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

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Beithir Seun
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Right, now it makes a bit more sense. Thanks :)

You will indeed hit 4 models with the cannon, one of which might be my Lord if he fails the "Look Out Sir"
Result of the throw of dice "1d6" :

6 = 6
Which he doesn't, so you kill 4 Pikemen.


So you kill 4 Pikemen with the cannon and 5 with the Handgunners, 3 Spearmen with the general and 3 Horsemen with the other Handgunners, correct? Let me know if I've missed anything :)


Don't worry about rotating the units; just so long as I know what they are now, it saves any issues later.



Saves for the combat:
Result of the throw of dice "3d6" :

4 + 5 + 1 = 10
Nope

That leaves 2 Horsmen to strike back
hitting on 4s wrote:Result of the throw of dice "2d6" :

6 + 6 = 12
Both hit
wounding on 4s wrote:Result of the throw of dice "2d6" :

1 + 6 = 7
1 wound at normal saves



Panic tests for the Pikemen and unengaged Horsemen

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

3 + 5 = 8
Passed on General's Ld

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

6 + 4 = 10
Failed (no surprise there :smirk: )

Running:
Result of the throw of dice "3d6" :

2 + 3 + 6 = 11
11"



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

Just 1 wound for you to save on the Horsemen. You will either win by 2 or 4 depending on whether you make it, so here's a Break test anyway
Result of the throw of dice "2d6" :

1 + 5 = 6
The General is within 18", so they can use his Ld. It all depends on your save...
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Shouldn't your horses strike back? I have a 6+ save.
Result of the throw of dice "1d6" :

4 = 4
Failed. So it's a tie and we both have musicians. Over to you then.
Saddened by the loss of the mortar. It was my best chance against your heavy infantry blocks.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

You're right, I totally forgot about the horses. Thanks :)
hitting on 4s wrote:Result of the throw of dice "2d6" :

6 + 4 = 10
Both hit
Result of the throw of dice "2d6" :

2 + 1 = 3
Both fail to wound :roll:


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

Rally Horsemen:
Result of the throw of dice "2d6" :

5 + 2 = 7
They rally...

I'll get on with my moves then.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Here are my moves then:

Image


Magic

My alchemist will attempt to cast Law of Gold on your Ogre BSB
Law of Gold casts on 8+ wrote:Result of the throw of dice "2d6" :

2 + 6 = 8
Just casts on 8 - dispel?
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Hm. Scroll it.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Shooting

Yellow crossbows at the right-hand Spearmen:
hitting on 5s for long range wrote:Result of the throw of dice "10d6" :

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

6 + 6 + 1 = 13
2 wounds at -1AS


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

The Knights fire their pistols at the last Horseman:
hitting on 5s for multiple shots wrote:Result of the throw of dice "10d6" :

2 + 3 + 2 + 3 + 2 + 2 + 4 + 5 + 5 + 4 = 32
2 hits
wounding on 3s wrote:Result of the throw of dice "2d6" :

5 + 5 = 10
2 wounds at -2AS

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

Brigands against the right-hand Handgunners:
hitting on 4s for long range wrote:Result of the throw of dice "15d6" :

4 + 5 + 5 + 6 + 4 + 6 + 5 + 4 + 5 + 4 + 5 + 1 + 5 + 6 + 1 = 66
Wow, great shooting! 13 hits
wounding on 4s wrote:Result of the throw of dice "13d6" :

4 + 1 + 6 + 1 + 1 + 1 + 6 + 3 + 5 + 6 + 3 + 4 + 3 = 44
6 wounds at -1AS

~ 2 wounds at -1AS on the right-hand Spearmen
~ 2 wounds at -2AS on the right-hand Horseman
~ 6 wounds at -1AS on the right-hand Handgunners



For combat, we need to roll off to see who strikes first:
Result of the throw of dice "1d6" :

5 = 5
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Horseman = Dead. Interesting pistolier knights.

Swordsman 6+ saves:
Result of the throw of dice "2d6" :

4 + 6 = 10
1 save, 1 dead.

