Post by flamingkillamajig on Sept 10, 2012 21:11:41 GMT -5
Ok well the first battle was halfway finished and up in the air and the 2nd wasn't that far through but my 2nd opponent was almost completely destroyed and i lost no units whatsoever though i did have losses (he was a huge noob).
The first battle was my skaven vs ogres. This guy had a bit of experience and though i don't remember the turns too well i know we both got very crappy spells (i got warp lightning and skitterleap for my warlock and pestilent breath and cloud of corruption for the other). I rolled doubles for my plague priest's pestilent breath so i could've substituted it for a better spell like wither (-1 to toughness permanently and can not be dispelled) or poisoned attacks for melee as a different spell but i am dumb so i didn't.
I don't know all the turns in my head but i know my hellpit moved slowly and when i could've charged the mournfangs with it in their flank it decided to move too slowly. The gutter runners killed one mournfang in ranged and melee attacks combined though for some odd reason we had a long discussion about poisoned slings though i was sure they could have poisoned attacks as they didn't specify otherwise. Eventually they allowed me to have it as they couldn't find a rule stating otherwise. Not that it mattered as i wounded anyway for the one poisoned attack i got off with them in shooting.
The mournfangs also accidentally charged into my plague furnace with plague monks after failing to catch my gutter runners which if i remember correctly fled twice during the game and the first time i made them flee using smoke bombs to catch the mournfangs out in the open (smoke bombs force somebody to roll 1d6 less for charge so often they fail their charges more frequently when you use it). I then tried charging them in the flank with the hellpit but that failed.
I killed 4 ogre bulls and caused a wound to another with a warp lightning cannon (i had 2 warp lightning cannons that game). The warp lightning cannons also shot randomly a bit but didn't kill anything when they did which is surprising considering it could've been bad. They also managed to get panicked and couldn't be used for a turn but that didn't matter too much as most of the enemies were in melee at the time anyway.
I killed a stonehorn with queek and his special bodyguard with hatred gained from skavenbrew and they got to charge the lone stonehorn. They also caused 5 of 6 wounds on the thundertusk which only had one wound left for the rest of the game and damaged the 3 ogre leadbelchers which flanked them somewhat as well as the ogre BSB which managed to kill queek due to the ever stupid stomp and his attacks (he had some ability which could turn magic weapons into normal weapons). Anyway he won that combat against the now dead queek and the remnants of his stormvermin and they got caught while running away. However he tried only pursuing with one unit and his leadbelchers failed and jumped in the way of his ironguts and his thundertusk i think and exposed their rear and flank if anything though it'd have been a bad move as then i'd just get flanked by the thundertusk and the ironguts.
If you guys don't know the thundertusk is the annoying one that makes its enemy's troops strike last. It sucks to face but i still did ok.
Other than that the clanrats (cheap base clanrats) did nothing but get killed by regenerating ogres (thanks to his one good spell i couldn't get rid of). I would've killed one off by causing a couple wounds but regeneration saved it. However my clanrats held even after about probably 20 deaths i think.
The warpfire thrower shot at one point in the game but this time it did nothing although it didn't panic so that's always a good thing. If i could move it out of the way and fire into the ogres that would've been sweet as the bulls were only toughness 4 and the warpfire thrower shoots a flame template which jumps a distance and does d3 strength 5 hits against any model under the template and since it's a flaming attack it goes through regeneration so that spell would've been worthless against it.
After the battle against the clanrats which died like crazy and did nothing but held their ground we had to end the game because he was going to start a 40k event with a bunch of other guys. I don't think anybody took that table the whole time there until i played the high elf player but for some reason my ogre opponent said they didn't like people keeping their stuff on a table to prevent other people from playing. Meh i would've loved to have finished that game. He probably would've won but if the ogres moved badly i could've shot my warpfire thrower and even a couple warp lightning cannons at them. Really it was more of a 2 turn things and then everything was kind of jumbled together and in the way of everything else. I still think i could've gotten another couple warp lightning shots off that game. My units were mostly dead but the hellpit, warp lightning cannons, warpfire thrower and plague monks with plague priest on plague furnace still could've done something. The gutter runner remnants probably could've rallied but i didn't expect much of them and the warlock i had that skitterleaped out of the stormvermin squad (a good thing as he would've been dead too) could've sniped a few ogres with warp lightning but i didn't expect much for him either. Maybe he could've finished off the thundertusk which would've made me happy. He definitely had the range though since my next turn never came up we never found out.
Other than that i think he had first turn but i can't remember. I remember setting up first and i'm pretty sure i lost the roll-off to deploy.
All that's left really is thoughts on the battle. I'm honestly thinking about replacing the warlock with something like a grey seer but i can't put him in queek's unit because of a rule that he and his unit have about not being able to be joined by grey seers or screaming bells due to his distrust of the grey seers. I suppose i could throw in another warlock since i have 3 total anyway and never use all of em. The gutter runners also weren't optimal that game and i should probably take them out for something better although to be fair if getting those mournfangs out of position worked like it should've they would've died hard and those things cost a ton in points from what i hear. The warpfire thrower, 2 warp lightning cannons and the hellpit normally do better and all but one of them disappointed me though i'm betting i would've seen more from all but maybe one of them (probably the warp lightning cannon that did nothing all game but then again it was out of danger's way while the warp lightning cannon that killed 4 bulls was too close to the ogre bulls and may have gotten charged into or similar from the clanrats getting chased down or it couldn't fire due to clanrats running through it). I expected a little more from the stormvermin but i put most of my eggs in one basket with that and perhaps the plague monks and plague furnace though the other things were meant to work better in most cases. i figure the hellpit would've made up for things if it was given time to work its magic though and the game didn't end as soon.
