Title: The Golden Arrow vs Balthorn
The Golden Arrow - March 9, 2008 08:14 AM (GMT)
Okay I rolled scenario and got defend the find.
I fiugure we can use spoony's first map, but you can choose another if you want to. If we use that or the mansion map with big objective buildings I think that the attacker should only win with more models actually in the house since 6 inches arounf it will be most of the board.
Balthorn - March 9, 2008 09:27 AM (GMT)
Nah, I like that map actually. And I agree with the altered victory rules. Much fairer. Now, according to the rules, the lower numbered warband is the defender. 14 - 11 so I guess I'm defending then... without ranged weapons... oh joy.
Since we don't need to roll for deployment or first turn, I'll get to posting my image in a bit.
I'm going for rout tests!!!
The Golden Arrow - March 9, 2008 10:17 AM (GMT)
I am actually only ten guys + d3 summonings which I guess will count. That means I am 12 guys (rolled 4) so I'm still attacking.
Balthorn - March 12, 2008 01:02 PM (GMT)
Okay, my supp assignment is finally done, so it's game on! My shaman passes his old battle wound roll on a 2, and so deployment is as follows:

Level 1

Level 2
Btw, I don't know how to get rid of all the black around the buildings on level 2. I'm using photoshop, but most programs should approach the problem the same way. I just don't want to have to erase it all by hand if I can help it. So any tips would be great.
All yours, TGA
SeanyPrawny - March 12, 2008 03:02 PM (GMT)
You could always juat alter the Opacity so its not gone but see through. Or select the magic wand then click the black area and click delete. That should do it.
The Golden Arrow - March 12, 2008 03:10 PM (GMT)
Let'g go then, dunno about the black though.
Here's my deployment:

And here's my first turn, all run:

My sorcerer tries to cast gnawdoom against the closest gor and succeds on a 8.
You get 10 hits (!!!) and 1 wound. You can save on a 6, but if you fail you are killed (!!!!!!) on a 5.
Nice and short turn, this match will be bloody from the first turn onwards!
Balthorn - March 14, 2008 12:04 PM (GMT)
Megor fails his save on a two. What a way to go, and what a way to start the game!

Kharnax runs straight down, counting the rubble as difficult terrain, so half speed over that
Thrunark rolls against I to see if he can charge the night runner, and succeeds on a 3.
Cheiftan rolls against I to see if he can charge Veskit. He passes on a 2.
Assuming taking the stairs is the same as climbing a wall minus the I test, the hounds and gors on lvl 1 take 3" to run down the stairs and continue on theirr way, running to their current possies.
Tsarlok casts Dark Blood at the black skaven, and fails on a 5.
The cheif attacks Veskit first off. 3 sword attacks at WS 4 vs 5, needing 4's to hit. 6 (so no parry), 4 and 1. Needing 4's to wound, roll a 3 and a 5. Your save will be at 4+.
Next, Thrunark vs the night runner. One axe attack, needing a 3, he rolls a 2. Consistantly underwhelming, this guy.
The hound vs verminkin: Needs a 3, rolls a 5. Needs a 3, rolls a 5. Twas S4, so he's dead on a 5.
The gor vs the other verminkin: Needs a 3, rolls a 2. Bugger.
All yours :D
The Golden Arrow - March 16, 2008 07:38 PM (GMT)
OK, combat in your turn:
| QUOTE |
| The cheif attacks Veskit first off. 3 sword attacks at WS 4 vs 5, needing 4's to hit. 6 (so no parry), 4 and 1. Needing 4's to wound, roll a 3 and a 5. Your save will be at 4+. |
I save on a 5 and strike back needing 3:s to hit: 1,4,4,6 (so no parry). I need 3:s to wound (assuming T4): 4,5,5. Your save is negated as I have a -3 modifier so 3 wounds. You suffer every injury possible :rolleyes: (2,3,6).
| QUOTE |
| Next, Thrunark vs the night runner. One axe attack, needing a 3, he rolls a 2. Consistantly underwhelming, this guy. |
I strike back, with sword (needing 4:s to hit): 1, with club: 3. My guy ain't much better.
| QUOTE |
| The hound vs verminkin: Needs a 3, rolls a 5. Needs a 3, rolls a 5. Twas S4, so he's dead on a 5. |
I strike first with spear though needing 4:s to hit: 3,4 and 3 to wound: 6 (2 on crit table), 3,6 (I kill you instead).
Gotcha :p
The gor vs the other verminkin: Needs a 3, rolls a 2. Bugger.
I strike (fírst, not back :wink:): 4,6 (two hits, no parry), 2,3 (no wound)
That was a nice turn.
My turn then.
Scure and a vermin kin charge your sorcerer, a giant rat and another vermin kin charges your gor and a giant rat, a vermin kin and veskit charges your hound (not overkill at all :rolleyes:)
My other guys move around and nighty 1 climbs onto the second floor (passes I on a 5), he's a cowardly little rodent.
My sorcerer casts gnawdoom on Kharnax, but fails on a 4.
Combat then form up to down:
My vermin against shaman: 3,6 (one hit, no parry), 3 (no wound).
Scure on same: Halberd attack first: 5,3 (halberd hits), 6 (2 on crit table, but you've still got no save), 1,5 (your dead too).
Nigthy 2 beats at Thurnak, Sword first: 1,4 (club hit), 4 (fails to wound)
Veskit on hound, 1,1,3,5 (two hits), 3,6 (two wounds, 6 on crit table), 5,7,6 with modifiers so you'er as dead as you can get.
Verminkin on gor: 2,6 (no parry), 2 (no wound), giant rat: 4 (hit), 3 (no wound) and finally my vermin that you charged: 4,6 (two hits), 5,6 (two wounds, 6 on crit table). The crit wound stuns you (3,4 with modifiers) and the normal wound kill you (6) if you fail your save (with minus 1 mid you).
Ground floor (The slaughteryard)

