Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Tuesday, January 18, 2011

Trollbloods vs. Khador 1/15/2011

I played my first game of 2011!

I took my Trollbloods against Rob's Khador this past Saturday and emerged victorious. With this win, I am officially undefeated in the new year.

This was also my first scenario game and was the "Convergence" scenario played at 35 points. Rob took a Kharchev list that he will have to detail and I took a pMadrak list.

My list:
pMadrak
Dire Troll Bomber
Axer
Impaler
Impaler
Krielstone Bearer + 3 Scribes
Stone Scribe Chronicler
5 Champions

I got the first turn so I deployed my Madrak brick with the Bomber off to one side and the two Impalers off to the other. On my first turn I advanced as quickly as possible and stopped just short of the center circle zone. I also cast Sure Foot on the axer who was chilling in the middle of my brick. On Rob's turn, he did the same but moved some Bombardiers into the circle to prevent me from getting a free point. The Bombardiers shot at my champions to no avail (dealing only 3 damage to one of them).

On my second turn, I moved the Champions, Madrak, the Axer, and some of the Scribes into the circle. I didn't have the threat range to charge unfortunately. I moved up one of the Impalers and shot at one of the Bombardiers doing only 6 damage (I think), not enough to kill him. I moved up the Bomber and gave him Far Strike hoping he would be able to lob two bombs into the Bombardiers and kill all three for me. Alas, it was not to be. I rolled a 5 on my first to hit roll (boosted even!) and then rolled another 5 on a non-boosted to hit roll. Really horrible luck.

On Rob's second turn, Karchev towed his jacks in so that they could charge into my Champions and attempt to tear my brick apart. The combination of Sure Foot, Defensive Line, and Protective Aura served me well though and the jacks failed to accomplish anything significant. They manage to kill one of my Champions (after he passed 3 lucky tough rolls in a row) but that was it. Rob then proceeded to try and charge another unit into my bomber but they fell short. Finally he had a unit of Turions (I think?) that had 3 spells. He had all of them cast a spray spell at me which actually ended up doing more damage to his own guys than they did to mine. He had a series of rather painful misses that accomplished nothing for him.

On my turn, Madrak cast Carnage and feated. The result was one of my champions that was unengaged charging into his tightly clumped infantry and singlehandedly mowing through almost all of them. My Axer moved into combat with the three warjacks and began Threshering. Now that they were all in melee range of my warbeast, I had the Chronicler trigger Charge of the Trolls on my Champions (they actually attacked at this point). And my champions began to tear apart the warjacks. I crippled the arm on one, did some damage to another, and destroyed the third with a final charge from one of my impalers.

On his turn, Rob went for the caster kill. He towed his one jack that was still in good shape out of combat and into position for it to charge Madrak. It did but failed to kill him due to Madrak's Scroll of Grindar's Perseverance which kept him alive.

When Rob's turn came around again, he conceded. I had almost all of my models left (one champion had died) and was getting ready to finish mopping up his warjacks (and Karchev) and was going to have no trouble keeping Madrak away from him for the rest of the game.

It was probably one of the more fun games I've had in Warmahordes since I started playing. I enjoy playing against the straightforward beat their face in style of Khador much more than I do playing against Steve's sneaky Cryx.

Thursday, September 2, 2010

Trollbloods vs. Cygnar 8/28/10

I also had a chance to play my first game against a Warmachine faction this last Saturday. I took my Trollbloods warpack against Nathan's Cygnar battle group.

This was a pretty straightforward game with unfortunately few pictures. The map we set on had a river with a bridge for crossing. I used my axer's animus on the impalers to send them through the river to either side of the bridge and moved the axer across the bridge with Madrak behind. Unfortunately, Nathan had some really good dice going for him and in two rounds of shooting, he managed to knock out one of my flanking Impalers before he could really do anything and charge the other impaler with his heavy jack.

On my turn, my last Impaler did manage to put a severe beating on the heavy jack and cripple his Quake Hammer (I think that's what it was called). And my axer charged a wall that his shooting jack was behind but promptly whiffed on his attack rolls.

In his next two turns, Nathan finished off the impaler and moved his heavy jack into combat with Madrak. He also managed put a severe beating on the axer. I made one last valiant effort to get Madrak into combat with Nathan's caster but whiffed all of my attacks and then conceded the game. Nathan was well on his way to slaughtering me to a man.

Trollbloods vs. Legion 8/28/10

I played my first game against Rob and his Legion warpack. He took the warpack and I took a modified list consisting of pMadrak, 3 Trollkin Champions, and two Impalers.

We set up the board.
From Hordes 2010-08-28

And then deployed.
From Hordes 2010-08-28

I had the first turn and had no choice but to advance.
From Hordes 2010-08-28

Rob moved his stuff up and into the forest. I quickly realized that Eyeless Sight and that forest in his deployment zone were going to be major pains. On my turn I rearranged my guys and advanced a little more. One of my Impalers critical smited one of his many Shredders knocking it back out of the forest by 5 inches.

On his second turn, Rob began his assault shooting with both Lylyth and the Carnivean to kill one of my Champions. Then it was my turn to try and get even.
From Hordes 2010-08-28

I moved my Impalers to the flanks and took shots at another Shredder and the Carnivean. I managed to critical smite the Carnivean and knocked him down. On his turn, Rob sent one of the Shredders in to tie up two of my Champions and used Lylyth's shooting to knock out another Champion.
From Hordes 2010-08-28

He then had his Carnivean charge one of my impalers where it promptly demolished it.
From Hordes 2010-08-28

On my turn I had Madrak take potshots at the Carnivean, the two champions kill the Shredder, and the remaining Impaler advance and also take a shot at the Carnivean. I missed with the Impaler and hit with Madrak but didn't do a whole lot of damage. I had my last Trollkin Champion charge the Carnivean and do quite a bit of damage to him but it was unfortunately not enough to have any lasting impact.

On his turn, Rob had Lylyth shoot at and kill the champion in combat with the Carnivean and then moved the Carnivean into combat with Madrak. At this point it was all over.
From Hordes 2010-08-28

It's a real shame the Trollbloods Warpack and the Legion Warpack are so different points-wise as I would have really liked to have been able to take my axer against Rob but the points just didn't work with the models I have.

Monday, August 30, 2010

Hordes Battle Report 8/26/10

Asmo and I played our third game of Hordes during lunch and I finally beat him. Pretty soundly too I might add. Suck it Asmo! =P

He'll probably slaughter me several times this week to make up for that last comment.

He's been writing a series of articles analyzing the troops he's been taking from the perspective of a long time Warmachine player. It's good stuff, I highly recommend checking it out. You can also check out his version of our game on 8/24/10.

So anyways, we played 15 points again. He took the same list as last time but swapped Morghoul out for Makeda. So he ended up with 2 Cyclops Savages, a Titan Gladiator, Makeda, and 4 Paingivers. I took pMadrak, 5 Trollkin Champions, an axer, and an impaler.

I've started to get a hang of how to play pMadrak a little more. We tossed down random stuff on the table again and after my previous games, I've realized that I need to wait for him to come to me. There's no real need for me to rush him. So I turtled up behind an impassable obstruction. I sent an impaler around the far side to take shots at the approaching Skorne foe. I stuck my Champions on the other side with the axer nearby for support and I hid pMadrak in between it all.

In the middle of the Skorne approach path was some rough terrain. Asmo sent each cyclops around a different side of it and Makeda and the Titan straight through. He tried to approach slowly to draw me out but I refused to bite. My impaler started taking potshots at one of his cyclops' and he finally caved and launched his attack. His titan charged into my champions and easily killed one but then got bogged down by the sheer amount of defensive power. His cyclops charged the impaler but failed to kill it.

On my turn, my champions and axer did some major damage to his titan. Those guys are nasty! and Madrak and the impaler took out the cyclops. He sent in his other cyclops to back up the titan but it was too late. Madrak and the impaler started taking shots at Makeda who tried to help the dying cyclops in combat. With most of his beasts dead, I moved in for the kill and finished him off.

I'm really eager to get my Krielstone Bearers assembled and try them out with Madrak. Even more defensive power will make his turtle shell even more difficult to break through.

Friday, August 27, 2010

Hordes Battle Report 8/24/10

So, real life has been hitting me hard this week and my blogging has lagged behind. Been extremely busy at work and home and also had to deal with a cold that took me out of commission several nights this week.

I'm feeling better now and have a lot of exciting hobby stuff coming up. I'll be getting a game of 8th edition in against The Vermin Lord this weekend as well as some games of WarmaHordes with Rob and Nathan and BK. I also should get some time to do some painting.

Anyways, Asmo and I have continued to play games of Hordes during our lunch breaks. I've been running with pMadrak and my warpack as the base and Morghoul's warpack as his. For our second game, we decided to up the points a little and I dropped an Impaler in favor of my Dire Troll Bomber. This brought me up to 15 points. Asmo added a unit of Paingivers to his warpack to bring it up to 14 points.

I played terribly. I had a shooting list with a caster not really designed for it against his close combat list. On my first turn, I moved my guys up to take shots but my impaler was short and I forgot to fire twice with my bomber. Instead of using cover to force him to come to me and take a beating from my guys, I left all of my guys exposed and watched as his Titan slammed my bomber, followed up, and killed him in a single round.

Luckily, he moved his cyclops and his titan out of Morghoul's control area which bought me a turn. He also forgot to pop his feat when he needed to. I did end up in combat with Morghoul but his high defense and my poor rolling resulted in very little damage taken. I conceded after it became clear that his titan was going to charge in and demolish madrak on the next turn.

You can check out Asmo's take on our previous game here.

Thursday, August 19, 2010

1st Foray Into Hordes Mk II

I played my first game of Hordes during my lunch break on Tuesday. It was a lot of fun but its definitely clear I need to secure a better understanding of the rules. Unfortunately no pictures as it slows things down too much and my lunch break has a time limit.

I took my Trollbloods warpack against Steve's Skorne warpack. It was a pretty close game but Steve's familiarity with Warmachine and what is in my opinion, a better set of models for pitting against another warpack, Steve managed to win.

We set up some terrain (carrots from my lunch as a forest, salt & pepper shakers, etc.) and started our first game. He advanced his Titan and Morghoul through the carrot forest and sent his two cyclops guys around. On my turn I moved my impalers up into range with their animus and shot both of them at the titan doing quite a bit of damage. I had the axer move to intercept the two cyclops. Madrak cast Stranglehold on the Titan as well to hold him in place on the next turn.

On the second turn, one cyclops charged madrak, the other charged the axer. The axer took quite a bit of damage (after Madrak transfered the damage he took) and had his body crippled. On my turn, Madrak and the axer managed to kill off one of the cyclops. My rolls were terrible though and he should have died much sooner. I did force my axer to regenerate and heal his body so it was no longer crippled.

On the third turn, the Titan slammed one of my impalers and knocked him really far back. He then spent fury on additional attacks into Madrak. Morghoul popped his feat to keep me from forcing my warbeasts and transferring damage. On my turn Madrak leached all of the fury he could and almost finished off the titan (4 health left, damn my rolling sucks). The axer couldn't be forced so he only managed a little damage against the other cyclops.

On Skorne fourth turn, Morghoul charged Madrak and using his fury on additional attacks knocked him down to about 3 health left. The cyclops went next doing just enough damage to Madrak to finish him off and I failed my Tough roll. End of the game.

Things I learned:
My turns were too long. I need to go into these games having a much better grasp of what I can do.
I need to remember that Madrak also has a ranged weapon. It's really good and I had completely forgotten about it.
I hadn't realized that Madrak had a really fantastic upkeep spell and I should have cast it on the first turn.
Madrak's feat is not very good for facing other warpack armies. It relies on being able to kill guys in one attack and keep moving through them to mow down large groups. That doesn't work really well against only warbeasts.
Definitely a fun game. I'm looking forward to playing more.

Friday, August 13, 2010

1st Foray Into 8th Edition (part 2)

In part 1 I talked about my game against Daemons of Chaos. After we finished up our game, I played again against my friend Nathan.

I let him borrow my Lizardmen from the game, it was his first time playing with Lizardmen.

I took an Ogre list I had brought with the hope of being balanced against the Lizardmen list.

Tyrant
- Wyrdstone Necklace
- Sword of Bloodshed
- Enchanted Shield
- Heavy Armour
- Luck Gnoblar
Slaughtermaster
- Siegebreaker
- Halfling Cookbook
- 3 Gnoblar Thiefstone
Bruiser
- BSB
- Obsidian Lodestone
- Heavy Armour
- Cathayan Longsword
Butcher
- Dispel Scroll
10 Gnoblar Trappers
30 Gnoblar Fighters
6 Bulls
- Standard Bearer
6 Ironguts
- Standard Bearer
6 Ironguts
- Standard Bearer
1 Scraplauncher
1 Scraplauncher
2 Leadbelchers
- Bellower
2 Leadbelchers
- Bellower

Tyrant and Slaughtermaster went in one Ironguts unit. BSB and Butcher in the other.

We rolled up a lot of obstacles for our terrain and we rolled dawn attack. This really made our deployment difficult. It basically killed any strategy regarding deployment because there was no guarantee your critical units would be where you wanted them.

Nathan deployed the lizards first but I managed to seize the initiative.

It was unfortunately a slightly dull game. Not much happened as we had to cut it short because it was getting late. I also didn't get a chance to take any pictures.

Basically, he was unable to do much in his magic phase. Dispel scroll kept it in check and the slann was taken out early due to loss of concentration. In one of my shooting phases, a scraplauncher misfired but the other dropped a template almost spot on and dealt pretty good damage to a unit of saurus. Scraplaunchers are pretty fantastic but I didn't get to do much against them.

On our last turn of play, I got a series of charges and redirects off that resulted in several of the small skirmishing units fleeing and one unit of Ironguts colliding with a block of saurus spears. The Ironguts handily won combat but unfortunately needed one more wound to negate steadfast and failed to get it with their Stomps. The saurus held.

That was when the game ended. It was looking like a win for the ogres as they were about to enter combat in full force but who knows what would have happened in Nathan's next turn!

Thursday, August 5, 2010

1st Foray Into 8th Edition (part 1)

Two weeks ago I had my first foray into 8th edition. Unfortunately, as always, I failed at taking pictures.

The first game I played was against Sam and his Daemons of Chaos again. I took my Lizardmen. I used a list very similar to my standard 7th edition list with a few tweaks to scale it up to 2500 points.

My list:
Slann Mage-Priest
- Focus of Mystery
- Focused Rumination
- Becalming Cogitation
- Cupped Hands of the Old Ones
- Battle Standard Bearer
- Lore of Light
Skink Priest
- Level 2
- Engine of the Gods
- Plaque of Tepok
Skink Priest
- Level 2
- Cube of Darkness
11 Skink Skirmishers
11 Skink Skirmishers
11 Skink Skirmishers
20 Saurus Warriors
- Full Command
- Spears
20 Saurus Warriors
- Full Command
- Spears
20 Temple Guard
- Full Command
12 Chameleon Skinks
3 Terradon Riders
2 Salamanders

Sam's list (guesstimate):
Kairos Fateweaver
Herald of Khorne
Herald of Khorne on Juggernaut
Herald of Slaanesh
3 Nurglings
20 Bloodletters
20 Bloodletters
20 Daemonettes
3 Bloodcrushers
5 Flamers
6 Flamers

We rolled Battle for the Pass. Our terrain setup had a watchtower on both sides of the board near the deployment line. One side had a town with a handful of obstacles, a Sigmarite Shrine, and a Mysterious Forest. Off to the side in the middle was a hill and the other deployment zone had a Magic Circle and an Arcane Ruins. Sam deployed on the side opposite the town and won the roll to go first.

His deployment was very simple, place everything as far forward as it could go and stick the nurglings behind my Temple Guard unit. My deployment put a unit of saurus ready to move up and man a wall on the first turn with support from the Engine of the Gods and two unit of Skink Skirmishers (one deployed in the shrine). Another unit of skinks containing the on foot priest was placed ready to move into the watchtower. The temple guard were placed next to the tower with a unit of saurus, a unit of warriors, and the salamanders to support. I placed my terradons behind the watchtower and promptly forgot to make their vanguard move.

With his first turn, Sam moved everything up, killed some temple guard with some flamers and didn't do much else. He rolled poorly on the winds of magic and Kairos was close enough to the slann to lose his 6 rolls.

On my first turn I moved the priest and skirmishers into the tower. I moved my one unit of saurus up to the wall hoping to take the charge from the bloodcrushers and hoping the wall would give me what I needed to win combat, I moved the terradons towards the engine planning to fly them over the enemy and use the chameleon skinks to hunt down Kairos in the backfield. I moved the skinks supporting the wall saurus up to take a charge from the daemonettes. My saurus supporting my TG moved up to take the charge from one of the bloodletter units and my salamanders moved up and positioned on a slant to take a charge from the other bloodletters (and force an overrun towards the board edge.

In the shooting phase, one of my salamanders misfired and ate 3 skinks. The other successfully landed the template on bloodletters and flamers killing one flamer and several bloodletters. In the magic phase I rolled a 10 for winds of magic and channeled an additional dice. This was followed by a successful magic phase that resulted in me casting Net of Amyntok on the Nurglings (I was worried about them charging my temple guard in the rear), placing a Comet of Cassandora in the middle of the demon line (next to the Bloodcrushers and Flamers). You can see the comet market in the picture below. I also successfully cast either Shem's Burning Gaze or Banishment (can't remember which, might have been both) to do some extra wounds.

In the daemons phase, he charged bloodletters into salamanders, bloodletters into warriors, brought bloodcrushers around to set up the charge on my temple guard, and charged daemonettes into skinks. The below picture was taken just after his movement phase. He also attempted to charge the nurglings into my temple guard but the net of amyntok held and they took damage instead.

From 2010-07-24

From 2010-07-24

When his magic phase hit, I rolled for Comet of Cassandora, and it went off. The marker is the dice next to the bloodcrushers. It dealt severe damage to both flamers and crushers killing one flamer, wounding the herald, and killing one crusher. He rolled double 6s for his winds of magic and I became very worried. He cast the first spell with enough power that it would have taken most of my dispel dice to stop it so I used my Cube of Darkness. I rolled a 6 and ended what could have potentially been a really bad magic phase for myself. His shooting took out a couple of guys (not many). In close combat, his daemonettes killed my skinks to a man and overran into the fortified building where they had to stop (can't overrun into combat with a fortified building). His bloodletters fighting my warriors won combat but I maintained enough ranks to keep my steadfast and held. My salamanders were massacred but one barely survived and fled. He either went off the board or was caught but the bloodletters who pursued were pulled out of position.

On my 2nd turn I charged my stegadon into the daemonettes, my wall warriors into the daemonette flank, and my temple guard into the flank of the bloodletters fighting the warriors. My shooting from chameleon skinks killed some flamers. My skinks in the watchtower unloaded 22 poisoned shots into the remaining bloodcrushers and killed off the herald and another bloodcrusher leaving only a single lone crusher. In my magic phase I was able to successfully cast The Speed of Light and Birona's Timewarp on my temple guard unit giving them an extra attack, WS10, I10, and Always Strikes First. I believe I also got some other spells off.

With it being clear that Sam was about to rapidly lose a full unit of daemonettes and bloodletters, his bloodcrushers had mostly been annihilated, and my chameleon skinks and terradons were closing in on Kairos, while my lizards had taken minimal casualties, Sam conceded.

Lessons learned:
Steadfast is pretty great. Normally my saurus would have booked it after losing to bloodletters they never got to attack. My salamanders not having partials are also pretty awesome now. I love the lore of light, but magic is VERY finnicky now. Sam had no backup plan in the even of bad Winds of Magic rolls and I had pretty good magic defense. This meant I was able to shut down his magic for a full two phases with ease. Cube of Darkness is an excellent item. Now that dispel scrolls are one per army, these items that can end an entire magic phase are suddenly infinitely more useful. My slann can alleviate the risk of a bad roll somewhat through the use of his extra power die discipline. March and shoot on skirmishers is incredibly useful. Terrain is important as if used properly, it can provide several major benefits. There are also some really cool synergies between Lore of Heavens, Lore of Light, and Lizardmen that I picked up on during the game. I think both lores can really complement Lizardmen well.

Wednesday, June 16, 2010

Lizardmen and Empire Vs. Skaven and Daemons Of Chaos

Steve over at Boisterous Exuberance recently posted a battle report from a 2v2 game we played. Rather than try to best his excellent reporting, I will instead just supplement his post with my thoughts on the game.

1. I liked my new scar veteran setups. Giving the Horned One to a scar veteran with a great weapon proved extremely useful (held the right flank in check for quite a while). I suspect the other scar veteran would have proved equally useful if Howling Gale had not gone off and kept him from his flight move. I was going to attempt to fly him into the blue scribes so that my terradons could focus elsewhere.

2. My terradons once again proved useful but I chose poorly. Howling Gale on the first turn really shut them down and slowed down their ability to do anything. Then I flew them over the Blue Scribes when the Empire pistoliers probably could have handled him on their own. The next turn they were caught in the open again and got shot up by the jezzails. Gotta keep these guys protected better and make sure I use them more efficiently! Maybe I need to take a second unit (I should order some more)

3. Saurus cannot beat bloodcrushers. I need to quit trying to find a way to make it work. Those things are far too nasty and have far too many attacks.

4. I'm not sure I like Lore of Fire very much. My temple guard are really incapable of killing anything in close combat. They are too slow to ever attack first so against any killy unit, the only thing they do for me is not break. I need spells that can hit units in combat with me if I'm ever going to wittle them down.

5. Plague Monks are really good against anything they attack first against.

6. Miscasting a spell, rolling the result that gives your opponent a free cast, and watching him get the 13th spell off is really dumb. I'm glad that miscast option isn't on the table in 8th edition (at least I don't think it is).

7. My temple guard being wiped out and my slann losing combat with 3 wounds on him but rolling double 1s to stay in combat and continue to tie up a giant bloodletters and plague monk unit = win.

8. I think the Empire did all of the work this game. I didn't do much of anything to the enemy and really only served to slow them down. There was just too much hard hitting stuff for me to contain with my 3 blocks.

9. I should have been more aggressive with my engine. It should have charged forward and started dropping burning alignments on everything. It would have been far more useful to me on the right flank and instead it was stuck behind my temple guard unit all game because I was being too conservative with it.

Tuesday, June 8, 2010

Lizardmen Vs. Daemons of Chaos

As promised, here is my first battle report in a long time!

My army:

Slann Mage-Priest
 - Focus Of Mystery
 - The Focused Rumination
 - The Becalming Cogitation
 - Cupped Hands Of The Old Ones
 - BSB
 - Plaque Of Dominion

Skink Priest
 - Level 2
 - Engine Of The Gods
 - Dispel Scroll
 - Diadem Of Power

Saurus Scar-Veteran
 - Burning Blade Of Chotec
 - Light Armor
 - Shield Of The Mirrored Pool

Saurus Scar-Veteran
 - Light Armor
 - Great Weapon

3 Terradons

16 Temple Guard
 - Musician
 - Standard Bearer

12 Skink Skirmishers

12 Skink Skirmishers

12 Skink Skirmishers

18 Saurus Warriors
 - Spears
 - Musician
 - Standard Bearer

18 Saurus Warriors
 - Spears
 - Musician
 - Standard Bearer

Daemons of Chaos List (Something like this):
Herald of Tzeentch
Herald of Khorne on Juggernaut
Herald Of Khorne BSB
Blue Scribes (General)
5 Chaos Furies
6 Screamers
2 Bloodcrushers
20ish Pink Horrors
20ish Pink Horrors
5 Khorne Hounds with Karanak
20 Bloodletters

Initial setup from my side:

From Lizardmen Vs. Demons


Initial setup (closer look at daemons):

From Lizardmen Vs. Demons


Turn 1 (Lizardmen):  I get the first turn and move everything up.  I fly my terradons into the jungle.  Not a whole lot gets accomplished this turn.

From Lizardmen Vs. Demons


Turn 1 (Daemons):  Everything moves up.  Harpies fly in front of me to try and force an awkward charge.  A lot of magic gets cast including a magic missile at my shield of the mirrored pool.  With typical luck, I roll the 1, have to eat the spell, and no more spells get cast at the unit the rest of the game.

From Lizardmen Vs. Demons


Turn 2 (Lizardmen):  My terradons fly over the blue scribes dropping only 4 rocks and throwing their javelins.  They manage to do 2 of the 3 wounds to him.  My skink skirmishers along the hound flank get in the way of the hounds to draw them out into an awkward charge.  I kill some of the harbies with shooting and spells but not many.  I set up my skinks on the left to try and force the bloodcrushers into an awkward charge and I move my skinks in the middle up to try and pull the bloodletters into a bad charge.

Turn 2 (Demons):  The screamers retaliate against my terradons killing all but 1.  The Blue Scribes books it to the other side of the jungle.  The hounds charge my skinks, catch and destroy them, but are succesfully pulled out of position.  The chaos furies fly to behind my temple guard unit.  The bloodletters charge my middle skinks which stand and shoot (I should have had them flee) and pursue into my temple guard.  And the bloodcrushers charge my left skinks which flee, are caught, and also manage to hit my saurus block on the left.

From Lizardmen Vs. Demons


After combat my saurus block has been mowed down.  My middle skinks have broken and fled.  It's not looking too good for me.  It is also revealed that the Herald Of Khorne has a really nasty area effect banner and I am out of dispel dice when it is used.

From Lizardmen Vs. Demons


Turn 3 (Lizardmen):  I turn my engine to prepare to engage the bloodcrushers when they come around.  Luckily they are so out of position I won't have to worry about them for a while.  I bring my remaining saurus block around to flank charge the bloodletters on the next turn.

From Lizardmen Vs. Demons


Turn 3 (Daemons):  The bloodcrushers and Khorne hounds regroup.  Blue Scribes pulls in closer near the hounds, bloodletters move more models into base contact, screamers come around, and the horrors move towards my last remaining block.

From Lizardmen Vs. Demons


Turn 4 (Lizardmen):  My saurus block charges the bloodletter flank.  My engine turns around and moves swiftly towards the hounds and scribes.  My last remaining skinks move down to stall the bloodcrushers.  My saurus warriors successfully beat the bloodletters in combat but the leadership roll is good and there are minimal casualties to the unit.  My engine of the gods triggers Burning Alignment and rolls an 11!  The Blue Scribes blow up as do some of the hounds!

From Lizardmen Vs. Demons


Turn 4 (Daemons):  The screamers move up.  The pink horrors charge the flank of my saurus warriors.  The hounds charge the rear of my saurus warriors.  The bloodcrushers charge my skinks, who flee and are caught, but successfully pull the bloodcrushers off at another bad angle.  My saurus warrior unit is demolished in combat, the pink horrors give chase (the hounds do not) and pursue into the back of the bloodletters.  The hounds are stuck in position facing the flank of the pink horrors and my lone scar-veteran escapes.

From Lizardmen Vs. Demons


Turn 5 (Lizardmen):  My Scar-Veteran moves to engage the bloodcrushers.  My engine moves away from them and blows up a bunch of the screamers.  My temple guard end up in combat with the pink horrors after the last of the bloodletters blows up.

Turn 5 (Daemons):  The hounds regroup.  The bloodcrushers regroup.  The screamers fly over my engine and scar veteran which survive.

From Lizardmen Vs. Demons


Turn 6 (Lizardmen):  More combat, more aeing things with the engine.

Turn 6 (Daemons):  The bloodcrushers charge my scar veteran overrunning into the back of the Slann.  They do a wound to him but not enough for half points.  My engine survives. as well.

Final result:  Draw just short of a minor victory in favor of the Lizardmen.  If the game had continued much longer, it might have gone a different way but I'm not sure.  The bloodcrushers were nearly defeated and my engine was still in tact so I would say a draw is a fair call.

Friday, February 26, 2010

Ogres vs. Dark Elves Game Report 2/20/10

I played against Steve's dark elves. You can see his thoughts on the game at his blog.

The list I took:
Lord:
Tyrant
 - Cathayan Longsword
 - Heavy Armor
 - Greedy Fist
 - Beastkiller
 - Wyrdstone Necklace
 - Greyback Pelt
 - 2 Sword Gnoblar
 - Luck Gnoblar

Heroes:
Butcher
 - Bangstick
 - Dispel Scroll
Butcher
 - Skullmantle
 - Dispel Scroll
Bruiser
 - Battle Standard Bearer
 - Sword of Might
 - Heavy Armor
 - 2 Sword Gnoblar
 - Luck Gnoblar
 - 2 Gnoblar Thiefstones

Core:
3 Bulls
3 Bulls
3 Ironguts
3 Ironguts
9 Gnoblar Trappers
24 Gnoblar Fighters

Special:
2 Gnoblar Scraplaunchers
2 Leadbelchers
2 Leadbelchers

Rares:
2 Maneaters
 - Great Weapons
 - Heavy Armor

Initial Deployment:

From Impact Hits


I placed a set of Leadbelchers on each flank to handle the fast cavalry.  I also placed both of my Scraplaunchers on the left flank so that they would have some good shots at his line and later in the battle be in position to slam into the flanks of his main units.

I placed my Maneater/character death star type unit in position where it would for the most part, only have to worry about its left flank.  I staggered my two units of Ironguts behind the two units of Bulls with the intention of using the Bulls to set up charges with my Ironguts.  I also placed my Gnoblar Fighters where I hoped to get some decent Large Target shots with Sharp Stuff before the unit was wiped out or possibly use it to bait a charge from something.

Dark Elves Turn 1:
Steve got the first turn.  He moved his units up, picked off a leadbelcher from each unit and causing my Trappers to panic.  On his magic phase he irresistable forced power of darkness and then promptly miscasted his first spell rolling a 7 on the miscast table and avoiding a wound.  This caused his magic phase to fizzle out early and led into my turn.

Ogre Kingdoms Turn 1:
I moved my Maneater death star up in preparation for a charge from his cold one knights.  I moved my right flank Bulls up hoping to bait a charge from his hydra and my left flank Bulls up hoping to bait a charge from the chariot, hydra, or corsairs.  I also moved up my Gnoblar Fighters.  I set up my two units of Ironguts to countercharge anything that charged the Bulls and I moved my Scraplaunchers up in a flanking maneuver.

My remaining Leadbelchers moved up and unloaded into their respective Dark Rider units.  The leftmost one killed 4 riders causing them to panic and never return.  The rightmost one killed 3 riders but they passed their panic test and remained.  My magic phase accomplished nothing.

Dark Elves Turn 2:
I caught a lucky break and the cold one riders failed their stupidity test and stumbled forward.  The right hydra charged my maneater group.  The left hydra, chariot, and corsairs all charged my Bulls.  My Bulls fled and my Maneaters took the charge.


From Impact Hits


Unfortunately, my Ironguts failed their panic test when the Bulls ran through and my entire unit, Butcher and all, rolled high enough to flee completely off of the board.  My maneaters however pulled off a draw in combat with the hydra and hold.

Ogres Turn 2:
The turn starts with my fleeing Bulls (the ones that panicked a unit of Ironguts and a Butcher off the table) rallying.

I charge the rightmost hydra with both my Bulls and my Ironguts hoping to soundly defeat it in combat and overrun into the cold one riders and thus preventing them from getting the charge in the next turn.  I beat the Hydra in combat by 4 but it still managed to not break.

I charged the chariot on the left in the flank with both of my Scraplaunchers but it chooses to flee from the charge instead.  One of the Scraplaunchers is capable of reaching the Hydra however so it takes a Ld 5 Fear test to try to charge and miraculous passes slamming into the side of the hydra (or at least its handlers).  Unfortunately, even with impact hits, it only manages to kill a single handler and thus the hydra holds.


From Impact Hits


With both of my charges that I thought would win me combats completely failed, I resign myself to what I can tell is going to be a very bad next turn.

Dark Elves Turn 3:
The fleeing chariot rallied.

The corsairs charge my unit of Fighters which flee.  The leftmost hydra battle results in the death of the last handler but the Hydra holds again.

The cold one riders charge into my maneaters and win the battle even though I managed to finish off the hydra.  My maneaters and ironguts hold but my unit of Bulls flees.

Ogres Turn 3:
My unit of Bulls on the left side charge the flank of the unit of corsairs.  My hope is that with the 9 attacks and negating the ranks of the corsairs, I'll be able to win combat and force them to flee.  Instead, the death hag kills an Ogre and the corsairs kill and Ogre completely demolishing me in close combat.

My 2nd scraplauncher fails the leadership test to join the other scraplauncher in combat.

My maneaters and characters slaughter several cold one riders in combat, handily winning the battle but the unit rolls a 4 on its break test and stay again!

Dark Elves Turn 4:
The chariot charges my Scraplauncher stuck in combat with the Hydra.

The corsairs charge my other Scraplauncher.


From Impact Hits


Both Scraplaunchers are completely wiped out.

The Cold One Rider/Maneater combat involves both units completely whiffing and no wounds to anyone.  The dark elf general passes his break test yet again.

Ogres Turn 4:
My Bulls charge the Cold Ones and I finally force the general to flee and run him down.  However, the last of my Ogres are completely in the open for shooting at.  I'm completely out of magic defense.  And the rest of my line is gone.

We play through until turn 6 at which point I give up after all my characters are wiped out and my last unit of Ironguts is charged by the remaining hydra.

Conclusion:

This was easily the best game I have ever played with my Ogres.  I think the game would have gone completely differently if my Ironguts/Butcher hadn't fled off the field so early and the units I beat in close combat had actually broken.  It's really given me hope that a new book coming out this year will make them more competitive and made me excited to play my Ogres again.  I'm also planning to keep seeing what I can do with them and trying to win with the current book.

Saturday, December 26, 2009

Ogre Kingdoms vs. Skaven Result

So I took the list described in the previous post.

I was up against a level 2 warlock engineer, Grey Seer Thanquol + Boneripper, a Plague Priest on a Plague furnace, a level 1 warlock engineer, a warp lightning cannon, 5 jezzails, 2 units of plague censer bearers, a unit of stormvermin, two units of clanrats, and a Doomwheel.

Skaven went first.

During the first magic phase, I used the Hellheart and he chose not to cast any spells. The shooting phase went well for me. I took two wounds on my Scraplauncher from Jezzails and only lost two sabretusks from the doomwheel.

During my turn I managed to kill one Jezzail with my Bangstick, get Trollguts off on one of my units, and land a Scraplauncher shot directly on top of one of his clanrats units. I managed to kill 5 rats from it. I also moved my Yhetees up in a flanking position on his plague furnace and sent in some Gnoblar trappers to force a charge from his frenzied censer bearers and furnace. My shooting against the doomwheel failed miserably, both my leadbelchers and hunter failing to wound.

On his second turn it was the beginning of the end. He got some spells initial spells off that I managed to cancel with a combination of dispel scrolls, magic resistance, and dispel die. Then he rolled 6 dice to cast the 13th spell against my Tyrant unit. Of course he rolls double 6s, my unit is obliterated. I hang in there because I think I've still got a good shot at taking down the Plague Furnace my flank charging yhetees.

On my turn both the gorgers come into play. I set them up directly behind a unit of clanrats each. I manage to make the Jezzail team flee from my magic. My yhetees get the flank charge on the plague monks/furnace.

Turns out the plague monks have a banner that does 2D6 automatic hits to everything touching the unit. My Yhetees get slaughtered before they even get to attack. They flee, the plague furnace is forced to pursue, and directly in the flight path is impassable terrain. The Furnace pursues three inches, millimeters short of having to take damage for hitting the terrain.

I concede. I had no units that could do anything to the plague furnace or the doomwheel. I was out of magic defense and the only things I was going to be able to do anything to were units of basic clanrats.