Game 4 - Tomb Kings vs Empire - 2400 points
Welcome back folks to the fourth game of The Old World. My usual sparring partner Todd faced off against as we both continue to learn about our respective armies. We rolled for a scenario and came up with Mountain Pass.
Todd was running the following list:
Empire
++ Characters ++
General of the Empire
(Hand weapon, Full plate armour, Shield, General, Imperial Griffon, Two heads, Sword of Justice, The White Cloak)
Captain of the Empire
(Hand weapon, Halberd, Full plate armour, Shield, Battle Standard Bearer, On foot)
Empire Engineer
(Hand weapon, Hochland long rifle, No armour)
Wizard Lord
(Hand weapon, Level 4 Wizard, On foot, Wizard's Familiar, Flying Carpet, Dark Magic)
++ Core Units ++
25 Veteran State Troops
(Hand weapons, Light armour, Shields, Drilled, Sergeant (champion), Standard bearer, Griffon Standard, Musician)
20 State Troops
(Hand weapons, Light armour, Shields, Sergeant (champion), Standard bearer, Musician)
10 State Missile Troops
(Hand weapons, Handguns, Light armour)
4 Empire Knights
(Hand weapons, Lances, Shields, Heavy armour)
4 Empire Knights
(Hand weapons, Lances, Shields, Heavy armour)
++ Special Units ++
Great Cannon
Great Cannon
3 Demigryph Knights
(Lances, Shields, Full plate armour)
5 Inner Circle Knights
(Hand weapons, Lances, Shields, Full plate armour)
++ Rare Units ++
Helblaster Volley Gun
Steam Tank
(Repeater pistol)
I was running the following after consulting with a certain MSU wizard of previous warhammer editions.
Tomb Kings
++ Characters ++
Tomb King
(Hand weapon, Heavy armour, General, On foot, Armour of the Ages, Flail of Skulls)
Mortuary Priest
(Hand weapon, Level 2 Wizard, Skeletal Steed, Elementalism)
High Priest
(Hand weapon, May be a Level 4 Wizard, Skeletal Steed, Hieratic Jar, Elementalism)
Royal Herald
(Hand weapon, Light armour, Battle Standard Bearer [Razor Standard], On foot)
Necrotect
(Hand weapon, Whip, Light armour)
++ Core Units ++
28 Skeleton Warriors
(Thrusting spears, Light armour, Shields, Nehekharan Phalanx (one per 1000pts), Master of Arms (champion), Standard bearer [Icon of the Sacred Eye])
1 Skeleton Chariots
(Hand weapons, Cavalry spears, Warbows, Skeletal Hooves (Count as Hand weapons))
1 Skeleton Chariots
(Hand weapons, Cavalry spears, Warbows, Skeletal Hooves (Count as Hand weapons))
2 Skeleton Chariots
(Hand weapons, Cavalry spears, Warbows, Skeletal Hooves (Count as Hand weapons))
2 Skeleton Chariots
(Hand weapons, Cavalry spears, Warbows, Skeletal Hooves (Count as Hand weapons))
5 Skeleton Horse Archers
(Hand weapons, Warbows, No armour)
5 Skeleton Horse Archers
(Hand weapons, Warbows, No armour)
5 Skeleton Horse Archers
(Hand weapons, Warbows, No armour)
++ Special Units ++
2 Necropolis Knights
(Hand weapons, Lashing Tails (Counts as Hand weapons), Shields)
2 Necropolis Knights
(Hand weapons, Lashing Tails (Counts as Hand weapons), Shields)
Tomb Scorpion
(Decapitating Claws, Envenomed Sting, Bone Carapace (Counts as Heavy Armour))
Tomb Scorpion
(Decapitating Claws, Envenomed Sting, Bone Carapace (Counts as Heavy Armour))
++ Rare Units ++
Screaming Skull Catapult
(Screaming Skull Catapult, Hand weapons, Light armour, May Have the Skulls of the Foe Special Rule)
Screaming Skull Catapult
(Screaming Skull Catapult, Hand weapons, Light armour, May Have the Skulls of the Foe Special Rule)
Necrosphinx
(Cleaving Blades, Decapitating Strike, Heavy armour)
Necrosphinx
(Cleaving Blades, Decapitating Strike, Heavy armour)
Spells:
Wizard Lord - Battle Lust, Phantasmagoria, Word of Pain, Infernal Gateway
Hierophant - Unquiet Spirits, Spiritual Vortex, Spirit Leech, Desert Wind
Priest - Curse of Years, Cursed Blades
Hierophant - Unquiet Spirits, Spiritual Vortex, Spirit Leech, Desert Wind
Priest - Curse of Years, Cursed Blades
Deployment
Sneaky Scouts! |
With a few more drops Todd rolls and gets +1 to go first
Empire Turn 1
Battle lust is immediately cast onto Demigryph Knights. The majority of his forces push forward.
