08 Feb 2015
I had a game scheduled against my casual gaming friend Tim. Keep in mind I painted his army and gifted him with the FW Bloodthirster last year for his birthday fully painted so when I ask him for a game he probably feels somewhat obligated to carry the torch which totally works for me. 
This will be a tough challenge for the MSU Ogres, with solid combat blocks, some speed on the Daemons side and much to my dismay shooting ability which trumps mine. On top of that a massive flying unit killer and then of course add in the reign of chaos table and you've got a non magic army that still can potentially kill my models in the magic phase, sounds fair right?
From the top:
Bloodthirster - The invite to my friend went something like this: "Are you keen to come over and kill some Ogres with that Bloodthirster model?" and that was enough. He was sold. The key for me to slot this chum is to ensure he doesn't get into combat at full strength. If I can chip a few wounds off him before he hits my lines it will make my job so much easier but also ensure he has to be more careful in terms of picking what units to engage. Tim in the past has been hesistant to pull the trigger with the Bloodthirster often jumping in either too early or too late. For me hopefully I can get the charge which is a huge ask considering it's against a flyer but I'm confident it can be done. With some well timed S7 impact hits and a Tyrant going choppy choppy (perhaps even solo if he's sporting the Axe of Khorne...) I may be able to take the Greater Daemon of Khorne out. That's the best case scenario. Worst case is he get's out of some thin layered containment I've created for him and zooms around decimating a unit every turn.
Heralds - On their own they're not that big of a deal but the buff's they'll be sticking on units will ensure they hurt. They aren't the priority until the big guy is dealt with.
Bloodletters - I have some elements to feed these guys to keep them busy and without re-directors of his own outside of shooting Sabretusks with Skullcannons he's going to be hard pressed to deal with me leading them around the battlefield. When it comes to taking them out I'll be looking for the charge from several elements and hit them hard as I don't want to create an opportunity where I'll be pinned in place allowing some backup to come in and tip the scales. Mournfang will the ideal unit here with their speed to close the distance and armour to protect them. It will however take 2+ units of them to get the job done. Ogres can do it as well but it will cost more in wounds.
Flesh Hounds - These chaps are a tricky one. They're fast and can hit my Ogres like a tonne of falling debris from a tropical cyclone and when combined with other charges they'll be a nightmare to deal with. From a shooting point of view the Leadbelchers will be able to thin them by a few bodies before they hit combat. As far as that goes I'll be looking to 'feed & fight', that is feed them some Sabretusk and get them into a desirable position for me and then clean them up. Unfortunately it feels like I need my Mournfang in several places at once to contain them however with a flank charge from the Ogres I'm sure I can destroy them as well.
Skullcannons - My bane, seriously how does Khorne have shooting units? Now my rants over let's take a closer look. I've fallen into the trap as have many other players in terms of using units like these (Ironblasters) as artillery pieces rather than chariots with a cannon on top of them, with this in mind I think they'll be left in the back field with little defence. This means I could be facing upwards of 12 shots over the course of the game if left to their own devices. Clearly I'm going to do everything in my power to prevent this from happening and I know I'll be hiding my Ironblaster behind a wall of Ogres to give it some sort of protection from what can be described as target number 1. It's worth mentioning here that the Firebelly could wander out to catch a cannonball with a 50% chance eating it but I can't see a scenario where that would happen, wait and see I think.
With 8 drops vs the Ogres 12 I'd be pressing the initiative right from the deployment phase to establish control and enforce my will upon the Daemons.
Ogre Kingdoms vs. Daemons of Khorne
===================================
Overview
--------
Date played: Sunday, 8 February 2015
Ogre Kingdoms
-------------
(T1) Tyrant
- Heavy Armour, Great Weapon, Trickster's Helm, Talisman of Preservation
(T2) Tyrant
- Great Weapon, Glittering Scales, Talisman of Endurance, Ironcurse Icon
(B) Bruiser
- BSB, Heavy Armour, Great Weapon, Armour of Destiny
(F) Firebelly
- Dispel Scroll, Lore of Fire
(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
Daemons of Khorne
-----------------
(B1) Bloodthirster
- Axe of Khorne
(HoK1) Herald of Khorne
- Juggernaut, Battle Standard Bearer, D3 Impact Hits
(HoK2) Herald of Khorne
- Locus of Fury, ASF
(B2) 15 Bloodletters
- Full Command
(B3) 30 Bloodletters
- Full Command, Banner of Swiftness
(FH1) 5 Flesh Hounds
(FH2) 5 Flesh Hounds
(S1) Skullcannon
(S2) Skullcannon
(B4) 4 Bloodcrushers
- Full Command
Deployment
----------

