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

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