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PostPosted: Mon Oct 22, 2018 7:29 am 
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RE.Lee wrote:
Ok. Got an A on the first part of the exam, so things should be ok.

Managed to play a game, too!

Congrats on both :)

Looking forward to the battle report. I don't have much to add to the army list so far.

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PostPosted: Mon Oct 22, 2018 7:23 pm 
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SpellArcher wrote:
I believe these count as Magic Weapons so negate the Banner but I’m not certain.

RE.Lee wrote:
My DP got the Bolt of Change (I didn't get to cast it).

Yeah, I don’t like the paucity of magic.


We missed the flaming vs magic weapons bit. Good thing it didn't come into play :wink:

The magic was mediocre, but I really wanted the DP in there, and taking another wizard seemed superfluous. The Dispel Scroll would let me survive the first turn - and I'd be stuck in combat later on.

Turn 1:

My force advances. I fail to cast anything (this would be true for the reminder of the game), the Hellcannon fails to hit (same here).

The Wild Riders declare charge on my Marauder Horsemen, looking for an opening. I flee, however and leave the elven cavalry badly exposed.
Magic is brutal (double 6 just when I hoped it wouldn't be). Gehenna's Golden Hounds get cast on 6 dice and I fail to dispel with mine - I take 2 wounds on the DP. I scroll Searing Doom and still take Final Trans on the Warriors, losing 8!
Shooting kills 3 Knights but the DP deflects arrows aimed at it. At least there's that.

Image

Turn 2:

The Knights and Warriors charge the Wild Riders, who flee but are caught. Yay!
The DP charges the Glade Guards.

The Treeman smashes into the Warriors grinding some down, while the Stag BSB charges into the back of my Daemon. I take a wound but kill her.

Image

Turns 3&4:

After a good bit of grinding (with the Driads having joined in) the Daemon finally bites it. The cheer on the Wood Elf side is quickly silenced though, as the Treeman falls to the Warriors (had a good bit of luck there). Also, the Glade Guards are run down by my Knights. The Marauders harass the Scouts.

Image

Turns 5&6:

The Driads chase down my Knights but ultimately fail to finish them off. The last of the elf units (the Scouts and Waywatchers) are destroyed by my Hellcannon (of all things!). The daemon-machine broke its chains and simply rolled over any opposition.

Image

A solid victory for the forces of Chaos!

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PostPosted: Tue Oct 23, 2018 10:54 am 
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RE.Lee wrote:
The magic was mediocre, but I really wanted the DP in there, and taking another wizard seemed superfluous. The Dispel Scroll would let me survive the first turn - and I'd be stuck in combat later on.

I get this RE. If you get the DP into combat reasonably intact things are going well. I just wonder if your opponent should have tried to hang back and deal with the DP before that happened.

RE.Lee wrote:
Magic is brutal (double 6 just when I hoped it wouldn't be). Gehenna's Golden Hounds get cast on 6 dice and I fail to dispel with mine - I take 2 wounds on the DP. I scroll Searing Doom and still take Final Trans on the Warriors, losing 8!
Shooting kills 3 Knights but the DP deflects arrows aimed at it. At least there's that.

Ouch!

RE.Lee wrote:
The Knights and Warriors charge the Wild Riders, who flee but are caught. Yay!

I’m pretty sure they can’t Flee because they’re Frenzied. I like the combat for you but it’s not hopeless for the Riders with all those Attacks.

RE.Lee wrote:
After a good bit of grinding (with the Driads having joined in) the Daemon finally bites it.

Good grief!

RE.Lee wrote:
The last of the elf units (the Scouts and Waywatchers) are destroyed by my Hellcannon (of all things!). The daemon-machine broke its chains and simply rolled over any opposition.

:mrgreen:

Nicely done!

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PostPosted: Tue Oct 23, 2018 6:55 pm 
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SpellArcher wrote:
I’m pretty sure they can’t Flee because they’re Frenzied. I like the combat for you but it’s not hopeless for the Riders with all those Attacks.


Ah, that's what we thought, but could find the ruling for. It was not under frenzy, so I guess its under ItP?

Anyway, a nice tense battle that was decided on turn 4. I thought I had lost the game when the DP went under but the Chaos Warriors saved the day. My opponent should have targeted the BSB instead of the rank-and-file - his S5 made a difference here.

