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1500pts Playtest VS Dark Elves
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Dreadgrass
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Post: #1
1500pts Playtest VS Dark Elves

Hi all, Had a game against Dark Elves using a 1500pt list.

LEGION OF NAGASH - 1500pts

Zenith Prince - Great Weapon
Zenith Prince - Great Weapon
Mortuary Priest - Lvl. 2, Book of Control
Kept the heroes pretty basic so as not to confuse people with items. The Zenith Princes ran with my mainline skelly blocks to give them some backbone (pun intended) and to keep them marching. The Mortuary Priest should be good with 4PD at his disposal and a ritual to boot!

19 x Skellies - standard, Wsoran's Shroud
16 x Skellies - standard
My mainline units, they were trimmed a bit to make up some points, hopefully between the Priest and my Black Shard they'd be up to scratch by the time we hit home...

10 x Favoured Ones
10 x Favoured Ones
10 x Favoured Ones
My support line, 2 units for harrassment/ redirecting/ support charges, 1 unit to bodyguard my Mortuary Priest behind the lines.

5 x Pinnacle Knights - Scythed Barding, Additional Hand Weapons
5 x Pinnacle Knights - Scythed Barding, Additional Hand Weapons
My hammer units, putting out 15 S4 attacks on the charge, I was hoping they could cover the flanks fairly well.

Black Shard
Something I had to try out, seemed great when I had minimal numbers and only a single ritual a turn to raise with.

MAGIC - I rolled the Gaze and the Great Awakening, swapped awakening for Whispering spirits.

DARK ELF - 1500pts

Master - Armour of Darkness, Crimson Death
Sorceress - Lvl. 2, Tome of Furion, Dispel Scroll

19 x Corsairs (additional hand weapon) - champion, standard, Sea Serpent Banner
10 x Corsairs (Hand bows) - champion with 2 x Hand bows, Assassin with additional Hand Weapon, Fury of Khaine.
10 x Corsairs (Hand bows) - champion with 2 x Hand bows, Assassin with additional Hand Weapon, Fury of Khaine.

5 x Dark Riders - Repeater Crossbows

5 x Shades - Great Weapons
5 x Shades - Great Weapons

2 x Repeater Bolt Throwers

MAGIC - Sorceress rolled Chillwind, Doombolt and Bladewind.

TERRAIN (my perspective)

A ruined village center left, a hill top rightish, a forest reachin from center right of the bottom deployment zone to about halfway up the board.

Dark Elves won the roll for sides and took the deployment zone with the hill.

Will write up the next installment soon, It may be a bit drawn out as I'll try and include as much detail as I can since its for playtesting purposes...
01-17-2010 11:40 AM
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Post: #2
RE: 1500pts Playtest VS Dark Elves

I'm looking forward to reading this, so take your time to make your writeup as good as possible. smile

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01-17-2010 11:45 AM
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Disciple of Nagash
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Post: #3
RE: 1500pts Playtest VS Dark Elves

I have been waiting all day to see this cry Hurry up! cheesygrin

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
01-17-2010 07:03 PM
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Post: #4
RE: 1500pts Playtest VS Dark Elves

lol sorry, I turned in after posting the beginnings, I'll put up the next installment tonight, Im at work at the moment (shhh, don't tell the boss!)
01-17-2010 11:31 PM
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Post: #5
RE: 1500pts Playtest VS Dark Elves

OK, can you at least tell me before I go to bed myself, do we have positive feedback or negative? Or both?

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
01-17-2010 11:46 PM
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Post: #6
RE: 1500pts Playtest VS Dark Elves

A bit of a mix, as I've mentioned I think, my gaming groups pretty big on these custom lists (I've already got a grudge match brewing with the INDY GT Chaos Dwarf list!) The base ideas of the list are very well accepted I think, I had a few raised eyebrows, but generally I think it was more helpful criticism then outright objection.
01-18-2010 12:45 AM
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Post: #7
RE: 1500pts Playtest VS Dark Elves

Okay, so on with the show...

DEPLOYMENT (my perspective)

Dark Elf Battle line - He had his forces split in 2... On the left flank, A unit of Shades was opposite the village (lanes were too small for big units but skirmishers were fine) a Bolt Thrower used it for cover and peered around past its rightmost building, with a unit of corsairs (one of the 10 man units) protecting it. In the center was the Dark Riders, ready to go where needed, whilst the big unit of corsairs planted themselves in front of the hill, with the last corsair unit to the right and the 2nd Bolt thrower and shade unit on the hill itself.

Legion Battle Line - I placed a unit of Ghouls oposite the shades peering through the ruins, The smaller block of skellies opposite the Bolt Trower/ Corsairs, A unit of Pinnacle Knights ready to swing where needed from the center, A unit of ghouls within the back edge of the woods, and, opposite his little hill fort, from left to right, The big skellie block with the Shard behind them, the 3rd Ghoul unit with my Mortuary Priest (used him in an alive unit for this game as I didn't really have a hard and fast answer to the undead/ living characters in units conundrum) and my 2nd Pinnacle Kinghts unit on the right flank.

Note, this was a closed-list battle so I didn't know about the assassins or where they were. I found it a bit misleading as he had quite a fair few troops so I wasn't expecting 2 assassins!

LEGION TURN 1

MOVEMENT - The horde surges forward! Pretty much everything moves up, the Pinnacle Knights 7", the rest the full 8"

MAGIC - I threw 3 Dice on a True Gaze of Nagash at the shades on the hill, When I said "2D6 Strength 5 hits" he paniced and threw his scroll at it, I used 1 dice for Whispering Spirits, succeded but was dispelled, My Ritual of Birth brought up 4 Skellies to the larger unit and the Shard added 9 to the small unit (max result!) and 6 to the big unit, my opponent had a good natured grumble about leaving his 2nd Dispel scroll at home...

SHOOTING - NIL

COMBAT - NIL

DARK ELF TURN 1

MOVEMENT - from left to right, his shades moved up, his bolt thrower and its corsairs stayed put on the left flank, his dark Riders sort of angled a bit towards my Pinnacle Knights, the right flank corsairs advanced and the shades slipped down between them, only going 5" though so they could still shoot.

MAGIC - He threw Power of Darkness on 2 dice, and rolled up 3 (gain 1 dice) He used those dice to then cast Bladewind on the Favoured Ones sheltering my Mortuary Priest, he rolled very high and I let him have it, I lost 3 Favoured and my Priest took a wound. Doombolt was next which I dispelled. The favoured didn't run frm 25% casualties.

SHOOTING - the right hand shades shot at the skellies, killing 0, the Repeater Bolt Thrower targeted them as well, killing 2, the Dark Riders shot at the Pinnacle Knights in front of them, doing nothing, the other bolt thrower helped them out though, killing 2, lastly, the unerringly accurate left hand shades shot at the Favoured Ones in front of them, killing 3! They also hold.

COMBAT - NIL

LEGION TURN 2

MOVEMENT - My Pinnacle Knights on the right charge his small Corsair unit, and the assassin jumps out rolleyes the other Knights are within charge range of the Dark Riders but I didn't want them escaping me, so I moved up instead, my skellies on the Right flank moved up (If he charged with his main corsair block he'd get the forest dwelling Favoured Ones unit in the flank) The Favoured ones with the Priest slipped behind and over towards the forest, the ghouls in the forest poked their noses out, the smaller skellie unit advanced towards the corsairs/ Bolt thrower on the left and the remaining Favoured Ones on the left shuffled through the ruined vilage into spear range of the shades.

MAGIC - started off with the Gaze again at the shades, he let it through and it torched 4 of them, sending the last one screaming for the hills! Whispering Spirits fails on 1 dice and the Black Shard is dispelled, the Ritual this turn was Life, moving the Pinnacle Guard into the Dark Riders, we weren't sure whether he should've gotten a charge reaction, but I let him have it, he chose to stand and shoot as a bad roll would've had them overrun and a good roll would've had them off the board! the shots bounce off the Knights armour as they crash home.

SHOOTING - my centrally placed Favoured One unit throws spears at the big block of corsairs causing a kill, the other unit on the left lob their spears at the shades skulking the other end of the ruins, killing 1.

