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..