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PostPosted: Fri Jul 14, 2017 5:02 pm 
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Prince of Spires wrote:
They're all a bit funny in the head. It's what you get from too much tree hugging and spending time around dead people...
;)


On top of that - its the End Times! :D

Thunderstomps can be deadly, as my poor Gor find out battle after battle... Thats against the Treeman's S5, S6 is quite something else. Pity it can't be used against cavalry, that extra bit of strength could really come in handy against a 1+ save.

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PostPosted: Sun Jul 16, 2017 11:01 am 
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No cannon present either.

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PostPosted: Mon Jul 17, 2017 7:14 am 
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RE.Lee wrote:
Thats against the Treeman's S5, S6 is quite something else.

True. Though it depends a bit what you're up against. S5 goes a long way vs rats or elves for instance. T3 and usually no better then a 5+ armour save. But the extra bit of S helps against tougher or better armoured models.

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PostPosted: Mon Jul 17, 2017 11:37 am 
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Going from the old Wood Elf book to the current one, I did find the Treeman's drop from S6 to S5 a pain. But given he'll be either Ld 9 or 10 Stubborn, often with a re-roll, putting lots of damage on fast is not usually essential. Contrast with Treekin, for whom the drop from S5 to S4 was disastrous. No Stubborn, sod all static res, they run for the hills.

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PostPosted: Mon Jul 17, 2017 11:45 am 
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SpellArcher wrote:
Going from the old Wood Elf book to the current one, I did find the Treeman's drop from S6 to S5 a pain. But given he'll be either Ld 9 or 10 Stubborn, often with a re-roll, putting lots of damage on fast is not usually essential. Contrast with Treekin, for whom the drop from S5 to S4 was disastrous. No Stubborn, sod all static res, they run for the hills.

That seems like a terrible design move!

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PostPosted: Mon Jul 17, 2017 8:35 pm 
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Luna Guardian wrote:
That seems like a terrible design move!

Yeah, 45pts instead of 65pts per model looked great until we realised how bad critical combats (say vs MonCav) had suddenly become.

A Warsphinx in particular doesn't fear combat res so much vs Infantry because of the Thundercrush attack and the Breath Weapon is a very handy 2D6 S4 whichever round you need it. Can be vicious as shooting vs elves of course. Though the Treeman has a decent save (3+ Armour) which makes a big difference vs things like Poison. That's one thing the Sphinx T8 doesn't help much against.

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PostPosted: Tue Jul 18, 2017 7:00 am 
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S is easily the most important stat for a pure combat unit. It increases the number of wounds dealt (in a more efficient manner then WS does with hits) and decreases armour saves. I'd rather be ws 1 s6 then ws 6 s1. The only reason PG are great with S4 is all the other bonuses they have. 4+ ward, ASF, I6 and LD9 gives them a lot of innate advantages and lets them bring the razor banner (which they really need). And S5 on SM already sometimes feels like too little. So S4 on the Treekin is just sad... Though it must be said that S5 for a big monster is also not very impressive. It's one of the big reasons why the frostheart is so much more popular then the flamespire phoenix (apart from all the other special rules).

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PostPosted: Tue Jul 18, 2017 5:09 pm 
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True.

It always makes me chuckle a bit when the Treeman wounds my Gor on a measly 3+. Even the Thunderstomp isn't so bad with an average of 2 wounds in that case.

Then I remember the Sphixes against Dwarfs... Luckily here the targets will be much better. Wood Elves and a lot of the VC guys only have T3. I also have the Necrosphinxe's S10, HKB attack that could come in handy. Just need to watch out for Ghouls and poisoned arrows. Like SpellArcher mentions - that 5+ save they've got is no protection (especially since the Asrai get universal AP).

Treekin might benefit from a 3x3 formation perhaps? For Steadfast? The miniatures my friend uses have great weapons so maybe we'll fit that in. So far they've been underwhelming, to be polite.

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PostPosted: Tue Jul 18, 2017 8:32 pm 
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RE.Lee wrote:
that 5+ save they've got is no protection (especially since the Asrai get universal AP)

Wood Elves used to really struggle against armour. Not any more.

RE.Lee wrote:
Treekin might benefit from a 3x3 formation perhaps? For Steadfast? The miniatures my friend uses have great weapons so maybe we'll fit that in. So far they've been underwhelming,

It's an idea. About the same points as a unit of six (with Strength 5) used to be. More durable but clearly less killing power, so would take longer to chew through beatable enemy. Part of the problem remains Movement 5. Fun fact: if the unit had the near-ubiquitous Forest Stalker Special Rule it would fight in three ranks in a wood. Instead it just loses Steadfast like everybody else. Eternal Guard and Treemen don't care because they're Stubborn of course, as too are Dryads in this case.

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PostPosted: Wed Jul 19, 2017 7:06 pm 
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Yeah the way forests now screw up Forest Spirits is ridiculous. M5 isn't bad, I think - the Beastmen move at a really nice pace I think and they're usually in a hurry!

Drafted the rules for the Battle of the Pyramids:

Standard deployment. 6 turns.

Goals:
Middle right of the field - a Cemetery. For each own turn starting with a friendly unit within the feature - 1VP (so 5VP max, both sides could get this)
Middle left of the field - a Chapel. Whoever occupies is at the end of the battle - 1VP.
Within the Chapel - a death cult priest(ess). Claimable by a non-flying unit. Dropped when defeated/panicked. Whoever has him/her at the end of the battle gets 1VP.
Additionally each general killed (there's 4) - 1 VP.

So each side could grab up to 9 VP. Obviously whoever gets most wins the game.

This should offer some nice opportunities for all involved. Everybody needs to pay attention to the cemetery, but there's no real need to dominate there. Could escalate quickly, though. The Chapel is important both early game (to grab the priest) and late game to claim it. Some interesting choices there - with our lack of infantry I could see ourselves skipping that one. Then there's the character hunting. The VC is going to be rock-hard probably, while the Wood Elf boss will be good at evading. The Necrosphinx might be key here but the Brets should be useful as well. This will put their general in harms way unfortunately. My Liche Priest will keep a low profile, but both VC and WE have solid character hunters in their ranks.

Opinions?

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PostPosted: Thu Jul 20, 2017 6:10 am 
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The more I hear about the 8th edition and is armybooks, the more I wonder what GW was smoking...

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PostPosted: Thu Jul 20, 2017 6:48 am 
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Luna Guardian wrote:
The more I hear about the 8th edition and is armybooks, the more I wonder what GW was smoking...

Actually, the 8th ed books are fairly balanced against each other. Yes, there are definitely some books stronger then others. But it's no-where near the level of late 7th edition. There are some definite misses in the books (some pretty obvious, like the way forests screw up forest spirits). But that's pretty much a given in any WH book in any edition.

Interesting scenario. Lack of infantry will hurt you here. Both in claiming the chapel but also in the cemetery, where having ranked unit capable of grinding can make all the difference. On the other hand, being fast should help out with a few things.

Giving the Treekin GW is an interesting idea. S6 might be a bit too much. But ASL counters that a bit. And you could always adjust the points to balance them.

Rod

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PostPosted: Thu Jul 20, 2017 7:19 am 
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Prince of Spires wrote:
Luna Guardian wrote:
The more I hear about the 8th edition and is armybooks, the more I wonder what GW was smoking...

Actually, the 8th ed books are fairly balanced against each other. Yes, there are definitely some books stronger then others. But it's no-where near the level of late 7th edition. There are some definite misses in the books (some pretty obvious, like the way forests screw up forest spirits). But that's pretty much a given in any WH book in any edition.

That's kind of what I mean, late 7th was a clusterhump due to uncontrolled powercreep, but the problems in 8th are so glaringly obvious singular issues that they could have been fixed with very little effort. Like Pure of Heart and I@C in our 6th edition book.

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PostPosted: Thu Jul 20, 2017 10:34 am 
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RE.Lee wrote:
M5 isn't bad, I think - the Beastmen move at a really nice pace I think and they're usually in a hurry!

