30 Jan 2015
Ogre Kingdoms vs. Empire
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I managed to get a game in last night against my regular sparring partner Todd. I wasn't sure it was going to happen as he'd just returned from a mega 8 game tournament a few days ago but he was keen to throw some dice around and have a good chat whilst it was happening. As Todd was reading out his Empire list I quickly began to feel overwhelmed with the amount of toys he had in his list. My list remained the same to what I had run in a few previous games and I was very intrigued to see how it would match up against the Empire.
Overview
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Date played: Friday, 30 January 2015
Ogre Kingdoms
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(T1) Tyrant
- Heavy Armour, Great Weapon, Trickster's Helm, Armour of Destiny
(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
Empire
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(EC1) Elector Count
- Griffon, Bloodroar, Two Heads, Runefang, Charmed Shield, Potion of Foolhardiness, Luckstone
(C) Captain
- BSB, Warhorse, Barding, Great Weapon, 1+ save, Banner of Swiftness
(WP) Warrior Priest
- Warhorse, Barding, Great Weapon, Heavy Armour, Dragonhelm, Dawnstone
(W1) Wizard
- Level 2, Scroll of Shielding, Lore of Beasts (Amber Spear, Wildform)
(W2) Wizard
- Level 2, Dispel Scroll, Lore of Life (Earthblood, Flesh to Stone)
(W3) Wizard
- Level 1, Chanelling Staff, Lore of Metal (Searing Doom)
(K1) 5 Knights
- Standard, Musician
(K2) 5 Knights
- Standard, Musician
(ICK) 8 Inner Circle Knights
- Full Command, Steel Standard
(S) 17 Spearmen
- Full Command
(DK) 4 Demigryph Knights
- Standard, Musician
(GC) Great Cannon
(L1) Luminark
(ST) Steam Tank
The Empire list as mentioned had a few tricks available.
Elector Count - With the Runefang this guy was going to chop whatever he touched. Being a flyer as well it was going to be tough to set traps for him as he could ideally zoom around looking for my weak areas to exploit and make his move that way. He'd be advancing under fire from the cannon and steam tank and of course there would be other heavy armoured elements I'd be concerned about as well. I'd be looking to the Ironblaster and a well timed Fireball to take care of the Charmed Shield before getting the killing blow. If it came to combat my best bet would be to charge him with my big block, get some impact hits, kill the griffon and break the Elector Count via combat resolution and run him down.
Knight Bus - Including the Warrior Priest and BSB the bus could effectively chomp any of my units probably except the Ogre block on the charge. I'm sure Todd wouldn't be looking to send it in on it's own so I'd have to be wary of any double teaming action from the Bus and any nearby friends. Also I'd suspect the Wizard Bunker would be nearby trying to buff the unit up to make it even more difficult to deal with.
Knights - I treated the Knights like my small units of Ogres although his were far more hitty and well armoured. Single wounds however is what would make the difference. Hoping my Leadbelchers would thin the unit down before they didn't anything of worth otherwise the Ogres/MFC would need to charge and get rid of them.
Spearmen - I didn't imagine the infantry block would be seeing combat at all, it would sit back close enough to make a difference with the wizards spell selections and the characters of course would jump out at the last minute if combat was imminent or sit in a building somewhere and play hard to get.
If I managed to get a charge off I would need to be at least packing a unit of Ogres with characters and MFC to make a sizable dent and try my luck at breaking them, anything other than that and steadfast would ensure they were sticking around.
Demigryph Knights - If these were left unchecked they would put a sizable hole in any of my plans, they could effectively solo charge most of my units and carve them up. I'd be looking for Sabretusks here and units of small Ogres to do some dancing around them to begin with before looking or a sensational flank shot from an Ironblaster or a solo charge from the heavy lifters.
Cannon/Stank - I had to eliminate one of these early on and I didn't like my chances with the Steam Tank. Todd pointed out I only had to chip 4-5 wounds off it to really put it at a disadvantage so perhaps I'd be looking for this turn 3+. I was hoping to use the terrain provided to hide the Ironblaster from the Cannon before either taking a shot at it, throwing a powered up fireball of some description or getting something close enough to eliminate it which I wouldn't imagine would be until late game. Hopefully it wouldn't take that long.
Luminark - The main concern for me was the bound spell bolt thrower, it is cast so cheap it's just frustrating. Hopefully I could catch this so it would stop pumping out the ward saves on nearby units because a few 6+ ward saves could swing a combat in Todd's favour and that would simply stack the frustration for me.
Deployment
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Todd won the roll off and begun with the Knights on the right flank, I placed down the obligartory Sabretusks in positions where I would anticipate that my combat 'blocks' would be in the vicinity of to provide some support and the annoyance factor. Next my units of Ogre darts went into place and I was just buying my time to see where he would place his infantry. I had the option of placing a unit of MFC onto the right flank to zoom up and hopefully make a mess of the cannon quick smart. What eventually prevented me from doing this is the elector count and the fact that it would take a dedicated magic phase of searing doom, amber spear and the cannon to remove said MFC unit pretty quickly. I was lucky enough to get cover from the buildings to prevent the Ironblaster from being sniped turn 1, that was something I was happy with at least! Box cars are rolled for first turn but Todd has the +1.
Turn 1 - Empire
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The Empire opening turn is pretty quiet, the Elector Count zooms up pretty close and although the map might not illustrate the fact perfectly I could infact double 'solo' charge each of the Tyrants out of their respective units into the Elector Count. Todd knew this and was quick deter me from this during the magic phase. In a 9 vs 7 phase I let Flesh to Stone go through onto the Elector Count and decide not to worry about him for now. Wildform fails to cast onto the Knights and I stick enough dice to the Laser to stop that from powering up. The Cannon moves to get LOS to more juicy Ogre bits so I have a turn of no exploding Ogre bits which is nice and something I'm not use too.
Turn 1 - Ogre Kingdoms
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This opening turn took me a good 15 minutes to complete. I had to find a way to box the Elector Count in an at least anticipate where he was going to land and cause some havoc. Of course the priority target for the Empire was my Ironblaster so natrually I'd be after that as well. I pushed the Ogres back to create some distance so he couldn't quite land behind them and reformed the MFC on the left flank and pulled them a little closer allowing them to charge whatever landed in the backzone. The Ogres (O3) marched up the flank to get out of the Knights charge arc and either get into the building next turn for some slingshot action or a swift reform into a better position. O4 was going to take the fateless duty of distracting the Steam Tank
whilst MF1 laid in wait for something to charge and MF3 continued to gain some cover from the building. I wasn't expecting much from the magic phase and aimed a 6D6 fireball in the direction of the cannon however it was simply stopped. The Ironblaster aimed for the Steam Tank to chip some wounds off but a bit of wet gunpowder didn't give it the force required an instead a maimed Knight collapsed to the ground. Not the opening turn I was hoping for.
Turn 2 - Empire
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As the armoured components of the Empire move through the forest it's discovered it's a Venom Thicket and the Warrior Priest takes a wound as does a Demigrpyh Knight. Sad that terrain did more wounds than I in my last turn! (if I could just keep Todd in the forest all game I'd win!
) This time Todd pushed the Demigryph Knights up to get some attention making them a juicy target. Magic was 6 vs 4 and right away Todd went to back his forces with Flesh to Stone which I dispelled. Wildform was then attempted but in order to make the dent I needed after a bit of thought I burned my scroll to prevent this. It was going to be up to the Ogre forces to ensure it wasn't for nothing. Can't remember exactly what the Great Cannon took a snipe at as I'm sure it was the Ogres (O4) however more wet gunpowder prevents it from bouncing far enough.
Turn 2 - Ogre Kingdoms
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Once again lots of thought here before I did anything. I think this turn took me nearly 40 minutes! With the Demigryph Knights not protected by magic they'd be easy pickings for a dual charge but I would think Todd was going to flee with them to save the unit which would allow me to hopefully re-direct into the Knight Bus and shut it down.
Charges go something like this:
Mournfang (MC1) charge into the Demi Knights who hold but flee to the Ogre block (O1) coming their way. The MC1 re-direct into the Knights (K2) whilst the Ogre block (O1) re-directs into the Knight block with the backup of Mournfang who take 2 wounds through the Venom Thicket (MC3). They were long charges but I beleive Todd slightly overstepped a bit to far.
Ogres (O2) into Knights (K1) who flee allowing O3 to charge and they flee again through the Knights and into the Venom Thicket taking 3 casualties.
