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Tronhammer NZ

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  1. Cool beans! We just found out today though that we have had to reschedule for the following week because of a MTG pre-release. So if you are able to make it on the 23rd July please come along! Also have a preview of some of the goodies on offer:
  2. The Campaign in Ghyran continues! Bring an army and choose your alliance. We will play two rounds using battleplans from the campaign. Come play for the first game (11:00 am), second game (2:30 pm) or both. Scores will count towards a local league as well as the Global Campaign, with official prize support from Games Workshop up for grabs. Bring all your models and preview the new General's Handbook! We can do some list building on the day. Demo games available! The campaign will continue next month. More details to follow! Manage Event Report Event Download Event View Topic
  3. Event Title: Season of War - Hamilton Event Author: Tronhammer NZ Calendar: Events New Zealand Event Date: 08/20/2016 12:00 AM The Campaign in Ghyran continues! Bring an army and choose your alliance. We will play two rounds using battleplans from the campaign. Come play for the first game (11:00 am), second game (2:30 pm) or both. Scores will count towards a local league as well as the Global Campaign, with official prize support from Games Workshop up for grabs. Bring all your models and preview the new General's Handbook! We can do some list building on the day. Demo games available! The campaign will continue next month. More details to follow! Manage Event Report Event Download Event View Topic Season of War - Hamilton
  4. @Videojams - if you can make it down for the day I will give you the most epic demo game you've ever experienced Bring what you've got!
  5. Make your mark on the Mortal Realms! Join us as we celebrate the start of the first Warhammer: Age of Sigmar Global Campaign. Bring an army and choose your alliance. We will play two rounds using battleplans from the campaign. Come play for the first game (11:00 am), second game (2:30 pm) or both. Scores will count towards a local league as well as the Global Campaign, with prizes up for grabs. You can also check out the General's Handbook, which includes official points values for all your units. Demo games available! Next hosted events in Hamilton are: 27th August, 17th September, 15th October. The campaign will continue next month. More details to follow! Contact TronhammerNZ@gmail.com 021952974 @TronhammerNZ
  6. Event Title: Season of War - Hamilton Event Author: Tronhammer NZ Calendar: Events New Zealand Event Date: 07/23/2016 12:00 AM Make your mark on the Mortal Realms! Join us as we celebrate the start of the first Warhammer: Age of Sigmar Global Campaign. Bring an army and choose your alliance. We will play two rounds using battleplans from the campaign. Come play for the first game (11:00 am), second game (2:30 pm) or both. Scores will count towards a local league as well as the Global Campaign, with prizes up for grabs. You can also check out the General's Handbook, which includes official points values for all your units. Demo games available! Next hosted events in Hamilton are: 27th August, 17th September, 15th October. The campaign will continue next month. More details to follow! Contact TronhammerNZ@gmail.com 021952974 @TronhammerNZ Season of War - Hamilton
  7. Details update with new version of player pack and rules from the General's Handbook.
  8. Rgr that. I found these as well - not from the books, but feel free to delete if they're not OK either:
  9. Hi Ben, How are older versions of warscrolls treated? For example, is it just the latest version of a Warscroll that has points associated with it?
  10. Welcome to Call to Arms This will be a single-day, three-game event run at the Wellington Warlord's annual Call to Arms event. The event will be held on 6th August 2016 at St Patrick’s College School Hall, 581 Evans Bay Parade, Kilbirnie, Wellington CTA 2016 AOS Players Pack_v3.pdf Tickets Limited spots available, so get in quick! Entry is $25 for the day. To register, email calltoarms@warlords.org.nz or visit the link below: REGISTER HERE Event Outline Game Size Battlehost (2,000 points) Battlefield Roles Leaders (1-6) - Battleline (3+) - Artillery (0-4) - Behemoths (0-4) - Other Units (Any) Rules All Pitched Battle rules from the General’s Handbook House Rules Measure from base-to-base unless agreed with your opponent. Square bases allowed. If there are multiple versions of a warscroll available, you must use the most recent, unless your opponent agrees otherwise. Battleplans Three of the six Pitched Battle battleplans, randomly selected before each round Prizes Warrior King - Most Victory Points Arch Panoplist - Voted Best Presented Army Lord Manipulator - Voted Most Sporting Player Rankings All results will be counted towards the Season of War Global Campaign. In addition, Call to Arms will see the launch of a national rankings scoring system for New Zealand, which is planned to take into account each game you play at a tournament. More details to come, we are just waiting for indication on how Matched Play will work in the General's Handbook. Make a weekend of it? If you are travelling form out of town, there are a number of options for accommodation in Wellington that are reasonably priced. A number of Backpackers are located in central Wellington for about $25-$30 a night. There are also cheap hotels, though it’s recommended that these are booked well in advance, as price fluctuates. Sites such as www.wotif.co.nz, www. trivago.co.nz and www.nz.hotels.com are good places to compare prices and find somewhere to stay. You might like to check out the current WW1 exhibitions at Te Papa and the Dominion War Museum while you are there. Contact Details and Questions You can send me a direct message on this forum or send an email to tronhammernz@gmail.com
  11. Event Title: Call to Arms 2016 - Age of Sigmar Event Author: Tronhammer NZ Calendar: Events New Zealand Event Date: 08/06/2016 12:00 AM Welcome to Call to Arms This will be a single-day, three-game event run at the Wellington Warlord's annual Call to Arms event. The event will be held on 6th August 2016 at St Patrick’s College School Hall, 581 Evans Bay Parade, Kilbirnie, Wellington CTA 2016 AOS Players Pack_v3.pdf Tickets Limited spots available, so get in quick! Entry is $25 for the day. To register, email calltoarms@warlords.org.nz or visit the link below: REGISTER HERE Event Outline Game Size Battlehost (2,000 points) Battlefield Roles Leaders (1-6) - Battleline (3+) - Artillery (0-4) - Behemoths (0-4) - Other Units (Any) Rules All Pitched Battle rules from the General’s Handbook House Rules Measure from base-to-base unless agreed with your opponent. Square bases allowed. If there are multiple versions of a warscroll available, you must use the most recent, unless your opponent agrees otherwise. Battleplans Three of the six Pitched Battle battleplans, randomly selected before each round Prizes Warrior King - Most Victory Points Arch Panoplist - Voted Best Presented Army Lord Manipulator - Voted Most Sporting Player Rankings All results will be counted towards the Season of War Global Campaign. In addition, Call to Arms will see the launch of a national rankings scoring system for New Zealand, which is planned to take into account each game you play at a tournament. More details to come, we are just waiting for indication on how Matched Play will work in the General's Handbook. Make a weekend of it? If you are travelling form out of town, there are a number of options for accommodation in Wellington that are reasonably priced. A number of Backpackers are located in central Wellington for about $25-$30 a night. There are also cheap hotels, though it’s recommended that these are booked well in advance, as price fluctuates. Sites such as www.wotif.co.nz, www. trivago.co.nz and www.nz.hotels.com are good places to compare prices and find somewhere to stay. You might like to check out the current WW1 exhibitions at Te Papa and the Dominion War Museum while you are there. Contact Details and Questions You can send me a direct message on this forum or send an email to tronhammernz@gmail.com Call to Arms 2016 - Age of Sigmar
  12. NICON 2016, less than a week to go - final touches are being made to armies, rules packs are being printed, scenarios are being scrutinised. Tournament week can be intense times! We finalised our field for the Age of Sigmar event last week, with a total of 8 players. I am encouraged by this number, as I had about 16 express interest but unable to make if for the weekend. Some would have to have travelled quite far, and some couldn't commit to the two days. I think future events will take the form of single-day events in future, once the General's Handbook has been released. What's more is that many of those playing AOS were not part of the 7th or 8th edition tournament 'scene', so good on them for giving it a go. Below are the lists, with some brief thoughts. As a reminder, we can bring up to 120 points to the event, but we can deploy only 80 per game. The exception is summoning, where you can summon 2 points worth of troops for every point less than 80 that you deploy. Army Breakdown This is a fairly small field compared to the big oversees events, so the diversity of armies is somewhat limited, with no Destruction armies at all - though the composition of each is quite different. Army Lists I'll start with my list. I have the option to go infantry-heavy, but as mentioned in my previous post, my main competitive 'trick' is based around getting the Mourngul and Morghast summoned in the first turn in order to quickly cause carnage and contest objectives. Arkhan will extend his spells to buff, but if I need to play a defensive game, Krell will lead with his Lord of Bones to give units extra attacks. My potential Warscroll Battalion choice is the Legion of Death, giving my Deathrattle units and extra 4" move, and an extra body back each turn. The other Death army is mostly Tomb Kings, but with some of the newer units as well. Based around Settra's buffing ability, and that of the Priests, Necromancer and Tomb King, his aim is to turn the Necropolis Knights and the Tomb Guard into unstoppable forces. The smallest list, but probably the toughest nut to crack. This order list is making good use of the larger selection of units available to Grand Alliance: Order. Containing units of Free People, Duardin and Stormcast, the Warrior Lodge has a good mix of speed, shooting and armour. Potential battalion in the form of the Thunderstrike Brotherhood for the Stormcast would allow Tristan to 'deep strike' a large portion of his force, which could be handy for several of the objective-based scenarios. A pure-lizardmen list, led by none other than Lord Kroak himself, I'd say Carl will be making use of his summoning pool, with Kroak providing support from the rear lines. The area-of-effect damage potential is significant, and there are some excellent synergies to be had with his other heroes nearby his troops. Scary potential. I believe this list would allow him to take the Bloodclaw Starhost if he chose to. This Order list has also mixed it up, with Sylvaneth in a reluctant alliance with the Fyreslayers. Led by the damn-scary Durthu, Marlin will have to rely on the big tree damage, synergistic with the Sylvaneth Wildwood terrain features he is bringing with him and could potential summon with Durthu. Good use of that terrain could really mess with his opponents. A pure aelf exile list, replete with the one and only Malus Darkblade, returning to form post-End Times to bring the pain. Executioners are the stand-out unit, with Nicholas having the choice of deploying them as five separate units or as one host of suffering. It's got speed, magic, shooting, hitty-ness. How Nicholas works the force together will determine it's overall performance against lists with excellent individual units. Embracing the Blood God's own ethos, Byron has decided to field the best of what the Bloodhosts have to offer - no less than 13 heroes, including three unique 'special characters'. But with a cunning of Tzeentchian levels, there is also a ton of synergy here, with the Blood Reavers, Bloodsecrator, Wrathmongers, and Bloodstokers able to make his meat-shields dish out the hurt in their own right. Can't wait to see it on the table. Potential battalions include the Goreblade Warband, Gorechosen and Dark Feast. Another scary list, with a good mix of synergies and individual prowess. A myriad of potential summoning options, and the magical fire-power to make it work. Dan could flood the board with units, which will make of challenging games for his opponents, and the speed with which he can cross the board will serve him well with many of the scenarios. Another tough list to beat. So those are the lists. I will post some updates from the event on my Twitter feed and Facebook page if you'd like to follow along. The next post will probably be of the results, followed by a post-event write-up. I think I will be too busy to post anything before then.
  13. With the strategy I have, that extra 6" is pretty important. The crucial event is summoning the Morghast and Mourngul, who will be assaulting objectives, and so the extra distance summoned is less that they have to move. Also being able to keep out of the range of enemy unbinders while casting Curse of Years etc, keeping Arkhan safe. But LOB is damn tasty. Really only on the Grave Guard. If I took a bigger unit it would be a no-brainer I guess, to work at peak efficiency with Vanhel's. And if I have to defend (not assault objectives, or where moving up is not important) I will probably select the Wight as general.
  14. I'm finding it useful for keeping track of colour scheme 'recipes'. Useful after breaks painting you forget what colours you use. My Empire army is a testament to that - half the army' bases are much lighter as I was using a different technique. As I come to replace paint pots though, the inventory will become useful!
  15. Info from Warhammer Fest, C/- @Atia and their wonderful rumour blog:
  16. Sweet googily moogily... what an insanely beautiful paint job. Well done!
  17. Unholy moly, yeah that sounds like an inordinate amount of faff. Unfortunately no scenery warscrolls allowed, but if I'm lucky one of the terrain pieces nearby will be Arcane...
  18. Thank you, sir! Yeah hopefully get that guy up turn one. Morghast are summoned on a 3+ with Arkhan's bonuses plus Mortis Engine, and then the Mourngul summons on a 5+ with the Morghast bonus included. So around an 80% chance. Been really enjoying putting the paint on. Quite a change from doing Empire.
  19. With our North Island Gaming Convention just around the corner, it is time to make the hard choices about what to bring in order to sow death and reap souls in the name of the Great Necromancer. Here are my thoughts about what I'm bringing, what my overall strategies will be, and how I arrived to those decisions. NICON Army Composition At NICON we will be using the SCGT players pack, with the exceptions that we are allowing all legacy warscrolls, and that the pool choice restrictions are 120 for the army and 80 for the deployed warband. Starting Point My collection started with the Deathrattle faction. I love the models, and the Dark Lord of Despair has been leading my forces through our local escalation campaign. I had the following models: Wight King (Black Axe) - 3 Wight King (Infernal Standard) - 3 Necromancer - 4 20 Skeletons (Spears) - 8 20 Skeletons (Swords) - 8 10 Grave Guard (Great Blades) - 8 5 Black Knights - 5 I really love the synergies with these warscrolls. the Lord of Bones command ability (+1 to all attacks) and Vanhel's Danse Macabre (an extra pile-in) has proven very effective on my Grave Guard, and on occasion, Black Knights. My original plan was to add the Legion of Death warscroll battalion, and so started painting up another 20 Skeletons and 5 Grave Guard. I have the Nagash model, but felt he would be a bit too over-the-top for this tournament. I didn't want to put off anyone new to the game or the hobby, but I also didn't want to turn up and lose 6 games. So I selected his lieutenant, Arkhan the Black - one of my all time favourite characters, to lead in his stead. I also added other models from my collection in order to help fill out the points: Arkhan the Black - 18 2 Morghast Archai - 10 3 Spirit Hosts - 5 I'd love to get more Spirit Hosts. Those things are great value. So the plan at this point was to deploy the Legion of Death battalion, and then summon the Archai, Spirit hosts and some more Grave Guard. But then something happened. The Monstrous Arcanum warscrolls came out. Enter, the Mourngul. The Lure of Power The SCGT boys brought out a pool cost for this bad boy a week before the pool choice lock for NICON, so I was able to include the Mounrgul in my list. This would give my army some much needed punch, and also help with taking and holding objectives. But how best to fit him in? He is 18 points (exactly what my group predicted it would be), but by including him in my summoning pool I could halve this. The downside is that the Mourngul requires a casting roll of 10 to cast. Arkhan gets +2 to cast by default. When summoning, he gets an extra +1. With the Morghast Archai nearby, he gets another +1. I happened to have a Mortis Engine still on the sprue from one of the starter boxes. With it, I can give Arkhan a sweet + 5 to cast (before any terrain bonuses), making the Mourngul summon much more reliable. So I put the Mortis Engine together in an evening, and with 3 weeks left to go, set about painting it and the Mourngul. These new acquisitions meant I have to forgo the extra skeletons and Grave Guard, and not take the Legion of Death battalion. But I feel much better having including them. Mourngul - 18 Mortis Engine - 7 This left me with 2 pool choices left over. Luckily there is a 2 point option in the Death Grand alliance - the Cairn Wraith. Time to pick one up. The plan is to have it hang back behind the Grave Guard or Skeletons, smacking up big units with it's 2" range. The Summoning Pool I plan to keep the Morghast Archai and the Mourngul in the summoning pool. In scenarios and against opponents where I have to be attacking, I will use Arkhan as the general, his First of the Mortarchs command ability extending the range of his spells. I would summing both the Archai and Mourngul in the same turn if possible. This will place my hardest-hitting hammer where I need them in order to assault objectives. Arkhan can then sit back and try to get as many Curse of Years spells off as he can, adding Vanhel's or Mystic Shield along with the Necromancer as needed. The Leadership Conundrum Using First of the Mortarchs means passing up Lord of Bones, which has until now been a very successful ability. I guess it will come down to the situation need for it. I know for example there will be a Khorne Daemon army and a Khorne Bloodbound army at NICON, and they will be moving towards me as fast as possible, meaning Arkhan's extra range will be less important. In this case Lord of Bones could be the better option. Will have to take that on a game-by-game basis. Final List So that's the plan. I will be taking the Black Knights with me, but in all likelihood I will not be deploying them unless the extra mobility is absolutely crucial in the right circumstances - perhaps to help achieve the Breakthrough Hidden Agenda. Deployed Warband Arkhan the Black - 18 Wight King (Black Axe) - 3 Wight King (Infernal Standard) - 3 Necromancer - 4 Cairn Wraith - 2 Mortis Engine - 7 3 Spirit Hosts - 5 20 Skeletons (Spears) - 8 20 Skeletons (Swords) - 8 10 Grave Guard (Great Blades) - 8 TOTAL = 66 Summoning Pool 2 Morghast Archai - 10 Moungul - 18 TOTAL = 28
  20. Event Title: Path to Glory: An Age of Sigmar Campaign Event Author: Tronhammer NZ Calendar: Events New Zealand Event Date: 05/21/2016 11:00 AM to 05/21/2016 5:00 PM Welcome to Part Five of the ongoing campaign! Test your skills alongside other armies and battle to emerge victorious against your foes! For all ages and skill ranges, this is the perfect opportunity to begin your adventures in Age Of Sigmar, and to help your warband grow in an ongoing campaign. This Week the Tzeentch Warband are on the verge of utter victory, with the Aelves and Undead vying for enough favour to contest them. The Skaven and Sylvaneth must decide who to throw in with to avoid annihilation. This week's battleplan: PTG Battleplan - Rewards of the Gods.pdf Learn to Play Demo games are available from 11:00am, campaign games from 1:00pm. Regular Events This will run monthly on the 3rd Saturday of the month until the end of the year. Register online via the Gaming DNA website to book a seat. The campaign games start after midday. Any enquiries, feel free to contact the store on 07 838 9012, or email me directly via TronhammerNZ@gmail.com. You can download the campaign rules here: Path to Glory Campaign Rules.pdf Register Here ---NOTE FOR EXISTING CAMPAIGN PLAYERS--- Due to GW releasing new campaign rules in July, we will be wrapping up this campaign over the next few months and jumping straight into the new supplement once it arrives. Path to Glory: An Age of Sigmar Campaign
  21. until
    Welcome to Part Five of the ongoing campaign! Test your skills alongside other armies and battle to emerge victorious against your foes! For all ages and skill ranges, this is the perfect opportunity to begin your adventures in Age Of Sigmar, and to help your warband grow in an ongoing campaign. This Week the Tzeentch Warband are on the verge of utter victory, with the Aelves and Undead vying for enough favour to contest them. The Skaven and Sylvaneth must decide who to throw in with to avoid annihilation. This week's battleplan: PTG Battleplan - Rewards of the Gods.pdf Learn to Play Demo games are available from 11:00am, campaign games from 1:00pm. Regular Events This will run monthly on the 3rd Saturday of the month until the end of the year. Register online via the Gaming DNA website to book a seat. The campaign games start after midday. Any enquiries, feel free to contact the store on 07 838 9012, or email me directly via TronhammerNZ@gmail.com. You can download the campaign rules here: Path to Glory Campaign Rules.pdf Register Here ---NOTE FOR EXISTING CAMPAIGN PLAYERS--- Due to GW releasing new campaign rules in July, we will be wrapping up this campaign over the next few months and jumping straight into the new supplement once it arrives.
  22. Over the weekend I had the privilege of playing in one of the best games of Warhammer this side of Morrsend. We played using no points (the brief was to literally bring what we liked), and no extra rules restrictions or modifications other than what was clarified in the recent FAQs. The scenario was of course Convergence of Fate, which we only adjusted to make better deployment zones, and removed the extra re-rolls for Vow of Enmity. The battle took place in one of the Underworlds within the Realm of Death, where the memories of the souls who linger there have formed facsimile landscapes of the World-That-Was. This is why you will notice some familiar names. The Forces consisted of: The Host of Light Eltharion the Grim (General) Tyrion - Avatar of Light (thank you @Mengel Miniatures for the Warscroll!) Teclis Korhil 2 x High Aelf Mages 1 x High Aelf Prince 25 x Swordmasters 15 x Lion Rangers 2 x Chariots 5 x Dragon Knights 3 x Bolt Throwers 20 x Archers 1 x Great Eagle The Tomb Legions of Settra the Imperishable Settra the Imperishable (General) Royal Warsphinx 2 x Tomb Kings 4 x Liche Priests 1 x Casket of Souls 6 x Necropolis Knights 20 x Tomb Guard 40 x Skeleton Archers 1 x Necrosphinx The Deathlords of Shyish Arkhan the Black (General) Nagash Wight King with Black Axe Wight King with Infernal Banner Necromancer 2 x Morghast Archai 3 x Spirit Hosts 40 x Skeleton Warriors 10 x Grave Guard 5 x Black Knights Deployment Turn 1 Nagash allies with the Host of Light against the more threatening Tomb Legions, who need no ally. The mystical forest near the aelf deployment befuddles the eagle and the archers. The Swordmasters gain potent magical protection from the Eldritch council - 3 Mystic Shields and the Shield of Saphery. The Host of Light advances, laying claim to the Dais early. The buffs start spreading in a lengthy first Magic phase by the Tomb Kings. The alliance is troubled by the power developing down this end of the board. The Necrosphinx, with 2 Mystic Shields roars across the battlefield to engage Eltharion, and preventing the archers from releasing their mighty volley (whenever they awaken from their stupor). Eltharion takes heavy damage. Nagash unleashes his magic. Able to borrow the Liche Priest's spells, he imbues the Grave Guard with potent ability. The spirit hosts is destroyed by a round of shooting from the archers, and Nagash takes four wounds from the same unit. The Undead armies advance. Nagash summons another Spirit Host and moves to lend support to his Aelf ally. The Grave Guard make a huge charge into the Tomb Guard, though the skeletons fail, and so they are left without support. The combat is swift but brutal. They kill many, but are completely destroyed in return, despite their buffed ability. Turn 2 Alliances stay in place. The Tomb Legion clearly need to be stopped. Eltharion is slaughtered by the Necrosphinx, and Tyrion wheels round to attack. The Dragon Knights move in to support. The Tomb Legion releases its second wave - the Necropolis Knights, while his super-buffed archers move to take out Nagash. Over 150 shots later, the Lord of the Undead is taken down. With the help of the Necropolis Knights, Tyrion is slain. The Heart of Avelorn shatters and he is brought back, but only briefly. The reanimants are too strong. The archers charge the skeleton warriors, braving the wrath of the Wight Kings. The Swordmasters pile in to the Necropolis Knights, but this foe is too strong even for them, with mystic shields in play and too many wounds. Teclis's Tempest blows the Necrosphinx off the battlefield, but still little headways on the Necro Knights. The Brave Aelven Prince seeks vengeance for the death of the High Lords, and charges Settra - wounding him twice. He somehow survives with 1 wound left. He is killed the following turn. The Dragon Knights charge into the battle, but are wiped out completely before they can attack. Yep, that's 3 Mystic Shields on the Necro Knights. The skeleton warriors ably cut down the archers, as Arkhan observes how his ally fares. The Necropolis Knights threaten to carve through the entire Aelf force. With a dismissive gesture, Arkhan casts Curse of years on the Necropolis Knights. The Aelves look on, astonished, as the seemingly invulnerable unit crumbles into corpse dust before their eyes. Such power! The Morghast and Black Knights turn to deal with the emerging Tomb Scorpions. This doesn't go as well as hoped, as the scorpions take down one of the Morghasts with ease. The first and second waves of the Tomb King assault have been vanquished, at great cost. However, having witnessed Arkhan's potent magical ability, Teclis begins to rethink the alliance... Turn 3 Betrayed! The Aelf and Tomb Legion forces ally, and both armies take the initiative. The Liche Priests summon more Tomb Guard, and imbue them with Righteous power. The Spirit Hosts are charged by Settra. Miraculously they get past his defences with their ghostly attacks, and Settra is vanquished! Another turning point in the battle. The undead forces had been moving to position around the Dais. They had been hoping for the alliance to last another turn to better establish themselves. But now, caught on the back foot, they are surrounded by Lion Rangers and Swordmasters. Arkhan the Black is cut down by the Tomb Guard. Luckily, the Black Knights and Morghast begin to demolish the scorpions. The necromancer summons a few Grave Guard, but will it be enough? The Lion Rangers, led by Korhil, surround and butcher the necromancer. With his passing also goes the ability to summon more troops. Chariots and Bolt Throwers cut down the summoned Grave Guard. Suddenly the Aelves are in the ascendancy, very well positioned to hold the Dais. The Wight Kings attempt to consolidate by finishing off the Tomb Guard. Turn 4 The alliance shifts against the Aelves, as the two Undead forces join. The Tomb Kings unleash a ferocious third wave. The Royal Warsphinx and Bone Giant are imbued with multiple Mystic Shields and Righteous Smiting. The elite Aelven forces are cut down in the face of such an assault. With numbers thinning, the result of the battle is in the balance. In return their magic and shooting drastically reduces the last of Nagash's forces. The Black Knights retreat from the chariot and great eagle. What's left of the skeleton warriors take advantage of the alliance pact (with no generals left to break the pact), and surround the Liche Priests. Turn 5 The Wight King allies with the Aelves once again. Unable to take victory for himself, he chooses to fight against their shared hated foe, from battles long ago. Frantically hacking at the War Sphinx, the Dark Lord of Despair is unable to finish it off with his Black Axe. But he does prevent it from moving on to smash the Aelven allies. He even survives an extra round thanks to the Infernal Banner. More frantic positioning around the Dais. The Aelves are low on models remaining, but currently have the advantage. The final model in Nagash's army, refusing to let the banner fall. Turn 6 Going into the final turn. There are no alliances. The Aelves refuse all help. The Tomb Guard retreat from the Wight King, and take the objective. Liche priests summon more archers, and the Bone Giant wrecks what is left of the Aelven forces. The Wight King is finally cut down in his attempt to kill off a few more Tomb Guard in order to give the Aelves a chance at victory. The Aelves need to kill two more Tomb Guard in order to claim the objective. Teclis and his Eldritch council line up their Arcane Bolts. They miss with the first two... But the last one kills two Tomb Guard on the Dais... and as the final turn ends, the Aelves have the victory! And so concluded an absolutely epic battle. It took about eight hours to play, but we figure about three of those hours were taken up by the casting buffing spells, and another 4 hours on re-roll archer's shots. So it wasn't THAT long really...
  23. @pt_22 you need this, bro. Do they have an Android version?
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