Amazing to see both armies painted. Few mistakes in rules: skirmishers like shades ignore penalty for moving in difficult terrain. They also suffer penalty for moving and shooting so they will fire on 5+ in turn one. Spawns are not skirmish, they’re monsters they suffer penalty for moving in difficult terrain. Panic has to be taken in combat from black horror. Always strike first is before charges. Repeater pistol has -1 for multiple shot - marksman should hit on 4+ like rest of the unit
@@Orkish100 some very good catches here, thanks so much for taking the time to explain amazingly enough this is the first ever game we have used skirmishers! And Harry has since played with the shades and has been taking the penalty for multi-shot it’s strange they didn’t put that in the weapon profile! The other stuff was mistakes and I will do my best to remember for future games!! We are trying our best to clean up the games rules wise as I’m sure it is quite jarring for some people when watching. Thanks again will pin your comments so others will see 😊
Constructive rules catches- 1) Panic checks from shooting are taken at the end of turn, so handgunners checked at 11:45 should have waited to check until shooting was done. It didn't matter at all in this case, but it can create a tough choice for the shooter whether to focus on elimination and kill efficiency or split fire and hope for failed panic checks. 2) Repeaters would have hit on 5s on turn 1, another -1 for move and fire. Sadly repeater xbows are like smgs with terrible kickback and no armor penetration, not so great until they are set up stationary and can see the whites of their enemy's eyes basically
@@evanwoodham6296 thanks for the call out! I think I did ask Harry all done shooting at these but I may have edited it out. The multishot is a great catch we even looked at the weapon profile to check in the rulebook and as it didn’t say anything we moved along, since we have made sure we are taking the penalty! Thanks again for the comments, we appreciate the feedback as we try to clean up our games!
Good battle rep thanks! always great to see 6th edition. A few notes- Dark Elf repreater crossbows do have -1 to hit if firing multiple shots - explicitly says so on page 90 of 6th ed. rulebook. Spell template attacks do not do the 4+ to hit partially covered models that war machines have. Only models fully under the template are hit as per page 139 of rulebook. 51:28 He could not cast black horror on to your greatswords unit as they are in combat as per Warhammer Chronicles 2004 page 115
Thanks so much for watching and taking the time to comment, I think after the fact we picked up a few of these but we will so our best to clear the game up!
Well spotted, Harry was convinced the druchii anointed was a hero choice for some reason, he got much abuse on the guildhammer whatsapp group for the error
The difficult terrain means units cannot march and are at half movement, but skirmishers/single characters are not impeded by difficult terrain, they can also run double their movement, if they do so they can't shoot (page 115 of the rule book). Your Pistolier's Marksmen should also have been at an additional -1 to hit for multiple shots, so you can roll his shooting at the same time as the normal pistoliers (page 90) also repeater crossbows. Panic Test are taken at 25% of loss, not more than 25% so the Marauders would of needed a test (page 80). Should not have been able to cast Black Horror on the Greatswords, as you cant cast spells into combat, unless spell says otherwise or Skaven (page 135)
@@Not-a-fancy-name thanks for your comment So terrain is half move AND can’t March?!?? that’s seems wildly restrictive. Yer multi shot even after looking in the book caught us off guard 😂
@@Guildhammer Difficult terrain is a bitch for normal units, i know quite a few people who house rule it as just half movement. Great game to watch and thanks again!
@@evanwoodham6296 that’s true think we might house rule it to be terrain is just half movement, otherwise all terrain is just basically impassible for ranked units
@@Guildhammer I recommend the rules as written, skirmishers have that benefit priced into their profiles. Without that rule there's no point in taking huntsmen versus handgunners, for instance. Most of the people house ruling it are dwarf players, but they're just old grumblers anyways.
Fun game, but the slaanesh player needs to keep in mind the titillating delusions spell as great as it is, MUST be placed in the target units line of sight. So no putting it behind the unit!
