Saturday, 25 September 2010

Beastmen vs Orcs Battle VIDEO

The first 8th edition Fantasy Battle Report from this gamer (who controls the Orcs & Goblins in a 2,250 pt pitched battle against Beastmen).

This is quite a nice report for new 8th edition players because it's also the commentators first 8th ed. rulebook game so he shares some of his findings with us. Including the impact of mysterious terrain, line of sight, charge ranges and the awesome power of magic and how it can seriously backfire !

MrMalorian's verdict...

"8th is a lot faster and... 8th is fun !"

source :fOpAaVL4DvI credit : MrMalorian26-Aug-2010 9:10 mins + 5:12 mins 

Orcs and Goblins vs Beastmen 2250 pts - Part I


Orcs and Goblins vs Beastmen 2250 pts - Part II

Empire vs Lizardmen Fantasy Battle Report

A written Warhammer 8th Edition Fantasy Battle Report + maps from Battle Chronicler (I think !) 

"In an absolute schoolboy error I fought the Archlector fight first, meaning when my knights broke the razordon and pursued into this combat, it was too late for them to fight again"


Sigmar: Don't let the above comment mislead you, this Battle Reporter knows what he's doing, his useful after game analysis is testimony to that (this is just a reminder that even the very best gamers make those irritating mistakes especially when trying to learn a new set of rules !). I like ukko's report and I'm hoping to show some more of them - he's to the point and you feel like you're learning something when you read the report and I felt like nodding my head due to similar shared experiences.

source : http://warhammer.org.uk credit : ukko05-Aug-2010

Played a game a couple of days ago with my empire against lizzies. Been trying to put together a decent allcomers but this was only my second game with empire and 4th game of 8th.

The Empire Army List

Arch lector on war altar, GW, speculum, meteoric iron
Lv4 (life), horse, scroll, holy relic
BSB, barded horse, dragonhelm, dawnstone, sword of might
Warrior Priest, barded horse, dawn armour, wyrmslayer sword, shield
2*29 halberers with full command
2*10 crossbows
5 knights with banner and musician
8 inner circle knights with full command and flaming banner
2 cannons
5 outriders with musician
Steam tank
Rocket battery

Lizardmen Army List

Slann BSB, warbanner, extra dice, all lore (life)
Oldblood, blade of realities, potion of speed
Engine lv2(3), plaque of tepok
Scar vet, armour of destiny
2*24 saurus with banner and musician
10 skink skirmishers
16 Temple guard with full command and sword of the hornet on champion
5 cold ones
Salamander pack
Razordon pack

Deployment:

He got first turn and pushed forward, magic was uneventful and shooting was out of range except for his salamander which chanced a long shot at the lv4's unit but misfired and ate its crew (gaining frenzy/hatred as a result). My first turn I pushed the altar and stank in front of his central blocks and shuffled the other things around to enact plan stank-n'-flank (Tm). The knights held back in the centre, hoping he'd throw the saurus into the alter and I could counter charge in my turn. I figure'd the stank could probably hold up the entire left flank on its own for 2 or 3 turns while I regrouped, as he didn't really have any other option but to charge it. Magic didn't do much as i rolled low. Shooting saw one cannon stick in the ground short of the engine, the other going straight through it. I wounded everything except one crew dude and he proceded to roll his 5+ wards on all 3 crew and the prest. However, in a classic example of getting the luck when it matters, he failed the ward on the steg and I preceded to roll 6 yummy wounds. To add insult to injury, I then used the stank's remaining 2 steam points to cannon the priest (rules question: we assumed he still got his 5+ ward but I've no idea if that's right). Crossbows and rocket did nada. Have to admit, at this point I was feeling pretty confident.


Next turn he ploughed into the stank with his cold ones and TG, a mistake he later attributed to just not having enough experience playing empire (he probably liked the idea of keeping those units safe from shooting too). He also managed a mammoth 14" inch charge with the saurus on the halberders on the left flank, who they would then butcher and chase down in the combat phase. Finally, the other saurus went into the altar, along with the frenzied salamander. I managed to keep his magic largely in check, and his shooting only saw his razordon eat its crew as well . In combat, the stank lost a wound to some halberds and the oldblood got speculum'ed but good (again, he just wasn't familiar enough with the empire book - I was shocked when he accepted the challenge). Rules question 2: the blade of realities missed the altar but if it had hit, what leadership would it have tested on?


In my turn the knights charged the TG, as the stank had to realign to close-the-door on the cold one charge (this isn't really captured very well in the diagram). This meant the TG were dragged forwards in front of the saurus and I couldn't squeeze the knights through to the squishier saurus block. Oh well, in for a penny i guess. The halberders charged the salamander in the flank of the altar and the knights charged the lone razordon on the right flank. In an epic display of artillery dice suckery, the razordon demonstrated his eagerness for the upcoming fight by eating his last crew member, instead of standing-and-shooting me (at least he got all hatey though). Now I did something silly. In an absolute schoolboy error I fought the archlector fight first, meaning when my knights broke the razordon and pursued into this combat, it was too late for them to fight again. In said archlector fight, I think I won by one or two but nothing broke. The stank was feeling good about itself and ate all the cold ones with 7 impact hits from 3 steam points, not that the temple guard cared.


The rest of the game was just a slug fest really - I lost a cannon to a misfire, the outriders to keep the saurus away from the rear of the TG fight, and the plain knights, who eventually broke from the combat on my right. He lost all the TG, the scar vet (who dived into the TG combat but broke after I obliterated half a dozen TG with the help of Birona's mindwarp), and the salamander. We didn't bother counting it up at the time but I'd only lost about 400-450 points and he'd lost everything except the slaan, both saurus units and the skinks.

Thoughts after the game:


- Was a bit rash with the archlector. I wanted to pin his eastern block in place but I should have held back and let my shooting have another rip at him on that side. Sending him in front of ranked infantry is a mistake I'll try and avoid in future too, as I really could've paid for it if my opponent had rolled a little hotter.


- Being aggressive with the stank is the way forward. It not only ties down things I want to stay away from, but it also keeps it safe from magic and shooting. I'll also avoid risking extra steam points unless absolutely necessary. I managed to roll 6s on all three occasions where I went for an extra steam point, one less would've been guaranteed points and I would have cracked the TG a turn earlier and got the slaan.


- I need to be braver deploying the crossbows. They get less to shoot at now and really need to make the first two turns count to be worth it. Safety first approach seems to be getting me nowhere with them - in my first two games with the empire they've survived easily but only accounted for 2 harpies and a shade. Next game I'll be more inclined to leave them isolated if it means they can rack up some casualties and impact on the game.


- Loving the +3 DD of the empire. Along with +4 to dispel, it really makes it hard for the other guy to get stuff through.


- Probably drop the rocket battery for another 5 outriders. I wanted the battery to help against big blocks of infantry, which I feel like I'm not very well equipped to deal with. I'm not keen on the randomness though, I think I'd rather more shots to trim ranks off here and there instead.


- I think life is a great deck but I'm not sure it's right for this build. The idea of healing the stank and buffing the knights and halberders to keep them alive seems fantastic but I'm not sure I have the dice to make it meaningful - the slaan is a different story, as are banner of sorcery toting HE. I might try heavens in the next game..


- When playing against this Lizard Slann-life build (which as an aside, I think could be a really effective army), stopping throne of vines is a must. At times, I thought I was over-doing it, throwing 3 or 4 dice at it early on in a few phases and burning my scroll on it later in the game, but I think it was the right thing to do. It forced him to try and plink away with little buffs here and there to avoid miscasting, which usually meant I could stop the one spell which really mattered. I also think that tying down the TG bunker while ganging up on other things to rack up points will be the easiest solution to the match-up in most cases.

Wednesday, 15 September 2010

Lizardmen vs Ogres 8th edition battle report

This sounds and looks like an excellent Warhammer Fantasy Battle. It has some great photos, excellent terrain and scenery, painted miniatures and is written in a nice "punchy" and friendly manner. Magic showed it's power under the 8th edition rules - again !

"The Slann rerolls on the miscast table and gets a Dimensional Cascade which he then very kindly hands-off to my Slaughtermaster with the cupped hands, once again the dice favour me though as the dumb brute narrowly avoids being sucked into the warp"

source : http://warhammer.org.uk credit : StokeRogue 14-Sep-2010

On Wednesday Rolls Dice, henceforth know as Ade, and myself played a 2400 point 8th Ed game. It was Ade's first game using the new rules and my second. We both kind of like the idea of 2400 points as the new 2250 as it is easy to divide into 25% chunks, so that was the agreed level. We randomly rolled for a scenario and got Blood and Glory (BRB page 148). This gave both armies a breaking point of 3, the Ogres started with a fortitude of 5, whilst the Lizards had a fortitude of 7.

Ogre Kingdoms Army

Tyrant - Great Weapon, Mawseeker, Crown of Command, Armour of Destiny, Luck Gnob 314
Slaughtermaster - Gruts Sickle, Healing Potion, 2x Tooth Gnobs 280
Bruiser - BSB, Golden Sigil Sword, Armour of Fortune, Luck Gnob 223
Butcher - nowt! 130
40 Gnobs 80
8 Gnob Trappers 48
3 Naked Bulls 105
3 Naked Bulls 105
7 Ironguts - Champion, Standard Runemaw Banner 401
7 Ironguts - Champion, Standard 376
Scraplauncha 165
Scraplauncha 165

Lizardmen Army - from memory (Ade please feel free to fill in the blanks!)
Slann BSB - Cupped hands of the Old ones, Standard of Discipline, maybe some other gizmos
Scar-Vet - Cold one, Bane Head, Piranha Blade, 1+ Armour from unknown items
20 Saurus - Spears, Full command
20 Saurus - Spears, Full command
15 Skinks
16 Skink Cohorts + 2 Krox
2 Salamanders with extra crew
1 Salamander with extra crew
2*5 Chameleon Skinks
6 Saurus Cav - Full Command? May have had a magic standard, can’t remember
Steg with giant bow


The Battlefield


The scenery was an Acropolis of Heroes (Greek looking ruin), Magic Circle, a mysterious river, 2 woods, a plain hill and several buildings and fences which were grouped into the village at the far end of the table.

The locals blissfully unaware of what is about to befall them!

Initial deployments

Main Ogre force, the 2 bull units are deployed 1 on each flank just out of shot.

Call pest control! - the Gnoblar Trappers infest one of the buildings

Sneaky Chameleons sneakily sneaking!


The sallies coming straight out of the sun - crafty!

Turn 1


The Lizards get the first turn and go all out for an early win. Movement is mainly jockeying for good charging positions, although the Chameleons nip into my rear where they will harass me for most of the game. Magic, and the Slann goes for a 6 dice Dwellers below on the Ironguts with my Slaughtermaster and Tyrant, and what do you know Irresistible force! Luckily the Runemaw banner deflects the spell onto the 3 bulls nearby and only 1 dies. The Slann rerolls on the miscast table and gets a Dimensional Cascade which he then very kindly hands-off to my Slaughtermaster with the cupped hands, once again the dice favour me though as the dumb brute narrowly avoids being sucked into the warp, 1 Irongut is killed by the resulting ST10 pie plate!

The Ogres move forward as fast as possible. The Chameleons are a nuisance, but I know that chasing them is a lost cause so I try to ignore them and concentrate on the blocks with those all important standards (see the Blood and Glory victory conditions if you don’t know why). The Tyrants Ironguts line themselves up to take the charge from the Saurus Cav, this is a gamble as the Scar-vet has bane-headed the Tyrant, but I am confident that T6 and a 4+ ward plus a magic phase of buffs to come should se me through. Speaking of magic now it is Ade’s turn to be afraid as I introduce him to OGRE MAGIC SPAM tm. Even with an average roll of 7 power dice, the Butchers pump out an impressive array of spells between them. 2 Bonecrunchers on the Saurus Cav draw out Ade’s dispel dice allowing the Tyrant and friends to gain multiple buffs, Gut magic is excellent now they stack!


The other highlight of the Ogres first turn is a direct hit on the Slaans unit with a scraplaucha killing 10 Saurus! Sadly this was to be the only direct hit that I rolled all game.

Turn 2

Once again seeing a chance for a one stroke victory, the Saurus Cav and nasty Scar-vet jump on the Tyrant and Ironguts. The rest of the Lizards hold their ground in the centre and pressurise the flanks. The Skink cohort charge a sacrificial Bull unit whilst the Salamanders and Chameleons close the noose and get into some excellent firing positions.

The Slaan jumps ship from the badly depleted Saurus into the fresh block along side. The winds of magic are week this turn (and pretty much every turn from here on in, averaging about 5 a turn for the rest of the game) so the Slaan contents himself to remove the buffs that I cast last turn. Shooting casualties are acceptable with a unit of bulls panicking off table from a salamander hit (damn those stupid flee from nearest enemy rules) whilst the scraplaunchers easily shrug off the other Salamander and Chameleons. Combat is very much in the Ogres favour, despite the loss of the remaining bulls to the Skinks and their Kroxy minders (their sacrifice was in vain as I forgot that the Skinks could free reform after a combat- D’oh), the Saurus Cav came up short against the Ironguts. As I thought the Scar-vet suffered from a case of epic fail against the Tyrant, and was squished for his troubles. However, despite a fairly convincing loss the Cav stuck around for a second dose.


Ogre turn 2 is very embarrassing, mainly due to me being a complete idiot. My second block of Ironguts declares a charge against the Slaan and his new bodyguard, however they fail to hit the required 12 inches rolling a 4 and a 1. For some reason that I cannot explain, I managed to convince myself and Ade that after a failed charge you move the distance on the lowest dice and not the highest. Being Ade’s first game, he foolishly took my word for it, so that is how we played it until about turn 5 when after a rash of failed chargers moving 1” we looked it up and my blunder was revealed. Also in this turn the right hand scraplauncha charged the skink skirmishers who fled and were caught. The wind of magic continued to be miserable and a few buffs were dealt out to my two main Irongut blocks, but nothing else. Shooting brought a light hearted moment, when the mischievous Scrappers on the left hand launcha lobbed one of their own for a strength 5 killing blow on the Slaan, but sadly he just impacted on the surface. In combat the Saurus Cav were wiped out.

Never trust the word of an idiot - the Ironguts flounder 1” after my mindfart.


Turns 3-6

I am going to lump all the remain turns together from here on in, mainly because nothing much happened. Ade played very well keeping my 2 Irongut units and all my characters at arms length until his shooting and magic had reduced them to the point that he was ready for them. The Steg charged the Scraplauncha that had killed the skinks Skirmishers and destroyed it. He then tuned the Steg into the Flank of the Ogre BSB’s Ironguts who had again failed a charge on the Slaan in turn three and once again only gone 1”. Basically, from that point onward the game degenerated into a battle of the buffs. I kept putting +1T and stubborn on my units, whilst the Steg spent most of the game with T10 and Regen thanks to the Slaan on his Throne of Vines. More and more units piled in until we ended up with this arrangement.




At the rear of the ogre army the Gnoblar fighters, who had been unable to get into the battle line due to the 1” rule and Trappers, tried in vain to contain the lone Salamander and 2 Chameleon Skink units who as I had feared danced around them with ease. It did however produce this fine moment, which Ade was very happy with - the perfect Salamander shot!


Even more amusing was the fact that the remaining few Gnoblars, decided to seek refuse from this maelstrom in a wildwood, even rallying in there to be slowly eaten to death by the trees!


Anyway after something like 6 rounds of ineffectual hacking neither side could gain any advantage in the huge melee, and so the game went to a tie break situation with the Lizards coming out ahead on a victory point count back.

Result aside, both players had an excellent game with much laughter on both sides as weird and unexpected things happened. My faux pa with the charging rules didn’t spoil or change the outcome of the game in any great way, so we just laughed about it and put it down to lack of experience with the new rules. Magic was pretty powerful throughout the game, and that was with terrible rolls for the winds of magic every turn, I shudder to think what a Slaan could achieve with even just average rolls over the course of a game. The other things that I took from the game is that the terrain rules aren’t as bad as I first thought they might be. We rolled the maximum 10 pieces, and I was concerned that the board would be to crowded to actually fight on, but that was not the case. In fact the Magic Circle, Acropolis and river never came into play in the whole game.

Sorry this a fairly thin report, with so much to think about during the game I forgot a lot of the lesser stuff, but most of the major events are covered.

Cheers
StokeRogue