6 handgunner 6+ saves:
Result of the throw of dice "6d6" :

6 + 4 + 6 + 2 + 3 + 6 = 27
Good shooting by the way. 3 dead.

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

3 + 1 = 4
Na, I won the combat so I get to strike first.
Here's a roll if this is not true, anyway.
Result of the throw of dice "1d6" :

1 = 1
My strikes: discount the first followed by the second if you strike first and kill me off.
Men to hit:
Result of the throw of dice "2d6" :

6 + 3 = 9
First dude to wound:
Result of the throw of dice "1d6" :

5 = 5
2 horses to hit:
Result of the throw of dice "2d6" :

5 + 2 = 7
1st horse to wound:
Result of the throw of dice "1d6" :

3 = 3
1 wound at normal saves, if you kill my guy this is discounted.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

You didn't win the combat - it was a draw.
Invigilator wrote:Failed. So it's a tie and we both have musicians. Over to you then.
;)


My attacks:
hitting on 4s wrote:Result of the throw of dice "4d6" :

5 + 1 + 3 + 4 = 13
2 hits
wounding on 4s wrote:Result of the throw of dice "2d6" :

1 + 6 = 7
1 wound at normal save.

If you fail, I'm afraid both your wounds will be cancelled out.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Actually I dealt 3 wounds and you dealt one wound. So I won by 2. My own fault for senselessly declaring it a draw.
It wasn't a draw at all...

So...1 hit your first guy when I struck first, your second guy who survived hit me.
1 armour save each and call it quits? Then this might truly turn out to be a draw. No point bickering, those dudes are already fighting for their lives out there.

Failed armour save.
Result of the throw of dice "1d6" :

1 = 1
Currently you win by 1, depending on whether you pass your armour save.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Result of the throw of dice "1d6" :

4 = 4
Failed save, so 1 wound each and it really is a draw :D

End of turn map:

Image
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

This is my movement. There's a compulsory frenzied charge. Ah, your evil plan!

Image

The mages look sheepish and gear up for a second spellcasting attempt!

There is also much bewailing and moaning of a mortar which could have caused 8 wounds by now on your units but managed to blow itself up on turn 1. Nevermind, I hope the Outstanding Cannon can compensate.

You can guess most of my spells.
Difficult terrain on the bsb unit, power level 4
Fireball on the red unit, power level 4
Attempt to cast burning gaze on the red unit:
Result of the throw of dice "3d6" :

2 + 5 + 4 = 11
Attempt to cast immune to psychology/autorally from the pink caddy:
Result of the throw of dice "3d6" :

4 + 5 + 3 = 12
You still have three dispel dice and a scroll so this shouldn't cause you any serious problems.
Scroll the burning gaze! 2 dice on the difficult terrain! 1 dice on the fireball!

Waiting on you.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

When you say "the red unit" do you mean the Pikemen (red and yellow) or the Spearmen (red and white)? I assume you mean the Spearmen, but if not then let me know :)

Either way, 2 dice on the Difficult terrain:
Result of the throw of dice "2d6" :

6 + 3 = 9
Dispelled

1 dice at the Fireball:
Result of the throw of dice "1d6" :

6 = 6
Gone

Scroll the Burning Gaze :smirk:
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Cannon guesses 15 inches at the spearman unit, centering on closest edge of the horseman.
Result of the throw of dice "2d6" :

5 + 2 = 7
Overshoots! Dang.

8 crossbows fire at your red white men, hitting on 4 wounding on 3
Rolling "1d6 >= 4" 8 times

1: 1 = 1 ... failure
2: 3 = 3 ... failure
3: 6 = 6 ... success
4: 3 = 3 ... failure
5: 6 = 6 ... success
6: 4 = 4 ... success
7: 1 = 1 ... failure
8: 4 = 4 ... success

sum: 28, average: 3.50, success: 4/8 50%
4 hits wounding on 3 6+ armour save.
Rolling "4d6 >= 4" 8 times

4 + 5 + 1 + 3 = 13 ... success
3 6+ saves for you.