I won the deployment and dropped the Sabretusks and Ogres (3 man units) which was countered with Flesh Hounds. Once the Skullcannons were down I wanted to stack the right flank so I had some cover from the other cannon with the building. The Sabretusk had an excellent opportunity to zoom up the flank and cause some trouble if needed and hopefully the Ogres and Sabretusk on the right flank could cause enough trouble to prevent them from assisting the main engagement.


Daemons get the +1 and go first.
Turn 1 - Daemons of Khorne
--------------------------

Some movement and not much else. Reign of Chaos brings up some favours from Slaanesh to me killing 3 Flesh Hounds across the board - great start! The Skullcannons all target the Ironblaster, the first one fails to bounce whilst the second takes a mighty 4 wounds from it.
Turn 1 - Ogre Kingdoms
----------------------

Sabretusks zoom up the flanks to do what they do best. I needed to get the Bloodthirster out of his hidey hole somehow so put a master plan into action to nail the horde of Bloodletters. If he decided to charge the Mournfang or anything it would leave him in a pretty horrid position to cop counter charges. The Ironblaster hugs the Ogres so at least a flank shot would give it 3 chances of a 6+ from the Ironcurse before it hit it, that was as good as the odds were going to get. During the magic phase I manage a 3 wound fireball onto the Skullcannon but Tim doesn't like this and wards them all. Ironblaster in typical fashion misfires and I lose the ability to shoot next turn, another 170 points of epic failure as it would be well and truly dead by then.

Turn 2 - Daemons of Khorne
--------------------------

Tim's fatal error - he positions the Flesh Hounds hoping for either the MFC or Ogres (O3) to charge them. Bloodthirster gets into a counter charging position ready to go. Reign of Chaos hits the Daemons with a -1 to ward saves. The Skullcannon hits the flank of the Ogres as anticipated but a 1 to wound doesn't even warm up the Ironcurse Icon. Slaanesh must also share my distaste for Khorne having shooting weapons and a 1 to wound comes up again against the Ironblaster.\

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

The Ogres and Sabretusk charge the Bloodcrushers to pin them in place whilst the MFC charge into the depleted Flesh Hounds. On the right flank the MF charge into the Bloodletters whilst the larger Ogre unit charge into the flank of the Flesh Hounds hoping for an over run to assist the Mournfang. The Firebelly gets an irresitable fireball netting a single wound and doing 5 wounds to the Ogres. In combat the Tyrant and Herald go at it however none can better the other until the massive weight of the Tyrant stomps the Herald for a single wound. The Bloodletters cut back into a MFC however before the incoming damage leaves 15 Bloodletters remaining. On the opposite flank the Sabretusk is toast and only a single Bloodcrusher is cut down and the Daemons hold steady.

Turn 3 - Daemons of Khorne
--------------------------

The Bloodthirster needs no enticing and smacks into the flank of the Ogres whilst the Bloodletters hit the exposed Mournfang. Reign of Chaos is quiet however this time with accurate fire the Ironblaster splinters across the battlefield in an epic vision of deja vu that so many other Ogre general's have felt millions of times over. Bloodcrushers take another wound killing another one (think I failed to fix this on map) and kill an Ogre. Its enough to break the will of the Ogres and the remaining musician flees as the MF is cut down by the pursuing Bloodcrushers as the Bloodletters reform.
In the continuing challenge neither side gains the upper hand and the Bloodthirster minces a single Ogre with his charge. The Ogres retaliate and after the dust settles only the Herald and his champion remain. The Ogres reform to face the Bloodthirster.

