So on Thursday night I am hosting a huge and very silly game of 3200pts of Ogres vs two 1600pt armies of wood elves and dwarfs played by Mike Callaghan and Dorian respectively. This should be a great game filled with banter and fun! Since I can obviously plan and arrange my army in advance and fit in nasty toys I thought I would post my list for them to read and plan their plan of attack. The List is at the bottom of this post.

The story of this game will be that a rampaging Ogre tribe (the Frostfang Ogres) has invading the lands between the Forest of Loren and feet of a mountainous range with a dwarf mining outpost . The dwarfs have been allowed to mine in the area by the Wood Elves in return for some forged steel weapons, the Truce has been a prosperous one but it is away to be shattered by the descending Ogre horde. They have agreed to ambush the Ogres as they enter the edge of the forest and have united as alone they would have stood no chance. 

Scenario Rules
Battlefield: The battle will be fought on a 6'x6' table a third of which will be wood land on the left hand side. The ogres and dwarfs may not deploy in the wood but may move into it. Opposite to the Ogre deployment zone will be a Watch tower to represent the dwarven outpost. If the Ogres can assault and take this at any point then they gain 500 bonus vps and if the Dwarfs and Wood Elves Hold it by the end of the game and have not lost it at any point then they gain 500 bonus vps.

Deployment: The Ogres deploy their entire army first not including scouts, the Ogres may not vanguard. The Dwarfs and Wood Elves then deploy their entire army to represent their ambush and then move vanguards and deploy scouts as normal. The Ogres get first turn to represent their fast moving approach however they may not fire any ranged attacks from weapons but may cast spells as normal.

The wood elf and dwarf contingents must both include a general and only their respective contingents may benefit from the inspiring presence rule. Similarly if their forces include a BSB then only the respective contingent may benefit from the hold the line rule. Lets face it a dwarf is hardly going to be convinced to hold his ground by a fancy twig and an Elf will not lower him or herself (mainly herself) to obey the drunken bellowings of a Stunty!

The Ogres, drunk and confused by the ambush suffer from Stupidity in their first turn.

The Wood Elves may upgrade one Elf unit to have the armour piercing rule applied to their weapons, this will not effect characters who join the unit.

The Dwarfs, being a proud folk who look down on cowardly elves, will not suffer panic tests caused by Wood Elf units.


House Rules:
Don't be Gamey! Loosely and simply put: play nice and don't take a silly army!

Any model normally eligible for a "look out sir!" can make one when targeted by the following spells: Dreaded Thirteenth, Dwellers bellow, Purple Sun, Pit of Shades, Infernal Gateway and final transmutation.

Special Characters ARE allowed

Army Modifications:

Wood Elves
All bows and long bows carried by any model in the wood elf army are "Glade Guard" long bows and thus are Strength 4 at short range.
The ward save provided by the "Forest Spirit" rule is not negated by magical attacks and stacks with other ward saves to a maximum value of 3+ regardless of source. 
The cost to upgrade Glade Guard to Scouts is free but the unit becomes a special choice. You cannot have more Scout units than glade guard units in the army.
Hero level wood elf mages have access to the lore of beasts and life in addition to the Lore of Athel Loren. Lord level Wood Elf mages also have access to the Lore of Shadow.
While in a forest, Forest Spirts gain the Regenerate (4+) rule and are not Flammable if normally so. 

Ogres
The Greedy fist cannot be used on a butcher with the lore of death
The hell heart is banned

Dwarfs
An army may only contain one spell breaker rune (dispel rune)


3200pts Ogre List

Tyrant (General)
Great Weapon
Heavy Armour
Talisman of Preservation
Healing Potion
Dragonhelm


Slaughtermaster (Lore of the Great Maw)
Lvl 4
Armour of Destiny
Great Weapon
Crown of Command

Bruiser
BSB
Ironfist
Ironcurse Icon, Obsidian Lodestone
Heavy Armour

Butcher (Lore of Beasts)
Lvl 2
Great Weapon
Grut's Sickle

10 Ogre Bulls
Ironfists
Command, Look Out Gnoblar

10 Ironguts
Command
Standard of Discipline, Look out Gnoblar

4 Mournfang
Heavy Armour
Ironfists
Musician, Standard, Dragonhide Banner

8 Leadbelchers
Musican

Stonehorn

Ironblaster

10 Gnoblar Trappers, muso

10 Gnoblar Trappers, muso

Sabretusk

Sabretusk