8k Pts a side DE and LM vs Tk and WE (warning pic heavy and long) - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Gedderz's Avatar
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    744 (x8)

    8k Pts a side DE and LM vs Tk and WE (warning pic heavy and long)

    Well as any of my blog readers will know Monday I had a massive (well biggest I done ever) WFB game of 8,000 pts a side! This consisted of me and a friend going toe to toe with a guy from our gaming club. I was using my dark elves where my friend was using Lizard men. Our opponent used a mix of Wood Elves and Tomb Kinds (used two armies so both side where more level). So with out further ado here are mine and my friend’s lists:

    Dark Elves:

    Dreadlord
    -Dragon
    -Armour of darkness
    -Pendant of Khaeleth
    -Whip of Agony
    -Null talisman

    Supreme Sorceress
    -level 4
    -black staff
    -Focus Familiar

    Supreme Sorceress

    Sorceress
    -Level 2

    Shadow Blade

    20 warriors
    -shields
    -full command

    20 warriors
    -shields
    -full command

    10 crossbow elves

    20 Corsairs
    -full command

    25 Corsairs
    -full command
    -warbanner

    6 dark riders

    6 harpies

    20 executioners
    -full command

    10 cold one knights
    -full command
    -standard of slaughter
    -null talisman

    15 black guard
    -full command
    -standard of Hag graef
    -crimson death (on tower master)

    2 repeater bolt throwers

    War Hydra

    And the Lizardmen:

    slann (lone)
    -2+ ward
    -2 disciplines

    slann (guard)
    -2 disciplines
    -battle standard

    oldblood
    -carnosaur
    -blade of realities
    -light armour shield (2+ sv)

    skink priest
    -lvl2
    -EOTG
    -diadim of power

    skink priest
    -lvl2
    -EOTG

    20 saurus warrior
    -full command

    20 saurus warrior
    -full command

    10 skirmys

    10 skirmys

    10 skirmys

    18 Temple guard
    -full command

    8 saurus cavalry
    -full command
    -magic banner

    3 kroxigor

    3 salamanders

    3 razordons

    Tomb Kings and Wood Elf list:

    Will follow as soon as I chase him up for it J

    So onto the battle…..

    Deployment:

    This took awhile, well about hour half to 2 hours. We had to get some more tables together so we had enough room!



    Now while it’s hard to see in the image what exactly is deployed where, I will list a few of the main player’s positions:

    Bottom to Top of the table on the DE/LM side:

    Skinks, kroxigors, Slann (lone), DE level 2 sorcerer, hydra, DE spearmen, Sourures on cold ones, 20 sourus, old blood on carny, temple guard with slann (army general and battle standard), 20 executioners, steg with engine and level 2 priest, 10 skinks, 25 corsairs, 10 crossbow men, repeater blot throwers, 20 corsairs, 6 dark riders, level 4 sorceress, spearmen, black guard, 20 sourus, steg with engine and level 2 priest, skinks, salamanders, harpies.

    Will add the TK and WE stuff once got a army list but in general:

    4 chariots, archers, wood elf lord, archers, WE war dancers, mounted skellies with bows, 2 units of dryads and a tree man in the trees, 10 chariots with tomb king (the monster unit said was worth over 1500 pts alone!!), archers, skull thrower, casket of skulls, WE archers, archers, mounted archers, with 2 lynch priests, archers, 2 tomb scorpions, tree man, archers.

    2 markers where placed for another tomb scorpion and a swarm unit right in front of my crossbow men and repeater bolt throwers on the hill, as long as don’t both come up first turn be ok.





















    Turn 1 TK/WE

    The TK/WE alliance gets the first turn. BOO!!

    The tomb kings stag stationary for the most part. Giant move forwards.

    Tomb kings then revile the number of spells there able to cast (suddenly our 15 dispell dice didn’t look so good). Using this mass of power which we where all but unable to stop the extra shooting begins! This extra shooting goes all over the place taking down numbers of a range of units. However when the arrows stopped falling one was more unhappy than most, the old blood and his carnisor where reduced to 2 and 1 wound, respectively. The news wasn’t all bad for the DE/LM alliance as the skull thrower miss fired!! Tension was built what would happen would it be gone first turn! The dice are rolled…. And no minor fault, o well next time! Through paranoia maybe of the casket of skulls overlooking so many units 4 dispel dice where saved for it alone ensuring it didn’t get to cast, Few.

    Shooting proved much less effective in the actual shooting phase as only minor damage was done. With no combat the TK/WE first turn was done.

    Turn 1 DE/LM

    Well with all that shooting power about and lesions learnt about the amount of magic been dealt we wasn’t going to weight around! Everything moved forward at full reasonable speed, keeping the battle line etc had to be kept into account.

    It was time for the magic phase; however it was now we learnt a terrible secret. The TK/WE alliance had no less than 12 dispel dice and 14 dispel scrolls!! This meant magic was most ineffective and did nothing. But we did notice something the TK/WE player was using dispel scrolls for everything, maybe in over confidence of there number, we realised if we just kept the spells coming eventually we could use them up.

    The shooting phase came the repeater bolt throwers took aim at the giants on single shot and fired! But both missed. The salamanders took there chances at a long range shot at the mounted archers at the top of the table but it doesn’t go well, 1 misses and 2 eat half the skink handlers!

    At the end of our first turn it wasn’t looking too good, but things where about to get much worse…..

    Turn 2 TK/WE

    Movement was limited again for the TK/WE alliance war dancers moved around the trees and the dryads moved forward to a future potential charge position. As did the tomb scorpion at the very top of the table. However, luckily, both the tomb scorpion and the swarm came through, both right where placed at the bottom of the hill containing my crossbow men and repeater bolt throwers. These than charged my dark riders in the flank next to the hill and the crossbow men on the hill.





    The magic phase began and fear could be felt from across the table. First spells are cast to try get the giants to charge, but we wasn’t going to let that happen, dispelled, but it was cast again, dispelled. This continued a few times until he ran out of guys to cast on the giants, relief they where stopped, and the extra shooting was minimised!



    But there was more up his sleeve; he made his tomb scorpion at the very top of the table charge. Confident in his skinks the LM player let this pass, or possibly because we were low on dispel dice by this stage… The skinks stud fast as shot away with there blow pipes, causing a might 3 poison hits, needing to make at least 2 5+ saves we was feeling good that it might die! But the beast pulled through and with one remaining wound charged in!



    The skull thrower is made to fire, but misses. Shooting aims at the cold one riders in the centre of the battle field but there armour and a close by engine of the gods stops every arrow at them.

    The shooting phase starts and the sun is blocked out by the many poisoned arrows coming our way. Lucky for us though their aim is pretty bad and most miss. Apart from the 20 man corsair unit which is reduced to 9 men, but not caring about your own kind does have its advantages and they stay to fight on. A tree man up the top of the board sets the level 4 tooled up dark elf sorceress in his sights which is unfortunately in the trees hiding, needless to say the sorceress was gone.

    Combat phase: The scorpion who charged the skinks attacks, cutting down 2 and the skinks retaliation did nothing. Been charged by something so scary was too much for the skinks who then fled, but where cut down leaving the tomb scorpion to run into the unit of salamanders who performed so poorly before. The new emerged tomb scorpion in the middle of the table attacks the dark riders killing 2 of there number which left them unable to fight back, however again uncaring for there fallen comrades the dark riders stand. The swarms attacks against the crossbow men hit hard killing 4 out of 10 of the unit, the crossbow men who had been training in close combat especially for the occasion hit back 3 wounds. With the 3 wounds and the hill on there side the crossbow men managed to secure a draw and protect the repeater bolt throwers for at least another turn.

    Turn 2 DE/LM

    The movement turn: The failed charge (by about on inch) by the TK giants meant that they where now open to charge them selves. Without hesitation the old blood on his carny charged into one giant as the saurus unit to his side charged the other. Nothing else was in charge range so more positioning was made ready for the assault, and hopefully, slaughter next turn. The battle for the centre of the board looked to be a massive fight.





    Knowing the time was right shadow blade drank his potion and reviled him self.

    With the amount of anti magic across the table we began to cast anyway, hoping to use up more scrolls. This we managed reducing his scrolls to 7. But that wasn’t all; guardian of light was cast with irresistible force, as was healing energy which patched up the carnisor.
    With the limited shooting power available everything that could opened up on the monster sized unit of chariots, causing a mighty 3 wounds taking one down (only 9 more to go).

    With shooting proving to be ineffective it was on to the combat phase. The battle with the giants begins. The saurus attack attack the giant causing 2 wounds on the mighty beast, but the giant in retaliation only managing to kill a single saurus. With combat resolution stacked drastically against him the giant takes further wounds but still stands. The old blood then attacks his giant making 3 hits, once the weapons special rule was explained our opponents face turn a slight tone of white. Failing a single LD check was all it took and the giant fell before the carnisore even got to attack. The old blood the spurs on the carnisore into the massed unit of chariots, but unfortunately is short by about half an inch! The crossbow men get cut down with no survivors by the swarm. The scorpion who ran into the salamanders kills a single wound, but the salamanders manage to cause 2 wounds, which was enough just after saves to kill the scorpion, one down 2 to go. Shadow blade is challenged by a lynch priest at the casket and only causes a single wound, this however is enough to win the combat and the 2 guards die.



    Turn 3 TK/WE

    Turn 3 for the TK/WE alliance started with a large number of charges! The chariots at the bottom of the table charged the near by skinks, who then ran off letting the chariots hit right into the kroxigors. The units of dryads jumped out from the safety of their trees and one squad hit into the hydra and the other into the flank of the near by saurus unit. To add to the saurus woes the war dancers who had also been hiding behind their lovely trees ht them straight on. The TK evil queen of doom (real name to come when I get his list) ran out of a near by unit of bowmen and tried to charge the unit of cold one riders. The dark elves having better sense than letting a evil dead queen get the charge chose to flee, a massive 16” right near the edge of the board hopefully they would rally next turn! At the top of the table things where also hitting home, skeletons with a tomb prince tried charging into the spearmen in front of the black guard, who then chose to flee leaving the black guard open for a counter assault. To finish off the charges both the treeman at the top of the board and the remaining tomb scorpion charged the unit of saurus.





    The magic phase opened up with the treemen trying to cast and after what happen to my Level 4 sorceress wasn’t letting that happen again, so promptly dispelled. The tomb prince makes the skeletons that scared off the spearmen charge the black guard, unafraid by mere walking dead the black guard take the charge ready to cut down the foe. The rest of the magic phase causes minor damage due to great luck dispelling as well as choosing to ignore spells which happen to then do nothing, good luck is always welcome.

    The shooting started with more pummelling of the post 20 man corsair unit which reduced them to the command squad, realising that they where next they ran off never to be seen again. More shooting targets the cold ones again, however their impenetrable armour holds leaving them unharmed.

    Combat phase was busy this turn with battles going on the length of the board. The battle starts with impact hits on the kroxigors from the chariots at the bottom of the table killing one off completely and leaving another on 2 wounds!



    The attacks from the chariots then saw the kroxigors cut down until one stud defiant with a single wound. However after only causing a single wound in retaliation he couldn’t hold and was chased down by the chariots. The chariots then overran into the razordons. The dryads fail to do any damage to the hydra who then deals out the punishment and runs down the survivors and hitting into the second unit. The saurus in the centre continue to fight the giant and the newly emerging war dancers, the war dancers hit hard killing 5 saurus, the giant hits causing a single wound which is saved. The saurus hit back its a lot more devastating causing another 2 wounds. The combat proves too much for the saurus who flee and are then cut down by the giant. The carnosaur gets challenged by the Tomb King. The tomb king deals out the damage and kills off the carnosaur, the rider not willing to fight on after losing his mount tries to flee, however is cut down and the chariots over run into the skinks. At the very top of the table the tomb prince in his skeleton unit challenges the tower master of the black guard. With his magic weapon ready the tower master accepts. The banner allows the tower master to hit first and deals 2 wounds to the tomb prince leaving him almost dead, however the tomb prince hits back a single wound which was enough to finish the brave tower master. The rest of the unit wanting to prove them self’s for the newly opened rank of tower master attack striking down 3 skeletons. The champion been the only one left to fight back does and manages to kill a black guard. The combat ends in a draw. The treeman and the tomb scorpion hit against the salamanders that flee.



    Shadow blade continues to hack away at the crew and adjoined members of the casket of skulls. Using his skills shadow blade cuts down another casket member.

    Turn 3 LM / DE

    The turn opened up again with a few charges; the lizard men cold one riders charged into the bottom tree man, the slann and his temple guard charge into the remaining giant. The salamanders failed to rally and continued to run.

    The magic phase started an ended in the same way, complete dispel. However something important did take place, the last dispel scroll was used up, hopefully next turn some real magic would take place.

    It was straight onto combat the Razadons was chased down by chariots at the bottom of the board. However we get some luck at the bottom of the board as the Hydra kills of the Dryads he was in combat with. In the centre of the board the temple guard dispatch the giant. The never ending challenge between the dark elf Dred lord and tomb prince on chariot continues with the Dred lord winning. A unit of 20 Corsairs join in the combat with the mass chariots and take another chariot down. Shadow blade finishes off the casket of skulls which however leaves him in open between a unit of bow skellies and some wood elf archers. The Black guard chop some more skeletons near the top end of the board. The remaining tomb scorpion gets trampled by a steg at the top of the board, the steg not even braking a sweat.





    Turn 4 TK/WE

    The swarms charge into the cross bowmen on the centre hill, and are too close for the crossbow men to stand and shoot. The TK Queen runs forwards and slaughters all the brave corsairs who charged the chariots. Down the bottom of the board a unit of mounted archer skeletons charge the lone slann. The WE war dancers attack the temple guard.

    The TK magic phase kicked off with the TP getting healed. The steg furthest the top side of the table is shot at a number of times killing its crew. All other magic has minor effects.

    The archers on the hill finish off shadow blade in the shooting phase. Nothing else much happens.

    The mounted skeletons that charged the slann do nothing in combat but win on resolution the slann failed his LD tries to run, but a big fat frog cant move too fast and gets caught and cut down. The swarms in the middle of the board kill the cross bowmen and run into the repeater bolt throwers. The black guard chopped more skeletons killing 6 and then another 2 from combat resolution. However more skeletons are left to kill.

    Turn 4 DE/LM

    The temple guard start off the charges but as the war dancers chose to flee they didn’t do much. The cold one riders charge head on into the TK Queen, for some revenge. At the top of the board a unit of saurus charge soothe skeletons to join the black guard. The ancient steg in the centre of the board joins the combat massed combat with the chariots.



    The magic phase was more effective than previous turns as the mass amount of dispel scrolls where used up, only the 12 dispel dice to get past now… The war dancers take a total of 4 wounds form magic. The ancient steg in middle of the board uses burning alignment and hits the TK queen causing 2 wounds.

    With all shooting units in combat, the only thing to happen in the shooting phase was impact hits from the ancient steg. The steg gets a massive 7 hits causing 7 wounds! Killing of a chariot and wounding another.

    The never ending challenge between the TP and Dred lord is drawn again. The chariots target the priest on ancient steg and kill him. The fight between the Queen attacks first against the cold ones and does nothing, however the attacks form the cold one riders are much better and slay the Queen. The black guard with the saurus finally manage to kill the skeletons, but are left open to shooting.

    Turn 5 TK/WE

    The TK/WE phase starts straight with the magic phase. Magic is used to charge a TP into the back of the dragon. However nothing else much happens in the magic phase.

