23 Apr 2014
Played a game at 3000 points today against high elves. Decided to try a Beasts heavy list to see how it goes. It turned out to be a victory for the ogres, so hurray for that.
Here's what I was playing:
1 Slaughtermaster: Gruts sickle, armor of destiny, level 4 Beasts, ironfist: Had wildform, savage beast, curse, and amber spear
1 Bruiser: BSB, heavy armor, talisman of preservation, enchanted shield
1 hunter: shield of ptolos, sword of striking, dragonhelm
1 butcher: dispel scroll, great weapon, level 2 Beasts: had impenetrable pelt and transformation
1 butcher: forbidden rod, level 1 maw, ironfist: had toothcracker.
1 unit mournfang (4 models): heavy armor, ironfists, gleaming pennant, musician
Ironblaster
Ironblaster
1 unit leadbelchers (6 models): musician
1 unit ironguts (8 models): full command, standard of discipline
1 unit ogres (5 models): ironfists, standard
1 unit ogres (5 models): ironfists, standard
Sabretusk
Sabretusk
Stonehorn
He had:
Character:
Loremaster: talisman of preservation
Noble: mounted, BSB, rerollable 1+ armor
Handmaiden: potion of strength, rapid fire bow (3 shots, whatever its called)
Frostheart Phoenix
Bolt Thrower
Bolt Thrower
Bolt Thrower
18 Archers
17 Sisters of Avalorn
14 Silverhelms
5 Reavers
5 Reavers
5 Reavers
14 Swordmasters
14 Swordmasters
Lothern Skycutter
20 White Lions
Deployment
----------

I set up my units all the way across the map. Slaughtermaster and bruiser went with the ironguts, and then I had a butcher with each group of ogres.
The elves had a noble BSB with the silverhelms, and a loremaster in with the white lions. The white lions had the banner of the world dragon, but it never once came into play.
Turn 1 - Ogres
--------------

The reavers and the hunter vanguard forward. The reavers get into a screening position, and the hunter moves forward to start flanking.
The stonehorn charges the reavers, and naturally, they run screaming away. The stonehorn flummoxes forward a few inches and stares around sheepishly.
Everyone else moves around to have a better chance at making a charge without taking a charge. The sabretusk on the left (we'll call him "Lucky") starts moving toward the bolt throwers, while the hunter moves up to try to get into position to take down the Sisters.
Magic goes pretty well. The ironguts look around grumpily as Gruts' Sickle pokes a hole in one of them. The silverhelms are cursed, and the ironguts are wildformed. I try to amber spear the silverhelms, but the loremaster undoes it before it can do anything.
All the shooters get an extra helping of elf meat after this round. The leadbelchers take out an entire group of reavers. The first ironblaster wipes out the phoenix entirely, and continues to bounce on to hit the bolt thrower. Only one wound is dealt, sadly, so it stays in commission, but it is still a great shot. The second ironblaster rips through a few white lions, and nearly kills the skycutter.
All in all, a good turn.
Turn 1 - High Elves
-------------------

I forgot to mention earlier: When the phoenix died, one group of swordmasters ran away screaming. Back to our regular programming.
On the elves turn, they start moving forward. No charges, but lots of maneuvering. One group of reavers gets ready to charge block the Mournfang, and the others get ready to annoy the crap out of one group of ogres. Everyone else moves forward.
Magic is a bust for them. I dispel everything they cast, though it does cost me my dispel scroll.
His shooting was pretty powerful. 2 bolt thrower shots take out 2 Mournfang, much to my chagrin. They manage to keep themselves from running, and losing two of their number does have the bonus of preventing the reavers from blocking them. His handmaiden drinks her potion of strength, and she and her sisters take out 3 of my ogres. My beasts butcher is starting to get really nervous. Fortunately, the randomized shots that do hit him fail to wound.
Turn 2 - Ogres
--------------

