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		<title><![CDATA[Latest threads for the forum "WHFB Battle Reports"]]></title>
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		<description><![CDATA[The newest discussed threads in the forum "WHFB Battle Reports"]]></description>
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				<title>Svartblod Gaming - Collected Battle Reports</title>
				<description><![CDATA[ Hello there!<br /> So, Svartblod is beginning to accumulate a few Battle Reports, and I figured it would be way more efficient to just make one topic for them all!<br /> It's simple. In this first post I will gather all old and new links to Battle Reports on Svartblod, and whenever we make a new Battle Report, I will post in this topic the preview.<br /> Let's go then!<br /> <br /> [url]http://svartblodgaming.blogspot.com/2011/06/fantasy-batrep-warriors-of-chaos-vs_16.html[/url]<br /> 1500 Points, Warriors of Chaos vs Vampires (7th ed. Armybook)<br /> The second Battle Report I we've done (First was a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> report, long ago...)<br /> This was also my very first game of Fantasy, so don't read it for learning anything. Also, no pictures in this one.<br /> <br /> [url]http://svartblodgaming.blogspot.com/2011/08/battle-at-barnstensvagen.html[/url]<br /> 2000 Points, Warriors of Chaos vs Tomb Kings<br /> The first Battle Report in the way we've done them since! (Also the most read one).<br /> <br /> [url]http://svartblodgaming.blogspot.com/2011/10/payback-at-barnstensvagen-ogre-kingdoms.html[/url]<br /> 2v2, 3000 pts per side (I think...), Ogre Kingdoms and Tomb Kings vs Warriors of Chaos and Dark Elves<br /> Our first 2v2! Also, introducing two new players, first ever game for Philippa and second ever <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> game for Sköll!<br /> As a consequence, there's a little proxying going on in this one.<br /> <br /> [url]http://svartblodgaming.blogspot.com/2011/11/clash-at-opalvagen-1650-pts-lizardmen.html[/url]<br /> 1650 points, Lizardmen vs Vampire Counts (7th ed. book)<br /> Our dear Lizardmen player from Gothenburg was on a visit, and we were not slow to seize the opportunity and Batrep a battle!<br /> Also some proxying going on here for <span class="glossaryitem" onmouseover='gp(138);'>VC</span> as I was struggling finding the money to finance this new army of mine...<br /> <br /> [url]http://svartblodgaming.blogspot.com/2012/01/batrep-warriors-of-chaos-vs-ogre.html[/url]<br /> 2000 points, Warriors of Chaos vs Ogre Kingdoms<br /> Gutstar? Gutstar.<br /> <br /> [url]http://svartblodgaming.blogspot.com/2012/02/battle-report-2v2-<span class="glossaryitem" onmouseover='gp(385);'>woc</span>-ok-vs-<span class="glossaryitem" onmouseover='gp(418);'>tk</span>-<span class="glossaryitem" onmouseover='gp(27);'>de</span>-3000.html[/url]<br /> 2v2, 3000 pts per side, Warriors of Chaos and Ogre Kingdoms vs Dark Elves and Tomb Kings<br /> The very report whose preview is posted directly beneath this post. Hope you'l enjoy!<br /> Also, the after-game picture here is quite a little gem, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. (Though I made it, so who am I to judge that?)]]></description>
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				<pubDate><![CDATA[Mon, 13 Feb 2012 09:23:47]]> GMT</pubDate>
				<author><![CDATA[ The CF]]></author>
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				<title>Shiloh Slaughter 2012; 2500 Daemons</title>
				<description><![CDATA[ Been a bit over a week and due to an insane amount of work just now getting to it.  Typing it up and will transfer it over a bit later.  But for now here are two good reports from the tourney.<br /> <br /> [url]http://warhammer.org.<span class="glossaryitem" onmouseover='gp(134);'>uk</span>/phpBB/viewtopic.php?f=12&t=98023[/url]<br /> <br /> [url]http://s6.zetaboards.com/The_UnderEmpire/topic/8796972/1/[/url]<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 7 Feb 2012 16:15:43]]> GMT</pubDate>
				<author><![CDATA[ moseefus]]></author>
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				<title>Grand Hierophant Khatep and LordHamshire Webseries</title>
				<description><![CDATA[ <a href="http://www.youtube.com/user/TheWarhammerFatKids" target="_blank" rel="nofollow">http://www.youtube.com/user/TheWarhammerFatKids</a>  <br /> <br /> We have Battle Reports and some painting/conversion videos from Gavin (Lord Hamshire)<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 1 Feb 2012 23:20:16]]> GMT</pubDate>
				<author><![CDATA[ Grand Hierophant Khatep]]></author>
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				<title>Waaagh Paca! Report</title>
				<description><![CDATA[ I rolled into Waaagh Paca Friday afternoon and got a chance to catch up with a bunch of cool dudes.  McClure was still painting is army as well as a few others.  Some of the LaCrosse boys were playing Malifaux.  I ended up playing Gears of War with my buddy Kent and then some Dungeon Run with a couple guys I hadn't met before.  Nicol didn't get in til real late due to plane problems, so the drinking went til about 4AM.<br /> <br /> Saturday morning I am in the shower and Kent comes in and loses the Gatorade he had just drank.  I guess his stomach wasn't ready for it after the previous night.<br /> <br /> We all make it over for the tourney and round one I am paired up against John Wenger's <span class="glossaryitem" onmouseover='gp(27);'>DE</span>.<br /> <br /> My list was:<br /> Slann – Lore of Heavens<br /> Focus of Mystery<br /> Focused Rumination<br /> Soul of Stone<br /> Higher State<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span><br /> Dispel Scroll<br /> Curse Charm<br /> Dragonbane Gem<br /> <br /> Tetto Eko<br /> <br /> Saurus Warriors x25<br /> Champ<br /> Standard<br /> Musician<br /> <br /> Saurs Warriors x24 with spears<br /> Champ<br /> Standard<br /> Musician<br /> <br /> Chameleon Skinks x7<br /> <br /> Stegadon<br /> <br /> Salamander Hunting Pack X2<br /> <br /> Salamander Hunting Pack X2<br /> <br /> His list had:<br /> Cauldron<br /> Level 3 Shadow?<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span><br /> Executioners<br /> Repeater Crossbows<br /> Hydra<br /> Spears<br /> Harpies<br /> <br /> John was a lot of fun to play and we had a really close game.  The goal of the game was to get rid of your opponent's fortitude, which I ended up having more left at the end of the game than he did.  Thanks to some good rolls at the end of the game and his spears breaking.  My chamos got his cauldron down to one wound, but then got wiped out by harpies.  If I could have got one more wound on it I think the game would have been mine easily as the executioners probably would have broke at some point earlier if they weren't stubborn.  I was also a bit boneheaded and should have maybe put more attacks on his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> as they would have broke a couple of times without him as well and he was a fortitude.<br /> <br /> I believe I got 3 out of 4 pts this game and John gave me some of a cordial he made himself.  It was an excellent start to the weekend.<br /> <br /> Round 2 I played Ted from Lords of War.  He had broken ogres:)<br /> 2 sets of 3 mournfang<br /> Scouting Maneaters<br /> Leadbelchers<br /> Iron Blaster<br /> saber tusk<br /> Ironguts<br /> <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4 butcher<br /> <span class="glossaryitem" onmouseover='gp(174);'>bsb</span><br /> Gnobblars<br /> <br /> My army basically got wiped out this game, but luckily the goal of the game was to deploy an objective marker in the center of the table and try to keep your opponent from haing one there.  We both ended up deploying ours and destroying our opponents, so we drew.  At one point I got a comet off <span class="glossaryitem" onmouseover='gp(161);'>int</span> this game that hit four of his units.  I got like 13 hits on his saber tusk.  I wish I would have rolled that for his mournfang instead:)<br /> <br /> I am now sitting at 6 of 8 pts.<br /> <br /> Round 3 was another Lords of War player.  Zach Shelling and his Bretts.<br /> Grail Knights<br /> Grail Pilgrims<br /> Lord<br /> Lvl3 life<br /> peg knights<br /> two knight busses<br /> Treb<br /> Archers<br /> <br /> First turn my chamos took out his treb and then they got his archers too run for the rest of the game til they were off the table.  The scenario was too kill as much as possible, so it was potentially possible that both of us could have gotten the full 4 pts.  His mage miscast on the first turn regrowing one grail knight then lost regrowth.  His next turn he puts up throne and destroys about a dozen saurus with Dwellers, but then fails to roll 2+ on thrones and loses dwellers, so is left with a <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 1 with Thrones:)  I guess he can still use the attribute.  At the end of the game I had everything of his and he got my one block of saurus that he had dwellered but then charged.  Zach was a lot of fun even though his things didn't go too well for him and he got my best opponent vote although it was a very hard choice.  All of my opponents were in the running.<br /> <br /> Now sitting at 10 of 12 pts.<br /> <br /> That night was another night of drinking and the mustache contest.  There was also the parade of banners and they announced the current standings for the best club award and we were in the lead. I played some Summoner Wars with Nicol too after the Mustache Contest.  Kent went back to the room, but Nicol and I stayed for last call.  Nicol was still finishing his beer, so I left without him to go get in bed, but he arrives a few minutes later with the rest of the bar at our room.  At which point the drinking continues til like 4 when nicol hit the bathroom and lost the Jeremiah Weed he had just chugged out of my bottle.  He then went to the bed and slept in all his clothes and shoes:)<br /> <br /> Sunday we all make it over for round one where I am paired vs. Miel's Empire.  I know he is a really good player, but I think I have a pretty good shot with the match-up.  My double Heavens Loremaster should hopefully blast up his gun-line.<br /> <br /> He has:<br /> 2 Cannons<br /> 2 Mortars<br /> block of hand-gunners with <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4 shadow<br /> block of great-swords with swordsmen detachment<br /> flaggellants<br /> <br /> The scenario is all about who controls the most table quarters with fortitude.  My comet finally does blow up all his war machines, but only after my block of sword and board get withered and take some mortar shots.  I end up getting down to just my man of intrigue in that unit to get across the table for the deployment of the objective marker.  Meanwhile my salamanders are putting the hurt on his units.  He does get his flagellants across the center line and deploys his objective marker.  I snuff it with my slann thoug and destroy the rests of his flagellants with a charge from the steg and the sallies.  He then miasmaed my man of intrigue to prevent him from deploying the marker on that turn and then next turn he picks him off with the hochland long rifle to prevent me from getting the objective point.  On my last turn I use wind blast to push the last little bit of his greasword that still have a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and General in the unit into the next table quarter so  he just controlled one at the end of the game and I controlled 2.<br /> <br /> Now at 13 of 16 pts.<br /> <br /> The last scenario I get paired up against another gun-line, so I am fairly happy with that.  Also a fun opponent Rob Phaneuf, so really happy with that.<br /> <br /> He had:<br /> Organ Gun<br /> Grudge Thrower<br /> Cannon<br /> Quarrelers<br /> Miners<br /> Hammerers<br /> Warriors<br /> Longbeards<br /> Runesmith<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span><br /> <br /> This scenario is kind of an old school victory pts one with table quarters and banners worth 100 pts.  I end up getting a comet off that takes out all of his war machines and my chameleons.  My salamanders chew up a good chunk of his army.  He gets his objective marker deployed and then concedes.  I felt a little bit bad about this win as not only were my comets and salamanders chewing him up, but his own units were misfiring quite a bit.<br /> <br /> Overall it was an amazing tourney and the Twisted Troop did get Best Club and brought home the Heine-Hammer.  Nicol picked up Best Overall too!<br /> <br /> Thanks to all my opponents for great games and everyone that bought me a drink!  Also thanks to the HPBs for putting on an awesome event.  Can't wait for next year.<br /> <br /> [IMG]http://i77.photobucket.com/albums/j42/Jormi_Boced/waaagh%20paca/tt1.jpg[/IMG]]]></description>
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				<pubDate><![CDATA[Tue, 31 Jan 2012 17:40:29]]> GMT</pubDate>
				<author><![CDATA[ Jormi_Boced]]></author>
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				<title>Tomb Kings vs. Beastmen 500 points</title>
				<description><![CDATA[ Whoo!  First proper Fantasy battle ever tonight, against [user]Benamint[/user]'s proxied Chaos Beastmen.  I'd love to hear everyone's thoughts on the battle, as well as where we went wrong or right, as both of us are so wet behind the ears you could use our dandruff as cement.<br /> <br /> My list- 500 points Tomb Kings:<br /> <br />            Level 2 Liche Priest- 105<br /> <br />            8 Horse Archers w/ Full Command ( I wanna say ~142?  Will fix later)<br /> <br />            Skeleton Archers w/ Musician (about 103 points worth- once again, will put proper values in later)<br /> <br />            3 Ushabti w/ Great Bows<br /> <br /> <br /> <br /> Benamint's Beastmen<br /> <br />           18 Gors – 126 – pts<br /> <br />           10 Ungor Raiders – 60pts<br /> <br />           Chaos Warhounds – 48pts<br />           8 poisoned attacks - 24<br />           SPECIAL<br /> <br />           3x Minotaurs – 165<br />           3 Great weapons – 24<br /> <br />           Rare<br />           1 Chaos Spawn - 55<br /> <br /> <br /> Since this was a couple of newbies, Benamint decided not to use [i]any[/i] magic in his list.  I, of course, had to have my Heirophant- thus the Liche Priest.  I ended up with Ptra's Righteous Smiting and Sekhmet's Skullstorm, but traded the Skullstorm out for Hsar's Incantation of the Desert Winds (signature spell).  I wanted the regen.<br /> <br /> <br /> We decided to just do a basic battle, annihilation, deployed 12" in from the long edges.  Benamint set his up with the Warhounds holding the left flank (from my point of view), then the Ungor Raiders, Minotaurs, Gors (in Horde formation) and with the Chaos Spawn on the far right.  I deployed my Archer (w/ Liche Priest) on a hill across from his Ungor, my Ushabti set up across from his Spawn, but angled a little towards the Gors, and my Horse Archers Vanguarded/Scouted (whichever rule it is) last, on the right flank of his Chaos Spawn.  I went first, since I finished deploying first (I believe this to be the correct rule).<br /> <br /> Tomb Kings turn 1:<br /> <br /> I move my Archers and Ushabti up a little, and move my Horse Archers in front of the Spawn.  I did this because I severely overestimated the efficacy of my shooting.  Don't remember Winds of Magic, but attempted to get the Desert Winds off- Benamint had 2 Dispel dice, and needed a 10.  He rolled  :six: :five:.  Didn't get Vengeance off.  Shot my Ushabti at the Spawn, doing diddly-all, and did the same with my Horse Archers.  My regular Archers weren't in range of anything at that point, since I hadn't been able to double-move.  No Charges, so no close combat.  Lotsa Nothing.<br /> <br /> Beastmen turn 1:<br /> <br /> His Chaos Spawn easily moves/charges into the flank of my Horse Archers- again, was severely overestimating my shooting in that last turn.  He Marches everything else forward.  His Ungors don't quite have range yet, and nothing else has ranged attacks.  I asked him if he wanted to try and declare any Charges, but aside from the Spawn, he seemed content to just March.<br /> Combat against the Chaos Spawn was something of a whiff- in that the Spawn did absolutely nothing to my Horse Archers, and they (along with their Steeds) managed to put 3 Wounds on the Spawn, killing it (it may not have been exactly 3 wounds- but they did enough to kill it), since Benamint hadn't bought it any armour at all.  A surprising amount of his list seemed to be unarmoured- there some special Beasmen rule we were missing, folks?  Also, was I reading the rules right, and since I had a 5-3 setup for my Horsemen, and he charged in the side (meaning 2 Horse Archers ended up in b2b) I would get 4 attacks? 2 from the Mounts and 2 from the Riders?<br /> Since the Spawn had died, I did a, what's it called, Overrun? for a couple inches.  Again, not certain about that one- we decided (being <span class="glossaryitem" onmouseover='gp(3);'>40K</span> players) to just call it a <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> take the highest Consolidation move forwards.  I was rather confused about that one (all that talk about Leadership tests and such) and Benamint didn't want to bother for our first game.<br /> <br /> Tomb Kings turn 2:<br /> <br /> This turn was a little more action-y.  I Charged my Horse Archers into the right flank of his Gors, coming into B2B with 2 of them (Horde formation was only 2 deep, and not even full in the second rank).  Moved everything else up a bit, angling my Ushabti more towards the Minotaurs and keeping my Liche Bunker on the hill (it was shaped like a kidney bean).  Winds of Magic gave me about 6-8 dice, and gave him plenty of Dipel dice.  I decided not to bother with Ptra's Righteous Smiting, since the only unit in range was my bunker, and they weren't in range of anything else (and wouldn't be for another turn, it seemed).  Either that, or I tried it and it was dispelled- I don't remember perfectly clearly.  However, it was this turn that I attempted a Boosted Desert Winds, and succeeded, granting extra Move to my Ushabti and Archers- unfortunately, it was with  :six:  :six:  :six:  among the dice- rolled a five for the Mishap, and killed 5 of my Skeleton Archers, saving one with my Light Armour and Regen rolls, and taking a wound on my Heirophant.  As that was done with the last of my Power Dice, the loss of <span class="glossaryitem" onmouseover='gp(24);'>d6</span> didn't matter so much.  I think you're allowed Saves against Mishap damage, correct?  There wasn't anything saying against it.<br /> The Ushabti fire at the Minotaurs, dealing a single Wound to one of them.<br /> In Close Combat between his Gors and my Horse Archers, he failed to do a single Wounds, and I did, well, quite a few.  I think about 6?  And he didn't have any armour on them, either.  Due to Banner, Flank and 6 Wounds, he took a Break test and failed.  He ran, and I ran 2 inches faster, catching and destroying the Gors.  Again, does this sound right to you Fantasy vets?  I don't know if that was done correctly or not.<br /> <br /> Of course, it was right after this we realize the Beastmen have their Frenzy rule, and that Benamint hadn't rolled for it- we decided not to bother going back, though, this being first game and all.  Or rather, he decided not to go back.  I didn't protest too strenuously, though  ;) .<br /> <br /> Beastmen turn 2:<br /> <br /> He attempts a Charge with his Hounds, and they fall just a couple millimeters short- close, but it was fairly definite- his dogs weren't going to be gnawing any Khemrian bones this turn.  His Minotaurs reform to face my Horsemen, and his Ungor move up to get into firing range of my Skeleton Archers.  He fires off a volley, and I think he might have either wiffed, or killed a single Skelly- about the same result either way though, amirite?  Nothing more for him this turn, though.<br /> <br /> Tomb Kings turn 3:<br /> <br /> I was somewhat worried about his Minotaurs, but figured "Hey, I come back, so what the heck!" and declared a Charge with my Horsies- they easily made it.  Backed my Archers up a bit, and moved my Ushabti forward a bit. Winds of Magic blew my way this turn, giving be 7 or 8 Power dice, and Benamint only 1- basically impossible for him to block anything, and I got Ptra's Righteous Smiting off, boosted, giving all of my units those extra shots and attacks.  Just to be clear, Steeds get a single bonus attack too, right? (and I just realized the Supporting Attackers woudn't have gotten extra attacks- so that was 3 fewer the Horsemen should have gotten against your Minotaurs- sorry Benamint!)  Didn't manage to get a Boosted Desert Winds off, though- but the Smiting gave me back a few Skellies in my Bunker.<br /> Shooting saw my Ushabti peg an Ungor, and saw my Skelly Bunker get a single Hound (out of all those archers, only 1!)<br /> My Horse Archers, however, decimated the Minotaurs, dealing a whopping 6 wounds to them, killing off 2 and putting 2 wounds on the third! (one wound from the Ushabti earlier).  That third swung back hard, though, killing 3 of my Horsemen in a single swing.  I still managed to win Combat, however, with 1 for charging, 1 for Banner and 3 wounds difference- he ran, and I ran him down. (still not certain about this one, nor the other.  Just seemed too easy)  I didn't Overrun, however (I believe you can choose not to?) leaving his Ungor for shooting at.<br /> <br /> Beastmen turn 3:<br /> <br /> Well, he was feeling the pressure here, and responded by Charging his Hounds into my Archers and Liche Priest- at that distance he really couldn't miss the Charge.  He shot his Ungors at my Horse Archers, killing another 3, including the Musician (I think the Musy goes before the Champion- though it didn't end up making much difference).  I'm glad I'm Nehekaran, and thus this didn't cause a Panic test.<br /> In <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, his Hounds dealt a few wounds, and I saved a couple with armour and Regen (though the Armour might have been cancelled- forgot the strength of the Hounds).  Luckily he missed the single attack he directed at the Heirophant, or I'd have been Crumbling.  I attacked back then, and thanks to Ptra's Smiting and the extra attacks, I killed all but one of his Hounds.  That one was sheer luck of the roll for me, though, and I ended up winning combat by just a little.  The Hound Broke, ran, and I wasn't able to run it down.  (still feel like I'm missing something.  Can Nehekharan undead even Pursue? will have to check that).<br /> <br /> Tomb Kings turn 4:<br /> <br /> I was somewhat determined to clean this up purely with shooting, so I didn't bother Charging anything, just moving my Ushabti up a little.  Again.  Winds of Magic again blew my way, giving me 8 Power dice- I spent 4 on a Boosted Smiting, and  :six:  :six: , with a six on the Miscast table- I applied the effects of the spell first, including the healing of my Liche Priest due to the Restless Dead- killed another 4 Skellies, most of whom I'd just brought back to life.  Also restored 4 Horsemen, though, which was nice.  The Miscast saw me deal another wound to my Heirophant, though- again, not sure about the order, because if the Miscast applied before the Restless Dead, my Heiro would've been kaput.<br /> Ushabti blasted the last Hound, and between my Horsemen and my Archers, I shot 3 of his Ungor- they passed the Panic test, though.<br /> <br /> <br /> This, I believe, is where we called the game.  Benamint was a great sport throughout the whole thing, even denying go-backs that would have helped him out a bunch (like the Frenzy for his Gors and a Stomp attack for his Minotaur).  All in all, it was  a ton of fun, even though we kinda muddled through it, and I'm certain we mis-played a ton of rules- hopefully our next game will go smoother.  I think the Beastmen's lack of magic hurt them a lot- some of the Lore spells probably would have helped demolish my Skellies a bit more, or at least keep his guys alive long enough to smash some face.<br /> <br /> <br /> So, questions?  Comments?  Gripes about glaring misuse of rules?  Bueller?]]></description>
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				<pubDate><![CDATA[Fri, 27 Jan 2012 07:42:31]]> GMT</pubDate>
				<author><![CDATA[ Anvildude]]></author>
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				<title>Lizardmen Vs. Vampires 2400pts</title>
				<description><![CDATA[ Hey guys. This is my first attempt with Battlechronicler so hopefully you can forgive the occasional strangely angled charge.<br /> <br /> My opponent is a long time Vampires player and he made the NZ Master with them last year, but this is his first time using the new book. For me its the first time facing it and I haven't even read though it yet so it should be interesting. Our last match was a bit of a downer, it was Watchtower, he charged  the building turn 1 and smashed up some Skinks I had in there with his Grave Guard, taking control of the tower. My turn 1 I charged the building with a Temple Guard unit, cast some buffs and bounced a miscast on to his General with Cupped Hands, who promptly fell down a hole. We called it after two when he raised a total of 4 Grave Guard back, his army was crumbling and he had no chance of getting in to the Watchtower held by 30 Temple Guard. Hopefully we get a more even game this time.<br /> <br /> Unfortunately I don't have an exact copy of his list but it was basically;<br /> <br /> Choppy Vampire Lord on Coven Throne (S7, re-roll successful wards, pushing 600pts)<br /> <br /> Necromancer, Bound Fireball/Flaming Cage spell<br /> <br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> Vampire<br /> <br /> 2 x 30 Zombies, <span class="glossaryitem" onmouseover='gp(178);'>Std</span>, Musician<br /> <br /> 40 Ghouls, Full Command<br /> <br /> 2 x 5 Wolves<br /> <br /> 10 Black Knights, Full Command, Screaming Banner<br /> <br /> 4 Vargheists<br /> <br /> Mortis Engine<br /> <br /> Terrorgheist<br /> <br /> He had picked up pretty much one of each new kit and was trying all of them out. None of his blocks present any real threat to my Saurus, as usual its the bigger stuff which will be an issue.<br /> ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------<br /> <br /> My army was a bit of a departure from the lists I normally run. Its mostly based around the Beasts Slann who I have been wanting to try out, he takes Ethernal and the Fencers Blade and can cause all sorts of issues for people in combat even if its just as a tarpit. Unlike most of my other lists its also partially been made with the local tournament comp/hard cap systems in mind. These vary a bit but all completely cripple Rumination, no more than 12 used per phase (rather than no more than 12 in the pool at once) and usually your maximum pool is reduced by 1 for having Rumination and another 1 for having Loremaster. It also usually bans Cupped Hands together with Rumination and Loremaster, and since I don't like running Life this means Temple Guard based armies don't work (as I'm not running that with no miscast protection). Anyway my list was;<br /> <br /> Slann, General, <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, Higher State, Becalming, Fencers Blades, Plague of Tepok<br /> <br /> Oldblood, Sword of Striking, Shield, Cold One<br /> <br /> Scar Vet, Sword of the Hornet, Light Armour, Shield<br /> Scar Vet Sword of Swift Slaying, Light Armour, Shield, Ironcurse Icon<br /> <br /> Skink Priest, Cube of Darkness<br /> <br /> 2 x 29 Saurus, Full Command<br /> 10 Skink Skirmishers<br /> <br /> 5 Saurus Cav, Musician, Standard Bearer<br /> 3 x 5 Chameleons<br /> <br /> 2 x 1 Salamander<br /> 2 x 1 Razordon<br /> <br /> Essentially its two big blocks of Saurus each with a Scar Vet, supported by the Slann, Oldblood + his Cav escort and then a whole bunch of chaff. The Razordons are there because 2 x 2 Salamanders is banned with the Hard Caps, although I was pretty happy with them in this game anyway since they are better diverters than Sallies anyway.<br /> <br /> ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------<br /> <br /> Magic:<br /> I automatically get spells 1-5 on the Slann (since I always swap 6s) and then swapped Pelt for Wildform. Skink Priest takes the signature knowing that he will almost certainly not get a chance to cast it.<br /> He takes Invocation on everything (they are all Level 1s) with a couple of Bound spells for support.<br /> <br /> [b]Deployment[/b]<br /> ----------<br /> Standard Battleline game, everything apart from the forests are just standard non magical terrain, by coincidence all the Forests ended up being Blood Forests, but it never came into play<br /> <br /> [img]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map01.jpg[/img]<br /> <br /> He won the roll and being Vampires went for a fairly central deployment. His fliers are facing the flanks to try and chase off Chameleons. His <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and Necromancer both went in the big Ghoul block with the two chariots just behind his main lines.<br /> One Scar Vet in each block of Saurus, Oldblood with the Saurus Cavalry. My Slann went in with the Skinks since I was worried about being sniped by the Terrorgheist (since the scream is magical). Chameleons avoided the Terrorgheist but were happy out on the flank facing the Vargheists as with Frenzy they would still get pulled well out of the way.<br /> <br /> He didn't Vanguard the Wolves, I grabbed the first turn with a 6 and we were off<br /> <br /> [b]Turn 1 - Lizards[/b]<br /> ---------------<br /> [img]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map02.jpg[/img]<br /> <br /> Pretty much everything moves up. The Chameleons on the right hurry out of the charge arc of the Vargheists. The Slann leaves the Skinks after some careful checking to ensure that the Terrorgheist can't get to him, but can't float into range for Amber Spear on the chariots at the back without exposing himself.<br /> <br /> I get a decent roll for Winds but then manage to miscast on my first spell of the game, a Flock into the right Wolves which did no damage (I think I got 3 hits), with the miscast wounding my Skink Priest and draining a dice. With nothing much else to do due to range the rest of my dice went into Amber Spear at his Ghouls, hoping to snipe a character, but it was easily dispelled.<br /> <br /> The Salamander and Chameleons on the left managed to kill 2 Wolves, and on the right the Chameleons + Salamander managed to kill 4 Wolves and tag a wound on the Vargheists. Not a bad start but those Vargheists could be a problem.<br /> <br /> [b]Turn 1 - Vampires[/b]<br /> ---------------<br /> [IMG]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map03.jpg[/IMG]<br /> <br /> The Zombies on the left charge the Chameleons, who flee, but irritatingly only go 4", which is enough to avoid being caught but leaves them in an annoying position in front of the Saurus.<br /> The Wolves on the left wisely avoid charging the Chameleons (behind a wall + stand a shoot) and move up into the face of the Salamander, with the Terrorgheist moving into range to scream at it. The lone Wolf on the right does the same to the other Salamander and he reforms the right flank to face the Chameleons properly, bring the Engine over to help. Everything else shuffles around.<br /> <br /> His magic gets completely shut down, with Becalming crippling his casting of the bound Fireball/Flaming Cage spell (can't remember the name) so I can easily dispel it with less dice than him thanks to my Level 4, leaving me with dice to spare to shut down Invocation.<br /> <br /> Shooting really hurts, with the Terrorgheist killing all the handlers from the Salamander and leaving it on a single wound. Monster reaction came up with can't move/Unbreakable, which meant I now had a major jam on the left flank when combined with the Chameleons.<br /> <br /> [b]Turn 2 - Lizards[/b]<br /> ---------------<br /> [IMG]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map04.jpg[/IMG]<br /> <br /> The Saurus Cav attempt a long charge into the Zombies on the right but fail. The Salamander on the right charges the Wolf standing in front of it so I don't have to waste Chameleons on it.<br /> Razordon on the right runs up into a perfect blocking position in front of both the Zombies and the Ghouls, both of which will have to turn side on to my army in order to charge and generally messes up his battleline. Chameleons line up his Vargheists but stand in terrain to force him to take terrain checks when he charges (since I'm way to close to stand and shoot and wouldn't be able to get out of charge range). The Chameleons on the left rally and start trying to work out how they can somehow get out of the way of annoyed looking Saurus behind them. Realising he has to be wary of the Vampire Lord the Slann joins the Saurus to stay out of his arc and also keep out of range of the Terrorgheist.<br /> <br /> Not much happens with magic, I get 4 or so dice, toss them all into Amber Spear at one of his chariots and he Scrolls it.<br /> <br /> Shooting is dissappointing, with two units of Chameleons on the right not able to even finish off the wounded Vargheist. The unbreakable Salamander on the left has to breath on the Wolves (who were the closest unit even if it doesn't look like it here), which is fine as the Black Knights are behind them, but I can't roll a 5 to wound. The Razordon on the left might have killed a Zombie or two but no one really cares.<br /> <br /> In combat my Salamander kills his Wolf and stays put to avoid getting run over by the Engine.<br /> <br /> [b]Turn 2 - Vampires[/b]<br /> ---------------<br /> [IMG]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map05.jpg[/IMG]<br /> <br /> His Zombies charge the blocking Razordon, which stands and shoots killing a handful. The Vargheists charge one unit of Chameleons (no deaths to terrain) and the Mortis Engine goes into the other.<br /> Everything else shuffles around to try and clear up charge lanes.<br /> <br /> The magic phase sees Becalming drop two 6's off his Necromancers bound item attempt so I easily dispel it, but he manages to sneak a one dice Invocation through with his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, which raises 10 or so Zombies into both the Zombie blocks!<br /> <br /> His Terrorgheist swoops around and screams at the Skinks, killing all but one!! Unfortunately I don't have much on that flank in position to deal with it since the Chameleons didn't run far enough to end up behind the Saurus and protect my rear. On the other side the Engine causes an AOE damage effect which kills all of the Chameleons it is in combat with before we even get to combat, as well as 3 from the other unit the Vargheists are about to smash.<br /> <br /> In combat not surprisingly the Chameleons get completely diced apart by the Vargheists, although somehow they manage to cause a wound and finally finish off the one they wounded with shooting in the process. Due to Frenzy the Vargheists had to overrun and got pretty close to the maximum overrun possible, which put them firmly in the top right corner. The combat between the Zombies and the Razordon went amazingly well for me, I killed a couple of Zombies, he did a wound back and I managed to hold on -4 thanks to the Slann/<span class="glossaryitem" onmouseover='gp(174);'>BSB</span> beind in range.<br /> <br /> [b]Turn 3 - Lizards[/b]<br /> ---------------<br /> [IMG]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map06.jpg[/IMG]<br /> <br /> The Saurus and Saurus Cavalry happily charge the expoused flank of the Zombies which didn't break the Razordon, expecting to crush them in a single round. The Salamander moves to try and keep the Mortis Engine out of the way and lines up a flank shot on the Ghouls. The unengaged Razordon blocks the Lord + Throne from getting to my Slann. On the left the Saurus shuffle right to let the Chameleons move back behind them to target the Terrorgheist.<br /> <br /> In the magic phase both Savage Beast and Wildform are blocked, but Curse gets through on the Ghoul block, which should keep them well away from the right flank for a turn since the small rock in the way would cause a decent chunk of casaulties and they would struggle to do any damage in any case with -1 to hit.<br /> <br /> Shooting sees the Salamander on the right toast a bunch of Ghouls. The unbreakable one on the left has to shoot the Terrorgheist this time and understandably does nothing. The Chameleons and the lone Skink do manage to drop a couple of wounds from the Terrorgheist, but its still in position to cause me a heap of trouble.<br /> <br /> Combat goes pretty well for me, with the Saurus and Saurus Cav demolishing the Zombies in a single round of combat through kills and combat res. The Cav overrun since I thought I could hit the Mortis Engine, but in fact I hit the Salamander I placed in front of it to block it so don't get into combat with it. The Saurus reform to face the Ghouls.<br /> <br /> [b]Turn 3 - Vampires[/b]<br /> ---------------<br /> [IMG]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map07.jpg[/IMG]<br /> <br /> His Wolves on the left manage to squeeze past the annoying Salamander and get into the flank of my Chameleons. The Mortis Engine charges the Salamander on the right and the Terrorgheist charges the lone Skink, who fails Terror and gets run down. For some reason he doesn't charge his Lord into the Razordon in front of it and everything else continues to move for position, with the Vargheists quickly getting back into a threatening position on the right.<br /> <br /> Magic is again completely squashed, with his 6 dice bound spell at the Saurus + Slann having 2 6's dropped from it and easily dispelled, and his remaining dice into Invocation failing to cast.<br /> <br /> Shooting from the Throne kills off the handlers from the Razordon in front of it, causing it to gain Frenzy and Hatred (this might have happened next turn from something else, I can't remember).<br /> <br /> In combat the Wolves easily win combat against the Chameleons and run them down never to be seen again (the Wolves ended up right next to my accumulated dead pile in the bottom left corner and got forgotten about for the rest of the game, not that they could have done much). The impact hits + Scream from the Engine kills off the Salamander it was facing and some crafty use wheeling let it overrun into the right hand corner of the Cavalry unit.<br /> <br /> [b]Turn 4 - Lizards[/b]<br /> ---------------<br /> [IMG]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map08.jpg[/IMG]<br /> <br /> The Saurus on the left charge the remaining Zombie block. The Saurus on the right with the Slann are unfortunately blocked from getting to the Ghouls by the Razordon in front of them, even if I charged the Razordon in as well they weren't going to be able to wheel past it and get into combat. As such I just move both Razordons into blocking positions in front of the Throne and reposition ready to charge next turn. The Skink Priest hurrys foward to avoid the Vargheists and the Terrorgheist, I haven't had a worthwhile chance to use his Cube yet but he is probably going to have to just use it next turn to make sure it does something.<br /> <br /> I get a good Winds roll and somehow get Savage Beast at my Oldblood through on 4 dice even though he threw 6 dice to dispel it, the lack of a Level 4 is really hurting him here. As the Saurus can easily take the Ghouls without any buffs the rest of my dice went into a boosted Amber Spear at his Lord, which hits and wounds his Lord but doesn't get through the 4+ ward.<br /> <br /> Shooting is pretty minimal, one Razordon spits at the Vampire Lord but does nothing and the stupid unbreakable Salamander breaths on the Knights and still can't roll a 5 to wound.<br /> <br /> Combat goes pretty well for me, the Saurus on the left get stuck in to the Zombies killing more than half the unit after combat res. I think I might have lost 1 Saurus in return. On the right the Oldblood makes way to the other end of the unit to get into contact, and then has 8 S8 attacks with +1 to hit which take a big chunk out of the Engine (he rolled pretty well for saves though), causing 3 wounds. He kills a Saurus and loses by 2 but avoids exploding thanks to the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in the Ghouls.<br /> <br /> [b]Turn 4 - Vampires[/b]<br /> ---------------<br /> [IMG]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map09.jpg[/IMG]<br /> <br /> Before anything happens this turn his Engine, which is down to its last wound, manages to blow itself up with pretty spectacular results (it had been throwing out fairly minor AOE stuff like 6+ regen until now). It kills a Saurus Cav, a couple of Saurus, finishes off the Skink Priest (dammit), kills a handful of Ghouls, kills a Vargheist and wounds another, kills one Razordon and all the handlers from the other (Hatred/Frenzy again)!!! I was totally not expecting that and it seriously limited my options by blowing up my remaining diverters, the fact that it died outside of combat meant my Cav were stuck facing the wrong way as well.<br /> <br /> His Black Knight finally realise they need to charge something, and go after the Salamander (I think they were avoiding it before since they didn't want to get jumped on by the Saurus). The Vampire Lord decides he has had enough of these stupid Razordons and charges the remaining one. The Terrorgheist swoops round into range of the Saurus and the Vargheists move to block the Saurus getting stuck in to the Ghouls.<br /> <br /> Again I shut down his magic, he gets a fairly low Winds roll, Becalming cripples his bound spell attempt and without the Mortis Engine my level 4 easily stops his Invocations as well. I think the Terrorgheist kills a couple of Saurus with shooting.<br /> <br /> In combat the Vampire Lord predicably smashes the Razordon to pieces (I did nothing with stand and shoot) and the Black Knights do likewise with the Salamander, they both reform to face the nearest Saurus blocks. The Saurus vs Zombies fight ends rather quickly, with the Saurus chopping them to pieces and exploding them with combat res. They reform to face the Knights.<br /> <br /> [b]Turn 5 - Lizards[/b]<br /> ---------------<br /> [IMG]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map10.jpg[/IMG]<br /> <br /> Both of us have now basically run out of chaff units so the heavy hitters and big blocks are going to end up in contact with each other in the next 2 turns one way or another. The Saurus on the left charge the Knights, the Saurus on the right charge the Vargheists and the remaining Cav + Oldblood reform to get a final charge in next turn.<br /> <br /> I make a real mistake here which could easily have cost me the game, through Make way in the previous combat the Slann had ended up in the middle of the Saurus and next to the Scar Vet. I got a good Winds roll, and cast Wildform on the Saurus which was let go, but then miscast Curse on the Vampire Lord which wounded the Slann and the Scar Vet, killed 6 or so Saurus and drained the rest of my dice.<br /> <br /> In combat on the left I kill a Black Knight or two (Scar Vet rolled terribly even with <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> re-rolls), win combat and kill a couple more. The combat on the right quickly goes my way, the +1T proving a real pain for the Vargheists, who are wiped after combat res. I decide to overrun into the Vampire Lord (the angle isn't quite right in the diagram) to prevent any impact hits, as no matter what I did with reforming I was still going to take something in the flank, and the Thrones impact hits + the Lord could easily kill the Slann and decide the game.<br /> <br /> [b]Turn 5 - Vampires[/b]<br /> ---------------<br /> [IMG]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map11.jpg[/IMG]<br /> <br /> Everything charges in. Due to a slight miscalculation on my part the Saurus ended up with the Terrorgheist in the rear rather than getting hit on both flanks but not much else I could have done anyway.<br /> <br /> In magic I stop the Throne bound item giving the Lord re-rolls to wound mostly thanks to Becalming, he gets off one Invocation from his Necromance which raises a few Ghouls back and heals a wound on the Terrorgheist.<br /> <br /> The Terrorgheist starts things off in the big combat and screams into combat, killing a bunch of Saurus. I decide not to challenge as it would just get accepted by the Ghouls, but make way with the wounded Scar Vet and have him cut the Vampire <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in half. Overall I don't fair too badly in terms of damage, T5 means not much gets through from the Ghouls and Curse on the Throne stops the Vampire Lord and Co from chopping too many Saurus into pieces. In the end I lose by 2 and I'm not Steadfast thanks to the Ghouls in the flank, but easily hold (Cold Blooded is awesome).<br /> In the Saurus vs Black Knight combat I fail Fear but we each lose a couple of guys in total, which is fine by me since I have 3 times as many guys as him.<br /> <br /> [b]Turn 6 - Lizards[/b]<br /> ---------------<br />  [IMG]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map12.jpg[/IMG]<br /> <br /> The Saurus Cav charge the rear of the Ghouls (again apologies as the angles don't match up here) since I wanted to kill off some ranks. The alternative was the flank of the Terrorgheist but I was worried about killing it then having the Saurus and Slann stuck in combat against the Lord for the final turn.<br /> <br /> Magic is a complete disaster which completely changes the complexion of the massive combat. Obviously Savage Beast is going to be the big threat with 3 characters in that combat, so with an 11 (1 channel) dice Winds roll I save 5 dice for that (with my opponent likewise doing the same). Unfortunately I somehow failed to cast Curse on his Vampire Lord on 3 dice (needing 5+ factoring in Wizard level), which ended my magic phase and left me feeling very uncomfortable about keeping the Slann alive.<br /> <br /> The Scar Vet fighting the Black Knights finally gets his stuff together and kills most of the remaining Knights. My champion finally kills his in a challenge and the Knights are finished off. With no more charges possible the Saurus turn to face the big combat to watch.<br /> <br /> Since we were both slightly confused about what would happen if my Oldblood challenged (since the game would implode if the Vampire Lord somehow accepted and was warped away from the Slann/Saurus, and his Necromancer would end up in the back rank fighting the Oldblood if he refused anyway) I didn't challenge and just chopped in to the Ghouls, dropping off a rank. Anything which had to go into the Vampire Lord bounced and I think I did 1 wound on the Terrorgheist. In return a heap of Saurus died as they no longer had the +1T buff to keep them going. This meant that despite the rear charge by the Cav I again lost by 2, but again past with Ld7 Coldblooded (had to use the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> this time though). I only have the Slann, Scar Vet and 2 Saurus left but they only need to hang on for one more turn!<br /> <br /> [b]Turn 6 - Vampires[/b]<br /> ---------------<br /> [IMG]http://i205.photobucket.com/albums/bb58/Powerguy123/test_map13.jpg[/IMG]<br /> <br /> Nothing moves as we are all in combat. Magic is crushed by Becalming and the Level 4 advantage yet again, I was lucky with his final Invocation from his Lord on a single dice rolling a 6 (when I had no dice left) so nothing got through.<br /> <br /> Shooting (into combat) is once again incredibly painful, the Terrorgheist causes 8(!!!) wounds on the Saurus, which finishes off the unit, kills the Scar Vet and does a wound on the Slann (who is re-rolling all his successful saves because of the Vampire Lord in <span class="glossaryitem" onmouseover='gp(242);'>BtB</span>).<br /> <br /> I cross my fingers in combat and hope the Slann lives, he just manages to hang on with 1 wound remaining since its only the Throne/Lord which can hurt him, I manage to wound the Necromancer in return. At the rear of the unit the Cav and Oldblood keep chopping Ghouls to bits. Strangely enough despite the Slann almost dying I actually win combat by 3-4, as the Saurus are now completely gone and not giving up combat res. This doesn't kill anything off so we end the game.<br /> <br /> We add up the points and I come out ahead by a very narrow margin. [b]LIZARDS WIN[/b]. The Slann managed to just hang on to give me the win, his death would have swung things 600pts the other way to give him a solid win. Another turn and he almost certainly would have been dead even with an incredible magic phase, although the other Saurus block would also have taken the Vampire Lord in the flank.<br /> <br /> [b]After Battle Thoughts:[/b]<br /> That was a very even game and one which I really think showcased the way chaff units can control the way a game plays. Nothing of any real importance died until turn 5 or so when everything finally engaged, all our sub 100pt units killed each other off leaving us pretty even on points and forcing the heavy hitters to engage to actually get a result.<br /> <br /> Aside from the Slann hanging on at the end, the key moment in the game way probably the Engine exploding in such spectacular fashion. This killed off my Priest and one of the Razordons, which basically evened out the diverting battle on the right. If that Razordon had lived I would have been able to divert his Lord for another turn and probably get a solid charge into his Ghouls with the Saurus. I was also very unlucky in my turn 6 magic phase, where I rolled a total of 4 on 3 dice and failed to cast my first spell. Savage Beast was probably a long shot to get through, but even just Wildform and Curse on his Lord would have kept me alive a bit longer.<br /> <br /> My biggest mistake was probably the positioning on the Slann in turn 4/5. If he had reformed himself to the right hand corner of the unit when they turned to face the Ghouls then the miscast would have killed less Saurus and not hurt the Scar Vet. In retrospect I could also have sent the left Saurus after the Terrorgheist instead after they killed off the Zombies, since its screams into combat did a huge amount of damage. This could well have ended up with them taking the Black Knights in the rear but I would actually back the Saurus to take it, since they would have had a round in combat with the Terrorgheist already and hurt it with combat res if nothing else. At the time it was purely a question of points, since the Black Knights were worth more than the Terrorgheist.<br /> <br /> Overall I was fairly happy with how the list went. The chaff did its job despite the Salamander + Chameleons on the left causing a bit of a roadblock. I was also very happy with how the Razordons went, in terms of damage output they don't compare with Salamanders against hordes, but as a blocking/redirecting type unit they are actually much better since they can stand and shoot. You can run into someones face, shoot at them, then stand and shoot with double shots and direct them off somewhere.<br /> His list had far more magical attacks than average which meant that the Slann couldn't really do much on his own, notable the Terrorgheist and his Lord could both easily kill of the Slann in one go. He still did very well in a purely supporting role, Becalming kept a lid on his magic (the Level advantage was huge as well) and the few buff spells he managed to cast were very effective. Wildform is a very expensive signature spell but it is unique in that it buffs both the offensive and defensive abilities of Saurus at the same time, you still hit on 4's (unlike with Light) but you aren't losing many guys (same as Life) and wound on 2's or 3's, which makes up for the harder roll to hit. <br /> <br /> His Terrorgheist was easily his MVP, clearing out most of the chaff on my left flank, threatening my Slann if he went solo and then making it into the big combat and causing even more damage. His tight deployment crippled my ability to shred it with Poison/Chameleons and the only other thing which could deal with it was Amber Spear from the Slann (which has a frustratingly short range), since he wasn't going to let me catch it with a combat block. The only real change I want to make to my list is swapping the Skinks Skirmishers for Terradons, since the Slann can just jump in with a Saurus unit if he needs to, but I'm not sure how else I could improve the list to deal with it. His list is definitely going to see some fine tuning in the next few weeks, despite the fact I shut down his magic the power of Invocation was pretty clear to see and could easily be pumping out 40+ Zombies a turn. He also really needs to try and find points for a Level 3/4 Mage, the Mortis Engine helps with casting, but defensively I was frequently getting spells through despite him attempting to dispel with 4-6 dice.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 04:41:02]]> GMT</pubDate>