It probably depends what you're facing RE. Against Infantry armies it's ample. Cavalry and Flyers though tend to leave it plodding a bit. Also, your Beastmen are substantial Steadfast blocks with characters in, so can afford to be more aggressive than Treekin.

Prince of Spires wrote:
Giving the Treekin GW is an interesting idea. S6 might be a bit too much. But ASL counters that a bit. And you could always adjust the points to balance them.

I agree Rod, well worth trying out.

Luna Guardian wrote:
That's kind of what I mean, late 7th was a clusterhump due to uncontrolled powercreep, but the problems in 8th are so glaringly obvious singular issues that they could have been fixed with very little effort. Like Pure of Heart and I@C in our 6th edition book.

GW did less outside playtesting for 8th than for previous editions Luna. Sometimes too, these things don't really show up until hundreds of games have been played in different metas. The Treekin thing was because Dryads and Treemen also got a Strength cut. Presumably GW felt those would have been too strong otherwise. Also, the Wood Elf book was the last one and maybe focus was already on the End Times books by that point. GW stopped issuing Army Book FAQ's over a year before that, which implies a lack of attention to detail. All things considered though, the ruleset hangs together surprisingly well.

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PostPosted: Thu Jul 20, 2017 11:15 am 
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SpellArcher wrote:
GW did less outside playtesting for 8th than for previous editions Luna. Sometimes too, these things don't really show up until hundreds of games have been played in different metas. The Treekin thing was because Dryads and Treemen also got a Strength cut. Presumably GW felt those would have been too strong otherwise. Also, the Wood Elf book was the last one and maybe focus was already on the End Times books by that point. GW stopped issuing Army Book FAQ's over a year before that, which implies a lack of attention to detail. All things considered though, the ruleset hangs together surprisingly well.

I find it hard to believe they could do any less :P . Fair enough though I suppose, but some things should just be common sense (Forest stalker for Treekin for example)

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PostPosted: Thu Jul 20, 2017 3:02 pm 
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Luna Guardian wrote:
some things should just be common sense (Forest stalker for Treekin for example)

The reason this is elves-only is because it effectively gives these both the High Elf Martial Prowess and Dark Elf Murderous Prowess but only inside woods. The last part, Forest Strider, is a decent army-wide ability for Wood Elves in general but not especially useful for Infantry or Monstrous Infantry because these rarely take Dangerous Terrain tests in woods anyway.

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PostPosted: Thu Jul 20, 2017 4:13 pm 
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Same with our White Lions - it just seems like an echo from the past.

While I lack ranked infantry I think one (or two, if takes that) Sphinxes can bog down anything the enemy throws at my at the Cemetery, bagging me those points.

As for the Chapel - I'm thinking of bombarding it with TK arrows, magic and trebuchet shots, then moving in with some archers.

In both cases not having infantry is a handicap, but one I can work around (I think).

As for 8th edition in general. The consensus was that external balance was ok, while internal - so-so. There's some seemingly unusable units in most army books - my explanation is that they work in very specific meta's. Playing with scenarios and unusual victory conditions might really change our opinions on what's strong and what's not.

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PostPosted: Thu Jul 20, 2017 6:33 pm 
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RE.Lee wrote:
As for 8th edition in general. The consensus was that external balance was ok, while internal - so-so. There's some seemingly unusable units in most army books

I agree RE. Wood Elves for example used to really struggle, especially against armour. The 2014 book fixed this but competitive armies tend to be mostly archers and Fast Cavalry. You can use other units and still win games (I did for over a year and scored middling tournament results) but you take a performance hit. For several books, running an Infantry block-based army can be a competitive handicap.

RE.Lee wrote:
Playing with scenarios and unusual victory conditions might really change our opinions on what's strong and what's not.

Fair point, it depends on specifics of course. For example Fortitude-based can simply encourage players to build a Deathstar and stick their General and BSB inside. Your custom scenarios are more promising here I think.

