Sunday, March 8, 2009

Mission #1: Nephilim vs. Thousand Sons Turn 2

Results Thousand Sons Turn 2

Thousand Sons Movement:

Unit #2: Slow and Purposeful (3”)


Thousand Sons Shooting:

Unit #2: 1x Bolt of Change @ (N3), (failed psyker test)

7x Inferno Bolters, 4 Hit, 3 Wounds, 3 Kills


Thousand Sons Assault:

Nephilim Unit #1: 8x Attacks, 3 Hit, 2 Wounds, 0 Kills

Thousand Sons Unit #1: 2x Force Weapon Attacks, 1 Hit, 1 Wound, 1 Kill

1x Attack, 1 Hit, 1 Wound, 0 Kills


**** CASUALTY REPORT ****


Nephilim Unit #3: 1x Havoc (Bolter) Killed by Inferno Bolt fire; 2x Havocs (Missile) Killed by Inferno Bolt fire


Nephilim Unit #1: 1x Chosen Killed by Force Weapon attack


Nephilim Sons Morale:

Nephilim Unit #3: Passed Morale Test

Nephilim Unit #1: Passed Morale Test


=========================================


UNIT SUMMARY REPORT


TS Unit #1: 1/7 Thousand Sons (Fearless); 1/1 Aspiring Sorcerer (Locked in Combat)

TS Unit #2: 7/7 Thousand Sons (Fearless); 1/1 Aspiring Sorcerer


N Unit #1: 1/3 Chosen (Meltagun); 2/2 Chosen (Plasmagun) (Locked in Combat)

N Unit #2: Rhino (moble) (Havoc Launcher destroyed)

N Unit #2A: 4/5 Noise Marines

N Unit #3: 0/1 Havoc (Bolter); 0/2 Havoc (Missile); 2/2 Havoc (Autocannon)


Score Board:

Nephilim Casualty Points: 168

Thousand Sons Casualty Points: 181


5 comments:

Akkon Sek said...

Wow. Certainly not going to argue with the GM, but I admit I am a little stunned that TS2 has LoS on N3. Now I know... live (or die) and learn.

Akkon Sek said...

By the by: that's a reaction, not a complaint. :)

V4B GM said...

Lol, np. ;) Yup, checked and triple checked. Basically TS2 has LoS on half of the unit marker, rounded up, so that's 3 models. SO regardless how many wounds TS2 would have inflicted, the maximum that N3 would have lost was 3 models.

Akkon Sek said...

Ahh! So you decided to go with the true-LoS/wound model? Awesome!

Works out well for our group... even if not "official".

V4B GM said...

Ummm...well kinda sorta. Its difficult to do "true" LoS on a 2d playing field.

Basically how it works is (and this didn't change from the inclusion of 5th Ed rules), I check range (for shooting) from the center (this represents the average) of the unit marker to the target.

If the unit markers are of 2 different sizes, range is checked from the center of the smaller of the two markers.

If in range, then I break up the shooting units unit marker (and the targets unit marker) into 3 equal vertical quadrants and check LoS from each quadrant.

This tells me two things... 1) What percentage (rounded up) of the shooting unit marker has LoS, and 2) what percentage of the unit marker being fired at is a viable target (rounded up).

Then I let the dice decide who gets to live or die. :) Rinse and repeat. lol