Hammer Storm!
Deployment: Blood and Glory
Special Rules: Hammer Storm – Any wizard can add D3 Power or Dispel
dice and the unit (or wizard if solo) takes D6 S5 hits.
Major Objective: Break your opponent
Minor Objective: Kill a channeling model
The List
Skarsnick, General
Goblin Big Boss, BSB, Spider banner, shield
Goblin Big Boss, shrieking blade, dragonbane gem, charmed shield, light
armor, giant wolf
Night Goblin Big Boss, iron curse icon, great weapon
Night Goblin Big Boss, great weapon
Night Goblin Shaman, Level 2, dispel scroll
Night Goblin Shaman, Level 2, scroll of shielding
60 Night Goblins, musician, banner, 3 fanatics
29 Night Goblins, musician, banner, 3 fanatics
5 Goblin wolf riders, musician, banner
6 Trolls
2 Trolls
Spear Chukka
Spear Chukka
Arachnarok Spider
Mangler
Mangler
Doom Diver
This list put a little fear into me. I knew there were a few things in there that could really mess
up my day. 6 Fanatics, 2 Manglers,
the Doom diver and the unit of 60.
While the event was secret lists, I had zero doubt that the BSB was not
in Skarsnick’s unit but in the large unit for any other reason besides giving
all those bows poison.
Magic
I rolled Searing doom and enchanted blades on my metal wizard
(basically worthless) and spirit leech, caress, soul blight and purple sun on
my death wizard.
Having 2 level 2s, Bruce rolled gift of the spider g-d and itchy
nuisance on one wizard and vindictive glare and gork will fix it on the other.
Terrain
This table was very open with the pillars just impassible terrain and
the rocky areas as forests with hard cover. The center item was a nehekharan spyynix. With a successful initiative test a
character could gain a bonus for the rest of the game… Devastating charge,
Heroic Killing Blow or if a wizard Loremaster of Death. Great powers… but it required you to be
there at the beginning of your turn, which never came up. Failing the test mean taking a wound.
Deployment
First thing is Skarsnick.
Skarsnick prevents one of my units from deploying on a roll of 6. The judge ruled that unlike meeting
engagement, this didn’t hit characters separately (no good to me) but it also
did hit scouts.
I rolled restricted deployment on 1 dark rider unit, my BSB and the
level 2.
For deployment, I did my normal standard spread, weighted right as he
was weighted right. Bruce put his
spider out by itself on the left flank and clustered the rest in the
center/right. I put my shades on
the left to start plinking the spider and vanguarded aggressively to try to get
to the warmachines.
I did put a hydra on the other side of the sphinx so that it could be
the closest to Skarsnick unit, but still have the terrain between to trigger
and protect against fanatics should Bruce decide to be aggressive.
I got the first turn.
Turn 1 – Dark Elves
I start off with a long charge by a hydra at his wolf character. I don’t expect to get to him should he
hold, but terror is a wonderful thing.
The harpies then recharge, passing him through the left bolt
thrower. The bolt thrower fails
its test but the wolf rider stops at the board edge and I can’t recharge him.
The dark riders on the right move up and trigger the fanatics. He moves 1 into the center and puts the
other two at the dark riders, but rolls short. I then back off.
I roll a 7/5 magic phase.
I start out of a 3D spirit leech on his BSB, which he scrolls. I then PoD for +4 (11/5). I 3D caress on his bsb, killing him. I 1D soulblight on the trolls but fail.
The dark riders only manage to shoot one wolf rider. I do manage to put 4 wounds on the
spider, even the assassin only rolls 1s to hit and wound.
Turn 1 – Orcs & Goblins
Bruce starts off the turn with Skarsnick failing his animosity, moving
up, launching fanatics and then charging a hydra, hitting its own fanatic on
the way in. The other two create a
cluster in the center.
The damn wolf rider rallies at the table edge (this will cost be
greatly!... uh, spoiler?)
Bruce rolls a 10/6 magic phase after calling down the hammer for 3 dice
and not taking any wounds. He
starts with a 4D gork will fix it into the combat, which scroll. I then allow itchy nuisance to drop the
handlers and hydra to initiative 1.
I then dispel poison.
The only Bolt thrower able to shoot misfires to no effect. The doom diver then misfires losing the
next turn… so nothing from shooting.
In combat, he passes his fear (Skarsnick is leadership 8!). He then does 3 wounds from his
character (S6!). I then kill 14
and he passes his leadership with steadfast.
Turn 2 – Dark Elves
I gear up for the knock out punch, charging a unit of dark riders into
a bolt thrower (lol). I pop my egg
and then put my BSB into the combat.
A unit of harpies jumps on a mangler.
For my magic I rolled up 4/3 (he hammers for 1, killing 6
goblins). I irresistible spirit
leech on his little caster. I kill
him and get 1 die back. I then get
sucked into the warp. He dispels
searing doom.
In shooting I manage to kill 1 more wolf rider, which passes its
test. I then knock the charmed
shield off the wolf rider and cause a wound. My assassin shows up and I put 3 more wounds onto the spider
(1 left).
In combat, my BSB, after rolling a 1 on the charmed shield takes 4 wounds. Luckily I save 2 and he doesn’t
die. I manage to break
steadfast. My BSB then chases onto
a fanatic (oops). My dark rider
does 2 wounds to the bolt thrower, which dies. The big unit panics, running towards center along the board
edge (hits a fanatic). I over run
my dark rider off the table so the mangler doesn’t turn around and kill me.
Turn 2 – Orcs & Goblins
With Skarsnick dead, both troll units fail their stupidity.
The wolf rider flanks the unit of shades. The mangler hits the BSB, which had miraculously lived
through fanatic, and through into the hydra. It does 10 wounds to each, killing the BSB but not wounding
the hydra. The big block doesn’t rally,
going to the left corner and losing 6 to dangerous terrain. The hydra flees.
He has not magic phase as only wizard left is fleeing.
The bolt thrower misses the hydra.
The assassin and shade fail to do the last wound to the goblin, who
makes all his 6+ saves (3 of them!).
I then lose the combat and get run down – and he overruns into the flank
of a unit of dark riders… and with the spider having 1 wound left!
The harpies charge the doom diver and a unit of dark riders charges the
bolt thrower to clear out the warmachines. Unfortunately, I didn’t have anything in position to charge
the big block off the table, but who could have planned for that?
The hydra rallies.
The dark riders fail to wound the wolf riders, but do manage to take
off the spider.
Both warmachines die in combat.
My dark riders fail to wound the wolf, which does 1 wound. He wins combat, but fails to catch me.
Turn 3 – Orcs & Goblins
The big unit rallies and the goblin rider catches the dark rider
unit. The small unit of trolls
fails stupidity. The large unit
passes but just turns around.
I fanatic kills itself.
He doesn’t take a magic phase.
Turn 4 – Dark Elves
The hydra charges the small troll unit.
I roll an 11/6 magic phase.
The 3D searing doom the wolf unit to kill them. He dispels enchanted blades on the
hydra.
I gun down the wolf rider.
I put 1 wound on the last mangler but have nothing else I can shoot,
having lost my left flank to that wolf rider.
The hydra kills the trolls.
I rolled a 12 on my breath weapon.
Turn 4 – Orcs & Goblins
His big block fails animosity.
The trolls go stupid again.
He tries to charge the harpies, but I flee to safety. The rest of his army is auto
pilot. The mangler hits the
trolls, doing 4 wounds.
Turn 5 – Dark Elves
The harpies rally. The
dark riders put 2 wounds on the trolls.
Turn 5 – Orcs & Goblins
The trolls again fail stupid, and run onto the mangler, killing it and
taking 3 more wounds. he passes
animosity and another fanatic kills itself. He puts out 23 shots, but only gets 6 hits and 1 wound
(which I save).
Turn 6 – Dark Elves
Hydra goes into the flank of the trolls, joined by a unit of dark
riders into the rear. I do 4
wounds total, and he makes his saves.
He then kills 4 dark riders but still breaks to static combat and gets
run down.
Turn 6 – Orcs & Goblins
Final turn, lots to do (just the big block left) and what happens? He fails his animosity again… but has
nothing to even declare a charge against and the game ends.
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