This week is the Whitsun break in Luxembourg, the last holiday before the summer break and as such, the perfect opportunity to get a few games in, especially as the wife is currently working on her university assignments and prefers to have the house alone to work in peace in quiet.
So, killing two birds with one stick, I have to play a game of Warhammer against a Dwarf army tomorrow. I will try to take some pictures and do a proper battle report. Somehow, Warhammer with its fixed battlelines makes it easier to create a coherent report than 40k. And Warmachine is still something I have too little knowledge to do a proper write-up.
This is what I intend to run:
Vampire Lord: Level 4 upgrade, Black Periapt, Talisman of Preservation, Master of the Dark Arts, Additional Handweapon
My go to Lord since the new book came out. Not the greatest fighter, though 6 WS7 S5 attacks are nothing too shabby, even against T5 or 6 Dwarf heroes. He is there to dominate the magic phase and keep the army going. The Talisman should keep him alive until my next magic phase to heal himself back to full wounds again.
Vampire: Heavy Armour, Shield, Dragonhelm, Quickblood, Ironcurse Icon, Book of Arkhan
The General’s bodyguard. I expect lots of Runes of Fire, so a 2+ against Fire is always good. The Ironcurse Icon is a 5 point item that always gets its points back, even in a Vampire Counts army. I can resurrect Wights fast enough, but at least one needs to be alive (to some extent) before I can get started and the Icon helps ensure that. The Book is a good way to get a second chance to cast Danse Macabre, the best spell in the Vampire Lore.
– 38 Grave Guard: Full Command,
The Death Star. They can grind down any unit in the game provided the Vampires can resurrect them often enough. No longer the insane Death Star they were with the Drakenhof Banner but still a brick that smashes just about every opponent and can absorb charges easy enough.
– Vampire: Armour of Silvered Steel, Additional Handweapon, Luckstone, Quickblood
5 S5 WS6 attacks with a re-roll due to Quickblood (ASF with Initiative 6) turn him into an infantry blender. With his armour and talisman, he has a 2+ save he can re-roll once, so he can hold off most infantry assaults well enough.
– 39 Ghouls: Ghast
The second horde. Hits with 39 poisoned attacks, often with a re-roll if under Danse Macabre. Their stats are not that great, but they can just bury people under the weight of poisoned hits they generate.
– Necromancer: Level 2 upgrade, Rod of Flaming Death
He usually carries a Dispel Scroll and leads a unit of Skeletons with Master of the Death to augment their unit size, but I wanted to try out leaving the Skeletons behind for Zombies, so he doesn’t need the Master of the Death upgrade and the Rod is always good to steal dispel dice. A 3+ is easy enough on one dice and even Dwarfs suffer if each model takes a S4 hit, so it can force the opponent to either give up moving a unit or spending dispel dice each turn.
– 32 Zombies: Musician and Standard Bearer
A bunker for the caster and a second line unit to plug gaps in the first line or block flanking attempts. Ideally, I can drop the Necromancer out of the unit before using Danse Macabre to throw them into an enemy they can take out of the battle until a better unit can deal with them.
– 3 times 6 Dire Wolves
Redirectors. I originally wanted 4*5, but I only had 18 models I noticed this morning. Nobody cares if they die but ideally they have kept someone busy long enough for the Grave Guard to flank them.
– 6 Crypt Horrors: Crypt Haunter
My heavy infantry unit to absorb fire, scare people and then deal with small units I can’t be bothered sending the hordes into. Thanks to toughness 5 and Regeneration, they can soak hits and as non-Vampires, I can heal 1+caster level of wounds plus 1 due to the Lore Attribute, so they are much tougher than Vargheists. With Poisoned attacks and stomps, they can deal with most shooting infantry, I just need to keep them away from Warrior blocks or elite infantry.
– 5 Hexwraiths
Because they rock. If there are enough magic cannons, they will die, but if not, they can eat cannons for breakfast, lunch and dinner.
So let’s see tomorrow if it works.