Mournfang (MC2) fail they relatively easy charge into the Elector Count.
With the Elector Count now in prime position I couldn't let him into combat at full strength. The Leadbelchers swift reform and get into short range whilst the Ironblaster can only get a grapeshot off.
Magic is shut down again so I move to the shooting phase and although the Leadbelchers remove the charmed shield and put 3 wounds onto the Griffon I'm left furious as the Ironblaster misfires and the barrel cracks. Brilliant. The one answer I had to the Steam Tank just took a dive.
In combats the MC2 drop 2 knights via impact hits and kill the rest reforming to face the centre and remain out of sight from a pesky Steam Tank. The larger combat sees 2 Knights drop from impact hits even though I rolled a 10 for distance. The BSB challenges and it is answered by the Knight Champion who is cut down. The Ogre Crusher takes 2 wounds whilst the Mournfang drop the Warrior Priest. The Tyrant swings his great weapon and leaves 4 bodies in the ground and only the Empire Captain remains who is cut down on the spot. The Mournfang over run and destroy the remaining Knights (K1) whilst the Ogres rush 6" forward. With the collapse of the Inner Circle Knights the Luminark flees and takes the Spearmen with it.
Turn 3 - Empire
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The Elector Count seeking revenge charges into the Ironblaster however I'm not just going to give it away and it flees a massive 12" taking it out of danger. The re-direction into the Leadbelcher doesn't go as well and 3" doesn't get me far and they're cut down. The Luminark flees off the table however the Spearmen rally. Magic phase is a 4 vs 3 and Earthblood goes up onto the Spearmen healing a wound on the Demigryphs. Flesh to Stone onto the Spearmen is cast and I fail to dispel. The cannon targets the Ogre block however the Ironcurse Icon prevents a scratch. 5 points well spent.
Turn 3 - Ogre Kingdoms
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The Mournfang charge into the cannon after taking a casualty from the Venom Thicket but this doesn't prevent the angry beast from hitting home. The Ogres and Mournfang (MC1) charge into the Demigryphs. The Ironblaster continues to flee right into the pecking order of the Steam Tank, not like it was going to shoot anything anyway! I start to move everything away from the Elector Count and Stank however the Firebelly abandons ship and chases down the Elector Count, if I was going to miscast I wanted to ensure I was doing as much damage to him with it.
In combat the Bruiser takes a single wound after a lot of attacks are allocated to him and the Ogre Crusher is finally killed off. With their superior armour the Demigryphs only take 3 wounds however it's enough to destroy their nerve and they flee from the battlefield with the Mournfang in close pursuit. The Ogres reform. The Cannon is splintered apart as the last crew member heads for the hills and the display is enough to break the nerve of the nearby Spearmen who flee in panic.
Turn 4 - Empire
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The Steam Tank powers up and crumples the Ironblaster however the Spearmen are unable to hold their nerve in check and continue to flee 3" towards the table edge. The Elector Count zooms up to get into another annoyance position.
Turn 4 - Ogre Kingdoms
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The Mournfang charge the Spearmen and they need to roll a 7 to get off the battlefield and naturally a 6 comes up and I fail the charge! Insert Ogre profanities right here.
Another long turn as I think out a multitude of possibilites about the Elector Count, what he will charge and what potential damage he can cause.
Ideally I want him to charge the Ogre star if anything, with the amount of attacks I have I can possibly take out the Griffon and absorb some of the Runefang with ward saves. It's a big ask however. I bring up lots of units to support but I fear he'll just take the easy points and charge the Mournfang MC1 in which case I'd just flee leaving him out in the open but open to fleeing himself when I charge.
There is one event I never planned for and it happens in the magic phase. I aim for a big fireball at the Elector Count and it goes IF netting me 13 hits. The elector count is unharmed however his noble griffon is now a crispy remnant and now the enemy general was on foot and this would allow him to escape. Still a better position than facing down a Griffon. The Firebelly cops a cascade but climbs out of the extra dimension and takes a wound instead.
Turn 5 - Empire
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The Spearmen rally and the Stank peppers along 5". Magic is 9 vs 4 and Wildform, Earthblood and Flesh to Stone all turn the Spearmen into a rock hard unit, I throw all my dice at dispelling Amber Spear tageting the Sabretusk to try and cause a panic test. Cannon fires at the Firebelly however once again poor gunpowder and it fails to collect the Firebelly.
