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Newz: Current Competitions: Warmachine Conversion Competition and Bloodbowl Tournament.

Pages: (2) [1] 2  ( Go to first unread post )

 Blood In The Badlands - Game 2, High Elfs invade in the north.
Morten C
Posted: Jun 7 2012, 10:52 PM


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So this is the second game for the campaign I've joined (the first one will be up soon as well, I just can't reveal it yet, as it might include some surprises other players should be allowed to experience first hand wink.gif)
All scenario characters (including their background and relations) can be viewed in THIS THREAD. All entries are in english, but as the characters progress/dies things are changed and characters get replaced. This might confuse some readers if they choose to look at characters long after this game was placed!

So second game the dragonback mountains are invaded by high elfs from the north. The entire map after the first round (before challenges) can be viewed on THIS PAGE!

At the moment, my Commander Vrugoor was fighting daemons in the south, while the savages run into unclaimed lands to raid these. The army left in the kingdom is my beastmaster Roarbacks monster army.

It is to be said, that this is a fluffy campaign first and foremost, so lists aren't tweeked to the max. I would love to get all the advice both on lists, but mostly how to play them if you find some obvious mistakes, and I don't seem to have noticed it.

Please note:
- This game got really late, and we got a bit stressed in the end, which might have pressed some bad decisions. This is our official excuse any way, cauz we make a ton of mistakes! So plenty to learn from wink.gif
- Previous games, mines etc. grant magic items which increases the characters allowance and doesn't encrease his points.
- Special rules this season is that all dangerous terrain tests are failed on 1 or 2, (and life magic get +1 to cast, but we forgot about that).

The Armies
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The Orc list:
1 Orc Warboss @ 368.0 Pts
General; Shield
Ogre Blade
Armour of Destiny
The Other Tricksters shard
1 Wyvern

1 Orc Great Shaman @ 190.0 Pts
Magic Level 3; Big Waagh; Choppa
Dispel Scroll

1 Night Goblin Shaman @ 135.0 Pts
Magic Level 2; Little Waagh
Feedback Scroll

1 Orc Big Boss @ 80.0 Pts
Choppa; Light Armour; Battle Standard

35 Savage Big 'Uns @ 405.0 Pts
Frenzy; Second Choppa; Warpaint; Standard; Musician

10 Orc Boyz @ 70.0 Pts
Choppa; Light Armour; Standard

3x5 Goblin Wolf Riders @ 55.0 Pts
Light Armour; Shield

8 Trolls @ 280.0 Pts

1 Orc Boar Chariot @ 85.0 Pts

1 Arachnarok Spider @ 320.0 Pts
Flinger

1 Mangler Squig @ 65.0 Pts

1 Doom Diver @ 80.0 Pts

1 Rock Lobber @ 85.0 Pts

2 Spear Chukka @ 35.0 Pts

Total Army Cost: 2398.0


The Elf list:
Archmage levl. 4 shadow

Levl. 2 life

BsB

14 swordmaster

40 spear elfs

20 archers

30 phoneix guards

2 x reapter

8 Dragon Princes.


Spells
- Orc: Foot, Brainbursta, 'ere we go, Gaze.
- Goblin: Ichy, Curse.

- Elf lvl 4: Mindrazor, pit... can't remember last two
- Elf lvl 2: Regrowth, Flesh to stone.


Vanguard
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Orcs turn 1
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- The STUPID savages squabble sad.gif As if they weren't long enough away already.
- I shuffle the rest of the army up, keeping most stuff in range of the General.
- My spider invides the charge of the dragon princes, knowing that they fail terrain tests on a 1 or a 2 because of the scenario special rule.
- wolfs provide cover or threaten warmachines.

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- Rock lobber and magic bring the swordmasters down in size.

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- Doom diver and chukkas kill a knight.

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- So at the end it looks like this. I cast Ere we go, as no damage spells are in range (foot of gork is dispelled with a scroll), and I want my aracknarok to win an eventual combat against the knights.


Elfs turn 1
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- Elf movement is fairly uneventfull.
- knights shuffle up a bit to get passed spider should I fail a long charge.

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He throws six dice on a big pit of shades. I was thrilled! I really hoed to use the feedback scroll (the unit is only 280 pts -well worth a level 4 wizard), but he got IF... no scatter. Two trolls survive.

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Miscast kills a few spear efls and wounds the Archmage.

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His damn bolt throwers kill my mangler with one volley...

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The other bolt throwe kills three wolfs and send them running.

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The archers kill two wolf riders, which flee as well.

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So end of the high elf tur it looks like this.


Orcs turn 2
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- I move a little up as ypu can see.
- The bunker fails animosity, so the BSB kills 4 orcs...
- All wolfs rally, which was great.

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- The sword masters was slammed with foot of gork and hexed, so they're no real threat any more.
- The miscast wounds both wizards.

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- The doom diver takes out two knights.


Elfs turn 2
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- The Knights charge the spider and doesn't rolls a single 1 or 2 on dangerous terrain... UGH!

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Swordmasters charge the wolfs which flees. The chariot is now almost certain to get the charge and this should enilate the last swordmasters.

