| |||||||
| New! Use your Facebook, Google, AIM & Yahoo accounts to securely log into this site, click logo to login | |
| FB Battle Reports Post your battle reports here |
![]() |
| | LinkBack | Thread Tools | Display Modes |
| | #1 (permalink) |
| LO Zealot ![]() Join Date: Oct 2005 Age: 31
Posts: 1,462
Thanks: 1
Thanked 1 Time in 1 Post
Rep Power: 77 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Characters: Kairos Fateweaver (General) Keeper of Secrets - Level 4, Siren Song, Allure of Slaanesh, Enrapturing Gaze, Torment Blade The Masque Herald of Tzeentch - BSB (flare banner), Winged Horror, Power Vortex Herald of Tzeentch - Master of Sorcery, Spellbreaker Chariot of Tzeentch Herald of Tzeentch - Master of Sorcery, Chariot of Tzeentch Core: 10 Pink Horrors 10 Pink Horrors 10 Pink Horrors 10 Pink Horrors Rare: 6 Flamers 6 Flamers - Pyrocaster Basic magic blasty list with the addition of the Masque. KoS is also there instead of a second LoC since he'll have non-flaming attacks. He can also handle many of the big monsters out there between allure, torment blade, and leadership lowering stuff. Basic premise is simple: kill with magic & flamers, avoid combats by flying out of charge arcs. I put the KoS as the general, despite Kairos' better survivability, since the first mission has the general required to charge a specific enemy character if possible. I had that in the qualifiers with Kairos and it wasn't fun. This time the KoS will be forced to charge, and that's a very different situation than my WS1 1 attack big chicken. They changed the points required for a level of victory this round. It's much easier to get a win now. < 450: Draw 450-899: Minor 900-1799: Major 1800+: Massacre I was surprised to only see 8 players at the tournament. I guess that's what happens when they have 2 semi's in the same city (so dumb). Anyway, the other participants had: - Triple STank, Karl Franz, Popemobile empire - Double STank, Popemobile, cannon+mortar w/infantry support empire - Double Slaan lizards - Morghur beasts of chaos - Infantry Dark Elves with Malekith - Archaon + Gaulrach half-blitz/half-magic warriors of chaos - Orcs and Goblins The only list I would prefer not to fight is the double Slaan one. The magic defense of the lizards can shut down a lot of my power (especially removing 6's from Kairos)... so it'd be tough to get many points from him. And with my pile of dispel dice, it's not easy for him to get them from me, either. The triple stank + karl + pope empire would be a tough match for sure... if nothing else than the player is simply very skilled, but I think my list matches up against his very well. I wouldn't mind the game, though, especially since I owe him a little revenge, heh. Round 1: Offending Characters Each player nominates a character in their own army (not the general) that is the offending char. If the enemy general can see & is in range of the offending character, they must charge & issue a challenge. Opponent is the O&G player. Characters: Savage Orc Warboss - Shaga's Screamin Sword, Bigged Kickin' Boots - Wyvern mount Black Orc Warboss - Basha's Bloodaxe, Enchanted Shield, Maad's Map Black Orc Big Boss - Talisman of Protection, Guzzla's Battle Brew (opponent forgot to use), Orc Boar Chariot Savage Orc Big Boss - BSB, Boar mount, Ulags Akk'rit Axe, Amulet of Protectyness Goblin Shaman - 2x Dispel Scroll Goblin Shaman - 2x Dispel Scroll Core: 29 Night Goblins - 3 Fanatics 25 Night Goblins - 3 Fanatics 25 Night Goblins - 3 Fanatics 10 Savage Orcs - FC 10 Savage Orcs - Musician, Standard 5 Wolf Riders - Short Bow 5 Wolf Riders - Short Bow 5 Wolf Riders - Short Bow 5 Wolf Riders - Short Bow Special: Spear Chucka - Orc Bully Spear Chucka - Orc Bully Spear Chucka - Orc Bully Spear Chucka - Orc Bully Spear Chucka - Orc Bully Spear Chucka - Orc Bully Spear Chucka - Orc Bully Spear Chucka - Orc Bully 5 Savage Orc Boar Boyz - FC, Waaagh Banner Rare: Doom Diver Doom Diver Doom Diver Assessment: Well, that's certainly a lot of units and a LOT of bolt throwers. Still, they're only goblin bolt throwers... Figure 8 shooting gets 4 hits from long range, 2 wound the KoS, over 50% chance to save one, and take 2 wounds. On Kairos it's worse, since he has a 3+ save w/ 1 reroll per player turn. I'm not that concerned since he only has 4 dice with 4 scrolls for magic defense. I'll also be able to help protect the KoS by using Siren on his lord to be in combat during his shooting phase... since he's frenzy, he can't elect to flee. Spell selection: MoS Heralds take lore of Death Kairos 'right' head (leadership & magic missiles) - Doom & Darkness - Fiery Blast - Wind of Death - Crows Feast Kairos 'left' head (long range anti-warmachine)... - Forked Lightning - Uranon's Thunderbolt - Master of Wood - Master of Stone KoS gets caress, shards, phantasmagoria, and acquiesence BSB gets flickering fire & boon of tzeentch Deployment: I spread out my horrors, one unit of flamers on the left, one on the right. All my characters hide behind some terrain on the right. He's got one NG unit on the left, two other on the far right flanking his warmachine hill (it has 6 bolt throwers up there all clustered together). Then he's got both savage orcs behind those two NG units, with the boar boyz to their left. Doom divers are lined up in the center with two other bolt throwers on the left. Wyvern lord is hiding behind terrain in the center. Wolf riders are 2 left, 2 right. He wins roll for first turn and takes it. O&G 1: He advances with his wyvern lord, wolf units, boar boyz, and a unit of NG. Other NG on the right squabble. Shooting is pretty ineffectual since my big guys are out of sight this turn. DoC 1: Okay, so I have a plan to do some severe damage right off the bat. His NG unit that advanced is on a line that if I stand in the right spot, I can force them to flee over all 6 bolt throwers on the hill. Plus they are out of the general's range so they'll be testing on a 5. Also, the general is in a place the KoS can get in front of to Siren. This should be a good turn. I take up my positions, with Kairos standing behind some horrors (with BS in the line needed to scare off the NG's. Also it will get rid of those annoying fanatics. I kill off the wolves in front of the savage boar boyz, but it's okay since they're about 22" away (easily out of their 14+d6" charge range). I get enough wounds on the NG to force a check and to top it off, I get doom & darkness on them. They'll now be checking on LD 2.He rolls his leadership: snake-eyes. They stick. Ugh, frustrating. O&G 2: Here's where things go so horrendously wrong I can only stare at the table in disbelief. I siren in his orc general to the Keeper, no problem. However, he rolls for waaagh and gets a "6" for the savage boar boyz. Hm. They then run 4" up towards the horrors in front of Kairos. This... is trouble, especially since he declares the charge and states he'll be using his extra charge banner. He's 17" away and rolls a 5 for the extra distance. It's easily in range. Ugh again, but this time for a much bigger reason. These guys are big'uns, too, so they'll be hitting on 3's, wounding on 2's.. then the character in there. This is really bad. They're going to overrun into Kairos. Shooting doesn't do anything appreciable. Combat goes as expected. His BSB unit crushes mine and hits Kairos. My KoS does cut his general's head off before he can swing, though, and his wyvern fails its LD check to swing. It runs away. Now, I didn't think that Kairos would ever be in combat, so the KoS isn't standing so that he can see in that direction to counter charge. So I decide to overrun. I can at least chase after the wyvern and then charge his back lines, too, to give him the same problem as I now have. My pursuit distance is a huge 5". So I guess I won't, since that's still going to be more than 20" from his backfield. What is going on? DoC 2: KoS is stuck out in the open. The remaining heralds try to flare out the boar boyz and get 3. Kairos tries to cast the tzeentch flare rolling 3 dice needing a 9 (7, actually, with his +2) and fails. Tries to cast two other spells at power levels 6 and 8, using 2 dice each and fails those. Quite frustrating. Kairos challenges to have only the enemy BSB get to swing. He causes 3 wounds and I fail two despite the 1d6 reroll. I then roll a 10 for instability and pop. O&G 3: NG that passed their LD2 check run to just within 8" and throw three fanatics at the KoS. Two make the distance, causing 9 hits, 3 wounds, and 3 failed ward saves. Bolt throwers finish him off. Lets recap... - Top 2: Lose pink horrors + BSB - Bottom 2: Lose Kairos - Top 3: Lose KoS That's 1,685 + 200 for killing general / capturing BSB. In a 3k point game, I've given up 1,885 in 2.5 turns. I didn't think it was possible with this army. DoC 3: I have two flamers, three horror units, the masque, and two heralds on their chariots left. That's it. I've killed only his general (his wyvern rallied), half his savage boar boyz, and a pair of wolf units. Bad start. Not quite 600 points even with factoring in killing his general. Down by 1300, having lost most of my power, too. My heralds abandon the right flank and move to the weaker left flank. Between them & flamers, I'm able to take down another wolf unit & some NG's. Not enough for a panic, though. Rest of game summary: My heralds go on a rampage, sniping out his scouting 'offending character' with a magic missile. They also kill off a warmachine. One herald gets caught after killing the chariot from one of his other characters... said character charges the herald, kills him off the chariot, then fails to wound the chariot in the next round. Chariot is a fear-causing mass having thing and he breaks / gets run down. Chariot then hides, heh. Flamers kill off another pair of war machines. Other flamers finish off the savage boar boyz but get killed by doom diver stuff themselves before the enemy BSB can be killed. I end up recovering enough to get under the 900 point deficit and restrict it to a minor loss. We both get 2 bonus points. 9 - 15. Not exactly the stellar performance I was hoping for to start out, but I'm not out of the running yet. There was only one massacre (the triple STank army). The other games were a draw (lizards vs. archaon) and another minor victory (morghur over double STank). So it will shake out as: Empire vs. Morghur (he had all 4 bonus points in his minor victory) O&G vs. Lizards or Archaon (whoever had more bonus points) Me vs. Lizards or Archaon (whoever had less bonus points) DE vs. other Empire I'm praying that the Lizard player got more bonus points so that I don't have to face him. I will really take the WoC list to task.. Archaon is a problem, but I'm mobile enough to avoid him and get everything else. And gleaning Infernal Gateway from Gaulrach would be quite amusing. Unfortunately, Archaon WoC ended with 12 vs. 11 for the Lizards. Round 2: Magic-foo. Double 5's or Double 6's are IF. Double 1's or Double 2's are a miscast. If you miscast, you resolve the spell going off and then the miscast (both happen). Note that you still need to hit the casting value for the spell to go off. Opponent is the lizard player. Characters: (General) Slaan - BSB (Warbanner), Power Stone, Cupped Hands, Bane Head, Focus of Mystery, Focus of Rumination, Becalming Cogitation Slaan - Rod of Storm, Power Stone, 2x Dispel Scroll, Focus of Mystery, Focus of Rumination, MR3 Focus Skink Priest - Plaque of Tepok, War Drum, Ancient Stego EotG Skink Priest - Cloak of Feathers, Dispel Scroll Scar Vet - Cold One, Burning Blade, Shield of the Mirrored Pool Core: 10 Skink Skirmishers 10 Skink Skirmishers 10 Skink Skirmishers 10 Skinks Special: 16 Temple Guard - FC, Huanchi's Blessed Totem 16 Temple Guard - FC 3 Kroxi 3 Kroxi 4 Terradons Assessment: Hm, not good. So he's got 9 dispel dice with 3 scrolls - that's not bad. I can overpower pretty easily that in a normal case. There's a bigger problem. One Slaan block will have MR3, the other will have the Scar Vet that reflects magic missiles on a 2+. This makes them exceptionally difficult to kill... especially since they'll have a 5+ ward to ranged attacks on top of their 3+ save from the stego (when it doesn't want to stomp up and flare). I don't fancy my chances of a high victory here. My plan, such as it is, is to try and get the keeper to siren to save himself from his magic missiles / skink shootings on turn 1, then charge the flank of a TG unit. At that point, use the masque to try and lower their leadership enough to break them despite the stubborn. Long shot, but it's my only chance for a big win. Spell selection: One MoS Herald takes Death One MoS Herald takes Metal (mainly for rule of burning iron on the scar vet with reflection shield) Kairos 'right' head (leadership & magic missiles) - Pit of Shades - Drain Life - Beast Cowers - Wind of Death Kairos 'left' head (long range anti-warmachine)... - Spirit of the Forge - Rule of Burning Iron - Cleansing Flare - Distillation of Molten Silver KoS gets caress, slicing shards, phantasmagoria, and acquiesence BSB gets flickering fire & bolt Deployment: I spread out my horrors as usual. Flamers both go in some woods in the center of my DZ. Characters hide behind that. He's got his skinks spread out, puts both TG units on the right side with Stego behind them. Terradons on