As keen readers and casual passers-by
(probably not too many of those on a blog one assumes you either have to click
on a link for or google God knows what to find) will be aware, this past
weekend was the MKGT event at Rollcall (which, it turns out, was a multi system
event hosted by the British Historical Games Society) outside of (shockingly)
Milton Keynes.
To answer the obvious question – yes, I am
deeply disappointed. I would go as far as to say the whole weekend was ruined…
I did not see the concrete cows.
The event itself, held at a school on what
has to have been the most gloriously summery weekend the UK has seen in a long
time, was great fun. An incredibly relaxed atmosphere, 96 players (of whom I
assume the majority were good people), close to London (much rarer than foreign
readers would probably think), good games, bonus Mrs points for going on up on
Saturday morning and spending the Saturday night at home… all in all, a Good
Time was had.
As has become somewhat customary, I thought
it would be appropriate to make myself look suitably busy and hammer the
keyboard for a while to compile a brief rundown of my games at this event.
To recap, my list was as follows:
comp:
-1 unit between 400 and 599
-1 Slann w channeling staff and harmonic convergence
-1 Scar Vet on Cold One
-1 Scar Vet on Cold One
-1 Tetto'Eko
+1 Old Blood on foot
+1 Razordon unit
+1 Razordon unit
Comp Score -2
Slann Mage-Priest: Harmonic Convergence; Channelling Staff; Lore of Life; Battle
Standard Bearer 370
Saurus Oldblood: Enchanted Shield; Dawnstone; Sword of Might; The Other Trickster's Shard; light armour 214
Tetto'eko 185
Saurus Scar-Veteran: Armour of Destiny; great weapon; Cold One 154
Saurus Scar-Veteran: Armour of Fortune; Dragonbane Gem; great weapon; Cold One 144
Skink Priest: Dispel Scroll; Lore of Heavens 90
10 Skink Skirmishers 70
10 Skink Skirmishers: Lustrian javelins and shields 70
10 Skink Skirmishers: Lustrian javelins and shields 70
18 Skinks: musician 100
20 Skinks: musician 110
20 Skinks: musician 110
20 Skinks: musician 110
26 Temple Guard: Revered Guardian; musician; standard bearer (Razor Standard) 439
5 Chameleon Skinks 65
5 Chameleon Skinks 65
1 Razordon Hunting Pack 65
1 Razordon Hunting Pack 65
2,496 points
Saurus Oldblood: Enchanted Shield; Dawnstone; Sword of Might; The Other Trickster's Shard; light armour 214
Tetto'eko 185
Saurus Scar-Veteran: Armour of Destiny; great weapon; Cold One 154
Saurus Scar-Veteran: Armour of Fortune; Dragonbane Gem; great weapon; Cold One 144
Skink Priest: Dispel Scroll; Lore of Heavens 90
10 Skink Skirmishers 70
10 Skink Skirmishers: Lustrian javelins and shields 70
10 Skink Skirmishers: Lustrian javelins and shields 70
18 Skinks: musician 100
20 Skinks: musician 110
20 Skinks: musician 110
20 Skinks: musician 110
26 Temple Guard: Revered Guardian; musician; standard bearer (Razor Standard) 439
5 Chameleon Skinks 65
5 Chameleon Skinks 65
1 Razordon Hunting Pack 65
1 Razordon Hunting Pack 65
2,496 points
Game 1: Slatch (Warriors of Chaos)
The draw for the event was done a couple of
days prior on Twitter and as fate would have it I was drawn to play none other
than Slatch AKA The Saturday Destroyer, AKA MonsterSlatch, AKA Dreamkiller, AKA
Day One’s Bane, AKA Sabbath Slayer AKA Sunday’s B*tch AKA… Steve.
As per the last time we played, he was
rocking Galrauch and what could be called a Monsters of Chaos… collection of
models? Not sure something with quite so few models can really qualify as an
“Army”… maybe a Warriors of Chaos rugby team? I have, in my usual subtle way,
indicated that Slatch has a reputation for ripping everything up that opposes
him on a Saturday, before averaging something between zero and no points on day
two. This was bad news.
