View Full Version : Apocalypse Fantasy survival Wave 14 Ball and Chain
Dark Lord Foamy
2nd October 2011, 07:15
Right might as well get sign ups for this out of the way.
The rules
So lets get the rules dealt with first.
Magic is done using the storms of magic rules so 4d6 power dice generated with a max of 24 and the 2 highest results get turned into dispel dice. The power and dispel dice are given to both your entries and my waves. You cast spells first and then I cast. The wheel of magic will be spun before each wave begins to let you know what the winds are doing during the next wave as they can alter battle plans.
Next shooting. This is pretty standard you shoot then I shoot. Note the only modifiers to hit applied here are the firing at long range that applies to both forces.
Combat is then done and on the first round of each both sides count as charging bar ranks which fired move or fire weapons, went stupid or had something else occur that would prevent them from being able to do so. Combat is done at initiative order as normal and there is no combat resolution.
Once this is done the round repeats until one side is dead.
Survival specific rules.
Each entry is made up of 3 ranks able to hold up to 100 models each. Due to their size monstrous, chariots and artillery count as 3 models and monsters count as 5. Riders of beasts don't count towards this amount until the mount dies e.g. a shaman on a arachnarok counts 5 models. The ranks are split up so that in shooting and magic phases the first rank is 6" away from the enemy first rank, the second rank is 12" away and the last rank is 18" away. In combat the ranks all bunch together with the first rank making all their attacks, the 2nd rank one unless they are monstrous and 3rd rank can't unless they are equipped with spears. The horde rule is ignored in this AOD.
For rules that say models in "BTB contact" the following count as being in BTB. Infantry and cavalry count as being in CC with 2 models. Monstrous units 4. Monster units 6. For things that have a range ask me and I will clarify for you.
For templates the amount of models they hit is infantry and cavalry 3 models, monstrous models 1. Small blasts infantry and cavalry 5 models, monstrous models 2. Large blasts infantry and cavalry 7 models, monstrous models 3. All weapons only catch monsters once.
Creating a entry. You start with 3000pts you can use to build your starting entry and after each wave you will receive 300pts extra. Entries are built using one of the current fantasy army books as well as units from warhammer forge and storms of magic. Arcane fulcrims may be purchased for 100pts and count as 3 models for rank purposes but once bought they will stay until your force is destroyed. Bound monsters may be bought with a limit of 1 scroll of binding for hero level wizards and 2 scrolls of binding for Lord level wizards e.g. you have a grey seer and 2 plague priests you can bound up to 4 monsters.
An exception to this is if you take a monster force. This force consists of nothing but monsters from the storms of magic book and must have at least a truthsayer or dark emissary in it to lead them. Apart from that go nuts take 3 exalted bloodthirsters if you want.
When submitting an entry to met just let me know the models, equipment they have and what rank they are in and if wizards what lore/spells you would prefer. Don't list everything as I do have all the books and it will take you forever with some entries.
Also entries are limited to 8 otherwise it'll take me a week to do a round.
Current entrants
1. Aussie01 (Bretonnians)
1st rank: 12 Gallants, 28 Kotr, Prophetess lvl 4, barded warhorse (knows spells Curse of the midnight wind, harmonic convergence, chain lightning, ice shard blizzard), 38 Grail Knights, Paladin Battle Standard Bearer w/ Banner of Defence. Barded Bretonnian Warhorse,
2nd rank: 15Kotr, Damsel (knows spell Earth Blood), 83 Peasant Bowmen Braziers, Fay Enchantress (known spells flesh to stone, throne of vines, regrowth, shield of thrones)
3rd rank: 4 Bowmen Braziers. Damsel lvl 0
Remaining pts: 862
2. Sneggy (Dwarves)
1st rank- 7 Organ Guns
Remaining pts- 2405- Splatted by fanatics on wave 14.
3. Sinister (Tomb Kings)
1st rank Khemrian Warsphinx 13 Necropolis Knights 1 on 1 wound 48 Skels, Rahmotep, Nekaph, Tomb Herald with razor banner.
2nd rank LVL4 Lich Priest with dispel scroll (known spells cursed blades, protection, vengeance, desiccation) Hiero Titan 15 Necropolis Knights
3rd rank 99 Archers with light armour, musician and standard. Khalida
Remaing pts- 969
4. Ron (Orcs and Goblins)
1st rank- Savage Orc Warboss Sword of Onslaught, Obsidian Lodestone, Other Trickster's Shard. Fimir Balefiend on 2 wounds Lvl 3 (Knows spells The Enfeebling Foe, The Withering, Melkoth's Miasma) Fimir Balefiend Lvl 3 (Knows spells Melkoth's Miasma, Pit of Shades, Okkam's Mind Razor) Savage Orc Shaman Level 2, Lucky Shrunken Head (Knows spells Brain Bursta and Ere we go). 82xSavage Orc Big'Uns with Additional Hand Weapons, Thundertusk, Exalted Lord of Change (known spells plague of rust, glittering robe, final transmutation, blades of aiban).
2nd rank- Night Goblin Shaman Level 2 on a fulcrum (knows spells Vindictive Glare, Itchy Nuisance) Night Goblin Shaman Level 2 on a fulcrum (knows spells Gork'll Fix it, Night Shroud) Night Goblin Shaman Level 2 on a fulcrum with dispel scroll (knows spells Curse of the da Bad Moon, Gift of the Spider God), Great Goblin Shaman on a Arachnarok Spider with a Catchweb Shrine. Goblin Great Shaman Lvl 4, with earthing rod, dice on Fulcrim on Arachnarok with Catchweb Shrine. 77xBlack Orcs with Banner of Eternal Flame
3rd rank- Goblin Bigboss BSB, Spider Banner, Shield, Light Armor, Shortbow. 84xNight Goblins w/Shortbows,
Remaining pts- 415
5. Cames99 (Warriors of Chaos)
1st rank 76 Chaos Knights including Champion and Standard Bearer, all with the mark of Khorne, Khornite Chaos Lord on a juggernaught, armour of morrslieb, aethersword and windcatchers prism, Tzeentch Chaos Sorceror lost all wizard levels, Marauder Horsemen with throwing axes.
2nd rank 95 Marauders with flails
3rd rank Chaos Sorceror lvl 2 with power familiar on 1 wound (spells know baleful transmogrification and Infernal Gateway) Festus on 1 wound (knows curse of the leper and plague squail)
Remaining pts-15
As usual if you have questions and even the slightest doubt on how something works ask me and just so everyone knows even if get 8 entries in tomorrow I won't start updating till the 10th once I've settled into my new place.
Aussie01
2nd October 2011, 07:22
Im in. Will pm my Entry shortly. Bretonnians.
sneggy
2nd October 2011, 13:47
No idea how storm of magic works....so lets play spoiler
*enters a dwarf list*
Doohicky
2nd October 2011, 14:06
looks good, but I don't know enough about fantasy to enter so will just watch from afar.
Sinister
3rd October 2011, 06:37
can someone give me a vague idea of what an arcane fulcrum does without making GW rage at 40kforums? thanks.
PM'ing now :D
Dark Lord Foamy
3rd October 2011, 09:09
In a nut shell you can use the cataclysm spells from the storms of magic book, gains a ward save, immune to psychology and immune to multiple wounds and stomp rules.
sneggy
3rd October 2011, 09:10
In a nut shell you can use the cataclysm spells from the storms of magic book, gains a ward save, immune to psychology and immune to multiple wounds and stomp rules.
However you do smell heavily of Gorgonzola.
Dark Lord Foamy
3rd October 2011, 09:26
However you do smell heavily of Gorgonzola.
No that's when you throw in the last rule which I've not put in the arena where only 1 model can attack a wizard on a fulcrim at a time. Also I've realised they aren't immune to impact hits. How the hell does that work I mean look at the fulcrums.
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1850372a_99120299020_MagewrathThrone01_445x319.jp g
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1850382a_99120299021_DreadfirePortal01_445x319.jp g
How does a chariot or ogre inflict a impact on a wizard on top of them especially flying disk one... also that spiral staircase on the tower is bitch to glue together or was for me.
sneggy
3rd October 2011, 09:27
love lifts them up where they belong?
Sinister
3rd October 2011, 13:59
I think this sort of conjecture fits right into the 'getting really into the 40k lore'.
If you'll refer to my official GW diagraham they explain exactly why impact hits still affect wizards on top of fulcrums.
Ron
3rd October 2011, 19:01
Wizards on fulcrums are immune to impact hits because units in buildings are immune to impact hits, and fulcrums follow rules for buildings.
I should bring Ogres, but what to take? I think I might go for my original idea.
Cames99
4th October 2011, 16:48
Sneaky idea forming.... but need to look at something :)
If i pull of a summoning spell, does that unit remain in the entry for the whole arena? As it would in a real game?
Dark Lord Foamy
4th October 2011, 20:58
Sneaky idea forming.... but need to look at something :)
If i pull of a summoning spell, does that unit remain in the entry for the whole arena? As it would in a real game?
No as I dispel the energies that summoned them and they vanish at the end of the wave.
Ron
5th October 2011, 23:10
Lots of Channeling and Savage Big'Uns ftw! WAAAAAAGH!
Can we use the SoM monsters that are getting released in White Dwarf too?
Dark Lord Foamy
6th October 2011, 00:15
Lots of Channeling and Savage Big'Uns ftw! WAAAAAAGH!
Can we use the SoM monsters that are getting released in White Dwarf too?
You can use the undead ones as I have the rules for them but any others not at the moment.
Ron
6th October 2011, 12:57
If one of my Goblins Nikkit an item, do they keep it for the game or just the rest of the wave?
Dark Lord Foamy
6th October 2011, 20:43
If one of my Goblins Nikkit an item, do they keep it for the game or just the rest of the wave?
The wave.
Aussie01
7th October 2011, 07:28
How would you service with the Green Knight. As Technically, he can never die. Only ends off the board. Would he start in a Rank? Or would He have to roll to arrive?
Dark Lord Foamy
7th October 2011, 08:10
With the green knight he starts on the board however as there are no forests or terrain for him to reappear in once he's dead he has to be rebought.
Aussie01
7th October 2011, 11:59
Fair call :) Wtb 4 more Sign up plox..
Cames99
7th October 2011, 19:12
Okay seeing as no-one is coming forward I'll put forward a fluffy Hordes of Chaos army (I assume we can still use that codex?)
Anyone want to see charge of the khorne heavy brigade that'll show the brets who's boss?
Dark Lord Foamy
7th October 2011, 19:29
Okay seeing as no-one is coming forward I'll put forward a fluffy Hordes of Chaos army (I assume we can still use that codex?)
No Hordes is no longer able to be used as Warriors of Chaos and Chaos Daemons are the 2 updated armies for the daemons and warriors.
Cames99
7th October 2011, 20:17
Boom New entry in... now with a lot more bang for the points, I added a few more members of the heavy brigade and upgraded the wizard > : )
Aussie01
7th October 2011, 21:55
Challenge Accepted Cames. Winner gets bragging rights!
Dark Lord Foamy
9th October 2011, 03:47
Okay I've moved in but will give this another day and if no one else has signed up by when I finish work tomorrow 24 hours from this post I shall start the game.
Dark Lord Foamy
10th October 2011, 05:28
Right first post updated with entries and I shall now reveal the first 5 waves.
Wave 1
WAAAAAAAAAAAAAAAAAAAGH!
Wave 2
Brains, Brains, where has all my skin gone?
Wave 3
Some are free and others are just nutters.
Wave 4
Gnobble Gnobble Gnobble
Wave 5
Beasts and dogs
Oh and place your bets, place your bets, when will Rons first goblin shaman explode.
Ron
10th October 2011, 12:38
The Great Gobbo on the Spider has Loremaster from the Catchweb, so no need to roll him and his spells don't count for duplication. Can you flip the Fimir(s) Pendulem and Steed both for Melkoth's Miasma?
I'm the only one who started with Fulcrums?
Sinister
10th October 2011, 17:06
I'm not sure i fully understand the benefit of fulcrums still, and are special characters elligable for the storms of magic stuff?
Cames99
10th October 2011, 19:54
You can put thanquol or teclis on a fulcrum if thats what you mean....
And i think i have the best knights... just saying XD S5 every round and 3 attacks each (and the horse)
Aussie01
11th October 2011, 00:04
You can put thanquol or teclis on a fulcrum if thats what you mean....
And i think i have the best knights... just saying XD S5 every round and 3 attacks each (and the horse)
I Thought about just running Grail knights, but when they die, thats a helluvalot of points...
sneggy
11th October 2011, 00:05
Need more guns!
Dark Lord Foamy
11th October 2011, 03:59
The Great Gobbo on the Spider has Loremaster from the Catchweb, so no need to roll him and his spells don't count for duplication. Can you flip the Fimir(s) Pendulem and Steed both for Melkoth's Miasma?
Has to be mounted on the spider to gain Lore Master and as I've said to you via PM he can't be on the spider and the fulcrim as the fulcrim is a building and monsters can't enter/garrison buildings no matter what their size and the unit type doesn't change even when ridden so your going to have to choose whether the shaman is on the spider or the fulcrum. However I will be generous and either let you keep it as now with him being on the fulcrum and the spider being seperate but still having the shrine as he was bought with the shaman or give you a refund on the fulcrum.
As for the balefiends fine and shaman spells will be rerolled if Shaman does end up on the Arachnarok
I'm not sure i fully understand the benefit of fulcrums still, and are special characters elligable for the storms of magic stuff?
Yes for SC's but have to be wizards and to be honest unless you have the book your not going to see the point as they are really needed for the cataclysm spells which are pretty good and powerful heck one of the Skaven ones can wipe out all 3 ranks of your entry in one go if the dice went my way .
Anyway shall start rolling wave 1 tonight bar Ron who has 24 hours otherwise I'm sticking with my original post of Shaman on fulcrim, spidy by himself but still with shrine and do that tomorrow.
Ron
11th October 2011, 11:36
Well, the Spider can't buy the Shrine without the Shaman(but the chanelling part still works without him :P ), so put the Great Shaman on the Spider and stick the NG Shaman in the 2nd rank(with the Dispell Scroll) on to the fulcrum.
Although the first bullet point on page 28 of the SoM book says I can have the Spider on the Fulcrum.
Dark Lord Foamy
12th October 2011, 07:05
*Reads that bullet point and sticks the gobbo and spider on the fulcrim and then grabs his katana to pay a "friendly" visit to a mate who used the garrisoning rule to stop his Exalted Vermin lord from dashing across the board, killing one of his wizards, hoping on a fulcrim and then casting red pox*
But first results
Wave 1
Rank 1 100 orcs boyz with extra hand weapons Rank 2 100 orc arrer boyz Rank 3 Lvl 2 Orc Shaman with Gaze of Mork and Eadbutt.
Wind of Ghyran blows making Lore of life, skaven lore, dark magic and lores of nurgle easier to cast for this wave.
VS Aussie
Magic
17PD and 12DD are generated. The brets channel a power and dispel dice. The orcs channel a dispel dice.
The damsel casts the dwellers below on the orcs 2nd rank (6,5,4,4,4,1+6) and it goes through (4,5,2,6,3,1+2) and 38 of the arrer boyz are slain.
The damsel casts earth blood on the front rank (6,2,5,2,2,1+1)
The prophetess uses iceshard blizzard on the orc 2nd rank (2,5,3,5,4,4+4) and it goes off (5,5,3,2,4,3+2)
The shaman uses Eadbutt (4,4,5,5,5,2+2) but it is stopped (3,4,6,4,3,6+4)
The shaman uses gaze of mork 10+ version (1,1,4,3,5,3+2) but it is stopped (3,5,3,5,3,4+4)
Shooting
The bowmen fire and get 46 hits. 19 wounds. The orcs make 3 saves (6,3,3,2,6,3,6,2,3,5,5,3,2,4,1,1,2,4,1) and 16 orc boyz drop.
The arrer boyz fire and get 20 hits 9 wounds (4,3,6,2,4,3,3,4,3,4,3,3,5,2,1,6,4,6,2,2) the men at arms make 2 saves (5,4,2,3,6,3,1,2,3) and 4 regen (5,5,6,4,4,5,4) and 3 drop.
Combat
The grail knights strike and get 9 hits (4,5,6,4,5,6,1,4,3,3) 8 wounds (6,2,4,6,1,2,2,3,3) and 8 orcs drop.
The paladin strikes and gets 3 hits (5,5,3) 1 wound (3,3,6) and a orc drops.
The gallants strike and get 18 hits (5,2,5,3,3,2,2,4,4,1,4,4,2,3,4,3,6,5,6,5,2,5,6,3) 12 wounds (2,6,4,3,6,2,3,1,4,3,2,5,1,5,2,3,3,6) and 12 orcs drop.
The KOTR strike and get 31 hits 20 wounds (1,1,3,4,1,3,4,3,2,3,5,5,6,2,3,6,3,6,4,1,6,1,1,2,4 ,3,3,2,4,2,1) and 20 orcs drop.
The peasants (bowmen and arms) all strike and get 66 hits 36 wounds and the orcs make 6 saves and 30 drop.
The damsels and prophtess strike and get 1 hit (1,3,5) 1 wound (5) the orcs fail their save (5) and 1 drops.
The horses strike and get 34 hits 12 wounds and the orcs fails thier saves (1,5,5,2,5,1,5,1,1,3,4,1) and the front rank of orcs is cut down.
The orcs strike back and get 34 hits 17 wounds the men at arms make 7 saves (2,2,6,4,5,1,1,1,1,2,1,6,6,5,5,6,3) and 3 regen (3,6,4,1,2,4,6,5,4,2) and 7 drop.
The shaman stuffs it (3)
Round 2
I'm finished off without doing anymore casulties.
VS Sneggy
Magic
Is skipped seeing as my spells aren't much use here.
Shooting
The Quarellers fire and get 29 hits 13 wounds (1,5,4,5,2,1,5,2,4,3,3,3,5,2,5,6,3,5,3,1,1,1,6,4,2 ,6,2,4,2) and 13 orcs drop.
The organ guns let loose and get 36 hits 24 wounds and 24 orcs drop.
The arrer boyz fire and get 24 hits... right I get 20 6's vs Aussie with 60 odd boyz but only 24 hitting on 5+ with 100 vs Sneggy. Anyway 8 wounds (4,6,1,1,3,4,5,4,5,6,2,1,3,3,2,6,3,1,6,1,6,5,2,1) the iron breakers make 6 saves (6,5,4,2,6,2,4,3) 1 ward save (2,6) and 1 drops.
Combat
Thorgrim strikes and gets 4 hits (2,5,4,1) reroll (6,3) 4 wounds (3,4,4,6) and 4 orcs drop.
The thane strikes and gets 3 hits (4,3,4) 3 wounds (4,5,4) and 3 orcs drop.
The throne bearers get 3 hits (1,3,3,6) reroll (2) 2 wounds (6,4,1) and 2 orcs drop.
The orcs and dwarves strike at the same time.
The orcs strike and get 80 hits 24 wounds the breakers make 18 saves (1,3,4,4,2,4,2,6,4,6,1,5,6,1,5,4,2,5,3,6,3,5,4,6) 3 ward saves (3,6,3,6,6,4) and 3 drop.
The slayers strike and get 54 hits 30 wounds and 30 orcs drop.
The iron breakers get 16 hits (6,5,2,5,2,6,3,2,1,6,3,1,5,4,6,4,1,6,1) reroll (3,2,2,6,4,2,5) 12 wounds (4,5,5,5,3,6,4,6,2,5,6,2,5,3,4,5) and 12 orcs drop.
The Quarellers strike and get 39 hits 15 wounds the orcs make 1 save (5,5,2,2,1,4,4,2,5,1,3,6,5,1,2) and 14 drop.
Round 2 and round 3
The dwarves get their act together and beat the orcs without suffering any further casulties though one of the organ guns does suffer a jam and doesn't fire in round 3.
VS Sinister
Magic
18PD and 12DD are generated. The casket adds 2 PD.
Sinister uses the incantation of dessication 22+ version (3,1,3,6,2,3+5) but the shaman stops it (2,6,6,1,4,3,+2)
Sinister uses the incantation of righteous smiting on the 3rd rank (3,3,5,2,6,5+6) and it goes through (5,6,2,3,2,4+2)
Khalida uses her venom staff (1,5,2) and gets 8 hits 5 wounds (5,5,3,1,5,6,5,3) and 5 orcs drop.
The casket activates (4,6,1,2,2) and gets a 13 and kills 6 boys, the casket then affects the arrer boyz and rolls a 14 and gets 7 boyz. The casket then stops.
The shaman uses eadbutt (2,6,4,6,3,5) and rolls a 18 and can't reach a wizard and promptly explodes from the miscast.
Shooting
The archers fire and get 74 hits 40 are poisoned. Another 14 wounds and the orcs make 8 saves and 46 drop.
The orcs fire and get 33 hits 12 wounds the serpents make 11 saves (2,4,2,2,5,3,1,3,1,4,4,5) reroll (5,5,3,4,1) and fail their regen (5) and a knight drops.
Combat and round 2
The orcs crap themselves in fear of the the sphinx and the knights and sphinix smash the orc boyz and the arrer boyz do nothing in return and are then smashed the following turn.
VS Ron
Magic
16PD and 12DD are generated. The gobbos channel 2PD and 2DD. The Bale fiends channel 4PD on one and 2 on the other and 1DD.
The great shaman casts great green spite (5,3,5,3,2,1+4) and it goes through (2,2,4,1,2,3+2) and a DD is nicked.
The great shaman casts itchy nuisance on the orc boyz (5,5,4,3,1,2+4) but it is stopped (6,6,3,2,3).
The shaman casts itchy nuisance on the orc boyz (2,1,5+2)
The shaman casts sneaky distraction on the arrer boyz (6,4,1,1+2)
The fiends wither the boyz(1,4,6,5+3) reducing their toughness by 2 and miasma(3,4+3) and the arrer boyz stats are reduced by 2 and the boyz by 1.
Shooting and combat
I get the shit kicked out of me now my boyz are made pathetic by the barrage of spells thrown at them and the autohits.
VS Cames
Magic
16 PD and 12 DD are generated.
The sorceror uses treason on the orcs arrer boyz (1,5,4,6,1,1+2) and goes through (2,5,2,4,2,1+2) and the arrer boyz kill 30 of each other.
The shaman *boom* oh god dammit your supposed to eadbutt the enemy not yourself you stupid orc.
Shooting
The orcs fire and get 26 hits 11 wounds (3,3,3,6,6,1,2,6,2,3,6,6,6,4,5,6,6,1,6,3,4,5,1,3,4 ,1) but the knights go no (4,6,6,6,3,3,6,2,5,3,6)
Combat
The chaos lord strikes and gets 5 hits (3,4,3,4,1,6) 4 wounds (5,4,3,4,2) and 4 orcs drop.
The knights strike and get 123 hits 87 wounds and 87 orcs drop.
The sorceror gets 2 hits (4,6) 1 wound (2,4) and a orc drops.
The horses strike 60 hits 34 wounds and 12 orcs drop as well as 22 arrer boyz.
The arrer boyz strike and get 24 hits 9 wounds (6,3,6,1,6,5,4,2,3,4,2,2,2,6,2,3,4,2,2,1,5,6,5,6) the knights make 8 saves (6,3,5,1,3,2,2,3,4) and 1 drops.
Turn 2
I get cut to ribbons.
End of wave 1
Ugh I only hope the dice turn shit for Ron sooner rather then later as those constant debuffs on me are going to cause problems.
Also next wave the winds of magic are the winds of Shyish making the lore of death, lore of Nehekara, lore of vampires and dark magic easier to cast.
Aussie01
12th October 2011, 08:33
Replenish my 10 men at arms that died. (50 points)
Ron
12th October 2011, 14:25
Do you have the October WD yet, Foamy? I could just PM you the info. The monsters are literally the same as in the Ogre book, but riderless and a few less points(and a couple of SoM options).
*Really wants to add Thundertusk to boost the Savages by giving the enemy ASL. :twisted:*
Cames99
12th October 2011, 18:43
Only 87 hits? I am disappointed....
If a unit counts as a rank, then i'll be giving my knights regeneration and poisoned attacks as well by buying Festus the LeechLord for 185pts and another 3 knights of khorne for 120pts
Sinister
12th October 2011, 22:21
Hey foamy , does the shooting hit the rider? I was under the impression that the riders had a 3 wound mount, but i don't know fantasy so well so can you fill me in on that? the serpents have 3 w's the riders just have 1. i'll be updating with some more purchases :D
sneggy
12th October 2011, 22:48
2 more organ guns please.
Ron
12th October 2011, 22:59
Hey foamy , does the shooting hit the rider? I was under the impression that the riders had a 3 wound mount, but i don't know fantasy so well so can you fill me in on that? the serpents have 3 w's the riders just have 1. i'll be updating with some more purchases :D
For monstrous cav, you use whichever has more wounds, so the Snake Surfers should need to take 3 wounds before dieing.
Dark Lord Foamy
13th October 2011, 04:11
Do you have the October WD yet, Foamy? I could just PM you the info. The monsters are literally the same as in the Ogre book, but riderless and a few less points(and a couple of SoM options).
*Really wants to add Thundertusk to boost the Savages by giving the enemy ASL. :twisted:*
No I don't collect the White Dwarves I just read the club ones but If you can let me know the points that is fine as I have the ogre book so know what the beasties do.
Oh and yeah mistake on the snake forgot they are monstrous but he got his wound back from round 2 from the tomb king lore so no biggy there.
Ron
13th October 2011, 04:52
Move 4 Savages to the 3rd rank. I'd like to put a SoM Thundertusk in the front rank for 190pts, give the Great Shaman an Earthing Rod for 35 Points.
225 Points spent.
Sinister
13th October 2011, 15:28
I'll take a Tomb herald with battle standard with the razor standard for 130 points and 2 more necropolis knights for 130 points. Please move the tomb king into the necropolis knights unit. (just noticed my will be done rule) gogo WS 6!
also pro job with the spellcasting :D I looked at all the spells and that's pretty much the optimal way of doing it!
So the necropolis knights have WS 6, armor piercing, a 3+ rerollable save, frenzy, Hatred and a 6+ regeneration save, killing blow on riders, poisoned attacks on mounts. PHEW I think that's everything :D
P.S How do multiple casket of souls work, and what is the difference between a bound spell, and an innate bound spell? Thanks.
-reread the rules and it says can only be hit by light of death once per magic phase, so one or two would be good to ensure most units get hit but spamming them isn't an option.
Anyone else have any tactics for tombkings? just got the codex recently and haven't had any tabletop time with them.
Aussie01
13th October 2011, 21:41
I'll take a Tomb herald with battle standard with the razor standard for 130 points and 2 more necropolis knights for 130 points. Please move the tomb king into the necropolis knights unit. (just noticed my will be done rule) gogo WS 6!
also pro job with the spellcasting :D I looked at all the spells and that's pretty much the optimal way of doing it!
So the necropolis knights have WS 6, armor piercing, a 3+ rerollable save, frenzy, Hatred and a 6+ regeneration save, killing blow on riders, poisoned attacks on mounts. PHEW I think that's everything :D
P.S How do multiple casket of souls work, and what is the difference between a bound spell, and an innate bound spell? Thanks.
-reread the rules and it says can only be hit by light of death once per magic phase, so one or two would be good to ensure most units get hit but spamming them isn't an option.
Anyone else have any tactics for tombkings? just got the codex recently and haven't had any tabletop time with them.
I have a Opponent that spams Chariots, Gets something like 12 Impact hit rolls, uses a spell or something to give them an extra attack and then hits me with 6 attacks per chariot... Pretty brutal. Not 100% sure what spell names and what not are though.
The other thing, Get a Heirophant and the special character that is a level 5 wizard. Something about maximising your power dice and dispel dice. Have a look through the rules for them. :)
Dark Lord Foamy
14th October 2011, 05:45
P.S How do multiple casket of souls work, and what is the difference between a bound spell, and an innate bound spell? Thanks.
-reread the rules and it says can only be hit by light of death once per magic phase, so one or two would be good to ensure most units get hit but spamming them isn't an option.
Innate bound spells still work after a miscast just fail to work that phase while normal bound spells stop working completely and in the case of the arena need to be rebought. Multiple caskets can each affect a unit once each.
So anyway wave 2
1st rank 100 zombies 2nd rank 100 skeletons with shields 3rd rank Vampire with Rod flaming death, avatar of death granting him a shield, hand weapon and heavy armour, Dark acolyte. The vampire knows gaze of nagash and summon undead horde.
So I'm going to post the magic phases for this wave as I did nothing elsewhere bar die and die badly due to undead being more squishy then orcs.
VS Aussie
13PD and 9DD are generated. The brets channel 2 DD.
The damsel goes a bit overboard with casting the dwellers below (6,6,6,1,6,5) and 72 zombies are dragged down. The damsel rolls a 4 and while she is not sucked into the cascade and does not suffer a wound (1) 2 of the peasant bowmen aren't so lucky (2,4) and the brets lose 4 PD.
