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...




Orcs and Goblins vs. Dwarves 2400


Hello, I've been away a few weeks for work so haven't had any games but managed to get a good game against my mate Adam's Dwarves yesterday. Adam's dwarves are always tricky and a blast to play. Enjoy.

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

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

Orcs and Goblins
----------------
General: Jeff
  (N1) 55 Night Goblins, NG 1 [240 points]

  (N2) 54 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) 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: 2398 points
  ------------------

Dwarves
-------
General: Adam
  (R) Runelord [368 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]

  (DS4) Dragon Slayer 4 [50 points]

  (ME) Master Engineer [95 points]
      - Rune of Shields

  (LB) 30 Long Beards [435 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 [130 points]
      - Engineer, Rune of Accuracy, Rune of Penetration, Rune of Burning

  (ST2) Stone Thrower 2 [125 points]
      - Engineer, Rune of Accuracy, Rune of Penetration

  (M) 12 Miners [12 points]

  (G) Gyrocopter [140 points]


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

Deployment
----------

Deployment.

I won the roll and proceeded to set up first. The dice were relatively kind to me and I was able to set up in a pretty decent position, though I wasn't happy about the way I had gotten my chariots onto the board.

Adam did fairly well out of his deployment rolls and put a pretty effective castle on the hill in his deployment zone.

My plan was to overwhelm Adam with must hit targets and reach his lines quickly as I knew the relative lack of great weapons meant I could overwhelm him in close combat.

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


1. Movement

Adam rolls a 6 to steal the initiative and moves his Gyro into the center and advances forward with his Dragonslayer screen.

2. Shooting

Adam launches a salvo of Artillery at my lines and destroys a Doom Diver while his Quarellers destroy a Wolf Chariot causing my archers and the other wolf chariot to panic. This is not at all the start I was hoping for. The anvil attempts to give a free move to his troops but miscasts and won't be able to try again next turn.

3. Combat

Nil

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

1. Movement

I moved pretty much straight forward as I wanted to get to grips with him quickly. I was lucky that both my Archers and my wolf chariot managed to rally.

2. Magic

I rolled only 7 dice up for Winds of Magic which gave him an equal number of dice once he added in all his bonuses. I tried to get a big Night Shroud up with my NG Great Shaman but failed. I then six diced a Foot of Gork which went off without a miscast but he used his Rune of Spelleating to destroy the spell. All in all a very dissapointing magic phase.

2. Shooting

Shooting was relatively quiet. One of my Rock Lobbas managed to get his Rune of Burning Stone Thrower. My Doom Diver landed dead on his engineer but I didn't realise the engineer had a 2+ ward so I was luck to inflict just one wound. I also managed to kill about four Quarrelers from Q2 with my second rock lobba.

3. Combat

Nil

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


1. Movement

Adam goes for two long range charges and makes both, dooming my Pump Wagon and slowing down N1 for the rest of the game. The rest of his army stays predictably still

2. Shooting

Adam's shooting is relatively inneffective this turn, he kills a handful of goblins in each unit and manages to put down 2 trolls. His Anvil of Doom is unable to cast this turn.

3. Combat

Adam's Dragonslayer hacks away at the Night Goblins killing 3. In return the NG manage to do a wound and win the combat easily. However the Dragonslayer is unbreakable so this fight will go to the bitter end.
Adam's second dragonslayer does a wound to the Pump Wagon and wins the combat by two, causing the snotlings to abandon ship as it crumbles.


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


1. Movement

The Trolls manage a long range charge on Q2. I'm stoked by this and see potential for a game winning combat if I can get into the runelord on anvil. Upsettingly though my Bunker with both my level 4's in it squabbles, denying me a magic phase. One wolf chariot charges a dragonslayer and the rest of my army moves forward to get to grips with his line.

2. Magic

Nil due to squabbling.

3. Shooting

My shooting is pretty inneffective as my archers have no targets and my artillery misses. My doom diver hits the quarellers and trolls though and I decide to risk it. I kill three Quarrelers but unluckily also manage to kill a troll as well.

4. Combat.

My Wolf Chariot rides down the dragonslayer with no worries. Unfortunately though my trolls only manage to kill 2 Quarellers and flee. I was pretty gutted by this outcome as I felt I could have reasonably expected to do a lot better.

Turn 3 - Dwarves
----------------

1. Movement

This is a big turn for Adam and he pulls off a few clever moves. His Dragonslayer charges my fleeing trolls who are forced to flee again and move through the Mangler Squig, killing the Squig and another Troll. His longbeards begin advancing in the center and his Gyrocopter moves to flame my Bunker which is starting to get a bit small.

2. Shooting.

The Gyrocopter kills 8 goblins in the bunker, while the rest of his army has a dud of a turn, only just managing to kill a WC. I thought I had gotten away with this turn when he then used the anvil to charge his miners into the rear of my Bunker, I had no choice but to flee and he succeeded in redirecting into the rear of N1.

3. Combat

Through the use of nets and some good luck N1 managed to keep casualties low and even killed a few dwarves themselves, doing just enough to draw the combat.

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


1. Movement

My Bunker managed to rally ( it had actually moved further than shown in last turn's image). My trolls managed to rally and my Wolf Chariot charged down a slayer. My Mangler squig slammed into Q1 killing 9 dwarves. The rest of my army continues to move up to swing into his flank.

2. Magic

I roll a mere 6 for Winds of Magic and decide to 6 dice Curse of Da Bad Moon at the Long Beards. I get it off with an IF which wounds my Savage Shaman. I roll to send it at the Longbeards but only manage to move it 7 inches on four dice, clipping 2 dwarves and killing one. Truly dissapointing, but hey it could move next turn?

3. Shooting

Shooting is effective as the Doom Diver slams into the Gyrocopter destroying it. One Rock Lobba misfires and the other manages to hit the Runelord but I didn't realise he was T10 and I fail to wound.

4. Combat.

My Chariot runs straight through the Dragonslayer and over runs in front of where the Quarrelers used to be. The combat in the middle sees a few goblins and a few dwarves die, I lose combat by 1 but remain steadfast and stay where I am.

Turn 4 - Dwarves
----------------


1. Movement

The Longbeards charge into N2 and the remaining dragonslayer decides to go troll hunting. Q2 reforms and begins moving for my bunker.

2. Magic

Adam is unable to dispel the Curse of Da Bad Moon which scatters into his Q1 unit, killing most of them and causing them to run off the board. It also kills the mangler Squig.

3. Shooting.

Shooting sees all his artillery going into my Bunker which is now down to about 9 models and turning into a deathtrap. Adam attempts to use his Anvil to move his Q2 again but miscasts and the Anvil is destroyed.

4. Combat 

N2 does a good job against N2 and kills 7 Dwarves for the loss of only a few goblins thanks to nets. I still lose the combat but am happily steadfast and stick around for more.

N1 fights on against the Miners and Dragonslayer, killing one or two dwarves but losing the combat. Again the unit is still stead fast so sticks around.



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

1. Movement

My trolls fail stupidity but blunder into the Dragonslayer regardless. The rest of my army manuevers around for flank charges next turn and my Bunker lines up to hurl another Curse of Da Bad Moon at the LongBeards.

2. Magic

Magic is a measly 7 dice. I cast Gork will Fix it on the longbeards which is dispelled but then get off an extended Curse of Da Bad Moon which rips through the Long Beards killing 2/3 of them as well as some goblins in NG.

3.  Shooting

My Rock Lobbas attempt to take out his Stone thrower but only manage to inflict 2 wounds. The doom diver goes for Q2 and kills a few.

4. Combat

My trolls manage to kill the Dragonslayer but are now down to a mere two trolls. In the center the Night Goblins finally drag down the Dragonslayer and win the combat by 1, however the miners stick around. I reform to face him front on and plan to finish the now 6 miners off next turn. The longbeards and N2 continue their battle. I kill one or two dwarves and lose the combat but stay where I am as I am steadfast.



Turn 5 - Dwarves
----------------


1. Movement

Adam is on the ropes now and makes a daring charge at the deathtrap/bunker with his quarrelers. He needs a very high roll to get there but I know that if he does I could be throwing the game away so opt to flee. This ended up being a good decision as he ended up rolling a double 6 but still a failed charge as can't reach N2's flank.

2. Shooting

Adam fires at NG with his artillery, hoping to panic them while my bunker is fleeing. The shot scatters though and only kills one goblin.

3. Combat

In combat N1 kills 3 of the Miners leaving only 3 left, wins the combat and runs the unit down. A similar occurence happens to the Longbeards, who lose by 2 and are cut down by N2.


At this stage it's getting late and Adam concedes the game (also we forgot if it was turn 5 or 6). The next turn would have seen me clean out his artillery with the wolf chariot and finishing his Quarrelers with magic and shooting.

This was a game that was definitely an arm-wrestle. Adam stealing the initiative and making some of those long charges on turn 2 really had me worried and when my trolls fled from his Quarrellers I thought it was just about over.The Anvil blowing up opened him wide up to my magic and from there I ran away with it. I think if the Anvil had stuck around Adam would have ended up with a minor win as he had a good chance of getting his quarrelers into the flank of the Longbeard combat and winning a combat while I was fleeing.

Thanks for reading and hope you enjoyed the battle report.



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

Friday, 2 November 2012

First Completed Night Goblin Unit

Just a few pics of my first completed unit for my Night Goblins. It's just a simple 20-man archer unit painted to an average standard and based. I'v painted another 200 to the same level but they are as of yet unbased. The plan is to get everyone to a basic standard and then go back and work on units as I have time.




Thursday, 1 November 2012

Orcs and Goblins vs. Vampire Counts 2400


Orcs and Goblins vs. Vampire Counts 1
=====================================

Overview
--------
Scenario: Battleline
Location: Manawatu Duellists
Date played: Thursday, 1 November 2012

The board was set up by a neutral party and Regan and I decided to play a standard Battleline scenario. Regan won the roll and decided to deploy on the Southern side. This was a smart move on his part as it meant that he could use the two forests near my deployment zone to try and tease out fanatics from the safety of cover using his Dire Wolves.

Orcs and Goblins
----------------
General: Jeff Kent
  (N1) 60 Night Goblins, NG 1 [305 points]
      - 1 Fanatic, Full Command, Nets

  (N2) 60 Night Goblins, NG 2 [305 points]
      - 2 Fanatics, Full Command, Nets

  (NA1) 20 NG Archers 1 [120 points]
      - 2 Fanatics, Muso

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

  (B1) 22 Night Goblins, Bunker [76 points]

  (T) 8 Trolls [280 points]

  (WC1) Wolf Chariot  [50 points]

  (WC2) Wolf Chariot [50 points]

  (WC3) Wolf Chariot [50 points]

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

  (MS1) Mangler Squig [65 points]

  (MS2) Mangler Squig [65 points]

  (RL) Rock Lobba [85 points]

  (DD) Doom Diver [80 points]

  (NGS) NG Great Shaman [225 points]
      - Level 4, Power Scroll, Talisman of Preservation

  (NS) NG Shaman [75 points]
      - Level 1, Dispel Scroll

  (SOGS) Savage Orc Great Shaman [240 points]
      - Level 4, Power Stones, Opal Lodestone

  (B2) BSB [132 points]
      - Standard of Discipline, Heavy Armour, Shield


  Total: 2398 points
  ------------------

Vampire Counts 1
----------------
General: Regan
  (G1) 30 Ghouls

  (G2) 30 Ghouls

  (S) 49 Skeletons

  (ME) Mortis Engine

  (DW1) 5 Dire Wolves

  (DW2) 5 Dire Wolves

  (DW3) 5 Dire Wolves

  (DW4) 5 Dire Wolves

  (V) 4 Vargheists

  (N) Necromancer
      - Level 2

  (VH1) Vampire Hero
      - Level 1

  (VH2) Vampire Hero
      - Level 2

  (VL) Vampire Lord
      - Level 1


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

Deployment
----------


Deployment then followed with Regan finishing deployment well before myself. I tried to focus on getting my chariots and manglers out to the flanks as I felt I'd then be able to come around and hit his blocks on the side as his Dire Wolves would be mostly sacrificed to draw out fanatics. I made one giant mistake I'm unhappy with and that is placing my two war machines behind a Chariot and Pump Wagon rather than a solid combat block. This would come back to kick me in the ass later. We rolled off for first turn and both rolled a 1, but Regan finishing first meant that he got to add 1 and he decided to take first turn.

Turn 1 - Vampire Counts 1
-------------------------


1. Movement

Regan had conducted Vanguard moves with his Dire Wolves prior to the game beginning and then moved aggressively to tease out my Fanatics. He succeeded in teasing out all of my Fanatics (8) for the loss of two units. I managed to mitigate some of the damage done by colliding several of the Fanatics together so at least they wouldn't come back into my line.

2. Magic

Regan rolled a 9 for Winds of Magic and I got 6. He cast Gaze of Nagash at Mangler Squig 2 which I dispelled. He then cast the Danse Macarbre in the center which I couldn't dispel and he got a free move for his Skeletons, Mortis Engine and his second Ghoul unit.

3. Shooting

Regan's army has no shooting thankfullly.

4. Combat

Nil

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


1. Movement

I did my Animosity rolls and fortunately everyone was well behaved. My manglers then moved up the flanks while  I moved a Chariot and an Archer unit around to begin enveloping Regan's Army. The rest of my Army held the line as I wanted to make the most of my shooting advantage.

2. Magic

I rolled a very poor Winds of Magic which wasn't going to allow for me to do much. The one unit I really wanted to hit with Foot of Gork (the Vargheists) was out of range so I cast Vindictive Glare on the unit of Dire Wolves closest to me and killed a few of them and cast Gift of the Spider God on N1 as I was anticipating a charge from his Dire Wolves on them.

3. Shooting.

Night Archers 2 finished off the Fire Wolf unit in front of them with ease. My Rock Lobba fired on the Mortis Engine, rolled a hit on the scatter die and then failed to wound. The Doom Diver had more success though as he dived towards the Vargheists and inflicted 4 wounds on the creatures.

4. Combat.

Nil

Turn 2 - Vampire Counts 1
-------------------------


1. Movement

Regan charged my Pump Wagon and Wolf Chariot with his Dire Wolves who rolled well to get there. The Vargheists moved into a good charge position in the Forest and the rest of his army inched toward me.

2. Magic

Regan cast the Danse Macabre again which I dispelled as I did not want to allow him another move and to re-roll hits in the next turn if I wanted to charge him. He then cast Gaze of Nagash on the Wolf Chariot in the centre of my line and killed it outright. This was very frustrating and left me less certain about how to deal with the G2 block as I would miss those impact hits.

3. Shooting

Nil

4. Combat

The Dire Wolves fought well and managed to put one wound on the pump wagon and one on the Chariot. I was confident that with my 9 attacks back I should be able to at least draw the combat. Alas it was not to be as I only managed 2 hits and a measly one wound. This saw my Chariot flee nearly to the edge, my Pump Wagon destroyed as it is unstable and the four remaining Dire Wolves overrun into my Doom Diver. This pissed me off and I was paying the price for putting them in a very stupid place.

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


1. Movement

Only one unit suffered from Animosity, the Bunker, and this was quickly resolved by the Black Orc BSB bashing some heads together. The Mangler Squigs continued to work thier way around the flanks along with a Chariot. The Wolf Chariot rallied and positioned itself to charge the dire wolves once they returned to the board. The rest of the line held as  I wanted to be sure of clearing the Vargheists with shooting and Magic before I commited myself to combat.

2. Magic

I rolled decently for Winds of Magic and my first port of call was to try and cast Hand of Gork on the Doom Diver, in retrospect this was not a legal move but I didn't get it off anyways. My next move was to Foot of Gork the Vargheists, I got it off and brought the Vargheists down to 1 model. I then cast an extended Vindictive Glare and finished off the Vargheists.

3. Shooting.

My Archers took pot shots at the Ghouls killing about 3 or 4. My Rock Lobba fired at the Mortis Engine again but scattered off this time.

4. Combat

The Dire Wolves ate my Doom Diver and overran off the board.

Turn 3 - Vampire Counts 1
-------------------------


1. Movement

Regan's Wolves came back on and wheeled to face the chariot which was going to charge them the next turn. His Mortis Engine rolled a double 1 and took a wound. His Skeletons stood in place rather than charge the trolls and one of his ghould units failed a charge.

2. Magic

Regan rolled well for his Winds of Magic and I was only able to prevent his re-rolling spells going off, leaving him able to raise a few Ghouls back and used Gaze of Nagash to kill off one of my Mangler Squigs.

3. Shooting

Nil

4. Combat

Nil

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


1. Movement

Animosity wasn't an issue so all went to plan. The Wolf Chariot charged his Dire Wolves. The trolls charged his skeletons and N2, NA2 and a Wolf Chariot charged his block of Ghouls. I moved my other Archers around to set up a flank charge on his unengaged ghould unit and my remaining Mangler moved to prepare to move across the line of the combats.

2. Magic

I rolled very well for Winds of Magic and used it to put Gork'll Fix it on the Skeletons, Sneaky Stabbing on N2, and Gift of the Spider God on the Trolls. I went for an Ere we go but it was dispelled. I also used Hand of Gork on the Mangler but rolled so low for movement that I achieved nothing useful out of it. All in all though I got the buffs through that I needed to ensure I was going to win combats.

3. Shooting

The Rock Lobba fired again at the Mortis Engine, hit and did 5 wounds of which 4 were saved by his regen. Damn!

4. Combat

The Combat against the Ghouls went excellently. I won by a very large margin and utterly destroyed the ghouls and left the Vampire Hero alone on one wound. The fight against the Skeletons was a bit tougher but I still managed to destroy about half of the unit for the loss of a few wounds. The Wolf Chariot smashed into his Dire Wolves and managed to kill them with impact hits.

Turn 4 - Vampire Counts 1
-------------------------


1. Movement

Regan charges my other NG block with his Ghouls (including the Vampire Lord). I stand and resolve to tarpit him. His mortis engine moves towards my NG Great Shaman who is on his own.

2. Magic

Regan has an awful magic phase and manages only to bring back a few casualties in the Skeleton unit.

3. Shooting

The Mortis Engine screams at my NG Great Shaman but fortunately rolls to low to actually cause any wounds. This definitely felt like a get out of jail free card.

4. Combat

The lone Vampire Hero vainly attempts to hack down the wave of Night Goblins but is dragged down by the masses. The N2 block reforms to face the Mortis Engine for a charge next turn. In the Centre the Trolls and Skeletons continue to slug it out, I lose a whole troll so am down to 7 and in exchange I stomp more skeletons into dust. At the end of the combat there are about 16 Skeletons, a vampire and a necromancer left. The Ghouls and Vampire Lord hack into my Night Goblins and cause a mess of casualties but due to steadfast I hold and stick around for more.




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

1. Movement

Animosity is not an issue this turn. My Archers fail a charge into the flank of the ghouls and my Chariot fails a long range charge into the skeletons. My NG Block (which had previously reformed) charges the flank of the Mortis Engine. My Mangler Squig crashes through the Troll/Skeleton combat and into the Mortis Engine. He kills 6-7 Skeletons, no wounds on the trolls and does a wound on the Mortis Engine which is now at 3 wounds. The Night Goblins charge through him taking 10 casualties.

2. Magic

I roll poorly for Winds of Magic but still manage to get Sneaky Stabbing onto the flank charging Night Goblins and Ere we Go on the trolls.

3. Shooting

Nil as there are no unengaged enemy units.

4. Combat

The Night Goblins do only one wound to the Mortis Engine but still destroy it due to static combat resolution. The Engine blows up doing damage to all around it and leave me with only 6 trolls. The Trolls lose another to the vampires/Skeletons  but then finish the unit and kill both characters. They reform to the right to charge the Ghouls in the next turn. The Vampire Lord and the Ghouls continue to hack away at my N1 unit but I am still steadfast and stick around.


Turn 5 - Vampire Counts 1
-------------------------


1. Movement

Nil

2.  Magic

Regan attempts to raise back some Ghouls but I manage to dispel it.

3. Shooting

Nil

4. Combat

The Vampire Lord and Ghouls continue to butcher the Goblins and this time I fail my re-roll and flee of the board bouncing through the Rock Lobba. They pursue and are well positioned to charge the Rock Lobba next turn.

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


1. Movement

Animosity was not an issue and I knew the game was pretty much at a close so I moved the Archers to get some shots at the Ghouls. The trolls failed a re-rolled stupidity and ended any hope I had of actually killing the Vampire Lord and his dozen or so ghouls that were left in close combat. It would come down to nuking them with magic.

2. Magic

I rolled 12 and proceeded to throw the kitchen sink at him with Curse of Da Bad Moon, Foot of Gork and Vindictive Glare all getting off against him. This decimated the unit of Ghouls down to 3-4  + the vampire lord.

3. Shooting.

The Archers finished off the remaining Ghouls leaving only the Vampire Lord left on the table.

4. Combat

Nil

Turn 6 - Vampire Counts 1
-------------------------

Summary.

The Vampire Lord Charged the Rock Lobba, wiping it out and due to the angle of his charge was able to overrun into the Wolf Chariot though in retrospect I'm not sure he's able to overrun but just reform as the war machine crew cannot flee.

Turn 6 - Orcs and Goblins
-------------------------


Summary:

The last turn of the game and I illegally used Hand of Gork to move the Wolf Chariot out of combat, though in retrospect I don't think it should have been in combat in the first place. I then threw all the shooting and Magic I could but in the end the armour of the Vampire Lord held and he was left with one wound.

It ended up being a very big victory to myself but with a few learning points. I need to be far more careful how I position war machines so that chaff can't get so lucky and wipe them out. I'm thinking they'll be safer towards the center of my line behind the big blocks that won't break unless they get hit by something very hard. That being said I also need to be more aware of bouncing through and fleeing as this cost me one of my big blocks. The other two learning points are that Hand of Gork can only be used on an unengaged unit and that since War Machine crew don't flee, people don't get to overrun/pursue.

I hope you enjoyed the Batrep, I'm still getting used to the program and any comments regarding tactics or a rule played incorrectly are welcomed.


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