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| Morten C |
Posted: Jun 9 2012, 08:43 PM
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![]() Warboss ![]() Group: Members Posts: 2,687 Member No.: 5,542 Joined: 1-November 09 |
![]() So this is the firste game for the Blood in the badlands Campaign. 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 this battle is what starts it for the wyrmclaw clan! For many years now the dragonback mountains are at relativ piece, the commander of defences, Vruugor Skullkeeper, Is not an orc who dreams of great WAAAGHs and battlefields. He loves controlling, patrolling, and kinckin the ladz. And noone does it better than him. Now his hands have been forced though. In the south the great stronghold in the south, an important strategic point, which help controll the only pass between the mighty mountains, is under siege. The goblin messengers arraive a few days later with news of the burning fortress. In the same moments a unholy and rotten messenger arraive in front of Vrugoor, with this letter: ![]() Infuriated by the vampire, the warboss collect an army of orcs, to help him drive the vampire from the lands. The orcs arrived at the ruins of their old stronghold, only to find it swarming with daemonic abominations... Confused and angry that he'll miss his revenge, the Half-troll warboss sounded the charge catching the daemons of guard Campaign special rules: - The Daemon army will have use the deployment rules from the dawn attack scenario. - All dangerous terrain tests are failed on 1 or 2. - Life magic get +1 to cast. The Armies The Orc list: 1 Black Orc Warboss @ 243.0 Pts General; Heavy Armour; Shield Talisman of Preservation Crown of Command 1 Orc Great Shaman @ 215.0 Pts Magic Level 4; Big Waagh; Choppa Channeling Staff 1 Night Goblin Great Shaman @ 165.0 Pts Magic Level 3; Little Waagh Dispel Scroll 1 Black Orc Big Boss @ 147.0 Pts Heavy Armour; Shield; Battle Standard Talisman of Endurance 1 Goblin Big Boss @ 96.0 Pts Spear; Light Armour; Shield Dragonhelm Luckstone 1 Gigantic Spider @ [0.0] Pts 38 Orc Boyz @ 301.0 Pts Choppa; Light Armour; Shield; FC 3x5 Goblin Wolf Riders @ 55.0 Pts Light Armour; Shield 14 Savage Big 'Uns @ 164.0 Pts Frenzy; Second Choppa; Warpaint; Musician 30 Black Orcs @ 405.0 Pts Heavy Armour; FC Banner of the Eternal Flame [10.0] 6 Trolls @ 210.0 Pts 2 Rock Lobber @ 85.0 Pts 1 Doom Diver @ 80.0 Pts 1 Mangler Squig @ 65.0 Pts 2 Spear Chukka @ 35.0 Pts Total Army Cost: 2496.0 The Daemon list: Herald of Tz @ 235 BSB, Dispair, Wings Herald of Tz @ 165 Loremaster (shadow) Dispelscroll Herald of Kho. @ 115 Armour Herald of Sla @ 120 Siren song, Torment blade 28 Bloodletters @ 391 28 Plaugebearers @ 391 10 horrors @ 120 10 Daemonettes + champ @ 144 Stubborn 2x6 furies @ 72 5 Fiends @ 275 6 Flamers + Champ @ 275 4 Nurglings @ 140. Total Army Cost: 2495.0 Spells - Orc: Eadbut, Brainbursta, Hand of gork, Gaze of mork. - Goblin: Ichy, Vindictive, gork 'ill fix it. - Tz sorcerer: Can't remember. - Tz sorcerer: Loremaster shadow. Vanguard ![]() Left flank ![]() Right flank - He got the Plaugebearers and a unit of starting in reserve. - I forgot about the furies, and that nurglings are scouts, so when he had deployed his entire army i thought: Nice, no fast stuff on the right flank, so I place all my warmachines here. I havenøt used goblins much yet, but this game where to be a lesson in why you never deploy warmachines like this! ![]() - So as you can see, my warmachines are already under preassure from the start of the game. Orcs turn 1 ![]() My left flank moves up as you can see. - I mostly hang back. - But I want my savages to get to the flank before the fiends (behind the flamers on the hill). Having the hand of gork, I can use that room to move my black orcs, should he advance his bloodletters straight ahead. - The spiderboss go hunt some flamers. ![]() I don't vanguard with my leftmost wolfs, and charge the nurglings. The matchup isn't great, but I hope I can hold them and give my warmachines som rounds of shooting. ![]() - In my magic fase the goblin wizard goes beserk, casting Itchy on fiends (to stall them in the race towards the flank). - He also gets his two other spells of. Vindictive glare puts 3 woiunds on the flamers, and gork will fix it on them to minimize their shooting. - In all three cases I steal a dice from my opponent, but he saves them for the hand of gork on the savages. ![]() In combat my wolfriders actually win combat, and put 4 wounds on the nurglings. Very good start. Daemons turn 1 ![]() He moves up as you can see. - Even though the fiends where hexed, they still had plenty of movement to catch the flank. - This move di require that his flamers moved behind the bloodletters though, giving me a nice hard cover against their shooting. ![]() - His Daemonettes with herald charge the wolfriders. - His furies take the mangler and a single one survive, Which was actually quite good for me, even though it might seem unlucky. - His remaining furies and plaugebearers enter the board on the right flank, buying me lots of time to try and handle the bloodletters. ![]() - Magic: He gets pit of on my trolls, it scatters off, but still drags two to the depts. - Shooting: His flamers shoot at my wolf riders, but needing 6's to hit, and being hexed, they only killed two. ![]() - In combat he does of course slaughter the wolf riders. Orcs turn 2 ![]() Now this was terrible! - First I move my wolfriders, then we remember Frenzy, roll for it and i fail, TWICE! So they declare a charge against the bloodletters and makes it.... UGH!!! ![]() - I charge the wolfriders into the remaining Fury. And this is why it was great that one survived, I now ret an overrun into the daemonettes, and that combat won't be fought until his turn, robbing him a charge at my warmachines. ![]() In the magicfase I get IF on Eadbutt and kill his general! ![]() ![]() - The miscast puts a wound on both my shamans. ![]() I shoot all my warmachines at the daemonettes, and everything fails to hit ![]() ![]() In combat I kill the fury and overrun into the daemonettes. ![]() And my savages are whiped out before they get to strike, and they overrun into the wolf riders. Daemons turn 2 ![]() His Furies charge my chukkas, and in the combat fase they kill it and overrun into the doom diver. The second chukka and rock lobber panic! ![]() And this was amazing. The Daemonettes, having a hero with 5 attacks and a champion with three only kill 3 riders. So only loosing with 1 the wolfriders stick! ![]() ![]() - In shooting his stupid flamers shoot at my spider boss. Now he has a rerollable 2+ armor save and a 2+ ward against fire... And he wounds me twice.. TWICE!!!! so frustrating.. - The bloodletters do of course kill the wolfs and reform. Orcs turn 3 ![]() - I hold back a little while advancing the trolls on the flank. I want to make his bloodletters hesitate and the takeout his bunker. Those points could see me in the lead again. - Otherwise I dont see any choice but getting hand of gork off and help me outmaneuver the bloodletters. With the herald inthere granting them hatred, I can't tuch them with any of my units. Even the black orcs is a no go, as their stubborn warboss is to likely to get killing blowed. - I move my shamans out even though he have chaff hanging around. I just can't risk them in the blackorcs. - My spider boss gets to the fungus forrest. He's stedfast here, so if he charge with anything, I might be lucky and stick. ![]() Over here it looks like this. ![]() - In magic my goblin shaman eats a bad mushroom and takes a wound. ![]() - My rocklobber actually makes it's panic check when the doomdiver is destroyed, but it's a hollow victory ![]() Daemons turn 3 ![]() - His bloodletters fall back - His slaneesh herald move out on it's own behind the bloodletters. - The furies charge the rock lobber. - His Tz herald leaves his bunker, sensing the danger of the trolls. (DAMMIT) - The flamers kill my goblin shaman. - He then uses Siren song to force my black orcs forward. Orcs turn 4 ![]() - The trolls and spiderboss charge the empty bunker. - The black orcs falls back a bit. - The BSB orcs advance. ![]() - The trolls slaughter every single daemon in the bunker and overrun into the Herald. - The spider boss overruns into safety. Daemons turn 4 ![]() - The Plaugebearers charge the flank of the trolls. The don't do much damage, but I fail to kill the Tz herald, and the trolls are run down. - The orcs are charged by the nurglings and daemonettes to avoid the countercharging the bloodletters... - Cauz the bloodletters use their banner and make a long charge into the black orcs. - The furies charge the orc shaman. ![]() - And yeahr. The furies kill the shaman. - The bloodletters absolutely brutalises the black orcs killing 12 and killing blowing the warboss three times over, for a minimum of damage in return. - So no longer stubborn, the black orcs chop the herald into pieces and run for the mountains. - This leaves the BSB and the boys hacing away at daemon scum until they could retreat... Crushing victory to the Daemons!!! Post battle happenings: - The orc boys survive the battle, but have lost faith in "cleaver battleplans" and show signs of posttraumatic stress. They are stupid in the next battle. - Vruugor skullkeeper has taken his last skull ever. His head was firmly