Straight to the lists...
Ogres 1500 pts (actualy 1504, but that's allowed where I play..)
Bruiser (general)
- Heavy Armour
- sword of battle
- Greedy fist
Butcher
- Bangstick
- Dispelscroll
Butcher
- Sword of Might
- Dispelscroll
3 Bulls
- light armour
- Ironfist
3 Bulls
- light armour
- Ironfist
3 IronGuts
- Heavy armour
- Great Weapon
8 trappers
2 leadbelchers
- Leadbelcher Cannon
- Light armour
2 leadbelchers
- Leadbelcher Cannon
- Light armour
3 maneaters
- Heavy Armour
- Great Weapon
Vampires
Vampire (general)
- Bloodlinepowers: +2 castingdice
- armour (magic armour of 2+ save)
Vampire
- bloodlinepowers: extra level, lord of the dead
- No Idea what other Items (did not come into play)
Necromancer
- Scroll
- Book of Arkhan
19 skeletons
- Light armour
- shield
- Full command
19 skeletons
- light armour
- shield
- Spear
- Full command
20 zombies
- As much command as they can get
5 dire wolfs
5 dire wolfs
4 fellBats
6 black nights
- barding
- Full command
- standardbearer (strigoi banner)
1 varghulf
All in all a pretty good matchup I think. He can easily outmagic me, while I can slug it out with him (cheap fodder (the skelletons and zombies) and a couple hard hitters (varghulf and blacknights) )
Deployment:
We play on a square table of 4'x 4'. Terain was 5 pieces randomly scatterd Most of it did not even have actual gaming use, as it was a middle clash. Only the black nights had trouble with lines of sight because of scenery.
I deploy my bulls in the open spot of my deployment zone around the ironguts. the maneaters stand behind the left bulls. The leadbelchers make up the outer flanks on both sides. The characters are deployed as followed: each butcher with a unit of bulls and the bruiser with the Ironguts. The gnoblar trappers are deployed in the wood just outside my deployment zone.
My opponent deploys as follows (left to right) Black nights, varghulf, direwolfs, zombies, skellies 1 (with general and necromancer) skellies 2 (with other vampire), direwolves with bats behind. He was spread along the board edge.
Turn 1:
I Finished first so I got + 1. After the roll of I had 4+1 and he had a 2. I choose to begin (this would let me at least try and buff my units with magic before he had a chance to do anything with his 8 casting dice.) I move up a meagre 4 inches, so ghe can't get off any good charges. entire deployment stays as is, only up about 4 inches. Only exception is the leadbelchers. The ones on the left stay behind a rocky outcrop, the one on the right moves to the edge of a small wood protruding into the board there.
My magic doesn't do diddly except a trollguts on the unit of ironguts. Very usefull in later turns I noticed over the course of the game. The rest did not go off or got cancelled. (I had 6 casting dice, he had 5 dispel dice). I thought the bangstick was 18inch and so do not shoot it. I later discovered it was 24 inch, but I did not have any good targets anyway... I do not shoot as nothing is in range of the shooting I have.
His movement consists of moving everything up. The blacknights march forward full speed (we played 14 inch, although there is some discussion on this). The direwolves on the lefthandside move up 9 inch or so and the varghulf takes up position behind them. The skellies and zombies move uup 8 inch and the richt hand wolves move up 18 inch, to just outside the righthand forest. the bats go stand behind them.
His Magic is pretty effective this round. He conjures 2 new units of zombies and boosts them to descent numbers (against most armies descent at least). I have 2 units of 13 or 14 zombies in front of my unit of ironguts and the righthand bulls and butcher. the dances are dispelled and so no charges are made.
Turn 2:
In my turn I charge the righthand leadbelchers into the wolves (half movement of forest is not important, since the wolves are only 4 inch away) and the bulls and ironguts into the summoned zombies. The rest of the movement is positioning for the charge with the left bulls and moving the butcher(with bangstick) in said unit to the maneaters standing behind them. Trappers move up a few inches trough the woods on the right.
Magic again does nothing for me. The bangstick does a popshot against the knights, but he saves the wounds. On to the combat...
I found out zombies are even worse then I thought. They ironguts with bruiser killed 3 with impacts and 5 with hitting (I did not roll to great). the reast of the unit crumbled. They overran 7 inch. The bulls and butcher with sword of might made 9 casualties and their opponent also crumbled. They overran 6 inch, covering the flank of the ironguts, wich would otherwise be exposed to the fellbats. The lead belchers started hitting the wolves, but only 2 of the 5 wolves fell. the return attacks did nothing. 2 hounds cruumbled from
CR and I was left with 1 hound. (I hoped to take them all out, so I could overrun into the bats behind them. That plan failed unfortunately...)
My opponent charges his lefthand direwolves into the second bull unit. the zombies charge the left flank of the ironguts. The vampires where impressed with the onslaught apparently, because they left their units. The first unit skeletons move forward to 1 inch away of my ironguts and the second unit 1 inch away from my right bulls. The bats charge the leadbelchers (a misstake as he learned...) the blackknights made a charge setup for the next turn on the bulls in combat with the wolves. the varghulf was sent towards the front of the ironguts, so he could try and kill my bruiser if vanHels was succesfully cast...
His magic only resulted in the varghulf charging. The only reason it did that was because I did not try to stop it. I wanted to let it come for me, as I needed to take it out. Besides My toughest unit (remember the trollguts) should be able to deal with him and the zombies. The rest of his magic was wiffed or dispelled.
In the charge I cleared his wolves first and overran 8 inch or so. Not really a surprise that I won that combat..

The zombie/varghulf won combat by 3 or 4, The varghulf did a wound on my bruiser, but was wounded 3 times in return by my unit. he won by static
CR, but I stayed put. The leadbelchers did 2 wounds on the bats and they took none in return. This resulted in a dead wolf and a wound of another bat.
Turn 3
I charge the maneaters in the flank of the zombies. The right bulls charge the skellies with handweapons. The left bulls go and stand in front of the knights (1 inch away) and the left leadbelchers move to the flank of the knight, readying their cannons. The other units are tied up, or worthless (I have trappers, yay!!!???) so no more moving.
Magic sees me again cast nothing usefull. The usefull spells that are cast are dispelled or scrolled. That is getting pretty anoying...
Shooting results in 1 leadbelcher doing 8 shots, the other misfiring. The shots take out 1 blacknight (only wounded 2) and the misfire does 4 hits, of wich 1 wounds. (I can never get a break with the cannons, always wound myself with them...)
The Combat goes much according to plan. The bruiser sees of the varghulf, while the maneaters do 9 or 10 kills on the zombies. He is left with 3 zombies in my flank after crumbling. I did to few wounds with the maneaters again, They needed 3's, then 2's and I think I missed half the attacks of the maneaters... Impact hits did kill 4 though... The skelletons in combat with my left bulls fares better, with only 5 or 6 of them going down.
CR crumbled 1 skellie. The leadbelchers wack the bats and after crumbling 1 bat with 1 wound is left.
At this point he almost throws in the towel, but I can convince him to play on. With all the summoning he can do I figured he would be able to save his bacon...
He started his turn with charges. The skeletons with spear charged the Ironguts (Big mistake) and the knights charged the bulls I sacrificed.
The magic caused me a bit of a headache at first. The 3 zombieunit was increased to around 25 zombies in this magicfase. The rest of his magic was miscast when I learned the van hels has a different effect in combat...
In combat we start with the middle combat (maneaters and Ironguts vs zombies and skellies.) He hits first with the skellies and does nothing. I hit with the ironguts and bruiser and do 9 wounds. Not bad... The maneaters then do 10 wounds on the zombies. I win the combat by 16 and both units crumble. The knights demolish the bulls, but only overrun a few inches, so no charge from them this turn. The bat is taken care of by the leadbelchers. The right bulls kill a few skellies and win by 1...
He now throws in the towel permanently. In my turn I have perfect charge of his general and his necromancer. The bulls will shoot their cannons at the other vampire and would probably end up killing him. otherwise the trappers might be able to finish of the vampire. I agree on above points
btw, it was over...
Learned from the battle
Things I learned with my list:
- The extra casting and dispells where not really needed, but maybe nescesary in other matchup's. I only used 1 scroll. This might be because I let him raise what he wanted, because I was more scared of van hels.
- The maneaters and the Ironguts are tough as nails. They cost a fair amount of points, but in the charge will be able to make it back quickly. Also the regeneration on the ironguts made it virtually impossible for him to wound, as he needed 4 to hit, 5's to wound and then I had an armoursave and a regeneration.
- The belchers where again not my best unit, but maybe I will get lucky one day with them.
Things I saw of the vamp:
- A straight out fight with multiwound monsters is not something skellies and zombies can do or should do.
- Vamps are pretty fragile when kitted for casting, not fighting.
- A varghulf is though, but a good beating will take him out quickly...
Hope you enjoyed the report...
Ravurion