Showing posts with label Warriors of Chaos versus Ogre Kingdoms. Show all posts
Showing posts with label Warriors of Chaos versus Ogre Kingdoms. Show all posts

Saturday, November 24, 2012

Warriors of Chaos versus...does it really matter?

As always, click on the pics for full-size glory

Kev and I had planned to play a really big game. Unfortunately, little things like...modeling, painting and, most importantly, building the @#$%^& army list got in the way so we settled in at 3600.

I built an atypical army for me; no Marauder Horsemen, only one unit of Knights, no Dragon Ogres, and 3, count em 3 units of Chaos Warriors are all quite unusual. Furthermore, I included a D-prince as my general...which means instead of my normal unbreakable army (LD 10 with re-roll staying within the bubble) I would be counting on LD 8.

I built it with a 45 strong Marauder horde with mark of khorne and great weapons. They would come on the most important side whenever the dice were with me, probably the back line via Wulfrik the Wanderer's ability.

Then I planned a really strong battle line; 2 12 strong units of chaos warriors with shield and mark of tzeentch intended to flank a 12-strong Chaos Warrior unit with great weapons and mark of khorne.

On one flank would be 10 Chaos Knights with khorne and on the other 3 Juggernaut Knights. The D-prince would fly around wherever needed to muck things up. Throw in a Dragon Ogre Shaggoth to hit tough targets and the H-cannon for a little distance shooting and I feel equipped to battle anything.

So lets start counting set-up mistakes.

We rolled up battleline. He would be playing the Ogres.

Ogres setup. 



And I would be playing the Warriors of Chaos.

The Warriors of Chaos set-up


All directions are from my point of view because, lets face it, I am the only one that matters :-)

He planted the new Iron-blaster cannon on a hill on the left flank. I responded by planting the H-cannon on the left corner. I had good line of sight to the entire field, I am happy.

He plants his giant just to the right f the hill the iron-blaster is on. I put my Dragon Ogre Shaggoth behind the house so he cannot shoot me with the iron blaster, planning to intercept the giant with my great-weapon wielding monster hunting Shaggy.

Your idiot alarm probably just went off. Giants are so-so against line troops but get them in a battle where they attack first...like, for instance, against a great-weapon wielding Shaggoth who is Always Strikes Last, for instance...and the giant's ability to pretty much keep the opponent from ever getting a chance to attack makes him a very poor target. But surely one mistake is all I would make, right?

He puts his Stonehorn next door. I know I am going to put either my Knights or Juggernauts opposite them so carefully measure off to leave space for them and put down...wait for it...THE MARAUDER HORDE.

Yep, the centerpiece of my offensive strategy to sneak in his back line and run rampage is now clogging my set-up under my "unit he must account for that will control space" theory. It would be a good setup...if it did not wreck my PLANNED setup. Huge, huge, huge error.

He launches some Ironguts.

I counter with my Knights, 10 strong. Hmm...fast moving, hard hitting shock troops...setting up opposite something they will take multiple turns to put down if they are not wrecked first. Set-up is not going well.

I then start deploying in depth and anchor my Ranger Banner carrying Skullcrushers of khorne on the right behind the forest.

Analysis
It has been a while since I played so I more or less went with my "I designed the army to control space, make you come to me, force lots of combats" set-up instead of the one I designed the army around.

Fortunately, the WoC are flexible enough to withstand such an error. And lets face it...my standard set-up is pretty strong. I have fast, dangerous units on either flank so there will be no rolling up my lines. I can advance in a line and, with more available units across the front force advantageous combats. The set-up is poor because it is not the plan I built the army around...but it is a very strong set-up anyway.


Ogre Turn 1
He starts his Leadbelchers wheeling around the mysterious forest on the right threatening KR8-KR...wait, not chess notation, sorry about that...threatening  a flank shot at my Juggers. Everything else makes a measured advance up the middle except the Cannon on the hill.

Winds blow a 3 and I dispel his Comet. His Iron Blaster misfires and does nothing to itself.

Analysis
Strong first turn. He set me up to have long charges that I needed to try anyway or risk getting charged with impact hits. Ogre impact hits can hurt. His Leadbelchers needed to move to get a shot and if I pursue them I risk doing nothing else with my Juggers. Meanwhile his center is extremely strong.

WoC Turn 1
I declare the charge with my knights against his Stonehorn. I then roll a 3/3/1 for the fail. I advance everything in a row. I move my Juggers to make it so if he advances the Leadbelchers I should get a turn 2 charge but he will not be able to shoot his entire unit.

I 6-dice the Purple Sun and total about a 15 including my level 2. He then dispels Pandaemonium. As usual for me, magic is pretty dominant...

The H-Cannon scatters well away from anything. It will not fire again all game...
Setting the trap; charge my horde, do some damage, take a Warriors of Chaos unit in the side

Analysis
I figured to miss the one charge. I needed a 10 to make it. But with his cannon up on the hill I could not sit back and let him blast away. Plus I have been torn to shreds by the Leadbelchers a few times in the past so would not be surprised to see them wipe out my Juggers in one turn. I had to be somewhat aggressive.

He forced me into that position, so good on him. I erred here with my D-prince. I did not want to peak him out in the open to get shot my the Iron Blaster so did nothing with him.  That was a mistake. Taking models is fine unless I plan to do nothing with them.

Ogre Turn 2
He declares two charges; Mournfangs against my Marauders, Stonehorn against my Knights.

His Stonehorn then rolls triple 1s for distance. Fail. His Mournfang fail their charge by 1" and pass both dangerous terrain tests. He moves everything else slightly forward.

Winds; he rolls two dice at Harmonic Convergence; both are "6"s. I then Infernal Puppet his roll to the worst one on the chart, he loses 3 levels and is never a factor after that.

His Ironblaster goes perfect; the carry lands it on Wulfrik, the bounce hits the rest of the unit. I make my "Look Out Sir!" roll and he kills 5 marauders. It will not successfully fire again.

Meanwhile, 4 of his Leadbelchers have sight to my Juggers; 11 shots result in 1 wound which I save. Remember that save; 1 for 1 at this point.

Analysis
He advanced pretty quickly giving me some tempting charges. I think he mis-guessed how many Leadbelchers could fire. He made a couple of good, aggressive charge declarations that could have put some hurt on me and hit some poor luck. We are about to have massive contact, and the benefit to getting the charge is well worth the penalty of minor positional disadvantage for failing.

WoC Turn 2
I declare several charges; the H-cannon Rampages forward about 11", doing nothing constructive.

The Juggers crash into the Leadbelchers. The Knights charge his Ironguts. The Shaggoth charges the Giant to keep it from hitting the Knights should they not be gone by his turn. The Marauders fail by an inch to charge his other unit up front.

In a shocking development my magic fails to achieve the casting score on the Purple Sun and he stuffs whatever else I tried. But wait, Magic will have some success in this game. Just not in the first two turns...

The Juggers prove awesome; the hit 7 times and put 5 wounds on him. The mounts do 2 more. 7 wounds dished out; nice. I save all 5 wounds he gets on me (yeah, he was hitting well). 6 for 6 on saves. I run him down.


A clever observer might see a rarity; I am using 2 proxies in this unit. See if you can find them...




Meanwhile, the Giant Yells & Bawls. Needing a 10 or less, I promptly roll...11. Standard Bearer and choosing proper combat order to the rescue. Re-roll passes.
I see your size and raise you this giant axe. Which I will never use...


Last but not least, here comes the thunder; my Chaos Knight unit champ takes on his Bruiser; I hit thrice, wound once; he hits back 4 times, 3 wounds, I ward save 1; 7 for 10 on saves.
Hack, slash, slay. No rinse, lots of repeat

The BSB does 2 wounds, the knights another 13. Things look good. He breaks and flees a whopping 10" which is pretty good. Not as good as the 12" I pursue and hit another unit...

Hey, where did our army go? Slow-pokes.

Analysis
Well, for a successful turn, that was brutal. The Leadbelchers being gone is great. I am at least two turns from the Juggernauts being relevant, though, and his Ironblaster can take all 3 out with one well-placed shot.

