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tigerusthegreat
2011-03-30, 09:29 AM
The undead host arrayed against you seems vicious and powerful. The necromancer at their head seems intent on sowing as much death and destruction as possible.

Turn 1: Dwarves

Map
http://i299.photobucket.com/albums/mm285/tigerus2004/dwarfvsvc.png

Armies (Note: The VC army is only 500 points, with their leader included in that. so you should have a slight advantage there).
Dwarf
01 Thane w/shield and runes of resistance and stone (65+2+25+5=97)
15 Dwarf Warriors w/shields and musician (140)
10 Dwarf Longbeards w/great weapons and shields (140)
10 Quarrelers (110)
10 Quarrelers (110)

Vampire Count
necromancer, lvl 2, book of arkhan...... 125 pts
*Gaze of Nagash (24” 2d6 str 4 hits magic missile 8+)
*Summon Undead Horde (New Zombies 5d6 models, or replenish 3d6 12+)
*Vanhel’s Dance Macabre (Book) (undead in 12”, move 8” or strike first next round. Roll D6, on a 1 the book is exhausted).
4 Power Dice
4 Dispel Dice

15 Skeletons (3 ranks 5) musician, BSB, Champion, spears: 155 [brown border]

3 bases Bat Swarm 105 [black]

13 Crypt Ghouls with ghast [white]


Inkscape Save File (http://www.easy-share.com/1914451527/dwarf vs vc.svg) (figured a free editor was the best bet. most of my units are grouped, but I just copy and pasted yours. If you want to redo yours you can).

canjowolf
2011-03-30, 12:23 PM
ok, here's my roll to choose who goes first

[roll0] (+1 if we are going with the +1 to whoever finished setting up first, but probably +0 if you set up before looking at my guys.)

Nevermind, it looks like it's dwarves turn one anyway. I'll make my moves and see about getting it posted on a file sharing site.

OK, here is the image

http://img219.imageshack.us/img219/8475/vampirecountsturn1.png

And here is the link (http://www.easy-share.com/1914454811/Vampire_Counts_Turn_1.svg).

Oh, and the thane's runes give him +1 to armor and re-roll failed armor saves, giving him a +2 re-rollable armor save when combined with his other gear.

You'll notice that I've updated the image with unit names, but not the file. Labels are probably not that important for this game, but in a larger game they would be more important, plus everyone could use a different color for their troop names to identify who owns what if there were several players per side. What do you consider the easiest way to move text around in inkscape (I am more of a gimp user myself, but that also has slightly annoying text moving)?

tigerusthegreat
2011-03-30, 03:33 PM
Vampire Count Turn 1:

Movement:
http://i299.photobucket.com/albums/mm285/tigerus2004/dwarfvsvc2.png

Magic: The Necromancer casts Summon Undead Horde with 3 power dice. The target is O12, which I should have line of effect to.
[roll0]

Necromancer also attempts to use his Book of Arhkan on either his new zombies or, if that cast fails, on the skeletons. (this spell is power 3 for dispelling)
[roll1]

OOC: Had to do some re-reading on magic.

And wow...that book burned out fast >_< And the summon spell is irresistable force even. I'll update the map with new zombies and upload file once I know what you're dispel actions are.

tigerusthegreat
2011-03-30, 03:35 PM
Zombies: [roll0]

canjowolf
2011-03-30, 03:57 PM
Well, I don't see anything that I can really dispel, but I might as well throw all 4 dice at the book, if I have to dispel anything. Can I use dispel dice to destroy your zombies after the fact (in future turns) or are they permanent?

[roll0]

Edit: In the future I'll have to rollv those, but for this one it shouldn't matter.

tigerusthegreat
2011-03-30, 05:03 PM
Well, I don't see anything that I can really dispel, but I might as well throw all 4 dice at the book, if I have to dispel anything. Can I use dispel dice to destroy your zombies after the fact (in future turns) or are they permanent?

[roll0]

Edit: In the future I'll have to rollv those, but for this one it shouldn't matter.

Zombies cannot be dispelled I don't believe. But yeah, you utterly dispel my book. I'll have to update this tonight.

tigerusthegreat
2011-03-30, 05:24 PM
Updated Map with zombies:
http://i299.photobucket.com/albums/mm285/tigerus2004/dwarfvsvc2-1.png

File Link (http://www.easy-share.com/1914457172/Dwarves turn 2.svg)

canjowolf
2011-03-30, 06:23 PM
OK, most of my troops moved a little bit but Quarrellers 1 fire on the zombies, as they are the only easily exposed troops. All rolls begin from left to right, so if I hit with 3 then only the first 3 to wound rolls would count. I'll let you roll your own armor saves, and then I think you can take your next turn, as I have nothing that I'd like to charge.

Quarrellers 1 Attack Rolls: [roll0]
Quarrellers 1 To Wound: [roll1]

Battle Map

http://img708.imageshack.us/img708/3400/dwarfturn2.png

Link (http://www.easy-share.com/1914457765/Dwarf_turn_2.svg)

Edit: so that's three hits, and probably two wounds.

I think that the ghouls and skeletons may be mislabeled.

tigerusthegreat
2011-03-30, 08:14 PM
Zombies have no armor or shields so no armor save (unless I'm missing something) and as you need a 2+ to wound on those, so 2 dead zombies.

I'll update again in a bit.

tigerusthegreat
2011-03-30, 09:42 PM
Just a note, I'm taking a shortcut and assuming that a diagonal on the map is 3 inches. Technically its sqrt 8, but that's close enough for government work.

Move: The undead advance.

Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/dwarfvsvc3.png

Magic: The necromancer targets the Thane's warriors with the Gaze of Nagash, using 3 power dice, and Invocation of Nehek on the zombie unit with the remaining 1. Please allocate and roll your dispel dice then I'll roll to cast.

Combat: None

canjowolf
2011-03-31, 12:01 AM
I was under the impression that one player would roll to cast a spell and then the other player would choose how many dispel dice to use to counter it, and would thus use none if the wizard failed to cast the spell (which I always assumed to be the reason that wizards tended to generate more power dice then dispel dice). So it will depend how well you roll how many dice I will use for dispel.

tigerusthegreat
2011-03-31, 07:15 AM
Whoops, you are right. Not sure what I was thinking, but I thought you had to decide before you saw the results.

Gaze: [roll0]
Invocation: [roll1]

Gaze hits: [roll2]
To wound: [roll3]

Invocation zombies: [roll4]

Yeah that sucks, didn't get the gaze off and that's a wonderful invocation roll...which you'll just dispel completely.

canjowolf
2011-03-31, 11:11 AM
This is true. Here's three dice used on the dispel (because I remembered that dispelling can critically fail on a double 1 as well)

[roll0]

tigerusthegreat
2011-03-31, 11:20 AM
Well then, summoning doesn't happen, nor does the magic missile. Map is unchanged. Also fixed the labels.

Download Link (http://www.easy-share.com/1914467994/Dwarves turn 3.svg)

canjowolf
2011-03-31, 11:41 AM
I keep getting "this file will be available soon" from easy share, so I'm not sure how long that takes.

My longbeards and warriors will move forward though. Unit Q1 will shoot at the skeletons while unit Q2 will shoot at the zombies, so I'll do the shooting here and post the moves forward when the file becomes available (I can't see their shooting doing enough carnage to do anything about the moving, they are not going over the river at this point though.

Q1 to hit: [roll0]
Q1 to wound: [roll1]

Q2 to hit: [roll2]
Q2 to wound: [roll3]

Edit: so that looks like 1 skeleton and 3 zombies wounded. The skeleton might get a save if it has armor. Oh, and the download just popped, so I'll see about getting the movement shown in a new post.

canjowolf
2011-03-31, 12:36 PM
OK here is the link (http://www.easy-share.com/1914468958/Vampire_Counts_Turn_3.svg) and the image is below.

http://img219.imageshack.us/img219/508/vampcountst3.png

tigerusthegreat
2011-03-31, 11:13 PM
[roll0]

[roll1]
[roll2]

Zombies: [roll3]

[roll4]
[roll5]

tigerusthegreat
2011-03-31, 11:25 PM
[roll0]

Move: The undead forces advance, but some seem to hold at the river. It is clear they are not going to close to close combat this turn.

map:
http://i299.photobucket.com/albums/mm285/tigerus2004/dwarfvsvc4.png

Magic: 3 dice (see above) for a gaze targetting the warriors, and another 1 for invocation targetting my zombies.

canjowolf
2011-04-01, 04:46 PM
I'm going to throw two dice at the invocation and two at the magic missile.

Invocation: [roll0]
Magic Missile: [roll1]

Also, I'm having a shift change, so I may not be posting as frequently as I have been.

canjowolf
2011-04-01, 04:51 PM
Armor saves for the dwarfs

[roll0]

OK, so I lose two warriors. Did you post a link to that image?

tigerusthegreat
2011-04-01, 05:21 PM
I thought I had added it to the last post. You'll have to nix your two warriors (can't check stats atm, but you did give them -1 to their armor saves because of gaze being str 4?).

Link (might be a couple minutes before its active) (http://www.easy-share.com/1914487908/Dwarf turn 4.svg)

canjowolf
2011-04-01, 05:30 PM
Yeah, they have heavy armor and shields.

tigerusthegreat
2011-04-01, 05:37 PM
Yeah, they have heavy armor and shields.

Unless I just dump 3 dice into each invocation I'm probably going to loose this fight. 4 toughness + good armor makes for some mean dorfs, and I don't play VC that well (should have gotten some fast units against slow dorfs).

Ah well, let's see how many of you I can take with me.

canjowolf
2011-04-01, 07:00 PM
Well, I'm not using my dwarfs intelligently. I'm trying to represent the shortbeard thane and just randomly marching towards the enemy and shooting for the most part. A longbeard commander would have taken some high ground and forced the enemy commander to come into shooting range or letting his troops get dusted. But that would not have been as fun. I don't think that I have done any real damage to your troops yet anyway. Did you have a turn limit in mind for this battle or just royal carnage?

Map

http://img14.imageshack.us/img14/3554/countsturn4.png

Dwarf quarrelling:

Q1 to hit zombies: [roll0]
Q1 to wound zombies: [roll1]

Q2 to hit zombies: [roll2]
Q2 to wound zombies: [roll3]

The link (http://www.easy-share.com/1914488943/Counts_Turn_4.svg)

Edit: so that looks to be 5 dead zombies. No more useful ranks for you mindless undead :smalltongue:

Also, the preferred dwarf method of defeating the undead is to crush their leader beneath a big rock. Sadly my forces are rather short on ways to move big rocks long distances.

tigerusthegreat
2011-04-02, 08:55 PM
I am thinking this will just be mindless carnage. Maybe once a significant portion of my forces are re-dead, I'll withdraw. Not sure yet.

So...important bits i need your responses to:

Your warriors are going to be charged by ghouls and flank-charged by the zombies (after removing units, the majority are on your flank, so they charge the flank). Unless your warriors are immune to psychology or fear, my undead units charging cause fear tests (two total I believe). Looks like my ghouls do not outnumber your warriors, so they will only force you to roll 6's to hit this round if you fail, same for the zombies. Not much, but enough I hope.

Also going to cast Gaze on your longbeards [roll0]
[roll1]
[roll2]

And going to cast invocation as well to create a new zombie unit.
[roll3]
[roll4]

canjowolf
2011-04-03, 11:29 AM
Well, for magic lets try 2d6 for each spell again.

Magic Missile: [roll0]
Invocation: [roll1]

Dwarf Warrior Fear Tests: [roll2]

Longbeard armor saves: [roll3]

Edit: Oh dispel rolls, why could you not be switched?

tigerusthegreat
2011-04-03, 11:20 PM
So is that just one longbeard that died?

Okay, so looks like 4 attacks for zombies, 1 of which is against your general (go with the first for kicks). (WS3, S 2)

[roll0]
[roll1]

And Crypt ghouls (5 attacking, for 11 total attacks, all poisoned, 2 against general. S3 WS3)
[roll2]
[roll3]

Needing a 4+ means 1 zombie hit that doesn't wound and 9 ghoul hits (2 against your general) 2 of which auto-wound (1 vs general), and 1 other wound.

So net: 1 wound on your general to save and 1 other wound to save.

canjowolf
2011-04-04, 05:59 PM
Well, the longbeards also only have a 4+ save, so they all die rather horrible deaths. My warriors and quarrellers are WS4 by the way, with the longbeards at WS 5 and the thane at 6.

Thane Urist McThane (my now-named thane) challenges your pale ghoulish sergeant to a duel (this should not affect the rolls of your dice). Honor demands it!

The dwarfs save-or-die, using their shields where able

Armor saves against ghouls: [roll0]
Thane saves against ghoul : [roll1]

Retaliatory Attacks

On Zombies: [roll2]
On Ghouls: [roll3]
Thane: [roll4]

To Wounds:

On Zombies: [roll5]
On Ghouls: [roll6]
Thane: [roll7]

Thane is S4, longbeards S6 Edit: although only when using their big axes

Spare rolls if needed for something: [roll8]

For reference, my rolls start at the left and proceed right until I run out of usable dice. There is no correlation between say attack roll 5 and wound roll 5. Other people can roll how they want so long as it is fair and consistent.

Also, a picture would probably be helpful for this phase, but a file probably isn't as important until the battle is over unless someone used some tricky magic before hand.

tigerusthegreat
2011-04-04, 08:29 PM
Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/dwarfvsvc5.png

Okay, so if you duel my unit commander, he'd get 3 attacks, but the third is a 1 anyhow, so it doesn't matter.

so it looks like all that and your guys don't suffer any wounds...guess I'll just have to enjoy the fact that 4 of your longbeards died.

Eh...don't think i get any saves for either unit atm. Looks like 3 hits on my zombies, 2 wounds.

Your general causes 1 wound on my ghoul champion, killing him.

You should also get only 3 attacks on my ghouls. However, none of them hit anyhow.

Looks like combat resolution is:

{table]Reason|Dwarf|Counts
Ranks|1|1
Wounds|3|0
Standard|1|0
Total|5|1[/table]

So looks like my guys take 4 wounds each, which obliterates my zombies.

My math seem right?

File (http://www.easy-share.com/1914532526/Dwarf turn 5.svg)

If you wouldn't remind getting rid of the 4 dead longbeards, that'd be great...does magic count towards forcing a leadership check if you loose 1/4 of your unit strength to a ranged attack? I dont recall and I cant access my book atm.

Oye...the 25% casualties from ranged is a rule from cry havoc I think, and its 25% from any source in a phase, which doesn't matter as longbeards are immune to panic.

canjowolf
2011-04-05, 05:41 PM
Actually, my guys don't have a standard and your troops seem to outnumber mine at the end of the combat, so it looks like you lose by 2 (the yellow guy is a musician). This still ends up finishing off your zombies, but if you don't lose any ghouls next round then you will get a rank bonus.

Q1 shoots at the bats (how many wounds do they have?)

Attack: [roll0]
Wound: [roll1]

Q2 shoots at the skeletons

Attack: [roll2]
Wound: [roll3]

The longbeards will move forward as much as they can to stop an upsetting flank charge by the skeletons, but I'll add the map and file once I finish downloading your stuff.

A Map
http://img52.imageshack.us/img52/6793/vampsturn6.png

Ok. That looks like 5 hits on the bats and 5 less potent hits on the skeletons. I have nothing else to do in this turn, so you can begin yours.

Link (http://www.easy-share.com/1914545458/Vamps turn 6.svg)

tigerusthegreat
2011-04-05, 09:11 PM
I didn't outnumber you, we had equal numbers (had 2 zombies left, and 12 ghouls vs 14 dorfs). So I should just have 1 more ghoul than the map currently shows...unless for some weird reason your commander doesn't count.

Going to throw all my units stats here for convenience:

{table]Unit Name|M|WS|BS|S|T|W|I|A|Ld|A Sv
Bats(3 unit str per base)|1 (10" fly)|3|0|2|2|4|1|4|3|
Skeletons (champion)|4|2|2|3|3|1|2|1(2)|3|5+
Ghouls (champion)|4|3|0|3|4|1|3|2(3)|5|
Zombies|4|1|0|2|2|1|1|1|2|
Necromancer|4|3|3|3|3|2|3|1|7|[/table]

tigerusthegreat
2011-04-05, 09:16 PM
Looks like two to try to save for the skeletons Need a 6 it seems.
[roll0]

And looks like I loose one base of bats. Oh well.

Net losses: one skeleton and one bat base. Nice to have units that don't panic.

canjowolf
2011-04-06, 04:52 AM
Yeah, for some reason I forgot to remove your ghoul champion when I did my count.

canjowolf
2011-04-07, 06:54 PM
Also, I believe that it is your turn.

tigerusthegreat
2011-04-07, 09:19 PM
At work still so I can't access my book (and its been a while since i7 played) but don't you get a close combat turn? Or is it one/round

canjowolf
2011-04-07, 10:33 PM
The ghouls have a higher initiative than my dwarfs. I forgot that the winning side went first on ties though, so here's the thane's rolls.

To Hit: [roll0]

To Wound: [roll1]

I'll do the dwarf grunt's attacks and a bunch of free armor save dice to help move things along though.

Dwarf attacks: [roll2]
Dwarf wounds: [roll3]
Random armor saves (leader followed by grunts as needed): [roll4]

tigerusthegreat
2011-04-07, 11:37 PM
So what is that, One dead ghouls from your chief?

Rolls:
[roll0]
[roll1]

I will figure out resolution in the morning. Sleeping now.

Forgot, none directed at your thane. Probably can't hurt him anyway.

tigerusthegreat
2011-04-08, 07:38 AM
So lets see, WS 3 ghouls vs ws 4 warriors, so I hit on a 4+. 4 hits, 2 auto-wounds. the two wounds S3 vs T4 means 5+, which I do not get even in the slightest. Only by the grace of 2 bad armor saves do I kill 2 dwarves.

So you get 2 retaliatory attacks, one hits and wounds.

And looks like resolution is 2 attacks each; you get +1 for rank, +1 for outnumber, and that's all folks. I loose by 2, loose 2 ghouls, and amazingly haven't lost all my ghoulies yet.

Don't recall this, and haven't found it yet, but can I cast the same spell with the same wizard twice in the same magic phase? What about more than twice? The rule is probably staring me in the face.

canjowolf
2011-04-08, 10:29 PM
Each wizard can only cast each of their spells once in a magic phase, although they can also use items that mimic those spells as far as I can remember. It's on page 107 under "Casting Spells".

Oh, and looking at the bound spells box a character can only have one bound spell, which I totally forgot about (dwarfs don't do it and my meager empire forces never did either). While this would normally be limited by the amount of magic items that you can buy in a category and other similar limitations I could see a non-standard character like your necro running into the issue (although your necro did not actually do so).

How much restoring does your healing spell actually do? I don't think you included it in your spell list at the top.

tigerusthegreat
2011-04-08, 10:36 PM
big one does 3d6 or 5d6 zombies, but is capped by initial unit size (not for zombies though). I think invocation is 1d6 wounds. I should have gone with a vampire lord instead of a necro since i'm facing dwarves, but oh well.

canjowolf
2011-04-08, 10:53 PM
It might have mattered, but dwarf lords are pretty hard in cc anyway. Vampires are crazy powerful, but a well equipped dwarf lord at half the cost can stand up to them long enough to win many fights. Plus dwafs don't normally worry about that kind of thing since putting the leader of the shambling dead underneath a big rock is usually a priority. I didn't want to play that kind of game though (watching half the enemy army turn to dust before it reaches your lines is tactically sound, but does little to build enthusiasm or excitement).

tigerusthegreat
2011-04-09, 11:50 AM
Map after movement (you should have 2 less dwarf warriors, but I forgot until after I uploaded)
http://i299.photobucket.com/albums/mm285/tigerus2004/dwarfvsvc6.png

First thing is first, your longbeards need to make a leadership check vs fear (don't think that counts as panic, so they aren't immune). And also your quarellers, and I need to know if their response.

Magic
In the typical fashion:
[roll0] targetting the warriors.
[roll1] targetting my ghouls.
[roll2]
[roll3]
[roll4]


Close combat
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]

and to save time: skeleton armor saves:
[roll11]

let's see how dangerous those 2 ranks of skeleton attacks are

tigerusthegreat
2011-04-09, 02:57 PM
Durr my ghouls should get 2 attacks each.

Poor skeletons don't do much ill have to figure out what the result is when I get a minute but I think its just 1 wound to save.

[roll0]
[roll1]

If my invocation goes off the champion gets restores and devotes all 3 attacks to your thane. If not, just 2.

canjowolf
2011-04-09, 04:48 PM
Longbeard: Hold Ground [roll0]

Quarrellers: Stand-and-Shoot [roll1]
To Hit: [roll2]
To Wound: [roll3]

Since you can't use the magic missile against troops in close combat and the only troops that I have which are not in close combat are my quarrellers #2 I don't think that you can missile anyone this turn. I'll wait to do my dispel rolls in case you change your mind about what to cast.

Edit: that looks like two wounds to the bats and none of my dwarfs run away.

canjowolf
2011-04-09, 05:09 PM
Close Combat Actions

Warrior Attacks: [roll0]
To Wound: [roll1]
Thane Attacks: [roll2]
Thane to wounds: [roll3]

If the ghoul champion arises and he can the thane will challenge it again. Since he won last round of CC he will strike first against I3 ghouls.

Longbeard Attacks: [roll4]
To wounds: [roll5]

Longbeards will use the great weapons. They can't change in the middle of close combat, so they will probably be doing so for the rest of the fight.

Quarrellers Attacks: [roll6]
Quarrellers To-Wounds: [roll7]

Armor Saves

Warriors: [roll8]
Thane: [roll9] - the last two should only become needed if your champ gets risen. I'm assuming that your attacks on the leader come first?

Longbeards: unscratched apparently. Your skeletons get 6 attacks this round and possibly 11 next round (spears don't work on the turn they charge into combat).

Quarrellers: [roll10]

General Results

A lone Quarreler dies, but the squad causes one wound to a bat as well. Since they are outnumbered I think that the bats lose the combat by 1, causing the last base to lose its last wound.

The longbeards do rather poorly and kill a single skeleton. They end up losing the combat by two and I think that they run away due to being outnumbered by fear causing enemies. This will cause a panic test in the warriors at the end of the round.

The warriors lose one guy who didn't put his shield up in time but kill one ghoul with the thane killing another. Unless they get healed you should only have one ghoul remaining when it becomes my turn.

canjowolf
2011-04-09, 05:28 PM
Panic roll for the thane's troops: [roll0]

Once you decide how you want to do your magic phase I'll roll my dispel dice.

tigerusthegreat
2011-04-09, 05:34 PM
Can't check my books atm to double check everything but looks like I will just throw 3 total dice at my invocation [roll0]

canjowolf
2011-04-10, 12:31 AM
I might as well throw all four dice at the invocation then.

[roll0]

tigerusthegreat
2011-04-10, 12:32 AM
Well there goes that idea. I'll figure out resolution shortly.

canjowolf
2011-04-10, 12:32 AM
I don't know if it matters, but I'll try rollving it.

[roll0]

tigerusthegreat
2011-04-10, 04:29 AM
Okay, had a longer post that the boards ate, but here's the basics:

Results:

Bats vs Quarellers: 1 dead Quareller, 1 dead bat base, last base has 3 wounds left.

Skeletons vs Longbeards: 1 dead skeleton, broken longbeards. Please roll flee distance.

[roll0]

Warriors vs ghouls: 2 dead ghouls vs 1 dead warrior. Loose combat resolution by 2 (1 net wound, 1 outnumber) so I should have 2 ghouls left not 1 (unless I missed something). Warriors break after seeing their longbeard forefathers break.

[roll1] Not sure if they run straight back or off to the "right" as they are supposed to flee from the broken unit. I'll let you decide which way they flee should they survive. Please roll their flee distance.

canjowolf
2011-04-10, 09:35 AM
Longbeards - [roll0]

Warriors - [roll1]

tigerusthegreat
2011-04-10, 09:58 AM
So there goes your melee and general...ouch

tigerusthegreat
2011-04-10, 12:12 PM
Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/dwarfvsvc61.png

File (http://www.easy-share.com/1914616525/Dwarf turn 6.svg)

canjowolf
2011-04-10, 01:22 PM
Quarrellers 2 shoot the ghouls and quarrellers 1 continue to try to kill the bats.

Shooting: [roll0]
To Wound: [roll1]

CC: [roll2]
To Wound: [roll3]
Armor Saves: [roll4]

So that finishes off your ghouls, although I think that your bats strike first in CC.

tigerusthegreat
2011-04-10, 03:14 PM
[roll0]
[roll1]

Doubt it will be much

Edit: looks lile 1 wound. How many of your dorfs can retaliate, isn't it only 3 (now 2)?

canjowolf
2011-04-10, 06:15 PM
Yes, so I lose one dwarf and they deal two wounds, which should be enough to destroy the bats with combat resolution.

HerbieRAI
2011-04-11, 09:32 AM
This seems to be a very good game. Hope the skaven one turns out as good.


Don't recall this, and haven't found it yet, but can I cast the same spell with the same wizard twice in the same magic phase? What about more than twice? The rule is probably staring me in the face.

You may want to read through whatever vampire stuff you got. Most armies cannot cast the same spell twice, but for some reason I think vamps have a special rule where they can cast the same one twice.

tigerusthegreat
2011-04-11, 09:52 AM
This seems to be a very good game. Hope the skaven one turns out as good.



You may want to read through whatever vampire stuff you got. Most armies cannot cast the same spell twice, but for some reason I think vamps have a special rule where they can cast the same one twice.

Reading it now, there's a small selection of spells (three, invocation, raise dead, and dance macabre) that can be cast "more than once" which seems to mean as many times as you like. I really need to load my books onto my smart phone so I can read them while at work.

canjowolf
2011-04-11, 06:50 PM
I was under the impression that necromancers could only normally use those repeatable spells though, and not the big spells that the vampires could get.

tigerusthegreat
2011-04-11, 08:28 PM
I was under the impression that necromancers could only normally use those repeatable spells though, and not the big spells that the vampires could get.

I will check it when I get home.

tigerusthegreat
2011-04-11, 10:49 PM
Okay, my mistake was thinking necromancers were vampires, they are not, so they do not have access to the lore of vampires. However, they do have access to invocation, dance macabre, and raise dead (so the magic missile is the only thing I have been doing wrong, except not casting spells more than once a round).

So, for the remainder of this round, I will not cast more than once per round, and I will use the spell list I have. Next round I will make sure my necromancers follow the appropriate rules, both multicasts and spell selection.

canjowolf
2011-04-12, 05:49 PM
Here's the battle map

http://img847.imageshack.us/img847/2926/vampsturn7.png

and here is the link (http://www.easy-share.com/1914654228/vamps turn 7.svg)

tigerusthegreat
2011-04-12, 06:18 PM
Okay, going to give you the option right now: Retreat with your quarellers, take the lesser loss and try to live to fight another day, or stay and try to pull victory out of your dwarven arse.

In any case, the only action that is going to go on is my necromancer casting. As per his usual, he's using gaze and invocation to create zombies near your left quarellers.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

canjowolf
2011-04-12, 06:26 PM
I'll do 2 and 2 again, and I have a plan for the quarrelers to win the game.

Gaze [roll0]
Invocation [roll1]

tigerusthegreat
2011-04-12, 06:56 PM
So 6 zombies and 3 dead quarellers...think that means you need to do a break test (25% casualties)

tigerusthegreat
2011-04-13, 01:30 PM
No close combat this turn. Be sure to make your panic test. its all yours

Map:
http://i299.photobucket.com/albums/mm285/tigerus2004/dwarfvsvc7.png


File (http://www.easy-share.com/1914673595/Dwarf turn 7.svg)

canjowolf
2011-04-13, 04:33 PM
Panic test: [roll0]

canjowolf
2011-04-14, 05:09 PM
Q1 charges the zombies while Q2 shoots quarrels at the skeletons.

Shooting: [roll0]
To Wound: [roll1]

CC to Hit: [roll2]
CC to Wound: [roll3]

They are charging the zombies in the flank. I'll get up a picture some time in the future.

canjowolf
2011-04-14, 05:10 PM
Oh wait, fear test [roll0]

http://img3.imageshack.us/img3/6275/vampturn8or9.png

tigerusthegreat
2011-04-14, 05:44 PM
Think that is two wounds to save for (and you fail your charge due to fear unless you ldr is higher than I think).

[roll0] (extras in case I am wrong)

canjowolf
2011-04-14, 05:54 PM
Link (http://www.easy-share.com/1914703920/Vamp Turn 8 or 9.svg).

No one normally has an ld above 10.

tigerusthegreat
2011-04-14, 05:57 PM
Your quarellers will be charged by the zombies, so make another test and decide your reaction.

canjowolf
2011-04-14, 06:14 PM
Stand and shoot ( I don't know if they have the range, but they are going to try).

[roll0]

tigerusthegreat
2011-04-20, 02:46 PM
Gonna be tomorrow before I update this, sorry about the delay

canjowolf
2011-04-20, 06:14 PM
not a problem

tigerusthegreat
2011-05-13, 08:31 AM
I really hate doing this, but I have to discontinue this adventure. My work load (and now school load as I am having to take a summer course) is severely limiting my online time. I am sorry to do this to you guys.

canjowolf
2011-05-13, 03:52 PM
This battle was pretty much over anyways. Good luck with the work load.