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A few nice Weight loss images I found:

The zombies still outnumber the living but not by much
Weight loss
Image by jon_a_ross
A battle of magic: 1000 points of Vampire Counts in the form of two necromantic brothers and their horde’s of zombie followers vs. 1000 points of Tzeentch worshipping beasts of chaos.

Six turns (plus one), beasts of chaos deploy first and go first.

jon-a-ross.livejournal.com/948428.html For the following battle report with pictures:

This battle started out as an experiment to see if a horde of zombies could be a threat, an actually working army. In theory they are cheap enough that you can field a silly number of them, overwhelming mortal armies and dragging them down. To test this out I build a 1000 point vampire counts force using 2 necromancers and 160 zombies. I have 180 zombie models, so with 20 to spare I was all set to roll.

To face the zombies I thought I would see how my beasts of Chaos force works. I have never fielded beasts of Chaos before (and vampire counts only in small warbands battles) so this was going to be an interesting match.

The beasts of chaos got two 8 gor 12 ungor herds, one of which was sent to ambush. Leading the force was a wargor of Tzeentch in Chaos armour and shield, inside a 20 beast unit of Bestigor’s of Tzeentch (Tzaangors). Thinking about it the Tzaangors might have had a magical standard, but if they did I forgot to use it during the game. Rounding out the beasts of Chaos force was a mutated chaos giant, for punch. It turns out to have been an excellent call.

The vampire counts were all zombies as I’ve stated. So the 4 40 corpse zombie hordes with standard and musician would be the bulk. But there was one minor necromancer with the book that has the dancing zombie’s bound spell and the heal undead spell. And the final necromancer general with all three necromantic spells, the nightshroud armour and the scepter of raising the dead mounted on a corpse cart to lead them. I remembered a little late into the game that the general could share his leadership with the troops, something that if I had recalled would’ve put the general even closer to the action and trying to keep all the zombies close enough to get both that bonus and the ability to march.

The battlefield was built to be the site of some fallen settlement, already reclaimed by nature. A small grove of trees, some rocks marking the foundations of buildings and a evil monolith in the center. Looking at the field during the play I found the zombie side wishing their was less terrain on the field. With such large units they were having trouble getting more then one unit into combat at a time, and to win the zombies really needed to double team as much as possible.

In general the beasts of chaos failed their leadership to charge tests only a couple of times, but those moments when they couldn’t get up the nerve to strike bought the zombies time to re-enforce their numbers. Magic was untrustworthy in the game, as I rolled three miscasts using level one and two wizards. The Tzeentch wargor had two miscasts and the zombie general one. I also recall at least two unstoppable force castings. Otherwise both sides had enough dispel dice to counter all but one of the spells from the other. The necromancers had two bound spells and four power dice, but usually I would cast one 2 dice spell off the general and then one single die spell off each necromancer (usually the heal undead spell) followed by the bound spells.

The Tzeentch wargor had rolled up the flaming shield spell as well as a spell that could cause a unit to strike itself, only if that unit isn’t immune to psychology. As the undead are that spell was traded in for the default magic missile zap. In the game only two zaps from the magic missile were successful, but the spell did cast three times successfully. The flaming shield never was cast, it was either dispelled or miscast or even not cast at all (throwing it last after the magic missile using two dice). Magic for the beastmen was not a tipping point.

Turn 1 sees the beasts of chaos rush forward. I was thinking about having the Tzaangors meet up with the beastmen herd and catch the zombies in a pincher movement, but I didn’t want to have my beastmen caught from behind either. I waited to see how fast the zombies would approach. The chaos giant was heading off to deal with the flanking zombies. Some zombies die from magic, but their loss is barely noticed.

The zombies shuffle forward, in such large numbers as to be a threat. The corpse cart and general keep between the large zombie hordes and even summon up some more zombies to join in. The zombies on the flank alone move forward a bit, while the zombies with the necromancer escort are magically encouraged forward.

Turn 2 has the Tzaangors fail their leadership test to charge the fear causing zombies, the general summons the ambushing beastmen herd and the giant charges the zombies on the flank. The beastmen arrive right behind the corpse cart as planned and will force it into a defensive position. The magic phase sees the first miscast from the Tzeentch Wargor and ends. The giant starts jumping up and down on the zombies, something he will do for a while yet.

The zombies move forward on their second turn, pushing forward as their battle plan has already been drawn. The necromancer general summons up and re-enforces a zombie horde to stand between himself and the approaching beastmen. The zombies fighting the giant are not as lucky and find themselves reduced to only four.

