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måndag 13 februari 2012

Battle Report! 2v2, Woc & OK vs TK & DE, 3000 pts per side!

Battle Report: WoC & OK vs DE & TK
Sunchasers vs. No-Name


After the battle between Ogre Kingdoms and Warriors of Chaos, the combined forces of Tomb Kings and Dark Elves descend upon the battered forces. Having made an unholy deal with the Dark Elves, the Tomb Kings once more seek to reclaim what's rightly theirs. Hate, the great Chaos Lord, and Sköll, the awesome Ogre Tyrant, have no choice but to combine forces to defend themselves from the oncoming forces. Oh, and the Hydra is in the garden again.

Here's our next, most likely awesome Battle report!
Actually this report was written the day after the previous one, but I've been procrastinating a little! Also, this Battle Report took quite a while to do, so it will substitute my Almost Weekly this time.
Today, the matchup is a 2v2, consisiting of Hate and Sköll pitted against EtTK (Erik the Tomb King) and Dark Elf Queen Philippa. Commentor and reporter is, as mostly always me, The Cornerfag! With on the sideline sits Dhaik, our ever-treacherous skaven player.
The point values are 1500 pts per player. Philippa is currently pushing her units to reach that, while Sköll is singing a song to crush the moral of his foes.
So Dhaik, what do you think of today's game?
Dhaik: Well, it seems that Hate & Sköll have devised quite the plan to crush the TK & DE-combination. We'll go into the details when EtTK isn't around...
That you say... Well, let's go on to the interviews!

TK List:
Lords:
High Liche Priest lvl 4 - Dispel Scroll

Heroes:
Tomb Prince - Chariot, Armour of Silvered Steel, Ironcurse Icon, Great Weapon

Core:
16 Skeleton Archers
6 Skeleton Chariots - FC, Banner of Eternal Flames

Special:
Warsphinx - Fiery Roar

Rare:
Casket of Souls
Necrosphinx

DE List:
Lords:
Dreadlord - Dawnstone, Whip of Agony, Armour of Destiny, Cold One, Shield, Sea Dragon Cloak

Heroes:
Sorceress lvl 2 - Opal Amulet, Sacrificial Dagger

Core:
20 Corsairs - FC, Sea Serpent Standard
14 Crossbowmen
12 Warriors

Special:
5 Cold One Knights - FC, Deat Piercer (Champion), Standard of Hag Graif

Rare:
Hydra
Hydra

Pre-game interview DE & TK:
So, what is your team name?
P: Uh, we have no team name... We-have-no-team-name... Wé-avve-nô-teãm-näm'e.
EtTK: Yes, exactly.
Dhaik: They don't seem to have any team spirit, compared to the other team...

What is your game plan?
P: Hydr... Yeah.
EtTK: We're actually running a lot of monsters. One Warsphinx, one Necrosphinx and 2 Hydras (P: Though one Hydra still is unassembled, so I'll have a Chimaera-stand in). Oh, and we'll have to take out their cannons. Fast. Philippas Dreadlord is our combat Lord, and I've got a Tomb Prince in my chariot unit, but very little infantry, only archers. Philippa just plays all that she has.


What are your hopes?
P: Ueeaahhh...
EtTK: Well, it would be nice to win, though I'm mostly looking to see what the Sphinxes are capable of.

What are your fears?
P: The Hydras to die.
EtTK: That Hate will throw dice at me.
TC: I see a pattern here...
Dhaik: No worries, EtTK. I will protect you.

So, do you have any plan to counter his units?
EtTK: Sphinxes. They will only get a few attacks, and even if Sköll runs a Gutstar, they'll only wound on sixes. And Hydras will kill shit. Flaming attacks on Warsphinx and Chariots will prevent any random regeneration.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
TC and Dhaik in unison: DURR, HYDRAS.
P: Am I that predictable? Yeah, Hydras.
EtTK: I'm kind of interested to see what the Tomb Prince on Chariots can do.
(and now, P and EtTK start to wrestle out of nowhere while Dhaik cheer them on...)
So... I'll think I'll move to the other team now...

WoC List:
Lord:
Sorcerer Lord lvl 4 - Power Familiar, Enchanted Shield, Amulet of Preservation

Heroes:
Chaos Sorcerer lvl 2
Dispel Scroll, Conjoined Homonculus

Core:
24 Chaos Warriors - MoT, HWS, Standard Bearer
18 Chaos Warriors - AHW, Banner of Rage (I will refer to these as MoKs during the battle, because that's essentially what they are).

Special:
5 Chaos Knights - Standard Bearer, MoK


OK List:
Lords:
Tyrant - Heavy Armour, Brawlerguts

Heroes:
Bruiser - BSB, Great Weapon, Heavy Armour

Core:
18 Ironguts - Musician, Standard Bearer
10 Gnoblars - Trappers

Rare:
Ironblaster

Pre-game interview WoC & OK:
So, what is your team name?
In unison: TEAM SUNCHASERS! YEAH! *brofists*
What is your game plan?
Hate: To win.
Sköll: Yeah, it looks like this: The expensive unit shall not die..
Hate: Sköll, let's just win, ok?
Sköll: Yeah well, now that I have a little more units, I might be able to place them a little strategically.
Hate: I think we're gonna take them and win. Not much to say.

What are your hopes?
TC: Hate, shut up. I know your answer already.
Sköll: That the big unit will survive.

What are your fears?
Sköll: That the big unit will die.
Hate: I fear nothing, I've got the Gutstar on my side.
Dhaik: What about their monsters?
Hate: So? We've got a cannon.

