Tuesday, 18 December 2012

Orcs and Goblins vs. Beastmen 2400 Points


Orcs and Goblins vs. Beastmen
=============================

Overview
--------
Scenario: Blood and Glory
Location: The Man Cave
Date played: Monday, 10 December 2012

Orcs and Goblins
----------------
General: Jeff
  (NGGS) Night Goblin Great Shaman [215 points]
      - Level 4, Talisman of Preservation, Dispel Scroll

  (OGS) Orc Great Shaman [225 points]
      - Level 4, Earthing Rod

  (NB) NG BSB [70 points]
      - Standard of Discipline

  (NG1) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (NG2) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (NG3) 50 Night Goblins [215 points]
      - Musician, Standard, Netters

  (B) 20 Bunker [70 points]
      - Musician

  (GWC1) Goblin Wolf Chariot [50 points]

  (GWC2) Goblin Wolf Chariot [50 points]

  (GWC3) Goblin Wolf Chariot [50 points]

  (T) 8 Trolls [280 points]

  (DD1) Doom Diver [80 points]

  (DD2) Doom Diver [80 points]

  (RL1) Rock Lobba [85 points]

  (RL2) Rock Lobba [85 points]

  (MS1) Mangler Squig [65 points]

  (MS2) Mangler Squig [65 points]

  (SPW) Snotling Pump Wagon [75 points]
      - Spiky Rollers, Exploding Spores

8 Fanatics


  Total: 2400 points
  ------------------

Beastmen
--------
General: Brendon
  (BGS) Bray Great Shaman [1 point]
      - Level 4, Lore of Beasts, Dispel Scroll

  (BS) Bray Shaman [1 point]
      - Level 2, Lore of Beasts

  (B1) BSB [1 point]

  (B2) Beastlord [1 point]
        - Crown of Command, Armour of Silvered Steel

  (G1) 40 Gors [1 point]
      - Beast Banner, Full Command, Additional Hand Weapon

  (G2) 30 Gors [1 point]
      - Additional Hand Weapon, Full Command

  (CW1) 5 Chaos Warhounds [30 points]
      -

  (CW2) 5 Chaos Warhounds [30 points]
      -

  (CW3) 5 Chaos Warhounds [30 points]
      -

  (CW4) 5 Chaos Warhounds [30 points]
      -

  (R1) Razorgore [55 points]

  (R2) Razorgore [55 points]

  (H1) 5 Harpies [55 points]

  (H2) 5 Harpies [70 points]
      - Scout

  (B3) 35 Bestigors [1 point]
      - Banner of Eternal Flame, Great Weapons, Full Command

  (G3) 30 Gors [1 point]
      - Additional Hand Weapon, Full Command


  Total: 2400 points
  -----------------

Deployment
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1. Deployment

Brendon won the roll to choose table sides and chose the Northern side and began deploying first. My goal for this game was to destroy his Chaff as quickly as possible to maintain the integrity of my Fanatic/Mangler Screen. I have 8 fanatics in the army , with 3 in NG3, 3 in NG2 and 2 in the Bunker. I figured that since he has no shooting and no solid offensive magic he needs to get in combat with me so if I can make him run through fanatics and manglers to get there he should be damaged enough to let my goblins carry it. One part of the deployment I'm not happy with is my Trolls being faced up against his Bestigors with the Flaming Banner. I intend to use Hand of Gork at some point to get them out of this spot. Also of note is that my NG Great Shamanis on the far right of NG2, this will be important later.

Brendon scouted his Harpies up fairly close to my lines with the intent of blowing the fanatic screen on his first turn. The second unit of Harpies was held in reserve in order to pop a mangler later in the game

For magic I roll up Sneaky Stabbing, Vindictive Glare, Gork'll Fix it and Curse of Da Bad Moon for my NG Shaman and Foot of Gork, Hand of Gork, Eadbutt and Gaze of Mork for my Orc Great Shaman.

Turn 1 - Orcs and Goblins
-------------------------

1. Movement

NG1 fails animosity and Squabbles. My Chaff starts to move up to engage.

2. Magic

The NG Great Shaman casts a solid Vindictive Glareon CW4 and wipes the unit out. He then attempts to cast Curse of Da Bad Moon on the Harpies but thisis dispelled. I cast a large Foot of Gork which is dispel scrolled by Brendon.

3. Shooting.

The Chariots and Bunker open up on the Harpies and manage to kill 3, enough for a panic test he is very likely to fail and does. One Doom Diver shoots CW1 and panics them off the board. The second Doom Diver hits CW3 and kills a few, panicing them. The Rock Lobba's bothgo for G2 (as he is outside BSB range) but only manages to kill 3 or 4.

All in all a solid first turn. with much of his chaff dead or fleeing meaning my fanatic screen is good until at least Turn 3

Turn 1 - Beastmen
-----------------


1. Movement

Brendon's Harpies rally, his other unit of Harpies is just over 20" away so can't suicide themselves on the Mangler, which slows up his general advance. The Razorgores move up to take up tricky flank positions.

2. Magic

Brendon's Magic phase consists of casting Wildform on B3 and G1.

3. Shooting

Nil

A pretty uneventful turn for Brendon due to how one-dimensional his army is. He has managed to pose some problems for me though in the form of the Razorgores. R1 is through the forest so will require Dangerous terrain tests while R2 is outside of the charge arcs for either of my Wolf Chariots so magic/warmachines will be required to take him out.

Turn 2 - Orcs and Goblins
-------------------------

1. Movement

The Bunker fails its animosity roll and squabbles. The Snotling Pump Wagon and Chariot charge the Razorgore and make it through without injury. MS1 goes for a double hit on G3 and B3 but falls just short and MS2 makes a short move towards G1. The two chariots on  my right flank pivot so they can shoot at the Razorgore.

2. Magic

With my Orc Shaman stuck with goblins fighting around him it's all down to my NG Great Shaman. He casts Gork'll Fix it on G1 to draw dispel dice out and to try and steal one. He gets it off and draws a few dispel dice out. I then use my remaining power dice to cast a boosted Vindictive Glare on the Razorgore and manage to put 2 wounds on.

3. Shooting

The two Wolf Chariots fire on the Razorgore and manage to take his last wound off. I put all of my warmachine fire into the remaining two units of Harpies and manage to destroy one, but the the other passes its panic test, meaning that the Mangler is doomed.

4. Combat

The Snotling Pump Wagon and Chariot hit the Razorgore like a ton of bricks. The Pump Wagon overruns a fair distance outside of G2's arcs but the wolf chariot hardly budges.

This turn has again gone well for me. I have cleared all but one unit of chaff which will kill itself on my Mangler next turn. his has left me ownership of the flanks and means that if I can hold the first round or two of combat my chariots should be able to roll him from the flanks.

Turn 2 - Beastmen
-----------------


1. Movement

G2 charges my Chariot and I opt to flee as sticking around is certain death. His Harpies suicide onto MS1. G3 and B3 continue their advance and are about 10" from my lines. G1 moves up to the Mangler but doesn't pop it and ensures it can make a charge next turn.

2. Shooting

Nil

3. Magic

Wildform gets cast on both B3 and G1, I let these go as I was more worried about him transforming his mae in G3 into a beast. Turns out he failed to cast transformation. In retrospect I should have let him get transform off and dispelled the wildforms.

4. Combat

Nil

Another quiet turn from Brendon, I'm not sure he's made the right choice by diverting G2 to charge the chariot. I can see that next turn he is going in no matter what so my next turn will be about making that charge as nasty as possible for him.

Turn 3 - Orcs and Goblins
-------------------------


1. Movement

The Wolf Chariot fails to rally and flees of the board. The Pump Wagon manages a long charge into B3's flank and the other two chariots move out of G1's front arc to line up flank charges. NG1 reforms to fight G3, the Trolls advance up to prevent any multi-charge shenanigans and give NG3 options. NG3 and NG2 move up to 9" away from the enemy and the Bunker follows closely behind.

2. Magic

I attempt to cast a boosted Curse of Da bad Moon towards G1 but it  is irresistably dispelled. I then attempt to cast Foot of Gork on B3, which goes off and kills a few int he back rank before Gork wanders off. Finally I cast Hand of Gork on the trolls and move them into an awkward position to G1's flank. They're outside of the General's leadership bubble though so I'll have to rely on stupidity to stumble them into G1.

3. Shooting

The 2 Wolf Chariots shoot at G1 and kill a few. All of my warmachines shoot at g1 and kill another 4 or 5. If I had dispelled Wildform though I would have done a lot more damage.

4. Combat

The Snotling Pump Wagon does a few impact hits and manages to kill 4 Bestigors before being smashed to pieces.

This turn was all about setting up Brendon for an awful charge next turn, which he had no choice but to try. If he wants to get all his blocks into combat he can't do any multi-charges. Furthermore G1 is doomed if NG2 holds due to the chariots on its flank and the trolls to its rear.The way I have positioned my tarpits and fanatics B3 and G1 are going to be in a world of hurt when they charge. By my calculations I will lose all 3 combats but not by nearly enough to break steadfast.

Turn 3 - Beastmen
-----------------


1. Movement

G3 charges NG1, I hold. B3 charges NG3 and hits 5 fanatics on the way in from NG3 and the bunker shooting fanatics through NG3. This results in 18 dead Bestigors leaving B3 down to the BeastLord and about 7 Bestigors. G1 charges NG2 and takes the Mangler and 3 fanatics on the way in killing ~15 Gors, leaving about 17 left. G2 reforms and moves to charge the trolls next turn.

2. Magic

Curse gets cast on NG2 so they are at -1 to hit. He then triesto get wildform off on G3 which I dispel. He then casts transformation on his shaman in G3 which I scroll.

3. Shooting

Nil

4. Combat

Both sides inflict large losses on eachother with a drawn combat between NG1 and G3. In the center B3 kills 7-9 goblins but loses 3 Bestigors. The Gors put a lot of hurton NG2 but not nearly enough to break steadfast. In the end all of my units make their steadfast Ld. 9 Break tests.

This turn was always going to be the make or break for Brendon, if my line held then it's in all likelihood going to be a tabling as I can now pull of a range of charges and magic.  I expect to win all combats next turn.

Turn 4 - Orcs and Goblins
-------------------------


1. Movement

The trolls fail stupidity and stumble forward an inch or two. The two chariots charge into G1's flank and rear but roll short.

2. Magic

I cast a hand of Gork on the trolls but get barely any movement so turn them around to face G2. I then attempt to cast Gork'll fix it on G2 but this is dispelled by Brendon. Finally I cast Sneaky Stabbing on NG3 to get armour piercing and use my last 4 dice to cast a normal curse of da bad moon and send the vortex down the line across all of G1 and most of B3, killing another 5 Gors and 3 Bestigors.

3. Shooting

All of my warmachines fire at G2 and manage to kill 6 or 7 Gors.

4. Combat

I win combat against G3 by 2 and they flee but I fail to catch them. The fight in the center sees a few more goblins die but all of the Bestigors killed off, leaving just the beastlord who is stubborn due to a crown of command and sticks around. NG2 only just loses to G1 and passes it's steadfast ld. 9 test. However there are now only 6 Gors and the BSB left.

This turn has gone well for me, the wolf chariots are now going to slam into the beastlord and G1 respectively next turn. The odds of him winning a combat are now very remote as I have started to reform to pick up more ranks.

Turn 4 - Beastmen
-----------------


1. Movement

G2 charges the trolls and G3 manages to rally.

2. Magic

Brendon casts Wildform on G1 which I allow to go through. He then tries to cast Wildformon G2 which I dispel.

3. Shooting

Nil

4. Combat

G2 takes a beating from the Trolls and inflicts only one wound in return. They are steadfast though so stick around. The Beastlord takes a wound and kills 2 or 3 goblins and passes his break test. G1 loses combat and flees. NG2 pursues and catches them.

At this point Brendon concedes the game. It ended up being a very one sided game due to two factors:

The first is that it was only Brendon's second game with the army. The second is how one dimensional the army was. It really could only compete in one turn of the game, combat. He had a few chances, for example had he passed the ld 5 panic test for the harpies he  could have blown  a lot of the fanatic/mangler screen. This though was caused by a mistake in my play in that I should have used magic missiles on them and/or warmachines to guarantee they died. I'm starting to feel very confident with this OnG list and really enjoying the way it runs. I feel like I have a lot of options which allow me to find an overmatch against most opponents in at least two phases.


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