Wednesday, April 29, 2009
Warhammer Warbands: Chaos Versus the world
Sunday, April 26, 2009
Learned an important lesson
Here is the set up, Darthweasel has a unit of 10 Chaos Warriors just outside the corner of a wood. I have a mixed unit of 10 Skinks and 1 Kroxigor on that flank of the warriors. I get another unit of 10 Skinks in front of him angled in such a way that I can hit him with my 8" range javelins, but because he will have to wheel to make the charge he will not make it when he tries the following turn.
I get my shooting in which does 1 wound which doesn't get saved. There may have been more wounds, but if so they were saved. On his turn he tries to charge and falls just short, so moves 4", lining him up perfectly for my flank charge. I declare my Skink/Krox unit is charging him in the flank and then I make the mistake that probably cost me the game (okay, one of the two). I then declare that my ten man skink unit will charge him in the front. I was thinking I wanted to get as many units in as possible and do the damage. I now see that Skinks should flee from any other unit in the game including goblins unless there is something else in the unit with them. You see, I started the combat 4 ahead. I got bonuses for flanking, outnumbering, having a standard, and having a rank bonus. He got no bonuses. I lost five guys from the 10 man skink unit and did nothing with my attacks. I may have done one or two had I remembered at this point that the Kroxigor has a Great Weapon giving his attacks S6, but I definitely won if I just left the stupid second unit out. All of my bonuses came from the flanking unit. Had I taken in that unit alone, the best he could have managed would be a draw. He probably would have taken the break test instead of me. He might have lost his unit to the overrun instead of me. I might have killed his commander and acheived my objective instead of him wiping out my army and acheiving his.
The morals of this story are two-fold. More guys in the combat are not always better, and NEVER EVER, under any circumstances, use weak units to hold the front of an enemy unit.
Friday, April 24, 2009
Dark Elves vs Vampire Counts 750 points
10 Skeleton Warriors at 8 pts ea : 80/80 sub-total
Thursday, April 16, 2009
750 Point Ogres vs. Dwarves
-kev
Battle Report 750 points - Dwarfs vs. Ogre Kingdoms
Dwarf Army led by Rick and Liam. (Rick was helping Liam to learn the game a little more so he'll be ready when his Brettonians come in. They therefore ganged up on me, but us Ogres don't let that stop us.)
Thane – Unsure of equipment/items other than a pistol.
Cannon & Crew
Organ Gun & Crew
19 Warriors with Standard Bearer and Musician.
10 Thunderers
Ogre Army led by Kevin
Bruiser with Greatskull (didn't know I was against the Dwarves) & Heavy Armor.
Bulls x5 with Ironfists and Light Armor, Bellower, Standard Bearer
20 Gnoblars
Leadbelchers x2
Leadbelchers x2
Gorger
Battlefield really favored one side over the other with 2 hills and a village with ~5 inch spaces between, on one side of the table.
I won the setup and chose the side that made Rick and Lliam go to the side with all the terrain so that they only had a narrow field of fire between the terrain features.
Interesting note: Since I had no Butcher and Rick/Lliam were the Dwarfs. There was no magic phase on either side.
I place a unit of leadbelchers to the extreme corners of my deployment zone. One unit had LOS but was out of range of the organ gun, while the other had a hill between them and the cannon and the other hill between them and the organ gun. The unit of gnoblars was strung out to provide a screen for the 5 bulls and the bruiser who joined the Bulls. As the pictures show, have too many Gnoblars on the table. I found out later that the compartment in my army box had more than the 20 that were supposed to be there, so I took them off the table as soon as I noticed. This was before they had any attacks so didn't actually affect the game, other than maybe providing targets.Rick/Liam placed their war machines on either corner almost at the table edge had his unit of thunderers in the middle with Thane attached, and the unit of warriors in front of them.
Rick/Liam won the dice roll to go first.
Dwarf Turn 1
Rick/Liam moved the Warriors the full movement straight forward to the hill in the middle. He fired is cannon through the gap and killed a Gnoblar and put 2 wounds on a Bull that was behind him from the bounce.
Ogre turn 1, I moved the Gnoblars up as close as possible to the hill that the Warriors were behind, position my Leadbelchers to be ready to fire on anything coming through the gaps in the terrain.
Dwarf Turn 2
Rick/Liam killed another Gnoblar but failed to wound any of the bulls behind it from the Cannon. He moved his Warriors up on to the hill towards the Gnoblar screen with the Bulls behind it. Took 6 shots with his Organ Gun and killed about 3 Gnoblars who passed their break test with flying colors.
(I'm still kind of new and I think I may have been reading the Break test rules wrong as I tested when I dropped by 25% of starting unit strength, when this should probably have been 25% of what the unit started that phase at. )
Ogres turn 2
My Gorger decided not to come in this turn and wait for a more opportune moment. I moved my Gnoblars up to put almost everyone within sharp stuff range against the Warriors and moved my units of Leadbelchers into a place where they could all fire on the Thunderers since they were elevated.. The first unit of Leadbelchers only got 2 shots, while the second one got 4 shots each. The Gnoblars Sharpstuff and both units of Leadbelchers still only were able to kill 3 Warriors total.
Dwarf Turn 3
Rick/Liam charges the Warriors into the Gnoblars and CC killed about 6 of the Gnoblars. They faced and passed another break test to stand firm against the Warriors. The Thunderers fired against one unit of Leadbelchers and gave 2 wounds. The Organ Gun put one wound on the other unit of Leadbelchers.
Ogre turn 3
I rolled in my Gorger and placed it as close as possible to the Dwarf Cannon (bottom left side of the picture). I left one unit of Leadbelchers to reload, while the others moved to prepare a flank charge against the Warriors. The Bulls/Bruiser unit moved up right behind the Gnoblars, preparing for their seemingly inevitable fleeing. The Gnoblars CC had no hits whatsoever in this round.
(This is where our photographer decided to ditch us and go play a game of his own. I can't really blame him, but none of us got around to taking further pics)
Dwarf Turn 4
Rick/Liam tried to kill the Gorger with the cannon by a 1” guess and ended up rolling something that was not a misfire. Measuring to the Gorger showed that it was only about 1” away so the shot would have missed anyway. He decided to detach Thane from the Thunderers and faced toward the Gorger. Shooting with the Thunderers killed one of the previously wounded leadbelchers that was hiding from the Cannon. Panic test forced the other in it's unit to flee about 5”. The Organ Gun tried to shoot at the Leadbelchers who were reloading but misfired, preventing it from firing this turn or the nest. The Warriors killed another 5 Gnoblars in CC.
Ogre turn 4
The fleeing Leadbelcher rallied. I charged the Gorger into the Cannon which failed the fear test causing the crew to flee through the Thunderers to their far side allowing the Gorger to pursue into the Thunderer's flank. The unit of Leadbelchers that had reloaded, flank-charged the Warriors. The warriors failed their fear test and ran away from CC by about 9” putting them far enough away to avoid getting caught.
Dwarf Turn 5
The Cannon crew that was fleeing rallied. The Warriors also rallied and decided to face the Bulls/Brusier unit head on by moving 1” away from them, downgrading a potential Bull Charge to just a charge, and leaving a single Leadbelcher behind them. Thane headed towards the Gorger to help out, but couldn't quite get close enough to it due to distance.
Ogre Turn 5
My Gorger fought against the Thunderer's flank and won the combat causing the Thunderers to panic and run, but the Gorger pursued 7” to their fleeing of 5” and took them out of the picture. I Charged my Bull/Bruiser unit into the Warriors, who passed their fear test and the close combat killed 2 Warriors. The Warriors attack back then put one more wound into the Bulls, finally killing the one that was wounded in the cannon shot from turn 1. Even combat resolution meant no break tests.
Dwarf Turn 6
Thane charged the Gorger and during CC put one wound on it. It's response was to wiff on each of the 4 attacks it had and do absolutely nothing back. The Warriors battling the Bulls/Bruiser didn't really do anything to speak of. The Bulls response was to kill 3 more Warriors. The Organ Gun was back in business and killed off the Leadbelcher unit that had flank charged earlier. Sinc it was so close to the Gnoblars it caused the unit to panic and move about 4” to the other side of of the Bulls/Bruiser unit.
Ogre turn 6
The Gnoblars rallied. The Gorger responded with some good dice rolls and got all 4 attacks to hit, and 3 to wound against Thane. Thane's armor save prevented one of the wounds his ward save prevented a second one but let the third wound through, leaving him with one remaining. The Warriors did nothing against the Bulls/Bruiser unit, but the Bulls/Bruiser were able to take out about 4 more Warriors.
Victory Points
After counting up victory points, RickRick/Liam had 110 points for a destroyed unit of Leadbelchers, 55 for a unit of Leadbelchers down to ½ strength and 20 points for unit of Gnoblars down to ½ strength. For a total of 185.
We originally thought he had a table quarter claimed because there was a quarter that had the Organ Gun and crew, as well as the recently rallied crew from the Cannon, but it turns out that a re-reading of the rules says that units with a US of less than 5 don't count for claiming them.
My victory points included 150 for the Thunderers that fled and were caught, 90 points for the Cannon that wasn't crewed at the end of the game, and 109 for the half strength unit of Warriors and 33 points for Thane being half strength at the end of the game for a total of 384. The difference of 199 points giving a Solid Victory to the Ogres.
Monday, April 13, 2009
750 point Chaos v. Lizardmen
Running Weasel's head came around. Had...had the Slann just moved? For generations it had remained motionless, so long that none remembered its name anymore. No matter, it was the job of Running Weasel and, for that matter, all Skinks, to serve and protect the ancient and wise Slann, even if they did not know his name.
Tuesday, April 7, 2009
Dwarf Verse Chaos Game 2
Immediately following my complete humiliation, we refought the battle. This time he won the roll for set-up and had me set up first. So I put my smaller 10 man unit behind the ruin in the center. He placed his Thunderer unit identical to the first game. My 12 Made Men then went on my right, his Warriors opposite, and my General/Sorcerer once more joined the larger unit. I won the roll to go first. This time I have Flickering Fire, Pandemonium, and Infernal Gateway.
In game one, I did one casualty. In game 2, he did two.
Sunday, April 5, 2009
Dwarf versus Chaos Game 1
Some new models purchased from Ebay arrived so after the song-writing portion of the day, Space Monkey tried out a Dwarf army I developed while I tried out a Warriors of Chaos army. At 750 points, it is not ideal for the high-priced Chaos army...but hey, the models were painted, I had an opponent, what else could I do?
So let's see...equal rank bonuses, both have Banners, both have musicians, tie...no, wait, he has that rune giving him +1 Combat resolution. My warriors broke. At least I had not waited 14 years to put a premier hand to hand unit into combat only to see them break at the first sign of resistance...these broke just a week into my desire to play them.
I did a total of 1 (one) one casualty in the entire game. Three magic phases. 2 Hand to Hand combat rounds with 9 of "the best hand to hand core units in the game" and a mighty Champion.
*Sigh*. 2 failed break tests wiped out my once-proud Mafia. Time for a re-match.