24 Mar 2006
Last minute change of opponent left me facing high elves again this week. Both armies had undergone changes following the ogre-led massacre last friday - here are the armies:
Ogres
1 rhinox rider thunderlord+ha+if+bull rhinox (commander)
1 unit of 2 bulls (naked) + butcher
1 unit of 3 bulls (naked)
1 unit of 5 gnoblar fighters
= 500 points total
High Elves
5 silver helms+ha (including unit champion as commander)
1 mage (level 2)
10 seaguard
1 bolt thrower
= 498 points
With both lists having mages and shooters this week, things looked to be less straightforward than before
she rolls for her spells and gets flames of the phoenix and fire of khaine (I think it's called - both were fire spells) (gulp!)
battlefield and deployment:
A low, wide hill in the corner of the high elf deployment zone was the perfect place for the bolt thrower, and she duly took advantage of it.
a hill in the middle again broke up the board nicely and a couple of houses with walls and hedges made for some interesting paths and channels
elves (from my left to right deployed as follows)
...................................................................................bolt thrower
......................................................................................... hill
.........mage....................seaguard....................silver helms
..................................................... hill
...................... gnoblars
...butchers bull unit................bulls.................rhinox rider
the hill in the middle and the walls would come into play a little, but channels were wide enough for charging on both sides.
I used my gnoblars as a screen for the butcher unit and just lined everything else up to charge.
dice roll to start - I was going to be going second (damn!)
turn 1 - high elves
she moves her silver helms up, but not far enough to block LoS from the bolt thrower.
her mage tries a fire spell on the bull unit - gets it off, and I miss the dispel roll - but she come up 1/2" short (phew!) She had her mage not quite as far forward as her seaguard, another centimetre and.....
shooting next and the seaguard loose a volley at the same bull unit - 5 shots, 3 get wounds.
bolt thower goes for the rhinox rider, doing 1 wound.
with no close combat, she passes the turn.
turn 1 - ogres
gnoblars aren't bickering, so every moves up full distance, the butcher unit turning slightly to face the mage and seaguard. the bull unit will be in charge range next turn, the rhinox rider moves closer and angles to get the silver helms between it and the bolt thrower. Its puts him within the charge range of the silver helms - but hey-ho.
butcher tries for a bonecracker - it gets dispelled, tries for a trollguts and fails to cast, tries for a toothcracker on its own unit - succeeds but bucher takes a wound
gnoblars still out of range, so no shooting - and no close combat either - I pass the turn.
turn 2 - high elves
the silver helms charge the rhinox rider, nothing else moves - the helms pass their terror check and move up.
mage goes for a fire spell at the bull unit, but doesn't make the roll (by 1 point) - tries the other and also fails.
seaguard shoot at the bulls, 10 shots this time, putting on 2 more wounds
bolt thrower is blocked by the silver helms, so nothing from that this turn.
finally - into the close combat! YAY!
the silver helms charge fails to do a singe wound with either riders or horses, but I gasp in disbelief as the rhinox and its rider also miss everything. With no wounds done, and no other modifiers - its down to unit strength - their 5 against my 6. As I have terror, they autobreak and get themselves run down - putting the rhinox in range for the seaguard unit next turn.
looking glum, she passes the turn.
turn 2 - ogres
no bickering from the well-behaved gnoblars
the bull unit slams into the front of the seaguard while the rhinox rider slams into its flank - this is NOT going to be pretty for the pointy-eared ones!
the butcher unit and gnoblar unit both move up.
the seaguard fail a terror check from the rhinox and flee - getting chased by the ogres, but run down by the rhinox (who moves off the board due to the number rolled - not sure about that one, but I just went with the flow of the game).
This left the poor mage surrounded by my entire army and the bolt thrower looking lonely on its hill way over the other side of the field.
in the magic phase I go for the bonecraker on the mage - get it off with a 6 and she fails to dispel with 3 dice (gets a 4 total!). The mage takes 2 wounds and collapses into a pile of broken bones and mush - ready to be picked up by the butcher for a snack later.
shooting phase - nothing in range, gnoblars look glum
close combat - nothing left to hit (sniff!)
I pass the turn.
turn 3 - high elves
the bolt thrower crew decides to go down firing and turns to shoot at the bull unit, but doing no wounds (lucky escape)
turn passes back.
turn 3 - ogres
no bickering
rhinox rider comes back on, bull unit moves behind a hill, everyone else moves up, rhinox rider thunders towards the war machine and its brave crew
pass turn
turn 4 - high elves
shoot at the rider, doing 1 more wound
turn 4 - rhinox rider
no bickering
still not in charge range - moves closer, butcher decides to use bloodgruel and heals himself up.
turn 5 - high elves
bolt thrower shoots at rider and misses
turn 5 - ogres
still no bickering
rider charges and mashes the crew to a bloody pulp.
This game was over by the end of my second turn, and really when her silver helms got destroyed without inflicting a single wound. Her mage went the same way - I know I got lucky, but again it was another handful of her points that did squat to hurt me.
final score - ogres 500 points, high elves - 0 points
I didn't lose a single model - total massacre of her forces.
gnoblars really didn't do anything, but maybe next time......
Ogres
1 rhinox rider thunderlord+ha+if+bull rhinox (commander)
1 unit of 2 bulls (naked) + butcher
1 unit of 3 bulls (naked)
1 unit of 5 gnoblar fighters
= 500 points total
High Elves
5 silver helms+ha (including unit champion as commander)
1 mage (level 2)
10 seaguard
1 bolt thrower
= 498 points
With both lists having mages and shooters this week, things looked to be less straightforward than before
she rolls for her spells and gets flames of the phoenix and fire of khaine (I think it's called - both were fire spells) (gulp!)
battlefield and deployment:
A low, wide hill in the corner of the high elf deployment zone was the perfect place for the bolt thrower, and she duly took advantage of it.
a hill in the middle again broke up the board nicely and a couple of houses with walls and hedges made for some interesting paths and channels
elves (from my left to right deployed as follows)
...................................................................................bolt thrower
......................................................................................... hill
.........mage....................seaguard....................silver helms
..................................................... hill
...................... gnoblars
...butchers bull unit................bulls.................rhinox rider
the hill in the middle and the walls would come into play a little, but channels were wide enough for charging on both sides.
I used my gnoblars as a screen for the butcher unit and just lined everything else up to charge.
dice roll to start - I was going to be going second (damn!)
turn 1 - high elves
she moves her silver helms up, but not far enough to block LoS from the bolt thrower.
her mage tries a fire spell on the bull unit - gets it off, and I miss the dispel roll - but she come up 1/2" short (phew!) She had her mage not quite as far forward as her seaguard, another centimetre and.....
shooting next and the seaguard loose a volley at the same bull unit - 5 shots, 3 get wounds.
bolt thower goes for the rhinox rider, doing 1 wound.
with no close combat, she passes the turn.
turn 1 - ogres
gnoblars aren't bickering, so every moves up full distance, the butcher unit turning slightly to face the mage and seaguard. the bull unit will be in charge range next turn, the rhinox rider moves closer and angles to get the silver helms between it and the bolt thrower. Its puts him within the charge range of the silver helms - but hey-ho.
butcher tries for a bonecracker - it gets dispelled, tries for a trollguts and fails to cast, tries for a toothcracker on its own unit - succeeds but bucher takes a wound
gnoblars still out of range, so no shooting - and no close combat either - I pass the turn.
turn 2 - high elves
the silver helms charge the rhinox rider, nothing else moves - the helms pass their terror check and move up.
mage goes for a fire spell at the bull unit, but doesn't make the roll (by 1 point) - tries the other and also fails.
seaguard shoot at the bulls, 10 shots this time, putting on 2 more wounds
bolt thrower is blocked by the silver helms, so nothing from that this turn.
finally - into the close combat! YAY!
the silver helms charge fails to do a singe wound with either riders or horses, but I gasp in disbelief as the rhinox and its rider also miss everything. With no wounds done, and no other modifiers - its down to unit strength - their 5 against my 6. As I have terror, they autobreak and get themselves run down - putting the rhinox in range for the seaguard unit next turn.
looking glum, she passes the turn.
turn 2 - ogres
no bickering from the well-behaved gnoblars
the bull unit slams into the front of the seaguard while the rhinox rider slams into its flank - this is NOT going to be pretty for the pointy-eared ones!
the butcher unit and gnoblar unit both move up.
the seaguard fail a terror check from the rhinox and flee - getting chased by the ogres, but run down by the rhinox (who moves off the board due to the number rolled - not sure about that one, but I just went with the flow of the game).
This left the poor mage surrounded by my entire army and the bolt thrower looking lonely on its hill way over the other side of the field.
in the magic phase I go for the bonecraker on the mage - get it off with a 6 and she fails to dispel with 3 dice (gets a 4 total!). The mage takes 2 wounds and collapses into a pile of broken bones and mush - ready to be picked up by the butcher for a snack later.
shooting phase - nothing in range, gnoblars look glum
close combat - nothing left to hit (sniff!)
I pass the turn.
turn 3 - high elves
the bolt thrower crew decides to go down firing and turns to shoot at the bull unit, but doing no wounds (lucky escape)
turn passes back.
turn 3 - ogres
no bickering
rhinox rider comes back on, bull unit moves behind a hill, everyone else moves up, rhinox rider thunders towards the war machine and its brave crew
pass turn
turn 4 - high elves
shoot at the rider, doing 1 more wound
turn 4 - rhinox rider
no bickering
still not in charge range - moves closer, butcher decides to use bloodgruel and heals himself up.
turn 5 - high elves
bolt thrower shoots at rider and misses
turn 5 - ogres
still no bickering
rider charges and mashes the crew to a bloody pulp.
This game was over by the end of my second turn, and really when her silver helms got destroyed without inflicting a single wound. Her mage went the same way - I know I got lucky, but again it was another handful of her points that did squat to hurt me.
final score - ogres 500 points, high elves - 0 points
I didn't lose a single model - total massacre of her forces.
gnoblars really didn't do anything, but maybe next time......
x105 - keeping pace with my wins!
Ogre achievements: 65/101 latest: maneater (play in 5 different venues)
Latest Fantasy Result: ogre kingdoms vs. high elves - 1500 points - win!
8th edition: 105/25/12
New ogres: 36/6/5
I was born and bred in a briar patch!
Ogre achievements: 65/101 latest: maneater (play in 5 different venues)
Latest Fantasy Result: ogre kingdoms vs. high elves - 1500 points - win!
8th edition: 105/25/12
New ogres: 36/6/5
I was born and bred in a briar patch!


