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Thread: 2500pts Tomb Kings vs Vampire Counts

  1. #1

    2500pts Tomb Kings vs Vampire Counts

    Overview
    Scenario: Blood and Glory
    Date Played: 9th April 2012

    Well it's been over 3 months since we actually played this game, but I have the photo's and my opponents army list so figured it was worth trying to write up a report. Apologies if this one isn't up to the usual standard - my memory isn't quite what it used to be!

    You may notice that I only said I had my opponents army list - I seem to have lost my own so have resorted to a best guess based on the photos.

    Tomb Kings
    Lord
    [TK] Tomb King, Blade of Antarhak, Shield (223pts)
    [LHP] Liche High Priest, Heirophant, Level 4, Talisman of Preservation (255pts)
    Hero
    [LP] Liche Priest, Level 1, Dispel Scroll (95pts)
    Core
    [SA1] 19 Skeleton Archers, Standard Bearer, Musician (134pts)
    [SA2] 10 Skeleton Archers, (60pts)
    [SA3] 10 Skeleton Archers, (60pts)
    [SC] 6 Skeleton Chariots, Standard Bearer, Musician, Banner of Eternal Flame (360pts)
    Special
    [TG] 29 Tomb Guard, Halberds, Tomb Captain, Standard Bearer, Musician (407pts)
    [NK] 3 Necropolis Knights, (195pts)
    [KW] Khemrian Warsphinx, Fiery Roar (230pts)
    Rare
    [NC1] Necrolith Colossus, Additional Hand Weapon (175pts)
    [SSC1] Screaming Skull Catapult (90pts)
    [SSC2] Screaming Skull Catapult (90pts)
    [CoS] Casket of Souls (135pts)
    Total: ~2500pts

    Note: I realise that the above list is 20pts over, but I can't remember exactly what is out of place. Either way it gives you a good idea of what was there. I'm certain that in the actual game the list did come to <2500pts.

    Vampire Counts
    Lord
    [VL] Vampire Lord, Level 1, Barded Nightmare, Shield, Lance, Armour of Destiny, Red Fury, Quickblood (387pts)
    [MN] Master Necromancer, Level 4, Master of the Dead, Sceptre of Stability (235pts)
    Hero
    [N] Necromancer, Level 2, Dispel Scroll (125pts)
    Core
    [CG] 40 Crypt Ghouls, (400pts)
    [S] 25 Skeletons, Champion, Standard Bearer, Musician (155pts)
    [Z] 23 Zombies, Standard Bearer (74pts)
    [DW] 5 Dire Wolves (40pts)
    Special
    [BK] 14 Black Knights, Barding, Lances, Champion, Standard Bearer, Musician, Banner of the Barrows (444pts)
    [FB1] 2 Fell Bats (32pts)
    [FB2] 2 Fell Bats (32pts)
    [SH1] Spirit Host (45pts)
    [SH2] Spirit Host (45pts)
    [Vt] 3 Vargheists (138pts)
    [CC] Corpse Cart, Unholy Loadstone, Spear (121pts)
    Rare
    [T] Terrorgheist (225pts)
    Total: 2498pts
    Last edited by tarrym; 16-07-2012 at 15:28.
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  2. #2

    2500pts Tomb Kings vs Vampire Counts

    Deployment
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    We set up the scenery by generating pieces randomly and then rolling to see which table section they should be placed in (split table into 6 segments, D6 for each piece - with some arbitrary switching if some parts of the board end up too crowded!). In the end we had regular buildings and obstacles scattered along the two deployment zones and a wizards tower off to the top-left (as you look at the map) of the board. To the bottom left there was a mysterious forest - which I think we never entered at all during the game. And to the bottom right was a magic circle / wyrding well - I can't remember which, and I don't think this ever came into the game either to be honest!

