Warhammer-Empire.com

The Empire at War ... The Gamers Guild => WHFB The Electors' Forum => Tactica Board 8th Edition => Topic started by: Holy Hand Grenade on March 28, 2013, 10:53:22 PM

Title: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 28, 2013, 10:53:22 PM
Tactical Exposition Game 1:  Civil War
Thread for Tactical Discussions with General Zif


This Tactical Exposition Game (TEG) is a modification to our popular Tactical Decision Game (TDG).  In this game, forum members will be able to sit "table-side" to two of our experienced forum members-  Rothgar and Zif. 

Empire normally doesn't face itself on the field of battle-  but there is some benefit to seeing two different list building philosophies go head-to-head.

Just like in a TDGs, a TEG will be a way to explore Empire strategy and tactics as a forum.  The goal is to share ideas and learn. 

This thread is for those that want to see Zif's strategy, tactics, and decisions.  You can freely look at both Zif's and Rothgar's threads...but please respect the separation.  Don't discuss things here that you read in the other thread.


-------------------------------------------------

The description of the terrain, the scenario, the lists, and how deployment went down can be found in The Community Thread.

Note:  I am using an internet dice log to make the rolls.  If you want to see the log, register for an account on https://dicelog.com/logdice (https://dicelog.com/logdice) and join Dice Log 244.

-------------------------------------------------


Zif has an infantry-based list with Halbs and Greatswords.  For arty, he has 2 GC and 2 HVBGs with Engies.  He also has a WAltar for buffing love and a Lvl 4 Light Wiz with Pha's Protection, Light of Battle, Net of Amyntok, and Birona's Timewarp.

Here is what the board looks like:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TEG1DepFinal_zpsc74fc356.jpg)



Zif-  please explain your deployment strategy, any adjustments you had to make, and what your priorities are Turn One.

Once you have that Zif, please post your Turn 1 movement plan.


Here is the dicelog for the 1st turn roll:

[11] 13-03-28 18:17:00 EDT
Zif roll for 1st turn
1d6
6

[12] 13-03-28 18:17:30 EDT
Rothgar roll for 1st turn (gets +1)
1d6
4

Zif’s 6 beats Rothgar’s 5.  Zif gets the first turn.

As we all know, this was a critical roll because of the upcoming arty duel.

I don't know about you-  but I can't wait till the bullets and cannonballs start flying!
 :::cheers:::
HHG


Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 29, 2013, 01:39:15 AM
Fork yeah!  First turn!

Deployment Strategy
Starting out, I knew we had roughly an equal number of drops.  But Rothgar has 2 cannons and 2 steam tanks, that means he can out shoot me and force me to come to him.  He's got superior mobility, so he can force engagement where he wants.

I wanted to drop my light units (archers, spearmen) and try to feel out how he was going to deploy so I could bring an overwhelming amount of force against one flank, using my light units to divert and hold up his flankers until I get the bulk of his army dealt with.

I decided to overload the east side and I will use the wizard tower to anchor my center.  The spearmen will hold (and by hold I mean divert things away from me) my flank while the two hordes deal with his halberds and maybe even a steam tank.

Movement
Movement should be pretty straightforward here.

SPR1 is going to march ahead (~6") but keep out of easy charge range by anything.

SPR2 will advance slightly, but mostly stay where they are: safe from charges and able to hold off a flank attack from the knights and/or steam tank.

Halberd and Archers will advance, the archers aligning to force the knights to expose their flank if they charge.  Realistically, we're 24" apart.  8" movement will still be 16" charge range, which is about average for the knights, but really long for the steam tank.  I don't think he would risk losing a unit of knights at this point.

Greatswords will also advance, turning slightly to keep everything (especially my archers in case the knights charge) in range for a countercharge.

Both HBVG will advance 4" as neither can fire this turn anyways.  East engineer will lend his support to the southern cannon this turn and join the HBVG next turn.  Or maybe the turn after, depending how things work out.

War Altar, Hurricanum, and Level 4 will advance to be able to bubble buff the Halberds & Greatswords.

This is going to be a very important shooting phase, cannon targeting is very important.  I'm not planning on shooting his steam tanks, rather I am considering the Demigryphs (flank shot!), War Altar, and maybe one of the cannons.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: b0007452 on March 29, 2013, 10:43:54 AM
Cheers for the update zif.

A quick question on the list... Why do you spend the leftover points on 2 small units of spearman? Are they just in there as redirectors and for flank charges? Why do you use Spearman rather than another variation of state troop or a different unit like Knights?

Cheers
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 29, 2013, 11:53:19 AM
A quick question on the list... Why do you spend the leftover points on 2 small units of spearman? Are they just in there as redirectors and for flank charges? Why do you use Spearman rather than another variation of state troop or a different unit like Knights?
I took spearmen because they are cheap and I could get a lot of bodies.  I also needed points in core.

I didn't take knights because I promised a knight-free list.

I was originally planning on using them as a flank charge unit, but given the army and terrain, I think they'll work best as a redirector and to be a speed bump for his cavalry if they try a pincer movement.  This is also why I opted for Light of Battle.  If he does hit those spearmen, he won't have enough attacks to wipe them out.  But he might do enough casualties to break steadfast and force a leadership test.  Light of Battle will then be critical.

Depending on how he maneuvers, I expect to bubble Light of Battle on turn 2.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 11:57:31 AM
Zif, let me know what you think about this.

I used your shooting priorities and movement plan the best I could to open up a lane for firing of your cannons.  Let me know if you have any tweaks.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT1PossB_zpsc357db78.jpg)


Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 29, 2013, 12:02:46 PM
That looks good.  Make sure the wizard is within 12" of the Greatswords.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 12:05:43 PM
That looks good.  Make sure the wizard is within 12" of the Greatswords.

He is on the far end of the Wiz bunker and has 12 inches.  I may add him as an extra unit so you can see where he is at-  just a pain in the butt to try to move him in the BC.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 29, 2013, 12:16:38 PM
No need to add him in BC, just keep us updated where he is in the unit.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 12:20:16 PM
Awesome.  Time for some magic.

Zif's luck with the diceroller continues:

[13] 13-03-29 08:11:30 EDT
Zif Winds of Magic
2d6
5 + 5 = 10

[14] 13-03-29 08:13:12 EDT
Zif channel roll
1d6 = 6
1: 1 ... failure
2: 6 ... success

 [15] 13-03-29 08:14:26 EDT
Rothgar roll for channel
1d6 = 6
1: 5 ... failure
2: 2 ... failure


Zif rolled a 5 and 5, channeled one, and one for the Hurri= 12 PD.

Rothgar did not channel and gets 5 DD.

12 PD versus 5 DD

Zif-  your magic phase starts.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 29, 2013, 12:49:12 PM
Zif rolled a 5 and 5, channeled one, and one for the Hurri= 12 PD.

Rothgar did not channel and gets 5 DD.

12 PD versus 5 DD
(http://3.bp.blogspot.com/_29_4zYZjvXE/SiSi8MDU3qI/AAAAAAAAA_s/JvKlDNVYASw/s320/crikey.jpg)

I'm going to start with throwing 4 dice at a boosted Pha's Protection.  Cast on a 12+, need an 8.

(Assuming this is going to affect his cannons, which is how I read the rule.  If not, then I'll cast something else)
Disregard that.  From the FAQ:

Q: If a unit is augmented by Pha’s Protection how does this
interact with Shooting attacks that do not specifically target a unit?
For example a cannon or stone thrower shot? (Reference)
A: Fire the shot as normal. If the template ends up over any
models in a unit that have been augmented by Pha’s
Protection roll a D6. On a 4+ the entire shot is discounted.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 01:00:41 PM
[16] 13-03-29 08:56:54 EDT
Zif 4 dice boosted Pha's Protection
4d6
4 + 3 + 3 + 6 = 16


16+4= 20.  Successfully cast.

Rothgar isn't on at the moment-  I will get his dispel choice when he does.

Poor dude is going to check back in to the TEG seeing Zif on a roll....
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Noght on March 29, 2013, 01:14:03 PM
[16] 13-03-29 08:56:54 EDT
Zif 4 dice boosted Pha's Protection
4d6
4 + 3 + 3 + 6 = 16


16+4= 20.  Successfully cast.


Morning HHG, you can put this into the Dicelog "4d6+4" and than "> or = to 15" and hit roll.  It'll automatically add the Wizard Level in for you.

For example:  From page 1 of my community thread.
Quote
Boosted Shem's attempt vs TG
5d6 Boosted Shem's on TG from Spear Wizard

5d6 +2 >= 15
2 + 5 + 2 + 2 + 2 + 2 = 15 ... success
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Mathi Alfblut on March 29, 2013, 01:17:57 PM
Very interesting so far! I really like the choice of spearmen as forlorn hopes. Cheap and cheerful, as spears should be fielded. And a nice execution of a refused flank too.  My favourite tactics even if it can be hard to pull of against a canny opponent. :::cheers:::
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 01:18:24 PM
Morning HHG, you can put this into the Dicelog "4d6+4" and than "> or = to 15" and hit roll.  It'll automatically add the Wizard Level in for you.

Roger.  I am still getting used to it and don't want to screw a roll up.  I will do that next time.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Noght on March 29, 2013, 01:21:32 PM
Morning HHG, you can put this into the Dicelog "4d6+4" and than "> or = to 15" and hit roll.  It'll automatically add the Wizard Level in for you.

Roger.  I am still getting used to it and don't want to screw a roll up.  I will do that next time.
That's why I created a test log to practice.     :icon_smile:
If you mess it up, just note in the comment box that you did and redo it.  I would type everything in for a big combat roll, and instead of hitting D6, I'd hit roll and get nothing.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 29, 2013, 01:33:40 PM
What's the casting value on Banishment from the War Altar?  I'm thinking about a panic bomb.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 01:42:54 PM
What's the casting value on Banishment from the War Altar?  I'm thinking about a panic bomb.

It is a Bound Spell 4.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 03:50:05 PM
Rothgar uses all his DD on dispelling.


[17] 13-03-29 11:47:27 EDT
Rothgar 5 dice dispel roll on Pha's
5d6
6 + 4 + 2 + 5 + 1 = 18


18+4=22.  Dispelled.

Next spell Zif.   :::cheers:::
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 29, 2013, 03:55:27 PM
Well, that went as expected.

2 dice Banishment on the eastern archer unit.

