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Author Topic: Tactical Decision Game 5.0: Vampire Counts Tactical  (Read 18845 times)

Offline zakalwe

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #50 on: February 09, 2013, 03:49:18 PM »
How about this, i know its easier said than done.

Quite an aggressive rush.




The spirit host charges the archer det. 
Dw1 seek the cover of the woods and reposition for next turn.

Ghouls hop over fence.

DW2 move up to pin archers and halbs behind. So that...

TG 1 can advance to scream at spears flank covered by hounds,archers

BK move up, ready to engage spears next turn. or get charged either way should be all right.

TG2 moves up, and can hopefully squeeze in to also scream at spears. again flank protected by enemy archers.

Skellies move up, to protect TG force F2 to take a frenzy test, hope to be about 14 inches away.

Zombies move on to get necro within curse range of halbs or GS.

If we manage to miasma F2 then we can scream at archers with T2.


I also ahve an alternative, more cautious plan. to follow

Offline zakalwe

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #51 on: February 09, 2013, 04:05:59 PM »
In this plan, TG's move up to clear chaff, flanks guarded by redirectors (DW2)

F2 could charge, but is unlikely to win vs the cavalry and unlikely to reach the TG, though the skellies are in support.

Clearing the chaff would open us for some movement and good charges next turn.


Offline grifter

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #52 on: February 09, 2013, 07:48:39 PM »
I like your second plan more. They barely have any shooting, so we don´t need to rush into combats we don´t want; clearing their chaff will be key to allow us to maneuvre into charging positions.

Also, in the first plan, the enemy Archers wouldn´t protect the TG´s flank against the Flaggies, as they could simply charge the TG with the Archers!

As I have suggested, I´d move G towards our other troops (without exposing a flank) if possible, and make sure the CC is within 24" of both wizards. Also, the CC needs to move up further to cover the flank of T1/BK against H.
Other then that, I´m good with zakalawe´s second plan.

The combats we want on our next turn are T2+S vs. F2, BK (+possibly T1) vs. S and SH2 vs. big Archers (if they´re free to engage them) I would say.
We should move, magic and scream accordingly. Don´t forget the -1Ld the Vamp Lord hands out in case any scream victims are close by!

Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #53 on: February 10, 2013, 01:13:42 PM »
So you all prefer the 2nd approach?   Just making sure.  I'll be back in town to move it on the table and update Chronicler.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Saithor

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #54 on: February 10, 2013, 04:56:51 PM »
My votes for the second approach.

Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #55 on: February 11, 2013, 01:30:22 AM »
Ok, setting up option 2.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline zakalwe

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #56 on: February 11, 2013, 09:23:21 AM »
I thought the corpse cart was a chariot, and therefore quite slow?

If not yeah move it up further. If it is a chariot, we can go for a van hels and move it up as well as get it into ASF range of the frontline units.

We need to keep both gheists in range of general if possible.

Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #57 on: February 12, 2013, 12:16:19 AM »
Move posted.

Looks really good.

Magic Phase:

[35] 13-02-11 16:50:34 MST - tonijoecatie@comcast.net

4d6
4 + 1 + 5 + 2 = 12


[34] 13-02-11 16:50:30 MST - tonijoecatie@comcast.net

3d6
3 + 4 + 3 = 10


[33] 13-02-11 16:50:23 MST - tonijoecatie@comcast.net

Magic, 2 dice, VC channel with 3 dice, empire channel with 4 dice.

2d6
3 + 5 = 8

So 8 PD to 5 DD....
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #58 on: February 12, 2013, 03:16:34 AM »
Any Magic thoughts?
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline zakalwe

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #59 on: February 12, 2013, 09:41:30 AM »
Presume all the panic tests for fleeing friends were passed. re-rollable LD9 after all.

Magic wise i would open with the cursed book for a bit of randomness. If it casts on 1 dice its a win if not, we are unlikely to loose anything and all the spells are useful.

Aside form that, a curse of years on the halberdiers would be nice and miasma the flaggies? or a van hels to reposition cart etc.



Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #60 on: February 12, 2013, 12:10:43 PM »
Cursed Book target?  Flags or Spears? 

Curse on Halberdiers to draw dispel.
Danse the Cart.
Miasma the Flags.

2 should get through....
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #61 on: February 12, 2013, 01:43:24 PM »
Cursed Book:  1 Dice, Curse of the Midnight Wind.  Target?

[37] 13-02-12 06:42:06 MST - tonijoecatie@comcast.net

1d6
6


[36] 13-02-12 06:41:53 MST - tonijoecatie@comcast.net

Cursed Book sacrifice D3 to cast spell. Then determine spell. Then viable target.

1d3
1


"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline grifter

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #62 on: February 12, 2013, 02:54:25 PM »
Cursed Book:  1 Dice, Curse of the Midnight Wind.  Target?

[37] 13-02-12 06:42:06 MST - tonijoecatie@comcast.net

1d6
6


[36] 13-02-12 06:41:53 MST - tonijoecatie@comcast.net

Cursed Book sacrifice D3 to cast spell. Then determine spell. Then viable target.

1d3
1

Target the Spearmen, they´re the only unit that could get into combat with us, right? (Well, apart from some Archers).

After that, we could go for a 5PD Wind towards their GS, that should draw all their DD. If it goes through, it could potentially wreak havoc on that flank and/or keep them occupied with dodging it for a long time. Although, having looked at the pictures, it seems we don´t have a good angle on them. In that case, go for a 4PD Curse on the GS instead.

3d boosted Vanhel´s by the Necro afterwards to shift stuff around, move the CC up nd trigger it´s ASF.

Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #63 on: February 12, 2013, 03:02:37 PM »
Target the Spearmen, they´re the only unit that could get into combat with us, right? (Well, apart from some Archers).

Makes sense, need a 6 to wound the Geist, re-roll is evil then.

I'd probably 4 dice Curse on Halberdiers to draw all the dispel dice or scroll.

Miasma the Flags so they fail any potential charge.

Dance the CC closer (don't discount a flank charge into the GS while the Ghouls hit the front with ASF, maybe miasma -Init for Re-Roll  :icon_smile:)
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #64 on: February 12, 2013, 03:36:56 PM »
Next..

Quote
3 Dice on Curse, target Halberdiers.

3d6 +4 >= 12
6 + 1 + 4 + 4 = 15 ... success

Leaves us 4 Dice.  They will prolly throw all 5 dice or scroll it.  Off to work, back later.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline zakalwe

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #65 on: February 12, 2013, 05:21:46 PM »
Looking good. Lets see what buffs debuffs we can get through as well. cursed book is always worth it for 1 PD ^^.

Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #66 on: February 13, 2013, 02:13:51 AM »
Quote
[39] 13-02-12 19:11:28 MST - tonijoecatie@comcast.net

Empire Dispel attempt

5d6 +2 >= 15
1 + 2 + 2 + 3 + 5 + 2 = 15 ... success

Dispelled.  Barely.  You have 4 PD left.  They have a scroll.  I'd 2 dice Miasma (movement of Flags) and 2 dice Dance the Cart.  I'd expect both to go through, seems like an early waste of a scroll with Curse available again....
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline zakalwe

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #67 on: February 13, 2013, 06:42:53 AM »
agree

Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #68 on: February 13, 2013, 12:05:52 PM »
[41] 13-02-13 05:04:28 MST - tonijoecatie@comcast.net
2d6 +4 >= 6
1 + 2 + 4 = 7 ... success

[40] 13-02-13 05:02:12 MST - tonijoecatie@comcast.net
Basic Miasma on Flags, Basic Danse on Cart. 2 dice each.
2d6 +1 >= 5
2 + 3 + 1 = 6 ... success

See if they scroll?
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline grifter

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #69 on: February 13, 2013, 12:18:58 PM »
Seems good. An alright first magic phase, even if we didn´t actually kill anything.

Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #70 on: February 14, 2013, 11:28:12 AM »
Empire let both through.

Ok, then -2 Movement on Flags.  Cart moves up 8" near the back of the Gheist (assuming, confirm.  I'd face it towards something just in case)

I'll update pics and Chronicler tonight.

FYI

Center Gheist can scream at Archers or Spears.  Western Gheist can scream at Archers.  Shooting thoughts?
« Last Edit: February 14, 2013, 03:05:36 PM by Noght »
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline grifter

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #71 on: February 14, 2013, 03:36:46 PM »
Clearing both Archer screens seems sweet, but would that allow the Halberds to charge the Gheist? If it does, definitly aim at the Spears, we want to soften them up a bit for next turn anyway.

Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #72 on: February 14, 2013, 03:41:45 PM »
Clearing both Archer screens seems sweet, but would that allow the Halberds to charge the Gheist? If it does, definitly aim at the Spears, we want to soften them up a bit for next turn anyway.

Halberds cannot wheel past the Dogs.  Flags need a 12 to charge west Gheist, not sure about Vamp Lord Knights.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline zakalwe

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #73 on: February 14, 2013, 10:25:14 PM »
clear the archers. The hounds are there primarily to deflect the halbs.

Offline Noght

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Re: Tactical Decision Game 5.0: Vampire Counts Tactical
« Reply #74 on: February 15, 2013, 12:20:11 PM »
End of Turn 1 Posted on Community Board.

Both Fleeing Archers Rally.
Pistoliers fail March test.
Flagellants 2 pass Frenzy test.

Charges:
Flagellants 2 are 14" away from both TG and Knights.'
Spearmen are 8" from TG, 9" from Black Knights.
Hordes can't wheel around Dogs.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.