2020-10-22: Fixed a bug with user-submitted results - apologies all for the recent instability.
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Michael Clarke

List

Northern Alliance Army List                
Points: 2000                  
Unit Strength: 23                    
Units: 12                    
                     
Army Rule: Snow Fox The unit has +1 attack   Player:   Michael Clarke
Human Clansmen, Horde Ht US Sp Me Ra De At Ne Pts Special Rules
Unit Size            
Horde, Infantry 2 4 5 4+ - 5+ 25 20/22 230 CS(1), Wild Charge (1)
Sir Jess's Boots of Striding (15 pts)          15
          0
Keyword: Human                    
Ice Naiads, Horde Ht US Sp Me Ra De At Ne Pts Special Rules
Unit Size            
Horde, Infantry 2 4 5 4+ - 4+ 25 20/22 230 Ensnare, Regen(5+), Wild Charge (1)
Brew of Strength-Horde (40 pts)          40
          0
Keyword: Frostbound, Naiad                    
Dwarf Clansmen, Regiment Ht US Sp Me Ra De At Ne Pts Special Rules
Unit Size            
Regiment, Infantry 2 3 4 4+ - 5+ 12 14/16 115 Fury, Wild Charge (1)
          0
          0
Keyword: Dwarf                    
Dwarf Clansmen, Regiment Ht US Sp Me Ra De At Ne Pts Special Rules
Unit Size            
Regiment, Infantry 2 3 4 4+ - 5+ 12 14/16 115 Fury, Wild Charge (1)
          0
          0
Keyword: Dwarf                    
Huscarls, Regiment Ht US Sp Me Ra De At Ne Pts Special Rules
Unit Size            
Regiment, Heavy Infantry 2 3 5 3+ - 5+ 20 15/17 225 CS(2), Fury, Wild Charge (1)
Brew of Sharpness (35 pts)          35
          0
Keyword: Barbarian, Human                     
Frostfang Cavalry, Horde Ht US Sp Me Ra De At Ne Pts Special Rules
Unit Size            
Horde, Large Cavalry 4 3 7 4+ - 5+ 30 15/17 265 CS(2), Strider, Wild Charge (1)
          0
          0
Keyword: Frostfang, Human                    
Tundra Wolves*, Troop Ht US Sp Me Ra De At Ne Pts Special Rules
Unit Size            
Troop, Cavalry 2 1 9 3+ - 4+ 9 10/12 115 Nimble, TC(1)
          0
          0
Keyword: Beast, Tundra Wolf                    
Tundra Wolves*, Troop Ht US Sp Me Ra De At Ne Pts Special Rules
Unit Size            
Troop, Cavalry 2 1 9 3+ - 4+ 9 10/12 115 Nimble, TC(1)
          0
          0
Keyword: Beast, Tundra Wolf                    
Ice_Queen Ht US Sp Me Ra De At Ne Pts Special Rules
Unit Size            
Hero, Infantry 2 0 6 5+ - 4+ 1 10/12 80 Ensnare, Ind, VInsp (Frostbound only), Master of Ice, OPTIONS: Icy Breath(10), Bane Chant(2) +20, Heal (5) +35, Surge(8) +30 or swap, Wind Blast(6) +25, Blizzard (2) +30
Inspiring Talisman (20 pts) Bane Chant (2)         40
          0
Keyword: Elf, Frostbound                    
Lord on Frostfang Ht US Sp Me Ra De At Ne Pts Special Rules
Unit Size            
Hero, Large Cavalry 4 1 7 3+ - 5+ 8 15/17 190 CS(3), Nimble, Strider, VInsp, Wild Charge (1), OPTIONS: Snow Fox +10pts
          0
          0
Keyword: Barbarian, Human, Frostfang                    
Ice Kin Bolt Thrower Ht US Sp Me Ra De At Ne Pts Special Rules
Unit Size            
War Machine, War Machine 2 0 6 - 4+ 4+ 2 10/12 95 48", Blast(d3), Elite(R), P(2), Reload, Ice-Tipped
          0
          0
Keyword: Elf                    
Ice Kin Bolt Thrower Ht US Sp Me Ra De At Ne Pts Special Rules
Unit Size            
War Machine, War Machine 2 0 6 - 4+ 4+ 2 10/12 95 48", Blast(d3), Elite(R), P(2), Reload, Ice-Tipped
          0
          0
Keyword: Elf                    
Rule Definition                
Bane Chant Ra:12". Target: Friendly CC. Modifers: - . If one or more hits are scored, for the rest of the turn the unit gains Crushing Strength (+1). This effect only applies once – multiple castings on the same target have no additional effect.
Blast(n) If the unit’s attack hits the target, the target suffers a number of hits equal to the number in brackets, rather than a single hit. Once this is done, roll for damage as normal for all of the hits caused.
Brew of Sharpness  The unit has a +1 to hit modifier with Melee attacks.
Brew of Strength  The unit gains the Crushing Strength (+1) special rule.
Crushing Strength(n) All hits caused by Melee attacks from this unit have a +(n) modifier when rolling to damage.
Elite Whenever the unit rolls to hit, it must re-roll all dice that score a natural, unmodified 1.
Ensnare Melee attacks against the target unit’s front suffer an additional -1 to hit.
Frozen A unit has -1 Sp until the end of its next turn. No unit may have its speed reduced by more than -1 in a given turn due to having the Frozen special rule. Does not affect units with Sp 4 or below.
Fury While Wavering, this unit may still declare a Counter Charge
Icy Breath Ra:10". Target: Enemy .Modifers: Hits on 5+ against units in cover.  Roll to damage the Enemy unit as normal. If one or more points of damage are dealt, the target Enemy unit is given the Frozen special rule.
Icy Breath Ra:10". Target: Enemy .Modifers: Hits on 5+ against units in cover.  Roll to damage the Enemy unit as normal. If one or more points of damage are dealt, the target Enemy unit is given the Frozen special rule.
Individual Never blocks Line of Site. Free pivot before movement, shooting. Yielding. Steady Aim. Never doubles/triples (except against War Engines), is never doubled/tripled. Overrun
Inspiring Talisman  The unit gains the Inspiring special rule.
Nimble The unit can make a single extra pivot of up to 90 degrees around its center while executing any Movement order, including a Charge. It cannot make this extra pivot when ordered to Halt. When Disordered by a unit in Melee with either the Phalanx or Ensnare special rule, this unit loses the Nimble special rule until the end of its following Turn.
Regeneration(n) Every time this unit receives a Movement order (including Halt), before doing anything else, roll a number of dice equal to the amount of damage currently on the unit. For every result of (n) or higher, the unit recovers one point of damage previously suffered.
Reload The unit can only make ranged attacks if it received a Halt order in its previous Movement phase.
Sir Jess's Boots of Striding  Once per game, this unit gains the Strider special rule until the end of the Turn.
Strider This unit’s Charge is not Hindered when charging through, or ending its Charge on, Difficult Terrain or Obstacles.
Thunderous Charge(n) All Melee hits inflicted by this unit have a +(n) modifier when rolling to damage. This bonus is in addition to the unit’s Crushing Strength (if any). However, the unit loses this bonus when Disordered and reduces this bonus by one when Hindered (to a minimum of zero).
Very Inspiring This is the same as the Inspiring special rule, except that it has a range of 9”. Any rule that affects Inspiring also affects Very Inspiring.
Wild Charge(n) Models with this special rule may add (n) to their charge range. This is added after Sp is doubled. In some instances, the (n) value may be a variable die roll (e.g. Wild Charge (D3)). In these cases, before issuing a Movement order to this unit, roll a D3. If this unit is then issued a Charge order, it may add the result in inches to its total Charge range.