Showing posts with label Ogre Kingdoms. Show all posts
Showing posts with label Ogre Kingdoms. Show all posts

Monday, September 26, 2011

Ogre Kingdoms vs. Wood Elves.

The other night provided me with a first hand look at the new Ogre Kingdoms army in action. Ever since the new book came out I’d been dying to see how the Ogres perform on the battlefield and so when Nick asked me to bring my “pansy leaf bitches” to the table to give his Ogres their crucible, I readily agreed! When Nick requested that we play at 3000 points, I was jazzed since that meant I’d be taking on a fully kitted out Ogre army.


I’m going to depart from this anecdote briefly to segue into point levels and 8th edition games. Having played a ton of games now in 8th edition, I feel that there is definitely a sweet spot for point levels in this edition. In 7th edition 2250 seemed to be the best mix of points/units but I’ve found that less is not necessarily better in 8th. I tend to prefer playing at 2500 and above for the standard friendly/competitive game. 2500 points is really where you see the balance settle in to the game in 8th edition and you can understand what the developers had in mind. The game play in 8th edition is so streamlined that the larger point level battles really take no longer than some of the smaller point values. When I play a game the difference in time between playing at 2500 points and 3000 is almost negligible.

The newer army books that have come out for 8th edition: Orcs and Goblins, Tomb Kings and now Ogre Kingdoms all seem to function very well and seem very balanced at 2500-3000 points. When you go below that level you can begin to see some glaring issues that make each army not function as intended. I will attempt to take on each of the 8th edition armies at 2500 and at 3000 points in the next few months and provide a battle report with turn by turn accounting.

Getting back on point with the post, I was really excited to play the new Ogres and see how they perform. The army has received several critical upgrades and new units that have really changed how the army works. You still have a bunch of fat guys running around looking for food, but now they have bigger and meaner friends to help. The addition of new monsters and warmachines to the army also has really augmented their effectiveness and provided some much needed versatility. I have to say that I’m fairly impressed that the authors managed to write yet another army book that is decent in every phase of the game.



I’ll provide the list that Nick brought and then make some comments on how the units performed against my Wood Elves. I’ll also give a brief summary of the synergy that we saw during our game(s) and how well the army worked. I don’t remember what magic items each char had with the exception of the magic banners.



The Roaring Maw Clan



General – Level 4 Slaughtermaster - Nick chose to use a Level 4 as his general using the Great Maw as the lore. Granting access to Lore of Beasts, Death and Heavens in addition to the updated and highly effective Lore of the Great Maw is a pretty formidable boost. After our game Nick said he would probably find the points to allow for another caster or two in order to get Wyssan’s Wildform or Miasma into his army. Even without a lot of augments this caster was unbelievably difficult to kill. I believe he had a 4+ ward save and had taken the Gruts Sickle arcane item.

-The Grut’s Sickle item is pretty amazing for what it does. It essentially turns your Wizard into a Level 6 caster due to the +2 to all spell attempts. Now let’s also evaluate one other thing – Lore of the Great Maw. Taking into account the Lore Attribute – Bloodgruel (roll a d6, on a 1 you take a wound, 2-6 you recover a wound and receive +1 to the next casting/dispel attempt) and the boost from the Grut’s Sickle is pretty sick. Having your Slaughtermaster casting spells at +7 when it’s not a Storm of Magic game is kind of …..wtf? Now I do realize that if your caster rolls double 1’s when he uses Grut’s Sickle he’s killed outright but that’s well worth the risk to get an additional +2 to +3 to your casting attempts.

- Lore of the Great Maw went through some substantial changes that I really have to comment on before going further. In my game with Ogres, two spells seriously defined how bad ass Ogres can be using their main Lore: Trollguts and Toothcracker. Providing all units within 12” +1 to Toughness and 4+ Regeneration with 2 spells is ridiculously powerful. It get’s even more ridiculously powerful when that unit is a Horde… Anyway, the Lore of the Great Maw has been altered and rewritten to be incredibly effective AND fitting for the army. Another big change is that all the Ogre spells are no longer “Stays in Play” but rather Augments. The tactic to let the Ogre caster get his buffs off and then dispel them next turn with little effort is now over. You really need to counter these new spells or suffer the consequences.

• Spinemarrow – granting units of Monstrous Infantry Stubborn is brilliant, allowing the spell to affect all units within 12”…genius!

• Bullgorger – +1 Strength is never a bad thing, especially when it can affect all units within 12”.

• Toothcracker – as I mentioned before, brilliant spell.

• Braingobbler – make a unit suffer a panic test? Not a bad hex.

• Trollguts – as mentioned earlier, Regeneration is already awesome but every unit within 12” getting it? What….? Ouch.

• The Maw – haha this is a great spell. I had it cast on me twice during our game and both times it was pretty effective. The fact that the template makes you roll an initiative test to take a Str 3 or Str 7 hit is pretty awesome. Even if you pass…you fail! I can see this spell being devastating against low initiative armies – Lizardmen, Beastmen, Undead, etc..



Bruiser – The Bruiser he brought was his Battle Standard Bearer and I don’t remember if he had anything special on him like a Standard or a Ward Save. Obviously it’s a tough Ogre with plenty of attacks.



Hunter – The Hunter he brought was his Warmachine hunter. I remember him using that Harpoon Spear a few times until I got annoyed enough to shoot him up in about Turn 4. I really like this hero choice and if I were running Ogres I would definitely take this option and put him with a few Sabretusks and give him the +1 movement name. He’s pretty durable and can take out any warmachine or serve as a pretty awesome flank charge unit.



Firebelly – Ha ha, man…what a great choice to add to this army. Pacific Islander theme aside, this was a great choice (despite the fact that he was playing Wood Elves that have flammable units). The lore they added behind his hero selection is pretty awesome and having to deal with a Toughness 5 caster that can get up to 4 flaming attacks and has a Breath weapon? He also had an item called the Hellheart which is a one use item that causes all enemy casters to suffer a Miscast within 5d6” inches.



7 Ironguts – The Ironguts were tough and annoying before this new book came out and they still are now! Nick took 7 Ironguts with the Dragonmaw banner. Aside from the Racial Universal rules there were really no changes to the Ironguts in this book other than I believe point costs. Nick used the Dragonmaw banner which allowed his Ironguts to reroll 1’s during the turn they charge and also provided the standard bearer with a Str3 ice breath weapon that gives the enemy unit Always Strikes Last. No…not annoying at all! This unit is where he placed his General and it served as a pretty effective bunker and flank unit with a few of his other selections.



