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Post by sedge on Jun 8, 2019 16:07:06 GMT
I had a 3k game Dwarves vs Skaven (as ever) vs Westy this morning. I had a go at a larger scale Strollaz list (Hammerers, Ironbreakers, and Longbeards all with a character + scouting Rangers), with a couple of warmachines spread out over my backline (anticipating the inevitable Stormfiends) and a horde of Thunderers with Grimm Burlocksson. It didn't go well. I knew he was bringing his Screaming Bell, so the plan was to get my Lord on Shieldbearers (with runes of x2 Strength and D6 wounds) straight into that model to take it out, while his Longbeards dealt with the accompanying Clanrats. The other Vanguarding/scouting units would guard its flanks. The warmachines would do what they could before the Stormfiends dealt with them, and the Thunderers were meant to hold a flank. Unfortunately I'd forgotten he usually brings two Level 4 wizards, so there was a Skitterleaping Verminlord Deceiver too and I'd neglected to bring the Master Rune of Valaya for once. He also split his Stormfiends - usually he has a unit of 6 with each weapon type; this time just the combat ones were tunnelling; the shooty ones were in the middle of his lines, well... shooting. The result of this was that the Verminlord + combat Stormfiends sorted out my warmachines much quicker than anticipated, the ringing of the bell also knocking a couple of wounds off them. He backed his main line away from my vanguarded units to get some extra shooting in. The Seer miscast the Dreaded 13th to take out an inauspicious 13 Longbeards, and the shooty Stormfiends wiped out the rest. That left my shieldbearers Lord alone to charge 80 Clanrats + the Screaming Bell, which of course he did: First round of combat he got three wounding hits past its ward save, rolled 3D6 to see how many wounds were inflicted... and got a total of 4, leaving it alive. Next round he messed up,and ended up breaking from combat, and eventually got run down. My other combat units did OK but not nearly enough while being slowly whittled down, and the Thunderers were badly placed and little use. We called it on what I think was my 4th turn, as there was no coming back from that point. I think my list was a bit confused - the Grim Burlocksson Thunderers didn't fit with the Strollaz units, as the units I'd want to shoot at were quickly engaged in combat. It's my lack of core alternatives that's causing that problem - to use my Quarrelers as Rangers I have to bring Thunderers. What I really need is a big unit of regular GW Warriors. Despite that, if the Dreaded 13th hadn't been miscast, I'd have used my Rune of Spellbreaking on it, and probably had enough Longbeards to hold out for a while longer against his bell unit, giving me time to deal with some of the other threats such as the Stormfiends, resulting in a much closer battle.
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Post by grandmasterwang on Jun 9, 2019 6:53:11 GMT
I had a 3k game Dwarves vs Skaven (as ever) vs Westy this morning. I had a go at a larger scale Strollaz list (Hammerers, Ironbreakers, and Longbeards all with a character + scouting Rangers), with a couple of warmachines spread out over my backline (anticipating the inevitable Stormfiends) and a horde of Thunderers with Grimm Burlocksson. It didn't go well. I knew he was bringing his Screaming Bell, so the plan was to get my Lord on Shieldbearers (with runes of x2 Strength and D6 wounds) straight into that model to take it out, while his Longbeards dealt with the accompanying Clanrats. The other Vanguarding/scouting units would guard its flanks. The warmachines would do what they could before the Stormfiends dealt with them, and the Thunderers were meant to hold a flank. Unfortunately I'd forgotten he usually brings two Level 4 wizards, so there was a Skitterleaping Verminlord Deceiver too and I'd neglected to bring the Master Rune of Valaya for once. He also split his Stormfiends - usually he has a unit of 6 with each weapon type; this time just the combat ones were tunnelling; the shooty ones were in the middle of his lines, well... shooting. The result of this was that the Verminlord + combat Stormfiends sorted out my warmachines much quicker than anticipated, the ringing of the bell also knocking a couple of wounds off them. He backed his main line away from my vanguarded units to get some extra shooting in. The Seer miscast the Dreaded 13th to take out an inauspicious 13 Longbeards, and the shooty Stormfiends wiped out the rest. That left my shieldbearers Lord alone to charge 80 Clanrats + the Screaming Bell, which of course he did: First round of combat he got three wounding hits past its ward save, rolled 3D6 to see how many wounds were inflicted... and got a total of 4, leaving it alive. Next round he messed up,and ended up breaking from combat, and eventually got run down. My other combat units did OK but not nearly enough while being slowly whittled down, and the Thunderers were badly placed and little use. We called it on what I think was my 4th turn, as there was no coming back from that point. I think my list was a bit confused - the Grim Burlocksson Thunderers didn't fit with the Strollaz units, as the units I'd want to shoot at were quickly engaged in combat. It's my lack of core alternatives that's causing that problem - to use my Quarrelers as Rangers I have to bring Thunderers. What I really need is a big unit of regular GW Warriors. Despite that, if the Dreaded 13th hadn't been miscast, I'd have used my Rune of Spellbreaking on it, and probably had enough Longbeards to hold out for a while longer against his bell unit, giving me time to deal with some of the other threats such as the Stormfiends, resulting in a much closer battle. If it makes you feel better Stormfiends are dirty as hell! It's cool that he used a Verminlord deceiver though.
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Post by Horace on Jun 10, 2019 12:07:23 GMT
I got a game in yesterday, was a really fun game between Tyrion-led High Elves and Grom-led O&G. I'll get together a battle report when I have a minute
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Post by TheGreatHornedRat on Jun 10, 2019 16:47:26 GMT
I played a really fun game with a co-worker this weekend Dwarves vs. Skaven.
Game went back and forth, there were turns where I thought I was going to lose, but towards turn 5 my Stormvermin got lucky and held AND reformed after losing combat to the ironbreakers with attached lord (needing a 6 both times as I was horded and only had 1 rank left!!). Next turn their luck continued to hold and they broke (I couldn't believe it!) the ironbreakers AND RAN THEM DOWN!
Highlights:
Dwarves had a cannon blow up first turn, I blew up one of my cannons turn 5 - the flame cannon was nasty, killing a TON of rats but eventually [finally] dying to outflanking gutter runners. The crew passed 4(!) light armor saves to boot which kept them around longer than I expected.
The hellpit was deployed far out on a flank and just when it was about to get a flank charge on a great weapon warrior unit in combat with slaves (I started the turn 2" away!) I rolled triple 6's for it's movement and it promptly turned around and fled off the table! It came back and mulched the warriors on turn 5 but...still that was fun.
Magic did hardly anything - between dwarven toughness and not being able to meet several easy casting values (and a couple hard ones - I tried for dreaded 13th twice but couldn't get higher than like a 16 on 6 dice so I just stopped trying) I only caused maybe...20 casualties all game from magic; most of that being scorch.
In the end VICTORY TO THE SKAVEN - she had 5 longbeards, a gyrocopter, and a thane left alive at the end of the game. I had 11 Stormvermin, 7 gutter runners, my grey seer, my chieftan, a cannon, and two rat darts
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Post by grandmasterwang on Jun 19, 2019 1:52:47 GMT
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Post by Naitsabes on Jun 27, 2019 20:11:13 GMT
Had a four player Triumph&Treachery yesterday. Great fun...of course. I brought Khorne daemons. Fittingly, I passed a ridiculous amount of armor/ward saves against a barrage of magic and other missiles (or the shooter blew themselves up outright). Khorne demanded close combat and mostly here he would let blood (and daemonic ichor) flow . High point of the game for me: Rolling double six for winds of magic, getting nine horrors out of it through the reign of chaos table, then wiping an ogre butcher of the board with the horrors' blue fire+warpflame. All in one phase. The ogre never saw it coming (actually nobody did. Just a series of fortunate events). Good times.
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Post by gangland on Jul 20, 2019 2:51:04 GMT
Been awhile since I've gotten to post here but I have 2 games to report! Yesterday I played a fun game of Triumph and Treachery. 3 players 1500pts each player Dwarfs v. Vampire Counts v. Ogres (me) We played Right of Conquest scenario. I had some luck with my Ironblasters but got sandwiched between the vamps and Dwarfs. Vamp player whiped out all the dwarf artillery I was shooting down the vamps and Dwarfs, and the vamps and dwarfs were getting into close combat with each other. Called it early with points favoring the vamps and dwarfs, though I had most of my army left.
Today I played 1500pts against dwarfs, same player, basic battleline scenario. Lost by less than 20VP. I killed off all the dwarf artillery with the iron blasters (canon and organ gun) as well as Belegar Ironhammer (though the cost of 1 ironblaster due to misfire). We each had just under 600pts left on the table.
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Post by gangland on Aug 2, 2019 5:30:55 GMT
Had a few games recently but I will stick to what I got pictures of, Ogre Kingdoms v. Dwarfs 3000 points each side. The Ogre Slaughtermaster BigGut Fartlord and his Tribe look upon the Dawi Throng Belegar Ironhammer and Thorek Ironbrow have joined Throngs to vanquish the foul Ogri. Striking out a Grudge in the Dammaz Kron as the entire Throng hates the Ogri tribe. A calm before the storm as the armies stare each other down Dwarf Player taunts the Ogres with the vast amount of Bugman's XXXXXX brought by the Throng to prepare for the battle The Ogre's thirst for fine beers gains them the initiative, though Thorek thwarts their attempts at magic with him mighty anvil. Ogres wipe out and cause a flee for the three Thunderers by the stones. Cannon blasts from the Ironblasters injure the Dwarf cannon. Dwarfs inch closer to the Ogres getting everything in range. Dwarfs are only able to kill 2 ogres and injure 2. Turn 2 would see further casualties for the Dawi with little blow back to the Ogres. Gyrobomber gets charged and dies on impact hits, Organ Gun gets cannonballed before it does anything. and more Thunderers fall to leadbelcher fire. Top of turn 3 pict6ures follow: The Dawi seek the aid of further Bugman's to help them in their fight against the Ogres Ogres are more eager than ever to push forward and have a taste on the finely brewed Dwarf beer. Beer does a Gut good! We made it to round 4, maybe half way through. Basically my 2nd Slaughtermaster gets off Purple Sun and devastates the Dwarf army, though the Anvil survives. The only artillery left is the Grudgethrower, most of the miners and Ironbreakers are taken out, but Belegar survives. Ogres with Slaughtermaster general and BSB are left engages in CC with Dwarf warriors with a Thane. Really fun game, wish it we finished it but the Dwarf player was as stubborn as his army (heh)
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Post by gangland on Feb 5, 2020 3:58:36 GMT
Tried out my new set up with Ogres against Dark Elves.
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Post by tileag on Feb 5, 2020 22:41:59 GMT
Tried out my new set up with Ogres against Dark Elves. Nice setup!
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Post by gangland on Feb 6, 2020 6:57:20 GMT
Tried out my new set up with Ogres against Dark Elves. Nice setup! Thanks. I'm pretty happy with it but I still need more forests. And a tower.
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