Map = 16. Picnic Spot
First Turn = Bleyden
Kazzad Dolvir's March of Vengeance
Glorel Delsten (Dwarf Lord)
Great weapon
Shield bearers
Rune of stone
Rune of resistance
Master rune of challenge
231 points
Urkral Dollyr (Thane)
BSB
Strollaz rune
Marvelous hat (rune of guarding)
175 points
Cohag Redforge (runesmith)
Shield
Rune of stone
Master rune of balance
127
Yurbir Durgak (runesmith)
Shield
Rune of stone
Spell breaker rune
102
Redforge clan Dwarf warriors [24] (Cohad's unit)
Full command
Shields
241 points
Durgak clan Dwarf warriors [24] (Yurbir's unit)
Full command
Shields
241 points
The Valbek Regulars Long beards [19] (Falent's unit)
Full command
Great weapons
Shields
Master rune of grungi
341 points
Durrak Clan Dwarf Rangers [10]
Great weapons
Shields
Throwing axes
Champion
Musician
145 points
The Bazdukr Brotherhood Hammerers [18]
Full command
Shields
264 points
Big Brunhilda
grudge thrower
rune of accuracy
rune of burning
110 points
The wicked sisters
bolt thrower
rune of burning
engineer
65 points
bolt thrower
engineer
60 points
the Grungbad special
flame cannon
total models in army 115 (4 of which are warmachines, 12 warmachine crew and 4 characters)
power pool – 2
dispel pool – 7 with 1 dice removed from the enemy power pool and 1 scroll.
shield bearers - +2 to armour, model becomes US3, 2 extra WS 5 S4 attacks. (note that shield bearers are not a true mount and the lord gains +2 strength as normal from his great weapon)
rune of stone - +1 to armour, a single rune of stone may be placed on any number of characters in the dwarf army. (case in point, runesmiths)
rune of resistance – re-roll failed armour saves.
Strollaz rune – all dwarf units within 12” may make a free move before the game starts, units count as moving in the first turn in regards to missile fire.
Rune of guarding – 5+ ward save
Master rune of balance - -1 from enemy power pool, +1 to dispel pool
Rune of spell breaking - dispel scroll
Master rune of grungi – 5+ ward save against shooting and magic missile attacks for all dwarf units within 6” of the standard.
Rune of accuracy – re-roll the scatter dice (5/9 chance of direct hit)
Rune of burning – warmachine causes flaming damage
Engineers – bolt throwers may use the engineers BS
Royal blood – hammerers joined by a dwarf lord are immune to fear and terror
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Slann Itzakai 590 Points
2nd Generation
Sacred Plaque of Tepok
Divine Plaque of Protection
Sun Standard of Chotec
Lore of Metal - Rule of Burning Iron, Law of Gold
Lore of Shadow - Shades of Death, Unseen Lurker
Lore of Life - Mistress of the Marsh
Skink Priest Munzdalo 100 Points
Level 1
Diadem of Power
Lore of Heavens - Uranon's Thunderbolt
15 Saurus 204
Champion, Banner
15 Saurus 204
Champion, Banner
10 Skinks
Javelins and Shields
10 Skinks
Javs and Shields
14 Skinks
Javs and Shields
10 Skinks
Scouts Blowpipes
4 Kroxigor
4 Kroxigor
20 Saurus 284
Champion, Banner Spawn of Tlatzcotl (Slann goes in here)
2 Salamanders
Points - 2250
DD - 5 (maybe 2 more from diadem)
PD - 7 (maybe 2 more from diadem, plus free PD for every spell)
Diadem of Power – Can store up to 2 dice from current magic phase to use in next magic phase
Plaque of Devine Protection – 2+ Ward vs shooting
Plaque of Tepok – The Slaan knows 1 extra spell
Sun Standard of Chotec – All shooting at the unit is at -1 to hit
Spawning of Tlatzcotl – Immune to Psychology

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and because Spells 1 and 6 aren't magic missiles his ward save is useless! He will probably spend a lot of dice getting this dispelled meaning that I get another kick ass spell off, like the one that causes -1 to hit, wound and save. I would likie the order 6,5,4,3,1,2
. the war machines will be making use of the hill to maximize their line of sight and prevent me from blocking them with my own troops.

I expected more.
