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Thread: 2500 VC vs. Empire Meeting Engagement [.ppt diagrams]

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    2500 VC vs. Empire Meeting Engagement [.ppt diagrams]

    VC: meows0r
    EM: ciccini


    Huge luck imbalance this game. I had the hardiest Terrorgheist ever, and he wasn't rolling well for wounds on cannon. Luck was in my favour. Would love to rematch this list a couple times. Scenario was obviously in my favour, but we chose it due to time constraints. He rolled 2 misfires with his cannons with the 3 shots he got all game; but he engineers nullified them. Album of pics: http://imgur.com/a/9Kpvn#xMTpk


    The Empire: [didn’t get list; from memory]

    General on War Altar (GW,???) [Never got in challenge, but VHS likely] {G,WA}
    Archmage (L4W, Lore of Heavens) [Blizzard, Convergence, Comet, Chain Lightning] {AM}
    Captain (BSB) {BSB}
    2 Engineers {E1,2} [NOT PICTURED, ALWAYS BY WMS]
    45 Halberdiers (FC, Luckstone, ???) [bsb unit] {H1}
    40 Halberdiers (FC) {H2}
    - 2 x 10 Archer detatchements {A1,A2}
    10 Spearmen (FC) [mage bunker] {SP}

    2 x 3 Demigryph Knights (musician) {DGK1,2}
    2 Cannons {GC1,2}
    2 Hellblasters {HB1,2}
    Celestial Hurricanum {CH}

    Vampire Counts:

    Strigoi Ghoul King (Red Fury, Sword of Bloodshed, Dragonbane Gem, Cursed Book, Lore of the Vampires) [IoN] {SGK}
    Master Necromancer (Dispel Scroll, L4W, Lore of the Vampires) [IoN, VDM, HV, CoY] {MN}
    Vampire (L2W, Lore of Shadows, Heavy Armour, Shield, Dragonhelm, Biting Blade, 5++ {V} Talisman, Quickblood, Fear Incarnate)
    Cairn Wraith {CW}

    29 Skeleton Warriors (musician, standard bearer, the Screaming Banner) [Vampire] {SW}
    35 Crypt Ghouls [SGK] {CG}
    20 Zombies (standard bearer) [Master Necromancer] {Z}
    2 x 5 Dire Wolves {DW}

    1 Corpse Cart (Balefire) {CC}
    8 Crypt Horrors {CH}
    5 Hexwraiths {HW}
    2 x 1 Spirit Hosts {SH}

    Terrorgheist {TG}

    TERRAIN:
    - all that mattered was lake [blue in pics], hill [grey/brown], and forest [green]

    DEPLOYMENT:

    VC First:
    - Everything up as close as possible
    - Corpse cart in reserve never plays a role in game

    Empire:
    - Cannon and general on war altar in reserves. beginning of his back luck
    - Bunkered in corner to have time to shoot and magic me, wait for reserves to get into position

    [END OF DEPLOYMENT PIC] http://i.imgur.com/e0s6V.jpg


    VANGUARD:
    - DR1, DR2, HW push up a bit. HW sure to be in general range after he moves on 1

    [END OF VANGUARD PIC] http://i.imgur.com/xMTpk.jpg

    VC Turn 1:

    MOVEMENT:
    - no charges
    - HW into lake, threaten DGK2, H1+BSB
    - DR2 gets close to flank of DGK2
    - DR1 into woods to lure DGK1

    MAGIC:
    - I get average Winds throughout the game
    - Cursed book puts -2T Withering on H1+BSB
    - 12" IoN raises ~10 Z and SW
    - 12" VDM dispelled

    [END OF VC 1 PIC] http://i.imgur.com/VyqcQ.jpg

    EMPIRE Turn 1:

    MOVEMENT:
    -H1+BSB in HW
    -DGK1 into DR1
    - G+WA come on, with H1+BSB in bubble
    - GC2 comes on

    MAGIC:
    -Good phase for him; 11v5 or something
    -I let off banishment on a SH
    -I scroll a big chain lightning on TG (special dmg vs flier would have ****ed him up)
    -He dispels withering (not worth it IMHO, but I said nothing mauahaha)

    SHOOTING:
    -1 GC and 2 HB into hexwraith leaves him with 5 wounds left. both HB cant get through 6+ regen, and cannon rolls a 1 for Ws