So, do you have any plan to counter his units?
Hate: Like mentioned, cannon. And I believe we have the upper hand regarding units, it's their job to counter it. Sadly enough, no Exalted Hero this time though.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Hate: May I take a unit not in the game? No? Well... Let's say my... Chaos Sorcerer Hero, because he has a tumour that talks to him. That's fun.
Sköll: The Gnoblars, I hope they'll flip some Chariots over. And I like the Ironblaster really much to, it will KICK HIS ASS. *pumps fist and high-5s Hate*


Pre-game info:
Mission:
Slaughterfest (AKA Just play the game with no special mission rules)
Magic:
Dark Elves:
Pit of Shades (AHH!), The Withering.

Tomb Kings:
The Protections Spell, The Killing Blow Spell, The Desiccation Spell, The Movement Hex.

Ogre Kingdoms:
No spells. LUL!

Warriors of Chaos
Lvl 4: Mystifying Miasma, Enfeebling Foe, The Withering, Pit of Shades (AGAIN!?).
Lvl 2: Flaming sword of Rhuin, Fireball.

Roll-off:
The no-names win the roll-off. Team Sunchaser begin deployment.

Terrain set-up:

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

Deployment:
Team Sunchaser finishes first, with a crowded south battlefield in the end. But the No-names win the roll-off, and choose to go first.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

1st turn TK & DE:
Alliance roll:
Failed, and the Tomb Kings and Dark Elves get more mad at each other, going into a desperate alliance. Never trust a Dark Elf!
Movement:
Everything walks or marches forward, with the exception of: The Necrosphinx, whom chooses to fly up in the tower, the Cold Ones whom bravely place themselves straight in front of the Chaos Knights (I commend their bravery/stupidity). Also, the Skeleton Archers and Casket of Souls stay put.
Magic:
Winds of Magic: 4 - 2, casket grants another 2. Final score: 8 PD, 4 DD.
Philippa casts The Withering on the Gutstar (4 PD + 1 Sacrificial PD). Sunchasers choose not to dispel it, and the Ironguts shrink into T2.
Next up: Pit of Shades, extended. 4 PD + Sacrificial Dice, result 21. Team Sunchaser ponders on how to stop it... Risk it with 4 dice, or the Dispel Scroll?
...
They go for the dice. And fail, but rely on the scatter to save them. But it hits! This could be quite the event... 14 Ogres are hit. I2 means a 3+ kills one, no saves, all wounds taken. Sköll rolls... and 9 die. That's 27 wounds. And a panic test, which is passed. But have we finally defeated the Gutstar?
Shooting:
Chariots pew-pew at the Ogres. 3 Wounds caused, one Ogre die.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

1st turn WoC & OK:
All Khorne-frenzy passed.
Movement:
Team Sunchasers start out with a new technique: Moving backwards! Well, at least the Ironblaster anyways, and Chaos Knights. Gutstar reform a little and skip forward together with the Gnoblars, while Warriors of Chaos stay put.
Magic:
Winds of Magic: 4 - 2, +1 from Familiar. Final Score: 7 PD, 4 DD.
First: Melker's (or something) Mystifying Miasma. Target: Chariots. Opponents let's it through. They lower the Movement Characteristic with 1.
Then, they Withering the Hydra. Philippa goes sadface and forces Erik to try and dispel it, but he fails. They lower it's toughness to 4.
Lastly, fireball, but it's easily dispelled.
Shooting:
CANNONBAAAAAALLL!!!
Target locked: Chariots.
Firing mode: Bouncing ball.
Firing angle: Flank.
They be in for a hurtin'.
Though only 2 are hit, both wounded.
TOMB PRINCE FAILS HIS "LOOK OUT-SIR!".
Tomb Prince fails his save!
Multiple wounds kill the Tomb King!
And the chariot beside him only take a wound.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

2nd turn TK & DE:
All stoopids passed.
Movement:
Necrosphinx tries the charge against the Ironblaster. Hate calls out "One, one, two!". A few seconds later, the dice come up: One, one, and a two. It also fails the Dangerous Terrain-test for walking down the tower. (In other words, he just fell flat on his face).
For the rest: All move up, except for Casket. Sorceress-bunker and Liche Priest-bunker are walking behind their front lines.
Magic:
Winds of Magic: 6 - 3. Liche Priest and Sorceress both Channel, Casket grants 3. Hate channels one. Final score: 12 PD, 7 DD.
First up: The Desiccation spell, 4 dice cast, against the Gutstar. It now has S3, T1. Pretty cool guys.
Then, Casket bound spell on 6 dice against the Ironblaster. Hate easily dispels it on 5 Dispel Dice.
Final two dice go to the protection spell on the Casket, but it too was dispelled.
Shooting:
Chariots unleash 12 shots of fury against the low-toughness-guts. 4 wounds caused, 2 unsaved.
Archers mimic their cavalry brethren, causing 6 wounds, 3 unsaved.
Crossbowmen don't want to miss out on the fun! But needing sixes to hit, only 2 hits and one wound is caused, taking the last wound from one Ogre.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

2nd turn WoC & OK:
Frenzies passed.
Movement:
Ironguts fail their charge. They seem to fail a lot these days, actually.
MoKs get their charge on the Hydra.
Chaos Knights back up all the way to the board edge.
Gnoblars cannot decide which way to go, what units to block. In the end, they decide to stop the oncoming Dark Elves.
Magic:
Sköll gets to roll for once. 6 - 4, one channel. Final result: 11 PD, 6 DD. Approved.
Flaming sword of Rhuin on the MoKs in combat with the Hydra. 6 dice + tumour speech = Score 22. 6 dice to the dispel, score: 24. Dispelled.
The Enfeebling Foe is cast upon the Hydra. Dispel Scroll'd.
Shooting:
Ironblaster grapeshots the Necroswinx. Misfire, hah. It turns around almost completely due to the misfire chart.
Close Combat:
Hydra vs MoKs.
Handlers hit 2, wound 1 unsaved.
MoKs roll a shitload dice as per usual, causing 8 wounds (ouch!). But 7 are saved, hah!
Hydra hits 6, wound 4, kill 3.
Then it breathes, 10 S3 hits. 2 wounds, 1 die.
5 Thunderstomps, 4 wounds. 4 die.
Hate lose combat, calls out "I will roll a nine on my leadership", and rolls nine on his leadership. The MoKs flee, and get run down.

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

3rd turn TK and DE:
I sense game depends on this turn...
Movement:
Chariots and Warsphinx charge Ironguts.
Hydra charge cannon, Cold One Knights charge Chaos Knights, Corsairs and Warriors charge Gnoblars.
Hydra gets there.
Cold One knights get there.
Skeleton Chariots get there.
Warsphinx gets there.
Warriors and Corsairs get there, losing 3 warriors and 4 Corsairs in the process due to Trappers.
Necrosphinx move to hunt down the lvl4 Sorcerer, Sorceress bunker keep following the frontlines and the Liche-priest bunker have problems keeping up with their incapability to march.
Magic:
Winds of Magic: 3 - 2, +1 from Casket. Final score: 6 PD, 3 DD.
The withering cast on-- Nevermind, Scroll'd.
Then, protection spell upon the-- Nevermind, dispelled.
Badum-tish.
Shooting:
Archers shoot upon the Chaos Warriors (MoT), killing one.
Close Combat:
Let's begin with the Hydra in the Ironblaster rear.
Place your bets... Though that T6 could prove slightly useful. We shall see...
Handlers are a bunch of fail.
Hydra, although all it's HATE, only cause one wound, which is unsaved.
Ironblaster cause two wound, both failed to saved.
Sköll take the ld-test with a -2 modifier, and passes it.

Next in line: Cold One Knights... with ASF, and +2 S from charging.
Dreadlord cause 3 wounds, 2 which are saved.
3 hits from Cold Ones, 2 wounds, both of which are saved.
Unit champion tries to be awesome, not doing anything.
Cold Ones bite well and hard, causing three wounds... Two unsaved.
There's something weird with these saves.
Hate strike back, causing one unsaved wound.
The frenzy Chaos Knights remaining simply decide that there is something more interesting outside of the battlefield and run away, whilst the Cold Ones turn to face the Ironblaster.

Chariots and Warsphinx vs Ironguts:
Impact hits cause 4 unsaved wounds, chariot-guys cause one unsaved wound. Sphinx cause one more wound, unsaved, and then breathes upon the Ironguts. 5 wounds caused, one saved.
Will Sköll survive this?
Bruisers punch the Sphinx in the face, causing one wound.
Tyrant kills a whole Chariot, while the Ironguts kill one and puts two wounds on another.
But the Ironguts hold their ground!

Lastly, Gnoblars vs Corsairs and Warriors! DUN DUN DUUUUN! I cheer for the gobbos!
Corsairs strike first with their 2 guys in b2b, killing 3 of the poor gobbos!
Warriors kill another 4 poor gobbos, wah!
GOBBOS MAD, GOBBOS KILL! KILL... NO ONE!
Leadership test-- SNAKE EYES! WOOOO!
GOBBOS HOLD THEIR GROUND!

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

3rd turn WoC & OK:
Movement:
MoTs charge the Corsair, to aid the Gobbos in their valiant stand!
Lonely Lvl4 wizard fail his marching test, and just stroll around the garden.
Magic:
Winds of Magic: 2 - 3, Familiar and one channel for each side. Result: 7 PD, 4 DD.
First off: Pit of Shades upon the Necrosphinx, just scratches it after scatter! But it passes it's test.
But, as it was miscasted, Hate lose his remaining dice.
Close Combat:
MoTs and Gnoblars vs Corsairs and Warriors.
MoTs begin, hit 9, wound 3, 2 die.. (You're beginning to understand the bad luck Hate has?)
Next in line, Corsairs: The bucketload of dice cause 4 wounds, but Hate commands his dice into saving them all!
Warriors next! They kill 4 Gnoblars, which is all the remaining ones, sadly...
Leadership-test for Philippa... But she passes it, argh!
At least the Warriors run away.

Let's move on to the Ironguts vs Chariots and Warpshinx.
Things move pretty fast on the TK side, but he did a few wounds here and there.
Tyrant cause 2 wounds on the Chariots, Ironguts cause 4 wounds. Bruiser cause 2 more.
Both the Chariot remaining and the Warpsphinx crumble to dust.

And finally, the Hydra vs Ironblaster.
Handlers fail around.
Ironblaster cause ONE WOUND! Which is what is needed to kill the Hydra
Philippa fails the armour... But passes the Reg!
However, the Rhinox cause another!
The armour is failed!... And the Reg is failed! It is dead!
However, the Hydra gets it's attacks, since it has the same I. One wound caused, but it lives! It turns to face the Cold Ones and Dreadlord. They have to test for panic. And roll a perfect 10!

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

And by now, it's getting late. People are getting hungry, and Team Sunchaser, the WoC and the OK, concede.

Redux:
Hate: Bad luck sucks. And while we could continue this one more turn, it's getting late and so.
Unit of the game: Exalted Hero (on Juggernaut). It's because he wasn't in that I lost. Really.

Philippa:
Idk.
Unit of the game? Hydras. (I did not see this one coming.)

Erik, the Tomb King:
Never multicharge with a Sphinx.
Unit of the game: None. I am not pleased. THEY DID NOTHING: PHILIPPA DID EVERYTHING!

Sköll:
Effing Pit of Shades.
What did you think of the Gnoblars? They did what they were supposed to. They lived, and were in the way.
Unit of the Game: Ironblaster.


Oh, and as always, a serving of awesome picture:

Battle Report, Dark Elves, Ogre Kingdoms, Tomb Kings, Warriors Of Chaos

måndag 9 januari 2012

Batrep! Warriors of Chaos vs Ogre Kingdoms, 2000 points!

Battle Report: Ogre Kingdoms vs Warriors of Chaos 2000 pts
The inevitable has happened. In their greedy quest, the Ogres have turned upon the Warriors of Chaos. It's Ogre against mutated man, Sköll against Hate.

Hello, here's another (un)friendly battle report from Svartblod Gaming, starring Hate, our Warriors of Chaos-player, and Sköll, our Ogre Kingdoms-player. Battle reporter is once again me, The Cornerfag.
Our gamers are currently devising their armylists of total destruction and utter annihilation, whilst I am writing this.
That said, I'll have to once again utter a slight warning for the haters of unpainted models. Although we strive to complete our forces by our best capabilities, Sköll, a very new Warhammer-player, has still some unpainted minis from christmas. For those of you whom have read previous reports including our OK-player, however, will probably be satisfied to see that his amount of painted minis have gone up... a little.
Anyways, here's our first contestant:

Ogre Kingdoms List:
Lords:
Slaughtermaster lvl 4:
-Ironfist, Greedyfist, Grut's Sickle.

Core:
18 Ironguts
-Full Command, Dragonhide Banner.

Special:
3 Mournfang Cavalry
- Full Command, Heavy Armour, Ironfists

8 Leadbelchers
-Thunderer, Bellower

Rare:
Thundertusk

Pre-game interview: Sköll:
What is your game plan?
Sköll: Yeah, uh... Game plan... Yeah, no... Well, unlike when I faced Vampire Counts last week, I hope to be able to place my units in a way that seems legit.
...
Well, I don't really know what units he uses, not so aquainted with WoC so... I know something about Wizards, a guy on a Juggernaut, but...
TC: So you don't really know what he's capable of doing?
Sköll: Correct.
(Hate: Close the door!)

What are your hopes?
Sköll: That the Gutstar does what it's supposed to do, and the mammoth doesn't die like it usually does. You know, get a charge or something.
TC: And that's pretty much all your important units?
Sköll: Yep.

What are your fears?
Sköll: That he's gonna win. Or, well, that he win bigs and makes me look bad. I want to at least show him what I can do.
TC: That's the spirit.
Sköll: I'm also a bit afraid he'll get mad and throw dices at me. I've gotten damaged before, you know.

So, do you have any plan to counter his units?
Sköll: The Gutstar will counter everything.
TC: Good.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Sköll: The Leadbelchers, I hope they'll... Bah, kidding, Ironguts ofcourse. I hope they'll execute some of his little men.
TC: Sounds good. You're free to return to the battlefield.

Warriors of Chaos List:

Lords:
Sorcerer Lord, lvl 4
-Mark of Tzeentch, Talisman of Preservation, Powered Familiar, Enchanted Shield, Biting Blade, Conjoined Homonculus

Heroes:
Exalted Hero
- Battle Standard Bearer, Mark of Khorne, Juggernaut, Sword of Battle, Helm of Many Eyes

Chaos Sorcerer, lvl 2
-Dispel Scroll, Book of Secrets, Third Eye of Tzeentch

Core:
24 Chaos Warriors
- Additional Hand Weapon, Mark of Khorne, Standard Bearer

24 Chaos Warriors
-Shield, Mark of Tzeentch, Standard Bearer

5 Chaos Warhoundss
5 Chaos Warhounds

Special:
5 Chaos Knights
-Mark of Khorne, Standard Bearer

Pre-game interview: Hate:
What is your game plan?
Hate: To win.
TC: I'm not even surprised. I'm just gonna skip to the interesting questions.
Do you have any fears? Except losing?
Hate: Actually, no.
So, do you have any plan to counter his units?
Hate: Well, not really, but I'm running my classical list and hope it holds. From what I understand he only has a few units, so I'll just... I don't know... Uhm... Focus force upon his biggest unit, the... Gutstar? Hit him hard where it hurts. I've got some magic and such for the other, lesser units.
For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Hate: The classical Exalted Hero on a Juggernaut. He's such a good guy, always gets the job done.
TC: Sounds great. Off to the battle with you!d

Pre-game info:
Mission:
Our usual let's-just-have-a-killfest.
Magic:
Warriors of Chaos:

Lvl 4: Uses Lore of Tzeentch. (2) Baleful Transmogrification, (3) Pandemonium, (4) Treason of Tzeentch, (5) Call to glory
Lvl 2: Uses Lore of Death. (S) Spirit Leech, (5) The Fate of Bjuna. Book of Secrets grants Pit of Shades. (TC: Wow. Well, what do you know.)

Ogre Kingdoms:
Lvl 4: Uses Lore of the Great Maw. (S) Spinemarrow, (2) Bullgorger, (3) Toothcracker(5) Trollguts



Roll-off:
Hate wins the roll, forces Sköll to deploy first.

Terrain set-up:
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

Deployment:
Since Sköll only has 4 units, and has to deploy first, Hate places his two Warhound units first (much to Sköll's chagrin), gaining a weightly advantage during the deployment.
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

1st turn WoC:
Both Frenzies fail, but BSB fixes that problem.
Movement:
Hate measures closely, careful not to get to close to the Thundertusk with his important units.
Warhounds rush up block / redirect the Thundertusk, and the other Warhounds block / redirect the Gutstar. Warriors walk up, Knights prepare to flank the Thundertusk.
Magic:
Winds of Magic: 6 and 1, +2 from Familiar and Book, counting in at 9 PD, 6 DD.
First off: Treason of Tzeentch with 3 dice. Gains 15. 3 Dispel Dice also gets 15. Phew!
Next up, Pandemonium! 2 Dice, exactly 9. 2 Dispel Dice, exactly 9.
Hate: Time to reign with my magic.
4 Dice on pit of Shades... Result: 12. A fail. Sadly.
Close Combat: Nope.

2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

1st turn OK:
Movement:
Gutstar charges Warhounds successfully.
Leadbelchers move to peek around the corner of the house. Mournfang place themselves in front of the ruins
Magic:
Dices come up 4 - 3. A good roll. 7 PD, 4 DD.
First up, Trollguts. (I hate that spell...). Extended, on 6 dices. Didn't get his Irresistable, but got a score of 22. Dispel Scroll'd, lul!
Spinemarrow on one measly dice. It got dispelled. Hah!
Shooting:
The Thundertusk spews his ball of ice upon the Warriors, but scatters 10" upon the Hounds in combat, killing two. Harpoon misses the wizard, bear-trap.
Leadbelchers belch the lead upon the MoT WoC, 8 hits. 4 Wounds, 3 die.
Close Combat:
18 Ironguts vs 3 Warhounds. PLACE YOUR BETS!
The hounds died. A free reform almost gives Carl a free flank charge, but, after asking me (as an unaligned judge), luckily not
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

2nd turn WoC:
Movement:
Knights, with the Hero on a 'naut into the flank of the Thundertusk (after a long charge through the woods).
Warhounds flank charge the Gutstar, MoT-warriors frontcharge the Gutstar, MoK-warriors charge the Gutstar. Danger, danger. This is the combat that will determine the outcome of the game, I believe.
Magic:
The winds come up 4 - 2, a channel and +2 Dice later and the final score is 9 PD, 4 DD.
First up, Treason of Tzeentch on the Leadbelchers. Sköll let's it through. 5 Wounds are caused. The Leadbelchers are rolling hot!, against themselves.
Next: Pandemonium. Sköll fails to dispel it with 2 dice.
Call to Glory! on 3 dice. Sköll let's it through.
Final spell, a failed Transmogrification.
Close Combat:
The Exalted Hero has to challenge, and indeed does. Sköll does not accept, and Hate pushes the Slaughtermaster to the back row.
Thundertusk vs Knights: ASL vs ASF lets the 'NautHero strike at his own initiative, which is before the Tusk. 2 Wounds made.
The it strikes back, 4 attacks, 1 wound, 1 dead Knights. The riders of the Thundertusk wack some flies instead.
The Knights... megafail. All 7 hits roll 3 or less. Juggernaut bites for one more wound.
The Thundertusk flees in horror a whole 4", and the Knights chase it down by running 6". Swiftly.
Now, for the important stuff. MoK-warriors dish out 25 attacks, 14 hits, 6 wounds. Sköll passes three 6+ saves. It's the battle of luck vs bad luck.
The newcomer Exalted Hero causes 2 wounds.
MoT-warriors dish out 13 attacks, ending in 4 wounds, one which was saved.
Now... for the WARHOUNDS! 5 attacks, 4 hits, 1 wound! Not saved, and it was the final wound on one Irongut. Good doggies.

Now, the retaliation!
24 attacks against the MoT-warriors, 13 hits, all of them wounding. Hate, hoping for a
shred of luck, rolls his 6+ / 5++ saves... 7 Warriors die.
Then 21 attacks on the MoK-Warriors, 9 hits, 7 wounds, 7 dead.

Hate loses combat by two, and even with the aid of a BSB does his MoT-warriors flee. But his MoK-warriors hold their ground. So does the ever faithful Warhounds.
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

2nd turn OK:
Movement:
Mournfang move slowly up on the Arcane Ruins. Leadbelchers move around the house.
Magic:
Winds of Magic: 4 - 4, and no channels.
Trollguts cast on 6 dice (forcing Irresistable?). Though no IF, he got a score of 20. Carl does not manage to dispel, even with all 4 dice.
Spinemarrow with 2 dice gets through.
Shooting:
20 shots of Lead on the MoTs, 9 hit and 4 wounds. One is save, three die.
Close Combat:
Things are looking grim for Hate... I hope he manages to survive this round in able to get the Knights charge in the rear.
20 attacks from the Frenzy-less MoK-warriors. 17 hits, 12 wounds. The tide of luck seems to have turned. But 12 saves later, 5 wounds remain.
Ironguts make 25 attacks, 14 hits, all wounds.
Skip forward a bit. The lonely surviving MoK-warrior flee, and warhounds flee. The Ogres pursue, killing the lone MoK and getting into combat with the MoTs.
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

Hate accepts his defeat here. The MoTs are going to die, and the Knights can't carry this by themselves.


Redux:
Hate: First and foremost, I need Halberds against that Gutstar. So I'll make sure to get some of those.
Other than that, I can't say there's anything I could've done differently. I think I did the right thing charging the Thundertusk, and going all in against the Ironguts. It was a gamble, and I lost.
It's a pity the Pit of Shades didn't through. I'm probably going to run a Lore of Shadow-wizard against Ogres in the future.
Other than that, there's not much to say. Didn't happen much besides the epic battle in the middle. But I'm happy it turned out to be a game not based as much on luck.
Model of the game: Exalted Hero on Juggernaut. As always. He's pretty cool, and no one else managed to do anything.

Sköll: It was an even match, a pity the Thundertusk died as usually (though it's really just a decoy!). The Leadbelchers got their shots, and the Gutstar won the game at me. It's a good thing it was a fair game though. No dice where thrown, and I got to show what I am capable of.
I should have more units, so that I can place them more strategically. And I shouldn't be so careful with the Mournfang. Other than that, I'm all good.
Unit of the game: Mournfang, they rode so beautiful, and the one-legged hornblower remained a one-legged hornblower, and nor did any one of them die.

Meanwhile, in the Mournfang corner...
2000 Points, Battle Report, Ogre Kingdoms, Ok, Warriors Of Chaos, Woc

Overall, a great game, together with the obligatory handshake:
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måndag 24 oktober 2011

Payback at Bärnstensvägen! Ogre Kingdoms & Tomb Kings vs Warriors of Chaos & Dark Elves!

Battle Report - Payback at Bärnstensvägen
Having been utterly humiliated, the Tomb King Erik has decided to reclaim his lawn with the help of the mercenary ogre band of Chaos Grinders, lead by the cruel Tyrant Sköll, to kill the Chaos Warriors.
The Chaos Warriors leader Hate however shall not be found unprepared for their assault, and creates an unholy pact with the sadistic Dark Elf Queen Philippa.


Note: Well, another friendly game in my gaming group. 2v2, one new player on each side. You'll see some grey minis and some proxying, but I hope you can stand that. It's the second game for one of the new guys, and the first for the other! So I hope you don't mind.
If you really do mind, and can't stand the sight of grey minis or proxying, then please don't read any further.
If you don't, then feel free to go on reading ^^
The teams are Ogre Kingdoms and Tomb Kings vs Warriors of Chaos and Dark Elves, 1500 pts per player.
The proxies are a a Troll proxying a Irongut, and 3 Tomb King Chariots as well as a Warsphinx proxying 4 Mournfang Cavalry.
Oh, and we play the alliances as trusted, but we can't be arsed using the fragile alliance rule. We simply ruled them as trusted, so we won't have any rules-questions mid-game.

Pre-game interview:
Ogres - Tomb King (Bone Gnawers)
What is your game plan?
Erik: Not to die as fudging hard. Just like last time. Hopefully things will go better with the Ogre pawnch.
Sköll: I'll be true to my faction and follow my gut feeling. Ohyeah.
Me: So basically, Erik does what he always does while Sköll kills everything?
Erik: Yeah, pretty much. My plan is to stand there and get hurt while Sköll manages to hurt the opponents.
*Sköll giggles*
Me: Okay...

What are your hopes?
Erik: Yet again not to die as fudging hard, maybe even with the slight possibility of winning, depending on the Ogre hitting power.
Sköll: I just want to make Erik happy.

What are your fears?
I'm not even gonna bother to write Eriks answer because you already know it.
Sköll: To get too many hits in my guts.

So, do you have any plan to counter his units?
Erik: Ironguts go kill the Hydra and Chimera while Leadbelchers shoot the soft parts (extrahandweaponguys and the likes) or some annoying Dark Elf sh*t. The Skeleton horde goes anvil while Tomb Guard stand beside them and try to do something... for a change. Necropolis Knights go butthunting from beneath the sands, possibly to kill the BIG UNIT. Oh, and to kill the Dark Elf Sorceress, so I'll be able to do ANYTHIIING with my MAGIIICCSSSS!
Me: Anything to add Sköll?
Sköll: I'll just make sure to follow orders, so I'll get paid later.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Erik: So yeah, my favourite unit is my Skeleton Horde, because it's painted and beautiful! However, they don't do anything (Me: So skeletons are just like the goggles? Lol.) So I'll just hope they'll survive.
Sköll: My favourite unit is the Tyrant (proxied by a Butcher), because he's fudging bloody and got a cool sword. I hope he'll kill something for dinner.

Chaos Warriors - Dark Elves (Team Satan)
What is your game plan?
Hate and Philippa in unison: To win.
Me: Anything more specific..?
Hate: Well, to destroy... annihilate... eradicate... obliterate... exterminate... and purge.

What are your hopes?
Philippa: To win!
Hate: Victory.
Philippa: And hopefully it'll go well.

What are your fears?
Hate: Philippa.
Philippa: Darn it. Oh well, that's usually the answer to that question...
Me: Any real fear then?
Hate: As in the opponents? Well... no.
Philippa: I'm fearing they'll kill my Hydra. I mean... it's my Hydra...

So, do you have any plan to counter his units?
Philippa: I got a Hydra. Other than that, I really don't know.
Hate: No not really. I haven't faced Ogres before, so I made a pretty generic take-all-comers list.

For a last question, what unit of yours is your favourite, and what do you hope it will achieve?
Philippa: Corsairs. Heh, nah just joking. Hydra. I mean, Corsairs are good-looking, but Hydra. And I hope he'll feed until he's full. Oh, and I like my Cold Ones too!
Hate: I would say my Chaos Lord. The very same that in the previous battle had the Eyes of the Gods upon him, even though he only was a meager Exalted Hero. And he still got his Juggernaut.
Me: So what do you hope he'll achieve?
Hate: Is that even a question..? To kill is the answer. Bloodshed.

Lists:
Ogres:

Lord:Tyrant w/ Ironfist, Sword of Anti-Heroes, Gut Maw, Giantbreaker - The General
Hero:Bruiser w/ Dragonhide Banner, Ironfist, Heavy Armour, Battle Standard Bearer
Core:6 Ogres w/ Ironfists, Full Command
6 Ironguts w/ Full Command, Banner of Eternal Flame
Special:4 Leadbelchers w/ Thunderfist
Rare:4 Mournfang Cavalry w/ Heavy Armour, Ironfists, Full Command

Tomb Kings:
Lord:
Liche High Priest lvl4 w/ Dispel Scroll, Scroll of Mighty Incantations
Hero:Tomb Prince w/ Armour of Silvered Steel, Dragonstone Pendant, Great Weapon - The general
Necrotect
Core:48 Skeleton Warriors w/ Shields, Spears, Full Command
15 Skeleton Archers
Special:20 Tomb Guards w/ Full Command
3 Necropolis Knights w/ Entombed Beneath the Sands
Rare:Casket of Souls

Dark Elves:
Lord:
Supreme Sorceress lvl4 (Shadow Magic) w/ Sacrificial Dagger, Dispel Scroll, Ring of Darkness
Hero:Master w/ Armour of Darkness, Crimson Death, Cold One - The General
Core:20 Corsairs w/ Additional Hand Weapon, Full Command
16 Crossbowmen w/ Full Command
12 Spearmen w/ Full Command
Special:Cold One Knights w/ Standard Bearer, Dreadknight
Rare:Hydra
Chimera (We let her play the Chimera because why not?)

Warriors of Chaos:
Lord:
Chaos Lord w/ Mark of Khorne, Juggernaut, Helm of Many Eyes, Sword of Bloodshed - The General
Hero:Exalted Hero w/ Battle Standard Bearer, Armour of Silvered Steel, Additional Hand Weapon
Chaos Sorcerer lvl2 (Lore of Fire), Powered Familiar
Core:15 Chaos Warriors w/ Mark of Tzeentch (MoT), Shields, Standard Bearer
15 Chaos Warriors w/ Additional Hand Weapon (AHW), Standard Bearer (Banner of Rage)
Special:5 Chaos Knights w/ Mark of Khorne, Standard Bearer

Pre-game:
Mission: Battleline.
Roll for magic:Tomb Kings has the Killing Blow Spell, the Protection Spell, the Attack Spell, the Movement Spell.
Warriors of Chaos has The Piercing Bolts of Burning, Fireball.
Dark Elves has Enfeebling Foe, The Withering, The Penumbral Pendulum, Pit of Shades.
Terrain:The terrain, with a pretty hydra in a pretty garden:
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Deployment:
Roll-off:
Team Satan wins the roll off and lets Bone Gnawers deploy their first unit first.
The Casket of Souls is deployed on the northernmost hill.
Team Satan insults the other team ("JUMP IN YOU FUDGING FOOLS!") while placing 15 MoT Warriors rather south, about 6 inches from the south hill.
Bone Gnawers places Skeleton Horde with Tomb Prince very centrally.
Chimera flies down close to the northern forest.
Skeleton Archers march up diagonally behind the Horde (And I dare assume this is to cast support magic).
Chaos Knights go to support the MoT Warriors, south of them.
Tomb Guard with Necrotectare placed on the other diagonal from the Archers (for moar support magics).
Crossbowmen walk up next to the Chimera. (And by now, it starts looking like it will be Tomb Kings vs Dark Elves and Warriors of Chaos vs Ogres... It seems pretty split up).
Ogres with Tyrant and Bruiser get's deployed straight forward from the Chaos Knights and MoT Warriors.
MoK Warriors then cover the Knights' other flank. Either that, or they'll just be in their way, it seems to me.
Leadbelchers are the next to get to the battle, positioning themselves south of the generic Ogres.
The Hydra gets driven forth in front of the house's garden (in which it is standing in the terrain picture. Personally I just think it wanna go home there again, but the mean Tomb Kings chased it out of there!).
Suddenly, wild Liche Priest appears! In the archer unit. Wow, I'm so surprised.
Hate deploys the Lord on Juggernaut in between the Chaos Knights and MoT Warriors, as a part of the Knight-unit. Straight in the sight of the Tyrant with Giantbreaker. Awesome challenge ensues.
Ironguts are placed on the other side of the woods from their fellow Ogres.
Corsairs are the next up, getting placed... Wait what, they are placed on the CHAOS SIDE OF THE BATTLEFIELD OMG! This is actually the first unit to be placed this way, every other unit has been grouped up with their brethren. And the Corsairs are straight ahead of the Ironguts.
Next skeleton chario-- err, Mournfang Cavalry, are placed (in an attempt to imitate the Dark Elf feat) beside the Tomb Guard. Not sure what they aim to do though. Kill the Chimera?
Now, only Team Satan have units left to deploy.
Exalted Hero go hugging the MoK Warriors. El wizardo of chaos goes to assure the Crossbowmen act nicely and join their unit. North of the Chimera, Dark Elf Spearmen move into position with their Supreme Sorceress while Hate goes searching for his family. I mean familiar. And then the Cold One Knights with Master place themselves even more north. Though what they're doing there I have no idea. They'll stand no chance against the Mournfang...
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Team Satan win the roll for deciding who gets the first turn, and decide that Bone Gnawers go first.

Turn 1 (Bone Gnawers):
Movement:
Forward is a good song by Angels and Agony imo (We go forward, forward~). Also, it well describes what happens. Skeleton Horde, Archers and Tomb Guard go forward. This is also true for generic Ogres, Leadbelchers, Ironguts and Mournfang Cavalry.
Magic:
Roll is 6 - 3, Casket of Souls grants 1. So 10 Power dice, 6 Dispel dice.
First spell in the air is the Movement Spell, successfully cast and moving the Skeleton Horde, Tomb Guard and Archers even more forward.
Next up: Extended Protection Spell, which is dispelled by Philippa.
Casket bound spell kills 2 Spearmen.
Shooting:
Leadbelchers, go! Firing at the Chaos Knights, but three wounds does not manage to kill any of them.
Skeleton Archers kills two Crossbowmen.
Close Combat:
Nope.
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Turn 1 (Team Satan):
Movement:
Charging attempts!
Chimera say ROAR and tries to charge the Tomb Guard. A swiftstriding 17" seals the deal.
And yet again everything goes forward. Except for Cold One Knights, who just wheel a little and then back up away from the Mournfang. The Supreme Sorceress' Unit seeks shelter in the woods, while crossbowmen simply hold their ground.
Magic:
4 Power Dice, 3 Dispel Dice. Powered Familiar grants another Power Dice, and so it's 5 vs 3.
First cast is Power of Darkness, granting 1 extra dice. 6 Power Dice, 3 Dispel Dice.
Pit of Shades is then cast on all 6 dice, but is promptly sucked up by a dispel scroll.
Shooting:
Crossbowmen fire their awesome volley of bolts at the "clusterf*ck" as Philippa lovingly described the Skeleton Horde. Pew pew! Actually, that's a lot more pew than I thought. 4 Wounds, and three 6+ saves saved later, 1 Skeleton die.
Close Combat:
CHIMAERARAREARAREA gets attacked. 13 attacks, and 6 of them wounds as Philippa begin to despair. However, saves keeps the Chimera alive with one wound. The Chimera exacts vengeance by killing 4 and then stomping 5 for a total kill streak of 9. Combat resolution kills another 6 of the Tomb Guard. Sweet.
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Turn 2 (Bone Gnawers):
Movement:
And now is the charging turn.
Mournfang charge the Supreme Sorceress and spearmen. Generic Ogres charges Chaos Knights. Ironguts charge corsairs.
Mournfang fail though. Ogres fail too. And even so the Ironguts.
EL CHARGOS DE LA MUERTE. 'Cept notrly.
Skeleton Horde shuffle forward, while Leadbelchers moonwalk to the side in behind the forest.
Magic:
6 - 1, Casket give 3. 10 Power Dice, 6 Dispel dice.
First off, the Attack Spell on the Tomb Guard, with 3 dice. All 6 Dispel dice go to stop it, and stops it indeed.
Next up, the Protection spell. Fail by 1 point, and concentration is broken!
Luckily, the Casket is there to provide a Power Dice dump, killing another 2 Spearmen.
Shooting:
Archers and Leadbelchers fire at Crossbowmen and MoT Warriors respectively.
Archers down another 3 Crossbowmen, while Leadbelchers fail to do anything at all.
Close Combat:
Ohshiiit, will the Chimera make it? Erik rolls... One wound exactly! AND THE SAVE FAILS NOOOOOOOOO! Chimera dead.
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Turn 2 (Team Satan):
Movement:
Charges:
Chaos Knights charge the generic Ogres. Personally I'm in favor of this, to witness the Chaos Lord facing the Tyrant. Ohyeah. And they succeed on their range! WOOH!
Regarding the movement, Hydra does not go back into its garden as I wanted it to (My friends tell that it's a naughty Hydra :c ), but instead choose to go alongside the fences and BURN THE SKELETONS! KILL THEM WITH FIRE! It actually ends up just an inch beside the Skeleton Horde, so they won't be able to charge it. Nice.
Sorceress' unit backs away from the Mournfang. MoK Warriors move up to the fence and spy into the garden at some unsuspecting pretty flowers. Cold One Knights does some weird side-dance.
Magic:
3 - 1 (again). Power of Darkness gets dispelled.
So it's 3 dice vs 2 dice now.
So what do you do? You do a IRRESISTABLE MISCAST PIERCING BOLT. At the Skeleton Horde, killing 6 of them.
Now for the miscast. Magical Feedback, 'tis, causing one wound on the Sorcerer and Sorceress.
Shooting:
Hurr durr Hydra flame. S5 Flame hitting 32 models. Wait wat. Eight of the dice are 1's though, so only 24 of the Skeletons die. And few of them remain.
Let's see if the Crossbowmen can keep up with the efficiency of the Hydra then.
Well, no. 3 wounds caused, three 6+ saves saved. Erik got some luck yo (except for that broken concentration thing, but oh well..).
Close Combat:
Lord challenges the Tyrant, who has to accept! Tyrant takes one wound, and is now punching back. I feel like the Lords demise is near. But the Chaos Lord saves both of the S7 wounds he got. So the Juggernaut bites back, adding another wound to the Tyrants lost wounds total.
Now for the units: Warriors roll their attacks with a grunt of disapproval from Hate, and to wound with a short shout of disapproval. And horses bite too. But they actually manage to slay two Ogres, who cannot into killing (i.e. they kill nothing!).
And Ogres break! And get run over, wat?! Well... That's the Ogres, and Tyrant.. And Bruiser Battle Standard Bearer. Yeah...
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Turn 3 (Bone Gnawers):
Movement:
Charges:
Ironguts fail their charges yet again, stumbling forward. Mournfang Cavalry too. Hurr durr... Is it just me, or is the Cold One Knights / Mournfang Cavalry flank war pretty lame?
Anyways, the bold Tomb Guard charge the Hydras flank! Excitement!
Leadbelchers turn towards the Chaos Knights.
Magic:
12 Power Dice, 6 Dispel Dice.
First up, Extended Protection Spell with a barely success! After some consideration, they decide to use their Dispel Scroll instead of dispelling.
So a movement spell is cast, and dispelled by 2 dispel dice.
Now, the Killing Blow Spell, and it gets through. Some Skeletons are raised, and this is followed by a Mighty Incantation-Attack Spell, Irresistably Miscast. Some wounds are regained, and the Liche Priest loses one wound.
Shooting:
Leadbelchers shoot they Knights they face, killing one of them. Sköll as raging at the damned Knights by now.
Archers however unleash a MIGHTY VOLLET OF (UN-)DEATH, killing two spearmen.
Close Combat:
Hydra handlers strikes! 4 attacks, 4 hits, 3 wounds, 2 dead. Fair, I'd say.
Retaliation! 1 Wound, saved, from the Tomb Guards.
HYDRA MAD! And by mad I mean killing Tomb Guards mad.

And now, with the Tomb Guard pretty much dead, the proud Tomb King finally realise his defeat and concedes. Bone Gnawers no longer see any chance to win this. They are severely weakened, forgot their Entombed Beneath the Sands and stand in a generally impossible position. The Hydra will Flank Charge the Skeleton Horde. Both the Chaos Warrior units are totally unharmed. Cold One Knights are too, and Chaos Knights pretty much. Ironguts won't handle the Corsairs and Chaos Warriors by themselves. So it's a concede.

Redux: What do you consider your biggest mistake? What have you learned?
Erik: No forgetting Entombed Beneath the Sands. Use Halbers on Tomb Guard. But they killed a Chimera. I'm proud of them.
Sköll: I held back too much, no holding back. I need to go for the guts, with the guts. I'll have to move farther ahead, and not being afraid of getting charged. The Mournfang Cavalry showed this very well.
Hate: I made some wrongs in the first magic phase. We should have done better and thrown some fire magics. I've gotten some basic understanding of Ogres. And Hydras are good.
Philippa: Hydra.

In my opinion though, this battle was won by some excellent manouvering more than dumb luck. Sure, some luck was had on both sides, but in the end the manouvering, particularily that of the Hydra to kill the Skeletons and keep the Mournfang away was the game-winner.
However, most importantly of all, the Hydra returned home.
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