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Meathook(Rouk-Ogres) vs Invigilator(Dante-Vampires)

original thread ↗

Here's the thread, I'm setting up a dicelog at hamete as we speak, may I have your email?

Don't mind I use this terrain: rules will be pitched battle.
Vampire is using all spells from the lore of light.



Dice off for terrain,top to bottom, left to right: hill,hill,fence, magical mystery, magical mystery, arcane architecture.

6d6
4 + 1 + 3 + 2 + 5 + 6 = 21
top hill is a temple of skulls, bottom hill is a hill. Fence is a blazing barricade. Magical mystery left is a sphinx, right is a wyrding well, and the tower is a dwarf brewhouse.
However if you're like me and you prefer to play without terrain,

Hills are ordinary, fence is a fence, magical mysteries and tower are impassable terrain that block line of sight.

Deployment start + reroll:
2d6
5 + 4 = 9
My vampire knows all spells from lore of light, as well as invocation of nehek.
I think until I get more shakedown time with 8th Edition, let's just keep the terrain nice and normal.

Deployment Start

2d6
1 + 1 = 2

*Laugh* Snake-eyes. Ominous omen.
I'll take the bottom then, because i'm used to it.
Alright, am I deploying first then?
My Slavegiant
your photo is difficult for me to view...
Whoops. Agh, this thing is being weird. How do you post a full-sized picture?
I upload my photos to photobucket and copy the image links and paste them in my replies.

If you wish we could play at universalbattle.com instead. but in about 11 hours.
Naw, I got photobucket. I'll use that.
10 more ghouls
I'm off to lunch.
6 Bulls

Everything that matters. Chariot and grave guard.
Well I'm deployed. lol

Green Bulls are my standard Bearers.
Yellow are my Champions
Red are my Musicians
The solid Red is my Bruiser General.
Pardon my laziness regarding hero deployment. he is inside the grave guard.

Dice off for first turn + reroll:
2d6
2 + 2 = 4

if you win you can go straight on to your turn.
2d6
1 + 6 = 7

March moves for all 3 units. No magic; the turn is yours.
In your magic phase, 3 dice were generated but the black coach failed to suck any of them.

In my movement soldiers shuffle backwards 2 inches. Coach moves up a little, probably 8 inches.


Coach sucked 2 dice from me during my magic phase, leaving me with 7 dice and you with 6.
Coach now has scythes and magic resistance (3).
I attempt to cast banishment, 2d6 s4 hits on your right ogres with 4 dice:
[12] 11-07-06 04:33:15 BRT - solomonsiahouyou@gmail.com

banishment, casting on 10+

4d6 +1
1 + 1 + 5 + 3 + 1 = 11

dispel?
Attempt to dispel:
4d6
3 + 1 + 1 + 4 = 9
Dispel Fails

2d6 Banishment hits:
2d6
4 + 5 = 9
9 Hits

9 Strength 4 Hits wounding on 4+:
9d6 > 4
2 + 3 + 6 + 3 + 2 + 4 + 3 + 2 + 3
2 Wounds

Next spell?
as I have 3 dice and you have 2, i attempt to cast burning gaze on a 10+ on your right ogres.

Casting shem's burning gaze:

3d6 +1
3 + 3 + 5 + 1 = 12


2 hits, 2 wounds.

[/quote]
It's your turn now!
Rolling for my Gorger: 3
Fails

Right Bulls Charging: 6 + 1 + 3 = 10
Fails
Failed Charge moves 3

Giant Marches

Left Bulls March

Your turn.
In your turn, black coach sucks a single die, bringing it up to level 3.

black coach and ghouls attempt to charge the giant. black coach goes in, but ghouls fail.
Black coach takes a wound for going over the obstacle, but saves it with its ward.

vampire leaves his unit.
grave guard march,
right ghouls shuffle forward.
I fail a dispel.
Black coach takes 1 die, bringing it up to 4.
I have 6 dice, you have 4.
with 6 dice against your 4, i throw 5 dice at birona's timewarp on the grave guard, giving them ASF, +1 attack and +4 movement for this turn and the next.

5d6 +1 >= 12
2 + 2 + 3 + 3 + 5 + 1 = 16 ... success

Dispel?

Invocation of nehek casts successfully and brings 4 ghouls to the right unit, there are 14 of them now. Close combat next.

Impact hits 3, cause a single wound.
your giant strikes before my horses and my wraith.
Black coach takes 1 die, bringing it up to 4.
I have 6 dice, you have 4.
with 6 dice against your 4, i throw 5 dice at birona's timewarp on the grave guard, giving them ASF, +1 attack and +4 movement for this turn and the next.

5d6 +1 >= 12
2 + 2 + 3 + 3 + 5 + 1 = 16 ... success

Dispel?

Woah, woah, where's this new magic phase coming from? We finish combat between the Black Coach and Slavgiant then it's my turn.
There's been 4 magic phases so far, the fourth was just over.

On your first, I failed to suck dice.
On my first, I cast 2 light spells doing 4 wounds at your ogres. Black coach sucked 2 dice.
On your second, black coach sucked one dice.

On my second, black coach sucked one dice, I have 6 dice against your 4: i cast birona's timewarp with 5 dice, awaiting your dispel. And I summon 4 ghouls. I guess the problem is that I posted the cast of the spell about 25 minutes after you typed: "I fail a dispel".

Now is the close combat phase, awaiting your giant attacks.
Ah, alright.

Rolling for Giant Attack:
Throttle with Chain - Target must beat a Toughness test:
The Black Coach rolls a 5 and passes the Toughness test.

Black Coach's turn to attack.
Wraith and horses fail to do any wounds.
I have charge, flank, and 1 wound. Take a break test? I will elect to pursue if failed.
Slavegiant loses combat so takes a Falldown test: 4
Slavegiant stays on his feet.

Slavegiant Break test (Leadership reduced to 7 for failing combat): 5
Slavegiant stays in the fight.
Cool. Add in the wounds and the 4 extra ghouls and it's your turn!
MOVEMENT:
The Slavegiant fails to Reform to face the Black Coach.

Gorger arrives on the field.

Left Bulls w/ Bruiser charges Grave Guard (no impact hits).

Right Bulls charge Right Ghouls (2 S5 Impact Hits and 1 S4 Impact Hit).
2 Wounds inflicted.
Right Bulls issue a Challenge.

Slavegiant Makes his attack: 'Eadbutt
The Slavegiant inflicts 1 automatic Wound with no armour save. If the Black Coach doesn't make its Ward Save it is stunned and can make no attacks this turn.

You can roll the Black Coach's Ward Save.

After this we'll start the Right Bull/Right Ghoul Challenge and the Ghouls have better initiative so may attack first.
Walls impose a -1 to Hit for chargers but Impact Hits are automatic. The fact that it's hard cover only affects me if I'm shooting at you.

But wait, my Right Bulls issued a Challenge, why is your whole unit making attacks?

My Slavegiant stays in the fight and successfully reforms to face the Black Coach.
Sorry. could you treat it like my champion refused?

[71] 11-07-08 03:02:49 BRT - solomonsiahouyou@gmail.com

since he made one additional attack, i guess on a d16 roll of 1,2 or 3 one wound on your ogres shall be negated.

1d16
16

My Bulls counter-attack, landing 1 Wound with attacks.
They land an additional 2 wounds with Stomp.

You landed 3 Wounds.
I inflicted 6 Wounds (2 Impacts, 1 Attack, 2 Stomps), Charged, and I have a Standard.
Assuming your Ghouls have no way to make a save, they lost by 4.

Okay meathook I need to get this clear with you.
Are we playing the standard rules where units attacking a defending obstacle lose all charging bonuses?
In effect, no impact hits, and no +1 combat resolution bonus for charging.
Or are we not?
Because if we are playing by defended obstacle rules, then I lose by one. 3 wounds by you, 3 wounds by me, my rank against your standard and your musician breaks ties.

If we are not, I lose 5 wounds against 3, standard and charge, for a total of down by 4. Got to get this clear before continuing. In any case, I shall roll out my grave guard attacks. I assume you challenge, and I refuse.
Ah I see now. You interpreted defensive obstacle rules as -1 to hit in close combat. Well, we'll play by that standard in that case, so I lose by 4 and only 5 ghouls remain in combat.
Grave guard hit 15 times and deal 4 wounds to the ogres! your return attacks to follow.
Wait, wait, it's best I get all these rules clear. 8th is still kind of iffy to me. Which page is the rule that says I lose my Impact hits and charge resolution? I can see the rule that says units charging against a unit defending an obstacle suffer a -1 penalty on their To Hit rolls, but I don't see anything about losing their charge bonuses.
Well in the meantime we'll do the Left Bulls. If it turns out that I lose my charge bonuses on my right Bulls, we'll go back to it and make the proper adjustments.

Bruiser makes 4 Attacks and lands 2 Wounds with no Armour save (you still get the 6+ ward save for having a sword and shield)
Bulls make 19 Attacks and lands 5 Wounds with no Armour save (but again, 6+ Sword and Shield ward save).
No Stomp Wounds are landed this turn.
You are right, it's a -1 penalty to hit, so of course you get stomp and charge bonuses. Thanks for that and sorry! I must have pulled my own rule definitions out of my ass.

A total of 1 ward save was made, meaning 6 grave guard die.
you have 2 more wounds, i have 2 more ranks. we both have standards. Since you charged, you win by 1 for a further grave guard to die. left with 15 grave guard surviving.
It's alright man. I read something similar in the book; if I assaulted a building filled with guys, I'd lose most of my bonuses to rank, flank, rear, etc.

Anyways, I think it's your turn now. :)
Grave guard reform, unengaged ghouls declare charge on your big unit. No further charges:

Vampire fails to march.
Ghouls rolled a double one for the charge but since i think they're within 6 anyway the charge connects. Stop me if i'm wrong.
Winds of magic gave me 8 dice and you 5. Black coach got nothing.
casting invocation of nehek on right ghouls with 2 dice:
2d6 +2
5 + 4 + 2 = 11

Dispel?
Dispelling Invocation of Nehek...

3d6
5 + 2 + 6 = 13
For my next trick: Invocation of nehek on right ghouls:
2d6 +2
6 + 1 + 2 = 9
And I failed my second Dispel roll.
You've had poor luck with dispels so far...
5 ghouls are summoned, and banishment does 7 hits and 1 wound to the gorger.
In close combat, I move from right to left.
Right ghouls declare a challenge which must be accepted.
Left ghouls declare a challenge which must be accepted.
champion deals 1 wound in the challenge.
Remaining ghouls deal 3 wounds to the bulls.
You can choose who to accept the challenge from the ghouls in the center combat.
So if both your Ghoul units issued challenges, and I have to accept them, why are your remaining ghouls making attacks?

Ah okay, they must've changed the rule for this edition. Cool.
Fantastic game! Finished in Hamete. Invigilator, you play a darn good game and I love your Vamp list!
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