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oooh, two sorcerous portals! the steadfast sanctum
Result of the throw of dice "1d6" :
3
wizard's tower and the hill
Result of the throw of dice "1d6" :
2
regular old hill last, the obstacles
Result of the throw of dice "1d6" :
5
ghost fence
summary: watchtower two sorcerous portals a hill a wizard's tower 3 6" ghost fences
I'll have the map, and my list up later
Agoz16 Jun 2011
alright, here is the map
the circular building is the wizard's tower, everything else should be clear enough Edit: here's my army list, I decided a sigmarite theme would be appropriate for fighting the undead
Heroes: warrior priest, barded warhorse, great weapon, light armor 110pts
core: 30 flagellants, prophet of doom 310pts 6 knights, great weapons, full command 178pts 6 knights, great weapons, standard, musician 162pts
1000pts
Invigilator17 Jun 2011
My dicelog is number 873 on dicelog.com . PM me your email and I can add you to the dicelog if you wish.
Dice off for the turn.
2d6 1 + 2 = 3
So that's a 1, and my reroll score is 2. Most likely you'll have the chance to place troops down first. I assume both hills are normal? You didn't roll for the second one. I really like the map, though it's definitely more complicated than I'm used to. I'm supposed to choose the vampire's lore before battle commences, actually before you show me your list, so it will be lore of death.
Agoz17 Jun 2011
yeah, lets just say both hills are normal, I completely forgot about the other one. In the future your lore should probably be written on your army list. alright, so we're rolling for control of the tower then.
Rolling "1d6" 2 times
1: 4 2: 3
sum: 7, average: 3.50
looks like the tower is mine, but you get to choose a side, I don't have a unit small enough to go in the tower so I'll leave it empty.
Invigilator17 Jun 2011
I'll choose bottom. Map is attached.
Agoz18 Jun 2011
alright, flagellants and a unit of knights with full command
Invigilator18 Jun 2011
The magical mysteries don't block movement, do they? Could you give me an idea of what sorceress portal and wizard tower do?
22 grave guard with full command.
Agoz18 Jun 2011
the sorcerous portals are impassable, yes, they cast a random spell from a list of spells at the nearest unit each magic phase. The wizard's tower is a building, it gives one wizard within 6" loremaster while it remains within 6".
heres the chart for the portals: 2d6: 2-4 soulblight 5-6 wyssan's wildform 7 plague of rust 8-9 the speed of light 10-12 fireball
Edit: oh, and heres another unit of knights
Invigilator19 Jun 2011
Black coach off to the side angled towards the sorcerous portal.
Agoz19 Jun 2011
my general is in the far left knight unit, my warrior priest is in the center knight unit.
Invigilator19 Jun 2011
My general is behind the grave guard block. You may dice off to start!
Dice off for turn start. 2d6 5 + 1 = 6
That's a 5, with a 1 on reroll. You have a bonus for deploying first.
Agoz20 Jun 2011
Ah, but you forget this is the watchtower scenario, you go first unless you roll a six because I control the watchtower.
Invigilator20 Jun 2011
Alright, everything i own moves forward quite a bit:
while i post the map, could you tell me what the spell ranges for my death spells are? 0-6.
winds of magic dice and channelling in the meantime too:
Winds of magic:
2d6 3 + 6 = 9
Channelling for vampire:
1d6 6
Black coach sucking dice, first my 10 dice then your 9 dice:
sure, the ranges are: spirit leech: 12 normal, 24 inches boosted aspect of the dreadknight: 24 inch soulblight:24 inch doom and dark: 24 inch normal, 48 inch boosted fate of bjuna: 12 inches purple sun: artillery dice x 3
Invigilator20 Jun 2011
Looks like i'm barely out of range for my 24 inch spells. Shall cast many times invocation of nehek on the right ghoul unit.
Agoz20 Jun 2011
oh, and go ahead and roll for the portals now.
Invigilator20 Jun 2011
casting invocation of nehek on 2 dice, +1 bonus for wizard, +1 bonus for summon ghouls ability.
2d6 +2 6 + 3 + 2 = 11
casting invocation of nehek on 2 dice, +1 bonus for wizard, +1 bonus for summon ghouls ability.
2d6 +2 3 + 6 + 2 = 11
the last spell will depend on whether you dispel these two.
Invigilator20 Jun 2011
could you roll the portals? i don't understand them yet...
Agoz20 Jun 2011
one of the invocations gets through, the other one is dispelled, I have 2 dice left
the portals: both cast soulblight, one at my general's knights, the other at your big unit of ghouls, it lasts until the start of your next magic phase.
Edit: sorry, 3 dice left, I get 3 extra for having a warrior priest and a arch lector
Invigilator20 Jun 2011
Final invocation casted on a 13. Ghouls summoned are 2 if you dispel the last invocation, 3 if you do not.
Over to your turn! During next turn are my ghouls allowed to march straight into the building?
Agoz20 Jun 2011
you can't march and enter a building at the same time unfortunately, oh, and by the way, in case you didn't know, whoever is in the watchtower at the end of the game wins.
The last invocation is dispelled, so just 2 ghouls
Agoz20 Jun 2011
here's my moves magic phase dice: black coach drains 2 dice from my pool, you have four dice, I have 3 left
casting unbreakable prayer on the warrior priest's unit with 3 dice
dispel? after that its your turn again
Agoz20 Jun 2011
oh, and portals fireball at my knights, wyssans wildform on your ghouls! My knights make their saves
Invigilator20 Jun 2011
Hm. I think i accidentally marched my units less quickly than i wanted. Well, since my ghouls are too far, can I swift reform my grave guard into one long line facing the building and then move into it?
Prayer dispelled, Swift reform Leadership test passed.
Agoz20 Jun 2011
you can, as long as no one model moves more than 8 inches and the center of your unit doesn't change position.
Edit: looks like the portals on your turn were both plague of rust, so my knights and your grave guard lose a point of armor for the rest of the game.
Invigilator20 Jun 2011
In that case my grave guard shall stroll into the building, map to follow shortly.
I realise that flagellants are great at assaulting buildings, because every combat is a new combat, and so flail and hatred bonuses are always active.
Agoz20 Jun 2011
yep, they should be pretty good, 20 str 5 attacks, reroll to hit, possibly reroll to wound if I roll good on the martyr chart.
Invigilator21 Jun 2011
I think you can choose how much to martyr, so you can always choose to sacrifice 2, giving them always rerolls to wound.
spells to follow:
Invigilator21 Jun 2011
I got 7 dice, you got 6 dice, and the coach got 4, making it a flying terror causing ethereal d6+1 impact hits killing blow hatred frenzy object!
Doom and darkness on the warrior priest knights with 3 dice:
3d6 +1 2 + 1 + 5 + 1 = 9
Agoz21 Jun 2011
I'll use 3 dice on it. I fail to dispel
Edit: actually, you failed to cast with a 9
Agoz21 Jun 2011
Since your turn is basically over because you can't cast any more, I'll go ahead and declare charges, the knights with arch lector will charge the black coach, my other knights will charge your big unit of ghouls, my flagellants will charge the watchtower.
my knights with arch lector charge 7+8, my knights with warrior priest charge 7+6, my flagellants charge 4+8
Magic: I have 7 dice, you have 6 after coach first I'm going to use 3 dice to cause d6 str 5 hits to your ghouls with soulfire casts on an 8, dispel?
Invigilator21 Jun 2011
Damn sorry about failing to cast the doom and darkness. I don't have the casting values with me lol.
Let me do the sorcerous portals too for my turn. Vampire turn 2 portal effects: Grave guard and Empire Knights suffer plagues of rust until the vampire turn 3 magic phase. Ghouls with wyssan's wildform until the end of empire turn 2 magic phase. Still left with your empire turn 2 portal effects.
hm, with 7+8 charge movement i think the arch lector unit fails to reach the black coach. The units are exactly 15" away and once you factor in wheeling they would be unable to reach. What do you think?
Agoz21 Jun 2011
I get a free wheel, so all I need to do is contact.
Invigilator21 Jun 2011
At the same time, could you check if the swiftstride rule applies to charges? I thought it only applied to fleeing/pursuing.
Agoz21 Jun 2011
yep, according to the rulebook it affects charges, flees, and pursuit moves oh, and the portals cast plague of rust on your turn so my knights and your grave guard both lose a point of armor!
on my turn the portals cast fireball on my arch-lector's unit and wyssan's wildform on your graveguard!
Agoz21 Jun 2011
2 of my knights with the arch lector die
Invigilator21 Jun 2011
Okay thanks for the rules clarifications. So this means units get a free wheel to face the enemy they charge, then move the charge distance, then a free wheel to align again if necessary?
Wow this means my small ghoul unit has a good chance to successfully charge the warrior priest knights next turn.
I allow soulfire.
Invigilator21 Jun 2011
For a brief recap of the combat and magic phases:
black coach suffered 2 wounds. warrior priest suffered 1 wound 20 ghouls died. 8 grave guard died 10 fanatics died.
In retrospect that is really stupid placement of the vampire, because i forgot that arch lector can reform after winning combat. do you mind if i place him to cower just below the watchtower?
Invigilator21 Jun 2011
I also forgot to remove two knights in the arch lector unit that died to fireball.
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