Oppenheimer's Battle Reports

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Legion of Blood vs Hagg Nar

Scenario: First Blood (From 2021 GHB)

Soulblight

Grand Strategy: Crimson Larder

Sekhar (Vile Transference)
Vampire Lord (General, Tailored Downfall on the Slaughter Queen, Manticore Venom, Flaming Weapon)
5 Black Knights
20 Skeletons
20 Grave Guard

Daughters of Khaine

Grand Strategy: Bloodthirsty Zealots

Slaughter Queen on Cauldron of Blood (General, True Believer, Crone Blade, Catechism of Murder)
Bloodwrack Shrine (Mindrazor)
20 Witch Aelves (Pair of Knives)
10 Sisters of Slaughter (Whips and Bucklers)
10 Khinerai

The little circles are graveyards. The big circles are the objectives with the one with the one in the middle representing the Vantage Point (which is the only special rule for the scenario, you get an extra CP if you control the vantage point and it changes each round.
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Round 1
Daughters of Khaine win the roll off but give first turn to the slow moving undead. The only spell that goes off successfully is Mystic Shield on the Grave Guard. They all shuffle forward, everyone running. We still get our Battle Tactic (holding the center) and all the objectives.
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Daughters of Khaine buff their Witch Aelves. With Hagg Nar and the True Believer they get army wide +1 to Hit, Run and Charge. With Catechism of Murder they also get exploding 6s. From Mindrazor they get 1 rend on the charge and +1 Damage. They move up but I use a CP to Redeploy the Grave Guard and roll a 6 so they move back quite a bit leaving the Witch Aelves unable to charge them. They redirect into the Black Knights, destroying them in one turn with all their buffs.

The Bloodwrack shrine charges Sehkar and the Kinerai descend from high above to shoot her and then are allowed to move so they get close enough to charge as well. Her 5+ to hit is a huge debuff for the DoK since they hit on 2 or 3 for pretty much their entire army with their +1 to hit buff. Sekhar only takes 4 damage from all those attacks. Without The Hunger she cannot heal after attacking but does manage to do 6 damage back to the Shrine.

They get their battle tactic of charging with 3 units and take back 2 objectives so they get maximum victory points as well.

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Round 2
Soulblight rolls a 2 for Priority but Dok only rolls a 1 so Soulblight gets to go first.

Sekhar gets both her spells off. Vile Transference heals her of 3 wounds, which is really necessary without her ability to heal herself. Her personal spell Death's Construction is great for use on the Shrine as it prevents it from doing a lot of its damaging abilities like its shooting attack.

The Vampire Lord fails her Flaming Weapon spell for the second time. She uses the Legion of Blood Immortal Majesty ability to debuff the ability to use command points for the Witch Aelves and Sisters of Slaughter.

The Grave Guard move in and charge the Kinerai and the Shrine. The Shrine is already very weak from all the attacks from Sekhar and they finish it off and manage to destroy the Kinera as well. It's not surprising since the Grave Guard are the best unit in our army 2" range, 2 attacks with -1 Rend and 2 Damage. Very deadly. Especially with All Out Attack.

The Sisters of Slaughter charge the Skeletons but only manage to kill a few of them. The Vampire Lord's Crimson Feast plus the ability to get -1 Rend when attacking a smaller unit means they reply and wipe out the Sisters of Slaughter.

Witch Aelves get revenge by one shotting the Vampire Lord (even with All out Defence!) with all their buffs.

Soulblight gets 2 objectives and gets their Battle Tactics which was to steal one objective from the enemy.

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The Cauldron charges into the Skeletons and between it and the Sisters they are defeated. The Black Knights are returned from a Graveyard on the end of the movement phase with 3 units left. They still hold the middle objective and then take the far objective and complete their battle tactic of destroying a unit, getting full victory points.

It's 10 to 10 at the bottom of round 2!

Round 3

Soulblight wins Priority again! All units converge on the Cauldron. The Skeletons return as a unit of 10 from the Graveyard to seize the far objective. Sekhar manages to take 3 mortal wounds from rolling double 1s on her spell.

