Rather restrictive I'm afraid! 2400

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geordieclubba said:
No disrespect but its getting abit childish with some of the comments.

Its a game that involves dice. So math hammer is pointless and makes even skeles capable of beating the hardest units.

Leave it at that or just go and meet up in the playground after school.

But back on topic....

Cairn wraiths rule in units when used correctly.

Lol

Anything revolving around dice is math based. Or did you miss that bit in 6th grade.

If you want to play non-math based games - Malifaux might be your thing or perhaps Tragic (magic) the Gathering.
 
[mod] Exavia. This is a FORMAL WARNING. your conduct in this thread is NOT appropriate. Your language is both rude and unnecessarily confrontational.

"Tone of post: all posts should be respectful and civil. We will not permit insulting, aggressive, or generally derogatory posting. You are free to express your opinion, however you are expected to do so in a civil manner."

I suggest you re-read the forum rules outlining this found in the link below.

If this continues you may be banned temporarily.

Not everyone follows WAAC strategies and not everyone has the same experience with others but everyone is equally deserving of respect. [/mod]

ttp://www.vampirecounts.net/Thread-Carpe-Noctem-Forum-Rules
 
Right!
Moving swiftly on, yes its a dice game, yes averages are important, And yes, occasionally skinks stand up to chaos lords.

Moving on.

Played two games on Sunday, one highly enjoyable, one not so,

Orcs and goblins,
Very fun game, i took the second turn, which went incrededibly badly for the terrorghiest, thanks to dawn attack he was miles from the general and with most of my army stranded turn one he landed just in front of the giant spider, screamed, and managed one wound, one, sigh.
Still, the mangler squigs both died in a huge anticlimax when spirit hosts walked through them, and then most of the fanatics were released thanks to a van hels on the hosts from the level two, Hounds close to the Necromancer released the others,

His turn two was poor, squabbling massive unit of archers and a failed charge by the boar boys, spider charged the terrorghiest, turning it away from the battle line but causing 3 wounds on the poor bat who somehow, did two wounds in return leaving him alive, just,
Magic went well, made a big mess of the cairn wraith unit, killed 5 and poisioned the other unit of archer gobbos, although they didn't achieve much, hard cover from ethereals is amazing!
My turn two went ok, rapid marching of the necrosis unit ment I would be back to decent mobility next turn, lost the terrorghiest since he can't scream for toffee.
Spirit hosts into gobbo spider and spirit host/cairnwraiths into one of the archer units would eventually get me two break points closer to breaking him, even with a BSB and a black Orc lord in range

Nothing much happend turn three except I worked out why he was being so cautious with the lord/BSB/blackorc unit, no magical attacks, ha! (He went for the war banner and decent armor/ward on his lord!) needless to say, the cairn wraiths got stuck in as soon as possible.

Turn 4 killed the BSB, and would have killed the lord as well, but he challenged and I had to accept, he admitted it was a bit of a lousy move, since he knew he had lost but it saved him MANY Vp's, it was only time in the weekend I regretted having the banshee. Which isn't fair as she killed LOADS over the weekend.

All in all, it was a great game, but again, very few armies, except the elves (all types) and daemons, (and there were more than a few) that had the magic to deal with too many ethereals, a couple of heros with magic weapons and a wizard just doesn't cut it,
The empire gun line ONLY had a level 4 (I wanted to play him so badly)

Last game was against lizard men, neither of us enjoyed it much, I flattened him,
Deployment was dawn attack, again, :( but! Everything important was on the opposite side of the board to the slan and the temple guard! :) and a large impassable mountain made keeping it that way fairly easy
Slan took light so I spent most of the game playing keep the slan away from anything! Which went surprisingly well. forced him to cast the upgraded versions for the range which helped with his magic superiority. It was still painfull, but not as bad as it might have been
Terrorghiest finally managed to do something, he survived the skinks attempts to poision him (just) and eventually killed two terradons, a unit of blowpipe skinks and then when I flank charged a unit of saurus cav and scar vet he tried to scream at them, killed two, banshee killed 3 and the cairns killed the rest,

In the end I killed all the flack and the cavalry only lost 2 wolf and one spirit host unit, won by about 1000 VP. I must have raised about 100 skellies, but he failed in killing a single unit
Unsatisfying win

Anyway!

The only thing I regret taking is the terrorghiest, the lack of marching if my Necromancer wasnt nearby and some truly awfull rolling made him a 200 point handicap, the spirit hosts were incredible, holding up block units, breaking a couple and making fantastic irritants, So were the dogs, they didn't kill anything, but they were by usefull!

The level one was great, beguile with glittering scale armor was FANTASTIC! He needed hellish vigour to up his damage output, for example against the shaggoth, but he was usually being hit on 5's or 6's with a reroll! And the leadership drop was usefull

The level two wasnt great, neither a great caster, nor amazing in combat, I will probably lose the spare level, give him a steed and let him babysit the black knights, although he might be better in the skellies with a little more combat oomph!

Black knights weren't amazing, but ethereal movement was fun, and they did ok in combat,

6 cairn wraiths and a banshee, wow, just wow,
They were incredible. Even the occasional magic missile wasn't devastating, 2d6 4 hurts, about 5 wounds, but I had plenty of magic to raise them, and (ignoring my own stupidity) i was never in danger of loosing them. and it was usually only one turn before they hit combat, carefull deployment away from heroes was important, but even then they made a MESS!

Same for the spirit hosts, even against 3ranks banner they held for longer than expected, although anything with a 4+ save would be problematic, but with a caster nearby could hold indefinitely, units of three would probably win combats in their own right, even so, hard cover was usefull against the dark elves and dwarves, I would take them for this reason alone! And then charging little units of handgunners and cannons saved my skellies the trouble, although, be carefull with the dwarves, magical grapeshot was a painfull experiance.

I can see the attraction of the terror, but in this tourney, he did next to nothing, I would far rather have had a corpse cart, and maybe another unit of spirit hosts, or a unit of varghiests, or some hex wraiths, Basically, anything other than the terror!

In the end, it was a good weekend, and a good first outing for the year,
 
@Ilnar about TG:

One thing that might help is the fact that you can march while the general is in range at any time during the movement step. It might be a hassle, but if you can plan your movements out in advance, you can leave a unit/monster out of the generals "March" range and move your units in an order such that your general can provide the march to quite a few more units than he would have otherwise. Granted Necro's are usually slow, and usually in a bulky bunker, so it might be a challenge with him as general, but with BK/Bus vamps it can do amazing things. I know people often run mounted VL when they like to run lots of Hexwraiths to keep them up to speed.
 

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