Well, this is going to be a short one. Ogres versus Empire is a pretty straight-forward battle. Either the Ogre is able to reach the lines of the Empire in time to rip the humans in melee, or the Empire manages to outflank and shoot (add magic missiles for that purpose) the melee-oriented Maneaters. So the one or the other, it would be a tough and edgy play.
The Ogres
Tyrant, General, LA, Giantbreaker, Sword of Striking, Rock Eye – 255 Pts.
Tyrant, 2xHw, LA, Arabyan Carpet, Charmed Shield – 268 Pts.
Bruiser, GW, LA, BSB – 141 Pts.
Firebelly, GW, Scroll, Lore of Fire – 154 Pts.
9 Ironguts, M – 397 Pts.
9 Ironguts, M – 397 Pts.
1 Sabretusk – 21 Pts.
1 Sabretusk – 21 Pts.
4 Mournfang Cavalry, HA, Ironfist, M – 290 Pts.
1 Gorger – 90 Pts.
3 Maneaters, 1 x 2xHw, 2 x GW, Immune to Psychology, Stubborn, M – 184 Pts.
Ironblaster – 170 Pts.
Total: 2388
My list was a test for a tournament upcoming next sunday. The flying Tyrant sure was the “cheesiest” of choices, due to the small use of his shield when he was targeted by a fireball or arrow before the cannon would aim at him. But somehow I thought to be more clever than the artillerists of Nuln itself.
The other “new” choice was the Gorger, who would need a little bit of luck to survive one round of shooting before he could eat through the backside of the imperial lines.
The core units were pretty standard – with a limit of 400 points per unit (due to the restrictions for the next upcoming tournament), you can do nothing wrong with a block of nine Ironguts and a musician for those challenging quick reform tests. I didn’t have much trust in the Mournfangs, as they proofed to be very fragile – both in close combat and morale – in the last games. But at least they would give the opponent something to think about.
The Empire
Arch Lector, General, Altar – 250 Pts.
Wizard Lord, lvl4, Lore of Life – 200 Pts.
Captain of the Empire, BSB – 85 Pts.
Battle Wizard, Lore of Light – 65 Pts.
Battle Wizard, Lore of Light – 65 Pts.
Battle Wizard, Lore of Light – 65 Pts.
40 Halberdiers, M, S, C, 5 Archers, 5 Archers – 340 Pts.
15 Archers – 105 Pts.
5 Knights of the Order, Lances, Ritter d. Inneren Zirkels, M, S, C – 155 Pts.
5 Demigryph Knights, M, S, C – 320 Pts.
Great Cannon – 120 Pts.
Helblaster Volley Gun – 120 Pts.
Steam Tank – 250 Pts.
Celestial Hurricanum – 130 Pts.
Light spam all the way. The steam tank is still a nuisance with his ability to charge without sight. The Demifgriffons seem to be updated Mournfangs, and the small light wizards are all shooting platforms for themselves. And the Halberdiers with the Griffons and the Hurricanum formed a decent semi-Dark Elvish Cauldron-like passive-agressive trap. You can clearly seee that my self-confidence was overflowing at that moment. But as I wrote at the beginning of the text, the Ogres could still be a threat to the Humans with their speed and nasty tricks like tunneling Gorgers (reminds me of my beloved Dwarven Miners).
The Game
The game started well with all the Ogres moving forward in round one. Sadly, the Ironblaster misfired with its first shot and couldn’t shoot for the whole lasting game. Rats. Anyhow, I had no idea where to put the flying Tyrant (also, he didn’t really have an appealing target in sight), so he barely moved with the big Irongut units in the center.
My first mistake (beside rolling bad on the Ironblaster misfire table) was not to optimize the size of the Irongut unit against the imperial cannons – I let them in a square block while they should have reformed into a two-lined formation. So, the cannons could shoot way more Ironguts.
The first Fireball (biggest size, of course) from the Firebelly against the Archers was banned. The Maneaters made a surrounding movement on the far right flank (I didn’t have too much confidence in their melee power against a steam tank, but I would be satisfied if they could distract him from the real fighting). The Gorger arrived near the Volley Gun. So my first round was over really soon. The steam tank tried to generate four steam points, but also had problems and couldn’t move this turn. The whole imperial sector moved some steps backwards to avoid engagement with the nearing Ogres.
The Empire opened the shooting phase with a shot right at the left Irongut unit and killed four of them straight. Meh. The Volley Gun tried to kill the Gorger, but he survived with two of his four Wounds. Yeah. One other Irongut died from the Archers arrows.
The second turn started with the scratched Gorger charging the nasty Volley Gun. The rest of the horde moved forward or tried to outflank the Empire. The second attempted Fireball from the Firebelly was too complex to cast. I thougth that the Demigriffons had trapped themselves behind one of the Archer detachment, so I placed one Sabertooth before them (just to make sure that they really would be unable to move). The Ironblaster was degraded to his second task, and also moved forward as a Chariot.
The imperial Knights (the one on normal horses), surely frightened by the lonely Sabertooth before them, declared a charge and overrun. The steam tank decided that the crew of the Volley Gun would need help and charged backwards (these tanks really must have good cupolas for being able to look back). The Wizards threw several spells against the flying Tyrant and the Banning Scroll had to be used to prevent any Damage (which would have consumed the protecting Powers from his Shield untimely). A total banishment from the Arch Lectors Altar finished him up causing the loss of ten Wounds. A second banishment killed one of the cat riders, who paniced (despite General and Battle Standard were right beside them) and flew thirteen inches. The cannon killed one more Irongut, and the steam tank buried the Gorger under his weight. So one shooting and casting phase wiped out more than the half of the horde.
Third turn. The Ironblaster and Maneaters declared a charge against the knights, the Tyrant and his Ironguts rolled too low for reaching the Halberdiers. The cat riders composed themselves.. The rest of the battle was over soon. The Firebelly-Ironguts were able to reach the Halberdiers, supported by the Ironblaster who had overrun from the melee with the knights but didn’t cause any serious damage. The steam tank crushed into the Maneaters (and, not surprisingly, was too much for them). The two units of archers really were a pest who prevented several charges. At turn four, we shaked hands because the battle was over.
Lessons learned
The cannon should never have the opportunity to shoot that many Ogres. Against such war machines, I must make the lines thinner and less vulnerable to such threats.
The flying Tyrant served no purpose and so had no chance of doing something interesting. In fact, he was some sort of overpriced Gorger. But I’m not done with the idea of the fying Tyrant, because he clearly is something the enemy has to worry about.
Perhaps a unit of three Leadbelchers would have solved some problems with outlflanking Hunters. Perhaps in the next list. I still have problems to deal with such crap units.
For their purpose, the Maneaters were way too overpriced. Three Ironguts with a musician would have done the job as well (altough the Stubborness and Immunity to Psychology is a real nice advantage at the far side of the battlefield).
Again, I forgot to use the Rock Eye. Either I’ll have to write it on my hand or stop buying this – on the paper – nice and cheap item.
I’m thinking about a setup with a flying Tyrant, two Hunters (one riding a Yak, the other one as a Longstrider with four Sabertooths), another Yak, two Gorgers, and two units of Mournfangs. Should be really fast and fun to play with, but foreseeeable not really competitive. We’ll see.