				<author><![CDATA[ Powerguy]]></author>
			</item>
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				<title>2500 pts High Elf Coven of Light vs Warriors of Chaos w/Chaos Dragon</title>
				<description><![CDATA[ [size=50]Scorched Earth[/size]<br /> <br /> For quite a while over on the Ulthuan.net boards, I've been experimenting with a somewhat unique approach to High Elf armies. I've decided to post my most recent match here in order to garner some feedback from you all about how you think a list like this might fare versus your army of choice - What do you see being its primary weaknesses, and how would you go about countering it?<br /> <br /> Here is the list of my opponent (as accurate as I could make it off of memory):<br /> <br /> [b]Warriors of Chaos[/b]<br /> <br /> Chaos Lord, Chaos Dragon, Stream of Corruption, 5+ ward save, Great Weapon<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, Warhorse + Barding<br /> Chaos Sorceror, Mark of Tzeentch, Dispel Scroll, Level 2<br /> Chaos Sorceror, Mark of Slaneesh, Cursed Puppet, Level 2<br /> <br /> 40 x Marauders, Great Weapons, Full Command<br /> 18 x Warriors, Halberds, Mark of Tzeentch, Banner of Rage<br /> <br /> 5 x Chaos Knights, Standard, Blasted Standard<br /> <br /> Chaos Warshrine<br /> Hellcannon<br /> Chaos Spawn<br /> <br /> Sparse on the support units without a doubt, but still lots to worry about. 3 breath weapons on the Dragon... I don't even know what to say for that...<br /> <br /> [b]High Elf List:[/b]<br /> <br /> Archmage, Level 4, Book of Ashur, Guardian Phoenix - 355 (Lore of Light)<br /> Mage, Level 2, Seerstaff of Saphery (Pha's and Banishment) - 165<br /> Mage, Anullian Crystal - 140 (Lore of Light)<br /> Mage, Ring of Corin, Ironcurse Icon - 125 (Lore of Light)<br /> <br /> 34 x Spearmen, Full Command - 331<br /> 10 x Archers, Standard, Banner of Discipline -  135<br /> 14 x Archers, Musician - 159<br /> <br /> 14 x Swordmasters, Standard, Standard of Balance - 267<br /> 14 x Swordmasters, Standard, Gleaming Pennant - 227<br /> 17 x White Lions, Full Command, Banner of Sorcery, Gem of Courage - 345<br /> 5 x Dragon Princes - 150<br /> <br /> 2 x Great Eagles - 100<br /> <br /> Total: 2499<br /> <br /> To circumvent the leadership problems that come with having no <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, I've included some form of leadership test mitigation on each unit of elite infantry. The core all has Ld10 from the Archmage. I was nervous - not taking a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> is a big step. What better army to test it against than a hellcannon toting, Dragon Terrorizing Warriors list?<br /> <br /> I'd like to take a second as well to talk about the Standard of Balance. In a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> free list, just having immune to psychology is a huge boon. I have to be a bit more careful with positioning due to them losing their ability to flee a charge, however I think the tradeoff is worth it. In addition, the banner also removes frenzy and hatred from enemy units it is fighting against. Once I started to think about it, there are very few armies that this *doesn't* effect:<br /> <br />  - Dark Elves (Witch Elves get hosed!)<br />  - Savage Orc Hordes<br />  - The entire <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> army<br />  - Empire warrior priest spam<br />  - Bloodletters<br />  - Plague Monks <br />  - Blood Knights<br />  - Necrotects +Tomb Guard <br />  <br /> I think that alone is a good enough list to justify a 45 point banner, and I'm sure there's a ton that just didn't spring into my head right away.  <br /> <br /> Let's see how it does in a match!<br /> <br /> We roll for spells:<br /> <br /> Tzeentch Sorceror: Flickering Fire, Gateway<br /> Slaneesh Sorceror: Lash of Slaneesh, Ecstatic Seizures<br /> <br /> Great, both spells that can really ruin my day...<br /> <br /> Archmage: Net, Banishment, Light of Battle, Timewarp<br /> Crystal Mage: Shem's Burning Gaze<br /> Ring Mage: Speed of Light<br /> <br /> [b]Deployment[/b]<br /> <br /> [img]http://files.enjin.com.s3.amazonaws.com/57422/module_gallery/original/336447.jpg[/img]<br /> <br /> I look at the way the terrain has gone down, and make a bit of an educated guess that the Dragon will try to approach from the East. I keep my archer bunkers further west, and keep the Western half of the board threatened with elites to dissuade an approach from that direction. <br /> <br /> Sure enough, once his characters go down, the Dragon deploys to come around the building. I even go as far as measuring 20" in a circle from the building, and mark it with dice, so I can attempt to predict it's second turn movements. <br /> <br /> In the end, I'm happy with the deployment - the coven is at least 2 turns away from the Dragon, which should give me the opportunity to chew though his magic defenses quickly and punish it with banishment. <br /> <br /> [b]Turn 1, Warriors of Chaos[/b]<br /> <br /> [img]http://files.enjin.com.s3.amazonaws.com/57422/module_gallery/original/336448.jpg[/img]<br /> <br /> Like clockwork, the Dragon heads for the cover of the building, and the rest of his army advances swiftly. The Chaos Knights move up their full distance, so I assume he's got a trick up his sleeves there. <br /> <br /> Magic is 7 v 8 due to the crystal and two successful channels. He decides to throw it all at ecstatic seizures on the White Lions, and of course rolls irresistable force. I groan as 9 of my warriors fall to the ground. His miscast gets puppetted to magical feedback, and only puts a wound on the slaneeshi sorceror. <br /> <br /> In his shooting phase, his shot from the hellcannon is directed at my spears, but scatters off the board. He puts the Warshrine buff on the Knights, and gives them +1A. Yep, there's the trick. <br /> <br /> [b]Turn 1, High Elves[/b]<br /> <br /> [img]http://files.enjin.com.s3.amazonaws.com/57422/module_gallery/original/336449.jpg[/img]<br /> <br /> A lot of careful movement here, so I'll do my best to explain. I issue a charge with both the Dragon Princes and Swordmasters - it's a gamble I hope will pay off. The Swordmasters are at average charge range, so there is a decent chance they won't make it. However, I see too much opportunity to pass up, so I roll my dice. As luck would have it, they both make it in. I've got an untouched unit of Swordmasters in combat for the first time in a long time, so I hope they can perform the way the math would lead me to believe. <br /> <br /> The Eastern Eagle moves just beyond the combat - I've placed a ruler on top of the dragon to show my reasoning. With the Eagle in position, and the Dragon Princes just to the south, the Dragon's optimal location for unleashing his breath weapons is blocked due to the 1" rule. This effectively forces him into one spot - close range for my Coven  :twisted: <br /> <br /> The second Eagle moves up and offers two fronts to both units - its front will direct the marauders Westward (the have to overrun) and set him up for a killer flank charge from my swordmasters/spears. Additionally, its flank is presented to the Chaos Warriors, who also must overrun. This overrun would put them square into - you guessed it - the Standard of Balance toting Swordmasters and set them up for a counter charge from the spears in the flank. The banner also removes frenzy from the entire unit, decreasing the damage output versus our normally vulnerable spears as well. If he combo charges the eagle, he effectively has to choose between which trap he wants to walk in to, because one way or another, one unit is blocking the other. <br /> <br /> Phew! what a mouthfull. <br /> <br /> Magic roll is low, and with no channels the Banner of Sorcery bails me out by adding 3 power dice: 8 v 3. I lead off with a banishment from my level 2 on the dragon with 4 dice. It succeeds, and draws his scroll immediately. The archmage is just out of range still, so I toss two at pha's protection on the swordmasters. He dispels this with his three dice, leaving me free reign with my final two dice. I end up throwing it at the Ring of Corin, happily removing the puppet from the game. Without its magical properties, his sorceror feels very silly playing with a doll. <br /> <br /> Shooting puts 5 wounds on the Marauders, and we move on to combat. <br /> <br /> The Swordmasters show their worth once again, with their 21 attacks translating to a slightly above average 5 kills. The <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> puts two wounds on them in return, and fails his break test, killing him immediately. I hold and reform with the Dragon Princes, completing my living shield, and swing the Swordmasters around to threaten the flank of the Marauders - now he's got even less choices about where to go!<br /> <br /> [b]Warriors of Chaos, Turn 2[/b]<br /> <br /> [img]http://files.enjin.com.s3.amazonaws.com/57422/module_gallery/original/336450.jpg[/img]<br /> <br /> The Dragon flies up to the spot I made for him, not wanting to risk failing a charge and losing the model without having a chance to unleash his breath weapons. He also declares charges with both the Marauders and the Warriors. He recognizes his troops need for some flank support, so he opts to move the hellcannon up instead of shooting it this turn. <br /> <br /> Magic is 8 v 8, and he starts off with 4 dice on gateway on my unit of swordmasters. His roll is on the low end of average, and he gets his first taste of my +6 to dispel - I stop the spell with 3 of my own dice. He throws the rest at seizures on my spears, but I have the dice advantage as well at this point, and stop it in its tracks. <br /> <br /> The dragon rears its ugly (but awesome) head and unleashes fiery and gassy hell on my troops. The gas breath goes on my Dragon Princes, forgetting their ward save also extends to breath weapons. One still takes a wound, however. The other two manage to get the edge of the Swordmaster unit, and they suffer 4 casualties, passing their leadership test. <br /> <br /> The Warshrine puts +1 Attack on the Marauders, and in combat he opts to overrun with the Chaos Warriors first, slamming into my unit of swordmasters. This then blocks the marauders, who stay where they are. <br /> [b]<br /> High Elves, Turn 2: Judgement Day [/b]<br /> <br /> [img]http://files.enjin.com.s3.amazonaws.com/57422/module_gallery/original/336451.jpg[/img]<br /> <br /> The spears take their flank charge, as do the unengaged swordmasters. I forget to do it in this picture, but the eagle moves up to redirect the warshrine, and the Dragon Princes reform to face the Warshrine as well. I also charge the lions in and march the archmage up to Timewarp range (Edit: Also not pictured. I really dropped the ball with Battle Chronicler here :P), hoping to deal with a huge chunk of his army in one fell swoop. <br /> <br /> This is a critical magic phase for me, so naturally I roll a 1 & 2. Channels and the banner, however, make this a different story. The result is 6 v 2. Not perfect, but it'll do!<br /> <br /> I start with 3 dice on banishment on the Dragon with my level 2, which he fails to dispel. 7 hits later, his lord is down to 1 wound, and the dragon takes 2. <br /> <br /> I then cast it again with my archmage, and score 8 hits. His lord falls to the ground in a smoldering heap, and the dragon bellows in agony with only 1 wound left. <br /> <br /> I resolve the Warriors combat first, putting 12 wounds on them between my two units. He then gives me a look like he's going to throw me in a snowbank when I reveal the Standard of balance, and his warriors only manage 8 casualties. They break, and the spears pursue into the marauder combat. <br /> <br /> The swordmasters and spears shred through the marauders, and their 3 attacks isn't enough to match my wounds and static combat resolution. They break from combat, and I pursue them, catching them with both my units. <br /> <br /> The unbuffed Lions do ok in combat, dishing out 3 wounds ( 1 crew, 2 cannon). A huge thunderstomp, however, dismantles the unit and kills them to a man. <br /> <br /> At this point he concedes the game, only having supporting units and a 1 wound dragon left on the field. <br /> <br /> [b]After battle analysis[/b]<br /> <br /> It only lasted two turns, but I guess that's all you can expect against a list like this - it's pretty much all or nothing. The entire game was paced by the Dragon/Banishment faceoff. Luckily I scored just enough power dice turn 2 to overwhelm his magic defenses and take it out. <br /> <br /> So, my thoughts on a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>-less list: Awesome. The standard of balance was icing on the cake in this matchup, and the other various items kept me from worrying too much about the leadership tests that I had to take. Statistically I'll fail more tests with a setup like this, but I feel I gain so much with the addition of the next arcane slot. <br /> <br /> <br /> I'd love to hear everyone's thoughts! What this list effectively does is allow the High Elves to access a reliable piece of "artillery" (Banishment @ S7) that they wouldn't otherwise have access to.  <br /> <br /> I'm also going to preempt the influx of "How do you double up on banishment?" questions:<br /> <br /> The Seerstaff of Saphery allows you to choose your spells, however according to the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span>, you need to write it in to your list. In the section about spell selection, it states that if you have already bought the spells as part of army list generation, then they don't count towards the spells you can roll. Hence, 2x Banishment. <br /> <br /> Thanks again for reading guys, look forward to your feedback!<br /> <br /> D<br /> <br /> <span class="glossaryitem" onmouseover='gp(442);'>Ps</span>. if you're interested in reading more battle reports, feel free to check out the link in my sig - it would be great to get feedback from people who play other armies!]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2012 03:07:27]]> GMT</pubDate>
				<author><![CDATA[ Brewmaster_D]]></author>
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				<title>New Fat Kids Playing Warhammer Ep is up.</title>
				<description><![CDATA[ <a href="http://www.youtube.com/watch?v=_6f89I7zvb8" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=_6f89I7zvb8</a><br /> <br /> enjoy.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2012 04:18:08]]> GMT</pubDate>
				<author><![CDATA[ LordHamshire]]></author>
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				<title>Battle Report Video LordHamshire vs Grand Hierophant Khatep</title>
				<description><![CDATA[ Enjoy.<br /> <br /> [youtube]http://www.youtube.com/watch?v=uJdhNJPTOOM[/youtube]]]></description>
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				<pubDate><![CDATA[Sat, 21 Jan 2012 04:37:27]]> GMT</pubDate>
				<author><![CDATA[ Grand Hierophant Khatep]]></author>
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				<title>WoC vs Empire 750pts</title>
				<description><![CDATA[ Played a 750pt against Empire last night, here's my writeup.<br /> <br /> [i]M’Zarth surveyed the pall of dust in the distance as the Empire battle line began to come into view. “Weaklings and lesser mortals, we will grind them to dust in the name of Tzeentch.” he thought to himself just as glint of shining silver caused by the reflection of the sun on an Inner Circle knight’s armour blinded him. “Perhaps not …”[/i]<br /> <br /> Setup and lists<br /> <br /> Empire<br /> Warrior Priest, Dawn Armour<br /> 29 Halberdiers, full command<br /> 10 Handgunners<br /> 10 Greatswords, full command<br /> 8 Inner Circle Knights, full command, armed with lances & shields<br /> <br /> <span class="glossaryitem" onmouseover='gp(385);'>WoC</span><br /> Chaos Sorcerer of Tzeentch<br /> 19 Marauders, great weapons<br /> 15 Chaos Warriors, hand weapons & shields<br /> 5 Chaos Hounds<br /> 5 Chaos Hounds<br /> 1 Chaos Spawn<br /> 1 Chaos Spawn<br /> <br /> Empire and Chaos deploy in battleline formation. The halberdier horde led by warrior priest and knights take the centre of the line, greatswords and handgunners hold the flanks. Chaos have spawn and hounds on both flanks, with the centre held with a warrior regiment and marauder unit headed by sorcerer of Tzeentch.<br /> <br /> [i]The Chaos sorcerer witnesses the firepower of the Empire handgunner as a unit of warhounds is vaporized leaving behind only blood and ichor. He summons the forces of magic and as the sounds of carnage carry to him he is surely pleased by his work. To the left there is an impending clash of steel and wills.[/i]<br /> <br /> Turns 1&2<br /> Both battlelines move together, a unit of hounds is destroyed by Empire shooting. The prayers to Sigmar are answered and the warrior priest gains rerolls to hit, wound and a 4+ ward. Treason of Tzeentch is cast upon the Empire halberdiers and they set upon themselves killing a third of their own brothers in arms before receiving a flank charge from a chaos spawn. The chaos warriors receive a charge by the Empire knights but after failing their 2+ armour saves the knights are put on the back foot. Greatswords destroy a unit of hounds but receive a charge from the chaos spawn in return.<br /> <br /> [i]“For Sigmar!” can be heard across the battlefield as the warrior priest tries to hold order whilst the Empire right flank crumbles; the unfortunate knights are run down by Chaos warriors and the greatswords set to flight. With a renewed fury and fiery cataclysm the spawn he is facing is destroyed inspiring the greatswords to rally destroy their shambling pursuer. Coruscating light is accompanied by a huge explosion and the sounds of screaming. Out of the carnage emerges the opposing general and the tatters of his regiment.[/i]<br /> <br /> Turns 3&4<br /> Chaos warriors pursue and destroy their mounted opponents before heading towards the hand gunners. The greatswords are eventually broken by the chaos spawn but only for them to rally and wreak their revenge on their oppressor the next turn (Ian: Looking back, I’m not sure they could rally without insane courage as they were below half strength). Infernal gateway is miscast on the halberdiers doing some damage however the ensuing Dimensional Cascade destroys a third of the marauder unit. The sorcerer lord escapes the carnage unharmed and even kills the warrior priest mano-to-mano, somehow ekeing his blade into a chink of the priests dawn armour (4+ and reroll) and 4+ ward. However, the depleted marauder unit is hacked to pieces, flees and are run down with their general.<br /> <br /> [i]The smell of gunpowder is carried on the air as the handgunners work their shining weapons. But technology nor Sigmar can save them from the blades that bear down upon them. As the day draws to an end the only winners are the crows…<br /> [/i]<br /> Turns 5&6<br /> The Empire hand gunners are hunted down and massacred by the Chaos warriors whilst the remainders of the Empire army stay out of trouble. With a battlefield littered with corpses from both sides neither army has achieved a significant advantage thus the game is drawn. <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 17 Jan 2012 10:56:39]]> GMT</pubDate>
				<author><![CDATA[ ianclark78]]></author>
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				<title>Skaven vs Warriors of Chaos @ 2000pts</title>
				<description><![CDATA[ At 2000 points vs <span class="glossaryitem" onmouseover='gp(385);'>WoC</span><br /> <br /> I fielded<br /> <br /> Grey Seer - no equipment, plague spells rolled 2 tokens<br /> Warlord - Shileld, Sword of Anti-heros, Dragon Helm, Other Tricksters shard, Talisman of Preservation, War-litter<br /> <br /> Chieftain - <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, charmed shield<br /> Warlock Engineer - <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2, Talisman of Endurance, Warp Condenser<br /> Warlock Engineer - Skavenbrew<br /> <br /> 21x Clanrats - Standard<br /> 45x Skaven Slaves - musician<br /> 45x Skaven Slaves - musician<br /> 26x Stormvermin - full command, Razor Standard, <br /> <br /> 6x Gutter Runners - poison, sling<br /> 6x Gutter Runners - poison, sling<br /> <br /> Doom Wheel<br /> Hell Pit Abomination<br /> Warp Lightning Cannon<br /> <br /> VS<br /> <br /> Sorcerer Lord <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 4 Shadow<br /> <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2 caster Death<br /> Some kinda hero <span class="glossaryitem" onmouseover='gp(174);'>BSB</span><br /> <br /> 37x Warriors- Chaos Armor, Shield, Full Command, Mark of Tzeentch<br /> 45x Marauders - Light Armor, Shield, Mark of Tzeentch<br /> 2x War Alters/Shrines<br /> 5x Warhounds<br /> <br /> I don't know what all spells he rolled but all he attempted to cast was The Whithering and My own Wither spell from Third Eye of Tzeentch<br /> My spells Grey Seer = Bless With Filth, Wither, Plague, Dreaded 13th, Warlock = Death Frenzy and Warp Lightning<br /> <br /> His Deployment from left to right from my point of view was:<br /> War Shrine, Warriors, War Shrine, Marauders, Warhounds All Right up on the 12" Mark with all heros in the Warriors block<br /> <br /> My Deployment Left to right was<br /> <br /> Stormvermin, HPA, Slaves, Slaves, Doom Wheel, Warlock in a tower, Giant rats with WLC behind them and up a hill<br /> Clanrats behind slaves<br /> <br /> Warlord and skavenbrew in <span class="glossaryitem" onmouseover='gp(157);'>SV</span>, Grey Seer and <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in Clanrats. Gutter Runners went on either flank in his backfield<br /> <br /> I rolled 5 and he rolled 2+1 to go first so I went first<br /> <br /> I made some very motivating/threatening speeches to my monstrosities before we started and it is Friday the 13th so My HPA surged 15" forward and my DoomWheel went 11" forward angled in toward the marauders. Everything else advanced up behind these go getters and then on to magic.<br /> I rolled 9 dice and channeled 1 and condensered 1 for 11 power dice vs his 6 dispell dice. I measured for Ranges and asked is This unit within 24" for Dreeded 13th? on his <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> Deathstar ( It was clearly at 23 just wanted to remind him it was coming) So I got no dispell dice thrown agains Warp Lightning which killed 7 Marauders OR Deathfrenzy on the left block of slaves! I succesfully cast 13th but he dispelled with double 6s. Good Show now to shooting!<br /> Eager Beaver Doomwheel fails leadership twice and zaps slaves for 3 dead slaves, that is what they are for. Gutter Runner unit one advances and double tap shoots the War Alter scoring 3 poison wounds and 4 hits 2 of which wound 5 total wounds! 3+ 4++ on the Shrine promptly saves 4 of them. BOO. The other Gutter Runners also advance and double tap, but on the save free warhounds. 12 shots 4 poison autowounds and 4 hits, 3 of which wound. 5 hounds gone and one less thing to worry about on the board. The marauders easily pass their panic check for the hounds getting wiped out next to them. End of friendly turn 2 slaves die to Death Frenzy.<br /> <br /> Chaos Turn!<br /> His Warriors decide their initiative 5 is more than a match for the HPA if they can avoid the impact hits so they charge, easily passing their Terror test. The shrines advance to just behind either flank and the marauders advance but not far enough to cover the flank of the now way out front Warriors. Magic phase he generates 8 dice and trys to cast my wither on the stormvermin with Third eye of tzeentch. I dispell it and then he tries to cast life leech on my warlord and fails by one Magic phase over. Shooting sees his warriors gain an additional +1 armor save and +1 leadership from the shrines. Combat! Very Very fast characters get 2 wounds through regen saves on HPA and then Very fast Warriors land 6 more wounds but Regen saves 3, just enough! 1 wound remains and the Hell Pit attacks back with Wave of Flesh! All 4 enemies pass initiative tests and the 8 attacks rolled damage 7 warriors. The now 2+ 4++ saves limit this to 1 dead warrior and I now need to roll on Stubborn leadership 8. I roll an 8 combat continues.<br /> <br /> My Turn, Top of 2nd.<br /> SkavenBrew is drunk by Stormvermin and this is the GOOD STUFF (rolled a 6) RABID! Charge! easily coming in to contact with the Warriors tied up with the HPA. Death Frenzied Slaves see the exposed flank of the Warriors and Ratpile on (Like a dog pile but stinkier and more deadly) with a long distance charge that succeeds when I rolled a 9. Now the <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> are starting to sweat. Magic phase only generates 8 dice and I get wither off on a 9 which is dispelled and Dreaded 13 off with a 27 which he scrolls. Shooting sees one more wound on the shrine and 3 dead marauders. Combat. I issue no challenges and the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> screams gibberish and shoves warriors away to get into a challenge with my Warlord who brandishes a Sword of the anti-heros and accepts from attop a frenzied war-litter. 4 attacks, + 2 rabid + 3 from sword = 9 attacks at <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 armor piercing! The dice realize that they have over performed and come up with 4 1s and 2 2s, 2 hits land and he makes one ward save that I make him reroll and he still holds on to that last wound. The <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> fails to wound my warlord and the war-litter contributes 6 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 armor piercing attacks that fail to wound.. (grrr that <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> should be dead) He attacks back on the unit with <span class="glossaryitem" onmouseover='gp(74);'>init</span> 5 and gets 2 wounds 1 of which makes a 6 armor save. 1 dead storm vermin. Two storm vermin frontage are in contact because the HPA is locking out some of the space and this leads to 8 attacks killing 3, the HPA survives without taking a wound and kills a few warriors and the slaves take 4 dead and proceed to throw 20 attacks into the flank of the warriors! (Death frenzy <span class="glossaryitem" onmouseover='gp(264);'>FTW</span>) and actually kill a few warriors. Much counting and math is done on both sides to rule that skaven win by 5 alltogether with the charge bonus and the flank bonus and the removing ranks and stuborn. Super unit of warriors fails re-rollable 4 leadership and flees 6 inches. All 3 units pursue and mow down well over 1200 points in a 2000 point game.<br /> <br /> We shake hands and call it a sweeping skaven victory! If I can find some cheap marauder models I will have some new slaves in my units to signify the surrender.]]></description>
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				<pubDate><![CDATA[Sat, 14 Jan 2012 02:28:22]]> GMT</pubDate>
				<author><![CDATA[ Rizzo]]></author>
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				<title>Warriors of Tzeentch vs Ogres 2000</title>
				<description><![CDATA[ [i]The Duke rolled his shoulders, working out the stiffness of the last few months of inexplicable slumber.  His skull still felt fuzzy from the collective coma that had settled across the entire warband, but at least his nerves had steadied and the world made as much sense as it had before the darkness fell.  <br /> <br /> Or were his nerves back?  The exalted hero stared at his shaking hand, before noticing rocks and stones jumping on the ground beyond.  He glanced at his whimpering hounds, his startled men, and then up at the towering shaggoth glaring into the distance.  <br /> <br /> “What is it Korg?” the standard bearer asked.  The enormous sauron’s face twisted into a grimace as he rumbled out a single word: “Deathstar.”<br /> <br /> The Duke felt physically ill as he took up the coruscating banner and organized the battleline.  This would not be pleasant …[/i]<br /> <br /> ----<br /> <br /> Dying to play something that isn’t skaven, I dug out my WoT boys and threw down the 2k gauntlet, which was taken up by a new player and his tournament-grade OK army.  This was to be his second game of fantasy ever, and the first with his ogre army, but like he said he had done his homework – his list was copied from the same one that swept through a recent <span class="glossaryitem" onmouseover='gp(134);'>UK</span> <span class="glossaryitem" onmouseover='gp(48);'>GT</span>, less the hellheart firebelly and 2x 4 leadbelchers.  My soft warriors were feeling even softer :'(<br /> <br /> [b]WOT 2000[/b]<br /> <br /> Demon Prince – <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, level 1, bloodcurdling roar, stream of corruption, fury of the change god<br /> Chaos Sorcerer – <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, level 2, third eye, talisman of endurance<br /> Exalted Hero – <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, talisman of preservation, halberd<br /> 20 Warriors – <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, standard of discipline, full command, shields<br /> 20 Warriors – <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, full command, shields<br /> 5 Warhounds<br /> 5 Warhounds<br /> Shaggoth – ahw<br /> Scyla<br /> <br /> (So maybe Scyla bucks the theme a smidge, but I figure the biggest, gribbliest of spawn – or something suspiciously like it - is more likely to show up in an army of the Change God than of the Red God :P  Also, Scyla is worlds better than normal spawn when it comes to offense.)<br /> <br /> [b]OGRES 2000[/b]<br /> <br /> Slaughtermaster – level 4, fencer’s blades, greedy fist, dispel scroll<br /> Bruiser – <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, rune maw, great weapon<br /> 10+ Ironguts – standard of discipline, full command<br /> 10+ Gnoblars – trappers<br /> 4 Mournfangs – dragonhide, full command, ironfists, heavy armor<br /> 3 Maneaters – banner of eternal flame, standard, braces of handguns (sniper + poison)<br /> Sabretusk<br /> Sabretusk<br /> Sabretusk<br /> Ironblaster<br /> <br /> Oof.<br /> <br /> [b]MAGIC[/b]<br /> <br /> Demon Prince – flickering fire<br /> Chaos Sorcerer – flickering fire, pandemonium<br /> <br /> Slaughtermaster – spinemarrow, bloodgorger, trollguts, the maw<br /> <br /> [b]DEPLOYMENT, <span class="glossaryitem" onmouseover='gp(472);'>ETC</span>[/b]<br /> <br /> We played a battleline game, my mundane terrain chart vommed out a ton of buildings and impassable ruins (and maybe other stuff that was pushed aside).<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20GT%20OK/WoTvOGGT_map01.jpg[/IMG]<br /> <br /> Ogre <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> & <span class="glossaryitem" onmouseover='gp(119);'>SM</span> ride the second rank of the 3-wide gutstar.  <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in the undisciplined warriors, sorcerer general in the disciplined ones a bit further back.<br /> <br /> Ogres nabbed first with a 6, vs chaos’ 3+1.  And thus the carnage begins.<br /> <br /> [b]BATTLE[/b]<br /> [u]Turn 1[/u]<br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20GT%20OK/WoTvOGGT_map02.jpg[/IMG]<br /> <br /> Ogres thunder forward across the line, with the guneaters entering their building and the gutstar keeping it to a jog.  With just the maw for offense, capable of doing more damage to the ogres than the high initiative chaos dudes, the slaughtermaster chooses not to cast anything.  The guneaters tear two wounds off of the demon prince, but the ironblaster’s round – which exactly hits the shaggoth thanks to the double bounce – rolls a 1 to wound the beast.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20GT%20OK/WoTvOGGT_map03.jpg[/IMG]<br /> <br /> Keeping his cool despite the near miss, the shaggoth charges one sabretusk and it flees in terror; he passes his redirect roll and charges the other, which also flees in terror.  The shaggy stumbles 5” towards the gutstar.  The rest of the chaos line advances variously, with hounds preparing to mess with mournfangs and gutstar.  The prince hops next to the mournfangs, angled with <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to the leftmost sabretusk …  Magic is low and a wash (<span class="glossaryitem" onmouseover='gp(262);'>DP</span> fails to cast flicker on the sabretusk), but the Roar Phase delivers the tough lesson I had prepared for.  An average roar tosses out the double 6’s to turn the cat to jelly, and the mournfangs, who are within 6”, fail their panic check and run off the table.  I apologize at this point but honestly I had no way to deal with that tank besides abusing their weak <span class="glossaryitem" onmouseover='gp(82);'>LD</span>.  I also suggest that from here on he put them in the center and ram them down the enemy guts :thumbsup:<br /> <br /> [u]Turn 2[/u]<br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20GT%20OK/WoTvOGGT_map04.jpg[/IMG]<br /> <br /> Sabretusks keep running (one off the table), as the gutstar charges some warhounds, which flee past the sorcerer’s warriors – who unlike the mournfangs don’t care about their animal friends.  Gnoblars jam themselves into the WoT <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>’s grill, and the ‘blaster slides sideways.  Magic does nothing meaningful, but ogre shooting is legit as expected: guneaters tag another wound off the prince; the ironblaster slams a round (again thanks to the double bounce) through the shaggoth, doing five wounds, and also smashing a warrior for good measure.  (In retrospect the cannonball would have stuck in the shaggoth and not passed into a warrior but meh.)<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20GT%20OK/WoTvOGGT_map05.jpg[/IMG]<br /> <br /> Scyla rambles into the gnoblar flank, and the Duke sends his warriors into the vermin to make them go away faster.  Ridiculously, three warriors fall to the tiny beaver traps and tripwires strewn in front of the trappers :facepalm:  And perhaps as ridiculously, the shaggoth, despite his puppy dog eyes and heart rending pout, is commanded to stand at the gutstar corner and redirect.  Everybody else prepares for Go Time next turn, warhounds rallying or blocking with the prince flitting over to the gutstar flank.  Magic is weak, but the sorcerer is able to get trollguts off on the shaggoth, hoping against hope.  Roar tags a single wound onto an irongut, and shortly thereafter the gnoblars are detonated and their detonators reform.<br /> <br /> [u]Turn 3[/u]<br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20GT%20OK/WoTvOGGT_map06.jpg[/IMG]<br /> <br /> Gutstar docks with the shaggoth, shortly after which the last ‘tusk leaves the table and the guneaters leave their building and wheel towards the center.  Magic sees trollguts crushed but bullgorger go off, and shooting is gentle.  Guneaters faff away at the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>’s warriors for little result, while the ironblaster misfires and will miss this and the next round of shooting.  In combat the shaggoth survives the two S8 impacts, directs all six attaks into the irongut champ but can only manage a single wound (3+ to hit, 2+ to wound), before being hewed down.  The gutstar reforms to four-wide and faces the incoming blue dudes.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20GT%20OK/WoTvOGGT_map07.jpg[/IMG]<br /> <br /> [b]Here we go![/b]  Both warriors and the prince charge the gutstar, but the sorcerer’s warriors don’t make it to the fight.  Scyla obliges however and scoots into the gutstar corner.  Warhounds either ass into guneaters or chase after the ironblaster.  All available power dice goes into bubbled trollguts, but with no IF the slaughtermaster scrolls it.  Yelling faster than everyone else, Scyla challenges and the slaughtermaster steps up to deal with the gribbly – the ogre caster takes a wound and deals 1-2 back.  Before this the demon prince screams and slaps a wound onto an irongut with his five attaks (3+ to hit, 3+ to wound), and the exalted <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and his warriors (note: pretty sure I forgot warriors have 2 attaks each :*)) carve down a few ogres.  Lucky armor and wards keep warrior casualties to a handful, and in the end the gutstar has to test at -2.  He makes his LD7 with the reroll.<br /> <br /> [u]Turn 4[/u]<br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20GT%20OK/WoTvOGGT_map08.jpg[/IMG]<br /> <br /> Blaster moves, guneaters stand and fire at the warrior bunker, doing perhaps a wound.  Magic pushes trollguts through (healing the slaughtermaster), and the wreckage continues.  The prince causes a couple wounds (which are regened), the warriors lay down around eight wounds (around seven are regened), Scyla flubs and the great weapons fall in return, killing the prince, wounding the uber-spawn twice and shredding warriors.  The warriors break, the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> manages to commit seppuku through his 3+ ward save, the warrior standard immolates, and just three run off as Scyla holds the line.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20GT%20OK/WoTvOGGT_Turn_4_Warriors_of_Tzeentch1.jpg[/IMG]<br /> <br /> Um, here we go again?  The sorcerer sends his dudes into the gutstar (again), warhounds get in the way (as they do), and the shattered warriors keep running.  Once more the sorcerer tries to trollgut his boys but fails to get it past.  And then they fail fear :o<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20GT%20OK/WoTvOGGT_map09.jpg[/IMG]<br /> <br /> Scyla has his neck broken, the terrified warriors are liquefied, break and are run down.<br /> <br /> [u]Turn 5[/u]<br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20GT%20OK/WoTvOGGT_map10-1.jpg[/IMG] <br /> <br /> Gutstar pushes the last of the warriors off the table, guneaters trash some warhounds, ironblaster trashes some more warhounds.<br /> <br /> [b]OGRE VICTORY[/b]<br /> <br /> And thus my intent to paint up my WoT at long last died again.<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2012 04:38:37]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Svartblod gaming is back! 2000 points of WoC vs OK!</title>
				<description><![CDATA[ After being busy with the final weeks in school, then the holiday, we finally got together to make another battle report.<br /> As always, I will post a little teaser here, for the full report look no further than to [url]http://svartblodgaming.blogspot.com/2012/01/batrep-warriors-of-chaos-vs-ogre.html[/url]<br /> Now, for what you all came here for, a bona fide Svartblod battle report!<br /> <br /> <br /> Battle Report: Ogre Kingdoms vs Warriors of Chaos 2000 pts<br /> The inevitable has happened. In their greedy quest, the Ogres have turned upon the Warriors of Chaos. It's Ogre against mutated man, Sköll against Hate.<br /> <br /> Hello, here's another (un)friendly battle report from Svartblod Gaming, starring Hate, our Warriors of Chaos-player, and Sköll, our Ogre Kingdoms-player. Battle reporter is once again me, The Cornerfag.<br /> Our gamers are currently devising their armylists of total destruction and utter annihilation, whilst I am writing this.<br /> That said, I'll have to once again utter a slight warning for the haters of unpainted models. Although we strive to complete our forces by our best capabilities, Sköll, a very new Warhammer-player, has still some unpainted minis from christmas. For those of you whom have read previous reports including our OK-player, however, will probably be satisfied to see that his amount of painted minis have gone up... a little.<br /> Anyways, here's our first contestant:<br /> <br /> Ogre Kingdoms List:<br /> Lords:<br /> Slaughtermaster <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4:<br /> -Ironfist, Greedyfist, Grut's Sickle.<br /> <br /> Core:<br /> 18 Ironguts <br /> -Full Command, Dragonhide Banner.<br /> <br /> Special:<br /> 3 Mournfang Cavalry<br /> - Full Command, Heavy Armour, Ironfists<br /> <br /> 8 Leadbelchers<br /> -Thunderer, Bellower<br /> <br /> Rare:<br /> Thundertusk<br /> <br /> Pre-game interview: Sköll:<br /> What is your game plan? <br /> Sköll: Yeah, uh... Game plan... Yeah, no... Well, unlike when I faced Vampire Counts last week, I hope to be able to place my units in a way that seems legit. <br /> TC:<br /> Well, I don't really know what units he uses, not so aquainted with <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> so... I know something about Wizards, a guy on a Juggernaut, but...<br /> TC: So you don't really know what he's capable of doing?<br /> Sköll: Correct.<br /> (Hate: Close the door!)<br /> <br /> What are your hopes?<br /> Sköll: That the Gutstar does what it's supposed to do, and the mammoth doesn't die like it usually does. You know, get a charge or something.<br /> TC: And that's pretty much all your important units?<br /> Sköll: Yep.<br /> <br /> What are your fears?<br /> Sköll: That he's gonna win. Or, well, that he win bigs and makes me look bad. I want to at least show him what I can do.<br /> TC: That's the spirit.<br /> Sköll: I'm also a bit afraid he'll get mad and throw dices at me. I've gotten damaged before, you know.<br /> <br /> So, do you have any plan to counter his units?<br /> Sköll: The Gutstar will counter everything.<br /> TC: Good.<br /> <br /> For a last question, what unit of yours is your favourite, and what do you hope it will achieve?<br /> Sköll: The Leadbelchers, I hope they'll... Bah, kidding, Ironguts ofcourse. I hope they'll execute some of his little men.<br /> TC: Sounds good. You're free to return to the battlefield. <br /> <br /> Warriors of Chaos List:<br /> <br /> Lords:<br /> Sorcerer Lord, <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4<br /> -Mark of Tzeentch, Talisman of Preservation, Powered Familiar, Enchanted Shield, Biting Blade, Conjoined Homonculus<br /> <br /> Heroes:<br /> Exalted Hero<br /> - Battle Standard Bearer, Mark of Khorne, Juggernaut, Sword of Battle, Helm of Many Eyes<br /> <br /> Chaos Sorcerer, <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2<br /> -Dispel Scroll, Book of Secrets, Third Eye of Tzeentch<br /> <br /> Core:<br /> 24 Chaos Warriors<br /> - Additional Hand Weapon, Mark of Khorne, Standard Bearer<br /> <br /> 24 Chaos Warriors<br /> -Shield, Mark of Tzeentch, Standard Bearer<br /> <br /> 5 Chaos Warhoundss<br /> 5 Chaos Warhounds<br /> <br /> Special:<br /> 5 Chaos Knights<br /> -Mark of Khorne, Standard Bearer<br /> <br /> Pre-game interview: Hate:<br /> What is your game plan? <br /> Hate: To win.<br /> TC: I'm not even surprised. Should just skip the interesting questions.<br /> What are your fears? Except losing?<br /> Hate: Actually, no.<br /> So, do you have any plan to counter his units?<br /> Hate: Well, not really, but I'm running my classical list and hope it holds. From what I understand he only has a few units, so I'll just... I don't know... Uhm... Focus force upon his biggest unit, the... Gutstar? Hit him hard where it hurts. I've got some magic and such for the other, lesser units.<br /> For a last question, what unit of yours is your favourite, and what do you hope it will achieve?<br /> Hate: The classical Exalted Hero on a Juggernaut. He's such a good guy, always gets the job done. <br /> TC: Sounds great. Off to the battle with you!d<br /> <br /> Pre-game info:<br /> Mission:<br /> Magic:<br /> Warriors of Chaos:<br /> <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 4: Uses Lore of Tzeentch. (2) Baleful Transmogrification, (3) Pandemonium, (4) Treason of Tzeentch, (5) Call to glory<br /> <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2: Uses Lore of Death. (S) Spirit Leech, (5) The Fate of Bjuna. Book of Secrets grants Pit of Shades. (TC: Wow. Well, what do you know.)<br /> <br /> Ogre Kingdoms: <br /> <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 4: Uses Lore of the Great Maw. (S) Spinemarrow, (2) Bullgorger, (3) Toothcracker(5) Trollguts<br /> <br /> <br />  <br /> Roll-off:<br /> Hate wins the roll, forces Sköll to deploy first.<br /> <br /> Terrain set-up:<br /> <a href='http://www.dakkadakka.com/gallery/314363-2000%20Points%2C%20Battle%20Report%2C%20Ogre%20Kingdoms%2C%20Ok%2C%20Warriors%20Of%20Chaos%2C%20Woc.html'><img src='http://images.dakkadakka.com/gallery/2012/1/9/314363_sm-2000%20Points%2C%20Battle%20Report%2C%20Ogre%20Kingdoms%2C%20Ok%2C%20Warriors%20Of%20Chaos%2C%20Woc.JPG'  ></a><br /> <br /> Deployment:<br /> Since Sköll only has 4 units, and has to deploy first, Hate places his two Warhound units first, gaining a weightly advantage during the deployment.<br /> <a href='http://www.dakkadakka.com/gallery/314364-2000%20Points%2C%20Battle%20Report%2C%20Ogre%20Kingdoms%2C%20Ok%2C%20Warriors%20Of%20Chaos%2C%20Woc.html'><img src='http://images.dakkadakka.com/gallery/2012/1/9/314364_sm-2000%20Points%2C%20Battle%20Report%2C%20Ogre%20Kingdoms%2C%20Ok%2C%20Warriors%20Of%20Chaos%2C%20Woc.JPG'  ></a><br /> <br /> 1st turn <span class="glossaryitem" onmouseover='gp(385);'>WoC</span>:<br /> Both Frenzies fail, but <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> fixes that problem.<br /> Movement:<br /> Hate measures closely, careful not to get to close to the Thundertusk with his important units.<br /> Warhounds rush up block / redirect the Thundertusk, and the other Warhounds block / redirect the Gutstar. Warriors walk up, Knights prepare to flank the Thundertusk. <br /> Magic:<br /> Winds of Magic: 6 and 1, +2 from Familiar and Book, counting in at 9 <span class="glossaryitem" onmouseover='gp(230);'>PD</span>, 6 <span class="glossaryitem" onmouseover='gp(231);'>DD</span>.<br /> First off: Treason of Tzeentch with 3 dice. Gains 15. 3 Dispel Dice also gets 15. Phew!<br /> Next up, Pandemonium! 2 Dice, exactly 9. 2 Dispel Dice, exactly 9.<br /> Hate: Time to reign with my magic.<br /> 4 Dice on pit of Shades... Result: 12. A fail. Sadly.<br /> Close Combat: Nope.<br /> <a href='http://www.dakkadakka.com/gallery/314365-2000%20Points%2C%20Battle%20Report%2C%20Ogre%20Kingdoms%2C%20Ok%2C%20Warriors%20Of%20Chaos%2C%20Woc.html'><img src='http://images.dakkadakka.com/gallery/2012/1/9/314365_sm-2000%20Points%2C%20Battle%20Report%2C%20Ogre%20Kingdoms%2C%20Ok%2C%20Warriors%20Of%20Chaos%2C%20Woc.JPG'  ></a><br /> <br /> 1st turn OK:<br /> Movement:<br /> Gutstar charges Warhounds successfully.<br /> Leadbelchers move to peek around the corner of the house. Mournfang place themselves in front of the ruins<br /> Magic:<br /> Dices come up 4 - 3. A good roll.  7 <span class="glossaryitem" onmouseover='gp(230);'>PD</span>, 4 <span class="glossaryitem" onmouseover='gp(231);'>DD</span>.<br /> First up, Trollguts. (I hate that spell...). Extended, on 6 dices. Didn't get his Irresistable, but got a score of 22. Dispel Scroll'd, lul!<br /> Spinemarrow on one measly dice. It got dispelled. Hah!<br /> Shooting:<br /> The Thundertusk spews his ball of ice upon the Warriors, but scatters 10" upon the Hounds in combat, killing two. Harpoon misses the wizard, bear-trap.<br /> Leadbelchers belch the lead upon the <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> <span class="glossaryitem" onmouseover='gp(385);'>WoC</span>, 8 hits. 4 Wounds, 3 die. <br /> Close Combat:<br /> 18 Ironguts vs 3 Warhounds. PLACE YOUR BETS!<br /> The hounds died. A free reform almost gives Carl a free flank charge, but, after asking me (as an unaligned judge), luckily not.<br /> <a href='http://www.dakkadakka.com/gallery/314366-2000%20Points%2C%20Battle%20Report%2C%20Ogre%20Kingdoms%2C%20Ok%2C%20Warriors%20Of%20Chaos%2C%20Woc.html'><img src='http://images.dakkadakka.com/gallery/2012/1/9/314366_sm-2000%20Points%2C%20Battle%20Report%2C%20Ogre%20Kingdoms%2C%20Ok%2C%20Warriors%20Of%20Chaos%2C%20Woc.JPG'  ></a><br /> <br /> So, that's it for the teaser. As always, we're looking for your opinions and feedback! If there's anything you feel can be improved upon, any additions or suggestions, anything just tell us!<br /> Also, every little "Good job!" counts, so don't be afraid to post!<br /> And for your convience, here's the link again, so you won't have to scroll up: [url]http://svartblodgaming.blogspot.com/2012/01/batrep-warriors-of-chaos-vs-ogre.html[/url]<br /> Hope you enjoy it!]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2012 22:30:15]]> GMT</pubDate>
				<author><![CDATA[ The CF]]></author>
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				<title>T6 GRINDFEST -- Skaven vs High Elves 2500</title>
