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Golden Throne Now With 100% More Additions 2015-11-28T16:53:02+00:00 http://www.golden-throne.com/forums/feed.php?f=5 2015-11-28T16:53:02+00:00 2015-11-28T16:53:02+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=14313&p=331112#p331112 <![CDATA[Warhammer Fantasy to AoS • Re: Terror and close combat]]> Statistics: Posted by Marquis — Sat Nov 28, 2015 4:53 pm


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2015-11-24T19:11:05+00:00 2015-11-24T19:11:05+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=14313&p=331108#p331108 <![CDATA[Warhammer Fantasy to AoS • Re: Terror and close combat]]>

Statistics: Posted by Pisistratus — Tue Nov 24, 2015 7:11 pm


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2015-11-23T09:41:45+00:00 2015-11-23T09:41:45+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=14313&p=331101#p331101 <![CDATA[Warhammer Fantasy to AoS • Re: Terror and close combat]]> Statistics: Posted by Rowly — Mon Nov 23, 2015 9:41 am


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2015-11-20T16:57:26+00:00 2015-11-20T16:57:26+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=14313&p=331097#p331097 <![CDATA[Warhammer Fantasy to AoS • Re: Terror and close combat]]>

Thanks, Uzgah!

Statistics: Posted by Pisistratus — Fri Nov 20, 2015 4:57 pm


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2015-11-20T11:55:34+00:00 2015-11-20T11:55:34+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=14313&p=331096#p331096 <![CDATA[Warhammer Fantasy to AoS • Re: Terror and close combat]]>
Or at least that's how I'd interpret it.

Statistics: Posted by Rowly — Fri Nov 20, 2015 11:55 am


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2015-11-19T16:16:08+00:00 2015-11-19T16:16:08+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=14313&p=331095#p331095 <![CDATA[Warhammer Fantasy to AoS • Terror and close combat]]>
What happens if a Terror-causing unit charges an enemy that is already in close combat from a previous turn? Do they test as normal and can flee if they fail? What then happens to the unit they were in combat with? I assume they cannot pursue since they have not won a round of close combat this turn so are they just stranded there? Can they move (as the Remaining Moves sub-phase has not happened yet)?
The rules say that a unit in CC is immune to Panic but I can't find any passage saying it's immune to psychology altogether...

Any thoughts, fine Gentlemen?

Statistics: Posted by Pisistratus — Thu Nov 19, 2015 4:16 pm


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2014-01-06T05:34:16+00:00 2014-01-06T05:34:16+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=13658&p=327691#p327691 <![CDATA[Warhammer Fantasy to AoS • The Bray heard feasts! At last!]]>
A battle between myself and our General Misdemeanor of 2250 pts from mid December. Things been a bit mad since with the arrival of a new daughter, who is currently sleepin on me at 4am as I write this up!
We rolled Battle of the pass, and was the first time I have played this. Usually we just go for pitched battles and have at it! this wud be an intersting clash with no room to manouvre, on my side at least! After their recent (total) lack of success and with more points to play with than ever before I went with a Doombull, two hand weapons, and armoured him up with heavyarmour, a gnarled hide and ramhorns, giving him a 2+ save and an attack for each save passed. I had come to fear the WoC with great weapons and deadly champions. And then a unit of 40 Bestigor in horde. Another first for me, GM having given me 30 of them for my birthdat the month before. So added to my own small unit gave me a real punch to go toe to hoof with the enemy. This explains the split paint job on them wen u see them below. A large unit of gor, another 15 to ambush, some raiders, ungor unit with spears, a spawn and Ghorgon (current kill tally: 1 saurus). A lvl 2 bray shaman with a feedback scroll and lore of death was my magical support. I had 4 Minotaurs to but these odidnt get a chance t do anything in the end.
GM took his pretty regular set up with a few extra warriors and another unit now equipped with halberds. Marks and items remained unchanged for him however.

I finished ddployment first and won first turn, the arcane ruin was something fairly useless and the wood in my zone ate a few dogs but cudnt b bothered t move much.
So first thing was first was to move forward away from that damn wood! The whole army basically just advanced where they cud, my new dogs leaping out and followed by the Ghorgon on fhe left. Both my ambushers were still getting into position, the raiders never turned up in the end, they must have gotten properly lost....
The magic saw the brayshaman cast Caress of Laniph on the Slannesh champ, however despite a decent roll for hits no daamage was done, clearly a lustful spectre is no more than a quiet night in to a devotee to the Dark Prince, he just got slimy and smiled a bit.
Shooting was out of range.
The chaos started by also a general advance and GMs 3 unit of hounds went many places with the backup of the marauders. His sorceror caused the Bestigor and Doombull to slow t 1d6 movement. No charge for me. A magic missile killed a few bestigor. So far no WoC had fallen. That needed to be redressed.
My turn two saw my ambjshing Gor come up trumps and roll a 6, deploying from behind GMs line and advancing on his marauders. The Ghorgon charged some horsemen and whilst the magic phase was again uneventful the Ghorgon finally showed its potential, ripping the horse men apart and continuing into the halberd warriors. the ungors with spears saw off a hound unit and the spawn also leapt into some hounds, the surviving dogs running.
GMs turn two saw his two main units of warriors charge the bestigor. A big clash of steel and shouting ensued. The sorceror caused a wound on the Doombull with a spell as I unleashed a feedback scroll. Only 3 power dice were used and none of them bit him so that was 50pts out the window! Lol. The marauder horsemen nailed a ungor railer with a throwinf axe as he sheltered in a building.
The main event saw a challenge between the two Generals saw a wojnd on the Doombull but then the twin axes went to work and cut down the champion, but only just. The main combat saw the WoC be a bit unlucky and many were xut down both sides but the advantage went to the Beasts, and both WoC broke, the Doombulls Bloodgreed meaning I cud only pursue 1d6 and ensuring their escape. the Ghorgon stamped on 5 warriors, irolled more 1s than anything, and the halberds cut back, causing 5 wounds,almost slaying it. which theh wud next round, but at least its tally had improved somewhat.
My turn 3 saw the Bestigor charge the unit of Nurgle warriors with great weapons and the ambushing Gor manage to jump the Marauders to help out the embattled Ungors who had gotten a bit ahead of themselves. They managed to contacg and get past the 6 ogres who had about faced t head them off. The brayshaman knocked a wound off the sorceror, who wud reply in kind next turn. The bestigor again came out on top, the frenzy really adding a layer of hurt(tho means they cant roll for primal fhry and gain hatred.) Their were distinctly fewer Bestigor tho. Only 13 out of 40 eventually made it off. The spawn had been happily munching hounds but now took on the horsemen and tho it dragged two, their flails put paid to it in a welter of blood claws and screams.
The marauders were caught in a vice and many were killed, the remainder caught and killed. At last ambushing had paid dividends! The gor reformed to stare down the ogres. GM had his other two WoC units rally and these again came in for another go. By now tho the Doombull was a juggernaut tho, its bloodgreed stacks frenzy for subsequent rounds of combat won, and with a deflection attack from the ramhorns was up to 9 S6 attacks. And was still on 3 wounds. The beastmen held again, I passed a fair few saves on 6s, which is a novelty for Beastmen line troops. the ogres barreled kn and the Gor passed their Primal Fury, and dragged down an ogre for a few lost in return, their T4 keeping them from the worst. It was a draw! The halberd warriors kept on the flank, picking on my warhounds and turning them into former-hound chunks with no difficulty. At the end of turn four a look around saw the WoC mostly broken, the ogres were still a force but the minotaurs were bearing down on their rear/flank and wud likely be in next turn, whilst the warriors on the other flank were all but spent against the Bestigor. By attacking as one unit they had seen off numerically and individually superior Warriors, aided by the doombull who had dealt with two exalted champs. Totalling in standards and dead generals etc, the day belonged to the Children of Chaos! The herdstone would see much celebrating and its first victory runes added to the glory of Fra'Gak the 40 bestigor.

Statistics: Posted by General Disarray — Mon Jan 06, 2014 5:34 am


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2013-10-13T10:14:27+00:00 2013-10-13T10:14:27+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=13589&p=327162#p327162 <![CDATA[Warhammer Fantasy to AoS • Re: Druchii blooding v Chaos BATTLE REPORT]]>
Slaanesh...ALWAYS have a wink in the eye!!

