Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

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Ryric
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Ryric »

Hmm... Lord and BSB are in the hammerers, one RS is in the Ironbreakers.

As for the characters deploying last, see p. 142 "Alternating Units"
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

Ok, I placed all my characters.

Roll to deploy scouts

1d6
2
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Ryric »

Scout roll

1d6
1

Looks like you go first
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Ryric »

I just observed that the file posted did not have my characters in it. :(

I added them and am reuploading the file.
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

Here are the scouts, but I cannot see your characters properly placed :s
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Ryric »

The characters aren't displayed as seperate models, I can try to alter that. I can't figure out how to make them stand out while being part of the unit. The Lord is the two leftmost spaces on the hammerers and the BSB is the center one. The RS is on the left in the IB unit also.

My scouts are deployed. I guess we roll for first turn now.

Roll for first turn, with a +1 for finishing deploying first.

1d6
6, so a 7.
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

So it is your first turn :p

Try using the “attached“ checkbox on the characters.
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Ryric »

A decent turn for me. :)

Very little movement, Dragon slayer moved up and so did the thunderers.

No magic, naturally. :D

Shooting: 20 rangers firing on scouts, -1 for skirmishers, hitting on 5+

1d6 >= 5
1: 5 ... success
2: 4 ... failure
3: 1 ... failure
4: 5 ... success
5: 6 ... success
6: 5 ... success
7: 1 ... failure
8: 5 ... success
9: 4 ... failure
10: 5 ... success
11: 2 ... failure
12: 6 ... success
13: 2 ... failure
14: 6 ... success
15: 2 ... failure
16: 1 ... failure
17: 2 ... failure
18: 5 ... success
19: 2 ... failure
20: 6 ... success

sum: 75, average: 3.75, success: 10/20 50%

10 hits, lucky volley :), S4 v T3, wounding on 3+

1d6 >= 3
1: 1 ... failure
2: 4 ... success
3: 6 ... success
4: 2 ... failure
5: 4 ... success
6: 3 ... success
7: 1 ... failure
8: 1 ... failure
9: 2 ... failure
10: 1 ... failure

sum: 25, average: 2.50, success: 4/10 40%

four saves at -1 for the scouts, plus possible panic test


Bolt Thrower firing on GE 3, BS4, long range, Flakksons, hits on 3+

1d6 >= 3
4 ... success

Hit, S6 v T4, wound on 2+

1d6 >= 2
5 ... success

D3 wounds, flaming, so panic test if it survives

1d3
2

2 flaming wounds

Cannon 1 fires on Treeman 2, aiming ten inches back from the back of the treemans base (i.e. a ten total will hit him). Roll one:

1d6
1

8" short; second roll

1d6
3

misses. Cannon 2 (non burning) repeats on T1, 10" short. First Roll:

1d6
1

8" short again. Second roll

1d6
6

Misfire, so reroll due to rune of Accuracy

1d6
1
short again

GT dropping template on the orange GG, positioned so that both characters fall under the edges, should hit ~10 GG and nick one TK.

1d18 +1d6
4 + 4 = 8

reroll scatter dice due to rune of accuracy

1d18
15

Hit, first roll is for spellweaver, second is for BSB, third is for the TK, other 8 are for normal GG. Template is S5, S10 under hole.

1d6 >= 2
1: 2 ... success
2: 2 ... success
3: 5 ... success
4: 2 ... success
5: 1 ... failure
6: 4 ... success
7: 4 ... success
8: 5 ... success
9: 6 ... success
10: 4 ... success
11: 2 ... success

sum: 37, average: 3.36, success: 10/11 91%

7 GG have saves at -2, the noble is not wounded if he fails his LoS, but the GG replacing him would be, weaver and TK are both wounded also.

End of Turn (I'll allow you to place wounds and remove models as needed after saves)
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

Ok, so there are 4 dead scouts. Panic test on Scouts
2d6 <= 8
5 + 3 = 8 ... success
LoS rolls on BSB and Spelweaver:
LoS BSB

1d6
2
LoS for Spellweaver

1d6
6
Treekin armour save
1d6 >= 6
3 ... failure
So 1 wound.

