08 Dec 2014
Just another battle with me playing with myself..... 
Undead Legion vs. Ogre Kingdoms
===============================
Overview
--------
Date played: Monday, 8 December 2014
Undead Legion
-------------
(HLP1) High Liche Priest
- Lore of Light (Banishment, Speed of Light, Pha's Protection, Net), Level 4, Dispel Scroll
(HLP2) High Liche Priest
- Lore of Nehekhara (Desert Wind, Protection, Smiting, Vengeance), Level 4, Earthing Rod
(HA1) 5 Horse Archers
(HA2) 5 Horse Archers
(HA3) 5 Horse Archers
(SA1) 20 Skeleton Archers
- Standard, Musician
(SA2) 20 Skeleton Archers
- Standard, Musician
(SA3) 20 Skeleton Archers
- Standard, Musician
(NK1) 6 Necropolis Knights
- Full Command
(NK2) 6 Necropolis Knights
- Full Command
(MH) 2 Morghast Harbingers
(H1) Hierotitan
(CoS) Casket of Souls
(SSC) Screaming Skull Catapult
Ogre Kingdoms
-------------
(S1) Slaughtermaster
- Iron Fist, Sword of Striking, Earthing Rod, Armour of Destiny, Level 4, Lore of Beasts (Wyssan's Wildform, Savage Beasts, Curse, Amber Spear)
(B1) Bruiser
- BSB, Heavy Armour, Sword of Anti-Heroes, Other Trickster's Shard, Charmed Shield
(B2) Butcher
- Forbidden Rod, Lore of the Great Maw (Spinemarrow)
(B3) Butcher
- Sword of Swift Slaying, Dispel Scroll, Lore of Beasts (Wyssan's Wildform, Flock of Doom)
(I1) 7 Ironguts
- Standard, Musician, Standard of Discipline, Look-Out Gnoblar
(O1) 8 Ogres
- Standard, Musician, Ironfists, Look-Out Gnoblar
(M) 6 Maneaters
- Standard, Muscian, Brace of Pistols, Banner of Eternal Flame, Stubborn, Poison Attacks
(MC) 4 Mournfang Cavalry
- Standard, Musician, Ironfists, Heavy Armour, Gleaming Pendant
(S2) Sabretusk
(S3) Sabretusk
(S4) Sabretusk
(I2) Ironblaster
Deployment
----------


Turn 1 - Undead Legion
----------------------

Magic phase kicks off with 5 vs 1, Light of Death is dispelled for a 2D6 attempt but this allows a powered up Pha's Protection attempt to hopefully
prevent some Ironblaster and Maneater damage.
The Horse Archers are intent on revenge and drop two Sabretusks sneaking up.

The Ironblaster with one wound remaining...
Turn 1 - Ogre Kingdoms
----------------------

The Ogres advance. Winds blow 11 vs 7 and Wildform augments the Ironguts whilst Flock of Doom drops some Horse Archers. Amber Spear targets the
Morghast (map a little out) however a 1 to roll comes up. The Ironblaster drops a single Necropolis Knight and the Maneaters leave a single remaining Horse Archer.

The Harbingers take the tower. Magic is a 8 vs 4 and right away Light of Death is cast and the Ogres fail to dispel by one. This takes out a single Mournfang, and the Ironblaster collaspes into a pile of deconstructed Ogre engineering. A powered up Smiting goes through however the Ogres burn their scroll to stop this. Banishment puts a single wound onto the Maneaters whilst shooting from the Archers drops a Maneater from the tower. Some arrows find the Sabretusk however he still remains full of life.
Turn 2 - Ogre Kingdoms
----------------------

Winds roll up 7 vs 6 to the Undead Legion. Wildform onto the Mournfang is dispelled, Flock of Doom goes the same way. Thirdly Wildform is attempted onto the Maneaters however the Legion quickly shut down the magical offence. The Maneaters unload onto the Hierotitan and chip 2 wounds into the Monster.

Turn 3 - Undead Legion
----------------------

The Necropolis Knights charge into the Maneaters to defend their general. The Liche Priests yank all the magical power they can blowing a 8 vs 6 and Desert Wind picks up and moving the Legion closer to their target. Light of Death fails to cast and the Ogres pool their magical defense together and shut down 3 spells from the Legion (Phas, Smiting, and Protection). The Sabretusk finally succumbs to its wounds as does a single Irongut.
The Maneaters do 5 wounds into the Knights however 2 Maneaters drop from various wounds however they hold.
Turn 3 - Ogre Kingdoms
----------------------

The Slaughtermaster and Beast Butcher both solo charge into the Knights to support the Maneaters and the Mournfang Cav crash into the distracting Horse Archers. 6 vs 2 comes up on the dice for magic orignally snake eyes however the Maw Butcher pops the Forbidden Rod and nets 5 dice for 3 wounds.
Wildform helps the Mournfang however Savage Beast is dispelled to augment the Slaughtermaster. Curse on the Necropolis Knights draws out the Undead Legions scroll. The ogres do 7 wounds to the Knights and take 6 in return and with the Morghasts around don't crumble. Horse Archers collapse from impact hits alone.

Turn 4 - Undead Legion
----------------------

The Morghast crash into the Ironguts intent on pinning them in place. 9 vs 6 allows the Liche Priest to attempt Protection onto the Knights however the Ogres dispel this, forcing the Light Priest to summon Pha's Protection onto the Knights whils the a powered up Smiting causes a miscast shattering two skeletons however this heals the Horse Archers, Hierotitan and Necropolis Knights.
After the combat 2 Knights remain however they kill the last Maneater. The Morghasts drop 2 Ironguts taking 2 wounds in return. The Ironguts fail to reform.
Turn 4 - Ogre Kingdoms
----------------------

The Mournfang once again charge the Horse Archers as do the Ogres. Magic winds saturate with a 10 vs 6 and Wildform is attempted twice onto the Ironguts and shut down both times. The Slaughtermaster summons the power of the Savage Beast which infuses all nearby characters with extra strength.
Horse Archers drop and the Knights drop the Beast Butcher before being reduced to painted artefacts in the desert sands. The Bruiser takes 2 wounds from the Morghast before dishing out 3 in return crumbling the Undead by 1.
Turn 5 - Undead Legion
----------------------

The Knights lower their spears and charge into the Mournfang. The Priests pluck 8 power dice for themselves however the Ogres channel twice and the dispel dice match the power dice. Pha's Protection onto the Necropolis Knights goes IF creating a miscast that detonates 3 Skeleton Archers and a single dice is lost. 5D6 is thrown at Protection however this is dispelled with box cars. Shooting puts 7 wounds onto the Ogres whilst the SSC lands dead on the Slaughtermaster's head however he wards the damage! The Mournfang take 3 wounds from the charge and break with a single model left rushing 10" away. The Bruiser cops another wound however the remaining Morghasts are taken out of the equation.

Turn 5 - Ogre Kingdoms
----------------------

The Ogres take the fight to the Archers and rush the block whilst the Slaughtermaster and Ironguts fight the Hierotitan. The lone Mournfang continues his run to the edge of the battlefield and a 12 vs 7 magic phase ensures that the Maw Butcher heals a wound with Spinemarrow, the Knights are cursed but the Legions magic difuses the spell. The Priests dispel Wildform onto the Ironguts whilst Savage Beasts effects the Slaughtermaster. The Hierotitan collapses into stone whilst the Archers crumble after taking severe casualties.
Turn 6 - Undead Legion
----------------------

The Knights charge into the Ironguts. 11 vs 4 and Light of Death hits the Ogres with 5 wounds however they hold. Protection onto the Knights is dispelled however this allows Pha's, Smiting and Speed of Light to augment the Knights. Banishment is cast onto the Ogres sneaking another 2 wounds through and the Ogres are covered in arrows as the Nehekharan archer rains death upon the unit.
The Knights kill the Ironguts however the Bruiser holds fast with snake eyes!
Turn 6 - Ogre Kingdoms
----------------------

The Slaughtermaster rushes into his army standards aid. Magic puts a curse onto the Knights and wildform fails to cast. The Bruiser is killed and the Slaughtermaster wards all damage however with nerve broken he runs and is cut down.
Result - Undead Legion Victory
Conclusion - When playing against yourself there isn't really much of a conclusion to draw outside of it being fun and informative. Someone once pointed out to me the importance of using each unit like a seperate diversionary measure and I think I started to demonstrate that with the use of the Hierotitan and even the solo character charges to a degree which is something I don't normally do.
I hope you've enjoyed the two battle reports I've put up recently, they'll be the last for 5-6 weeks as I'm off the sunny Vanuatu to build a kindergarten.
Have a safe and enjoyable Christmas everyone and I look forward to posting more reports in the future.

