Vamp counts vs. a 'death' player who used models from vamps and tomb kings. This time decided to try the 'you can't summon what you didn't bring to the battle to begin with' strategy. Also played with more toned down magic in general - I didn't have any casting bonuses, opponent didn't have any wizards at all.
My list:
Ghoul king on terrorgheist
Necromancer
28 ghouls
3 horrors
His list:
Krell
Necrotect
2 harbingers
some tomb guard w/ shields (16? 20?)
some grave guard w/ shields (16? 20?)
I was outnumbered again, but we skipped the sudden death conditions since I had both a monster and the ability to summon stuff. there was assorted terrain, it didn't make much difference.
Opponent went first, shuffling forward in a clump in the middle with the harbingers swinging around to the side.
On my turn my necromancer summoned another 3 horrors in the way of the harbingers, and the ghoul king cast the +1 save spell on himself. I moved the ghouls up, moved the gheist up to scream at krell - knocking him down to a couple wounds. The gheist then charged into the tomb guard, but unfortunately my original horror unit failed to charge into the grave guard - I had meant to tie them up a bit - even with the extra movement from the ghoul king's command ability. The summoned horrors however did charge his morghasts. In combat the gheist lost 5 wounds and chewed the tomb guard down to about 8 models, 7 after bravery tests. The horrors lost a model but nearly killed a morghast in return.
Opponent won init in turn two, charging the harbingers into the summoned horrors and the grave guard into the terrorgheist, giving them krell's command bonus. He swung first with the harbingers. In combat, I lost one horror, he tok 5 wounds on a morghast, I wiffed badly against the grave guard, killing only a couple, and he killed my terrorgheist and the rest of the summoned horror unit. I was about ready to throw it in.
On my turn I charged the ghouls into the harbingers, ran the remaining horrors away from his infantry, swinging way out to the flank to meet up with my ghouls and necromancer, and failed to summon a new terrorgheist, despite a +1 bonus from a terrain piece. The ghouls wiped out his harbingers with just a bucket load of dice.
I won init turn three. On my turn, I ran, backing up slightly and forming the ghouls and horrors into a battle line to face his oncoming infantry, with the closest models together in the center. If he wanted to charge, he'd have to roll pretty well on the die, and would only be able to make it in with Krell and the grave guard. I also failed once more to summon a new terrorgheist.
On his turn, he took the bait and charged my horrors and ghouls with krell and his grave guard, leaving the tomb guard behind. His grave guard wipe out the horrors, The ghouls that are able to consolidate in just barely fail to kill krell, who cuts down several with his axe in return. However, the necro is also within 3", so he piles in and knocks the last wound off krell with his bonk branch. Huzzah!
I win init round four, cast vanhels on the ghouls, withdraw my necro from combat, and watch the ghouls wipe out the rest of the grave guard, although they are brought below 20 models themselves in return, significantly reducing their damage threat in the face of the oncoming tomb guard.
At this point, the game had to be called for time (there was a lot of wasted time looking up rules and chit chatting), but it was looking pretty even - with about 16 ghouls and a necromancer looking at about 12 tomb guard (they had healed up some from their banner) and a necrotect. He called it a tie, I called it his victory since I imagine the ghouls were about to get messed up pretty badly.
He might have had me had he waited an extra turn so that he could charge me with everything at once. Then again, things might also have looked different had I played more conservatively with my ghoul king at the start of the game, or passed those hail mary summon rolls for a replacement gheist, or just tried for more manageable summons like more ghouls or crypt horrors.
Otherwise, a remarkably even game this time around, at least compared to my previous outing. I still haven't played against a shooty heavy list, though I've heard grumblings from players who have. I will say the game is taking longer to play than generally advertised, for me at least. That may change with more experience.