Bodies in the Brambles...2k OnG vs WE
Nov 21, 2020 20:43:24 GMT
FvonSigmaringen, knoffles, and 3 more like this
Post by copperpotmd on Nov 21, 2020 20:43:24 GMT
Yesterday Saniles and I were able to get in a friendly game of 2k, a little bit of a rematch from a week or two ago when we butchered some potentially game changing rules. Nothing fancy with this battle report, just wanted to get something up for all you toilet readers to see!
OnG, Gorthug's Greentide
Gorbad Ironclaw
Lvl 2 SO Shaman with LSH, Hand of Gork, And we'll show 'em! (re roll to hits)
Lvl 2 NG with scroll Vindictive glare and Night Shroud
5 Wolf Riders with shortbows
30 SO Big'uns with AHW, FC
30 Orc Boy Big'uns with AHW, FC, Banner of swiftness
20 NG with 2x fanatics and bows
20 NG with 2x fanatics and bows
2 Spear Chukkas
7 Trolls
Doom Diver
The Abyss Broad and her WE host
Lvl 4 Spellweaver ToP, Scroll, Dark Magic (Doombolt, Word of Pain, Bladewind, Power of Darkness)
Glade Captain, BSB, HODA, Hagbane tips
20 Glade Guard, Hagbane tips, Musician and Banner of Eternal Flame
15 Glade Guard, Hagbane tips, Musician
15 Glade Guard, Hagbane tips, Musician
Great Eagle
Great Eagle
5 Sisters of the Thorn
7 Wild Riders, Champion, Musician
7 Wild Riders, Champion, Musician
3 Tree Kin
Deployment
Here is our deployment, post vanguards. As you can see, we roll Battle for the pass...which is unfortunate for my green skins, but when you want to kill woodies, you take what you can get! My thinking here is to get as far up as possible, and to keep my units behind the woods and out of the way of the mist-wreathed swamp in the center. I also wanted to not line my Trolls up directly with his Banner of eternal Flame unit right there in the center.
Turn 1, Orcs!
FULL STEAM AHEAD! All is well except for the NG2 block who fails their animosity and decides to squabble. Unfortunately, my lvl NG Shaman is there as well. My SO Shamaon is in the the Savages, naturally, and Gorbad is running with the Boyz.
The winds were strong the first few turns, so I had plenty of dice to use. With my NG shaman squabbling, the only spell I have that would matter is hand. I cast the big version on the NG's, planning on sending them as far forward as possible, but it gets dispelled by Saniles.
The Wolf Riders whiff on there shooting...I guess their fear of elves translates to shooting as well. One of my chukkas puts two wounds onto an Eagle, and the DD divebombs and takes out 3 Sisters.
That wraps up T1 for me...Im happy with the results so far...but the arrows havent started flying yet lol.
Turn 1, WE
My. Guys.
Where to start...His riders and Trees start moving towards my in an attempt to slow me down. The Eagle on the right comes up, and activates my fanatics...BUT, Saniles didnt plan on me sending them through my trolls to get to him. He land in a way that allows me to send a fanatic through the trolls, where he would then bounce out, and hit the eagle. Mork smiled on me for that, and the fanatic only did one wound which was regen'd...the Eagle was smoked with 4 or 5 wounds. I send the 2nd fanatic off the board. Saniles sends his Sisters up as a Troll speed bump.
Magic. Oh buddy. So the winds were high once more...He casts word of pain, which I was thinking wouldn't be relevant this turn, so I allow it to go off. That drops my Boyz WS by 1...nbd. But then he hits the boyz with Bladewind, which is a WS test or take a S4 hit. The rolls are atrocious, and I LOSE 12 BOYZ! Gorbad, being the motivational speaker that he is, gets them to hang, but that magic phase cuts my Boyz block in half. I dispel whatever the next spell was, and he fails to cast the final one.
The arrows come flying...His GG on the far left only drop 3 Wolf Riders, but they flee off the table. The Center GG do 11 wounds on the trolls that I cannot regen due to flaming, and the last unit of GG drop only a handfull of NGs.
So bad. The trolls gave him a real hard time last game, so he came prepared with the flaming attacks, which worked great. I was shocked by the bladewind cast...I..just wasnt expecting those results. Finally...one of these times Im gonna get my riders behind his lines so I can harass him lol. I would have been able to this game, just on LD test away.
Orcs, T2
The Boyz fail their animosity, but get the best result thanks to Gorbad's special rule. They Face the closest, visible unit and make a move towards them, then attempt a charge.....which they fail! The trolls charge the Sisters, who flee, and then are caught by the trolls. Everyone else continues the advance.
Magic is another high one...I get the big hand off in an attempt to get my Savages into some action, but it gets dispelled. My NG shaman gets off Night Shroud so that I can try stealing a dispel die, but it doesnt work. Then I get the big vindictive glare, and am prepping 3D6 Str3 hits for the Wild riders, so Saniles throws out his scroll.
For shooting I am focused on starting out with the chukkas, and am trying to figure out a target for them. In our journey to become better generals, Saniles suggests I use the DD first, then see what I want to do. The Doom Diver eats 5 Wild riders, and then my chukkas clean up the remaining two.
At the end of this turn, I'm feeling a bit better, but that failed charge by the boyz is devastating!
WE Turn 2
The Wild Riders charge the Boyz, the eagle moves up to block the savages, and the Troll kin start moving up a bit more.
That dang Word of pain! The gets off with irresistable force, and he drops the WS, Str, and Initiative of my Boyz by 3. His wizard saves the wound, and he loses the rest of his power dice.
The shooting isnt too bad this round. The left GG struggle to wound my saavages, and I only lose 1. My 5++'s are working great! The Center GG take a few NG's off the table, and The right unit of GG finishes off an already wounded troll.
Oh Look how they massacred muh boyz! The Wild Rider charge is devastating....I think they take 11 Boyz off the table, and Gorbad and the Orcs take 2. The word of pain hurt...My boyz were hitting on 5's, and wounding on 5's. Im not even steadfast anymore, and I end up fleeing. That causes Gorbad to blow up, but it doesnt matter, because they get caught anyway.
Man...with Gorbad gone, I know things are going to get bad.
Orcs, T3!
Nothing with animosity this round....and no charges either. BUT, my trolls fail their stupidy test, so they just keep wondering forward. Everyone keeps advancing, except for the Savages, even though it doesnt seem that way.
I dont remember much about this magic phase, but I Hand of Gork my Savages forward 13 inches, and then get off the spell that allows them to reroll hits.
One of my chukkas finish of that Eagle, while the Doomdiver drops 4 elves from the left unit of GG.
Nothing much to say here lol...the Orcs are feeling it.
WE T3
The Wild Riders here charge my far right spear chukka...Saniles and I talked more about this, and are leaning towards us not doing it right. When he made contact with my WM, he closed the door in order to maximize, and came into contact with my second chukka. The reason why we dont think we played it right, is because there are no gaps, or units to maximize against when charging a WM...combat starts when you come into contact with it. What does everyone think?
His Tree Kin charge my NG's, who hold. The center GG swift reform to get more woodies shooting at my savages.
I scroll bladewind that gets casted onto my NG's, and he gets off Doombolt, which wounds enough NG's to get them to panic.
Two more wounds get put onto the trolls, and the two other GG's light up my savages, but only manage to take out a few.
Combat is exactly how you would imagine...the Wild Riders SMOKE my WM's, and overrun, while the Treekin piece up the NG's. Ng's hold though...which is a pleasant surprise.
Orcs T4
It's about dang time my Orcs get to spill some serious elf blood! My Savages charges the GG, and I dont think a single one gets dropped to stand and shoot. My trolls fail their stupidity again, and keep meandering about, wondering what the sharp flying sticks are that keep sticking in their skin are. I dont think My NG's are fleeing yet...I believe that happens on Saniles next turn. Here, they should have just advanced forward.
I get the re-rolls to hit off again on my Savages, but that wraps up my magic.
The Doom Diver drops a few elves out of the center block.
The Savage Orcs BUTCHER the GG, with two be wounded in return. They flee with only two elves left, and my Savages pursue, but do not catch them. I don't remember this other combat TOO well, but I think the NG's hold again, and manage to finish off one of the Tree Kin. Not bad for some lonely NG's.
WE T4
The Wild Riders charge the DD, and the center GG shifts again to target the savages better.
Word of pain goes off on the Savages, but its irresistible...and that evil little spellweaver gets sucked into the Warp...I will take that, 10/10 times lol.
Shooting only takes away a few savages...I can't CAN't make 5++'s. Two more wounds go onto my trolls.
As I type this, I recall how the combat on the right went with the NG's. They did break last combat, and the trees could not catch them. During the charge phase, they charged again, and my NG's didnt flee enough to get away...and get wrapped up. The Trees reform to face the trolls this turn. The Sisters wreck the DD, and overrun.
Orcs T5
At this point, I AM CERTAIN this is the top of 6...but as Saniles and I talk more about it afterwards, figure it out that we stopped a turn early. Thinking this is my last turn, I swift reform my savages and run away from the bane stone, in an attempt to conserve points. My trolls fail stupidity, and run forward again. I cant save my NG's, and they keep fleeing for the nearest board edge.
Thats it.
WE T5
The Woodies dont move too much, because we think the game is over, so the other units are out of the game in our minds. The Center GG swift reform, and drop a Troll. Flaming banner stops their regen, so the final unit of GG finishes them off, securing the points for Saniles.
THE END
I feel really bad about cutting the game short...maybe it was my inner NG doing some sneaky scheming without me knowing, because I could have honestly sworn it was turn 6. The scenario was definitely more beneficial to the shooty army....but I think I could have held back a bit and taken another turn or two to shoot his cav. The bladewind at the start of the game really neutered a large component of my army, and some bad rolling on my Hand of Gork distances really through a wrench in my plans. I dont think there is anything Saniles should have done differently, honestly.
And finally, I apologize the the lack of flare with the batrep, and some of the mistakes in the chronicler. The batrep was an afterthought though, so future batreps will most certainly feel more intentional. If you guys made it this far through, thank you for reading!
OnG, Gorthug's Greentide
Gorbad Ironclaw
Lvl 2 SO Shaman with LSH, Hand of Gork, And we'll show 'em! (re roll to hits)
Lvl 2 NG with scroll Vindictive glare and Night Shroud
5 Wolf Riders with shortbows
30 SO Big'uns with AHW, FC
30 Orc Boy Big'uns with AHW, FC, Banner of swiftness
20 NG with 2x fanatics and bows
20 NG with 2x fanatics and bows
2 Spear Chukkas
7 Trolls
Doom Diver
The Abyss Broad and her WE host
Lvl 4 Spellweaver ToP, Scroll, Dark Magic (Doombolt, Word of Pain, Bladewind, Power of Darkness)
Glade Captain, BSB, HODA, Hagbane tips
20 Glade Guard, Hagbane tips, Musician and Banner of Eternal Flame
15 Glade Guard, Hagbane tips, Musician
15 Glade Guard, Hagbane tips, Musician
Great Eagle
Great Eagle
5 Sisters of the Thorn
7 Wild Riders, Champion, Musician
7 Wild Riders, Champion, Musician
3 Tree Kin
Deployment
Here is our deployment, post vanguards. As you can see, we roll Battle for the pass...which is unfortunate for my green skins, but when you want to kill woodies, you take what you can get! My thinking here is to get as far up as possible, and to keep my units behind the woods and out of the way of the mist-wreathed swamp in the center. I also wanted to not line my Trolls up directly with his Banner of eternal Flame unit right there in the center.
Turn 1, Orcs!
FULL STEAM AHEAD! All is well except for the NG2 block who fails their animosity and decides to squabble. Unfortunately, my lvl NG Shaman is there as well. My SO Shamaon is in the the Savages, naturally, and Gorbad is running with the Boyz.
The winds were strong the first few turns, so I had plenty of dice to use. With my NG shaman squabbling, the only spell I have that would matter is hand. I cast the big version on the NG's, planning on sending them as far forward as possible, but it gets dispelled by Saniles.
The Wolf Riders whiff on there shooting...I guess their fear of elves translates to shooting as well. One of my chukkas puts two wounds onto an Eagle, and the DD divebombs and takes out 3 Sisters.
That wraps up T1 for me...Im happy with the results so far...but the arrows havent started flying yet lol.
Turn 1, WE
My. Guys.
Where to start...His riders and Trees start moving towards my in an attempt to slow me down. The Eagle on the right comes up, and activates my fanatics...BUT, Saniles didnt plan on me sending them through my trolls to get to him. He land in a way that allows me to send a fanatic through the trolls, where he would then bounce out, and hit the eagle. Mork smiled on me for that, and the fanatic only did one wound which was regen'd...the Eagle was smoked with 4 or 5 wounds. I send the 2nd fanatic off the board. Saniles sends his Sisters up as a Troll speed bump.
Magic. Oh buddy. So the winds were high once more...He casts word of pain, which I was thinking wouldn't be relevant this turn, so I allow it to go off. That drops my Boyz WS by 1...nbd. But then he hits the boyz with Bladewind, which is a WS test or take a S4 hit. The rolls are atrocious, and I LOSE 12 BOYZ! Gorbad, being the motivational speaker that he is, gets them to hang, but that magic phase cuts my Boyz block in half. I dispel whatever the next spell was, and he fails to cast the final one.
The arrows come flying...His GG on the far left only drop 3 Wolf Riders, but they flee off the table. The Center GG do 11 wounds on the trolls that I cannot regen due to flaming, and the last unit of GG drop only a handfull of NGs.
So bad. The trolls gave him a real hard time last game, so he came prepared with the flaming attacks, which worked great. I was shocked by the bladewind cast...I..just wasnt expecting those results. Finally...one of these times Im gonna get my riders behind his lines so I can harass him lol. I would have been able to this game, just on LD test away.
Orcs, T2
The Boyz fail their animosity, but get the best result thanks to Gorbad's special rule. They Face the closest, visible unit and make a move towards them, then attempt a charge.....which they fail! The trolls charge the Sisters, who flee, and then are caught by the trolls. Everyone else continues the advance.
Magic is another high one...I get the big hand off in an attempt to get my Savages into some action, but it gets dispelled. My NG shaman gets off Night Shroud so that I can try stealing a dispel die, but it doesnt work. Then I get the big vindictive glare, and am prepping 3D6 Str3 hits for the Wild riders, so Saniles throws out his scroll.
For shooting I am focused on starting out with the chukkas, and am trying to figure out a target for them. In our journey to become better generals, Saniles suggests I use the DD first, then see what I want to do. The Doom Diver eats 5 Wild riders, and then my chukkas clean up the remaining two.
At the end of this turn, I'm feeling a bit better, but that failed charge by the boyz is devastating!
WE Turn 2
The Wild Riders charge the Boyz, the eagle moves up to block the savages, and the Troll kin start moving up a bit more.
That dang Word of pain! The gets off with irresistable force, and he drops the WS, Str, and Initiative of my Boyz by 3. His wizard saves the wound, and he loses the rest of his power dice.
The shooting isnt too bad this round. The left GG struggle to wound my saavages, and I only lose 1. My 5++'s are working great! The Center GG take a few NG's off the table, and The right unit of GG finishes off an already wounded troll.
Oh Look how they massacred muh boyz! The Wild Rider charge is devastating....I think they take 11 Boyz off the table, and Gorbad and the Orcs take 2. The word of pain hurt...My boyz were hitting on 5's, and wounding on 5's. Im not even steadfast anymore, and I end up fleeing. That causes Gorbad to blow up, but it doesnt matter, because they get caught anyway.
Man...with Gorbad gone, I know things are going to get bad.
Orcs, T3!
Nothing with animosity this round....and no charges either. BUT, my trolls fail their stupidy test, so they just keep wondering forward. Everyone keeps advancing, except for the Savages, even though it doesnt seem that way.
I dont remember much about this magic phase, but I Hand of Gork my Savages forward 13 inches, and then get off the spell that allows them to reroll hits.
One of my chukkas finish of that Eagle, while the Doomdiver drops 4 elves from the left unit of GG.
Nothing much to say here lol...the Orcs are feeling it.
WE T3
The Wild Riders here charge my far right spear chukka...Saniles and I talked more about this, and are leaning towards us not doing it right. When he made contact with my WM, he closed the door in order to maximize, and came into contact with my second chukka. The reason why we dont think we played it right, is because there are no gaps, or units to maximize against when charging a WM...combat starts when you come into contact with it. What does everyone think?
His Tree Kin charge my NG's, who hold. The center GG swift reform to get more woodies shooting at my savages.
I scroll bladewind that gets casted onto my NG's, and he gets off Doombolt, which wounds enough NG's to get them to panic.
Two more wounds get put onto the trolls, and the two other GG's light up my savages, but only manage to take out a few.
Combat is exactly how you would imagine...the Wild Riders SMOKE my WM's, and overrun, while the Treekin piece up the NG's. Ng's hold though...which is a pleasant surprise.
Orcs T4
It's about dang time my Orcs get to spill some serious elf blood! My Savages charges the GG, and I dont think a single one gets dropped to stand and shoot. My trolls fail their stupidity again, and keep meandering about, wondering what the sharp flying sticks are that keep sticking in their skin are. I dont think My NG's are fleeing yet...I believe that happens on Saniles next turn. Here, they should have just advanced forward.
I get the re-rolls to hit off again on my Savages, but that wraps up my magic.
The Doom Diver drops a few elves out of the center block.
The Savage Orcs BUTCHER the GG, with two be wounded in return. They flee with only two elves left, and my Savages pursue, but do not catch them. I don't remember this other combat TOO well, but I think the NG's hold again, and manage to finish off one of the Tree Kin. Not bad for some lonely NG's.
WE T4
The Wild Riders charge the DD, and the center GG shifts again to target the savages better.
Word of pain goes off on the Savages, but its irresistible...and that evil little spellweaver gets sucked into the Warp...I will take that, 10/10 times lol.
Shooting only takes away a few savages...I can't CAN't make 5++'s. Two more wounds go onto my trolls.
As I type this, I recall how the combat on the right went with the NG's. They did break last combat, and the trees could not catch them. During the charge phase, they charged again, and my NG's didnt flee enough to get away...and get wrapped up. The Trees reform to face the trolls this turn. The Sisters wreck the DD, and overrun.
Orcs T5
At this point, I AM CERTAIN this is the top of 6...but as Saniles and I talk more about it afterwards, figure it out that we stopped a turn early. Thinking this is my last turn, I swift reform my savages and run away from the bane stone, in an attempt to conserve points. My trolls fail stupidity, and run forward again. I cant save my NG's, and they keep fleeing for the nearest board edge.
Thats it.
WE T5
The Woodies dont move too much, because we think the game is over, so the other units are out of the game in our minds. The Center GG swift reform, and drop a Troll. Flaming banner stops their regen, so the final unit of GG finishes them off, securing the points for Saniles.
THE END
I feel really bad about cutting the game short...maybe it was my inner NG doing some sneaky scheming without me knowing, because I could have honestly sworn it was turn 6. The scenario was definitely more beneficial to the shooty army....but I think I could have held back a bit and taken another turn or two to shoot his cav. The bladewind at the start of the game really neutered a large component of my army, and some bad rolling on my Hand of Gork distances really through a wrench in my plans. I dont think there is anything Saniles should have done differently, honestly.
And finally, I apologize the the lack of flare with the batrep, and some of the mistakes in the chronicler. The batrep was an afterthought though, so future batreps will most certainly feel more intentional. If you guys made it this far through, thank you for reading!