Thor trommstrongs GF 14 Batreps og Hære

Started by thor trommstrong, 02 August, 2011, 00:52:30

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

thor trommstrong

her har jeg tænkt mig at skrive eller uploade battle reports som jeg har spillet.

Jeg spiller Dværge, Dark Elves som primære hære og er startet på High Elves og O&G som jeg ikke har fået spillet så meget med endnu


TT

thor trommstrong

#1
første bat rep er GF 14 test spil mod en high elver

scenario blood and glory
dwarf won the roll for side

Magic was rolled and the High elves got
the withering
pit of shades
miasma

and the lvl 1 chose
wyssans wildform

Dwarfs
------
 Lords:
 (R1) Runelord [263 points]
     - shield MRoBalance MRoSpite RoPreservation RoStone RoSpeed

 Heroes:
 (T) Thane [167 points]
     - BSB Shield RoStone RoResistance, RoCleaving RoSnorri

 (DS1) Dragon Slayer [50 points]

 (DS2) Dragon Slayer [50 points]

 Core:
 (W) 29 Warriors [286 points]
     - Shield FC   

 (L) 19 Longbeards [278 points]
     - Shield FC  RoBattle

 (R2) 20 Rangers [245 points]
     - FC

 Special:
 (H) 20 Hammerers [320 points]
     - FC MRoGrungni

 (S) 18 Slayers [198 points]

 (C) Canon [145 points]
     - Engineer RoForging RoBurning

 (GT) Grudge Thrower [150 points]
     - Engineer RoAccuracy RoBurning RoPenetration

 (BT) Bolt Thrower [60 points]
     - Engineer

 (BTB) Bolt Thrower Burning [65 points]
     - Engineer RoBurning

 Rare:
 (OG) Organ Gun [120 points]

 Total: 2397 points
 ------------------

High Elves
----------
 Heroes:
 (BSB) Noble BSB, BSB [168 points]
     - Noble BSB w/Heavy Armour & Great Weapon

 (SM) Shadow Mage lvl 2, Shadow Mage [175 points]
     - Shadow Mage lvl 2 w/+1 Spell

 (BM) Beast Mage lvl 1, Beast Mage [115 points]
     - Beast Mage lvl 1jewel of the dusk

 Core:
 (S) 30 Infantry, Spearmen [295 points]
     - 30 Spearmen w/Full Command

 (A) 12 Infantry, Archers [162 points]
     - 12 Archers w/Banner & Musician banner of dicipline

 (LSG) 11 Infantry, Lothern Sea Guards [147 points]
     - 11 Lothern Sea Guards w/Banner & Musician

 Special:
 (PG) 20 Infantry, Phoenix Guards [355 points]
     - 20 Phoenix Guards w/Full Command mask of eee

 (WL) 19 Infantry, White Lions [318 points]
     - 19 White Lions w/Banner & Musician banner of swiftness

 (DP1) 5 Cavalry, Dragon Princes 1 [190 points]
     - 5 Dragon Princes w/Banner & Musician banner of eternal flame

 (DP2) 5 Cavalry, Dragon Princes 2 [180 points]
     - 5 Dragon Princes w/Banner & Musician

 Rare:
 (GE1) Monsterous Beast, Great Eagle 1 [50 points]
     - Great Eagle

 (GE2) Monsterous Beast, Great Eagle 2 [50 points]
     - Great Eagle 2

 (BT1) Warmachine, Bolt Thrower 1 [100 points]
     - Bolt Thrower 1

 (BT2) Warmachine, Bolt Thrower 2 [100 points]
     - Bolt Thrower 2

 Total: 2405 points
 ------------------

Deployment
----------


first choice from the dwarfs
warriors with shield and FC

First choice from the High Elves
Great Eagle

second the longbeards
and the great eagle

third hammerers
and seaguards

fourth slayers and
warmachines

fifth warmachines and
archers

6th characters  
and rest.

Turn 1 - Dwarfs
---------------


the dwarfs start the game with the first turn

the slayers surges forward
the rest of the line moves forward a bit.

magic: none

Shooting
The bolt thrower shoots at the princes in front of it. needing 5's to hit but misses.
The cannon shoots a flank shot at the white lions. aiming 8 inches from the corner. first dice adding 2 to the roll and the bounce adding another 4 not hitting the lions.
the burning bolt thrower shoots a flank shot at the white lions.  needing 5's to hit, hits but only kills a single white lion.
The grudge thrower put a stone in the middle of the spearmen. but it scatters into nothing
The organ gun releases a volley against the White lions. landing 8 hits after a reroll and killing 6 white lions, forcing a panic check. But no panic is forced. rolling a 9 for the ld test.

Turn 1 - High Elves
-------------------

Turn 1 - High Elves

Dragon Princes Charge Dragon Slayer, He is unbreakable and must hold.
No other Charges

Charge roll is: 9, so its failed

remaining moves is just a surge ahead for the infantry in the center, and the same for the cavalry and eagles.

Magic: 3+1, no channel

Power Dices: 3 + 1 to the beast mage from Jewel of the dusk   
Dispel Dices: 6

4 Dices, Wyssans Wildform on White Lions, 16
dispel is: 19+2, 21 - easially dispelled

Shooting:
BT1 vs Organ gun. Its hits and wounds, causing 1 wound
BT2 vs. Organ Gun. It hits but fails to wound
All archers fire vs the Organ gun aswell, hitting 9 times and wound once.
Sea guards vs. Slayers, hitting 6 times and wounding once. Save failed

End of turn

Turn 2 - Dwarfs
---------------
 

Charges:
the Dragon slayer tries a long charge and makes it.

movement the middle of the line moves a bit forward

magic: none

shooting:
the BT shoots again at the DP but again fails to hit
BBT shoots at the eagle in front of it
the canon shoots at the bolt thrower behind the archers putting the cannonball 10 inch from the back of the bolt thrower. hitting the bolt thrower barely failing to wound though.
the grudge thrower again tries to land a stone in the spearmen landing a perfect stone killing 13 spearmen
the Organ gun tries to blow up more white lions lands 8 hits. killing another 5 leaving 6 lions and the BSB alive. passing the panic check.

Close combat
the charging slayer suffers a single wound but cannon penetrate the armour of the knights

Turn 2 - High Elves
-------------------


High Elves turn 2

Charges:
Great Eagle 2 charges Bolt thrower, 7 needed, rolled 7 - Succes
Great Eagle 1 charges Organ gun, 6 needed, rolled 8 - Succes
Phoenix Guards charge Rangers, 9 needed, rolled 10 - Succes - Terror Test was: 7 - passed
All Hold

Remaining Moves:
White Lions, March Test: 1+1, succes. They surge forward past the waiting dwarf lines, fully using their banner of Swiftness.

Roll for the Forest: 1 - its a regular forest

the spearmen reform a bit to defend against the oncoming dwarf lines
The Dragon Princes on the left advance and prepare to charge the rangers.

Magic Phase:
Wings of Magic: 5+4

Power Dices: 8 + 1 from Jewel of the Dusk (Both Channels Failed)
Dispel Dices: 8

Wyssans Wildform  on the Dragon princes, Boosted version, 13+, using 4 dices: 11, failed
Pit of Shades on the Hammerers, 5 dices, 14+, 19, succes

Dispel, 8 dices, 30, easially dispelled...

Shooting Phase:

Alle Sea Guards & Archers let loose their arrows on the approaching Slayers,

Sea guards hitting on 4+: 5 hits
Archers hitting on 3+: 6 hits

11 hits = 6 wounds, 2 are saved by their ward save

Both Bolt Throwers left loose their bolts on the Hammerers, 12 bolts in total, hitting on 5+

1st Bolt Thrower: 1 hit, 1 wound which is saved by the ward save
2nd Bolt Thrower: 1 hit, 0 wounds

Close Combat Phase:
Phoenix Guards vs. Rangers, fear test 6+6 = failed!!

Phoenix Guards attack first, 11 Attacks:
8, and 1 extra from the ASF Re-Rolls, total of 9 hits
Those 9 hits result in 6 wounds
The Rangers armour save doesn't manage to save a single one and so 6 Rangers are killed!

11 Ranger attacks come back at the Phoenix Guards, hitting 2 times because they fear the phoenix guards.
They wound once with their great weapons which the Phoenix Guards ward save deals with.

Combat resolution is:
PG: Charge(1), Kills(6), Ranks(3) & Banner(1) = 11
Rangers: Banner(1) & Ranks(1) = 2

They lose by 9, and have to take a break test with -9 to their LD!!
Break Test: 5+5, they fail and run away.  The Phoenix Guards tests to restrain themselves, and rolling a 4, they succeed.
The Rangers flee 3 Inches, just enough to take them over the edge of the map.

2nd Combat, Eagle vs. Organ Gun

Eagle has highest I, and thus begin its attack, hitting with both attacks. One of the attacks also wounds, and thus kills the Organ gun. The Eagle overruns the machine. It overruns 12 inches!

The Warriors with the General has to test for Panic, the Longbeards are immune to such trivialities, the test is a 9, so they dont panic.

3rd combat, Eagle vs. Bolt Thrower

Eagle has highest I, and thus begin its attack, hitting once and wounding the machines crew.

The remaining crew strike back, failing to hit alltogether!!

The Eagle wins the combat by 2 (charge and kill), but the machine is Stubborn and the test is a 7, so it remains in place. But so does the eagle!

4th Combat, Dragon Princes vs. Dragonslayer

Dragon Princes have ASF, so strike first with Re-Rolls, hitting a total of 3 times.
However, they fail to wound

now comes their horses, 1 of them and hits the dwarf so hard in the face that he dies!! :D
The Dragon Princes reform and face the center of the board once again.

Turn is over, a very good turn for the high elves.

thor trommstrong

#2
Turn 3 - Dwarfs
---------------


charges none

movement the warriors reform the longbeards move forward the hammerers and slayers move forward.

magic: none

Shooting:
the bolt thrower shoots at the White lions and kills 2 piercing the ranks. but no panic is caused
the cannon grapeshoots the eagle.  lands 10 hits on it killing the eagle outright with a gigantic "SPLAT".
the grudge thrower tries to land a stone in the spears but it scatters into nowhere

combat
the boltthrower looses a single crewmember and the remaining crew fails to kill the eagle but remains stubborn and does not abandon their crew.