    In the combat phase nothing much happens again more chariots die but nothing much.

    Turn 5 DE/LM

    The turn started with more charges into the massive chariot unit. First the Hydra runs in followed by the unit of executioners. The black guard charge into a unit of archers. The cold ones charge into a unit of archers.






    The magic phase of this turn was the most important of the entire game! It starts with word of pain been cast on the chariots. But that wasn’t as big as what happened next! The slann with his unit of saurus know he must do a few wounds on the beast before it charges them, if they fail to stand it will run into the mass chariot combat and completely mess up any chance we have. The tension is high to see if the slann can do something. He casts fire ball but it does nothing. Next spell fiery blast tries to cats on 2 dice, miscast! Roles on miss cast table snake eyes! The slann, who is both the army standard and general, explodes in a spectacular fashion and kills over half of the remaining Temple guard! The temple guard stand but there chances of taking the tree man charge are extremely slim.

    Combat in the middle is extremely effective for use thanks to massed units and word of pain. Many chariots die and even more lost to combat resolution. But still chariots live. The black guard cut down the archers they charged at the top of the board.

    Turn 6 TK/WE. The last turn!

    The tree man starts the finial turn off by charging into the Temple guard. At the top of the board the black guard are charged by a unit of mounted skeletons. The war dancers who rallied last turn charge into the flank of the Hydra and join the massed combat with the chariots.

    The magic phase saw again mainly minor things happen. The mounted skeletons where about to use the extra combat turn given to them by magic to kill the remaining black guard before they had chance to fight back.

    The first combat was an inevitable out come the tree man against the Temple Guard. The Tree Man kills the Temple Guard and over runs but lucky doesn’t hit into the main combat with the chariots. The main combat was a mass braw as normal the most significant was the war dancers and chariots killing the war hydra. A few chariots where killed again but not enough.

    Turn 6 DE/LM

    With no charges, movement or shooting it was straight to the magic phase. Which was also no existent as the cold one riders with a sorceress failed there stupidity.

    Combat finished in a massive anti climax with nothing more than unit of skeleton archers been killed.

    End Game

    The game ended in a massacre to our opponent our main problem was not been able to kill the big unit of chariots no matter what we threw at it. Also the slann exploding didn’t help. Overall was a fun game and I hope to have a rematch soon!

    "Should take you a while though because of your sloth like pace"
    Click here and watch Gedderz try and cross the road

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  3. #2
    Senior Member Gedderz's Avatar
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    744 (x8)

    No one reading, is it too long? Or just no one posting?
    "Should take you a while though because of your sloth like pace"
    Click here and watch Gedderz try and cross the road

  4. #3
    Senior Member Vallah's Avatar
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    Loved the report bud, hope to see a few more like this.

    Since I only run TK, I'm afraid I don't really feel qualified to comment on much other than general tactics and the TK elements of the battle (nor do I know how competitive the game was but will try to offer some constructive comments in case that's what you're looking for).

    Generally I think your opponents should have pressed their advantage in the magic and shooting phases much harder to maintain the intitative. These are the the main areas where the two forces mesh together very well and compliment each other IMHO.

    As you mentioned early in the report, the magic and shooting phases were already very painful for you, and at such a high points limit Khalida was probably an obvious choice for the TK. I suspect the bone giants were always going to struggle in a battle of this kind and replacing theses with SSCs (at half the cost) would of made their shooting phases utterly miserable for you.

    Had the tomb scorpions been used more agressively on suicide runs against your casters they could have increased the disparity between magic phases still further. Once the TK gets to this point it has a huge effect on the game and seems like they are taking two turns of shooting and movement for every one of the opponents.

    One of the most interesting things for me about a battle of this size is that some things that are just too expensive to use in normal games seem a lot more attractive. In such a big army even the often overlooked Staff of sorcery starts looking nice.