Turn 5 - Ogre Kingdoms
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Time to set another trap for the Spearmen. The Ogres jump into the building so if he charges that and loses he'll be left to charges from the Mournfang, if he charges and wins then the Tyrant led Ogres nearby should be able to at least cause some damage and a break test. Which ever way he faced he should be setup for a solo charge from the Tyrant and a Mournfang unit/s. The Elector Count was tricky however and I missed an opportunity.
The Mournfang went in snug to entice a charge and pull him out into the open where the Ogres would clean up. However it never entered my head for a moment that the Elector Count would flee, had I simply turned the Sabretusk around to face North it would have netted me many more VP's. Lesson learned for next time.
Magic sees another Fireball sneak through however the Scroll of Shielding prevents all but one wound from sneaking through.
Turn 6 - Empire
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The Elector Count charges the Mournfang who flee 6" taking them away from danger. The Steam Tank crashes into the Ogres. Magic comes up box cars and I was dreading my ability to take out the Spearmen. I let Searing doom go that deletes the solo Mournfang however due to a miscast they lose a single dice. Earth blood goes up onto the Spearmen however Flesh to Stone fails to cast.
The Steam Tank crushes 2 ogres whilst the third bolts away in panic 11" but the Firebelly clearly amused with the situation goes observes.
Turn 6 - Ogre Kingdoms
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The Mournfang charge into the rear of the Spearmen hoping for a failed break test. The Tyrant attempts to join the combat but 3" hardly gets him to break a sweat. Knowing my opponent will just flee I try to charge the Steam Tank however it's simply out of reach. Curses to the Sabretusk orientation. Fireball fails to cast in order to do something last minute to the Elector Count.
In combat I take no wounds and kill 8 Spearmen in return however their resolve holds.
Result - Ogre Kingdoms Victory
Conclusion:
It was one of those games where upon initial inspection of my opponents list I didn't have a clue how to proceed. I had rough ideas on what I had to avoid and what should attack what but that's about as far as it went. I beleieve Todd over extended his Inner Circle Knights by a few inches and that not only cost him that unit but essentially the game allowing me the break through into his lines that he would never recover from. It was a shame the 2IC Tyrant didn't do anything however I like to think by being parked in his smaller unit he participated in some area denial. I would have felt better about him had he made that last turn charge but not to worry.
I think overall the game started off with me being in the MSU mindset as opposed to other games where I feel like I need a turn or two to kick the brain into gear. Todd didn't let me have easy choices to make and hence the game lasted for 3 hours with me really sitting back and analysing over run angles and things like where the Stank and Elector Count 'could' end up. I think I covered the bases nicely.
I'm happy to eat my Ogre hat now in terms of saying level 1 firebellies are useless. Not so.
I'll never forgive myself however for the Sabretusk orientation! Had he been simply switched 180 degrees then a charge from the Ogres would have put the Elector Count into flee mode and the Sabretusk would have likely ran him down at the speed of a thousand startled gazelles netting me the whole package deal rather than just the Griffon. Still I'd be a sour person indeed to complain about a victory.
Once again I'm not sure I used the small units of Ogres very well, they seem like dead weight almost purely getting in the way to delay units. I guess that's their design in the end but I feel sorry marching the fat boys to their doom every single game. On the bigger unit I'm fast liking it's potential. I think opponents always focus on the Ironblaster and forget they fact if they let this unit charge they end up eating at a minimum 2 x S7 and a single S6 impact hit with possibility for more.
I'm playing a worse case scenario in my head with the Inner Circle Knights. With the Demi's already fleeing had the Ogres failed their charge against them I'm trying to work out what would more than likely have taken place. If the Mournfang had gone in they possibly would have broken and been cut down allowing the Knights an overrun into the Ogres and a combined charge with the Elector Count which would have spelled doom for the unit I believe. Certainly the MC1 would have been back into combat the next turn had their been anything left. I'm confident the Ogre star would have been able to absorb the charge from the Inner Circle Knights and eventually take them out but not with a Runefang flinging Count as well. I'm only now just realising how close I came to losing this game and essentially it all came down to the Ogres charging in turn 2.
Well thank you very much for reading as per usual and I hope you found it entertaining and worth a comment.
