Campaign Thread

Page 11 of 12 Previous  1, 2, 3 ... , 10, 11, 12  Next

View previous topic View next topic Go down

Re: Campaign Thread

Post  RickyDMMontoya on Mon Mar 19, 2012 10:35 pm

Map updated with Andre's Movement:


Joe Movement:
Army 1: 1
Army 2: 3
Army 3: 3

RickyDMMontoya

Posts : 1124
Join date : 2008-05-09

View user profile

Back to top Go down

Re: Campaign Thread

Post  JoeMisfeldt on Tue Mar 20, 2012 10:40 pm

Army 3 to my wizards tower
Army 2 moves one tile south of it's current position to eric's fort
Army 1 to my mine currently under assault by andre

JoeMisfeldt

Posts : 127
Join date : 2008-04-21
Location : Saskatoon

View user profile

Back to top Go down

Re: Campaign Thread

Post  Mhael on Wed Mar 21, 2012 9:38 pm

Assault is such a strong ugly word. I prefer a 'distracted take-over' lol

Mhael

Posts : 1302
Join date : 2008-08-15

View user profile

Back to top Go down

Re: Campaign Thread

Post  RickyDMMontoya on Thu Mar 22, 2012 11:04 am

Nathan:
Army 1: 2
Army 3: 2

And I use my Tomb Kings special ability to move army 1 back to my capital.

RickyDMMontoya

Posts : 1124
Join date : 2008-05-09

View user profile

Back to top Go down

Re: Campaign Thread

Post  nathanr on Thu Mar 22, 2012 2:14 pm

3 to the pile of rocks again.
1 to Zack's watchtower where Darren's army is

nathanr

Posts : 4521
Join date : 2008-06-10
Age : 35
Location : Saskatoon

View user profile

Back to top Go down

Re: Campaign Thread

Post  Freezingoon on Thu Mar 22, 2012 3:20 pm

One of your armies has to stay within your empire.

Freezingoon

Posts : 295
Join date : 2009-09-12

View user profile

Back to top Go down

Re: Campaign Thread

Post  RickyDMMontoya on Thu Mar 22, 2012 4:57 pm

Nathan,

Zach's right. I'm the only player who can move all of their armies out of their empire due to the Tomb Kings special rules.

One of your armies has to stay in your borders.

RickyDMMontoya

Posts : 1124
Join date : 2008-05-09

View user profile

Back to top Go down

Re: Campaign Thread

Post  nathanr on Thu Mar 22, 2012 5:03 pm

Ok, Army 3 will move 1 hex to the North West then.

nathanr

Posts : 4521
Join date : 2008-06-10
Age : 35
Location : Saskatoon

View user profile

Back to top Go down

Re: Campaign Thread

Post  RickyDMMontoya on Thu Mar 22, 2012 5:36 pm

Brent:

Army 1: 3
Army 2: 2

You can re-roll either of them.

RickyDMMontoya

Posts : 1124
Join date : 2008-05-09

View user profile

Back to top Go down

Re: Campaign Thread

Post  b.kevinsen on Thu Mar 22, 2012 5:44 pm

Army 1 will move one down to the coast beside darren's capital, and army 2 will stay put

As a side note did I have to claim I was claiming the tile under army 1 last turn, and miss out on claiming that tile?

b.kevinsen

Posts : 76
Join date : 2008-07-02

View user profile

Back to top Go down

Re: Campaign Thread

Post  RickyDMMontoya on Thu Mar 22, 2012 7:27 pm



Zach movement!

Army 2: 3
Army 3: 2

RickyDMMontoya

Posts : 1124
Join date : 2008-05-09

View user profile

Back to top Go down

Re: Campaign Thread

Post  Freezingoon on Thu Mar 22, 2012 7:58 pm

Army 2 will move to the stone circle and army 3 will use my forced march to move twice to reach my occupied mine. A three way siege battle does sound fun though.

Freezingoon

Posts : 295
Join date : 2009-09-12

View user profile

Back to top Go down

Re: Campaign Thread

Post  RickyDMMontoya on Thu Mar 22, 2012 8:28 pm

Map Update:


Order for challenges:
Eric
Darren
Nathan
Joe
Dom
Andre
Zach
Brent


Eric has to challenge Zach;
Darren has to challenge Nathan;
Joe has to challenge Andre;
Dom can't challenge anyone, even with allies?
Brent can't challenge anyone even with allies?

RickyDMMontoya

Posts : 1124
Join date : 2008-05-09

View user profile

Back to top Go down

Re: Campaign Thread

Post  JoeMisfeldt on Fri Mar 23, 2012 2:00 am

My army 1 should be on Andre's Army 3 which is on my mine tile that is currently under assault. Doesn't change the fact that I have to challenge Andre.

JoeMisfeldt

Posts : 127
Join date : 2008-04-21
Location : Saskatoon

View user profile

Back to top Go down

Re: Campaign Thread

Post  RickyDMMontoya on Fri Mar 23, 2012 9:22 am

Your army 1 is there, unless I am mistaken?

RickyDMMontoya

Posts : 1124
Join date : 2008-05-09

View user profile

Back to top Go down

Re: Campaign Thread

Post  JoeMisfeldt on Fri Mar 23, 2012 3:56 pm

Andre's Army 3 is currently on my forested mine tile 1 north of my capital.

JoeMisfeldt

Posts : 127
Join date : 2008-04-21
Location : Saskatoon

View user profile

Back to top Go down

Re: Campaign Thread

Post  RickyDMMontoya on Fri Mar 23, 2012 9:37 pm

Gotcha.

RickyDMMontoya

Posts : 1124
Join date : 2008-05-09

View user profile

Back to top Go down

Re: Campaign Thread

Post  JoeMisfeldt on Mon Mar 26, 2012 5:21 pm

What are the results of the mine rolls?

JoeMisfeldt

Posts : 127
Join date : 2008-04-21
Location : Saskatoon

View user profile

Back to top Go down

Re: Campaign Thread

Post  RickyDMMontoya on Tue Mar 27, 2012 2:17 pm

They'll be up tonight.

RickyDMMontoya

Posts : 1124
Join date : 2008-05-09

View user profile

Back to top Go down

Re: Campaign Thread

Post  RickyDMMontoya on Tue Mar 27, 2012 7:21 pm

Mines:
Eric: A relic and a magic item worth 40 points. (UGH)
Zach: 400 extra points (UGH!)
Darren: A relic and a magic item worth 30 points and a collapse
Nathan: A relic and a magic item worth 30 points and 50 extra points
Joe: 2 relics and 2 magic items (1 worth 50, 1 worth 30 points) and a collapse
Andre: 300 extra points

Brent: Nothing
Dom: a relic and a magic item worth 10 points

RickyDMMontoya

Posts : 1124
Join date : 2008-05-09

View user profile

Back to top Go down

Re: Campaign Thread

Post  b.kevinsen on Wed Mar 28, 2012 12:45 am

Good thing I dont have anyone to challenge, elves aren't built to toil in mines, and I guess it is showing Smile

b.kevinsen

Posts : 76
Join date : 2008-07-02

View user profile

Back to top Go down

Re: Campaign Thread

Post  RickyDMMontoya on Thu Mar 29, 2012 8:45 pm

Dwarfs can add Runes to existing items, but for each roll, can only add a single Rune (up to the points cost rolled) to an existing item.

Dragon Fang:
Alrik sat hunched over his tankard as Vraff Starshard entered the throne hall of Barak Varr with a small group of master engineers.
"The Dragons?" asked Lord Alric.
"Destroyed my lord. They won't plague our keeps again. We killed so many of the beasts we have put their flesh to a new task."
"Intriguing. Show me."

The Dragon Fang is a massive bolt thrower made of gromril and dragon bone. Every inch of its frame is covered in blazing runes. The bolts it fires are each turned from a single dragon bone, and the points of the bolts are fashioned from the fangs and claws of the slain dragons. Their fletching is leather cut from the wings of the dragons.

220 points
Dragon Fang: M- WS- BS- S- T7 W6 In- At- Ld-
Runesmith Crew: M3 WS5 BS4 S4 T4 W2 At2 Ld9
Master Engineer Crew: M3 WS4 BS5 S4 T4 W2 A2 Ld9


Troop Type: War Machine - Rare Choice

Code:
Name            Range        Strength      Special Rules
Dragon Fang      60"            8        Heroic Killing Blow, Flaming,
                                          Magical Attack, Multiple Wounds (D3)
                                          Ignores Armour saves, Penetrates ranks


Special Rules:
Large Target; Gunner's Pride; Entrenchment (only effects the Dragon Fang itself); Dragonflame Bolt; Tempermental, Runic Overload.

Number of Crew: 1 Runesmith and 2 Master Engineers
Crew's Weapons and Armour: gromril armour and hand weapon (Master Engineers); gromril armour and hand weapon with Rune of Cleaving and Rune of Fury (Runesmith).

Dragonflame bolt: Instead of firing normally, the crew may fire a bolt crackling with dragon flame. Roll to hit as normal. If the shot hits, place the flame template over the target unit with the wide end over the part of the enemy unit nearest to the Dragon Fang, with the narrow end facing away from the Dragon Fang. Models touched by the template suffer a S3 hit with the Flaming, Magical Attacks and Armour Piercing special rules. Units that suffer one or more wounds from a Dragonflame bolt must take an immediate Panic test if they are eligible.

Tempermental: As long as both Master Engineers are alive, the Dragon Fang can re-roll failed rolls 'to hit' with its ranged attacks. If one Master Engineer is slain, this ability is lost. If both Master Engineers are slain the Dragon Fang must re-roll successful rolls 'to hit' with its ranged attacks.

Runic Overload: If the Runesmith is slain, the Dragon Fang can no longer use the Dragonflame bolt. Furthermore if the Dragon Fang rolls a 1 'to hit' with its normal shot after the Runesmith is slain, it immediately suffers d3 wounds as a cascade of Runes conflict with each other. The Runesmith does not generate any dispel dice, as he is too busy managing the conflict between the many Runes.

The Dragon Fang is a Regiment of Renown and must be deployed to one of your generals.

RickyDMMontoya

Posts : 1124
Join date : 2008-05-09

View user profile

Back to top Go down

Re: Campaign Thread

Post  JoeMisfeldt on Thu Mar 29, 2012 9:24 pm

The Book of Arkhan is now being carried by Maydrek the Deformed. He may be the most magically potent Strigoi Ghoulking around. (Using my 30pt item)

Aelfrik the Black learned the hard way that a regen save can only go so far, so to avoid those pesky killing blows he will pick up the Talisman of Preservation. (Using my 50pt item)

JoeMisfeldt

Posts : 127
Join date : 2008-04-21
Location : Saskatoon

View user profile

Back to top Go down

Re: Campaign Thread

Post  Mhael on Thu Mar 29, 2012 9:50 pm

Crazy dwarf engineers. I will have to try and come up with a good model for this I don't think an ordinary bolt thrower does it justice. If I field it with an army does it always have to make up part of that army list? Do dwarfs ignore the rule for only being able to take three of each types of runes even though they `found`a new one

Mhael

Posts : 1302
Join date : 2008-08-15

View user profile

Back to top Go down

Re: Campaign Thread

Post  nathanr on Fri Mar 30, 2012 7:49 am

I think that we do need to stay within the confines of the rules for rune weapons Andre. We can add to existing items up to a max of 3 with no duplicate master runes in an army, no two master runes on an item and no duplicate items in an army.

nathanr

Posts : 4521
Join date : 2008-06-10
Age : 35
Location : Saskatoon

View user profile

Back to top Go down

Re: Campaign Thread

Post  Sponsored content Today at 12:42 am


Sponsored content


Back to top Go down

Page 11 of 12 Previous  1, 2, 3 ... , 10, 11, 12  Next

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum