
Test game
Moderators: terrys, Slitherine Core
-
- Colonel - Ju 88A
- Posts: 1534
- Joined: Wed Oct 01, 2008 7:17 pm
- Location: Faenza - Italia
Test game
We finished our first game (h. elfes vs skaven), with little magic FOFF his wery good 

-
- Colonel - Ju 88A
- Posts: 1534
- Joined: Wed Oct 01, 2008 7:17 pm
- Location: Faenza - Italia
FOFF was a FOGF (FOG Fantasy) witha type error 
Yes, how can we publish the xls file here ?
Total Bases Troops Type Armour Quality Training Shooting POA Combat POA N. of bases for BG Point per base Mana Notes
0 - 1 Warlord IC - - - - - 1 80 Move as Light Foot
0 - 2 Chieftain FC - - - - - 1 40 Move as Light Foot
0 - 3 Plague Priest TC - - - - - 1 25 Move as Light Foot
0 - 3 Assassin TC - - - - - - 25 Move as Light Foot, Assassin, Scout
0 - 1 Grey Seer FM - Superior - - - 1 100 5 Move as Light Foot
0 - 1 Warlock Engineer TM - Poor - - - 1 40 3 Move as Light Foot
Core Troops
12-48 Clanrat Warriors Medium Foot Protected Average Drilled Offensive Spearmen 6-8 4
12-24 Slaves Mob Unprotected Poor Undrilled Sling 6-12 2 Expendible
0-8 Stormvermins HeavyFoot Armoured Superior Drilled - Impact Foot, Heavy Weapons, Skilled Swordsmen 4-8 17 Move as Medium Foot
0-18 Giant Rats Light Foot Unprotected Average Undrilled - - 4-6 3 Expendible
0-4 Rat Swarms Light Horse Unprotected Average Undrilled - - 2-4 12 Never subject to Morale, Loner
0-24 Night Runners Light Foot Unprotected Average Drilled Sling Swordsmen 4-8 5 Scout
Optionals Troops
0-12 Gutter Runners HeavyFoot Protected Superior Drilled Sling Impact Foot, Skilled Swordsmen 4-12 18 Move as Light Foot, Scout
0-24 Plague Monks HeavyFoot Unprotected Superior Drilled - Impact Foot, Swordsmen 6-24 8 Move as Medium Foot
0-12 Plague Censer Bearers HeavyFoot Unprotected Elite Drilled - Impact Foot, Heavy Weapons 2-12 22 Move as Light Foot, 1P3bases of Plague Monks
0-2 Rat Ogre Elephant - Superior Drilled - Elephant 2-4 35 Move as Light Chariot
0-8 Jezail Team Heavy Artillery - Superior Drilled Heavy Artillery, Firearm - 2-8 30 Move as Medium Foot
0-2 Warp Cannons Heavy Artillery - Superior Drilled Heavy Artillery, Firearm 1-2 50 Move as Light Artillery
0-3 Ratling Gun Light Artillery - Superior Drilled Light Artillery, Firearm 1-3 20 Move as Medium Foot
Allies Troops
Spells
Name Wizard Range Phase Effect Mana
Warp Lightning FM, TM 6" Shooting Magic Missile. Firearm. One enemy bg suffer 3 hits. Roll to hit as normal. 2
Scorch FM, TM 6" Shooting Cast on a Forest or Plantation. Gets on fire for 3 turns and cannot be voluntarily entered by any troops, enemy bg entering or already into the terrain suffers 2 shooting hits. Remains in play 1
Vermintide FM, TM 2" Maneuvre Create a Rat Swarms Bg of 2 bases. Bg is removed after 3 turns. Remains in play. 1
Death Frenzy FM, TM 4" Impact One bg withing 4" of the wizard counts as Elite but automatically lose one base at the end of the Joint Phase in addiction to any attriction or any other event. 2
Plague TM 2" Shooting Wizard needs to pass a Morale Test with -2 modifier. If passed, one enemy bg withing 2" automatically lose one base. Roll a dice: on a roll of 4+ the plague affects one bg (friend of foe!) within 4". Keep on rolling until a 3 or less is rolled or no bg is within 4" of last bg affected. One bg can only be affected once per turn. 3
Madness TM 12" Maneuvre Gain control of an enemy commander/wizard. You control the character until the end of your next maneuvre phase. 3
Curse of the Horned Rat TM 4" Shooting Wizard needs to pass a Morale Test with -2 modifier. If passed, one enemy bg withing 2" automatically lose one base. Replace that base with a clanrat warrior base and put it in base contact with the enemy bg. Must be placed in contact with the enemy battlefront if there is enough space for it, otherwise place it on the flank. This newly created bg does not count toward army attriction points. 4

Yes, how can we publish the xls file here ?
Total Bases Troops Type Armour Quality Training Shooting POA Combat POA N. of bases for BG Point per base Mana Notes
0 - 1 Warlord IC - - - - - 1 80 Move as Light Foot
0 - 2 Chieftain FC - - - - - 1 40 Move as Light Foot
0 - 3 Plague Priest TC - - - - - 1 25 Move as Light Foot
0 - 3 Assassin TC - - - - - - 25 Move as Light Foot, Assassin, Scout
0 - 1 Grey Seer FM - Superior - - - 1 100 5 Move as Light Foot
0 - 1 Warlock Engineer TM - Poor - - - 1 40 3 Move as Light Foot
Core Troops
12-48 Clanrat Warriors Medium Foot Protected Average Drilled Offensive Spearmen 6-8 4
12-24 Slaves Mob Unprotected Poor Undrilled Sling 6-12 2 Expendible
0-8 Stormvermins HeavyFoot Armoured Superior Drilled - Impact Foot, Heavy Weapons, Skilled Swordsmen 4-8 17 Move as Medium Foot
0-18 Giant Rats Light Foot Unprotected Average Undrilled - - 4-6 3 Expendible
0-4 Rat Swarms Light Horse Unprotected Average Undrilled - - 2-4 12 Never subject to Morale, Loner
0-24 Night Runners Light Foot Unprotected Average Drilled Sling Swordsmen 4-8 5 Scout
Optionals Troops
0-12 Gutter Runners HeavyFoot Protected Superior Drilled Sling Impact Foot, Skilled Swordsmen 4-12 18 Move as Light Foot, Scout
0-24 Plague Monks HeavyFoot Unprotected Superior Drilled - Impact Foot, Swordsmen 6-24 8 Move as Medium Foot
0-12 Plague Censer Bearers HeavyFoot Unprotected Elite Drilled - Impact Foot, Heavy Weapons 2-12 22 Move as Light Foot, 1P3bases of Plague Monks
0-2 Rat Ogre Elephant - Superior Drilled - Elephant 2-4 35 Move as Light Chariot
0-8 Jezail Team Heavy Artillery - Superior Drilled Heavy Artillery, Firearm - 2-8 30 Move as Medium Foot
0-2 Warp Cannons Heavy Artillery - Superior Drilled Heavy Artillery, Firearm 1-2 50 Move as Light Artillery
0-3 Ratling Gun Light Artillery - Superior Drilled Light Artillery, Firearm 1-3 20 Move as Medium Foot
Allies Troops
Spells
Name Wizard Range Phase Effect Mana
Warp Lightning FM, TM 6" Shooting Magic Missile. Firearm. One enemy bg suffer 3 hits. Roll to hit as normal. 2
Scorch FM, TM 6" Shooting Cast on a Forest or Plantation. Gets on fire for 3 turns and cannot be voluntarily entered by any troops, enemy bg entering or already into the terrain suffers 2 shooting hits. Remains in play 1
Vermintide FM, TM 2" Maneuvre Create a Rat Swarms Bg of 2 bases. Bg is removed after 3 turns. Remains in play. 1
Death Frenzy FM, TM 4" Impact One bg withing 4" of the wizard counts as Elite but automatically lose one base at the end of the Joint Phase in addiction to any attriction or any other event. 2
Plague TM 2" Shooting Wizard needs to pass a Morale Test with -2 modifier. If passed, one enemy bg withing 2" automatically lose one base. Roll a dice: on a roll of 4+ the plague affects one bg (friend of foe!) within 4". Keep on rolling until a 3 or less is rolled or no bg is within 4" of last bg affected. One bg can only be affected once per turn. 3
Madness TM 12" Maneuvre Gain control of an enemy commander/wizard. You control the character until the end of your next maneuvre phase. 3
Curse of the Horned Rat TM 4" Shooting Wizard needs to pass a Morale Test with -2 modifier. If passed, one enemy bg withing 2" automatically lose one base. Replace that base with a clanrat warrior base and put it in base contact with the enemy bg. Must be placed in contact with the enemy battlefront if there is enough space for it, otherwise place it on the flank. This newly created bg does not count toward army attriction points. 4
-
- Colonel - Ju 88A
- Posts: 1534
- Joined: Wed Oct 01, 2008 7:17 pm
- Location: Faenza - Italia
-
- Administrative Corporal - SdKfz 232 8Rad
- Posts: 152
- Joined: Mon Feb 26, 2007 2:12 am
-
- Colonel - Ju 88A
- Posts: 1534
- Joined: Wed Oct 01, 2008 7:17 pm
- Location: Faenza - Italia
-
- Colonel - Ju 88A
- Posts: 1534
- Joined: Wed Oct 01, 2008 7:17 pm
- Location: Faenza - Italia
-
- Sergeant First Class - Panzer IIIL
- Posts: 396
- Joined: Wed Feb 27, 2008 2:37 pm