Turn 1 Game Schedule and Movement.

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The GM
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Turn 1 Game Schedule and Movement.

Post by The GM » Sat Dec 15, 2012 1:35 am

So, after several players decided not to make a move (for various reasons) and one person seemingly forgot to send me his orders (even though I see him twice a week and reminded him on Thursday...) the movement results for turn 1 are as follows.

The Pride of the Lioness - Moves to Hex 03.02 and fights the Despolier Horde
The Wind Walkers - Moves to Hex 07.01
Unicorn Company - Moves to Hex 02.02
Deepwood Defenders - Moves to Hex 04.00
Hexenheim Expeditionskorp - Remains where it is.
Albion Fremdenlegion - Remains where it is.
Argyll's Rangers - Moves to Hex 01.05 and fights Jake Da Poacher's Main Army
Muster of Frimurson - Moves to Hex 03.02 and fights the winner of the battle between The Despoiler Horde and The Pride of the Lioness
Huabok - Moves to Hex 10.06
Zeclottili - Moves to Hex 08.06
Clan Scurvius - Moves to Hex 03.07
Disciples of the Horned Rat - Moves to Hex 06.06
Thunderbellies - Moves to Hex 08.04
Gut Crushers - Moves to Hex 09.05
Griefmashall's Muster - Moves to Hex 10.02
Averheim Guard - Moves to Hex 08.02
Jake Da Poacher's Main Army - Fortifies Hex 01.05 and fights Argyll's Rangers
Tank's Irregulars - Fortifies Hex 02.06 and supports Jake Da Poacher's Main Army
The Despoiler Horde remains where it is and fights The Pride of the Lioness
The Ravager Mob - Moves to Hex 04.04
Da Hunnert-an-One - Explores Hex 11.01
Da Free Apple Gang - Explores Hex 12.03

So that gives us only 2/3 main games to play through this month.

First of all, we have the hotly contested Hex 03.02 where both the Wood Elves and the Dwarves are trying to rout the Beastmen. The Wood Elves get to take the first crack at it and the Dwarves get to face the victor. Or you can organise a 3 player game of some kind.

The second battle is between the Dwarves (aggressive little thugs that they are :lol:) against the Orcs in Hex 01.05. The Orcs have a couple of advantages. Their second army is well positioned to lend support to the main force and they have fortified their hex as well. Basically this means that the Orcs should enjoy having an edge in points values from the supporting force as well as either extra walls/towers in their deployment zone or some other bonus from the fortification action. The Dwarves are going to be hard pressed to win here.

Everyone else is free to organise a side game or two if they want.
@ToD - Get a witness and roll up your exploration results on the chart in the updated rule set when you get a minute.

The deadline for the turn is January 31st, so that gives you about 6.5 weeks to get your games in.
Best of luck to all.
Last edited by The GM on Sun Dec 23, 2012 12:57 pm, edited 1 time in total.

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job
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Re: Turn 1 Game Schedule and Movement.

Post by job » Sat Dec 15, 2012 12:26 pm

Looks awesome. The only thing is I want to change the names of my armies. Starting this round what was Argle's Rangers are actually the muster of Frimurson and vice-versa. I made a mistake when I wrote in the names. :oops:

The other thing is: The Ravaging Horde are controlled by Mike, right? So, I don't think we can play any games until next January and maybe next Joshin.
Models Painted, 2020
70 28mm miniatureS

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kojibear
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Re: Turn 1 Game Schedule and Movement.

Post by kojibear » Mon Dec 17, 2012 12:47 pm

job wrote:
The other thing is: The Ravaging Horde are controlled by Mike, right? So, I don't think we can play any games until next January and maybe next Joshin.
Good point. Have to wait until the new year to rid the woods of those vile Beastmen. ;)

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