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

The MF charge into the flank of the Bloodthirster intent on doing some much needed damage on the Greater Daemon whilst the lone MF charges into the exposed Skullcannon. The Ogres plan on joining the Bloodthirster combat but 2" just isn't enough to carry their massive high calorie frames into battle in this instance. The Firebelly powers up again doing 2 wounds to the oncoming Bloodletters and the Leadbelchers match the damage. The Skullcannon fractures on impact from the Mournfang allowing them to reform. The Tyrant cops 2 wounds before smashing apart the Herald as the Bloodthirster cleaves apart a single Mournfang as he takes 2 cuts (wounds) to the knees and the combat holds.

Turn 4 - Daemons of Khorne
--------------------------

The Bloodletters rush to their master's aid charging into the rear of the Mournfang. The Bloodcrushers run down the lone Ogre. The Skullcannon hits the building and takes out all the Ogres. In combat the Bloodthirster batters the Tyrant with 6 wounds however the Talisman of Endurance goes above and beyond reducing the damage to just 2 wounds leaving a very unhealthy looking Tyrant. The Ogres swing their weapons and cut the Bloodthirster out of his fabric of existence after the poor Mournfang is picked apart by the Bloodletters.

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

The Ogres turn their attention to the Bloodletters and charge into the combat whilst the general doesn't want to sit this one out runs into combat as well. The firebelly powers up again an IF fireball dumping 2 wounds onto the Skullcannon and the Leadbelchers put a single wound onto the machine. Bloodletters and rolled in combat.
Turn 5 - Daemons of Khorne
--------------------------

The Skullcannon snipes a single Ogre.
Turn 5 - Ogre Kingdoms
----------------------

I zoom the Sabretusk into place of annoyance meaning only a solo charge could get the Herald out or expose their back to the Ogres. The Firebelly fails to yield any damage however the Leadbelchers reduce the Skullcannon from the material world.
Turn 6 - Daemons of Khorne
--------------------------

In true Khorne style the Herald solo charges into the Ogres bellowing his war cry. He cuts down a single Ogre however in response great weapons with blunt edges dent and pierce the Juggernaut into a red paste across the desert floor.
Turn 6 - Ogre Kingdoms
----------------------

Out of range but the Ogres win the day.
Result - Ogre Kingdoms Victory
Conclusion:
To follow.

This will be a tough challenge for the MSU Ogres, with solid combat blocks, some speed on the Daemons side and much to my dismay shooting ability which trumps mine. On top of that a massive flying unit killer and then of course add in the reign of chaos table and you've got a non magic army that still can potentially kill my models in the magic phase, sounds fair right?
From the top:
Bloodthirster - The invite to my friend went something like this: "Are you keen to come over and kill some Ogres with that Bloodthirster model?" and that was enough. He was sold. The key for me to slot this chum is to ensure he doesn't get into combat at full strength. If I can chip a few wounds off him before he hits my lines it will make my job so much easier but also ensure he has to be more careful in terms of picking what units to engage. Tim in the past has been hesistant to pull the trigger with the Bloodthirster often jumping in either too early or too late. For me hopefully I can get the charge which is a huge ask considering it's against a flyer but I'm confident it can be done. With some well timed S7 impact hits and a Tyrant going choppy choppy (perhaps even solo if he's sporting the Axe of Khorne...) I may be able to take the Greater Daemon of Khorne out. That's the best case scenario. Worst case is he get's out of some thin layered containment I've created for him and zooms around decimating a unit every turn.
Heralds - On their own they're not that big of a deal but the buff's they'll be sticking on units will ensure they hurt. They aren't the priority until the big guy is dealt with.
Bloodletters - I have some elements to feed these guys to keep them busy and without re-directors of his own outside of shooting Sabretusks with Skullcannons he's going to be hard pressed to deal with me leading them around the battlefield. When it comes to taking them out I'll be looking for the charge from several elements and hit them hard as I don't want to create an opportunity where I'll be pinned in place allowing some backup to come in and tip the scales. Mournfang will the ideal unit here with their speed to close the distance and armour to protect them. It will however take 2+ units of them to get the job done. Ogres can do it as well but it will cost more in wounds.
Flesh Hounds - These chaps are a tricky one. They're fast and can hit my Ogres like a tonne of falling debris from a tropical cyclone and when combined with other charges they'll be a nightmare to deal with. From a shooting point of view the Leadbelchers will be able to thin them by a few bodies before they hit combat. As far as that goes I'll be looking to 'feed & fight', that is feed them some Sabretusk and get them into a desirable position for me and then clean them up. Unfortunately it feels like I need my Mournfang in several places at once to contain them however with a flank charge from the Ogres I'm sure I can destroy them as well.
Skullcannons - My bane, seriously how does Khorne have shooting units? Now my rants over let's take a closer look. I've fallen into the trap as have many other players in terms of using units like these (Ironblasters) as artillery pieces rather than chariots with a cannon on top of them, with this in mind I think they'll be left in the back field with little defence. This means I could be facing upwards of 12 shots over the course of the game if left to their own devices. Clearly I'm going to do everything in my power to prevent this from happening and I know I'll be hiding my Ironblaster behind a wall of Ogres to give it some sort of protection from what can be described as target number 1. It's worth mentioning here that the Firebelly could wander out to catch a cannonball with a 50% chance eating it but I can't see a scenario where that would happen, wait and see I think.
With 8 drops vs the Ogres 12 I'd be pressing the initiative right from the deployment phase to establish control and enforce my will upon the Daemons.

