Tactical Decision Game 1.2: Empire Turn 2 versus the Ogrebus
***Note- read the following threads to follow along with the Tactical Decision Game 1 storyline.
--Tactical Decision Game 1: Empire versus the Ogrebus
--Tactical Decision Game 1.1: Empire Turn 1-------------------------------------Tactical Decision Games are a fun way to think through tough situations that Empire Generals face. In this TDG, we are working through different tactical situations presented to us during a 2500 point battle versus an Ogre player named “Bruiser” who uses an “Ogrebus” as the foundation of his army. Right now we are in Turn 2. Even if you haven’t participated up to this point, don’t hesitate to join in and post!
-------------------------------------Bruiser’s Turn 2:Bruiser is not too happy with the turn of events so far. Losing his magic levels early and having to suffer through our long and tense magic phase has him in a sour mood. Ignoring his impulse to be charge-happy, he has a few tricks of his own for us this turn.
No surprise, his Ogrebus charges our ICK. Otherwise, no charges.
The Sabretusk moves out of the way of the ‘Fangs into a blocking position and, after two nifty wheels, the mobile heavy cavalry is threatening deep into our right flank (amazing what 16" inches will get you. Bastards made all their Dangerous Terrain tests going over the wall too on their way there!)
Both ‘Blasters line up shots against our STank, and the Leadbelchers slide over to get long range blasts off at the center of our Halberd horde.
The Gnoblars…well, they are Gnoblars and they trudge forward.
Magic & Shooting:No magic, so here comes the scrap metal and cannonballs!
IB1 fires, hits, and wounds the tank. For the second time this game, the STank makes a 6++ Ward Save because of the Luminark and suffers no harm!
IB 2 fires, hits, and wounds. No Ward save this time. Bruiser rolls for wounds….and gets a 5! Damn, so much for getting lucky this turn. Tank has 2 wounds left.
The Leadbelchers, originally salivating at the chance to blow up some humans, are ordered by Bruiser to finish off the tank. They unload everything have on the large hunk of metal.
--20 shots
--an unbelievable 10 hits (need 5+)
--an
unbelievable 5 wounds (need 6s)
--forces the tank to roll 5 armour saves at -2 AS, therefore needing 3+…
--believably, the tank makes all the saves but 1!
The Steam Tank has a
single wound remaining! Take that you Ogre bitches!
The only Close Combat is the Ogrebus against the ICK. Since he rolled a 10+ on the Charge distance, he gets 3x D3 Str 5 impact hits. Needless to say, the ICK never knew what hit them and are destroyed. The Ogrebus reforms back to the front.
Empire Turn 2:Okay, things are heating up and getting interesting.
Throwing caution to the wind for us, I fire up the crippled Steam Tank’s boiler for a try at 3 steam points. Unavoidably, I get a mishap- but the roll is probably the best we could hope for: we can’t use the Steam Gun this turn. Whoopty-doo. So…we can still move it and shoot the cannon on it.
Tactical Decisions for 1.2:Which leads me straight away to our next set of tactical decisions:
what to charge in Turn 2?
Notes:
--It is hard to see on the graph, but the Greatswords are blocked by the Sabretusk so they can’t charge the Mournfangs.
--Obviously, our Demis are going to charge Ironblaster 2.
For this
vote, I want you to answer several different
questions. For each question, the
majority wins.
First question: should the tank
charge the (1) Ogrebus, (2) Leadbelchers or move forward and
shoot the (3) Ironblaster or (4) get a flank shot on the Mournfangs? Remember, the STank has only 1 wound!
For reference: we have 3 steam to blow and it is 7” to the Ogrebus and 12” to the Leadbelchers for a tank “charge.”Second question: should the Greatswords (1) charge the Sabretusk and Hold, (2) charge the Sabretusk and Overrun, (3) not charge and reform to face the Mournfangs?
Third question: closely related to #2, should the GS Halb detachment (1) charge the Mournfangs, or (2) close within an inch to get into the ‘Fangs face, forcing them to charge the detachment next turn?
Fourth question: should the Halberd horde (1) stay in place, (2) move forward with Wizard bunker so the Wizard can range the Ogrebus 18” for Dwellers, or (3) Reform into a bus, move forward slightly and at an angle so not to be in the Ogrebus LOS? (The graph shows the charge range/LOS of the Ogrebus. I removed the other units except for the Halb bus so you can visualize it.) In (3), the Wizard will have 18” range on the bus for Dwellers. Or (4), reform in to a Bus and move straight forward IN the Ogrebus' LOS (to be used as an anvil, with a follow-on GS hammer).
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Example Vote Post from "Super-Charge:"
No need this time to insert your name or how much plastic crack you are addicted to unless you just can’t resist…Q1: (Option 1) Charge the Ogrebus. Because…
insert why Q2: (Option 1) Charge and Hold. Because…
insert whyQ3: (Option 1) Charge for Sigmar! I want to charge because…
insert whyQ4: (Option 3) Since I can’t say “charge” on this one…
Reform into a bus.
insert whyOverall, I think these are the best moves because…
blah, blah, blah.
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Now, I realize with the
voting system I am using for TDG1.2, we might get some strange combos because some moves work best if supported by another move elsewhere. I think it will make for an interesting dynamic- and will make voting and arguing for votes all that much more important. Let’s see how this pans out!
I will let this round of voting go for awhile and close it out sometime next weekend.
HHG