The brets cast iceshard blizzard on the skels (5,3,3+2) but the vamp goes no (6,3,3,6,6,2+2)
The vamp casts gaze (4,3,1,4,2,4+6) but the brets go no (5,6,6,2,5,5)
The vamp uses his rod (2,5,6,1,2,5+2) which goes through (2,5,1,1,1,4+4) and gets 6 hits and 4 wounds (1,2,4,6,5,5) the men at arms fail their saves (3,4,1,2) and 4 drop.
Shooting and combat
My zombies and skels get shot at and the rest are then crushed in combat with my vamp missing with all of his attacks.
VS Sneggy
12 PD and 9DD are generated.
Vamp tries to gaze (2,4,5,1,3,2+6) but the dwarves go no (3,5,3,3,3,3+2)
Vamp tries to use the rod (5,5,4,2,5,6+2) and it goes through (2,2,1,2,2+2) and gets 3 hits 1 wound (4,2,2) but the dwarves make their save (4).
Shooting and Combat
My poor zombies and 32 skels are shot/cut to ribbons by the dwarves with the undead being unable to get through the ironbreakers armour.
Round 2
Magic
10PD and 8DD are generated.
The vamp uses gaze of nagash (3,1,5,2,6,3+6) and goes through (1,2,2,6,2,4+2) getting 7 hits 3 wounds (2,2,5,3,3,6,6) the ironbreakers make 2 saves (5,5,2) and fail their ward save (3) and 1 drops.
The vamp uses the rod (3,3,3,4+2) but the dwarves stop it (1,5,3,6+2)
I'm then finished off by the dwarves though a organ gun jams again.
VS Sinister
12PD and 10DD are generated. Sinister channels a DD.
Khatep casts desiccation (1,5,5,5,5+8) but it is stopped (6,4,2,6,2+2)
Khatep uses smiting on the archers (6,6,1,4,5+8) and uses his staff (4,4,3,2,6+8) and goes through (2,5,4,6,4+2)
The casket activates (3,5) and rolls a 9 getting 7 zombies, it moves onto the skels and gets a 12 and 9 skels drop and it moves onto the vamp and gets 15 and splats him.
The vamp uses gaze (4,5,1,6,4,3+6) and it goes through (1,5,2,2,3+4) it gets 5 hits and 2 wounds (2,1,4,4,1) the snakes fail their saves (3,3) and regen (3,4) and 1 is reduced to 1 wound.
The vamp uses the rod and it goes off with IF (5,6,4,1,6,1) and gets 1 hit which wounds (4) the snakes fail their save (2) and get no regen as it is flaming and one drops.
Shooting and combat
Ow.
VS Ron
5PD and 3DD are generated. Ron channels 2 PD and 5DD on the goblins. Both Fiends channel 2 PD each and fail to channel DD.
The great shaman uses great green spite (2,3,6,3,2,2+4) and goes through (3,1,2+2)
The first fiend casts the withering on the skels (6,6,5) but he rolls a 6 and the balefiend is wounded (5) and reduced to 2 wounds as are 3 savage orcs (4,1,4,5) who make 1 ward save (6,2,1) and 2 drop and the PD go poof.
The vamp casts gaze (5,5,6,5,2+6) but the shaman goes no (4,5,1,4,6,6+4)
Shooting and combat
It all goes down hill.
VS Cames
6PD and 4DD are generated.
The sorceror casts treason on the skels (2,4,5,1,1,6+2) which goes through (6,1,2,3+2) and 56 skels beat themselves up.
The vamp casts gaze (2,1,2,6,4,5+6) and it goes through (5,3,5,4+2) and gets 4 hits 3 wounds (1,5,4,4) the knights make 2 saves (6,1,3) and 1 drops.
Combat
Oh ow.
End of wave 2
Ahhh there are the miscasts I've been waiting for a bit annoying that damsel managed to escape unscathed though.
The wind for the next wave is wind of hysh making lore of light, dark magic, nehekhara and lore of the great maw easier to cast.
Sinister
14th October 2011, 07:04
re-roll armor saves? :D
That's very interesting about the caskets i'll have to think about that, as they do suck when they die o.O
Aussie01
14th October 2011, 07:40
Holy Damn, The damsel Wrecked there. Lucky roll too..
Purchases:
4 Men at arms to replace those that died. (20)
13 Grail knights (494) Place them in the front rank, Moving 13 KoTR to the Second rank and 13 archers from the second rank into the third rank.
Dark Lord Foamy
14th October 2011, 07:40
It made one so is now on one wound.
Ron
14th October 2011, 14:55
Holy shit, the wording for the Catchweb Shrine is, "In addition, he and any other friendly wizard within 12" of the Arachnarok Spider adds +2 to their channeling attempts." Nothing about wizards within one or more Spiders with the Shrine.
*Note to self: Buy a second spider with the Catchweb Spine after the next round.*
*Eyes glaze over at the thought of so many channels on a 2+*
I'm not buying anything this round. Move 2 Savages from the 3rd rank to the front to fill out the front rank.
Sinister
14th October 2011, 16:12
5 more necropolis knights for 325 points please. Same unit.
Cames99
14th October 2011, 16:29
Windcatcher prism on my juggernaught lord please >:) 150pts
And three more knights for 120pts.
Anyone for ASF S5 WS5 A3 Horsemen?
sneggy
15th October 2011, 13:55
2 more organ guns.
Dark Lord Foamy
15th October 2011, 21:25
Wave 3
100 Free company form the front rank and 90 flagellents and a warrior priest with the form the 2nd rank.
VS everyone bar Sneggy
Let's see that damn damsel is really starting to get on my nerves with the dwellers spell, Sinister just shot me to bits and then fed me to his snakes again, Ron I I just debuffed to nothing again and Cames the knights just walked up to me hacked me apart after the treason was done.
VS Sneggy
Magic
11PD and 7DD are generated.
The priest uses hammer of sigmar (6,5,5,1,4,2) and it goes through (3,3,4,2,3,3+2)
Shooting
The organ guns let rip getting 36 hits and 3 suffer from misfires. The guns rip through 30 of the free company and 2 of the guns suffer from Fzzz clunk and one from a malfunction.
The Quarellers fire and get 26 hits 15 wounds (2,1,4,5,3,5,6,1,1,3,5,2,3,6,2,2,2,2,2,6,3,5,4,4,1 ,2) and 15 free company drop.
Combat
2 flagellents are sacrificed granting the unit hatred and reroll wounds.
Thorgrim strikes and gets 4 hits (6,6,2,6) reroll (6) and 2 wounds (1,2,2,1) and 2 free company fall.
The thane, thronebearers and empire strike at the same time.
The warrior priest strikes and gets 1 hit (4) 1 wound (5) but the breakers make their save (5)
The flagellents strike and get 56 hits 43 wounds the iron breakers make 18 saves and 6 ward saves and they all bar the standard bearer drop. 11 wounds and 11 slayers drop.
The free company strike and get 64 hits 8 wounds (1,2,5,6,1,5,3,4,5,1,1,2,5,2,4,6,5,4,5) and the slayers drop. 5 wounds (6,4,6,1,4,2,3,6,2,2,1,5,2,1,6) the iron breaker makes 2 saves (4,5,5,1,2) and 1 ward save (6,4) and drops. 3 wounds (4,3,5,3,6,1,5,1,2,6,3,3,1,3,1,5,2,5,2,6,3,3,1,3,1 ,5,2,5,4) the thane makes 2 saves (5,3,5) and is reduced to 1 wound.
The thane strikes and gets 3 hits (4,5,5) 3 wounds (5,3,3) and 3 free company fall.
The throne bearers strike and get 3 hits (2,6,1,6) reroll (3,1) 2 wounds (1,6,5) and 2 free company fall.
The Quarellers strike and get 26 hits 14 wounds (6,2,2,3,5,6,5,2,6,4,4,5,5,4,1,2,2,4,6,1,3,2,3,4,4 ,3) and 14 free company drop.
Round 2
Magic
15PD and 9DD are generated.
The priest uses hammer (4,1,1,3,6,5) but it is stopped (2,5,4,4,4,1+2)
Shooting
The organ guns fire and get 54 hits 49 wounds and the free company and 13 flags go splat.
The Quarellers fire and get 21 hits 16 wounds (2,3,5,4,4,6,1,4,6,4,6,4,1,4,6,5,5,1,3,1,3) and 16 flags drop.
Combat and round 3
Sadly my dice now turn against me and Thorgim and Thane hold the line against the empire who are finished off in the next shooting phase.
End of wave 3
Woo for I3 S5 attacks with rerolls to hit and wound... well against the dwarves anyway the rest of you I curse and will reek my revenge on you soon.
So winds are thw winds of azur making lore of heavens, big and little waagh, high magic and the lores of chaos stronger... great thats 3 of you getting bonuses wonderful.
Cames99
15th October 2011, 21:45
Time to add more of a problem to this list....
PACT WITH THE INFERNAL DAEMONS OF CHAOS:
10 horrors including the changeling for the front rank- 180pts
10 Horrors to join ol Tzeentchy wizard in the back- 120pts
Dark Lord Foamy
15th October 2011, 22:32
*Sends the daemons back to the warp.* Sorry no pacts allowed only bound monsters and items from SOM.
Aussie01
15th October 2011, 22:42
*Sends the daemons back to the warp.* Sorry no pacts allowed only bound monsters and items from SOM.
To Cames Foamy says:
ACCESS DENIED.
No purchases this Round.
Ron
16th October 2011, 01:57
Move 5 of the Night Goblins to the 3rd rank from the 2nd rank and put a Great Goblin Shaman on a Arachnarok Spider with a Catchweb Shrine for 475 Points in the 2nd rank.
6 Shamans(Two of them Loremaster) and 2 Fimirs channeling on 2+ FTW! And +4 to Little WAAAGH! casting next wave to boot. :P
Sinister
16th October 2011, 03:56
I'll take 40 skeletons for 160 points in the front rank.
Cames99
16th October 2011, 10:34
If that is the case.....
I'll take another 7 Knights for 280pts.
(I really want to know how much i'm squishing these early waves... The charge of the khorne brigade really is awful sometimes)
sneggy
16th October 2011, 14:05
Jesus thats bad.
33 Ironbreakers.
Dark Lord Foamy
18th October 2011, 07:13
Wave 4
1st rank 100 Gnoblars with gnoblar trappers
VS Austin
Magic
9PD and 6DD. The brets channel a PD and DD.
The damsel casts dwellers (5,2,4,3,3,2+1) but it is stopped (2,4,2,6,5,3)
The damsel casts earth blood (1,3,3,3+1)
Shooting
The brets fire and get 48 hits 24 wounds and 24 gnoblars drop.
The gnoblars fire and get 26 hits 8 wounds (5,3,6,6,1,4,1,2,2,2,3,5,1,4,1,3,4,6,2,6,1,5,3,5,4 ,4) the men at arms make 4 saves (3,5,6,4,1,5,3,6) and 3 regen (5,5,6,4) and 1 drops.
Combat
The brets spring the gnoblars nitric acid traps and 12 men at arms get caught and they make 4 regen (1,6,3,1,6,2,2,3,5,3,2,5) and 8 are cut down.
I then get trampled.
VS Sneggy
Shooting
The organ guns fire and get 66 hits and a misfire which is a jam and 54 gnoblars are cut down.
The Quarellers get 18 hits 13 wounds (3,3,1,4,6,6,2,6,4,2,2,2,4,5,5,5,3,3) and 13 gnoblars drop.
The gnoblars fire but do nothing.
Combat
Big swinging log covered with porcupine trap away and 6 ironbreakers are caught and slain.
The dwarves then splat me.
VS Sinister
15PD and 10DD are generated.
Khatep casts smiting on the archers (6,6,1,2,2,3+4) and rerolls (6,6,5,5,6,3+4) and it goes off but Khatep rolls a 5 and is wounded (6) and reduces to 2 wounds but the titan and casket are not wounded (1,1) and 3PD are lost.
Khatep uses dessication (4,4,1,4,4,6+4) but it is stopped (3,3,6,3,6,5)
Shooting
The archers fire and get 92 hits 32 are poisoned. 30 wounds and 62 gnoblars fall.
The gnoblars fire and get 16 hits 3 wounds (4,2,2,5,4,4,2,1,2,3,5,2,3,5,1,2) and the skels fail their saves (3,1,2) and 3 drop.
Combat
The red hot frying pan to the face traps get 5 of the skels and I am then eaten by snake statues.
VS Ron
13PD and 8DD are generated. The gobbos channel 5PD and 5DD. The fiends generate 3PD each and 2DD.
The gobbo great shaman casts Sneaky distraction (4+8) which goes through (2,3,5)
The balefiend casts miasma 10+ version (2,3,6+3) and it goes through (1,2,3) (3) reducing the gnoblars stats by 2.
The balefiend casts the withering (4,4,5+3) and it goes through (2,3,6,3) reducing their toughness by 2.
The gobbos spam the crap out of vindictive gaze 10+ version (2,5+8)(1,3+8) (1,5,3+6)(5,6,1+6)(4,2,2+6) and get 45 hits 36 wounds and 36 gnoblars drop.
Shooting
The gobbos fire and get 40 hits and 12 are poisoned. 25 wounds (6,1,3,2,3,6,4,3,6,6,6,4,1,4,3,6,5,3,5,6,5,3,4,6,5 ,4,1,6) and 37 gnoblars drop.
The gnoblars fail to hit a thing.
Combat
I go splat but not before getting 14 savage orcs with the my little pony trap who make 3 ward save (2,6,2,5,2,3,2,6,2,1,6,1,3,3) and 11 commit suicide unable to close their eyes in time before watching the show.
VS Cames
I am cut down in CC but the gnoblars rabid gerbil traps gnaw 6 knights to death.
End of wave 4
... what those plain old spike and bear claw traps are boring and have you seen a chaos knight get gnawed to death by rabid gerbils? Seriously it never gets old.
Also winds for next wave are sticking with the same one for the moment.
Aussie01
18th October 2011, 08:21
I will puchase the Fay Enchantress (545), Don't forget she has a power familiar (+1 Pd/DD), and the chalice which casts 1 lore of heavens as a bound spell. She also has +2 to life spells that she casts.
Then I will rebuy my 9 fallen me at arms (40).
Throw the enchantress in Rank 2. Resupply men at arms into Rank 1.
Enchantress will use Lore of Life.
(Also, Shouldn't my damsel with Dwellers of the deep recover her wound from successfully casting Life spells as per the Life lore?)
sneggy
18th October 2011, 13:21
23 ironbreakers.
Sinister
18th October 2011, 20:12
Am I regaining wounds from my signature spell? In any case no purchases this round.
Cames99
18th October 2011, 20:29
Grumble grumble
20 marauder horsemen with throwing axes in the front rank plox. 300pts
Ron
19th October 2011, 01:55
Move the 2 Savages from the 3rd rank to the first. Put 9 Savage Orc Big'Uns in the front rank for 99 Points. That's all for now.
Not sure what to do with my points. Maybe something nasty like Black Orcs(with GWs) or trolls swinging from the 2nd rank.
Dark Lord Foamy
20th October 2011, 07:34
Right have started the next update but won't be up till tomorrow however.
(Also, Shouldn't my damsel with Dwellers of the deep recover her wound from successfully casting Life spells as per the Life lore?)
Yes but she wasn't wounded she survived okay from her earlier miscast.
Am I regaining wounds from my signature spell? In any case no purchases this round.
Not yet you've not successfully cast a spell on a wounded unit for that benefit to come into affect yet.
Ron
20th October 2011, 15:05
Can we use the SoM magic items?
Cames99
20th October 2011, 15:57
I have the prism so yeah :P
Dark Lord Foamy
21st October 2011, 01:21
Rank 1 100 Ungors, 2nd rank 60 chaos hounds with poisoned attacks and a lvl 2 bray shaman on a fulcrim. The shaman knows viletide and savage dominion.
VS Aussie
19PD and 12DD are generated. Aussie channels a PD and DD. The shaman channels a PD.
The damsel casts dwellers (1,6,3,1,1,1+1) but the shaman stops it (5,1,6,2,2,6+2)
The damsel casts earth blood on the front rank (1,3,3,3+1)
The enchantress casts flesh to stone (4,4,5,6,3,4+4) but it is stopped (4,6,6,4,5,3+2)
The prophet casts iceshard blizzard on the beastmen 2nd rank (6+8]
The prophet casts curse of the midnight wind on the 2nd rank with if (3,6,6+8] the prophet rolls a 6 for the miscast and she is not wounded (1) but the 4 men at arms are looking a bit charred (5,5,4,5)
The shaman casts savage dominion (4,3,4,3,2,4+2) but it is stopped (6,1,6,6,3,2+4)
The shaman casts viletide (4,6,5,3,3,6+2) and gets 15 hits 6 wounds (5,1,3,5,2,6,6,6,6,6,5,6,3,4,3) and the men at arms make 2 saves (6,1,2,4,1,6) and fail their regen (3,2,4,1) and 4 drop.
Shooting
The bowmen fire and get 58 hits 34 wounds and 34 ungors drop.
Combat
Oh yeah the Fay Enchantress causes terror to beastmen... yeah my guys crap themselves and are just cut down seeing as the crap can no longer be beaten out of them.
VS Sneggy
Magic
20PD and 11DD are generated.
The shaman casts savage dominion (2,5,2,1,3,4+2) and it goes through (1,4,2,1,5,3+2) and a Ghorgon appears behind the dwarves back rank.
The shaman casts Ruiner of the Wrought (2,5,4,4,5,3+2) but the dwarves just stop it (4,6,4,1,4,4+2)
The shaman casts viletide (5,6,1+2) and gets 24 hits 4 wounds (2,6,5,3,3,4,3,6,3,3,6,4,3,3,3,6,5,5,4,5,3,4,4,1) the ironbreakers make 3 saves (4,6,6,1) and fail their ward (3) and one drops.
Shooting
The Quarellers fire at the ghorgon and get 32 hits... and 3 wounds (4,4,4,5,4,5,2,3,5,3,6,2,3,5,5,4,1,4,4,2,4,3,6,3,3 ,6,3,1,4,5,2,4,5).
The organ guns have to go for the ghorgon as well in risk of losing 2 of them to it get 38 hits and 2 misfires which are both malfunctions but the Ghorgon is brought down.
Combat
The ungors pass their primal fury test (1,5) and now have hatred.
Thorgrim strikes and gets 3 hits (4,1,3,2) reroll (1,4) 3 wounds (2,4,2) and 3 ungors drop.
The beastmen, thane and throne bearers strike at the same time.
The gors strike and 61 hits 34 wounds the breakers make 25 saves and 1 ward save (1,4,2,1,6,2,2,4,4) and 8 drop.
The hounds strike and get 28 hits 8 are poisoned. 4 wounds (2,6,3,3,3,4,3,1,4,5,1,5,2,2,3,3,2,3,5,3) the breakers make 9 saves (4,2,6,2,6,1,6,6,5,4,3,5) 2 ward saves (6,6,2) and 1 drops.
The thane strikes and gets 3 hits (6,6,1) reroll (6) 3 wounds (3,6,3) and 3 gors drop.
The bearers strike and get 4 hits (5,1,2,3) reroll (4,3) 1 wound (1,1,1,3) and 1 gor drops.
The breakers stirke and get 35 hits 25 wounds and 25 gors drop.
The Quarellers get 39 hits 20 wounds and 20 gors drop.
Round 2
Magic
16PD and 11DD are generated.
The shaman uses savage dominion (1,3,4,6,2,3+2) and it goes through (1,4,6,2,1,1+2) and the Ghorgon is back.
The shaman uses Ruiner of the Wrought (3,2,4,4,3,1+2) but the dwarves aren't having it (3,5,4,5,3,1+2)
The shaman uses viletide (1,3,5,4+2) and gets 22 hits 6 wounds (5,6,4,6,6,3,6,2,5,3,6,1,2,5,2,4,5,1,6,2,3,2) the breakers make 4 saves (3,1,3,6,1,3) and 1 ward save (5,3) and a ironbreaker drops.
Shooting
The Quarellers try again and this time get 35 hits and do 4 wounds to it.
The organ guns finish the ghorgon off again though one suffers a malfunction.
Combat
No fury for the gors (5,6)
Thorgrim strikes and gets 4 hits (6,5,3,3) 3 wounds (2,1,4,2) and 3 gors drop.
Beastmen, bearers and thane strike.
The gors get 18 hits 8 wounds (3,1,1,6,5,5,2,3,2,3,6,3,3,5,5,5,4,5) the breakers make 3 saves (1,6,1,2,1,2,4,6) 2 ward saves (1,6,5,4,6) and 3 drop.
The hounds strike and get 28 hits 4 are poisoned 10 wounds (1,3,3,3,2,1,4,6,4,2,3,4,3,5,3,2,1,5,6,4,5,4,2,5) the dwarves make 8 saves (6,2,6,5,6,5,5,4,5,1) and fail their ward saves (1,2) and 2 drop.
The breakers strike and get 27 hits 17 wounds (6,6,2,3,6,1,5,5,4,3,3,2,5,2,4,1,1,6,2,1,1,4,6,5,5 ,3) and 17 gors drop.
The Quarellers strike and get 27 hits and 12 wounds (6,6,6,4,2,2,3,6,5,5,4,2,1,6,3,3,1,4,2,3,3,6,4,2,3 ,2,2) and 12 gors drop.
Round 3
I finally die.
VS Sinister
Magic
10PD and 8DD are generated. The shaman channels a PD.
Khatep uses smiting on the archers (6,4,3,6+8] and rerolls (6,6,2,2+8] and rolls a 9. Khatep is not wounded (1) and 2 PD are lost.
Khatep uses protection on the front rank (1,5,6,5+8] and it goes through (5,1,5,3,1,4+2) and 2 skeletons are brought back.
The shaman uses savage dominion (5,4,6,4,4,5+2) and goes through (1,1,1,1,3,6+4) and hello mister Ghorgon.
The shaman uses vile tide (3,6,5,6+2) and get 24 hits 6 wounds (4,5,2,1,6,2,3,5,6,1,6,3,3,5,6,6,1,2,6,1,1,1,1,2) and fail their ward saves (1,2,3,4,3,4) 6 skels drop.
Shooting
The skels shoot down the ghorgon.
Combat
The beastmen pass thier terror test (3,2)
The beastmen pass their primal fury test (1,2)
The beastmen and undead minus the skels strike at the same time.
The gors strike and get 56 hits 16 wounds and the skels make 1 ward save (3,1,5,4,1,2,1,3,2,2,2,4,3,2,1,2) and 15 drop.
The hounds strike and get 24 hits 6 are poisoned 12 wounds (3,4,6,2,6,4,1,5,2,1,5) the skels make 5 ward saves (2,4,5,5,5,5,4,5,1,4,1,1) and the last of the skels drops. 2 wounds (4,6,1,1,3,6,2) but the serpents make their saves (3,5)
The knights strike and get 30 hits 22 wounds (3,3,4,2,5,1,4,4,3,6,6,6,2,2,2,5,3,1,3,5,1,3,1,4,5 ,3,6,6,3,3) and 22 gors drop.
The serpents strike and get 57 hits 45 wounds and 40 gors are eaten.
Rahmotep strikes and gets 3 hits (6,4,2) reroll (5) 2 wounds (4,5,2) and 2 gors are cut down.
The tomb king strikes and gets 4 hits (4,3,2,5,1) reroll (3,1) 3 wounds (4,5,1,6) and 3 gors are cut down.
The herald strikes and gets 4 hits (2,5,6,1) reroll (5,6) 4 wounds (4,5,4,3) and 4 drop.
The sphinxs crew strike and get 6 hits (2,4,4,6,6,5,1,2) reroll (1,2,5) 4 wounds (1,3,3,4,5,2) and 4 gors drop.
Khatep strikes and gets 1 hit (5) 1 wound (4) and a gor drops.
The titan strikes and gets 1 hit (3) 1 wound (6) and a gor drops.
The sphinx strikes and gets 5 hits (3,6,2,3,3) reroll (5) 4 wounds (5,3,2,1,4) and 4 gors drop.
Stomps squish the gors and a hound.
Round 2
I go splat.
VS Ron
I debuffed to crazy and torn apart before I can do a thing... damn you dice gods make these goblin shamans explode already.
VS Cames
Magic
9PD and 5DD are generated.
The sorceror casts treason (3,6,3,6,1+6) and 52 of my gors are cut down. The sorceror rolls a 10 and loses both of his magic levels.
Festus casts fleshy abundance (6,3,1,5,2+2)
The shaman casts savage (4,2,3,4,1,3+2) but it is stopped (2,4,6,4,5+2)
The shaman fails to cast viletide (1,2,1+2)
Shooting and combat
I am overwhelmed by the chaos knights.
End of wave 5
Well not to bad there but Sneggy needs to apologise to the dice gods quickly as his dwarves are getting overwhelmed though he is lucky I never got off Ruiner.
Anyway next 5 waves
Wave 6
Squeaky squeaky
Wave 7
Evil pointy ears
Wave 8
More skinless people
Wave 9
The peasants are revolting
Wave 10
Shields and skinks
And the winds are Wind of Chamon so lore of metal, vampires, high magic and Tzeentch are easier to cast.
Ron
21st October 2011, 02:13
How many Mythic Items are we allowed to have? Just one or do we count as a Grand Army? I have another cunning plan.
Dark Lord Foamy
21st October 2011, 03:54
How many Mythic Items are we allowed to have? Just one or do we count as a Grand Army? I have another cunning plan.
1 Mythic Item per army.
Ron
21st October 2011, 04:43
Too bad. I can't be as mean as I would have liked. I'd like to hand the Lvl4 Great Goblin Wyssan's Weighted Dice(for 150pts) and I want 6s to count as 5s. Kind of negates my poison archers(unless I throw a the poison spell at them), but my shamans are safe from miscasts.
Move the 4 Savages from the third rank to the first rank(there are currently only 96 models in the first rank).
Aussie01
21st October 2011, 12:04
Replenish 8 men at arms.
sneggy
21st October 2011, 14:16
more ironbreakers. 23 I think but army book is packed for house moving.
Cames99
22nd October 2011, 11:12
Erm..... i have 650pts in store? Wow.... in that case give me 15 chaos knights for 600pts and that should almost fill my front row.
Dark Lord Foamy
22nd October 2011, 19:42
Erm..... i have 650pts in store? Wow.... in that case give me 15 chaos knights for 600pts and that should almost fill my front row.
Oops forgot to remove the pts from the marauders last wave. There fixed now and because I am going to Auckland in 19 minutes I shall update tomorrow.
Cames99
22nd October 2011, 20:17
In that case 7 chaos knights
Sinister
23rd October 2011, 21:00
20 skellies, 40 points front rank please.
oh and when i get wounds back from casting spells they have to go from hq to rare to troop etc... the best units always get healed first as per the instructions :D
Dark Lord Foamy
24th October 2011, 01:22
20 skellies, 40 points front rank please.
Okay you obviously aren't aware of this but with undead the dead ones who can be revived by thinks the tomb king lore special rule and nehek still count as being in the rank unless you A) move them or B) tell me to replace them. So I can't put those skeletons in front rank at the moment as it is full with the ones waiting to be revived so need to know what you want me to do with them.
Also will start updating in a couple of hours time as I'm I need to shoot some people so they shut up about NZ winning the rugby world cup *takes out his 2nd ed assault cannon and heads into the centre of town*.
Ron
24th October 2011, 02:55
*takes out his 2nd ed assault cannon and heads into the centre of town*.
Mind that it does not jam.
Sinister
24th October 2011, 04:21
REPLACE !!! The tomb kings have no use FOR BROKEN BONES!! BAUAHHAHAHAH
Dark Lord Foamy
24th October 2011, 06:28
Mind that it does not jam.
Nah it's uses rigged sustained fire dice so only rolls 3's.
Anyway wave 6
Front rank 50 Rat swarms Second rank lvl 2 warlock with warp energy condensor on a fulcrum.
The warlock knows warp lightning and Death Frenzy.
VS Aussie
20PD and 12DD are generated. The brets channels a PD.
The damsel casts dwellers below (6,2,1,5,2,2+1) but the warlock goes eff off (6,6,6,6,4,6+2)
The enchantress casts flesh to stone on the front rank (3,6,5,2,3,6+4) and rolls a 9. The enchantress, prophet and damsels are all wounded (6,3,4,4) the enchantress fails her ward save (3) and all suffer a wound and 6PD are lost.
The prophet casts midnight wind on the slaves (4,3,6+4) and it goes through (1,4,5+2)
The damsel casts earthblood on the front rank (4,6,6+1) the enchantress is healed and the damsel rolls a 7 and 2 bowmen are blown away (3,4)
The warlock casts warp storm (4,5,3,5,6,3+2) but the damsel uses her dispel scroll and stops it.
The warlock casts warp lightning (2,3,3,3,5,4+2) and it goes through (1,2,4,3,2,2+4) but the spell backfires and warlock wounds himself.
The warlock casts death frenzy on the 1st rank (3,2,4,5,4,6+2) but it is stopped (5,2,5,4,4,3+4)
The warlock casts pit of the underworld targetting the 2nd rank (2,6,6,4,1,3+2) the marker is in placed and the warlock rolls a 7 and 2 slaves go splat (2,5) and then rolls a 8 and warlock transform into a massive rat ogre like thing and gains +2 to his stats.
Shooting
The brets fire and get 48 hits 26 wounds and 5 of the rat swarms drop and another is reduced to 4 wounds.
Combat
The skaven pass their fear test (2,3)
WARLOCK GRAB (4) WARLOCK SMASH (6) PUNY HUMAN FAIL SAVE (1) WARLOCK EAT PUNY MEN AT ARMS.
The enchantress strikes and gets 1 hit (6) 1 wound (3) and a swarm is reduced to 3 wounds.
The grail knights strike and get 30 hits 23 wounds (2,4,4,1,2,2,3,6,4,1,6,2,1,5,5,2,3,5,3,2,1,2,6,1,1 ,4,1,3,5,4) and 5 rat swarms drop
My rats strike and get 87 hits 7 wounds the men at arms make 2 saves (3,4,6,1,2,1,5) 2 ward saves (5,6,2,3,4) and 3 drop.
My poor rats are then stomped.
VS Sneggy
Magic
17PD and 11DD are generated.
The warlock casts warpstorm (2,3,3,4,1,4+2) but it is stopped (5,4,1,5,5,3+2)
The warlock casts warplightning (3,5,3,5,3,1+2) and gets 4 hits 3 wounds (4,2,6,3) the breakers make 2 saves (6,2,6) and their ward save (5)
The warlock casts death frenzy (3,3,5,6,2+2) but it is stopped (5,3,5,4,3,6+2)
Shooting
The organ guns fire and get 48 hits and a misfire which is a fzzz... clunk. The rats take 39 wounds and 7 swarms drop and another is reduced to 1 wound.
The Quarellers fire and get 25 hits 24 wounds (4,6,3,4,2,5,2,3,5,6,5,5,3,3,3,5,6,2,2,2,6,1,5,6,3 ) and 5 swarms drop and another is reduced to 3 wounds.
Combat
The swarms strike and get 120 hits 20 wounds the breakers make 13 saves (2,1,5,2,6,1,6,4,6,2,3,4,1,4,5,6,5,5,5,2) and 2 ward saves (6,4,2,5,4,5,6) and 5 drop.
The warlock strikes but misses (2)
The dwarves strike and promptly squish 13 of the rat swarms and leave another on 3 wounds.
Round 2
Magic
14PD and 8DD are generated.
The warlock casts warpstorm (3,5,2,6,5,6+2) and gets the dwarves 2nd and 3rd ranks. The 2nd rank takes 3 hits and suffers 2 wounds (5,1,5) and 2 quarellers are fried. The organ guns take 6 hits but machines are fine (2,5,1,2,1,4) the warlock rolls a 7 and is fine but loses 3 PD but then rolls a 5 and is turned into a frog.
Shooting
The organ guns fire and get 42 hits and 2 misfires 1 is a fzzz... clunk and the other is well scrap metal. The organ guns 34 wounds and 7 swarms are cut down and another is reduced to 4 wounds.
The Quarellers fire and get 19 hits 14 wounds (3,1,6,6,1,3,5,2,1,6,6,3,4,6,6,1,2,3,1) and 3 swarms drop.
Combat
The rats strike and get 15 hits 3 wounds (4,5,3,3,1,3,3,3,5,6,4,3,6,2,6) the breakers make 2 saves (5,6,2) and fail their ward (3) and one drops.
The rats are then cut down.
VS Sinister
Magic
20PD and 11DD are generated.
Khatep casts smiting on the archers (6,6,2,6,5,1+4) and rerolls (5,4,1,4,5,5+4) and it goes through (1,2,4,5,3,1+2)
Khatep casts protection on the front rank (5,2,6,2,4,1+4) and it goes through (3,3,1,3,4+2) and knight recovers a wound.
The titan uses gaze (4,3) and gets 6 hits 5 wounds (4,6,6,3,1,2) and a swarm is fried.
Khalida uses her staff (5,3,3) and gets 9 hits 9 wounds (6,5,5,3,4,2,3,5,6) and a swarm drops and another is reduced to 1 wound.
The casket activates (3,4,6) the rats suffer a wound (3,5,3-10) and the wounded swarm drops.
The warlock suffers 4 wounds (2,6,1-5) but the fulcrim protects him (3,5,3,3)
The warlock calls forth a warp storm (4,3,3,4,4,3+2) and it goes through (4,2,4,2,1,6+4) but doesn't actually affect anything.
The warlock uses warp lightning (6,4,3,5,1,4+2) and gets 5 hits 5 wounds (6,6,3,4,2) the skels make 4 saves (5,6,5,2,6) and 1 is fried. However Khatep uses his scroll and the Warlock fails his T test (6) and dies (4).
Shooting
The archers fire and get 66 hits 32 are poisoned. 56 wounds and 11 swarms drop and another is reduced to 4 wounds.
Combat
The swarms aren't afraid of no undead (2,3).
The rats strike and get 88 hits 10 wounds (2,5,2,2,5,1,2,6,5,6,2,2,4,3,4,3,2,3,3,2,4,6,1,4,5 ,4,1,5,5) and the skels make 2 saves (2,2,2,3,6,2,4,6,2,2) and 2 ward saves (3,5,3,4,3,1,6,3) and the remaining skels drop. 7 wounds and the serpents make 6 saves (3,5,2,4,1,6,3) reroll (1,6) and fail their ward save (3) and 1 is reduced to 1 wound.
That is all the rats manage to do as they are then promptlt splatted and the serpent gets it's wound back the next round.
VS Ron
Ron drops his dice on his foot making them go off but they have now exhausted (1)
Magic
23PD and 12DD are generated. The goblins channel a PD and 5DD.
The shaman casts spite (3,3,3,2,3,2+4) but it is stopped (5,3,2,5,5,1+2)
The other shaman casts spite (3,5,1,2,3,4+4) but it is stopped (4,2,1,5,4,5+2)
The shaman casts itchy nuisance (5,5,1+2) and the stats are reduced by 3.
The shamans chuck gaze (5,6+2)(1,6+2)(4,6+2)(1,5,5+2) and get 32 hits and 24 wounds and 4 bases drop and another is reduced to 1 wound.
The warlock casts a warpstorm (4,5,3,5,4,3+2) (3,3,5,3,5,1+4) and I get all 3 of Ron's ranks (4,4,5) but also my rats (6). The 1st rank takes a hit and wounds (6) and the orcs fail their save (2) and one drops. 2nd rank takes 4 hits 3 wounds (5,4,1,2) and 3 goblins are fried. 3rd rank takes 6 hits 6 wounds (3,6,4,6,3,2) and the goblins were fried. The rats take 2 hits 1 wound (5,1) and the wounded swarm was slain.
The warlock casts warp lightning (5,4,3,3,4,2+2) and gets 4 hits 2 wounds (5,1,2,3) but the orcs make their saves (5,6)
The warlock casts frenzy (3,2,4,5,5,5+2) but is stopped (5,4,3,4,4,2+4)
Shooting and combat
I go splat.
VS Cames
Magic
17PD and 11DD.
Festus casts Fleshy abundance (6,5,4,5,4,6+2) and rolls a 7 and 2 marauders are caught in the blast and make 2 saves (4,6)
Festus casts curse (4,4,3,3,3,1+2) and goes through (5,6,1,1,2,2+2)
The warlock casts storm (1,4,3,6,2,3+2) but is stopped (2,1,2,4,5,5+2)
The warlock casts warp lightning (4,6,3,6,5,4+2) and gets 8 hits 7 wounds the marauders make 2 saves (3,4,2,2,3,4,2) and 5 drop. He rolls a 7 and is fine but loses his remaining PD.
Shooting and Combat
Cames has slight issue here as the metamolten rule is in affect as lore of metal is in ascendent which basically means he ignores armour saves and rolls to wound depending on my armour save. Now I don't have a armour save and sadly checking with a mate we go to the lore of metal and if something doesn't have a armour save he can't wound it... oh dear.
The rats strike and get 120 hits 18 wounds the marauders make no saves (1,5,3,4,1,4,4,1,4,4,1,1,4,4,3,1,5,1,2) and make 10 regen (1,3,4,4,3,1,6,2,6,5,6,6,5,5,3,2,3,5) and 8 drop.
Round 2
Magic
13PD and 8DD are generated.
Festus casts curse (3,4,3,2,1,2+2) but the warlock goes no (1,6,4,5,6,1+2)
Festus casts fleshy (4,4,3,1,2,1+2)
The warlock casts warplightning (1,2,6,4,1,6+2) and gets 7 hits 6 wounds (1,3,2,4,3,3,2) the marauders make 3 regen (3,2,4,2,4,6) and 3 drop and the warlock rolls a 4 and is sucked into another realm.
Combat
The rats eat the marauders but can't dent the knights.
Round 3
Festus casts curse and the rats are reduced to T0 and are all slain.
End of wave 6
Well if it wasn't for festus Cames would have been doomed due to his own magic item working against him there and that is the decide of lore of metal based spells and abilities.
As for winds it's the lore of light, Nehekhara, dark and great maw next wave.
Sinister
24th October 2011, 07:11
The warlock uses warp lightning (6,4,3,5,1,4+2) and gets 5 hits 5 wounds (6,6,3,4,2) the skels make 4 saves (5,6,5,2,6) and 1 is fried. However Khatep uses his scroll and the Warlock fails his T test (6) and dies (4).
It's things like this that make me love these survival games. How epic is it to picture that scene go down!!!
As for purchases : The herald Nekaph, 120 points Front rank with the serpents. (causes a fear test on 3d6 and discard the lowest die I believe) and before the results were posted but after you rolled I asked for 20 skeletons, so i'd like to purchase those now for 160 points in the front row, discard however many skellies is necessary to fit them all in the front.
thanks! I'm quickly running out of space to put units :D
Ron
24th October 2011, 10:37
That savage in the front rank should have been fine on a +2 since the Savage Warboss has MR3.....
You lucked out with Festus there, Cames. I was wondering if anyone was going to have a problem with Windcatcher and "no armor=no wounding." :lol:
Cames99
24th October 2011, 11:17
fffff....... wait a second, my marauders have throwing axes so they should be hitting things anyway shouldn't they?
Ron
24th October 2011, 15:12
fffff....... wait a second, my marauders have throwing axes so they should be hitting things anyway shouldn't they?
No, the moltenmetal works on both shooting and CC. :lol:
Cames99
24th October 2011, 18:46
...... wait for the wonderful revenge when i can take out nasty stuff in a turn and you lot are struggling... wait for it!
(coughs another 15 with throwing axes in the SECOND rank so i don't get them nullified)
Ron
25th October 2011, 12:02
I won't be buying anything this round.
Dark Lord Foamy
26th October 2011, 07:14
Wave 7
100 Corsairs with repeater hand bows rank 2 50 spearmen level 2 sorceress on a fulcrum
The sorceress knows chillwind and soulstealer.
VS Aussie
Magic
19PD and 12DD are generated. The brets channel a PD.
The enchantress casts flesh to stone on the front rank (1,3,6,5,3,1+4) but it is stopped (3,4,4,3,6,2+2)
The damsel casts dwellers below (3,3,5,1,5,6+1) but it is stopped (5,5,5,1,2,4+2)
The prophet casts curse of the midnight wind on the DE front rank (6,1+4)
The damsel casts earth blood on the front rank (5,3+1) and the Prophtess heals a wound.
The prophet casts chain lightning (5,1,6,3,2+4) and gets 3 hits 3 wounds (4,6,6) and 3 corsairs go poof. The lightning jumps and gets 3 warriors (4,6,4) who go poof.
The sorceress casts soul stealer (5,3,5,1,2,4+5) but the brets go no (5,5,6,6,2,2+4)
The sorceress casts chill wind (3,1,4,1,3,5+5) but the brets go no (2,4,1,5,6,5+4)
Shooting
The peasants fire and get 42 hits 20 wounds and the corsairs make 9 saves (3,1,5,3,2,2,3,6,6,4,1,2,5,2,6,4,5,1,5,3) and 11 drop.
The corsairs fire 110 hits 46 wounds the men at arms make 12 saves and 16 regen and 18 men at arms drop.
Combat
The DE strike and get 68 hits 26 wounds the men at arms make 10 saves (5,1,5,1,4,6,6,6,3,1,2,5,5,5,4,3,1,4,2,2,1,5,5,2,2 ,3) 6 regen (1,4,3,3,4,5,2,6,5,5,1,2,4,5,6,3) and 10 men at arms drop.
The brets cut down the corsairs with only 3 survivors.
Round 2
I am finished off.
VS Sneggy
9PD and 6DD are generated.
The sorceress casts soul stealer (1,4,3,5,1+5) but it is stopped (1,6,6,3,3+2)
The sorceress casts chill wind (1,5,5,5+2) but the dwarves stop it (6,6,1+2)
Shooting
The organ guns fire and get 42 hits and a misfire which is a malfunction. The shots get 37 wounds and 37 corsairs drop.
The Quarellers fire and get 28 hits 17 wounds (3,5,4,2,6,5,3,3,1,2,3,3,1,6,2,2,6,6,4,2,1,6,6,1,2 ,4,5,1) the corsairs make 4 saves (5,1,4,3,1,2,1,4,5,3,1,1,2,4,2,6,6) and 13 drop.
The corsairs fire and get 54 hits 20 wounds the ironbreakers make 12 saves (3,5,1,5,1,6,3,2,4,1,3,4,5,5,2,2,2,5,5,2) 3 ward saves (5,1,6,5,2,4,1,3) and 5 drop.
Combat
The dark elves strike and get 70 hits 22 wounds the breakers make 14 saves (4,1,4,2,2,2,2,4,4,6,6,6,3,2,1,5,5,3,1,4,5,6) and no ward saves (3,3,5,2,2,5,4,3) and 8 iron breakers drop.
The dwarves strike back and get 40 corsairs.
Round 2
I am finished off.
VS Sinister
21PD and 12DD are generated.
Khatep uses smiting (2,3,3,2,2,6+8) but it is stopped (2,5,6,2,6,1+2)
Khatep uses protection (4,3,5,5,1,1+8) (1,5,6,3,1,2+2) and the wounded serpent heals a wound.
Khatep uses dessication on the corsairs (2,5,5+8)
The casket activates (6,5,4) and rolls a 8 doing nothing to the corsairs and rolls a 9 on the warriors and gets 1.
The heirophant uses burning gaze and gets (1,4,2) and gets 2 hits and 2 wounds (3,4) the corsairs fail their saves (1,4) and 2 drop.
