Apart from some mistakes this is by far the best format for a battle report. Maybe one or two more close ups on all the models to show them off but thats it. Great Stuff!
I like the format. I don't care to sit through two hour battle report videos. Subscribed. On the top of turn 4 you state that "both large undead hammers are put on fire". According to the Conflagration of Tzeentch Battle Trait, that can only be done once per turn.
Awesome, thank you! In terms of that hero phase, it is correct that only one unit can be get the burning keyword. Here I meant to say that both the crypt horrors and the morbheg knights had a bolt of tzzentch cast on them for straight damage.
there is several miss play : - you can move closer to 3inch of manifestation that doesn't move - mobid detonation of maelstrom is not a passif but a ability that you declare, so it doesn't explode by himself when the counter is reach
thanks for the heads up on the detonation. not sure which occasion you refer to with the 0-move manifestation. in this case the shackles were on the field but had their main use to try to slow down FEC in T1 and then later to put one round of damage on Ushoran.
The FEC player could have counter charged the shackles on turn 1 and pile-in in melee of your unit, denying you a battle tactic… You can’t use it this way to block your opponent, quite the opposite
@@robinapparailly3261 that's indeed a good idea. Need to be careful with how to place manifestations to not give the opponent more opportunities than you do for yourself.
Nice battle report, I like the format! Every ability in the game is optional, unless it states otherwise, for example fight ability. So Maelstrom doesn't automatically explode on 6 stacks, you can choose to use it.
Good game!! Couple of notes: 1) Apparently you can chose to activate abilities on warscroll, so the maelstrom doesn't have to explode on your face. 2) turn 4 fec. The unit in the center doesn't look like is 3" from the gravetide. By the look it could size the center staying 3" from the gravetide so the BT is still achievable. 3) turn 5 DoZ the charge of the second lord doesn't look like he could get in 0.5" of the unit because of the base size. Is just neat picking, great game!
@@Strade8 good question. The Maelstrom warscroll is lacking the "you can" as part of the ability. Might be somewhere in the core rules that you don't have to use it?
@@TheRealmWarsNetworkso this is correct the wording is very different compared to 3rd, you can declare when you blow it up. However, if it is killed or banished you would not be able to explode it like in 3rd is would simply poof.
Tzeentch list a bit one dimensional? Adding a unit of Tzaangor for some counter punch? Also never seen the spawn? But great report, really love the format!
Malevolent maelstroms' exploding ability is activated, or specifically doesn't have the passive keyword. Thus you can choose if it blows up at the end of turn.
Couple of notes. I'm not sure about the range on the Lord of Change turn 1. It's only 18" I'm not sure that was measured properly. You also state that DoT hold 2 objectives, but they were holding 3. Which does add up to 7 points. Hold 1, hold 2 or more, and hold more than your opponent. 1 point each. Round 2 Turn 2. Seems highly suspicious that 11 pinks do 8 damage on 4+ death rolls. That is way above average. Especially with a 6+ ward... Round 3 your scores are Dot 14 FeC 13. Not 17. FeC being the underdog, you should be stating whether or not the central objective is being made a home, flank or not. Blues kill a knight before dying? By attacks? They don't explode. So that's a bit confusing. The final score would have been DoT 36 FeC 39 FeC had 19 in 3, 29 in 4 and if you were paying attention to the central objective and made it home or flank then they score 10 for a total of 39. Overall this is a great format. But there's alot of mistakes and things aren't really explained. Like if the roll for the pinks death was amazing, you should tell the viewers the numbers, rather than claim they did 8 damage on 11 4+ rolls and got through the ward.
thanks for the detailed notes, glad you enjoyed the format! some details are indeed not mentioned or are not well reflected during editing, this style of battle report is a bit more upfront effort to record individual actions when reviewing the game footage and then turning each one into comment and/or graphic indication even (in the 3rd ed battle reports i was averaging about 150 actions per game) which all adds to the editing time. i cut down on some that i would have liked (like a CP usage indicator). Might try to add more back in again next time. Hope i can answer some of the questions on this game: T1 the LoC summoned the shackles, but as he was deployed a bit back the manifestation couldn´t actually affect anything due to the range. the score was hold 1, hold 2, hold more = 3 points + 4p for the battle tactic = 7 victory points. T2, the horrors spiked their explosions. was lucky for sure, but can happen. One of the main reason to take pinks over blues here, it makes especially heroes think before charging them. T3, here was an editing error in the scores. I realized after editing that i didn´t comment much on the underdog mechanic (or at all actually), in this game it was not that impactful as the FEC usually had the choice and turned the central objective into a home or flank one. As they were dominant on the objective control they didn´t need it much. Blues did indeed kill a knight by attacks. Doesn´t happen often but can. the score was off due to the editing error and i did not add the points for objectives of FEC T5 as the battle tactic was enough at that point.
Nice report! One question is there a particular reason the demon player didn’t summon spawn to prevent some charges? If you summon it in the enemy hero phase it can be very disturbing 😀
the turn to spawn spell is great when it goes off but quite conditional, ideally you want to cast it in the opponents turn to bind an enemy unit. the 12" range makes that tricky already and most importantly in this case you need to kill a model with D3 damage to turn it into a spawn. In this game only the crypt horrors and morbheg knights were in range of the spell and those got 4 wounds each. Hard to kill one of those with D3 damage, so usually "arcane suggestion" was cast instead.
ah crap, thanks for pointing that out. Hope it wasn't too disturbing, FEC did have several points they could have scored extra in T5 so the result would be the same.