[C] Invigilator vs. Beithir ~ Mercenary Companies 2000pts

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[C] Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Map:

Image

Two hills, a wood and a rocky ridge (Lv.2, difficult terrain). The road is just to make it look pretty (as is the well...)

My list:
Condottiere ~ 262pts
- Barded warhorse, Armour of Mystic Refraction (full plate, gives MR(3)), shield, Lucky Coin (5+ Ward, bearer may reroll one failed AS per turn), brace of pistols, horseman’s mace (+1S), Inspiring Leader (Leadership range increased to 18"), Precision Drill (the character and any infantry unit they join may make a single free reform during their own turn before charge declarations are made. They may move as normal that turn, and may charge)

Condotta Captain ~ 230pts
- Battle Standard Bearer, Full Plate Armour, Shield, Battle Flag of Myrmidia (All friendly units within 12" of the banner are Stubborn), barded warhorse, horseman’s mace, brace of pistols, Defence in Depth (a unit joined by the character has a maximum rank bonus of +4, not +3 as is normal)

Battle Wizard ~ 100pts
- School of Alchemy, Dispel Scroll, Dispel Scroll

30 Condotta Soldiers ~ 315pts
- Full command, Heavy armour, pikes, Secret Standard of Ranald (+1 Movement)

20 Condotta Soldiers ~ 160pts
- Full command, heavy armour, spears and shields

20 Condotta Soldiers ~ 160pts
- Full command, heavy armour, spears and shields

10 Condotta Marksmen ~ 100pts
- Crossbow, pavaise (+2 AS, -1 Movement), heavy armour

10 Condotta Marksmen ~ 100pts
- Crossbow, pavaise, heavy armour

15 Brigands ~ 180pts
- Scouts, light crossbows (20" range, S4)

5 Knights ~ 230pts
- Full command, barding, lances, full plate armour, S4, Banner of Reckless Spite (All models in the unit are subject to hatred, and may re-roll their pursuit dice if the first roll is insufficient to catch the enemy), brace of pistols

5 Border Horsemen ~ 80pts
- Light crossbows, musician

5 Border Horsemen ~ 80pts
- Light crossbows, musician

1997pts
My templates:

Image

And just for convenience, the full rules for pikes:
Rules: always strikes first (to the front of the unit only, and only if the unit has at least a +1 rank bonus), fight in 4 ranks (only if the unit has at least a +1 rank bonus), armor-piercing, two-handed, phalanx, awkward weapon.

-Phalanx:
a unit must contain at least fifteen models armed with pikes, must have a rank bonus of at least +2, and must not be in difficult or very difficult terrain, in order to use the phalanx rules. Cavalry, chariots or monsters (including ogre-sized models) charging the front of the phalanx do not count as charging, and lose the 'always strikes first' rule if they have it. They also suffer -2 to hit the phalanx in combat.

-Awkward weapon:
any model armed with a pike may not enter buildings or woods. They also suffer twice the usual movement penalties for any kind of difficult or very difficult terrain, and twice the penalty for crossing obstacles. Finally, a unit that is frenzied for any reason may not use their pikes.


And my Alchemist will roll for his spell
1-3 Lore of Fire, 4-6 Lore of Metal wrote:Result of the throw of dice "1d6" :

4 = 4
Result of the throw of dice "1d6" :

5 = 5
That's Law of Gold then.


Finally, roll for table side:
Result of the throw of dice "1d6" :

1 = 1
Not a good start :smirk:

Reroll if necessary (although I doubt it will be :P )
Result of the throw of dice "1d6" :

6 = 6
Hehe...
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Roll for spells, 2d6 x 4
Both wizards are using spells from the lore of heavens(1-3)/light(4-6)
1: 5 + 2 = 7
2: 5 + 5 = 10
3: 4 + 1 = 5
4: 3 + 5 = 8
Dispel scroll wizard has Guardian Light and Pha's Illumination
Circlet wizard has Burning Gaze and Uranon's Thunderbolt

Roll for table edge:
Result of the throw of dice "1d6" :

2 = 2
So I choose the bottom edge, and start by placing my units.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Image
Halfling Warlord Heavy Armour Shield
Inspiring Leader, Ethereal Dissipator, Amulet of Coal, 169

Ogre Captain Battle Standard Bearer, Cuirass of 1+ armour save, Potion of excessive speed, Great weapon 198

Battle Wizard Lvl 2 2xDispel Scrolls 130
Battle Wizard Lvl 2 Circlet of Burning Gold, Finger Bone 130

25 Soldiers Light Armour Shields Full Command 145
25 Soldiers Light Armour Shields Full Command 145
27 Soldiers Full Command, Heavy Armour, Pikes, A Secret Standard 288
10 Dwarf handguns Heavy Armour 140
10 Dwarf handguns Heavy Armour 140
(Lacks range)
5 Border Horsemen Musician 65
5 Border Horsemen Musician 65
10 Brigands Scouts 90
Mortar 75
Great Cannon 100
5 Knights of the Blazing Sun Full Command, Banner of Ulric's rage. 190
Don't mind if I post 2 at a time. I find it speeds up the process, advantage is for you anyway.

Light Horsemen and Dwarf Thunderers.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

I'm afraid you've rolled your spells slightly wrong. You roll for which Lore they use first and then roll for spells using that Lore. You don't roll a seperate Lore for each spell :D


Spearmen and Border Horsemen:

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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

So one dude has Pha's Illumination and Guardian Light
The other dude has Burning Gaze and Guardian Light

What useless spells! And no way to change it to my favour. I wanted heavens.

Horsemen and spearmen.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Spearmen and Crossbowmen:

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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Swordman Unit and dwarf handgunners.

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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Pikemen and Crossbowmen:

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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Image

Pikemen and the warmachines. Just your knights, scouts and characters left for you?
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

And Border Horsemen, which I've placed now

Image


So now, just characters and Scouts. As you've got Knights, Characters and Scouts I believe that means I'll get the +1 for first turn.


Either way, I'll roll for Scouts now. If I win the roll off, I'll place them with my characters next. If you win you may as well just place them at the same time as your Knights and Characters.

Result of the throw of dice "1d6" :

6 = 6
Result of the throw of dice "1d6" :

3 = 3
I imagine I'll be placing Scouts first then...
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Cannons and scouts deployed normally, and knights. I've also taken the liberty of revealing to you my character placement.

I think that for the purposes of deployment all units have 360 line of sight, so there's no need to deploy your knights in such a weird way in the future.

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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Turn and reroll:
Result of the throw of dice "2d6" :

3 + 6 = 9
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

That's very considerate of you, but the "weird way" has nothing to do with preventing your scouts from deploying :smirk: I would rather not expose my Knights to your missile units and war machines until I have to, hence why they're hiding behind the hill ;)


For the record, I don't consider units to have 360 degree LoS during deployment. There is nothing to suggest that would be the case in the rules.


And for future reference, you are supposed to roll for Scouts even if you plan on deploying them in your deployment zone. They're not deployed at the same time as other units ;)



Anyway, here are my characters and scouts.

Image


Roll for first turn:
Result of the throw of dice "1d6 +1" :

6 + 1 = 7

I'll take first turn then.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Okay, please take your turn. I have no idea how interesting this game might be.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Here are my moves then:

Image

Just to keep the pace of the game up, I'll go straight onto magic and shooting. If there are any problems, we can always go back and address them later :)


No magic (no suitable targets in range)


Shooting:


Red Crossbows against the right-hand Horsemen:
hitting on 5s for long range wrote:Result of the throw of dice "10d6" :

6 + 2 + 1 + 3 + 1 + 1 + 6 + 5 + 3 + 6 = 34
4 hits
wounding on 3s wrote:Result of the throw of dice "4d6" :

3 + 4 + 3 + 3 = 13
4 wounds at -1AS

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

Yellow Crossbowmen at the Brigands:
hitting on 6s for skirmishers and long range wrote:Result of the throw of dice "10d6" :

6 + 5 + 3 + 6 + 2 + 3 + 2 + 1 + 6 + 6 = 40
4 hits again
wounding on 3s wrote:Result of the throw of dice "4d6" :

4 + 6 + 3 + 2 = 15
3 wounds at -1AS

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

Both Border Horsemen will fire at the Knights:
hitting on 6s for moving and long range wrote:Result of the throw of dice "5d6" :

1 + 6 + 2 + 4 + 1 = 14

Result of the throw of dice "5d6" :

2 + 1 + 1 + 5 + 6 = 15
1 hit from each unit, 2 hits total
wounding on 3s wrote:Result of the throw of dice "2d6" :

5 + 5 = 10
2 wounds at -1AS

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

Brigands will fire at the right-hand Handgunners:
hitting on 5s for moving and long range wrote:Result of the throw of dice "15d6" :

5 + 5 + 5 + 4 + 5 + 1 + 4 + 3 + 3 + 6 + 4 + 1 + 1 + 5 + 4 = 56
6 hits
wounding on 4s wrote:Result of the throw of dice "6d6" :

3 + 4 + 1 + 4 + 2 + 4 = 18
3 wounds at -1AS

Summary:
~ 4 wounds at -1AS on the right-hand Border Horsemen
~ 3 wounds at -1AS on the Brigands
~ 2 wounds at -1AS on the Knights
~ 3 wounds at -1AS on the right-hand Handgunners
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Devastating attacks!

3 6+ saves for dwarves
You rolled 3 dice:

3 6 2
Timestamp: 2010-03-16 03:44:32 UTC
Are fast cavalry allowed to march and shoot?

Armour saves for knights:
You rolled 2 dice:

6 6
Timestamp: 2010-03-16 03:34:25 UTC
Horsemen and brigands leaderships tests, in that order:
You rolled 4 dice:

4 2 6 4
Timestamp: 2010-03-16 03:33:03 UTC
Brigands flee, distance:
You rolled 2 dice:

1 6
Timestamp: 2010-03-16 03:33:30 UTC
Panic tests for the spearmen:
You rolled 2 dice:

5 2
Timestamp: 2010-03-16 03:34:55 UTC
I did not expect so many soldiers to die from your first shooting round.
3 brigands dead, 7 fleeing
4 horsemen dead
Moves: horsemen charge red horsemen. Need a reaction from you.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Yes, Fast Cavalry can march and shoot :)


The Horsemen will Stand and Shoot:
hitting on 6s for long range and charging enemy wrote:Result of the throw of dice "5d6" :

6 + 1 + 6 + 2 + 5 = 20
2 hits
wounding on 3s wrote:Result of the throw of dice "2d6" :

4 + 6 = 10
2 wounds at -1AS
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Result of the throw of dice "2d6" :

1 + 1 = 2
I'm really impressed by the shooting. These guys are fighting like wood elves.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Charges and movement. The brigands fail to rally.

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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Cast of fireball on the brigand unit with 3 dice:
Result of the throw of dice "3d6" :

4 + 1 + 1 = 6
Oh. dear.

Miscast table:
Result of the throw of dice "2d6" :

5 + 6 = 11
Okaay. spell level reduced by 1 and cannot use that spell for the rest of the game. There goes my only useful mage's only useful spell.

Casting of guardian light, with the right hand mage
Result of the throw of dice "3d6" :

2 + 4 + 1 = 7
Hm. A failed cast. It happens.

2 bound spells, on a 4+
difficult terrain for the right hand pikemen unit
fireball on the brigands
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Assuming both are successfully dispelled,

Cannon guesses 16" range from centre of cannon to the horseman in the central pikemen unit.
Dice for misfire, dice for bounce:
Result of the throw of dice "2d6" :

5 + 3 = 8
26" to 32".
Take a look out sir, I'll roll for 6 ranks of soldiers? First shot is to wound the horseman.
Result of the throw of dice "6d6" :

4 + 5 + 5 + 3 + 2 + 1 = 20
5 wounds.

Mortar guesses 38 inches on the centre of your pikemen unit: artillery followed by scatter:
Result of the throw of dice "1d18 +1d6" :

2 + 6 = 8
two inches 6 o clock
centers roughly around the centre front rank pikeman?

14 fully covered, 5 and a lord are partialled.
Test for partials, 1st is the lord, hit on 4+
Result of the throw of dice "6d6" :

5 + 5 + 4 + 1 + 6 + 6 = 27
Need a look out sir for the lord,

Assuming you pass, rolling for 19 hits wounding on 4+, 1st is for the lord, 2nd is for the guy on the centre (wound on 2+ no as allowed)
Rolling "1d6 >= 4" 19 times

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

sum: 63, average: 3.31, success: 10/19 53%

1 wound from cannon on the lord, if look out sir passed wound will transfer to trooper.
4 wounds at no armour save from cannon
1 wound at no armour save from mortar
10 wounds at 6+ armour saves from mortar


10 handgunners shooting your fast cavalry.
To hit, 5 hits.
Result of the throw of dice "10d6" :

1 + 6 + 2 + 1 + 6 + 3 + 1 + 6 + 4 + 5 = 35
to wound, 3 wounds.
Result of the throw of dice "5d6" :

5 + 5 + 2 + 2 + 4 = 18
1 horseman shooting but misses your wizard
General fires 'bolt thrower' at your left spearman unit
to hit:
Result of the throw of dice "1d6" :

4 = 4
wounding 4 units on 2+ 2+ 3+ 4+,
Result of the throw of dice "4d6" :

6 + 3 + 5 + 1 = 15
3 wounds on your left swordsmen, no armour save

8 handgunners shooting at your pikeman unit hitting on 4+ 5 hits:
Result of the throw of dice "8d6" :

4 + 4 + 4 + 6 + 3 + 3 + 5 + 2 = 31
wounding on 3+ no armour save
Result of the throw of dice "5d6" :

6 + 6 + 5 + 6 + 3 = 26
5 wounds on your pikemen, no armour save

Total:

1 wound on the lord from pikemen, if look out sir passed wound will transfer to trooper.
4 wounds at no save on pikemen from cannon
1 wound at no save on pikemen from mortar
10 wounds at 6+ saves from mortar on pikemen
3 wounds on left fast cavalry no save from handgunners
3 wounds on left swordsmen no save from general
5 wounds on pikemen no save from handgunners
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Close combat 3 horsemen and 3 horses hitting on 4+ wounding on 4+
Result of the throw of dice "6d6" :

4 + 2 + 4 + 6 + 1 + 4 = 21
4 hits, wounding on 4+
Result of the throw of dice "4d6" :

5 + 4 + 5 + 1 = 15
3 wounds at 6+ armour save.

That's the end of my turn.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

In regards to your moves - what are the black lines for?

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

I assume you meant Burning Gaze from your Wizard rather than Fireball?


I will try to dispel both Bound Spells

Circlet:
Result of the throw of dice "1d6" :

6 = 6
Dispelled

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

4 + 3 = 7
Also dispelled.


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


Where exactly are you measuring from for the cannon shot?

Regardless of the answer, you cannot possibly hit 6 ranks of models. Firstly, there aren't 6 ranks in the first place (there are only 5) and secondly, cannons only hit models they actually pass through.


The same question regarding your Mortar - where are you measuring from exactly?
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Cannon guesses 16" range from centre of cannon to the horseman in the central pikemen unit.
I.e. for my warmachines, I guess the range from the centre of the model (somwhere between the cannon wheels.

So for the cannon, I hit the 4 models instead, one of which is the horseman? This is clearer.

The lines represent rotated models. They are oriented as though the front rank were lined up along the lines drawn. Sorry for failing to clarify, this is how many people played it on ogre stronghold. I can rotate the models if necessary.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

I just realised the mortar and artillery dice were mixed up. What actually happens is that it scatters 2 o'clock and misfires.

Misfire chart:
Result of the throw of dice "1d6" :

1 = 1
Oh man. From dealing a potential 11 wounds to dealing 3 wounds to itself...
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