Turn 3 - High Elves
-------------------

High Elves turn 3

Charges:
White Lions Charge the Bolt Thrower, it holds, they auto succes because they are so close to it.
The Spearmen Charge the Hammerers, who holds, auto succes
The Sea Guards Charge the Hammeeres, who holds, auto succes

remaining moves:
The Phoenix Guards move up along the forest
The dragon princes near them make a swift reform and move up along them (8 on the LD test)
The dargon princes on the other side of the map forgos the attack on the slayers, and instead race past them to get at the warmachines behind them.
The archers swift reforms into 5 files, and faces another direction. They move away to give the bolt throwers are better shot at the slayers. (5 on the LD test)

Magic Phase
Winds of Magic: 4+1
Channel gives 1 extra power dice

Power dices: 5 + 1 from Jewel of the Dusk
Dispel Dices: 7

5 Dices, Wyssans Wild Form, Spearmen, 21.
Dispel of 7 dices is a roll of 18, 1 short of diseplling the spell!!!

Miasma is then attempted with 1 dice, but is failed.

Shooting:
Left BT vs. Slayers, 6 shoots, 5 hits & 4 wounds (0 saves by the ward save)
Right BT vs. Slayers, 6 shots, 1 hit & 0 wounds
Archers vs. Longbeards (long range & moved, 5+), 9 shots, 2 hits & 1 wound which is saved.

Close Combat:
Great Eagle vs. Bolt Thrower
2 Attacks, 1 hit & 0 wounds
the bolt throwers remaining 2 crew attack twice, hitting both times but failing to wound, its a draw.

White Lions vs. BT (Rolling attacks for BSB along with others, hitting on the same and same Str)
7 attacks, 5 hits & 3 wounds
the remaining crew hits back, killing 1!
However, the Crew still loses and must take a break test, which he easially rolls (a 6). So they are still in combat

Spearmen+Sea Guards vs. Hammeres
Sea Guards, 11 Attacks, 9 hits & 5 Wounds (3 saved by the armour)
Spearmen, 16 Attacks, 13 hits & 7 wounds (1 saved by armour)

A total of 8 dead dwarves!

3 Attacks vs. Sea Guards, 2 hits & 2 kills
8 Attacks vs. Spearmen, 5 hits & 5 kills
1 Attack vs. Spearman Champ, 1 hit & 0 wounds

Combat Resolution is as Follows:
High Elves: 1(Charge), 1(Banner), 1(Flank, 1(Rank) & 8(Kills) = 12
Dwarves: 1(Banner), 1(Rank) & 7(Kills) = 9

Hammerers are Stubborn, and their break dices are: 8, and they hold in place.

Turn Done


Turn 4 - Dwarfs
---------------


Move
charges Warriors charges the white lions  but fails
slayers charges the bolt thrower and angles so they can overrun into the next BT if they are lucky

magic none

shooting
the cannon aims for the other bolt thrower  10 inch from the back of the bolt thrower 4 inch and a 2 inch bounce lands the ball in the middle of nowhere
and the grudge thrower aims for the archers but the grudge trhower scatters on top of the bolt thrower. wounds it but causes only a single wound..

CC
slayers vs Crew
the bolt thrower crew manages to kill a single slayer  
the slayer on the other hand wipes the crew and overruns and is  brought into contact with the other bolt thrower but looses 2 to the DT

eagle vs the bolt thrower
neither manages to hit and the result is a draw

WL vs bolt thrower
the WL and the lord wipes the remaining crew. and reforms to face towards the warriors

Spears and hammeres
the seaguard kills none
spears hits 9 times wounds four times and kills four

all the hammerers except 1 aims for the spearmen and kills 3
the last hammerer kills a seaguard

this sums the battle
HE: 4 wounds flank banner
DW: 4 wounds banner

the dwarfs loose by a single point but remains stubborn.  and succeedes with a roll of 8



Turn 4 - High Elves
-------------------


High Elves Turn 4:

Charges, the Dragon princes vs. the Cannon, holds, auto succes - One dangerous terrain test along the way which has no effect on the riders.

Remaining moves:
The Battle Standard Bearer doesn't think the White Lions are a good bunker anymore, so joins the Phoenix Guards on the other side of the forest.
The Archers test if they can march: 7, they can. The Mage moves out first and hides behind the rock, then the archers move up and threaten the Longbeards rear.

Magic Phase
Winds of Magic: 1+1
Channel: +1 dice

Power dices: 2 + 1 from jewel of the dusk
dispel dices 4

Wyssans Wildform, 3 dices on the spearmen: 9, failed.

Shooting Phase:
Non Exsistance because the archers moved and the bolt thrower is in combat.

Combat Phase:
Dragon princes vs. Cannon, fear check: 10, so they fail.

5 Princes attack, hitting on 5+, 10 attacks, 5 hits & 3 dead dwarves
Horses, 5 attacks, 1 hit & 0 wounds

the dwarf attacks back hitting and wounding, but the armour is too great and the Dragon prince survieves.

Stubborn test for the dwarf:  9, he remains standing.

Slayers vs. BT
The last crew manages to drag a slayer with him as he is slaugtered by the slayers. The slayers reform?

Spearmen+Sea Guards vs. Hammerers.
High Elves attack first, 17 attacks, 10 hits & 3 wounds (1 saved by armour)

Hammerers retaliate, 6 attacks vs. Spearmen, 4 hits & 4 kills
1 attack vs. sea guards, 0 hits.