Turn 3 sees the wargor of Tzeentch get his men to agree to charge the zombies. The giant will jump on the last of the zombies, and the beastmen herd on the other side will successfully charge the zombies over there. The ambushing beastmen herd will fail to find the courage to charge the zombies summoned up just to deal with them. So far over 40 zombies will have been killed but they do seem to keep on coming.

The zombies charge the beastmen herd that was ambushing them. But even as the beastmen fail their leadership they are able to do enough to win combat against the zombies, who then fail their leadership roll badly (in part because the general was too far away) and lose a number of their troops. The other zombie conflicts continue to push forward, but non zombie losses are light. The necromancer who as babysitting the zombies on the flank runs and in his haste losses the bookmark for his spellbook, casting the dancing one last time on himself to get away.

Turn 4 starts with the giant rushing after the funny little man who dropped stuff. The wargor miscasts for a second time, this time blowing up three of his men, three zombies and taking a wound for his trouble. The beastmen in combat with the zombies keep cutting them down, slashing and cutting, cutting and slashing.

The necromancer doesn’t have much like this round either, with a miscast of his own damaging both himself and the corpse cart he’s on. The zombies are able to charge the beastmen on the flank, hoping to just break them but they past their leadership. Then the flanking charge is hoped to be enough. It isn’t, the beastmen are able to push to a tie on this round of battle. Worse yet, both the zombies slowing down the ambushing beastmen herd as well as the zombies fighting the Tzaangors are both destroyed.

Turn 5 sees three out of the four beastmen units free of attackers and able to push forward to break into the zombie command structure. Only their courage fails them. Both the beastmen herd and the Tzaangors fail their leadership tests to charge fear causing units, leaving the zombie commanders alive and well. One necromancer takes a magic missile but he keeps going with his two wounds. The beastmen herd under the weight of two zombie forces breaks, taking 38 hits for running away from so many zombies.

The zombies follow up on this success by sending the smaller zombie group after the fleeing beastmen, who run further. The rest of the zombies then regroup and move to support the general, turning around and heading back into the center of the battlefield.

Turn six was a bit of a disappointment for both sides. Nothing on the beastmen side was in charge range or passed their leadership tests to charge. The fleeing beastmen kept fleeing. The zombies were able to get seven or so of the mindless buggers to charge the giant but no wounds and all wiped out in a single combat phase.

At the end of the formal game the match was clearly for the beasts of chaos. They had one unit fleeing but all three of the others were mostly undamaged. But the zombies saw a chance that one more turn could change that. It would have to be a perfect turn, but it was possible for a zombie victory.

Turn seven therefore saw the beastmen rally on the flank, as well as the giant and the other beastman herd charge. The giant just runs up to the necromancer and yells at him, ending that battle but causing no wounds to either side. The beastmen that charged the zombies failed to take into account the zombies striking first and the zombies are amazingly able to win the combat. The beastmen break and lose a number of their men to the zombies as they pull down the fleeing troops.

But the zombies do not fair much better. One group of zombies has finally worked it’s way around the monolith and stands ready to surprise the Tzaangors. If the Tzaangors break from combat, as they have already passed the leadership test to be charged by the zombies, they will be lost upon contact with the zombies. The corpse cart takes a direct hit from the giant’s club and even it’s regeneration isn’t enough to put it together. But the necromancer riding it was unharmed, but unable to damage the giant either. The zombies on the flank are lost in their reckless charge against the beastmen (I was hoping for a failed leadership test or similar to give the zombies a chance). And in the end, the zombies against the tzaangors are not enough to break them. It wasn’t even close.

The battle goes to the beasts of chaos.

Fortune Brainstorm Health 2017
Weight loss
Image by Fortunebrainstormhealth
Fortune Brainstorm Health
Tuesday, May 2nd, 2017. San Diego, CA

11:45 AM
OPTIONAL LUNCH: WORKPLACE WELLNESS INNOVATION
Hosted by Cigna

Americans spend more than half of their waking hours at work—often seat-strapped, deskbound, or flat on their feet for much of that time. Gym breaks are a luxury for a few; eating on the run, a reality for many. Such stasis, say experts—and, well, everyone else, too—isn’t exactly a recipe for human fitness, sharp minds, or bristling productivity. Enter workplace wellness programs—a fix that would seem, on first glance, to be too obvious to ignore. A majority of companies, indeed, now offer some sort of wellness benefits—spending as much as billion on everything from flu shots and health screenings to gym memberships, personal health coaching and weight loss programs. But here’s a dumb question: Is this money being well spent? In this candid conversation, we’ll probe whether today’s wellness programs really are bringing wellness to employees, how they’re impacting productivity and the bottom line, and how to measure their success and keep employees engaged beyond week one.

Chip Bergh,
President and CEO, Levi Strauss & Co. (LS&Co.)
Dr. Nicholas J. Gettas,
Chief Medical Officer, Regional, Government, Select, and Individual & Family Plans; National Medical Officer, Market-facing Clinical Organization, Cigna
Amy McDonough,
VP and GM, Fitbit Group Health
Rick Valencia,
President, Qualcomm Life

Photograph by Stuart Isett/Fortune Brainstorm Health

Three warriors fall at the start of the guardsmen volley
Weight loss
Image by jon_a_ross
A 1500 point capture and control spearhead deployment battle between the necrons and the imperial guard was fought.

The necron player, myself, was given the task of setting up the battlefield and I made a critical mistake there. I had just finished a graveyard set piece and I wanted to use it. However, the set piece doesn’t block very much vertical hieght (being more for warhammer skirmish terrian games) which left a 2 foot by 2 foot patch of no cover on the table.

The guardsmen player was able to capitalize on that mistake and deployed on the corner opposite it forcing me to take the graveyard as my starting point.

Thus the necrons were open to the blasts of the imperial tanks from turn one.

With the guard taking two battle tanks, one barriage tank and three transports the necrons were already out gunned. The guardsmen deployed in a line with clear sight into the graveyard and prepared themselves to blast the necrons as they tried to cross it.

The necrons new they were not going to be able to sit and just hold their objective under the weight of all the guns of the guard. Thus they saw their only chance to be a charge. Taking it by putting a large 20 man squad with a necron lord equiped with a res orb, is 4+ ward save and 30 points of other gear in the middle and a 12 man flanking squad on one side. A unit of wraiths was deployed as forward as possible, hoping to be able to survive long enough to get into close combat with the tanks.A monolith and a six swarm unit of scarb beetles in reserve to deepstrike behind the tank line.

On the opening turn the guardsmen were able to destroy two of the tree wraiths and nine of the necron warriors in the middle. The lord lived thanks to his field and was able to bring six warriors back as well. They pushed forward to the wall of the graveyard. The guardsmen were still able to see the necrons however (the wall isn’t tall enough) and blasted the necrons for a second volley, able to smash all the warriors down (so no leadership test to see if they ran). The final wraith was killed as well and the flanking squad caught the attention of the HQ of the guardsmen.

On the necron second turn the monolith arrives and lands behind the tank line (drifting forward more then I liked but not too close) and it began to blast away.

The demolisher was crippled by two hits to the rear and the leman Russ was stunned. However the transports were fine and the squad guarding the objective took only a single hit.

The guard transports shifted forward to unload their cargo. Five squads fired at the remaining necron warriors from the large squad. Amazingly they had one trooper survive and thus were able to make their ‘we’ll be back’ rolls. The command squad starts to deal with the flanking squad by flaming them and then charging in to close combat.

The survivors of the large squad are now only three in number, but are then teleported through the monolith and have two more of their damaged soldiers return to fight The five of them are too close to the Demolisher when a lucky strike blows it up, knocking one down. The four remaining open up on the Leman Russ hoping to kill it where the monolith failed but they are only able to stun it as well.

Now the necrons find themselves in trouble, one group of warriors in close combat against troops with power weapons and another only four strong surrounded by the majority of the guard force.

The monolith was immoblized by a shot off the basilisk before and now the basilisk returns to dropping shells on the necron warriors directly. A blast flies wide of the warriors on the objective but the guard’s goal is clear. Kill enough of the necrons and they just disappear.

The five squads of grunts and the two attached transports circle around the four warriors and eventually slay them all. The necron warriors in close combat with the HQ will eventually break and be chased by the guardsmen.

Necie, a necron hero, will survive three full rounds of combat against the guard command squad in close combat facing off two power weapons and three other grunts before eventually falling.

The storm troopers will gather themselves together and attempt to use krak grenades on the monolith to smash it. They even succeed in stunning it. The basilisk will have a shell land directly on the warriors at the rear, killing enough that the necrons have to phase out.

The battle goes to the guard who took only light losses anyway. The beetles failed to arrive having a deepstrike mishap on the way to ambush the basilisk at the rear.

 
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