Huntsmen Vs luckgit (2,250pts)
Moderator: Council of Elders
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- Wild Hunter
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Re: Huntsmen Vs luckgit (2,250pts)
I have 3 powerdice but my orc cannot cast because of squabble
Re: Huntsmen Vs luckgit (2,250pts)
Okay I'll use two to dispel and store a dice...
Gone. Shoot away.2d6 >= 3
4 + 6 = 10 ... success
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- Wild Hunter
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Re: Huntsmen Vs luckgit (2,250pts)
so, my doom diver will guess 26" towards the black knights,
so see whether it scatters,
D6 S5 hits with no armour saves allowed,
2 chukkas at the black knights,
make those saves then it's your turn
so see whether it scatters,
straight towards me, and the artillery dice,1d18
6 = 6
8", and then I can redirect it D3",1d6
4 = 4
3" so that just gets it to land on the black knights, here's where it lands...1d3
3 = 3
D6 S5 hits with no armour saves allowed,
, 6 hits, 3's to kill,1d6
6 = 6
3 dead,6d6
6 + 3 + 2 + 2 + 2 + 3 = 18
2 chukkas at the black knights,
nothing, and 10 shots at the fell bats from the savages,2d6
2 + 3 = 5
7 hits, 4's to wound,10d6
1 + 1 + 2 + 5 + 6 + 4 + 4 + 5 + 5 + 4 = 37
4 wounds so 2 dead, now 10 spiders, first 5 are on the direwolves (left) and second 5 are on the black knights,7d6
1 + 4 + 6 + 6 + 3 + 3 + 4 = 27
2 hits, 1 on each,10d6
2 + 3 + 2 + 5 + 1 + 3 + 4 + 2 + 4 + 6 = 32
another black knight wounded,2d6
3 + 5 = 8
make those saves then it's your turn
Re: Huntsmen Vs luckgit (2,250pts)
2 Black Knights die
I'll have to do my turn later.
I'll have to do my turn later.
Re: Huntsmen Vs luckgit (2,250pts)
And can you get a map up with my Zombies back in.
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- Wild Hunter
- Posts: 1118
- Joined: 16 Mar 2010, 20:20
- Armies I play: chaos dwarfs, ogres, orcs and goblins, gnoblars, lizardmen, and new stuff everyday
Re: Huntsmen Vs luckgit (2,250pts)
whoops, sorry, I forgot , here it is,
Re: Huntsmen Vs luckgit (2,250pts)
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?
Ghost Vamp charges Giant. Reaction?
Fell Bats charge Doomdiver. Reaction and fear?
Wraiths charge Spider Riders. Reaction and terror?
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- Wild Hunter
- Posts: 1118
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Re: Huntsmen Vs luckgit (2,250pts)
left spiders will try to S&S, they fail and flee 9",
giant will stand and get ready to yell and bawl ,
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.
giant will stand and get ready to yell and bawl ,
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.
Re: Huntsmen Vs luckgit (2,250pts)
Turn 2...
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...
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...
Cast. Dispel?2d6 >= 4
4 + 6 = 10 ... success
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- Wild Hunter
- Posts: 1118
- Joined: 16 Mar 2010, 20:20
- Armies I play: chaos dwarfs, ogres, orcs and goblins, gnoblars, lizardmen, and new stuff everyday
Re: Huntsmen Vs luckgit (2,250pts)
I will have to dispell that with 3 dice,
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...
gone3d6
6 + 6 + 2 = 14
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...
Re: Huntsmen Vs luckgit (2,250pts)
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...
Okay then my armoured Vamp with attempt to heal the Bats...
Dispel?2d6 >= 4
1 + 6 = 7 ... success
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- Wild Hunter
- Posts: 1118
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- Armies I play: chaos dwarfs, ogres, orcs and goblins, gnoblars, lizardmen, and new stuff everyday
Re: Huntsmen Vs luckgit (2,250pts)
OK, my mistake , but the vamp isn't in range of the bats (18")
Re: Huntsmen Vs luckgit (2,250pts)
Wow my mistake . 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?
Will you allow me to put that on the Black Knights instead?
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- Wild Hunter
- Posts: 1118
- Joined: 16 Mar 2010, 20:20
- Armies I play: chaos dwarfs, ogres, orcs and goblins, gnoblars, lizardmen, and new stuff everyday
Re: Huntsmen Vs luckgit (2,250pts)
sure, you can put it on the black knights , if you do then I'll let you have that
Re: Huntsmen Vs luckgit (2,250pts)
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...
1 Black Knight is reraised
Lord will then you two dice to cast Raise Dead...
Dispel?2d6 >= 4
3 + 2 = 5 ... success
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- Wild Hunter
- Posts: 1118
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Re: Huntsmen Vs luckgit (2,250pts)
I'll get rid of that with 2 dice,
gone2d6
1 + 6 = 7
Re: Huntsmen Vs luckgit (2,250pts)
Your out of dispel dice now correct?
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- Wild Hunter
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Re: Huntsmen Vs luckgit (2,250pts)
damn, yes I forgot I dispelled that earlier spell
Re: Huntsmen Vs luckgit (2,250pts)
Same again then....
9 Zombies raised
Combat...
Dire Wolves hitting and wounding on 4's...
Ghost Vamp hitting on 3's wounding on 4's...
Fell Bat hitting and wounding on 4's...
9 Zombies raised
Combat...
Dire Wolves hitting and wounding on 4's...
Wounding on 4...1d6 >= 4
1: 2 = 2 ... failure
2: 3 = 3 ... failure
3: 3 = 3 ... failure
4: 1 = 1 ... failure
5: 5 = 5 ... success
Your hitting me on 6's remember.1d6 >= 4
1 = 1 ... failure
Ghost Vamp hitting on 3's wounding on 4's...
Wounding on 4's...1d6 >= 3
1: 5 = 5 ... success
2: 1 = 1 ... failure
3: 6 = 6 ... success
1 wound1d6 >= 4
1: 6 = 6 ... success
2: 3 = 3 ... failure
Fell Bat hitting and wounding on 4's...
Wounding on 4's...1d6 >= 4
1: 6 = 6 ... success
2: 5 = 5 ... success
1d6 >= 4
1: 3 = 3 ... failure
2: 6 = 6 ... success
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- Wild Hunter
- Posts: 1118
- Joined: 16 Mar 2010, 20:20
- Armies I play: chaos dwarfs, ogres, orcs and goblins, gnoblars, lizardmen, and new stuff everyday
Re: Huntsmen Vs luckgit (2,250pts)
so 10 attacks at the direwolves, first 5 are poisoned,
see what the giant does,
2 attacks back at the fell bat,
2 poisoned and 1 hit,10d6
6 + 6 + 1 + 3 + 4 + 1 + 5 + 6 + 3 + 1 = 36
doesn't wound,1d6
2 = 2
see what the giant does,
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
3 = 3
stuff into bag,1d6
1 = 1
2 attacks back at the fell bat,
both hit, this could be one dead (again) bat...2d6
6 + 5 = 11
maybe not , so I lose combat by 1,2d6
1 + 2 = 3
fleeing,2d6
2 + 6 = 8
3", you can't not outrun me2d6
1 + 2 = 3
Re: Huntsmen Vs luckgit (2,250pts)
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...
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...
Caught and off the board.3d6
5 + 3 + 6 = 14
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- Wild Hunter
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Re: Huntsmen Vs luckgit (2,250pts)
I'm not sure , 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? ,
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?
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?
Re: Huntsmen Vs luckgit (2,250pts)
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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- Wild Hunter
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Re: Huntsmen Vs luckgit (2,250pts)
I'm open to any outside opinion , however I think it might be fair to roll for it just until a third person decides to participate ,
so... your choice whether or not to wait for an outide opinion then.1d6
3 = 3
Re: Huntsmen Vs luckgit (2,250pts)
I'd like a outside opinion but if it takes to long I'm happy to go with the diceroll.