28 Aug 2014
So this was a bit of a weird game, i turned up at my LGS with my 2400 point GT list, but my regular opponent had his 3000 point list to test for a tournament he is going to...his tournament is sooner so i upped my list to 3k and off we went. So my list was essentially my 2400 point GT list with 600 extra points bolted on to it.
My List:
Slaughter Master
-Lvl 4 Heavens
-Gruts Sickle
-Talisman of Preservation
-Ironcurse icon
-Great Weapon
Bruiser
-BSB
-Armour of Destiny
-Great Weapon
Butcher
-Lvl 2
-Dispel Scroll
-Rock Eye
-Great Weapon
7 Ironguts
-FC LoG
-Banner of Discipline
8 Ogres
-FC LoG
-Ironfists
5 Ogres
6 Leadbelchers
-Musician
6 Leadbelchers
-Musician
4 Mournfang
-HA/IF
-Banner and Musician
-Dragonhide banner
Cat
Cat
Gorger
Ironblaster
Ironblaster
My Opponents List (Roughly):
Vamp Lord
-Lvl 4 vamps
-blender lord kit (2+/4++, S7 etc)
-nightmare
Wight king
-Nightshroud
-steed
baby vamp
-lance
-steed
-forbidden lore
-book of arkhan
necromancer
-lvl 1
-scroll
12 black knights
-FC
-Banner of Swiftness
40 crypt ghouls
8 crypt horrors
2 spirit hosts
4 units of wolves
30ish skeletons
-FC
-Shields
TGheist
TGheist
Turn 1:
The vamps went first, shuffling things around, not being too aggressive anywhere. managed to push curse of year through on my bull units with the bsb and butcher in. does 1 wound to the unit and one 1 the butcher. The ogres follow up by pushing one of the spirit hosts back with wind blast, causing it and a unit of wolves to take the hits, killed 2 dogs and 2 wounds on the host. finished off with thunder bolt. Shooting was pretty dull, killed 4 black knights with belchers, 1 ironblaster misfires the other drops a ball on the head of the vamp but it gets LoS and kills another knight.
Turn 2:
Vamps push forward again, no charges yet. One of the TGheists goes super aggressive to scream at an Ironblaster on the flank, kills it in one scream. Ogres whiff there first dispel attempt letting him push through an invocation to get all the knights back. Luckily fails next cast so magic isn't too damaging. Ogres respond by charging one of the units of dogs on the flank to get through them, and a central charge onto a spirit host as we have enough CR to crumble it then have a 9" overrun onto the knight bus. cats fail march tests to get into position so they have to waste another turn. Use the sickle again in the magic phase, get wind blast off again, do a few hits but nothing of note, thunderbolt kills another knight. belchers go mental and kill about 6 knights between them, remaining cannon hits the vamp lord again, fails LoS but passes ward. Also kills 8 ghouls with the bounce. In combat the dogs get obliterated and the mournfang just reform, we crumble the spirit host and roll snake eyes for the overrun, leaving the bull unit, the butcher and the BSB with their huge ogrey dicks in the wind, right in front of a knight bus and blender vamp.
Turn 3:
The vamp player takes the obvious option of charging the knight bus into my ogre unit with the characters in, also being able to get the crypt horrors into the flank. The game just got bad for the ogres. Magic is a bit of a dud, nothing of note goes off, i think a dance macarbe on the ghouls to get them in the way of the mournfang. Screams take off a few ogres from the bull unit and then the knight bus goes mental and kills all but the champ on 1 wound and the BSB who was in a challenge with the wight king, the unit was on snake eyes, failed, the BSB dies on his feet and the champ runs a paltry 3" and prevent the ironguts from counter charging the knight bus...as if things weren't bad enough. In response to this crap pile, the ogres had 1 objective this turn, kill the vamp lord. The mournfang charge the ghouls, rerolls or not they will all die either way. Using heavens magic (10 dice phase + gruts sickle) i get a good number of spells off, mainly a thunderbolt killing a knight or 2 and iceshard on the ghouls. The leadbelchers then kill a few more knights meaning no more LoS for the vamps or the wight king, the ironblaster shoots a ball right through the vamp lord and the wight king, killing them both in one glorious explosion of dust and bones. The resulting crumble kills some dogs, some skellies, a few wounds on the horrors and takes off a TGheist. The game just swung massively. In combat the mournfang take no wounds what-so-ever and completely crumble the ghouls to a man, then reform to face the skellies with the lvl 1 necro.
Turn 4:
Having lost the general, crumbled a bit and feeling the pinch of the mournfang, the vamps realise they need to make some things happen. The remaining knight bus unit takes a charge into a unit of leadbelchers, at this point there is the command group plus the baby vamp. The last TGheist tries to find itself some safety, being down to a single wound and gets in position to scream at the ironguts. magic phase is a good one for the vamps as they manage to push through savage beasts from the forbidden lore onto the baby vamp. scream does nothing, then the knight bus batters the belchers they need snakes to stick...and BOOM roll up snakes now the ironguts have a tasty flank charge
. Onto ogre turn 4, the unit of 5 ogres charge a unit of dogs to get an overrun into the TGheist, the mournfang charge the skellies (the master necro jumping out of the unit at this point) and the ironguts charge the flank of the knight bus. magic is strong again (with my second of 3 consecutive 10 dice phases + the sickle) push through a big comet and not much else gets through. In the shooting phase the ironblaster in its glory having killed the vamp lord and the wight king decides enough is enough and blows himself up, the leadbelchers not having much of a target shoot the horrors and do a few wounds. In combat the mournfang predictably crumble the skellies to a man, and the ironguts, kill a single model with impact hits, taking them out of combat...losing all their attacks (sigh) the resulting combat sees the baby vamp (still pumped by savage beasts) do 6 wounds to the belchers, nothing more goes through. Belchers need a 3 to stick, cant get it this time and break, the knight bus (now only Ld7 fails their restrain test and run them down, leaving them massively out of position for the rest of the game. the ogres wipe out the dogs and get the charge into the TGheist.
Turn 5:
Vamps start turn 5 by reforming the knight bus and not much other movement. Magic sees the TGheist get wyssans, scream does a wound to the bull unit. in combat the TGheist beats and runs down the ogre unit. The ogre turn is more eventful, the ironguts currently stuck in a weird spot cant reform to get away from the horrors, so they reform 2 wide (champ and SM will take the front spots) and park right in front of the horrors. the mournfang try a long charge into the flank of the horrors but miss it. Magic sees the comet come down and kill the remaining dogs and do all but one wound to the TGheist and a few more wounds to the horrors (No ogres were harmed in the casting of this comet). Iceshard goes off on the horrors as well. The leadbelchers shoot and kill off the necro, causing crumble tests again, the TGheist evaporates but the horrors and knight bus are unharmed.
Turn 6:
With not much left, the vamps charge with the horrors into the ironguts and the baby vamp splits off from the last black knight to save the points of one of them. Magic is a dud. In combat the SM and champ absorb the wounds and the ironguts win combat by one, then reform to bring more bodies into the fight. Ogre turn 6 and last of the game, mournfang try and charge the horrors again, and fail again. belchers turn to face the remaining black knight as the unit is worth more points (and is easier to kill) than the baby vamp. They promptly remove him from existence. No Magic of note, not risking the SM at this stage. ironguts win combat but leave the Horrors with a single model, with a single wound...missing all those points.
End of the game: Massacre win for the Ogres!
Ogre of the Match: Ironblaster, killing the Vamp Lord and Wight King.
Hope you enjoyed this first write up guys, if so I will do more of them. Going to practise with BC and if you have any tips for me I'm all ears
My List:
Slaughter Master
-Lvl 4 Heavens
-Gruts Sickle
-Talisman of Preservation
-Ironcurse icon
-Great Weapon
Bruiser
-BSB
-Armour of Destiny
-Great Weapon
Butcher
-Lvl 2
-Dispel Scroll
-Rock Eye
-Great Weapon
7 Ironguts
-FC LoG
-Banner of Discipline
8 Ogres
-FC LoG
-Ironfists
5 Ogres
6 Leadbelchers
-Musician
6 Leadbelchers
-Musician
4 Mournfang
-HA/IF
-Banner and Musician
-Dragonhide banner
Cat
Cat
Gorger
Ironblaster
Ironblaster
My Opponents List (Roughly):
Vamp Lord
-Lvl 4 vamps
-blender lord kit (2+/4++, S7 etc)
-nightmare
Wight king
-Nightshroud
-steed
baby vamp
-lance
-steed
-forbidden lore
-book of arkhan
necromancer
-lvl 1
-scroll
12 black knights
-FC
-Banner of Swiftness
40 crypt ghouls
8 crypt horrors
2 spirit hosts
4 units of wolves
30ish skeletons
-FC
-Shields
TGheist
TGheist
Turn 1:
The vamps went first, shuffling things around, not being too aggressive anywhere. managed to push curse of year through on my bull units with the bsb and butcher in. does 1 wound to the unit and one 1 the butcher. The ogres follow up by pushing one of the spirit hosts back with wind blast, causing it and a unit of wolves to take the hits, killed 2 dogs and 2 wounds on the host. finished off with thunder bolt. Shooting was pretty dull, killed 4 black knights with belchers, 1 ironblaster misfires the other drops a ball on the head of the vamp but it gets LoS and kills another knight.
Turn 2:
Vamps push forward again, no charges yet. One of the TGheists goes super aggressive to scream at an Ironblaster on the flank, kills it in one scream. Ogres whiff there first dispel attempt letting him push through an invocation to get all the knights back. Luckily fails next cast so magic isn't too damaging. Ogres respond by charging one of the units of dogs on the flank to get through them, and a central charge onto a spirit host as we have enough CR to crumble it then have a 9" overrun onto the knight bus. cats fail march tests to get into position so they have to waste another turn. Use the sickle again in the magic phase, get wind blast off again, do a few hits but nothing of note, thunderbolt kills another knight. belchers go mental and kill about 6 knights between them, remaining cannon hits the vamp lord again, fails LoS but passes ward. Also kills 8 ghouls with the bounce. In combat the dogs get obliterated and the mournfang just reform, we crumble the spirit host and roll snake eyes for the overrun, leaving the bull unit, the butcher and the BSB with their huge ogrey dicks in the wind, right in front of a knight bus and blender vamp.
Turn 3:
The vamp player takes the obvious option of charging the knight bus into my ogre unit with the characters in, also being able to get the crypt horrors into the flank. The game just got bad for the ogres. Magic is a bit of a dud, nothing of note goes off, i think a dance macarbe on the ghouls to get them in the way of the mournfang. Screams take off a few ogres from the bull unit and then the knight bus goes mental and kills all but the champ on 1 wound and the BSB who was in a challenge with the wight king, the unit was on snake eyes, failed, the BSB dies on his feet and the champ runs a paltry 3" and prevent the ironguts from counter charging the knight bus...as if things weren't bad enough. In response to this crap pile, the ogres had 1 objective this turn, kill the vamp lord. The mournfang charge the ghouls, rerolls or not they will all die either way. Using heavens magic (10 dice phase + gruts sickle) i get a good number of spells off, mainly a thunderbolt killing a knight or 2 and iceshard on the ghouls. The leadbelchers then kill a few more knights meaning no more LoS for the vamps or the wight king, the ironblaster shoots a ball right through the vamp lord and the wight king, killing them both in one glorious explosion of dust and bones. The resulting crumble kills some dogs, some skellies, a few wounds on the horrors and takes off a TGheist. The game just swung massively. In combat the mournfang take no wounds what-so-ever and completely crumble the ghouls to a man, then reform to face the skellies with the lvl 1 necro.
Turn 4:
Having lost the general, crumbled a bit and feeling the pinch of the mournfang, the vamps realise they need to make some things happen. The remaining knight bus unit takes a charge into a unit of leadbelchers, at this point there is the command group plus the baby vamp. The last TGheist tries to find itself some safety, being down to a single wound and gets in position to scream at the ironguts. magic phase is a good one for the vamps as they manage to push through savage beasts from the forbidden lore onto the baby vamp. scream does nothing, then the knight bus batters the belchers they need snakes to stick...and BOOM roll up snakes now the ironguts have a tasty flank charge
. Onto ogre turn 4, the unit of 5 ogres charge a unit of dogs to get an overrun into the TGheist, the mournfang charge the skellies (the master necro jumping out of the unit at this point) and the ironguts charge the flank of the knight bus. magic is strong again (with my second of 3 consecutive 10 dice phases + the sickle) push through a big comet and not much else gets through. In the shooting phase the ironblaster in its glory having killed the vamp lord and the wight king decides enough is enough and blows himself up, the leadbelchers not having much of a target shoot the horrors and do a few wounds. In combat the mournfang predictably crumble the skellies to a man, and the ironguts, kill a single model with impact hits, taking them out of combat...losing all their attacks (sigh) the resulting combat sees the baby vamp (still pumped by savage beasts) do 6 wounds to the belchers, nothing more goes through. Belchers need a 3 to stick, cant get it this time and break, the knight bus (now only Ld7 fails their restrain test and run them down, leaving them massively out of position for the rest of the game. the ogres wipe out the dogs and get the charge into the TGheist.Turn 5:
Vamps start turn 5 by reforming the knight bus and not much other movement. Magic sees the TGheist get wyssans, scream does a wound to the bull unit. in combat the TGheist beats and runs down the ogre unit. The ogre turn is more eventful, the ironguts currently stuck in a weird spot cant reform to get away from the horrors, so they reform 2 wide (champ and SM will take the front spots) and park right in front of the horrors. the mournfang try a long charge into the flank of the horrors but miss it. Magic sees the comet come down and kill the remaining dogs and do all but one wound to the TGheist and a few more wounds to the horrors (No ogres were harmed in the casting of this comet). Iceshard goes off on the horrors as well. The leadbelchers shoot and kill off the necro, causing crumble tests again, the TGheist evaporates but the horrors and knight bus are unharmed.
Turn 6:
With not much left, the vamps charge with the horrors into the ironguts and the baby vamp splits off from the last black knight to save the points of one of them. Magic is a dud. In combat the SM and champ absorb the wounds and the ironguts win combat by one, then reform to bring more bodies into the fight. Ogre turn 6 and last of the game, mournfang try and charge the horrors again, and fail again. belchers turn to face the remaining black knight as the unit is worth more points (and is easier to kill) than the baby vamp. They promptly remove him from existence. No Magic of note, not risking the SM at this stage. ironguts win combat but leave the Horrors with a single model, with a single wound...missing all those points.
End of the game: Massacre win for the Ogres!
Ogre of the Match: Ironblaster, killing the Vamp Lord and Wight King.
Hope you enjoyed this first write up guys, if so I will do more of them. Going to practise with BC and if you have any tips for me I'm all ears

