My expecte opponent was a no show... thankfully I was still able to get a game in though. Without further ado...
Von Carstein list
Drakkon von Carstein (Lord)
- Lord of the Dead, Crown of the Damned, Book of Arkhan, Dispel Scroll, Great Weapon
- Rightful Ruler, Aura of Command, Silver Tongue
Karl von Carstein, BSB
- Walking Death; Walach's Bloody Hauberk, Great Weapon, Vampiric Aura
Malice von Carstein
- Talisman of Lycni, Flayed Hauberk, Black Periapt, Great Weapon, Beast Affinity
Rand the Slaughterer (Blood Dragon)
- Enchanted Shield, Balefire Spike, Dispel Scroll, Full Plate, Barded Warhorse, Horsemaster, Strength of Steel, Quicksilver
15 Skeleton Warriors - Champion, Banner of Dead Legion
15 Skeleton Warriors - Champion, War Banner
10 Skeleton Warriors - Champion
3 Fell Bats
6 Dire Wolves - Scout
9 Dire Wolves - Doom Wolf
17 Grave Guard - Halberd; Champion, Banner of the Barrows
6 Black Knights - Barding; Champion, Royal Standard of Strigos
Total Army Cost: 2,250
VC Spells:
Drakkon: IoN, Raise Dead (drop Curse), Van Hel's, Gaze
Karl: IoN, Curse
Malice: IoN, Van hel's
Rand: ION
LM list - 2250
Saurus Oldblood - Light Armour; Shield, Blade of Revered Tzunki, Glyph Necklace, Carnosaur
Skink Priest - Heaven 2, Diadem of Power, Dispel Scroll
Skink Priest - Heaven 2, Dragonfly of Quicksilver, Cube of Darkness
10 Skink Skirmishers w/Blowpipes
10 Skink Skirmishers w/Blowpipes
16 Skinks w/ 2 Krox - Javelin; Shield; FC
15 Saurus Warriors - FC
15 Saurus Warriors - FC
3 Terradons
9 Chameleon w/Blowpipe
6 Cold One Cavalry - FC, War Banner
Ancient Stegadon
Total Army Cost: 2,246
LM Spells:
Thunder Bolt, Comet
Portent, Forked Lightning
Deployment (L-R)
LM - Skink w/Priest (in Forest), Steg, Saurus, Cold Ones, Skinks/w Krox and the other Priest, Saurus, Skinks (in Ruins), Terradons (behind ruins).. his Scouts (in these Ruin as well, he didn't have anything better)
VC - Black Knights w/Rand (in lake), Skeletons w/BotDL, Skelton bunker w/Drakkon (in Ruin), Grave Guard w/Karl (also in ruin), Skeleton w/Warbanner, Wolves w/Mailce (in a fenced field), Bats (also in field)... my scouting wolves (barely) managed to squeeze in the far left corner near the skinks in the forest.
I won the Turn roll
VC turn 1
Malice Summmons 6 Wolves. They got LoS on some of the skinks in the ruins, so they charge.
Moves: Scout wolves march along the back edge to march block some stuff. Knights move across the pond, main force moves forward, staggering formation a little, bunker moves to the edge of the ruin, wolves cross the field, bats move around the flank of the ruin that the skinks/terradons are hiding in.
Magic: Cursed the Krox/Skinks (he tossed 4 DD but failed), wounded priest, 1 krox, killed the champ and 4 skinks. Open season other then scrolls... Raise Dead, then 2/3 Ions and I raised 17 or so Zombies slightly angled in front of (about 10-11") the Cold Ones. He was saving his scroll for the Van Hel's.. which Malice cast.. with Irresistable force! The Bats charged the Terradons.
CC: Wolves forced an insane break test, Skink failed and were run down.. Wolves into the Terradons. Bats and Wolves forced the Terradons to break, Bats ran them off the table. I losted 2 wolves during those fights!! Score one for the creatures of the night
LM Turn 1
Moves: Cold Ones charged the zombies, the Steg failed a charge on the Knights (was an inch short). Saurus and Skink blocks moved up and angled outwards (since I was angled inwards). Skinks in forest moved toward the scout Wolves.