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PostPosted: Sat Jul 22, 2017 5:11 pm 
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Game done!

Lists:

Tomb Kings:
High Priest, Level 4 Nehekhara, Talisman of Preservation, Dispel Scroll
Priest, Level 2 Light

24 Archers, command
25 Archers, command
5 Horse Archers
3 Necroknights
1 Warsphinx, Fiery Breath
1 Necrosphinx
1 Casket

Brets:
Lord, Armour of Destiny, Potion of Toughness, Mantle of Damsel Elena (does it show I wanted a Tank?)
Level 3 Heavens, Silver Mirror
BSB, Gromril Great Helm

7 KotR, command, Banner of Chalons
5 KotR, command
20 Bowmen, command, Braziers
5 Grail Knights, command
1 Trebuchet

Wood Elves:
Level 2 Beasts, Power Stone
Wardancer Hero, Potion of Strength

14 Glade Guards, command, poison
15 Eternal Guards
5 Wild Riders
6 Waywatchers
6 Treekin
1 Treeman

Vampire Counts:
Vampire Lord, lvl 1, ASF, Ogre Blade
Necromancer Lord, lvl 4 vampires, Black Periapt

50-ish Zombies
30-ish Skeletons
20-ish Grave Guard, command, Banner of the Burrows
5 Dogs, Doomwolf
1 Spirit Host

Deployment:
Image

Wizards got:
Desert Wind, Neru, Smiting and Dessication.
Iceshard, Convergence, Comet
Shems, Net

Nehek (x2), Curse of Years, Vigour, Raise Dead
Wildform, Curse of Anraheir

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Last edited by RE.Lee on Sun Jul 23, 2017 8:49 am, edited 1 time in total.

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PostPosted: Sat Jul 22, 2017 8:32 pm 
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You have a clear magical advantage RE, two scrolls to nil. Armour of Destiny does look slightly overkill, I'm more used to Bret Lords relying on the armour save and Blessing. The Vamp Lord needs it more! VC's are indeed block-heavy. Hard to shift but a bit inflexible.

It looks like the Wood Elves have an edge and should attack. I'd be inclined to keep the cavalry back and use your shooting. Is the Prophetess nearby for Convergence? I guess Arrows of Asaph could be useful against a unit in the Chapel. You overlap the other flank, the Casket looks very safe. Could be hard to shift those VC blocks from the Cemetary, though the Zombies look vulnerable to a combined assault from front and flank. Which unit is the Vamp Lord in?

Comet could be a bit of a wild card.

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PostPosted: Sun Jul 23, 2017 8:48 am 
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Magic looks good - didn't want those VC to run riot.

I've rebuilt the Bret Lord so that he could survive a couple of rounds against the Vampire. 1+ re-rollable was a good option but I was afraid of KB/no save shenanigans.

The right flank was designed to swing in but there's a lot of dead bodies in the way...

Turn 1:

The VC/WE move up, entering the cemetery. Magic raises 16 new zombies, while shooting kills a Grail Knight and puts a wound onto the Warsphinx.

I grab my first point for presence in the cemetery (I vanguarded my Horse Archers there).
The constructs in the right flank move into the face of the enemy: Sphinxes vis-a-vis the Grave Guard, Necroknights - Zombies, while the Knight Bus threatens the Zombie flank.
Magic is good - I move my guys a bit further up and heal the Sphinx. Light of Death kills some archers and the Spirit Host. I also manage to cast Convergence on the Bret Bowmen AND a comet between my line and the Treeman. You can guess what kind of dispel rolls my opponents were having!
Shooting kills 2 Wild Riders but the Trebuchet misses.

Image

Turn 2:
Zombies charge the Necroknights, while Bret Bowmen are assaulted by Wild Riders and VC Hounds (they needed to roll an 11 and they got it!). Treekin make for my Hierophant bunker, Eternal Guard try to get into the flank of the Warsphinx.
I got unlucky in the magic phase and had to let through Wildform on the Grave Guard (really didn't want them to have S7 and the Vamp S8!), despite burning both of my scrolls...
Shooting killed another Grail Knight and put two wounds on the Sphinx.
The Peasants got ripped apart by the double charge, broke and were run down. Great - now I have 3 chaff units in my backyard! The Necrosphinxes won against the Zombies, but crumbled just a few.

I charge in with my Knight Bus into the Zombie flank.
The Necrosphinx flies towards the WE wizard bunker. The Warsphinx braces for the incoming GGs. Small Knights turn to face the Wildrider et al, Grail Knights go for the Waywatchers.
Seeing the approaching Treekin the Hierophant moves out of the Archers, tries to cast a big Smiting, MISCASTS and gets sucked into the Warp.... Thats one general down.
Shooting kills some Eternal Guards, as the Trebuchet misses once again (spoiler - it didn't land a hit throughout the battle).
Aided by the Smiting the Necroknights and Brets win the Zombie fight big but after 27 (sic!) Zombies crumble it turns out THREE remain standing - just enough to pin both my units in place...

Image

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PostPosted: Sun Jul 23, 2017 11:40 am 
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RE.Lee wrote:
I've rebuilt the Bret Lord so that he could survive a couple of rounds against the Vampire. 1+ re-rollable was a good option but I was afraid of KB/no save shenanigans.

The Vamp Lord has pretty much the usual power build here, albeit he lacks a Ward and Red Fury. 1+ RR plus the blessing would have been OK, though I guess you knew your opponent might bring something different RE. Of course HKB would even things up a little.

RE.Lee wrote:
Bret Bowmen are assaulted by Wild Riders and VC Hounds (they needed to roll an 11 and they got it!

Unlucky and it bodes ill. No joy from Stand and Shoot?

RE.Lee wrote:
I got unlucky in the magic phase and had to let through Wildform on the Grave Guard (really didn't want them to have S7 and the Vamp S8!), despite burning both of my scrolls...

Grim.

RE.Lee wrote:
the Hierophant moves out of the Archers, tries to cast a big Smiting, MISCASTS and gets sucked into the Warp

I'd never be this careless myself. At least he had the good manners not to blow his unit up.

:)

If your Lord's unit can hold the Skeleton charge I think you should be able to grind them down. If the Warsphinx can survive the Vamp Lord's attacks you may be OK because then he gets to hammer the Grave Guard before they can strike. If he survives you're probably freeing the Necro Knights in your turn and putting them into the enemy flank.

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Optimistic as always! :lol:

The Bowmen did actually manage to bring down 2 Wild Riders with stand and shoot (Convergence, yay!) but it didn't make a difference. I was really hoping they'd at least bring down the champion with their 10 attacks but alas! I still remembered this cowboy's antics against Beastmen.

The Hierophant was caught wrong footed by the Treekin (I really wasn't expecting them to be this aggressive in advancing) and had to run for it. I cast Smiting on 4 dice, if I recall correctly, and got 6,6,6,5 :lol:

Turn 3:

Skeletons crash into the flank of the Bret Knights, Grave Guards and Eternal Guards into the Warsphinx, Treekin into the covering Horse Archers. Eagle fails to charge my skeleton archers. Dogs block the small Knight unit, while the Wildrider moves to countercharge. Treeman moves towards the Necrosphinx.
Magic buffs the skeletons (Vigour, I think) and that was it I think.
Shooting kills another Grail Knight - can the last 2 make it into the Waywatchers. The Glade Guard put two wounds on the Necrosphinx.
Skeletons kill 1 knights, lose a couple of their number but with a static resolution of 6 they still manage to win. I brake (losing the BSB and regular banner bearer...) but manage to outrun the enemy, who crash into the Necroknights.
The Vampire Lord (5A S7 ASF) and War Dancer Hero (4A, S8, ASF) and Grave Guard all fail to put a SINGLE WOUND on the Warsphinx :lol: That would have killed him but I strike back. Even though I manage to land my template attack I only kill 3 (THREE) Grave Guards with all of my attacks. I survive but this will not last much longer. Treekin kill the Horse Archers obviously but chose to reform towards the fleeing Brets instead of the Archers, now without any significance.

Necrosphinx charges the Glade Guard (the Wizard-General evaded in the previous round). The Grail Knights try to charge the Waywatchers but stand and shoot is deadly and none reach the Elves...
Bret Lord and retinue rally.
I 6-dice Light of Death and kill the Elven Wizard - yay, a point!
Shooting does nothing as I take pot-shots at the Treeman.
The Necrosphinx manages to kill only 3 Glade Guards with all of his attacks! They hold and now he's getting a Treeman to the flank... The Warsphinx's luck runs out as well and he is destroyed by the Vampire Lord. The Necroknights beat the Skeletons, but face an uphill struggle with enemy units all around them.


Turn 4/5/6

With the outcome of the battle pretty certain we speed up things a little bit:

The Grave Guards move in and swiftly deal with the Necroknights.
Treekin wipe out the Knights of the Realm, leaving only the Lord standing (riding?).
Treeman runs into the Necrosphix but fails his treewack (what a silly, OP ability against a T8 monster...). I break the remaining Glade Guards but the Treeman holds.
Wild Rider charges the small Knight unit, I challenge get killed, lose the combat by 1 and flee of the table...

Image

We continue with just the crucial bits:

Vampire Lord challenges the Bretonnian General. I drink the PoToughness and manage to lose only 1 wound. Next round is less fortunate as the tireless undead creature finally manages to land a killing blow...
The Treeman fails ANOTHER TREEWACK (I'm Initiative 2!) and I land a Heroic Killing Blow with my Necrosphinx! As I'm in the middle of my victory dance my opponent remembers he has a 6+ ward save and promptly rolls a "6"...

That pretty much sums up the luck we've had during the game :lol: As we count up the points it a 9:6 victory for the unlikely VC/WE alliance. Both sides got 5 points out of the cemetery, it was 2:1 for general assassination and the WE claimed both the Chapel (Waywatchers) and Priestess (Treeman).

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PostPosted: Sun Jul 23, 2017 9:16 pm 
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RE.Lee wrote:
Optimistic as always!

"Think Positive!" my old dad used to say. Here I'd not factored in the Wood Elf charge on the Warsphinx.

RE.Lee wrote:
Treekin (I really wasn't expecting them to be this aggressive in advancing

I call it cheeky! Not dying pointlessly is normally the limit of their ambition!

RE.Lee wrote:
Skeletons kill 1 knights, lose a couple of their number

I know Bretonnians like their lances but I really think you needed more stationary killing power on the Lord at least here. Two characters Making Way to the flank should easily kill enough Skeletons to hold here, especially as you're adding 3 Zombie wounds in.

RE.Lee wrote:
undead creature finally manages to land a killing blow...

Was this a Bloodline power or something? I guess pure defence is just not enough vs a Vamp Lord. The only chance to win is probably via HKB.

RE.Lee wrote:
The Treeman fails ANOTHER TREEWACK (I'm Initiative 2!) and I land a Heroic Killing Blow with my Necrosphinx! As I'm in the middle of my victory dance my opponent remembers he has a 6+ ward save and promptly rolls a "6"...

:mrgreen:

Just all went horribly wrong, didn't it?

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PostPosted: Mon Jul 24, 2017 6:19 am 
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SpellArcher wrote:
:mrgreen:

Just all went horribly wrong, didn't it?


It most definitely did :lol:

The Bret Lance combat the BSB couldn't make way because of the Zombies so the Lord was left to fight pretty much on his own. Some bad luck played its part but there was little chance of me grinding through all those Skeletons before reinforcements would arrive, anyway.

The Vamp's killing blow wasn't a Killing Blow per se, but it was a blow and it did kill the Bret :wink:

Trying to break through the Zombies was probably a bad idea to begin with - I concentrated some 700points of mine to beat a unit worth ~150. This left the rest of the enemy force free to deal with the rest of the army.

On the right flank there was some really bad luck - first the Dogs making it in against the odds to be beat the Bowmen, the Trebuchet's consistent misses (wait, there was one misfire too!), finally the Comet doing nothing (did I mention it?). With some more luck I could have killed the Treeman and at least get the Chapel and Priestess, as the Sphinxes and Bret Lord held out in the Cemetery (as they did).

It was great fun anyway and swings of luck are just part of the game (one of my opponents was terrible with rolling to cast/dispel, as is his custom). Thanks for reading! I might get another game in this week (TK vs WE most likely) and if not - High Elves will take the field against Skaven mid-August :)

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PostPosted: Mon Jul 24, 2017 7:06 am 
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That was one interesting battle. I thought halfway through that you were doing pretty well. But then stuff pretty much exploded in a series of bad rolls. Though it did sound like both sides shared in the weird dice rolls. Perhaps the main issue was that you somehow managed to get bogged down and lost the momentum in the battle. This led to you being ground down slowly. And with the TK mage gone, your magical dominance and healing abilities were not good enough.

Though I do think that you killed the TK general by making him visit the warp and as such should get the points for him... ;)

Rod

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PostPosted: Mon Jul 24, 2017 10:53 am 
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Prince of Spires wrote:
Perhaps the main issue was that you somehow managed to get bogged down and lost the momentum in the battle. This led to you being ground down slowly.


This.

I really should have put a single sphinx into the Zombies and used the rest of the flank to batter the Grave Guards. Bus+Warsphinx with its flaming breath might have really done something. I'd get a 5+ ward against their S6/7, too.

I'll need to talk to my opponents about that VP for the Hierophant - good point :lol:

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PostPosted: Mon Jul 24, 2017 1:11 pm 
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RE.Lee wrote:
Some bad luck played its part but there was little chance of me grinding through all those Skeletons before reinforcements would arrive, anyway.

I would say really bad luck failing the re-rollable break test. If you pass you Combat Reform to get both characters and more R&F into contact. The Lord goes on the end so any enemy charging hits his defences while you're still generating combat res by killing skeletons. Yes it could still end horribly but there are plenty of dice to be rolled.

RE.Lee wrote:
Trying to break through the Zombies was probably a bad idea to begin with - I concentrated some 700points of mine to beat a unit worth ~150. This left the rest of the enemy force free to deal with the rest of the army.

But again a tad unlucky to be stuck fighting just three? Could you have scrolled the big early raise RE? If you'd gone through them in one round did you have any juicy Overruns?

RE.Lee wrote:
I really should have put a single sphinx into the Zombies and used the rest of the flank to batter the Grave Guards. Bus+Warsphinx with its flaming breath might have really done something. I'd get a 5+ ward against their S6/7, too.

Sounds pretty sensible. I'm also just not sure your army had the combat power of the enemy.

RE.Lee wrote:
I might get another game in this week (TK vs WE most likely)

Fingers crossed!

:)

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PostPosted: Mon Jul 24, 2017 1:24 pm 
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That was a fun read Lee, thanks for sharing! Got to love those dice, timely 1's, 6's, and doubles of both are the true treats of our favorite games.

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PostPosted: Wed Jul 26, 2017 10:42 am 
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Thanks for the comments guys!

We might have messed up the battle between the Skeletons and Brets. Seems really unlikely that I only caused 2 kills with the Bret Lord (though he did have his share of misses) and then failed the break test twice on a Ld8. Perhaps we forgot about the re-roll from the BSB. Oh well.

Even with 2 scrolls available setting priorities to dispel was tricky. I mostly wanted to stop a new Zombie unit forming up in the flank, so I let the spell increasing the size of the unit through. Figured I'd have no problems grinding through them anyway. Sounds good, doesn't work :lol:

I've finished my trio of Centigors today.

Image

Bestigors have base colours and a wash on. Highlights coming up soon.

Meanwhile I've been taking a look at the Warhammer 8.5 project. They've done some minor changes and beefed up some of the older/weaker books, that I happen to use mostly. Their take on TK, Beastmen, Skaven is quite interesting and I was wandering - have any of you played with this ruleset? Any clear problems with it?

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