    The Tomb Kings won the roll to pick their deployment zone and they chose the top/north edge as this gave them easy access to a wizards tower. Despite not being able to win the "war of deploying chaff", the Tomb Kings started by dropping their two smaller Skeletal Archer units next to, or inside, the wizards tower and building respectively. Later the rest of the Tomb Kings infantry formed a line between these two units, and were supported by the Khemrian Warsphinx in the very centre.
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    Over on the right flank (left to the Tomb Kings), the Necropolis Knights and Skeletal Chariots took up position to try and smash through whatever the Vampire Counts put on their flank.
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    The Vampire Counts opted for a similar strategy, although they had at least 6 "chaff" drops to place which gave them some room to change their mind if needed. The Vampire Counts infantry took up position just off the centre (they had a building blocking their way!), with the Crypt Ghouls noticeably placed right opposite the Tomb Guard.
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    On the flank opposite the Skeletal Chariots, the Black Knights, Terrorghiest, Dire Wolves and Varghiests all took up position.
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    The Dire Wolves used their vanguard move to close the gap with the Skeletal Chariots, and set up a nice speed bump trap for the Tomb Kings Skeletal Chariots should they get the first turn.
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    Spells:
    Liche High Priest: Khsar's Incantation of the Desert Wind, Djaf's Incantation of Cursed Blades, Ptra's Incantation of Righteous Smiting, Usirian's Incantation of Vengeance
    Liche Priest: Khsar's Incantation of the Desert Wind, Usekhp's Incantation of Desiccation

    Vampire Lord: Invocation of Nehek
    Master Necromancer: Invocation of Nehek, Vanhels Dance Macabre, Gaze of Nagash, Curse of Year
    Necromancer: Invocation of Nehek, Hellish Vigour
    Last edited by tarrym; 15-07-2012 at 08:27.

  3. #3

    2500pts Tomb Kings vs Vampire Counts

    Turn 1 - Vampire Counts
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    Sadly, for me, the Tomb Kings did not get the first turn. The Vampire Counts flanking force made the most of it and surged forwards. The Terrorgheist making the most of being within 12" of the Vampire Lord by flying behind the tower on the edge of the board. The Dire Wolves then did what they do best and moved up to within 1" of the Necropolis Knights and Skeletal Chariots - blocking them both in where they were.
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    In the centre the Vampire Counts infantry began their slow shuffle forwards with the Spirit Hosts veering off slightly to point themselves directly at the 2 large undead construct units (Necrolith Colossus and Khemrian Warsphinx) knowing full well that being ethereal they could hold up their intended targets for some time.
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    In the magic phase the only spell(s) to go through were Invocation of Nehek which saw an additional 15 Zombies and 7 Skeletons join the battlefield.
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    And to wrap up their first turn, the Terrorghiest screamed at the Skeletal Chariots and rolled pretty well. A total of 8 wounds were inflicted - somebody doesn't like those chariots!
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    Fortitude
    Tomb Kings: 5
    Vampire Counts: 5
    Last edited by tarrym; 15-07-2012 at 10:32.

  4. #4

    2500pts Tomb Kings vs Vampire Counts

    Turn 1 - Tomb Kings
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    Fully aware of the trap that was being laid on their flank, the Skeletal Chariots and Necropolis Knights declined to charge the Dire Wolves - figuring that if the Black Knights wanted to see combat then they would have to share their frontage with the Dire Wolves on the charge. Instead both units repositioned themselves - the Skeletal Chariots even moved back!
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    In the centre, the Khemrian Warsphinx moved towards the flank to threaten the Black Knights/Vargheists. While the larger unit of Skeletal Archers wheeled to face the Vargheists and Fell Bats.
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    Out on the other end of the Tomb Kings lines the Tomb Guard and Necrolith Colossus edged up a couple of inches. Not really wanting to get too close to the approaching Spirit Host, nor leave the range of the spells from the High Liche Priest who was in the larger Skeletal Archer unit.
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    During the magic phase the High Liche Priest managed to cast the powered up version of Ptra's Incantation of Righteous Smiting (24" bubble) which basically hit everything in the Tomb Kings army. The Skeletal Chariots regained 3 wounds, while the other units in the army that held bows simply tried their best at an evil grin - it's not easy with no flesh!
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    The rest of the Tomb Kings magic phase - including the Casket of Souls trying to blast one of the Spirit Hosts - was a bust.

