Post by mottdon on Mar 1, 2018 15:41:28 GMT
Bottom of Turn 2, O&G:
Charges! The large unit of Night Goblins failed their Animosity test and wound up having to charge the nearest enemy unit, which worked out well, since that was what I was going to do with them anyway. The Snotlings charged the Reavers chaffing them up, the Orc Boar Chariots both keep with the tradition of chariots making long-bomb charges and successfully manage to hit the Sea Guard unit directly across from them, one unit of Orc Boy Big 'Uns charge the now exposed flank of the Frostheart Phoenix, while on the other end, one Wolf Chariot sees an opportunity and charges into the flank of one Lion Chariot with the Gore Gruntaz charge the front. The other unit of Orc Big 'Uns charge the other Lion Chariot. All charges were successful with most being an auto-in except for the Boar Chariots, which were successful as well.
Other than charges, movement wasn't that significant. The River Trolls moved up to face the opposite flank of the Frostheart Phoenix, being unable to declare a charge since the Boar Chariots were in their way when charges were being declared, and set up for a charge in their next turn, should the Phoenix and Orcs stick in close combat. The other Wolf Chariot moved up but stayed behind the Orcs so as to provide itself with a measure of protection for it's last wound against HE shooting.
The winds of magic were initially as low as they could get rolling snake eyes, but with three channellers on either side, both opponents managed to channel two dice, giving the O&Gs 4 PD and HE 3 DD. Attempting to stay true to Goblin tactics, I threw out a minor spell of "Gift of the Spider God" on the Night Goblin unit in CC, using one PD along with the Night Goblin Magic Mushroom and rolled a 5 & 6. My opponent let it go through and I proceeded to steal one of his DD with the lore attribute "Sneaky Stealin", bringing my total back up to 4 PD and his down to 2 DD. Basically, I got a free spell! I attempted this again, casting Vindictive Glare from the Night Goblin Shaman in with the Night Goblin Bow unit, toward the Skycutter threatening my backfield. My opponent learning from his first encounter, threw his remaining two dice and those, combined with his Lv4 with the Book of Hoeth, stopped it convincingly. That still left me with 3 PD to get a spell off with my opponent having exhausted his supply of DD. I threw all three remaining PD at Foot of Gork on his White Lion unit and successfully cast it, but he used his Dispel Scroll and stopped it from going off. Overall, I was quite happy with this potentially disastrous phase, managing to get a spell for "free" and draw out his dispel scroll, all from a snake eyes roll for the winds of magic!
I wasn't expecting much from my shooting phase, but my Night Goblins with Short Bows managed to put 1 wound on the Skycutter in my backfield while the one functional Rock Lobber took a chance and targeted the BSB who had moved out from the protection of his unit to help rally the fleeing Great Eagle. Direct Hit! The big rock came crashing down right on top of his head, dealing 3 wounds, and forcing him to rely on his ward save from the Armor of Destiny for protection, rolling a 4, 3, and 1. Dead BSB. The Doom Diver also managed a direct hit on the head of the Lv4 Archmage, rolling 3 wounds as well, but then proceeded to roll 3 1's to wound! No damage there! Lol!
Close Combat.
Impact hits go off first and were brutal. The two Boar Chariots crash into the Sea Guard and deal 11 Impact Hits, 9 of which wound! The ensuing combat see the Sea Guard put one last wound on one Boar Chariot while the other kills off two more Guard. With Korhil being so near, they pass their Ld test and stick in combat with the Boar Chariot.
The Wolf Chariot that charged the flank of the Lion Chariot manages to do 4 Impact Hits on its way in and kill it off immediately. It and the Gore Gruntaz reform to face down the back line shooting on that flank. The Orc Boys in combat with the Lion Chariot can't put a wound on the Chariot, while it manages 3 to the Boyz. The Orcs lose combat by 1 but pass their Ld test and stick in combat.
On the opposite side, the Night Goblins manage to kill 2 Reavers while losing 3 in return. Combat Resolution saw the Reavers running from combat, and I choose not to pursue, but rather, turn and prepare to take the charge from the Noble on Griffon and Skycutter. (This might have been a mistake since the Reavers only managed to run 4 inches!) The Reavers in CC with the Snotlings deal 5 wounds to the little swarms taking only 1 wound in return. The Snotlings, being a swarm and unbreakable stay where they are.
The big combat in the middle between the Orc Big 'Uns and the Phoenix was somewhat disappointing for the O&G since the Boys, Shaman or the Big Boss couldn't manage to do a single wound to the big bird. And even though it was able to do 3 wounds (only 1 wound from Thunderstomp!) to the Boys, it still lost combat by 1 and rolled a 10 on the Ld test to stay! It ran a grand total of 7 inches and the Boys 4! It bounced through to the other side of the River Trolls.
Overview of the board after Turn 2:
Charges! The large unit of Night Goblins failed their Animosity test and wound up having to charge the nearest enemy unit, which worked out well, since that was what I was going to do with them anyway. The Snotlings charged the Reavers chaffing them up, the Orc Boar Chariots both keep with the tradition of chariots making long-bomb charges and successfully manage to hit the Sea Guard unit directly across from them, one unit of Orc Boy Big 'Uns charge the now exposed flank of the Frostheart Phoenix, while on the other end, one Wolf Chariot sees an opportunity and charges into the flank of one Lion Chariot with the Gore Gruntaz charge the front. The other unit of Orc Big 'Uns charge the other Lion Chariot. All charges were successful with most being an auto-in except for the Boar Chariots, which were successful as well.
Other than charges, movement wasn't that significant. The River Trolls moved up to face the opposite flank of the Frostheart Phoenix, being unable to declare a charge since the Boar Chariots were in their way when charges were being declared, and set up for a charge in their next turn, should the Phoenix and Orcs stick in close combat. The other Wolf Chariot moved up but stayed behind the Orcs so as to provide itself with a measure of protection for it's last wound against HE shooting.
The winds of magic were initially as low as they could get rolling snake eyes, but with three channellers on either side, both opponents managed to channel two dice, giving the O&Gs 4 PD and HE 3 DD. Attempting to stay true to Goblin tactics, I threw out a minor spell of "Gift of the Spider God" on the Night Goblin unit in CC, using one PD along with the Night Goblin Magic Mushroom and rolled a 5 & 6. My opponent let it go through and I proceeded to steal one of his DD with the lore attribute "Sneaky Stealin", bringing my total back up to 4 PD and his down to 2 DD. Basically, I got a free spell! I attempted this again, casting Vindictive Glare from the Night Goblin Shaman in with the Night Goblin Bow unit, toward the Skycutter threatening my backfield. My opponent learning from his first encounter, threw his remaining two dice and those, combined with his Lv4 with the Book of Hoeth, stopped it convincingly. That still left me with 3 PD to get a spell off with my opponent having exhausted his supply of DD. I threw all three remaining PD at Foot of Gork on his White Lion unit and successfully cast it, but he used his Dispel Scroll and stopped it from going off. Overall, I was quite happy with this potentially disastrous phase, managing to get a spell for "free" and draw out his dispel scroll, all from a snake eyes roll for the winds of magic!
I wasn't expecting much from my shooting phase, but my Night Goblins with Short Bows managed to put 1 wound on the Skycutter in my backfield while the one functional Rock Lobber took a chance and targeted the BSB who had moved out from the protection of his unit to help rally the fleeing Great Eagle. Direct Hit! The big rock came crashing down right on top of his head, dealing 3 wounds, and forcing him to rely on his ward save from the Armor of Destiny for protection, rolling a 4, 3, and 1. Dead BSB. The Doom Diver also managed a direct hit on the head of the Lv4 Archmage, rolling 3 wounds as well, but then proceeded to roll 3 1's to wound! No damage there! Lol!
Close Combat.
Impact hits go off first and were brutal. The two Boar Chariots crash into the Sea Guard and deal 11 Impact Hits, 9 of which wound! The ensuing combat see the Sea Guard put one last wound on one Boar Chariot while the other kills off two more Guard. With Korhil being so near, they pass their Ld test and stick in combat with the Boar Chariot.
The Wolf Chariot that charged the flank of the Lion Chariot manages to do 4 Impact Hits on its way in and kill it off immediately. It and the Gore Gruntaz reform to face down the back line shooting on that flank. The Orc Boys in combat with the Lion Chariot can't put a wound on the Chariot, while it manages 3 to the Boyz. The Orcs lose combat by 1 but pass their Ld test and stick in combat.
On the opposite side, the Night Goblins manage to kill 2 Reavers while losing 3 in return. Combat Resolution saw the Reavers running from combat, and I choose not to pursue, but rather, turn and prepare to take the charge from the Noble on Griffon and Skycutter. (This might have been a mistake since the Reavers only managed to run 4 inches!) The Reavers in CC with the Snotlings deal 5 wounds to the little swarms taking only 1 wound in return. The Snotlings, being a swarm and unbreakable stay where they are.
The big combat in the middle between the Orc Big 'Uns and the Phoenix was somewhat disappointing for the O&G since the Boys, Shaman or the Big Boss couldn't manage to do a single wound to the big bird. And even though it was able to do 3 wounds (only 1 wound from Thunderstomp!) to the Boys, it still lost combat by 1 and rolled a 10 on the Ld test to stay! It ran a grand total of 7 inches and the Boys 4! It bounced through to the other side of the River Trolls.
Overview of the board after Turn 2: