Vengeance Rising

This forum is for the posting of reports of your famous victories and crushing defeats. It is for both single battle reports and for ongoing army diaries/blogs.

Moderators: The Heralds, The Loremasters

Message
Author
User avatar
John Rainbow
Posts: 3550
Joined: Thu Mar 24, 2011 2:47 am
Location: PA, USA

Re: The Journey Continues..Beastmaster Returns

#961 Post by John Rainbow »

Nice read Jimmy and a good result for you here. I think you did pretty well in this one and there isn't too much to say - I agree with Swordmaster in that most of the comments I have are to do with the Chaos turns and your opponent not being nearly aggressive enough with an army that has nothing to offer outside of CC. He was much too cautious and threw units at you piecemeal which allowed you to pick them off. Not using the DP in CC earlier in the game is pretty criminal in my opinion and I agree with Swordmaster that if this is your opponent's preferred style he is better off with a sorceror on a disc.
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..Beastmaster Returns

#962 Post by Jimmy »

Hey SM

Thanks for the comments, I’ve nearly given up in the Stronghold forum to be honest.

Deployment – Yes because of some terrain issues I couldn’t place everything where I wanted it to be.

Skullcrushers just charged, silly play by me actually leaving him there, too focused on cutting down warriors on the other flank with shrapnel it seems.

Interestingly enough I reminded my brother that his BSB could charge out of the unit into the MFC but he opted against it. I agree however that he’s using his DP like a mobile shooting platform as opposed to anything else.

I might even do the stupid thing and write my brothers next list with the disc lord given my track record (to date every list I’ve written that has been used against me has won...)

Great feedback and valued as always. I’ve no doubt the flexibility of 2 x 5 Leadbelchers over a single unit of 10 however for sheer coolness factor and ‘oh s***’ factor you can’t go past a unit of 10, they’re sure to grab some attention.

@JR – thanks for the words, shall pass them on.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..Beastmaster Returns

#963 Post by Jimmy »

136. Ogre Kingdoms vs. Warriors of Chaos
===================================

So I was lucky enough to catch another game in with my brother over the weekend and although he only changed out the Mark on his Daemon Prince to Tzeentch I decided to run a totally different type of list. I decided on a no magic approach and just took some elements that appeared fun to me and ended up with the mis-mash type of list below, is it optimal? Certainly not but please don't steer away from the point that I made of the list being 'fun' and keep that in mind when reading the report in it's entirety.

Also keep in mind this game and it's attached incredible horrid luck for me, my dice utterly got up and left when I first took them out the dice pouch that morning. Lot's of 1's and 2's in combat all day.

We rolled up scenarios and up came Blood & Glory.

Overview
--------
Scenario: Blood & Glory
Date played: Sunday, 6 July 2014

Ogre Kingdoms
-------------
(T1) Tyrant
- Sword of Striking, Heavy Armour, Giant Breaker, Greedy Fist, Enchanted Shield
(B) Bruiser
- BSB, Runemaw, Ironfist, Heavy Armour, Deathcheater
(H) Hunter
- Harpoon Launcher, Shield of Ptolos, Beserker Sword, Rock Eye
(I1) 12 Ironguts
- Full Command, Dragonhide Banner
(MC) 4 Mournfang Cavalry
- Ironfists, Heavy Armour, Standard, Musician, Banner of Swiftness
(S1) Sabretusk
(S2) Sabretusk
(S3) Sabretusk
(T2) Thundertusk
(L) 6 Leadbelchers
- Musician
(I2) Ironblaster

Warriors of Chaos
-----------------
(DP) Daemon Prince
- Scaly Skin, Dawn Stone, Soul Feeder, Lore of Tzeentch (Bolt of Change, Infernal Gateway, Treason of Tzeentch, Firestorm)
(BSB) Exalted Hero - BSB
- Mark of Khorne
(WoN) 18 Warriors of Nurgle
- Full Command, +1 Ld, Halberds, Shields
(CoN1) Chariot of Nurgle
(CoN2) Chariot of Nurgle
(CH1) 5 Chaos Hounds
(CH2) 5 Chaos Hounds
(C) Chimera
- Regen, Flaming Breath
(S) 3 Skullcrushers
- Ensorcelled Weapons, Musician
(COoK) 6 Chaos Ogres of Khorne
- Great Weapons, Full Command

Deployment
----------
Image

So the basic premise is that I need to take out the Nurgle Warriors, the Chaos Ogres and either the BSB or the Daemon Prince, not an easy feat, on the contrary my brother had to completely remove the Ironguts and characters to win, or leave a single character and take out the Mournfang Cavalry. It was an interesting approach and admittedly I wasn't focusing on this in the slightest. Hunter Vanguarded up just because he could to say hello to the Chaos Hounds.

Image

Turn 1 - Ogre Kingdoms
----------------------
Image

Everything advances forward which looking back on it now I'm questioning this decision. Nothing outside of ranged units had any need to move forward at all, the Warriors would surely be advancing the carve me up, why help them out? First mistake of the game really. Hunter advances and I forget about my throwing spears but not to worry. The Ironblaster takes a shot at the Chariot of Nurgle chipping 2 wounds off it before the Thundertusk destroys it with a shot from it's Frosty the snowman attack. Leadbelchers drop a single Chaos Hound. Not bad, but why was I shooting at the chariot again?? I would have been in range of the Daemon Prince and/or the Chaos Ogres to cause some casualties. (second mistake).

Image

Turn 1 - Warriors of Chaos
--------------------------
Image

Predictably everything advances and closes the gap. The Chaos Hounds charge into the Hunter and once again I'm oblivious to the fact of Throwing Spears existing at this point and being quick to fire. My brother's magic phase turns into a 5 vs 3 affair with Gateway being cast onto the Ironguts and I reveal the Runemaw which bounces it off and he selects the Thundertusk to take the hit. My brother proceeds to roll up 12 hits at a massive Strength 2 however it's enough to sink 3 wounds into the Beast - how embarrassing. I gain the 6+ regen for what it's worth and the miscast that was caused with the cast proves to do nothing. Because of the Lore Attribute my brother scores 2 power dice back and throws a bolt of change to finish off the Thundertusk but I dispel this.

Combat is a very one sided affair and the Hunter and his pet dispatch the Chaos pests.

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

I didn't charge the Chaos Hounds with the Sabretusk for no solid reasoning. Silly Ogre. Once again I'm caught going forward with no real logical explanation. The Mournfang march a massive 18" being recently trained in Ulthuan to take a flank late game and hopefully bring the Daemon Prince a bit closer if he were going to deal with them with magic. Between the Ironblaster and the Leadbelchers the second Chariot of Nurgle is reduced to splinters but once again why the hell wasn't I trying to reduce brother bears fortitude? Very odd.

Turn 2 - Warriors of Chaos
--------------------------
Image

As predicted the Warriors of Nurgle charge into the Ironguts who thanks to the Thundertusk have made the front rank ASL. The Chaos Hounds hope to pull the Ironblaster into a delayed combat as the Chimera swoops in for next turn carnage. 9 vs 5 Magic phase comes up and Gateway onto the Mournfang goes through however only 5 x S3 hits do nothing but ironically enough it's the failed flames of tzeentch test that I fail and take 3 wounds killing one anyway! I'd really need this guy later in the battle as you'll see! I did attempt to dispel this but came up very short. Firestorm is attempted next and it scatters from the targeted Thundertusk onto the Ironguts doing 7 wounds and gaining regeneration! Ouch. I really needed them! Bolt of Change fails to go off targeting the Thundertusk. In combat the Ironblaster embarrassingly takes a wound and does only 2 in return drawing the combat so I've lost any turn 3 shooting. Fail.

The second rank of Warriors go first with their 6 attacks, 6 hits, 6 wounds. Luckily Tzeentch in his fickle ways saves a single Ogre as 3 regen saves come through. In return and an epic display of horrendous martial skill by the Tyrant who needs 3's to hit and promptly rolls 3 x 1's netting in 2 hits then goes on to roll a 1 to wound kills a single Warrior - way to go boss! The Ironguts then drop 7 warriors and take a further 8 wounds from the front rank for a drawn combat which wasn't the result I was hoping for. One point of note to which I will not forget in future games here is that Stomps etc go at the same time as the opponents attacks.

Image

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

The Thundertusk moves to spread his slow love to the rest of the warriors a bit more, whilst everything else moves into shooting positions. The Leadbelchers put on a fantastic display and put 3 wounds onto the Chimera making all of a sudden the possibility of it getting caught by a lucky hit with the Ironblaster a real possibility. Everything else from Harpoon Launchers and Ice bombs do nil damage.

The Tyrant supposedly has woken up by now and drops 4 warriors before the Warriors stack another 4 wounds into the Ironguts. I kill them all except the champion who turns tail and runs for the hills. So that's one standard down but I'm still pretty confident in my units ability to dish out the punishment.

The Ironblaster slots the remaining Hounds with just enough time to stare down the pants soiling Chimera about trash it.

Turn 3 - Warriors of Chaos
--------------------------
Image

Chimera charges into the Ironblaster whilst the Skullcrushers charge into the Ironguts. I will interject here, my brother first declared a charge with his Chaos Ogres and I had to stop him reminding him about the rules of the scenario, 'Send your lackeys in first to do the heavy lifting then send the cleanup crew if required'. That's the kind of helpful player I am it seems. :) So he does that and then some, the Skullcrushers crash into my Ironguts and his Ogres very Khorne like turn away and wander off. Damn he was making me work. Gateway is dispelled from the MFC, Treason of Tzeentch is cast onto the Ironguts which instead goes onto the Thundertusk. Bolt of Change I fail to dispel but yields nothing onto the Thundertusk luckily enough.

No dice from the Ironblaster and he's smashed apart in a careless display of general ship. I deserved that.

Once again the Tyrant falls asleep doing sweet FA to the heavily armoured Skullcrushers. despite the -4 to armour saves my brother can still make a grown man cry with his armour saving rolls. He proceeds to butcher 9 Ironguts and I drop 2 Skull crushers back and yes he holds and I reform a little.

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

So turn 4 comes and I suddenly start to remember the scenario we are playing, I've been stuck on auto-pilot this whole time. I'd better get moving here otherwise the slope I'm on will become a cliff face very suddenly. The late game charge from the MFC seems apparent and I really need to get some damage onto the Ogres if I've got any chance here so charge they go. Options are to drop the Chimera with shooting and let the Daemon Prince go for another turn or attempt to get some damage onto the Daemon Prince, he's worth 2 fortitude so let's go with option B. Leadbelchers, Throwing Spear (I remembered!!!), Harpoon Launcher and Ice Bomb all target the Daemon Prince for a single wound. Ouch. That Chimera sure looked like a great target....

I kill the final Skullcrusher with the Ironguts but not before I'm only left with the Champion and Standard in the unit, not healthy at all kids. The MFC do 8 wounds (damn you ninth wound!!) and I lose 2 models in return but hold which doesn't really account for much.

Turn 4 - Warriors of Chaos
--------------------------
Image

The beginning of the end is here. Chimera charge into the Ironguts to get at least a banner. That Dragonhide banner that I've utilised so well this entire game! Gateway kills the Thundertusk and Treason goes onto the Leadbelchers and Bolt of Change hits a Sabretusk but 1 comes up to wound, hah take that! Firestorm fails to cast. After the Chimera comes in and does his dance I'm left with only the champion and I can't even pool the resources to drop the beast. My god dice what are you doing? Mournfang dead.

Image

Turn 5 - Ogre Kingdoms
----------------------
Image

There is no way to get myself out of this hole I've dug myself into so I switch back to auto-pilot and think to happier times in life. Shooting produces another single wound onto the Daemon Prince and I finally kill the Chimera.

Turn 5 - Warriors of Chaos
--------------------------
Image

The Khorne pussies run away, yes that's right. Maybe the logical reasoning is they felt obligated to escort the Nurgle Champion off the battlefield, I'm sure that's what happened. I'm not bitter at all. :) Gateway takes out the remaining Irongut and wounds the characters right before Bolt of Change skewers the BSB into a pile of dust sealing the victory for my brother. It was a good win, but more so what an impressive loss...

Result - Warriors of Chaos Victory

Conclusion:

I've pretty much listed my mishaps in the running commentary but for a quick recap my target priorities were severely out of whack for whatever reason. That and recklessly moving forward when there was absolutely nothing gained from doing so lost me the game. That and my Tyrant can't hit a bull in the butt with a battle axe. Granted it wasn't a very well thought out list and there will be some changes but I'm won't be deviating too much for the next game.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..Magic-less Ogres

#964 Post by Jimmy »

137. Ogre Kingdoms vs. Warriors of Chaos
===================================

I was lucky enough to have a mid week game with my brother and I was very displeased with my last lack of focus in the game on the weekend and I was really keen to better my performance. I made a number of small changes to my list and my brother bought the same list that had pasted me on the weekend. We rolled up Watchtower and I got control of the tower initially but ownership didn't phase me in this game, I was merely out to road test my list.

Overview
--------
Scenario: The Watchtower
Date played: Wednesday, 9 July 2014

Ogre Kingdoms
-------------
(T1) Tyrant
- Sword of Striking, Heavy Armour, Giant Breaker, Greedy Fist, Enchanted Shield
(B) Bruiser
- BSB, Runemaw, Ironfist, Heavy Armour
(H) Hunter
- Great Weapon, Armour of Silvered Steel, Pigeon Plucker Pendant
(G) 19 Gnoblars
- Standard, Musician, Trappers
(O) 16 Ogres
- Full Command, Ironfists
(MC) 4 Mournfang Cavalry
- Ironfists, Heavy Armour, Standard, Musician, Gleaming Pendant
(S1) Sabretusk
(S2) Sabretusk
(S3) Sabretusk
(T2) Thundertusk
(L) 6 Leadbelchers
- Musician
(I) Ironblaster

So I've dropped the Ironguts and replaced with a rather large block of Ogres, I lose the magic banner capability but I gain swifter attacks at a lower strength. With the points saved I can also include a unit of Gnoblars.


Warriors of Chaos
-----------------
(DP) Daemon Prince
- Scaly Skin, Dawn Stone, Soul Feeder, Lore of Tzeentch (Bolt of Change, Infernal Gateway, Pink Fire, Firestorm)
(BSB) Exalted Hero - BSB
- Mark of Khorne
(WoN) 18 Warriors of Nurgle
- Full Command, +1 Ld, Halberds, Shields
(CoN1) Chariot of Nurgle
(CoN2) Chariot of Nurgle
(CH1) 5 Chaos Hounds
(CH2) 5 Chaos Hounds
(C) Chimera
- Regen, Flaming Breath
(S) 3 Skullcrushers
- Ensorcelled Weapons, Musician
(COoK) 6 Chaos Ogres of Khorne
- Great Weapons, Full Command

Deployment
----------
Image

Basically the Ironblaster was in a position to ensure his units didn't reach my lines in 100% condition. I'd be making up for the mistakes in my last game and my first target of priority was going to be his BSB in the Chaos Ogres. Gnoblars would take a charge from the Skullcrushers whilst the Thundertusk would hopefully remain in a roundabout area to help out the Ogres. Secondly I was going to keep the Thundertusk in range of the tower to ensure that when the Warriors jumped into it whatever I chose as a removal tool would be going first every time. Hunter hugged the flank again to see what mischief he and Ruffles could get into.

ImageOgre Battleline.

ImageUnpainted Warriors Battleline. :)

Turn 1 - Warriors of Chaos
--------------------------
Image

Everything tramples forward as per usual with the Chaos Hounds standing off against the Hunter. The Daemon Prince gets to work with a 8 vs 5 magic phase and Infernal Gateway targets the Leadbelchers going irresistible right off the bat. The Leadbelchers were targeted as my brother doesn't like them since 10 of them hurt his warriors 2 games ago. 10 x S6 hits along with the lore attribute takes out a rank of Ogres but they're happy enough to hang around and do their duty. The resulting miscast however wipes 2 spells from the mind of the Daemon Prince (Gateway and Pink Fire) and I'm certainly not sad about that fact.


Image
Right Flank
Image
Left Flank

Turn 1 - Ogre Kingdoms
----------------------
Image

Hunter heads up, Gnoblars get in the face of angry people. Ironblaster takes careful aim and knocks the BSB in the face with some Chimera rifle and his Ogre buddy drops like a pancake as well. Great result. Ogres are setup to counter.

Image

Turn 2 - Warriors of Chaos
--------------------------
Image

Skullcrushers charge into the Gnoblars and after some entertaining stand and shoot which yields nothing, one of them takes a wound through a dangerous terrain test. The trapper upgrade just paid for itself. Firestorm fails to cast onto the Ogres and predictably the little green gnobloids bite it hard and the Skullcrushers over run 9".

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

The Ogres rush into the Chaos counter parts who ventured slightly too close. My perfect positioning for the Skullcrusher removal shot ends in frustration as the weapon of mass destruction misfires and I'm left with the hatchback chariot only variant with a full fuel tank. The Hunter chips a wound off with his extra sharp pointy lobbin' sticks. The Ogres mash the Chaos Ogres into a pulp before they even swing, D3 impact hits allows the Tyrant to single handily kill an Ogre with S10 impact hits before anyone had lifted a hand. I reform to the remaining enemy infantry.

Image

Turn 3 - Warriors of Chaos
--------------------------
Image

The Skullcrushers continue on their rampage into the Leadbelchers. Had they still been at full strength then perhaps I could have either counter charged with the Ogres (in the previous turn)/Ironblaster (Ogres were in arc, diagram bad - apologies) or played sneakies with the Sabretusk to prevent the combat giving them another turn of shredding shooting action. Firestorm hits the Ogres and I promptly fail the Runemaw roll so I take 15 S4 hits but it accounts for 4 wounds only and I'm left with a 6+ regen. I then dispel Bolt of change before watching the Skullcrushers eat face and run off the table.

Very surprised my brother didn't garrison the building with the Warriors.

Image

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

With nothing else to do the Ironblaster charges into the Daemon Prince purely to tie it up for its next turn. The MFC go into chaff removal duty whilst the Ogres head into the Nurgle Warriors just getting a few in base to base. The Hunter true to form pegs another wound off a chariot. Surprisingly the Ironblaster holds steady and the DP faces it. MFC kill Chaos Hounds whilst 11 Warriors of Nurgle are cut down and remainder are caught in a 12" pursuit. Was it wiser for my brother to get them into the building? He would have had way more attacks coming at him but would have been able to return a lot more as well. Jury is out.

Turn 4 - Warriors of Chaos
--------------------------
Image

The Chimera tries his luck into the Thundertusk confident it can be taken down whilst the Chariot performs its own anti-chaff. Firestorm fails this time. Epically the Ironblaster holds this round as does the Thundertusk but Sabretusk is dead dead.

Image

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

Who cares about the building now? The Hunter wants some action and charges into the Chariot, this was particularly smart but I just wanted him to do something more than throw spears all game. MFC continued to kill Chaos Hounds. After a failed fear test the Chariot cops 2 wounds and is ran down by the Hunter, very cool. The amazing times keep rolling on as the Thundertusk then stomps apart the Chimera and then the Ironblaster decided to hold again. MFC slot hounds and reform to face a charge from the oncoming Chariot.

Image

Turn 5 - Warriors of Chaos
--------------------------
Image

Skullcrushers have to deal with the Sabretusk whilst the Chariot tries to do something to the MFC. Firestorm yields a single wound from the Ogres (I failed Runemaw again!) and I sport a 5+ regen now. A single fang drops dead and the chariot takes 2 wounds and the MFC hold. The Ironblaster is finally killed and the poor Sabretusk is gutted.

Image

Turn 5 - Ogre Kingdoms
----------------------
Image

Ogres into the Chariot and snap. Impact hits alone splinter it.

Turn 6 - Warriors of Chaos
--------------------------
Image

Bolt of Change is thrown at the Hunter and I dispel this but Firestorm hits the Ogres and I decide to roll a 2+ and the MFC take the hit instead killing one.

Turn 6 - Ogre Kingdoms
----------------------
Image

Hunter heads into the building for the win.

Result - Ogre Kingdoms Victory

Conclusion - Vindicated! Better game plan, clearer objectives and somewhat more level headed thinking. I didn't really need the Runemaw it seems as I can't roll a 2+ when I need to however in saying that my opponent kindly discarded Gateway so I can't really draw a solid conclusion. 16 Ogres is a lot, what I like about the block is the fact if the combat turns into a prolonged one I can reform into a horde and bring way more attacks into the fray. Cool story. :) Outside of the Ironblasters less than favourable Turn 2 shooting it turned out to be incredible for holding up the Daemon Prince. I would never have thought a Thundertusk could have killed a Chimera, I'm sure that's the first time in Warhammer it's ever happened right??

Hunter was cool but a lot of points for cool.

Thanks for reading.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
User avatar
Swordmaster of Hoeth
Southern Sentinel
Posts: 4480
Joined: Thu Jul 01, 2004 9:01 am
Location: On the path of an outcast

Re: The Journey Continues..100% Less Magic - 10/07/14

#965 Post by Swordmaster of Hoeth »

Hi Jimmy,

Ha! I guess I am either leaning towards "optimal" choices approach or simply are too focused on MSU and that is why I always want to see 2 units where you can have one. No mistake about it, 10 Leadbelchers have to be respected and they can harm a lot of tough units too!

Before I comment on the game 136 just a little note on "fun" and "optimal" choices. I really believe everything can work in warhammer. Some have glaring weaknesses and are hard to use but it does not mean it cannot work. At the same time "fun" does not have to be weak either. There is an advantage in taking something unexpected to the battle and that surprise factor can be what you need to overwhelm the odds.

Personally, I take magic more due to the fact that I like to participate in every phase of the game! But taking no magic or low level wizard only is never a suicide. In fact, it is conscious decision and you use the points to add something else to increase your strengths in other areas.

Army List

A lot of unknown things in there! I don't remember when was the last time I saw Tyrant in action! He is a beast in combat but with a significant disadvantage in the form of inability to refuse challenges. I like the combination of banners you have, they can make for a devastating charge!

I think that army has good potential. IG with Tyrant and BSB can hit extremely hard. Tyrant can even be one man army against enemies with no cannons and means to hurt him at a distance. Mournfangs can kill things either on their own or with IG (if you can pull out the combined charge nothing can stand against it!). Thundertusk adds nicely to these two, supporting them with aura.

I am of course curious about the Hunter and his performance too!

Am I correct that both armies are at fortitude 5?

Deployment

Can you also describe the terrain a little bit? In particular, if the rocks nearby chariots were impassable? You kept compact formation that was not a surprise as it is your strength. In terms of WOC deployment I am still wondering why your brother deployed so far away? Was he scared of Leadbelchers so badly? :)

The game

T1 - good points indeed. While DP has a ward save it was also positioned behind the units, giving you the chance to shoot through them as well. If possible, I would have moved IB so that it could shoot through BSB and DP.

Your brother should have played cat and mouse with his dogs and your hunter :)

T2 - When I saw the exposed flank of the dogs I thought that you are going to catch them with your kitty. It was a perfect prey for the sabertusk to hunt down. Indeed, strange.

I am not sure why you moved MF so far up North. Especially, that you also was facing away from the enemy so you didn't project threat and he could move in between your units easily.

There was no need to move IG forward I am afraid. You have longer charge range and you should have used the fact you get impact hits and benefit from the banner on the charge instead. The charge on IG with unsupported Warriors was a mistake and only thanks to horrendous luck Nurgle warriors stood there.

I would also question spell targets selection. First, no need to attack MF with the gateway. Wither Thundertusk (to get rid of the aura). What is more it seems it was in 6" away from Ironblaster. If that was the case then there was a chance to panic it as it was too far away from the General and BSB. You dangerously separated your army, not good Jimmy! :(

The charge with hounds against IB was not a good idea either. I know it worked nicely but it is not the viable approach as normally hounds die horribly against such an opponent.

T3 - why didn't you pursue with IG? Looking at the picture you had a chance to get the Ogres in front while pulling trademark move with Sabertusk and block the crushers.

Well spot opening to shoot at Chimera. Your brother left her too far away from the general. In fact, I think she should be behind the crushers or ogres and be ready to jump in to combat. She would have helped enormously against IG!

MF on the tour around the world it seems :)

Your brother had a great opportunity here. Charge with DP against the wounded tusk and kill it. Then charge with both, Ogres and Skullcrushers against IG. Ogres didn't need to worry about the MF because they were so far away. But extra attacks in combat would help here. What is more, there was even an option to flank charge IG with the DP but I think eliminating Thundertusk was better option.

I disagree with your advice simply because he had a chance to kill your unit and win the game outright.

T4 - I know it was tempting to get the DP but ... he was fresh and had lots of armor. Chimera was barely alive and should have been finished because it was a very dangerous situation. You see, it cost your brother nothing in this scenario. You can throw such model at anything, with higher I it will kill many of yours and in the end you can inflict only a single wound on it!

And this is exactly what happens!

T5 - Your brother used his advantage and finally cast enough spells to secure victory. Good for him! :) But I am afraid you had some imposter playing instead of you because you didn't play like yourself! Units moving randomly and on their own, no cohesion in battle line. I have a feeling that sometimes when you make mistakes dice gods are angry and add bad luck to the mix to make sure you remember that game and next time play better! :)

Thanks for the report anyway! It was great to see something unorthodox again and hopefully you will do the justice to that force in the next game (which I haven't read about yet!)

Cheers!
Image

Twitter @SwordOfHoeth

High Elves MSU - Observations
Rabidnid wrote:Are you seriously asking someone called Swordmaster of Hoeth why he has more swordmasters than white lions? Really?
User avatar
Swordmaster of Hoeth
Southern Sentinel
Posts: 4480
Joined: Thu Jul 01, 2004 9:01 am
Location: On the path of an outcast

Re: The Journey Continues..100% Less Magic - 10/07/14

#966 Post by Swordmaster of Hoeth »

Hi Jimmy,

I am trying to catch up with all your reports before you post more so here are the comments about game 137!

Deployment

What was the intention of your brother when he deployed units on the left in 2 lines? Sure, DP can catch cannonballs for Chimera but why deploy Ogres behind SC? I think that may actually cause more problems as you can kill SC and still hit the Ogres behind.

Have I mentioned that your brother needs to catch up with painting too? It is well known truth that painted model simply fight better :)

The Game

T1 - Not sure if exposing DP like that was good idea. Could he stayed behind the units (so that they provide some hard cover against leadbelchers) and still be in the range of the spells? Also, was it possible to move Chimera behind the tower and avoid Iron Blaster?

Well done on BSB sniping! I think your brother should consider some ward saves for this model or at least Charmed shield for such situations.

T2 - Did your brother consider charging leadbelchers with his DP? After losing 2 levels his magical abilities were considerably lowered so his combat skills were much more attractive now. Also, by defeating them he could have overrun out of the board and be safe from IB.

Also, he didn't have to move his Ogres (now unsupported) against your big unit and it seems he was quickly punished for that mistake.

A pity IB misfired as that would have been a perfect flank shot on SC. I also presume MF withdrew to avoid chariots?

T3 - Was it possible for DP to attack IB? If yes, did your brother consider that? Also, there was no need for WoN to reform towards the tower as you can always reform during the movement and enter it if needed. That positioning limits the options and threat area.

WoC army is already divided now it is the time to conquer. Very good move to charge unsupported Warriors who can't stand the Ogre charge, in particular with characters who accompany them.

Very good idea to pin down the DP and potentially inflict some wounds with impact hits. I think it was not a mistake to take the tower because he would have had a problem keeping it in his hands but to expose the Warriors in the first place. If he moved them with the flank of the regiment hugging the tower, your Ogres would have not seen him at all. Thus Warriors would have been around for longer.

T4 - Warriors try to claw some points back but one-on-one combats sometimes don't go well.

Great about thundertusk killing chimera, very unusual but well done! =D> Did chimera use breath at any stage?

Very good move with the Hunter! and cats are prowling in the shadows, it is easy to overlook their job but they are priceless with their delay tactics and ability to stop the enemy from mounting a coordinated attack!

T5, 6 - At this stage Warriors don't have the resources left to win back the tower at all. It actually shows nicely that if you play scenarios you need to take into account such situations and design the army list so that you have units to garrison the buildings. Warriors are great for that duty but were eliminated early.

You played a much better game and while the result might say so it is worth highlighting that this time there were no random movements and your army kept cohesive battle line. Unfortunately, your brother keeps moving his units separately. Even Tzeentch Daemon is great at combat and this potential is totally unused.

The main thing, however, is that you used your units as an army, thus making it stronger than just a sum of the components while your brother moved his a individual pieces and that was the reason why he lost.

Congratulations to you for learning from mistakes and winning the re-match!

Cheers!
Image

Twitter @SwordOfHoeth

High Elves MSU - Observations
Rabidnid wrote:Are you seriously asking someone called Swordmaster of Hoeth why he has more swordmasters than white lions? Really?
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..100% Less Magic - 10/07/14

#967 Post by Jimmy »

Hey SM

Thanks for the comments as per usual. A great break down of what’s going on with your valued analysis.

I do agree about the fun/optimal comments however sometimes the points value just simply doesn’t make sense. I generally like taking lists that I don’t see often and running the combos people don’t’ talk about because they aren’t valued as overpowered and game breaking.

Battle 136:

Terrain – yes rocks were considered impassable. The problem was my brother deployed his Warriors after the Hounds so it was kind of obvious the other units would hang around to support that. Pity my brain function didn’t support my own plans that day!

I can’t disagree with anything you’ve said mate, I just simply didn’t show up to this game it seems. Chalking it up as a big learning experience and applying it to the next game.

Battle 137:

Can’t answer for my brother unfortunately. However I will say that in our next game (coming soon!) he certainly corrected this behaviour.

Because I hadn’t used an Ironblaster in a while I think perhaps my brother lost respect for the sheer amount of damage they can pump out. I’m sure he’s got that healthy respect back now.

T2 – I was honestly expecting him to charge to keep him safe like you said and he still would have been able to cast Firestorm in combat.

Yes he threw away his Ogres, he could have back pedalled with them and set something up with the Chimera and even warriors later game.

I was so dirty about the misfire on the Ironblaster, all my hard work undone immediately! :)

T3 – It was a 19” charge from memory, I intentionally moved it back to take it out of range as best I could, same with the Thundertusk.

T4 – Yes, Chimera used breath weapon, I think 4-5 hits was rolled up but against T6 monster it was never going to do much.

Thanks.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..100% Less Magic - 10/07/14

#968 Post by Jimmy »

138. High Elves vs. Warriors of Khorne
=================================

I was the usual Saturday morning smash up against my brother. This time I was going to run the High Elves as to be honest the Ogres have been boring me. That's not taking anything away from the army at all however I certainly don't feel like I'm being very creative with the Ogre lists so a quick break was in order. I really enjoyed playing my Anointed list and although I wanted to do something different I didn't have time to play around with another list so simply took what I knew.

My brother on the other hand and I were speaking about list changes to him and defining a theme. Late last year he ran an MSU'ish type of WOC list heavily marked with Khorne, this eliminated the magic phase and secondly it meant he didn't care about panic tests. He revisited this idea with some changes I recommended and the below is what he came up with:

Overview
--------
Scenario: Pitched Battle
Date played: Saturday, 12 July 2014

High Elves
----------
(AoA) Anointed of Asuryan
- Giant Blade, Enchanted Shield, Ring of Fury
(A1) Archmage
- Book of Hoeth, Talisman of Preservation, Lore of High Magic (Soul Quench, Hand of Glory, Arcane Unforging, Walk Between Worlds)
(N) Noble
- Charmed Shield, Reaver Bow, Potion of Strength, Great Weapon, Dragon Armour
(A2) 15 Archers
- Musician
(A3) 20 Archers
- Full Command
(R1) 5 Reavers
- Musician, Spears & Bows
(R2) 5 Reavers
- Musician, Spears & Bows
(PG) 20 Phoenix Guard
- Full Command, Razor Standard
(SoH) 22 Swordmasters of Hoeth
- Full Command, Banner of the World Dragon
(FP) Flamespyre Phoenix
(SoA) 5 Sisters of Avelorn


Warriors of Khorne
------------------
(DP) Daemon Prince
- Mark of Khorne, Daemonic Flight, Chaos Armour, Scaly Skin, Dawn Stone, Fiery Breath
(EH) Exalted Hero
- Mark of Khorne, Daemonic Mount, Barding, Enchanted Shield, Talisman of Preservation, Battle Standard Bearer
(CW) 20 Chaos Warriors
- Mark of Khorne, Full Command, Halberds, Shields, Banner of Swiftness
(MH) 5 Marauder Horsemen
- Musician, Throwing Axes, Mark of Khorne
(CH) 5 Chaos Hounds
(CC1) Chaos Chariot
- Mark of Khorne
(CC2) Chaos Chariot
- Mark of Khorne
(GC) Gorebeast Chariot
- Mark of Khorne
(C) Chimera
- Scaly Skin, Regenerating Flesh, Fiery Breath
(S1) 3 Skullcrushers
- Musician, Ensorcelled Weapons
(S2) 3 Skullcrushers
- Musician, Ensorcelled Weapons

Deployment
----------
Image

Image
High Elves Deployment

Image
Grey Tide deployment

The basic aim was to ensure the Swordmasters would match up against the Skullcrushers and Daemon Prince at some stage of the game, for me the key threats for the Swordmasters were the block of infantry, the Chimera to a degree and all of the chariots, if I could minimise contact with them it would go a long way to helping secure a victory.

Turn 1 - Warriors of Khorne
---------------------------
Image

Forward march!

Image

Turn 1 - High Elves
-------------------
Image

So the Phoenix Guard were pegged to take on the Warriors. Ring of Fury drops 4 Chaos Hounds and the remaining flees. Hand of Glory gives the Archers a hearty +2 Ballistic Skill. Arcane Unforging takes out the Exalted Hero's Enchanted Shield and wounds him in the process. Finally Walk Between Worlds pushes the Swordmasters forward. Shooting drops 2 Warriors and puts a single wound on a chariot.

Image

Turn 2 - Warriors of Khorne
---------------------------
Image

Forward march x 2!

Image

Turn 2 - High Elves
-------------------
Image

Time was not on my side. The plan for the magic phase here was to cast something, then Walk Between Worlds and get the Swordmasters in the way of the Skullcrushers forcing them to deal with me. I went to work with Arcane Unforging and predictably disaster strikes, 3 dice casting brings up a miscast with it and although the Daemon Prince loses his Dawnstone and cops a wound it's not worth it as the Archmage is sucked into the nether and it fast becomes a magic-less High Elves list. Damnit. Shooting drops a single Skullcrusher.

Image

Turn 3 - Warriors of Khorne
---------------------------
Image

Both units of Skullcrushers charge into the Archers who stand and shoot, between that and ASF attacks I drop another Skullcrusher before the inevitable happens. The Gorebeast chariot races into the Swordmasters and does minimal damage however I can't do much back and reform to face.

The Archers are trampled.

Image

Turn 3 - High Elves
-------------------
Image

The Phoenix Guard charge into the Warriors whilst the Flamespyre supports with a rear charge. I wasn't keen to commit the bird but I figured the +2 rear charge and a few casualties would hopefully tip the favour if the thing survived. Roll up the magic phase and I roll +1 Strength for the bird and things all of a sudden look good. Through potion of strength and other shooting the Chimera is left on a single wound. I lose 4 Swordmasters in combat and the Gorebeast is left on a single wound. The Phoenix Guard and Flamespyre put on a mega performance, firstly the Champion challenges out the BSB who accepts and I pass all my ward saves tying him up. The rest of the unit get to work with the support of the Phoenix and they drop a massive 13 warriors between them (6 Thunderstomped!). I take a single casualty in response. All of this is for mute though as my brother promptly rolls up snake eyes. This just wasn't going my way!

Image

Turn 4 - Warriors of Khorne
---------------------------
Image

The Chimera gets out of shooting range and flames the Reavers killing 2 only and they embrace the flames and hold. I finally kill the Gorebeast and reform to face the Marauder Horsemen whilst the Phoenix Guard put on another stellar performance. The champion dies this round however but between attacks and thunderstomps only the BSB is left and déjà vu hits as my brother once again rolls up 2 x 1's. Ouch.

Image

Turn 4 - High Elves
-------------------
Image

The Swordmasters smash into the Marauder Horsemen. Shooting puts a single wound onto the Skullcrusher. Phoenix Guard drop the BSB finally.

Image

Turn 5 - Warriors of Khorne
---------------------------
Image

Chimera charges the Reavers (map doesn't indicate this well however the Chimera did in fact have a legal rear charge on the Phoenix hence these guys prevented this). The Chariot goes into the Sisters who stand and shoot and do nothing, for crying out loud ladies I only needed a single wound!! The Skullcrushers with support of their general charge into the Reavers and finally the lone Skullcrusher charges into the Archers who ping a wound off during stand and shoot.

The Sisters are promptly deleted via impact hits and the BSB kills the Skullcrusher before he lifts a finger. Reavers all dead and the Skullcrushers over run into the Swordmasters. Chimera breaks the Reavers and fails to catch by 1".

Image

Turn 5 - High Elves
-------------------
Image

I put 2 wounds onto the Skullcrusher, take a single casualty back and reform 5 wide.

Image

Turn 6 - Warriors of Khorne
---------------------------
Image

Chariot slams into the flank of the Swordmasters and the Daemon Prince into the Archers. 4 dead Swordmasters via impact hits and my Swordmasters do a total of zero wounds back to anything. My god men. WTF? They break and are subsequently ran down putting the Skullcrushers into the flank of the Phoenix Guard. Oh dear. Archers hold on steadfast with 6 remaining + the BSB.

Turn 6 - High Elves
-------------------
Image

Flame Budgie to the rescue! The Phoenix Guard do a single wound to the Skullcrushers, he does 7 back to me and like a boss I ward 5 of them. The extra combat resolution from the Flamespyre turns the combat and they break however I fail to catch them despite a swift stride monster and all! Archers are totalled.

Image
My best rolls turn up in the last turn. :(

Result - Warriors of Chaos victory.

Conclusion:

Where is the face palm smily? I love it when a plan comes together, not so much when it doesn't materialise. The first question has to be asked would the survival of the Archmage really have swung the game? It's hard to say, it certainly would have increased the ward save of the Swordmasters against the Gorebeast and all the impact hits so perhaps it would have been enough? We will never know.

My brother certainly knows how to roll snake eyes like his life depends on it though. Had I broken the Warriors sooner then perhaps my Phoenix Guard and Flamespyre could have played a greater role in the upcoming combats but it was not meant to be.

I was hoping to return to the High Elves with some sensational tale of epic combats and tactical manoeuvres instead I present misfortune and a target saturated mess.

The Flamespyre is such a tactical mismatch against the Warriors army and before the game I was commenting to my brother that the only thing he could readily take on and expect to win was against the Marauder Horsemen and Chaos Hounds. However I got a good opportunity and of course having the increased strength certainly help showcase him into the monster he is. I was also lucky to walk away from the game and he didn't die. That was amazing in itself but not really hard to achieve against a zero shooting/magic army.

Swordmasters + air swings = dead Swordmasters. What a string of poor performances from them, took them years to get rid of the Gorebeast chariot which granted is pretty tough but just didn't budge, secondly they could even wound the Skullcrushers. Perhaps I should be looking at the Crown of Command on the Anointed to truly make him a support character and forget about his damage output, the other option is to look at White Lions but then they're no long Swordmasters. :)

A much better performance put on by my brother and I certainly think a list like this suits his play styles and he's not bogged down by thinking about magic at all. Just paint some models damn you! :lol:

Thanks for reading as per usual.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
User avatar
Swordmaster of Hoeth
Southern Sentinel
Posts: 4480
Joined: Thu Jul 01, 2004 9:01 am
Location: On the path of an outcast

Re: The Journey Continues..Return to Ulthuan 14/07/14

#969 Post by Swordmaster of Hoeth »

That Flamespyre Phoenix! Looks absolutely fantastic! =D> Makes me want to get one and paint too! :)
Image

Twitter @SwordOfHoeth

High Elves MSU - Observations
Rabidnid wrote:Are you seriously asking someone called Swordmaster of Hoeth why he has more swordmasters than white lions? Really?
User avatar
Axiem
Rhetor militaris
Posts: 539
Joined: Wed Aug 18, 2010 4:50 pm

Re: The Journey Continues..Battle 134 vs Daemons 3/6/14

#970 Post by Axiem »

That Flamespyre Phoenix! Looks absolutely fantastic! =D> Makes me want to get one and paint too! :)
+1! In fact, part of the reason I'm painting up mine now is because of your pics Jimmy!

Thanks for the report, nice to see a very different foot-Anointed. I'm interested to see if you feel the single Level Four High mage is too light for casting (I felt it was), so I'd be interested in seeing another report with a similar list where you get more than two magic phases. Any chance of that happening? :)

Axiem
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..Battle 134 vs Daemons 3/6/14

#971 Post by Jimmy »

Axiem wrote: Thanks for the report, nice to see a very different foot-Anointed. I'm interested to see if you feel the single Level Four High mage is too light for casting (I felt it was), so I'd be interested in seeing another report with a similar list where you get more than two magic phases. Any chance of that happening? :)
Thank you sir.

Check out battles 113, 115-116, 118-119.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
User avatar
John Rainbow
Posts: 3550
Joined: Thu Mar 24, 2011 2:47 am
Location: PA, USA

Re: The Journey Continues..Return to Ulthuan 14/07/14

#972 Post by John Rainbow »

Seems llike a fun game although as you say it swung on some key roles like the snakes and the wizard. I tend to be of the impression that zero magic defense is not doable in big games and I think that had your mage been alive in the late game your bro would have been in trouble. I still think he needs to use his DP a bit more effectively as all those points are wasted killing archers!
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..Return to Ulthuan 14/07/14

#973 Post by Jimmy »

John Rainbow wrote:Seems llike a fun game although as you say it swung on some key roles like the snakes and the wizard. I tend to be of the impression that zero magic defense is not doable in big games and I think that had your mage been alive in the late game your bro would have been in trouble. I still think he needs to use his DP a bit more effectively as all those points are wasted killing archers!
Snakes? :-k
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
Iluvatar
Posts: 446
Joined: Tue Aug 28, 2012 1:46 pm

Re: The Journey Continues..Return to Ulthuan 14/07/14

#974 Post by Iluvatar »

I guess he means snake eyes! :wink:

Thanks for that new report Jimmy! Great to see you use your HE again. Especially when the report had both BC diagrams and real pictures, so we can see your great table/scenery/Phoenix!
Interesting to see that the Flamespyre was used as a support CC monster in this game. It shows that his flaming ability is not his only asset, and that even in match ups where a Frostheart would obviously be better, he can still be used to good effect. Now we'll wait for a report where you use two of them, since you have two painted if my memory is right! :mrgreen:

As for the loss, the warriors not breaking and the hole jumping are certainly deciding factors, however I have the feeling that the Swordmasters were too isolated. Other parts of your army were supported, but those elite warriors were left on their own. While they can usually make their job alone (or, well, with the support of the Annointed and Archmage!), sometimes they do need that little bit of help that can prevent the airswinging from being catastrophic...

Last point about the annointed: if you want the Crown of Command, you need to lose the Ring of Fury (both enchanted items). That leaves 10 points to be found - either drop the BSB's dragon armour or replace the Giant Blade with an Ogre Blade (and have 10 points spare) you lose 1S but still have S6 - decent - and you gain the Crown...
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..Return to Ulthuan 14/07/14

#975 Post by Jimmy »

Thank you sir for the kind words.

Flamespyre is a tricky one especially against Warriors as they're so good in close combat, against S/T 3 enemies it would be a lot different so I haven't really explored to full potential with this unit however I think I'm at the tip of the iceberg so to speak.

Crown of Command I'm really on the fence about, if I take it then I feel my list becomes a risk and starts looking like most other lists out there that rely on a single magic item over superior tactics and strategy. Besides I think I'd save the Crown for when my Anointed mounts up onto the Flamespyre and goes to work.

I have a 3 game day at a mates place in a few weekends time and I'm unsure about what to take, either thinking the Magic less Ogres, some Heavens Ogres or of course the Anointed on the flaming budgie of doom list. A lot of fun either way and I've got a game this Friday night and once again not entirely sure which of those 3 lists I'm going to try out.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
Iluvatar
Posts: 446
Joined: Tue Aug 28, 2012 1:46 pm

Re: The Journey Continues..Return to Ulthuan 14/07/14

#976 Post by Iluvatar »

Jimmy wrote:Crown of Command I'm really on the fence about, if I take it then I feel my list becomes a risk and starts looking like most other lists out there that rely on a single magic item over superior tactics and strategy. Besides I think I'd save the Crown for when my Anointed mounts up onto the Flamespyre and goes to work.
Yep, I agree with that. Besides, you've got Ogres to make good use of the Crown of Command - use other items for your High Elves! :wink:
Jimmy wrote:I have a 3 game day at a mates place in a few weekends time and I'm unsure about what to take, either thinking the Magic less Ogres, some Heavens Ogres or of course the Anointed on the flaming budgie of doom list. A lot of fun either way and I've got a game this Friday night and once again not entirely sure which of those 3 lists I'm going to try out.
So, which one did you choose? I put my bet on the magicless Ogres!
Ferny
9th Age Moderator
Posts: 1906
Joined: Mon Apr 29, 2013 12:03 pm

Re: The Journey Continues..Return to Ulthuan 14/07/14

#977 Post by Ferny »

Hey Jimmy, thanks for the report - good read as always.

This felt like a tough battle from the get-go. I've looked at the diagrams, your list, the diagrams again and re-read your text to try to get a handle on why, because in many respects it is very similar to lists I run. I don't want to go down the route of unit choice because it isn't terribly helpful - and besides, I think your choices are led at least in part by your gorgeous minis - but I do think frosty would have had more opportunities here...despite the firebird overperforming par excellence! It also felt, looking through, that you were light on shooting and I couldn't work out why with all the firepower you have there, but then it clicked that barring the lone reaver bow and the 5 sisters, it's all S3. I also note your comment RE lions vs swordmasters - assuming you can get away without stubborn, I think airswings are gonna be more not less of a problem with lions as they have fewer attacks (I still rate SMs more in smaller units, but as you say, if you switch then they're not SMs :P ).

Can I muster any helpful comments though :roll: ? I'll try!

1. What was the plan with the weighted flanks? In principle it gives you more time for shooting so I think it's good - especially as he has nothing dead in front of you so you can redress your line to face without having to also cover the top right quadrant, which is also free for flanking manoevers. Am I missing anything? And why did he do the opposite - I'd expect him to want to close ASAP, and maybe spread across the whole board to get flanking?

2. What are your thoughts on target prioritisation? T1 I see fleeing dogs (good - remove chaff) and a solid bash at the chariot plus a pop at the CWs...this feels a bit untargetted - presumably the second archer unit didn't have angle/SM cover onto the chariot to finish it off? Or did you want to whittle down the CW early? Why CW over the approaching softer marauders? Or the must damage at range chimera? I actually don't know how I'd do target prioritisation so I'm curious about your take on it.

3. I was surprised you moved the PG up so aggressively - what was the plan here? Was it in part a consequence of limited shooting? I can kinda see a swordmasteresque battleline being redrawn, but it's really raggedy. I'm not convinced that you've set yourself up for your units to mutually support each other well here. I think it is because they had different targets, but from the diagrams it feels a bit weak? It feels like a mistake to me, though I don't know why, and they did their job beautifully.

4. Likewise the swordmasters. Especially when they turned back and exposed their flank to the gorebeast chariot - they feel really out of position. That said, I'm not used to playing foot prince/annointed - did you reckon on his combat boost winning it here? Again, I don't have useful suggestions of what I might have done I'm afraid, so I'm 'dishing it' but not exposing myself to counters...

Still, good game and great report. It was nice to see the flame model you've painted in action again - and performing so well - and it was good to see the PG doing so well also :).
The 9th Age: Alumni

Former Roles: Advisory Board, HR, Moderator and Highborn Elves Army Support
NexS
Posts: 1192
Joined: Mon Dec 10, 2012 2:57 am
Location: Australia

Re: The Journey Continues..Return to Ulthuan 14/07/14

#978 Post by NexS »

Thanks for the report Jimmy! I know the feeling of misfortune and the other side of great rolling! Regardless of planning and tactics and great deployment, luck trumps all.

If I were to do anything different to you, id have used the mark of khorne against him coax the charge/overrun into some flank charges. But with those double 1 rolls your brother was managing, it probably wouldn't have changed much!
Regards,
Brad
------------------------------------------------------
[url=http://www.ulthuan.net/forum/viewtopic.php?f=5&t=53518&start=0]Visit The Nexs-Files Conversion/Painting Log[/url]
Malossar
Something Cool
Posts: 2309
Joined: Mon Feb 07, 2011 7:21 pm
Location: Northern, California USA

Re: The Journey Continues..Return to Ulthuan 14/07/14

#979 Post by Malossar »

Tell your brother he needs to get on your painting level!
Ptolemy wrote:Im not above whoring myself for a good cause. ;)
Image
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..Return to Ulthuan 14/07/14

#980 Post by Jimmy »

Hey guys, I was never intending to do up a battle report for the games I just had over the weekend but had a few minutes to spare and banged this one together. It lacks details but hopefully the highlights are in place.

139. Ogre Kingdoms vs. Warriors of Chaos
===================================

Overview
--------
Date played: Friday, 1 August 2014

Ogre Kingdoms
-------------
(T1) Tyrant
- Giantbreaker, Greedy Fist, Other Trickster's Shard, Sword of Striking
(B) Bruiser
- BSB, Runemaw, Ironfist
(H) Hunter
- Great Weapon, Armour of Silvered Steel, Dragonbane Gem
(O) 16 Ogres
- Full Command
(G) 30 Gnoblars
- Standard, Musician, Trappers
(MC) 4 Mournfang Cavalry
- Musician, Standard, Banner of Swiftness, Ironfists, Heavy Armour
(L) 6 Leadbelchers
- Musician
(S1) Sabretusk
(S2) Sabretusk
(S3) Sabretusk
(I) Ironblaster
(T2) Thundertusk

The premise of my list is pretty simple. Run up and steam roll stuff with the S7 Tyrant. If I deem he can do more damage to rank and file models then I can shrug off a challenge to the Crusher in the unit of Ogres. Mournfang are running around like Elven steeds whilst the Leadbelchers are some much needed chaff removal. Hunter because well nobody uses him.

Warriors of Chaos
-----------------
(DP1) Daemon Prince
- Mark of Nurgle, Charmed Shield, Scaled Skin, Soul Feeder
(DP2) Daemon Prince
- Mark of Nurgle
(EH) Exalted Hero
- Mark of Nurgle, Daemonic Steed, Barding, Talisman of Preservation
(WoN) 20 Warriors of Nurgle
- Full Command, Banner of Swiftness, Halberds, Shields
(CH1) 5 Chaos Hounds
(CH2) 5 Chaos Hounds
(CH3) 5 Chaos Hounds
(CoN) Chariot of Nurgle
(WoT) Warshrine of Tzeentch
(C) Chimera
- Regen, Breath Weapon
(S) 4 Skullcrushers
- Ensorcelled Weapons, Musician
(H) Hellcannon

I feel my brother has really struggled to find his feet with Warriors of Chaos ever since he started playing them. This is a list I designed for him and just told him to be angry with it and get it into combat.

Deployment
----------
Image

Warriors roll up to go first.

Turn 1 - Warriors of Chaos
--------------------------
Image

Pretty straight forward, everything advances. The Warshrine adds +1 armour save to the Warrior champion. Hellcannon puts a single wound onto the Ironblaster.

Turn 1 - Ogre Kingdoms
----------------------
Image

The Hunter attempts to charge the Chaos Hounds who flee. I was expecting the Daemon Prince to come in to smash next round. Thundertusk attacks the Daemon Prince with chill attack however it scatters and does 3 wounds to the other which was a nice surprise. Leadbelchers chip away the charmed shield and the Ironblaster manages a single wound.

Turn 2 - Warriors of Chaos
--------------------------
Image

The Chaos Hounds charge into the flank of the Leadbelchers (no idea why) whilst the Daemon Princes continue to circle around (I was fully expecting them to charge). Warshrine once again does something as the Chaos Hounds rally. Chaos Hounds die and Leadbelchers turn to face.

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

Leadbelchers and Mournfang Cavalry charge into the warriors whilst the Hunter finally catches up with the Chaos Hounds. This opens the way for the Ogres who commit into the Daemon Prince. The Gnoblars inspired by the big brutes moves attempt to charge the Chariot however their little legs just aren't quick enough. The Ironblaster and friends commit to shooting the other Daemon Prince ridding him whilst impact hits alone remove the other Daemon Prince from existence. The Leadbelchers take 3-4 wounds from the enemy BSB as the Ogres remove a rank and the combat continues. Hunter cuts down enemy poochies.

Turn 3 - Warriors of Chaos
--------------------------
Image

Chariot cuts down the Sabretusk whilst the Warshrine joins the combat.

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

The Gnoblars charge into the flank of the chariot whilst the Hunter and friend hit the Warshrines flank. Shooting does nil with the Ironblaster misfiring. Combat goes worse with lots of attacks bouncing and the Hunter and MFC break from combat. Gnoblars go awesome and cut down the chariot.

Turn 4 - Warriors of Chaos
--------------------------
Image

Warshrine aims for MFC who are 1" away from the board. Chimera into the Ironblaster does poorly with a single wound. BSB finishes off Leadbelchers.

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

Ogres into the Chimera, Hunter and MFC rally. Chimera dead.

Turn 5 - Warriors of Chaos
--------------------------
Image

Hellcannon charges into Gnoblar who fail terror and run away. Warshrine into MFC. We call the game.

Result - Ogre Kingdom victory.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..Ogres vs WOC 4/8/14

#981 Post by Jimmy »

140. Ogre Kingdoms vs. Tomb Kings
============================

Overview
--------
Scenario: Pitched Battle
Date played: Saturday, 9 August 2014

Ogre Kingdoms
-------------

(S1) Slaughtermaster
- Level 4, Fencer's Blades, Glittering Scales, Greedy Fist, Lore of the Great Maw (Bullgorger, Spinemarrow, Trollguts, The Maw)
(B) Bruiser
- BSB, Heavy Armour, Great Weapon, Crown of Command
(F) Firebelly
- Level 2, Great Weapon, Hellheart, Lore of Fire
(I1) 7 Ironguts
- Full Command, Standard of Discipline
(I2) 7 Ironguts
- Full Command
(L) 6 Leadbelchers
- Musician
(MC) 4 Mournfang Cavalry
- Iron fists, Heavy Armour, Standard, Musician, Dragonhide Banner
(S2) Sabretusk
(S3) Sabretusk
(S4) Sabretusk
(I3) Ironblaster

Tomb Kings
----------

(LHP) Liche High Priest
- Hierophant, Lore of Nehekhara (Desert Wind, Smiting, Protection, Skullstorm), Level 4, Earthing Rod, Death Mask
(LP1) Liche Priest
- Level 2, Enkhil's Kanopi, Lore of Death (Soulblight, Spirit Leech)
(LP2) Liche Priest
- Level 2, Powestone, Lore of Death (Doom & Darkness, Spirit Leech)
(TP1) Tomb Prince
- Great Weapon, Mask of EEEE!, Dragonbane Gem
(TP2) Tomb Prince
- Great Weapon, Dragonhelm
(SA) 58 Skeleton Archers
- Full Command
(C1) 6 Chariots
- Standard, Musician, Banner of Eternal Flame
(C2) 3 Carrion
(C3) 3 Carrion
(S) 3 Stalkers
(TG) 28 Tomb Guard
- Full Command
(SSC1) Screaming Skull Catapult
(SSC2) Screaming Skull Catapult
(CoS) Casket of Souls

Deployment
----------
Image

Firstly my apologies, I mixed up the Ogre characters deployments in the map (BSB is actually swapped with FB/SM) and fixed it up around Turn 4ish. Ogres win the roll off and go first.

Turn 1 - Ogre Kingdoms
----------------------
Image

Trollguts is attempted and stopped. Leadbelchers drop 4 Skeleton Archers whilst the Ironblaster takes out the Casket detonating killing a chariot and another 4 archers. Great opening round for the Ogres.

Turn 1 - Tomb Kings
-------------------
Image

Magic phase is 9 vs 6, Spirit Leech is attempted onto the MFC however dispelled away. Doom & Darkness follows but ends up the same as well with a second Spirit Leech chipping 2 wounds (+1PD) off the MFC. The magic phase closes with Soulblight onto the MFC. Catapults misfire and the other dishes out 3 wounds to the Ironblaster. Nil wounds onto the MFC.

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

Another 9 vs 6 MP comes up and 6D6 is thrown at The Maw onto the Tomb Guard however this is dispelled. Fireball does a wound to the Carrion. The Ironblaster fails to wound the chariots and the Leadbelchers can't repeat any damage onto the Archers.

Turn 2 - Tomb Kings
-------------------
Image

The Chariots charge into the Leadbelchers as the Stalkers arrive into battle positioned near the Ironblaster and MFC. D&D is attempted onto the Ironguts but dispelled, Protection goes up onto the Chariots (+2W) and Soulblight hits the Ironguts. The Archers drop 2 Ironguts and the Stalkers take out the Ironblaster in the shooting phase. In combat the Chariots break the Leadbelchers with 7 wounds with nil in return and reform as the Leadbelchers flee from the battlefield.

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

The Ironguts and Sabretusk charge into the Tomb Guard whilst the Sabretusk rushes into the Carrion. In an 11 vs 6 Magic phase Spinemarrow goes up onto the Ironguts whilst Trollguts is dispelled. Impact hits takes a rank off the Tomb Guard who manage to drop the Sabretusk but take way more damage and crumble away (12 wounds). The Carrion hold the flank and crumble a little.

Turn 3 - Tomb Kings
-------------------
Image

Chariots charge into the Sabretusk to get rid of it. Bit of movement goes on to ensure that the Hellheart doesn't collaspe the Tomb Kings. It does catch the Death Priest who left the Tomb Guard and his miscast does a single wound onto the Ironguts. All magic (Spirit Leech x 2 & D&D) is dispelled. The Catapults scatter from the Ironguts whilst the second takes out a MFC (a mistake as this allowed the model to be removed from the flank allowing a charge into the archers!). The Carrion wound the Sabretusk however the combat continues.

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

Mournfang charge into the Archers and the Ironguts into the Death Priest. Magic pulls up 9 vs 6 and Bullgorger goes through onto the Mournfang Cavalry however Spinemarrow is dispelled on the same target. The Carrion finally crumble. MFC does 7 wounds via impact hits however they fail their fear check. Tomb Kings only manage 3 wounds through vs 17 and the Archers crumble just to 15 models left.

Turn 4 - Tomb Kings
-------------------
Image

8 vs 5 Magic phase - Protection goes up onto the Archers, Spirit Leech is dispelled however D&D goes through onto the MFC. The SSC does an impressive 6 wounds to the Ironguts as do the Stalkers. the MFC fail their fear check and do 4 wounds for 1 in return making me crumble 1.

Turn 5 - Ogre Kingdoms
----------------------
Image

The Ironguts charge into the Carrion whilst the Sabretusk charges into the SSC. In the magic phase D&D is dispelled. After combat I've got less than 10 models left. SSC dead + Carrion dead.

Turn 5 - Tomb Kings
-------------------
Image

Chariots charge into the MFC's flank. 12 vs 6 Magic Phase, D&D is dispelled from the Ironguts, Smiting goes onto the Chariots as does Protection taking them to full strength. Soulblight onto the Ironguts is dispelled. Catapult drops a single wound onto the BSB. MFC are killed via impact hits allowing the Chariots to overrun into the Ironguts.

Turn 6 - Ogre Kingdoms
----------------------
Image

3 vs 1 MP, Spinemarrow is dispelled from the Ironguts. Impact hits chop 8 wounds out of the unit and the Chariots take 5 wounds in return, the Ironguts break and run 7" with the Chariots only managing 4".

Turn 6 - Tomb Kings
-------------------
Image

The Chariots roll over the Ironguts as the Stalkers charge and kill the remaining Sabretusk.

Result - Tomb Kings Victory.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
Malossar
Something Cool
Posts: 2309
Joined: Mon Feb 07, 2011 7:21 pm
Location: Northern, California USA

Re: The Journey Continues..Tomb Kings vs Ogres 13/8/14

#982 Post by Malossar »

Whatcha think of this:


Heirophant Lvl 4, Power Stone
High Liche Priest Lvl 4, Scroll, Death

35x Warriors w. Full Command, Light Armor - 205
20x Archers w. Banner, Musician - 140
5x Horse Archers
5x Horse Archers
5x Horse Archers
5x Horse Archers

6x Ushapti w. Great Bows
6x Ushapti w. Great Bows
6x Necro Knights w. Standard, Musician - 410
Tomb Scorpion

Screaming Skull Catapult
Screaming Skull Catapult
Casket of Souls

Lots of redirectors. Strong magic phase backed by semi-impressive shooting. Could be pretty effective. Bubble smiting for results in both the combat and shooting phase. Ushapti target heavy stuff like enemy MC, ironblasters + skull cannons, immune to flaming characters etc while the necroknights clear bodies and knight buses.

Could it work?
Ptolemy wrote:Im not above whoring myself for a good cause. ;)
Image
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..Tomb Kings vs Ogres 13/8/14

#983 Post by Jimmy »

Another game over the weekend running the Ogre tank block and it's only downfall was meeting the Lore of Death, naturally my opponent was packing just that. :)

Ogre Kingdoms vs. Wood Elves
============================

Overview
--------
Scenario: Pitched Battle
Date played: Sunday, 10 August 2014

Ogre Kingdoms
-------------
(T1) Tyrant
- Sword of Striking, Heavy Armour, Giant Breaker, Greedy Fist, Enchanted Shield
(B) Bruiser
- BSB, Runemaw, Ironfist, Heavy Armour
(F) Firebelly
- Extra Hand Weapon, Lore of Fire (Fireball), Hellheart
(G) 26 Gnoblars
- Standard, Musician, Trappers
(O) 16 Ogres
- Full Command, Ironfists
(MC) 4 Mournfang Cavalry
- Ironfists, Heavy Armour, Standard, Musician, Dragonhide Banner
(S1) Sabretusk
(S2) Sabretusk
(S3) Sabretusk
(T2) Thundertusk
(L) 5 Leadbelchers
- Musician
(I) Ironblaster

Wood Elves
----------
(S1) Spellweaver
- Level 4, Lore of Death (Purple Sun, Caress, Spirit Leech, Soulblight) Talisman of Preservation, Elf Steed, Dispel Scroll
(N) Noble
- BSB, Elf Steed
(W1) Waystalker
(W2) Waystalker
(S2) Spellsinger
- Lore of Metal (Searing Doom, Plague of Rust)
(D) 25 Dryads
(EG) 23 Eternal Guard
- Full Command, Banner of Eternal Flame
(GG1) 10 Glade Guard
(GG2) 10 Glade Guard
(W3) 5 Wildriders
(W4) 5 Wildriders
(SotT) 5 Sisters of the Thorn
(W5) 5 Wardancers
(W6) 5 Wardancers
(W7) 5 Waywatchers
(W8) 5 Waywatchers
(WR) 3 Warhawk Riders
(GE) Great Eagle

Deployment
----------
Image

So I took a huge game with putting my bus on the left flank. Right flank came down to Leadbelchers who would protect the other assets of the army. I totally forgot that those damn sisters could vanguard. Ooops.

Turn 1 - Wood Elves
-------------------
Image

Opponent rolls right on up to try and roll a Purple Sun through my army, it's every Ogres worst nightmare and I had only a single shot at stopping it. He rolls up his magic dice and I declare the hellheart right away, I roll up and he's in range so his unit and the level 4 are hit. I think he lost a sister and thankfully the level 4 gets a power drain removing Purple Sun and Fate of Bjuna neutering the one major offensive capability of the enemy army. Now I could rest a bit easier. Curse is cast onto my Ogres and Runemaw fails (and it fails every single time this game so I won't even mention it anymore!).

Turn 1 - Ogre Kingdoms
----------------------
Image

The Gnoblars charge into the Eagle, Mournfang fail a long charge against the Wardancers and the Ogres make their way into the Wildriders taking 4 wounds from Dangerous Terrain checks. The Leadbelchers mince the unit of 5 wardancers from the building whilst the Ironblaster chips a single wound from the BSB. Combat is a quick brutal affair with impact hits claiming 3 riders, the Ogres take a single wound in return and proceed to stamp the unit into the ground before reforming. The Gnoblars break the Eagle but fail to catch it.

Turn 2 - Wood Elves
-------------------
Image

The Eagle continues to wander off. Curse goes onto the Ogres again and shooting kills a Sabretusk and does 8 wounds to the Ogres.

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

The Sabretusk charges the Eagle however it continues to flap away. Shooting produces some wounds onto the Warhawk riders and claims a Sister of the thorn. The Ironblaster finishes it's work and removes the enemy BSB with a cannonball to the face.

Turn 3 - Wood Elves
-------------------
Image

The Waywatchers and Wildriders charge into the Ogre block however the Dryads stumble and the Eternal Guard can't reach the Mournfang. The Eagle high tails. Plague of Rust effects the Ogres and Curse goes up as well. Shooting puts a single wound on the Firebelly. In combat the Ogres hang around on steadfast taking heavy casualties but removing Waywatchers.

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

The MFC race into the Dryads to prevent re-inforcements from clashing with the Ogres and the Firebelly gets a rear charge onto the Waywatchers. The Gnoblars continue their rampage and charge the Glade Guard. The Ironblaster splits it's barrel after displaying 2 turns of accuracy. Warhawks take some wounds and run away. In combat once again steadfast holds the day for the Ogres at the cost of the Firebelly. The MFC paste the Dryads good and proper and catch them once they break and the Gnoblars fail to catch the Archers.

Turn 4 - Wood Elves
-------------------
Image

The Wardancers charge into the MFC intent to hold them up with their 3+ ward. Archers and Warhawk riders rally. Curse goes through onto the Ironguts. Shooting puts a wound onto the Thundertusk. The Wardancers are mauled beyond recognition and the Ogres hold once again chipping away at the Wild Riders (My opponent for 2 consecutive rounds made all of his 6+ ward saves - yes I only now realise I forgot about Other Trickster's Shard!).

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

The Thundertusk charges into the flank of the Wildriders. Leadbelchers have a bit of fun and put 9 wounds onto the Eternal Guard causing them to panic and run. The Wildriders are wiped out finally and the Ogres reform.

Turn 5 - Wood Elves
-------------------
Image

The Warhawk charges into the Gnoblars and the Eternal Guard continue to run. Curse goes through onto the Ironblaster and Caress is dispelled. Shooting puts a 2 wounds onto the Tyrant and 4 into the unit. The Gnoblars true to form win combat and it holds.

Turn 5 - Ogre Kingdoms
----------------------
Image

The MFC charge into the building to thin some numbers taking an arrow for their troubles and the Sabretusk rushes into dinner. Shooting puts another dent into the Eternal Guard. The Gnoblars and Sabretusk break the Warhawk however are unable to catch. After taking many casualties the Archers hold the building.

Turn 6 - Wood Elves
-------------------
Image

The Warhawk and Eternal Guard rally. Plague of Rust hits something (MFC?) and Caress is dispelled. Shooting does nil.

Turn 6 - Ogre Kingdoms
----------------------
Image

The Ironblaster and Gnoblars charge into the Eternal Guard as the Sabretusk charges the Warhawk rider. The Leadbelchers pop out of the building and take careful aim annihilating the enemy general. The Eternal Guard get carved up and the enemy army falls into full retreat.

Result - Ogre Kingdoms victory.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
User avatar
Swordmaster of Hoeth
Southern Sentinel
Posts: 4480
Joined: Thu Jul 01, 2004 9:01 am
Location: On the path of an outcast

Re: The Journey Continues..Battle 141 - 15/8/14

#984 Post by Swordmaster of Hoeth »

Hi Jimmy,

Thanks a lot for your reports! I have only quickly browsed through the diagrams (the best way to present the reports for sure!). I will do my best to come back with more detailed comments (I spent too much time in tactics subforum ...) but just wanted to ask how does it feel to take TK again and fight against your own army, so to speak? It must be totally different experience when both forces are very well known to you.

@ Mal

You took the "imitation is the highest form of flattery" to the next level! :lol: Nothing better than plonking random army list as a comment to the most recent battle report. It must be a token of appreciation for Jimmy for taking time to prepare it for us. #-o :mrgreen:
Image

Twitter @SwordOfHoeth

High Elves MSU - Observations
Rabidnid wrote:Are you seriously asking someone called Swordmaster of Hoeth why he has more swordmasters than white lions? Really?
Malossar
Something Cool
Posts: 2309
Joined: Mon Feb 07, 2011 7:21 pm
Location: Northern, California USA

Re: The Journey Continues..Battle 141 - 15/8/14

#985 Post by Malossar »

That's a little trolly for you Swordmaster ;) I've often bombarded Jimmy's blog with Tomb King lists mainly because this is the only place on ulthuan for two tomb kings to converse about lists and tactics!
Ptolemy wrote:Im not above whoring myself for a good cause. ;)
Image
User avatar
Swordmaster of Hoeth
Southern Sentinel
Posts: 4480
Joined: Thu Jul 01, 2004 9:01 am
Location: On the path of an outcast

Re: The Journey Continues..Battle 141 - 15/8/14

#986 Post by Swordmaster of Hoeth »

If that is going to help Jimmy and add to his fantastic topic some more discussions about the games he played, then I will do more! Even if I disagree it was trolling. But hey, internet miscommunication and all that. 8)

And trust me, as much as he appreciates the fact he is considered an authority in the field of TK and is always happy to provide his opinion on TK lists, it is not exactly the feedback he hoped to get at this particular moment.

Cheers!
Image

Twitter @SwordOfHoeth

High Elves MSU - Observations
Rabidnid wrote:Are you seriously asking someone called Swordmaster of Hoeth why he has more swordmasters than white lions? Really?
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..Battle 141 - 15/8/14

#987 Post by Jimmy »

Swordmaster of Hoeth wrote:Hi Jimmy,

Thanks a lot for your reports! I have only quickly browsed through the diagrams (the best way to present the reports for sure!). I will do my best to come back with more detailed comments (I spent too much time in tactics subforum ...) but just wanted to ask how does it feel to take TK again and fight against your own army, so to speak? It must be totally different experience when both forces are very well known to you.
Thank you sir. Pleasure putting the battle reports up. I very much enjoyed running the Tomb Kings again and that's going to be the immediate focus in future games. I just can't get excited currently about playing Ogres and even High Elves. I do believe however that playing with the Ogres for a short while has added to my existing skill set in a way so I'm keen to see if that will translate into the table top.

@Mal - I have to say it would have been nice at least for some recognition of the battle reports. I hope you compliment your lady in your life before revealing your intentions like that. ;) BTW - How goes the Hierotitan from Aussie land?

Your list:

I'd rather the earthing rod on the Hierophant and I think it's an auto-include. Power stone goes on the Death Priest. Whilst I love everything about the Ushabti with Bows, statistically the same points spent in Archers will often produce better results. If you're going to keep them though then I would suggest splitting the Knights up and entombing them to add another element of threats to your list.

General musings:

Going back to what I touched on above I was very pleased to run the Tomb Kings again and it's something I hope to do again shortly. Playing them again was experiencing a similar feeling to when I first picked up a White Dwarf decades ago and first spotted miniatures. Getting back to that feeling is awesome.

With the 100 odd battles I banged out with the Tomb Kings there is a few lists that really stick out to me that I would feel almost got my stamp of approval. Firstly the dual knights list with the Lore of Light. Although I really dropped the ball in terms of taking the list to a tournament to demonstrate its effectiveness that's not necessarily the only way to measure success. Secondly I'm by no means a hardcore tournament player so immediately that should be discounted. Granted I had some success with the list in a garage hammer environment and perhaps it's a list I'd like to re-visit at some stage.

The second list for me is much more interesting popping down the EBTS route. I still think that years after the book has been released this is a very much untapped resource for Tomb King players and rightfully so, it's fairly risky to sink points into something that may or may not arrive. This can be somewhat mitigated by taking multiple units and ensuring they're small in size to ensure if they don't turn up it will be of minimal impact to the overall plan. Also if said unit isn't taking shooting casualties it probably won't need to be the same size as a 'front line' unit.

I've put together a few lists to play around with trying to keep them as 'cheap' as possible in terms of no huge investments and certainly aimed at an all comers environment. It's included a number of things that for me it just has to have. Firstly a Necrosphinx, I love the model and just having a potential S10 HKB hit is cool to talk about. :) Necropolis Knights will also be in force as they have always done me proud in previous games and I've got a few of them painted.

Tomb Kings have for a long time been regarded as an underpowered/weak list and whilst I certainly do feel they have a few synergy issues I honestly feel that as more publications have been released for other armies everything is slowly but surely balancing out in the Tomb Kings favour. This gives me some hope and whilst others may claim it's false hope I'm of the opinion you work with the tools you have and not the ones you want. No doubt when I start getting smashed up my attitude will do a 180, :lol: but until then I'll remain optimistically motivated about running a Tomb King army and of course posting up some battle reports with them.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..Battle 141 - 15/8/14

#988 Post by Jimmy »

Here's the list I'm hoping to play my next game with which I have no idea when that will be, could be months away currently! :huh:

LHP - Earthing Rod, Level 4
4 x 10 Skeleton Archers
3 x 5 Horse Archers
30 x Skeleton Warriors - Full Command
2 x 3 Carrion
2 x 3 EBTS Necropolis Knights - Standard
4 x Necropolis Knights - Standard, Musician
3 x Sepulchral Stalkers
Tomb Scorpion
Casket of Souls
Necrosphinx
Screaming Skull Catapult

There it is, I've been playing around with for a few weeks on paper and it's had a second character but I eventually dropped him to make a few changes. The core is bang on 600 points and won't change, I just want the block of warriors over archers for aesthetic reasons really and to get them out of the display cabinet! :D

So in this list I've got up to 10 re-directing units in the forms of archer bricks, horse archers, carrion and of course the Tomb Scorpion. The Archers will be deployed first to get an idea of where the opponent will start to drop their bits and pieces which granted will normally be chaff but this way it allows my archers to match up to their weak elements and remove them early game with a bit of luck. Depending on if the opponent has artillery of their own will determine if the scorpion will be entombing or deploying normally in a re-direction role and or double teaming with the 4 Knights/Necrosphinx.

Horse Archers will be used very wisely in terms of not always going straight to scout or even vanguarding into a seemingly better position. Many people (myself included) have always used these special rules for no gain and can often lose these precious units before they have done anything meaningful and that just isn't a luxury with Tomb Kings.

Light explanation of the rest is the usual. Stalkers will focus on heavy armour/monsters, ETBS Knights will attempt to get rear/flank charge on enemy units used in conjunction with Carrion/Horse Archers to ensure I'm dictating where the enemy goes in terms of charging/over runs. Necrosphinx can either be used to take out support elements of the enemy such as chariots or just road block enemies for a turn or two to ensure I'm still casting/inflicting ranged damage before something hits my lines.

Shame I don't have a second SSC however I'll live with it. This will generally be deployed on a far flank so entice the enemy to pay some attention to it, is that a wise way to use 90 points? Probably not however I will probably stick a unit of archers nearby to ensure it get a little protection and hopefully whatever goes for it won't reach it at full strength and even perhaps a Scorpion or Carrion can defeat with some luck.

Ideal spell selection for me as a general guesstimate is going to be Smiting (potential for 110 S3 shots), Vengeance (hold up unit for longer to allow for ETBS action), Desiccation, and Desert Wind (ensure my re-directors are in place).

Will this list struggle against some builds? My word it will. The point of the list isn't to demonstrate an all comers type of list however or present a typical net list, for me it's about capturing elements that make up the very essence of a Tomb King army and my only goal is to have some fun with it and the list building alone has accounted for that so far.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
Iluvatar
Posts: 446
Joined: Tue Aug 28, 2012 1:46 pm

Re: The Journey Continues..Battle 141 - 15/8/14

#989 Post by Iluvatar »

Hey Jimmy,
I was finally able to catch up with your reports after some vacation. Thanks for posting them! And I have to say - it's good to see you back to TK. You're THE Tomb King in my mind - I don't know if they belong to you or the other way around!
Iluvatar
Jimmy
Centurion
Posts: 3307
Joined: Mon Dec 27, 2004 12:55 am
Location: Brisbane, Australia

Re: The Journey Continues..Battle 141 - 15/8/14

#990 Post by Jimmy »

My god that's like the Mount Everest of compliments right there!! Thank you so much Iluvatar, I'm glad that some people pay interest to my blog seeing as it's 85% other races! :lol:

You're right though, they should have sent me to face Nagash, not Settra! :wink:

Thanks again sir, very much appreciative of that.
Nec Sorte Nec Fato - Neither By Chance Nor Fate

X-wing Blog
Post Reply