In summary, his list was:
Galrauch
Unkillable BSB on Disc
Mounted Lvl1 Death Wizard
3 Slaanesh Chariots
2 x 5 Marauder Horse
2 x 5 Dogs
2 x Chimerae
2 x Shaggoths
Following my patent-pending approach to the
new Lizardmen book, I “bunkered up” (to epically misuse the term) the Slann,
Old Blood and Vets into the Temple Guard and shoved it straight at him,
guarding my flank with the building. I then sat there, Life-buffed, at roughly
an average charge range away from the entirety of his army and waited whilst
his brain fried at the sight of lizards not backing away.
You never know what you will find round the corner... |
The skink elements of my army, as is their
want, started harassing the flanks. Senor Compo Pointo, the trusty Razordon who
only EVER gets to play in competitive games showed that he was not purely there
to make up the (comp) points and mercilessly gunned down all 5 marauders in a
unit. The units in and around the building started picking on Shaggoths (my
skinks have developed a taste for them following our previous game at Bjorn
Teams).
By turn two he had had enough, and almost
the entirety of the Chaos Warrior army declared charges upon the rather bored
looking (regenerating) Temple Guard. Three chariots, a Chimera and a Shaggoth
made it in (the rest could not fit). A fearsome carnage ensued – 11 noble
temple guard brought down by an unholy mix of scythe, halberd and claw. As is
frankly their job my unit hit back, killing the Shaggoth before it could
strike, wrecking another chariot, badly hurting the other two. In my turn the
chariots were dispatched and the Chimera, now with only one wound left, fled to
land in the midst of 3 skink units (who had just been playing a nice game of
“kill the nasty death wizard”) and was promptly shot down.
"Bundle" is a technical term, right? |
Further disciplined
fire killed the other Shaggoth (on a side note, I remember being blown away by
that model when it was released, now it looks tiny!). The temple guard, now
boasting a frankly silly Toughness of 8 turned to behold the rest of the WoC
army to see what Steve would do.
Akin to a bus hitting a building |
There were two options for the Warriors
here – either go for it and try to pick up as many points as possible, or run
away and try and conserve points. He went for it. The BSB charged a cohort unit
(finally killing it in the last turn of the game), whilst Galrauch and the last
Chimera tried to breath/magic stuff off… it didn’t work, and both the flappy
monster thingies (technical term in the language of the Old Ones) were brought down.
At the end of the game the warriors on the table numbered the BSB, his disc, 5
marauders on horses… and their horses.
20-0
Game 2: Cai (Beastmen)
Scenario: Blood and Glory (825 points for
breaking your opponent)
In summary his list was:
Lvl4 Shadow
Doombull on Flying Carpet
BSB
Slugtongue
Lvl2 Death
39 Gor
39 Gor
30+ Bestigor
2 x Razorgor Chariots
2 x Razorgor
2 x Ungor Raiders
Thinks started badly – he rolled Purple
Sun.
I don’t, as a rule, like that spell very
much if I am not the one skilling people up with it. I get nostalgic and sad.
It also meant I could not readily risk a
protracted engagement for fear of Purple Sun goodness (and that’s before even
worrying about Mindrazor, Withering or Enfeebling).
Goats and Lizards. turn up to play |
After a turn of dancing around a bit, something
generally seen as the Done Thing, I remembered that I was actually really
skilled.
I had rolled Dwellers.
As luck, fate or a higher power would have
it, both his lvl4 and the Purple Sun-totting Shaman were in the same unit.
Cue the master plan. A casual 2 dice Throne
was thrown up by this mightiest of the Old One’s servants…
Now to…
Wait what?
Cai was blathering something about a Hex
scroll… This could be bad.
Thankfully, the universe could not cope
with the idea of a big fat frog being turned into a small (and, one assumes,
still chubby) frog because someone read gibberish on a piece of paper, so
disaster was averted.
Appalled at Cai for trying such a
despicable thing in a friendly game of Warhammer, I took the moral high ground,
and said the three most cherished words in Warhammer: “Six Dice Dwellers”,
pointing at his general.
Cue the irresistible (safely ignored by the
throne) and the undoubtedly highly deserved death of both the lvl4 general and
the aforementioned Purple Sun-wielding goat.
My Dweller-Fu was strong.
Post Dwellers-Fu |
Now was the time to capitalise – Beastmen
armies sans general or effective magic are almost the definition of victims of
opportunity.
Cai, as we have seen, being someone full of
low cunning and at least partially evil saw that things were going badly and
promptly turned his Bestigor around marched away full speed. Drats! It’s been a
while since I used them, but I knew a lvl4 and a lvl2 (plus the Ungor raiders and
a Razorgor that Senor Comp Pointo picked up) was not going to be enough to get
me anything close to a big win. I had to try and chase them down, if I failed
to catch that unit I would really have to break his fortitude…
Slugtongue was rather unceremoniously thrown
out of the Bestigor unit and told to go and stand in front of the Temple Guard
to buy time. What proceeded to occur over the next few turns was relatively
simple, if rather frantic.
One Scar Vet went off and picked on the
Dwellered Gor unit (who were eventually
mopped up), one went galloping after the Bestigor in the hope I could catch
them and hold them up for long enough for the Temple Guard to get there. The
Vet eventually got to them, but the Temple Guard fluffed their lines and failed
to get in, leaving the Vet stranded… and killed. The Old Blood, having soloed
out to deal with the redirecting Slugtongue, was not paying much attention and
got charged in the rear by a Razorgor Chariot. Upon noticing this fact (some minutes
later) he dispatched that too.
Over on my right flank the other Gor unit
got rather mercilessly picked on by what one safely say was “a lot” of skinks.
Meanwhile, in an epic combat that is sure
to go down in the annals of history, the mighty Doom Bull went to war with
Warhammer’s mightiest predator – a Skink Cohort.
With magical dominance and not much to do
with it, Tetto and the Priest had some fun casting double Iceshard Blizzard
upon the hapless carpet-wielding cow – even causing a few wounds on him, which
is always fun. The inevitable eventually happened. Despite having around 9
attacks the chilly blast of wind put him off, he lost combat by 2 and, aided by
the -2 to his Leadership, was run off by the mighty skinks – who promptly
finished him off in a much more dignified way – by throwing pointy poisoned
sticks at it until he stopped moving.
In the end I got the 20, though Cai, being
the terrible person he is*, he refused to let me kill his Bestigor, BSB or one
of his Razorgor chariots.
*Disclaimer for the dense – Cai is not
actually a terrible person – quite the opposite, and indeed was my favourite
opponent to of the weekend. He is, however, clearly evil.
Game 3 – Greg (Mono-Khorne goodness)
Capture the Blood Forest (825pts for doing so)
There are truisms in life. They exist,
generally, because they are true.
One of these is that if there is killing
blow on the table, it WILL killing blow at least one of my characters. The
other is that Final Transmutation will turn frogs into gold (alchemists were
surely in the midst of exploring the close links between frogs and gold before
that whole science fell out of fashion). Thankfully the Lord of Skulls is more
of a brass man, and left metal wizards at home.
In summary:
Blood Thirster, greater gift (Eternal blade
and impact hits), lesser gift (ASF)
Khorne Herald BSB, lesser gift (ASF)
2 x 15 Bloodletters
1 x 10 Bloodletters
1 x 5 Furies
3 x 5 Flesh Hounds (1 ambushing)
1 x 3 Blood Crushers
1 x Skullcannon
1 x Soulgrinder
A thing that is rarely mentioned in
matchups is experience against the player (or type of player), as well as the
army. Daemons everyone has played to death. This type of list less so, and I
had no idea how aggressive Greg would be with it. All I knew was that Blood Thirsters
are REALLY hard to kill (something that Blood Thirster-controlling players seem
to underrate – granted I bet they miss their 2+ armour…, but relying on 1-in-6
poison (or a 1-in-6 to wound from hits), followed by failure of both 5+ armour
and 5+ ward is asking for a lot), and that capturing the wood was likely to be
a game winner.
If you go into the woods today, you're in for a big surprise.... |
This uncertainty translated in
misemployment on my part (I tend to go for highly compacted deployment
patterns) – which exposes the pathetic leadership of skinks. Still, it meant he
had to direct stuff to deal with those elements, which was the plan anyway. I
was worried he would push it all in – mainly because you are then in the lap of
the dice gods (though against life magic a Thirster is asking for combat res).
So that didn’t happen.
What did, of course happen, was my old
blood getting killing blowed. That goes without saying.
It was a tight but simple game – I pushed
forward, he fed me a couple of units (flesh hounds, a unit of Bloodletters,
furies and a soul grinder) before I parked the Temple Guard in the Blood
Forrest and waited out the game (refusing to cast in case the wood did anything
silly). On the flanks Skinks epically underperformed, leaving the Blood Crushers
just about alive on my left. On my right I *just* managed to kill the
small letter unit. I lost most of my skinks, the old Blood, Priest and a Vet.
When the butcher’s billy was tallied, and
the claiming of freaky forests accounted for, I had gotten myself a 16-4 win.
Game 4 – Tony (Empire)
To say I was worried about this game on
table 2 is an epic understatement.
Here’s why (in summary)
Grandmaster, Runefang
Lvl4 Life, barded steed
BSB, barded steed.
Captain on Pegasus
Captain on Pegasus
c13 Knights
c12 Inner Circle Knights w Great Weapons
5 Demigriffs
Laserbeam go cart
Steam Tank
Steam Tank
Yes… one quarter of the functioning steam
tanks within the Empire, and one of the 12 legendary Runefangs. Tony is one
connected guy, clearly.
So… we both had Dwellers., let’s just get
that out in the open. This was, as some would call it, Bad News. It’s a tough
one for me when facing this spell – part of me thinks putting Slann in Temple
Guard is the best plan, as it allows him to seek safety in combat. On the
other, it means he will be in range, which is never fun – first rule of
dwellers defence – do not be in range of the spell. If that can’t be avoided, don’t
offer up too many targets.
Tony deployed centrally – the Steam Tanks
forming up on the (my) far right, his Inner Circle knights with Grandmaster,
BSB, lvl4 Life and one of the Peg Captain right of centre, the Demis in the
middle (with a Peg Captain) and the normal knights left of centre. The go-kart
hung out at the back somewhere. I deployed in a standard way, Temple Guard
centrally, supported by various skink units. Senor Compo Pointo, a skirmishing
unit and a cohort advancing up my right flank.
The Slann hid out in a some skinks a long
way away from his lvl4.
The Priest… not so much.
Given that his Dwellers was on a 14” moving
unit, I was worried about a “push-it-forward-6-dice” approach, so sacrificed a
chameleon unit in front of it, angled so that a turn one charge would take all
the likely targets for dwellers out of arch. The other chameleon unit went on
the far left, in his deployment zone. Either they would be dealt with
(diverting resources) or, more likely, they were going to run across the back
of his army to target the lasercart – they would be in range, turn 3 (maybe 2),
and skinks like shooting those things. My vanguards saw me push the Temple
Guard up a bit, inviting aggressive charges.
Tony commenced by pushing the baby knights
on my left flank aggressively, threatening skinks/Slann/the backfield whilst
holding back with everything else. He went for the dweller money shot on the
Temple guard, and was stopped.
In my turn a couple of key things happened.
A Scar Vet was tasked with killing the
knights on my left, which he eventually did before the end of the game.
More importantly, the Priest moved to
within 12” of his Inner Circle bunker, within easy charge range of the Tanks. There
was only going to get one shot here….
Cue magic, with not much seemingly on, I
rolled heavy on throne. He dispelled it with all dice. I then casually 4 diced
Dwellers via the wee priesty (think had some Tetto reroll help). No Scroll? Boom.
Breaths held…
Lvl4?
Dead.
BSB?
Dead.
Nice. Magic superiority, achieved.
The tanks promptly ran over the offending
priest and buddies.
From here, I dealt with the tanks in my the
usual way:
The Old Blood soloed out of the Temple
Guard unit into one – eventually ripping it apart (before going on to kill the
lasercart that had sought protection in combat with some skinks. A skink cohort
charged the other tank in the flank, effectively removing it as a threat for a
few turns (just need to remember to not stand in front of the cannon…).
Tony then went for one last throw of the
dice – hurtling the Demis and the Inner Circle into the Temple Guard. It was
pretty bloody, but in the end the Inner Circle unit fled… numbers reduced to
the point where only insane courage would save them. The Demi’s, helped by the
Peg Captain’s ‘Hold The Line’ hung around to the last man…
When the dust cleared a badly damaged Steam
Tank surrounded by a bloody mess was all that was left of the hyper elite
empire list.
Dwellers has a habit of ruining games
(there really should only be one conclusion once I had killed his lvl4 and
BSB), and Lizardmen with the skink’s Vassal rule are very good at getting the
alpha strike on this. Of course, from then it is a 50/50 (at best)….
Game 5: Terry (Daemons of Chaos)
For the final game of the event, amidst a
gloriously sunny day when the last thing I wanted to do was go back into a room
that, in all honesty, was starting to smell, I had Terry and his Daemons of
Magic.
Terry had been busy making table one his at
this event, but with a comp score of -6 and a 15-5 win against Wood Elves in
game 4, I had a 5 TP lead going into the game.
What to do? Try and hide – limiting loss to
less than would make a difference? Push it and see?
The fact that there could well be some
people on crazy comp scores winning games the last round meant we both thought
we should push it.
To say I was pessimistic is an
understatement – his list gives me nightmares.
In summary:
Kairos – took Dwellers, Final
Transmutation, Purple Sun, Pitt, Doom and Darkness and Other Spells
Tzeentch Herald lvl 2, BSB
Blue Scribes
4 x 10 Horrors
2 Nurglings
Skullcannon
2 Beasts of Nurgle
5 Plague Drones, poison
3 Screamers
5 Flesh Hounds (ambushing)
3 Flamers
So… Kairos has all the tools to win this by
himself, which is bad news. Lots of magic missiles, fast combat threats… all in
all, bad news.
I had the same issue as in the previous
game – Slann in Temple Guard or not?
In this case I made a big mistake, opting
to sit in skinks instead. Bad choice.
I wanted to do two things here. Firstly I
had to tie down his combat power. Secondly I wanted to pick on horror units –
they gave him channels, magic missiles, and, well, they are not THAT hard to
kill and points are points.
I split my army roughly into 3 – right flank
to go and duel with two horror units and the flamers, centre to try and hold
the combat threats and the left to cover as needed/ideally get behind and start
threatening Kairos.
I got to put skinks in a pond. This game was always going to be good. |
I got first turn and pushed the Temple
Guard to be in easy-ish charge range of all his combat elements. Kairos, as he
did for pretty much the entirety of the game, managed to shut down all my Life
spells completely – I did get one cheeky spell through though...
The Blue Scribes, being all annoying smug
due to being stupidly good for their points cost, were hanging out in a unit of
Horrors. Tetto (who is also somewhat ok for his points cost (though come to
think of it, he did not do all that much at this event)) was jealous and cast
Iceshard Blizzard on the Horror unit. Pointless. Except for the lore attribute,
that promptly killed the annoying authors. Sure, it’s only 81 odd points, but
the pleasure was priceless :)
In Terry’s first turn he went for it.
Screamers, Cannon, Drones, Beasts and Nurglings charged the Temple Guard (I was
happy to note none of those units can break steadfast, and as such my unit
would be there a long time whatever happened - which, after all, was the point.
Annoyingly the Beasts could not fit, so later on ended up killing a bunch of skinks
instead. From here the combat ground out for most of the game – the right flank
went toe to toe for roughly similar loses on both sides. My left flank got
caught in the traffic jam caused by the massive combat. Kairos tried to Dweller
the Slann. I scrolled it.
The Skullcannon, whose Bloodletters have
killing blow, of course killed a Scar Vet. Why not?
Turn 2 I was getting the upper hand in the
mass grinding combat. Terry 6 dice Dwellered the Slann, I stopped it.
Turn 3 the much diminished Temple Guard
were left fighting just the Nurglings on their flanks – damn their being
steadfast in a wood! Terry 6 diced Dwellers on the Slann, irresistibly. I
survived. He forgot Dwellers.
Because such a big combat kicked off turn 1
it became apparent there was no way we would get through all 6 turns. I didn’t
feel like a 4 turn game was really acceptable, so we agreed to speed play to 5.
Another mistake.
Turn 4 the remaining Temple Guard (some 7
plus Old Blood and Scar Vet), finally free, charged a blocking Horror unit,
lining up for an overrun into the BSB’s unit. Senor Compo Pointo charged in to
let the Temple Guard fight twice in a round if I blew through the first unit as
I should. Sure enough, the Temple Guard accounted for two horror units and the
BSB. The Slann, under some pressure from the 2 Beast of Nurgle, moved into
Tetto’s unit of skirmishing skinks to safety. Terry 6 diced Final Transmutation
at the Slann and Tetto. He rolled really badly – barely casting it, using
Kairos’ reroll to increase the roll (which he did, by 1). I rolled far worse on
8 dice and failed to stop it.
Readers with elephantine memories will
recall me noting that the molecular make up of frogs is clearly akin to that of
gold.
Terry picked up his infamous pink cuboid
dice…
Tetto… 6.
Dead.
Slann… 6.
Dead.
10 Skinks… 7 5+s…
7 Dead.
Sigh. The thing about living through a
truism is that, despite you knowing it was going to happen, it is a tad
annoying when it does.
Turn 5 I bailed characters out the now
5-strong Temple Guard, the Vet failing a long range to get the flamers. And the
Old Blood hanging with some skinks to avoid purple sun goodness. Terry 6 diced Gateway,
and took off the remnants of the Temple guard, and picked up another 100ish
points of skinks.
And that was all she wrote.
End result a 10-10 in a bloody encounter
(we both got c1500 vps off the other). Annoyed at the double 6 on Final
Transmutation, but I had no business having Tetto in that unit anyway!
I personally think Terry made a big mistake
in this game by focusing so much on trying to kill the Slann. The combat with
the Temple Guard could have been won by him with some combat buffs/hexes, at
which point he would be on me, my only defensive block gone. I get the
temptation – and hindsight is brilliant of course.
The biggest mistake was actually not
putting the Slann in the Temple Guard. That would have made a big difference,
though the unit would have become a Purple Sun target.
Still the 10-10 meant I finished on 84
points after comp and, well, finished 1st overall.
Which is jolly good, so can’t really
complain :)
Good to finally win a 60+ player two day
event – it’s good to play in an event with no soft scores! :)
Thoughts on the list:
Temple Guard with Life magic (the LifeGuard
as they have been dubbed) are extremely effective (shock). Sure it’s extremely ‘old
school’, but the ability to tag an opponent’s threats and hold it (killing it is
a big bonus) allowing the rest of the army freedom of manoeuvre is priceless.
They need the Old Blood and Vets to be in the unit to reliably kill tough
things though.
Tetto, as ever, was a superstar. Even though
I did very little casting with him compared to other events, his ability to
vanguard the Temple Guard means the opponent has to deal with the unit, one way
or another. The odd combat buff thrown in is priceless, and the ability to
reroll 1s to cast allows for spamming of Life magic spells with
almost-certainty of casting.
Am tempted to try out a more “Party” Slann
for a while instead of the Old Blood (though the list loses a lot by not having
him), just for giggles.
Closing thoughts:
Success in an event, as anyone that goes to
a lot will tell you, relies on luck. Luck in matchups. Luck in miscasts. Luck
in dice. Luck in opponents mistakes. It is very rare in any area of life that
someone can keep things perfect with no regard for luck, especially in the
inherently rock paper scissors world of WFB.
I was lucky in my matchups – I did not face
elves. It’s that simple really. Elves are bad news. People should stop taking them.
An avoidance Dark Elf Death list, for example would have been Very Bad News.
The big spells do decide games. Three of my
five games were to one extent or another decided by Dwellers or Final
Transmutation (and could easily have been so by Purple Sun). Defending from
them, winning the positional battle, is a skill. Using it to win is less so. It’s
a pity. But they are now some of the only answers to some things in the game –
so am not sure what the solution is. Even one look out sir is massive when the
person protected can have the potential to win games (an example being a Purple
Sun-wielding wizard in the right matchup). I think I tend more towards the idea
of encouraging armies that do not rely on a character, so are less effective.
Food for thought though.
My opponents, one and all, were true gents,
and made the already relaxing weekend a real joy – it was also great to catch
up with the usual crowd. Big shout out to #FatCraig finally getting Purple Sun
to work for him (a 30” one that by all accounts took off Marcus’ entire Ogre
Army off) – its always nice when someone else gets to experience the true power
of Purple Sun – and for being seemingly the only one to keep up a good Twitter
coverage of the event – though as he has a blocked account if you don’t already
follow him you wouldn’t know that, and if you do, you do.
The organisers were also incredibly relaxed
and made for a good atmosphere at the event – no one wants overly bossy TOs
after all. In short, I recommend this event, highly.
As ever after a weekend of using Lizardmen,
I am slightly fed up of them. There is talk of Brets in August, and I have my
fingers crossed! In the meantime have the whole house moving/work thing to do,
so can relax a bit.
Though, come to think of it… Clash of
Swords is in August… time to read the comp pack!
Until next time!
Raf
Hey great write up, and grats on the win! I was just curious, when you used ice shard on the horrors with the scribes, and roiling skies went off, does the whole unit take the hits, or just the scribes since they are the flying element? Thanks and grats again!
ReplyDeleteThanks, much appreciated!
DeleteWe had to get a ruling from the TO on this. I dont have the rule book to hand, but the wording is along lines of "unit/model affected by lore of heavens takes hits".
The way was ruled (and the way seen it done elsewhere) is that it hits just the flying element