where the mistake was made.

PS. Turn you volume down a bit, otherwise you will have "next picture" ringing in your ears.


source :s1PEJOkhZug & cuxaClzu-iMcredit : VaulSC04-Apr-201010:28 mins + 10:39 mins

Tomb Kings vs Warriors of Chaos - Part I (Tomb Kings go first)


Tomb Kings vs Warriors of Chaos - Part II

Saturday, 13 March 2010

Tomb Kings vs Bretonnians (Video Warhammer Battle Report)

A scenario game against regular opponents. The Bretonnians don't have much magic defense while the Tomb Kings have the Casket of Souls !

A really friendly gamer narrating this one. A Lesson in the use of Brets and over running.

source :BbX61JNiGyE & BLNUtWeqeU2Ecredit : 8432160513-Mar-201021:04 mins

Turns 1-3


Turns 3 onwards

Friday, 12 June 2009

Tomb Kings vs Vampire Counts 2250 pts battle report

"The Blood Knights were the 2nd unit deployed by the Vampire Counts, on the flank. I figured I'd throw everything I had against them, since, I didn't know what Vlad was packing.. he intimidated me.. most special characters do."


(a nice round up of the Battle and food for thought for armies fighting the Vampire Counts)

source : z4.invisionfree.com/Khemricredit : Sepulcher12-June-2009


So I had my first encounter against the new VC. Despite the amount of VC players at the club, I had been actively trying NOT to go toe to toe with them. Mind you, I haven't read the VC book, (just skimmed through it) so I don't really know too many things about them other than the basics.

Alas, I couldn't run and hide forever and was asked by a VC player.. I hesitantly accepted, knowing I had nothing in my list to deal with the new tricks the VC get. I had to hope for the best.

Anyways the lists were as follows, 2250:

Tomb Kings 2250 pts army list

King with Cloak and Flail of Skulls, Collar
Priest with steed, 2 scrolls
Priest with steed, SoR
Heiro on foot with Jar

2 x 25 Archers, commands, 1 with BotUL
2 x 3 Chariots, banners, 1 with War Banner
6 Light Horsemen
5 Carrion
2 Scorpions
21 Tomb Guard, command, IotSE

Vampire Counts 2250 pts army list

Vlad Von Carstein: Spells 1, 4, 5 in Vampire Lore - went on foot with the Grave Guard.
Vampire Hero: Spell 1 in Vampire Lore, BSB, Walking Death (+1 CR) on Hellsteed with a lance, Drakenhof Banner (booooo!!!!) - went in the Blood Knight unit.

3 x 10 Ghouls
27 Grave Guard with Great Weapons
9 Blood Knights
3 x Bat Swarms

Upon first looking at this army I thought I was doomed. It was not too heavy on magic but it had 2 rock hard units, capable of being raised back... and me with nothing to deal with them, save my Scorpions and MAYBE Tomb Guard with their Killing Blow abilities. But I suppose I shouldn't complain.. some armies have nothing to deal with Regening 2+ armor save knights from hell.

Deployment:


The Blood Knights were the 2nd unit deployed by the VC, on the flank. I figured I'd throw everything I had against them, since, I didn't know what Vlad was packing.. he intimidated me.. most special characters do. So I loaded up my flank opposite his Knights, hoping to just do enough wounds to crumble his Blood Knights. Terrain played no part in this game, really.

I won the roll to go first. I advance my archers a few inches. Everything on my loaded flank moved about 5" up. My Carrion moved towards the middle of the field, but within Incantation range. In the magic phase I managed to move the Carrion - putting them along side the Blood Knights and march blocking 2/3's of his army. I also was able to Smite my archers who killed a Bat Swarm.. T2 is fun!

In the Shooting phase I killed another Bat Swarm and picked off 3 Grave Guard.


Top of 1:

VC turn he moved up everything a few inches, being marchblocked. His remaining Swarm flew forward its full 10". In his Magic phase he manages to raise his 3 Grave Guard back despite my efforts.

Bottom of 1:

Turn 2:

Now, this is probably where I made my biggest mistake. I don't know why but I charged my Carrion into his Blood Knights, thinking he'll beat me and then have to pursue me away from my battle line... except... Undead don't break....

I guess I was back in my Empire mode of thinking. Aside from that my 2 Scorpions charged his right most Ghoul block. My War Chariots moved up and faced his Grave Guard. Meanwhile my King flew behind his lines to try and do some damage. My Priest with the fast cav left his unit, to get into better positions for future magic phases.
In the magic phase - again thinking my Carrion would "break" I moved my King over behind the Bat Swarms. More Smiting saw the remaining Bat Swarm killed from bow fire, as well as a few Grave Guard. I also magic'd my War Chariots into his Ghoul block near his Grave Guard.

In Shooting, I dropped 4 Ghouls from his left most block and some more Grave Guard.
Combat I do nothing to his Knights who kill 2 birds, CR leaves a single Carrion there, holding them up for a turn (I guess a little good came of it..?). My War Chariots breeze through his Ghouls and overrun behind his lines. My 2 Scorpions only do 2 wounds, winning combat but keeping them pinned.

Top of 2:

VC half is again straightforward. Grave Guard turn around to face my War Chariots. Small Ghould block does as well. Magic is mostly nullified, 1 Raise attempt got through and 3 Grave Guard were brought back. In Combat my last Carrion died. My 2 Scorpions strike first and manage to kill all 6 remaining Ghouls... (what the heck.. I usualy only average 1 wound per scorpion).

