Tactical Decision Game 3.0: Into the Murky Black
-------------------------------------Tactical Decision Games are a way to explore Empire strategy and tactics as a forum. The goal is to share ideas and learn. The way this is achieved is by pausing a game between Empire and another foe at critical points in a battle to get forum input on what decisions they would make at that junction. There are no right or wrong answers, just different ways of achieving objectives. The majority’s voice wins and then we proceed from there.
In the first TDG, Empire infantry was tested against an Ogre Deathstar.
In the second, Empire had two teams of heavy cavalry that faced a tough Dark Elf ist.
In this TDG, we are going to test out a Griffon Formation against the dreaded Daemons.-------------------------------------The Empire List: Upside Down Sideways Griffon 2500As agreed on the first thread, here is the Empire list we are going to use in TDG 3 with the creator’s, Mr A, explanation of it.
9 Inner Circle Knights (
Full Command, Gleaming Pennant)
General of the Empire (Gen)
(
Full Plate, Barded W, White Cloak of Ulric, Sword of Might, Charmed Shield)
Captasus (
Full Plate, Shield, Dragon Helm, Lance, Dawnstone, Potion of Foolhardiness, Imperial Pegasus)
38 Halberdiers (
FC)
16 Halberdier Det 12 Free Company Det Captain of the Empire (BSB) (
Full Plate, Ench Shield, Luckstone)
Warrior Priest (
HW, HA, Shield)
23 Greatswords (
FC, Standard of Discipline)
12 Free Company Det 5 Archer Det Warrior Priest (
HW, HA, Shield)
10 Archers 5 Archer Det 5 Free Company Det Wizard Lord (
Lvl 4 Lore of Shadow)
5 Pistoliers (
Mus)
Great Cannon Helblaster Volley GunCelestial Hurricanum
Total: 2498It's an agressive Inverted, Double Headed, Griffon Wing, except it has a limp and a dodgy wing, and likes shouting stuff like "Get off mah lawn!" while angrily shaking its walking stick...
The extra diverter detachment on the Greatswords gives extra flexibility on a flank. The Pistoliers clean up chaff, hunt war machines etc. in combo with the Captasus and Knights as needs must. The Cannon and HVG take out monsters and elites. The core of the army functions a little like the Double Headed Griffon but with a weak flank in the smaller unit of Greatswords. These can however make an excellent and very sharp and pointy anvil to hold up a unit until the Halberdiers and/or Knights arrive to win the combat.
Basically the list is built to prove that Helblasters do not NEED an Engineer, Free Company can be useful and effective, Generals of the Empire are also good and one does not need a Steam Tank, even if it does make things easier. The Bad Guys: “Out for Blood” Daemons of Chaos 2500Keeper of Secrets (Gen) (
Lvl 1, Lore of Slaanesh, Spirit Swallower)
6 Bloodcrushers of Khorne (
FC, Icon of Endless War)
Skulltaker (
Cloak of Skulls, Juggernaut)
Herald of Khorne (BSB) (
Obsidian Armour, Great Standard of Sundering, Juggernaut)
50 Bloodletter of Khorne (
FC)
2x 5 Fleshounds of Khorne
Total: 2500Mr A says the creator of this list won a GW Australia Staff Tournament with it. We have our work cut out for us. This list is classic VP-denial. All his points are tied up in his 3 combat units- the Daemon General, his heavy cavalry, and his huge core horde.
First of all- if he gets the Keeper into combat we can probably forget killing it. With Swallower of Souls it will continually heal itself and just slowly devour whatever it is fighting.
The heavy cavalry, with plus D6 on its first charge and the Skulltaker special character and Herald BSB, is going to dish out some serious damage. The riders are Str6 and the mounts Str5 with Killing Blow. Skulltaker gets Killing blow on a 5+ and can KB anything, no matter its size.
The Core block is going to just take time to take down- the 5+ Ward Save will make it a grind. Of course, the Bloodletters will make it painful by dishing out Str5 at I4.
We have the advantage in the magic department. The Keeper is only a Lvl1 Wizard of Slaanesh. The magic Standard of Sundering makes our casting a little bit more difficult- our Shadow casts will be at -2 while it is still in play.
All on all, we will probably have to pick 2 of the 3 point hogs to take out, while delaying/defending the third, in order to win. Mr A’s enhanced Griffon gives us plenty of diverters and mobility. Hopefully, with our combined input, we can take this list down.
For this TDG, I am going to name the imagery general you are facing off against
“Bloodlord.”The Scenario:
The Elector Count has sent us into the marsh to see if the reports of Chaos in the area are true. Our troops have been trudging through the murky waters for several days and have not spotted anything- except snakes, lizards, and sinkholes- until our Scouts report that Daemons have been spotted near Gregor’s Manor.
Legend goes that Gregor, a rich man turned swamp hermit in old age, used to live in the thickest part of the swamp that could only be reached through a pass he cut into the swamp. No one knows if his riches remain… or he spent squandered it all in dark rituals or other evil pursuits.
This is Scenario 3: Battle for the Pass.
As you can see in the graph, there is plenty of swamp into addition to Gregor’s manor and a Ghost Fence.
Don’t fret- lots of swamp on the board but they are Mysterious and only 50% of the time are going to be something that is nasty or has any effect to most units.
The Swamps are Mysterious Marsh. When a unit enters one for the first time I will roll on the new chart below:
1-3: Wimpy wetlands. The marsh and swamp is not deep or thick and has no effect on movement and does not count as Dangerous Terrain except to Cavalry, Monstrous Cavalry, and Chariots on a 1.
4: Sinkhole. A Sinkhole is Dangerous Terrain to all units. All models, regardless of wounds or size, are removed on a failed DT test.
5: Fungus Swamp. Units moving through a Fungus Swamp gain (until the end of the player’s next turn):
1-2 Poisoned Attacks
3-4 Frenzy
5-6 Stupidity
6: Shadow Swamp. When a unit enters a Shadow Swamp, it is immediately the target of a randomly determined Shadow Magic spell. (
All not-boosted versions. Stat for Miasma is randomized, Pendulum will penetrate the ranks as if from a frontal shot, and Pit of Shades will be centered on the unit)
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While you are digesting all that, and commenting/posting your thoughts in general on the task laid before us, I have another set of
decisions for you:
--You rolled double 1s and double 4s for your Shadow Spells.
What do you want to go with?BTW- Bloodlord rolled a 4 for his spell- which is Slicing Shards of Slaanesh. 7+ cast Magic Missile with 24” range D6 Str 5. If unit fails a Leadership test, take D6 Str 5 again. Repeats until it passes a Leadership test. -----------------------------------------------
Once we get the spells down, we will roll for sides. Starting looking at the terrain and thinking (but don't post yet) about the possibilities and an Empire strategy moving forward (
remembering, we are deploying on each short edge).
HHG