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Club Challenge TK

 
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Iskard Lustviper
Savage Orc


Joined: 03 Feb 2008
Posts: 251

PostPosted: Wed Apr 09, 2008 7:51 am    Post subject: Club Challenge TK Reply with quote

King
Destroyer
Light Armour
Shield
Collar
271

Liche Priest
Cloak
Mighty Plaques
165

Liche Priest
Dispel Hieratic Jar
Undeed Steed
173

Liche Priest
Casket of Souls
Dispel
305

10 Skelly Archer
80

10 Skelly Archers
80

19 Skellies, FC
Light Armour
Shield
Banner Undying Legion
280

25 Tomb Guard, FC
Icon of Rakaph
226

Scorpion
85

Scorpion
85

Catapult +Skulls
110

2000 on the nose.
Could give me the equivalent of 10 casting dice plus a level 3 bound spell,
5 dispel dice and a pair of Dispel Scrolls and the dampening effect of the Casket.

It's all a bit slow, but the idea is to let the enemy come to me, if it's a gunline, I'll sit back and lob Skulls at them until the Scorpions pop up.
I've just acquired a second catapult, that might displace the Casket and free up a few more points for more Skellies.
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Periculosus
Club Treasurer


Joined: 03 Feb 2008
Posts: 586
Location: Sheffield

PostPosted: Wed Apr 09, 2008 4:59 pm    Post subject: Reply with quote

Were you planning on winning any games Adam?
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Gareth
Orc Boy


Joined: 03 Feb 2008
Posts: 177

PostPosted: Wed Apr 09, 2008 6:18 pm    Post subject: Reply with quote

What do you reckon

Safe Band C of are there enough same old chestnuts to put it into band B?

Gareth
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Periculosus
Club Treasurer


Joined: 03 Feb 2008
Posts: 586
Location: Sheffield

PostPosted: Wed Apr 09, 2008 7:49 pm    Post subject: Reply with quote

Dual scorpions, destroyer and jar may well put it into B, for me it is a C all the way.
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Iskard Lustviper
Savage Orc


Joined: 03 Feb 2008
Posts: 251

PostPosted: Fri Apr 18, 2008 7:26 am    Post subject: Reply with quote

OK, MkII

King
Destroyer
Light Armour
Shield
Collar


Liche Priest
Cloak
Mighty Plaques


Liche Priest
Dispel Hieratic Jar
Undeed Steed


Liche Priest
Enkhil's
Dispel


10 Skelly Archer


10 Skelly Archers


10 Skelly Archers


20 Skellies, FC
Light Armour
Shield
Warbanner

5 Light Horse

24 Tomb Guard, FC
Undying Legion


Scorpion


Scorpion


Catapult +Skulls


Catapult + Skulls

1996, I reckon

Casket's been too variable, so much MR2 around that it's potentially ineffective, even with the -1 to casting rolls and it's a missile magnet.

Double SSC, should worry most armies (Burn Treeman Ancient, burn! Twisted Evil ), enough Skelly archers around to act as guards, a nice block to pop the Hierophant in to start with, King with his Guard, naturally. Enough magic to keep it ticking over if I get Stanked. Light Horse to lurk about and the Scorpions to settle warmachines.
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Periculosus
Club Treasurer


Joined: 03 Feb 2008
Posts: 586
Location: Sheffield

PostPosted: Fri Apr 18, 2008 4:53 pm    Post subject: Reply with quote

Much better.

With 4 catapult shots causing panic in the ranks, I know my army would struggle.

I'm not sure how it'd manage against armies immune to psychology, although the tomb guard unit are quite a nice block. And should cause problems.
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Iskard Lustviper
Savage Orc


Joined: 03 Feb 2008
Posts: 251

PostPosted: Fri Apr 18, 2008 6:05 pm    Post subject: Reply with quote

Potentially four rocks a turn landing on their heads, no armour saves, should thin their ranks out somewhat, that's something that immunity to psychology doesn't help with! Very Happy
Whittle a few more off with archery and I'm hoping the King and the two fighty units can handle what's left, assuming the Scorpions have dealt with the supporting units.
Against your Dark Elves, I'd deploy the Scorpions on the surface, I've had my +++removed by the inquisition+++ kicked all over the place by Dark Riders in the past!
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Periculosus
Club Treasurer


Joined: 03 Feb 2008
Posts: 586
Location: Sheffield

PostPosted: Sat Apr 19, 2008 6:59 am    Post subject: Reply with quote

Against my Dark Elves most armies just have to turn up.
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