removed from his fat body by the bloodletters. The commander is dead! - The herald of Tz actually benefitted from his wounds gaining +1 Movement. Post battle happenings: So this was a badly played game by me. I had the deplyment. I should have bunkered on the left flank with my warmachines. - My shooting didn't benefit me enough either. I need to thin out a unit like the bloodletters to take them on. - Failing frenzy was terrible as well. it just laid my entire battleplan to ruins. I really needed those savages to take the flank with my spiderboss... Really sad. - Having my chaf fight his chaff the entire game was a mistake as well, but it was necesarry because of my bad placing of the warmachines. I would have really benefitted from using them to ensure progress against the bloodletters... Epilogue - The news of the death of the Commander would soon reach Mount Bloodhorn, and fighting is sure to erupt. The next great warboss of the defenses will have to prove his worth against the strength of daemons and scheemes of vampires, or suffer same fate. his first goal will have to avenge the crushed stronghold by ripping of a vampire head. The Wyrmclaw tribe has a new sworn enemy. The Dragonback Clan is going to war... The new commander pf the Wyrmclaw tribe is Gologh the Vicious. An orc of brutal size, but will he be able to control the forces in open battle? ![]() Thank you for following! ![]() All kinds of feedback is most welcome This post has been edited by Morten C on Aug 3 2012, 11:10 AM |
| Krolog da FaceMangler |
Posted: Jun 9 2012, 10:48 PM
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![]() There can be only Green!!! ![]() Group: Members Posts: 508 Member No.: 5,683 Joined: 16-February 10 |
Sad to see the Orcs loose but good you learned some good lessons about deployment.
Your wolf Boyz were definatly the Gobbos of the match for serviving that onslought by the demonets. Great report, cant wait to see more turns This post has been edited by Krolog da FaceMangler on Jun 9 2012, 10:48 PM |
| remyk |
Posted: Jun 10 2012, 07:17 AM
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![]() say waaaaaghh! ![]() Group: Members Posts: 118 Member No.: 6,848 Joined: 20-April 12 |
to bad u lost
but how did u deal with animocity for the wolf's and savages?didnt see that u rolls (or didnt u just say because u made em all??) |
| Morten C |
Posted: Jun 10 2012, 08:30 AM
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![]() Warboss ![]() Group: Members Posts: 2,687 Member No.: 5,542 Joined: 1-November 09 |
Yep exactly. I only mention stuff that matter throughout the game. I didn't mention stupidity either. I only mentioned frenzy when my savages failed their check and ruined my plans ![]()
Yeahr, well it actually makes for a much nicer story, and I god to buy brand new miniatures for my new warboss... Everybody win ![]() And definitely learned a lot this game. - I feel really bad that I deployed so poorly - I should have done more to get that flank - Armybuilding wise, well 14 savage orc big'uns just isn't enough to take a flank either. 18 og 20 would have been much better. Otherwise you can't attack anything to front. They would have had a hard time fighting of those fiends of. Many thanks to both of you, for the replies |
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| remyk |
Posted: Jun 10 2012, 09:24 AM
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![]() say waaaaaghh! ![]() Group: Members Posts: 118 Member No.: 6,848 Joined: 20-April 12 |
hmmm whould you not give ur wolf riders spears? then they can do some good dmg vs warmachines
in my lates list i try to use shield spears and bows works well but they become 65 pts each. |
| Morten C |
Posted: Jun 10 2012, 09:47 AM
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![]() Warboss ![]() Group: Members Posts: 2,687 Member No.: 5,542 Joined: 1-November 09 |
exactly. so if I have three units, That's 30 pts. Now I usually find that wolf riders can easily beat most warmachines any way ![]() Besides, I knew I was facing daemons, and wolf riders aren't supposed to be able kill daemons. It was pure luck that the did as well as the did against nurglins and daemonettes |
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| Noisy Assassin |
Posted: Jun 13 2012, 08:22 PM
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![]() Forest Lurkin' Backstabbin' Night Git ![]() Group: Members Posts: 715 Member No.: 6,578 Joined: 18-October 11 |
Always a pleasure reading your BatReps Morten. Sounds like you learned a few things from the game, and it'll add some fun thematic elements to the campaign story, so that sounds like at least a moral victory to me!
