1st 8th edition game pregame and 1st turn
Posted by Anonymous | Labels: Battle Report | Posted On Tuesday, July 13, 2010 at Tuesday, July 13, 2010
I wrote out a battle report from last night's game but it was nearly two pages long in word, so I'm just gonna give you the highlights.
Both of us struggled a bit before the battle with army creation. Working with percentages instead of numbers of units makes the games very different for everyone. I decided to have some fun and just see how things worked and grabbed a lvl 4 Arch Mage with lore of the Heavens and a lvl 2 Mage with lore of beasts. (Quick side note; the rules read that if you role a duplicate spell "you must replace the duplicate spell with another of your choice from the same lore" p490. Does that mean if you role double that you get to pick the spell you want) I'm a little tentative about any close combat characters due to the fact that HE are so fragile and there are always going to be troops that can swing back.
We rolled the watch tower battle and for 7 other pieces of terrain. Terrain pieces included; watchtower, mysterious river, encampment of destruction with a charnel pit wyrding well, building, Nehekaran Sphynx, blessed bulwark, and a Mist-wreathed swamp. While I know some people are a little put off by the amount of terrain on the board, I kind of liked it do to another element of the game that is somewhat out of your control.
The dwarves won the watchtower, so after set up I got to move first. But before the first turn even happened the dwarven strollers rune activated and my ellyrian reavers are fast cav so they get vanguard. We didn't know who got to move first so we just rolled it off and the Dwarves took it. I sent my Ellyrian Reavers right into the water, one because it wasn't in harms way too much and two because I really wanted to know what it was. The move paid off because it was a River of Light, which has a lot of augment spell possibilities.
Turn one was bad rolling on everyone's behalf. My White Lion unit charged the tower that was 9" away, the quarrelers Stand and Shoot (SaS), the lions role a 3 for a charge of 8" and thus a failed charge and a move of only 2". My reavers try to set themselves up to charge the cannon next turn but to do so they have to ride through dangerous terrain and 2 out of 5 models role a 1 and die. Magic was good but dispelled. Two repeater bolt throwers managed to do 2 wounds to long beards. The dwarves didn't fare much better. Cannon one fires hits my cannon in my utter frustration I curse Justin's dice with the "anything but a one" hex and he fails to wound, Cannon two hits a repeater bolt thrower, wounds it, the only causes one wound. The grudge thrower was much more successful taking out a handful of white lions. End of turn one.
Both of us struggled a bit before the battle with army creation. Working with percentages instead of numbers of units makes the games very different for everyone. I decided to have some fun and just see how things worked and grabbed a lvl 4 Arch Mage with lore of the Heavens and a lvl 2 Mage with lore of beasts. (Quick side note; the rules read that if you role a duplicate spell "you must replace the duplicate spell with another of your choice from the same lore" p490. Does that mean if you role double that you get to pick the spell you want) I'm a little tentative about any close combat characters due to the fact that HE are so fragile and there are always going to be troops that can swing back.
We rolled the watch tower battle and for 7 other pieces of terrain. Terrain pieces included; watchtower, mysterious river, encampment of destruction with a charnel pit wyrding well, building, Nehekaran Sphynx, blessed bulwark, and a Mist-wreathed swamp. While I know some people are a little put off by the amount of terrain on the board, I kind of liked it do to another element of the game that is somewhat out of your control.
The dwarves won the watchtower, so after set up I got to move first. But before the first turn even happened the dwarven strollers rune activated and my ellyrian reavers are fast cav so they get vanguard. We didn't know who got to move first so we just rolled it off and the Dwarves took it. I sent my Ellyrian Reavers right into the water, one because it wasn't in harms way too much and two because I really wanted to know what it was. The move paid off because it was a River of Light, which has a lot of augment spell possibilities.
Turn one was bad rolling on everyone's behalf. My White Lion unit charged the tower that was 9" away, the quarrelers Stand and Shoot (SaS), the lions role a 3 for a charge of 8" and thus a failed charge and a move of only 2". My reavers try to set themselves up to charge the cannon next turn but to do so they have to ride through dangerous terrain and 2 out of 5 models role a 1 and die. Magic was good but dispelled. Two repeater bolt throwers managed to do 2 wounds to long beards. The dwarves didn't fare much better. Cannon one fires hits my cannon in my utter frustration I curse Justin's dice with the "anything but a one" hex and he fails to wound, Cannon two hits a repeater bolt thrower, wounds it, the only causes one wound. The grudge thrower was much more successful taking out a handful of white lions. End of turn one.
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