Title: My greatest battle of all time
Description: 2400pts vs Ogres
LAV-Kitsune- - November 2, 2011 11:22 AM (GMT)
Yesterday I played a fluffy game vs my friends Ogres. As we decided earlier, I picked as fluffy list as I could and he picked as tough Ogre army as he could possibly make. Armies were as follows:
Prince with iridescent corona, soul hunger, ASF
Tzeentch herald bsb with fire lore and spellbreaker
Slaanesh herald with torment blade and allure of Slaanesh
~40 horrors with full command and banner of sorcery
~35 daemonettes with full command and siren standard
3 screamers
3 screamers
3 screamers
6 seekers
5 Juggers with flag
Model numbers might vary a bit, as I do not remember it all correctly, but basic idea was around the fluff list that I made earlier. There is none of the cheece factors that people often point out on daemons list, no letters, siren song, greaters, flamers and so on.
Opponent had
Firebelly
Butcher general
Bsb
6 Scouting and stubborn man eaters
8 Ironguts
6 Leadbelchers
5 Mournfang cavalry
big horde of basic ogres
I offered him lots of improvement ideas after the battle and we laughed heartily to the white dwarfs ogre tactics guide that actually didnt give any good tips at all to player who has played game more than one month. Well, to the game. No pictures this time. We rolled Dawn attack scenario and randomly deployed our models.
My opponent got all of his models to his left flank and my screamers and seekers were deployed to the right flank (his left) to meet his main force, horrors, juggers and prince to the middle and nettes to the far left. His Scouts deployed infront of my prince and nettes in the left.
TURN 1
He got the first turn and moved all of his army straight forward, bringing his Man eaters to my princes and Daemonettes charge range and revealing Mournfangs flank to my juggers. 2 dreadful mistakes but he didnt notice them. Horrors countered all the magic he tried to cast and my turn started.
I declared charge to ironguts and Mournfang. Daemonettes failed to roll 7, so only prince got to combat alone. Juggers rolled 1,1,2 and failed to reach flank of the Mournfang. I decided to play some time and moved screamers to redirect big horde that and seekers to slow down mournfangs, so they couldnt charge my horrors or juggers. With some Slashing attacks screamers were able to kill one mournfang and one irongut. Magic phase was immense with 11 dice and I managed to kill one more mournfang and cast a flaming sword buff to prince to help him out in combat. Only comat was with the prince. He failed miserably and only managed to kill kill one ogre despite his buffs and gifts while Ogres got superb luck and inflicted 6 wounds to the prince. General dead on turn 1.
TURN 2
Since his scouts were now free, they charged my juggers, mournfang charged daemonettes and horde kept in place and waited leadbelchers to kill out the meddling screamers. Firebelly went out of the unit to scorch 2 screamers with flame template and rest of the army moved forward to my pink horrors.
He got 11 on charge with his scouts meaning some extra impacts. In combat they lucked out again and killed 2 juggers wounding 1 while juggers only inflicted pitiful 5 wounds back even though they had much more attack power, losing the combat by 1. None melted. Seekers lucked out once and killed one more mournfang dropping them to 2 models and were then obliterated by mournfang as expected. Redirecting screamers did their job and wasted one turn from opponents big horde and leadbelchers. Magic was again dispelled by horrors and one spellbreaker.
Since my juggers wiffed totally in combat they could not go out and finish the mournfang. I instead tried to charge them with daemonettes who needed 8 to get to combat. I rolled 3 and failed again. 1 remaining screamer unit was thrown to mournfang to stall them again and another unit was thrown to stall horde unit again. Magic went well and I managed to blast one mournfang to single wound and then wounded ironguts that were closing in to horrors managing to kill one of them.
In combat my juggers wiffed out again and didnt manage to kill the remaining ironguts while suffering yet another casuality, they were down to only 2 juggers. In magic phase I started preparations for combat on horrors since iron guts were closing in and tried to cast some augments. Herald rolled double 1,1,2 on flaming sword, failed and couldnt cast more and horrors cast double 1 on flickering fire and couldnt cast anything more.
TURN 3
Mournfang and his horde charged the stalling screamers and his ironguts managed to throw 12 on charge to horrors, getting yet another super impacts. He got irresistable force in magic and cast +1T to all ogres in 12" and then another IF to give +1S to his scouts that were still struggling with juggers. In melee my screamer units were obliterated, as expected. Horrors suffered around 20 wounds from super lucky round of ogres and did no wounds in return. Horrors succeeded only in 2-3 4+ saves. They remained still thanks to steadfast. Juggers finally managed to beat down the remaining scouts and reformed to get in aid of horrors.
My turn started so I tried to get in combat with Mournfang again with daemonettes. I rolled 2,2 failing again. Juggers were in range and charged the ironguts. In magic phase i scored average 7 winds and my wizard managed to pull flame cape on himself with 2 dice. I tried to cast flaming sword to help horrors but rolled 2,1,1,3,1 and the spell was easily dispelled. Juggers wiffed out AGAIN and managed only to kill one irongut while horrors managed to deal one wound and killed one more irongut that was earlier damaged by magic. Ironguts now lost the combat due to low number of attacks they could make and fled. I tried to pursuit with both units in hopes of getting charge to the mournfang but both failed to reach them by 1" though ironguts were caught.
TURN4
Since daemonettes failed their charge again, Mournfang charged out to my juggers flank. Big ogre horde tried to charge horrors, needing 9 for the roll and rolled 11, getting super impacts for the 3rd time in the game. Ogres got +1S spell to the big horde and other spells were dispelled. In combat phase juggers did nothing to mournfang, but were beaten to one remaining flag bearer. All horrors but the champion and herald were killed by the ogres charge and instability without doing any damage to the ogres.
On my turn daemonettes were 5" away from the mournfang and finally managed to charge them. I tried to cast some buffs to them but scored bad winds and bad casting roll again. Daemonettes totally screw up casing only 1 wound to Mournfangs dropping them to 1 model while remaining mournfang killed 4 daemonettes. Jugger yet again failed to do anything. My champion challenged ogre hordes character to protect my herald and opponent agreed for some reason. Champion suffered maximum of 4 wounds from butcher failing every save roll while butcher succeeded in every roll he made. My bsb melted due to the results.
TURN5
Ogre horde charged to the jugger and yet again scored 11 for super impacts. Ogres got no important buffs through. In melee juggernaut was crushed without still being able to do anything to ogres. Daemonettes finally did something well and managed to break the remaining mournfang...by static resolution, not by kills. They caught it and ran next to the opponents horde, so he couldnt charge it on his last turn.
TURN6
He only had his leadbelchers lurking behind his big horde so he opened fire to my daemonettes, killing massive 10 of them as all of them failed their saves. His firebelly cast a level 2 fireball to daemonettes and I rolled tons of 1 in dispell. 7 more daemonettes dead.
On my turn daemonettes rolled double 1 on charge...and this was enough to get them in combat with leadbelchers. With ASF and no bonuses on leadbelchers this was only combat were my daemons did like they should do according to math. Belchers were killed, fled, and caught. Game ended. And that was the greatest battle I have ever had.
AFTER THOUGHTS
Both sides had only one unit and characters remaining in the end, but since he had bit more characters the game ended to a solid victory for ogres. There is not much to say about the battle really and even my opponent felt bad. This was his first victory that he had over me and it was in a game where I played with a fluffy list and screwed every single dice roll untill the very last round and very last combat of the game.
Daemons fought like goblins in this fight, hitting 2 hits out of 6 where they should have hit atleast 4, failing every charge that was possible to fail, failing every sweeping charge that they could, failing most of the casting and dispell while Ogres succeeded on pretty much everything they did. Game was definately one of the most frustrating ones that I have ever had in my history, never have I failed in every single roll like that before. Only reasons why the fight was not a massacre was because of static resolution, so like I have saide, mass is power =P
brother_maynard - November 2, 2011 12:11 PM (GMT)
congrats on the vi...erm...wait a minute :P the title is a bit misleading lol, i thought you were going to pull this one out of your ass at the last minute! what horrible luck there Kitsune, i don't remember letting you borrow my dice lol. it was a good read though, i feel your pain, it is very frustrating when the dice try to undo all of your planning and skill. like i said though, fun read, bring your camera to the rematch!
