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Made in us
Average Orc Boy



Abington, MA

ALL PICTURES HAVE BEEN UPDATED.


THE BATTLEFIELD: We were playing a "Pitched Battle" following all the rules for that scenario in the book. For terrain we rolled dice on the Deserts of Khemri page for 6 terrain pieces and went back and forth placing terrain before rolling to see who could pick their table edge.
We generated 2 wadis (sand rivers), an oasis, pyramid ruins, and 2 jebel hills with cliffsides. The Tomb Kings won their roll for table edge and picked the better edge for their casket. The Lizardmen stupidly didn't make sure to place cover that scouts could use to backline on both sides and allowed Tomb Kings to gain the superior positioning.

THE ARMIES: I attached the excel sheet that has both our army lists/equipment/point costs to this post.

MAGIC/SPELLS: Tomb Kings don't roll for spells, are bringing one dispel scroll. They use Incantations instead of any Lore.
Lizardmen have 2 level 2 wizards, one rolls spells 2 and 5 and is bringing one scroll, the other brings 2 scrolls and rolled spells 4 and 5 (both Skinks using Lore of the Heavens).

DEPLOYMENT: We deployed like this:
1 Tomb Kings deployed 12 Heavy Skeleton Horsemen and Lizardmen chose to place Terradons on the east flank.
2 Tomb Kings deployed 12 Skeleton Bowmen to the west of his Wadi feature. Lizardmen placed Salamander Hunting packs
3 Tomb Kings decided to put 4 Ushabti behind their bowmen, Lizardmen deployed Skink Skirmishers
4 Tomb Kings placed their Chariot unit in between their Bowmen and Horsemen, shading to the east. Lizardmen place Krox behind Skinks
5 Tomb Kings place 20 Tomb Guard behind their Chariots. Lizardmen deploy their other Skink Skirmishers
6 Tomb Kings are done deploying units and deploy their characters- Prince (General) in the Chariot unit and Priest on the Jebel inside his Wadi with Casket of Souls.
6 Lizardmen are now deploying back to back until they are done. They deploy their Saurus Warriors behind the other Skinks
7,8,9 Lizardmen place their Scar Vet (General) in the Saurus Warriors. One mage stays within 5" (1 dispel, spells 2 and 5) of the Saurus block while the other takes cover in the oasis all the way in the Southwest corner (2 dispel, spells 4 and 5)
10 Lizardmen realize their scouts have no good legal place to deploy! Terrible error by Lizardmen; Scouts end up having pretty much noplace out of sight of the enemy except the jebel hill at mid field.

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DEPLOYMENT 8/29

 Filename MATT VS COREY SEASON 2 MATCH 5 AUG 2020 FINAL DRAFT (1).xlsx [Disk] Download
 Description ARMY LISTS 829
 File size 16 Kbytes

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SEASON II MATCH V

[Thumb - WH HYPE 829.jpg]
829 MATCHUP HYPE IMAGE

This message was edited 26 times. Last update was at 2020/09/01 23:59:31


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in us
Average Orc Boy



Abington, MA

TOP OF THE FIRST: SO FAR SO GOOD

Tomb Kings get +1 to their dice roll for quicker deployment but still lose. Lizardmen decide to go first.

START OF TURN: No psych tests for LM right now

MOVEMENT:
1 Terradons fly 20" towards the Tomb Priest and Casket of Souls bunkered in the Northeast Corner.
2 Salamanders march 12" forwards to the west of the jebel hill at center field.
3,5 Both units of Skinks march 12" forwards
4 Krox march almost 12"
6,7 Saurus Warriors march 8"
8 Mage with 1 scroll walks forwards about 6"
9 Mage with 2 scrolls stays in the Oasis

MAGIC:
Power Dice 2 Base
2 for each Skink Priest

Dispel Dice 2 Base
1 for Tomb Priest (-1 to all casting attempts made by LM as well)

