Share Blog Posts with Family and Friends on Social Media Networks

Some cool Weight loss images:

The battlefield at the start of the struggle
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.

Image from page 29 of “The book of wheat : an economic history and practical manual of the wheat industry” (1908)
Weight loss
Image by Internet Archive Book Images
Identifier: bookofwheatecono00dond
Title: The book of wheat : an economic history and practical manual of the wheat industry
Year: 1908 (1900s)
Authors: Dondlinger, Peter Tracy, b. 1877
Subjects: Wheat
Publisher: New York : O. Judd
Contributing Library: The Library of Congress
Digitizing Sponsor: Sloan Foundation

View Book Page: Book Viewer
About This Book: Catalog Entry
View All Images: All Images From Book

Click here to view book online to see this illustration in context in a browseable online version of this book.

Text Appearing Before Image:

Text Appearing After Image:
THE WHEAT GRAIN AND PLANT 17 weight of water. It loses 1.5 per cent of its own weight in 24hours, 6.7 per cent in 90 hours, and 11.8 per cent in 144 hours.Besides the loss in weight, marked chemical changes take placeAvhich greatly decrease its value for bread baking purposes,and probably also as a food for stock. Great loss may thus beoccasioned by the sprouting of wheat in field, shock, stack orbin. Experiments indicate that sprouted wheat will regermi-nate and form healthy sprouts until the stem (plumule) hasreached a length of %-ineh in the first germination, and anaverage of 80 per cent of all sprouted wheat with the lengthof the stem not exceeding i^-inch will again germinate.* Stooling or Tillering.—Wheat, like other cereals, has thecharacteristic of throwing out side shoots after the plumulelias appeared above the surface. These branches or culms mayform at any node covered with soil. The num-ber of such stalks from one seed varies muchwith conditions. There are usually at l

Note About Images
Please note that these images are extracted from scanned page images that may have been digitally enhanced for readability – coloration and appearance of these illustrations may not perfectly resemble the original work.

Image from page 1100 of “Electric railway journal” (1908)
Weight loss
Image by Internet Archive Book Images
Identifier: electricrailway451915newy
Title: Electric railway journal
Year: 1908 (1900s)
Authors:
Subjects: Electric railroads
Publisher: [New York] McGraw Hill Pub. Co
Contributing Library: Smithsonian Libraries
Digitizing Sponsor: Smithsonian Libraries

View Book Page: Book Viewer
About This Book: Catalog Entry
View All Images: All Images From Book

Click here to view book online to see this illustration in context in a browseable online version of this book.

Text Appearing Before Image:
t. Paul locomotives bythe introduction of electric regenerative braking. Theheavy demands upon the motors when operating up-grade may be nearly duplicated during the followingdown-grade running when regenerating, thus givingsmall chance for the time element of the motor heatingto enter as a factor in proportioning its capacity forsuch exacting service. A 2 per cent grade requires amotor output of 46 lb. per ton up grade and gives 34lb. per ton motor input down grade. Making due al-lowance for internal locomotive losses, it is evident thatthe motor output when operating as a generator downgrade will approximate 60 per cent of its input whenhauling the same train up a 2 per cent gradient. Hencethe need of making provision for a practically contin-uous motor capacity in the St. Paul locomotives inorder to meet the service requirements of the brokenprofile over which they are designed to operate. It is interesting to compare the relative capacity of 30 120 120 | ri 1 1 1 1 1 1 1 1 1—j-i

Text Appearing After Image:
like track conditions, the uniform torque of the electricmotor should make available some 10 per cent moretractive effort than is possible with the reciprocatingdrive of the steam locomotive having the same weightupon the drivers. Until sufficient operating experienceis available, however, to prove that an electric locomo-tive can be rated at 20 per cent coefficient of adhesion,it seems reasonable to adhere to the present steampractice of a somewhat lower value. The St. Paul loco-motive, therefore, with its continuous motor capacityof 17.75 per cent and a one hour rating of 21.2 per centof weight on drivers gives ample assurance of ability tohandle its assigned tonnage under all service conditions. The St. Paul freight locomotive is guaranteed to havea hauling capacity of 2500 tons trailing load on allgradients up to 1 per cent, and its heaviest duty will beto haul this load from Lombard to Summit over theBelt Mountains, a distance of 49 miles with a rulinggrade of 1 per cent and an a

Note About Images
Please note that these images are extracted from scanned page images that may have been digitally enhanced for readability – coloration and appearance of these illustrations may not perfectly resemble the original work.

 
Website Pin Facebook Twitter Myspace Friendfeed Technorati del.icio.us Digg Google StumbleUpon Premium Responsive

Share Blog Posts with Family and Friends on Social Media Networks