    The Screaming Skull Catapult nearest the Terrorgheist aimed right for the aforementioned monstrosity. Although the shot scattered, it still landed on the Terrorgheists absurdly large base. The hit inflicted 3 wounds on the monster and removed it's 6+ regen save thanks to the magical flaming attacks.
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    The second Screaming Skull had other priorities and aimed for one of the Spirit Hosts, but the shot scattered off and didn't hit anything but dirt.

    Then it was the Skeletal Archers turn...

    The small unit occupying the wizards tower killed a single Skeleton Warrior.
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    The two units in the centre let loose at the Varghiests. Despite having 60 shots, one of the large vampire-bats was still left standing at the end of it - with 1 wound left!
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    Then to wrap up the turn, the Skeletal Chariots unleashed their 20 bow shots at the Terrorgheist and managed to put another 2 wounds on the screaming beast - leaving it with only 1 wound left!
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    Fortitude
    Tomb Kings: 5
    Vampire Counts: 5
    Last edited by tarrym; 15-07-2012 at 10:33.

  5. #5

    2500pts Tomb Kings vs Vampire Counts

    Turn 2 - Vampire Counts
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    Turn 2, as with so many games of Warhammer 8th edition, saw the first charge of the game. Annoyingly, for the Tomb Kings, it was from one of the Spirit Hosts into the Necrolith Colossus. The Spirit Host needed something like a 10 or 11 to make it - and they did indeed roll a 10 or 11. They also positioned themselves off to the side of the Necrolith Colossus base so that the Tomb Guard couldn't counter-charge.
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    In the centre the rest of the Vampire Counts minions continued their long slow march towards the Tomb Kings. While the other Spirit Host continued to pursue it's only objective - the Khemrian Warsphinx.
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    The lone surviving Varghulf had had enough of being shot out in the open, so it flew over the Tomb Kings lines and landed in a position to threaten the Skeletal Archers / Screaming Skull Catapult next turn.
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    Meanwhile the Black Knights, Terrorgheist, Dire Wolves and now even some Fell Bats continued to pen the Necropolis Knights and Skeletal Chariots into a corner of the board. At the same time they were being cautious about the Tomb Kings potentially smashing their way out and landing killing blow attacks against the Vampire Lord - although it wasn't great odds that the Tomb Kings would actually get to make any attacks after the Vampire Lord had rolled all of his!
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    In the magic phase the Master Necromancer managed to cast Vanhels Dance Macabre, speeding up the Vampire Counts advance in their centre. And crucially putting the Spirit Host within charge range of the Khemrian Warsphinx.
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    However in doing so, Master Necromancer suffered a miscast and managed to put a wound on himself and his Vampire Lord!
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    Then in the shooting phase the Terrorghiest opened up it's, pretty disgusting, maw and screamed at the Skeletal Chariots again. This time only inflicting a single wound - thanks to the number of wounds it had suffered.
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    The combat phase saw the Spirit Host claw at the Necrolith Colossus but failing to inflict any damage while the massive blades of the Necrolith Colossus could do nothing. The Spirit Host won the combat by 1 thanks to it charging, but the undead construct rule saved the Necrolith Colossus from taking any damage.

    Fortitude
    Tomb Kings: 5
    Vampire Counts: 5
    Last edited by tarrym; 15-07-2012 at 10:33.

  6. #6

    2500pts Tomb Kings vs Vampire Counts

    Turn 2 - Tomb Kings
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    Seeing a chance to lay their own trap, the Tomb Kings declared their own charge and sent the Necropolis Knights smashing into the Dire Wolves on the flank.
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    The Skeletal Chariots backed up again to maximise their line of sight to cover both the Terrorgheist and Black Knights.

    In the centre the smaller unit of Skeletal Archers didn't have a musician, so couldn't swift reform to turn and shoot at the Vargheist that had just landed on their flank. Instead they opted to move inside the building - giving them a 360 arc of fire! As a backup, and because they had little else to shoot at, the larger unit of Skeletal Archers did make a swift reform to face the same Vargheist.
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    The Tomb Guard backed up a little, trying to delay the inevitable charge from the Crypt Ghouls - at least until the Tomb Kings shooting could inflict further damage on the Vampire Counts lines.
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    In the magic phase the Liche High Priest once again cast the 24" bubble version of Ptra's Incantation of Righteous Smiting. And as a mirror of the previous Tomb Kings turn the Vampire Counts managed to shut down the other spell attempts.

