21 Sep 2013
2 v 2 (1000 points per player)
My first game since 6th Ed. back in 2004. Just turned up to local GW store with some ebayed minis.
Ogres and Lizardmen v.'s High Elves and Vampire Counts
Ogres
Firebelly AhW Ruby ring
5 guts FC swiftness banner
4 mournfang IF HA DHbanner
IB
3xkitties
Lizardmen
Horde of 30 Saurus Warriors with a decked out Oldblood
2 x skink skirmisher units
skink bunker for his lvl 2 skink
Saly
Vampire Counts
Horde of 40 Skelies (sword and board)
Vampire countess decked up leading the Skelies
Black Couch
3 Spirit Swarms
Block of Ghouls with a Wight King
High Elves
10 Swormasters with lvl 4
8 ellyrian reavers
40 Sea-guard w/ lvl 2
Setup
Skelies and guts on the right flank with a kitty, skinks and IB. On the left flank they deployed their black coach next to Sea Guard with ghouls and swarms on far left. I placed Mournfangs facing Black Coach with other kitties and skinks on far left.
Spells - Firebelly rolled Cage and Storm (swapped storm for signature)
Skink - Harmonic Convergenace + Chain Lightning
Lvl 4 Fiery Convocation and Tempset not sure other 2, he didn't have cards
Lvl 2 and Vampire not sure.
Ogres and Lizzies told to go first.
Turn 1
Saurus and guts move up together. Guts cautious about apposing swordmasters. Mournfang move up ready for charge and other units postion for shots and preparing for miss-directs. Nothing happens in magic. Shooting see the IB hitting the black-coach with slight visibility from house. It wounds though he rolls a 4 and ward saves it.
No charges from their turn as fairly slow and not wanting to put their reavers into guts. He moves Swormaster, Skelies, Black Coach and swarms up. Gouls are stuck behind swarms and Reavers actually don't move all game and no real charge option on right flank as kitty and skinks out of line-of-sight. Magic draws out our dispel for Tempest on a high roll. Shooting see a skink fall to Reavers on right and lots of shots failing to wound or penetrate the mournfangs armor.
Turn 2
Mournfang charges black coach. I did not charge with the guts as I was scared of the Swordmasters disemboweling them and wanted to pepper them one turn first. Other units move up for shooting shots and kitties moving behind their lines to possibly assist a rear charge next turn. Magic sees a nice roll of 10 dice. He let boosted fireball through, on Swordmasters, revealing 2+ ward banner vs magic. I then successfully cast flaming cage on the Skelies horde to deter any risky charge onto the Saurus. I was going to target the Swordmasters though banner stopped that thought after fireball, and Reavers only have their bows. In shooting, IB kills 2 Swordmasters with a couple of Gouls falling to Skinks. Saly was still too far back to hit reach the Gouls as it couldn't harm the swarms. In combat the impact hits from Mournfangs put two wounds on the Black Coach. A nightmare out a wound on one Mournfang surprisingly with a re-reoll of 1 turning up a 2 (meant to be). The Ogres then totally pounded the Coach with the dragon hide banner and the mounts didn't even get to attack. I over ran into the Sea-guard behind knowing that I would get a flank charge from the Spirit swarms. Charging with the dhb was just too good an option than sitting pretty in the middle of the field.
They declared a charge with the spirit hosts into flank of Mournfangs and the Swordmaster into guts (though they rolled 5 and shuffled forward. They rolled a 1 + 4 for magic for second turn straight though threw all dice at Fiery Convocation onto the horde of Saurus and rolled super high. My partner through teh dice and got 3 x 6's and I apologized to opponents for dice just not being with them this game. I offered to lend them my dice. One more skins dies to Reavers in the shooting phase. The Mournfangs roll 12! impact hits and remove 11 sea-guard straight away. Good game. They strike back and can't manage one wound with the Ogres higher toughness and 2+ armor save. Ogres go before the Sprits and I first 'breathe' the dhb's magic attack at the Sea-guard to help build up combat res and hopefully remove steadfast. I roll 9 and wound another 6. I hold back one Mournfang for lvl 2 and start with 3 Mournfangs onto the Sea-Guard. They totally destroy the unit and assure the Spirits will pop! His Spirits don't put a single wound onto the Mournfangs and pop and I overrun into the flank of the reformed gouls.
Turn 3
Saurus charge the Skelies and the guts charge the front of diminished swordmasters with skinks in flank and kitty in rear.
At this point the local GW store was closing and we called it quit.
Reflection
At 1000 points I was a bit afraid of that massive block of skelies and Swordmasters. My kitties were kind of usless and IB had nothing to shoot at other that trying to snipe. Those Mournfangs did so much work with their dragon hide banner. A nice first game though felt sorry for opposition dice rolling. They also made some mistakes with Gouls being trapped, Reavers having nothing to do on that flank and possible shooting at kitties instead to maybe cause a panic test in Mournfangs before they steam-rolled the left flank.
My first game since 6th Ed. back in 2004. Just turned up to local GW store with some ebayed minis.
Ogres and Lizardmen v.'s High Elves and Vampire Counts
Ogres
Firebelly AhW Ruby ring
5 guts FC swiftness banner
4 mournfang IF HA DHbanner
IB
3xkitties
Lizardmen
Horde of 30 Saurus Warriors with a decked out Oldblood
2 x skink skirmisher units
skink bunker for his lvl 2 skink
Saly
Vampire Counts
Horde of 40 Skelies (sword and board)
Vampire countess decked up leading the Skelies
Black Couch
3 Spirit Swarms
Block of Ghouls with a Wight King
High Elves
10 Swormasters with lvl 4
8 ellyrian reavers
40 Sea-guard w/ lvl 2
Setup
Skelies and guts on the right flank with a kitty, skinks and IB. On the left flank they deployed their black coach next to Sea Guard with ghouls and swarms on far left. I placed Mournfangs facing Black Coach with other kitties and skinks on far left.
Spells - Firebelly rolled Cage and Storm (swapped storm for signature)
Skink - Harmonic Convergenace + Chain Lightning
Lvl 4 Fiery Convocation and Tempset not sure other 2, he didn't have cards
Lvl 2 and Vampire not sure.
Ogres and Lizzies told to go first.
Turn 1
Saurus and guts move up together. Guts cautious about apposing swordmasters. Mournfang move up ready for charge and other units postion for shots and preparing for miss-directs. Nothing happens in magic. Shooting see the IB hitting the black-coach with slight visibility from house. It wounds though he rolls a 4 and ward saves it.
No charges from their turn as fairly slow and not wanting to put their reavers into guts. He moves Swormaster, Skelies, Black Coach and swarms up. Gouls are stuck behind swarms and Reavers actually don't move all game and no real charge option on right flank as kitty and skinks out of line-of-sight. Magic draws out our dispel for Tempest on a high roll. Shooting see a skink fall to Reavers on right and lots of shots failing to wound or penetrate the mournfangs armor.
Turn 2
Mournfang charges black coach. I did not charge with the guts as I was scared of the Swordmasters disemboweling them and wanted to pepper them one turn first. Other units move up for shooting shots and kitties moving behind their lines to possibly assist a rear charge next turn. Magic sees a nice roll of 10 dice. He let boosted fireball through, on Swordmasters, revealing 2+ ward banner vs magic. I then successfully cast flaming cage on the Skelies horde to deter any risky charge onto the Saurus. I was going to target the Swordmasters though banner stopped that thought after fireball, and Reavers only have their bows. In shooting, IB kills 2 Swordmasters with a couple of Gouls falling to Skinks. Saly was still too far back to hit reach the Gouls as it couldn't harm the swarms. In combat the impact hits from Mournfangs put two wounds on the Black Coach. A nightmare out a wound on one Mournfang surprisingly with a re-reoll of 1 turning up a 2 (meant to be). The Ogres then totally pounded the Coach with the dragon hide banner and the mounts didn't even get to attack. I over ran into the Sea-guard behind knowing that I would get a flank charge from the Spirit swarms. Charging with the dhb was just too good an option than sitting pretty in the middle of the field.
They declared a charge with the spirit hosts into flank of Mournfangs and the Swordmaster into guts (though they rolled 5 and shuffled forward. They rolled a 1 + 4 for magic for second turn straight though threw all dice at Fiery Convocation onto the horde of Saurus and rolled super high. My partner through teh dice and got 3 x 6's and I apologized to opponents for dice just not being with them this game. I offered to lend them my dice. One more skins dies to Reavers in the shooting phase. The Mournfangs roll 12! impact hits and remove 11 sea-guard straight away. Good game. They strike back and can't manage one wound with the Ogres higher toughness and 2+ armor save. Ogres go before the Sprits and I first 'breathe' the dhb's magic attack at the Sea-guard to help build up combat res and hopefully remove steadfast. I roll 9 and wound another 6. I hold back one Mournfang for lvl 2 and start with 3 Mournfangs onto the Sea-Guard. They totally destroy the unit and assure the Spirits will pop! His Spirits don't put a single wound onto the Mournfangs and pop and I overrun into the flank of the reformed gouls.
Turn 3
Saurus charge the Skelies and the guts charge the front of diminished swordmasters with skinks in flank and kitty in rear.
At this point the local GW store was closing and we called it quit.
Reflection
At 1000 points I was a bit afraid of that massive block of skelies and Swordmasters. My kitties were kind of usless and IB had nothing to shoot at other that trying to snipe. Those Mournfangs did so much work with their dragon hide banner. A nice first game though felt sorry for opposition dice rolling. They also made some mistakes with Gouls being trapped, Reavers having nothing to do on that flank and possible shooting at kitties instead to maybe cause a panic test in Mournfangs before they steam-rolled the left flank.