Magic: Forked lightning the scout wolves, half of the unit died. Thunderer bolt at the Grave Guard... I dispelled. He tried to dispel the Curse on 2 DD and failed... I stored a die in the Periapt.
Shooting: scout wolves and the summonned wolves both died to blowpipe poisoned death.
CC: Cold Ones and the Oldblood maim a pile of Zombies... rest crumble and die.
vc Turn 2
Moves: Black Knights/Rand charge the Steg, Skeleton Dead Legion and Grave Guard charge the Cold ones/Oldblood, Malice and Wolves charge a Saurus unit. Bats return. Bunker moves up to keep Drakkon in range. War Skeletons also move up towards the Krox/Skink.
Magic: Malice cast Van Hels (high number) at the War Skeletons, opponent decides to use the Cube.. but fails the d6 roll. So, Magic continues (I wondered why he didn't try harder to dispel the Curse last turn). Drakkon Van Hel's on the War Skeletons, dispeled. But he's open now... Van Hel's on the War Skeletons, charging the Skink/Krox. Book of Arkhan on the Grave Guard, ASF and rerolls. Bank a dice in Periapt. CUrse kills a Krox and another Skink.
CC: Rand almost drops the Steg himself (4 wounds), the Black Knights finish the giant dino off... then overrun into the unengaged Saurus unit. Oldblood challnges, skeleton champion is retarded, erm accepts! Oldblood rips the skeleton to bits (5 wounds)! GG w/HWs... 4 KB wounds!! Karl finishes off the Cold Ones. Old blood loses by a crap pile and breaks and gets away. GG into the Krox fight... they take down the Krox, Skinks flee and Skeletons run them down. Saurus fighting the Wolves/Malice pass their insane break test.
LM turn 2
MOves: Oldblood Rallies, Skinks in forest move towards the knights, Chem Skinks move towards the Bats
Magic: Lightning, Dispelled
Shooting: Ninja Skinks kill off the Bats
CC: Knights/Rand run down what little was left of the Saurus. Malice/Wolves lost by 3, but only suffered one crumble due to Karls nearby presence.
VC turn 3
Moves: Both Skeleton units charge the Oldblood, GG charges into the Saurus to give those Wolves a hand. Knights turn around and move to block the "flight" path of teh Oldblood (if he flees again). Lords bunker marches foward.
Magic: Malice tried 3 IoNs only one cast and it was Dispelled. Van Hels on the Wolves (Malice has a GW). Couple IoNs at the Legion Skeletons... raised the unit up to 21 models.
CC: Skeleton Champ challenges, the Oldblood has to accept. Champ takes 5 wounds,
VC win by one.. Oldblood passes his test. GG and 2 Vamps with GWs almost kill the Saurus, the last couple left flee and are cut down.
With the Oldblood trapped in CC with 35 Skeletons and soon to be the Black Knight unit of death.. and only having 2 units of skink skirms left, my opponent choose to concede (it was time to go home anyways).
Thoughts on powers:
Mine: Nothing really has changed from the last fight regarding my view of the Powers.
Him:
Rightful Ruler: seems appropriate for a general, maybe cost should be 55 points simply to restrict it to Lords only. Didn't effect too much, but it would have had more effect if not for the 3d6 Ld tests.
Aura of Command: seems fine for point cost and ability
Silver Tongue: appropriate for a diplomatic type Vampire
Vampiric Aura: seems fine, same cost as a BSB, less ability and less range so the stacking is fine.
Strength of Steel: +1 Str for 10 pts seems a less low for point cost, only on the charge maybe balances it out
Quick Silver: +1 Atk is nasty on a combat related Vampire. At 20 points, seems like a bargain
Horsemaster: looks fine, though Bret players might take offense to it
Beast Affinity: seems good and balance in general, maybe add something to prevent 1st turn charges.
Opponents thoughts in General: he liked the fact that it was a balanced and themed list. Nothing overly powerful, nice and fluffy, and even though he only had 2 hero casters the magic didn't take over the game like it probably would have with a normal
VC list.