    The Skeletal Archers in the wizards tower managed to kill one of the Fell Bats in the centre, and put a wound on the surviving bat.
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    The Skeletal Archers in the other building took aim with their 20 shots at the Vargheist with a single wound, but failed to do anything! Thankfully the backup unit of 20 archers (40 more shots) stood ready to finish the job - but even they only managed to roll a single wound - thankfully that was enough!
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    Seeing that the Vampire Counts had a Spirit Host in prime position to stop the Khemrian Warsphinx from getting into combat, the Screaming Skull Catapults both aimed for the cluster of wailing ghosts. It scored a direct hit! But then of course rolled a 1 to wound
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    In combat the other Spirit Host and Necrolith Colossus both just sat down and drank a cup of tea - or at least they might as well have as no wounds were inflicted.
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    Then on the other flank the Necropolis Knights did what they should be doing and ripped the Dire Wolves apart then overran into the Fell Bats behind.
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    Fortitude
    Tomb Kings: 5
    Vampire Counts: 5
    Last edited by tarrym; 15-07-2012 at 10:34.

  7. #7

    2500pts Tomb Kings vs Vampire Counts

    Turn 3 - Vampire Counts
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    Not wanting to give the Tomb Kings a chance of escaping the trap, the Black Knights followed their Vampire Lord into combat with the Necropolis Knights on the flank.
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    Following the example of the Black Knights, the Crypt Ghouls took the plunge and charged headlong into the Tomb Guard.
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    Lastly, the Spirit Host that had escaped oblivion from the previous turns Screaming Skull Catapult shot charged into the flank of the Khemrian Warsphinx - effectively taking both units out of the rest of the game.
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    The Vampire Counts infantry reshuffled their lines to put the Skeleton Warriors in position to threaten the Skeletal Archers in the wizards tower.
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    The Fell Bat in the centre flew up as close as possible to the large unit of Skeletal Archers, ready to charge the Screaming Skull Catapults next turn if it was still around.
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    And lastly the Terrorgheist flew around to the flank of the Skeletal Chariots to get out of their arc of sight.
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    The Vampire Counts rolled pretty low for the winds of magic and the magic phase was pretty much a non-event. Having said that, the Master Necromancer did manage to cast Gaze of Nagash on the small unit of Skeletal Archers in the wizards tower killing 5.

    In the shooting phase the Terrorgheist screamed at the Skeletal Chariots for a third turn, and inflicted two more wounds.
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    Then it came to combat, and the games first serious casualties.

    The Black Knights, well actually more like the Vampire Lord who made way, smashed through the Necropolis Knights easily. The only damage the Tomb Kings elite cavalry could inflict was a couple of wounds on the Fell Bats.
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    In the centre the Ghouls and Tomb Guard ripped each other apart. But the savage Crypt Ghouls came out worse than their adversaries thanks to the increased weapon skill of the Tomb Guard, granted by their Tomb King.
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    Fortitude
    Tomb Kings: 5
    Vampire Counts: 5
    Last edited by tarrym; 15-07-2012 at 10:54.

  8. #8

    2500pts Tomb Kings vs Vampire Counts

    Turn 3 - Tomb Kings
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    Things weren't quite going to plan, so it was time to try and changes things a little.

    The Skeletal Chariots charged out of the position they had held since the start of the game. One of the remaining Fell Bats was their target.
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    With little else they could achieve, the small Skeletal Archer unit abandoned the wizards tower to take cover behind it before the Master Necromancer could pick on them again.
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    Meanwhile the larger Skeletal Archer unit in the centre swift reformed again to face the approaching Fell Bat.
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    Then it came to the magic phase. Once again, like a broken record, the Liche High Priest cast the 24" bubble of Ptra's Incantation of Righteous Smiting. This time the Vampire Counts tried to dispel it - not wanting the remaining Tomb Guard to get extra attacks again. The Tomb Kings had a casting value of 19, but the Vampire Counts only scored 17 to dispel. The Master Necromancer used his sceptre of stability to add an extra D6 to the dispel attempt - but rolled a 1! So the spell went through. The spell hit everything in the Tomb Kings army, so the Tomb Guard, Skeletal Archers and Skeletal Chariots all regained models/wounds.
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    Lastly, the Liche High Priest cast Djaf's Incantation of Cursed Blades on the Skeletal Chariots just to heal them even further. The Skeletal Chariots regained enough wounds over this turn to restore all 6 models.
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    In the shooting phase one of the Screaming Skull Catapults finished off the Terrorgheist - at last!

