My dwarves saw their first battle this weekend
Jun 19, 2017 20:19:21 GMT
mottdon, mahbruck, and 1 more like this
Post by Deleted on Jun 19, 2017 20:19:21 GMT
Hey all!
The list:
Lords:
Daemon Slayer - Runes: +1A,ASF,Double Strength against T5+ opponents
Heroes:
Thane (bsb) w/shield - Runes: 4+ Ward Save standard, 5++ against shooting to everyone w/in 6"
Runesmith (general) - Runes: Double spellbreaking,Stone
Engineer
Core:
25 Warriors w/full command, hw/shield
25 Warriors w/full command, hw/shield
10 Thunderers w/musician, champ w/brace of pistols
10 Thunderers w/musician, champ w/brace of pistols
Special:
Cannon - Runes: Flaming,Forging
Cannon - Runes: Flaming
20 Hammerers w/full command, Runes: Stubborn to everyone within 12"
Gyrocopter
Rare:
Gyrobomber
Gyrobomber
Organ Gun - Runes: Accuracy
-2496 points
His list:
He wanted to just take what he had, so he allied his small dark elves contingent with some of his beastmen he had:
Dark Elves:
Dreadlord: chillblade,repeater crossbow,cloak of twighlight
Fleetmaster: repeater crossbow and something else
Supreme Sorceress: Tome of Furion, pegasus, 4+ Ward save
15 Corsairs
5 Dark Riders
Hydra
Repeater Bolt Thrower
Beastmen:
Khazrak One-eye
Minotaur bsb w/beast banner, gnarled hide,shield, heavy armor
3 Minotaurs
10 ungor skirmishers
10 ungor skirmishers
20 gors
Thoughts:
He's character heavy, and illegal. He does this all the time I don't think he's very good at list building. Despite us never agreeing to play end times he's always bringing lists that go 50%+ on characters. He was somewhere around 58% characters but I let it go as he's chill and friendly and I like him. His list suffered though with too many characters and small units. Understandable as he really wants to field his units that he has. We originally were going to play 2000 points but he wanted to bump it to 2500 so that he could bring everything he wanted to. I would have just kept it at 2000 and made some of those characters heroes instead but he has a fascination with Lords so...whatevs.
The game:
Setup and Beginning of Turn One:
*He won roll off for first turn*
Hammers were positioned to flank against the Beastmen running up the center. Hoping that stubborn thunderers would be able to hold for a turn.
Bombers get ready to set up their bombing runs. 2 units of dwarf clansmen hold the center/center left. Warmachines are placed inbetween them. Thunderers had one job; kill the dark riders or whittle them down to where they wouldn't be a problem anymore. Daemon slayer would seek death and glory against the hydra. He has one unit of ungors in ambush, everything else is laid out across from me.
Breakdown of HIS turn one:
Movement:
The bolt thrower was placed in the woods. It ended up being a wood where on a 4+ you take D6 S4 hits. Well he thought he'd push his luck. He rolled a 6 at the end of the movement phase and so took the hits. I rolled a 5 for the number of hits. Of those 5 dice I managed to roll 2 sixes. Dead bolt thrower! Everything else moved up. ungor skirmishers arrive from ambush on my right flank.
Magic Phase:
He threw three dice at his first spell (needing a 10) and rolled an eight. Magic phase over.
Shooting Phase:
He fired all his repeater crossbows and the ungor skirmishers and scored minimal hits and NO wounds, I think he had 4 '1s' on his wound rolls this turn
there was no combat.
End of HIS turn One:
breakdown of MY turn one:
Movement:
Gyrocopter flies over the dark riders. Gyrobombers move up to prepare bombing runs.
Magic:
Hah!
Shooting:
Flaming cannon shot at the sorceress that was hiding in the building. It hit her. It hit her D6 times. That D6 rolled a 4. she saved two of them on her ward. Those two wounds multiplied into 7. She went splat.
Other cannon put 1 wound on the hydra.
Organ Gun OPENED UP on the Minotaurs running up the middle. I rolled 18 shots. 14 of those shots hit. Of those 14 hits I did enough wounds to the unit (10 I believe, it was brutal) to wipe out the minotaurs entirely. 2 hits wounded the bsb but he saved them both needing a 5+.
Gyrocopter bomb scored 4 hits on the dark riders. I killed only one of them after saves. It took both units of thunderers to finish them off (3 and 1 wounds after saves respectively).
Gyrobombers rotor cannons score 0 hits on the minotaur bsb.
There was no combat.
End of MY turn one:
breakdown of HIS turn 2:
Movement:
Ungor skirmishers charge hammerers in the rear...
Everything else moves up as fast as it can. Except the bsb. He went and hid behind the central pillar.
Shooting: Once again his shooting is poor. He manages to put 2 wounds on a gyrobomber with his ungor skirmishers and a crossbow, but I saved them both.
Combat:
The ungor skirmisher combat went as we all knew it would. I think I lost 1 hammerer, in return I killed 8 of the little guys and they broke and ran. I reformed to face the hydra.
end of HIS turn two:
breakdown of MY turn 2:
Movement:
Hammerers charge the Hydra
clan warriors move up in anticipation of taking the charge. Bombers flew over the corsairs. Gyrocopter moved up to flame the gors.
bombs scatter wildly and land nowhere/clipping the ungors killing 3.
Shooting:
one cannon targets the corsairs but overshoots and kills 1. the other one kills 3 ungors. the organ gun rolls up 8 shots and kills a bunch of gors. The thunderers, and the gyrocopter contribute and bring the gors down to around 9 models.
Combat:
The Hammerers trade 7 models for 4 wounds on the hydra. I only won that combat because I had a musician. He ended up breaking and fleeing off the table.
He called it here as he had had enough.
Post game thoughts: more(bigger) units and fewer characters were needed. Also don't put lone characters in buildings. I'm used to storming them in combat this was the first time I've fired a cannon against one it was nasty with D6 hits.
The list:
Lords:
Daemon Slayer - Runes: +1A,ASF,Double Strength against T5+ opponents
Heroes:
Thane (bsb) w/shield - Runes: 4+ Ward Save standard, 5++ against shooting to everyone w/in 6"
Runesmith (general) - Runes: Double spellbreaking,Stone
Engineer
Core:
25 Warriors w/full command, hw/shield
25 Warriors w/full command, hw/shield
10 Thunderers w/musician, champ w/brace of pistols
10 Thunderers w/musician, champ w/brace of pistols
Special:
Cannon - Runes: Flaming,Forging
Cannon - Runes: Flaming
20 Hammerers w/full command, Runes: Stubborn to everyone within 12"
Gyrocopter
Rare:
Gyrobomber
Gyrobomber
Organ Gun - Runes: Accuracy
-2496 points
His list:
He wanted to just take what he had, so he allied his small dark elves contingent with some of his beastmen he had:
Dark Elves:
Dreadlord: chillblade,repeater crossbow,cloak of twighlight
Fleetmaster: repeater crossbow and something else
Supreme Sorceress: Tome of Furion, pegasus, 4+ Ward save
15 Corsairs
5 Dark Riders
Hydra
Repeater Bolt Thrower
Beastmen:
Khazrak One-eye
Minotaur bsb w/beast banner, gnarled hide,shield, heavy armor
3 Minotaurs
10 ungor skirmishers
10 ungor skirmishers
20 gors
Thoughts:
He's character heavy, and illegal. He does this all the time I don't think he's very good at list building. Despite us never agreeing to play end times he's always bringing lists that go 50%+ on characters. He was somewhere around 58% characters but I let it go as he's chill and friendly and I like him. His list suffered though with too many characters and small units. Understandable as he really wants to field his units that he has. We originally were going to play 2000 points but he wanted to bump it to 2500 so that he could bring everything he wanted to. I would have just kept it at 2000 and made some of those characters heroes instead but he has a fascination with Lords so...whatevs.
