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			<title>2,250 New Skaven vs. Nurgle Daemons</title>
			<link>http://www.librarium-online.com/forums/fb-battle-reports/183154-2-250-new-skaven-vs-nurgle-daemons.html</link>
			<pubDate>Thu, 19 Nov 2009 19:13:47 GMT</pubDate>
			<description><![CDATA[Here's my new skaven list: 
 
Characters: 
Queek Headtaker 
Chieftain: Greatweapon, Heavy Armor, HW+Shield, BSB (Dripping Death banner) 
Plague Priest: Scroll, Rival Hide 
- Plague Furnace 
Plague Priest: Scrollx2 
- Plague Furance]]></description>
			<content:encoded><![CDATA[<div>Here's my new skaven list:<br />
<br />
Characters:<br />
Queek Headtaker<br />
Chieftain: Greatweapon, Heavy Armor, HW+Shield, BSB (Dripping Death banner)<br />
Plague Priest: Scroll, Rival Hide<br />
- Plague Furnace<br />
Plague Priest: Scrollx2<br />
- Plague Furance<br />
<br />
Core:<br />
20 Slaves<br />
20 Slaves<br />
20 Slaves<br />
30 Clanrats - FC, shields<br />
<br />
Special:<br />
26 Plague Monks - FC, Stormbanner<br />
26 Plague Monks - FC<br />
7 Censer Bearers<br />
7 Censer Bearers<br />
<br />
Rare:<br />
Hellpit - Spikes<br />
Warp Lightning Cannon<br />
<br />
<br />
<br />
<br />
Daemons were nurgle themed, with the following...<br />
<br />
Characters:<br />
GUO - Balesword, you strike last<br />
Herald of Nurgle - Slime Trail, you strike last, Palanquin - BSB<br />
Herald of Nurgle - Slime Trail, you strike last, Palanquin<br />
Herald of Nurgle - Slime Trail, you strike last, Palanquin<br />
<br />
Core:<br />
20 Plague Bearers - FC, Banner of double poison combat res<br />
20 Plague Bearers - FC, Banner of double poison combat res<br />
20 Plague Bearers - FC, Banner of double poison combat res<br />
<br />
<br />
<br />
There are some woods flanking the center, but there's about 24&quot; of clear space width-wise before the woods start.  There's also a defensive obstacle in his DZ.  Some hills, but they don't matter here.<br />
<br />
<br />
Deployment:<br />
He's pretty centrall located.  BSB unit in the center.  Flanked by the other PB's.  GUO on the right.<br />
<br />
<br />
Queek is somewhat centrally located.  Flanked by plague monks.  Two slave units on the right, one on the left.  Abomination near the center-right.  Censers on the outskirts, cannon on the left.<br />
<br />
<br />
<br />
So I can't fight the GUO, but I hope to lock him up for a bit with slaves.  With only 4 attacks, he's not great at fighting R&amp;F where he can't challenge and get big overkill.  Then when he's locked, use the hellpit plus plague units to do some real damage.  Queek can also put a hurting down, though the enemy will still be getting the 5+ ward 4+ regen vs. pretty much everything I have.<br />
<br />
I feel I'm at a bit of a disadvantage, but with some luck I might be able to overcome the difference.<br />
<br />
<br />
<br />
<br />
<br />
He gets first turn and takes it, advancing up without fear.<br />
<br />
<br />
Daemon 1:<br />
He moves up.  Magic sees him cast Pox on Queek and get it off irresistably.  I then fail my toughness check and Queek explodes.  Err, well, that surely changes things.  There's a big difference between LD10 slaves and LD5 slaves.<br />
<br />
Well, I guess the slaves won't be locking up anything now.  Big problem, major change in plans.<br />
<br />
<br />
<br />
Skaven 1:<br />
The Hellpit moves forward, out of charge arc of the GUO.  Slaves move to be able to try and charge him next turn, if they can pass their check.  Left side advances some, but stays out of charge ranges.<br />
<br />
Cannon tries to take a shot at the GUO to put some wounds down.  Maybe I can get lucky.  Misfire / explodes.  Or not.<br />
<br />
<br />
<br />
<br />
Daemon 2:<br />
He moves forward more, nothing else really done.<br />
<br />
<br />
Skaven 2:<br />
Hellpit just misses the BSB unit in the center, unfortunately.  One slaves fails terror and runs tryiing to charge GUO.  Other slaves fail fear and fail to charge a PB unit.<br />
<br />
I do charge...<br />
Left PB's: Censers in the flank, clanrats + monks in front<br />
Middle PB's: Monks in front<br />
GUO: Censers in flank<br />
<br />
I do a decent amount of damage, but the heralds + palanquins are able to kill the plague priests with their 9 poison attacks before they can do anything.  It's unfortunate - especially since I forgot to use my rival hide with the one priest on the left to force him to reroll successful hits.<br />
<br />
I win both combats, but not by a large amount considering his saves.  He sticks around in both.  GUO breaks the censers, though, and restrains.<br />
<br />
<br />
<br />
Daemon 3:<br />
Here's where everything pretty much ended.  He gets off Miasma on both heralds I'm engaged with.  He killed off my two priests, so I'm down to 2 dice and no scrolls.  I try to block one with two dice but fail, he gets the other off and now both furnaces are T1.  They proceed to get crushed by all the palanquin + herald attacks.  One is killed outright, the other survives with 1 wound only.<br />
<br />
<br />
Skaven 3:<br />
Hellpit joins the center combat, but it's too late.  I do some more damage, but I'm now rapidly losing the ability to hurt him.<br />
<br />
<br />
<br />
Rest of game summary:<br />
Clanrats run but rally and survive (along with 2 units of slaves and 1 below half censer unit), the plague units both get killed off after getting the two PB units they were fighting below half.  I also killed off one of his heralds (but not the BSB).  Hellpit got killed, stood back up, and then got killed again :p<br />
<br />
<br />
So a big win for the Nurgle Daemons.<br />
<br />
<br />
I've played them a couple of times before, but I just totally didn't see the Miasma death to the Furnaces coming.  So losing Queek on top of 1 really hurt, but in the end I'm not sure if it would have changed all that much.  The biggest problem wasn't being able to lock up the GUO, but keeping the Miasma down.<br />
<br />
I think it's a tough match for the Skaven, as they have so many ways to deny armor but not much that denies regen to break through the PB survivability.  I have some ideas for the next match, though - to at least try and make it close :p</div>

]]></content:encoded>
			<category domain="http://www.librarium-online.com/forums/fb-battle-reports/">FB Battle Reports</category>
			<dc:creator>moob</dc:creator>
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			<title>2,250 New Skaven vs. Lizards</title>
			<link>http://www.librarium-online.com/forums/fb-battle-reports/183153-2-250-new-skaven-vs-lizards.html</link>
			<pubDate>Thu, 19 Nov 2009 19:13:08 GMT</pubDate>
			<description><![CDATA[So I've been playing some games with the new Skaven list now that the book is out.  At first, I was disappointed in the army since everything I had didn't really work that well anymore (read: Skryre).  But there's strength in the book that I had underestimated.  They've done fairly well so far,...]]></description>
			<content:encoded><![CDATA[<div>So I've been playing some games with the new Skaven list now that the book is out.  At first, I was disappointed in the army since everything I had didn't really work that well anymore (read: Skryre).  But there's strength in the book that I had underestimated.  They've done fairly well so far, other than a trouncing they took at the hands of Nurgle Daemons.<br />
<br />
<br />
I played a game against Lizards recently, here's how it worked out.<br />
<br />
<br />
Here's my new skaven list:<br />
<br />
Characters:<br />
Queek Headtaker<br />
Chieftain: Greatweapon, Heavy Armor, HW+Shield, BSB (Dripping Death banner)<br />
Plague Priest: Scroll, Rival Hide<br />
- Plague Furnace<br />
Plague Priest: Scrollx2<br />
- Plague Furance<br />
<br />
Core:<br />
20 Slaves<br />
20 Slaves<br />
20 Slaves<br />
30 Clanrats - FC, shields<br />
<br />
Special:<br />
26 Plague Monks - FC, Stormbanner<br />
26 Plague Monks - FC<br />
7 Censer Bearers<br />
7 Censer Bearers<br />
<br />
Rare:<br />
Hellpit - Spikes<br />
Warp Lightning Cannon<br />
<br />
<br />
<br />
<br />
Lizards were a stego list, with the following...<br />
<br />
Characters:<br />
Skink Priest - Scrollx2<br />
- Stego/engine<br />
Skink Priest - Extra spell, save dispel dice item?<br />
- Stego/engine<br />
Skink Chief - Impact spear, BSB<br />
- Stego<br />
<br />
Core:<br />
10 Skinks<br />
10 Skinks<br />