Upper Floor (where is everyone?)

This looks like it can be a massacre and remember that I win if I have more models then you in the building at the end of your turn (something that will happen is you don't kill a big bunch of guys).
The Golden Arrow - March 16, 2008 07:38 PM (GMT)
OK, combat in your turn:
| QUOTE |
| The cheif attacks Veskit first off. 3 sword attacks at WS 4 vs 5, needing 4's to hit. 6 (so no parry), 4 and 1. Needing 4's to wound, roll a 3 and a 5. Your save will be at 4+. |
I save on a 5 and strike back needing 3:s to hit: 1,4,4,6 (so no parry). I need 3:s to wound (assuming T4): 4,5,5. Your save is negated as I have a -3 modifier so 3 wounds. You suffer every injury possible :rolleyes: (2,3,6).
| QUOTE |
| Next, Thrunark vs the night runner. One axe attack, needing a 3, he rolls a 2. Consistantly underwhelming, this guy. |
I strike back, with sword (needing 4:s to hit): 1, with club: 3. My guy ain't much better.
| QUOTE |
| The hound vs verminkin: Needs a 3, rolls a 5. Needs a 3, rolls a 5. Twas S4, so he's dead on a 5. |
I strike first with spear though needing 4:s to hit: 3,4 and 3 to wound: 6 (2 on crit table), 3,6 (I kill you instead).
Gotcha :p
The gor vs the other verminkin: Needs a 3, rolls a 2. Bugger.
I strike (fírst, not back :wink:): 4,6 (two hits, no parry), 2,3 (no wound)
That was a nice turn.
My turn then.
Scure and a vermin kin charge your sorcerer, a giant rat and another vermin kin charges your gor and a giant rat, a vermin kin and veskit charges your hound (not overkill at all :rolleyes:)
My other guys move around and nighty 1 climbs onto the second floor (passes I on a 5), he's a cowardly little rodent.
My sorcerer casts gnawdoom on Kharnax, but fails on a 4.
Combat then form up to down:
My vermin against shaman: 3,6 (one hit, no parry), 3 (no wound).
Scure on same: Halberd attack first: 5,3 (halberd hits), 6 (2 on crit table, but you've still got no save), 1,5 (your dead too).
Nigthy 2 beats at Thurnak, Sword first: 1,4 (club hit), 4 (fails to wound)
Veskit on hound, 1,1,3,5 (two hits), 3,6 (two wounds, 6 on crit table), 5,7,6 with modifiers so you'er as dead as you can get.
Verminkin on gor: 2,6 (no parry), 2 (no wound), giant rat: 4 (hit), 3 (no wound) and finally my vermin that you charged: 4,6 (two hits), 5,6 (two wounds, 6 on crit table). The crit wound stuns you (3,4 with modifiers) and the normal wound kill you (6) if you fail your save (with minus 1 mid you).
Ground floor (The slaughteryard)

Upper Floor (where is everyone?)

This looks like it can be a massacre and remember that I win if I have more models then you in the building at the end of your turn (something that will happen if you don't kill a big bunch of guys).
Balthorn - March 17, 2008 04:19 AM (GMT)
I apologise for the complete and ignominious faliure of this match, but I realised I played it badly from the start, and you've proven that beyond a doubt lol. Conisdering you have nine models in the building to my five, and I can only possibly kill three in the next turn (Veskit, the giant rat and the verminkin are the only possible charges), I cannot win this. I don't wanna get slaughtered any more than I already have, so I regretfully call a voluntary rout.
I'll do my recovery rolls at home, as I'm at uni right now and I trust my dice more than the online thing (no offence to whoever wrote the online thing, but I'm a programmer too, and I don't trust random number generators lol).
Once we've rolled everything up, I demand a rematch lol (that's if there is anything left of my warband)
Geep - March 17, 2008 05:29 AM (GMT)
Wow. That was short and vicious, and Veskit seems damn nasty (as long as you keep him away from magnets).
Hope things don't go too badly for your warband, Balthorn.
The Golden Arrow - March 17, 2008 07:33 AM (GMT)
Lucky magnets aren't known of in this time :rolleyes:
That was indeed vicious, veskit looks as good as I thought B)
I do my rolls then, with no damage (you can still strike with Thurnak though).
Experience:
All guys get one point except scure who gets two (one kill) and my sorcerer who gets 3 (one kill and leader).
My sorcerer, Scure and both night runners get an advance:
Sorcerer: +1 WS
Scure: New Skill, choose Step aside
Night Runner 1: +1 Strength
Night Runner 2: +1 Toughness
I just now read that scaven can't go over S4 (I did so earlier) so I choose +1 attack for Scure instead (the other option) as the rules say. No problems with that right?
Income then:
I get three extra tokens for my 3 heroes in the building and I have 5 heroes alive + 1 extra for winning so 6 dice:
1,1,4,4,5,6
This means I get 4 shards, Night Runner 2 finds a wyrdstone shard on a 3 and 4 extra gc.
This means I get a total of 8!!! wyrdstone shards and 4 gc. I sell 5 shards for 80 gc and with the extra gold I have just enough money to buy a new verminkin (I roll 7 for exp so can do it) and pay for veskits upkeep.
That leaves me with three shards left.
Balthorn - March 19, 2008 01:20 AM (GMT)
Okay, I first roll for injuries. Out of the henchmen, two hounds and two gor were taken out, and all but one gor recover. The cheiftain rolls a 13, so he's dead as a doorpost. The shaman receives a light arm wound, so he'll miss the next game.
With that, everyone receives +1 exp (except the hounds and of course the cheif). The shaman levels up, and gains an attack.
I explore and roll 1,3, thereby getting one shard, plus the two that my bestigors dragged out of the mansion. I sell all 3, and get 65gc for it, bringing my stash to 72gc.
I roll 8xp, and buy another gor to replace the one I just lost. Funnily enough, he's got the same name and icon as the last one lol. I'm left with 19gc in the stash.
The Golden Arrow - March 19, 2008 07:47 AM (GMT)
Now both of us have lost their leader, you can cope though as you might have learned from me B)
If you want another game just choose a map and scenario. I won't be very active until next week, but I will be able to do some things.
Balthorn - March 20, 2008 02:58 AM (GMT)
Sonds good. I'll pick the scenario either tonight or tommorow. Just need to see when I get online. Also, Spoony, if you read this and want a game, lemme know and we'll sort something out :) BTW: I'm not too worried about the leader gone, since Kharnax was better than him anyway (nice beastie way of thinking). Just a shame I lost that gear...