So had a 2400 points ETC comp game agains the new empire.
This is what I used:
Vampire lord (4+ & 4++)
Level 4 (Vampire lore)
Heavy armour
Red fury
Quickblood
Ogre blade (+2S)
Talisman of preservation
Charmed shield
Cairn writh
Ghouls x 40
Ghast
Skeletons x 35
Standard & Champion
Graveguard x 30
Great weapons
FC + banner of the barrows
Vargheist x 3
Terrorgheist
Hexwraiths x 5
Black knights x 10
Bardings
Lances
Standard & Champion
This is what I can remember from the empire:
Arch lector
- chariot
Captain
BSB
Cheap magic sword
Barbed steed
Dawnstone (1+ re-rollable armor)
Warrior priest
Cheap magic sword
Barbed steed
Wizard level 3 (shadow)
Dispel scroll
~ 30 spearmen with FC
11 Knights (S4 ones)
FC
5 Knights (S3 ones)
FC
10 knights (S4 ones)
FC
Luminark (the one with planets on top)
4 Demigryph knights
Great cannon
Steamtank
So he was trying something a bit different with all those knights.
DEPLOYMENT:
I started to deploy my units in the middle since I dont have that many units and I wanted to see where he would put his troops.
Empire player deployed all but his great cannon in one corner basicly but not in a corner bunker formation. The great cannon was in the corner on the other end.
Empire had (looking from my view left toward right) 11 Knights (with BSB), Spearmen (behind knights and wizard in them), Demigryph knights, Arch lechtor, Steamtank, Luminark (behind stank), 10 knights, 5 knights, ---->> Cannon in the right corner.
My deployment went to the middle and to the side in which his troops were deployed. From left corner towards right I had Vargheists, Graveguard (lord & wraith in there), Black knights, Hexwraiths, Terrorgheist (behind hexwraiths) Ghouls, Skeletons.
Turn 1 Empire:
Empire units move forward semi aggressively (im not used to that but with that many knights, what U gonna do) just making sure my possible charges are hard to do.
I think the only thing he did with magic was using the luminarks bound spell on the graveguard and it tried to turn my unit but it was boxed in so that it could not be turned (direction would not have mattered anyway since scatterdie roll was bad for him).
Great cannon shoots the terrorgheist dealing 4 wounds (at least its not dead with just 1 shot, so Im still happy).
Turn 1 Vampire:
No charges from my units.
I move my hexwraiths up in front of the Steamtank to block its charge. I am prepared to loose them to a unit of knights to slow the stank down. Skeletons move (dont march) forward on the middle. Graveaguard stay put as do Black knights. Ghouls move forward a bit. Terrorgheist flies forward 20" in the middle to be bear his unit of 5 knights. Vargheist fly a bit left so that enemy knight have a difficult charge if they decide to do that.
Magic sees me accomplis nothing except taking his Dispel scroll away so good to get that off fast.
Shooting phase, the terrorgheist rolls 2d6 and gets... double sixes! so in total of 14 killing the unit of 5 knights.
Sweet...
Turn 2 Empire:
Unit if 10 knights charge the Hexwraiths. They can only hit the units corner in front and the warrior priest makes way to kill some hexes with his cheap magic weapon. Unit of 11 knights with bsb decide to risk it and charge the graveguard with my general and wraith.
Demigryph knights move forward to charge next turn to the side of the graveguard. Spearmen move forward a bit I think but stay behind with the mage. Luminark & arch lechtor move in to give bonuses to units (hatred and +1 to hit). Steamtank decides to move toward the right sinve the front is blocked badly.
Magic i think sees some bound spells cast giving enemy re-rolls to wound and thats about it.
In the shooting phase the great cannon missfires but nothing happens (atleast my gheist can live a bit longer).
In the assault phase the warrior priest and his unit is not able to kill of the unit of 5 hex wraiths and I am left with 1 wraith left. The other larger knight unit with the enemy bsb fight it out with my "deathstar". My general issues a challenge and he accepts with his champion. Vampire lord proceed to slaughter the champion and causes 5 overkill. Knights kill off some graveguard and graveguard respond in kind. I think Vampire side won this one but they held with a re-roll from bsb.
Turn2 Vampire:
Vargheists fail ld 10 test and have to charge the knights that are fighting my gg. They come to the flank of the knights. Ghouls make a charge into the knight unit fighting the hexwraiths to just slow them down. Black knights have an opening to the luminark and decide to charge it and the luminark flees. Knights try to redirect but roll 11 on ld of 10 and they just move forward 6".
Terrorgheist flies near the stank since it could not get near enough to the great cannon to yell at it. Skeletons continue slowly toward the cannon moving 4".
In the magic phase I only get vanhels danse off to the graveguard so some re-rolls for them.
In the shooting phase the Terrorgheist yells at the Stank but fail to do anything (rolled 7+2).
In the combat phase my ghouls kill off some knights to my surprise. I causes many wounds on them and killed perhaps 4 knights. The knights respond and my horde of ghouls loose some guys. I loose the combat by a bit and the last hexwraith is lost. The combat with my GG and enemy knights with bsb sees me slaughter his bsb since he could not escape the challenge. The knight unit is beaten in combat leaving only a few knights (2 I think) and they try to run but are caught by the Vargheist. The nearby unit of Demigryph knights also fail a panic test because of this and they run off the board. The vargeist end up in between the arch lechtor and the enemy spear unit (im gonna loose em for sure I think).
Turn 3 Empire:
Things are looking bad for the Empire at this point...
Steamtank charge the Terrorgheist easily. Arch lechtor charge to the flank of the Vargheist and the spearmen come to the front.
The runaway luminark re-groups but is too far to give its +1 to hit to anyone.
Magic phase I think again gives some re-rolls to wound on the enemy.
Shooting phase sees the great cannon fire at my black knight to the flank and killing a row of 5 knights (yikes but at least they are semi-easy to bring back).
In the combat phase the ghouls again duke it out with the knights. I again manage to kill off a knight or two but off course loose the combat but the unit is still half there and the knights are getting smaller. The combat with the Vargheist, lechtor and spearmen end up me killing his wizard (hit it with 2 vargheist) and my unit goes away because of crumbling. Lechtor and spearmen just reform to face my gg and b-knights. The steamtank destroy my Terrorgheist with impact hits.
Turn 3 vampire:
Black knights charge the Arch lechtor.
Graveguard march 8" forward to charge the lechtor or the spearmen next turn. Skeletons move slowly toward the cannon in the corner (maybe I can charge it the last turn I think)
In the magic phase I "decide" to loose the game. I have 5 powerdice to his 3 and I decide to just roll them for invocation so I can get it off and heal back my 5 knights. I roll double sixes and Im thinking im okay with that... I get back the black knights and some graveguard. Then I roll the miscast and its a 3... then I roll for the lord and yes its a 3 so he decides to go on an adventure into the warp... groan... :/
In the combat phase my ghouls again fight it off with the knights maybe killing 1 and loosing again but I still got about 15 ghouls. The black knights manage to killing blow the arch lechtor but the chariot is stubborn and it stays.
At the end of this turn my army takes crumble tests and I loose some knights and other stuff. Not too bad but since it is only turn 3 I have to take another 3 crumble tests before the game is over.
At this points im stopping reporting the rest. Basicly my knights make the luminark and the lechtors chariot run away. Ghouls are destroyed but I manage to make the knight unit run away. Graveguard are destroyed by the steamtank.
At the end of the game I only have the 1 skeleton unit that did NOT manage to get to the cannon.
Empire had Spearmen, Steamtank, Luminark (running), Lechtors chariot (running) & 1 knight with priest (running).
So a minor vistory to the Empire.
This game really was all mine but because of the general going into the warp I think I lost about 1000 points (inlcuding the general off course).
Im very happy about the list though and Im sure to use it again... Perhaps I will take the item that lets me affect a miscast (from the brb) to protect my only caster since that is my armys weakness for sure.