10 Skinks<br />
<br />
Special:<br />
3 Terradons<br />
Stego<br />
Stego<br />
Stego<br />
<br />
<br />
<br />
There are some woods flanking the center, but there's about 24&quot; of clear space width-wise before the woods start.  There's also a defensive obstacle in his DZ.  Some hills, but they don't matter here.<br />
<br />
<br />
Deployment:<br />
He's got 2 skinks on the left, all stegos in the center, skinks + terradons on the right.<br />
Stegos go: normal, normal, engine, BSB, engine, normal<br />
<br />
<br />
I have queek's clanrats in the center.  Plague monks on its right, slaves to the right of that, anchored by the hellpit and censers.  Going to the left of queek's unit is slaves, slaves, other plague monks, censer bearers, and the cannon in the far back.<br />
<br />
BSB joins queek in the clanrats.<br />
<br />
<br />
<br />
<br />
<br />
I win the roll for 1st turn and take it.<br />
<br />
<br />
<br />
Skaven 1:<br />
I advance, but slowly.  Queek's unit doesn't move, the plague units only move about 4-5&quot;.  This lets the slaves run forward and get ahead of everyone else to mess with stego charges and such.  They make sure to stay within 12&quot; of Queek, though, to stay LD10.  Hellpit moves forward 11&quot;.  Censer bearers also advance some, staying in terrain.<br />
<br />
Cannon takes sight of a stego, with a path to hit a second one but the bounce/strength is only 4.  This hits the target but fails to wound.  Doesn't reach second stego.<br />
<br />
<br />
<br />
Lizard 1:<br />
He has more shooting than me with the bolt throwers so doesn't move up much..  just one skink unit to force the plague monks on the left to charge (censor bearers are in woods and out of sight).  Magic is blocked for the most part, but he does put up the ward vs. ranged attacks with one engine.  Shooting doesn't do much, kills a couple of plague monks.<br />
<br />
<br />
<br />
Skaven 2:<br />
Monks on the left charge and skinks flee.  Puts the unit in charge range of one (regular) stego.  Censer bearers on left move to be able to see out of the woods to counter charge said stego.  Hellpit rolls high and reaches skinks on the right.  They pass terror and stand&amp;shoot - cause two wounds and fail both regen.  Slaves move up again right in his face, with overrun angles to miss units behind them.<br />
<br />
Cannon fires again but gets 10&quot; extra which just overshoots the target (I really need practice with cross table guessing).<br />
<br />
Hellpit explodes skinks, causing terradons to panic and flee off the board.  Hellpit unfortunately overruns off the board.  This means he'll completely miss my turn 3.<br />
<br />
<br />
<br />
Lizard 2:<br />
He charges one stego into the plague monks on the left.  The others still hesitate to charge anything with the slaves blocking him from anything important.  Shooting kills 4 or 5 from queek's unit.  Magic put a wound on one of his priests when he miscast.<br />
<br />
In combat, the stego impact hits kill 2, and I lose another 3 from toughness checks from my censer &amp; furnace.  However, all the skink crew dies to toughness checks.  Stego kills another monk.  I also cause a wound with the priests' flail.  I lost 6 plague monks, he lost 4 crew + 1 wound on stego.  I have static res, he's stubborn.  He's outside BSB range but passes the check.<br />
<br />
<br />
<br />
Skaven 3:<br />
Slaves on the right charge the flank of a regular stego to lock it up, but the other monks end up being 9.5&quot; away from it, so they charge, too (slaves were flank, these guys front).  Censer bearers on the left counter charge the first stego.  Censer guys on the right move to charge next turn.<br />
<br />
Another unit of slaves charges an engine to lock it in place, too, and potentially kill the priest (it's the wounded one) with some luck.  This is the engine that's on the left of the trio of character stegs.<br />
<br />
Cannon is blocked by furnace &amp; combats, so it moves to shoot next turn.  Hellpit returns to the board, but compulsory moves are over already so it sits there.<br />
<br />