The first battle was my skaven vs ogres. This guy had a bit of experience and though i don't remember the turns too well i know we both got very crappy spells (i got warp lightning and skitterleap for my warlock and pestilent breath and cloud of corruption for the other). I rolled doubles for my plague priest's pestilent breath so i could've substituted it for a better spell like wither (-1 to toughness permanently and can not be dispelled) or poisoned attacks for melee as a different spell but i am dumb so i didn't.
I don't know all the turns in my head but i know my hellpit moved slowly and when i could've charged the mournfangs with it in their flank it decided to move too slowly. The gutter runners killed one mournfang in ranged and melee attacks combined though for some odd reason we had a long discussion about poisoned slings though i was sure they could have poisoned attacks as they didn't specify otherwise. Eventually they allowed me to have it as they couldn't find a rule stating otherwise. Not that it mattered as i wounded anyway for the one poisoned attack i got off with them in shooting.
The mournfangs also accidentally charged into my plague furnace with plague monks after failing to catch my gutter runners which if i remember correctly fled twice during the game and the first time i made them flee using smoke bombs to catch the mournfangs out in the open (smoke bombs force somebody to roll 1d6 less for charge so often they fail their charges more frequently when you use it). I then tried charging them in the flank with the hellpit but that failed.
I killed 4 ogre bulls and caused a wound to another with a warp lightning cannon (i had 2 warp lightning cannons that game). The warp lightning cannons also shot randomly a bit but didn't kill anything when they did which is surprising considering it could've been bad. They also managed to get panicked and couldn't be used for a turn but that didn't matter too much as most of the enemies were in melee at the time anyway.
I killed a stonehorn with queek and his special bodyguard with hatred gained from skavenbrew and they got to charge the lone stonehorn. They also caused 5 of 6 wounds on the thundertusk which only had one wound left for the rest of the game and damaged the 3 ogre leadbelchers which flanked them somewhat as well as the ogre BSB which managed to kill queek due to the ever stupid stomp and his attacks (he had some ability which could turn magic weapons into normal weapons). Anyway he won that combat against the now dead queek and the remnants of his stormvermin and they got caught while running away. However he tried only pursuing with one unit and his leadbelchers failed and jumped in the way of his ironguts and his thundertusk i think and exposed their rear and flank if anything though it'd have been a bad move as then i'd just get flanked by the thundertusk and the ironguts.
If you guys don't know the thundertusk is the annoying one that makes its enemy's troops strike last. It sucks to face but i still did ok.
Other than that the clanrats (cheap base clanrats) did nothing but get killed by regenerating ogres (thanks to his one good spell i couldn't get rid of). I would've killed one off by causing a couple wounds but regeneration saved it. However my clanrats held even after about probably 20 deaths i think.
The warpfire thrower shot at one point in the game but this time it did nothing although it didn't panic so that's always a good thing. If i could move it out of the way and fire into the ogres that would've been sweet as the bulls were only toughness 4 and the warpfire thrower shoots a flame template which jumps a distance and does d3 strength 5 hits against any model under the template and since it's a flaming attack it goes through regeneration so that spell would've been worthless against it.
After the battle against the clanrats which died like crazy and did nothing but held their ground we had to end the game because he was going to start a 40k event with a bunch of other guys. I don't think anybody took that table the whole time there until i played the high elf player but for some reason my ogre opponent said they didn't like people keeping their stuff on a table to prevent other people from playing. Meh i would've loved to have finished that game. He probably would've won but if the ogres moved badly i could've shot my warpfire thrower and even a couple warp lightning cannons at them. Really it was more of a 2 turn things and then everything was kind of jumbled together and in the way of everything else. I still think i could've gotten another couple warp lightning shots off that game. My units were mostly dead but the hellpit, warp lightning cannons, warpfire thrower and plague monks with plague priest on plague furnace still could've done something. The gutter runner remnants probably could've rallied but i didn't expect much of them and the warlock i had that skitterleaped out of the stormvermin squad (a good thing as he would've been dead too) could've sniped a few ogres with warp lightning but i didn't expect much for him either. Maybe he could've finished off the thundertusk which would've made me happy. He definitely had the range though since my next turn never came up we never found out.
Other than that i think he had first turn but i can't remember. I remember setting up first and i'm pretty sure i lost the roll-off to deploy.
All that's left really is thoughts on the battle. I'm honestly thinking about replacing the warlock with something like a grey seer but i can't put him in queek's unit because of a rule that he and his unit have about not being able to be joined by grey seers or screaming bells due to his distrust of the grey seers. I suppose i could throw in another warlock since i have 3 total anyway and never use all of em. The gutter runners also weren't optimal that game and i should probably take them out for something better although to be fair if getting those mournfangs out of position worked like it should've they would've died hard and those things cost a ton in points from what i hear. The warpfire thrower, 2 warp lightning cannons and the hellpit normally do better and all but one of them disappointed me though i'm betting i would've seen more from all but maybe one of them (probably the warp lightning cannon that did nothing all game but then again it was out of danger's way while the warp lightning cannon that killed 4 bulls was too close to the ogre bulls and may have gotten charged into or similar from the clanrats getting chased down or it couldn't fire due to clanrats running through it). I expected a little more from the stormvermin but i put most of my eggs in one basket with that and perhaps the plague monks and plague furnace though the other things were meant to work better in most cases. i figure the hellpit would've made up for things if it was given time to work its magic though and the game didn't end as soon.