Saturday, May 30, 2009
WE massacre VC.
VC suffer from very bad magic rolls through out the game failing to cast invocation even on 3s, most of the time.
Game 2: DOC(me) vs VC 1k
DOC solid vic
Was suppose to be a close game (minor vic for DOC) but VC player (3rd time playing VC) misreading curse of years was supposed to be a RIP spell cause this game to be a solid vic to the DOC. VC got some amazing luck early in the game with 2 IF curse of years. DOC player (me) was fluffing like nobody business early in the game - Herald of khorne fluff his atks rolling triple 1s for hitting skeletons, hatred rolling two 1s and one 2s... but DOC prevail in the end winning through capturing 3 banners and 1 quarter
DOC: 405 + 300 + 100 + 50 + 50 = 905
VP diff: 905 - 522 = 383
Sunday, May 17, 2009
Deployment for both armies. (middle finger intimidation by DF)
Turn 1 WE.
dryads and treekins move forward. Treeman and 2 spellsingers hide in the forest to "tree surf" forward.
Turn 1 VC.
Everything move forward. Raise dead 2 units of zombies and invocate them to 10 & 7 each. banshee killed 2 dryads with her scream. (DF not knowing forest spirits have magical atks.)
WE turn 2.
Dryads on left flank charge the banshee/carin wraith unit, dryads on centre charge the zombies in front of them.
Dryads destroy the banshee unit with wounds and CR losing 1 in return and overran into the skeletons unit behind the banshee. Centre dryads destroy the zombies and overran into another zombie unit.
VC turn 2.
Zombies reform to face the rear of dryads engage with the skeletons. Nothing much move, much effort was spend into van hel-sing zombies into the rear of dryads but all was dispelled and book of arkan burn out, back luck with dice rolling on VC side and centre zombies (engage with dryads) was just boost to 10 zombies.
Centre dryads fluff their atks and only manage to kill 3 zombies with hits and CR.
Left flank dryads dealt 5 wounds, needing 5s for ar sv the skeleton saved 4 wounds and killing 2 dryads in return. Dryads fail their break test and ran straight into the zombies in the rear.
WE turn 3.
treekin charge into the zombies to help the fluffy dryads in the centre.
Spellsinger miscast, rolling 10 and taking a str 8 hit but was not wounded. (damn lucky)
Zombies no match for the treekins and dryads. Treekin overran forward.
VC turn 3.
Zombies charge the dryads in the centre and both skeletons and zombies unit reform to face the centre.
VC player miscast on 1st spell, a crucial magic phase lol, taking a wound from the str 2 hit miscast.
The 18 zombies was no match for the dryads and was wiped out.
Dryads overran into the 20 skeletons that reformed earlier.
WE turn 4.
Treekins move around the corner to the rear of the VC battleline. Dryads killed 13/15skeletons through CR and wounds. 2 skeletons tarpit the whole dryads unit for a flank charge later.
VC turn 4.
Zombies charge the tar-pit dryads. Corpse cart move behind the dryads hoping to catch them if they break and run from skeletons.
Not much luck with invocation only 5 skeletons from the 2 vampires and necro.
CC- skeletons and zombies lost 2 each but won through CR and dryads break from CC, running away from zombies since they got higher U/S. If they ran from Skeletons they would be caught by the corpse cart. Dryads run far enough to escape the pursing skeletons.
WE turn 5.
Dryads rallied, treeman charge the corpse cart, treekin wheel and move at 5" closer to main battleline. Treeman killed the necro on the corpse cart and corpse cart lose a wound from CR.
VC turn 5.
Skeletons charge the dryads.
Invocation raise back 13 skeletons.
CC- dryads killed 4 skeletons and lost 1 of their own. Skeleton win by 1 CR and dryads broke on LD 7. Rolling to flee, dryads rolled 3 and DF (VC player) decide to be funny and shouted double ones and he rolled double ones LOL!
treeman took corpse cart down to last wound.
WE turn 6.
Dryads rallied. Treekin charge the skeletons and a lucky shot from the spellsinger killed a vampire. Treeman finish off the corpse cart but cant overun. The skeletons did not wiped out and stay for turn 6 VC CC.
VC turn 6.
Vampire general move away to try cast raise dead x2 to claim 2 quarters but both failed to cast. With last dice to cast invocation which was easily dispel by WE.
Treekin killed 4 skeletons and got them down to half strength taking 0 wounds in return. Game ends.
Massacre win for the WE.
VC left an above half strength skeletons unit and a full wound vampire and only killing a unit of 10 dryads.
Some pics from the game.
Turn 1 for SM. The grey power station thingy and the fallen chimney beside it are the 2 objectives in SM zone, while the rock-like Monument is the 3rd objective, in CSM zone.
Turn 2 CSM termis deep-strike into SM zone to do some dmg to the rhino, instead shaken and immobilise the rhino even with 5 melta shots from their combi-wep.
SM turtle near their objectives.
CSM also turtle near their objective.
SM run back to hide inside the power station objective after getting lash by daemon prince.
Last pic of the game, SM HQ in rhino zoom into CSM deployment zone and began their carnage. Banishing a daemon prince back to the warp, killing 15+ traitor marines and disabling a chaos predator. With support fire from devastators disabled a chaos vindicator also.
SM: 1 objective (power station)
CSM: 0 objective
Victory for SM. Emperor BE PRAISE!!!
to be added later
to be added later
(lots of warmachines...)
The table after deployment. WE choose to go 1st after winning roll-off.
The glade guards deploy on the hill while the 2 big dryads unit deploy on the left flank. The ancient+bsb+spell singer+alter noble all hide inside the forest. The wardancers hide behind the round forest while the waywatchers hide inside the "white" forest. Treekin deploy right in the centre with the wild riders beside them, the glade riders deploy on the right flank.
1 RBT with gyro on the right. 1 RBT on the hill on left flank supported by 10 crossbows+20 longbeards with general and shield bearer, 1 cannon, 1 rbt, 1 organ gun in the centre supported by 10 thunders, 10 crossbow and 20 hammerers with runesmith. (gunline lol...)
WE turn 1.
On the left flank, the 2 dryad units move up.
In the centre, the treekin move up, while the wildriders move behind the "white" forest. Glade riders move to face the right flank. Alter noble feeling brave decide to move within 2" of round forest. (Alter on suicide mission) . Magic phase, hidden path/ treesing all dispelled. 20 long bow + hail of doom arrow killed a grand total of 5 thunders...
Dwarf turn 1.
Left flank nothing move except longbeards unit moving 6".
Centre nothing move except for gyrocopter moving closing to the cannon for some dwarf love :) + hammerers moving also 6" forward. Magic phase nothing.
Dwarf shooting phase
Here comes the pain:
Treekin unit took a wound, "white" dryads unit took a wound, alter noble got smash by cannon and the bouncy cannonball hit an unlucky glade guard. RBT on right flank somehow got LOS to the flank of wildriders (???) and killed 3.
WE turn 2.
On the left flank, the brown dryads moving even closer to threaten the RBT and the white dryads been a little too cautious did not move their full 10" (A mistake which I would regret later).
On the centre, the ancient decide to come out to play (Big mistake + me too impatient to get some kills). Treekin do their usual move straight ahead. Treesing got off twice and treesurf closing to dwarf line followed closely behind by wardancers.
On the right, the wildriders decide to go after the RBT, the glade riders followed to give some support if they can survive next shooting phase. WE shooting net a total of 2 crossbows and 1 rbt crew...
Dwarf turn 2.
Longbeard unit got marched block so they only can move 3". gyro fly to the flank of the glade riders to fry some tree huggers. (shown below) Nothing else move.
Skipping magic phase.
Dwarf shooting phase:
Treeman bear the brute of the shooting but dwarf fluff many of their wounding rolls (needing 2+ to wound rolled 1s) and with all flaming runes, treeman ancient caught 2 wounds. Treekin received another 1 wound, glade riders got flamed by the gyro and 4 instantly bbq-ed and failing panic the solo glade rider run nv to return.
WE turn 3.
Brown dryads charged the RBT on the left but failed charge by 1"... White dryads also failed charge on the crossbows by 2"... now they are in deep trouble with the long beards just in front.
Treeman ancient move even closer together with the treekin. If they can survive next shooting phase, the dwarfs would be crush. Waywatchers come out of the forest to get some short range KB. The BSB and spellsinger move closing to the soon to be battleline. wardancers move inside the forest.
wildriders charged the RBT on the right flank and crew pass their fear. Magic phase nothing exciting. dispel dispel dispel...
19 glade guards shot at the organ gun and inflict 2 wounds on the crew. Needing 6s to pass their armour save, Daniel rolled two 6s... (damn if they failed their saves the organ gun cant fire next turn and only can fire alt turns, I would have half points from it also... the organ gun would also cause me my game in later turns)
Ancient strangle root killed a single Thunders rolling 2 hits... waywatchers fluff their shooting.
Wildriders fluff their rows killed 0 crew and RBT pass break test...
Dwarf turn 3.
Nothing move, gyro move closer to waywatchers to BBQ them next. Thunders got terror off by ancient.
Hammerers reform to face the crossbows on hill.
Long beard unit charge the white dryads.
Dwarf shooting phase:
Crossbow killed 3 brown dryads. Gyro killed 4 waywatchers which passed their panic, treekin took another wound from organ gun, down to 2 models. Treeman ancient took 2 wounds from flaming runes RBTs but got crush by a flaming cannon ball.
Close combat phase:
Wildriders continue their fluffing rolls killing 2 crews with 8 atks and losing 1 of their own in return. RBT crew pass breaktest again.
Long beard killed 6 dryads and dryads break but flee out of pursue range of long beard.
WE turn 4.
Treekins charge the crossbows, waywatcher charge the RBT crew, wardancers move out of the forest to support the main battle line. Brown dryads charged the RBT on hill and the white dryads rallied but can only reform to face the long beards.
WE shooting phase killed 6 long beards.
Dryads make short work of the RBT on hill and overrun off table. Treekins break the crossbow and caught them, waywatchers was wiped out by the RBT crew. wildriders continue fluffing, but the horse killed 1 crew.
Forgotten to take pics for dwarf turn 4,5 and WE turn 5. (typing out from memory)
Summary of dwarf turn 4
crossbow x3 which flee from treeman rallied, hammerers wheel to face the crossbow.
Long beards charge the dryads.
gyro killed 3 wardancers. Organ gun misfired but nothing happens, crossbow on left flank killed 3 glade guards.
cannon killed 1 wardancer and the bouncing flaming cannon ball luckily bounce far enough to touch the WE bsb, killing him instantly.
Long beard killed 5 dryads and caught them when they broke. Wildriders fluff again and combat draw.
Summary of WE turn 5
wardancers charge the centre RBT crew, treekin wheel+move to face crossbow x3 and hammerers. Brown dryads move closer to the crossbow on the left flank.
Glade guard shooting killed a further 4 long beards.
wildriders finally killed off the RBT crew and the wardancers wiped out the centre rbt crew and overrun into the entrench cannon crews.
Summary of dwarf turn 5
Long beards wheel to face the glade guard, gyro fly to the glade guard to flame them.
Gyro killed 4 glade guards, crossbow on left flank killed a further 2. Organ gun rolled 8 hit and killed 6 glade guards, wiping out 1 unit of glade guard and causing another to panic and run off table.
wardancer champion declare challenge but failed to kill off the cannon crew champion inflicting 1 wound. Rest of the wardancers killed 1 crew and the crew easily pass their stubborn 9 break test. The cannon crew are entrench so the wardancers lost their +1 str on charge bonus.
WE turn 6.
Treekin charge the crossbow x3 on centre but also failed to catch them. Now they are within charge range of the hammerers. Wildriders move to the forest to hide to save some pts.
Brown dryads charge the left flank crossbow but could not catch them when they flee.
wardancers choose killing blow dance but failed to killed any crew, losing 2 in return. wardancers won combat by 1 with musician. Cannon crew failed their stubborn break test and flee 6", wardancers rolled a pathetic 5"... 130pts for the WE gone just because of 1"...
Summary of dwarf turn 6 (camera no batt, last turn of the game)
Both the fleeing crossbow on left flank and centre rallied, saving some pts for dwarf. The cannon crew also rallied... 130pts saved for the dwarf. Hammerers charge the treekin.
organ gun shoot at the wardancers x 3, wiping them out.
Hammerers killed off the treekin, champion treekin declared challenge which was accepted by the runesmith, runesmith fluff his atks and was kill off by champion treekin. Treeking break from close combat and flee away. Game ends.
WE lost 1686 pts
dwarf lost 767 pts
dwarf had 2 table quarters + WE general killed
VP difference: 1686 - 767 + 300 = 1219
Massacre Victory for the dwarfs.
End of game:
I was too hasty with my treeman and move him out too early in the game. I also did not move the white dryads their full movement in early turns which cause me a fail charge on the crossbows. Wildriders fluffing their atks for many turns prevented me from using them to flank the warmachines. wardancers fluff their atks + pursue with the cannon crew also cause me heavily in pts. The organ gun crew was damn lucky to survived with their 6+ ar save, if they died, the game maybe a minor victory/draw for dwarfs as my glade guards could shoot more and claim/contest a quarter. Anyway lesson learnt is dont play WE like skaven and rush the dwarfs.
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