Madrak and his troll buddies come creeping into the forest again. The druids are waiting to chase them out!
Trollblood turn 1
Madrak and the Axer move forward. The Impalers are forced to run to a flanking position.
Druids turn 1
Kaya casts Occultation on her and the pair of Argus. She then riles the beasts to leech the fury next turn.
There is no movement this turn. The trap is baited and set.
Trollblood turn 2
Threshold checks are made as Madrak was still full of fury and cannot leech the three points out on his beasts. All the checks are successful, so no warbeast frenzy.
Madrak forces all the warbeasts to run forward.
Druid turn 2
The trap is sprung!
Argus on the left charges the Impaler. The first head bites and does enough damage to destroy his mind aspect and damages his spirit aspect. Boosted charge attack damage is great! The second head bites and boosts to hit to make sure he connects. The Argus is forced to boost the damage roll, and with that the Impale falls. Two hits do just enough to wipe out his mind, spirit and body completely.
Kaya activates and casts Occultation on her and both the Argus. She then riles the Warpwolf to put three fury on him. That leaves 6 out to leech for next turn.
Trollblood turn 3
The Axer charges the Argus and uses his Thresher ability. He hits and wipes out the spirit aspect and damages its mind aspect. Thresher allows for additional attacks at models within 2”, and means Kaya is vulnerable. The attack misses Kaya.
The Impale activates and charges the Argus. He stops 3” away. Not close enough to use the reach of his spear.
Madrak activates and casts Surefoot on the Axer for a +2 DEF bonus.
Druid turn 3
Release the hounds!
Kaya leeches for max fury. She activates to heal the wounded Argus 3 points. She then casts Spirit Fang on the Axer. She is casting into melee so will be at -4 to hit. She spends a fury to boost the hit roll. It hits the Axer, but now needs to do damage. It does 7 points to the Axer’s mind, plus he is now -2 DEF and -2 SPD. Kaya is out of fury.
The Argus charges the remaining Impale. He is just over 3” away so if he hits it will be auto boosted damage. The first head bites and cripples the Impaler’s spirit. He then bites again and hits. The damage is boosted to take his body aspect down a bit. He is almost dead. The Argus is forced to bite again and hits. The last attack does just enough damage to wipe his mind and remaining body spirals. Down goes the Impale.
The Argus engaged with the Axer attacks. The first attack is boosted to hit, but misses. The second bite is boosted to hit and succeeds. The damage is boosted, but it is minimal to his spirit.
The Warpwolf activates and warps to increase his strength +2. Damn no charge lane! He then makes an advance on the Axer. His bite misses. His first claw hits and damages the mind aspect a bit. The second claw hits and does enough damage to ruin the Axer’s spirit aspect and leave 1 point left in his mind spiral.
Trollblood turn 3
Madrak leeches and spends 1 fury to heal the Axer’s spirit. He can now be able to force the warbeast. Madrak then charges the Argus. He spends a fury point to boost the hit. He does and causes a critical which activates his Grievous Wounds ability. The Argus cannot be healed or transfer damage this turn. Madrak’s attack does enough damage to clear out the mind spiral of the Argus.
The Axer activates and uses his thresher ability again. The attack on the Argus is boosted to hit and it does. It wrecks the spirit and mind aspects along with some damage to his body. Then the Warpwolf is attacked and is hit. The big wolf takes some damage to his body. The Axer is then forced to attack the Argus again. The hit roll is boosted and connects. The damage is enough to finish off the wounded beast. Down goes the Argus.
Druid turn 3
The Warpwolf keeps his +2 strength warping bonus. He boosts the bite attack on the Axer, and cripples its mind and wounds his body. The first claw hits and the boosted damage rips the remaining life from the troll warbeast. The second claw attack is not needed. The Warpwolf is then forced to regenerate…1 point to his body.
The Argus attacks Madrak. The first bite is boosted to hit and boosted damage, but rolls three 1’s. That was awful. The second bite is boosted to hit and does, but for only 3 damage.
Kaya teleports the Warpwolf with Spirit Door and places him within 2” of the Argus. This should get him to Madrak next turn. She casts Soothing Song to pull fury from each warbeast to ensure a frenzy free turn.
Trollblood turn 4
Madrak has 3 fury left. He leeches from himself to gain 2 fury. He tries to cast Stranglehold on the Warpwolf. He boosts to hit and does. The damage roll comes up short, so no damage or cool "screw you" debuff on the big wolf. He casts Carnage to give him +2 to his attack rolls. Then Madrak attacks the Argus. He hits and clears his body and all but two points off his spirit aspect. Just not enough damage to kill the two headed dog this turn.
Druid turn 4
The Argus boosts to hit with a combo strike and Madrak takes 8 damage. Then the dog is forced to attack again and misses. A second attack is forced and that misses as well.
The Warpwolf activates and keeps his +2 strength. He boosts to bite Madrak and hits. Madrak takes 8 damage and falls. He fails his toughness test and stays down.
With a desperate gasp Madrak ties to stand, but cannot.
Kaya gently pats her Argus on the back as the Warpwolf dines on the remains of the Axer.
What we learned today
Reach weapons are fun and can ruin my day.
Someone hates the Occultation spell or Stealth is “unfair!”
Someone wants a heavy warbeast too!
Focus instead of RAT for spells is good for some and bad for others.
Free Strikes! Do they activate if you are not engaged but within 2” of a reach weapon that is engaged with another model?
I’m still afraid of Threshold checks on my beasts, like leadership in 40K. I’m bound to fail it if I have to roll it.
Have to remember to upkeep spells during maintenance phase.
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