Friday, March 16, 2018

Why won't they die (again!)?

  This battle is one of the major reasons that I love wargames (or hobby games for those elitists that argue semantics out there).  A week ago, my wife and son kicked off Spring Break with a Age of Sigmar battle and I was wholly surprised by the outcome.  Proof that, even with toys, appearances aren't everything and judgement needs to be withheld until the end.

  They played the Take & Hold mission from the General's Handbook (2016), which is little more than capture the flag.  I insisted that they play an objectives-based scenario because I thought that the typical 'kill 'em all' format wouldn't be a challenge and we haven't played any of the scenarios (aka 'battleplans') yet.  Very simply, each player has a 12" deployment zone from their table edge, with an objective marker centered in each.  The game continued until at least turn 3, where any player that claimed both objectives by having five models within 3" would immediately win.  If nobody had achieved such by turn 5, it came down to victory points (for those younger players, that means counting up the number of points each destroyed enemy unit costs).  Simple, just the way we like it.

The battlefield, with painted terrain- yay!
  My wife brought her undead, using the new Legions of Nagash book and following the basic allegiance (named Grand Host of Nagash).  She was really geeked about using her newly-built Bloodseeker Palanquin, so that was an auto-include for her.  She also brought a 20-group of skeleton warriors with spears, two units of Grave Guard (one had all the command in it), a Vampire Lord, a Banshee, and the obligatory Wight King.  Not too bad for only 1,000 points!

She's actually painting her force, even as I type this...

  My son decided to pull out my old Slaves to Darkness and mix in a tad of Nurgle and it ended up being a huge force.  Led by an Exalted Champion, a Sorcerer, and a Poxbringer, the force consisted of 20 Marauders with sword-and-board, two Warrior units armed the same, some Chosen, and 10 Plaguebearers.  Now I'm honestly concerned for the undead as this was a massive force for only 1,000 points.  At this point, I'm happy that we went for objectives as I'm thinking that Chaos can't possibly lose a kill 'em all-style scenario...

These are the, um, Black Legion?  Yeah, that's it...
  With forces and objectives determined, they set up gravesites, objectives, and the armies themselves.  My son wanted to put his 'hammer' to his right flank and 'swing the door' as a tactic, which the tarpit-ish units in the middle.  His idea was to simply punch his way through so one of the mob units would be able to break through and get to the undead objective.  My wife, in response, placed her big nasties to her left to counter that hammer and simply spred the rest out to force him to choose where to go.  I was impressed that they both had a plan.  Of course, no plan survives contact with the enemy...

Deployment.  Chaos just looks intimidating over there!
  Forgetting about the priority system in AoS, my wife chose to take the first turn and simply rushed up.  There was little else for her to do as her magic was out of range and undead don't believe in using shooting weapons (except the forgotten Tomb Kings, but these aren't those).  Oh yeah, she left a unit of Grave Guard in the ground during deployment, and that's where they stayed.  Taking the opportunity to put some damage down, the Chosen charged the Palanquin and put five wounds on her.  Ouch!  The rest of the Chaos forces advanced and set the stage for the waved attack...

End turn 1
  To start the second turn, my wife won the priority roll, charging her Vampire and Wight King into the Chosen and continuing to advance skeletons into the woods on the right.  I wasn't sure how this would turn out, but I wasn't disappointed.  After knocking out a Chosen from her Palanquin, the Vampire Lord dispatched the rest of the Chosen with ease.  The Wight King didn't even get to swing!  How sad...
  The Chaos, not to be discouraged, charged all over the place, eager for blood.  Unfortunately, they forgot that undead don't have any.  A unit of Warriors charged the quagmire that was the vampires and suffered for it, putting little damage on either the Palanquin or Lord that wasn't healed right back up.  The Marauders charged the Grave Guard but showed why they're not favoured and watched in horror as any slain Guard were simply raised again.  And the Plaguebearers tried with all their diseased might to knock down some Skeletons, only to find themselves in an equally frustrating tarpit.
  Two things to note in this round- my wife can't seem to roll anything but 6's for her 'deathless minions' rule (making around 12 out of 15 or something like that), and the order of fights makes a huge difference as the Grave Guard attacking before the Marauders probably helped a bit.  At this point, I'm starting to wonder if Chaos has enough to get it going against the horde of undead...

End turn 2
     The third turn started with my wife, once again, winning the priority roll and taking advantage.  The Wight King got in on the action and helped the vampires kill a bunch of Warriors, the Grave Guard were blessed with 'blood feast' that saw them slaughter all but one of the Marauders.  Those Grave Guard are not to be trifled with and the surviving Marauder was wise enough to flee.  The skeletons, having their casualties resurrected, demolished the Plaguebearers they were fighting until there was less than a handful left.  Daemons are best in packs, and the Skeletons made sure there was no pack left.  And just to add insult to injury, she raised the other unit of Grave Guard near her objective to make sure that Chaos wouldn't claim it without a fight.
  Chaos, now very depleted, continued the assault and tried all they could to at least gain a moral victory by killing some of the leaders.  The Warriors continued to attack the wounded Vampire Lord only to suffer in return, and the other Warriors charged into the fray to take out the Wight King only to realize that their target wasn't as soft as they thought.  And all while the Palanquin slowly and gleefully helped kill more of them.  The Poxbringer charged the Banshee that had been busting eardrums but completely failed to damage the ethereal being, and the Plaguebearers swung and disappeared under the weight of so many spears.
  It was more than a little obvious at this point of the game that the tough Slaves to Darkness had nothing on the undead and the game was conceded.  Wow.

End turn 3 and game
  This was a learning battle for both my wife and son as we haven't played Age of Sigmar in a very long time (even I had to look up a few rules) and neither had used their armies before.  Even then, it was a terribly surprising outcome.  I honestly thought that the Chaos force would steamroll the weaker undead.  In the days of Warhammer, those two forces would not have been evenly matched.  But in the new AoS days, it appeared that the Legions of Nagash give no care to numbers.  While neither side actually captured both objectives, this battle was a tabling in the making and there was no point to playing it out (plus it was past dinner time when we ended).  My estimation to how this battle would go was wrong.  So, so wrong.

  Have you experienced a battle like this?  Tell me about it below.  Otherwise, Happy Gaming!

Wednesday, February 28, 2018

Battle for Benny Hill

  Every commander faces challenges that they must be prepared for.  This takes training, knowledge, and even a bit of luck.  This is just as true in real world wars as it is in wargames (hence why command officers have to go through a 'wargames academy' as part of their training), and it turned out to be the major deciding factor in this battle.

  I enlisted my son to make up a Tyranid force for a battle as I was aching for some 'verse', and he was more than happy to comply.  The first list he brought me was terrible as he still wasn't keyed into the force-building rules for 8th edition, but his second attempt was quite scary (I was proud).  It consisted of 2 battalions, giving him a huge number of command points.  Unfortunately, he forgot about those points and many other special rules that would have seen things go a bit different for him.  But that's where training and knowledge come in!  Here's what he brought:
2000 Point 'nids
Battalion (Kronos):
HQ- Prime with deathspitter and scything talons
HQ- Prime with 2 sets of scything talons
Troops- 3 units of 3 Warriors, each with 2 deathspitters, a barbed strangler, and scything talons
Troops- 1 unit of 15 Termagants
Heavy- Exocrine
Elites- 2 units of 4 Hive Guard
Battalion (Behemoth): 
HQ- Swarmlord
HQ- Broodlord
Troops- 2 units of 10 Genestealers and 1 unit of 5
Heavy- Trygon

  I brought a really harsh Ultramarine army, because who doesn't like beating a 12 year-old?  More than anything, I wanted to see how this particular army would work out, and I was disappointed insofar as the battlefield really limited what I could do.  But the army performed admirably, mostly because I have the experience to use them and some because Hellblasters are broken!!!  Here's what I brought:
2000 Point Primaris Ultramarines (that's right, I'm niche-ing a monodex army!)
HQ- Capt Acheron
HQ- Primaris Librarian
Troops- 3 units of 5 intercessors, all armed with bolt rifles
HQ- Primaris Lieutenant with pwr swd
HQ- Primaris Chaplain
Elite- Primaris Ancient
Elite- 4 Aggressors with flamestorm gauntlets
Elite- Redemptor Dreadnought with all the bells and plasma-based whistles
Transport- Repulsor with las-talon, twin lascannons, onslaught cannon, fragstorm, krakstorm, and an icarus missle pod
HQ- Lieutenant with auto bolt rifle
Heavy- 3 units of 5 Hellblasters with plasma incinerators

  We rolled up the mission and deployment and it turned out to be the good 'ol "Kill and 12".  Excellent- I like basic.  The typical secondary objectives were in play and we'd get a victory point for every unit that we destroy.  As a training lesson for my son, he needed to understand the mission more than the killing potential of his force.  So this opportunity with a couple of pretty hard armies was a joy to me.

The battlefield before deployment:

  I have a buddy that complains at me constantly that I need more LOS-blocking terrain in our games, so I shelved the Cityfight stuff and busted out the Planetstrike terrain.  That made my son very happy because he loves that stuff.  See the Fortress of Redemption taking up the middle of the battlefield?  That blocked everything and made a huge difference in the game.  There's a reason I call this the "Battle for Benny Hill", as you'll see.   And if you don't know what I'm talking about when I mention 'Benny Hill', go here.


  I placed everything in a thin line across the front, making sure that there wasn't a 9" gap for his Trygon and Genestealers to sneak into.  I put my Hellblaster cohort around the bastion and then stationed the Intercessors across the line.  While I don't normally play with a wide front, I needed to show the need to account for those sneaky infiltrators and deep-strikers in the game.  My son, on the other hand, concentrated his firepower to his right, hoping to pop the Repulsor that he is deathly afraid of (it's done a number to his armies in the past) and placed the Genestealers to the opposite flank, planning on using his speed to 'close the door' on me.  Meanwhile, his Warriors took up station in the middle, having options.  The first mistake that he made was moving his Swarmlord to the Genestealer flank.  This immediately reduced the threat to me.  Had Swarmie stayed in the middle, I would have played much more cautiously.  Knowledge of thine enemy goes a long way...

  I was lucky and won the roll-off for first turn, which I was more than happy to take advantage of.  My army isn't so-called Alpha-strike, but it has the potential to be and I wanted to see how much damage it could put out.

Turn 1

  In my turn, I retreated all of my Intercessors to my left, basically running away from his fastest threat.  My Hellblasters up high and my Repulsor took aim at the Exocrine and brought it down to three wounds left.  My dreadnought put a wound on the Swarmlord, being out of range to tap the Exocrine and finish it off.  The rest of my army that could see pumped hot bolt shells and plasma into the nearest unit of Warriors and earned First Blood.
  His first turn saw him rush everything forward (he never used his Hive Command ability (or whatever it's called) to get that extra movement from Swarmie, which helped me quite a bit) except his Hive Guard and Exocrine.  With those, he punished my Repulsor, putting enough wounds on it to bring it down a level and halve its move.  Ouch!!!  Otherwise, he couldn't do much else.

Turn 2

  My second turn saw me continuing to move my army away from the flank and laying down more firepower.  The Hellblasters finished the Exocrine and the Repulsor took down another unit of Warriors.  Intercessors either dashed for the cover of the plasma cohort or climbed onto the Fortress to shoot down a number of the Termagants.  By this point, I felt like I was being cowardly, which was the smart thing to do against the xenos !
  His second turn saw some more shooting coming my way, with Hive Guard putting yet more wounds on the tank and Termagants plus warriors knocking out an Intercessor.  Those two wounds make a huge difference sometimes!   He brought in the Trygon and subsequently failed the charge and took wounds from overwatch, but another unit of Genestealers was able to make it into the Dreadnought.  Uh oh...

Turn 3

  This is the turn where things really got out of hand.  My army continued its advance away from the oncoming 'nid swarm, using the Fortress as a great blocker.  The dreadnought retreated from the Genestealers and allowed my Intercessors to gun them down, while also gunning down a couple more next to the Trygon, wounding the Trygon, and preparing for another charge.  Intercessors leapt form the fortress and attacked the gaunts, finishing them off and getting more Kill Points.  The tank continued to glide toward the shooting line and  put some firepower into the Warriors, but did nothing of note.  I figured the 13th's luck was finally running out...
  His turn was horrible.  His Hive Guard put a huge amount of firepower into the tank and brought it to one wound.  Even Warriors lending their firepower couldn't finish it off.  His Trygon and Genestealers tried to spit at and charge the Dreadnought, only to fail and take more wounds.  The Psychic Phase saw Swarmie and the Broodlord Perils and take wounds.  To make matters worse,  his Warriors charged the Intercessors that killed the 'gants and killed them down to one wound.  One wound!!!  He lost at least two victory points just from my ridiculously good saves and failed charges.  Bad turn for the 'nids... 

Turn 4

    By this turn, it was obvious that I was running away with the win.  But  I had to keep the pressure on and continued my advance.  The wounded Repulsor crept around the corner of the fortress and finished off another unit of Warriors after the Aggressors and company disembarked and flamed half of the closest Hive Guard to death.  Intercessors and surviving Hellblasters repositioned to put some firepower into the oncoming flank, and more Hellblasters crawled up the fortress walls to shoot down one of the Primes.  The dreadnought even pumped some plasma along with the Hellblasters up high to finish off the Trygon.  By this point of the game, I was simply getting more victory points.
  The Tyranids, meanwhile, charged the remaining Prime into the Hellblasters on the fortress and killed half of them and the Genestealers and Broodlord charged the dreadnought and made very short work of it (those massive scything talons are vicious!).  The best moment of the entire game was using the Hive Guard to finally take down the tank, earning his first Kill Point.  It was a moral victory for my son, but obviously too little too late.

Turn 5

   Not too much happened in this turn.  My Aggressors trundled toward the other unit of Hive Guard and punched them to death while the Chaplain and Lieutenant charged and finished off the nearest squad.  That eliminated all the firepower the Tyranids had.  Hellblasters retreated from the Prime and shot it down, and the Intercessors that were ordered to sacrifice themselves took a few Genestealers out before the charge.
   His final turn saw him move up and finish off that pesky Intercessors, but nothing else as I had wiped almost everything else out.  If this mission had been named "Exterminate", it wouldn't have been inappropriate.   I won, 16-5.

  From Turn 1 onwards, I had the Benny Hill music in my head as my army played 'run-away' from the xenos while shooting down units with excessive firepower.  I used the Fortress of Redemption as a wall to keep them from getting to me and I imagined running across the fields to escape the evil villain- like a Benny Hill episode!.  It may have been a massacre, but it was at least comical while illustrating how strategy can make all the difference.

  The advise that I offered was that he should have played in the center, with a bubble of claws in front of the back-line of guns and use his speed to cross the Fortress and prevent me from ever being able to avoid him.  I won, not because my guys were more powerful but because I stayed away from everything that was a threat (except those broken Hive Guard- so good!).  I literally outmaneuvered his Tyranids with my slightly slower Primaris forces.  More, he didn't take advantage of the Swarmlord's placement or special movement-gift rule and didn't use nearly enough strategems (while I recycled almost all of mine with ridiculously good rolls on my warlord trait).  The army list didn't suck, but his strategy and tactics weren't the best for this mission.

  No more running around for the next battle as he's been the victim of that trick now.  My son knows my army's rules almost as well as I do and is learning his (he hates Ultramarines because of the mean things I do with them), so  his knowledge is growing.  This battle was a fantastic training exercise that may come back to bite me really hard very soon.  And I can't wait for my son to be that prepared commander to meet any challenge the 'boys in blue' throw at him...

  I figured it was time for me to actually play 40k again, and it felt so good- funny, even!  How have your games been going?

Wednesday, February 21, 2018

Demz Skravens, yo!

  Recently, Games Workshop released two new warbands for battles in the Mirrored City.  My wife was still bitter about the losses and retooled her deck and was eager to give it a go again.  Meanwhile, I wanted to try out the new rat-men and see if I could crush dreams and hopes with them as well.

  Each of the warbands has a different 'strategy'.  It starts with how many modes they have, followed by how tough and fast they are.  Finally, the objective cards are chosen in order to take advantage and 'capitalize' to win the game.  I understand how the first four work- the Stormcast are few (only 3 models), slower (only 3 movement), and tough as nails (shield defense with 4 wounds!); the Bloodreavers are many (5 strong including 2 chumps), fast but weak (5 move but only 3 or 4 wounds with dodge defense), and actually do well with claiming objective points; the Ironjaws are fewer (4 guys) and slow but tough (2 move and shield defense with 4 wounds) and get their objectives through bashiness and surviving the pinpricks others toss at them; and the Undead are many (7 models with 3 red-shirts), slow (2 move), and weak (2 damage and a dodge defense), but they come back and stack all kinds of upgrades to steal objective points.  All of this is simple, so the Skaven can't be that hard, right?

  Well, see, there's a lot of collusion and back-stabbing and other unforeseen obstacles that would keep the glorious rat-men from any success and that's what I'm going to blame my failure on.  Let's see where it may have started...  So Skaven are many (5 in number, with three being rat-chumps), fast (5 move, plus alot of extra movement from upgrades and ploys), and, you guess it, weak (2 wounds, 3 if you're lucky, and mostly a dodge for defense with an odd shield and double-chance).  They don't cause much in the realm of damage and they're not very long range.  Knowing that, getting glory points just from killing the enemy isn't reliable, meaning that getting upgrades early wasn't really dependable either.  So how do I play these guys?

  Just like the skeletons, I recommend putting the Petitioners (their 'chumps', or just weakest ones) on objective-taking duty, and use the three champions to go bash some face, die, return, and bash some more face.  Skaven, seeming similar, would be set up with that in mind.  However, unlike the Undead, if I get stuck in combat, there's no coming back or fighting my way free, and that's where my weaknesses really showed. 

  In our first game, the Undead won the die roll and set up the board in the 'bottleneck' style and put most of the objectives on her side of the board.  Better, Nagash was smiling on her because they all corresponded to her artifact-based objectives!  She was smart in her setup and I thought I was too.  In fact, I saw an opportunity to 'jump' her Champion like the Bloodreavers would and took it when my turn came around...

First End Phase

  So the First turn saw me having objective cards that allowed me to lose a couple of rats, do exactly enough damage to kill someone, and enemy leader kill an enemy to score.  I lost one of my chumps but the other (the Festering Skaven) simply would not die.  When he struck with his one-damage attack, he failed to actually cause any damage on the Champion or any other opponents that phase.  And without that damage, my Leader (Skritch, I think) couldn't put out enough damage to kill anyone either.  It was only a ploy at the end of the turn that caused damage with the loss of one of my chumps did anyone go down, but I still couldn't score anything.  My wife was obviously enjoying herself...
Second End Phase
  Trying with all the might found in the sewers, the Skaven pushed and finally did some damage.  But it meant little to the Undead as they trapped the rats and gained Glory Points through a storm of magically-motivated movement.  It wasn't long before I realized that I was falling too far behind and couldn't win this game.  Obviously, someone within the ranks betrayed us and let the enemy know our plan...  

Final End Phase
    One of the best parts of Shadespire is that the game is only 3 turns, or twelve total activations per player.  And in this game, thank goodness.  More magical movement and well-placed support meant that my warband was quickly executed, including the Lurking Skaven I brought back with a ploy last turn, and Skritch- my leader!  Well, there went some other possible objective cards.  When the dust cleared, I lost with a score of 13-6.  These Skaven should have won.  There must have been some back-stabbling involved...

Victory, Nagash.

  Not being one to pout like a baby (in this game, anyway), we chose to give it another go.  For the second game, it would be the same cards but I would actually win the roll-off to set up the board and the objectives.  I chose to set up the traditional wide style so that I would have more access to her objectives (maybe I could take them and deny some of her points) as well as simply outrun her mean guys.  I still wasn't confident (after all, I hadn't rooted out the mole in the ranks of rats yet...), but I had a better plan.  

First End Phase
  My luck continued, having found some warpstone dust somewhere, and I was able to jump out and slay one of the Petitioners straight away, gaining a Glory Point quickly.  But the winds of Nagash continued to push the skellies around and I watched as she gained a ton more Glory Points.  Again.  I think my wife's work on her deck may have had some impact...  

Second End Phase
  Just as I was finally able to dish out some punishment, I was also able to take advantage of my 'surgical' objectives, specifying who could do how much and when, and score many more Glory Points.  My wife watched as I methodically attacked and pushed her deathrattle warriors around and I was proud.  By this point, we're actually tied.  Woohoo!  Maybe I've figured these rats out!

Final End Phase

  The mayhem continued as we both maneuvered to claim points and mop-up the wounded.  I realized her strategy at the last moment and it cost me.  I didn't understand why she wasn't bringing her dead back and magically moving them to claim anything only to remember that she had all the artifacts that multiplied her objectives.  So I sent my bodyguard (Krrrk) to attack and push one of her skeletons off of one of the objective points and failed.  The last ditch effort was sabotaged and it resulted in the Undead once again stacking up Glory Points like an accounting calculator.  But it wasn't without a fight and the game ended in a score of 14-10!  

  Overall, I think the Skaven are definitely a bit harder to use than the others.  They only have one strength, their speed, and all the rest depends on a very well constructed deck and cunning use of ploys and timing.  But the game isn't so unbalanced that I see this as the worst or anything like that.  I just think that there might be a learning curve.  Now to test out those Dwarf Slayers!

Happy Gaming!

Saturday, February 10, 2018

Introducing Death in the Mirrored City

  In case you haven't heard, Nagash is a bit upset and reminding people not to mess with his command of death.  From taking a precocious city and trapping it between the realms of Shadow and Light to sending his undead minions to eternally torment those who try to steal its power from him, the Lord of Death is definitely one to serve up vengeance.  And yes, the dish is very cold...

  This is the board game released by GW not too long ago called Shadespire.  It's a wonderfully tactical game based around very small warbands fighting across the ruins of the once great city, also called the Mirrored City, and plays out very similar to a gladiator arena.  It's not just about bashing your opponents to a pulp but also claiming ground and defeating your enemies using ploys and maneuvering to outsmart and beat them.

  For those that like board games, this is a fun game that takes up less than an hour between two players and only needs as much space as a coffee table (but definitely more than an end-table).  For those that like strategy games, this one fits that bill too.  In fact, it's rather impressive  how much of the game is based on strategy and tactics and less on the statline of your warriors.  And for those that like miniatures, well, this is a GW game, so the miniatures are fantastic as always.  It has it all.

  In fact, the game is so good that my wife and kids actually love it.  It's short, it's not complicated (there's no army books or extensive rules that require a literature degree to translate), and it's actually pretty balanced off the learning curve.  It's so balanced, in fact, that I've had discussions about which warband was the best and there's no consensus between our various areas (remember, I am connected OUTSIDE my gaming area and all across the nation- thanks career!).  I've heard that Chaos has the best (they're my favorite), Undead have the best (especially in the southeast, apparently), and even that Orruks are the best from the bashers I talk to.  Remember, though, even the cheesiest force means nothing without the practice and skill to use it, especially in a game as tactical as this one.

  I definitely drive that point home because my wife, being the lover of the Undead that she is (I even bought her the Legions of Nagash book for AoS as a Valentine's Day gift!), sometimes forgets this and laments the weakness of her skeletons.  You see, we played a couple of games the other night and my Stormcast demolished her.

   The first game saw her winning the roll-off to set up the battlefield and she chose to do a 'bottleneck' setup.  With her objectives centered on capturing objectives, she made it more difficult to get around my hoplite-like Stormcast.  Just like the Pass at Thermopylae, I could clog her up and just gain glory points (objective points) by smashing her to dust at will while she struggled to move anywhere.  The game ended 10-4 with her feeling pretty sad.  

  I took a little time and explained how she should have played.  Remembering that this game is very strategic, I reminded her that it starts with the board setup and continues into placing the objectives.  The bottleneck is a strategy that I would use against her numerical superiority, and placing the objectives in my deployment zone would make it harder for her to capture them.  She made both of those mistakes and was already in an uphill battle before she ever deployed anything.  

  Now, mind you, she'd already learned this stuff a couple months back when I took control of the Undead and completely annihilated my son's Ironjaws.  Using the proper strategy and then playing the right Power Cards and moving the right way makes all the difference.  I showed her the tactics to using the warband after explaining the strategy behind the board setup.  But time passed and she forgot.  That first game was just a good reminder, and we then took the opportunity to play a second game (again, the games are very short, only being 3 turns and 12 total activations!).  

  Unfortunately for her, I won the roll-off for the second game and set up the board in the same way.  After all, it's an advantage to lesser numbers to 'bottleneck' their opponent.  But she was much better prepared this time and actually put up a good fight, despite the struggle presented by the board and setup.   Most importantly, she realized that she needed to quit sending Petitioners (the crappy troop skellies) to fight me because I would always kill them and get the glory points for it (knocking out an opponent's warriors also gets you objective points in this game) and instead use them to chase objectives.  Fight me with the good warriors (who still die, but they cause damage on the way out) and suddenly my Stormcast weren't unstoppable.  By the time the fog cleared, I still won but only by a score 15-10.   If she remembers what I reminded her and what she did in this game, I don't think I'll win the next one...

  In a twisted sense of irony, the Lord of Death won't let us die in the Mirrored City and escape from an eternity of combat and death, meaning that victory or not, the fight will happen again (and again, and again, and again, and... you get the point).  Stormcast killing skeletons means nothing- THEY'RE ALREADY DEAD!  But skeletons killing Stormcast (or Orruks, or Marauders, or soon be Skaven and Berserkers) means that they suffer only to be brought back to life and have to do it all over again!  The Lord of Death doesn't gain victory through defeating his opponents, and definitely isn't defeated when his opponents destroy his forces.  Nagash won't let this game die.  So I guess I'll just have to take joy in giving his Undead forces the same respect they give me- a death followed by yet another death.  I just hope the wife doesn't figure out how to avoid that punishment while giving it back...

  Until next game!!!