    The larger unit of Skeletal Archers finished off the last wound on the Fell Bat that was perched 1" in front of them - 40 shots was possibly a little OTT!
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    The Skeletal Archers in the building nearest the Black Knights unleashed their shots against the Vampire Lord's retinue but their heavy armour was just too robust.

    Combat started with a surprise as one of the Spirit Hosts managed to inflict 2 wounds on the Necrolith Colossus. Combat resolution saw another wound on the undead construct.
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    The Skeletal Chariots obviously wiped out the Fell Bats. Instead of overrunning, the chariots reformed to face the Tomb Kings board edge. The original intention was to line up a flank/rear charge on the Black Knights, but the proximity of the two units prevented this from working as well as I'd hoped.
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    Finally the Tomb Guard, aided by their Tomb King and extra attacks, finished off the remnants of the Crypt Ghouls to a ghoul. If only they were carrying a banner!
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    Fortitude
    Tomb Kings: 5
    Vampire Counts: 5
    Last edited by tarrym; 15-07-2012 at 11:44.

  9. #9

    2500pts Tomb Kings vs Vampire Counts

    Turn 4 - Vampire Counts
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    Seeing an opportunity to escape the Skeletal Chariots, and take out more of their enemies the Vampire Lord urged his cohort into a charge on the nearest Screaming Skull Catapult.
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    The rest of the Vampire Counts units simply started to close the gap to engage the Tomb Guard that had survived the combat with the Crypt Ghouls.

    In the magic phase the Master Necromancer cast Curse of Years on the Tomb Guard and killed 3 of their number.
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    The Vampire Counts then followed that up with another Vanhel's Dance Macabre which moved the Skeleton Warriors right up in the face of the Tomb Guard with the Corpse Cart moving up along their flank in support.
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    In combat one of the Spirit Hosts continued it's nasty surprises and managed to finish off the Necrolith Colossus with a couple of lucky 6's to wound.
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    The other Spirit Host wasn't as lucky and continued it's pillow fight with the big kitty that was the Khemrian Warsphinx.
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    Rather predictably the Black Knights and Vampire Lord finished off the Screaming Skull Catapult and they overran towards the Casket of Souls.
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    Fortitude
    Tomb Kings: 5
    Vampire Counts: 5
    Last edited by tarrym; 15-07-2012 at 11:29.

  10. #10

    2500pts Tomb Kings vs Vampire Counts

    Turn 4 - Tomb Kings
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    Seeing an opportunity to actually claim a banner and reduce the Vampire Counts fortitude score, the Tomb Guard charged into the Skeleton Warriors while the larger block of Skeleton Archers charged into the flank of the Corpse Cart.
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    The small unit of Skeleton Archers in the building left their position to both face the Black Knights, and to potentially provide a road block in later turns.
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    The other small unit re-entered the wizards tower now that their numbers had almost been restored.
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    If the Tomb Kings were to win the game, the Tomb Guard would need to be bolstered enough to combat their way through the Skeleton Warriors and then either the Zombies or the Black Knights. So the Tomb Kings set about to healing the elite Nehekharan troops.
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    The remaining Screaming Skull Catapult attempted to land a bundle of skulls (Vampire Counts skulls rather than Tomb Kings skulls!) on the Black Knights, but the shot scattered off the board.
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    Then the Skeleton Chariots and Skeleton Archers both opened up on the Black Knights and one of their arrows found it's way through the Black Knights armour.
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    In combat the larger block of Skeleton Archers made short work of the Corpse Cart and overran into the flank of the Skeleton Warriors.
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    Next up the Tomb Guard and Skeleton Archers tried their best to smash through 31 Skeleton Warriors. They managed to get the unit down to just 12 models after combat resolution. Both Tomb Kings units combat reformed to add additional ranks.
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    Fortitude
    Tomb Kings: 5
    Vampire Counts: 5
    Last edited by tarrym; 15-07-2012 at 11:56.

  11. #11

    2500pts Tomb Kings vs Vampire Counts

    Turn 5 - Vampire Counts
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    With both armies dwindling, there wasn't much movement left to do. However the Black Knights ignored the obvious charge into the Casket of Souls directly in front of them and instead went for a charge into the flank of the Skeleton Archer combat - all the banners/generals in the game were gradually gravitating towards that point on the board!
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    The Zombies moved up to support the Skeleton Warriors, while the Spirit Host that had just finished off the Necrolith Colossus moved to threaten the Casket of Souls.
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    In the magic phase, the Master Necromancer cast Vanhel's Dance Macabre to grant re-rolls to the Vampire Counts troops in combat.
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    Then the Vampire Counts followed this up by raising an additional 5 Skeleton Warriors - we didn't both putting the models down as combat was coming up next!
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    The Spirit Host in combat with the Khemrian Warsphinx worryingly started taking notes from it's brethren and put a wound on the large Khemrian kitty!
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    Then came the big event of the turn, the combat for the banners! The total death tally was 7 Skeleton Archers, 4 Tomb Guard and 14 Skeleton Warriors (9 plus the 5 represented by the dice from the earlier picture). The Vampire Lord didn't quite live up to his deadly reputation - luckily for the Tomb Kings.
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    Fortitude
    Tomb Kings: 5
    Vampire Counts: 5
    Last edited by tarrym; 15-07-2012 at 12:32.

  12. #12

    2500pts Tomb Kings vs Vampire Counts

    Turn 5 - Tomb Kings
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    In a desperate attempt to try and keep the Black Knights where they were one of the smaller units of Skeleton Archers charged into the flank of the gothic knights.
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    The Skeleton Chariots moved up as far as they could to hit the Black Knights in the flank on the final turn - there wasn't much else they could achieve.
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    In the magic phase the Liche High Priest cast Ptra's Incantation of Righteous Smiting to bolster the Tomb Kings combat phase and heal back as many as possible.
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    Then the first banner of the game was taken. The Tomb Guard and Skeleton Archers managed to finish off the last of the Skeleton Warriors. It was only a technicality though as the larger unit of Skeleton Archers themselves were reduced to just Liche High Priest and the Standard Bearer. The smaller unit that had just charged in survived the combat after just taking a couple of casualties. The Tomb Guard were no longer in the combat so reformed to face the flank of the Black Knights.
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    Fortitude
    Tomb Kings: 5
    Vampire Counts: 4
    Last edited by tarrym; 15-07-2012 at 12:47.

  13. #13

    2500pts Tomb Kings vs Vampire Counts

    Turn 6 - Vampire Counts
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    The Spirit Hosts had one final chance to scupper the Tomb Kings plans for victory. The unit that was about to charge the Casket of Souls instead moved around to redirect the Tomb Kings - preventing them from charging the Black Knights.
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    In the magic phase the Master Necromancer cast Gaze of Nagash on the Tomb Guard, killing 2 of their number. Meanwhile the Black Knights were augmented by both Vanhel's Dance Macabre and Hellish Vigour.
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    In combat the augmented Black Knights made short work of both Skeletal Archer units and the Liche High Priest.
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    Fortitude
    Tomb Kings: 4
    Vampire Counts: 4

    We decided at that point that if the Skeletal Chariots failed to charge the Black Knights in Tomb Kings turn 6 there was little point playing the rest of the turn as at best the Tomb Guard would take out a Spirit Host! As the Skeletal Chariots were about 20" away a pretty high roll was needed - and they rolled something like a 4/5!

    Then I (the Tomb Kings) made a mistake and resigned the game, thinking the Vampire Counts had won on victory points.

    Game over - victory to the Vampire Counts (but see below)
    Last edited by tarrym; 15-07-2012 at 14:50.

  14. #14

    2500pts Tomb Kings vs Vampire Counts

    Post Battle Thoughts

    Tomb Kings
    At the time we played this I assumed I'd lost, and we didn't bother adding up victory points. But having just written up the report when I checked the results it turned out that the Tomb Kings would have won (barely) if I hadn't resigned the game! In terms of the Blood and Glory scenario rules the game was a draw. But the victory points were as follows:
    Tomb Kings: 1168
    Vampire Counts: 1034

    Dang name it! Serves me right for not checking the results before giving up - it's deceptive how many points my Tomb Guard unit actually holds!

    This game drove home yet again that the Tomb Kings struggle to deal with ethereal units - assuming your opponent is smart enough to keep them away from your big blocks of infantry. Despite having a Casket of Souls and 2 Screaming Skull Catapults I just couldn't deal with them soon enough to stop them from disabling my big constructs.

    My Skeleton Chariots were pinned in much to quickly. I really need to figure out a decent way of handling large blocks of heavily armoured knights. The only thing that kept the army together was the luck of having Ptra's Incantation of Righteous Smiting up in pretty much every turn. The extra Skeletal Archer shots was a real boon, and the Tomb Guard were just lethal in combat because of it. Perhaps the Tomb Guard should be put up against the Black Knights - that many killing blow attacks could make a mess of the wights armour.

    Overall though it was a good game, and much closer than I thought at the time.

    Vampire Counts
    I think I was lucky to win. My Spirit Hosts dealt with the threat of the Necrolith Colossus and Khemrian Warsphinx which meant the remaining 2400+ points of my army had the advantage over the 2000 or so points left of my opponents.

    Meanwhile the rest of my army made a series of dubious tactical decisions but still just about managed to win. For example
    • On my right, the Terrorgheist was never in range of any magical support from my Vampire Lord, so i was unable to heal any wounds back
    • My Black Knights didn't need to be afraid of a unit of Necropolis Knights, I could have charged them much sooner
    • On the left, my Crypt Ghouls should not have charged the Tomb Guard. A better option would have been to leave my unit 1" in front of the Tomb Guard. The Tomb Guard would then have been pretty much forced to charge me the next turn, and I'd have then had only one round of combat to survive before I could raise some back. As it was, by the time my next magic phase came around, they had all died


    On the plus side though, I do think the list I've put together is pretty good.
    Last edited by tarrym; 15-07-2012 at 15:07.

  15. #15

    Re: 2500pts Tomb Kings vs Vampire Counts

    I'm supporting the Vampire's 'cos they have a fully painted army. Sorry

  16. #16

    Re: 2500pts Tomb Kings vs Vampire Counts

    Quote Originally Posted by Ratarsed View Post
    I'm supporting the Vampire's 'cos they have a fully painted army. Sorry
    Grrrr - just kidding. In fairness my opponents army is very nicely painted up, and it highlights the lack of painting in mine even more. But I'm not painting my TK until I've collected all the models I want - which includes some improved TK Skeletons - hope someone at GW is listening You can check my plog on the army for more details on why I'm doing it this way.
    Last edited by tarrym; 16-07-2012 at 15:10.
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  17. #17
    Commander CommanderCax's Avatar
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    Re: 2500pts Tomb Kings vs Vampire Counts

    Quote Originally Posted by tarrym View Post
    This game drove home yet again that the Tomb Kings struggle to deal with ethereal units - assuming your opponent is smart enough to keep them away from your big blocks of infantry. Despite having a Casket of Souls and 2 Screaming Skull Catapults I just couldn't deal with them soon enough to stop them from disabling my big constructs.
    Great battle report, as always!

    I would've given the Liche Priest the Lore of Light and tried to use the Signature Spell (Shem’s Burning Gaze) to get rid of them early on.

  18. #18

    Re: 2500pts Tomb Kings vs Vampire Counts

    Quote Originally Posted by CommanderCax View Post
    Great battle report, as always!

    I would've given the Liche Priest the Lore of Light and tried to use the Signature Spell (Shem’s Burning Gaze) to get rid of them early on.
    Thanks. And I actually tried doing that in the next battle we played - I'll try getting it written up soon for people to see, but you'll notice I used the word "tried"
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