The sorceress uses soul stealer (2,5,2,2,2,2+5) but it is stopped (3,1,5,2,4,1+4)
The sorceress uses chill wind (4,4,6,5,4,6+5) and gets 6 hits 3 wounds (3,2,1,1,6,4) the skels make 1 ward save (1,1,5) and 2 drop. The sorceress rolls a 7 and 2 spearmen go splat (2,5)
Shooting
The archers fire and get 24 hits 14 are poisoned 21 wounds (5,4,3,5,3,4,4,2,4,6) the corsairs make 9 saves (6,1,5,6,6,1,2,5,4,6,1,1,1,5,2,6,3,1,2,2,3) and 11 drop.
The corsairs fire and get 72 hits 31 wounds the skels make 11 ward saves (6,6,1,1,5,1,4,5,5,2,1,3,3,4,6,6,3,1,2,1,3,6,1,2,5 ,4,1,6,5,4,3) and the remaining skels drop. The last 2 bolts bounce off the serpents.
Combat
The dark elves poop themselves and promptly get the crap beaten out of them.
VS Ron
Ron drops the dice on his foot again causing them to expire again (1)
Magic
16PD and 12DD are generated. The goblins channel 5PD and 4DD and the balefiend channel 3PD and 2DD.
The great shaman casts spite (4,2,2,5,3,5+4) (1,1,3,1,3,4+2)
The great shaman casts itchy nuisance (4,1,3,5,2,5+4) but the sorceress ain't having it (3,4,4,5,5,2+2)
The other great shaman casts itchy nuisance (4,1,3+4)
The balefiend uses miasma on the crossbowmen (5,2,3+3)
The balefiend uses the withering (5,4,1+3)
The balefiend uses mind razor on the 1st rank (5,3,5)
The sorceress uses soul stealer (5,2,3,5,5,5+5) (2,2,5,5,5,5+4) and gets 13 wounds the orcs make 9 saves (3,5,2,3,3,1,6,5,1,4,1,1,6) and 4 drop.
The sorceress uses chill wind (4,3,5,5,1,3+5) but it is stopped (1,5,4,2,5,5+4)
Shooting and combat
I get crushed.
VS Cames
Magic
21PD and 6DD are generated.
Festus casts curse (1,3,6,4,3,6+2) and rolls a 8 and is wounded (6) and fails his save (3) and is reduced to 1 wound and loses 3 PD.
Festus casts fleshy abundance (3,6,2,3,2,6+2) and rolls a 9 and is wounded (3) and fails his save (2) and is slain.
The sorceress uses soul stealer (5,1,4,3,3,6+5) (2,1,3,1,6,5+2) and gets 9 wounds the knights make 2 regen (4,5,3,2,2,1,1,3) and 7 knights souls are drained from their bodies.
The sorceress uses chill wind (4,1,5,4,2,2+5) but it is stopped (4,4,1,6,5,5+2)
Shooting
The marauders are out of range being in the 2nd rank.
The corsairs fire and get 112 hits. 29 wounds. The knights make 25 saves (3,4,5,2,6,6,1,5,1,5,6,2,4,3,4,4,1,4,6,4,5,2,5,5,1 ,5,4,3,5) 2 regen (2,4,5,3) and 2 knights drop.
Combat
Curse your lore of light making them be ASF and splatting me.
End of wave 7
First off *kicks Ron's dice away* forgot to remove those from when they exhausted last wave and second not to bad there for mass hand bow bolts though Ron I must now track you down and strangle you with your own intestines I hope you do realise this.
Aussie01
26th October 2011, 08:25
Another 20 Grail knights into the front rank please.
12 Men at arms into the front rank as well
(760 + 60) = 820points.
Ron
26th October 2011, 14:04
I have to buy back my dice? I'll be doing that then(150pts) and replacing the 4 Savage Orcs for 44pts.
And why am I throwing PD at Itchy Nuisance when I have my Thundertusk making the enemy ASL?
Dark Lord Foamy
27th October 2011, 04:24
I have to buy back my dice? I'll be doing that then(150pts) and replacing the 4 Savage Orcs for 44pts.
And why am I throwing PD at Itchy Nuisance when I have my Thundertusk making the enemy ASL?
Yes as per usual if a magic item has an exhaust it must be rebought once it exhausts and because your goblin shamans hate him and made me forget about him till close combat.
Cames99
27th October 2011, 10:59
Buy back the tzeentch sorceror for rank 3, and festus if i have the moneyz
Dark Lord Foamy
28th October 2011, 06:11
Forgot to do this and the winds are the lore of death, vamp, high and nehek.
Wave 8
100 Skels with shields, armour 2nd rank 100 Skel archers 3rd rank level 2 Lich priest on a fulcrum.
The priest knows incantation of smiting and skullstorm.
VS Aussie
Magic
16PD and 11DD are generated.
The damsel casts dwellers below (2,5,5,6,2,5+1) (6,4,2,3,5,1+2) and 40 skel archers are dragged down.
The fay casts flesh to stone (3,6,5,1,2,1+4) but it is stopped (5,3,5,4,4,3+2).
The damsel casts earth blood (5,4,2,4+1)
The lich casts the incantation of the eternal dead (5,2,1,2,4,4+6) which goes through (2,1,4,3,2,3+4) and 3 archers are brought back.
The lich casts smiting on the archers (6,5,5,2,5,1+6) and it goes through (4,5,1,5,1,4+4) and 3 archers are brought back.
The lich fails to cast return to the golden age (3,1,1,5+6)
Shooting
The brets fire and get 48 hits 26 wounds the skels make 9 saves (4,3,5,1,1,4,4,1,6,6,4,5,3,3,6,1,6,2,6,3,4,3,3,6,6 ,3 and 17 skels drop.
The skels return fire and get 32 hits 20 wounds the men at arms make 6 saves (1,2,1,5,1,1,3,2,4,4,5,1,4,6,3,1,5,5,4,5) 4 regens (1,4,2,2,4,1,6,6,3,3,3,5,3,5) and 10 men at arms drop.
Combat
I get crushed.
VS Sneggy
Magic
15PD and 9DD are generated.
The lich priest casts incantation of smiting on the archers (3,1,5,3,3,3+5) and goes through (2,6,3,1,4,1+2)
The lich priest casts return to the golden age (6,5,1,4,2,4+5) (5,6,4,5,1+2)
Shooting
The organ guns get 44 hits and a misfire which causes it to explode. 36 wounds and 36 skels drop.
The Quarellers fire and get 29 hits 22 wounds (6,6,1,3,5,2,5,2,5,6,4,3,6,3,5,6,5,2,6,6,3,5,1,3,1 ,4,5,6,2) the skels make 1 save (1,1,3,4,2,3,3,1,1,2,5,2,3,4,4,5,2,1,1,3,5,6) and 21 drop.
The archers fire and get 60 hits 22 wounds the breakers make 18 saves (4,6,4,3,6,2,3,6,4,4,5,6,1,6,5,2,4,3,5,2,3,5) and 1 ward save (3,6,3,3) and 3 drop dead.
Combat and round 2
Annoyingly I do nothing and the dwarves smash me skels.
VS Sinister
17PD and 11DD are generated.
Khatep uses smiting (5,2,5,5,3+8) and it goes through (1,5,1,3,1,5+2)
Khatep uses protection (6,4,3,2,4+8) and it goes through (2,2,3,1,2+2) and brings back 3 skels.
Khatep uses dessication (1,3,3,5,2+8) and reduces the skels stats by 2.
The casket isn't in the mood for opening today (1,1)
The lich casts smiting on the archers (3,4,5,3,3,1+6) and it goes through (1,5,3,5,2,4+4)
The lich fails to cast return to the golden age (6,2,5,1,4,5+6) but Sinister says no (6,5,6,4,1,6+4)
Shooting
Sinisters archers get 72 hits 54 are poisoned. 61 wounds (6,4,3,2,3,5,6,3,5,2,6,5,4,3,4,4,6,4) The skels make 14 saves and 47 drop.
My archers fire and get 60 hits 36 wounds the skels drop and the the serpents make 27 saves and 2 ward saves (4,6,5) and a serpent is reduced to 2 wounds.
Combat and Round 2
I go splat.
VS Ron
I get crushed as usual however my archers still get to fire with no penalties bar smiting being stopped so lets see how the did.
The skels get 24 hits 5 wounds (4,4,3,2,6,2,4,3,1,6,3,4,2,3,4,2,1,6,2,4,2,5,6,3) the orcs make 1 ward save (2,3,4,1,6) and 4 drop.
VS Cames
The archers get sucked into a infernal gateway and the knights smash the normal skels.
End of wave 8
2 more waves and then I can bring out the big guns.
Oh and winds are the lore of shadow, wild, dark and slaanesh.
Ron
28th October 2011, 11:22
I get crushed as usual however my archers still get to fire with no penalties bar smiting being stopped so lets see how the did.
Well, I could have used Miasma to lower their BS to 1, but forget it.
I do have a question though. The Exalted LoC can be a wizard of the Daemon Lore of Tzeentch or the Lore of Metal. However, it also has the "Loremaster: Daemon Lore of Tzeentch" special rule. Loremaster stats that you get all the spells of the Lore instead of rolling, so is it impossible for the Exalted LoC to use spells from the Lore of Metal?
Dark Lord Foamy
28th October 2011, 19:52
The way I read it you choose lore of Tzeentch you know all the spells you choose lore of metal you get 4 at random like usual.
Dark Lord Foamy
30th October 2011, 01:59
Wave 9
Front rank 100 Men At Arms Second rank 100 Peasant Bowmen Third Rank Trebuchet
VS everyone
Like throwing a litter of puppies into a wood chipper.
Nutshell
Aussie used dwellers to cause 88 bowmen to drop down and a chain lightning took out the trebuchet crew preventing me from doing anything.
VS Sneggy
The dwarves armour actually finally kicked into gear properly though the trebuchet scattering and missing helped.
VS Sinister
Casket killed the trebuchet crew and arrows just bounced off the snakes with their rerolls.
VS Ron
Peasants were nerfed like crazy but the trebuchet fired only to destroy itself. Thankfully the dice went poof again.
VS Cames
The archers got gatewayed into oblivion like the tomb kings and the trebuchet got transmogrfied leaving the men at arms to be slaughtered by the knights.
End of wave 9
You always get one wave that does nothing and this was it. Curse you trebuchet I was hoping to at least squish a goblin.
Oh well anyway the winds are sticking with the lore of shadow for the moment.
Sinister
30th October 2011, 02:45
30 more skels, 120 points
Ron
30th October 2011, 03:45
Well, time for more douchbaggery.
Move 8 Goblins from the 2nd rank to the 3rd.
Move the Great Shaman on the spider(and his Fulcrum) to the 2nd rank.
Add 3 Savage Orc Big'Uns with AHW in the 1st rank for 33 Points.
Add an Exalted Lord of Change with Lore of Metal to the first rank for 775 Points.
Replace the Dice on the Great Shaman for 150 points.
If the Fimirs use Miasma to get the enemy waves to WS1, the LoC's Barrage of Knowledge rule will drop them to WS0(it does not say "to a minimum of 1") thereby allowing them to get hit automatically. And he can throw +2 ward saves around like candy.
Sinister
31st October 2011, 04:01
where do you find the spells for the exalted greater daemons??
is just in the chaos book?
Dark Lord Foamy
31st October 2011, 04:05
where do you find the spells for the exalted greater daemons??
is just in the chaos book?
The chaos daemons book.
Cames99
31st October 2011, 16:54
Move the marauder horsemen to the front rank.
And add 100 marauders with flails to the second rank for 500pts (for an extra 100 S5 attacks)
Sinister
31st October 2011, 18:13
ok i checked out the spells, how would phantasmagoria affect fear tests???
and how would that interact with herald nekaphs special rule. If they both work together it would be 4D6 discard the two lowest?? This sounds like shananigans!
Dark Lord Foamy
1st November 2011, 06:25
It would stack.
Anyway wave 10.
60 Saurus form the front rank and 50 skinks the 2nd along with a Slaan Mage Priest on a fulcrim with focus of mystery and the focused rumination.
VS Aussie
11PD and 9DD are generated. The brets channel a DD.
The fay casts flesh to stone on the front rank (2,5,4,5,5,5+4) which goes through (2,1,5,6,5,1+4)
The damsel casts earth blood (6,6,3,6+1) and rolls a 7 and takes out 2 bowmen (4,5) and the remaining PD are lost.
The Slann casts the great leveller (5,3,4,4,1,3+4) but is stopped (2,4,1,4,4,5+4)
The Slann casts miasma 10+ version on the front (1,4,1,2,5,3+9) and it goes through (3,3,4,3,1+4) and the brets stats are reduced by 2.
The Slaan casts the withering on the front rank (1,3+9) and reduces their T by 2.
Shooting
The brets fire and get 48 hits 20 wounds and the saurus make 9 saves (6,3,1,5,2,5,6,1,2,4,5,4,3,4,1,2,2,2,4,1) and 11 drop.
The skinks throw their javelins and get 21 hits 4 are poisoned. 13 wounds (1,6,1,3,5,2,4,3,3,5,5,1,6,3,5,4,6) and the men at arms make 5 saves (5,2,5,3,3,6,4,1,3,2,5,1,5) and no ward saves(1,1,3,3,4) and the last 5 drop. The knights make their saves (4,5).
Combat
The skinks strike and get 28 hits 19 wounds (2,5,6,3,6,6,5,6,5,2,1,4,5,2,6,4,4,4,1,4,,1,5,5,3, 2,4,5,4) the knights make 18 saves (6,4,3,2,6,3,4,3,3,1,2,5,2,6,6,2,6,2,6) and their ward save (5)
Sadly the grail knights and KOTR in the 2nd rank strike and overwhealm the saurus and the rest of the lizards are then picked off.
VS Sneggy
Magic
11PD and 8DD are generated.
The Slann casts great leveller (4,2,4,1,3,6+4) but the dwarves stop it (4,5,4,4,2,3+2)
The Slann casts the withering (4,3,1,2,2,4+9) and it goes through (3,1,2,6+2) and the front ranks toughness is reduced by 1.
The Slann casts 10+ miasma (5,5+9) and reduces the front ranks stats by 3.
Shooting
The organ guns fire and *hears a loud amount of shots and looks and see's the guns got enough shots to bring down all 60 saurus in one volley* huh.
The Quarellers fire and get 28 hits 24 wounds (3,4,2,4,1,3,4,2,3,5,2,1,6,4,5,2,2,5,3,6,1,4,4,4,3 ,1,3,4) and 24 skinks drop.
The skinks fire and get 18 hits and 8 are poisoned. 12 wounds (2,4,5,2,6,6,1,2) the breakers make 6 saves (3,3,4,5,2,2,4,2,1,5,1,2) and 1 ward save (4,3,1,3,6,3) and 5 breakers drop.
Combat
Sadly the skinks have more trouble here and get the crap beaten out of them.
VS Sinister
6PD and 4DD are generated. Sinister channels a DD.
Khatep casts smiting (5,1,3,5,4,1+4) but the Slann thinks otherwise (6,5,4,4+4)
The Slaan casts great leveller (2,5,5,3,5,4+4) and it goes through just (3,5,5,6,2+4) the Slann is engulfed by raw magical which vaporises him but also strikes Sinisters Tomb King, Khatep, Ramhotep the Visionary, Tomb Herald, High Queen Khalida, Herald Nekaph and the 2nd rank and vaporises them as well.
Shooting
The archers fire and get 36 hits 13 wounds and the saurus make 7 saves (4,6,3,4,4,4,3,6,6,3,2,1,2) and 6 drop.
The skinks fire and get 24 hits 6 are poisoned. 14 wounds (4,3,4,3,6,1,2,3,4,5,6,3,2,4,1,1,5,1) the skels make 2 saves (3,3,4,1,2,1,5,3,3,6,4,6,5,5) and 12 drop.
Combat
The skinks strike and get 24 hits 13 wounds (4,5,5,2,6,5,3,4,5,1,2,1,1,6,1,6,4,4,1,3,1,3,5,4) the skels make 3 saves (4,6,1,6,5,6,2,2,5,4,4,3,3) and 10 drop.
I am then eaten by snakes and a sphinx.
VS Ron
Huh I can't cast leveller.... bugger.
VS Cames
Magic
12PD and 9DD are generated.
The sorceror casts infernal gateway (3,3,6,4,6,5+2) and oh for god sake *watches as the saurus vanish into the gateway* the sorceror rolls a 7 and wounds Festus (4) who makes his save (5) but the chaos lose their remaining PD.
The slann casts leveller (3,3,5,1,5,1+4) but the chaos go no (5,4,4,5,4,2+2)
The Slann casts miasma 10+ (1,3,6,4,6,3+9) and reduces the front ranks stats by 2. But the Slann loses 2 wizard levels and his remaing PD.
Shooting
The marauders fire and get 1 hit (5,5,6,5,5,3,1,2,4,3,5,4,3,3,5) 1 wound (4) and a skink drops.
The skinks fire and get 26 hits 6 are poisoned. 15 wounds (3,3,5,3,6,1,2,5,6,5,5,1,5,2,6,1,4,1,1,1) the horsemen fail their saves (1,2,2,3,5,2,4,1,3,3,5,5,4,2,4) and 15 drop.
Combat
The knights splat the skinks.
End of wave 10
I always wondered if I would find a use for that dominance spell and now I have to vaporise pesky Tomb King AOD entries big things.
Right time to up my points by several thousand and bring on the next 5 waves.
Wave 11
Anvils and boom sticks.
Wave 12
A true mage who doesn’t like competition
Wave 13
Beings of magic
Wave 14
They may be small but they are tricksy
Wave 15
Who needs magic
Ron
1st November 2011, 07:18
VS Ron
Huh I can't cast leveller.... bugger.
Damn right you couldn't. That would have really sucked for me. :P Do I need to buy my Cheater Dice back again?
That was kind of unfortunate, Sinister.
Aussie01
1st November 2011, 07:41
15 Men at arms into the front Rank (75)
Dark Lord Foamy
1st November 2011, 07:51
Damn right you couldn't. That would have really sucked for me. :P Do I need to buy my Cheater Dice back again?
That was kind of unfortunate, Sinister.
Nah you rolled a 5 so they didn't exhaust this time.
Sinister
1st November 2011, 17:15
Khalida - 365
Herald Nekaph -120
Ramhotep - 110
Tomb herald with razor banner - ? I forget the cost of this one
Hierotitan - 175 points.
lv 4 liche high priest - dispel scroll 235
same spots as before, all the melees go with the snakes, khalida with the archers and the liche can go with the hierotitan in rank 2.
Nasty round foamy :D good thing i've been saving I suppose =\
Dark Lord Foamy
4th November 2011, 09:16
*A minion wearing doctors mask comes in and hammers a sign to the AOD wall saying "Slight delay in AOD fight as Dark Lords armour has rotted from Pox's latest fungus beer creation and he is suffering from side affects including coughing up organs even ones he has already coughed up, his limbs falling off at random and phasing into other dimensions that keep freaking him out as they all have lots of good versions of him in them".*
*Minions does hand sign to show what the next wave is in the mean time seeing as Sinister, Aussie and Sneggy are already done.*
1st rank 100 dwarf warriors, 2nd rank 100 thunderers, 3rd rank 2 rune smiths both on a fulcrum and 1 rune of spell breaking rune lord with anvil of doom and master rune of balance on fulcrum.
Dark Lord Foamy
5th November 2011, 05:00
Wave 11
1st rank 100 Dwarf Warriors 2nd rank 100 Thunderers 3rd rank 2 Rune smiths on fulcrims both with a rune of spell breaking Rune Lord on a fulcrum with a anvil of doom and Master rune of balance.
Oh and the winds are currently blowing the wind of Aqshy so fire, dark, skaven and nurgle.
VS Aussie
Magic
9PD and 7PD are generated.
The prophet attempts to cast curse of the midnight wind (4,2,3,3,2,1+1) but it is stopped by a spell breaker rune.
The fey attempts to cast flesh to stone (1,6,1,5+4) but is stopped (3,4,6,3,5,5)
The first smith uses 5 dice for the ancestor rune of grimnir and 1 goes off and another is irresistable (3,2,6,4,2) the other does the same with 4 dice and 2 go off (5,3,5,3) but the brets stop them (6,2,5,2,3,6,4). The irresistable gets the front rank and gets 7 hits 6 wounds (2,5,5,3,5,5,3) the men at arms make 1 save (2,3,6,3,5,3) and 5 drop.
The miscast is a vwoorp and the smiths switch positions.
Shooting
The archers open fire and get 38 hits 12 wounds and the dwarves make 5 saves (6,2,2,5,6,6,1,2,2,2,3,4) and 7 drop.
The Thunderers fire and get 76 hits 10 wounds (6,3,4,5,6,6,1,4,5,3,1,5) and the men at arms drop. 42 wounds and the knights make 24 saves 6 ward saves (2,5,6,4,1,6,3,1,3,6,1,1,1,2,2,6,4,1,1,3,6,5,6,3) and 18 Knights are cut down.
Combat
Sadly my str of 3 doesn't help me here and the knights survive and bring down 77 of the dwarves.
Round 2
Magic
19PD and 11DD are generated.
The prophet casts curse (3,1,4,4,4,2+4) but the dwarves stop it (4,6,2,4,5,5)
The damsel casts dwellers (3,4,6,6,4,6+1) and 34 thunderers are dragged below. The miscast is a 10 and the damsel forgets how to cast dwellers and the brets lose a PD.
The fey casts flesh to stone on the front rank (6,6,1,3,2,1+4) and rolls a 4 and she is not wounded (1) or sucked into a cascade (4).
Hammer time with both smiths using 6 dice the first casting 2 and getting a Irresistable (1,2,4,4,3,6) and the brets stop one of them (4,1,2,3) the second casts 2 and also gets a irresistable (3,1,5,6,5,2) but the brets stop those 2 (4,5,1,6). The front takes 12 hits and the second 7. The knights take 7 wounds (6,2,6,4,3,2,1,1,1,6,5,3) and make 3 saves (3,5,1,1,4,2,2) and 1 ward save (6,2,2,1) and 3 drop. The second rank takes 2 wounds (3,2,6,1,2,2,2) and fail their ward saves (3,3) and 2 peasants drop.
For the iresistables one goes spiraling into the front rank while the other reduces everyones line of sight to 8".
Because of that the runelord can't see anyone.
Shooting
Well the front ranks can see each other but sadly the 2nd ranks can see anyone so can't fire.
Combat
I get a knight and lose my front rank along with 2 thunderers.
Round 3
18PD and 10DD are generated.
The fey casts flesh to stone (3,1,4,4,5,6+4) but it is stopped (6,4,6,2,5,2)
The prophet casts curse of the midnight wind (2,3,2,3,6,6+4) and rolls a 7 catching 2 knights 1 is wound (1,3) but makes his ward save (6) the brets lose 5 PD.
The smithy who is still around lets loose with his hammer and casts it 5 times as well as a irresitable (2,5,1,6,5,4,2,5,4,2) but the brets stop 4 of them (5,2,1,6,4,6) the front rank takes 4 hits and the 2nd 11. The front takes 3 wounds (6,1,3,4) but the knights make their saves (4,3,4) the 2nd rank takes 8 wounds (1,4,2,3,4,5,5,4,5,2,3) and makes 6 saves (2,3,4,4,3,5,2,6) and 6 peasants drop. However the fulcrum explodes and does so with enough force to take the rune lord with it.
Shooting
The peasants fire and get 32 hits 13 wounds the dwarves make 4 saves (2,6,2,6,5,1,1,4,5,3,3,4,1) and 9 drop.
The thunderers fire and get 34 hits 20 wounds the knights make 10 saves (6,2,1,4,6,3,5,2,5,1,5,5,5,2,4,5,2,1,3,3) and 2 ward saves (4,1,3,2,2,4,6,5,6,5) and 8 drop.
Combat
The knights finish off the dwarves.
VS Sneggy
Magic
10PD and 7DD are generated.
The rune smith go for it with 5 dice each the first getting 3 off (4,5,1,5,1) but they are stopped (6,1,4,5,6) the other gets 2 irresistable and a normal (4,6,2,6,1) the normal is stopped (2,4) the dwarves front rank takes 9 hits and 10 hits on the second rank. The ironbreakers take 2 wounds (1,1,4,5,1,1,2,2,2) fail their saves (1,3) and make 1 ward (3,6) and 1 drops. The 2nd rank takes 4 wounds (1,6,5,5,1,1,3,2,5,2) and fail their saves (4,2,1,3) and 4 drop.
Miscast and the fulcrum explodes and oh ruddy hell it's taken both of the other smiths out.
Shooting
The organ guns fire and get 44 shots 40 wounds and 40 warriors drop.
The Quarellers fire and get 16 hits 7 wounds (2,3,2,1,6,3,3,2,3,5,2,1,4,4,1,4,5,5) the warriors make 1 save ( 6,4,1,1,3,1,4) and 6 drop.
The thunderers fire and get 72 hits 32 wounds the ironbreakers make 18 saves 3 ward saves (5,6,3,5,3,2,4,1,1,4,1,1,2) and 11 drop.
Combat
DWARF SLAPPING CONTEST!
My dwarves slap 7 Iron breakers to death.
Sneggy slaps 22 of my warriors to death.
Round 2
Shooting
The organ guns fire and get 44 hits 38 wounds and 32 warriors and 6 thunderers are cut down.
The Quarellers fire and get 19 hits 12 wounds (6,6,6,6,4,5,1,1,6,5,6,1,5,6,2,6,5,3,1) I make no saves (1,4,4,3,3,5,3,2,5,5,4,5) and 12 drop.
The thunderers return fire and get 53 hits 24 wounds the breakers make 8 saves (4,3,5,3,1,4,6,6,4,3,6,6,1,3,2,1,1,3,6,1,3,6,3,2,6 ,3) 4 ward saves (6,5,2,4,2,3,6,4,1,2,2,5,4,4,1,2) and 12 breakers drop.
Combat
More dwarf slapping see's 4 more breakers and 13 thunderers dropping.
Round 3
I am finished off.
VS Sinister
Magic
14PD and 9DD are generated.
The lich casts protection (3,2,2,2,2,6+4) and it goes through (1,4,1,3,1,6) and 2 Skeletons are brought back.
The lich casts dessication 22+ version (6,2,5,6,5,1+4) and reduces the front ranks stats by 2 and the priest rolls a 10 on the miscast and drops 1 level and loses vengeance and the remainining PD are lost as well.
The smiths use their hammers the first getting 2 Irressitable and 1 normal (6,3,6,5,3) the normal is stopped (5,3). The front takes 7 hits and the 2nd rank 3 hits. The front rank takes 5 wounds ( 6,5,4,1,4,2,5) and makes 3 ward saves (4,5,6,4,6) and 2 skels drop. The 2nd rank takes 2 wounds (6,4,6) the titan makes 1 save (1,6) and is reduced to 4 wounds. The smith goes kablooey and takes out the others yet again.
Shooting
The archers fire and get 40 hits 18 wounds the dwarves make 10 saves (5,3,3,2,3,1,4,1,5,1,4,6,5,2,5,6,6,6) and 8 drop.
The thunderers fire and get 65 hits 24 wounds (6,2,1,3,1,2,2,1,4,6,3,6,3,2,3,2,3,3,5,3,4,5,2,3,5 ,6,1,5,2,2) the skels make 12 ward saves (6,6,3,1,5,6,6,2,6,5,5,5,5,3,3,2,2,2,4,5,1,4,5,3) and the skels drop. 14 wounds and the serpents make 9 saves (5,6,5,5,1,1,1,5,4,3,5,6,5,5) reroll (2,3,3,2,4) 3 ward ward saves (6,4,5,1,5) and a serpent is reduced to 1 wound.
Combat
The tomb kings eat 72 dwarves and I get 2 snakes.
Round 2 and 3
Curse you snakes curse you.
VS Ron
The dice go off and are still working.
12PD and 8DD are generated. The gobbos channel 4PD and 4DD. The fiends channel 8PD.
The great shaman fails to cast green spite (5,2,2,4,1,1+4)
The great shaman fails to cast green spite (1,2,5,1,2,3+4)
The fiend casts miasma (3,2,1,4,1,4+3) but is stopped by a rune.
The fiend casts miasma ( 2,2,4,5,5,5+3) but is stopped by a rune.
The priest runes annoyingly are all stopped by the goblins.
Shooting
The goblins fire and get 43 hits 19 are poisoned. 30 wounds (6,2,6,6,5,4,5,2,5,4,2,2,4,5,2,5,1,2,6,2,3,6,6,3) and the dwarves make 16 saves (1,5,6,1,5,5,6,5,5,6,4,1,5,3,2,3,4,6,1,5,1,5,5,4,1 ,1,3,3,2,3) and 14 drop.
The thunderers fire and get 58 hits 22 wounds and the orcs make 3 ward saves (1,5,6,3,2,2,2,4,5,3,6,5,3,4,1,4,2,1,5,6,4,2) and 19 savage orcs drop.
Combat
The dwarf warriors take a right kicking as well as 6 thunderers but the thunderers do get 11 more of the orcs.
Round 2
With my anti-magic gone I'm nerfed and get the crap beaten out of me.
VS Cames
14PD and 9DD.
The sorceror casts infernal gateway (1,5,4,3,6,6+4) and oh flipping hell not again *watches his thunderers go vanishing into the gateway* the sorceror rolls a 6 on the miscast and both he and festus are wounded (3,3) and Festus fails his save (3) and both lose a wound and 6PD are lost.
The smiths go forth and one has a smashing time (1,4,6,6,6) and 1 is stopped (4,3) the front rank takes 4 hits and the 2nd rank 5 hits. The knights suffer a wound (6,2,1,1) but make their save (6) the marauders take 5 wounds (4,6,4,4,6) and 5 drop and the smith explodes... twice.
No shooting
Combat
The knights and marauders smack me to death.
End of wave 11
Well my smiths were suicidal and even with a 3+ ward save couldn't stop from dying. Still nice to start getting some decent damage in.
Aussie01
6th November 2011, 06:04
30 Knights of the Realm for (720)
Move 13 bowmen from the back rank into the Second Rank, Move the now Useless Damsel into the Third Rank.
The 15 Men at arms in the Back rank into the Front rank.
Dark Lord Foamy
7th November 2011, 02:21
Wave 12
1st rank 100 Swordmasters 2nd rank Archmage on fulcrum with vortex shard and lore of shadow.
The lore of life, skaven lores, dark and nurgle are currently boosted.
The Arch mages knows Miasma, withering, pendulum and mindrazor.
VS Aussie
14PD and 10DD are generated.
The mage uses the vortex shard and removes all of Aussies PD.
The mage casts the dance of despair (6,1,5,6,2,4+4) all the brets WS BS, M, I and LD are reduced to 1. Sadly the mage is then sucked into a cascade.
Shooting
The brets fire and get 22 hits 10 wounds (5,5,5,4,3,4,1,1,4,5,6,1,5,2,2,1,3,3,2,5,2,3) the elves make 2 saves (3,2,2,5,1,6,2,4,1,1) and 8 drop.
Combat
The swordmasters strike and get 120 hits 15 wounds and 15 men at arms are cut down. 86 wounds the knights make 52 saves 18 ward saves and 16 KOTR drop.
The brets strike back and get 23 of the swordsmen.
Round 2
Oh the brets get revenge big time.
VS Sneggy
17PD and 11DD are generated.
The mage casts dance of despair (1,6,3,2,2,3+4) but the dwarfs go bugger off (1,5,1,5,5,6+2)
The mage casts withering (6,1,4,5,3,2+4) but the dwarfs go no (5,4,6,1,6,4+4)
The mage casts mind razor (1,5,4,4,3+4)
Shooting
The organ guns fire and get 56 hits 50 wounds and 50 swordmasters drop.
The Quarellers fire and get 23 hits 15 wounds (1,3,3,2,2,2,5,6,5,1,6,3,1,3,4,3,2,4,6,1,5,4,3) the elves make 1 save (2,5,4,3,4,2,4,3,6,4,5,3,4,2,3) and 14 drop.
Combat
The swordsmen strike and get 42 hits 9 wounds (4,2,6,5,3,4,1,2,4,2) the breakers fail their ward saves (1,5,2,1,5,5,4,4,2) and drop. 1 wound (1,6) and the thane is cut down. 11 wounds (6,1,3,3,6,4,5,3,4,6,3,3) Thorgrim makes 4 saves (2,5,1,5,2,4,1,2,1,2,5,3) and is cut down. 17 wounds (4,3,2,5,3,2,6,1,3,6,3,1,5,5,3,5,1,5,5,2) and 17 Quarellers drop.
The quarellers strike back and get 10 hits (6,2,6,3,3,2,1,2,3,5,5,5,1,2,6,2,2,3,4,6,4,2,5) 6 wounds (5,5,6,6,3,3,6,3,2,5) the elves make 1 save (3,3,3,4,5,4) and 5 drop.
Round 2
I can get blown away by the organ guns.
VS Sinister
Magic
13PD and 9DD are generated.
The mage casts dance (3,6,3,3,3,2+4) but it is stopped by the dispel scroll.
The mage casts miasma on the front rank (3,1,6,1,5,4+4) but it is stopped (5,2,3,4,6,1+4)
Shooting
The kings fire and get 24 hits 11 are poisoned 16 wounds (3,3,3,5,4,1,1,3,5,4,6,1,1) the elves make 5 saves (2,5,5,6,3,1,1,4,2,1,2,1,3,6,5,3) and 5 drop.
Combat
My elves fail their terror test and annoyingly get the shit beaten out of them because of this.
VS Ron
Magic
Fuck all happened Ron couldn't cast and I got dispelled.
Shooting
The goblins fire and get 40 hits 17 are poisoned. 29 wounds (5,4,3,5,1,2,1,3,3,2,6,4,5,4,6,3,6,3,2,6,5,2,6) The elves make 8 saves (2,6,3,3,2,5,6,5,1,1,5,2,1,2,2,5,4,6,3,3,2,3,4,3,3 ,4,5,2,3) and 21 drop.
Combat
Suck it furball I have ASF oh I failed my terror test again... bugger *splat*.
VS Cames
Magic
13PD and 9DD are generated.
Up yours Gateway
The mage casts dance of despair (4,3,4,1,6,5+4) which goes through (4,2,3,5,1,4+2) and all the chaos forces stats are reduced.
The mage casts mind razor (4,6,3,5,3,2+4) and it goes through (5,6,1+2) reducing the front ranks T by 1.
No shooting
Combat
The swordmasters strike and get 20 hits 19 wounds (4,3,3,3,3,2,3,2,3,6,3,5,4,4,2,6,4,3,2) and lop off 19 knights heads.
The elves then get squished.
End of wave 12
Curse you terror tests. CURSE YOU.
Aussie01
7th November 2011, 06:59
16 Kotr for (384)
15 Men at arms for (75)
(459) total.
All into the front rank
Ron
7th November 2011, 15:20
Combat
Suck it furball I have ASF oh I failed my terror test again... bugger *splat*.
Curse you terror tests. CURSE YOU.
WAAAAAAAAAAAAAAAAAAAAGH!
35xSavage Orc Big'Uns with AHW to the front rank for 385 Points. Move the 76xNight Goblins and BSB to the 3rd rank. Put 77xBlack Orcs in the 2nd Rank with a Standard Bearer bearing the Banner of Eternal Flame for 944 Points(Use the Great Weapons for Armed to da Teef). Buy back my Cheater Dice if they are gone(150pts). 1329(or 1479) points spent.
And what spells does my Exalted LoC know?
Cames99
7th November 2011, 16:10
Okay... it says 1500 points... I don't think thats true.... I want 15 marauder horses for 300pts as before in the front rank... then as many 40pt knights as i can afford.
Sinister
7th November 2011, 23:43
30 skellies 120 points front rank.
15 Necropolis Knights 975
Dark Lord Foamy
9th November 2011, 06:29
Sorry guys no full details or fights today as I'm in what could be considered ah "be glad the schools and nurses who were responsible for fucking up a set of data given to my today so bad aren't standing next to me as I wouuld stake them to a wall, attach hooks to their ribs, attach the other end of the hooks to a F-13 and get it to take off ripping out most of their body and then dump the remains into a vat of nitric acid" kind of mood. Yeah seems even putting in a students year and ticking if they were vaccinated or not is rocket science to these people.
Wave 13
10 Treemen enter the arena
VS Aussie
The treemen strangle the men at arms to death however the grail knights magic weapons prove to be their undoing.
VS Sneggy
Well the organ guns are still around at least.
VS Sinister
That skeleton meat shield is accomplishing it's goal in taking enough wounds so that the snakes only take 2 by the time they are smashed.
VS Ron
HAH automatic hits with my shooting you sneaky little gobbos and got 22 of the orcs.
VS Cames
2 Treemen were burnt to death by the gateway curse you flaming attacks however as per usual the marauder horsemen were killed by the roots before I was chopped down by the knights.
End of wave 13
So yeah bad day but Ron's wave had a calming affect to it for some reason.
Also as I keep forgetting to do this before hand I shall do it now *spins the dial* Lore of beasts, high magic, great maw and lore of the wild are boosted next round.
Aussie01
9th November 2011, 07:15
15 Men at arms into the first rank (75)
Cames99
9th November 2011, 21:28
Horseman meatshield please :) 300pts
Ron
10th November 2011, 02:34
I failed that many +2 wards? Must have been a lot of hits. I'd like to replace those Savage Orcs for 242 Points.
Dark Lord Foamy
10th November 2011, 03:06
You do realise that the strangle roots are a shooting attack so you were just on your basic ward save right?
Ron
10th November 2011, 03:12
You do realise that the strangle roots are a shooting attack so you were just on your basic ward save right?
Sure, but my Lore of Metal Exalted LoC could make that basic ward a +2 save. :P
Dark Lord Foamy
10th November 2011, 04:46
Well he didn't cast it as I stopped it.
Dark Lord Foamy
10th November 2011, 07:28
BOT!
*Grabs his 2nd ed Thunder Hammer and throws it at the the bot causing it to explode and the explosion blows off all of the feathers on Rons Lord of Change.* Woo bonus.
Edit
Next update will on Sunday as I am off to see Eddie Izzard live tonight so yeah bye *dashes out of the arena with his minions to get their seats*
Dark Lord Foamy
12th November 2011, 21:35
Wave 14
100 Night Goblin with nets form the front rank, 100 Night Goblins with shortbows form the 2nd rank and level 2 goblin shamans on fulcrums and 1 level 4 Goblin Great Shaman on fulcrum with dispel scroll form the 3rd rank.
The great shaman knows (Night Shroud, Itchy Nuisance, Vindictive Glare, Sneaky Stabbin) the first shaman knows (fix it and gift of the spider god) the second shaman knows (nuisance and curse of the da bad moon)
VS Aussie
As the front rank is 6" away the 10 goblin fanatics hiding in the front rank come flying out 11" only hitting the brets front rank and getting 35 hits 15 wounds (6,3,4,6,6,1,6,5,2,3,4,5,1,3,3,2,3) and the men at arms drop. 16 wounds (2,6,3,3,4,4,4,4,1,2,2,5,5,2,6,1,4,4). The knights make 4 saves (2,4,2,4,1,5,1,4,3,4,2,3,5,5,5,4) 7 ward saves (6,6,5,5,1,1,1,3,1,6,5,6) and 5 Knights drop. The fanatics then collide with each other and drop.
Magic
15PD and 10DD are generated.
The enchantress casts flesh to stone (3,3,3,5,6,5+4) but it is stopped by the dispel scroll.
The damsel casts earth blood (1,1,2,4,2+1) but the goblins stop it (5,3,5,4,6+4)
The prophet casts midnight wind (1,5,3,5,5+4) but it is stopped (4,5,4,4,6+4)
The great shaman casts sneaky distraction on the front rank (2,3,1,1,5,6+4) (4,2,4,5,1,1+4)
The shaman casts sneaky distraction on the front rank (4,1,3,1,4,1+2) but it is stopped (3,5,6,3,6)
The great shaman casts itchy nuisance on the front rank (4,1,2+4) and reduces their I by 2.
Shooting
The brets fire and get 50 hits 30 wounds and the goblins make 6 saves (1,2,2,1,3,1,2,4,4,1,6,6,5,5,5,4,6,4,2,6,3,4,5,3,5 ,3,6,6,5,3) and 24 gobbos drop.
The gobbos fire and get 26 hits 13 wounds (2,5,6,5,5,1,6,3,2,5,4,2,1,4,4,4,3,4,1,4,3,2,3,5,3 ,3) the knights make 10 saves (6,1,4,6,2,3,6,4,5,4,2,4,3) and fail their ward (4) and 1 drops.
Combat and 2nd turn
My goblins net themselves and are scared of the Enchantress which even with the -1 to hit allows the knights to splat the first rank and sadly the goblins meet their end doing no further damage in wave 2.
VS Sneggy
Fanatics meet organ guns *smash*... correction goblins meet smashed up organ guns covered in fanatic guts.
Sneggy is defeated.
VS Sinister
The fanatics go flying 8" getting the first rank and getting 35 hits 24 wounds and the serpents make 11 saves (4,5,6,2,6,1,5,2,3,1,2,5,6,4,2,2,4,3,2,2,6,6,1,3) reroll (2,4,6,6,2,6,5,1,1,6,6,2,4,4,4,4,6,2,3) and 1 ward save (2,4,6,3,1,3,2,5,1,3,2,3,4) and 4 serpents are cut down.
Magic
17 PD and 10DD are generated.
The priest casts protection (4,4,6,5,5,3+4) but it is stopped by the scroll.
The priest casts dessication on the front rank (4,5,3,4,3,4+4) and it goes through (1,3,6,1,3,1+4) and the front ranks stats are reduced by 3.
Khalida uses her staff (1,4,1) but is stopped (5,1+4)
The casket activates (3,6) but it is stopped (4,3+4)
The great shaman casts sneaky distraction on the front rank (1,6,5,1,6,2+4) the great shaman rolls a 11 and drops 2 levels and loses shroud, and nuisance and 4 pd and a power siphon and the priest uses it to cast protection on the front rank (2,2,2,4) and a dead serpent comes back with 1 wound.
The shaman casts sneaky distraction on the front rank (3,4,4+2) but it is stopped (3,3,2,2,2,2+4)
Shooting
The archers fire and get 28 hits 12 are poisoned. 25 wounds (6,6,4,3,3,5,5,1,2,3,1,4,4,1,5,3) the gobs make 4 saves (1,4,2,4,4,3,3,6,3,2,6,4,3,4,5,5,2,3,5,6,5,5,6,3,1 ) and 21 drop.
The gobbos fire and get 36 hits 13 wounds the serpents make 10 saves (6,1,4,6,4,1,1,4,2,1,1,1,4) reroll (5,2,1,5,1,4,4) 1 ward save (2,5,1) and the wounded serpent drops and another is reduced to 2 wounds.
Combat and wave 2
We net the front rank but are scared and are then splatted.
VS Ron
The dice activate and then exhaust (3)
The fanatics go 7" and get 38 hits 24 wounds and 24 savage orcs drop.
It all then goes downhill for me.
VS Cames
The fanatics go 5"... arse.
Also to sum up the marauders die and the frenzied hatred knights splat my gobbos.
End of wave 14
One down only 4 to go.
Cames99
12th November 2011, 22:04
lucky.... :D
Normal meatshield for 300
Sinister
14th November 2011, 16:28
fill the front rank with skellies however many can fit 4 points each.
Ron
15th November 2011, 02:41
Replace the dice and Orcs for 414 points.
Aussie01
15th November 2011, 05:03
Normal Meatshield And Fill in Knights that were lost.
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