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Monday, September 19, 2011

TK vs DE 2.5k Batrep round 3

Fantasy game again! This time is against Jaeroler Dark Elves. I'm using the same lists as past games except taking out Prince Apophas and replacing him with 1 Scorpion and adding an Ushabti (previous list was 2494). Jaeroler had created another new Dark Elves list after losing badly against Dwarfs and High Elves. No exact list posted (lazy to type lol...) but the deployment picture will give you a rough idea of the units/list.

Mission: Pitched Battle (rolled)
TK go 1st.
TK magic: Light and Nek
DE magic: Shadow


Deployment

TK
  • Necropolis Knights and Scorpion entombed. 


TK turn 1

Movement
  • Necrosphinx and chariot charge shades.
  • Shades flee but was caught by necrosphinx. Chariot fail charge.

Magic 
  • Cursed blade cast on Necrosphinx boosting the killing blow to 5s.

Shooting
  • SSC scatter off hydra and fail to wound.



DE turn 1

Movement
  • Everything move forward.
  • DE chariot 2 fail stupid test and cant charge necrosphinx.
  • Corsair charge Necrosphinx.

Magic
  • Mindrazor scrolled with dispel scroll. 
  • Cauldron gave 5+ ward to Corsairs. 

Close combat
  • Corsair managed to wound Necrosphinx once, sphinx dealt 3 wounds back. Corsair win by 1, animated construct no wounds taken by sphinx. 


TK turn 2
Movement
  • TK chariots charge hydra 2.
  • All unit that can move, move forward.
  • Necropolis knights appear behind Spear elves unit 2 with lvl 4 sorcerer. 
  • Scorpion scatter in front of 2 DE chariots...

Magic
  • Light of death went off but no wounds caused with good rolls from DE.

Shooting
  • SSC was on target and took 3 wounds off hydra 1.
  • Shooting from archers took 4th wound from same hydra.

Close combat
  • Necrosphinx kill 2 corsairs and combat draw. 
  • TK chariots impact hits dealt 3 wounds but was wiped by hydra numerous attacks. 



DE turn 2
Movement
  • 2 DE chariots charge the tomb scorpion that scatter in front of them.
  • Chariot 2 charge into the necrosphinx / corsair combat.
  • Everything move forward.
  • Spear elves unit 2 reform to face the Necro knights. 

Magic
  • Pit of shades went off and kill 1 necro knight. 
  • Cauldron give 5+ ward to corsairs.

Shooting
  • 1 wound hydra (H1) flame the archers and kill 4 archers. 

Close combat
  • Necrosphinx kill 3 corsairs, DE chariot 2 fluff. Corsairs pass break test. 
  • Tomb scorpion finished off by impact hits from 2 DE chariots. Chariots 3,4 overran forward. 



TK turn 3

Movement
  • Necro knights charge spear elves unit 2.
  • Skeleton warriors unit 1 charge Spear elves unit 1. 
  • Skeleton warriors unit 2 charge DE chariot 3 but DE elect to flee, redirect fail.
  • Ushabti charge DE chariot 4 but DE elect to flee, redirect fail. 

Magic
  • Birona time warp dispelled with IF dispel.
  • Light of death went off but couldn't finished off the 2 wounds hydra (H2). 

Shooting
  • Archers took last wound off hydra 1. 
  • SSC scatter off hydra 2. 

Close combat
  • Corsair and chariot 2 broke from combat with N.sphinx and sphinx caught chariot 2. 
  • Necro knights kill 5 spear elves, spear elves pass break test.
  • Spear elves unit 1 won combat by 1 but spear champion died in challenge with tomb king. 


  DE turn 3
Movement
  • DE chariots 3,4 rally. 
  • Hydra 2 charge TK archers, stand and shoot fluff. 
  • Cauldron move nearer to combat in centre. 
  • Fleeing corsair flee 3", still in game. 

Magic
  • Mindrazor dispelled with a roll of 27, just beating it. 
  • +1 atk given to spear elves unit 1. 

Close combat
  • Spear elves unit 2 broke from combat with necropolis knights and was chased down.
  • Hydra 2 easily wipe the archers off, Hierophant took 2 wound and Liche priest took 1 from unstable. 
  • Spear elves unit 1 won combat by 4. Tomb king took 2 wounds from challenge with dread lord. 


TK turn 4
Movement
  • Ushabtis and Skeleton warriors 2 charge spear elves unit 1.
  • N.Sphinx reform to face centre combat. 
  • Necro knights reform to face centre combat. 
  • Hierophant drunk healing pot to regain the lost wounds. 

Magic
  • Birona time warp dispelled with IF dispel again!

