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

Saturday, May 5, 2012

Final Results And A Bummer

Well, I went 2&1 in the tournament, and despite having the only fully painted and based army and playing friendly to a fault, I ended up with no placing of any kind, which is bummer number one. I'm a bit miffed about the whole painted army thing, but oh, well. Life goes on.

The real bummer last night is that my Friendly Not So Local Games Workshop is shutting down. The store is getting packed up and moved down the street about a quarter mile. That in itself wouldn't be so bad, but the store is becoming a one man store. A shame that, as my orders from now on will be placed on the internet, and my games will be played at home or in friends' basements. Game Parlor is out, as games happen on days I have to work. I'm just so glad I just spent hundreds of dollars on an army I was supposed to use to get out of the house and game with.

Time to start pimping Infinity I suppose. It's nice to have a game where you can spend about $100 and never have to buy another miniature. It's not nice to not have a player base. Now if I can get people's scheduled to synch up...

Any way, fare thee well GW Springfield, I barely knew ye.

Friday, May 4, 2012

Final Game Report

Well, as I lost my second game (from not paying attention to the objective) I totally forgot to snap some photos. On the upside I managed to win my last game. Now I'm waiting for the tournament results.

Tournament Report: Game One

My first game ended in an accidental win after my opponent (fielding an all cavalry Empire army) accidentally made an illegal assassination of my Butcher. He then proceeded to get smooshed by my Ironguts in short order. My Gutstar performed admirably so far, here's hoping they're the avalanche of destruction they're touted to be.

Pre-Game Update: Thunderstorms

Dark photo is dark.
Well, the weather has turned here in Northern Virginia. A thunderstorm is passing through the area, and with that comes rain. Rain is not good for paper, cardboard, and flock, so I have to find an alternate mode of transportation. This is where my pistol case comes in. I emptied it of Uncharted Seas minis and removed the bottom layer of foam. This allowed for the placement of books, templates, and my movement tray. Then I added the middle layer of foam, placed the models, and closed the case...

Perfect fit! I may now have a way to store most of my ogres (the Mournfangs may be asking a bit much) and carry them safely to and from GW.

Victory over nasty weather conditions!

Ready For Action

Well, I've got my stuff all together for the tourney today. I've been spending all night reading and re-reading the Warhammer rulebook as well as the Ogre Kingdoms book and all of the FAQs. I'll try to have some "live" updated from the tournament tomorrow, complete with pictures. We'll see how placing all of your eggs in one big bad basket pans out. For now, here are my mighty warriors all boxed up and ready to go.

Thursday, May 3, 2012

Bringin' The Cheese, If You Please


After much pondering, a few consultations, and more than a little time spent on Army Builder, I have come to the following conclusion: Ogres are where it's at. After rooting through my box of unassembled models, I came across two more Kroothounds and a pair of cavalry bases. Thus began my decescent into cheesedom.

I began rolling dice to see what damage could be inflicted by my Ironguts if they were maxed out (two Sabretusks , a Butcher, and a maxed-out unit of Ironguts), and I must say, it's quite impressive. Assuming the 'Guts don't take too much of of a pounding on their way in (and they probably will...) I should be able to get fifteen ogres worth of attacks against any target foolish enough to take my charge. Did I mention that the charge will probably happen on turn 2? Well it will. You'd better get to blasting some Ogres off the board.

Of course, despite having quite a bit of close sombat punch, there remains an issue. Two actually. Both are linked to the same selection of models.

Do I take the Butcher for increased survivability (his lore attribute allows him to regrow lost wounds) or do I go with the offensive juggernaut that is the Firebelly? The Butcher carries the Fencers Blades, which bring his Weapon Skill up so high that many rank and file enemies (short of elite High Elves or Chaos Warriors) will need to roll 5s to hit him. He's also Toughness 5, allowing him to shrug off all but the most impressive hits. The downside? Despite his four attacks (albeit hitting pretty much everything on 3s) he's only Strength 4. I know, he's not there to kick butt and take names, but at least he could (as the army gneral) contribute to the slaughter a little. He's there to augment an already obscenely poverful unit, which will make it a juggernaught of destruction. His spells can be a bit overkilly.

...But then I have a saying, "Overkill is still dead".

Wrong Firebelly, but this one's cuter.
The Firebelly really maximizes what this army wants to do- massacre stuff. Spells like Fireball and Burning Head are always useful, and on Ironguts the Flaming Sword of Rhun is fantastic to the point of hilarity. "Okay, I hit you. With the +1 modifier I wound you automatically, so start pulling minis". Fulminating Flame Cage is a great denial spell- anyone who wants to take a Strength 4 hit on every last model in his unit is welcome to. Anyone who wants to stay put to avoid the effect can do so as well. Everything else in the lore? awesome as well. Plus it stops Regeneration. Now, however, we come to the awesome part; the dude has a breath weapon! That's right, 2d6 flaming hits on demand (once a game) to swing that all important combat your way. He just can't grow back wounds...

Why is the wound regaining such a big deal? "Blood And Glory". This scenario adds together points based on how many banners you have, plus your general counting as two banners. When your number of banners remaining reaches the size of the game divided by 1,000 (so in this case 1), the game ends and you lose. That means, with the single banner in my army, all it takes is the assassination of my General to end the game. I guess that pretty much leaves my hands tied with using the Butcher.

I did need to add six more Ironguts to my "gutstar", and so that meant buying one box of Ironguts and throwing in a pair of "unit fillers". For those who may not know, unit fillers are pieces of scenery added into a unit to bulk it out in place of adding more models. Mine are rocks on 40mm bases. Well, they're a bit more than rocks, they're covered in Ogre gear and have Gnoblars impersonating Ironguts standing proudly atop them, but they're much cheaper than buying a whole other box of Ironguts for two more minis, and they look way better than proxying a couple of Bull Ogres in their place.

For those who may care, here's what's going to stomp in faces tomorrow night:

HERO
Butcher, level 2 wizard, Lore of the Great Maw, the Fencer's Blades, the Dragonbane Gem, and the Ironcurse Icon (180 points)

CORE
17 Ironguts, full command, and the Standard of Discipline (776 pts.)

SPECIAL
Sabretusk (21 pts)
Sabretusk (21 pts)

TOTAL
998/1,000 points

Three units (barely) causes this one to make the cut, and the two "junk drops" (the Sabretusks) will help me to see where the opposing army is going to deploy. This list will either win big (and I mean really big) or it will get slaughtered. That's my kind of gamble. I'll pretty much know if I'm going to win the tournament based on how my army performs, as I'm likely to be the only player there with a fully painted army. (even if it is only to marginal standards, I shouldn't get dinged there), and I consider myself to be a fairly good sportsman (unless my opponent is being... less than honorable).

Now, should I wear my Etna shirt, or should it be the "rules lawyer" shirt?

Questions, questions.

Monday, April 30, 2012

Tournament Play? You Don't Say!

Well, there's a 1,000 point Warhammer Fantasy tournament this Friday, and I want to bring the nastiest army I can. This means cheesy list, and so I ventured onto the interwebz to get some help analyzing my possibilities. Having gotten only two responses to my poll, I am still torn between two armies. Either my Ogre Kingdoms army will make the cut, or my Chaos Daemons. Still being torn, I decided to put together. First I put together my Ogre Kingdoms. My optimized Ogre Kingdoms army needed a Sabertusk, but I had no mini. Off to my box of random minis! After rooting around for a while, I came upon a Kroothound and a cavalry base. I slapped the two together and painted it up.


After that I pulled out my Ogres. The reasoning behind this army is simple. At small point values armies have a very hard time dealing with the hitting power Ogres can bring to the table. With this in mind I decided to put together the nastiest army I could. Ironguts, Mournfang Cavalry, and a lone Sabertusk. Why just one? Simple- this fills up one of the three compulsory units required to make a legal army, and he's very good at killing off warmachines.

My army consists only of units armed with great weapons. This is because of an Ogre's dismal Initiative score. As low as it is, the Always Strike Last rule really won't be a hindrance. The massive Strength 6 will annihilate enemy armor, and having the lowest movement in my army being a 7 (thanks Banner of Swiftness), I should make it across the table very rapidly.

Unfortunately, this army has one glaring weakness. It has abysmal Leadership. This leads to concerns about Panic, and forces me to spread out my units so that they're more than 6" away from each other. Especially that Sabertusk, as he's very easy to slay, and Ogres apparently freak out at the sight of a lone kitty cat getting offed. This also leads to concerns about gunlines. With a good volley it's quite possible to get 25% of a unit to die, and that would lead to a Panic test as well. That could very well lead to disaster.






That leads me to my other choice, Daemons of Chaos. They're a very solid army, and are much better painted than the Ogres. I called up the event venue (my friendly not-so-local Games Workshop) and asked if Special Characters were allowed. Met with a "yes", I began playing with Army Builder. I managed to fit in Skulltaker, The Masque of Slaanesh, a good number of Bloodletters, Flesh Hounds, and Flamers. Oh, also a few Furies. Except for the Furies, all of these choices are very solid. Why furies then? Points. I had them left over and had run out of Bloodletters. Five more of them and I'd be much happier with my army, but alas.





In theory this army is stronger in many areas, but it lacks one fairly major thing; magical defense. Having no Wizard means I have to rely on my Magic Resistance to carry me through the game, and against spells that don't deal wounds (Pit of Shades, Dwellers Below, Mindrazor) I have some thinking to do. Which spells do I let through, and which spells to I stop? I'll have to chuck more dice at spells to stop them, and this will lead to my opponent getting more spells through. Very, very ponderous.

But then, the Daemons are much better looking...
I wonder if there's a painting score?

Much more thinking is required. I may just end up rolling a die to determine which army to take.

Friday, November 18, 2011

Ogre-ey Goodness

These guys or my Skaven?
Well, with the completion of my Mournfangs (no painting to report since, I'm afraid to say) I have the itch to get my Warhammer on. I have two new lists to try out, one is my Skaven in which I drop my Rat Ogres for Plague Monks, the other is my Ogre Kingdoms army pictured to the right. I already have a game set up for next week, which will hopefully result in a battle report, in which I've promised to field Ikit Claw. I want to run a fluffy list, so I need to paint up that second Warp-Lightning Cannon- but I digress.

I have an Ogre Kingdoms army list I'm fairly pleased with, but it needs some tweaking- that tweaking being a handful of Sabertusks for anti-war machine duty. I'm pretty sure the Tyrant is a touch overkill, so I want to drop him for a Bruiser with similar gear. I'll not post the future army list just yet- but I will drop this one on you.

LORDS
 -Tyrant (general) w/ great weapon, Gut Maw, The Other Trickster's Shard, Giantbreaker- 307 pts.
-Slaughtermaster w/ additional hand weapon, level 4 wizard, Dispel Scroll- 312 pts.

HEROES
-Bruiser (battle standard bearer) w/ heavy armor, Charmed Shield, Talisman of Preservation- 184 pts.
-Firebelly w/ great weapon, level 2 wizard, Hellheart- 214 pts.

CORE
-7 Ogres w/ ironfists, bellower, standard bearer- 244 pts.
-7 Ogres w/ ironfists, bellower, standard bearer- 244 pts.
-10 Ironguts w/ bellower, standard bearer, Banner of  Eternal Flame- 460 pts.

SPECIAL
-4 Leadbelchers- 172 pts.
-4 Mournfang Cavalry- musician, standard bearer, Dragonhide Banner- 362 pts.

TOTAL
2,499 pts.

Looks good on paper, but how will it perform on the battlefield? That question may well be answered today.

Wednesday, November 9, 2011

More Forward Progress

Yeah, no snappy title for this one.
Well, yet another tiny little post. I finished my Mournfang Cavalry. Here's a picture.

I received a Nomads starter box for my birthday, along with the Black 13th Gun Mage Strike team. Seems as soon as I dig myself out of my painting backlog, I'm backed up again. Not that I'm complaining, I'm just not sure what color I want to paint the Nomads minis. I'm thinking black and purple. It's been a while since I painted something purple, and the bug is starting to bite at me again.

Also the black 13th makes me want to run an eCaine list, and for that I need to paint up those Cygnaran Rangers I've got in my figure case, as well as one of those Chargers that've been collecting dust...

Sunday, October 23, 2011

Not No Progress, Just Very Little

Well, a really quick hitter this time. I've not gotten much painting done recently. This is my recent progress, as when I haven't been getting my weekly game in or celebrating my six-year anniversary with my S.O., I've been studying. I promise I'll have one of these two projects done within the week, probably the Infinity minis. Sorry for so little to see.

Tuesday, October 4, 2011

Finecast or Failcost?

My Ogre Kingdoms expansion now calls for a Firebelly, so I decided to take the risk and pick up my first (and maybe only?) Citadel Finecast miniature. The horror stories of massive amounts of flash, obviously miscast pieces, huge air bubbles, and melty resin all had me worried. For $38 this had better be one pimpin' miniature.

I, of course, asked to open the miniature at the store, which the sales associate had no problem with. One thing I'll give G.W., their customer service is pretty top-notch. The miniature seemed to have no immediate flaws, so I happily boxed him back up and took him home.

Once home, the first thing I noticed was exactly how flexible the resin is. The resin doesn't flex as much while on the frame, but once off the frame it's pretty bendy. The hammer in particular is soft and flexible, and the trophy dangling from the hammer's haft wiggles all over the place. This may or may not be an issue in the future, as I can see this whole area melting during summertime transport to and from games. The head and arm he's breathing fire on are separate from the rest of the body, as are the beetle-head gut-plate/loincloth and the hammer arm. The fire breathing arm required some bending to get into place, and even then the arm join required some gap filling. These are things I would expect from a metal miniature, so no harm, no foul.

Of course, in between cutting the model from the frame and gluing it together I had to wash the miniature, and the time spent letting it finish drying sort of broke up the mojo of assembly, but sometimes I get metal models with too much mold release on them, so I can't really hold that against the mini. A little dish soap and warm water later, and I had a mini ready for action.

Primer went on just as well as a plastic miniature, which was a bonus. Painting was no different than any other mini. It was at this point that I noticed some tiny air bubbles on the bottom of the plumes of smoke he's breathing. A fairly minor annoyance, but something you really don't see on a metal miniature. You may notice that this paint job is a bit more murky than the rest of my ogres. That's due to my dip having dried up. I was forced to try a Devlan Mud wash on the miniature, which came out okay, but not quite up to snuff...

My final decision on Finecast? Meh. There are some things on the miniature you couldn't achieve on a metal mini (like the trophy on the hammer- it would just snap off!) but I miss the pleasing heft of metal. The miniature wasn't the debacle I'd heard online, but it's nothing to write home about. I really enjoyed how easy it was to separate the mini from the frame, but with a metal mini there's almost none of that. Maybe a tab here and there that takes some snipping and filing, but that never got to me. The big downside to these miniatures is how dang flexy they are. I'm sure the paintjob will crack off all over the hammer as it gets bent around the tiny little bits it does during normal handling during play, and I do not relish figuring how I'll have to repair the paint job once that happens. A metal mini just wouldn't have this problem.

I'm pretty neutral about the medium, but if forced I'd have to give it a reluctant thumbs down. There's just too much I miss about metal that resin can't recreate. Will I buy another miniature in Finecast? Not if I can help it. I'll keep looking around for metal versions of my models, or I'll just convert them. But if forced to buy a Finecast miniature I won't whine about the switch to resin any more than I do about it normally.

A quick side-note: I got my hands on an English copy of Infinity: Human Sphere. It hopefully will arrive in the mail in a few weeks. Hooray!

Tuesday, September 20, 2011

The New Face of My Ogres

Well, with the release of a new book comes the rebuilding of an army. My Ogre Kingdoms army had a pretty good run under the old book, but now it's time to build a new list. The first thing you may notice is that the point bracket has increased on the army. This is for two reasons- one, because most players around here are playing their games at 2,500 points anyhow, and two because of the point cost increase on my Lord choices. On the bright side this adds six new models to my paint cue, once I can afford them, of course.

Without further rambling, the army list!

Lords
Tyrant w/ great weapon, Gut Maw, The Other Trickster's Shard, Giantbreaker Big Name (307 pts.)

Slaughtermaster (lvl. 4) w/ Dispell Scroll, Ironcurse Icon, additional hand weapon (317 pts.)

Heroes
Bruiser (battle standard bearer) w/ heavy armor, Talisman of Preservation, Enchanted Shield (184 pts.)

Core
7x Ogres w/ bellower, standard bearer, ironfist (244 pts.)

8x Ogres w/ bellower, standard bearer, ironfist (276 pts.)

10x Ironguts w/ bellower, standard, Banner of Eternal Flame (460 pts.)

Special
4x Leadbelchers w/ bellower, thunderfist (192 pts.)

6x Mournfang Cavalry w/ full command, heavy armor, great weapon, Dragonhide Banner (518 pts.)

Total:
2,498 points

The Tyrant does what I believe Tyrants should do- he beats anything that dares to stand in front of him to a pulp. Between his already above par strength, his great weapon, and his Giantbreaker Big Name, he clocks in at a whopping strength of 8! With his -5 armor save modifier he's sure to punch through even the thickest armor. His Other Trickster's Shard makes enemies ward saves much less of a factor, and the pseudo-regenerative abilities of the Gut Maw means that as long as he gets or makes challenges he's nigh immortal.

The Slaughtermaster is my magical support. Drawing from the lore of the great maw, he's there to buff my own troops while he prevents the big spells from going through. The Dispell Scroll is there to ensure that that one spell I just don't think I have the dice to stop gets squashed.

My battle standard bearer is, as usual, kitted out for survival. he's a vital part of my average leadership army, and the last thing I need is it running away.

The Ogre units are normal Ogres. Designed to grind the enemy, they want to win combats consistently and by a big margin through pure volume of attacks (~24 per round).

The Ironguts are just as they were before. High volume of high strength attacks with the Flaming ability is sure to put down big monsters and elite units alike. Bring on those Hell Pit Abominations and Grave Guard Deathstars, I'm ready for 'em.

My Leadbelchers are now going to be deployed in a 2x2 square rather than simply in pairs. One, because it ups their survivability, and two because their minimum unit size went up.

Finally come the new all-stars of the army, the block of Mournfang Cavalry. Cavalry that do a salvo of impact hits before unleashing a torrent of strength 5 & 6 attacks, re-rolling all 1s rolled to wound? Hell yes. This is the army's new wrecking ball unit, and it should do a marvelous job. It had better for its point cost.

That's it for my new, hopefully improved Ogre Kingdoms army. Here's hoping I can get it together and play a game with it some time soon.

Thursday, June 30, 2011

Ogres Vs. Orcs: Mini Battle Report

Battle lines are drawn
After a total drubbing at the hands of my regular fantasy opponents' Orc & Goblin army, I challenged him to a rematch- this time using my Ogres!

Early in the day I went to my less than local Games Workshop location for a warm-up match. My opponent, much to my surprise, was also using Ogres. Instead of the more balanced approach I had opted for, he went for the total Gut-Star, deployed in Horde formation (6 wide, 4 deep if I recall correctly). I forgot to strip the unit of its buff spells during my magic phase, so the Gut-Star was impossible for me to deal with. I lost in a total massacre.

Needless to say, this dampened my spirits immensely going into my rematch.

We started by discussing what models were where in our armies (who was my Battle Standard Bearer, who was his, etc.) and then began deploying terrain.  I rolled a 6 when determining the number of terrain items, resulting in us to needing ten pieces of terrain for the battle.

Now, contrary to people's belief at my not-so-local G. W., randomly generating terrain is an OPTIONAL rule, so instead we opted to just choose from whatever terrain was available. This led to the usual jungle-themed board we're used to. Also, as usual, we agreed that random types of forests is a stupid rule, so all forests would be "normal" forests. Random forests just tends to clutter up the game, and adds an unnecessary level of complexity to an already complex game, so might as well just remove that hiccup altogether.

We then rolled for scenario, and got "Battleline". Cool, a simple scenario. Just bash your opponents' skulls in. Perfect for Orcs & Goblins vs. Ogre Kingdoms.

Yes, we set up terrain and rolled for scenario in reverse order, but it tends to lead to a more interesting battlefield, so as far as I'm concerned it's okay. Also, we have a standing agreement that "The Watchtower" is a stupid scenario, so we would re-roll it if it came up.

My opponent won the roll to deploy first, and we set about forming our battle lines. I opted to have my Ironguts hold the center of the line, flanked by my Bulls. The Leadbelchers would attempt to get a few potshots in at the Black Orcs, and then, after thinning out their numbers, would attempt to off anything that stayed in the Orc & Goblin backfield (in particular that stone thrower).

Having deployed fewer units and finishing setup before my opponent, I easily won the roll to go first with the +1 modifier. My army advanced toward the center confidently. In my magic phase I began throwing up buffs on my units, preparing for the coming onslaught of choppas. My Slaughtermaster took a pair of wounds from casting spells, but I was confident that with his Bloodcleaver he'd be back in fighting shape in no time.

The Orc & Goblin line advanced in kind, releasing the three fanatics from the mass of Night Goblins in which his Battle Standard Bearer had bunkered up. One impacted my rightmost Bulls, inflicting a single wound before dying in the forest behind them. The other two sat in front of the Night Goblins, ruining my hopes at getting a charge in against the weedy little things. The Trolls ambled forward daring me to charge them.

Uh-oh. This could be very bad indeed.
During The Orc & Goblin Magic Phase I managed to fend off the Foot of Gork (or whatever it's called, I don't own the book) managing to keep the greenskin deity from flattening my Ironguts. It took all my Dispel dice to do this though, so The Hand of Gork easily went through, moving the Warboss' unit behind my lines. Behind my Tyrant's Irongut unit, to be precise. This coming charge could be a game-ender if I didn't quickly reform to face the coming threat.

The Orc & Goblin shooting managed to put a pair of wounds on the Leadbelchers, and killed an Irongut.


Over to my turn, and my Tyrant failed his re-rollable Leadership 9 Stupidity test (he's a Mawseeker, you see). He and his Ironguts wandered forward six inches, setting up a perfect Orc charge. Oh, no. My left flank Bulls charged the Trolls, hoping to blow through into the Common Goblin unit sheltering the Great Shaman behind them.

The rest of my battleline held position. My Slaughtermaster continued to throw up buffs, taking another wound which he negated with the Bloodgruel spell.

Shooting led to both Leadbelcher units unloading into the Black Orcs, felling three of the brutes. That did not go as well as I had planned...

In the ensuing combat between the Trolls and the Bull Ogres, my opponent swung with two trolls at my Slaughtermaster failing to wound him even a single time. So much for that assassination attempt! The Bulls handily defeated the Trolls, and they fled sending my Bull Ogres into the Common Goblins behind.

It was now over to the Orc & Goblin turn, during which the inevitable happened. The mass of orcs with two Choppas each rushed the rear of my Irongut unit. This was very bad news. The Black Orcs charged my Leadbelchers, who fled, and the charge was redirected into my Bull Ogres, only managing to get a few into combat due to a bad charge roll.

The Magic Phase for the Orcs & Goblins was very short due to a lack of valid targets for spells, as was the Shooting Phase, so on to close combat.

My Tyrant used his Make Way! movement to get into the fighting rank, while the battle standard toting Bruiser stayed away from the ruckus. Shouting out a challenge to any who would dare face him in close combat, he was shocked to be paired up against the Orc Warboss. Hmmmm... He must have something up his sleeve. After a flurry of blows from the Warboss, modified by a -1 to-hit modifier from the Tyrant's Glittering Scales, and failure to wound due to the Tyrant's Toughness of 6, the Warboss stood dumbfounded. Now it was the Tyrant's turn. With his 5 attacks at a whopping Strength of 7 the Tyrant inflicted three wounds. Two of those wounds were save by the 4+ Ward save. Unfortunately for the Warboss, the Tyrant had brought The Other Trickster's Shard, which forces a re-roll of all successful Ward saves. A second wound was let through the Warboss' magical protection, and once multiblied into D3 wounds each, the Warboss fell with 5 wounds inflicted on him. Combined with the Ironguts' ability to slaughter Orcs, the Overkill bonus was enough to win the combat for the Ogres. The Orcs held. and the Ironguts reformed to face the now Strength 3 Orcs.

The Black Orcs killed a Bull Ogre in their combat, but between the Tyrant's Leadership of 9 and the battle standard's re-roll, they held their ground.

From here the battle is a blur, as I forgot to take pictures from this point on. My Ogres continued to throw up buffs, and the Bloodcleaver continued to restore wounds lost to Gut Magic spells on my Slaughtermaster.

The Bulls on the right flank finally broke from the Black Orcs' onslaught, and they fled the battlefield.

The Common Goblins were broken by the now Strength 5 Bulls, who elected not to pursue, as they were getting out of my Slaughtermaster's range to buff up my army, and were about to get charged by a Giant. The Giant did indeed rush the Bulls, but after a failed "Thump With Club" attempt the Ogres were able to shred the Giant handily. Luckily the Giant died falling away from combat, and failed to squish any Ogres.

The Ironguts annhilated the Night Goblins, taking both their standard and the battle standard.

The now Strenght 7 Bull Ogres crashed into the rear of the Black Orcs, and the game was called.

Endgame 
This battle went a lot better than my last two games. I was able to get up, and keep up, my Gut Magic spells, and this helped me deal with the Orcs' immense hitting power on the first round of every combat. The hero as well as the zero of the match is definitely the Tyrant. He almost lost me the game, but with his immense close combat prowess he managed to avert disaster.

This was a much closer game than it appeared, as had some vital Orc spells gone off, of had they gone off with more effect, I would have lost the game immediately. I was incredibly lucky on two occasions when Gork's Warpath failed to kill my Ironguts, despite going off with Irresistible Force.

In the end it was a hard-fought battle for both sides, and an enjoyable game. Thanks to my opponent for a most enjoyable evening!

Friday, June 24, 2011

Ready to Rock

Ready to kick some Orc butt.
Well, I got another match against the Orc army that so thoroughly trounced me last time set up. I'm looking forward to some vengeance, but to be honest I'm a touch worried about the greater volume of units my opponent will be bringing to the table. That's one downfall of elite armies, your opponent can drop cheap units to see how you're going to deploy. With only five units plus characters, the Orcs & Goblins will easily be able to out-deploy me.

I'm not too worried about most of the Orc army, to be honest. The only unit that truly terrifies me is the Black Orcs. Those guys can crank out a sufficient volume of high-strength (5 if I'm not mistaken) attacks to shred my units before they get to swing. If the army I'll be facing is anything like the last army I was up against, my Ironguts will have to make a choice between going after the Black Orcs to eliminate them as a threat or attacking the enemy general's Orc Boyz bunker in an attempt to cut the head off the snake. I guess I'll have to make that decision on the fly.

I'll try to remember to take my camera with me for this game so I can post a battle report once I'm done.

For now, however, it's off to paint my movement trays and maybe to my almost-local G. W. to get a practice game in.

Tuesday, June 21, 2011

Not That I Am, But If I Were...

Well, the registration for Warhammer Fantasy Battle at the NOVA Open is finally up. The grand total to attend is $70, and I've already made my stance on the price point of the event clear. The thread on DakkaDakka got me thinking, though. What if I were to scrape together the time and money to attend, and were I to change my mind about plunking down that much money on a tournament?

What army would I bring?

Well, since i'm pretty sure your army list needs to be approved beforehand, that rules out double-Hell Pit Abominations. With that in mind I got to thinking. My Skaven army would need some more stuff to get into competitive shape, and even then it may get too low a comp score (also, I'm done painting Skaven for a good, long while).

This brought me to my back-up army, the Ogre Kingdoms. They wouldn't require too much to be purchased in order to get them to the tournament's 2,500 point limit. In fact, I could get away with just two additional boxes of Orges (or a single battalion, and get some more Ironguts, too). I'm not too adverse to slapping a bit of paint on a few more Ogres, either...

With that I went about firing up my netbook, pulling up my "army construction software", and brainstorming a possible Ogre Kingdoms army. Lemme tell you, even at 2,500 points, you don't really get a lot of ogres. My final list came out to be:

Lords
1x Tyrant general w/ The Tenderiser, Glittering Scales, The Other Trickster's Shard, & Mawseeker Big Name (300 pts.)
1x Slaughtermaster w/ Bloodcleaver, Wyrdstone Necklace, & Ironcurse Icon (250 pts.)

Heroes
1x Bruiser battle standard bearer w/ heavy armor, Charmed Shield, & Talisman of Preservation (209 pts.)

Core
11x Bulls w/ standard, bellower, & ironfists (470 pts.)
12x Bulls w/ standard, bellower, & ironfists (510 pts.)
10x Ironguts w/ standard, bellower, Banner of Eternal Flame (520 pts.)

Special
2x Leadbelchers w/ Bellower (120 pts.)
2x Leadbelchers w/ Bellower (120 pts.)

Total: 2,499 pts.

This army is lot like my 2,250 point army, it's just not as top-heavy feeling. I've done away with all the gnoblar upgrades, as I really like the idea of an ogre army consisting of nothing but, well, ogres. I feel I should probably have a Butcher in the second bull unit as back-up magical support (replacing one of the Bulls and a unit of Leadbelchers, but Gut-Magic has kind of underwhealmed me in my last few games, and that's with a lord-level caster behind it!

My Tyrant remains the same offensive powerhouse he's always been, looking to clobber the snot out of big monsters and characters. He's very good at it, so don't fix what ain't broke I say.

The Butcher loses his tooth gnoblar and luck gnoblar, making him a bit more vulnerable, so he'll need to lean on his bloodcleaver fairly heavily, and get straight into combat. I sometimes wonder if I could run my Ogres with no magical backup, but that'd probably just leave me too open to spells like the Purple Sun of Xereus or the Dwellers Below, which can decimate my army without even trying. Of course, they'd probably just be Power Scrolled through my magical defense any way (assuming the item is allowed).

My Bruiser battle standard bearer loses a fair amount of his kit as well. He's reduced to his basic ogre club instead of his previous fancy-pants Cathayan longsword. No luck gnoblar for him, either. He'll just have to rely on his 2+ to ignore the first hit he takes, and his 4+ ward save.

The Bulls are bulked up to a total of 12 models each (once the Slaughtermaster joins the eleven-strong unit). This should give them a bit more staying power against dedicated big guy killers. Should they get into combat unmolested, that's all she wrote for most enemy units. Note that these units have been stripped of their light armor. I figure more warm bodies is probably better than a 6+ armor save. They still have ironfists, however. I just like the versatility of having either a fourth attack or a 6+ ward save depending on what their opponent merits.

The Ironguts. They're unchanged from the 2,250 point list, even though they're a gigantic fire-magnet. I think I should probably have bulked them up, but that would eliminate target priority issues for my opponents. Still, a few more bodies (three or so) would make the unit that much more of a threat...

My Leadbelchers are there almost to keep me from having to buy another battalion. I can't help but think that there's nothing they can do that Ironguts couldn't do better. Maybe I should re-tweak my army to not include these dudes and see how it looks? Then again, they are mainly there to thin out flanking units...

In the end this is all just wishlisting, though. Maybe if another tournament set the point cap at 2,500 points, I'd have to ponder this army more deeply, but as long as I'm not willing to shell out for the NOVA Open (and that won't be for a while, if ever) this is all just speculation any way.

Monday, March 7, 2011

Battle Report: Ogres vs Lizardmen- The Watchtower

Well, here it is, my second Warhammer battle report. This time I forgot the actual camera, so I had to make do with the camera in my phone, so please excuse the picture quality.

We had agreed on a 2,000 point battle earlier in the week, so I used the army list I had published previously in this post.

Once again facing the Lizardmen, I wound up rolling "The Watchtower" as the scenario for this game. Anyone who's played me in this scenario knows that this is my least favorite game of all six (though, to be fair, I haven't played "Battle for the Pass" yet). If the Lizardmen ended up garrisoning the Watchtower first, I was pretty sure I was borked. As it turned out, I was the one to start out in the watchtower. My only unit small enough to fill this role, however, was my Leadbelchers.

Look, Leadbelchers are a roaming harassment unit. They are not objective squatters. When the large block of Sarus lined up ready to charge the tower, I was once again uncertain about the outcome of the forthcoming assault.

The rest of my army formed up in an unusual formation (for my ogres). The Ironguts took the left flank, ready to go through the forest and eliminate the Sarus block. The unit of Bulls with the Slaughtermaster took the center. Their mission would be to relieve the Leadbelchers once they (hopefully) held the tower for a short while. The last eight Bulls would be the other half of the claw closing around the heart of the army. Of course, having fewer units to deploy than almost any other army in existance (I have just over the minimum three units), my plan was easily disrupted by the Lizardmen's continued deployment.

There was no slann, nor were there Temple Guard this time (hooray!) but there was a Sarus Oldblood riding a Carnosaur (boo!). This beastie does D3 damage with every unsaved wound, and is purpose-built to take out large models like my ogres. Also, I would be staring down a unit of Kroxigor, but with their great weapons, I figured the avalanche of attacks the Ogres create would bee enough to finish them off before they got to swing at me.

Once deployment was done, our battle plans seemed pretty clear- I would try to roll the left flank, and the Lizardmen would overwhelm my right.
My armies seem to have this knack for being hopelessly outnumbered...
After three attempts at breaking tied roll-offs, the Lizardmen won the roll for first turn. As I predicted, the Sarus charged the tower and the noose began to close around my right flank. The combined efforts of the Carnosaur and the Stegadon would easily obliterate the bulls stationed there.

The Chameleon Skinks exited the ruins they had scouted into and unleashed a volley at my Bulls. One ogre fell, riddled with poisoned darts. A volley of Skink javelins pattered harmlessly off the heavy armor of the Ironguts, leaving one slightly wounded, but the unit no worse for the wear.

Inside the watchtower itself, the Saurus took a casualty or two from the Leadbelchers before inflicting five wounds on the unfortunate ogres. Lickily, the general was nearby, and the Steadfast unit held its ground.

During my turn, the now mangled Leadbelcher exited the watchtower to unleash a final defiant salvo against the onrushing Lizardman horde, as the Slaughtermaster's Bulls entered the tower to replace him. The Ironguts and second Bull regiment advanced more cautiously- not wanting to get charged / shot off the board by the combined efforts of the Lizardman army.
In the next turn, the horrifyingly inevitable happened. The Carnosaur and Stegadon declared a charge against the rightmost Bull unit. The regiment gripped their weapons tightly, stared at their onrushing foes, gritted their teeth and boldly...

...Fled. This led to much cursing from the Lizardman side of the table. The Stegadon and Carnosaur were stranded away from the fight moving only a few inches each due to their failed charges.

Not shockingly, the Saurus again assaulted the tower, this time finding a more capable foe. Several wounds were inflicted on both sides, but this time the Bull ogres emerged the victors due to having Gut Magic cast on them.

Another salvo of javelins, this time accompanied by Salamander fire felled an Irongut (at the cost of one Salamander devouring all of its crew and becoming Frenzied, and the Chameleon Skinks offed another Bull ogre as the regiment fled past them.

The Ogres then rallied easily, and turned to face the dinosaurs, this time protected by a screen of Chameleon Skinks. The Ironguts declared a charge against the Skinks with Javelins hiding in the forest, who elected to stand and shoot at the onrushing Ogres- inflicting a wound. The Skinks were gleefully slaughtered by the combined efforts of the Ironguts, Bruiser Battle Standar Bearer, and the Tyrant. Victorious, the regiment elected to hold its ground where it could see the Suarus assaulting the tower.
Turn three saw the charge of the Kroxigor against the tower, as the Stegadon and Carnosaur maneuvered into more advantageous positions. The Sarus reformed to accept the forthcoming Irongut charge.

The Chameleons continued to rain fire into the Bull Ogres, felling two of the monsters.

During close combat the Bull Ogres killed a Kroxigor with their higher Initiative, losing an Ogre in return. Having inflicted one more wound than their foes, the Ogres again emerged victorious. The Kroxigor unsurprisingly held their ground.

In response, the Ironguts did indeed charge the Sarus, and the Bulls charged the Chameleon Skinks.

The Bulls massacred the Chameleons, and the Ironguts won their combat against, and broke, the Saurus warriors. As the Lizardman Battle Standard Bearer fell defending the army's standard to the last, the Skinks who had advanced behind the Saurus to attempt some pot-shots at the Ironguts panicked and began to flee the battlefield.
Unsurprisingly the Saurus rallied as the Skinks continued to flee The Oldblood riding the Carnosaur goaded his mount toward the Watchtower, intent on slaughtering the ogres inside.The Kroxigor turned about to prepare for the Ironguts' implacable advance around the tower. The Stegadon turned about to face the Bull Ogres who had decimated the Chameleon Skinks.

More Salamander fire continued to thin the Ironguts' numbers. The Bulls stationed inside the tower inflicted a wound on the Carnosaur, and the Carnosaur devoured three ogres.

The Ogres responded by charging the freshly rallied Saurus, as the Bull ogres on the right reformed to face the Stegadon. This time there would be no escape for them.

The Saurus were again broken by the Irongut charge, and this time (with only two remaining) would only rally on a double 1.The Ironguts reformed after their victory to face the two remaining Kroxigor.
In the Lizardmen's next turn the Kroxigor charged, along with the Frenzied Salamander, into the Ironguts. The Carnosaur again assaulted the tower. The Stegadon charged the Bulls, who boldly held their ground against the onrushing beast.

Combats were short and bloody for both sides. Unsurprisingly the Bulls were broken by the charge of the Stegadon, who turned about to face the Ironguts. Two further Bulls were devoured, but they managed to continue wearing down the Carnosaur, inflicting another wound. The Salamander wounded the Bruiser Battle Standard Bearer twice, who in return inflicted a pair of wounds on the fire-spitting reptile. The Kroxigor managed to fell an Irongut, but the Tyrant made short work of them with his Tenderizer. The Salamander turned an fled the carnage, again to rally only on a double 1.

The Ironguts continued their orbit around the watchtower, and the Slaughtermaster prepared for his demise at the jaws of the Carnosaur.
Realizing it could only end in the complete slaughter of the dinosaur, the Stegadon held its position. The Salamander Hunting Pack drew closer to the tower, and the Carnosaur commenced its final assault against the Slaughtermaster holding the watchtower.

The Slaughtermaster was messily devoured by the Carnosaur.

In response, the Ironguts charged the Carnosaur-mounted Oldblood. This would be the deciding move of the game.
The now depleted Irongut unit (if you can call a single model that) rushed forward, and the Bruiser Battle Standard Bearer delivered the killing blow to the ravening Carnosaur. The Oldblood failed to kill anything in his Initiative step, and the Tyrant, now unable to attack due to the Oldblood's now diminished base size, could only watch as the last remaining Irongut failed to fell the enemy General.

In the end the Bruiser was closest to the Watchtower, so the scenario ended in a victory for the Ogre Kingdoms.

This was a really close game. Magic played a very small part in this one due to my throwing up buffs on units preparing to receive charges, and the Lizardmen dispelling them in their own turn.

I was pleased at the performance of the Tyrant, even though he never really got to swing his weapon to full effect, his Toughness of 6 and the -1 modifier to hit him really saved his bacon against the Saurus and Kroxigor blocks.

Another fun game goes down in the history books. I hope that even my losses will be this much fun, as this was my second win with this army that day.

Thursday, March 3, 2011

Another Quickie Post From Work

Well, looks like my Ogres will be facing off against the Lizardmen  tomorrow. I'm a little scared since I'll be facing off against a player who has a superior command of his army (I played about two games with my original Ogre army about three years ago). My plan is to stick to my plan. Form a rigid battle line, ignore as much poison as possible, and go straight for the throat. I don't have the armor or assets to piddle around with skinks, all my focus needs to be on squishing that Slann.

Magical superiority will have to be abandoned, and I'll just have to weather the inevetable hell storm of offensive magic coming my way. Bull Charges and salvoes of attacks wil be the order of the day.

That stupid Stegadon may just have to have a run-in with my Tyrant if at all possible.

Another potential issue arises with the big mass of Temple Guard surrounding the Slann. This unit will have to be combination-charged in order to be dealt with. Models with two Strength 5 attacks each are not to be trifled with.

Of course, as they say, "no plan survives contact with the enemy". We'll just have to see how things pan out.

...That reminds me! I need to bick up a pack or two of movement trays. Those big units will be too much of a bear to scoot around one ogre at a time.

Wednesday, March 2, 2011

Another Completed Army

Well, my Ogre Kingdoms army has been finished. Yes, I know their skin isn't the usual gray shown in the book, but I think the fleshtone looks much better. Shown is the full 2,250 point army. My army lists are as follows:

2,000 point army
Tyrant with The Tenderiser, Glittering Scales, the Other Trickster's Shard, & Mawseeker Big Name
Slaughtermaster
Bruiser with Battle Standard, Heavy Armor, Enchanted Shield, Talisman of Preservation
7 Bulls with Ironfist, Bellower, Standard Bearer
8 Bulls with Ironfist, Bellower, Standard Bearer
10 Ironguts with Bellower, Standard Bearer, Banner of Eternal Flame
2 Leadbelchers

2,250 point army
Tyrant with The Tenderiser, Glittering Scales, the Other Trickster's Shard, & Mawseeker Big Name
Slaughtermaster with Bloodcleaver, Wyrdstone Necklace, Ironcurse Icon, Luck Gnoblar, Tooth Gnoblar
Bruiser with Battle Standard, Cathayan Longsword, Heavy Armor, Enchanted Shield, Talisman of Preservation, Luck Gnoblar
7 Bulls with Ironfist, Light Armor, Bellower, Standard Bearer
8 Bulls with Ironfist, Light Armor, Bellower, Standard Bearer
10 Ironguts with Bellower, Standard Bearer, Banner of Eternal Flame
2 Leadbelchers with Bellower
2 Leadbelchers with Bellower

I like the compact size of the army, The Light Armor and Ironfists are usually panned on the internet, but the little bit of deflection helps against swarms of lower strength attacks, and the Ironfists give me a Parry Save in hand-to-hand combat.