Next step of the exam is on Nov the 12th, so probably no hobby time until then.

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PostPosted: Thu Oct 25, 2018 8:01 am 
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Nice battle to get back into things.

The "cannot flee" is indeed part of the immune to psychology rule.

I agree with SA that perhaps the WE player was a bit too aggressive. If you have ranged superiority (as in this case with magic), it pays to try and get another turn of ranged damage out of it. Of course, you're at the risk of rolling low for winds. But, with the scroll gone you're likely to get at least 1 spell cast and there's a decent chance of getting two. Both searing doom and hounds are low casting cost enough to get cast in one turn (as you found out). And the battle sounds as if a couple of wounds here and there would have made a lot of difference.

Though of course a rampaging Hellcannon can throw the best laid plans out of the window. ;)

Good luck on the next exam part!

Rod

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PostPosted: Mon Nov 12, 2018 9:00 pm 
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Got an A on the second part of the exam as well, so that's finally over. Board certified specialist in internal medicine, yay!

Back to really important stuff.

I played a game with Vampire Counts - report incoming soon.

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PostPosted: Tue Nov 13, 2018 3:13 pm 
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RE.Lee wrote:
Got an A on the second part of the exam as well, so that's finally over. Board certified specialist in internal medicine, yay!

=D>

RE.Lee wrote:
I played a game with Vampire Counts

I can see that Daemon Prince at the back. It’s a Battle of the Badasses!

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PostPosted: Tue Nov 13, 2018 8:45 pm 
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It sure was!

Chaos Warriors:

Daemon Prince of Nurgle, Level 4 of Death, 1+ save, Soul Feeder, Dispel Scroll
BSB of Nurgle, 1+ save, Sword of Antiheroes

18 Warriors of Nurgle, command, great weapons
17 Warriors of Nurgle, command, shields, Banner of Swiftness
2x5 Marauder Horsemen
Chaos Chariot

5 Chaos Knights of Nurgle
Hellcannon
3 Crushers

Vampire Counts:

Blender Lord
Master Necromancer
Necromancer
Wight BSB
Banshee

30ish Skeletons
40ish Zombies
30ish Ghouls
5 Dire Wolves

6 Crypt Horrors
24 Grave Guards, great weapons
Mortis Engine

Deployment (sorry for the dark photos):

Image

I was attempting to replicate my success for the previous battle with the VC - swinging in from the right for the win. This time, however, I had to figure out a way to deal with the Blender Lord...

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PostPosted: Wed Nov 14, 2018 4:31 pm 
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RE.Lee wrote:
I was attempting to replicate my success for the previous battle with the VC - swinging in from the right for the win.

This makes sense, given your speed advantage RE. Might be an idea to advance more slowly in the centre?

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PostPosted: Sat Nov 17, 2018 8:33 pm 
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That was the plan. However...

Turn 1.

The Hellcannon fails its leadership check, breaks loose and advances halfway up the field, ending up right in the face of the Grave Guards. Ooops. Everything else moves up as well.

Undead flanks advance, with the Grave Guards taking their chance against the Hellcannon, whooping it. I also get Curse of Years cast on me.

Image

Turn 2.

I set up a little trap for the Grave Guards using my two Warrior units and the chariot. The Daemon Prince smashes into the Crypt Horrors, while my chaff screens against the Blender Lord and his boys.

Grave Guards kill the Chariot and stay put. The units in the middle advance. I get hit by Curse of Years yet again.

Image

Turn 3.

I charge the GGs with only one of the Warrior units, saving the other for the Blender Lord. The fight goes well and my Champion ascends to Daemon status!. Cavalry moves into flanking positions.

The Blender Lord avoids my trap due to clever charges. The GG/Warriors grind continues.

Image

Turns 4,5,6.

The GG/Warriors pretty much kill each others entirely.

My cavalry charges the Ghouls and wipes them out. They fail to really get back to affect the game.

The Daemon finally finished off the Crypt Horrors, thanks to an IF Purple Sun of all things (it was a Cascade as well, but I survive!).

The other ascended Daemon gets screamed at several times and finally goes under.

Despite my efforts the Blender Lord manages to charge my Daemon-General. Its close, but my dude finally dies to the vicious blows of the vampire.

Image

A fantastic game, despite the loss. Ascending champions, cascades, showdowns - it had it all!