COMBAT - On the right, PINNACLE KNIGHTS VS CORSAIRS/ ASSASSIN - the assassin rolls up an additional 3 attacks! wit hsome jammy rolls he kills 3 Knights on his own! the Knights kill 1 in return with a Killing Blow but then crumble and are overrun! PINNACLE KNIGHTS VS DARK RIDERS - The Knights kill 4 on the charge and the last rider flees, leavign the Pinnacle Knights behind (but facing away from) the Bolt thrower on the right...

DARK ELF TURN 2

MOVEMENT - He Desided to charge the big corsair unit into the skellies, and the other corsair block on the left flank into the left side skellie block, revealing a 2nd assassin! the unit of corsairs who had just finished off the Knights turned to eye off the Favoured Ones sheltering the Priest, the left flank shade unit pulls back beside the Bolt Thrower.

MAGIC - He threw his 4 dice all into a Bladewind against the Skellie unit he was fighting he rolled 2 3's a 4 and a 2, I rolled 3 dice to dispel... 2 6's and a 5!

SHOOTING - Bolt Thrower on the hill pivoted to shoot the Knights behind it, but don't manage to take down any, the left hand shades shoot at their Favoured One rival, but the cover and skirmishing formation made them too difficult to hit, seeing this, the left flank bolt thrower opened up on the Knights behind its counterpart, causing 1 casualty.

COMBAT - RIGHT FLANK - BIG CORSAIR UNIT VS SKELLIES - We wanted to see how the Prince stood against his General, so we had a challenge, the Prince lost 1 wound, and caused 2 no the master, cutting him down! The skellies didn't fare so well however, loosing 7 to the corsairs, loosing 3 more to crumbling! LEFT FLANK - ASSASSIN/ CORSAIRS VS Prince and Skellies - the assassin gets 2 additional attacks, making 4 kills, thanks to re-rolls for hatred the Corsairs cause 2 as well, the Prince Killing blows the unit champ (Assassin was out of reach) and kills 1 more corsair! Iwin the combat and break the corsairs they run 7" I persue 5".

Okay, so theres the first 2 turns, will continue this more tomorrow night, we'd essentially established a few things by now:

1/ the Pinnacle Knights being able to use additional hand weapons is not OTT, just gives them a quantity over quality option.

2/ Great Awakening is powerful, It was suggested we change it to D6 core, D3 special, and 1 rare/ character wound per unit per casting.

3/ You don't mess with A Zenith Prince when he's got a BIG axe to grind!

Stay tuned!
01-18-2010 11:25 AM
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Disciple of Nagash
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Post: #8
RE: 1500pts Playtest VS Dark Elves

Great feedback so far! From what I have read it looks pretty good at mo.

In regards to the Great Awakening, it will be interesting to see how this works in other games as well. The idea behind it was that the Legion has much more limted healing, so this was designed to balance that out. It also has quite a high casting value for normal casters.

Looking forward to the rest of the report.

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
01-18-2010 02:15 PM
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Post: #9
RE: 1500pts Playtest VS Dark Elves

Sorry guys, Im not going to be able to update tonight, my grandmother's in the hospital and I went and saw her this evening on the way home from work.

Also, sorry it's taking so long to post up, between my working hours and family commitments I haven't had much of a chance to add each time I post. I'm also trying to keep the report detailed as well as interesting/ informative so it draws out a bit.
01-19-2010 11:12 AM
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Danceman
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Post: #10
RE: 1500pts Playtest VS Dark Elves

(01-18-2010 02:15 PM)Disciple of Nagash Wrote:  In regards to the Great Awakening, it will be interesting to see how this works in other games as well. The idea behind it was that the Legion has much more limted healing, so this was designed to balance that out. It also has quite a high casting value for normal casters.

Though when you think about a single cast is the equalent of(in his list) 10-20+ IoNs.
I am assuming he will be able to reach his whole army with the 24" as it will most if not all of the relevant area in the battle;

Core: As it D6 + 3 and he's got 5 units would mean 8 IoNs. I am counting the +3 as half an IoN but and another 0.5 to the 7.5 to make up for the fact it is a sure gain of +3 and not d3.
Special: Up to 2-12 IoNs.
Rare: variable.

