Huntsmen Vs luckgit (2,250pts)

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lucky git
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Re: Huntsmen Vs luckgit (2,250pts)

Post by lucky git »

I have 3 powerdice but my orc cannot cast because of squabble :ninja:
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

Okay I'll use two to dispel and store a dice...
2d6 >= 3
4 + 6 = 10 ... success
Gone. Shoot away.
lucky git
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Re: Huntsmen Vs luckgit (2,250pts)

Post by lucky git »

so, my doom diver will guess 26" towards the black knights,
so see whether it scatters,
1d18
6 = 6
straight towards me, and the artillery dice,
1d6
4 = 4
8", and then I can redirect it D3",
1d3
3 = 3
3" so that just gets it to land on the black knights, here's where it lands...

Image

D6 S5 hits with no armour saves allowed,
1d6
6 = 6
:crazy: , 6 hits, 3's to kill,
6d6
6 + 3 + 2 + 2 + 2 + 3 = 18
3 dead,

2 chukkas at the black knights,
2d6
2 + 3 = 5
nothing, and 10 shots at the fell bats from the savages,
10d6
1 + 1 + 2 + 5 + 6 + 4 + 4 + 5 + 5 + 4 = 37
7 hits, 4's to wound,
7d6
1 + 4 + 6 + 6 + 3 + 3 + 4 = 27
4 wounds so 2 dead, now 10 spiders, first 5 are on the direwolves (left) and second 5 are on the black knights,
10d6
2 + 3 + 2 + 5 + 1 + 3 + 4 + 2 + 4 + 6 = 32
2 hits, 1 on each,
2d6
3 + 5 = 8
another black knight wounded,

make those saves then it's your turn
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

2 Black Knights die

I'll have to do my turn later.
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

And can you get a map up with my Zombies back in.
lucky git
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Re: Huntsmen Vs luckgit (2,250pts)

Post by lucky git »

whoops, sorry, I forgot :o , here it is,

Image
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

Left Dire Wolves charge Spider Riders. Reaction and fear?
Ghost Vamp charges Giant. Reaction?
Fell Bats charge Doomdiver. Reaction and fear?
Wraiths charge Spider Riders. Reaction and terror?
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Re: Huntsmen Vs luckgit (2,250pts)

Post by lucky git »

left spiders will try to S&S, they fail and flee 9",
giant will stand and get ready to yell and bawl :D ,
the doomdiver will stand against the 'single' fell bat, pass fear,
right spiders will flee from the wraiths, they flee 11",
they cause panic in the gobbos, passed on own leadership.
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

Turn 2...
Image
I don't know how the Spider Riders on the left fled since they stood and shot and a failed fear test just means they hit on 6's.

Magic. Ghost Vamp will start with a attempt to cast Raise Dead with two dice...
2d6 >= 4
4 + 6 = 10 ... success
Cast. Dispel?
lucky git
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Re: Huntsmen Vs luckgit (2,250pts)

Post by lucky git »

I will have to dispell that with 3 dice,
3d6
6 + 6 + 2 = 14
gone

EDIT: actually, I've just had a quick look and I'm not sure that the fell bat could get into base contact with the doom diver. Because the goblins form up a single rank of 3 in front of the machine, the bat wouldn't have enough room whilst staying at least 1" away from other units...
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

It doesn't have to be 1' away in combat and since your crew form up after my charge the Bat is fine.

Okay then my armoured Vamp with attempt to heal the Bats...
2d6 >= 4
1 + 6 = 7 ... success
Dispel?
lucky git
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Re: Huntsmen Vs luckgit (2,250pts)

Post by lucky git »

OK, my mistake :o , but the vamp isn't in range of the bats (18")
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

Wow my mistake :o . I've been playing Vamps for ages and for some reason during my movement I had in my head 24'.

Will you allow me to put that on the Black Knights instead?
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Re: Huntsmen Vs luckgit (2,250pts)

Post by lucky git »

sure, you can put it on the black knights :nod: , if you do then I'll let you have that
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

Sorry for delay my house was getting rewired and I haven't had power.

1 Black Knight is reraised

Lord will then you two dice to cast Raise Dead...
2d6 >= 4
3 + 2 = 5 ... success
Dispel?
lucky git
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Re: Huntsmen Vs luckgit (2,250pts)

Post by lucky git »

I'll get rid of that with 2 dice,
2d6
1 + 6 = 7
gone
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

Your out of dispel dice now correct?
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Re: Huntsmen Vs luckgit (2,250pts)

Post by lucky git »

damn, yes I forgot I dispelled that earlier spell :p
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

Same again then....
9 Zombies raised

Image

Combat...
Dire Wolves hitting and wounding on 4's...
1d6 >= 4
1: 2 = 2 ... failure
2: 3 = 3 ... failure
3: 3 = 3 ... failure
4: 1 = 1 ... failure
5: 5 = 5 ... success
Wounding on 4...
1d6 >= 4
1 = 1 ... failure
Your hitting me on 6's remember.

Ghost Vamp hitting on 3's wounding on 4's...
1d6 >= 3
1: 5 = 5 ... success
2: 1 = 1 ... failure
3: 6 = 6 ... success
Wounding on 4's...
1d6 >= 4
1: 6 = 6 ... success
2: 3 = 3 ... failure
1 wound

Fell Bat hitting and wounding on 4's...
1d6 >= 4
1: 6 = 6 ... success
2: 5 = 5 ... success
Wounding on 4's...
1d6 >= 4
1: 3 = 3 ... failure
2: 6 = 6 ... success
lucky git
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Re: Huntsmen Vs luckgit (2,250pts)

Post by lucky git »

so 10 attacks at the direwolves, first 5 are poisoned,
10d6
6 + 6 + 1 + 3 + 4 + 1 + 5 + 6 + 3 + 1 = 36
2 poisoned and 1 hit,
1d6
2 = 2
doesn't wound,

see what the giant does,
1d6
3 = 3
pick up and... can a giant pick up an ethereal unit? I don't think so but just in case I can and you don't wound then...
1d6
1 = 1
stuff into bag,

2 attacks back at the fell bat,
2d6
6 + 5 = 11
both hit, this could be one dead (again) bat...
2d6
1 + 2 = 3
maybe not :p , so I lose combat by 1,
2d6
2 + 6 = 8
fleeing,
2d6
1 + 2 = 3
3", you can't not outrun me :wasted:
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

Last three Dire Wolves crumble from static combat res (that is really going to annoy me).

Not sure what happens with the Giant. Can you even attack as none of your attacks are magical? Advice? (Vamp fails to wound being picked up)

Fell bat will pursue...
3d6
5 + 3 + 6 = 14
Caught and off the board.
lucky git
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Re: Huntsmen Vs luckgit (2,250pts)

Post by lucky git »

I'm not sure :confused: , because if I did roll yell and bawl, well it isn't a direct attack so I'm sure the giant can do something. I really don't know what the outcome should be... I suppose common sense might be that the vamp would pass straight through the giants hand ??? But then this is fantasy - since when did we use common sense? :p ,

I think if we can't come to a conclusion then I think we should roll for it, something like 1-3 giant stuffs vamp in bag, 4-6 vamp isn't?
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

Well obviously I don't want my Vamp to be picked up so I'm going to bias. So either we roll or get a outside oppinion.
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Re: Huntsmen Vs luckgit (2,250pts)

Post by lucky git »

I'm open to any outside opinion :nod: , however I think it might be fair to roll for it just until a third person decides to participate :) ,
1d6
3 = 3
so... your choice whether or not to wait for an outide opinion then.
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Re: Huntsmen Vs luckgit (2,250pts)

Post by Huntsmen »

I'd like a outside opinion but if it takes to long I'm happy to go with the diceroll.
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