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Turn 3: Battle Results Options
TripleDiamonds
Posted: Monday, February 08, 2010 10:12:54 PM

Rank: Minister of Dice
Groups: Administration , Campaigner, Club Member

Joined: 1/22/2009
Posts: 719
Location: Burlington, ON


Warhammer Fantasy Armies: High Elves, Skaven, Orc & Goblin, Chaos Dwarf
TripleDiamonds
Posted: Monday, February 08, 2010 10:26:48 PM

Rank: Minister of Dice
Groups: Administration , Campaigner, Club Member

Joined: 1/22/2009
Posts: 719
Location: Burlington, ON

Battle for A1

Hex: A1 Mine
Armies: Dwarfs (Defending, 1000pts), High Elves (1000pts)
Victor: Dwarfs

The high elves invaded into a new territory, only to discover a mine defended by stunties.  After some thought, the High Elf leader decided that the risk was worth taking to try and take the mine from the dwarfs.  However the dwarfs were hunkered down extremely well and managed to gun down the High Elf advance, leaving only but a few valiant soldiers left to attack. The game was mostly move, get shot, try to shoot the dwarfs, fail... and repeat.  Yet another set of dice seemed to roll exactly what I didn't need/want.  Prime example was in the first turn, the dwarfs shot a well aimed bolt through 2 Dragon princes.  The losses would not have been too bad, except that I managed to roll a 12 for the panic check, needing to make the test on a 10 or below.  They fled to within 1/16" of the edge of the board, only to rally in turn 2, and try to make it back to the fight for turn 3.  Its just the way the dice fall...  one day I will get my revenge on the pesky stunty bearded things... one day......

 

 

 




Warhammer Fantasy Armies: High Elves, Skaven, Orc & Goblin, Chaos Dwarf
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