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The Soulblight Battle Tactic, Calloud Overlord, is to have the Black Knight unit die. An interesting tactic to want your own unit to get wiped.

Everyone except the Skeletons charge into the frey. The Grave Guard continue to be amazing and one shot the cauldron. The Black Knights kill 3 Witch Aelves and one of their number die. The Battle tactic fails as not enough of them are killed due to some very good defence rolls. But, all objectives are held.

With only half a unit of Witch Aelves and no real way to get any objectives or Battle Tactics left the DoK concede.

Both armies get their Grand Strategy.

Victory for the Legion of Blood!

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Final Thoughts

I didn't use to use Battle Tactics and Grand Strategies because I felt it was too much extra rules. But, I've started to use them and actually they're very intuitive as they give you some direction and help make it easier to focus on what needs to be done rather than being paralyzed for choice.

Sekhar is pretty good in a low point game. But, you really need Vile Transference or some good Heroic Recovery rolls. The Hunger would have made her amazing but that would probably have made her pretty expensive too. Her personal spell seems a bit situational but casting 2 spell is always a good thing, especially with the +1 to cast that Legion of Blood gets when it's not in combat. She also gets +1 Attack with both her and her companion in melee due to Legion of Blood. I don't think you'd ever want to give up her +5 to hit to do her area damage but I guess it could happen if you had her hang back.

Witch Aelves can just delete anything they touch, they get so many buffs. But the Soulblight can just keep bringing back units that die so in the end that didn't end up meaning victory. We can outlast them at least this time.
 
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What an awesome battle report! Love the blackboard!
I'm glad you enjoyed it! Really in a Warhammer mood so we've been playing a lot lately. Our basement is set up to pretty much just be a Warhammer or board game space and the chalkboard comes in handy a lot. So on to our next game!


Vampire Counts vs Dark Elves

Yes, it's the same match up but in The Old World this time. We decided to do a very similar army to compare.

Scenario: Breakpoint

Dark Elves

Sorceress - General, Level 2 Wizard, Pendant of Khaeleth (Soul Eater, Black Horror)
Death Hag on Cauldron of Blood - Rune of Khaine
Death Hag - Witchbrew
18 Witch Elves - Full command
10 Sisters of Slaughter - Full command
Bloodwrack Medusa

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Vampire Counts

Vampire Count (Vlad) - Heavy armour, Blood Drinker, Carstein Ring
Vampire Thrall (Isabella) - Level 1 Wizard (Word of Pain)
Master Necromancer (Heinrich) - General (Unquiet Spirits, Spirit Leech, Danse Macabre)
25 Skeleton Warriors - Spears, full command
27 Zombies - Standard & Musician
20 Grave Guard - Great weapons, full command

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Round 1

Vampires won the roll off and cast Danse Macabre to give the Grave Guard +1 to WS. Due to the slow movement speed there was no possibility of charges.

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On the Dark Elf turn they cast Black Horror and tried to charge in with the Witch Elves and the Medusa, unfortunately for them the Witch Elves failed their fear save and didn't move so only the Medusa got in. She got promptly chopped up by the Graveguard and they Overran until they were just half an inch shy of the Chauldron of Blood. The sisters of slaughter charged in to the Skeletons and did manage to kill quite a number of them including Unstable. Isabella challenged their leader and killed the champion and took 1 wound in return. It was interesting having no armour in order to be a spellcaster, but the 4 toughness and 5 regeneration does really help keep her up regardless.

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Round 2

Things went better for the Vampires this time around. Heinrich cast Danse Macbre on the Skeletons which really made a difference, having a 2 WS is really bad against the very high WS of the Sisters of Slaughter (they got 2+ to hit!) so even raising that to a 3 helped keep the casualties down. Heinrich also raised a few of the dead skeletons with Invocation of Nehek. Isabella also made a lucky regeneration save to stay alive. Spirit Leech on the Sisters of Slaughter caused them to Flee from combat. The skeletons do not roll enough to catch them.

The Grave Guard charged into the Chariot but it challenged the unit and Vlad accepted the challenge, inflicting 2 wounds to the chariot and taking no damage in return. This caused the grave guard unit to win combat and the chariot to Fall Back in Good Order.

On the Dark Elf turn they charged into the Grave Guard doing a fair bit of damage on both sides. The sisters of slaughter Rally.

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Round 3
The Skeletons and Sisters of Slaughter resume their fight, their closed order, ranks and banner make the difference and even with few kills they win and the sisters Fall Back in Good Order (they have a really high Leadership!). The Grave Guard fight the Witch Elves and their Death Hag and are fairly evenly matched both taking casulties and the Vampires losing but only by a few so Unstable is kept to a minimum with Vlad's Indominable 2. Heinrich is out of range to cast IoN and instead just adds more zombies to his unit (these zombies ended up doing absolutely nothing, but they were only there to shield him).

The sorceress and the Cauldron of blood charge the flank of the Grave Guard which does do a lot of damage to the Grave Guard and with Step up prevents most of them from attacking. Vlad tries to kill the sorceress but she has 4+ Ward save with her Pendant of Khaeleth from his 5 strength. The Grave Guard Give Ground and the Witch Elves follow up, the Cauldron restrains but the Sorceress fails her restrain attempt and so follows up as well.

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Round 4
Isabella gets Word of Pain off for the first time (being a L1 spellcaster is not really worth not having armour, would not do again). The Sorceress actually rolls double 1s for the dispel and suffers a miscast, rolling 4 on the table results in 2 dead Witch Elves, Grace Guard and a damage to Vlad. She rolls a 1 to wound herself and so escapes unscathed. Heinrich improves the WS of the Skeletons and with those buffs they manage to whittle the Sisters down to only 4 models, they Flee again. The Skeleton unit overruns right into the Cauldron's flank.

The Grave Guard are taking a lot of losses at this point. It is only the champion and Vlad who are getting any attacks in. Vlad does have a good round though and with Close Order of the Grave Guard and their banner they finally win and the Witch Elves Give Ground. The Grave Guard restrain and reform.
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Heinrich fails his leadership test to cast IoN on the Grave Guard. But he does cast Unquiet Spirits on the Sorceress since she's momentarily not in combat. The 2 strength hits make the Pendant's ward save only 5+ and since she's only 3 Toughness enough wounds get through to kill her.

The Witch Elves Charge back in and lose the combat, they flee . . .

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They are wiped out when Vlad pursues them into the Cauldron of blood. Bringing victory to the Vampire Counts as the Dark Elves now only have 25% of their Unit Strength remaining which is the victory condition.
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Final Thoughts

The Sisters of Slaughter are amazing! They have such a good stat line. Going up against unbuffed Skeletons is indeed a slaughter. In future my husband would probably take a much bigger unit of them rather than the Witch Elves. Other than that this isn't really an effective Dark Elf army. It's more of a AoS thing to have Daughters of Khaine fight by themselves. They would be more of a flanking support team to a larger Dark Elf army in a really well constructed army. It's also a shame that Heinrich dispelled the Cauldron's bound spell each turn, it would give a 5+ Ward to the Elves and they badly needed it. In fact, the Grave Guard were wasted on the Witch Elves, their lesser Killing Blow and -2 AP and +2 S don't really matter against models with 3 Toughness and no armour.

I would never run a Wizard Vampire unless they are mounted on a Dragon or Chariot at this point. Low level wizards are not very good and to not be able to take armour is a big issue. On the other hand Heinrich did really well. I worried he'd feel wasted since he just stood at the back hiding behind zombies the whole game, but his spells really turned the tide. The Danse Macabre on the Skeletons was badly needed as otherwise they have WS 2 and bringing back units and doing Unquiet Spirits is also really helpful. Necromancers are very effective. But, that's against an army with no flyers, skirmishers or shooting. All those things would be more dangerous for him.

Also, Break Point really favours armies with lots of cheap models. My zombies were taking up a huge number of my Unit Strength but were a very small percentage of my overall points. They 27 zombies with command is only 91 points. Considering that you have to just reduce the number of Unit Strength as the only victory it was very easy to for me to stay ahead. In fact, since IoN can increase Zombies units above their starting size, that actually makes losing even harder since I can constantly add more bodies to the field.

Next game we're increasing our points to 2000 and it will be Vampire Counts vs Bretonnia. Stay tuned!
 
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Vampire Counts vs Bretonnia

It's knights on knights in this match up. Can the undead outdo Bretonnia with a similar build?

Scenario: Flank Attack

Vampire Counts

Vampire Count on Coven Throne (General, Level 2 Wizard, Blood Drinker Sword, Talisman of Protection, Illusion Magic)
Master Necromancer (Sceptre of de Noirot, Necromancy)
Wight King (Lance, Heavy Armour, Shield, Barded Skeletal Steed)
Vampire Thrall (Heavy armour, Shield, Barded Nightmare, Biting Blade)
Tomb Banshee
11 Black Knights (full command, barding)
30 Zombies (Standard bearer, musician)
12 Crypt Ghouls
10 Blood Knights (Lances & Shields, Full plate Armour, Barded Nightmares, Full Command, War Banner)

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Bretonnia

Duke on Bretonnian Warhorse (Lance, Shield, Grail vow, Virtue of Heroism)
Paladin Battle Standard Bearer on Royal Pegasus (Lance, Shield, Gail Vow, Biting Blade, Conqueror's Tapestry)
Prophetess on Unicorn (Elementalism)
10 Knights of the Realm (Full Command)
16 Men-at-Arms (Full Command, Blessed Triptych)
16 Peasant Bowmen (Light armour, Full Command, Burning Braziers)
9 Grail Knights (Full Command, Virtue of the Joust)
1 Field Trebuchet
4 Pegasus Knights (Full Command)
12 Battle Pilgrims (with Reliquary)

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Round 1

Bretonnians prayed so the undead moved up just out of charge range. Except for the ghouls which used their reserve move and +3 movement from Vanhel's to move up the flank. The Coven Throne used Hellish Vigour to move themselves further to the flank.

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Bretonnians moved up to within Count Charge range. The archers shot at the ghouls inflicting a wound. The trebuchet aimed at the Blood Knights but ended up veering off to kill 2 Black Knights instead.

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Round 2


The Necromancer fails their first leadership test and rolls the second one due to his staff and successfully raises the dead Black Knights.

The ghouls move up outside of the archer's forward arch with their reserve move.

Blood Knights charged the Gail Knights and the Black Knights Charged the Knights of the Realm. Both Counter Charged. The Coven Throne failed its charge. None of the spells were successful. The Duke challenged but a generic Blood Knight accepted. He was killed along with 3 other Blood Knights. One wound was done to the Duke and 3 Grail Knights were killed. The Blood Knights won by 1 and when the Grail Knights gave ground they pursued so as not to get another Bretonnian Charge. Everyone has First Charge and so no one gets rank bonus.

The Black Knights kill 3 Knights of the Realm but lose 3 in return and then another for unstable. They fall back.

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The archers pivot so they are still able to shoot the ghouls and do 3 more wounds, the brasiers preventing any regeneration saves. The Prophetess casts windblast on the ghouls doing even more casualties and pushing them back.

The Pegasus Knights fail their charge due to Fear.

The Knights of the Realm charge the Black Knights again. The Men at Arms charge into the Blood knights to join the Grail Knights. Things go very badly for the Vampire Counts. Despite a 2+Armour Save on the Blood Knights many 1s are rolled and 4 of them die. The Vampire Thrall misses all of his attacks so his Biting Blade doesn't get through. Only two Men at Arms are killed by the remaining blood knights. Another blood knight dies from Unstable.

Things also go poorly for the Black Knights, the charge means that everyone goes first and 5 black Knights are killed. Another Black Knight dies from Unstable.

The Paladin BSB charges the banshee! He has a magical weapon and so her ethereal is unable to save her and she dies partially from a wound and partially from unstable due to the Battle Standard.

