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		<title><![CDATA[Latest posts for the thread "'Ard Boyz Prelims for Dark Elves"]]></title>
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				<title>'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ I recently had the opportunity to play in the Fantasy 'Ard Boyz Prelims in Laramie, WY. We only had 6 total players, but it was enough. I was actually pretty happy there weren't many people playing, since that would give me a much better chance at placing. I'm predominately a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> player, and though I play Fantasy every once in a while, I hadn't really played ANY Fantasy for about 6 months. <br /> I was aided in the fact that the guys I normally play <span class="glossaryitem" onmouseover='gp(3);'>40k</span> with all decided they'd dust off their Fantasy armies as well, so of the 6 players in the tournament, 5 of us hadn't really played Fantasy for a long time. It was a bit awkward trying to get used to playing it again (all that wheeling and declaring charges at the start of the turn and such) and we had our share of rules debates since we were all so rusty, but we ended up having a lot of fun. This is a disclaimer as well: if you notice a rules discrepancy, feel free to point it out, but expect a few flaws, since none of us had played for so long. If I use a little <span class="glossaryitem" onmouseover='gp(3);'>40k</span> terminology, just bear with me, haha.<br /> I brought a Dark Elf army, which is my only army for Fantasy. <br /> <br /> Here's the list:<br /> <br /> HEROES: (1240 points)<br /> <br /> Dreadlord on Dragon (564)<br /> Dreadlord- 140<br /> Dragon- 320<br /> Armor of Eternal Servitude- 35<br /> Crimson Death- 25<br /> Pendant of Khaleth- 35<br /> Shield- 3<br /> Sea Dragon Cloak- 6<br /> <br /> Dreadlord (251)<br /> Dreadlord- 140<br /> Ring of Darkness- 40<br /> Chill Blade- 50<br /> Heavy Armor- 6<br /> Sea Dragon Cloak- 6<br /> Extra Hand Weapon- 6<br /> Shield- 3<br /> <br /> Sorceress (150)<br /> Sorceress (100)<br /> Dispell Scroll (25)<br /> Dispell Scroll (25)<br /> <br /> Death Hag w/ Cauldron of Blood (275)<br /> Death Hag- 90<br /> Cauldron of Blood- 110<br /> Rune of Khaine- 25<br /> Witchbrew- 25<br /> Battle Standard Bearer- 25<br /> <br /> CORE: (878 points)<br /> <br /> Dark Riders Squad (117)<br /> 5 Dark Riders- 85<br /> 5 Repeater Crossbows- 25<br /> Musician- 7<br /> <br /> Dark Riders Squad (117)<br /> 5 Dark Riders- 85<br /> 5 Repeater Crossbows- 25<br /> Musician- 7<br /> <br /> Dark Riders Squad (117)<br /> 5 Dark Riders- 85<br /> 5 Repeater Crossbows- 25<br /> Musician- 7<br /> <br /> Repeater Crossbow Squad (110)<br /> 10 Repeater Crossbowmen- 100<br /> 10 Shields- 10<br /> <br /> Repeater Crossbow Squad (115)<br /> 10 Repeater Crossbowmen- 100<br /> 10 Shields- 10<br /> Guardmaster- 5<br /> <br /> Assassin (151)<br /> Assassin- 90<br /> Rending Stars- 30<br /> Manbane- 25<br /> Extra Hand Weapon- 6<br /> <br /> Assassin (151)<br /> Assassin- 90<br /> Rending Stars- 30<br /> Manbane- 25<br /> Extra Hand Weapon- 6<br /> <br /> SPECIAL: (355 points)<br /> <br /> Black Guard Squad (355)<br /> 20 Black Guard- 260<br /> Standard Bearer- 14<br /> Standard of Hag Graef- 35<br /> Musician- 7<br /> Champion- 14<br /> Ring of Hotek- 25<br /> <br /> RARE: (525 points)<br /> <br /> Hydra (175)<br /> <br /> Hydra (175)<br /> <br /> Hydra (175)<br /> <br /> TOTAL: (2998 Points)<br /> <br /> <br /> I'm not really sure if this is the most effective use for my points I could have had, but the basic plan was to use the creatures (a Dragon and 3 hydras) to flame/charge big infantry blocks (hydras can kill characters in Combat as well, without having to worry about challenges). The Black Guard would take on just about any other infantry block, and the Cauldron of Blood would support them, usually giving them +1A, or 5+ Ward if they weren't in combat yet.<br /> The assassins I wanted to hang out in the crossbow squads and throw their ninja stars of death at monsterous creatures and lone characters, since they'd be hitting and wounding on 2's each time (the combo with Mansbane makes their Strength 2 higher than the target's toughness, making creatures with 5 and 6 toughness cower in fear, or so I like to think, haha).<br /> As you can likely see, my list has very little magic defense in it (3 dispell dice, 2 dispell scrolls, and the Ring of Hotek), and I was pretty nervous about facing a magic-heavy army.<br /> The general in my army was the 2nd Dreadlord in my list (I always put him in the Black Guard) so as to benefit from the Ring of Darkness protection (if someone shoots at the unit, they half their <span class="glossaryitem" onmouseover='gp(14);'>BS</span> before they shoot).<br /> Other armies showing up included a High Elf list with 7 Bolt Throwers and lots of crossbows and cavalry (he was the only 'just fantasy' player in the tournament), Vamp Counts, Stegadon Lizardmen (5 Stegadons!), a Goblin army (with 21 Fanatics!), and a Chaos Warriors army w/ Valkia.<br /> They announced pairings and:<br /> <br /> Game 1: Dark Elves vs. Vampire Counts<br /> <br /> Here's his list:<br /> <br /> Vampire Lord (General) w/ Dreadlance, Crown of the Damned, Red Fury, Beguile, Dread Knight, and Nightmare<br /> <br /> Vampire w/ Sword of Might, The Flayed Hauberk, Talisman of the Lycni, Hunter in the Dark, Walking Death<br /> <br /> Vampire (<span class="glossaryitem" onmouseover='gp(174);'>BSB</span>) w/ Avatar of Death, Summon Gouls, The Drakenhof Banner<br /> <br /> Vampire w/ Blood Drinker, Avatar of Death, Infinite Hatred<br /> <br /> Vampire w/ Book <span class="glossaryitem" onmouseover='gp(600);'>fo</span> Arkhan, Dark Acolyte, Avatar of Death<br /> <br /> Corpse Cart w/ Unholy Lodestone<br /> <br /> 10 Crypt Ghouls w/ Gast<br /> 10 Crypt Ghouls w/ Ghast<br /> 20 Skeleton Warriors w/ War Banner, <span class="glossaryitem" onmouseover='gp(397);'>FC</span><br /> 20 Skeleton Warriors w/ Banner of Hellfire, <span class="glossaryitem" onmouseover='gp(397);'>FC</span><br /> 20 Grave Guard w/ Banner of the Barrows, <span class="glossaryitem" onmouseover='gp(397);'>FC</span><br /> 21 Zombies<br /> <br /> 5 Blood Knights w/ Flag of Blood Keep, <span class="glossaryitem" onmouseover='gp(397);'>FC</span><br /> <br /> 3 Cairn Wraiths w/ a Tomb Banshee (4 total)<br /> <br /> <br /> I've heard that Vamp Counts are pretty scary, though I haven't really had the chance to play against them much. I was a little bit nervous, though, since he obviously had a lot more casting dice than I had dispell dice, and I was worried about me not being able to kill his troops as fast as he could regenerate them. So, from the start I decided I needed to kill his Vampires if I was going to win.<br /> <br /> The Scenario: <br /> <br /> You had to nominate a unit in your army to be the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> if you didn't already have one. The unit they were in was considered Stubborn.<br /> <br /> <br /> Massacre: Defeat your opponent by 2600 or more points (worth 20 points)<br /> Major Victory: Defeat your opponent by 1900 or more points (worth 17)<br /> Minor Victory: Defeat your opponent by 1200 or more points (worth 13)<br /> Draw: Achieved if the margin of victory is 1000 points or less (worth 10 each)<br /> <br /> Battle Point Modifiers<br /> +1 If you Control your opponent’s Army Battle Standard at the end of the Game<br /> +1 If your General is still alive<br /> +1 If you killed the enemy’s General<br /> +1 If you still control your own Army Standard<br /> -1 If you have lost your Army Standard (or the nominated unit was destroyed)<br /> <br /> <br /> He won the dice off to pick table sides, and since we both had our stuff on opposite table sides, he just chose that side. It's a sort of laziness thing that we do at this shop for casual games- we just choose the most convenient side of the table, not necessarily the most strategically relevant. And so it went this time. The board wasn't really that exciting, and none of the terrain came into play except during the deployment.<br /> My opponenent placed his units all in a pretty straight line, with the big unit of Grave Guard holding the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> Vamp, Dark Acolyte Vamp (better caster), and Infinite Hatred Vamp. Two blocks of skeletons flanking them, the block of zombies on the right of the skeleton unit, and the Cairn Wraiths to the right of them. The Ghouls he placed to the left of his skeletons, one block of them, and then the others he spread out fully, to screen his lord on the horse w/ the Blood Knights (so I wouldn't use frenzy against them). His corpse cart he put directly behind the grave guard.<br /> I placed my Black Guard in the center of my army, with my Dreadlord in it. My Dragon w/ Dreadlord placed slightly to the right of them, and the Cauldron of Blood sat in the back right behind the block. The Crossbowmen I put on the left, and the Dark Riders I put on either far flank and one in the middle. Hydras I did the same with. The Sorceress sat in the back with some crossbows.<br /> He had his Vampire with Hunter in the Dark infiltrate closeby on my left flank, behind a house that didn't come into play again.<br /> We rolled, and he won, choosing for me to go first.<br /> <br /> Turn 1: Dark Elves<br /> <br /> I marched everything forward, knowing that next turn he would likely be unable to charge me with his Blood Knights/Lord since he was screened by his Ghouls. My Lord on the dragon moved to the right, ready to charge the wraiths since I needed to make sure I could take care of them, being ethereal and all). My crossbows took a few potshots, but did no real harm to anything. <br /> <br /> Turn 1: Vamp Counts<br /> <br /> He also marched forward, nothing too surprising. His infiltrating Vampire moved out from behind the house. <br /> He then proceeded to cast some spells, and I scrolled Summon Undead Horde. He casted it again with irresistable force and put a block of zombies in front of my Dark Riders on the left, screening the vampire from a charge from them. I mostly stopped the rest of his spells, except for a few to make the zombie unit bigger.<br /> No real shooting, and it was my turn!<br /> <br /> Turn 2: Dark Elves<br /> <br /> I declared a charge from my Dragon to the Wraiths, which failed by less than 1". Dangit! Otherwise, I decided to move my units up once more, getting ready to charge his blocks next turn. The crossbow unit on the left containing the two assassins moved up as well, and I revealed the assassins. The hydra on the left staged to charge the screening unit of ghouls so as to hit the lord vamp the turn after, and hopefully hold him up.<br /> No magic obviously, and I proceeded to use my Ninja Stars to kill his infiltrate Vamp. A flurry of shots from the other crossbowmen/dark riders kills all but three zombies in the screening unit. Other shooting involves me shooting various skeletons, to no real effect.<br /> <br /> Turn 2: Vamp Counts<br /> <br /> He oddly decides to charge my dragon with his wraiths. His zombies charge my Dark Riders, who hold. The screening ghouls on the left charge my hydra, who holds.<br /> He tries to summon undead horde again, but the RoH causes a miscast and ends the casting round.<br /> In assault, the Dark Riders kill the remaining 3 zombies. My Lord challenges the banshee, who has to accept. I kill the Banshee easily, also killing another wraith through combat res. The Hydra rips 3 ghouls to shreds, takes no wounds, and kills another 4 through combat res, leaving 3 left.<br /> <br /> Turn 3: Dark Elves<br /> <br /> I declare a charge from the Black Guard to the Grave Guard, and... thats it. I move my leftmost Dark Riders in to draw a charge from the frenzied Blood Knights/Lord and deflect it if I can, making it impossible for the unit to massacre into the Black Guard's flank. The assassin crossbow unit moves forward again, ready to unleash death on the Blood Knights. They shoot and when the smoke clears, all but the Lord and the Blood Knight champion are dead. Go Assassins! My hydras on the right and middle move to his right flank, and I use my flamers to kill droves of skeletons and zombies, in the end killing more than half the 21 zombies and 15 skeletons, leaving 5 remaining. Cauldron of Blood gives Black Guard +1A.