This sunday we had played a very nice battle, 5 players playing a big battle but also there was a few things that went wrong.
First was that my team (LM+WE) were the most experienced players and it gave it an unfair sense of the game.
Second was the bunch of scenery we fielded and the massive number of units our opponents fielded so their whole deployment zone were too narrow. (despite filling the whole side of the table)
Well the armies.
The battlefield was full of scenary with an Altar of Khain, Idol of Gork, Bloody tower, Well of Destiny a Misterious Forest, a common hill +2 forest the WE set up. (and some more i can't remember)
In our deployment zone we had the well of destiny in the middle to left flank and the common hill in our right flank. WE player spawned his free forest (as common forest) in our left flank.
In their deployment zone (and in my point of view) they had a Destruction camp with Altar of Khaine, a common fence just blocking the whole left flank and being a massive bottleneck. Also the WE spawned one of his 2 (roll of D3) Acorn of Ages forest. In their right flank WE spawned the other forest.
In the middle of the battlefield laid the mysterious forest.
Forces of Order Deployment From left to right
Glade riders who vanguarded forward
Sisters of the thorn + Aeda +BSB inside a forest
Skrox n1 besides Well of Destiny
Bastiladon Inside Well of Destiny
Templestar w/ Saurus Lords/Hero besides Well of Destiny
Skrox n2
Glade guards w/ Metal Spellsinger atop the hill
Bastiladon on the slope
Wild Riders who vanguarded forward
Scouts units in the right flank.
Forces of Destruction from my left to right
HPAbomination
Doomdiver
both Spider riders who vanguarded forwards
Mangler squig
the 3 skaven units compacted and fielded as he could
in the middle was in front Savage Big'Uns Horde
behind them the two WoC units
Pump wagon
Dogs
Dogs
Night Goblin (too far from LD) (behind dogs)
Tzeench sorceror on disc, (between dogs & gobbos)
Marauders inside the woods
Warp lightning canon.
So we decided to choose the Skaven Cannon as priority target and scout went that way.
Turn 1 Forces of Light
All LM moves forwards, except Bastiladon on the slope of the hill who approaches to the TG and stand in the rear of Skrox n2. Skrox n1 took their chances and drank from the well, and they were granted a big destiny by da gawds. Gifted with stupidity & unbreakable.
WE Glade riders in the left march through a gap in the Destruction camp to shoot the Doom diver, or the HPA (depends on Magic Phase). Sister of the thorns holds their ground waiting.
In the right flank Wild riders move to protect the scouts for incoming charges, while the scouts took aim against the Warp cannon.
Magic phase went with 2 miscast, one on sister of the thorn, to Curse of Aranheir the Pump Wagon, dealing 1 wound on the miscast, and the other on Unfeeble foe to lower Toughness by 3 the HPA so its T2.
the miscast did Large Template F10 d6 PD lost. 1Wound on WE BSB and General, one more sister dead.
Shooting phase saw havoc in their bad deployed lines. Glade Riders caused 1 W on the HPA.
two units of scouts killed the Warp cannon with poison. Marauders pass panic test.
Skinks shot at dogs killing 1, the Glade guards wiped them. Night goblin fails panick test and runs out.
The Sorceror pass panic test.
Forces of Destruction Turn 1
No animosity, no betrayals from Skaven in the whole game.
Marauders Charges the Wild Riders who were protecting the Scouts
His whole line moves forward but the orc player mess it up. He forget to move his spider riders and the skaven player who was bottlenecked didnt realize it. (he had to move like 3 infantries in the room of 1 cuz of the spider riders.)
On random movement HPA slam into Glade Riders.
Mangler squig moves towards the bottleneck,
The pump wagon moves too far in charge range of skrox 2.
Magic phase they tried to Miscast empowered Foot of Gork over my harmless and innocent Templestar but no sixes. So Skink priest eagerly read his scroll.
With remaining dices but one they tried to Dispel the remaining in play -3 T on HPA but ugly roll happened.
The last one was an Skitter leap who succed and we failed our dispel attemp despite being 1v2
Here comes one of the mistakes of Skaven player, instead of leaping rocket launcher warlock he chose the one with ini test. (the big template of the rocket launcher at pointblank over a expensive horde is the wet dream of any mad skaven engineer)
He tried to snipe my lord despite having Bastiladon buff and LoS. Also Scatter dice. The shoot went weird (in the logic terms, he was 1" from the unit) and landed atop Skinks of Skrox n2. Killing 2 out of 11.
Also this little bug was in front of the Templestar redirecting them to nowhere and forcing me to charge and by his thoughts making me vulnerable in the flank to the incoming Savage Orc Horde.
Then he tried to blast with the rocket the sisters of the thorn who were too far away and the shot was wasted.
Doom diver shoot at Bastiladon at the left of the Templeguard and dealing 1wound.
