I'm a, now permanent, fill in for a pretty good escalation league, that being said, it’s no holds barred & completely blood thirsty. These guys are building to their strengths & exploiting every advantage they can squeeze out. They have much more eighth edition exp than I do, but I have the models to play any list I can come up with. I could face any of these armies at any given time; the races within the league are as follows:
Empire: 1,300 pt gun line list that beat me un-mercifully. (More gamey, less friendly)
Vampire Counts: 1,300 HtH Vamp, Vargs, ghouls and a massive screaming bat. (More friendly, less gamey)
Ogres: Fast moving HtH with Artillery to back it up. (More friendly, less gamey)
Warriors of Chaos: So far undefeated. Hell cannon, Heavily armored warriors & HUGE unit of marauders. (ALL game, 0 friendly)
Skaven: The kitchen sink (all game)
I’ve only played the one time so far, and I recognize some of the mistakes I made in the first game, so that will remain a work in progress for now. As far as what I can field I have the following:
Dragon mounted Lord/Hero
Dark Peg riding sorceress
Dark Peg Lord/Hero(The conversion is still WIP, need a good set of wings)
3 foot sorceresses
1 foot lord/hero
2 COB’s
Assassin
50+ spears
40+xbows
40+Corsairs
25 Dark Riders
10 Harpies
20 Witch Elves
20 Shades
25-30 Execs
20 Cold one Knights
2-4 Cold one Chariots
40 Black Guard
2 Bolt throwers
2 Hydra’s
The list I was leaning towards is the following, but I’m hoping to make it nastier keeping in mind that I don’t know what I may be up against on the 13th of Oct:
Leaders:668pts
Dred on Peggy with AoD, Dawnstone, Whip of Agony. 290pts
Lvl 2, Pendant, Tome of Furion & Dark Peggy for 235pts
Master BSB w Sword of Might, Ench Shield, full mundane 143pts
Core: 481pts
49 Spears, FC, 309
5 DR’s w music, 117pts
5 Harpies 55
Rare: 350pts
2 x Hydra’s 350pts
Total points: 1,499
Empire: 1,300 pt gun line list that beat me un-mercifully. (More gamey, less friendly)
Vampire Counts: 1,300 HtH Vamp, Vargs, ghouls and a massive screaming bat. (More friendly, less gamey)
Ogres: Fast moving HtH with Artillery to back it up. (More friendly, less gamey)
Warriors of Chaos: So far undefeated. Hell cannon, Heavily armored warriors & HUGE unit of marauders. (ALL game, 0 friendly)
Skaven: The kitchen sink (all game)
I’ve only played the one time so far, and I recognize some of the mistakes I made in the first game, so that will remain a work in progress for now. As far as what I can field I have the following:
Dragon mounted Lord/Hero
Dark Peg riding sorceress
Dark Peg Lord/Hero(The conversion is still WIP, need a good set of wings)
3 foot sorceresses
1 foot lord/hero
2 COB’s
Assassin
50+ spears
40+xbows
40+Corsairs
25 Dark Riders
10 Harpies
20 Witch Elves
20 Shades
25-30 Execs
20 Cold one Knights
2-4 Cold one Chariots
40 Black Guard
2 Bolt throwers
2 Hydra’s
The list I was leaning towards is the following, but I’m hoping to make it nastier keeping in mind that I don’t know what I may be up against on the 13th of Oct:
Leaders:668pts
Dred on Peggy with AoD, Dawnstone, Whip of Agony. 290pts
Lvl 2, Pendant, Tome of Furion & Dark Peggy for 235pts
Master BSB w Sword of Might, Ench Shield, full mundane 143pts
Core: 481pts
49 Spears, FC, 309
5 DR’s w music, 117pts
5 Harpies 55
Rare: 350pts
2 x Hydra’s 350pts
Total points: 1,499
So this Sat I got to the event with the final list in the thread and could have faced; Ogres; Empire; Skaven or Chaos. Chaos was just finishing off the Rats & the Ogres were evenly matched against the Empire, but I believe the Ogres eked out a win.
The Chaos player was still undefeated (he has two draws) to this point and everyone wanted to see him go down and pushed us together to face off. Was a very lucky day from the get go. I rolled to deploy terrain, sides & placement. I set up a bottleneck using a house just outside of my deployment left flank & forest just out of deployment on the right. I put a hill on the right inside of my deployment (first mistake) not remembering that we still had to roll for sides, though it didn’t matter in the end. I also rolled for a pitched battle (whatever the new name for it is). There was a forest in his left & right flank deployment. It was set up in a way as to filter his units into my bottleneck.
