17 Sep 2013
Hey all,
I threw my ogres in to a regular bunch that plays often and needed a 6th. Had never played this style before but it was quite fun. I ran the list discussed here http://www.ogrestronghold.com/forum/index.php?topic=27498.0 and my partners were Skaven and Tomb Kings. TK had 64 archers, some chariots, skeletal steeds, skull catapult and a level 4 caster. Skaven had huge group of slaves, Rat ogres, Hellpit Abom, Warp lightning cannon and skaven guys with 5+ as and level 4 caster.
Opponents were Empire with 8 Knights, 6 Gryhon Knights, level 4 mage bunker in halberd wielding guys, 2 organ gun things, cannon and mortar. Dwarf with hordes of GW wielding warriors with Bugman and 5+ save banner, cannon, goblin killer arty and a grudge thrower. Lizardmen brought huge hordes of skinks with Croc guys, Slann in temple guard, skinks with mage, Razordon and dinosaur with glowing laser orb.
Game started with some modified rules. Each group rolled 3d6 for magic and kept total. For dispel you got top dice roll and half second roll. Then you rolled for winds of magic. Had to split dice up as saw fit until allies roll failed, then had to be divided equally. Was really quite balanced.
Placement saw my ogres on left flank facing a chapel with a grudge thrower in the courtyard out of sight and the whole lizardman horde. I had 1 IB on the right flank to help with knights and demigryphs. Dwarves were locked in the center around a tavern, and would not leave the whole game not surprisingly. They had a ton of arty and game was almost decided on who went first, which fortunately was us.
Movement saw me move into charge range, with that many models it wasn't a big move. We decided to leave the dwarves alone and focus on the empire mainly. Magic saw some Temple guard die to my str 2 magic and everything else countered. Shooting was much more eventful.
One IB took out an organ gun, the other lost it's cannon for the rest of the game and the Maneaters snipe a wound on the skink priest. Skull catapult missed and the Warp Lightning cannon killed 4 Demigryphs... that thing is stupid. Archers took out a few halberdiers.
That ended the turn.
On their turn the Skaven player fired up his Storm Banner. That put a damper on counter arty. Man that thing is powerful.
Movement saw them hold the line as the dwarves were happy in the tavern. Who knew you could fail leadership with dwarves. Knights moved up to charge chariots and severely reduced demigryphs came on. Lizards looking at 4 MFC, 6 IG with character, 7 bulls with character, hellpit abom, an IB and 3 Maneaters decided to hold. Magic was properly fought off with little to know effect on our line. Most things got to shoot but accomplished very little. Minus 2 bs and armour saves soaked up lots of wounds. The Warp Lightning cannon was destroyed though. To make matters worse, the Razordon decided to eat all 3 of it's handlers but kept fighting, if a little stupidly.
Turn two saw the MFC charge slann and temple guard, IG with SM charge stegadon thing and hellpit abom charge the skinks, whose priest had gone to hide behind the building seeing certain doom coming. Slower rats and skellies moved slightly and my now combat IB was trapped behind them.
Magic saw me get off toothcracker and draw out another dispel, damn dwarves. Shooting cost them another piece of arty and some models, mainly the empire. A few knights died as well.
Close combat saw a ton of impact hits get resolved but the temple guard against my MFC shrugged almost everything off. Combat saw the MFC get owned two dying and hardly any temple guard go down... I was shocked. We alter discovered he was adding his shield even though he had a 2her weapon, but not until after he had also broken my Bulls and BSB next turn. He made a ton of saves, that he shouldn't have plus the 6+ regen from the chapel was surprisingly good. BSB made roll to whole when MFC ran and Slann didn't catch them. IG and SM crushed the dinosaur easily, only taking a wound. They then overran into the skinks and crocs unit. Hellpit wiped skinks and ran after the priest.
Good guys were watching their right flank get crushed and hoped to turn the tide with arty fire. The Storm banner, which had slowed us, kept going and totally wrecked their turn. The Knights charged, gryphs failed and dwarfs angled to greet the skaven, but still were leery to leave the tavern unguarded. I understand completely. Slann charged the BSB and bulls, Razordon charged my IB, Priest took a while but ran as fast as he could from the Hellpit and was saved in the magic phase by a spell that let him move 10 more inches. Other than that magic was uneventful. Shooting was again hampered and took little effect as everyone was getting into close combat.
IG's and SM crushed the skinks and crocs, losing a model and chased them down. They reformed to charge the priest next turn. The overly armoured Temple Guard beat my bulls and BSB and failed to run down them or the still fleeing MFC, lucky me. I just realized the BSB can't flee and should have died... guess that evens up for armour mistake sorta. Rat ogres died to a bunch of dwarfs and knights crumbled a chariot.
Turn 3 had the Hellpit have to charge my SM and IG's causing a wound, damn random movement. Maneaters charged walled courtyard with grudge thrower inside. A lively debate ensued about whether they climbed over the wall or fought over it. We settled on over it as no one was sure and it didn't really matter. SM and IGs charged down the priest and were inches from the dwarfs who were against the skaven slaves, all 100 or so of them. BSB and MFC rallied. my other IB just watched. Magic saw us power through an IF plague which bounced 4 times after initially rolling a miscast. It was brutal as 4 of the units hit were good guys. A few combats later and the rout was on. Handshakes all around and some grumbling of poor dice. Very fun game but with the confusion and excitement I got zero pictures. Maybe next time. Thanks for reading.
I threw my ogres in to a regular bunch that plays often and needed a 6th. Had never played this style before but it was quite fun. I ran the list discussed here http://www.ogrestronghold.com/forum/index.php?topic=27498.0 and my partners were Skaven and Tomb Kings. TK had 64 archers, some chariots, skeletal steeds, skull catapult and a level 4 caster. Skaven had huge group of slaves, Rat ogres, Hellpit Abom, Warp lightning cannon and skaven guys with 5+ as and level 4 caster.
Opponents were Empire with 8 Knights, 6 Gryhon Knights, level 4 mage bunker in halberd wielding guys, 2 organ gun things, cannon and mortar. Dwarf with hordes of GW wielding warriors with Bugman and 5+ save banner, cannon, goblin killer arty and a grudge thrower. Lizardmen brought huge hordes of skinks with Croc guys, Slann in temple guard, skinks with mage, Razordon and dinosaur with glowing laser orb.
Game started with some modified rules. Each group rolled 3d6 for magic and kept total. For dispel you got top dice roll and half second roll. Then you rolled for winds of magic. Had to split dice up as saw fit until allies roll failed, then had to be divided equally. Was really quite balanced.
Placement saw my ogres on left flank facing a chapel with a grudge thrower in the courtyard out of sight and the whole lizardman horde. I had 1 IB on the right flank to help with knights and demigryphs. Dwarves were locked in the center around a tavern, and would not leave the whole game not surprisingly. They had a ton of arty and game was almost decided on who went first, which fortunately was us.
Movement saw me move into charge range, with that many models it wasn't a big move. We decided to leave the dwarves alone and focus on the empire mainly. Magic saw some Temple guard die to my str 2 magic and everything else countered. Shooting was much more eventful.
One IB took out an organ gun, the other lost it's cannon for the rest of the game and the Maneaters snipe a wound on the skink priest. Skull catapult missed and the Warp Lightning cannon killed 4 Demigryphs... that thing is stupid. Archers took out a few halberdiers.
That ended the turn.
On their turn the Skaven player fired up his Storm Banner. That put a damper on counter arty. Man that thing is powerful.
Movement saw them hold the line as the dwarves were happy in the tavern. Who knew you could fail leadership with dwarves. Knights moved up to charge chariots and severely reduced demigryphs came on. Lizards looking at 4 MFC, 6 IG with character, 7 bulls with character, hellpit abom, an IB and 3 Maneaters decided to hold. Magic was properly fought off with little to know effect on our line. Most things got to shoot but accomplished very little. Minus 2 bs and armour saves soaked up lots of wounds. The Warp Lightning cannon was destroyed though. To make matters worse, the Razordon decided to eat all 3 of it's handlers but kept fighting, if a little stupidly.
Turn two saw the MFC charge slann and temple guard, IG with SM charge stegadon thing and hellpit abom charge the skinks, whose priest had gone to hide behind the building seeing certain doom coming. Slower rats and skellies moved slightly and my now combat IB was trapped behind them.
Magic saw me get off toothcracker and draw out another dispel, damn dwarves. Shooting cost them another piece of arty and some models, mainly the empire. A few knights died as well.
Close combat saw a ton of impact hits get resolved but the temple guard against my MFC shrugged almost everything off. Combat saw the MFC get owned two dying and hardly any temple guard go down... I was shocked. We alter discovered he was adding his shield even though he had a 2her weapon, but not until after he had also broken my Bulls and BSB next turn. He made a ton of saves, that he shouldn't have plus the 6+ regen from the chapel was surprisingly good. BSB made roll to whole when MFC ran and Slann didn't catch them. IG and SM crushed the dinosaur easily, only taking a wound. They then overran into the skinks and crocs unit. Hellpit wiped skinks and ran after the priest.
Good guys were watching their right flank get crushed and hoped to turn the tide with arty fire. The Storm banner, which had slowed us, kept going and totally wrecked their turn. The Knights charged, gryphs failed and dwarfs angled to greet the skaven, but still were leery to leave the tavern unguarded. I understand completely. Slann charged the BSB and bulls, Razordon charged my IB, Priest took a while but ran as fast as he could from the Hellpit and was saved in the magic phase by a spell that let him move 10 more inches. Other than that magic was uneventful. Shooting was again hampered and took little effect as everyone was getting into close combat.
IG's and SM crushed the skinks and crocs, losing a model and chased them down. They reformed to charge the priest next turn. The overly armoured Temple Guard beat my bulls and BSB and failed to run down them or the still fleeing MFC, lucky me. I just realized the BSB can't flee and should have died... guess that evens up for armour mistake sorta. Rat ogres died to a bunch of dwarfs and knights crumbled a chariot.
Turn 3 had the Hellpit have to charge my SM and IG's causing a wound, damn random movement. Maneaters charged walled courtyard with grudge thrower inside. A lively debate ensued about whether they climbed over the wall or fought over it. We settled on over it as no one was sure and it didn't really matter. SM and IGs charged down the priest and were inches from the dwarfs who were against the skaven slaves, all 100 or so of them. BSB and MFC rallied. my other IB just watched. Magic saw us power through an IF plague which bounced 4 times after initially rolling a miscast. It was brutal as 4 of the units hit were good guys. A few combats later and the rout was on. Handshakes all around and some grumbling of poor dice. Very fun game but with the confusion and excitement I got zero pictures. Maybe next time. Thanks for reading.
Hope you had fun, at least!