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The battle that we fought was a pitched battle. The sides were 1500 of Ogres (me) and 1500 of Tomb Kings against 1500 of Bretonnians and 1500 of Lizardmen.
Bruiser (in Ironguts 1)
Butcher (in Ironguts 2)
5x Ironguts 1
5x Ironguts 2
Tomb Prince (with Tomb Guard)
20x Skeleton Archers
20x Skeleton Archers
20x Tomb Guard
1x Screaming Skull Catapult
1x Paladin (with Knights Errant 2)
9x Knights of the Realm
9x Knights Errant 1
8x Knights Errant 2
Grail Reliquarie + 9x Battle Pilgrims
3x Pegasus Knights
3x Pegasus Knights
1x Skink Priest
1x Saurus Hero (with Saurus 1)
1x Saurus Hero (with Saurus 2)
19x Saurus 1
19x Saurus 2
3x Salamander + 8 Skinks
2 large forests on left flank, one on their side, one on ours. Building in the middle right, but slightly closer to them. Small forest on left in our half, hill at the back left in their half.
On the left my Maneaters are furtherst, then the bulls next to them, just in the forest. Then the two units of Guts are between the forest and the building, and then the Tomb Guard. Behind them are the archers (with the Heirophant), and behind them is the catapult, with the Scorpion watching it. In the middle is my scraplauncher, behind the building. Then the Ushabti, my two squads of Gnoblars, and behind them are the other archers (nearby is the Liche Priest).
On their side (from our perspective), there are some Kroxigor and skinks on the very left. Behind them is Pegasus 1. Then there are Saurus 1, Knights of the Realm, Salamanders (with priest), Knights Errant 1. Then on the other side of the building are Sarurs 2, Knight Errant 2, Skinks, and behind them is Pegasus 2.
Turn 1 (us):
Rolls: 1 squad of Gnoblar failed their bicker test.
Movement: I moved everything forward 6”. Tomb Guard on our left flank moved up 4”. Ushbati move up 4”.
Magic: Tomb Kings move Ushabti and Tomb Kings up. Tomb Kings face diagonally left, with their flank protected by the building. Ushbait face diagonally right, with their flank also protects by the other side of the building. The Catapult Shoots. It hits the right squad of Saurus 2, killing 2. My bangstick shoots ineffectually.
Shooting: The Screaming Skull shoots again, but deviates. My scraplauncher fires and hits 14 saurus in the same squad, killing 5. The archers can see nothing. Their aim is to stop anything flanking us without being shot.
Turn 1 (them):
Movement: Knowing they can’t stay away, they move up closer. The Knights Errant 1 move into charge range, but out of mine. Everything else moves slightly forward. Knights Errant 2 are in range of my charge. Pegasus 1 moves to the far side of the forest on my right, just in LoS. Pegasus 2 move down the other side.
Turn 2 (us):
Rolls: Gnoblar are happy.
Movement: I move my Butcher out of the squad and face the Pegasus Knights. I move the Bulls out to protect the flank of my Butcher. Everything else stays where it is.
Magic: The butcher did one wound to a Pegasus Knight with a Bangstick. The Ushabti are moved into combat with Knights Errant 2.
Shooting: Screaming Skull hits Knights Errant 1, killing 1. Scraplauncher Shoots Knights Errant 1, killing 2.
Combat: The Knights manage to kill one Ushabti, who kill none in return. His Saurus Hero kills one of my Bulls, but they stay.
Turn 2 (them):
Movement: Knight Errant 1 charge my Guts with the Bruiser. They flee 2 inches, and are safe. The charge fails (he was totally not expecting that). His Saurus Hero 1 leaves his unit and charges my butcher. His Pegasus Knights both fly behind our line. The Lizardmen move slowly up.
Combat: His Sarus Lord with a GW slaughters my poor butcher. No wounds are done between the Ushabti and knights, so the Ushabti lose a wound.
Turn 3 (us):
Rolls: My gnoblars which would have supported the Ushabti bicker. My Ironguts rally and turn around.
Movement: My Maneaters move out. The Scorpion moves to block LoS to the catapult. My Ironguts sans Butcher charge his Grail Reliquaries. The Tomb Kings charge the Knight Errant 1.
Magic: None of note.
Shooting: His catapult shoots Sarurs 2, killing 1. My Scralauncher shoots Saurus 2, killing 4.
Combat: Leadership tests are passed all round. My bulls crush his Sarurs Hero. The Tomb Kings flank charge his Knights Errant 1 and kill 3. They cannot hit back, lose combat, and flee. The Tomb Guard pursue 4”, but do not catch them, but overrun into the Saurus. The Ironguts smash 6 of his Battle Pilgrims. Though he was laughing I charged a stubborn unit with my Ironguts, I reminded him that I win combat with Fear, and auto-break him. I chase him down 7”, smack into his fleeing Errant Knights, who then flee again off the table. My Ironguts are then behind his line, so neither the Kroxigor nor the Saurus, nor the Knights of the Realm can charge them. The Ushabti again lose combat, and are then down to 1 left.
Turn 3 (them):
Movement: They charge their Knights of the Realm into the Tomb Guard. The Pegasus Knights jump the Scorpion (who didn’t block LoS) and smash into the catapult. The Pegasus Knights 2 jump behind our lines ominously.
Combat: He destroys the Catapult. The Tomb Guard lose combat, and are down to 13.
Turn 4 (us):
Rolls: My Gnoblars who would support the Ushbati bicker again. The other squad can’t get through.
Movement: I turn the Ironguts to face the Kroxigor. The other Ironguts move towards Saurus 1.
Shooting: My scraplauncher fires at Saurus 2, killing 7 (oh yeah!), and the Hero flees for no good reason (being the only one left, but he’s still cold blooded).
Combat: The Ushabti are killed. The Tomb Guard are reduced to 7.
Turn 4 (them):
Movement: Nothing much of theirs can move, the Kroxigor charge my Ironguts, who stay. The Pegasus Knights charge the archers, as the other Pegasus Knights charge the other squad of archers. Knights Errant 2 charge my Gnoblars.
Combat: The Pegasus Knights kill 3 Skeletons, and 3 more die on the left. On the right the Skeletons win combat (due to ranks) but the Pegasus Knights don’t flee. The Kroxigor deal two wounds to my mighty Ironguts, who then deal no wounds in return. The Gnoblars hold for a turn by rolling snakeyes.
Turn 5 (us):
Rolls: All good.
Movement: I charge my Ironguts into his Knights of the Realm. The Bulls flank charge the Kroxigor. His Heirophant flies the hell out of there.
Magic: The Scorpion is moved into combat with the left Pegasus Knights. The Tomb Guard regenerate to 11.
Shooting: My scraplauncher killed 5 skinks and dealt a wound to 2 salamanders.
Combat: The Bulls and Ironguts rip the Kroxigor apart. My Ironguts charge into the Knights Errant, who panic and flee, they then redirect into the Saurus, who are smashed to pieces. My poor Gnoblar lose the fight against the Knights. Their fellow Gnoblar flee, but my scraplauncher stays as is.
Turn 5 (them):
Movement: Not being able to see anything the Knights Errant 2 charge the skeleton archers. The Salamanders charge my Ironguts.
Combat: The Skeletons are both destroyed, as is the Scorpion. My Ironguts take no wounds from the Salamanders, and kill all the Salamanders in return.
The game was called there.
We had lost for VP:
(How’s that for Ogre Losses, barely 250 points).
They had lost:
20x Saurus + Hero
20x Saurus + Hero
9x Knights Errant
9x Knights of the Realm
With that we won by about 700VP. I had over 1200 points left, my ally had all of his characters (which is where the points are in TK). The only VPs on the enemy side of note were the Paladin and Knights Errant and the Pegasus Knights. We killed everything else.
I really enjoyed this game. I thought the speed of the Bretonnians coupled with the sheer brute force of Lizardmen infantry would have been the death of me. What saved me, I think, was my fleeing with the Ironguts. It set up that flank perfectly. And they didn’t flee too far, meaning they could save the Tomb Guard, who were just there to slow it down.
If my Gnoblar had not bickered twice, or had got out of the way, that other flank would have fallen easily, as my ranks would have beaten his Knights, particularly with the Ushabti there. Pegasus Knights are as nasty as always, and I was very fearful of them as I usually am.
What really shined for me is the sheer killing power of Ironguts. I love these guys. They are just head and shoulders over Bulls. They managed to completely dominate the flank they were on. I was very sorry to see my Maneaters not get into combat. I should have put them on the other flank, where they would have ripped everything to shreds, as there was less terrain.
Although it was my units that did most of the killing, I have to give full props to my Tomb King ally. It was his troops ability to slow everything down and set me up for charges that saved me. No Ogre unit can hold up a unit of Knights or Saurus for that long. I think that the synergy between our two armies was done better than with our opponents. For us, the TK held up expensive knights and shot, while I charged in with my heavy hitters. Whereas, the Bretonnian player charged ahead, while the Lizardmen player was stuck behind. A Bretonnian charge will either win incredibly well or fail miserably, either way what was left for the Lizarmen to do? They're either useless because the enemy is already destroyed, or they'll be helping out their ally a turn later that what should be necessary. Also, the lance formation really worked to a disadvantage on the right flank. Even though that flank was eventually broken by the Knights, the Saurus could not maneuver to help them kill the Ushabti.
But the most surprising thing I saw was that the Scraplauncher always out-performed the Screaming Skull. I imagine that against armies without 3D6, take away the highest, on Leadership it would have done much better. But I never could have imagined how brutal it was against Saurus. My experience with it was always against Bretonnians, where it was saved most of the time. But it just tore those Saurus to shreds. I think I’ve joined the crowd that will now always take a Scrappie no matter the points of the game. One more turn and my scrappie would have flank charged the Knights Errant, and that would have really sealed the game for us.
Hope you enjoyed the report.
Last edited by Tones; January 4th, 2006 at 04:32.
Beasts of Chaos (4000)
Chaos Marines (3000)
I look forward to your next one.
Terrific report. Keep them coming!
Nice battle and interesting roosters : ) Congratulations!
By the way, the Bret player was not allowed to take two units of pegasus knights!
Well done. Sometimes Ogres can do extremely well in battle, due to their daunting size, and especially in allied matches as the Tomb King were a much more tempting target than the toughies!
Scraplaunchers are great, check out the halfling one in White Dwarf Febrauary Issue!
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