Lord attempts to use bolt thrower on central unit:
Result of the throw of dice "1d6 >= 4" :

6 = 6 ... success
To wound on 2, 2, 3, 4, 5, 6
Result of the throw of dice "6d6 >= 4" :

3 + 1 + 1 + 3 + 1 + 2 = 11 ... success
1 wound.

5 handgunners shoot at unit hitting on 3+ wounding on 3+ no armour save:
Result of the throw of dice "5d6 >= 4" :

2 + 2 + 1 + 3 + 2 = 10 ... success
A hit!
Result of the throw of dice "1d6 >= 4" :

6 = 6 ... success
3 6+ armour saves for the red white
2 wounds on the pikemen.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Close combat:

11 frenzied attacks hit on 3+:
Result of the throw of dice "11d6 >= 4" :

5 + 3 + 6 + 5 + 3 + 4 + 5 + 2 + 4 + 4 + 1 = 42 ... success
to wound:
Result of the throw of dice "9d6 >= 4" :

2 + 2 + 6 + 2 + 2 + 1 + 5 + 4 + 2 = 26 ... success
Frenzied forced to overrun distance:
Result of the throw of dice "3d6 >= 4" :

5 + 6 + 4 = 15 ... success
Reaction for bandits and reaction for red white spearmen?
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Your handgunners will be hitting on 5s, not 4s. They're only BS3 and they're shooting at long range. That means they only get 2 hits I'm afraid. Being as the first two hits both wounded, I'll take it as two wounds. The Spearmen don't get a save against S4 AP, so that's 2 dead.

The same goes for your other unit of handgunners - they're only BS3, so are hitting on 4s not 3s. You won't get any hits for them, so there's only 1 wound on the Pikemen from the bolt thrower.

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


Your Knights will not be able to overrun - or rather, they will but they'll stop as soon as they contact your remaining horseman (which is immediately), so the bandits and Spearmen do not need to react.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Hm...I thought dwarven handguns added a +1 to hit. Been playing that way since the start.
So extra wounds or not?

You're absolutely right about the knights. Something I failed to consider.

I believed your spearmen had heavy armour and shields, that should have given them a 4+ save reduced to 6+.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Sorry, you're quite right about the handguns. I mistakenly thought that the Dwarf Mercenaries entry stated they could be equipped with "handguns" (not "dwarf handguns").

You're also right about them having heavy armour and shields :roll: I should really have remembered that myself! Thanks

6+ AS then:
Result of the throw of dice "3d6" :

3 + 6 + 1 = 10
1 saved, so it is only 2 dead Spearmen after all :smirk: You will kill 2 Pikemen rather than 1 as I stated though. Sorry about that!
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Yeah my turn is done. Over to you for charge declaration and stuff.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Oh just to check. Is this minimum distance for firing the cannon 12" or 15"? Because there's a boiling argument going now between the 3 cannon crew members over whose fault it is that the shot went so far awry. The cannoneer blames the powder guy, who's in turn pointing the finger at the ranging specialist.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Sorry for the delay Invigilator, I've had an extremely busy weekend! I'll get round to my turn as soon as I can.

In answer to your question, there is no minimum firing distance for a Great Cannon :)
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

-Ranging specialist slaps the cannoneer off his feet-
Ranging Specialist: "I TOLD you there was no minimum distance! But no...you had to pretend that were firing a great mortar! 15 inches minimum guess range my $*%(%(#!!!!"

Looks like they failed to learn from the Bretonnian combat lol.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Right, sorry for the delay Invigilator :(


I have just one charge to declare - the Pikemen will charge the Dwarf Handgunners in front of them. Reaction?
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Stand and shoot, hitting on 4+
Result of the throw of dice "5d6" :

2 + 5 + 3 + 1 + 3 = 14
Killing on 3+:
Result of the throw of dice "1d6" :

5 = 5
1 wound. Okay your move.
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Beithir Seun »

Here are my moves then:

Image

If they're OK I'll move on to magic and shooting
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Re: Invigilator vs. Beithir ~ Mercenary Companies 2000pts

Post by Invigilator »

Gogo magic shooting.
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