So, having just played 5 games at the Colonial Carnage Team tournament I wanted to put some thoughts to paper whilst everything is fresh in memory! I played one of 4 Vampire Covenant armies at the event (32 players) but was the only one to choose the Lamia bloodline. The other 3 VC lists were Brotherhood of the Dragon. With a lot of luck I went 2-1-2 (my 2 wins were largely due to running out of the generous playing time given). Below I give my review of how well the elements of my list did in each game as well as other important game notes. Unless otherwise noted, the magic I took was Spectral blades, glory of gold, along with 3 instances of "arise!" and the mandatory dead arise. Also, feel free to skip ahead to get to the quick and dirty ratings I gave every unit!
Game 1 vs. OK - Hold the center
Count, Gen, Dead Arise, Adept(Evo), PW, LA, Blessed Inscriptions, Destiny’s Call, Dragon Staff, Dragon Fire Gem, Commandment: Did not do much except for just survive! She was caught in a combat where she could only allocate attacks at the Ogre Khan general. The OK allocated all his attacks at the Vampire and did 4 wounds! Luckily, I made 3 out of 4 Aegis saves and a 1 was rolled for the multi wound. The vamp also did a wound. After seeing the tactic of allocating attacks on the vampire, I challenged with her in the next round. With 1 less attacks and hitting on 5's the OK did not successfully hit me in the challenge but I could not kill the Khan either. The game ended before the challenge could be finished.
Necromancer, Adept (Alchemy), Skeletal Steed, La, Necromantic Staff: Raised skeletons above starting size. Nothing else of note.
3 Tomb Banshees: I split the banshees up between the ghouls, skeletons and Phantom host and they were ineffective.
35 Skeletons, FC, Spears: The skeletons won me the secondary objective by holding the center for 3 game turns. However, they were the recipient of an awkward charge. The Ogre Khan general and his unit of 9 tribesman managed to wheel around my phantom host and hit the skeletons in a way that took away 2-3 files of my attacks whilst not taking away any of his. To make things worse for me he rolled out of the box to hit and with battle focus he did more hits than he had attacks! After crumble I was down to just command models! This was the 5th turn and no doubt if the game was finished that the rest of this unit would have been vanquished along with the likely crumbling of the vampire and court of the damned.
20 Ghouls, Ch: Nothing of note but were about to be crushed by Mercenary Veterans!
2 Bat Swarms: 1 unit chased the cannon/chariot but never made it as time ran out and the other died to merc vet shooting.
Altar of Undeath: I can't remember of it died or not but it definitely didn't do anything helpful!
Court of the Damned: The court of the damned mustered the only significant damage I could do against the big tribesman unit.
5 Dire Wolves: Chased cannon with bats... They may have been killed by an intercepting ogre dart.
8 Barrow Knights, Mu, Std, Zagvozd’s Banner: One of the few games this unit did not die but they also were not able to do anything useful.
4 Vampire Spawns: Passed their frenzy check and were able to dance around and eventually charge the frost mammoth. They kept the frost mammoth away from my lines even though they were slowly being ground down. End of game they gave up half points and did not do enough to get half from the mammoth.
3 Vamp Knights, Ch: Misplayed them but in their sacrifice they kept the mercenary veterans away from the center of the table allowing the skeletons to easily hold the objective for 3 turns.
1 Phantom Host: Unsuccessful chaff attempt (see skeleton entry).
Game notes: This ended up in a small win because of securing the objective but surely I would have lost big had the game played out. I think the skeletons would have done much better against the tribesman if both units were maximized and the tribesman did not go flipping crazy with battlefocus! A fun game but would have preferred to play it out!
Game 2 vs. UD - Secure Target
Count, Gen / Court of the Damned / skeletons - Picked up points for an ethereal scarab swarm but the overrun took them out of position where they were comb charged by Shabti, skeletons and another ethereal scarab swarm. The Shabti did most of the damage and it was enough to crumble everything... this was more to do with a horrendous mistake I made than to the performance of the list elements. Ouch! The court may have actually killed his wizard master (my opponent was being a great sport and mentioned to me I could attack him - I wouldn't have seen this otherwise as my chariot was sideways and I couldn't see what was in base contact).
Necromancer - Was foiled by the casket and could not get a spell off until he was about to die. When he did finally get a spell off (Glory of gold on the vampire spawn) he rolled three 6's on a 5 dice casting attempt. I'll let you look up the miscast table
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I wanted to try out a list that I felt was a good mixed arms/all-comers list against a nasty new variant of my usual opponents Saurian Ancients.
I was looking forward to this game as we were trying out the new hotfix rules and I felt this build took a slight hit due to the becalming/hereditary nerfs. However, I did also try out the Sea Guard, checking to see if the points reduction had made them more playable.
Sea Dragon Host-
The Host of the Protean Frog:
Thoughts on the match up:
Secondary Objective and Deployment Type:
Host of the Protean Frog- Turn 1:
Sea Dragon Host- Turn 1:
Host of the Protean Frog- Turn 2:
Sea Dragon Host- Turn 2:
Host of the Protean Frog- Turn 3:
Sea Dragon Host- Turn 3:
Host of the Protean Frog- Turn 4:
Sea Dragon Host- Turn 4:
Host of the Protean Frog- Turn 5:
Sea Dragon Host- Turn 5:
Host of the Protean Frog- Turn 6:
Sea Dragon Host- Turn 6:
Results and Thoughts on the Game: