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Post by strutsagget on Jul 14, 2017 14:45:11 GMT
Sorry for bad english, need to start writhing these in other program first Rematch from monday - same army lists eefl.freeforums.net/thread/570/wood-elves-orcs-goblins-1500pointsWe rolled meeting engagement and my opponent deployed first. I missed two unites from start. Wildriders and a treeman. i rolled 2456 on life magic and kept them all. Flesh to stone, Shield of thorns, Regrowth an Dweller
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Post by strutsagget on Jul 14, 2017 15:01:26 GMT
Deployment My thought were to force him into turn around and deploy treeman and wildriders a littlebit to the right. Kurnos missed Turn 1 OG: Animosity on orcs resulted in 1death. Normal movement forward. Magic: 5/3 Big Foot of Gork, missed dispell, perfect hit.... 1 wound to Ancient, 13 eternal guard died. Rerolled 1! Placed in orcs unit. Direct Hit! 13 orcs died! Maybe its going to be my dice rolls today! Orcs Panics and flees with bsb and mage! WE Normal movment into forward. Thinking i should cease the oppertunito with the orcs fleeing before all units manage to re deploy. Magic: 5/2 missed on sisters throne of wines, dispelled thrones on eternal guard, passed flesh to stone on eternal regain lost wound. Shooting: sisters kills two goblins.
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Post by strutsagget on Jul 14, 2017 15:12:45 GMT
My thought in this turn was to charge the Goblins before orcs rallies and then work on the wolves then going around the flank with the wild riders coming turns. Treeman march forward as fast as possible to join Ancient left in wood for spellslinging. Turn 2 OG Movement: No charges, Orcs Rallied Magic: 1/1 and both challenged, no spell cast successfully. Shooting: Missed all with spider and wolfs Combat: - WE Movement: Charges declared and successful with Sisters, Eternal Guard, Treekins on Goblins and WildRiders on Wolves. Fanatics pops ut and two land in front of Sisters and one in front of Treekins. Tree Kin takes 1 wound. Sisters demolished.... Magic: 5/2, throne of vines dispelled, Regrowth on max on eternal guard (4). Combat: 10 Goblins killed and they then passed breaktest.
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Post by strutsagget on Jul 14, 2017 15:12:57 GMT
Turn 3 OG Movement: Fanatics rolled double en died. Charges declared with trolls and spider to eternal flanks. Magic: 6/5 plus he got one extra from channel. Brainbusta dispelled. Big Foot of Gork successful two times direkt hit on on wounds on Treeman and 1 wound on Aincent. Shooting: Think Spiders did some eternal and Stone thrower direkt hit killing Treeman last wound. Combat: Trolls and Spiders start taking down Eternal Guard. Guard and Treekins continue take down goblins. Lost alot of. Eternals but passed LD test with doubles 11 on reroll on treekins and stubborn on Eternal WE Movement: Ancient Charges Spider Flank. Wild Riders marches forward to get a good turn 4 charge. Magic: 5/2 no channel Dweller Dispellscrolled and Flesh to stone dispelled. Combat: 4 wounds on the spider and some goblins by treekins. Eternal guard destoyed. Leadership test passed. All panic Test passed.
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Post by strutsagget on Jul 14, 2017 15:13:20 GMT
Memory start to turn on me here on how all the close combat went through. Turn 4 OG Movement: Orcs in the way of Wild Riders charging back of Spider or trolls. Magic: 3/3 no channel. Orcs get some kind of to hit rerolls. Shooting: All misses Combat: Not much happen. A lot of misses on spider and trolls if i remember correctly, might have been huge amounts of 1 and 2 . WE Movement: Wild Riders charges the Orcs Magic: Don't think anything got passed here. Cant really remember and my notes are vage. Combat: Big WE win. Wild Riders slaughter the Orcs that fails LD and flees of board. 1 Wild Riders survives. With the BSB and general fleeing 4 spider wounds wounds and 3 kills of goblins is enough to start a chain panic attack and the Trolls and Spiders flees.
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Post by strutsagget on Jul 14, 2017 16:58:54 GMT
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Post by strutsagget on Jul 14, 2017 19:45:48 GMT
Rule question 1: 3 Treekins blue box. How can i redeploy to get last treekins into combat? can i loose rank and put one behind the one on to the right?
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Post by strutsagget on Jul 14, 2017 19:47:30 GMT
Rule question 2:
Can lonely monsters (spiders, tree lord) Reform as characters when moving?
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Post by strutsagget on Jul 14, 2017 19:50:58 GMT
Eternal guard blue box. What happens when it ranks are removed and finally totally gone?
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Post by strutsagget on Jul 14, 2017 19:52:27 GMT
Rule Question 4. What order will multiple stomps, thunder stomps occur? Regarding flanks and ranks removed?
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Post by Deleted on Jul 14, 2017 20:02:19 GMT
Rule question 1: 3 Treekins blue box. How can i redeploy to get last treekins into combat? can i loose rank and put one behind the one on to the right? As long as that treekin is unengaged, yes you can reform him into a back rank in order to attack.
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Post by Deleted on Jul 14, 2017 20:03:38 GMT
Rule question 2: Can lonely monsters (spiders, tree lord) Reform as characters when moving? You don't have to wheel/reform when moving single models. Just measure the distance, place them anywhere along that line, facing whatever direction you want.
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Post by Deleted on Jul 14, 2017 20:09:07 GMT
Eternal guard blue box. What happens when it ranks are removed and finally totally gone? Which way are the eternal guard facing? disappearing ranks can be tricky, but essentially you want to reform the units fighting so that the maximum number of models continue to fight. If a reform (this can just mean a sideways scoot) cannot bring those flanking models into contact, then they're no longer considered to be in the combat. In your example the two red units on the right and assuming the eternal guard are pulling from the bottom of the blue block: Because they're in base contact with a unit in their flank once the eternal guard have taken enough casualties that they're no longer in combat with the larger red block then the large red block fighting becomes its own combat with the green block at the bottom. (assuming that the green block means a unit is attacking them in THEIR flank)
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Post by Deleted on Jul 14, 2017 20:11:07 GMT
Rule Question 4. What order will multiple stomps, thunder stomps occur? Regarding flanks and ranks removed? All thunderstomps happen at the same time. You work out who can stomp and who can be stomped in the same step, then remove casualties together. Think of it as its own initiative step in the combat. All I5 troops go at the same time, all ASF troops go at the same time, all GWs go at the same time; therefore all stomps/thunderstomps happen at the same time.
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Post by Deleted on Jul 14, 2017 21:14:23 GMT
Rule question 2: Can lonely monsters (spiders, tree lord) Reform as characters when moving? You don't have to wheel/reform when moving single models. Just measure the distance, place them anywhere along that line, facing whatever direction you want. Ha! I'm quoting myself here as I just thought of something that's come up before. You can actually use this method to get a couple extra inches of movement the first turn of the game. If you have a base that is longer than it is wide and deploy sideways, on the first turn you would pivot the model about the center and then move. The pivot gets the front of the base further than you were at the start of the game. (you could also pivot at the end of the movement to the same effect, it doesn't really matter when when dealing with single models) I don't do it but just something to be aware of in case an opponent tries it (or you want to sneak out a couple extra inches of movement)
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