Combat resolution:
High Elves: Banner, 2 kills & Flank
Dwarves: Banner, 4 kills

Ld7 tests for both high elf units
Spearmen: 8 - fail and flee 11''
Sea Guards: 7 and succed

the hammerers reform and face the sea guards

Great Eagle vs. BT
Eagle attacks first, 2 attacks, 1 hit & no wounds
BT attacks back and finally kills the great eagle


thor trommstrong

#3
Turn 5 - Dwarfs
---------------

charges slayers
lonbeards swift reform
warriors swift reform

magic: none

shooting:
GT shoots at the archers landing a stone right in the middle of them killing 9!
botl thrower shoots at the mage but misses

CC:
the sea guards has lost their nerve by being outnumbered like this. They hit six times but fail to wound even a single time against both the hammerers  and the slayers
the slayers using their additional hand weapon strikes before the hammerers hits 5 times and kills two sea guards.
the hammerers epicly mirrors their opponent and fails to kill a single sea guard.

total:
high elves: banner
Dwarfs: 2 kills charge flank banner
the dwarfs win by 4 and the sea guards take a breaktest on 5 and suceeds staying for another turn of butchering!

the slayer reform to get more into combat.

the the battle between the cannon and the princes the last crewmember is wiped out




Turn 5 - High Elves
-------------------


High Elves turn 5

White Lions Charge the warriors in the Flank, Auto Succed
Phoenix Guards Charge the Dragonslayer, Auto Succed
Dragon Princes charge the Grudge Thrower, Auto Succed

Spearmen Rally: 8, failed they flee: 5 inches more and are still on the board!

Archers swift reform to face the bolt thrower and its last crew! Swift Reform test: 6, they pass
The general tries to march and moves into a better position so as not to get in the way of the dragon princes next turn, March test: 4 - he passes
The other unit of Dragon princes move south of the rock to get into a better position for the last turns charge. March test: 9, they pass

Magic:
Winds of Magic: 5+2

Power Dices: 6 + 1 from Jewel of the Dusk
Dispel Dices: 8

Shadow Mage, Pit of Shades on the Longbeards - 5 dices: 13 - failed

no more magic

Shooting
3 Archers shooting at the Bolt Thrower (5+ to hit)
3 Shots, 2 Hit & 0 wounds

Close Combat:
Dragon Princes vs. Grudge Thrower, Fear test: 5, they pass
10 attacks, 9 hits & 5 wounds, easially killing the machine. They reform to face the dwarves around the hills

Phoenix Guards vs. Dragonslayer, the dwarf issues a challenge that the battle Standard promtly refuses! The Phoenix guards with the champion are tasked with taking out the slayer, and they do their best...
7 Attacks, 6 hits & 3 wounds, easially killing the dragonslayer. The Phoenix Guards elect to reform

White Lions vs. Warriors
White Lions start, all are attacking the regular warriors,
3 Attacks, 3 hits & 3 kills!

The Runelord strikes back first with his 2 attacks
2 Attacks & 0 hits

Warriors also attack
4 Attacks, 1 Hit & 0 wounds

Combat resolution is as follows:
High Elves: 1(Charge), 1(Flank), 1 (Banner) & 3 (kills) = 6
Dwarves: 1(Banner) & 3(Ranks)

Dwarves are Stubborn on ld9 with re-roll: 8, they stay but after two rolls of 11 for a reform, the warriors fail and have to remain in place!

Sea guards vs. hammerers & slayers
Mage + 1 Sea guard vs. Slayers: 2 Attacks, 2 Hits & 2 Kills!
4 Sea Guards vs. Hammers: 4 Attacks, 3 hits & 0 wounds

The Dwarves retaliate, starting with 3 slayers vs. the beast mage: 3 Attacks, 1 hit & 0 wounds!
Hammerers all direct their attacks vs. the Sea Guards, 7 Attacks, 6 hits & 6 kills! (only 5 left)

Combat Resolution is:
High Elves: 2(kills)
Dwarves: 5(kills), 1 (flank) & 1(banner)

Dwarves win by 5, the Mage has to test on a LD of 3, he rolls 5 and thus fails and flees!
The Hammerers attempt to restrain from following: 6, they succed

The Beast mage flees: 8 inches, while the slayers pursue 7

and thats the end of that turn

Turn 6 - Dwarfs
---------------


charges
hammerers charges the dragon princes rolling 5 and reaching the dragon princes.
the slayers charges the mage. the mage flees 5 inches and the slayers charge 8 inches killing the mage
the longbeards move forward

Magic none

shooting the bolt thrower shoots at the mage hit the target and wounds it. the ward save fails but so does the bolt and only deals a single wound.

close combat.
the White lions  the white lion kill 3 warriors again and the warriors again fail to do anything


the 3 hammerers is slain and 2 DP are killed and the combat is drawn as the hammerers charged






Turn 6 - High Elves
-------------------


High Elves final turn:

Phoenix Guards Charges the Longbeards, who easially pass their terror test. The PGs also reach the longbeards without too much trouble

remaining moves, the general hides behind the hill so the bolt thrower cant hit him again!

Magic:
Winds of Magic: 4+2
Powe dices: 5
Dispel Dices: 7

The Withering on the Longbeards, 5 dices: 12, 1 short of casting the spell

Shooting
Archers vs. BT, 3 Shots, 2 hits & 1 wound - the bolt thrower is killed!!

Close Combat Phase:
Dragon Princes vs. Hammerers
2 Attacks vs. Champ: 0 hits
4 Attacks vs. Rank & File: 4 hits & 3 wounds (2 saved)

The horses doesn't do anything

The Hammerers retaliete and kills 1 DP

High Elves win because of their Musician, break test is: 10 first, but re-rolled into a 9..

Phoenix Guards vs. Longbeards, fear check: 4, passed

The Dwarf champ challenges and the Phoenix Guard champ steps forward. They start the fight
PG champ, 2 attacks, 2 hits & 1 wound which the longbeard champ fails to save - he is killed
High Elf BSB vs. the Dwarf BSB, 3 Attacks, 1 hit & 1 wound which is not saved.

the rest of the Phoenix Guard attacks go towards the normal Longbeards, 8 Attacks, 6 hits & 5 wounds! (1 is saved, 4 are killed)

The Thane strikes back at the BSB, 3 Attacks, 3 hits & 2 wounds (both are saved by the armour of destiny)
As many longbeards as possible attempt to kill the BSB, 5 Attacks, 3 Hits & 2 Wounds (1 is saved by the armour of destiny)
4 Longbeards attack the regular Phoenix Guards, 3 hits & 3 Wounds (2 are saved by their ward save)

Combat resolution:
High Elves: 1(Charge), 1 (Banner), 1 (BSB), 3(Ranks) & 6 (wounds)
Dwarves: 1(Banner), 1(Rune of Battle), 1(BSB), 2(ranks) & 2(Wounds)

High Elves win by: 5! Break test is: 10 & 10, the Phoenix Guards follow and destroy the Longbeards as they turn tail and run!

Last combat of the game
White Lions vs. Warriors, 3 Attacks, 3 hits & 3 Kills
Runelord strikes back, 2 Attacks, 2 hits & 1 wound (not saved)
Warriors, 3 attacks, 1 hit & 0 wounds

Combat resolution:
High Elves: 1(flank), 1(banner), 3(kills)
Dwarves: 1(banner), 1(kill), 3(ranks)

Draw



Final result and final thoughts
Victory for the High Elves. After the Longbeards and BSB broke the breakpoint from blood and glory scenario was reached. Even when counting VP the high elves won.

I had some really bad close combat phases at the end of the game, and the PG showed excactly how hard they are to kill. Even for elite infantry like the longbeards.. on the other hand I was a bit lucky with the magic and especially pit of shades that was not getting through at all all game.. 5 dice max is a very good addition to the system.

Of the units
the grudge thrower will get a second rune of penetration to up it to strength 5(10) and the BSB will get a MRoChallenge instead of the RoSnorri, With only little movement it would be nice to control the enemy charges.

That the unit of slayers survived is not something I expected and they killed 2 bolt throwers and a mage is really nice.

If I were to grade the units.

Runelord     B+
shut down the magic phase but did absolutely nothing in close combat

Thane  BSB   A
Great for the rerolls

Dragon Slayers A+
Great for holding up units and diverters absolutely love these guys

Core:
29 Warriors C+
stuck around but did not kill anything.

19 Longbeards C
bad bad could not even kill the BSB or stick around

20 Rangers C
bad bad could not even kill a single PG or stick around to slow them down.

20 Hammerers A+
great unit got butchered by the spearmen and lived killed the seaguards and held the dragon princes

18 Slayers A+
love these orange haired monsters. :)

Canon C
killed an eagle and failed all else.

Grudge Thrower A
killed a lot of spearmen and generally a great machine

Bolt Thrower B
with out burning my best bet agains the princes but did not do a lot

Bolt Thrower Burning B
Great for holding up eagles

Organ Gun A+
the bane for White lions althought it got killed very fast a great supporting machine :)

Jamand

Spændende kamp :) Ser frem til flere.

Hvad blev den endelig resultat?

Belial

Det ser squ cool ud.

Er det spillet på nettet (kan ikke huske programmets navn) eller irl?

Og hvis det er irl, så skal vi da også se et billede af dukkerne og bordet, ikke? :)

MVH

Belial

thor trommstrong

Det er faktisk spillet over nettet. Fordi vi ikke har haft til til at mødes og spille irl.

programmet hedder battle chronicler og terningerne er kastet ved bruge af dicelog

Næste projekt er et 20.000 pts spil ligeledes over nettet.

DE, O&G og WoC mod HE, Lz og Empire

TT

Morsing

Det er mig der spillede HE :)

Vi spillede Blood and Glory, og da hans longbeards blev breaket og løbet ned vandt jeg spillet :)

det blev forresten spillet med GF regler.

thor trommstrong

Så fik jeg spillet lidt hammer igen :)

Denne gang mod Pille og Morsing igen.

Mod Pilles tomb kings og Empire spillede vi igen efter GF 14 regler. Det endte med en stor stor sejr til mig ved at massekrere fjenden. Specielt mine Slayers havde en stor rolle mod tomb kings hvor de ramte ret hårdt mod archers. Mest interessant var dog min bolt thrower der tog imod et charge fra 7 horse archers. De dræbte ingen hvorefter jeg dræbte 3 af deres og de mistede yderligere 2 på combat res. næste tur dræbte hans heste 1 og mine ingen hvorefter de løb...

Mod morsing spillede vi igen GF igen mig med dværge mod hans High elves.

Men også mine dværge mod en hurtigt sammensat Dark elves hær.

De sidste to slag tog jeg nogle gode billeder og vil uloade den i løbet af weekenden så der er noget at se frem imod :).

TT

Jamand

Quote from: thor trommstrong on 11 August, 2011, 12:00:12
Så fik jeg spillet lidt hammer igen :)

De sidste to slag tog jeg nogle gode billeder og vil uloade den i løbet af weekenden så der er noget at se frem imod :).

