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Author Topic: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500  (Read 45154 times)

Offline Fandir Nightshade

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #50 on: September 23, 2013, 07:12:43 PM »
Well...it could be worse I had a game where both my cannons exploded turn 1.

 :unsure:

Offline sammay23

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #51 on: September 23, 2013, 07:34:20 PM »
...and then there's the time-honored 2-dice miscast.  ::heretic::

Chance is clumpy. This stuff happens.
Bring out the mop and broom sammay.  I want to see you clean this house.

Offline swampsheep

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #52 on: September 23, 2013, 11:10:38 PM »
I was just building the lizard army list in AB to get a feel for the army but I couldn't get it to add up. Core was too low (590), and it only added up to 2455 points in total. Are there champions or other additional options to those skink units that is not explicitly listed or is it just AB that have it all wrong (or me who did a mistake while typing it all in there)?

Offline Holy Hand Grenade

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #53 on: September 24, 2013, 01:32:03 AM »
I was just building the lizard army list in AB to get a feel for the army but I couldn't get it to add up. Core was too low (590), and it only added up to 2455 points in total. Are there champions or other additional options to those skink units that is not explicitly listed or is it just AB that have it all wrong (or me who did a mistake while typing it all in there)?

I might have forgotten to annotate it, but both Cohorts units have musicians and Champs.  That makes it 630 for Core.

Sorry it took so long for me to update today-  I was on the road.  Going to post an update here shortly.  Stay tuned.
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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TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #54 on: September 24, 2013, 03:13:13 AM »
Sorry it took me so long folks-  took me forever to leave town and get to my destination.

Both Lizzies Skinks in the Fungus Forest pass their Stupidity.

The Kroxigor declare a charge against Knight1.  They flee away 12 inches, passing their DT tests.

The Kroxigors make a successful redirect to the Archers.  They flee 4 inches, bouncing all the way over 3 units and end up behind the Halbs.

Archer pass their Panic test.  Demis fail but make the reroll.  Halbs pass.

Cohorts declare a charge against the left STank.

Kroxigor move forward 1 inch on a failed charge (roll snake eyes).

Cohorts make a successful charge on the STank.

Otherwise, the Lizzies move like so:





Lizzie T1 Magic Phase:

Lizards rolls a 5&4 for Winds.  3 Lizzie channels, 1 Empire channel.

12PD to 6DD

The Slaan starts with a 3 dice boosted (2d6) Fireball channeled through Skink1 against the Wizard Archer Bunker.  The fat toad gets a 3,6,1.  Rerolls the 1 into a 1 again.  10+4=14.

Dispel response?
« Last Edit: September 24, 2013, 03:57:17 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 rothgar13

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #55 on: September 24, 2013, 04:17:03 AM »
Give me a 4-dice dispel roll.

Offline Fandir Nightshade

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #56 on: September 24, 2013, 06:06:44 AM »
Did you stand and shoot with the stank?

Offline rothgar13

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #57 on: September 24, 2013, 07:08:31 AM »
I did not, thanks for the reminder. Give me an S&S, HHG.

Offline Holy Hand Grenade

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TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #58 on: September 24, 2013, 10:24:53 AM »
I did not, thanks for the reminder. Give me an S&S, HHG.

My bust.  Engie nails 1 Skink between the eyes.

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

4 dice Dispel nets 13+4=17.  Dispelled.

Next up, a 3 dice unboosted Searing Doom on the right Stank channeled through Skink1.  The Slaan gets a 1,3,6.  Reroll the 1 into a 4. 

Total is 10+4=14.

Dispel Response?
« Last Edit: September 24, 2013, 04:00:54 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 rothgar13

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #59 on: September 24, 2013, 02:57:03 PM »
Unboosted? Knock yourself out. You can have it.

Offline 7avito

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #60 on: September 24, 2013, 03:35:16 PM »

The Slaan starts with a 3 dice boosted (2d6) Fireball channeled through Skink1 against the Wizard Archer Bunker.  The fat toad gets a 3,6,1.  Rerolls the 1 into a 1 again.  10+4=17.

Dispel response?

Maybe I am missing something but 10+4 makes it 14, not 17.

Javi.

Offline Holy Hand Grenade

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #61 on: September 24, 2013, 04:25:36 PM »

The Slaan starts with a 3 dice boosted (2d6) Fireball channeled through Skink1 against the Wizard Archer Bunker.  The fat toad gets a 3,6,1.  Rerolls the 1 into a 1 again.  10+4=17.

Dispel response?

Maybe I am missing something but 10+4 makes it 14, not 17.

Javi.

Typo.  I fixed it.

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

Searing Doom gets 1 hit, 1 wound.

Next the Slaan casts a 2 dice Miasma targeting WS on the West Demis.  Gets a 1,3.

Rerolling the 1 nets yet another 1 again (having Dicelog flashbacks...)

4+4=8.

Dispel response?
« Last Edit: September 24, 2013, 08:08:00 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 rothgar13

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #62 on: September 24, 2013, 07:17:59 PM »
Well, at least it's kind of going both ways. You can have that Miasma, by the way.

Offline Holy Hand Grenade

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #63 on: September 24, 2013, 08:07:11 PM »
Miasma reduces the Demi's WS by 3 down to 1.

Last, Tett tosses a 4 dice Chain Lightning at the Archers in front of the Demis-  gets a 1,3,4,5.  The 1 rerolls to a 3.  15+2=17.

Dispel response?
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: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #64 on: September 24, 2013, 08:36:31 PM »
Ah the good old days of Dicelog.  :icon_smile:
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline rothgar13

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #65 on: September 24, 2013, 09:37:28 PM »
Gonna fish for double 6s on the 2 DD I have left.

Offline Holy Hand Grenade

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #66 on: September 24, 2013, 10:16:41 PM »
Gonna fish for double 6s on the 2 DD I have left.

Almost got it with a 6&3.   :unsure:

I have never seen a Chain Lightning like this.

Summary:
--2 hits, 2 wounds on Archers.  2 Archers die.  Archers pass their Panic test.
--Bounces to Demis with 2 hits, 2 wounds, 1 AS.  Demis take 1 wound.
--Bounces to Halbs with 6 hits, 4 wounds.  4 Halbs die.
--Bounces to rear Archers with Wiz with 2 hits, 2 wounds.  2 Archer die.
--Bounces to the STank in combat (per the BRB FAQ can bounce to units in combat) with 6 hits, 2 wounds, no AS.  STank takes 2 wounds.
--Fails to bounce again.

 ::heretic::

Going to work through the rest of the Lizzies turn and should have it posted shortly.
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 Fandir Nightshade

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #67 on: September 24, 2013, 10:19:00 PM »
Lots of damage but luckily nothing vital. Perhaps you should just roll real dice i would trust you no matter the method you use.

Offline Holy Hand Grenade

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #68 on: September 24, 2013, 10:40:16 PM »
Lots of damage but luckily nothing vital. Perhaps you should just roll real dice i would trust you no matter the method you use.

As long as the True Random generator doesn't create the same number in batches I am good with it. 

There have been a few times when it appears like it does-  snake eyes on the Krox failed charge, twice rerolling 1s to 1s... but I think I will give it a few TEGs before passing judgement.

I think the way the website does it is to pull numbers from a pre-made batch of random numbers created from measurements of atmospheric noise, which is supposed to be truly random.  How they pull the batches...well, who knows.

 :unsure:

I like the way the website looks I created though.  Makes it nice and neat and easy for people to spot any errors I make.  That may be the biggest win!

 :::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 Holy Hand Grenade

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #69 on: September 25, 2013, 12:43:57 AM »
Lizzie T1 Shooting Phase:

The lone Sallie breathes in and burps a cone of flame over the Halbs angling towards the Wiz bunker.  He gets a 4-  putting the end of the flame template just at the back edge of the Halbs.

I gave Empire the benefit of removing the dead Halbs from the Chain Lightning from that side-  so a total of 11 Halbs fell under the template.  Terrible wound roll however-  only 4 Halbs die.  32 remain in the unit.

All the Skinks in range of Knight2 toss some Javs-  to no effect.

But what the Lizards lacked in effectiveness was picked up by the Haunted Mansion.  The Skink Skirms were wise to stay just outside the 6 inch bubble-  the Mansion gets 6 hits on the Knights, killing 2 Knights.  Unfortunately, the poor chaps fail their Panic test and run 11 inches away from the nearest enemy-  in this case the Cohorts.


Lizzie T1 Combat Phase:

Only combat is the Skinks versus the metal hunk.  Skinks fail their Fear test.

The Skinks strike first, but despite their Poisoned blades from the Ooze they left, they get no unsaved wounds.

The Engie smacks down another Skink.  1 Skink dies.  22 remain in the unit.

The Skinks conduct a combat reform and expand their front to 12 wide out to the west.

Here is how it looks at the end:





Lots of little Skulls...but no units removed.

Rothgar-  need your STank Steam generation, and then start the charges.

Let me know if you need specific ranges.

 :::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 rothgar13

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #70 on: September 25, 2013, 02:36:49 AM »
Oof. Chain Lightning always seems to beat the odds against me. First my playgroup, now the TEG.

Both STanks will generate 4 SP, and my charges will be the Halberdiers into SC1, and DG2 into SC2. If nothing funky happens with my SP generation, I want 3 SP spent on a grind with the STank on the left, and 3 dice put into the Steam Engine for the STank on the right, angled toward the TG unit such that a Steam Cannon shot would (potentially) touch Tetto'Eko's base. I'll check on my Remaining Moves once I see the rallies.

Offline cisse

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #71 on: September 25, 2013, 08:12:40 AM »
What a chain lightning, and what a nasty Haunted Mansion.
cisse

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Offline Holy Hand Grenade

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #72 on: September 25, 2013, 10:54:56 AM »
Empire T2 Start of Turn:

Both Steam tanks generate 4 steam, no issues.


Empire T2 Movement:

Halbs charge the Cohorts.
Demi charge the other Cohorts-  take 1 wound on the S&S.

Knight1 fails to rally, goes 5 inches and is off the board.
Knight2 fails to rally, goes 12 inches and is off the board.
Archers rally.

STank1 generates 3 Steam on Grind and gets 5 hits, 5 wounds.  5 Skinks die.  17 remain.
STank 2 spends 3 Steam on movement and goes forward 10 inches.

Here is how it looks:





Give me the rest of your movement and we are on to magic.
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 Fandir Nightshade

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #73 on: September 25, 2013, 11:31:29 AM »
 :mellow: :ph34r: :unsure: :blush:......



Offline rothgar13

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Re: TEG6 Battle Thread: Rothgar's Empire versus HHG's Lizardmen 2500
« Reply #74 on: September 25, 2013, 01:19:59 PM »
Did you include the +1 Ld to rally because of the musicians? If so, that's rough. I was expecting to get a little more juice out of those Knights. In any case, march the Archers toward the Krox with a final angle facing the same direction as the now-departed Knights 1, and then give me a measurement on the distance between DG1 and the Krox. After I take a look at that on the map, we can move on to magic.
« Last Edit: September 25, 2013, 03:16:48 PM by rothgar13 »