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Showing posts with label Dark Elf. Show all posts
Showing posts with label Dark Elf. Show all posts

Saturday, October 8, 2011

TK vs DE 2.5k batrep Battle for the Pass

Wooot! Another weekend another Fantasy game. Played 2 games in 1 day. Once against 8th edition OK another against DE. The OK battle report will come later as I don't have the OK player - Krom's OK list (cant create the units in battle chronicler).  

Using my TK against Jaeroler DE. He wrote a "Funky" list and wanted to test it. I'm using the same list in the previous game.  

Mission: Battle for the Pass (rolled)
TK magic: Nek and Light
DE magic: Shadow
TK went 1st (roll off)


Deployment

TK camp in a corner with fast elements protecting the flanks. 
Shades scout bravely in front of chariots. 

The mysterious river is raging torrent - Dangerous terrain and +3 int for models moving over and inside it. 
Both mysterious forest turned out to be normal forest - in front of Necro knights and Repeater crossbow elves. 

TK turn 1

Movement
  • Necro Knights, chariots and ushabtis move forward. Ushabti suffer a wound from dangerous terrain.


Magic
  • Light of death went off killing 3 spears elves in SE1.


Shoot
  • Chariots and archers all shot at shades, killing enough to panic them.
  • Screaming skull scatter off the Spear elves unit 2. 


DE turn 1

Movement
  • All DE units move forward.
  • Shades needing insane courage (below 25%) to rally, continue to flee.

Magic
  • DE sorcerer manage to cast boosted Miasma on skeleton warriors unit. 
  • DE sorcerer fail to cast Withering by 1. 
  • 5+ ward saves from cauldron given to SE1. 

Shoot
  • DE Repeater bows kill 4 skeleton warriors and inflict a wound on chariot. 



TK turn 2

Movement
  • N.sphinx charge DE chariot 1.
  • Necro Knights move into the forest, suffering a wound from Dangerous terrain.

Magic
  • Boosted protection was scrolled.
  • Speed of light dispelled. 
  • Smiting successfully cast on archers.  


Shoot
  • Archers shot at Cold one knights and kill 1.
  • Chariots shot at the fleeing shades, a single shade survive. 
  • SSC scatter off again. 


Close Combat
  • N.sphinx and Cold one chariot couldn't wound each other... Cold one chariot pass break test. 



DE turn 2

Movement
  • Spear elves 1 charge skeleton warriors unit, suffering 8 wounds from dangerous terrain (raging torrent).
  • Cold one knights charge skeleton warriors unit, suffering 2 wounds from dangerous terrain.
  • Hydra charge skeleton warriors unit, suffering 1 wound from dangerous terrrain. 
  • Spear Elves 2, Cauldron and RxB1*  move forward to the melee battle.  (*not shown in picture)
  • Shades continue fleeing. 

Magic
  • DE lvl 4 sorcerer IF miasma on 4D6 and rolled power drain for miscast. Losing 3 wizard levels and miasma, enfeebling and mindrazor and remaining power dice.
  • 5+ ward saves from cauldron given to CoK unit. 

Shoot
  • Repeater crossbows dealt 1 wound to TK chariot. 
  • Cold one chariot 2 fluff shooting. 


Close Combat
  • N.Sphinx fluff 4 normal attacks but heroic killing blow the chariot, reforming to face the Cold one knights. 
  • The combine DE units kill 24 skeleton warriors, in return Skeletons and Tomb king kill 6 spears elves and wounded the hydra once. Losing combat by 17, 40 skeletons + Tomb king remain. 



TK turn 3

Movement
  • Ushabtis charge the flank of Cold one knights, rolling just high enough. Suffering 3 wounds from dangerous terrain. 
  • Tomb guards charge the front of cold one knights.
  • N.sphinx charge the rear of Cold one knights.


Magic
  • Rolling high for winds of magic and "TK's Banner of sorcery" getting max power dice.
  • Total magic domination as DE sorcerer was weaken to lvl 1 in previous turn miscast.
  • Boosted protection and smiting went off. Recoving 6 skeleton warriors,1 ushabti and 1 chariot wound. 


Shoot
  • SSC was on target and panic off Spear elves unit 2. (poor LD rolling by Jaeroler, rolling 12 and 10 with inspiring presence and hold your ground) 
  • Chariots with smiting shot the repeater crossbows (RxB1) and panic them off as well. 


Close Combat
  • DE units kill a total of 8 skeleton warriors and 2 tomb guards. 
  • N.sphinx, ushabtis and tomb guards wiped the CoK unit including the general. 
  • Hydra took 2 wounds from skeleton warriors. 
  • 5-6 spear elves die to tomb king and skeletons. 
  • All 3 DE units needing insane courage to stay in combat broke and flee. 



DE turn 3




Jaeroler conceded the game at this point as the bulk of his army was dead.


Victory to Tomb Kings!

Click link below for end game conclusion.

Friday, October 7, 2011

TK vs HE 2.5k Batrep

Battle report done using Battle Chronicler available to download and use (free to use software) at this link http://www.battlechronicler.com/

Using my TK against Enrgie HE. Acutal game pictures are available here: http://yc-fantasygames.blogspot.com/2011/10/tk-vs-he-pictures.html

Mission: Pitched Battle (rolled)
HE magic: life and high
TK magic: Nek and Light
HE went 1st

Deployment

As shown above

 HE turn 1

Movement 
  • Everything move forward.
Magic
  • HE archmage IF dwellers on Skeleton warriors, killing 37 of them. Rolling Dimensional cascade and suffering 1 wound but did not get suck into warp. :( 8 white lions killed by the magical explosion. 
 TK turn 1

Movement 
  • Chariot charge eagle which flee.
  • Rest of the units move forward.
Magic
  • Light of death kill 2 spear elves in SE3.  
  • N.Sphinx buff with cursed blade. 
Shooting
  • Archers fluff and SSC scatter. 

 HE turn 2

Movement 
  • Swordmasters and eagle failed charged against Necro Knights rolling poorly.
  • Eagle rallied.

Magic
  • Ruby Ring burn some Tomb guards. 
  • Throne of vines was cast with IF and miscast ignore. 
  • Arch mage regrow some white lions. 
 TK turn 2

Movement 
  • N.sphinx charge Spear elves.
  • Necro Knights charge Swordmasters.
  • Rest of units move forward.

Magic
  • Winds of magic was poor (4 PD...) only manage to cast pha protection N.sphinx. 

Shooting
  • SSC was on target and kill 10 Spear elves in SE2. 

Close combat
  • SwordMaster dealt 8 wounds to Necro knights, Necro knights struck back and killed 2. Remaining Necro Knight crumple.
  • N.sphinx fluff and kill 2 spear elves, receiving a wound in return. Steadfast elves stay in combat. 

  HE turn 3

Movement 
  • Eagle failed charge against casket.
  • White lions charge into skeleton warriors.
  • Eagle 2 move to redirect chariots.

Magic
  • Flesh to stone cast on White lions, TK rolled short of 1 to dispel... 
  • Flame of phoenix cast on Skeleton archers, killing 6 archers. 

Close combat
  • White lions slaughter tons of skeletons, arch mage declare challenge which was accepted by Tomb king. Arch mage with folariath's robe and Talisman of Saphery negate Tomb king attacks (close list).
  • 25 Skeleton warriors remained in combat after unstable.  
  • N.sphinx fluff again, combat draw.
TK turn 3

Movement 
  • Chariots charge eagle 2.
  • Tomb guards charge Spear elves 3.

Magic
  • Liche priest failed to roll IF for Birona time warp, allowing the HE to dispel the augment. 

Shooting
  • Archer wound 2 swordmasters but armour save them.  

Close combat
  • Chariot kill eagle and overran forward after failing restraint. 
  • N.sphinx broke the spear elves and reform to face the ushabti.
  • White lions kill 21 skeleton warriors, the rest of undead crumple to dust.

  HE turn 4

Movement 
  • Swordmasters and spear elves unit 2 charge Tomb guard.
  • Eagle 1 fail charge against casket again.
  • White lions charge the flank of ushabtis.

Magic
  • Flame of Phoneix continued to burn 8 skeleton archers.
  • Arch mage regrow some white lions back and cast shield of saphery on spear elves unit 3. 

Close combat
  • Tomb guards was no match for the swordmasters and was wiped. 
  • White lions slaughter 4 ushabits, ushabits fluff rolls and kill 3 white lions. Ushabti crumple from CR.  

TK turn 4

Movement 
  • Chariots and N.sphinx combine charge the white lions.
  • Archers move backwards.
  • Spear elves unit 2 overran forward. 

Magic
  • Hierophant rolled 26 for Big dessication on white lions unit, HE with 4 dispel dice manage to roll IF dispel... 

Shooting
  • SSC misfire and took a wound , couldn't fire this or next turn. 

Close combat
  • Impact hits from chariot kill 5 white lions. 
  • ASF white lions kill all the chariots, N.sphinx fluff again and crumple from CR. 
  HE turn 5

Movement 
  • Swordmasters charge Skeleton archers with Hierophant.
  • Eagle charge casket of souls.
Magic
  • He archmage fluff rolls and couldn't cast.
  • Flame of phoenix dispelled. 

Close combat
  • Eagle inflict a wound on casket and got kill by the remaining casket crews.
  • Swordmasters easily slaughter the archers and Hierophant die to unstable. 
  • SSC crumple from Hierophant death. 

TK turn 5

Magic
  • Light of death does nothing

Game end
Victory to the HE! (pansies) 

With only a casket left on turn 5, there is no way I could win this. Conceded the game on TK turn 5. Looking back I realized my battle lines were in a complete mess when I was doing the batrep, no wonder I got massacred badly. Forgetting my own rules and lousy dice rolls (0 IF!!!) don't help either. Units leaving/separating from the buff zone of hierophant, units doing their own solo charge or moving around aimlessly/wrongly out of charge arc of enemy.

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! 


Sunday, August 14, 2011

TK vs DE 2.5k Fantasy batrep round 2

Another fantasy batrep against Jaeroler Dark elves again lol. Since I'm (usually) the 2nd half gamer, and Jaeroler can usually play both 1st and 2nd halves. I end up playing against him most of the time. Will try switching to playing 1st half against Beardy One Dwarfs, once we settled on a date for the grudge match which goes back many years...


Fresh from our defeat at the hands of the pansy (NO CHEESE!!!) High Elves  (2.5+2.5k vs 2.5k+2.5k) game. The two evil suspicious allied forces (me: TK, Jaeroler: DE ) will be fighting against each other in this game.

Pitch battle was rolled...
DE went 1st.

*Note: Dark Elves lvl 4 sorcerer have sacrificial dagger which kept killing the 100 spear elves every turn to generate power dice. I didn't record how many Jaeroler kill every turn but not enough to induce panic.

Not every spells cast were recorded, dispelled spells were also not taken down. Only spells that affected the game were taken down.

Deployment

click on picture to get the exact units deployed


DE turn 1

DE everything move forward. Lv 4 & 3 Sorcerers casted several death spells, but the big soul blight and big purple sun were the important ones that affected the game during turn 1.

TK turn 1

Big Purple Sun collapsed on itself. TK move several units back and casted small soul blight at one DE unit. Archers killing a few spear elves. Chariot move forward to prepare to threaten DE flanks if they charged. 

DE turn 2

Most DE units move forward slightly. Hydra 2 move forward to threaten TK chariot flanks. 
Crossbows from chariots killed 3 skeletons. 
DE sorcerer tried to assassinate hierophant by casting Carass of  Laniph dealing 2 wounds to it, just 1 wound from killing it.

TK turn 2

TK frontal units declared charged on DE chariots 1, 3 and spear elves. Due to extreme ranges all failed charge except for TK chariot which needed modest rolls but epic crap rolling, it also failed charge. 
Sepulchral stalkers failed to come in. 
Hierophant cast smiting on Tomb King bsb unit healing back the 3 skeletons lost last turn. Hierophant drank healing potion to recover all wounds lost. 

DE turn 3

DE chariot 1,2,3 and spear elves combined charged TK + BSB skeleton unit. Hydra 2 charged the flank of TK chariots. 
Sorcerers unit and hydra 1 moved forward. DE lvl 4 sorcerer IF big soul blight affecting all frontal TK units. Rolling detonation for miscast which killed 9 spear elves and wound lvl 3 sorcerer. Sorcerer then cast doom and darkness and spirit leech on ushabtis killing 1. 
Hydra 2 proceed to wipe TK chariot. 
Combine charge in the centre killed off 13 skeletons, BSB was killed by DE hero. DE winning combat by 18, TK unit unstable left 19 skeletons + Tomb king. 

TK turn 3

Ushabtis and Necrolite colossus charged the flank of chariot 1. 30 skeletons charged chariot 3. Warsphinx failed charge. 
Hierophant cast big smiting on all TK units engage in combat. 
Archers swift reform to get LOS to hydra 2.  
Sepulchral stalkers came in behind hydra 2 and dealt two wounds to it. Casket of souls dealt two wounds to hydra 2, archers two wounds on hydra 2 were saved. Just one wound from killing it.  
Ushabti affected by soul blight could not finished off chariot 1, colossus kill off chariot 1. 
Tomb king challenge DE hero and heroic killing blow it with destroyer of eternalities. 
Needing insane courage for the chariots, both surviving chariot 2,3 flee. Skeleton warriors on left pursue but short of 2" to catch either chariot. 
Ushabti and colossus overran into the spear elves which pass breaktest due to steadfast. 


DE turn 4

Both chariot 2, 3 rallied. 
Sorcerer cast small purple sun and it hit necrolite colossus. Needing 1 to pass the initiative test necrolite colossus proceed to roll 1!!! 
Big soul blight was cast and it debuff all TK units in combat. 
TK challenged spear elves champion and over kill it by 2. 
Hydra 1 charged the rear of ushabti and killed 4 ushabtis. The remaining ushabti kill 2 spear elves. 
Colossus fluff all attacks but T.stomp killed 4 elves. 
3 skeleton warriors die to spear elves. 
TK lost CR by 10+ and all crumble due to unstable. TK curse rolled poorly and 1 spear elf died to it. 

TK turn 4

Warsphinx charge hydra 1. Skeleton warriors charged chariot 3.
Purple Sun went into "life is cheap" mode and contact 6 elves, killing 2. 
Hierophant cast smiting on warsphinx.
Archers swift reform back to face front. Sepulchral stalkers shot and killed off hydra 2. 
Skeleton warriors won combat through CR and chariot 3 ran off. 
Warsphinx dealt 6 wounds to hydra 1 and hydra saved 4 of them on 5s-6s...  Warsphinx lost 2 wounds to return attacks. 

DE turn 5

Purple sun move into contact with both the hydra 1 and warsphinx, amazingly both monsters with Initiative two and one respectively passed their I test and dodge it  LOL!
Warsphinx fluff attacks and lost combat by 2, warsphinx down to 1 wound.  
Chariot 3 rallied. 
Sorcerer used doom and darkness, fate of bjuna and caress of laniph to assassinate hierophant dealing 3 wounds. 
Unstable rolls killed 2 skeleton warriors. Stalemate combat between skeleton warriors and chariot 2. 

TK turn 5

Purple Sun shuffle between the hydra and warsphinx again, both monsters solidify into crystal this time. Chariot 2 lost combat by CR and flee off table. 
Sepulchral stalkers move nearer to spear elves but just out of range for shooting attack. 
Archers wounds on spear elves were saved.  

DE turn 6

Purple Sun shuffled around. 
Sorcerer unit move forward to get in range of all death spells. 
DE spear elves charged sepulchral stalkers easily killing them with CR unstable. 
Casket of Souls was killed by Carass of  Laniph. 
Chariot 3 charged skeleton warriors but could not finished off the warriors. 

TK turn 6

TK archers shot at the spear elves, but could not caused panic. The TK skeleton warriors suddenly went nuts and saved 2 wounds and dealt 3 wounds back to chariot, killing it. Purple Sun shuffled around.

Game end


DE VP: 2475
TK VP: 700-800 

DE victory!

click below for end game thoughts

Sunday, July 17, 2011

TK vs DE 2.5k Fantasy batrep

With all the new releases for Warhammer Fantasy, we are playing fantasy again! Playing against Jaeroler again lol. Actually I did play another fantasy game against The Beardy One, but my Vampire Lord (general) dimensional cascade himself in turn 1 and his grave guard bunker was obliterated in turn 2 by ogres. A pretty boring batrep if I did that 1, most of the actions would be the ogres mopping me up and me crumbling from unstable.

Anyway using TK for the 1st time. I always liked TK models, ever since 6th edition when I 1st saw them in a local game store. Bought TK stuffs last month and played against them once in 8th edition few weeks ago. I find them quite versatile and mobile but lacking on the heavy armour side. With the hierophant controlling unstable, the Tomb King is free to go fight and hopefully die- fit my play style hahaha.

TK list
TK, destroyer of eternities, dragon helm, shield, potion of speed
Liche high priest lvl 4, Enkhil's kanopi, tailsman of endurance, healing pot
Tomb herald bsb, standard of undying legion, shield
skeleton warriors 30, music, standard
skeleton warriors 50, music, standard
skeleton archers 20, music
chariots 4, music , standard - banner of eternal flame
ushabti 6
sepulchral stalkers 3
warsphinx, roar
casket of souls
Necrolith colossus

2445 (herald suppose to be on chariot)


DE list (not exact)
Malekith
BSB hero with hydra banner
CoK 19, FC
Dark riders 15, FC?
Dark riders 15, FC?
Hydra
RBT 2

2500 or 2505?

Mission: Pitch Battle.
DE won roll off and elect to go 1st.

Not all numbers are exact. I never took notes during the game, so may have some slight variation from the actual game but the game flow is accurate.

Deployment

The picture speak for itself.

DE turn 1

Movement
-Almost every DE unit move forward.

Magic
-Malekith IF on 3 PD casting Word of Pain, rolling magical feedback for miscast. Soul stealer was dispelled.

Shooting
-Both RBT opt for single shot but fluff to hit rolling. (1s, 2s)

TK turn 1

Movement
-Warsphinx, TK with 50 skeletons declare charge on CoK unit with Malekith but rolled poorly, failing charge.
-Necrolith colossus and 4 skelly chariots declare charge on 15 dark riders on the right, Jaeroler declare stand and shoot against necrolith and flee against chariots. As moving chargers take place last, he gets to resolved his stand and shoot before fleeing. Necrolith was unharmed by shooting.
-Ushabti move forward, slightly behind 50 skeletons unit.
-30 skeletons unit move side ways to let the archers have more LOS.
-20 archers tried to reform using musician but failed LD.

Magic
-Big protection was dispelled, manage to cast desiccation on Cok unit, reducing their STR and T. 


DE turn 2

Movement
-CoK charged 50 skeletons unit.
-15 dark riders on the left move within 1" of warsphinx to protect CoK unit flank.
-Hydra was out of charge range and decided to shuffle forward.
-Fleeing dark riders on right failed to rally and flee off table, panicking 1 RBT on its way. 
-RBT fail panic as well and also flee off table. 

Magic
-Soul stealer was casted on 50 skeleton unit and killed 6 (I think).

Shooting
-RBT opt single shot again and fluff again.
-15 Dark riders on left shot at warsphinx and manage to wound it twice, warsphinx saving 1 wound.

Close Combat
- Tomb king declared challenge and Malekith accepted. Malekith's 'Destroyer' wound Tomb king thrice and destroyed Tomb king's 'Destroyer of Eternities' lol... Tomb king save all 3 wounds. Malekith also saved all wounds dealt by Tomb king.
- CoK dealt 10 wounds (I think) to skeletons. Herald was wounded twice but saved both. 
- Skeletons killed 2 CoK. Losing combat by 10, 9 more skeletons crumple. 


TK turn 2

Movement
-Warsphinx charge dark riders, dark riders passed terror.
-6 Ushabtis charge the expose flank of the CoK.
-Necrolith and chariots move closing to the left.
-30 Skeletons move forward.
-20 archers + hierophant move sideways to get in range for spells.
-3 Sepulchral Stalkers roll a hit and appear beside hydra.

Magic
-Hierophant cast big protection and IF desiccation on CoK, rolling detonation on miscast killing 3 archers. Healing back 3 skeletons in the unit engage with CoK.

Shooting
-Sepulchral stalkers rolled 8 shots dealt 1 wound to hydra.  

Close Combat
- Dark riders wound warsphinx thrice, warsphinx manage to kill 4 dark riders. Dark riders passed break test.
- Tomb king and Malekith continued their fight, Malekith dealt no wounds and saved all wounds received.
- Skeletons and Ushabtis killed 6 CoK, CoK without hatred and charging lance only killed 4 skeletons (skeleton ward save 3/7 wounds). CoK lost combat and flee away from pursuers. Tomb king unit pursuit into the warsphinx VS dark rider combat. Ushabti choose to overrun but was block by the Tomb king unit.  


DE turn 3

Movement
-Hydra turn around to face the sepulchral stalkers.
-CoK with Malekith rallied.

Magic
- Malekith cast black horror on Tomb king skeleton unit, killing 4.  Malekith also cast word of pain on same unit. 

Shooting
-RBT tried single shot on Ushabti and fluff yet again.
-Hydra breath Sepulchral stalkers and dealt 2 wounds. 

Close Combat
- Dark riders kill warsphinx, 1 skeleton and wounded herald. 4 dark riders died to Tomb king and herald.  Dark riders passed break test. 


TK turn 3

Movement
-Necrolith failed charge on CoK.
-Chariots failed charge on CoK.
-30 skeletons units wheel and move forward.
-Ushabti charged the flank of dark riders. Dark riders passed fear test.


Magic
-Only managed to cast Desiccation on CoK unit. Rest dispelled or failed to cast. 

Shooting
-Sepulchral stalker roll 12 shots and dealt 2 wounds on hydra. 
-Archers couldn't wound CoK. 

Close Combat
- Dark riders kill herald and 2 skeletons.
- Tomb king unit and Ushabti decimate dark riders. Reformed to face CoK unit. 


DE turn 4

Movement
-CoK unit charge ushabti.
-Hydra charge Sepulchral stalkers. 

Magic
-Malekith cast black horror on archer unit and killed 5 archers. Malekith cast soul steal on Tomb king skeleton unit and killed 4 skeletons. 

Shooting
-RBT finally hit chariot, dealing 2 wounds.

Close Combat
- Hydra dealt 4 wounds to stalkers, remaining stalker died to unstable.
-CoK unit dealt 7 wouds to ushabtis. Ushabtis struck back and killed 4 CoK. Unstable took 4 more wounds off Ushabti. (3 ushabtis left in combat)


TK turn 4

Movement
- 30 skeletons charge right flank of CoK.
- Tomb King skeletons charge left flank of CoK.
- Necrolith fail charge again.
- Chariots move closer to hydra.

Magic
- Cast desiccation on CoK.
- Cast big protection (I think, not sure if it was dispelled)

Shooting
-Chariots and archers shooting does nothing to hydra.

Close Combat
- Tomb king call challenge again and was accepted by CoK champion. Tomb king proceed to overkill champion by 2. Rest of the skeletons killed off the rest of CoK. Ushabtis attacks focus on Malekith but he passed all his ward saves. 
- Malekith killed 1 ushabti. 
- Needing insane courage to stay, Malekith broke from combat and was caught by tomb king unit. 



Jaeroler had concede at this point, as he only have a 2 wound hydra and a RBT left. While most of my stuffs are still on the table.
We never count VP as TK clearly won.
Victory to Tomb king.

click below for end game conclusion/thoughts 
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