For the ogres second turn, the shooters get their extra helping of elf meat taken away from them.
The stonehorn charges the blocking reavers. They run, and this time they don't get away. The stonehorn stomps up and down on their corpes, and is generally thrilled. Sadly for him, he's ignoring the bigger threat of the swordmasters staring at him. They seem rather upset at the loss of their friends. The Mournfang charge at the white lions. After the charge, they thought better and immediately regretted this decision. More on this during close combat.
Magic was a really low costed affair. We rolled 4-3, but the maw butcher makes a painful sacrifice for his friends. He pops the forbidden rod and takes 2 wounds in return for 4 extra dice. The other butcher makes use of his friends pain to transform himself into a giant flame dragon. The slaughtermaster tries to use the last dice for another round of wildform, but the loremaster puts a stop to that.
Shooting was a disappointment. The leadbelchers do their job and pop off five of the swordmasters, adding to the one that got beheaded by the stonehorn's chaintrap. The first ironblaster takes aim at the sisters, intending to pop 6 of them with his flank shot. Instead, the rhinox gets spooked and he spins around in a circle, chasing his own tail. The second ironblaster gets set up to pop 3 silverhelms, and the gnoblar gets stuck in the barrel. Finally, the hunter tries to take out the bolt thrower, and misses entirely. For shame, ironblasters, for shame.
The 2 mournfang take out 1 white lion on impact and 4 more after combat. I'm left with 1 mournfang who runs in terror from the white lion menace, and his flight scares the leadbelchers, who then make a run for the border themselves. Not a great idea, charging into them. If the slaughtermaster ever gets ahold of that last mournfang, he's lunch.
Turn 2 - High Elves
-------------------

Forgot to mention: The beasts butcher thoughtfully stepped out of his group before attempting to transform into a giant, firebreathing dragon. That was quite nice of him.
On the elves next turn, they start making mistakes. Everything they did was a failure this round.
The swordmasters charge the stonehorn and the silverhelms charge the ironguts. The white lions trip over their cloaks when charging an ironblaster, and the skycutter gives up halfway when charging the last two units from the now dragon's block.
The sisters, the archers, and the bolt throwers are so frightened of the dragon that they all pump everything they have into taking him down. At the end of the day, they managed to to a whopping one wound to it. The dragon grins in anticipation of his upcoming meal. The reavers keep trying to wound the ogres they are dancing around, but have no luck. They have yet to do a single wound.
Magic is a waste. The loremaster doesn't use enough power to cast wildform (rolls a 9, needed a 10) and magic ends with a pathetic sputter.
Close combat is more interesting all around. The swordmasters fluff the majority of their swings. Out of 15 swings, they only managed to do 4 wounds. The stonehorn in turn rips them down to only 4 left. The silverhelms learned the hard way that they never want to charge ironguts. They want to charge literally anything else. The noble challenges, which is accepted by my champion. The silverhelms manage to do a few wounds to the slaughtermaster, and kill a single irongut. The champ falls in combat, resulting in two total dead ironguts in return for 8 dead silverhelms. The silverhelms stand firm, and spend the time they have left writing letters to their families, telling them to stay away from can openers.
Turn 3 - Ogres
--------------

The ogres next turn rips through several units, and introduces Lucky to the world in his starring role.
Lucky charges the bolt thrower, the dragon and the hunter double charge the sisters. The dragon loses another 2 wounds from the stand and shoot, but otherwise shrugs it off. The ironblaster stops trying to pick gnoblar pieces out of the barrel and charges the white lions instead.
The mournfang fails to roll snake eyes and runs off the table. The leadbelchers manage to stop wetting their pants and flip around to be ready for next time. The greatly reduced ogre unit gets ready to receive their skycutter friend next time, and the other group spins around to get ready to charge the reavers should they do something foolish.
Magic did not go well for our pudgy friends. It was a great roll. I had 10-6. I had everything properly apportioned for maximum carnage. Grut's punches another hole in the ironguts and supercharges the slaughtermaster. He decides to try a smaller spell to draw out some dispel dice, then 5 dice his bruiser friend into a savage beast before using the last of his power to curse the white lions. 3 dice used on wildform resulted in two 6's and a 1. The slaughtermaster explodes, taking out an irongut and 2 silverhelms, as well as draining 6 dice. The slaughtermaster then sheepishly tries to cast savage beast on 2 dice, which has 6 dice shoved back down his throat. At the end of the phase, I rolled a 3, so he barely managed to avoid getting himself lynched.
Close combat goes well. The white lions take another wound off of the stonehorn before getting crushed into paste. The stonehorn doesn't bother to reform, figuring that he will start after the bolt throwers next. The ironblaster kills 6 white lions on the charge, and another 3 after that while only taking 3 wounds himself. The ironguts wipe out the entirety of the silverhelms to the man, then reform to handle the white lions at the next opportunity. Finally, the dragon and the hunter wipe out all of the Sisters. The handmaiden tries to save her unit some trouble by challenging the hunter, which he gladly accepts. The dragon eats a bunch, fries a bunch, and then stomps the rest. Both the dragon and the hunter over run, but they don't hit anything worthwhile. Finally, Lucky deals a wound to the bolt thrower and wins by two! The bolt thrower crew manage to hold their ground, but Lucky is feeling good about himself.
Finally, the second ironblaster whips around and tries to shoot at the unwounded bolt thrower, but his shot comes up short.
Turn 3 - High Elves
-------------------

The skycutter and the reavers gang up on the 2 remaining ogres from the beast butcher's unit. No one else moves.
During the magic phase, the only thing that I let him get off was spirit leech, figuring that the slaughtermaster will be fine. I was definitely wrong on that assumption. He rolls a 6, I roll a 3, and my general croaks. Looks like that mournfang that got away is not going to be lunch after all.
Shooting was mostly a bust. The only good thing that happened was a bolt thrower dealt the last wound to the stonehorn. Boo... The skycutter and the reavers manage to wipe out the 4 wounds remaining on the ogres, so good for them. Thus far, in all the games the skycutter has taken part in, this is the most damage he's ever done.
The white lions deal another wound to the ironblaster, while he fluffs every swing. As a result, he runs and the white lions chase him down.
Turn 4 - Ogres
--------------

Its the beginning of the end now. My ogres charge at his reavers, who run to the far side of the white lions. The dragon takes a look at the archers, who decide it is in their best interest to come back another day and run off the board. The dragon then redirects into the bolt thrower, ready to chomp off the last wound.
The hunter swings around and shoots down the sky cutter. Yet another win for him.
For magic, we ran into an interesting scenario. We each have 6 dice. I have one level 1 caster and a dragon. The loremaster wants to dispel the dragon. So, do I cast toothcracker, then lose the dragon, or do I hold onto my dice to try to recast dragon after it is dispelled? We weren't really sure on the rules, so we flipped for it. I held onto my dice, he dispelled transformation, and I tried (but failed) to recast it. Now I have a butcher with 3 wounds on him sitting in combat. Not a good place to be.
The ironblaster takes out 4 white lions, causing them to panic toward the ironguts, and the leadbelchers take 3 guys out in the reaver group as they run by.
In close combat, Lucky lives up to his name. He fluffs all of his attacks, takes a wound, and runs away from the scary, scary bolt thrower. Thanks for nothing Lucky. The butcher is considerable more naked now, and takes a wound from the bolt thrower, which takes him out. Sad times, he made sure a happy dragon.
We call the game at this point.
Lessons learned on both sides:
- Don't charge silverhelms into ironguts. It never ends well.
- Loremasters are scary due to the amount of signature spells they have. Loremasters suck since they are only level 2. He didn't really get much magic off. The only real thing he did was kill my slaughtermaster. Definitely irritating, but that was all he could do.
- Set up flank units that can handle reavers dancing around them. I had an entire unit of ogres just kind of dance around in a circle because of them.
It was definitely a fun game, and I'm planning on keeping this list for a while (though I will probably tweak it a bit more).
Here's what I was playing:
1 Slaughtermaster: Gruts sickle, armor of destiny, level 4 Beasts, ironfist: Had wildform, savage beast, curse, and amber spear
1 Bruiser: BSB, heavy armor, talisman of preservation, enchanted shield
1 hunter: shield of ptolos, sword of striking, dragonhelm
1 butcher: dispel scroll, great weapon, level 2 Beasts: had impenetrable pelt and transformation
1 butcher: forbidden rod, level 1 maw, ironfist: had toothcracker.
1 unit mournfang (4 models): heavy armor, ironfists, gleaming pennant, musician
Ironblaster
Ironblaster
1 unit leadbelchers (6 models): musician
1 unit ironguts (8 models): full command, standard of discipline
1 unit ogres (5 models): ironfists, standard
1 unit ogres (5 models): ironfists, standard
Sabretusk
Sabretusk
Stonehorn
He had:
Character:
Loremaster: talisman of preservation
Noble: mounted, BSB, rerollable 1+ armor
Handmaiden: potion of strength, rapid fire bow (3 shots, whatever its called)
Frostheart Phoenix
Bolt Thrower
Bolt Thrower
Bolt Thrower
18 Archers
17 Sisters of Avalorn
14 Silverhelms
5 Reavers
5 Reavers
5 Reavers
14 Swordmasters
14 Swordmasters
Lothern Skycutter
20 White Lions
Deployment
----------

I set up my units all the way across the map. Slaughtermaster and bruiser went with the ironguts, and then I had a butcher with each group of ogres.
The elves had a noble BSB with the silverhelms, and a loremaster in with the white lions. The white lions had the banner of the world dragon, but it never once came into play.
Turn 1 - Ogres
--------------

The reavers and the hunter vanguard forward. The reavers get into a screening position, and the hunter moves forward to start flanking.
The stonehorn charges the reavers, and naturally, they run screaming away. The stonehorn flummoxes forward a few inches and stares around sheepishly.
Everyone else moves around to have a better chance at making a charge without taking a charge. The sabretusk on the left (we'll call him "Lucky") starts moving toward the bolt throwers, while the hunter moves up to try to get into position to take down the Sisters.
Magic goes pretty well. The ironguts look around grumpily as Gruts' Sickle pokes a hole in one of them. The silverhelms are cursed, and the ironguts are wildformed. I try to amber spear the silverhelms, but the loremaster undoes it before it can do anything.
All the shooters get an extra helping of elf meat after this round. The leadbelchers take out an entire group of reavers. The first ironblaster wipes out the phoenix entirely, and continues to bounce on to hit the bolt thrower. Only one wound is dealt, sadly, so it stays in commission, but it is still a great shot. The second ironblaster rips through a few white lions, and nearly kills the skycutter.
All in all, a good turn.
Turn 1 - High Elves
-------------------

I forgot to mention earlier: When the phoenix died, one group of swordmasters ran away screaming. Back to our regular programming.
On the elves turn, they start moving forward. No charges, but lots of maneuvering. One group of reavers gets ready to charge block the Mournfang, and the others get ready to annoy the crap out of one group of ogres. Everyone else moves forward.
Magic is a bust for them. I dispel everything they cast, though it does cost me my dispel scroll.
His shooting was pretty powerful. 2 bolt thrower shots take out 2 Mournfang, much to my chagrin. They manage to keep themselves from running, and losing two of their number does have the bonus of preventing the reavers from blocking them. His handmaiden drinks her potion of strength, and she and her sisters take out 3 of my ogres. My beasts butcher is starting to get really nervous. Fortunately, the randomized shots that do hit him fail to wound.
Turn 2 - Ogres
--------------

For the ogres second turn, the shooters get their extra helping of elf meat taken away from them.
The stonehorn charges the blocking reavers. They run, and this time they don't get away. The stonehorn stomps up and down on their corpes, and is generally thrilled. Sadly for him, he's ignoring the bigger threat of the swordmasters staring at him. They seem rather upset at the loss of their friends. The Mournfang charge at the white lions. After the charge, they thought better and immediately regretted this decision. More on this during close combat.
Magic was a really low costed affair. We rolled 4-3, but the maw butcher makes a painful sacrifice for his friends. He pops the forbidden rod and takes 2 wounds in return for 4 extra dice. The other butcher makes use of his friends pain to transform himself into a giant flame dragon. The slaughtermaster tries to use the last dice for another round of wildform, but the loremaster puts a stop to that.
Shooting was a disappointment. The leadbelchers do their job and pop off five of the swordmasters, adding to the one that got beheaded by the stonehorn's chaintrap. The first ironblaster takes aim at the sisters, intending to pop 6 of them with his flank shot. Instead, the rhinox gets spooked and he spins around in a circle, chasing his own tail. The second ironblaster gets set up to pop 3 silverhelms, and the gnoblar gets stuck in the barrel. Finally, the hunter tries to take out the bolt thrower, and misses entirely. For shame, ironblasters, for shame.
The 2 mournfang take out 1 white lion on impact and 4 more after combat. I'm left with 1 mournfang who runs in terror from the white lion menace, and his flight scares the leadbelchers, who then make a run for the border themselves. Not a great idea, charging into them. If the slaughtermaster ever gets ahold of that last mournfang, he's lunch.
Turn 2 - High Elves
-------------------

Forgot to mention: The beasts butcher thoughtfully stepped out of his group before attempting to transform into a giant, firebreathing dragon. That was quite nice of him.
On the elves next turn, they start making mistakes. Everything they did was a failure this round.
The swordmasters charge the stonehorn and the silverhelms charge the ironguts. The white lions trip over their cloaks when charging an ironblaster, and the skycutter gives up halfway when charging the last two units from the now dragon's block.
The sisters, the archers, and the bolt throwers are so frightened of the dragon that they all pump everything they have into taking him down. At the end of the day, they managed to to a whopping one wound to it. The dragon grins in anticipation of his upcoming meal. The reavers keep trying to wound the ogres they are dancing around, but have no luck. They have yet to do a single wound.
Magic is a waste. The loremaster doesn't use enough power to cast wildform (rolls a 9, needed a 10) and magic ends with a pathetic sputter.
Close combat is more interesting all around. The swordmasters fluff the majority of their swings. Out of 15 swings, they only managed to do 4 wounds. The stonehorn in turn rips them down to only 4 left. The silverhelms learned the hard way that they never want to charge ironguts. They want to charge literally anything else. The noble challenges, which is accepted by my champion. The silverhelms manage to do a few wounds to the slaughtermaster, and kill a single irongut. The champ falls in combat, resulting in two total dead ironguts in return for 8 dead silverhelms. The silverhelms stand firm, and spend the time they have left writing letters to their families, telling them to stay away from can openers.
Turn 3 - Ogres
--------------

The ogres next turn rips through several units, and introduces Lucky to the world in his starring role.
Lucky charges the bolt thrower, the dragon and the hunter double charge the sisters. The dragon loses another 2 wounds from the stand and shoot, but otherwise shrugs it off. The ironblaster stops trying to pick gnoblar pieces out of the barrel and charges the white lions instead.
The mournfang fails to roll snake eyes and runs off the table. The leadbelchers manage to stop wetting their pants and flip around to be ready for next time. The greatly reduced ogre unit gets ready to receive their skycutter friend next time, and the other group spins around to get ready to charge the reavers should they do something foolish.
Magic did not go well for our pudgy friends. It was a great roll. I had 10-6. I had everything properly apportioned for maximum carnage. Grut's punches another hole in the ironguts and supercharges the slaughtermaster. He decides to try a smaller spell to draw out some dispel dice, then 5 dice his bruiser friend into a savage beast before using the last of his power to curse the white lions. 3 dice used on wildform resulted in two 6's and a 1. The slaughtermaster explodes, taking out an irongut and 2 silverhelms, as well as draining 6 dice. The slaughtermaster then sheepishly tries to cast savage beast on 2 dice, which has 6 dice shoved back down his throat. At the end of the phase, I rolled a 3, so he barely managed to avoid getting himself lynched.
Close combat goes well. The white lions take another wound off of the stonehorn before getting crushed into paste. The stonehorn doesn't bother to reform, figuring that he will start after the bolt throwers next. The ironblaster kills 6 white lions on the charge, and another 3 after that while only taking 3 wounds himself. The ironguts wipe out the entirety of the silverhelms to the man, then reform to handle the white lions at the next opportunity. Finally, the dragon and the hunter wipe out all of the Sisters. The handmaiden tries to save her unit some trouble by challenging the hunter, which he gladly accepts. The dragon eats a bunch, fries a bunch, and then stomps the rest. Both the dragon and the hunter over run, but they don't hit anything worthwhile. Finally, Lucky deals a wound to the bolt thrower and wins by two! The bolt thrower crew manage to hold their ground, but Lucky is feeling good about himself.
Finally, the second ironblaster whips around and tries to shoot at the unwounded bolt thrower, but his shot comes up short.
Turn 3 - High Elves
-------------------

The skycutter and the reavers gang up on the 2 remaining ogres from the beast butcher's unit. No one else moves.
During the magic phase, the only thing that I let him get off was spirit leech, figuring that the slaughtermaster will be fine. I was definitely wrong on that assumption. He rolls a 6, I roll a 3, and my general croaks. Looks like that mournfang that got away is not going to be lunch after all.
Shooting was mostly a bust. The only good thing that happened was a bolt thrower dealt the last wound to the stonehorn. Boo... The skycutter and the reavers manage to wipe out the 4 wounds remaining on the ogres, so good for them. Thus far, in all the games the skycutter has taken part in, this is the most damage he's ever done.
The white lions deal another wound to the ironblaster, while he fluffs every swing. As a result, he runs and the white lions chase him down.
Turn 4 - Ogres
--------------

Its the beginning of the end now. My ogres charge at his reavers, who run to the far side of the white lions. The dragon takes a look at the archers, who decide it is in their best interest to come back another day and run off the board. The dragon then redirects into the bolt thrower, ready to chomp off the last wound.
The hunter swings around and shoots down the sky cutter. Yet another win for him.
For magic, we ran into an interesting scenario. We each have 6 dice. I have one level 1 caster and a dragon. The loremaster wants to dispel the dragon. So, do I cast toothcracker, then lose the dragon, or do I hold onto my dice to try to recast dragon after it is dispelled? We weren't really sure on the rules, so we flipped for it. I held onto my dice, he dispelled transformation, and I tried (but failed) to recast it. Now I have a butcher with 3 wounds on him sitting in combat. Not a good place to be.
The ironblaster takes out 4 white lions, causing them to panic toward the ironguts, and the leadbelchers take 3 guys out in the reaver group as they run by.
In close combat, Lucky lives up to his name. He fluffs all of his attacks, takes a wound, and runs away from the scary, scary bolt thrower. Thanks for nothing Lucky. The butcher is considerable more naked now, and takes a wound from the bolt thrower, which takes him out. Sad times, he made sure a happy dragon.
We call the game at this point.
Lessons learned on both sides:
- Don't charge silverhelms into ironguts. It never ends well.
- Loremasters are scary due to the amount of signature spells they have. Loremasters suck since they are only level 2. He didn't really get much magic off. The only real thing he did was kill my slaughtermaster. Definitely irritating, but that was all he could do.
- Set up flank units that can handle reavers dancing around them. I had an entire unit of ogres just kind of dance around in a circle because of them.
It was definitely a fun game, and I'm planning on keeping this list for a while (though I will probably tweak it a bit more).
Second Ironblaster I have to ask, why not target the Silverhelms and try and get a lucky failed look out roll on the BSB? If you put pressure on this unit it forces him to come forward in range of more Ironblaster shots and of course the Leadbelchers which are great at cutting down anything I think?

