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Kessler

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  1. Kessler
    While the forum was down I managed to get converted mournfangs painted.
    I like the outcome, the poses are quite natural. I usually don't like banner bearer models, so I made my own that is much cooler than the "official" one. 
    I started with gore gruntas, but it's summer and there has been a very long pause. So I have only one painted. I wanted to make him brown skinned like my bonesplitterz, but the is would have been just one big brown model. I am not entirely happy with the colour scheme, but I really can't think of anything better. Especially because I want to keep its metal parts "metal", not painted. 
    Also, I haven't had time to play with Braggoth's battalion, I hope to do it before GHB 2: in case there are too many changes in points that makes this battalion impossible to play in 2000 point game. 






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  2. Kessler
    The Arrowboys are slowly getting their paints on. I kept the reddish-brown skin tone, green-gold aztec style and still couldn't manage with obsidian weapons.
    But I used GW green glaze for the frst time and liked it a lot - the "emerald" earrings are made with white base and green glaze. For savage orruk heroes I try to make some glazes myself and paint only with these. 


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  3. Kessler
    Our small tournament will be in the end of May, so we tried some more lists. I exchanged Butcher and Tyrant for Huskard on Thundertusk, Bretonnians came with the same list. We played two games, Blood and Glory and Escalation.
    First game:
    Battleplan: Blood and Glory
    Armies:
    Points: 1000
    Bretonnian army:
    5 Grail Knights
    8 Knights of the Realm
    5 Freeguild Outriders
    10 Freeguild Handgunners
    1 Empire General (general)
    1 Paladin
    1 Paladin Standard Bearer
    1 Battlemage
    Orc army:
    3 Ogors with ironfist
    3 Ogors with ironfist
    20 Savage Arrowboys
    1 Huskard on Thundertusk (Battle Brew)
    1 Savage Big Boss (general)
    5 Savage Boarboys
    Both had exactly 1000 points, no Triumph Table.
    Pre-battle strategy: I put Arrowboys and Boss on the right, Huskard in the middle and both Ogors to the left flank, Boarboys far right. Bretonnians put most of their cavalry units to their left, against my Arrowboys, and quite near the edge.
    1st ROUND
    Turn 1: Orcs started - I didn't want Outiders to reach my Arrowboys. Arrowboys moved forward with Boss, Boss gave them +1 with Bellowing Tyrant plus special Command Ability that allows extra attacks on roll of 6 (due to +1 to hit I got rerolls on 5 and 6). Others did not move much, not to give Bretonnians a chance to charge. Arrowboys shot Outriders, killed 4 and last one fled. I left 20 Arrowboys in the middle to stop charging Bretonnians.
    Turn 2: Handgunners gunned my Arrowboys, some died, many fled. Cavalry moved forward, did not get charges, but hoped for double turn. 
    2nd ROUND
    Turn 1: Double turn for orcs. Lucky me. Arrowboys shot, killed 7 Knights of the Realm, last one fled. Incredible luck with dice, I think most rolls were 5 or 6 and I rolled lots additional attacks. And Knights failed with their 4+ Saves. Huskard blasted with ice, 3 Grail Knights died. Some Arrowboys shot Handgunners, some died.
    And here we ended the game, there wasn't much Bretonnians left.
    SUMMARY: Arrowboys with Big Boss' +1 to hit and Command Ability are rather devastating. But my rolls were incredibly good, mostly sixes and fives, I won initiative etc. And Bretonnian dice just hated him.
     
    Second game:
    Battleplan: Escalation
    Armies:
    Points: 1000
    Bretonnian army:
    5 Grail Knights
    8 Knights of the Realm
    5 Freeguild Outriders
    10 Freeguild Handgunners
    1 Empire General (general)
    1 Paladin
    1 Paladin Standard Bearer
    1 Battlemage
    Orc army:
    3 Ogors with ironfist
    3 Ogors with ironfist
    20 Savage Arrowboys 
    1 Huskard on Thundertusk (Battle Brew)
    1 Savage Big Boss (general)
    5 Savage Boarboys
    Both had exactly 1000 points, no Triumph Table.
    Pre-battle strategy: I deployed Ogors on the left and Ogors on the right. Bretonnia put Handgunners to the left with General, Knights of the Realm to the middle. I wanted to put Arrowboys to the middle next round and overwhelm the objective, while holding right objective and fighting for left objective.
    1st ROUND
    Turn 1: Bretonnia started. Did not move. 
    Turn 2: Orcs held their ground. There was no points to get and I wanted to stay away in case Bretonnia gets the initiative. 
    2nd ROUND
    Turn 1: Double turn for orcs. Lucky me. Again. Arrowboys arrived with Big Boss who gave them +1 with Bellowing Tyrant plus special Command Ability that allows extra attacks on roll of 6 (due to +1 to hit I got rerolls on 5 and 6). Moved to middle objective and claimed it. Then last battle repeated itself: Arrowboys shot, killed 7 Knights of the Realm, last one fled. Incredible luck with dice (AGAIN!), most my rolls were 5 or 6, lots of additional attacks.
    Ogors on the right got to the objective, on the left they didn't.
    Turn 2: Bretonnia put Paladin next to Handgunners, Outriders to cover close to Ogors and left objective, Battlemage next to Handgunners. Handgunners shot Ogors, Paladin charged Ogors, one died, Ogors didn't do any damage against the Paladin. General moved to get Victory Points.
    3rd ROUND
    Turn 1: Orc won initiative again. Huskard arrived with Boarboys. I deployed all to the left side. Huskard killed the General with ice blast, Boarboys forgot to move. And lost a Victory Point with that. Ogors fought instead of retreating and lost a Victory Point due to that, didn't do any damage, Paladin killed one. Arrowboys shot Handgunners and Outriders. AGAIN, incredible dice rolls, all Outriders die, some Handgunners as well.
    Turn 2: Bretonnia put Grail Knights and Paladin Standard Bearer in the middle, charged Arrowboys. Didn't do very well, but 6 Arrowboys died. I rolled for Battleshock and got 1, so no-one fled either... my luck just didn't seem to stop.
    Paladin Standardbearer killed the Big Boss. And Arrowboys were zero after that. I think they did 2 wounds after that.
    Paladin on foot missed ALL 5 attacks (1s and 2s...). Ogor did some damage to Paladin. 
    4th ROUND
    Turn 1: Orcs won again. Huskard moved to the middle and ice blasted 3 Grail Knights, Boarboys forgot to move, but opponent generously let the do it later, so they charged to Paladin and killed it. Before that Paladin missed all 5 hits (again!).
    After that Bretonnia only had 2 Grails, handful of Handgunners, 2 wounded characters and no chance to get enough points for 5th round to beat the orcs.
    SUMMARY: My dice rolled incredibly well. Opponents dice incredibly bad.
    I would like to say that Arrowboys are crazy good with Big Boss even in unit of 20, but actually was just very lucky, I rolled mostly 5s and 6s and their victims mostly 1s, so actually I don't know.
    I could not really try Boarboys with their cool retreat and attack ability.
    As I hindsight I feel that Bretonnians actually deployed badly: their second reinforcments should have been Grail Knights to kick some ... before Huskard arrived. Second deployment had Outriders and two heroes, so he played all the time understrength. 
    Altogether I liked the scenario a lot, much more different than others. Although 1000 points on normal sized table kind of forced us to fight for 2 objectives and "forget" the third.
     
    The list itself seems very powerful.
    Weak side is Saves: all have either 5+ or 6+, only Huskard has 4+. No magic users to give +1 to Save. Against rending units it can be awful. Maybe it would be good to change boarboys for wardokk to get some spells and probably triumph roll. 
    But otherwise: first round the Arrowboys shoot at their full power and delete one unit from afar. If they are lucky, they kill another next time. After that, when there is more combat, they serve as great chaff: there are usually less of them and/or Boss has died, so they suck at killing, but 40 wounds is hard to kill even if there is no save. Huskard snipes characters or kills elite units with good save. Ogors take objectives, fast Boarboys support them where needed.
    However, it is probably much weaker against armies that can alpha strike etc. Our Bretonnians don't have really competitive and tuned army, the player has mostly just bunch of cool models that he uses.
    We could see the winner in the second round both times, so I would not use it again in normal friendly games. But I have no idea what kind of gamers/lists come to the tournament, so I think I'll stick to that.
    And as a side note: I have no idea, how people play these games so fast: we had 1000 points, last game we played only 3 rounds and it took us 3 hours...

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  4. Kessler
    We made some changes to our campaign. There will be first small tournament in our area at the end of May with 1000p armies. So we wanted to try out some 1000p armies for the tournament and play with matched play rules and battleplans. Therefore we used no special abilites received in the campaign.
    Battleplan: we started from the first: Take and Hold: if you have 5 models close to enemy and your own objective, you get major victory.
    Armies:
    Points: 1000
    Bretonnian army:
    5 Grail Knights
    8 Knights od the Realm
    5 Freeguild Outriders
    10 Freeguild Handgunners
    1 Empire General (general)
    1 Paladin
    1 Paladin Standard Bearer
    1 Battlemage
    Orc army:
    1 Golgfag (masterwork pistol)
    3 Maneaters (reroll 1s to hit and reroll 1 to wound from Golgfag)
    3 Ogors with ironfist
    3 Ogors with ironfist
    20 Savage Arrowboys (general, Bellowing Tyrant)
    1 Butcher (Talisman of Protection)
    Orcs put down some points less, rolled on Triumph Table and got to reroll wounds. And I forgot it.
    Pre-battle strategy: as I had less units, I wanted to go second, then move closer, shoot with arrowboys and then hope for double turn and charge into knights to keep them from charging. It seems the only reasonable strategy agains Bretonnians.
    1st ROUND
    Turn 1: Orcs gave initiative to Bretonnia. Bretonnian Outriders are fast as birds - they moved 12, ran 6, shot my arrowboys and failed the charge by 2. Killed 2 arrowboys and 3 more fled. Other units moved forward just a bit. Freeguild Handgunner's chief missed with his 30" gun.
    Turn 2: Arrowboys tried to move to cover, but Outriders blocked them, so all 15 could not fit into cover. All ogres moved forward with Rampaging Destroyers, then ran closer to enemy, putting all hopes on double turn. Arrowboys shot and killed one Grail Knight and one Knight of the Realm. Then charged into Outriders. 
    2nd ROUND
    Turn 1: Double turn for orcs! Arrowboys shot, killed one Knights of the Realm, and with awful luck of dice 5 handgunners, then battled with Outriders. Butcher gave +1 to Ogors with cauldron and Mystic Shield. All Ogors moved closer with Rampaging Destroyers and Move, missed all their Shooting, then succeeded all charges. 1 unit charged to Knights of the Realm, second boosted Ogors to Grail Knights and finally Maneaters to Paladin Standard Bearer.
    Then it turned all sour. Ogors missed most hits as always (despite having +1 to hit), those that hit were Saved. So they killed altogether 1 Knight of the Realm, 1 Grail Knight, and Paladin Standard Bearer. And lost 1 Ogor and one Maneater, second Maneater and Ogor were left to 1 wound.
    And during battleshock it turned better again - Knights of the Realm lost 4 models to Battleshock, leaving only one (unfortunately the player forgot to reroll battleshock...), also the remaining Handgunners fled.
    Turn 2: Bretonnians had no other choice than to carry on fighting. General charged into Golgfag but made only two wounds and got killed. Paladin killed Maneaters, Knights killed two Ogors. If I remember correctly Ogors could not kill even one lonely Knight of the Realm. Things were brightening up for Bretonnians.
    3rd ROUND
    Turn 1: Orcs won initiative again. Golgfag charged to Battle Mage, failed to kill him, Ogors missed most, but with arrowboys killed 2 Grail Knights. The lonely Knight of the Realm still survived, against 2 Ogors.
    Turn 2: Battle Mage tried to heal Paladin, but failed. Grail Knights charged to Golgfag, leaving him on 1 wound. Paladin charged to Golgfag. Golgfag made 6 attacks, dividing attacks between 1 wound Paladin and two Grail Kinghts. And rolled five 1s! But one hit got through and killed the Paladin. 
    4th ROUND
    Turn 1: Orcs won initiative. Killed Outriders, Golgfag shot 2 Grail Knights. Here we called the game. Only later we realised, that it wasn't clear if orcs won minor or major victory, I didn't have 5 models around enemy objective. So I should have retreated from the only 1 wound Battle Mage, ran towards the objective with arrowboys and then killed the Mage.
    SUMMARY: The problem from my side was lack of rend - Free Peoples Saves were all 4s or 3s. Ironfists were okay, I think I did altogether 2 mortal wounds. Maneaters were a disappointment - even hit/wound on 3s and rerolling 1s on both, they missed quite a lot and their Save 5 makes them a bit glass cannon. Arrowboys have more potential, but only with lot of boosting. The arrowboys should have been more in the back to avoid Outriders.
    BATTLE BONUS: -

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  5. Kessler
    Today was my first tournament ever. So far I have only played against bretonnians/free people and twice against chaos demons. Therefore I was really looking forward to it.
    Battleplan: Take and Hold. 
    Armies: 1000 points
    My list:
    Savage Big Boss, general (Bellowing Tyrant, I used it with his command trait giving additional hit rolls on hit rolls of 6)
    20 Savage Arrow Boys
    3 Ogors
    3 Ogors 
    5 Savage Boarboys 
    Huskard on Thundertusk
    First game
    First opponent was Sylvaneth. I was fortunate to get a table with lots of scenery, so he had trouble to fit his wildwoods. 
    He had Ancient Treelord, 3 Kurnoth Hunters with Bows, 10 Dryads and 5 Tree Revenants. He had first turn, did not do much, but killed few Arrowboys. 
    I moved closer, hoped a double turn. Killed one Kurnoth, Boarboys charged 14" and killed all revenants. 
    Then I double turned and moved closer, but did not charge. In his turn he teleported behind my Arrowboys with Treelord, but failed to charge with snake eyes. 
    In my turn I saw I can win by killing one hero and move to opponents objective. That I did and was already feeling victorious, but after remeasuring it turned out that one dryad was 5.5 inches away...
    Then it turned all bad. Arrowboys shot Treelord, but he was -1 to hit and immune to rend, so they didn't do much. 
    And charging into wildwoods was a mistake, I should have retreated. Most my guys got killed, and then I was saved by time limit and I won a minor victory with kill points. Mostly because he had killed on one whole unit and I two, altogether he killed definitely more. 
    But still, a minor victory. 
    Second game, Blood and Glory
    Against death list: Vampire on Zombie Dragon, Vampire on Abyssal Terror, and 40 skeletons. 
    Seemed like easy match, no shooting. How very wrong I was! He took first turn, moved closer. 
    In my turn I charged VLoZD with Ogors, who got killed. The power was surprising for me, so I shot him with Arrowboys and 6 mortal wounds from Huskard. He was left on 4 wounds. 
    And then it was over. In his turn VLoZD healed and attacked my Arrowboys, killed 12. 24 wounds... And when I thought it is over, he just smiled and used his command trait that allowed him to attack again! So my Arrowboys were wiped out. 
    Then he cast a spell that doubled skeletons' movement and attacked my Huskard and Ogors. 30 skeletons, 90 something attacks... Huskard was left on 1 wound, one Ogor also.
    In my turn Huskard failed to heal himself, VLoZD killed the Boss and the game ended. It took 30 min.
    A loss. 
    Third game, Border Wars 
    Last opponent was my "usual" playing partner with Bretonnians/Free People. 
    I had the first turn, killed his general and handgunners. Then he didn't get a double turn and I took off his grail knights and other knights. Pretty much like on our "training" games, we had the same lists. 
    Major victory. 
    Summary: I could see that my list was good against my usual opponent's list, but struggled with others. Mostly because I didn't know what opposing units could do, the lack of rend and overall poor saves.
    But it was fun and altogether I got third place, after this VLoZD player and Sylvaneth player, both my previous opponents. I think it's great, as other players were old WHFB veterans, 40k tournament players etc.  

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  6. Kessler
    In the last days of 2016 I managed to complete my ogor army, Thundertusk and maneater being my last models painted. I started in March 2016 with my very first model, bought Ogre Battalion box and painted my first ogor in June. Gradually I increased the army with Mournfangs, Maneaters, Frostsabres, Thundertusk and Stonehorn and I managed to finish it within six months. Altogether I now have 9 Ogors (4 bought from ebay before I decided to paint myself), 9 Leadbelchers, 6 Ironguts, Huskard on Thudertusk (and his friend), Frostlord on Stonehorn, 4 Mournfangs, 5 Frostsabres (Fenrision Wolf models), Tyrant (converted), Butcher with cauldron (converted), Hunter (converted), 3 Maneaters (converted).
    My favourite models were definitely Mournfang Pack and Thundertusk/Stonehorn, very dynamic and very enjoyable to paint. I also liked a little conversion work, actually. As for the future I do not know what to do. I would like to paint some more Mournfangs, but I also like Savage Orruks and especially Wurrgog model. But these are very similar to ogors to paint, so maybe I will choose something different - Death or Sylvaneth. Or just make a pause. We'll see.
    And here are some pictures of each unit.


     
     

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  7. Kessler
    I finally finished my last converted maneater. Converted from Stonehorn spare ogor, I tried to make it similar to Golgfag model. So I added horns on a gutplate and made a cloak from greenstuff, which was my first and therefore quite a challenge. And it did not turn out as well as I had hoped. But for the first one it is okay, I think.


     

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  8. Kessler
    The orruks still haven't arrived, so I got a magazine from our shop with one Stromcast Eternal mini in it. It seemed interestingly different from painting ogres, so I tried it. I wanted it to appear worn out, a bit rusty and battered, lonely Stormcast left behind deep in enemy territory.
    And I just couldn't manage to make it nice and well painted. The colours are off and it looks like dirt, but not in a way I wanted. So SteelStrongs post hit the mark pretty well:
    I have no idea how to make it look better. Other colour that blue? Red? If anyone can comment how to make better, I'm all ears.

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  9. Kessler
    I am waiting for my savage orruks to arrive and don't have any models to paint. So yesterday evening I made four simple object markers and five tokens. I wanted to do something that looks cool on the table instead of plastic tokens, but easily recognizable also. Object markers are pretty simple, but I'm quite happy with the tokens.
    I used polystyrene, plastic cement and grey/white paints for tokens.


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  10. Kessler
    As a little side-trek from destruction, I painted a ghorgon for my kid to play with.
    The model is HUGE. It took ages to complete. Skin was done with two layers of Cadian Fleshtone plus three layers of red shade. It took some time till I got used to covering so large area with shade, so it is not as smooth as I wanted. I messed up a bit the first layer and could not repair it later.
    The horns blending I drybrushed (but the brush was just a tiny bit wet) as recommended by ConOgre in his youtube channel: https://youtu.be/n_BzSWJK3qc
    And that turned out really well, I am very happy with the result. It was a training for my next mournfangs :). I used Ushabty bone, Sepia shade, then Skrag brown+Mournfang brown+Rhinox hide+Abadon black.





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  11. Kessler
    So, I finally got to rebase all my ogre models. Instead of plain black painted square bases I now have round bases with agrellan earth, stones etc. Looks so much better.

    I also completed Stonehorn and Thundertusk, both great models and lovely to paint. I will post post pictures of both round bases and new painted models as soon as I get some pictures done.
    To sum up this year hobby-wise: it was surprisingly fun. I painted my first model ever in March, this year. I took a look on it today and it was pretty funny to compare it with my last model. As I recall, it was pretty hard to paint, but it turned out better than I hoped.
    Inspired, I youtubed and googled for some time, watched some tutorials and started to paint more and more. And I  must say, as an encouragement to all newcomers, the learning curve was fast. And simple. I learned some tricks and after 9 months I think I manage quite well with decent tabletop quality models.
    And here are the pictures of my very first model, Bretonnian Bowman, and my last model, the Thundertusk. Just to compare. Merry Cristmas and happy new year everybody!


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  12. Kessler
    The half orcs on Crimson Rock were essential for both sides. The battles on the borders were decisive.
    Battleplan: The Border Wars (points collected by having most units around the objectives).
    Armies:
    Points: 2000
    Bretonnian army:
    5 Grail knights
    5 Grail knights
    8 Knights of the Realm
    1 Field Trebuchet
    5 Freeguild Outriders
    5 Mounted Yeoman
    20 Peasant Bowmen
    12 Freeguild Greatswords
    10 Freeguild Handgunners
    1 Empire General (general)
    1 Paladin
    1 Battlemage
    1 Damsel of the Lady
    Orc army:
    1 Frostlord on Stonehorn (Brew, General, Ravager)
    1 Huskard on Thundertusk (Brew)
    2 Mournfang Pack
    2 Mournfang Pack
    10 Savage Orruks
    10 Savage Orruks
    10 Savage Orruks
    1 Icebrow Hunter (Brew)
    2 Frostsabre
    2 Frostsabre
    Beastclaw Avalanche
    Skal
    Orcs put down some points less, so he rolled on Triumph Table and got to reroll saves.
    Pre-battle strategy: put all on one card, get first round, cross 24" and charge into Grail Knights and deny their charge. Appear close to Trebuchet with the Hunter and Frostsabres, shoot down the crew and charge into Bowmen to deny the Arrowstorm and some hero. Move close with the Thundertusk and kill the General with Ice Blast and use Vulture to get the Bowmen under 20 models to deny x4 arrowstorm. Move to objectives with savage orruks and keep Bretonnian units busy until orcs have enough points to win.
    1st ROUND
    Shock and Awe.
    Turn 1: 5 Mounted Yeomen moved close to objective with their special ability. Orcs took the initiative. The Hunter appeared and drank two swigs of the Brew. I figured he'll die anyway next round. Frostlord used his General's ability for rerolling charges for Beastclaw units.
    Frostlord ran forth, others moved. Huskard moved and blasted the general away with Ice Blast, Hunter shot but managed to hit with only one in spite of +2 to hit and wound. Killed two crew from the Trebuchet. Mournfangs shot, killed one Grail Knight and Blood Vulture killed a Twohander.
    Savage orruks made a lucky charge to Mounted Yeomen and got more models around the objective. All Beastclaws charged and made ton of mortal wounds: only 1 from battalion, 4 from Stonehorn charge, 2 from Mournfangs. Frostlord attacked first and deleted 4 Grail Knights and 7 Knights of the Realm. And he did not roll very well. Terrible. Mournfangs did not do well, Hunter attacked the Bowmen, Frostsabres the Damsel and Trebuchet crew. Trebuchet was eliminated as were most Grail Knights and all Knights of the Realm with Battleshock. At the end of the combat round orcs had dealt 58 wounds and lost one Mournfang and one Frostsabre. I think orcs got altogether 10 wounds.
    Orcs: 5 VPs
    Turn 2: Bretonnia could use general's powers, cast some spells. No arrowstorm due to the units within 3", Bretonnian shooters got -1 to hit due to Avalanche's charge and could not kill anyone. In combat round orcs got some wounds and one Frostsabre was killed. Mournfangs missed basically all attacks and failed miserably as always. Stonehorn saved with mostly sixes and rolled mostly 1s to hit and killed Paladin and no-one else.
    Bretonnia: 1 VP
    2nd ROUND
    Orcs won priority roll and there we decided to end the game as Bretonnia was mostly killed and orcs having most army intact.
    Orcs claimed major victory.
    SUMMARY: Well... I'm afraid it was a boring game for my partner. So I won't be using that list again. 18" charge range together with Destruction Alliance Ability is rather terrible. The alfa strike was thrice as bad as I had thought. But it was nice to try it out. Frostlord's fist attack was terrible. And such a pity Mournfangs are so weak - they are my favourite models and therefore will probably be in my list in the future as well.
    The tactics work well: killing the General, eliminating the Trebuchet and denying Grails' charges and Bowmen's arrowstorm were decisive, killing so many Grails etc at the first round was a bonus. Sending in Stonehorn/Mournfangs as multi-wound tanks to keep enemy busy and take the objectives worked also well.  
    BATTLE BONUS: increase the range of all generals command abilities and traits by 6“. 3 points from major victory.