Statistics: Posted by Lord Siwoc — Sun Oct 13, 2013 10:14 am


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2013-10-11T22:47:17+00:00 2013-10-11T22:47:17+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=13589&p=327161#p327161 <![CDATA[Warhammer Fantasy to AoS • Re: Druchii blooding v Chaos BATTLE REPORT]]> Statistics: Posted by Coconut — Fri Oct 11, 2013 10:47 pm


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2013-10-08T19:08:15+00:00 2013-10-08T19:08:15+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=13589&p=327152#p327152 <![CDATA[Warhammer Fantasy to AoS • Druchii blooding v Chaos BATTLE REPORT]]>
The Chaos warband swept down from the North, laying waste to the Beastman tribe in the area, but having suffered from the wrath of the Lady of the Lakes loyal servants, they were on the move and after a boon, a gif tv thag would restore their fortunes. And so the visions of their new sorceror led them to the chill lands of Naggaroth..... Im search of the Mushrooms of the Gods.... A rovimg dark elf army patrolling the countryside moved to intercept. The two sides met at dawn.

The Chaos player (Our own General M) won to deploy first, and rolled his General and Slanneshii unit on his right, the Nurgle Unit and 3 Ogres in the middle, with a block of marauders and screening units of hounds and horsemen toward his left.
This was my first game with the Druchii, and their first game to as had bought them not even undercoated. Time to get them blooded. I got the rolls for my dark elves mostly in the centre, giving me a strong missile base (unit of twenty crossbowmen, 2 repeater bolt throwers and the Cold one unit, plus my sorceress. My unit of spearmen faced off against his slaneshii unit, but I had a little surprise in there.... To back them up I scout deplooyed 5 shades. GM won the first turn and proceeded with a general advance, but not as far mostly as I expected. The Sorceror and his unit moved into a wood, and it was a fungus forest. Magical mushroom licking could now commence. As the marauders started testing, the sorceror unleashed a enchantment, causing a bolt thrower crewman to dance himself to death.

My first turn saw the shades march and try t clear the warriors line of advance so I could shower them with arrows. It didnt quite work... The spearmen also advanced. My magic phase was shut down by GMs good rolling and only one warhound was burnt. The shooting phase went better, several dogs, a couple of chaos warriors and an ogre were shot down. the dogs paniced but thay was it.
The chaos second turn started with the warriors charging the shades and ripped them a new one for no loss. They then reformed to face the spearmen. The dogs charging the repeater bolt thrower, and in the chaos magic phase the sorceror got into the mushroom chewing and cast no spells. The ogres moved into the arcane ruins, drinking deep and regaining their dead comrade. The dogs tore the few crew apart and fortunately the Cold one Knights passed their panic test.
The Dark Elf second turn started with the Cold one Knights leaping forward into the charge.. But failed their stupidity test and stood there drooling instead, sniffing the air and each other. Oh dear they were now facing down the rest of the chaos forces. The spear men charged the Warriors of the dark prince, and out popped the assassin! The magic phase saw a bit of an improvement with a few wounds caused. The shooting phase piled more fire into the ogres, but the hard cover of the temple kept them safe. The combat phase saw the assassin duel the Chaos champion, and fail his Allure of Slannesh roll on double 6. He stood there, all expensive, killing blowy and dangerous, and did nothing except get cut apart. The spearmen did better and combined with rank bonus won but the chaos held.
As the Chaos turn came round, the Chaos forces were closing in. the Slaneshii warriors this turn butchered the spearmen, and forgetting they were steadfast, they ran for it. the nurgle fell short on their charge, a critical point of the game as it would turn out, but the two sets of marauder horse galloped in flails raised. The ogres again supped from the well, and copious vomiting ensued, no damage, but no bonus, though a good time was had by them. The sorceror cast his dance till you die killing the cold one champion. He also caused the crossbowmen to advance, putting the advancing slaneshii out of sight, oh dear.
Combat saw the Cold Ones tear into the horsemen for no loss yet the survivors held! Meaning I could not charge his exposed Nurgle unit. The advancing crossbowmen finished off the ogres, who had been vomiting copiously still, die doing what you love! The Sorceress however got Word of Pain onto the Nurgle unit, making them WS1 for a full turn. The marauder horsemen was now by himself and still held his ground against the Cold Ones!
The Nurgle unit charged the cold ones in combat along with the lone warhound that had fled earlier and now rejoined the battle.
The Slaneshii contingent moved through the other wood, another fungus Forest, charging at the crossbowmen flank. The druchii fled and escaped. There was little chaos magic, and the cold one knight didnt kill himself from sorcerorous enchantments. Thw word of pain paid off, as the Nurgle great weapon unit failed t make an impact which was v unlucky as only a few were killed (along with the last horsemen and plucky dog) and they broke, getting run down.
In the dark elf turn tthe crossbowmen rallied with the sorceress and the cold one knights wheeled round to face the marauder block. The sorceress got a bit too enthusiastc, and while trying to Word of Pain the Slanesshii for good measure miscast spectacularly, narrowly avoiding being whisked away and the magical detonation killed 10 dark elves! The repeater bolt thrower put a shower of big darts into the Slanesh warriors, dropping a couple.
The Cold ome kniights closed out the battle by running the marauder block down after a bloody combat, all the Cold ones amazingly getting through the woods unscathed.

The Dark Elves held the field, but the Slaneshii Champion had a new set of eyes, some Iron Skin and a new bag of mind altering substances t worship his deity with.....

From this game I learnt not to think too 40k, AGAIN, once the Warriors had reformed I had nothing to gain by charging them, they died a turn earlier than normal and I lost attacks as I used spears on the charge. Also the Shades could hv been much better used, harrassing or standing off and supporting the Warrior block. The repeaters did a great job, but I must protect them better, I could hv lost the Cold Ones if they had paniced due to 3 warhounds killing a bolt thrower, and they had such an impact for me in the game I would hv been crushed without them. The crossbows were effective but not a game winner by themselves, a Sacrificial Dagger will be coming next time if its still in the new book, a small boost to my castimg rolls would hv made sooooooo much difference to number of spells getting off. I canf wait to get the new book tomorrow FINALLY. More soon guys! :)

Statistics: Posted by General Disarray — Tue Oct 08, 2013 7:08 pm


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2013-10-08T18:56:55+00:00 2013-10-08T18:56:55+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=13552&p=327151#p327151 <![CDATA[Warhammer Fantasy to AoS • Re: Getting into Warhammer Fantasy]]>
The Chaos warband swept down from the North, laying waste to the Beastman tribe in the area, but having suffered from the wrath of the Lady of the Lakes loyal servants, they were on the move and after a boon, a gif tv thag would restore their fortunes. And so the visions of their new sorceror led them to the chill lands of Naggaroth..... Im search of the Mushrooms of the Gods.... A rovimg dark elf army patrolling the countryside moved to intercept. The two sides met at dawn.

The Chaos player (Our own General M) won to deploy first, and rolled his General and Slanneshii unit on his right, the Nurgle Unit and 3 Ogres in the middle, with a block of marauders and screening units of hounds and horsemen toward his left.
This was my first game with the Druchii, and their first game to as had bought them not even undercoated. Time to get them blooded. I got the rolls for my dark elves mostly in the centre, giving me a strong missile base (unit of twenty crossbowmen, 2 repeater bolt throwers and the Cold one unit, plus my sorceress. My unit of spearmen faced off against his slaneshii unit, but I had a little surprise in there.... To back them up I scout deplooyed 5 shades. GM won the first turn and proceeded with a general advance, but not as far mostly as I expected. The Sorceror and his unit moved into a wood, and it was a fungus forest. Magical mushroom licking could now commence. As the marauders started testing, the sorceror unleashed a enchantment, causing a bolt thrower crewman to dance himself to death.

My first turn saw the shades march and try t clear the warriors line of advance so I could shower them with arrows. It didnt quite work... The spearmen also advanced. My magic phase was shut down by GMs good rolling and only one warhound was burnt. The shooting phase went better, several dogs, a couple of chaos warriors and an ogre were shot down. the dogs paniced but thay was it.
The chaos second turn started with the warriors charging the shades and ripped them a new one for no loss. They then reformed to face the spearmen. The dogs charging the repeater bolt thrower, and in the chaos magic phase the sorceror got into the mushroom chewing and cast no spells. The ogres moved into the arcane ruins, drinking deep and regaining their dead comrade. The dogs tore the few crew apart and fortunately the Cold one Knights passed their panic test.
The Dark Elf second turn started with the Cold one Knights leaping forward into the charge.. But failed their stupidity test and stood there drooling instead, sniffing the air and each other. Oh dear they were now facing down the rest of the chaos forces. The spear men charged the Warriors of the dark prince, and out popped the assassin! The magic phase saw a bit of an improvement with a few wounds caused. The shooting phase piled more fire into the ogres, but the hard cover of the temple kept them safe. The combat phase saw the assassin duel the Chaos champion, and fail his Allure of Slannesh roll on double 6. He stood there, all expensive, killing blowy and dangerous, and did nothing except get cut apart. The spearmen did better and combined with rank bonus won but the chaos held.
As the Chaos turn came round, the Chaos forces were closing in. the Slaneshii warriors this turn butchered the spearmen, and forgetting they were steadfast, they ran for it. the nurgle fell short on their charge, a critical point of the game as it would turn out, but the two sets of marauder horse galloped in flails raised. The ogres again supped from the well, and copious vomiting ensued, no damage, but no bonus, though a good time was had by them. The sorceror cast his dance till you die killing the cold one champion. He also caused the crossbowmen to advance, putting the advancing slaneshii out of sight, oh dear.
Combat saw the Cold Ones tear into the horsemen for no loss yet the survivors held! Meaning I could not charge his exposed Nurgle unit. The advancing crossbowmen finished off the ogres, who had been vomiting copiously still, die doing what you love! The Sorceress however got Word of Pain onto the Nurgle unit, making them WS1 for a full turn. The marauder horsemen was now by himself and still held his ground against the Cold Ones!
The Nurgle unit charged the cold ones in combat along with the lone warhound that had fled earlier and now rejoined the battle.
The Slaneshii contingent moved through the other wood, another fungus Forest, charging at the crossbowmen flank. The druchii fled and escaped. There was little chaos magic, and the cold one knight didnt kill himself from sorcerorous enchantments. Thw word of pain paid off, as the Nurgle great weapon unit failed t make an impact which was v unlucky as only a few were killed (along with the last horsemen and plucky dog) and they broke, getting run down.
In the dark elf turn tthe crossbowmen rallied with the sorceress and the cold one knights wheeled round to face the marauder block. The sorceress got a bit too enthusiastc, and while trying to Word of Pain the Slanesshii for good measure miscast spectacularly, narrowly avoiding being whisked away and the magical detonation killed 10 dark elves! The repeater bolt thrower put a shower of big darts into the Slanesh warriors, dropping a couple.
The Cold ome kniights closed out the battle by running the marauder block down after a bloody combat, all the Cold ones amazingly getting through the woods unscathed.

The Dark Elves held the field, but the Slaneshii Champion had a new set of eyes, some Iron Skin and a new bag of mind altering substances t worship his deity with.....

From this game I learnt not to think too 40k, AGAIN, once the Warriors had reformed I had nothing to gain by charging them, they died a turn earlier than normal and I lost attacks as I used spears on the charge. Also the Shades could hv been much better used, harrassing or standing off and supporting the Warrior block. The repeaters did a great job, but I must protect them better, I could hv lost the Cold Ones if they had paniced due to 3 warhounds killing a bolt thrower, and they had such an impact for me in the game I would hv been crushed without them. The crossbows were effective but not a game winner by themselves, a Sacrificial Dagger will be coming next time if its still in the new book, a small boost to my castimg rolls would hv made sooooooo much difference to number of spells getting off. I canf wait to get the new book tomorrow FINALLY. More soon guys! :)

Statistics: Posted by General Disarray — Tue Oct 08, 2013 6:56 pm


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2013-09-13T12:07:27+00:00 2013-09-13T12:07:27+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=13552&p=327014#p327014 <![CDATA[Warhammer Fantasy to AoS • Re: Getting into Warhammer Fantasy]]>
Oh well, really happy you guys got together and had a bash. Don't worry about missing, forgetting or just not knowing some rules with fantasy, they've been tripping me up in my games against Disarray too, but haven't been affecting our enjoyment much.
I just need to fettle up the units in my Chaos Warriors army and sort out something that might actually work on the field.
And get a rule book. And some practise. And paint more of them.

Statistics: Posted by General Misdemeanour — Fri Sep 13, 2013 12:07 pm


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2013-09-13T10:40:01+00:00 2013-09-13T10:40:01+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=13552&p=327013#p327013 <![CDATA[Warhammer Fantasy to AoS • Re: Getting into Warhammer Fantasy]]>
However, upon buying them I forgot I had meant to put that money on my credit card #-o

Statistics: Posted by drivebybaptism — Fri Sep 13, 2013 10:40 am


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2013-09-13T08:49:58+00:00 2013-09-13T08:49:58+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=13552&p=327012#p327012 <![CDATA[Warhammer Fantasy to AoS • Re: Getting into Warhammer Fantasy]]>

And a quick point about the multi-wound models. I'm not sure how its handled in 40k but in WFB, the way you guys played it is correct. You can't spread wounds out across the unit. You count the number of wounds taken and take-off as many models as would be killed and the remainder go 'onto' the next in line - but really they just count against the unit.

It can get a little weird when there's characters in the unit though as close-combat attacks have to be directed at those characters if you want to wound them. And with shooting, that gets more complicated - I just tried (a few times) to write a summary and realised I can't without confusing it more. Bring on the rule book :P

Just need to go yourself some movement trays now mate ;)

Statistics: Posted by Rowly — Fri Sep 13, 2013 8:49 am


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2013-09-13T08:18:31+00:00 2013-09-13T08:18:31+00:00 http://www.golden-throne.com/forums/viewtopic.php?t=13552&p=327010#p327010 <![CDATA[Warhammer Fantasy to AoS • Re: Getting into Warhammer Fantasy]]>
I was a few models short for my units (everything I had came to around 1350 so I needed to make up numbers) so I deftly added dice to my units to convey the extra men.

Things I learned from this game:

Shooting kinda blows. But a few units of skink skirmishers can be a god send. Think I might add one or two more as at 86 pts for 12, they can do wonders as they only need to kill a few things to make their points back. However, I much prefer javlins to blowpipes.

Sarus are amazing. I was worried at being Init 1 I'd have had most of my unit destroyed in the first round of combat, but it wasn't the case. And at no extra cost, I think everyone is gonig to be getting spears. Spears are aces. I had read that it's best to use Sarus as defence and accept charges etc but when I did a stupid amount of damage when I charged his Minatours killing two out right and taking one to a single wound. Dissary was also nice enough not to be a dick and spread the wounds through his unit. Even when I mentioned it.

If sarus are good, temple guard are the nuts. These guys held off his ghorgon, pestigors (if I remember correctly) and his general with only losing around 5 of their number throughout the game. Also, as Dissary said, Gor-Rok died to magic. However, if my unit had fled like they were meant to, I'm sure it would have been a different story as Dissary cast a spell putting me at only 5 ld for the whole game.

Regarding ancient stegadons, these things are the nuts on the charge. Oh my fuck. He hurts. But his blow pipes really blow. So swings and roundabouts.

Interesting note, I think it was turn 3 when Dissary tried to cast a fireball at me which I was lucky to dispell. Not so lucky was the fact he managed to explode his shamen killing 4 of his own guys.

Final lessons learned.

I need some magic. Maybe a skink priest of two to help things out. Slann cost around 400 at a minimum so have one under 2k games seems a bit much to me. It's a massive point sink hole.

Predatory instincts is amazing. You get to reroll every hit you make that has a 6. As sarus have 2 attacsk and temple guard have 3, that is a lot of hits. And it's persistent.

Gor-rok is kinda cheesy for 185 pts. Whilst he only has 2 wounds he gets a basic 4 attacks. If he misses, he gets to re-roll and his predatory instincts rule let him roll for an extra attack on 5s and 6s. I think he had 6 hits on the Ghorgon one round.

But yes, had we remembered every rule etc I'm sure it would have been a different game. Was good fun. Can't wait to paint these guys/

Statistics: Posted by drivebybaptism — Fri Sep 13, 2013 8:18 am


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