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Old 10-26-2012, 01:44 PM   Top  -  End  -  #1
Jormengand
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Default WH40K, Jormengand VS The Blazing Aura.

Okay, I'm taking a personal trait, rerolling rolls of 4 because it makes no sense.
[roll0]
And I'm rolling for board edge too.
[roll1]
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Old 10-26-2012, 01:47 PM   Top  -  End  -  #2
Jormengand
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Ahh, let's redo that. Trait: (1d6)[6]
Edge: (1d6)[6]
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Old 10-26-2012, 01:48 PM   Top  -  End  -  #3
Jormengand
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Ah, nice.

Immovable Object: your warlord is a scoring unit, even if he is a vehicle.
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Old 10-26-2012, 02:05 PM   Top  -  End  -  #4
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Right
Librarian Psychic powers
Discipline: Pyromancy (1d6)[5]
Discipline: Telepathy (1d6)[3]

Warlord trait
Personal trait: (1d6)[1]

Roll for board edge (deployment)
(1d6)[1]

]
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Old 10-26-2012, 02:06 PM   Top  -  End  -  #5
Jormengand
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Try taking your powers from the same discipline, hmm?
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Old 10-26-2012, 02:12 PM   Top  -  End  -  #6
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Ok so
Psychic powers
Pyromancy: Sunburst: a Nova power with the following profile
Range: 6" S4 AP5 Rules: Assault 2D6, Blind, Ignores cover
Telepathy: Primaris Power instead Psychic Shriek: A witchfire power with a range of 12" roll 3D6 and subtract the target's Leadership-the target unit suffers a number of wounds equal to the result, Armour and cover saves cannot be taken against wounds caused by psychic Shriek.

Warlord Trait: Master of Defence: Your Warlord and his unit have the counter-attack special rule while they are in their own deployment zone.

looks like you decide for board edge.
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Old 10-26-2012, 02:29 PM   Top  -  End  -  #7
Jormengand
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Default Re: WH40K, Jormengand VS The Blazing Aura.

(1d6)[1]

Who goes first?
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Old 10-26-2012, 02:59 PM   Top  -  End  -  #8
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

(1d6)[2]
whoever wins this
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Old 10-26-2012, 03:00 PM   Top  -  End  -  #9
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

me, unless u sieze the initiative.
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Old 10-26-2012, 03:00 PM   Top  -  End  -  #10
Jormengand
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Default Re: WH40K, Jormengand VS The Blazing Aura.

All right TBA, set up when you're ready.
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Old 10-26-2012, 03:07 PM   Top  -  End  -  #11
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Still working on the drop pod (not that it really matters as it won't be coming in till turn 2)
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Old 10-26-2012, 04:32 PM   Top  -  End  -  #12
Jormengand
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Steal the initiative (1d6)[4]
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Old 10-26-2012, 04:35 PM   Top  -  End  -  #13
Jormengand
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Seems not. Have fun.
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Old 10-26-2012, 04:37 PM   Top  -  End  -  #14
Jormengand
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Oh, and remember to drop pod assault on turn 1.
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Old 10-26-2012, 07:20 PM   Top  -  End  -  #15
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Quote:
Originally Posted by Jormengand View Post
Oh, and remember to drop pod assault on turn 1.
i can't. however I can't make the same promise for my Deathwing
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Old 10-27-2012, 04:05 AM   Top  -  End  -  #16
Jormengand
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Your drop pods must suck. Normal marines can do half of them, rounding up, on the first turn.
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Old 10-27-2012, 06:49 AM   Top  -  End  -  #17
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

that's my terminators for you.
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Old 10-27-2012, 11:14 AM   Top  -  End  -  #18
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Movement Phase.
Terminator squad arrives, so a 1 or 6 and I don't scatter (1d6)[4]. Else (1d360)[278], (2d6)[3]".
Plasma cannon squad move into bunker roll 2D6, pick highest (1d6)[5] (1d6)[4].
Plasma Gun squad move into the ruins roll 2D6 pick highest (1d6)[3] (1d6)[2]
Razorback moves 6" forwards.
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Old 10-27-2012, 11:29 AM   Top  -  End  -  #19
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Quote:
Originally Posted by blazing_aura View Post
Movement Phase.
Terminator squad arrives, so a 1 or 6 and I don't scatter [roll0]. Else [roll1], [roll2]".
Plasma cannon squad move into bunker roll 2D6, pick highest [roll3] [roll4].
Plasma Gun squad move into the ruins roll 2D6 pick highest [roll5] [roll6]
Razorback moves 6" forwards.
Terminators started off behind your rightermost Broadside, just to let you know where their initial position was.
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Old 10-27-2012, 01:56 PM   Top  -  End  -  #20
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Shooting phase.
Plasma gun squad shoot at Kroot. i'm shooting from the ruin so you won't get a cover save, and if Plasma gun hits counts as Instant Death.
all 5 in range, not rapid fire, so to hit: bolters: (1d6)[6] (1d6)[3] (1d6)[5] (1d6)[4] Plasma gun: (1d6)[6]
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Old 10-27-2012, 01:58 PM   Top  -  End  -  #21
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Quote:
Originally Posted by blazing_aura View Post
Shooting phase.
Plasma gun squad shoot at Kroot. i'm shooting from the ruin so you won't get a cover save, and if Plasma gun hits counts as Instant Death.
all 5 in range, not rapid fire, so to hit: bolters: (1d6)[3] (1d6)[6] (1d6)[1] (1d6)[2] Plasma gun: (1d6)[4]
needed 3's to hit so everything has hit, now bolters need a 3+ to wound and plasma needs a 2+
Bolters: (1d6)[3] (1d6)[6] (1d6)[1] (1d6)[2]
Plasma (1d6)[4]
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Old 10-27-2012, 02:00 PM   Top  -  End  -  #22
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Quote:
Originally Posted by blazing_aura View Post
needed 3's to hit so everything has hit, now bolters need a 3+ to wound and plasma needs a 2+
Bolters: (1d6)[1] [roll1] [roll2] [roll3]
Plasma [roll4]
3 nearest Kroot dead, over a quarter of the squad so they'll need to take a Leadership test at the end of this phase.

Next bit of shooting.

Razorback against Hammerhead
Twin Linked Lascannons need a 3+ to hit, with re-rolls so first roll is (1d6)[1],
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Old 10-27-2012, 02:02 PM   Top  -  End  -  #23
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Quote:
Originally Posted by blazing_aura View Post
3 nearest Kroot dead, over a quarter of the squad so they'll need to take a Leadership test at the end of this phase.

Next bit of shooting.

Razorback against Hammerhead
Twin Linked Lascannons need a 3+ to hit, with re-rolls so first roll is (1d6)[1],
re-roll (1d6)[1]
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Old 10-27-2012, 02:08 PM   Top  -  End  -  #24
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

next bit of shooting.
Terminators are firing on the Fire warrior squad, the nearest visible model is the Ethereal so he'll be getting shot first, but he can take a look out sir roll (need a 2+ in which case the wound will go onto either a fire warrior squad or Gun Drone (nearest model with 6" so Gun drone first, then fire warriors.)
anyway on with the shooting.

Cyclone Missile launcher: 2 Krak Missiles. 3+ to hit. (1d6)[6], (1d6)[4]
2 Storm Bolters (one from Cyclone Missile launcher guy, One from Librarian)
: (1d6)[6], (1d6)[2],(1d6)[2], (1d6)[4]
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Old 10-27-2012, 02:10 PM   Top  -  End  -  #25
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Quote:
Originally Posted by blazing_aura View Post
next bit of shooting.
Terminators are firing on the Fire warrior squad, the nearest visible model is the Ethereal so he'll be getting shot first, but he can take a look out sir roll (need a 2+ in which case the wound will go onto either a fire warrior squad or Gun Drone (nearest model with 6" so Gun drone first, then fire warriors.)
anyway on with the shooting.

Cyclone Missile launcher: 2 Krak Missiles. 3+ to hit. (1d6)[6], (1d6)[5]
2 Storm Bolters (one from Cyclone Missile launcher guy, One from Librarian) 3+to hit : (1d6)[3], (1d6)[4],[roll4], [roll5]
so 2 Krak missiles hit and 2 storm bolter shots, Krak Missiles need 2+ to wound: (1d6)[6], (1d6)[5] Storm bolters need 3+ to wound (1d6)[3], (1d6)[4]. Krak missiles will cause instant death.
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Old 10-27-2012, 02:11 PM   Top  -  End  -  #26
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Quote:
Originally Posted by blazing_aura View Post
so 2 Krak missiles hit and 2 storm bolter shots, Krak Missiles need 2+ to wound: [roll0], [roll1] Storm bolters need 3+ to wound [roll2], [roll3]. Krak missiles will cause instant death.
2 instant death hit's on your Ethereal, 2 storm bolter hits on him as well, I guess it's time for Look out Sir's Jor.
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Old 10-27-2012, 02:16 PM   Top  -  End  -  #27
Jormengand
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Default Re: WH40K, Jormengand VS The Blazing Aura.

(2d6)[2][3](5) storm bolters.
(2d6)[6][3](9) instant death.
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Old 10-27-2012, 02:17 PM   Top  -  End  -  #28
Jormengand
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Default Re: WH40K, Jormengand VS The Blazing Aura.

That's three shas'la and a drone. Two IDs, ad then...
(2d6)[5][2](7) armour.
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Old 10-27-2012, 02:18 PM   Top  -  End  -  #29
Jormengand
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Default Re: WH40K, Jormengand VS The Blazing Aura.

So two shas'la and a drone drop. Oh, and I forgot a cover.
(1d6)[1]
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Old 10-27-2012, 02:18 PM   Top  -  End  -  #30
blazing_aura
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Default Re: WH40K, Jormengand VS The Blazing Aura.

Quote:
Originally Posted by Jormengand View Post
That's three shas'la and a drone. Two IDs, ad then...
[roll0] armour.
and then you need to roll to see if your Kroot flee.
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