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Beat The Cooler Batrep: Teaching Game Chaos vs Dwarfs - Part 1/4

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 Beat The Cooler Batrep: Teaching Game Chaos vs Dwarfs - Part 2/4 Beat The Cooler Batrep: Teaching Game Chaos vs Dwarfs - Part 3/4 Beat The Cooler Batrep: Teaching Game Chaos vs Dwarfs - Part 4/4

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  Comments: 1 to 25 of 32   Other Episodes From Beat the Cooler Batrep   Share  

Top Comments

Liquidedust (8 months ago): - delete
@InspectorMorgan: Shields would still grant 1 AS against shooting however. But as you said, since you have a special close combat weapon that requires 2 hands you sling your shield to your back or drop it while in close combat and cannot benefit from it.
+4
cmac993 (8 months ago): - delete
charging for dwarfs is not 2d6" -1" it's just 2d6"
+4
Usul (8 months ago): - delete
Why do they test if they aren't in charge range , if you need to roll 14 you are definitely *not* in charge range.
+3
GrandAdmiralThrawn (8 months ago): - delete
The Giant had a soft cover save because Thunderers were shooting through the forest (with the Mark of Nurgle on the Giant you should hit him on a 6).
+3
Richard35 (8 months ago): - delete
Those chaotic knights were way out of charge range, so they could move freely.

Also, the Giant should have cover from the forest.
+2
Furby (8 months ago): - delete
lol i think Cooler just realised that Dark Elfs = constant lost and he converted to THRUE GODS OF WAR !!! DWARFS !!!!
+2
InspectorMorgan (8 months ago): - delete
@Decimus:As per pg 89 of the BRB if the model is carrying a special close combat weapon (anything other than a hand weapon) they must use that weapon, back in 7th you could choose which one, now only Black Orcs can with their "Armed to Da Teeth" special rule.
+2
cmac993 (8 months ago): - delete
@ 13:38 Dave does not need to charge because he is unable to - 22" charge is impossible to make because the maximum charge for chaos knights is 19" (because the chaos knight horses are movement 8, but are barded so they are movement 7 12" = 19"). The 3D6 rule for cavalry (swiftstride) means that you roll 3D6 and discard the lowest, you do not add them all up. Again when testing for berzerk rage from frenzy you can only do so if you can complete the charge, so in this case you didn't need to do it.
+2
Vichyssoise (8 months ago): - delete
Where did these Warriors of Chaos come from Dave???? Did you paint them??? Did you buy them from ebay??? Let us know!!
+2
Molokopokoloko (8 months ago): - delete
Halberds are actually two handed so you only get the 1 armour save against shooting or if you choose not to use the halberds in close combat
+2

Other Comments

sivraj0117 (4 months ago): - delete
@GrandAdmiralThrawn: the thunders handguns have a rule called Superior design and that grants him a 1 to hit.
empiremonkey (6 months ago): - delete
sorry to ask this, im new to WH fantasy. i just wana ask what does the Chaos war shrine do?
Bulliwyf (6 months ago): - delete
LOLs. Owen is super patient!

Good idea having these sort of intro to WHFB videos. A lot of gamers on this side of the Atlantic have never played Fantasy.
Switchblade9 (7 months ago): - delete
On the Chaos knights, if there are no possible charges, such as rolling a 14 on 2d6, where you can only get up to a 12, they do not have to attempt to charge. Also, moving backwards or sidestepping is half movement, not rounded.
reddragon162 (7 months ago): - delete
Wow Dave, right at the beginning of the video you were channeling your inner baby eating Mike...
-1
Azeebo (7 months ago): - delete
@hettar: What, you mean shout constantly, get every conceivable rule wrong and generally be annoying?
+1
hettar (7 months ago): - delete
i think cooler should really watch some of bluetable paintings fantasy batreps and take massive hints from shaun, is he going to valhalla?
-3
Tod-the-space-marine (7 months ago): - delete
why is it that it takes me like 5 minutes to load these videos, yet on you tube or somewhere else it take snot even a second to load and watch.......this is an odd experience
-3
Richard35 (8 months ago): - delete
Those chaotic knights were way out of charge range, so they could move freely.

Also, the Giant should have cover from the forest.
+2
GrandAdmiralThrawn (8 months ago): - delete
Oh and from I was told/I read you are not allowed to occupy a building that is partially outside your deployment zone. That would get you closer to the enemy and some magic users/missile units would have to big advantage. Only scouts can do that.
+1
GrandAdmiralThrawn (8 months ago): - delete
One more thought. The 1st unit of Thunderers was placed in the building at the edge of Owen's deployment zone. The Giant was placed at the edge of Dave's deployment zone. So there was 24" beetween those two and Handguns have 24" range but it's a common rule/practice that you are not allowed to shoot in such situation. But I guess when I'm looking at Owen's tape measure it's less than 24". So what are the measurements of the table?
+1
Jinken (8 months ago): - delete
Am getting board of no real battle reports of fantasy someone should challenge him
L

Furby (8 months ago): - delete
lol i think Cooler just realised that Dark Elfs = constant lost and he converted to THRUE GODS OF WAR !!! DWARFS !!!!
+2
Usul (8 months ago): - delete
Why do they test if they aren't in charge range , if you need to roll 14 you are definitely *not* in charge range.
+3
Liquidedust (8 months ago): - delete
@InspectorMorgan: Shields would still grant 1 AS against shooting however. But as you said, since you have a special close combat weapon that requires 2 hands you sling your shield to your back or drop it while in close combat and cannot benefit from it.
+4
InspectorMorgan (8 months ago): - delete
@Decimus:As per pg 89 of the BRB if the model is carrying a special close combat weapon (anything other than a hand weapon) they must use that weapon, back in 7th you could choose which one, now only Black Orcs can with their "Armed to Da Teeth" special rule.
+2
BAN148 (8 months ago): - delete
Since the halberd has the rule "Requires Two Hands" (see page 75 in the BRB), you can't use them in close combat. You can however still use them against wounds caused by shooting and magic.
dirtydevil89 (8 months ago): - delete
seriously seriously
cmac993 (8 months ago): - delete
@ 13:38 Dave does not need to charge because he is unable to - 22" charge is impossible to make because the maximum charge for chaos knights is 19" (because the chaos knight horses are movement 8, but are barded so they are movement 7 12" = 19"). The 3D6 rule for cavalry (swiftstride) means that you roll 3D6 and discard the lowest, you do not add them all up. Again when testing for berzerk rage from frenzy you can only do so if you can complete the charge, so in this case you didn't need to do it.
+2
luish88 (8 months ago): - delete
So now you work on saturdays?

Nice dedication to your new job.

Thanks for the batrep.
+1
cmac993 (8 months ago): - delete
charging for dwarfs is not 2d6" -1" it's just 2d6"
+4
cmac993 (8 months ago): - delete
@DoubleTap: you can't vanguard hounds, they can't do that...
DoubleTap (8 months ago): - delete
Should have vanguarded with the Hounds mate ^^
65198 (8 months ago): - delete
i meant brickleberry.
+1
65198 (8 months ago): - delete
what is the deal with this hinkleberry advertisement? i thought miniwargaming was better than that.
+1
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MiniWarGaming's Avatar Author: MiniWarGaming
Added: September 22, 2012
Views: 5,353
Rated: 12345 (8)

Owen and Dave play some Warhammer Fantasy, and learn some new things.

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