    COMBAT:
    - DGK1 kill dogs, overrun short distance but out of flank charge arc of my blocks
    - BSB kills 2 HW, 1W on BSB from them, 3 more on RNF
    - HW Cruble, H1+BSB reform

    [END OF EMPIRE TURN 1 PIC] http://i.imgur.com/M1pvo.jpg

    VC Turn 2:

    MOVEMENT:
    - SH, DR2 into flanks of H1+BSB
    - CH into front of H1+BSB
    - Blocks push up
    - TG ops to be risky and not take the sure bet of screaming DGK1 to death, flies into heart of army to scream at general! XD XD XD
    - CW leaves SW to face DGK1 rear, so he can hold them up [no banner on them!]

    MAGIC:
    - 6v4
    - Cursed book eats 3 dice, but puts Doom and Darkness on his general! 0_o THIS COULD BE TURN 2 GG PEOPLE!!!!!!!1111!!11!11!! He obviously dispels it with all his dice
    - Just raise some zombies and skeletons with 12" IoN

    SHOOTING:
    - TG rolls a 10 on his 2D6. 4 randomize onto WA and 3 onto general. WA fails *ALL* 4+ wards, but general saves all. w00!

    COMBAT:
    - Empire BSB and Halbs slaugher DR2
    - CH put final wound on BSB, kill ~7 RnF (I roll insanely for poison)
    - Halbs flee off board
    - CH overrun into DGK2

    [END OF VC TURN 2 PIC] http://i.imgur.com/ZE98g.jpg

    EMPIRE Turn 2:

    MOVEMENT:
    - G+WA into flank of CH
    - DGK1 fail swift reform, reform to face my northern flank and CW threatening them

    MAGIC:
    - good roll for him
    - kills my remaining ethereals with magic [SH and CW]
    - Harmonic Convergence on DGK2 in combat with CHs

    SHOOTING:
    - GC1 falls short of TG
    - GC2's shot at TG is regenerated! THIS IS MADNESS!!!1!
    - HB finally puts last wound on TG. He served well

    COMBAT:
    - CH put last wound on WA. General now out of Hurricanum range!
    - CH lose by 2, left with ~5-6 models

    [END OF EMPIRE TURN 2 PIC] http://i.imgur.com/WK0x6.jpg

    VC Turn 3:

    MOVEMENT:
    - SGK+CG fail 11" charge on H2 [should have sent SGK alone!]
    - V+SW fear-bomb make 11" charge into H2
    - CC backs out of DGK1 charge arc
    - MN+Z move south so CH are in 12"

    MAGIC:
    - nice phase for me 10v6 or soemthing
    - 1 dice from Cursed Book puts Curse of the Midnight Wind on H2
    - Invocation raises Z's, Brings back 2 CH models!
    - 12" VDM dispelled. I think I tried this every phase and my opponent ALWAYS dispelled it! Wise of him, esp on poisoned CH :]

    COMBAT:
    - H2 feel the fear bomb and fail their first 3D6 Ld test
    - H2 lose by 2, run off board
    - Empire player concedes before my Horrors can Nom his general

    [END OF GAME PIC] http://i.imgur.com/Hnzlw.jpg

    POST-GAME THOUGHTS:
    - Luck was on my side here. Need to replay this alot to assess strength
    - His artillery underperformed
    - Scenario hugely in my favour
    - His army had huge potential for CC nastiness synergy. Halberdier horde in aura of Hurricanum and Walter would be hitting skels on 2+ with re-roll, and wounding on 3s.
    - Level 2 shadow vamp: never seem to use him to cast. I'm thinking of dropping magic level, and using him as Vampire lore for backup healing. Or maybe death to snipe things when I get doom and darkness off on a hero's unit. That's 10pts short of the 3rd spirit host id like
    - Everything else did it's job smashingly. Crypt Horrors and Terrorgheists FTW!
    - Using Hexwraiths properly still takes some finesse and practice, gotta work on that

    C&C encouraged & welcome!
    Last edited by meowser; 28-04-2012 at 23:34.
    In victory, thy glory on earth
    In death, thy glory in heaven
    Arise, therefore, Warrior!
    With thy Soul ready to fight!

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