We decided to have Battleline. No roll for scenario
Terrain was randomized as BRB 8th page 142. I won the first placement.Terrain placement order is below
- Settlement of destruction (3 x buildin 2x fence, bane stone)
- Watchtower (inside the settlement)
- Altar of khaine
- Magic Circle
- River
Deployment pretty much as seen. My opponent got to pick table side and he also won the first drop. Deployment order
- Goebeast nurgle
- Archers (left room for knights also for the middle)
- Gore beast
- Casket
- Warriors of chaos
- Tomb Guard
- Trolls
- Chariots
- Festus + Throgg (festus got Blades of Putrefaction and Curse of the Leper)
- Knights, characters. (High Lich Priest had cursed blades, protection, Smiting and vengeance)
- Horse archer (H2 was just barely out of altars range)
Deployment analzye:
- I was fairly happy of deployment. Too bad that rat bastard rolle curse of the leper for festus.
My opponent used HBO rome Marc Anthony tactic and everything marched full speed ahead.
Magic was 5+1 no channels.
- My opponent tried to cast curse of leper on trolls, but I dispelled it
- My opponent tried to cast blades on trolls, but he natively failed it.
I backed up an inch and two inches
Magic was 4+4 + 3 no channels.
- I casted 4 pd vengeance on warriors of chaos, My roll was so high that my opponent decided not to dispel it.
- I casted 3 pd smiting on archers, but my opponent dispelled it
- I tried to cast 2 pd casket, but failed it
- I tried to cast 2 pd protection on tomb guard but it failed also natively
At shooting my chariots managed to strip regeneration of and all of my archers shot chaos trolls. I managed to do total 5 wounds on them with total 37 shots.
He managed to do two 17 inch charge with both gorebeast chariots. My opponent decided to risk vengeance first time ever and marched 6 inch forward. He originally got 7 wounds and 1 for festus, but due regeneration lost only 4 of them.
At magic he got 1+5 and I managed to channel.
- He tried to 6 pd curse of leper on trolls, but I used dispel scroll since he rolled really high was it total of 24.
In troll fight horse archers managed to nail one wound on trolls! those 3 ws 2 str 3 attacks, never say never. My opponent took long time to decide wether to overrun to chariots. He would have needed 9. I tried to mind game him to try since it was unlikely event and incase he would have done it and failed ramhotepped tomb guards might havehad nice flank charge with flaming chariots stripping the regeneration first on frontal assault. He decided to reform.
At necropolish knight fight my opponent got total 8 impact hits, rolled rather low on to wound roll and my rerollable 5+ armor managed to save quite alot of them. His charioteers rolled pretty low and I recceived total 3 wounds. ( We realized in the next turn that his gorebeast never hitted so we rolled them during my turn close combat and he scored another wound). I got 1 wound on both chariots. Thus I lost by 1 and didn't crumble, but as we rolled the gorebeast attacks net turn I crumbled one. God dammit I realized now that I never rolled 6+ regenerations on knights!
I tried double charge to trolls. I needed 4 with Tomb Guards and no bonus.
Magic was capped, was it 5+5+3 (so twelve) and my opponent channeled if my memory serves me right.
- I tried to cast 2 pd casket, but I failed it.
- I casted 4 pd vengeance on Festus Bunker, my opponent let it go and I got -3 to his movement.
- I casted 6 pd smiting, no IF, my opponent tried to dispel it with all, but didn't score.
At shooting, I tried to kill warriors of chaos.
At close combat with necroknights, My opponent rolled one of the worst charioteers hits + to wound roll. WIth those 8 attacks he didn't score single wounding hit. Thus I had one knight more due healing of smiting. I directected every attack I could to non nurgle chariot and rest to nurgle chariot. With the help of smiting I managed to do 3 wounds on non nurgle chariot and zero to nurgle. Gore beast managed to land two wound on the unit. At break test my opponent passed both. Again I didn't roll regenerations.
Chariots managed to do 8 impact hits with 4d6 and was it 5 wounds with them. Then those smite pumped chariots generated 24 x ws2 str 4 strikes and 16 x ws 2 str 3 hits. I did total 9 wounds on the god damn trolls.
Turn analyze:
- Wall of Whining starting here. Oh boy I felt when I rolled 3 with charge. If I wouldn't backed up that 1 inch, then I would have gotten the charge. bloody hell ;) Well this is dice game and this is part of the game. I calculated that in direct frontal assault those chariots on average (with smiting) would have done 15 wounds. Well if those tomb guards would have managed to land the the assault I would probably had 1 chariot left stranded so in that case the wound tolly would been little less about 11-12 from chariots. In that case they would have traded their maximum combat resolution if those trolls would have killed them all. There would have been 120 mm space for tomb guards to land, and that means 7 models would been in base contact. With frenzy + smiting, that would have been total 33 attacks from tomb guards (including champion) and 6 from tomb prince. I would have kept ramhotep out of combat. He would have challenged with Throgg and I calculated that Tomb Prince should survive a round with him or just feed the champion. don't know if feeding the champion would have been better choice since that throgg has the special regeneration thing. Well lets assume that prince is locked with throgg. 33 strikes (8/9 hits) and wounding on 3s would have mean that tomb guard would have done 19,5 wounds. So total 31 wounds, killing 10 trolls. and since they had allready 5 wounds from previous shooting, total 12 trolls would have been dead and only 10 with throg would have being able to strike. so lets assume that my opponent would have directed everything he got to chariots. he would have been able to generate about 21 attacks to chariots, doing aprox 9 wounds to them and normal attacks to TG doing 2,97 wounds and stomping them with max 4 models 2,64. That break test on only snake eyes and best case scenario tomb guards would have pursuited out of Festus unit. And if chariot would have survived then possible to strip regeneration from festus bunker would have increased alot.
My opponent charged to Tomb Guards. He didn't move with festus bunker since 1 movement and risk of DT.
Magic was something like total 9 for him
- He casted curse of leper to trolls with 6 PD and IF. He rolled luckily only 1 for toughness increase. Miscast was calamitous detonation and that rat managed to save 5 wounds with 5+ regeneration =) Rest of the dices went to toilet
At close combat, necropolish knights survived again from 8 charioteer strikes without any harm. They finished other chariot and landed another wound on gorebeast with nurgle. On break he holded again.
I knew I was pretty doomed with my Tomb Guards so I decided to call for fluff and accept the challenge from throgg with my prince. Neither of us didn't do any damage on other. With those total 48 x ws 5 (hatred) wounding on 4+ (since those trolls had +1 tougness) I managed to score only 14 wounding hit. But luckily lady dices interferenced to this combat and my opponent managed only on four regeneration save. Thus I managed to still have pretty much average wound total (when I was expecting 11wounds after saves) My opponent hitted back hard killing was it total 27 tomb guards. The best part here was that after calculating combat resolution I was left only with my Tomb Prince with only 1 wound! Epic stand against the Throgg. Still having a daring hope of salvation for my prince, since my opponent had 2 static combat resolution from ranks. With epic luck my prince could have survived the next turn.
I left with my HLP from archer bunker and managed to get my lich out of troll horse los.
At magic I got capped again.
- I casted 3 pd vengeance on festus bunker and it got through.
- I casted 6 pd casket on WoC and my opponent dispelled it.
- I casted 2 pd cursed blades to heal my knights and managed to do it.
- I tried to cast 1 pd .... perhaps protection on my tomb prince, but it failed.
At close combat We played the trolls first Tomb Prince did two wounding hits which both throgg regenerated and got mutant regeneration thus. Throgg failed to kill the prince on his normal attacks, but stomped him to redeath. Thus he had two EyE of the gods roll and I hoped for spawndom. He rolled two times +1 initiative for the throgg. Too bad throgg didn't get hurt by the Curse. in Necroplos knights fight my opponent charioteers keeped flumsing around... This was third turn in row that he didn't score single wound with charioteers. I managed to break the bastard but failed to catch them. On bright side my knights managed to get of from troll front arc.
My opponentss gorebeast didn't rally and he rolled double 6 on pursuiting taking them just off the horse archers front arc. My opponent decided not to risk DT and stayed still with warriors. This picture is little off, but my knights were at his front arc.
He charged to archers and reformed to hunt the HLP.
We pretty much decided to quick play this so I tried to get score from Gore beast chariot and from festus. I failed charge with necro knights. I tried 6 pd casket on gorebeast it got thourgh but no bonus. My HLP tried to do something.
He failed rally the chariot. I managed to have horse archers alive from hierophant crumble. He probably charged my knights with warriors...
Two horse archers were left from HLP death and they charged the gorebeast and got score from them.
No crumble damage.
Final score was 2147 - 280.
Game analyze:
- This was fun game and had alot of drama as good warhammer game should always had. I don't think I made any extremely critical error in the game, well if I did feel free to inform me ;). Those gore beast chariots clearly performed badly in CC. It was nice to test ramhotepped snakes, and they were really nice. too bad those there were lot of str 5 in the board, but those warriors only had str 4. Those knights would have loved to battle with them.
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