The Ogre Stronghold

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Ogres vs. Goblins 1K

original thread ↗

My first use of the battle chronicler, so we'll see how this comes together! It's also a recent foray into 8th after a couple of years off and a relatively new army for me. We're starting small with a 1k force on each side.

Ogres
Firebelly General (fireball, flame cage) ruby ring
5x Ironguts, full command, Banner of Dicipline - firebelly goes with these guys
3x Ogres, AHW
4x Leadbelchers, bellower
3x Mournfang, bellower, standard bearer, Gleaming Pennant
Sabertusk
Sabertusk

Goblins
Goblin general on giant spider
Goblin bsb on spider
Orc Shaman (1) Fists of Gork
Night Goblin Shaman (1) Night Shroud
10x Spider Riders
10x Spider Riders
Giant

Deployment


Ogre Turn 1

Ogre turn one saw the right flank move forward while Ironguts and ogres stood fast. The Firebelly saw a strong magic phase. Boosted fireball went through on the first group of spider riders with 6 burned to a crisp! The goblins attempted to dispel a boosted Flame Cage on the second group of spider riders but were unsuccessful. 4 from that group were toasted. Both groups passed their panic tests. The leadbelchers took a few pot shots on the general, but didn't have any luck.

Goblin Turn 1

Caged spider riders take another 4 wounds from the fire and again pass their panic tests. Everyone else moves forward.

Ogre Turn 2

Mournfang charge the spider riders in the forest who flee. The unit of 3 ogres charges the other unit of spider riders but don't roll a 10+. The left sabertusk moves to slow down the giant and ironguts move to set up a countercharge on the general. The firebelly gets ruby ring fireball on the general for no wounds and the follow-up fireball is dispelled. The leadbelchers pick off one of the fleeing spider riders. In combat the ogres pick off one of the spiders with impact hits and take 2 wounds from the BSB before smashing through the remaining spider and the BSB. They overrun into the fleeing rider group. We thought afterward that maybe this group should have been destroyed, but were not sure so we left them out there and in combat.

Goblin Turn 2

Goblin general on the giant spider charges the ogres. Magic is light. He casts fist of gork, which fails, and night shroud which succeeds. The General crushes two of the ogres. The last ogre manages to do two wounds to the spider riders before fleeing. The general runs him down.

Ogre Turn 3

The ironguts charge the goblin general and the left sabertusk charges the orc shaman. Mournfang and other sabertusk move into better positions (actually, what are supposed to be better positions but aren't really). Belchers shoot at the lone rider with no luck. The sabertusk does a wound to the orc with none in return, wins combat and runs him down. The Ironguts do one impact hit and wound with nothing else. They take two wounds in return and win combat, but the general holds. The general has a 2+/4++ that he can't seem to roll poorly on. The ironguts had 12 WS3/S6 attacks with no wounds. He had fencers blades as well, so we're on a 5 to hit and 2 to wound. Nada.

Goblin Turn 3

The lone spider rider rallies and the giant moves into striking position. The goblin general and the ironguts continue to slug away at one another. 12 strength 6 attacks from the ironguts nets me zero wounds while the ironguts take one in return. The guts still win combat and the goblin general holds.

Ogre Turn 4

The right sabertusk charges the night goblin shaman and the mournfang, who haven't done a thing yet, move to get into position to fight the giant or general. The left sabertusk does the same. The leadbelchers blast the final spider rider off the table. The sabertusk bests the shaman who flees without being caught. No wounds are exchanged between the ironguts and the goblin general (really, he can't fail these saves). He loses combat and flees with the ironguts only an inch behind.

Goblin Turn 4

Giant charges the leadbelchers. The night goblin keeps running and the goblin general rallies. The giant thumps one of the leadbelchers who flee. The giant pursues and overruns into the mournfang.

Ogre Turn 5

Ironguts charge the rallied general. The sabertusk runs down the night goblin shaman. leadbelchers rally. The giant tumps one of the mournfang and takes a wound in return. The mournfang hold. The ironguts and firebelly (with fire breath) can't wound the general and take wounds in return. They're beaten, flee, and are overrun by the general on the giant spider.

Goblin Turn 5

General fails the charge. The giant tries to thump again but the cavalry dodge.

Ogre Turn 6

Leadbelchers and sabertusk charge the giant. He's destroyed by a combination of attacks.

Goblin Turn 6

The general charges the sabertusk, who flees. He redirects into the mournfang, who finally get through his saves and kill him. Ogre victory.
Thanks for the wright up. That general was a tough cookie.

I do think those fleeing spiders should have died, but hey a ogre victory none the less.

In battle chornicler there is an option to take away the dead units instead of making them see through. that might be handy for the larger battles.

Great game
In battle chornicler there is an option to take away the dead units instead of making them see through. that might be handy for the larger battles.

Thanks. I'll see if I can figure that one out the next time I do one of these.
Thanks for the wright up. That general was a tough cookie.

I do think those fleeing spiders should have died, but hey a ogre victory none the less.

In battle chornicler there is an option to take away the dead units instead of making them see through. that might be handy for the larger battles.

Great game

I'm not sure but I thought if a fleeing unit is charged or takes an overrun it flee's again and possibly could be caught depending on distance rolled etc.

Don't have the book on me so can't check currently.

Kind regards Zolas.
Stay Frosty 
 


Games Played (New book) = 42

W - 20  L - 18  D - 4

Best Win streak 6.  Current Win streak 3.
Monthly Paint challenges done = 10
Now I am doubting myself, will check my book when I get off work.
Here we have it. (Overrun and pursuit count as the same thing in this case)

Pursuit into Fleeing Foes. Even if the charged unit was already fleeing, it still cannot take any charge reactions. Move the pursuers into contact with it as you would for a unit completing a charge against a fleeing unit (see page 23). The fleeing unit is then immediately destroyed and the pursuing unit is allowed one final reform.

BRB p58
Ah so pursuit into fleeing units destroy them since they can't react.  Where as a charge would auto flee them as they get reactions.  Cool, and good to know. 

Cheers Evoluo.

Kind regards Zolas.
Stay Frosty 
 


Games Played (New book) = 42

W - 20  L - 18  D - 4

Best Win streak 6.  Current Win streak 3.
Monthly Paint challenges done = 10
Here we have it. (Overrun and pursuit count as the same thing in this case)

Pursuit into Fleeing Foes. Even if the charged unit was already fleeing, it still cannot take any charge reactions. Move the pursuers into contact with it as you would for a unit completing a charge against a fleeing unit (see page 23). The fleeing unit is then immediately destroyed and the pursuing unit is allowed one final reform.

BRB p58

Thanks for tracking this down. I'll make sure to remember that next time around.
Here are a couple of pictures of the battle in the early phases.

Turn 1 after ogre movement


After combat ogre turn 2


Goblin turn 2
Great report! Thanks for taking the time to write it up but there were a few mistakes I think you guys made.

The first was the Spider Riders who should have died but that's not a major issue.

Secondly, on Goblin turn 3 you mention a Lone Spider Rider rallying. Units under 25% of their starting value cannot rally unless they roll Snake Eyes. I assume this is what happened? Either way this didn't impact the game terribly as he was blasted the next turn but still.
Great report! Thanks for taking the time to write it up but there were a few mistakes I think you guys made.

The first was the Spider Riders who should have died but that's not a major issue.

Secondly, on Goblin turn 3 you mention a Lone Spider Rider rallying. Units under 25% of their starting value cannot rally unless they roll Snake Eyes. I assume this is what happened? Either way this didn't impact the game terribly as he was blasted the next turn but still.

You're right on the first issue. We'll fix that next time around. I don't recall the rally to be honest. You're certainly correct on the rule but, now that you mention it, I can't recall what happened.
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