<br /> My dragon/lord manage to kill the last of the wraiths in combat, and my Hydra kills the rest of the Ghouls on the left side. In the Grave Guard/ Black Guard combat, he challenges with his champion, and I accept with mine, and I win, even getting a little bit of overkill. I then target his vampires, and manage to kill the more fighty one, and put a wound on the caster. The <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> evades all damage. He does nothing in return, and I win by a lot, though with the Regen banner he has, he takes zero wounds from combat res. <br /> <br /> Turn 3: Vamp Counts<br /> <br /> His Lord/Blood Knights declare a charge on my Dark Riders and I choose to stand and shoot, not because I think I'll do something spectacular, but because I have a thought that if I can somehow survive, then next turn my Hydra will be able to charge their rear. His remaining 5 skeletons on the right charge a hydra, and the zombies charge the other one. <br /> In casting, he casts a spell that allows him to regenerate <span class="glossaryitem" onmouseover='gp(24);'>D6</span> guys anywhere on the field, and I use my final dispell scroll, so that he doesn't replentish his Blood Knights. He tries summon undead horde AGAIN, and miscasts due to RoH, killing his caster (the caster Vamp in the Grave Guard) and ending the magic phase.<br /> In combat, the Lord MAULS my Dark Riders. I had no idea he could be so completely nasty! He overruns, but only gets 4", still well within charge range of my Hydra. On the right, my Hydras do well, killing every last skeleton and zombie, giving me the flank. The central combat goes badly for me, and I only cause a single wound to his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, all other attacks being saved by Regen. He kills a few of my Black Guard and puts a wound on the Dreadlord, and wins combat. With stubborn, my guys roll a... 12?! but they are able to reroll due to the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> hag in the back and pass with a 9. Whew! <br /> <br /> Turn 4: Dark Elves<br /> <br /> I charge my left hydra into the rear of his lord, and charge my two hydras on the right into the flank of the Grave Guard. I specifically leave his 10 ghouls and a squad of 20 (more like 16 by now) skeletons on the left side, hoping to draw a charge from them into the hydra, so I can combat res his Lord to death with them. My dragon/lord moves close to the corpse cart, preparing a charge next turn.<br /> No real shooting except for a few shots from Dark Riders into a Corpse Cart, which do nothing.<br /> In combat, my Hydra kills the remaining Blood Knight, and takes a wound in return. The big scrum in the middle is a fiasco, and even with my two hydras in the flank of the Grave Guard (14 S5 attacks) and all my Black Guard attacking them w/ 3 S4 re-rollable hits each, I do ZERO wounds to the unit, and take 2 in return. I still win combat, but he loses zero Grave Guard due to regen.<br /> <br /> Turn 4: Vamp Counts<br /> <br /> He takes the bait and charges his skeletons on the left into the flank of my Hydra, and the ghouls into the assassin unit, who stand and shoot, killing 5. He again tries to summon undead horde and miscasts due to RoH, though he saves the wound.<br /> My Hydra takes the ghouls apart, causing 7 wounds total (beastmasters included). The Lord causes 1 to the Hydra, and I win by a TON, combat ressing the Lord to death. Everything immediately begins to crumble, and he even loses 4 Grave Guard from the crumbling. My dreadlord w/ Black Guard and Hydras finally do something, and kill 6 Grave Guard and the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>. I win combat by a TON, and even more crumble, because the Regen banner is gone.<br /> <br /> His army completely gone except for about 3 skeletons, 4 grave guard, and a corpse cart, he concedes the game.<br /> <br /> Results: Massacre for the Dark Elves, 24-0<br /> <br /> He actually technically should have gotten a '-1' score, since he lost his Army Standard, but we decided a zero was bad enough, and allowed him the point. He had lost his entire army, and I'd ended up keeping the losses to a couple of Black Guard, and a Dark Rider Squad.<br /> <br /> Things I learned:<br /> <br /> Vamp Count lords can be NASTY in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>! Holy crap, so many attacks that auto-hit and wound on 7's, then get to roll even more if they wound? Wow, I don't know why he didn't take two of them, honestly!<br /> The Regen Banner is AMAZING with Grave Guard, or any unit, probably.<br /> When fighting a Regen Banner with Black Guard, having your Cauldron of Blood give them Killing Blow is a lot better choice than +1A, since it negates Regen. Took me most of the game to realize that, heh.<br /> <br /> The Lizardman army had gotten a massacre against Warriors of Chaos, and the Goblins tied the High Elf list, meaning.... <br /> <br /> Game 2: Dark Elves vs. Lizardmen!<br /> Here's his list:<br /> <br /> Tehenhauin (his General) on an Ancient Stegadon w/ Engine of the Gods<br /> Skink Chief on a Stegadon<br /> Skink Priest w/ L2, Dispell Scroll<br /> Skink Priest w/ L2<br /> <br /> 20 Skinks w/ 2 Kroxigors<br /> 20 Skinks w/ 2 Kroxigors<br /> 10 Skink Skirmishers<br /> 10 Skink Skirmishers<br /> <br /> Stegadon w/ Giant Bow<br /> Stegadon w/ Giant Bow<br /> Ancient Stegadon w/ 2 Giant Blowpipes<br /> <br /> 5 Terradons<br /> 5 Terradons<br /> 3 Razordons<br /> <br /> Wow. There was a LOT of things I was nervous about. Bolt throwers, big blocks of infantry, Skirmishers, Terradons w/ Flight to be able to march block me, even MORE monsterous creatures than I had. I had never played against the new Lizardmen book, and it made me a little nervous. I wasn't sure what to expect from any of his units, and all I knew was that I needed to get my assassins to shoot their ninja stars at stegadons, hopefully killing them quickly and evening the odds.