Friday, 18 February 2011

BATTLE REPORT- Skaven vs Orcs & Goblins 2,500pts

It's here. The first (new) second battle report of the blog!

This game sees the Skaven take on the Greenskins in a 2,500pt Blood or Glory battle. Neither Mick nor I knew who we'd be facing, so we both took a balanced list. This game will lead onto the final 4-way game next week.

Micks army is fully painted, but mine, sadly isn't. Since I decided to redo it for 8th edition, there's some unpainted and unfinished stuff. Oh, and I apologise for the 'monstrosity' that is my Hellpit Abomination. Its represented by a chaos spawn on the base of what will be a Chaos War Alter when I ever get around to properly converting it. Really poor, but it did the job. My REAL A-bom is still awaiting delivery, two weeks after ordering ( grrrrtotalwargamergrrrr )

The armies comprised -

SKAVEN

  • Grey Seer
  • BSB 
  • Plague Priest
  • Engineer lvl1
  • Engineer 
  • 29 Clanrats, fc ( ratling gun )
  • 29 Clanrats, fc ( warpfire thrower )
  • 29 Plaguemonks, fc
  • 7 Cencer bearers
  • 40 Skavenslaves, mu
  • 20 Skavenslaves, mu
  • 7 Gutter runners
  • 7 Gutter runners
  • 7 Gutter runners
  • 3 Rat Swarms ( forgot to take and use them! )
  • Warplightning cannon
  • Doomwheel
  • Hellpit Abomination


ORCS and GOBLINS ( Mick may correct these yet )

  • Warlord on Wyvvern
  • BSB or Boar
  • Night Goblin Shaman Lord
  • Goblin shaman lvl 2 in chariot
  • 25 Orc Big uns
  • 25 Orcs 2 hand wpns
  • 25 Orcs 2 hand wpns
  • 30 Night Goblins ( 3 fanatics )
  • 10 Big un (?) Orc Boar Boyz
  • 1 Orc chariot
  • 1 Gobbo chariot
  • 2 Spearchukkas
  • 1 Rock Lobber
The scenario was rolled, and we got Blood and Glory. Mick won to pick table edge, and I won to choose who deployed first ( that'd be Mick )

Breakpoint was 3, with Skaven having Fortitude of 6, while Greenskins had 8!

Turn 1



The game started with some minor unit shuffling on my part. The A-bomb crawled forward a good distance to reach the greenskins side of the board, while the doomwheel moved closer to the slaves than Clan pestilens units. Then, skavenslaves positioned themselves to intercept the bigger units that would head my way. The three units of gutter runners moved into short range sling distance on the far flanks. 

The Magic phase started poorly. Very poorly in fact, when I rolled double 1's for winds of magic. 1 channeling dice was added also. The only spell I could muster was skitterleap on my nuke-engineer. I rolled well, and Mick failed to dispel it. The engineer was hurtled to a point behind the Big Uns across the table, ready to deploy his payload!

This turn, the Doomwheel managed to avoid firing it's deadly arcs of lightning, and similarly the warp lightning cannon managed to, well, not kill a single model in the 25 orc Big-Un unit. And despite being near touching distance from the elite boyz, the skitterleaped Engineer got a little giddy and threw his Brass orb way too far ( getting an 8" on the scatter die ). Bugger. That Big-un unit must have been blessed by Mork AND Gork this turn!

One unit of gutter runners on my right flank took out a spearchukka with their poison slings, and the other removed 2 wounds from the rock lobba. Unfortunately, the 'runners on the other side only managed to score one wound on the Orc chariot.

Micks turn, and he rolled for animosity. He was going to charge the A-bom with both the Orc chariot and the Boar Boyz, but typically ( he said it would happen! ), the Boar Boyz squabbled and refused to move. So the chariot went in alone. Back across to the other flank, a gobbo chariot charged a unit of night runners. They decided to stand and shoot... and killed it as it charged in! Unfortunately, their jubilation was short lived, as the Big Boss on Wyvvern also charged the same unit. Un-terrorized, they would have to stand and fight!
Magic was quashed, and shooting also failed to do anything for the greenskins.

The chariot bounced off the A-bom with it's impact hits causing no wounds, to which the creature took great offence and smashed it into the earth. It followed through this, failing to reach the Boar Boyz that lay behind.

Despite the gutter runners obvious ( and rare ) brave streak, their poisoned weaponry failed them in their hour of need and inflicted not a single wound. In return, six of their number were chopped and chewed by the lord on his monstrous steed, to which the remaining gutter runner took flight, only to be run-down.

FORTITUDE

SKAVEN 6     ORCS & GOBLINS 8


End of turn 1 shot

Turn 2




Again, not a particularly active turn. The only major movement for my skaven was the A-bom charging the boar boyz. They passed their terror check and awaited the combat to follow. Otherwise, the large slave block moved ever forward to meet the Big Uns, and the Gutter Runners attempted to find more targets. Oh, and the Doomwheel's random move left it just over an inch away from the Wyvvern! Lucky sod!

Magic. Lets say not a lot about that, other than I rolled really low again, and cast NOTHING! ( Where's all this dominating magic eh? )

Doomwheel, did NOTHING! Warp Lightning cannon got misfire on damage roll, and Doomwheel farted-out 3 feeble bolts of warp energy ( Str 2,2,4 ) at the Boss on Wyvvern racking up a damage tally of NOTHING!
Finally, the A-bom unleashed a flurry of attacks and wiped out the boar boyz, then turning to face it's next target.

In the Greenskin turn, the Wyvvern and Boss glided away from the 'menacing' doomwheel to face the flank of my army. Also in an attempt to halt the rampaging abomination, a unit of 2 hand weapon orcs turned to face the threat of yet another charge from the beast. And wouldn't you know it, the Night Goblins moved to within 8" of the large slave block, and out popped 3 fanatics! Only 1 reached the unit killing 3. Oh and the BSB on boar moved out of the Big Un unit to the rear.

Magic was a non-issue again for the greenskins, and shooting didn't yield anything either.

With no combats to resolve, turn 2 was done.

FORTITUDE

SKAVEN 6     ORCS & GOBLINS 7

After the Doomwheel failed miserably to inflict any Warp Lightning hits,
the Orcy Boss on his Wyvvern flew to harass the Skaven flanks...

Turn 3


The game was now coming to its mid-point, and it was obvious we both were employing the same tactic. Keep our banner units back, and let the big stuff do the munching!

On my left flank, the A-bom charged the nearest unit of orcs, while the doomwheel turned and made a charge into the side of the Wyvvern! Elsewhere, the gutter runners moved into better positions, and the cencer bearers turned to face the mighty winged beast, as did the plague monks.

The winds of magic were average, and the only spell to be cast yet again was skitterleap, this time on the other Engineer, who was transported to the flank of the other orc unit.

As has become usual now, the warp lighting cannon yet again failed to do anything. Then, the skitterleaped engineer fired his Doomrocket across the orcs towards the centre of the big uns. Obviously a little giddy from the magical movement spell, the engineer overshot slightly, and hit the night goblins beyond! Causing a good 10 wounds, the night goblins failed their ld check ( with re-roll for BSB ) and fled. The gutter runners near the A-bom caused a wound on the unengaged block of orcs, and the other unit near the hill fired at the orc BSB who had left the Big Uns last turn. The distance must have been just a little too far for them, as they failed to cause a wound. And....Booom!!! the warpfire thrower near the large slave block unloaded it's deadly gout of flame... all over itself! It popped, and took out three nearby slaves as well.

Combat, and the A-bom yet again was devastating, killing many greenskinned orcs, beating them, and chasing them down. Across the battlefield, the doomwheel cause the odd wounding impact hit on the wyvvern but, surprise, it's first bolt discharged into combat misfired! This removed all but 1 of its wounds! The orcy boss then saw it off with a mighty blow from his great axe.

In the Orc turn, the Wyvvern and it's rider moved on, charging into the censer bearers. Unlickily, the orcs facing the A-bom failed their animosity, thus losing the charge they were about to declare into it's exposed flank.

Magic again was no great shakes for the shamen, and the lone bolt thrower missed whatever target it had picked.

In to the combat phase, and the Orc boss on his flappy steed took a wound from the censers, as did the wyvvern. In return, all the censer bearers were destroyed. He then moved on from this trifling tussle into the plague monks to finish the turn.

FORTITUDE

SKAVEN 6     ORCS & GOBLINS 6

Turn 4



The turn it all kicked-off.

Charges, and the A-bom lurched into the side of the unit of Big Uns, while simultaneously the large slave block just about made the charge into the same foe. The smaller slave block started to move around the wall and readied itself for a charge next turn into the Orc boss and wyvvern, just to help pin it down for a while longer at least. Last thing I wanted was that beating the plague monks and slamming into my main block with the Grey Seer, BSB and standard!

Winds of magic again blew poorly, and spells came to nought.

In the shooting phase the warp lightning cannon didn't even bother to fire, as at the rate it was going, it was more likely to kill itself than anything else. Not that there was much to shoot at anyway! The gutter runners though popped-off shots at the orcs on my left flank, and the chariot with a shaman in on the right ( near the bolt thrower ). The orc boys took a few wounds, but the goblin shaman was unlucky, and was slain by a hail of poisoned slingshot.

The main tussle was fought, and the A-bom destroyed half of the big-un unit, with the slaves losing a couple of ranks in return. A win for the skaven side, but the Big Uns held firm. Deep in skaven territory, the Wyvvern and it's master a good 2 ranks of plague monks, and only took a single wound back on the beast. Steadfast saved the day, and the monks were in the game for another turn.
The greenskin phase started with a counter charge into the A-bomb's flank from the unit of 2 hand weapon orcs. The night goblins that were not far from fleeing the battlefield suddenly rallied! bugger! Thought I was gonna have a banner there... oh well.

Magic wasn't up to much this turn ( again! ), and shooting from the bolt thrower did nothing either.

The combat with the A-bom was bloody. The big uns were wiped-out to a man, and the orcs who'd charged this turn took quite a few casualties as well. Some slaves were killed, but there were a few fluffed dice, and a couple of poor LD checks later saw the BSB and the orc unit flee, losing their standards, and in doing so, ending the game.
FORTITUDE

SKAVEN 6     ORCS & GOBLINS 3


AFTERTHOUGHTS

Well, a win for the Skaven. And a good battle. 

All the way through, the tactic for both of us proved to be the same...sit the banners at the back and pick at the enemy with heavies. I would have included "magic and shoot each other to death", but diabolical rolling for both meant the game relied on combat for the wins.

So, Blood and Glory. Strange, as unless we both playing the scenario totally wrong, the style of play it encourages seems at odds with the title!

Thanks for looking in,
Peegore








Sunday, 13 February 2011

Hell Pit Abomination - Couldn't Resist Starting It!

I know I have 40 slaves to paint. And a Battle Report to finish, and a ton of other things to do that are nothing to do with Warhammer. But when this came in the post Friday, after three long weeks of waiting for it. I had to start it. My Hell Pit Abomination!

First thing I'll say right now is it's the best multipart kit I've ever bought. Period. Fits together fantastically, and there were virtually no mould lines to clean up whatsoever. Although the 'variety' of limbs etc, once you look at what's left on the sprues once assembled, isn't that amazing. You are basically looking at two fairly different looking models, or 4 with slight variations at best. Having said that, it's an impressive centrepiece to an army nonetheless.

I've taken a picture of what I've done so far. Also, this model will NOT be 'dipped/washed' like my other stuff. Mainly because the I want pale, subterranian 'never seen daylight' to remain... and dipping would just kill it. So it's back to the blending/washing/layering/highlighting of old. Happy days!


About 2/3rd's done...

Wednesday, 9 February 2011

BATTLE REPORT - Daemons vs Orcs and Goblins 2500pts

Steve kindly put together this battle report for me. Cut 'n pasted it from his E-mail and added the pics he took. Enjoy!

Ok, first attempt at a battle report in a long time, so be gentle with me.

DAEMONS

Great Unclean One LVL 4
Herald of Khorne
Herald of Nurgle
30 ish bloodletters
30 ish plaguebearers
6 flamers
6 fleshhounds
3 fiends
3 nurgling bases


ORCS and GOBLINS

No idea about what sort of general it was (I don't do O&G)
massive unit of big uns ?
Lvl 4 shaman
Lvl 1 gobbo magic user
2 big units of squig herds (I hate these)
2 units of night goblins with fanatics in each
More war machines than you can shake a big stick at
5 or 6 goblin spider riders

Setup


Both Dax and I had played with very similar armies the previous week but for this one we had decided to drop the points down from 3k to 2.5k so we can go to bed earlier

We rolled pitch battle and setup as show in the picture, Daryl got the first go.

Now in previous meetings with these two armies it normally goes with Daryl bombing and magicking the poop out of me and then we get into combat and the Daemons win. It always makes me nervous facing this many warmachines, as anything could happen.

Anyway the only real interest with setup was me placing the scouting nurglings on might right flank to try and draw out the fanatics near some buildings.

Turn 1

Daryl held back nearly all his troops apart from the goblin riders hoping no doubt to maximise the amount of turns he could blitz me with his war machines. The bloodletters (as usual) were to receive more than then fair share of missile misery. The winds of magic blew strong (11) but fortunately (for me) the orc shaman threw only 2 dice at his first roll and it came up a double 1...and he went stupid and frenzied for the rest of the game. Then the orcs and goblins opened the proverbial can of whoopass on me and many bloodletters popped out of existence.

For my turn 1 I moved the nurglings forwards and the fanatics came spinning out, the rest of the army moved forwards as fast as possible to reduce the amount of shooting in subsequent turns. The fiends and the hounds on my left flank decided there wasn't much of a target that way and tucked back into wards the middle of the field to hopefully see some combat away from the fanatics. Although the GUO tried his best to unleash some foul magic upon the opposition the massive magic defense of the O&G held firm and all the spells amounted to nothing (again)

Turn 2

rinse and repeat, seriously it was exactly the same as turn 1 apart from one fanatic spun himself into the side of a building. Oh and the bloodletters numbers were reduced still further to ten short of their starting amount. The flamers did try their best to shoot some squigs but only managed to kill two (sigh).

Turn 3

Ok things start getting interesting here. (oh and I would like to point out that I was on my third can of lager so if you see some stoopid mistakes from me you know why).

The orcs decide to wait one more turn before committing to combat so they could shoot once more apart from the squig herd in front of the letters. All magic and shooting was focused on the large plaguebearer unit and resulted in 6 one eyed puss balls going back to the realm of chaos, if models could talk I think the bloodletters would be cheering. The squig herd managed to kill a couple of letters but the daemons had inflicted numerous casualties on the herd causing the herd to flee and of course go pop and hurt the letters some more ( I hate that rule). On the right flank the remaining fanatics spun their way towards the flamers taking out three.

The daemons having enough of this magic and shooting decided that it was time for a brawl and the bloodletters promptly failed their charge and could do nothing more than sit back and watch as papa Nurgle and the plaguebearers got stuck in. The fiends went for the warmachines to try and claim some points back and to reduce the havoc caused in Daryl's shooting phase.
The combat in the middle of the picture was a bloody affair and the plaguebearers lead by the herald of nurgle did massive damage but the orcs stood firm due to being steadfast. The fiends wiped out a stone thrower and overran into the doom diver, so slightly less shooting next turn.

Turn 4

Now the orcs here were a bit unlucky, the squig herd that was chomping at the bit to hurt the plaguebearers failed their animosity check and stood still, which left another round of combat for just the nurgle unit and the big uns. The night goblins charged the bloodletters and did no wounds and the letters reformed to face the gobbos. The shooting phase just sort a fleshound killed by a pointy headed suicide intent goblin.
Anyway to cut a long story short, the plaguebearers and GOU won the combat and the main unit of orcs fled the battle field with he plaguebearers in hot pursuit.

At this point Daryl threw the towel in.

Result

So a victory to the daemons and it went the same way as the previous two games. I really don't know what to do with magic as it did nothing for me in the entire game and the only reason I have a lvl 4 GUO is to help dispel the wall of magic I often seem to end up running into.
I love my plaguebearers, in two games now they have been the reason for the win and I have the models to field a unit of 40, one day I might do an all nurgle

Sunday, 6 February 2011

Mick, Thanks For The Mortar!

Mick and I played the game last Thursday. 2,500pt game,  my Skaven vs his Orcs n Goblins. Shan't say what happened here as I'm putting together a report at the moment.

The nice surprise was he gave me a poisoned wind mortar! For a brief moment I thought there may be some sort of strings attached, payment-in-kind sort of meaning behind this. But no, as it wasn't Darryl gifting me this, I decided not to worry. Anyway, he had bought two Island of Blood box sets a while ago and has already painted-up 1000pts of core troops. He said he is unlikely to need two mortars in the near future, so let me have one! Cheers Mick!

And just to show how grateful I am, I have painted it up ASAP, and here's a piccie of the result.


As usual, was 'dipped', and came out well. Oh, and couldn't find my regular static grass, so have had to E-bay a tub. How annoying.

Anyhow, while I was at it, I took a picture of my doomwheel. Again, it shows that even larger models look fine with the speedy 'dipping' method. Admittedly, this has a little more than base colour on, but only a little. The wood on the wheels was drybushed with 1 extra colour, and some highlighting to the warpstone and red bits. And it has static grass... and little bits of clump foliage! ( can't find that either now I think of it... buggeration )


Oh, and lastly, a piccie to show that I AM cracking-on with the battle report!

First turns of the game...