We had just triggered a trap that dropped the Objective Room monsters on us, with the "Skaven Lord" included. The Skaven Lord being a Exalted Skaven Lord. These are dangerous.
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Good Guys and bad guys alike got knocked down until the next turn, so this negated all ambushes. This was rather helpful as Exalted Skaven Lords are terrifying. |
In the room with us is one Stormfiend (with Warp Grinder arms), 4 Wight Lords that locked the door, one Liche, one Exalted Skaven Overlord, and a Skaven Engineer mounted on Doomwheel.
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| The excess monster that couldn't fit in the room with us. |
Outside the room we have two more Stormfiends (WarpFire Thrower Arms and Ratling Gun arms), 5x Skaven Master Assassins, 12 Plague Priests, 1 Plague Lord, 12 Stormvermin Warlords, 2 Mummy Tomb Kings, 2 more Wight Lords, a Banshee, and a Doom-Flayer.
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| The Wight Lord's Equipment. The important part here, is they locked the doors with the Orb of Imprisonment. No one gets out or gets in until all the Wights are killed. |
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| Liche's Equipment. |
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| Mummy Tomb Kings Equipment. |
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| Plague Priests Equipment |
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| Plague Lord's Equipment. |
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| Stormvermin Warlord's equipment. |
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| The Vermin Lord Skitterleaps next to his target the Wardancer. The 4 Wight Lords and the Skaven Engineer move around the side through the Slime to attack the Pit Fighter and Warrior Priest. |
Exalted Vermin Lord has Skaven Magic 4 and Nurgle Magic 2. We don't have a ton of Anti Magic but the priest uses his Magic Dispel (2+) once per combat to stop the scariest of the Skaven Magic Spells "Putrefy" which makes each warrior roll a D6 and on a 1-3 result makes that warrior useless for a turn.
Between the Wardancer's Parry (3+) and Dodge (5+), it takes all 7 of the Vermin Lords attacks to face plant the Wardancer. One Wight attacks the Warrior Priest, and the Engineer uses his Reach (3) to attack the Pit Figher. Both warrior's survive these attacks. Before the turn ends, the Priest heals the Warcdancer back up.
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| Start of turn 3, Pit Fighter still angry with the help of Priest and Ranger, takes down the Vermin Lord. |
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| Ranger take out 2x Wights. |
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| The two remaining Wights move up, but fail to kill any party members. |
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| After the party kills the two remaining Wights, the Priest uses a once per adventure Teleport the team item. We move just out of line of sight, so the enemies have to move towards us, with only a few at a time being able to make it through the door at a time. |
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| The monsters start running down the hall after us. |
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| The Doom-Flayer and two Storm Fiends made it to us first. They did some damage, but didn't bring anyone down. |
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| Warrior Priest & Pit Fighter retaliated, quickly killing the Doom-Flayer and one Stormfiend. |
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| Still in the same turn Wardancer hopped down and killed the last Stormfiend. |
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| A few Skaven made their way into our room, but quickly found them selves in a deadly mouse trap. |
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| On the following turn, several Assassins, some Wight Lords, and Banshee make it in. |
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| So this is like turn 8 of the combat, Priest killed the one skaven in her range. |
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| Ranger killed the Banshee and a Plague Priest with bow attacks. |
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| Still turn 8, the Wardancer hopped down and killed both Wights (this re-unlocked the doors so more monsters could filter in). |
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| Turn 9, more monster filtered in. |
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| And then they died. |
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| Turn 10, more monsters. |
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| Our Priest kills one of their Priests. |
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| Pit Fighter kills another Priest. |
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| Ranger kills a Plague Lord hiding in the back rank. |
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| Then Wardancer kills 4 Stormvermin in the room. |
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| Turn 12, the last of the Stormvermin move in to their doom. |
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The sluggishly slow Tomb Kings finally make it into the room of death, for their turn to die a few turns later. (Pit Fighter kills one) |
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| Wardancer kills a 2nd. |
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After that long fight we decide to head down the hall we were closest too. We get hit with an Unexpected Event. Which spawns a Vermin Lord, but that is a fight for next time. |
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.
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