Game 2 – Texas Detour
My opponent was running a mostly Night Gobbo army with nary an orc in sight.
Skarsnick
BSB, 4+ ward
L2
NG shaman, Scroll
L2
NG shaman, something
Gobbo Warboss, chariot, Sword of might, Opal Amulet, Charmed Shield
Night Gobbo Bigboss/Warboss?, Cave Squig, 4+ ward
55 Night Gobbos, nets, 3 Fanatics
55 Night Gobbos, nets, Fanatics
55 Night Gobbos, nets, fanatics
4 x Spear Chukkas
2 x Doom Divers
2 x wolf chariots
2 x Manglers
Giant
It was a scenario called six flags. Flags with different one time abilities were assigned to units. The only one to have an impact in the game was the USA flag that allowed you to resurect d3x100 points worth of models in a unit one time, which I gave to the 14 Halberd units (USA,USA,USA).
A couple of deployment notes. You may notice that my Lord,
BSB, and Chosen are not on the board. They all decided to grab a pint on the way to the battle courtesy of Skarsnick. So for the first two turns I would not have any magic defense (he got first turn) or
BSB. The Chosen are effectively out of the battle since I would only be 4” off my back edge at the beginning of turn 4. Heck, I would likely be out of range of most of my spells for the majority of the game given the nature of his army.
I put the Disc in the dog unit to avoid getting shredded by the Doom Divers. I also kept the Fast Cav with in 6” of the Disc as well to get a
LoS if the Dogs got shot up. All the alters are difficult terrain for all units.
Pregame plan would be to use the dogs/Fast Cav to sit on manglers and pull fanatics and hope the Hellcannon gets a lucky panic on some of the blocks. Did I mention Skarsnick is a sneaky git?
Turn 1 Gobbo
He creates a set of threat zones with his chariots, advances with the Giant and his random movers. Most of his magic is augment or short range, so he decides not to cast anything. A doom diver takes out all the hounds surrounding the Disc and another drifts onto a chariot for three wounds. Spear Chukkas are ineffective.
Turn 1
WoC
The Helcannon fails a rampage check (the
BSB is off the board) and goes roaring into the Giant with an alarming crash. I send a unit of hounds forward with the idea to pull fanatics and shift some of my to my left. The disc dude joins the
GW Mauraders. I am in a bit of a quandary. I do not want to take multiple chariot charges (bad for
MSU) followed by fanatics and manglers. My only ranged threats are either off the board or locked with the giant. His warmachines will a do a number if I do not start closing the gap.
Skip the Magic phase. In combat, the giant smashes the HellCannon with his club, killing the crew and leaving the Demon Beast with one wound. I do several back at him.
Turn 2 Gobbo
His Chariot character charges the hounds, destroying them but not overrunning. He swings his Mangler and Squig character towards my center. The other Mangler roles a huge distance, plows through a chariot, destroying it. Once again, he skips the magic phase.
In shooting, he plinks a couple of Fast cav and one of the doom divers destroys a chariot the other is kills three warriors.
In combat, his giant winds up for another mighty swing and the Hellcannon manages to dodge it! I do one wound back, win combat and he flees, with my Cannon in hot pursuit.
Turn 2
WoC
My flails charge the character on chariot and he does not flee. My hellcannon charges the Giant, catches him but then triggers fanatics that take its last wound. Fast cav charge the chariot. My Chosen, Sorc, and
BSB decide to join the party. Everything else moves up aggressively.
Magic. I get an IF gateway off on a Mangler squig and role a 12 for the strength. Why does that never happen when I hit a big block of troops (I usually get 5 st3 hits).
In combat, I do a couple of wounds to the Character/Chariot, it breaks and gets away, but runs through two artillery pieces (and panicking them). The fast cav do two wounds and receive one in return and the chariot holds.
Turn 3 Gobbo
The Squig hopper character goes into the flank of the flails. He sends his right most Night Goblin unit towards the center.
His Magic is ineffective. Shooting sees a doom diver take the Warshrine out. The fast cav finish off the Chariot. His Squig character goes crzy, wins combat, but I hold due to steadfast (I think that has to be a first for me with this list!)
Turn 3
WoC
The Muarader cav charge a chukka, spring some fanatics and die. The
GW marauders go into a chariot. The Warriors fail a charge on the night goblins.
My Magic is ineffective. The
GW Mauraders finish of the chariot but have a short overrun. The Flails manage to finish off the squig hopper hero and reform to face in.
Turn 4 Gobbo
Two night goblin units go into the
GW, running over several of his own fanatics in the process. The other continues to advance to tarpit the Warriors. His magic gets off a bunch of hexes and augments (poison, itchy, etc). Shooting sees four more Warriors die.
In combat, he nets the
GW. The exalted is left pounding a poor unit champ and Skarsnick shows what he can do, tearing marauders apart. His boys do well with the poison. The Marauders whiff badly, break and are run down. I think it was a mistake to send the whole unit in, I should have charged the exalted out.
Turn 4
WoC
I pop the USA flag and all seven Warriors spring back to life. The Warriors go into his right night goblin unit while the flails hit the flank. I six die Panda and get IF. Perfect.
The Warriors do their thing and shred the gobbos. They break since their steadfast on their own leadership. Since the Marauders have more ranks, they flee away from them. The Marauders restrain to go after warmachines while the Warriors fail to catch their target. It does not show in the map, but I had directed attacks against the shaman and killed him. Many of the warmachines are close and panic, so are unable to fire next turn. Additionally, his two other blocks of gobbos panic, running away and spreading even more panic among warmachnes. Pandemonium is a beautiful thing.
Automatically Appended Next Post:
Turn 5 Gobbo
Skarsnick fails to rally and keeps running while his other two blocks do rally. His magic does nothing. A chukka, who managed to hold it together, gets a flank shot on the Warriors, killing three.
Turn 5
WoC
I go into the recently rallied night goblin unit with Warriors, while the Marauders go into a chukka. He stops my magic. He actually nets himself and the Warriors once again blenderize the gobbos, breaking them and running them down. The flails destroy the warmachine and over run into the next.
Turn 6 Gobbo
The Mangler squig seemed to be a Chosen seeking missile, constantly moving towards them and finally running through them and killing a bunch. Skarsknick rallies. His shooting proves ineffective (once again, several machines could not fire due to panic) The flails destroy another chukka and go into a doom diver.
Turn 6
WoC
The Warriors go into a chukka, I jump the Sorc out to get line of site. I get flick off on a mangler squig and kill it. I get gateway off on a night gobbo unit and get 5
ST 3 hits off. Flails and Warriors destroy respective warmachines.
Interesting game with a couple weird turns. Playing down the Chosen,
BSB, and Sorc made this a much more challenging game then the initial match up would seem to indicate. In the end, it came down to getting that important Panda off. I think that spell wins me more games then all other spells together.
Correction 18-6 win