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The Empire at War ... The Gamers Guild => WHFB The Electors' Forum => Tactica Board 8th Edition => Topic started by: Holy Hand Grenade on October 02, 2012, 03:27:55 AM

Title: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 02, 2012, 03:27:55 AM
 
Tactical Decision Game 2.6:  Nearing the Climax


***Note-  read the following thread to follow along with the Tactical Decision Game 2 storyline: 
--Tactical Decision Game 2:  The Beginning (http://warhammer-empire.com/theforum/index.php?topic=43768.msg741970#msg741970)
--Tactical Decision Game 2.1:  Strategy & Deployment (http://warhammer-empire.com/theforum/index.php?topic=43814.msg743701#msg74370)
--Tactical Decision Game 2.2:  Magic, Magic, Magic (http://warhammer-empire.com/theforum/index.php?topic=43856.msg745342#msg745342)
--Tactical Decision Game 2.3:  To Charge or Not to Charge (http://warhammer-empire.com/theforum/index.php?topic=43862.msg745793#msg745793)
--Tactical Decision Game 2.4:  The Plot Thickens (http://warhammer-empire.com/theforum/index.php?topic=43878.msg746717#msg746717)
--Tactical Decision Game 2.5:  Die Hard (http://warhammer-empire.com/theforum/index.php?topic=43914.msg747956#msg747956)


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

Tactical Decision Games are a fun way to think through tough situations that Empire Generals face.  It is all about making tough decisions in tough situations… so the next time you face similar situations-  you are ready for them!  Check out Tactical Decision Game 1:  Empire versus the Ogrebus (http://warhammer-empire.com/theforum/index.php?topic=43557.msg735054#msg735054) if you haven’t seen it yet to get an idea of what a TDG is all out. 

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

Those wanting Magic won out against the Movement folks.  Here we go.


Team Blue Turn Five Movement

Team B fires up the boiler’s in its tank.  4 Steam, no issues.   

The Knights charge the small Warrior bunker.  The STank rolls an 11” and charges into the side of the big Warrior horde.

Otherwise, the Cannon’s crew moves it off the side of the hill while the other Knights charge up the hill to hopefully run down the nasty Shades depending on what they do next turn.

The Archers turn to face the Shades to get a few shots off at them, maybe get a Magic missile off on them too, but staying within 12" of the TGM to buff him.

The Reiksguard, so far forever pansies in this TDG, move out of the LOS of the Executioners.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2B5APoss2.jpg)



Team Green Turn Five Movement

The ICK charge the Executioners.  The Knights charge the Shades and push them off the board.

Otherwise, the Engineer moves into a strategic position to hopefully charge down the Execs if they run.

The Reiksguard, wanting to get out of the LOS of the Warriors, fails its Leadership test to march within 8” of an enemy.  So instead, it does a swift reform (makes the Leadership test) and moves as far away from the Warriors as it can, preparing for an assault by the Hydra.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2G5APoss2.jpg)



Tactical Decisions for the Empire Magic Phase

For Team Green, your Comet does not come crashing down, but adds another token.  It now has 3.    :icon_eek:

You get a 6 and a 4 for the Winds of Magic.  DE channels one, and Team Blue channels one. 

Team Blue:  11 PD to 7 DD
Team Green:  10 PD to 7 DD

What is your first spell going to be and how many dice?

Voting routine will be as usual.


HHG

Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Fandir Nightshade on October 02, 2012, 03:31:21 AM
I am unsure.....can´t think straight so I guess team blue has to pick up the ball on this one.

 :blush:
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Empire - Ulric on October 02, 2012, 04:11:24 AM
Did the Comet come down? or is it going to continue to be fashionably late?
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Harshey on October 02, 2012, 04:21:38 AM
Ok... Well let's find out if the comet came down, but either way, I think we're pretty limited to one dice spam each of the six priest buffs (not the flaming attacks against the executioners though). Then 2-dice iceshard on what's left of spearmen unit and then a 3-dice comet that the spearmen would have to move through to engage the reiksguard.

Dreadlord's can one dice dispel all of the buffs if he wants to, but will likely roll a 1 or 2 at some point. This could be a big phase for us if we successfully cast 5 or 6 bound spells, with low risk. A second comet could polish off those characters if he leaves the unit or if the first one brings them down to 4 warriors.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Harshey on October 02, 2012, 04:24:17 AM
Or iceshard on that hydra is probably a better option. We actually don't want dreadlord's to panic because we can't chase him down.
Title: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 02, 2012, 04:48:05 AM
Blue:
My 5 cents would go for:

2 dice wyssan, need roll of 4
3 dice curse of anraheir need to roll 5,
5 dice boosted horrors, need to roll  14
1 dice shield of faith needs a 3

I havent done any math-hammering on this one, and the order of casting might not be optimal.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: MrAbyssal on October 02, 2012, 06:27:34 AM
Blue:
My 5 cents would go for:

2 dice wyssan, need roll of 4
3 dice curse of anraheir need to roll 5,
5 dice boosted horrors, need to roll  14
1 dice shield of faith needs a 3

I havent done any math-hammering on this one, and the order of casting might not be optimal.


I thought Wyssan's was casting value 10?

If so I say dump the Shield of Faith and use the spare dice on Wyssan's. The rest looks fine to me.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Fandir Nightshade on October 02, 2012, 06:39:18 AM
We arecasting at +6 on the knights we really need the savage beast...the dreadlord mightbe in contact with the stank so four attacks at 3+2+ that cause d3 wounds each the priest with five a strenght 7 could whack him before that we could also challenge with the gm . Therefore we cant afford a failed cast no two dice but a three dice wyssans on the knights followed by six dice horris savage boosted and two dice anraheir.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 02, 2012, 07:46:45 AM
Hmm, gonna have to hold on until we know wether the comet has come down or not.

I´m thinking prayers, HC on the ICK and either Comet or Iceshard Blizzard on the Hydra or the Executioners...but dice will depend very much on the Comet question.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: SevenSins on October 02, 2012, 08:16:05 AM
3 dice wyssan and 6 dice savage beast is my main votes
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 02, 2012, 08:25:31 AM
I apologize....I had the text for the Comet in the section I was preparing after this, but I should have added it up front of the Magic Phase.  I will modify the post.

The Comet does not come down.  Another token is added to it.   :icon_eek:


...the dreadlord mightbe in contact with the stank so four attacks at 3+2+ that cause d3 wounds each the priest with five a strenght 7 could whack him before that we could also challenge with the gm

The Dreadlord is not in BtB with the STank.  Are you going to issue a challenge this turn?


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2B5ACombat.jpg)
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 02, 2012, 08:48:42 AM
We arecasting at +6 on the knights we really need the savage beast...the dreadlord mightbe in contact with the stank so four attacks at 3+2+ that cause d3 wounds each the priest with five a strenght 7 could whack him before that we could also challenge with the gm . Therefore we cant afford a failed cast no two dice but a three dice wyssans on the knights followed by six dice horris savage boosted and two dice anraheir.

The dreadlord still has a champion, so he most properly will accept with him if we get horrors through. Personally, I've had really a lack of luck with miscats so I'm always a bit afraid of too many dices... The risk of failed casting Wyssans with 2 dices is 3/36 = 8%, it really is a small risk, but albeit a risk..

How about we cast wyssans with three, if he tries to dispel it with 2 , we go Fandir's plan of  savage (6 dices) followed by curse (2 dices). If he dispels with 3, we use 5 for beast, 2 for curse and 1 for shield. If he lets wyssans  go, we use all 8 dices on boosted savage?


 

 [/color]
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 02, 2012, 08:51:46 AM
We arecasting at +6 on the knights we really need the savage beast...the dreadlord mightbe in contact with the stank so four attacks at 3+2+ that cause d3 wounds each the priest with five a strenght 7 could whack him before that we could also challenge with the gm . Therefore we cant afford a failed cast no two dice but a three dice wyssans on the knights followed by six dice horris savage boosted and two dice anraheir.

The dreadlord still has a champion,

The TGM killed the Champ last turn.   :-)
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 02, 2012, 09:02:00 AM
We arecasting at +6 on the knights we really need the savage beast...the dreadlord mightbe in contact with the stank so four attacks at 3+2+ that cause d3 wounds each the priest with five a strenght 7 could whack him before that we could also challenge with the gm . Therefore we cant afford a failed cast no two dice but a three dice wyssans on the knights followed by six dice horris savage boosted and two dice anraheir.

The dreadlord still has a champion,

The TGM killed the Champ last turn.   :-)


Thx HHG, good idea Fandir, lets issue a challenge with our TGM if we get horrors on
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: George on October 02, 2012, 09:07:24 AM
To get Dreadlord to run we need to kill a minimum of 23 spears to get rid of steadfast...provided we don't lose more than 2 models.
To ensure this I feel we need wyssans, curse, savage beast and shield of faith.
I feel the shield is important as if we lose 3 models we are unlikely to remove steadfast.

Blue:
2 dice wyssan, need roll of 4
3 dice curse of anraheir need to roll 5,
5 dice boosted horrors, need to roll  14
1 dice shield of faith needs a 3

I like this plan, but would swap the order of shield and savage beast just in case of a miscast
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zakalwe on October 02, 2012, 10:36:19 AM
How many executioners can strike our wiz atm? 3?

1 dice flaming attacks on reiks
2 dice ward save on ICK
1 dice ward save on reiks
2 dice iceshard execs
3 dice comet in front of spears
1 dice convergence on ICK

Though i think it depends on how much danger our wizard faces and how dreadlord dispels stuff as to spell order. A boosted convergence is always useful.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 02, 2012, 10:44:50 AM
How many executioners can strike our wiz atm? 3?.

Huss, BSB & FC are in the front row.

The Wiz is in the 2nd row.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 02, 2012, 11:10:09 AM
1 dice flaming attacks on reiks
2 dice ward save on ICK
1 dice ward save on reiks
2 dice iceshard execs
3 dice comet in front of spears
1 dice convergence on ICK
I think flaming attacks on the Reiksguard is our most important spell right now:
1 dice ward on ICK
1 dice ward on Reiksguard
1 dice hammer on Reiksguard
2 dice iceshard on Hydra
3 dice Comet in front of spears
2 dice flaming attacks on Reiksguard

I like to 1-dice prayers early to increase the chances the enemy wizard gets Not Enough Power.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Friar Metick on October 02, 2012, 11:49:54 AM
I don't think the spearmen will charge the Reiksguard. If they do and make the long charge it would pull their wizards out of the ruins bubble, losing the bonuses for casting, dispelling, and the xtra 100 vp's for most wizard levels within 6 inches of the ruins. They might try it but to net gain appx. 100 vp's after giving up the 100 vp's by moving out and giving it to us if our wiz moves into the bubble, I wouldn't. He would have to make the long charge, win the combat, break the stubborn Reiks, then run them down and they are swiftstride.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 02, 2012, 12:06:31 PM
I don't think the spearmen will charge the Reiksguard. If they do and make the long charge it would pull their wizards out of the ruins bubble, losing the bonuses for casting, dispelling, and the xtra 100 vp's for most wizard levels within 6 inches of the ruins. They might try it but to net gain appx. 100 vp's after giving up the 100 vp's by moving out and giving it to us if our wiz moves into the bubble, I wouldn't. He would have to make the long charge, win the combat, break the stubborn Reiks, then run them down and they are swiftstride.
If he charges the Reiksguard with the spearmen we flee.  Even if we fail our leadership check next turn, we won't lose the Reiksguard.

If instead he charges the Reiksguard with the Hydra, he's got a chance of holding us in place for a turn, and then can make the decision of whether to charge us with the spearmen or not.  We will likely move the ICK into range of the Ruins next turn: that might tilt the bonus points in our favor.[/quote]
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 02, 2012, 12:21:06 PM
Might be nice to know how far the Spears are away from Hydra?  13"?

I'd skip the Comet and 2 dice everything.  Up to you all on the order of spells.

Ward on IC and Reiks
Hammer on Reiks
Flaming on Reiks
Shard on Hydra

The only unit at risk is the Reiksguard so we should prioritize protecting them.

Good luck, cya later, at a meeting today.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Friar Metick on October 02, 2012, 12:21:52 PM
I don't think the spearmen will charge the Reiksguard. If they do and make the long charge it would pull their wizards out of the ruins bubble, losing the bonuses for casting, dispelling, and the xtra 100 vp's for most wizard levels within 6 inches of the ruins. They might try it but to net gain appx. 100 vp's after giving up the 100 vp's by moving out and giving it to us if our wiz moves into the bubble, I wouldn't. He would have to make the long charge, win the combat, break the stubborn Reiks, then run them down and they are swiftstride.
If he charges the Reiksguard with the spearmen we flee.  Even if we fail our leadership check next turn, we won't lose the Reiksguard.

If instead he charges the Reiksguard with the Hydra, he's got a chance of holding us in place for a turn, and then can make the decision of whether to charge us with the spearmen or not.  We will likely move the ICK into range of the Ruins next turn: that might tilt the bonus points in our favor.
[/quote]

Agreed. Yeah in an earlier post (2.5) I mentioned fleeing the spearmen charge, I was responding to posts suggesting to put the comet in front of the spearmen on our magic phase. I don't think we need to, we don't need to prevent them from charging the Reiks if they want to. If the ICK move in we will get the VP's for highest cost unit within the bubble I believe, but the other VP's are for having the highest total of magic levels within the bubble which he controls with a level 2 & 4 in there right now. I'd only reform and move the ICK into the bubble if the Exe's need snake eyes to rally, provided we win the combat and they break. Otherwise I'd go for chasing them down if they would be able to rally as normal on their turn 6.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: mottdon on October 02, 2012, 12:27:19 PM
I think that we need to be throwing more dice at these spells than less.  The more dice we throw at the first spell will be more likely to draw out more DD.  That would increase our chances to get savage beast off. 
My thoughts:
1. 3 dice wyssan
2. 5 dice savage beast (possibly 6 depending on how many DD he has left)
3. 3 dice curse of anraheir (again, dependant on how many PD we have left)

Our magic phase really hasen't had much of an effect this game and I would really like to see somethinghappen here.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: SevenSins on October 02, 2012, 01:32:47 PM
and if we get of savage beasts we can challenge with the arch lector and leave the tgm to slaughter spearmen
Title: Sv: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 02, 2012, 01:42:28 PM
and if we get of savage beasts we can challenge with the arch lector and leave the tgm to slaughter spearmen
We need a good chance of killing the dreadlord, i dont see that for the warrior priest , 5 attacks are not that likely to do 3 wounds when at 4+ to hit.
Title: Re: Sv: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: mottdon on October 02, 2012, 02:41:04 PM
and if we get of savage beasts we can challenge with the arch lector and leave the tgm to slaughter spearmen
We need a good chance of killing the dreadlord, i dont see that for the warrior priest , 5 attacks are not that likely to do 3 wounds when at 4+ to hit.
I'm with you there, we definitely need to get that dreadlord off the battlefield, but it sure would be nice to have the tgm cutting-a-muck through the spearmen.  We don't have that much time left and we need the points from that huge points-sink block!
Title: Sv: Re: Sv: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 02, 2012, 02:55:24 PM
and if we get of savage beasts we can challenge with the arch lector and leave the tgm to slaughter spearmen
We need a good chance of killing the dreadlord, i dont see that for the warrior priest , 5 attacks are not that likely to do 3 wounds when at 4+ to hit.
I'm with you there, we definitely need to get that dreadlord off the battlefield, but it sure would be nice to have the tgm cutting-a-muck through the spearmen.  We don't have that much time left and we need the points from that huge points-sink block!

If I remember correctly this is the beginning of turn 5, so we have 4 rounds of cc. Dont worry, we will get them.

Sendt fra min GT-I9000 med Tapatalk2

Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: mottdon on October 02, 2012, 02:56:56 PM
Yeah, I get a little antsy nearing the end of games.   :icon_rolleyes:
Title: Sv: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 02, 2012, 03:30:13 PM
Yeah, I get a little antsy nearing the end of games.   :icon_rolleyes:

Cant blame you, that spearunit has to come down>:D

Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Fandir Nightshade on October 02, 2012, 04:15:56 PM
Hence horros savage beast would be super even with miscast. Seven runefang attacks. Perhaps they fail their terror test. If we get horros we should challenge either we chop the metal witch to pieces or the dreadlord
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 02, 2012, 04:16:59 PM
The Dreadlord has an interesting choice to make next turn...if he runs the Spear-Elves away from the ruins, he´ll escape the Comet, but will expose himself to the HBVG and will possibly lose the bonus points for the objective. Maybe he´ll try for the Reiksguard to escape both, but that´s fine with us as well since he´ll definitly lose the bonus points then. 

Question for HHG: Are the RKG in range for a boosted Harmonic Convergence?
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 02, 2012, 06:23:07 PM
Question for HHG: Are the RKG in range for a boosted Harmonic Convergence?

The Reiks are not in a 12" bubble of your Wiz, so no.

The Warriors are 14 inches away from the Reiksguard.



Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 02, 2012, 06:35:38 PM

The Reiks are not in a 12" bubble of your Wiz, so no.

The Warriors are 14 inches away from the Reiksguard.


Darn. Thanks, but darn.  :-)

Then my vote is:

1d Hammer of Sigmar on RKG
1d Shield of Faith on ICK
2d Harmonic Convergence on ICK
2d Iceshard Blizzard on the Executioners
2d Shield of Faith on RKG
3d Soulfire on RKG (2d should be enough, so depending on how many dd the Dreadlord will have left 1d could go towards an earlier spell)

We can´t cast Comet again, right?
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 02, 2012, 06:38:11 PM
We can´t cast Comet again, right?
Sure we can.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 02, 2012, 07:02:56 PM
***Update***

Team Blue Magic

The Beast Mage starts off with a 3-dice Wyssan’s Wildform on the ICK.  Gets a 10+4+1=15.  Dreadlord lets it go.     

You have 8 PD to his 7 DD. 

Looking at your posts, going with a 5 or 6 dice Savage Beasts of Horrors next?


Team Green Magic

It was hard to calculate Green’s votes due to multiple spells in multiple orders.  I am going to cast a couple I think you want and then leave some dice left for you to vote on spells again.

Huss starts off with a 1-dice Shield of Faith on the ICK.  Gets 4.  Dreadlord lets it go.

The Reiks’ WP casts a 1-dice Hammers of Sigmar.  Failed cast.

The Reiks’ WP casts a 2-dice Shield of Faith on the Reiks.  Gets 8.  Dreadlord rolls 2 DD against and gets 9+4+1=14.  Dispelled.

You have 6 PD to 5 DD.

What do you want to cast next?



Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 02, 2012, 07:04:07 PM
We can´t cast Comet again, right?
Sure we can.

Ha, I thought you couldn´t have multiple instances of the same spell in the game at the same time for some reason.

In that case, I change my vote to:
1d Hammer of Sigmar on RKG
1d Shield of Faith on ICK
2d Harmonic Convergence on ICK
3d Comet right in front of the Spear-Elves
2d Shield of Faith on RKG
2d Soulfire on RKG

With a second Comet we will hopefully see at least one come down next turn! We can yet kill the Spear-Elves if we (finally) get a bit of good fortune over the next two turns.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 02, 2012, 07:09:23 PM
***Update***

Team Blue Magic

The Beast Mage starts off with a 3-dice Wyssan’s Wildform on the ICK.  Gets a 10+4+1=15.  Dreadlord lets it go.     

You have 8 PD to his 7 DD. 

Looking at your posts, going with a 5 or 6 dice Savage Beasts of Horrors next?


Team Green Magic

It was hard to calculate Green’s votes due to multiple spells in multiple orders.  I am going to cast a couple I think you want and then leave some dice left for you to vote on spells again.

Huss starts off with a 1-dice Shield of Faith on the ICK.  Gets 4.  Dreadlord lets it go.

The Reiks’ WP casts a 1-dice Hammers of Sigmar.  Failed cast.

The Reiks’ WP casts a 2-dice Shield of Faith on the Reiks.  Gets 8.  Dreadlord rolls 2 DD against and gets 9+4+1=14.  Dispelled.

You have 6 PD to 5 DD.

What do you want to cast next?

Agh, I was looking at Team Blues´11 PD the whole time...

In that case, forget the Convergence.
4d Comet then 2d Soulfire.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 02, 2012, 07:12:31 PM
You have 6 PD to 5 DD.

What do you want to cast next?
3 dice Comet in front of spears
1 dice iceshard on Hydra
2 dice flaming attacks on Reiksguard
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: mottdon on October 02, 2012, 08:46:56 PM
I say we throw 6 dice a savage beast.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Fandir Nightshade on October 02, 2012, 09:22:22 PM
Six dice
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Friar Metick on October 02, 2012, 09:24:14 PM
***Update***


Team Green Magic

It was hard to calculate Green’s votes due to multiple spells in multiple orders.  I am going to cast a couple I think you want and then leave some dice left for you to vote on spells again.

Huss starts off with a 1-dice Shield of Faith on the ICK.  Gets 4.  Dreadlord lets it go.

The Reiks’ WP casts a 1-dice Hammers of Sigmar.  Failed cast.

The Reiks’ WP casts a 2-dice Shield of Faith on the Reiks.  Gets 8.  Dreadlord rolls 2 DD against and gets 9+4+1=14.  Dispelled.

You have 6 PD to 5 DD.

What do you want to cast next?

I thought if the WP fails to get a prayer off, he could not attempt anymore prayers that turn.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Friar Metick on October 02, 2012, 09:31:25 PM
You have 6 PD to 5 DD.

What do you want to cast next?
3 dice Comet in front of spears
1 dice iceshard on Hydra
2 dice flaming attacks on Reiksguard

Assuming we can have multiple comets out and our goal is to take down the spearmen unit, throw 4 at the comet and two at the flaming attacks.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: mottdon on October 02, 2012, 09:32:43 PM
Nope.  A WP can keep-on-truckin' even though his prayers aren't answered.  But the wizard must face consequences if he loses control over the magic he is attempting to use.  Great to be of the EMPIRE!
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: carmaul on October 02, 2012, 09:36:13 PM
***Update***


Team Green Magic
Huss starts off with a 1-dice Shield of Faith on the ICK.  Gets 4.  Dreadlord lets it go.

The Reiks’ WP casts a 1-dice Hammers of Sigmar.  Failed cast.

The Reiks’ WP casts a 2-dice Shield of Faith on the Reiks.  Gets 8.  Dreadlord rolls 2 DD against and gets 9+4+1=14.  Dispelled.

You have 6 PD to 5 DD.

What do you want to cast next?

I thought if the WP fails to get a prayer off, he could not attempt anymore prayers that turn.

Nope.  A WP can keep-on-truckin' even though his prayers aren't answered.  But the wizard must face consequences if he loses control over the magic he is attempting to use.  Great to be of the EMPIRE!

It is the tradeoff a warrior priest gets for not having any bonuses to cast and thus are easier to dispel than a wizard.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: George on October 02, 2012, 09:39:56 PM
If we are 6 dicing savage beast then are we hoping for a double 6.
If so why not sneak a cheeky 2 dice shield of faith in first.
There's no way dreadlord throws any dice at it as he wants to stop the savage beast.
It also means we won't waste our 2 dice if we miscast
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Friar Metick on October 02, 2012, 09:40:25 PM
Nope.  A WP can keep-on-truckin' even though his prayers aren't answered.  But the wizard must face consequences if he loses control over the magic he is attempting to use.  Great to be of the EMPIRE!

Thanks, been playing that one wrong. :icon_mad:
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: mottdon on October 02, 2012, 09:47:15 PM
If we are 6 dicing savage beast then are we hoping for a double 6.
If so why not sneak a cheeky 2 dice shield of faith in first.
There's no way dreadlord throws any dice at it as he wants to stop the savage beast.
It also means we won't waste our 2 dice if we miscast
Makes sense.  Lets go with it.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 02, 2012, 10:46:57 PM
You have 6 PD to 5 DD.

What do you want to cast next?
3 dice Comet in front of spears
1 dice iceshard on Hydra
2 dice flaming attacks on Reiksguard

Assuming we can have multiple comets out and our goal is to take down the spearmen unit, throw 4 at the comet and two at the flaming attacks.
The goal is to draw out dispel dice for flaming attacks on the Reiksguard.

If he happens to let the others go through, even better.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 02, 2012, 10:50:51 PM
Well missing the Hammer on the Reiksguard blows, we have 6 dice right, 2 dice everything that helps us (I don't think Comet does, YMMV).

Shard, Harmonic, then Soulfire...
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Fandir Nightshade on October 02, 2012, 11:15:49 PM
Ok why not one dice shield of faith and one dice hammer of sig then followed by hirrors six dice
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: George on October 02, 2012, 11:57:59 PM
Ok why not one dice shield of faith and one dice hammer of sig then followed by hirrors six dice

it depends if you're more worried about not losing 3 models or killing 23 to prevent steadfast. If both are iffy I'd say sure lets gamble.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 03, 2012, 12:11:34 AM
Well missing the Hammer on the Reiksguard blows, we have 6 dice right, 2 dice everything that helps us (I don't think Comet does, YMMV).

Shard, Harmonic, then Soulfire...

How does Comet not help us? One of the Comets coming down next turn + one round of HBVG could take out the Spear-Elves (if perhaps not the characters), netting us a huge amount of points and helping us win the special objectives for little effort...
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Harshey on October 03, 2012, 01:11:54 AM
A second comet could affect all the characters if the both come down in one phase. It's hard to pass up throwing 2 dice at it at the end of the phase.

It might not help (4+), but it could turn the beginning of their phase into 4D6+4 strength 7/5 hits on that unit.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 03, 2012, 02:09:46 AM
Well missing the Hammer on the Reiksguard blows, we have 6 dice right, 2 dice everything that helps us (I don't think Comet does, YMMV).

Shard, Harmonic, then Soulfire...

How does Comet not help us? One of the Comets coming down next turn + one round of HBVG could take out the Spear-Elves (if perhaps not the characters), netting us a huge amount of points and helping us win the special objectives for little effort...

If he moves/charges Reiksguard then it's wasted.  Soulfire saves the Reiksguard and we win, Comet may or may not do anything.  That's all I'm saying.  You guys make the call....
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: mottdon on October 03, 2012, 02:19:07 AM
With our numbers in their current state, I'm more concerned about keeping our guys alive.  We'll rack up the dead spearmen in the next four cc rounds.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 03, 2012, 03:22:28 AM
***Update***

Team Blue Magic

Next for Blue is a 1-die Hammers of Sigmar from the WP in the ICK.  Gets a 6.  Dreadlord lets it go.

The WP is not done, he casts a 1-die Shield of Faith as well.  Failed cast. 

Finally, you go for a 6-dice Savage Horrors on the TGM.  22+4+1=27.  Goes off.  Dreadlord tosses all of his 7 DD at it and gets 2x6s.  Dispelled. 

Your magic phase is done.

Team Blue Shooting

Archers shoot at the Shades and kill 1.  Shades now have 8 remaining.


Team Green Magic

Another hotly debated Green decision, but the Comet-eers seem to have the upperhand.

The Celestial Mage casts a 3-dice Comet in front of the Warriors.  Gets 10+4=14.  Dreadlord tosses 3 DD at it-  11+4+1=16.  Dispelled.

Now the Celestial Mage casts a 1-die Iceshard on the Hydra.  Gets a 5+4=9.  Dreadlord lets it go.

Finally, the WP in the Reiksguard casts a 2-dice Soulfire and gets a 9.  Dreadlord tosses his last 2 DD and gets 6+4+1=11.  Dispelled.

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

This wraps up your Magic Phase. 


Before I move on, I need to know if Team Blue wants to issue a challenge with either character.  You got Wildform and Hammers of Sigmar off on the ICK.

Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 03, 2012, 03:30:37 AM
Gah, we had 3 dice to 2 dice and didn't throw all of them at Soulfire?  Yikes.  Heck we blew the phase by tossing a single dice and failing the prayer that would have pulled 2 dispel dice on the Hammer....
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: George on October 03, 2012, 03:39:29 AM
Without svage beast i think we just go for kills on the unit....so no challenge
Title: Sv: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 03, 2012, 06:50:48 AM
Blue

No challenge

And I would rather allocate as many attacks as possible on dreadlord and mage.

Sendt fra min GT-I9000 med Tapatalk2

Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Fandir Nightshade on October 03, 2012, 07:43:03 AM
No challenge ..if dreadlord issues one the gm should accept and hopefully cut him down before he dies.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 03, 2012, 08:00:29 AM
Gah, we had 3 dice to 2 dice and didn't throw all of them at Soulfire?  Yikes.  Heck we blew the phase by tossing a single dice and failing the prayer that would have pulled 2 dispel dice on the Hammer....

Agreed. I wanted the Comet, and Soulfire + SoF on the RKG, all of which got dispelled. So, that went great again, dice-wise.  :dry:
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 03, 2012, 08:08:55 AM
Gah, we had 3 dice to 2 dice and didn't throw all of them at Soulfire?  Yikes.  Heck we blew the phase by tossing a single dice and failing the prayer that would have pulled 2 dispel dice on the Hammer....

I was really tempted to toss all 3 dice at Soulfire (because that it what I would have done at that point) but looking at the posts.... no one recommended it.    :|
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 03, 2012, 08:36:10 AM
Gah, we had 3 dice to 2 dice and didn't throw all of them at Soulfire?  Yikes.  Heck we blew the phase by tossing a single dice and failing the prayer that would have pulled 2 dispel dice on the Hammer....

I was really tempted to toss all 3 dice at Soulfire (because that it what I would have done at that point) but looking at the posts.... no one recommended it.    :|

It´s a bit hard to predict an entire magic phase and how you´d react to certain developments (especially if not all of your spells are getting cast/get cast in a different order)...but asking for every single spell would be annoying as welll...
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 03, 2012, 08:48:51 AM
Gah, we had 3 dice to 2 dice and didn't throw all of them at Soulfire?  Yikes.  Heck we blew the phase by tossing a single dice and failing the prayer that would have pulled 2 dispel dice on the Hammer....

I was really tempted to toss all 3 dice at Soulfire (because that it what I would have done at that point) but looking at the posts.... no one recommended it.    :|

It´s a bit hard to predict an entire magic phase and how you´d react to certain developments (especially if not all of your spells are getting cast/get cast in a different order)...but asking for every single spell would be annoying as welll...

Easy enough.  I am a nice moderator and was tempted to go that route anyway.

Adding the 5 you rolled on Iceshard into a 3-dice Soulfire instead gives you a total of 13.  Dreadlord's DD total is 6+4+1=11.  Soulfire goes off.   :-)
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 03, 2012, 11:26:18 AM
Gah, we had 3 dice to 2 dice and didn't throw all of them at Soulfire?  Yikes.  Heck we blew the phase by tossing a single dice and failing the prayer that would have pulled 2 dispel dice on the Hammer....
3 dice +0 versus 2 dice +5.

I don't like those odds.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Friar Metick on October 03, 2012, 11:35:10 AM
Gah, we had 3 dice to 2 dice and didn't throw all of them at Soulfire?  Yikes.  Heck we blew the phase by tossing a single dice and failing the prayer that would have pulled 2 dispel dice on the Hammer....
Gah, we had 3 dice to 2 dice and didn't throw all of them at Soulfire?  Yikes.  Heck we blew the phase by tossing a single dice and failing the prayer that would have pulled 2 dispel dice on the Hammer....

Agreed. I wanted the Comet, and Soulfire + SoF on the RKG, all of which got dispelled. So, that went great again, dice-wise.  :dry:

Agreed and agreed. I almost never toss 1 dice prayers. One third chance to fail on it is too high for me, I feel like I'm throwing away a PD if I fail it. I almost always toss min 2 at a prayer. Thanks for the change up on the spells HHG, much appreciated.  :eusa_clap:
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 03, 2012, 11:47:54 AM
***Update***

Team Blue Combat

The easy one first:  4 Warriors attack the ‘Nilla Knights-  2 hits, 2 wounds, 1 save.  1 Knight dies.  The Knights kill 3 Warriors and the horses luckily finish off the last Warrior.  The Knights reform to give them a charge arc into the rear of the Warrior horde next turn.

For the Battle Royale-  this is gonna be good, yet again.

Warriors make their Fear test.

The STank grinds 12 hits, 10 wounds, 2 saves (remember, they have a 3+ AS atm).  8 Warriors die.
The TGM gets 3 hits, 3 wounds.  3 more Warriors die.

Warriors on ICK-  11 hits, 4 wounds (lots of 5s & 6s!), 3 saves, 1 Knight dies

WP-  1 hit, 1 wound.  1 Warrior dies.
3 ICK on Warriors-  2 hits, 2 wounds, 1 save.  1 Warrior dies.
1 ICK on Metal Sorc-  1 hit, no wound.
4 Horse on Warriors-  3 hits, 2 wounds, 1 save.  1 Warrior dies.
1 Horse on Metal Sorc-  1 hit, 1 wound, no save.  Sorc takes a wound.

Dread-  3 hits, 3 wounds.  3 ICK die.

Emp-  15 wounds.  Charge.  Flank.  Standard.
DE-  4 wounds.  Standard.

DE Steadfast.  Make Break test on an 8. 

Here is how the combat looks at the end:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2B5ACombatFin.jpg)



Team Green Combat

Only one combat-  the ICK versus the battered Executioners.

Luthor calls on Sigmar and gets +3 to his WS, S, & T this turn.

The Captain BSB gets 2 hits, 1 wound, no save.  1 Exec dies.
The ICK on 8 attacks-  6 hits, 5 wounds.  5 Execs die.

The Wizard attack-  no effect.
5 Horse attacks-  4 hits, 2 wounds, 1 save.  1 Exec dies.

Huss finally gets to shed some blood-  5 hits, 5 wounds.  5 Execs die.
The Execs whack at the same time as Huss-  6 attacks, 2 hits on the Champ and 2 on the RnF, all wounds, 1 AS save, Champ makes 1 WS.  Champ and 1 ICK die.
 
The remaining Exec fails his Break test and Flees 8.”  The ICK reform to face the center.


End of Empire Turn


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2B5ADone2.jpg)



(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2G5ADone.jpg)




Another exciting turn.  I am going to get with Dreadlord for his Turn 5 response.

Then it is time for the Climax-  Turn 6 and TDG 2.7! 

HHG
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 03, 2012, 11:54:08 AM
Sweet turn, thank HHG.

Now if the Spears just fail a charge it's game over, might be anyway.  Hope for a stubborn 8 this turn until the BSB/Huss is in range and it's all good.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 03, 2012, 12:00:56 PM
The remaining Exec fails his Break test and Flees 8.”  The ICK reform to face the center.
Did he run through the Engineer?  If so, that requires a dangerous terrain check. (p. 25)
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 03, 2012, 12:35:56 PM
Hi HHG, sorry for being such a pain, but could I just ask you if the steamgun did kill any warriors and likewise for the engineer, and if the warrior not in front rank hit by the steam did wound the steamtank as he cannot choose to strike the knights?

Thx for doing such a great job, I think I'm learning more from these setups than from actually playing the real game ;o)


Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: SevenSins on October 03, 2012, 01:33:20 PM
that tank was killer, we just might pull this off  :icon_smile:
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: MrAbyssal on October 03, 2012, 04:40:17 PM
We could really use the ranks from the Reiksguard right now...
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Harshey on October 03, 2012, 04:46:58 PM
At team blue:

That stank making the flank charge was huge. Now dreadlord's can't combat reform to get ranks and extra attacks. Otherwise, I have a felling the knights in the front would be running on dreadlord's turn

At green:

At least we got iceshard off on the hydra, not as helpful as flaming attacks, but if we don't kill the hydat, maybe we'll avoid 2 wounds.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 03, 2012, 07:46:39 PM
Hi HHG, sorry for being such a pain, but could I just ask you if the steamgun did kill any warriors and likewise for the engineer, and if the warrior not in front rank hit by the steam did wound the steamtank as he cannot choose to strike the knights?

Thx for doing such a great job, I think I'm learning more from these setups than from actually playing the real game ;o)

Good catch-  I forgot about the extra steam point on the STank. 

8 steam hits, 2 wounds, 2 saves.  Engineer whiffed.   No effect.

Worth a shot, right?   :unsure:



The remaining Exec fails his Break test and Flees 8.”  The ICK reform to face the center.
Did he run through the Engineer?  If so, that requires a dangerous terrain check. (p. 25)

Nope, missed the Engie by an inch.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 03, 2012, 09:20:32 PM
Dreadlord’s Fifth Turn

Versus Team Blue

Movement

No charges. 

The Executioners makes a Leadership test to march and moves off the hill towards the center combat. 

The Shades move straight towards the Empire’s Wizard’s archer bunker to cause some trouble.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2B5B.jpg)



Versus Team Green

Movement

The Hydra charges the Reiksguard.  Reiks make their Terror test not to Flee.

The Warrior horde also makes the 9 to get the long range charge off on the Reiksguard.

The lone Exec fails to roll snake eyes and runs 4” away from the Engie. 

Last, the small Warrior block runs away from the pending Comet devastation.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2G5B.jpg)



Magic

Dreadlord rolls double 4s.

For Team Blue, Dreadlord and the Beastmage channel one die.

No channels for Green.


Versus Team Blue

PD 9, DD 5.

Dreadlord starts off with a 4 dice Enchanted Blades on the Warriors and a sac dagger.  Gets 18+4+1=23.

What do you want to do?


Magic Versus Team Green

Comet does not go off, adds a 4th token.

PD 8, DD 4.

Dreadlord starts off with a 1 die Powers of Darkness on the Metal Mage and a sac warrior.  Gets 5+4=9.

What do you want to do?

-------------------------------
I plan to move quickly through these so make sure you check the thread often!

 :::cheers:::
HHG
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: carmaul on October 03, 2012, 09:30:14 PM
Dreadlord’s Fifth Turn
Versus Team Green

Movement
The lone Exec fails to roll snake eyes and runs 4” away from the Engie. 

(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2G5B.jpg)
HHG

The lone Exec would continue running to the nearest board edge.  He would not run away from the Engie.  His path should be straight to the left.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 03, 2012, 09:36:00 PM
Is there some reason we didn't flee from the Spearmen?
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 03, 2012, 09:36:24 PM
I don´t want to see the Metal bitch getting of both buffs and the debuff...so I say preserve our DD to counter at least one of those (probably PoR) and hope for the best.

Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 03, 2012, 09:38:23 PM
Is there some reason we didn't flee from the Spearmen?

I think not enough people expressed that we should...maybe?

Also, the Hydra charged us first, and we kind buffed ourselves to fight it, so I guess HHG assumed we wouldn´t?
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 03, 2012, 09:51:18 PM
You could Hold on the Hydra charge and then decide to Flee from the Spears....but you would move directly away from the Spears diagonal from the Hydra.

Most likely you get 6 inches or so away from the Hydra and it would run you down on its charge roll.  You were in its LOS when it declared a charge, so it will get a free wheel and will run you down.

If you want to do that so the Spears get a failed charge and will be near the Comet, I can do that for you.

Personally, I think a hold in combat by the Stubborn Reiks so the ICK cav can ride in to win the day is your best bet at this point. 

Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 03, 2012, 09:53:13 PM
Is there some reason we didn't flee from the Spearmen?

I think not enough people expressed that we should...maybe?

Also, the Hydra charged us first, and we kind buffed ourselves to fight it, so I guess HHG assumed we wouldn´t?
The Hydra definitely would have run us down if we had fled.  Somehow I got it in my head that he had random movement (confused with Abomb) and thought we could escape.

I vote for 2 dice to dispel.

You could Hold on the Hydra charge and then decide to Flee from the Spears....but you would move directly away from the Spears diagonal from the Hydra.
Does the Hydra get a free pivot (other than during the charge)?  Because fleeing from the spearmen would require the Hydra to wheel more than 90 degrees, more than the limit on charging.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 03, 2012, 10:03:39 PM
The lone Exec would continue running to the nearest board edge.  He would not run away from the Engie.  His path should be straight to the left.

Interesting.  Learn something new everyday. 

I always had them run from the nearest enemy, like when they fail a terrain Panic test.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Harshey on October 03, 2012, 10:08:30 PM
The hydra does not get a free pivot, models when charging get one wheel, and that wheel can't be more than a 90 degree turn. Which means a flee from the spearmen of more than 3 or four inches would possibly take us out of the legal charge range of the hydra.

Am I thinking about this correctly? Only an option because we're so close to the hydra and that we're pretty far to its line of sight to begin with. Maybe we should have planned to flee from the spears...

Personally, I was thinking hold, hope the spears fail their charge and see a comet come down. But the plan isn't working this game (4 tokens)

But I think this is a good rule question that could easily come up in a lot of games, and it might be one of those times we should have fled with a solid stubborn unit.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Harshey on October 03, 2012, 10:10:18 PM
HHG, I think the flee from closest enemy is only for panic. Otherwise it is directly forward.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: George on October 03, 2012, 10:12:58 PM
I haven'te played much with the STank....what is it capable of doing in this round of combat?

Dreadlord has enchanted blades, plague of rust and glittering robes to cast.
We have 1 knight left which drealord wants to kill in order to get points.
I think we try to stop this spell (even though its a risky high roll) as this effects the STank and the GM's unit. Plague of rust will only effect one of them (likely the STank). The other consideration is saving dice for glittering robes in order to kill more elves...without knowing what the STank can do I'm thinking stop this one.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Harshey on October 03, 2012, 10:24:36 PM
The stank is a paperweight that gives you +1 CR for the flank.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: George on October 03, 2012, 10:47:59 PM
The stank is a paperweight that gives you +1 CR for the flank.

Thanks, I was concerned this was the case.
I say stop this spell then
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: MrAbyssal on October 03, 2012, 10:56:28 PM
The stank is a paperweight that gives you +1 CR for the flank.

For this round of combat it is.

Which one to stop is a tough one. We know he's going to PoD next for extra Power Dice so we could let it through and save for PoD. The AP won't matter too much against the Knight unit but the STank has already been hit by Plague of Rust and so it will drop that to 3+. The +1 to hit is probably a bad thing compared to the other spells. Remember that the characters are T5 at present as well due to Wyssan's so the Spears are wounding on 6s there too.

If we let it go we can possibly end his Magic phase after Enchanted Blades is cast, however it's probably the spell that will have the biggest impact in the combat so I'll say dispel.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Empire - Ulric on October 03, 2012, 11:21:09 PM
Dreadlord can cast all of three spells (all from the metal mage) besides power of darkness with both his wizards in combat. If he wants to power up and get a ton of power dice let him. He just risks blowing up his wizard when he starts tossing lots of dice at spells.

Let PoD go.

Save our dispel dice for the hex / debuff we want to stop. (My vote goes for Enchanted Blades)
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 03, 2012, 11:26:28 PM

Save our dispel dice for the hex / debuff we want to stop.

Agree.  Probably should stop Rust.  Because if we got the Champ/WP into the 2 spots near the Spears then Blades is less effective.

I NEED to know where the Dark Elf dudes and Empire WP is?
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Harshey on October 04, 2012, 12:09:55 AM
Right, and keeping 4 dice will keep dreadlord's throwing more dice, not just trying to successfully cast.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 04, 2012, 02:56:44 AM
***Update***

Magic Versus Team Blue

Dreadlord made 23 on an Enchanted Blades cast.

Empire rolls all its dice to dispel it-  16+4+1=21.  Blades goes off.

The Metal she-witch now casts a 2-dice Plague of Rust on the ICK and a 3-dice Glittering Robe on the Warriors, getting 6+4+1=11 and 10+4+1=15 respectively.  Both go off.

DE’s magic phase is over.  Sorry guys-  bad magic phase for the good guys...   :-(   


Magic Versus Team Green

For the PoD, the Metal Sorc gets +3 dice.

She now casts a 5-dice Enchanted Blades of Aiban on the Warriors and gets 20+4=24.  (No sac dag on this one-  Dreadlord has 5 dice remaining)

What do you want to do?

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

I will answer some of the Green questions/concerns here in a few minutes.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 04, 2012, 03:15:29 AM
Let Blades go, stop Rust, we can mitigate Blade Attacks by challenging and moving a 50mm base to die and block 40mm (2 ranks) of Blade attacks.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Harshey on October 04, 2012, 03:17:47 AM
I second Noght.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 04, 2012, 03:32:39 AM
Here is what you are facing with the Hydra.  If the Reiks run and get about an average roll on 3 dice with a 9 and the Hydra turns a full 90 degrees on a pivot, it will still catch the back end of the Knights, run them down and destroy them.

Looking at the graph, you would have to get a Flee roll of 10+ to get out of the LOS and charge angle of the beast, even if the Flee angle away from the Spears is calculated as a little more to the right.


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2G5BHydra.jpg)



I am still willing to have them run if you want to gamble on the roll.... and have the Spears fail their charge and probably remain in the kill zone of the mega-comet.  Your call.

The PoD cast and Enchanted Blades attempt would remain the same as it is right now.

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

As far as character placement, here is what I did for you as units reformed/prepared for future combat.

In the Spears front row it goes the Dreadlord on the far left, the BSB, and then the command group.  The Metal Mage is in the second row, one away from the left and the Death Mage, also in the second row, is one away from the right.

Because of this, the WP and Champ are on the front left of the Reiksguard to avoid contact with any characters from the Spears if they happened to make the long charge.

Also, when the ICK did its last reform, your Wizard is far right, next Huss, the BSB, and the 2 left in the command group.  I am willing to change the order up in the ICK if you want to for some reason.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: George on October 04, 2012, 03:51:09 AM
***Update***

Magic Versus Team Blue

Dreadlord made 23 on an Enchanted Blades cast.

Empire rolls all its dice to dispel it-  16+4+1=21.  Blades goes off.

The Metal she-witch now casts a 2-dice Plague of Rust on the ICK and a 3-dice Glittering Robe on the Warriors, getting 6+4+1=11 and 10+4+1=15 respectively.  Both go off.

DE’s magic phase is over.  Sorry guys-  bad magic phase for the good guys...   :-(   


Bugger...it was always a possibility this would happen, but if we let the blades through there's every chance we wouldn't be able to stop the others due to Power of Darkness and the dagger
Title: Sv: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 04, 2012, 05:11:21 AM
That dagger needs to be hit with a large nerf bat!

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Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 04, 2012, 08:09:07 AM
Let Blades go, stop Rust, we can mitigate Blade Attacks by challenging and moving a 50mm base to die and block 40mm (2 ranks) of Blade attacks.

Seconded.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Dnic on October 04, 2012, 08:41:04 AM
Quote
Let Blades go, stop Rust, we can mitigate Blade Attacks by challenging and moving a 50mm base to die and block 40mm (2 ranks) of Blade attacks.

Agree
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zakalwe on October 04, 2012, 09:35:55 AM
So we challenge with the warrior priest? we need 1 reiksguard to survive ideally.

Can we make way with the warrior priest to the elves, challenge with a champ, that would block the RnF troops from the elves.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 04, 2012, 10:49:23 AM
So we challenge with the warrior priest? we need 1 reiksguard to survive ideally.

Can we make way with the warrior priest to the elves, challenge with a champ, that would block the RnF troops from the elves.


Not a bad plan, except I am not sure I would put the WP in striking range of troops that are all going to get ASF.   :unsure:

I think Hatred against the Hydra is pretty important at this point.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 04, 2012, 11:09:29 AM
***Update***

Magic Versus Team Green

***Note-  since I haven’t heard otherwise, Green is sticking with its Holds on the Reiksguard.

You let Enchanted Blades go.

The Metal Sorc now casts 5 dice at Plague of Rust on the Reiksguard and adds a sacrificed Warrior.  22+4=26.

Empire rolls all its DD and gets 18+4=22.  Plague of Rust goes off.


Shooting Versus Team Blue

Shades shoot 18 bolts, 5 hit, for 3 wounds.  3 Archers die.  Archers make their Panic test.

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

Before I move on to combat, I want to pause so all the people following along can make sure they see the thread and where we are at.

Dreadlord is not going to issue any challenges in the upcoming fights.

