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Made in ph
Rough Rider with Boomstick






Ok it is time for my 3rd game in this year's Glad cup, and it is versus Louie "Da Git's" Grimgor led O&G army. Louie calls himself Da Git due to his love of greesnkins, in both 40k and Fantasy.

Scenario 3 itself will prove to be a very deadly sandtrap, literally...

Again, this is my list:

ArchLector Fernando's Crusade

Lords

Archlector Fernando - Arch lector (125), Heavy armor (6), Great weapon (6), Dragonhelm (10), War altar (100) = 247 points

Heroes

Lady Beatriz - lore of life wizard (65), level 2 (35), channeling staff (15) = 115 (Regrowth, Unseen Lurker)
Captain Sylvester - Captain (50), battle standard (25), Armor of Meteoric iron (25), Biting blade (5) = 105 pts
Engineer shawn - Master engineer = 65 points

Total points characters 532 points 24.18%

Core

The Nutters = 18 flagellants x 10 pts = 180 pts
Swords of sigmar = 29 swordsmen x 6 pts (174) + std (10) + musician (5) = 189 points
Detachment Bows of Sigmar = 5 archers (8) = 40 pts
Halberds of Sigmar = 30 halberdiers x 5 (150) + std (8) + musician (4) = 162 pts
Detachment = Ruffians of sigmar = 5 free company (5) = 25 pts
Spears of Sigmar = 20 spearmen x 5 (100) + Std (8) + Musician (4) = 112 pts
Detachment = Arrows of sigmar = 5 archers (8) = 40 pts

Greatsword Detachment = Rogues of Sigmar = 5 free company (5) = 25 pts

Total Core = 643 pts 29.23%
Total Detachments = 130 pts 5.91%

Special
Guards of Sigmar = 23 Greatswords x 10 (230) + Std (12) + Musician (6) = 248 pts
Youth of Sigmar = 5 pistoliers x 18 (90) + champion (7) = 97 pts
1 Great cannon = 100 pts
2 Mortars = 75 pts each = 150 pts

Total special = 595 pts 27.05%

Rare
"Big Mac" = Steam tank = 300 pts

Total rare = 300 pts = 13.64%

Total points 2200...153 models


Louie's list

GRIMGORE'S ARMY WHEN HE'S NOT SO BORED!!!

LORDS:355pts
355-GRIMGORE IRONHIDE

HEROES:390pts
105-Night Goblin Big Boss(30); Battle Standard Bearer(25), The Bad Moon Banner(50).
100-Night Goblin Shaman(50); Level 2 (35), Channeling Staff(15). (Sneaky Stabbin', Vindictive Glare)
85-Night Goblin Shaman(50); Level 2 (35). (Night Shroud, Curse of the Bad Moon)

CORE:865pts
175-20 Orcboyz(120); choppa & shield(20), Champion(15), Musician(10) & Standard bearer(10).
175-20 Orcboyz(120); additional Choppa(20), Champion(15), Musician(10) & Standard bearer(10).
225-40 Night Goblins(120); Spears & Shields, Champion(10), Musician(10) & Standard bearer(10), 3 Fanatics(75).
150-10 Goblin Wolf Riders(100); Spears(10) & Shields(10), Champion(10), Musician(10) & Standard bearer(10).
140-10 Goblin Wolf Riders(100); Short Bows(10), Champion(10), Musician(10) & Standard bearer(10).

SPECIAL:290
290-20 Black Orcs(240); Banner of Swiftness(15), Champion(15), Musician(10) & Standard bearer(10).

RARE:400
200-Giant(200).
200-Giant(200).

TOTAL: 2200pts

Model count: 126 models

The week 3 scenario:


Scenario 3: Raiders of the Lost Tombs of the Oogaloogas

Background:
Treasure has always drawn hunters to them, no matter where they are or what dangers are involved in obtaining them. Rumors have surfaced a few weeks ago of three tombs with millions of gold coins and hundreds of jewelry pieces. Unfortunately, they are said to be located in the midst of a sandy desert and protected by the mysterious pygmy headhunter tribe, the Oogaloogas.
Even then, the rumored treasures have drawn two powerful generals, confident that their armies can handle the legendary protectors. Of course, upon seeing another army, it’s only natural to want to push it aside to get at the treasures. However, the Oogaloogas don’t take kindly to either army looting their charges.

The Battlefield:
The battlefield is in a desert region of sandy dunes. Use only hills as terrain. Every bit of ground is considered to be sand. The center of the table should be flat terrain.
Use three objective markers on a small base to represent each tomb sunken in the sand. Place one marker in the center of the table. The two players then roll a d6. The winner then places one of the remaining objective markers from up to 18” but more than 6” from the center marker in a direction of his choice. The other player does the same to the last objective marker.

Deployment:
No units are deployed at the start of the game. No special rules for deployment are allowed. Each player rolls a d6 with the winner choosing which side he will be on.

First turn:
The players then roll off again with the winner choosing to go first or second. On each player’s turn 1, he will move his units onto the table from his long table edge. Marching is allowed.

Game length: 6 turns

Victory conditions:
The winner is the one who has control of the most objective markers at the end of the game. Rules for control are as follows:
Only infantry/cavalry units of at least 5 models in a rank or monstrous infantry/monstrous cavalry of at least 3 models in a rank that are not fleeing can exert control if within 3” of the marker. Also, there should be no non-fleeing enemy infantry/cavalry/warbeast unit of at least 5 models in a rank, monstrous infantry/monstrous cavalry of at least 3 models in a rank or independent character or chariot/monster/swarm within 6“of it.

Scenario special rules:
Moving sands:
The sands of this area are unusually fluid and can make movement difficult.
At the start of every game turn, roll a d6. On a roll of 5-6, the sands over the entire battlefield shift, making it hard to move. All movement, including marches and charges are halved for that turn, for both player turns.

Pygmy attacks:
The Oogaloogas hate anyone trespassing on their land; attacking them without warning by bursting out from under the sands and dragging the unfortunate ones back under the sand to suffocate them to death.
From turn 2, at the start of each player turn, roll a d6 for every unit within 12” of an objective marker, whether they are in melee or not. On a roll of 1-3, that unit is attacked by the pygmies and suffers d6 str3 attacks with no armor or ward saves allowed. Any casualties suffered count toward combat resolution if the unit attacked is in melee.

Scenario Bonus points:
+1 for being the first to reach a tomb
+1 for being in control of all 3 tombs at the end of the game

Ughh, last week it was lava flows, this week it is desert sand and dangerous unseen pygmies. The league organizer truly loves gore in the games....

One thing I will say this early, is that except for the first turn we completely forgot to roll for "Moving Sands", and in the first turn it did not trigger, so we played with normal movement throughout.

This time I managed to win the die roll, and decide to go first!!!

Empire Turn 1

I move my forces on the board, with my artillery battery hugging my rightmost corner. I do advance my pistoliers a bit more forward behind a low hill.

Magic sees my buff spells dispelled, except for Briona's Timewarp, who gives the Pistoliers the speed of light and movement 16"!!

O&G turn 1

Louie moves his forces on board, with the HW+shield boyz managing to keep up with the 2 wolfgobbo units (the deep ranks enable it to start the board ahead) on the O&G left, while the 2 giants form a tag team outflanking force on the Orc right. The center is broken up however, as the NG + other boyz unit squabble and stay at the baseline where they entered..(as we played it that the units start at their table edge before rolling for animosity)...

Nothing else happens, although the NG shaman near the wolves gets off a boosted "Night Shroud" IF which protects the units on that side of the table, with the resulting feedback giving it a wound.


The forces move on board amid the swirling sands..

This message was edited 1 time. Last update was at 2011/05/03 09:27:41




40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in ph
Rough Rider with Boomstick






Empire turn 2

The oompaloogas stir up at the intrusion, and drag a few black orcs into the sand.

My Pistoliers make a looonnggg march and stop right in front of the archerwolfgobbos. The rest of my army shuffles and slightly spreads out along the baseline, making sure to be out of 12" of the objective.

Magic is uneventful. Shooting turns out much better as the pistoliers and mortars cause enough casualties and the archerwolfgobbos flee, and the other mortar and cannon kill boyz....


End of empire turn 2

O&G turn 2

The pygmies quiet down.

No animosity happens, and the archerwolves rally. The spearwolves rush forward toward the empire artillery, while the shaman urges the boyz to turn and move towards the pistoliers. On the other side the giants start to make a flanking move, while the grimgor and his ladz wait for the other units to join him up front.

Magic has Night Shroud cast on the orc unit, but Louie's attempts to cast off offensive spells are dispelled.


End of O&G turn 2

Empire turn 3

Oompaloogas activity starts again, affecting the orc units as they are nearer the objectives.

The pistoliers double back, ready to shoot into the flank of the spearwolves, and the archer unit moves to block their charge lane towards the artillery.

My battle line then starts to make a slow curl towards the left as I feel the pistoliers and the spearmen unit can manage the wolfgobbos and orc unit on my right.

Magic has my AL give my lifemage a ward save. He then casts "Net of Amyntok" with IF on the HW+shield orcboyz near the wolves.

Shooting has the pistoliers + mortar clobber the spearwolves, who flee, but just barely avoid running off board. The other mortar kills off several NG from the large unit, as the great cannon wounds a giant, and the steam cannon kills off a couple of black orcs.

O&G turn 3

The pygmies again affect the orcs, and 1 Giant takes some wounds as the pygmies scratch it's ankles.

The spearwolves rally and form a long straight line, in order to be able to charge through gaps towards the artillery. The wolfarchers move down the hill towards the pistoliers. The orcs overcome the Net and shuffle forward.

The other units move again, while the giants make anothe rlong move towards the empire center.

Magic sees the goblin shaman fail to overcome the net in order to cast, and orcs get sliced to shreds. The wolfarchers are so excited they fail to hurt the pistoliers completely.


Pygmies and Empire shooting decimate the O&G ranks!!!

Empire turn 4

Oompaloogas activity again hits the orcs...

"Big Mac" decides the giants are close enough and it rumbles forward and crashes into the nearer one. Fanatics are released but they must have eaten to many mushrooms as they only move a few inches out of their unit.

The pistoliers and archers move toward the archerwolves, with the empire spearmen going on the hill in order to support them. The rest of the battleline start to form a "pincer" movement as both branches start to close in on the main orc and goblin line.

Magic has the lifemage cast "Dwellers below" on Grimgor's unit with IF, and 1 rank are dragged down. The sorceress takes a wound due to magical feedback.

The archers and pistoliers kill all but 2 archerwolves, who flee, never to return. The Great cannon misses the unengaged giant, and despite the engineer's reroll 1 mortar misfires and explodes. The other mortar however scores a direct hit on the NG unit and kill a lot of gobbos.

"Big Mac" proceeds to run through the Giant, as it's impact flips the giant over like a bowling pin....


"Big Mac" initiates combat versus the Giant!!

O&G Turn 4

Pygmy activity kills more greenskins, including 2 fanatics!!

On the empire right, the Orc boyz charge the pistoliers, who flee! The Spearwolves charge the empire archers, who hold. The last Giant however fails his charge vs the Greatswords. Grimgor hefts Gitsnik and he and his unit barrel into the Stanks' flank. The NG unit faces the AL and WA, while the last Orc unit moves towards the flagellant. The last fanatic whirls away from the battle.

Magic has the shaman in the NG unit cast a boosted "Curse of the Bad Moon" with IF, and the large vortex hits the war altar plus a militia unit, but only 1 free company falls. The Shaman is wounded and the gobbos around him gets pulped by the excess magical energy.

Combat has the wolves and empire archers locked in combat (as only 2 wolves got to attack due to their straight line) and the wolves reform to a wide frontage.

Despite all the attacks Grimgor and his Black Orcs fail to scratch "Big Mac"!!


The Greenskins charge in!!!



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in ph
Rough Rider with Boomstick






Empire Turn 5

Oompaloogas are relatively quiet.

Arch Lector Fernando decides the greenskins are close enough and charges are declared. The AL charges into the NG unit. The greatswords and it's milita detachment charge the giant, but the halberdiers fails as no space is left for it to move through. The flagellants just manage to reach the orc unit on the empire left.

Other movement has the pistoliers move towards the orc unit in order to harass it, and the spearmen move forward. The other units move forward towards the objectives.

The magic vortex must have sensed the empire spearmen, as it moves EXACTLY through it and kill 1/3 of the state troops, who promptly flee.

Magic sees all spells except "Briona's Timewarp" dispelled, and the flagellants get a boost.

Shooting sees the war machines be off target, and 1 orc from the unengaged unit falls to the pistoliers.

Combat results are a mixed bag. The spearwolves cause the last 2 archers to flee, and they reform to face the rear of the pistoliers. The combined charge versus the Giant turns against the empire as the giant jumps up and down and pulp a lot of greatswords, while suffering only a wound in return. The empire forces hold however.

The Timewarped flagellant unit has 2 sacrifice themselves, and due to the reroll to hit and wound dice all but 2 orcs are smashed to bits, and they flee!! "Big Mac" grinds the Black Orcs until only Grimgor and the unit boss remain, but Gitsnik manages to wound the Stank. Finally, the Arch Lector and War altar grind several gobbos, but the BSB and AL end up in a challenge, and 2 wounds are caused by the goblin big boss while he avoids getting hit and wounded!!!


Combats break out as the Empire forces engage the greenskin forces!!!

O&G turn 5

The oompaloogas decide the brighter uniforms of the empire make better playthings, as they drag several soldiers underneath the sand!!!

The orc unit and wolfboys finally charge and pincer the valiant pistoliers. The fleeing orcs continue to flee. The last fanatic whirls happily all by his lonesome, while the magic vortex moves back towards the orc side.

Magic is uneventful.

Combat sees the pistoliers strike down the goblin shaman plus a wolfrider, then 3 fall to the greenskin blades and the rest break off and flee the battle, with the wolf riders stopping just at the edge of the table. The orcs reform to face towards the main battle.

The goblin BSB and AL fail to wound each other, as the warrior priest continues to miss! The empire BSB decides to stick his blade at the Giant's nether regions before he continues to jump up and down, and the huge monster then teeters and totters and falls away from the units, which then reform to face the other battles. Finally, Grimgor manages to wound "Big Mac" again.


The greenskins finally catch the pesky pistoliers and force them to flee the battle!!!

Empire turn 6

Pygmies kill more empire troops.

The greatswords charge into Grimgor and his black orc's flank, while the miltia charges into the night goblins. The flagellants charge the orcs, who flee off board.

The archers rally. The halberdiers and its detachment plus other archer unit move away from the range of the pygmy atacks, but the swordsmen
brave on and move in to claim an objective. The vortex moves very close to the last Orc unit.

Magic sees the Greatswords Timewarped. Louie dispels attempts to heal the Arch Lector. Shooting sees the artillery miss everything.

Combat has the AL finally kill the goblin BSB. "Big Mac" conservatively generate 2 steam points, but that is enough to kill the last Black Orc and wound Grimgor. Grimgor challenges and the empire BSB accepts, with predictable results...and Grimgor remains locked in combat.


The empire makes their move to secure the objectives, as the rest attempt to mop of the greenskins able to contest.

O&G turn 6

Oompaloogas continue to be pesky, but they critically drag the entire NG unit (with the shaman) down to their doom!!! The Vortex is thus dispelled.

The last wolves make a futile move towards the artillery, while the last orc unit marches towards an objective, but is too far to claim.

Combat sees Grimgor turn his attention to the Greatswords, and he kills several and receives a another wound, which is not enough to kill him! He survives!!!


Grimgor survives the battle as his army crubles around him!!!

And the result is.....


Grimgor manages to contest the 2 objectives claimed by the McDonald City Guard, and the game is a draw!!!

Damn, another bloody game! The oompaloogas and artillery ravaged the greenskins initially, although I had to brave the pygmies later in the game in order to claim objectives. My battle plan was working but in the end Grimgor lives up to his name and manages to foil my attempt for the win!

In terms of tournament points, I did outscore Louie 13-6 since I killed more of his forces, but it was still technically a draw. Good fight Louie since you did not give up, and this is just his 3rd or 4th 8th ed game with his Orcs!



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Great game!
and hot damn that was bloody, well played though, even though Grimgor refused to die

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in ca
Man O' War




Canada

How did Grimgor not smash that stank to bits? He is str7, oopps forgot stank is t10 now hehehe

good report

cheers

Papasmurf

Life moves pretty fast,
If you don't stop and look around once and a while,
you might miss it - Ferris Bueller 
   
Made in th
Rough Rider with Boomstick






PapaSmurf wrote:How did Grimgor not smash that stank to bits? He is str7, oopps forgot stank is t10 now hehehe

good report

cheers

Papasmurf


s8 even, in the first round of combat due to the Choppa rule....

And yes T10 and 10 wounds is really tough to kill..especially if you have a lifemage nearby to heal wounds...



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in us
Fixture of Dakka






Lancaster PA

Wow, bloody match! Surprised the rules didn't have you go to VP in the case of a draw... having one IC contest two objectives from 70 men is pretty rough!

Great reading man, thanks for sharing!


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in th
Rough Rider with Boomstick






Wehrkind wrote:Wow, bloody match! Surprised the rules didn't have you go to VP in the case of a draw... having one IC contest two objectives from 70 men is pretty rough!

Great reading man, thanks for sharing!


Ah, but it is not just any IC, it's GRIMGOR!!!!

While it was technically a draw, I got more points in the scoring which really mattered in terms of the league, gladiator points. It ended up 13-6 in my favor, and in the end accumulating the GP is more important since it is those who have the highest GP at the end of 5 games who will advance to the finals (8 players playing in knockout matches, losers go home until only 1 remains to be crowned the ultimate Gladiator for the league).



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in no
Regular Dakkanaut




he's not called ironhide for nothing it seems

Great game tanks (well tank..) and pygmies, what's not to like?
   
Made in sa
Fresh-Faced New User




freddieyu1 wrote:
Wehrkind wrote:Wow, bloody match! Surprised the rules didn't have you go to VP in the case of a draw... having one IC contest two objectives from 70 men is pretty rough!

Great reading man, thanks for sharing!


Ah, but it is not just any IC, it's GRIMGOR!!!!

While it was technically a draw, I got more points in the scoring which really mattered in terms of the league, gladiator points. It ended up 13-6 in my favor, and in the end accumulating the GP is more important since it is those who have the highest GP at the end of 5 games who will advance to the finals (8 players playing in knockout matches, losers go home until only 1 remains to be crowned the ultimate Gladiator for the league).


Nice game sir Fred....I missed this scenario....GRIMGOR is very tough!!!!!

This message was edited 1 time. Last update was at 2011/05/26 09:09:25


 
   
 
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