Gateway is cast onto General, as I fail to fated dispel.
In the shooting phase Phantasmagoria goes off affecting the nearby horse archers
A cannot hits my lone chariot and is destroyed immediately. The second cannon however misfires rolling a 6 for the result.
The steam tank shoots at Necropolis Knight however, fails to hit. The Hochland rifle armed Engineer, aimed into Skeleton Champion and kills him with a sniper like shot.
Tomb Kings Turn 1
The Tomb King's 'My Will Be Done' buffs the Skeleton block with +2" movement whilst the Necrotects ability also successfully triggers. Thanks to Arise! the Skeleton Champion returns to service. Upon reading the rules surrounding charges and Scouts, we decided that the Horse Archers were actually ineligible to charge from the effects of Phantasmagoria, throwing a wrench into Todd's plan!
Desert Wind is successfully cast and Cursed Blades is cast onto the Skeleton Chariots at the North. It is a rather lacking shooting phase as the Horse Archers fail to deliver any damage, whilst the Catapults simply miss, and misfire.
Empire Turn 2
Battle Lust onto the Demigryph Knights goes off. Word of pain is cast successfully onto the Horse Archers.
Movement sees Steam Tank roll a 1 for steam power and sits tight. Whilst the rest of the left flank pushes up.
In the shooting phase the Helblaster Volley gun puts 24 hits into Horse Archers. 7 hit, 5 woun, ultimately killing 4. The Engineer with the Hochland misses the last Horse Archer! Handgunners shoot into the Tomb Scorpion for no damage. Cannon fails to bounce into same Tomb Scorpion. The second cannon targets the same unit for a misfire result (6).
Tomb Kings Turn 2
The Tomb King's 'My Will Be Done' buffs the Skeleton block with +1" movement whilst the Necrotects ability also successfully triggers. Cursed Blades again goes onto the Chariots whilst Desert Wind is successfully cast effecting everyone with the command range of the High Priest.
The Horse Archers waste no time and charge into the nearby cannon.
During the shooting phase I aim at the General with both Catapults for no damage, however stacking a -2 Leadership to the unit. Spiritual Vortex is successfully cast in front of the Knights. The Chariots are able to drop a single wound from each Knight unit, whilst the remaining Horse Archer kills a single crew member from the second cannon.
Combat is quick as the Horse Archers cut down the crew and reform.
Empire Turn 3
Word of Pain goes off onto the Skeleton Warriors whilst Battle Lust again is cast onto the Demigryph Knights.
The General charges into Necropolis Knights making an incredible 18" charge.
The steam tank pushes forward 7" despite taking a wound.
Phantasmagoria goes off next to Spearblock effecting a few units.
The missile troops aim at the Chariots doing a single wound. The Helblaster onto the Horse Archers does 18 shots wiping out the unit easily. Engineer aims into the lone Horse Archer but fails to hit. Cannon destroys the previously wounded chariot.
The Steam Tank shoots into spear block, attempting to bounce into Necrosphinx however only kills a single Skeleton Warrior.
In combat the General kills the Necropolis Knights via crumble and overruns 5" into safety.
Tomb King Turn 3
The Tomb King's 'My Will Be Done' buffs the Skeleton block with +3" movement whilst the Necrotects ability also successfully triggers for the third turn. Cursed Blades goes onto the Necropolis Knights whilst Desert Wind is successfully cast.
The Skeleton Warriors charge into the Demigryph Knights (I lose 5 warriors to dangerous terrain through the Spiritual Vortex). Whilst the Necrosphinx supported by the Tomb Scorpion charge into the Steam Tank. Further North, the Knights are charged by the Necropolis Knights (who they counter charge exposing the flank), the Skeleton Chariots and the Tomb Scorpion (which failed from memory).
The shooting phase is a disappointment with no damage, however both catapults put down leadership debuffs in play. Unquiet Spirits is dispelled attempting to put damage onto the Empire General.
In combat, the block of spears kill 2 Demigryph Knights, they kill the Necrotect in return. The unit breaks and runs 5. The Skeleton infantry reform. The construct friends do 2 wounds to steam tank for nothing in return. The northern combat sees the Knights dispatched and I overrun with the chariots in an attempt to block the Inner Circle Knights.
Empire Turn 4
The Demigryph Knight fails to rally with rallying cry. Word of Pain fails on the Skeleton Warriors as does Battle Lust onto the Inner Circle Knights.
Demigryph Knight fails to rally and bolts 13". Knights however rally.
Inner Circle Knights and State Troops charge into the Skeleton Chariots.
Hochland fails to kill Horse Archer. Helblaster into unit of 5 Horse Archers, misfires. 4 hits, 2 wounds, 1 regen. Lose 1. Handgunners shoot into the Tomb Scorpion but fails to damage.
Steam Tank grinds and kills the Tomb Scorpion. Necrosphinx does 2 wounds onto the Stank.
Chariots die allowing the Knights to overrun into the Tomb Scorpion. State Troops reform.
Tomb Kings Turn 4
The Tomb King's 'My Will Be Done' buffs the Skeleton block with +1" movement. Arise! heals the damage previously taken. Although Desert Wind is dispelled this turn, Cursed Blades goes onto the Necropolis Knights and Curse of the Years is successfully cast onto the Inner Circle Knights.
The Horse Archers charge into the fleeing Demigryph Knight who runs through the State Troops and out the far side. They re-direct into the Helblaster. The lone Horse Archer charges the Wizard Lord. The final two charges for the turn are the Necrosphinx into the Knights, and the Skeleton Warriors into the Demigryph Knight destroying it.
Shooting sees the Catapult kill 3 State troops. They fail their panic test and run 12" through the Missile troops who pass their tests. Second war machine hits unit and kills 2 models (from 13 partials...). Finally, 2 wounds from Unquiet Spirits are chipped off the Empire General.
In combat the Necrosphinx and Steam tank remain at the stale mate. The Knights however are all cut down by the charging Necrosphinx and reforms. The Wizard cuts down the remaining Horse Archer.
The Horse Archers take out the Helblaster which panics the nearby Engineer. The Necropolis Knights kill 2 Inner Circle Knights drawing the combat.
Empire Turn 5
Battle Lust is cast onto the State troops as I fail to dispel. Word of Pain onto Skeleton Warriors fails to cast.
State Troops charge into the Skeleton Warriors whilst the General declares a charges into the Necrosphinx, but fails with a 4" charge.
State Troops and Engineer rally.
Gateway onto Wizard is cast and he moves out of danger (supposedly). The remaining Cannon does 1 wound onto the Necrosphinx. Shooting leaves a single Horse Archer remaining.
In combat the Steam Tank takes another 2 wounds, dishing a single one in return to the Necrosphinx. The Inner Circle knights hold valiantly taking a single casualty able to draw the combat again.
Finally the State Troops kill 6 Skeletons. The King kills the BSB in a challenge and 6 State Troops are killed. The State Troops break, and the Skeleton Warriors reform to face the wizard.
Tomb Kings Turn 5
The turn starts with +3" movement onto the Skeleton Warriors from the King. Cursed Blades is successfully cast onto the chariots.
The Skeleton Warriors charge into the Wizard Lord. The Necrosphinx fails a long charge into Empire general (4"). Horse Archers charge and run down the fleeing State Troops.
Unquiet Spirits is once again dispelled as I attempt to get some damage onto the Empire General. My Catapult scatters wounding my chariot.
