Don't tempt me...my income can't support two hired swords!
Don't tempt me...my income can't support two hired swords!
The faceless
Nyarlatothep
Spawn of the Outer gods (vampire)
M-6 WS-4 BS-4 S-4 T-4 W-2 I-5 A-2 Ld-8
Equipment: Sword, shield
Skills: Leader, cause fear, ItP, No pain
20xp
24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83, 90
Al Hazred
Mad sorcerer (necromancer)
M-4 WS-3 BS-3 S-3 T-3 W-1 I-3 A-1 Ld-7
Witch Hunter: Staff (club)
Skills: Wizard
8xp
11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83, 90
Charles
Dreg
M-4 WS-2 BS-2 S-3 T-3 W-1 I-3 A-1 Ld-7
Dreg: 2 clubs
Skills:
0xp
2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83, 90
Dexter
Dreg
M-4 WS-2 BS-2 S-3 T-3 W-1 I-3 A-1 Ld-7
Dreg: 2 clubs
Skills:
0xp
2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83, 90
Ward
Dreg
M-4 WS-2 BS-2 S-3 T-3 W-1 I-3 A-1 Ld-7
Dreg: 2 clubs
Skills:
0xp
2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83, 90
The Ghouls
5 Ghouls!
M-4 WS-2 BS-2 S-3 T-4 W-1 I-3 A-2 Ld-5
Equipment: None!
Skills: Cause fear
2, 5, 9, 14
Dire wolf
M-9 WS-3 BS-0 S-4 T-3 W-1 I-2 A-1 Ld-4
Witch Hunter: Pointy teeth!
Skills: Charge, may not run, cause fear, ItP, unliving, No pain
The pet
Zombie
M-4 WS-2 BS-0 S-3 T-3 W-1 I-1 A-1 Ld-5
5gc
Rating: 88
I'd recommend either dropping the shield (a 6+ doesn't do much), or dropping the dreg and getting the vampire light armor.
wow you must of had some bad injury rolls- feel bad now that your dice were terrible and my girls just destoryed you
sadly I can't hire a dwarf or I'd have him tied on a chain and lead around
anyway, when are the new match ups up?
Just rolled for it. Sorry Danny, I made that email a bit confusing by rolling an extra d6. Only the first one counts.
The Sisters of Sigmar face the Middenheimers!
The Marienburgers face the Undead!
And one more thing...my match probably won't take long. It's the end of turn 1 and we are already in close combat. Next week I'll be moving, so if someone else finishes their game early, I'd gladly automatically go against them so I can ensure that my little amount of free time next week doesn't cost someone a game.
And in general, I think we can all agree that being on top of a building gives you cover. But how tall are buildings in terms of climbing/falling?
Tall buildings should be 9" high I think.
Yeah Danny, you trashed them goodboth troll slayers and a beardling gone with almost no money to rebuild the warband I thought it'd be fun to try the undead... Never played them before!
Colonel, that was excellent fluff! Looking forward to learning the vamp's purpose/background
Danny...I dread fighting your sisters. Soon I'' have to though, I'm sure. Your success is proof that the sisters made pacts with the old night, eh?
Last edited by grumbaki; 21-08-2012 at 01:21.
wow well I've never played them before- the band does have its weaknesses though (nothing quicker than M4, no long range shooting whips have to be quiet bunched up)
have to say as well at this rate I'm never going to be able to hire berther- though hireing a oger might be usefull, extra speed is always nice
Sneak Peak into our turn 2, something to share with everyone. All that is left is for the possessed to allocate it's attacks. (gulp) I've taken out the crossed out counters/movement marks so that it is easier to see what is going on. As it stands right now...
H2 is knocked down
P is on 1 wound
A guard, the demonsoul mutant and the fool are out of action
Something is about to be hurt by the possessed
Always fun when by turn 2 there is a huge melee in the middle of the street! That, and Witch Hunter v. Possessed battles are just classic.
=============
And just for Danny, I found a picture of Sister Clasp
And you really need to get an ogre. That way we have can have an ogre dressed like a witch hunter duel one dressed like a nun.
Last edited by grumbaki; 21-08-2012 at 06:55.
Thats it- next game all my money is going on an oger
then we need to have a grudge match round (you get to chose who you play, first orders in take priority)
your witch hunters are going down lols
in fact I've already came up with opening fluff for the oger and everything
Who am i playing then? Danny or colonel Kex, tbh happy to do both games if everyone is ok with that!
Well, time is ticking for me. I'm moving cross-country on Sunday, so I'm taking the time now to write up our BR as is. We're at a lull right now where it is Lastnote's turn, but it seems like he is away for now. Anyways, I'm getting this down now, and if the game continues I'll come back and edit this post for the last few turns.
==================
The Scenario-Old Acquaintances
Klavin, and the Manor Guard, as well as Gunther, Karl and Father Brunner, all start off in the center of the board. Lastnote gets to pick board side, he deploys first and goes first.
This represents Klavin hearing that Gunther has come to the Temple complex. Knowing that Gunther is a witch hunter, he decides to ambush him. He contacts him, and calls for him to meet him at such and such a location at such and such a time. Gunther, being an old and paranoid man, has his men take position nearby incase anythis is afoot. So when Klavin springs his trap, and the visibly tainted members of his warband come out to remove the obstacle that is Gunther, the witch hunters then spring a trap of their own. The effect is a huge melee in the middle of the street.
The game ends when one side fails a rout test or voluntarily routs.
Deployment
Turn 1
One of the manor guard charges the warrior priest, but neither do anything. The second manor guard, he guards Klavin and fires off a shot, while the magister takes over Karl's mind. The witch hunter attacks his captain, but is fended off. In return, the two flagellants charge out of hiding and stun the guard, with the priest taking him OOA. Gunther slaps Karl on the face, breaking him out of the spell, and fires two shots at the guard who shields Klavin. The guard falls to the ground, stunned. With the possessed warband spiling into the streets, the witch hunters come out as well. The ogre and the hounds take up position to try and corner Klavin.
Turn 2
The possessed charge in. Literally. The former lord of endwood manor and the fool charge the hound, stunning it. A lucky turn of events, that came about from the possessed failing to wound. The possessed try to form a wall around Klavin, and the hounds/ogre pile in. Three hounds fail to even scratch a beastman, the ogre knocks down the remaining guard, and the flagellants/priest take one wound off of the possessed. The priest used healing hands to get the dog onto it's feet, but the possessed's spines just knocked it back down. The witch hunter heroes on the rooftops took aim, and the mutant with the daemon soul went OOA. And finally, Gunther charged in, taking the Fool out of action.
Turn 3
Lastnote passed his rout test, and I'm waiting to hear his decision on whether he wants to counter-charge or voluntarily rout.
OK that my round 3 done and dusted with another loss, those whips are a killer (literally)! however some nice injury rolls and a lucky position with experience has left me in a good place, will put the battle report up soon. for now i will just say what has changed then update the roster on the other thread.
Captain has gained resilient skill (-1S on all hits against him in close combat)
Champion +1 I
Yb 1 (double hander) +1 WS
sold the 2 shards i found
Sold all of yb2s kit, bought him a crossbow (WS1 was never going to go well with a spear)
Brought in a second swordsman with say kit
tresury of 29gc
rating of 115