*sigh* It was a calculated risk that he didn't have that card, and anyway Khorne was going to double-click anyway after Slaanesh refused to abandon Estalia and/or the Border Princes. Barring intervention from the Dice Gods, I think Khorne may be our winner...
Empire Cultist to Troll Country, 0/6 and done in more ways that one.
susan on
2010 PAX DM Challenge Grand Champion 2011 PAX Warmachine/Hordes Champion
Which.. makes it easier for Khorne to tick in that region.
Considerably... For reference, dial-ticks take precidence over points in endgame, right? As in, in all likelihood, Khorne will need kill but one solitary model next round to take it all?
susan on
2010 PAX DM Challenge Grand Champion 2011 PAX Warmachine/Hordes Champion
Which.. makes it easier for Khorne to tick in that region.
Considerably... For reference, dial-ticks take precidence over points in endgame, right? As in, in all likelihood, Khorne will need kill but one solitary model next round to take it all?
Yep. Dial victory over victory points.
And I do take control of the Bloodletter in Border Princes.
Now that you've all spent your PP I think I can ask;
Slaanesh, what the hell are you doing in Estalia?
Well, if you look at the PPs, after I moved the Keeper to Border Princes, I didn't have the PP to remove my cultists from regions with Khorne, as susan wanted me to do.
The reason for the concentration is to preposition the figures for next turn. Khorne would only get one dial token from it, and if he rolled really bad, then maybe my upgraded cultist will live. In fact, I will dominate the region if Khorne gets one or three hits.
He has six dice; if he even gets two hits, he'll tie you for Domination and you'll get nothing from there. Hindsight, of course.
Well, I didn't really move them there for the domination, but to have them there for next turn. and as usual I forgot about the damn point from the card
Also, atm I consider Nurgle and Tzeentch not winning 2nd best after me winning.
Hmm. I just noticed that I don't get a dial token this round. Not really a catastrophe since I would just have used it for +1 PP, and I can't see that being the deciding factor next turn.
Troll Country: Four hits, one on each Tzeentch Cultist
Estalia: Four hits, two hits each on two Slaanesh Cultists
Tilea: One hit onto the peasant
Border Princes: No hits
Holofernes on
it's like you know your perspective's fucked so you just let your hands work the controls as if you were straight
Alright, Nurgle/Slaanesh, huddle in, it's game time. I ain't gonna lie; it's probably too late for us all, but we can't quit now and by the Dark Gods (ie, Us) we may still pull this one off.
Odds are that Khorne has one, possibly multiple of those 'Can't Summon Away' cards, which if I were him I'd plop immediately into Norsca then Estalia. Slaanesh, if you got a FoE, it is of vital importance that you hold onto it and match up card slots where Khorne tries to lock us down. I'm outta Charger of Ways cards; I can't really help here. Best I can do is teleport people around, not that that would actually help much. Nurgle, save defensive cards until they're absolutely necessary. If Khorne puts down a non-'Can't Summon' card we gotta fill up the other slot fast so Khorne can't slide one in behind us. We need to stay mobile out there people, stay pumped. Break!
susan on
2010 PAX DM Challenge Grand Champion 2011 PAX Warmachine/Hordes Champion
Dark Elf Corsairs
Remove all Event tokens from the board and remove any Old World card bearing the Twin-tailed comet from the Old World track.
Then, place one Event token in each of Estalia, Bretonnia, and Norsca.
At the end of the battle phase, each player must remove one of his figures from each region where there is an Event token, if able.
Black sails are spotted off the coast of Norsca and of Estalia; Road Wardens are discarded.
Round 6, Draw phase
Khorne: Draw 3; 1 left in deck, 13 in hand Nurgle: Draw 2; 9 left in deck, 10 in hand Tzeentch: Draw 1; 1 left in deck, 6 in hand Slaanesh: Draw 2; 9 left in deck, 4 in hand
Once he has drawn, Khorne may begin the Summoning phase for round 6
Ah, such a beautiful stand-off in the endgame. Three regions stand to be ruined, yet each is corrupted exclusively by a different one of my brothers. Such hard decisions for each of you to make...do you meddle with my plans in a region that's not yours, which means that region will be ruined by your opponent, giving him the victory? or do you focus on protecting what's yours, leaving me to grab victory when I go after the other two?
I'll start it off slow: Blood Frenzy to Estalia 8/8 pp
Holofernes on
it's like you know your perspective's fucked so you just let your hands work the controls as if you were straight
Posts
Wardens (remove a Hero) and Uprising (peasants add to resistance) are active
Spell Effects:
The Border Princes: Cry (no corruption placed) and Frenzy (2 dice at start)
Tzeentch is active
2011 PAX Warmachine/Hordes Champion
1/6 PP
.
Island. Being on fire.
Nurgle @ 5/6 PP
2011 PAX Warmachine/Hordes Champion
Wardens (remove a Hero) and Uprising (peasants add to resistance) are active
Mistake above: Khorne has 3/8 PP left
Spell Effects:
The Border Princes: Cry (no corruption placed) and Frenzy (2 dice at start)
Slaanesh is active
0/6 PP
[strike]The hell? Looks like someone have reported the last map update?!?[/strike]
.
Island. Being on fire.
Oh, I most certainly know what I am doing.
The Blood God's Call to Troll Country, moving the Bloodthirster from Bretonnia and a Bloodletter from The Border Princes to Troll Country
1/8 pp
Summon the leper in Kislev to Brettonia
Nurgle @ 5/6 PP
Empire Cultist to Troll Country, 0/6 and done in more ways that one.
2011 PAX Warmachine/Hordes Champion
Wardens (remove a Hero) and Uprising (peasants add to resistance) are active
Spell Effects:
The Border Princes: Cry (no corruption placed) and Frenzy (2 dice at start)
Khorne is active
Doing a Victory Lap.
2011 PAX Warmachine/Hordes Champion
Bloodsworn from the Empire to Estalia 0/8 pp
.
Island. Being on fire.
Summon my off board leper into Norsca
Nurgle @ 5/6 PP
Summon all other lepers into Norsca.
Nurgle @ 0/6 PP
Round 5, Battle phase
Troll Country: 6 dice
Estalia: 6 dice
Tilea: 1 die
The Border Princes: 2 dice; 4 dice if alive after Frenzy
Khorne can roll so much.
2011 PAX Warmachine/Hordes Champion
Which.. makes it easier for Khorne to tick in that region.
Considerably... For reference, dial-ticks take precidence over points in endgame, right? As in, in all likelihood, Khorne will need kill but one solitary model next round to take it all?
2011 PAX Warmachine/Hordes Champion
Yep. Dial victory over victory points.
And I do take control of the Bloodletter in Border Princes.
.
Island. Being on fire.
Slaanesh, what the hell are you doing in Estalia?
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Well, if you look at the PPs, after I moved the Keeper to Border Princes, I didn't have the PP to remove my cultists from regions with Khorne, as susan wanted me to do.
The reason for the concentration is to preposition the figures for next turn. Khorne would only get one dial token from it, and if he rolled really bad, then maybe my upgraded cultist will live. In fact, I will dominate the region if Khorne gets one or three hits.
.
Island. Being on fire.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Well, I didn't really move them there for the domination, but to have them there for next turn. and as usual I forgot about the damn point from the card
Also, atm I consider Nurgle and Tzeentch not winning 2nd best after me winning.
Hmm. I just noticed that I don't get a dial token this round. Not really a catastrophe since I would just have used it for +1 PP, and I can't see that being the deciding factor next turn.
.
Island. Being on fire.
2011 PAX Warmachine/Hordes Champion
Estalia: Four hits, two hits each on two Slaanesh Cultists
Tilea: One hit onto the peasant
Border Princes: No hits
...GG...
*sigh*
2011 PAX Warmachine/Hordes Champion
Zero hits in the Border Princes.
.
Island. Being on fire.
Odds are that Khorne has one, possibly multiple of those 'Can't Summon Away' cards, which if I were him I'd plop immediately into Norsca then Estalia. Slaanesh, if you got a FoE, it is of vital importance that you hold onto it and match up card slots where Khorne tries to lock us down. I'm outta Charger of Ways cards; I can't really help here. Best I can do is teleport people around, not that that would actually help much. Nurgle, save defensive cards until they're absolutely necessary. If Khorne puts down a non-'Can't Summon' card we gotta fill up the other slot fast so Khorne can't slide one in behind us. We need to stay mobile out there people, stay pumped. Break!
2011 PAX Warmachine/Hordes Champion
Troll Country: four acolytes
Estalia: two seductresses
Tilea: peasant
The Border Princes: miss; nada
Khorne earns two DIAL advance tokens
Domination step:
Norsca: +1 VP
Troll Country: +1 VP
Corruption step:
Norsca: +6
Estalia: Battle cry
Tilea: +1
Check for ruination: none
Updated VP:
Khorne: 22 + 1 = 23
Nurgle: 33 + 1 = 34
Tzeentch: 31
Slaanesh: 30
Board at the start of the end phase:
1. Remove Chaos Cards from the Board - Control dissipates
2. Hero Tokens are resolved - Heroes strike down someone from Khorne in Bretonnia
3. Resolve Old World cards - Slaanesh removes the hero from Estalia
4. Score Ruined Regions - none
5. Advance Threat Dials - Khorne has the most tokens and ticks twice; no one else met their criteria
Khorne:
31 - Draw 2 Cards
32 - Draw 2 Cards
6. Check for Game end - The game does not end
Things that need to happen (feel free to go out of order):
2011 PAX Warmachine/Hordes Champion
Dark Elf Corsairs
Remove all Event tokens from the board and remove any Old World card bearing the Twin-tailed comet from the Old World track.
Then, place one Event token in each of Estalia, Bretonnia, and Norsca.
At the end of the battle phase, each player must remove one of his figures from each region where there is an Event token, if able.
Black sails are spotted off the coast of Norsca and of Estalia; Road Wardens are discarded.
Round 6, Draw phase
Khorne: Draw 3; 1 left in deck, 13 in hand
Nurgle: Draw 2; 9 left in deck, 10 in hand
Tzeentch: Draw 1; 1 left in deck, 6 in hand
Slaanesh: Draw 2; 9 left in deck, 4 in hand
Once he has drawn, Khorne may begin the Summoning phase for round 6
I'll start it off slow:
Blood Frenzy to Estalia 8/8 pp
Nurgle @ 6/6 PP
Slaanesh buddy, if you got a FoE, NOW would be a good time to play it...
2011 PAX Warmachine/Hordes Champion