05 Jun 2011
hey guys. so if anyone has seen my other post you understand the name. if not, long story short, people lost this weekend at my club to my ogres and called me overpowered. lol. this is my first report just being typed so i might forget a few things.
first off, the list. i am a firm believer of everything has to have a roll to fill.
tyrant- tenderizer, dragon helm, wardstone necklace, mawseeker, HA, luck gnob
his job is to issue challenges and if not challenge to allocate onto heroes. always kill heroes.
slaughtermaster- bloodcleaver, talisman of endurance, crown of command, luck gnob
he hangs out in the second rank of my iron guts to make sure they stay stubborn
bruiser- BSB, enchanted shield, talisman of preservation, HA, look out gnob, luck gnob, CLS
other than BSB duties, he makes sure that my slaughtermaster can stay in the second rank.
butcher- gruts sickle
just butcher stuff
12 iron guts- standard, musician, runemaw
the number changes in less points game but the build is the same. they kill armor and are my anvil unit (with a little hammer thrown in)
9 bulls- full command, IF
they stay 3 wide and only try to fight core units. if they do hit other things, they can stay steadfast hopefully.
24 gnobs
just for runemaw sponges. the number is odd to fill out points. and they just hang out behind my line. i dont even try to fight with them.
8 trappers
to do trapper stuff, and for a 2nd scrappy.
2 scrappies
i have decided that using these like chariots that can shoot is much better then treating them like stone throwers that can charge. (if that makes sense to anyone else)
slave giant
just because i love them. in all my games he rarely does anything but once he ate a WoC bsb so he always shows up now.
4 maneaters- BoH, HA
took me a second to figure out what i wanted these guys to do. i had CLS on them but figured they were ONLY going to fight small/cheap things so i went with BoH instead. 5 attacks, stubborn, and some pop shots. all good things.
so thats the list i will be taking probably from now on with little changes if i need them.
GAME 1 VS VAMPIRES
im not going to mess around with terrain or anything like that just give you guys the highlights. hopefully not too many text walls.
deployment
VC from left to right.
black coach
25ish skeletons with hero manfred
25ish sketons
a LOT of horded grave guard with a vampire and regen wight BSB
25ish skeletons with general
30ish ghouls with a vampire
and a vargulf
me from left to right
the whole left half of mt field is empty
9 bulls with butcher, a little left from center
12 IG, with tyrant, BSB, and SM in the center
24 gnobs behind the IG
scrappy
scrappy
4 maneaters
giant
and trappers out by the vargulf
THE PLAN
knowing i was going to be out magic. i came up with my fool proof plan. go fight stuff. i wanted my bulls to take on the coach because i would be steadfast forever. and the over all goal was to get the IG into combat with the GG, let him wrap around me with combo charges, and then combo charges of my own. i saw that he has skeletons in the flanks of the GG so i knew that when he combo charged to put as many attacks into skellies as i can for the free combat res.
TURN 1
VC got first turn. he moved the black coach up to flank the bulls. turns the vargulf to face the trappers. and everything else stays still. in magic manfred cast an irresistible winds of undeath and only makes 1 ghost base right in the middle of the field. however he rolled and 8 on the miscast and almost all of his vampires took wounds.
my turn the iron guts charged the ghost. the bulls moved up to the middle and faced the coach. everything else moved up slanting to face the middle so i can get combo charges if i need them later. the trappers move closer to the vargulf. magic i got a few buffs off. in shooting both scrappies scattered off their target of the ghouls. i chose the ghouls as my main threat because poison is bad. the trappers did 1 would in the vargulf tho. IG killed the ghost and reformed to face forward again.
turn 2
the coach charged the bulls. vargulf charged the trappers who passed the terror and did another wound with stand and shoot. AWESOME! ghouls moved up a little. everything else still held. in magic he got another IF summon horde with manfred. only rolled and 8. he gave the vampires their wounds back and the miscast was small template that killed 8 skellies and missed manfred. combat the coach rolled awesome and killed 3 ogres but i was steadfast. i couldnt hurt it at this point because it was full charged up so ethereal and no magic weapons in the unit. the vargulf killed all but 2 trappers who ran aff the table but so did the vargulf in the over run.
the IG charged the GG and the maneaters charged the ghouls. magic i got a tooth cracker off on the bulls and it think that was about it. in shooting the srappies killed a few skeletons but nothing spectacular. in combat the coach did 0 wounds but i won by 2 with a standard and rank. start to crumble. the iron gut combat. i didnt issue a challenge because i needed his vampires dead. and this one was a lord too. vampire went first and killed and IG or 2. then my BSB put all he attacks into the bsb. i did 2 wounds. not enough to kill it. then my slaughermaster put all his support attacks into the bsb and killed it. the GG TORE up some IG and killed like 4 of them. then all my IG and tyrant got to attack back. i put all the tyrants attacks into the vamp lord and killed it. D3 wounds is the best ever. the IG killed a ton of GG. like 20 or so. i won combat by 13 i think and only left 3 GG. the maneaters did like 15 wounds the the ghouls and took 5 themselves. then stomped the vampire for 1 wound and popped the unit to combat res.
first off, the list. i am a firm believer of everything has to have a roll to fill.
tyrant- tenderizer, dragon helm, wardstone necklace, mawseeker, HA, luck gnob
his job is to issue challenges and if not challenge to allocate onto heroes. always kill heroes.
slaughtermaster- bloodcleaver, talisman of endurance, crown of command, luck gnob
he hangs out in the second rank of my iron guts to make sure they stay stubborn
bruiser- BSB, enchanted shield, talisman of preservation, HA, look out gnob, luck gnob, CLS
other than BSB duties, he makes sure that my slaughtermaster can stay in the second rank.
butcher- gruts sickle
just butcher stuff
12 iron guts- standard, musician, runemaw
the number changes in less points game but the build is the same. they kill armor and are my anvil unit (with a little hammer thrown in)
9 bulls- full command, IF
they stay 3 wide and only try to fight core units. if they do hit other things, they can stay steadfast hopefully.
24 gnobs
just for runemaw sponges. the number is odd to fill out points. and they just hang out behind my line. i dont even try to fight with them.
8 trappers
to do trapper stuff, and for a 2nd scrappy.
2 scrappies
i have decided that using these like chariots that can shoot is much better then treating them like stone throwers that can charge. (if that makes sense to anyone else)
slave giant
just because i love them. in all my games he rarely does anything but once he ate a WoC bsb so he always shows up now.
4 maneaters- BoH, HA
took me a second to figure out what i wanted these guys to do. i had CLS on them but figured they were ONLY going to fight small/cheap things so i went with BoH instead. 5 attacks, stubborn, and some pop shots. all good things.
so thats the list i will be taking probably from now on with little changes if i need them.
GAME 1 VS VAMPIRES
im not going to mess around with terrain or anything like that just give you guys the highlights. hopefully not too many text walls.
deployment
VC from left to right.
black coach
25ish skeletons with hero manfred
25ish sketons
a LOT of horded grave guard with a vampire and regen wight BSB
25ish skeletons with general
30ish ghouls with a vampire
and a vargulf
me from left to right
the whole left half of mt field is empty
9 bulls with butcher, a little left from center
12 IG, with tyrant, BSB, and SM in the center
24 gnobs behind the IG
scrappy
scrappy
4 maneaters
giant
and trappers out by the vargulf
THE PLAN
knowing i was going to be out magic. i came up with my fool proof plan. go fight stuff. i wanted my bulls to take on the coach because i would be steadfast forever. and the over all goal was to get the IG into combat with the GG, let him wrap around me with combo charges, and then combo charges of my own. i saw that he has skeletons in the flanks of the GG so i knew that when he combo charged to put as many attacks into skellies as i can for the free combat res.
TURN 1
VC got first turn. he moved the black coach up to flank the bulls. turns the vargulf to face the trappers. and everything else stays still. in magic manfred cast an irresistible winds of undeath and only makes 1 ghost base right in the middle of the field. however he rolled and 8 on the miscast and almost all of his vampires took wounds.
my turn the iron guts charged the ghost. the bulls moved up to the middle and faced the coach. everything else moved up slanting to face the middle so i can get combo charges if i need them later. the trappers move closer to the vargulf. magic i got a few buffs off. in shooting both scrappies scattered off their target of the ghouls. i chose the ghouls as my main threat because poison is bad. the trappers did 1 would in the vargulf tho. IG killed the ghost and reformed to face forward again.
turn 2
the coach charged the bulls. vargulf charged the trappers who passed the terror and did another wound with stand and shoot. AWESOME! ghouls moved up a little. everything else still held. in magic he got another IF summon horde with manfred. only rolled and 8. he gave the vampires their wounds back and the miscast was small template that killed 8 skellies and missed manfred. combat the coach rolled awesome and killed 3 ogres but i was steadfast. i couldnt hurt it at this point because it was full charged up so ethereal and no magic weapons in the unit. the vargulf killed all but 2 trappers who ran aff the table but so did the vargulf in the over run.
the IG charged the GG and the maneaters charged the ghouls. magic i got a tooth cracker off on the bulls and it think that was about it. in shooting the srappies killed a few skeletons but nothing spectacular. in combat the coach did 0 wounds but i won by 2 with a standard and rank. start to crumble. the iron gut combat. i didnt issue a challenge because i needed his vampires dead. and this one was a lord too. vampire went first and killed and IG or 2. then my BSB put all he attacks into the bsb. i did 2 wounds. not enough to kill it. then my slaughermaster put all his support attacks into the bsb and killed it. the GG TORE up some IG and killed like 4 of them. then all my IG and tyrant got to attack back. i put all the tyrants attacks into the vamp lord and killed it. D3 wounds is the best ever. the IG killed a ton of GG. like 20 or so. i won combat by 13 i think and only left 3 GG. the maneaters did like 15 wounds the the ghouls and took 5 themselves. then stomped the vampire for 1 wound and popped the unit to combat res.