Skink Priest in the Oasis targets the Tomb Priest and casts spell 4, Thunderbolt.
Tomb Kings burn their 1 Dispel scroll to dispel this
Other Skink Priest has a 12" range on spell 5 and no friendlies are in CC for spell 2. No spells in play to dispel. Phase ends

SHOOTING:
All shooters marched except the Chameleon Skinks. They are just out of range of the Heavy Horsemen. Phase ends

COMBAT: None yet. Phase ends

TOP OF THE FIRST ENDS

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829 TOP 1st

This message was edited 6 times. Last update was at 2020/09/01 20:08:14


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in us
Average Orc Boy



Abington, MA

BOTTOM OF THE FIRST: BAD OMENS
START OF TURN: Undead Immune to Psych

MOVEMENT:
1 Heavy Skeleton Horsemen Declare a Charge against the Skink Skirmishers in front of them. The Skink Skirmishers flee and roll only a 3 for their flee roll. They are caught and destroyed.
4,6 The Chariot Unit Declares a Charge against the other unit of Skink Skirmishers. These also flee but roll a 9 and escape. The Chariot charge Fails. They move 8" forwards
2 The Bowmen move south a few inches
3 The Ushabti rotate and walk a few inches
5 The Tomb guard Turn 90 degrees and walk a few inches
7 The Tomb Priest does not move


MAGIC:
Tomb Prince: Tries to give the Chariot unit an extra Movement. Rolls a 5, dispelled by 2 LM Dice.
Tomb Priest: Tries to give the Bowmen an extra shooting attempt. Rolls a 9, dispelled by the other 2 LM Dice.
Casket of Souls: 1st Dispel Scroll on Skink Priest in Oasis used on this (1 scroll remaining on each Skink Priest)


SHOOTING:
Bowmen kill 2 Skink Skirmishers

COMBAT: None yet. Phase ends
BOTTOM OF THE FIRST ENDS
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829 BOT 1st

This message was edited 8 times. Last update was at 2020/09/01 20:43:33


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in us
Average Orc Boy



Abington, MA

TOP OF THE SECOND: THINGS FALL APART
START OF TURN:
Krox take psych test for a unit wiped out nearby (Gen leadership in range/cold blooded, pass)
Saurus Warriors take psych test for unit wiped out nearby (Gen leadership in range/cold blooded, pass)
Skink Priest takes psych test for unit wiped out nearby (Gen leadership in range/cold blooded, pass)
Terradons are NOT within the Casket's Terror Halo, no test yet


MOVEMENT:
1 Terradons declare a charge against the Tomb Priest. However, they have to take a Terror test due to the casket and with low leadership they FAIL despite being cold blooded!
They flee directly away from their source of terror... right off the board. Total loss.
4 Krox declare a charge against the Heavy Horsemen.
5 The living 8 Skink Skirmishers Rally
6,7 The Saurus Warriors and General move up to Midfield
8 The Skink Priest stays within 5 inches of the Saurus Warrior block
9 The other Skink Priest stays in his oasis
10 The Chameleon Skinks move 6 inches towards the Tomb Guard to get in shooting range

MAGIC:
Power Dice 2 Base
2 for each Skink Priest

Dispel Dice 2 Base
1 for Tomb Priest (-1 to all casting attempts made by LM as well)

Skink Priest in the Oasis targets the Tomb Priest and attempts to cast spell 4, Thunderbolt. This fails
Other Skink Priest has a 12" range on spell 5 (Storm) and targets the Tomb King Chariots. He rolls enough to cast but it is dispelled by Tomb King dice
The Scar Vet now uses Blood Statuette of Spite since TK are out of Dispel Scrolls and Dispel Dice. He targets the Tomb Priest.
The Tomb Priest takes a Toughness test and passes!

SHOOTING:
The Salamanders target the Tomb Guard at the edge of their range. They roll 2/3 Misfires! 4 Skink handlers die. 1 Wound goes through on Tomb Guard.
The Chameleon Skinks moved but did not march. They target the Tomb Guard at the edge of their range with blowpipes, single shot. Tomb Guard takes one more wound.

