2250: Warriors of Chaos v. Orcs - Part II
Posted November 26th, 2008 at 17:13 by Pinkus
The battlefield was pretty straight forward. We had 2 big hills near the middle of the map with some impassable terrain to one side and a big forest in 1 deployment zone.
You don't want to know how long this took, but needless to say it will be the only map I show. Just wanted to get you an idea of the setup.

Orcs are on top. From left to right:
We got 2 chariots in front of his black orcs. Next to them are his big'uns unit with the lvl 2 shaman. Next to them are his trolls, then spearmen with his general. Then we got some boar boys with the level 4 shaman. Finally we got his small extra choppa group and giant.
On my side of the board starting on the left:
Knights, warshrine, marauders, chosen with 1 mage, chosen with mage and lord, marauders, warshrine, warhounds, marauder horsemen.
The god's were very favourable to my chosen this game. My frenzied unit got +1 attack. Tzeentch really wanted to make a chainsaw unit. My basic guy now has 4 attacks and my champion has 5. There's just something wrong about that.
To make it even better, Slaneesh bestowed on my other chosen a 4+ wardsave and made them stubborn.
This was the beginning of above average rolling for me and bad rolling for him(we already labeled his ability to roll, "The George Flop." You'll se some examples of the George Flop Later)
Turn 1:
Orcs:
Noone surges ahead, but his general's unit squabbles and the big black orc has to kill 4 of his unit to keep their heads straight. Already looking good for me.
His chariots and giant move to the base of their respected hills. Everyone else moves up alittle bit. He has 8 casting dice and the 'itty ring to my 4 dispel dice. This was the phase I feared the most. Somehow I got away from this phase completely unharmed. I stopped his ring and his first cast of 'eadbutt. He did 2 wounds to my warhounds, but on their rerolled panic check, they rolled a 4. Then he threw 4 dice at a spell that I scrolled and that was that.
With no shooting from either side, this should be a fast game.
Warriors:
Warhounds moved up to force his shaman to charge them. My M.Horsemen moved in behind them. My knights moved to circle around the left side of the hill and everyone else moved up 2"s.
My magic saw me putting 1 wound on his general and regen on one of my units. Nothing major, but that's half points already on his general.
Warhshrine did nothing special. Gave +1 armor to my knights and rolled a 7 for the other.
Turn 2:
Orcs:
WAAAAAAAAAAAAGH!!!!!!!!!
His black orcs move up until they bump his chariots his far right extra choppa group don't surge and his boar boyz squabbled and rolled a 6 for wounds done, killing the entire unit and putting 1 wound on his lvl4 shaman. This is the first George Flop of the night. All his other units surge forward a little.
His great shaman has to charge my warhounds, who flee, but he was able to redirect into my horsemen. I probably should have fled them too, but they chose to stay and shoot.
His chariots move on the hill, his giant goes over the hill to challenge my flank, everyone else moves up just a bit to about the halfway mark across the board.
I dispel his itty ring again with 1 die. He gets of gork's warpath on a marauder unit killing 4, but it doesn't continue past that unit. He casts on his great shaman the reroll misses spell and I let it go through. Besides that, nothing else died that I can remember. My strategy of using my dice to stop his sniper spells and letting his unit based damage spells go through if I had to seems to be working.
My shooting put 1 more wound on his great shaman, but his stupid weapon forced 2 leadership checks, which I failed 1 and he wounded 2 others. No attack backs and I flee, but get out of his pursuit. That's fine by me. His level 4 shaman is now almost in the corner of the board.
Warriors:
My far left warshrine charges into his right most chariot hoping to break it and cause it to run through his black orcs. My knights reform to face towards the center of the board. If any of his chariots are near that hill or fighting my marauders next turn, they're in position to flnk/rear charge them. Everyone else moved up 2"s except my far right marauders reform to get a better angle against the giant and great shaman and my warshrine moves to cover the flank of those marauders.
M.Horsemen rally and make it so his shaman has to charge them again. I messed up here, I faced them toward the corner and not the nearest table edge. Meaning when he charges he'll still be on the table and not off the table. The George Flop helped me out with that though. Warhounds flee off the table.
I put a wound on his level 2 shaman with magic and regen on a chosen that might get charged by his trolls.
My warshrine in combat rolls a 7 to buff himself, so he gets nothing and my other one puts MR3 on my regen chosen. Pretty bad rolls so far, but they'll make up for it later.
My warshrine puts 2 wounds on the chariot and received none in return. Let me tell you. Toughness 6 and 4+ wardsave makes these guys beastly. Unfortunetely he rolled a 3 to hold. Bad news for the warshrine, because next turn his other chariot can flank charge him.
Turn 3:
Orcs:
No one squables or surges.
His chariot flank charges my warshrine. His Great shaman charges my M.Horsemen who flee off the board, but his shaman barely stays on the board
His General's unit and the unit to the right crisscross to get his general out of my sniping mage's line of sight. This leaves me next turn with the option of charging his general with a crappy marauder unit and if I don't break getting flanks by his giant, or to reform and get double charged.
His black orcs sidestep to try and get out of a fleeing chariots way. We both think at this point his chariot won't be fleeing, but can't be too careful.
This is where the George Flop helped out my magic defense. I dispel both his 'eadbutts, but I let a fist of gork hit my left most marauders. He actually rolled insanely good here for once and killed 10 of the 16. However, his great shaman goes to cast gork's warpath and miscasts! I've been waiting all game for him to do that since my general can alter a miscast by D3. I rolled a 5, meaning I can alter his miscast roll up to 3. The end result was an 8, which puts 1 wound no save on his great shaman, killing him.
Combat saw his chariot doing 2 impact wounds and no one else did any wounds. He outnumbers, so I lose by 3 and rolled a 6. Since I was in my general's range I hold!
Warriors:
My knights charge the rear of his chariot, the rest of my army moves to better receive his charges. My far right marauders move back so if he overruns with his giant, it won't be into the rear of my chosen. My lord jumped to the left chosen unit.
I magiced his last shaman to death and put regen on my chosen that were right in front of his trolls. I then rolled a 5 with 3 dice for my last spell.
Can't remember what I did with my warshrines. Maybe +1 attack on my left chosen. My right warshrine was out of range from everything but himself, so whatever he did to himself didn't help anyone.
My knights did 5 wounds to his chariot killing it and his other chariots broke from combat, ran through his blackorcs and killed 5 of them; next turn they fail to rally and are off the board. I held with my shrine and pursued with my knights.
Turn 4:
Orcs
His general's unit and giant charge my right marauders. His trolls charge my right chosen.
He no longer has a magic phase.
He murdered my marauders, but I killed 2 in return somehow and broke. He caught me with his general, but his giant held. That's fine. 100 point unit with no banner got his general's unit out of the game for the rest of the game. If my chosen don't break his trolls, his giant will get a nasty rear charge on them next turn.
He debate's vomitting or just straight up attacking. I think the odd's both ways comes down to 2-3 wounds. He should have thrown some at my mage, but I think at this point he wanted to end it, so he wasn't making the best decisions. 15 attacks, maybe 5 hit and 3 wound and I save 1 with my armor and 1 with my regen taking 1 wound. That leaves 2 attacks from my sorcerer, 5 from my champion and 12 from the unit. Just nasty! I ended up doing 6 wounds. And he George Flopped his regen rolls and save ZERO! He breaks and I pursue, catching him, into his right orc unit.
Warriors:
Knights charge his black orcs and flop their attacks killed only 2 and losing 1 in return. Don't know how that happened, but he broke and I chased him down. My left chosen charged his biguns. My warshrine gave them terror and in 2 rounds of combat finally autobroke them. My Lord beat his champion rolling an 8 that I modified into a 9, giving him 10 leadership now.
My right chosen turned on their chainsaw, 2 attacks from ym sorcerer, 16 from the unit and 5 from the champion. It was a bloody massacre. They broke and I chased them down.
All this left was his giant, that I avoided and his general's unit that came back on the board after surging off the table on his last turn. His general ran out of the unit into the trees, but my turn 6 magic was able to half the unit with the nurgle stonethrower spell.
The game ended with him having full points for his giant, half points on his general and half points on his spearmen.
I took 2 quarters and 3 banners. Lost my M.horsemen, 1 marauder unit and half the other marauders. Somewhere in their he headbutted my lord, but for only 1 wound, so no points.
We didn't count up the points, but with him having only 340 some points left and I losing only about 250. It's safe to say I beat him by about 2100 points.
I think I'll swap around my marauder units. They really are too small and weak to do anything good.
You don't want to know how long this took, but needless to say it will be the only map I show. Just wanted to get you an idea of the setup.

Orcs are on top. From left to right:
We got 2 chariots in front of his black orcs. Next to them are his big'uns unit with the lvl 2 shaman. Next to them are his trolls, then spearmen with his general. Then we got some boar boys with the level 4 shaman. Finally we got his small extra choppa group and giant.
On my side of the board starting on the left:
Knights, warshrine, marauders, chosen with 1 mage, chosen with mage and lord, marauders, warshrine, warhounds, marauder horsemen.
The god's were very favourable to my chosen this game. My frenzied unit got +1 attack. Tzeentch really wanted to make a chainsaw unit. My basic guy now has 4 attacks and my champion has 5. There's just something wrong about that.
To make it even better, Slaneesh bestowed on my other chosen a 4+ wardsave and made them stubborn.
This was the beginning of above average rolling for me and bad rolling for him(we already labeled his ability to roll, "The George Flop." You'll se some examples of the George Flop Later)
Turn 1:
Orcs:
Noone surges ahead, but his general's unit squabbles and the big black orc has to kill 4 of his unit to keep their heads straight. Already looking good for me.
His chariots and giant move to the base of their respected hills. Everyone else moves up alittle bit. He has 8 casting dice and the 'itty ring to my 4 dispel dice. This was the phase I feared the most. Somehow I got away from this phase completely unharmed. I stopped his ring and his first cast of 'eadbutt. He did 2 wounds to my warhounds, but on their rerolled panic check, they rolled a 4. Then he threw 4 dice at a spell that I scrolled and that was that.
With no shooting from either side, this should be a fast game.
Warriors:
Warhounds moved up to force his shaman to charge them. My M.Horsemen moved in behind them. My knights moved to circle around the left side of the hill and everyone else moved up 2"s.
My magic saw me putting 1 wound on his general and regen on one of my units. Nothing major, but that's half points already on his general.
Warhshrine did nothing special. Gave +1 armor to my knights and rolled a 7 for the other.
Turn 2:
Orcs:
WAAAAAAAAAAAAGH!!!!!!!!!
His black orcs move up until they bump his chariots his far right extra choppa group don't surge and his boar boyz squabbled and rolled a 6 for wounds done, killing the entire unit and putting 1 wound on his lvl4 shaman. This is the first George Flop of the night. All his other units surge forward a little.
His great shaman has to charge my warhounds, who flee, but he was able to redirect into my horsemen. I probably should have fled them too, but they chose to stay and shoot.
His chariots move on the hill, his giant goes over the hill to challenge my flank, everyone else moves up just a bit to about the halfway mark across the board.
I dispel his itty ring again with 1 die. He gets of gork's warpath on a marauder unit killing 4, but it doesn't continue past that unit. He casts on his great shaman the reroll misses spell and I let it go through. Besides that, nothing else died that I can remember. My strategy of using my dice to stop his sniper spells and letting his unit based damage spells go through if I had to seems to be working.
My shooting put 1 more wound on his great shaman, but his stupid weapon forced 2 leadership checks, which I failed 1 and he wounded 2 others. No attack backs and I flee, but get out of his pursuit. That's fine by me. His level 4 shaman is now almost in the corner of the board.
Warriors:
My far left warshrine charges into his right most chariot hoping to break it and cause it to run through his black orcs. My knights reform to face towards the center of the board. If any of his chariots are near that hill or fighting my marauders next turn, they're in position to flnk/rear charge them. Everyone else moved up 2"s except my far right marauders reform to get a better angle against the giant and great shaman and my warshrine moves to cover the flank of those marauders.
M.Horsemen rally and make it so his shaman has to charge them again. I messed up here, I faced them toward the corner and not the nearest table edge. Meaning when he charges he'll still be on the table and not off the table. The George Flop helped me out with that though. Warhounds flee off the table.
I put a wound on his level 2 shaman with magic and regen on a chosen that might get charged by his trolls.
My warshrine in combat rolls a 7 to buff himself, so he gets nothing and my other one puts MR3 on my regen chosen. Pretty bad rolls so far, but they'll make up for it later.
My warshrine puts 2 wounds on the chariot and received none in return. Let me tell you. Toughness 6 and 4+ wardsave makes these guys beastly. Unfortunetely he rolled a 3 to hold. Bad news for the warshrine, because next turn his other chariot can flank charge him.
Turn 3:
Orcs:
No one squables or surges.
His chariot flank charges my warshrine. His Great shaman charges my M.Horsemen who flee off the board, but his shaman barely stays on the board

His General's unit and the unit to the right crisscross to get his general out of my sniping mage's line of sight. This leaves me next turn with the option of charging his general with a crappy marauder unit and if I don't break getting flanks by his giant, or to reform and get double charged.
His black orcs sidestep to try and get out of a fleeing chariots way. We both think at this point his chariot won't be fleeing, but can't be too careful.
This is where the George Flop helped out my magic defense. I dispel both his 'eadbutts, but I let a fist of gork hit my left most marauders. He actually rolled insanely good here for once and killed 10 of the 16. However, his great shaman goes to cast gork's warpath and miscasts! I've been waiting all game for him to do that since my general can alter a miscast by D3. I rolled a 5, meaning I can alter his miscast roll up to 3. The end result was an 8, which puts 1 wound no save on his great shaman, killing him.
Combat saw his chariot doing 2 impact wounds and no one else did any wounds. He outnumbers, so I lose by 3 and rolled a 6. Since I was in my general's range I hold!
Warriors:
My knights charge the rear of his chariot, the rest of my army moves to better receive his charges. My far right marauders move back so if he overruns with his giant, it won't be into the rear of my chosen. My lord jumped to the left chosen unit.
I magiced his last shaman to death and put regen on my chosen that were right in front of his trolls. I then rolled a 5 with 3 dice for my last spell.
Can't remember what I did with my warshrines. Maybe +1 attack on my left chosen. My right warshrine was out of range from everything but himself, so whatever he did to himself didn't help anyone.
My knights did 5 wounds to his chariot killing it and his other chariots broke from combat, ran through his blackorcs and killed 5 of them; next turn they fail to rally and are off the board. I held with my shrine and pursued with my knights.
Turn 4:
Orcs
His general's unit and giant charge my right marauders. His trolls charge my right chosen.
He no longer has a magic phase.
He murdered my marauders, but I killed 2 in return somehow and broke. He caught me with his general, but his giant held. That's fine. 100 point unit with no banner got his general's unit out of the game for the rest of the game. If my chosen don't break his trolls, his giant will get a nasty rear charge on them next turn.
He debate's vomitting or just straight up attacking. I think the odd's both ways comes down to 2-3 wounds. He should have thrown some at my mage, but I think at this point he wanted to end it, so he wasn't making the best decisions. 15 attacks, maybe 5 hit and 3 wound and I save 1 with my armor and 1 with my regen taking 1 wound. That leaves 2 attacks from my sorcerer, 5 from my champion and 12 from the unit. Just nasty! I ended up doing 6 wounds. And he George Flopped his regen rolls and save ZERO! He breaks and I pursue, catching him, into his right orc unit.
Warriors:
Knights charge his black orcs and flop their attacks killed only 2 and losing 1 in return. Don't know how that happened, but he broke and I chased him down. My left chosen charged his biguns. My warshrine gave them terror and in 2 rounds of combat finally autobroke them. My Lord beat his champion rolling an 8 that I modified into a 9, giving him 10 leadership now.
My right chosen turned on their chainsaw, 2 attacks from ym sorcerer, 16 from the unit and 5 from the champion. It was a bloody massacre. They broke and I chased them down.
All this left was his giant, that I avoided and his general's unit that came back on the board after surging off the table on his last turn. His general ran out of the unit into the trees, but my turn 6 magic was able to half the unit with the nurgle stonethrower spell.
The game ended with him having full points for his giant, half points on his general and half points on his spearmen.
I took 2 quarters and 3 banners. Lost my M.horsemen, 1 marauder unit and half the other marauders. Somewhere in their he headbutted my lord, but for only 1 wound, so no points.
We didn't count up the points, but with him having only 340 some points left and I losing only about 250. It's safe to say I beat him by about 2100 points.
I think I'll swap around my marauder units. They really are too small and weak to do anything good.
Total Comments 4
Comments
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Posted November 26th, 2008 at 20:49 by Pinkus
Updated November 26th, 2008 at 20:52 by Pinkus -
Posted November 26th, 2008 at 20:49 by Pinkus
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Were you playing such that the Gifts from the Shrine were "permanant"...staying on earlier units when you rolled for subsequent units?Posted November 28th, 2008 at 08:23 by Malagant
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Posted December 1st, 2008 at 18:37 by Pinkus
Updated December 1st, 2008 at 18:40 by Pinkus
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