My knights can be hit in both flanks, his Mournfangs are about to do some nasty stuff, his Giant can keep my Shaggoth from ever using his axe...the reward does not out-way the risk. I might be in trouble even though the table looks good at the moment.

Ogre Turn 3
The Mournfangs and Ogre Bulls smash into my Marauders. Not worried. I will absorb lots of casualties, be steadfast, and hold him in place for the counter charge.

The Stonehorn makes the long charge and hits a unit of Chaos warriors. I am not worried, they are designed to laugh on nonsense like this; he might be running if not stubborn after I put a couple wounds on him and use banner and ranks to win the combat.

For a second time he gets a spell off; the irreistible force costs him a wound and gives him +1 T. The Ironblaster mis-fires and splits in two.

The Giant does thump with club. I fail the test, he does 7 wounds, Shaggy died without ever taking his axe off his shoulder. Ouch.

The Stonehorn does 5 impact hits, 3 wound, I fail all three saves and the ward as well. 7 for 16. The warriors then swing...and wound him once. Which he saves. His rider does another wound, I duly fail both saves. His thunderstomp does 6 (six) hits, 4 wounds, I save 1. 8 for 26 on saves.

Still steadfast, but now there are just 6 guys left. He did over half the unit in during that one turn.

Meanwhile, my chaos knights pt a barrel of attacks on his BSB, can only wound him once. My regular knights do 1 more wound. The exalted puts a second wound on the BSB. The horses finish off the BSB and do one to his regular guys.

He kills one knight in return, I run him down. His wizard breaks, his gnoblars break; I have wrecked his center.

Apparently he wants vengeance. Looking around, he spots my Marauders.
No problem. Counter charges to the left and right to wreck you with my steadfast army. 


6 impact kills start us off. Wulfrik gets in a challenge with his...Maneater? Whatever the wizard is. Does 1 wound Takes 1 wound...Wulfrik seldom performs for me. My level 2 Chaos sorcerer does wound a Mournfang, so I feel a little better.

then his Ogres hit 12 of 15 tries needing 4s. Uh oh. His Mournfangs start scratching biting, clawing and hacking; 23 Marauders lay dead before they get to swing. But they DO get to swing.

They do 8 wounds to the ogres, 5 to the Mournfangs..and the Mournfangs save 2. Fie upon thee, Great Weapons. Do some damage! (actually, I am pleased with doing 11 wounds in one turn but I cannot admit it, right?)
He stomps for 3 and thunderstomps for another 6.

He did 32 wounds in one turn; I fell one wound short of decreasing his ogres to no full rank. If I were steadfast I would still be there. I am not, am not...I flee, he overruns into my Great Weapon khorn threshers.
Someone explain my plan to Kev. His failure to co-operate has me worried about outcomes

Analysis
I thought flanking the knights and almost assuredly wiping them out would have been a strong move. My Warriors would have needed a 12 or more to charge successfully. Not doing that let me wreck his unit, get into Groesus and chase off a couple units he would need.

Who is getting ready to turn Groesus into Grease? Us.
Other than that I like his turn. Very destructive.

The stomp/thunderstomp/impact hits were lethal, lethal, lethal. I thought 20 wounds taken was way on the high side and was not worried about my Marauders hanging around. I figured to lose the combat, but figured it would not be by a lot and I would wear him down. Wulfrik 's failure followed by being one figure too few attacking his Bulls was costly but that was good positioning by him.

I was now worried; his Mournfangs impact hits and attacking first could put a hurt on my great weapons. If I had at least one rank left I still figured to put his Mournfangs down, but if I would have enough survivors was an open question.

WoC Turn 3
The Knights have Groesus' flank. Auto-charge; I must declare challenge, figure to limit the damage he does, use flank charge, standard, battle standard and ranks to make him run.

I bring my D-prince into action, flank-charging the Ogres. I will hope he must accept my challenge, he has 1 wound left, I should slay him outright, win the combat and with luck he will run. At worst he has one guy attacking me. I should win this combat.

I hesitate about what to do with the H-cannon. Ultimately, I do not want the giant joining in against my Warriors because at the moment it looks like his stonehorn, mournfangs and ogre bulls are going to be roughing me up pretty good. In a desperation maneuver, I charge into the giant.

Meanwhile, I flip my unengaged Warriors in the forlorn hope the khorne threshers can hold up his Mournfangs for a turn so I can get into action.

Inexplicably, I forget he slew my champ earlier. I use my unit champ against Groesus; I do get a wound through, dies in return. Groesus stays...barely.

His Giant does the Thump with Club and, with I2, inexplicably I pass. I then wound him once, but he sticks around for more.

I want the Stonehorn unengaged if I can break his ogres; maybe a failed break test will do what my army cannot. I wound it once, he saves; he does 3 wounds back, I save 1; his rider then does another one, the Thunderstomp kills another, I flee and he overruns.

His fortune against the Threshers is worse; he only does 2 wounds and I save 1. The Rhinorxes whiff; I then retaliate with 12 wounds. No more Mournfangs. Being frenzied, there will be no turning to face the Stonehorn. I move away

He accepts my challenge, I do indeed kill his wizard, he flees, I run him down. Perfection.

Analysis
Unintentional cheating aside, a near perfect turn.

I would have like Groesus to go away. His magic weapon is FIERCE. His ability can be lethal. I had a shot at his Giant...did not do much, but it is something, right? The Mournfangs are gone, the bulls are gone...in one turn I went from feeling like I was in deep trouble to liking where I was at.

Except I really felt like his Stonehorn alone could take out the rest of my Chaos Warriors. I was down to the D-prince for magic and he had nothing useful. As usual, we combine to do one wound (no casualties) despite both having a level 4 and 2 level 2s. Magic is its typical irrelevant thing.

Ogre Turn 4
His wiz continues to flee. His Gnoblars wuto-rally due to Groesus. His Ironblaster rear-charges the knights. His Stonehorn goes to face my assembled avengers.

Hisgiant headbutts my cannon, doing a wound. I do not get to attack.

My Exalted, forced to challenge, knows he will die but makes a valiant effort, hitting 4 times and getting off 3 wounds. Groesus hits just once, multiplies to 2 wounds...down goes my BSB.

Meanwhile, only 2 knights are facing his Blaster; they do wound him twice. The rhinox is the only thing to hit and puts down 1 knight.

By the time we get done adding ranks, banner, wounds, his rear charge...I win. His cannon breaks, Groesus breaks, I run down Groesus, the Gnoblars break again...
I was expecting a fight, not a group hug


Analysis
When his Ironblaster charged my knights in the rear I was nervous. I knew my BSB was going to die; with his multiplying wound thing, he could have gotten plenty of overkill. I was expecint lots of Impact damage, the +2 for hitting me in the back, me only having 2 knights involved...recipe for disaster.

I benefited from some good fortune at the right time and suddenly I liked my chances overall.

WoC Turn 4
I turn the Juggers to see off the Gnoblars. I turn the knights to see off the wizard and/or Iron Blaster. I turn the khorne threshers and tzeentch-marked Warriors to face his Stone Horn and move the D-Prince to not be in the way.

I do get off 3 spells; Flickering Fire does the minimum 2 hits, zero wounds. Baleful sees him pass his LD test. Pandemonium gets off, probably should have done Call to Glory but...

His Giant does thump with club and unbelievably I again pass initiative. I think I even wounded him this turn

Analysis
Most of this turn played itself; Nothing else I can do with Knights and Juggers at this point, it is either form to receive charge or try to run from the Stonehorn. Again, maybe getting the Exalted...but going to a S4 without shield and 2 wounds instead of S4 with shield and parry save does not seem very effective strategy to me.
Wherever you go I will be right here waiting for you

Ogre Turn 5
Stonehorn chooses to charge the tzeentch marked block of warriors. His Wiz rallies an inch from the table edge, his stoneblaster continues to flee (and does so the rest of the game, leaving the table in turn 6).

Ironically, after spending the game rolling 2s, 3s and a 5 for the winds, he now rolls something like 9 or 10...with no usable spells to cast.

The Stonehorn does what it does; 4 impact hits, 2 wounds, I save zero. I hit him 8 times, do 4 wounds, he saves 2. He thunderstomps for just 1. We tie, I have musician and win. No more frenzy for him.
Look Who is Coming to (have you for) Dinner

The Giant yells and bawls, my H-cannon is unbreakable.

Analysis
Touch choice between charging the tzeentch marked guys who probably cannot hurt him but should withstand the charge and charging the great-weapon wielding guys who you could conceivably break...but who might one-turn slay your Stonehorn is a dilemma I was glad it was him facing. No right answer, just a couple forlorn hopes.

Ultimately at this point I think, retroactively, it was ever so slightly a better choice to go after the threshers; if he could break them, there was a slim chance the other unit would break and he could run them down in turn 6. Conversely, breaking the tzeentch guys could not force a test on the frenzied threshers.

Honestly though I do not think there was a "right" answer here.

As it turns out, he was in a bad spot and in deep trouble.

WoC Turn 5
The Juggernauts finish the formality, charging the fleeing Gnoblars and finishing them off.

The Knight charge the wizard, kill him on the way in. The D-Prince rear-charges the Stonehorn, the threshers flank him; the prince hits 4 times but can only wound the Stonehorn 1 time. the knights hit 10 times, can only do 2 wounds. He kills three of the threshers, but they hit 21 times and get through a whopping 7 wounds. Turns out not charging them was probably the right move because they are th only thing I had that could touch him...

The only model he has left is the giant and in the bottom of the 6th the H-cannon absorbs two wounds, then finishes off the giant to table him.

Overall Analysis

This game was fantastically fun. My first charge seemed devastating but put me in a precarious position. Then when he massacred my Marauder horde in one turn, his stonehorn single-handedly wrecked a unit of warriors and my knights and Juggernauts were basically out of the game, it did not look good.

It seemed I had nothing that could touch his stonehorn, Mournfang Cavalry, or Ironblaster; my defensive units were not surviving, my offensive units were not creating mayhem and magic....phshaw, that stuff is worthless for me.

I think had he flanked and destroyed my knights he might have won. When he went for broke, however, it gave me time to get my units of Chaos Warriors into position to start tag-teaming his tough units. When the Great Weapon wielding Chaos Warriors went to work they were a buzz-saw, chewing through everything they touched. Definitely a game-winning unit.

There were a couple bad moments where he could have won convincingly and a couple where I thought I was going to rampage through him in about three turns. In the end, it was in doubt until the 5th turn when it turned irrevocably in my favor and from there the only question was who would die, H-cannon or Giant.

We both enjoyed the game a great deal, got to see some fierce units in action and I think that 32 casualty blitz he threw at me put to shame the best efforts my theoretically super-deadly knights have ever put forth.

Hope for more games like this one. Love 8th edition.
Seems like there were a lot more of us a couple hours ago...

The traditional survivor picture.







Saturday, June 19, 2010

4999 Warriors of Chaos versus 4999 Ogre Kingdoms

Lately all I have been able to get in have been small games. Not that there is anything wrong with that...I enjoy the occasional 750 point or 1500 point game. I have even been toying with the idea of some more War bands experiments.

But there are times you want something big, epic...more akin to something out of Herodotus than the petty squabbles of smallish games.

So I sat down, looked at all the models I owned, and put together a list that incorporated all the models I wanted to play except one (I wanted to put in the Giant, but did not want to go over 5K...and he was the one I least wanted to play so out he went.)

It was not a particularly well-designed army...too many expensive troops, little flexibility, and no real focus.

But it would be fun. My goals were simple....get off that one epic charge that resulted in ridiculous numbers of casualties.





The Set-Up


He placed first and dropped his Yehtees on my extreme left flank. I had my plan in place before he ever placed a model...a small blocking force on the left, push my real power through on the right.

The Warriors of Chaos are better than almost any other configuration at pounding mass quantities of lethality into a small frontage than almost any other force. With a village in the middle and a forest on the right, I would be able to force the action to my advantage. Any and everything he sent after my left flank was to my advantage.

So I responded by placing a unit of Marauder Horsemen off to the left opposite the Yehtees. They were just a ruse...their job would be to sweep up around the village and turn him back towards the right.

He then put some Bulls behind the Yehtees and I put some Knights to the right of the Marauder Horsemen. Again...turn him back to the middle. The Knights were strong enough to be a legit threat (the Marauders more just redirect than anything).

I then put another unit of Marauders behind the village...it would not impeded their progress at all. Soon after, I deployed the troops I had planned all along...12 Knights with a Juggernaut riding Exalted, my Exalted hero with Banner of Chaos, etc.

At some point my brain cramped and I threw a unit of 25 Marauders on the extreme left. I still cannot explain why.

Ogre Turn 1
He moves forward somewhat faster than a walk but slower than a march. I stop most of his magic, but he DOES get off the gut magic that makes his Rhinorx stubborn with enhanced Toughness. No big deal...I will just dispel it on my turn.

Warriors of Chaos Turn 1

My games with Kev often have a turn or two of chicken..who can maneuver JUST SO to get the charge, as an Ogre bull charge is not a good idea to receive...but neither is receiving a charge from ranked up Knights with a couple heroes in the unit.

I get a break as I roll on Wulfrik and his band of Marauders. They come on directly behind Greesus.

On the downside, Sigvald the Magnificent manages to roll an 11 and is Stupid.

I slowly advance, setting up counter charges for about turn 3ish.
I do get off one bit...a nice combo charge with Galrauch and the Dragon Ogres against his Giant (Shaggoth had declared a charge against some Bulls, but he chose to flee and hung Shaggy out to dry.

I had Galrauch and a level four Prince as well as a second level Wizard on a Disc with Infernal Puppet...as many dice as I intended to be casting, I figured to have a couple of mis-casts.

Sure enough...my first attempt of the game was Galrauch mis-casting. No damage as it did not wound him. The Prince gets off Infernal Gateway, but he Scrolled it and I get nothing else useful cast successfully.

I fire the H-cannon. My guess drops it all but on the head of Kev's leading unit, it scatters 2"...and lands in between three units, touching none of them.

On the left, I do manage to kill a Gnoblar with a throwing Axe, but they bounce off the Rhinorx like snowballs off a furnace...and it is about this point I remember I forgot to Dispel his unit buff.


Galrauch manages to hit just twice and only one wounds. The Dragon Ogres get the Giant twice. 3 wounds...pathetic. I should have done 5 with 6 attacks needing 3s to hit and 2s to wound and another 6 tries with the same numbers.Instead, 12 S7 or S8 attacks against a lower WS result in 3 wounds. Then the Giant does 6 wounds back, killing one Dragon Ogre outright and putting two wounds on the second.

It is now that I roll an 11 for the Dragon Ogre break test, but have a re-roll because of my Battle Standard Bearer. So I roll a 10...even on their Stubborn re-roll, they properly (at the time I thought improperly) break and run. Ouch.










Ogre Turn 2



His Gorger arrives and comes on ready to counter-charge my Marauders. His Gnoblars on the left charge my Marauder Horsemen, his Rhonorx charge the other unit. His Irongut fail their Fear test and cannot charge my massive Knight unit (both Exalted heroes caused Terror) and his Hunter failed another Fear test and could not charge Shaggy. Would anyone ever pass a Leadership test?
Meanwhile, his scraplauncher careened into my 12 knight unit.
My Marauders stand and shoot down a whopping 4 Gnoblars in five attempts.
Then Magic starts. I have a history of losing the magic phase...such as having 14 levels of magic, facing 4, and getting crushed. So it is no surprise when he gets off Brainbustah to kill two Chaos Warriors and then casts Troll Guts on his biggest unit.
In close combat, I get a surprise. His Gnoblars fail to wound my Horsemen, in return the Horsemen and Horses slew 4 apiece. The Static Combat Resolution advantage of +4 meant nothing, the Gnoblars broke.

I restrained from pursuing. It was a (near) perfect plan. He would kill my other horsemen, over-run, and clip these Horsemen, allowing me to Combo-charge with my Chariot and 5-Knight unit.
To the surprise of...well...nobody, the Rhinorx wreck the Marauder Horsemen. My other unit passes a second Leadership test and my trap is set up.



His Scraplauncher does 6 Impact hits. Wound this be a bad time to point out I have had three Chariot charges...with Scythes...for a combined SEVEN impact hits? Whine, whine whine.
Anyhow, he does 5 wounds with them and I save 3. His crew and beasts fail to wound. My Exalted hero does 4 wounds back and he breaks.
Galrauch manages to hit the Giant thrice, but only 1 wound. The Giant wounds him back and, worse yet, the result means Galrauch cannot fight next turn. I am in deep, deep trouble.
The charge of my Knights on the left is something that has less than a 50% chance of winning. I should probably make him chew through the horsemen first, but I want the epic charge. So I am likely to see the left flank disintegrate, lose my biggest point model, and I am not overly confident in the ability of the Dragon Ogres to rally.






Warriors of Chaos Turn 2
The Warriors of Chaos have a simple game plan. When in doubt...charge. When in trouble...charge. When desperate...charge. When you have the advantage...charge and over-run.
Unless...of course...Greesus uses his ability to make you stupid, which he did to Sigvald.
Wulfrik considers charging out of the Marauders...I was thinking Greesus was like the Cauldron of Blood and removed rank/standard bonuses. Ultimately I left them with him. He charged in.
Shaggy charged in on the Giant. I forgot the Knights would not leave room for the Chariot...a bit rusty. So I charge them in anyway and move the chariot to counter-charge if I lose.
the big Knight unit charges his big block of Ogres.
Galraugh has his Infernal dispelled, but the Prince gets it off on a big unit. Unfortunately, it only does 5 S5 hits...and the Luck Gnoblar saves the only wound it does. I get Treason off and his unit wounds its champ once and one regular guy once.




Shaggy does his job, killing the Giant to save Galrauch. He then fails his restrain roll (on a ten!) and overruns into the forest.
In a challenge, the Exalted Hero kills the Ogre champ. The other Exalted hero does nothing, the Knight champ and 2 other Knights and their horses combine for a rather pathetic 3 wounds total. His Butcher kills one Knight in return. He breaks and flees. My plan is now working to perfection. I am wiping out the right flank while holding off his forces on my left.
Wulfrik goes bananas, hitting Greesus all four times and even getting 2 wounds to go through. Because he had to challenge, it was only those two fighting. Greeses enacts bloody revenge, hitting just once, but that one wounds and multiplies into 3, killing Wulfrik. Still, Greesus falls to Static Combat Resolution. The Marauders follow and hit his Bull unit, getting out of the way of the Gorger in the process.
On the left, my Champ faces his Rhinorx riding champ in another challenge, but fails to wound, then rolls a 1 and therefore does not save. The spell he cast on the first turn I twice failed to save makes my job tougher, and the Knights only get off 4 wounds, 3 of which are saved. I save everything else he throws at me and my gamble, while it had low reward, still works as it holds him up for a turn.


Ogre Kingdoms Turn 3
When in trouble, the Ogre Kingdoms charge. When they are bored, they charge. When they have the advantage, they charge. So...in a shocking maneuver in a game between the Ogre Kingdoms and the Warriors of Chaos...they charge. And Charge. And charge. It was like a WASP in Saks Fifth Avenue.
He rallies Greesus, but the intentional fleeing Bulls decide they have business elsewhere and fail to rally.
I stop all his magic.




His Leadbelchers unleash at my H-cannon. His first one mis-fires and does 4 wounds to him. However, he does put 2 wounds on the cannon and kills a chaos dwarf cannon-guide.
His Gnoblars throw sharp stuff at the Chaos Prince, but he Ward Saves the only wound they inflict.
In close combat, he gets just wound off on Shaggy, who responds with 3 wounds to him.
My Exalted hero and Juggernaut, in a challenge, combine to do just one wound and take one back. That is...well...disappointing. My close combat troops are combating the idea of actually doing damage...
The other exalted, the Knights and their mounts combine for 6 wounds...not terrible, but not close to their capabilities, either. He kills another knight, but it is a foregone conclusion he is running.
The Gorger can only put one Marauder down, and they go to work with their Great Weapons, wounding him twice.
His Sabertooths attack my Dragon Ogres, wounding once, but I wound them twice and over-run.
Against the Rhinorx I cannot wound him even once. He only wounds back one time...but his new charges put down all the Marauder Horsemen. He overruns with the Leadbelchers and yehtees...but I am fine with that. they are out of the game for yet another turn.

Warriors of Chaos Turn 3
He makes Galrauch and Sigvald stupid with Greesus...yes, Sigvald has now been stupid a tidy three out of three turns.
I respond by charging Greesus with the D-Prince and H-cannon. The khorne-marked chariot charges his Rhinorx.
Time for Magic. The prince rolls 5 dice for Infernal Gateway...and gets 4 '1"s and a "2". I roll on the chart...an 11. I use Infernal to make it a 12, thus getting it off irresistibly. 7 S8 hits...and I get just 3 wounds out of it. I say "just" because with 78 dice needing 2s, I expect a little more than 3.

I FINALLY remember to dispel his Super-Rhinorx spell.
Shaggy wounds the champ a couple times, but takes a couple wounds in return.




The D-Prince puts down Greesus, which causes a 5 man unit behind him to break, they run into the Marauders and are destroyed.

The Marauders wound the Gorger once again.
The Chariot, for me, does a record 3 impact hits. Only 1 wound goes through, the Warriors put 2 more wounds on him and even a chariot horse wounds them, putting down a Rhinorx (finally). He returns fire, killing both Chaos Warriors and taking out the chariot.

Ogre Turn 4
His Gnoblars want to charge my Dragon Ogres but fail their fear test. He does, however, put a lot of pressure on Wulfrik's Marauders, hitting them in the flank with Maneaters, a Tyrant, and a Butcher.
His other Gnoblar unit throws enough sharp stuff to wound a Dragon Ogre.








Then he opens fire with his Leadbelchers against the Maraude4rs who have been wandering around my back flank.

The first one mis-fires, wounding him once. The second one...mis-fires, doing another 5 wounds, killing 2 Leadbelchers. His shots do just 2 to the Marauders, his Leadbelchers fail their break test and flee.
And never come back.
Yes, for the price of 2 7ish point Marauders, he loses an entire 4-man unit of Leadbelchers.

This, for all intents and purposes, is game. He does not move his Rhinorx again, I am able to get my Cannon and Prince into combat with the maneaters (the Marauders being Stubborn due to proximity to my BSB).
I get his Yehtees in a corner, charge them with my Marauders and wipe them out.

Sigvald goes stupid twice more (for a total of 5 of 6 turns he was Stupid) and Galrauchs' breath weapon fails, but the game turned ugly.






The Warriors of Chaos mop up the Ogres. But they never see Shrek...





Overview
During the game, it felt like the game was on a razor's edge through about 4 turns. Looking back it looks a little different.
At the time, I was bummed that my Dragon Ogres failed, that none of my charges was very effective, and that the left flank was doing exactly what it was intended to do...get chewed up slowly, holding superior forces in check while I used over-whelming force to obliterate the right wing.
The fact my plan was working slower than intended, combined with him forcing the Dragon Ogres to flee and Galrauch being in danger meant it FELT a lot worse than it was.
Meanwhile, the 12-Knight unit was chewing through everything in sight. I was crushing his stronger flank while using throw-away points to slow him down. My left flank had just about 800 points and was doing a great job of keeping his Rhinorx, leadbelchers, 2 units of Gnoblars, the Yehtees, and a unit or two of Bulls occupied....which meant I had a nice advantage on the other flank.


The Traditional "We Bring Carnage and leave with mayhem" Survivor Photo

I guess more important than anything else, it was a very pleasant 4 or 5 hours gaming with one brother next to me playing another game (their epic Steam Tank v Grail Knight grind-fest should be detailed!) and, in our post-battle redux, all involved copped to having a really great time.
Ultimately, that is the point of the game. Did we have fun? And the answer was a resounding yes.