17 Ogres – Yeah…Nick said he wanted to play with the new Horde rules and the cheaper Ogres. I’ve fought this type of unit before a few times in the old book and wasn’t took terribly worried about it. Using this unit with the BSB and with another selection I’ll mention later does cause me to worry and did! 51 Attacks from hungry fat men should make anyone cringe.



6 Leadbelchers – Of all the units in this new army book that were revised, the Leadbelchers I think got the best treatment. They had their canno…gun rules changed to where they no longer blow each other up. They do not suffer penalties for Moving and Shooting or Multiple Shots and have a BS3. They also fire d6 Str4 Armor Piercing shots now rather than artillery die worth. This unit became my primary focus and probably will continue to since these can effectively remove a unit a turn if you roll well.



4 Mourn fang Cavalry – Wow is all I can say. These are truly some vicious heavy cavalry. A unit of 4 is outputting 28 attacks at Str 4 after inflicting d3 impact hits if the charged. Having seen these models in action, my opinion of them is that they need to be a flank unit or have support from the flank when they charge. I was able to wipe them out with my Treekin and Treeman because I was able to charge them and take them out without their friends. The stats on these guys are nuts however, 3+ armor save and a 6+ parry for 65 points? One Ironfisted Mournfang costs the exact same as a single Treekin model in the Wood Elf book. That’s a pretty damn cost effective model for the damage output it can provide. Excellent new unit and I can foresee people using two of these units in groups of 3 in order to get nasty flank charges in.



Ironblaster – Yet another new addition that doesn’t suck! The fact that it is a chariot with Str 10 grapeshot is … interesting….yes we’ll say interesting. This unit’s ability to move and shoot is pretty damn frustrating; I had to ensure I was far enough each turn to avoid getting Grapeshot by the damn thing. I can foresee this unit being heavily utilized against high armor opponents – Warriors of Chaos come to mind. I was able to kill it with a well rolled volley of arrows but not after it had decimated most of my Dryads.



Stone horn – This is a pretty good monster to use in the Ogre army. I was not overly impressed by this beast in our game however. I was able to butcher it with my Eternal Guard and Eagles with relative ease. I was fortunate in that I was able to charge it before it could charge me, the 3d3 impact hits that it can cause probably would have done more damage than I care to think about. I’m almost tempted to say that I’d put a Hunter on this bad boy and let those two go hunting together. That would be an annoying and hard to kill combo since you’d need to deal with 10 attacks at Str 5/6 and 10 wounds to kill them both.



Thundertusk – Yeah… I hate this model! How do you make the playing field level against Ogres? Put a friggin monster with a 6” Always Strike Last bubble in range! This model should be an automatic choice in any Ogre army. You can move around and fire shots with your misfire free Stone thrower and provide support to any unit that you are close to who is in combat. Nick used his Thundertusk with his Horde’o’Ogres and his Mournfangs…. No…that wasn’t SUPER ANNOYING AT ALL for a high initiative army like Wood Elves…. This model became my priority after slaughtering his annoying Leadbelchers. This single monster can turn the tide for an Ogre army that is facing an army that normally could remove enough models in the Ogre’s unit to take the bite out of whatever charge the Ogres had gotten off.

Example: You charge a unit of 20 Warriors of Chaos (5x4 formation) with 6 Ogres. The Ogres manage to kill 1 on the charge with Impact hits and then the Warriors of Chaos swing at Initiative 5 and hit on 3’s and wound on 4’s. The Ogres lose a model and suddenly lose 3 attacks and their rank bonus. Hopefully the Ogres swing well but probably not and they’ll lose combat based on static res. You now change the situation where the Ogres get all their attacks first, suddenly the Warriors of Chaos don’t have as many attacks or ranks.

The Thundertusk is an amazing addition to the Ogre army and quite frankly it should strike fear into the hearts of any high initiative army out there.





That was Nick’s list he brought at 3000 points. His strategy was to rely on his Thundertusk, Stone horn, Mournfangs and Ogre horde to dominate one side of the board while his Ironguts, Ironblaster and Leadbelchers forced his opponent (me) to direct fire and resources into removing them before they could seriously hurt me. It was a damn good strategy because I had to do exactly that.

I’m going to briefly summarize the two games we played. Two games? Hehe, yes two games.



Game 1 – Blood and Glory.

Wood Elves – First Turn:

Wood Elves focus fire all their shots into the Leadbelchers. Wood Elves kill all 6 Leadbelchers and the Firebelly with an excellent round of shooting! The destruction of the Leadbelchers cause a panic test on the Ogre Horde with the BSB. Two rolls of 10 cause the Ogre Horde to pivot and run through the Ironguts, Mournfang Cavalry and the Stonetusk. Ogre Horde due to footprint runs off table, Ironguts fail Leadership test and also run off table. Wood Elves win. …



We reset.



Game 2 – Battle Line!



After our brief battle, we moved a few pieces of terrain and went at it again. This game was substantially different and really showed the devastating power of the Ogre Kingdoms.

The Wood Elves set up near the center of their deployment zone and I had my fast moving units and fliers set up on the right. I had my Eternal Guard and Treekin side by side with the Treeman slightly behind and to the right of the Treekin and the Dryads off to the left of the Eternal Guard. I had both units of archers up on a hill and far enough apart so that when I moved them forward they would not block each other. The Wild Riders, Waywatchers, and Eagles were all on the right side of the board. Nick set up his army really heavy on his left side keeping his Ogre Horde, Mournfangs and Thundertusk in the center. I think he had planned on moving forward with his big units and wiping me out on my flank with his shooting/artillery. I know he wanted to take advantage of this Always Strikes Last bubble and he was able to capitalize on it for a little bit before I removed said annoyance from play.