Then throw the rest of the dice at a boosted Birona's Timewarp.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 04:01:59 PM
[18] 13-03-29 12:01:02 EDT
Zif 2 dice Banishment
2d6 >= 4
4 + 2 = 6 ... success


Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 05:48:08 PM
Rothgar lets it go.

Banishment kills all 5 Archers.

Archer det make Panic test.
Halberds make Panic test.

'Nilla Knights just over 6 inches away, don't have to test.

Next spell Zif!
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 29, 2013, 05:52:21 PM
Sure looked like the vanilla knights were within 6".  Maybe even the Demigryphs.  Guess I'll ask next time.

Thinking about the last spell.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 05:55:33 PM
Sure looked like the vanilla knights were within 6".  Maybe even the Demigryphs.  Guess I'll ask next time.

Thinking about the last spell.

I can create a 6" arrow on the BC...and literally it is 6 inches plus a pub hair away.

The Demis are well out of 6"
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 29, 2013, 05:58:10 PM
I can create a 6" arrow on the BC...and literally it is 6 inches plus a pub hair away.

The Demis are well out of 6"
I drew a 12" (diameter) circle using the grids on the map, centered around the right-most archer.  The knights looked to be 4.5-5" away.  No problem.

Throw all 6 dice at a boosted timewarp.

The movement advantage will change the game.  A huge risk to my wizard this early in the game, but I'm going to try it.  Hopefully I get away with a lost wound.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 06:14:17 PM
Not going to make an issue out of a pubic hair-  Knights make their Panic test.

On a boosted Birona's Timewarp on 6 dice:

[24] 13-03-29 14:06:45 EDT
Boosted Birona's Timewarp
1d6
1: 2
2: 5
3: 4
4: 6
5: 2
6: 6


2x6s = IF.  Wiz is in the forward east corner of the archer bunker-  ranges all the units from the west HBVG to the GC.

[25] 13-03-29 14:09:41 EDT
Zif's Wiz Miscast
2d6
3 + 6 = 9

[26] 13-03-29 14:10:38 EDT
Wiz to wound roll
1d6 >= 2
1 ... failure
 
Magic phase over.  Damn, you are one lucky dude so far Zif.

Let's do some shooting.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 06:22:13 PM
I assume the H1 archers shoot the Knights.

H2 can shoot the Halbs or Archer det.

Arc 1 can shoot the Halbs or Archer det.

Let me know if you are sticking with the red line cannon shots on the original graph.

Last-  give me the order of firing you want me to do!
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 29, 2013, 06:23:34 PM
[26] 13-03-29 14:10:38 EDT
Wiz to wound roll
1d6 >= 2
1 ... failure
(http://leecollinsfiction.files.wordpress.com/2012/10/success-kid.jpg)

But I think the Arch Lector should take a hit as well.

North cannon takes a shot at the War Altar.  Position the shot so that a total distance of 10" and 12" will hit the altar.  And, if possible, 8" on one of the demigryphs.

Does the southern cannon also have LoS to the war altar?  If so, I'll wait and see what happens with the first shot.

Archers fire at his remaining archer unit.  I suppose the east archers can shoot at the knights, just to give them something to do.

edit: Did the Hurricanum also get boosted?

edit2: I guess order does matter.

Shoot the north cannon at the War Altar.  If that doesn't break it, shoot it with the second cannon.  Then shoot the archers.

If the first cannon does break the war altar, shoot the second (east) so that 12" hits his western cannon.  That should give me a good chance to wipe out some Demigryphs as well.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 07:13:34 PM
Hurri is boosted, yes.

Yep-  its says in the miscast table "any model that can generate power dice/dispel dice."

Arch Lector takes a Str 6 hit, which is negated by his Charmed Shield.

------------------------------------------

As far as shooting-

The north cannon takes a shot at the War Altar-  12" away from the back of its southwest corner.

[28] 13-03-29 14:43:48 EDT
North Cannon first roll
1d6
3

[29] 13-03-29 14:44:06 EDT
North Cannon bounce roll:
1d6
1

So-  the cannon goes 6 inches and then bounchs 2 inches.  It hits a Demi but won't reach the WAltar.

[30] 13-03-29 14:46:58 EDT
Cannon wound roll on Demi
1d6 >= 2
3 ... success

[31] 13-03-29 14:47:15 EDT
Cannon # of wounds:
1d6
4

Demi dies.

Note-  dicelog rolls 32-36 are ignored.  At first I thought the WAltar was hit, but 8 inches didn't make it.

Second cannon shot.

[37] 13-03-29 15:02:37 EDT
2nd Cannon shot first roll
1d6
4

[38] 13-03-29 15:02:56 EDT
2nd cannon bounce roll
1d6
6

So...the second cannonball goes 8 inches and then sticks in the ground.  Nothing hit.

H1 fires 5 shots at the Knights.  1 arrow hits, fails to wound.

H2 fires at Roth's H1.  No effect.

Arc 1 fies at Roth's H1.  No effect.

Unless I am missing something Zif, your turn is over.  Working the end of turn graph now.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 29, 2013, 07:35:37 PM
Overall Zif you had a strong first turn.

The gold stars are the units effected by Birona's Timewarp.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT1Final_zps1dd8a4dc.jpg)

Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: b0007452 on March 29, 2013, 08:00:00 PM
Good work zif.

Why did you choose to work your cannon fire around the WAltar? Rather than his cannons?

Jim
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 29, 2013, 08:40:18 PM
Why did you choose to work your cannon fire around the WAltar? Rather than his cannons?
Higher reward.  Taking out his war altar would seriously reduce his ability to compete against my hordes and give him a major leadership deficit.  His major source of buffs is the war altar and level 4.  Taking out either gives me a significant benefit.

Steam tanks are a definite no-go for me.  They've got too many wounds and I wanted to take as much advantage this turn as possible.  I think I've achieved that.  Destroying the war altar would have been icing on the cake.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 03:04:09 AM
Okay Zif-meister, here are how things are shaping up.

Both Steam Tanks generate 5 Steam with no issues.

No charges.

STank 1 spends 3 steam and goes forward 10 inches.

STank 2 spends 1 steam and goes forward 5 inches.

Otherwise, Rothgar moves his forces like so:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/RothT1Final_zpsd115b21f.jpg)



To start the magic phase:

[49] 13-03-29 22:49:06 EDT
Rothgar T1 Winds:
2d6
2 + 1 = 3

[50] 13-03-29 22:49:51 EDT
Rothgar channels:
1d6 = 6
1: 2 ... failure
2: 2 ... failure

[51] 13-03-29 22:50:28 EDT
Zif channels:
1d6 = 6
1: 6 ... success
2: 3 ... failure


So....3 PD to 3 DD.  The Winds died away for Rothgar!
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zakalwe on March 30, 2013, 11:06:11 AM
Sorry quick rule query regarding the miscast, if any model that generates power dice/ dispel dice is affected, does this also affect the HUrri and luminark?

I've never actually thought of it doing so before? Likewise would it affect a casket of souls and other generating models?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 12:00:33 PM
Sorry quick rule query regarding the miscast, if any model that generates power dice/ dispel dice is affected, does this also affect the HUrri and luminark?

I've never actually thought of it doing so before? Likewise would it affect a casket of souls and other generating models?

Looking back at the BRB entry again, it says models that "channel/generate."  When you look at the channeling section, it also talks about Wizards channeling/generating.

I don't think that models that just add dice to your pool suffer from the miscast result based on that.


---------------------------------------

Rothgar casts a 3 dice boosted Pha's.


[52] 13-03-30 07:49:56 EDT
3 Dice boosted Pha's
3d6
1 + 5 + 2 = 8

8+4=12, successful cast.

I assume you just want to throw your 3 dice at it Zif?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 30, 2013, 12:06:23 PM
Yup, all 3 dice.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Fidelis von Sigmaringen on March 30, 2013, 12:10:33 PM
"The Wizard and every model on the same side that can channel/generate power or dispel dice".
I think the general opinion is in fact that this includes anything that adds such dice. So, yes, hurricana etc. would be affected.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 12:22:38 PM

[53] 13-03-30 08:20:47 EDT
Zif 3 dice dispel on Pha
3d6
2 + 6 + 6 = 14


Definately dispelled.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 01:00:20 PM
After a little research, I think Fid has it right.  Hurris and Lums are affected by that miscast result.

Great catch Zak.  Learn something new everyday...

[54] 13-03-30 08:58:43 EDT
Late roll on miscast hit on the Hurri:
1d6 >= 3
4 ... success

Hurri takes a wound.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 30, 2013, 01:56:16 PM
Was he able to pivot the steam tank that far while staying 1" away from the knights?  It sure looked like he was too close to pivot much.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 02:04:19 PM
Was he able to pivot the steam tank that far while staying 1" away from the knights?  It sure looked like he was too close to pivot much.

Yes, I did the best I could with the limitations of BC.

The tank was all the way forward on the deploy line-  the Knights were about an inch back from the line.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 02:38:14 PM
For the shooting phase:

1. Great Cannon (left) at Helblaster (right).

Dropped cannonball right in front of the Greatswords, hoping for a bounce to the Hurri and HBVG.

[55] 13-03-30 09:52:37 EDT
Left Great Cannon at GS, Hurri, HBVG first roll
1d6
1

[56] 13-03-30 09:53:02 EDT
Left GC cannonball bounce:
1d6
3

Hits 3 GS and the Hurri, barely misses the HBVG!

Kills 2 of the GS.

[58] 13-03-30 09:59:10 EDT
Wound roll on Hurri:
1d6 >= 2
4 ... success

[59] 13-03-30 09:59:35 EDT
# of wounds on the Hurri:
1d6
2

Hurri takes 2 more wounds.  Has 2 remaining.

2. Steam Tank (right) at Great Cannon (top) (Steam Cannon, 3 SP).  Shot is 10 inches from back of cannon.

[60] 13-03-30 10:13:52 EDT
STank cannon on north cannon:
1d6
4
 
[61] 13-03-30 10:14:58 EDT
Wound roll on north cannon:
1d6 >= 2
3 ... success

[62] 13-03-30 10:15:10 EDT
# of wounds on north cannon:
1d6
6

The cannon makes an 8 inch direct hit.  North cannon destroyed. 

3. Great Cannon (right) at War Altar.  Shot 10 inches from the back of the WAltar:

[63] 13-03-30 10:19:03 EDT
Right GC cannon on WAltar:
1d6
2

[64] 13-03-30 10:19:23 EDT
Right GC cannon bounce roll:
1d6
2

The cannonball travels a total of 8 inches, hitting the AL & WAltar.

[65] 13-03-30 10:20:05 EDT
Roll to wound Arch Lector
1d6 >= 2
6 ... success

[66] Ignored.  Accidentally rolled to wound before the Ward save.

[67] 13-03-30 10:21:52 EDT
Arch Lector Ward save:
1d6 >= 4
6 ... success

[68] 13-03-30 10:22:15 EDT
Roll to wound the Altar:
1d6 >= 2
1 ... failure

So-  the Arch Lector made his Ward save and the shot failed to wound the Altar.

4. Steam Tank (left) at Spearmen. (Steam Cannon, 2 SP).

The shot hits 2 Spears, kills only 1 Spear.

5. H1 Archers at H2 Archers.  No hits.

Working final graph up now.  Zif-  start thinking about your movement phase.

 :::cheers:::
HHG
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 02:53:03 PM
Here is the end of turn graph:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/RothT1Wrap_zpse00106f8.jpg)



Would like some more comments/participation on both threads!  Talk to the Generals!

Zif-  your Turn 2 is up. 
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Noght on March 30, 2013, 03:18:20 PM
This is why the targets must be the opponent's Great Cannon, not a War Altar.... :icon_smile:

Four cannons vs one is a tough go unless you plan on sticking everything (War Altar and Wiz Wagon) into combat right now.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: sammay23 on March 30, 2013, 03:40:34 PM
With timewarp up, it seems to me there may a charge possible this turn.

It looks like the Greatswords are 15-16 inches from the Knights unit. That may be a charge worth making. It's a bit of a stretch, but could be done. I don't know what you have to lose, except your formation. Properly ranked, that charge could overrun into the greatcannon, I think. That could put the greatswords nicely in his flank with no answering charges from him on his next turn. Again, a bit of a gamble on making the charge...

Assume you'll be blocking up the right steam tank with archers, moving spears up to redirect the DGs and left stank. If you can get those greatswords stuck in, I think it puts Rothgar in a difficult position. If you make he charge, move the halberds up aggressively enough and he'll be forced to choose between his halberds taking them or the greatswords (assuming you kill the cannon) in the flank.

My 2 cents anyway.

Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Noght on March 30, 2013, 04:26:09 PM
Flee with the Knights.... :icon_sad:

Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: sammay23 on March 30, 2013, 04:54:19 PM
Average flee roll, and they're off the board. Not the optimal outcome, but not terrible either.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 30, 2013, 05:47:00 PM
Need some measurements.  What is the distance between GS & Steam Tank and GS & Knights?

Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 06:52:32 PM
GS to STank is 16 inches.

GS to Knights is 17.5 inches.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: sammay23 on March 30, 2013, 07:07:49 PM
Clarification: Brionna's doubles movement. On a charge, would this be (8 + 2d6) or 2(4 + 2d6)? I've always played it as the former, but wonder if that is correct?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 30, 2013, 07:15:22 PM
OK, lets push my luck.  Greatswords charge the knights.  Lets see what he does.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 07:15:50 PM
Clarification: Brionna's doubles movement. On a charge, would this be (8 + 2d6) or 2(4 + 2d6)? I've always played it as the former, but wonder if that is correct?

It doubles their movement allowance.  For most units, this means 2x their Move characteristic.  For the GS, this is 8.

However, for Random Movers, they double the result of their dice, since their M is random.  (3 Steam on Timewarped STank is just plain crazy!)
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 07:17:13 PM
Any other charges planned so I can work the back and forth faster?

For each one, also give me your response options too-  i.e. continue pursuit or re-direct.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 30, 2013, 07:22:19 PM
I don't think I have any other charges.  If he flees, redirect into the steam tank.

Right now I know I want to move both HBVG this turn.  I also want to move SPR2 to block the Knights, redirecting them as far west as possible.  This might mean I have to give him a flank charge, which isn't a problem.

Spearmen 1 are going to march, angling so the Demigryphs would have to overrun into the tower.

The small archer unit (in front of the Halberds) is going to advance to block the Demigryphs from charging the big archer unit (in front of the HBVG).  Angled to prevent the Demigryphs from overrunning into the Halberds.

The other archer detachment will march and line up 1" from the side of the steam tank (yes I'm going there).

Remaining movement will depend on what happens to the Greatswords.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 09:35:52 PM
Knights hold.

[73] 13-03-30 17:32:55 EDT
Greatsword charge on the Knights:
2d6
2 + 4 = 6

6+8=14.  Failed charge.  GS move forward 4 inches.

I started working the rest of your moves-  what else do you have now that the GS failed?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 30, 2013, 09:50:21 PM
Halberds move beside the GS, out of the steam tank's line.  Hurricanum stays behind the GS and War Altar stays behind the Halberds.  Wizard bunker move up to cover as much as possible with a 12" bubble.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 10:01:26 PM
Here is what I have so far.

When the Spears enter the Mysterious Forest you find out it is a Blood Forest-  magic cast at (or in) the forest suffer D6 Str 4 hits.

[74] 13-03-30 17:52:28 EDT
Mysterious Forest Test
1d6
3

Probably not somewhere you want a bunch of forces getting hit with bubbles in....


(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT2start_zps386673cc.jpg)


Based on this, I need to know what you want to do with Arc 1 and H2.  I assume the HVBG will diagonal up 8 inches next to the forest and you want the Halbs to stay out of the forest.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zakalwe on March 30, 2013, 11:08:52 PM
Is time warp affecting the warmachine movement?

I think its a tough turn for you Zif, some damage was done last turn, another decent cannon bombardment and things may get hairy for the common soldier in the future.

If the HBVG can move 8 what targets are you hoping to get a bead on?

Assuming the Demi's, how can you avoid them getting into combat?

Though i would have done counter battery fire myself last turn, i agree that the war alter is probbaly the better target this turn. Assuming you cannon does not have long to live.

How do you intend to deal with the steam tanks? Though the GS could destroy one, the other seems to be only hampered by the turn limit atm.

Do you hope for a more aggressive magic phase? MM wise of try and get Pha's up again?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 30, 2013, 11:38:57 PM
Zif, based on what I know of what you want-  tell me what you think about this.

Your cannon can't shoot his left one at the moment-  but neither can he shoot back with his cannons.

This will give you one free shot at the WAltar this turn.

Everything stayed out of the forest, except the spears.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT2possA_zps454cbdd6.jpg)
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 30, 2013, 11:59:47 PM
As long as the Halberds are free from the Steam Tank, looks good.

Will be shooting the war altar - 10" from the back.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 31, 2013, 12:08:24 AM
As long as the Halberds are free from the Steam Tank, looks good.

Will be shooting the war altar - 10" from the back.

I will have to move the Halbs back to avoid the angle-  if he gets the distance for a charge he can go within an inch of the archer and hit the far right of the Halbs.

Right now he needs 11 inches to hit the Halbs.  I can move them back a few inches to make the charge longer or to avoid getting hit at all.  This will also open up your cannon LOS to his cannon.

Let me know if you want to move back...and how far.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 31, 2013, 12:38:07 AM
Possible to position the halberds for a 14" charge and no LoS between the cannons?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 31, 2013, 12:50:41 AM
Here is your wish.  14+ to the Halbs.  LOS blocked.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT2possC_zps6d634e80.jpg)



Good to go?

Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 31, 2013, 12:52:48 AM
Cool.  Good to go.

Cannon shoots the war altar.  Archers shoot eh...Demigryphs I suppose.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Noght on March 31, 2013, 01:01:40 AM
Set the Archers so the Stank can't pivot?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 31, 2013, 01:13:09 AM
Set the Archers so the Stank can't pivot?

The Archers went max distance to get to where they are-  but they are jamming up the tank. 

The STank has to go straight forward....unless he makes a distance roll long enough for a charge, which then he can follow the charge rules and can go within 1 inch of the back archer.  Hence our current back-and-forth.

I really think all the fan-dangling with the Halbs is going to be moot-  I assess Rothgar is going to take that STank full ramming speed against the Greatswords, not the Halbs.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 31, 2013, 01:18:08 AM
Set the Archers so the Stank can't pivot?
It's cheap, and a tactic I don't like, but it is one of the major shortcomings of the steam tank.  Unless he takes out my archers, I will be able to escort the steam tank in a straight line back and forth.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 31, 2013, 01:32:35 AM
To recap:

The GS failed a charge and went forward 4 inches.

The forest turned out to be a Blood Forest-  the Spears are the only ones in it.

The Halbs made a successful swift reform (dice roll 74) to get to their current position.

---------------------------------------

Winds of Magic roll:

[76] 13-03-30 21:27:12 EDT
Zif T2 Winds:
2d6
4 + 2 = 6

No channels for either side.  +1 PD for Hurri.

7 PD to 4 DD.

What is your first spell, Zif?

Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on March 31, 2013, 12:06:18 PM
Start with 3 dice boosted Pha's Protection.

3 dice Timewarp on the Greatswords

1 dice Banishment at the Steam Tank.

If I fail to cast pha's, then 2 dice Banishment at the steam tank and 2 dice Storm of Shemtek at the knights.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 31, 2013, 12:13:22 PM
Lady Luck left you for another dude Zif:

[79] 13-03-31 08:11:01
Zif 3 dice boosted Pha's
3d6
1 + 2 + 1 = 4


4+4=8.  Fails to go off.

Next is a 2 dice Banishment on the STank:

[80] 13-03-31 08:30:57 EDT
2 dice Banishment on STank:
2d6
6 + 5 = 11

Goes off on 11
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 31, 2013, 04:31:42 PM
Rothgar uses 2 dice to dispel Banishment, falls 1 short.

Banishment gets 5 hits, 2 wounds, but both saved.  STank takes no damage.

Next Zif casts a 2 dice Storm of Shem on the Knights and gets a total of 6.  Rothgar uses his last 2 DD and dispels it.

For shooting:

Archers fail to wound anything.

GC shot at the WAltar 10 inches from its back:

[87] 13-03-31 12:25:11 EDT
Cannon at WAltar:
1d6
4

Cannonball bounces 8 inches, hits WAltar.

[88] 13-03-31 12:25:43 EDT
Wound roll on Arch Lector:
1d6 >= 2
1 ... failure

[89] 13-03-31 12:26:03 EDT
Wound roll on Altar:
1d6 >= 2
3 ... success

[90] 13-03-31 12:26:16 EDT
Altar Ward Save:
1d6 >= 4
5 ... success

So....the shot has no effect.

Zif-  your luck ran out on you this turn.     :eusa_wall:

Rothgar is up.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on March 31, 2013, 07:13:33 PM
The west STank generates 5 Steam and suffers from overpressure-  gains an extra steam and takes 1 wound.

The east STank generates 5 Steam with no issues.

The west 'Nilla Knight declare a charge against Spear 2.

Zif-charge reaction?

While we are waiting, on comments on Zif's Turn 2 from the peanut gallery?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 01, 2013, 12:32:11 AM
Hold.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 01, 2013, 01:01:24 AM
The DGK charge H2 archers. 

Charge reaction?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 01, 2013, 11:25:47 AM
The DGK charge H2 archers. 

Charge reaction?
What's the distance between DGK and the archers?

Distance between DGK and the other small archer unit?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 01, 2013, 11:38:41 AM
DGK are slightly over 8 inches away from H2 and slightly over 14 inches from H1.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 01, 2013, 11:59:19 AM
Hold then.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 02, 2013, 02:14:39 AM
Here is the end result of Rothgar's T2 movement phase:

--Knights charge the Spears, they hold, Knights make it.
--Demis charge the Archers, they hold, Demis make it.
--The west STank spends 2 steam on movement, goes 3 inches going south of the tower, aimed at the Hurri.
--The east STank spends 3 steam and goes straight forward...but only 8 inches.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/RothT2Final_zpsa0797dd8.jpg)



Winds of Magic: 6 & 1.  No channels.

7PD to 6DD

Rothgar warming up his first spell
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: commandant on April 02, 2013, 09:19:52 AM
You know you can only spend 3 steam points on movement
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Perforated on April 02, 2013, 09:28:13 AM
That knight charge on the left, why haven't they closed the door?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Krokz on April 02, 2013, 09:42:28 AM
It's a flank charge. Models are maximized.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Perforated on April 02, 2013, 10:10:57 AM
Yeah, I see that now, thanks for pointing it out!


EDIT: Exclamation instead of question at the end :)
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 02, 2013, 11:07:57 AM
Rothgar starts with a 3 dice Banishment from the Wiz Lord:

[108] 13-04-02 07:04:47 EDT
3 dice Banishment from Wiz Lord to H1:
3d6
5 + 4 + 6 = 15

15+4=19.

Dispel option, Zif?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 02, 2013, 11:09:12 AM
You know you can only spend 3 steam points on movement

It was a typo.  He spent 3 steam on movement.  Fixed the post.

[103] 13-03-31 21:36:53
East STank move 3 Steam:
3d6
2 + 1 + 5 = 8
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 02, 2013, 11:39:06 AM
Rothgar starts with a 3 dice Banishment from the Wiz Lord:

[108] 13-04-02 07:04:47 EDT
3 dice Banishment from Wiz Lord to H1:
3d6
5 + 4 + 6 = 15

15+4=19.

Dispel option, Zif?
What, in this case, is H1?  Hellblaster?  Halberds?  Hurricanum?  ...archers?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 02, 2013, 10:47:49 PM
H1 is the the first archer detachment of the Halberds-  the one that used to be next to the tank.

I apologize-  the label appears on the graph before I turn it into an image....which disappears when the archers go into stagger mode.

I changed the white labels on all the archers so now they can be recognized by unit in the future.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 02, 2013, 11:31:17 PM
I don't want to throw all of my dice at it, so I guess I'll let it go.  Hopefully he rolls poorly.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 03, 2013, 12:01:49 AM
I don't want to throw all of my dice at it, so I guess I'll let it go.  Hopefully he rolls poorly.

Well, he didn't roll poorly.   ::heretic::

[109] 13-04-02 19:57:34 EDT
# of Banishment hits on H1 archers:
2d6
5 + 6 = 11

11 hits turns into 6 wounds.  The archers all die.

He cast a 4 dice boosted Shems at the Hurri.  He got 13+4-17.  All 6 Dispel dice gave you 22+4=26.  Dispelled.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 03, 2013, 02:40:22 AM
Shooting Phase

GC shot at the HBVG on the hill 10 inches from the back:

[113] 13-04-02 21:55:10 EDT
Right GC at the HBVG on hill:
1d6
4

Direct hit.

[114] 13-04-02 21:56:16 EDT
Wound on HBVG
1d6 >= 2
6 ... success

[115] 13-04-02 21:56:25 EDT
# of wounds
1d6
5

Wounds and does 5.  HBVG dies.  Units nearby make their Panic test.

West STank shot at the Hurr (10 inches off the back):

[116] 13-04-02 21:56:56 EDT
West Stank on Hurri:
1d6
3

[117] 13-04-02 21:57:05 EDT
Bounce
1d6
6

Goes 6 inches and then sticks in the ground.  No effect.

West Steam tank uses 2 steam on the Steam Gun and hits 12 GS with the template.  7 get wounded-  however all but 2 make their armour saves.   2 GS die.

Combat

The Demis wipe out the Archers at I4, with no return strikes.  Archers die.  Demis don't overrun and turn to face slightly more north (Rothgar still needs to let me know if he wants different facing)

The Knights kill 2 Spear and unbelievably lose 1 model to the single attack back by a Spearmen (guess he speared the horse on the charge!)

Spearmen make their Steadfast break test.  The Knights reform to maximize attacks and the Spear make their leadership test to reform and face the Knights.

Crazy ups and downs that turn!

The end of turn graph:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/RothT2Wrapup2_zps69dc2f99.jpg)



Now that we are at the end of Turn 2, I would like to get some forum member comments on the battle so far.

Also Zif, I need your movement plan. starting with any charges.  Let me know if you need any measurements.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Krokz on April 03, 2013, 06:19:02 AM
I think Zif is starting to heaving a problem because he didn't start the game with shooting at Roths cannons. Sure he can even wipe out DKGs with some lucky rolls this turn but last half part of the game he will be out cannoned because of that. Roth just has to much 1+ AS units and with warmachines it gives the enemy to much targets to choose from. Roth is in very good position now with STank forward without any chaff in sight. I only see one option for Zif now and its a long shot ...

I personally do not like using STank as a cannon unless absolutely necessary. It can missfire (wounds itself!) and its a pretty expensive model for using it as a cannon. I would prioritize west STank getting into the combat ASAP.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 03, 2013, 11:43:00 AM
Halbs make a successful charge against the STank.

GS perform a successful reform.

Otherwise, Zif moves his forces like so:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT3final_zpse62b143b.jpg)


Magic

[137] 13-04-03 07:38:04 EDT
Zif Winds:
2d6
1 + 4 = 5

No channels.  +1 for Hurri means:  6PD to 4DD.

What do you want to cast Zif?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Noght on April 03, 2013, 12:03:15 PM
A lucky Cannonball through a DK Knight and into the War Altar combined with a successful Volley Gun at the DK's might just make things really interesting.

I guess you don't need to worry about counter battery fire if all your stuff is stuck in....
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 03, 2013, 12:20:22 PM
Magic

[137] 13-04-03 07:38:04 EDT
Zif Winds:
2d6
1 + 4 = 5

No channels.  +1 for Hurri means:  6PD to 4DD.

What do you want to cast Zif?
2 dice Hammer of Sigmar (reroll wounds) with the War Altar.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Aineias The Scarred on April 03, 2013, 08:15:37 PM
A lucky Cannonball through a DK Knight and into the War Altar combined with a successful Volley Gun at the DK's might just make things really interesting.

I guess you don't need to worry about counter battery fire if all your stuff is stuck in....
Agree!

And, on a side note, I would personally have thrown another dice to Hammer of Sigmar... But I guess zif has a good plan for those 4   dice left. Can't wait to see this epic battle going on!

(Zif, I'm on your side!)
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 03, 2013, 08:21:48 PM
And, on a side note, I would personally have thrown another dice to Hammer of Sigmar... But I guess zif has a good plan for those 4   dice left. Can't wait to see this epic battle going on!
Depends on what he throws to dispel.  Possibly Birona's on the Halberds.  Or maybe Net his halberds.  I've also got banishment (S5) and the Hurricanum's DD spell that I could throw two dice at, each.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 04, 2013, 12:10:01 AM
2 dice Banishment goes off on an 8.

Rothgar throws 1 dice at dispelling it:

[141] 13-04-04 06:42:33 EDT
1 dice dispel
1d6
4

4+4=8.  Dispelled.

Next spell Zif.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 04, 2013, 11:54:18 AM
2 dice Net on the Knights

2 dice Banishment (war altar) on the Demigryphs.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 04, 2013, 11:56:40 AM
Nice rolling Zif:

2 dice Net on Halbs:

[144] 13-04-04 07:55:05 EDT
Net on Halbs
2d6
4 + 6 = 10

10+4=14.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 04, 2013, 12:31:19 PM
OK, net on halbs then.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Krokz on April 04, 2013, 12:53:44 PM
Do not forget he can remove that Demigryph model close to Spears and charge the Hellblaster since he can then wheel around them.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 04, 2013, 10:13:25 PM
Forgot to post the Stand & Shoot charge reaction from the Engie on the STank:  he killed 2 Halbs as they rushed in.

---------------------------

Rothgar uses his last 3 DD on the dispel:

[145] 13-04-04 18:06:21 EDT
3 dice dispel on Net:
3d6
4 + 6 + 1 = 11

He got 1 more than you did = dispelled.

You use the last two dice on Banishment from the WAltar to the Demis:

[146] 13-04-04 18:07:41 EDT
2 dice Banishment on Demis from WAltar:
2d6
4 + 4 = 8

He lets it go.

[147] 13-04-04 18:38:59 EDT
# of hits from Banishment:
2d6
4 + 3 = 7

[148] 13-04-04 18:39:31 EDT
Wound roll on Banishment:
1d6 >= 3
1: 4 ... success
2: 1 ... failure
3: 2 ... failure
4: 6 ... success
5: 6 ... success
6: 2 ... failure
7: 6 ... success

4 wounds.

[149] 13-04-04 18:41:26 EDT
Armour saves:
1d6 >= 3
1: 2 ... failure
2: 4 ... success
3: 6 ... success
4: 6 ... success

End result-  Demis take 1 wound.


Shooting Phase

More bad news Zif.

[150] 13-04-04 18:55:03 EDT
Cannon shot on the Demis 10 inch off back:
1d6
1

[151] 13-04-04 19:01:25 EDT
2nd roll:
1d6
6


The cannonball sticks in the ground yet again.  It must be a muddy, sticky battlefield!

Before I fire up your HBVG, I want to get your input.

Since your magic and cannonball failed to remove any models, do you still want to open fire on the Demis?  As Krokz points out, if you kill one than your Spears will not be diverting them anymore.

I know killing Demis is much more satisfying than killing Halbs....but I want to get your input before I move any further....

 :::cheers:::
HHG
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 04, 2013, 11:53:07 PM
Shoot the halbs then.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 05, 2013, 12:22:37 AM
HVBG shoots at the Halbs:

Gets 4, 4, 8 = 16 shots.  6 hits, 5 wounds.  5 Halberds die.

Combat

Knights and Spear fail to wound each other.  Knights make their Break test at -1.

Halbs make their Terror test but fail to wound the tank.  Engie whiffs.

End of phase graph:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT3Wrapup2_zpsa88c728c.jpg)



Sorry Zif.  That was a disappointing turn.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 05, 2013, 01:50:52 AM
I didn't want to say it before the game started, but this game is a major mismatch for me.  I brought the scissors to his rock.

I'll admit to making some mistakes, especially on T2, but he should be able to win this game pretty handily.

That doesn't mean my list is a bad one.  I think against armies like O&G, Chaos, OK, or any army able to dominate the magic phase and/or bring lots of high strength attacks, my list is is going to have an easier time.  Two hordes with the magical buffs Empire brings to the table are a big problem for anyone who doesn't have access to a steam tank.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 05, 2013, 10:58:02 AM
I didn't want to say it before the game started, but this game is a major mismatch for me.  I brought the scissors to his rock.

It is not over until the Fat Lady sings, but I think everyone recognizes the power of dual STanks backed by two cannons.

Just to keep you updated on what is happening so far:

--West STank suffers a mishap from generating 5 Steam.  Loses 3 Steam but takes no damage.  (Later, it moves towards the Spears but doesn't reach them on 8 inches)

--East STank generates 5 Steam with no issues.  He used 2 Steam on grinding-  I already calculated the wounds-  3 Halbs die.

--Demis charge the Spears.

Rothgar is still working out the rest of his movement.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: sammay23 on April 05, 2013, 01:19:08 PM
I didn't want to say it before the game started, but this game is a major mismatch for me.  I brought the scissors to his rock.

Agreed, Zif. I think I stated my opinion on this clearly before the game started. You were outmatched from the beginning. At this point, it's pretty easy to see how things will pan out, but we should explore every possible avenue for success first. It ain't over, but you're definitely the underdog. You've been that since the lists were written.

Agreed also that it can be a solid list. Against armies where you need wounds as durability, instead of armor, yours has more staying power. I'd very much like to see the list against an OnG army, actually.

 :::cheers:::
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 05, 2013, 10:31:31 PM
Summary of Rothgar's movement-

--West STank has a mishap and loses 3 of its 5 Steam.  In the remaining moves phase, moves 8 inches but fails to reach the spears.

--East STank generates 5 steam with no issues, spends 2 on grinding.  Kills 3 Halbs.

--Demis charge the Spears

--East Knights charge the flank of the Halbs.

Otherwise he moved his forces like this:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/RothT3Final_zpsbe7045b3.jpg)



Magic Phase

For Winds, Rothgar got a 5 & 3.  Both sides get a channel.

9PD to 6DD

Waiting on his first spell choice.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 05, 2013, 11:35:26 PM
4 dice boosted Shems at the Hurri:

[184] 13-04-05 19:32:34 EDT
4 dice boosted Shems at Hurri
4d6
4 + 6 + 1 + 5 = 16

Goes off on a 16+4=20.

What is your response, Zif?


Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 01:16:00 AM
Let it go.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 01:28:04 AM
Shems gets 4 hits, 3 wounds.  Hurri dies

All the units around make their Panic tests.

Next, Rothgar casts a 2 dice Banishment from the Wizard Lord at the Master Engineer.  He gets a 3+4=7.  It fails to go off.

He uses the last 3 dice on Pha's on the Knights.  He gets 11+4=15.  You use all your DD on it and get 16+4=20.  Dispelled.

Shooting is up next.

Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 10:57:44 AM
West Cannon aims for the front of the WAltar and gets a 6 on the first roll and 4 on the second.  Hits and kills 2 Archers.

The east cannon, when pivoted, has a straight beeline to the HBVG.  It get 8 inches on the first roll for a direct hit, but fails to wound.

Archers all fail to hit and wound anything.

Combat

The west Knights riders fail to hit, but their horses cause 3 Spear deaths.  (9 remain)  The Spears fail to break the Knights armour.  Spears make their Break test.

Demis roll in on the Spears with a vengeance.  They kill 9 Spears but take 1 wound in return.  Spears fail their Break test. 

Demis fail their test to hold and also fail their reroll. 

Spears run 7 inches and the Demis catch them on 9 inches.  Spears destroyed, Archers make a Panic test, Demis make DT tests and end up right in front of the HBVG.  Not good for them!

In the east battle, the STank gets 6 Str 4 Steam Gun hits and kills 3 Halbs.  The Knights add 4 Halbs deaths to the total.  The Halbs pass their Terror test and manage to get a wound on the STank.

Halbs make their Break test.  The Knights reform into a single rank.

What a crazy turn!  Both opponents had some bad dice rolls on Turn 3.  It is going to be interesting to see what Turn 4 has in store.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/RothT3Wrapup2_zps0d857422.jpg)
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 11:14:08 AM
Zif-  I don't think your movement is that complicated at this point-  but let me know if you don't like anything I did.

Greatswords charge the Knights.

Archers make a roll to march and swing around the other side of the HBVG.  Engie joins them.

The Wiz bunker makes a roll to march and moves up on the hill.  Otherwise, the WAltar just slides over.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT4Poss_zps5b14ea5b.jpg)



Magic Phase

Zif, you get a 5 & 2 for Winds, plus 1 channel.

8PD to 5DD.

What do you want to cast?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 12:10:32 PM
Shems gets 4 hits, 3 wounds.  Hurri dies
Forgot the Hurri had been wounded already.  I figured with 5 wounds and T5 it was safe.

Should have scrolled that spell.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 12:13:49 PM
2 dice Hammer of Sigmar (reroll wounds)

then 6 dice for a boosted Birona's Timewarp.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 12:15:29 PM
Shems gets 4 hits, 3 wounds.  Hurri dies
Forgot the Hurri had been wounded already.  I figured with 5 wounds and T5 it was safe.

Should have scrolled that spell.

Sorry duder-  I wondered why you didn't. 

He was going to keep nuking it with his 2 Banishments if he failed to kill it with Shems.  Its was likely going to be dead no matter what.

------------------------------------------------------

A 2 dice Hammers of Sig results in a total of 4.

Waiting on his dispel response.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 12:28:00 PM
He was going to keep nuking it with his 2 Banishments if he failed to kill it with Shems.  Its was likely going to be dead no matter what.
At that point I would have had a 1 dice advantage, giving me +1 dice on his wizard's banishment then a straight +4 against the war altar.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 03:37:07 PM
1 dice Dispel-  5+4=9.  Dispelled.

Next Zif casts a 6 dice boosted Timewarp.

Goes off on 23+4=27 with no IF.

Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 03:38:20 PM
Cool.  Should be able to do some damage this turn with my GS, even if not the halbs.

Shoot the Demis with the cannon, initial point should be 6" from the nearest Demigryph.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 03:40:30 PM
Cool.

Shoot the Demis with the cannon, initial point should be 6" from the nearest Demigryph.

Sorry-  I meant to type no IF.

He dispel scrolls it.

[244] 13-04-06 08:32:20 EDT
6 dice boosted Birona's Timewarp:
1d6
1: 3
2: 2
3: 2
4: 5
5: 6
6: 5
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 03:42:26 PM
He dispel scrolls it.
...
Fine then.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 03:46:32 PM
He dispel scrolls it.
...
Fine then.

Keep an eye out for messages.  Easiest way to communicate with both of you at the same time.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 03:56:47 PM
Shooting Zif T4

Zif’s first shot is his cannon to the flank of the Demis-  aiming 10 inches from the edge of the 2nd Demi.

Gets a 6 and 6.  Hits 3 Demis.  On the first one he fails to wound. 

I messed up.  Note-

Wait, what? If he fails to wound my first Demi, he catches the Cannonball, HHG. I'm Monstrous Cav. It's also worth noting that I'm not getting a re-roll right now, 'cause my BSB is almost definitely more than 12" away.

I re-read the BRB.  I thought if it wounded but fail to slay it the beast, it was stopped.  But it does say "if is does not kill."  You are right-  it did not kill it.

As yes, now that they have moved forward they are out of the BSB range.  I was thinking of their old position.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 04:18:06 PM
The HBVG gets 14 shots, hits with 5, wounds with 5, and gets 2 unsaved wounds.  One model is removed and one Demi has lost a wound.

To be fair to you Zif, I am going to use the Panic results mistakenly rolled earlier.  Rothgar failed 2 of them even though he rated only one.

The Demis flee their original roll-  10 inches, which takes them beyond the tower.

The Archers fail to wound anything.

Moving on to combat.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 04:20:08 PM
The HBVG gets 14 shots, hits with 5, wounds with 5, and gets 2 unsaved wounds.  One model is removed and one Demi has lost a wound.
What was the roll for number of shots?  Can I choose to reroll one of the results with the engineer?  Did you use the Engineer's BS of 4?  With a BS of 4 and being in soft cover, they should need a 4+ to hit.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 04:21:55 PM
The HBVG gets 14 shots, hits with 5, wounds with 5, and gets 2 unsaved wounds.  One model is removed and one Demi has lost a wound.
What was the roll for number of shots?  Can I choose to reroll one of the results with the engineer?  Did you use the Engineer's BS of 4?  With a BS of 4 and being in soft cover, they should need a 4+ to hit.

10, 2, 2.  You could re-roll a 2 and get a misfire if you want.  They need a 4+ to hit.  If you want me to fill up your thread with the dicelog, I will.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 04:23:46 PM
10, 2, 2.  You could re-roll a 2 and get a misfire if you want.
There's only a 1/6 chance of rolling a misfire.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 04:28:58 PM
Done. 

Reroll goes from a 2 to a 10.   Net result-  2 more unsaved wounds, killing another Demi.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 04:32:16 PM
Thank you.  I parked the engineer there to maximize the effectiveness of the HBVG.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 04:55:35 PM
Combat Zif T4

In the west, the Knights and Spears fail to wound each other.  Even combat.

In the east, the Halbs make their Terror test.

The Engie has no effect.  The Knights kill 1 Halb.

The Halbs fail to wound the STank or the Knights.
The GS, happy to be in the combat finally, get 5 unsaved wounds on the Knights. The Knights are destroyed.


End of Turn Graph:



(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT4End_zps74573013.jpg)



Zif-  I assume you do not want to overrun.

Rothgar-  you are up.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 04:56:20 PM
Zif-  I assume you do not want to overrun.
What would I need to hit the Halberds?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 04:57:30 PM
Zif-  I assume you do not want to overrun.
What would I need to hit the Halberds?

An 8 will do it.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 05:03:02 PM
Zif-  I assume you do not want to overrun.
What would I need to hit the Halberds?

An 8 will do it.
I'll hold back
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 06:17:47 PM
Rothgar Turn 4 Movement:

West STank generates 5 Steam.  For the third time, it suffers a mishap.  It gets a 5 on the roll and blows up!  (I think that tank needed maintenance from Turn 1!!!)  The Demis take 1 unsaved wound from the explosion.

East  STank generates 5 Steam, no issues.

For charges, the WAltar declares a charge against the Halbs and makes it.

The Halbs charge the GS and make it.

The Demis rally and face east.

Otherwise, both Archer units move northeast.

The last STank generates 2 Steam for grinding, but only kills 2 Halbs.  28 remain.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/RothT4Final_zps8fe8bb48.jpg)



Rothgar T4 Magic:

For Winds of Magic, Rothgar gets a 4 & 4.  No channels.

8 PD to 4 DD.

To start, Rothgar casts a 2 dice Pha's on his Halbs.  Gets 10+4=14.

What is your response, Zif?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 09:31:07 PM
I think I'll let it go.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 09:54:20 PM
Next cast is a 4-dice Timewarp on the Halbs:

[314] 13-04-06 17:52:21 EDT
4 dice Timewarp on Halbs:
4d6
1 + 5 + 2 + 4 = 12

12+4=16.

What are you going to do for dispel?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 09:57:47 PM
Throw all 4 dice to dispel.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 09:59:48 PM
All DD on dispel:

[315] 13-04-06 17:58:26 EDT
4 dice dispel
4d6
2 + 3 + 3 + 2 = 10

10+4=14.  Fails to dispel.

1 dice Soulfire on WAltar:  rolls a 2.  Fails to go off.

1 dice Hammers of Sigmar.  Goes off on a 4.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 10:06:36 PM
Are the halberds within 6"  Sure doesn't look like it.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 10:07:12 PM
Are the halberds within 6"  Sure doesn't look like it.

It is exactly within 6 inches
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 06, 2013, 10:10:31 PM
Funny, when I measured distances during my turn, everything was just outside of the range I needed, despite appearing in the image to be well within the range I needed.

Now everything is just in range for what he needs.

Fine, scroll it.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 06, 2013, 10:16:50 PM
Funny, when I measured distances during my turn, everything was just outside of the range I needed, despite appearing in the image to be well within the range I needed.

Now everything is just in range for what he needs.

Fine, scroll it.

Zif-  you really need to have a different attitude when it comes to the TDGs/TEGs.  If I had to choose a side that I want to win, it would be yours.

That arrow is 6 inches and it is over the blue of the Halbs.  When I measured the Panic distance for you turn one for Turn 1, the arrow point seemed just a little short.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/6inches_zpsf3ba8577.jpg)



Hammers is scrolled.

Moving on.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 02:49:26 AM
Shooting Rothgar T4

Rothgar’s first shot is from the east cannon-  aiming 10 inches from the back of the HBVG.

[318] 13-04-06 22:26:47 EDT
East cannon shot- 10 inches from back of HBVG
1d6
2

 [319] 13-04-06 22:26:57 EDT
Bounce roll
1d6
1

The cannon fails to make the distance with 6 inches.

The west cannon takes its shot at the HBVG (cant see Zif's cannon at the moment because of his Halbs):

[320] 13-04-06 22:28:13 EDT
West cannon shot- 10 inches from back of HBVG
1d6
4

[321] 13-04-06 22:28:28 EDT
bounce
1d6
4

The shot has a direct hit and overshoots, hitting 2 Archers.

[322] 13-04-06 22:28:59 EDT
wound on HBVG
1d6 >= 2
4 ... success
[323] 13-04-06 22:29:06 EDT
# of wounds
1d6
1


The shot only does 1 wound on the HBVG and only manages to kill 1 Archer.

The 10 Archers shoot at the WAltar (it is a large target and doesn’t benefit from the cover from the Halbs).  The Archers get a few hits and manage to cause 1 unsaved wound on the Altar itself (failed its AS and WS). 

Any plans to issue challenges in the GS and Halb fight?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 04:41:01 AM
Combat Rothgar T4

In the west, the Knights fail to wound the Spears.  The Spears manage to poke a Knight off his horse and 1 Knight dies.

This spooks his buddies, because they badly fail their Break test.  The Knights flee 11 inches and the Spears fail to catch them and go forward 2 inches.

The Demis are barely within 6 inches but make their Panic test.

In the east, the Halbs make their Terror test.

The WAltar gets 3 impact hits and kills 2 Halbs.

The Engie has no effect.  The AL kills 2 Halbs.

The STank blasts its Steam Gun, getting 5 hits and kills 3 Halbs.

The Halbs fail to get unsaved wounds on either the STank or WAltar.

The Halbs have 21 remaining.  They fail their first Steadfast Break test on an 11…but make the re-roll on an 8.  The Halbs reform to an 8-wide front.

Rothgar does not issue a challenge in the GS/Halb fight.  I am going to assume that Zif doesn’t want to challenge either.  I have both BSB on the far west of each formation so they can reach the maximum amount of other troops with their Re-roll bubble.

Starting with the ASF BSB-  kills 2 GS
Halbs are Timewarped so they get 39 attacks.  12 GS die.

Zif’s BSB-  kills 2 Halbs.

22 GS attacks on the Halbs-  17 Halbs die. 

Combat resolution:

Rothgar-  14 wounds, +1 Std, +1BSB, +1 Charge, +1 Rank
Zif-           19 wounds, +1 Std, +1BSB, +1 Rank

Zif won by 4.  Halbs make their Break test.

[388] 13-04-07 06:50:03 EDT
Halb Break Test
2d6
3 + 1 = 4

22 GS remain (started with 36) versus 16 Halbs (started with 35).


End of Turn Graph:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/RothT4End2_zps947edc7f.jpg)
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 10:39:16 AM
Zif Turn 5 Movement:

Not much to move.  Just let me know Zif if you want anything different.

Archers on the hill moved over slightly to allow the WAltar to move over to hug the hill and hide from the Rothgar’s east cannon.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT5Poss2_zps74e58d78.jpg)



Zif T5 Magic:

For Winds of Magic, Zif gets a 3 & 2.  Zif gets 1 channel.

6 PD to 3 DD.

What do you want to cast first Zif?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 07, 2013, 11:48:41 AM
Not much to move.  Just let me know Zif if you want anything different.

I'd like to declare a charge against the Knights, force them to flee again.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: TCWarroom on April 07, 2013, 11:56:46 AM
It has to be a legal charge. I think the building is in the way?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 12:03:45 PM
Not much to move.  Just let me know Zif if you want anything different.

I'd like to declare a charge against the Knights, force them to flee again.

It has to be a legal charge. I think the building is in the way?

Aye.  No way to make the wheel.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 12:16:01 PM
FYI Zif-  this is from the other thread:

Large targets can't get cover for obstacles according to pg. 72, but it doesn't mention any other situations. I'd rather it played like you handled it, but just wanted to point out the wording.

Units can be "obstacles" as well when it come to LOS and shooting.

Not exactly.  Large targets don't get cover from obstacles but still gain the -2 to hit vs BS shooting if they have an intervening units.

Nicely run btw.....

I relooked at all the rules again.  Learn something new everyday!  It is kind of silly that a Large Target can't gain cover from a wall but it can gain cover from some wimpy humans standing in front of it.  I think it is an oversight on GW's part.  That never happens!

Long story short in our case:  WAltar gets its wound back.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 07, 2013, 01:11:01 PM
Not much to move.  Just let me know Zif if you want anything different.

I'd like to declare a charge against the Knights, force them to flee again.

It has to be a legal charge. I think the building is in the way?

Aye.  No way to make the wheel.

I didn't realize units could flee through buildings.  Looking at the rules again, it seems they can.  That doesn't make a whole lot of sense to me, but ah well.

Magic:

Start with a 2 dice Pha's on the Greatswords.  Then 2 dice Hammer of Sigmar and 2 dice at Shield of Faith.

Shoot the cannon at his great cannon (10" from the cannon).

Hellblaster at the Archer bunker if it is in LoS.  Second choice is the cannon if it is in range.  Third choice is the fleeing knights.

Archers shoot whatever they can see.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 01:20:25 PM
I didn't realize units could flee through buildings.  Looking at the rules again, it seems they can.  That doesn't make a whole lot of sense to me, but ah well.

Yeah, units that Flee don't care what is in the way-  they are all about getting out of dodge as fast as possible!

2 dice Pha's on GS nets you a 4+4=8.

Waiting on Rothgar to get on to see his response.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 02:15:27 PM
Rothgar uses 2 dice on dispel- 6+4=10.  Dispelled.

Next you cast a 2 dice Hammers of Sig from the WAltar:

You get 2x6s.  IF. 

Note-AL can't cast any further Bound spells this turn because of the IF.

What do you want to use your last 2 dice on?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Noght on April 07, 2013, 02:19:33 PM
You get 2x6s.  IF. 

Note-AL can't cast any further Bound spells this turn because of the IF.

What do you want to use your last 2 dice on?

Oh for Pete's sake.....

Well at least you get a whack at wounding something.

Shield was the ultimate goal.... :icon_sad:

I suppose Unbreakable Halberdiers is the best play or Netting the Wiz Bunker.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 07, 2013, 03:32:15 PM
FFS.

Pha's on the Greatswords
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 03:38:45 PM
FFS.

Pha's on the Greatswords

That was the first spell you tried to cast brother.  You used 2 dice and Rothgar used 2 dice to successfully dispel it.

You have 2 PD to his 2 DD at the moment.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 07, 2013, 03:39:14 PM
Yeah, my bad.  Was just running through my spells.

2 dice net on the Wizard Bunker.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 03:43:13 PM
No problem.

2 dice Net on Wiz bunker:

[392] 13-04-07 11:41:26 EDT
2 dice Net on Wiz Bunker
2d6
4 + 2 = 6

[393] 13-04-07 11:41:34 EDT
2 dice dispel
2d6
2 + 5 = 7

Dispelled.

Moving on to shooting.  Hopefully all the luck will be in your shooting phase.
 
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 07, 2013, 03:51:41 PM
Seriously?  Freaking seriously?  Rothgar has had no end of amazing luck when it comes to casting and dispelling.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 04:15:32 PM
Shooting Zif T4

Zif’s cannon shot is at Rothgar’s west cannon (the firing lane is now open since the Halbs reformed)  10 inches from the back.

[394] 13-04-07 11:43:48 EDT
Zif cannon at Roth west cannon- 10 inches from back:
1d6
3

[395] 13-04-07 11:43:56 EDT
Bounce
1d6
4

Cannon goes the full 10 inches.  Hits.

[396] 13-04-07 11:44:12 EDT
Roll to wound
1d6 >= 2
5 ... success

[397] 13-04-07 11:44:18 EDT
# of wounds
1d6
2

The cannon takes 2 wounds.  Has 1 remaining.

For the HBVG it points at the Knights and its barrels get 6,2,2.  Engie rerolls a 2 and gets a 4.

12 shots nets 3 hits, 2 wounds, 1 of which is unsaved.  1 Knight dies.

Preparing the combat now....

FYI Zif-  Rothgar retracted his challenge plans.  I am going to assume that you don't want to challenge.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 05:49:22 PM
Combat Zif T5

In the east, the Halbs make their Terror test.  Halbs buffed by Hammers of Sig.

8 Halbs (w/champ) attack the Arch Lector.  They manage to get 1 unsaved wound.
8 Halbs attack the STank.  No effect.

The Engie has no effect.  A horse pulling the Altar kills 1 Halb.
The AL fails to hit anything.

20 Halbs remain.

Combat resolution:

Zif:            1 wound, +1 Std, +1 rank
Rothgar:   1 Wound

Rothgar loses by 2.  STank is Unbreakable.  WAltar makes it Stubborn Break test.

Now….for the big bloodbath.

The Halbs have Timewarp and Pha’s Protection.  The GS have Hammers of Sig.

Rothgar’s BSB kills 3 GS.

The Halbs have 25 attacks (8 in front row with 2, champ with 3, 6 in back row).
20 attacks hit with rerolls from ASF, 12 wounds.  8 GS die.

Zif’s BSB kills 2 Halbs.
The GS have 11 attacks on the Halbs.  They get 8 hits and 8 wounds.  8 Halbs die.  (They were on fire-  8 out of 11 hits, needing 4s.  All 8 hits wounded, didn’t even need the rerolls!)

Combat resolution:

Zif:           10 wounds, +1 Std, +1BSB
Rothgar:  11 wounds, +1 Std, +1BSB

Rothgar wins by 1.  GS make their Stubborn Break test.   11 GS remain.  6 Halbs remain.

GS reform to 7 wide.


End of Turn Graph:



(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT5End_zpsc048e018.jpg)



Lots of dead Empire this turn.  This is shaping up to go down to the wire…

 :::cheers:::
HHG
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 06:28:01 PM
Steam Tank generates 5 Steam, no issues.

No charges.

Knights fail to rally on an 11.  They move forward 5 inches.

Otherwise, the Demis make a roll to march and move into striking distance.  Rothgar's archers move into firing positions against Zif's Wiz bunker.

The Steam Tank uses 3 steam to get 5 hits.  Only 2 wounds.  2 Halbs die.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/RothT5Poss_zps181f1323.jpg)



Rothgar's T5 Winds of Magic:

Rothgar got a 5 & 3.  No channels.

8 PD to 5 DD.

Waiting on his first spell choice.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 06:39:19 PM
2 dice Pha's on Halbs:

9+4=13. 

Dispel response?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 07, 2013, 09:16:04 PM
Experience has taught me that I have no chance in hell of dispelling that unless I throw four dice.

I have to let it go.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 07, 2013, 09:30:49 PM
Next spell is a 3 dice Banishment from Wiz Lord on Wiz Bunker gets a 9+4=13.

Dispel choice?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 07, 2013, 10:56:30 PM
Let it go again.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 08, 2013, 12:04:44 AM
Banishment gets 5 hits, 3 wounds.  Kills 3 Archers.  Archers make their Panic test.

Last, Rothgar casts a 3 dice Timewarp on the Halbs.  He gets an 11+4=15.  Goes off.

Zif uses all his DD on it.  He gets an 11+4=15.  Dispelled.  (Zif, you were right.  You need all your DD to make a dent in a spell)


Shooting Rothgar T5

Rothgar’s first shot is the east cannon-  aiming 10 inches from the back of the HBVG.

[451] 13-04-07 19:10:15 EDT
East cannon on HBVG- 10 inches from the back
1d6
3

[452] 13-04-07 19:10:21 EDT
Bounce
1d6
3

[453] 13-04-07 19:10:40 EDT
Wound roll
1d6 >= 2
4 ... success

[454] 13-04-07 19:10:47 EDT
# of wounds:
1d6
4

Long story short-  hit, wound, dead.  HBVG destroyed.

Nearby Archers make their Panic test.

The west cannon shoots at Zif’s cannon-  10 inches from the back.

[456] 13-04-07 19:15:35 EDT
West Cannon shot at Zif Cannon- 10 inches from the back
1d6
5

 [457] 13-04-07 19:16:09 EDT
Wound roll
1d6 >= 2
1 ... failure


Direct hit, but fails to wound.  The cannon duel will continue…

The shots on the Wiz bunker end in only 1 Archer killed.  4+Wiz remain.

Combat Rothgar T4

The Halbs make their Terror test.  Halbs have Hammers up.

8 Halbs attack the STank.  They manage to get another unsaved wound on it.  It has 8 remaining.

8 Halbs attack the Arch Lector.  They get some wounds past his armour, but he makes both Ward saves.

The Engie has no effect.  A horse kills 1 Halb.

STank gets 5 hits off its Str 3 steam blast.  2 Halbs die.

The Arch Lector kills a Halb.  16 Halbs remain.

Combat resolution:

Rothgar-   4 wounds.
Zif-            1 wound, +1 Std,  +1 Rank.

Zif loses by 1.  Halbs make their Steadfast Break test.

In the Halb/GS fight-  GS have Hammers up.  Halbs have Pha’s buff.

Rothgar’s BSB kills 1 GS.
Zif’s BSB has no effect.

6 Halb attacks.  2 GS die. 
8 GS attacks.  4 Halbs die.

Combat resolution.

Rothgar-  3 wounds, +1 BSB, +1 Std
Zif-           4 wounds, +1 BSB, +1 Std

Zif wins by 1.  Rothgar’s Halbs fail the first Break test.  Make the second.

Rothgar BSB and Halb Standard Bearer remain.  Zif BSB and 7 GS remain.
Greatswords reform to 5 wide.


End of Turn Graph:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/RothT5End_zpsae055bfe.jpg)



Crazy!  Like I said, this is going down to the wire.  Zif-  you are up!  Let me know what you want to do for your last movement...

 :::cheers:::
HHG
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 08, 2013, 01:01:01 AM
Move Arc1 as far towards the east as possible.  Move the L4 to that unit.

pivot War Altar to put H1 archer unit in LoS.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 08, 2013, 01:08:10 AM
Move Arc1 as far towards the east as possible.  Move the L4 to that unit.

pivot War Altar to put H1 archer unit in LoS.

This is T6...you don't have any moves after this.

Do you really want to move the WAltar out on the hill so it can get shot at?

Also, unless the WAltar moves out of the way first I don't see you be able to get the Wiz to the other Archer unit.  Even then, it is probably a stretch.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 08, 2013, 11:18:28 AM
Do you really want to move the WAltar out on the hill so it can get shot at?
No, I want to move the War Altar so it can use it's banishment spell against the small archer unit.

Also, unless the WAltar moves out of the way first I don't see you be able to get the Wiz to the other Archer unit.  Even then, it is probably a stretch.
The Wizard has an 8" move from the left side of the archers and the other unit has an 8" march with free reforms.  I don't see how the wizard doesn't make it.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 08, 2013, 11:21:11 AM
This is the only way I could achieve what you are looking for.

Let me know if you want any changes.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT6Poss2_zpsade3e7ac.jpg)




Magic

You get a 6 & 2 for Winds of Magic.  Both get a channel.

9 PD to 7 DD.

What you do you want to cast first?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 08, 2013, 11:23:35 AM
That's fine.

Too bad my spearmen remain stuck behind the tower, now would be a great time to run the knights off the board.

First spell is 2 dice Banishment at the small archer unit.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 08, 2013, 11:31:18 AM
2 dice Banishment gives you a 6.

Waiting on his dispel response.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 08, 2013, 12:17:36 PM
Next I'll throw 1 dice at Light of Battle on the Halberds.  1/3 chance of going off.

Then toss 6 dice at 5+ ward from the War Altar.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Noght on April 08, 2013, 12:30:38 PM
Next I'll throw 1 dice at Light of Battle on the Halberds.  1/3 chance of going off.

Then toss 6 dice at 5+ ward from the War Altar.

I approve of this Strategy!
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zakalwe on April 08, 2013, 03:22:51 PM
Yes a good plan. Its going to be a nail-biting last turn.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 08, 2013, 04:24:01 PM
I'm thinking of going after his cannon with mine.  Hopefully I can take out the last wounds.

Knights are another option, but I think I'll get more points for a cannon.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: sammay23 on April 08, 2013, 04:38:55 PM
Identical points cost. 120 for either. Take whichever is easier. I think it's the cannon. Single model, wider area to hit. Although, as long as you wound each knight, it's dead, whereas the cannon has, what? two wounds left?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 08, 2013, 05:06:38 PM
Identical points cost. 120 for either. Take whichever is easier. I think it's the cannon. Single model, wider area to hit. Although, as long as you wound each knight, it's dead, whereas the cannon has, what? two wounds left?
Yeah, the cannon is a threat, the knights won't be.  Probably best to shoot the cannon.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Noght on April 08, 2013, 05:07:52 PM
Identical points cost. 120 for either. Take whichever is easier. I think it's the cannon. Single model, wider area to hit. Although, as long as you wound each knight, it's dead, whereas the cannon has, what? two wounds left?
Yeah, the cannon is a threat, the knights won't be.  Probably best to shoot the cannon.

Bingo.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 08, 2013, 11:03:06 PM
Banishment gets 5 hits, 4 wounds.  4 Archers die. 

Lone Archer makes his Panic test. 

Next spell is a 1 dice Light of Battle on the Halbs.  Gets a 1.  Fails to go off.

Last you throw a 6 dice Shield of Faith off the WAltar.  You get a total of 19.

Rothgar throws all 7 dispel dice on it and get 2x6s.  Dispelled.


Zif T6 Shooting Phase:

Zif's cannon takes his final shot of the game at Rothgar's west cannon.  10 inches off the back:

[511] 13-04-08 18:47:46 EDT
Zif cannon at Rothgar west cannon:
1d6
3

[512] 13-04-08 18:47:53 EDT
Bounce
1d6
6

It goes 6 inches and sticks in the ground.  I think we have had a record number of cannonballs stuck in the deck....   :unsure:

Zif's 5 Archers shoot at the lone archer-  Archer dies, unit destroyed.

Zifs Wiz and Engie bunker shoot a long range volley at the Demis to no effect.

Working up the combat now-  won't post it until I know if either side wants to challenge.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Aineias The Scarred on April 08, 2013, 11:17:16 PM
So damn disappointing. Looking at this battle cannons don't seem thar scary!
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 08, 2013, 11:42:51 PM
Last you throw a 6 dice Shield of Faith off the WAltar.  You get a total of 19.
Yeah, about as figured.

Looking back through my casting results, it's very frustrating.  Every time I roll low and Rothgar gets just enough to beat me.  Or I roll high and he gets just enough to beat me.  Then on dispel attempts, I throw more dice and fail to dispel.

Magic has been entirely one-sided and it should not have been.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 09, 2013, 02:16:54 AM
Combat Zif T6

In the east, the Halbs make their Terror test.  No buffs on either side in this combat.

8 Halbs (w/champ) attack the Arch Lector.  The Arch Lector tries to fend off all the blows…but 2 get through his armour and Sigmar protection.  Arch Lector dies.

8 Halbs attack the STank.  No effect.

The Engie has no effect.  Horses have no effect.

Zif wins combat.  STank Unbreakable, WAltar is Stubborn but only on LD5.

WAltar fails the first Break test, but passes the reroll on a 5!

[527] 13-04-08 19:18:09 EDT
Break test re-roll
2d6 <= 5
3 + 2 = 5 ... success


Now-  back to our GS/Halb throwdown…

The Rothgars BSB and Halb Standard Bearer have Pha’s Protection. 

Rothgar’s BSB kills 1 GS.

Zif’s BSB whiffs bigtime and fails to kill the last Halb.

Roth’s Halb kills 1 GS.

GS kill the last Halb and Rothgar’s BSB takes a wound.

Combat resolution:

Zif:           2 wounds, +1 Std, +1BSB
Rothgar:  2 wounds, +1BSB

Zif wins by 1.  Rothgar’s BSB makes his Break test.

[545] 13-04-08 21:14:38 EDT
BSB Break test
2d6 <= 7
3 + 2 = 5 ... success

The GS reform to 3 wide to maximize attacks on the BSB.

Zif’s BSB & 5 GS remain.  Rothgar’s BSB is all that is left.


End of Turn Graph:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/ZifT6WrapUp_zpsdbacf55f.jpg)


Here we go!  Rothgar’s turn and the first TEG is in the books!

 :::cheers:::
HHG
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Noght on April 09, 2013, 02:43:47 AM
Whoof, that's some wild leadership rolling HHG!

Depending on Cannons vs War Altar it's a Zif win?
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 09, 2013, 02:46:55 AM
Whoof, that's some wild leadership rolling HHG!

Depending on Cannons vs War Altar it's a Zif win?

I haven't even bothered to look at any of the VPs totals (and don't want to till the very end...)

Lots of points still up for grabs at this point!
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 09, 2013, 02:51:40 AM
Rothgar Turn 4 Movement:

The STank generates 5 Steam, no issues.

For charges, Rothgar’s Demis successfully charge the Halbs and his Archers charge the GS.

The Knights finally manage to rally.

Steam tank does 2 steam on grind.  3 hits, 2 wounds.  2 Halbs die.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/RothT6Start_zpsb537122c.jpg)



Rothgar T4 Magic:

Rothgar rolls a 4 & 1 for Winds.  Zif channels 1.

5 PD to 5 DD.

There you go Zif-  an even magic phase for you. 
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 09, 2013, 04:28:05 AM
Rothgar rolls all his dice on a boosted version of Timewarp.  It fails to go off.


Shooting Rothgar T6

Rothgar’s first shot is the east cannon-  aiming 10 inches from the back of Zif’s cannon.

[554] 13-04-08 22:58:41 EDT
West cannon at Zif cannon- 10 inches from the back
1d6
3

[555] 13-04-08 22:58:49 EDT
Bounce
1d6
6

Damn…I tell you, the ground is jinxed.  Another shot in the dirt!

[556] 13-04-08 22:59:23 EDT
East cannon- 10 inches from side of WAltar
1d6
5

[557] 13-04-08 22:59:49 EDT
AL wound roll
1d6 >= 2
1 ... failure

[558] 13-04-08 23:00:07 EDT
WAltar wound roll
1d6 >= 2
5 ... success

 [559] 13-04-08 23:00:39 EDT
Altar Ward Save
1d6 >= 4
2 ... failure

[560] 13-04-08 23:00:53 EDT
# of wounds:
1d6
3

Direct hit, fails to wound AL, wounds the Altar but only does 3 wounds.


Combat Rothgar T6

Doing the Halb/GS fight first in case one of the BSBs dies.

Rothgar’s BSB kills 1 GS.
Zif’s BSB fails to get past Rothgar’s BSB’s armour.

Rothgar’s Witch Hunter attacks the GS.  No effect.
3 Archers attack the GS.  No effect.

5 GS attack Rothgar’s BSB.  All fail to penetrate his armour.

Combat resolution.

Rothgar-  1 wound, +1 BSB, +1 Charge
Zif-           +1 BSB, +1 Std

Rothgar wins by 1.  The GS make their Stubborn Break test.


In the other battle, the Halbs make their Terror test.  No buffs on either side.

A Demi attacks the Halbs and kills 3 Halbs.

4 Halbs attack the Demis.  No effect.
3 Halbs attack the WAltar.  No effect.
4 Halbs attack the STank.  No effect.

Demi champ has no effect.

Engie attacks and FINALLY kills a Halb. 
Horses have no effect.

The Steam Gun gets 7 hits and kills 5 Halbs.

Demi Stomp.  Kills 1 Halbs.

Halbs fail both Break test and Flee 3 inches.  Demis catch them on 5 inches.  WAltar goes 9 inches and rams into the Wiz bunker.

Impact hits is 6.  Kills 4 Archers.  Horse kills and Archer.  Archers have no effect.

Archer fail both Break test.  Flee 8.  Altar catches them on an 8.  Destroyed.


End of Turn Graph:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TheFinal3_zps46f6b842.jpg)



Here is what I totaled up for VPs:

Zif killed/earned:

100  General
25    Halb Standard
264  Halbs
70    2 Archer Det
120  Vanilla Knights
250  STank
--------------------------------
829 Total

Rothgar killed/earned:
270  Halbs
25    Halb Standard
70    2 Archer Det
75    Spears
240  2 Hellblasters
120  Great Cannon
130  Hurricanum
--------------------------------
930 Total

Rothgar won by 101.  Talk about close!

This game was close and could have gone either way in the final round.  Change a roll or two either way…and the outcome is different!

Congrats to Rothgar.  I appreciate both of your gentleman’s time for this first TEG.


Please post your thoughts in the TEG community forum thread.

 :::cheers:::
HHG
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 09, 2013, 11:26:47 AM
Halbs fail both Break test and Flee 3 inches.  Demis catch them on 5 inches.  WAltar goes 9 inches and rams into the Wiz bunker.

Impact hits is 6.  Kills 4 Archers.  Horse kills and Archer.  Archers have no effect.

Archer fail both Break test.  Flee 8.  Altar catches them on an 8.  Destroyed.
No, the Impact hits don't go off.  No archers die.  The horse doesn't get to attack.  The archers don't take a Leadership test, they don't flee, and aren't destroyed.

Because the Archers weren't in combat at the beginning of the turn, there is no combat.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Holy Hand Grenade on April 09, 2013, 11:31:21 AM
Halbs fail both Break test and Flee 3 inches.  Demis catch them on 5 inches.  WAltar goes 9 inches and rams into the Wiz bunker.

Impact hits is 6.  Kills 4 Archers.  Horse kills and Archer.  Archers have no effect.

Archer fail both Break test.  Flee 8.  Altar catches them on an 8.  Destroyed.
No, the Impact hits don't go off.  No archers die.  The horse doesn't get to attack.  The archers don't take a Leadership test, they don't flee, and aren't destroyed.

Because the Archers weren't in combat at the beginning of the turn, there is no combat.

I have to run off to work.  I will update it when I get home.

The game should be a draw then.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: zifnab0 on April 09, 2013, 11:36:03 AM
I was wondering what happened to my engineer.  Looks like he ended up in that archer bunker.

Wizard 225
Archers 70
Engineer 65
=360

Reduces Roth's margin of victory to 76, resulting in a draw.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Noght on April 09, 2013, 11:58:55 AM
This.  The overrun is treated as a separate combat next turn (of which there is none).

Honest question?  Why no VPs for the AL?  I get that killing the mount with rider surviving = O VPs, but I can't find anything to support the reverse.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Fidelis von Sigmaringen on April 09, 2013, 12:20:24 PM
BRB Official Update Version 1.7 p. 12:

Q: If I kill a character but not their mount, do I score victory points for just the character, the character and their mount, or must I kill the mount too in order to score any victory points? (p143)
A: You must kill the character and his mount to score any victory points.

The answer can be read as implying both ways.
Title: Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
Post by: Noght on April 09, 2013, 12:28:13 PM
BRB Official Update Version 1.7 p. 12:

Q: If I kill a character but not their mount, do I score victory points for just the character, the character and their mount, or must I kill the mount too in order to score any victory points? (p143)
A: You must kill the character and his mount to score any victory points.

The answer can be read as implying both ways.

Cool, thanks.  However, just wondering.  You can't field a WAltar,  Pegasus or Griffon without the Character.  But the FAQ is almost clear.....