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Round 3

The necromancer is out of range of the blood knights and cannot attempt to raise them! He also fails his leadership test again to raise the knights but with his second attempt manages to resurrect 4 of them. Vanhel's goes off on the Black Knights giving them +2 WS. All other spells fail, including the Coven throne rolling a miscast, luckily she rolls high on the table so she only loses her remaining spells and does not take any damage.

The Coven throne makes its charge into the side of the Men at Arms. The Coven throne does a tremendous amount of damage as do the remaining blood knights. But, the Vampire Thrall attempting to prevent the Grail Knights from attacking, challenges a duel, the Duke accepts and with Heroic Killing Blow kills the Thrall in one stroke. The thrall fights at the same time and does some wounds but they are saved by the Blessing of the Lady. Bretonnia's side loses the Grail knight battle by 9 but rolls under their leadership with the natural roll so only Falls Back in Good Order. The Men-At-Arms are stubborn due to the Tryptic. The Blood Knights peruse but the Knights roll much better than the Men-at-Arms and so the Blood Knights only end up with them. The Grail Pilgrims panic but the closes unit is the Ghouls which continue to circle the archers and so they flee towards the trebuchet. The Coven Throne restrains and turns to face the Pegasus Knights.

The Black Knights also do well with a few Cleaving Blows killing knights, although Blessing of the Lady can also be taken against those. 3 more Knights of the Realm die and the Knights Flee. The Black Knights are so wide that they cannot effectively pursue with the Men at Arms now in the way and so restrain.


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The Knights of the Realm and the Pilgrims Rally. The Grail Knights and the Paladin on Pegasus charge the Black Knights. The Paladin striking in the flank. The Pegasus knights ignore the Coven Throne and charge the Blood Knights in the back! The archers kill all but one ghoul by pivoting again to shoot them. The Prophetess does Wind Black to a few of the zombies.

The Grail Knights and the Paladin destroy all but the Wight King in the Black Knight unit and the Wight King fails to do any damage before he dies from Unstable.

The Blood Knights lose one of their two models from the Pegasus Knights and manage to kill one Man-at-Arms but die from Unstable as well.

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The Vampire Counts concede.

1529 to 0!

Major Victory for Bretonnia!

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Final Thoughts

The lady blessed the Bretonnians this day!

My plan was for the Blood Knights and Black Knights to be constantly refreshed with the Necromancer's staff. But I failed half is leadership tests and positioned the blood knights poorly so they were out of range. I thought a 2+ save would make the blood knights nigh invulnerable but I rolled a lot of 1s and there were so many lance charges that have -2AP that it didn't work as well as I thought. Each loss of a blood knight was a huge blow as I sunk a ton of points into them. I also did very little with the Coven Throne. With Counter Charge I wasn't really able to beat Bretonnia at their charges. The ghouls also tied up the archers but otherwise didn't accomplish anything, I had pictured them sneaking up for a flank attack or to take out the archers but neither really worked. I was afraid to charge them due to stand and shoot. The Banshee also did nothing before she got charged, her range is very short on her scream attack. The necromancer failed most of his spells. I also didn't feel that either he or the Coven Throne really had any spells that were useful this time around. I really needed to get some offensive spells but only rolled enchantment or hexes. The fact that even losing a combat by 9 would only result in a Fall back in Good Order and then another charge right back in is very intimidating. If I lost by 9 I would be wiped by Unstable.

A good learning opportunity. I think I'm going to forgo to the death stars. Having essentially 3 500-600 point units on the board was not really that great. I did much better with large cheaper blocks of infantry. I think the zombies would have helped with combat result if I could have figured out how to get them around that building and into a flank but the wide calvary units were in the way the whole time.