Combat on the left has the stego fail one of the multitude of toughness checks it needs.  It also sees the censers on the right hit a ton, but fail to wound but once with it being T6.  Wrecker ball misfires and causes a wound to itself.  He only killed 1, so I still won combat and am still frenzy.  He's stubborn and passes.<br />
<br />
On the right, 4 of the crew die to toughness checks, the stego also takes a wound.  I then do another wound with the priest.  This wrecker misfires, too, but I pass the toughness checks on my unit.  I win combat, he's stubborn and passes.<br />
<br />
The slaves don't kill the priest, but do win combat.  He's stubborn and passes.<br />
<br />
<br />
Lizard 3:<br />
Here come the counter charges.  The skink chief BSB counter charges the slaves that charged the engine.  With his positioning, an overrun of 9+ will hit Queek's unit when the slaves break/explode.  That was poor positioning on my part.  A second stego charges each plague monks.  The one on the right getting flanked by the second engine.<br />
<br />
He double flares with the engines, kills off some guys here or there.  No major damage, though.<br />
<br />
The chief/BSB has the super spear and crushes slaves.  Another unit of nearby slaves break from panic.  His overrun is 11&quot;.  I pass terror and take the charge with queek's unit.  Hopefully he doesn't roll too high to overcome the impact hits.<br />
<br />
On the left, all skinks die to toughness checks.  I do finish off original wounded stego but the other survives (takes 1 wound) and passes the break check.  Unit is down to about 10 monks now.  I'm about to start losing the ability to move, but it doesn't matter as I'm in combat with his expensive stuff.<br />
<br />
On the right, I challenge with my plague priest and his skink priest has to accept.  It's after toughness checks, though, since that's very start of combat.  I manage to pick off the priest, though, with mine + the attacks from the guys pushing the furnace.  He wins combat by 1 in the end, and the slaves break/explode but do nothing.  Furnace is still around so monks unbreakable.<br />
<br />
<br />
Skaven 4:<br />
Censer bearers on the right counter charge the stego not in a challenge (and overrun, since that's all they were engaged with).  Abomination moves towards the unengaged engine.  Slaves are in range of queek, but they fail to rally and run (they'll eventually go off the board).<br />
<br />
Cannon takes a shot at the unengaged engine, but strength is only a 2 and does nothing.<br />
<br />
Combat sees the steg on the left put a wound on the priest, and take one in return.  It has 3 left.  Passes its stubborn check.<br />
<br />
Combat on the right sees toughness checks kill off the crew on the priest steg.  Censer bearers finish off the wounded steg not in a challenge.  The now engine-less steg passes break check.<br />
<br />
Now the important combat: his impact hits=2(+2).  Lucky.  Impacts kill 4.  Now my BSB banner goes off and kills off all his crew, his chief passes some kind of 2+ save vs first wound thing he has.  Queek has to challenge and he can't refuse.  He's got 3 attacks that hit on 5's and 3 that hit on 4's, all strength 6.  He ends up hitting with 3 and wounding with all 3.  Hm, if I don't pass a 6+ save, queek dies.<br />
<br />
I make 2, actually, doing no wounds with the bounced hits.  Queek's attacks, though, kill the chief and put a wound on the stego.  I win,  he passes his break check.<br />
<br />
<br />
<br />
Now I was lucky here, but even if things went average, I still wound have won the combat.  Figure average:<br />
- 9 impact hits, kills 7.<br />
- Stego hits 1, Chief hits 1.5 vs. Queek, causes 2 wounds that get past save.<br />
<br />
So he's got 9 to combat res.<br />
<br />
My BSB banner causes 3 wounds on average.  Queek then kills the Chief for another 2.  I have 5 to combat res, plus 3 ranks, banner, mass, BSB for 11.  I've killed his BSB, so I still win 11-9.<br />
<br />
My opponent, though, latches onto that roll for why he lost.  Meh.<br />
<br />
<br />
<br />
Lizard 4:<br />
Other engine stego charges into queek's unit, too.  Skinks on the left had been moving up and now charge cannon.  Other skinks on the left move and shoot the hellpit - only 2 are in range, but two poison wounds rolled and both get past regen.  Down to 2 left.  I hate skinks :p<br />
