Beastmen Triple Ghorgon vs. Bretonnia Old World Battle Report

แชร์
ฝัง
  • เผยแพร่เมื่อ 21 พ.ย. 2024

ความคิดเห็น • 9

  • @TobiasPulver
    @TobiasPulver 3 วันที่ผ่านมา

    Really cool battle report, thank you! You found a great balance between keeping it short and still giving insight into the relevant decisions. More of this please (especially if Beastmen are involved :D)!

    • @cameronblume5108
      @cameronblume5108  3 วันที่ผ่านมา

      @@TobiasPulver thank you! Definitely planning to do more, and we have a few beastmen players around

  • @steveh.690
    @steveh.690 วันที่ผ่านมา +1

    Good battle report, nice battle.

  • @GilthosDrakoniss
    @GilthosDrakoniss 12 วันที่ผ่านมา

    😊

  • @punchyMiddleEarth
    @punchyMiddleEarth 11 วันที่ผ่านมา +1

    More details on how the Duke died please?😮

    • @cameronblume5108
      @cameronblume5108  11 วันที่ผ่านมา +2

      It was a standard Viletide cast + Hagtree Fetish, and the Great Bray-Shaman got in range to cast it because it had a Flying Carpet (Fly 8), and because the Beastmen got first turn so that the Bretonnians didn't have a chance to use their Falcon Horn of Fredemund. It was a deployment mistake from the Bretonnians to deploy close enough to allow this to happen on Turn 1.
      Viletide gives you 5d6 Strength 1 hits with no armor save. Hagtree Fetish allows you to re-roll wounds on magic missiles. So it's a bunch of dice fishing for 6s to wound, re-rolling failures. Once you get the wounds, the Duke only gets its 6+ ward save from the Blessing of the Lady.

    • @punchyMiddleEarth
      @punchyMiddleEarth 11 วันที่ผ่านมา

      @cameronblume5108 yes but how many wounds did they do? How many were saved?
      How do you stop or help prevent the Duke from being targeted by that spell too? Seems broken as haha

    • @cameronblume5108
      @cameronblume5108  11 วันที่ผ่านมา

      @punchyMiddleEarth it did exactly enough wounds to kill the Duke, so it was close. Not sure if he made any 6+ ward saves.
      To defend against this, first off don’t put your general in range for the shaman to lunge forward on turn 1. Viletide only has a 15” range, so it doesn’t usually threaten more distance than a cavalry charge. You could charge the unit of gors with fast cavalry to put the wizard in combat so it can’t cast. You could wipe out the Gors with a fireball so that the shaman can’t hide in them. You could put a wizard closer to the shaman so it’s harder to cast the spell (in this game there is no wizard in range to dispel). There are definitely counters