Basically 14+ spell that contains the power of 10+(rare) to 20+(rare) IoNs.
Or to put it in other terms, 4-5(depending if you use book of power or not) power dice will give you the benefit of at worst 10+(rare), in average 15+(rare) and at best 20+(rare) IoNs. Now that is one hell of a spell... Which can in alot of cases nullify an entire shooting phase, or even a combat.

With all the trinkets and items the casting value isnt all that tough to match...

So either consider the change Dreadgrass & CO suggested or significantly decrease the range. I am thinking 12". Right now, 24" is virtually the whole boards as you've no doubt moved up abit already to get through the rituals.
The range was something I showed concern to before but I never really put the spell in the context of an army list(see my 'calculations' above).
With a rare of 12" you'll have to keep your army relatively intact to gain from this spell because as you can see it is powerful.

These are just some thoughts and I am looking fowards of seeing more.

Also, take your time with your family. We will still be here when you're ready to post things up.

Best of wishes, Dmn.

"The blade itself incites to acts of violence" - Homer.
01-19-2010 12:56 PM
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Dreadgrass
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Post: #11
RE: 1500pts Playtest VS Dark Elves

Hmm.... During this game I worked on the basis that the Awakening only affected Undead, so my Favoured Ones (I type ghouls everytime with these guys!) weren't getting the raises. the undead portion of my army stayed pretty much within the raise-bubble though and when I got it off it really bolstered my units. I think it'd be good to stream it down to the D6, D3, and 1 wound as I believe that also puts it inline with essentially casting Ritual of Birth on every unit...

Will try and get some more up tonight, see how we go...
01-20-2010 12:13 AM
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Disciple of Nagash
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Post: #12
RE: 1500pts Playtest VS Dark Elves

Hey Deadgrass - I hope your grandmother is ok. Don't worry about rushing this, family comes first.

Dancemans concerns are valid. Perhaps combining a smaller range (say 18") with Deadgrasses suggestions would work better, however that is something to discuss more indepth after more testing.

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
01-20-2010 03:24 PM
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Post: #13
RE: 1500pts Playtest VS Dark Elves

Cheers guys, She's on the mend, so all good at that front! Will hopefully get some more up tonight.
01-20-2010 11:06 PM
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Post: #14
RE: 1500pts Playtest VS Dark Elves

Good news! Glad to her she is better and I look forward to the rest of your report.

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
01-21-2010 09:10 PM
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Post: #15
RE: 1500pts Playtest VS Dark Elves

Okay, sorry for the delay guys, been a few family issues but on to the next installment!

LEGION TURN 3

MOVEMENT
The left hand skellie unit charges the fleeing Corsairs but doesn't catch them as they motor off to almost the boards edge, the left flanking Favoured Ones charge their Shady adversaries who stand and shoot, killing 3 and causing the Favoured ones to flee! (they end up leaving the field next turn and so play no further part in the battle) the forest dwelling Favoured Ones hit the flank of the large Corsair unit, the remaining Pinnacle Knights charge the Bolt Thrower on the hill, and the Mortuary Priest and his bodyguard shuffle around in the forest.

MAGIC

I attempt the gaze at the Corsair unit menacing the Priests unit, rolling a total of 6 on 3 dice... Whispering Spirits on the large unit fails, I throw the Ritual of Birth on the nearest Skellie unit, raising 5, the Shard is once again dispelled.

SHOOTING

The Priests unit hurls their Javelins at the Corsairs, killing 1.

COMBAT

SKELLIES/ FAVOURED ONES VS BIG CORSAIR UNIT - Charging Favoured kill 2, with 1 loss in return, the corsairs tear apart the skellies, Killing 7, the Zenith Prince weathers the storm and strikes down the Sorceress... The Legion looses the combat by 1 and another skellie drops, more concerning however, the Favoured turn and flee!

PINNACLE KNIGHT VS RBT - 1 crew slain, nothing in return, crew break and are run down, Knights end up in the rear of the Big Corsair unit!

DARK ELF TURN 3

MOVEMENT

Unengaged corsair unit charges Priests Bodyguard, they elect to flee, Corsairs on left flank rally and face their skellie pursuers, shades re position to stand between the fleeing Favoured Ones and the Bolt Thrower.

MAGIC - NIL

SHOOTING

Remaining Bolt Thrower into skellies, 3 kills. Shades into skellies, 0 kills.

COMBAT

CORSAIRS VS SKELLIES/ PINNACLE KNIGHTS - Knights cause 2 kills, loosing 1 of their own (3 attacks each! crazyness) My Prince Challenges his champion, champion causes a wound, then gets cut down with +2 Overkill!, I then get buried under a storm of dice as 7 more skellies fall to his maniacal elf-pirates! (I see now how they killed the beasts they wear) I loose by 2 and the Knights crumble away...

LEGION TURN 4

MOVEMENT

Left-flank skellies charge the corsairs (again!) they stand and shoot, killing 2. My 2 Favoured One units rally.

MAGIC

Gaze of Nagash on Shades - wipes the unit out
Ritual of Life on his own unit - into the forest
BS - rolled a 5 for casting Lvl... dispelled with a 6!!!

SHOOTING - NIL

COMBAT

LEFT FLANK - SKELLIES VS CORSAIRS - Prince kills 1, Skellies fail, Corsairs kill 3, loose by 1 and are chased off the board!
RIGHT FLANK - SKELLIES VS CORSAIRS - He decides the Prince needs to go, 6 attacks and 2 wounds lost (only had 1 remaining), the big guy goes down swinging! 5 Skellies follow him, 5 more crumble, and that flank is essentially lost.

FINISHING MOVES

I'll sum it up together, his Bolt thrower brings my favoured One unit to 1/2 strength, my Priest dodges around and brings the big unit to 1/2 strength, healing the 1 wound he took earlier to deny VP's, skellies on right are demolished, skellies on left kept above 50%

Forces remaining

LEGION - 1 Prince, 1 Priest, 1 Skelly unit (>1/2 strength), 2 Favoured One units (1 > 1/2 Strength, 1 <1/2 strength), Black Shard.

DARK ELVES - Big Corsair unit (<1/2 strength) 1 smaller corsair unit (> 1/2 Strength w/ assassin)

In the end he didn't quite have enough speed to get the best of me. My cheap unit strategy seemed to work out for the best.

QUESTIONS RAISED (will mention more as I remember them)

1/ Undead in living etc. - this way seemed to work very well and my opponent was happy with it, though an official ruling would be good. Current rules do mention living/ undead characters leading their opposite type units...

2/ Can rituals be cast on living troops? the only one that says no is the Birth, my opponent suggested that multiple bound movement spells in an army that has marching options may be a bit overpowering...

3/ Great Awakening - I've mentioned this before, but the best suggestion I think the group came up with would be to drop it to D6, D3 and 1 raises and possibly remove the range, it covers most of the field anyhow, so dropping the range'd speed up the process a bit.

There was more but I didn't write them down, will hopefully remember as I go, please let me know any queries you might have, they could prompt my memory, it needs a good jumpstart sometimes... lol
01-29-2010 01:21 PM
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Post: #16
RE: 1500pts Playtest VS Dark Elves

Well it seems like you had a great battle cheesygrin

In regards to Undead in living I think we are most probably going to go down the simple route of just not allowing them to mix - however since you have playtested this your thoughts would be good?

Rituals can only be casted on Undead units, not alive units. The wording needs to be cleared up on this.

So your group thinks unlimited range would be find if the effect was dropped. My concern about this would be what about playing in larger games on a bigger board?

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
01-30-2010 01:04 PM
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Dreadgrass
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Post: #17
RE: 1500pts Playtest VS Dark Elves

A good battle indeed, though I now have a healthy respect for corsair units with Frenzy lol! 3 attacks each is nasty and their several times more resistant to shooting than Witch Elves...

We had no problem with the Undead characters being bound by their units psychology, I sort of invisage it being he's carried along with the press of troops, or chases after them ordering them back, in the case of charge reactions, the characters aren't as slow witted as their mass-controlled counterparts, they could surely see the sense of a tactical withdrawal?

Regarding the Great Awakening, I've had a whole lot of suggestions regarding the Nagash lore. There were a lot of good changes suggested, but It'd change a lot of things in the lore that people have obviously put a lot of time into. I'd need to play with other spells before I could really put them forward. The Great Awakening's range of 24 was a bit annoying, measuring 24" to each unit if you have more than the 2 I could effect (Pinnacle Knights not being hurt the time I succeeded) It'd slow the game down, a lesser effect but affecting everything was the most accepted compromise. In games 3'000pts+ It could be potent, as you have that many more units to boost, but its also that many more opposing DD to get through...
A breakdown of the Units I tried -

Zenith Prince - A real nail driver, not great against rank and file but tough enough to weather a storm and still come out on top, and I didn't even use magic items!

Mortuary Priest - Very potent mage, easily able to go toe-to-toe with the Sorceress (probably even without the Shard support) a lvl 2 mage with a bound spell and a "book of Nagash" to boot! Very nice and not overly pointsy... Mine was similar points to a fully geared mage of the other races and was possibly a bit too potent... Something else I had a few good suggested changes but their pretty big so I'd like to playtest some more before really throwing them out there...

Skeletons - Same old reliable skellies, I want to try some of the other banners in my next list...

Favoured Ones - Back to the Ghouls of yesteryear! These guys really Open up your tactical options, they didn't really shine for me this game but I've had too much experience against fast/ skirmishy forces not to appreciate the flexibility these guys bring to the table.

Pinnacle Knights - I like the setup I made on them, 3 S4 attacks each on the charge is nice and a very different flavour to most Heavy Cav, I couldn't really road test them properly (damn assassins!) But I like the options of kitting them out for weight of attacks or high Strength attacks... and who couldn't love a unit that makes the always over-achieving steeds stronger! lol

Black Shard - Very potent, though I only managed it once and if my opponent knew fully what it could do (I did explain it in detail, but he thought only boosting 2 units wouldn't be so bad) he'd of scrolled it or saved his dice.

Spells

Whispering Spirits - I originally wasn't a fan, then I realised how any armies would be heavily affected by it, I'd like to add the stipulation though, that Fear/ Terror causing units still CAUSE the fear and Terror, but are not immune to the affects themselves. ( Your not going to make a giant any less big and scary, bt you are going to mess with his head!)

True Gaze of Nagash - Very potent Magic Missile, not sure if +1 strength for +1 Power lvl is a fair trade off, but more playtesting would be needed...

Overall I like the feel of the lore, comes across as more aggressive than the Counts magic, Im not keen on having a Raise as the top spell though, mainly because VC Have a mass raise as their No.6 and I'd like to see something a bit more distinctive, maybe a mass debuff or even upgrade Curse of Reaimation to fill that slot, and trim the raise down to fit in the No.5 slot or even remove it and leave the raising to the Black Shard and Rituals. Sure, you won't have the same re-raise potential and Counts, but it'll help to make the army stand out a bit more... Thats just my and the local groups opinions thus far though, just spinballing ideas...
(This post was last modified: 01-31-2010 12:17 AM by Dreadgrass.)
01-30-2010 11:38 PM
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Danceman
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Post: #18
RE: 1500pts Playtest VS Dark Elves

I like your suggestions for the magic lore.

I just noticed, there are no entry at all for which models may be the army Battle Standard Bearer :P

Cheers, dmn.

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01-31-2010 11:13 PM
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Dreadgrass
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Post: #19
RE: 1500pts Playtest VS Dark Elves

Hmm.... To be honest I expected to hear back a bit more/ get a few more queries... then again, people probably stopped paying attention after the lull in the middle of my report writing lol.
02-03-2010 06:53 AM
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Disciple of Nagash
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Post: #20
RE: 1500pts Playtest VS Dark Elves

Apologies Deadgrass - as I am sure you understand sometimes I am a tad busy on other areas, and have been working hard to make sure the VC 40k project gets off the ground.

