Tomb Kings vs Chaos Dwarfs Warhammer The Old World Battle Report
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- Опубліковано 21 сер 2024
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All these Ruby Rings of Ruin seeded throughout the world. I sorta envision them as an errant shipment of plasma pistols from the Astra Militarum that got lost on this strange backwards planet.
ahaha a hah a hahahaa hahahahahahah
Regarding the "beneath the sands" things you were saying, the FAQ actually allows you to forgo rolling for ambush if you have a special rule to bring them in otherwise:
Q: Can you choose not to roll for the arrival of Ambushers
during your Start of Turn sub-phase?
A: No. Unless the unit itself or the scenario being played has a special rule that changes the way in which Ambushers arrive, you must roll for their arrival during each of your turns, from round two onwards. However, any special rules that affect the arrival of Ambushers which take effect after the Start of Turn sub-phase but
before the Compulsory Moves sub-phase may be used as normal, regardless of the result of the Ambushers roll.
I wish I could hire ya'll to try my Mortuary list. The general gimmick is ambush with 2 scorpions, and 2 units of 3 necroserpents with the Terrors Below rule to eat infantry upon being summoned in ambush. The lich priest is on a dragon with illusion, specifically to help flank and cast Doppelganger in combat. A Necrotect gives my brick poison with Amulet of serpent.
Terrors below seems very nice, but vs for example beastmen it's almost next to useless as it only works on certain units and some armies will hence be almost immune
@@daemonishere So while I agree, I fought an ogre army in first game ever, the mortuary cult being able to summon units within 12 inches of themselves allowed me to break up alot of ogre charges.
Can I ask what your list looks like exactly?
Great to see chaos dwarfs. Thanks for the report!
Noticed you marched with the Iron Daemon. It has a special rule where you have to roll for it “March” to see how far it can go. And on a 1 it halts.
On that critical stumble of the scorpion after the failed charge: He should only have moved 11" (the higher roll on the 2D6 was 5 plus the 6 on swift stride) and not add his 7" movement. therefore he would not have gotten into combat with the Bale Taurus. Similarly, the Iron Daemon in his first turn obviously marched which it cannot, you have to roll a D6 and add the 5" base movement. Likely the Necrospinx would have been too far away to charge in turn 2.
Apologies, I was incorrect with the Scorpion charge and you played it perfectly right. Flee as a charge reaction does not result in a failed charge, the charging unit moves its full charge move.
About the chariot, in my opinion 3" away, stop. No wheel, no other funny things.. do we really need an errata also for this stupid point like the last errata? Let gw work for interesting things, not for peanuts 😂😂
This is my favourite match at all from the beginning (I see all your videos) finally a balanced match.
Luka finally played well untill the end (almost 😉 the necrosphinx probably it's better let fly away instead of risk a multible charge)
Good job!!
With regards to chariots, you can also do the reverse. When you fall back in good order 3" or more, you can reform/pivot your unit so it is closer to the chariot. My opinion on the thing is that it is a very beardy thing to do.
Love Chaos Dwarfs, but glad that Luka is now undead-pilled and agree that VC and Tomb Kings are a leg up everyone else.
Necro-Sphinx is a lovely conversion. Another great battle thanks
Correct me if I`m wrong, but the iron demon only loses the grinding wheels rule (ie the -2 AP), not the stomp attack rule vs behemoths?
Crap, should have watched a couple of minutes more, because they found out by themselves.
Get you a man that looks towards you the way Steve does 36:34
Iron Daemon can't make a wheel in that scenario. It wouldn't increase the number of models it touches. Charge has to be straight ahead.
I can make a wheel if it pivots so that the ennemy is still in its front arc, but not directly in front of it, so it would need a wheel to at least touch its corner.
How did the Taurus fall back when the scorpion redirected to it?
That was fun to watch!
I have to say, lovely terrain pieces. Where did you get them from?
Wow that sphinx is awesome!
I think the chariot position to wheel is definitely gamey but i might allow it in a game.
My issue is more that I dont understand logically why a lance gets perks at under 3 inches but everything else needs 3
Well, there are only 2 things in the game that care about the 3" charge move. Furious charge & impact hits. Two special rules, that's hardly "everything else". It's the other way around. ;)
Well either way my point stands- why do impact hits and furious charge need 3 but lances (also working on inertia) need .00001 inch
Sick chaos dwarves, i've been trying to find some myself but they're hard to find it seems
Hard to buy FW or 4ed chorfs, but vast assortiment of 3d printed minis available
Amazing battle again ❤🔥
Thanks you so much for another great game !!!!
The Khan found my amber ring of embers
First again! Huzzah
Saw this one live already but leaving comments for the algo gods
@steve how u got the chaos dwarves
@@arc6825 bought the army already painted. It was an AoS army I had to rebase
@MountainMiniatures okay thank you a bunch
I feel like someone paid for slow-mo in this battle report and it didn't happen.
i received no time stamps! :)
@@MountainMiniatures 'The showcases. After you introduce each unit, do another slow-mo pan over it.' :P
Throwing my useless opinion into the whole chariot impact hit thing. Honestly I dislike it, it requires three inches and you fall back two. It feels very gamey and gotcha and I dislike that.
I like it very much, but would never force it to my opponent. It's the same thing the other way around as said someone else in this comment section, if you fall back in good order like 5", you can reform your unit (if it's rank & file) such as it can present its flank at less than 3" from the chariot and thus preventing impact hits on the pursuit charge or the charge next turn if they would restrain.
Then again, it's neat but not intuitive at all so I would only play this way if the other player is OK with it (and they could use it too against me in the same game).
I think they intended starting your charge from 3+" away, but wrote it consistent with other rules that want that 3" charge.
I Haven't started Old world yet but I have a question i've noticed from watching these battle reports. I constantly see you guys pre measuring things. I have seen you guys measure out a move distance and then before even moving the model measure from that spot to check ranges of spells or weapons or if you will be in charge ranges. Does old world allow so much pre measuring? I know in old editions this was definitely against the rules. Or is this just a house rule you two use?
You can measure anything at any time.