[C] Beithir (MC) vs Herald (WE), 2k

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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

He who waits for something good... :)

I'm afraid you overlooked that my Grey dryads have soft cover, so those 6's need one more roll before they hit, maybe treat your wound rolls as second hit roll?
Yellow Dryad ward wrote:Rolling "1d6 >= 5" 2 times

1: 6 = 6 ... success
2: 3 = 3 ... failure
One dryad dead, then

If there is nothing else, I'll start working on my moves. :)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Sorry, I convinced myself a unit needed more than half the models in cover to benefit

We'll treat the wound rolls as second To hit rolls, so that's 1 hit
Result of the throw of dice "1d6" :

2 = 2
Doesn't wound


Your turn :)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

-Remember, stay hidden and let them come to us. Take up positions now, for Athel Loren! Arawn had given her instructions and rode off to the "Flank of honour". Sayolon wondered if this was an arrangement between generals, so they wouldn't have to face each other's elite guards. He didn't think highly of Man's ability to cover all selfish actions in a veil of "honour", "justice" or "glory". And elves weren't much better. That was why he preferred the thinking of animals. Arawn wasn't an animal, but she didn't bother with lies, and she didn't play games.

He smiled, and called out to Wolf, who sprung to mind as if he was waiting behind his eyelids. He set his hands down to the ground, and started galloping through the tall grass, ignoring her instructions.
Here are my moves, hope they are all right with you. I just have to exploit the current skirmish rules while they last, sorry... :p

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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Ok, time for action.

Magic:

Two attempts at hurting you bandits in the forest
Damaging Treesinging wrote:Rolling "2d6 >= 4" 2 times

1: 4 + 2 = 6 ... success
2: 5 + 6 = 11 ... success
I'll just assume that one of them goes through for now, and roll for damage:
Number of hits wrote:Result of the throw of dice "1d6 >= 0" :

6 = 6 ... success
Whoopee.
to wound wrote:Rolling "1d6 >= 2" 6 times

1: 1 = 1 ... failure
2: 4 = 4 ... success
3: 3 = 3 ... success
4: 3 = 3 ... success
5: 6 = 6 ... success
6: 1 = 1 ... failure
4 Brigands killed by the woods

Shooting:

You screwed up my plan to concentrate shooting, but I hope they achieve something still. More or less from left to right:
I hope you agree that all GG can see yellow Xbows, it's a bit of a borderline case. In case you disagree, we can remove the last dice rolled.
Left GG at yellow Xbows, long range wrote: Rolling "1d6 >= 4" 10 times

1: 2 = 2 ... failure
2: 5 = 5 ... success
3: 2 = 2 ... failure
4: 1 = 1 ... failure
5: 5 = 5 ... success
6: 5 = 5 ... success
7: 3 = 3 ... failure
8: 1 = 1 ... failure
9: 3 = 3 ... failure
10: 1 = 1 ... failure
<.<
To wound wrote:Rolling "1d6 >= 4" 3 times

1: 3 = 3 ... failure
2: 4 = 4 ... success
3: 1 = 1 ... failure
Gaah, that's one wound for you to save.

But it's now I want the good rolls, Waywatchers should also just have los and being within range:
Waywatchers at Red Xbows wrote:Rolling "1d6 >= 2" 8 times

1: 6 = 6 ... success
2: 4 = 4 ... success
3: 3 = 3 ... success
4: 3 = 3 ... success
5: 1 = 1 ... failure
6: 1 = 1 ... failure
7: 5 = 5 ... success
8: 1 = 1 ... failure
Hmf.
To wound with KB wrote:Rolling "1d6 >= 4" 5 times

1: 5 = 5 ... success
2: 4 = 4 ... success
3: 4 = 4 ... success
4: 6 = 6 ... success
5: 2 = 2 ... failure
Not too bad, after all...

Next is green GG at your Brigands, long range, foresting skirmishers
Rolling "1d6 >= 6" 10 times

1: 5 = 5 ... failure
2: 5 = 5 ... failure
3: 4 = 4 ... failure
4: 2 = 2 ... failure
5: 1 = 1 ... failure
6: 2 = 2 ... failure
7: 2 = 2 ... failure
8: 5 = 5 ... failure
9: 2 = 2 ... failure
10: 5 = 5 ... failure
:roll:

Scouts:
Scouts at brigands wrote:Rolling "1d6 >= 6" 5 times

1: 5 = 5 ... failure
2: 5 = 5 ... failure
3: 3 = 3 ... failure
4: 1 = 1 ... failure
5: 4 = 4 ... failure
The forest giveth and it taketh away...

One question, can a character in a unit shoot at a different target than the unit? If so, the GR will fire as well, but I don't think so, we'll see how this goes first:
Arawn fishes out the HoDA and fires at the Yellow Border Riders
Number of arrows wrote:Rolling "3d6 >= 0"

6 + 4 + 3 = 13 ... success
Thank you, Hamete.
Hitting on 2+ wrote:Result of the throw of dice "13d6 >= 2" :

5 + 3 + 4 + 4 + 3 + 3 + 2 + 1 + 2 + 2 + 4 + 5 + 4
12 hits, sorry
To wound wrote:Rolling "1d6 >= 3" 12 times

1: 2 = 2 ... failure
2: 4 = 4 ... success
3: 3 = 3 ... success
4: 2 = 2 ... failure
5: 2 = 2 ... failure
6: 6 = 6 ... success
7: 1 = 1 ... failure
8: 2 = 2 ... failure
9: 3 = 3 ... success
10: 4 = 4 ... success
11: 2 = 2 ... failure
12: 3 = 3 ... success
Only just, but mission accomplished. No armour, right?

If they do, here's the GR. If not, and IF they can shoot at a diff. target, I'd like to redirect these shots at the Red BR...
GR at Yellow/Red BR wrote:Rolling "1d6 >= 3" 5 times

1: 4 = 4 ... success
2: 5 = 5 ... success
3: 3 = 3 ... success
4: 3 = 3 ... success
5: 2 = 2 ... failure
To wound wrote:Rolling "1d6 >= 4" 4 times

1: 2 = 2 ... failure
2: 3 = 3 ... failure
3: 2 = 2 ... failure
4: 3 = 3 ... failure
Never mind...

Ok, now the GG in the tower has the chance to redeem the White Cloaks:
Grey GG at Red BR wrote:Result of the throw of dice "10d6 >= 3" :

6 + 3 + 2 + 3 + 4 + 1 + 6 + 2 + 6 + 6
Poison?! :smirk: 7 hits
To wound wrote:Rolling "1d6 >= 3" 7 times

1: 1 = 1 ... failure
2: 3 = 3 ... success
3: 3 = 3 ... success
4: 6 = 6 ... success
5: 2 = 2 ... failure
6: 5 = 5 ... success
7: 5 = 5 ... success
The conscripts from Nakhai accomplished something in the end!

That was it for WE turn 1. Some awful rolling, but good when it mattered. :)
4 S5 wounds on Brigands, and a Panic as well, under the condition that you dispel one TS.
1 S3 wound on Yellow Xbows
1 KB and 3 S3 wounds on Red Xbows
6 S4 wounds on Yellow BR, Gone?
5 S4 wounds on Red BR, Panic?


So far, so good... :cool:
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Damn. I knew there was a good reason I didn't want to deploy in the woods :roll:

I'll dispel the one Treesinging (on 6):
Result of the throw of dice "3d6" :

6 + 2 + 4 = 12
So the second does indeed go through

Panic test for the Bandits:
Result of the throw of dice "2d6" :

3 + 4 = 7
They pass

3+ AS for yellow Crossbowmen (let's see if those pavaises were worth it :smirk: )
Result of the throw of dice "1d6" :

1 = 1
Apparently not...

3+ AS for the red Crossbowmen:
Result of the throw of dice "3d6" :

1 + 5 + 6 = 12
2 saved, 2 dead (inc. KB)

Panic for the last red Horseman:
Result of the throw of dice "2d6" :

4 + 3 = 7
They guy must be suicidal :confused:



Not that it mattered much in the end, but characters cannot shoot at different targets to their unit.

I suppose that makes it my Turn 2 then?
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Mercenary Companies Turn 2
Alessandro was really beginning to regret accepting this job. The elves had roused the woods against his men, and already several had perished whilst clambering through the undergrowth and the outlying trees. They weren't even in the woods proper! The deadly elven archery was beginning to take it's toll - although casualties had been light so far, Alessandro was in no doubt that his men would not go unscathed for much longer.
Here are my moves:

Image

Magic
The Wizard will cast Spirit of the Forge on the Waywatchers with 3PD:
Result of the throw of dice "3d6" :

4 + 4 + 3 = 11
Doesn't cast

Shooting
Yellow Crossbows at Sayolon:
hitting on 7s for single model, Briarsheath and long range wrote:Result of the throw of dice "9d6" :

6 + 2 + 2 + 6 + 1 + 2 + 3 + 1 + 1 = 24
Result of the throw of dice "2d6" :

6 + 3 = 9
1 hit
wounding on 3s wrote:Result of the throw of dice "1d6" :

5 = 5
1 wound at -1AS

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Red Crossbows will fire at the Waywatchers:
hitting on 6s for skirmishers, Forest Stalkers and soft cover wrote:Result of the throw of dice "8d6" :

6 + 3 + 4 + 4 + 2 + 4 + 3 + 2 = 28
Result of the throw of dice "1d6" :

4 = 4
wounding on 3s wrote:Result of the throw of dice "1d6" :

3 = 3
1 dead Waywatcher

~~~~~~~~~~~~~~~~~~~~~~~~~

The Horseman will fire at the Glade Riders:
hitting on 5s for moving wrote:Result of the throw of dice "1d6" :

5 = 5
Hits
wounding on 3s wrote:Result of the throw of dice "1d6" :

2 = 2
~~~~~~~~~~~~~~~

The Condottierre will fire his brace of pistols at the Scouts:
hitting on 4s for multiple shots and skirmishers wrote:Result of the throw of dice "2d6" :

5 + 4 = 9
2 hits
wounding on 3s wrote:Result of the throw of dice "2d6" :

3 + 5 = 8
2 dead Scouts

Summary
~ 1 wound at -1AS on the Alter
~ 1 wound at -1AS on the Waywatchers
~ 2 wounds at -2AS on the Scouts
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

First, have I missed something, seeing as your lvl 1 is casting with 3 dice?

Second, saves for Sayolon:
as 5+ at -1 wrote:Result of the throw of dice "1d6 = 6" :

2 = 2 ... failure
ws 3+ wrote:Result of the throw of dice "1d6 >= 3" :

4 = 4 ... success
Phew...

Now the scouts are in soft cover, which means only one of them is dead, right?
Otherwise everything is roses. Seems like noone is gonna win that shooting contest, shall we call it a truce? :p
Yeah, right... :sexy:

If all is cool with you, I'll be back with EoT and my turn *looks at the time*, ahem, tomorrow.

Edit: Sorry, but you said your Condottiere shot at my scouts. Did you mean your Captain? And, anyway, he has moved, so should get another -1 to hit, no? :)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Oh pants, I really made a hash of that :roll:

Forgot about the wizard only being allowed 1 more dice than his level. I should have swapped the spell, as I'll never cast it on 2 dice :P

I keep forgetting about soft cover as well, which is silly of me. It was indeed the Captain that shot at the scouts (for some reason, I got them the wrong way round - thought the Captain was red :roll: ). He does not suffer a penalty for moving though, because pistols can move and fire without penalty. The upshot of all that is that only one of the Scouts is dead, as you said :)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Beithir Seun wrote:Oh pants, I really made a hash of that :roll:
No problem. :)
Beithir Seun wrote:Forgot about the wizard only being allowed 1 more dice than his level. I should have swapped the spell, as I'll never cast it on 2 dice :P
I thought that was a strange choice, yes. But at least when you make it, it'll be with IF... :sexy:

This is the EoT map, then:
Image

To be continued...
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

WE Round 2, the juicy stuff:

Image
On Arawn's flank, the elven archers had rained volley after volley of arrows over the unwary horsemen. What moments ago had been a thundering herd of muscles and blades, an intimidating show of power and elegance, was reduced to a field of screaming, dying flesh.
A few survivors took Arawn by surprise, as they sped up beside the elven cavalry, along the edge of the trees, and fired their crossbows at her men. No harm was done, though, and Arawn laughed heartily, in secret admiration of their stubbornness, as well as the first shock of battle. She kicked her horse decisively with her heels, and saluted the humans as they rode past and away from them. Then she turned to her men: Finish them, she said with a growling voice.
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Alessandro cursed as the elven foes once more evaded his men and retreated in the face of the enemy. Couldn't these elves stand and fight?! Aware that his left flank had been all but destroyed and that his right was under pressure, Alessandro needed to make the breakthrough with his centre, but that wasn't going to happen if the elves kept falling back in the face of his troops! Cursing again, Alessandro ordered his men to maintain the advance and weather the hail of fire that was sure to come their way.

In other words, you're moves are fine (but hardly conducive towards me winning :D )
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

I believe all moves are in order, but please check. These skirmishers are a hassle, so many opportunities! Good thing they're getting rid of them in 8th ed... :p

Edit: Didn't notice you had posted! I'm sorry, I just realized how it can be little fun to play against wood elves sometimes... :o

Magic:

I'm afraid otherwise so gentle Tallec got a little feel of bloodlust last turn, so she insists on repeating the success. Filthy bandits! :paranoid:
2xTS at Brigands wrote:Rolling "2d6 >= 4" 2 times

1: 1 + 3 = 4 ... success
2: 4 + 1 = 5 ... success
Not sure I'd call it success, but in case one of them does go through:
Number of hits wrote:Result of the throw of dice "1d6" :

5 = 5
To wound wrote:Rolling "1d6 >= 2" 5 times

1: 3 = 3 ... success
2: 3 = 3 ... success
3: 5 = 5 ... success
4: 6 = 6 ... success
5: 2 = 2 ... success
Ouch, let's hope you dispel it...

Shooting, from left to right:
Sayolon at Yellow xbows wrote:Result of the throw of dice "1d6 >= 2" :

3 = 3 ... success
To wound wrote:Result of the throw of dice "1d6 >= 4" :

4 = 4 ... success
Working for the team at last.

Yellow Glade guard at Red Xbows
to hit wrote:Result of the throw of dice "10d6 >= 4" :

5 + 2 + 1 + 6 + 3 + 4 + 1 + 2 + 1 + 4
That's 4 hits
To wound wrote:Rolling "1d6 >= 4" 4 times

1: 6 = 6 ... success
2: 2 = 2 ... failure
3: 6 = 6 ... success
4: 6 = 6 ... success
These should obviously have been the WW's... :roll:

Who unfortunately come now:
WW at Red Xbows wrote:Rolling "1d6 >= 2" 7 times

1: 2 = 2 ... success
2: 6 = 6 ... success
3: 6 = 6 ... success
4: 3 = 3 ... success
5: 5 = 5 ... success
6: 2 = 2 ... success
7: 1 = 1 ... failure
Killing blows? wrote:Rolling "1d6 >= 6" 6 times

1: 3 = 3 ... failure
2: 2 = 2 ... failure
3: 6 = 6 ... success
4: 5 = 5 ... failure
5: 3 = 3 ... failure
6: 3 = 3 ... failure
By the book, one KB and one regular wound.

Come to think of it, I have made a silly error. The TS on the Brigands has a fair chance of causing a Panic. I have lined up to finish them off here, but that will have to wait for your dispels and possible panic (you may as well let them panic, they can't rally when they're dead). :p

What I can do is to (try to) finish off the last BR, Arawn has the final shot:
GR+Arawn to hit wrote:Rolling "1d6 >= 3" 6 times

1: 1 = 1 ... failure
2: 6 = 6 ... success
3: 5 = 5 ... success
4: 1 = 1 ... failure
5: 5 = 5 ... success
6: 5 = 5 ... success
to wound wrote:Rolling "1d6 >= 4" 4 times

1: 3 = 3 ... failure
2: 5 = 5 ... success
3: 3 = 3 ... failure
4: 3 = 3 ... failure
Ah, be dead, now...

Finally Tallec takes out her bow too, and fires a single arrow at the huge chunk of pikemen:
Forgot to reset wrote:Rolling "1d6 >= 4" 4 times

1: 6 = 6 ... success
2: 6 = 6 ... success
3: 6 = 6 ... success
4: 6 = 6 ... success
:D :D :D
SS at Pikes wrote:Result of the throw of dice "1d6 >= 4" :

5 = 5 ... success
to wound wrote:Result of the throw of dice "1d6 >= 4" :

2 = 2 ... failure
Oh, well...

That was it for now, to sum it up:
Magic:
5 wounds on Brigands are awaiting 2 dispels, and possibly panic

Shooting (all S3):
1 wound on Yellow Xbows
1 KB and 4 wounds on Red Xbows
1 wound on last BR

:cool:
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

OK

Dispels - 1 dice at the 4+ casting, 2 dice at the 5+ casting
Result of the throw of dice "1d6" :

5 = 5
First one dispelled
Result of the throw of dice "2d6" :

5 + 6 = 11
Second one dispelled. The Bandits survive for now...

~~~~~~~~~~~~~~~~~

3+ AS for yellow Crossbows:
Result of the throw of dice "1d6" :

3 = 3
Saved

3+ AS for red Crossbows:
Result of the throw of dice "4d6" :

5 + 5 + 6 + 6 = 22
:paranoid: Sorry! Only one dead Crossbowman from the KB

6+ AS for red Horseman:
Result of the throw of dice "1d6" :

1 = 1
Obviously used up all my 6s for this turn :smirk:



1 red Crossbowman dead
Last red Horseman dead
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Yeah, so much for S3 shots. ;) But we don't want no bandits in them forests, so I hope Hamete have some 6's left:
Scouts at bandits, 2 first at short range, (5's) wrote:Rolling "1d6 >= 6" 4 times

1: 2 = 2 ... failure
2: 2 = 2 ... failure
3: 1 = 1 ... failure
4: 5 = 5 ... failure
Penal shooting exercise awaiting...
GR at bandits wrote:Rolling "1d6 >= 6" 5 times

1: 2 = 2 ... failure
2: 1 = 1 ... failure
3: 1 = 1 ... failure
4: 2 = 2 ... failure
5: 6 = 6 ... success
To wound wrote:Result of the throw of dice "1d6 >= 4" :

4 = 4 ... success
One down...
green GG at bandits wrote:Result of the throw of dice "10d6 >= 6" :

1 + 1 + 2 + 5 + 6 + 2 + 5 + 6 + 6 + 2
to wound wrote:Rolling "1d6 >= 4" 3 times

1: 1 = 1 ... failure
2: 4 = 4 ... success
3: 4 = 4 ... success
Two more bite the dust
GG in tower at bandits, short range wrote:Result of the throw of dice "10d6 >= 5" :

2 + 5 + 6 + 5 + 3 + 5 + 6 + 2 + 6 + 1

6 hits, well done, boys and girls!
to wound wrote:Rolling "1d6 >= 3" 6 times

1: 3 = 3 ... success
2: 3 = 3 ... success
3: 3 = 3 ... success
4: 1 = 1 ... failure
5: 1 = 1 ... failure
6: 5 = 5 ... success
Just good enough! :D Looking over the rolls here, both GG units hit with supreme accuracy, sorry.

Summary:
7 dead bandits and a panic for sure this time


And that was the end of WE turn 2. :)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Panic test:
Result of the throw of dice "2d6" :

1 + 4 = 5
Passed


My turn again?
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Damn, I mean, yes, certainly! ;)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

I've just realised that I completely forgot to shoot with the Bandits in my turn :roll: No wonder your shooting seemed so effective - I hadn't killed anything!
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Anyway,

Mercenary Companies Turn 3
Casualties were mounting, and Alessandro knew he could not afford to keep his distance any longer. He had to force the elves to engage; they were winning the battle of attrition so far, with their supreme accuracy far outdoing the sporadic efforts of Alessandro's crossbowmen and of the brigands skulking in the undergrowth on the left flank. The Tilean general had to force the elves' hand - his forces could not maintain this game of chasing shadows any longer

Here are my moves:
Image

Magic

Wizard will attempt Spirit of the Forge against the Waywatchers:
Result of the throw of dice "2d6" :

6 + 2 = 8
Nope (no surprise there :smirk: )

Shooting

Three red Crossbowmen can see the Great Eagle:
hitting on 4s wrote:Result of the throw of dice "3d6" :

4 + 6 + 5 = 15
Hamete is being kind...3 hits
wounding on 4s wrote:Result of the throw of dice "3d6" :

5 + 4 + 1 = 10
Very kind :o 2 wounds at -1AS on the Eagle

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Captain shoots at the Scouts again with his brace of pistols:
hitting on 5s for soft cover, multiple shots and skirmishers wrote:Result of the throw of dice "2d6" :

5 + 2 = 7
1 hit
wounding on 3s wrote:Result of the throw of dice "1d6" :

2 = 2
Nope

~~~~~~~~~~~~~~~~~~~~~~~~~~

Condottierre shoots at the Waywatchers with his brace of pistols:
hitting on 6s for soft cover, multiple shots, skirmishers and Forest Stalkers wrote:Result of the throw of dice "2d6" :

1 + 6 = 7
1 hit
wounding on 3s wrote:Result of the throw of dice "1d6" :

4 = 4
1 wound at -2AS

~~~~~~~~~~~~~~~~~~~~~~~~~~~

Bandits will shoot at the yellow Dryads:
hitting on 4s for skirmishers wrote:Result of the throw of dice "4d6" :

6 + 4 + 5 + 6 = 21
4 hits.....
wounding on 4s wrote:Result of the throw of dice "4d6" :

2 + 5 + 5 + 1 = 13
2 wounds


Summary:
~ 2 wounds at -1AS on the yellow Dryads
~ 1 wound at -2AS on the Waywatchers
~ 2 wounds at -1AS on the Eagle



Your turn again if there are no problems :)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Beithir Seun wrote:I've just realised that I completely forgot to shoot with the Bandits in my turn :roll: No wonder your shooting seemed so effective - I hadn't killed anything!
I'm so sorry, I didn't notice either. :( That might have changed things, like stopping my scouts from march-blocking your centre.

And I'm almost starting to feel bad about this, considering how the battle has fared, but I did notice some errors:

-The Yellow Dryads actually have hard cover from the tower, so are hit on 6's. Feel free to pick another target if you like. Otherwise, using your rolls, I get 1 wound on the Dryads.
(I feel slightly guilty about screening a cav unit that doesn't have cover with a skirmish unit that claims to have cover, but as I said, I'm exploiting the skirmishers for all they are worth now!)
Ward save for the Dryad wrote:Result of the throw of dice "1d6 >= 5" :

6 = 6 ... success
And Hamete is good on saves, today, as well, so nothing there.

-Your knights unfortunately are march-blocked by the Zenith banner (blue scout), so cannot move as they did. If this changes your strategy, please adjust your other moves and/or shooting accordingly! :)
Beithir Seun wrote:Very kind :o 2 wounds at -1AS on the Eagle
So much for calculated risks, eh! -Bye bye, Birdie! :cry: ;)

I'll await your response before moving on.
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Beithir Seun
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Well, that's really screws everything up...


Here are my revised moves:

Image


This puts the knights in a position to shoot at the Scouts, which is what they'll do:
hitting on 7s for moving, skirmishers and soft cover wrote:Result of the throw of dice "4d6" :

6 + 6 + 5 + 4 = 21
Result of the throw of dice "2d6" :

5 + 5 = 10
2 hits
wounding on 3s wrote:Result of the throw of dice "2d6" :

3 + 3 = 6
2 wounds at -2AS.


That somewhat makes up for the lack of success elsewhere. Panic test for them, and then your turn
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

2 knights hitting on 7's making two kills, that's accuracy! :D
Panic on the remaining scout wrote:Result of the throw of dice "2d6 <= 8" :
A man with a mission!

1 + 6 = 7 ... success
So, this is what I figure the EoT map should like then:

Image

Still two things I'm unsure of though:
-Have your Condottiere and his pikemen moved a little too far? (4,7" by my measure) Hardly matters, though.
-Is this the correct way to handle casualties from the scouts? If I can choose what models die, and then have the remaining scout 'pick up' the standard, this is my best choice. If I can choose what models die, but leaves the std bearer as he can't be picked, he would remain in place. If I remove 'equally from both sides', (r'n'f) then the std would end up a third place! :crazy:
Any way you usually handle this kind of situation is fine by me, and I'll fix it in my moves. :)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Never mind the above. The question of the scouts is mere academic, as the scouts get to where I want them anyway, and some pixels more or less doesn't matter for the Condottieri. :)

However, I did a mistake above removing 3 scouts, when only 2 were killed. That is fixed again.

So, here is the WE shuffle for turn 3:

Image

Hope they are fine with you. ;) Not that very much has changed, really. :paranoid:
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

And after so much fiddling, the fun part:

Magic:

More TS, this time on the left most forest. (Tallec has regained balance.)
Casting on 2 dice wrote:Rolling "2d6 >= 4" 2 times

1: 1 + 5 = 6 ... success
2: 4 + 6 = 10 ... success
Yup. In case one goes through, move at roughly 1 o'clock.
Move wood d3+2 inches wrote:Result of the throw of dice "1d3 +2" :

2 + 2 = 4
That won't change anything for my shooting, so I'll just carry on.

Shooting:

Sayolon at Yellow Xbows:
to hit wrote:Result of the throw of dice "1d6 >= 2" :

2 = 2 ... success
to wound wrote:Result of the throw of dice "1d6 >= 4" :

5 = 5 ... success
Finds his mark.

Yellow GG at Alessandro's Pikemen, this time. I think saying 9 have LoS no matter TS is fair.
Short range wrote:Result of the throw of dice "9d6 >= 3" :

1 + 5 + 1 + 4 + 6 + 2 + 4 + 4 + 2
5 hits...
to wound wrote:Rolling "1d6 >= 3" 5 times

1: 5 = 5 ... success
2: 3 = 3 ... success
3: 1 = 1 ... failure
4: 5 = 5 ... success
5: 5 = 5 ... success
4 wounds...

And the green GR plus the SS at same target, also short range:
to hit wrote:Result of the throw of dice "6d6 >= 3" :

1 + 1 + 3 + 4 + 5 + 5
4 hits
to wound wrote:Rolling "1d6 >= 4" 3 times

1: 6 = 6 ... success
2: 5 = 5 ... success
3: 2 = 2 ... failure
4: 5 = 5 ... success
And 3 more. Good rolling in the wrong place! :smirk:

Now it's showdown. Waywatchers at knights...
to hit wrote:Result of the throw of dice "6d6 >= 2" :

1 + 5 + 1 + 1 + 5 + 1 = 14 ... success
Nooooooooo!!!! :crazy: Ok, two hit at least:
6's please wrote:Rolling "1d6 >= 4" 2 times

1: 4 = 4 ... success
2: 6 = 6 ... success
:D Just ask nicely... 1 KB, 1 wound

And there's more for the knights, Green GG:
Short range wrote:Result of the throw of dice "10d6 >= 3" :

4 + 1 + 3 + 1 + 2 + 2 + 5 + 2 + 6 + 2
Can't complain now, but... 4 hits
Sweet Hamete to wound wrote:Rolling "1d6 >= 3" 4 times

1: 5 = 5 ... success
2: 3 = 3 ... success
3: 3 = 3 ... success
4: 1 = 1 ... failure
3 more to save.

Last at the knights are the GG in the tower:
to hit wrote:Result of the throw of dice "10d6 >= 3" :

1 + 3 + 2 + 2 + 3 + 4 + 6 + 5 + 3 + 5
7 hits, me like
wounding wrote:Rolling "1d6 >= 3" 7 times

1: 4 = 4 ... success
2: 3 = 3 ... success
3: 5 = 5 ... success
4: 1 = 1 ... failure
5: 4 = 4 ... success
6: 2 = 2 ... failure
7: 5 = 5 ... success
Wow. This is mean, sorry. 5 more wounds.

Almost done with the pain for now. :roll: Arawn and the Glade riders at Brigands:
to hit, Arawn with last dice wrote:Result of the throw of dice "6d6 >= 5" :

4 + 5 + 2 + 4 + 1 + 6
2 hits
wounding wrote:Rolling "1d6 >= 4" 2 times

1: 4 = 4 ... success
2: 3 = 3 ... failure
And one more wound. That wasn't so bad, now, was it? ;)
Really a heavy shooting phase. Blame it on Hamete! :roll:

Summary:
Magic - TS on 6 and 10 awaiting dispel

Shooting:
1 S3 wound on Yellow Xbows
4 S4 plus 3 S3 wounds on Alessandro's pikemen
1 KB and 9 S4 wounds to save for the Knights
And 1 little wound on the bandits, which still means Panic...


Oh, and talking of Knights, do they carry shields and have the S4 upgrade? It's not in your list above, but looks from the MC-list that they ought to have that. Good night! :p
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

-Have your Condottiere and his pikemen moved a little too far? (4,7" by my measure) Hardly matters, though.
I thought I had measured that correctly, but they may be a few pixels out. Sorry if they are :(
Is this the correct way to handle casualties from the scouts?
You get to choose which models to remove, and one of the remaining models will automatically pick up the standard.
Oh, and talking of Knights, do they carry shields and have the S4 upgrade? It's not in your list above, but looks from the MC-list that they ought to have that. Good night!
The S4 upgrade is in my list, but it's a bit difficult to spot in amongst everything else ;) Knights do also have shields - it's listed in their basic equipment in the M-C list, but I didn't include any of that in my list (only the upgrades)

~~~~~~~~~~~~~~~~


Dispel - I'll throw all 3 dice at the first Treesinging (6)
Result of the throw of dice "3d6" :

2 + 5 + 1 = 8
Still only just dispelled.... One goes through :(


3+ AS for Crossbows:
Result of the throw of dice "1d6" :

1 = 1
Failed

4 6+ AS for Pikemen:
Result of the throw of dice "4d6" :

6 + 3 + 1 + 6 = 16
2 saved

5+ AS for Pikemen:
Result of the throw of dice "3d6" :

2 + 6 + 4 = 12
1 more saved, 4 dead in total

9 3+ AS for the Knights:
Result of the throw of dice "9d6" :

6 + 1 + 3 + 4 + 2 + 3 + 5 + 3 + 3 = 30
Good saves, only 3 dead with the KB


Panic test for Knights:
Result of the throw of dice "2d6" :

1 + 4 = 5
Passed

Brigands:
Result of the throw of dice "2d6" :

1 + 1 = 2
Also passed


Well, they might be dying in droves but at least they're staying put...for now :smirk:
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