Ogre Kingdoms vs. Daemons of Khorne
===================================
Overview
--------
Date played: Sunday, 8 February 2015
Ogre Kingdoms
-------------
(T1) Tyrant
- Heavy Armour, Great Weapon, Trickster's Helm, Talisman of Preservation
(T2) Tyrant
- Great Weapon, Glittering Scales, Talisman of Endurance, Ironcurse Icon
(B) Bruiser
- BSB, Heavy Armour, Great Weapon, Armour of Destiny
(F) Firebelly
- Dispel Scroll, Lore of Fire
(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
Daemons of Khorne
-----------------
(B1) Bloodthirster
- Axe of Khorne
(HoK1) Herald of Khorne
- Juggernaut, Battle Standard Bearer, D3 Impact Hits
(HoK2) Herald of Khorne
- Locus of Fury, ASF
(B2) 15 Bloodletters
- Full Command
(B3) 30 Bloodletters
- Full Command, Banner of Swiftness
(FH1) 5 Flesh Hounds
(FH2) 5 Flesh Hounds
(S1) Skullcannon
(S2) Skullcannon
(B4) 4 Bloodcrushers
- Full Command
Deployment
----------

I won the deployment and dropped the Sabretusks and Ogres (3 man units) which was countered with Flesh Hounds. Once the Skullcannons were down I wanted to stack the right flank so I had some cover from the other cannon with the building. The Sabretusk had an excellent opportunity to zoom up the flank and cause some trouble if needed and hopefully the Ogres and Sabretusk on the right flank could cause enough trouble to prevent them from assisting the main engagement.


Daemons get the +1 and go first.
Turn 1 - Daemons of Khorne
--------------------------

Some movement and not much else. Reign of Chaos brings up some favours from Slaanesh to me killing 3 Flesh Hounds across the board - great start! The Skullcannons all target the Ironblaster, the first one fails to bounce whilst the second takes a mighty 4 wounds from it.
Turn 1 - Ogre Kingdoms
----------------------

Sabretusks zoom up the flanks to do what they do best. I needed to get the Bloodthirster out of his hidey hole somehow so put a master plan into action to nail the horde of Bloodletters. If he decided to charge the Mournfang or anything it would leave him in a pretty horrid position to cop counter charges. The Ironblaster hugs the Ogres so at least a flank shot would give it 3 chances of a 6+ from the Ironcurse before it hit it, that was as good as the odds were going to get. During the magic phase I manage a 3 wound fireball onto the Skullcannon but Tim doesn't like this and wards them all. Ironblaster in typical fashion misfires and I lose the ability to shoot next turn, another 170 points of epic failure as it would be well and truly dead by then.

Turn 2 - Daemons of Khorne
--------------------------

Tim's fatal error - he positions the Flesh Hounds hoping for either the MFC or Ogres (O3) to charge them. Bloodthirster gets into a counter charging position ready to go. Reign of Chaos hits the Daemons with a -1 to ward saves. The Skullcannon hits the flank of the Ogres as anticipated but a 1 to wound doesn't even warm up the Ironcurse Icon. Slaanesh must also share my distaste for Khorne having shooting weapons and a 1 to wound comes up again against the Ironblaster.\

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

The Ogres and Sabretusk charge the Bloodcrushers to pin them in place whilst the MFC charge into the depleted Flesh Hounds. On the right flank the MF charge into the Bloodletters whilst the larger Ogre unit charge into the flank of the Flesh Hounds hoping for an over run to assist the Mournfang. The Firebelly gets an irresitable fireball netting a single wound and doing 5 wounds to the Ogres. In combat the Tyrant and Herald go at it however none can better the other until the massive weight of the Tyrant stomps the Herald for a single wound. The Bloodletters cut back into a MFC however before the incoming damage leaves 15 Bloodletters remaining. On the opposite flank the Sabretusk is toast and only a single Bloodcrusher is cut down and the Daemons hold steady.

Turn 3 - Daemons of Khorne
--------------------------

The Bloodthirster needs no enticing and smacks into the flank of the Ogres whilst the Bloodletters hit the exposed Mournfang. Reign of Chaos is quiet however this time with accurate fire the Ironblaster splinters across the battlefield in an epic vision of deja vu that so many other Ogre general's have felt millions of times over. Bloodcrushers take another wound killing another one (think I failed to fix this on map) and kill an Ogre. Its enough to break the will of the Ogres and the remaining musician flees as the MF is cut down by the pursuing Bloodcrushers as the Bloodletters reform.
In the continuing challenge neither side gains the upper hand and the Bloodthirster minces a single Ogre with his charge. The Ogres retaliate and after the dust settles only the Herald and his champion remain. The Ogres reform to face the Bloodthirster.

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

The MF charge into the flank of the Bloodthirster intent on doing some much needed damage on the Greater Daemon whilst the lone MF charges into the exposed Skullcannon. The Ogres plan on joining the Bloodthirster combat but 2" just isn't enough to carry their massive high calorie frames into battle in this instance. The Firebelly powers up again doing 2 wounds to the oncoming Bloodletters and the Leadbelchers match the damage. The Skullcannon fractures on impact from the Mournfang allowing them to reform. The Tyrant cops 2 wounds before smashing apart the Herald as the Bloodthirster cleaves apart a single Mournfang as he takes 2 cuts (wounds) to the knees and the combat holds.

Turn 4 - Daemons of Khorne
--------------------------

The Bloodletters rush to their master's aid charging into the rear of the Mournfang. The Bloodcrushers run down the lone Ogre. The Skullcannon hits the building and takes out all the Ogres. In combat the Bloodthirster batters the Tyrant with 6 wounds however the Talisman of Endurance goes above and beyond reducing the damage to just 2 wounds leaving a very unhealthy looking Tyrant. The Ogres swing their weapons and cut the Bloodthirster out of his fabric of existence after the poor Mournfang is picked apart by the Bloodletters.

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

The Ogres turn their attention to the Bloodletters and charge into the combat whilst the general doesn't want to sit this one out runs into combat as well. The firebelly powers up again an IF fireball dumping 2 wounds onto the Skullcannon and the Leadbelchers put a single wound onto the machine. Bloodletters and rolled in combat.
Turn 5 - Daemons of Khorne
--------------------------

The Skullcannon snipes a single Ogre.
Turn 5 - Ogre Kingdoms
----------------------

I zoom the Sabretusk into place of annoyance meaning only a solo charge could get the Herald out or expose their back to the Ogres. The Firebelly fails to yield any damage however the Leadbelchers reduce the Skullcannon from the material world.
Turn 6 - Daemons of Khorne
--------------------------

In true Khorne style the Herald solo charges into the Ogres bellowing his war cry. He cuts down a single Ogre however in response great weapons with blunt edges dent and pierce the Juggernaut into a red paste across the desert floor.
Turn 6 - Ogre Kingdoms
----------------------

Out of range but the Ogres win the day.
Result - Ogre Kingdoms Victory
Conclusion:
To follow.
"Nec sorte nec fato"
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars
