Thursday, April 16, 2015

Rasetra City Guard Battlescroll

Right around the time I finished the last End Times book, a converstation started on the Tomb Kings Forum about Battlescrolls and what some possible Tomb King ones would look like. I think a defense of the Black Pyramid taken from the battle during the last End Times book would be sweet. I also think one that references the conflict in the southern part of the continent would be awesome. Therefore I made the following battlescroll. I could add more background information for the Necrotect. The total points cost starts at 1190 and could go up from there depending on how you equip the skeleton warriors and how many you add. What are your thoughts on the scroll? Do you have any ideas for your own Battlescroll?

Rasetra City Guard

Background Lore

Rasetra is a city of Nehekhara. It is located in the south-eastern corner, roughly one thousand three hundred miles from Khemri and is surrounded by jungles.

It was once a large city established by King Rakhash of Khemri as a defensive stronghold. Due to its distance from the centre of Nehekhara it was often the last city to be conquered by the major kings of the Nehekharan past. It was conquered by Khetep, as was all of Nehekhara, but joined in the attack on Khemri during the reign of Nagash. Unfortunately, the alliance which had overthrown Nagash collapsed and the cities warred with each other. It was then conquered by Alkharad and Alcadizaar. Finally, Settra, in his second coming, took the city and commanded the kings back to their chambers, awaiting his call to arise. (this is all standard history of the city that can be found multiple places online)

In life the men of Rasetra were known for their skill and savagery in battle, from years of fending off Lizardmen raiders. Their chariots were pulled by great jungle lizards, and they were known to use Thunder Lizards as beasts of war in larger battles.

The City Guard of Rasetra has battled the savage lizard cohorts for thousands of years. Over time the Kings and Princes of the city have come to realize that the smallest blow dart or javelin could lay low the mightiest of constructs if the weapon had been dipped in poison. The Necrotects were ordered to find a way to shape stone so that it would resist this cowardly weapon of the lizards. It has taken hundreds of years but the constructs that are magically carved from stone glow with a green fire in their eyes are able to resist all but the most lethal of poisons. The Necrotects hid this secret well, none but the Tomb Kings that command them know the secret of how the stoneshaping methods have changed. With Rasetra so close to the jungles, the City Guard has moved away from using cavlary based units. The jungle has proven too thick for the quick moving Horse Archers or Horsemen to be of much use. More often than not, the skeleton steeds will become entangled in vines or mud, or break their legs on a hidden hole in the ground. Chariots are too wide to effectively maneuver in the dense vegetation and were frequently trapped and cut down before their use was diminished. On the other hand, Warsphinxs are big enough to trample any obstacles in their way and Tomb Scorpions are able to use their multiple legs to quickly traverse even the densest jungle.

The City Guard prefers to fight hand to hand with their enemies. Long wars against the Lizardmen and their numerous Skink cohorts have taught them that arrows are often wasted against the fast moving Skinks and can be rendered useless by the dense canopies of the jungle. While catapults and archers guard the walls of the city, the main strength of the Guard lies in it’s Skeleton Warrior legions and the mighty constructs that back up these legions.


Special rules

All constructs  have a Poison Resistance of 2. Calvary or monstrous cavalry, or chariots may not be taken if this Battlescroll is used.

Units

1 Necrotect- “”Zhar the Gifted”
  • all units within 12 inches of Zhar have hatred
  • Magic Item: the Chain of Rasetra, Bound Spell Lvl 3, Souls of Rasetri: Target unit gains D6+1 wounds, Large Targets and Constructs may only recover 1 wound.

2-4 units of Skeleton Warriors
Each unit must have at least 20 models

4 Scorpions

2 Warsphinx’s
Breath weapon is poison, not flaming

1 Necrolith Colossus

Friday, April 3, 2015

Undead Legions vs Dark Elves, 2.5k

Overview

Undead Legions

General: Thundercake

  • SA1 11 Skeleton Archers
  • SA2 11 Skeleton Archers
  • SA3 18 Skeleton Archers
  • C1 3 Chariots
  • M 2 Morghasts
  • U1 8 Ushabti
  • H 5 Hexwraiths
  • HA1 5 Horse Archers
  • HA2 5 Horse Archers
  • C2 Catapult
  • C3 Catapult
  • CoS Casket of Souls
  • SH Spirit Host
  • ME Mortis Engine
  • Z 11 Zombies

Dark Elves

General: Brett da Destroyer

  • BT1 Bolt Thrower
  • BT2 Bolt Thrower
  • BT3 Bolt Thrower
  • D 10 Darkshards
  • E 29 Executioners
  • W1 10 Warlocks
  • W2 5 Warlocks
  • DR1 10 Dark Riders
  • DR2 5 Dark Riders
  • DR3 5 Dark Riders
  • DR4 5 Dark Riders

Deployment


I played  in a 2.5k game of Undead Legions vs. Dark Elves.

My list was:
Liche High Priest, Lvl 4 Nehek, Dispel Scroll
Master Necromancer, Lvl 4 Vampires
Necrotect, Charmed Shield, Obsidian Amulet
11 Skeleton Archers, Musician- SA1
11 Skeleton Archers, Musician- SA2
18 Skeleton Archers, Full Command- SA3
3 Chariots, Full Command- C1
5 Horse Archers- HA1
5 Horse Archers- HA2
1 Spirit Host- SH
5 Hexwraiths- H
8 Ushabti, full command- U1
2 Morghasts- M
Catapult - C2
Catapult- C3
Casket of Souls- CoS

Brett's List was:

Dreadlord, Giant blade, luckstone, charmed shield, OTS, sea Dragon cloak, heavy armour, dark steed
Supreme sorceress. Level 4 shadow, scroll, dark steed, dbane gem
Master. Bsb. Sea Dragon cloak, heavy armour, lance, dawnstone, potion of foolhardiness, dark steed
Master. Lance, Dragon helm, heavy armour, sea Dragon cloak, dark steed, obsidian amulet
5 dark riders spear shield xbow- DR2
5 dark riders spear shield xbow- DR3
5 dark riders spear shield xbow- DR4
9 dark riders spear shield xbow- DR1
10 shards- D
29 black guard standard, burning banner- E
3 bolt throwers- BT1, BT2, BT3
5 warlocks- W2
10 warlocks- W1
 
Deployment looks like this. My necrotect goes with the Ushabti. My Necromancer goes with SA1. My Liche priest goes with SA3. I roll up Smiting, Desert Wind, Vengeance,and Cursed Blades for my Liche Priest. For the Necromancer, I roll up Raise Dead, Hellish Vigor, Danse Macabre, and Wind of Death.
His Dreadlord and both Master's go in the big Warlock unit. His sorceress goes in the big Dark Riders Unit.

Turn 1 - Undead Legions


He move up some of his units during vanguard. Mine sit still during vanguard. Turn one, I move up a number of units. I charge a bolt thrower with a unit of horse archers. I mess up my angles on the spirit host and hexwraiths providing him an overrun into my hexwraiths if he makes the charge on my spirt hosts.
I roll a 5 and a 4 for winds of magic. I get two dice from the casket, putting me at 11. I attempt to caste smiting on SA1 with 3 dice, I fail to cast. I am too far away to caste anything else with that wizard. I then try to caste raise dead on 3 dice and roll triple 1's. I throw the rest of my dice at the casket spell which he is able dispel. My chariots take two wounds off of the DR2 and they flee to the edge of the board. Shooting from SA1 and SA2 takes two wounds of off DR4 but they pass their panic test. A catapult hits the big warlock unit and takes off a wound, but they pass their panic test. The other catapult either hits the Warlock bunker and does jack poop or it hits the Executioner block and does a wound or two. I can't remember. In close combat, he does two wounds and I do a wound and a charge, we stick.

Turn 1 - Dark Elves


He charges my skeleton horse archers with his big unit of Dark Riders and Sorceress. He charges my spirit host with his big unit of Warlocks (and all the characters). The fleeing Dark Riders rally and move back up. He rearranges a lot of other stuff to get charges yet up or to create shooting angles. For magic he rolls a 1 and a 3 with no channels. He tries to caste Doombolt, I dispel it. In shooting he takes a wound off of the chariots using his Dark Riders. He kills a Morghast with his bolt throwers. In combat he easily wipes out the Skeleton Horse Archers and the Spirit Host. He reforms the Dark Riders while the over runs the Warlocks into the Hexwraiths (bad movement on my turn to allow this. He also takes another wound off of the Horse Archers that are engaged with the Bolt Thrower, However, I take a wound off the bolt thrower as well, leaving it with 1 wound.

Turn 2 - Undead Legions


The Mortis Engine gives everything but SA1, C1 and C2 a 6+ regen. This bumps the Ushabti regen to a 5+. I then charge the Morghasts into the flank of his character bunker/bus. I rearrange SA2 so that anything that charges it will overrun into thin air. I move the Mortis Engine and Ushabti so that they can counter charge W next turn or anything that overruns SA2. I move SA3 so that they can shoot at the Executioners. In magic I roll a 4 and a 2. I get two dice from the casket. I get bubble smiting off on everything but the Chariots. This regrows a Morghast (but it only has one wound remaining). I then try to caste Raise Dead for a chaff unit in front of his E, W, DR3, it fails on two dice. He dispels my two dice Casket spell. In shooting, the chariots fail to wound DR2. The archers in the building take a wound off of DR3. Between SA2, SA3 and the catapults I knock his Executioners down to 15 models. In combat, my Horse Archers kill his Bolt Thrower and turn around. His dreadlord goes to town on my hexwraiths killing 3. His warlocks get one wound through on the Mroghasts, bringing them back down to 1. Between the Morghasts and the Hexwraiths I do 4 wounds back. He has a banner, a bsb, and a charge. I have a charge and a flank. He wins by one. My Morghasts mean I don't crumble the one I lose by.

Turn 2 - Dark Elves



He charges his Warlock unit into my SA2. He moves his big Dark Rider/Sorceress unit into position to charge my Casket next turn. He blocks my Horse Archers with DR3. He moves everything up for the most part. In magic he tries to get off a big spell but rolls low on 5 dice and I dispel it. He gets a doombolt off that doesn't do anything. In shooting he puts a wound on the Casket from DR1. He kills a Horse Archers with DR3. He fails to wound the Chariots with his other Dark Riders. The Dark Shards either fail to wound the casket or it gets its regen saves. In combat his big Warlock unit and characters crush. The Dreadlord finishes off the Hexwraiths. The Morghast is able to do two wounds but also takes two wounds. It loses by enough to crumble. He reforms his to face the Ushabti. His small Warlock unit do four wounds to SA2. I do 3 (yay smiting for extra attacks!0 wounds back. He wins by two because of his charge and I crumble two.

Turn 3 - Undead Legions



The Mortis Engine gives everything but the Chariots, SA1, and C2 the regen. The Ushabti charge his character unit/ large Warlock unit. The Mortis Engine charges the small Warlock unit. My horse archer charges DR3. SA3 backs up just a little. In magic I roll a 6 and 5. I end up with 12. I try to get Cursed blades off on the Ushabt on two dice, he dispels it. I use 2 dice to Raise Dead and get 11 zombies that I put right in front of the Executioners. I then try to two dice get Casket of Souls off on the Executioners but it fails. I then put 5 dice into bubble smiting, he dispels it with his scroll. In shooting, my chariots fail to wound DR2 again! SA1 does a wound to the Executioners. C3 misfires and can't fire for two turns. C2 hits DR1 and does two wounds. They pass their panic test.
In combat, my Horse Archer dies terribly and he reforms DR3. Looking back on this I should've sent it at a bolt thrower to try and tie one of them up. The Mortis Engine is able to destroy the two remaining Warlocks after the Warlocks knock the archers down to 2. SA2 and the Mortis Engine reform to face big Warlock Unit and DR4. In the Ushabti combat, he issues and challenge and my Necrotect goes to the back. His characters go to town dealing a total of 6 wounds. Even with my hatred I am only able to kill the two Warlocks and put one wound through on one of his Masters. He does seven wounds overall. I lose by 3 after the charge and the banners cancel. I crumble another Ushabti. My armor save went away with the high strength and the 5+ regen wasn't enough to win that one. Martial prowess did it for the Elves.

Turn 3 - Dark Elves


On his turn he charges the Executioners into the zombies. He charges DR2 and DR3 into my chariots. He charges DR1/ with the Sorceress into my Casket. In magic he rolls decent. He puts four dice into the spell that reduces weapon skill and targets my Ushabti. It goes over irresistibly. It eats the rest of his dice and puts the small template on his sorceress. The blast kills 4 of the Dark Riders, leaving 2. It does not damage the casket. He then shoots one of the two remaining skeleton archers in SA2 with DR4. He pours everything else into the Mortis Engine (the bolt throwers and Darkshards). However, the armor saves and regen saves are enough to stop any wounds from going through. In combat, his Excutioners crush the Zombies and reform to face the building and Morits Engine. His characters, this is all that is left in W1, do 3 wounds to my Ushabti. I do nothing back and crumble another Ushabti, leaving me with 3. He manages to get a wound through on my Chariots but the Chariots do four wounds to DR3. He sticks. Finally DR1 attacks the Casket and is able to do a wound. The guard are able to kill the last two Dark Riders, leaving just the Sorceress.

Turn 4 - Undead Legions


The Mortis Engine gives everything but the Casket, Catapults, and Casket the regen. I move SA1 up to shoot at stuff. I move the lone skeleton archer up to try and march block or chaff up a charge. I move the Mortis Engine back so that he characters will overrun past my Catapult if they charge it. In magic I roll a 1 and a 2. I get 1 dice from the casket. I get smiting off on SA1 and fail to caste raise dead on two dice. In shooting my other catapult misfires and can not fire for this turn or the next turn. SA1 picks off two or three Executioners. SA3 kills one Dark Rider in DR4. In Combat, the Chariots kill 2 in DR2, win combat and run down the remaining Dark Rider. The Casket Guard is able to Killing Blow the Sorceress. The Ushabti take 6 wounds and the Necrotect dies. I am able to kill one Master. The rest of that unit crumbles.

Turn 4 - Dark Elves


On his turn he charges his Master and Dreadlord into the Mortis Engine. He moves up his Executioners to face the building and skeleton archers. He moves the Darkshards up. He has no magic. In shooting, DR4 kills the last skeleton archer. His Darkshards put the last wound through on the casket. It explodes and doesn't get any wounds through on the two characters. His bolt throwers are able to pick off the Chariots, because of the overrun he can go through all three of them. In combat his Master and Dreadlord wipe out the Mortis Engine and overrun into C3 and wipe it out.

Turn 5 - Undead Legions


I move SA3 into teh building and move SA1 out of the charge arch of the Executioners. I should have moved the Necromancer into SA3 but forget about it. I roll a 3 and a 5 for magic. He dispels a bubble smiting that I tried on 4 dice. I then caste wind of death? (the template spell) into his executioners and take out 4. Between all of the archers shooting and the catapult I take out 5 more. This leaves that unit with 3 models.

Turn 5 - Dark Elves


He charges his characters into my last catapult. He moves up his Darkshards and Dark Riders to shoot at SA1. He thinks about charging the building with the executioners but with three guys decides not to do it. He has not magic. In shooting, his Darkshards, Bolt Throwers, and Dark Riders kill all of the Skeleton Archers but not the Necromancer. He crushes the catapult and reforms his characters.

Turn 6 - Undead Legions


I move my Necromancer towards the building. In magic I roll 4 and 2. I get Smiting off on my big unit on 4 dice. He is unable to dispel it. I try to get desert wind off on the Necromancer but fail to caste it. In shooting I put two wounds on the executioners, leaving one model!

Turn 6 - Dark Elves


On his turn he shoots the Necromancer and kills it. He does not try to shoot into the building. He wins, I only have 300-400 points left. His executioner unit is worth 500. If I had taken that down, the final tally would have been a lot closer. At the end of the day, there are a number of things I could have improved on. I could have tried to preserve my archer units and heal them back up instead of throwing them out in the open. I needed to set up my Hexwraiths better. If I hadn't lost them I probably could've taken out his bolt throwers and some of his chaff with them. I should have also restrained with my chariots and let the last Dark Rider flee to keep them alive.


The Report is Copyright (c) 2009 Dillon "thundercake" W. All rights reserved.
The Report by Dillon "thundercake" W is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.
This document is completely unofficial and in no way endorsed by Games Workshop Limited. Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Darkblade, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, the Skaven symbol devices, Slaanesh, the Slaanesh logo, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, the Tzeentch logo, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either (r), TM and/or (c) Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
Component (c) Tom Wright 2010. All rights reserved.
Component by Tom Wright is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.
Component (c) 2009 DeeDee. All rights reserved.
Component by DeeDee is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.
Tree miniature (c) 2009 Games Workshop. All rights reserved. Used without permission
Component (c) 2010 Gerry Elliott. All rights reserved.
Component by Gerry Elliott is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.
Component (c) Lynx7725 2009. All rights reserved.
Component by Lynx7725 is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.
Component is Copyright (c) 2009 Tom Wright. All rights reserved.
Component by Tom Wright is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.
Component (c) Aaron Port 2009. All rights reserved.
Battle Chronicler Component by Aaron Port is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.
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Component by Tom Wright is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 3.0 Unported License.
Built with Battle Chronicler

Wednesday, March 11, 2015

2.5k Battle Report

TK list: Comp right around 13.6 (if I did math right)

LvL 4 Liche Priest, Lore of Neh, Dispel Scroll
Lvl 3 Licher Priest, Lore of Death, Power Stone

Tomb Prince, potion of toughness, dragon bane gem, enchanted shield, sword of might
11 Skeleton Archers, full command
10 Skeleton Archers, musician
3 Chariots, full command, flaming banner
3 Chariots, musician, standard bearer
5 Skeleton Horse Archers

Warshpinx w/ breath weapon
4 Necro Knights, full command
31 Tomb Guard, full command,

Hierotitan
Casket of Souls

WOc List: 14.7 comp

Chaos Lord of Disc: S6, asf, other tricksters shar, 1+, 3++
BSB on Daemonic mount, 1+/3++
Chaos Sorcerer, lvl 2, mounted, lore of shadow, charmed shield, steed of slaanesh, dbane gem and a scroll

5 Marauder horsemen w/ fails, mark of Slaanesh
24 Chaos Warriors, Mark of Nurgle, GW w/ flaming banner
26 Chaos Warriors, Mark of Nurgle, GW w/ swift banner
5 Dogs
5 Dogs

Gorebeast Chariot w/ Mark of Nurgle
Gorebeast Chariot w/ Mark of Khorne
Gorebeast Chariot


WoC deploy first and finish first. WoC rolls at 1 for first turn, I roll a 6. TK gets Smiting, Protection, the one that lowers S/T by 1, and Desert Wind for NEhek. Purple Sun, the spell that reduces leadership by 3, and the 12 inch damage spell that subtracts their toughness. Woc gets the imitative test template spell, and The Withering.

Most pictures are at the start of that players movement phase

Turn 1 TKImage

I inch a couple of things up to get in shooting range.
I roll a 1 and 2 (?) for winds of magic, get two more off of casket. I get smiting off on the right group of skeleton archers. I get protection off on the tomb guard. Light of death goes off but does only one wound (however, this wound is to his general) even though it bounces through his characters and half the army.
I manage to shoot of the dogs on my right with the chariots and skeleton warriors. Horse archers on the left kill a dog.

Turn 1 WoC Image

He moves everything up trying to get in range but not making it easy for me to get off an easy charge.
He rolls a 3 and a 5 for magic. I think thats what it was. He gets a high roll on the damage spell towards my casket, I scroll it. He casts Withering on my Sphinx, I display it.

Turn 2 TK Image
I move horse archers over so they can shoot at both dogs and chariot. The idea being if he charges does and fail their fear test or loss combat then they panic off on low leadership. I move up the snakes to support the warsphinx, I back up the tomb guard and archers behind them. I reposition the chariots in the middle. I move the chariots and archers on the right up.

In magic, I roll at 2 and 3 for winds (i think?), add 2 or 3 from casket. Smiting goes on middle archers, protection goes off on tomb guard, shems gets dispelled, light of death gets dispelled

In shooting, my archers can't get a wound into anything.

Turn 2 WOC Image

The chariot on my left charges and overruns the horse archers. I took this picture after movement. He moves most of the other stuff up except for his general.

In magic, he rolls low and the only spell gets dispelled.

Turn 3 TK Image

I declare a charge with my right most chariots into his chariot on my right. He holds. I declare a charge with my necro knights into his warriors. He thinks about it, almost flees and then holds. The Warsphinx declares a charge into them as well. I then realize I have to charge his general or his general will charge my middle chariots and get behind the lines. He holds. Miraculously all charges make it. The snakes needed a 3 on 3 dice, the cat needed a 6 on two dice, the middle chariots needed a 7, and right chariots needed a 5 or 6.

In magic I end up with 8 dice. First spell, I caste the S/T reduction spell on his general. I use 2 dice plus the d3 from the hierotitan. Irresistible. Fuck. I roll a 4 on the miscast table. General dies and sucks most of the unit into the void. Lose the rest of the dice. Most of my stuff passes the crumble tests just fine. I think a chariot takes a wound and the snakes take a wound

In shooting, skeleton archers plink of BSB.

In combat, the chariots off the hill do 2 impact wounds, take 2 wounds back, I win because of banner, charge, hill, etc. He fails his check and flees. In trying to catch the chariot they clip the corner of the general. In the general combat the impact hits and attacks kill him (I believe), he does a couple of wounds back to the front chariots. Middle chariots overrun into warriors. In the other combat, I win but they stick using steadfast. I lose a lot of snakes but he can't wound the cat. I use my breath weapon.

Turn 3 WoC Image

He charges BSB into Hierotitan, His dogs and chariot on the left start to swing around. He charges his middle chariot into the kitty combat. He moves up his sorcerer bunker His fleeing chariot rallies.

In magic he rolls 6 and 4 for winds. He manages to kill casket with his template spell. He uses 5 dice on it and rolls high. I save my dice and dispell withering on the cat.

In combat he kills the chariots touching his warriors. His chariot bounces off my cat. The cat and one snake manage to kill 7 or 9 warriors. The warriors stick but the chariot flees. The titan puts a wound on his BSB, takes a wound, and crumbles 1.

Turn 4 TK Image

Chariots crumble a few. I charge the warriors in the flank with my chariots. I move up my skeleton archers. I shift my Tomb Guard.

In magic I get doom and darkness off on his bsb and throw a purple sun at his chariot. He passes it easy.

In shooting the archers plink off the chariot.

In combat, the chariots do enough impact hits and wounds to win combat by 3 or 4. He breaks, flees. I overrun, catch him, and hit his bunker in the flank. In the other warriors combat he manages to kill the snake, I win combat with him having 3 or 4 guys left. He passes his check. The hierotitan dies to his BSB.

Turn 4 WoC Image

He charges his BSB in the Tomb Guard. He moves up his chariot on the right. I can't remember if the one on the left fails a charge or not. His fleeing chariot goes 2 inches

In magic, His withering gets dispelled. That is all his dice.

In combat, his wizard bunker loses 3-4 wounds, he does one back. He flees, I catch him. In the cat combat, I kill his unit to a man and reform. In the BSB combat, he kills my champion. I think combat is a draw or I crumble one or two.

Turn 5 TK Image

My chariots crumble to one left with one wound. Everything else is OK. I try to charge the sphinx into the rear of the BSB but fail the charge, I needed an 7 or 8 on two dice. My skeleton archers move up a little.

Magic, I get doom and darkness off irresistibly on 5 dice, then lose 3 rank and file guys and the rest of my dice.

Shooting, my archers plink off of his chariot.

In combat, he has to challenge. I pop my potion of toughness, making my tomb prince tough 8 no armour save since it is a 4+ armour because of his strength. I wound him once but he saves it. He then rolls 2 wounds with the hero (has to get 5 to wound) then 2 wounds with the mount (needed a 6 to wound). Prince dies. I lose combat. I crumble some.

Turn 5 WoC Image

He tries to charge both chariots in. Either both fail or one fails. His fleeing chariot rallies.

He has not magic.

In combat I send my wizard to the back, he kills a bunch, I can't wound him. I crumble a bunch.

Turn 6 TK I didn't take a picture of this because it was basically over. I lose a wound off the sphinx due to crumble check. I lose some archers as well due to crumble.

My chariot charges his rallied chariot. My warsphinx makes it into the rear of the bsb.

Magic, I have 7 dice, I throw 5 at doom and darkness. He dispels it. I fail to cast the other damage spell onto his chariot.

My archers plink off his chariot.

In combat, I lose by one after he crushes my Tomb Guard in the BSB combat. My chariot gets crushed by his.

Turn 6 WoC . His top right chariot makes it into combat. I can't wound his BSB. He wins and my sphinx crumbles and dies.

At the end he has 3 chariots, his BSB, and one unit of dogs left. I have one unit of archers left. Looking back there are a few mistakes I made. I should've charged my tomb guard into the flank of his BSB. I might have broken him and that would have probably been the game. Also, in turn 5 I should've charged my sphinx into his chariot's flank. Maybe I get more points from this and maybe my sphinx lives throughout the game making the point differential closer. I also could've moved my lone chariot back and not charged it into his. I think it would've died to crumble anyway.