				<description><![CDATA[ Time for a battle report.  Haven’t played much Fantasy of late – winter has mostly meant Hordes for me ;) – but I did get in two games in the last week.  First versus <span class="glossaryitem" onmouseover='gp(138);'>VC</span> with a variant of this list (2x PCB, 1x wheel), which went to hell pretty quickly with everything misfiring then my seer getting <span class="glossaryitem" onmouseover='gp(527);'>KB</span>’d around Turn 3.  Vamps went on to heal everything back up and I walked away with just his terrorgheist and wraiths :P  No batrep for that, but I will say that I cannot wait for the new <span class="glossaryitem" onmouseover='gp(138);'>VC</span> book to hit.  WS7 regening gravestar, I hope to never see you again (though I hear it will still hit on 2+ and wound on 2+ :'()<br /> <br /> Couple days later I fought my usual High Elf sparing partner, who was trying out a somewhat different list (i.e. eagle prince + no swordmasters).  Game on.<br /> <br /> [b]SKAVEN 2500[/b]<br /> <br /> Ruin Seer – D3+2 warpstone tokens, dispel scroll, skalm, screaming bell<br /> Chieftain – <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, ruby ring of ruin, charmed shield<br /> Deathmaster Snikch<br /> <br /> 45 Stormvermin – banner of swiftness, full command<br /> 30 Stormvermin – full command, poison wind mortar<br /> 30 Stormvermin – full command, poison wind mortar<br /> 20 Slaves – pawleader, musician<br /> 20 Slaves – musician<br /> <br /> 5 Gutter Runners – poison, slings<br /> 5 Gutter Runners – poison, slings<br /> 5 Plague Censer Bearers<br /> <br /> Doomwheel<br /> Doomwheel<br /> <br /> Snikch is the newest addition, replacing my usual double assassins.  I do feel that my twins are quite a bit better than Snikch is, but I recently re-converted an assassin model, so aesthetically don’t want to run one of the old ones too.  Also, I’m finding it really difficult to get Death Frenzy off on multiple targets, so just having one assassin to juice up seems more manageable than two.  And Snikch might give me a reason to keep Skitterleap if I get it …  The mortars are also new to me, and frankly I’m wondering why Clan Internet has (or had) such a hard-on for them.  Honestly, all they’ve done so far is misfire catastrophically and kill stormvermin – in the game against the vamps they both went nuclear in the second turn, after both scattering horribly in the first.  They’re actually so bad that I may go back to my ratling guns :facepalm:<br /> <br /> [b]HIGH ELVES 2500[/b]<br /> <br /> Prince - rerollable 2+ armor, 4+ ward, the other trickster's shard, great weapon, eagle<br /> Archmage - level 4 (SHADOW), 5+ ward, +1 spell<br /> Mage - level 2 (LIGHT), annulian crystal<br /> Noble - <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, 2+ armor, great weapon, dragonbane gem?<br /> <br /> 30 Spearelves - full command, shields<br /> 12+ Archers - banner of eternal flame, standard, musician<br /> 12+ Archers - musician<br /> <br /> 20 Phoenix Guard - banner of sorcery, full command<br /> 14+ White Lions - champion w/ ironcurse, musician<br /> 6 Dragon Princes - champion w/ amulet of light, musician<br /> <br /> Eagle<br /> Eagle<br /> <br /> [b]MAGIC[/b]<br /> Ruin Seer -- warp lightning, death frenzy, scorch, 13th, 5 warpstone tokens<br /> Shadow Mage -- everything good (i.e. not steed, not pendulum)<br /> Light Mage -- net, banishment<br /> <br /> [b]DEPLOYMENT[/b]<br /> Standard battleline game, terrain provided by my mundane terrain chart, scattered <span class="glossaryitem" onmouseover='gp(2);'>3D6</span>”, I let him drop first …<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map01.jpg[/IMG]<br /> <br /> Light level 2 joins the spearelves, noble <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> is in with the phoenix guard, shadow level 4 is with the right archers.  The left archers have flaming (not that it matters here).<br /> Chieftain <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> deploys with the left smaller stormies (so did Snikch!) and the bell + seer take a ride in the stormy bus.  The elf player was none too surprised at this :S-<br /> <br /> [b]GAME[/b]<br /> [u]Turn 1[/u]<br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map02.jpg[/IMG]<br /> <br /> Elves win the initiative and mobilize fast things.  Magic blows strong (hint - it will continue to do so for the pointy ears thanks to the BoS), but there is only so much to do:  the left doomwheel is banished for one wound, but doesn’t freak out.  The archers lay in at extreme range and drop the left mortar (needing 7+ to hit), as well as a couple stormvermin.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map03.jpg[/IMG]<br /> <br /> Skaven return with a massive amount of skittering, combined with some decent wheel rolls (8-9 & 12).  Most notably the gutters already on the field enter their building.  Magic blows as strong as it ever will for the evil guys (9-1=8), but a Scorch from the bell (dispelled) means that some stuff gets through afterall: the ruby ring and some warp lightning nearly drop a rank of white lions.  Both wheels contain their lasery doom, the surviving mortar scatters 10” off the phoenix guard, and the building gutters tag two wounds on the rightmost eagle.<br /> <br /> [u]Turn 2[/u]<br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map04.jpg[/IMG]<br /> <br /> A positively dwarven turn of movement from the elves, with flyers flying and everything else standing or backing up.  Magic blows extremely strong (12+!), but a fail cast from the shadow mage means that the light mage is brutally shut down by the grey seer.  Shooting is relatively ineffective as well, with a single wound tagged onto the left wheel – he doesn’t flip out this time either.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map05.jpg[/IMG]<br /> <br /> Despite the blocking eagle, the bell had enough clearance to wheel past it but sadly does not have the angle to tag the phoenix guard’s corner.  Sadder still, I had already charged the mortar into the eagle to clear room for the bus’s tail swing, so while I was not forced to declare the bell charge, I had already declared the mortar and couldn’t take it back :’(  Adding to the bad charges, the PCB failed to restrain and rushed to their doom on the eagle prince.  The movement issues would continue: the left doomwheel could have loved to careen into the left eagle, but the slaves were in the way, so it butted the building and prepared lasers, after which the slaves rushed for the spearelves.  The other doomwheel wanted to fly into the right eagle and save the mortar from itself, but again the bus was in the way, so it had to slam into the bell unit and run over a few stormies.  And then the bus floored it 12” and parked to take on both elf elites next turn - [b]but[/b] it would turn out that my positioning was off by about 1/4", meaning that instead of taking both units in the front, the guard would be hitting the bus’s flank.  Guh.<br /> <br /> Otherwise stormvermin advance hard and the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> bails for the slaves and their happy-go-lucky pawleader.  The winds of magic provide next to nothing (3-1=2), Scorch is stopped and the seer devours four warpstone tokens, but the Death Frenzy he casts with them is exactly squashed thanks to +5 to dispel from the shadow mage.  The bell’s unit is well and truly boned now, but weirdly the bell itself feels like celebrating, blamfing out a 24” reroll bubble instead of anything useful.<br /> <br /> Shooting has its ups and downs: both gutter units drop a handful of archers, while the left doomwheel misfires its lasers and takes a wound.  Crappy combats are crappy, with the mortar and PCB all being cut down before striking.<br /> <br /> [u]Turn 3[/u]<br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map06.jpg[/IMG]<br /> <br /> The fighty elves grip their weapons tight, nod to each other and prepare to slaughter skaven: the white lions frontal charge the bell while the phoenix guard flank in, and the dragon princes slam into the stormvermin heading for their archmage.  Who bails from his unit of archers, as the prince gets situated for ratty <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> assassination and eagles get in the way, blocking the other stormies and ensuring that the central doomwheel cannot turn towards anything useful.  Magic hooks the elf wizards up with all they need to bring the pain, successfully miasma-ing the bus’s <span class="glossaryitem" onmouseover='gp(149);'>WS</span> down by two and withering its T by one.  The withering goes IF and the miscast knocks a wound from both casters.  Shortly after this the right archers, thanks to swift reform, drop four gutters and send the last running off the table.<br /> <br /> Combat with the bell is about as horrific as expected, with over a dozen stormies cleaved into bits for just three white lions and a single phoenix guard.  What is surprising is as how painful the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> are, killing 12 of their stormvermin with 13 attaks for two dead princes.  The skaven elite (!) fail their LD9 steadfast check and run 11”, outpacing the elven steeds and actually bouncing all the way across the battlefield!  All panics are passed, though two more vermin die scrabbling through the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> ruins.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map07.jpg[/IMG]<br /> <br /> Just halfway through the game and the skaven already need a miracle to pull this one out.  Or rather, the skaven need [i]somebody[/i] to do their fakking job :facepalm:  The Deathmaster hears the lamentations of the skaven general and charges out into the flank of the white lions, as the wounded doomwheel likewise gets his butt in gear and charges the left blocking eagle.  Unfortunately the right wheel has no choice but to ram the bell unit, smashing a few more of its dwindling numbers …  The left slaves scamper into the spearelves’ face, the other slaves turn to face the incoming prince, and most importantly, the surviving gutters see their opening and leave their building ……  Those fleeing stormvermin rally, preparing to powwow behind the ruins and save their points :nod:<br /> <br /> Magic sucks hard and can’t get Death Frenzy through, and the bell tries to blow up all T7 models, which doesn’t even drop the nearby building.  The wheels unleash their laser show, with both eagles detonating spectacularly (as well as more stormvermin).  But let’s get right to it: the gutters hurl 10 poisoned shots at the shadow mage, tag two 6’s, and manage two wounds.  The Withering drops, Miasma sticks around for one more turn, and suddenly we have a game again.<br /> <br /> Snikch the Deathmaster, Master of Death, trips over his six weeping blades and stabs just two white lions.  A couple token elves die later, but first another couple handfuls of stormvermin are liquefied.  The bell crew doesn’t care but Snikch fails his LD6 twice and legs it, landing right in front of the left doomwheel :o<br /> <br /> [u]Turn 4[/u]<br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map08.jpg[/IMG]<br /> <br /> The spearelves dock with the slaves and ready pokey bits, dragon princes flank the unwounded doomwheel, and the prince zips in to kill some other slaves (and their precious cargo).  Magic blows strong as always (8 total), but with just the net to cast the light mage is crushed out by the seer.  Shooting flubs and it’s on to combat.  The spearelves lacerate the slaves, who fail to assassinate the wounded light mage (2 attaks, 4+ to hit, 4+ to wound is pretty decent, but not to be) and explode a couple elves apart.  The prince ruins that plucky pawleader, and then passes the LD9 test he’s asked to make from the slave’s musician.  Meanwhile the princes lose two of their compatriots to doomwheel grinding, stick one wound on the contraption, and it passes its LD6 break, as well as its reform test to face the two survivors (not shown in the pics).  Oh, more of the bell’s unit is shredded by phoenix guard who can’t roll lower than 3+, but at least the white lions are down to one woodsman.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map09.jpg[/IMG]<br /> <br /> Snikch rallies but is now blocking the doomwheel from being awesome, so said wheel butts back into the ruins for prince intercept later.  Gutters begin to plague the archers and the other stormies hope to take on the spearelves soonish.  Magic blows weak as ever (6-1=5?), but a Scorch assist from the bell means that the seer is able to get his Scorch off onto the spearelves.  Half of the unit burns to the ground, they fail their panic and flee through the archers, who also panic and head to the table edge.  Whoa.<br /> <br /> A single archer falls to the gutters, and the doomwheels light things up!  Things being 3 slaves, 1 stormvermin and two dragon princes ;)  Then in combat the last white lion bites it, but the bell bus has been thoroughly wrecked.  And the skaven <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> is chopped down, his charmed shield failing to activate just to add insult to injury.<br /> <br /> [u]Turn 5[/u]<br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map10.jpg[/IMG]<br /> <br /> Archers face those damn gutters but fail to make it a swift reform, and the fleeing elves all rally behind the marsh.  The light mage attempts to do stuff to Snikch but can’t see him through all the pretty elf hair he’s covered himself in :*)  The prince explodes the slaves and the phoenix guard cut the bell stormvermin down to two models, while knocking the seer down to his last wound (he drank his skalm in a previous turn after being wounded by white lions).<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map11.jpg[/IMG]<br /> <br /> Doomwheel rodeo time!  Or not, as just one wheel makes it into the prince, with the other stuttering ~6” and readying lasers.  Snikch and his old stormvermin buddies feel frisky and sprint for the elves’ marshland bunker, as gutters continue to be irritating.  Magic blows strong enough to hit the archers with Scorch, burning the unit down.  The bell sends out a mellow single die melody, putting up a 24” <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> bubble.  In the laser phase, the wounded wheel fires first, slamming the prince with S10 lightning!  The elf wards the first, then the second, then the third!  Clearly as incredulous as me, the second doomwheel misfires its shots and does nothing.  In combat it rolls a massive 7 impacts, which turn into 7 wounds, which the elf completely absorbs with rerolled 4+ armor and 4+ ward.  [b]Whoa.[/b]  The prince carves two wounds into the wheel and combat is tied.<br /> <br /> Then it’s bell time and I make the situation clear.  The bell has just two stormvermin left, the musician touching the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in the corner of the phoenix guard and the standard on the other side of the bell.  If the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> can’t cut down both vermin this round, and only drops one, my opponent is going to be stuck trying to drop the bell in two rounds with S4 <span class="glossaryitem" onmouseover='gp(329);'>PG</span>, to get to the 380 point standard bearer on the other side.  The <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> swings with three attaks, needing 3+ (rerolled) to hit and 2+ to wound.  For the first time all game he only manages one wound, sliding the bell in and locking the standard out.  The phoenix guard retaliate by cutting down the grey seer, though the bell must die to give up any of his points so meh.<br /> <br /> [u]Turn 6[/u]<br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map12.jpg[/IMG]<br /> <br /> The elves hug their corner.  The prince drops the wheel.  The guard scratch the bell.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/SKvHE%20BR2/SKvHE_map13.jpg[/IMG]<br /> <br /> Snikch and crew don’t even have a long bomb charge on the spearelves, so just move up to be menacing.  The remaining wheel (with one wound remember) scoots past the prince to try one more laser blast.  They go off at S2: 1) Wounds, first 2+ armor is failed, second makes it; 2) Wounds, first 2+ armor is made; 3) Wounds, first 2+ armor is failed, second makes it.  So close :D  The bell ends the game with a whimper, rolling a 1 on his single die dirge ...<br /> <br /> [b]SKAVEN VICTORY[/b], but not by much, maybe 200 points.  Very little gave up any points, despite all the grinding involved.  At the time I was furious at myself for not watching my positioning with the bell unit – and sort of mad about continuing to be so aggressive – but in retrospect I could also have very easily kept my <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> alive, even just by leaving the slaves and keeping within 1” of friendly units, so the prince couldn’t land.  Though I’m sure I would have gotten him shot by doomwheel lightning in that case :P<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Wed, 4 Jan 2012 18:03:31]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>WHFB- Tomb Kings vs Skaven - 3,000pts Battle Report</title>
				<description><![CDATA[ [youtube]http://www.youtube.com/watch?v=KaRq5QF2in8[/youtube]<br /> <br /> <br /> <br /> The last BunkerTube Battle Report of 2011.<br /> <br /> Our subscriber contest was DRAWN and WON and the winner recieved his prize yesterday, check out the video here.<br /> <a href="http://www.youtube.com/watch?v=jqSOQdfO7vA" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=jqSOQdfO7vA</a><br /> please check us out on the following sites.<br /> <br /> Facebook: <a href="http://www.facebook.com/pages/BunkerTube/150533085045982" target="_blank" rel="nofollow">http://www.facebook.com/pages/BunkerTube/150533085045982</a><br /> Twitter: <a href="http://twitter.com/#!/bunkertube" target="_blank" rel="nofollow">http://twitter.com/#!/bunkertube</a><br /> Blog: <a href="http://www.bunkertube.blogspot.com" target="_blank" rel="nofollow">http://www.bunkertube.blogspot.com</a>]]></description>
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				<pubDate><![CDATA[Wed, 28 Dec 2011 10:38:18]]> GMT</pubDate>
				<author><![CDATA[ bunkertube]]></author>
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				<title>World's shortest storm of magic ever, 5000 points</title>
				<description><![CDATA[ So my friend and I decided to play a game of storm of magic, using my warriors of chaos and his skaven. It was actually 4k with 1000 points of pacts and monsters.<br /> <br /> Warriors of chaos:<br /> Sigvald the Magnifiscent <br /> Vilitch the curseling<br /> Throgg<br /> Exalted hero <span class="glossaryitem" onmouseover='gp(174);'>bsb</span><br /> Slaanesh sorcerer<br /> Tzeentch sorcerer<br /> 18 halberd warriors<br /> 22 2x hand weapon warriors<br /> 50 marauders<br /> 18 chosen<br /> 2 hellcannons<br /> Warshrine<br /> <br /> Exalted keeper of secrets scroll<br /> Giant scroll <br /> <br /> Skaven<br /> Verminlord<br /> Lots of rat ogres<br /> Several characters I don't remember<br /> 2 giant units of slaves<br /> Giant unit of clan rats<br /> Giant unit of plague monks<br /> 3 lightning cannons<br /> Sludge thrower<br /> Doomwheel<br /> Abomination<br /> 2 cockatrices<br /> 2 great eagles<br /> Some special magic items<br /> <br /> <br /> Well we deployed and all, and set up terrain and arcane fulcrums. I went first.<br /> <br /> Turn 1 - chaos<br /> My two charges failed, so I went straight to magic. Not much happened, killed his abomination, made a wizard stupid. On to the shooting phase. Hellcannon number one targets his doomwheel and misfires. It rolls a 3 and....<br /> <br /> All his wizards except an engineer and the plague priest that was on the furnace (and can't leave it) DIED. Yup. A 3 means all wizards suffer a miscast. Thanks to the infernal puppet, all of his wizards either got killed or lost enough wizard levels to no longer be wizards. As I said the plague priest can't leave the furnace to take a fulcrum, and he had one engineer with one wound.<br /> <br /> Second hellcannon fires, targeting his doomwheel. The shot hits,wounding but not destroying the doomwheel. However, it did make the doomwheel go out of control and smash itself on the arcane fulcrum an inch away. Its destruction forces a panic test in the slaves behind it, and they roll an 11, failing despite their general being nearby. Since his big unit of 50 slaves was only inches from the board edge, they fled right off, taking his wounded engineer with them. <br /> <br /> <br /> So that was it. With one wounded wizard locked on his plague furnace, the game was over instantly. He could have fought for a tie, but with no magic to counter me and losing two key units...it was over.<br /> <br /> <br /> I heard storm of magic games take a while....I guess not!!]]></description>
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				<pubDate><![CDATA[Sat, 24 Dec 2011 03:22:58]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>WFB3: The Shadow of Koles Lorr - Turn 2- 12.02.2012</title>
				<description><![CDATA[ In our tireless effort to: <br /> <br /> A.) Play Warhammer 3rd Edition<br /> B.) Spread the word so that other people become interested in playing Warhammer 3rd Edition<br /> C.) Thus enabling us to find players who want to play Warhammer 3rd Edition in our own countries<br /> D.) ...so that we don't have to play remote games of Warhammer 3rd Edition<br /> <br /> ...we are now playing another remote game of Warhammer 3rd Edition.<br /> <br /> "We" are: <br /> <br /> [b]Dreamfish[/b] - the Games Master (Oooh, daddy, what's one of them, then?)<br /> <br /> [b]Weazil (AKA Gaj)[/b](playing Dwarves) - Defender of the free races, and of all things good, and muchly deserving of your support and praise<br /> <br /> [b]Blue in VT[/b] (playing Orcs) - The evil assailant on everything you hold dear, and no doubt almost single handedly responsible for the world economy through his dastardly deeds...<br /> <br /> This is the scope of the game:<br /> <br /> [img]http://1.<span class="glossaryitem" onmouseover='gp(260);'>bp</span>.blogspot.com/-zmyJaLcLr8c/Tu4UwZgW83I/AAAAAAAAAUk/2kucuWy0MwA/s1600/LongDistanceGame.jpg[/img]<br /> <br /> ...and people say that war divides nations...<br /> <br /> As before, we anticipate that it should take us many weeks to do, where we'll probably be processing about one turn a week. Providing you can cope with the adrenaline, we invite you to join us, as we explore another trip to the late '80s, where bad puns flow freely, fantasy stories are as epic as slicing bread and the era of <span class="glossaryitem" onmouseover='gp(50);'>GW</span> GrimDark is but a glimmer in the eye of the shareholder...<br /> <br /> <br /> [b]Prologue: The Shadow of Koles Lorr[/b]<br /> <br /> [i]"There's gold up there, you know," Jabbartha said. His brow furrowed as he formed his grim expression. "Gold."[/i]<br /> <br /> [i]Hans Ohlow shook his head.[/i]<br /> <br /> [i]"It's not gold. Stop bloody calling it gold. If you just called it what it bloody well was, we wouldn't be standing here now, in the freezing wind, up to our knees in mud and shit, staring at ... well, nothing. It's not gold!" Hans thrust his hands into his pockets and stared into the distance. His companion, Jabbartha Hhut, shook his head. Of all the scouts he had ever come across, never had he met one that complained so much about being outside.[/i]<br /> <br /> [i]Both dwarves stared out across the plain.[/i]<br /> <br /> [i]"You know..."[/i]<br /> <br /> [i]Oh great.[/i] More [i]complaining, thought Jabbartha. Keep going, mate - I've got nothing else to do either.[/i]<br /> <br /> [i]"...I can't think of a single purpose for this place. Why would the gods make such a forsaken stretch?" Hans poked a tuft of grass with his boot. "It's only purpose is to be bloody wet. Wet grass, wet mud, wet air. Wet dwarves. And it's not even bloody raining."[/i]<br /> <br /> [i]"Yet."[/i]<br /> <br /> [i]"Eh?"[/i]<br /> <br /> [i]"It's not raining [/i]yet[i]," Jabartha said. May as well set his expectations now.[/i]<br /> <br /> [i]"Doesn't matter. Even if you do find this bloody wagon, all your stupid [/i]gold" -[i]he quoted with his fingers - "[/i][i]is just going to be soaked through or stuck together in one big clump. I don't know why everyone thinks it's so bloody great anyway."[/i]<br /> <br /> [i]Both dwarves fell silent.[/i]<br /> <br /> [i]Jabbartha cleared his throat. "Any-"[/i]<br /> <br /> [i]Hans cut him off. "And it's a stupid place to put a tower, too! How long's it been here?"[/i]<br /> <br /> [i]Jabbartha looked up at the tower. [/i]Koles Lorr.[i] "Ages. We didn't build it, actually. It's a human build. Prob'ly why they abandoned it. Wasn't up to much."[/i]<br /> <br /> [i]"They probably all hanged themselves after a week with putting up with [/i]this!"[i]Hans kicked a clump of earth. He soles squeaked in the wet as he watched the muddy clump sail into the misty air. It's depressing squelch on landing did nothing to cheer him up.[/i]<br /> <br /> [i]Jabbartha was getting tired of Hans now. "Look. I don't want to be here any more than you do. Right? So do us all a favour and go check out that tower. That gold is out here somewhere, and if it was me on a night like last night, I'd have taken up in that tower too. So get out there, get the cart and the gold, and lets all of us go home, okay?"[/i]<br /> <br /> [i]Hans spat his disgust at the order.[/i]<br /> <br /> [i]"It's not gold," he mumbled under his breath. He signalled to the other rangers to follow him.[/i]<br /> <br /> <br /> [i]***[/i]<br /> <br /> <br /> One Day Earlier...<br /> <br /> [i]"Who is this chap again?" King Pinne lowered his spectacles and looked down at the writ of office he had been presented with.[/i]<br /> <br /> [i]"Sir Loyne, your majesty. He claims to be a paladin of Yasmar Nodrog," Muz Shipeez said. Muz had served in King Pinne's court for many decades now, and knew better than to infer his doubt about Sir Loynes credentials, but the fact was that he knew of all the families that needed knowing of, and the Loyne's of Gird were not a family he'd ever heard of before.[/i]<br /> <br /> [i]"Is he in the book?"[/i]<br /> <br /> [i]"No, Your Majesty, he has arrived unexpectedly."[/i]<br /> <br /> [i]"No, no - not the appointment book. You know - the names book that you look at all the time?"[/i]<br /> <br /> [i]Muz smiled. This was good news, if the King was thinking like this already. "No, Your Majesty. Sir Loyne is in neither the Great Family Tree nor the appointment book. I did find a a match on Yasmar Nodrog, though."[/i]<br /> <br /> [i]The king brightened. "Brilliant. Never heard of him either. Do we have a temple for Yasmar here?"[/i]<br /> <br /> [i]"Not that I'm aware of, no -"[/i]<br /> <br /> [i]"What's he do anyway, this Yasmar Nodrog? What's his godly job?"[/i]<br /> <br /> [i]"He is the god of food-"[/i]<br /> <br /> [i]"Food? Really?"[/i]<br /> <br /> [i]Muz blinked at the interruption and let out a slow breath. "Yes, Your Majesty. Food. And rage, it seems."[/i]<br /> <br /> [i]"Food and rage?"[/i]<br /> <br /> [i]Muz nodded.[/i]<br /> <br /> [i]The king removed his spectacles and started chewing thoughtfully on the frame. "I would have thought we would have a temple to the god of food, surely?"[/i]<br /> <br /> [i]"It seems that we like to keep food out of our worship, Your Majesty."[/i]<br /> <br /> [i]"Mmmm...well, I suppose we'd better let him in and see what he has to say for himself."[/i]<br /> <br /> [i]Muz nodded. He had already gathered the King's Guard to the audience chamber, just in case. He signalled to the doormen to open the doors and admit the king's visitor.[/i]<br /> <br /> [i]"Oh, and Muz?" King Pinne whispered.[/i]<br /> <br /> [i]"Yes, Your Majesty?" Muz looked straight ahead.[/i]<br /> <br /> [i]"Maybe we should have a worshipful celebration of this Yasmar Nodrog. A little food and beer. You know - show some respect?"[/i]<br /> <br /> [i]"All in hand, your Majesty. All in hand."[/i]<br /> <br /> [i]"Not sure about the rage part just yet."[/i]<br /> <br /> [i]Both dwarves watched as the trumpets announced the arrival of Sir Loyne.[/i]<br /> <br /> [i]"Don't worry, Your Majesty, I have a feeling the rage will come soon..."[/i]<br /> <br /> <br /> [i]***[/i]<br /> <br /> <br /> [i]Sir Loyne was a big dwarf. Standing a head taller than any dwarf in the room, all eyes followed this giant among dwarves as a strode toward the king. His demeanour radiated confidence and his eyes - what eyes! His stare alone defeated everyone in the room as he dared the audience to challenge him. The King's Guard shuffled nervously, each hoping one of the others was more loyal to the king than themselves; more willing to die at the hands of this severe giant should things get ugly.[/i]<br /> <br /> [i]A small, unfortunate dwarf tottered behind Sir Loyne, struggling with a huge banner that towered over him. The banner was too tall for the dwarven hall, resulting in the poor dwarf having to drag the banner pole along the ceiling, as close to upright as possible.[/i]<br /> <br /> [i]"King Pinne!" Sir Loyne bawled, stretching his arms wide "Ty!"[/i]<br /> <br /> [i]King Pinne winced. He liked being called King Pinne. He hated his first name. It sounded so... common. His eyes widened in horror when he realised Sir Loyne wasn't stopping there.[/i]<br /> <br /> [i]Sir Loyne stepped up the dais, gripped the dwarf king's shoulders and hefted him onto his feet, where he proceeded to crush the bewildered king into a punishing bear hug. Sir Loyne winked at Muz over the king's shoulder. King Pinne glared furiously at his guard over Sir Loyne's.[/i]<br /> <br /> [i]"Ty! So good to see you! Brilliant to see how well you've done for yourself!" Sir Loyne dropped the flustered king back into his throne and waved expansively at the throne room.[/i]<br /> <br /> [i]King Pinne readjusted his crown, wondering why the hell none of his guard had done anything about this ruddy lunatic just wrenching him from his throne. The way Sir Loyne had clapped him on the back was tantamount to assault, as far as his shoulder blades were concerned. He'd have to have a word with them later on.[/i]<br /> <br /> [i]"Er..." he mumbled. "Yes, done alright, I suppose-"[/i]<br /> <br /> [i]"Alright?" Sir Loyne boomed. Before King Pinne realised what was happening, the giant dwarf reached out and grabbed the king's crown, planting it neatly on his own head. The room gasped.[/i]<br /> <br /> [i]"Alright, you say? You're a blessed king! This is fantastic! Bet the beer's good, eh? None of that cheap stuff for you anymore, eh?" Sir Loyne poked the startled king in the ribs and laughed.[/i]<br /> <br /> [i]"Ahem!" Muz cleared his throat.[/i]<br /> <br /> [i]Both dwarves looked at him.[/i]<br /> <br /> [i]"His Majesty feels that guests should refrain from wearing his crown at the first visit, although he would be happy to forgive you this small oversight given the nature of your joyful meeting just now," Muz said through his forced smile.[/i]<br /> <br /> [i]King Pinne nodded. "Yes, yes. His Ma... er, I... would like to get his crown back. If that's alright?"[/i]<br /> <br /> [i]Sir Loyne clapped both his hands on the king's shoulders as he laughed. "Of course, of course. So silly of me - you are the king and must be respected and all that. Of course!" He presented his head to King Pinne with a grandiose bow.[/i]<br /> <br /> [i]The king clutched the crown with nervous hands and placed it gingerly on his head, as if it were now somehow too hot.[/i]<br /> <br /> [i]"Anyway, I'd love to stay and chat about old times, Ty, but we've got urgent business to attend to." Sir Loyne swivelled round and stepped of the dais before turning to look at the king again. "It turns out that I need your help. And when I say 'I', of course, I refer to Yasmar Nodrog! We have a holy commission for you!"[/i]<br /> <br /> [i]King Pinne blinked. Muz shivered in an effort to maintain his composure.[/i]<br /> <br /> [i]"Sir Loyne, your dedication to the business of Yasmar Nodrog is both legendary and exemplary, I'm sure. Perhaps even Yasmar Nodrog would allow a humble, weary servant and his retinue time to rest and recovered before resuming the no doubt arduous duties required in his service?" Muz raised an eyebrow as he asked the question.[/i]<br /> <br /> [i]Sir Loyne raised an eyebrow in return.[/i]<br /> <br /> [i]"I am tireless in my service of Yasmar Nodrog."[/i]<br /> <br /> [i]His tone was frigid - all his jovial warmth was drowned out by the sudden cold silence in the room. The King's Guard clutched their weapons, desperately hoping nothing would come of this. Some looked at each other, unsure of what they should do. If Muz made the crazy giant angry, he could sort it out himself, as far as they were concerned.[/i]<br /> <br /> [i]He cocked his head. "[/i]But[i], he [/i]is[i]the god of food. And to eat is to worship. Waddaya say, Tendhe? Bit of grub before we hit the road?"[/i]<br /> <br /> [i]The dwarf carrying the banner nodded eagerly.[/i]<br /> <br /> [i]The mood in the room lifted as Sir Loyne's demeanor softened.[/i]<br /> <br /> [i]"This is my boy, by the way," Sir Loyne said to the king. "Tendhe Loyne. Carries the banner, see? For the Loynes."[/i]<br /> <br /> [i]King Pinne gulped. "Uh, good to meet you." He turned to Muz and pleaded with his eyes.[/i]<br /> <br /> [i]"Excellent! We've laid on a little spread for you and fifty members of your party. His Majesty would love to discuss your holy commission over a little meal and perhaps a light after dinner smoke?"[/i]<br /> <br /> [i]"Fifty members?" Sir Loyne repeated. "No need for that - just the two of us, now," he said, pointing at Tendhe and himself.[/i]<br /> <br /> [i]"Oh?" Muz looked puzzled. "I see. Might I enquire... I mean, surely you're not travelling alone?"[/i]<br /> <br /> [i]"Of course not, you funny little dwarf," Sir Loyne chuckled. "We left Gird with a whole army."[/i]<br /> <br /> [i]"I see. I can send messenger to your camp to summon them?"[/i]<br /> <br /> [i]Sir Loyne snorted. "Unless your messenger can summon them from the grave, I'd imagine he'd find that task quite difficult. They're all dead, now. That's why we stopped here."[/i]<br /> <br /> [i]"Stopped here." Muz repeated.[/i]<br /> <br /> [i]"Yes. To get some more."[/i]<br /> <br /> [i]"More?" the king asked, his voice faint.[/i]<br /> <br /> [i]"Yes, more dwarves. Mine are all dead. So I've come to get some of yours. But come, let's go to this meal you've prepared. Lots more to round, eh?"[/i]<br /> <br /> [i]Muz staggered as Sir Loyne clapped his hand over his shoulders, herding him towards the door.[/i]<br /> <br /> <br /> [i]***[/i]<br /> <br /> <br /> [i]Things had moved quickly from there. Hans squelched behind the other rangers, shaking his head at the stupidity of the situation. Apparently, Sir Loyne and the army of Gird were accompanying a valuable cargo wagon somewhere up north when they were ambushed and annihilated by orcs. Instead of refusing the fool anything, King Pinne had allowed the paladin to assume command of the King's forces in order to chase the orcs and extract their vengeance.[/i]<br /> <br /> [i]Sir Loyne just wanted everything he could lay his hands on. It just so happened that as Sir Loyne gained entry into the king's armoury, he noticed a tunnel leading to the massive forge and workshop, where Big Dog, the clan's largest stone thrower, was being serviced.[/i]<br /> <br /> [i]"I'm having that," he said, to no-one in particular.[/i]<br /> <br /> [i]There had been protests, of course. Hans, as the lead scout, had pointed out the futility of chasing a fast orc column with warmachines in tow. It would be impossible.[/i]<br /> <br /> [i]"Ah, but what if they establish a fort? What would we do then?" Sir Loyne had challenged.[/i]<br /> <br /> [i]"If they've established a fort, we'd set up watch and send runners to get the warmachines, if they were needed. They are orcs, don't forget, so the word [/i]fort[i]is relative."[/i]<br /> <br /> [i]Sir Loyne had looked thoughtful and Hans thought for a moment that Big Dog would stay, but that was not to be.[/i]<br /> <br /> [i]"Bring it along. I can feel it in my bones - we'll need it for sure."[/i]<br /> <br /> [i]So now the only chance they really had to catch the orcs depended on the weather. Fortunately, the weather had been atrocious, and there was every chance that the could also have become bogged down.[/i]<br /> <br /> [i]The team of rangers were waiting for him at the tower. He looked up at it and took in all of its wet, grey misery. There was nothing frightening about the tower, it just looked [/i]cold[i]. He shivered as a gust of wind whipped around the tower base, throwing his cloak open.[/i]<br /> <br /> [i]"Right boys, just like we did in the drills. On my signal, [/i]you kick the door in and step back," Hans pointed at Vitter Minsey, who nodded. He looked at Minn Spye "You go straight in and head right. I'm in right behind you, then you[i] come in behind me and head left, with you two closing after us, okay?"[/i]<br /> <br /> [i]The other dwarves nodded and moved into position. Two on the right of the door, three on the left.[/i]<br /> <br /> [i]"Go," Hans whispered.[/i]<br /> <br /> ***<br /> <br /> <br /> [i]"...and that," Sir Loyne paused to take a bite from the roasted turkey leg he was holding, "is when the orcs took the wagon"[/i]<br /> <br /> [i]Both King Pinne and Muz sat silent for a while, letting the description of the loss to the orcs sink in. By the sounds of things, eighty dwarves had died.[/i]<br /> <br /> [i]"What was in the wagon?" King Pinne asked.[/i]<br /> <br /> [i]"Gold dust. Just like gold dust."[/i]<br /> <br /> [i]King Pinne and Muz looked at each other.[/i]<br /> <br /> [i]"Gold dust, you say?" the king muttered eventually, stroking his beard.[/i]<br /> <br /> [i]"Eighty dwarves, you say?" Muz muttered, knotting his.[/i]<br /> <br /> [i]King Pinne leaned forward now, staring Sir Loyne directly in the face. He'd had nine pints so far, and it was much easier to stand up to Sir Loyne now. Also, Sir Loyne seemed to much nicer, now. "Tell me more about this gold dust."[/i]<br /> <br /> [i]Sir Loyne returned his flagon to the table and wiped his beard with the back of his hand. "S'not gold dust. I said it's [/i]like[i] gold dust."[/i]<br /> <br /> [i]"Yes, yes, but just as valuable, you say?"[/i]<br /> <br /> [i]Sir Loyne looked at the ceiling in thought. "Yes. Very valuable. Especially to Yasmar Nodrog. And the good human folk up north. Love the stuff, they do. They'll pay loads for it."[/i]<br /> <br /> [i]Having just taken his tenth pint, only a few words of that sentence hit home for King Pinne. [/i]Valuable. Love [i]the stuff[/i]. Pay. Loads.[i][/i]<br /> <br /> [i]"We need to get that gold dust."[/i]<br /> <br /> [i]Sir Loyne assumed a very serious expression, and nodded slowly. "Yes we do."[/i]<br /> <br /> [i]"If I might interrupt, Your Majesty," Muz said, turning to Sir Loyne. "You said it's [/i]like[i] gold dust, so it evidently isn't. My lord's question is simply this: if not gold dust - what [/i]is[i] it?" Ten pints from King Pinne's personal cellar had injected bravery beyond compare into Muz.[/i]<br /> <br /> [i]Sir Loyne blinked at Muz, before bursting into raucous laughter.[/i]<br /> <br /> [i]"Of course, of course! You funny quaint mountain dwarves would've never heard of the stuff!"[/i]<br /> <br /> [i]The two other dwarves joined in the laughter. How funny and quaint they were, each realised! An eleventh pint had materialised in front of all three, which they clanked together and downed.[/i]<br /> <br /> [i]"Let me tell you about gold dust, boys. Holy, blessed gold dust from the east..."[/i]<br /> <br /> <br /> [i]***[/i]<br /> <br /> <br /> [i]"I dunno wot it is. It ain't grain, it ain't gold an' it ain't gunpowder." Krunk dropped the bag on the floor. "Whole bleeding wagon's full of it."[/i]<br /> <br /> [i]Kahn Narbis looked down at the brown powder spilling from the bag. In the flickering firelight, it looked a bit like gold. He frowned. "Wot's Milliog say?"[/i]<br /> <br /> [i]Sensei Milliog emerged from the darkness. "Same as Krunk. Dunno." He shrugged. "I was gonna ask Trammer."[/i]<br /> <br /> [i]Kahn raised an eyebrow.[/i]<br /> <br /> [i]"Er..." Krunk stammered. "I mean, ask [/i]you[i] to ask Trammer. 'Cos...you know..."[/i]<br /> <br /> [i]"Oh right. Come to that, 'as it?"[/i]<br /> <br /> [i]The other two nodded apologetically.[/i]<br /> <br /> [i]"I hates askin' him anything. You lot better be sure or I'm breaking something."[/i]<br /> <br /> [i]Krunk and Sensei Milliog eyed each other. If neither of them could work it out, then surely they were safe. Kahn would have to ask Trammer. They nodded in unison.[/i]<br /> <br /> [i]"Righto. Follow me," Kahn said, grabbing the bag. The other two fell in behind him as he marched to the other side of the camp. The rest of the orcs just dropped themselves wherever, resting and sleeping in their rags and armour. Even Kahn didn't worry about tents and the like when travelling - it was only the tribe's irritable, aged shaman that bothered with tents. Kahn opened the flap and stepped in. Krunk and Sensei Milliog skulked in behind him.[/i]<br /> <br /> [i]Trammar Zzole was an ancient, leathery orc, who after nearly fifty years of magic, was widely considered to be completely barking mad. Surely no orc could mess about with magic for that long and not go insane, spectators reasoned?[/i]<br /> <br /> [i]He sat in the middle of the tent floor, holding what appeared to be a human skull, rocking backwards and forwards and mumbling cheerfully to himself. Every now and then, a whinnying giggle escaped his cracked lips and he rocked a little faster, before the light in his eyes died down and he settled again.[/i]<br /> <br /> [i]Kahn slapped the wizened old orc's bald palate respectfully.[/i]<br /> <br /> [i]"Oi!" The old orc cried as he snapped out of his reverie. He looked wounded as he rubbed his head.[/i][i]"Wassat for?"[/i]<br /> <br /> [i]Kahn dropped the bag in front of the wizard. "D'ya know wot this is?"[/i]<br /> <br /> [i]Trammer poked the skull up against the bag, using his hands to make as if the skull was sniffing. "Waddaya reckon, Seesaw?"[/i]<br /> <br /> [i]The skull didn't appear to do anything. Trammer lifted it to his ear. "Say that again?"[/i]<br /> <br /> [i]His audience leaned in, hoping to hear some of the mystical chatter Seesaw was whispering to Trammer. The tent fell silent as all four orcs strained to hear anything.[/i]<br /> <br /> [i]"Ssshh!" Trammer hissed, causing the other three to step back in shock. He positioned the skull directly in front of him and fixed it with a stern gaze. "Come now Seesaw. Don't be stubborn. Tell Uncle Trammer wot it is." He shook the skull a little before ramming it face first into the bag again.[/i]<br /> <br /> [i]"Aha!"[/i]<br /> <br /> [i]Krunk and Milliog both leapt in fright. Kahn stepped back slowly.[/i]<br /> <br /> [i]Trammer giggled. "He sez it's a bag! See, you can put stuff in it! Like this powder. That's a great place to put powder. In the bag! Good Seesaw!" He patted the top of the skull.[/i]<br /> <br /> [i]"What's. In. The. Bag. Fool." Kahn growled.[/i]<br /> <br /> [i]"Powder. See-"[/i]<br /> <br /> [i]Kahn grabbed Trammer by the neck and dragged the old wizard to his feet. "Tell me what the bloody powder is or I'll pull your eyeballs out and stuff them into Seesaw's empty sockets, you shit stain!"[/i]<br /> <br /> [i]Trammer's eyes widened as he considered the implications of Kahn's threat. "It's snuff," he blurted.[/i]<br /> <br /> [i]"Snuff?"[/i]<br /> <br /> [i]"Yer. Snuff. Look, I'll show ya."[/i]<br /> <br /> [i]Kahn released the wizard, who already seemed to have forgotten the potential eye transplant just mentioned. Trammer grabbed a little pinch of the snuff, showing the other orcs.[/i]<br /> <br /> [i]"Here, take some like this. Don' worry, it's safe."[/i]<br /> <br /> [i]Each orc moved forward and also took a pinch.[/i]<br /> <br /> [i]"See, so now you puts it to your nose, like [/i]this[i]." He watched carefully to make sure all the orcs had their snuff in the right position. "Then, alls you do is sniff it in, like so."[/i]<br /> <br /> [i]They all watched as Trammer closed his eyes and drew in a massive breath, vacuuming the powder through his nostrils.[/i]<br /> <br /> [i]The other orcs watched in fascination. First, his eyes shot open, and he coughed. Then, he breathed in as if to sneeze. but nothing came. He closed his mouth and blinked, breathing out slowly.[/i]<br /> <br /> [i]Then Trammer Zzole's head[/i][i]exploded.[/i]<br /> <br /> <br /> [i]***[/i]<br /> <br /> <br /> [i]"So it's called curry powder?" King Pinne asked. "Never heard of it. I like the sound of it, though. And you say it goes with beer?"[/i]<br /> <br /> [i]Sir Loyne grinned. "Aye, that it does. Well, [/i]curry[i] goes with beer. [/i]Curry powder's[i] crap on its own. Got to make it into the sauce, you see? Also, you can use the sauce with fried potato cubes. That's especially popular up north. I'm sure that's what this shipment would have been used for."[/i]<br /> <br /> [i]"Fried potato cubes?" King Pinne was very quickly realising how limited his palate was. "Never heard of that either. How come you know all about this?"[/i]<br /> <br /> [i]"Yasmar Nodrog, of course. He shows us the way," Sir Loyne responded, looking up and opening his hands to the heavens. "You need to establish a temple here, you see."[/i]<br /> <br /> [i]The dwarves fell silent, contemplating this deep philosophical truth.[/i]<br /> <br /> [i]"Curry powder." King Pinne mumbled, lost in thought. "Culinary gold..."[/i]<br /> <br /> [i]Muz nodded in agreement. "We need to get it back. For Yasmar Nodrog!" He lifted his flagon high into the air.[/i]<br /> <br /> [i]"For Yasmar Nodrog!" the other two repeated, thrusting their own drinks into the air.[/i]<br /> <br /> <br /> [i]***[/i]<br /> <br /> <br /> [i]Kahn, Krunk and Milliog looked at each other. All of them still held the powder in their hands. Kahn blinked as the headless corpse of Trammer slowly toppled over backwards and hit the floor.[/i]<br /> <br /> [i]"I dunno," he said as he scratched his head. "Not sure I wanna put this in my nose anymore."[/i]<br /> <br /> [i]Krunk wiped bits of brain and snot off his face. "Yer, mebbe we sleep on it and have some more snuff tomorrow?"[/i]<br /> <br /> [i]Milliog nodded. "Yeah. Lets sleep on it."[/i]<br /> <br /> [i]He looked down at the body as Kahn and Krunk stepped out of the tent. He heard Kahn shouting orders for someone to do something about the mess. Now that Trammer was dead, he supposed that he had just become the tribe's shaman. He dug a bit of what later turned out to be a bit of Trammer from his ear, before reaching down and picking up Seesaw.[/i]<br /> <br /> [i]"Better make sure I've got another head," he said to the skull. "Just in case."[/i]<br /> <br /> <br /> [i]***[/i]<br /> <br /> <br /> [i]Hans had just emerged on the ramparts of the tower when he heard an explosion in the distance. He crouched behind the wet stone, ears straining for further clues. Shortly afterwards, he could make out the sound of guttural shouting.[/i]<br /> <br /> [i]He signalled to Vitter, who had just emerged from the door, to come closer. He pointed on the direction of the shouting and whispered, "Orcs?"[/i]<br /> <br /> [i]Vitter cocked his head and listened for a while. "I think so. Really close...probably a couple of hundred yards, really."[/i]<br /> <br /> [i]The Loane Rangers had all gathered on the parapet now, and took in the news with excitement and trepidation.[/i]<br /> <br /> [i]They'd found them.[/i]<br /> <br /> [i]"Let's go get that gold, boys," Minn said.[/i]<br /> <br /> [i]Hans put his head in his hands in despair.[/i]<br /> <br /> [i]"It's not bloody gold..."[/i]<br /> <br /> ***<br /> <br /> [b]The Armies[/b]<br /> <br /> Sir Loyne's Stout Dwarves of Regard:<br /> <br /> [img]http://3.<span class="glossaryitem" onmouseover='gp(260);'>bp</span>.blogspot.com/-nnlpUeh04_0/Tu4IuIpujTI/AAAAAAAAAUE/42Hq8-tKVvE/s1600/DwarveGroupPhoto.jpg[/img]<br /> <br /> [img]http://3.<span class="glossaryitem" onmouseover='gp(260);'>bp</span>.blogspot.com/-GJDtdW36uIo/Tu4LjrofY_I/AAAAAAAAAUU/zdk8uM_kWsg/s1600/DwarfArmyList.jpg[/img]<br /> <br /> Waagh Narbis:<br /> <br /> [img]http://4.<span class="glossaryitem" onmouseover='gp(260);'>bp</span>.blogspot.com/-6WZL1nmt0qM/Tu4I1yE5i0I/AAAAAAAAAUM/iia2dNQdcic/s1600/OrcsGroupPhoto.jpg[/img]<br /> <br /> [img]http://1.<span class="glossaryitem" onmouseover='gp(260);'>bp</span>.blogspot.com/-AoyJBtWvb8c/Tu4LyBf2xvI/AAAAAAAAAUc/mt84KOqOTjY/s1600/OrcArmyList.jpg[/img]<br /> <br /> Hopefully, due to the miraculous advances in modern technology, we should be able to update the full story here on the forums, as opposed to the last time where we only posted some images and a link. <br /> <br /> Also, if you're wondering about the references to a previous event that you are as yet unaware of, may we refer you to [url=http://warhammerforadults.blogspot.com/2011/08/battle-report-its-fun-to-slay-at-wyemm.html][u]this battle report[/u][/url], which was played out earlier this year.<br /> <br /> Also, further details on the players can be found [url=http://warhammerforadults.blogspot.com/2011/12/battle-report-shadow-of-koles-lorr-meet.html][u]over at the blog[/u][/url].<br /> <br /> Regards<br /> Gaj<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 22 Dec 2011 18:25:59]]> GMT</pubDate>
				<author><![CDATA[ weazil]]></author>
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				<title>Bretonnian Battle Reports on youtube</title>
				<description><![CDATA[ I've been making youtube battle reports (following VaulSC's format) for a couple years now and have amassed quite a list of games - over 170 now.  Some of my more recent games using Bretonnians are below:<br /> <br /> Warriors of Chaos (using Storm of Magic army list rules)<br /> <a href="http://www.youtube.com/watch?v=uuN2qzmEmm0" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=uuN2qzmEmm0</a><br /> <br /> Warriors of Chaos 5000 pts w/ Storm of Magic army list rules<br /> <a href="http://www.youtube.com/watch?v=WResiebByqI" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=WResiebByqI</a><br /> <br /> Orcs & Goblins 6000 pts<br /> <a href="http://www.youtube.com/watch?v=EnuR0c4kOo0" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=EnuR0c4kOo0</a><br /> <br /> Dwarfs (castle siege) (kinda pointless now that Blood in the Badlands is out...)<br /> <a href="http://www.youtube.com/watch?v=YkYdcCx_rF4" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=YkYdcCx_rF4</a><br /> <br /> Warriors of Chaos<br /> <a href="http://www.youtube.com/watch?v=58w-ZT9p9CQ" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=58w-ZT9p9CQ</a><br /> <br /> Orcs & Goblins<br /> <a href="http://www.youtube.com/watch?v=yed7XWM610Y" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=yed7XWM610Y</a><br /> <br /> Orcs & Goblins<br /> <a href="http://www.youtube.com/watch?v=4KZ9WNVjiAw" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=4KZ9WNVjiAw</a><br /> <br /> Ogres (Tournament game 1)<br /> <a href="http://www.youtube.com/watch?v=UAWzq1gWZh8" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=UAWzq1gWZh8</a><br /> <br /> Dwarfs (Tournament game 2) – beautiful old chaos dwarf models<br /> <a href="http://www.youtube.com/watch?v=n3AruDrfRt4" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=n3AruDrfRt4</a><br /> <br /> Lizardmen (Tournament game 3)<br /> <a href="http://www.youtube.com/watch?v=jAkMMFSIM1U" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=jAkMMFSIM1U</a><br /> <br /> Beastmen<br /> <a href="http://www.youtube.com/watch?v=GUuTE-IS6x0" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=GUuTE-IS6x0</a><br /> <br /> Bretonnia<br /> <a href="http://www.youtube.com/watch?v=-2UscjVZMRw" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=-2UscjVZMRw</a>]]></description>
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				<pubDate><![CDATA[Sun, 11 Dec 2011 15:12:27]]> GMT</pubDate>
				<author><![CDATA[ Once Bitten]]></author>
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				<title>Dwarves at Border Raids, or a Tale of &quot;Delaying Tactics Gone Wild!!&quot; </title>
				<description><![CDATA[ It’s been under four weeks since DaBoyz <span class="glossaryitem" onmouseover='gp(48);'>GT</span>, and I’ve been super busy getting ready for the Border Raids <span class="glossaryitem" onmouseover='gp(48);'>GT</span>.  For those of you who don’t know, Border Raids is run in Philadelphia by Mike Clark at his shop, Showcase Comics and Games.  Clark puts on a great event, with plenty of good food, and tables with high quality themed terrain.  The tourney was heavily comped, with some highlights being: no demon armies, no lore of shadows, no dwellers, purple sun, gateway, dreaded thirteenth, etc. and a bucket of items being banned.  In addition, Bretts, Beastmen and Wood Elves received 250 bonus points for their army.<br /> <br /> I liked my dwarves in a comped environment, so I revamped my DaBoyz list, adding a few more units to flesh out the 2500 points.  The army was as follows:<br /> <br /> Thane, Rune of Stone, Challenge, +1 Initiative, Flaming, and a shield<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, 1+ rerollable armor, Immune to <span class="glossaryitem" onmouseover='gp(527);'>KB</span> and poison, flaming weapon and 2+ ward vs fire<br /> Runesmith, shield, Dispel and Balance<br /> 27 Quarrelers with great weapons, <span class="glossaryitem" onmouseover='gp(397);'>fc</span><br /> 15 Quarrelers with <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, <span class="glossaryitem" onmouseover='gp(397);'>fc</span><br /> 29 Warriors with shields, <span class="glossaryitem" onmouseover='gp(397);'>fc</span><br /> 29 Hammerers, <span class="glossaryitem" onmouseover='gp(397);'>fc</span><br /> 14 Hammerers, <span class="glossaryitem" onmouseover='gp(397);'>fc</span><br /> 2 x 6 miners with muzo<br /> Cannon with engineer, flaming<br /> Grudge Thrower with engineer, Accuracy, Penetration<br /> Organ Gun<br /> Gyrocopter<br /> <br /> In addition, after my poor painting scores from DaBoyz, I rebased the entire army in the three weeks in between.  I filed off all of the flock and paint and hand painted cobblestones on all of the models.  I received a few compliments at the event for my “rage basing” .  So, two clubmates and I trekked down to Philly for the event, ready for a great time.<br /> <br /> GAME 1 – “SCOOTER” – <span class="glossaryitem" onmouseover='gp(138);'>VC</span><br /> <br /> So my first game was against a strong <span class="glossaryitem" onmouseover='gp(138);'>VC</span> player who goes by the name of Scooter (I couldn’t tell you what his real name is, because EVERYONE called him Scooter).  The table was a magically themed table, with a Wizard’s Tower on the left flank and a group of Arcane Ruins to the right.  The other building in the middle of the field was impassable.  The scenario involved an Ogre paymaster, who ate our troops throughout the battle.  You got extra points for capturing the enemy’s ogre.  Scooter’s setup, from left to right, was: Terrorgheist; 31 ghouls with a Vamp Lord with the helm, crown, loremaster heavens, Master of the Black Arts and some stuff and two other level 2 vamps on the <span class="glossaryitem" onmouseover='gp(138);'>VC</span> lore; 26 Grave Guard with another Vamp and the hatred banner, 50 ghouls, and 7 wraiths with a banshee.  <br /> <br /> Anyone who has read my bat reps in the past knows that I have a tough time playing against vamps.  I am usually not aggressive enough against them, and the magical defense I choose to take usually isn’t quite up to snuff for this matchup.  Despite that, I figured I’d attempt to use the terrain to my advantage, setting up on a wide front in the open side.  My setup, left to right was: Cannon (aiming at the Gheist), Small XBows with Runesmith, Organ Gun, 30 Hammerers with <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, 6 miners, Gyro, miners, little hammerers downslope from the big XBows, the warrior block with the thane (he had a magical weapon and lots of combat res at his back), and the grudge thrower.  <br /> <br /> My plan was to use the miners, gyro and the big hammerer block to stuff up the hole in between the wizard’s tower and the building, while grabbing his rare points and his big ghoul block on the right.  Once the Gheist was taken care of, the gyro and the small XBows would try to engage the Vamp lord’s bunker and stop him from using the Weapon skill hat, and maybe kill some of the little vamps.  I really figured he’d by aggressive with the bunker…I was wrong.    <br /> <br /> [IMG]http://i41.tinypic.com/nmm82c.jpg[/IMG]<br /> <br /> Scooter went first, shuffling everyone forward and moving the wraiths out wide to the right.  His Gheist flew straight forward in front of the cannon, screamed at the XBows with the runesmith and killed 8 of them!  I passed my panic, but I was still intimidated.  In his magic phase he used heavens magic to blow the Gyro out of the sky.  On my turn, the cannon sent a cannonball through the gheist’s skull and killed it.  I moved the hammerers and the miners up to plug the gap, but with the heavy casualties on the little XBows, I decided hanging back was smarter than looking for trouble.  I also moved the warriors to the right to go ghost hunting.    <br /> <br /> [IMG]http://i44.tinypic.com/1z2jg34.jpg[/IMG]<br /> <br /> On his 2, Scooter moved the ghoul bunker right behind the wizard’s tower to shield it from any charges or shooting I might want to send its way.  The wraiths continued to move out wide.  In his magic phase, he gets off a curse of years on the hammerers, killing 10…on 6s…meh.  On my turn 2, I move my warriors out to the right to chase the wraiths, and move the hammerers snug into the gap.  I then shoot the grave guard, killing a bunch with the Organ Gun.  The grudge thrower keeps lobbing magical rocks at the wraiths, but keeps deviating off target.  <br /> <br /> [IMG]http://i41.tinypic.com/335awow.jpg[/IMG]<br /> <br /> On Scooter’s 3rd turn, he moves all of his vamps to the middle of the ghoul bunker.  He pushes the grave guard right in front of my hammerers.  The main ghoul unit on the right comes out of the trees and the wraiths keep going on wide, drawing the warriors away from the ghouls.  <br /> <br /> On my 3rd turn, it finally occurs to me that Scooter isn’t going to get any vampires in harm’s way.  Things aren’t going awfully, but I realize that I’ll need to break through the grave guard to get to the ghoul bunker, so I send in the hammerers.  On the right, I charge the warriors into the wraiths, but fail the charge (I needed a 9, so it was doable, but still tough).  <br /> <br /> [IMG]http://i39.tinypic.com/1z3xbm0.jpg[/IMG]<br /> <br /> In the ensuing combats, he kills loads of hammerers, and I bring them down to about 4.  One more round of this will free me up.<br /> <br /> On his 4, Scooter continues to string my warriors out with the wraiths, and charges the main ghouls into my miners, who flee.  He fails his test to redirect and rushes forward, exposing his flank to my small hammerers.  In his magic phase, he casts Nehek five times, and I dispel it once.  This is a case where only adding 2 to dispel is killing me.  He raises a bucket of grave guard, kills off the hammerers, breaks the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, and overruns into the Organ Gun.  It’s not looking good for the home team.  <br /> <br /> On my 4, I fail another charge on the wraiths (he’s getting near the board edge, and this time I need an 8).  I move the little xbows around the wizard’s tower, away from the grave guard.  I send the little hammerers into the flank of the ghouls, killing a bunch, but he reforms to face me.  The grave guard smash up the organ gun, and they’re free to run amok in my backfield. <br /> <br /> [IMG]http://i39.tinypic.com/oaytd1.jpg[/IMG]<br /> <br /> On his 5, he charges the cannon with the grave guard and smashes it up.  He also raises a bunch of ghouls on his main block.  He moves the wraiths behind my grudge thrower to shield them from the warriors.  On my 5, I send the XBows into the flank of the main ghouls.  The warriors fail another charge on the wraiths (this time needing a 7…).  In the ensuing combat, I lose the little hammerer block.<br /> <br /> [IMG]http://i42.tinypic.com/so47ci.jpg[/IMG]<br /> <br /> On his 6, he sends the wraiths into the <span class="glossaryitem" onmouseover='gp(48);'>GT</span>, kills it, and overruns out of charge arc of the warriors…sigh.  In the end, I can’t reach his bunker, and only get half points for the main ghoul block and the grave guard and full points for the TGheist.  I gave up all the hammerers, ½ the little XBows the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and all the war machines for a 7-16 loss.  <br /> <br /> Scooter played it really well by delaying some units and not letting me fight him on multiple fronts.  He also knew that the gyro would cause him all sorts of problems, which is why he spent a bunch of magic dice killing it first turn.  It was smart of him to bait my warriors away and also hide the main unit safely behind the tower.  Because I lost by so many points, even if I’d charged the wraiths successfully, the battle points would have been the same.  My magic defense just wasn’t up to snuff this game.   <br /> <br /> So, a small loss in Round 1 dropped me to the lower tables to face:<br /> <br /> ROUND 2 – MATT CASSIDY – ORCS n’ GOBLINS<br /> <br /> I’ve played Matt a few times at previous <span class="glossaryitem" onmouseover='gp(48);'>GTs</span>, and he’s an excellent player (with the tourney results to prove it).  For this event, he was taking an Orc and Goblin list chock full of stuff.  Half the table for this game was dominated by a small outpost with 4 towers (treated as impassible) with a walled courtyard.  The table also had a special rule where each player could have the wardens in the tower shoot <span class="glossaryitem" onmouseover='gp(24);'>d6</span> S3 shots at enemy units once per turn.  Looking at the terrain, I knew I had the option of bunkering behind the walls, but looking over Matt’s list (and taking my hatred of greenskins into account), I liked my chances to smash him up and grab a big win.  To avoid a standoff with him, I deployed some of my bigger units out in the open, trying to goad him into a big fight on a small table.  The war machines would be bunkered behind the walls.  <br /> <br /> Of course, I forgot that he had 42 million drops, so he easily outdeployed me.  His set up, from left to right, was: Mangler Squig with Rock Lobba behind; 24 night goblin bowmen with 2 fanatics and a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 gobbo shaman; The giant in the back is a Doom Diver (throwing goblins on gliders), with 2 spear chukkas and a unit of spider riders, a pump wagon, a unit of wolf riders, more goblins with 2 fanatics, a Goblin Lord on a Giant Spider, and a Goblin Lord on a Flying Carpet (another hang glider) and a partridge in a pear tree.  Lastly, he placed his brick of 30 Savage Orc Big’<span class="glossaryitem" onmouseover='gp(546);'>ns</span> with <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 4 orc shaman and 10 Savage Orc Boar Boys on the right, opposite my war machines and away from my hard hitting units.  <br /> <br /> My setup was: the little Hammerers followed by the big hammerers with the Challenge thane, the little XBows with the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, an organ gun and the big XBows, a cannon, the warriors with the Runesmith, and the Grudge Thrower.  As I said, I’d been outdeployed and after setup I figured I was way out of position, but could still make a play for a small win.  <br /> <br /> [IMG]http://i41.tinypic.com/29p5hg7.jpg[/IMG]<br /> <br /> Matt got first turn, moved some of his goblin units forward on the left and surged ahead with the savages on the right.  In the magic phase, he got an IF Hand of Gork on the Savages, rolled up 26”, and plunked them down right next to the flank of my warrior block!  However, for the miscast he rolled up Dimensional Cascade.  The blast kills off 9 warriors, and the savages ward off half of their wounds, losing only 4 or so and his Orc shaman got sucked into the warp to personally shake Gork’s hand.  On my 1st turn, I throw my plan out the window and start improvising.  I moved the little hammerers up on the left to draw out fanatics, I turn the warriors to face the savages, and I rush my XBow block forward to avoid the overrun.  The gyro flies over and steams a few savages, the Organ Gun kills a handful, and the cannon snipes off a few more.  It’s still looking grim.    <br /> <br /> [IMG]http://i42.tinypic.com/35d0t8g.jpg[/IMG]<br /> <br /> On his Turn 2, Matt sends in the savages, but fails the rest of his charges.  I’m also stunned when he goes to roll for his mangler squig…the one that I was supposed to be shooting with my war machines before I panicked and aimed everything at the savages.  He rolls up a whopping 16”, and plows through three of my units!  He shoots up the little XBows down to 4 models, and the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> is feeling nervous. He charges the spider lord into the flank of my warriors, and moves the hang glider goblin lord into the courtyard to setup annoying charges later.   The warriors stay stubborn, but they can’t take another pounding like that again.  After the combat, I remind Matt to reform his savages into a deeper formation to remove my steadfast next turn.  Ain’t I a nice guy?    <br /> <br /> [IMG]http://i43.tinypic.com/nb3uw8.jpg[/IMG]<br /> <br /> On my Turn 2, I move up the little hammerers to draw out the fanatics.  I also fly the gyro to the other side of the courtyard, to try and pull out the fanatics from the big goblin unit, but don’t have the speed to make it.  I try to shoot the mangler, but I misfire with all three war machines (that seems to happen to me a lot…the massive war machine fail).  The warriors break, but escape getting run down (see, being nice does pay…I guess).<br /> <br /> On Matt’s turn, he runs down the fleeing warriors with the hang glider lord (well, there goes that karma thing).  His spider lord charges the gyro, which flees, releasing the remaining fanatics.  His savages charge the cannon and kill it.  His mangler rolls up a mercifully small number, and only kills the organ gun.  His boar boys go into the <span class="glossaryitem" onmouseover='gp(48);'>GT</span>, and delete it.  With all my war machines gone in one swoop, it’s getting really ugly.  <br /> <br /> On my 3, I turn my big hammerers toward the savages, and the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> bails from the little XBows, staying with 3” of the hammerers to grab the 4+ look out sir.  I charge the main crossbows into the goblins on the right and break them, and I reform them to face the savages.  My miners finally come on in the backfield.<br /> <br /> [IMG]http://i42.tinypic.com/keysex.jpg[/IMG]<br /> <br /> On his 4, the goblins don’t rally and flee off the table.  He sends the pump wagon into the miners on the right.  The mangler rolls three 5s and dies.  He keeps bringing his savage blocks around.  In his shooting phase, he kills off the last of the little XBows, but he misifires with his Rock Lobba and it explodes.  <br /> <br /> On my 4, the hammerers charge into the remaining saveg orc big’<span class="glossaryitem" onmouseover='gp(546);'>ns</span>.  The main XBow block keeps moving back to support.  In the ensuing combat, I kill off the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, and wipe out the unit outright.  <br /> <br /> On his 5, he charges the spider lord and the Boar Boys into the hammerers and deletes them.    <br /> <br /> [IMG]http://i43.tinypic.com/241ngy0.jpg[/IMG]<br /> <br /> In retaliation, on my 5, I charge the spider hero in the rear with the XBows, break him and overrun into the flank of the boar boys.  <br />  <br /> [IMG]http://i44.tinypic.com/40rnt.jpg[/IMG]<br /> <br /> On his 6, he uses the flying goblin lord to charge the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, instead of just shooting him with the Doom Diver.  The XBows break the boar boys, running them off the table and overrun into the spider lord, and the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> stays.  In his turn, I kill the spider lord dead.<br /> <br /> In the end, it was a massively bloody game.  I gave 2,250 points, and got 2,194 for a 12-12 tie!  Matt and I spoke about the game afterwards and he was dissatisfied with how it ended.  He really had this game in the bag, but I was stubborn about trying to come to grips with his main units (where his points were).  Once he got the Hand of Gork off, and started rolling my flank, I was in a really tight spot.  I didn’t mitigate the damage as much as I could have, but by keeping the main XBow unit safe, I could bring them back to counter his savages in the late game.  I was also really lucky that he cascaded his level 4.  If he hadn’t gotten unlucky, he would have killed my runesmith in turn 2 and got magic superiority the whole game.<br /> <br /> So, a minor loss and a tie put me on a trippy Tzeentch themed table against:<br /> <br /> GAME 3 – CHRIS O’BRIEN  - BRETTS<br /> <br /> Chris is a member of the Lost Legion out of Boston, and he posts on the <span class="glossaryitem" onmouseover='gp(396);'>TWF</span> as Silas7 (of Ratticus fame).  Speaking of, he posted his version of the batrep, and it can be found here:<br /> <br /> [url]http://warhammer.org.<span class="glossaryitem" onmouseover='gp(134);'>uk</span>/phpBB/viewtopic.php?f=12&t=95225<br /> <br /> This was the first game I’ve played where both my opponent and I were taking pics for battle reports, and it made for a weird pace.  After each move, both of us would take a pic and write notes.  For this game, the scenario called for rolling three dice for the winds of magic, with all the bonus points revolving around magic, miscasts and wizards (leaving my poor army feeling left out).  In addition, we were playing on a Tzeentch themed board.  The towers would allow nearby wizards to automatically channel, and the rock outcropping was dangerous terrain.<br /> <br /> His setup, from left to right, was: Grail knights with <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 4 (life with stubborn crown); archers; Peg Knights; a bunker of Archers/Teb/Archers, with the archers facing out to protect the treb from miners; 40 Men at Arms; Knights of the Realm with the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>; 40 more Men at Arms; Knights of the Realm with <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2 (Beasts); 4 more Peg Knights; Lord on Peg with Heroic Killing Blow and some other stuff.    <br /> <br /> I concentrated most of my forces between the impassable ruins and the rock outcropping, with the water in front to force as many dangerous terrain checks as I could.  To be honest, I didn’t have a strong plan besides softening up his knight units with artillery and using as many delaying tricks as I could on the Peg Knights to stop him from mugging the artillery early.  My setup, left to right was: Cannon (far corner); Little XBows, Gyro (across from the treb); Big XBows with <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>; Little Hammerers; Big Hammerers with Challenge Thane; Organ Gun; Warriors with Runesmith; Grudge Thrower. <br /> <br /> [IMG]http://i39.tinypic.com/28wmav8.jpg[/IMG]<br /> <br /> He made his vanguard move with the peg knights up the flanks, and we started the game.  I moved the little hammerers to the edge of the water, and moved my warriors and big hammerers to the right to face his peg knights and right knight block.  The gyro flew straight forward, out of the charge arcs of the knights, facing the treb.  Shooting killed some peg knights.  On his first turn, he failed a charge on the cannon with the left peg knights (lucky me).  This held up his grails somewhat, who were stuck behind them.  The peg knights on the right continued to slide around the flank.  He also moved his right knight lance forward.  <br /> <br /> [IMG]http://i41.tinypic.com/eggt4.jpg[/IMG]<br /> <br /> The treb kills a few XBows, and in his magic phase he raises back the peg knight on the left.  <br /> <br /> On my turn 2, I charge the peg knights on the left with my small XBow unit, but fall short.  On the right, I continue to move the warrior block and the hammerer block (with the challenge thane) to face his peg knights and the lance.  The gyro in the center charges into the treb, but the combat is tied.  In the shooting phase I get ready to unleash black powdery death, and roll up three misfires.  Massive War Machine Fail!  Sigh.<br /> <br /> On his Turn 2, I use the Rune of Challenge to force his Peg Knights into the hammerers, and he sends the right lance into the warrior block.  This will preserve this flank for a while, and protect my war machines.  The knights slay a bunch of warriors, but they stay stubborn.  The Peg Knights <span class="glossaryitem" onmouseover='gp(85);'>los</span> combat by a handful, but they stay as well.  His general flies way around to setup a charge on the <span class="glossaryitem" onmouseover='gp(48);'>GT</span> next turn.  On the left, he sends the pegs into my cannon.  They fluff their attacks, and the cannon stays stubborn.  He also sends his grails into my little XBows, who flee and escape.  My ploy of trying to delay his left flank is sortof working….sortof…<br /> <br /> [IMG]http://i42.tinypic.com/95r9fc.jpg[/IMG]<br /> <br /> On my Turn 3, I rally the Xbows on the left.  The miners come on the rear next to the archers.  I shoot the Main Xbows and the Organ Gun into the middle knight block and wipe it out, leaving the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> by himself.  The <span class="glossaryitem" onmouseover='gp(48);'>GT</span> lobs a rock at the Peg Lord, “Pegs” him (see what I did there?  ) and kills him dead.  The gyro breaks the treb.  The Peg knights on the right break from the Hammerers and flee into the rocks.  The Peg Knights on the left are still locked up in combat with the cannon.<br /> <br /> On his 3, he charges the Grails at the little XBows again, who flee again.  After I run, he needs to roll a 12 to catch me, gets it, and runs them down, facing toward my main XBow block.  My delaying action on the left is officially over.  He advances his left Man at Arms to catch my main XBows in a pincer.  His <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> flees for the hills, heading behind the pink woods on the right and away from combat.  He also rallies the right Peg Knights.  On the right, he charges the Men at Arms into the flank of the warrior block.  In the ensuing combat, he breaks the warriors and runs them down and the Men at Arms slam into the flank of the hammerers.  <br /> <br /> [IMG]http://i39.tinypic.com/1pcufo.jpg[/IMG]<br /> <br /> On my Turn 4, I run the main XBows forward, out of charge arc of the grails.  I reform the little hammerers to face the right flank.  The miners in the rear start to mop up the backfield, charging his archer blocks.  The war machines fail to kill anybody.  In the combat on the right, the hammerers stay and turn to face the Men at Arms.  <br /> <br /> On his 4, he goes in for the kill.  He charges the Xbows on the left with his Men at Arms, and swings his Grail Knights around to get a rear charge next turn.  He also sends his right Peg Knight into the Organ Gun.  Luckily for me, he fails the charge with his right lance into the <span class="glossaryitem" onmouseover='gp(48);'>GT</span> (but it’s only a matter of time).  It looks like Chris has set an excellent trap, with me stuck in between.  Notice, however, that the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> is still hiding behind terrain until he gets the “All Clear”.  <br /> <br /> [IMG]http://i43.tinypic.com/2czd9p5.jpg[/IMG]<br /> <br /> In the ensuing combats the Organ Gun on the right stays stubborn.  On the left, the main XBows break the Men at Arms, and turn to face the flank of the grails.  On the right, the Hammerers break the Men at Arms and turn to face the flank of the right lance.  With those two combats the game completely turns around in my favor.  If Chris had brought his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> forward, he could have used the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> reroll, and maybe even enhanced the leadership of the Men at Arms blocks.   <br /> <br /> On my 5, I flank charge everybody, even sending in the little Hammerers against the right Peg Knight engaged with the Organ Gun.    <br /> <br /> [IMG]http://i40.tinypic.com/qocbc4.jpg[/IMG]<br /> <br /> In the shooting phase, I smash a Peg Knight on the left with a rock.  They fail their panic check and fly off.  On the right, I break the lance with the Beast mage in, and chase it off the table.  The peg knight fighting the OG gets killed.  On the left, the main XBows break the grails (even with the stubborn crown), and chase them off the table as well.  The dwarves are left on the field wondering “How the heck did that happen?”  <br /> <br /> In the end, I got 2025 points and gave 850 (gyro, cannon, little XBows, and the warriors) for an 18-3 win (no bonus points for me, but even pulling a win out was a bonus!).  In looking back at the game, it all really hinged on Chris sending his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> to the rear.  The fact that I broke both Men at Arms blocks in his turn made for such a huge swing.  If either one of those Men at Arms blocks stays, the game would have been a lot closer.  <br /> <br /> As for my play, I think I made a few minor mistakes, but the main strategy of delaying the left while I dealt with the right (using the Rune of Challenge to great affect) worked well.  So at the end of Day 1, I had a minor loss, a tie and a big win, putting me square in the middle of the pack.     <br /> <br /> Day 2 will be coming soon.  If you ahve any questions or comments, please post them up, and thanks for reading,<br /> <br /> Orzabal<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 10 Dec 2011 19:47:04]]> GMT</pubDate>
				<author><![CDATA[ orzabal]]></author>
			</item>
			<item>
				<title>Dwarves at DaBoyz GT, The Rise of the Stunties...and the Inevitable Fall....and the Dead Cat Bounce.</title>
				<description><![CDATA[ So the next big <span class="glossaryitem" onmouseover='gp(48);'>GT</span> for us in the Northeast was DaBoyz <span class="glossaryitem" onmouseover='gp(48);'>GT</span>, held in Rochester NY.  It was a 2,000 point, 6 game tourney, with some heavy comp.  I reworked my Crossroads list some, and added more shooty elements.  The list was:<br /> <br /> Runesmith (and general), with <span class="glossaryitem" onmouseover='gp(408);'>MR</span> of Balance, Spellbreaker, shield<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, rerollable 1+ armor, <span class="glossaryitem" onmouseover='gp(408);'>MR</span> of Challenge<br /> 29 Quarrelers with <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, <span class="glossaryitem" onmouseover='gp(397);'>fc</span><br /> 16 Quarrelers with <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, standard and muzo<br /> 30 Hammerers with <span class="glossaryitem" onmouseover='gp(397);'>fc</span><br /> 16 Hammerers with <span class="glossaryitem" onmouseover='gp(397);'>fc</span><br /> 6 Miners with muzo<br /> Cannon, engineer, flaming<br /> Grudge Thrower, eng, Accuracy, Pen<br /> Organ Gun<br /> <br /> The list will play a little more static, and I don’t have the rangers.  In previous games, I’ve usually misplayed my gyro and my rangers, leaving them unsupported.  The XBows should provide a dual threat.  The Runesmith will lead the rear, floating in the background, or hopping from unit to unit.  The <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, with the Rune of Challenge, will hang with one of my combat blocks to force my opponent to commit.  That being said, it’s much more of a gun line than I’m used to, and even though the play style is pretty easy, it will still take some getting used to.  <br /> <br /> A few of the Shambling Horde rolled into town the night before, staying with a close friend who lived nearby.  The venue was in the Rochester Armory, a building that looks like a huge castle in the downtown area.  Very appropriate.  The turnout was good, with over 30 players, and tons of freebies and plenty of prizes.  My hat’s off to Brian Moyer, the <span class="glossaryitem" onmouseover='gp(421);'>TO</span>, for grabbing so much swag.  <br /> <br /> GAME 1 – RICH SALAMONE – Empire<br /> <br /> The first scenario revolved around reduced visibility.  Each player rolled three artillery dice at the beginning of their turn, and that was how far they could see.  An extra tourney point was awarded if you had the lowest visibility during the game.  <br /> <br /> (It should be said now that the scoring for the tourney was a modified 20-0 system that gave up to 15 points for winning by up to 1500 points, and every 100 points after that got you a tenth of a point.  Each scenario had up to 4 bonus points, and for they most part these points could be achieved, even if you were getting smashed.  I really appreciated the thought that went into the bonuses.)  <br /> <br /> Rich’s army was excellently painted, and looked impressive on the table.  (He ended up getting best painted at the event).  Left to right, his setup was: Spearmen with Level 4 (life) with swordsman detachment / Steam Tank / Halberds with <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, handgunner and swordsmen detachments / Spearman block with larger handgunner detachment / mortar and cannon with Master Eng, and another cannon out wide.  I put my hammerers on the flanks with the XBows in the middle to create a killing field.  He outdeployed me, leaving my big hammerer block out wide right.  <br /> <br /> [IMG]http://i43.tinypic.com/2mgjebm.jpg[/IMG]<br /> <br /> I went first, with clear skies for visibility.  Everything on the left hung back, because I learned my lesson last time I fought a Stank.  My cannon shot at the Steam Tank, but misfired.  During his turn, his visibility was 14”, so he only surged everything forward.  This would be a theme during the game, with the visibility really hurting him in the early game.   <br /> <br /> [IMG]http://i43.tinypic.com/2i07w3k.jpg[/IMG]<br /> <br /> My turn 2, I crept my left hammerers up the hill, but still out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> of the Stank.  On the right, I pressed forward, and the miners come on the back table edge near the artillery park.  I have good visibility, but I misfire the cannon again.  On his turn, he rolls 10” for visibility, so he can only surge forward again.   He also stalls his Steam Tank, taking a wound.  <br /> <br /> My 3, I send in the hammerers against his big unit of handgunners, and the miners into the cannon, killing them both.  I also slid the left hammerers to the side of the hill, giving my <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to that side of the battlefield. <br /> <br /> [IMG]http://i39.tinypic.com/1z6v0wn.jpg[/IMG]<br /> <br /> On his 3, he charges the Organ Gun, which is just in front of the XBows.  On the right, he charges the halberds way forword toward the XBows, but fails the charge.  This clears the way for the swordsmen to charge the hammerer block.  <br /> <br /> [IMG]http://i39.tinypic.com/20p7pnb.jpg[/IMG]<br /> <br /> In the ensuing combats, the Organ Gun stays stubborn, and the hammerers break the swordsmen, plowing into the spearmen.  <br /> <br /> On my 4, I charge the left swordsmen with my smaller hammerer block.  I break them, but don’t catch them.  The hammerers on the right smash up the spearmen, but fail to contact the Stank on the overrun, leaving it free to charge into the Xbows.  The Halberds kill the Organ Gun, freeing them up as well.  The miners, meanwhile, kill off the mortar.<br /> <br /> On his 4 he sends everything into the Xbows, and rallies some other stuff.  He sends in his spearmen into the hammerers on the left, but are broken easily.  <br /> <br /> [IMG]http://i39.tinypic.com/156shv6.jpg[/IMG]<br /> <br /> He breaks the XBows, but fails to catch them (damn, I’m lucky), and turns his Stank toward my hammerers.  On my 5, I rally the XBows and pin the Stank with my hammerer block.  The miners then charge his engineer, who flees.  The small hammerers turn toward the swordsmen.  Visibility hurts my shooting for the first time in the game (14”).  <br /> <br /> [IMG]http://i44.tinypic.com/261109d.jpg[/IMG]<br /> <br /> On his 5, he charges the XBows again with his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> block, but this time I break them, killing his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and carrying my into the rear of the tank.  At this point, we also talked about his mage.  He had moved him without taking the visibility into account.  At my insistence, I told him to reposition his mage so that he could cast some spells.  Of course, being a nice guy, he got off an IF Dwellers, killing off my <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>.  That will teach me .  <br /> <br /> On my 6, I’ve put some wounds on the Stank, and I get greedy, so I send in the remainder of the little XBow block into the flank to get the last 3 wounds off it.  In the end, I can’t bust the armor, and he grinds off the last few XBows from the little block.<br /> <br /> [IMG]http://i44.tinypic.com/whd2xj.jpg[/IMG]<br /> <br /> On his 6, he sends in his spearmen into the rear of my big main XBow block, but the last fight ends on a tie.  In the end, I gave 533 for the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, OG and the small XBows, and got 1,045 points for a 14-9 Win.  <br /> <br /> Rich was a great guy to play against, and the game was really friendly all around.  The scenario really hurt him, though, especially in the early rounds when he needed to shell me.  In the end, I gave him my Best Opponent of the weekend.  <br /> <br /> GAME 2 – JASON CLARK – Vampire Counts<br /> <br /> This scenario was called “Storm of Magic” and it caused miscasts on double ones that couldn’t be mitigated in any way.  I was playing against Jason Clark and his <span class="glossaryitem" onmouseover='gp(138);'>VC</span>, so I figured the scenario was in my favor.  Jason had a fantastic army list, with a map of Sylvania and a wax seal.  I played on the same table as my last game.  Jason had a pretty stock standard <span class="glossaryitem" onmouseover='gp(138);'>VC</span> army, with the following units from left to right: 4 Wraiths with a banshee, 30 Grave Guard with Drakenhoff <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and Banner of the Barrows and a combat Vamp, 30 Skeletons with a Casty Lord with the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> Hat, Stupid Crown, etc. and 30 ghouls with a Wraith Hero.  His GG were placed out wide on the left, away from my flaming cannon.  My setup was the same as last time, but I switched my big and little hammerer units.  I also didn’t have a magic weapon in the army, so the Wraiths made me really nervous.    <br /> <br /> [IMG]http://i39.tinypic.com/x5az5x.jpg[/IMG]<br /> <br /> <br /> I got first turn, and I moved the hammerers up on both flanks, and shot up the ghouls, killing half of them.  The <span class="glossaryitem" onmouseover='gp(48);'>GT</span> deviated off the wraiths.  On his turn, he rushed forward, and used VHels on the wraiths to make a run on my <span class="glossaryitem" onmouseover='gp(48);'>GT</span>.  He also moved his Skeleton bunker with the Vamp Lord into the building in the center.  <br /> <br /> On my 2nd turn, I turned my hammerers to face the wraiths.  I figured he couldn’t get far enough away with the wraiths, and if I could charge them downhill, I’d pop them.  I keep shooting up the ghouls on the right, and the <span class="glossaryitem" onmouseover='gp(48);'>GT</span> misses the wraiths on the left again.  <br /> <br /> [IMG]http://i43.tinypic.com/1042q8j.jpg[/IMG]<br /> <br /> On his 2, he moves the wraiths back to the right, facing the flank of the hammerers, then uses VHels to slam them in.  That was an excellent move on his part, and took me completely by surprise.  I lose combat, but stay easily and turn to face.  On the right, he rushed his ghouls forward again, and VHelsed them forward right into my face.  Throughout this game, I couldn’t stop his casting.  It was really the only game where my Runesmith just wasn’t up to snuff.<br /> <br /> On my Turn 3, I bumrush the ghouls with both XBow units, and wipe them out easily.  I was really glad that he didn’t detach his wraith hero to go war machine hunting.  The fight on the left continues to grind my hammerers down.  <br /> <br /> [IMG]http://i42.tinypic.com/1dzkj.jpg[/IMG]<br /> <br /> This begins a standoff with me opting to shell the building with the Vamp Lord in it, and him hiding his Grave Guard away from my flaming cannon and the quarreler shots.  I would reduce the skeletons down to less than 10, but he would easily heal them right back up again during his turn.    <br /> <br /> [IMG]http://i41.tinypic.com/30vf7sk.jpg[/IMG]<br /> <br /> In hindsite, I should have assaulted the building with my smaller hammerer unit to keep the pressure on his Vamp Lord.  I was worried about him cresting the hill with his Grave Guard and wrecking my face, but I didn’t reform the big XBow unit to face the possible threat, or just walk away.  In the meantime, my Organ Gun misfires and blows itself up.  Finally, on Turn 5, he comes over the hill with his GG block.  I bail the characters out of the XBow block and reform them to face.  <br /> <br /> [IMG]http://i42.tinypic.com/29e2hp3.jpg[/IMG]<br /> <br /> On his 6, he casts VHels 5 times to get the GG into the main block.  He smashes them up and breaks them, but fails to run them down.  On the left, he finally kills the last hammerer.  During my turn, I rally the XBows (luckily).<br /> <br /> So in the end, I got the ghouls and the wraith, but gave the hammerers, two banners and the organ gun.  With some extra scenario points, it ended up being an 11-11 TIE.<br /> <br /> Looking back, I should have been more aggressive this game.  If I had assaulted the building, I could have forced him to use more dice for healing, stopping him from those 4 or 5 VHels magic phases.  Passive player usually just lets the <span class="glossaryitem" onmouseover='gp(138);'>VC</span> player choose the fight he wants when he wants.  If he caught the XBows on turn 6, he could have gotten a big win.  So, with a win and a tie, I was slated to face…<br /> <br /> GAME 3 – DAN VIAU – Lizardmen   (I hope I spelled his name right)<br /> <br /> Dan is a member of the CanHammer podcast, and an all around nice guy.  And for those of you keeping score at home, that’s two tournies in a row where I played a “celebrity” podcaster.  He was running a 3 block list with a Life Slaan with all the bells and whistles in a block of 30 Temple Guard.  His setup, from left to right, was: 24 Saurus with spears, the <span class="glossaryitem" onmouseover='gp(536);'>TG</span> with Slaan, 24 Saurus with hand weapon and shields with a Scar Vet and 2 Salamanders.  I setup my small XBows with the Runesmith on the left, ready to jump into the protection of the building.  I put the main Hammerer brick behind them to control the flank.  The main XBows with some shooty elements were put on the hill, and the small Hammerer block on the right, with the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and the Rune of Challenge.    For this scenario, you got tourney points for controlling terrain features, so the miners would grab a hill, wood, whatever became available.  <br /> <br /> I went first and moved up.  Shooting didn’t do much.  On his first turn, he advanced, cast Throne of Vines and the Salamanders killed off a few hammers.  <br /> <br /> [IMG]http://i39.tinypic.com/20a40m1.jpg[/IMG]<br /> <br /> On my 2nd turn, I position my right hammerers to force the Salamanders to charge with the Rune of Challenge or flee off the board.  I move the right hammerers up some, and pour all of my shooting into the left Saurus block, killing half.  On his 2, he charges the Salamanders in, and moves the right Suarus up to support in case they survive.  On the left, he rushes the Saurus forward to press me.  <br /> <br /> [IMG]http://i41.tinypic.com/2usamtx.jpg[/IMG]<br /> <br /> In the center, his Slaan miscasts Throne of Vines, rolls a 1 to avoid the affects and his phase comes to an end, killing off a few <span class="glossaryitem" onmouseover='gp(536);'>TG</span> in the process.  In the ensuing combat, the Salamanders are wiped out by the Hammerers, and I turn to face the Saurus with the Scar Vet.  <br /> <br /> On my 3rd turn, I charge the Saurus on the left with my main Hammerer block, and he flees.  This exposes my flank to the <span class="glossaryitem" onmouseover='gp(536);'>TG</span>, and I’m hoping he’ll take the bait and not charge my main XBow block in the front.  If he did charge in, he’d wipe them out pretty handily.  The hammerers on the right back up 2” to buy me time on that flank.  I pour all my shooting into the <span class="glossaryitem" onmouseover='gp(536);'>TG</span>, killing about 10.    <br /> <br /> [IMG]http://i41.tinypic.com/f9o7cl.jpg[/IMG]<br /> <br /> On his 3rd turn, he takes the bait, and charges the main Hammerers in the flank with his <span class="glossaryitem" onmouseover='gp(536);'>TG</span>.  We discussed the move right afterwards and he said that he was afraid of what the stand and shoot reaction would do if he charged the main XBow block.  And if he failed, he’d be in big trouble.  On the right, his Saurus fail their charge, and his other block rallies.  <br /> <br /> [IMG]http://i40.tinypic.com/kd61aw.jpg[/IMG]<br /> <br /> In the ensuing combat, his Slaan fails to cast much in the magic phase, and being placed in the middle of the unit, he’s robbing the <span class="glossaryitem" onmouseover='gp(536);'>TG</span> of valuable attacks.  I stay stubborn there and turn to face.<br /> <br /> On my 4, I rear charge the <span class="glossaryitem" onmouseover='gp(536);'>TG</span> with the XBows.  On the right, I bail the <span class="glossaryitem" onmouseover='gp(174);'>BSb</span> out of the hammerer unit, and keep nudging back.  <br /> <br /> [IMG]http://i42.tinypic.com/zva8hv.jpg[/IMG]<br /> <br /> In the combat, I crush the <span class="glossaryitem" onmouseover='gp(536);'>TG</span>, but he rolls a double one with cold blooded to stay.  On his 4, he has a good phase, bringing a handful of <span class="glossaryitem" onmouseover='gp(536);'>TG</span> back to life, but he can’t stop the inevitable.  I kill off the <span class="glossaryitem" onmouseover='gp(536);'>TG</span>, and his Slaan, who is no longer stubborn, goes down.  The Saurus on the right go into the hammerers and eventually grind them down.  The battle ends with me chasing his left saurus block while the saurus on the right have nothing to fight.  I gave Dan 247 for the hammerers and got 1,390 for a 17-4 WIN.  <br /> <br /> In this game, I really started getting a feel for how my army worked.  Dan had some tough magic phases early in the game, which saved my from Dwellers and other awful stuff.  In the end, I think his decision to charge the hammerers in the flank was the big mistake.  If he had attempted and made the charge in the middle, he’d have easily smashed that main block up, grabbing him some good points and keeping the <span class="glossaryitem" onmouseover='gp(536);'>TG</span> safe for the game.  <br /> <br /> So by now, I’m feeling really good, with two wins and tie.  Of course, I was punching above my weight class....stay tuned for the exciting? conclusion!!<br /> <br /> As always, comments are welcome, and thanks for reading,<br /> <br /> Orzabal<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 29 Nov 2011 02:06:18]]> GMT</pubDate>
				<author><![CDATA[ orzabal]]></author>
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				<title>WHFB- Ogre Kingdoms vs Tomb Kings - 2,500pts - Battle Report</title>
				<description><![CDATA[ [youtube]http://www.youtube.com/watch?v=mQ2VobkYPlI[/youtube]<br /> <br /> <br /> <br /> <a href="http://www.hobbyhub.co" target="_blank" rel="nofollow">http://www.hobbyhub.co</a> Is our awesome sponsor,<br /> <br /> In this video, (filmed a month after the ogre kingdom book release) Fudd dusts off some of his old ogres and showcases some new additions to the army.<br /> <br /> While adam brings his usual wall of cement units and tar pits.<br /> <br /> There's still plenty of time for you to win yourself a starter set of Mantic's kings of war.<br /> All you have to do is be a subscriber! [ On YouTube ]<br /> <br /> Be sure to "like" our facebook page too!<br /> <a href="http://tinyurl.com/bunkertubefb" target="_blank" rel="nofollow">http://tinyurl.com/bunkertubefb</a><br /> ]]></description>
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				<pubDate><![CDATA[Sun, 20 Nov 2011 07:00:37]]> GMT</pubDate>
				<author><![CDATA[ bunkertube]]></author>
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				<title>Returning to Fantasy: 2500pt Vampires vs. Ogres!</title>
				<description><![CDATA[ I've not played fantasy since June of 2010, but have been sucked back in thanks to my good friend Tim.<br /> <br /> Here's the link to my blogpost detailing the battle, including pictures:<br /> <br /> <a href="http://bloodskullsfire.blogspot.com/2011/11/fantasy-battle-report-vampires-versus.html" target="_blank" rel="nofollow">http://bloodskullsfire.blogspot.com/2011/11/fantasy-battle-report-vampires-versus.html</a><br /> <br /> Here's a time-lapse video of the battle (and my butt!) that Tim made:<br /> <br /> [youtube]http://www.youtube.com/watch?v=UR0KlbSpajg[/youtube]<br /> <br /> I hope you enjoy!<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 14 Nov 2011 18:35:32]]> GMT</pubDate>
				<author><![CDATA[ Malagant]]></author>
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				<title>Beastmen vs Dwarves 1500, How to win a gun fight with a knife (ax). </title>
				<description><![CDATA[ Haven't posted one of these in a while, but I had a really fun game tonight and thought I'd share it. <br /> <br /> [b][u]Beastmen vs Dwarves 1500[/u] [/b]<br /> <br /> [b][u]Beastmen[/u][/b] (me)<br /> <span class="glossaryitem" onmouseover='gp(44);'>Gen</span>. Wargor-Heavy Armour, Gnarled Hide, Brass Cleaver	<br /> Wargor-<span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, Heavy Armour, Enchanted Shield		<br /> Bray-Shaman-Level 2 Lore of Beasts (Wyssan’s, Spear)	<br /> 30 Gors-Full Command, Shields				<br /> 40 Ungors-Full Command, Spears			<br /> 10 Ungor Raiders					<br /> 20 Bestigors-Full Command				<br /> Razorgor						<br /> Giant							2<br /> <br /> [b][u]Dwarves[/u][/b] (not 100% on gear)<br /> <span class="glossaryitem" onmouseover='gp(44);'>Gen</span>. Runelord-<span class="glossaryitem" onmouseover='gp(50);'>GW</span>, Gromril Armour<br /> Runesmith-<span class="glossaryitem" onmouseover='gp(50);'>GW</span>, probably some runes or something<br /> Thane-<span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, assorted runes of enhancement<br /> 30 Warriors-Full Command, <span class="glossaryitem" onmouseover='gp(50);'>GW</span><br /> 30 Warriors-Full Command, <span class="glossaryitem" onmouseover='gp(50);'>GW</span><br /> 16 Thunderers<br /> 10 Thunderers<br /> Organ Gun<br /> Gyrocopter<br /> <br /> We rolled up a standard 12” in battleline, and the Beastmen win the deployment roll-off. He’s got a hill in the middle of his zone with forests to my left and a few buildings to my right, and a large killing field in the center. Looking at his units I opt for a delay/bait tactical approach. I stick my Gors and Bestigors front and center, and the Giant and Razorgor off to my right, and Ungor horde to my left. The Raiders are in ambush. Dwarves deploy a warrior block to meet my Gors, and the other off to the left with the Gyrocopter to deal with the Ungors (part one of my devious plan is working). The Thunderers and Organ gun… surprise!... take the hill in the middle. His Runelord General is in the block of warriors facing down the Ungor horde, while his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and Runesmith go with the other warriors near the center. My Wargors both deploy in the Gor unit, and my Bray-Shaman is right behind the Bestigors. <br /> <br /> [b]Beastmen Turn 1[/b]<br /> I do not move my Gors or Ungors at all, staying outside of 24” ranges. My Giant and Razorgor sneak a bit up the flank into the cover of the small village. For Ambushers, I roll a 6 for the Raiders (!) and they deploy right behind the Organ Gun. Magic is abysmal, with the Dwarves having more dispel dice than my power dice. I decide not to risk a miscast, plus he’s out of range anyways. My Raiders shoot a few arrows into the Organ Gun, causing a wound. <br /> <br /> [b]Dwarves Turn 1[/b]<br /> Warrior blocks move up as fast as they can. Gyrocopter flies just outside charge range of Ungor Horde. Shooting sees the Organ Gun turn to face the ambushing Raiders, and fire a mighty 4 shots, killing 3, but the Raiders hold their ground. <br /> <br /> [b]Beastmen Turn 2[/b]<br /> Giant and Razorgor sneak deeper into the flank in the cover of the village, and patiently wait the warrior block’s advance. Ungor Horde pivots a bit to face the ‘copter. Like a doop, I forget about my Raiders and don’t charge the warmachine. Magic again sees me deciding not to risk miscasting for very little gain. Shooting sees no damage to the Gun.<br /> <br /> [b]Dwarves Turn 2[/b]<br /> Warriors continue the slow trek across the battlefield, the journey unaided by a Beastmen advance ;) A unit of Thunderers pivots to face the stubborn Raiders. Shooting sees another 2 Raiders die to the Gun, and this time it was too much for their frail loyalties, and they ran off the table. <br /> <br /> [b]Beastmen Turn 3[/b]<br /> I continue holding along the line, my Raiders failing to take out the Organ Gun, but I begin formulating another plan. Everything is in place for next turn, so I wait again. I attempt to cast the Amber Spear at the closer unit of Warriors, but the Runelord laughs at my puny attempt at magic. I have no more shooting.<br /> <br /> [b]Dwarves Turn 3[/b]<br /> The ‘Copter zooms near the flank of the Ungor horde, readying into steam gun (crap) and the Warriors creep closer, opting not to march. Shooting sees the steam gun kill 9 Ungors and the Organ Gun… explode trying to kill Ungors. Apparently before the Raiders ran off they sabotaged the warmachine. <br /> <br /> [b]Beastmen Turn 4[/b]<br /> With the Organ gun gone… I finally decide to move. The Giant charges into the front of the Warrior block, with the Razorgor flanking. The Gors and Bestigors are ready for a charge next turn. The Ungors charge the General’s unit (not expecting much here, but I want his ‘copter away from my Gors). Attempted Wyssan’s Wildform on the Gors, anticipating handgun carnage, but it too was dispelled. Combat sees the Giant and Razorgor kill 14 Warriors, with the Razorgor taking a wound and the Giant taking 2 wounds in the process. The Warriors are steadfast with the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, so they’re not going anywhere. The mighty Ungors kill 3 warriors and lose 17 in return (good god) and flee, but flee fast enough to escape the tiny dwarves. <br /> <br /> [b]Dwarves Turn 4[/b]<br /> Little movement (he forgot to try and charge my fleeing Ungors) but the ‘copter heads off towards the Gor blocks in the center. Thunderers unload onto the Gors, but thankfully his Warriors give my soft cover from one unit and hard cover from the other. 4 Gors die. Combat sees 4 Warriors die, along with the Runesmith, seeing as how he was shoved down the Giant's pants; with 2 wounds done on the Giant and another on the Razorgor. Dwarves still hold, but it’s looking bad for them. <br /> <br /> [b]Beastmen Turn 5[/b]<br /> Gors charge in to help the nearly dead monsters. Bestigors are stuck behind the Giant (not a good place to be) and can’t get into the melee. The Ungors manage to rally and turn to face the Runelord’s Warrior block on the left flank. Magic is non-existent. Combat sees the Warrior block reduced to just the Thane <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> left, but he managed to kill the Giant. He fails his break test and, being a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, is cut down. The Thunderers exchange nervous glances. <br /> <br /> [b]Dwarves Turn 5[/b]<br /> The Runelord’s Warriors charge, but fail to bridge the gap. The ‘copter pulls up next to the Bestigors and Shaman to put the hurt on. Shooting sees 6 Gors die and bullet bounce off the tough hide of the Razorgor. The ‘copter fails to perform as well, killing a single Bestigor (out of 9 hits!). <br /> <br /> [b]Beastmen Turn 6[/b]<br /> Last round to do damage. The Gors charge the unit of 16 Thunderers in front of them, and are within their base movement so no Stand and Shoot. The Razorgor charges the smaller unit further back, who also are within its base movement (7) and can’t Stand and Shoot. The Ungors back up a bit while the Bestigors turn to face the ‘copter. Magic sees Wyssan’s Wildform cast on the Gors (finally, now that I didn’t really need it <span class="glossaryitem" onmouseover='gp(84);'>lol</span>). Combat sees the 16 Thunderers reduced to 7, and flee (but manage to escape… curses!) While the Razorgor mangles his unit and cuts them down as they try and run. <br /> <br /> [b]Dwarves Turn 6[/b]<br /> The Runesmith’s Warriors charge the Ungors, who flee outside of range but stay on the table (whew… it was close). The ‘copter kills another 2 Bestigors, and then that’s that.<br /> <br /> [u]Victory Points[/u]:<br /> Beastmen: 1050<br /> Dwarves: 375<br /> [b]Beastmen Victory![/b] <br /> <br /> [b]Man of the Match[/b]: I’ve got to hand it to my Razorgor. He killed a TON of Dwarves and chased down two units. By himself. (ok the Giant helped him break the first unit)<br /> [b]Chump of the Match[/b]: My army actually performed very well this game, and I was pleased with all my units. The Raiders didn’t do much, but that was mostly my fault. <br /> [b]Villain of the Match[/b]: The ‘copter. I just couldn’t get to it and had to accept it steam gunning me every turn. <br /> [b]Villain Chump of the Match[/b]: Organ Gun. Killed 5 Ungor Raiders, then exploded for good measure. <br /> <br /> [b]Thoughts:[/b]<br /> My first game against Dwarves and I was glad I didn't have to deal with a cannon. I tried out a different strategy then what I usually do (see: run forward and beat face), and it actually paid off. I was a little nervous about charging the Giant and Razorgor into the Warrior horde unaided, but it managed to work out in the end. Even my goof of forgetting to charge the Organ Gun ended up not being a big deal. This was really the first army I'd played against with my Beastmen that had a lot of shooting in it, and my tactics seemed to confuse the Dwarf general and set him off his game.  It did continue to verify the fact that Beastmen are a synergy army, even when that synergy is the Ungor's taking one for the team so I can gang up on the rest of his army.  :thumbsup: Anyway, hope you guys enjoy the write up. I'll try and be a bit more regular about it. <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 8 Nov 2011 23:50:54]]> GMT</pubDate>
				<author><![CDATA[ Cirronimbus]]></author>
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				<title>2k skaven vs. wood elves</title>
				<description><![CDATA[ <br /> <a href="http://realmenplaywoodelves.blogspot.com/2011/11/2000pts-skaven-vs-wood-elves.html" target="_blank" rel="nofollow">http://realmenplaywoodelves.blogspot.com/2011/11/2000pts-skaven-vs-wood-elves.html</a><br /> <br /> As ever, feedback wanted.]]></description>
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				<pubDate><![CDATA[Tue, 8 Nov 2011 16:20:37]]> GMT</pubDate>
				<author><![CDATA[ cute-hydra]]></author>
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				<title>Video Report - WHFB - High Elves Vs. Tomb Kings - 2000pts</title>
				<description><![CDATA[ 2000 pt Annihilation! <br /> <br /> [youtube]http://www.youtube.com/watch?v=eMOlQzWw7bI[/youtube]<br /> <br /> Wow... nasty magic.]]></description>
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				<pubDate><![CDATA[Mon, 7 Nov 2011 20:40:52]]> GMT</pubDate>
				<author><![CDATA[ Revarien]]></author>
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				<title>The East Lustria Company at the Northstar GT</title>
				<description><![CDATA[ My list: <br /> <br /> Arch Lector, War Altar, Fencer's Blades, Glittering Scales, Speculum, strong odor of cheddar<br /> <br /> Captain <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, Full Plate Armor, Enchanted Shield, Crown of Command, Rubber Sword<br /> Battle Wizard of Light, Level 2, Dispel Scroll, fond memories of when he was a level 4<br /> Warrior Priest, Armor of Meteoric Iron, Great Weapon, not a racist - hates everyone<br /> Warrior Priest, Heavy Armor, Shield, Extreme affinity for parry saves.<br /> <br /> 27 Greatswords, full command, marketing slogan: "We die a little slower than regular state troops!"<br /> 27 Greatswords, full command, violent allergy to fear causers<br /> 38 Halberdiers, full command, 8th edition rulebook open to the "horde" page<br /> 40 Swordsmen, full command, bitter envy toward strength-boosting weapons<br /> 10 handgunners, marshmallows instead of bullets<br /> 5 outriders, death wish<br /> 2 mortars, defective rangefinders<br /> <br /> On scoring: players split 20 points based on margin of victory. There was an objective or two in each game that could get you 300 <span class="glossaryitem" onmouseover='gp(140);'>VPs</span>, which counted as part of the total. Maximum 5-round score was 100. Fleeing units give half points, and so do units reduced to less than 25% of their original model count. <br /> <br /> Round 1: Warriors of Chaos. The scenario gave one core unit based on a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> roll: 1-2 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, 3-4 <span class="glossaryitem" onmouseover='gp(123);'>Str</span>, 5-6 Toughness. <br /> <br /> His list: Chaos Lord with a lot of attacks, Hellcannon, Level 2 of Tzeentch with the puppet, <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> with the banner of rage (!)  11 Trolls (!!), 30 Tz marauders with flails (!!!), warshrine of Tz, 20 Tz warriors with shields.<br /> <br /> My veteran unit roll: ws4 for my halberds.  :snore: <br /> His roll: T5 Chaos Warriors.  :bleep: <br /> <br /> Deployment was thus (I've vanguarded). I go first.<br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011232.jpg[/img]<br /> <br /> Empire 1: I set up a concave to catch anything that pokes its nose past that building and march the handgunners forward to be able to shoot a bit. The outriders go stand in front of the warriors. Burning gaze puts some wounds on trolls and shooting is inconsequential. <br /> <br /> Chaos 1: His warriors failcharged the outriders (fled), and his marauders (with <span class="glossaryitem" onmouseover='gp(174);'>bsb</span> and lord) marched forward. The trolls carefully stopped with their flank still sheltered by the building. Magic was inconsequential, but the hellcannon killed about half the right-hand greatsword unit. <br /> <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011233.jpg[/img]<br /> <br /> Empire 2: In one of my worst decisions of the tourney, I charge the depleted greatswords into the trolls. I had some vague thin idea of using magic to make them impossible to hit, or something. The outriders fail to rally, but nobody panics and they don't make it off the board. I roll 3 power dice and then the chaos sorcerer channels, which doesn't matter because my only spell to be attempted is a failcast. The mortars shoot some marauders. In combat, the trolls go postal on the completely unbuffed halberdiers, but the last few stubbornly hold. I do just enough wounds to get him an Eye of the Gods roll, which makes the trolls s6 and negates my armor save. <br /> <br /> Chaos 2: My bad decision with the greatswords turns to my benefit, as the marauders with lord, and <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> double-fail their frenzy 9 check and charge the flank of the few remaining greatswords. The chaos warriors move forward. His magic is buried in a blizzard of dice and the hellcannon scatters to nowhere. Combat sees the chaos lord predictably destroy the greatswords, but the lone troll who still gets to punch him fails to kill the priest through his 1+ save. The priest puts two wounds on a troll with his great weapon, decides this isn't really so hard, and rolls double ones to stick without even looking at the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>.  :wow: <br /> <br /> Empire 2:<br /> If you are a marauder with your flail used up, and you get front charged by halberdiers, flank charged by swordsmen, rear charged by greatswords with hatred, and your general forgot his stubborn crown back at the chaos house, you are officially having a bad day and you may go home now. The popemobile proceeds off leftward to entertain the chaos warriors and prevent them crashing the party. <br /> <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011237.jpg[/img]<br /> <br /> Magic is inconsequential, but the mortars manage to pick off a chaos dwarf and also put a wound on the big beastie itself. The handgunners eat popcorn and cheer. In combat, although the plucky priest takes a chaos lord attack to the face and croaks, the 3 remaining marauders (woot hatred!) and their characters can't hang on and are run down. The trolls weren't in the combat any more due to the dead priest, so i only pursue with the swordsmen, who catch the marauders and also hit the trolls. Everyone else reforms appropriately. The pope kills the chaos warrior champion but loses combat anyway.<br /> <br /> Chaos 3: The hellcannon flips its wig and moves about 15 inches toward the greatswords (the nearest unit). Magic sees pandaemonium cast, which was going to be important. In combat the trolls kill a considerable number of swordsmen but they hold (the trolls pick up Ld6 at this point from Eye of the Gods). The pope wagon (left of this photo) finds out that, jeepers, the chaos sorcerer also has crappy stats, and consequently nothing happens in their challenge. <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011240.jpg[/img]<br /> <br /> Empire 4: The greatswords contemplate three targets: the hellcannon, the warshrine, or the chaos warriors. With a 300 point reward on their heads, the chaos warriors draw the short straw and get flank charged. Some idiot forgets to remind me to dispel pandaemonium in the magic phase. I shoot the hellcannon again and pick off another dwarf. Combat sees the swordsmen break on their steadfast 7 check, by rolling 8 both times (meaning they'd have passed if they could use the general's <span class="glossaryitem" onmouseover='gp(82);'>LD</span>.) The trolls catch them and also hit the <span class="glossaryitem" onmouseover='gp(174);'>bsb</span>'s halberd unit, which coincidentally had also been the most depleted in the combat with the marauders. However, the greatswords and pope manage to break the chaos warriors. The pope wagon chases them down and the greatswords turn to face the warshrine and hellcannon...<br /> <br /> Chaos 4: Which duly charge right on in. <br /> <br /> [img]http://s390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/?action=view&current=Phone11-2011241.jpg[/img] <br /> <br /> No more turn-by-turn, because I don't remember. The warshrine eventually breaks and runs, but the hellcannon unbreakably stays put and ties up the swords for the rest of the game, eventually dying in the final round. The trolls eventually kill the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and break the halberds, but do so one turn too late: in my last turn, the pope flank charges them, wins combat by 1, and gives an object lesson in the value of steadfast 6 with no re-roll, running the trolls down. <br /> <br /> 16-4 win to me, which would have been 18-3 if the warshrine hadn't rallied on the very edge of the board. <br /> <br /> Round 2 vs. Dwarfs. The scenario is Blood and Glory, with a breakpoint of three: breaking your opponent is worth 300 <span class="glossaryitem" onmouseover='gp(140);'>vps</span> (no auto-win). <br /> <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011242.jpg[/img]<br /> <br /> Absolute nightmare scenario for me on an absolute nightmare board. Anvil gunline, maximum allowed war machines for this tourney (2 organ guns, grudge thrower, 2 cannons), and the squigpen on the left and the pile of barrels on the right are both impassible terrain. The halberdiers, helped by a miscasted timewarp that ate my wizard) eventually killed the warriors they're facing in the photo, overran into the grudge thrower and killed it, and then got obliterated by both organ guns when they couldn't quite make it off the board. I ended up losing one unit of greatswords, a mortar, the <span class="glossaryitem" onmouseover='gp(174);'>bsb</span> and the priest with the halberds, and half points for the swordsmen due to them fleeing at the end of the game. 14-6 loss, and thankful it wasn't a lot worse. <br /> <br /> Nothing against my opponent, who was kind, polite and reasonable, but this was my least fun game of the tournament. I hate gunlines. <br /> <br /> Round 3 Vs. Vampire counts. The scenario has one 300 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> objective right in the middle of the board, and the deployment is diagonal like meeting engagemetn (although it still alternates back and forth rather than the whole-army single-drop). His list was a vamp lord (level 4, MotBA, blood drinker), a necro, 2x40 ghouls, one unit of ~30 grave guard with the hatred banner and another identical unit with the +1 to hit banner, plus a corpse cart. <br /> <br /> Proving that fate has a sense of humor, the terrain now proceeded to screw my opponent over as thoroughly as it screwed me the previous game. This photo, taken after my turn 1 charges, will demonstrate: <br /> <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011249.jpg[/img]<br /> <br /> The great big rocks on either side of his army are impassible, forcing his hordes to come in two waves rather than dogpiling on me all at once. This certainly cost him any chance of winning the game (although the number of bodies I can throw at them makes me a tough matchup for vamps in any case). <br /> <br /> This is the end of turn 2. Until now not much has happened. He made the mistake of poking his flank out from behind the impassible rock, where I had my swordsmen waiting (facing sideways) for just such an eventuality. The swordsmen were able to deliver 5 points of combat res without getting near too many nasty great weapons. On top of that, the pope wagon timewarped the halberds. <br /> <br /> Over the next couple turns, three things happened. First, greatswords and ghouls ground each other up in a very statistically correct manner: he rolled the right number of wounds and poisons and I rolled 50% 4+ saves, and then killed the statistically correct number of ghouls. It was uncanny. Meanwhile, timewarped halberds chewed up grave guard and got chewed up in return, and the other grave guard (in red) sat there absorbing a 25 handgun shots per turn (and the last two turns, they were all in close range). Meanwhile I crushed his magic phase like a bug. <br /> <br /> We will skip ahead to vampires 4. Here two things happened: the last few grave guard, having reformed in their previous turn, charged the outriders, taking a further 15 shots from outriders (we're up to 90 now if you're keeping score), which shot them down to ONE guardsman. He wasn't lonely though. At the same time, the halberds had finished off the blue grave guard. The lord's ghoul unit charged them and they fled, so the ghouls redirected into the luckless outriders. <br /> <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011250.jpg[/img]<br /> <br /> He found a glimmer of hope here by having his first respectable magic phase of the game, bringing back nine more grave guard to join their champion. The outriders killed one ghoul and then perished nobly. The ghouls flanked the greatswords and the grave guard hit the handgunners. In the same combat, though, the greatswords at the top left finally finished off their rotten foes, and turned to face the rear of the grave guard. <br /> <br /> Empire 5: A short turn sees me simply charge into the rear of the grave guard with the greatswords, charge the pope wagon into the flank of the ghoulstar, rally the halberds with the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, and skip magic and shooting for combat. The game ended after I killed enough grave guard that they were statistically guaranteed to crumble from the combat res. He knew he wasn't about to win the game with one unit of ghouls and a corpse cart, particularly when I held the objective and had only lost 105 points. <br /> <br /> This opponent was a very classy player with not much experience, since he is an aid worker in Uganda working with orphans in real life. So now I feel like a huge tool and it's time for game 4 after a 20-0 win. <br /> <br /> Game 4 vs. Vampire counts. Battle for the Pass deployment with two objectives on the midline of the board, worth 150 <span class="glossaryitem" onmouseover='gp(140);'>vp</span>'s each. <br /> <br /> His list: Vampire lord with level 4, infinite hatred, loremaster: death, blood drinker. Thrall vamp with hatred, necro with scroll, 40 spear skellies, 40 zombies (!) 3 cairn wraiths, 4 felbats, and the standard regenerating gravestar: wight king <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and 30 or so grave guard. <br /> <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011254.jpg[/img]<br /> <br /> The big thing in the middle of the board is a tower of blood, which helpfully gives me hatred I've already got and gives him frenzy in addition to hatred he didn't have yet. Awesome. It's also impassible, so it made sense for him to put his flyers and his ethereal behind it. I was a bit surprised he castled up in one side of the board, though. <br /> <br /> Empire 1: I move my outriders up to mess with his movement and start swinging my guys in to trap him when he goes forward. I crisp a number of skeletons with burning gaze, but the miscast kills almost as many halberdiers and wounds the wizard. The mortars don't do much. <br /> <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011256.jpg[/img]<br /> <br /> Vamps 1: He charges the skeletons and then the zombies into the outriders. I hold for the one (shoot some skellies) and then flee for the second, causing both units to failcharge. The bats and wraiths leap over the tower. The grave guard move as far as they can. He miscasts on invocation and brings back most of the skeletons I killed before. <br /> <br /> Empire 2: I continue my swinging door motion and rally the outriders, who go stand by the tower of blood for some reason. magic and shooting accomplish little, as he scrolls banishment on the wraiths. The handgunners shoot a felbat though.<br /> <br /> Vamps 2: The bats are angry. They charge the handgunners, who don't flee far enough. This puts the bats right in front of the big rock there (impassible). The wraiths make it into the halberds. His zombies and skeletons move straight forward (capturing the objective) and the grave guard turn at an angle toward the tower and my other two units. He can't do any magic. The halberds lose a few guys and crumble away one wraith with combat res. <br /> <br /> Empire 3: the pope charges into the bats and the greatswords and swordsmen both fail charges against the zombies and skellies respectively. I place the outriders  in front of the grave guard at such an angle that if they charge the outriders and wipe them out, frenzy will make them overrun into the tower of blood and stop. I land a mortar right on the skellies, although they save a lot of 6+ armor saves. Magic doesn't help me much. the pope runs over the bats and the halberds banner another wraith to death. <br /> <br /> Vamps 3: He charges the zombies into the greatswords and skellies into the swordsmen, so my failcharges didn't mean much. He also takes the bait and charges the outriders. Magic raises some skellies back. The Greatswords kill a lot of ghouls and the swordsmen and skellies go nowhere. The outriders are pureed and just like I thought, he forgot the rule about frenzy and overruns, so he's facing most tragically the wrong directions. I combat-reform the swordsmen into a horde formation. <br /> <br /> Empire 4: The greatswords finally finish their long trek across the board and flank charge the skeletons. the depleted halberds head off to stand on the objective, leaving their wizard behind because he keeps exploding all over them. (alert readers will notice that my opponent's objective marker is a really cool custom-made tombstone, and mine is a Miller Lite cap on a 40mm base) I managed to sneak timewarp through his magic defense, targeting the swordsmen, so what was a very questionable move with the formation becomes a stroke of genius. <br /> <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011261.jpg[/img]<br /> <br /> I kill a very considerable number of skeletons in combat, lose a few guys back (mainly to the thrall vampire) and crumble him down to one skeleton and the necromancer. The necromancer kills the swordsmen champion in a challenge despite his 3 <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> attacks :( Greatswords kill more zombies and lose about one or two of their number. <br /> <br /> Vamps 4: he does a swift reform with the grave guard and puts all his power dice into trying to vanhels them into the flank of the greatswords. I barely manage to stop everything even with my scroll and a failcast on his part. In combat, the necromancer accepts the greatsword champion's challenge and kills him too  :bleep: <br /> Somebody manages to kill the skeleton though, but with the greatswords just sitting and watching, he doesn't crumble (the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> is close enough to soak up his one wound) <br /> <br /> Empire 5: I charge the pope wagon into the grave guard. I also make him -1 to hit (effectively negating the banner of the barrows on the grave guard) in the magic phase. The wizard, his magic missiles now useless, waltzes over to stand on the objective. His Vampire lord decides that getting beaten to death with his own stats is a bad idea and feeds the arch lector a champion, which he kills and actually wins the combat, killing a total of 4 grave guard. The other combat sees the vamp lord finally wiff for once, and although the ninja necromancer kills a swordsman (he's on 3 kills now if you're keeping track, with one s3 attack), the two vamp characters crumble away. Grave guard wound the wagon a couple times but can't hit the arch lector. <br /> <br /> Vamps 5: He refuses my challenge and I force the vamp to run away. he has no more "back row" but he moves to a spot out of b2b with my chariot. This will be important later. He can't get any magic through. In combat, the grave guard put two more wounds on the altar, bringing it down to 1. <br /> <br /> Empire 6: I charge my greatswords into one flank and my few remaining halberds into the other. This was very stupid. I put all my power dice into healing the wagon, but nothing goes through. <br /> <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011263.jpg[/img]<br /> <br /> I win the combat, crumbling some guys away. You can't tell, but in the photo, his vampire lord is the second guy in from the left in the front row of the grave guard. He does not modify this with his combat reform. <br /> <br /> Vamps 6: He also doesn't move his vampire lord back into base to base contact during his own movement phase, although the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> seems to say he can. In the magic phase, he miscasts on two dice. He rolled the spell, rolled the miscast result (four) and THEN said "oh wait, I meant to move my vampire lord into contact with the greatswords before the turn. <br /> <br /> I'd consider myself pretty easygoing about stuff like this, but when he's missed two chances to move the guy, already rolled the miscast AND the miscast result and then decides on his optimum course of action, I'm not having it. This was the only really salty moment of the entire tournament, and he rated me low on sportsmanship for it, but I'm not too ashamed. <br /> <br /> he explodes a few grave guard but he just brought them all back anyway, and he wins combat, also killing the wagon. The Halberds and the arch lector both break (though the greatswords hold) and thereby give up half their points since there's no chance to rally either one. In addition, he had killed enough greatswords so that they couldn't hold the objective (although the grave guard were low enough that he couldn't hold it either). This ended up costing me a cool 450 points, turning a 20-0 win into a 14-6. <br /> <br /> Round 5 vs. Chaos Warriors. The scenario gave 150 points for killing the general and another 50 for any other character, up to 3 characters (so max 300 total). as I'm writing this report, I begin to think we actually played seven turns. Whoops. <br /> <br /> His list: 5 Marauder horsement with flails and no mark. 18 Nurgle halberds with the Banner of Rage. 7 Tzeentch knights with the Blasted Standard. 20 Tzeentch Warriors with shields. 35 Khorne Marauders with great weapons. In the warriors he had a level 2 of tzeentch (pandaemonium and flickering fire) and a chaos lord (3+ ward and ogre blade) and also a battle standard. Critically, none of them had the crown of command.<br /> <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011264.jpg[/img]<br /> <br /> <br /> Chaos 1: He failcharges the knights and moves everything else forward. The outriders get away just fine. Magic doesn't work. The Marauder horsemen move up past the building on the right-hand side. <br /> <br /> Empire 1: I attempt to charge the marauder horsemen with the greatswords on the right but I roll a 3. He stands and shoots anyway and kills 2 greatswords. The outriders fail to rally and continue running toward the board edge. Both mortars misfire (harmlessly) and all my spells fail to cast. 10 handgunners also roll zero 5's or 6's to hit. The most epic turn of fail I can ever remember happening. Moving on then. <br /> <br /> Chaos 2: The marauder horsemen I didn't charge instead declare on the fleeing outriders and push them off the board. Everything else moves up. Magic sees flickering fire take one wound off a mortar but nothing else happens.<br /> <br /> Empire 2: I try again to charge the marauder horsemen and this time I make it, and now it's a flank due to their failed charge. I also attempt to charge the handgunners out of the way of the pope wagon so I can charge the chaos warriors with the wagon itself. The handgunners fail and roll a 6.  I land a direct mortar hit and kill a large number of marauders (though the other one misfires AGAIN). Magic does nothing. <br /> <br /> The greatswords completely ruin the marauder horsemen, need a 7 to overrun off the board, and end up with their flank facing the chaos knights with no battle standard anywhere in sight. Awesome. <br /> <br /> Chaos 3: The nights charge the greatswords. The marauders and the chaos warriors both declare charges. The marauders declare on the handgunners (who flee, effectively getting them out of my way), and the chaos warriors try to charge the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>'s halberds. Marauders, redirect at a mortar and, needing a 6, roll a 5. Warriors, needing a 5, roll a 3. This lands us here. <br /> <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011266.jpg[/img]<br /> <br /> The greatswords kill nothing, fail their stubborn 8, break and get run down. I had a re-roll (from the charity raffle) that I should have used here, but I forgot about it and didn't end up using it this game. <br /> <br /> Empire 3: The chaos warriors take a pope wagon in the teeth, and the greatswords charge into the marauders. The handgunners rally. The swordsmen move up to both get in the way of the nurgle halberds and to get out of the way of the knights. I use up all his dice on junk spells and have two left to timewarp the greatswords, which I do, reasoning that swordsmen are awful. The mortars don't kill any knights and it's on to combat. The chaos lord can't hit the arch lector on 6's (weapon skill 10 plus the glittering scales) and takes a wound through his 3+ ward. The greatswords don't disappoint, dominating the marauders in combat (although the marauders pick the wizard out of the unit) and breaking them. <br /> <br /> Chaos 4: the knights move around to get into position and the halberds charge. The marauders decide today is not a good day to die, and boxcar their rally check.<br /> His magic phase (like all of them for the rest of the game) consisted of his sorceror throwing six dice at pandemonium and then having it dispelled by my nine dice. <br /> The arch lector rolls hot and beats the chaos lord to death with his own statline. The halberds send swordsman bits flying everywhere, but steadfast holds. <br /> <br /> Empire 4: The greatswords, still timewarped, not only charge the marauders off the board, but  only have to move forward one inch as a result. Cool. The halberdiers grit their teeth and flank the nurgle warriors. The pope wagon timewarps the halberds. The mortars can't kill a knight, again. A large number of state troopers meet nasty ends, but the swordsmen are steadfast and the halberds are stubborn so everything holds, and I pick off maybe 2 or 3 warriors. The arch lector wounds the chaos <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in a challenge. <br /> <br /> Chaos 5: the knights, after some debate, opt to flank the halberds rather than rear the swordsmen. <br /> <br /> [img]http://i390.photobucket.com/albums/oo345/MalleusMalificarum/Northstar%202011/Phone11-2011269.jpg[/img]<br /> <br /> Magic phase as above. In combat the arch lector finishes off the chaos <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and I trade about 15 more state troops for about 3 or 4 more chaos warriors. The swordsmen have had enough, and the last five of them (four when the banner dies) run away and eventually off the board. The halberds stubbornly hold. The chaos halberds turn to face them. <br /> <br /> Empire 5: The greatswords turn around to face the tz warriors. timewarp goes off on the halberdiers again. They and their priest actually manage to kill a chaos knight, and 4 or 5 halberds, before losing 10 or 12 of their own (they were now down to 18 models plus the <span class="glossaryitem" onmouseover='gp(174);'>bsb</span> and the priest). The arch lector flails ineffectually at the chaos sorcerer<br /> <br /> Chaos 6: the grind continues, and a bunch of models die (including another knight). A wound also gets put on the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> through his 2+ armor. The arch lector kills the chaos wizard. <br /> <br /> Empire 6: Greatswords charge the tz warriors, timewarp goes off AGAIN on the few remaining halberdiers, and combat goes like you'd expect. This continues the pattern of my opponent reforming to put guys into contact with the <span class="glossaryitem" onmouseover='gp(174);'>bsb</span>, and me killing just enough guys to get the <span class="glossaryitem" onmouseover='gp(174);'>bsb</span> out of danger at <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> speed. However, all remaining halberds finally die, and so does their priest, but the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> stubbornly holds. Also the greatswords break the warriors and the wagon runs them down while the greatswords reform. <br /> <br /> Chaos 7: he kills the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and reforms to look at me. <br /> <br /> Empire 7: I charge the arch lector into the three remaining halberd warriors and, after some thought, do not charge the greatswords into the knights. This was a mistake: we simmed this combat after the game and the greatswords handily defeated the remaining 5 knights and ran them down. Spilt milk however, since the whole turn should never have happened.<br /> <br /> This was a 14-6 win for me, since the mortars and handgunners survived completely unmolested and the greatswords barely had a scratch on them either. I could have done much better though, either by re-rolling that stubborn check early on or by finishing up with the other greatsword unit.<br /> <br /> Tournament overview: Good players, good comp scores, and only one hellpit abomination in the whole room (!) make for an awesome tourney. That guy won best overall, though, of effing course. Thank you, Jeremy Vetock.<br /> <br /> I finished sixth overall in battle points with 68/100, got a painting score of 40/60 (more than I deserved, I thought), and scored 2/20 in sportsmanship. So, lots of room to improve: I'm sure I can get up to 80/50/0 next year if I really try :-D<br /> <br /> 8 Guys from our club were there and four of them took home hardware. The northstar gives out awards for best general in each army book as long as more than two show up, and we won best lizardman, best beastman, and best dark elf. I was three points behind the "best empire" winner, which makes me deeply regret those damn chaos knights in the last round, but I had lots of fun, learned a ton, and will definitely be returning next year. <br /> <br /> thanks for reading! <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br />  <br /> <br /> <br />  <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Nov 2011 06:56:16]]> GMT</pubDate>
				<author><![CDATA[ Malleus]]></author>
			</item>
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				<title>Clash at Opalvägen! 1650 pts of Vampire Counts vs Lizardmen!</title>
				<description><![CDATA[ So, yet another Battle report! This time, I'll actually be one gaming, with my Vampire Counts! Although I don't have a full army, but Tomb King Erik borrowed me his skeletons, and Hate borrowed me his Chaos Warrior Chariot to use as my Black Coach. I also had to proxy a wraith as a Necromancer, and my normal Wight King as a Wight King <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>. Not that many proxies though, they're barely visible between the skeletons!<br /> As per usual, I'm going to include all pre-game facets, <span class="glossaryitem" onmouseover='gp(138);'>VC</span> turn 1, Lizardmen turn 1, and finally <span class="glossaryitem" onmouseover='gp(138);'>VC</span> turn 2 as a preview, the rest can be found here:  <a href="http://svartblodgaming.blogspot.com/2011/11/clash-at-opalvagen-1650-pts-lizardmen.html" target="_blank" rel="nofollow">http://svartblodgaming.blogspot.com/2011/11/clash-at-opalvagen-1650-pts-lizardmen.html</a><br /> <br /> However, since I'm playing, that means someone else has to write the battle report, and that someone is... Hate! I'll be leaving now, to tend to my Undead army.<br /> So give a warm welcome to Hate!<br /> <br /> <br /> Hail!<br /> The cool evening breeze blows across the fields of Opalvägen (which actually is pretty close to Bärnstensvägen). The lizardman general, Erik is slowly moving towards the evil Vampire Count Jack's undead forces... The clash of forces is imminent. <br /> So, today I will be doing the batreping. I'm bringing you a battle between The Cornerfag's Vampire Counts and Erik's (not the Tomb King player) Lizardmen. It will be an ultimate showdown of life vs death. <br /> As usual, it will be a friendly game. <br /> Vampire Counts<br /> Lord:<br /> Vampire Lord<br /> Weapon: Blood Drinker<br /> Armour: The Flayed Hauberk<br /> Talisman: Crown of the Damned<br /> Power: Infinite Hatred <br /> Power: Beguile<br /> <br /> Hero:<br /> Necromancer<br /> Spell: Vanhel's Danse Macabre<br /> Arcane Item: Dispel Scroll <br /> <br /> Wight King<br /> Battle Standard Bearer<br /> Talisman: Luckstone<br /> <br /> Core:<br /> 36 Skeletons<br /> Musician<br /> Standard Bearer<br /> <br /> 10 Skeletons<br /> <br /> Special:<br /> 19 Grave Guard<br /> Great Weapons<br /> Full Command<br /> Banner of the Barrows<br /> <br /> 5 Black Knights<br /> Barding<br /> Hell Knight, Banner<br /> Standard of Strigos<br /> <br /> Rare:<br /> Black Coach<br /> Lizardmen:<br /> Lords:<br /> Slaan w/ two disciplines, cupped hands, wardrum of xauthec<br /> Hero:<br /> Scar Veteran w/ bane head and <span class="glossaryitem" onmouseover='gp(174);'>bsb</span> and halberd shield, light armor<br /> Core:<br /> 30 Saurus warriors w/ champ and standard<br /> 10 Skink skrimishers<br /> 10 Skink skirmishers<br /> Special:<br /> 20 Temple guards w/ champ and standard<br /> Rare: Ancient Stegadon<br /> <br /> Pre-game interview: <br /> <br /> Erik's Lizardmen<br /> What is your game plan? <br /> Erik: Uhm... I don't really have a plan. I'm goint to try to kill his Black Coach with my skink skirmishers, because it's going to annoy me. I'm going to face his unit of skeletons with my saurus warriors and crush them into bone-dust. My temple guards will be able to kill his Black Knights pretty easily, and then I'll leave my Stegadon and other unit of Skinks to give long-range support across the field. <br /> Hate: So you don't intend to just win?<br /> Erik: I guess I'll try... But I'm just here to have fun. I didn't want to make a competetive list.<br /> Hate: Define fun.<br /> Erik: Crushing him, winning.<br /> Hate: Good boy.<br /> <br /> What are your hopes?<br /> To have "fun" (win). I hope the skirmishers will roll a lot of 6:s, and kill that black coach (I find this very likely due to Erik's extreme luck...)<br /> Hate: So you think it's going to be "fun"?<br /> Erik: Yes, I will find it enjoyable.. But Jack won't.<br /> <br /> What are your fears?<br /> Erik: That I will be too lucky and roll lots of 6:s and evolve his black coach way to early.<br /> Hate: Horrible fate being lucky and all.<br /> Erik: Yeah, you know. People hate you. (I do, how ironic when I'm called "Hate"..) <br /> Hate: Wonder why...<br /> <br /> So, do you have any plan to counter his units?<br /> Erik: My Saurus warriors will destroy his skeletons and my skirmishers will take out his expensive and tough units.<br /> Erik (Tomb king): It doesn't work that way.<br /> Erik: My stegadon will STOMP.<br /> Hate: How can anything go wrong?<br /> Erik: My luck could suddenly disappear.<br /> Hate: That would be quite unlucky.<br /> Erik: Indeed.<br /> Erik(Tomb king): <span class="glossaryitem" onmouseover='gp(484);'>IT</span> REALLY DOESN'T WORK THAT WAY!!<br /> Hate: And that is all.<br /> *Erik ran away, fetching terrain.*<br /> The Cornerfag's Vampire Counts:<br /> <br /> What is your game plan? <br /> TC: Well fudge... I usually don't have any. I haven't played my army enough to make good game plans. I just play units that are COOL!<br /> Hate: Define cool.<br /> TC: Define cool... Yeah. You know that awesome unit that you just wanna play? The unit that really sucks but you play anyway? <br /> Hate: ...<br /> TC: I just realized I have a game plan! The black coach will lock down his magic phase and then charge the flank with my Black Knights. I call it the "Black Flank Technique". And my skeletons and grave guards go phalanx.<br /> Hate: Okay.<br /> <br /> What are your hopes?<br /> TC: HOPES... Ahhh... A good and even game. And that my Vampire will beguile something.<br /> Hate: So you have no hopes in winning?<br /> TC: Yeah, but I really don't care.<br /> Hate: ...<br /> <br /> What are your fears?<br /> TC: That it will be a short and uneven game.<br /> Hate: Any specific unit that you fear or such?<br /> TC: The stegadon. I don't have any way to counter it.<br /> <br /> So, do you have any plan to counter his units?<br /> <br /> TC: I really don't know what units he got..<br /> Erik (Tomb king): Saurus warriors.... etc<br /> TC: We shall see!<br /> <br /> Erik the Tomb King will be joing me on the sidelines (as you may have noticed already). <br /> MAGIC:<br /> TC: 5, 6: Summon Undead Horde, Winds of Undeath (but swapped for Raise Dead) (Vampire lord)<br /> Erik: Lore of Light (All spells via loremaster.) (Slann)<br /> TC: So, Sköll. Who do you think is going to win?<br /> Sköll: I think you're going to win.<br /> Terrain Set-up:<br /> <a href="http://s397.photobucket.com/albums/pp51/kyuuketsukiou/Clash%20at%20Opalvagen/?action=view&amp;current=01Terrain.jpg" target="_blank"><img src="http://i397.photobucket.com/albums/pp51/kyuuketsukiou/Clash%20at%20Opalvagen/01Terrain.jpg"  ></a><br /> <br /> Deployment.<br /> TC gets to deploy first and picks the west side. He starts of  with putting his big skeleton unit with the wight king <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in the centre of the board.<br /> Erik deploys his saurus warriors with Scar Veteran facing the spooky scary skeletons.<br /> TC deploys Black Knights on the south flank close to the ruined wizard tower.<br /> Erik places his ancient stegadon by the arcane ruins.<br /> TC summons for his black coach and places it right behind his Black Knights.<br /> Erik's Slaan and Temple guards are deployed facing the Blackflank.<br /> TC deploys his Grave guards and vampire lord next to his skeletons.<br /> Erik deploys his skink skirmishers between the stegadon and the saurus warriors.<br /> TC builds his magic bunker (10 skeletons with Necromancer) slightly south of his skeletons.<br /> Erik places more skink skirmishers on the north flank.<br /> That's it for deployment.<br /> Sideline's Comment:<br /> Hate: Well.. The stegadon is placed in a pretty bad spot based on his gameplan...<br /> EtTK: I agree.<br /> <br /> <a href="http://s397.photobucket.com/albums/pp51/kyuuketsukiou/Clash%20at%20Opalvagen/?action=view&amp;current=02Deployment.jpg" target="_blank"><img src="http://i397.photobucket.com/albums/pp51/kyuuketsukiou/Clash%20at%20Opalvagen/02Deployment.jpg"  ></a><br /> <br /> Turn one goes to The Cornerfag's undead forces!<br /> Turn 1<br /> Movement:<br /> TC marches his black knights forward more to the south flank. And then follows them with his Black Coach. Then he marches the Grave Guard forward into the woods, taking cover from the (not-so-very-)lethal damage of the skinks. He moves his necromancer and his bunker closer to the vampire lord. The big skeleton unit marches forward.<br /> Magic:<br /> Roll: 5, 2. No channel<br /> The black coach eats two of his precious power dice. <br /> TC tries to summon an undead horde with four power dice... And miscasts.(Hate: Delighful.) Twenty dead rise from their graves, forming an evil line of DEATH.(EtTK: Slightly above average.) The miscast results in a magical feedback (Hate: Reminds me of Bärnstensvägen...) He loses one power dice and saves all wounds on his casters. Then he fails to cast his next spell.<br /> <br /> Erik's Lizardmen turn 1<br /> Saurus warriors charge the dreaded zombie line and get there. The northern skink skirmisher unit tries to march, and passes their <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>-test. They march into the northern woods. The stegadon moves forward slightly, and the temple guards move up to the fence, defending it (Erik the Tomb King called this action.). The skinks moved forward "slowly".<br /> Magic:<br /> Roll: 5, 3 No Channel<br /> The Coach eats two more delicious power dice.<br /> Erik tries to cast Banishment aiming for the Black Coach with 2 + 1 power dice (He gets a free power dice from a discipline). TC lets it pass, and Erik fails to wound it. (Hate: He should have aimed for the knights. EtTK: I agree.)<br /> Then he tries to cast Net of Amynoodlepants (Hate: I won't bother with the names..) with 2+1 power dice.. And miscasts, of course. The result of the miscast being dimensional cascade. Erik comments "Serves me right fo rolling all those 6:s..". The entire unit is hit by the large template. 18 of the Temple guards die and the Slaan is wounded, but manages not to be sucked into a maelstrom of evilness.<br /> Then he tries to cast Shem's Burning Gaze... And miscasts yet again... But this time, just a magical feedback. Wounding the Slaan and loses his last power dice, although killing two Black Knights. <br /> <br /> Close Combat:<br /> The Saurus warriors pass the fear test. <br /> The zombies and Saurus warriors fight, resulting in no wounds from the zombies... And 8 of the zombies die. So the dreaded line of zombies crumble to nothingness (or a pile of rotting flesh).<br /> <br /> <a href="http://s397.photobucket.com/albums/pp51/kyuuketsukiou/Clash%20at%20Opalvagen/?action=view&amp;current=04SecondTurn.jpg" target="_blank"><img src="http://i397.photobucket.com/albums/pp51/kyuuketsukiou/Clash%20at%20Opalvagen/04SecondTurn.jpg"  ></a><br /> <br /> TC Turn 2<br /> <br /> Movement:<br /> TC: Let's go for the full out fudging shit, dawg!<br /> (Hate: Probably meaning everything will charge)<br /> The grave guards declare a charge against the Saurus warriors and the skeletons charge the skinks. <span class="glossaryitem" onmouseover='gp(85);'>Los</span> caballeros negro <span class="glossaryitem" onmouseover='gp(27);'>de</span> la muerte charge the Slaan. <br /> The grave guards fail their charge, moving four inches further into the woods. The skeletons make their charge! The skinks stand and shoot, making three poisonous wounds on the skeletons. <br /> The black Knights make their S-test and then make their charge. <br /> The Magic bunker moves forward, and so does the Black Coach. <br /> <br /> Magic:<br /> Roll: 5,6  No channeling.<br /> The black coach get another power dice for lunch.<br /> <br /> TC cast invocation of Nehek twice, Erik just dispelled it once, on the Skeleton unit. Then TC tries to cast Vanhels Danse Macabre three times, Erik dispells it only twice, on the Skeleton unit.<br /> <br /> Close Combat:<br /> The battle starts at the skeletons and the skinks. The wight king strikes first, killing two of the skinks. Then the skeletons kill five of them. The skinks retaliate, killing a couple of skeletons. The skeletons are victorious, and reforms, facing the saurus warriors.<br /> The black knights kill the two remaining temple guards. They drive the Slaan of the board with their victory, overruning 10 inches straight forward. Right off the table.<br /> <br /> <a href="http://s397.photobucket.com/albums/pp51/kyuuketsukiou/Clash%20at%20Opalvagen/?action=view&amp;current=05ThirdTurn.jpg" target="_blank"><img src="http://i397.photobucket.com/albums/pp51/kyuuketsukiou/Clash%20at%20Opalvagen/05ThirdTurn.jpg"  ></a><br /> <br /> And that's it for the preview. As I said, rest can be found here:<br /> <a href="http://svartblodgaming.blogspot.com/2011/11/clash-at-opalvagen-1650-pts-lizardmen.html" target="_blank" rel="nofollow">http://svartblodgaming.blogspot.com/2011/11/clash-at-opalvagen-1650-pts-lizardmen.html</a><br /> <br /> Tell me what you think!  ~8)]]></description>
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				<pubDate><![CDATA[Sat, 5 Nov 2011 18:22:05]]> GMT</pubDate>
				<author><![CDATA[ The CF]]></author>
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				<title>Kings of War Battle Report - Dwarfs vs Abyssal Dwarfs 750pts</title>
				<description><![CDATA[ <br /> [youtube]http://www.youtube.com/watch?v=45-2JKXqf00[/youtube]<br /> <br /> <br /> Thanks to our sponsor <a href="http://hobbyhub.co" target="_blank" rel="nofollow">http://hobbyhub.co</a> - we've been given the opportunity to give the viewers of our YouTube channel 1 free copy of Mhorgoths revenge Kings of War starter set (that's the dwarf / undead combo box)<br /> <br /> We're also throwing in a copy of the latest 2nd edition booklet.<br /> <br /> With an estimated RRP of over $100.<br /> <br /> <br /> So how do you win? - its damn simple!<br /> <br /> Simply be a subscriber of our YouTube channel, if you don't have a YouTube account, its so easy to make one!<br /> <br /> <a href="http://www.youtube.com/bunkertube1" target="_blank" rel="nofollow">http://www.youtube.com/bunkertube1</a> (sign in and hit the subscribe button)<br /> <br /> We'll be announcing the winner in late November.<br /> <br /> By becoming a subscriber you're helping our channel grow which will mean in the future we'll be able to give more stuff away. <br /> <br /> The odds at picking up this box set are fantastic at the moment as we only have a few hundred subscribers!<br /> <br /> <br /> So what are you waiting for, this is an excellent way to get into Mantic's Kings of War with a friend.<br /> <br /> <br /> If you're already a fan of Mantics games we'll be doing more videos Mantic related starting in November as our gaming group has gotten right into it.]]></description>
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				<pubDate><![CDATA[Sat, 5 Nov 2011 12:32:46]]> GMT</pubDate>
				<author><![CDATA[ bunkertube]]></author>
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				<title>Fabulous Tales:  Relentless Heads to the Alamo (Game 5 added)</title>
				<description><![CDATA[ Here we are, <span class="glossaryitem" onmouseover='gp(48);'>GT</span> time again.  Bags are packed, models repaired and retouched, and I even remembered my templates this time (should be good for at least one extra win!)  Thought I'd share a couple pre-tourney thoughts here.<br /> <br /> I've taken the exact same list I brought to Bayou- partially because I didn't have time to assemble/paint anything in the meantime, and partly because I'd like to see if I can improve on that showing while keeping the tools the same.  Certainly I had a lot of fun with the list at Bayou and in a handful of practice games.  I just enjoy the extra units (ironbreakers & gyro) and trying to think of sneaky things to do with the <span class="glossaryitem" onmouseover='gp(408);'>MR</span> of Challenge.<br /> <br /> Speaking of practice games- I only got 4 in since Bayou Battles- and 2 were at 2000 pts.  I lost three, but felt like I played really strongly in the last one.  I don't think any of the games were decided until about Turn 6, which seems to be kind of characteristic of this list.  During the games, I learned/was reminded of some good lessons:<br /> <br /> - If I'm going to bail out of units with the Runelord, make sure I pay attention to potential overruns<br /> - If the other guy's running Heavens, either spread out the war machines, or don't skimp on making sure comet doesn't go off... or both<br /> - Pay attention to cost/risk in turn 6 and don't get cocky with hammerers in wide formation once they're depleted.<br /> <br /> So- some goals:<br /> <br /> 1- Improve on 2-2-1!  I think this is certainly achievable, though I think I'd have to definitely be on my game to do better than 3-2 with the list.<br /> 2- Stay in the top 25%.  Been pretty consistent with this, missing the cut at Cap City this year, but hitting it every other time.  I'm led to believe competition might be a little tighter at Alamo, though?<br /> 3- Enjoy the games.  This hasn't really been a problem in all but one game this year, where my opponent just didn't seem to want to be there.  $2 Shiner should help too!<br /> 4- I'd love to get up on the podium an overall award, but I don't think I've got the painting or list to do it at this event.  I'll leave this one in as a bit of a pipe dream though!<br /> 5- Remember to photo-document.  Always put this one on, rarely maintain the good intentions.  I made myself a game tracker to act as a reminder.  Again, we'll see...<br /> <br /> I'll give a report of some kind upon my return- no guarantee on timeliness or quality!<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 5 Nov 2011 04:02:14]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
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				<title>WHFB - Warriors of Chaos vs Orcs &amp; Goblins Battle Report -2500pts  *WIN STUFF*</title>
				<description><![CDATA[ [youtube]http://www.youtube.com/watch?v=b7w1CXgEn-8[/youtube]<br /> <br /> WIN FREE STUFF THANKS <span class="glossaryitem" onmouseover='gp(421);'>TO</span> OUR SPONSOR!<br /> <a href="http://hobbyhub.co" target="_blank" rel="nofollow">http://hobbyhub.co</a><br /> <br /> Up for grabs is 1x copy of Mhorgoth Rising! and a copy of the latest kings of war rulebook which includes 7 army lists! with a RRP vale of around $100<br /> (links to what you win below!)<br /> <a href="http://www.hobbyhub.co/collections/frontpage/products/kowbat" target="_blank" rel="nofollow">http://www.hobbyhub.co/collections/frontpage/products/kowbat</a><br /> <a href="http://www.hobbyhub.co/collections/fantasy/products/kings-of-war-2nd-edition-rulebook" target="_blank" rel="nofollow">http://www.hobbyhub.co/collections/fantasy/products/kings-of-war-2nd-edition-rulebook</a><br /> <br /> <br /> HOW <span class="glossaryitem" onmouseover='gp(421);'>TO</span> WIN?? ITS SO EASY JUST BE A SUBSCRIBER ON YOUTUBE!<br /> <br /> 1. Simply be one of our subscribers on YouTube which doesn't cost anything!<br /> <a href="http://www.youtube.com/bunkertube1" target="_blank" rel="nofollow">http://www.youtube.com/bunkertube1</a><br /> <br /> <br /> Onto this game! - Which may contain swearing...<br /> <br /> Adam and Fudd square off for the first time since castle assault (yes this videos well over a month old)<br /> <br /> Great to see almost fully painted armies again.]]></description>
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				<pubDate><![CDATA[Tue, 1 Nov 2011 04:19:45]]> GMT</pubDate>
				<author><![CDATA[ bunkertube]]></author>
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				<title>skaven vs. wood elves 1500pts warhammer world tournament</title>
				<description><![CDATA[ <br /> <a href="http://realmenplaywoodelves.blogspot.com/2011/10/battle-report-vs-skave.html" target="_blank" rel="nofollow">http://realmenplaywoodelves.blogspot.com/2011/10/battle-report-vs-skave.html</a><br /> <br /> second game from event is now up.. <br /> <br /> Feedback as ever welcome]]></description>
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				<pubDate><![CDATA[Mon, 31 Oct 2011 23:38:03]]> GMT</pubDate>
				<author><![CDATA[ cute-hydra]]></author>
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				<title>1500pts Tournament Wood Elves. Vs. Dark Elves (warhammer world)</title>
				<description><![CDATA[ <br /> First game up on the blog now others to follow.<br /> <br /> <a href="http://realmenplaywoodelves.blogspot.com/" target="_blank" rel="nofollow">http://realmenplaywoodelves.blogspot.com/</a><br /> <br /> Made top 4 with  two wins and a loss.]]></description>
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				<pubDate><![CDATA[Sat, 29 Oct 2011 17:42:14]]> GMT</pubDate>
				<author><![CDATA[ cute-hydra]]></author>
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				<title>OgreWargaming Battle Reports on youtube</title>
				<description><![CDATA[ My opponents have been nice enough to let me photo my Ogre tribe's battles with the new ogre army book!<br /> <br /> Check out the channel at [URL="http://www.youtube.com/user/OgreWargaming"]OgreWargaming[/URL]<br /> <br /> Ogre Kingdoms Battle Reports:<br /> <br /> [URL=http://youtu.be/of9h9vDO-F0]20 - Ogre Kingdoms vs Lizardmen- 2.4k[/URL]<br /> <br /> [URL="http://youtu.be/z6L537m7nz8"]19 - Ogre Kingdoms vs Bretonnians - 2.4k[/URL]<br /> <br /> [URL="http://youtu.be/Hmy4F5lMRWk"]18 - Ogre Kingdoms vs High Elves - 2.4k[/URL]<br /> <br /> [URL="http://youtu.be/dj5JkM0lsZM"]17 - Ogre Kingdoms vs Ogre Kingdoms - 2.4k[/URL]<br /> <br /> [URL="http://youtu.be/6QDm_UpyVdI"]16 - Ogre Kingdoms vs Bretonnians - 3k[/URL]<br /> <br /> [URL="http://youtu.be/-EVQ9hfCqOI"]15 - Ogre Kingdoms vs High Elves - 2k[/URL]<br /> <br /> [URL="http://youtu.be/sJ2ylNL1smQ"]14 - Ogre Kingdoms vs Dark Elves - 2.4k[/URL]<br /> <br /> [URL="http://youtu.be/T9fGsumgnE0"]13 - Ogre Kingdoms vs Lizardmen - 2.4k[/URL]<br /> <br /> [URL="http://youtu.be/WtpiJWJT-n4"]12 - Ogre Kingdoms vs High Elves - 2.4k[/URL]<br /> <br /> [URL="http://youtu.be/Y4O9zVMLDIQ"]11 - Ogre Kingdoms vs Bretonnians - 3k [CWL Tournament Championship][/URL]<br /> <br /> [URL="http://www.youtube.com/watch?v=3er0MbsMXjE"]10 - Ogre Kingdoms vs Warriors of Chaos- 2.4k[/URL]<br /> <br /> [URL="http://www.youtube.com/watch?v=k9pKf6a1BiI"]9 - Ogres vs Warriors of Chaos- 1k[/URL]<br /> <br /> [URL="http://www.youtube.com/watch?v=VRksNktx-cE"]8 - Ogres vs Dark Elves - 3k [CWL Tournament 2][/URL]<br /> <br /> [URL="http://www.youtube.com/watch?v=lB25C-UWo7M"]7 - Ogres vs Tomb Kings - 3k [CWL Tournament 1][/URL]<br /> <br /> [URL="http://www.youtube.com/watch?v=M8DRT2TbMfk"]6 - Ogres vs Empire - 3k[/URL]<br /> <br /> [URL="http://www.youtube.com/watch?v=CpXJLIrXM_o"]5b - Ogres vs Bretonnians - 3k[/URL]<br /> [URL="http://www.youtube.com/watch?v=3XVH3WRXbn8"]5a - Ogres vs Bretonnians - 3k[/URL]<br /> <br /> [URL="http://www.youtube.com/watch?v=nwSvSNZtQCI"]4b - Ogres vs Warriors of Chaos - 2k[/URL]<br /> [URL="http://www.youtube.com/watch?v=SfxRryR1P8g"]4a - Ogres vs Warriors of Chaos - 2k[/URL]<br /> <br /> [URL="http://www.youtube.com/watch?v=KxKk34WynaY"]3 - Ogres vs High Elves - 2.5k[/URL]<br /> <br /> [URL="http://www.youtube.com/watch?v=Qwjb_e2BHIs"]2 - Ogres vs Bretonnians - 3k[/URL]<br /> <br /> [URL="http://www.youtube.com/watch?v=_DiHYKUdr0w"]1 - Ogres vs Warriors of Chaos - 3k[/URL]<br /> <br /> <br /> I'm looking for feedback to improve the quality, so don't be shy :)<br /> Hope you enjoy.]]></description>
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				<pubDate><![CDATA[Sat, 29 Oct 2011 03:09:43]]> GMT</pubDate>
				<author><![CDATA[ OgreWargaming]]></author>
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				<title>Dwarves at the Crossroads GT - a Tale of Tactical Genius - Now With Day 2!</title>
				<description><![CDATA[ So I took the Dwarves to this year’s Crossroads Challenge, a 70 person <span class="glossaryitem" onmouseover='gp(48);'>GT</span> in Elmira NY.  Our group, the Shambling Horde, have attended the Crossroads since its inception, and we had 11 participants this year (and a few who came just to drink the weekend away).  I’ve done reasonably well at this tourney, improving my standings by a few points every year.<br /> <br /> I took the Dwarves to DakkaCon this year, and made some changes to the list based on its performance.  The list was comprised of the following:<br /> <br /> Rune Smith with Balance, Spell Breaking (general)<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, rerollable 1+ armor, immune killing blow and poison, 2+ ward vs. fire, flaming weapon<br /> Thane, Rune of Challenge, Stone, shield<br /> 30 Warriors with shields, full command (<span class="glossaryitem" onmouseover='gp(397);'>fc</span>)<br /> 20 Quarrelers with <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, standard, muzo<br /> 30 Rangers with <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, <span class="glossaryitem" onmouseover='gp(397);'>fc</span><br /> 30 Hammerers, <span class="glossaryitem" onmouseover='gp(397);'>fc</span><br /> 2x6 Miners with muzo<br /> Cannon, engineer, flaming<br /> Grudge Thrower, engineer, Accuracy, Penetrating<br /> 2xOrgan Gun<br /> Gyrocopter<br /> <br /> So the list gives me some flexibility with the rangers being placed last, and the miners can be deployed as redirectors, or they can do their underground advance against war machine heavy armies.  The additional engineers should keep the war machines alive longer, and the extra Organ Gun allows me to control space.  The Rune of Challenge should allow me to dictate some of the matchups as well.  The Thane is pretty weak, and in my practice games I’ve found that he falls down pretty easily, which is why I made my Rune Smith the general.  I usually play the dwarves pretty aggressively, and the big combat blocks allow me to pin units with stubborn or steadfast and get flank charges.  <br /> <br /> That being said, if you’re looking for tactical genius, you’ll have to look elsewhere.  But if you want to learn from my mistakes, please read on…<br /> <br /> GAME 1 – Kevin Coleman – Goblins<br /> <br /> The pairings for the first two rounds of the tourney were determined based on how relatively hard your army was, (so the demons could all play each other in the first few rounds).  I was paired against Kevin Coleman, a tourney veteran and all around nice guy.  He was fielding an all goblin force led by Grom the Paunch on a giant chariot.  The army was fantastically painted, and had a great “old school” feel, all the way down to the goblin green bases and hand painted shields.  This was a straight battle line scenario with additional points being given for reducing units below 25%.  <br /> <br /> [IMG]http://i55.tinypic.com/33epfth.jpg[/IMG]<br /> <br /> His setup, from left to right, was: 2 Chariots, 2 Doom Divers, Chariot, 10 Trolls!, 50 goblins with gobbo <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2, 40 Night Goblins with nets, two fanatics and a Night Gobbo <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 4, 50 Goblin archers, Grom on his Massive chariot, a Squig Herd, a chariot, and a Hero on a giant cave squig.  I setup my Quarrelers with the Runesmith on the left flank, cannon, organ gun, hammerers with my <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> (and his flaming weapon), the other organ gun in the building with the rangers in horde formation in front, and my warrior block with the thane and my Grudge thrower.  I planned on blowing Grom off his chariot, and spending the rest of my artillery putting a hole in the trolls before engaging.  My rangers would advance to put pressure n his middle, blocking up his line.     <br /> <br /> I went first and tentatively advanced with my rangers to block up his middle.  My cannon blew Grom’s chariot out from under him, but the rest of my shooting was uneventful.  His turn 1, he runs Grom into the left gobbo block, and advances his trolls around the left side of the pillar.  His Squig Hero rolled up 17” and advanced to the right of my warrior block.  His magic was uneventful, but his Doom Divers put two wounds on my gyrocopter.<br /> <br /> My turn 2, I charge the lone chariot on the left with my gyro.  The rangers and warriors continue to move up and the hammerers face left toward the trolls.  One of my miner units came on behind the Doom Divers.  <br /> <br /> [IMG]http://i55.tinypic.com/1zpqekj.jpg[/IMG]<br /> <br /> During the shooting phase, I hit the trolls with my flaming cannon, and then send everything else into them, reducing them from 10 to 5 models.  My organ gun in the building misfires and blows up in the process.  My gyro breaks the chariot and runs it down, panicking one of the Doom Divers.  <br /> <br /> His turn 2, his army must have thought that Grom was dead because he failed animosity on every one of his goblin units, keeping them all squabbling.  On the right, he charged my warrior block with the Squig hero and a chariot, and on the left he advanced the trolls.  He also charged the quarrelers with his two chariots.  <br /> <br /> In the ensuing combats, I break both the chariot and the hero, and chase the chariot.  On the left, he does some impact wounds, but my quarrelers smash up the chariots with their great weapons.<br /> <br /> My turn 3, the hammerers and crossbows charge the trolls on the left, the rangers charge Grom’s goblin unit, and the warrior block charges into the Goblin archers, releasing the fanatics from the night goblins positioned in the rear.  The miners also charge one of the Doom Divers, smashing it to bits and following up into the other one.  <br /> <br /> On the left, my <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> does a single flaming wound to the trolls, sealing their fate.  (Kevin was very theatrical when he rolled his armor save).  They break and get run down.  In the middle, I put two wounds on Grom, but both goblin units stay.<br /> <br /> His turn 3, he counter charges the rangers with the night goblins, and plows the squigs into the side of the warriors, with the thane.  Once again, he tries for a vortex in the magic phase, but I scroll it down.  <br /> <br /> [IMG]http://i51.tinypic.com/a1pipu.jpg[/IMG]<br /> <br /> In the ensuing combats, I kill Grom, but he breaks the rangers and runs them down.  On the right, my warriors do enough wounds to the goblin archers to stay steadfast, and they hold.  <br /> <br /> My turn 4, the hammerers and miners charge the goblins on the left, and the gyro charges the chariot roaming in the rear.  The goblins on the left break, as they should.  On the right, the squigs and gobbos fluff their attacks and I win combat, breaking them both and running down the squigs.  <br /> <br /> [IMG]http://i54.tinypic.com/2yuni2r.jpg[/IMG]<br /> <br /> His Turn 4, he runs his shaman into the building, and the game ends with the hammerers charging the middle goblin block (who stay steadfast), and the warriors assaulting the goblins in the building (who stay as well).<br /> <br /> [IMG]http://i52.tinypic.com/2q02738.jpg[/IMG]<br /> <br /> In the end, I gave 640 points for the rangers, the gyro (which died to the Squig Hero), and a few war machines.  I got 1855 points, making it a 7-1 on the graduated scale.  With bonuses, I ended scoring a 9 to 4 Win.  Kevin was a really great opponent, who rolled with his bad luck (who fails every animosity test in a single round?). I ended up giving him my best opponent vote, and I’m glad I got him as my first round opponent, setting the stage for a great weekend.<br /> <br /> GAME 2 – Greg Person – Dwarves<br /> <br /> Greg is the co-host of the Painting Tabled podcast (with his wife Jen), and is a regular on the northeast tourney scene.  He also happens to be another really nice guy.  He was running a very “7th Edition” dwarf list, with a lord on shieldbearers, and a bunch of 15-20 man units of dwarves.  He had a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, a pair of Runesmiths, a cannon, a super runed-up Grudge Thrower with a Master Engineer, and an organ gun.  It was also one of the nicest dwarf armies I’ve ever scene on the table, with expert shading, highlighting, and a very clean look (it scored a perfect 30 out of 30 in painting).  <br /> <br /> Greg castled up in the corner, nestled to the left of some impassible terrain.  From left to right: Grudge Thrower with Master Engineer, Quarreler Rangers in the woods, warriors with shields (his Lord went in there), a cannon, 20  Hammerers with a rune smith and rune of Grungi (5+ ward vs. shooting within 6”), a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> running around by himself! (with a 2+ ward vs. shooting), 16 Thunderers with Runesmith, 20 slayers, an organ gun, and on the far right he had his gyro (a dwarf with a jet pack).  He also had a unit of miners set to infiltrate.   I set the rangers up close on the left to put some pressure on while the rest of my army would rush forward to clog him up, and the miners would come on from behind and just generally make an annoyance of themselves.<br /> <br /> [IMG]http://i55.tinypic.com/21wvut.jpg[/IMG]<br /> <br /> I went first and surged forward, including the organ guns.  I moved the rangers into the face of his quarrelers to press the issue.  Shooting was mostly ineffectual, with shots scattering off target.  His turn 1, he stood still, and shot up my organ gun on the left, doing a single wound.  He also leap-frogged his gyro forward to another piece of tall terrain, hiding from my artillery.<br /> <br /> [IMG]http://i51.tinypic.com/6ixu9s.jpg[/IMG]<br /> <br /> My turn 2, I charge his quarrelers with my rangers, and moved the gyro up on the flank, facing in toward his main line.  One unit of miners comes up in his backfield and the other comes in on his flank, ready to handle his grudge thrower.  My shooting kills some thunderers, and I break the quarrelers in combat, running them off the table and plowing into his warrior block with his lord.  <br /> <br /> [IMG]http://i52.tinypic.com/2nlh4kw.jpg[/IMG]<br /> <br /> His turn 2, he flank charges my gyro with his master engineer.  He’s about 9” away, and needs a 6 to make it.  I decide to flee, with the intention of rallying next turn and just flying wherever I want again.  I roll three dice, and flee 4 whole inches.  He rolls an 11, and runs down my gyro with his engineer….sigh.  His miners also come on this turn to deal with my grudge thrower.  He turned his hammerer block toward my rangers.  In his shooting phase he kills the organ gun, leaving my <span class="glossaryitem" onmouseover='gp(48);'>GT</span> relatively defenseless.             <br /> <br /> [IMG]http://i53.tinypic.com/110kknl.jpg[/IMG]<br /> <br /> My turn 3, the left miners charge into the <span class="glossaryitem" onmouseover='gp(48);'>GT</span> and smash it up.  I rush everyone else forward again, closing in to hopefully do some combat next turn.  The warriors keep grinding away on the warriors, but with the unkillable lord in there, I keep getting the worst of it.   <br /> <br /> On his turn, he flank charges the rangers with his hammerers.  I use the Rune of Challenge to force his thunderers to charge my hammerers (they fail the charge, but it saved me from getting shot up again).  His miners failed to reach my <span class="glossaryitem" onmouseover='gp(48);'>GT</span>, saving it for another turn.  In the ensuing combat, my rangers break, but escape his pursuit.  <br /> <br /> [IMG]http://i52.tinypic.com/2py2clx.jpg[/IMG]<br /> <br /> On my turn 4, I rally the rangers, and declare a bunch of charges, and he flees all of them.  His hammerers and thunderers are on the run, as is his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, which fled from the right unit of miners.  The miners overran into his cannon and killed it.  It’s at this point that I realize that my right Quarreler unit is badly out of position, facing an organ gun that just isn’t there any more.  <br /> <br /> On his 4, he rallies everyone, except the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, who keep on fleeing past the impassible terrain and into <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> of my quarrelers.  (I knew I put them there for a reason).  He finally gets the charge off on my <span class="glossaryitem" onmouseover='gp(48);'>GT</span> with his miners, and he eventually kills it.  He sends his warriors and lord into my rangers again, and brings up his slayers to block off my warriors.  <br /> <br /> [IMG]http://i51.tinypic.com/2qxrgd3.jpg[/IMG]<br /> <br /> My 5, I charge the warriors into his slayers, charge his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> with my quarrelers (chasing it off the table), and send my hammerers into the side of his warriors.  I blast his gyro, which had come out of hiding.  In the ensuing combat, my hammerers fluff their rolls, and he kills enough troops to win by one.  The rangers break, but the hammerers stay.  <br /> <br /> On his 5, sends the thunderers into the flank of my warriors.  In the ensuing combat, he rolls insane with his warriors, and kills 7 hammerers with his S3 attacks.  I don’t do nearly as well, and am stuck in a losing combat with his super tough lord.  <br /> <br /> [IMG]http://i52.tinypic.com/2mr5vgy.jpg[/IMG]<br /> <br /> My Turn 6 sees lots of grinding on both combats, with more hammerers falling.<br /> <br /> His 6 he charges in with his hammerer block, sealing my unit’s fate.  I reduced his slayers down to the champion, but couldn’t remove the last wound over two rounds of combat.  <br /> <br /> [IMG]http://i54.tinypic.com/313p0tk.jpg[/IMG]<br /> <br /> In the end, I gave up 1039, he Gave 1009, making for an extremely tight draw.  With the bonus points I scored a 5-4 draw.  Greg was an extremely tactical player, using those flee reactions in turn 3 to really drop my killing potential and reserve his points.  We discussed the game afterwards and we both thought I had a decided advantage going into round 4, but having a block of 20 quarrelers out of position for the second half of the game really messed up my ability to grab some points.  All in all, though, an excellent game against a great opponent.<br /> <br /> GAME 3 – Roy Biederman – Empire<br /> <br /> And so we go into game 3.  I’m doing relatively well, but I usually do poorly at the Saturday afternoon games, mostly due to lack of sleep and a good whiskey buzz.  This game would be no exception.  Once again, if you’re looking for solid tactics, please look elsewhere.  <br /> <br /> In this scenario, you need to grab objectives placed throughout the board and get them off a table edge to grab extra <span class="glossaryitem" onmouseover='gp(140);'>VPs</span>.  Obviously, this is going to be pretty tough for my stumpy dwarf legs.  I played this scenario last year, and got thrashed pretty badly then too.  Oddly enough, I played Roy Biederman last year as well (just not on this scenario).  Last year, I had a good outing against him, with some hot war machines and some smart play.  This year would be different.  He had an Empire army, with lots of war machines, lots of mobility with outriders and a Captasus, and the obligatory Steam Tank and War Altar.  <br /> <br /> His setup, from left to right was: Captasus, Stank, Walter, 20 Handgunners behind a fence, a cannon, a Master Engineer, a mortar, a block of Halberdiers with a halberdier detachment, Swordsmen with a swordsman detachment, a block of Knights, Outriders and another cannon.  My setup was the gyro, a unit of Quarrelers behind a massive building, a block of Hammerers, and Organ Gun, a Cannon in a tower, a Warrior block, another Organ Gun and a unit of rangers way out on the right, unsupported, to grab the right objective.  <br /> <br /> So, I made a few mistakes here, by setting up the Rangers unsupported.  I wanted to advance my Quarrelers into the building, then hop them out to grab the left objective, but I forgot that his artillery could shell me more affectively while in the tower.  I also put my canon in a tower to get better <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, but the same problem applied.  <br /> <br /> He went first, and moved up on the wings.  His shooting kills my cannon and my grudge thrower.  My turn 1 I move up, and the rangers, faced with half an empire army, move back toward my board edge.  I misfire with both my organ guns…no shooting phase for me.  <br /> <br /> [IMG]http://i53.tinypic.com/adkis3.jpg[/IMG]<br /> <br /> His turn 2, he burns 5 steam points and declares a charge into my warrior block.  I was thinking of fleeing, but he essentially would redirect into my hammerers.  I instead opted to hold and take the charge, keeping the Stank locked up.  In hindsight, I should have fled, but with no cannon, I didn’t really have an answer in my mind.  The charge goes off, hitting my warriors in the flank.  This put the Stank in the way of my hammerers, blocking their advance (which I should have thought of as well).  On the right, he combo charges my rangers with everybody, and I’m forced to flee.  I didn’t read the scenario rules very well, and though that if I fled, I’d drop the objective.  (The actual rule was if you BROKE, you dropped it).  So, another mistake.  His outriders grab the right objective.  He bombs the building with my Quarrelers, killing half in a single round. The Warriors lose, and reform to face the Stank.  <br /> <br /> My Turn 2, instead of moving the hammerers to the left to get past the Stank, I charge it in the rear.  I was thinking “Yeah, I need 6s to wound, but he only saves on 4+ because of the S6.”  SIGH.  If I wanted the hammerers in combat, I should have just fled with the warriors to start.  So now, I have half my army tied up fighting his Stank.  Tactical Genius.   One unit of Miners comes on in his backfield.  Once again, I misfire with both Organ Guns.  <br /> <br /> His 3, his Walter flank charges my Hammerers.  His Outrider head for my board edge, to grab 500 <span class="glossaryitem" onmouseover='gp(140);'>VPs</span>.  During the ensuing combat, he challenges my <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> with his Pope, and I foolishly accept (I thought I’d lose the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> reroll if I declined, but I was wrong).  <br /> <br /> [IMG]http://i55.tinypic.com/2nqte0m.jpg[/IMG]<br /> <br /> My Turn 3, I’m desperate for points, so I send the Rangers into his Swordsmen block and move the Quarrelers out of the building, facing the War Altar (do you see where this is going?)  The miners charge his cannon, killing it and plowing into his Engineer.  I turn my Organ Gun on his Outriders, misfire, and it goes up in a fiery blast.  <br /> <br /> [IMG]http://i52.tinypic.com/2e1duz8.jpg[/IMG]<br /> <br /> The rangers hit a little and wound less, forcing them to break and they get run down.  The grind in the middle continues, with me doing about 4 wounds a turn on the Stank and him making three 4+ saves.  The Pope cracks out his Van Horstman’s Speculum, trading stats with my <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>.  They slap-fight for the rest of the game.  <br /> <br /> [IMG]http://i55.tinypic.com/21euu4h.jpg[/IMG]<br /> <br /> His 4, he sweeps his army around from the right to my left.  My miners kill his engineer, and the other miner unit finally comes on the right board edge to ambush his other cannon.  My 4, I send the Quarrelers into the side of the Walter.  Why, you ask, would I do that, knowing that they couldn’t attack it since it was in a challenge?  I couldn’t tell you.<br /> <br /> His 5, he rear charges the warriors with his Halberdier blocks, the Walter gets off Birona’s Time warp, and that’s about all she wrote.  The game ends with the Hammerers barely alive, and that’s about it.  I got points for his war machines, he got everything else, ending in a 0-12 loss.  <br /> <br /> So many mistakes.  Even given the scenario, I could have played it much better and smarter to grab a few points, beginning right at deployment.  It turns out that I really wished I had those 1-2 points later on.  Roy, as always, was a good game, marveling with me at my amazing bad luck (6 Organ Gun misfires)?  In the end, though, this game had nothing to do with luck and everything to do with poor play on my part.  Roy played a solid game, dictating matchups and executing his plan perfectly.  <br /> <br /> So at the end of Day 1, I’m at 1-1-1 with 14 out of a possible 36 Battle Points.  Not exactly a rousing performance, but I still had 3 games of warhammer against some great opponents.  That left me free to drink too much and stay up way too late.<br /> <br /> GAME 4 – Rob Kopp – Dark Elves<br /> <br /> Sunday morning came with me barely making my game on time.  Lucky for me, Rob was suffering from the same symptoms that I was, and at least we’d be playing on an even mental playing field .  The scenario had three objectives across the middle of the field.  The side who had the highest unit strength within 6” took control of the objective and grabbed 300 extra <span class="glossaryitem" onmouseover='gp(140);'>VPs</span>.  On paper, Rob had all of the tools he needed to smash me, including a <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 4 on Shadow, plenty of shades and repeating crossbows, and lots of mobility.  He also had a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> mounted on a Dark Peg with a 1+ armor save against shooting, a 2+ ward vs. fire, and an amulet that halved the strength of any shooting sent against him.  My war machines were going to be under lots of pressure, so I’d have to be smart with my target priorities.  <br /> <br /> His setup, from left to right, was shades, hydra, shades, harpies, a chariot, a block of witch elves, 20 XBowmen, a block of Corsairs (with a Dreadlord with 2+ armor and Regen and a <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 4 with a 4+ ward and Life Taker), his Peg <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, more crossbowmen with a <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2 Dark Mage, another chariot, some harpies and 6 dark riders (with no repeating crossbows, due to the comp restrictions).  I setup my warriors, the gyro and a unit of miners behind a big hill to shield them from shooting in case I lost first turn.  Next to them was the hammerers, who would try to capture the middle objective, my organ gun, a cannon, the Quarrelers behind a big marsh, the second organ gun, and the rangers squatting on the objective on the far right.  Yes, they were setup unsupported again, but since I wasn’t facing any blocks, I figured I’d be good to go.  <br /> <br /> [IMG]http://i53.tinypic.com/jg01o5.jpg[/IMG]<br /> <br /> He went first and advanced his army up.  I advance my units to grab the objectives, cresting the hill on the left.  <br /> <br /> [IMG]http://i55.tinypic.com/24ou915.jpg[/IMG]<br /> <br /> My first turn, I misfire with both organ guns (again) blowing one up, but my flaming cannon and the grudge thrower combine to kill off the hydra.  <br /> <br /> On his Turn 2, his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> charges my remaining Organ Gun (and kills it).  On the left, his chariot charges my miners, who flee and escape, and his harpies charge my gyro, which I take.  He rolls great with the harpies and kills the gyro.  On my Turn 2, I misfire with the <span class="glossaryitem" onmouseover='gp(48);'>GT</span>, and keep advancing my hammerers and warriors to actually sit on the objectives.  <br /> <br /> On his Turn 3, the Witch Elves do a long charge on the flank of my warriors, the chariot on the right charges the Crossbowmen and the left chariot charges the miners.  I also used the Rune of Challenge on his left crossbowman block, forcing them to flee the hammerers.  <br /> <br /> [IMG]http://i51.tinypic.com/2rp9xr6.jpg[/IMG]<br /> <br /> He attempted to cast mindrazor on the witch elves, but doesn’t double 6, so I scroll it down.  The miners all die, the Crossbowmen stick, and the Warriors make their stubborn check and turn to face the witch elves.    <br /> <br /> On my 3, I charge the corsair block with my hammerers, and bring my miners on the right flank, freeing the rangers to wander to the middle objective if they need to.  My cannon shoots the dark riders in the flank, killing some and panicking off the rest.  The Witch Elves break, but I don’t pursue.  The Quarrelers finish off the chariot on the right.  <br /> <br /> On his Turn 4, he charges my <span class="glossaryitem" onmouseover='gp(48);'>GT</span> with the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> (which he kills), and he rallies his crossbowmen and his witch elves, who have fled behind his corsairs.  My hammerers continue to attack the unit, avoiding his unkillable Dreadlord and Lvl4 to reduce their unit strength.  <br /> <br /> [IMG]http://i53.tinypic.com/e0s58g.jpg[/IMG]<br /> <br /> On my 4, I declare a charge on his right Crossbow block with my rangers, which he flees.  The warriors continue to squat on the left objective, and I move the miners on the right up to reclaim the objective there.  The grind in the middle continues.<br /> <br /> On his 5, his shades circle my warriors, shooting them to reduce their numbers.  He rallies the crossbowmen on the right, and moves up the crossbowmen on the left to try to contest the left objective.  His <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> charges into my Crossbowmen, killing them and the Runesmith.  The winds of magic blow weak and the grind in the middle continues.  <br /> <br /> [IMG]http://i53.tinypic.com/2ufzvgw.jpg[/IMG]<br /> <br /> On my 5, I move my warriors to the right to defend against a possible charge by his crossbow block.  I kill off more corsairs in the middle, and it’s getting pretty thin. Of course, his Dreadlord is killing a handful of hammerers a turn.   <br /> <br /> Turn 6 was a tricky turn, with us jockeying to grab the objectives.  He moves his Crossbowmen on the left up to contest, and take hold of the objective.  On the right, I have 6 miners by themselves standing near the objective.  He flies his 3 wound <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> over there, then during his magic phase, he rolls up 12 power dice, then casts a spell and uses Smoke and Mirrors to switch places with his <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2.  Then he casts Steed of Shadows to fly his 3 wound <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 4 to the right objective.  He then pulls a drive-by on the miners, killing one of the miners with Life Taker, and putting him up 6 wounds to five.  In the middle, I wipe out his corsairs and kill the <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 2, but I’m left with only a few hammerers.  <br /> <br /> On my Turn 6, I only had a few options left to try to grab the objectives back.  On the left, I charge my warriors into the shades standing in front of them, and on the right, I charge the remaining five miners into the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>.  I then shift the ranger block over to grab the middle objective.  <br /> <br /> [IMG]http://i51.tinypic.com/xbd37b.jpg[/IMG]<br /> <br /> On the left, I wipe out the shades, forcing a panic check on his shades and the crossbowmen.  Both units fail, and flee, leaving me in control of the objective.  On the right, he fluffs his attacks, killing only one miner, and I do a wound back to him.  I charged, he’s a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>.  I have a muzo, so I win the combat. He goes on to fail his break check, with the reroll, and dies, (what are the chances?) leaving me in control of the last objective.  This was a 900 point swing in the final round.<br /> <br /> [IMG]http://i56.tinypic.com/fm8mt5.jpg[/IMG]<br /> <br /> In the end, I gave 1,721 points, but got 2,445 (due to the 900 points for the objectives).  This gave me a 9-3 win.  Rob is a long time regular on the tourney scene, and he was a very tactical opponent.  I thought I played a pretty tight game, making only a few mistakes, and his army was better than mine.  Only his absolutely awful luck in the last turn allowed me to get a win.  Rob was gracious in the face of his bad luck, and was another in a string of great opponents.  <br /> <br /> <br /> GAME 5 – Jeff Reid – Lizardmen<br /> <br /> I have to confess that I wasn’t looking forward to this game.  One of my club mates had played Jeff in a previous round, and had a contentious game with him.  And to top it off, it was Lizardmen.  I’ve had very limited experience playing the LM, mostly because we don’t have a steady LM player in our group.  And the times I have played, their magic superiority is just awful to try to get past.  <br /> <br /> This last scenario was a straight battle line, with some modifiers for killing the enemy’s most expensive unit, core units, etc.  From left to right, Jeff’s setup was as follows: 24 Saurus with a Scar Vet (2+ armor, 5+ ward, and a magic weapon), 10 skinks in the tower with a Lvl2 skink shaman, 24 Temple Guard with the Slaan (extra dice, cupped hands, etc.) on Life and an Old Blood with a magic weapon and a 4+ ward, 24 more Saurus with another Scar Vet (with 2+ armor, 5+ ward and a magic weapon), 3 slamanders, 4 Pterodons with a Skink Hero.  <br /> <br /> I set my rangers up in the building on the left, to try to pin that flank while I smashed up his middle.  I put my <span class="glossaryitem" onmouseover='gp(48);'>GT</span> and Cannon in the corner, with the Gyro and unit of 6 miners to screen and redirect if necessary.  I then placed my organ gun, the hammerers, the warriors with the miners in front, my Quarrelers on the hill, and my other organ gun to anchor my right.  He vanguarded up his Pterodons, and we rolled for first turn.<br /> <br /> [IMG]http://i56.tinypic.com/ivl5p3.jpg[/IMG]<br /> <br /> He went first, flying his Pterodons over my Quarrelers and dropping rock son them a bunch of Ewoks.  He used the Pterodons to shoot the organ gun, but it survived.  He advanced everything else up.  My turn 1, I reform the crossbowmen to face the Pterodons in the rear (with the reduced numbers, I was worried about a rear charge and losing steadfast).  I advance everything else forward.  My organ gun misfires against the Pterodons, but the rest of my artillery goes to work on his Temple Guard.  <br /> <br /> His Turn 2, he assaults the building with his left saurus block and charges the miners with his right saurus block.  The miners flee, and escape behind my lines.  In my rear, he makes a mistake and instead of charging my organ gun with his pterodons, he flies over it and shoots it, killing two of the crew.  He rolls high in the magic phase, and I let him get off Throne of Vines, and the Regen, but stop his Flesh to Stone. His Sallies bathe the warriors in fire, killing loads, but they stay.  On the left, he does more wounds, but I stay stubborn in the building.  <br /> <br /> My turn 2, I advance some more in the middle, aligning my two blocks next to each other.  I fly my gyro up the left and behind his lines, facing the salamanders.  The Organ gun on the right rolls 10 hits, killing 3 Pterodons.  On the left, I shoot a flaming cannon into his <span class="glossaryitem" onmouseover='gp(536);'>TG</span> (who have regen), then unload with everything else.  The <span class="glossaryitem" onmouseover='gp(48);'>GT</span> scores a direct hit, and the 2nd Organ Gun rolls up another 10 hits (making up for the 7 million misfires from the previous games) and leaving the <span class="glossaryitem" onmouseover='gp(536);'>TG</span> down to 6.            <br /> <br /> [IMG]http://i52.tinypic.com/28ldgj.jpg[/IMG]<br /> <br /> On his Turn 3, I use the Master Rune of Challenge, forcing the salamanders to charge my hammerers or flee.  He then declares a combo charge with his right saurus block.  I then pointed out to him that the warriors (with the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>) would be drawn into the combat too because of the wide frontage on the Salamanders.  He disagreed, but we got the <span class="glossaryitem" onmouseover='gp(421);'>TO</span> over and it was ruled in my favor.  He then opted to flee with the Salamanders, but still charged with his Saurus block.  His left saurus block continued to assault the building.  In his magic phase, he regrows 7 <span class="glossaryitem" onmouseover='gp(536);'>TG</span>, and puts up the shield of thorns on the left saurus.  During the ensuing combats, I kill the scar vet out of the left Saurus block, and my rangers stay steadfast.  On the right, my hammerers stay with stubborn.  <br /> <br /> [IMG]http://i54.tinypic.com/k365vs.jpg[/IMG]<br /> <br /> On my 3, I flank charge his saurus with my warriors.  The gyro charges the salamanders, hoping to run them down.  Due to some tricky maneuvering, he gets away.  My artillery pours into the <span class="glossaryitem" onmouseover='gp(536);'>TG</span>, dropping them below 5.  I even hit the Slaan with my cannon, but roll a 1 to wound.  On the right, I kill the remaining Pterodons with the Organ Gun.  I break the middle saurus block, and run it down, facing the <span class="glossaryitem" onmouseover='gp(536);'>TG</span>.  <br /> <br /> [IMG]http://i53.tinypic.com/zt6jhj.jpg[/IMG]<br /> <br /> On his 4, he charges his <span class="glossaryitem" onmouseover='gp(536);'>TG</span> into my hammerers.  He failed to rally the Salamanders, and they fled to the very edge of the board, but their days are numbered.  He really needed a big magic phase here, but he rolled snake eyes.  His Old Blood and the <span class="glossaryitem" onmouseover='gp(536);'>TG</span> go to work, killing some hammerers, but I stay stubborn.    <br /> <br /> On my 4, I flank charge his <span class="glossaryitem" onmouseover='gp(536);'>TG</span> with my warriors, and the gyro chases off the salamanders.  I shell the skinks in the building, killing most of them (I learned my lesson from Game 3).  In the ensuing combat, I kill off all the <span class="glossaryitem" onmouseover='gp(536);'>TG</span>, removing stubborn from the unit.  He breaks, losing both the Slaan and Old Blood.  At this point, looking at the field, he concedes.<br /> <br /> [IMG]http://i54.tinypic.com/23rsowk.jpg[/IMG]<br /> <br /> Despite some rules difficulties, Jeff was a nice enough guy, and was pretty genial for most of the game.  According to the rules of the tourney, Jeff’s concession would net me full points for the round, leaving me with a 12-0 win.  Seeing as how he had one unit of saurus left, and two skinks in a building, I figured 11 of those points would have been mine anyway, but it was nice not having to play it out.<br /> <br /> TOURNEY RECAP<br /> <br /> So I ended up grabbing a whopping 21 battle points on day 2, for a total of 35 points and a 3-1-1 record.  Combine that with a perfect sports score of 30 and a painting score of 24, and I grabbed 89 total points.  This was enough to give me 19th place out of 74.  The scoring spread near the top was so tight, that if I had scored two more battle points, I would have finished 8th.  (It makes my awful play in Game 3 even worse).  <br /> <br /> All in all, I’m very happy with how I played.  I never felt really out classed, magic-wise, which was good.  I don’t like the idea of paying as much on magic defense as other armies pay for wizards.  The artillery was iffy for some games, but the Quarrelers were relatively good at holding the line and holding their points.  <br /> <br /> My painting score was very good.  I’m not the best painter in the world, but the army is consistent, clean, and has plenty of little free-hand touches and details like eyes, etc.  I may be able to grab a few more points with some new basing on the minis and a better display board too.<br /> <br /> I plan on using Dwarves for the remainder of this tourney season, with different variations on the list according to the comp.  The next big tourney is DaBoyz <span class="glossaryitem" onmouseover='gp(48);'>GT</span>, a 6 game, 2000 point event being held out in Rochester, NY.  Hopefully I’ll have a tourney report up for you guys sometime in early November.  In the meantime, feel free to offer any comments or suggestions.  <br /> <br /> Thanks for reading, <br /> <br /> Orzabal        <br /> <br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/406371/3490816.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/406371/3490816.page</link>
				<pubDate><![CDATA[Wed, 26 Oct 2011 00:09:21]]> GMT</pubDate>
				<author><![CDATA[ orzabal]]></author>
			</item>
			<item>
				<title>Payback at Bärnstensvägen! Ogre Kingdoms &amp; Tomb Kings vs Warriors of Chaos &amp; Dark Elves!</title>
				<description><![CDATA[ So, I'm back with yet another battle report! I'll post a preview including all pre-game interview, lists and whatnot, all the way up to and including turn one (doesn't wanna include turn two as this game was rather short on turns..  :D )<br /> If you don't feel like reading the pre-game interviews and such, then feel free to skip that part and jump straight into the fray! I even tried making the pictures as comprehensive as possible for those who don't feel like reading very throughly!<br /> Full version can be found here:<br /> <a href="http://svartblodgaming.blogspot.com/2011/10/payback-at-barnstensvagen-ogre-kingdoms.html" target="_blank" rel="nofollow">http://svartblodgaming.blogspot.com/2011/10/payback-at-barnstensvagen-ogre-kingdoms.html</a><br /> Comment and critique welcomed with open arms, both regarding the game, players and the battle report itself!<br /> Now, don't let me keep you waiting any longer, here's the report!<br /> <br /> Battle Report - Payback at Bärnstensvägen<br /> Having been utterly humiliated, the Tomb King Erik has decided to reclaim his lawn with the help of the mercenary ogre band of Chaos Grinders, lead by the cruel Tyrant Sköll, to kill the Chaos Warriors.<br /> The Chaos Warriors leader Hate however shall not be found unprepared for their assault, and creates an unholy pact with the sadistic Dark Elf Queen Philippa.<br /> <br /> Note: Well, another friendly game in my gaming group. 2v2, one new player on each side. You'll see some grey minis and some proxying, but I hope you can stand that. It's the second game for one of the new guys, and the first for the other! So I hope you don't mind.<br /> If you really do mind, and can't stand the sight of grey minis or proxying, then please don't read any further.<br /> If you don't, then feel free to go on reading ^^<br /> The teams are Ogre Kingdoms and Tomb Kings vs Warriors of Chaos and Dark Elves, 1500 pts per player. <br /> The proxies are a a Troll proxying a Irongut, and 3 Tomb King Chariots as well as a Warsphinx proxying 4 Mournfang Cavalry. <br /> Oh, and we play the alliances as trusted, but we can't be arsed using the fragile alliance rule. We simply ruled them as trusted, so we won't have any rules-questions mid-game. <br /> <br /> Pre-game interview: <br /> Ogres - Tomb King (Bone Gnawers)<br /> What is your game plan? <br /> Erik: Not to die as fudging hard. Just like last time. Hopefully things will go better with the Ogre pawnch. <br /> Sköll: I'll be true to my faction and follow my gut feeling. Ohyeah. <br /> Me: So basically, Erik does what he always does while Sköll kills everything?<br /> Erik: Yeah, pretty much. My plan is to stand there and get hurt while Sköll manages to hurt the opponents.<br /> *Sköll giggles*<br /> Me: Okay...<br /> <br /> What are your hopes?<br /> Erik: Yet again not to die as fudging hard, maybe even with the slight possibility of winning, depending on the Ogre hitting power.<br /> Sköll: I just want to make Erik happy.<br /> <br /> What are your fears?<br /> I'm not even gonna bother to write Eriks answer because you already know it. <br /> Sköll: To get too many hits in my guts. <br /> <br /> So, do you have any plan to counter his units?<br /> Erik: Ironguts go kill the Hydra and Chimera while Leadbelchers shoot the soft parts (extrahandweaponguys and the likes) or some annoying Dark Elf <span class="glossaryitem" onmouseover='gp(270);'>sh</span>*t. The Skeleton horde goes anvil while Tomb Guard stand beside them and try to do something... for a change. Necropolis Knights go butthunting from beneath the sands, possibly to kill the BIG UNIT. Oh, and to kill the Dark Elf Sorceress, so I'll be able to do ANYTHIIING with my MAGIIICCSSSS!<br /> Me: Anything to add Sköll?<br /> Sköll: I'll just make sure to follow orders, so I'll get paid later. <br /> <br /> For a last question, what unit of yours is your favourite, and what do you hope it will achieve?<br /> Erik: So yeah, my favourite unit is my Skeleton Horde, because it's painted and beautiful! However, they don't do anything (Me: So skeletons are just like the goggles? <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>.) So I'll just hope they'll survive.<br /> Sköll: My favourite unit is the Tyrant (proxied by a Butcher), because he's fudging bloody and got a cool sword. I hope he'll kill something for dinner. <br /> <br /> Chaos Warriors - Dark Elves (Team Satan)<br /> What is your game plan? <br /> Hate and Philippa in unison: To win.<br /> Me: Anything more specific..?<br /> Hate: Well, to destroy... annihilate... eradicate... obliterate... exterminate... and purge. <br /> <br /> What are your hopes?<br /> Philippa: To win!<br /> Hate: Victory.<br /> Philippa: And hopefully it'll go well.<br /> <br /> What are your fears?<br /> Hate: Philippa.<br /> Philippa: Darn it. Oh well, that's usually the answer to that question...<br /> Me: Any real fear then?<br /> Hate: As in the opponents? Well... no.<br /> Philippa: I'm fearing they'll kill my Hydra. I mean... it's my Hydra...<br /> <br /> So, do you have any plan to counter his units?<br /> Philippa: I got a Hydra. Other than that, I really don't know.<br /> Hate: No not really. I haven't faced Ogres before, so I made a pretty generic take-all-comers list. <br /> <br /> For a last question, what unit of yours is your favourite, and what do you hope it will achieve?<br /> Philippa: Corsairs. Heh, nah just joking. Hydra. I mean, Corsairs are good-looking, but Hydra. And I hope he'll feed until he's full. Oh, and I like my Cold Ones too!<br /> Hate: I would say my Chaos Lord. The very same that in the previous battle had the Eyes of the Gods upon him, even though he only was a meager Exalted Hero. And he still got his Juggernaut. <br /> Me: So what do you hope he'll achieve?<br /> Hate: Is that even a question..? To kill is the answer. Bloodshed. <br /> <br /> Lists:<br /> Ogres:<br /> Lord:Tyrant w/ Ironfist, Sword of Anti-Heroes, Gut Maw, Giantbreaker - The General<br /> Hero:Bruiser w/ Dragonhide Banner, Ironfist, Heavy Armour, Battle Standard Bearer<br /> Core:6 Ogres w/ Ironfists, Full Command<br /> 6 Ironguts w/ Full Command, Banner of Eternal Flame<br /> Special:4 Leadbelchers w/ Thunderfist<br /> Rare:Mournfang Cavalry w/ Heavy Armour, Ironfists, Full Command<br /> <br /> Tomb Kings:<br /> Lord:Liche High Priest lvl4 w/ Dispel Scroll, Scroll of Mighty Incantations<br /> Hero:Tomb Prince w/ Armour of Silvered Steel, Dragonstone Pendant, Great Weapon - The general<br /> Necrotect<br /> Core:48 Skeleton Warriors w/ Shields, Spears, Full Command<br /> 15 Skeleton Archers<br /> Special:20 Tomb Guards w/ Full Command<br /> 3 Necropolis Knights w/ Entombed Beneath the Sands<br /> Rare:Casket of Souls<br /> <br /> Dark Elves:<br /> Lord:Supreme Sorceress lvl4 (Shadow Magic) w/ Sacrificial Dagger, Dispel Scroll, Ring of Darkness<br /> Hero:Master w/ Armour of Darkness, Crimson Death, Cold One - The General<br /> Core:20 Corsairs w/ Additional Hand Weapon, Full Command<br /> 16 Crossbowmen w/ Full Command<br /> 12 Spearmen w/ Full Command<br /> Special:Cold One Knights w/ Standard Bearer, Dreadknight<br /> Rare:Hydra<br /> Chimera (We let her play the Chimera because why not?)<br /> <br /> Warriors of Chaos:<br /> Lord:Chaos Lord w/ Mark of Khorne, Juggernaut, Helm of Many Eyes, Sword of Bloodshed - The General<br /> Hero:Exalted Hero w/ Battle Standard Bearer, Armour of Silvered Steel, Additional Hand Weapon<br /> Chaos Sorcerer lvl2 (Lore of Fire), Powered Familiar<br /> Core:15 Chaos Warriors w/ Mark of Tzeentch (<span class="glossaryitem" onmouseover='gp(102);'>MoT</span>), Shields, Standard Bearer<br /> 15 Chaos Warriors w/ Additional Hand Weapon (AHW), Standard Bearer (Banner of Rage)<br /> Special:5 Chaos Knights w/ Mark of Khorne, Standard Bearer<br /> <br /> Pre-game:<br /> Mission: Battleline.<br /> Roll for magic:Tomb Kings has the Killing Blow Spell, the Protection Spell, the Attack Spell, the Movement Spell.<br /> Warriors of Chaos has The Piercing Bolts of Burning, Fireball.<br /> Dark Elves has Enfeebling Foe, The Withering, The Penumbral Pendulum, Pit of Shades. <br /> Terrain:The terrain, with a pretty hydra in a pretty garden:<br /> <a href="http://s397.photobucket.com/albums/pp51/kyuuketsukiou/Battle%20at%20Barnstensvagen/?action=view&amp;current=00TerrainSetup2.jpg" target="_blank"><img src="http://i397.photobucket.com/albums/pp51/kyuuketsukiou/Battle%20at%20Barnstensvagen/00TerrainSetup2.jpg"  ></a><br /> <br /> Deployment:<br /> Roll-off: <br /> Team Satan wins the roll off and lets Bone Gnawers deploy their first unit first. <br /> The Casket of Souls is deployed on the northernmost hill.<br /> Team Satan insults the other team ("JUMP IN YOU FUDGING FOOLS!") while placing 15 <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> Warriors rather south, about 6 inches from the south hill.<br /> Bone Gnawers places Skeleton Horde with Tomb Prince very centrally. <br /> Chimera flies down close to the northern forest. <br /> Skeleton Archers march up diagonally behind the Horde (And I dare assume this is to cast support magic).<br /> Chaos Knights go to support the <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> Warriors, south of them.<br /> Tomb Guard with Necrotectare placed on the other diagonal from the Archers (for moar support magics).<br /> Crossbowmen walk up next to the Chimera. (And by now, it starts looking like it will be Tomb Kings vs Dark Elves and Warriors of Chaos vs Ogres... It seems pretty split up). <br /> Ogres with Tyrant and Bruiser get's deployed straight forward from the Chaos Knights and <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> Warriors.<br /> <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> Warriors then cover the Knights' other flank. Either that, or they'll just be in their way, it seems to me. <br /> Leadbelchers are the next to get to the battle, positioning themselves south of the generic Ogres.<br /> The Hydra gets driven forth in front of the house's garden (in which it is standing in the terrain picture. Personally I just think it wanna go home there again, but the mean Tomb Kings chased it out of there!).<br /> Suddenly, wild Liche Priest appears! In the archer unit. Wow, I'm so surprised. <br /> Hate deploys the Lord on Juggernaut in between the Chaos Knights and <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> Warriors, as a part of the Knight-unit. Straight in the sight of the Tyrant with Giantbreaker. Awesome challenge ensues. <br /> Ironguts are placed on the other side of the woods from their fellow Ogres.<br /> Corsairs are the next up, getting placed... Wait what, they are placed on the CHAOS SIDE OF THE BATTLEFIELD OMG! This is actually the first unit to be placed this way, every other unit has been grouped up with their brethren. And the Corsairs are straight ahead of the Ironguts.<br /> Next skeleton chario-- err, Mournfang Cavalry, are placed (in an attempt to imitate the Dark Elf feat) beside the Tomb Guard. Not sure what they aim to do though. Kill the Chimera?<br /> Now, only Team Satan have units left to deploy.<br /> Exalted Hero go hugging the <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> Warriors. El wizardo of chaos goes to assure the Crossbowmen act nicely and join their unit. North of the Chimera, Dark Elf Spearmen move into position with their Supreme Sorceress while Hate goes searching for his family. I mean familiar. And then the Cold One Knights with Master place themselves even more north. Though what they're doing there I have no idea. They'll stand no chance against the Mournfang... <br /> <br /> <a href="http://s397.photobucket.com/albums/pp51/kyuuketsukiou/Battle%20at%20Barnstensvagen/?action=view&amp;current=01Deployment.jpg" target="_blank"><img src="http://i397.photobucket.com/albums/pp51/kyuuketsukiou/Battle%20at%20Barnstensvagen/01Deployment.jpg"  ></a><br /> <br /> Team Satan win the roll for deciding who gets the first turn, and decide that Bone Gnawers go first. <br /> <br /> Turn 1 (Bone Gnawers):<br /> Movement:<br /> Forward is a good song by Angels and Agony <span class="glossaryitem" onmouseover='gp(72);'>imo</span> (We go forward, forward~). Also, it well describes what happens. Skeleton Horde, Archers and Tomb Guard go forward. This is also true for generic Ogres, Leadbelchers, Ironguts and Mournfang Cavalry. <br /> Magic:<br /> Roll is 6 - 3, Casket of Souls grants 1. So 10 Power dice, 6 Dispel dice. <br /> First spell in the air is the Movement Spell, successfully cast and moving the Skeleton Horde, Tomb Guard and Archers even more forward. <br /> Next up: Extended Protection Spell, which is dispelled by Philippa.<br /> Casket bound spell kills 2 Spearmen.<br /> Shooting:<br /> Leadbelchers, go! Firing at the Chaos Knights, but three wounds does not manage to kill any of them.<br /> Skeleton Archers kills two Crossbowmen. <br /> Close Combat:<br /> Nope.<br /> <a href="http://s397.photobucket.com/albums/pp51/kyuuketsukiou/Battle%20at%20Barnstensvagen/?action=view&amp;current=11turn2.jpg" target="_blank"><img src="http://i397.photobucket.com/albums/pp51/kyuuketsukiou/Battle%20at%20Barnstensvagen/11turn2.jpg"  ></a><br /> <br /> Turn 1 (Team Satan): <br /> Movement:<br /> Charging attempts!<br /> Chimera say ROAR and tries to charge the Tomb Guard. A swiftstriding 17" seals the deal. <br /> And yet again everything goes forward. Except for Cold One Knights, who just wheel a little and then back up away from the Mournfang. The Supreme Sorceress' Unit seeks shelter in the woods, while crossbowmen simply hold their ground. <br /> Magic:<br /> 4 Power Dice, 3 Dispel Dice. Powered Familiar grants another Power Dice, and so it's 5 vs 3. <br /> First cast is Power of Darkness, granting 1 extra dice. 6 Power Dice, 3 Dispel Dice.<br /> Pit of Shades is then cast on all 6 dice, but is promptly sucked up by a dispel scroll.<br /> Shooting:<br /> Crossbowmen fire their awesome volley of bolts at the "clusterf*ck" as Philippa lovingly described the Skeleton Horde. Pew pew! Actually, that's a lot more pew than I thought. 4 Wounds, and three 6+ saves saved later, 1 Skeleton die.<br /> Close Combat:<br /> CHIMAERARAREARAREA gets attacked. 13 attacks, and 6 of them wounds as Philippa begin begin to despairs. However, saves keeps the Chimera alive with one wound. The Chimera exacts vengeance by killing 4 and then stomping 5 for a total kill streak of 9. Combat resolution kills another 6 of the Tomb Guard. Sweet. <br /> <br /> <a href="http://s397.photobucket.com/albums/pp51/kyuuketsukiou/Battle%20at%20Barnstensvagen/?action=view&amp;current=12Turn.jpg" target="_blank"><img src="http://i397.photobucket.com/albums/pp51/kyuuketsukiou/Battle%20at%20Barnstensvagen/12Turn.jpg"  ></a><br /> <br /> To read the rest, if the battle report was to your taste, I direct you to <a href="http://svartblodgaming.blogspot.com/2011/10/payback-at-barnstensvagen-ogre-kingdoms.html" target="_blank" rel="nofollow">http://svartblodgaming.blogspot.com/2011/10/payback-at-barnstensvagen-ogre-kingdoms.html</a><br /> Happy reading!  :thumbsup:]]></description>
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				<pubDate><![CDATA[Mon, 24 Oct 2011 21:45:36]]> GMT</pubDate>
				<author><![CDATA[ The CF]]></author>
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				<title>Video Report - WHFB - Ogre Kingdoms Vs High Elves - 2000pts</title>
				<description><![CDATA[ No mission, just killing! 2000pts.<br /> <br /> [youtube]http://www.youtube.com/watch?v=VDEMVFSToMU&feature=feedu[/youtube]<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 24 Oct 2011 21:05:18]]> GMT</pubDate>
				<author><![CDATA[ Revarien]]></author>
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				<title>WHFB - Orcs &amp; Goblins vs Skaven - 2500pts Battle Report</title>
				<description><![CDATA[ [youtube]http://www.youtube.com/watch?v=BtLSkRyEapQ[/youtube]<br /> <br /> <a href="http://www.youtube.com/watch?v=BtLSkRyEapQ" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=BtLSkRyEapQ</a>     =&gt; direct link to video<br /> <br /> <a href="http://www.hobbyhub.co" target="_blank" rel="nofollow">http://www.hobbyhub.co</a> Please support our sponsor!<br /> <br /> WAAAAGGGHHHH!! ...... WARPSTONE!!!....<br /> <br /> Welcome to another BunkerTube battle report!<br /> <br /> How rare is it to see two ALMOST fully painted armies duking it out on BunkerTube.... not often <span class="glossaryitem" onmouseover='gp(84);'>lol</span>!<br /> <br /> thanks for watching and supporting us,<br /> <br /> don't forget to subscribe and also check out our blog!<br /> <br /> <a href="http://bunkertube.blogspot.com" target="_blank" rel="nofollow">http://bunkertube.blogspot.com</a>]]></description>
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				<pubDate><![CDATA[Thu, 20 Oct 2011 14:14:46]]> GMT</pubDate>
				<author><![CDATA[ bunkertube]]></author>
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				<title>Warriors of Tzeentch vs Night Goblins 1500</title>
				<description><![CDATA[ By a bizarre coincidence, I had been messing with 1500 point lists when I heard that a dude wanted a ~1500 point throw down!  So I bit, only to find out that my 100% primed Warriors of Tzeentch were going up against 100% painted Night Goblins :o<br /> <br /> [b]WOT[/b]<br /> <br /> Demon Prince - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, level 1, bloodcurdling roar<br /> Exalted Hero - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, biting blade, talisman of endurance<br /> 20 Warriors - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, banner of eternal flame, full command, shields<br /> 20 Warriors - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, full command, shields<br /> Spawn - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span><br /> Spawn - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span><br /> Spawn - <span class="glossaryitem" onmouseover='gp(102);'>MoT</span><br /> <br /> [b]GOBS[/b]<br /> <br /> Night Goblin Warboss - shrieking blade, armor of fortune<br /> Night Goblin Big Boss - <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, bad moon banner<br /> Night Goblin Shaman - level 2, dispel scroll<br /> 28 Night Goblins - full command, spears, nets, 3 fanatics<br /> 28 Night Goblins - full command, spears, nets, 3 fanatics<br /> 28 Night Goblins - full command, spears, nets, 3 fanatics<br /> 20 Night Goblins - standard, musician, bows, nets, 3 fanatics<br /> 20 Night Goblins - standard, musician, bows, nets, 2 fanatics<br /> 7 Spider Riders - boss, spears, bows<br /> Doom Diver<br /> <br /> (14 fanatics! :facepalm:)<br /> <br /> [b]MAGIC[/b] wasn’t going to matter much …<br /> <br /> Demon Prince: Flickering Fire<br /> Night Goblin Shaman: Vindictive Glare, Gork’ll Fix It<br /> <br /> [b]DEPLOYMENT[/b]<br /> <br /> We decided to play Battleline, my Mundane Terrain Chart vomited up two buildings, an impassable ruin, a hill, a wood, a marsh and a pond.  Scattered them around, plopped models down, etc:<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map01.jpg[/IMG]<br /> <br /> Spider riders tentatively vanguarded a bit, then Chaos grabbed the first turn like a champ and ran with it.<br /> <br /> [b]TURN ONE[/b]<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map02-1.jpg[/IMG]<br /> <br /> Spawn motor up slightly above average, warriors amble along with them, and Skullflux the demon prince slams forward to get the madness started.  Fanatics are flung from the left archers, but none contact the prince.  A powerful 10+1 magic phase results in a dispel scrolled 6-dice flicker aimed at the goblin shaman, and the prince’s roar does nothing to the doom diver.  Hoorah.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_Turn_1_Warriors_of_Tzeentch.jpg[/IMG]<br /> <br /> With a squeaky ‘Ere We Go!’ the left goblin archers fling themselves into the towering demon prince, charging through two fanatics and sitting on a third.  Casualties are low(ish), and preposterously the archers pass panic on the way in.  The spider riders decide this is as good a time as any and charge into the prince’s rear (voluntarily, as opposed to the archers’ animosity-induced rampage), followed by the fanatics spinning about - one through the archers (:D), another headed for the doom diver.  Other gobs reform, back up or, in the case of the other archers, psychotically advance a bit.  Another 10+1 magic phase sees the prince swat aside the shaman’s attempt to fix him, and the follow up glare against a spawn result in no wounds.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map03.jpg[/IMG]<br /> <br /> Combat goes … decidedly poorly for the green skins, as expected.  Everybody fails fear, the archers net themselves, the prince cackles madly and reduces the archers to three gore-covered nincompoops.  Said poops run screaming from combat, while the spiders fail steadfast and take off.  The prince devours the archer standard and holds.<br /> <br /> Oh, and the other archers pick a wound off a spawn at long range!  And the doom diver killed a warrior too!  Exalt for shooting phase!<br /> <br /> [b]TURN TWO[/b]<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_Turn_2_Night_Goblins.jpg[/IMG]<br /> <br /> Skullflux eyes an opening and leaps into the doom diver, releasing more fanatics, which wound the war machine as well as the prince.  Spawn spawn forward, warriors shamble along with their charges.  Magic, roar, whatever.  <br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map04-1.jpg[/IMG]<br /> <br /> The doom diver is exploded, and the prince pauses to see how the little vermin take it - the shaman passes panic, while disaster strikes and the unit with warboss [I]and[/I] <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> flees, bouncing across units and through ruins.  The goblins they ran through could care less, far too busy laughing at their erstwhile leader …  Then Skully smashes into the shaman as anticipated.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map05.jpg[/IMG]<br /> <br /> Disaster continues to strike, as the goblin command fails to rally and heads off the table :S-  The spiders (needing a 6 rather than the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>’s 8) rally like champs though :nod:  Archer remnants flee (and will continue to do so).  Then goblins move, fanatics twirl (one flies off the table), and magic has the dastardly shaman fix the demon prince (…), irresistibly, losing his magic levels in the process.  Mere moments later Skullflux t-stomps the little blighter to goo - [I]and the chaos gods don’t care because demon prince don’t get Eye of the Gods[/I] :'(<br /> <br /> [b]TURN THREE[/b]<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map06.jpg[/IMG]<br /> <br /> A small galaxy of fanatics is unleashed as the right spawn ambles into 8” of both right goblin units, though the only casualty is a wound off that gribbly.  Then spawn lurch, warriors shuffle, and demon prince flies over to plop in front of the freshly-evacuated spear gobs, cheekily showing them his rear.  Oh, and the Duke, <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> to the Dark Gods, switches warrior units …  With bits of shaman still stuck between his toes, Skullflux cooks a fanatic with a 3 S6 flickering fire, then 12 roars another to mist (fixed or not!)<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map07.jpg[/IMG]<br /> <br /> Another ‘Ere We Go!’ echoes across the village as the leftmost speargobs attempt to charge the Duke’s warriors, failing horribly of course (needed a 10).  Despite being free of animosity, the other speargobs rush into the exposed rear of the prince, preparing for glory.  Fanatic phase sees nutters choke themselves here, crush a startling number of warriors there, and narrowly miss spawn over yonder.  In combat, the demon screams incoherently, and the goblins look at each confusedly until the speargob with the fancier hood pushes himself to the fore to see what the problem is.  The prince immediately devours him, then stubbornly turns and shoves the rest of the rabble back.<br /> <br /> Also, the spider riders tick a wound off their incoming spawn.<br /> <br /> [b]TURN FOUR[/b]<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map08.jpg[/IMG]<br /> <br /> With a series of mighty lurches, the spawn get to grips with their prey, nabbing the spider riders to the left and double-nabbing the archers to the right.  The warriors once more twiddle their thumbs.  With no magic or roaring, it’s all about the fighting.  The left spawn takes a wound but clubs a spider, winning by one but the elite forest goblins hold steadfastly.  The archers meanwhile kill the wounded spawn (!!), however take enough damage from the cuddles of the other spawn to flub their steadfast 5 and head over to the bus stop back to Goblin Cave.  Also, Skullflux (despite being netted) smashes the living hell out of some speargobs.  Who steadfastly wet themselves and stick around.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map09.jpg[/IMG]<br /> <br /> OMG more fanatics happen!!  A couple warriors die, a couple fanatics die, archers leave the table and head home.  Fight phase, another spider is nommed by the spawn, breaking them but failing to catch.  Then the prince verminates some goblins and runs them down.<br /> <br /> [b]TURN FIVE[/b]<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map10.jpg[/IMG]<br /> <br /> Despite the taunting of the goblin general, the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>’s warriors refuse to trample through a field of fanatics just to punch green things in the face.  (Tempting as that may be :))  Mostly, the prince hops over and roars a fanatic down, with his half-hearted 4-dice flicker stopped with 6 dispel dice.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map11.jpg[/IMG]<br /> <br /> Fanatics spin, die and kill another warrior!<br /> <br /> [b]TURN SIX[/b]<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map12.jpg[/IMG]<br /> <br /> Alright pay attention, this is where things get momentarily complicated.  Skullflux charges the last of the speargobs, who fail terror and flee from his Coruscating Awesome Field.  The Duke commands his warriors to Get In On This, so they charge the gobs, causing them to kick over past the house.  And then the left spawn trots over and eats all 28 goblins (as compulsory movement allows no further charge reaction).  Fat and happy, he takes a nap.  The other spawn similarly lands on some fleeing goblins and wolfs them down, though these are just those irritating archers from a couple hours earlier.  And then the prince roars and ‘splods yet another fanatic, out of spite.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/Batreps/WoT%20vs%20NG%201500/WoTNG1500_map13.jpg[/IMG]<br /> <br /> A fanatic kills itself, but the other one sensibly hides behind a building to escape Skullflux’s nuclear halitosis.<br /> <br /> [b]EXPLOSIVE WOT BEATDOWN[/b]<br /> <br /> So yes, all that happened.<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Thu, 20 Oct 2011 01:47:42]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>WHFB - Lizardmen vs Warriors of Chaos - 2500 points [Video Report]</title>
				<description><![CDATA[ <br /> [youtube]http://www.youtube.com/watch?v=zH3x-n0EQqQ[/youtube]<br /> <br /> <br /> <br /> <a href="http://www.hobbyhub.co" target="_blank" rel="nofollow">http://www.hobbyhub.co</a> please support our sponsor<br /> <br /> This video brings two new faces and two new armies to BunkerTube.<br /> <br /> and in true BunkerTube style, we gave them a camera and chucked them in the deep end.<br /> <br /> thanks for watching and hopefully you've subscribed.<br /> <br /> cheers<br /> <br /> <a href="http://www.bunkertube.blogspot.com" target="_blank" rel="nofollow">http://www.bunkertube.blogspot.com</a>]]></description>
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				<pubDate><![CDATA[Tue, 18 Oct 2011 07:48:33]]> GMT</pubDate>
				<author><![CDATA[ bunkertube]]></author>
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				<title>Empire v. WoC  Battle for the Pass 1.5K</title>
				<description><![CDATA[ [i]Ahh spring!  Love is in the air... and chaos warriors are in the mountain passes[/i]   :o<br /> <br /> And the only thing standing between this bunch and the sleepy mountain town of Watthafeth is Arch Lector Von Tuck and a not so rag-tag band of Stirlanders (OY! Get back here you lot!) who just happened to be in the area on... maneuvers, yeah, that's it, maneuvers  :thumbsup: .<br /> <br /> [i]In the green and yellow corner we have (me):[/i]<br /> <br /> Arch Lector Von Tuck: Heavy Armour, Holy Relic, VH's Speculum, Sword of Justice and a Charmed Shield (well the Strigany that he bought it from [i]swore[/i] it was charmed)<br /> <br /> Captain Iva Bigflag the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>: AoMI, Crimson Amulet, Biting Blade<br /> <br /> Tim the oddly dressed level 2 Bright Wizard: Dispel Scroll<br /> <br /> Ruprecht the Master Engineer: light armour & Grenade Launching Blunderbuss<br /> <br /> Regiment of 41 Halberdiers, <span class="glossaryitem" onmouseover='gp(397);'>FC</span>;  Regiment of 20 Greatswords, <span class="glossaryitem" onmouseover='gp(397);'>FC</span>;  Regiment of 20 Handgunners <span class="glossaryitem" onmouseover='gp(397);'>FC</span>;  5 Pistoliers, <span class="glossaryitem" onmouseover='gp(397);'>FC</span>;  A Mortar and a Helstorm Rocket Battery<br /> <br /> [i]And, in the Blue and Red corner (him, near as I can recall):[/i]<br /> <br /> Chaos Lord Killyoutodeath and his pet Jugger Spot<br /> <br /> Level 2 Chaos Sorc with <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> and a spell familiar(?)<br /> <br /> 15 <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> with <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> and halberds;  15 <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> with <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, <span class="glossaryitem" onmouseover='gp(59);'>HW</span> and shields;  30 Marauders with <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> and <span class="glossaryitem" onmouseover='gp(50);'>GWs</span>;  5 Knights;  <br /> <br /> [url=http://www.dakkadakka.com/gallery/282862-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.html][img]http://images.dakkadakka.com/gallery/2011/10/18/282862_sm-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.jpg[/img][/url]<br /> Here the 2 armies have deployed in a mountain pass amongst a strangely symmetrical scattering of terrain.  The <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> have, unsurprisingly, lined up in the starting blocks as far up as they can.  His Lord and Spot are out on his left with the unmarked Knights and the Sorc is bunkered in the <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> Warriors in the middle.<br /> I've dropped the Handgunners in the edge of the forest at my end (normal, phew!), the Halberds and Greatswords to their left and back a bit, the Rocket Battery on top of the tower with the Mortar on the ground near it and the Engineer on the ground between them.  The Pistoliers are out on my left flank and vanguard up to attract the attention of the Marauder block.  The <span class="glossaryitem" onmouseover='gp(544);'>AL</span> and <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> are in the block of Halberds and the Bright Wizard is hanging out with the guys carrying explosives (no way for that to go wrong  :D )<br /> <br /> [url=http://www.dakkadakka.com/gallery/282863-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.html][img]http://images.dakkadakka.com/gallery/2011/10/18/282863_sm-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.jpg[/img][/url]<br /> <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> get to go first and surge forward and the <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> Warriors jump into the ruined tower. Magic phase sees Pandemonium go off and I think Treason dispelled.  On to Empire 1st turn.<br /> <br /> [url=http://www.dakkadakka.com/gallery/282864-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.html][img]http://images.dakkadakka.com/gallery/2011/10/18/282864_sm-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.jpg[/img][/url]<br /> The Stirlanders mostly stay put, I think I nudged the <span class="glossaryitem" onmouseover='gp(47);'>GSs</span> up a little.  Magic phase I end up with enough dice to throw both spells, small Fireball into the <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> Warriors actually kills a couple, and Flaming Sword is given to the Rocket Battery, but Pandemonium causes a miscast.  The detonation ignites the ammo of the two handgunners on that end which covers their fellows in a fine, red mist  :facepalm: <br /> Shooting phase sees the handgunners get some payback as they kill a couple more of the Sorc's bodyguards.  The mortar crew takes out another with a well aimed bomb, but the rocket battery drops their fireworks display in the middle of nowhere, even with the Engineer's reroll.<br /> <br /> [url=http://www.dakkadakka.com/gallery/282865-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.html][img]http://images.dakkadakka.com/gallery/2011/10/18/282865_sm-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.jpg[/img][/url]<br /> On <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> turn 2, the line again moves inexorably forward.  The Lord fails a long charge out of the Knights at the building and the wily pistoleers successfully escape a charge from the frothing Maurauders.  At the bidding of the Sorcerer, my Greatswords begin fighting amongst themselves as he gets a Treason off (on double sixes I belive) leaving a handful of Stirland's elite dead as well as one or two evil warriors from the magical feedback.<br /> <br /> [url=http://www.dakkadakka.com/gallery/282866-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.html][img]http://images.dakkadakka.com/gallery/2011/10/18/282866_sm-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.jpg[/img][/url]<br /> <span class="glossaryitem" onmouseover='gp(544);'>AL</span> Von Tuck decides that the party is probably going to be on the [i]other[/i] side of the woods and, to the rat-a-tat of the snare drum, reforms the massive, but well disciplined block of halberdiers to face north and begin moving around the woods.  The Greatswords sidle forward a bit more, whistling nonchalantly and out on the flank the pistoliers decide maybe they should go just [i]a bit[/i] further before turning back to the battle  :facepalm: <br /> Another Fireball is dispelled in the magic phase, but Flaming Sword is cast successfully again, this time on the Handgunners ("Guys, they're getting awful close" observes Tim).  The magically boosted bullets account for another handful of <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> warriors, but the evil bastages hold their ground.  The Rocket crew gets it's act together and drops a barrage directly on the block of Khornites who have just exited the tower, but their creepy armour ensures that only a couple are blown into unrecognizable smithereens  :'(   On the other flank the Marauders also mostly survive a near direct hit from the mortar.<br /> <br /> [url=http://www.dakkadakka.com/gallery/282867-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.html][img]http://images.dakkadakka.com/gallery/2011/10/18/282867_sm-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.jpg[/img][/url]<br /> Turn 3 sees yet more silly, bent-kneed running about by the men from the north.  The Lord makes it to the building (guess what happens to the Rocket crew  :wow: ) and the Knights trample the mortar crew beneath their large, spiky hooves.  In the middle, the boys in blue fail a charge at the immensely relieved handgunners who pick off a couple more of them with a Rhuin boosted SandS.  Tim burns his scroll to stop a Treason on the Halberds and I think another spell either failed or was dice dispelled.<br /> <br /> [url=http://www.dakkadakka.com/gallery/282868-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.html][img]http://images.dakkadakka.com/gallery/2011/10/18/282868_sm-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.jpg[/img][/url]<br /> Shouting prayers to Holy Sigmar, the Stirlanders take it to the invaders in Empire turn 3.  General Von Tuck leads the halberdiers charge into the reformed Chaos Knights, while on the other flank the outnumbered Greatswords slam into the block of marauders.  The outrider finally raises his hand, "this should be far enough lads!"  And, thanks to the motivated Bright Wizard, the handgunners blast another volley of magic enhanced fire into the Tzeentch Warriors, reducing them to a single rank.<br /> After cutting down a handful of brave Stirland lads, one of the Chaos Knights is filled full of halberd shaped holes, but his pals just seem amused by his death throes.  On the other flank Greatswords and Marauders trade casualties, but the jaunty tootling of Von Jolson the trumpeter takes some of the fight out of the northmen.  Ultimately, everyone decides to hang around for another round and see if it turns into a real fight  :thumbsup: <br /> <br /> [url=http://www.dakkadakka.com/gallery/282869-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.html][img]http://images.dakkadakka.com/gallery/2011/10/18/282869_sm-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.jpg[/img][/url]<br /> <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> turn 4:  Both blocks of warriors in the middle complete charges into the handgunners who, to the surprise of no one, die to a man.  Tim decides its a good time to get close to nature and heads deeper into the woods, unfortunately a couple of guys in red armour have the same thought and nothing emerges from the woods for a long time (except for girly screams and wet chopping sounds).  In the meantiime, the Chaos Lord has maneuvered around to the flank of the halberd block (incidentally keeping the Khorne warriors from pursuing into my flank) while they are busy chopping 3 more of his knights into chopped up knights.  The survivor, aware that the boss is watching, decides to stick around a little longer.  Slightly more marauders than greatswords die, but even with the boss way over there, the northmen decide to stick.<br /> <br /> [url=http://www.dakkadakka.com/gallery/282870-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.html][img]http://images.dakkadakka.com/gallery/2011/10/18/282870_sm-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.jpg[/img][/url]<br /> My turn 4:  The pistoliers make themselves useful by getting in front of the remaining Tzeentch warriors and even gunning a few of them down.  The armour of the last Chaos Knight holds up and he stays put, obviously showing off for the boss  :S-  On the other side of the field, the Marauders and Greatswords have settled in for one of those nice grindy infantry battles that are all the rage these days.<br /> <br /> [url=http://www.dakkadakka.com/gallery/282871-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.html][img]http://images.dakkadakka.com/gallery/2011/10/18/282871_sm-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.jpg[/img][/url]<br /> Chaos turn 5, the Lord rears his jugger up on the flank of the Halberdiers and bellows for the "motherless son of a woman with loose morals who is leading this rabble to come forward and die like a dog under his blade," or words to that effect.  This prompts Von Tuck, who everyone knows, will not have a word spoken against his sainted mother  :nono: , to make his way through the ranks to have a word with the blaggart.  After a good talking too and a smack in the chops (with his own stat line, thanks to Van Hortstmann's Speculum) the Lord rolls  :six:  :six: , suddenly realizes he left his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> at home and hares off through the khorne warriors to find it.  The Halberds, after finally seeing to the last knight, try to follow the guy on the Juggernaut, but instead run into a bunch of guys in red armour with bad attitudes.<br /> Apparently busy congratulating themselves on their one round of usefulness, the Pistoliers fail to kill the remaining Tzeetch warrior on the stand and shoot and so are wiped out and overrun by the unit champ and the Sorc.  The Greatswords finally break the Marauders and prove fleeter of foot, even in full plate, and run them down.<br /> <br /> [url=http://www.dakkadakka.com/gallery/282872-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.html][img]http://images.dakkadakka.com/gallery/2011/10/18/282872_sm-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.jpg[/img][/url]<br /> On Empire turn 5 the Halberds are obviously inspired by the <span class="glossaryitem" onmouseover='gp(544);'>AL</span>'s intestinal fortitude and don't even slow down as they run over the Khornites and pull up next to the fleeing Lord.<br /> <br /> [url=http://www.dakkadakka.com/gallery/282873-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.html][img]http://images.dakkadakka.com/gallery/2011/10/18/282873_sm-Battle%20Report%2C%20Empire%2C%20Warriors%20Of%20Chaos%2C%20Woc.jpg[/img][/url]<br /> Last turn and it's basically a <span class="glossaryitem" onmouseover='gp(140);'>VP</span> tie. Until the Sorcerer IFs a Treason into the handful of surviving Greatswords (who ALL proceed to whiff their attacks), rolls the small template go boom result on the miscast table and takes out the last surviving member of the unit of <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> Warriors.<br /> <br /> End of the game: Empire 900ish <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> to 600ish for the <span class="glossaryitem" onmouseover='gp(385);'>WoC</span>.  Victory for Empire  :thumbsup:  Mostly due to a couple of errors made by my opponent (not to mention several statistically improbable dice results on both sides), but I'll take it as he usually thumps me with anything wearing chaos armour  :D <br /> <br /> First battle report for me and if you made it this far, thanks for reading!<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 18 Oct 2011 05:31:35]]> GMT</pubDate>
				<author><![CDATA[ Verd_Warr]]></author>
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				<title>Ogres vs Jacksters Lizardmen 2500</title>
				<description><![CDATA[ So, first Batrep done with Power Point.<br /> <br /> My list,<br /> <br /> Lords (15.52%)<br /> Lvl4 Slaughter Master(LotGM(Crown of Command, Channeling Staff,  Armor of Destiny, Ironfist)388 pts<br /> <br /> Heroes (17.8%)<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> (HA, Standard of Discipline) 150 pts<br /> Lvl1 Butcher(Lore of Beasts(Hellheart) 150 pts <br /> Lvl1 Firebelly (Dispell Scroll) 145 pts<br /> <br /> Core (25.44%)<br /> 9 Bulls (Ironfists, Full Command) 318 pts<br /> 9 Bulls (Ironfists, Full Command) 318 pts<br /> <br /> Special (27.68%)<br /> Sabretusk 21 pts<br /> Sabretusk 21 pts<br /> 4 Mournfangs (IFs, Banner bearer, Bellower, Dragonhide Banner) 350 pts<br /> 4 Mournfangs (IFs, Banner bearer, Bellower) 300 pts<br /> <br /> Rare (13.6%)<br /> Ironblaster 170 pts<br /> Ironblaster 170 pts<br /> <br /> 2500 pts<br /> <br /> <br /> Jackster's list(from memory)<br /> <br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> Slann (Loremaster, Cupped Hands, Becalming Cogitation, Standard of Discipline)<br /> <br /> lvl1 Skink Priest (Cube of Darkness)<br /> <br /> Scar Vet(great weapon)<br /> Scar Vet(great weapon)<br /> <br /> 24 Saurus(shields)<br /> 24 Saurus(shields)<br /> <br /> 3 Salamanders(seperate, 1 extra handler each)<br /> <br /> 20 Temple Guard<br /> <br /> 6 kroxigors<br /> <br /> 5 Camo Skinks<br /> 5 Camo Skinks<br /> <br /> <br /> I am sure he will be along shortly to correct any mistakes :D<br /> <br /> here is power points]]></description>
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				<pubDate><![CDATA[Sun, 16 Oct 2011 21:48:56]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>The Fabulous Unicorn Reminisces:  Relentless at Bayou Battles 2011 [Complete!]</title>
				<description><![CDATA[ [i]The young miner looked up in surprise as an old dwarf plopped himself down at the table, trapping him against the drinking hall wall.  He began to voice his protest, but the words caught in his throat, choked short by the odor of unwashed horrible-ness that billowed forth.  The elder dwarf smiled a smile distinctly lacking teeth, hygiene, or really any appealing characteristics whatsoever.<br /> <br /> "So son, you want to hear about Hroddr Zaki and his escapades in the swamps of Hews-Town?"<br /> "Erm, not really, I--"<br /> "Well since you ask, I'll do my best to remember the tale.  But I warn you- much time has passed.  Eons it seems.  Some would forget the details, but my memory never fails."<br /> <br /> A long silence ensued.  It was, at least on one side, very awkward.<br /> <br /> "Wot?!"<br /> "Uhm.  You were going to tell a story?"<br /> "I was?"[/i]<br /> <br /> <br /> So Bayou Battles has come and gone.  Some time ago.<br /> <br /> Mostly because I didn't want to play with an identical list, and somewhat because I wanted to bring some models I haven't pulled out in a while, I brought this list:<br /> <br /> Runelord Hroddr Zakie Ottarson (Red Zeke):  2+ save, steal a power die, 2 spellbreakers, a 6th sense for diving into units for protection, then dying anyway<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>: 1+ re-rollable save, immune to poison & killing blow, 2+ ward vs. flaming, flaming attacks, kitchen sink with spare parts<br /> Thane: <span class="glossaryitem" onmouseover='gp(408);'>MR</span> of Challenge rune, 3+ save, great weapon, mating call for Immune to Psych armies & units<br /> 30 warriors with great weapons, full command, "heavy" armor<br /> 34 warriors, shields, musician, standard<br /> 5 ironbreakers, musician<br /> 20 rangers, crossbows, musician<br /> 29 hammerers, full command, 5+ ward to shooting banner<br /> Cannon, rune of forging, rune of burning, engineer<br /> Grudgethrower, rune of burning (doing its best impression of a screaming skull catapult)<br /> Bolt thrower, engineer<br /> Organ gun<br /> Gyrocopter, <br /> <br /> For game 1, I had drawn Mark C., who took 2nd General at Lonewolf this year, and at Alamo last year (and probably many other fabulous awards elsewhere that I'm unaware of).  Skaven was the foe, which isn't something I've practiced a whole lot against, but weren't totally unfamiliar either.  We had a more or less standard game setup with the scenario adding patches of fire ants that swarmed around causing difficult terrain checks.  They may have eaten some slaves, but didn't cause a whole lot of problems otherwise.<br /> <br /> The list:<br /> <br /> Warlord on warlitter, w/shield, 4+ ward, sword of anti-heroes, dragonhelm, the other trickster's shard<br /> Grey Seer, skalm<br /> Chieftan <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, World's Edge armor, shield<br /> Warlock, <span class="glossaryitem" onmouseover='gp(408);'>MR</span> 3<br /> Plaguepriest, Flail, dispel scroll<br /> 32 Clanrats, shields, full command<br /> 2 x 29 Clanrats, shields, banner, musician<br /> 3 x 5 Giant rats, packmaster<br /> 3 x 41 slaves, musician<br /> 36 plague monks, banner, musician, plague banner<br /> 3 x 6 gutter runners, poison, slings<br /> Hell Pit<br /> Warp Lightning Cannon<br /> <br /> I loved all the drops that this list had, and I'm desperately jealous of the ability to take those rat darts with 6 wounds and move 6 at only 23 points a pop.  The big obvious threats were the plague monks and the hell pit, with magic and the warp lightning cannon providing some shooty punch.  The warlord could be a problem, but was lower priority.  Unfortunately, with all those drops, I couldn't know what was going where until it was too late, so I picked a plan and went with it.  Kind of.<br /> <br /> I was either experimenting with new deployments or ran myself out of space, but somehow ended up with the organ gun and bolt thrower out on the flank.  Either way, things were a bit awkward.  Gutter runners were dropped on both flanks and in the middle to try to poison war machines before they did too much damage.  <br /> <br /> [url=http://www.dakkadakka.com/gallery/281960-Deployment.html][img]http://images.dakkadakka.com/gallery/2011/10/15/281960_sm-Deployment.jpg[/img][/url]<br /> <br /> [i]Historians have never quite understood the widely spread deployment of Hroddr Zaki's forces at the Battle of Rat Run[/i]<br /> <br /> Fortunately, I got the first turn....<br /> <br /> Given the time that has passed, this can't really be a blow-by-blow, so I'll hit some of the highlights.<br /> <br /> [b]Early game:[/b]<br /> <br /> I have a strong opening volley, with the gyro steaming and panicking the gutters on the left, the organ gun dropping five in the middle, and the ironbreakers locking up, then chasing of the gutters on the right.  The hell pit took a couple turns of cannon, crossbows, bolt thrower and (maybe) eventually organ gun to down, but it was dead by turn two.  The grudgethrower had a misfire party on turn one, trying to get another flaming rock on the hell pit.  The warp lightning cannon was invited, and acted cool for a little bit, shooting some skaven slaves, but then blew up my organ gun instead.<br /> <br /> [url=http://www.dakkadakka.com/gallery/281961-Early%20Game.html][img]http://images.dakkadakka.com/gallery/2011/10/15/281961_sm-Early%20Game.jpg[/img][/url]<br /> <br /> [i]Tip for aspiring batrep writers:  When including only two pictures in a report, be sure to make the second one only marginally different than the first.  Readers love this, and its a great use of bandwith and time.[/i]<br /> <br /> [b]Mid game:[/b]<br /> <br /> With the left pretty squared away, the gyro made a break for the right to try to redirect the plague monks away from my lines.  I felt that if I didn't have to fight them, I'd be able to pick up the win by knocking out enough of the rest, considering my head start on gutter runners and the hell pit.  The shield warriors took a hit from the warp lightning cannon, which reduced their ability to block charge lanes as I ranked them up tighter rather than wider.  I made a mistake in positioning and let slaves charge through to the gyro and clanrats into my bolt thrower.   On the right, I charged a rat dart with my great weapons, not noticing that a flee would force a fight too early with the plague monks.  I salvaged a little by placing the ironbreakers in the skaven pursuit path to pull them away while I tried to find a solution.<br /> <br /> Hammerers beat up lots of slaves in the middle, while shield warriors had a standoff with clan rats.  Our artillery traded fire, but 1s to wound abounded, until slaves overran the gyro and stormed into my cannon (killing it too!).<br /> <br /> [b]Late game:[/b]<br /> <br /> The bolt thrower held out just long enough to let the rangers hit the flank of the grey seer's clan rats, who broke and fled off the table, putting me back in the lead.  This was short lived, however, as a perfect warplightning cannon shot decimated the unit and killed the runelord who failed his look out sir.  On the plus side, the ironbreaker sacrifice paid off when the plague monks, (with reduced ranks after combat) failed their swift reform and couldn't get back to the middle where the skaven warlord and <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> had entered the fray with my hammerers.<br /> <br /> I had a brief chance at escaping with the hammerers by breaking through, but the skaven command unit held on its re-roll.  Hope returned when the plague monks failed their 11" charge, rolling only a 5 to close the gap.  In the final combat of the game, the skaven broke, rolling a measly 5 to flee.  Matched with my pursuit of 6, it looked like a last minute victory- until you remember that skaven flee an extra inch, and dwarfs pursue one less.  Foiled!<br /> <br /> The final count came in at 1305 for the Dwarfs, and 1445 for the Skaven.  A really great game where the upper hand swung precariously back and forth over the course of the entire game, and victory literally came down to the last dice roll.  Including some minor objectives, this was something like a 7-18 loss.  I came extremely close here, but ultimately the mistake with getting the gyro caught and committing the great weapons forward to clear off a rat dart were mistakes that were too costly to recover from, and Mark got the well deserved win.<br /> <br /> As a side note, I never pulled the trigger on the Master Rune of Challenge, which might have bought me a little extra room to maneuver on the right.  And the experiment with the slimmed down grudgethrower-lite was off to a lackluster start- 0 kills, wrecked by slaves in combat...<br /> <br /> <br /> <br /> <br /> [size=9]Automatically Appended Next Post:[/size]<br /> Oh, I meant to add this- Mark wrote up our game too.  Any inconsistencies are probably mine!<br /> [spoiler]<br /> Game 1:<br /> My first opponent was Dwarves (Davy C) whew.... wait, is it too late for me to buy back my Storm Banner? He had 2 blocks of warriors, one block of elite warriors (ironbreakers or lonbeards, details are fuzzy), a bolt thrower, cannon, stone thrower, organ gun, a unit of 20 miners, aGyrocopter and a unit of 5 warriors (to help protect the flank, which was a great buy for him this game). His combat characters were built as most are, well protected <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and General; and he had a Runesmith(/lord).<br /> <br /> Ofcourse the Dwarves castle their warmachines behind units and sit back and wait for the Skaven to move forward while bombarding us with artillery. The Gyrocopter steams 4 of the 6 Gutter Runners on the far right flank dead, the other two panic off the table. The middle gutter runners get blasted by the organ gun (or miners' crossbows, can't remember) leaving 1 (who passes his panic) and the far left Gutter Runners move up daring the lone unit of 5 (to stop the GRs from running behind the lines at his cannon etc) to charge, and decides while they wait to pelt the dwarves with poinson rocks. Ofcourse the Dwarves unleash a salvo of damage mostly aimed at the hellpit and manage to get ~4 flaming wounds on him. Everything move forwards and the rat darts take the lead is setting up charge blocking angles to some of my units (so there's no way any 2 of his units can double charge one of my blocks).<br /> <br /> Leadership stands strong and the second round sees the abom dying, while we continue to trudge forward. The game goes pretty typically, very low unit death on both sides until the later rounds, here are some of the highlights. On the right flank he moves one of his warrior blocks to try and pinch off a charge path from my slaves to some of his artillery by using the side of a building and the side of one of his other units. He inadvertantly leaves a gap for my rat dart to fit through the right side, and forgets that the slaves could go to the left and hit his gyrocopter (who's enroute to go bait the plague monks heading towards his left flank), both the Slaves and Giant Rats make the charge beautifully. The Giant Rats whiff against the boltthrower (better than nothing) while the Slaves beat rundown the gyrocopter and pursue into the cannon (with the stone thrower right behind it).<br /> <br /> A unit of clanrats managed to sneak into the (previously pinched artillery) however took 3 rounds to kill it, which was one too long as the miners got a rear charge on them and broke them running them and the Seer (who was ultimately worthless anyways against so much magic defense) down.<br /> <br /> Another highlight is that our artillery took two turns shooting at eachother and rolling 1's to wound. My cannon decides to shift targets to the miners who've adopted a runesmith (bailed out of the warriors unit excepting the pinch charge to go there), rolls perfectly into the center of the unit hitting with strength 8, the Smith fails his look out sir and take 4 wounds, while the rest of the unit goes splat and 2 miners survive (revenge for the Seer).<br /> <br /> My monks on the left side did eaxctly what they were supposed to do, charged into a semi-weakened unit and obliterated them with the plague banner (leaving them one less rank than the horde-monks) and testing on rerollable 3, which he failed to roll (one of the dice was one edge away from making the correct roll).<br /> <br /> My general sensing he had to hinder the dwarf general's unit from doing more damage turned to face the dwarf and dared him to make a long charge in turn 6 (which he did), but lost combat miserably and rolled a 4 and 1 for flee distance giving us a lowly 6! Luckily the rolled a 4 and a 2 and only went 5 (because they're legs are tiny) and my general escaped wipe out.<br /> <br /> After adding up all the points (and Banners and <span class="glossaryitem" onmouseover='gp(174);'>BSBs</span>) I had given up ~1305 while he had given up ~1445. An incredibly close victory for the Skaven; managing to pick up 3 of the 5 objectives for the round. [/spoiler]]]></description>
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				<pubDate><![CDATA[Sat, 15 Oct 2011 17:31:12]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
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				<title>WHFB - Ogres VS Hordes of Chaos- 5,000 Points</title>
				<description><![CDATA[ So I am just starting to make battle reports and all feedback will be welcomed.<br /> <br /> This is the first game I tried making one and yes, the models aren't all painted and yes, the models aren't what they are.<br /> <br /> But the fact remains, it was fun<br /> <br /> Ogres VS Warrior of Chaos+Demons (Hordes of Chaos) 5,000 points<br /> <br /> Use my play list here<br /> <a href="http://www.youtube.com/playlist?list=PL0A083177A341B64E" target="_blank" rel="nofollow">http://www.youtube.com/playlist?list=PL0A083177A341B64E</a><br /> <br /> -OR-<br /> <br /> Part 1<br /> <a href="http://www.youtube.com/watch?v=TUyWmesb9Y0" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=TUyWmesb9Y0</a><br /> <br /> Part 2<br /> <a href="http://www.youtube.com/watch?v=EZGHHhewtPI" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=EZGHHhewtPI</a><br /> <br /> Part 3<br /> <a href="http://youtu.be/oCYqCXzkKog" target="_blank" rel="nofollow">http://youtu.be/oCYqCXzkKog</a><br /> <br /> Part 4<br /> <a href="http://youtu.be/uCeLfUR53_Y" target="_blank" rel="nofollow">http://youtu.be/uCeLfUR53_Y</a><br /> <br /> Part 5<br /> <a href="http://youtu.be/D9EXSKuemvE" target="_blank" rel="nofollow">http://youtu.be/D9EXSKuemvE</a><br /> <br /> Hope you like it and feedback will be appreciated!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 13 Oct 2011 16:20:50]]> GMT</pubDate>
				<author><![CDATA[ joevmt]]></author>
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				<title>WHFB Vampire Counts vs Orcs &amp; Goblins 2500</title>
				<description><![CDATA[ [youtube]http://www.youtube.com/watch?v=nWMhglUt8-E[/youtube]<br /> <br /> brought to you by <a href="http://hobbyhub.co" target="_blank" rel="nofollow">http://hobbyhub.co</a><br /> <br /> This game is hilarious. Alcohol was the icing on the cake.<br /> So be sure to kick back and enjoy the game full of twists and we both changed our lists since our last tournament.<br /> <br /> If you're reading this and you're not a subscriber, please jump on over to Youtube and become a subscriber.<br /> <br /> Also check out our blog, which is slowly getting more hobby related topics posted up over there.<br /> <a href="http://bunkertube.blogspot.com" target="_blank" rel="nofollow">http://bunkertube.blogspot.com</a>]]></description>
