Dwarfs vs Warriors of Chaos - Warhammer The Old World Battle Report
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- Опубліковано 5 вер 2024
- The Dwarfs take a tweaked army list to battle against the foul Warriors of Chaos, featuring two massive blocks of infantry.
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in a tournament I played last weekend, one player had a dwarf list with 6 gyrocopters, 2 in 3 squads, 6 canons, 3 squads of 7 crossbowmen, 3 squads of 6 irondreaks, one big sqaud of rangers and 3 engineers as heroes. He won the entire tournament with ease
@@bartollus Don't give me ideas.
Bah, thought this was going to be a major victory. Those two scary chaor warrior bricks are tough. Perhaps a king would have made the difference? Difficult to know what to drop. Thanks for posting another fun game!
Concerning the rule debate, I would have argued this is a case for p.131, because it is a follow up just as you said:
"However, if a unit is accidentally contacted in its flank or rear arc, or is itselfalready engaged in combat, its owning player must move it (and, if necessary, any units it is in combat with) aside by the minimum amount necessary to ensure it is both 1" away from the unit that accidentally contacted it and still engaged in its own combat."
It does not say, this does not count for fleeing units. What happened to the engineer in that fight anyways? Was he killed in the same round?
To avoid a misfire on the grudge thrower, perhaps deploying it closer to the engineer and organ gun would suffice.
Dwarf pre-orders are finally comong tomorrow!!!
Setting my alarm right now.
Comment for the elusive algorithm!
Thanks for the game dude- I hope your surgery goes well!
I've run Calm on my BSB with a Runelord into level 4s and it's surprisingly effective. The issue is with no Spellbreakers you can't reliably stop that one spell that can decide the game, and adding a Spellbreaker brings the cost over 200 points so you might as well have an anvil
@@thedanish5523 I'm gonna keep tinkering with the anti-magic. It might be that no combo is perfect for all enemies.
I love watching your force morph into an ever more effective force.
The next few months will be very exciting, with the new rules coming.
MINER knee surgery?! Don't let them use those big picks on your knee! And make sure they aren't doing it by candlelight.
@knedoshane They only start the surgery on a 4+ (hopefully they bring a steam drill to re-roll), and they have to start cutting 8 inches away from their target.
Do you ever place your runesmiths in rangers to use forge fire for armour bane ? Iv had a lot of success with this as the high BS give a better chance of 6s. And the great weapons become greater. (On a 6)
I have. It's definitely not a bad place for him, so it's something I may explore again.
Im new and not at all a rules expert. But if a fleeing unit is caught like this, they should die in my opinion. But stopping the chosen in the process is a fair compromise. But iknow these games are based on rules and not feels, but is a bit jarring that these fleeing hammerers would be safe from the persuing chosen, because maybe they didnt use the propper movement rule
Marching collum note re: charges. Units in that formation are forced to declare a charge, but can not actually move. Their charge is an auto fail. That said, if also drilled, are they forced to reform a d make an actual charge move?
Frenzied units (or failing Impetuous test) must use any rules they have to attempt to complete a charge, so yes.
I think Chosen cant move after they already overrun they have to stay in place. "pursuit into a new combat"
That looks like an excellent point.
Funny though, seems an almost KoW tactic to anchor a unit in place with two characters…re: the conundrum discussion
A unit with Shieldwall, yes. Since it is quite likely you can rely on Giving Ground.
Can I get your thoughts on KoW Vs TOW? I love fantasy, but the rules are just sometimes too messy and convoluted, and all the confusion and uncertainty sometimes suck the fun out of it..
@liangweihao7932 I'll do a video, I think. Lots of ground to cover.
Conundrum... I thought if a unit fleeing had not done a flee move in that turn they would flee? Or just be moved out the way to tidy the field as happens in the other occurances?
@@user-se3dx9qu8l They made a flee move in the turn already.
I need to have a look at the wording, although it sounds like you already have. I’d say they are destroyed because touched by an enemy in a turn that they ran. Interesting thing to cause a look at the book.
Query, how do the hammerers strike at same time with I 1 +1 for special rule.... I'm getting my dwarfs out of storage!
@@user-se3dx9qu8l The Hammers can use their initiative because they don't have Strike Last on their weapons.
@Andy2D6 OMG I had no idea, have ordered some more dwarves and new rules today hurrah!
That is boring terrain though.. Mirrored? nah..