This is what I used:
Vampire lord (4+ & 4++)
Level 4 (Vampire lore)
Heavy armour
Red fury
Quickblood
Ogre blade (+2S)
Talisman of preservation
Charmed shield
Cairn writh
Ghouls x 40
Ghast
Skeletons x 35
Standard & Champion
Graveguard x 30
Great weapons
FC + banner of the barrows
Vargheist x 3
Terrorgheist
Hexwraiths x 5
Black knights x 10
Bardings
Lances
Standard & Champion
This is what I can remember from the empire:
Arch lector
- chariot
Captain
BSB
Cheap magic sword
Barbed steed
Dawnstone (1+ re-rollable armor)
Warrior priest
Cheap magic sword
Barbed steed
Wizard level 3 (shadow)
Dispel scroll
~ 30 spearmen with FC
11 Knights (S4 ones)
FC
5 Knights (S3 ones)
FC
10 knights (S4 ones)
FC
Luminark (the one with planets on top)
4 Demigryph knights
Great cannon
Steamtank
So he was trying something a bit different with all those knights.
DEPLOYMENT:
I started to deploy my units in the middle since I dont have that many units and I wanted to see where he would put his troops.
Empire player deployed all but his great cannon in one corner basicly but not in a corner bunker formation. The great cannon was in the corner on the other end.
Empire had (looking from my view left toward right) 11 Knights (with BSB), Spearmen (behind knights and wizard in them), Demigryph knights, Arch lechtor, Steamtank, Luminark (behind stank), 10 knights, 5 knights, ---->> Cannon in the right corner.
My deployment went to the middle and to the side in which his troops were deployed. From left corner towards right I had Vargheists, Graveguard (lord & wraith in there), Black knights, Hexwraiths, Terrorgheist (behind hexwraiths) Ghouls, Skeletons.
Turn 1 Empire:
Empire units move forward semi aggressively (im not used to that but with that many knights, what U gonna do) just making sure my possible charges are hard to do.
I think the only thing he did with magic was using the luminarks bound spell on the graveguard and it tried to turn my unit but it was boxed in so that it could not be turned (direction would not have mattered anyway since scatterdie roll was bad for him).
Great cannon shoots the terrorgheist dealing 4 wounds (at least its not dead with just 1 shot, so Im still happy).
Turn 1 Vampire:
No charges from my units.
I move my hexwraiths up in front of the Steamtank to block its charge. I am prepared to loose them to a unit of knights to slow the stank down. Skeletons move (dont march) forward on the middle. Graveaguard stay put as do Black knights. Ghouls move forward a bit. Terrorgheist flies forward 20" in the middle to be bear his unit of 5 knights. Vargheist fly a bit left so that enemy knight have a difficult charge if they decide to do that.
Magic sees me accomplis nothing except taking his Dispel scroll away so good to get that off fast.
Shooting phase, the terrorgheist rolls 2d6 and gets... double sixes! so in total of 14 killing the unit of 5 knights.
Turn 2 Empire:
Unit if 10 knights charge the Hexwraiths. They can only hit the units corner in front and the warrior priest makes way to kill some hexes with his cheap magic weapon. Unit of 11 knights with bsb decide to risk it and charge the graveguard with my general and wraith.
Demigryph knights move forward to charge next turn to the side of the graveguard. Spearmen move forward a bit I think but stay behind with the mage. Luminark & arch lechtor move in to give bonuses to units (hatred and +1 to hit). Steamtank decides to move toward the right sinve the front is blocked badly.
Magic i think sees some bound spells cast giving enemy re-rolls to wound and thats about it.
In the shooting phase the great cannon missfires but nothing happens (atleast my gheist can live a bit longer).
In the assault phase the warrior priest and his unit is not able to kill of the unit of 5 hex wraiths and I am left with 1 wraith left. The other larger knight unit with the enemy bsb fight it out with my "deathstar". My general issues a challenge and he accepts with his champion. Vampire lord proceed to slaughter the champion and causes 5 overkill. Knights kill off some graveguard and graveguard respond in kind. I think Vampire side won this one but they held with a re-roll from bsb.
Turn2 Vampire:
Vargheists fail ld 10 test and have to charge the knights that are fighting my gg. They come to the flank of the knights. Ghouls make a charge into the knight unit fighting the hexwraiths to just slow them down. Black knights have an opening to the luminark and decide to charge it and the luminark flees. Knights try to redirect but roll 11 on ld of 10 and they just move forward 6".
Terrorgheist flies near the stank since it could not get near enough to the great cannon to yell at it. Skeletons continue slowly toward the cannon moving 4".
In the magic phase I only get vanhels danse off to the graveguard so some re-rolls for them.
In the shooting phase the Terrorgheist yells at the Stank but fail to do anything (rolled 7+2).
In the combat phase my ghouls kill off some knights to my surprise. I causes many wounds on them and killed perhaps 4 knights. The knights respond and my horde of ghouls loose some guys. I loose the combat by a bit and the last hexwraith is lost. The combat with my GG and enemy knights with bsb sees me slaughter his bsb since he could not escape the challenge. The knight unit is beaten in combat leaving only a few knights (2 I think) and they try to run but are caught by the Vargheist. The nearby unit of Demigryph knights also fail a panic test because of this and they run off the board. The vargeist end up in between the arch lechtor and the enemy spear unit (im gonna loose em for sure I think).
Turn 3 Empire:
Things are looking bad for the Empire at this point...
Steamtank charge the Terrorgheist easily. Arch lechtor charge to the flank of the Vargheist and the spearmen come to the front.
The runaway luminark re-groups but is too far to give its +1 to hit to anyone.
Magic phase I think again gives some re-rolls to wound on the enemy.
Shooting phase sees the great cannon fire at my black knight to the flank and killing a row of 5 knights (yikes but at least they are semi-easy to bring back).
In the combat phase the ghouls again duke it out with the knights. I again manage to kill off a knight or two but off course loose the combat but the unit is still half there and the knights are getting smaller. The combat with the Vargheist, lechtor and spearmen end up me killing his wizard (hit it with 2 vargheist) and my unit goes away because of crumbling. Lechtor and spearmen just reform to face my gg and b-knights. The steamtank destroy my Terrorgheist with impact hits.
Turn 3 vampire:
Black knights charge the Arch lechtor.
Graveguard march 8" forward to charge the lechtor or the spearmen next turn. Skeletons move slowly toward the cannon in the corner (maybe I can charge it the last turn I think)
In the magic phase I "decide" to loose the game. I have 5 powerdice to his 3 and I decide to just roll them for invocation so I can get it off and heal back my 5 knights. I roll double sixes and Im thinking im okay with that... I get back the black knights and some graveguard. Then I roll the miscast and its a 3... then I roll for the lord and yes its a 3 so he decides to go on an adventure into the warp... groan... :/
In the combat phase my ghouls again fight it off with the knights maybe killing 1 and loosing again but I still got about 15 ghouls. The black knights manage to killing blow the arch lechtor but the chariot is stubborn and it stays.
At the end of this turn my army takes crumble tests and I loose some knights and other stuff. Not too bad but since it is only turn 3 I have to take another 3 crumble tests before the game is over.
At this points im stopping reporting the rest. Basicly my knights make the luminark and the lechtors chariot run away. Ghouls are destroyed but I manage to make the knight unit run away. Graveguard are destroyed by the steamtank.
At the end of the game I only have the 1 skeleton unit that did NOT manage to get to the cannon.
Empire had Spearmen, Steamtank, Luminark (running), Lechtors chariot (running) & 1 knight with priest (running).
So a minor vistory to the Empire.
This game really was all mine but because of the general going into the warp I think I lost about 1000 points (inlcuding the general off course).
Im very happy about the list though and Im sure to use it again... Perhaps I will take the item that lets me affect a miscast (from the brb) to protect my only caster since that is my armys weakness for sure.