I'm going to go through a few games that I'll be having to test out my army list found here http://lustria-online.com/viewtopic.php?f=8&t=5583 The first game was against High Elves, my opponent tried out a Lothern Seaguard Horde list which was something like Archmage lore of Life, dispel scroll and some other 75 point item that completely cancels out a magic phase. Noble BSB Prince 50 sea guard full command 2 units of 20 Sword masters 3 lion chariots and I think that was it. Battle was Dawn Attack and my two saurus units and temple guard unit with slann rolled for middle table while my cold one cavalry got left flank My opponent got his horde and one swordmaster unit in the middle along with two chariots and the other chariot and swordmaster unit were placed on my right. I popped my chameleons in a wood within shooting distance of the solo lion chariot. Turn 1 saw the entire Helf army move forward, straight at my army. The magic phase was ineffective as was shooting, managing to kill a single saurus warrior. On my turn I saw that my Cold One Cavalry was in a position in which it was highly likely to manage to charge into the seaguard horde so I declared a charge and moved everything else slightly closer (mainly so I could get my Light spells to go off on the COC). My cav managed to roll two ones and a three on its charge distance which made not only a failed charge but positioned them to be perfectly in line for a flank charge from the swordmasters. During the magic phase my opponent used the crystal that ends the magic phase altogether so I was unable to even try to buff the unfortunate COC. shooting saw my two units of Chameleons reduce one chariot down to a single wound. Turn 2 there was a predictable charge from the swordmasters who made it into combat the two lion chariots charged at my TG unit and both got very good rolls for distance and smashed right in. Magic was used to try to buff the SM up to T5, which I dispelled and that was it. Shooting saw about five saurus go down. Combat was brutal, my COC unit was destroyed with the exception of my scarvet who took out four SM, still not enough to balance out combat he ended up being run down (this was not entirely bad as it kept the SM out of the game for a turn, but at a heavy, heavy cost). The lions crashed into the TG and took out four from impact hits and killed a further two from regular attacks, in response my TG did two wounds to both chariots. My TG held. my movement saw my one saurus unit charge the Seaguard horde and get in, while my other unit got in the flank of the chariots attacking my seaguard. In the magic phase I got off a boosted Bironas time Warp with irresitible force. The Cupped hands activated and exploded the archmage, dealing a wound to him and taking out a fair few seagaurd as well (five I think). between my two units of Chameleon skinks I managed to take out the third lion chariot. Combat was a blood bath, one of the two chariots was destroyed but I lost another bunch of TG, in the end my saurus warriors ran the last one down killing it. The horde faired much better than the chariots and nearly obliterated my other saurus unit, who took out fifteen seaguard, combat ended up a draw. Turn three. angling his one SM unit to get a charge in on my few remaining saurus, my opponents second unit of SM charged and failed to get in with the TG. Magic saw my opponent get off the extra toughness spell and CC saw him crush my saurus unit, break them and run them down (I rolled snake eyes for fleeing distance) and get in CC with the TG and the other saurus unit only being able to move my skinks I got them within range of the second SM unit then promptly forgot about them. Magic saw nothing happen thanks to the dispel scroll and combat was horribly one sided. I called the game there as I was down to four TG and ten saurus looking at two flank charges of twenty sword masters. This game was mostly about dice rolls unfortunately. Although it wouldn't really have made a difference I'm upset with myself for having forgot to shoot with my Chameleons. Up next wood elves with lots of treekin and a treeman.
Wood Elves list (I didn't remember my note pad so this battle report is based solely on my memory) level four spell singer noble BSB Alter Noble with Hail of Doom Arrow two units ten or fifteen of glade guard one unit of ten glade guard scouts (definitely not way watchers, other wise my COC would have died much sooner) three units of dryads (lots of dryads) one unit of three treekin and a treeman. Battle was the mountain pass and terrain consisted of two buildings near the middle on my side of the board (one on each flank) with one being a regular building and the other a tower of sorcery, a bunch of forests and a wall attached to the none special building. I deployed may saurus and temple guard on the side of the table with the regular building and my COC on the other side, making for the gap in the flank between the tower of sorcery and the table edge. Opposing my COC was the Treeman, and everything else was placed against my saurus (probably because of the slann. My chameleons I placed 12 inches from one dryad unit and 13 inches from a glade guard unit. Wood Elves got first turn, moved everything forward to get his archers in shooting distance, he killed a total of one saurus with shooting but eliminated my chameleon skinks. I responded by marching forward as far as I could go, on my magic phase I got of Net of Amyntok(?) on his glade guard with noble BSB. Turn two saw the tower of sorcery cast fireball at my COC, with no wounds taken. Only the dryads and treekin moved but the glade guard (the one unit passed its strength test) shot and killed a few more saurus. On my turn I charged the COC into the Treeman and attempted to charge with my saurus warrior units, only the COC made it in. I moved my slann into the building (quite possibly my first mistake) to give him a better view, and more importantly a wider range with his spells of which he managed to get spped of light off only on his own unit. In combat my COC took two casualties but they killed the treeman and overran directly next to the glade guard scouts. Turn three, dryads charged the building and my saurus units (one of which got the +1T +1S spell cast on them from the tower of sorcery). Moving his scouts outside of the COC charge arc and moving the Hail of Doom noble into LOS he opened up on the COC leaving only my scar-vet and standard bearer left (he rolled 15 for the Hail of Doom) and every hit from the scouts wounded on a six (but no killing blow, phew). Combat was a walk over for me, my TG killed over ten dryads to none lost and the saurus lost a lot but killed a lot. both units of dryads stuck around. With my other saurus unit I charged the glade guard, managed to get into combat and lost about seven or eight models in the stand and shoot. I also charged my COC (or what was left of it) into the treekin. My slann managed to get off the boosted Bironas Timewarp spell and combat was easily dealt with, the remaining glade guard ran and I pursued, but did not catch and ended up right in the middle of a forest. Turn four things started going downhill very fast. My saurus unit in the forest got shot to pieces then magiked until it was only my scar vet on foot remaining. My opponent rather cheekily left his dryads within and inch of the building my slann was in so they couldn't leave from the front or sides. The tower of sorcery ended up casting the negative modifier to toughness on my saurus who then promptly failed every armour save but having Bironas timewarp killed most I ended up winning this combat and the dryads failed their leadership and I ran them down until they were a half inch from the treekin, which had killed my COC standard bearer but failed to wound my scar vet, and in response my scar vet killed a treekin. In my movement phase I did all I could do, charged my saurus into the treekin and my scarvet into the glade guard. My slann cast burning gaze at the drayds standing outside his front door, but I rolled low for number of hits and failed to be kill the unit off, or even force a panic check. My scar vet on foot waded through a fierce storm of arrows and came out unscathed and promptly massacred the glade guard unit but they held. the treekin directed all their attacks at the scar vet and killed him with a total of two wounds given, even my rerollable 1+ armour save was not enough to save him, the saurus warriors fluffed there attacks and combat was a draw (I had a single rank left so no bonus there, a banner and I charged) to help moral the drummer started laying down some heavy beats but the treekin did not run. Turn five, alter noble charges my scar vet, epic duel ensues. Shooting is directed at the slanns house but nothing hits. Treekin munch saurus, who having lost combat by two run away 11 inches! Unfortunately the treekin pursue 12, which puts them right next to the building housing my slann and temple guard with it being in LOS. The fight between Alter and Scar Vet ends with a wound apiece. I play one last round, and with ten power dice rolled with two fives, I end up getting off every spell in the list to very little effect, the Scar Vet is much to far out of range and the Burning gaze does nothing again. The scar vet dies. Knowing full well that the game is over we end it. Next up, High elves . . . again (I seem to only get elves as opponents these days.)
well I am going to say straight up no you are not because ready, ready? Here it comes. High elves list included some stuff and an Archmage with book of Hoeth using lore of death. He gets first turn, purple sun max dice irresistible force right on my slann moves across my army the full thirty inches. The only guys who didn't need to test were two temple guard and my chameleon skinks. Not surprisingly that was game over. We played on just for the hell of it, the scenario was Watchtower so I had absolutely nothing that could budge the twenty phoenix guard that got moved in on his first turn. My lovely Chamo Skinks survived four rounds of shooting and managed to knock down the sea guard unit housing the archmage to four models, they then proceeded to kill off the archmage. (I felt very good about leaving the Shister responsible for my defeat in a heap of poisoned death). So, yeah next time I see Highelves with Book of Hoeth and Death Lore I'm kicking the jerkface in the testicles and stealing his army. Next up, unknown armies.
Lame.. But one thing I want to know is how did he cast the vortex right on top of your Slann? I was under the impression that vortexes began movement from the point of the caster.. (pg 31 and 499 of Rulebook).. So yes, it would maybe move the 30 inches but it would have left from his (superbly destroyed) Archmage if I'm not mistaken. I dont know what the book of Hoeth does, maybe it changes the point of the spell's beginning?
Book of Hoeth causes IFs occur on any douples as long as the casting cost of th spell is reached, but miscasts only on douple 6s. Dont slann get Look out sir! roll vs Purple Sun? It's a template after all
Yes, according to the way vortexes are cast in the book it is supposed to be placed directly in front of the caster and LOS(look out sir) should apply, however the fella was adamant that his way was the appropriate way to cast the spell making the game in essence a complete joke and entirely unfun. Not someone I will play against again unless he decides to read the damn rule book.
Yeah, tough luck on that. But now next time if he insists on his way just ask someone near bye (preferably a worker if you are at a hobby store) to look at the rule and declare what the proper ruling should be, and unless he is a complete idiot (or half blind mind you ) then the actual rule will be followed. That at least avoids the destruction of your army but the opposing player may still not be a very fun person to play for the next hour or so :/ Just make sure now not to let the mage get down on one of your flanks! And thanks for the info on the Book of Hoeth Juhaaha Now i'm certain that the HE player wasnt following the rules.