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2400 MSU OK vs Undead Legion - introduction

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Hey guys

Firstly this is another self played game, with no opponent but the guy looking at me in the mirror.  These exercises allow me to create somewhat interesting battles and situations and I often out-wit myself as one might imagine.  Take them for entertainment value but they will still serve for me a valuable addition to rounding out the MSU puzzle that I've embarked on.

This is game 3 of my MSU journey with the Ogres, however I've changed lists!  It's currently belting down with rain here so I'm going to run through a briefing of each of the lists with the break downs:

Ogre Kingdoms MSU:

Tyrant - General, GW, HA, Trickster's Helm, Talisman of Preservation
Tyrant - GW, Glittering Scales, Talisman of Endurance, Ironcurse Icon
Bruiser - BSB, Armour of Destiny, GW
Firebelly - Dispel Scroll
6 Ogres - FC, IF
4 Ogres - Std, Mus, IF
2 x 3 Ogres - XHW, Mus
4 Leadbelchers - Mus
3 x 2 Mournfang Cav - IF, HA, Mus
2 x 1 Sabretusk
Ironblaster

I haven't seen many dual Tyrant lists floating about so to setup one up with MSU principles intrigued me.  Also another point to consider is no Ironguts at all which can potentially hurt me with no core high strength attacks sole relying on the Tyrants to do some heavy lifting but secondly no magic banners.  Hopefully I'll be able to overcome this hurdle.  I've opted for cheap characters and cheap units.  The general is the most expensive item in the list and can take a bit of punishment however all the characters excluding the Firebelly will be slapping S7 attacks around the battlefield.

Core intrigues me with no Ironguts to 'rely' on.  I've opted for a larger unit of Ogres to sit 2 or more characters in depending on the opposition.  A smaller unit of 4 can either run solo if I need a 'star' or 2 character in that turns it into a hitty block itself unlocking higher strength impact hits.  2 units of 3 Ogres will continue to serve me as a learning tool for getting in the way, I just hope my learning curve starts to get a little better with them.

Lots of speed in the Special choices with 3 MFC darts, these can certainly pack a punch against Undead so I really need to put the pressure on early and march them right up whilst keeping them in General/BSB range.  going to be an interesting fight.

Ogre Keys to Victory

- Close the gap ASAP to ensure minimal casualties via shooting
- Retain initiative by destroying redirecting elements (Horse Archers, Archers, Scorpion)
- Create mutual support zones to anticipate Entombed units arriving
- Ironblaster targets - Casket/Catapult/Necrosphinx

Undead Legion MSU:

Liche High Priest - Dispel Scroll
4 x 10 Skeleton Archers
3 x 5 Horse Archers
30 Skeleton Warriors - FC
2 x 3 Knights - Entombed, Std
4 Knights - Std, Mus
Stalkers
2 x 3 Carrion
Tomb Scorpion
Necrosphinx
Casket of Souls
Catapult

One of my favourite lists recently when using Undead.  With the new marching rules available it's made it a little more potent in terms of throwing units in front of the enemy allowing me to deal with them.  It's got a good amount of S3 shooting which will be used to whittle down the oncoming Ogres but also the Catapult will be targeting the Ironblaster immediately and then bombarding the units.  With the amount of re-directors in the list I'm unsure if a unit will ever get close to the general.

The Stalkers should shine in this matchup against the low initiative targets and will be focusing on the MFC darts as they pose a serious threat to the undead infantry units with their sheer speed and raw power.  The Entombed units should have no problem in getting behind the units in order to create favourable combats backed up by magic.  The Necrosphinx will be ideal for cutting down the small units of Ogres and looking for the flanks of the MFC/Ogres.

Undead Legion Keys to Victory

- Take out Sabretusks/Ironblaster
- Re-direct Ogre 'star' with marching and desert wind
- Setup Entombed units for maximum damage
- Utlising Flying units for optimal roles

Well the table is setup, and the game should commence shortly with a report in tow.  Until then thanks for reading as per usual.
"Nec sorte nec fato"

Ogre Battles!

Tactica: Sabretusks
Tactica: Gnoblars
Undead Legion vs. Ogre Kingdoms
===============================

Overview
--------
Date played: Monday, 12 January 2015

Undead Legion
-------------
  (LHP) Liche High Priest
      - Dispel Scroll, Lore of Nehekara (Smiting, Desert Wind, Protection, Dessication)
  (SA1) 10 Skeleton Archers
  (SA2) 10 Skeleton Archers
  (SA3) 10 Skeleton Archers
  (SA4) 10 Skeleton Archers
  (SW) 30 Skeleton Warriors
      - Full Command
  (HA1) 5 Horse Archers
  (HA2) 5 Horse Archers
  (HA3) 5 Horse Archers
  (NK1) 4 Necropolis Knights
      - Standard, Musician
  (NK2) 3 Necropolis Knights
      - Standard, EBTS
  (NK3) 3 Necropolis Knights
      - Standard, EBTS
  (S) 3 Stalkers
  (TS) Tomb Scorpion
  (C1) 3 Carrion
  (C2) 3 Carrion
  (N) Necrosphinx
  (SSC) Sceaming Skull Catapult
  (CoS) Casket of Souls

Ogre Kingdoms
-------------
  (T1) Tyrant
      - Heavy Armour, Great Weapon, Trickster's Helm, Talisman of Preservation
  (T2) Tyrant
      - Great Weapon, Glittering Scales, Talisman of Endurance
  (B) Bruiser
      - BSB, Heavy Armour, Great Weapon, Talisman of Preservation, Ironcurse Icon         
  (F) Firebelly
      - Dispel Scroll, Lore of Fire (Fireball)         
  (O1) 7 Ogres
      - Full Command, Ironfists
  (O2) 4 Ogres
      - Ironfists, Musician, Standard
  (O3) 3 Ogres
      - Extra Hand Weapons, Musician
  (O4) 3 Ogres
      - Extra Hand Weapons, Musician
  (S1) Sabretusk
  (S2) Sabretusk
  (MC1) 2 Mournfang Cavalry
      - Ironfist, Heavy Armour, Musician
  (MC2) 2 Mournfang Cavalry
      - Ironfist, Heavy Armour, Musician
  (MC3) 2 Mournfang Cavalry
      - Ironfist, Heavy Armour, Musician
  (I) Ironblaster
  (L) 4 Leadbelchers
      - Musician      

Deployment
----------
 

The usual Sabretusks went down first creating the 'buffer' zone for any entombed units that would be turning up.  Skeleton Archers were placed down for the Undead whilst the Carrion would hang back close to the general in order to plug up holes or re-direct as dictated.  Once the Ironblaster was down the Necrosphinx took some first turn protection from a low wall whilst the Casket hugged a wall.  Tyrants were split up to ensure the Ogre units wouldn't make easy targets for entombed Knights units.  Legion wins the roll off.



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

The Legion push forward.  The Skeleton Archers skuttle into bow range whilst the Necrosphinx takes the opportunity to zoom around the tower away from the Ironblaster.  Horse archers would be used to try and take out the Sabretusks to give me clear lines to entomb.  Magic phase is 11 vs 4, 6D6 is thrown at Light of Death and it goes IF targetting the Ironblaster which yields a single wound and fails to jump.  5D6 ensures Smiting goes up powering up all nearby units however the power drain sucks a single level from the High Priest.  The Undead artillery launches into the air and splits the Ironblaster in two shattering it across the battlefield.  The Leadbelchers take a single casualty from arrows and the Ogres on the far flank are left with a single unit member.



Turn 1 - Ogre Kingdoms
----------------------
 

The Ogres retaliate and move swiftly to close with the enemy.  The MFC reform and face the open ground providing some rear security for entombed units.  12 vs 6 magic phase however a 6D6 fireball is stopped (24 vs 28).  The Leadbelchers unload 13 shots into the Necropolis Knights of which 2 hit (yay!) however both are saved.

Turn 2 - Undead Legion
----------------------
 

The Knights level their spears and charge at the Leadbelchers who flee safely behind the MFC pulling the Knights 6" towards the Ogre lines.  A single unit of Knights arrive accompanied by a Tomb Scorpion onto the battlefield.  Magic is 11 dice vs 6 and the Ogre scroll is drawn out with a 6D6 Light of Death allowing Dessication to target the Ogres however the Firebelly stops this.  Desert wind then picks up several of the Undead Legion moving them about the battlefield, most notable is the Necrosphinx and the Necro Knights pushing them deeper into enemy territory.  The Carrion block the MFC whilst the Skeleton Archers sacrifice themselves to put the MFC into the wall.  The Archers put a single wound onto the Ogre 'star' whilst the Sabretusk cops a wound but the Catapult suffers a misfire preventing it from a repeat performance.

Turn 2 - Ogre Kingdoms
----------------------
 

The Ogres bellow and charge into the Horse Archers who gambled to drop the Sabretusk and failed whilst on the otherside of the battlefield the MFC charge into the Archers.  Their brethren charge the nearby Carrion whilst the lone Ogre charges the Horse Archers but only stumbles 2" forward.  The Leadbelchers rally.  It was time for the Ogres to play some tricks of their own and the Sabretusk sprints ahead to block the Knights from doing anything tricky.  The Ogre star turns to face the Knights as to gain more attacks to the front rather than face any other direction.  One of the characters could allocate his attacks to the Tomb Scorpion hopefully getting rid of the +2 for the rear charge but I'd be steadfast anyway.  Magic is 8 vs 4 dice and the 6D6 fireball targeting the Necrosphinx draws out the Legions scroll.  I couldn't let this thing reach combat on full wounds!  Combats all go the way of the Ogres with the Carrion wounding the MFC before their demise.

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

The Horse Archers charge the blocking Sabretusk gambling a short overrun would block the Ogre forces from counter charging the Necropolis Knights.  The Tomb Scorpion charged the rear of the Ogre Star whilst the smaller unit of entombed Knights tackle the front.  The aim here was never to break the unit, more to cause as much damage as possible in order to make the unit easier to deal with for the rest of my army in the late game.  Hopefully it would pay off.  The last unit of entombed knights arrives parking behind the second Tyrant's unit.  The 4 strong Knights back up a little whilst the Necrosphinx flies into a more threatening position.  The Horse archers move snug next to the MFC making a reform facing the archer line impossible.  Magic is a poor showing as Light of Death fails on 2D6 and a powered up Dessication onto the Ogres is dispelled on 4 dice as boxcars comes up.  The lone Ogre on the flank is shot up whilst the catapult crew fix the damage and unleash a payload which destroys a MFC.  The Horse Archers cut up the Sabretusk and over run 5" in front of the the Ogre units.

Turn 3 - Ogre Kingdoms
----------------------
 

The Mournfang and Ogres charge into the Skeleton Archers blocking the path whilst the MFC closer to the general rush into support.  The Sabretusk causes trouble infront of the Knights whilst the Mournfang swift reform through a gap into the backlines.  The Leadbelchers get 11 shots of which 5 hit the Necropolis Knights.  4 wound and 3 save.  The Ogres and MFC pummel the archers and an over run takes the lone MFC 8" towards the Necrosphinx whilst the Tyrant reforms his unit.  This part of the game had me stop for about 20 minutes going over a few scenarios in my head.  I didn't want to present my back side to the Necrosphinx and unfortunately the MFC overrun was short an inch in order to tie up the Necrosphinx.  Also it was by this stage I realised I'd made a dreadful error with the Sabretusk positioning.

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

The Knights crash into the lone Sabretusk whilst the remaining level spears aimed for the MFC.  The Necrosphinx jumps the lone MFC and pounces onto the Ogres flank in an epic display of rock solid agility.  The Stalkers arrive onto the battlefield taking up position behind the Leadbelchers intent on draining any ranged capabilities from the Ogres.  The Liche Priest leaves the safety of the unit intent that the shooting elements of the Ogres has been taken care of, besides if I could use the warrior block to tie up the Mournfang it would mean one less thing I had to worry about, with a bit of luck they might even be able to break the lone one.

10 vs 5 dice for magic and a 3D6 Light of Death does 5 wounds onto the Leadbelchers (I figured they were dead anyway because of the Stalkers and I needed Dessication to be stopped if the Knights got an over run into the Ogres).  Protection augments the large Knight unit whilst every dispel dice is thrown at Dessication prevents it from taking hold of the Ogres.  The Catapult scatters from the MFC whilst the Stalkers light up the remaining Leadbelchers who drop to dust (20 hits, 1 misfire doing 2 wounds to Stalkers). 

In combat the Knights only manage a poor 2 wounds against the MFC and take 3 in return denying the breakthrough.  In a display of ferocity the Sabretusk puts 2 wounds onto the Knights before succumbing to wounds and the Knights sieze the opportunity and over run allowing them to charge into the Ogres rear.  They put 2 wounds onto the Firebelly, a single wound onto the unit before the Necrosphinx cleaves the unit champion in two (HKB!) and dishes out another wound to the unit.  The Tyrant slaps the Knights for 5 wounds and the Firebelly engulfs the unit of knights with a fiery breath weapon for a mighty.....2 hits of which both are saved.  The Ogres hold.

Turn 4 - Ogre Kingdoms
----------------------
 

The general leaves the safety of his unit and solo charges the Knights.  The BSB pushes the unit further into enemy territory whilst the MFC get ready to disable the Undeads magic superiority.  The Knights put a single wound onto the Ogres whlist the Necrosphinx takes 2 wounds before dishing out another onto the Firebelly and 2 wounds onto the unit.  The Tyrant fatigued by his display last round can only manage a single wound onto the Knights preventing their destruction for a turn.  The Ogres hold.  The general takes a single wound from the Knights before dishing out 5 wounds plus 1 for an impact hit and the unit turns to dust.



Turn 5 - Undead Legion
----------------------
 

The Skeleton Warriors charge at the lone MFC.  The Magic phase is 8 vs 6 and right away the threat of a 4D6 light of death is stopped by the Ogres whilst a 3D6 Dessication hits the Ogres in combat with the Necrosphinx.  The Stalkers are just in range of the MFC and turn them to dust courtesy of another 16 hits to the unit.  The Undead archery account for another 3 wounds stacked onto the BSB's unit killing an Ogre.  The Tyrant managed to drop the remaining Knight whilst all attention focuses on the Necrosphinx.

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

Ogres charge into the Stalkers, Mournfang into the Casket and the Tyrant leads the charge with his former unit into the Skeleton Archers.  Combats are quick and brutal with the Tyrant and Ogres mauling the skeletons and over runs 9" and the Ogres 5" forward.  The Ogres take no casualties from the Stalkers and manage to drop one.  The Necrosphinx cuts down the Firebelly and remaining Ogre leaving only the Tyrant to face the construct.  However the MFC assaulting the Casket suffer a different fate.  Whilst the casket guard are no match for the MFC, the cascading explosion rips through the MFC killing one instantly and sending the other fleeing from the battlefield.  The unleashed souls then rip through the nearby Horse Archers before turning their attention onto the Tyrant for 2 wounds, killing the lone MFC and tearing 5 skeleton warriors apart before vanishing.

Turn 6 - Undead Legion
----------------------
 

The Warriors charge into the Tyrant.  6 vs 4 is the magic dice and Dessication hits the Tyrant whilst dice are saved to get rid of protection onto the Skeleton Warriors.  The Stalkers do a single wound onto the Ogres for another 2 in return whilst the Necrosphinx once again displays an eerie skill at arms hitting the Tyrants vitals and soaking the desert floor in liquid crimson (5 to hit, 6 to wound with the HKB shot!).  The Skeleton Champion challenges the Tyrant and although he's cut down its not done in an overwhelming fashion and the Tyrant loses his nerve and barrels out of the combat fleeing 11" with the Undead hot on his tail (9").



Turn 6 - Ogre Kingdoms
----------------------
 

The Tyrant keeps running 3" whilst the Ogres can't quite cut down the Stalkers.

Result - Draw

Conclusion to follow.


"Nec sorte nec fato"

Ogre Battles!

Tactica: Sabretusks
Tactica: Gnoblars
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