O & G turn 4
Lava misses everything. The
NG with the shaman rallies right back on top of the hill where it started the game!!! The boar boy continues to flee.
No animosity occurs, and the goblins move to better casting and shooting positions. 1 fanatic wraps the ball and chain around its neck and throttles itself, but the other happily swirls through the swordsmen, crushing several.
Magic spells as well as the war machines pound the swordsmen, who end up much reduced in number, but still ready to fight. The doom diver impales a couple more greatswords. In combat, the arachnok turns its attention to the spearmen, and it ends up badly mauled, and they flee. The flagellants however manage to cause another wound to the spider and stay in the fight.
The BO warboss find the horses of the chariot a more formidable opponent, as it could not get past the flailing hooves, although the warboss itself was not hurt. The goblins continue to find out that jabbing pointy spears at the Steamtank is an exercise in futility, and the entire combat remains deadlocked.
End of O&G turn 4...combats grind on!!
Empire turn 4
The volcano becomes active, and lava hits the
NG unit with the shaman at the base of the hill!
The spearmen rally, and deciding that the artillery battery needs to be protected, they reform and face the arachnok, angled in such a way that the monster will face away from the war machines if charged.
The other empire units move forward, with the greatswords trying to angle for a flank charge versus the warboss led
NG unit. The lifemage leaves the swordsmen and joins the halberdiers who are still whole and complete.
Magic has the sorceress successfully cast flesh to stone on the war altar. In the shooting phase the mortars again prove their worth by blasting the unengaged
NG spear units. The stank again scalds more goblins with its steam gun, and grinds a lot of goblins to pulp. The BO warboss has a even harder time damaging the buffed up war altar, and only the stubborn banner keeps them in the fight.
The tide starts to swing in the empire favor as the empire reserves move forward to reinforce the fight. Can the spider, goblin magic, shooting, and the volcano turn the tide??? End of empire turn 4
O&G turn 5
The volcano quiets down again.
Animosity is nonexistent, and the arachnok charges the brave spearmen. The fanatics whirl away to their hearts content, hitting no one, while the boar boy continues to flee. The goblin archer unit moves to the side to get a clear view of the greatswords, while the other
NG unit moves backwards on the hill to avoid long charges from the empire forces.
Magic has 1 shaman manage to hex the greatswords, but he laters blows up in a spectacular explosion, taking out his entire unit with him! The warmachines manage to kill a few halberdiers, although the goblin archers fail miserably in shooting at the greatswords.
The
NG block and warboss again does nothing, but the arachnok wipes out the spearmen, but not after receiving 1 more wound.
End of O&G turn 5
Empire turn 5
A lava flow manages to clip 1 militia unit, who turns and faces the arachnok spider, again hoping to lead it away from the mortars.
The greatswords manage to get a flank charge into the warboss's unit. The archers are able to charge up the scree slope into the shaman
NG regiment. the halberdiers march to the left into a support position, while the last swordsmen and militia march towards the hill.
Flesh to stone is again cast successfully on the war altar. The mortars absolutely clobber the last
NG archer unit, while the greatswords and stank reduce the warboss' unit to the point of elimination, as again the war altar and warboss find each other too tough to hurt. Stubborn again keeps the unit in the fight. Finally the empire archers and
NG on the hill do not cause wounds and end up locked in combat.
End of empire turn 5
O&G turn 6
The volcano suddenly becomes more active, as a rock smashes into the empire archers on the hill, wiping them out and freeing the
NG shaman to cast spells! A swordsman also dies to a lava hit.
The last
NG archers decide to get stuck in and charge the flank of the greatswords. The arachnok charges the free company, who pass their terror check.
The shaman causes the unengaged free company to have itches and thus reduced movement. Goblin shooting still kills some halberdiers.
In combat, the arachnok tramples the militia. The warboss finally causes a wound on the war altar, and the
NG archers surprisingly kill some greatswords. The
GS hold of course due to stubborness. However, only the goblin unit boss, the
BSB, and warboss remain from what used to be a 56 model regiment!!!
Where have all the combatants gone???? End of O&G turn 6
Empire turn 6
Last turn!! And the volcano stays quiet!
The halberdiers charge into the archers, and the swordsmen clamber past the scree slope and reach the shaman's unit, but the militia fail their charge due to itchiness.
Magic sees nothing cast. Shooting has the mortars fail to take the last wound of that accursed doom diver!
Combat has the swordsmen drive the wizard and his
NG bodyguard off the hill, although they still remain on the battlefield.
The
BSB and boss are killed, and the halberds leave just the
NG archer musician alive. The Warboss, seeing himself all alone, decides to leg it while the halbediers and greatswords unsuccessfully catch the fleeing archer musician. He slips past a whirling fanatic, but the enraged horses on the war altar plow through and run down the fanatic (taking 2 wounds), and manage to trample the black orc warboss into the ground!
The McDonald Guards finally break through!!!
What a bloody bloody game! The final tally had a score of 1500+ for the empire, and 900 pts for the Orcs and Goblin, resulting in a hard victory to the McDonald City Guards!!!
In the end, I had more reserves to swing the game in my favor, and while the volcano hit both sides, a couple of lava hits really hurt him. Mortars are also pure murder versus a low toughness light armored opponent like night goblins.
Kudos to Kent for the hard fought game. He is a relative noob to
WHFB, but is a seasoned
40k veteran, and I can see that he is adjusting well to
WHFB play.
Carnage carnage carnage. I don't care what others say, but in this apsect of the game 8th ed is definitely tops!!!!