|· Forum Rules: Do Not Break Them · Portal||Help Search Members Calendar|
|Welcome Guest ( Log In | Register )||Resend Validation Email|
|Welcome to Da Warpath. We hope you enjoy your visit.|
You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.
Join our community!
If you're already a member please log in to your account to access all of our features:
Posted: Mar 28 2012, 12:16 AM
Member No.: 5,542
Joined: 1-November 09
Hey all. Time for my 4th battle report
This time is against the same Vampire player as my first battle repot. His army has changed quite a bit though.
Now, for some reason I've done a crappy job taking the pics, so it might be hard to tell the position of the units from the pics. So i crated a scetch of the battlefield:
Terrain of notice (has quite an impact on the game!)
1) The right most building is a haunted mansion causin D6 S1 hits to any unit within 6"
2) the center building i a sigmarite warshrine, which cause us to reroll sucessfull armour saves... that sucks!
3) the hill in my deployment zone has a screen slope!
O&G from left to right: wolf riders, arachnarok, rivertroll, BSB on gigantic spider, orcs w spears and warboss, giant, chukkas, wolf riders, boar chariot, blorcs w. level 1 gob shaman, chukkas, SOBU w. great shaman, wolf riders and giant.
Vampire from left to right: direwolfs, terrorgheist, spirit host, wargheist, black coach, spirit host, ghouls, grave guards m BSB og level 1 vamp lord, giant bats, corpse cart, 4 units of zombies, giant bats and direwolfs.
O&G Turn 1
Wolf riders charge dogs.
Magic does nothing.
The haunted masion kills a zombie.
Vampires Turn 1
1) Spirit host charges wolf riders, and they stand.
2) Black coach charge rivertroll
3) Grave guard charge wolfriders, who flee.
Spirit host makes it.
Graveguard and black coach fail their charges.
Bats move up
The meatwall is shambeling along.
Fliers and wolfs shuffle up.
I dispel anething important only to realize that he has the same bound item that campures my black orcs in a flame cage. I seriously consider scrolling it, but i decide to keep it.Two dies from the spell.
Terrorgheist screams at the troll, but it regenerates an insane amount of wounds and only takes a single unsaved wound.
ghosts scares the wolf riders off.
O&G Turn 2
I charge the giant, rivetroll and BSB into the terrorgheist. I expect them to kill it and overrun past his battleline.
My other option was to have the bsb charge the spirit hosts, but i completeley forgot that he had a magic weapon for that exact purpose
On the right flank i make a long charge with my chariot into the level 4 necromancer in the hope to snipe him.
Left flank. Wolfs rallies.
I shuffle up very carefully. I have no solution for the spirit hosts or the vampire. I have to reroll my wardsaves beacause of the building, so I'm not happy parying him up with the vampire or graveguard, even though I have a potion of toughness.
Shooting I kill one of the bats on the flank with my chukkas.
My wolfs beat the dogs.
The Chariot fails to assinate the necromancer. They left a nasty wound, but we both knew that that wouldnøt matter very long. The pics ran away afterwards.
I fail to kill the damn thing... The stupid giant decides to eadbut the damn thing Anything else would have been better.
Vampires Turn 2
1) He fails frenzy with the wargheist and charge along with the dogs.
2) the two spirit hosts charge the arachnarok and I can't think of any way to save it...
The black coach and gaveguard charge the stranded critters.
He flies the giant bats up to ensure that the dogs and wargheist doesn't overrun and feeds the spider combat res. Dammit!!!
The left flank.
Magic and shooting is pretty uneventfull. I let buffs throung in the big combat... I really doesn't expect to have a change there any way.
And man... That vampire build is so damn insane... he killed the giant without even breaking a sweat... No way I'm putting my general near that without a ward
Actually this display of force made me realize that I might have to find a way around that unit. rethinking this, it might actually have been a mistake thinking like this! I should have kept my plan of taking that sucker on head on. I have a potion of toughness, S6 6, hit on 3+ with sword of striking. He would have nearly no save... I might have taken him down
Any who, I kill the Terror gheist, so some good did come out of it
1) He only kill 1 wolf. I kill 1 in return, but run. Sadly the bats breaks his pursuit.
2) the ghosts fail to wound the spider and it sticks.
O&G Turn 3
I move up.
1) Wolfs rally.
2) I use my wolfs in the midle to make a sneaky maneuver. I think I've found a way outta this mess! More on that later.
To create the room needed.
Magic and shooting
But the damn haunted house put a wound on my giant
Posted: Mar 28 2012, 12:17 AM
Member No.: 5,542
Joined: 1-November 09
Vampires Turn 3
Now this was hilarius. His warghist fail frenzy and have to charge my spider... With a little luck my spider will be outta that spot through the combat res the could feed me
His bats take care of my chukkas.
His dogs charge my wolfs.
And he charge my wolfs. You might wanna notice that he has moved his level 4 to the zombie unit cole to, in order to avoid the incoming right flank.
The Coack is now at maximum power... Pretty damn scary.
only the Vampire get to swing... he's a beast...
And i wiff all my attacks :'( The spider gets run down...
bats kill chukkas.
O&G Turn 4
I charge my warboss out of the unit and against his necromancer, while sacrificing my boys to keep his vampire bussy a turn or two.
Now this was just terrible... I hadn't reformed my guys properly, so they wouldn't fit in there all of them. Stupid mistake really.
Now at the same time fail animosity on the savages and have to charge. I think that it's probably the best unit to get stuck in any way, so I just only charge with those and the giant, as well as the wolf riders to the flank...
And now I realize my biggest mistake, when my savages fail their charge! I should have declared a charge with my black orcs as well and just taken the failed charge... now all that got stuck in was my giant and the wolf ladz. that wasn't gonna be enough to break through.
I reform the chariot in hope to keep the critters away. I also shuffle up black orcs to make sure i get a charge next round.
Magic: I get foot of gork of, doing three wounds on the cart and 1 on the necromancer.
I fail to kill him... I have 4 attacks, wounding on hitting and wounding on 2's... and i roll two 1's The zombies does a wound in return... I do stick around though, but I really needed to kill that damn caster.
The giant goes to town on the zombies killing more than 20.
Vampires Turn 4
So he charge everything into my unit of spear orcs.
Spirit hosts charge chariot, but the terrorgheist make the frenzy test and move past them. dammit.
The haunted mansion does 3 more wounds to my giant!!!!
I finally kill the necromancer. and stick around.
Finally some luck! Insane luck I might add. Snake eyes on the break test, even though they get slaugtered, and I wound the Vampire because of the tower requiring rerolls of ward. Those ladz did good!
On the left flank out chaf fight it out. The wolf riders are really good with their 4+ save and attacks from both rider and wolfs.
These stick around.
The giant yealls and bawls Just as I hoped he would break through...
O&G Turn 1
1) Savages squabble, so no spells this turn.
2) Blorcks charge zombies.
Haunted house does another wound!
The giant decides to jump up and down... now that is effective!
...nearly as effective as black orcs... man those guys went on a killing spree.
The chariot gets wounded and flees dead chariot.
This culdn't end any other way
Vampire Turn 5
First I announce that I drink my potion of toughness - actually feel fairly confident when he tells me he only charge with the chariots.
...until i fail my terror test...
I run all the way through two units and only fail 1 test, so I get away with one wound. This was actually one of the better things that could have happened!
Wargheist charge my shaman. - good as dead.
The haunted house kills my warboss and my remaining wolf riders :badgobb: I even failed my ward save
Wargheist overrun into savages flank...
My wolf riders finally break from the spirits.
The black orcs kill all BUT TWO!!! zombies. Man I fluffed the rolls compared to the first round.
O&G Turn 6
My giant charge another zombie unit
I get brainbursta of on the last necromancer.
The haunted house kills my giant... It was bound to happen at this point
Savages kill wargheist (kill the other next round)
The black orcs kill the remaining zombies.
Vampires Turn 6:
Now I failed to take any other pics than after combat. So what happened was:
1) He charged my black orcs with the corpse cart, black coach, wight BSB, Vampire and giant bat in rear.
The black orcs stayed and killed both corpse cart and the BSB... Those boys are tough as nails
Major win to the Vampires.
It was a really fun game though Every time I though that things was finally going my way I was so unlucky... At the same time, I think I had the marginals in all the pointless stuff... my wolf riders were so good against his chaf, but it just didn't matter. In the mean time a failed everything that was important. My spider got lucky by the frenzied wargheist but missed all attacks and was whiped out instead. My warlord got away from everything by failing a terror test, only to be slain by a stupid mansion which also killed my giant (all 6 wounds) and a unit of wolf riders... man that building was mean
So final thoughts:
Look at you opponents deplyment!!! I should have seen the meat shield and bottle neck. Damn nicely played by my opponent though.
Don't hesitate! Casualties aren't that big a deal in a horde army.
Don't put your warboss opposite your opponents vampire!
Don't have bad luck.
Giants are really hit and miss.
black orcs are awesome. Absolutely a brilliant unit.
Chukkas are damn useless. 4 trolls would have been 10 times better.
I really hope This was interesting.
Thanks for following. Comments most welcome
Posted: Mar 28 2012, 06:47 AM
Group: Global Moderators
Member No.: 5,753
Joined: 21-April 10
Good game, and a good read.
Posted: Mar 28 2012, 06:53 AM
Group: Global Moderators
Member No.: 5,376
Joined: 1-July 09
It stands to reason that that haunted mansion was on the VC side!
Do you remember his vamp build?
Posted: Mar 28 2012, 12:07 PM
Member No.: 5,542
Joined: 1-November 09
Thanks Theo. Glad you like it
Clearly... It did kill a handfull of zombies as well, but those just got back up again all the time
The vampire had a build where he had great weapon, but still had ASF. and all successive wounds became new attacks. so easilly killed 8 orcs in a single round of combat... He would have struckled against a T8 warboss though.. I just didn't dare taking the chance... Odds are he would have lived, and I would be killed next round...
EDIT: His Vampire build is like this:
Lv. 1 - lore of Vampires, Red Fury, quickblood, Beguile, Ogre Blade, 4+ ward, the other tricksters shard, HA, shield
This post has been edited by Morten C on Mar 28 2012, 03:43 PM