The game proceeded with the Wood Elves pulling their normal nonsense of sweeping forward and moving the entire army forward and to the left which flanked his entire army. The Ogres attempted to counter-maneuver by doing a few reforms and realigning their big blocks of troops to accept the frontal charges. The major engagements lasted a few rounds and resulted in many Ogres and Wood elves being placed in the dead piles. The Ogres almost had an unstoppable assault when they failed 2 charges against my Treekin with his Stone horn and Ironguts. That allowed the Treekin to move and charge his Ogre bulls instead because had he gotten that charge off and beaten the unbuffed Treekin, he would have been able to slam into my Glade Guard and Waywatchers which would have been very bad. Nick did manage to wipe out most of my archery in one round by getting what was left of his Leadbelchers and Ironblaster into position and shredding 2 units of Glade Guard. The later turns were primarily me buffing and resurrecting models while he furiously attempted to kill my Toughness 7 spellweaver. Nick was not amused when Dwellers Below began to whittle his army down turn by turn but he did get payback when he dropped 2 Maw spells on me later on.

The final turn resulted in a few charges to wipe out fleeing or almost dead units and the desperate attempts by the Ogres to get one charge off that would have probably resulted in an Ogre victory – and that was his 2 Ironguts who had rallied on double 1’s charging my Treekin who had 1 wound left in the unit.



Three major events provided me victory at the end of the game:



1. My opponent did not dispel the stays in play Throne of Vines which provided me with several serious boosts to my spells. Especially Flesh to Stone and Regrowth! The ability to add +4 toughness to a unit saved my bacon more times than I care to admit in this game. Toughness 7 Eternal Guard and Toughness 9 Treekin are nigh unstoppable! Also, the Hellheart magic item that his Firebelly had was used and my Spellweaver was in range. Fortunately I rolled a 3 and negated his Miscast. Nick was annoyed =) It was also insanely helpful when he cast the Great Maw on my Eternal Guard twice and I suffered little due to my high toughness.



2. I was able to determine charges this game. Nick was smart this game and hid his Leadbelchers behind his Ironguts and kept them out of my kill zone for a few turns. I was however able to use my Treekin and Eternal Guard as a fairly effective wall to allow the rest of my army to maneuver where I could get my charges off.



3. I was able to kill the Thundertusk quickly and break his Horde with the BSB in it by multicharging with my Treeman, Treekin, Eternal Guard and 2 Eagles. My Wild Riders and Dryads proved to be invaluable by flank/front charging his Thundertusk and wiping it out before the block of 18 Ogres could blender my units.



I would have preferred to do a Battle Chronicler battle report for this game because it was really fantastic. In the Podcast for the Deployment Zone: Episode 0, I’ve remarked about this game and how well it went. Next game I play will be this Wednesday and I should be able to provide a BC battle report for that.



This battle went all six rounds and the deciding factor was that my Wild Rider champion killed his Slaughtermaster in a challenge and gave me those extra points which granted me a victory with a different of 115 VPs!



When the game was over, we both had less than a dozen models combined left on the table. I’m finding that more and more 8th edition games that go the full six turns and end up being really enjoyable result in both sides being almost fully decimated.





Reflections about the battle:



Ogre Kingdoms have serious synergy now in their army. The Lore of the Great Maw and the caster options allow for serious magical dominance. The option to take a Level 2 and cast as a Level 5 is also a very attractive option which will allow people options for their Lord/Hero options. The army is now rather flexible and able to reasonably handle just about any army with the same amount of difficulty. I am impressed with the new book and it makes me really, really want to start an Ogre army but that will have to wait till after I collect/paint the Bretonnians.



I hope this is helpful to anyone who is going to play or play against the new Ogre Kingdoms army!

Monday, June 27, 2011

OFCC 2011 Tournament Report

!  This year's OFCC (Ordo Fanaticus Club Challenge) has come and gone.  I have to say, it was an utter and complete blast!  This was my first time attending the event and not knowing what to really expect you can probably guess I was filled with a bit of trepidation.  Were people going to consider my playstyle douchey?  Were my dice going to completely fail me? (They did twice)  And most importantly - was I going to have fun?
Fortunately my playstyle wasn't douchey and most importantly - I had a complete blast.

I will post some battle chronicler images next post when I have time this weekend but for now I'll do a brief synopsis of my 5 games this weekend.  I like how I bring a camera with me and take pictures pre-game and then  completely forget about my camera the entire game until it's over.  Next year I'm going to just video tape the entire game and edit out 5 min synopsis of each fight.

Anyway here we go:
First off here is my army pre-game in presentation mode (next year I'm bringing a display board)

I really appreciated the remarks people made on my army.  It was very flattering to receive all the compliments and remarks of "that's awesome" or "oh man I want to play Wood Elves now!".  Thank you Ordo!

Game 1 Battle Line:  Carl's "Stupid and Frenzied Orcs & Goblins" vs. The Great Hunt
The first scenario was your classic Battle Line mission where you deploy within 12" of the table edge.  All the scenarios in this year's OFCC used that type of mission which I was not really a fan of but the games were still fun regardless.

Carl's list:
1 Savage Orc Warboss - Boar, Armor of Silvered Steel, Dawnstone, Two hand weapons
1 Savage Orc Big Boss - BSB, Boar, Dragonhelm, Fencer's Blades
1 Savage Orc Shaman - Level 2, Boar, Lucky Shrunken Head
18 Savage Orcs, Full Command, Extra hand weapon
18 Savage Orcs, Full Command, Extra hand weapon
18 Savage Orcs, Full Command, Extra hand weapon
12 Savage Orc Boar Boys - Big Uns, Extra hand weapon, full Command, Spears, Shields
6 Trolls
6 Trolls
1 Pump Wagon


I liked this list because it was similar to the Orcs & Goblins list I had made up.  Carl had first turn and moved his units into position while I did the same on mine.  I managed to kill 5 Boar Boys and had positioned myself too close hoping to score a panic test from shooting.  Sadly, John forgot that Frenzied means Immune to Psychology *sigh*.  He ended up rolling my Dryads, Glade Guard and Waywatchers in 2 turns due to my horrid 1st turn positioning.  We also laughed at how badly I was rolling.  Consistently rolling over 6 1's when I  roll more than 10 dice was just horrid.  That however didn't make up for the just over all bad decisions I made.  At the end of the game on turn 6 I had a Level 0 Spellweaver left vs. his 1 unit of Savage Orcs (under 7 models), his BSB left, and 2 units of Trolls (one with his General in it).  A solid defeat for the Wood Elves.
Mistakes made that game?
1. Forgetting about Frenzy and Immune to Psychology
2. Moving and positioning myself way too close - my opponent Carl did a wonderful job of seeing this and taking advantage of it.
3. Attacking characters instead of the unit to get combat resolution.
4. Not pursuing units that lost in combat which ended up rallying and biting me in the ass later.
5. F that textured game board - I'd roll horrible on it and awesome off it.  You would think I would remember that every turn ....but no. =D

end result: Orcs and Goblins - victory!
I'm really pleased Carl was a nice guy which made the game actually fun regardless of the circumstances.  Solid playing Carl, good win!
Game 1 Pictures!










Game 2 King of the Hill: Shane's Orcs and Goblins vs. The Great Hunt.

This was my second game of the day and my second game against O&G.  This scenario had a Scree Slope in the center of the board and the victory conditions were - the game ended on a variable roll after Turn 5 and the army with the most units in the center got 500 victory points at the end.  I decided to pull my head out of my ass this game and not make mistakes.  Shane had a really fun O&G list.  There were definitely some "oh hell" factors to it and I had to seriously move my units around to capitalize on my army's strengths.

Shane's List:

Black Orc Warboss, Sword of Strife, Talisman of Preservation
Orc Great Shaman, Dispel Scroll, Potion of Speed, Level 4
Black Orc Big Boss - BSB, Armor of Destiny

Orc Boyz x25, shields, full command
Orc Big Uns x24, full command, extra hand weapons
Goblin Wolf Riders x5, Spear, Shield, Musician
Goblin Wolf Riders x5, Spear, Shield, Musician
Black Orcs x22, Standard Bearer, Musician, Shield, Banner of Eternal Flame (dammit!!!)
Orc Boar Chariot
Orc Boar Chariot
Orc Boar Boyz x5, Full Command, Shield, Spear, banner of swiftness
Mangler Squig
Mangler Squig

This game was looking to be pretty damn rough.  I deployed almost everything on my right side and decided to flank his army.  He counter-deployed by placing his Wolf Riders, Boar Boyz, Chariot and 2 Mangler Squigs across from my army and put his big units near the center to get close to the hill.  I got lucky in my turn and killed both his squigs while he moved everything forward and got his Black Orcs to the edge of the hill.  The next few turns were spent coming up on his flank and shooting/killing a unit a turn until he had his Black Orcs left and I had 6 units in the center.  The game ended at the bottom of Turn 6 with most of his army removed and most of my units being full strength and in control of the hill.  I got really lucky this game because he suffered animosity at  critical times and I was able to kill key units right off the bat.  Shane was also a great opponent cause we are both Wood Elf army owners and he could appreciate how the army should have worked.  Thank you for the awesome game Shane!

End Result: Wood Elves - Victory!

Game 2 Pictures!











Game 3 Battle Line: Deke's Warriors of Chaos vs. The Great Hunt.

This mission was your standard Battle Mission game.  This was seriously the best game of the day.  My opponent Deke was utterly amazing.  We were laughing the entire game and he made for an extremely memorable experience at OFCC.  I'm totally rematching against him next year.  Deke had a really fun Warriors of Chaos army.  His mission - to have a friggin blast.  Alcohol also helped!  He and I both had had a drink or two before our game which made it even better!!!

Deke's Army!

Sorcerer of Tzeentch - Disc of Tzeentch, Golden Eye of Tzeentch, Book of Secrets, Level 2
Sorcerer, Lore of Death, Level 2 Upgrade
Exalted Hero, BSB, Luckstone, Chaos Steed

Chaos Marauders x50, Full Command, Mark of Tzeentch, Light armor, Shield
Chaos Hounds x5
Chaos Hounds x5
Chaos Warriors x12, Mark of Nurgle, Full Command, Halberds
Chaos Knights x5, full command, Mark of Nurgle, Banner of Rage
Chaos Trolls x3
Chaos Chariot
Chaos Giant, Mark of Slaanesh (yikes)

This game was a crazy experience.  Beginning of the game my general and waywatchers are fleeing due to a panic test and Deke comes barreling across the board towards me.  I kill a unit of chaos hounds and inflict a wound on his Sorceress on disc as well as kill a troll.  Next turn he charges into my Wild Riders with his Marauders and slams his trolls into my Glade Guard.  I'm thinking "oh hell I'm about to get rolled".  Glade Guard beat the trolls in combat and chase them down and the Wild Riders flee but he runs into my Treekin on his pursuit roll.  Next turn I charge his Marauder block with my Dryads and a Great Eagle and manage to just rampage through his WS1 (thank you twin fails on fear test!) Marauders.  The unit breaks and I pursue and then the rest of the game was spend killing the other units while we laughed the entire time.  The most epic part of the entire game was my Spellweaver turning into a Great Fire Dragon and fighting his lone Chaos Knight Champion of Nurgle in single combat.  That made for an EPIC ending to an awesome game!

Thank you so much for the truly fantastic game Deke!

Pics of Deke's awesomely painted army:




Game 4 Five Coins - Dave's Ogre Kingdoms vs. The Great Hunt.

This game had us set up 5 treasure coins that you had to collect by charging them and they were 100 vps each.  You could obviously lose a coin if you broke from combat or failed a panic test (but not from fleeing a charge).  This Ogre Kingdoms army was pretty standard - it was fast, mean and was filled with army fat men that wanted Wood Elf Kabobs!  David was an excellent opponent who made the entire game very enjoyable and I have to say this is the biggest come from behind victory I think I've ever managed to score.

Dave's Ogre Kingdoms:
Tyrant, Trickster's Helm, Mawseeker, Potion of Speed, Sword of Striking
Bruiser - BSB, Golden Sigil Sword, Great Skull
Butcher - Halfling Cookbook, Sword of Swift Slaying

5 Ogre Bulls, full command, Look out Gnoblar, Iron Fists
10 Gnoblar Trappers
Scraplauncha
4 Leadbelchers
Slave Giant
7 Iron Guts - full command, Look out Gnoblar

The first turn he comes barreling across the table and I'm like "oh hell there goes 1 round of shooting" and his Scraplauncher kills one of my eagles.  This causes a panic test in one of my units of Glade Guard and they go booking for the edge.  My turn ends up with me causing his Lead Belchers to flee after losing 50% of their number.  I also do 4 Wounds to his Slave Giant.  His turn he charges my Dryads with his BSB unit (kills them) and beats my treekin and causes them to flee after a round of combat. He rolls a 3 to pursue and my Treekin rally next turn.  His Slave giants takes 1 more wound before smashing all my Glade Guard to death.  My waywatchers eat Scraplauncher debris and lose half their number while Wild Riders sit there going "hey bro sup?".  So at this point I have my big unit of Treekin fleeing (before I made their rally check), my Wild Riders at 75%, my Spellweaver, 2 waywatchers and my general and 1 eagle.  He hasn't lost a unit yet.  I charge my Wild Riders into his big block of Iron Guts and then my Spellweaver by herself into his flank.  I cast Transformation of Kadon and turn into a Great Fire Dragon and score 2 S10 hits on his unit from the miscast!  My general kills his Slave Giant with shooting.  The eagle rallies along with the Treekin and my Spellweaver scores 12 hits with her breathweapon dealing 10 wounds.  She then proceeds to visit 8 more wounds on the unit of Ironguts and my Wild Riders chase them down and remove them from play.  His turn he misfires with his Scraplauncher and his Lead Belchers lose to my Wild Riders.  At this point we call the game and shake hands.  It was one hell of a comeback - up til that turn I was pretty sure I was about to get rolled badly.  Fantastic game!

Victor: Wood Elves!
Pictures of the Battle!:











Game 5 Battle Line - Josh's Clan Iraf vs. The Great Hunt

This was my best and hardest game of the entire tournament.  I played my buddy Josh and his accursed Skaven.  This game originally started out pretty bad.  Dice were saying "hey bro we are tired so ..have some 1's".  Josh in the spirit of true sportsmanship relaxed his oncoming assault and let me get my bearings back.  The first turn resulted in my losing an Eagle, half my Dryads, and a unit of Glade Guard fleeing.  I then return the favor with 2 power dice and just pretty much sucking on my turn.  Next turn he scores the DOOMROCKET and I lose 2 Wild Riders and 3 Waywatchers.  His Warplighting cannon scores nothing - thank god.  I manage to Amber Spear the hell out of his Doomwheel and inflict some strong casualties on his clanrats.  I foolishly allowed my Dryads to get charged and wiped out via spells by his plague priest.  I have new respect for Skaven after this game.  The rest of the game was just hilarious as we mashed our units in the center and just killed off 95% of our armies.  Josh got all sneaky and challenged my Spellweaver turned Great Fire Dragon to a challenge with his 2+ ward save vs. fire =) - Skaven players are SNEAKY.
At the end of six turns I had 14 Glade Guard,  and 2 Wild Riders.  Josh had his general and a Warp Lightning Cannon.  We ended on a Draw and a perfect end to an awesome tournament.

I gave Josh my best general pin as he did me.  Thanks for the absolutely awesome game Josh!
Josh's army was showcased in my previous post but his list is here (and pictures of our set up)

Clan Iraf
Warlord - Bonebreaker, Sword of Anti-heroes, Charmed Shield, Dragonbane Gem (sneaky git), Ironcurse Icon.
Warlord - Bonebreaker, Biting Blade, Warpstone Armor, Dawnstone
Chieftain - BSB
Plague Priest - Level 2, Dispel Scroll
Warlock Engineer - Level 2, Doomrocket, Warp-energy Condenser
Clanrats x34, full command, shields
Poisoned Mortar Weapon Team
Clanrats x34, full command, shields
Warpfire Thrower
Clanrats x34, full command, shields
Ratling Gatling Gun
Rat Ogres x6, 4 Packmasters
Warp lighting cannon
Doomwheel.




 For the life of me I can not stack pictures this post. Oh well.


Anyway - in closing I had an absolute wonderful time and our team did very, very well.

We came in 2nd overall for Best Generals and Best Painted.  I am looking very forward to next year's event and hope that there is an even bigger turn out than this year.  I fully plan on making next year a full out Nerd Safari!

You can find more information about Ordo Fanaticus here.

I'll be posting some more pictures of everyone's armies in the next few posts - I just have to wait for Josh to copy over his pictures for me.

Saturday, July 31, 2010

Wood elves definitely don't suck in 8th...

So this is a rather large update - which is fitting since it's the last one for July.  I've been working pretty hard at trying to make my Wood elf army look unique on the battlefield.  At this point and time I've got only a few more things to do before I am ready to start painting.
First off, if you remember I was working on my Warhawk Riders and my Great Eagles.  I was worried that they would be rather flimsy and tip over on the battlefield.  Well... I think I may have gone a little overboard with the magnets on them...

12 Magnets a stand... little did I know that this was akin to just soldering the bases to the stand...

mental note moving forward - 4 is a little excessive with these monster strong magnets.








After doing a bit of pre-measuring and positioning I was able to put the Warhawk Riders half an inch apart (as per skirmisher rules in 8th) and still have them look good.  They now rest on a magnetized base and I can move them all over the battlefield with little or no worry about them tipping over.






Next I wanted to make my Glade Guard unique for this edition.  I currently run with 3 different Glade Guard units.  One unit of 14, one of 13 and one of 11.  The unit of 13 and 11 house 2 heroes.  So I thought and thought and finally it came to me how to make them unique.
Here are the results of some of my conversions:


Here you see the group that will house the Battle Standard Bearer (The Farstriders of Lady Dreamsinger).  I wanted them to have a neat looking standard bearer to compliment their lady so... a crucified Beastman on their own banner seemed fitting!  I also multi-based the Standard Bearer, Musician and 2 normal Glade Guard on a tree stump that rests on a 40mm base.





Here are all 3 Glade Guard units that are in my 2500 point army list.
Left: The Farstriders of Lady Dreamsinger
Middle: The Mage Hunters of Coeth-mara
Right: The Storm Warders of Athel Loren







Next is the update I've been super excited to show off - My DRAGON!

I plan on painting the dragon with Dark Angels Green then highlighting it was Goblin Green and Scorpion Green while the under scales of it's belly will be Desert Yellow with a Bleach Bone highlight.  The armor will be Gold washed with Thrakia Green (similar in how I did my Wild Riders) or I may attempt to do the Non-metallic metal paint method.  We'll see.

So...
I've been bitching about how 8th edition nerfed the shit out of my army, taking it from a top tier to a bottom tier army.  I was doing exactly what everyone on the Warhammer Forums were doing.  Bitching without actually playing.  You would know that the people on the forums are full of shit after playing a single game at a point level above 2000.  Wood Elves in 8th edition are absolutely bad ass.  My goal is to get as good with my Wood Elves as I am with my Eldar.
Today I played a Grand Army battle against Jeremy's Ogre Kingdoms - an army that got a huge boost in 8h edition.  Jeremy had decided to run a unit of 16 Ogre Bulls w/ a BSB and Tyrant.  That is 16 40mm monstrous infantry that are now a Horde.  That is an absolute beatstick unit.  I had roughly 2500 built but managed to squeeze out 3000 points after adding a Treeman, Branchwraith and 8 Archers to the army for 3k total.

We played 3000 points each - and the game went insanely fast.  I think we had just hit the 1 hour and 45 minute mark when Jeremy conceded at the top of turn 5.  I'll do a quick synopsis of the battle along with some pictures of the game.

Game Type: Dawn Attack - Scenerio 2 in the basic rule book.
Player who goes first deploys his entire army first - there are 3 sections of the board where he deploys.  Left corner, right corner and center.  You have to roll to see what unit is placed where.  This is to represent the early morning confusion of an attack at Dawn.
Terrain - 8 pieces (4 Mysterious Terrain were discovered during the game - teehee)
I got the winning role and deployed first.  Here are some pictures of the deployment.


After deploying Jeremy attempted to Steal the Initiative and failed.  I went first.  I moved up all my units and lead the offensive instead of staying in the backfield.  I moved all my units into an intelligent attack formation that essentially picked my opponents battles for him instead of vice versa.

The statue in the bottom left corner was a Mysterious Monument that gave MR2 to all units 6".











Turn 2 - Jeremy had moved his units up in the previous turn and so I moved my Treeman, Treekin and Wild Riders to 1" away in order to prevent Impact hits from his Ogres' charges and also to dig in and ensure that those units would be attacked.  The magic phase is where my army got the upper hand early in the game.  I was able to cast "Amber Spear" which boosted is a S10 bolt thrower magic missile that does D6 wounds.  I removed almost an entire rank from Jeremy's 18 man unit (That's 16 wounds and 15 Str 4 attacks).  The shooting phase was also really, really good.  I managed to knock out another 2 Ogres in his big unit and whittle down his supporting units as well.  The wood elf army is very, very fast and shooting isn't their only recourse as many would think.

The bottom of Turn 2 ended up with Jeremy charging my Dryads with his Slave Giant, my Treekin and Treeman with his Lead Belchers and his block of bulls and my Wild Riders being charged by his Iron Guts.

A grand melee ensued.
Results of Turn 2 combat:
Dryads - 13 hits, no wounds.
Giant - jump up and down result - 1 wound inflicted, 2 stomp attack wounds.
Result: - Dryads roll a 5 and stay in combat

Treekin - 6 wounds on his bulls.
Treeman - 5 wounds from Stand and Shoot Strangleroot attack, 5 wounds in close combat and 5 wounds from Thunder Stomp.
Lead Belchers and Ogre Bulls - they inflict 4 wounds and I remove a Treekin.
Ogres lose combat but they are stubborn and stick with it.

Wild Riders - 4 Wounds, 3 saves from Regen on Ogres.
Ogres - 4 Wounds, 5 ward saves made.
Result: Push

Turn 3 resulted in the further whittling down of the out of combat ogre blocks by shooting with a completely dispelled magic phase.  I had maneuvered my Great Eagles and Warhawk Riders to get flank charges where I could.
Bottom of turn 3 - Scraplauncher kills half a unit of Glade guard.
Combat - Meat Grinder with Treekin/Treeman and Ogres.  Ogres lose combat again but stick with it.
Wild Riders get further reduced down to 5 and stay in combat.
Dryads obliterate the Slave Giant.

Turn 4 - I charge the Scraplauncher with a Great Eagle - I win that combat by 1 and it runs off the table.
I charge the leadbelchers with the other eagle further adding to the already huge meatgrinder in the middle of the table.  Wild Riders get reduced down to 1 member after all of turn 4's combat.
Treeman finally falls and Treekin lose combat and run.
Glade Guard unit fails to stop a charge from Maneaters and flee after losing combat.
I turned into a DRAGON! RAWR!!!

Turn 5 - Jeremy conceded game at the top of turn 5.  He had removed 857 points worth of models and I had removed almost 2000 or so points.

End of the game photo.  As you can see the Wood Elves were in a good position to open fire with everything they had on his remaining Ogres not to mention the captain insano fire dragon that was their Spellweaver.








Reflections:  Wood elves have become the premiere hit and run army with incredible heavy infantry to support their archers.  I don't expect to win a lot but I do except to make every single opponent struggle to get a victory.  The wood elves have now become very durable and at 3k points they are pretty damn brutal.  The only real punch I'm missing from this list at 2.5k is the Treeman who for the first time ever didn't suck!  Treekin are meatgrinders, meatgrinders to the point where I kinda want to take 2 units of 6...
Anyway - the Game was a lot of fun.  Mainly because I won =) but also because it was my first really big game in 8th edition using the crazy terrain rules and everything.
This is a very, very well thought out edition and the rules have seriously streamlined the gameplay.  With the exception of looking up new rules and meandering over what terrain did what - the game went very fast.
I'm now beginning to fade - I need lunch but I wanted to present a "showcase" of the army I played today and you can expect more pictures as I get more games in and paint the models.

Thursday, June 24, 2010

The Great Hunt vs. The Brazen Legion

Tonight I took on Tom's Khorne/Tzeentch Warriors of Chaos army.  I got absolutely flattened.  It was awesome!  I instantly saw exactly what I should have done differently but by turn 3 there was no way I would have been able to recoup the amount of victory points I had lost.  Tom was awesome to play against.  He had a nicely painted army and really is one of the nicest guys to play against.  He decided to take on my Wood Elves since I have a predominantly ranged army with a lot of specialist archers that can negate his heavy army.  After 3 turns I was unfortunately not able to do much against him however.  I was able to take out 2 units of marauders, 1 unit of marauder horsemen, 1 unit of mounted chaos knights, a chaos spawn and 2 units of chaos hounds.  Tom managed to wipe out 2 units of glade guard, 3/4th a unit of waywatchers (by making me kill my own troops with one of his tzeentch spells!), my wild riders, wardancers, treekin and all my dryads.  It was a high casualty battle but in the end Tom was ahead of me in victory points 2 to 1. 
Jeremy and Larry also were playing Brettonia vs. Ogre Kingdoms and I believe their game also ended on turn 3 due to time constraints. 
Tonight was a very educational game, I need to learn to not line up my archers like a gun line because that really does them a severe disservice when it comes to maneuvering them on the field.  Once again I managed to also not use multiple unit assaults which proved to be the downfall of several of my units. 
As we approach 8th edition I am steadily seeing how I am going to have to change my army list slightly to be more maneuverable and much more efficient.  I foresee adding a Spellweaver and dropping the amount of melee units I have to 3 instead of 5.  I also see me taking less characters and more archers.  That however is a topic for another post =).

Here are the images of tonight's games.  Enjoy!

Thursday, May 20, 2010

The Great Hunt, War Host of Athel Loren vs. Jeremy's Ogre Kingdoms (2250) Part Two!

Tonight I squared off against Jeremy's Ogres once again.  The battle was 2250 and he ended up getting to go first.  I was trying out my new list and after seeing how it performed, I'm really pleased with it.  I had to finally admit to myself that my Wood Elves really do not belong in close combat unless there are 2-3 units of mine involved against the same enemy.  I was only able to take 1 photo since someone forgot to look at their battery... but anyway I'll post the image then explain the battle and list my new roster.

Jeremy confused me by setting up in a corner and forced me to split my firepower between his large knot of Ogres in the far corner and his Yetis and Giant in the other.  It was a sound deployment strategy since it forced me to focus a large amount of firepower into his Giant otherwise it would have wrecked havoc in my lines.  Having 20+ Ogres suddenly 12" away from you Turn 1 is rather nerve wracking.  Especially when it's not likely you will survive that combat.  Fortunately I was able to maneuver properly and drop his Giant and enough Ogres so that by Turn 6 he only had 2 Ogres left on the board.  It was a Massacre victory but I have a feeling that he won't be letting that happen again.  I have a game against another player Eric's army next Wednesday and this will be my first run in against the annoyingly tough Dwarves of Warhammer Fantasy.  Not to mention that Eric also runs with Slayers and some sort of solo Dwarf Heroes that are insanely good at just killing 10+ models a turn.  This will definitely be a challenge and one I look forward to!

As I mentioned earlier here is my new list and the one I believe I will be running with until 8th Edition comes out.





The Great Hunt, War Host of Athel Loren
2250 Warhammer Fantasy Wood Elf Army List

The Forest Stalkers of Athel Loren
Hero/General: Waywatcher Lord Sylvos Callandor the Huntsman, Ranger-general of Athel Loren
- Noble(75), Waywatcher Kindred(35), Rageth's Wildfire Blades(10), Hail of Doom Arrow(30): 150
Rare: 8 Waywatchers: 192
Rare: 7 Waywatchers: 168
Core: 10 Glade Guard: 120
Core: 10 Glade Guard: 120
Core: 10 Glade Guard: 120
Core: 6 Glade Guard Scouts: 102


The Wrath of Durthu 

Hero: Branchwraith Ce'Nedra, Handmaiden of Durthu 
- Branchwraith(65), Level 1 Wizard(50), A Cluster of Radiants(25): 140
Core: 8 Dryads: 96
Core: 8 Dryads: 96
Special:  3 Treekin: 195

The Outriders of Orion
Hero: Huntmaster Lloric Tanelsan, Lord of the Hunt
- Noble(75), Wild Rider Kindred(35), Great Stag(50), The Spear of Twilight(30): 190
Lord: Mist Walker Cyre Winterwolf, The Storm Warder of Athel Loren
- Highborn(145), Alter Kindred(35), Extra Hand Weapon(6), The Bow of Athel Loren(30), Arcane Bodkins(25), Briarsheath(15): 261
Special: 6 Wild Riders of Kurnous (158), Musician, Standard Bearer(18): 174
Special: 7 Wardancers: 126

Total: 2250

This list really puts emphasis on 3 things:
1. The strength of Wood Elf Archery - I've literally doubled the amount of shooting my army does from my old list.  Due to the fact that Wood Elves excel at archery, this is really a no brainer.
2. Speed and Mobility and Killing Blow - I have several fast melee units that can snake around my archers and defend them against incoming attackers and by using multiple units I can move my archers and create an even better killing zone. I also have 4 units with Killing Blow, 2 of which are at range.  This is a huge advantage, especially against armies that field heavily armored cavalry or foot soldiers.
3. Stronger theme for a Ranger lead army - Everyone who knows me knows that I love Rangers.  They are my favorite D&D class, especially the ..Wood Elf Ranger.  I wanted a Wood Elf army that had dual wielding, bow shooting, forest green cloak having rangers.  Now I have it.  I now have 2 units of Waywatchers that fit my desired type of unit to a T.  I also have my themed squads that work together perfectly.  Overall, I really am happy with how this list works and any modifications I do to it will only be made to further tailor it to the already existing theme.  Also, the army is not cheesy or has anything ridiculously broken in it.  The only questionable item is the Hail of Doom Arrow but even then, it's a one shot item.


I really feel Warhammer Fantasy has actually improved my tactical skills in Warhammer 40k.  I enjoy Warhammer Fantasy more than 40k currently because the Wood Elf army really appeals to me.  I enjoy the feel of how it works, I understand the limitations and strengths of the army.  It took me less time to get the feel of this army and how it works than it did with my Eldar army.  I owe that mainly to the fact that my Eldar were my first real experience with miniature war gaming and it was a true baptism by fire learning the best "feel" for that army.  I also learned quickly how to cheese the hell out of my lists and make the broken-not fun to play against your friends lists.  Knowing that I was able to finally settle into a theme and adapt a list to fit the way I like to play with my Eldar.  I also learned that an Assault Eldar army is generally not expected, not to mention one that utilizes Guardians as shock troops (lol?).  I had a really good anvil to be tempered against; Tau (insane amount of shooting), Chaos Space Marines (insane close combat), Imperial Guard (Jesus Christ could you not bring 13 tanks?) and lastly Dark Angels (god damn Space Marines have 3+ saves?).  Each of these types of armies really helped me figure out exactly what I wanted to do and also how I wanted to play.  It also takes good friends to be patient with you while you learn so that when you do finally rise up and crush them they can smile and say "good job" instead of "well...I don't really see a big problem with your list" when they crush you by turn 4.  Overall, I think knowing how to play both systems has really improved my wargaming skill and I can fully enjoy both systems now.       

I think this weekend, time permitting, I'm going to try to fight Jeremy's Chaos Space Marines and if able Sunday attack Shawn's insane Ork army.  The game against Jeremy will be 2k and will more than likely end up in a blood bath since Chaos Space Marines like it when you charge them in close combat.  The game against Shawn will also be interesting since his Orks really like to shoot you ... a LOT.  Dealing with Shawn's shooting Orks isn't the big problem, catching those Warbike riding bastards are! 

If I'm able to get those two games in this weekend, I will definitely post some pictures and battle reps.  

Saturday, April 17, 2010

The Great Hunt, War Host of Athel Loren vs. Jeremy's Ogre Kingdoms (2250)

Today I went up against Jeremy's extremely tough and durable Ogre Kingdoms army (which henceforth we will call the Raging Bulls).  The first two games I played against his Ogres ended up in Massacres where I was scrambling after turn 4 to just get away.  Today however I decided to try a different tactic and deployment which paid off.
If you are unfamiliar with the Ogre Kingdoms army allow me a moment to describe just how difficult they are to defeat.   The entire army starts out with a Toughness of 4, Unit Strength of 3 each and all of them have 3 wounds on their basic guys (sans Gnoblars but ...yeah).  In addition to being walking slabs of meat they also have a movement of 6.  To 40k players this is nothing big, since everyone moves 6" in 40k.  To Fantasy players this is problematic because the average movement rate is 4 in Fantasy.  Not to mention also when Ogres charge into combat they inflict Impact Hits which also count towards Combat Resolution.  So you end up having an army of multiple multi-wound models that move 6 (charge 12), that cause Fear, Impact Hits and have a good strength coming across the field at you.  Definitely a strong psychological impact on the opposing player. You can also throw in that Ogre magic is very frustrating since it takes an absolute truckload of Dispel dice to counteract their multiple casting.  So, it's safe to say they are not a powderpuff army that folds easily.  Jeremy's list was also very tough and well put together.  Man-eaters, Bulls, Iron-guts, Butchers, and Lead Beltchers peppered the field.

When you compare this list to the Wood Elves, you now have what I like to call polar opposites.  The entire Wood Elf army is Toughness 3, Movement 5, and for the most part Strength 3.  My army is primarily an archery army that fills it's ranks with Treekin, Dryads and Fast Calvary.  My entire list is built around my Waywatchers.  When I decided to jump into Fantasy I read the Wood Elf army book and fell in love with the concept of Waywatchers.  The nerdy roleplayer in me came screaming to the forefront and demanded I make an army that was filled with elves shooting bows and angry tree-people rending and tearing.  So... here is my 2250 list for Fantasy.

The Great Hunt, War Host of Athel Loren
2250 Wood Elf Fantasy Army List

The Forest Stalkers of Athel Loren -
Lord: Waywatcher Lord Sylvos Callandor the Huntsman, Ranger-general of Athel Loren
* Highborn, Waywatcher Kindred, Extra hand weapon, The Bow of Athel Loren, Arcane Bodkins
- 256
Rare: 10 Waywatchers - 240
Core: 10 Glade Guard - 120
Core: 10 Glade Guard - 120
Core: 7 Glade Guard Scouts, Musician -125 (may be swapped out for 5 Glade Riders at some point)

The Wrath of Durthu
Hero: Branchwraith Ce'Nedra, Handmaiden of Durthu
* Branchwraith, Level 1 Wizard, A Cluster of Radiants
- 140
Core: 8 Dryads, Branch Nymph - 108
Core: 8 Dryads - 96
Special: 3 Treekin - 195
Rare: Treeman Dornatha the Verdant Rage - (just a treeman) - 285

The Outriders of Orion
Hero: Huntmaster Lloric Tanelsan, Lord of the Hunt
* Noble, Wild Rider Kindred, Great Stag, Hail of Doom Arrow
Special: 6 Wild Riders of Kurnous, Musician, Standard Bearer - 174
Special: 10 Wardancers, Musician, Bladesinger - 201

Total: 2250


This is the playing field we set up for the match.

Deployment of our forces - note the line of archers on the Wood Elf side with everything behind them.  This is important later!










Beginning of the game, Jeremy went first and marched his entire army forward.  I looked on with a stoic expression on my face.  I will attempt to make this a brief description since most of our turns involved me shooting and shooting and shooting and shooting until he hit my line.

Once Jeremy's Ogres declared their charges against the line of Scouts and Glade Guard I had in front of my melee troops, I decided to flee instead of standing and shooting which caused him to fail his charges.  Also, keep in mind that my units behind my archers are Immune to Psychology so they do not panic when a friendly unit flees through them.  This tactic I like to call the Archer Screen worked out very well.   Jeremy did an excellent job however of making sure he was close enough to hit one of my squads of Druids set to receive his charge.

This was the scene at the top of Turn 6, I ended up charging with my Wild Riders and killing his unit of Ironguts as well as obliterating his Standard Bearer.  I could not for the life of me finish off his General that had only 1 wound left.  He made 9 Ward Saves after my Waywatchers and General unloaded on him and still managed to hold out til the game ended.  Dead General DENIED!





In the end I managed to actually pull out a Victory because I ended up having 1060 points left on the board at the end of the game to his 528.  I would like to point out that this General of Jeremy's and it's unit took out my Treeman, 3 Treekin, 8 Dryads and a unit of Glade Guard (that's 696 points btw). 

Jeremy calls his General by some name but I call him DeNiro, the Raging Bull!




In the end I had a great time, and being able to finally beat Jeremy's Ogres instills me with confidence that my Wood Elves don't totally suck!
Wood Elf Archer Screen tactic - success!
Waywatcher Lord Sylvos Callandor the Huntsman, Ranger-general of Athel Loren











Branchwraith Ce'Nedra, Handmaiden of Durthu











Huntmaster Lloric Tanelsan, Lord of the Hunt
(who will probably be repainted soon)










Treeman Dornatha the Verdant Rage
(nothing really special about him, I just like the model)











Hope you enjoyed reading my wall of self-indulgent text!  More updates to come!