The game:
Setup and Beginning of Turn One:
*He won roll off for first turn*
Hammers were positioned to flank against the Beastmen running up the center. Hoping that stubborn thunderers would be able to hold for a turn.
Bombers get ready to set up their bombing runs. 2 units of dwarf clansmen hold the center/center left. Warmachines are placed inbetween them. Thunderers had one job; kill the dark riders or whittle them down to where they wouldn't be a problem anymore. Daemon slayer would seek death and glory against the hydra. He has one unit of ungors in ambush, everything else is laid out across from me.
Breakdown of HIS turn one:
Movement:
The bolt thrower was placed in the woods. It ended up being a wood where on a 4+ you take D6 S4 hits. Well he thought he'd push his luck. He rolled a 6 at the end of the movement phase and so took the hits. I rolled a 5 for the number of hits. Of those 5 dice I managed to roll 2 sixes. Dead bolt thrower! Everything else moved up. ungor skirmishers arrive from ambush on my right flank.
Magic Phase:
He threw three dice at his first spell (needing a 10) and rolled an eight. Magic phase over.
Shooting Phase:
He fired all his repeater crossbows and the ungor skirmishers and scored minimal hits and NO wounds, I think he had 4 '1s' on his wound rolls this turn
there was no combat.
End of HIS turn One:
breakdown of MY turn one:
Movement:
Gyrocopter flies over the dark riders. Gyrobombers move up to prepare bombing runs.
Magic:
Hah!
Shooting:
Flaming cannon shot at the sorceress that was hiding in the building. It hit her. It hit her D6 times. That D6 rolled a 4. she saved two of them on her ward. Those two wounds multiplied into 7. She went splat.
Other cannon put 1 wound on the hydra.
Organ Gun OPENED UP on the Minotaurs running up the middle. I rolled 18 shots. 14 of those shots hit. Of those 14 hits I did enough wounds to the unit (10 I believe, it was brutal) to wipe out the minotaurs entirely. 2 hits wounded the bsb but he saved them both needing a 5+.
Gyrocopter bomb scored 4 hits on the dark riders. I killed only one of them after saves. It took both units of thunderers to finish them off (3 and 1 wounds after saves respectively).
Gyrobombers rotor cannons score 0 hits on the minotaur bsb.
There was no combat.
End of MY turn one:
breakdown of HIS turn 2:
Movement:
Ungor skirmishers charge hammerers in the rear...
Everything else moves up as fast as it can. Except the bsb. He went and hid behind the central pillar.
Shooting: Once again his shooting is poor. He manages to put 2 wounds on a gyrobomber with his ungor skirmishers and a crossbow, but I saved them both.
Combat:
The ungor skirmisher combat went as we all knew it would. I think I lost 1 hammerer, in return I killed 8 of the little guys and they broke and ran. I reformed to face the hydra.
end of HIS turn two:
breakdown of MY turn 2:
Movement:
Hammerers charge the Hydra
clan warriors move up in anticipation of taking the charge. Bombers flew over the corsairs. Gyrocopter moved up to flame the gors.
bombs scatter wildly and land nowhere/clipping the ungors killing 3.
Shooting:
one cannon targets the corsairs but overshoots and kills 1. the other one kills 3 ungors. the organ gun rolls up 8 shots and kills a bunch of gors. The thunderers, and the gyrocopter contribute and bring the gors down to around 9 models.
Combat:
The Hammerers trade 7 models for 4 wounds on the hydra. I only won that combat because I had a musician. He ended up breaking and fleeing off the table.
He called it here as he had had enough.
Post game thoughts: more(bigger) units and fewer characters were needed. Also don't put lone characters in buildings. I'm used to storming them in combat this was the first time I've fired a cannon against one it was nasty with D6 hits.