The Mawseeker Big Name does make my tyrant Stupid, but with him bunkered together with the Battle Standard in the Ironguts, he should almost never fail a leadership test to shake the effects off, and it makes him Immune to Psychology, meaning he'll never be reduced to WS 1 against Terror inducing opponents. His equipment loadout makes him adept at fighting in challenges, where he'll hit at Strength 7, inflict D3 wounds per failed save, and force the re-roll of any successful ward saves. His Toughness of 6 and inflicting a -1 to-hit modifier should help see him through all but the most difficult opponents, and then he'll have his 5 wounds to fall back on.

The Slaughtermaster will buff units, and with his loadout at 2,250 points he should be able to keep himself alive by preying on rank-and-file troops. Even if the Wyrdstone necklace inflicts a wound on him before the battle, between the Bloodcleaver and being able to heal himself with Gut-Magic he should make it through any battle without a problem.

The Bruiser Battle Standard Bearer is geared up for pure survival. His Cathayan Longsword buffs his Weapon Skill, making him tougher to hit for heroes. His other equipment should be pretty straight-forward- He has the best Ward and Armor save available to him.

Two large-ish units of Bulls form the mainstay of the force. Their ability in combat comes entirely from volume of attacks. Note the lack of Champions- 20 points for only a +1 attack bonus simply isn't worth it. This does cause a bit of a problem for my Slaughtermaster's bunker unit (the 7 Bulls) in that he either has to accept challenges or hide in the second rank. Luckily he won't have to retire until after the Magic Phase!

The Ironguts are sort of a Gut-Star lite. The unit isn't big enough to qualify as a true Gut-Star (in my opinion), but with the Tyrant and Bruiser in it the unit should be a fairly brutal opponent. The Banner of Eternal Flame is to deal with tough monsters like Hydras, Hell Pit Abominations, and other units with Regeneration.

The Leadbelchers serve a dual purpose. On one hand they deal with smaller threats like skirmishers and fast cavalry. On the other hand they hunt warmachines. Of course, with only a single casualty inflicting a Panic test, they are a touch fragile...

In the end, the army is theoretically sound. Next step; taking it out on the battlefield.

Tuesday, March 1, 2011

For Whom the Bell Screams

Today, as you may be able to tell by looking at the "On the Workbench" bar to the right, I finished most of my recovered Skaven miniatures. This post will show you how the models came together. Of course, all the miniatures were first cleaned with Simple Green, and washed under hot water with a toothbrush. That bit was already covered in a previous post. After that, it was time to re-base everything for the current Skaven army book. The Screaming Bell needed a 100mm x 60mm base, the Doomwheel a 50mm x 100mm one, and the Jezzails and Warpfire Throwers needed cavalry bases (25mm x 50mm). The Gutter Runners were based on current 20mm x 20mm bases just for good measure.
The Doomwheel was left apart at this stage so I could prime inside the wheels.

Next, I had to cover all the unsightly gaps in the cavalry bases/ This was achieves by tearing up an old receipt and gluing it down to the base using Elmer's Glue-All. This is the stuff I use for all of my basing, and I cannot recommend it highly enough.
Once the glue had dried, it was outside for priming. The Screaming Bell and Doomwheel got a black coat, while the Grey Seer, Bell Ringer, Jezzails, Gutter Runners, and Warpfire Throwers got a coat of Army Painter's "Army Green" primer. It's a nice dark green which goes together nicely with the dirty dark yellow I use for the rest of the uniform.
Thus primed, I set about painting the models, along with my new conversion for Captain Belial for my Deathwing. Once all the colors were laid down, I glued the Grey Seer and Bell Ringer to the Screaming Bell carriage.
Now it was dipping time. Eager to finish three armies in one go, I spent the evening, brush in hand, dipping every last Ogre, Space Marine, and every Skaven except the Warpfire Throwers. This was because I already have two painted, and have no current need for three more. Also, I was running out of steam.
Today I set about basing my Skaven. After coating the bases (including the Ogres' bases) Khemri Brown, I Then flocked all the Skaven bases, and finished them with a few clumps of static grass. Finally, into the humidity-controlled confines of my bathroom for Matt Varnish.
And thusly are my Skaven reinforcements completed. Now it's a matter of getting a 2,250 point game in to try out my two new engines of destruction. I keep hearing such great things about the Doomwheel...

Friday, February 25, 2011

Did I Mention I'm Building An Ogre Army? Well, I Am.

As I closed the browser on my last entry, I noticed a little folder sitting on my desktop. I hate little folders on my desktop. They make it look all cluttered. Thusly I must share with you the progress of my Warhammer Ogre Kingdoms army. It all started with a dream. That dream was to spend only $200 on a full Warhammer army. That dream was realized:
Two Ogre Battalions and some "green stuff" later, voila! a full Ogre Kingdoms army. Complete with Tyrant...
 ...Slaughtermaster...
...and Battle Standard Bearer.

Of course, not content with a paltry 2,000 point army, I had to grab some more Ironguts to bring the army up to a tournament standard 2,250 points. Now the army is mostly painted, and waiting on me to go buy a nice cheap brush so it can get dipped.

I'll be sure to post the final results, as well as how they perform on the tabletop as soon as I'm done with them and my newly re-acquired Skaven.