Orcs & Goblins Vs Empire 2500 Points
Nov 29, 2018 14:00:59 GMT
KevinC, FvonSigmaringen, and 2 more like this
Post by Horace on Nov 29, 2018 14:00:59 GMT
My brother has being giving me pelters for not posting this battle report up so here it is..
I took my Orcs and Goblins and decided to use Grom (who was not quite finished), and my brother yet again took Empire, determined to try and finally notch a win with them.
My list was roughly:
Grom
Savage Orc Great Shaman (4)
Goblin Big Boss on Spider
Night goblin Shaman (1)
5 Wolfriders
35 Goblins
40 Night Goblins
24 Savage Orc Big Uns
10 savage Orc Boar Boyz
18 Squig Herd (6 Goblins)
6 Trolls
5 Squig Hoppers
Giant
Mangler Squig
Pump Wagon
Doom Diver
Rock Lobber
His list was:
Volkmar
Light Wizard (2)
Light Wizard (1)
40 Halberdiers (Captain BSB & Warrior Priest)
40 Spearmen (Captain)
15 Swordsmen Detachment
15 Swordsmen Detachment
25 Greatswords
10 Knights
Steam Tank
Cannon
We rolled on the scenery and scenario charts for the battle set up and it through up something fairly interesting yet quite awkward!
We rolled a meeting engagement then after we had set stuff up and my brother picked the diagonal half of the table we started deploying. He rolled a 1 for his cannon (to enter as reinforcements) and started moaning about his luck. I then followed it up by rolling 1s for my Rock Lobber, Goblins, Savage Orcs & Savage Orc Boar Boyz. When I started deploying this was further compounded by the battlefield layout as I had a large impassable hill right in my main frontage, multiple obstacles everywhere (not good for many of my troops!) and a river on the other side. Also my main fighting units were going to be out of position. not an ideal start!
I thought I would hang back and hopefully cope with his cannon fire early doors until my main units arrived.
The first turn saw his army generally advance and his War Altar blast the Wolf Riders off with Banishment.
I brought my main forces onto the table and was already realising I had got my units into awkward positions. I cast Hand of Gork and managed to get the Boar Boyz a little further up the table and over the obstacles and Foot of Gork on the Steam Tank, but unfortunately it scattered miles and missed, along with the Doom Diver attempt at the Knights
His second turn was quite painful. He tried to shoot off the Giant with his Steam Tank but missed and ended up killing the Rock Lobber instead. The Pump Wagon was also removed by Cannon fire. He also used his pimped Banishment spell to blast off a good chunk of Savage Orcs too.
Under heavy fire I was eager to get my boyz into combat ASAP. It would also open up some space to move in (hopefully). The Trolls charged the Spearmen and got counter charged by the Swordsmen detachment. The Spider Boss charged the Knights hoping to pin them for a turn to charge them with my Savage Orcs and friends. Through the hatred of the War Altar and some bad rolling the Trolls took pretty heavy damage, but also threw out a fair bit and narrowly lost the combat but did not flee. The Spider Big boss combat was pretty unremarkable, but he lost the combat by 1 due to the Knights rank and standard and fled. My Doom Diver managed to miss everything and my Foot of Gork attempt was irresistibly dispelled
The Empire turn.. he continued shuffling forward whilst pouring fire on the Orcs & Goblins. In his magic phase he went to cast big Banishment again which I dispelled, but then did not have enough dice to dispel Soulfire on the Spearmen. This did not bode well for the Trolls. The Cannon took a rather dubious shot at the Mangler Squig. I don't really think it could see the spot on the ground it was aiming for and will be clamping down on these shenanigans in future I let it fly and the cannon missed the Mangler anyway, only to bounce over the top and hit the Giant. He then obviously rolled a 6 for wounds and the Giant was a goner. His Steam Tank misfired so was unable to shoot the cannon.
The Trolls actually held up not too badly considering they lost their regeneration but it was still too much and they fled, being chopped down as they ran. This took the pursuers into Grom. This also forced the release of the Fanatics at a fairly inopportune time.
Onto my turn. Things were not going well it had to be said. I took the perhaps rash decision to charge the Huntsmen in the river with my Savages who brutally murdered them and overran into the Halberdiers. The Squig Hoppers charged the Swordsmen and the Squig Herd the Greatswords. The Boar Boyz continued to move up. The Mangler wanged through his Swordsmen and also hit the War Altar. Was slightly unsure about this bit although I believe we did this right - the hits were distributed as per shooting and were pretty disappointing as Volkmar took basically 0 damage. The next bit was wrong as discussed in the rules section, I landed a Doom Diver on his Altar too and was argued down to D6 hits shared out, rather than each. It still did next to nothing. The magic phase was also a wash. Bad times!
The Squigs ate a lot of people at least.
I took my Orcs and Goblins and decided to use Grom (who was not quite finished), and my brother yet again took Empire, determined to try and finally notch a win with them.
My list was roughly:
Grom
Savage Orc Great Shaman (4)
Goblin Big Boss on Spider
Night goblin Shaman (1)
5 Wolfriders
35 Goblins
40 Night Goblins
24 Savage Orc Big Uns
10 savage Orc Boar Boyz
18 Squig Herd (6 Goblins)
6 Trolls
5 Squig Hoppers
Giant
Mangler Squig
Pump Wagon
Doom Diver
Rock Lobber
His list was:
Volkmar
Light Wizard (2)
Light Wizard (1)
40 Halberdiers (Captain BSB & Warrior Priest)
40 Spearmen (Captain)
15 Swordsmen Detachment
15 Swordsmen Detachment
25 Greatswords
10 Knights
Steam Tank
Cannon
We rolled on the scenery and scenario charts for the battle set up and it through up something fairly interesting yet quite awkward!
We rolled a meeting engagement then after we had set stuff up and my brother picked the diagonal half of the table we started deploying. He rolled a 1 for his cannon (to enter as reinforcements) and started moaning about his luck. I then followed it up by rolling 1s for my Rock Lobber, Goblins, Savage Orcs & Savage Orc Boar Boyz. When I started deploying this was further compounded by the battlefield layout as I had a large impassable hill right in my main frontage, multiple obstacles everywhere (not good for many of my troops!) and a river on the other side. Also my main fighting units were going to be out of position. not an ideal start!
I thought I would hang back and hopefully cope with his cannon fire early doors until my main units arrived.
The first turn saw his army generally advance and his War Altar blast the Wolf Riders off with Banishment.
I brought my main forces onto the table and was already realising I had got my units into awkward positions. I cast Hand of Gork and managed to get the Boar Boyz a little further up the table and over the obstacles and Foot of Gork on the Steam Tank, but unfortunately it scattered miles and missed, along with the Doom Diver attempt at the Knights
His second turn was quite painful. He tried to shoot off the Giant with his Steam Tank but missed and ended up killing the Rock Lobber instead. The Pump Wagon was also removed by Cannon fire. He also used his pimped Banishment spell to blast off a good chunk of Savage Orcs too.
Under heavy fire I was eager to get my boyz into combat ASAP. It would also open up some space to move in (hopefully). The Trolls charged the Spearmen and got counter charged by the Swordsmen detachment. The Spider Boss charged the Knights hoping to pin them for a turn to charge them with my Savage Orcs and friends. Through the hatred of the War Altar and some bad rolling the Trolls took pretty heavy damage, but also threw out a fair bit and narrowly lost the combat but did not flee. The Spider Big boss combat was pretty unremarkable, but he lost the combat by 1 due to the Knights rank and standard and fled. My Doom Diver managed to miss everything and my Foot of Gork attempt was irresistibly dispelled
The Empire turn.. he continued shuffling forward whilst pouring fire on the Orcs & Goblins. In his magic phase he went to cast big Banishment again which I dispelled, but then did not have enough dice to dispel Soulfire on the Spearmen. This did not bode well for the Trolls. The Cannon took a rather dubious shot at the Mangler Squig. I don't really think it could see the spot on the ground it was aiming for and will be clamping down on these shenanigans in future I let it fly and the cannon missed the Mangler anyway, only to bounce over the top and hit the Giant. He then obviously rolled a 6 for wounds and the Giant was a goner. His Steam Tank misfired so was unable to shoot the cannon.
The Trolls actually held up not too badly considering they lost their regeneration but it was still too much and they fled, being chopped down as they ran. This took the pursuers into Grom. This also forced the release of the Fanatics at a fairly inopportune time.
Onto my turn. Things were not going well it had to be said. I took the perhaps rash decision to charge the Huntsmen in the river with my Savages who brutally murdered them and overran into the Halberdiers. The Squig Hoppers charged the Swordsmen and the Squig Herd the Greatswords. The Boar Boyz continued to move up. The Mangler wanged through his Swordsmen and also hit the War Altar. Was slightly unsure about this bit although I believe we did this right - the hits were distributed as per shooting and were pretty disappointing as Volkmar took basically 0 damage. The next bit was wrong as discussed in the rules section, I landed a Doom Diver on his Altar too and was argued down to D6 hits shared out, rather than each. It still did next to nothing. The magic phase was also a wash. Bad times!
The Squigs ate a lot of people at least.