Post by Arguleon Veq on Feb 20, 2009 11:01:21 GMT -5
Game 11 - Vs Vampire Counts - 2000 Points
I used my Magical Onslaught list.
My opponents list was as follows;
Lord; Extra Level, Lord of Dead, Red Fury, Dread Knight, Dreadlance, Crown.
Thrall; Lvl2, Shield, Heavy Armour.
Thrall; Lvl2, Shield, Heavy Armour.
Thrall; Lvl2, Shield, Heavy Armour.
19 Skells; FC
19 Skells; FC
19 Skells; FC
5 Blood Knights; FC
5 Black Knights; FC
6 Hounds;
5 Hounds;
Early Game;
The Undead went first and advanced en masse, getting Danse off on a central Skellie unit. The Blood Knights hiding behind the main blocks of infantry, the Hounds on either flank and the Black Knights with Lord on my right flank.
My magic wounded 2 Vamps and blasted down about 15 Skellies, my Hellcannon scattered wide of the Blood Knights though. My Spawn advanced up either flank, one skirting a forest on my left flank and my Fast Cav positioned themselves on my right flank behind some rocky terrain ready to get flank charges.
The Skellies advanced again again, Danse went off on the same unit again, propelling them into combat with my Marauders. Magic healed almost all the damage done besides the wound on the Vamp who was now in combat and a few Skellies from the same unit also stayed dead. I won that combat quite comfortably, my Sorc on Steed fighting the Vamp to a standstill. A few Skellies remained though after combat res.
In my turn my Warriors hit the flank of that combat but caused no wounds, at all!. My Sorc did kill the Vamp though, thanks to his steed! but 3 Skellies remained after combat res. My Hellcannon scattered way off the Blood Knights again but my magic took 2 down. My Spawn on my left charged the flank of a Skellie block whilst the one on my right charged into the Black Knights. I killed a few Skellies and lost one wound off my Spawn who was fighting the Knights.
The Undead now stalled by my Spawns had their advance slowed, the Blood Knights got a Knight back though and most of the dead skellies were re-raised besides the last few in combat against my battle line. Who then died in the combat phase, wiping them out. My Spawns survived a second round of combat despite the Vamps moving into contact with them.
In my turn my Hellcannon scattered well wide again. My magic did blast some Blood Knights though. Both my Spawn died. I also moved my Hounds to bait and re-direct those Blood Knights.
Lord of the Dead!;
The Lord now free with his Black Knights advanced quickly towards my Chaos Knights with Sorc Lord. The Blood Knights had to c harge the Hounds but a Skellie unit also charged their flank. The Hounds were wiped out and both units over ran. After some raising my opponent put 3 dice into Dansing his Black Knights with Lord, he got a 12. I got an 11 on 5 dice and so Danse went off, propellling them into my Knights!. I had faith in my saves though....
My Sorc Lord was forced to challenge, I knew that even rolling well the Vamp should only cause 2 wounds on average thanks to my 0+ Save, a load of failed saves later, my Sorc Lord was dead. I should only lose 1 Knight I thought, a load of failed saves later, I had lost 3.... and so a combat I should have at least pulled out a draw in I get stuffed in, autobreaking my most expensive unit off the board! The Black Knights over running off the board.
My magic all went into killing those last Blood Knights, which I managed. My Hellcannon moved to protect the flank of my Infantry for when those Black Knights returned as he could get Danse off and run down the flank of my whole army with it. My Marauders now with no flank charge on thanks to my Knights breaking, charged some Hounds instead, wiping them out.
The Black Knights return, again 3 dice Danse beat my 5 dice dispel and the Black Knights with Lord hit my Hellcannon, it was 50/50 if my Cannon would die or not, but with the way that Lord was rolling, he smashed it to pieces all on his own. Over running behind my lines.
Closing Stages;
With things looking very bad thanks to that Lord and his Black Knights, I had to get some points by killing them. Both my Infantry blocks turned to face their rear to cast magic on them whilst my Fast Cav moved up to the remaining Undead infantry to stop them marching and then getting a danse in my rear, this way at least i limited them to 12 movement rather than 16, and 12 wouldnt see them reach combat with the rear of my units in his last turn.
All my magic achieved though as killing the Black Knight Champ.
In the Undead last turn, the Knights turned to face my Warriors, unable to get out of my charge ranges, the Champ was raised back. I finally stopped Danse for once though, preventing those Black Knights charging me instead.
I knew I had to go for it in my last turn so my Warriors charged the front of the unit whilst my Marauders got the rear. I rolled very poorly and killed only 1 Knight! despite 16 S4 and 3 S5 all hitting on 3's. I went for the Shields on my Warriors as I didnt want the Lord getting a lot of overkill combat res against my unit champ. Because of that I still got enough combat res to crumble all the Black Knights, which gained me;
Result - Draw
Post Game Thoughts;
Well, a very close fought game with us finishing on almost exactly the same points. It was the first time my Hellcannon had a bad game, It did save my Infantry by sacrificing itself though, and that Lord is one of the few things in the game capable of killing it in a single turn.
The Danse was a complete game turner, I could just not stop it no matter how many dice a I was throwing at it, that seen those Black Knights and Lord get the jump on my Knights and my Hellcannon, my Knights should have easily held though but thanks to that rampaging Lord, they just got slaughtered.
My Infantry performed great, doing pretty much all of my damage. Wiping out 2 units with the loss of one Warrior Champ and 2 Marauders. My Spawn also worked very well, holding up the enemy line nicely, a role that my Horsemen continued later in the game. I had massacred this specific army before with my Magical Onslaught list but that Vamp Lord having a good game and my dispel attempts on Danse constantly failing meant I struggled to even get a draw here.
Was a fun and tense game though, swinging one way and the other and its always nice to pull out a result on the last turn of the game
I used my Magical Onslaught list.
My opponents list was as follows;
Lord; Extra Level, Lord of Dead, Red Fury, Dread Knight, Dreadlance, Crown.
Thrall; Lvl2, Shield, Heavy Armour.
Thrall; Lvl2, Shield, Heavy Armour.
Thrall; Lvl2, Shield, Heavy Armour.
19 Skells; FC
19 Skells; FC
19 Skells; FC
5 Blood Knights; FC
5 Black Knights; FC
6 Hounds;
5 Hounds;
Early Game;
The Undead went first and advanced en masse, getting Danse off on a central Skellie unit. The Blood Knights hiding behind the main blocks of infantry, the Hounds on either flank and the Black Knights with Lord on my right flank.
My magic wounded 2 Vamps and blasted down about 15 Skellies, my Hellcannon scattered wide of the Blood Knights though. My Spawn advanced up either flank, one skirting a forest on my left flank and my Fast Cav positioned themselves on my right flank behind some rocky terrain ready to get flank charges.
The Skellies advanced again again, Danse went off on the same unit again, propelling them into combat with my Marauders. Magic healed almost all the damage done besides the wound on the Vamp who was now in combat and a few Skellies from the same unit also stayed dead. I won that combat quite comfortably, my Sorc on Steed fighting the Vamp to a standstill. A few Skellies remained though after combat res.
In my turn my Warriors hit the flank of that combat but caused no wounds, at all!. My Sorc did kill the Vamp though, thanks to his steed! but 3 Skellies remained after combat res. My Hellcannon scattered way off the Blood Knights again but my magic took 2 down. My Spawn on my left charged the flank of a Skellie block whilst the one on my right charged into the Black Knights. I killed a few Skellies and lost one wound off my Spawn who was fighting the Knights.
The Undead now stalled by my Spawns had their advance slowed, the Blood Knights got a Knight back though and most of the dead skellies were re-raised besides the last few in combat against my battle line. Who then died in the combat phase, wiping them out. My Spawns survived a second round of combat despite the Vamps moving into contact with them.
In my turn my Hellcannon scattered well wide again. My magic did blast some Blood Knights though. Both my Spawn died. I also moved my Hounds to bait and re-direct those Blood Knights.
Lord of the Dead!;
The Lord now free with his Black Knights advanced quickly towards my Chaos Knights with Sorc Lord. The Blood Knights had to c harge the Hounds but a Skellie unit also charged their flank. The Hounds were wiped out and both units over ran. After some raising my opponent put 3 dice into Dansing his Black Knights with Lord, he got a 12. I got an 11 on 5 dice and so Danse went off, propellling them into my Knights!. I had faith in my saves though....
My Sorc Lord was forced to challenge, I knew that even rolling well the Vamp should only cause 2 wounds on average thanks to my 0+ Save, a load of failed saves later, my Sorc Lord was dead. I should only lose 1 Knight I thought, a load of failed saves later, I had lost 3.... and so a combat I should have at least pulled out a draw in I get stuffed in, autobreaking my most expensive unit off the board! The Black Knights over running off the board.
My magic all went into killing those last Blood Knights, which I managed. My Hellcannon moved to protect the flank of my Infantry for when those Black Knights returned as he could get Danse off and run down the flank of my whole army with it. My Marauders now with no flank charge on thanks to my Knights breaking, charged some Hounds instead, wiping them out.
The Black Knights return, again 3 dice Danse beat my 5 dice dispel and the Black Knights with Lord hit my Hellcannon, it was 50/50 if my Cannon would die or not, but with the way that Lord was rolling, he smashed it to pieces all on his own. Over running behind my lines.
Closing Stages;
With things looking very bad thanks to that Lord and his Black Knights, I had to get some points by killing them. Both my Infantry blocks turned to face their rear to cast magic on them whilst my Fast Cav moved up to the remaining Undead infantry to stop them marching and then getting a danse in my rear, this way at least i limited them to 12 movement rather than 16, and 12 wouldnt see them reach combat with the rear of my units in his last turn.
All my magic achieved though as killing the Black Knight Champ.
In the Undead last turn, the Knights turned to face my Warriors, unable to get out of my charge ranges, the Champ was raised back. I finally stopped Danse for once though, preventing those Black Knights charging me instead.
I knew I had to go for it in my last turn so my Warriors charged the front of the unit whilst my Marauders got the rear. I rolled very poorly and killed only 1 Knight! despite 16 S4 and 3 S5 all hitting on 3's. I went for the Shields on my Warriors as I didnt want the Lord getting a lot of overkill combat res against my unit champ. Because of that I still got enough combat res to crumble all the Black Knights, which gained me;
Result - Draw
Post Game Thoughts;
Well, a very close fought game with us finishing on almost exactly the same points. It was the first time my Hellcannon had a bad game, It did save my Infantry by sacrificing itself though, and that Lord is one of the few things in the game capable of killing it in a single turn.
The Danse was a complete game turner, I could just not stop it no matter how many dice a I was throwing at it, that seen those Black Knights and Lord get the jump on my Knights and my Hellcannon, my Knights should have easily held though but thanks to that rampaging Lord, they just got slaughtered.
My Infantry performed great, doing pretty much all of my damage. Wiping out 2 units with the loss of one Warrior Champ and 2 Marauders. My Spawn also worked very well, holding up the enemy line nicely, a role that my Horsemen continued later in the game. I had massacred this specific army before with my Magical Onslaught list but that Vamp Lord having a good game and my dispel attempts on Danse constantly failing meant I struggled to even get a draw here.
Was a fun and tense game though, swinging one way and the other and its always nice to pull out a result on the last turn of the game