 
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The second match was much more interesting.
VC vs DE was just a frontal clash, basically no manoveur.
VC vs Bretonnia offers some flanking move, which imo should be one of the key to victorious tactics in ToW (as it was also in WHFB)
 
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We're playing a Surprise Attack scenario where your units are scattered all over the board at the beginning. It's the first narrative scenario in the core book. It's not very balanced but let me get into this great flanking position with Settra on turn 1 and 2. I'm trying out Royal Host for the first time. The Calvary cohort being a combination of archers and melee in the same unit are interesting if cumbersome.
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We're playing a Surprise Attack scenario where your units are scattered all over the board at the beginning.

is the one where you need to pick a flank and your reinforcements arrive from there?
I've played it with the mortuary cult.
Being slow i simply concentrated my effort on the side where my reinforcements were expected to arrive, so i maximized my control in that half of the battlefield.
 
is the one where you need to pick a flank and your reinforcements arrive from there?
I think your referring to "Meeting Engagement" on page 294. This one is in page 308 and is called "Surprise Encounter". It's even weirder than Meeting Engagement. You only get to deploy 3 units in different sixths of the battlefield and 1 character can join one unit and the rest show up in a random one of those sixths later. It's not exactly balanced.
 
I think your referring to "Meeting Engagement" on page 294. This one is in page 308 and is called "Surprise Encounter". It's even weirder than Meeting Engagement. You only get to deploy 3 units in different sixths of the battlefield and 1 character can join one unit and the rest show up in a random one of those sixths later. It's not exactly balanced.

yep, you're right 😉
 
How did the game go? :)

Solid victory, it was 1500 vs 1500, I've lost less than 400 points and kill more than 800.

meh:
Stalkers are not that great
i'm not sold on swarms; swarms are core but i could fill that slot with more shabti and use a couple of carrions to redirect. The good part of swarms is that they are surprisingly resilient, so i will give them a chance

good:
necroserpents are a lot frailer than their counterpart necroknights, so they must be played in a different way; they must be placed with care, popping from the sands in flanking position. At that point they rock, if support charging units
high priest on crocodrake is excellent, but you still need to be careful, he's not a prince on dragon. as for magic, bubble reroll of 1s to hit is massive.
bowshabti and scorpions are top tier units
bone colossus is very good... but don't count too much on unstoppable assault. I suggest a couple of giants, so you'll be sure one of them will reach melee
 
I finally finished my battle that I showed the first round of above! It was just sitting on the table for a few weeks. Here's what the lists were:

Tomb Kings - Royal Host
Settra (Incantation of Cursed Blades)
Nekaph
Tomb Prince (Light armour, Skeletal Steed, Charmed Shield)
20 Tomb Guard (Hand weapons, Drilled, with command)
6 Skeleton Chariots (with command)
Skeleton Cavalry Cohort (5 horsemen, 8 horse archers, with command)
6 Necropolis Knights (with command, champion upgraded to great weapon)
Khemrian Warsphinx (2x additional crew)
Screaming Skull Catapult

Bretonnia
Duke (Lance, Heavy armour, Shield, Royal Pegasus, Luckstone, Virtute of Knightly Temper)
Paladin (Heavy armour, Shield, Grail Vow, Battle Standard Bearer [War Banner], Royal Pegasus, Foebreaker)
Prophetess (Level 4 Wizard, Royal Pegasus, Earthing Rod. Elementalism: Flaming Sword, Plague of Rust, Summon Elemental, Burning Gaze)
16 Peasant Bowmen (Light armour, burning braziers, with command)
15 Peasant Bowmen (Light armour, Skirmishers, with command)
10 Mounted Knights of the Realm (with command)
6 Peagsus Knights (with command)
10 Grail Knights (with command)


Round 1 Recap
Everyone's in strange positions due to the scenario. The Necropolis Knights charged into the peasant bowmen and wiped them. Settra tried to charge the Grail Knights by himself but only managed to get challenged and so kill one grail knight.

Round 2
Settra gets off Cursed Blades which is extremely powerful on him as his command range is 18" so almost the entire army gets to reroll 1s.
The Chariots do 1 wound to the Peg knights with shooting. The Screaming Skull catapult all the way at the back manages to kill 2 Peg knights with its attack (finishing off one and multiple wounds damage to the other)
Settra, the Cavalry Cohort and the Warsphinx all charge the grail knights. They countercharge the Warshpinx. They challenge Settra but are still wiped out while fleeing.
The BSB joins the battle with the Knights of the Realm against the Tomb Guard and they crumble by 5 also destroying half the chariots.
The Duke challenges the Necropolis Knights but the champion declines and retreats to the back (where he stays for the entire game as that combat just keeps grinding on)
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Round 3
Screaming Skull catapult manages to one shot the Prophetess by getting a direct hit and rolling max on wounds.
The Pegasus Knights join the Duke in attacking the Necropolis Knights but their 4 toughness, 4+ save make them tough to crack. Plus only 2 peg knights can fit in.
[UWSL]The chariots attack the Knights of the Realm in the flank and manage to cause them to fall back in good order. Settra Arises the Tomb Guard (18" command coming in handy again)[/UWSL]
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Round 4
Settra and the Warsphinx charge the Peg knights, they countercharge. The Necropolis Knights charge the Duke by themselves. Both of them manage to wipe their units.
The Chariots and Screaming Skull catapult try to shoot the knights of the realm but don't manage to accomplish much and just back off. The Tomb Guard lose a couple due to crumble and fall back.
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Bretonnia concedes due to the loss of their general Pegasus knights and most of their knights of the realm.

Tomb Kings - 1491 to Bretonnia - 0 (we didn't calculate partial unit points due to conceding)

Final Thoughts
Necropolis Knights are fantastic. They have one better WS than Tomb Guard and the poisoned attacks are great to go along with the cleaving blow. Their 4+ save is also extremely rare in the army. They went toe to toe with the Duke and defeated him all by themselves (although it did take all 3 turns to do it).
The screaming skull catapult actually pulled its weight for the first time, one direct hit and one scatter of only 2", it also made good use of its multiple wounds damage by hitting Pegasus knights.
Settra is an absolute beast and although he's only a L1 wizard his 10 leadership mixed with doing My Will Be Done, Arise and spells at 18" command range is extremely gross. That and his Impact Hits are -2 AP due to heavy chariot, and he gets -3 AP on his regular attack. He is just super powered and no one really has a chance against him.
The Cavalry Cohort while cute isn't worth it. It's probably just better to field two separate units one of archers and one of horsemen . . . or just not field those units because they're terrible 2 WS? That's as bad as regular skeletons.
Nekhap never did anyting. His 4 movement meant he fell way behind Settra and the Warsphinx. I would have put him in the Tomb Guard unit but the scenario only allowed 1 character on the board at the start and I chose Settra.

Bretonnians were sort of out of position from the get-go due to the scenario and with them always going second they didn't get a chance to do many of the charges that they're known for. Also the Bretonnian list was fairly fluffy as it was just tons of Pegasus' whereas my list was actually pretty hard. Losing their Prophetess right away was also really bad as I didn't have much magic in my army and they could have used that to their advantage. All the Peasant bowmen did nothing as usual.
 
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Battle March [398 pts]
Warhammer: The Old World, Tomb Kings of Khemri, Open War

Mortuary Priest, Wizard [Level 2 Wizard], The Hierophant, On foot, Elementalism - 85

Tomb Prince, Light armour, Shield, General, On foot - 92

10 Skeleton Archers, Warbows, Master of Arrows (champion) - 55

17 Skeleton Warriors, Thrusting spears, Light armour, Shields, Master of Arms (champion), Standard bearer - 112

2 Carrion, Hand weapons (Beaks and talons) - 54
 

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Complete disaster for the Tomb Kings. The two Carrion were completely useless, they can't hold objectives since they only have unit strength of 4 and failed to kill a unit of peasant bowmen in melee since I rolled only 2 hits in their opening attack and they have no armour save and only 2 wounds each.

I only got arise off once since I have a 7 leadership and no BSB. The skeletons and tomb prince only managed to kill 2 knights of the realm and one wound to the paladin in the entire game. I just couldn't get through their armour. This is with them failing their reform roll in every turn so they couldn't use their lances or lance formation too. Getting flanked by the grail pilgrims was the end of me. Even flanking them with the archers got me no further kills.
 

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