We decided to have Battleline. No roll for scenario Terrain was randomized as BRB 8th page 142. I won the table end picking roll and my opponent rolled for first drop.
- Settlement of order (1 building, two fences and grail chappel.)
- Sigmarite SHrine
- River
- Acropolis of Heroes
- Fence
- Banestone
- Fence
- Anvil of Vaul
- Mist Wreathed swamp
- Forest
I won the table end picking roll and my opponent rolled for first drop. Drop order below
- Clanrats + Warfire thrower in the right
- Archers 1 (I left them 3 inches from the front line
- Canrats + Poisonet wind mortar
- Archers 2 (again 3 inches from the front line)
- Ratogres
- Warmachines, screaming skull + Casket
- Doomwheel
- Warsphinx
- Stormvermin
- High Liche Priest (Cursed blades, protection, Smiting and dessication)
- Plague monks
- Engineer (Warp lightning nad cracks call), Warlord
I won the first turn roll.
Deployment analyze:
- I knew for sure that my opponent would play Doomwheel and I needed my warpshinx to be on the other side than the wheel. Luckily he dropped the wheel before rest of his rats and I could place sphinx far away from it.
Movement pretty much as seen.
Magic was total 9 dices
- I casted 3 pd dessication on clanrats on the right side and got IF. As result hierophant got wound and three dead archers. I was sucked out of 5 dices.
- I tried 1 PD smiting on hierophan unit, but failed it.
At shooting Right SSC scattered away ( I aimed for the right clan rat unit, since it wasn't in the range of Warlords bubble) Left SSC missfired, but luckily I only lost this turn. Normal BS shooting killed few rats.
My opponent went full speed ahead. His rat ogres revealed that mysterious forest was just ordinary forest.
At magic my opponent got something like 8 dices and I had 5.
- He casted 6 pd cracks call, luckily didn't get double 6. It wasn't too high roll and I could have probably dispelled it with my dices, but I wanted to absolutely sure that it didn't happend and I burned dispel scroll right away. I was fairly confident that he would have hard time fighting with the Warsphinx in cc. Other spell I dispelled.
At shooting, Ratling gun tried to shoot archers 2 and got missfired when my opponent threw his third dice. As result it exploded away. Poisoned wind mortar managed to score direct hit on my hierophant, but he got los and 2 skeletons were destroyed.
I charged to warpflame thrower with carrions. No stand and shoot since I managed to get to b2b with move. Warsphinx charged to plague monks.
At magic I got 11 dices.
- I tried to cast 2 pd casket on doomwheel, but my opponent dispelled it.
- I casted 3 PD dessication on Plague monks
- I casted 6 pd smiting and got IF. Result was magical feedback and my High Liche priest was reduced to single wound. I got four bodies back to archers 1.
At shooting again my left catapult missfired and lost this shooting turn. Right one aimed for the Clanrats in the middle, but it got scattered little, killed one, evoked panic test but they passed it. I used archers 1 shoots poisoned wind mortar and I managed to kill it. Then I used archers 2 shooting to clan rats on the right. Killed a punch.
At close combat carrions killed warp thrower and clan rats nearby paniced. They runned towards that direction since my carrions were originally facing in their front before reforming. Scorpion managed to score few Dangerous terrain failures for the unit. I managed to do hit pretty well to my opponent with howdah crew. He managed to do one wound to me. Then I decided to try thundercrush attack for the first time ever and it landed killing 14 rats thanks for the help of dissecation. Thunder stomp killed few more. I decided to save breath weapon, because I was fairly confident that I am going to receive flank charge from stormvermins.
Charges pretty much as seen
At magic we had little dilemma. Warp lightning is magic missile as it describes so he couldn't use it. But Cracks Call hasn't being defined wether it is direct damage. No answer in FAQ. We concluded that that spell is most likely direct damage and thus cannot be targeted in close combat. So no magic for my opponent.
At shooting his doom wheel killed both horse archers and one swarm base. That multible wound. This raised interesting question wether doomwheel can overrun?
Flanink rats with plague companions. failed to land single wound on warpshinx. I tried to direct total 6 attacks for the warlord, and I failed to score wound (aiming for killing blow) I used thundercrush attack again on stormvermins this time, and it hitted again killing again something like 13-15 rats. I also stomped those flanking clanrats for 6 wounds and I used breath weapon this turn and killed 4 with it. He was steadfast due rank and acropolis.
We didn't even roll horse archers fight.
Charges as seen.
Magic was high something like 10.
- I casted 2 pd casket to doomwheel. My opponent decided to take LD test and rolled exactly 12 and the poor bastard destroyed.
- I casted 6 pd bubble smiting. My opponent used dispel scroll to it
- I tried to cast bigger cursed blades on warpshinx to heal and give 5+ killing blow for that warlord, but my opponent dispelled it.
At shooting I shot the rat ogres with archers. Other screaming skull catapult missed clanrats 1 other hitted, killed about 10 of them, caused panic (It wouldn't paniced them if I wouldn't bought the upgrade -1 ld)
This moment my opponent decided to yield. He was pretty discouraged by warpshinx staying power
Final score was 1797 - 140.
Game analyze:
- We had fun. Panic tests against skavens are boss. My opponent though that my skeleton archers and tomb swarm usage hurted his game the most. He wanted to drive to my casket with that lighning bolt machine and nail it. I really didn't understand the power of thundercrush before trying it.... It was absolutely brutal, but it seem very random that you either deal massive ammount of hits or none determinated by single to hit roll. It is pretty counter intuitive since it would make more sense if there would be for example initiative test for the models underneath the template and fail would mean hit etc.
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