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Double Elimination Tournament Report

original thread ↗

Hi all

I have signed up for a double elimination tournament at my local hobby store. I thought I would record the exploits of my tribe of mighty ogre warriors.

The rules: 3 Tiered style event, similar to the ETC but without all the crazy restrictions. Ogres are tier 3 with 2500 points, alongside Orcs and Goblins and Dogs of War. Daemons and Vampire Counts are tier one at 2000 points with the rest falling into tier 2 at 2250 points.

Games are one a week. Players advance through brackets. Lose twice and you are out.

List Selection:
I considered three different lists for this event, and eventually settled on the follow after considering that I drew Dark Elves for the first round and looking outward there were two very distinct possibilities of Slann-led Lizardmen in round two and three.
Skragg
Bruiser – Battle Standard, Weidstone Necklace, Gut Maw, Lookout Gnoblar, Heavy Armour
Butcher – Bangstick, Dispel Scroll
Butcher – Skullmantle, Dispel Scroll

Core:
2 x 3 Bulls
2 x 3 Ironguts
3 Ironguts, Standard, Musician, Bellower, War Banner (i.e. Warguts)
2 x 20 Gnoblars

Special
3 x 2 leadbelchers
2 x Gorgers

Rare
3 Maneaters, Cathayan Longsword, Heavy Armour

Round One VS Dark Elves
My opponent’s list included a Hag with Cauldron, 20 Black Guard with Ring of Hotek and the ASF banner, spear elves with an assassin, 2 x 10 xbow men, a scroll caddy, a BSB with great weapon, a hydra, some knights, a chariot, two bolt throwers, and 8 shades.

Deployment
I deployed in a layered fashion with bulls leading the way with the Warguts and Maneaters as the second wave. Skragg and the BSB joined the Maneaters and the butchers joined the warguts. The other ironguts and leadbelchers deployed on the flanks working in tandem.
The Dark Elves deployed with the warriors, shades and xbows forming a weak flank. The bolt throwers held the central hill. The Blackguard were placed to my left of the hill, using a forest to limit flanking. The knights and hydra took to the other flank.

The Game
The opening turns featured some light shooting going back and forth as the ogres advanced into the storm of fire power. My magic and leadbelchers returned light fire, the highlight being 3 wounds to the hydra that was hiding in the woods from two leadbelchers.

The battle turned on turn three - Skraag killed off his BSB in the black guard, his spear elves failed a panic test and fled off the table (taking the unrevealed assassin with them!), a gorger reached his bolt throwers, and three ironguts made it to the xbows with sorceress.

From there, it was just a matter of time as his forces were ground down, and the magic took its toll. In the end, all that remained were two beast handlers to all of my characters, 1/3 of the maneaters, the warguts, and a few other small ogre units. A good bloody fight that resulted in victory for the ogres.

Round Two VS Lizardmen.
His List: A Slann with (at least) free dice & no sixes for X caster, a priest on Engine, a scar-vet on cold one, 20 Temple Guard, 20 Saurus, 10 skink skirmishers, 16 skinks with 2 krox, 2 salamanders, and 5 cold one cav.

Deployment:
He deployed in a refuse flank style, with the Temple Guard holding the inner left, with the skink unit and the saurus deploying to the right of them. The skirmishers were in from of the saurus, and the salamanders were in front of the temple guard. The cav took up the left most flank, and the engine behind the line forming a reserve.

I deployed with leadbelchers and ironguts taking each flank, working in tandem. I didn’t bother with layering and had the warguts (+2 butchers) and maneaters (+ skragg & BSB) lining up to take on his substantial units. The plan was to delay and distract with the inconsequential units and get the maneaters and Skragg into combat with the Temple Guard and let the crushing begin.

The Game
Turn one featured some ranged damage – one of the warguts and a leadbelcher died to fire and lightning, and 4 skinks and 3 handlers died to bonecrunching and bangsticking.

Turn two turned the game. The toad miscast and exploded (snake eyes!), taking 11 temple guard with him, but not before killing a maneater. On my turn, I bonecrunched and leadbelched several saurus cav, and they paniced. I get regen up on the maneaters. One skink skirmisher is left standing. Both gorgers arrived and set the engine in a trap, along with a unit of ironguts to tighten the noose.

Turn three. The saurus cav fail to rally and head for home. The saurus warriors and skinks are frozen in place by a number bull/irongut redirection traps. The stegadon moves to reduce the number of incoming gorgers to one. In my half of the turn, Skragg and company got pulled into combat with the salamanders, exposing my flank to the temple guard. The gorger half kills the skink priest. The skullmantle results in the skink and krox unit fleeing as a result of bonecrunching.

Turn  four. The temple guard charge the maneaters, but he forgets to remove the regen. A single maneater lives. I pass my stubborn roll. The skinks rallied. The saurus are still trapped. The priest dies. On my turn, a gorger and three bulls join the fray against the temple guard, and skragg moves over to play. The saurus warriors are braingobbled off the board. The skinks and krox are bonecrunched and panic again, this time off the board. The final skirmisher is bangsticked. Toothcracker replaces the regen on Skraggs unit, giving the big guy toughness 7. At the end of combat a single temple guard remains, who fails his break test. A single stegadon remains – game, set, match. It is important to note that not a single one of the panic tests wouldhave been failed if the toad had lived.

Round Three is still to come. My opponent: Beastmen.

Cheers,
Carlos the Craven
I like you´re list, magic can be soooo great!  :D nicely played against two tough opponents, good luck against the beasts!  :)
Nice to see you did good against the DE, good luck on you next game.
Add me on Last Fm.
http://www.last.fm/user/SavageStructure
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