In combat the King kills the Wizard and reforms. The Tomb Scorpion kills the Knights whilst the Necrosphinx is able to kill the Steam Tank reforming.
Empire Turn 6
Todd rolls a dice and it means there is a turn 6. General charges into the Necrosphinx.
Missile Troops shoot into Tomb Scorpion for a single wound. The Hochland fails to wound the same target however. The Cannon misfires, the Engineer re-rolls for 2. Bounces for another misfire.
Empire General does 3 wounds to Necrosphinx for 2 in return holding.
Tomb Kings 6
The Tomb King boosts the initiative of the Skeleton Warriors by a mighty 3. Cursed Blades is cast onto the Necropolis Knights and Desert Wind is successfully cast. Spirit Leech is cast however it is miscast. The result is an 8 meaning no more spells this turn.
For charges the Necropolis Knights smash into the Missile Troops. Whilst everything that can hit the General charges (Skeleton Warriors, Tomb Scorpion, Skeleton Chariots)
The Empire General puts out a challenge with the King accepting. Sadly, I'm able to do no wounds whatsoever and take 2 in return. The combat is won in favour of the Tomb Kings by 4, causing the Empire General to break. The Necrosphinx pursues and is able to destroy the General.
Result - Tomb Kings Victory
Conclusion
Firstly, thank you for reading. I've never been great at MSU but was keen to get started with Tomb Kings since seeing the Skeleton Chariot unit size is 1+. That, alongside the Necropolis Knights being a unit size of 2+ opens up some interesting options to have some advantages over your opponent. Firstly, during deployment, I basically had 6 drops that could easily be re-deployed due to speed and special rules if I needed to during the first few turns. This meant at some stage my opponent would commit one of his units in which I could get a good read on where the rest of his army was going, and where to best place mine. That's the theory behind it, and I've still got a lot of work to do before I can say I'm confident with it.
Once again, Desert Wind is an amazing spell and I certainly felt it the turn it was dispelled. The range of the spells is something I'm still coming to terms with. You really need to place your spell casters in harm's way if you're to get them into casting range the turn before to ensure they're at range to cast hex spells for example. Certainly having a High Priest on the Bone Dragon mitigates the damage but then you're forced to engage seeing as it's such an investment purely for protection. Secondly, on that note, you're unable to use the Arise! ability when engaged in combat or dispel, further limiting the models use. Either way, I'm very keen to try this approach at some stage and have a lot of ideas for the surrounding army.
Despite winning the game, there were many moments where I felt I just wasn't doing enough damage. The Knights immediately come to mind as I simply couldn't chew through their classic armour save. -1 AP just takes so long against heavily armoured troops so this is something I need to be mindful of in future and plan appropriately. Either by taking countermeasures for this and/or ensuring better matchups unit vs unit etc.
I thought that once the Necrosphinx was engaged with the Steam Tank it would sit there for the rest of the game or just get grinded to powder. I was pleasantly surprised to sneak a few wounds through and tip the scale in my favour. Had it been any other unit, at one stage the Decapitating Strike triggered but because the Steam Tank is a heavy chariot and not a monster, it simply was ignored.
Hi Jimmy,
ReplyDeleteThanks a lot for another great battle report, and taking time to add maps this time too!
I think this was the most dynamic game among all 4 you have played recently. It is interesting also because you played on the narrow frontage, this time. Which may, potentially, limit opportunities for movement.
Many thanks for trying so many MSU elements! I really think they all worked well. I am especially impressed by Necropolis Knights and Necrosphinxes. They dished out consistent damage, often against the best of the enemy units. not to mention how great they look on the battle field!
Magic, once again, was a big contributing factor and the battle felt like those you sometimes get at Warhammer Total War :)
My main conclusion from this battle is that there seem to be no invulnerable models now. Mighty Steamtank, that was almost untouchable in 8ed, while still very dangerous, can be torn to pieces if unsupported. The same with powerful general on top of might monsters.
You have definitely collected such a wealth of practice and experience through these 4 games. I have a feeling that they boosted your high level of creativity even further and I cannot wait to see your next variant of a mighty Tomb King army!