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I managed to get a game in last night against my regular sparring partner Todd. I wasn't sure it was going to happen as he'd just returned from a mega 8 game tournament a few days ago but he was keen to throw some dice around and have a good chat whilst it was happening. As Todd was reading out his Empire list I quickly began to feel overwhelmed with the amount of toys he had in his list. My list remained the same to what I had run in a few previous games and I was very intrigued to see how it would match up against the Empire.
Overview
--------
Date played: Friday, 30 January 2015
Ogre Kingdoms
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(T1) Tyrant
- Heavy Armour, Great Weapon, Trickster's Helm, Armour of Destiny
(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
Empire
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(EC1) Elector Count
- Griffon, Bloodroar, Two Heads, Runefang, Charmed Shield, Potion of Foolhardiness, Luckstone
(C) Captain
- BSB, Warhorse, Barding, Great Weapon, 1+ save, Banner of Swiftness
(WP) Warrior Priest
- Warhorse, Barding, Great Weapon, Heavy Armour, Dragonhelm, Dawnstone
(W1) Wizard
- Level 2, Scroll of Shielding, Lore of Beasts (Amber Spear, Wildform)
(W2) Wizard
- Level 2, Dispel Scroll, Lore of Life (Earthblood, Flesh to Stone)
(W3) Wizard
- Level 1, Chanelling Staff, Lore of Metal (Searing Doom)
(K1) 5 Knights
- Standard, Musician
(K2) 5 Knights
- Standard, Musician
(ICK) 8 Inner Circle Knights
- Full Command, Steel Standard
(S) 17 Spearmen
- Full Command
(DK) 4 Demigryph Knights
- Standard, Musician
(GC) Great Cannon
(L1) Luminark
(ST) Steam Tank
The Empire list as mentioned had a few tricks available.
Elector Count - With the Runefang this guy was going to chop whatever he touched. Being a flyer as well it was going to be tough to set traps for him as he could ideally zoom around looking for my weak areas to exploit and make his move that way. He'd be advancing under fire from the cannon and steam tank and of course there would be other heavy armoured elements I'd be concerned about as well. I'd be looking to the Ironblaster and a well timed Fireball to take care of the Charmed Shield before getting the killing blow. If it came to combat my best bet would be to charge him with my big block, get some impact hits, kill the griffon and break the Elector Count via combat resolution and run him down.
Knight Bus - Including the Warrior Priest and BSB the bus could effectively chomp any of my units probably except the Ogre block on the charge. I'm sure Todd wouldn't be looking to send it in on it's own so I'd have to be wary of any double teaming action from the Bus and any nearby friends. Also I'd suspect the Wizard Bunker would be nearby trying to buff the unit up to make it even more difficult to deal with.
Knights - I treated the Knights like my small units of Ogres although his were far more hitty and well armoured. Single wounds however is what would make the difference. Hoping my Leadbelchers would thin the unit down before they didn't anything of worth otherwise the Ogres/MFC would need to charge and get rid of them.
Spearmen - I didn't imagine the infantry block would be seeing combat at all, it would sit back close enough to make a difference with the wizards spell selections and the characters of course would jump out at the last minute if combat was imminent or sit in a building somewhere and play hard to get.
If I managed to get a charge off I would need to be at least packing a unit of Ogres with characters and MFC to make a sizable dent and try my luck at breaking them, anything other than that and steadfast would ensure they were sticking around.
Demigryph Knights - If these were left unchecked they would put a sizable hole in any of my plans, they could effectively solo charge most of my units and carve them up. I'd be looking for Sabretusks here and units of small Ogres to do some dancing around them to begin with before looking or a sensational flank shot from an Ironblaster or a solo charge from the heavy lifters.
Cannon/Stank - I had to eliminate one of these early on and I didn't like my chances with the Steam Tank. Todd pointed out I only had to chip 4-5 wounds off it to really put it at a disadvantage so perhaps I'd be looking for this turn 3+. I was hoping to use the terrain provided to hide the Ironblaster from the Cannon before either taking a shot at it, throwing a powered up fireball of some description or getting something close enough to eliminate it which I wouldn't imagine would be until late game. Hopefully it wouldn't take that long.
Luminark - The main concern for me was the bound spell bolt thrower, it is cast so cheap it's just frustrating. Hopefully I could catch this so it would stop pumping out the ward saves on nearby units because a few 6+ ward saves could swing a combat in Todd's favour and that would simply stack the frustration for me.
Deployment
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Todd won the roll off and begun with the Knights on the right flank, I placed down the obligartory Sabretusks in positions where I would anticipate that my combat 'blocks' would be in the vicinity of to provide some support and the annoyance factor. Next my units of Ogre darts went into place and I was just buying my time to see where he would place his infantry. I had the option of placing a unit of MFC onto the right flank to zoom up and hopefully make a mess of the cannon quick smart. What eventually prevented me from doing this is the elector count and the fact that it would take a dedicated magic phase of searing doom, amber spear and the cannon to remove said MFC unit pretty quickly. I was lucky enough to get cover from the buildings to prevent the Ironblaster from being sniped turn 1, that was something I was happy with at least! Box cars are rolled for first turn but Todd has the +1.
Turn 1 - Empire
---------------

The Empire opening turn is pretty quiet, the Elector Count zooms up pretty close and although the map might not illustrate the fact perfectly I could infact double 'solo' charge each of the Tyrants out of their respective units into the Elector Count. Todd knew this and was quick deter me from this during the magic phase. In a 9 vs 7 phase I let Flesh to Stone go through onto the Elector Count and decide not to worry about him for now. Wildform fails to cast onto the Knights and I stick enough dice to the Laser to stop that from powering up. The Cannon moves to get LOS to more juicy Ogre bits so I have a turn of no exploding Ogre bits which is nice and something I'm not use too.
Turn 1 - Ogre Kingdoms
----------------------

This opening turn took me a good 15 minutes to complete. I had to find a way to box the Elector Count in an at least anticipate where he was going to land and cause some havoc. Of course the priority target for the Empire was my Ironblaster so natrually I'd be after that as well. I pushed the Ogres back to create some distance so he couldn't quite land behind them and reformed the MFC on the left flank and pulled them a little closer allowing them to charge whatever landed in the backzone. The Ogres (O3) marched up the flank to get out of the Knights charge arc and either get into the building next turn for some slingshot action or a swift reform into a better position. O4 was going to take the fateless duty of distracting the Steam Tank
whilst MF1 laid in wait for something to charge and MF3 continued to gain some cover from the building. I wasn't expecting much from the magic phase and aimed a 6D6 fireball in the direction of the cannon however it was simply stopped. The Ironblaster aimed for the Steam Tank to chip some wounds off but a bit of wet gunpowder didn't give it the force required an instead a maimed Knight collapsed to the ground. Not the opening turn I was hoping for.
Turn 2 - Empire
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As the armoured components of the Empire move through the forest it's discovered it's a Venom Thicket and the Warrior Priest takes a wound as does a Demigrpyh Knight. Sad that terrain did more wounds than I in my last turn! (if I could just keep Todd in the forest all game I'd win!
) This time Todd pushed the Demigryph Knights up to get some attention making them a juicy target. Magic was 6 vs 4 and right away Todd went to back his forces with Flesh to Stone which I dispelled. Wildform was then attempted but in order to make the dent I needed after a bit of thought I burned my scroll to prevent this. It was going to be up to the Ogre forces to ensure it wasn't for nothing. Can't remember exactly what the Great Cannon took a snipe at as I'm sure it was the Ogres (O4) however more wet gunpowder prevents it from bouncing far enough.Turn 2 - Ogre Kingdoms
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Once again lots of thought here before I did anything. I think this turn took me nearly 40 minutes! With the Demigryph Knights not protected by magic they'd be easy pickings for a dual charge but I would think Todd was going to flee with them to save the unit which would allow me to hopefully re-direct into the Knight Bus and shut it down.
Charges go something like this:
Mournfang (MC1) charge into the Demi Knights who hold but flee to the Ogre block (O1) coming their way. The MC1 re-direct into the Knights (K2) whilst the Ogre block (O1) re-directs into the Knight block with the backup of Mournfang who take 2 wounds through the Venom Thicket (MC3). They were long charges but I beleive Todd slightly overstepped a bit to far.
Ogres (O2) into Knights (K1) who flee allowing O3 to charge and they flee again through the Knights and into the Venom Thicket taking 3 casualties.
Mournfang (MC2) fail they relatively easy charge into the Elector Count.
With the Elector Count now in prime position I couldn't let him into combat at full strength. The Leadbelchers swift reform and get into short range whilst the Ironblaster can only get a grapeshot off.
Magic is shut down again so I move to the shooting phase and although the Leadbelchers remove the charmed shield and put 3 wounds onto the Griffon I'm left furious as the Ironblaster misfires and the barrel cracks. Brilliant. The one answer I had to the Steam Tank just took a dive.
In combats the MC2 drop 2 knights via impact hits and kill the rest reforming to face the centre and remain out of sight from a pesky Steam Tank. The larger combat sees 2 Knights drop from impact hits even though I rolled a 10 for distance. The BSB challenges and it is answered by the Knight Champion who is cut down. The Ogre Crusher takes 2 wounds whilst the Mournfang drop the Warrior Priest. The Tyrant swings his great weapon and leaves 4 bodies in the ground and only the Empire Captain remains who is cut down on the spot. The Mournfang over run and destroy the remaining Knights (K1) whilst the Ogres rush 6" forward. With the collapse of the Inner Circle Knights the Luminark flees and takes the Spearmen with it.
Turn 3 - Empire
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The Elector Count seeking revenge charges into the Ironblaster however I'm not just going to give it away and it flees a massive 12" taking it out of danger. The re-direction into the Leadbelcher doesn't go as well and 3" doesn't get me far and they're cut down. The Luminark flees off the table however the Spearmen rally. Magic phase is a 4 vs 3 and Earthblood goes up onto the Spearmen healing a wound on the Demigryphs. Flesh to Stone onto the Spearmen is cast and I fail to dispel. The cannon targets the Ogre block however the Ironcurse Icon prevents a scratch. 5 points well spent.
Turn 3 - Ogre Kingdoms
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The Mournfang charge into the cannon after taking a casualty from the Venom Thicket but this doesn't prevent the angry beast from hitting home. The Ogres and Mournfang (MC1) charge into the Demigryphs. The Ironblaster continues to flee right into the pecking order of the Steam Tank, not like it was going to shoot anything anyway! I start to move everything away from the Elector Count and Stank however the Firebelly abandons ship and chases down the Elector Count, if I was going to miscast I wanted to ensure I was doing as much damage to him with it.
In combat the Bruiser takes a single wound after a lot of attacks are allocated to him and the Ogre Crusher is finally killed off. With their superior armour the Demigryphs only take 3 wounds however it's enough to destroy their nerve and they flee from the battlefield with the Mournfang in close pursuit. The Ogres reform. The Cannon is splintered apart as the last crew member heads for the hills and the display is enough to break the nerve of the nearby Spearmen who flee in panic.
Turn 4 - Empire
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The Steam Tank powers up and crumples the Ironblaster however the Spearmen are unable to hold their nerve in check and continue to flee 3" towards the table edge. The Elector Count zooms up to get into another annoyance position.
Turn 4 - Ogre Kingdoms
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The Mournfang charge the Spearmen and they need to roll a 7 to get off the battlefield and naturally a 6 comes up and I fail the charge! Insert Ogre profanities right here.
Another long turn as I think out a multitude of possibilites about the Elector Count, what he will charge and what potential damage he can cause.
Ideally I want him to charge the Ogre star if anything, with the amount of attacks I have I can possibly take out the Griffon and absorb some of the Runefang with ward saves. It's a big ask however. I bring up lots of units to support but I fear he'll just take the easy points and charge the Mournfang MC1 in which case I'd just flee leaving him out in the open but open to fleeing himself when I charge.
There is one event I never planned for and it happens in the magic phase. I aim for a big fireball at the Elector Count and it goes IF netting me 13 hits. The elector count is unharmed however his noble griffon is now a crispy remnant and now the enemy general was on foot and this would allow him to escape. Still a better position than facing down a Griffon. The Firebelly cops a cascade but climbs out of the extra dimension and takes a wound instead.
Turn 5 - Empire
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The Spearmen rally and the Stank peppers along 5". Magic is 9 vs 4 and Wildform, Earthblood and Flesh to Stone all turn the Spearmen into a rock hard unit, I throw all my dice at dispelling Amber Spear tageting the Sabretusk to try and cause a panic test. Cannon fires at the Firebelly however once again poor gunpowder and it fails to collect the Firebelly.
Turn 5 - Ogre Kingdoms
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Time to set another trap for the Spearmen. The Ogres jump into the building so if he charges that and loses he'll be left to charges from the Mournfang, if he charges and wins then the Tyrant led Ogres nearby should be able to at least cause some damage and a break test. Which ever way he faced he should be setup for a solo charge from the Tyrant and a Mournfang unit/s. The Elector Count was tricky however and I missed an opportunity.
The Mournfang went in snug to entice a charge and pull him out into the open where the Ogres would clean up. However it never entered my head for a moment that the Elector Count would flee, had I simply turned the Sabretusk around to face North it would have netted me many more VP's. Lesson learned for next time.
Magic sees another Fireball sneak through however the Scroll of Shielding prevents all but one wound from sneaking through.
Turn 6 - Empire
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The Elector Count charges the Mournfang who flee 6" taking them away from danger. The Steam Tank crashes into the Ogres. Magic comes up box cars and I was dreading my ability to take out the Spearmen. I let Searing doom go that deletes the solo Mournfang however due to a miscast they lose a single dice. Earth blood goes up onto the Spearmen however Flesh to Stone fails to cast.
The Steam Tank crushes 2 ogres whilst the third bolts away in panic 11" but the Firebelly clearly amused with the situation goes observes.
Turn 6 - Ogre Kingdoms
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The Mournfang charge into the rear of the Spearmen hoping for a failed break test. The Tyrant attempts to join the combat but 3" hardly gets him to break a sweat. Knowing my opponent will just flee I try to charge the Steam Tank however it's simply out of reach. Curses to the Sabretusk orientation. Fireball fails to cast in order to do something last minute to the Elector Count.
In combat I take no wounds and kill 8 Spearmen in return however their resolve holds.
Result - Ogre Kingdoms Victory
Conclusion:
It was one of those games where upon initial inspection of my opponents list I didn't have a clue how to proceed. I had rough ideas on what I had to avoid and what should attack what but that's about as far as it went. I beleieve Todd over extended his Inner Circle Knights by a few inches and that not only cost him that unit but essentially the game allowing me the break through into his lines that he would never recover from. It was a shame the 2IC Tyrant didn't do anything however I like to think by being parked in his smaller unit he participated in some area denial. I would have felt better about him had he made that last turn charge but not to worry.
I think overall the game started off with me being in the MSU mindset as opposed to other games where I feel like I need a turn or two to kick the brain into gear. Todd didn't let me have easy choices to make and hence the game lasted for 3 hours with me really sitting back and analysing over run angles and things like where the Stank and Elector Count 'could' end up. I think I covered the bases nicely.
I'm happy to eat my Ogre hat now in terms of saying level 1 firebellies are useless. Not so.
I'll never forgive myself however for the Sabretusk orientation! Had he been simply switched 180 degrees then a charge from the Ogres would have put the Elector Count into flee mode and the Sabretusk would have likely ran him down at the speed of a thousand startled gazelles netting me the whole package deal rather than just the Griffon. Still I'd be a sour person indeed to complain about a victory.Once again I'm not sure I used the small units of Ogres very well, they seem like dead weight almost purely getting in the way to delay units. I guess that's their design in the end but I feel sorry marching the fat boys to their doom every single game. On the bigger unit I'm fast liking it's potential. I think opponents always focus on the Ironblaster and forget they fact if they let this unit charge they end up eating at a minimum 2 x S7 and a single S6 impact hit with possibility for more.
I'm playing a worse case scenario in my head with the Inner Circle Knights. With the Demi's already fleeing had the Ogres failed their charge against them I'm trying to work out what would more than likely have taken place. If the Mournfang had gone in they possibly would have broken and been cut down allowing the Knights an overrun into the Ogres and a combined charge with the Elector Count which would have spelled doom for the unit I believe. Certainly the MC1 would have been back into combat the next turn had their been anything left. I'm confident the Ogre star would have been able to absorb the charge from the Inner Circle Knights and eventually take them out but not with a Runefang flinging Count as well. I'm only now just realising how close I came to losing this game and essentially it all came down to the Ogres charging in turn 2.
Well thank you very much for reading as per usual and I hope you found it entertaining and worth a comment.

"Nec sorte nec fato"
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars

