This Warhammer blog is completely unofficial and in no way endorsed by Games Workshop Limited.
eBay auctions ending soonest great eBay sales WFB (US) WFB (UK) WFB (Aus) WFB (Can) eBay storesregister on eBay
http://2d6.blogspot.com is an approved affiliate of eBay, all auctions are current and hosted securely by eBay

Showing posts with label _OK-TE. Show all posts
Showing posts with label _OK-TE. Show all posts

Thursday, 26 February 2009

The Empire vs Ogre Kingdoms 2000 points

warhammer themed fantasy battle report :-

"Then, just as his confidence surged beyond anything he had felt before, Rembrandt’s expectations were shattered. From behind the Camel Riders came an awful sound, a squeeling, tortured gargle born of hungry rage. The first Gorger had emerged from the glimmering haze and bore down dangerously on the arabs. "

(another battle reporting masterclass from "the Padre" in his Ogre guise)

source : ogrestronghold.comcredit : Padre26-Feb-2009


Rembrandt’s Fall

At the head of his column Rembrandt felt good. The desert wind was even blowing cool air for the first time since his visit to this realm. His knights were singing their battle songs with glee, whilst the mariners at the rear of the column sang more bawdy songs. The two regiments were trying to outdo each other in volume.

Pity the poor Arabyans in the middle, thought Rembrandt. Though he noticed that Nicco’s mercenaries had no complaints, nor ditties of their own to offer up. They rode silently, unconcerned by the singing. They had something else on their mind.

On the third day, just as Rembrandt was starting to worry about whether they really could find sufficient water regularly enough, the Arabyan light horse scouts came galloping with news of the sighting of an enemy ahead. A warband of ogres, they said, and not the mercenary kind that Arabyans and northerners hire, but the brute savage kind who serve their own gods and darker powers.

Rembrandt ordered the line be drawn up, while he rode with the scouts to peruse the ground that lay ahead. One really ought to know the lay of a battlefield, he remembered old Roderick saying more than once, before committing one’s forces to battle. Inwardly Rembrandt laughed – he used to find the old man so boring at times, but there was little he had said that was not true, and had not been proved so time and time again.

Unsurprisingly the battle would be fought in the desert – it did stretch from horizon to horizon – but there were some dunes and rocks upon the right that might have a bearing upon the fight. Rembrandt wondered if the enemy might have some warriors concealed there, but then dismissed the thought when he considered how hard it would be for a brute ogre to hide amongst such rocks. Behind them, yes, but not within them, and if they were behind then they could not attack without revealing themselves first.



Suddenly something appeared up ahead, emerging through the heat haze (ever present even with a breeze). The enemy!

Rembrandt asked himself how could they be so close, then realised they were not. It was a trick of perspective. Ogres were twice or even three times the size of men.

They looked laughably few in number, but Rembrandt couldn’t summon a laugh. He knew them to be vicious, brave, fearsome, thick-skinned and murderous fighters, who revelled in bloodshed and could stop to feast upon a fallen foe just as wolves might do.

Three main bands made up the enemy line – Ogre Bulls, led by two Butchers and a Tyrant. Beyond this, on the enemy’s far left, was a hunter with a brace of monstrously tusked predators.



What Rembrandt did not know was that the hills and rocks were concealing enemies: three Yettees were loping along behind them.



And worse, the heat haze effectively hid the two Gorgers who were right at that moment completely out flanking Rembrandt’s line of battle.

Ignorant of these threats, Rembrandt felt very confident about the battle – surely his army could easily overpower what was before him. He actually felt keen for the fight, he was itching to get at them. How much more would his men respect him once he led a charge of knights, and had felled such foes as this?

His own battle line started on the far right with the Arabyan Camel Riders, led by Al-Irnak the Sheik’s son. These men had already proved themselves willing warriors, and Rembrandt was entirely happy to have them guarding his flank. Then came Rembrandt and his household knights, the Army Standard carried by his lieutenant commander Aluishus. Upon Rembrandt’s left was Nicco and his band of battle hardened veterans, flanked themselves by the Merchant Rangers whose presence had made such a vital difference in the previous battle.



In the centre of his line were the Arabyan Light Horse, though they were there more to protect the left flank of the massed regiments of knights than serve as a point of strength. Further to the left were the Marines in a firing rank, then the archers, then the Pistoliers. Old Roderick would certainly have agreed to this last placement: “Good men to have on a flank, agile, brave and able to deliver a bloody volley at the foe.”



The ogres seemed to be the ones advancing, the ones more keen for battle, though that was not true in Rembrandt’s mind. Their line began to angle to the left, as if they were keenest to fight the knights and unwilling to waste their muscle on the skirmishing missile troops. Or perhaps they knew full well what bloody damage the enemy’s arquebuses could do to them? A horrible, gurgling war cry came from one of the butchers as he and his fellow butcher successfully wielded magic to bolster the ogres’ toughness beyond its natural measure. Then, going with the flow of magical power, the same butcher summoned up a protective force to guard his unit from enemy magics.



Off to the Ogres’ right the Yettees moved secretly through a gap in the rocks hoping to spring upon the enemy so close that there would be no time to bring their guns to bear.



Rembrandt’s men responded with an angled move of their own. To do so the knights were forced to reign in their war-horses’ natural urge to charge upon the foe, maintaining their line so that when the blow was delivered it would be as one, terrible, thunderous strike. Rembrandt felt a thrill rush through him when he saw the precision of his soldiers’ manoeuvre – this was surely to be a glorious moment, the stuff of legends. He thanked Sigmar for the opportunity to be on this field of battle.



Little did Rembrandt van Haagen know, however, that what he thought was an inevitable truth, was to be shattered so soon. For that moment though, every man in Rembrandt’s army felt confident of victory. The first volley of missiles was unleashed, felling two ogre bulls, and every creature on the field heard their death screams. The marines set about calmly reloading their pieces, the archers took a moment extra to choose just the right arrow for the next volley. The knights’ horses snorted their frustration at being held in check, while Rembrandt judged that the time to order the charge was mere moments away.

Then, just as his confidence surged beyond anything he had felt before, Rembrandt’s expectations were shattered. From behind the Camel Riders came an awful sound, a squeeling, tortured gargle born of hungry rage. The first Gorger had emerged from the glimmering haze and bore down dangerously on the arabs.



If it had come only moments later, the creature would have found itself too far behind the galloping line of cavalry to save it’s cousins, but Rembrandt was not to be so lucky. He knew that it was close enough to tear into the rear of his knights before their charge, and that if they turned to face it then the ogres behind would do the same.



Al-Irnak was quick to act, knowing his camels could get away and still do what they had come to do. He signalled that the target was to be the Hunter and his Sabretusks and ordered the charge. Two of his noble Arabyan warriors fell to the Hunter’s massive harpoon, but the rest hit and hit hard.



The Arabyans found the courage to fight even fiercer than the Ogre Hunter and his beasts could do, plunging their lances deep into the enemies’ flesh, mortally piercing one Sabretusk. With their numbers and magical standard, the Ogre had little chance of withstanding their charge, and he fled only to be run down by the shrieking arabs.

Upon Rembrandt’s left flank none of his soldiers knew what danger their knights were in, for they had their own dangers to face. The Yhettees emerged from the rocky dunes and every man with a bow, handgun or pistol made ready to unleash everything upon the monsters before they could get any closer.



The Pistoliers, needing to get within range, moved up on the Yhettees’ flank, but everyone else just steadied themselves for the shot. Almost as one, the four regiments shot, and the rain of missiles tore the horrible creatures apart. All three Yhettees succumbed. Now the rightmost Ogre Bulls unit suddenly felt somewhat exposed, and began to wish their heavy legs could have carried them a little quicker towards the enemy knights.



On the other side of the field, just as the thunderous blast of nigh upon thirty pieces echoed through the rocky hills, Rembrandt had made a difficult decision. He ordered his knights to continue their advance on the Ogres’ main battle line, but ordered his battle standard bearer to accompany him in an effort to dispatch the ravenous Gorger lolloping up behind them. The two men could not charge the monster as they had had to turn about to face him, but they moved towards him with steely resolve.



Now another Gorger appeared to the right of the first, so that Rembrandt realised with horror that his brave gesture could well be his doom. It seemed he would have to fight two of the monstrous creatures! Nor were his own knights and those of the mercenary captain Nicco feeling very lucky either, for in the confusion caused by the appearance of the Gorger they had misjudged their advance and it was them who were charged by the Ogres rather than the other way around. All both regiments of knights could do was trust to their armour and brace themselves to receive the Ogres’ bull charge.



While the Ogre Butchers unleashed magics upon the Rangers, causing several to collapse in agony as their very bones broke inside them, Nicco’s men fought as hard as they had ever done. The mercenaries faced the Ogre Tyrant himself, and their sombre mood of the last few days was proved to be truly prescient, for Nicco was torn in two by the Tyrant’s huge curved sword, his fine armour no defence against such a sharp sword wielded by such overwhelming strength. Another knight was felled by the Bulls, but none of the mercenaries could harm their enemy. Perhaps resigned to their fate, perhaps driven by an urge for revenge, the knights refused to break and fought on.



Rembrandt’s own knights, however, proved luckier in their fight, for not only did they withstand the Ogres’ powerful charge but they broke their foe and pursued them down, their lances coloured almost to the grips with the Ogres’ lifeblood. As they cheered exultantly their young captain found himself locked in combat against the Gorger. Facing just one such creature, he and his companion found they could just about hold their own – they gave as much as they received and blood from both sides mixed as it spattered through the air. They exchanged another round of blows, and yet still could not fell their stubborn opponent, so that when the other Gorger came crashing in from the flank Rembrandt knew that had let youthful impetuousness allow him to bite off far more than he could chew. Not so the Gorgers – one of them now battered Rembrandt’s Standard Bearer to the ground, pulping man and horse as one, while the other one wrenched at Rembrandts shield, then bit his arm right off (killing blow). Rembrandt tumbled unconsciously backwards from his horse for he had no hand to clutch his reins.

Captain Rembrandt now lay in the sand, blood bubbling from the mangled stump of his arm. The Gorgers, not truly comprehending that they had killed the enemy commander, leaped over the two knight’s corpses and squealed in delight as they thought of the much better feasting they could have when they reached the Arabyan camels.

Rembrandt’s household knights and the young Sheik’s camel riders both now turned to face the enemy as best they could. On the Empire left the Pistoliers moved right around the Ogre Bulls, while the Arabyan Light Horse bravely moved up in an attempt to protect Nicco’s flank. Both these two units plus the handgunners all now fired upon the surrounded foe. Three Bulls fell, another clutched at a hole in his shoulder, and yet such was their rage that they refused to run.



In the centre Nicco’s men tried with all their might to fend off the huge warriors afore them, but they could do little to harm them. When more of them toppled to the ground, some in more than one piece, the fearsome nature of their foes finally overwhelmed them, and they turned to flee. The Tyrant roared with laughter as he and his ‘boys’ ran after the knights to smash them to the sandy earth.

This was all too much for the Arabyan Light Horse and they too fled, their flight taking them through the body of Marines so that they too turned and ran! The wizard, sitting upon his horse behind the marines, joined them to flee off the table. The Arabyan horsemen would rally to reform and ride forwards once more, but their part in the battle was pretty much ended.



Nor were these the only ones to flee at that moment, for the surviving Ogre Butcher unleashed powerful magic at the Empire Knights, once again snapping their very bones so that three rolled in noisy agony from their steeds, and the remainder galloped away to distance themselves from such horror. They too would rally a little while later, but they would find the courage to deliver one last blow at the enemy, for they now realised that their master must be lying somewhere on the field.

While the Pistoliers, Rangers and Bowmen slaughtered a Butcher and another Bull with their next volley, so that only one lone Bull remained, the two Gorgers were advancing towards the now rallied handful, of Knights and the Camel Riders.



The Camel Riders were suddenly hesitant and began to back off, unwilling to commit to more fighting that day. They failed to move far enough however, and when one of the Gorgers charged them he did indeed reach. Emboldened by their captain, they fought bravely, wounding their foe. Rembrandt’s last surviving Knights were not so lucky, however, for the other Gorger hurled into them, tore two apart and sent the last galloping away in abject terror into the desert never to be seen again.

The Pistoliers brought down the last of the Bulls on the Ogre right, while the other missile troopers shot as best they could at the Tyrants’ unit, wounding him and one of his boys. The Tyrant was no fool, and knew that if he lingered here much longer, he and his men would die before they ever reached the foe again. He ordered a withdrawal from the field and the battle was over.

(Minor Victory: 301 VP to the Empire in a 2,000 pt game, i.e. by 2 VP!)
[Ed. now that's what I call cutting it close !]
As the Ogres disappeared into the gloom of the evening, the young Arabyan captain scoured the field to find his fallen commander. When he did he almost turned away from the bloody, mangled ruins of Rembrandt’s body, but something made him stoop down to speak a word of farewell. To his surprise Rembrandt answered him.

He whispered quietly, so weak it had to be repeated,

“Not dead yet. Take me back to Al Hadok.”

Sunday, 21 December 2008

Ogre Kingdoms vs The Empire 2250 pts

Warhammer Fantasy Battle Report summary:-

Four scrap launchers ! (another great report from Xtapl)

source : warhammer.org.ukcredit : Xtapl21-Dec-2008

The Empire Army List

Archlector
Heavy Armor
Barded Warhorse
Enchanted Shield
Mace of Helstrum
Crimson Amulet

Captain
BSB
Full Plate Armor
Barded Warhorse
Van Horstman's Speculum
Sword of Justice

Battle Wizard
Level 2
Barded Warhorse
Rod of Power

Battle Wizard
Level 2
Barded Warhorse
2 Dispel Scrolls

30 Swordsmen w/ Full Command
9 Free Company
8 Archers

30 Swordsmen w/ Full Command
9 Free Company
8 Archers

30 Swordsmen w/ Full Command
9 Free Company
8 Archers

6 Knights w/ Musician
6 Knights w/ Musician

6 Pistoliers w/ Musician

Great Cannon
Great Cannon

Ogre Kingdoms Army list

My opponent had an interesting Ogres army, to say the least:

Tyrant
3 Hunters
2 units of 3 Bulls with Musicians
20 Gnoblars
4 units of 8 Trappers
4 Scraplaunchers
2 Slavegiants

Super aggressive and super shooty (for Ogres), with tons of Fear and Terror flying around. Not much magic defense, which could work in my favor, but not a whole lot of what I would call "soft targets." Plus, those giant S3 templates coming down on my head didn't exactly make me feel all kinds of good...

Deployment looked like this:



I was really hoping to get first turn, but alas, not so much.

OGRES TURN ONE

Gnoblars bickered, but everything else moved up pretty hard. Three scraplaunchers and two Hunters took the hill, which I thought was fairly confident considering I had a cannon on the extreme right of the field, and I know when I play against war machines, I always assume they're going to work and plan accordingly. I guess he figured my cannon crew were a bunch of Paris Hiltons. Trappers started flooding over the hill to the left, backed by a scraplauncher of their own.

No magic phase, so I just stored some dice.

The catapults flung a bunch of junk at my lines, but only two of them were accurate. One killed a few Free Company from a detachment, and one killed eight Swordsmen and three Archers, panicking the Archers into the impassable terrain and killing them. Hunters killed a knight from the right hand unit and a crewman of the left cannon. The trappers took down two Pistoliers with their sharp stuff.



EMPIRE TURN ONE

Time to counter! I pushed the whole line forward very aggressively, moving the Pistoliers up onto the hill to takes some shots at the Slavegiant and getting my mages into position to do some work.

The magic phase was very deadly for the Ogres, as with no defense of which to speak, things got ugly quickly for them. First, the wizard at right cast Guardian Light on his own unit, making them ItP. Then the Archlector made his own unit Unbreakable. The Death Wizard at left cast Dark Hand of Death at the Slavegiant at center, which he let go, expecting the big magic missile next. The Slavegiant took a couple of wounds, but wasn't expecting me to cast Wind of Death with Irresistable Force. Six wounds later, the Giant was a heap in the middle of the field.

The cannons lined up their shots perfectly, as the left cannon smashed through the Scraplauncher at left, and then the right cannon got a ridiculously accurate guess on the troops on the hill, smashing one Scraplauncher, putting three wounds on a Hunter, and chain panicking the other two Scraplaunchers. When they were done crashing into each other and the poor Hunter caught in their wake, the Hunter had taken three wounds, and each of the Scraplaunchers was wounded as well.

My opponent said, "Hm. Guess I should have put the Tyrant over there, too, huh?"

Unfortunately, the Pistoliers completely failed to wound the Slavegiant, and I was pretty sure they were dead in the water.



OGRES TURN TWO

The Tyrant and his Bulls charged at the Archers, who were going to flee but suddenly remembered they were Immune to Psychology and couldn't do so. The Archers next to them, however, were not so lucky, failing their Fear test, fleeing, and dying. One scraplauncher continued to flee, smashing into the one that actually rallied and putting another wound on it. Trappers continued to menace my flank, taking the hill completely.

More no magic phase, aside from a failed attempt to dispel ItP. More storing of dice.

Fortunately for me, both Hunters were inaccurate this turn. Unfortunately for me, my Pistoliers died in a hail of rusty spoons and bent knife blades.

The death of the Archers was swift and brutal, and the Ogres slammed into the Archlector's Swordsmen. Free Company rushed into their flank, and the Knights prepared to help out on the other side.



EMPIRE TURN TWO

The Knights at left tried to weed out some Gnoblars, but the blighters turned out to be faster than expected. The Knights at right went into the flank of the Tyrant's Bulls, and everyone else moved up to deal with the incoming threats.

The magic phase was pretty uneventful, as Dazzling Brightness was dispelled by the Ogres on a timely double 6, and then I put Guardian Light back up.

A cannon misfire resulted in a dud shot, and the other cannon made a quick end to the third Scraplauncher, leaving just the fleeing one alive.

The Swordsman champion bravely challenged the Tyrant, leaving the Archlector to pulp one Ogre Bull. The other combatants couldn't do anything at all except cause a single wound, while the Bulls beat down a few Swordsmen. The Tyrant revealed his Thundermace, getting max overkill on the Champion. The Ogres still lost, though, but hung in the fight.



OGRES TURN THREE

The Slavegiant charged my Knights. Remembering advice given to me by a lot of people, which was never to accept a charge with Vanilla Knights, I turned and booked it. The Bulls curiously passed up my BSB's unit, making a beeline for the cannon. Whoops. My bad. The last scraplauncher failed to rally and exited, stage right.

Quick magic phase again, as the Ogres failed to dispel Unbreakable, even on two dice. I stored two dice in my Rod of Power.

Shooting took down one crewman of the right side cannon, and sharp stuff actually killed a fleeing Knight.

Combat was interesting, as the Archlector smashed another Bull into the dirt, but then the Tyrant revealed his souped-up version of a cannonball on a stick. 11 swordsmen died in the impact, and the Ogres easily won the combat. Fortunately, the Knights hung in, but the FC detatchment panicked, ran, and died to crossfire on the Bulls.



EMPIRE TURN THREE

At this point, I'm thinking, "Things are starting to shift for the worse here." I'm pretty brilliant at snatching a draw from the jaws of victory, so I was hoping I could recover and get the game back under control here.

Then, of course, my Knights failed to rally and left the table, taking the mage with them. I have to say, three games now, and there's not a single time I haven't wished those Knights were something else. Pistoliers? Outriders? Two more cannons? A Master Engineer with Pigeon Bombs? Anything?

Without my magic missiles, the magic phase went quickly, as both the wizard and the Archlector just kept up their RiP spells.

In the shooting phase, both cannons managed to roll a 10 on the artillery dice for the first adjustment, ending up overshooting the Slavegiant and the Bulls. I knew I should have used Grapeshot...

Combat was quick and dirty, as the Tyrant missed with his Thundermace, and the Archlector pulped the last Bull. Badly outnumbered and out-CRed, the Tyrant turned to flee and was run down by the jubilant Knights.



OGRES TURN FOUR

The Bulls stepped across the wall to greet the cannon crew while the Gnoblars reformed into gunline position and the Giant got WAY too close for comfort.

The Hunters combined to kill two Knights, while the Gnoblars killed a few Swordsmen, and, most irritatingly, the Trappers obliterated the Cannon crew with sharp stuff. Yeah, ignoring the trappers was a super bad idea from the start.



EMPIRE TURN FOUR

The Archlector and crew charged the Gnoblars, who turned tail and ran for it. The wizard led his swordsmen into the hunter, who stood and shot, but didn't do much damage. The Knights wheeled around to take on the second Hunter, while the BSB's unit reformed to deal with the inevitable Giant charge. Unfortunately, that left my Free Company march blocked and in no position to help out with that countercharge. Boo.

The Wizard tried to Dazzle the Hunter, but was dispelled, so he hooked the Knights up with some Immune to Psychology (which, in retrospect, was not a good idea at all).

The cannon took aim at the Slavegiant, at which point my opponent said my BSB was having a flashback to Lando and Han in Return of the Jedi: "Just a little higher! A little higher!" I rolled a 10, though, so it was TOO high, and the cannonball sailed over the Giant's head and killed a Trapper instead.

The Wizard took a wound from the Hunter after the entire unit failed to wound the Ogre, but weight of numbers broke him anyway. I chose to restrain, which, in retrospect, was stupid because why did I expect that second Hunter to stay put when faced down with a double charge? Because I'm stupid sometimes, that's why. :)



TURN FIVE

I forgot to take a picture of the Ogre side of the turn, so here are the turn highlights:

The Giant charged the BSB's unit, yelled and Bawled, and won combat. The BSB stuck in there. The Gnoblars kept fleeing, and the Bulls came back across the wall to help out with the combat. The Hunter charged my Knights, who couldn't flee, and beat them down. The last knight took off fleeing, never to rally. The other Hunter rallied.

In my turn, the Mage/Swordsmen took care of one Hunter while the cannon took care of the other. My BSB put a wound on the Giant, and the unit got beat up a little by the swinging chains, but the Giant hung in there anyway, despite being badly outnumbered and losing the combat by 2.



OGRES TURN SIX

Bulls charged into the Sword's flank. The Gnoblars continued to flee. Trappers moved to throw stuff at my FC.

No magic phase at all. I didn't even store dice.

The trappers did shoot some FC to death, while the Hunter hit the cannon but failed to wound it.

The Bulls put some hurt on my Swordsmen, but the BSB made up for it by putting three more wounds on the Giant. Go Sword of Justice! The Swordsmen kicked in another wound. However, that just made the Giant mad, and he started jumping up and down on my unit. Still, I miraculously tied the combat and hung in there.



EMPIRE TURN SIX

Of course, that didn't help much, as the Giant kept jumping up and down on the unit and broke my BSB's unit in the bottom of the sixth turn. Boo.

At least the cannon thumped the Hunter for two wounds, giving me half points.



At the end of the game, I had racked up a score, through quarters, killing the general, and other unit kills of 2288-1655 for a solid victory to the Empire!

My first win with the list, and it was a tough fought one. I got a little TOO aggressive, I think, and I'm going to be re-examining if Pistoliers aren't a better buy than the Knights. I might try that out in my next game and see how I feel about it.

Anyway, that's the game!

Saturday, 29 November 2008

Ogre Kingdoms vs The Empire 2000pts

Warhammer Fantasy Battle Report summary:-

A handgunner's job is not to be envied ! (Superb report, long and engaging with great photos)

source : warhammer.org.ukcredit : Vincent of Vega24-Oct-2008


Gunter van Diecks Empire army

Arch Lector (AL) with enchanted shield and biting blade on barded horse (all heroes on barded horses)
Battle Standard Bearer (BSB)
2 x lvl 2 Wizards with a scroll each

3x main units (2 swordsmen, 1 spearmen) 25 in each, each with det. of 12 militia, and 6 handgunners or 7 crossbows
2 cannons, 1 mortar.
5 Outriders with champ, 5 vanilla knights with musician only, 8 flagellants.

The Ogres

...were led by a Tyrant with extra handweapon and longstrider and Demon killer scars,

2 Butchers with a scroll each and a Hunter with two cats.
2 Gorgers, 1x 3 Ironguts, 2 x 2 Leadbelchers, 4 x 3 bulls with extra handweapon, 1x 8 trappers (unpainted), 1x 20 Gnobblars (front row painted)
All Ogre units except lead belchers had a musician


Terrain and Deployment

Upon placing the terrain, the battlefield looked pretty even, both dz’s had a hill, one had the bonus of some rough terrain in the form of some ruined buildings. However, every single piece not only scattered but scattered hugely, three things scattered 17”. The upshot was that the battlefield looked something like this.



Empire grabbed the side with the cliff faced hill directly infront on the basis that it was a perfect perch for the Outriders who could climb up and have a bird’s eye view of the battlefield and be almost untouchable, certainly pretty safe from combat, Outriders don’t like Ogres up close!

Deployment looked something like the above pic

Empire magic sees both wizards roll up 1 and 4.

Ogres win the roll and go first.

The hunter promptly fails his Stupidity test and the trappers bicker, not the ideal start, everything else trundles forwards.

Gut magic is appalling, throwing 2 dice at each spell trying to nail the knights both get through with a 3 and a 4 (with two dice each!) and both are easily dispelled, final spell is miscast, so on 6 casting dice there have been 4 ones! A pattern was certainly forming and the butcher then rolls a 1 for the miscast, fortunately the only model in btb also rolls a 1. Hmmm. The bangstick wielding butcher survives but with little hope of getting anything through.



The Empire troops merely shuffle around to ensure the cannons can shoot, the Outriders shoot up on the hill, and the Arch lector comes over to the Empire right to lend some leadership.

Empire magic, what a contrast, both wizards go for the Fiery Blast and both get it through on IF on the Iron Guts, they get off relatively lightly taking 5 wounds, they pass their panic test. AL prayers are dispelled.

Both cannons guess well but bounce way over the target, the mortar lands dead on target and even gets two of the partials in but the extra toughness saves the ogres and the leadbelcher under the hole only took one wound on a D3.

The hand gunners on the left finish off the injured Iron Gut and force another panic test which they pass on an eight (again) and they also put another wound on the Leadbelcher. The crossbows take down 3 Gnobblars, overkill but there was nothing else to shoot at.



Ogre turn 2

Stupidity and Bicker passed and a Gorger comes out to play.
Everything moves forwards as far as they can. Sole remaining IronGut can’t hide from everything but does avoid the cannon.

No magic gets through.

Leadbelchers take out 4 Flaggies and 4 handgunners but lose a model due to a misfire, panic test is passed. Trappers take out an Outrider which was pleasing, of the three hits that got through, three were sixes, unfortunately the Outriders threw 2 fives for saves.





The Empire chargers the knights head on into a healthy Ogre Bulls unit does a lot of shuffling, mainly to allow for the two great cannons to have a shot at the Gorger, otherwise they are just positioning themselves ready for chargers. The Ogres lines are already weakened and they will have their work cut out beating anything head on. A detachment of Militia also charge a unit of Gnobblars.





Magic wipes out the last IronGut, another high roll from the wizard at the irn gut who is doomed really, so a scroll is not wasted. Other magic fails.
Small arms fire is pretty dire, the outriders put a solitary wound on one of the remaining healthy ogre units. Even though one cannon misfired the other lands a perfect shot, wounds and rolls a very healthy 5 to take the Gorger out.

The knights stick a healthy 3 wounds on the bulls who in return forget get their extra hand weapon and got for the power of the club instead to try and get around that armour save. They do get three wounds through but two are saved and they break and run a mighty two inches! The Knights pursue straight into the sharp stuff chucking trappers.

The militia suddenly realise the little green things with the big noses are nowhere near as cuddly as they first appear trade blows and run away. The militia run an impressive 11 while the Gnobblars pursue all of three inches, it does however give them some options.

The Ogres must really be wondering what they’ve done to deserve this!

The second Gorger comes on.

The Leadbelchers with attached Butcher charge the Knights who are picking on the trappers in the rear. The Tyrant and Lead belchers hit the Flaggies in the flank, the Hunter fails his stupidity again. The remaining Ogre bulls shuffle forwards and the other bulls charge the militia who try and hold but fail their panic check and run straight through the Gnobblars and die.





There is no magic or shooting.

The Knights kill 4 Gnobblars and the Gnobblar trappers kill one knight in return!
The Ogres land several blows but even those that wound are saved with ease. Upon counting up the combatants have four each, except that the Knights have a musician! Off the bulls go although they do get away this time. The Knights charge into the last remaining bulls.



The other bulls demolish the mortar, they try to restrain pursuit but fail and … hold on! This was an overrun so they don’t have to restrain, I’d better pull them back from the perfect flanking cannon shot.



Back to the only unit in the Ogre army that is actually doing any use: the gnobblars. The cannon crew decide to hold as fleeing would have made the Gnobblars fail their charge (probably) and block a cannon shot over towards the gorger. However, the gnobblars do just fine and break them and then chase off the two already fleeing Empire detachments.

The Tyrant and Leadbelcher overrun into the flank of the handgunners. Presenting a lovely flank to the militia and the Tyrant is on the wrong side!



The Empire counter attacks (badly) The Spearmen charge the bulls ~(coming down the middle) in the flan, the bulls flee but they needn’t have bothered as the spearmen failed their fear test. The main unit of swordsmen with the AL declare a charge against the Tyrant and Leadbelcher but they too fail their fear check. The militia however hit them in the flank after comfortably passing their feat test.

The Knights lose combat at last and get run down, the pursuing bulls are in a great position with some outriders looking tasty.

The Tyrant and the leadbelcher roll poorly but still hold.

The Ogres are smiling for once, the Hunter passes his stupidity and everything rallies, even the trappers!. The Gorger ploughs into the stationary Swordsmen, the bulls charge the Outriders who have plenty of space to flee and get away with ease but without being able to avoid clipping a corner of the Spearmen who fail their panic test and join them in their flight. The bulls can PIFE in the shape of the Swordsmen who are now beginning to look more than a little anxious.

The combat between the Tyrant/Leadbelcher is still in the balance with the Tyrant only able to hit a solitary handgunner for a pathetic single wound. The Leadbelcher attempts to smite some militia who had just failed to wound him, but he also fails to wound a thing. The Tyrant throws a double one for his break test and the militia are facing a flank charge from a full unit of bulls who had just swung around after wiping out the mortar.



No magic (forgot) and no shooting (out of range). But combat is an altogether different thing. The bulls and the Gorger manage to kill no less than 6 swordsmen who can do nothing in reply, the Archlector does one wound on a bull, they lose combat by one and break! Now it’s the Empire’s turn to roll badly and they flee a paltry 3” , both Gorger and the Bulls rush forwards and into great positions, out of range for a counter but in range for next turn, Even if the Empire rallies their fleeing units they are going to be badly out of position. Is the tide turning?

To top things off, the militia –v- Tyrant and Lead belcher contest is drawn.

Who'd be this handgunner?


The Empire rally everything. The other swordsmen unit containing the BSB shuffles to avoid getting hit in the flank by the gnobblars- this is by far and away the biggest threat at the moment. The two wizards position themselves to take care of the gnobblars too. The units that rally position themselves as best possible.
Both wizards once more cast Fiery blast, both at the Gnobblars, one is dispelled while the other gets through and does enough damage to force a panic test which they fail and the flee move is parallel to the table edge and a mighty 12” long.

The combat between the Tyrant and Leadbelchers is finally won and the militia run to within a fraction of the table edge.

The Ogres, who feel the tide is turning are eager to get into combat. The Tyrant charges the outriders on the hill, the two Ogres charge into the front of the Spearmen, not ideal but they would be getting shot at otherwise. Everything else moves as close as it can to the Empire lines except for one unit of Leadbelchers who are so far away they simply consolidate a quarter.



The Tyrant causes terror, something I’d forgotten about (Demon Killer) but the Outriders decide to flee in a any case, once again the spearmen have to test but this time they pass. A combination of Leadbelching and magic takes out the Empire Wizard who has gambled on taking out the Gnobblars, a heavy price to pay!



The Bulls who charge the spearmen only kill two and the spearmen have the cheek to put two wounds back on the bulls who flee far enough. The Spearmen though have offered a nice flank to the other bulls.

The outriders rally and go and find a suitable spot for some last turn shooting. The spearmen who are between a rock and a hard place with a very exposed flank try and charge the fleeing Ogres but another failed Empire fear test puts paid to that, there’s no way they can survive a flank charge from a 3 bulls and a Tyrant, they’ll be hoping to run far away and rally. The cannon misfires while attempting to take out the Tyrant and rolls a 2.



Ogres, last turn, as expected the spearmen flee from the combined charge and run far enough. The Gorger simply moves right up in front of the swordsmen, the hunter fails another stupidity test and the trappers bicker. However the bulls rally. The Butcher, finally spotting a chance to get something through does so. The Outriders are forced to take a panic test and fail and run within a couple of inches of the board edge, the swordsmen also take some st2. hits but not surprisingly survive with ease.
In the Empire last turn, there are no charges, there’s no way a Gorger is going to die in one round of combat but crucially the battle standard bearer didn’t really fancy having his head bitten off, he’s funny like that. In, that has to be the most pathetic battle for dice rolling both the Outriders and the Spearmen fail to rally throwing a 10 and an 11 respectively.



..and after what seemed like and was in all honesty an appalling start the Ogres pull it around and their 'dead pile' doesn't look half bad. (butcher missing)



Result: A BIG win for the big guys !
Warhammer armies for sale - click "view all items" to hunt for a bargain
2d6.blogspot.com is an approved eBay affiliate, auctions are current and are hosted securely by eBay