I put my spears into the receiving end of the bottle neck flanked by the hydra’s hiding behind the building & forest. The DL sat behind the building & the lvl 2 sat behind the forest. My Harpies & DR sat on the far left flank using the forest in the Chaos deployment area as a kind of partial shield from the Hell Cannon as it was placed just behind/beside it. I was very happy to only to have the Spears in threat of the Cannon, but in the end I got first turn and didn’t worry about it much.
His deployment, from my left to his right:
1 unit of 10 Khorne warriors, 1 unit of 10 Warriors(frenzied) with a caster of Tzeench, Hell Cannon in the center closer to his table edge, a horde of 40+ berserkers (whatever they are called), all sitting between the two forests and a unit of 10 Chaos knights on the far right.
1st turn: I move my DL, Sorc, as far up as possible to his lines. The DR’s and harpies move to piss with his Khorne warriors. They passed the leadership and all subsequent, so it became a moot point. Moved the DL in front of a warrior unit to put something between him & the Cannon & advanced the Hydra’s around the buildings and forest. Forgot to shoot with my DR’s as I was so excited for the spell phase (I had Doombolt, Soul Stealer & Black Horror). I cast Power of Darkness and got 4 dice(4 out of 6 rounds with the other two giving me three). I cast Doombolt on the knights killing one. Then Soul Stealer, which he failed to dispel, onto his horde. 22 total wounds out of 45. The blood ran from his face seeing his unit almost cut in half after the first turn. I then cast Black Horror onto his knights; he failed to dispell but passed his tests. No combat.
Chaos 1st: Turn he Charged the witch with his berserkers, who fled a whole 6 inches, but he still failed his charge. He charged the DR, I fled drawing him out into the left flank where the plan was to run him in circles with the harpies & DR’s. The unit of Knights tried to charge the Hydra also failing. He advanced with the last unit of Warriors. His magic phase was un-interesting though his spells were nasty(Lucky as my Witch was fleeing). The 6th in the shadow lore(never got it off). A spell that made me miscast on any double as well as cause my units to survive on their own leadership(Went through) and a third one that would make a whole unit disappear on a strength roll of 11-12 (also never went off the whole game). His shooting was as nasty as I assumed it would be. He shot at my spears and caused 12 wounds, just enough to cause a panic test on the units LD as I couldn’t use any army Characters LD. We passed, but a small template hitting 22 guys is NASTY!
2nd turn: I fail to rally my DR and they flee again. The witch Rallies. I successfully charge my Hydra into his Knights, killing a couple, but brake from combat to be chased down. I charge my DL into combat with the Cannon killing the crew (the DL was in combat till turn 5 with this thing). I charge my other Hydra into the unit of 10 Warriors killing 3, taking two wounds and barely holding. Not so hot for my Hydra’s. Lesson: Attack with them as support to other fights only. I moved my harpies behind the Warriors thinking it would still affect the Frenzy, I was wrong. The Witch moved behind the berserkers but had a much less active magic phase, failed to dispel the RIP spell and lost all of her dice.
Chaos 2nd turn: His knights are well into my deployment with a forest between his knights and my Spears, so he has to march in order to get them in his sights. The Beserkers fail to hold their frenzy and fail a charge at my spears. The unit with the wiz moves towards the spears. The out of place unit of warriors re-face the spears. Magic fails. No shooting. Combat sees a wound come off of the cannon.
3rd Turn: I rally my DR and end up Marching them into 12 of the leftmost warriors. I move my harpies right behind the warriors. I charge my spears (needed a 9 to get into combat, rolled boxcars. There was no way I was going to risk getting hit by the remaining Knights) into & break his Berserkers and re-face them to hit the flank of his canon. The DL takes 2 wounds off of the Cannon. The Witch flys behind the unit of Warriors with the wiz, but doesn’t do more that take a warrior down.
3rd Turn Chaos: He has to play catch up with his knights again and position facing the spears. The combat DL/Canon sees another point of damage come off of the cannon (2 left). The unit with the wiz turns to face the witch. The 2nd group of warriors charges the DR I decided to SaS taking out 5 warriors before evaporating. He elects to turn in place to face the Harpies.
4th Turn: I move the harpies in order to draw the Warriors further into no man’s land. I move my witch behind the warriors with the wiz. I charge my spears into the Cannon, and lose a handful to the attacks there(Lesson: Turn around and face the knights, leave the monster alone) The knight takes off one more wound, only one to go.
4th Turn Chaos: Warriors charge Harpies, who flee to the table edge. Warriors chasing the witch are too busy doing anything so face the DL. The knights move into charge distance of the Spears. The Canon dies, so the DL faces the Warriors and the Spears re-form to face the Knights.
5th Turn: Harpies rally and face the chasing warriors, who are then charged by and destroyed by the DL. The Spears move backwards putting more room between them and the remaining knights. The Witch moves behind the remaining Warrior unit.
5th Turn Chaos: The warriors are unable to charge the DL or the spears and decide to move towards the spears. The knights try & fail a charge on the spears. Again, magic is a non-factor.
We call it there as the Chaos player has to pack up.
DE Losses: 15/49 spears 0 Points. Unit of DR’s 117pts. 2 Hydra’s: 350 for a total of 467pts killed.
Chaos Losses: Horde of berserkers+ 50 for a flag & the Cannon which came in at around 680pts lost.
DE’s Minor victory. Lessons learned: Hydra’s need B/U from another unit, or should be used against cheap infantry if going it alone. Need LOS for frenzy. The witch was a game changer & destroyed the confidence of the Chaos player. Hatred & AP x-bows contributed to some serious de-moralizing, reflected in his being unsure what to do with his knights. He didn’t even really want to move them in the last couple turns for fear of losing the final 2, which I’m sure the Spears could have handled.
The Chaos player was a) Surprised at how fast & mobile the DE’s were, this was the first battle he didn’t just march up to a wall of troops, so didn’t know what to do with units/characters sitting behind his lines harassing him.
b) Felt that this force was tailored to his army and made it known that he builds lists to beat anyone, but in the future will change his marks depending on who he faces. Bit of a poor sport, but I can’t wait to hand him his next defeat now that I know what to expect from his units.
News on the map: The dude I took over for didn’t have a single flag on the board, so I got my first this Sat bringing my total up to 3. The Vamp player has 4, The ogres have 7, while Skaven & Chaos both have 11. As there are no remaining open spaces on the map, it’s imperative that I attack my neighbors to start taking flags, which happens to be Chaos to the North and Skaven to the South, with some sort of 4 tile surprise territory in the center.
I’ll take photo’s of my next battle in two weeks for further clarity. I’m thinking that a highly mobile army is going to work well against both Skaven & Chaos, so for my next 200 points I was thinking of adding another unit of DR’s @ 117 + another unit of Harpies @ 55 leaving me a further 29points to beef up the master. List for the Nov 10th 200pt reserve:
Leaders: 689pts(40%)
~ Dred on Peggy with Armour of Destiny , Dawnstone, Whip of Agony, shield & SDC. 299pts
5 S5 re-rollable AP attacks (Whip +1 Attack, +1 Str with AP) , 2+ re-rollable AS(Dawnstone) & 4+ Ward. T4 (peggy).
~ Lvl 2, Pendant, Tome of Furion & Dark Peggy for 235pts
Extra spell per the Tome, Reverse WS per the Pendant (stronger the attack, the better the save. Str 6 will give her a 1+ ward), T4 (peggy).
~ Master BSB w Crimson Death, Armour of Darkness, 155pts.
3str 6 attacks(crimson death), 1+ AS, Str 6 is -3 to AS, banner from the spears brings it to -5(Armour Piercing).
Core: 469pts(28%)
30 Spears(6x5), leaders w banner of Murder(Armour piercing): 220pts
6 DR’s w music & rbx, 139pts
2x5 Harpies 110pts
Special: 190pts(11%)
19 Witches 190pts
Rare: 350pts(21%)
1 x Hydra’s 175pts
1 x Hydra’s 175pts
Total 1,698
The Chaos player was still undefeated (he has two draws) to this point and everyone wanted to see him go down and pushed us together to face off. Was a very lucky day from the get go. I rolled to deploy terrain, sides & placement. I set up a bottleneck using a house just outside of my deployment left flank & forest just out of deployment on the right. I put a hill on the right inside of my deployment (first mistake) not remembering that we still had to roll for sides, though it didn’t matter in the end. I also rolled for a pitched battle (whatever the new name for it is). There was a forest in his left & right flank deployment. It was set up in a way as to filter his units into my bottleneck.
I put my spears into the receiving end of the bottle neck flanked by the hydra’s hiding behind the building & forest. The DL sat behind the building & the lvl 2 sat behind the forest. My Harpies & DR sat on the far left flank using the forest in the Chaos deployment area as a kind of partial shield from the Hell Cannon as it was placed just behind/beside it. I was very happy to only to have the Spears in threat of the Cannon, but in the end I got first turn and didn’t worry about it much.
His deployment, from my left to his right:
1 unit of 10 Khorne warriors, 1 unit of 10 Warriors(frenzied) with a caster of Tzeench, Hell Cannon in the center closer to his table edge, a horde of 40+ berserkers (whatever they are called), all sitting between the two forests and a unit of 10 Chaos knights on the far right.
1st turn: I move my DL, Sorc, as far up as possible to his lines. The DR’s and harpies move to piss with his Khorne warriors. They passed the leadership and all subsequent, so it became a moot point. Moved the DL in front of a warrior unit to put something between him & the Cannon & advanced the Hydra’s around the buildings and forest. Forgot to shoot with my DR’s as I was so excited for the spell phase (I had Doombolt, Soul Stealer & Black Horror). I cast Power of Darkness and got 4 dice(4 out of 6 rounds with the other two giving me three). I cast Doombolt on the knights killing one. Then Soul Stealer, which he failed to dispel, onto his horde. 22 total wounds out of 45. The blood ran from his face seeing his unit almost cut in half after the first turn. I then cast Black Horror onto his knights; he failed to dispell but passed his tests. No combat.
Chaos 1st: Turn he Charged the witch with his berserkers, who fled a whole 6 inches, but he still failed his charge. He charged the DR, I fled drawing him out into the left flank where the plan was to run him in circles with the harpies & DR’s. The unit of Knights tried to charge the Hydra also failing. He advanced with the last unit of Warriors. His magic phase was un-interesting though his spells were nasty(Lucky as my Witch was fleeing). The 6th in the shadow lore(never got it off). A spell that made me miscast on any double as well as cause my units to survive on their own leadership(Went through) and a third one that would make a whole unit disappear on a strength roll of 11-12 (also never went off the whole game). His shooting was as nasty as I assumed it would be. He shot at my spears and caused 12 wounds, just enough to cause a panic test on the units LD as I couldn’t use any army Characters LD. We passed, but a small template hitting 22 guys is NASTY!
2nd turn: I fail to rally my DR and they flee again. The witch Rallies. I successfully charge my Hydra into his Knights, killing a couple, but brake from combat to be chased down. I charge my DL into combat with the Cannon killing the crew (the DL was in combat till turn 5 with this thing). I charge my other Hydra into the unit of 10 Warriors killing 3, taking two wounds and barely holding. Not so hot for my Hydra’s. Lesson: Attack with them as support to other fights only. I moved my harpies behind the Warriors thinking it would still affect the Frenzy, I was wrong. The Witch moved behind the berserkers but had a much less active magic phase, failed to dispel the RIP spell and lost all of her dice.
Chaos 2nd turn: His knights are well into my deployment with a forest between his knights and my Spears, so he has to march in order to get them in his sights. The Beserkers fail to hold their frenzy and fail a charge at my spears. The unit with the wiz moves towards the spears. The out of place unit of warriors re-face the spears. Magic fails. No shooting. Combat sees a wound come off of the cannon.
3rd Turn: I rally my DR and end up Marching them into 12 of the leftmost warriors. I move my harpies right behind the warriors. I charge my spears (needed a 9 to get into combat, rolled boxcars. There was no way I was going to risk getting hit by the remaining Knights) into & break his Berserkers and re-face them to hit the flank of his canon. The DL takes 2 wounds off of the Cannon. The Witch flys behind the unit of Warriors with the wiz, but doesn’t do more that take a warrior down.
3rd Turn Chaos: He has to play catch up with his knights again and position facing the spears. The combat DL/Canon sees another point of damage come off of the cannon (2 left). The unit with the wiz turns to face the witch. The 2nd group of warriors charges the DR I decided to SaS taking out 5 warriors before evaporating. He elects to turn in place to face the Harpies.
4th Turn: I move the harpies in order to draw the Warriors further into no man’s land. I move my witch behind the warriors with the wiz. I charge my spears into the Cannon, and lose a handful to the attacks there(Lesson: Turn around and face the knights, leave the monster alone) The knight takes off one more wound, only one to go.
4th Turn Chaos: Warriors charge Harpies, who flee to the table edge. Warriors chasing the witch are too busy doing anything so face the DL. The knights move into charge distance of the Spears. The Canon dies, so the DL faces the Warriors and the Spears re-form to face the Knights.
5th Turn: Harpies rally and face the chasing warriors, who are then charged by and destroyed by the DL. The Spears move backwards putting more room between them and the remaining knights. The Witch moves behind the remaining Warrior unit.
5th Turn Chaos: The warriors are unable to charge the DL or the spears and decide to move towards the spears. The knights try & fail a charge on the spears. Again, magic is a non-factor.
We call it there as the Chaos player has to pack up.
DE Losses: 15/49 spears 0 Points. Unit of DR’s 117pts. 2 Hydra’s: 350 for a total of 467pts killed.
Chaos Losses: Horde of berserkers+ 50 for a flag & the Cannon which came in at around 680pts lost.
DE’s Minor victory. Lessons learned: Hydra’s need B/U from another unit, or should be used against cheap infantry if going it alone. Need LOS for frenzy. The witch was a game changer & destroyed the confidence of the Chaos player. Hatred & AP x-bows contributed to some serious de-moralizing, reflected in his being unsure what to do with his knights. He didn’t even really want to move them in the last couple turns for fear of losing the final 2, which I’m sure the Spears could have handled.
The Chaos player was a) Surprised at how fast & mobile the DE’s were, this was the first battle he didn’t just march up to a wall of troops, so didn’t know what to do with units/characters sitting behind his lines harassing him.
b) Felt that this force was tailored to his army and made it known that he builds lists to beat anyone, but in the future will change his marks depending on who he faces. Bit of a poor sport, but I can’t wait to hand him his next defeat now that I know what to expect from his units.
News on the map: The dude I took over for didn’t have a single flag on the board, so I got my first this Sat bringing my total up to 3. The Vamp player has 4, The ogres have 7, while Skaven & Chaos both have 11. As there are no remaining open spaces on the map, it’s imperative that I attack my neighbors to start taking flags, which happens to be Chaos to the North and Skaven to the South, with some sort of 4 tile surprise territory in the center.
I’ll take photo’s of my next battle in two weeks for further clarity. I’m thinking that a highly mobile army is going to work well against both Skaven & Chaos, so for my next 200 points I was thinking of adding another unit of DR’s @ 117 + another unit of Harpies @ 55 leaving me a further 29points to beef up the master. List for the Nov 10th 200pt reserve:
Leaders: 689pts(40%)
~ Dred on Peggy with Armour of Destiny , Dawnstone, Whip of Agony, shield & SDC. 299pts
5 S5 re-rollable AP attacks (Whip +1 Attack, +1 Str with AP) , 2+ re-rollable AS(Dawnstone) & 4+ Ward. T4 (peggy).
~ Lvl 2, Pendant, Tome of Furion & Dark Peggy for 235pts
Extra spell per the Tome, Reverse WS per the Pendant (stronger the attack, the better the save. Str 6 will give her a 1+ ward), T4 (peggy).
~ Master BSB w Crimson Death, Armour of Darkness, 155pts.
3str 6 attacks(crimson death), 1+ AS, Str 6 is -3 to AS, banner from the spears brings it to -5(Armour Piercing).
Core: 469pts(28%)
30 Spears(6x5), leaders w banner of Murder(Armour piercing): 220pts
6 DR’s w music & rbx, 139pts
2x5 Harpies 110pts
Special: 190pts(11%)
19 Witches 190pts
Rare: 350pts(21%)
1 x Hydra’s 175pts
1 x Hydra’s 175pts
Total 1,698
We rolled the watchtower and the Ogre placed a regular unit of guys into the tower, and placement began from there with me denying him the hill for his cannon units.
I had a unit of harpies circling the left flank as my DR’s sat just behind them waiting to Vanguard a few shots into his giant. Just to the right of the DR’s was my first Hydra, flanked by my witch, they were eyeing the unit of two Mournfangs nervously while trying to size up the Butcher unit in order to steal future magic phases. My unit of 30 spears bolstered by a master was in charge of securing the flank of the watchtower. With the possibility of crossing blades with the mournfangs & or a unit of 5 Iron guts & Tyrant they were in for a very un-enviable day. The 20 witches had one objective, and that was to wrest control of the tower from the Ogres & generally carve a swath until they died of blood lust. Here’s where my fear/general ignorance of leadbelchers came to the fore. I placed my Hydra behind a building with the plan that they would act as back-up if the tower fell back out of my control. The Lord was placed in the same place, but had a more proactive role of hitting those blechers one at a time. I made the mistake of being over protective since losing him to one round of combat vs. a hell blaster in my prior game(Psychology is an amazing game changer) as you’ll see.
Vanguard: I move my DR onto the hill towards the Giant. 12 inches away
1st Turn: I declare a charge into the tower by my witches. No other charges.
I move 1 unit of harpies within 3 of the giant and the other within 6 of the Mournfangs.
I pop my witch up behind the forest (but by the way it’s sitting lose my cover to the move & shoot capabilities of the belchers) so that I can cast death spells at the butcher.
The spears adjust frontage so that they can charge a unit hitting it from the left believing that the witches will take it with no issue.
The reserve Hydra held his ground.
The Lord flew to the other side of the field and took cover behind a house just outside of the Ogre deployment.
The witch took two wounds from the butcher..
The DR’s shot @ and failed to wound the Giant. I should note that I placed the harpies in such a way as to draw the Giant off of the table and hopefully the remainder of the game as that flank was to collapse into the center giving him nothing to do but wander into my clean-up detail.
The Witches put a world of hurt onto the unit of 6 Ogres, killing 4 and maiming the 5th(2 wounds) thanks to hatred every single attack hit, 6 of them with poison. He fled. Here’s where the rules for watchtower saved them and it was decided, by the Ogre player & his retinue (6 people booing & hissing at everything Druchii), that the Ogre’s fled out and the witches thundered in, looking in every corner for hiding Ogres. This decision ended up saving his little band of fatties, but cost him the game.
** I’ll get into this now as opposed to later, because I still have questions. Since it was decided that I couldn’t pursue, I naturally held. It was later stated, correctly, that they also couldn’t charge out of the building (Within turn 2 when I stated that I wanted to charge the remaining Ogre’s, in the hopes that they would destroy them and carry forward into the unit of belchers that shot my witch) . So, I can’t charge out of a building & frenzy rules state that a unit must charge if it’s able. So which rule one governs here? It was decided that the witches would resume house sitting until they were cleaned out. This doesn’t seem right to me, even though it worked to my advantage, I didn’t want to win this way. Just because we play with unfriendly lists doesn’t mean I want to abuse the rules to win, can anyone clarify? **
Ogre turn: Giant Charges the Harpies who flee 5 inches to sit right in front of my DR’s. They were placed so that if they fled, they would flee directly towards my DR’s, who I theorized would receive a S’n’S sacrifice dependent on the number of wounds they inflicted in my shooting (not scoring any I would have fled). The giant is now un-able to hit my DR in a re-direct, but feels that since he rolled the distance to hit the DR, should be able to wipe my harpies and negate my S’n’S reaction. Then when the dies down, just takes out my harpies and plants his Giant 1’ away from my DR’s. Another discussion breaks out and he’s forced to move the giant back to where he wiped my harpies out. Works for me, more shooting once I circle around him, which breaks into a discussion about 360 single models.
Mournfangs charge my Harpies, same results. They roll two 1’s and a 2. They are wiped out sit idle out of position.
He moves his Tyrant retinue to the tower, filling the air with insults and bad wind. Both units of belchers move, one facing the exposed with, and the other towards the witch filled tower.
Magic sees him casting a buff onto his Tyrant unit so I could save my DD for his initiative spell which he failed anyway as well as a wound(3).
He shoots at my witch & causes a wound thank-you pendant! The other unit eats 4 witches in the tower. Following are photos of turn one’s end.
I had a unit of harpies circling the left flank as my DR’s sat just behind them waiting to Vanguard a few shots into his giant. Just to the right of the DR’s was my first Hydra, flanked by my witch, they were eyeing the unit of two Mournfangs nervously while trying to size up the Butcher unit in order to steal future magic phases. My unit of 30 spears bolstered by a master was in charge of securing the flank of the watchtower. With the possibility of crossing blades with the mournfangs & or a unit of 5 Iron guts & Tyrant they were in for a very un-enviable day. The 20 witches had one objective, and that was to wrest control of the tower from the Ogres & generally carve a swath until they died of blood lust. Here’s where my fear/general ignorance of leadbelchers came to the fore. I placed my Hydra behind a building with the plan that they would act as back-up if the tower fell back out of my control. The Lord was placed in the same place, but had a more proactive role of hitting those blechers one at a time. I made the mistake of being over protective since losing him to one round of combat vs. a hell blaster in my prior game(Psychology is an amazing game changer) as you’ll see.
Vanguard: I move my DR onto the hill towards the Giant. 12 inches away
1st Turn: I declare a charge into the tower by my witches. No other charges.
I move 1 unit of harpies within 3 of the giant and the other within 6 of the Mournfangs.
I pop my witch up behind the forest (but by the way it’s sitting lose my cover to the move & shoot capabilities of the belchers) so that I can cast death spells at the butcher.
The spears adjust frontage so that they can charge a unit hitting it from the left believing that the witches will take it with no issue.
The reserve Hydra held his ground.
The Lord flew to the other side of the field and took cover behind a house just outside of the Ogre deployment.
The witch took two wounds from the butcher..
The DR’s shot @ and failed to wound the Giant. I should note that I placed the harpies in such a way as to draw the Giant off of the table and hopefully the remainder of the game as that flank was to collapse into the center giving him nothing to do but wander into my clean-up detail.
The Witches put a world of hurt onto the unit of 6 Ogres, killing 4 and maiming the 5th(2 wounds) thanks to hatred every single attack hit, 6 of them with poison. He fled. Here’s where the rules for watchtower saved them and it was decided, by the Ogre player & his retinue (6 people booing & hissing at everything Druchii), that the Ogre’s fled out and the witches thundered in, looking in every corner for hiding Ogres. This decision ended up saving his little band of fatties, but cost him the game.
** I’ll get into this now as opposed to later, because I still have questions. Since it was decided that I couldn’t pursue, I naturally held. It was later stated, correctly, that they also couldn’t charge out of the building (Within turn 2 when I stated that I wanted to charge the remaining Ogre’s, in the hopes that they would destroy them and carry forward into the unit of belchers that shot my witch) . So, I can’t charge out of a building & frenzy rules state that a unit must charge if it’s able. So which rule one governs here? It was decided that the witches would resume house sitting until they were cleaned out. This doesn’t seem right to me, even though it worked to my advantage, I didn’t want to win this way. Just because we play with unfriendly lists doesn’t mean I want to abuse the rules to win, can anyone clarify? **
Ogre turn: Giant Charges the Harpies who flee 5 inches to sit right in front of my DR’s. They were placed so that if they fled, they would flee directly towards my DR’s, who I theorized would receive a S’n’S sacrifice dependent on the number of wounds they inflicted in my shooting (not scoring any I would have fled). The giant is now un-able to hit my DR in a re-direct, but feels that since he rolled the distance to hit the DR, should be able to wipe my harpies and negate my S’n’S reaction. Then when the dies down, just takes out my harpies and plants his Giant 1’ away from my DR’s. Another discussion breaks out and he’s forced to move the giant back to where he wiped my harpies out. Works for me, more shooting once I circle around him, which breaks into a discussion about 360 single models.
Mournfangs charge my Harpies, same results. They roll two 1’s and a 2. They are wiped out sit idle out of position.
He moves his Tyrant retinue to the tower, filling the air with insults and bad wind. Both units of belchers move, one facing the exposed with, and the other towards the witch filled tower.
Magic sees him casting a buff onto his Tyrant unit so I could save my DD for his initiative spell which he failed anyway as well as a wound(3).
He shoots at my witch & causes a wound thank-you pendant! The other unit eats 4 witches in the tower. Following are photos of turn one’s end.
Turn 2 I declare a charge into the fangs with my hydra.
I scoot my DR’s out of danger from the Giant so that I can shoot at the Butcher unit.
I didn’t have anywhere for my witch to avoid more belcher shooting so rolled the dice on sitting still to draw concentrated fire to the tower [b](seeing 4 of them disintegrate, I decided it was worth the risk if I could death spell the Butcher) I moved the lord his full 20 to stand in front of the Tyrant then re-adjusted my spears to nab the tower if/when the witches wiped. The final Hydra sat out of sight.
Magic was a bust. My lass is in trouble.
Short range shooting landed 4 wounds. Makes up for Magic.
I killed one of the fangs and caused a wound on the other. There was discussion on how the handlers worked. It was figured out by the end, even though they didn’t agree that he couldn’t allocate attacks/wounds to the handlers.
[b]Ogres[/b] Charges my Lord with the Tyrant. Moves his Giant towards my Spears. Moves his two belchers towards the tower.
Casts a buff on his Butcher unit with IF. Then proceeds to lose all of his Magic levels & dice.
Shoots at my witch killing her. 2nd unit shoots at the tower only removing 2 of my ladies.
DL combat: He strikes me first(sword) and doesn’t cause a wound (2++&4+ward is plain nasty) and cause two wounds. I lose combat by one and roll two sixes. I roll for distance fled and get 8. As I’m getting ready to move him I remember that my BSB is right behind him and as if he’s ok with my re-rolling my LD because of it.
**[b] This leads me to another problem I would like to ask for advice on: I’m usually pretty strict on myself and don’t ask for a mulligans, but am very liberal if it happens to my opponents[b] (Admittedly this is because I would rather see all of my opponents rules then it is my being nice) . I hadn’t picked my model off of the table as yet, so felt it was still ok to ask, but as I rolled my flee(5in) dice, I am conflicted. ** So, at what point, after forgetting something, is it OK to reverse course and go back to something forgotten (I forgot to roll my peggy’s A’s the whole time, I didn’t bring it up to avoid insult to injury) ?[/b] Second roll is a success.
Hydra combat: The last fang drops leaving the Hydra with 2 wounds to spare.
Post battle observation: Not too bad, as I believe that fangs are 55pts each, but taking out the Butcher unit later, regardless of him not having any magic lvl’s remaining, these monsters are a bit cheap. They tend to either do really well or really terrible (failed large against the WoC and broke even against the Empire).
Turn 3
No photo’s, I charge my hydra into the Butchers unit, and finish them off in his turn.
I move my Spears to accept a possible turn 4 charge from the Giant.
I move my Hydra from behind the house to scare him into shooting at it. Which he does, rolls terribly followed by my roll of three 6’s for my re-gen & ogre shooting at the Tower saw the end of 2 more witches.
I shoot at some of the remaining Ogre’s from the first turn massacre, which leads me to question first turn charges? (I’ll have to re-read the rules for that scenario, not that it would have changed the results, just prolonged them to turn 2) .
The DL combat saw: 1 more wound on the Tyrant & no wounds on my DL.
I scoot my DR’s out of danger from the Giant so that I can shoot at the Butcher unit.
I didn’t have anywhere for my witch to avoid more belcher shooting so rolled the dice on sitting still to draw concentrated fire to the tower [b](seeing 4 of them disintegrate, I decided it was worth the risk if I could death spell the Butcher) I moved the lord his full 20 to stand in front of the Tyrant then re-adjusted my spears to nab the tower if/when the witches wiped. The final Hydra sat out of sight.
Magic was a bust. My lass is in trouble.
Short range shooting landed 4 wounds. Makes up for Magic.
I killed one of the fangs and caused a wound on the other. There was discussion on how the handlers worked. It was figured out by the end, even though they didn’t agree that he couldn’t allocate attacks/wounds to the handlers.
[b]Ogres[/b] Charges my Lord with the Tyrant. Moves his Giant towards my Spears. Moves his two belchers towards the tower.
Casts a buff on his Butcher unit with IF. Then proceeds to lose all of his Magic levels & dice.
Shoots at my witch killing her. 2nd unit shoots at the tower only removing 2 of my ladies.
DL combat: He strikes me first(sword) and doesn’t cause a wound (2++&4+ward is plain nasty) and cause two wounds. I lose combat by one and roll two sixes. I roll for distance fled and get 8. As I’m getting ready to move him I remember that my BSB is right behind him and as if he’s ok with my re-rolling my LD because of it.
**[b] This leads me to another problem I would like to ask for advice on: I’m usually pretty strict on myself and don’t ask for a mulligans, but am very liberal if it happens to my opponents[b] (Admittedly this is because I would rather see all of my opponents rules then it is my being nice) . I hadn’t picked my model off of the table as yet, so felt it was still ok to ask, but as I rolled my flee(5in) dice, I am conflicted. ** So, at what point, after forgetting something, is it OK to reverse course and go back to something forgotten (I forgot to roll my peggy’s A’s the whole time, I didn’t bring it up to avoid insult to injury) ?[/b] Second roll is a success.
Hydra combat: The last fang drops leaving the Hydra with 2 wounds to spare.
Post battle observation: Not too bad, as I believe that fangs are 55pts each, but taking out the Butcher unit later, regardless of him not having any magic lvl’s remaining, these monsters are a bit cheap. They tend to either do really well or really terrible (failed large against the WoC and broke even against the Empire).
Turn 3
No photo’s, I charge my hydra into the Butchers unit, and finish them off in his turn.
I move my Spears to accept a possible turn 4 charge from the Giant.
I move my Hydra from behind the house to scare him into shooting at it. Which he does, rolls terribly followed by my roll of three 6’s for my re-gen & ogre shooting at the Tower saw the end of 2 more witches.
I shoot at some of the remaining Ogre’s from the first turn massacre, which leads me to question first turn charges? (I’ll have to re-read the rules for that scenario, not that it would have changed the results, just prolonged them to turn 2) .
The DL combat saw: 1 more wound on the Tyrant & no wounds on my DL.
Turn 4
I try to breathe fire on the Belchers but miss. They fire back & I save the two wounds, again. The Ogre cheerleading squad told him to concentrate fire on the tower, correctly, as he was rolling against the hydra. I didn’t say a word past asking who I was playing against. I’m a pretty laid back guy, but this was starting to grate. If it happens again, I’ll encourage the choice of tower, but I was so taken aback by the cheerleader squad that my hackles were raised. This is my only regret of the game
The Other Hydra moves to the rear of his 2nd unit Belchers.
The Giant fails his charge.
The Tyrant falls to the DL.
Turn 5
The Hydra on my right charges the belchers. Forcing them to flee but failing to catch them as they do.
My second hydra reforms to face his second unit of belchers. Who will shoot into the tower Killing two more witches.
My DL challenges his hero, who understandably tucks tail, kills an ogre then takes two wounds from the unit.
The Giant charges and jumps up & down killing 4, but not after having all but one wound removed from his profile.
DR’s shoot at the whittled unit, doing no damage. We roll, and play a turn 6.
Turn 6
The Hydra on my right charges and destroys the remaining 2 belchers.
The Second Hydra moves behind the second unit of belchers in order to charge later, or more importantly draw fire from the belchers, didn’t happen. They shot at the tower killing another 4 witches. Leaving 4
The DR’s shot at the lone Ogre, taking off a wound.
The Giant jumped up & down killing another 4 before having his last wound removed. He then proceeded to fall into the spears, removing another 6. There were many prayers around the table that I would flee in order to chance a 7th turn. The spears held and the Ogre played conceded.
No photo of the finale as I didn’t want to be rude, because in the end, I only lost the 110 in harpies and the 235 for the Witch.
This opponent is the only one that doesn’t really field disgusting lists, but, I did mention that he should field a thundertusk, turns out he didn’t field it because he wasn’t finished painting it. That & a Giant should make the list a bit nastier. We’ll see what happens when he challenges the WoC player with it in two weeks.