11 May 2014
Ogre Kingdoms vs. Warriors of Chaos
===================================
With my brother back in town for a fortnight it was time to face the Warriors of Chaos again. I wasn't sure what my brother was going to bring and he usually always turns up with something fun and not powered to any particular theme so I was sure it would be a good test for the Beast Ogre list I had been running recently.
Overview
--------
Date played: Friday, 9 May 2014
Ogre Kingdoms
-------------
(B1) Butcher
- Extra Hand Weapon, Lore of the Great Maw (Spinemarrow), Forbidden Rod
(B2) Butcher
- Extra Hand Weapon, Lore of Beasts (Wildform, Curse), Armour of Fortune
(SM) Slaughtermaster
- Gold Sigil Sword, Armour of Destiny, Earthing Rod, Lore of Beasts (Wildform, Pelt, Savage Beasts, Kadon), Level 4, Ironfist
(B3) Bruiser
- BSB, Talisman of Preservation, Enchanted Shield, Light Armour
(I) 6 Ironguts
- Full Command, Standard of Discipline
(O1) 6 Ogres
- Bellower, Standard, Ironfists, Look-out Gnoblar
(O2) 6 Ogres
- Bellower, Standard, Ironfists
(M) 6 Maneaters
- Musician, Standard, Banner of Eternal Flame, Stubborn, Poison, Brace of Pistols x 6
(MC) 4 Mournfang Cavalry
- Standard, Musician, Ironfists, Heavy Armour, Gleaming Pennant
(S1) Sabretusk
(S2) Sabretusk
(S3) Sabretusk
Warriors of Chaos
-----------------
(DP) Daemon Prince
- Mark of Tzeentch, Lore of Metal (Blades, Robes, Hounds, Final) 2+ re-rollable save
(EH) Exalted Hero
- Mark of Tzeentch, BSB
(WoT) 19 Warriors of Tzeentch
- Shields, Full Command
(CoK1) Chariot of Khorne
(CoK2) Chariot of Khorne
(COoK) 6 Chaos Ogres of Khorne
- Great Weapons, Full Command
(C) Chimera
- Scaly Skin, Regeneration
(S) 3 Skullcrushers
- Ensorcelled Weapons, Musician
(H) Hellcannon
Basic plan was to eliminate the support elements of the army being the Chimera, Hellcannon and Chariots. Use the Sabretusks to do the usual things and I felt I could tackle the rest of the force.
Deployment
----------

Idea was the catapult the Maneaters into the tower to give the BSB a much better range on his banner waving skills. Ogres got the first turn.
Turn 1 - Ogre Kingdoms
----------------------

The Beastmaster signalled the advance and the Ogres begun stomping the ground and made their way towards the armoured foes. The Mournfang trotted down the flank whilst the Maneaters took up firing positions in the nearby tower giving greater view over the battlefield and inspiring all of the Ogres as the Bruiser waived the standard of the army high and proud. Light winds blew across the battlefield (5 vs 3) as the Beastmaster cast Wildform onto the Mournfang Cavalry however the Daemon Prince put an end to Curse being cast onto the Warriors.
Turn 1 - Warriors of Chaos
--------------------------

The armoured foe respond to the Ogres movement and begin to encircle the army as the Skullcrushers mirror the Mournfangs movement. The Warriors also garrison the nearby tower and the Daemon Prince gets to work (5 vs 3) conjuring up Enchanted Blades onto the Chaos Ogres however the Beastmaster puts a stop to Glittering Robes. The Hellcannon takes aim at the advancing Mournfang however the shot scatters shredding one of the beasts in some shrapnel but it looks unimpressed.
Turn 2 - Ogre Kingdoms
----------------------

The Ironguts charge into the nearby Chariot of Khorne not allowing it a second to gather its thoughts from its frenzied state. The Ogre Cavalry continue at a relentless pace up the flank whilst the remaining Ogres consolidate their positions near the centre of the battlefield. The Beastmaster harnesses what magic he can (11 vs 6) as Wildform takes effect onto the Ogres nearby courtesy of the Beast Butcher. The Beastmaster attempts this onto the Mournfang however the Daemon Prince dispels this attempt. Finally Savage Beast is attempted however the Beastmaster loses focus and the spell ceases. The Maneaters snap off rounds towards the Chimera and the beast roars in pain as the poison takes effect into its bloodstream.
Combat is a simple and brutal affair, the Beastmaster steps forth inflicting 2 wounds onto the war machine however a single Irongut is claimed for the Blood God before the chariot is turned into firewood. The unit reforms to face it's Chaos Brethren.
Turn 2 - Warriors of Chaos
--------------------------

The Chaos Ogres remarkably show restraint and stare down the Ironguts as the remaining forces of Chaos move into position. Magic is a quick affair (6 vs 5) as the Daemon Prince casts Final Transmutation onto the Ironguts however the Beastmaster harnesses all of his power to prevent this from taking hold. With his remaining magical strength the Daemon Prince casts glittering robes onto the Khornate Ogres. The Hellcannon attempts to unload its Daemonic payload however it misfires causing some nose bleeds in the nearby magic casters.
Turn 3 - Ogre Kingdoms
----------------------

The Ironguts charge into the Chaos Ogres signalling the Mournfang to join the combat however they are much more intrigued by the Hellcannon and decide to charge into the Warmachine. Magic once again proves to be of little benefit as a single casting of Wildform goes onto the Mournfang before Savage Beast and Curse are both dispelled from the Chaos Ogres. Khorne wouldn't have anything effect the outcome of this combat. The Ogre Cavalry damage the cannon on impact and take little damage in return allowing them to stomp the daemonic alloy into oblivion. They reform to face the Chaos battle line. The Ironguts however get mauled, losing 4 of their number whilst dropping only 3 Chaos Ogres. The maintain their composure however intent on killing the traitors.
Turn 3 - Warriors of Chaos
--------------------------

The Warriors get into final positions before signalling their charges. The Daemon Prince casts Final Transmutation onto the Ogres as the Beastmaster focusing on not dying ignores the spell however miraculously the Ogres remain unharmed. Glittering Robes then goes onto the Warriors causing a massive miscast damaging the nearby Skullcrushers and wounding the Daemon Prince. The Chaos Ogres wound each of the models a few times and lose one of their number and the combat continues in a stale mate type of standoff.
Turn 4 - Ogre Kingdoms
----------------------

The Mournfang charge the nearby Chariot of Khorne as the Ogres rush headlong into the Warriors of Tzeentch. The Maw Butcher pops the Forbidden Rod to boost the magic phase however it doesnt appear to do much (1 PD for 1W!). The Beastmaster casts Wildform onto the Mournfang Cavalry and empowers himself with Savage Beasts before another Wildform is dispelled. The Maneaters manage to drop the Chimera as a lucky shot pierces its eye and the poison begins to liquefy its brain.
The Beastmaster finally in his augmented state cuts down the Chaos Ogre champion before losing his own Champion but the Ogres run down the last Chaotic Ogre dispatching him. The Mournfang however ensuring they dont let the enemy fight back crash into the nearby Chaos Chariot cracking its hull in one deafening noise across the battlefield before trampling the crew and steeds alike. Their ferociousness of the charge however shows as they continue forward slamming into the Warriors of Tzeentch already battling Ogres to the front. An Ogre drops however but the carnage returned to the Warriors is no less impressive. Its enough to unhold the nerve of the Warriors and they turn and run for the tower however the Ogres cut them down before they reach the safety of the structure. The Mournfang reform to face an anticipated threat.
Turn 4 - Warriors of Chaos
--------------------------

The Skullcrushers finally lose their cool and charge into the Sabretusk nearby. The Daemon Prince however summons all of his reserves to cast Final Transmutation against the Beastmaster however his magical defences cannot be cracked by this spell. Golden Hounds goes off onto the Beastmaster however hes strong enough to withstand any damage from the magic beasts.
Due to time the game is halted.
Result - Ogre Kingdoms Victory.
Conclusion: I've heard it somewhere before on forums but you're suppose to use Ogres against great weapon wielding folk. Naughty me for not listening. They really did a number on the Ironguts unfortunately and with this list I don't have any room for ablative wounds so each one really hurt. I was unlucky not to remove a whole model with impact hits and the Slaughtmasters I10 attacks before they got to swing but such is life. Maneaters did exactly what they needed to and squeezed their battlefield control muscle moving the Chimera away from them and keeping it at bay. I was at a bit of a cross roads when I had the opportunity to charge the Hellcannon or the Chaos Ogres with the Mournfang however I think I did the right thing. Had I charged the Chaos Ogres it would have taken a turn to move the friendly units out of their into position and of course the Hellcannon would still be happily shooting away doing god knows what.
I was a little disappointed with the magic in this game, other than getting off Wildform I just couldn't seem to be able to cast much else which was frustrating. Not to worry as it seems the Ogres held up their end of the deal by being resilient enough at least.
Thanks for reading.
===================================
With my brother back in town for a fortnight it was time to face the Warriors of Chaos again. I wasn't sure what my brother was going to bring and he usually always turns up with something fun and not powered to any particular theme so I was sure it would be a good test for the Beast Ogre list I had been running recently.
Overview
--------
Date played: Friday, 9 May 2014
Ogre Kingdoms
-------------
(B1) Butcher
- Extra Hand Weapon, Lore of the Great Maw (Spinemarrow), Forbidden Rod
(B2) Butcher
- Extra Hand Weapon, Lore of Beasts (Wildform, Curse), Armour of Fortune
(SM) Slaughtermaster
- Gold Sigil Sword, Armour of Destiny, Earthing Rod, Lore of Beasts (Wildform, Pelt, Savage Beasts, Kadon), Level 4, Ironfist
(B3) Bruiser
- BSB, Talisman of Preservation, Enchanted Shield, Light Armour
(I) 6 Ironguts
- Full Command, Standard of Discipline
(O1) 6 Ogres
- Bellower, Standard, Ironfists, Look-out Gnoblar
(O2) 6 Ogres
- Bellower, Standard, Ironfists
(M) 6 Maneaters
- Musician, Standard, Banner of Eternal Flame, Stubborn, Poison, Brace of Pistols x 6
(MC) 4 Mournfang Cavalry
- Standard, Musician, Ironfists, Heavy Armour, Gleaming Pennant
(S1) Sabretusk
(S2) Sabretusk
(S3) Sabretusk
Warriors of Chaos
-----------------
(DP) Daemon Prince
- Mark of Tzeentch, Lore of Metal (Blades, Robes, Hounds, Final) 2+ re-rollable save
(EH) Exalted Hero
- Mark of Tzeentch, BSB
(WoT) 19 Warriors of Tzeentch
- Shields, Full Command
(CoK1) Chariot of Khorne
(CoK2) Chariot of Khorne
(COoK) 6 Chaos Ogres of Khorne
- Great Weapons, Full Command
(C) Chimera
- Scaly Skin, Regeneration
(S) 3 Skullcrushers
- Ensorcelled Weapons, Musician
(H) Hellcannon
Basic plan was to eliminate the support elements of the army being the Chimera, Hellcannon and Chariots. Use the Sabretusks to do the usual things and I felt I could tackle the rest of the force.
Deployment
----------

Idea was the catapult the Maneaters into the tower to give the BSB a much better range on his banner waving skills. Ogres got the first turn.
Turn 1 - Ogre Kingdoms
----------------------

The Beastmaster signalled the advance and the Ogres begun stomping the ground and made their way towards the armoured foes. The Mournfang trotted down the flank whilst the Maneaters took up firing positions in the nearby tower giving greater view over the battlefield and inspiring all of the Ogres as the Bruiser waived the standard of the army high and proud. Light winds blew across the battlefield (5 vs 3) as the Beastmaster cast Wildform onto the Mournfang Cavalry however the Daemon Prince put an end to Curse being cast onto the Warriors.
Turn 1 - Warriors of Chaos
--------------------------

The armoured foe respond to the Ogres movement and begin to encircle the army as the Skullcrushers mirror the Mournfangs movement. The Warriors also garrison the nearby tower and the Daemon Prince gets to work (5 vs 3) conjuring up Enchanted Blades onto the Chaos Ogres however the Beastmaster puts a stop to Glittering Robes. The Hellcannon takes aim at the advancing Mournfang however the shot scatters shredding one of the beasts in some shrapnel but it looks unimpressed.
Turn 2 - Ogre Kingdoms
----------------------

The Ironguts charge into the nearby Chariot of Khorne not allowing it a second to gather its thoughts from its frenzied state. The Ogre Cavalry continue at a relentless pace up the flank whilst the remaining Ogres consolidate their positions near the centre of the battlefield. The Beastmaster harnesses what magic he can (11 vs 6) as Wildform takes effect onto the Ogres nearby courtesy of the Beast Butcher. The Beastmaster attempts this onto the Mournfang however the Daemon Prince dispels this attempt. Finally Savage Beast is attempted however the Beastmaster loses focus and the spell ceases. The Maneaters snap off rounds towards the Chimera and the beast roars in pain as the poison takes effect into its bloodstream.
Combat is a simple and brutal affair, the Beastmaster steps forth inflicting 2 wounds onto the war machine however a single Irongut is claimed for the Blood God before the chariot is turned into firewood. The unit reforms to face it's Chaos Brethren.
Turn 2 - Warriors of Chaos
--------------------------

The Chaos Ogres remarkably show restraint and stare down the Ironguts as the remaining forces of Chaos move into position. Magic is a quick affair (6 vs 5) as the Daemon Prince casts Final Transmutation onto the Ironguts however the Beastmaster harnesses all of his power to prevent this from taking hold. With his remaining magical strength the Daemon Prince casts glittering robes onto the Khornate Ogres. The Hellcannon attempts to unload its Daemonic payload however it misfires causing some nose bleeds in the nearby magic casters.
Turn 3 - Ogre Kingdoms
----------------------

The Ironguts charge into the Chaos Ogres signalling the Mournfang to join the combat however they are much more intrigued by the Hellcannon and decide to charge into the Warmachine. Magic once again proves to be of little benefit as a single casting of Wildform goes onto the Mournfang before Savage Beast and Curse are both dispelled from the Chaos Ogres. Khorne wouldn't have anything effect the outcome of this combat. The Ogre Cavalry damage the cannon on impact and take little damage in return allowing them to stomp the daemonic alloy into oblivion. They reform to face the Chaos battle line. The Ironguts however get mauled, losing 4 of their number whilst dropping only 3 Chaos Ogres. The maintain their composure however intent on killing the traitors.
Turn 3 - Warriors of Chaos
--------------------------

The Warriors get into final positions before signalling their charges. The Daemon Prince casts Final Transmutation onto the Ogres as the Beastmaster focusing on not dying ignores the spell however miraculously the Ogres remain unharmed. Glittering Robes then goes onto the Warriors causing a massive miscast damaging the nearby Skullcrushers and wounding the Daemon Prince. The Chaos Ogres wound each of the models a few times and lose one of their number and the combat continues in a stale mate type of standoff.
Turn 4 - Ogre Kingdoms
----------------------

The Mournfang charge the nearby Chariot of Khorne as the Ogres rush headlong into the Warriors of Tzeentch. The Maw Butcher pops the Forbidden Rod to boost the magic phase however it doesnt appear to do much (1 PD for 1W!). The Beastmaster casts Wildform onto the Mournfang Cavalry and empowers himself with Savage Beasts before another Wildform is dispelled. The Maneaters manage to drop the Chimera as a lucky shot pierces its eye and the poison begins to liquefy its brain.
The Beastmaster finally in his augmented state cuts down the Chaos Ogre champion before losing his own Champion but the Ogres run down the last Chaotic Ogre dispatching him. The Mournfang however ensuring they dont let the enemy fight back crash into the nearby Chaos Chariot cracking its hull in one deafening noise across the battlefield before trampling the crew and steeds alike. Their ferociousness of the charge however shows as they continue forward slamming into the Warriors of Tzeentch already battling Ogres to the front. An Ogre drops however but the carnage returned to the Warriors is no less impressive. Its enough to unhold the nerve of the Warriors and they turn and run for the tower however the Ogres cut them down before they reach the safety of the structure. The Mournfang reform to face an anticipated threat.
Turn 4 - Warriors of Chaos
--------------------------

The Skullcrushers finally lose their cool and charge into the Sabretusk nearby. The Daemon Prince however summons all of his reserves to cast Final Transmutation against the Beastmaster however his magical defences cannot be cracked by this spell. Golden Hounds goes off onto the Beastmaster however hes strong enough to withstand any damage from the magic beasts.
Due to time the game is halted.
Result - Ogre Kingdoms Victory.
Conclusion: I've heard it somewhere before on forums but you're suppose to use Ogres against great weapon wielding folk. Naughty me for not listening. They really did a number on the Ironguts unfortunately and with this list I don't have any room for ablative wounds so each one really hurt. I was unlucky not to remove a whole model with impact hits and the Slaughtmasters I10 attacks before they got to swing but such is life. Maneaters did exactly what they needed to and squeezed their battlefield control muscle moving the Chimera away from them and keeping it at bay. I was at a bit of a cross roads when I had the opportunity to charge the Hellcannon or the Chaos Ogres with the Mournfang however I think I did the right thing. Had I charged the Chaos Ogres it would have taken a turn to move the friendly units out of their into position and of course the Hellcannon would still be happily shooting away doing god knows what.
I was a little disappointed with the magic in this game, other than getting off Wildform I just couldn't seem to be able to cast much else which was frustrating. Not to worry as it seems the Ogres held up their end of the deal by being resilient enough at least.
Thanks for reading.
"Nec sorte nec fato"
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars