home

Author Topic: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500  (Read 45156 times)

Offline Holy Hand Grenade

  • Moderator
  • Members
  • Posts: 2319
  • Never leave the Province without it...
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #25 on: September 22, 2013, 06:22:12 PM »
Tett rolled a 6-  so Lizzies vanguarded the Krox, Cohort, and the Sallies.

First turn roll-  Empire got a 6 and (not that it mattered), the Lizzies got a 2.

Empire gets the first turn.  I need to know how many Steam for the STanks.

The Knights on the left are in the Krox forward arch.  The Krox are barely within the Frenzy bubble.

Left STank needs 15 inches to reach the Sallies.

Let me know if you want other ranges.





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

HHG's TDG/TEG Dice Tracker

Offline rothgar13

  • Members
  • Posts: 1795
  • Steam Tank Engineer
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #26 on: September 22, 2013, 06:39:51 PM »
Give me 4 SP on both STanks. Can I get the distance from DG1 to the Krox?

Offline SevenSins

  • Members
  • Posts: 212
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #27 on: September 22, 2013, 06:44:01 PM »
thought you always went for 5, Rothgar? have your tanks been infected by the chicken pox (glances meaningfully at the demigryphs..)

Anyway, best of luck humanoid opponnents! Finally we're getting some action!

Offline Holy Hand Grenade

  • Moderator
  • Members
  • Posts: 2319
  • Never leave the Province without it...
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #28 on: September 22, 2013, 06:46:34 PM »
Give me 4 SP on both STanks. Can I get the distance from DG1 to the Krox?

Need an 18.

4 Steam generated on each, no issues.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline rothgar13

  • Members
  • Posts: 1795
  • Steam Tank Engineer
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #29 on: September 22, 2013, 07:57:54 PM »
All right, I'm not declaring any charges. Run the STank on the left right at the Salamanders with 3 Steam, and give me a 2-Steam move with the STank on the right in the direction of the Kroxigors.

Offline Holy Hand Grenade

  • Moderator
  • Members
  • Posts: 2319
  • Never leave the Province without it...
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #30 on: September 22, 2013, 08:09:52 PM »
STank 1 got a 1,1,4 for a total of 6.

STank 2 got a 1,2 for a total of 3.

Seems usual for our STanks in TDGs/TEGs?  Doesn't it?





Just so you know, Empire's T1 Dice Tracker webpage is up with these rolls.
« Last Edit: September 22, 2013, 09:00:15 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

HHG's TDG/TEG Dice Tracker

Offline Voltan Ignatio

  • Members
  • Posts: 102
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #31 on: September 22, 2013, 09:34:51 PM »
Great dice log!  :::cheers:::

Offline rothgar13

  • Members
  • Posts: 1795
  • Steam Tank Engineer
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #32 on: September 22, 2013, 10:21:50 PM »
Yeah, given the rolls I've experienced in the previous TEGs, I really shouldn't be surprised at that result. :icon_lol:

I'll consult with my team quickly and let you know how I plan to proceed.

Edit: All right, I have some moves for you.

Archer Detachments: Angle them to face the Kroxigors, walk them forward such that one is in front of the other (5-wide).
Knight 1: Move them into the path of the Kroxigors, staying as far from the Krox as possible, but in front of the Archers.
DG 1: Angle them such that they are facing the back of Knight 1 and the Archer detachments, but not offering their flank to the Krox if possible.
DG 2: March them up such that he's facing the flank of SC1.
Knight 2: March them up facing SC2 (stay about 14-15" away).
Halberdiers: Walk up as far forward as possible.
Mage bunker: Walk up as far forward as possible.

Let me know if you have any questions regarding what I'm trying to do here.
« Last Edit: September 22, 2013, 11:25:08 PM by rothgar13 »

Offline Holy Hand Grenade

  • Moderator
  • Members
  • Posts: 2319
  • Never leave the Province without it...
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #33 on: September 22, 2013, 11:51:24 PM »
I will see what I can do for you and if I understand what you are looking for.

I will update this post here in a bit.

Okay, I don't think this is exactly what you are looking for-  but the wheeling of the Knight blocks takes up movement.

Give me tweaks from here.


« Last Edit: September 23, 2013, 12:27:26 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

HHG's TDG/TEG Dice Tracker

Offline rothgar13

  • Members
  • Posts: 1795
  • Steam Tank Engineer
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #34 on: September 23, 2013, 12:42:02 AM »
All right, let's move Knight 1 a bit further back, and DG 1 a bit further forward.

Offline Holy Hand Grenade

  • Moderator
  • Members
  • Posts: 2319
  • Never leave the Province without it...
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #35 on: September 23, 2013, 12:56:06 AM »
Better?


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

HHG's TDG/TEG Dice Tracker

Offline rothgar13

  • Members
  • Posts: 1795
  • Steam Tank Engineer
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #36 on: September 23, 2013, 12:59:50 AM »
...Yeah, that looks about good. Let's move on to magic.

Offline Holy Hand Grenade

  • Moderator
  • Members
  • Posts: 2319
  • Never leave the Province without it...
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #37 on: September 23, 2013, 01:12:51 AM »
Empire T1 Magic Phase:

Empire got a 5&4 for Winds of Magic.  Lizards channel 2.

9PD to 7DD

First spell?
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline rothgar13

  • Members
  • Posts: 1795
  • Steam Tank Engineer
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #38 on: September 23, 2013, 01:22:58 AM »
Give me 2 dice on a Throne of Vines.

Offline Holy Hand Grenade

  • Moderator
  • Members
  • Posts: 2319
  • Never leave the Province without it...
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #39 on: September 23, 2013, 01:38:14 AM »
Your Wizard got a 3+4=7.  Spell fails to go off.  Life Wizard loses his concentration.

Want to use your other dice?

Shooting targets?
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline rothgar13

  • Members
  • Posts: 1795
  • Steam Tank Engineer
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #40 on: September 23, 2013, 01:49:49 AM »
...The more things change, the more they stay the same. Dice rollers still don't like me. :icon_lol:

Ah, well. Let's throw some prayers out there in case the Halberds find themselves in combat. Give me 4 dice on a Shield of Faith, and 3 dice on a Hammer of Sigmar. After that, let's start shooting by using the Steam Cannon on the STank to the left on the Sallies; 10" from the back of the base, as per usual.

Offline Holy Hand Grenade

  • Moderator
  • Members
  • Posts: 2319
  • Never leave the Province without it...
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #41 on: September 23, 2013, 02:11:22 AM »
You can check out the rolls in the Dice Tracker, but long story short-

Both spells dispelled.

To start the Empire shooting phase, the Stank gets a direct hit, wounds, hits the monster, and causes 5 wounds.  One Sallie dies.

The other Sally makes his Panic test.

Next up?
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline rothgar13

  • Members
  • Posts: 1795
  • Steam Tank Engineer
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #42 on: September 23, 2013, 04:04:41 AM »
Can I get a firing lane for that Sally with the Great Cannon on the hill or the STank on the right? If so, the Great Cannon will take that shot, and the STank will take it if the Great Cannon is unable/fails to finish the Sally (10" from the back of the base if possible). If they are not, I would like them to try and fire at the Kroxigors. The Great Cannon will take a shot at the Krox block - if you have to move the nominated point a bit forward from the customary distance in order to avoid the obstacle, go ahead and do it. For whatever it's worth, the Archers will also direct their shots into the Krox (Detachments) or the Sallies (bunker). Also, don't forget the Repeater Pistols on the Engineer Commanders - those will go into the Sallies (or Kroxigors if the STank on the right shoots at them, as per the shooting rules).

Offline Holy Hand Grenade

  • Moderator
  • Members
  • Posts: 2319
  • Never leave the Province without it...
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #43 on: September 23, 2013, 10:14:59 AM »
The right STank moved towards the Krox-  so you basically have to shoot at whatever you are moved towards (sometimes hard to get just right in BC).

The GC on the hill can fire at the Sallie-  he fires 10 inches off the back and gets a misfire.  Can't shoot this turn or the next.

I checked to see if the GC in the forest could fire on the Sallie as well since it is still alive-  and the GC has a full 10 inch bounce and can see in between the Archers for a shot-  so I figured that is what you would want.

You other cannon suffered a misfire too-  can't shoot this turn or next.

Lastly, your STank fires at the Kroxigor-  direct hit, fails to wound.

 :unsure:

I think you are right-  all dice generators don't like you-  even true random ones.

Both sets of Archers fire at the Krox to no effect.  The right half of the Wiz bunker Archers can see the Cohorts and fire-  to no effect.

The Mansion Ghosts seek out victims at the end of the shooting phase-  get 5 hits, 1 wound on the Knights.  1 Knight dies.

No combat-  so that is a wrap.

End of the turn graph:





The Empire T1 dice tracker is updated.  I will create a new page for Lizzie T1.

I have to work this morning and then travel a bit.  I will give my team the day to provide input.  I should have our movement plan in before dinner.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker

Offline Fandir Nightshade

  • Members
  • Posts: 10167
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #44 on: September 23, 2013, 10:19:29 AM »
Seriously?......I mean..........well this just takes a bit of the fun out of the TEG´s for me this is yet another game that has Abysmal dice rolls ....well lets hope it evens out over the course of the game....

and on the plus side you can learn how to make the best out of a game where the dice betray your on every move you make.


 :unsure:

Well if the dice gods are fair the slann is sucked into the warp this turn.


Offline Noght

  • Members
  • Posts: 3187
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #45 on: September 23, 2013, 11:43:27 AM »
Great oogily boogily, someone stole my Artillery Dice!  At least the Lizzie's brought a list that didn't require Cannons.... :icon_smile:
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Fandir Nightshade

  • Members
  • Posts: 10167
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #46 on: September 23, 2013, 11:46:50 AM »
Well maybe the Salli missfires too.....if they even have to roll for that in the new book.

Offline cisse

  • Members
  • Posts: 3912
  • let the wookie win!
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #47 on: September 23, 2013, 11:53:12 AM »
Heh, funny. Just as many models killed in each army.  :-D

Anyway, nothing to be done about. A bad shooting phase and a non-existant magic phase (but partly due to our risky selection of how many dice to roll), but norhing that can't be put right by a good phase of each. What bothers me most is the two misfires, second turn our shooting will be seriously reduced and the krox can advance without fear of the nice enfilading shots we set up.
cisse

No matter how fast you run, your ass will always be in front of me...

Offline Lord Solar Plexus

  • Members
  • Posts: 3212
TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #48 on: September 23, 2013, 05:46:12 PM »
What's the ruckus? That's like an entirely normal bog-standard turn from where I stand. 
Suppose you were an idiot, and suppose you were a member of Congress; but I repeat myself. - S. Clemens

www.tablepott.de - Wir sind das Ruhrgebiet!
www.rheinerftliga.haarrrgh.de

Offline rothgar13

  • Members
  • Posts: 1795
  • Steam Tank Engineer
Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #49 on: September 23, 2013, 06:58:40 PM »
Yeah, it was a pretty run-of-the-mill turn 1. I guess some of the comments are arising because it had the potential to be more, but that didn't materialize. That's OK, though - those things happen. I haven't lost any major pieces yet, so a ho-hum T1 won't be the death of me.