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Dugan195 rolled 6 6-sided dice: 1, 4, 4, 4, 1, 6 Total: 20 (6-36)

Dugan195
Crew

PostPosted: Wed Nov 14, 2012 7:16 pm


Dugan195
Skeleton Archers (SA2) shoots at the Ungor Horde with 20 arrows on a 5+ to hit.

Skeleton Archers hit with 6 arrows and roll to wound on a 5+
Dugan195 rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Wed Nov 14, 2012 7:18 pm


Dugan195
Dugan195
Skeleton Archers (SA2) shoots at the Ungor Horde with 20 arrows on a 5+ to hit.

Skeleton Archers hit with 6 arrows and roll to wound on a 5+

Ungor take 1 wound and have shields to give thme a 6+ armor save.

Dugan195
Crew


Dugan195
Crew

PostPosted: Wed Nov 14, 2012 7:23 pm


Dugan195
Dugan195
Dugan195
Skeleton Archers (SA2) shoots at the Ungor Horde with 20 arrows on a 5+ to hit.

Skeleton Archers hit with 6 arrows and roll to wound on a 5+

Ungor take 1 wound and have shields to give thme a 6+ armor save.

Ungor's lose 1 model.
Dugan195 rolled 20 6-sided dice: 4, 3, 4, 4, 6, 3, 3, 2, 1, 3, 6, 3, 2, 3, 4, 5, 4, 4, 3, 2 Total: 69 (20-120)
PostPosted: Wed Nov 14, 2012 7:25 pm


Skeleton Archers (SA1) shoots at the Ungor with 20 bows at a 5+ to hit.

Dugan195
Crew

Dugan195 rolled 3 6-sided dice: 5, 1, 6 Total: 12 (3-18)

Dugan195
Crew

PostPosted: Wed Nov 14, 2012 7:26 pm


Dugan195
Skeleton Archers (SA1) shoots at the Ungor with 20 bows at a 5+ to hit.

3 Archers hit their mark and now roll to wound on a 5+
Dugan195 rolled 2 6-sided dice: 3, 6 Total: 9 (2-12)
PostPosted: Wed Nov 14, 2012 7:27 pm


Dugan195
Dugan195
Skeleton Archers (SA1) shoots at the Ungor with 20 bows at a 5+ to hit.

3 Archers hit their mark and now roll to wound on a 5+

2 arrows wound their traget and the Beastmen use their shields to get a 6+ armor save.

Dugan195
Crew


Dugan195
Crew

PostPosted: Wed Nov 14, 2012 7:28 pm


Dugan195
Dugan195
Dugan195
Skeleton Archers (SA1) shoots at the Ungor with 20 bows at a 5+ to hit.

3 Archers hit their mark and now roll to wound on a 5+

2 arrows wound their traget and the Beastmen use their shields to get a 6+ armor save.

One Ungor manages to block an arrow, but the other soul was not so lucky and fell to the arrows of Asp.
PostPosted: Wed Nov 14, 2012 7:35 pm


End of Tomb Kings Turn 2

Dugan195
Crew

Joa-Boo rolled 2 6-sided dice: 3, 2 Total: 5 (2-12)

Joa-Boo
Captain

PostPosted: Wed Nov 14, 2012 9:19 pm


Beastmen turn 3

Ungor unit declares a chage on the Tomb guard unit. With a total 10in they would need 5 or more with 2d6.
PostPosted: Wed Nov 14, 2012 9:22 pm


Joa-Boo
Beastmen turn 3

Ungor unit declares a chage on the Tomb guard unit. With a total 10in they would need 5 or more with 2d6.


Ungors get a 5 to complete the charge. Tomb Kings are forced to hold. They are now in combat.

Chaos bless those souls that were crazy enough to charge.

Joa-Boo
Captain

Joa-Boo rolled 2 6-sided dice: 4, 6 Total: 10 (2-12)

Joa-Boo
Captain

PostPosted: Wed Nov 14, 2012 9:29 pm


Watching their underlings sprint into battle so whole heartily, inspired the Gors. Gor unit1 declares a charge at the skeleton warriors. With a moment of 5 the Gors need a roll of 9 with a 2d6 to complete the charge.
PostPosted: Wed Nov 14, 2012 9:32 pm


Joa-Boo
Watching their underlings sprint into battle so whole heartily, inspired the Gors. Gor unit1 declares a charge at the skeleton warriors. With a moment of 5 the Gors need a roll of 9 with a 2d6 to complete the charge.


With a roll of 10 the excitement pushes them into combat with the skeleton warriors. Because of the Tomb Kinds special rule they are forced to hold.

Joa-Boo
Captain


Joa-Boo
Captain

PostPosted: Wed Nov 14, 2012 9:35 pm


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PostPosted: Wed Nov 14, 2012 9:40 pm


Joa-Boo
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Joa-Boo
Captain

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Warhammer Fantasy

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