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| Morten C |
Posted: Jun 13 2012, 09:41 PM
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![]() Warboss ![]() Group: Members Posts: 2,687 Member No.: 5,542 Joined: 1-November 09 |
Thanks mate. really appreciating you taking the time comment on all my bat reps. That keeps the spirit up! ![]() Yeahr, this opponent played very differently front previous opponents, so I'm very happy with having learned something this game. And yes, the campaign story has definitely improved with this change of events, as the Vruugors BG clear stated him as a very conservative warboss (I made it for the first bimonthly challenge), who didn't fancy conquering stuff, but rather to rule the Stronghold and make defences. Now this new, brutal warboss have to prove himself and I'm planning on him being far more killy and have the Energy/stupidity of "youth"... Oh and I get to paint that Fantastic orc model... All I need is to make him a cool base! With such a huge axe, I have to have him standing untop of something he has killed Man that is gonna be awesome ![]() But again, thanks for giving feedback |
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| Noisy Assassin |
Posted: Jun 14 2012, 01:34 AM
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![]() Forest Lurkin' Backstabbin' Night Git ![]() Group: Members Posts: 715 Member No.: 6,578 Joined: 18-October 11 |
Just stick him on a temp base for the first battle, then give him a based trophy of whatever he manages to kill that game! |
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| Morten C |
Posted: Jun 14 2012, 07:06 AM
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![]() Warboss ![]() Group: Members Posts: 2,687 Member No.: 5,542 Joined: 1-November 09 |
Great idea! or maybe I should just convert s unifiller cart behind him with a corpse of everything he has slayin |
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| remyk |
Posted: Jun 14 2012, 05:37 PM
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![]() say waaaaaghh! ![]() Group: Members Posts: 118 Member No.: 6,848 Joined: 20-April 12 |
morten how do u use ur gobbo BB on spider mine always dies in first round of combat.
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| Morten C |
Posted: Jun 14 2012, 06:48 PM
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![]() Warboss ![]() Group: Members Posts: 2,687 Member No.: 5,542 Joined: 1-November 09 |
Well, I mostly use him to hunt enemy chaff and stuff that shoots (Warmachines, archers etc.) He's a great thread to them! He never fight big blogs on his own. He's not strong enough for that. The static combat res alone is enough to see him off. He also excels at handling bunkers that hold a wizard but no champion. He can go in and actually bring enough punch to likely kill the wizard. I almost always kit him out with the dragonhelm, luckstone and warrior bane. Then he can take out ethereals, hold stuff which have flaming attacks, and usually doesn't get hurt much from shooting. Having all these uses, he's still cheap enough to sacrifice, if it means saving a combat block or granting your blocks a preferable charge. Hope that helps |
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| remyk |
Posted: Jun 15 2012, 05:38 AM
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![]() say waaaaaghh! ![]() Group: Members Posts: 118 Member No.: 6,848 Joined: 20-April 12 |
this wil give him a 2+ amour save wich is nice but you can easy get a`1+ and doesnt he need a ward? for stuf like bolt throwers. |
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| Morten C |
Posted: Jun 15 2012, 08:39 AM
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![]() Warboss ![]() Group: Members Posts: 2,687 Member No.: 5,542 Joined: 1-November 09 |
Nope, he needs to be cheap, and boltthrowers aren't likely to shoot him, they'll be busy shooting manglers and monsters If they do decide to shoot at him, remember that he has 3 wounds, so he is likly to survive. And you can't get him a 1+ armor save in any way. The luckstone will help some times, and same for the 2+ vs fire. J But remember, I don't rely on this guy in any way. he is not suppose to win me the battle. He's just a multi purpose caff unit, thus he has to be cheap enough to sacrifice. But he actually survives most my games. He's too cheap, so he's not really worth concentrating on... |
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| staks |
Posted: Jun 19 2012, 09:14 AM
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Goblin ![]() Group: Members Posts: 216 Member No.: 2,390 Joined: 16-August 05 |
Hey Morten,
I really like your spider model. Have you got any close ups of it? It doesn't appear to be the GW model, so if it isn't what is it? BTW, are you Danish? Staks |
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