Some of you may have noticed that the blog has changed names over night. This was done to reflect that fact that i am no longer the sole poster to this blog. The new name "The Dice Odyssey" sums up pretty much every game of warhammer and 40k ever played and was chosen by myself and my fellow authors. Hopefully it sticks
As always comments and criticism of both the name and new layout are welcome
Until next time
Rex
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Sunday, 21 July 2013
Saturday, 20 July 2013
Knowing your Army
It has happened to us all, halfway through a combat either you or your opponent says "WAIT my dark elves have hatred against your unit, can we go back and re-roll that combat?" It is, for me, the single most annoying issue in both fantasy and 40k, people not knowing their army special rules and then asking for a turn back of the turn clock to make up for it.
Usually the issue itself is quickly resolved, either you give your opponent a new round of combat (or whatever phase is effected) or not. But it problem is twofold, it slows down the game and if your opponent remembers the special rules after the game it can taint the result, which if you won can sour your victory.
Luckily there is a simple fix, read your army book. GW has done a good job making the codex and army books it produces very entertaining to read. Each unit entry has a decent slab of fluff relating to the unit and a very nice image of the unit in question. And another helpful way to remember what units have what rules is to put a army special rules summary at the bottom of your army list that clear details what units have what rules, and what rules do what. This way you give yourself the best chance of victory and your opponent the best game possible.
Thank you for reading reading my ramble. Until next time
Rex
Usually the issue itself is quickly resolved, either you give your opponent a new round of combat (or whatever phase is effected) or not. But it problem is twofold, it slows down the game and if your opponent remembers the special rules after the game it can taint the result, which if you won can sour your victory.
![]() |
| Knowing your army special rules can win you the game |
Thank you for reading reading my ramble. Until next time
Rex
Friday, 19 July 2013
CTA Practice Vs Undead
So for this Thursdays gaming night I decided it would be
best to do some practice games for Call to Arms. My first game was against Nick
Jebson and his Undead horde. In my list I had:
1 Treeman Ancient w/ Annoyance of Nettlings
1 Level 4 life Mage
1 BSB noble w/ Hail of Doom Arrow
1 Level 2 mage w/ Lore of Athel Loren, Dispel Scroll and Rudy Ring of Ruin
2x10 Glade Guard w/ Musician
1x12 Glade Guard w/ Musician
1x14 Glade Guard w/ Musician
1x16 Glade Guard w/ Musician
9 Dryads
2 Treemen
Mr Jebson had in his list:
1 vamp lord (lvl 1, Lore of the Vampires) on zombie dragon w/ lance, heavy Armour, shield, the night-shroud, talisman of preservation, quick blood
2 level 2 Necromancers w/ lore of vampires 1w/ dispel scroll and 1w/ Channelling Staff
1 Wight king
Battle Standard Bearer w/ great weapon, Armour of fortune, iron-curse icon
30 zombies w/ full command29 zombies w/ full command
50 Skeletons w/ full command
1 Black Coach
2x2 Fell bat swarms
2x9 Dire Wolf packs
2x9 Hexwraiths w/ full command
The Battle Field looked like this.
Deployment for me was a case of trying to counter my
opponents, which I didn’t do a very good job of. At one point in the game I commented
that I have tactics for every phase but the deployment phase.
![]() |
| Wood Elf deployment |
![]() |
| Undead deployment |
Nick deployed his 3 big blocks in the center, with fell bat
swarm 1 and the black coach on the right flank, and the vampire lord, both
units of dire wolves and hex wraiths and the last fell bat swarm on the left
flank. The photo above also shows Nick’s
vanguard moves on the left flank.
And then the game began. This was a though game for me, as
the pictures will revel I was on the back foot with Undead closing in on all
flanks. The Hexwraiths ethereal made them a huge pain as my only magic shooting
attack was the Hail of doom arrow which only killed 5 from a unit of 9
![]() |
| The Hexwraiths take over the left flank |
The Treemen preformed wonderfully. My deployment split them
up and the lone Treeman on the right flank held up 50 skeletons and a
increasingly powerful black coach for two turns. This meant that the usually
lethal black coach only fought one of the toughest units in my army.
![]() |
| Who thought a Tree could hold up so many troops |
The archers did what was required of them and shot things.
Together all of them accounted for shooting off all Nick’s chaff (dire wolves
and bats), and killing about 15 zombies. The terrain made shooting an issue as
it blocked clear LOS meaning that on top of long range modifiers the archers
had to contend with soft and hard cover for most of the game.
![]() |
| The terrain kept the archers damage down |
The Magic part of the army won me this game, hands down.
Lore of life should be the only lore a Wood elf level 3 or 4 takes. In this
game it boosted unit toughness to make them able to take being run over by
Hexwraiths. It Dwellered off a far chunk of the skeleton block. But most of all
it kept the Treeman Ancient alive due to the lore attribute.
![]() |
| The shield of thorns spell on the Treeman proved effective |
In Nicks turn 2 he charged his Vampire Lord on zombie dragon
into the Treeman Ancient, who I had positioned facing the Vampire. This was the
combat that I had wanted from the deployment phase. Treeman are tough and with
the Annoyance of Nettlings causing opponents to hit only on 6’s in challenges the
Ancient was ready for a fight.
![]() |
| Shockingly that large base is the vamp lord, who knew.... |
This
combat went on for 2 turns, and I would have lost it if my life mage hadn't hung
around and restored the Treeman's wounds with the lore attribute. The combat
took a routine feeling, Nick went first and, thanks to the Annoyance of nettling's, hit about once or twice and wounded about that much due to the
treemans high toughness, armour save and 5 up ward save. The Treeman would then
have a similar performance and get one wound though the vamp’s defenses.
![]() |
| The fight that decided the game |
If it wasn’t for the life mage I would have lost, a Treeman
may be tough but it can only do so much against a vamp lord and zombie dragon.
On top of that while the generals fought my line was crumbling, having no way
to deal with the Hexwraiths (who were causing the left flank to collapse) or
the 3 big blocks on the right flank my army was slowing walking backwards to
the edge of the board.
And then the Treeman struck the killing blow against the
vampire lord, which caused the 4 Hexwraiths in one of my units flanks to pop,
along with: 5 Hexwraiths from the other unit, the zombie dragon, all but 10 of
the skeletons, about 15 zombies and 2 wounds from the black coach. On top of
that one of my other Treemen had killed one of Nicks level 2 Necromancers
meaning his army general was waaay out on the right flank after his zombie unit
ate 12 glade guard.
![]() |
| The vampire lord dies |
With his army out of position and severally damaged Nick
graciously conceded the game to me. It was
a very hard fought game where victory really did seem a long way off. But
I won it. Victory number one for the Wood Elves.
Until Next time
Rex
Until Next time
Rex
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