@@recn6149 that’s a good one to know I will have to have a look at the spell and tell Harry. Where do you come down regarding a unit effected by the spell can just charge if they are able too
@@Guildhammer Taken from the compiled Q&A's from back in the day. Q. The Titillating Delusions spell. May an affected unit still declare charges against units in LOS but not on the line designed by the spell? What about frenzied units who are forced to declare charges when possible? If a unit is affected, is it considered ”immune to psychology”, or can psychology effects alter their movement? Can you choose to flee from a charge, away from the direction nominated by the spell? If you cast a magical movement spell or incantation at an affected unit, can you freely choose the direction or are you forced to move the unit in the direction given by the Delusions spell? A. The thing affected by the spell is the unit’s voluntary movements: all voluntary movement, including those that result from a spell or incantation, even charge declarations, have to be made in the direction given by the delusions spell. This includes the voluntary direction that Spawn and Pump Wagons move in. However, the affected unit is not Immune to Psychology, and all compulsory movement still obeys its own rules (compulsory charges, failed terror tests, etc.). The unit can still flee a charge, but will still be affected by the spell as soon as it regains its freedom of movement.
@@Guildhammer From the old Q&A's Q. The Titillating Delusions spell. May an affected unit still declare charges against units in LOS but not on the line designed by the spell? What about frenzied units who are forced to declare charges when possible? If a unit is affected, is it considered ”immune to psychology”, or can psychology effects alter their movement? Can you choose to flee from a charge, away from the direction nominated by the spell? If you cast a magical movement spell or incantation at an affected unit, can you freely choose the direction or are you forced to move the unit in the direction given by the Delusions spell?
A. The thing affected by the spell is the unit’s voluntary movements: all voluntary movement, including those that result from a spell or incantation, even charge declarations, have to be made in the direction given by the delusions spell. This includes the voluntary direction that Spawn and Pump Wagons move in. However, the affected unit is not Immune to Psychology, and all compulsory movement still obeys its own rules (compulsory charges, failed terror tests, etc.). The unit can still flee a charge, but will still be affected by the spell as soon as it regains its freedom of movement.
@@adamvalve it does still need line of sight, however I put it there in the hopes the shades wouldn’t be able to deploy in the woods… my eyeball measurements need improving dramatically.
Right they played it correctly, no movement penalty. Skirmishers are like bad, overpriced versions of regular line troops with a -1 to hit and the ability to use terrain as invincibility havens. Only really fast cav and magic missiles can dig them out
@@matteoprovasi4130 first time using skirmishers in over a year of being back playing! But I think we accidentally got it right 😅 as he still wanted to shoot
Another constructive rules catch- black horror can be dropped anywhere withkn 18", nothing that would require friendly fire from it. The no spells cast into combat comment is also correct
Amazing to see both armies painted. Few mistakes in rules: skirmishers like shades ignore penalty for moving in difficult terrain. They also suffer penalty for moving and shooting so they will fire on 5+ in turn one. Spawns are not skirmish, they’re monsters they suffer penalty for moving in difficult terrain. Panic has to be taken in combat from black horror. Always strike first is before charges. Repeater pistol has -1 for multiple shot - marksman should hit on 4+ like rest of the unit
There is march block for enemy units within 8 - swordsmen could not march in turn 2
Shades would shoot the wizard on 6+, they moved, multiple shot, single model
@@Orkish100 some very good catches here, thanks so much for taking the time to explain amazingly enough this is the first ever game we have used skirmishers! And Harry has since played with the shades and has been taking the penalty for multi-shot it’s strange they didn’t put that in the weapon profile!
The other stuff was mistakes and I will do my best to remember for future games!! We are trying our best to clean up the games rules wise as I’m sure it is quite jarring for some people when watching. Thanks again will pin your comments so others will see 😊
Constructive rules catches-
1) Panic checks from shooting are taken at the end of turn, so handgunners checked at 11:45 should have waited to check until shooting was done. It didn't matter at all in this case, but it can create a tough choice for the shooter whether to focus on elimination and kill efficiency or split fire and hope for failed panic checks.
