So we played the Ogre/Ogre army. We lost. A bit of a disaster really.
Ogre army consisted of 2 units of Mournfangs (6 and 5 respectively) 2 Iron Blasters a unit of 5 Iron guts and a unit of 6 Ogre Bulls, a Fire Belly and a Butcher.
The ogre army took a Gnobler Brewhouse which they placed in the centre of the board clearly planning to use it to make a stubborn mounfang line. To counter this we placed the Khemrian quicksand right next to it. This worked well as it split up their deployment massively.
We had previously done some mathshammer and reckoned that a charging unit of Knights of the Realm should lose a good 3 or 4 knights to the mounfangs but should in return kill one and win through static CR.
Hence the respective deployments.
Ogres line consisted of Mournfang, Iron Blaster, Bulls, Iron Guts, Iron Blaster, Butcher and Mournfangs.
Our line consisted of Yeomen, Phoenix Guard, Grail Knights, White Lions, Spearmen and Knights of the Realm.
I won’t go into the details too much because they are largely just details. Needless to say the Ogres soften us up wth magic and shooting (nothing horrific but bad enough) . Mournfangs charged the Pheonix Guard and routed them despite the PG being stubborn due to being within 6’’ of the brewhouse, the Grail knights ended up being routed by the Iron guts despite Ld 9 test and the spearmen routed after failing a steadfast check of Ld8. These dice rolls came inbetween the Kngihts of the Realm failing a charge on the mournfangs and being routed by the counter charge.
So dice were not kind to us.
However we also majorly ballsed up our deployment. We were way too focused on charging the far mournfang unit. We should have piled down the left flank.
Basically I think we are too inflexible in our mindset and we need to really know where our pressure point is that we are going to destroy as we did in our first two games.
Only good point was the White Lions kicked ass by killing an iron blaster and holding off an Iron Gut unit for a turn very nearly killing the Fire Belly.