<br /> <br /> Scenario:<br /> <br /> We had a marker in the center of the table, and everyone within 12" of it had to do an animosity check like Orks and Goblins have to. In addition, every miscast within that area had to roll on the Ork and Goblins miscast table.<br /> <br /> Massacre: Defeat your opponent by 2600 or more points (worth 20 points)<br /> Major Victory: Defeat your opponent by 1900 or more points (worth 17)<br /> Minor Victory: Defeat your opponent by 1200 or more points (worth 13)<br /> Draw: Achieved if the margin of victory is 1000 points or less (worth 10 each)<br /> <br /> Battle Point Modifiers<br /> • +1 If you have more units within 6 inches of the Totem marker than your opponent.<br /> • +1 If your General is still alive<br /> • +1 If you killed the enemy’s General<br /> • +1 If all of your magic users (including Dwarf Rune Lords or Rune Priests) are alive<br /> and not fleeing at the end of the game<br /> • -1 If all of you Magic users (including Dwarf Rune Lords or Rune Priests) have been<br /> killed or are fleeing at the end of the game (If you have no magic users or their<br /> equivalent in your army then this does not apply to you)<br /> <br /> I deployed almost exactly the same way I did the last game, making sure my Hydras and Dark Riders were interspersed on the flanks and the middle. The crossbowmen and kept on the left flank as well.<br /> He deployed with his two ancient stegadons in the center of the table, with his other 3 flanking them. He put the two infantry blocks and skink skirmishers on either side of the Stegadons, and the Teradons outside them. The Razordons he put on the far left flank.<br /> We rolled to see who got first turn, and he did.<br /> <br /> Turn 1: Lizardmen<br /> <br /> He moved one stegadon on the left flank up a little bit, as well as the razordons. The terradons moved up a little too, though not much, and the skink skirmishers he also moved up.<br /> He was able to cast Comet of Cassadora right in the middle of my lines with irresistable force, and I forgot that RoH would have made him miscast instead. <br /> His shooting missed everything of mine (he was aiming for my dragon, and the Lord on it took 2 bolts to the chest and remained unscathed, haha. Gotta love the reverse ward save + regenerate!<br /> <br /> Turn 1: Dark Elves<br /> <br /> I sprinted everything forward, getting ready for the plunge, either next turn or the turn after. No real shooting, except from my Dark Riders, who kill 4 skink skirmishers on the right flank. Comet of Cassadora gets a counter, and I'm able to dispell it this turn with my 3 casting dice. Whew... those things can be nasty, if I remember correctly!<br /> <br /> Turn 2: Lizardmen<br /> <br /> His skink skirmishers are forced to move forward due to animosity, and decide to foolishly charge a Hydra! He moves forward with his terradons, dropping rocks on my Dark Riders on the flanks. He kills the ones on the right to a man, and kills all but 1 Rider on the left. The Razordons then move up and shoot at a block of my crossbowmen, killing 5. The terradons shoot and kill the remaining dark rider on the left flank. The rest of his line moves up slightly.<br /> He tries various spells, but miscasts on Beast Cowers vs. my Dragon due to RoH and ends the magic phase, losing a magic level on one of his priests.<br /> Shooting again does little, and in combat my Hydra wins vs. the skirmishing skinks, and pursues them, killing them all.<br /> <br /> Turn 2: Dark Elves<br /> I declare a couple of charges, the Dragon/lord into his General's Ancient Stegadon, and the middle Hydra (who had fought the skinks earlier) into the 2nd from the left stegadon. Everyone else moves up, except for the right Hydra who is march blocked by terradons. The left Hydra moves to flamer the razordons, and my intact crossbow squad moves up. I reveal my assassins in this squad. The Black Guard move up as well, ready to counter-charge any of the flank charges I know he's going to make with his free Stegadons/blocks of infantry.<br /> I'm able to shoot my assassins at the left stegadon, causing 4 wounds to it. The Hydra flamers the razordons and kills 2 of them, and 3 skink handlers, who pass their break check. The Hydra on the right flamers the teradons, killing 1.5 of them. Blah, waste of time, apparently.<br /> In combat, my Dragon/lord take 2 wounds off the Ancient stegadon, and the dragon takes one in return. He passes his break check. The Hydra vs. stegadon is the same, the Hydra taking one wound, and dishing out 2 in return. Hydra holds.<br /> <br /> Turn 3: Lizardmen<br /> <br /> He declares a slew of charges, his block of skinks on the right and his rightmost stegadon charging the Black Guard, the 2nd ancient charging the Dragon/lord, and the block of skinks on the left charging my Hydra. Also, he charges his leftmost stegadon (the one with 4 wounds) into my left hydra, as well as his razordons. On his impact hit rolls, he rolls 3 6's in a row, though he only manages to wound one hydra (one the left) twice.<br /> He tries to cast a few more spells, but RoH ends the phase again, and he fails to do anything with his magic.<br /> In combat, the Hydra on the left murders the stegadon who charged it, and the handlers kill the remaining Razordons. I'm forced to pursue, and chase them down. The middle hydra doesn't do terrible, killing a kroxigor and putting 2 wounds on another, but takes a couple wounds. He holds, however, to my relief. On the right, the Black Guard are unable to do much against the stegadon, my Dreadlord whiffing all of his attacks (despite his reroll) and the Black Guard putting one single wound on a Kroxigor. They kill a couple, but I stick around due to stubborn. The dragon/lord vs. the two ancients goes well (I think), causing 2 more wounds to the general's stegadon, in return for 2 wounds to my dragon. I then lose combat by 1, and roll... a 10. I'm 13" from the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, and am forced to flee... and roll a 6 on <span class="glossaryitem" onmouseover='gp(2);'>3D6</span>. He easily catches me, and just like that, the game changes drastically, with two stegadons free from combat.<br /> <br /> Turn 3: Dark Elves<br /> <br /> My Hydra on the left charges the rear of the skink block in combat with my other hydra, and the Hydra on the left moves forward slowly, flaming and killing the skink skirmishers in the forest there. Dark Riders in the center remain where they are, for some reason (forgot to move them, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>). Crossbows move up, trying to get the assassins into the fight, but terrain slows them down a bunch.<br /> My charging Hydra on the left flank slaughters about 10 skinks, and my other hydra takes another two wounds off the stegadon. The stubborn stegadon holds, but the kroxigor/skink block flees (for some reason they fled through my other hydra? I'm unclear as to how they did that and remained alive, but thats what we ruled) and I'm unable to catch them. On the right, my Black Guard whiff horribly, missing the Kroxigors completely despite 9 3+ rerolls to hit. I do a wound to the stegadon with my Lord, however, and cause it not to attack this turn. I win combat this time, however, though he holds.<br /> <br /> Turn 4: Lizardmen<br /> <br /> His infantry block rallies, and reforms. He charges his two ancient stegadons into my Black Guard left flank, and his right terradons into their right flank, killing a slew of them on the left. My Dreadlord and black guard are able to take two more wounds off of the original stegadon, a couple wounds off the woundless ancient stegadon, and killed to the man all of the terradons on the right flank. They also managed to kill a few skinks. I lose combat, however, fail break check, and get chased down. One single ancient stegadon with one wound is able to pursue into my hydra on the right side. Ut oh. On the right, it's also bad, as the stegadon finishes off it's original hydra with combat res, and is able to chase it into my left hydra.<br /> <br /> Turn 4: Dark Elves<br /> I move my assassins a little bit, trying to get into range of stegadons to shoot them. Still outside though. My Dark Riders decide to charge a skink priest, who has left his unit.<br /> In combat with my hydra on the left, the stegadon whiffs, and the hydra takes his last wound off of him. On the right, my hydra does just as well, killing his charging stegadon. There are 2 stegadons left, one ancient one with one wound left (holding his general), and a stegadon with 3 wounds left. The Dark Riders crush the skink priest.<br /> <br /> Turn 5: Lizardmen<br /> <br /> He charges my wounded right Hydra with his two stegadons, and causes enough impact hits that the Hydra is down to 1 wound left. His terradons on the left charge my assassin crossbow squad. His reformed block of infantry w/ 1 kroxigor charges my Hydra on the left.<br /> My Hydra on the right is able to dodge a few blows, and kills the final Ancient stegadon w/ Tehenhauin in it, and holds. On the left, the skinks and kroxigor miss my Hydra, and I kill enough skinks, that the entire unit breaks, and I chase them down. The crossbowmen kill 1.5 terradons, and it's a push.<br /> <br /> Turn 5: Dark Elves<br /> <br /> I declare another charge with the Dark Riders, this time on his Skink Chief that in the midst of all this craziness has been slinking away from the combats. My hydra on the left moves to recieve a charge from another wave of Kroxigors/skinks. The combat with my hydra on the right vs. Tehenhauin and a stegadon goes well enough for me, with my killing Tehenhauin, but the Stegadon finishing my Hydra. The handlers insta-break, and get away. The crossbowmen go first against the terradons, and kill another one, winning combat, and forcing them to flee, forcing me to pursue and not catch them. The Dark Riders again crush the character they charge, and get ready to charge the remaining skink priest.<br /> <br /> Turn 6: Lizardmen<br /> <br /> His terradons rally. His block of infantry charges my Hydra. The stegadon turns around and walks toward the middle, contesting the objective vs. my Cauldron of Blood, who this entire time remains unscathed.<br /> In combat with my last remaining Hydra, the Kroxigors miss with their great weapons, and the hydra kills both Kroxigors, and the handlers kill 5 skinks, breaking the unit, and I catch them.<br /> <br /> Turn 6: Dark Elves<br /> <br /> My assassins get ready to put an end to the stupid terradons, since there's no way I can get them to the stegadon in the middle fast enough. The Hydra mostly just hangs out, since there's nothing it can do either. The Dark Riders, however, charge and slaughter his skink priest. The assassins/ crossbows kill the remaining terradons.<br /> <br /> The Game Ends.<br /> <br /> Results: Draw for Dark Elves! 10-10<br /> <br /> Wow. That was a messy battle. I counted my battle points, and I actually still had quite a few more points left than him (he had his one 235 point stegadon left, and I had half a hydra, cauldron of blood, full dark riders squad, full crossbow squad, half crossbow squad, and 2 assassins left. The thing I forgot to count was table quarters, which I think MIGHT have pushed me over the edge (I had 3 quarters) in <span class="glossaryitem" onmouseover='gp(140);'>VP</span> for the Minor victory. I'm not really sure, and I don't really feel like finding out. It was a pretty brutal battle, and it was full of memorable moments!<br /> <br /> What I learned:<br /> <br /> -Stegadons are tough in close combat, but their saves actually make them somewhat vulnerable to repeater crossbow fire, since a normal stegadon only has a 3+, modified to a 4+ vs. repeaters. <br /> -Putting a much needed unit (i.e. assassins) in a corner where they can be march blocked can really really really adversely affect you.<br /> -NEVER have your hardest-hitting unit outside of the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>! I feel that that really did cost me the game, having my Dragon fleeing that quickly.<br /> <br /> <br /> So, I had 34/48 points, tied with the lizardmen army, and only one point better than both the fanatic goblin army and the high elf army. <br /> <br /> Game 3: Dark Elves vs. Fanatic Goblins<br /> <br /> Here's his list:<br /> <br /> Skarsnik w/ Gobbla<br /> Night Goblin Shaman w/ L4, Mad Cap Mushrooms, Staff of Sneaky Stealin, Dispel Scroll<br /> Night Goblin Big Boss w/ Bad Moon on a stick<br /> Shaman w/ L2, Dispel Scroll<br /> Shaman w/ L2, Dispel Scroll<br /> Shaman w/ L2, Dispel Scroll<br /> <br /> 43 Night Goblins w/ <span class="glossaryitem" onmouseover='gp(397);'>FC</span>, 3 Fanatics, Spears<br /> 20 Night Goblins w/ <span class="glossaryitem" onmouseover='gp(397);'>FC</span>, 3 Fanatics, Spears<br /> 20 Night Goblins w/ <span class="glossaryitem" onmouseover='gp(397);'>FC</span>, 3 Fanatics, Spears<br /> 20 Night Goblins w/ <span class="glossaryitem" onmouseover='gp(397);'>FC</span>, 3 Fanatics, Spears<br /> 20 Night Goblins w/ <span class="glossaryitem" onmouseover='gp(397);'>FC</span>, 3 Fanatics, Spears<br /> 20 Night Goblins w/ <span class="glossaryitem" onmouseover='gp(397);'>FC</span>, 3 Fanatics, Spears<br /> 20 Night Goblins w/ <span class="glossaryitem" onmouseover='gp(397);'>FC</span>, 3 Fanatics, Spears<br /> <br /> 10 Spider Riders w/ <span class="glossaryitem" onmouseover='gp(397);'>FC</span><br /> <br /> 2 Spear Chuckkas<br /> 2 Spear Chuckkas<br /> 2 Spear Chuckkas<br /> 10 Squig Hoppers<br /> 10 Squig Hoppers<br /> <br /> 1 Doom Diver<br /> <br /> Wow... lots and lots and lots of goblins. I knew he was vulnerable to terror though, and I also had something else: a river in the middle of the board.<br /> <br /> The Scenario:<br /> <br /> It was basically the same: Kill eachother til you're dead. If your general is in range to charge his general, you have to charge, and declare a challenge.<br /> <br /> Massacre: Defeat your opponent by 2600 or more points (worth 20 points)<br /> Major Victory: Defeat your opponent by 1900 or more points (worth 17)<br /> Minor Victory: Defeat your opponent by 1200 or more points (worth 13)<br /> Draw: Achieved if the margin of victory is 1000 points or less (worth 10 each)<br /> <br /> Battle Point Modifiers<br /> • +1 If you have at least one (Unit Strength 5 or higher) units in your<br /> opponents deployment zone<br /> • +1 If your General is still alive and not fleeing<br /> • +1 If you killed the enemy’s General<br /> • +1 If your most expensive unit is still alive and not fleeing at game’s end<br /> <br /> <br /> I won the choice for deployment, and picked the side that would make him cluster up around terrain the most. I deployed almost exactly the same way I did the other games.<br /> He deployed with his goblins all clustered on the left center, with the huge Skarsnik unit w/ the L4 wizard in the back. A hill in the middle gave him room for all 6 Spear Chukkas, and he put his Doom Diver in the bottom left corner. His Squig Hoppers he put on his flanks.<br /> An important note: There was a river flowing through the middle of the board. When fanatics hit any type of terrain, they die.<br /> I won the roll for first turn, and take it.<br /> <br /> Turn 1: Dark Elves <br /> <br /> I move everything up, and sprint my Dark Riders up, popping about 9 fanatics with 2 of my squads, losing 9 Riders to the Fanatics, though the remaining one stays.<br /> <br /> Turn 1: Goblins<br /> <br /> He moves his squig hoppers but leaves everyone else where they are, lest the final rider pop their fanatics. The spear chukkas shoot at a Hydra in the middle and take 2 wounds off of it. I (for the most part) shut down his magic.<br /> <br /> Turn 2: Dark Elves<br /> <br /> I declare a charge with my remaining Dark Rider into the closest Spear Chukka. Everything else moves up, and the Hydra on the left flames some Squig Hoppers. Everyone else I keep on the edge of the river, to keep the fanatics from hitting them. I also move my Dragon into the middle of his Goblin horde, ready to force terror checks next turn. His fanatics that haven't popped do, but they're behind the other squads, and he's forced to make his fanatics go through his own units or making them go off the board, and he chooses the latter. The Dragon flames a few goblins, who hold.<br /> In combat, the Dark Rider kills the crew, and makes everyone around them take panic checks. Skarsnik takes his, fails it on a 9, and runs off the board, and about 4 other goblin squads do as well, also 3 other Spear Chukka crews.<br /> <br /> Turn 2: Goblins<br /> <br /> He charges the squig hoppers into the Hydra. The other goblins are forced to take Terror checks and another few fail. The Squig Hoppers fail to hurt the Hydra, and are killed to a man. At this point he has a couple Spear Chukkas, the Doom Diver, Spider Riders, a squad of Goblins, and a squad of squig hoppers. We play a little more, and he shortly concedes the game.<br /> <br /> Results: Massacre for the Dark Elves 24-0<br /> <br /> I honestly felt really bad about this game. A lone Dark Rider shouldn't have been enough to rout his entire army, and the fanatics were hitting terrain all over the place. The game wasn't really that indicative of what SHOULD have happened, but in 'Ard Boyz, I'll take what I can. The guy was a great sport, and I've always had a great time playing against him in both <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and Fantasy.<br /> <br /> What I learned:<br /> <br /> -Goblins are REALLY shaky on leadership checks. Depending on leadership 8 is rough.<br /> -Fantasy games can be ENTIRELY one-sided. I didn't even use most of my units this game...<br /> <br /> In the other game, the High Elves took a Minor loss to the Lizardmen. Meaning:<br /> <br /> Overall Results: First Place for the Dark Elves! Woo hoo!!<br /> It was a really fun tournament, with great opponents all three rounds. It was also a fun change of pace for me, since I almost exclusively play <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, I had a lot of fun playing another game.<br /> <br /> Now, it's your turn. How did you like the report? More importantly, what armies do I need to look out for at Regionals? Any suggestions to make my list harder? I want to be able to beat demons, but I really have no clue as to what to expect, since I don't play WFB much. Thanks for reading, I realize it was pretty long. Have a good one! <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 28 Sep 2009 06:51:59]]> GMT</pubDate>
				<author><![CDATA[ Xaereth]]></author>
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				<title>Re:'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ On your third game, you stated that the Spear Chukka unit losing combat caused many of your opponent's Army to Panic.<br /> <br /> I believe in the new edition, the unit that broke or was destroyed from combat must be Unit Strength 5 at the beginning of the phase in order to cause panic to other units around them.  <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 28 Sep 2009 07:07:22]]> GMT</pubDate>
				<author><![CDATA[ joshuafalcon]]></author>
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				<title>Re:'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ Nice reports thanks.<br /> <br /> You made it pretty clear what was going on and kept it pertinent without going into too much detail. That's what I like to read. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 28 Sep 2009 11:09:03]]> GMT</pubDate>
				<author><![CDATA[ xhequimunqui]]></author>
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				<title>'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ Nice report, good details without being too wordy.  And I'll second what Josh said, a unit must be at least US 5 when destroyed to cause panic tests however that is just chalked up to you guys inexperience.<br /> <br /> As an aside I thought it was a minimum of 12 players to run a 'Ard Boyz prelim...]]></description>
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				<pubDate><![CDATA[Mon, 28 Sep 2009 13:25:27]]> GMT</pubDate>
				<author><![CDATA[ Baneon]]></author>
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				<title>Re:'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ While 12 players or more would be better for the structure overall, how do you tell the 11 players that show up at a given location that they can't participate in a free national competition because one more person didn't show up?<br /> <br /> On a separate note: Well written report, wish it had some photos to go with it, but I can't see taking time out of a long tournament setting to take them anyway. Congrats on the win.]]></description>
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				<pubDate><![CDATA[Mon, 28 Sep 2009 14:43:27]]> GMT</pubDate>
				<author><![CDATA[ Malecus]]></author>
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				<title>'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ 11 players is sight different then 6.  A Bi on the first round cause your one player short is one thing but having 3 players passed to the semi-finals from a pool of 6 where it can't possibly be a true SWISS match?  There is no offense meant in this to the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, this has nothing to do with him and I congratulate him on his wins and making it to the Semi-Finals.]]></description>
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				<pubDate><![CDATA[Mon, 28 Sep 2009 15:10:07]]> GMT</pubDate>
				<author><![CDATA[ Baneon]]></author>
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				<title>'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ So once again, where do you draw the line? You said you thought you had to have 12 players, then said you could do just fine with 11. What about 10? Or 9? <br /> <br /> At what point do you want to say: "Nope, not enough people showed up here, despite the fact that the location was posted on the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> website. Everyone that DID show up here, you're hosed for this year's tournament unless you can find somewhere that's running again tomorrow, and hope that enough players show up there."?  <br /> <br /> Thread hijacking now turned off, Baneon, if you have further points to make about the number of players involved, let's move it to another thread.]]></description>
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				<pubDate><![CDATA[Mon, 28 Sep 2009 15:15:15]]> GMT</pubDate>
				<author><![CDATA[ Malecus]]></author>
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				<title>Re:'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ Was the lizardmen player using any of the engine of the god's powers?  Couldn't tell from the report and those should have caused some havoc.]]></description>
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				<pubDate><![CDATA[Mon, 28 Sep 2009 16:04:06]]> GMT</pubDate>
				<author><![CDATA[ gardeth]]></author>
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				<title>'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ @joshuafalcon:  You're right, I just looked and... dangit!  I guess thats what happens when you're rusty.<br /> <br /> @xhequimunqui:  I'm glad you liked it, I felt like it was pretty wordy, but I'm glad to hear from others that it wasn't too bad!<br /> <br /> @Baneon:  I'm not sure about the 12 person minimum.  I DO know that none of the stores in my area would have gotten 12 people though.  Even the place that is holding regionals only had 11, and thats one of the biggest game clubs I've been to.  I realize that I didn't really 'earn' going to regionals, but on the other hand, I doubt <span class="glossaryitem" onmouseover='gp(50);'>GW</span> would have a WFB tournament at all if they restricted it to 12 or more people.  Thanks for the congrats though <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> @Malecus:  Thanks, I'm glad you enjoyed it!<br /> <br /> @Gardeth:  Yeah, he used the EoG a few times, though it really didn't do much.  He used the ward save for a while, which helped him save about 3 skink skirmishers, and he used the S4 <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>" range attack, which wounded none of my hydras/characters.  I think he only used it for 4 turns or so until I killed the Ancient Steg holding it.]]></description>
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				<pubDate><![CDATA[Mon, 28 Sep 2009 16:29:16]]> GMT</pubDate>
				<author><![CDATA[ Xaereth]]></author>
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				<title>'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ All I can say is that I really hope I fight a fanatic list like that sometime.  I've got three units that cause terror, and one of them is a unit of ethereal wraiths, who'd love to move up and pop fanatics without chance of reprisal!<br /> <br /> Nice report.  Also, didn't know that banshees counted as characters and could be challenged.  I'm pretty sure they can't, but if so then I'm definitely never including one.]]></description>
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				<pubDate><![CDATA[Mon, 28 Sep 2009 23:10:31]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ Spellbound:  haha, I'm not sure if they can or not.  My opponent apparently thought they could be as well, and was 'forced' to accept the challenge.  I just figured the Banshee was the champion upgrade.  I obviously can't claim to know much about the specific rules for every army though, I barely know any specific rules for the game itself, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.<br /> <br /> Glad you liked the report though. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Anyone know what sort of armies I'm likely to face at Regionals?  I'm not even sure what a 'power list' would look like, from any army really.  I hear the Tzeench/Slannesh Demons are the ones to beat, though I don't really know if that's because of magic or combat prowess, special rules, etc.  <br /> <br /> In what ways can I make my army more competitive? I'm thinking of switching my 'on the ground' Dreadlord's Chill Blade for an Executioner's axe, which is double your opponent's toughness, up to S10, and does d3 wounds, so that I'll have a better chance vs. monsterous creatures and the like.]]></description>
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				<pubDate><![CDATA[Tue, 29 Sep 2009 00:32:43]]> GMT</pubDate>
				<author><![CDATA[ Xaereth]]></author>
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				<title>'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ Putting the executioner's axe on the dragon rider seems like a good idea.  As you are a large target, you can see enemy monsters, single characters, etc over other units and since you fly, you can go right over any units in the way to start charging willy nilly and assassinating all of the enemy's monsters, so long as there's room for your base.  <br /> <br /> As for what armies you'll face, I think undead is a guarantee.  I'm actually not too sure about daemons - they don't seem to be faring too well in most of the tournaments, at least not as well as I thought they would.]]></description>
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				<pubDate><![CDATA[Tue, 29 Sep 2009 00:38:22]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ A couple notes on rules:<br /> <br /> An extra hand weapon with the chill blade is unusable. MAgic weapons are "jealous" and you msut use them and do not allow additional handweapons, or the option to say use a lance on the charge then switch weapons. The only time you can use an additional weapon is if the wepaon specifically states that it coutns as a hand weapon, like the Dagger of Hotek- or by extension the magic BM scourge int here that coutns as a BM scourge, which in turn has rules that it counts as a hand weapon.<br /> <br /> Spellbound: you can't use the Exec. Axe on a dragon it has a on foot only rule.<br /> <br /> Some thoughts on the lsit- I'd trim the shields form the xbows, they are not worth the points in my humble opinion. The guardmaster is an okay buy for the points, but I suually forgo it.<br /> <br /> Making the Death Hag int he couldron the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> was an intersting choice. I guess it's legal, nothing in the rules comes to mind that it isn't but I'd never thought of doing it.<br /> <br /> I do wonder why though- why an immobile <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>?<br /> <br /> Side note, not everyone realizes this, but the Hag attendents are the same untis as the hag champions in <span class="glossaryitem" onmouseover='gp(411);'>WE</span> units and may therefore take gifts as well- and asnwer challenges to protect the Death Hag if needed.]]></description>
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				<pubDate><![CDATA[Fri, 8 Jan 2010 19:58:24]]> GMT</pubDate>
				<author><![CDATA[ faintpremonition]]></author>
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				<title>'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ The cauldron isn't immobile, it just can't charge.  I've actually seen a lot of lists that run a <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in the cauldron.  Gets some nice protection between randomization of hits and the ward save.<br /> <br /> <span class="glossaryitem" onmouseover='gp(314);'>RZ</span>]]></description>
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				<pubDate><![CDATA[Sat, 9 Jan 2010 07:25:22]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
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				<title>'Ard Boyz Prelims for Dark Elves</title>
				<description><![CDATA[ Another comment about rules.<br /> <br /> Manbane makes the S count as one more than the target's toughness with a maximum of 6, I believe.  So, the manbane + <span class="glossaryitem" onmouseover='gp(130);'>TS</span> combo gives a maximum S of 7 for attacks, assuming the target's toughness is 5+.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/258590/1239796.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/258590/1239796.page</link>
				<pubDate><![CDATA[Sat, 9 Jan 2010 13:22:38]]> GMT</pubDate>
				<author><![CDATA[ Saldiven]]></author>
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