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-...but of course the stupid bolt thrower kills the chariot with one volly of shots... 6 shots. hitting on 3's Wounding on 5'S! and he get 4 wounds sad.gif

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- Archers put some wounds one the last trolls.

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- The knights are evil! put five wounds on the spider, but it kills three in return and stays.

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- Overall the board looks like this going into Orcs turn three... the savages is very far away it seams... I would have loved to have the hand spell!


Orcs turn 3
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Now this was the first major mistake in the game!
- I charge his archers, who stand and shoot and wound beast-eater. I then realized they would be stedfast and Roarbag was gonna end up in a superb flankcharge of the phoenix guard.
- so i charged the troll as well, as my opponent really considered fleeing with his archers this time. He took the oppotunity and fled from the trolls...
- But his flee move made him bump through a building, which meant roarbag was gonna get stranded right in front of them any way...
- I had no choice but to redirect both charges into the phoenix guard :S

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So the board looks like this.

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Doom diver hits the swordmasters, but only kills a singly guy. They fail panic du to the charnel pit and flee.

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The spider eats the remaining knights and reform.

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- The phoenix guard only wounds beast-eater and the troll.
- Roarback kills the elf BSB in return.
- The troll and beast eater slay a good handfull of phoenix guard, but they stick.

Efls turn 3
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-No real movement.
- The wizards get throne of vines,
- flesh to stone (I use the feedback scroll, as i need to save dice for mind razor, but only put a single wound on the wizard),
- Then gets IF on mindrazor on the phoenix guard.... Toughness 7 elfs with S8.

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I use all my dice to dispel Pit of shades instead, bt fails and it kills a few savages.

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- In combat lady averages returmed the favor though and gave me 5 out of six saves on Roarbags wardsave...
- The troll dies horribly
- I fluff most of my attacks, but stick around.

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So the end of turn 3 looking like this.


Orcs turn 4
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So I try and charge the spider into the guards, hoping he'll throw attacks at it instead of Roarbag, but it fails the charge.

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- The foot of gork slams down on the spear elfs killing at least 15 over two or three stomps...

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Gaze of mork is angled so it hits the mage, swordmaster champion and bolt thrower. He fails look out sir on the mage, which is killed.


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- In combat, there is nothing I can do. Roarbag is slain, and I figure that this might be fine, as beast-eater are to flee, outrun the guard and then rally at the bsb, thus conserving all its points.
- But on the monster reaction table, it becomes unbreakable...


Elfs turn 4
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- So, he moves his Archmage out of the unit ot avoid him getting killed in combat.
- The second big mistake this game is that my opponent forget my savages are frenzied. Had he realized, the single swordmaster could have marched up, and angled so the savages would overrun to the side... This could have been fatal, but thankfully he forgot. I was really nervous at this point wink.gif

- In the combat he wound beast eater once, but it doesn't do much in return.


Orcs turn 5
- The savages charge the sword masters and make it.
- both wolf rider units charge bolt throwers and make it.
- Third BIG mistake was me keeping to my plan, and charge the spider into the phoenix guard. I should surely have moved it back and concerved points. STUPID!

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In shooting my warmachines finish of the archmage!

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After the turn it looked like this.
- Beast eater died, and the spider is now alone with the elite elfs.
- the savages overrun into the spear elfs.
- Wolf riders both succeed and fail. one unit killing a warmachine, the other die trying.


Elfs turn 5
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- His archers walk into the house that my wolf riders was "hiding behind" (I had forgotten it was a house laugh.gif)

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But they only slay a single wolf.

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The bolt thrower kills a wolf rider unit.

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The spider takes two wounds in the combat, but the elfs are starting to look rather deminished themselfs...

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The Savage orcs brutalises the spear elfs but fall short of the warmachine.

Last turns
The guards kill the spider and routes the lower side, while the Savages and bunker unit takes the upper side of the board...


So.... by 250 pts it was a..


Victory to the orcs!!! biggrin.gif biggrin.gif


Sadly, a rather poorly played performance by me, winning the game, only by a small margine.
- I rushed forward like a mad man, even though i had superior firepower, and was ahead on points!
- If i had kept my monsters back, I could really had put the hurt on the elfs. Thankfully, this gave us a much more exciting game, but that is no excuse wink.gif
- The savages really underperformed this game. Their animosity and frenzy where huge deal breakers... had my opponent remembered about the overrun, he could have easilly won this game...
- I definetely need to work with this list. It lacks a lot of synergy, as the monsters can't break ranks, and I have no units that break stedfast.

Hope you enjoyed the write up. The next Report is due within long smile.gif

Please leave some feedback. tactics and cheers are most welcome wink.gif

Cheers all! smile.gif

This post has been edited by Morten C on Aug 3 2012, 11:09 AM
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Morten C
Posted: Jun 7 2012, 11:14 PM


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Oh, yeahr i just forgot the post game results:
- injuries: his archmage gets +1I, and roarbag gets -1 A sad.gif
- defeats: his army fears O&G their text game.
- spoils: infamous, his army now hate mine the next game.