    If the TK player had taken the (normally unusable) Standard of the sands, they could have march blocked your entire army on your first turn. This would have given the scorpions more time to arrive with ICFB and kept a lot of your forces blocked while they did the dirty on your casters and RBTs etc. Obviously it would of kept you at range longer to add another painful turn of magic/shooting too, and kept your army next to their own table edge while taking -1 on all the leadership tests from the SSCs and rally checks.

    Hope some of this gives you (or at least your opponent -LOL) some food for thought, all in all a fantastic battle. Love all the details (how did you remember it all?) and especially the pics,

    Kudos for a great report.
    Because Sun Tzu would play Tomb Kings...

  5. #4
    Senior Member Gedderz's Avatar
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    744 (x8)

    Thanks for the reply! yer i totally agree he could of pushed his magic far more than he did, but i wasn't going to tell him . i think our main problem was the chariots after magic and shooting we should of done more else where and just left the chariots as much as we could.

    But hine sight is so nice.
    "Should take you a while though because of your sloth like pace"
    Click here and watch Gedderz try and cross the road

  6. #5
    Senior Member Vallah's Avatar
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    68 (x1)

    Yeah, those damn chariots just would not die for you would they?

    I think you can count yourself pretty unlucky not to have obliterated that massive unit a lot faster to be honest. Normally TK chariots dissappear in the blink of an eye if they don't break the opposition after a charge.

    Even with such good saves, the casket would of been devastating for you in such a large battle if it had gone off. Something, somewhere would of got pasted -probably several 'somethings', but you dealt with that threat really well.

    I would have loved to of seen your faces when he announced his magic dice & scrolls though.
    Because Sun Tzu would play Tomb Kings...

  7. #6
    Senior Member Gedderz's Avatar
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    744 (x8)

    Yer wish i could of got a pic of our faces . But he didn’t use them very well so got through the scrolls quick would of been quicker if I hadn’t of left my mage in some wood and my mate kept trying to cast like 8+'s on 2 dice.. But hey will still got there.

    My favourite bit is still the slann exploding him self!
    "Should take you a while though because of your sloth like pace"
    Click here and watch Gedderz try and cross the road

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    Senior Member Vallah's Avatar
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    8+ on two dice? Hmm... that does seem a wee bit ambitious even without the -1 modifier from the casket of souls.
    Because Sun Tzu would play Tomb Kings...

  9. #8
    Senior Member sirkently's Avatar
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    Very interesting battle report. Does take awhile to get through it all though.

    Just a couple points I would like to make. First off, why so many lord characters. House rule or something, Normally you would be limited to 1 per army, so two per side in total. If you wanted to go by the 4k slots, you would get 3 per side. You have 5, wow.

    Second, you seemed to forget the combat resolution bonus for outnumbering in some of the battles. Also, wardancers can't flee a charge as they are immune to psychology.

    Some thoughts on a rematch. The LM should take a scar-vet or two with great weapons. Each wound caused will take out a chariot. You really should be able to control his magic phase. Having the slann with becalming cogitation, and someone with the plaque of dominion should help (don't know if you had them in this game, if so ignore this). The dark elves have the item that changes any doubles into a miscast. Cube of darkness from the lizardmen could work wonders if it succeeds.

    Anyway, nice report.
    Good luck in a rematch.

    SirKently
    I am right 94% of the time, why worry about the other 3%.

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    11 (x1)

    Great report! Quite entertaining, and I gotta say your dragon model is awesome, I think I've seen it before on some website or something.
    Last edited by Dman123; July 22nd, 2009 at 05:58.

  11. #10
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    Quote Originally Posted by Dman123 View Post
    Great report! Quite entertaining, and I gotta say your dragon model is awesome, I think I've seen it before on some website or something.

    @sirkently- I'm pretty sure ItP can break in combat, my IC Knights with Templar Grandmaster have never had a problem fleeing from combat, ItP is fear, terror, panic and such, perhaps you were thinking of unbreakable?

    He didn't say anything abotu breaking from combat. He said they can't flee from a charge, and that is one of the downside of the ItP is you can't tactically retreat.

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