Congrats on bothRE.Lee wrote:Ok. Got an A on the first part of the exam, so things should be ok.
Managed to play a game, too!
Looking forward to the battle report. I don't have much to add to the army list so far.
Moderators: The Heralds, The Loremasters
Congrats on bothRE.Lee wrote:Ok. Got an A on the first part of the exam, so things should be ok.
Managed to play a game, too!
We missed the flaming vs magic weapons bit. Good thing it didn't come into playSpellArcher wrote: I believe these count as Magic Weapons so negate the Banner but I’m not certain.
Yeah, I don’t like the paucity of magic.RE.Lee wrote:My DP got the Bolt of Change (I didn't get to cast it).
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: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.
Ouch!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.
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:The Knights and Warriors charge the Wild Riders, who flee but are caught. Yay!
Good grief!RE.Lee wrote:After a good bit of grinding (with the Driads having joined in) the Daemon finally bites it.
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.
Ah, that's what we thought, but could find the ruling for. It was not under frenzy, so I guess its under ItP?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.
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!
I can see that Daemon Prince at the back. It’s a Battle of the Badasses!RE.Lee wrote:I played a game with Vampire Counts
This makes sense, given your speed advantage RE. Might be an idea to advance more slowly in the centre?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 rarely bodes well.RE.Lee wrote:The Hellcannon fails its leadership check,
That's just rude.RE.Lee wrote:I get hit by Curse of Years yet again.
RE.Lee wrote:Champion ascends to Daemon status!.
That is living dangerously.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!).
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?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.
RE.Lee wrote:I was two wounds down
Bravo!RE.Lee wrote:But wait, there's more!
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:Mortis Engine
Yay!RE.Lee wrote:revenge against the Vamp
These are a real issue for WoC but committing them to combat is rarely a good idea.RE.Lee wrote:crumbled the Terrorgheist
It sounds great, real hammer and tongs stuff!RE.Lee wrote:settle this mini-campaign
Thanks dude, you too, let us know how it goes!RE.Lee wrote:I'll be taking on the Dwarfs with my Skaven on the 30th. Have a great beginning of 2019 everyone!
Got it.RE.Lee wrote:Terrorgheist crumbled due to the Vamp's demise.
Like nailing jelly to a wall.RE.Lee wrote:tried to pin it with my light cavalry
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.Prince of Spires wrote:Why are they so uncommon actually? I don't see them show up that much in VC lists.
Yes these can remove a unit scary fast but a decent shooting phase keeps them honest Rod.Prince of Spires wrote:Terrorgeists really are an abomination.
Not my archers. They come equipped with blunt arrows.SpellArcher wrote:Yes these can remove a unit scary fast but a decent shooting phase keeps them honest Rod.Prince of Spires wrote:Terrorgeists really are an abomination.
I suspect there’s some kind of ancient curse on your archers that we’re unaware of Rod.Prince of Spires wrote:Not my archers.
RE.Lee wrote:Last years game
A nice mix of filth and fluff!RE.Lee wrote:Skaven:
Exactly CR, though I take RE’s point about the Slayers being the right unit to have there.CaledorRises wrote:Also the Dwarf right flank looks oddly open.
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: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.
I always think you should ambush with these but they seem to have got inside 18” easily enough.RE.Lee wrote:The skirmishers bring down a Cannon and put 2 wounds on the Catapult.
This seems huge.RE.Lee wrote:counter charge with the Stormvermin, Abomb and PCBs. Its a massacre
Some games the Bell does nothing and some...RE.Lee wrote:The Bell crushes the Irondrakes and its toll even makes the two buildings collapse!
RE’s opponent does not corner!Prince of Spires wrote:think the dwarves engaged a bit to eagerly,
One joyous game, it blew up turn 2! My foe still pulled a draw back though by hosing me with Warpfire.Prince of Spires wrote:sometimes the ringing just doesn't do much.