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Post by Horace on Apr 20, 2017 10:22:53 GMT
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Post by grandmasterwang on Apr 21, 2017 16:40:42 GMT
Cool report...
Giant MVP!!😀
Great stuff..... killing Phoenix guard left and right while your general was faffing around 😀
As before, lovely table and painted minis.
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Post by dannytee on Apr 22, 2017 23:45:37 GMT
I love your chaos army with all the classic minis!
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Post by Horace on Apr 24, 2017 8:55:20 GMT
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Post by Horace on Apr 24, 2017 9:15:39 GMT
I rolled the hate everyone Ancestral Grudge The Dwarfs rolled the first turn, there was not much to do except advance a little. The Organ gun fired at the Seekers... and misfired, then missed with all the shots because of the long range and -1 to hit penalty from the misfire. The Daemons also advanced quite heavily towards the left. Not sure why he moved his Daemonettes so far towards my Gyrocopter but nothing of note happened. My turn, I was feeling my Hammerers were a little exposed against both the Keeper & the Fiends. I also wished I had stayed back behind the wall but now it was too late to retreat since the Daemons move so far. I sent the Longbeards around a touch so they could perhaps offer assistance. My Thunderers shot down a couple of Bloodletters. My Gyro skittered out of the charge arcs and killed 4 Daemonettes with the Steam Gun. The Organ Gun opened up on the Seekers again... and misfired, then missed/failed to wound with all the shots.. Onto the Daemons turn, the Keeper & Fiends charged the Hammerers & the Bloodletters charged the Longbeards. The Masque moved up and was generally annoying gimping the Longbeards strength. The Daemonettes swung around to face the Slayers and the Seekers advanced towards my Organ Gun. He attempted various magic things but the one thing of note was I used my Rune of Spellbreaking to dispel & .destroy Infernal Gateway The Keeper & Fiends combat was a pretty brutal affair. 11 Hammerers went down (I think he rolled 6 on the thunderstomp) and they put a wound on the Keeper and 4 wounds on the fiends. The Daemonic Ward saved 2 or 3 wounds on the Keeper too. In hindsight I should probably have challenged. Still at least Hammerers are stubborn right? right? Of course they ran and were an inch outside my BSB range, fortunately they escaped the pursuit. The Longbeards & Bloodletters was fairly even, I think I lost my 1 but they did not flee.
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Post by Horace on Apr 24, 2017 12:00:25 GMT
Urrrg I typed out the whole next section and took too long to post it and the page reset.. will do it again a bit later
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Post by Horace on Apr 24, 2017 12:20:15 GMT
Into my next turn, Ungrim attempted a long charge out of the Slayers into the Horrors. I was conscious I was wasting a large amount of points sitting around on the right and wanted to get him stuck in. He didn't make charge though. The Hammerers rallied and took up position behind the wall they should have originally hid behind, the Slayers moved around to face the Daemonettes and the Gyrocopter continued its harassment of them. The Thunderers shot dead a few Horrors and the Gyrocopters Steam Gun accounted for another 4 or 5 Daemonettes. The Organ Gun opened up on the Seekers.. you know the rest. In the combat between the Longbeards & Bloodletters it remained fairly even with a few casualties on each side and a narrow Daemon win overall. Daemons, the Daemonettes charged the Slayers, the Seekers charged the Organ Gun and the Masque charged the Longbeards in the flank. The Keeper & Fiends then declined to charge the Hammerers and instead moved up to the obstacle and inflicted a few casualties with the Lash instead. I was rather pleased at not having to take a charge. I was not nearly as pleased at the Longbeards combat. The tide swung in the Daemons favour and they were left needing a re-rollable 6 on their break test. Not impossible, infact quite a luxury by goblin standards. They obviously turned and ran and got hacked down. To make matters worse the Bloodletters pursuit took them into the Thunderers flank and you can't use your Runes of Slowness against pursuit. Fun ruined! The Seekers fared pretty poorly against the Organ Gun causing only 1 wound and taking 2 in return. The Daemonettes did a fair amount of damage to the Slayers taking down 7 but that is a double edges sword as the Slayers Deathblows with double handed axes exacted revenge. The Slayers then chopped a few more down with their return attacks. The Horrors were just generally lingering about trying and failing to magically damage Ungrim and the Slayers. Valaya + a Runesmith was super effective at shutting down his magic phase.
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Post by wilsonthenarc on Apr 24, 2017 12:54:57 GMT
Love love love this piece of terrain. So Dwarfy!!!
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Post by Horace on Apr 24, 2017 13:01:13 GMT
The Dwarf turn saw the Hammerers charge the Fiends. Ungrim made his way over to assist the Thunderers next turn. The Gyrocopter also made it's way over from the right flank. The Hammerers took a couple of wounds from the Fiends but then took out their pent up fury on them by destroying the rest of the unit entirely! This allowed them to overrun away from the Keeper. The Organ Gun took another wound from the Seekers but still held. The Thunderers were getting a bit of a kicking from the Bloodletters who were managing to make loads and loads of Daemonic ward saves, but they still held. The Slayers continued to obliterate the Daemonettes and at the end of the combat wiped the daemonic instability took care of the rest of the Daemonettes. The Keeper moved around to the flank of the Hammerers and used it's Lash again, this time with no cover and short range it completely wiped out the regiment. The Masque also circled around behind the Thunderers and continued it's strength gimping ways. The Horrors continued trying and failing to magic things & the Seekers finally finished off the Organ Gun. The other combat continued with nothing of note happening. It was getting late, it was approaching midnight and my kids were going to be awake in 6 hours so we decided we would play 1 more turn each. The Slayers tried to charge the Horrors, needing a hefty 10 to reach, but make it they did! Ungrim & the Gyrocopter charged the Bloodletters. Ungrim got stuck into the Bloodletters, he rolled his attacks, urgh 1 hit. Good job he had those Ancestral Grudge re-rolls. Urrrrrghhhh still 1 hit. The rest of the combat resulted in me generally fluffing all my attacks as the Thunderers got whittled down. The Slayers however continued their MVP form and slaughtered 10 Horrors, which then caused the unit to evaporate completely! The final Daemon turn, the Keeper charged into Ungrim and the Masque charged the rear of the Thunderers. The final throwdown, the duel between the big hitters that everyone was waiting for! The Keeper went first with his 6 attacks and managed to put a wound on Ungrim who's high WS, Toughness and 4+ Wardsave kept him fairly safe. Ungrim hit back, I was feeling good with hitting on 4s, re-rolls, wounding on 4s, him having to re-roll successful ward saves & D3 wounds. He caused a grand total of 0 wounds. Then he got Thunderstomped and he rolled 5. He rolled 2 wounds, I looked around the table and it was pretty clear this was the battle right here. He saved one! We added up the points and sure enough, the massive Slayer charge coupled with Ungrim not dying had edged the victory for the Dwarfs, but we felt we couldn’t really leave that battle unresolved so we decided to just roll the next round of combat. The Keeper went and completely fluffed his attacks! Here was Ungrim’s time to shine, but shine he did not. Again he fluffed all his attacks, rolling 2x 1s and 2x 2s to hit. Then he got his head stomped in. So it was a win for whoever you like, depending where you choose to end the battle The Slayers were by far my MVP, smashing anything in their path. Amazing how awesome they are when there is no/little enemy shooting. All I can say to everyone who commented when I posted my army list is I was wrong, you were right. I should have listened. The un-runed Organ Gun sucks balls. What a waste of points. Ungrim was super disappointing, he should have been amazing but my rolling was terrible. I have still never managed to have any fun with the Rune of Slowness! Maybe next time.
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Post by wilsonthenarc on Apr 24, 2017 13:07:00 GMT
FYI: I heard somewhere that Ungrim's attacks count as flaming. TheREALricksalamone and avatarofbugman. Perhaps this might matter if he were to wade into a unit of trolls. Or something like that.
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Post by Horace on Apr 24, 2017 14:34:57 GMT
Love love love this piece of terrain. So Dwarfy!!! Cheers, I made it a while back. I was originally intending there to be a lake a bit like the Moria scene in Lotr but it would have been too unwieldy to actually use properly I think. I had it on my old paint log but here are a few other pics if you are interested. I made it using the excellent Scibor Dwarf ruins bits (which I cast a few extras and partials using Oyumaru), some plaster rock casts and carved up blue foam (obviously) As for Ungrim, he doesn't have Flaming attacks in vanilla, but perhaps in the End Times rules? I am not familiar with them I took a few pics of all my Dwarfs (bar a few excess Thunderers, Miners & Hammerers) whilst I had them out
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Post by wilsonthenarc on Apr 24, 2017 15:52:58 GMT
When I saw it - The first thing I thought of was: "Say friend and enter"
You done did good.
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Post by mahbruck on Apr 24, 2017 16:41:37 GMT
Ace battle report, pictures, terrains and everything! Now I need to make myself such a hill.
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Post by Bureaucrat of Chaos on Apr 24, 2017 20:50:01 GMT
Absolutely beautiful armies and terrain. Warhammer at its best.
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Post by Deleted on Apr 24, 2017 20:58:18 GMT
I love it. Kudos on the Dwarf themed terrain you're really making me want to pick up my Dwarves now.
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