the far right. Kroxi's flank the TG's. DoC 1: I move up some, most horrors are out of range. I decide to be really aggressive with the KoS and move up 20". I'm right in front of some Kroxigors, angled towards one of the Slaan blocks. I've got to go for broke if I want to have a chance to win. I go for points where I can, trying to burning iron the guy that reflects my magic missiles while casting those spells at other units (kroxi on the left, skinks, etc). I kill a skink unit, especially since Kairos wasn't within 24" of his general to steal 6's. I also eat two scrolls. Liz 1: Siren pulls his kroxi into my KoS. His Slaan unit moves out of pursuit path, but it's still in my charge arc with the KoS' current position (I'm on its flank, too). He moves forward, too, but a bit slower than me at first. His magic is painful, since he tries to cast 5 spells and gets 3 with IF. One of which is a cleansing flare that puts two wounds on the keeper. Another is reroll ones on the kroxi, and the third is a burning gaze that puts 3 wounds on a flamer unit. This is going to be bad if it continues! In combat, the KoS rolls great and kills 2 Kroxi outright. The last kroxi passes his check to swing and puts a wound on the keeper (down to just 2 now). He's outnumbered by fear and breaks. I test to restrain and fail. Doh! I catch him, but shoot past my visible arc of the Slaan unit. Thankfully I can see his terradons, and with a tactical wheel/pivot, I can aim towards his stego. DoC 2: I charge the terradons, they hold since a flee would have me hit the stego in all probability. I do aling myself to overrun towards it. Magic starts to go downhill fast for me. I rapidly run out of "little" stuff to cast at, and the general Slaan steals my 6's from Kairos for the rest of the game. I do manage to kill some more little stuff.. notably the second kroxi unit. And I pull his last scroll. In combat, the keeper only manages to cause three wounds. This leaves two still able to swing back. One needs two checks, the other needs one to attack. They can't use the general's leadership, either, since I have enrapturing gaze. Well, he passes all three checks. Then with 4 attacks needing 5's followed by 6's, he hits 4 but thankfully only wounds once. I fail the ward save and am down to 1 wound remaining. Since I couldn't kill 2, he still has mass.. so he's lost by 1. Checking on a 5 sees him hold. Err? Liz 2: Stego moves next to the KoS so that a 3 on the roll will hit him. He advances his temple guard some more. Magic is a bit more tame in terms of the IF's, but he does give my BSB a level-loss miscast. And a major bummer, the KoS takes a wound from the Stego flare and dies. That's really unfortunate. He should have done much better.. but a couple of bad breaks saw him drop before getting anywhere near his points back. I think I would have been better served running straight up on a Slaan unit. Charging in and killing off the guy who reflects wounds back at me would have been totally worth it, and even netted me as many points as I got with him otherwise. A mistake on my part, looking back at it now. It still would have been a suicide mission, but the gain of being able to cast magic missiles at the non-MR3 unit would have been worth it. Live and learn, eh? DoC 3: I'm now in a big hole with no easy way out. Magic doesn't do much.. but I do land a terror causer next to some skinks with the L1 priest away from the general with the masque lowering their leadership by 2. I also kill off his non-skirmish skink unit. Liz 3: His terror test result is a 5, which fails due to the masque's influence. They break but don't run far at all. The masque gets ready to charge them off the board. The terradons are able to just see a herald and charge it. His closest temple guard get a charge on some horrors, with the angle aiming them away from the rest of my army to slow their advance. He's lost: - 1 skink skirmish units - 1 skink non-skirmish units - 2 kroxi units (- about to lose 2nd skirmish unit + L1 priest) His magic is blocked mostly. He does kill the herald off the top and the chariot explodes to instability against the terradons.. unfortunate. The horrors are also obliterated by the TG. I've lost: - KoS - Herald on chariot - 1 Horror unit Down by quite a few hundred + extra for general. DoC 4: I can't get by the loss of 6's, combined with the MR3 / missile reflection... I do manage to kill off the terradons with magic missiles and get a wound on the missile reflection character using rule of burning iron. Liz 4: He's mostly blocked this round, except for getting a flamer unit below half. DoC 5: The injured flamer unit runs & hides to conserve their remaining points. His TG are very close now, so I have to throw one unit away by running up to it so that the BSB can escape in a different one (blocking a charge on BSB's current unit by putting another in the path with a different overrun angle). Magic finally kills off the reflection character. And it's early in the phase! I try to cast spirit of the forge on the TG unit now that he can't reflect it back at me.. get a 1, 4, 6. Sweet, 13, it goes off! Wait, the 6 is discarded. Then Bolt of Change: 2, 3, 6. Grr. Liz 5: He charges the horror unit with the TG. Flares / burning gaze gets a different horror unit. The one charged survives. Great, I can't even try to cast missiles at the unit on my last turn, heh... after all that work killing off the character. Oh well, I can go for the stego/priest. DoC 6: I throw everything I can at the stego, but can't get the priest off the top (get a wound on him, though). The stealing 6's blocks another 2 spells from going off. It really crushed me this game.. and he was very good on his placement that I never really had the opportunity to get 18-24" away from the steg while >24" from his general Slaan. Liz 6: He kills the chariot out from my remaining mobile herald. He also finishes off the horrors in combat with the TG. He's able to heal the wound on the priest, too. He killed: - KoS - 1 Herald of Tzeentch (w/o scroll) + chariot - chariot - 3 horror units - .5 flamers (w/o pyrocaster) He also killed my general and was in all four quarters (steg, 2x TG, 5 skinks) as opposed to my 3. I killed: - Reflection scar vet - Flying priest - 2.5 skink skirmishers - skink non-skirmishers - terradons - 2x kroxigors He was only up by about 300 or so points until the extra quarter + general were factored in.. which gave him the minor victory. We both get the bonus points for killing an enemy mage and being in control of our battle standards. 9 - 15. So, looking back at the game, I think it was a mistake to be so aggressive with the keeper. At least in the manner that I did. I think I should have either stayed back and waited for a shot at the stego after I cleared the little guys, went after his reflection character, or even just hid the entire game to not give up 650 + 100 for general points. This is why it's always good to get practice games in against the lists that give you the most trouble. Had I the game to do over, I think I would have been able to do much better. I don't think I would have been able to get a big win, but I think I could pull off a minor victory in most circumstances. Round 3: No special scenario - just kill. Characters: Morghur 4 Khornate-marked beast characters (1 lord 3 heros) - one was lord w/ item to stop monstrous mounts from attacking - one was BSB with extra +1 attack to unit on the charges - one was defensive guy with ? armor, 5+ ward, regen - one was a guy with a +d3" charge range item Core: 4x5 warhounds 2x10 beast herd (5 gors, 5 ungors) 6x khorne marked beast chariots Special: 2x4 minotaurs with mark of khorne and great weapons 15? bestigors with full command, mark of khorne, and warbanner Rare: Giant I didn't get a copy of the list, so I don't know if he had other items on his characters.. most/all had great weapons I do know. I'm not sure how many were in the bestigors unit, either. What I do know is that he had 17 dispel dice (though no scrolls). Additionally, with Morghur on the field, if you roll of doubles on the miscast chart you turn into a spawn. Troubling. Assessment: Hm. Well, he has almost as many dispel dice as I have power dice (21 to 17), but he has no scrolls and I'll be able to lessen his dice pool easier than he'll be able to lessen mine. Additionally, Kairos has access to 7 (or more if he gets off Boon) that will have a +2 to cast. I think I can overpower his magic defense, but it won't be nearly as strong as it could be. Now as long as I don't lose a greater daemon to the miscast/spawn stuff, I should be okay. Also, my opponent has no good answer to the flamers. They should shine. Spell selection: MoS Heralds take lore of Death Kairos uses his 'right' head every phase, it has... - Beast Cowers - Fiery Blast (2d6 str4) - Wind of Death (2d6 str4) - Crows Feast (2d6 str3) KoS gets pavane, phantasmagoria, succour, and acquiesence BSB gets flickering fire & bolt Deployment: I have a hill in the center of my DZ. I put one unit of horrors on top of it, two on the left, and one on the right.. then the flamers are on either side of the hill, too. KoS & the Masque are on the left along with the BSB. Kairos + chariot heralds are on the right. He's got his hounds spread out, Morghur in the center with the two beast herds. Mino's on either far flank, bestigors on the right-center, and chariots spread out. Four on the left, two on the right. Giant is also on the right. I very much get the +1 and win the roll, taking first turn. DoC 1: He's got to come to me, so the horrors wait. Flamers move up some, though. KoS & Masque run over to prepare to kill the minos on the left. BSB flies over there, too, since there's no risk of enemy fire (he has no shooting or magic). Kairos & Heralds move up slightly to get within 24" of the mino's on the right. Despite his massive pool of dispel dice and no horrors being able to cast, I'm able to get off three magic missiles on his mino's. One fiery blast, one crows feast from Kairos, one Wind of undeath from a herald. All told, I do 4 wounds to the unit (good casting rolls, bad damage rolls). BoC 1: He runs forward. He passes mutation checks with two dog units and one herd. The other herd creates a three wound spawn, and a two wound spawn breaks free of a chariot. Otherwise nothing happening. DoC 2: KoS charges the mino's on the left (they had failed unruly check and had to run right at me). Masque moves up behind him. BSB flies over them, landing next to a chariot back there waiting to counter charge the KoS. Flamers shuffle back a bit. Horrors stay relatively put. Kairos moves up and to the right a bit, heralds stay back. Magic sees the keeper try to cast succour to reroll hits and miscast. Err. If he becomes a spawn, I've lost the entire flank and have a real problem.... I roll the dice: 1-4.. Phew. Not only don't I become a spawn, but I suffer no penalties since he has no mage. That was lucky. The rest of the casting sees the mino's on the right lowered down to 1 guy with 1 wound left. Bah, still going to generate a dispel die next turn. Flamers destroy the two dog units that ran forward to threaten the horrors. KoS crushes the mino's, suffering no attacks back between the masque's LD penalty and Allure. Overrun of 15" makes it to the chariot (needed a 13-14", another lucky break). BoC 2: He continues forward.. bestigors, though, attempt to set a trap for Kairos. They try to box him in so that he won't be able to fly away without being within their threat range. Creates more spawn. Chariot is destroyed by KoS. DoC 3: KoS charges a spawn with an overrun path to Morghur. Kairos lands behind a hill to where he can see the giant and the last mino.. and I have to sacrifice a herald to the bestigors to clear the trap (they're frenzy). I move to within charge range of the unit and angle so their overrun will take them off the board. This will also remove 5 dispel dice in my next magic phase, since his khorne unit + 4 khorne characters will be off the board. Magic puts 4 wounds on the giant, finishes off the mino on the right, and pops a chariot on the left. Shooting also sees another chariot die.. 3 down, 3 to go. KoS overruns into morghur. BoC 3: His bestigors have to charge the Herald. Another chariot makes it to some horrors, and a spawn hits another block of horrors. A few more spawn are also created. The center has about 6 now with various wounds. Most of his little guys are dead, though. He no longer has any dogs, and only one herd is still alive. Combat sees the khornate chariot kill the horrors and run off the board. The bestigors crush the herald + chariot and overrun... 2". Doh! They are still on the board. Oh well, at least they are a long way from Kairos now. Morghur and Kairos don't hurt each other? Surprising. DoC 4: I get off a lot of spells this round, due to him losing dispel dice and a rolling discrepency. I roll slightly above average with most spells this round, and he rolls below average. Between magic and shooting, I finish off virtually everything in the center, including Morghur. This is Morghur, two chariots (leaving only the one off the board), the last beast herd, and 3 or so spawn. There are still two spawn around some horrors, but they're no big deal. I also kill off the giant. He's got remaining: - Bestigor unit down 2-3 models - Chariot about to return on the board - 2 spawn BoC 4: Chariot returns, prepares to try to charge some flamers or a horror unit, but it's been shot to 1 wound remaining so it's not likely to get a chance. Bestigors make a break for cover, but don't make it. One unit of horrors actually kills a spawn, the others stay locked. DoC 5: KoS and BSB move to cast on the Bestigors, as does Kairos and the other herald. I shoot the squad down to 4 or so bestigors + characters. Flamers shoot down last chariot. BoC 5: The last spawn gets the horrors its fighting to below half. Bestigors run behind a hill. DoC 6: Flamers charge the spawn since they're str 5. Kairos is able to get sight around the hill, as is the chariot herald who have been in the area for a while. The BSB gets to the other side of the hill (out of sight, but within 12" for flare banner). KoS gets to the hill, also, so that he'll be forced to charge. Magic kills off the rest of the bestigors, the BSB, and one other character. This leaves just the defensive guy and the lord level character. KoS also gets off phantasmagoria. Flamers wound the spawn in combat. BoC 6: They're frenzy and are forced to charge the KoS. KoS kills off the lord character and the other fails its leadership check to attack due to Allure. Breaks from outnumbered fear causer. Flamers kill the last spawn for a cleared table. I didn't capture his BSB (killed it with magic), but get the other 3 bonus points. It's a 23 to -1 victory. By the by, I felt the need to detail the entire last game and not summarize it since my opponent had been trash talking me nonstop since I lost in round one to O&G, heh. It was nice to get some revenge. Not only that, but the third and fourth place people got a draw, so the big win boosted me up to 3rd place overall with 41 points total. I had hoped to do much better, but silliness in round one and a tough match in round two put the stop to that. Even if I didn't do as well as I wanted, it was a fun time, I had three enjoyable opponents. And I'm a huge fan of 3k point games. |
| | |
| The Following User Says Thank You to moob For This Useful Post: | Allonairre (October 29th, 2009) |
Librarium Online - the forum for all your tabletop gaming needs. Librarium Online offers a wide variety of categories, all from choosing your army to building scenery for gameplay. With over 500 new members every month you can be sure that your questions will be answered. Get help from friendly experts around the world and share your work with us in the gallery or in your personal blog!
| | #2 (permalink) |
| Airborne ![]() Join Date: Jun 2006 Location: Atlanta
Posts: 1,583
Thanks: 0
Thanked 0 Times in 0 Posts
Rep Power: 87 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Wow, round 1 was in some sort of probability vaccum. Always nice to see you -1 40KE though . Even more hilarious when you consider who he drew for round 2. I guess third place still gets you into the finals so congrats on that, do you think you'll be going?
__________________ "Jesus saves, but he should probably invest, the dividends are higher" ![]() |
| | |
| | #3 (permalink) |
| LO Zealot ![]() Join Date: Oct 2005 Age: 31
Posts: 1,462
Thanks: 1
Thanked 1 Time in 1 Post
Rep Power: 77 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Heh, yeah... he got 17 in the first round, then a 1 against bonedoc (was massacred but got 1 battle point), followed by a -1 in the third. Bonedoc crushed everyone. He got 24 in each of the first two games, having 48 going into the last round. The O&G player came in second with 47. Heh, bonedoc could have gone home after round 2 and still won :p I'm not going to the finals - maybe if it was closer, but Adepticon is my yearly Chicago trip. I gave up my spot to the fourth place player (the Lizards that I played in round 2). |
| | |
![]() |
Similar Threads | ||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Ard Boyz Semi Finals | haddatt | Tau Empire | 4 | August 11th, 2009 08:36 |
| Going to semi finals what do you think? | genecide10 | Space Marine Army Lists | 8 | July 18th, 2009 21:11 |
| 2500 Ard Boyz Semi-Finals Qualifying List | mynameisgrax | Ork Army Lists | 9 | July 16th, 2009 12:05 |
| 'Ard Boyz Semi-finals! | OldSundown | Chaos Army Lists | 2 | October 4th, 2008 23:01 |
| 2500 Ard Boyz Semi-finals Help | UltioRage | Space Marine Army Lists | 3 | September 23rd, 2008 00:11 |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
| |