<br />
In the left plague combat, I finally finish off the second steg when it fails 2 of the 6 toughness checks it needs and the priest gets its last wound.  Censers are down to 3 models, plague unit is down to 3 monks and so can't move (but priest is alive as is furnace).  Combat on the right sees the stego kill off the plague priest taking one wound in return (4 left), but loses combat.  Passes its check.<br />
<br />
Center combat sees new impacts kill 3.  The BSB banner, which he had to touch, kills off the priest and 3 crew.  Queek has nobody to challenge with priest dead.  His attacks wound BSB and Queek (each down to 1 left).  Queek wounds a stego in return.  BSB causes one more with his great weapon.<br />
<br />
Amazingly, both fail their stubborn checks and break.  One is caught, the other flees and hits the stego fighting monks in the flank on the right.  It does 3 wounds with the impact hits, leaving it with 1 left.  The one that got away has 4 wounds remaining.<br />
<br />
<br />
<br />
Skaven 5:<br />
Hellpit charges the fleeing steg that's about 4&quot; away but it gets away.  Censers on the right rejoin the combat with the steg that's fighting the monks - which has only 1 wound left after the other one ran through it.  Censers on the left hit the last unit of skinks on the left.<br />
<br />
Combat sees him kill cannon with skinks.  Skinks fighting censers are wiped out.  The stego charged by censers gets killed.   The plagues they fought are down to 5, so it can't move either.<br />
<br />
<br />
Lizard 5:<br />
Last stego rallies.  He has 4 wounds left.  Only other unit is some skinks, they hide.<br />
<br />
<br />
Skaven 6:<br />
Stego is charged by 3 censers and the hellpit.  They finish off the steg before it can do anything.<br />
<br />
<br />
<br />
<br />
He had only one skink unit left, capturing a table quarter.<br />
<br />
I had:<br />
- Wounded Queek<br />
- Wounded BSB<br />
- Plague Priest<br />
- 2 Furnaces<br />
- 2 below-half plague monks<br />
- Clanrats<br />
- Below half hellpit<br />
- Full censers<br />
- below half censers<br />
<br />
I also had 3 table quarters and killed his general.  Don't remember if I get his BSB, since the stego didn't run on the turn I killed him off the top.</div>

]]></content:encoded>
			<category domain="http://www.librarium-online.com/forums/fb-battle-reports/">FB Battle Reports</category>
			<dc:creator>moob</dc:creator>
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			<title>1800 Daemons versus Beasts of Chaos Tournament</title>
			<link>http://www.librarium-online.com/forums/fb-battle-reports/183001-1800-daemons-versus-beasts-chaos-tournament.html</link>
			<pubDate>Tue, 17 Nov 2009 23:19:02 GMT</pubDate>
			<description>D vs BOC 
 
My List:   
HoT, MoS, Spellbreaker, Chariot, BSB, Hellfire. 
HoK, Juggernaut, Firestorm Sword, Armor of Khorne, 
HoN, Lvl 1, Slime Trail, Noxious Vapors 
 
20 Horrors, Banner of Change, Changling, 
10 Horrors, Banner of Sorcery, 
10 PlagueBearers, Seeping Decay, musician,</description>
			<content:encoded><![CDATA[<div>D vs BOC<br />
<br />
My List:  <br />
HoT, MoS, Spellbreaker, Chariot, BSB, Hellfire.<br />
HoK, Juggernaut, Firestorm Sword, Armor of Khorne,<br />
HoN, Lvl 1, Slime Trail, Noxious Vapors<br />
<br />
20 Horrors, Banner of Change, Changling,<br />
10 Horrors, Banner of Sorcery,<br />
10 PlagueBearers, Seeping Decay, musician, <br />
<br />
5 Fleshhounds<br />
6 Flamers<br />
<br />
His List (I think)<br />
<br />
Wargor, two hand weapons, <br />
Shaman, bray staff, 2 dispell scrolls<br />
<br />
17 Gors 8 Ungors, full command<br />
17 Gors, 8 Ungors,<br />
20 Ungors,<br />
5 Minotaurs, Great Weapons<br />
5 Minotaurs, dual hand weapons<br />
2 Tuskgor Chariots<br />
Shaggoth, Great Weapon<br />
5 Hounds<br />
<br />
I started off with my core in the center with the flamers and chariot out right and the flesh hounds to the left.  The herald of Khorne was in the middle while the HoN was with the Plaguebearers.  I chose Lore of Shadows for the HoT.<br />
<br />
