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Post by wilsonthenarc on Nov 14, 2016 16:59:05 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's another one. Good closeup up the Steam Tanks versus Grom. Once the Steam Tank blew up, it took a lot of collateral damage with it - the explosion hit a scrap-launcher, a Goblin on a Spider, some Bretonnian Knights, some other Bretonnian Knights, the second Steam Tank, etc. It was a notable BOOOM.
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Post by wilsonthenarc on Nov 16, 2016 12:57:53 GMT
From the Scribes of Khemri:
** ** On Turn 1 for the Forces of Order, MAGIC PHASE, Joe (Brets) cast a Dwellers Below. After much debate, we decided to throw five dice at it. The #s were: 6, 6, 1, 1, 1. It went on a monster unit of Goblin Wolf Riders. He kilLed 21 (!!!). The unit panicked, the unit fled. the unit caused a temporary panic and additional holdup on the front of the Goblin advance.
** ** On Turn 1 for the Forces of Order, SHOOTING PHASE, four cannons (some Empire and some Dwarf) shot and shot and shot an Exalted Bloodthirster. At the end of the phase, a smoking crater existed where the Bloody Thirster once had been.
** ** On Turn 2 for the Forces of Order, COMBAT, the Tomb King Chariots charged Golfag the Ogre and his unit. They did 14 impact hits (on 3D6) with increased strength because of extra ranks. It is noteworthy that in a later turn, the Chariots charged again and did 16 impact hits on 3D6 this time. On their 2 charges, a 15 average for impact hits make the Chariots a strong contender for "Luckiest Rolling Unit" of the game.
** ** Going back to the note above, the Chariots did beat Golfag and his ogres in combat. They ended up breaking them and running the down. This did however leave them stranded in contested group and almost across enemy lines. Which leads me to...
** ** On Turn 3 for the Forces of Destruction, MOVEMENT, the unit of Chaos Warriors with Harry the Hammer charged my Chariots. Harry is a beast and does D6 wounds to Undead stuff, and Undead can't flee, so I had to take it. BUT; Special rules for this game and for a Special character: Harry causes Terror to Undead. My Chariots tested, they were out of the 6" LD bubble of my General. They failed, they fled. I had never seen skeletons flee before! This actually was (1) funny and (2) had a net positive effect for the Undead & Forces of Order. A Tank unit of Chaos Warriors failed their charge and it upset the advance of another unit of Chaos Warriors as well.
** ** On Turn 4 for the Forces of Destruction, MAGIC PHASE, a Level 4 Tzeentch Sorcerer cast a spell. It ended up going off with Irresistible Force. He was unlucky that day. He killed himself along with 8 Warriors of Chaos. BUT (and you'll need to insert sarcasm here) the Unit of Chaos Warriors got a +2 Armor Save. They were not engaged in a combat. Yaaaay good armor.
** ** On Turn 4 for the Forces of Order, MAGIC PHASE, the Level 4 Liche Priest (Special Character, Khatep the Loremaster) was getting ready for his biggest and best magic phase yet. He had 11 dice to work with, thanks to a good channel and a good Casket of Souls. The intent was to milk out and resolve like 3 or 4 buff spells. I started with the biggest and best, the bubble version of Righteous Smiting. Rolling 5D6 + 4 (levels) + D3 for a Hierotitan. On 5D6 I got a 3, 3, 1, 1, 1. 9 + 4 + ... didn't matter what the Hierotitan D3 roll was. I used his Liche Staff. Which is a great tool in a game like this, by the by. Second 5D6 roll was: 1, 1, 1, 2, 2. Ouch. The ancestor gods of Nehekhara said he was done casting for the turn!
** ** On Turn 6 for the Forces of Order, SHOOTING, a small but plucky unit of Lano P. Lano's Thunderers shot at a very impending unit of SkullCrushers. Needing 4+s to hit, they went 10 for 10 on the hit rolls! Not just that, but S4 versus T4, needing 4+s to wound they caused 9 wounds. But, the armor was strong and all these sniper-expert-level shots only killed off one (1) Skullcrusher when all was said and done.
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Post by roughtimes on Nov 16, 2016 20:06:01 GMT
But dat +2 armor save...
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Post by dannytee on Nov 18, 2016 1:06:06 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? Mine was called something like Favored by the Gods. Before the game started I secretly noted one of my characters. At the start of a turn I could announce that this character was Favored by the Gods and he got something like +1 attack, +1 strength, +1 initiative and always strike first (I can't remember exactly, the stat bonuses may have been slightly different) until the end of the turn. If this character ended up being killed however he was worth an extra VP for the enemy. I put this on Rodin (dwarf lord Ultimate Grand Marshall) and thankfully he never died. I did use the ability in the last turn when he was on the castle wall fighting off a giant on the exterior of the castle.