Combat saw the Wild Riders killing tons of Marauders and only recieving one wound. Marauders held.
The impact hits from HPA against Glade Riders caused 1 wound only, And with the hex of T2 the HPA took 2 wounds more but obliterates the elves
First was that my team (LM+WE) were the most experienced players and it gave it an unfair sense of the game.
Second was the bunch of scenery we fielded and the massive number of units our opponents fielded so their whole deployment zone were too narrow. (despite filling the whole side of the table)
Well the armies.
Lords
- Oldblood General w/ crown of command, 1+ AS 4+ WS, sword of +1 to hit.
Heroes
- Scarvet BSB w/ Skavenpelt, 3+ AS.
- Skink priest lvl2 Dispel Scroll
Core
- #24 Skink cohort w/ champion & #3 Kroxigors
- #24 Skink cohort w/ champion & #3 Kroxigors
Special
- #38 Templeguards w/ Razor Standard & Full command group
- Bastiladon w/ solar engine
- Bastiladon w/ solar engine.
- Oldblood General w/ crown of command, 1+ AS 4+ WS, sword of +1 to hit.
Heroes
- Scarvet BSB w/ Skavenpelt, 3+ AS.
- Skink priest lvl2 Dispel Scroll
Core
- #24 Skink cohort w/ champion & #3 Kroxigors
- #24 Skink cohort w/ champion & #3 Kroxigors
Special
- #38 Templeguards w/ Razor Standard & Full command group
- Bastiladon w/ solar engine
- Bastiladon w/ solar engine.
Lv 4 Aeda w/ shadow on steed Acorn of ages
Lv 2 Spellsinger Metal w/ Dispel Scroll
BSB on steed w/ Moonstone
8x Sisters of the thorn
Waystalker
9 deepwood scouts
Waystalker
9 deepwood scouts
6 glade riders
5 wild riders
20 Gladeguards
Lv 2 Spellsinger Metal w/ Dispel Scroll
BSB on steed w/ Moonstone
8x Sisters of the thorn
Waystalker
9 deepwood scouts
Waystalker
9 deepwood scouts
6 glade riders
5 wild riders
20 Gladeguards
Great Savage Orc Shaman Lv3 General Shrunken head of luck
Savage Orc Bigboss BSB w/ Silversteel armour & Great Weapon
Night Goblin shaman Lv1
#30 Savage Big'Uns full command group
#20 night goblins w/ nets + 3 fanatics
#6 squig hoppers
#5 spider riders
#5 spider riders
Doom diver
Pump Wagon
Squig Mangler
Savage Orc Bigboss BSB w/ Silversteel armour & Great Weapon
Night Goblin shaman Lv1
#30 Savage Big'Uns full command group
#20 night goblins w/ nets + 3 fanatics
#6 squig hoppers
#5 spider riders
#5 spider riders
Doom diver
Pump Wagon
Squig Mangler
-Grey Seer General w/ Scroll of Energy (the one that lowers spell dificult to half) & talisman of preservation
-Skaven warlord w/ d3 wounds sword & potion of strength
-Skaven Assassin
-Warpstone warlock lv1 w/ dispel scroll
-Warpstone warlock w/ rocket launcher
- Warpston warlock w/ orb of brass (the one that make ini test or die)
- Skaven Warchief BSB
- #27 Clan Warriors w/ full command group + globadier
- #25 Clan Warriors w/ full command group + ratling gun
- #25 Clan Warriors w/ full command group
- Hell Pit Abomination
- Warp lightning Cannon
-Skaven warlord w/ d3 wounds sword & potion of strength
-Skaven Assassin
-Warpstone warlock lv1 w/ dispel scroll
-Warpstone warlock w/ rocket launcher
- Warpston warlock w/ orb of brass (the one that make ini test or die)
- Skaven Warchief BSB
- #27 Clan Warriors w/ full command group + globadier
- #25 Clan Warriors w/ full command group + ratling gun
- #25 Clan Warriors w/ full command group
- Hell Pit Abomination
- Warp lightning Cannon
-Exhalted Hero of Khorne General w/ Enchanted Shield & Armour piercing sword
-Tzeench Sorceror Lv2 on Disc Lore of Tzeench w/ familiar & 6+ WS amulet
- #20 Chaos Marauders of Tzeench w/ Shields & Light Armour
- #15 Nurgle's Warriors of Chaos w/ hand weapons & shield
- #14 Khorne's Warriors of Chaos w/ hand weapons & shield
- #6 dogs
- #6 dogs
- #3 Skullcrushers
-Tzeench Sorceror Lv2 on Disc Lore of Tzeench w/ familiar & 6+ WS amulet
- #20 Chaos Marauders of Tzeench w/ Shields & Light Armour
- #15 Nurgle's Warriors of Chaos w/ hand weapons & shield
- #14 Khorne's Warriors of Chaos w/ hand weapons & shield
- #6 dogs
- #6 dogs
- #3 Skullcrushers
The battlefield was full of scenary with an Altar of Khain, Idol of Gork, Bloody tower, Well of Destiny a Misterious Forest, a common hill +2 forest the WE set up. (and some more i can't remember)
In our deployment zone we had the well of destiny in the middle to left flank and the common hill in our right flank. WE player spawned his free forest (as common forest) in our left flank.
