Friday, 28 December 2012

Universal Battle - Another way to get your wargaming fix?

I was having a look at the www.wargamerau.com forums and saw a thread called Universal Battles and checked it out.

Essentially the Universal Battles site is an online tool for playing wargames on the internet. It does this by giving you a map and generic units to play with which can be put onto movement trays as well. It has built in rulers, wheeling tools and dice which allow you to actually play a game. To adapt it to the wargame you want to play, in my case Warhammer Fantasy, you simply load up a set of units which are all user made and are appropriate (but not exactly) for any current Fantasy army. You can then move these units about the map and play your game against your opponent. There is an in-built chat feature you can use to communicate what you're doing and why you're rolling but I think that using Skype or some other VoIP would be preferable.

The basic version of the service is free but doesn't let you use other user-made army templates which you'll want to use to save yourself time. You can pay by the month, six months or the year, but a lifetime membership is only $29 USD so I just sprang for it. I've played a solitaire game by myself and it goes pretty smoothly and will look to use it as a way to get practice games and try out new armies without having to proxy models. It's not just Warhammer Fantasy that could be played using this, virtually anything could be played and I'd like to look into how it could be used to play Napoleonic wargames.

So if you're keen to try out a new way to get your wargaming fix, give it a go. My user name is JWK47 so if you see me in the lobby say Hi and maybe we can have a game.


Friday, 21 December 2012

Orcs and Goblins vs. Empire 2400 points


Empire vs. Orcs and Goblins
===========================

Overview
--------
Scenario: Battleline
Location: Manawatu Duellists
Date played: Saturday, 22 December 2012

Empire
------
General: Regan
  (W) Wizard [245 points]
      - Level 4, Talisman of Preservation

  (B) BSB [141 points]
      -

  (E1) Engineer [65 points]

  (E2) Engineer [65 points]

  (H1) 42 Halberdiers [282 points]

  (C1) 12 Crossbowmen [108 points]

  (C2) 12 Crossbowmen [108 points]

  (H2) 12 Handgunners [118 points]

  (G) 35 Greatswords [415 points]
      - Full Command

  (D) 4 Demigryphs [232 points]
      - Full Command

  (GC1) Great Cannon [120 points]

  (GC2) Great Cannon [120 points]

  (M) Mortar [100 points]

  (H3) Helstorm [120 points]

  (H4) Helblaster [120 points]


  Total: 2400 points
  ------------------

Orcs and Goblins
----------------
General: Jeff
  (OGS) Orc Great Shaman [225 points]
      - Level 4, Earthing Rod

  (NGW) Night Goblin Warboss [155 points]
      - Wizarding Hat

  (NGGS) Night Goblin Great Shaman [215 points]
      - Level 4, Talisman of Preservation, Dispel Scroll

  (NB) NG BSB [70 points]
      - Standard of Discipline

  (NG1) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (NG2) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (NG3) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (B) 20 Bunker [70 points]
      - Musician

  (WR) 5 Wolf Riders [50 points]

  (GWC1) Goblin Wolf Chariot [50 points]

  (GWC2) Goblin Wolf Chariot [50 points]

  (GWC3) Goblin Wolf Chariot [50 points]

  (T) 8 Trolls [280 points]

  (DD1) Doom Diver [80 points]

  (DD2) Doom Diver [80 points]

  (RL1) Rock Lobba [85 points]

  (RL2) Rock Lobba [85 points]

  (MS1) Mangler Squig [65 points]

  (MS2) Mangler Squig [65 points]

  (SPW) Snotling Pump Wagon [75 points]
      - Spiky Rollers, Exploding Spores


  Total: 2395 points
  ------------------

Deployment
----------


1. Deployment

My first thought when setting up our armies was, " Wow, that's a lot of warmachines." I knew I couldn't hope to out shoot this army so I would have to cross the boardand get into combat as quick as I could. What would make this harder as well though was the fact that his ranged detachments would be excellent at clearing my chaff. As such my whole plan involved gettting my Trolls across the board ASAP as he had no flaming weapons and should be able to eat his army whole.

I rolled up my spells and received Foot of Gork, Hand of Gork, Brain Bursta and Gaze of Mork for my Orc Shaman. My NG Shaman got Gift of the Spider God, Itchy Nuisance, Sneaky Stabbin and Curse of Da bad Moon. My Wizarding hat got to roll on the Lore of Heavens and received, Comet of Casandora and the signature spell. My opponent interestingly enough took the Lore of Metal and received the signature spell, transmuation of lead, final transmuation and Gehenna's Golden Hounds. In retrospect this was probably a poor lore choice for the game due to my general lack of armour saves.

I chose to Vanguard my Wolf Riders up in the hope of getting first turn or to at least provide good targets for the Handgunners. We rolled off and my opponent got first turn

Turn 1 - Empire
---------------


1. Movement

The only movement this turn was a crossbow detachment deciding to garrison the building on the Halberdier's flank and the Helblaster moving towards the flank.

2. Magic

My opponent attempted to cast Final Transmutation on NG3 but I was able to dispel.

3. Shooting

The Handgunners unleashed a vicious volley at the Wolf-riders and wiped them out. The cannon's  roared and tried to take out RL1 and DD2 but failed to wound and were blocked by the Troll shield. The Helstorm misfired but would be able to fire next turn and the Mortar hit NG1 and scattered only killing a few. All in all I felt I had got off lightly but knew that I wouldn't be able to handle this amount of fire for long.

4. Combat

Nil


Turn 1 - Orcs and Goblins
-------------------------


1. Movement

Animosity sees NG1 and NG2 pick a fight with eachother, locking them in place. The rest of my army advances all out to get closer to his army.

2. Magic

I roll a measly 4 for winds of magic and don't have too many options. I attempt to cast Foot of Gork but it fails to go off.

3. Shooting

I decide to focus all of my Doom Diver shooting on the Demigryphs and manage to inflict 8 wounds, enough to take two off and cause a panic test that sees them run off the board. Similarly I hit H1 with both of my Rock Lobbas and do enough damage to them to take a panic test which they fail. Unfortunately they stop before they can leave the board edge. This is a great turn of luck for me but also a harsh punishment for Regan placing his BSB with the Greatswords far away from the rest of his troops.

4. Combat

Nil

Turn 2 - Empire
---------------


1. Movement

Movement is again limited. The Halberdiers fail to rally but roll double 1's for their flee distance and manage to stay on the board. The Greatswords slightly reposition themselves in an attempt to avoid the Mangler Squig next turn.

2. Magic

Magic consists of Regan casting an IF Final Transmutation on NG3, killing about 15 Goblins. Fortunately everyone passes their stupidity tests.

3. Shooting

Regan's shooting phase this turn is brutal. The Helblaster wipes out my Snotling Pump Wagon, but fortunately my chariot passes its panic test. The Handgunners destroy a wolf charioton their own while a cannon ball bounces through MS1 and the other chariot killing them both. The second cannon attemptsto knock out MS2 but fails to do so. The Helstorm and Mortar both open up on NG1 killing another 15 or so.

4. Combat

Nil

Turn 2 - Orcs and Goblins
-------------------------


1. Movement

Everyone passes their Animosity/Stupidity tests and it is all on. The trolls declare a charge on C1 who flee, I opt to re-direct and do so into the flank of the Greatswords. The rest of my army continues advancing while my Chariot gets out of the line of fire of the Helblaster. The mangler bursts through the Greatswords killing 7-9.

2. Magic

I get the magic phase all my own way this turn and cast Sneaky Stabbin and Gift of the Spider Gods on the Trolls to make sure they hit hard. I also hand of Gork NG1 forward but only manage a low score. Finally I attempt to cast Foot of Gork but it fails to go off.

3. Shooting

My shooting all goes into the Halberdiers this turn as I want to ensure that should it rally it won't be able to beat NG1 or NG2. I manage to kill about 10 more Halberdiers leaving only 25 in the unit.

4. Combat

My trolls hit like a ton of bricks and kill 20 Greatswords and lose one troll in return. The stubborn greatswords though manage to hold, but at this rate I should finish the unit next turn with ease.

Turn 3 - Empire
---------------


1. Movement

The helblaster moves to peek around the corner of the building and get back in the action. The Wizard makes a move for the Handgunners so he can get a look out sir. Finally the Halberdiers have rallied and C1 has fled off the board.

2. Magic

Regan casts Final Transmutation on my bunker and kills several but not any of my characters.

2. Shooting

A world of hurt lands on NG1 and the unit is wiped out to a man by the crossbows, Mortar and Helstorm. The two great cannons attempt to snipe out my orc shaman but I make my Look out sir rolls and come away alright.

3. Combat

Nil


Turn 3 - Orcs and Goblins
-------------------------


1. Movement

The Trolls manage a multi-charge on his two Great Cannons, The bunker advances up behind them to maintain the leadership bubble. NG3 marches up to the building and NG2 diverts to deal with H1 or C2. Finally the Chariot charges the over eager Helblaster.

2. Magic

I have another dud of a Magic phase and manage to only get off Foot of Gork on H1 which scatters and ends up only killing 4 Halberdiers before Gork wanders off. This does mean though that H1 is down to 16 models.

3. Shooting

All of my Rock Lobbas and one Doom Diver attempt to assassinate the battle wizard but scatters and good ward saves mean that I only inflict one wound (He has one left at this stage). My last Doom Diver manages to kill another 2 Halberdiers.

4. Combat

The Chariot kills the Helblaster with ease thanks to impact hits and overruns into the engineer. The trolls also wipe out the two Cannons and overrun into the engineer.


Turn 4 - Empire
---------------


1. Movement

There is little movement again as the Halberdiers opt to stay outside of NG2's charge range and the Wizard joins the safety of the handgunners.

2. Magic

Regan again casts Final Transmutation at the bunker but I am able to dispel using my scroll.

3. Shooting

The Helstorm and the Mortar fire on NG3, taking them down to 20 models while the Handgunners kill the Mangler that's rampaging in their back line.

4. Combat

The Trolls hack down the Engineer and overrun into the Helstorm while the Chariot runs over the other Engineer but hardly overruns at all.

Turn 4 - Orcs and Goblins
-------------------------


1. Movement

NG2 charges the Crossbowmen and makes it easily. My last chariot positions itself to charge the Halberdiers in the next turn as does my bunker. NG3 moves into the building.

2. Magic

I roll poorly again for Winds of Magic but manage to get off a curse of da bad moon which I send over the Handgunners and mortar, killing the mortar and killing 6 Handgunners. Unfortunately for me though they pass their break tests.

3. Shooting

All of my Warmachines who can, take aim at the Handgunners and the unit is destroyed leaving the Wizard stuck on his own. DD1 fires at the Halberdiers and kills 2.

4. Combat

The Trolls destroy the Helstorm and reform. At this point the club is about to close and my opponent concedes defeat and I am up by 1313 points. Had we continued playing I would have expected to destroy at least the Halberds and Crossbowmen. That being said he had two more turns of attempting to cast final transmutation on my bunker  while I had two turns of open season on his 1 wound remaining wizard so there were still points to be had from his point of view.

All in all I found this a difficult game due to the sheer firepower of his army and felt lucky to get the result I did. I think a better choice of lore from my opponent and a more castled deployment around the BSB could have seen me in a lot of trouble. It wasn't just his war-machines either that made his army so dangerous, the small detachments were perfectly sized to clear my chaff out and denied my the quick charges I wanted. Finally, I was dissapointed in the Wizarding Hat, I thought having more options would be cool but really I never even considered casting any of his spells and there were never enough dice to do it. I'm not sure I'll be using him again. Well I hope you enjoyed the battle report. I have 3 more to post up so watch this space!


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Tuesday, 18 December 2012

Orcs and Goblins vs. Beastmen 2400 Points


Orcs and Goblins vs. Beastmen
=============================

Overview
--------
Scenario: Blood and Glory
Location: The Man Cave
Date played: Monday, 10 December 2012

Orcs and Goblins
----------------
General: Jeff
  (NGGS) Night Goblin Great Shaman [215 points]
      - Level 4, Talisman of Preservation, Dispel Scroll

  (OGS) Orc Great Shaman [225 points]
      - Level 4, Earthing Rod

  (NB) NG BSB [70 points]
      - Standard of Discipline

  (NG1) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (NG2) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (NG3) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (B) 20 Bunker [70 points]
      - Musician

  (GWC1) Goblin Wolf Chariot [50 points]

  (GWC2) Goblin Wolf Chariot [50 points]

  (GWC3) Goblin Wolf Chariot [50 points]

  (T) 8 Trolls [280 points]

  (DD1) Doom Diver [80 points]

  (DD2) Doom Diver [80 points]

  (RL1) Rock Lobba [85 points]

  (RL2) Rock Lobba [85 points]

  (MS1) Mangler Squig [65 points]

  (MS2) Mangler Squig [65 points]

  (SPW) Snotling Pump Wagon [75 points]
      - Spiky Rollers, Exploding Spores

8 Fanatics


  Total: 2400 points
  ------------------

Beastmen
--------
General: Brendon
  (BGS) Bray Great Shaman [1 point]
      - Level 4, Lore of Beasts, Dispel Scroll

  (BS) Bray Shaman [1 point]
      - Level 2, Lore of Beasts

  (B1) BSB [1 point]

  (B2) Beastlord [1 point]
        - Crown of Command, Armour of Silvered Steel

  (G1) 40 Gors [1 point]
      - Beast Banner, Full Command, Additional Hand Weapon

  (G2) 30 Gors [1 point]
      - Additional Hand Weapon, Full Command

  (CW1) 5 Chaos Warhounds [30 points]
      -

  (CW2) 5 Chaos Warhounds [30 points]
      -

  (CW3) 5 Chaos Warhounds [30 points]
      -

  (CW4) 5 Chaos Warhounds [30 points]
      -

  (R1) Razorgore [55 points]

  (R2) Razorgore [55 points]

  (H1) 5 Harpies [55 points]

  (H2) 5 Harpies [70 points]
      - Scout

  (B3) 35 Bestigors [1 point]
      - Banner of Eternal Flame, Great Weapons, Full Command

  (G3) 30 Gors [1 point]
      - Additional Hand Weapon, Full Command


  Total: 2400 points
  -----------------

Deployment
----------


1. Deployment

Brendon won the roll to choose table sides and chose the Northern side and began deploying first. My goal for this game was to destroy his Chaff as quickly as possible to maintain the integrity of my Fanatic/Mangler Screen. I have 8 fanatics in the army , with 3 in NG3, 3 in NG2 and 2 in the Bunker. I figured that since he has no shooting and no solid offensive magic he needs to get in combat with me so if I can make him run through fanatics and manglers to get there he should be damaged enough to let my goblins carry it. One part of the deployment I'm not happy with is my Trolls being faced up against his Bestigors with the Flaming Banner. I intend to use Hand of Gork at some point to get them out of this spot. Also of note is that my NG Great Shamanis on the far right of NG2, this will be important later.

Brendon scouted his Harpies up fairly close to my lines with the intent of blowing the fanatic screen on his first turn. The second unit of Harpies was held in reserve in order to pop a mangler later in the game

For magic I roll up Sneaky Stabbing, Vindictive Glare, Gork'll Fix it and Curse of Da Bad Moon for my NG Shaman and Foot of Gork, Hand of Gork, Eadbutt and Gaze of Mork for my Orc Great Shaman.

Turn 1 - Orcs and Goblins
-------------------------

1. Movement

NG1 fails animosity and Squabbles. My Chaff starts to move up to engage.

2. Magic

The NG Great Shaman casts a solid Vindictive Glareon CW4 and wipes the unit out. He then attempts to cast Curse of Da Bad Moon on the Harpies but thisis dispelled. I cast a large Foot of Gork which is dispel scrolled by Brendon.

3. Shooting.

The Chariots and Bunker open up on the Harpies and manage to kill 3, enough for a panic test he is very likely to fail and does. One Doom Diver shoots CW1 and panics them off the board. The second Doom Diver hits CW3 and kills a few, panicing them. The Rock Lobba's bothgo for G2 (as he is outside BSB range) but only manages to kill 3 or 4.

All in all a solid first turn. with much of his chaff dead or fleeing meaning my fanatic screen is good until at least Turn 3

Turn 1 - Beastmen
-----------------


1. Movement

Brendon's Harpies rally, his other unit of Harpies is just over 20" away so can't suicide themselves on the Mangler, which slows up his general advance. The Razorgores move up to take up tricky flank positions.

2. Magic

Brendon's Magic phase consists of casting Wildform on B3 and G1.

3. Shooting

Nil

A pretty uneventful turn for Brendon due to how one-dimensional his army is. He has managed to pose some problems for me though in the form of the Razorgores. R1 is through the forest so will require Dangerous terrain tests while R2 is outside of the charge arcs for either of my Wolf Chariots so magic/warmachines will be required to take him out.

Turn 2 - Orcs and Goblins
-------------------------

1. Movement

The Bunker fails its animosity roll and squabbles. The Snotling Pump Wagon and Chariot charge the Razorgore and make it through without injury. MS1 goes for a double hit on G3 and B3 but falls just short and MS2 makes a short move towards G1. The two chariots on  my right flank pivot so they can shoot at the Razorgore.

2. Magic

With my Orc Shaman stuck with goblins fighting around him it's all down to my NG Great Shaman. He casts Gork'll Fix it on G1 to draw dispel dice out and to try and steal one. He gets it off and draws a few dispel dice out. I then use my remaining power dice to cast a boosted Vindictive Glare on the Razorgore and manage to put 2 wounds on.

3. Shooting

The two Wolf Chariots fire on the Razorgore and manage to take his last wound off. I put all of my warmachine fire into the remaining two units of Harpies and manage to destroy one, but the the other passes its panic test, meaning that the Mangler is doomed.

4. Combat

The Snotling Pump Wagon and Chariot hit the Razorgore like a ton of bricks. The Pump Wagon overruns a fair distance outside of G2's arcs but the wolf chariot hardly budges.

This turn has again gone well for me. I have cleared all but one unit of chaff which will kill itself on my Mangler next turn. his has left me ownership of the flanks and means that if I can hold the first round or two of combat my chariots should be able to roll him from the flanks.

Turn 2 - Beastmen
-----------------


1. Movement

G2 charges my Chariot and I opt to flee as sticking around is certain death. His Harpies suicide onto MS1. G3 and B3 continue their advance and are about 10" from my lines. G1 moves up to the Mangler but doesn't pop it and ensures it can make a charge next turn.

2. Shooting

Nil

3. Magic

Wildform gets cast on both B3 and G1, I let these go as I was more worried about him transforming his mae in G3 into a beast. Turns out he failed to cast transformation. In retrospect I should have let him get transform off and dispelled the wildforms.

4. Combat

Nil

Another quiet turn from Brendon, I'm not sure he's made the right choice by diverting G2 to charge the chariot. I can see that next turn he is going in no matter what so my next turn will be about making that charge as nasty as possible for him.

Turn 3 - Orcs and Goblins
-------------------------


1. Movement

The Wolf Chariot fails to rally and flees of the board. The Pump Wagon manages a long charge into B3's flank and the other two chariots move out of G1's front arc to line up flank charges. NG1 reforms to fight G3, the Trolls advance up to prevent any multi-charge shenanigans and give NG3 options. NG3 and NG2 move up to 9" away from the enemy and the Bunker follows closely behind.

2. Magic

I attempt to cast a boosted Curse of Da bad Moon towards G1 but it  is irresistably dispelled. I then attempt to cast Foot of Gork on B3, which goes off and kills a few int he back rank before Gork wanders off. Finally I cast Hand of Gork on the trolls and move them into an awkward position to G1's flank. They're outside of the General's leadership bubble though so I'll have to rely on stupidity to stumble them into G1.

3. Shooting

The 2 Wolf Chariots shoot at G1 and kill a few. All of my warmachines shoot at g1 and kill another 4 or 5. If I had dispelled Wildform though I would have done a lot more damage.

4. Combat

The Snotling Pump Wagon does a few impact hits and manages to kill 4 Bestigors before being smashed to pieces.

This turn was all about setting up Brendon for an awful charge next turn, which he had no choice but to try. If he wants to get all his blocks into combat he can't do any multi-charges. Furthermore G1 is doomed if NG2 holds due to the chariots on its flank and the trolls to its rear.The way I have positioned my tarpits and fanatics B3 and G1 are going to be in a world of hurt when they charge. By my calculations I will lose all 3 combats but not by nearly enough to break steadfast.

Turn 3 - Beastmen
-----------------


1. Movement

G3 charges NG1, I hold. B3 charges NG3 and hits 5 fanatics on the way in from NG3 and the bunker shooting fanatics through NG3. This results in 18 dead Bestigors leaving B3 down to the BeastLord and about 7 Bestigors. G1 charges NG2 and takes the Mangler and 3 fanatics on the way in killing ~15 Gors, leaving about 17 left. G2 reforms and moves to charge the trolls next turn.

2. Magic

Curse gets cast on NG2 so they are at -1 to hit. He then triesto get wildform off on G3 which I dispel. He then casts transformation on his shaman in G3 which I scroll.

3. Shooting

Nil

4. Combat

Both sides inflict large losses on eachother with a drawn combat between NG1 and G3. In the center B3 kills 7-9 goblins but loses 3 Bestigors. The Gors put a lot of hurton NG2 but not nearly enough to break steadfast. In the end all of my units make their steadfast Ld. 9 Break tests.

This turn was always going to be the make or break for Brendon, if my line held then it's in all likelihood going to be a tabling as I can now pull of a range of charges and magic.  I expect to win all combats next turn.

Turn 4 - Orcs and Goblins
-------------------------


1. Movement

The trolls fail stupidity and stumble forward an inch or two. The two chariots charge into G1's flank and rear but roll short.

2. Magic

I cast a hand of Gork on the trolls but get barely any movement so turn them around to face G2. I then attempt to cast Gork'll fix it on G2 but this is dispelled by Brendon. Finally I cast Sneaky Stabbing on NG3 to get armour piercing and use my last 4 dice to cast a normal curse of da bad moon and send the vortex down the line across all of G1 and most of B3, killing another 5 Gors and 3 Bestigors.

3. Shooting

All of my warmachines fire at G2 and manage to kill 6 or 7 Gors.

4. Combat

I win combat against G3 by 2 and they flee but I fail to catch them. The fight in the center sees a few more goblins die but all of the Bestigors killed off, leaving just the beastlord who is stubborn due to a crown of command and sticks around. NG2 only just loses to G1 and passes it's steadfast ld. 9 test. However there are now only 6 Gors and the BSB left.

This turn has gone well for me, the wolf chariots are now going to slam into the beastlord and G1 respectively next turn. The odds of him winning a combat are now very remote as I have started to reform to pick up more ranks.

Turn 4 - Beastmen
-----------------


1. Movement

G2 charges the trolls and G3 manages to rally.

2. Magic

Brendon casts Wildform on G1 which I allow to go through. He then tries to cast Wildformon G2 which I dispel.

3. Shooting

Nil

4. Combat

G2 takes a beating from the Trolls and inflicts only one wound in return. They are steadfast though so stick around. The Beastlord takes a wound and kills 2 or 3 goblins and passes his break test. G1 loses combat and flees. NG2 pursues and catches them.

At this point Brendon concedes the game. It ended up being a very one sided game due to two factors:

The first is that it was only Brendon's second game with the army. The second is how one dimensional the army was. It really could only compete in one turn of the game, combat. He had a few chances, for example had he passed the ld 5 panic test for the harpies he  could have blown  a lot of the fanatic/mangler screen. This though was caused by a mistake in my play in that I should have used magic missiles on them and/or warmachines to guarantee they died. I'm starting to feel very confident with this OnG list and really enjoying the way it runs. I feel like I have a lot of options which allow me to find an overmatch against most opponents in at least two phases.


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A photo update and some technical difficulties

Well it's been awhile since I've updated and that is because my Laptop's cooling fan has decided to stop working.Unfortunately with it being so close to Christmas and the fact I own a Sony I won't have it back up and working until at least mid-January. In the meantime I've been able to grab my girlfriend's laptop to make an update and load up battle chronicler so that I can get back to posting.

The first part of this update will be a few photos of my WiP Orcs and Goblins. I've had the last week off so have been able to get a lot of painting done. My army is 85% finished and for the most part just requires basing.

First off is my WiP Mangler Squig. These were done pretty quickly using The Army Painter spray primers and some drybrushing and then dipped. I'm pretty happy with how they've come out and have to say that the figure pretty much paints itself. All that's left to do is a few of the Night Goblins and chains, base it and then magnetise so that I can use them as two Manglers in large games (I have another pair in the post).




The next photo is a completed Snotling Pump Wagon. This again was done using The Army Painter spray primers, some basic painting of colours and a bit of dry-brushing. I really like this model once it's painted up as the Snotlings have a lot of character.




Finally is a photo of a nearly completed unit of 60 Night Goblins, all that's left to do is dry-brush the bases/movement tray with some GW Terminatus Stone and then glue some flock on. These guys are the mainstay of my army and there are a lot of them so there paint-job is to a basic standard. I haven't dipped them as it made the models too dark and I intend to come back sometime in the near/distant? future and put more work into them.





In terms of playing I've played 3 games in the last few weeks. Two of these were with my OnG against Beastmen and Empire which were both solid wins. The third was against Beastmen using my Skaven army. I've taken notes on these battles so will be posting up battle reports soon.

The final bit of news is that I have picked up a 3000 point unpainted Lizardmen Army from a guy in the US for $300 NZD. As a closet power-gamer I've always been keen on having a go with Lizardmen and at this price it seemed a great opportunity to pick up a third army. Well that's all for now as I have a mate coming over for a game. Hopefully I'll be able to get 4 battle reports up before Christmas!

Sunday, 2 December 2012

A way around the GW embargo?

Hello All,
             I've just seen this on the NZ Post website:

http://www.nzpost.co.nz/products-services/online-shopping/youshop

The idea is you get a US postal address and pay to have items forwarded to you in NZ. This could potentially be a good way to order direct from GW US. I'll probably give this a go in the next few weeks and will let you all know how it works out. Now if only they'd do the same and hook us up with an EU address.

Thursday, 29 November 2012

Orcs and Goblins vs Ogres 2400 Pts.


Ogre Kingdoms vs. Orcs and Goblins
==================================

Overview
--------
Scenario: Blood and Glory
Location: Manawatu Duellist's Club
Date played: Thursday, 29 November 2012

Ogre Kingdoms
-------------
General: John
  (S) Slaughtermaster
           Lvl4

  (BSB) BSB

  (F) Firebelly
      - Lvl 1

  (BR1) Bruiser

  (B1) 8 Bulls
      -

  (B2) 8 Bulls
      -

  (I1) 12 Ironguts

  (MC) 4 Mournfang Cavalry

  (I2) Ironblaster
      -


  Total: 9 points
  ---------------

Orcs and Goblins
----------------
General: Jeff
  (N1) 50 Night Goblins, NG 1 [300 point]
      - 3 Fanatic

  (N2) 50 Night Goblins, NG 2 [275 points]
      - 2 Fanatics

  (T) 8 Trolls [280 points]

  (WC1) Wolf Chariot  [50 points]

  (WC2) Wolf Chariot [50 points]

  (SPW) Snotling Pump Wagon [70 points]

  (DD1) Doom Diver [80 points]

  (RL1) Rock Lobba [85 points]

  (MS1) Mangler Squig [65 points]

  (OGS)  Orc Great Shaman [210 points]
      - Lvl 4, Scroll

  (N) 50 Night Goblins, NG3 [275 points]
      - 2 Fanatics

  (DD2) Doom Diver [80 points]

  (RL2) Rock Lobba [85 points]

  (WC3) Wolf Chariot [50 points]

  (MS2) Mangler Squig [65 points]

  (NGS) NG Great Shaman [210 points]
      - Lvl 4, Earthing Rod, Talisman of Preservation

  (NA) 20 NG Archers [70 point]
      - Bunker

  (BSB) BSB [74 point]
      -


  Total: 2400 points
  ------------------

Deployment
----------


I won the roll for deployment and picked my side with the aim of creating a killing ground in the centre and area to manuever on the flanks with my Chaff. Of note is that N1 has 3 Fanatics while N2 and N have only two each.  I anticipated his Mournfang coming right for my trolls since they had a flaming banner.

As per usual John finished deploying well before I did and as such was able to win the roll for first turn.

Turn 1 - Ogre Kingdoms
----------------------


1. Movement

The Ogres are just outside their maximum charge range so they make conservative moves to be able to charge in the next turn. In hindsight John should have been more aggressive but I know that he was wary of my Fanatic screen and my Manglers on his flank.

2. Magic

John used a Ruby ring of ruin to shoot at MS2, he only did one wound though and miscast so the ring was destroyed. I was relieved by his choice of target as I was anticpating a ruby ring to the Trolls and then a Great Maw. He then cast Fireball at the trolls with his Firebelly, did a few wounds but miscast and caused a few wounds to the ogres in B1.

3. Shooting

John's only shooting comes from his Ironblaster which takes a shot at RL 1, he hits but unfortunately fails to wound.

4. Nil

Turn 1 - Orcs and Goblins
-------------------------


1. Movement

My Chariots move to the flanks to set up flank charges in future turns while my Manglers move across to start blocking his movement and lining up their next moves. I stupidly tried to charge the SPW into B1 but failed. N2 fails animosity and sits there doing nothing.

2. Magic

I roll poorly for Winds of Magic and can't get Foot of Gork off, all I manage to do is cast Hand of Gork on MS2, which I place just in front of the corners of MC and Ironguts. This ended up being dumb as since we weren't playing with the correct sized base I wasn't able to achieve my desired effect blocking their movement. In hindsight I should have parked it in front of one of the units.

3. Shooting

All of my War Machines fire into the Mournfang Cavalry but due to poor scattering and a misfire which destroys RL2 I am only able to do 3 wounds. The chariots pepper the Bull units but to no effect.

4. Combat

Nil


Turn 2 - Ogre Kingdoms
----------------------


1. Movement

The Mournfangs declared a charge on N1 and rolled well enough to get there. At 8" I released all three fanatics in such a way as to ensure they would remain in the Mournfang's path and was successful. This saw the MC take 25 hits from the fanatics and in a disgusting mess of fur, mushrooms and blood the Mournfangs ceased to exist. B2 moved forward to take up their position in the line and I1 moved up to 8" away from N2 to cause the fanatics to come out and do a bit of damage. B1 declared a charge on the Pumpwagon.

2. Magic

The Winds of Magic were unkind and John received very few power dice. No spells got through this turn.

3. Shooting

The Ironblaster pivoted and lined itself up for a shot on MS2 which it promptly killed.

4. Combat

B1 clobbered the Snotling Pump Wagon and overran to about 6 inches from N1, taking some damage from fanatics along the way.

Turn 2 - Orcs and Goblins
-------------------------


1. Movement

WC and the Trolls charged into B2  while MS1 moved across them causing only 4 wounds. The Bunker reforms in anticipation of N2 getting hit and wants to ensure it is out of the way of an overrun. The rest of the army prepares to receive charges.

2. Magic

I cast an IF Foot of Gork and fry a bunch of goblins from N2 and my bunker with the resulting calamitous detonation. Fortunately I am not sucked into the void. The resulting Foot of Gork goes off 4 times though killing all but one of the Ironguts and wounding the Slaughtermaster and BSB. One unfortunate scatter though kills two of my trolls (they were much closer than the map suggests).  My only other cast is to cast poison on N2 in anticipation of a charge.

3. Shooting.

All of my shooting goes onto the Ironguts but manages very little, still I'm happy with my Foot of Gork.

4. Combat

My Wolf Chariot does an underwhelming number of impact hits and I definitely feel the loss of two trolls when it comes time to dish out my damage. I still do enough to win the combat but only by 1 and John passes his leadership test.

Turn 3 - Ogre Kingdoms
----------------------


1. Movement

The remaning one Irongut, Slaughtermaster and BSB charge into N1, while B1 slams into N.

2. Magic

John attempts to get off a big +1S buff but fails to cast as he saved too many dice for something else and his Slaughtermaster is no longer able to cast. The Firebelly has no elgible targets so the remaining power dice are lost.

3. Shooting

The Iron blaster puts a shot down the flank of my bunker and kills 7, meaning my bunker has become dangerously small. This little turn has been a big mistake and it was pointed out later that I probably turned too far to have legally cast Foot the previous turn. In retrospect I should never have turned at all and if I had read correctly would not have.

4. Combat

B1 does an ungodly amount of wounds to N thanks to the Firebelly's breath weapon, the brave little gobbos do a few wounds back but lose by miles. Fortunately they are still steadfast so they hold in place. B2 manages to kill the WC but can't make a dent against the trolls who win by a large margin and run B2 down.

Turn 3 - Orcs and Goblins
-------------------------


1. Movement

The Trolls fail stupidity and amble forwards. N2 fails animosity, gets a free move towards the Iron blaster and rolls double 1's for the charge. I reform the bunker into a less suicidal position. The Mangler squig moves through N2 and kills 10. Still plenty of gobbos left though.

2. Magic

I use the magic phase to cast Gork'll fix it on B1 as well as Gift of the Spider Gods on N. I then attempt to cast Hand of Gork on the Trolls to get them back in the fight but it is dispelled by John.

3. Shooting

All of my shooting goes into the Ironblaster but with little effect as one doomdiver misfires and the other warmachines scatter off.

4. Combat

The impact hits of the Wolf Chariots, poison on the gobbos and re-rolling all 6's sees B1 take a hammering in combat and flee away. The Wolf chariots cut them down and make a move for the Ironblaster while the Night Goblins reform to try and get in a fight. The Night Goblins put a wound on the Slaughtermaster and kill the last Irongut and just win the combat. However the Slaughtermaster has the crown of command and easily makes its break test thanks to the BSB.


Turn 4 - Ogre Kingdoms
----------------------


1. Movement

The Ironblaster moves to line up a shot through WC2 and into N's flank.

2. Magic

John doesn't manage to get anything of much use off.

3. Shooting

The Ironblaster destroys WC2 and with a huge bounce kills 3-4 gobbos in N

4. Combat

More Night Goblins die fighting the Slaughtermaster and BSB but thanks to steadfast I stick around just fine. I'm worried though that due to animosity I'm not gonna be able to get a charge in next turn on his exposed rear.

Turn 4 - Orcs and Goblins
-------------------------


1. Movement

The Trolls again fail stupidity and stumble forward. N2 spinds around to put a rear charge in on the remaining Ogre heroes and N moves forward so that my NG Great Shaman can start throwing some augments and hexes out. MS1 moves through N and kills 3. WC3 moves to the flank of the Ironblaster instead of charging as I want to shoot the bloody thing.

2. Magic

I manage to cast Gift of the Spider God on N1 and Gork'll fix it on the Ogres. I try a Hand of Gork on the trolls but again it is dispelled. This was poor prioritizing on my part and I really regretted this after the game.

3. Shooting

My Warmachines target the Ironblaster, one doom diver does a wound and a Rock Lobba hits and does 3 more, leaving the Ironblaster on a single wound.

4. Combat

Once again my goblins are hacked down and can't do much to the Ogres in retaliation. I am still steadfast but I am getting nervous and running out of bodies to hold the Ogres at bay.

Turn 5 - Ogre Kingdoms
----------------------


1. Movement

The Ironblaster charges N and I elect to flee, he fails to redirect and lurches forward. At this stage I couldn't afford another combat and I knew I could easily rally.

2. Magic

The Slaughtermaster goes to cast regen and gets box cars and causes a calamitous detonation! His BSB and Slaughtermaster each take a wound but I lose 11 Night Goblins, meaning I have no chance of remaining steadfast. To make matters worse his Slaughtermaster then manages to not get sucked into the warp.

3. Shooting

Nil

4. Combat

The Slaughtermaster and BSB easily win the combat and I am no longer steadfast. I break and am cut down.

Turn 5 - Orcs and Goblins
-------------------------


1. Movement

The Trolls again fail stupidity and move forwards.  N2 attempts a rear charge but can't make it and N rallies easily.

2. Magic

I intend to finish his characters in two ways. First I will cast a Foot to stomp them and if that doesn't work use Brain Bursta to finish the slaughtermaster who has only one wound left. I IF cast Foot of Gork though and cause yet another Calamitous Detonation and suck myself into the warp. Fortunately though Gork avenges me and kills the Slaughtermaster before moving and crushing the Ironblaster.

3. Shooting

All of my warmachines go in for the BSB but his regen keeps him up with just one wound.

At this point John's army is broken and we call it a game. We thought it was turn 6 but on going back it was the end of Turn 5. Another turn would probably have seen me grab the BSB as well with Warmachines or a buffed charge from N2. All in all I felt lucky to get the result I did this game as John's army was tough as nails and my miscast actually had me just about to break. My big tactical mistake was charging the trolls out alone on Turn 2. I should have moved my blocks right up to his so I could force charges on the Trolls, N2 and N leaving N1 unengaged and with a flank charge onto B2. This should have seen a more decisive combat and me able to bring another unit to bear on his Slaughtermaster/BSB. As it went I sort of crossed paths and got pulled out of position. I'm still real happy with the two level 4's as it means I always have the right tools in the magic phase and redundancy when one goes kapoot. I currently have some squigs on their way for Christmas and I'm keen to try to swap them in for one of the NG Blocks to give me some more punch. Once again thanks for reading and I hope you enjoy.



Wednesday, 28 November 2012

1000 Views!

Well the Blog has just passed 1000 views much to my delight. I'm really enjoying running this blog and am considering it a big success. I've learnt more about playing WHFB from doing up Battle Reports and getting feedback on various forums on rules I'm playing wrong or just general advice than I'd possibly hoped.

Going forward I aim to keep getting 2-3 battle reports up a month as well as a lot more posts showing off my Orcs and Goblins as well as my USMC forces. I'm coming up to about two months off work as I look to start a new career so should have enough time to finish both these products.

Next year should see me starting to play in WHFB tournaments as well as a few tournaments where I will be playing Napoleonics in 15mm.

As always I hope you enjoy the blog and any feedback is welcome.

Monday, 26 November 2012

A Very Orcish Civil War -2400 points


A Very Orcish Civil War

Hello, this is a battle report from a game just played against my mate Brendon's Orcs and Goblins. He uses a very orcy army with heap of boyz.

Orcs and Goblins vs. Orcs and Goblins
=====================================

Overview
--------
Scenario: Blood and Glory
Location: The Man Cave
Date played: Monday, 26 November 2012

Orcs and Goblins
----------------
General: Jeff
  (N1) 52 Night Goblins, NG 1 [240 points]

  (N2) 52 Night Goblins, NG 2 [237 points]

  (B1) 20 Bunker [120 points]
      - Bunker

  (NA2) 20 NG Archers 2 [120 points]
      - 3 Fanatics

  (T) 8 Trolls [280 points]

  (WC1) Wolf Chariot  [50 points]

  (WC2) Wolf Chariot [50 points]

  (WC3) Wolf Chariot [50 points]

  (DD1) Doom Diver [80 points]

  (RL1) Rock Lobba [85 points]

  (MS1) Mangler Squig [65 points]

  (NG) 52 Night Goblins [237 points]

  (MS2) Mangler Squig [65 points]

  (RL2) Rock Lobba [85 points]

  (DD2) Doom Diver [80 points]

  (SPW) Snotling Pump Wagon [80 points]

  (NGS) NG Great Shaman [215 points]
      - Level 4 Earthing Rod Talisman of Preservation

  (OGS)  Orc Great Shaman [210 points]
      - Lvl 4 Ironcurse Icon, Scroll

  (B2) BSB [74 points]
      - Standard of Discipline


  Total: 2400 points
  ------------------

Orcs and Goblins
----------------
General: Brendon
  (OW) Orc Warlord [1 point]

  (B) BSB [1 point]

  (OGS) Orc Great Shaman [1 point]
      - Level 4

  (SOS) Savage Orc Shaman [1 point]
      - Level 2, Lucky Shrunken Head

  (SOBU) 38 Savage Orc Big Uns [1 point]
      - Full Command, Banner of Discipline

  (OB1) 30 Orc Boyz [1 point]

  (OB2) 30 Orc Boyz [1 point]

  (T) 6 Trolls [210 point]

  (WC) 3 Wolf Chariots [150 point]

  (SC1) Spear Chukka 35 point]

  (SC2) Spear Chukka [35 point]

  (DD1) Doom Diver [80 point]

  (DD2) Doom Diver [80 point]


  Total: 2400 points
  ----------------

Deployment
----------


Brendon won the roll for table side and picked the north side as shown. I had far more drops than he did so put my blocks in the center with my chaff to the flanks so I could work my way around his army. I put all three of my fanatics in N1 but deployed NA2 to a flank in order to lure Brendon into believing that NA2 had the fanatics and I was tring to deny that flank. This was risky but I wanted to ensure that I could launch all three fanatics into a unit as it charged me and putting them in N1 guaranteed this. All in all I feel that I got the better of deployment and that Brendon was let down by his lack of chaff. He agreed after the game that the WC should have been split into 3 units.

Turn 1 - Brendon
-------------------------



1. Movement

OB1 rolled a one for animosity and spent the turn squabbling. The rest of his army advanced cautiously as no one was in charge range.

2. Magic

Brendon rolled a 10 for winds of Magic and opened up with a Brain Bursta at MS2. I let this go but he failed to wound. He then cast hand of Gork which I dispelled. Finally he used 4 dice to try and cast an extended Foot of Gork but failed to cast it. I definitely got off light this phase.

3. Shooting

Brendon's shooting was relatively inneffective. One Doom Diver hit MS2 but caused only one wound. The other Doom Diver misfired and plowed into the savage orcs killing several boyz. The Spear Chukkas fired at WC1 but only managed to put one wound on WC1.

4. Combat

Nil

Turn 1 - Me
-------------------------


1. Movement

I declared no charges as such but barreled the Snotling Pump Wagon into the Wolf Chariots and managed to get a Mangler Squig into the Chariots and out the Trolls. I destroyed a chariot and did two wounds on another with the Mangler and managed 2 wounds on the trolls. The rest of my army positioned itself to envelop Brendon's army from the right.

2. Magic

My Magic was relatively inneffective, I cast Gork'll fix it on OB2 in anticipation of it charging. I tried to get Foot of Gork off but just failed.

3. Shooting

Shooting saw one of my rocklobbas misfire and taking a wound while my other Warmachines hammered OB2, killing 7. This unfortunately though was just one short of what was needed for a panic test.

4. Combat

I had high hopes for my Pump Wagon but rolled snake eyes for impact hits and only managed to put one wound on the second chariot, killing it. In return I took a wound but still won the combat. The Chariot passed its test and I was stuck.

Turn 2 - Brendon
-------------------------


1. Movement

OB1 charged into the Snotling Pump Wagon's flank while OB2 made a long charge to hit N1. N1 released it's fanatics towards OB2, unfortunately two overshot so I only did 4d6 hits. This still came to 10 dead boyz though so I felt confident this combat was in the bag.

2. Magic

Brendon's only successful cast was an extended Hand of Gork on his Trolls. He used this to bring them to a threatening position on my flank, but was risking putting the Trolls out of the general's leadership bubble.

3. Shooting

Brendon's Doom Divers started bombarding NG  but both scattered into my bunker killing 8 goblins. His Spear Chukkas managed to blow up WC1.

4. Combat

The Orc Warboss hacked the Pump Wagon down without breaking a sweat . OG2 took 7 casualties to N1 and killed several NGs back as they were netted. I won the combat but he succeeded in making his LD4 break test thanks to his BSB re-roll.

Turn 2 - Me
-------------------------


1. Movement.

WC3 charged into OB2's flank and WC2 managed to charge SC2. The Mangler Squig screamed through OB1 killing several and taking the last WC down to 1 wound. NA2 reformed so that if the trolls charged they would be redirected away from my army.

2. Magic

My Magic phase was a bit of a dud this turn. I could only get fix it off on OB2. I successfully cast Foot of Gork but Brendon chose to use his dispel scroll.

3. Shooting

NA2 shot at WC and managed to put one wound on it to destroy the unit. All of the Warmachines then opened up on the Savage Orcs and managed to kill 5 or 6.

4. Combat

OB2 got hammered by N1 and the Chariot and was cut down. The Wolf Chariot overran into the SOBU. WC2 drove down SC2 and moved 7 forward.


Turn 3 - Brendon
-------------------------


1. Movement

The Trolls charged NA2 and OB1 made a 13" charge into NG.

2. Magic

Brendon rolled poorly for his winds of magic. He tried to cast Ere We Go on OB1 but I dispelled it. In the end he achieved nothing out of his Magic Phase this turn due to being in combat and a lack of options.

3. Shooting

Both Doom Divers smash into the Bunker unit killing 9 and causing a panic test which they pass. I don't recall what SC1 shot this turn.

4. Combat

Predictably he wins all 3 combats. His trolls fail to catch NA2 and are looking in the totally wrong direction much to my relief now. OB1 overruns into RL1 and the Savage Orcs move into my prepared killing ground.

Turn 3 - Orcs and Goblins
-------------------------


1. Movement

N1 Charges straight ahead and the Trolls manage to get into the flank of the Savage Orc unit. The Bunker moves away from OB1 and N2 begins to reposition to reform my battle line against OB1. The archers on my flank fail to rally and flee of the board. WC2 positions itself to charge DD1 next turn. One Mangler is destroyed by triples and the other wanders around aimlessly.

2. Magic

My Magic is totally focussed on buffing/hexing using the Little Waagh and I manage to cast Sneaky Stabbing on the Trolls, Gift of the Spider God on N1 and Gork'll fix it on the Savage Orcs.

3. Shooting

My rock lobba hurls a boulder at DD2 and destroys it while my Doom Divers dive into the Trolls killing 2.

3. Combat

The main event begins with the Orc BSB killing 3 goblins. N1 strikes back killing 9 savages. The savages then pour all their attacks into N1 and kill about 16 of them. Thank god for my nets and Gork'll fix it. Finally my trolls strike and cause a massive amount of damage thanks to re-rolls and I win the combat by about 14. He breaks and is cut down.

At this point Brendon conceded the game though he would have killed my Rock Lobba and reformed. His trolls were essentially stuck out of the game now by stupidity and I had the excess of units to surround OB1 (which was down to less than 20 models) and overwhelm it.

All in all a good game. Brendon's army has a lot of hitting power but I feel he really hampered himself through his lack of redirectors and chaff. I've suggested he drops the 2 boy units in favour a night goblin tarpit and some more chaff.

I hope you enjoyed the report. I have a game against Ogres later this week which I'll probably put up Friday or Saturday.


Built with Battle Chronicler.
http://www.battlechronicler.com/

Saturday, 24 November 2012

Orcs and Goblins vs Dwarves 2400 Rematch


After our game last week Adam challenged me to a rematch and I gladly obliged. Of note from the report is that my points values for my list are not entirely correct as Battlechronicler is being finicky. Enjoy!

Orcs and Goblins vs. Dwarves
============================

Overview
--------
Scenario: Battleline
Location: The Man Cave
Date played: Sunday, 18 November 2012

Orcs and Goblins
----------------
General: Jeff
  (N1) 55 Night Goblins, NG 1 [315 points]
                     - 3 Fanatics

  (N2) 54 Night Goblins, NG 2 [237 points]

  (B1) 20 Bunker [120 points]
      - Bunker

  (NA2) 20 NG Archers 2 [60 points]
   

  (T) 8 Trolls [280 points]

  (WC1) Wolf Chariot  [50 points]

  (WC2) Wolf Chariot [50 points]

  (WC3) Wolf Chariot [50 points]

  (DD1) Doom Diver [80 points]

  (RL1) Rock Lobba [85 points]

  (MS1) Mangler Squig [65 points]

  (NG) 54 Night Goblins [237 points]

  (MS2) Mangler Squig [65 points]

  (RL2) Rock Lobba [85 points]

  (DD2) Doom Diver [80 points]

  (SPW) Snotling Pump Wagon [80 points]

  (NGS) NG Great Shaman [215 points]
      - Level 4 Earthing Rod Talisman of Preservation

  (SOGS) Savage Orc Great Shaman [210 points]
      - Lvl 4 Ironcurse Icon

  (B2) BSB [74 points]
      - Standard of Discipline


  Total: 2400 points
  ------------------

Dwarves
-------
General: Adam
  (R) Runelord [468 points]
      - Anvil of Doom, 2 Dispel Scrolls, 1 Rune of Spelleating

  (B) BSB [165 points]
      - Rune of Fire, Rune of Cleaving, Rune of Grom, Rune of Rest

  (DS1) Dragon Slayer 1 [50 points]

  (DS2) Dragon Slayer 2 [50 points]

  (DS3) Dragon Slayer 3 [50 points]

  (LB) 30 Long Beards [460 points]

  (Q1) 20 Quarellers 1 [265 points]

  (Q2) 20 Quarellers 2 [265 points]

  (BT) Bolt Thrower [65 points]
      - Engineer, Rune of Burning

  (ST) Stone Thrower [150 points]
      - Engineer, Rune of Accuracy, Rune of Penetration, Rune of Burning

  (ST2) Stone Thrower 2 [145 points]
      - Engineer, Rune of Accuracy, Rune of Penetration

  (M) 12 Miners [147 points]

  (G) Gyrocopter [140 points]


  Total: 2400 points
  ------------------

Deployment
----------


I won the roll for table edge and deployed first.

My plan was to keep my main combat blocks in the center and in the leadership bubble of my General. These would advance straight up the table and envelop Adam's line from the left. All of my chaff was deployed on the right in order to overwhelm his shooting with multiple fast moving units.

Adam castled in the centre and placed his dragon slayers out to screen his flank from the onslaught of my cheap chaff. In retrospect I think he made a major mistake in his deployment and should have castled in the top left corner. This would have made it much more difficult for me to bring my combat power to bear.

The spells I rolled were:

L4 NG Shaman: Curse of Da Bad Moon, Gork'll Fix It, Night Shroud, Sneaky Stabbin
L4 SO Shaman: Foot of Gork, Hand of Gork, Brain Bursta, Gaze of Mork

Adam finished deploying first but I still managed to win first turn.

Turn 1 - Orcs and Goblins
-------------------------


1. Movement

There was no animosity this turn and most of my army moved straight up to rush the dwarven line. I rolled reasonably well for my two Mangler Squigs and Pump Wagon, ensuring they would be in a threatening position next turn.

2. Magic

I rolled a measly 6 for winds of magic and managed to channel another 1 die. I decided that keeping my trolls around was key and was able to get Gork'll Fix it through onto Q1 and Night Shroud onto the Trolls. This ensured that they'd receive very little effective fire in the next turn from anything but the Stonethrowers. Adam saved his dice for my Foot Of Gork which I got off as an IF with 3 dice. Unfortunately I had only attempted to cast the normal version and my one try at squashing the Longbeards scattered well behind them.

3. Shooting

My shooting phase consisted of my Warmachines failing to achieve anything as there shots missed wildly. I did manage to take one wound off ST even after I scattered. The doom divers tried to hit the Gyrocopter but had no luck.

4. Combat

Nil

Turn 1 - Dwarves
----------------


1. Movement

Adam declares charges against WC3 with all three of his Dragonslayers, these are all very long range affairs  and are all failed. His gyrocopter zooms towards my chariots to line up a side shot with it's flame cannon. The only other movement is Q1 reforming instead of trying to shoot at the Trolls.

2. Shooting

Adam uses his Anvil of Doom to allow one of his dragonslayers to make a march move into MS2, killing the squig and the Dragonslayer. Q2 makes a pincushion out of the other Mangler Squig after the Bolt-thrower misses. The Gyro shoots at the war machines but only manages to put a single wound on WC1. Adam's Stonethrowers aim for the trolls with the flaming one missing altogether and the nornal one managing only one wound against them.

3. Combat

Nil

Turn 2 - Orcs and Goblins
-------------------------


1. Movement

NG failed animosity and rolled a 1 but fortunately they were the last unit to test so they couldn't pick a fight with anyone. WC3 charged a Dragonslayer and WC1 charged another in order to start clearing them from the board. The Snotling Pump Wagon attempted to charge the Gyrocopter but only rolled 4 on 3 dice so failed miserable. The rest of the army continued advancing, with the trolls placed just in front of N1 to keep them from getting double charged. I suspected though that Adam would be focussed on getting the trolls so I was hoping he'd attempt a charge on them and I'd release the 3 fanatics in N1 through them.

2. Magic

I managed only 5 dice this turn and had to think carefully on what I could achieve. In the end I decided to throw all 5 dice, along with my mushroom, at an extended Curse of Da Bad Moon. I got lucky and rolled two 6's and sent the vortex straight at the LongBeards but only rolled 10" on four dice. I still managed to get half the unit though and 9 Longbeards died after failing Initiative tests.

3. Shooting

My shooting remained largely inneffective as I only managed to kill 2 Quarellers from Q2 after a rock lobba shot meant for ST scattered.

4. Combat

WC3 managed to only do 1 wound through impact hits on the DS and was then killed. WC1 fared better and drove straight over the Dwarf and overran right off the board.

Turn 2 - Dwarves
----------------


1. Movement

Adam rolls for his Miners and fails to bring them in. He then declares a charge on the trolls with his Quarellers and BSB. They make the long range charge but I flick out several fanatics in their path, killing 9 Quarellers. He makes the break test and the charge is completed. Adam swift reforms his Long Beards and moves forward towards the trolls. His only other movement is to position the DS to intercept my WC when it returns next turn and to move the Gyrocopter so it is just under 8" away from the Pump Wagon.

2. Magic

Adam decides not to attempt to dispel the Curse of Da Bad Moon and it scatters back through his Long Beards into N1. Another 8 or 9 Long Beards die and I lose 7 Night Goblins. In retrospect I'm not sure why Adam didn't attempt to dispel, I guess he thought that it could potentially harm me more or was unlikely to scatter back, In the end though this was a key moment in the game.

3. Shooting.

Q2 kills a fanatic that is sitting between the Longbeards and the Trolls, which is in turn a set up for him to use the Anvil to charge the Longbeards in which he does easily. However he can't do so without also contacting N1. N1 gets hit by a Stone thrower and loses 15 goblins, while the other stone thrower and bolt thrower both miss.

4. Combat

The Quarellers fail their Fear test and N1 manages to net itself. The BSB fails to put a flaming wound on the Trolls and Adam now knew he was in for a world of pain. The Night Goblins pulled down two longbeards and then the Quarellers managed to put a single wound on the Trolls. The Trolls then struck back hard, splitting their attacks evenly between the two dwarf units and killed 7 Longbeards and 8 Quarellers. Adam needed double 1's to stick around and despite having a rune of determination on the Longbeards (only two remained), both units fled and were cut down.

At this point Adam conceded as he felt there was nothing he could do to get back in the game and his risky charge had gone all wrong. I felt this was a tough game for Adam, we both had poor luck shooting, but the nature of his army, the way deployment worked out and my ability to get an IF vortex off meant he was always going to really struggle. Clipping the N1 unit was the clincher as it meant even if he had done a number on the Trolls that I wasn't going to run. All in all  a bit of a dissapointing game due to it being onesided but there will be many more games in the future.


Sunday, 18 November 2012

My first USMC troops for Force on Force

I've recently picked up a bunch of 20mm USMC and Iraqi Insurgents from Elhiem models with the aim of having a Battle of Fallujah themed force and board. I intend to use the Force on Force ruleset and run a lot of the scenarios from their "Fallujah" scenario book. I've also received a table's worth of MDF buildings from Gamecraft Miniatures which look like they'll be great but will require a bit of flashing up before they really look the part.

Anyways I've painted my first two figures for the USMC, a rifleman and a 1/72 Humvee with TOW Launcher (built from a Dragon plastic kitset). I'm pretty happy with the rifleman but a bit unsure of how to spruce up the Humvee as it looks pretty basic at the moment.

For your viewing pleasure...