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AN INSTANCE IN THE DRAGON OGRE WARS

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AN INSTANCE IN THE DRAGON OGRE WARS – INTRODUCTION

The history of the Ouoroborean Clan is recorded through the oral tradition of the Ouroborean Chronicles.  This history dates back to the early days of the Ogres and initially follows the fortunes of the Bignose Tribe.  It was only during the War in the Sky between the Ogres and the Sky Titans that the Ouoboreans came into being.  This was due to a misunderstanding when the Tyrant Mawfang Bignose led a detachment from the Bignoses against a Sky Titan stronghold.  As the Titan lay dying, Mawfang spotted a wall-hanging depicting a wyrm eating its own tail. 

“What’s that?” demanded Mawfang.

“That’s Ouroboros,” gasped the Titan.

“Well, it might have been your oboros, but now its our oboros.” 

“Ugh, I don’t think that is what he meant boss,” injected a naive Ogre.

Pausing only to disembowel the upstart Ogre, Mawgut ripped the hanging from the wall and hung it from a pole.  “This emblem acknowledges that I have bested the Sky Titans .  From this time on we will fight under the sign of Ouroborous and all will fear the Ouroboreans.”

Fast forward  some 300 years to -2400 and the ogres were expanding through the Mountains of Mourne when they experienced the Dragon Ogres for the first time.  The instance recorded here is just one of countless skirmishes between the races.   

The Dragon Ogre force was spotted in the distance by Ogre scouts and the Ouroboreans managed to approach undetected.  The scouts reported that the Dragon Ogres comprised:

Kholek Suneater

Big Red:  Shaggoth with additional hand weapon
Big Green:  Shaggoth with additional hand weapon
Big Blue:  Shaggoth with additional hand weapon

Young Herd:  4 Dragon Ogres with Halberds
Old Herd:  4 Dragon Ogres with Halberds



Amazingly, this lot came in at about 1,500 points.

Fighting this with only 1,500 points of Ogres would be a challenge but at least I could count on 2 Ironblasters in the mix and theses should make short work of the Suneater.  Or I could have if Ironblasters had been invented; in fact, they would not come into being until some 3,800 years after the events narrated here.   Likewise, there would be no Leadbelchers or Gnoblars.  There was some discussion about the legality of Firebellies and Maneaters and the situation is not clear but ultimately we determined that Firebellies would not have existed until the Fire Mouth erupted in -947 and that Maneaters would only have become widespread after Golgfag’s exploits in 2518.  Hmm, looks like this task just got a whole lot harder. 

Having looked at the downside, what advantages might the Ogres have.  Firstly, there is no magical threat.  Secondly, no flaming attacks in the Dragon Ogre ranks meaning that Trollguts could be a battle winner.  Thirdly, little shooting (apart from D6 S6 auto hits from Kholek each turn of course).  Fourth, no banners or BSB.  So, how to capitalise on this?

First up was a Level 4 Slaughtermaster of the Maw hoping to get Trollguts for protection as well as Bonecruncher to start chipping off the odd wound from Kholek.  The Maw might also prove useful against the low initiative Dragon Ogres.

A Hunter with Harpoon Launcher might also prove helpful in combating Kholek at a distance.  Placing him in a unit of Sabretusks would also allow him to Vanguard, possibly getting into position to line up a first round shot at the Suneater.

With all those terror causers, a BSB would also be a helpful asset.

A large block of Ironguts would provide my core with a unit of Mournfang Cavalry to add a real punch.

Three Sabretusks would round out my deployment allowing some redirectors.

And so the final list was:

Eshgrar Ogo, Level 4 Slaughtermaster.  Great Weapon, Talisman of Preservation, Earthing Rod, Potion of Toughness

Brockstey Edge, Bruiser BSB.  Great Weapon, BSB, Armour of Destiny

Beshtria Peaks, Hunter.  Harpoon Launcher, Beastkiller Bigname, Talisman of Endurance

Kestawickians.  8 Ironguts, Full Command, Standard of Discipline
Jalchi Mob.  3 Mournfangs, Standard and Musician, Heavy Armour, Iron Fists, Dragonhide Banner

Ishnanian Nematra.  Sabretusk
Tuvarian Nemisra.  Sabretusk
Duvanian Portova.  Sabretusk



SET UP

We determined that the Ogres approached undetected by the Dragon Ogres who were peacefully grazing, enjoying the spring sunshine by a river in the high plateau of their ancestral lands.  This was a particularly favourite spot, marked by a pile of skulls from their prey.

The Dragonogres deployed first and semi-randomly as shown here:
 

[url=http://s1123.photobucket.com/user/KoshtraBelorn/media/2014%20Dragon%20Ogre%20Wars/Z07_zpsb7863cdb.jpg.html]


The Ogres deployed knowing the laydown of the Dragonogres:



The Hunter deployed on the right flank with a Sabretusk ready to vanguard into a good shooting position. 



The other characters deployed in  the Ironguts on the left with the Mournfangs on the right.  One Sabretusk deployed on the left flank with the other (the rare albino or ‘Royal’ sabretusk) held safely behind the Guts to act as a diverter later in the game when Kholek started threatening.

The Slaughtermaster rolled 3, 3, 5 and 6 for his spells swapping a 3 for 1 and ending up with a fairly good selection of:

Bonecrusher:  Magic Missile, 2D6 S2 hits, no armour saves.  Might take the odd cheeky wound off Kholek.
Toothcracker:  Augment, +1T.   Might be marginally helpful against S6 hits.   
Trollguts:  Augment, Regeneration.  Could be a battle winner here with no flaming attacks.
The Maw:  Direct Damage targeting enemy initiative.  Difficult to use but could be useful against low initiative Dragonogres.

Ogre eye view:



And Kholek’s view:



The Hunter then vanguarded but was still not close enough to engage Kholek on the first turn.



EARLY MOVES

The Ogres went first and moved forward, no charges. 





Magic was 4 + 2 and I channelled another.  A 6 dice area Trollguts was not dispelled and gave me some illusion of protection against Kholek’s shooting attack.  The last dice came up 6 for a successful Bonecruncher which hit the Shaggoth Big Green 5 times and got a wound through.



Dragonogre turn one saw no charges but the army moved forward. 



Kholek fired at the Hunter who was outside the Trollguts bubble but rolled a one and the lightning strike hit him, sending him into a frenzy.

On Ogre turn 2, there were again no charges.  The Guts moved up as far as the Hunter while the Mournfangs held back ready to counter-charge any Dragonogres charging the Guts or Hunter.

The Slaughtermaster left the Ironguts inn order to allow him to continue using magic missiles even if the Guts were tied in combat.


   
A Sabretusk moved up to block the Dragonogres charging the Guts – and inadvertently moved into position to allow Big Blue to flank charge it and then overrun into the flank of the Guts.



Magic was 5 + 3 with no channels.  A 4 dice Bonecruncher was let through on Kholek, inflicting 6 hits but no wounds.  A 4 dice area Tooth Cracker was dispelled on double 6.  The Slaughtermaster took a S6 hit from the law attribute bit managed to save this with the Talisman of Preservation.



The Hunter was now in range of Kholek and let fly with his Harpoon but failed to hit.

Dragonogre turn 2 saw a large number of charges.  The turn started badly as Kholek failed his frenzy test and was forced to attempt a 19” charge on the Guts which he failed.  Elsewhere, Big Red charged the Hunter, losing a wound to stand and shot from his spear, Big Green got into the front of the Guts, one herd of Dragonogres got into the front of the left flank Sabretusk with Big Blue into its flank ready to overrun into the flank of the Guts.   





Big Red, fighting the Hunter, took one wound off the Sabretusk and 2 off the Hunter but suffered 3 wounds, added to the one taken on stand and shoot meaning he only had one remaining.  The Hunter passed his break test. 

On the right flank, the Sabretusk vaporised into a haze of red mist and Big Blue overran into the Guts.

Now facing 2 Shaggoths, the Guts took 7 wounds but dished out 4 wounds onto Big Blue and killed Big Green.  The Guts won combat but Big Blue held. 



With an angry herd of Dragonogres to their front, the Guts simply reformed but kept their facing with Big Blue in their flank.

MID GAME

Ogre turn 3 rolled around and it was time to commit the Mournfangs.  The Hunter seemed to be doing OK against his Shaggoth while the Guts just needed to remove the last couple of wounds from their Shaggoth.  Given that, it seemed a shame not to charge the remaining herd of Dragonogres, and so I did.



My Slaughtermaster moved to be within 12” of the combat units while the Royal Sabretusk moved to be in position to move to block a charge from Kholek in future turns.

Magic was 6 + 5 with no channels.  A 6 dice Bone Cruncher was let through and delivered 2 wounds on Kholek.  I then used 5 dice to cast a bubble Trollguts.  Irresistible.  And then a double 1.  Fortunately I had the Earthing Rod and was able to re-roll ending up with 10.  I lost 3 wizard levels and lost all my spells except Tooth Cracker.  There goes magical dominance.

In combat, the Guts killed Big Blue, losing another Ogre in turn.

The Hunter failed his fear test against Big Red and took a single wound (now down to his last wound) but killed the Shaggoth.

The Mournfangs caused 2 unsaved wounds from impact hits and another 7 in combat.  The Dragonogres managed 5 wounds back, only to see 2 saved by armour (5+) and one by regeneration. 



The Mourfangs won by a landslide, the Dragonogres fled and were run down by the pursuing Mournfangs.

In Dragonogre turn 3, the overrunning Mournfangs joy was tempered when they looked up to see an angry Kholek staring at them.  Kholek charged and the remaining Dragonogres charged the Guts.



Kholek’s attacks were tempered by the Trollguts affecting the Mournfangs and only one died, Kholek suffering no wounds.  The Fangs passed an unlikely break test on a BSB re-roll.

The Dragonogres caused 7 wounds but 3 were regenerated and the Ogres in turn put 7 wounds on the Dragonogres.  It was now the Dragonogres turn to pass an unlikely nreak test on double 1.



In the next turn, my Slaughtermaster failed to cast a big Toothcracker. 

Trollguts faded and Kholek did a number on the Mournfangs with massive overkill. 



The Dragonogres caused 4 wounds on the Guts but were all killed in their turn. 

In Dragonogres turn 4, Kholek tried  a charge on the Guts but failed.

END GAME

The story of the end game is quickly told.  I was now seriously concerned as Kholek could run amok amongst the tattered remnants of my Army.  With no Bonecrusher and with the Hunter down to his last wound, I had no tools to deal with him.  And then the ‘Royal’ Sabretusk I had been jealously hoarding came into his own.  By charge blocking Kholek it gave him a real dilemma.  If he charged, his frenzy would mean that he had to overrun and, in my turn, I could dance my units out of his arc.  In the end Kholek decided to stay put and use his shooting weapon.

In Dragonogre turn 5, he tried for the Gut block and killed one, the Guts fortunately passing their panic check.



In his final turn he went for the baldy injured Hunter, hit twice – one of which went onto the Sabretusk.  Down went the Sabretusk but Kholek then rolled a 2 to wound the Hunter who survived and passed his panic test.



With nothing left of his herd, Kholek turned and left the field of battle, hurling abuse at the Ogres as he left.

Eshgrar Ogo surveyed the remnants of his army.  Himself reduced to a measly Level 1 wizard,  Hunter on one wound remaining, the Guts reduced to just the Gutlord and 2 of 3 Sabretusks killed.  Not a pretty sight.  It was too close for comfort and it was fortunate that Kholek had not realised how weak the army was now.  Still, a win was a win and it looked as though there would be plenty of meat to see them through the year.

ANALYSIS

Well, that was a bit unexpected.  Looking back, I realise that my initial analysis of the weaknesses of Kholek’s army was accurate and really helped in winning the game.

There was no magical threat (and limited ability to stop me casting with my Level 4).  This gave me magical dominance, at least until I miscast and lost 3 levels. 

Kholek had no flaming attacks.  Combined with my ability to cast a bubble Trollguts giving most of my units regeneration, this was the real winner.  For instance, when the Dragonogres charged my Guts, they caused 7 wounds, of which I regenerated 3.  This have me 3 extra attacks back allowing me to cause 7 wounds in my turn and win the combat.

Little shooting which, combined with no magical threat, meant that I was happy to run my Slaughtermaster outside a unit.  However, I was probably over-concerned with Kholek’s shooting attack which achieved relatively little during the battle.   

Finally, with no BSB Kholek could not re-roll his failed frenzy test in his turn 2 leading to a failed charge and effectively keeping him out of combat while the battle was won. 

Other things I noticed were:

The lack of chaff, and chaff killers, on Kholek’s side was major weakness.

The relative ineffectiveness of Shaggoths against monstrous infantry, particularly when protected by regeneration.  In hindsight, he might have been better snurgling the Shaggoths around the flanks to attempt combo charges with Dragonogres in the front and Shaggoths in the flank.

Still, another glorious chapter was written in the Ouroborean Chronicle today.
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