Turn 6

Dreamfish

Administrator
Another turn, another topic.

This is how turn 6 starts:

TableTurn6Start.jpg
 

Dreamfish

Administrator
Movement Phase

Key Events:

  1. Mistic Mist ended and Earthquaker's crew get unexepected help
  2. Multiple routing units: MB, MF, MO, and SBB

Actions

GM:

  • Mystic Mist Ended and disappeared

Airbornegrove:

  • MO Charged @ SBB, pursued @ SBB, moved 12", wounded 2, routed
  • MF Routed off the table
  • CC Joined EC
  • F Turned around, moved forward 3"

Thantsants:

  • RGH Charged @ MO, pursued @ MO, wheeled left 4", moved 8"
  • RLR Charged @ S, moved forward 3.5"
  • S1 Charged @ F, wheeled right 1.5", moved forward 4.5"
  • MB Routed forward 14"
  • SBB Routed
  • W Moved 5" @ cliff face
  • CGC Turned left
  • SQC Moved forward 3", wheeled right 1"
  • WoP Moved forward 5"

TableTurn6Movement.jpg


BCTurn6Movement.jpg


GameTurn6Movement.jpg
 

Dreamfish

Administrator
Shooting Phase

Key Events:

  1. Man Mangler shot deviates and killed 9 of their own kind

Actions

Airbornegrove:

  • A1C Shot @ GF, wounded 3
  • A2C Shot @ SQC, wounded 2
  • E Shot @ CGC deviated, missed

Thantsants:

  • SC Shot @ EC, missed
  • MM Shot @ F deviated @ S, K3C, RLR, wounded 1, 5, 4
  • K3C Routed

TableTurn6Shooting.jpg


BCTurn6Shooting.jpg


GameTurn6Shooting.jpg
 

Thantsants

Member
Nah - let me get that for you! ;)

Oh and look another excellent photo beautifully illustrating more of my army dying. :lol:
 

Dreamfish

Administrator
Combat Phase

Key Events:

  1. The Skeletons disappear and RLR routs

An updated game file can be found here at https://www.dropbox.com/s/d2s9xw18j0oktsn/2012WFB3Chai.xml.

Actions

S1 vs F

Round 1

  • Modifiers
  • S1 charged
  • F none
  • Attacks
  • A1 I2 Skeleton2 <- Dwarf10 (1W)
  • A1 I2 Skeleton3 <- Dwarf5 (1W)
  • Results
  • S1 +1 (charged) = 1
  • F +2 (wounds) = 2

I vs S2

Round 1

  • Modifiers
  • S2 none
  • I follow-up
  • Attacks
  • A1 I2 Skeleton1 <- Dwarf4 (std) (1W)
  • A1 I2 Skeleton2 <- Dwarf3 (1W)
  • A1 I2 Skeleton3 <- Dwarf2
  • A1 I2 Skeleton4 <- Dwarf1 (1W)
  • Results
  • S1 0
  • F +1 (follow-up) +3 (wounds) = 4

RLR vs S

Round 1

  • Modifiers
  • RLR charged
  • S none
  • Attacks
  • A1 I2 Orc1 (std) -> Dwarf2
  • A1 I1 Orc1 (std) <- Dwarf2 (1W)
  • A1 I2 Orc2 -> Dwarf1 (mus)
  • A1 I1 Orc2 <- Dwarf1 (mus) (1W)
  • Results
  • RLR +1 (charged) = 1
  • S +2 (wounds) = 2
  • Free Hack 1
  • A1 I1 Orc1 <- Dwarf2 (1W)
  • A1 I1 Orc2 <- Dwarf1 (1W)

TableTurn6Combat.jpg


BCTurn6Combat.jpg


GameTurn6Combat.jpg
 

Dreamfish

Administrator
Reserves Phase

Actions

Airbornegrove:

  • F Turned left, changed formation to 4 files (2nd manoeuvre), moved forward 2.5"
  • S Moved forward 2", halts within 4" of RLR
  • A2C Changed formation to 4 files

Thantsants:

  • WoP Wheeled left 1.5", moved forward 1", halts within 4" of F
  • SQC Moved forward 1", failed 2nd manoeuvre

TableTurn6Reserves.jpg


BCTurn6Reserves.jpg


GameTurn6Reserves.jpg
 

Dreamfish

Administrator
Magic Phase

Actions

GM:

  • Mystic Mist Rolled 1D3 dice in secret

Thantsants:

  • W Casted Mystic Mist @ F and I, 6 MP remaining

TableTurn6Magic.jpg


BCTurn6Magic.jpg


GameTurn6Magic.jpg
 
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