12 May 2014
Played against our very own hmjesus on Friday night.
Ogre Kingdoms vs. Bretonnia
===========================
Overview
--------
Date played: Friday, 9 May 2014
Ogre Kingdoms
-------------
(B1) Butcher
- Extra Hand Weapon, Lore of the Great Maw (Toothcracker), Forbidden Rod
(B2) Butcher
- Extra Hand Weapon, Lore of Beasts (Wildform, Flock of Doom), Armour of Fortune
(SM) Slaughtermaster
- Gold Sigil Sword, Armour of Destiny, Earthing Rod, Lore of Beasts (Wildform, Pelt, Amber Spear, Curse), 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
Bretonnia
---------
(TGK) The Green Knight
(L) Lord
- HKB, ASF, 1+ Re-rollable
(PB) Paladin - BSB
- Charmed Shield, 2+ re-rollable save
(P1) Paladin
- Great Weapon, Morning Star, Shield, Dragonhelm
(P2) Paladin
- Lance, Enchanted Shield, Luckstone, +D6" Charge
(D) Damsel
- Level 2 Beasts (Wildform, Savage Beasts), Scroll, Mane of the Purebred
(KotR1) 9 Knights of the Realm
- Full Command, Banner of Eternal Flame
(KotR2) 9 Knights of the Realm
- Full Command, Banner of Swiftness
(KE) 11 Knights Errant
- Full Command, Erranty Banner
(PK) 3 Pegasus Knights
- Champion
(GK) 6 Grail Knights
- Musician
(T1) Trebuchet
(T2) Trebuchet
Deployment
----------

My basic goal here was to match up the maneaters with a treb to nail it quickly, it was in the tower which allowed me to re-roll wounds (that was the plan anyway)
Use Sabretusks to re-direct the lances and try and tie up the Green Knight with something which would be difficult. Brets pray allowing the Ogres to go first.
Turn 1 - Ogre Kingdoms
----------------------

The Ogres waste no time and do some minor re-positioning to face off against the tin cans. Magical winds from the north saturate the battlefield (6 vs 3) and the Butcher casts Flock of Doom onto the Trebuchet garrisoning the building and a crew member drops from the tower having his eyes pecked out. Finally the Ogres attempt to curse the Pegasus Knights however the Damsel recites ancient words of power dispelling the attempt. The Maneaters snap fire into the nearby Pegasus Knights dropping a noble knight from his saddle.
Turn 1 - Bretonnia
------------------

The Green Knight materialises into the mortal plain and the Bretonnian Lord seeing the Lady's Champion signals the advance into the Ogre army. The magical winds continue to blow slightly stronger (7 vs 5) and the Damsel casts Wildform onto the nearby Grail Knights swelling their size. Her inexperience on the battlefield however costs the lives of 7 knights as Savage Beasts goes wildly out of control with the magical feedback staining the ground with armour and blood. The Trebuchets release their massive stone ammunition however only the Maneaters are lightly wounded.
Turn 2 - Ogre Kingdoms
----------------------

The Ogres charge the Pegasus Knights whilst the rest of the army position themselves to hold the line. The Sabretusks move into position to assault the Warmachines with the peasants scent easily betraying their position from miles away. The Butchers draws more power from the winds of magic (5 vs 4) killing another crew member with a Flock of Doom. Disaster strikes however as more magical feedback captures the battlefield and kills an Irongut in the process. In the nearby combat a single Pegasus Knight is killed however the noble holds waiting for reinforcements to arrive.
Turn 2 - Bretonnia
------------------

The Green Knights cuts his sword into the air and speeds towards the Ogres tying up the remaining Pegasus Knight. The remaining lances begin to ensnare the Ogres and move into wider positions awaiting the Lords signal. Recovering the Damsel decides not to tempt fate and risk anymore lives of her noble bodyguards. The Trebuchets unleash their final payloads before the enemy would close with them and blessed by the lady the shots land accurately taking out 3 Ironguts. In combat the Green Knight only manages a single wound and the Ogres only a scratch on the Pegasus Knight in return with neither side giving any ground.
Turn 3 - Ogre Kingdoms
----------------------

The Sabretusks break into a sprint and close the distance with the warmachines. The Ogre characters decide now is a good time to leave the Ironguts and make their way into the Maneater ranks who sit just in the forest line. The Mournfang re-position themselves to loan support wherever it is required. The magical winds start to pick up (9 vs 5) and the Butcher attempts to curse the Knights Errant however the Damsel now fully recovered easily thwarts the spell attempt. Wildform takes hold of the Maneaters although a second attempt clearly fails. The Maneaters take careful aim at the approaching Grail Knights however after the smoke clears only a single Knight has been un-horsed. The Green Knight picks up a relentless pace swinging his Dolorious Blade cutting down a single Ogre however they remain fixed to their positions. The Lady of Lake refuses to answer the prayers of the Trebuchet crews as the remaining crew member in the tower is torn apart whilst the eastern crew break for the hills.
Turn 3 - Bretonnia
------------------

The Bretonnian Lord slices his sword through the air and the Knights give a mighty roar as they brace into their saddles and ready their lances into the kill positions. The Maneaters rattle off snap fire towards the Grail Knights however their armour and blessings prove to be enough against the shot. Despite charging through gunpowder a single Grail Knight gets taken off his steed by a low branch at throat level. A single Errant Knight follows suite and a Paladin takes a wound from low hanging thorned vines. The nearby Knights of the Realm run down the Sabretusk intent on clearing the path and joining the fight shortly. The Damsel (8 vs 6) plays it safe casting Wildform onto the Knights Errant however her attempt at Savage Beasts is stopped by the Slaughtermaster. The Ogres continue to take damage as the Green Knight begins to carve a path through them intent on joining the larger combat.
The Bretonnian Lord wastes no time with his speed and timing and lands a perfect killing stroke onto the enemy general littering the earth with arterial blood. The Paladin follows suit however can only land a flesh wound onto the Butcher. The Maneaters take some damage from the Knights and in retaliation the unit kills 3 Grail Knights and hold the line.
Turn 4 - Ogre Kingdoms
----------------------

The Mournfang Cavalry seeing their master fall charge headlong into the combat regardless of their own safety. The Ironguts about face to sell their lives dearly. The Butchers now the only magic casters for their forces harness the winds whilst the Maw Butcher mutters ancient syllables as his rod bathes everyone nearby in an iridescent light (10 vs 5). Wildform effects the Mournfang Cavalry however the Butcher miscasts and begins to violently cough up blood. The Maw Butcher wastes no time in casting toothcracker onto the Maneaters making them that much harder to take down however even he can't control the massive amount of power saturating the battlefield and miscasts killing a single nearby Ogre and effectively ending any more magic from the Ogres.
The Green Knight finally cuts down the Ogres standing in his way and makes ready to support his fellow kin. 3 Knights Errant drop from impact hits however the Ogres simply are outclassed as the Butcher meets his doom with another fatal swing from the Bretonnian Lord. The Maneaters kill the remaining Grail Knights and all of the Knights Errant fall to the ground however the Maneaters stubbornly refuse to give ground.
Turn 4 - Bretonnia
------------------

The Knights of the Realm drop their lances and with a battle hardened scream charge into respective targets. The Green Knight slams into the flank of the Maneaters. Dust picks up and litters the battlefield as magical gusts begin to come down from the mountains of the north (12 vs 6). The Damsel meets little resistance from the Ogres and casts wildform onto the characters whilst a powerful Savage Beasts casting covers all possible friendly models and the Ogres are helpless to stop.
The Knights of the Realm all target the Ironguts and although some flesh wounds are caused the Ironguts retaliate and refuse to give ground to the nobles. For the remaining Ogres the situation is bleak however. The augmented characters completely maul the Maneaters and Bruiser whilst 2 of the Ogre Cavalry drop to the desert floor. The Green Knight begins to vanish from the mortal realm and the Lord content with his heroic efforts signals the withdraw of his army as the Ogres retreat from the battlefield.
Result - Bretonnia victory.
Conclusion - where to begin? From the top, deployment was munted. Against 4 lances I should have tucked away into the other corner which would have allowed so many more options, I could use the building to get in behind a lance, still have Sabretusks, and most of all it would be extremely difficult for my opponent to do anything other than solo charge his lances. I practically lost the game in deployment I feel. I could have garrisoned the building with Maneaters and more than likely would not have been contested as Knights don't like getting off their horses. Unit 'O2' should have been deployed to back up the Mournfang.
Sabretusks. Ironically enough last month I've written up an article on the uses of them and this game is more of a 'what not to do' with them. Certainly they hunted 2 warmachines and saved the Mournfang for a turn however intelligent use of them could have completely turned the game around. Rather than be lured by the 90 point Trebuchets (which granted couldn't be ignored) it would have been far more beneficial to keep them back and continually re-direct the Knights of the Realm lances.
Anyway, I played sloppy and deserved the loss so never mind I'm kicking my own arse for this extremely poor performance on my behalf.
Ogre Kingdoms vs. Bretonnia
===========================
Overview
--------
Date played: Friday, 9 May 2014
Ogre Kingdoms
-------------
(B1) Butcher
- Extra Hand Weapon, Lore of the Great Maw (Toothcracker), Forbidden Rod
(B2) Butcher
- Extra Hand Weapon, Lore of Beasts (Wildform, Flock of Doom), Armour of Fortune
(SM) Slaughtermaster
- Gold Sigil Sword, Armour of Destiny, Earthing Rod, Lore of Beasts (Wildform, Pelt, Amber Spear, Curse), 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
Bretonnia
---------
(TGK) The Green Knight
(L) Lord
- HKB, ASF, 1+ Re-rollable
(PB) Paladin - BSB
- Charmed Shield, 2+ re-rollable save
(P1) Paladin
- Great Weapon, Morning Star, Shield, Dragonhelm
(P2) Paladin
- Lance, Enchanted Shield, Luckstone, +D6" Charge
(D) Damsel
- Level 2 Beasts (Wildform, Savage Beasts), Scroll, Mane of the Purebred
(KotR1) 9 Knights of the Realm
- Full Command, Banner of Eternal Flame
(KotR2) 9 Knights of the Realm
- Full Command, Banner of Swiftness
(KE) 11 Knights Errant
- Full Command, Erranty Banner
(PK) 3 Pegasus Knights
- Champion
(GK) 6 Grail Knights
- Musician
(T1) Trebuchet
(T2) Trebuchet
Deployment
----------

My basic goal here was to match up the maneaters with a treb to nail it quickly, it was in the tower which allowed me to re-roll wounds (that was the plan anyway)
Use Sabretusks to re-direct the lances and try and tie up the Green Knight with something which would be difficult. Brets pray allowing the Ogres to go first.
Turn 1 - Ogre Kingdoms
----------------------

The Ogres waste no time and do some minor re-positioning to face off against the tin cans. Magical winds from the north saturate the battlefield (6 vs 3) and the Butcher casts Flock of Doom onto the Trebuchet garrisoning the building and a crew member drops from the tower having his eyes pecked out. Finally the Ogres attempt to curse the Pegasus Knights however the Damsel recites ancient words of power dispelling the attempt. The Maneaters snap fire into the nearby Pegasus Knights dropping a noble knight from his saddle.
Turn 1 - Bretonnia
------------------

The Green Knight materialises into the mortal plain and the Bretonnian Lord seeing the Lady's Champion signals the advance into the Ogre army. The magical winds continue to blow slightly stronger (7 vs 5) and the Damsel casts Wildform onto the nearby Grail Knights swelling their size. Her inexperience on the battlefield however costs the lives of 7 knights as Savage Beasts goes wildly out of control with the magical feedback staining the ground with armour and blood. The Trebuchets release their massive stone ammunition however only the Maneaters are lightly wounded.
Turn 2 - Ogre Kingdoms
----------------------

The Ogres charge the Pegasus Knights whilst the rest of the army position themselves to hold the line. The Sabretusks move into position to assault the Warmachines with the peasants scent easily betraying their position from miles away. The Butchers draws more power from the winds of magic (5 vs 4) killing another crew member with a Flock of Doom. Disaster strikes however as more magical feedback captures the battlefield and kills an Irongut in the process. In the nearby combat a single Pegasus Knight is killed however the noble holds waiting for reinforcements to arrive.
Turn 2 - Bretonnia
------------------

The Green Knights cuts his sword into the air and speeds towards the Ogres tying up the remaining Pegasus Knight. The remaining lances begin to ensnare the Ogres and move into wider positions awaiting the Lords signal. Recovering the Damsel decides not to tempt fate and risk anymore lives of her noble bodyguards. The Trebuchets unleash their final payloads before the enemy would close with them and blessed by the lady the shots land accurately taking out 3 Ironguts. In combat the Green Knight only manages a single wound and the Ogres only a scratch on the Pegasus Knight in return with neither side giving any ground.
Turn 3 - Ogre Kingdoms
----------------------

The Sabretusks break into a sprint and close the distance with the warmachines. The Ogre characters decide now is a good time to leave the Ironguts and make their way into the Maneater ranks who sit just in the forest line. The Mournfang re-position themselves to loan support wherever it is required. The magical winds start to pick up (9 vs 5) and the Butcher attempts to curse the Knights Errant however the Damsel now fully recovered easily thwarts the spell attempt. Wildform takes hold of the Maneaters although a second attempt clearly fails. The Maneaters take careful aim at the approaching Grail Knights however after the smoke clears only a single Knight has been un-horsed. The Green Knight picks up a relentless pace swinging his Dolorious Blade cutting down a single Ogre however they remain fixed to their positions. The Lady of Lake refuses to answer the prayers of the Trebuchet crews as the remaining crew member in the tower is torn apart whilst the eastern crew break for the hills.
Turn 3 - Bretonnia
------------------

The Bretonnian Lord slices his sword through the air and the Knights give a mighty roar as they brace into their saddles and ready their lances into the kill positions. The Maneaters rattle off snap fire towards the Grail Knights however their armour and blessings prove to be enough against the shot. Despite charging through gunpowder a single Grail Knight gets taken off his steed by a low branch at throat level. A single Errant Knight follows suite and a Paladin takes a wound from low hanging thorned vines. The nearby Knights of the Realm run down the Sabretusk intent on clearing the path and joining the fight shortly. The Damsel (8 vs 6) plays it safe casting Wildform onto the Knights Errant however her attempt at Savage Beasts is stopped by the Slaughtermaster. The Ogres continue to take damage as the Green Knight begins to carve a path through them intent on joining the larger combat.
The Bretonnian Lord wastes no time with his speed and timing and lands a perfect killing stroke onto the enemy general littering the earth with arterial blood. The Paladin follows suit however can only land a flesh wound onto the Butcher. The Maneaters take some damage from the Knights and in retaliation the unit kills 3 Grail Knights and hold the line.
Turn 4 - Ogre Kingdoms
----------------------

The Mournfang Cavalry seeing their master fall charge headlong into the combat regardless of their own safety. The Ironguts about face to sell their lives dearly. The Butchers now the only magic casters for their forces harness the winds whilst the Maw Butcher mutters ancient syllables as his rod bathes everyone nearby in an iridescent light (10 vs 5). Wildform effects the Mournfang Cavalry however the Butcher miscasts and begins to violently cough up blood. The Maw Butcher wastes no time in casting toothcracker onto the Maneaters making them that much harder to take down however even he can't control the massive amount of power saturating the battlefield and miscasts killing a single nearby Ogre and effectively ending any more magic from the Ogres.
The Green Knight finally cuts down the Ogres standing in his way and makes ready to support his fellow kin. 3 Knights Errant drop from impact hits however the Ogres simply are outclassed as the Butcher meets his doom with another fatal swing from the Bretonnian Lord. The Maneaters kill the remaining Grail Knights and all of the Knights Errant fall to the ground however the Maneaters stubbornly refuse to give ground.
Turn 4 - Bretonnia
------------------

The Knights of the Realm drop their lances and with a battle hardened scream charge into respective targets. The Green Knight slams into the flank of the Maneaters. Dust picks up and litters the battlefield as magical gusts begin to come down from the mountains of the north (12 vs 6). The Damsel meets little resistance from the Ogres and casts wildform onto the characters whilst a powerful Savage Beasts casting covers all possible friendly models and the Ogres are helpless to stop.
The Knights of the Realm all target the Ironguts and although some flesh wounds are caused the Ironguts retaliate and refuse to give ground to the nobles. For the remaining Ogres the situation is bleak however. The augmented characters completely maul the Maneaters and Bruiser whilst 2 of the Ogre Cavalry drop to the desert floor. The Green Knight begins to vanish from the mortal realm and the Lord content with his heroic efforts signals the withdraw of his army as the Ogres retreat from the battlefield.
Result - Bretonnia victory.
Conclusion - where to begin? From the top, deployment was munted. Against 4 lances I should have tucked away into the other corner which would have allowed so many more options, I could use the building to get in behind a lance, still have Sabretusks, and most of all it would be extremely difficult for my opponent to do anything other than solo charge his lances. I practically lost the game in deployment I feel. I could have garrisoned the building with Maneaters and more than likely would not have been contested as Knights don't like getting off their horses. Unit 'O2' should have been deployed to back up the Mournfang.
Sabretusks. Ironically enough last month I've written up an article on the uses of them and this game is more of a 'what not to do' with them. Certainly they hunted 2 warmachines and saved the Mournfang for a turn however intelligent use of them could have completely turned the game around. Rather than be lured by the 90 point Trebuchets (which granted couldn't be ignored) it would have been far more beneficial to keep them back and continually re-direct the Knights of the Realm lances.
Anyway, I played sloppy and deserved the loss so never mind I'm kicking my own arse for this extremely poor performance on my behalf.

"Nec sorte nec fato"
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars