Oh yea, need to see if my Tomb Scorpion and Stalkers come up. Tomb Scorpion:
Result of the throw of dice "1d6" :
2
Bah! Now the Stalkers:
Result of the throw of dice "1d6" :
4
Yep!
Now charges. Moving the Colossus in contact since he is gonna make it no matter what.
Rolling for the Skeleton Archers charge range:
Result of the throw of dice "2d6" :
2 + 4 = 6
10 inches, they make it and just hit the Bulls.
Now the Skeleton Warriors (SW3) charging your Ironguts:
Result of the throw of dice "2d6" :
4 + 2 = 6
10 inches again, they make it. The Skeleton Warriors (SW1) charging your Sabretusk are within 2 inches so will automatically make it.
Now in the Remaining Moves sub-phase I try to get my Stalkers out, placing the marker behind your Maneaters and cavalry. Now I will roll a d6 for the Scatter die, where 1-4 is a scatter, and 5-6 a hit, then a d6 for Artillery, where 1=Misfire, 2=2", 3=4", 4="6", 5=8", and 6=10". I will roll a d360 later if there is a scatter:
Rolling "1d6" 2 times
1: 3
2: 6
Hurrumpphh...Scatter 10" for how many degrees clockwise from up?
Result of the throw of dice "1d360" :
225
10" South-South-West it is. They move to get better sight of the foe.
Nice, on to the Magic Phase, Winds of Magic:
Result of the throw of dice "2d6" :
3 + 3 = 6
Channeling:
Result of the throw of dice "1d6" :
5
So 6 for me and 3 for you unless you channel successfully.
Incantation of Vengeance on your Maneaters with 3 dice:
Result of the throw of dice "3d6" :
6 + 4 + 6 = 16
Irresistible Force and a Miscast. I will roll a d3 to see how much their movement is reduced:
Result of the throw of dice "1d3" :
2
2 Inches, now the Miscast roll:
Result of the throw of dice "2d6" :
2 + 6 = 8
Magical Feedback, I lose d6 Power dice:
Result of the throw of dice "1d6" :
1
Lost one, have two left, and a Strength 6 hit on my Hierophant, 2+ to wound:
Result of the throw of dice "1d6" :
5
And he takes a wound.
Now he will try Incantation of Desiccation on your Ironguts on 2 dice:
Result of the throw of dice "2d6" :
4 + 1 = 5
9 for a failed casting attempt.
On to the shooting phase. The SSC goes for the Yhetees (Y1), right in the middle.Now I will roll a d6 for the Scatter die, where 1-4 is a scatter, and 5-6 a hit, then a d6 for Artillery, where 1=Misfire, 2=2", 3=4", 4="6", 5=8", and 6=10". I will roll a d360 later if there is a scatter:
Rolling "1d6" 2 times
1: 2
2: 6
Geez, another scatter 10":
Result of the throw of dice "1d360" :
294
Going left, and the Ironguts get hit! Looks like the SM and 5 Ironguts, with one Irongut being in the center of the hit.
Look out sir! roll:
Result of the throw of dice "1d6" :
5
Made it so 6 Ironguts get it. Strength 9 against the one Irongut 2+ to wound:
Result of the throw of dice "1d6" :
3
Wounded, no Armour Save against Strength 9, d6 wounds:
Result of the throw of dice "1d6" :
1
What a joke....one wound...Ok now 5 Strength 3 hits on the Ironguts, 5+ to wound:
Result of the throw of dice "5d6" :
1 + 4 + 5 + 3 + 3 = 16
One wound. You get a 5+ Armour Save:
Result of the throw of dice "1d6" :
6
Made it. Wow, that was extremely disappointing. Well....you did take one wound...now since this is bizarre that they got hit and are in contact with the enemy, do they still take the Panic test caused by Skulls of the Foe (at -1 Leadership)?
Anyways, on to the Stalkers, they shoot at your Maneaters. 3 Artillery dice where 1=Misfire, 2=2", 3=4", 4="6", 5=8", and 6=10".
Rolling "1d6" 3 times
1: 2
2: 4
3: 1
One Misfire, and 8 hits. Misfire gives d3 wounds:
Rolling "1d3" 3 times
1: 3
Three wounds, and one bites the dust. Now 8 Strength 1 hits against Maneaters Init. of 3, 6+ to wound:
Result of the throw of dice "8d6" :
2 + 6 + 6 + 2 + 5 + 2 + 1 + 4 = 28
Two wounds. No armour save.
Now on to the Combat phase, we will start with your cavalry that are considered to be charging, and get impact hits.
Over to you.
http://zendwarf.com/bc/1/TKVSOGRES.xml
Oh yea, that top-most stalker should be dead.