Ser stadig frem :)

thor trommstrong

denne weekend kommer der nyt indhold.. faktisk allerede idag kommer der nyt indhold :)

En stor del af min GF hær er blevet malet og jeg fik taget et par gode billeder jeg vil dele.

Enjoy

Warriors


Rangers


Longbeards


Hammerers


C&C er velkomne :)

TT

Kristian

Hej, det er da en fin hær du har gang i her.
Til GF er der et sæt guidelines for hvordan man opnår malepoint. Et af kriterierne er at baser og movement trays er ens, jeg foreslår at du putter lidt græs på baserne så de ligner  :)

MVH
Kristian
Konge af Lethian!

thor trommstrong

Jeg har også lige fået fat i 20stk meget billige 6th ed daemonettes.. the boob girls :).

Jeg vil lave 5-10 af dem om til harpier til min dark elf hær (jeg har ikke helt besluttet det endelige antal). Til det skal jeg bruge nogle tyranid vinger så nu er det med at lede. :)

@Kristian
Super du gør opmærksom på det. Jeg havde helt overset det selv. :)

TT

thor trommstrong

#13
High elves Vs Dwarfs
GF 14 test slag.
scenarie: Portals

Deployment



min plan var fra starten at sætte mine krigsmaskiner på en måde at de stod i læ af bakken
hvis nogen skulle charge dem eller skyde dem i stykker lige som sidste spil og jeg satte
organ gunnen sådan at dem der stod på bakken kunne rammes af den og den derfor udgjorde en
trussel på midten specielt mod riddere og ørne. mine dragon slayers blev sendt ud på
flanken for at beskytte derude.
Slayers hammerers longbeards og warriors dannede mit center der skulle op imod PG og white
lions primært.
Min bolt thrower flyttede ind i skoven for at få cover mod skydning samtidigt med at den
ikke fik cover når den skulle skyde white lions. I den forbindelse læste jeg lige i
reglerne at en warmachine der står i tærren ikke kan flytte og at terræn er impassable for
dem med mindre de sætter op i det, bortset fra bakker og open ground selvfølgelig.

HE tur 1
White lions er aggressive og flytter langt frem for at kunne nå Bolt throweren.
spearmændene der er blevet sat op med front mod portalen flytter ind i den.
Der bliver kun kastet meget få magier i spillet og jeg husker ikke at de har den store
betydning alligevel.

DW Tur 1
dragon slayerne flyttede lidt rundt for at stå i vejen for ørnene

Skydning tager nogle enkelte modeller men det meste rammer ikke.



HE tur 2
White lions charger min bolt thrower og dræber den og overrunner uden for mine warriors synsfelt, Til gengæld er de et let mål for min organ gun. Spearmen flytter ud af portalen for at kunne komme til min gunline.

DW tur 2
mine rangers vender sig for at udgøre en trussel mod spearmen og mine warriors vender sig for at charge white lions i tur 4.
Bolt Thrower og grude thrower skyder efter spearmændende og samlet tager de en ret stor del af enheden. Organ gunnen decimerer White lions og der er nu kun syv tilbage.
hammerers charger ørnen som står foran dem og jeg håber på at ørnen flygter så jeg ikke bryder min linie, men ørnen flygter ikke og mine hammerers når hen til ørnen og står nu meget udsat. I CC udsletter de ørnen og reformer så de står 10 bred for at venter på charget fra elverne.


HE tur 3
Spearmen charger min bolt thrower, men når den ikke og står nu på kanten af bordet med flanken mod mine rangers. White lions reformer 1 bred og håber at kunne holde mine warriors og runelord ude af resten af spillet.
begge enheder knights og PG charger hammerers, efter kampen står der 1 hammerer tilbage der klarer sin stubborn break test og holder knights og phoenix guards. den anden enhed knights overrunner over i mine slayers der står klar til at tage imod dem.


DW tur 3
Mine rangers charger spearmen og spearmen vælger at flygte som de elvere de er. Den sidste Dragon slayer kan lige se og charger dragon princes i flanken for at hjælpe det sidste hammerer i kampen. Mine warriors charger white lions og får dem i løbet af de næste ture fjernet helt.

Den sidste hammerer dør og slayeren dør, og phoenix guards er igen frie til at flytte
mine longbeards flytter frem for at udgøre en trussel for de små enheder seaguards og archers.

Efter CC reformer PG så de kigger over imod flanken på mine longbeards.

HE tur 4
phoenix guards charger mine longbeards og jeg vælger at flygte fra charget og efter et charge fra archers som de bliver nødt til at flygte fra ender de bag organ gunnen.

Dw tur 4
mine longbeards rallier. men er endt langt væk fra alting dog i nogenlunde sikkerhed.
mine longbeards rallier ikke og flygter videre og så ender de bag organ gunnen helt på kanten af bordet.
Rangers bevæger sig for at kunne tage sig af Dragon princes sammen med de sidste slayers.

HE tur 5
Phoenix guards charger mine longbeards, men når ikke frem. Dragon princes charger men når heller ikke frem og står til et flanke charge af Rangers.

DW tur 5
Fjerner PG i stor stil.

HE tur 6
Phoenix guards charger mine longbeards. Denne gang når de frem. Men kan ikke få alle i kamp på grund af organ gunnen der står i vejen.

DW tur 6
PG og longbeards slår på hinanden men ingen vil dø eller løbe.

til sidste har jeg mistet mine hammerers en enkelt maskine og halvdelen af mine longbeards og så mine to dragon slayers, men Morsing har mistet spearmen halvdelen af phoenixs guardsne og white lions samt den ene mager der døde på et af de mange 9 resulteter på miscast tabellen han selv lavede for at få sin beast spell igennem.