Noisy Assassin - November 2, 2011 01:08 PM (GMT)
Lol. Poor Daemons. Maybe they were all just tired and needed a nap before the battle. All that charging and fighting is hard work after all
LAV-Kitsune- - November 2, 2011 02:20 PM (GMT)
I am pretty sure that dice were angry to me to bring an unpainted general, and even an unconverted and not fully assembled general too! Got to remember that I paint my general for the next fight if I am to use him any time soon ^.^
Bad luck happens in warhammer, sometimes it adds some spice and excitement, sometimes it totally ruins the whole game and no matter what, you cannot make it work.
DaemonReign - November 2, 2011 02:51 PM (GMT)
Nice read. Next time I want to see what happens when you do the nasty-dance on those Ogres, bringing nothing but the cheddar.. :)
LAV-Kitsune- - November 2, 2011 02:56 PM (GMT)
Nah, its only fair to play some fluffy lists in a while and get some thrills. I have won massacre wins with very mediocre lists on our club, so this way we all can have some fun. I know that you were kidding, but I enjoy thrill that noncompetitive lists can get, its not all about winning but fun too =)
DaemonReign - November 3, 2011 01:29 AM (GMT)
Yeah know whatcha mean..
Hell, I personally never play 'competatively' so I couldn't agree more really.
LAV-Kitsune- - February 14, 2012 10:20 PM (GMT)
Let's have a vol 2 to this series!
I wanted to train a bit to upcoming ETC tournament and tried list I posted earlier.
My list:
1 x Lord of change, Tzeentchs will, Master of Sorcery (light)
1 x Herald of Nurgle, BSB, Stream of corruption
27 x Bloodletters , standard, musician, Banner of endless war
27 x Bloodletters , standard
27 x Plaguebearers, full command, banner of seeping decay
5 x Furies
5 x Furies
6 x Flamers
1 x Fiends of Slaanesh
4 x Fiends of Slaanesh
His list: (as I remember it)
7 ironguts
Firebelly with I10 item in the ironguts
8 bulls with ironfists
Bsb with +1Ld banner in the unit
Lvl4 butcher with crown of command and 4+ ward in the unit
3 mournfangs
6 stubborn scouting man eaters
2x 3 leadbelchers
ASL aura big monster
We formed battlelines and got something like this:
My bigger fiend block on left flank. Plaguebearers and fury unit bit behind them. Bloodletters. LoC. Letters with banner. Single fiend. Flamers.Furies.
I was really happy with deployement. My big fiend unit was facing 3 leadbelchers and would easily charge them on first turn if they moved forward to shoot me. Plaguebearers and Bloodletters were facing ironguts that deployed extra wide, great match up since Plaguebearers would strike ASL models first!
LoC was in the middle to buff everyone with magic, free to choose charges and since there was no cannons there was no need to use fiend shield.
Flamers were ready to shoot the other leadbelcher unit and then could proceed to weaken bull unit.
Thus my fiend and furies were all free to keep mournfang busy from my flank, awesome!
Scouts were deployed to my rear to lurk behind my plaguebearers and letters. I predicted this so my furies were there to stall them, so that rear charge would not happen.
ASL monster were deployed between ironguts and bulls.
Opponent got first turn and ran quite fast towards me. Both guts and bulls run bit too close and were in huge risk of getting charged by my fiends, greater and letters. ASL monsters catapult lucked out and killed 6 letters since none saved. Belchers got lucky too and killed one flamer. One more wound from magic missile to flamers and phase was over.
I measured distances and declared charge with fiends to leadbelchers. I rolled 2,2,3 and failed the charge. Since they were in risk of getting rear charged by maneaters I moved my furies to redirect them a bit. I also moved my other furies to redirect and stall mournfang. My Plaguebearers moved closer to ironguts and wheeled so that if they got charged, they would reveal their flank to letters. Models were 10" from ironguts and letters 12" away so that ironguts couldnt charge them.
Another Letter unit moved bit closer so that there was 12" between bulls and them. To the magic phase and I rolled 4. I was hoping atleast one more die so I could have thrown LD buff spell to one of the fury units. I used them all to give timewarp to plaguebearers and ensure good charge and to counter possible ASL debuff from monster. Shooting wasnt much of a issue here, since flamers were going to kill one of the belchers so I didnt think that phas protection would do any good. Shooting phase was a disaster. I only managed to score 3 wounds to belchers even though they were at short range (6 would have been normal).
Ogre turn. He charged both my furies and killed them. No other charges...which was quite weird. He kind of screwd up here as he pretty must lost possibility of doing any impacts here. Shooting phase didnt do much as catapult missed but belchers killed yet one more flamer. Ironguts got stubborn spell with IF, mage got no damage but dice were lost.
My second turn. I declared charge to Ironguts with Plaguebearers and Bloodletters. Bearers needed 2, so autocharge and letters needed 7 to get there too. Letters rolled 2 and were mercilesly left behind for maneaters to charge on next turn.
LoC and Letters declared charge on bulls. Letters rolled 1,1,3 and failed miserably (6 was needed) while LoC ofcourse succeeded and thus attacked whole unit alone! I threw my single fiend to stall mournfangs even more since charges looked disasterous and big fiend block moved to ironguts flank to annihilate them on following turn. Flamers stayed still to shoot the leadbelchers.
Magic phase was lame again and I only got enough dice to throw one spell so I used phas protection to all units within 12" to protect my LoC, single fiend, Plaguebearers and Letters that were going to be rear charged by maneaters. I got IF and was about to lose magic levels, but used tzeentch will and got S10 blast template instead, HA! One ogre died to blast and LoC suffered a wound. Remaining dice were lost and no more spells.
Shooting was more like it should and flamers were finally able to kill remaining belchers (only roll so far that went like it should).
On melee Plaguebearers were bloody horrible! They made 1 single poison wound and only managed to kill one ogre (4 wounds while 11-12 was expected) while ogres inflicted 11 wounds to bearers and none saved! Both hitted same time since ASL debuff affected my bearers. Bearer champ challenged and his champ took it. They continued the fight for the remainder of the fight. 6 More Bearers melted due to horrible combat...nice.
LoC challenged and opponent fell for it (YES!). Instead of attacking with 6 bulls including character he only fought it with slaughtermaster. I thought "Saved!" and proceeded to melee. I inflicted one wound and he got none to me thanks to Phas protection and high T. LoC lost to static resolution and suffered one wound.
His turn. Mournfang killed the single fiend with stomps only...god damn it I thought, no use from phas protection. Maneaters needed 8 to get to letters and rolled 10, super charge with massive impacts. They killed 9 letters while letters only inflicted one wound. Letters fought like goblins while man eaters like on steroids phas protection didnt help much at all. None melted due to stubborn and rerolls.
Plaguebearers continued their horrible fight and 8 died while they managed to kill atleast 2 ogres this time. They stood still as did the LoC. His mage managed to IF stubborn to ironguts AGAIN. Nothing bad happened from it.
My turn. Fiends charged ironguts flank and letters FINALLY managed to charge the bulls. Flamers also charged bulls flank to avoid mournfangs. Also other letters managed to turn their faces to maneaters. Things were looking awesome!
Magic phase. He dispelled my phas protection with scroll and I didnt succeed casting getting WS10 to all units around me either even with Tzeentch will. Nice...
Fiends were first to fight like they should and actually killed 2 ogres alone while Plaguebearers finally started fighting properly and killed 3 more (might remember wrong). There was only firebelly, champion in challenge and one more ogre in the unit. They were stubborn and held in combat.
LoC continued the challenge and dealt again one wound (slaughtermaster healed himself all the time with spells). Letters failed massively and dealt 2 bloody wounds to the unit while flamers were able to deal 3 more wounds. Massive failure! Ogres only killed few flamers and even though of my bad rolls I only lost by little and managed to keep daemons from melting.
Bloodletters against maneaters were now facing them...but failed and only killed 2 ogres (4 wounds). Ogres on the other hand killed massive 11 models and more would melt leaving only 5 letters remaining. WTF!!!!!!!!!!!!!
His turn. he charged to bloodletters got avarage roll on +1S to each model and I failed to dispell it even with Tzeentch will reroll. Result was that his mournfang killed whole freaking bloodletter unit in one charge (~15 wounds or something). Flamers wanted to show that they were even more retarded and killed nothing and all but one was killed. LoC kept his ground and dealt yet another wound. Whole Bloodletter unit melted away. Flamers melted away. LoC was still good but I rolled 11 and rerolled 12, he melted away.
Bloodletters facing maneaters decided to deal massive 1 wound and got all killed. Plaguebearers decided to roll first proper combat round, broke the ironguts and both fiends and guts Failed to catch them.
At this point I was about to throw every single model to the walls as hard as I were able so I decided to quit - my first forfeit EVER in my 16 years of warhammer AND 40k history. And I freaking swear this, that if the dice give me fights like this third time in a row against this same opponent I WILL throw these daemons to walls and move on to play dark elves instead =P
Noisy Assassin - February 14, 2012 11:03 PM (GMT)
Sounds like someone made vodoo dolls of all your dice and set them all to 1 in a corner. That sounds like it was an atrocious game!
brother_maynard - February 14, 2012 11:10 PM (GMT)
wow this totally caught me off guard. after reading how deployment turned out, i almost found a different thread to read as i was sure you had it in the bag. lol, tough luck Kitsune, i hope it returns to you before you leave us for DE ;)
i do get a sadistic amount of amusement out of reports like this though, when the math-hammer is all wrong (and the person playing is very big on odds like you or und_ed!). i'm more like han solo, never tell me the odds!
good read its always fun to see what goes on inside that brain of yours :P
letthegalaxyrunred8 - February 15, 2012 04:34 AM (GMT)
ok that was bad, have you considered sacrificing animals to the darks(dice) gods. reminds me when I charged a KOS against GK 7 attack needing 3s and 1 goes through...... Anyway some days bring **** luck and some average luck.
LAV-Kitsune- - February 15, 2012 07:29 AM (GMT)
Odds usually gives very good indication on what you should do and what not. On this battle everything looked like a massacre from deployement and after his first turn. My opponent did awful mistakes in movement phase through out the whole game and especially in deployement. I kept around 800pts of his army off from fights for 3 turns, so that gave me BIG upper hand. On the combat though my daemons fought just like goblins and thats where everything screwd up. If daemon unit is supposed to deal 12 wounds (after succeeding charge with 94% of succeeding) and it deals only 4 while Ogres that should deal maximum of 7 wounds but they deal 11-12 instead, fight gets quite tedious. After you try to compensate that bad luck by careful flank charge or buffs and they fail you too, there really isnt anything to do. Fail every charge roll, do one third of the wounds that you are supposed to and get one third more casualities in EVERY fight and you know that you cannot win against the odds no matter what your facing.
Thing that annoys me most is that I have had same kind of luck 2 times in a row with same player and now hes saying stuff like "yeah the new ogre book really is great, before It I never won you, but now I have won you every time" with totally straight face. And yeah, that annoys hell out of me, when odds would have been something like: 2 units charge ironguts, firebelly deals 4 wounds to bearers with breath weapon and attacks and remove their regeneration. Bearers and letters kill all ironguts before they have even chance to strike (even with slightly worse odds that is bound to happen), not being stubborn single firebelly flees and is caught since odds to flee against 2 units are really slim. And what happens is that second unit fails very easy charge, other unit wiffs whole combat and over 10 models die (even though I got buffs)...right, skills...
bonesaww666 - February 18, 2012 08:31 PM (GMT)
I wouldn't worry about it too much man, luck is a huge factor in this game and unfortunately I have to float in Maynard's boat here as I don't believe any amount of math hammering can factor in the fickle nature of the Dice Gods. If they want to use you as their personal urinal then they will, no if ands or but's about it! Better luck next time!
Oh and I don't know if the superiority of even Dark Elves could save you from what is happening with your dice! May I suggest taking a blow torch or crushing one in a vice as an example to the others if they continue to defy your will... Doesn't always work for me but sometimes it makes me feel alot better!