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Author Topic: Tactical Exposition Game 1: Civil War Zif's Men & Magic  (Read 23074 times)

Offline zifnab0

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #175 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.

Offline Noght

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #176 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.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Holy Hand Grenade

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #177 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.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline Aineias The Scarred

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #178 on: April 08, 2013, 11:17:16 PM »
So damn disappointing. Looking at this battle cannons don't seem thar scary!
"In pace, ut sapiens, aptarit idonea bello"

Offline zifnab0

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #179 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.

Offline Holy Hand Grenade

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #180 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:




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

 :::cheers:::
HHG
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline Noght

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #181 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?
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Holy Hand Grenade

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #182 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!
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline Holy Hand Grenade

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #183 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.





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. 
« Last Edit: April 09, 2013, 03:05:52 AM by Holy Hand Grenade »
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline Holy Hand Grenade

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #184 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:





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
« Last Edit: April 09, 2013, 10:48:06 PM by Holy Hand Grenade »
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline zifnab0

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #185 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.

Offline Holy Hand Grenade

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #186 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.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline zifnab0

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #187 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.

Offline Noght

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #188 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.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Fidelis von Sigmaringen

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #189 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.
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Offline Noght

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Re: Tactical Exposition Game 1: Civil War Zif's Men & Magic
« Reply #190 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.....
« Last Edit: April 09, 2013, 01:33:10 PM by Noght »
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.