Daemonettes and mounted daemonettes had only T3, and I think that the spell that gives frenzy (luxurious torment) doesn't active when you cast it, it activates at the start of the round. Around minute 38:00 hate only applyes to the first round of combat, so no rerrolls on the second round of those knights (despite being charged this turn by another unit). Also in this combat the steed of the daemonettes always hits first, so in 6th the combat order is: Always strike fist, charges, initiative (if tied those who win the combat) and then always strike last.
A charge during a chasing it's a normal charge, so you have to maximize the miniaturesi close combat. So all 4 mounted daemonnetes can attac (an then die lmao hahaha)
We played the ward save for the cannon - checked it after the first shot against the chariots. But I can’t remember if I rolled to wound against the chariot and might have mis-used the Str 7 vs chariots rule (not all of the rolls were captured on camera). I’m sure we did for the other units - certainly I normally do roll to wound with the cannon!
@@alalbalCorrect. If the cannon ball touches, it scores a HIT only. Roll to wound (almost always 2+), and then take a ward save. D6 wounds from a Great Cannon, or destroys the chariot instantly.
I probably just ballsed it up then. My artillery usually just misfires or the ball plops into the ground, so it’s always a shock when it actually hits something.
Just quickly watched some of this. Thanks for posting as ever. Briefly. When the archers, the archers would line up to the mounted daemonettes @ 18 minutes ish. In which case their loss in combat may well have been more than 6" away from the hellblaster. I appreciate they passed the leadership test in any case but movement and positioning is everything in 6th. Also, once you establish that the knights would be hit with the pursuit move then it is treated as a new charge and you have to follow all the rules for charging as you normally do, specifically maximising contact. Unless of course you did not have movement to do so. It probably cost you as the remaining mounted Daemonette would have centrally placed which would may have mucked up the charge of the Pleasureseekers..... maybe :-) The Army battle standard only allows you to reroll break tests , not rallying tests.
Good points all! I keep the archers in skirmish gaggle on a magnetised tray just for ease, and it then represents the right frontage when charged without moving them all in. The standard is the imperial banner which lets you re-roll any psychology tests within 12”, which I hope includes rallying tests!
@@SamuelFinnemore-Payne Neither break tests nor rallying tests are Psychology tests so I'm afraid you cannot use the Imperial banner for those. Psychology tests are: Panic, Terror, fear, stupidity. (Frenzy , hatred and stubborn come under the Psychology section too but you tend not to have to test for those)
You are using your Titillating Illusions spell incorrectly. You have to pick a point on the table WITHIN 24" AND THE UNITS LINE OF SIGHT. So by putting the mark behind the units and hill as you did with the Hellblaster crew and Spearmen, the empire player was hard done by.
Oh man, my poor Greatswords! Rules mishaps tend to balance-out overall though (re-rolling WP’s hate, not rolling to wound the chariot with the cannon, etc).
They do, but they can't see through a hill. The Daemon player put the marker on the far side of a hill, so it's not a point within their line of sight.@@alalbal
Surprised to see so many errors in play.
Daemonettes and mounted daemonettes had only T3, and I think that the spell that gives frenzy (luxurious torment) doesn't active when you cast it, it activates at the start of the round. Around minute 38:00 hate only applyes to the first round of combat, so no rerrolls on the second round of those knights (despite being charged this turn by another unit). Also in this combat the steed of the daemonettes always hits first, so in 6th the combat order is: Always strike fist, charges, initiative (if tied those who win the combat) and then always strike last.
For the rest, nice to see 6th edition content
A charge during a chasing it's a normal charge, so you have to maximize the miniaturesi close combat. So all 4 mounted daemonnetes can attac (an then die lmao hahaha)
loving these, been wetting my feet with 'ye olde' warhammer skirmish supplement so great to see games played! This one was a proper bash :D
Glad you enjoyed!
The cannon, despite being str 10, DOES have to still roll to wound (on a 2+, of course).
And also they can be saved with daemonic or ward saves (cannon doesn't negate those)
We played the ward save for the cannon - checked it after the first shot against the chariots. But I can’t remember if I rolled to wound against the chariot and might have mis-used the Str 7 vs chariots rule (not all of the rolls were captured on camera). I’m sure we did for the other units - certainly I normally do roll to wound with the cannon!
@@SamuelFinnemore-PayneI didn't see any of them get rolled... seemed to just hit people and then models were removed.
@@alalbalCorrect. If the cannon ball touches, it scores a HIT only.
Roll to wound (almost always 2+), and then take a ward save.
D6 wounds from a Great Cannon, or destroys the chariot instantly.
I probably just ballsed it up then. My artillery usually just misfires or the ball plops into the ground, so it’s always a shock when it actually hits something.
You need US5 to claim a flank bonus.
🙌
Just quickly watched some of this. Thanks for posting as ever. Briefly. When the archers, the archers would line up to the mounted daemonettes @ 18 minutes ish. In which case their loss in combat may well have been more than 6" away from the hellblaster. I appreciate they passed the leadership test in any case but movement and positioning is everything in 6th. Also, once you establish that the knights would be hit with the pursuit move then it is treated as a new charge and you have to follow all the rules for charging as you normally do, specifically maximising contact. Unless of course you did not have movement to do so. It probably cost you as the remaining mounted Daemonette would have centrally placed which would may have mucked up the charge of the Pleasureseekers..... maybe :-)
The Army battle standard only allows you to reroll break tests , not rallying tests.
Cheers dude
@@blackdragonminiatures and for the record I'm not picking faults.... I just can't help myself with rules 'advice' ;-)
Good points all! I keep the archers in skirmish gaggle on a magnetised tray just for ease, and it then represents the right frontage when charged without moving them all in.
The standard is the imperial banner which lets you re-roll any psychology tests within 12”, which I hope includes rallying tests!
@@SamuelFinnemore-Payne Neither break tests nor rallying tests are Psychology tests so I'm afraid you cannot use the Imperial banner for those. Psychology tests are: Panic, Terror, fear, stupidity. (Frenzy , hatred and stubborn come under the Psychology section too but you tend not to have to test for those)
You are using your Titillating Illusions spell incorrectly. You have to pick a point on the table WITHIN 24" AND THE UNITS LINE OF SIGHT. So by putting the mark behind the units and hill as you did with the Hellblaster crew and Spearmen, the empire player was hard done by.
I think crews are like skirmishers and have 360º vision. The other unit obviusly no hahaha
Oh man, my poor Greatswords! Rules mishaps tend to balance-out overall though (re-rolling WP’s hate, not rolling to wound the chariot with the cannon, etc).
They do, but they can't see through a hill. The Daemon player put the marker on the far side of a hill, so it's not a point within their line of sight.@@alalbal
Hah...crotch hammer