Being very inspired by A_Train, Carakki, and Robber, and seeing as I have wanted to do my own reports for a couple of months now, I just had to get this up right now, before my head decided to explode.
A major difference between the battle reports I do and most other people do is that I rarely get anyone to play with me, so I will be fighting myself, which means I can get battles to report out faster then most others. There will also be no pictures(Sorry).
Battle 1
Spoiler Alert!
This will be a 550 point battle, played on The Narrows with no glyphs.
Army 1: Stingers x4, Nagrubs x3, and Tor-Kul-Na.
Army 2: Greenscales x3, 4th Massachusetts x3, and Mimring.
All right, here we go:
Round 1 11-3
1- Tor-Ku-Na advances with some nagrubs.
1- While Mimring advances with some Greenscales into the swamp water.
2- A squad of stingers march forward next to their leader.
2- Mimring advances just out of the first squad of stingers reach, and another squad of Greenscales come off the hill and into the swamp water.
3- Another squad of stingers advance.
3- A sqaud of 4th advance to go just in front of the swamp water.
Round 2 17-12
1- More stingers advance to join their buddies.
1- more 4th march forward, stopping right behind the first group.
2- the fourth squad of stingers advance, and join the big clump.
2- the third group of 4th advance, but can't get out of the starting zone.
3- The hivelord advances to a position where he could go into the water and attack Mimring on his next turn. A squad of his nagrubs, who can't seem to keep up with him, move forward.
3- Mimring flies one space away from Tor-Kul-Na, and fire lines two Stingers dead, since the battle field is unfortunately not straight enough to aim for a bigger clump. Two of the three greenscales in the start zone advance, while one that was in the water moves next to Mimring.
Round 3 14-15
1- Mimring, going on what is essentially a suicide attack and flies over Tor-Kul-Na into a position where he can fire line four stingers. Unfortunately, he whiffs. The greenscale that was next to Mimring goes next to Tor-Kul-Na and inflicts a wound, while two more charge forward out of the water.
1- Torky tramples the greenscale, and then inflicts two wounds on Mimring. The three nagrubs join the cluster of Marro.
2- Mimring sets up another fire line, but fails to kill anything other then a wayward nagrub. The two greenscale out of water attack Torky and whiff, while a third moves to join the action.
2- Three stingers advance one space and zap a greenscale dead.
3- A squad of 4th advance to the edge of the sand zone.
3- More stingers move forward, and fry the final Greenscale next to Mimring.
Round 4 19-5
1- Torky is tired of Mimring, and inflicts three wounds, killing him. His nagrubs finally catch up and circle him.
1- The greenscales advance, though none enter the sand zone, for fear of being gunned down.
2- The stingers advance, and one guns down a greenscale anyway.
2- 4th to the rescue! They come out of the water and shoot two stingers dead.
3- The stingers prove they're guns are more deadly by zapping three of the 4th.
3- another squad of the 4th in the back advance into the water.
Round 5 4-7
1- The greenscales advance, and two come out of the water, intent on getting revenge for their lost lizard king.
1- Tor-Kul-Na heals his only wound and then shows the two greenscales their intentions are nothing compared to his trample stomp. he stops right in front of the one 4th out of water that wasn't killed by the stingers and, naturally, he does the job for the stingers.
2- The squad of 4th in the water spread out and fire at Tor-Kul-Na, but can't inflict any wounds.
2- The Hivelord goes into the water and tramples a greenscale and 4th dead.
3- The 4th WTF two wounds on the Hivelord.
3- A squad of stingers charge forward and gun down the only 4th they don't have a height advantage on.
Just so you know, Army 1 has lost four stingers and two nagrubs, and Torky has two wounds, while army 2 has lost six 4th, seven greenscales, and Mimring.
Round 6 16-1
1- Tor-Kul-Na fails a trample stomp and is forced to kill a 4th the normal way. His nagrubs, who I have kept on forgetting to move, finally advance.
1- the four 4th who have gone without action near their starting zone inflict three wounds on Tor-Kul-Na.
2- Tor-Kul-Na gets out of the water and kills a 4th. His nagrub follow, still trying to catch up.
2- His nagrubs are too late though, and the 4th WTF Tor-Kul-Na dead, along with a nagrub and a stinger.
3- The stingers charge forward and kill two 4th.
3- The last two greenscales kill the closest stinger.
Round 7 8-19
1- The greenscales kill the two nagrubs that had been chasing after Tor-Kul-Na.
1- The stingers fire at the greenscales, but the greenscales' defense holds.
2- The two remaining 4th advance into the water and whiff their attacks on the stingers.
2- The stingers kill the last greenscales and one of the last two 4th.
To keep it shorter, The stingers gun down the last 4th at the beginning of the next round, without any further losses.
Army 1 wins, with six stingers and four nagrubs left!
If I had played it smarter with Mimring, the battle would probably have been a little different.
Though if TKN had better defense rolls, The outcome would no doubt have been the same
Battle 2
Spoiler Alert!
Marcus's Legos and Co: Marcus, Legos x3, Roman Archers x2, NotNW, and Guilty.
Cyprien's undead army: Cyprien, Sonya, Zombies x4, and Marro warriors.
The battle is played on Fissure, by Dignan.
Cyprien's army is on the bottom of the battlefield(and everything will be viewed from that angle), the side where the ruins are. He and Sonya are on the left side of the river with half the zombies, while the other half are on the right with the Marro warriors. Marcus and Guilty are on the left as well, with six Legos and three archers. The NotNW and the other Romans are on the right. here it is:
Round 1 20-7
1. The zombies on the left side make their way onto the rocky ground.
1. As do the Legionnaires on the other side, who move with Marcus.
2. The zombies on the right advance as well.
2. The Romans on the right advance to meet them.
3. Cyprien flies over to kill a Legionnaire on the far left, but fails with his chilling touch and normal attack.
3. The last four Roman soldiers march forward.
Round 2 17-12
1. Cyprien attacks Marcus and inflicts a wound.
1. The archers on the left combine their attack on Cyprien, but only roll one skull, which is blocked.
2. Cyprien chills Marcus dead, and kills a Legionnaire while he's at it. (stupid dice.)
2. The archers on the right side combine their attack and inflict two wounds on the vampire
3. Three zombies from each side advance and two attack the Romans. A Legionnaire on the right side dies.
3. two Legos from each side move to positions on the snow and attack, which is good for one dead zombie on each side.
Round 3 2-6
1. Two legos on the right side attack and kill a zombie, while two more on the left attempt to kill a zombie and injure Cyprien, but both fail.
1. Cyprien gets back to full health by moving a few spaces to chill a lego and cut down an archer.
2. The archers on the right advance, but fail to kill any zombies.
2. An extra zombie on the right moves forward, while one on the left takes height and kills a Lego.
3. The Ninjas advance, but with so many Romans in the way they can't get far.
3. The Marro Warriors advance, kill a lego, and make a ninja disappear closer.
Round 4 6-7
1. The Ninjas charge(stealthily) forward and kill a Marro and a zombie.
1. Cyprien flies over and attacks a ninja, but completely fails.
2. Two archers from the right side and one from the left combine their attack on Cyprien, and inflict a wound.
2. The zombies swarm forward and kill a Lego on the right side.
3. The Legos aren't finished though, and they charge forward again and kill a lego turned zombie.
3. Cyprien fails epically to recover his health by rolling a 1 for chill touch and having his attack blocked by an archer with 1 defense.
Round 5 15-16
1. The ninjas cut down two zombies, but the last one fails to wound Cyprien.
1. Cyprien finally chill touches that one pesky ninja, and kills the archer next to him as well.
2. The remaining two ninjas turn their attention to Cyprien, but fail to inflict any wounds.
2. The last zombie on the right side fails to kill anything, as do the zombies on the left side.
3. The legos on the right side kill the final zombie there, while the one's on the left cut one of the six left down.
3. The Marro grab height and kill A lego on the left side and another on the right.
Round 6 7-11
1. The NotNW inflict a wound on Cyprien.
1. Cyprien chills one dead and recovers his health.
2. The archers get on top of the snow and attack, but fail to kill anything.
2. The Zombies attack back, but whiff most of their attacks.
3. Guilty, who hasn't even moved once this game, finally gets the chance and kills his points worth in the form of two zombies.
3. The Marro attack and whiff.
Round 7 2-20
1. The last Lego on the left kills the second-to-last zombie, while the two on the right inflict two wounds on Cyprien.
1. Cyprien heals again by killing the two legos.
2. Guilty kills the final zombie.
2. Order marker lost.
3. The Roman Archers combine their attack and inflict three wounds on Cyprien.
3. The Marro insure they'll never combine attacks again by killing two archers, so there are only two left.
Round 8 14-12
1. Cyprien flies over and kills Guilty.
1. Order marker lost.
2. Then he chills an archer.
2. The last archer fires at Cyprien, but it does nothing.
3. Cyprien heals his only wound by chilling the last archer.
3. The final ninja is unwilling to give up, and he slays a marro.
Round 9 15-2
1. Cyprien chills the final Legionnare.
1. The ninja kills another marro.
2. Cyprien flies just out of the Ninja's reach, on the opposite side of the river.
2. The ninja is obviously nervous, as he whiffs his attack roll on the final marro.
3. Cyprien flies over and kills the ninja with a normal attack, finally ending the game.
Well, that wasn't the slaughter it was expected to be.
MVP: that was definitely Cyprien. He killed Marcus, Guilty, the Ninjas, five archers, and six legos!
Battle 3
Spoiler Alert!
This next battle will be a 600 point battle, on the map Fissure.
Army 1: Sir Dupius, Templar Cavalry x3, Black Wyrmlings x3
Army 2: Pelloth, Estivara, Deadeye, Drow x4, Chainfighter x3
The setup: The Drow start at the bottom, where the zombies did from last game, with two squads of drow, Pelloth, and Estivara on the left. The other two squads of drow, the chainfighters, and Deadeye Dan are on the right. For army 2, two squads of Templars are on the left, while everyone else is on the right. And now, the battle:
Round 1 7-4
1. A squad of drow on the right side move forward, nearly reaching the center of the map.
1. The Templar on the right side charge forward and slay one of the advancing drow with an attack of six.
2. Three drow on the left side advance.
2. The Templar on the left move to counter, and slay two drow.
3. A chainfighter advances.
3. Two wyrmlings advance and one acids a drow, while another takes the move glyph.
Round 2 3-15
1. The three Templar who have already moved on the left charge into Army 1's starting zone and inflict three wounds on Pelloth, but no drow die.
1. The drow protect their leader and cut down a Templar.
2. Pelloth is slain by the Templar, along with a drow on the left and the right.
2. the drow chainfighter that had advanced previously moves forward and kills a Templar.
3. That chainfighter is killed by a wyrmling's acid breath as the third wyrmling flies next to the first.
3. Order marker lost.
Round 3 11-8
1. A single drow on the right advances, while the ones on the left kill the Templar in their starting zone.
1. Two drow on the right are slain, and another on the left is saved by an amazing whiff with an attack of six.
2. A drow on the right slay a templar, while one on the left attempts to do so and another begins crossing over to the right side.
2. due to the movement bonus from the glyph, A templar on the left leaves his starting zone and crosses the battlefield to slay a drow on the opposite side. All the other drow manage to survive Templar attacks, despite not being able to successfully hide in darkness.
3. Deadeye uses his special attack to nail the Templar that had charged across the battlefield the turn before.
3. A drow and chainfighter are acidized dead by those two pesky wyrmlings.
Round 4 13-12
1. The final chainfighter gets his points worth by killing a Templar.
1. Two of the last three Templar charge towards the enemy starting zone on the left, while the third's attack against a drow is blocked.
2. A turn is essentially wasted on Deadeye Dan as I realize his special attack doesn't effect Large figures.
2. The wyrmlings acid the final chainfighter.
3. Estivara kills a Templar.
3. Sir Dupuis charges forward.
Round 5 18-5
1. Since Dan can use his special attack against the Wyrmlings, he shoots one dead.
1. Sir Dupuis charges forward and inflicts a wound on Dan.
2. A wound is inflicted on Sir Dupuis and a Templar falls to a drow.
2. Estivara is attacked by the final Templar, but she takes no wounds.
3. Estivara attacks back, but it's blocked.
3. The final drow die via acid breath.
Round 6 12-8
1. Estivara fails another attack.
1. Dan takes another wound.
2. The Templar Estivara keeps attacking seems unwilling to roll anything less then three defense.
2. The wyrmlings fail their acid attacks.
3. The Templar finally gets a bad roll and dies.
3. The wyrmlings fail again.
Round 7 20-14
1. Estivara uses Venom Ray on Sir Dupuis, but his defense holds.
1. Deadeye Dan finally falls to Sir Dupuis's attacks.
2. Estivara inflicts two wounds on Sir Dupuis, one from her special attack and another from venom damage.
2. The Wyrmlings fail two more times to acid Estivara.
3. Estivara fails to damage Sir Dupuis.
3. Sir Dupuis crosses the water and attacks Estivara, but fails to inflict any wounds.
Round 8 4-2
1. Estivara inflicts two wounds on Dupuis.
1. Dupuis attacks back, but fails.
2. Estivara fails another attack.
2. Estivara is brought to half health by an acid attack.
3. Estivara fails again.
3. Sir Dupuis inflicts a wound.
Round 9 9-4
1. Estivara kills Sir Dupuis.(FINALLY!!)
1. Order marker lost.
2. A wyrmling is killed by Estivara.
2. The final wyrmling kills Estivara for the win!
The "Templars and Lil' Blackies" win!
Battle 4
Spoiler Alert!
Army 1, by Kaiser Cat: Tul-Bak-Ra, Marro stingers x2, Marro dividers x2, Krug, Isamu, and Marcu Esenwein.
Army 2, by marroking1: TKN, 4x Grubs, 2x PhantomKnights, and Marcu.
Fought on Embattled Fen(see here).
The setup: TKN's army is on the left, while TBR's is on the right. TKN has one part of his base on the road, And his nagrubs are swarming behind him and to his side right on the edge of their starting zone. the PKs are in a line of two on the bottom, with Marcu directly behind the last two PKs.
On TBR's side, Krug is on the road, with three stingers behind him, who have TBR and three more stingers behind them, and Marcu and Isamu behind them. The dividers are in a triangle, and they cover the bottom edge of the starting zone.
Round 1 19-4
1. Krug uses the road to advance close to the top center of the battlefield.
1. TKN advances as well, along with three of his faithful Nagrubs.
2. Tul-Bak-Ra teleports next to the rock ledge.
2. Tor-Kul-Na attacks Krug, but only rolls one skull! the three nagrubs at the edge of the starting zone make their way towards the glyph of Wannok.
3. Three stingers advance on the road and bring TKN to half health.
3. Three phantom knights fly towards the action.
Round 2 10-6
1. three dividers advance towards the center.
1. TKN inflicts two wounds on Krug, and his nagrubs swarm around him.
2. Krug attacks back, but TKN's defense holds.
2. TKN devours a nagrub and heals a wound, but fails to inflict any wounds on Krug. Meanwhile, a nagrub seizes the glyph while two more make their way towards TKN.
3. TBR moves onto the rock ledge and attacks TKN, without success.
3. TKN eats a nagrub and then inflicts four wounds on Krug, bringing him to six wounds. More of his faithful nagrubs advance.
army 1's Marcu takes a wound from the glyph.
Round 3 1-18
1. TKN brings Krug down to one life, and more of his nagrubs flock towards him.
1. Krug kills TKN with two attacks of nine. (I suppose rolling only three shields against 7 skulls can get you killed pretty fast.)
2. A PK attacks Krug and fails, while the other two inflict two wounds on TBR. he teleports a divider.
2. TBR attacks back and kills a PK.
3. A nagrub kills Krug(and a PK can't?), and another nagrub in the starting zone advances.
3. The divider next to TBR fails an attack on the PK, while two other dividers that had advanced earlier clear the wound glyph.
Round 4 9-8
1. The three stingers that had advanced earlier shoot at a PK, but after failing settle for killing a nagrub.
1. two PKs attack the stingers and both fail. A third PK flies into the fortified area near their starting zone.
2. A divider grabs the glyph while the two dividers in the start zone advance towards the stingers.
2. two nagrubs clear the glyph, while another bravely attacks a stinger and fails.
3. The three stingers in the starting zone advance and shoot at the PKs, but they can't do any damage, not when the PKs are rolling five shields.
3. Two stingers are killed, and the glyph is grabbed by a PK.
Army 1's Marcu is given another wound.
Round 5 19-5
1. Two dividers surround a PK and kill him, while a divider next to the glyph clears it.
1. Two PKs leaver their starting zone and head towards the glyph, while the one that had been attacking the stingers grabs the glyph.
2. Two stingers take height and attack the PK that just took the glyph, but fail. Again, the stingers settle for a nagrub.
2. The nagrubs, unwilling to give up, kill a stinger.
3. TBR kills a nagrub.
3. The PK that is on the glyph leaves the glyph to attack the stingers that have height, while the other two PKs grab the glyph and kill a divider.
Army 1's Marcu is brought to half health.
Round 6 10-20
1. A stinger and a divider fall to PKs.
1. A stinger attacks the PKs back and fails, while the other stinger kills the nagrub adjacent to him.
2. The PKs kill the second to last stinger and one attempts to injure Tul-Bak-Ra.
2. TBR kills the PK that came to him.
3. Marcu advances.
3. As does Marcu.
Round 7 6-4
1. TBR teleports over to a PK, but fails to kill him.
1. The last two PKs inflict a wound on TBR, who teleports a divider over.
2. Isamu makes his way towards the PKs.
2. The nagrubs take the glyph, fail an attack on TBR, and at the top advance towards the last stinger and two dividers.
3. Army 1's Marcu flies over and kills a PK.
3. Army 2's Marcu moves next to the nagrub that was heading towards the Marro clump.
Marcu gets another wound from the glyph to replace the one he just healed.
Round 8 19-13
1. TBR strikes the second to last PK down.
1. The final PK attacks TBR and rolls: . TBR rolls for defense: .
2. Marcu attempts to kill the final PK, and fails miserably.
2. A nagrub inflicts two wounds on TBR , who brings over another divider, while another nagrub kills the last stinger.
3. The dividers kill a nagrub.
3. Army 2's Marcu makes his way toward Army 1's Marcu.
Round 9 5-7
1. Failed attack of the nagrubs!
1. The final PK and a nagrub fall to the dividers.
2. Army 2's Marcu kills TBR.
2. Army 1's Marcu attacks the other Marcu and only rolls one skull which is blocked.
3. Army 2's Marcu kills his other self.
3. A wound is inflicted on Marcu by Isamu.
A divider is killed by the Glyph of Wannok.
Round 10 13-14
1. Marcu betrays his army and kills the nagrub on the glyph.
1. The dividers kill a nagrub and inflict two wounds on Marcu.
2. Marcu betrays his army again and kills the final nagrub.
2. Isamu runs over and inflicts a wound on Marcu.
3. Another 19 is rolled for Eternal Hatred, and Marcu is placed in the swamp water.
3. Where he is surrounded and killed by the dividers.
Army 1 wins, with two Dividers and Isamu left!
Man, Army 1 just had the worst of luck, With TKN getting killed in the beginning, and Marcu betraying his army three times in a row at the end! Still, they won, which I suppose is all that matters.
Battle 5
Spoiler Alert!
Army 1: Othkurik, Gladiatrons x3, and Blastatrons x2.
Army 2: Sir Gilbert, Knights of Weston x4, and Roman Archers x2.
On Embattled Fen.
Army one's setup: Gladiatrons in front, Blastatrons behind and Othkurik way in the back.
Army two's setup: Knights in front, Sir Gilbert in the middle, Archers in the back.
Round 1 14-11
1. The Blastrons move two glads across the road, and two others around the fortified sand area next to the road. The Blasts follow in the same format.
1. The KoW move Sir Gilbert onto the road, and he dispatches some Knights the same way the soulborgs were. And more knights move normally, splitting up as before.
2. The Blasts move more Glads around the fortified area, and then split up, with two stopping on the road and two stopping behind the Glads around the Fort(it's shorter then fortified) area.
2. Sir Gilbert dispatches some knights forward, and more knights clump on the narrow road path, and around the fort sand area on his side and the seven hex sand area beneath that.
3. A glad takes the glyph, while more advance.
3. Sir Gilbert's dispatch moves four KoW a whole one space. Two knights use the road to get next to the rock fort area at the top, while another joins the bottom clump and a fourth whiffs his attack on the glad on the glyph.
Round 2 1-12
1. Sir Gilbert moves his knights forward a little, and moves from the middle of the fort area to the hex connecting to the road. There are four knights in a row on the road, from the right of the top fort down. Another knight moves next to the glyph and kills the gladiatron on it, while one in the bottom group advances and two on the road advance next to the line.
1. Two Gladiatrons resieze the glyph and make a failed attack on the two knights there, while two other Gladiatrons block up the middle space where the knights are.
2. Sir Gilbert's dispatch moves four knights a lousy one space. The knights at the top clear the Gladiatron blocking everything off, while the two on the bottom clear the glyph of a glad.
2. More Gladiatrons advance, reseize the glyph, and block up the middle of the road again. They can't kill any knights though.
3. A squad of archers move onto the road.
3. Othkurik starts heading towards the glyph and swamp.
Round 3 19-16
1. Two glads advance while one next to the glyph and another on the road kill a knight.
1. Sir Gilbert and the knights advance some more, and the glyph is cleared(again) and a space to get through the road is made again. Though a Glad on the rock fort inhibits any movement for the knights.
2. The glyph is grabbed by the gladiatrons(AGAIN!) due to the blasts movement bonding, and the blastatrons advance and gun down three knights.
2. More archers advance.
3. Othkurik flies over and acids a knight that was making his way across the bottom road.
3. The archers shoot a Blastatron and Gladiatron at the top road dead.
Sir Gilbert takes a wound from the glyph.
Round 4 12-20
1. Sir Gilbert moves some knights a single space. The knights surge forward and kill the one Gladiatron on the rock fort that was stopping them, and two more join the one fighting for the glyph.
1. The blastatrons move more glads forward and blast a single knight fighting for the glyph.
2. The archers succesfully clear the glyph of the glad that was on it.
2. Othkurik flies over towards the road and acids a knight dead.
3. Gilbert advances some knights and also has a knight sieze the glyph with his dispatch. The knights then completely clear the glyph area and the middle road area of glads by killing three of the four remaining glads.
3. Othkurik acids the knight on the glyph.
Army 1 has one gladiatron, seven blastatrons, and a full health Othkurik.
Army 2 has seven knights, six roman archers, and a five life Sir Gilbert.
Round 5 11-7
1. The final gladiatron engages the knights on the road to keep the blasts behind him safe, while the blasts make three attempts on a knight next to the glad and finally settle for an archer.
1. Sir Gilbert moves a space away from Othkurik. The knights kill the final glad and fail two Gilbert boosted attacks on Othkurik.
2. Blacky(Othkurik) acid sprays a knight dead and inflicts a wound on Gilbert.
2. The archers combine their attack and fire at Blacky, but his defense holds strong.
3. Blacky gets a perfect attack roll and he acids a knight dead and brings Gilbert to one life.
3. Gilbert gets some payback by inflicting three wounds on Blacky, while the knights cut down two blasts.
Round 6 5-14
1. Sir Gilbert kills Othkurik. The knights attempt to kill two blasts, but fail.
1. Order marker lost.
2. The archers kill two blasts.
2. Order marker lost.
3. another blastatron dies to the archers.
3. The blasts retaliate by killing a knight they had height on.
Round 7 11-4
1. The two blastatrons attempts to kill the archers and fail.
1. The archers kill a blast.
2. The final blastatron fails his attack on Gilbert.
2. The archers go overkill and combine their attack on the last blastatron, only to roll one skull that gets blocked.
3. The blast fails again.
3. The Roman Archers make up for their last attempt by rolling five skulls and ending the game.
Army 2 wins, with four knights, five archers, and a one life Sir Gilbert left!
Battle 6
Spoiler Alert!
The map is Riposte, by Dignan.
Sir Gilbert's Valiant 4th: Sir Gilbert, Eldgrim, and 4th Massachusetts x5
Ullar's Elite Kyrie: Atlaga, James Murphy, and Protectors x3.
There are two randomly chosen glyphs.
Viewed from the bottom of the map, where army 1 is.
Army 1's setup: On the left, they have four 4th and Eldgrim. In the middle are seven more 4th and Sir Gilbert. On the right are the final nine 4th.
Army 2's setup: Four protectors are on the left. Three are in the middle, with Atlaga. And two are on the right with James Murphy.
Round 1 1-12
1. The protectors in the middle advance. One moves to the left of the ruins, another on the height next to the Glyph, and a third siezes the glyph, which is the glyph of negation. They negate Sir Gilbert.
1. The 4th in the middle advance next the the heightened area next to the glyph on the right side, and they all fire on a single protector, who they manage to kill only because he whiffed his last defense roll.
2. The Kyrie on height in the middle returns fire, but his attack is blocked. The two protectors on the right advance, trying to take the hill.
2. a squad of 4th on the right advance to the edge of the hill and gun down the two protectors.
3. Atlaga moves up next to his fellow Kyrie and attacks a 4th in the middle, who blocks it.
3. Eldgrim charges toward the center, eager to fight. He is so eager, in fact, that he overextends and kills a protector that had a height advantage on him!
Round 2 19-18
1. The 4th use WTF to blow away the final protector in the middle and get three wounds on Atlaga.
1. The protectors on the left fly forward, and one flies to the height next to Eldgrim and attempts to kill him, but fails.
2. the 4th on the right take the hill and gun down James in the starting zone.
2. Order marker lost.
3. the 4th on the left advance and kill a protector.
3. Eldgrim falls to a protector, his spirit goes to Gilbert, and a 4th dies.
Round 3 18-20
1. Atlaga flies over and grabs the final glyph, which is the glyph of Thorian, and then uses Ullar's bolt to kill Sir Gilbert.(Man, they're having good d20 rolls!)
1. Though this doesn't keep Atlaga and the kyrie on the middle from being engaged and shot.
2. The final two protectors on the left hill shoot the 4th next to them.
And for the sake of time, I'll sum up the battle: The last two protectors defense rolls suddenly went from whiffing to perfect rolls that only one shot got through, and they managed to retrieve the glyph and win the game!
So, Army 2 wins, with a single protector left!
JUST KIDDING! Here's what really happened.
2. With the glyph cleared, the 4th grab it, advance on the protectors, and shoot them dead. Well, if that wasn't an anticlimactic ending, I don't know what is!
Army 1 wins, with only Gilbert, Eldgrim, and three 4th lost!
Battle 7
Spoiler Alert!
Warforged elite: Siege, Heirloom, Warforged x2, Fen Hydra x1.
The Wild Conglomerate: Iron Golem x1, Ogre Warhulk x1, Raelin(ROTV), Sharwin, and Zetacron.
The battle is on Riposte.
Viewed from the bottom, where army one is. Rolling a 1-5 when trying to pick up a treasure glyph results in a wound.
Army 1's setup: Siege and three warforged are on the left, the Hyrda is in the middle, and the other three warforged are with Heirloom on the right.
Army 2's setup: Zetacron, the Iron Golem, and Raelin are on the left. The Ogre and Sharwin are in the middle.
Round 1 20-10
1. The Fen Hydra goes through the water to grab the glyph on the middle right. But he rolls a two and takes a wound instead.
1. Raelin does the same thing with the other glyph, this time rolling a three. (What is with my dice!?)
2. The squad of warforged on the right advance.
2. The Iron Golem moves forward, moving around the left hill.
3. Siege begins to ascend the hill on the same side.
3. Zetacron moves behind the Golem into Raelin's aura, and does an all-skulls roll that Siege takes two wounds from.
Round 2 19-20
1. Zetacron inflicts another wound on Siege.
1. Siege moves forward and attacks the Golem, but its defense holds.
2. The Warhulk moves towards Raelin.
2. The warforged on the left charge toward the Golem.
3. Raelin successfully grabs the treasure glyph she's on, which is a potion of healing.
3. The warforged on the right charge toward the Ogre.
Round 3 6-8
1. Raelin flies onto the spot of height between her and the Ogre.
1. A warforged goes on top of the glyph on the left hill, while two others inflict a wound on Raelin and the Ogre.
2. The Ogre Warhulk moves a little and with Flail Hurricane, attacks two warforged. Their resolve keeps them alive though.
2. The warforged on the glyph moves down and whiffs an attack on Zetacron, as do two others on Raelin and the Warhulk.
3. The Golem rolls one skull in an attack against Siege, which is easily blocked.
3. The Hydra leaves the glyph and attacks the Warhulk with its three attacks of death, all of which are blocked because of Raelin's aura.
Round 4 11-14
1. Sharwin uses her bolt to kill a warforged.
1. Siege activates Crag of Steel and attacks Zetacron, but is blocked.
2. It seems it was unwise for Siege to leave the hill, as the Golem goes onto it and lays down four skulls of badness on Siege, which is enough to kill him.
2. The hydra retreats to pick up the glyph that it had attempted to before, and finds that it is the invisibility glyph.
3. The Ogre successfully disengages from a warforged to attack the Hydra and another warforged. The warforged dies, but the Hydra's defense easily holds.
3. Heirloom moves for the first time to start climbing the hill, and uses his force orb to inflict a wound on the Ogre, who is outside of Raelin's aura.
Round 5 9-15
1. The Ogre Warhulk attacks the Fen Hydra and bring it to one life.
1. The Hydra moves closer to Heirloom and attacks the Ogre, but it obviously needs more heads to attack with as its single attack is blocked.
2. Zetacron blasts the warforged next to it into oblivion, though only because it whiffed.
2. The last three warforged attack the Golem, Raelin, and Sharwin, to no avail.
3. The Golem doesn't like being blocked from the glyph, and he quickly removes the warforged on it from it.
3. Heirloom moves onto the hill and grabs the glyph, which is the poison glyph. He then fails his special attack on the Ogre.
Round 6 14-9
1. Heirloom moves down and lays down four skulls on the Ogre, none of which are blocked, bringing the Ogre down to one life.
1. The Ogre does a flail hurricane attack in an attempt to get revenge, but Heirloom and the Hydra block.
2. A warforged successfully disingages from Sharwin and the last two gang up on Raelin to bring her to one life.
2. The Golem goes onto the treasure glyph on the left hill to pick it up, and after all of his good rolls and not getting a single wound, he rolls a 1, and gets a wound. I personally thought it was just nuts.
3. Heirloom gets the one wound he needed to kill the Ogre, removing its smelly and foul presence from the battlefield.
3. Zetacron snipes a warforged.
Round 7 2-9
1. Raelin uses the potion to heal all but one of her wounds, and is only thwarted in her attempt to kill the final warforged by his Warforged Resolve.
1. Heirloom uses the poison glyph in his attack on Sharwin, but Raelin's defense aura thwarts it and causes him to take a wound from counterstrike instead.
2. Sharwin attacks back and inflicts another wound on Heirloom.
2. Heirloom seems to have something about him that makes his opponents whiff, and Sharwin takes three wounds because of it.
3. The Iron Golem takes another wound trying to pick up the glyph. I was going nuts, because rolling a 1 and then a 2 is just nuts!
3. The Fen Hydra moves forward and attacks Sharwin, who succumbs to Heirloom's "Whiff your defense aura" again and is killed by it.
Round 8 19-14
1. The Hydra moves towards Zetacron and uses its cloak of invisibility.
1. The golem rolls for the trap on the glyph, and only gets it because I had to do a reroll when it stopped between the three and the four. It happens to be the glyph of teleportation, which is ironic as the Golem could have moved 10 spaces without the glyph and without wounds.
2. Heirloom's aura backfires, and he whiffs his special attack on Raelin.
2. Zetacron inflicts a wound on Heirloom, who has his Warforged Resolve to thank for being alive.
3. The Hydra charges and inflicts a wound on Zetacron.
3. And to end the round, the Golem makes himself useful for the first time since round 4 by killing the Hydra.
Round 9 20-1
1. Heirloom launches a desperate attack on Zetacron, who has two order markers on him. The attack is thwarted, yet again by Raelin's aura.
1. Zetacron whiffs his attack on Heirloom.
2. Heirloom attacks again and whiffs.
2. Heirloom's Warforged Resolve fails for him, and he falls to Zetacron's deadly shot.
3. The final warforged soldier valiantly fails an attack on Raelin.
3. It turns out the treasure glyph the Golem picked up is worth it, as it teleports next to the soldier and ends the game.
The Conglomerate wins, with a 1 life Golem, Zetacron, and a 4 life Raelin left!
Battle 8
Spoiler Alert!
800 points all Melee battle on custom stage.
Army 1: Sir Gilbert, Eldgrim, Isamu, Minions x3, MacDirks x4.
Army 2: Spartacus, Crixus, Capuans x3, Horned Skull Brutes x4.
Battlefield description: The start zones are 30 spaces, basically being a 24-hex pice with three added to the front and to the back to smooth out the start zones. All but 11 spaces of the start zones have a height of 2, the 11 have a height of 3. The moment you leave the start zone, the height goes down 1, and after you go 7 spaces, you reach the middle which is a piece of road cutting right through the middle. The road pieces are in a 1-2 format(as in, it's one space wide, then two, then one again). On the top and bottom are glyphs, and the glyphs are surrounded by battlements. directly to the left and right of the glyphs is water. This way, it forces the player to go around the battlements(or get someone with a move of 6 and height of 5) and get stuck in the action in the middle. With the road having a height of 2, it also means whoever controls the middle has the advantage. There are two randomly picked glyphs.
The Setup: Army 1 has all the MacDirks in the front of the start zone, with Eldgrim in the very front of the group. In the middle of the MacDirks is Gilbert, with Isamu directly behind him. Behind all them are the Minions of Utgar.
Army 2 has the Capuans in front, Spartacus and Crixus right behind them, and the Brutes right behind them.
Round 1 4-8
1. The Capuans bond with Sparty to move him forward, and they move in front of him.
1. The MacDirks send Eldgrim forward, and then follow.
2. Crixus and three more Gladiators move forward.
2. Gilbert moves up to the first group of warriors, uses his dispatch to move four in the starting zone forward, and is followed by another four crazy macdirks.
3. A group of Brutes advance.
3. As do a squad of slow moving Minions.
Round 2 1-11
1. GLADIATOR INSPIRATION! Crixus advances onto the road, while two Capuans go over the road and kill Eldgrim, who whiffed both of his defense rolls. A third Capuan get on the road next to Crixus, and two spaces away from the glyph.
1. Gilbert fails an attack on a Capuan and brings the same four MacDirks as before one space closer. The normal moving MacDirks use Gilberts attack aura to kill a Capuan.
2. Crixus, with height, has an attack of seven, which he uses to blow away a MacDirk. More Capuans get onto the road and another that had moved before grabs the top glyph, which is the move +2 glyph.
2. Gilbert fails an attack and his dispatch. Four MacDirks make up for it by killing two Capuans.
3. Spartacus advances onto the road and cuts down a MacDirk.
3. More Minions advance.
Round 3 17-14
1. Gilbert grabs the bottom glyph, which is the Range +4 glyph. A dud. He makes up for the dud glyph by rolling five Jandar symbols. The MacDirks engagle and attack Spartacus, but fail at inflicting wounds.
1. Spartacus kills a MacDirk, and then three Capuans in the back use the movement bonus to engage and kill a MacDirk.
2. Two minions advance a few spaces away from the road, while another in the starting zone flies a pitiful four spaces forward.
2. Spartacus frees himself of MacDirks, and his Capuans inflict a wound on Gilbert, while also going over the road and killing a MacDirk.
3. A MoU clears the move glyph, while another whiffs an attack on Spartacus and yet another advances from where he started towards the battle in the center.
3. Three Brutes advance, and one uses Barge into Battle to switch places with the Capuan attacking Gilbert. It inflicts two wounds on Gilbert, bringing him to three.
Round 4 19-15
1. Gilbert retreats and takes a wound from a disengagement attack, and his now furious warriors kill two Gladiators and inflict a wound on Crixus.
1. Two Horned Skull Brutes get on the road and attempt to kill a Minion, but fail. another Brute in the back advances.
2. A minion grabs the move glyph, and a suddenly speedy flies into action only to whiff his attack. The other Minion next to Spartacus attacks him, but is blocked.
2. Attack of six from Sparty vs. a defense of six from the impudent Minion. Attack of six win against whiff. The final three Capuans advance and kill a Minion.
3. Gilbert moves some MacDirks forward two spaces, while four other slaughter two Brutes and a Capuan, not to mention the wound the inflict on Crixus.
3. Two Brutes leave their starting zone and move toward the battle, while a third one clears the move glyph of another whiffing Minion.
Army 1 has lost: 6 MacDirks, 3 Minions, Eldgrim, and Gilbert has 4 wounds.
Army 2 has lost: 7 Capuans, two Brutes, and Crixus has 2 wounds.
Round 5 5-18
1. The Brutes grab the Move glyph, and then kill two MacDirks.
1. The MacDirks do some charging and kill a Brute in the very center of the map, and also inflict three wounds on Spartacus.
2. Spartacus gets revenge and kills the MacJerk that hurt him. The final two Capuans kill another Macdirk.
2. Another two MacDirks move in to replace the dead ones, and they mop up the Capuans and a Brute, and also bring Crixus to one life. Amazingly enough, one Capuan died to an attack of one when he rolled .
3. Two Brutes advance and kill a MacDirk, while another one in the starting zone advances.
3. A squad of Minions advance.
Round 6 6-10
1. Spartacus wades through the dead MacDirks into the gap just made by a Brute, and kills Sir Gilbert, insuring that the MacDirks are no longer deadly.
1. The Minions couldn't care less, and they kill two Brutes and add another wound to Spartacus.
2. Three Brutes advance and avenge their fellow Goblin's death by killing a Minion.
2. The MacDirks are more dangerous then Spartacus thought, and he dies for it, along with a Brute.
3. A Minion falls to the brutes, and another Brute in the start zone advances.
3. The Minions fly toward the action and kill a Brute.
Round 7 7-11
1. Crixus kills a Minion.
1. Crixus and a Brute die.
2. The final three Brutes attack back and kill a MacJerk.
2. The Minions do some more flying, and one whiffs his attack against a Brute.
3. Another Minion falls to the persistent Brutes.
3. And a Minion whiffs an attack again, while another flies just outside of the action.
Round 8 17-5
1. The Minions kill a Brute.
1. The Brutes fail to kill anything, but only because of good defense rolls.
2. Another Brute dies.
2. The final Brute whiffs.
3. Isamu advances.
3. And another Minion falls.
Army 1 has: 1 Minion, 4 MacDirks, and Isamu.
Army 2 has: 1 Horned Skull Brute.
Round 9 7-4
1. The final Minion whiffs, as so many of his brethren did against Brutes.
1. The Brute whiffs to.
2. The MacDirks surround the Brute, and he dies.
Battle 9
Spoiler Alert!
Army 1: Khosumet, Brunak, WoB x2, and 10th x2.
Army 2: Agent Carr, Nakita Agents, Krav Maga Agents, Kee-Mo-Shi, and Tarn Viking Warriors.
The Setup: Army 1 has four 10th on the left, Khosumet and all of the WoB in the middle, and the other 10th and Brunak on the right.
Army 2 has the Tarns and two Nakitas on the left, the Krav and Kee-Mo-Shi in the middle, and Agent Carr with the final Nakita on the right.
Round 1 19-20
1.The Tarns charge to the base of the hill, and then sweep over the hill with berserker charge, aiming to attack the 10th.
1. The WoB bond with Khosumet, and he heads toward the Tarns. His faithful wolves follow and kill two Tarns, one with a normal attack and one with the special.
2. The KMA advance, and while the guys fail to kill any wolves, the female Krav shoots a 10th on the right.
2. The 10th on the left charge forward and finish off the Tarns.
3. The Nakitas advance, and then shoot the wolf that had pounced previously and a 10th that had shot a Tarn.
3. Brunak advances toward a Krav and a Nakita, and brings a 10th along for the ride.
Round 2 20-6
1. The wolves bond with Khosumet, and he moves a space away from a Nakita on the left. A wolf risks the engagement strike with that Nakita and dies for it. Two wolves in the start zone charge forward and kill a Krav in the middle of the map.
1. A krav grabs the height right next to the left glyph and shoots Khosumet dead, and the other one ascends the hill on the right and fails an attack on Brunak.
2. The 10th get busy, and grab the glyph on the left, which is the common attack +1 glyph. He then kills the Krav next to him. Another on the left dies to the Nakita's Engagement Strike, and two on the right engage a Krav and shoot a Nakita.
2. The Nakita shoot the 10th on the glyph.
3. With his move of six, Brunak ascends the hill on the right and kills the final Krav.
3. Agent Carr moves toward KMS's starting area and takes an unsuccessful pot-shot at a 10th.
Round 3 17-6
1. Three wolves pounce, and one dies to a Nakita, while another dies to Agent Carr. The third, however, kills Agent Carr.
1. The Nakitas make their way towards KMS and fail an attack on a 10th.
2. Brunak charges towards them, and brings a 10th along for the ride.
2. KMS isn't willing to let that happen, and she charges at him, failing an attempt to mindshackle, an attack attempt, and then finally having a succesful Toxic skin roll that gives him one wound.
3. Another 10th falls to Engagement Strike. The last three 10th fire at KMS, but her thick armor/skin/whatever keeps her safe. They also grab the other glyph, which is the Wound glyph.
3. Order Marker lost. (on Agent Carr)
KMS takes a wound from the glyph.
Round 4 12-13
1. KMS fails. She just fails.
1. Brunak also fails.
2. A wolf falls to the Nakitas, but Brunak stands strong.
2. A wolf pounces a Nakita dead.
3. The final Nakita shoots that wolf.
3. WTF pierces KMS's armor/skin and inflicts two wounds on her.
KMS falls to the glyph of Wannok.
Round 5 11-9
1. Brunak charges at the last Nakita and ends the game.
Army 1 wins, with three 10th and a two life Brunak left!
Argh - Bionicle and Heroscape fanatic
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Last edited by ArghYeMatey; April 19th, 2011 at 05:40 PM.
Hard choice. 4th Mass should be able to slaughter the stingers, but without the vailint bonus, they will fall quickly, expecially to stingers and TKN.
I don't think Mimring will last long agianst TKN, and after he's dead the GSW's will fall quickly(did someone say trample stomp?), and from there he only has to close the distance to the forth Mass and it's all over. Stingers
1- Tor-Ku-Na advances with some nagrubs.
1- While Mimring advances with some Greenscales into the swamp water.
2- A squad of stingers march forward next to their leader.
2- Mimring advances just out of the first squad of stingers reach, and another squad of Greenscales come off the hill and into the swamp water.
3- Another squad of stingers advance.
3- A sqaud of 4th advance to go just in front of the swamp water.
Round 2 17-12
1- More stingers advance to join their buddies.
1- more 4th march forward, stopping right behind the first group.
2- the fourth squad of stingers advance, and join the big clump.
2- the third group of 4th advance, but can't get out of the starting zone.
3- The hivelord advances to a position where he could go into the water and attack Mimring on his next turn. A squad of his nagrubs, who can't seem to keep up with him, move forward.
3- Mimring flies one space away from Tor-Kul-Na, and fire lines two Stingers dead, since the battle field is unfortunately not straight enough to aim for a bigger clump. Two of the three greenscales in the start zone advance, while one that was in the water moves next to Mimring.
Round 3 14-15
1- Mimring, going on what is essentially a suicide attack and flies over Tor-Kul-Na into a position where he can fire line four stingers. Unfortunately, he whiffs. The greenscale that was next to Mimring goes next to Tor-Kul-Na and inflicts a wound, while two more charge forward out of the water.
1- Torky tramples the greenscale, and then inflicts two wounds on Mimring. The three nagrubs join the cluster of Marro.
2- Mimring sets up another fire line, but fails to kill anything other then a wayward nagrub. The two greenscale out of water attack Torky and whiff, while a third moves to join the action.
2- Three stingers advance one space and zap a greenscale dead.
3- A squad of 4th advance to the edge of the sand zone.
3- More stingers move forward, and fry the final Greenscale next to Mimring.
Round 4 19-5
1- Torky is tired of Mimring, and inflicts three wounds, killing him. His nagrubs finally catch up and circle him.
1- The greenscales advance, though none enter the sand zone, for fear of being gunned down.
2- The stingers advance, and one guns down a greenscale anyway.
2- 4th to the rescue! They come out of the water and shoot two stingers dead.
3- The stingers prove they're guns are more deadly by zapping three of the 4th.
3- another squad of the 4th in the back advance into the water.
Round 5 4-7
1- The greenscales advance, and two come out of the water, intent on getting revenge for their lost lizard king.
1- Tor-Kul-Na heals his only wound and then shows the two greenscales their intentions are nothing compared to his trample stomp. he stops right in front of the one 4th out of water that wasn't killed by the stingers and, naturally, he does the job for the stingers.
2- The squad of 4th in the water spread out and fire at Tor-Kul-Na, but can't inflict any wounds.
2- The Hivelord goes into the water and tramples a greenscale and 4th dead.
3- The 4th WTF two wounds on the Hivelord.
3- A squad of stingers charge forward and gun down the only 4th they don't have a height advantage on.
Just so you know, Army 1 has lost four stingers and two nagrubs, and Torky has two wounds, while army 2 has lost six 4th, seven greenscales, and Mimring.
Round 6 16-1
1- Tor-Kul-Na fails a trample stomp and is forced to kill a 4th the normal way. His nagrubs, who I have kept on forgetting to move, finally advance.
1- the four 4th who have gone without action near their starting zone inflict three wounds on Tor-Kul-Na.
2- Tor-Kul-Na gets out of the water and kills a 4th. His nagrub follow, still trying to catch up.
2- His nagrubs are too late though, and the 4th WTF Tor-Kul-Na dead, along with a nagrub and a stinger.
3- The stingers charge forward and kill two 4th.
3- The last two greenscales kill the closest stinger.
Round 7 8-19
1- The greenscales kill the two nagrubs that had been chasing after Tor-Kul-Na.
1- The stingers fire at the greenscales, but the greenscales' defense holds.
2- The two remaining 4th advance into the water and whiff their attacks on the stingers.
2- The stingers kill the last greenscales and one of the last two 4th.
To keep it shorter, The stingers gun down the last 4th at the beginning of the next round, without any further losses.
Army 1 wins, with six stingers and four nagrubs left.
If I had played it smarter with Mimring, the battle would at least have been prolonged. Though if TKN had better defense rolls, it probably wouldn't have mattered too much.
I will have the next armies to vote for later today.
Argh - Bionicle and Heroscape fanatic
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Last edited by ArghYeMatey; September 17th, 2010 at 02:38 PM.
I had originally planned to make this a story battle report, but the way I was doing wasn't going to work. Maybe I'll do it sometime soon.
Cyprien's army is on the bottom of the battlefield(and everything will be viewed from that angle), the side where the ruins are. He and Sonya are on the left side of the river with half the zombies, while the other half are on the right with the Marro warriors. Marcus and Guilty are on the left as well, with six Legos and three archers. The NotNW and the other Romans are on the right. All right, here it is:
Round 1 20-7
1. The zombies on the left side make their way onto the rocky ground.
1. As do the Legionnaires on the other side, who move with Marcus.
2. The zombies on the right advance as well.
2. The Romans on the right advance to meet them.
3. Cyprien flies over to kill a Legionnaire on the far left, but fails with his chilling touch and normal attack.
3. The last four Roman soldiers march forward.
Round 2 17-12
1. Cyprien attacks Marcus and inflicts a wound.
1. The archers on the left combine their attack on Cyprien, but only roll one skull, which is blocked.
2. Cyprien chills Marcus dead, and kills a Legionnaire while he's at it. (stupid dice.)
2. The archers on the right side combine their attack and inflict two wounds on the vampire
3. Three zombies from each side advance and two attack the Romans. A Legionnaire on the right side dies.
3. two Legos from each side move to positions on the snow and attack, which is good for one dead zombie on each side.
Round 3 2-6
1. Two legos on the right side attack and kill a zombie, while two more on the left attempt to kill a zombie and injure Cyprien, but both fail.
1. Cyprien gets back to full health by moving a few spaces to chill a lego and cut down an archer.
2. The archers on the right advance, but fail to kill any zombies.
2. An extra zombie on the right moves forward, while one on the left takes height and kills a Lego.
3. The Ninjas advance, but with so many Romans in the way they can't get far.
3. The Marro Warriors advance, kill a lego, and make a ninja disappear closer.
Round 4 6-7
1. The Ninjas charge(stealthily) forward and kill a Marro and a zombie.
1. Cyprien flies over and attacks a ninja, but completely fails.
2. Two archers from the right side and one from the left combine their attack on Cyprien, and inflict a wound.
2. The zombies swarm forward and kill a Lego on the right side.
3. The Legos aren't finished though, and they charge forward again and kill a lego turned zombie.
3. Cyprien fails epically to recover his health by rolling a 1 for chill touch and having his attack blocked by an archer with 1 defense.
Round 5 15-16
1. The ninjas cut down two zombies, but the last one fails to wound Cyprien.
1. Cyprien finally chill touches that one pesky ninja, and kills the archer next to him as well.
2. The remaining two ninjas turn their attention to Cyprien, but fail to inflict any wounds.
2. The last zombie on the right side fails to kill anything, as do the zombies on the left side.
3. The legos on the right side kill the final zombie there, while the one's on the left cut one of the six left down.
3. The Marro grab height and kill A lego on the left side and another on the right.
Round 6 7-11
1. The NotNW inflict a wound on Cyprien.
1. Cyprien chills one dead and recovers his health.
2. The archers get on top of the snow and attack, but fail to kill anything.
2. The Zombies attack back, but whiff most of their attacks.
3. Guilty, who hasn't even moved once this game, finally gets the chance and kills his points worth in the form of two zombies.
3. The Marro attack and whiff.
Round 7 2-20
1. The last Lego on the left kills the second-to-last zombie, while the two on the right inflict two wounds on Cyprien.
1. Cyprien heals again by killing the two legos.
2. Guilty kills the final zombie.
2. Order marker lost.
3. The Roman Archers combine their attack and inflict three wounds on Cyprien.
3. The Marro insure they'll never combine attacks again by killing two archers, so there are only two left.
Round 8 14-12
1. Cyprien flies over and kills Guilty.
1. Order marker lost.
2. Then he chills an archer.
2. The last archer fires at Cyprien, but it does nothing.
3. Cyprien heals his only wound by chilling the last archer.
3. The final ninja is unwilling to give up, and he slays a marro.
Round 9 15-2
1. Cyprien chills the final Legionnare.
1. The ninja kills another marro.
2. Cyprien flies just out of the Ninja's reach, on the opposite side of the river.
2. The ninja is obviously nervous, as he whiffs his attack roll on the final marro.
3. Cyprien flies over and kills the ninja with a normal attack, finally ending the game.
Well, that certainly wasn't the slaughter it was expected to be.
MVP: that was definitely Cyprien. He killed Marcus, Guilty, the Ninjas, five archers, and six legos as well.
This next battle will be a 600 point battle. Same map.
Army 1: Sir Dupius, Templar Cavalry x3, Black Wyrmlings x3
Army 2: Pelloth, Estivara, Deadeye, Drow x4, Chainfighter x3
I should have it up by Saturday.
Just a side note, whenever I pick an army, I do it without thinking about what the other army is(hence the chainfighters)
Argh - Bionicle and Heroscape fanatic
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Last edited by ArghYeMatey; October 7th, 2010 at 08:33 AM.
2-0
Wow, I never noticed this was up... You make me want to get Cyprien...
This is a hard one, but the templar should be killed after the intial charge, but, I think the Tempies can kill most of the heros, and the lil blackies should be able to kill the squadies and dupis should be able to crush the leftover heros... Templars and Lil' Blackies