Bottom of 2:

Turn 3:
I think here was another huge mistake. I underestimate the Blood Knights - being used to trouncing Brettonians knights. But these are no Brettonians... no....

I charged both Scorpions into his Knights' flank and my Chariot unit into his front. In hindsight I should've waited.. perhaps withdrawing and buying another turn. I manuevered my War Chariots behind his Knights hoping to magic them into his rear.. my King also flew over to possibly help out. In the Magic phase, both my Kings attempts to magic the War Chariots into the rear are stopped. I didn't roll higher than a 3 with my King for MWBD's.. *sigh*

In Shooting I pick off another 2 Ghouls and a couple more Grave Guard. (He rolled insanely well on armor saves).

In Combat I do a nice amount of wounds, but only 2 Knights are actually killed. Return attacks see 2 Chariots smashed apart - and combat res see's both Scorpions and remaining Chariot crumble..

Top of 3:

The VC have the option to charge my Light Horsemen or Tomb Guard. He opts for the TG. His Grave Guard wheel a bit to see my King, and his wounded Ghoul unit makes for the hills - literally. In magic his tries to bring back his Blood Knights but I make sure to stop the attempts. In combat his does a below average amount of wounds but still manages to win by alot and I'm down to 12 Grave Guard.

Bottom of 3:

Turn 4:
At this point, I'm at a loss what to do. I decide to just go for it and charge my War Chariots into his Blood Knights' rear.. just making it. I opted not to flank charge them with my Horsemen.. being that they're Horsemen.... I then decide to reform the nearest archer block and try to magic them in. My King again flies along side the Knights to try and magic himself in.

In the Magic phase he lets my King have it and he charges in. Next all my attempts to move the archer block are stopped - so I just try and raise the Tomb Guards back (upon closer inspection I decided the archers were outside of 8" which they turned out to be.) - I manage to return some models (via the Jar).

In shooting I don't do much as the Grave Guard are out of range for most of my archers.

In Combat, my Chariots whiff utterly doing nothing. His Knights swing at, and kill, 2 Chariots. My Tomb Guard failed to kill anything either. My King challenges and kills the Blood Knight champion, but barely. I still manage to lose by alot and my Chariots and King die (forgot the Curse). I'm down to 5 Tomb Guard and about to throw in the towel.

Top of 4:

The VC just move his Grave Guard closer to the Blood Knights, hills Ghouls keep heading to the hills. Magic is stopped. In Combat he just finishes off the remaining Tomb Guard.

Bottom of 4:

Turn 5:
No charges, just moved the archer block up some and moved my nearby Priests out of LOS. In Magic I get lucky and pick off a Knight with my SoR. And then magic my archer block into his Knights. Shooting sees a Grave Guard or 2 picked off. In combat I do horrible, as expected, and lose something like 13 Skeletons, losing another bunch to combat res. Another bad idea to throw them in there, but I was too angry at this point to care.

Top of 5:

VC half is just moping up. His Knight kill my remaing archers. I think he finally manages to raise a single Knight back as well.

[Ed. Vampire Counts beat Tomb Kings]

Afterthoughts - Yes.. a single unit destroyed 1400 points of my army, by themselves - and I charged pretty much everytime. I really don't want to whine.. but that's a little rough, wouldn't you say!?

My charges could've been better.. I could've bought my time and charge with my Tomb Guard and then all my Scorpions and Chariots.. it might've gone alot better. But I played best I could. While we were playing I felt I played well, making little mistakes - but looking back now I could've done better. Instead of charging with the Carrion I could've forced him to charge and redirect his Knights.. possibly flanking them in my turn. I feel the unit, however, is so stacked that no matter how well I played, he could just roll average and hack his way out of trouble. I took apart the rest of his army piecemeal but only garnered 600 victory points.

His Grave Guard was effectively out of the game.. I think next time, despite Vlad, I'm going all out on them. I shouldn't have focused on the Blood Knights. I'll also be taking a catapult in the future (once I buy the model) and so it will hopefully be able to deal with those Regening Knights.

As a side note, I think I'm done with the flying King combo. Had it been the Heiro flying around I think I might've gotten that crucial rear charge with my War Chariots.. plus the King seems to whiff when I really need him to excel. I'm just going to stick him back in the Tomb Guard.. but I might keep the Flail rather than taking a great weapon. His ability to fly around and threaten stuff with magic is cool - but he just hasn't pulled through for me. I suppose another game or 2.. but I doubt it'll change my mind towards keeping him.

Also, the Icon of the Sacred Eye hasn't been paying off. But then again I've been getting charged rather than charging.. so I'll think about keeping it or not after a couple more games.

Anyways thanks for reading.. I hope this helps with any future VC entanglements.

Edit: Just looked over the post and the top of turn 2 map is wrong. Forgive me, you'll have to use your imaginations there because I saved over the image already.

Tuesday, 12 May 2009

Goblin Wolfriders vs Tomb King Army 2000pt battle report

warhammer fantasy map report :-

"The Shaman and his boys rallied and hid behind the hill, like the gibbering cowards that they are. The other Shaman, free to march, swung hard down the left flank and made a beeline for the Liche on horseback."

(featuring an experimental Goblin Wolfrider army !)

source : warhammer.org.ukcredit : Xtapl12-May-2009


Hey, boss, the goblin squeaked, battered old spyglass pressed against his eye, "I see somefin' movin' over dere."

Gimmee, Warboss Nutzkikka growled, snatching the spyglass and peering into the distance. Through the grimy lens, he could see a horde of undead constructs shuffling slowly toward them. In the center of the lines, a massive golden altar was being dragged by a giant comprised of animated bones and golden plates.

Ooh... Warboss Nutzkikka murnured. "Shiny. Let's go get some."

But, boss, the goblin saddled next to him squealed, pressing closer to his wolf, "They'z dead things."

Well, then, dat just makes 'em easier ta kill then, don' it? He chuckled maniacally as he pressed his heels into the flanks of the massive wolf he was riding. The canine let out a melancholy howl, which was soon joined by dozens of others, and the wolfrider patrol sped off to claim its prizes.


******************************

So, for the last few days, I have been curious about the all-wolfrider list. I've been wondering if it's still viable, or if the removal of the extra characters and 2-for-1 chariots spelled the doom of the list as competitive. For giggles, I built up a list, went off to my favorite online server, and threw down with some guy from Poland. My list was:

2000 point Goblin Army List
Warboss (167)
LA, Shield
Martog's Best Basha
Amulet of Protectyness
Horn of Urgok
Wolf

Shaman (147)
Level 2 (rolled Brain Bursta and Hand of Gork)
Scroll
Nibbla's Itty Ring
Wolf

Shaman (127)
Level 2 (rolled Foot of Gork and Hand of Gork)
Scroll
Wolf

Big Boss (139)
Chariot
LA, Shield
Wollapa's One Hit Wunda
Brimstone Bauble

20 Wolf Riders (324)
Full Command
Spears and Shields

15 Wolf Riders (240)
Full Command
Spears and Shields

10 Wolf Riders (172)
Standard and Musician
Spears and Shields

10 Wolf Riders (172)
Standard and Musician
Spears and Shields

5 Wolf Riders (83)
Short Bows
Boss and Musician

5 Wolf Riders (83)
Short Bows
Boss and Musician

5 Wolf Riders (83)
Short Bows
Boss and Musician

Wolf Chariot (60)
Wolf Chariot (60)
Wolf Chariot (60)

2 Spear Chukkas (70)


The enemy's list (from memory) was approximately:
20000 points Tomb Kings Army list
Tomb King
Terror Mask
Flail of Skulls
Light Armor and Shield

Liche Priest
Horse
Heiratic Jar
Dispel Scroll

Liche Priest
Casket
Dispel Scroll

Liche Priest
Staff of Ravening

20 Skeletons w/ Banner of Summoning Stuff

2 Tomb Swarms

Tomb Scorpion

Bone Giant

5 Ushabti

5 Light Cavalry

Not the toughest list I've ever seen, but the Casket and the big unit of Ushabti were worrysome, as was the Bone Giant. Lots of Fear and Terror, which is awesome when your whole army can't stand up to a strong breeze without running for their lives in abject horror.

Deployment looked like this:



I went with the classic "KYSOOTM" deployment: keep your sht out of the middle. Send strong contingents down both flanks and hopefully sweep into the middle later. Unfortunately, he only gave me a unit of Light Cav on the right flank to play with, and that meant a good chunk of my points were out of position. Fortunately, my whole army moves 18" a turn and is largely Fast Cavalry, so redeploying wouldn't be too much of a burden.


I pushed forward pretty aggressively, because I figured I couldn't wait for the Tomb Kings to come to me. Plus, what's the good of having all that M9 if you're not going to use it? Even better, no animosity nonsense first turn. Gotta love that. I took the risk of exposing my shamans early by placing them on the hill as well. If I could get a couple of key spells off earily, I could wipe out the Casket before it became a bother. Besides, I had two dispel scrolls packed away, so I knew I was safe from at least one turn of Casket nonsense.

The Tomb Kings pretty easily swatted away my magic phase with dice and a scroll for good measure. The shooting phase was slightly more successful as, despite Goblin BS, one Spear Chukka managed to skewer the Bone Giant, slamming him for three wounds.

First blood to the Goblins.



Charge! The Light Cavalry came crashing into my Wolf Riders on the right flank, although the Goblins were scared sh'tless, and would be hitting on 6s. The rest of the Tomb Kings pressed forward. I was able to stave off most of the Tomb Kings' magic, although a timely magic missile took down three of my Wolf Riders and sent them and the Shaman running. Irritating. Fortunately, he had already used his dispel scroll to stop the Ushabti from charging me, and the other scroll was used to silence the Casket. Dang. Turn one, and I had already burned my scrolls.

Despite taking a few casualities, the Wolf Riders won combat against the Light Cav. Not bad for a bunch of weedy gits on dogback.



Animosity finally reared its ugly head, with one block of Wolf Riders squabbling in place. The rest of the Wolf Riders decided to CHARGE! Both huge blocks went into the Ushabtis on the stout Leadership 8 of the Warboss. The Shaman and his boys rallied and hid behind the hill, like the gibbering cowards that they are. The other Shaman, free to march, swung hard down the left flank and made a beeline for the Liche on horseback.

With only one Shaman in position to cast anything useful, the magic was pretty easily dispelled. However, shooting was much, much more eventful, as a handful of short bows + short range + lightly armored mage = dead Liche Priest. That much less scary magic to worry about.

The Warboss took down one Ushabti by himself, while the entire rest of the Wolf Rider units bounced. Yes, bounced. All of them. In both units. And the wolves, too. Not one single goblin or wolf besides the Warboss did jack squat. In return, the Ushabti carved two wounds into the Warboss (stupid Amulet working *against* me this time), and the rest of the Ushabti made short work of 6(!) Wolf Riders from the smaller unit. Even with the heavy casualties, the Goblins won combat.

Out on the right flank, the Wolf Riders proved too vicious for the light cavalry, and they crumbled to death under the weight of numbers and wounds.



From beneath the sand of the hill, a giant Tomb Scorpion emerged and barreled into the flank of the suicide goblin. Fortunately for me, the Tomb Swarms misfired, and ended up crushed beneath the sand. One less annoyance to worry about.

I was able to dispel most of the truly heinous stuff, like moving the Bone Giant into combat, but that meant I had no dice left to stop him from healing the Bone Giant back up to full, or to stop the Casket. I thought to myself, "Okay, well, it's only three units that will be affected. I can deal with that."

Only one wound on the chariot. That's good.
Six wounds on the first Bolt Thrower. Boo.
Four wounds on the second Bolt Thrower. Boo.

That Casket has to GO.

The Scorpion went after my Big Boss, which kind of made me giggle at the thought of him blowing up and taking the Scorpion with him. Alas, the Scorpion only put one wound on him, and he held tight. The Warboss was not so lucky, as he put one Ushabti down, then was prompty dispatched by the undead constructs. The smaller wolf unit continued to take a beating, but the Goblins managed to get rid of yet another Ushabti, and win the combat again. So that's right, math fans. Over 600 points worth of Goblins cannot get rid of 300 points of Shubbies. Even with multiple turns to get it done, rank bonuses, standards, and outnumbering. Irritating.



CHARGE! Wolf Chariot to the flank of the Tomb Scorpion ought to do the trick like a big ol' can of Raid. I thought I'd be able to take care of the Bone Giant this turn, too, but the wounded Chariot had other plans, failed its Terror test, and turned tail and ran for it. I also needed some help with the Tomb Kings' magic users, so the small unit of Wolf Riders came rushing across the lower field, carefully (and cowardly) making sure they couldn't see the accursed Casket. I started bringing the chariot around from the right flank, while the bigger unit of Wolf Riders out on the right decided Operation Be Not Victory Points was in order, and took their own sweet time securing the table quarter. I brought both shamans around to face the Casket, hoping that a magical barrage would silence it quickly.

But a barrage wasn't really needed. All that was needed was one Irresitable Force on a Hand of Gork, and the Shaman's wolves slammed into the Casket, Liche, and guards. This freed up the other shaman to do a whole bunch of nothin'. The wolves tried to plink a couple of shots off the Bone Giant, but to no avail.

The Wolf Riders continued to beat on the Ushabti, and take serious casualties in return. The Shubbies took off the rank bonus of the biggest unit this turn, but the Wolves still won combat and held. Meanwhile, the Shaman accepted the Liche Priest's challenge, and it was a little girls' slap fight that ended in embarassment for both sides. Meanwhile, angry wolves tore the casket guards to shreds, and the Tomb Kings crumbled under the weight of CR. Another Liche bites the dust. Word. The overrun wasn't enough to get into the Heirophant, however, which was disappointing.

Up to the north, the Wolf Chariot careened into the Tomb Scorpion for a rousing 7 impact hits, and the construct was dust almost immediately.



So far, so good for the Gobbos, right? Pretty well have the game in hand? Now, let's play, "But You're Using Goblins!"

CHARGE! The Bone Giant hit the flank of the Wolf Riders. The Heirophant heard the pattering footsteps of Wolves coming to gobble him up, and broke from the trees into open ground. A failed dispel attempt (love those double 1s!) allowed him to activate his Cloak of the Dunes and get the hell out of Dodge. He floated away and joined the King in the relative safety of the skeleton unit.

The Bone Giant didn't do a ton of damage, killing only two Wolf Riders. He didn't need to, however, as the Ushabtis were handling business just fine. I lost combat by 1, which, when you're LD6, is pretty much a death sentence.

Now, everybody wait for it. What's going to happen now? If you answered, "All hell breaks loose," you would be correct.

Both Wolf Rider units fled, directly through my chariots. Suicide Gobbo hangs on, but the other chariot turns and flees like its on fire. Pretty much to be expected, right?



Except that it doesn't stop there. Nobody rallies, and they all continue to bolt for it, with two units running off the table and another nearly joining them. To top it all off, Suicide Gobbo fails his Terror test and runs off the table as well. Oh, and to top it all off, despite WAAAGHing on their Animosity roll, the block of Wolf Riders fail their Terror test to rear charge the Tomb King's unit, and flees as well.

Awesome. Then I miscast and ended the magic phase, because Goblins RULE.

Meanwhile, the two shamans and the third unit of Wolf Riders all line up short bows and pepper the Bone Giant down to only one wound. That was, at least, a bonus.



Not much happened in the Tomb Kings' turn. Just some maneuvering, him either forgetting to charge the fleeing Wolf Riders or bizarrely choosing not to, and a bunch of dispelling.

Top of my Turn 5, guess what? Three unit of Wolves rally! Go musicians! Then, of course, the Shaman's unit fails its Terror test against the Giant and takes off running.

In retribution, my Shaman Irresistable Force casts Brain Bursta, and takes the last wound off the Bone Giant, dropping him to dust.



Bottom of the fifth, he charges his Ushabti into my Wolf Riders again, and turns his Tomb King's unit around. I do a pretty decent job of dispelling most of the magic. The Ushabtis make quick work of the Wolf Riders and chase them off the table.



Top of the sixth, my Shaman flees off the table. Not only that, but the small unit of Wolf Riders fail their Terror test, and take off running, too. Not much other action, as I just whittle away at the King's skeletons.



Last turn sees his skeletons fail charging my Shaman's unit, then me using my considerable three dice of dispelling power to stop him from getting that movement spell off on his King's unit.

So, at the end of the game, he had his King, Heirophant, and 17 skeletons left on the table. I had one Shaman, one unit of 5 wolf riders, both units of 10 wolf riders, and two chariots left. And that, my friends, it what it looks like to snatch a draw out of the jaws of victory. He didn't beat me; Goblins beat themselves. I had a major victory in the bag, and then Leadership took over, and I the draw was the best I could do.

Frustrating.

The army was a LOT of fun to play, though. I thoroughly enjoyed them. I didn't even mind the Animosity too much. It's the LD6 that's the killer for this build. LD6 + 3d6" flee distance = lots of points running off the table. Bleh.

Sunday, 3 May 2009

The Empire vs Tomb Kings 2250 pts battle report

warhammer fantasy battle report :-

"The Cannon of Altdorf picked off the unpainted chariot (served it right for destroying my ambiance)" [Ed. Lol]

(I find Atchman's battle reports friendly and strangely addictive to read)

source : warhammer.org.ukcredit : Atchman03-May-2009


The ATCHlector versus the Tomb Craigs!

Old Skool War Altar I painted in the early 90s

It was Game Night in Knoxville! Craig and the Tomb Craigs had been talking smack the entire day on Yahoo chat. I predicted a turn three victory for the beloved Empire and the new Atchlector.


2250 points Empire Army list

ATCHlector riding the War Altar with the Mace of Helsturm (only one attack but it S10 doing a D6 wounds) and Armor of Meteoric Iron (1+ AS)
Level 2 Wizard with Light magic, Dispel Scroll, Dispel Scroll
Level 2 Wizard, Fire Magic, Doomfire Ring, Wizard’s StaffBattle Standard Bearer, Full Plate Armor, Barded Warhorse, Banner of Sigismund

28 Swordsmen, Standard Bearer, Musician,
10 Free Company Detachment

29 Swordsmen, Full Command
10 Free Company Detachment

10 Handgunners with Marksmen and Hochland Long Rifle
10 Crossbowmen
13 Flagellants (all the models I have painted, though I own more)

5 Knights, Musician
5 Knights, Musician

2 x Great Cannon
5 Pistoliers with Outrider upgrade
5 Outriders with Champion upgrade and Hochland Long Rifle


2250 points Tomb Kings Army list

Tomb Kings (aka the Tomb Craigs)
Tomb King, Spear of Antharak, Collar of Shapesh, Scorpion Armor
Liche Priest, Jar, Cloak of the Dunes
Liche Priest, Steed, 2 x dispel scrolls
Tomb Prince, Chariot, Great Weapon, Golden Eye, Chariot of Fire

Core:
29 Skeleton Warriors, Full Command
15 Skeleton Warriors
15 Skeleton Warriors
20 Skeleton Warriors, Bows
20 Skeleton Warriors, Bows
4 Chariots, Full Command with the Mirage Banner

Special Units:
2 Tomb Scorpion

Rare Choices:
Catapult with SSC


The Empire is ready for battle

Empire Setup:

I didn’t have much choice in the setup. I was pretty certain the Tomb Craig was going to castle in the corner. I put my troop blocks in the nice open ground so that I could move quickly. My left flank was protected by the Flagellants, a unit of Knights Panthers (musician only, but the Fire Wizard was riding with them), and a unit of crossbowmen.

To protect my right flank I deployed the Pistoliers, another unit of knights, the handgunners, a great cannons and the Outriders. They went there with the theory that if Tomb Craig left his flank open they could race forward to get into firing range. However, Craig place his Chariot over there and the battle was on.


Tomb Kings Setup:

I was shocked about the split deployment but in many ways it did make sense. By having his troops in the corner, it made it difficult to project enough force with my slow infantry blocks to actually shift him and win the game.

The mistake though was splitting the Tomb Kings magic phase so that neither flank really had enough to cause me to run out of magic defense. One of the Liche Priests was hiding behind the woods, both to help the Catapult fire and to assist the Tomb Prince moving his chariot force.

The Empire moves out

Despite having more deployments, I beat Tomb Craig’s dice roll and got to go first. The Pistoliers moved up to take cover from the archers behind the house. I angled the Knights, while marching up with the Handgunners in case he decided to hang back.

Over on the other flank the Flagellants marched forward, as well as the Knights Panthers. The remainder of the battle line marched their full movement hoping to squeeze though the gap in terrain.

Deadly Light Magic killed several skeletons from the right most unit. Tomb Craig dispelled my Conflagration of Doom cast on his Chariot unit. This sucked out the first scroll of the game and he hadn’t even moved yet. Lastly, the Fire Wizard’s Doomfire ring killed a couple more skeletons.

The Cannon of Altdorf picked off the unpainted chariot (served it right for destroying my ambiance). Over on the left the Nuln Gun, clipped a shot though several skeletons killing a few. My rolls to wound this entire game were pathetic.



Another look at the Empire advance, the colored dice were the markers for the two Tomb Scorpions



The Tomb Craig’s response

With so few fast movers and the vital scorpions underground, the Tomb Kings just shuffled about. The main battle line moved forward 4” and prepared to fire with their 40 archers! Over on the left the Chariots formed a line to protect the Screaming Skull Catapult.

All of the nastier spells were stopped by the Atchlector’s dispel pool. However, the archers fired and killed one of the Knights Panthers.

In the regular shooting phase the SSC killed two swordsmen and failed to wound the Atchlector’s Popemobile. With the Atchlector standing nearby the Swordsmen easily passed their panic test from the Screaming Skulls.



The Empire pushes forward

Again the Empire moved forward aggressively, it was quite plain that Tomb Craig wanted to stay semi-static so I tried to move to exploit. Using their lightning quickness the Pistoliers flashed around the woods to surprise the Liche Priest. I moved the vanilla knights forward hoping to tempt a charge from the Chariots so that they overran into the house. This was a mistake in retrospect since it would have been better to set a different trap for them.

The terrain squeezed the Empire battle line putting the normally ordered Empire ranks into disarray. This clustered up the troops in a bad fashion making them easy targets for the Catapult. I think I made a classic Empire mistake and chose to go to the right around the tower instead of to the left. I didn’t want to mask my shooting when in fact it was all but useless against the Deadite archers.

My magic hammered the Skeleton Archers with two light spells. The Conflagration of Doom was also dispelled pulling the last scroll from the Tomb Priest.

All of my shooting was inept this turn; both cannons misfired when they had a perfect chance to destroy more of the Chariots. My normal shooting was ineffective due to the Mirage banner. However, the Pistoliers made the entire shooting phase worthwhile by blasting the Liche Priest from his saddle!



The Empire squeezes into the gap lead by the Atchlector’s War Altar.



Tomb Kings turn

Tomb Craig saw the mistake I made with the Knights and expoited it. I had no choice but to hold with the knights because fleeing might have killed them anyway (fleeing into a building-we normally play them as impassible). I cursed at my ineptitude, but on the bright side, the chariots were now lined up for a great cannon shot.

Between Craig’s shooting and magic phase the Knights Panthers were reduced to the musician and the wizard. I used the Atchlector in the previous turn to put a ward save on the wizard. Also, one of the Free Company detachments panicked from shooting (I rolled an 11).

The silly horses killed one of the knights! While I did manage to cause one in return, I lost the melee by outnumber and my knights fled into the house and were destroyed. What a senseless loss from a bad move.



Empire turn three

I did my best to move the troops forward since Tomb Craig refused to advance towards me. The remainder of one of the skeleton archer units formed into a unit, which the Atchlector decided was small enough for him to destroy. I used my Pistoliers to block the LoS of the Skull Catapult and to try and shoot down the crewmen. The Flagellants moved up and stopped 1” away from a unit of Skeletons. Near the house the Free Company rallied.

My magic rocked this turn with both a Cleansing Flare and Soulfire into the skeletons that the Atchlector had charged! Craig had to use his dice to stop another Conflagration of Doom on the Chariots.

My shooting did much better this turn, dismounting the Tomb Prince and destroying another of the chariots. The once proud unit of five models was reduced to two.

The Atchlector slaughtered the Skeleton Archers and overran 13” towards the middle of the Tomb King army. I didn’t think I would go so far and now I was out of leadership range of the swordsmen blocks.



Tomb Kings turn 3

The remaining chariots moved forward to threaten my Great Cannon, by charging my handgunners, which fled (never to return-darn!). Not wanting the Flagellants to get into their backfield, the Skeletons charged them hoping to pin them in place for a while. Seeing the Atchlector’s vulnerable and long flank, the Tomb King reformed his unit and was hoping for a magical charge into the War Altar.

Accurate shooting slew my poor Fire Wizard. I had dropped the RiP spell to cast something else and it proved fatal. The Skull Catapult tried to take out the Atchlector’s War Altar but blew up!



The Handgunners flee in fear!



Empire Turn 4

The only charge I had was my Wizard’s Swordsmen into a unit of skeletons. However, I failed the fear test and I was stranded. If I had only passed the test, I would have destroyed that unit and overran into the Tomb Craigs’ bodyguard unit’s rear! Since I chose to charge with my single knight as well, he passed his test! Yet another pointless loss of the points for a unit of knights, when he of course broke and the skeletons pursued just to get away from the Swordsmen. Not only did I lose my last knight, I allowed the Skeleton unit to slip through my fingers.



Empire Turn 4 - Another View



The Empire tries to come to grips with the castled up Tomb Kings.

Trying out the new “Martyr Rule”, I managed to destroy most of the unit of skeletons! I was very pleased with how that rule worked in this game; I’d never tried it before.



A view of the Empire left flank, where the Flagellants are attacking the Skeletons.



The Tomb Scorpion eats the Cannon of Altdorf while the Outriders look on.



The Tomb Kings Turn 5

The Tomb Scorpion came up and ate the Great Cannon. Its brother never arrived tunneling to China. Also on the left side the chariots moved backwards to shoot at the Pistoliers (they shot up the Tomb Prince down to a single wound last turn).

I rolled two dice to stop the Tomb King’s Skeleton unit from charging and rolled TWO ONES! My poor Atchlector was charged in the flank.

Tomb Craig’s shooting was ineffective with only the archers remaining.

In the melee the Atchlector decided to challenge the Tomb King, which accepted. I just knew he had the Destroyer of Eternities and I would pay for my boldness, but he only had the Spear of Antharak. I managed to fail my ward save, and totally forgot about my 1+ Armor save! Regardless I took a wound. (I also forgot that I could heal myself in the following turn!) Since I was still alive, I enjoyed telling Tomb Craig about the Mace of Helsturm! I hit, wounded and rolled only a single wound. Craig failed his ward save and I managed to at least give as good as I got.



Last shot of the game

In my last two turns I managed to kill the last chariot with shooting from the Pistoliers. The Tomb Scorpion, which destroyed my Cannon, was in turn destroyed by my Outriders (360 degree shooting helped!).

In the melee phases, the Flagellants finally killed the last skeleton, only to be reduced under half by the archers. My crossbowmen and spells killed all but two of the Skeleton archers, a pretty good accomplishment I thought.

In the big melee, I was shocked when the Atchlector had a higher initiative than the Tomb King! This time the Mace of Helsturm worked and the Tomb King took 5 wounds (failed his ward save again). The Atchlector survived “The Curse”, but died later on turn six to two wounding hits from skeletons (Yes, I managed to fail both two 4+ ward saves and two 1+ armor saves-SNAKE EYES, oh the agony!).

Regardless, the game ended with only a few Tomb King units remaining and most of the table quarters in Empire hands.

VICTORY TO THE EMPIRE!

The Butcher’s Bill:
Empire Losses

Atchlector-KIA 210 pts plus 100 pts for being the General
Fire Wizard-KIA 154 pts
2 Units of Vanilla Knights 123 pts each
Handgunners 105 pts
1 Great Cannon

Total: 912


Tomb Kings Losses

Liche Priest 165 pts
Tomb King 273 plus 100 pts for General
Skeleton Warriors 145 pts
Skeleton Archers 160 pts
Damaged Skeleton Archers 80 pts
Damaged Skeleton Warriors 73 pts
2 x Tomb Scorpions 85 pts each
Screaming Skull Catapult 110 pts
Damaged Tomb Prince 50 pts
Chariots 250 pts

Total: 1576


Summary:

Though some seriously unlucky dice rolls killed him, the Archlector was incredibly powerful. The Empire dominated the magic phase throwing four bound spells per turn, before even attempting both Wizards’ spells. I was simply blown away to see what he could do.

I think the Outriders are a good unit. I’ve now used them twice and I like the fact they have good firepower without clogging up your lines. In retrospect, I may just keep the champion with a Repeater Handgun instead of the Hochland Long Rifle.

The new Pistoliers were one of the keys to the game. They finished off the Chariots, wounded the Tomb Prince, blocked the Catapult, and slew the Liche Priest! What more could you ask for from such an inexpensive unit?

Thursday, 16 April 2009

Tomb Kings vs High Elves battle report 2250pts

warhammer fantasy battle report :-

"This game was very sloppy on both sides..."

with poor deployment and lots of mistakes, it sound like my kind of battle !
or rather I should I say, the kind of battle I usually fight
[Ed.]

source : z4.invisionfree.com/Khemricredit : Sepulcher16-Apr-2009


Hey again, everyone. As our club's 10 game season comes to a close, I find myself and the TK's at the #1 spot... woohoo! Anyway, since I had all 10 games in for the season I decided to change things up a bit and play a "fun" list rather than my normal competitive one. So last night while watching tv I sort of came up with a list that had alot of nasty little elements to it. Went up against a really cool High Elf guy who I'd never played before. Being that I never do anything but draw against HE's, I knew this would be a bloody game.. plus the fact I'd never played the list before... anyways, hope you enjoy. This game was very sloppy on both sides as you'll see.. we were both not being very competitive and joking around alot.. so..

2250 points Tomb Kings Army list

Liche High Priest - Jar, Cloak
Liche Priest - 2 Scrolls, steed
Liche Priest - Steed
Tomb Prince - Flail, Chariot, Chariot of Fire

25 Archers - command
10 Archers
5 Light Horsemen
17 Tomb Guard - Banner, Champion - deployed 6 wide
3 Chariots - Banner, Icon of the Sacred Eye
5 Carrion
4 Ushabti
1 Catapult
1 Bone Giant

So a couple anchor units with alot of hammers.. I didn't get to include all the trinkets I wanted.. points were very tight. Like my SoR, another scroll and some more Tomb Guard. Some more archers would've helped too.. and the BotUL. Oh and Scorpions! But you can't have it all...


2250 points High Elves Army list

Lord on Star Dragon - Lance, 2+ Rerollable armor save, 4+ Ward
Mage - Level 1 scroll caddy - took Lore of Light spell # 1

20 Spearmen - command
15 Spearmen - command
19 Swordmasters - command
20 White Lions - command
Tiranoc Chariot
Lion Chariot
2 Eagle Claw Bolt Throwers
2 Eagles

Deployment:



Terrain was randomized funny, 2 hills and a forest clumping up the left side.
His 2 Bolt Throwers were deployed on the hill, his White Lions (white) in front, along with an Eagle and the Lion Chariot. Next were the Swordmasters (blue) with level 1 in there. Another Eagle, 20 Spears, Tiranoc Chariot, 15 Spears and finally his Lord on Dragon.

From my left to right was Bone Giant (bad placement on my part), 4 Ushabti, 25 archers, Carrion behind them, my Tomb Guard, 10 more archers on the hill along with catapult. My chariot unit with prince and finally my light horsemen with priest. I had a priest join the catapult and the High Priest join the 25 archers. (I'll add them to the map next time).

High Elves win the roll and go first. His Dragon flies behind the nearby forest, everything else advances. Magic is stopped. Shooting he does single bolts at my Bone Giant, both hitting, wounding and doing 3 wounds a piece... one dead Bone Giant. (And once again I remember why not to bring the damn things.. if they don't let you down in combat they're getting their asses shot up.)

Top of 1:



My half of the turn. due to some poor deployment choices on my part I'd be fighting an uphill battle this game. It was all in fun though.. I didn't mind as were were laughing pretty much the entire game (making fun of the 40k and War Machine nerds).
Everything moved up a couple inches.. not wanting to get charged, my chariots moved and threatened anything that neared my lines with a flank charge. Carrion glided over for a potential magic charge into his Bolt Throwers. In the magic phase I move the chariots again.. giving them a better vantage point. My Catapult gets to shoot but doesn't hit anything. And finally my Carrion and able to charge (thanks to the Jar) but they fall just short... forgetting he deployed a few inches back.

Bottom of 1:



Turn 2:

The High Elves just advance a couple inches forward. The Lion Chariot turns around to face my Carrion. The Lord flies behind my Tomb Guard to breathe on them. Magic is stopped. In Shooting, 2 Carrion are killed by multishots from the Bolt Throwers, and a couple Guard are killed by the flame template.

Top of 2:



In my turn my Carrion charge the closest Bolt Thrower, my Prince's unit charges the 20 strong Spear block, and my Ushabti charge the Swordmasters. Should've charged the White Lions but at this point it was charge or be charged. My Tomb Guard spin around and face the dragon. In magic, I charge my Tomb Guard into the dragon. Next I get off a Smite - 4 attacks.. all on the Lord.. 2 hits... 2 sixes!!! One dead Elf Lord... a random stroke of luck see's the HE general gone. (Dragon passes reaction test) I also magic the nearby archers into the rear for added CR. Shooting puts a couple wounds on an Eagle. Catapult misses. In combat I don't scratch the dragon and lose a couple Tomb Guard, but the dragon fails his break test and runs.. my skeletons persue but can't catch him.. Tomb Guard hold tight. Carrion take a wound from the crew, but kill 1 in return and we tie combat.. Next my chariot kills a ton of Spear elves, loses a chariot in return and break the unit.. I pursue but they get away - however I clip the nearby Tiranoc Chariot. My Ushabti lose 2 models, kill a few in return and crumble a few more wounds. Barely hanging on.

Bottom of 2:



Turn 3:

No charges. His Lion chariot turns back around, his White Lions advance towards my archers. His 15 strong Spear tries to charge but fails the Fear test. Next, his Dragon rallies and faces my small archer block his Spearmen also rally and turn around. Magic is stopped. Shooting does nothing. In combat my last Ushabti is killed. My Prince wounds the Tiranoc chariot twice and it breaks - I persue and run it down, putting me close to the newly rallied Spears. My carrion somehow fail to kill the single crew member again and we tie.

Top of 3:



My turn, my chariots charge the Spearmen again. Tomb Guard turn around, Light Horsemen move closer to the hill. Magic is just a couple Smitings which kill an Eagle and fail to wound his Dragon. Shooting phase sees my catapult land a shot on his Swordsmasters kill 8, and again my archers can't wound his dragon. In combat I finally kill the last crew member. My Chariots do a number and completely wipe the Spearmen out (did like 10 impact wounds). They overrun off the board.

Bottom of 3:



Turn 4:

The Star Dragon and Lion chariot charge my big archer block. (Doh, didn't see that coming) Trapping my Heirophant in the combat. His White Lions were just out of range. His Swordmasters wheel towards my Tomb Guard. His remaining Spearmen sit tight, not sure what to do. He moves his last Eagle right in front of my Tomb Guard. Magic is stopped. Shooting kills another Carrion. Between the chariot and dragon, I lose alot of skeletons, and lose more to CR, but still manage to have a few left to raise.

Top of 4:



My turn, I charge the Carrion at the last Bolt Thrower and my Tomb Guard at his Eagle, who flees. My Chariots come back and move towards his Spearmen. My Light Horsemen move closer to them as well.. in case the Princes incantation doesn't go off. In magic I charge the chariot unit into the Spearmen rear. Everything else is directed towards raising archers, which I do - basically returning the unit to starting size. Shooting does nothing, catapult misfires and can't be fired for 2 turns. In combat, alot more skeletons die, as expected. My chariots crush his Spearmen to the man. My Carrion kill both crew members.

Bottom of 4:



Turn 5:

The White Lions finally make it into combat with my archers. Eagle rallies. Magic and Shooting do nothing. In combat he destroys the entire unit and CR kills my Heiro.

For my half I manuever the remaining Tomb Guard and chariots towards the Swordsmasters. In magic I charge them both in, manage to beat them, but he rolls snake eyes, ensuring a draw and keeping me from alot of VP's. At this point it was late so we called it. It was a draw in his favor [High Elves - Ed.] by about 20 points or so.

All in all a messy game with alot of mistakes, but it was fun nonetheless. I really had fun playing with the High Priest.. my magic phase was pretty much unstoppable... but there's several things I miss when I don't have a King. I really liked the chariot unit with Prince and +1 to hit banner.. I might consider doing it with my standard list.. although I'm not sure if I want to drop a Priest for a Prince. Catapult was fun - even though I only hit once with it. Guess I have to get better at guessing distances.

Thanks for reading
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