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Showing posts with label ogre kingdom. Show all posts
Showing posts with label ogre kingdom. Show all posts

Saturday, October 15, 2011

TK vs OK 2.5k Pitched Battle

Had my first second game against 8th edition Ogre Kingdoms during the weekend. Playing against Beardy Ones's "Ogres rush" Ogre kingdoms.
First game was against Krom's "Fatties" OK. Mission was blood and glory and TK lost on OK turn 4, when  TK fortitude reduced to 3.  No battle report as I can't remember much of the game...

Mission: Pitched Battle (rolled)
TK magic: Light and Nek
OK magic: Death and Maw
OK went first

Deployment

*Note there is a sabretusk that I forgotten to create in Battle chronicler. Its deployed to the right the Iron Guts.

OK turn 1

Movement
  • Everything move foward except scrap launcher.

Magic
  • Soul blight cast on Skeleton warriors unit.
  • Caress of Laniph cast on liche priest and inflict 1 wound. 

Shoot
  • Scrap Laucher was on target and kill 17 skeleton warriors.


 TK turn 1

Movement
  • Ushabtis, N.sphinx move to forest(normal). Chariot move forward on flank.

Magic
  • Burning gaze and light of death went off and kill 1 man eater and wounding another. Man eaters pass panic...

Shoot
  • Archers fluff and SSC scatter 10" off Gnoblars. 



 OK turn 2

Movement
  • Mourn Fang charge chariots and suffer a dangerous terrain wound.
  • Maneaters charge SSC.
  • Sabretusk move in front of Ushabtis.
  • Everything move forward except scrap launcher.

Magic
  • Bjuna on Hierophant dispelled. 
  • Soul blight scrolled by dispel scroll. 

Shoot
  • Scarp Launcher was on target again... killing 14 skeleton warriors. 

Close combat
  • Maneaters easily wiped the SSC and overran forward.
  • Mournfang rolled 12 impact hits on 4D3... inflicting 11 wounds on chariot. Chariot crumple. Mournfang reform to face N.sphinx.


 TK turn 2

Movement
  • Ushabtis charge sabretusk.
  • Skeleton warriors with Tomb king charge Ogres horde and fail charge on rolls of 1,1...
  • N.sphinx charge Ogres horde and fail charge on rolls of 1,1,3...
  • Tomb guards and Necro knights charge Gnoblars.
  • Archers swift reform to face Maneaters. 

Magic
  • Light of death fail to cast on rolls of 1,2...
  • Banishment dispelled. 
  • Burning Gaze kill 1 man eater, Man eaters pass panic.
  • Big smiting went off and buff ushabtis, archers, skeleton warriors. 

Shoot
  • Archers kill 1 Man Eater. Man eaters pass panic...

Close combat
  • Ushabtis make short work of sabretusks and reform to face Iron guts.
  • Gnoblars manage to kill 2 tomb guards.
  • Necro knights and Tomb guards kill a total of 12 gnoblars. Steadfast gnoblars pass break test. 



 OK turn 3

Movement
  • Ogres horde charge skeleton warriors.
  • Mourn fang charge N.sphinx.
  • Iron guts charge ushabtis.
  • Man eaters charge casket of souls. 
  • Scrap launcher move forward.

Magic
  • +1 T cast on Iron guts.

Shoot
  • Scrap Launcher kill 5-6 archers.

Close combat
  • Ushabtis inflict 7 wounds on Iron guts, Iron guts inflict 10 wounds. Ushabti crumple from CR. Iron guts reform to face the combat in centre.
  • 2 surviving Man eaters thrash the casket and was caught in the explosion. Explosion kill 1 Man eater and wound another. Man eater overran into archers.(*shown in last picture)
  • Ogre horde kill 30 skeleton warriors!!??! and bruiser wound Tomb king in challenge. TK side inflict 5 miserable unsaved wounds and lost combat by a whopping 28!!! All skeleton warriors crumple, leaving the Tomb king forever alone :( 
  • Necro knights and Tomb guards kill enough gnoblars (bully gnoblars!) to break stead fast and make the little creatures flee. Necro knights reform to face mourn fang and TG reform to face ogre horde. 
  • Mourn fang smash the N.sphinx before it could strike, overran forward towards archers.   


 TK turn 3

Movement
  • Necro knights charge rear of mourn fang.
  • TG charge flank of Ogre horde.

Magic
  • Desiccation cast on Mournfang.
  • Protection cast on archers. 

Close combat
  • Necro knights won combat by 3 but inspiring presence and hold your ground prevent mournfang from breaking...
  • Tomb guard and Tomb King won combat by 1 against Ogre horde, Ogre horde easily pass break test with general LD and BSB rerolls. Ogre horde combat reform to face Tomb guard. 
  • Solo Man eater kill the Hierophant, inflicting 4 wounds.(*shown below) 


 OK turn 4

Movement
  • Scrap launcher charge Necro knights. 
  • Gnoblars rally.
  • Iron guts move forward towards centre. 

Magic
  • Soul blight cast on Necro knights.

Close combat
  • Ogre horde easily wipe out the tomb guards and Tomb king.
  • Scrap launcher impact hits kill 2 Necro knights... Last Necro knight was easily destroyed. 



We decided to call it here as I only have a unit of archers left and Hierophant dead.

Victory to Ogres! 


I BLAME THE DICE!!! they shall BURN!!! failing charge on double ones and swift stride?!?! wtfbbq? Wind of magic averaging 5 per TK turn, "Banner of sorcery" 1-2 PD all turns except once creating 3 PD and channeling 0 PD through out the game... Fail to cast Light of death (bound lvl 5) on 2 dice?!?!

I think my strategy was good, tar-pitting the Ogre horde with skeleton warriors and N.sphinx to assassinate  mage/bsb/gen. The SW and N.sphinx will be supported by flanking ushabtis. Ushabtis will kill the dog and overran to fight another free CC round.
Tomb guards + necro knights will get stuck in combat for at least a round due to steadfast gnoblars but will likely win combat on OK turn, allowing them to reform and charge the ogre horde on my turn.
Epic fluff rolling lost me the game... mostly. I did made some bad mistakes by moving the chariots forward too much  and feeding them to mournfang and not deploying to counter the scout man eaters which wreck havoc in my back lines. Destroying all my support units.

Time to rewrite the list. Tomb guards, Ushabtis (too bad I love the models) are going out.

Sunday, August 14, 2011

More Ogre Kingdom pictures

Mournfang Cavalry

Hunter with Blood Vulture

Bragg the Gutsman

Golgfag

Firebelly


Credits to Hragged over at 

Monday, August 1, 2011

Ogre Kingdom Sneak preview pictures!!!

New big monster (ox + mammoth?)

??? (stone horn?)

Looks wicked!

Big cannon thing  Iron Blaster

New scrap launcher (I think)

Plastic Rhinox riders WOOT! Sabertusk Riders


Sunday, January 9, 2011

Massacre at Grey mountains

Was supposed to play 40k at my gaming buddy's (Engrie) place today, but due to some changes I played fantasy with "Beardy One" instead.
I am using wood elf and he will be using his Ogre kingdom. We are playing pitched battle 2k.

Inspired by my gaming buddy (Skanwy), I will be using M$ powerpoint also for the battle report. 

Battle report

turn 1

OK
-gobnlars trappers killed 1 eternal guard.
-Ogre wizards cast some augment buffs from Gut magic.

WE
-Wood elf spellsinger manage to cast BIG dwellers on 7 bulls unit killing 3.
-Warhawk riders arrows were true and inflict 2 wounds on maneater on orge right flank.
-Glade guards fluff their shooting and inflict 4 wounds on gobnlars. 

note: the red blocks are dryads and pink blocks are wardancers.

Turn 2
OK
-Every unit move forward, gobnlars at the back bicker again.
-More augment buffs were cast. (regen, toughness, strength)
-Huge 15 bulls unit (aka bullet train death star) hold combat again the combine charge of 3 WE units - eternal guards, wardancers and dryads.
-Trappers flee from treekin charge

WE
-Combine fire from 2 archer units killed a single bull from the 7 bulls unit.
-Wildriders move to ogre flank
-Spelling singer shield of thorns were dispelled with tripe 6...
-warhawk riders fired at maneater again and killed it.

Close combat 
-Highborn challenge tyrant - Both generals were equally matched in skills and strength. (0 wound suffered)
-Atks from 15 ogre bulls, bsb and lvl 4 wizard killed 6 wardancers, 3 dryads and 11 eternal guards, while WE side dealt 1 wound.
-Needing insane courage, both eternal guard and dryads flee combat and escape the hungry ogres pursuit. 


Turn 3

OK
-15 bulls unit (death star bullet train) charge the fleeing dryads and make them flee off table.
-One glade guard unit was panic off table by the dryads fleeing.
-7 Bulls unit charge the treekins.
-40 gobnlars charge the wildriders.

WE
-Eternal guard unit with bsb and highborn rallied and prepared for the 15 ogre bulls unit charge.
-Warhawk riders charge the rear of the 7 bulls unit.

Close combat
-7 Bulls unit inflict 1 wound on the treekin and killed a warhawk rider.
-Treekins and warhawk riders killed 1 bull and stayed in combat.
-Wildriders fluff their attacks and killed 4 goblnars, while the goblnars manage a lucky hit taking down 1 wildrider. Goblnars steadfast hold combat.

Turn 4
OK
-15 bulls unit (death star bullet train) charge the Eternal guard.
-Trappers move closer to the field of action.
-The 40 gobnlars at the ogres left flank reform to face the combat happening on the right flank.

WE
-Nothing much to do LOL

Close combat 
-15 bulls unit (death star bullet train) killed off 14 eternal guards and made them flee off table.
-Same bulls unit pursuit into glade guards and also won combat easily and made them flee off table.
-Treekins destroyed the 7 bulls unit and in return the 7 bulls unit brought down the remaining 2 warhawk riders.
-Wildriders killed 10 gobnlars, their ward saves protecting them. Gobnlars steadfast hold combat again.

Turn 5
OK
-15 Bulls unit (death star bullet train) charged the reformed Treekins.

WE
-lalalalala

Close combat
-Even the mighty treekins were no match for the speeding 300km/h ogre bulls unit. 
-Wildriders continued to be stuck in combat killing 9 gobnlars and losing 1 to the pesky goblins half breed.

Turn 6
OK 
-15 bulls unit (death star bullet train) reform to charge the wildriders, impacts wiping the 3 remaining wildriders.


Wood elf massacred! again lol 

There were actually more magic spells/dispels going off, I left most out as I cant remember all of them and most were augment buffs and dispelling Rip spells.

This is the 4th time my WE had been massacred at 8th edition fantasy. Thrice against HE (2:1, Krom:Engrie) and once against "Beardy one's" OK. I had totally given up on WE after this battle and will stop playing them till a new army book for WE is release. 
Now to concentrate on Skaven hehehe or Dark eldar or BA... too many distractions haha


Click below for some actual pictures from the game.

Tuesday, September 21, 2010

Finally an update

Had not been updating my blog for awhile :) but still involved in the hobby. I started playing 8th edition WH fantasy this few weeks.  Had not fully read the 8th edition rule book yet, just some sections. Also waiting for discounts before getting the small 8th ed rule book (easier to read) from the island of blood boxset.

Fantasy games I played these few wks
-----------------------------------------
VC (me) vs LM (Grimloq) 1k game - VC massacred 0 models left
WE (me) vs HE (Enrgie) 2k game - WE massacred 0 models left
some pictures of the game in below link.
http://anythingbutones.blogspot.com/2010/09/fantasy-high-elves-vs-wood-elves.html

Skaven(me) + HE(Krom) vs DE(Jaeroler) + OK (The beardy one) -  Island of blood alliance won by
3100+ : 1600+ VP

The plague furnace is mad! Anything it touch it kills, the furnace is like an unstoppable disease train.
1)Big ASF black guards - charge by it and kill off the black guards.
2)Ogres with tyrant - charge tyrant with ogres and ran them down.
3)lead blechers - charge lead blechers and chase them down.
4)Slave giant - charge by it and unbreakable furnace survived till end game.

I like the model alot and the furnace performance in the game really inspire me to build it up and paint it. I think its only weakness is purple sun LOL, with no initiative its basically a free frag for purple sun.

This video reminds me of purple sun
http://www.youtube.com/watch?v=mhD2f0S7cVs&feature=related


With Dark eldar schedule for release in november and planning to buy 1 island of blood, I am going to be so broke. Going to eat bread for many months to save up for the plastic crack gw releasing.

Saturday, August 14, 2010

Fantasy batrep 2250 HE VS VC + OK

With the release of 8th edition WH fantasy recently, and getting hold of the rule book, we are back to fantasy. Had a test game against Krom's HE. Due to insufficient models on my side and Beardy One bringing his ogres. We had a 2vs1 (2250) game.

Mission: Blood and glory
HE break pt: 3
HE fortitude: 6 ( I think)
OK + VC break pt: 3
OK + VC fortitude: 5 (counting only 1 army general)

Game end on HE turn 3, with victory to HE.

Highlights of the game:

VC
-Vampire lord with frost blade in a unit of 30 grave-guards charged and caught a unit of shadow warriors, chase away a chariot and a unit of archers.
-Vampire lord on turn 3 decided to go crazy and cast "Winds of undeath" on 4 PD. Getting IF easily but HE mage had "Trickster pendant" forcing Vamp lord to roll miscast twice - A 5 and 4 was rolled and 4 was chosen. The "Dimensional cascade" down vamp lord to 1 wound and killed 18 GG... and 6 HE archers. 
-Vamp lord + GG with standard  was mass RBT to death, effectively losing the game for the evil side.

-30 horde skeletons with spears was combined charged by 2 chariots and a unit of silver helms. Losing combat by 15, the skeletons had 14 left after wounds and crumble to dust.

-Necromancer on corpse cart was charged (overrun) by a chariot, impacts hits killing the necromancer instantly who decided to stand in front to block the speeding chariot. Zombies was able to flank the chariot and combine atks from the undead destroyed the chariot. (Zombies was on steroids and dealt 2 wounds)

-29 ghouls was charged by another chariot but ghouls won combat due to numbers.

OK
- A slave giant was charged by a chariot, head butt + thunder stomp decimate the chariot.  
-Lead blechers was sniped by RBT before getting charged and wiped out by silver helms + chariot.
-Gut magic 2D6 str 2 no ar sv spell was used on silver helms but was promptly dispelled. 

HE
-HE fluff most of his shooting rolls as Krom's HE army was very shooty. Rolled 5 dice - 5 ones LOL.
-With only a lvl 1 wizard, there was not much magic action on HE side.

End game thoughts
-Big block of infantry FTW. 30 at least if the unit have decent armour saves. 40-50 if they have paper armour to be able to absorb the initial atks and get steadfast before help arrives/ win by CR.
-HW+ shield good for infantry blocks that have crap offensive abilities.
-Monster creatures with thunder stomp oooooo POWER! 
-The new magic system is fun fun fun LOL!!!

Looking forward to more games of fantasy and budgeting for more SHINY minis. 

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