23 Nov 2014
Another Ogre vs. High Elf battle recently.
Deployment

Ogres chose deployment zone with a defensive approach in mind since they had superior ranged capabilities. There were a ton of strange features. the Leadbelchers were deployed in an acropolis of heroes and the scouting Maneaters were deployed in a wizard's tower, which effectively bookended my army in a short defensive line. Arcane ruinds stood just in between the two armies. Most of his army deployed directly across while his prince on a griffon deployed to my far left flank beyond a tower of blood and a ghost fence. Yeah, there was a lot of odd stuff going on here. Elves got the first turn.
Elf 1

Elves march forward and benefit from a strong magic phase (11/6) plus he channels. With is 12 dice he gets walk between worlds off and brings the Sea Guard to just in front of my leadbelcher unit. Hand of glory is dispelled and Tempest fails to go off. He does irresistibly cast Soul Quench, which takes out one of my ogres but sucks his mage into the abyss along with 3 of the phoenix guard (another 10 made their save). The sea guard shoots at the leadbelchers but don't have any luck.
Ogre 1

The ogres pretty much sit tight. Magic is good (10/7) but the slaughtermaster fails on trollguts as the first spell. Bad move on my part. The ironblaster takes out 3 of the sea guard and the leadblechers pummel them as well, killing 8 more. they pass their panic test. The maneaters have their only hit parried by the swordmasters.
Elf 2

The elves advance on the defensive minded ogres. The sea guard assault the acropolis of heroes to try and expel the leadblechers. Magic was moderate (6/4). Tempest was dispelled and walk between worlds helped the phoenix guard advance a bit. The leadbelchers took a single wound from the raiding party and killed 3 in return. I forgot to stomp and would continue to forget stomps the entire game. Nevertheless, the leadbelchers won combat and the sea guard made their break test.
Ogre 2

I charge everything I can into the phoenix guard and shoot with the three units that don't charge. Magic is strong (10/6) and I successfully cast bullgorger on the ogres, spinemarrow on the ironguts (ogres are stubborn because of their proximity to the acropolis), and trollguts on everyone except the maneaters. The leadbelchers open up on the sea guard with 26 shots, 13 hits, and 7 wounds! The guard again passes their break test. The ironblaster misfires, losing its cannon for this round and next. The maneaters get through 7 wounds on the swordmasters, only one of which saves! A great round of shooting! In combat I manage to kill only 5 and he kills an ogre. I win combat but he holds.
Elf 3

The elves charge in their prince and swordmasters but are thwarted by trollguts. Magic is 7/6 and he dumps it all into irresistible walk between worlds for the sea guard who need to get away from the leadbelchers. In combat the prince does 5 wounds to my ogres but all are regenerated! I do lose one sabretusk and an ogre from the phoenix attacks. The swordmasters get 9 wounds on the ironguts but they regenerate 7 of those! In return I kill 9 swordmasters with the ironguts and a pair of phoenix guard with the others. I of course am still not stomping with anyone. The swordmasters break and only move 4" but I can't pursue.
Ogre 3

The ironblaster is the only charge this round, which fails to catch the fleeing swordmasters. Magic (8/6) sees spinemarrow on the ironguts and bullgorger on the ogres. The leadbelchers continue their destruction with 12 shots, 8 hits, and 7 wounds on the sea guard. The maneaters pluck another 3 swordmasters, leaving a sole warrior in the unit. Combat sees my crusher fall to the prince. Sabretusk #2 continues to dodge blows. We both end combat with 5 wounds (no stomps!) and I win combat, but the Phoenix Guard hold.
Elf 4

The sea guard charge into the melee on the 4th turn. Magic (9/6) sees tempest cast and dispelled. The sabretusk is finally killed and the last ogre is killed as well, leaving only the battle standard bearer from that unit. A single irongut is killed this round. I can't recall who actually won combat this round, I think maybe the elves. Regardless, everyone holds this round.
Ogre 4

The ironblaster charges in to join the fight. Magic is strong (10/5) and the slaughtermaster gets spinemarrow off on the ironguts and bullgorger on the battle standard bearer. The leadbelchers eliminate the last swordmaster in a display of overkill. The prince and BSB go head to head and neither gets a wound. The ogres win combat by a pretty decent margin and we call the game after this combat. Ogre Victory!
Deployment

Ogres chose deployment zone with a defensive approach in mind since they had superior ranged capabilities. There were a ton of strange features. the Leadbelchers were deployed in an acropolis of heroes and the scouting Maneaters were deployed in a wizard's tower, which effectively bookended my army in a short defensive line. Arcane ruinds stood just in between the two armies. Most of his army deployed directly across while his prince on a griffon deployed to my far left flank beyond a tower of blood and a ghost fence. Yeah, there was a lot of odd stuff going on here. Elves got the first turn.
Elf 1

Elves march forward and benefit from a strong magic phase (11/6) plus he channels. With is 12 dice he gets walk between worlds off and brings the Sea Guard to just in front of my leadbelcher unit. Hand of glory is dispelled and Tempest fails to go off. He does irresistibly cast Soul Quench, which takes out one of my ogres but sucks his mage into the abyss along with 3 of the phoenix guard (another 10 made their save). The sea guard shoots at the leadbelchers but don't have any luck.
Ogre 1

The ogres pretty much sit tight. Magic is good (10/7) but the slaughtermaster fails on trollguts as the first spell. Bad move on my part. The ironblaster takes out 3 of the sea guard and the leadblechers pummel them as well, killing 8 more. they pass their panic test. The maneaters have their only hit parried by the swordmasters.
Elf 2

The elves advance on the defensive minded ogres. The sea guard assault the acropolis of heroes to try and expel the leadblechers. Magic was moderate (6/4). Tempest was dispelled and walk between worlds helped the phoenix guard advance a bit. The leadbelchers took a single wound from the raiding party and killed 3 in return. I forgot to stomp and would continue to forget stomps the entire game. Nevertheless, the leadbelchers won combat and the sea guard made their break test.
Ogre 2

I charge everything I can into the phoenix guard and shoot with the three units that don't charge. Magic is strong (10/6) and I successfully cast bullgorger on the ogres, spinemarrow on the ironguts (ogres are stubborn because of their proximity to the acropolis), and trollguts on everyone except the maneaters. The leadbelchers open up on the sea guard with 26 shots, 13 hits, and 7 wounds! The guard again passes their break test. The ironblaster misfires, losing its cannon for this round and next. The maneaters get through 7 wounds on the swordmasters, only one of which saves! A great round of shooting! In combat I manage to kill only 5 and he kills an ogre. I win combat but he holds.
Elf 3

The elves charge in their prince and swordmasters but are thwarted by trollguts. Magic is 7/6 and he dumps it all into irresistible walk between worlds for the sea guard who need to get away from the leadbelchers. In combat the prince does 5 wounds to my ogres but all are regenerated! I do lose one sabretusk and an ogre from the phoenix attacks. The swordmasters get 9 wounds on the ironguts but they regenerate 7 of those! In return I kill 9 swordmasters with the ironguts and a pair of phoenix guard with the others. I of course am still not stomping with anyone. The swordmasters break and only move 4" but I can't pursue.
Ogre 3

The ironblaster is the only charge this round, which fails to catch the fleeing swordmasters. Magic (8/6) sees spinemarrow on the ironguts and bullgorger on the ogres. The leadbelchers continue their destruction with 12 shots, 8 hits, and 7 wounds on the sea guard. The maneaters pluck another 3 swordmasters, leaving a sole warrior in the unit. Combat sees my crusher fall to the prince. Sabretusk #2 continues to dodge blows. We both end combat with 5 wounds (no stomps!) and I win combat, but the Phoenix Guard hold.
Elf 4

The sea guard charge into the melee on the 4th turn. Magic (9/6) sees tempest cast and dispelled. The sabretusk is finally killed and the last ogre is killed as well, leaving only the battle standard bearer from that unit. A single irongut is killed this round. I can't recall who actually won combat this round, I think maybe the elves. Regardless, everyone holds this round.
Ogre 4

The ironblaster charges in to join the fight. Magic is strong (10/5) and the slaughtermaster gets spinemarrow off on the ironguts and bullgorger on the battle standard bearer. The leadbelchers eliminate the last swordmaster in a display of overkill. The prince and BSB go head to head and neither gets a wound. The ogres win combat by a pretty decent margin and we call the game after this combat. Ogre Victory!



