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 Club Night - 5/11/12

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PostSubject: Club Night - 5/11/12   Tue Oct 30, 2012 12:17 pm

So, who is attending and what are you bringing?
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Skrag

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PostSubject: Re: Club Night - 5/11/12   Wed Oct 31, 2012 6:49 pm

I'll be there im up for 40k or fantasy if any body is interested?
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PostSubject: Re: Club Night - 5/11/12   Wed Oct 31, 2012 11:14 pm

I've still got my army from the mega game vs rich h packed if you wanna play against that, 4000 points plus 1k storm of magic? Can you make an army that big?
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PostSubject: Re: Club Night - 5/11/12   Thu Nov 01, 2012 6:50 am

It depends largely on when baby number 2 arrives as to my attendance. If I am down I will bring 40k. If u need monsters Neil let me know. Chimera is cursed though. Still at least my griffon is good at killing level 4 mages
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PostSubject: Re: Club Night - 5/11/12   Thu Nov 01, 2012 12:39 pm

The irony being that despite all the big bad monsters running around, the main damage to the game as far as I was concerned was deep-striking (well, bridge of shadows, but you do have a 40k movement fantasy army) a standard unit from your codex behind my lines, and that the final line between me snatching a draw with none of us having fulcrums came about because you miscast and did your standard part of your wargear option of giving me the side effects! The Storm of Magic monsters and items didn't bother me nearly as much as that bloody annoying trick of yours!
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PostSubject: Re: Club Night - 5/11/12   Sat Nov 03, 2012 3:33 am

The miscast result wasnt that bad. Made up for my 500pt shadow mage being a dribbly monster from turn 2. And the salamanders behind your lines only worked coz u didnt want to move forward and were nicely placed to be incinerated
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PostSubject: Re: Club Night - 5/11/12   Sat Nov 03, 2012 10:45 am

The miscast result wasn't too bad, but it took away the only wizard that was keeping your only wizard where I could hurt him. As soon as he could no longer just step onto the fulcrum, your guy was safe to teleport away.

I was in a good position defending an obstacle with lots of units getting the benefit of the celestial hurricanum. You would have had to charge in to deal with me, were it not for those bloody salamanders popping up in my lines. And besides, once they appeared even if I had moved forward you still would have had sufficient move to get into the same relative position again - the only way to make your shots less effective would have been to break up my lines, which has it's own downfalls...
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PostSubject: Re: Club Night - 5/11/12   Sat Nov 03, 2012 11:20 pm

Oh yeah I forgot it made him an un-wizard haha. Yeah it prob was best unit to tetewarp I probably should have used that spell a few more times but as kept getting 10 dice my priorities were elsewhere. Was good game though, I think had it not been a while since I played fantasy it may have gone a bit quicker
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PostSubject: Re: Club Night - 5/11/12   Mon Nov 05, 2012 8:42 pm

I wont be down tonight, got back off holiday late last night, so on a bit of a catch up, but will be next week
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