Ironcurse Icon for the 9 Glade Guard wounded
1d6 >= 6
1: 2 ... failure
2: 4 ... failure
3: 4 ... failure
4: 4 ... failure
5: 1 ... failure
6: 5 ... failure
7: 2 ... failure
8: 5 ... failure
9: 5 ... failure

sum: 32, average: 3.55, success: 0/9 0%
:cry:
Last edited by Benigno on 09 Jun 2011, 05:00, edited 1 time in total.
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

I think it is my turn now, right? I should have rolled my spells before! Here they are:
4d6
5 + 4 + 4 + 6 = 19
I'll keep 5 and 6, change one 4 for the Flesh to Stone and drop the other number 4 for the signature spell.

I'll make my movements later, here is the map just now.
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

No charges. Movements, Scouts march!
2d6
1 + 1 = 2
There are the movements, if there is no problem with them, I'll roll magic later.
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Ryric »

Looks good to me, well, not good, there are too many forest sprite thingies running around. :sexy:

Magic? Don't forget that I take one PD and add it to the DD along with the two DD that my Runesmiths produce. :smirk:
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

Winds of magic:
2d6
4 + 1 = 5
So I have 4 and you have 7 :wasted:
I'll cast Regeneration first, 2 dice:
2d6 +4 >= 8
6 + 2 + 4 = 12 ... success
Dispell?
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

Oh, I forgot the channeling roll!
1d6
1
So it's ok :lol:

Oh, and a question, does the catapult make 1d3 wounds only with the hit in the hole? Because you wounded the Treekin, and if every wound is 1d3 wounds, you may roll the multiwound.
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Ryric »

Only the hole gets D3 wounds.

Do you mean that you are casting Regrowth? (fifth Lore of Life spell)

I'll toss four dice toward dispelling it.

4d6 +2 >= 12
2 + 2 + 4 + 2 + 2 = 12 ... success

Just barely!!!!!
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

No, it was the signature spell, the one that gives 5+ regeneration save.

Anyway, I'll cast Flesh to stone now with my last 2 dice:
2d6 +4 >= 8
6 + 2 + 4 = 12 ... success
Oh, the target is his own unit.

Dispell?


-------------

I'll continue with a little shooting:

Scouts shoot at the Rangers, 3+ to hit:
1d6 >= 3
1: 4 ... success
2: 6 ... success

sum: 10, average: 5.00, success: 2/2 100%

5+ to wound:
1d6 >= 5
1: 6 ... success
2: 5 ... success

sum: 11, average: 5.50, success: 2/2 100%

Wow :evil: 2 Str3 wounds on the Rangers

The Warhawk Riders will shoot at the Cannon 1, all in short range, so 3+ to hit:
1d6 >= 3
1: 3 ... success
2: 5 ... success
3: 2 ... failure

sum: 10, average: 3.33, success: 2/3 67%

6+ to wound:
1d6 >= 6
1: 6 ... success
2: 1 ... failure

sum: 7, average: 3.50, success: 1/2 50%

1 Str3 wound on the Cannon 1

GG1 will shoot at the Thunderers, if I am right they have hard cover for being inside the tower, so with long range that is 6+ to hit:
1d6 = 6
1: 3 ... failure
2: 3 ... failure
3: 2 ... failure
4: 5 ... failure
5: 3 ... failure
6: 5 ... failure
7: 3 ... failure
8: 1 ... failure
9: 2 ... failure
10: 2 ... failure
11: 6 ... success

sum: 35, average: 3.18, success: 1/11 9%

Spellweaver, 6+ to hit
1d6 = 6
4 ... failure

Noble 4+ to hit:
1d6 >= 4
1 ... failure

So just 1 hit, 5+ to wound:
1d6 >= 5
1 ... failure

So no wounds on the Thunderers.

GG2 shoot at the Hammerers, 4+ to hit:
1d6 >= 4
1: 1 ... failure
2: 6 ... success
3: 5 ... success
4: 5 ... success
5: 4 ... success
6: 4 ... success
7: 5 ... success
8: 5 ... success
9: 3 ... failure
10: 6 ... success
11: 3 ... failure
12: 1 ... failure
13: 1 ... failure
14: 2 ... failure
15: 6 ... success
16: 6 ... success
17: 3 ... failure
18: 6 ... success
19: 5 ... success
20: 5 ... success

sum: 82, average: 4.09, success: 13/20 65%

5+ to wound:
1d6 >= 5
1: 1 ... failure
2: 1 ... failure
3: 6 ... success
4: 2 ... failure
5: 1 ... failure
6: 3 ... failure
7: 4 ... failure
8: 4 ... failure
9: 1 ... failure
10: 6 ... success
11: 3 ... failure
12: 3 ... failure
13: 1 ... failure

sum: 36, average: 2.76, success: 2/13 15%

That was pretty bad :/ 2 Str3 wounds on the Hammerers.

Summary:
2 Str3 wounds on the Rangers
1 Str3 wound on the Cannon 1
2 Str3 wounds on the Hammerers.

No combats, so, dispell the Flesh to Stone, make your saves and it is your turn.

(If the Flesh to Stone is successfully cast, I will remove a wound from the Treekin)
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Ryric »

I will use three dice to dispell Flesh to Stone

3d6 +2 >= 12
6 + 6 + 3 + 2 = 17 ... success

Dispelled.

2 6+ AS for the rangers

1d6 >= 6
1: 3 ... failure
2: 2 ... failure

Two dead.

One AS for the Cannon.

1d6 = 6
4 ... failure

One wound on the cannon.


2 AS on the hammerers, heavy armor

1d6 >= 5
1: 6 ... success
2: 3 ... failure

One 5+ ward from MRoGrungi on the banner

1d6 >= 5
5 ... success

Both saved.

Summary, Spell stopped, two dead rangers, one dead C1 crew, and both hammerers survived and are now using your arrows for toothpicks.

My turn.
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

XD great!
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Ryric »

Very little movement. Rangers enter building.

Shooting:
Shooting, BT fires on the wounded GE. BS4 with Flakkensons means 2+ to hit

1d6 >= 2
6 ... success

hits, S6 v T4, 2+ to wound

1d6 >= 2
3 ... success

GE3 is dead

Cannon 2:
Cannon 2 firing, shot is marked 6" back of the end of AT's base (red bullseye marks the spot)

1d6
2
2" short, roll for bounce

1d6
5
hits the AT and 2 treekin. wounds on 2+, first is AT.

1d6 >= 2
1: 2 ... success
2: 6 ... success
3: 5 ... success

d6 wounds each, AT is first, if it fails to kill any, it stops there.

1d6
1: 3
2: 3
3: 4

If the AT gets an LoS from TK, you have 3 dead TK (pending ward or regen saves). If he does not get an LoS, then you have 3 wounds on him, pending saves and nothing else.
The first Treekin saved the wound, so the second does not get hit
3 wounds on the AT after a failed WS.

Cannon 1 rolls a misfire on the bounce, but rerolls due to forging and ends up killing GE2, but failing to wound T2. :(

GE2 is dead.

10 Thunderers firing on GE1, long range but Dwarf Handgun gives +1 to hit, so hitting on 4+

1d6 >= 4
1: 3 ... failure
2: 5 ... success
3: 6 ... success
4: 3 ... failure
5: 3 ... failure
6: 1 ... failure
7: 2 ... failure
8: 4 ... success
9: 6 ... success
10: 1 ... failure

sum: 34, average: 3.40, success: 4/10 40%

4 hits, S4 v T4

1d6 >= 4
1: 4 ... success
2: 1 ... failure
3: 5 ... success
4: 4 ... success

sum: 14, average: 3.50, success: 3/4 75%

3 wounds at -2 AS (S4+AP)

Organ Gun firing on orange Dryads

1d6
4

8 hits at S5, wounding on 3+
1d6 >= 38
1: 1 ... failure
2: 2 ... failure
3: 5 ... failure
4: 4 ... failure
5: 1 ... failure
6: 4 ... failure
7: 4 ... failure
8: 5 ... failure

five wounds with -3 to AS for the orange dryads

One more shot: ME fires at orange dryads also. BS5, long range, skirmish, +1 Dwarf Handgun, hitting on 3+

1d6 >= 3
2 ... failure

No combat, so a bunch of panic tests from things dying, then your turn.

All three GE should be dead, five dryads should die, pending ward saves, and three wounds on the AT. Not as much damage as I had hoped for.
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

Dryads Ward Save:

1d6 >= 5
1: 3 ... failure
2: 2 ... failure
3: 1 ... failure
4: 6 ... success
5: 2 ... failure

sum: 14, average: 2.80, success: 1/5 20%

4 Dead.

Panic test for Warhawk riders, Ld8:

2d6 <= 8
3 + 5 = 8 ... success

They hold ^_^ Just 1 panic test per phase for each unit, right?

My turn. Charges!

Warhawk Riders charge the Organ Gun.

Dryads charge the building of the Quarrelers.

Reactions?

Scouts march!

2d6 <= 8
2 + 4 = 6 ... success

BSB leaves the GG1 and moves into the GG2 unit.

GG1 Fast Reorganization, Ld9

2d6 <= 9
3 + 5 = 8 ... success

------

Magic phase!

Winds of Magic

2d6
3 + 2 = 5

Pretty poor again...

Channeling

1d6
5

Nope, so I have 4 dice and you have 5 dice.

I'll cast the 5+ Regeneration spell, target is always the caster and his unit. 2 dice:

2d6 +4 >= 8
5 + 6 + 4 = 15 ... success

Good roll!

Dispell?
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Ryric »

Reactions will be stand and shoot/hold for the OG. I have six dispell dice. 3 from your roll, 2 from the two runesmiths, and the one I stole from you.
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Ryric »

Also, the other dryad unit, the treeman, and the ancient will all need to take panic tests due to being within 6" of a destroyed unit.
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Ryric »

Stand and shoot from the quarrellers. ten shoot from the first level and the roof, hitting on fives. If I can't use the roof, just disregard the last five rolls.

1d6 >= 5
1: 3 ... failure
2: 4 ... failure
3: 3 ... failure
4: 4 ... failure
5: 5 ... success
6: 1 ... failure
7: 1 ... failure
8: 5 ... success
9: 1 ... failure
10: 2 ... failure

sum: 29, average: 2.90, success: 2/10 20%

wound on 4+

1d6 >= 4
1: 1 ... failure
2: 4 ... success

sum: 5, average: 2.50, success: 1/2 50%

one ward save for you

Magic:

Attempting to dispel Earth Blood with 4 dice, leaving me 2 DD.

4d6 +2 >= 15
2 + 5 + 4 + 2 + 2 = 15 ... success

Dispelled, next?
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

Ryric wrote:Also, the other dryad unit, the treeman, and the ancient will all need to take panic tests due to being within 6" of a destroyed unit.
All forest spirits are ItP, so no panic tests needed.
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Re: Ryric (Dwarves) vs Benigno (Asrai) 3k BC game

Post by Benigno »

The houses, we said just one floor, so no roof IMO. So no wounds on the dryads.

Next spell, Flesh to Stone to the GG1 with my last 2 dice:
2d6 +4 >= 8
1 + 2 + 4 = 7 ... failure
Do'h.

Ok, shooting then. The BSB marched, so I suppose that he can't shoot this turn.

Scouts shoot at the C1 (that has already 1 wound):
1d6 >= 3
1: 6 ... success
2: 1 ... failure
One hit, 6+ to wound
1d6 >= 6
6 ... success
Nice xD

GG1 shoot at the C2, hard cover and long range, so 6+ to hit (11 archers + Spellweaver)
1d6 = 6
1: 5 ... failure
2: 6 ... success
3: 1 ... failure
4: 2 ... failure
5: 3 ... failure
6: 6 ... success
7: 3 ... failure
8: 1 ... failure
9: 6 ... success
10: 1 ... failure
11: 4 ... failure
12: 4 ... failure

sum: 42, average: 3.50, success: 3/12 25%
6+ to wound
1d6 = 6
1: 2 ... failure
2: 3 ... failure
3: 5 ... failure

sum: 10, average: 3.33, success: 0/3 0%
No wounds this time.

GG2 shoot at the Hammerers, 4+ to hit (just 19 of them, BSB marched this turn):
1d6 >= 4
1: 4 ... success
2: 4 ... success
3: 4 ... success
4: 5 ... success
5: 3 ... failure
6: 3 ... failure
7: 3 ... failure
8: 5 ... success
9: 1 ... failure
10: 3 ... failure
11: 3 ... failure
12: 4 ... success
13: 3 ... failure
14: 5 ... success
15: 5 ... success
16: 2 ... failure
17: 5 ... success
18: 1 ... failure
19: 1 ... failure

sum: 64, average: 3.36, success: 9/19 47%
5+ to wound
1d6 >= 5
1: 6 ... success
2: 1 ... failure
3: 3 ... failure
4: 1 ... failure
5: 3 ... failure
6: 5 ... success
7: 2 ... failure
8: 5 ... success
9: 2 ... failure

sum: 28, average: 3.11, success: 3/9 33%
3 wounds on the Hammerers.

Summary:
1 Str3 wound on the C1
3 Str3 wounds on the Hammerers
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