The Mission: Bad Mood Pass:
All magic users can use 1 Mad Cap mushroom per turn to boost the
casting of a spell – declare before you roll the dice to cast. If you take a nibble, add 1 to your
score. If you take a bite, add 2. If you swallow an entire mushroom, add
3! After you resolve the spell,
roll a single die – if you roll equal to or less than the amount the mushroom
added, you take a wound with no saves of any kind allowed.
Bonus Objectives
None
The List
Daemon Prince, Mark of Nurgle, Level 4 Wizard, Lore of Death, Chaos
Armor, Daemonic Flight, Sword of Striking, Charmed Shield, Dragonbane Gem,
Scaled Skin, Flaming Breath, Chaos Familiar
Exalted Hero, Mark/Disc of Tzeentch, BSB, Enchanted Shield, Talisman of
Preservation
Sorcerer, Mark of Slannash, Level 2 Wizard, Lore of Shadow, Warrior
Bane, Dragonhelm, Potion of Speed
Chaos Chariot, Mark of Khorn
Chaos Chariot, Mark of Khorn
Chaos Chariot, Mark of Khorn
5 Marauder Horseman, Musician, Banner, Flail
5 Marauder Horseman, Musician, Banner, Flail
23 Chaos Warriors, Mark of Slannash, Full command
3 Dragon Ogres, halbred
3 Dragon Ogres, halbred
3 Dragon Ogres, halbred
Dragon Ogre Shaggoth, great weapon
Dragon Ogre Shaggoth, great weapon
Magic
The shadow wizard took Pit of Shades and Miasma. The Death wizard took Spirit Leech,
Purple Sun, Doom and Darkness, Fate and Caress. Nasty.
I rolled warplightening and scorch on level 2 and the grey seer took
curse, wither, plague and death frenzy.
He also got 1 token. A much
better magic spread.
Deployment: Battle for the Pass
For deployment, Doc was careful to use his fast cavalry to block out my
gutter runners from his back board.
Then his front line was centered on the warriors with the characters
center and the chariots and dragon ogres near alternating along the deployment
line. He also put a Shaggoth on
each side.
I deployed a strong center off of his center, with slaves and other
chaff to take on the smaller units to prevent one gigantic charge. With nowhere to go, the gutter runners
took the middle line, destined to die but maybe able to get lucky with some
poison before that happens.
The assassins again went into the stormvermin (shocking!).
We rolled off and Doc got the first turn.
Also, as an apology, I wasn’t as great at taking pictures this round.
Turn 1 – Warriors of Chaos
Doc didn’t start out with any charges. His frenzied chariots had some long possibilities but he
made his checks.
Doc rolled 3/1 magic phase and threw them all at spirit leech. With my LD7 v his LD9, I wasn’t
confident that my 4++ would save me so I scrolled it.
Turn 1 - Skaven
I reveal one of my assassins in the stormvermin, the idea being that my
stand and shoot could knock off the charmed shield should I be unable to do it
before and he charges me on turn 2.
I myself have no charges.
I roll a 9/6 magic phase.
I put a 2D warplightening at the daemon prince to knock off the
shield. He dispels it. I then fail to cast death frenzy with
3D and he dispels a 4D scorch.
My gutter runners put 2 wounds on each and knock off the charmed shield
(and do a wound!).
The fellblade gives me a gift of a 2 wound warlord.
Turn 2 – Warriors of Chaos
In a more welcoming position, Doc starts the turn off with some
charges. A chariot charges gutter
runners. The shaggy terrors a rat
dart redirect. Some dragon ogres
charge an engineer in the center and the warriors charge another (which
flees). Another unit of dragon
ogres charges another dart. The
far chariot fails his frenzy and takes 3 wound charging a gutter runner unit.
For magic, Doc rolls a slightly less dominating 8/5. First 3D cast is an irresistible Misama
on the stormvermin. 5 warriors
die, the wizard takes a wound and Doc loses the rest of his dice. I lose -3 to every stat.
Doc drops the breath weapon on the center gutter runners, killing 4.
In combat, both darts and the engineer die. The Engineer did a wound though!
Turn 2 - Skaven
I start off by revealing my second assassin. Also the night runners come on and roll a hit on their
scatter.
I charge off, the night runners and weapon team rearing the closer fast
cavalry unit. The gutter runners
charge the warriors, opening up the Stormvermin to charge the dragon ogres
(forgot about the -3 movement *sad face*). The doom flayer charges the shaggoth hoping to roll some 6s. The slaves front and the gutter runner
flank a chariot.
My stormvermin to fail, even with the reroll.
I then roll an awesome 2/3 magic phase. I use my warpstone token but still get my spell
dispelled. I had also used +3
power from the rule. A 1 from my
token leaves my wizard with 1 wound.
In shooting I kill the far chariot, leaving them to most likely be
charged by a 4 wound shaggoth.
The doom flayer does 2 wounds to the shaggoth (2 impact and a 2 for his
attacks) before dying. The Night
runners kill the fast cavalry and overrun into dragon ogres. The gutter runners kill 1 warrior and
then die. The other gutter runners
lose 2 and the slaves 1 and the chariot runs off the board. The gutter runners follow to avoid the
counter charge and the slaves reform.
The fellblade leaves me with a 1 wound warlord.
Turn 3 – Warriors of Chaos
I use my strength potion to discourage a charge and Doc uses his
initiative potion.
Still in chaff clearing mode (I have a lot of chaff), Doc charges a
chariot and a unit of dragon ogres each into their very own rat dart. The far shaggoth terrors my gutter
runners and fails to catch them.
The warriors charge the stormvermin. The other shaggoth charges an engineer, which flees and the
redirect is failed.
Doc rolls another 8/5 magic phase. He 3D big miasma, irresistibly, and loses 1 die from the
pool and makes his ward saves on each caster. Only -1 on the unit this time. He then 4D purple sun, which I dispel.
The rat darts fold quickly.
The night runners do 1 wound to the dragon ogres and lose enough wounds
for it to be a tie. My characters
roll crap and the stormvermin lose combat but hold.
Turn 3 - Skaven
My slaves rear charge the close shaggoth.
I finally roll a magic phase, 10/5. I start out with a 3D death frenzy which he dispels. I then 3D wither into the warriors and
4D plague into the warrior/stormvermin combat. He allows the first but scrolls the second.
The slaves do 1 wound to the shaggoth, lose 5. The combat holds and the shaggoth turns
around. The night runners do 2
wounds to the dragon ogres, but lose enough to draw and he turns around. The characters finally kick in, killing
the champion, sorcerer and 9 warriors, running down the unit.
Turn 4 – Warriors of Chaos
The BSB charges the fleeing far gutter runners and escorts them off the
table. The Daemon price charges
into slaves/shaggoth combat. A
unit of dragon ogres and chariot charge into the other slaves. The dragon ogres go into night runner. The fast cavalry charge an engineer
which flees away and fail to redirect or catch.
Do rolls another strong magic phase of 9/5. I allow a 4D doom and darkness onto the stormvermin. I also allow a 3D Fate onto the 1 wound
fellblade and he dies. I dispel a
2D spirit leech at my general.
The far slaves lose 16 but hold.
The night runners do 5 wounds but he saves them all and I lose the
unit. The slaves don’t touch the
daemon prince and pop. I kill 4
fast cavalry, the shaggoth and 2 stormvermin.
Turn 4 - Skaven
The stormvermin charge a unit of dragon ogres, and they flee. I catch them and turn around. A nearby unit of dragon ogres panics
and runs off the table.
I roll a 7/4 magic phase.
I roll 3 to dispel doom and darkness and then 4 to irresistible death
frenzy. I roll a 9 which kills the
grey seer.
The gutter runners do another wound to the daemon prince.
The slaves do 2 wounds to the dragon ogres and them pop killing an
engineer I forgot to move.
I lose 5 stormvermin to death frenzy.
Turn 5 – Warriors of Chaos
Done with combat, Doc moves to maximize his magic.
He rolls another 8/5 magic phase.
I allow a 2D carass on my wizard.
He rolls a 12 and I die. I
dispel a 3D Fate on my BSB and he throws a little purple sun which kills 4
stormvermin and gives him 2 dice back (10/5). Those 2D throw a spirit leech on my BSB but doesn’t do
anything.
Turn 5 - Skaven
I move my stormvermin to see the last fast cavalry rider. I dispel purple sun and the assassins
shoot and kill the rider. Gutter
runners shoot and do 3 wounds to dragon ogres. I lose 2 to death frenzy.
Turn 6 – Warriors of Chaos
Sorry, no picture. The
chariot and shaggoth charge but fail to catch a rat dart. The last dragon ogres charge the gutter
runners (who had failed to march and couldn’t escape). They take 2 wounds on the stand and
shoot.
Doc rolls a 12/6 magic phase.
A 4D fate on my general, which I allow, gets 1 wound through my
2++. A 3D irresistible carass on
mineral does nothing but end the magic phase.
The gutter runners kill an ogre, lose 2 and hold.
Turn 6 - Skaven
Again, sorry, no picture.
I do 1 wound in the combat and the gutter runners flee off table.
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