COMBAT:
The Kroxigor successfully charge the Heavy Horsemen and strike first. 5 Horsemen go down. They are not able to wound the Krox back.
The Krox win the combat by 4 and the Horsemen take 4 additional wounds instead of a Break Test. (3 Horsemen remaining by End of Turn)

TOP OF THE SECOND ENDS


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829 TOP 2nd

This message was edited 10 times. Last update was at 2020/09/02 00:23:11


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in us
Average Orc Boy



Abington, MA

BOTTOM OF THE SECOND: THINGS GET WORSE

START OF TURN: Undead Immune to Psych

MOVEMENT:
4,6 The Chariot Unit Declares a Charge against the Saurus Warriors and Scar Vet. The Saurus hold and pass their Fear test.
2 The Bowmen reform by dropping a rank and become one long rank of 12
3 The Ushabti walk southwest as far as they can
5 The Tomb guard walk west towards the Chameleon Skinks
1,7 The Horsemen are engaged in CC and do not move. The Priest and Casket do not move



MAGIC:
Tomb Prince: Tries to give the Chariot unit an extra attack. Rolls a 4, dispelled by 2 LM dice
Tomb Priest: Tries to give the Bowmen an extra shooting attempt. Rolls an 11, LM fail to dispel this. Bowmen kill 3 Skinks. This triggers a Panic test which they Pass
Casket of Souls: LM use the Dispel Scroll carried by the Skink Priest near Saurus Warriors (none remaining for him, 1 remaining for Priest in Oasis.)


SHOOTING:
Bowmen kill 2 more Skink Skirmishers. They again pass their Panic test using the Gen's leadership and cold blooded.

COMBAT:
The Heavy Horsemen score a wound against the Krox. In return, the Krox wipe out the remainder of the Horsemen unit.
2 inches to the east, the Chariot Unit slams into the Saurus with Impact Hits. The Prince's flaming chariot item allowed him to do more Impact Hits.
They are able to kill the Scar Vet (General) and another 3 Saurus. The Warriors only do 1 wound in return.
The Saurus outnumber, both sides have a banner and musician, and the Tomb Kings caused 4 more wounds. The Saurus benefit from 2 ranks. The Tomb Kings win the Combat by 1.
The Saurus Warriors take a Break Test and Fail! (Cold Blooded, rolled a 6, a 6, and a 2. Needed to make 7 or less to pass the Break test.) They flee 7 inches and are caught by the pursuing Chariots.
The Chariots take the Saurus' Banner as a Trophy and have killed the General!
On both sides of the combat, the Skink Priest and Skink Skirmishers both panic from a friendly unit wiped out nearby!

BOTTOM OF THE SECOND ENDS
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829 BOT 2nd

This message was edited 25 times. Last update was at 2020/09/02 00:28:04


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in us
Average Orc Boy



Abington, MA

TOP OF THE THIRD: SUPPRESSING FIIIIIRE!

START OF TURN:
Krox pass their Panic test for nearby wiped unit.


MOVEMENT:
8 The nearby Skink Priest failed his Rally test and continued to flee during Compulsory Movement
2 The Salamanders take a step forward to make sure the Ushabti are in their shooting range
4 The Kroxigor move across mid field but decide NOT to charge the Ushabti yet
5 The 3 surviving Skink Skirmishers are able to rally.
9,10 The Skink Priest in the Oasis doesn't move. The Chameleon Skinks don't move.


MAGIC:
Power Dice 2 Base
2 for Oasis Skink Priest only (other Priest fleeing)

Dispel Dice 2 Base
1 for Tomb Priest (-1 to all casting attempts made by LM as well)

Skink Priest in the Oasis targets the Tomb Priest and attempts to cast spell 4, Thunderbolt. This is dispelled by TK dice
Other Skink Priest is fleeing. No spells in play
Phase Ends

SHOOTING:
The Skink Skirmishers just Rallied and cannot shoot this turn.
The Salamanders target the Ushabti at the edge of their range. They score 22 Hits. This results in 5 Wounds (one model removed, another w 2 wounds suffered). Ushabti are undead and Immune to Panic.
The Chameleon Skinks fire double shots at the Tomb Guard. Only 2 more Tomb Guard die.

COMBAT:
None, Phase Ends

TOP OF THE THIRD ENDS
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829 TOP 3rd

This message was edited 8 times. Last update was at 2020/09/01 23:35:03


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in us
Average Orc Boy



Abington, MA

BOTTOM OF THE THIRD: THE GLASS IS HALF EMPTY
START OF TURN: Undead Immune to Psych

MOVEMENT:
3 The Ushabti Declare a Charge against the Kroxigor, who Hold.
5 The Tomb Guard Declare a Charge against the Chameleon Skinks, who Stand & Shoot after passing their Fear test with Cold Blooded. The Tomb Guard suffer 2 more wounds on their way in
2 The Bowmen wheel the western flank of their unit up 4".
4,6 The Chariot Unit moves an inch or two farther from the Krox in an attempt to have the Charge advantage. They pivot freely as Fast Cav to face the Krox (but can shoot 360 degrees)
7 The Tomb Priest and Casket do not move


MAGIC:
Tomb Prince: Tries to give the Chariot unit an extra attack. LM dispel attempt fails, they fire 3 bow shots at the nearby Skink Priest. 0 Wounds
Tomb Priest: Tries to give the Bowmen an extra shooting attempt. LM dispel this with dice
Casket of Souls: LM use their final Dispel Scroll carried by the Skink in the Oasis to shut down the Casket


SHOOTING:
The Bowmen fail to kill any Skinks.
The Chariots fire another 3 shots at the nearby Skink Priest. They cause 2 wounds; he is killed!


COMBAT:
The Tomb Guard successfully charge the Chameleon Skinks and kill 5. Skinks do one more wound for a total of 3 with the Stand and Shoot wounds.
The Tomb Guard outnumber, have 2 additional full ranks, and did 2 more wounds. They win the combat by 5.
The Chameleon Skinks have lost a combat to a fear-causing enemy that outnumbers them. They fail to roll Double 1's for Insane Courage and flee
The Tomb Guard catch the Chameleons in pursuit and destroy them.
The Ushabti successfully charge the Kroxigor and do one more wound. The Kroxigor do 2 wounds and outnumber. They win the combat by 2. The Ushabti suffer only 1 wound for this due to Undead Constructs
The Ushabti do not need to take a Break Test. Phase Ends

BOTTOM OF THE THIRD ENDS
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829 BOT 3rd

This message was edited 7 times. Last update was at 2020/09/01 23:35:26


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in us
Average Orc Boy



Abington, MA

TOP OF THE FOURTH: THE MORE THINGS CHANGE

START OF TURN:
Salamanders had to take a panic test from the Chameleon Skinks breaking nearby. They failed!


MOVEMENT:
2 The Salamanders fled during Compulsory Movement.
5 The Skink Skirmishers stepped up to fire at the TK Bowmen to the north
4 The Krox were engaged in CC and couldn't move
9 The Skink Priest in the Oasis didn't move


MAGIC:
Power Dice 2 Base
2 for Oasis Skink Priest

Dispel Dice 2 Base
1 for Tomb Priest (-1 to all casting attempts made by LM as well)

Skink Priest in the Oasis targets the Tomb Priest and attempts to cast spell 4, Thunderbolt. Miscast!
He rolls a 5 on the Miscast table. Spell fails and he cannot cast Magic until the Top of the 6th.

SHOOTING:
The Skink Salamanders are fleeing so they cannot shoot.
The Skink Skirmishers to the east fire at the TK bowmen and kill 2.

COMBAT:
The Kroxigor finish off the Ushabti with wounds

TOP OF THE FOURTH ENDS
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829 TOP 4th

This message was edited 7 times. Last update was at 2020/09/01 23:35:45


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in us
Average Orc Boy



Abington, MA

BOTTOM OF THE FOURTH: NO MERCY
START OF TURN: Undead Immune to Psych

MOVEMENT:
2 The Bowmen continue to inch towards the Skinks
5 The Tomb Guard rotates to face the Salamanders to the South
4,6 The Chariots stay in place
7 The Tomb Priest and Casket do not move


MAGIC:
Tomb Prince: Tries to give the Chariot unit an extra attack. LM let this go, the Chariots fire at the Krox. 0 wounds
Tomb Priest: Tries to give the Bowmen an extra shooting attempt. LM let this go. They fire at the Skink Skirmishers, 1 wound.
The last 2 Skinks panic and flee off the Table Edge to the east
Casket of Souls: LM use all 3 Dispel Dice to shut down the TK 2D6

SHOOTING:
Bowmen and Chariots fire at Krox. They do 1 wound so the first Krox model goes down


COMBAT: None, Phase Ends


BOTTOM OF THE FOURTH ENDS
[Thumb - WH BR 1 BOT 4.jpg]
829 BOT 4th

This message was edited 3 times. Last update was at 2020/09/01 23:41:07


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in us
Average Orc Boy



Abington, MA

TOP OF THE FIFTH: FACING THE MUSIC
START OF TURN:
None


MOVEMENT:
2 The Salamanders rallied and faced the Tomb Guard to the north
4 The Krox turned around to look away from the Casket towards the TK Chariots to the southeast
9 The Skink Priest in the Oasis didn't move


MAGIC:
Power Dice 2 Base
2 for Oasis Skink Priest

Dispel Dice 2 Base
1 for Tomb Priest (-1 to all casting attempts made by LM as well)

Skink Priest cannot cast any magic this turn due to the Miscast last turn


SHOOTING:
The Skink Salamanders just Rallied and cannot shoot this turn.

COMBAT:
None, Phase Ends

TOP OF THE FIFTH ENDS
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829 TOP 5th

This message was edited 3 times. Last update was at 2020/09/01 23:42:07


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in us
Average Orc Boy



Abington, MA

BOTTOM OF THE FIFTH: MAINTAINING SUPERIORITY
START OF TURN: Undead Immune to Psych

MOVEMENT:
2 The Bowmen wheel slightly towards the Krox in the west
5 The Tomb Guard walks south towards the Salamanders
4,6 The Chariots stay in place
7 The Tomb Priest and Casket do not move


MAGIC:
Tomb Prince: Tries to give the Chariot unit an extra attack. LM dispel this with 1 die
Tomb Priest: Tries to give the Bowmen an extra shooting attempt. LM dispel this with last 2 dice
Casket of Souls: There are no LM units that can draw a line of sight to the Casket.
The Krox are facing away, while the Salamanders and Skink Priest fall in the penumbra of the jebel hill at center field.

SHOOTING:
Bowmen and Chariots fire at Krox. They do 0 wounds


COMBAT: None, Phase Ends


BOTTOM OF THE FIFTH ENDS
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829 BOT 5th

This message was edited 2 times. Last update was at 2020/09/01 23:43:09


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in us
Average Orc Boy



Abington, MA

TOP OF THE SIXTH: IS THIS THING EVEN LOADED?

START OF TURN:
None


MOVEMENT:
None


MAGIC:
Power Dice 2 Base
2 for Oasis Skink Priest

Dispel Dice 2 Base
1 for Tomb Priest (-1 to all casting attempts made by LM as well)

Skink Priest is allowed to cast magic again. He attempts to cast Thunderbolt on the Tomb Priest. Dispelled by TK dice.


SHOOTING:
The Skink Salamanders roll 2/3 misfires!
They kill all 5 remaining skinks, triggering a Monster Reaction Test.
They roll a 5 and stay in place, still able to shoot. The final Salamander does one more wound against the Tomb Guard.

COMBAT:
None, Phase Ends

TOP OF THE SIXTH ENDS
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829 TOP 6th

This message was edited 3 times. Last update was at 2020/09/01 23:43:52


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in us
Average Orc Boy



Abington, MA

BOTTOM OF THE SIXTH: RESTING ON THEIR LAURELS
START OF TURN: Undead Immune to Psych

MOVEMENT:
None


MAGIC:
Tomb Prince: Tries to give the Chariot unit an extra attack. LM dispel this with 1 die
Tomb Priest: Tries to give the Bowmen an extra shooting attempt. LM dispel this with last 2 dice
Casket of Souls: There are no LM units that can draw a line of sight to the Casket.
The Krox are facing away, while the Salamanders and Skink Priest fall in the penumbra of the jebel hill at center field.

SHOOTING:
Bowmen and Chariots fire at Krox. They do 2 wounds


COMBAT: None, Phase Ends

THE GAME ENDS


Automatically Appended Next Post:
FINAL SCORE: TOMB KINGS 1323, LIZARDMEN 552


THIS IS A MASSACRE FOR THE TOMB KINGS, WHO WIN BY 771 VICTORY POINTS!
[Thumb - WH BR BOT 6.jpg]
829 BOT 6th

This message was edited 7 times. Last update was at 2020/09/01 23:44:40


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in de
Charging Orc Boar Boy





Germany

Oh boy first of all my condolences to your scar veteran, may he rest in peace without being resurrected by the lich priest.
Certainly, this is all a Part of the plan of the old ones so dont bother about the result.

You have had quite some bad luck concerning the spells you rolled, and especially with your Salamanders. As well with the fleeing distance of the skinks. And the break test of the saurus. And the psychology tests in general. Ah well... MOST ASSUREDLY it was part of the plan of the old ones.

Some remarks: How did Your scar veteran die? Not by impact hits Ihope, cos as far asi remember These are distributed like shooting and so should have all hit the unit.

And remark 2 itvseems you took the wounds of stand and shoot in for combat res. This is not the case.
   
Made in us
Average Orc Boy



Abington, MA

Moscha,

First of all thank you so much for squinting through my hand drawn sketches to analyze this battle and give me advice.
I appreciate that a ton, and I will be trying to make the pictures WAY better so check back soon for those if you want to see it better.


We DID play the impact hits right. The Saurus henchmen died to those. His Prince and the chariot next to it as well as their steeds directed their attacks at the Scar Vet and managed to get exactly 2 wounds in for him to go down.

It looks like we made a rules error there on the Stand & Shoot, thank you so much for catching that. Thats exactly what we need to get audited on to make sure we dont cheat in the future.

This message was edited 1 time. Last update was at 2020/08/31 23:25:58


WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in de
Charging Orc Boar Boy





Germany

You're welcome.

Your short remarks on the single phases made the developments in the field quite transparent. It was a refreshing read.

I might steal some ideas from it

Especially as I tend to put the emphasis of my battle reports on the storytelling aspect.

   
Made in us
Average Orc Boy



Abington, MA

I wrote a little blurb to try and encourage my buddy to study his army book, maybe I will post that little fake lore here if I can find it in our phone conversation.
Ive seen some others post good little blurbs... story telling is definitely something I want to get better at.


Let me know if the new format for illustrations is easier to decipher. I'm trying to get all the slides converted by the end of tomorrow

WHFB 6th Edition
Greenskins, Ogre Kingdoms, Dwarfs, Skaven, Lizardmen, Tomb Kings, High Elves, Dark Elves, Wood Elves, Chaos 
   
Made in ca
Dangerous Skeleton Champion





I really like the new images. It makes it much clearer what happened. I wonder how the battle would have gone if you would have made those two key leadership checks.

Necrons
Imperial Knights
Orcs and Goblins
Tomb Kings
Wood Elves 
   
Made in us
Keeper of the Flame





West Lafayette, IN

The maps are fantastic, it clears up a bunch of confusion and helps us visualize the flow of the game better.

www.classichammer.com

For 4-6th WFB, 2-5th 40k, and similar timeframe gaming

Looking for dice from the new AOS boxed set and Dark Imperium on the cheap. Let me know if you can help.
 CthuluIsSpy wrote:
Its AoS, it doesn't have to make sense.
 
   
 
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