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First Battle for the Relocation Orb


Artobans Ghost

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A force of 2000 each of Matorean Disciples  and Shivertooths Headbangers  are taking a chance to bash each other up. I have very little terrain, all of it homemade and I need. A lot more. 
first round, Matoreans don’t like to run, but the guns were doing some damage. Tank with commander managed I kill with the repeater handgun, 2 with the steam cannon and 7 with a 3rack hellblaster. 4 more ran after but there are a lot of them. The other hellblaster doubled and wounded itself. Other tank missed. 
30 after boys took out 5 flagellants. Would have been more but I moved them. Round 2 tomorrow. 
since I play both sides, I will not have my ass handed to me. Had another player show up but left soon after. 
 

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2 hours ago, Rusty293 said:

Nice! Love the wide shots of both armies clashing. What did you proxy the cat as?

Lol! He loves attention so he must be some sort of slannesh deamon😺

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GT2 - the Orb slides east (depending which way is north) thankfully to the benefit of the Greywater Fastness army. Score 4 VP this turn. 
The left hand flagellants charge the double choppas and almost finish them with the aid of the steam tank and commander. The hellblasters work great and blow a big hole in the same orks. Just not enough of them died. 
The 2nd steam tank hits the giant hard enough to ruin his charge and the right hand flagellants grab the orb and charge into the chariot. 
The ardboys counter charge the first flaggies and paint the ground red with them. Still lose 3 but that’s only fun for em and someone gets to try new armour. 
Shivertooth and the boar boys slam into the tank commander and cut him to half strength. Luckily one of his abilities is repair. The arrer boys knock off 2 wounds to my general. The great swords are yet to be committed. 
Orc magic ain’t happening. 
 

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GT3  Now it’s getting serious. Green magic finally went off on ST w C. Entire left flank is gone and uncommitted greatswords are surrounded by ardboys. My general is gone, STwC gone. 
may least his giant is out of commission. Actually he landed on my general and finished off his final wound. My right flank flagellants are standing strong. Got victory points again CoS have 8, Big Waagh 0. 
I have a feeling that’s going to change soon. 
 

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Dead pile this round 

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GT 4 - strangely enough. The CoS army will be mostly obliterated by turn 5. The orb moved again into waagh territory giving them 4 points this round. And 4 pts next most assuredly. This leaves a tie which will be broken by the number of my units killed. Good job for a first round. I think I’ll target leaders first next time. 
not sure about rules when in close combat with a war machine. Do the crew take losses first or last and can they fire at the enemy with there gun. It is still in close range for  a +1 to hit. And can units just disengage and run/relocate. 
I’m going to say this was in an outlying hamlet away from the main city and was a meeting engagement. Unfortunately the orruks made off with the orb which can be useful when channeling magic (if you can keep up with it). Will half to get serious about putting a stop to this annoyance at the moment. The next army will be a fuller range of units. 
 

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My opponent claims victory. He was certainly victorious in losing one of my magic dice when he flew thru the air and landed in the midst of my markers. 😹
 

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