His Army started off with the full command unit of Gors with the Shaman and WarGor in the center.  The hounds sat in a corner for the whole game.  The Two other units of gors ambushed.  The minotaurs and one chariot were on the far left across from my hounds,  The Shaggoth was in the center and the other chariot was just to the right of the center.<br />
<br />
I gave him First turn.<br />
He had lore of Tzeentch on his Shaman which played no part in the battle because I dispelled or the spell failed every time.<br />
he started by sitting still with everything except the chariots, minotaurs and Shaggoth which moved up slightly.  <br />
<br />
I moved my army up far enough to be in range with magic.  The Fleshhounds moved close enough to be in charge range of the mino's next turn and the Herald of Khorne moved up to where he could be charged by the Chariot.  The flamers moved into shooting range of the chariot.<br />
Magic went ok with my horrors putting a wound each on the chariot and the Shaggoth. The HoN got Toxic Miasma.  The HoT got unseen Lurker off on the HoK but was dispell scrolled.  The Flamers shot the chariot and put another wound on it.  (in retrospect given that I was expecting it to charge the HoK and get killed by St 7 I should have shot up his command Squad instead.)<br />
<br />
2nd turn<br />
In his turn he charged the Shaggoth into the unit of ten horrors.  The Chariot charged the HoK.  He brought in his ambush units behind my lines.  One of them ended up in the corner pretty far away from the action and took no part in the rest of the battle.<br />
His magic was dispelled again.<br />
His Shaggoth killed 3 horrors and they put a wound on it.  Nothing lost to Combat Res.  The Chariot failed to hurt the Hok and was turned into kindling.  The HoK overan into the side of the Command unit.<br />
<br />
In my turn I moved my whole army up towards the combat going on in the center.  The flamers moved up far enough to charge the Command squad next turn.  the fleshounds charged the Mino's and the chariot with HoT moved into the center but outside of all his charge arcs.  I made the closest unit to the ambushing Gors cause Terror and killed a Mino with flickering fire in the Magic Phase.  He held onto his dice to dispell the banner of Hellfire.<br />
Nothing for the Flamers to shoot at.<br />
The Flesh Hounds only killed two Minotaurs and lost 4 doggies.  They passed their leadership with a 3.  The Shaggoth killed 2 Horrors and they did nothing back.  They lost another 1 to instability.  The HoK killed 5 Gors and Ungors and got no wounds back.  He lost combat by 1 and rolled a 4.<br />
<br />
Turn 3<br />
The chariot on the left charged the remaining Fleshhounds and the Ambushing Gor unit charged the larger unit of Horrors from behind.  The Gor unit failed their Terror test and fled back off the board.  The Minotaurs failed a charge on the same unit because they were about 2 inches off.<br />
<br />
The Shaggoth whiffed and so did my remaining Horrors.  The horrors lost 1 to their leadership again.  The Wargor accepted a challenge from my HoK and got himself hacked to bits.  Not enough to avoid another leadership check which lost the Herald 1 wound.  The Chariot wiped out the Flesh hounds and overan off the table.<br />
<br />
My turn I charged the Flamers and plaguebearers into the Command unit.  The chariot flew behind the to Mino units.  Magic saw another Mino get blasted with flickering fire.  The HoN got his Miasma off and The Banner killed 5 Ungors but wiffed against the Minos.  He used a dispel scroll to stop an unseen lurker that would have sent the 20 strong horrors into the remaining 2 Minotaurs in front of them.<br />
In combat the flamers and plaguebearers and HoK killed the bray shaman and and about a dozen of the unit.  the rest fled and were run down.<br />
At that point we had to call the game.<br />
<br />
He had left, <br />
1 whole strength Mino unit<br />
1 half strength Mino unit<br />
The Shaggoth<br />
1 Chariot<br />
The hounds<br />
1 unit of Gors and ungors<br />
<br />
I had,<br />
All three heralds<br />
half a unit of 10 horrors<br />
the 20 horror unit<br />
the plaguebearers<br />
The flamers<br />
I got a Minor Victory.</div>

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