Anyway......

(01-30-2010 11:38 PM)Dreadgrass Wrote:  Zenith Prince - A real nail driver, not great against rank and file but tough enough to weather a storm and still come out on top, and I didn't even use magic items!

So do you think he is ok for is points? Or are you worried that combined with equipment he might be a tad too tough? Do you think his toughness is balanced with his limited offensiveness?

Quote:Mortuary Priest - Very potent mage, easily able to go toe-to-toe with the Sorceress (probably even without the Shard support) a lvl 2 mage with a bound spell and a "book of Nagash" to boot! Very nice and not overly pointsy... Mine was similar points to a fully geared mage of the other races and was possibly a bit too potent... Something else I had a few good suggested changes but their pretty big so I'd like to playtest some more before really throwing them out there...

Well one thing to bear in mind is that we do want the Legion to more more "magical", bearing in mind they are taught by Nagash. However of course we don't want that to be OP, so once you have done more playtesting I look forward to you suggestions.

Quote:Skeletons - Same old reliable skellies, I want to try some of the other banners in my next list...

What about the banners you used this time?

Quote:Favoured Ones - Back to the Ghouls of yesteryear! These guys really Open up your tactical options, they didn't really shine for me this game but I've had too much experience against fast/ skirmishy forces not to appreciate the flexibility these guys bring to the table.

Did you feel that extra tactical option was balancing though. By that I mean whilst you had the extra options, you also had to worry about psychology for them? How did the Nagashi rule feel?
Quote:Pinnacle Knights - I like the setup I made on them, 3 S4 attacks each on the charge is nice and a very different flavour to most Heavy Cav, I couldn't really road test them properly (damn assassins!) But I like the options of kitting them out for weight of attacks or high Strength attacks... and who couldn't love a unit that makes the always over-achieving steeds stronger! lol

Excellent! It was difficult to try and make a "unique" cavalry, and I am glad that it seems to have worked.

Quote:Black Shard - Very potent, though I only managed it once and if my opponent knew fully what it could do (I did explain it in detail, but he thought only boosting 2 units wouldn't be so bad) he'd of scrolled it or saved his dice.

So very potent, but it also has a very high points cost - do you think it balances it out?
Quote:Whispering Spirits - I originally wasn't a fan, then I realised how any armies would be heavily affected by it, I'd like to add the stipulation though, that Fear/ Terror causing units still CAUSE the fear and Terror, but are not immune to the affects themselves. ( Your not going to make a giant any less big and scary, bt you are going to mess with his head!)

That should be the case anyway, the wording needs to reflect that. I will make sure that it is edited in.

Quote:True Gaze of Nagash - Very potent Magic Missile, not sure if +1 strength for +1 Power lvl is a fair trade off, but more playtesting would be needed...

Fair trade off in what way? The spell is too strong?

Quote:Overall I like the feel of the lore, comes across as more aggressive than the Counts magic, Im not keen on having a Raise as the top spell though, mainly because VC Have a mass raise as their No.6 and I'd like to see something a bit more distinctive, maybe a mass debuff or even upgrade Curse of Reaimation to fill that slot, and trim the raise down to fit in the No.5 slot or even remove it and leave the raising to the Black Shard and Rituals. Sure, you won't have the same re-raise potential and Counts, but it'll help to make the army stand out a bit more... Thats just my and the local groups opinions thus far though, just spinballing ideas...

Did you have chance to try the 0 level spell at all? You thoughts on the final spell is of course something that can be looked at after further playtesting. If you & your friends do have an idea for a powerful sixth spell, then feel free to suggest it.

Thank you for your feedback and the time you have taken to write up the report.

Will you be doing another one soon?

Disciple of Nagash, the perverted master,
The more you struggle, the more he goes faster.
Give him breast, and give him bust,
The more you give the more he thrusts.
And as you all shall soon see, there is nothing that he will not conceive
Whether dark or whether weird, its guaranteed to make you real
But in the end we all see, he is the forum master and perverted seed.
Written by Mr Nightwere
02-03-2010 07:57 PM
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