In their deployment zone (and in my point of view) they had a Destruction camp with Altar of Khaine, a common fence just blocking the whole left flank and being a massive bottleneck. Also the WE spawned one of his 2 (roll of D3) Acorn of Ages forest. In their right flank WE spawned the other forest.
In the middle of the battlefield laid the mysterious forest.
Forces of Order Deployment From left to right
Glade riders who vanguarded forward
Sisters of the thorn + Aeda +BSB inside a forest
Skrox n1 besides Well of Destiny
Bastiladon Inside Well of Destiny
Templestar w/ Saurus Lords/Hero besides Well of Destiny
Skrox n2
Glade guards w/ Metal Spellsinger atop the hill
Bastiladon on the slope
Wild Riders who vanguarded forward
Scouts units in the right flank.
Forces of Destruction from my left to right
HPAbomination
Doomdiver
both Spider riders who vanguarded forwards
Mangler squig
the 3 skaven units compacted and fielded as he could
in the middle was in front Savage Big'Uns Horde
behind them the two WoC units
Pump wagon
Dogs
Dogs
Night Goblin (too far from LD) (behind dogs)
Tzeench sorceror on disc, (between dogs & gobbos)
Marauders inside the woods
Warp lightning canon.
So we decided to choose the Skaven Cannon as priority target and scout went that way.
Turn 1 Forces of Light
All LM moves forwards, except Bastiladon on the slope of the hill who approaches to the TG and stand in the rear of Skrox n2. Skrox n1 took their chances and drank from the well, and they were granted a big destiny by da gawds. Gifted with stupidity & unbreakable.
WE Glade riders in the left march through a gap in the Destruction camp to shoot the Doom diver, or the HPA (depends on Magic Phase). Sister of the thorns holds their ground waiting.
In the right flank Wild riders move to protect the scouts for incoming charges, while the scouts took aim against the Warp cannon.
Magic phase went with 2 miscast, one on sister of the thorn, to Curse of Aranheir the Pump Wagon, dealing 1 wound on the miscast, and the other on Unfeeble foe to lower Toughness by 3 the HPA so its T2.
the miscast did Large Template F10 d6 PD lost. 1Wound on WE BSB and General, one more sister dead.
Shooting phase saw havoc in their bad deployed lines. Glade Riders caused 1 W on the HPA.
two units of scouts killed the Warp cannon with poison. Marauders pass panic test.
Skinks shot at dogs killing 1, the Glade guards wiped them. Night goblin fails panick test and runs out.
The Sorceror pass panic test.
Forces of Destruction Turn 1
No animosity, no betrayals from Skaven in the whole game.
Marauders Charges the Wild Riders who were protecting the Scouts
His whole line moves forward but the orc player mess it up. He forget to move his spider riders and the skaven player who was bottlenecked didnt realize it. (he had to move like 3 infantries in the room of 1 cuz of the spider riders.)
On random movement HPA slam into Glade Riders.
Mangler squig moves towards the bottleneck,
The pump wagon moves too far in charge range of skrox 2.
Magic phase they tried to Miscast empowered Foot of Gork over my harmless and innocent Templestar but no sixes. So Skink priest eagerly read his scroll.
With remaining dices but one they tried to Dispel the remaining in play -3 T on HPA but ugly roll happened.
The last one was an Skitter leap who succed and we failed our dispel attemp despite being 1v2
Here comes one of the mistakes of Skaven player, instead of leaping rocket launcher warlock he chose the one with ini test. (the big template of the rocket launcher at pointblank over a expensive horde is the wet dream of any mad skaven engineer)
He tried to snipe my lord despite having Bastiladon buff and LoS. Also Scatter dice. The shoot went weird (in the logic terms, he was 1" from the unit) and landed atop Skinks of Skrox n2. Killing 2 out of 11.
Also this little bug was in front of the Templestar redirecting them to nowhere and forcing me to charge and by his thoughts making me vulnerable in the flank to the incoming Savage Orc Horde.
Then he tried to blast with the rocket the sisters of the thorn who were too far away and the shot was wasted.
Doom diver shoot at Bastiladon at the left of the Templeguard and dealing 1wound.
Combat saw the Wild Riders killing tons of Marauders and only recieving one wound. Marauders held.
The impact hits from HPA against Glade Riders caused 1 wound only, And with the hex of T2 the HPA took 2 wounds more but obliterates the elves
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