My upcoming Workbench Update will explain why I haven’t posted in so long, and what I’ve been up to. This, instead, is a batrep featuring my Ogres take on Andrew’s Daemons, using the new army book. This is the first time my Ogres have faced the Daemons, who I have come to fear after facing them with one or two of my other armies, and the first time Andrew is using the new book. So let’s see how it goes…
The Armies
Ogres
- Slaughtermaster, General, Lv 3, Maw, extra weapon, Dispell Scroll, Talisman of Endurance, Bullgorger, Toothcracker, Spinemarrow
- Bruiser, BSB, extra weapon, Armour of Destiny
- 5 Ironguts, Full Command, Look-Out Gnoblar
- 5 Ogres, Full Command, Look-Out Gnoblar, Ironfists
- 4 Leadbelchers
- 2 Mournfang Cavalry, Heavy Armour, Ironfists, Standard and Musician
- Thundertusk
- This was my Thundertusk’s first game, and I had some high hopes for this support model.
Daemons
- Daemon Prince, Khorne, Chaos Armour, Daemonic Flight, Axe of Khorne
- Herald of Slaanesh, Greater Locus of Swiftness, Witstealer Sword
- Herald of Nurgle, Greater Locus of Virulence, Balesword
- 13 Daemonettes
- 10 Pink Horrors, Lv 1, Blue Fires of Tzeentch
- 12 Plaguebearers
- 3 Bloodcrushers, Full Command
- Skull Cannon of Khorne
- I believe this was the first time Andrew had tabled all but the Daemonettes and Pink Horrors. And with the new book, everything was different from his previous plays.
Setup & Deployment
I only made the images 5′ wide, as we did not use the extra space beyond the Plaguebearers. We rolled up Dawn Attack, and Andrew laid down first, as you can see. His Deamon Prince would have liked to have been on his right, since his Axe beefs him up when he’s facing three models. So he had to spend the first few turns flying across the board. The Ogres managed to roll all 4 fighting units in the left flank, and the lone Thundertusk, who rolled first, was left all by himself. I was quite upset by this forced deployment, but at least I could focus my attacks on one flank at first.
A note to make is that we actually started closer to each other than we should have, as I forgot my table is less than 4′ across. Oi! This likely impacted the early flow of the game.
Turn 1
The Daemons got first turn and moved up, or over in the case of the Deamon Prince. In the Magic phase the Pink Horrors hit the Ogre unit with its Blue Fires of Tzeentch and managed to take out two Ogres and add a dude. Come on! In Shooting, the Skull Cannon hit the poor Thundertusk for 4 wounds.
The Ironguts got an Ogre Charge into the Bloodcrushers (which may or may not have happened if we started off at proper distances…probably not), while the Ogres failed to do likewise, somewhat bocking the Leadbelchers. The Mournfang moved up into support position, while the Thundertusk moved up to take a drink from the Wyrding Well, which ended up making him Stupid.
In Magic Toothcracker made the Ironguts harder to hurt with +1 Toughness. In Shooting the Ogre with the Harpoon Launcher on the Thundertusk managed to deal a wound to the Deamon Prince, while the Leadbelchers failed to damage the cannon.
In Combat, the Ironguts’ Ogre Charge took out a Bloodcrusher, while the other two fell to melee attacks. The Daemons dropped an Irongut before they disappeared. The Ironguts Held and Reformed.
Turn 2
Now that the Ironguts had Reformed, they were in the front arc of the cannon (d’oh!), and so it made the easy charge into them. The Daemonettes failed a charge into the Thundertusk. The Daemon Prince kept getting closer to the fight, while the Plaguebearers got into the forest, which turned out to be a Wildwood. Luckily, they did not lost anybody.
In the Magic Phase, the Pink Horrors super-cast its Fires at the Ogres once again, and this time managed only a single Ogre dead. The Miscast destroyed 4 Pink Horrors, including the 2 that were created from successfully casting the spell twice.
In Combat, the cannon managed 4 Impact Hits, and after a rough and tumble fight the cannon took two wounds while the Ironguts took 5, meaning one less Irongut in the unit.
The Ogres once again failed a charge, this time on double 1s! The Stupid Thundertusk just rolled up 2″. The Mournfang came over and presented an easy charge for the Deamon Prince, although that would likely end in a flank charge by the Ironguts if they could destroy the cannon.
In Magic, I believe I only got off Bullgorger for +1 Strength on the Ironguts, and not Toothcracker. The Leadbelchers failed to hurt the Deamon Prince in the Shooting Phase.
In Combat, it was another tough battle with such a formidable Deamonic machine as the cannon, but after two more Ironguts died, the cannon fell.
Turn 3
The Deamon Prince charged into the much-depleted Ironguts, and the Daemonettes crashed into the Thundertusk. In Magic, I dispelled the Pink Horrors’ Fires with the Scroll.
In Combat, the Thundertusk fell easily to the Daemonettes. The Bruiser BSB and Irongut standard failed their Fear test, making combat even easier for the Prince. The Irongut died and the Bruiser fled the fight, meaning he was dead, too. That was a lot of points lost, so now we were about even.
With vengeance in their eyes, the Ogres finally made a successful charge into the Deamon Prince, while nearby the Mournfang charged into the Pink Horrors (the arrows should be red).
In Magic, the Slaughtermaster managed to get both spells off on his unit, giving them +1 to both Strength and Toughness. In Shooting, the Leadbelchers finally managed to do some wounds, but only 2 on the Deamonettes.
The Ogres’ Impact Hits managed to deal a wound to the Deamon Prince. In retaliation, with all of his attacks, he killed off an Ogre and severely wounded the other. But both the remaining Ogre and the Slaughtermaster managed to deal one wound each, and finish off the Deamon Prince, which was a huge relief. Unsurprisingly, the Mournfang wiped out the Pink Horrors through wounds and Deamonic Instability, and only took a single wound in return.
The game had just swung back in my favour.
Turn 4
With only two units left to my three, Andrew was in a tough spot. To make it worse, he had no shooting and no wizards, on top of the fact that both his units were too far from mine to get into combat on his terms, at least this turn.
The Ogre and Slaughtermaster moved ahead into a support position, while the Mournfang maneuvered to the Plaguebearer’s flank, just outside their front arc. I managed to give the Leadbelchers +1 Toughness for their iminent fight with the Daemonettes, who they managed to finally hit and hit hard for 6 wounds! Better late than never.
Turn 5
The Daemonettes charged into the Leadbelchers, and the Plaguebearers danced ahead out of the Mournfang’s arc. The Daemonettes only managed 2 wounds on the Leadbelchers, while taking the same in return. Their underperformance would cost them, much to Andrew’s chagrin.
The Slaughtermaster and the Ogre charged into the Daemonettes’ flank, while the Mournfang just reformed for a guaranteed charge next turn. The Leadbelchers got +1 Strength, and after Impact Hits and all attacks, one Leadbelcher was dead, another sseverely wounded, and the Daemonettes wiped off the table.
Game End
With only one unit on the board, and the clock showing 1:30 am, we called it here. As much as the Plaguebearers could probably do some damage to the rest of the Ogres, a guaranteed Mournfang charge with two more units ready to pounce did not bode well for them. Even after the charge and fight, the victory points scored would probably have remained the same.
So, victory to the Ogres!
Thankfully Andrew was not disheartened by this loss, especially as he got to see that the crazy and random changes in the new Daemon book might not be so bad. For much of the game he was rolling quite well, while I was not, but at key points it was the reverse and I eked out a pretty heavy win.
I think we’re going to try and play again next week, at same or higher points. I look forward to it!
Thanks for reading.