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				<pubDate><![CDATA[Mon, 10 Oct 2011 11:08:21]]> GMT</pubDate>
				<author><![CDATA[ bunkertube]]></author>
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				<title>Dreadfleet Battle Report</title>
				<description><![CDATA[ (Just realized I posted this in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Battle Reports I apologize and asked that thread be closed as this pertains more to Fantasy Thank you)<br /> <br /> Welcome Me Hearties to my first Battle Report and also my first Dreadfleet specific Battle Report<br /> <br /> I took many pictures so most are hidden within spoilers view them if you wish to see the more indepth happenings.<br /> <br /> The Fleets<br /> <br /> Red Brokk and his Grimnirs Thunder<br /> <br /> VS<br /> <br /> Tordrek Hackhart and his Black Kraken<br /> <br /> GAME TYPE: Scenario 1 <br /> WIN CONDITIONS: 8 Damage Cards on a ship in the end phase or your enemies ship must be sank or crew killed off<br /> <br /> The Board<br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet001-Copy.jpg[/IMG]<br /> Wind started in the south at 5,4<br /> TURN 1:<br /> Initiative: Red Brokk First Tordek Second<br /> <br /> Red knowing that his revenge would soon be in his grasp if he could only navigate through the Corpse Reef safely to find that pesky Chaos Dwarf that ruined his old experimental ship.<br /> The Fate Red would soon be revealed different than he hoped for as he entered into Galleons Graveyard.<br /> <br /> Drawing Red's first Fate card revealed Blood Sharks, these sharks would follow the ship nearest the wind Gauge and attack if that ship was run aground or lay anchor (this never happened so the card stayed in place the whole game not doing much) <br /> <br /> Tordek knew that Red was following his Black Kraken that stupid Dwarf was headed to his own doom.<br /> <br /> Drawing Tordeks fate the Galleons Graveyard proved to favor its dark disciple and granted him a sea Giant (Sea Giant is placed by the nearest ship to the wind gauge and is controlled by that players opponent, Red's ship was closer so the monster was placed by Tordek)<br /> <br /> [spoiler][IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet007.jpg[/IMG][/spoiler]<br /> <br /> With that Red took his turn Yelling out Hard a Starboard as his order Red's Command being a 2+ meant that he needed a 2 or higher to pass the order, Rolling a 1 the dwarf knew that this was not his lucky day. The Dwarf ship proceeded to move into a boarding action with the sea giant as it had no room to maneuver away or get a broadside<br /> <br /> Combat ensued <br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet009.jpg[/IMG]<br /> <br /> The Sea Giant won with 2 Victories (Combat you roll crew vs crew, each 5+ is a victory)<br /> Red had no victories so took 2 Damage cards drawing a Speed and Hull card<br /> <br /> The Black Kraken then took its own turn and moved towards the Corpse Reef area (Terrain area)<br /> <br /> TURN 2:<br /> Initiative: Red Brokk First Tordek Second Once again<br /> <br /> Red Drew the Gale Force Winds Fate Card which increased wind speed immensely (You will notice wind played little role other that who was closer to the Sea Giant since both ship used engines instead of sails)<br /> , Tordek drew the fate card Curse of the Undead Mariner which gave 1 randomized Captain a -1 Command for the rest of the game (Course Red was the one it was put on)<br /> [spoiler][IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet015.jpg[/IMG][/spoiler] <br /> <br /> Red first move was another sad failed Repair check rolling a 1, then in the movement phase he chose to attempt to escape jeopardy which was a command check with a -1 mod so he needed a 4+ with factoring in his Curse. Rolling a 6 red passed and was able to move D3 plus 1 away and turn in anyway. Red took the chance to set up a broadside and fired away Scoring a wound (Sea Giant drew a Hull Damage Card) <br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet017-Copy.jpg[/IMG]<br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet020-Copy.jpg[/IMG]<br /> <br /> Tordek right away decided the fastest way to travel was his submerged special order which He passed a command check on, allowing him to submerge for the turn reemerging in the end phase <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+10 Rolling an 18 Tordek was now close to Red's Area (Red had not even moved but a few inches from his starting spot yet.)<br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet022.jpg[/IMG]<br /> [spoiler][IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet023.jpg[/IMG][/spoiler]<br /> <br /> TURN 3:<br /> Initiative:Tordek took First Red took Second<br /> <br /> Fate decided that Tordek would get granted Grape shots (which gave the Kraken a boost to its Broadside)<br /> Fate then decided that Red was going to get attacked by Shimmerlings (Red surely was rethinking entering Galleons Graveyard at this point)<br /> <br /> Shmmerlings attack a grand alliance ship with an immediate Crew vs Crew attack Shimmerlings had Crew 2 and Red's ship the Grimnir's Thunder had 3<br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet026.jpg[/IMG]<br /> <br /> Red took another Damage Card a Crew card<br /> <br /> Tordek then took his turn calling out "Full Speed Ahead" Passing the order on a 5 Tordek moved the Kraken in Broadside position rather than using its powerful tentacles wanting to try out the Grape Shot that Fate had bestowed upon him<br /> [spoiler][IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet028.jpg[/IMG][/spoiler]<br /> [spoiler][IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet029.jpg[/IMG][/spoiler]<br /> Being within 6 inches and it being the first shot and lastly raking fire the Kraken needed 2+ to hit<br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet030.jpg[/IMG]<br /> Grimnir's Thunder took 2 armor saves making 1 (3+) the other made Red's Ship draw a damage card. 1 More card was drawn due to Grape shot which forced the card to be a crew card<br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet031.jpg[/IMG]<br /> <br /> On Red's turn he attempted a repair once more A pass rolling a 5 which was 2 more than his current Command 3+ (Curse) He was able to repair 2 cards due to his Engineer special rule, both cards that he had just received were fixed. Red once more was in the position to only be able to ram so he went into a boarding action with the kraken which luckily at this position was unable to use its tentacles.<br /> But first a Swashbuckling Duel ensued between the 2 Captains and Tordek won (Again 5+ are victories but in the case of duels only 1 wound can be taken no matter what)<br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet036.jpg[/IMG]<br /> (Side note the first wound causes a -1 to Command so now Red had a -2 to his 2+ he needs 4+ for orders now)<br /> <br /> Then the Crew fought between the two ships<br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet037.jpg[/IMG]<br /> Finally Red had some luck beating the Kraken by 2 the game was now tied with both players having 2 Damage Cards (both Crew so only 1 Crew needed for Red to but on Tordek to cause the Kraken to be abandoned <br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet038.jpg[/IMG]<br /> <br /> End Round the Sea Giant moved into the closer ship being Reds and attacked however it took 2 cards and lost to Grimnirs thunder<br /> <br /> TURN 4:<br /> Initiative: Tordek first Red Second<br /> <br /> Fate was unusual this turn two Fate cards that had no effect because either A Dealt with ships with sails or B dealt with ships not involved so 2 Brief Respites were taken (any card that says BR and cannot be used allows 1 Free Order Repair pership)<br /> <br /> Red Repaired 2 so all of his Damage Cards were gone and the Kraken repaired 1<br /> <br /> Kraken went straight into a duel dealing Reds Second wound (he now had less swashbuckling dice)<br /> [spoiler][IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet043.jpg[/IMG][/spoiler]<br /> <br /> Crew against crew, but this time the Sea Giant was involved <br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet044.jpg[/IMG]<br /> <br /> A Tied battle each took a damage card<br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet045.jpg[/IMG]<br /> <br /> Red's Turn he First issued a Repair Order and passed with a 4 he dropped the Hull damage he had just received from the tie<br /> <br /> Going into another boarding action <br /> Tordek once again beat Red in a duel Red now had 1 in his Swashbuckling and needed 5+ to pass orders<br /> <br /> Combat ensued once again a tie, the Sea Giant finally died, Red could now focus on the Kraken.<br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet049.jpg[/IMG]<br /> <br /> TURN 4:<br /> Initiative: Tordek went first and Red second<br /> <br /> Fate first unleashed a storm of Magic, which caused the next person too draw fate cards roll <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> draw that many and apply all Spell cards. Only 1 Spell was drawn and it was for the Bloody Reaver so a Brief Respite was taken. The Kraken fixed 1 Damage and Red did not <br /> <br /> Tordek moved his ship out of Combat with escape jeopardy to place his beastly warhships tentacles in better postion.<br /> <br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet053.jpg[/IMG]<br /> <br /> Red stayed put he didnt want to get in combat and hoped that Fate would save him next round, he had no room to get away and failed and attempted hard turn.<br /> <br /> TURN 5: <br /> Initiative: Tordek went first and Red second<br /> <br /> Fate A chaos moon arrived but didnt damage anyone, and a BR was taken. This was grimacing to Red who thought Fate would save him, But this game proved the Galleons Graveyard favored the home team.<br /> <br /> tordek charged headlong his Black Kraken into the Grimnirs Thunder the Resolute Dwarf Red would pay for his skill at staying alive. Boarding Action ensued and to Tordek's Dismay Red won the duel the grizzled Dwarf with 1 Die beat Tordek, Tordek' Special Rule didn't block the wound and Red came closer to evening the playing field.<br /> <br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet058.jpg[/IMG]<br /> The Crew on Crew battle seen above proved the Chaos Dwarves Resolve to beat the Dwarves even if their Captain lost the duel.<br /> 3 Damage Cards Drawn for the Grimnirs Thunder.<br /> <br /> Reds turn he first attempted a repair needing a 5+ but rolling a 2, then attempted an escape also failing.<br /> Combat ensued the Duel a Draw wounding Tordek again but Red fell upon the blade of his infernal enemy and died Red's First Mate Gromfir was now in charge.<br /> <br /> Combat for the Crew proved demoralizing as the Captain just died taking another damage card Water Line card which caused a further card Hull Damage things were looking bad<br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet061.jpg[/IMG]<br /> <br /> TURN 6: <br /> Initiative: Gromfir went First and Tordek second.<br /> <br /> The first mate attempted a repair and an escape but his inexperience at being Captain led to failure <br /> Combat ensued and the Kraken proved its ferocity when using the tentacles <br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet066.jpg[/IMG]<br /> <br /> The Grimnir's thunder had taken much damage below is the Card with the Damage as it stands now <br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet067.jpg[/IMG]<br /> Thats 6 Damage Cards 2 more and the Dwarves lose (Note that the 7th card is a Fate card the Curse from way earlier)<br /> <br /> Tordek went straight to combat going for the quick kill and only won by single victory so Gromfir drew a single damage card thinking he was safe for another round.<br /> <br /> MAGAZINE was drawn <br /> [IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet069.jpg[/IMG]<br /> Within the cards he drew<br /> [spoiler][IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet070.jpg[/IMG][/spoiler]<br /> <br /> A look at his Ship card again<br /> [spoiler][IMG]http://i639.photobucket.com/albums/uu117/Voltek_K/Battle%20Report/DreadFleet071.jpg[/IMG][/spoiler]<br /> <br /> <br /> All that remain a sunken dwarf more souls for the Galleons graveyard.<br /> <br /> Hope this was not to long and good to read thank.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 5 Oct 2011 03:11:50]]> GMT</pubDate>
				<author><![CDATA[ timofeo]]></author>
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				<title>WHFB - High Elves vs Orcs &amp; Goblins - 2500 points - Battle Report</title>
				<description><![CDATA[ [youtube]http://www.youtube.com/watch?v=FHfJh5fdo78[/youtube]<br /> <br /> <br /> <a href="http://www.youtube.com/watch?v=FHfJh5fdo78" target="_blank" rel="nofollow">http://www.youtube.com/watch?v=FHfJh5fdo78</a>   &lt;== Direct Link to video<br /> <br /> <a href="http://hobbyhub.co" target="_blank" rel="nofollow">http://hobbyhub.co</a> - Check out our sponsor!<br /> <br /> <a href="http://www.bunkertube.blogspot.com" target="_blank" rel="nofollow">http://www.bunkertube.blogspot.com</a><br /> <br /> *MAY CONTAIN COURSE LANGUAGE*<br /> Nathan has cracked out his high elves for not only 8th edition but the first or second time in about 10 years.<br /> Fudd's redesigned his list following castle assault. (and I'm having a lot of fun with it now)<br /> <br /> The next tournament we have coming up on the calendar is down at Matt's store in Campbelltown, in November.<br /> <br /> We'll be doing plenty of videos over the next few months with James Pheils from hobbyhub.co revolving around Mantics warpath & kings of war.<br /> <br /> *** Give Aways ***<br /> Make sure you get on board and subscribe to our Youtube Channel. once we get 500, we'll start giving away free <span class="glossaryitem" onmouseover='gp(270);'>sh</span>*t.]]></description>
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				<pubDate><![CDATA[Thu, 29 Sep 2011 10:24:27]]> GMT</pubDate>
				<author><![CDATA[ bunkertube]]></author>
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				<title>[SCREAMING DOOM] Skaven at Crossroads GT (Complete)</title>
				<description><![CDATA[ Attended my second Crossroads <span class="glossaryitem" onmouseover='gp(48);'>GT</span> in Horseheads, NY this last weekend, and had a great time.  In fact, I had quite a bit better time than last year, though that probably owed a lot to a) not getting sick this time and b) not playing ogres.  That said, it was pretty trippy to see so many ogres everywhere (I was one of two last go ‘round), even if the presence of mournfangs and ironblasters in [i]every one of them[/i] should tell you  something about how much (or how little) has changed for the fatties …<br /> <br /> Anyway, I forwent retooling my ogres like a madman and brought my hyper-elite skaven.  Which looked like this:<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/DSCN1640.jpg[/IMG]<br /> <br /> Ruin Seer - dragonbane gem, dispel scroll, D3+1 warpstone tokens, skalm, screaming bell<br /> Assassin - blade of corruption, the other trickster’s shard<br /> Assassin - weeping blade, potion of strength<br /> Chieftain - <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, charmed shield<br /> <br /> 45 Stormvermin - banner of eternal flame, full command<br /> 30 Stormvermin - full command, ratling gun<br /> 30 Stormvermin - full command, ratling gun<br /> <br /> 10 Plague Censer Bearers<br /> 5 Gutter Runners - poison, slings<br /> 5 Gutter Runners - poison, slings<br /> <br /> Doomwheel<br /> Doomwheel<br /> --------<br /> 2500<br /> <br /> [b]DAY 0[/b]<br /> <br /> Rolled into town, met up with clubmates for dinner, drank some Jeremiah Weed and yakked with folks I recognized from last year.  Speaking of talented modelers, you can see a few army shots I took throughout the weekend [url=http://s1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/#!cpZZ1QQtppZZ16]here[/url].  Unfortunately I managed to get zero shots of the army that one player’s choice / best painted, a very well done night goblin force with a gorgeous arachnarok.  Sorry Internet.<br /> <br /> [b]DAY 1[/b]<br /> <br /> The first two matches were done through tiered comp, which if you’re listening <span class="glossaryitem" onmouseover='gp(421);'>TO</span> Corey I was very happy to see.  A bit more transparency on the judgment involved might be cool, but I’m just happy to have comp matter for something :)<br /> <br /> [b]GAME 1: EMPIRE[/b]<br /> <br /> Started things off against Roy’s under-optimized Empire, playing a Battleline game with various <span class="glossaryitem" onmouseover='gp(260);'>BP</span> bonuses.  Since he gave me a copy of his list, he had:<br /> <br /> Arch Lector - warrior bane, 1+ armor, speculum, waltar<br /> Captain - <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, wyrmslayer, white cloak, 2+ armor, warhorse<br /> Captain - sword of might, charmed shield, dragonbane gem, 3+ armor, pegasus<br /> Warrior Priest - shrieking blade, armor of fortune, iconcurse icon<br /> Engineer - repeater pistol<br /> <br /> 9 Knights - banner of eternal flame, full command<br /> 39 Halberdiers - full command<br /> 5 Free Company (^)<br /> 5 Free Company (^)<br /> 30 Swordsmen - full command<br /> 15 Swordsmen (^)<br /> 16 Hand gunners - standard, musician<br /> <br /> 5 Outriders - champion w/ long rifle, musician<br /> Cannon<br /> Cannon<br /> Mortar<br /> <br /> Steam Tank<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1615.jpg[/IMG]<br /> <br /> Here we are after deployment and into his first turn.  The opening couple turns went his way, with engineer-guided mortar fire severely wounding the bell bus and crippling one of the smaller stormvermin blocks.  My gutters were either killed first turn (you can see his charge on me here) because I had bet on getting first turn, or waited until turn five to enter play, meaning I had a lot of artillery to weather …  <br /> <br /> That or get hyper-aggressive.  The bell slammed into his halberds + priest , tolled a 13 and proceeded to break the unit - it helped that my seer crack’s called through both his warrior priest and his waltar in the intervening magic phase, dropping the priest and also auto-killing the altar itself (<span class="glossaryitem" onmouseover='gp(421);'>TO</span> ruled that a character on monster/chariot mount took tests separately for both parts).  So his main combat unit was run down by death frenzied stormvermin + bell + assassin (oh, I got death frenzy off turn one ;)), and the large swordsmen to their flank panicked and ran off the table.  Rough times for Empire.<br /> <br /> Over on the left flank, his stank survived a laser run by a doomwheel (with four wounds gone though), then charged and crushed it, but had taken enough wounds to play no more part in the battle.  The other doomwheel 360-charged the captasus when it killed a ratter and failed to leave the table, blowing his face off with lasers (as is his want).  Censers meanwhile evaporated some free company with aplomb.<br /> <br /> Late game saw his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>’s knights grind against 20+ storm vermin with <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> and assassin, lose, flee and rally, get joined by the lector and left alone :S-  The outriders had lost all but the champ from a scorch, and another scorch finished off the handgunners whom the lector had briefly sheltered with.  Late arriving gutters flipped over war machines like pros, as the bell’s unit dwindled dangerously low on models thanks to death frenzy and having to overrun everywhere.  Thankfully he flanked it with the swordsmen detachment, which knocked out its frenzy, and then had the swordsmen clubbed to death for their troubles.  But not before the bell could roll doubles and pop its assassin’s head :facepalm:<br /> <br /> Which is to say, a minor victory to skaven, which with bonus points ended up an 8/4 split.  While his artillery took a frustrating toll early on, my dominance of the magic phase was fairly telling, with death frenzy, crack’s call and scorch really going to work.  Versus just the token prayer here and there that I let him have.<br /> <br /> Roy got my vote for best opponent, great guy from Long Island.<br /> <br /> Bell Rolls (x2 = rolled doubles, so took <span class="glossaryitem" onmouseover='gp(24);'>D6</span> S4 hits on the bell unit)<br /> 1. Scorch (x2)<br /> 2. A Stirring Beyond the Veil (x2) [Perfectly timed to shatter his combat block]<br /> 3. Scorch<br /> 4. Wall of Unholy Sound [No effect, out of combat]<br /> 5. Unholy Clamor (x2) [No effect, in combat, but feedback killed assassin]<br /> 6. Unholy Clamor [Little effect, bell unit dead, so incapable of moving before!]<br /> <br /> [b]GAME 2: EMPIRE[/b]<br /> <br /> Next up, Blood & Glory versus … more Empire?!  A little more tuned list this time, run by a younger dude named Andrew.  He had something like:<br /> <br /> Arch Lector - hellstrom mace, speculum, possibly rerolled armor, waltar<br /> Wizard Lord - level 4 [LIFE], rod of power? (stores dice)<br /> Wizard - level 1 [BEASTS]<br /> Captain - <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, rerolled 1+ armor<br /> Warrior Priest - not much<br /> <br /> 40-50 Swordsmen - full command<br /> ~30 Flagellants<br /> 5 Knights - banner of eternal flame, standard, musician<br /> <br /> ~30 Greatswords<br /> Cannon<br /> Mortar<br /> <br /> Hellstorm<br /> Stank<br /> <br /> I opened things up with gutters killing his hellstorm before it could liquefy T3 stormies, and tossed a toad forward to laser his stank.  That didn’t work as well …<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1618.jpg[/IMG]<br /> <br /> … getting it charged by the stank in his first turn here.  It died shortly thereafter.  Bright side, his cannon and mortar did all of nothing, and then were both dismantled by gutters (and more gutters from off table) next turn.  Magic didn’t get dwellers off on the bus, so my screaming dreadnought could contemplate the turn two mega-charge once more …<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1619.jpg[/IMG]<br /> <br /> Death frenzy went up, censers advanced to mangle the greatswords on their way into the bell, and I sent another doomtoad to kill the stank.  He failed too, and would be charged and crushed just like his brother next turn :facepalm:  In the first round of arch lector assassinating, my death frenzied assassin found himself with old man stats, whiffed a bunch, took the mace hellstrom to the face, and only took 1 wound!  Whew.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1620.jpg[/IMG]<br /> <br /> The Empire strikes back, but that’s just what I wanted :nod:  Greatswords slam censers, losing a lot of their number as well as the priest (which I took out @ I3 to avoid rerolled ‘swords - funnily enough, he missed only 1 to hit roll anyway :’(), but carry into the bell’s flank, to sandwich it with flaggies on the other side.  HOWEVER this just kicked in death frenzy-boosted attaks from the stormies down the flanks, letting me chew through lots of man-things.  Neither unit cared, and the lector rolled a 1 to hit the assassin, so all was set for grind next turn.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1621.jpg[/IMG]<br /> <br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> stormvermin counter-charge, and over the next several turns Things Happen: primarily, the waltar is crack’s called off the table, leaving the lector to be gutted by the assassin at long last.  This puts him at Fortitude 4 and one point away from giving me +900 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> for breaking the other guy first.  Unfortunately, the greatswords, thanks to a combination of Flesh to Stone, Throne of Vines and/or Wildform were always at the very least T4, and rolling 5+ armor saves like madmen.  Leaving me in a painful grind of dropping 1-3 ‘swords a turn, and never gaining that last flag.  (The flagellants were shredded in the process, and his knights ate ratling gun down to just the standard bearer, who hid in a corner all game and denied me THAT point too.)<br /> <br /> Eventually the stank flanked my <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>’s stormvermin, doing horrendous damage and teaching me all sorts of things about the thing - like that it can fire a S2 no armor flame template into combat!  But then my ruin seer cracked it too :D  <br /> <br /> Sadly, after two hours of having him at Fortitude 4, we got to this point:<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1622.jpg[/IMG]<br /> <br /> With my <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> assassinated by somebody (a single greatsword swinging for two turns, I think), the bell unit dead to a rat and another unit fled from the stank’s assault, I was at Fortitude 3 and broken.  In this pic we see my other assassin go to work, and preposterously on Turn 6 I finally killed those ‘swords and the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, breaking him in return (and gaining a <span class="glossaryitem" onmouseover='gp(260);'>BP</span>).<br /> <br /> You can also see that his swordsmen have come out to play - they had jumped in the building to the right and bunkered there for 3-4 turns, until he realized that my bell was furiously being told to level the thing and if he wanted to win he should probably come fight something.  But then I just redirected it a few times with gutters (who tried to assassinate wizards), and there we were.<br /> <br /> Thanks to scenario and drunkenly tough greatswords, my win by 700 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> became a draw, with <span class="glossaryitem" onmouseover='gp(260);'>BP</span> giving me a 7/6 advantage.  A great game all the same, and good to play B&G (without auto-break), as it adds some real tension to the match.<br /> <br /> Bell Rolls:<br /> 1. Scorch<br /> 2. Embolden [Worthless]<br /> 3. Scorch<br /> 4. Embolden (x2) [Worthless]<br /> 5. Scorch (x2)<br /> 6. Unholy Clamor [No effect, in combat]<br /> <br /> [b]GAME 3: OGRES[/b]<br /> <br /> A break for booze later and the last game of Saturday was new ogres, run by Jacob and done up in a very groovy pirate theme.  They smelled something like this:<br /> <br /> Slaughter Master - level 4 [MAW], hellheart, 5 attaks (sword of battle?), some ward, perhaps ironfist, stubborn crown<br /> Butcher - level 2 [HEAVENS], sword of striking, dispel scroll<br /> Bruiser - <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, defense stuff<br /> <br /> 8 Ironguts - banner of discipline, standard, bellower<br /> 8 Bulls - ironfists, standard, bellower<br /> <br /> 3 Maneaters - gleaming pennant, standard, handguns, scout, stubborn<br /> 2 Mournfangs - banner of eternal flame, standard, bellower<br /> 2 Mournfangs - standard, bellower<br /> 4 Leadbelchers - bellower<br /> 1 Sabretusk<br /> 1 Sabretusk<br /> 1 Sabretusk<br /> <br /> Ironblaster<br /> Ironblaster<br /> <br /> Two ‘stars + loads of new stuff!  Exciting times.  Scenario had us each place 3 objectives, for which we got significant <span class="glossaryitem" onmouseover='gp(140);'>VP</span> if we carried them off the table edges (no edge could be repeated, edges worth varying points).<br /> <br /> Mid-way through deployment, waiting on his characters and then scouts:<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1628.jpg[/IMG]<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1629.jpg[/IMG]<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1630.jpg[/IMG]<br /> <br /> My gutters scouted onto my right objective and up the right flank, while his maneaters began where my tape is in the last picture above.  Guneaters up in my junk - unexpected!<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1631.jpg[/IMG]<br /> <br /> Skaven advance somewhat cautiously, magic blows poorly and yields a dispelled extreme range crack’s on the slaughter master (<span class="glossaryitem" onmouseover='gp(264);'>ftw</span>).  Doomwheel phase begins by lasering a few stormvermin dead, but the right wheel, which I had jinked towards the guneaters with the intent of lasering through the building and wrecking them, misfires and drives back into the corner!  Guh!  Otherwise I grab a couple objectives and start killing sabretusks with gutters, to deny his objectives.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1632.jpg[/IMG]<br /> <br /> Here you can see the yelling doomtoad scream off into the corner :facepalm:  The guneaters, who had lost a model to the gutters, charged into the ninja-worms, laid down three wounds, and this happened:<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1634.jpg[/IMG]<br /> <br /> Three of three 6+ dodge saves :D  High fives were tossed out, another maneater bit it but held.  Meanwhile ogres advanced cagily, with magic kicking up a regen bubble on the bulls (and other stuff).<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1633.jpg[/IMG]<br /> <br /> The dreadnought prepares for glory!  14” charge into the gutstar went off [i]and[/i] the left wheel screamed the 11” in to help, fantastic!  Magic again blows poorly - I toss for crack’s through the slaugher master, he scrolls it; I put what I have into death frenzy on the bell bus and he stops with dice.  Sadness.  The wheel in combat slams S6+ lasers into the gutstar, but regen saves them all, while the non-objective gutters start working on an ironblaster, wounding it.  Due to striking simultaneously, the toads many S6 impacts are largely ignored by regen, despite the bell’s S5 flaming ones hitting home.  The ever present blade of corruption assassin begins his challenge with the slaughter master (0 wounds to either), and token wounds are done to the ironguts.  Jacob wisely puts as many attaks as possible on the grey seer standing in front of the dreadnought, and I fail 7 of 8 ward saves :’(  So much for magic.  Also, the doomwheel died to the four attaks that needed to kill it (took one wound earlier to belchers).  Bell bus still wins on <span class="glossaryitem" onmouseover='gp(173);'>CR</span> though, but stubborn ogres hold stubbornly.  Bell bus becomes bell horde.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1635.jpg[/IMG]<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1636.jpg[/IMG]<br /> <br /> Ogres charge in everywhere I offered up targets.  Magic tossed up +1S on the gutstar, possibly +1T on the bullstar.  Ironblasters plague other doomtoad, which takes 2-3 wounds.  In the Stomping on Nurglings phase, nurglings be stomped.  Some ironguts die, both assassins fail to kill what they’re fighting (slaughter master / T5 bulls), censers survive mournfang impacts and drop one of them before being pulverized to a PCB, and many stormvermin are splattered.  Bell unit doesn’t care, other unit breaks and gets away, to rally and be re-charged later.<br /> <br /> Surviving doomtoad tries to lightning the right ironblaster, rolls S2 lasers and fails at life.  It is counter-charged and killed, just like versus those stanks earlier in the day …  I sweep some objectives off the table and continue to harass his objective-carriers (at this point mostly ironblasters).<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1637.jpg[/IMG]<br /> <br /> Ogres turn, we get those counter-charges from above, as well as the belchers helping mangle the bell horde.  The ironblaster thankfully fails to flank in too.  Magic is another round of +1S for the gutstar.  Combat sees an assassin clubbed to death by the slaughter master and another one ganged up on by bulls.  Blarg.  Bell doesn’t care, other stormies somehow hold.<br /> <br /> Skaven take the mournfang’s flank that was offered to keep them off the leadbelcher’s flank, and when it comes to fighting things work out a little - mournfang is tipped over and poked to death, and the gutstar is reduced to standard + slaughter master.  Sadly the other stormvermin are taken down to two models, who scamper off the board.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1638.jpg[/IMG]<br /> <br /> The bullstar closes the gap above, charging the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>’s stormies with the belchers hitting the flank.  The stormies are trashed, but the skaven <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> somehow survives in a challenge with the ogre <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, ensuring that steadfast keeps them around.  The screaming dreadnought finally kills the irongut standard and breaks the slaughter master, but doesn’t manage to catch him.<br /> <br /> Next turn, I can only assume the ironblaster flanked the bell and its posse, holding it in place.  Miraculously, the slaughter master would fail his rally and run off the board shortly after.  Obviously the chieftain <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> was mashed by the bruiser <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, and his stormies were devoured.<br /> <br /> Amazingly, despite not having any magic for two hours, in a list that depends on death frenzy / crack’s call, this game was actually a draw!  I had nabbed two of the more valuable objectives, and had either killed or distracted his objective grabbers, getting me a big boost to tie things up.  After battle point bonuses it was another draw in my favor, like a 6/5 split.  More importantly, Jacob was another good guy to play against, with a lovely army that wasn’t too awfully bent in any way (though I think it’s approaching what will be the standard for ogres now, with some more tuning).<br /> <br /> Bell Rolls:<br /> 1. Deafening Peals<br /> 2. Deafening Peals (x2)<br /> 3. Scorch (x2)<br /> 4. Deafening Peals<br /> 5. Scorch<br /> 6. Embolden [With the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> dead this might have mattered … if I had an army left!]<br /> <br /> For those keeping track (i.e. me), I played a total of 8 T7+ models, in addition to a unit of greatswords that was occasionally T7, in my first two games.  I played a total of 0 T7+ models in my third game.  And yet the bell chose to only ring ‘kill all T7 things’ this game … :facepalm::facepalm:  Admittedly, the bell did very little that was worth anything with its noise powers over these first games.  In fact, besides the well-timed #13 in game one (which may have grabbed me the game) and all the dispel dice that those free scorches drew out (besides the ogre game when I had no other magic), I’d go so far as to say that it did [i]nothing[/i] worth while.  Thankfully though I still think you get a lot for 200 points, including that lovely lovely unbreakable :thumbsup:<br /> <br /> Anyway, Day 1 came to a close, with me at win-draw-draw and a respectable 21 <span class="glossaryitem" onmouseover='gp(260);'>BP</span>, when the highest player had 30.  Then this happened:<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/DSCN1650.jpg[/IMG]<br /> <br /> [b]DAY 2[/b]<br /> [b]GAME 4: VAMPIRE COUNTS[/b]<br /> <br /> After drunken rampages and restful slumber in our meatlocker-esque hotel room, it was time for the most serious game of the tournament: Andrew’s gravestar + ghoulspam in a triple objective game.  (Basically battleline + significant <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> for holding objectives evenly spaced down the middle of the board.)<br /> <br /> Vampire Lord - level 3/4 (VAMP), master of the black arts, raise ghouls, helm of commandment, good armor, good ward, dispel scroll, 2+ armor, etc<br /> Vampire Thrall - loremaster (LIGHT), powerstone, etc<br /> Wight King - <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, The Hof<br /> <br /> 40 Ghouls - ghast<br /> 40 Ghouls - ghast<br /> 12 Ghouls - ghast<br /> <br /> 30 Grave Guard - banner of the barrows, full command, great weapons<br /> <br /> 5 Wraiths<br /> Black Coach<br /> <br /> So what you’d expect of <span class="glossaryitem" onmouseover='gp(138);'>VC</span> these days (one of my clubmates was running a very similar list, with varg instead of coach and different ghoul levels).  Now, I know I can beat gravestar / ghoulspam <span class="glossaryitem" onmouseover='gp(138);'>VC</span>, my army has the tools it needs.  Problem is, being skaven means that my tools aren’t necessarily going to be cooperating, and I need them to work.<br /> <br /> With no pics to offer, let’s keep the report short too.  Once he saw that my burning bell bus was headed into the gravestar, The Hof went down in a ghoul horde instead, promising to make life difficult for me.  I got an early doomwheel tag onto the black coach, but the lasers were only S4, ensuring its destruction - the other wheel would spend the game making wraiths paranoid and eventually counter-charging in late game to help out the bell, but failing to turn combat and spend the last turns fleeing.  Censers absorbed magic missile attention for a few turns before blocking the regening ghoul horde, and astoundingly the three living PCB assassinated the vamp hero before being shredded by ghouls.<br /> <br /> And now I’ve run out of near misses or silver linings.  The bell smashed into the gravestar Turn 2 (skaven went second), and the seer was dead before Turn 4, so I was allowed three magic phases.  Winds blew poorly, made worse by the coach, and saw me effectively death frenzy the bell, get scorch on the grave guard but not the regening ghouls, and frantically try to 13th the vampire lord in his little ghoul bunker.  My attempts failed, and soon enough the ghoul bunker was too big to insta-gib even if my seer weren’t KBed :S-<br /> <br /> Anyway, the bell unit got the grave guard under 10 models at some point, but was flanked on both sides by ghouls, which removed the stormvermin in a couple turns.  Then the bell was viciously cut down by S6 great weapons that hit on 2+, and you know I think it wanted to die too.  Usually the thing makes ward saves like a boss, but this time it failed just about the first six it was asked to make.  Ah well.<br /> <br /> Big 10(+) to 0 win for Andrew, and I had to apologize for getting frustrated during the game.  I’ve beaten almost this exact <span class="glossaryitem" onmouseover='gp(138);'>VC</span> build in the past, which made things especially irksome, but I cannot do it with this army if the dice aren’t with me.  Also, getting 0 points sucks :’(<br /> <br /> Speaking of nonsense, here’s what the bell tolled:<br /> 1. Deafening Peals [No T7 on the board!]<br /> 2. A Stirring Beyond the Veil [Not in combat!  But some damage dealt.]<br /> 3. Deafening Peals [No T7 on the board!]<br /> 4. A Stirring Beyond the Veil [Fighting on all sides = not a lot of supporting attaks to make!  But some damage dealt.]<br /> 5. Wall of Unholy Sound [Army dead = not many +1A to go around!]<br /> 6. DEAD<br /> <br /> But I gotta give the big guy credit, that’s a lot of high energy results, with apparently no doubles.  So great pitch, just not the right tune for the occasion :P<br /> <br /> [b]GAME 5: ORCS & GOBLINS[/b]<br /> <br /> Going into Crossroads this year I had a premonition that I would be playing O&G a lot, and I was actually a bit worried as I think the army is quite strong and can do many things I don’t know to expect yet, and my own list has a distinct lack of chaff to deal with fanatics and manglers.  Somehow I dodged a lot of other orcs and ended up against Jeff’s awesome Orchestra:<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/DSCN1604.jpg[/IMG]<br /> <br /> Orc Warboss - sword of anti-heroes (?), 4+ ward, stubborn crown, wyvern<br /> Orc Great Shaman - level 3, 4+ ward<br /> Orc Big Boss - <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, 5+ ward<br /> Black Orc Big Boss - shield<br /> <br /> 25 Orc Big’uns - full command, shields<br /> 40 Night Goblins - full command, nets, two fanatics<br /> 5 Wolf Riders - some command<br /> <br /> 25 Black Orcs - banner of eternal flame, full command<br /> 2 Wolf Chariots<br /> Wolf Chariot<br /> Wolf Chariot<br /> Spear Chukka<br /> Spear Chukka<br /> <br /> Pump Wagon - +1S<br /> Pump Wagon - +1S<br /> Doom Diver<br /> Doom Diver<br /> Mangler<br /> Mangler<br /> <br /> All told a pretty small, wonderfully converted army that I was thrilled to smash to bits ;)  Jeff was a great guy and this was definitely The Fifth Game for him - in other words, time for fighting!<br /> <br /> I finished deploying far before him, so here he is plopping down more and more lil’ specialist units:<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1662.jpg[/IMG]<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1663.jpg[/IMG]<br /> <br /> My flood of nurglings and things grab first turn and scoot up cautiously.  My doomwheel on the right wonders how he’s supposed to handle four chariots, a pump wagon and five wolves by himself, though the one on the left feels better about going up against a pump wagon, a mangler and a chukka.  Gutters pull out fanatics and begin peppering a pump wagon and things.  The screaming dreadnought braps out a 24” <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> bubble, and I pull his scroll out on a long shot crack’s into his level 3.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1664.jpg[/IMG]<br /> <br /> The right doomtoad contemplates lending a hand to my Empire opponent from Game 1, who was fighting a black knight deathstar + terrorgheist next door …<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1666.jpg[/IMG]<br /> <br /> Anyway, the Orchestra trundles forward, mostly.  Manglers play it cagey and move backwards.  Magic pulls out my scroll vs. foot o’ gork on the bell bus, and in shooting his doom divers fail to hurt doomwheels, while a spear chukka miraculously wounds a wheel and it flips out, driving to the right and away from its commanding run down the left flank!  The other chukka misfires and misses a turn.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1665.jpg[/IMG]<br /> <br /> Skaven respond with yet another controlled advance - basically, the manglers need to be neutralized ASAP and it’s not happening fast enough.  The right doomwheel does laserify its pump wagon, but it took so many lasers to do it that it wasn’t able to frag the cloud of chariots headed into it in the near future.  Otherwise the left gutters slap a wound or two on the left mangler, and magic sees another d-bag crack’s call through his wizard dispelled (this one might have been scrolled).  The bell puts up another 24” <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> bubble, popping some nurglings with a double.  Like a boss.<br /> <br /> Jeff decides that sitting still and being magicked into oblivion (I do have range on him, and +1 level) isn’t his cup of tea, so he steps on it, advancing strongly across the board.  His two chariot unit flanks the right doomwheel, but do to terrain only one chariot actually makes base - he wounds the wheel but the wheel max grinds and shreds a chariot, drawing combat.  He gets up Fists o’ Gork on his shaman, then proceeds to blow up a doom diver and a spear chukka :facepalm:  Also, manglers return to the game and my anxiety returns …<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1667.jpg[/IMG]<br /> <br /> Charge!  Bell bus hammers into the blorcs + shaman, censers leap out of the forest into the big’uns + block hero + <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, and the left doomwheel makes a drunk flank charge into the night gobs (my intent was to park next to them and distribute lasers into the pump wagon to the left and the mangler to the front).  Magic sees my seer drop Fists, fake Jeff out with a crack’s through his level 3 + general (he dispels as expected), and get death frenzy on the bell bus.  In shooting I fail to drop a mangler, with gutters and ratling gun putting both of them at 1 wound left!  Combat however is brutal, with the censers wounding the blorc hero and slaughtering 10+ orcs for the loss of five (three to their own smelliness).  Amazingly they win but big’uns hold.  Then the bell bus [b]rocks it[/b]: juiced up corruption assassin decapitates the great shaman (thanks The Other Trickster’s Shard), and bell + attak allocation shenanigans means the blorcs are testing at something unpleasant.  They do pass though, with the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> reroll.  Also, the left toad beats the night gobs (they hold), and the right toad tears into the remaining chariot but combat is a tie (I forgot to fire lasers into combat over there …)<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1668.jpg[/IMG]<br /> <br /> Here we see the greenskin response, midway through the Mangler Phase: one has jumped through a wheel and detonated it, and the other is getting ready to pound through the bell bus, which horded out after the last turn.  Many stormies died, but nobody cared too much.<br /> <br /> [IMG]http://i1213.photobucket.com/albums/cc468/boss_salvage/CROSSROADS%202011/GAMES/DSCN1670.jpg[/IMG]<br /> <br /> Notice that pump wagon which charged some rippers (gutters) back there?  Two of five somehow survived <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> S5 impacts (6-6-6 on wards again!), and killed the thing before the snots could attak!  Professionals!  They would go on to sit on the doomwheel-killing mangler ;)<br /> <br /> But yea, S3 hatred-less censers were clubbed to death, which combined with night goblin reforms and a scared wyvern meant his line basically got ready for the bell horde to do what it would with the blorcs and bring it on.  Which it did, grinding the blorcs up and running them down.  A chariot had got involved in the fight but death frenzy stormies dismantled it (after 6 impact wounds though, yikes).<br /> <br /> Somehow the bell ended up off the table soon, likely by crushing through the last doom diver, then came back on, moved within 4” of the big’un block, and I cannily tossed a single die for the bell’s ring.  Unholy Clamor came up, pushing the bell <span class="glossaryitem" onmouseover='gp(24);'>D6</span>” and right into combat :)  Magic gave me enough dice to drop Jeff’s warboss down a crack (the wyvern survived but failed monster reaction), and Jeff called it after my juiced up assassin evaporated his blorc hero, the big’uns broke and his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> auto-died.<br /> <br /> Oh, the Bell:<br /> 1. Embolden<br /> 2. Embolden (x2)<br /> 3. Deafening Peals<br /> 4. ???<br /> 5. Unholy Clamor<br /> 6. N/A<br /> <br /> Big win at the end netted me a load of points, but it wasn’t enough to overcome that 0 from before and a somewhat mediocre paint score - my nurgley skaven ended up in the bottom half of the pack.  Frankly though I had a great time and was thrilled to go 2-1-2 with a totally different skaven list from the ordinary :nod:<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Wed, 28 Sep 2011 00:53:14]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Empire (2000) vs Orcs and Goblins (2600)</title>
				<description><![CDATA[ So my regular gaming group have been playing through a Border Princes campaign for a while now, and while it's usually someone else doing the battle reporting, I actually reported on my most recent and slightly abortive fight. As a note, the Orc and Goblin player started on the campaign before the new army book was released, and has opted to stick with the old book for the duration of the campaign.<br /> <br /> I shall now shamelessly plug my blog, which I even update occasionally!<br /> <br /> <a href="http://furycat.wordpress.com/" target="_blank" rel="nofollow">http://furycat.wordpress.com/</a>]]></description>
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				<pubDate><![CDATA[Fri, 16 Sep 2011 03:11:21]]> GMT</pubDate>
				<author><![CDATA[ Furycat]]></author>
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				<title>6 Ogre Kingdoms battle reports with pics</title>
				<description><![CDATA[ Hey Dakkadakkians,<br /> <br /> Below are Battle reps posted at Ogrestronghold.com with the new Ogres:<br /> <br /> 1: <a href="http://www.ogrestronghold.com/forum/index.php?topic=20515.0" target="_blank" rel="nofollow">http://www.ogrestronghold.com/forum/index.php?topic=20515.0</a>  (Daemons)<br /> <br /> 2. <a href="http://www.ogrestronghold.com/forum/index.php?topic=20701.0" target="_blank" rel="nofollow">http://www.ogrestronghold.com/forum/index.php?topic=20701.0</a> (Dark Elves)<br /> <br /> 3. <a href="http://www.ogrestronghold.com/forum/index.php?topic=20977.0" target="_blank" rel="nofollow">http://www.ogrestronghold.com/forum/index.php?topic=20977.0</a> (Vampire Counts)<br /> <br /> 4. <a href="http://www.ogrestronghold.com/forum/index.php?topic=21028.0" target="_blank" rel="nofollow">http://www.ogrestronghold.com/forum/index.php?topic=21028.0</a> (Wood Elves)<br /> <br /> 5. <a href="http://www.ogrestronghold.com/forum/index.php?topic=21176.new" target="_blank" rel="nofollow">http://www.ogrestronghold.com/forum/index.php?topic=21176.new</a> (Skaven)<br /> <br /> 6. <a href="http://www.ogrestronghold.com/forum/index.php?topic=21254.new" target="_blank" rel="nofollow">http://www.ogrestronghold.com/forum/index.php?topic=21254.new</a> (Ogres)<br /> <br /> Enjoy, and I appreciate any feedback.]]></description>
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				<pubDate><![CDATA[Thu, 15 Sep 2011 16:17:58]]> GMT</pubDate>
				<author><![CDATA[ mrfantastical]]></author>
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				<title>Lop sided battle; or Why not to bring a banshee to a magical gun fight.</title>
				<description><![CDATA[ Vampires stand off against dark elves, trying to summon faster than shooting and magic takes them down.  <br /> After 3 turns of this, 2 ghoul units are dead, wraiths are dead (shot to death by repeater xbowmen with a flaming sword buff), and shades and assassins are in the back field.<br /> Hydra gets tired of waiting, and 2 chariots into the 30 ghouls with wight king <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>.<br /> 1 Chariot fails.<br /> Sorceress casts flaming sword on the hydra.<br /> The chariot who did make it in only scores 1 wound, which is regenerated by the banner.<br /> Ghouls with massive attacks, do 1 wound to the chariot.<br /> Then the flaming sword hydra cleans house.<br /> 5 kills from attacks, 11 hits from breathe, killing 10 more, followed by another 4 from thunder stomping.  <br /> Yeah, 19 kills from the hydra alone.<br /> The whole unit vaps and the hydra over-runs into the flank of some black knights (who were moving to deal with assassin issues).<br /> <br /> With both flanks now crushed, vampire count throws 2 dice at invoc, to beef up his unit for the last stand.<br /> Rolls 6,6 and creates 4 ghouls.  Then  rolls 1,1 which kills 13 ghouls, and rolls a "3" and gets sucked into the nothingness.<br /> <br /> The death of the general hits his army pretty hard, and after 2 turns of combat, my most lopsided game ever ends.<br /> Opponent is tabled while scoring no victory points.  (2 units of shades were both down to a single model, and both assassins had taken 1 wound; 16 xbowmen took an ethereal coach to the face, but when they broke out ran it, rallied, and watched as 40 warriors flanked it, and crumbled it to death in a single turn.<br /> <br /> Yeah, I'm liking the combo of the level 3 and level 2 sorceress, both with lore of fire.<br /> <br /> -Matt<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 14 Sep 2011 22:11:19]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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