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PostPosted: Sun Nov 18, 2018 12:15 pm 
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RE.Lee wrote:
The Hellcannon fails its leadership check,

This rarely bodes well.

RE.Lee wrote:
I get hit by Curse of Years yet again.

That's just rude.

RE.Lee wrote:
Champion ascends to Daemon status!.

:)

RE.Lee wrote:
The Daemon finally finished off the Crypt Horrors, thanks to an IF Purple Sun of all things (it was a Cascade as well, but I survive!).

That is living dangerously.

RE.Lee wrote:
Despite my efforts the Blender Lord manages to charge my Daemon-General. Its close, but my dude finally dies to the vicious blows of the vampire.

I can't help thinking your guy was missing something RE. But it's a tough fight regardless, even being hit on 5's with no re-rolls. Did you Thunderstomp him?

Good punch-up!

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PostPosted: Sun Nov 18, 2018 12:21 pm 
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Feebly, but yes.

I was two wounds down after that grind with the Crypt Horrors - had it been not for that, I would have stood a chance, I figure.

Still, a thoroughly exciting match!

But wait, there's more! I just played the rematch yesterday, this time dropping the Daemon Prince. I considered a Chaos Lord of Tzeentch to be a better option against a Blender Lord, so he made an appearance. Stay tuned!

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PostPosted: Mon Nov 19, 2018 9:27 pm 
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RE.Lee wrote:
I was two wounds down

:(

RE.Lee wrote:
But wait, there's more!

Bravo!

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PostPosted: Tue Nov 20, 2018 8:46 am 
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Reads like a fun, dynamic battle. There were some swings and lucky rolls on either side I think. But nothing too extravangant. A nice battle to get back into it :) Looking forward to the next one.

Also, though a bit late, congrats on passing the exam.

Rod

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PostPosted: Thu Dec 27, 2018 9:11 pm 
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Busy, busy, busy. I did manage to get two more games against the VC in! The details are fuzzy, though:

Game 1:

I went for a deathstar of Chaos Warriors, looking to take on the Vampire Blender Lord. Unfortunately my opponent decided to leave him at home. I still figured I could do some damage but in the end the Mortis Engine carried the day - those turn 5-6 blasts are terrifying against my small numbers!

Image

Game 2:

The Daemon Prince is back! I realized how much I misplayed him last time and gave it another go. My right flank was full of cavalry and I still had a decent infantry block to anchor my line. My opponent was clever with his movements though and hampered my advance. A Terrorgheist wrecked havoc on my force but then the Vampire Lord overestimated his power (is that even possible?), charged my Knights, who held long enough for my Daemon to join in. I had my revenge against the Vamp, crumbled the Terrorgheist and won.

Image

Before we get to settle this mini-campaign (its 2:2 at the moment), I'll be taking on the Dwarfs with my Skaven on the 30th. Have a great beginning of 2019 everyone!

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PostPosted: Fri Dec 28, 2018 1:17 pm 
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RE.Lee wrote:
Mortis Engine

I guess double Hellcannon and/or maxed-out magic are good here because you really want to remove it at range RE.

RE.Lee wrote:
revenge against the Vamp

Yay!

RE.Lee wrote:
crumbled the Terrorgheist

These are a real issue for WoC but committing them to combat is rarely a good idea.

RE.Lee wrote:
settle this mini-campaign

It sounds great, real hammer and tongs stuff!

RE.Lee wrote:
I'll be taking on the Dwarfs with my Skaven on the 30th. Have a great beginning of 2019 everyone!

Thanks dude, you too, let us know how it goes!

:)

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PostPosted: Fri Dec 28, 2018 6:33 pm 
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Hopefully I'll be able to write a full report.

Just to clarify - the Terrorgheist crumbled due to the Vamp's demise. I tried to pin it with my light cavalry early on but thats not easy...

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PostPosted: Sat Dec 29, 2018 6:47 pm 
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RE.Lee wrote:
Terrorgheist crumbled due to the Vamp's demise.

Got it.

RE.Lee wrote:
tried to pin it with my light cavalry

Like nailing jelly to a wall.

:(

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PostPosted: Thu Jan 03, 2019 9:36 am 
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Great to see some reports coming in :)

I love the mortis engine model. It's a kit I would consider getting (even if just for the parts) to paint up even though I don't play any VC. So it's nice to see it do something ;) Why are they so uncommon actually? I don't see them show up that much in VC lists.

Terrorgeists really are an abomination. They messed up with the rules for that one in my opinion. They're sort of a time-bomb you're trying to deal with, and if you leave it too long it can really screw you over. Nice to see a VC crumble amount to something though.

Rod

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PostPosted: Thu Jan 03, 2019 11:30 pm 
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Prince of Spires wrote:
Why are they so uncommon actually? I don't see them show up that much in VC lists.


Mortis Engines are kind of an awkward unit to play. They have very little CC ability with all S3 attacks and a random number at that with 2D6+4, and they are only T5. So you want them out of CC, but their Reliquary ability is 2D6+turn number" range, so they need to be on the front lines to reliably hit units. They have a scream like a Terrorgheist, but with only 2D6+2 instead of 2d6+Wounds, so on average they only get a 9, which won't hurt most units. The Reliquary attack does D6 hits at a strength of turn number, so they only really get good late in the game, and then you can still get hurt hard by the die roll. The Reliquary also boosts friendly Regen saves, but that requires you to typically build your list around it, and then that's also random range! The big kick then is that if it ever dies it explodes with a range of 12+turn number" and a strength of turn number for 2D6 hits. All of that means that if the enemy kills it early with a cannon it will blow up and kill you without ever having hurt the enemy, and if it blows up late game it could kill anything and everything nearby. It's also super random with all of the various D6 rolls.

All of that means a list must usually be built around it and it requires careful play. Compare that to the Terrorgheist which is 5 pts more and is in the same Rare slot. Most of the time the Terrorgheist is a better purchase just because it's more reliable and if it dies it won't hurt your own troops.


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PostPosted: Fri Jan 04, 2019 8:03 am 
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Thanks for that CaledorRises. Makes sense. It's random enough to belong in a Skaven or O&G list from the sound of it. And while potent it competes for points with better (or at least easier to play and more reliable)options.

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PostPosted: Sun Jan 06, 2019 10:54 pm 
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Prince of Spires wrote:
Terrorgeists really are an abomination.

Yes these can remove a unit scary fast but a decent shooting phase keeps them honest Rod.

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PostPosted: Mon Jan 07, 2019 8:36 am 
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SpellArcher wrote:
Prince of Spires wrote:
Terrorgeists really are an abomination.

Yes these can remove a unit scary fast but a decent shooting phase keeps them honest Rod.

Not my archers. They come equipped with blunt arrows. ;)

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PostPosted: Tue Jan 08, 2019 9:16 pm 
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Prince of Spires wrote:
Not my archers.

I suspect there’s some kind of ancient curse on your archers that we’re unaware of Rod.

:mrgreen:

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PostPosted: Wed Jan 09, 2019 9:23 am 
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Archers come in two types, I guess :wink:

On the Mortis Engine - its slow and grindy in an army that was mostly about getting a Blender Lord in a Black Knight bus rolling as fast as you could. My friend is of the old-school, playing around his wall of undead and the Engine is a perfect fit for him.

Last years game, though:

Skaven:

Seer on a Bell
Seer with Dispel Scroll

Engineer with Rocket and Condenser
Assassin with tail weapon
BSB with Storm Banner

40ish Stormvermin, command, pushing the Bell
40ish Clanrats
2x40 Slaves

2x10 Gutter Runners, poisoned slings
9 PCBs
2x3 Jezzails, with champs

Abomination
WLC
Doomwheel

Dwarfs:

Pimped out Lord of Shieldbearers
Pimped out Dragon Slayer
BSB with ward aura
2x Runesmith

40ish Longbeards, command, stubborn
16 Thunderers
21 Hammerers
20 Slayers
10 Irondrakes

2x Gyrocopter

Runed up:
Cannon
Catapult
Organ Gun

Image

My opponent would go first.

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PostPosted: Wed Jan 09, 2019 6:47 pm 
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Two Grey Seers, that's nasty! Although how do you find that build? Do you get enough power dice to really utilize two level 4 wizards, or is it more for board control to compensate for the shorter range of some spells and to ensure you get every spell you might want?

It's unfortunate you couldn't get first turn, hopefully it doesn't cost you too many rats!

Also the Dwarf right flank looks oddly open. It looks like the Slayers and Hammerers on that flank, but there's nothing screening it, no terrain or units. I think it's your Doomwheel and Abom over there, a bit tough to see in the picture, but if so it should be relatively easy to get behind the Dwarf lines, especially since the Slayers and Hammerers would want to advance to their left to get relevant.


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PostPosted: Wed Jan 09, 2019 9:30 pm 
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The Seer on foot obviously has a Power Scroll, not a Dispel Scroll :wink:

Two Seers is great redundancy - the one on the Bell gets all Plague and can 6-dice stuff without me fearing losing my general. Also - with Warpstone Tokens there's relatively abundant power dice.

Indeed, the Abomination and Wheel are lurking on the extreme left. Neither the Hammerers nor Slayers are great opponents for the Abomb - especially since the Dragon Slayer apparently had flaming attacks!

Turn 1:

Dwarfs advance, but their shooting does very little.

I push up with my Gutter Runners and big guys. The skirmishers bring down a Cannon and put 2 wounds on the Catapult. Rocket decimates the Hammerers (a perfect hit at 30").

Image

Turn 2:

Longbeards charge and catch a unit of Gutter Runners, putting them right next to my guys. Shooting is stopped by Storm Banner.

I counter charge with the Stormvermin, Abomb and PCBs. Its a massacre, but the Dwarfs hold on stubborn.

Image

Turn 3:

What is left of the Hammerers joins the grind, but all the Stunties get beat up. The Slayers smash the Doomwheel. Shooting finally does something - almost wiping out the Clanrats.

The Bell crushes the Irondrakes and its toll even makes the two buildings collapse!

Image

Turns 4-5:

My units clean up. The Screaming Bell board-wipes the war machines.

The Abomination assaults the Thunderers but actually gets killed.

A minor setback in a glorious victory!

Image

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PostPosted: Wed Jan 09, 2019 10:28 pm 
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RE.Lee wrote:
Last years game

:)

RE.Lee wrote:
Skaven:

A nice mix of filth and fluff!

CaledorRises wrote:
Also the Dwarf right flank looks oddly open.

Exactly CR, though I take RE’s point about the Slayers being the right unit to have there.

RE.Lee wrote:
Two Seers is great redundancy - the one on the Bell gets all Plague and can 6-dice stuff without me fearing losing my general. Also - with Warpstone Tokens there's relatively abundant power dice.

This. I’ve faced double Seer and it hurts. Two casts of Dreaded 13th in a turn is a serious option. Under 25% Lords and Heroes it tends to cost you the Bell though.

RE.Lee wrote:
The skirmishers bring down a Cannon and put 2 wounds on the Catapult.

I always think you should ambush with these but they seem to have got inside 18” easily enough.

RE.Lee wrote:
counter charge with the Stormvermin, Abomb and PCBs. Its a massacre

This seems huge.

RE.Lee wrote:
The Bell crushes the Irondrakes and its toll even makes the two buildings collapse!

Some games the Bell does nothing and some...

:twisted:

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PostPosted: Thu Jan 10, 2019 8:49 am 
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Auctor Aeternitatum
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That was pretty brutal on the dwarves I think. Though to be fair, if a dwarf battle report starts with "Dwarfs advance, but their shooting does very little." then you know that it's not going to be a usual dwarf battle.

I think the dwarves engaged a bit to eagerly, especially with the bell unit untouched. A mass of unbreakable stormvermin plus bell is pretty hard to deal with unless you're dishing out serious damage while being survivable enough to deal with the grind. Of course, this battle it was even worse when the PCB and Abomb joined in on the fun.

The turn 2 picture says a lot about the state of the battle I think. It shows a very compact Skaven line and a scattering of dwarf units all over the place.

Nice to see the bell blow up a couple of buildings. As SA mentions, sometimes the ringing just doesn't do much. Though I do remember a WD battle report where they managed to blow up the objective of the scenario (a watchtower kind of thing) with the bell.

Rod

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PostPosted: Fri Jan 11, 2019 10:05 pm 
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Prince of Spires wrote:
think the dwarves engaged a bit to eagerly,

RE’s opponent does not corner!

Prince of Spires wrote:
sometimes the ringing just doesn't do much.

One joyous game, it blew up turn 2! My foe still pulled a draw back though by hosing me with Warpfire.

:(

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