Så en sejr til dværgene :D


Efter kampen tænkte jeg at jeg nok burde have brugt min rune of challenge i løbet af spillet, men jeg havde helt glemt jeg havde den.
Jeg skal også huske at man kan reforme efter en vunden kamp. Det glemmer jeg gang på gang!

Næste post indeholder  Stemnings billeder fra spillet.
TT

thor trommstrong

#14
 tur 1



tur 2


tur 3


tur 4


tur 5


tur 6

TT

Jamand

Jeg håber ikke du live-blogger for så er det mildest talt et langtrukkent spil i er ude i dér  :P

thor trommstrong

absolut ikke, jeg  opdaterer bare efterhånden som jeg får skrevet. ;)

TT

thor trommstrong

Så blev rapporten skrevet sammen.

En ny er på vej denne gang interaktiv, mellem mine dværge og bretonnia også denne gang et GF test spil.

Jeg har valgt at skifte de to bolt throwers ud med en Flame canon for at se hvordan den er at spille med.

Indtil videre har vi spillet de første 3 ture og der er slået ret mange riddere ihjel mine hammerers har charget Grail knights med BSB Lord og Damsel. Og trebuchet'en er ude af aktion 1 tur endnu.

TT

thor trommstrong

#18
Bretonnia vs. Dwarfs GF 14 test spil
=================
Bretonnia

Character:
 (BL) Character, Bretonnian Lord [1 point]
     - Bretonnian Lord w/Lance & Shield
     - Virtue: Re-Roll to hit when charging and using a lance
     - Vow: Grail

 (PB) Character, Paladin BSB [1 point]
     - Paladin BSB w/Armour, Shield & Lance
     - No Virtues
     - Vow: Grail

 (DotL) Level 2 Beast Wizard, Damsel of the Lady [1 point]
     - Level 2 Wizard w/Beast

 (DotL2) Level 2 Life Wizard, Damsel of the Lady 2 [1 point]

 Cavalry:
 (KotR1) 9 Cavalry, Knights of the Realm 1 [1 point]
     - 9 Knights of the Realm w/Full Command

 (KotR2) 9 Cavalry, Knights of the Realm 2 [1 point]
     - 9 Knights of the Realm w/Full Command

 (KE) 9 Cavalry, Knights Errant [1 point]
     - 9 Knights Errant w/Full Command

 Infantry:
 (MAA) 40 Infantry, Men-At-Arms [1 point]
     - 40 Men-At-Arms w/Banner & Musician

 (B) 11 Infantry, Bowmen [1 point]
     - 11 Bowmen w/Musician, Flaming Attacks & Stakes

 Cavalry:
 (MY1) 5 Cavalry, Mounted Yeomen 1 [1 point]
     - 5 Mounted Yeomen w/Musician

 (MY2) 5 Cavalry, Mounted Yeomen 2 [1 point]
     - 5 Mounted Yeomen w/Musician

 (MY3) 5 Cavalry, Mounted Yeomen 3 [1 point]
     - 5 Mounted Yeomen w/Musician

 Flying Cavalry:
 (PK) 3 Flying Cavalry, Pegasus Knights [1 point]
     - 3 Pegasus Knights w/Musician

 Cavalry:
 (GK) 9 Cavalry, Grail Knights [1 point]
     - 9 Grail Knights w/Full Command

 Warmachine:
 (T) Warmachine, Trebutchet [1 point]

Dwarfs
------
 (R1) Runelord [263 points]
     - shield MRoBalance MRoSpite RoPreservation RoStone RoSpeed

 (T) Thane [167 points]
     - BSB Shield RoStone RoResistance, MRoChallenge

 (DS1) Dragon Slayer [50 points]

 (DS2) Dragon Slayer [50 points]

 (W) 28 Warriors [286 points]
     - Shield FC   

 (L) 19 Longbeards [278 points]
     - Shield FC  RoBattle

 (R2) 20 Rangers [245 points]
     - FC

 (H) 20 Hammerers [320 points]
     - FC MRoGrungni

 (S) 18 Slayers [198 points]

 (C) Canon [145 points]
     - Engineer RoForging RoBurning

 (GT) Grudge Thrower [150 points]
     - Engineer RoAccuracy RoPenetration RoPenetration brace of pistols

 (OG) Organ Gun [120 points]

 (FC) Flame Cannon [140 points]


Deployment
----------


Turn 1 - Dwarfs
---------------

The meteor hits marker number 2 and scatters towards the brettonian line.