What I need to know at this point is: 

--are you going to issue a challenge in your combat and with what character? 
--In the case of Team Green, are you going to “Make Way” with the WP?

Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 04, 2012, 11:11:41 AM
So we challenge with the warrior priest? we need 1 reiksguard to survive ideally.

Can we make way with the warrior priest to the elves, challenge with a champ, that would block the RnF troops from the elves.


Not a bad plan, except I am not sure I would put the WP in striking range of troops that are all going to get ASF.   :unsure:

I think Hatred against the Hydra is pretty important at this point.

This.  Challenge with the Champ, who then moves into base with the Spears.  I need to know how his front line looks.  We could potentially block a character if the DE who answers the challenge is near the center and a character is on an end.

However I'd be willing to sacrifice the WP (and his hatred) if I could save 3 - 4 Knights, depends on his placement.

Edit:  Where are his characters?  Might make way with Priest depending on that.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 04, 2012, 11:18:19 AM
This.  Challenge with the Champ, who then moves into base with the Spears.  I need to know how his front line looks.  We could potentially block a character if the DE who answers the challenge is near the center and a character is on an end.

However I'd be willing to sacrifice the WP (and his hatred) if I could save 3 - 4 Knights, depends on his placement.
Accept challenge with the Champion, move the WP to the other position (I think we're 2 deep, right?).  If the character accepting the challenge is in the middle of the spearmen, move the champion to block other characters from attacking.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 04, 2012, 11:24:09 AM
I gave you a rundown already of his characters in the Warrior block....but a picture is worth a thousand words.   :-)


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2G5BCombat.jpg)

Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 04, 2012, 11:30:38 AM
I gave you a rundown already of his characters in the Warrior block....but a picture is worth a thousand words.   :-)
Sorry, quicker to scan the thread for pictures than words.  Thanks!

Reiksguard Champion challenges and moves to the back rank, regardless of who accepts.  Warrior Priest makes way to the front rank.  With a 1+ save, I think he'll be safe.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Dnic on October 04, 2012, 11:32:14 AM
Lets challange with the champ, and make way with the priest. I dont think the 7 spearmen attacks can kill him.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 04, 2012, 11:38:26 AM


editted, no challenges, allocate all attacks from priest and knight on dreadlord.

Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 04, 2012, 11:42:45 AM
Warrior Priest makes way to the front rank.  With a 1+ save, I think he'll be safe.

Lets challange with the champ, and make way with the priest. I dont think the 7 spearmen attacks can kill him.

 Just don't forget-  the Reiksguard has suffered from 2 Plagues of Rust and the Spearblock has AP...that armour is only good for a 4+ now.  Also, +1 to hit and Hatred... He has a good chance of dying.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 04, 2012, 11:56:35 AM
That's perfect.  Challenge with Champ.  If the DL, BSB or the Champ accept, move to the back rank.  He needs to accept with DL so when the champ dies the BSB and rest can attack RNF Reiksguard. 

I'd also make way with the WP, who even if he dies will absorb 2 ranks of attacks, who cares if he dies.  We need a stubborn 8 to stick.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Friar Metick on October 04, 2012, 11:58:39 AM
Warrior Priest makes way to the front rank.  With a 1+ save, I think he'll be safe.

Lets challange with the champ, and make way with the priest. I dont think the 7 spearmen attacks can kill him.

 Just don't forget-  the Reiksguard has suffered from 2 Plagues of Rust and the Spearblock has AP...that armour is only good for a 4+ now.  Also, +1 to hit and Hatred... He has a good chance of dying.

I think I'd take a chance with the WP surviving. If we let the RnF take it, we won't many attacks left to try and take out the hydra. The hydra will get a 5+ armour save with no regen with 2 wounds left, I think we really need to take it out. If the handlers end up taking out a knight with their volume of S3 attacks it will be even tougher to kill it. So I'd say challenge w/champ, move WP in contact on flank. I might regret it later but it's the chance I'd take.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: SevenSins on October 04, 2012, 03:16:07 PM


editted, no challenges, allocate all attacks from priest and knight on dreadlord.

+1 to this
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: carmaul on October 04, 2012, 04:12:59 PM
The lone Exec would continue running to the nearest board edge.  He would not run away from the Engie.  His path should be straight to the left.

Interesting.  Learn something new everyday. 

I always had them run from the nearest enemy, like when they fail a terrain Panic test.

I think that was a 7th edition rule.  8th ed you run directly away from chargers or from the largest unit when you fail a panic test where you dont have a unit to run from.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: mottdon on October 04, 2012, 04:18:30 PM


editted, no challenges, allocate all attacks from priest and knight on dreadlord.

+1 to this
I agree.  Lets get those points.
Title: Sv: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 04, 2012, 04:39:01 PM


editted, no challenges, allocate all attacks from priest and knight on dreadlord.

+1 to this
I agree.  Lets get those points.

And if the dreadlord suffers af wound or two we challenge with the tgm in each of the following two  phases, shielding him from combat and killing each of the characters.

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Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 04, 2012, 05:44:49 PM
That's perfect.  Challenge with Champ.  If the DL, BSB or the Champ accept, move to the back rank.  He needs to accept with DL so when the champ dies the BSB and rest can attack RNF Reiksguard. 

I'd also make way with the WP, who even if he dies will absorb 2 ranks of attacks, who cares if he dies.  We need a stubborn 8 to stick.

Seems like a sound plan.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 04, 2012, 06:36:16 PM
I gave you a rundown already of his characters in the Warrior block....but a picture is worth a thousand words.   :-)


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2G5BCombat.jpg)

Hey HHG, I think you have to move the Hydra down a guy.  The Empire team needs to have all it's models in combat, maximize and all that.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 04, 2012, 08:14:31 PM
Hey HHG, I think you have to move the Hydra down a guy.  The Empire team needs to have all it's models in combat, maximize and all that.

I would be interested to see if that is how others play it.

The rule says maximize models in base contact, not maximize the amount of attacks that can be dished out.

In this case, to maximize models in base contact the Hydra can be where it is or one over to the right.  Since the attacker is the one charging his guys in, I think he has a choice of how the models align as long as it is legal.  Part of the strategy of the game, don't you think?
Title: Sv: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 04, 2012, 08:30:28 PM
Hey HHG, I think you have to move the Hydra down a guy.  The Empire team needs to have all it's models in combat, maximize and all that.

I would be interested to see if that is how others play it.

The rule says maximize models in base contact, not maximize the amount of attacks that can be dished out.

In this case, to maximize models in base contact the Hydra can be where it is or one over to the right.  Since the attacker is the one charging his guys in, I think he has a choice of how the models align as long as it is legal.  Part of the strategy of the game, don't you think?

+1

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Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 04, 2012, 09:43:12 PM
Combat Versus Team Blue

Blue has-  Wildform and Hammers of Sig on the ICK.  The ICK also suffer from x2 Plague of Rust.
Purple has-  Ench Blades, Glittering Robes on the Warriors.

Warriors make their Fear test.

WP issues a challenge.  The Dreadlord accepts.  In the challenge, the WP gets 1 hit, 1 wound, saved.  Horse-  no effect.  In return, the Dreadlord does Overkill on him by causing 4 wounds.  WP dies.

I6 TGM  4 attacks, 2 hits, 2 Warriors die.

I5 Warriors on the TGM- no effect.
    Warriors on the ICK-  3 attacks, 3 hits, 1 wound, no save.  Last ICK dies.


I3     ICK on the Warriors-  1 hit, 1 wound, no save.  1 Warrior dies.   
        Horses-  2 hits, 1 wound, 1 save.
        Eng Comm-  1 hit, 1 wound, no save.  1 Warrior dies.


Empire:           4 wounds.  Flank.  Standard.         
Dark Elves:     3 wounds.  2 Overkill.  Standard.   
 
Tied.  Dark Elves have a musician.  The TGM passes a Break Test. 


Here is what the combat looks like at the end:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2B5BCombat.jpg)



Combat Versus Team Green

The Reiksguard pass their Fear test.

DE does not issue a challenge, but the Empire does.  DE refuses the challenge.  Empire sends the Dreadlord General to the rear. 

The Warrior Priest makes way to the combat to block the RnF.

Reiksguard have 2 Plague of Rust.
Dark Elves have Enchanted Blades.

ASF  Warriors on the WP.  6 attacks, 6 hits, 4 wounds (Dreadlord got 4x 6s!  I warned you about his luck!).  2 saves.  WP dies.
         Warriors on the Reik.  No effect.
ASF  Metal Mage on the Reik.  No effect.
I7      BSB on the Reik.  3 attacks, 3 hits, 2 wounds, no saves.  2 Reiks die.
I5      Beastmasters on the Reik.  6 attacks, 6 hits, 3 wounds, 1 save.  2 Reiks die.
I3      Reiksguard on the Hydra.  5 attacks, 3 hits, 2 wounds, no saves.  Hydra dies.
         Reiksguard on the Warrior Champ.  No effect.
         Horse on the Warrior Champ.  No effect.

Empire-        2 wounds.  Standard.
Dark Elves-  6 wounds.  Charge.  Flank.  Standard.  Battle Standard.

Of course, DE winds by a lot.  Reiksguard make their Stubborn Break test, exactly on an 8!

Here is how it looks at the end:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2G5BCombatDone2.jpg)



End of Turn 4

Here is what the battlefields look like:


(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2B5BDone.jpg)



(http://i1078.photobucket.com/albums/w495/DaHoffmans/TDG2G5BDone.jpg)



Working the final round.  Start posting what you want to do in it.

 :::cheers:::
HHG

Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: SevenSins on October 04, 2012, 09:50:58 PM
just a rules question; could the TGM do a reform to get in btb with the lord as well? as a slight slide to the right would make him btb with 3 models instead of 2?
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 04, 2012, 09:55:39 PM
just a rules question; could the TGM do a reform to get in btb with the lord as well? as a slight slide to the right would make him btb with 3 models instead of 2?
Hmmm.  I wonder if you can do a reform on a unit of 1.  Sounds kinda fishy since there is nothing to move/swap around.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: carmaul on October 04, 2012, 10:00:13 PM
Combat Versus Team Blue

Blue has-  Wildform and Hammers of Sig on the ICK.  The ICK also suffer from x2 Plague of Rust.
Purple has-  Ench Blades, Glittering Robes on the Warriors.

Warriors make their Fear test.

WP issues a challenge.  The Dreadlord accepts.  In the challenge, the WP gets 1 hit, 1 wound, saved.  Horse-  no effect.  In return, the Dreadlord does Overkill on him by causing 4 wounds.  WP dies.

HHG

Did blue want to issue a challenge with the WP?  I only saw posts that said no challenges, assign all attacks from WP and last knight to the dreadlord.
Title: Re: Sv: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: carmaul on October 04, 2012, 10:03:15 PM
Hey HHG, I think you have to move the Hydra down a guy.  The Empire team needs to have all it's models in combat, maximize and all that.

I would be interested to see if that is how others play it.

The rule says maximize models in base contact, not maximize the amount of attacks that can be dished out.

In this case, to maximize models in base contact the Hydra can be where it is or one over to the right.  Since the attacker is the one charging his guys in, I think he has a choice of how the models align as long as it is legal.  Part of the strategy of the game, don't you think?

+1

+1
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: carmaul on October 04, 2012, 10:12:19 PM
just a rules question; could the TGM do a reform to get in btb with the lord as well? as a slight slide to the right would make him btb with 3 models instead of 2?
Hmmm.  I wonder if you can do a reform on a unit of 1.  Sounds kinda fishy since there is nothing to move/swap around.

It is a very odd situation.  You are supposed to maximize models, but it only mentions it on a charge.   You would nudge the TGM over to maximize models in base contact.

Also,  you could challenge with the TGM,  make him accept it with his DL or send it to the back and beat on RnF and make him test on normal LD.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 04, 2012, 10:14:24 PM
Well the Reiksguard should reform on an 8, leave a guy hanging over the south end of the Spear unit.

IC Knights charge.  Engineer charges the last Exec.  Shoot the now exposed Spears.  Hopefully we don't dork up the magic phase again.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 04, 2012, 10:42:40 PM
Well the Reiksguard should reform on an 8, leave a guy hanging over the south end of the Spear unit.

IC Knights charge.  Engineer charges the last Exec.  Shoot the now exposed Spears.  Hopefully we don't dork up the magic phase again.

+1

Also, seems to me Team Blue´s ICK (and his horsie too) shouldn´t have gotten an attack this turn since all were killed before their Init step?
Sorry, Team Blue.  :blush:

I think we´re in pretty good shape...the ICK will still be within 12" of the Ruins for the extra VP I assume?
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: MrAbyssal on October 04, 2012, 10:49:19 PM
Combat Versus Team Blue

Blue has-  Wildform and Hammers of Sig on the ICK.  The ICK also suffer from x2 Plague of Rust.
Purple has-  Ench Blades, Glittering Robes on the Warriors.

Warriors make their Fear test.

WP issues a challenge.  The Dreadlord accepts.  In the challenge, the WP gets 1 hit, 1 wound, saved.  Horse-  no effect.  In return, the Dreadlord does Overkill on him by causing 4 wounds.  WP dies.

HHG

Did blue want to issue a challenge with the WP?  I only saw posts that said no challenges, assign all attacks from WP and last knight to the dreadlord.

Yeah, I don't think we wanted to challenge with the WP. Just assign attacks.

just a rules question; could the TGM do a reform to get in btb with the lord as well? as a slight slide to the right would make him btb with 3 models instead of 2?
Hmmm.  I wonder if you can do a reform on a unit of 1.  Sounds kinda fishy since there is nothing to move/swap around.

It is a very odd situation.  You are supposed to maximize models, but it only mentions it on a charge.   You would nudge the TGM over to maximize models in base contact.

Also,  you could challenge with the TGM,  make him accept it with his DL or send it to the back and beat on RnF and make him test on normal LD.

I don't think we could.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 04, 2012, 11:26:04 PM
No idea why he refused the challenge.  Simply a bonus for us as we lost fewer knights than we should have.  I would've liked to see us kill the Champion, but at least we killed the Hydra.

Unfortunately, I think we'll only be able to get 4 ICK in combat with the Spearmen.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 04, 2012, 11:56:24 PM
No idea why he refused the challenge.  Simply a bonus for us as we lost fewer knights than we should have.  I would've liked to see us kill the Champion, but at least we killed the Hydra.

Unfortunately, I think we'll only be able to get 4 ICK in combat with the Spearmen.

It's fine.  We'll have enough to break steadfast so we should win the combat.  Do we challenge?  If so, with whom? 
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Friar Metick on October 05, 2012, 02:52:27 AM
Well the Reiksguard should reform on an 8, leave a guy hanging over the south end of the Spear unit.

IC Knights charge.  Engineer charges the last Exec.  Shoot the now exposed Spears.  Hopefully we don't dork up the magic phase again.

This is the way we need to set it up, we need the engineer to run the exe off or catch him or we miss out on a lot of points.

Unfortunately, I think we'll only be able to get 4 ICK in combat with the Spearmen.

At least we should be able to keep the wiz out of combat.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Harshey on October 05, 2012, 03:24:34 AM
I like what Noght proposed. As for combat, the challenge I like (assuming we get to combat reform the reiksguard) the reiksguard champ, hopefully against their unit champ. We want to direct attacks at the dreadlord's, so we don't want to challenge on that side of the combat.

For magic, the 5++ ward, rerollable to wound, iceshard, and harmonic bubble should be the spells we try and cast.

I'd two dice each prayer and then go into the wizard's spells.  We should win this combat, but I think iceshard is key to cancel their +1 to hit.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Friar Metick on October 05, 2012, 03:40:24 AM
I like what Noght proposed. As for combat, the challenge I like (assuming we get to combat reform the reiksguard) the reiksguard champ, hopefully against their unit champ. We want to direct attacks at the dreadlord's, so we don't want to challenge on that side of the combat.

For magic, the 5++ ward, rerollable to wound, iceshard, and harmonic bubble should be the spells we try and cast.

I'd two dice each prayer and then go into the wizard's spells.  We should win this combat, but I think iceshard is key to cancel their +1 to hit.

Good ideas for the magic phase. I'd want to see how things line up on the charge provided we make it and see what spells/prayers we get off, before deciding on a challenge decision.
Title: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 05, 2012, 05:17:56 AM
Combat Versus Team Blue

Blue has-  Wildform and Hammers of Sig on the ICK.  The ICK also suffer from x2 Plague of Rust.
Purple has-  Ench Blades, Glittering Robes on the Warriors.

Warriors make their Fear test.

WP issues a challenge.  The Dreadlord accepts.  In the challenge, the WP gets 1 hit, 1 wound, saved.  Horse-  no effect.  In return, the Dreadlord does Overkill on him by causing 4 wounds.  WP dies.

HHG

Did blue want to issue a challenge with the WP?  I only saw posts that said no challenges, assign all attacks from WP and last knight to the dreadlord.

Yeah, I don't think we wanted to challenge with the WP. Just assign attacks.



The overkill bonus was why we didnt want to challenge, the ick knight died before during anything so us challenging didnt change wounds. With us not wanting to challenge, it should be the DE losing cr by 2.
Title: Sv: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 05, 2012, 06:39:22 AM
Deleted
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Dnic on October 05, 2012, 06:49:07 AM
Quote
Well the Reiksguard should reform on an 8, leave a guy hanging over the south end of the Spear unit.

IC Knights charge.  Engineer charges the last Exec.  Shoot the now exposed Spears.  Hopefully we don't dork up the magic phase again.

That the plan :)
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zakalwe on October 05, 2012, 07:12:29 AM
 We can use the volley gins to mop up the small spears and exec if he doesn't run off, hopefully.

I agree with the other charges etc.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 05, 2012, 07:17:56 AM
Combat Versus Team Blue

Blue has-  Wildform and Hammers of Sig on the ICK.  The ICK also suffer from x2 Plague of Rust.
Purple has-  Ench Blades, Glittering Robes on the Warriors.

Warriors make their Fear test.

WP issues a challenge.  The Dreadlord accepts.  In the challenge, the WP gets 1 hit, 1 wound, saved.  Horse-  no effect.  In return, the Dreadlord does Overkill on him by causing 4 wounds.  WP dies.

HHG

Did blue want to issue a challenge with the WP?  I only saw posts that said no challenges, assign all attacks from WP and last knight to the dreadlord.

Yeah, I don't think we wanted to challenge with the WP. Just assign attacks.



The overkill bonus was why we didnt want to challenge, the ick knight died before during anything so us challenging didnt change wounds. With us not wanting to challenge, it should be the DE losing cr by 2.

I thought I saw a post for a WP challenge since he was going to get killed by the Dreadlord anyway.  I may have gotten it mixed up with Team Green instead.  I apologize if I goofed it up.

In any case when I looked at it, without a challenge the Dreadlord was probably going to kill both the ICK and WP.  The Warriors most likely would not be able to kill the last T4 ICK on their own.  The way it worked out, they just got lucky.

It would be a 2 CR shift in Blue's favor had it gone the other way.  To be fair, I rolled to see if Dreadlord would pass a Break Test and he did.

We are back to business right where we left off.


Well the Reiksguard should reform on an 8, leave a guy hanging over the south end of the Spear unit.

I thought about reforming the Reik to face the Warriors....but do you really want put more models into base contact?  If you challenge with Reiksguard Champ he will be the only one in base contact and you won't have to worry about losing anything more in that unit except the Champ in the next combat round.  This will be especially important if you are extremely unlucky and fail the charge with the ICK.

I will do whatever you want though.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 05, 2012, 07:36:56 AM
Also, seems to me Team Blue´s ICK (and his horsie too) shouldn´t have gotten an attack this turn since all were killed before their Init step?

Oops.  I had them listed in Init order and went down the list rolling dice before I had to go to work. 

Team Blue got a freebie, going to leave it as is, at this point.


Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: grifter on October 05, 2012, 07:44:00 AM
We can use the volley gins to mop up the small spears and exec if he doesn't run off, hopefully.

I agree with the other charges etc.

We only have one round of shooting left, so I´m afraid it´s one or the other.

I´d also rather see a boosted Harmonic Convergence instead of HoS and Iceshard...but it will, as always, depend on the PD available.
Title: Sv: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 05, 2012, 07:55:00 AM
Combat Versus Team Blue

Blue has-  Wildform and Hammers of Sig on the ICK.  The ICK also suffer from x2 Plague of Rust.
Purple has-  Ench Blades, Glittering Robes on the Warriors.

Warriors make their Fear test.

WP issues a challenge.  The Dreadlord accepts.  In the challenge, the WP gets 1 hit, 1 wound, saved.  Horse-  no effect.  In return, the Dreadlord does Overkill on him by causing 4 wounds.  WP dies.

HHG

Did blue want to issue a challenge with the WP?  I only saw posts that said no challenges, assign all attacks from WP and last knight to the dreadlord.

Yeah, I don't think we wanted to challenge with the WP. Just assign attacks.



The overkill bonus was why we didnt want to challenge, the ick knight died before during anything so us challenging didnt change wounds. With us not wanting to challenge, it should be the DE losing cr by 2.

I thought I saw a post for a WP challenge since he was going to get killed by the Dreadlord anyway.  I may have gotten it mixed up with Team Green instead.  I apologize if I goofed it up.

In any case when I looked at it, without a challenge the Dreadlord was probably going to kill both the ICK and WP.  The Warriors most likely would not be able to kill the last T4 ICK on their own.  The way it worked out, they just got lucky.

It would be a 2 CR shift in Blue's favor had it gone the other way.  To be fair, I rolled to see if Dreadlord would pass a Break Test and he did.

We are back to business right where we left off.



You did see said post, i suggested we went for a wp challenge but changed it before the team voted. No worries and we should correct the kill by the ick, as it might be of some importance. Thx for the great job hhg:D

Sendt fra min GT-I9000 med Tapatalk2

Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zakalwe on October 05, 2012, 09:28:36 AM
Forgot we lost a gun.
How far away is the engineer from the exec and how far away is the exec from the table edge?

If the last exec is quite far from the table edge, the engineer could shoot it with his pistol instead.  3 shots hit on 4's kill on 3's

Could even have both engineers shoot the warriors and volley gun the exec.

We also have to be wary of the comet, could potential hit the combat?!?
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 05, 2012, 10:43:51 AM
How far away is the engineer from the exec and how far away is the exec from the table edge?

If the last exec is quite far from the table edge, the engineer could shoot it with his pistol instead.  3 shots hit on 4's kill on 3's

Could even have both engineers shoot the warriors and volley gun the exec.

We also have to be wary of the comet, could potential hit the combat?!?

A couple of planning factors for the mighty Team Green:

--On an 8+, the Exec runs off the board
--On a 6 or 7,  the Exec will be out of the Helblaster's range
--The Engie is 4.5" away from the Execs.  To catch it on a 6 or 7, the Engie will have to roll a 7 or 8 respectively
--The Engie only has a Hand Weapon-  no Repeater Pistol shots for him

--The Comet will hit both the small Warrior block and the ICK (if they successfully charge the center combat) on a 10+.
--You could increase this range to 11" for the ICK if you align it over, but then the Wiz would be in BtB with the Dreadlord.  Not good.

Hope this helps.  Happy hunting.

 :::cheers:::
HHG
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 05, 2012, 11:20:20 AM
The last Exec will flee if we charge him with the engineer, then flee again if he fails to roll snake eyes during the Dark Elf turn 6.  I think it's likely he'll get 8 on 4d6.  If he rolls extremely low this turn our engineer might even catch him.

Knights charge Spearmen, keeping the wizard out of combat.

Engineer charge Executioner.

Hellblaster shoot warriors.

Reiksguard challenge with the Champion again, no reform.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 05, 2012, 11:21:41 AM
Well the Reiksguard should reform on an 8, leave a guy hanging over the south end of the Spear unit.

I thought about reforming the Reik to face the Warriors....but do you really want put more models into base contact?  If you challenge with Reiksguard Champ he will be the only one in base contact and you won't have to worry about losing anything more in that unit except the Champ in the next combat round.  This will be especially important if you are extremely unlucky and fail the charge with the ICK.

I will do whatever you want though.

This is a good point.  How many survive the BSB and thr Spearmen?  Are the few surviving attacks worth it? 

If we don't reform then the BSB could make way towards IC but he'll probably die.   Hmmmm.

Regarding the Execs.  Hope he rolls an 8, if not he still has too roll a 2 to rally or he continues to flee on the bottom of turn 6 so I think those points are in hand.

Remember the DE don't get hatred this combat so Shard is slightly more effective than normal but the Shield is the key prayer methinks.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: zifnab0 on October 05, 2012, 11:25:24 AM
If we don't reform then the BSB could make way towards IC but he'll probably die.
If he wants to make way with the BSB, great.  Odds place us at winning by 2-3 and he won't have steadfast.  I'd like to get rid of his rerollable leadership.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 05, 2012, 11:32:33 AM
Remember the DE don't get hatred this combat so Shard is slightly more effective than normal but the Shield is the key prayer methinks.[/color]

They don't have Hatred, but they do still have ASF, so with their Init will get to re-roll misses (except the Dreadlord and BSB who will just strike at Init order, no re-rolls)

What is your recommendation for spells Noght and Zif?  Already starting to work the next round.  I am going to take us all the way to combat so the Team can make decisions on challenges/attack allocations.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Noght on October 05, 2012, 11:38:05 AM
Remember the DE don't get hatred this combat so Shard is slightly more effective than normal but the Shield is the key prayer methinks.[/color]

They don't have Hatred, but they do still have ASF, so with their Init will get to re-roll misses (except the Dreadlord and BSB who will just strike at Init order, no re-rolls)

What is your recommendation for spells Noght and Zif?  Already starting to work the next round.  I am going to take us all the way to combat so the Team can make decisions on challenges/attack allocations.

Yep.  But there are only two Spearman on the flank (one if the BSB makes way), so the ASF is kinda mitigated.

How many magic dice do we have available?  Did I miss that?  Did we make charges?
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 05, 2012, 11:43:44 AM
How many magic dice do we have available?  Did I miss that?  Did we make charges?

I will post all that in the next thread.   :-)

Waiting on some more Blue feedback before I press on.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 05, 2012, 12:29:38 PM
How many magic dice do we have available?  Did I miss that?  Did we make charges?

I will post all that in the next thread.   :-)

Waiting on some more Blue feedback before I press on.

Okay, just finished my excel chart adding up factors...

The executioners are going to charge our steamtank in the next and final turn, we will not have finished off the spears by then, and it might just win them the combat.

I say we charge the exes.
We are likely to loose about 4 knights in the first round of combat against the exes (they are 7 files and 3½ rank), but kill about 10 executioners. The following turn will be hefty and I just hope for our priest to stay alive, the reiksguards will hold anyhow due to stubburn. I say go for the charge.

Knights 1 charge the rear of the spears.

Magic depends on winds. but Savage is a major priority (if the witch got 5+ dices, we try to go for IF by throwing all in there), second to that is shield on reiks, and third curse on the exes. But again everything on the savage if dices are close to equally distributed or dices are high for the witch.

I dont know what to do with knights 2, would have been nice to have them charging about anything at this point. Get within 6" of the ruins to add up points and get in between the shades and the wizard.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: mottdon on October 05, 2012, 12:48:21 PM
How many magic dice do we have available?  Did I miss that?  Did we make charges?

I will post all that in the next thread.   :-)

Waiting on some more Blue feedback before I press on.

Okay, just finished my excel chart adding up factors...

The executioners are going to charge our steamtank in the next and final turn, we will not have finished off the spears by then, and it might just win them the combat.

I say we charge the exes.
We are likely to loose about 4 knights in the first round of combat against the exes (they are 7 files and 3½ rank), but kill about 10 executioners. The following turn will be hefty and I just hope for our priest to stay alive, the reiksguards will hold anyhow due to stubburn. I say go for the charge.

Knights 1 charge the rear of the spears.

Magic depends on winds. but Savage is a major priority (if the witch got 5+ dices, we try to go for IF by throwing all in there), second to that is shield on reiks, and third curse on the exes. But again everything on the savage if dices are close to equally distributed or dices are high for the witch.

I dont know what to do with knights 2, would have been nice to have them charging about anything at this point. Get within 6" of the ruins to add up points and get in between the shades and the wizard.
+1 to this.  We also need to grape shot the shades if possible.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Windelov on October 05, 2012, 01:54:29 PM
+1 to this.  We also need to grape shot the shades if possible.


and shoot the shades with archers, yet another panic test coming up.  :smile2:
And luthor does not release his chosen of sigmar before the DE turn, we win combat without it this turn and luthor is only hit by 1 executioner this turn so the T boost isnt that important.
Title: Re: Tactical Decision Game 2.6: Nearing the Climax
Post by: Holy Hand Grenade on October 05, 2012, 09:51:17 PM
TDG 2.7 (http://warhammer-empire.com/theforum/index.php?topic=43978.msg749813#msg749813) is up and posted.

See you there.   :icon_cool:

HHG