Shooting
  • SSC misfire and couldn't fire next turn.

Close combat
  • Hierophant and liche priest smash by hydra (H2), SSC die to the Hierophant death effect.
  • Tomb king kill by DE dreadlord  in challenge. Steadfast Spear elves unit 1 pass break test. 



  DE turn 4
Movement
  • Both DE chariots charge skeleton warriors unit 2.
  • Hydra 2 (H2) move towards casket of souls.

Magic
  • 5+ ward given to spear elves unit 1. 


Close combat
  • Without TK WS, skeleton warriors 1 suffer horrendous casualties. 
  • Impact hits and chariots kill quite a number of skeleton warriors in unit 2.
  • Ushabtis continued to fluff to hit. 
  • TK lost combat and more undead crumble. 


TK turn 5
Movement
  • N.Sphinx charge rear of spear elves unit 1.
  • Necro knights move towards centre.

Magic
  • Light of death finally kill off hydra... (dealing 6 wounds after regen saves wtf...)

Close combat
  • Stead fast spear elves unit 1 pass break test.
  • Both DE chariot 3,4 also pass break test with general LD and BSB rerolls.



  DE turn 5
Movement
  • DE chariot 3 out of combat with skeletons and charge the ushabtis.

Magic
  • 5+ ward given to spear elves.

Close combat
  • N.sphinx and ushabti epic fluff, dealing 3 wounds total. 
  • Spear elves went nuts and with impact hit from DE chariot 3 and *Dread lord hitting ushabtis. TK lost combat by 9 and all crumble. 

*Note: Dread lord/characters could only use "make way" during start of combat. A mistake was made by Jaeroler as he used "make way" to move his Dread lord to engage the ushabtis after the spear elves kill off the skeleton warriors unit 1. 


TK turn 6

Movement
  • Necropolis Knights fail charge... rolling 5,1,1...


Magic
  • Light of death went off but the superior DE LD with BSB and general prevent any wounds.



  DE turn 6

Movement
  • DE chariot 4 and Spear elves unit with BSB and Dreadlord charged the Necropolis knight.


Close combat
  • The 2 units easily wiped the Necropolis knights.


Game End.

VP difference: 1106
Victory to Dark Elves! 


Thursday, September 15, 2011

Batrep TK vs Dwarfs 2.5K

Grudge match again!!! This time against Beardy One's Dwarfs. Actually played this game before the HE one but did not post it till now. The "grudge" had started many years back since WFB 6th edition. Its time to settle it again in 8th edition.

Mission: Blood and Glory (rolled)
Dwarf go 1st.
Dwarf fortitude: 7
TK fortitude: 6
Break point: 3


Deployment

Dwarfs
  • Miners reserved

Tomb King
  • Prince Apophas entombed


 Dwarf Turn 1

Movement 
  • No move...

Magic 
  • No magic... 

Shooting
  • Cannon, and grudge throwers all miss or misfire. 
  • 1 Bolt thrower manage to kill 1 Necropolis knights.

Dwarf fortitude: 7
TK fortitude: 6

TK Turn 1

Movement 
  • Everything that can move, move forward.

Magic 
  • Magic shut down by dwarf.

Shooting
  • Archers out of range. 
  • Screaming Skull catapult kill some dwarf warriors. 

Dwarf fortitude: 7
TK fortitude: 6


 Dwarf Turn 2

Movement
  • Nothing move, miners never come in.

Shooting
  • Grudge thrower was on target and kill 16 skeleton warriors. 
  • Anvil of Doom and quarrelers inflict 2 wounds on Necrosphinx. Necrosphinx could not fly next turn due to anvil effect. 
  • Rest of warmachine miss or could not fire due to last turn misfire. 

Dwarf fortitude: 7
TK fortitude: 6

 TK Turn 2

Movement 
  • Skeleton warriors unit 2 and chariot charge Long beard rangers in the forest. 
  • All TK units move forward except Archers and warmachines. 
  • Prince Apophas appear beside Anvil of Doom.

Magic 
  • Light of death went off but did not kill any dwarfs warriors.

Shooting
  • Archers fluff.
  • SSC miss and scatter.

Close combat
  • 6+ Long beards rangers died to the combine attacks from skeletons and chariots. 1 chariot took a wound. Long beards ranger broke from combat and was chased down by the two TK units.


Dwarf fortitude: 6
TK fortitude: 6

  Dwarf Turn 3

Movement 
  • Miners came in behind chariots.

Shooting
  • Miners charged into the rear of chariots using Anvil of Doom effect. 
  • Bolt throwers kill another necropolis knights
  • Grudge thrower 1 was on target and kill 19 skeleton warriors in unit 1. 
  • Grudge thrower 2 kill some skeleton warriors in unit 2. 
  • Cannon ball bounce short of the necropolis knights. 

Close combat
  • Dwarf Miners wiped the chariots and overran into the skeleton warriors unit 2. 

Dwarf fortitude: 6
TK fortitude: 5


 TK Turn 3

Movement 
  • Necrosphinx and ushabti charged the dwarf warriors. Rolling very well for the extreme charge range.
  • Prince Apophas charge Anvil of Doom. 
  • Skeleton warriors unit 1 and NK move backwards.
  • Dwarf Miners overran into skeleton warriors unit 2 (not shown in picture)

Magic 
  • TK magic shut down by dwarf...

Shooting
  • Archers could not kill anything.
  • SSC could not kill any Iron breakers.

Close combat
  • Necrosphinx and Ushabtis easily broke the Dwarfs warriors and overran into the quarrelers.
  • Prince Apophas direct all attacks against the Rune Lord (dwarf general) but only inflict 1 wound, breath weapon could not wound the dwarf crews and Rune lord. Apophas received 1 wound in return. Anvil of Doom pass break test...   
  • Dwarf Miners kill lots of skeleton warriors, 5 skeleton warriors remain after unstable. 

Dwarf fortitude: 5
TK fortitude: 5

 Dwarf Turn 4

Movement 
  • Iron breakers reformed to face the TK.

Shooting
  • Cannon hit and wound the last necropolis knights killing the unit.

Close combat
  • Miners easily wiped the skeleton warriors out, bringing TK break point to 3.

Dwarf fortitude: 5
TK fortitude: 3


Dwarf Victory!



PRINCE APOPHAS!!! That useless prince crap had caused me this game by not killing the Rune Lord (dwarf general) or breaking the Anvil of Doom unit which would caused the general to flee off table. If prince crap had been better I would had won the game instantly in turn 3, once the Rune Lord/Anvil unit dies or flee.  

A tomb scorpion would had done better and cheaper in points. 



Monday, September 12, 2011

Batrep TK vs HE round two 2.5k

Grudge match time! Another game against Krom's High Elves. Both of us are using the same lists with slight change from the last time we met. He added more heroes in the Silver Helm unit and taking away the RBT. I'm added the SSC and entombed both Prince Crap Apophas and Necropolis Knights. 

Mission: Meeting Engagement
TK deploy 1st and went 1st.

TK magic: Nehekhara and Light
HE magic: Life and Beast 


Deployment

*Note: There is a HE Eagle that I forgotten to add in the battle chronicler when making the battle report. Its deploy behind the forest in front of the silver helms.

TK
  • Tomb king general and chariots reserve due to rolls.
  • Prince Apophas and necropolis knights entombed.


HE
  • White lions reserve. 

TK Turn 1

Movement
  • Tomb king general join 50 skeleton warriors unit.
  • Necrosphinx and chariots move forward.


Magic
  • Light of death from casket dealt 0 wounds to silver helms.
  • Desert wind cast on chariot to make them move on par with Necrosphinx. 
  • Protection cast on Necrosphinx.


Shooting
  • SSC misfire and suffer a wound and not able to fire for next turn. 


HE Turn 1

Movement
  • Everything move forward, eagle flew over the forest stopping in front of SW2.

Magic
  • Throne of vines was cast with IF and ignore miscast.
  • Sword Master buffed with flesh to stone.
  • Ruby ring dealt 7 wounds to ushabti. 

Shooting
  • HE Archers dealt 1 wound to necrosphinx.


TK Turn 2


Movement
  • Necrosphinx and chariots declared charge on Silver helms which flee.
  • Skeleton warriors 1 and Ushabtis move back.

Magic
  • Liche priest cast and IF banishment on eagle and kill it. Liche priest miscast with calamitous detonation and suffer a wound and killing 4 skeleton warriors. 

Shooting
  • No range for TK archers.

 HE Turn 2


Movement
  • Sword masters, White lions and HE archers unit 2 move forward.
  • Spear Elves with 2 wizards move forward to get in range of spells. 
  • Silver Helms with 3 heroes (general, bsb, hero) fail morale check on 10 and fled off table.

Magic
  • Archmage IF dwellers on TK archers with hierophant and killed 8 archers and hierophant.
  • SSC crumple on Hierophant death
  • Necrosphinx lost 3 wounds on Hierophant death.
  • Throne of vines dispelled at the end. 

Shooting
  • HE archers shooting took 1 wound off Necrosphinx and kill 2 skeleton warriors in unit 1. 


TK Turn 3

Movement
  • Necrosphinx lost remaining 3 wounds to hierophant death effect... 
  • Necropolis knights & Apophas came in behind HE archers.
  • Chariots charge white lions.
  • Both skeleton warriors units move forward with Ushabtis. 

Magic
  • Liche priest cast banishment on sword master and IF again... miscast rolling dimensional cascade which kill 6 skeleton warriors but survived both strength 10 hit and warp.

Shooting
  • TK Archers fluff.

Close Combat
  • Impact hits from chariots kill 3 white lions before dying to the white lions attacks.

HE Turn 3

Movement
  • Sword masters swift reform to face the Necropolis knights.
  • Lvl 4 archmage move to join swordmaster unit.
  • HE Archer unit 2 move forward.
  • White lions march forward full speed.
  • Spear Elves move backwards.

Magic
  • Ruby ring dealt 2 wounds to ushabtis.

Shooting
  • HE archers fluff.

TK Turn 4

Movement
  • Prince Apophas charge archers unit 2, no stand & shoot due to rear.
  • Necropolis knight charge archers unit 1, no stand & shoot due to flank.
  • Skeleton warriors unit 1 and ushabtis move forward towards spear elves. 
  • Skeleton warriors unit 2 reform to face white lions.

Magic
  • TK liche priest cast banishment on white lions and kill 3.

Shooting
  • TK archers fluff...

Close Combat
  • Prince Apophas suffer 2 wounds from archers and dealt 3 wounds back with breath and normal attacks, winning combat and chasing them down.  
  • Necropolis Knights easily won combat with the archers and chase them down.

HE Turn 4

Movement
  • Sword Master charge the rear of Necropolis Knights.
  • Lvl 2 mage move to join white lion unit.
  • White lions move forward towards skeleton warriors unit 2. 

Magic
  • Ruby ring burn Prince crap Apophas to death. 

Close Combat
  • Sword master and Necropolis knights dealt 5 wounds to each other. Losing combat by 4, NK lost 3 more wounds due to unstable and animated construct. 1 wound NK remain in combat. 

TK Turn 5

Movement
  • Skeleton warriors unit 1 with Tomb king and Ushabtis charge Spear elves.
  • TK archers lost 5 wounds to hierophant death effect.
  • Skeleton warriors unit 2 lost 6 wounds to hierophant death effect.
  • Skeleton warriors unit 2 move backwards.

Magic
  • Liche priest IF big birona time warp, buffing ushabti and Skeleton warriors 1 with Tomb king. Detonation was rolled for miscast killing 3 skeleton warriors, Liche Priest again survived the miscast!  
  • Light of death was scrolled by HE dispel scroll. 

Shooting
  • TK archers fluff yet again!

Close Combat
  • Sword Masters kill off the solo NK.
  • Spear Elves dealt 1 wound to skeleton warriors and 2 to ushabti. 
  • Tomb King overkill Spear elf champion by 2. Ushabtis dealt tons of wounds to spears elves. Needing insane courage... (lesser ranks than Skeleton warriors) Spear elves broke and was caught by both TK unit, which overran into the Sword master unit.
HE Turn 5

Movement
  • TK skeleton unit and ushabtis pursue into the Sword Masters.
  • White lions charge skeleton warriors unit 2.

Magic
  • Throne of Vines dispelled.
  • HE fluff casting rolls and could not cast more spells this turn.

Close Combat
  • Sword Master dealt 1 wound to skeleton warriors and 4 wounds to ushabtis reducing them to 1 base. Sword master champion challenge was accepted by Tomb king. Tomb king took a wound from the champion but overkill the champion by 1. Losing combat by 4, Sword Masters rolled 7 and broke. Both TK units caught them on pursue. 
  • White lions make short work of the skeleton warriors and overran into the TK archers. 

TK Turn 6


Movement
  • Last Ushabti lost remaining 2 wounds to hierophant death effect.
  • No point moving Skeleton warrior unit with Tomb King as they cant do anything to affect the game now.

Magic
  • Light of death dispelled.

Close Combat
  • White lions easily wiped TK archers and reform to face the Casket of Souls. 

HE Turn 6


Movement
  • White lions charged Casket of souls.


Close Combat
  • White lions easily smash the casket of souls. 

Game end.

VP 
TK: 1920 pts
HE: 2005 pts

TK gain 4 banners = 4*25 + 100 (HE general killed/fled) = 200 pts
HE gain 2 banners = 2*25 = 50 pts

Total VP
TK: 2120 pts
HE: 2055 pts

VP difference: 65 pts

Result: DRAW!

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