Undead Legion vs. Ogre Kingdoms
===============================
Overview
--------
Date played: Monday, 8 December 2014
Undead Legion
-------------
(HLP1) High Liche Priest
- Lore of Light (Banishment, Speed of Light, Pha's Protection, Net), Level 4, Dispel Scroll
(HLP2) High Liche Priest
- Lore of Nehekhara (Desert Wind, Protection, Smiting, Vengeance), Level 4, Earthing Rod
(HA1) 5 Horse Archers
(HA2) 5 Horse Archers
(HA3) 5 Horse Archers
(SA1) 20 Skeleton Archers
- Standard, Musician
(SA2) 20 Skeleton Archers
- Standard, Musician
(SA3) 20 Skeleton Archers
- Standard, Musician
(NK1) 6 Necropolis Knights
- Full Command
(NK2) 6 Necropolis Knights
- Full Command
(MH) 2 Morghast Harbingers
(H1) Hierotitan
(CoS) Casket of Souls
(SSC) Screaming Skull Catapult
Ogre Kingdoms
-------------
(S1) Slaughtermaster
- Iron Fist, Sword of Striking, Earthing Rod, Armour of Destiny, Level 4, Lore of Beasts (Wyssan's Wildform, Savage Beasts, Curse, Amber Spear)
(B1) Bruiser
- BSB, Heavy Armour, Sword of Anti-Heroes, Other Trickster's Shard, Charmed Shield
(B2) Butcher
- Forbidden Rod, Lore of the Great Maw (Spinemarrow)
(B3) Butcher
- Sword of Swift Slaying, Dispel Scroll, Lore of Beasts (Wyssan's Wildform, Flock of Doom)
(I1) 7 Ironguts
- Standard, Musician, Standard of Discipline, Look-Out Gnoblar
(O1) 8 Ogres
- Standard, Musician, Ironfists, Look-Out Gnoblar
(M) 6 Maneaters
- Standard, Muscian, Brace of Pistols, Banner of Eternal Flame, Stubborn, Poison Attacks
(MC) 4 Mournfang Cavalry
- Standard, Musician, Ironfists, Heavy Armour, Gleaming Pendant
(S2) Sabretusk
(S3) Sabretusk
(S4) Sabretusk
(I2) Ironblaster
Deployment
----------


Turn 1 - Undead Legion
----------------------

Magic phase kicks off with 5 vs 1, Light of Death is dispelled for a 2D6 attempt but this allows a powered up Pha's Protection attempt to hopefully
prevent some Ironblaster and Maneater damage.
The Horse Archers are intent on revenge and drop two Sabretusks sneaking up.

The Ironblaster with one wound remaining...
Turn 1 - Ogre Kingdoms
----------------------

The Ogres advance. Winds blow 11 vs 7 and Wildform augments the Ironguts whilst Flock of Doom drops some Horse Archers. Amber Spear targets the
Morghast (map a little out) however a 1 to roll comes up. The Ironblaster drops a single Necropolis Knight and the Maneaters leave a single remaining Horse Archer.

The Harbingers take the tower. Magic is a 8 vs 4 and right away Light of Death is cast and the Ogres fail to dispel by one. This takes out a single Mournfang, and the Ironblaster collaspes into a pile of deconstructed Ogre engineering. A powered up Smiting goes through however the Ogres burn their scroll to stop this. Banishment puts a single wound onto the Maneaters whilst shooting from the Archers drops a Maneater from the tower. Some arrows find the Sabretusk however he still remains full of life.
Turn 2 - Ogre Kingdoms
----------------------

Winds roll up 7 vs 6 to the Undead Legion. Wildform onto the Mournfang is dispelled, Flock of Doom goes the same way. Thirdly Wildform is attempted onto the Maneaters however the Legion quickly shut down the magical offence. The Maneaters unload onto the Hierotitan and chip 2 wounds into the Monster.

Turn 3 - Undead Legion
----------------------

The Necropolis Knights charge into the Maneaters to defend their general. The Liche Priests yank all the magical power they can blowing a 8 vs 6 and Desert Wind picks up and moving the Legion closer to their target. Light of Death fails to cast and the Ogres pool their magical defense together and shut down 3 spells from the Legion (Phas, Smiting, and Protection). The Sabretusk finally succumbs to its wounds as does a single Irongut.
The Maneaters do 5 wounds into the Knights however 2 Maneaters drop from various wounds however they hold.
Turn 3 - Ogre Kingdoms
----------------------

The Slaughtermaster and Beast Butcher both solo charge into the Knights to support the Maneaters and the Mournfang Cav crash into the distracting Horse Archers. 6 vs 2 comes up on the dice for magic orignally snake eyes however the Maw Butcher pops the Forbidden Rod and nets 5 dice for 3 wounds.
Wildform helps the Mournfang however Savage Beast is dispelled to augment the Slaughtermaster. Curse on the Necropolis Knights draws out the Undead Legions scroll. The ogres do 7 wounds to the Knights and take 6 in return and with the Morghasts around don't crumble. Horse Archers collapse from impact hits alone.

Turn 4 - Undead Legion
----------------------

The Morghast crash into the Ironguts intent on pinning them in place. 9 vs 6 allows the Liche Priest to attempt Protection onto the Knights however the Ogres dispel this, forcing the Light Priest to summon Pha's Protection onto the Knights whils the a powered up Smiting causes a miscast shattering two skeletons however this heals the Horse Archers, Hierotitan and Necropolis Knights.
After the combat 2 Knights remain however they kill the last Maneater. The Morghasts drop 2 Ironguts taking 2 wounds in return. The Ironguts fail to reform.
Turn 4 - Ogre Kingdoms
----------------------

The Mournfang once again charge the Horse Archers as do the Ogres. Magic winds saturate with a 10 vs 6 and Wildform is attempted twice onto the Ironguts and shut down both times. The Slaughtermaster summons the power of the Savage Beast which infuses all nearby characters with extra strength.
Horse Archers drop and the Knights drop the Beast Butcher before being reduced to painted artefacts in the desert sands. The Bruiser takes 2 wounds from the Morghast before dishing out 3 in return crumbling the Undead by 1.
Turn 5 - Undead Legion
----------------------

The Knights lower their spears and charge into the Mournfang. The Priests pluck 8 power dice for themselves however the Ogres channel twice and the dispel dice match the power dice. Pha's Protection onto the Necropolis Knights goes IF creating a miscast that detonates 3 Skeleton Archers and a single dice is lost. 5D6 is thrown at Protection however this is dispelled with box cars. Shooting puts 7 wounds onto the Ogres whilst the SSC lands dead on the Slaughtermaster's head however he wards the damage! The Mournfang take 3 wounds from the charge and break with a single model left rushing 10" away. The Bruiser cops another wound however the remaining Morghasts are taken out of the equation.

Turn 5 - Ogre Kingdoms
----------------------

The Ogres take the fight to the Archers and rush the block whilst the Slaughtermaster and Ironguts fight the Hierotitan. The lone Mournfang continues his run to the edge of the battlefield and a 12 vs 7 magic phase ensures that the Maw Butcher heals a wound with Spinemarrow, the Knights are cursed but the Legions magic difuses the spell. The Priests dispel Wildform onto the Ironguts whilst Savage Beasts effects the Slaughtermaster. The Hierotitan collapses into stone whilst the Archers crumble after taking severe casualties.
Turn 6 - Undead Legion
----------------------

The Knights charge into the Ironguts. 11 vs 4 and Light of Death hits the Ogres with 5 wounds however they hold. Protection onto the Knights is dispelled however this allows Pha's, Smiting and Speed of Light to augment the Knights. Banishment is cast onto the Ogres sneaking another 2 wounds through and the Ogres are covered in arrows as the Nehekharan archer rains death upon the unit.
The Knights kill the Ironguts however the Bruiser holds fast with snake eyes!
Turn 6 - Ogre Kingdoms
----------------------

The Slaughtermaster rushes into his army standards aid. Magic puts a curse onto the Knights and wildform fails to cast. The Bruiser is killed and the Slaughtermaster wards all damage however with nerve broken he runs and is cut down.
Result - Undead Legion Victory
Conclusion - When playing against yourself there isn't really much of a conclusion to draw outside of it being fun and informative. Someone once pointed out to me the importance of using each unit like a seperate diversionary measure and I think I started to demonstrate that with the use of the Hierotitan and even the solo character charges to a degree which is something I don't normally do.
I hope you've enjoyed the two battle reports I've put up recently, they'll be the last for 5-6 weeks as I'm off the sunny Vanuatu to build a kindergarten.
Have a safe and enjoyable Christmas everyone and I look forward to posting more reports in the future.
"Nec sorte nec fato"
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars
www.thatsnomoon.info
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars
www.thatsnomoon.info
).