Hoy there fellow cyberspace wanderer!
Care to stop by to take a peek at Gold's Diary?
So... I am back again, Savage Tides is back again and Gold Davis is back again!
But that's not all!
We have started a WoD-campaign with me as Storyteller and a new AD&D 2nd edition campaign situated in the same world as the Paul Thompson-campaign with Hate as Dungeon Master. In the World of Darkness campaign we find Hans Borg a industrial spy with a shitload of experince, a kicked-out edgy SWAT-sniper, a agile acrobat and a... medical student. They've all done a small job for the local police and are now part of a secret group that has been sent to Russia to infiltrate and kill and big bad evil CEO. That's pretty much what happened in that campaign but it's coming up more soon, or at least I hope it does. Oh, I might just want to mention that this campaign is totally without any supernaturals what so ever, it was the groups decision.
Moving on to the 2nd edition campaign not much happened there either. I play a nimble elf-thief, Naugrim, he's stupid, ugly and the worst elf you've ever seen. But, without any practice he sings like a god and after totally molesting one female in front of everyone he gets in bed with the hottest chick in town. To put it in another way, every time Naugrim gets drunk every social roll I make for him succeds on a natural 1 or 20 depending on what's needed but only when he's drunk. I will leave the actual story for the DM himself to re-tell if he wants to but now... The thing you've all longed for...
THE DIARY OF GOLD DAVIS
The 20th of August
Well, it’s time to get back to work. I haven’t been able to write much during the holiday but I’ll wrap it up for you, dear Diary… First of all I’m now officially Ayna’s mother, we went to the adoption center and filled out the papers. Maybe I should add it was on her birthday! Oh and a strange thing occurred that day. Ayna went from Jacob’s house to get me for the party when she met a strange old sorceress who tried to fool us to give her our memories and other strange things as payment for magical gear. She almost got poor little Ayna in her grip but I was able to force her to let go. Hmm… I’ve learned Ayna Spanish so know she understands that there’s more than one language and that people isn’t stupid because they talk differently. We refurbished the house and the boat and we change the figurehead to a statue of Solsken. I might put the blueprint of it in here later. I’ve trained Ayna as a sailor a little as well and we’ve lived on the boat for a month. And I found Raquel and learnt that he’s sick from some fruits the Mwangis from the island he and my father went to. The fruit makes him insane and it’s hard to get any information from him. We’ll soon leave for the island I hope and then I’ll find my father. Ah! We found a pair of good men to accompany us as our private crew on the journey and I’ve discovered new spells that enables me to become a rat like Astaroth or make him become half-man and let him speak human tongue I’ve just barely played with this spells but I might get use for these later.
söndag 26 februari 2012
måndag 13 februari 2012
Battle Report! 2v2, Woc & OK vs TK & DE, 3000 pts per side!
Battle Report: WoC & OK vs DE & TK
Sunchasers vs. No-Name
After the battle between Ogre Kingdoms and Warriors of Chaos, the combined forces of Tomb Kings and Dark Elves descend upon the battered forces. Having made an unholy deal with the Dark Elves, the Tomb Kings once more seek to reclaim what's rightly theirs. Hate, the great Chaos Lord, and Sköll, the awesome Ogre Tyrant, have no choice but to combine forces to defend themselves from the oncoming forces. Oh, and the Hydra is in the garden again.
Here's our next, most likely awesome Battle report!
Actually this report was written the day after the previous one, but I've been procrastinating a little! Also, this Battle Report took quite a while to do, so it will substitute my Almost Weekly this time.
Today, the matchup is a 2v2, consisiting of Hate and Sköll pitted against EtTK (Erik the Tomb King) and Dark Elf Queen Philippa. Commentor and reporter is, as mostly always me, The Cornerfag! With on the sideline sits Dhaik, our ever-treacherous skaven player.
The point values are 1500 pts per player. Philippa is currently pushing her units to reach that, while Sköll is singing a song to crush the moral of his foes.
So Dhaik, what do you think of today's game?
Dhaik: Well, it seems that Hate & Sköll have devised quite the plan to crush the TK & DE-combination. We'll go into the details when EtTK isn't around...
That you say... Well, let's go on to the interviews!
TK List:
Lords:
High Liche Priest lvl 4 - Dispel Scroll
Heroes:
Tomb Prince - Chariot, Armour of Silvered Steel, Ironcurse Icon, Great Weapon
Core:
16 Skeleton Archers
6 Skeleton Chariots - FC, Banner of Eternal Flames
Special:
Warsphinx - Fiery Roar
Rare:
Casket of Souls
Necrosphinx
DE List:
Lords:
Dreadlord - Dawnstone, Whip of Agony, Armour of Destiny, Cold One, Shield, Sea Dragon Cloak
Heroes:
Sorceress lvl 2 - Opal Amulet, Sacrificial Dagger
Core:
20 Corsairs - FC, Sea Serpent Standard
14 Crossbowmen
12 Warriors
Special:
5 Cold One Knights - FC, Deat Piercer (Champion), Standard of Hag Graif
Rare:
Hydra
Hydra
Pre-game interview DE & TK:
So, what is your team name?
P: Uh, we have no team name... We-have-no-team-name... Wé-avve-nô-teãm-näm'e.
EtTK: Yes, exactly.
Dhaik: They don't seem to have any team spirit, compared to the other team...
What is your game plan?
P: Hydr... Yeah.
EtTK: We're actually running a lot of monsters. One Warsphinx, one Necrosphinx and 2 Hydras (P: Though one Hydra still is unassembled, so I'll have a Chimaera-stand in). Oh, and we'll have to take out their cannons. Fast. Philippas Dreadlord is our combat Lord, and I've got a Tomb Prince in my chariot unit, but very little infantry, only archers. Philippa just plays all that she has.
What are your hopes?
P: Ueeaahhh...
EtTK: Well, it would be nice to win, though I'm mostly looking to see what the Sphinxes are capable of.
What are your fears?
P: The Hydras to die.
EtTK: That Hate will throw dice at me.
TC: I see a pattern here...
Dhaik: No worries, EtTK. I will protect you.
So, do you have any plan to counter his units?
EtTK: Sphinxes. They will only get a few attacks, and even if Sköll runs a Gutstar, they'll only wound on sixes. And Hydras will kill shit. Flaming attacks on Warsphinx and Chariots will prevent any random regeneration.
For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
TC and Dhaik in unison: DURR, HYDRAS.
P: Am I that predictable? Yeah, Hydras.
EtTK: I'm kind of interested to see what the Tomb Prince on Chariots can do.
(and now, P and EtTK start to wrestle out of nowhere while Dhaik cheer them on...)
So... I'll think I'll move to the other team now...
WoC List:
Lord:
Sorcerer Lord lvl 4 - Power Familiar, Enchanted Shield, Amulet of Preservation
Heroes:
Chaos Sorcerer lvl 2
Dispel Scroll, Conjoined Homonculus
Core:
24 Chaos Warriors - MoT, HWS, Standard Bearer
18 Chaos Warriors - AHW, Banner of Rage (I will refer to these as MoKs during the battle, because that's essentially what they are).
Special:
5 Chaos Knights - Standard Bearer, MoK
OK List:
Lords:
Tyrant - Heavy Armour, Brawlerguts
Heroes:
Bruiser - BSB, Great Weapon, Heavy Armour
Core:
18 Ironguts - Musician, Standard Bearer
10 Gnoblars - Trappers
Rare:
Ironblaster
Pre-game interview WoC & OK:
So, what is your team name?
In unison: TEAM SUNCHASERS! YEAH! *brofists*
What is your game plan?
Hate: To win.
Sköll: Yeah, it looks like this: The expensive unit shall not die..
Hate: Sköll, let's just win, ok?
Sköll: Yeah well, now that I have a little more units, I might be able to place them a little strategically.
Hate: I think we're gonna take them and win. Not much to say.
What are your hopes?
TC: Hate, shut up. I know your answer already.
Sköll: That the big unit will survive.
What are your fears?
Sköll: That the big unit will die.
Hate: I fear nothing, I've got the Gutstar on my side.
Dhaik: What about their monsters?
Hate: So? We've got a cannon.
So, do you have any plan to counter his units?
Hate: Like mentioned, cannon. And I believe we have the upper hand regarding units, it's their job to counter it. Sadly enough, no Exalted Hero this time though.
For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Hate: May I take a unit not in the game? No? Well... Let's say my... Chaos Sorcerer Hero, because he has a tumour that talks to him. That's fun.
Sköll: The Gnoblars, I hope they'll flip some Chariots over. And I like the Ironblaster really much to, it will KICK HIS ASS. *pumps fist and high-5s Hate*
Pre-game info:
Mission:
Slaughterfest (AKA Just play the game with no special mission rules)
Magic:
Dark Elves:
Pit of Shades (AHH!), The Withering.
Tomb Kings:
The Protections Spell, The Killing Blow Spell, The Desiccation Spell, The Movement Hex.
Ogre Kingdoms:
No spells. LUL!
Warriors of Chaos
Lvl 4: Mystifying Miasma, Enfeebling Foe, The Withering, Pit of Shades (AGAIN!?).
Lvl 2: Flaming sword of Rhuin, Fireball.
Roll-off:
The no-names win the roll-off. Team Sunchaser begin deployment.
Terrain set-up:

Deployment:
Team Sunchaser finishes first, with a crowded south battlefield in the end. But the No-names win the roll-off, and choose to go first.

1st turn TK & DE:
Alliance roll:
Failed, and the Tomb Kings and Dark Elves get more mad at each other, going into a desperate alliance. Never trust a Dark Elf!
Movement:
Everything walks or marches forward, with the exception of: The Necrosphinx, whom chooses to fly up in the tower, the Cold Ones whom bravely place themselves straight in front of the Chaos Knights (I commend their bravery/stupidity). Also, the Skeleton Archers and Casket of Souls stay put.
Magic:
Winds of Magic: 4 - 2, casket grants another 2. Final score: 8 PD, 4 DD.
Philippa casts The Withering on the Gutstar (4 PD + 1 Sacrificial PD). Sunchasers choose not to dispel it, and the Ironguts shrink into T2.
Next up: Pit of Shades, extended. 4 PD + Sacrificial Dice, result 21. Team Sunchaser ponders on how to stop it... Risk it with 4 dice, or the Dispel Scroll?
...
They go for the dice. And fail, but rely on the scatter to save them. But it hits! This could be quite the event... 14 Ogres are hit. I2 means a 3+ kills one, no saves, all wounds taken. Sköll rolls... and 9 die. That's 27 wounds. And a panic test, which is passed. But have we finally defeated the Gutstar?
Shooting:
Chariots pew-pew at the Ogres. 3 Wounds caused, one Ogre die.

1st turn WoC & OK:
All Khorne-frenzy passed.
Movement:
Team Sunchasers start out with a new technique: Moving backwards! Well, at least the Ironblaster anyways, and Chaos Knights. Gutstar reform a little and skip forward together with the Gnoblars, while Warriors of Chaos stay put.
Magic:
Winds of Magic: 4 - 2, +1 from Familiar. Final Score: 7 PD, 4 DD.
First: Melker's (or something) Mystifying Miasma. Target: Chariots. Opponents let's it through. They lower the Movement Characteristic with 1.
Then, they Withering the Hydra. Philippa goes sadface and forces Erik to try and dispel it, but he fails. They lower it's toughness to 4.
Lastly, fireball, but it's easily dispelled.
Shooting:
CANNONBAAAAAALLL!!!
Target locked: Chariots.
Firing mode: Bouncing ball.
Firing angle: Flank.
They be in for a hurtin'.
Though only 2 are hit, both wounded.
TOMB PRINCE FAILS HIS "LOOK OUT-SIR!".
Tomb Prince fails his save!
Multiple wounds kill the Tomb King!
And the chariot beside him only take a wound.

2nd turn TK & DE:
All stoopids passed.
Movement:
Necrosphinx tries the charge against the Ironblaster. Hate calls out "One, one, two!". A few seconds later, the dice come up: One, one, and a two. It also fails the Dangerous Terrain-test for walking down the tower. (In other words, he just fell flat on his face).
For the rest: All move up, except for Casket. Sorceress-bunker and Liche Priest-bunker are walking behind their front lines.
Magic:
Winds of Magic: 6 - 3. Liche Priest and Sorceress both Channel, Casket grants 3. Hate channels one. Final score: 12 PD, 7 DD.
First up: The Desiccation spell, 4 dice cast, against the Gutstar. It now has S3, T1. Pretty cool guys.
Then, Casket bound spell on 6 dice against the Ironblaster. Hate easily dispels it on 5 Dispel Dice.
Final two dice go to the protection spell on the Casket, but it too was dispelled.
Shooting:
Chariots unleash 12 shots of fury against the low-toughness-guts. 4 wounds caused, 2 unsaved.
Archers mimic their cavalry brethren, causing 6 wounds, 3 unsaved.
Crossbowmen don't want to miss out on the fun! But needing sixes to hit, only 2 hits and one wound is caused, taking the last wound from one Ogre.

2nd turn WoC & OK:
Frenzies passed.
Movement:
Ironguts fail their charge. They seem to fail a lot these days, actually.
MoKs get their charge on the Hydra.
Chaos Knights back up all the way to the board edge.
Gnoblars cannot decide which way to go, what units to block. In the end, they decide to stop the oncoming Dark Elves.
Magic:
Sköll gets to roll for once. 6 - 4, one channel. Final result: 11 PD, 6 DD. Approved.
Flaming sword of Rhuin on the MoKs in combat with the Hydra. 6 dice + tumour speech = Score 22. 6 dice to the dispel, score: 24. Dispelled.
The Enfeebling Foe is cast upon the Hydra. Dispel Scroll'd.
Shooting:
Ironblaster grapeshots the Necroswinx. Misfire, hah. It turns around almost completely due to the misfire chart.
Close Combat:
Hydra vs MoKs.
Handlers hit 2, wound 1 unsaved.
MoKs roll a shitload dice as per usual, causing 8 wounds (ouch!). But 7 are saved, hah!
Hydra hits 6, wound 4, kill 3.
Then it breathes, 10 S3 hits. 2 wounds, 1 die.
5 Thunderstomps, 4 wounds. 4 die.
Hate lose combat, calls out "I will roll a nine on my leadership", and rolls nine on his leadership. The MoKs flee, and get run down.

3rd turn TK and DE:
I sense game depends on this turn...
Movement:
Chariots and Warsphinx charge Ironguts.
Hydra charge cannon, Cold One Knights charge Chaos Knights, Corsairs and Warriors charge Gnoblars.
Hydra gets there.
Cold One knights get there.
Skeleton Chariots get there.
Warsphinx gets there.
Warriors and Corsairs get there, losing 3 warriors and 4 Corsairs in the process due to Trappers.
Necrosphinx move to hunt down the lvl4 Sorcerer, Sorceress bunker keep following the frontlines and the Liche-priest bunker have problems keeping up with their incapability to march.
Magic:
Winds of Magic: 3 - 2, +1 from Casket. Final score: 6 PD, 3 DD.
The withering cast on-- Nevermind, Scroll'd.
Then, protection spell upon the-- Nevermind, dispelled.
Badum-tish.
Shooting:
Archers shoot upon the Chaos Warriors (MoT), killing one.
Close Combat:
Let's begin with the Hydra in the Ironblaster rear.
Place your bets... Though that T6 could prove slightly useful. We shall see...
Handlers are a bunch of fail.
Hydra, although all it's HATE, only cause one wound, which is unsaved.
Ironblaster cause two wound, both failed to saved.
Sköll take the ld-test with a -2 modifier, and passes it.
Next in line: Cold One Knights... with ASF, and +2 S from charging.
Dreadlord cause 3 wounds, 2 which are saved.
3 hits from Cold Ones, 2 wounds, both of which are saved.
Unit champion tries to be awesome, not doing anything.
Cold Ones bite well and hard, causing three wounds... Two unsaved.
There's something weird with these saves.
Hate strike back, causing one unsaved wound.
The frenzy Chaos Knights remaining simply decide that there is something more interesting outside of the battlefield and run away, whilst the Cold Ones turn to face the Ironblaster.
Chariots and Warsphinx vs Ironguts:
Impact hits cause 4 unsaved wounds, chariot-guys cause one unsaved wound. Sphinx cause one more wound, unsaved, and then breathes upon the Ironguts. 5 wounds caused, one saved.
Will Sköll survive this?
Bruisers punch the Sphinx in the face, causing one wound.
Tyrant kills a whole Chariot, while the Ironguts kill one and puts two wounds on another.
But the Ironguts hold their ground!
Lastly, Gnoblars vs Corsairs and Warriors! DUN DUN DUUUUN! I cheer for the gobbos!
Corsairs strike first with their 2 guys in b2b, killing 3 of the poor gobbos!
Warriors kill another 4 poor gobbos, wah!
GOBBOS MAD, GOBBOS KILL! KILL... NO ONE!
Leadership test-- SNAKE EYES! WOOOO!
GOBBOS HOLD THEIR GROUND!

3rd turn WoC & OK:
Movement:
MoTs charge the Corsair, to aid the Gobbos in their valiant stand!
Lonely Lvl4 wizard fail his marching test, and just stroll around the garden.
Magic:
Winds of Magic: 2 - 3, Familiar and one channel for each side. Result: 7 PD, 4 DD.
First off: Pit of Shades upon the Necrosphinx, just scratches it after scatter! But it passes it's test.
But, as it was miscasted, Hate lose his remaining dice.
Close Combat:
MoTs and Gnoblars vs Corsairs and Warriors.
MoTs begin, hit 9, wound 3, 2 die.. (You're beginning to understand the bad luck Hate has?)
Next in line, Corsairs: The bucketload of dice cause 4 wounds, but Hate commands his dice into saving them all!
Warriors next! They kill 4 Gnoblars, which is all the remaining ones, sadly...
Leadership-test for Philippa... But she passes it, argh!
At least the Warriors run away.
Let's move on to the Ironguts vs Chariots and Warpshinx.
Things move pretty fast on the TK side, but he did a few wounds here and there.
Tyrant cause 2 wounds on the Chariots, Ironguts cause 4 wounds. Bruiser cause 2 more.
Both the Chariot remaining and the Warpsphinx crumble to dust.
And finally, the Hydra vs Ironblaster.
Handlers fail around.
Ironblaster cause ONE WOUND! Which is what is needed to kill the Hydra
Philippa fails the armour... But passes the Reg!
However, the Rhinox cause another!
The armour is failed!... And the Reg is failed! It is dead!
However, the Hydra gets it's attacks, since it has the same I. One wound caused, but it lives! It turns to face the Cold Ones and Dreadlord. They have to test for panic. And roll a perfect 10!

And by now, it's getting late. People are getting hungry, and Team Sunchaser, the WoC and the OK, concede.
Redux:
Hate: Bad luck sucks. And while we could continue this one more turn, it's getting late and so.
Unit of the game: Exalted Hero (on Juggernaut). It's because he wasn't in that I lost. Really.
Philippa:
Idk.
Unit of the game? Hydras. (I did not see this one coming.)
Erik, the Tomb King:
Never multicharge with a Sphinx.
Unit of the game: None. I am not pleased. THEY DID NOTHING: PHILIPPA DID EVERYTHING!
Sköll:
Effing Pit of Shades.
What did you think of the Gnoblars? They did what they were supposed to. They lived, and were in the way.
Unit of the Game: Ironblaster.
Oh, and as always, a serving of awesome picture:
Sunchasers vs. No-Name
After the battle between Ogre Kingdoms and Warriors of Chaos, the combined forces of Tomb Kings and Dark Elves descend upon the battered forces. Having made an unholy deal with the Dark Elves, the Tomb Kings once more seek to reclaim what's rightly theirs. Hate, the great Chaos Lord, and Sköll, the awesome Ogre Tyrant, have no choice but to combine forces to defend themselves from the oncoming forces. Oh, and the Hydra is in the garden again.
Here's our next, most likely awesome Battle report!
Actually this report was written the day after the previous one, but I've been procrastinating a little! Also, this Battle Report took quite a while to do, so it will substitute my Almost Weekly this time.
Today, the matchup is a 2v2, consisiting of Hate and Sköll pitted against EtTK (Erik the Tomb King) and Dark Elf Queen Philippa. Commentor and reporter is, as mostly always me, The Cornerfag! With on the sideline sits Dhaik, our ever-treacherous skaven player.
The point values are 1500 pts per player. Philippa is currently pushing her units to reach that, while Sköll is singing a song to crush the moral of his foes.
So Dhaik, what do you think of today's game?
Dhaik: Well, it seems that Hate & Sköll have devised quite the plan to crush the TK & DE-combination. We'll go into the details when EtTK isn't around...
That you say... Well, let's go on to the interviews!
TK List:
Lords:
High Liche Priest lvl 4 - Dispel Scroll
Heroes:
Tomb Prince - Chariot, Armour of Silvered Steel, Ironcurse Icon, Great Weapon
Core:
16 Skeleton Archers
6 Skeleton Chariots - FC, Banner of Eternal Flames
Special:
Warsphinx - Fiery Roar
Rare:
Casket of Souls
Necrosphinx
DE List:
Lords:
Dreadlord - Dawnstone, Whip of Agony, Armour of Destiny, Cold One, Shield, Sea Dragon Cloak
Heroes:
Sorceress lvl 2 - Opal Amulet, Sacrificial Dagger
Core:
20 Corsairs - FC, Sea Serpent Standard
14 Crossbowmen
12 Warriors
Special:
5 Cold One Knights - FC, Deat Piercer (Champion), Standard of Hag Graif
Rare:
Hydra
Hydra
Pre-game interview DE & TK:
So, what is your team name?
P: Uh, we have no team name... We-have-no-team-name... Wé-avve-nô-teãm-näm'e.
EtTK: Yes, exactly.
Dhaik: They don't seem to have any team spirit, compared to the other team...
What is your game plan?
P: Hydr... Yeah.
EtTK: We're actually running a lot of monsters. One Warsphinx, one Necrosphinx and 2 Hydras (P: Though one Hydra still is unassembled, so I'll have a Chimaera-stand in). Oh, and we'll have to take out their cannons. Fast. Philippas Dreadlord is our combat Lord, and I've got a Tomb Prince in my chariot unit, but very little infantry, only archers. Philippa just plays all that she has.
What are your hopes?
P: Ueeaahhh...
EtTK: Well, it would be nice to win, though I'm mostly looking to see what the Sphinxes are capable of.
What are your fears?
P: The Hydras to die.
EtTK: That Hate will throw dice at me.
TC: I see a pattern here...
Dhaik: No worries, EtTK. I will protect you.
So, do you have any plan to counter his units?
EtTK: Sphinxes. They will only get a few attacks, and even if Sköll runs a Gutstar, they'll only wound on sixes. And Hydras will kill shit. Flaming attacks on Warsphinx and Chariots will prevent any random regeneration.
For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
TC and Dhaik in unison: DURR, HYDRAS.
P: Am I that predictable? Yeah, Hydras.
EtTK: I'm kind of interested to see what the Tomb Prince on Chariots can do.
(and now, P and EtTK start to wrestle out of nowhere while Dhaik cheer them on...)
So... I'll think I'll move to the other team now...
WoC List:
Lord:
Sorcerer Lord lvl 4 - Power Familiar, Enchanted Shield, Amulet of Preservation
Heroes:
Chaos Sorcerer lvl 2
Dispel Scroll, Conjoined Homonculus
Core:
24 Chaos Warriors - MoT, HWS, Standard Bearer
18 Chaos Warriors - AHW, Banner of Rage (I will refer to these as MoKs during the battle, because that's essentially what they are).
Special:
5 Chaos Knights - Standard Bearer, MoK
OK List:
Lords:
Tyrant - Heavy Armour, Brawlerguts
Heroes:
Bruiser - BSB, Great Weapon, Heavy Armour
Core:
18 Ironguts - Musician, Standard Bearer
10 Gnoblars - Trappers
Rare:
Ironblaster
Pre-game interview WoC & OK:
So, what is your team name?
In unison: TEAM SUNCHASERS! YEAH! *brofists*
What is your game plan?
Hate: To win.
Sköll: Yeah, it looks like this: The expensive unit shall not die..
Hate: Sköll, let's just win, ok?
Sköll: Yeah well, now that I have a little more units, I might be able to place them a little strategically.
Hate: I think we're gonna take them and win. Not much to say.
What are your hopes?
TC: Hate, shut up. I know your answer already.
Sköll: That the big unit will survive.
What are your fears?
Sköll: That the big unit will die.
Hate: I fear nothing, I've got the Gutstar on my side.
Dhaik: What about their monsters?
Hate: So? We've got a cannon.
So, do you have any plan to counter his units?
Hate: Like mentioned, cannon. And I believe we have the upper hand regarding units, it's their job to counter it. Sadly enough, no Exalted Hero this time though.
For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Hate: May I take a unit not in the game? No? Well... Let's say my... Chaos Sorcerer Hero, because he has a tumour that talks to him. That's fun.
Sköll: The Gnoblars, I hope they'll flip some Chariots over. And I like the Ironblaster really much to, it will KICK HIS ASS. *pumps fist and high-5s Hate*
Pre-game info:
Mission:
Slaughterfest (AKA Just play the game with no special mission rules)
Magic:
Dark Elves:
Pit of Shades (AHH!), The Withering.
Tomb Kings:
The Protections Spell, The Killing Blow Spell, The Desiccation Spell, The Movement Hex.
Ogre Kingdoms:
No spells. LUL!
Warriors of Chaos
Lvl 4: Mystifying Miasma, Enfeebling Foe, The Withering, Pit of Shades (AGAIN!?).
Lvl 2: Flaming sword of Rhuin, Fireball.
Roll-off:
The no-names win the roll-off. Team Sunchaser begin deployment.
Terrain set-up:
Deployment:
Team Sunchaser finishes first, with a crowded south battlefield in the end. But the No-names win the roll-off, and choose to go first.
1st turn TK & DE:
Alliance roll:
Failed, and the Tomb Kings and Dark Elves get more mad at each other, going into a desperate alliance. Never trust a Dark Elf!
Movement:
Everything walks or marches forward, with the exception of: The Necrosphinx, whom chooses to fly up in the tower, the Cold Ones whom bravely place themselves straight in front of the Chaos Knights (I commend their bravery/stupidity). Also, the Skeleton Archers and Casket of Souls stay put.
Magic:
Winds of Magic: 4 - 2, casket grants another 2. Final score: 8 PD, 4 DD.
Philippa casts The Withering on the Gutstar (4 PD + 1 Sacrificial PD). Sunchasers choose not to dispel it, and the Ironguts shrink into T2.
Next up: Pit of Shades, extended. 4 PD + Sacrificial Dice, result 21. Team Sunchaser ponders on how to stop it... Risk it with 4 dice, or the Dispel Scroll?
...
They go for the dice. And fail, but rely on the scatter to save them. But it hits! This could be quite the event... 14 Ogres are hit. I2 means a 3+ kills one, no saves, all wounds taken. Sköll rolls... and 9 die. That's 27 wounds. And a panic test, which is passed. But have we finally defeated the Gutstar?
Shooting:
Chariots pew-pew at the Ogres. 3 Wounds caused, one Ogre die.
1st turn WoC & OK:
All Khorne-frenzy passed.
Movement:
Team Sunchasers start out with a new technique: Moving backwards! Well, at least the Ironblaster anyways, and Chaos Knights. Gutstar reform a little and skip forward together with the Gnoblars, while Warriors of Chaos stay put.
Magic:
Winds of Magic: 4 - 2, +1 from Familiar. Final Score: 7 PD, 4 DD.
First: Melker's (or something) Mystifying Miasma. Target: Chariots. Opponents let's it through. They lower the Movement Characteristic with 1.
Then, they Withering the Hydra. Philippa goes sadface and forces Erik to try and dispel it, but he fails. They lower it's toughness to 4.
Lastly, fireball, but it's easily dispelled.
Shooting:
CANNONBAAAAAALLL!!!
Target locked: Chariots.
Firing mode: Bouncing ball.
Firing angle: Flank.
They be in for a hurtin'.
Though only 2 are hit, both wounded.
TOMB PRINCE FAILS HIS "LOOK OUT-SIR!".
Tomb Prince fails his save!
Multiple wounds kill the Tomb King!
And the chariot beside him only take a wound.
2nd turn TK & DE:
All stoopids passed.
Movement:
Necrosphinx tries the charge against the Ironblaster. Hate calls out "One, one, two!". A few seconds later, the dice come up: One, one, and a two. It also fails the Dangerous Terrain-test for walking down the tower. (In other words, he just fell flat on his face).
For the rest: All move up, except for Casket. Sorceress-bunker and Liche Priest-bunker are walking behind their front lines.
Magic:
Winds of Magic: 6 - 3. Liche Priest and Sorceress both Channel, Casket grants 3. Hate channels one. Final score: 12 PD, 7 DD.
First up: The Desiccation spell, 4 dice cast, against the Gutstar. It now has S3, T1. Pretty cool guys.
Then, Casket bound spell on 6 dice against the Ironblaster. Hate easily dispels it on 5 Dispel Dice.
Final two dice go to the protection spell on the Casket, but it too was dispelled.
Shooting:
Chariots unleash 12 shots of fury against the low-toughness-guts. 4 wounds caused, 2 unsaved.
Archers mimic their cavalry brethren, causing 6 wounds, 3 unsaved.
Crossbowmen don't want to miss out on the fun! But needing sixes to hit, only 2 hits and one wound is caused, taking the last wound from one Ogre.
2nd turn WoC & OK:
Frenzies passed.
Movement:
Ironguts fail their charge. They seem to fail a lot these days, actually.
MoKs get their charge on the Hydra.
Chaos Knights back up all the way to the board edge.
Gnoblars cannot decide which way to go, what units to block. In the end, they decide to stop the oncoming Dark Elves.
Magic:
Sköll gets to roll for once. 6 - 4, one channel. Final result: 11 PD, 6 DD. Approved.
Flaming sword of Rhuin on the MoKs in combat with the Hydra. 6 dice + tumour speech = Score 22. 6 dice to the dispel, score: 24. Dispelled.
The Enfeebling Foe is cast upon the Hydra. Dispel Scroll'd.
Shooting:
Ironblaster grapeshots the Necroswinx. Misfire, hah. It turns around almost completely due to the misfire chart.
Close Combat:
Hydra vs MoKs.
Handlers hit 2, wound 1 unsaved.
MoKs roll a shitload dice as per usual, causing 8 wounds (ouch!). But 7 are saved, hah!
Hydra hits 6, wound 4, kill 3.
Then it breathes, 10 S3 hits. 2 wounds, 1 die.
5 Thunderstomps, 4 wounds. 4 die.
Hate lose combat, calls out "I will roll a nine on my leadership", and rolls nine on his leadership. The MoKs flee, and get run down.
3rd turn TK and DE:
I sense game depends on this turn...
Movement:
Chariots and Warsphinx charge Ironguts.
Hydra charge cannon, Cold One Knights charge Chaos Knights, Corsairs and Warriors charge Gnoblars.
Hydra gets there.
Cold One knights get there.
Skeleton Chariots get there.
Warsphinx gets there.
Warriors and Corsairs get there, losing 3 warriors and 4 Corsairs in the process due to Trappers.
Necrosphinx move to hunt down the lvl4 Sorcerer, Sorceress bunker keep following the frontlines and the Liche-priest bunker have problems keeping up with their incapability to march.
Magic:
Winds of Magic: 3 - 2, +1 from Casket. Final score: 6 PD, 3 DD.
The withering cast on-- Nevermind, Scroll'd.
Then, protection spell upon the-- Nevermind, dispelled.
Badum-tish.
Shooting:
Archers shoot upon the Chaos Warriors (MoT), killing one.
Close Combat:
Let's begin with the Hydra in the Ironblaster rear.
Place your bets... Though that T6 could prove slightly useful. We shall see...
Handlers are a bunch of fail.
Hydra, although all it's HATE, only cause one wound, which is unsaved.
Ironblaster cause two wound, both failed to saved.
Sköll take the ld-test with a -2 modifier, and passes it.
Next in line: Cold One Knights... with ASF, and +2 S from charging.
Dreadlord cause 3 wounds, 2 which are saved.
3 hits from Cold Ones, 2 wounds, both of which are saved.
Unit champion tries to be awesome, not doing anything.
Cold Ones bite well and hard, causing three wounds... Two unsaved.
There's something weird with these saves.
Hate strike back, causing one unsaved wound.
The frenzy Chaos Knights remaining simply decide that there is something more interesting outside of the battlefield and run away, whilst the Cold Ones turn to face the Ironblaster.
Chariots and Warsphinx vs Ironguts:
Impact hits cause 4 unsaved wounds, chariot-guys cause one unsaved wound. Sphinx cause one more wound, unsaved, and then breathes upon the Ironguts. 5 wounds caused, one saved.
Will Sköll survive this?
Bruisers punch the Sphinx in the face, causing one wound.
Tyrant kills a whole Chariot, while the Ironguts kill one and puts two wounds on another.
But the Ironguts hold their ground!
Lastly, Gnoblars vs Corsairs and Warriors! DUN DUN DUUUUN! I cheer for the gobbos!
Corsairs strike first with their 2 guys in b2b, killing 3 of the poor gobbos!
Warriors kill another 4 poor gobbos, wah!
GOBBOS MAD, GOBBOS KILL! KILL... NO ONE!
Leadership test-- SNAKE EYES! WOOOO!
GOBBOS HOLD THEIR GROUND!
3rd turn WoC & OK:
Movement:
MoTs charge the Corsair, to aid the Gobbos in their valiant stand!
Lonely Lvl4 wizard fail his marching test, and just stroll around the garden.
Magic:
Winds of Magic: 2 - 3, Familiar and one channel for each side. Result: 7 PD, 4 DD.
First off: Pit of Shades upon the Necrosphinx, just scratches it after scatter! But it passes it's test.
But, as it was miscasted, Hate lose his remaining dice.
Close Combat:
MoTs and Gnoblars vs Corsairs and Warriors.
MoTs begin, hit 9, wound 3, 2 die.. (You're beginning to understand the bad luck Hate has?)
Next in line, Corsairs: The bucketload of dice cause 4 wounds, but Hate commands his dice into saving them all!
Warriors next! They kill 4 Gnoblars, which is all the remaining ones, sadly...
Leadership-test for Philippa... But she passes it, argh!
At least the Warriors run away.
Let's move on to the Ironguts vs Chariots and Warpshinx.
Things move pretty fast on the TK side, but he did a few wounds here and there.
Tyrant cause 2 wounds on the Chariots, Ironguts cause 4 wounds. Bruiser cause 2 more.
Both the Chariot remaining and the Warpsphinx crumble to dust.
And finally, the Hydra vs Ironblaster.
Handlers fail around.
Ironblaster cause ONE WOUND! Which is what is needed to kill the Hydra
Philippa fails the armour... But passes the Reg!
However, the Rhinox cause another!
The armour is failed!... And the Reg is failed! It is dead!
However, the Hydra gets it's attacks, since it has the same I. One wound caused, but it lives! It turns to face the Cold Ones and Dreadlord. They have to test for panic. And roll a perfect 10!
And by now, it's getting late. People are getting hungry, and Team Sunchaser, the WoC and the OK, concede.
Redux:
Hate: Bad luck sucks. And while we could continue this one more turn, it's getting late and so.
Unit of the game: Exalted Hero (on Juggernaut). It's because he wasn't in that I lost. Really.
Philippa:
Idk.
Unit of the game? Hydras. (I did not see this one coming.)
Erik, the Tomb King:
Never multicharge with a Sphinx.
Unit of the game: None. I am not pleased. THEY DID NOTHING: PHILIPPA DID EVERYTHING!
Sköll:
Effing Pit of Shades.
What did you think of the Gnoblars? They did what they were supposed to. They lived, and were in the way.
Unit of the Game: Ironblaster.
Oh, and as always, a serving of awesome picture:

Etiketter:
Battle Report,
Dark Elves,
Ogre Kingdoms,
Tomb Kings,
Warhammer Fantasy,
Warriors of Chaos
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