RE.Lee's "Record of Lost Colonies"

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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1141 Post by SpellArcher »

RE.Lee wrote: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.
I had to look up what happens with that multiple combat. If enough Zombies die that the Brets are out of contact, they get nudged back in. But had they then held the charge of the Skeletons and the Zombies had been wiped out in that round, the Necro Knights are then out of combat and are not moved into the Skeletons. Perhaps obvious to most players but I've played a lot of 8th and I had to look it up (pg 61).
RE.Lee wrote: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
It does sound tricky.
RE.Lee wrote: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?
I'm aware of it but I've not read it.
RE.Lee wrote:Bestigors have base colours and a wash on. Highlights coming up soon.
Fur should come up really nice!

:)
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1142 Post by Prince of Spires »

SpellArcher wrote:
RE.Lee wrote: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
It does sound tricky.
All about giving your opponent only bad choices. In retrospect it might have been better to accept the new zombie unit. But it would have been hard to decide that up front.

I haven't read the Warhammer 8.5 project either. Do you have a link perhaps? I'm personally satisfied with my elves. But I can imagine my regular opponent (who has skaven, TK, OK armies) might be interested in some updated versions of his armies.

Rod
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1143 Post by RE.Lee »

http://warhammer.org.uk/phpBB/viewtopic ... 3&t=132906

Here it is. For the most part its regular army book with the errata and some ETC stuff included. Older books got updates. Love the Shaggoth Lords in particular :D

@SpellArcher - the Necroknights did leave the combat due to killing all the Zombies. They went straight back in, as the Skeletons pursued the Brets into them.
cheers, Lee

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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1144 Post by Prince of Spires »

Most of the bits I've read in a quick scan look allright. It's mainly minor adjustments and changes to bring stuff in line a bit. There's a few of the stranger ETC rules in there, but nothing over the top I'd say. It's worth giving them a try to see if they improve the game or not for you. You could even decide just to use the updated army books with the regular 8th ed book. For BM and skaven in particular they clear up a lot of the unknowns that are there because they are still 7th ed books. Simple things like adding spell types to the lores and simple clarifications which GW always ignored.

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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1145 Post by SpellArcher »

Prince of Spires wrote:For BM and skaven in particular they clear up a lot of the unknowns that are there because they are still 7th ed books. Simple things like adding spell types to the lores
Vexed stuff like "Can you do X into combat?" for example.
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1146 Post by RE.Lee »

Those things are so open to abuse :lol: Luckily you can still cast most things into combats with Slaves (which is the only type of combat you'd like there to be, anyway).

I like what they did with the Lore of the Wild, as there is little chance I'd be using it when Beasts is an option.

I bought some coconut matting to use as a wheatfield. The upcoming battle (High Elves vs Skaven) will take place in the pleasant landscape of northern Tilea (you know, the one bit of the country not yet turned into a barren wasteland by their new rodent overlords). Should look good - it seems a popular way to build some rural scenery. Anybody tried it?
cheers, Lee

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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1147 Post by Prince of Spires »

Nope. I think there is a description on this in the "how to model wargaming terrain" book from GW. Which, incidentally, is a pretty nice book on creating wargaming terrain. A lot of nice tips and very little buy this from GW because our paper is soo much better then regular paper. Just lots of nice little tips and tricks and ideas.

I just somehow never find the time to make terrain. Although it's surprisingly little work, compared to putting together a whole army. But models always end up being more important to put together. Maybe later...

I'm sure there is a few bits in Tilea that aren't overrun by rodents yet. There's also Orc's and Beastmen and Elves of different varieties... ;)

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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1148 Post by RE.Lee »

Making terrain is much more rewarding than painting miniatures I find - most of the stuff shows up every battle, quite unlike my many armies :wink:

Painting units is great too, though - here's some Bestigors to prove it!

Image
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1149 Post by SpellArcher »

Such a Chaos-y colour scheme!

:)
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1150 Post by RE.Lee »

Brownish indeed. There's more green in the back :)

Meanwhile, I've made some of the wheatfields I mentioned. I think they look really nice. Here's a little Beastman invasion to show them off!

Image

Image

Image

Image
cheers, Lee

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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1151 Post by SpellArcher »

They look good enough to eat!

:)
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1152 Post by RE.Lee »

Time for the reaping, then :twisted:

Image
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1153 Post by Prince of Spires »

Looks great indeed. And the fact that the models can simply end up on top of it is a nice bonus as well. :)
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1154 Post by RE.Lee »

Convenient, indeed :D
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1155 Post by Luna Guardian »

That's a good idea, looks good and works well. Beastmen look like they're hungry swarming all over the crops like that!
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1156 Post by SpellArcher »

Can't wait to see that banner in a Beastmen v Bretonnians batrep.

:)

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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1157 Post by Prince of Spires »

Luna Guardian wrote:That's a good idea, looks good and works well. Beastmen look like they're hungry swarming all over the crops like that!
Somehow beastmen don't really strike me as the wheat eating types...

;)
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1158 Post by SpellArcher »

Prince of Spires wrote:Somehow beastmen don't really strike me as the wheat eating types...
That's why they're the weakest army Rod.

:)
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1159 Post by Prince of Spires »

:lol: =D> 8)
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1160 Post by Luna Guardian »

Well they're also standing on top of the crops looking angry, so maybe they are protesting this new-fangled vegan diet that Lee is pushing on them? :lol:
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1161 Post by RE.Lee »

No Beastmen were harmed in that photo shoot :wink: While the army does not include Minotaurs, most troops retain a strict diet of raw human/elf/rat flesh - even the humble Ungor have been spotted feasting on bones and offal rather than kale and oats. Hope that settles it :)

Speaking of Ungor - they're the ones getting a paintjob right now!

I'm still waiting for confirmation whether I'm playing this Saturday, this would be Empire vs VC.
cheers, Lee

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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1162 Post by SpellArcher »

RE.Lee wrote:I'm still waiting for confirmation whether I'm playing this Saturday, this would be Empire vs VC.
I believe you owe the VC's a pasting?
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1163 Post by RE.Lee »

Boy, do I!

The game is on, it seems - 2400 points, using the tried and trusted tower&hill scenario (tower - minor objective, tiebreaker if hill is contested by both armies; hill - major objective, contested by having a non-fleeing, non-flying unit - not character - with at least part of a base on it by the end of the battle).

Empire list draft:

Archlector on Altar, Healing Potion, Enchanted Shield, HA, GW
Wizard Lord, Level 4 Light, Dispel Scroll

BSB, Dragon Helm, GW, FPA
Witch Hunter, Brace of Pistols

40 Halberdiers, command
11 IC Knights, command, Gleaming Pennant
13 Handgunners, command

29 Greatswords, command, BoSwiftness
3 Demigryphs, halberds
5 Pistoliers, champion with repeater brace

Steam Tank

Strategy:

Main plan is to stick the Greatswords into the tower somehow. The +1M should help. They'll be joined by the BSB to keep them honest. The War Altar nearby to grant those re-roll. They should be ok against most things, though a Vampire will be a problem. Not sure how to deal with that.

Contesting the hill should be easier - the Halberdiers have some staying power and can be deployed either in a horde or for steadfast, depending on the situation. While they lack killing power, the IC Knights and Demis can make up for that.

The Steam Tank is my wild card, and also my single piece of artillery, in case Terrorgheist shows up. I also have Banishment, which should be useful. I'm not super happy with the magic phase, but I've got plenty of channeling at least and a scroll. This could prove to be insufficient as the battle will be decided in the last few turns...

Thoughts?
cheers, Lee

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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1164 Post by RE.Lee »

Also - Beastlord. Here to chew bubble gum and kick ass. Just run out of gum.

Image
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1165 Post by SpellArcher »

RE.Lee wrote:Archlector on Altar, Healing Potion, Enchanted Shield, HA, GW
Wizard Lord, Level 4 Light, Dispel Scroll
Double Banishment is not to be sneezed at against Undead, even at S5. But swapping the Witch Hunter out for another Light wizard would be the power move I guess.
RE.Lee wrote:While they lack killing power, the IC Knights and Demis can make up for that.
Also, their armour is your friend here, unless facing multiple screams. I guess the Great Weapon-wielding Grave Guard could well make an appearance?
RE.Lee wrote:The Steam Tank is my wild card, and also my single piece of artillery,
Might be a good move not going for too much shooting. VC's are very good at soaking it up.
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1166 Post by Prince of Spires »

Looks like a fun enough list. Given the scenario, shooting wouldn't help all that much. So it's probably a good choice to bring less of it. In the end, it doesn't help if you've scored more VP when your opponent claimed both objectives. VC are probably at a slight advantage here. They're not very likely to actually run away. Which can make it a pain if they manage to get something on the hill and into the tower.

Should be interesting at least.

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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1167 Post by RE.Lee »

They would still crumble inside the Tower, so I'm hopeful there. I anticipate a bloody battle there and more of a stand-off round the hill. Wouldn't want to underestimate that bit either though. Nothing quite as bad as commiting too much force to the Tower, only to have your guys swept from tha main objective!

Another Light Wizard would be nice, but how could I leave the Witch Hunter at home for a battle like this!
cheers, Lee

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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1168 Post by RE.Lee »

Game done!

Empire:

Archlector on Altar, Healing Potion, Enchanted Shield, HA, GW
Wizard Lord, Level 4 Light, Dispel Scroll

BSB, Dragon Helm, GW, FPA
Witch Hunter, Brace of Pistols

40 Halberdiers, command
11 IC Knights, command, Gleaming Pennant
13 Handgunners, command

29 Greatswords, command, BoSwiftness
3 Demigryphs, halberds
5 Pistoliers, champion with repeater brace

Steam Tank

Vampire Counts:

Vampire Lord, lvl 1, ASF, Ogre Blade, Enchanted Shield, 4+ ward
Necromancer Lord, lvl 4, Black Periapt, stuff

Vampire, mounted, lvl 1
Wight King BSB

50ish Zombies
30ish Skeletons
25 Ghouls

20 Grave Guards, banner of the burrows, great weapons
5 Hexwraiths
10 Black Knights

Deployment:

Image

Both Vamps took Nehek, Necromancer got Nehek as well, in addition to Van Hels, Gaze of Nagash and Wind of Death.
My wizard got Shem's, Pha's, Light of Battle and Net. No double Banishment for me!

Vanguards:

Image

I decided to, once again, attempt a flanking manoeuver down the left flank. The Black Knights seem isolated, while I have not only 2 heavy cavalry units but also the Pistoliers and Hangunners to redirect and weaken the enemy with shooting. This would put me in a good position to ride down the VC line and sweep the hill, making the Tower useless. I still positioned the Greatswords opposite that objective to keep the undead there busy.

Would is work? Stay tuned!
cheers, Lee

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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1169 Post by SpellArcher »

RE.Lee wrote:Black Periapt
This is good but as a second Arcane IMHO. Your foe should miss the scroll!
RE.Lee wrote:No double Banishment for me!
Another reason to have taken the Lvl 1 I guess. But hey, it's not the ETC.
RE.Lee wrote:I decided to, once again, attempt a flanking manoeuver
This looks good, I agree with your analysis RE.
RE.Lee wrote:Hexwraiths
A slight fly in the ointment. Could first turn get these through one of your units RE? You've got two Magic Missiles vs no scroll but I guess a Vamp first turn could see a couple of magic dice saved to bolster dispelling.
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Re: RE.Lee's "Record of Lost Colonies" - End Times Reloaded!

#1170 Post by RE.Lee »

There was, in fact, a scroll somewhere in the list (the small vampire perhaps?). I remembered the big Vampire had a Rod of Flaming Death (or something like that). My opponent was packing quite a magic phase, as he should be.

Not thinking about ethereals was a mistake of mine. I thought the Tools of Judgment the Witch Hunter carries are magical attacks. Wrong. So I only really have my magic missiles + the bound spell of the Warrior Priests.

Turn 1.

The Vampires get the first turn and advance on all fronts. In the magic phase (a rather poor one) I let through a Van Hels, fearing summoning shenanigans and hesitant to use my scroll so early in the game. Soon the undead were in my face, and the skeletons, crucially, in the Fort. The Hexwraiths moving over my Greatswords cause 2 or 3 casualties.

Image

I reply immediately, charging the IC Knights, Halberdiers and War Altar into the Zombies. A gamble perhaps, as I remembered how well they soaked up damage in the previous battle. The Steam Tank crashed into the Grave Guards to pin them in place, while the Greatswords failed to assault the Tower. The Pistoliers moved to block the Black Knights.
Magic was ok, as I killed a couple Black Knights with a boosted Shems on an IF. I lost 5 Halberdiers and a wound on my wizard but checked the panic test. Shooting killed some more Black Knights, reducing the unit to a single rank.
The big combat was as big as it gets - I killed 35 zombies thanks to hatred and impact hits and the rest crumbled promptly. Getting that flank charge with the IC Knights was important here because the Halberdiers failed their fear test and were less effective than expected. I reform to take on the Ghouls with my cavalry, as the infantry and general face the Grave Guards.
The Steam Tank rolls below average on the D6+3D3 impact hits, but several Grave Guards die anyway. The Vampire responds by putting 4 wounds on the machine.

Image
cheers, Lee

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