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  13. Kessler
    Orcs had found a ruined citadel near the border of the vale. Hastily they started rebuilding it, but Bretonnian scouts reported about the danger and army of Grail Knights set forth.
    Battleplan: The Monolith (one side has to build a monolith: roll 1d6 each hero phase, 20 points needed to complete, +1 for general adjacent to it, opponent can desecrate it if within 3 inches and rolls 4+; victory conditions: major victory for completing or desecrating the monolith).
    Matrix result: did not use, as it would have ruined the point of the battleplan.
    Armies:
    Points: 1500
    Bretonnian army:
    6 Grail knights
    6 Grail knights
    5 Freeguild Outriders
    5 Mounted Yeoman
    20 Peasant Bowmen
    10 Freeguild Greatswords
    10 Freeguild Handgunners
    1 Empire General (general)
    1 Paladin
    1 Battlemage
    Orc army:
    5 Ironguts
    3 Ogors with 2 clubs
    3 Ogors with 2 clubs
    5 Savage Orruk Boarboys
    20 Savage Arrowboys
    10 Savage Arrowboys
    1 Savage Big Boss (general)
    1 Butcher (with Talisman)
    1 Bruiser Standard Bearer (with Battle Brew)
    Kunnin Rukk warscroll battalion
    Bretonnians calculated and put down some points less, so he rolled on Triumph Table and got to reroll hits.
    Pre-battle strategy: use arrowboys with Kunnin Rukk to take down Peasant Archers to deny x4 Arrowstorm, use arrowboys with Kunnin Rukk to kill some Grail Knights, then use all savage orruks as meatshields and chaff to keep the knights from advancing. Then take in the Grail knights charge with ogors and trike with ironguts from behind the lines.
    1st ROUND
    Turn 1: Bretonnia gave initiative to orcs. Orcs rolled 6 for the Monolith, added 1, 7 points! Orcs used Kunnin Rukk to advance with 10 arrowboys and shot the yeomen, killed 2. Moved other units a bit.
    Butcher tried to cast Mystic Shield with +1 bonus, but failed, rolled 1, took 1 damage, rolled 1 with cauldron, took 2 damage. Fortunately the Talisman saved from 2 wounds.
    Turn 2: Bretonnia moved forward, charged to 10 arrowboys, killed them, but putting them in reach of 20 arrowboys - hoped that orcs get the initiative next round. Freeguild Handgunners chief shot with his 30" range gun.
    2nd ROUND
    Turn 1: Bretonnia won initiative (and all other initiatives, as always). So the Grail Knights charged to 20 arrowboys in cover, killed 6 (lucky saves in cover), 3 more fled. Some shooting from Handgunners and bowmen. Other units moved forward, second unit of Grail Knights charged to boarboys, killed 4. Last boarboy fled.
    Turn 2: Orcs rolled 5 for the Monolith, added 1 and 13 points altogether. Orcs had a chance to charge the grail knights. 3 ogors charged the outriders, killed 2. Ironguts got +1 to hit from alliance ability, charged grail knights, killed all 6 of them. Savage boarboys killed one grail knight, and fortunately survived with 2 models against grail knights!
    Bucher tried to cast spell spell and use the cauldron, but rolled 1 again both times, which put him to 2 wounds. That gluttonous useless ******. And I forgot the Talisman saves.
    3rd ROUND
    Turn 1: Bretonnia won initiative. Surviving Grail Knights killed arrowboys. Other units on foot moved forward, but were still too far away to cast spells etc. Peasant bowmen made arrowstorm to ironguts, 84 hit rolls (4+ hit thanks to Paladin close by, 4+ wound). Fortunatey they did not roll well, 17 successful wound rolls. And even more fortunately - ironguts rolled incredibly well, 5 wounds altogehter and only 1 perished. No battleshock thanks to Inspiring Presence.
    Turn 2: Orcish masons worked feverishly and rolled 4 for the Monolith, added 1 and 18 points altogether! The citadel was almost complete.  Butcher tried casting a spell again, and being furious for inflicting 7 wounds on himself, cast Voracious Maw on 5 Grail Knights. Killed 1 with first bite, then the Maw bit again and 1 more died. Then it was satisfied. The butcher ate from the cauldron, gave +1 to hit for ogors.
    3 ogors moved back to defend the citadel, 3 other charged the greatswords, killed 6 (with +1 boost from the butcher). Paladin and greatswords hit back and 2 ogors died. Bruiser shot grail knights, killed one. Ironguts charged the grail knights and killed them.   
    4th ROUND
    Turn 1: Bretonnia won initiative. Tried to kill the general with hadgunner chief, but missed. They had no chance to get close to the Monolith before my next hero phase, and my next roll minimum was 2, so 20 points guaranteed. Orcs claimed major victory.
    SUMMARY: After the first round with Bretonnia attacking 2 turns in a row everything seemed lost to orcs: most orruks killed, 12 grail knights very close to the Monolith, plus 5 outriders and 3 yeomen, with the rest of Bretonnian army coming up from behind. I had lost 23 models, opponent 2.
    But thanks to lucky Maw, and mostly thanks to boosted ironguts the tables turned quickly. I managed to kill off whole horse riding part of the army, and foot soldiers just couldn't get close enough. If Monolith rolls hadn't been so good, things would have been different.
    Bruiser Standard Bearer helped to make additional 4 mortal wounds, but stood most of the time pointlessly. Probably it's better to use one wizard instead: less melee power, but more maneuverability and more flexibility.
    The Butcher failed in everything except the last spell. And caused himself 7 wounds, but fortunately healed 1 and the Talisman helped to fend off 2.  
    The arrowboys should have been more in the back to avoid grail knights' charge, and then shot them with +1 bonus and kunnin rukk for 120 hits. Otherwise the meatshields worked - grail knights charged and killed the boarboys and ogors/ironguts got to charge them, arrowboys kept the other unit of grail knights in place. Grail knights are still awful - they had 3+ to hit, rerolling misses, 3+ to wound, save 2+ (mystic shield or cover), 2 damage. Basically an auto damage from all models if they charged.
    BATTLE BONUS: 1 additional artifact: mail with 3+ save, ignores rend; 3 points from major victory.

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