So... Some really bad rolling on my part mellow.gif
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WarbossKurgan
Posted: Jun 8 2012, 09:24 AM


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Great report - I'm looking forward to following your exploits and misadventures in this campaign! yarr.gif
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Johnny-Crass
Posted: Jun 8 2012, 03:41 PM


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One thing HE Bolt Throwers only have two crew not three.
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Morten C
Posted: Jun 8 2012, 05:30 PM


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QUOTE (WarbossKurgan @ Jun 8 2012, 09:24 AM)
Great report - I'm looking forward to following your exploits and misadventures in this campaign! yarr.gif

Thanks mate smile.gif I'm writing s second one within long, which will have quite an impact on the remainder of the campaign!

QUOTE
One thing HE Bolt Throwers only have two crew not three.

Ha! I didn't know that laugh.gif That actually might have mattered. Thanks for telling me smile.gif
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Krolog da FaceMangler
Posted: Jun 8 2012, 09:05 PM


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Great report, cant wait to read that first game and all the other ones to come. Makes me want to start a campaign right now. As far as breaking ranks and tactics, adding a unit of 30 or so gobbos would help with that. You could drop some models from the SOBUns for them.

This post has been edited by Krolog da FaceMangler on Jun 8 2012, 09:49 PM
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Morten C
Posted: Jun 8 2012, 10:37 PM


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QUOTE (Krolog da FaceMangler @ Jun 8 2012, 09:05 PM)
Great report, cant wait to read that first game and all the other ones to come. Makes me want to start a campaign right now. As far as breaking ranks and tactics, adding a unit of 30 or so gobbos would help with that. You could drop some models from the SOBUns for them.

Yeahr, or maybe i'll just skip the savages for this army and have more stedfast food soldiers... I mean... I have 3 heavy hitting units... I don't need the savages. My monsters should be able to win fights... (unless I play them foolishly, like this game wink.gif

And thanks for the nice comment btw smile.gif
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Krolog da FaceMangler
Posted: Jun 9 2012, 12:26 AM


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Not a bad Idea, Droping them for a couple of NG deep ranked units with nets would allow you more rankbreaking options but it might slow you down a bit with there M4, more shooting and slower advane might be in order.


Maby bump the Great Shaman to lvl4 for more chance of Hand and foot of gork combo to make your gobbos faster?



This post has been edited by Krolog da FaceMangler on Jun 9 2012, 12:29 AM
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Morten C
Posted: Jun 9 2012, 09:32 AM


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QUOTE (Krolog da FaceMangler @ Jun 9 2012, 12:26 AM)
Maby bump the Great Shaman to lvl4 for more chance of Hand and foot of gork combo to make your gobbos faster?

Wouw... that was actually a mistake.... I've played him as a level 4! Man I'm a cheesy cheating bastard blush.gif

QUOTE
Not a bad Idea, Droping them for a couple of NG deep ranked units with nets would allow you more rankbreaking options but it might slow you down a bit with there M4, more shooting and slower advane might be in order.

Well the savages are also only have movement 4, so I guess the monsters will attack small units until the stedfast units arrive wink.gif I really wanna try using my warboss against a list that uses a bunker. I mean, calling the Waagh and then charge over his troops and into his bunker. That should be quite devastating, because usually bunkers handle stuff like that through challenges and then break the monster with static combat ress. But getting the waagh, the warboss might even win combat! They'll be stedfast yes, but that means he'll have a juicy mage target next turn! tongue.gif
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remyk
Posted: Jun 9 2012, 07:16 PM


say waaaaaghh!
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hmm u y said: The bunker fails animosity, so the BSB kills 4 orcs...
this was quell animosity? hmm thought it was a normal orc :S
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Morten C
Posted: Jun 9 2012, 08:40 PM


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QUOTE (remyk @ Jun 9 2012, 07:16 PM)
hmm u y said: The bunker fails animosity, so the BSB kills 4 orcs...
this was quell animosity? hmm thought it was a normal orc :S

Man you are right! He was suppose to be a black orc.. I wonder if I have put up the wrong list huh.gif
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remyk
Posted: Jun 10 2012, 03:10 PM


say waaaaaghh!
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btw how did flinger work?? i want to hear from some people b4 i add one smile.gif
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Morten C
Posted: Jun 10 2012, 03:29 PM


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Well I only got to fire it once, and I hit the swordmasters. It was still early game though, so there were no blocks near them, that might benefit from this.

I think it's better in more defensive builds, but In tur 3, when i should have pulled back it would have been nice to fire the flinger. Otherwise i decided to try and charge when I should have walked up and fired the flinger.

This army wasn't the best to try the flinger against. Against an army with more dangerous units it would be much more handy.
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remyk
Posted: Jun 10 2012, 04:23 PM


say waaaaaghh!
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soooo... it's good or wha?
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Morten C
Posted: Jun 10 2012, 06:43 PM


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QUOTE (remyk @ Jun 10 2012, 04:23 PM)
soooo... it's good or wha?

It has uses! I think it's a nice upgrade for some armies. In the army I played here, maybe not so much, because it depends on the spider to do fighting more fighting.
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