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Post by KevinC on Nov 18, 2016 15:26:26 GMT
Hey guys,
If anyone has additional notes about the game (the above stuff is great), please post them here. I will be writing up a narrative for the game as part of the Dark Tidings campaign.
Any small notes will help, for example "Archaon destroyed two units of Dwarfs." or a particular war machine destroyed 5 chariots, etc. Any small note or part of the game that can be written in a single sentence is good enough.
Thanks!
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Post by TheREALricksalamone on Nov 19, 2016 14:07:21 GMT
Game note: The combined firepower of empire and dwarf cannons unloaded on the exalted bloodthirster and ended his day before it even started.
Mang the Bonegrinder claimed the fungus forest in the name of the alliance of order, was smashed by ogre bulls led by Greasus, and fell forward. His fall caught Greasus himself who saved the wound using his ward save. Mang also flattened 8 allied tomb guard, tipping the combat in Greasus' favor.
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Post by roughtimes on Nov 19, 2016 21:34:33 GMT
I'm pretty sure a mark of tzeentch chariot survived two direct cannon hits and a full load from the organ gun. +6 ward :Ooooo
Everything else from me was basically failed charges and terrible magic.
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Post by wilsonthenarc on Nov 20, 2016 12:35:26 GMT
Mang the Bonegrinder claimed the fungus forest in the name of the alliance of order, was smashed by ogre bulls led by Greasus, and fell forward. His fall caught Greasus himself who saved the wound using his ward save. Mang also flattened 8 allied tomb guard, tipping the combat in Greasus' favor. I forgot about the fallen giant!!! Yes, the friendly (or at least non-enemy combatants) caused casualties really did swing a combat. Curse you Mang!!! Maybe we'll have to model a cool skeletal Mang for future use.
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Post by wilsonthenarc on Nov 20, 2016 12:44:09 GMT
Also, last turn thing (RE: the fungus forest)... We all know by now that the Bretonnians had flip flopped in their highly traitorous way. The Bretonnian reinforcements were placed behind Tomb King lines. Two large units of Knights. Our former allies were ready to disrupt all sorts of battle plans. Ugh.
The Tomb King's Necropolis Knights turned and moved to defend the borders of the Fungus Forest. I think this objective was worth 2 VPs. My intent was to simply live and hold against the charge to contest these Victory Points at the bitter end. It ended up that one unit of Bret Knights charged one unit of Necropolis Knights and the other unit of Bret Knights charged the other unit Necropolis Knights. The Dinosaur-Skeleton-Riding-Funny-Helmet-Wearing Sunsabeetches were hot that day!!! Both units of Necropolis Knights won both combats... and it both cases, the puny humans ran.
Small combat, relatively speaking. And it was on the very bottom of the last turn we played. I think it was the last combat fought and rolled on our side of the board. And the VP's ending up being non critical. But at the time, I thought I was playing for a tie.
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Post by wilsonthenarc on Nov 20, 2016 12:49:32 GMT
A unit of Demons (Bloodletters) charged a unit of 30 skeletal archers. This was a laughably 1-sided combat. The Demons caused a bunch of wounds and won combat by a mile. When the dust [pun intended] settled, we applied combat resolution crumble... and there was exactly one archer left standing! He obviously died a terrible death the next turn, but he held up overruns for a critical few seconds.
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Post by Horace on Nov 21, 2016 11:13:17 GMT
Looks like a pretty awesome battle How long did it take you?
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Post by wilsonthenarc on Nov 22, 2016 15:52:21 GMT
How long did it take you? 3 days // 20 hours of active gaming
Friday Night: 3 hours of set up, rules, and pre-game rolls, then deployment. At least 2 additional hours of BS'ing and drinking. [2.5 hours] Saturday: Active Gaming 8:00 AM to 11:00 PM, estimated (might have started at 8:30ish, might have kept rolling til midnight) Minus some time for meals [13.5 hours] Sunday: Active Gaming 9:00 AM to 1:00 PM [4 hours]
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Post by dannytee on Nov 23, 2016 17:32:18 GMT
A demon prince from Jerry's army that was on a wall part (ie the castle) charged Ungrim Ironfist Incarnate of Fire who was holding down another wall part all on his own. The demon prince had initiative but didn't end up doing much to Ungrim (maybe he got a wound through but Ungrim survived to swing back either way). Ungrim proceeded to hack the demon prince up in one round of combat sending the foul spirit back to the realm of chaos. Aside: Prior to this charge taking place the term wall part was shouted maybe 20 times by Jerry. Everyone got really confused. Joe though he was screaming Walmart, Rich thought it was Paul Blart.
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Post by KevinC on Nov 23, 2016 22:28:15 GMT
Yea, haha, why did he keep screaming Walmart? I thought he was saying Paul Blart too hahah
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Post by chuckjerry on Nov 23, 2016 23:00:29 GMT
🤔
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