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Post by saniles on Feb 7, 2019 0:56:24 GMT
Army Lists: I’ll put the link here to the post, but I discuss the lists in a different thread.
Pre-game thoughts: I discuss this a bit in the previously mentioned thread, but as I ended up playing the dwarves for this one (we rolled for it, Odds for Ogres!). So thoughts were that I would sorta castle up a bit and attempt to shoot one unit down enough that I might be able to break it in CC with the ironbreakers.
Scenario: Battleline
Ogre Spells: Bonecrusher Bullgorger Toothcracker
Deployment: Dwarves won the toss and gave it to Ogres to drop first. Leadbelchers went into the middle since he didn’t know my plan. He went with the bulls and the the Ironguts to the leadbelchers right, which was done because my deployment leaned entirely to that side as well. He was just in range to start taking fire from my thunderers, who I placed in that way to hopefully get shots off in turn 1..... buuuut he won the roll for first turn... whoops!!!!
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Post by saniles on Feb 7, 2019 0:56:58 GMT
Turn 1
Ogres first!
Movement: So the Ogres pretty much just shot forward as much as they could go. The leadbelchers moved normally however so they could shoot. No charges.
Magic Ogres rolled a 6+1(no channels) First spell was a regular bonecrusher that he threw 5 dice at, targeting my cannon. I tried to dispel but he got a 19 and I failed with an 18. My failure was due to my forgetfulness that dwarves narturally get +2 to dispel. Whoops! That whoops nearly cost me the cannon too. Out of 5 hits, he scored 3 wounds!!
Next spell was the bubble Toothcracker. 2 dice getting and 11 plus the 1 from the lore attribute. He failed, needing a 16 to cast.
Shooting Leadbelchers shot a strong 19 shots at my Thunderers of which 11 hit and 6 wounded. I managed to save 2.... so the shields weren’t a total waste on them I guess lol!!
Close Combat None yet!!
Dwarves!!! Movement: I marched my Ironbreakers forward a bit to hopefully intercept the incoming Ironguts and that was all there.
Magic Naturally I used my stuff to dispel his stuff.
Shooting Thunderers aimed their dwarf crafted awesomeness at the regular Ogres and managed 11 wounds out of 25 shots. Not bad, but not enough to stop them lol.
The Organ Gun did okay, but unfortunately only managed 10 shots, 5 hits, and 4 wounds.
Cannon.... so salty.... DOUBLE FLIPPIN MISFIRE!!! Rolls the first one and thought, no biggie, I got that time of forging... buutttt no. Got a 4 on the misfire chart putting it out of commission for 2 turns.
Close Combat
None.
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Post by saniles on Feb 7, 2019 0:57:11 GMT
Turn 2 Ogres!!! Movement: Ironguts charge the Ironbreakers. Ogres get a big charge on the thunderers with an 11! Magic: I forgot what he rolled for winds here, didn’t write it down I’m afraid. With what he had, he threw down 5 dice at bubble Bullgorger, which I let go. I’m more concerned about the toughness bonus more than the strength. Plus... he rolled a 19. Next he went after Toothcracker and he MISCAST!!!! So it was the bubble version here too, which is awful for me... unfortunately, he rolled a 9 on the table, nothing horrible happened. He took a wound which he regened using the lore attribute. Boooooo!!!! Shooting: No shooting here since his targets were now in CC. He couldn’t see the warmachines from where he was. His LoS was completely blocked by the Ogres. Close Combat The Ironguts scored two impact hits on my Ironbreakers, but since their save is so awesome, I saved them. Here is where I made a mistake that I think cost me dearly. I issued a challenge with my super tough Dwarf Lord. He accepted with his Slaughtermaster. Now, I was confident that I could beat him. But my lord wasn’t geared to be super killy. And I totally forgot how the Fiery Ring of Thori worked. I thought it worked differently... sooo yea. I did 2 wounds to him, he did none in return because of my saves and ward. The Ironbreakers only managed 2 wounds on the Ironguts with a return of 1 wound I failed to save. The result was unfortunately a tie when we did the maths... so dang it. If my lord had been in the normal combat I think I would have broken them. The Ogres took basically nothing from stand and shoot..... the came in and wrecked me. I challenged his BSB with mine hoping that maybe I could hold the battle there with him. Buuuut he got whooped bad lol. Then the thunderers got whooped too. I did 2 wounds, he did 12. Ouchies!!!! So they ran off the table and he turned to prepare to charge my helpless cannon. Dwarfs!!! Movement: None. Magic: Dispelled Bullgorger, failed on Toothcracker. Shooting: Organ Gun managed 7 wounds on the Ogres, not bad. Close Combat The Ironguts came in strong and managed 4 wounds on me and I did 0 to him . But because I’m a badass and steadfast I stayed lol. The lord managed one more wound on the Slaughtermaster with 0 in return.
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Post by saniles on Feb 7, 2019 0:57:21 GMT
Turn 3
Ogres!!! The leadbelchers were unneeded really at this point, but he keep moving them so they would be in position when needed.
Movement: Ogres charge my poor cannon. Leadbelchers move a bit trying to prep for a shot.
Magic: Ogres roll a 1+4, channeling 1 more. He tossed down 4 on Toothcracker which I failed to dispel with my 4. He gained a wound back here from the lore attribute. Last two he used on Bullgorger which he got off successfully and gained back yet another wound!!!
Shooting: None!
Close Combat Starting with the cannon.. he killed straight up with impact hits. He was just off enough that he couldn’t overrun and hit another unit, so that bought me a turn here to not get flanked. So he just did a reform and prepared to run down my organ gun.
I did not write down the dmg from the Ironguts or Ironbreakers here, suffice to say that we tied again and I scored two wounds on his Slaughtmaster.... note that if he hadn’t been regenerating wounds he would have died this Combat.... grumble.
Dwarfs!!!!
Movement: None.
Magic: Dispelled everything thank god
Shooting: I did 18 shots from the Organ Gun, scoring a lot of wounds but not enough. And I didn’t write down how many. But he still had 6 ogres and the BSB in there... yikes.
Close Combat Success!!!! I killed that stupid Slaughtermaster. I also won the combat against the Ironguts and went after them. Buuuutttt they ran 8, I ran 2. This put me squarely in the line of sight of the leadbelchers.... uh oh.
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Post by saniles on Feb 7, 2019 0:57:37 GMT
Turn 4
Ogres!!
Movement: Charges from the Ogres onto my Organ Gun. Ironguts fail to rally and shuffle a little.
Magic None cause I killed that stupid Slaughtermaster!!!
Shooting: None.
Close Combat Organ Gun died. He went to overrun into my engineer and rolled snake eyes lol!!!! Tooooo short to make it!!! Lol.
Dwarfs!!
Movement: I didn’t have much option here so I charged. He had to flee of course. And this was where I went dumb. So I forgot about redirecting a charge and I had already rolled. Sooo I charged for a long one and he got away of course. Now I was even close to the leadbelchers. Crap.
Magic: None.
Shooting: None.
Close Combat: None.
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Post by grandmasterwang on Feb 7, 2019 1:24:32 GMT
Haha you are well prepared
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Post by saniles on Feb 10, 2019 3:32:34 GMT
I deleted turn 5 because I threw in the towel here. Messing up that charge was just to much. He shot me a bunch more. There was no way I was going to be able to recover. So I gave the W to the Ogres early to save some time.
All and all, my list didn’t work out how I had envisioned. We have played like 4 more games this week tweaking the lists a little every time. Having a great time doing it too.
So far I am 3-2. We are switching armies with each other each time.
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Post by knoffles on Feb 11, 2019 17:02:45 GMT
Switching sounds like a great idea as you each get to see the strengths and weaknesses of the armies and may have a different view point. Based on the games, what refinements to the lists have you made?
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Post by saniles on Feb 11, 2019 18:58:57 GMT
So mostly what we did for the first few games was to refine the dwarfs a bit keeping the Ogres list the same to have a constant. We learned quickly that organ guns with the tune of accuracy are ridiculously good! I ran GW warriors in game two as was suggested before by someone and they held up really well and ended up wrecking some ogres.
Eventually we tried out a block of hammerers instead of the Ironbreakers and learned how harsh those guys can be even against ogres assuming you are pushed out like 7 wide. I honestly didn’t think they would do as well if they got hit by the Ogres with additional hand weapons because figured they might lose to many, but when you push them out 7 wide, the attacks they return back is unstoppable.
I tried out a 3x Mournfang group and those just got shot to death nearly before they got into combat. Each time they were used, two were dead and the last one had a load of wounds before it made contact. In my first usage though, they soaked up 3 fully rounds of shooting from ALL his shooting. So even though they hardly did damage in CC, they were very useful by providing a target that he HAD to stop.
Btw, trying to get m buddy in here, he is just being resistant and lazy at this point I’m convinced!!
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