Movement : the rangers shuffle backwards the slayer and warriors and longbeard move a little forward.

magic none

shooting: canon shoots at the grail knights but ward saves, saves the two caused wounds
the grudge thrower shoots at the Trebuchet. but scatters into nothing



Turn 1 - Army A
---------------

Bretonnians move forward, KoTR 1 pick up some of the meteor that landed ealiere...

mounted yeomen fire at rangers and slayers, one slayer drops dead from an arrow
The trebutchet scores a direct hit, killing 10 dwarves in the warrior unit. They easially pass their panic test.

magic was skipped before of only 4 dices vs. 6.

no close combat


Turn 2 - Dwarfs
---------------

the meteor lands near the dwarf warriors but scatters harmlessly

movement:
the rangers charges the mounted yeomen lose a single dwarf to the stand and shoot and fails the charge.
the warriors swift reform and moves towards the center

magic: none

Shooting:
the cannon shoots at the grail knights again aiming for the characters again. aiming 7 inches from the front. landing the ball 3 inches from the unit and bouncing 10 inches trough the unit. Both the lord and the life wizard fails their lookout sir from the canonball. the lord is not wounded and the wizard is saved by the ward save. the remaining grail knights are wounded and one fails the ward save.
the Grudge thrower aims for the beast wizard and lands a perfect hit on her. she fails look out but the stone fails to wound as well. the champion also fails the look out sir but the stone fails to wound as well. the rest of the hits deals only two wounds.
the flame canon aims 9.5" after the knights in front of it and shoots a stream of hot tar. both wizard and champion passes the look out sir. the Flame canon kills another 2 knights from that unit. they passes their panic check
the organ gun shoots at the grail knights rerolls 4 wounds to a 2 and another grail knight goes down.



Turn 2 - Army A
---------------

Movement:
Knights Errants fail their test despite the BSB, and are forced to charge, they charge the cannon, needed 11+, they fail - but move forward to pick up part of the meteor. 2 Also die as they enter the forest. Its a Wild Wood

The pegasus knights are forced to charge because of master rune of challenge on the dwarven BSB, they bring some KoTR with them, and also try to bring the Grail Knights, they however fail their charge.

Remaining moves:
The Beast Mage and her unit moves forward to cover those in combat, as do the men-at-arms that pass a test to march.
the 10 Mounted yeomen move down around the flank of the enemy, and position themselves annoyingly.the 11 bowmen march to pick up another piece of meteor, and the last yeomen back off from the rangers.

The Errants lose another knight to the wild wood, but pass their LD test

Magic: 6+5
Channel: none

10 Power Dices vs. 9 Dispel Dices:

Beast Mage attempts a Wyssans Wild form on the KoTR that have charged, using 5 dices: 16 - its cast.
Dispel attempt is done using 6 dices, and the roll is 23.

The Life mage then attempts regrowth on the grail knights, using 5 dices: 9, a big failure...

Magic phase done

Shooting
4 Mounted Yeomen on the slayers, 4 shots, 1 hit but 0 wounds
5 Mounted Yeomen on the Rangers, 5 shots, hitting 1 but again, no wounds.
The Trebutchet again aims for the warriors and the runelord, eager to add more dead dwarves to the casulty pile. However, it missfires and loses a crew member. It cant fire until the 4th turn.

Combat Phase:
Pegasus Knights & KoTR vs. Longbeards.

Pegasus Knights attack first, w/ 3 attacks (1 normal & 1 champ)
3 Attacks, 2 Hits & 2 Wounds, 1 is saved with the armour, the other ripped to pieces.
The Pegasus them selves
4 Attacks, 2 Hits & 0 wounds

KoTR vs. the BSB
4 Attacks, 1 Hit & 0 wounds

KoTR vs. the Longbeards
4 Attacks, 3 Hits & 3 Wounds, 2 of which results in kills.

Horses attacks the BSB
4 Attacks, 2 hits & 0 wounds

Horses vs. longbeards
3 Attacks, 3 hits & 1 wound but its saved by the armour

the dwarves then attack back:
8 attacks vs. KoTR: 3 attacks hit & 2 wounds but 0 kills
and while 3 hit the pegasus knights and 1 wound, none get past the armour either

stomp attacks fail.

The dwarves lose by 2, but remain in the fight


Turn 3 - Dwarfs
---------------

the meteor lands on top of the mounted Yeomen and kills 2 of them and they pass panic and catches another piece of wyrdstone

movement:
charges:
warriors charges the pegasus knights, the lone dragon slayer charges the men-at arms. The Slayers charges the Yeomen and the hammerers charges the grail knights.
All charges reach their targets. The rangers swift reformer to look at the men-at-arms.  the wild wood beats at the knights again but no one is killed this time.

Magic none

shooting
the grudge thrower shoots at the knights with the beast mage dealing a wound to the mage. the rest not wounding or saved by armour/ward
the canon shoots at the left most depleted knight unit but wounds are saved by ward
the flame cannon aims for the unit with the beast mage. it gueses 4.5 inches.
the organ gun shoots at the right depleted unit. and kills the champion only despite of 6 hits.

In close combat the dragon slayer chose additional hand weapon against the yeomen and kills a single rider. the yeoman and the horse elects to hit the dragon slayer but both fails.
the rest of the slayers use additional hand weapons and kills the remaining yeomen and reforms.

The lone Dragonslayer deals a single wound but takes a single wound as well.
The combat is won by the Men-at arms who reform.

The hammerers and grail knights the lord kills zero the BSB kills 2 and the supporting attacks kills another 2 in the challenge the GK kills the champion the horses kills nothing though. the bret lord takes a single wound.  the hammerers passes thier stubborn break test.

in the last combat no wounds at all are given or taken.
Result: dwarfs: BSB, banner, charge, 2 ranks, rune of battle, flank Bret: 2 ranks, banner  the brets loose by 4 and have to take break tests 4 and 5 that van be rerolled. they both fail and break from combat. an flee from the warriors. Both longbeards and warriors pursue. the knights flee  12" and the peg knights 11" and they are both getting away from the longbeards. as the warriors pursue 1" and the longbeards 7".
the right knights passes their panic check.


Turn 3 - Army A
---------------