2) Repeaters would have hit on 5s on turn 1, another -1 for move and fire. Sadly repeater xbows are like smgs with terrible kickback and no armor penetration, not so great until they are set up stationary and can see the whites of their enemy's eyes basically
@@evanwoodham6296 thanks for the call out! I think I did ask Harry all done shooting at these but I may have edited it out.
The multishot is a great catch we even looked at the weapon profile to check in the rulebook and as it didn’t say anything we moved along, since we have made sure we are taking the penalty!
Thanks again for the comments, we appreciate the feedback as we try to clean up our games!
@@Guildhammer For sure half the fun is the learning curve
Love to see new upcoming battle report channels can’t wait for more
@@simontucker6836 thanks so much! New batreps ever fortnight!
Good battle rep thanks! always great to see 6th edition. A few notes-
Dark Elf repreater crossbows do have -1 to hit if firing multiple shots - explicitly says so on page 90 of 6th ed. rulebook.
Spell template attacks do not do the 4+ to hit partially covered models that war machines have. Only models fully under the template are hit as per page 139 of rulebook.
51:28 He could not cast black horror on to your greatswords unit as they are in combat as per Warhammer Chronicles 2004 page 115
Thanks so much for watching and taking the time to comment, I think after the fact we picked up a few of these but we will so our best to clear the game up!
Loving the battle reports lads, many thanks for the uploads!
@@Not-a-fancy-name thanks for watching!
Druchii Annointed and High Sorceress are both lord choices. You are only allowed 1 lord choice in a 2000 point game.
Well spotted, Harry was convinced the druchii anointed was a hero choice for some reason, he got much abuse on the guildhammer whatsapp group for the error
I'm one of the 5%. Great game, and it's always nice to see the Empire defend the realm from evil.
Thanks so much for watching 200 Guildhammer points to you! We pray to Sigmar for deliverance!
Andy with the dispel kerfuffle!
@@Reecetriestodostuff got carried away with the narrative 😂
great batrep. king of editions! i'm one of the 5 % 😉
@@tylerd.1077 200 guildhammer points to you! Thanks for watching :)
I'm one of the 5%
A few rules mistakes in there gents but still good fun to watch.
@@benkochskamper3092 you win 200 guild-hammer points🥇 first to comment it 😂 thanks for watching this one was great fun to play.
@@Guildhammer haha no worries, I enjoy the after game chats!
Thanks again, looking forward to the next one.
The difficult terrain means units cannot march and are at half movement, but skirmishers/single characters are not impeded by difficult terrain, they can also run double their movement, if they do so they can't shoot (page 115 of the rule book). Your Pistolier's Marksmen should also have been at an additional -1 to hit for multiple shots, so you can roll his shooting at the same time as the normal pistoliers (page 90) also repeater crossbows. Panic Test are taken at 25% of loss, not more than 25% so the Marauders would of needed a test (page 80). Should not have been able to cast Black Horror on the Greatswords, as you cant cast spells into combat, unless spell says otherwise or Skaven (page 135)
@@Not-a-fancy-name thanks for your comment
So terrain is half move AND can’t March?!?? that’s seems wildly restrictive.
Yer multi shot even after looking in the book caught us off guard 😂
@@Guildhammer Difficult terrain is a bitch for normal units, i know quite a few people who house rule it as just half movement. Great game to watch and thanks again!
@@GuildhammerIt makes it a safe haven for skirmishers, it's part of the balance
@@evanwoodham6296 that’s true think we might house rule it to be terrain is just half movement, otherwise all terrain is just basically impassible for ranked units
@@Guildhammer I recommend the rules as written, skirmishers have that benefit priced into their profiles. Without that rule there's no point in taking huntsmen versus handgunners, for instance.
Most of the people house ruling it are dwarf players, but they're just old grumblers anyways.
Looks like I'm 1 of the 5% 😂
200 guildhammer points to you :D thanks for watching!
Fun game, but the slaanesh player needs to keep in mind the titillating delusions spell as great as it is, MUST be placed in the target units line of sight. So no putting it behind the unit!
@@recn6149 that’s a good one to know I will have to have a look at the spell and tell Harry. Where do you come down regarding a unit effected by the spell can just charge if they are able too
@@Guildhammer Taken from the compiled Q&A's from back in the day.
Q. The Titillating Delusions spell. May an affected unit still declare charges against units in LOS but not on the line designed by the spell? What about frenzied units who are forced to declare charges when possible? If a unit is affected, is it considered ”immune to psychology”,
or can psychology effects alter their movement? Can you choose to flee from a charge, away from the direction nominated by the spell? If you cast a magical movement spell or incantation at an affected unit, can you freely choose the direction or are you forced to move the unit in the direction given by the Delusions spell?
A. The thing affected by the spell is the unit’s voluntary movements: all voluntary movement, including those that result from a spell or incantation, even charge declarations, have to be made in the direction given by the delusions spell. This includes the voluntary direction that
Spawn and Pump Wagons move in. However, the affected unit is not Immune to Psychology, and all compulsory movement still obeys its own rules (compulsory charges, failed terror tests,
etc.). The unit can still flee a charge, but will still be affected by the spell as soon as it regains its freedom of movement.
@@Guildhammer From the old Q&A's
Q. The Titillating Delusions spell. May an affected unit still declare charges against units in LOS but not on the line designed by the spell? What about frenzied units who are forced to declare charges when possible? If a unit is affected, is it considered ”immune to psychology”, or can psychology effects alter their movement? Can you choose to flee from a charge, away from the direction nominated by the spell? If you cast a magical movement spell or incantation at an affected unit, can you freely choose the direction or are you forced to move the unit in the direction given by the Delusions spell?
A. The thing affected by the spell is the unit’s voluntary movements: all voluntary movement, including those that result from a spell or incantation, even charge declarations, have to be made in the direction given by the delusions spell. This includes the voluntary direction that Spawn and Pump Wagons move in. However, the affected unit is not Immune to Psychology, and all compulsory movement still obeys its own rules (compulsory charges, failed terror tests, etc.). The unit can still flee a charge, but will still be affected by the spell as soon as it regains its freedom of movement.
@@recn6149 thanks so much for this Harry will be very pleased! Where do you find these old Q+As?
why is the mortar in the front when it could be behind everything with unlimited range.
@@adamvalve it does still need line of sight, however I put it there in the hopes the shades wouldn’t be able to deploy in the woods… my eyeball measurements need improving dramatically.
Skirmishers ignore terrain movement penalty, right ?
Right they played it correctly, no movement penalty.
Skirmishers are like bad, overpriced versions of regular line troops with a -1 to hit and the ability to use terrain as invincibility havens. Only really fast cav and magic missiles can dig them out
@@matteoprovasi4130 first time using skirmishers in over a year of being back playing! But I think we accidentally got it right 😅 as he still wanted to shoot
@@evanwoodham6296 seem strong I will be taking them for sure going forward 🤣
6th Ed best Ed!
@@ja37d-34 long live 6th edition!
@@Guildhammer Oh yes.. An edition where the Core is the infantrty blocks, which are good.. And no massive special rules bloat and Herohammer BS.. ;)
@@Guildhammer ...and FUN magic.
Fuck yeah
@@evanwoodham6296 hope you enjoy the batrep!
Im one of the 5%. 😊
@@isakjohansson112 200 guildhammer points to you! 🤣
Another constructive rules catch- black horror can be dropped anywhere withkn 18", nothing that would require friendly fire from it. The no spells cast into combat comment is also correct
@@evanwoodham6296 I thought it was just magic missiles you weren’t allowed to throw into combat or is it all spells?
@@Guildhammer All spells unless they specifically exempt. Soul stealer and word of pain for dark elves
2 lord choices is abit much? Cult of Slaanesh are V strong!
😅 Lets pretend that I agreed rather than that neither of us realised the Drucii anointed was not a Hero 🤣