|
Post by dannytee on Nov 12, 2016 15:48:18 GMT
Good photos Will. Generally came out very clear despite the low light level.
|
|
|
Post by dannytee on Nov 12, 2016 15:52:18 GMT
|
|
|
Post by dannytee on Nov 12, 2016 15:59:53 GMT
This hill on right flank forces of order held four cannons which ended up devastating the ogre and chaos monsters in the destruction corner deployment zone. A combat between Wills huge Ushabti unit and one of Rough Times warriors units. After the warriors unit charged in a wizard in the warriors unit cast a buff but ended up with a miscast and the Calamitous Detonation result. About half the warriors perished and the wizard was sucked into the realm of chaos.
|
|
|
Post by wilsonthenarc on Nov 12, 2016 16:14:23 GMT
I am typing up a more detailed set of notes - But for right now, I will chime in and say a little something about the Ushabti unit. 24 minis. Great Weapons. 2 Necrotects (mostly to bestow hatred). A couple Liche Priests stay 10ish inches away trying to get buffs on the unit every magic phase. The unit got into about 6 combats over the course of our game. Each combat got just a bit progressively less swingy in favor of the Ushabti unit. Meaning - they crushed on their first charge. They won on the next. Then, they finally got bogged down. Then they got flank charged by a Demon Prince. Then, after dispatching the Demon Prince, they got stuck in combat again and got flank charged by a Dragon Ogre Shaggoth. On the second to last combat phase we played - the Ushabti actually lost by 6. This had/has never happened before. I had 9 minis left (after about 5 resurrection spells) and was actually worried that the unit might have finally run out of steam! Side note: KevinC is working up rules for a Special Character for the Tomb Kings. Think - a Necrotect encased in the chest cavity of an Ogre sized Skeleton type monster. Think - Krang from the TMNT (Ninja Turtles). For me, aside from the obviously cool fluff and modeling opportunities... This special character will get rid of a lot of goofy rules inquiries re: a 20mm x 20mm character joining a unit of 40mm x 40mm troops. What do you do when a challenge is issued and the unit is engaged from the front and rear? etc. Stuff like that slows the game down and I would love to simplify how this unit works on the battlefield in the future. Stay tuned to this forum for the final rules!!!
|
|
|
Post by Naitsabes on Nov 12, 2016 18:10:05 GMT
Thanks for sharing pictures. The scary red spider on the tower takes the price for the moment. Looks great. How did the timing work out? Did you get through all turns?
|
|
|
Post by dannytee on Nov 12, 2016 19:43:47 GMT
Thanks for sharing pictures. The scary red spider on the tower takes the price for the moment. Looks great. How did the timing work out? Did you get through all turns? Friday around 3 p.m. two guys got there and arranged the tables, got the mats onto them and started to get terrain arranged. Between 5 and 7 everyone else arrived and got their armies out and set up. We also did final terrain placements during this time. Roughly 8 p.m. to 11 p.m. we deployed. Saturday 8:30 a.m. started turn 1 and played to midnight finishing 6 1/2 turns. Took about an hour break for lunch and about an hour for dinner. Sunday we started about 9 a.m. and stopped playing at 1 p.m. We completed turn 8. We did have to rush through 8 to finish up but besides that I never felt rushed. Then clean up. I think the last of us was pulling out of the parking lot a bit before 4 p.m.
|
|
|
Post by dannytee on Nov 12, 2016 19:50:00 GMT
|
|
|
Post by dannytee on Nov 12, 2016 20:00:19 GMT
In this one the empire decided to smash a steam tank into Grom in an attempt to take him out with impact hits. Impact hits ended up causing 6 or 7 wounds but Grom saved all but one with regen! I don't have a photo but eventually on destruction turn 8 Grom would destroy everything he was in combat with so on order turn 8 all warmachines turned toward him. A stone thrower with a flaming rune ended up smashing him to bits. Here you will notice that empire and brets are fighting each other... If you remember from the scenario each player got a dark secret. Boda's (bret army) ended up being a betrayal one. If he lost more than 60% of his army, which happened he then started to make dice rolls and on a certain result he switched sides which is what ended up happening. This is why Boda won the misfire award.
|
|
|
Post by dannytee on Nov 12, 2016 20:09:36 GMT
Now for awards. Boda the bret player who won the misfire award for his betrayal (due to dark secret card). Rich with empire who won best painted. Myself who won MVP for order. Avatar of Bugman with ogres who won MVP for destruction. His ogres were mainly deployed in the corner area near one of orders main deployment zone so he really took on two enemy armies at once. He suffered heavy casualties but also caused a good amount of damaged and slowed orders advance. I won this sweet bugman's brewery mug which I was told was sent from England by GW as prize support.
|
|
|
Post by dannytee on Nov 12, 2016 20:42:51 GMT
So photos are above. We got so into playing the game and it was so large that we didn't find a ton of time to take notes or photos so I don't believe anyone will be posting a full battle report (not to mention it would take many many hours to do a detailed one). Will did take notes of major events during the game and he eludes above that he is working on writing up some detail. I will just add a few additional items about the game here besides what I mention in photos.
