Anilar(Wood Elves) Vs Chaos_Born(Skaven)

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Interesting game; but CB, I believe you miscalculated on how many wounds you did in the first turn of the game with your shooting.

Unsure if you want to go back to change it. By my view, should be only 2 wardancers wounded, and 4 grave guard. Each wardancer matters, I know that much... but up to you guys!
 
The wardancers would have died to stand and shoot anyways, so no matter there.
The Glade guards, that would mean 1 more shot in my shooting phase and 1 more melee attack in CC I could make, which would not affect the end result of the combat, only the size of the rat unit.
 
Grish, I've looked back and I can't see the mistake. Can you point me to the mistake and what it was? As Anilar says it wouldn't make a lot of difference, but I can't see it at all
 
Page 3 post 57,Rain makers shooting at wardancers. The one that was modified by more than you calculated, so you only shot 14 times to hit on 6.
Only 2 hits no matter if you take the group to the left or right, which goes into two wounds. So there would have been 5 wardancers in the charge, but they all died from the stand and shoot anyways.

Im not sure what people usually do when removing dice if too many have been rolled. But if we remove from the start and leave the dice to the right.
Then page 3-4 post 59-61, where you only made 10 shots 5 short range, 5 on long range. you only made 1 hit on the short rang, but 3 on long range, thats 4 hits that made 3 wounds. Which actually meant 7 survivng glade guards.
Counting the left dice removing the right dice would give. 3 hits short range, 2 hits long range, but only result in 2 wounds, having 8 glade guard surviving.
 
The rule is to remove all the dice on the right hand side, and keep the dice to the left. The idea is that the dice are rolled sequentially; so if a mistake is made, the other person can fix it and carry on without waiting for a verdict.
 
The gutter runners were hitting on 4s and 5s, rather than 5s and 6s, so that means they got the same number of hits as they did firing multiple shots

As for the rain makers' shooting, why were they only meant to fire 14 as opposed to their 28?
 
You're right, should have been only 2 dead Grave Guard.
"Counting the left dice removing the right dice would give. 3 hits short range, 2 hits long range, but only result in 2 wounds, having 8 glade guard surviving."
-This is correct.

"And for the tanglers i do not believe throwing weapons have multiple shots, so only 5 shots each."
-If this statement is true, then the following applies:

So, first 5 shots for short range and 5 shots for long range. Total of 5 hits.

Applying those 5 hits to the wounding, and removing everything on the right, you have 2 wounds from the Tanglers.
 
Rain makers hit on 3+ with there BS of 4, they moved thats make its 4+, shooting at skirmishers making it 5+, shooting into a forest light cover. making it 6+, multiple shots would have made it 7+ to hit.
 
Grish said:
You're right, should have been only 2 dead Grave Guard.
"Counting the left dice removing the right dice would give. 3 hits short range, 2 hits long range, but only result in 2 wounds, having 8 glade guard surviving."
-This is correct.

"And for the tanglers i do not believe throwing weapons have multiple shots, so only 5 shots each."
-If this statement is true, then the following applies:

So, first 5 shots for short range and 5 shots for long range. Total of 5 hits.

Applying those 5 hits to the wounding, and removing everything on the right, you have 2 wounds from the Tanglers.

Sure grish, the dice roller shows 5 hits, but I should have had +1 to hit. The extra hits from the plus one means that I got the same number of hits as I did with twice as many shots.

Lucky I know, but genuine
 
And I didn't take into acount the change of modifiers with the tanglers, when they suddenly didn't throw two stars.
Question thou do you keep the first post roll, making the first 5 short then the other 5 long and then remove the 2nd post shooting. Or do you take 5 from each.
 
I removed the 5 extra shots from the short range post and 5 extra shots from the long ranged post. Otherwise I'd have needed to decide which half was short and which half was long with a roll
 
Thanks Grish. As has been demonstrated time and time again, I make mistakes. I always appreciate someone catching them so thank you:thumbsup:

Anyway, Anilar: your charges?
 
It was mostly for future reference, incase i make similar mistakes. So there would have been no changes to what would have happened as I see it.

Charges.

Wardancers will charge tunneling death in the rear.
Eternal guard will charge the unit that once was a horde.
Dryads to the left will charge the Nightrunners in the tower.

Responses.
 
Just giving you a new lesson in counting shooting modifiers, hope you don't mind CB. Night runners on dryads.
First of your leader have a BS of 4 so he will be 1 better at shooting.
BS 3 hits on 4+, charging unit makes it 5+, skirmish 6+, long range 7+, and finally majority of my unit are still in the forest when you can hit it at 6 inch range, so soft cover 8+. the leader will hit on 7+.
 
Not sure how you make it 1 wound. Hitting on 8+ means you first have to roll to hit 6, then roll again to hit 5+ before you get to roll for wounds.

Which means you have to roll 2 dice from the two sixes you rolled, and see if they turn up 5+ before you get to roll for wound.
 
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