Forces of Order were my dwarves all deployed in the castle in the middle, Lano's dwarves, Will's tomb kings, Rich's empire and Boda's brets. For my dwarf army I was trying to start the game with a unit in each section of the castle which ended up being 17 sections. Due to this I wrote a many small unit style army with most units being about 15 strong. There was a mix of rank and file combat troops (warriors, slayers, hammerers, longbeards, rangers, miners), missile troops (crossbows, thunderers, irondrakes), warmachines (cannons, stonethrower, organ guns, gyros deployed outside of the castle) and characters. For characters I had a defensive lord who ended up being the Ultimate Grand Marshall for Order (known as King Rodin). Also two runesmiths, a BSB thane, an engineer and Ungrim Ironfist Incarnate of Fire. Lano's dwarves was a balanced army with a combo of rank and file units generally around 30 strong, several warmachines and characters. A dwarf lord acted as lord commander for this dwarf army. Empire was mainly foot troops and warmachines but also had a bonegrinder giant, a normal giant and two steam tanks. Arno (a mounted general of the empire) acted as lord commander of the empire. Tomb kings the main unit was certainly the Ushabti. I would say this unit was actually the MVP of order as Will states above. They did some serious work. I don't know much about tomb kings but there were also a few units of monstrous cav, fast cav and of course rank and file skeletons. I believe a tomb prince was the lord commander. And the brets were mainly knights but supported by some archers and trebs. A lord mounted on a Hippogriff was lord commander.
For destruction the armies were Kevin's goblins with Grom as the Ultimate Grand Marshall. Best way to describe this army is a wall of green. Hundreds and hundreds of goblins supported by trolls and monsters. Rough times was playing a tzeentch themed army with a mix of mortals and demons. A demon prince was lord commander. Fairly low model count but hard hitting with trolls (including throgg), demon princes, warriors, etc. Jerry also had a mix of warriors and demons and Archaon was lord commander. He had several very large monsters including the enormous bloodthirster you see in destruction's corner deployment zone and also the mega dragon near the castle. Finally there was Avatar of Bugman's ogres with Greasus Goldtooth as lord commander. There was a mix of large bull units, ironguts, monsters and smaller support units (gnoblars, ironblaster, etc).
As you can see order had 5 players and destruction had 4 but to balance this out the destruction players each took around 6,000 points and order each took around 5,000 so it worked out very close.
|
|
|
Post by dannytee on Nov 12, 2016 21:13:50 GMT
As I mention in the photos of deployment order and destruction ended up switching their main deployment zone from the posted scenario. As order started with the castle we decided it would make sense for destruction to be able to attack it earlier in the battle. Fighting was heaviest in the corner deployment zones and this is where we saw the most close combat during the game. The one area was mainly ogres and Jerry's chaos vs. Lano's dwarves and Will's Tomb Kings. The other was mainly brets vs. goblins (but also some of Rough Times chaos). This is where Boda lost more than 60% of his army and turned traitor. In the destruction deployment zone on this side there was a fairly large river which ended up slowing destruction's advance in this area greatly. The goblins also failed a number of stupidity and animosity tests which also slowed their advance. There was also a good bit of fighting at the castle walls facing destruction's main deployment zone. This was my dwarves vs. goblins, ogres and rough times chaos. The victory conditions were objective based and most were terrain pieces which if held at the end of the game gave victory points. Killing Ultimate Grand Marshalls and Lord Commanders were also worth points. Late in the game it felt as though destruction had the upper hand but when we counted it all up it turned out that order ended up winning 13 to 9. Part of this was killing Grom at the bottom of the last turn but the Wicked Woods was also a big swing. This is a piece of terrain worth 2 points that caused massive damage to units trying to hold it. Rough times had a unit of horrors stationed outside of it for most of the game. My dwarf reinforcements came on the table in turn seven and rolled a five which allowed them to come on any table edge so they came near the wicked woods. Turn 8 destruction Rough Times' Horrors moved into the woods but ended up dying totally from the terrain. Order turn 8 my dwarves entered the terrain took some damage but survived and were able to hold it at the end of the game. Of the 13 points order had roughly 5 points was from the castle which order started the game with.
|
|
|
Post by gjnoronh on Nov 13, 2016 2:42:55 GMT
|
|
|
Post by Naitsabes on Nov 14, 2016 1:44:25 GMT
so now that all can be revealed, what were the secret objectives?
The going traitor one seems quite drastic. What else was going on?
|
|
|
Post by TheREALricksalamone on Nov 14, 2016 13:00:56 GMT
My "Dark Secret" involved one of my characters seeking riches. If this character found an heirloom magic item from one of the mercenary loot counters (start the turn in base with the counter, roll a 5+), my alliance gained 1 VP. My Pegasus riding captain, Manfred Richtoven, searched a loot counter for 3 rounds and ultimately found The Armor of Brilliance. +1 VP!
|
|
|
Post by wilsonthenarc on Nov 14, 2016 16:42:09 GMT
My "Dark Secret" was that my General Hated the General of a random determined opponent. I rolled, got a 5 and drew Jason/Ogres. His general was Greasus Goldtooth. If my General killed his General, the Forces of Order got +1VP. Actually, finer point, the card was actually written that all I had to do was have any unit in my army kill his general. So... (and this is pretty cool) I had outfitted my General, a Tomb King, with the DESTROYER OF ETERNITIES. It's a magic weapon from the Tomb King codex and gives you +2S which is decent for starters. The really cool effect is Heroic Killing Blow. Remember, we were not allowed to take any magic items outside of the core rule-book for our army, so I was a bit limited. I thought that this one was worth 80 points to give me an outside chance of killing a Giant or a Demon Prince in 1 swing. See, I have this thing where I hate demon princes.... That was the one "Book" magic item I took on my Tomb King General. As part of this scenario, we got 3 rolls on a table (provided by KevinC ) for additional magic items. VERY FUN!!! Once we rolled, we could assign them to characters and or units as we deemed fit. My rolls were OK... got some good armor and a nearly worthless sword on my first 2 rolls. On my third roll - I got the Doomrider (Doom Rider?) Banner. YAAAAS! That's a good one. Unit has automatic hits the turn it charges. I didn't even hesitate and put this on the large unit of Tomb Guard accompanying my Tomb King General. I feel like 4 attacks, automatically hitting with S5+2 (S7) would do some damage, yes? Even to an obese Ogre riding to battle on a cushioned ottoman piece of furniture. I also had another trick up my sleeve. The Lore of Nehekhara has a buff spell that gives a unit "Killing Blow". If they already have Killing Blow / Heroic Killing Blow on a 6+, this spell makes it a 5+ (!!!). Here we are, I got the charge on Greasus. My dude was lined up against his dude. I automatically hit, per the Doomrider Banner. I was S7 versus his T6. Hmmm, I didn't see that coming, even from an Ogre. 4 dice, rolling 3+s to wound and 5+s to Kill outright with Heroic Killing Blow. I can't remember the exact rolls (see below) and Greasus had ward saves, but my dude did not kill his dude in Honorable Combat. They did, however, fight combat for 2 or 3 more rounds and eventually broke his unit and they ran. I pursued and caught them. The first round would have been the time to do it. I had the buff spell turned ON to Killing Blow on 5+s. I never got that buff off on that unit again for the rest of the game. The first round would have been the time to do it. I had charged and the Doomrider Banner only gives you auto hits on the turn you charged. On the first round, I think my attack TO WOUND ROLLS were: 3, 3, 4, 5. Jason ward saved the 5 (Heroic Killing Blow) on the first & critical turn. Greasus did not die a cool and honorable death in face to face combat and we had to settle for an anticlimactic "cut him down when he runs" result. Also - did you know: Greasus hits with a S10 doing D3 wounds! My Tomb King General barely survived this combat. He was killed a turn later by something else icky and evil from the Forces of Destruction. My Dark Secret card also had a Part II. The Forces of Order would get an extra +1VP if there was NONE (not even one) model from the Ogre army left on the table at the end of the game. I was not really playing this angle at all... the Ogres had one unit of Man-eaters that took a wall section on turn 2/3 and we were unlikely to ever dislodge or otherwise kill them. I thought the Dark Secret cards were fantastic and I hope we play with them again sometime soon!!!
|
|