Battle report/summary/high-lowlights (Empire focused)
(photos:
http://www.myspace.com/shadow_z80/photos/albums/album/1657270 )
DEPLOYMENTLeft FlankGreat Canon 1
HBVG
Handgunners + Engineer
Stank 1
Halberdiers + BSB + Priest + LV4 Wizard + Swordsmen detachment
Flamers of Tzeentch
Bloodcrushers
CenterKnights
Stank 2
Great Canon 2
Mortar
Engineer
Blood Letters
Pink Horrors
Right FlankDaemon Prince
Daemonettes
Seekers of Slaanesh
Flesh Hounds
Left FlankPistoliersI didn’t really know what to do with my Pistoliers. I wanted them warmachine hunting, but 12000 points and some scenery on the table doesn’t leave much room for maneuvering. BS3 shooting with 12” range, which pretty much makes most shooting long range is just pathetic. Some shooting and fleeing is all they did, but they survived till the end (and I didn’t fail any panic test for fleeing within 6” from friendlies). Used Vanguard before the start.
Lv4 Fire wizardRolled 6 dice for my first spell for the Fulminating Flame Cage against a Goblin Squigs unit (long range, so casting value was 14+), which went irresistible force. Rolled 4 on the miscast table, so I got a nice Dimensional Cascade (large template, S10 hits!) in my halberdier unit (15 hit, 11 wounded). Rolled 3 after that, so my wizard got removed as a casualty, ouch! Next time I should put my wizard and characters in a unit apart (the characters didn’t die, but it’s a risk). But since I learnt that in close combat and base contact you can choose to strike a rank and file model or the character, I wonder if a Halberdier unit is good place to ‘hide’ a wizard…
In any case, Flame Cage did some damage with D6 S4 hits. Next turn however, the Goblin Squigs unit had to charge so the ‘whole’ unit got S4 hits from the Flame Cage, which pretty much obliterated the unit

(question: does the effect still continue after the casting wizard died?)
Stank1Rolled a misfire first turn and 3 wounds, durrr… Wanted to move ‘a bit’, but pumping 2 Steam Points in the engine resulted in a 2x 6” random movement, doh! Canon shoots too short, doh again! Second turn rolled a misfire on the canon, doh!
Got charged by a Beastmen chariot after the Pistoliers fled. Destroyed it in CC, but that left the way open for the 6x Minotaur (inc. Gorebull) unit to charge. 1+ AS did manage to keep it alive for quite some time, to annoyance of my Beastmen opponent

But it was just a matter of time before they’d destroy it (took a -3 toughness spell to really seal it’s fate, in turn 4). In turn 3 it took 4 wounds, which all got AS ^^
HalberdiersSince I had Stank and Pistoliers up front, backed up by the Bloodcrushers, I kept them in the back, waiting for whatever would break through. There was also not really room to move a horde unit with detachment and I didn’t want to get them in the line of sight of the artillery. After the Minotaurs (inc. Gorebull) destroyed Stank1 they (finally) got to my Halberdiers, countercharged with the Swordsman detachment. They killed my BSB, but since I was steadfast I passed my Ld (I lost CR big time). And that was the end of that.
Warrior Priest 1 (halberdiers)
Well, the halberdiers unit only got into combat in the end, so this Warrior Priest didn’t do much. Tried some prayers (since my only wizard send himself to the Realm of Chaos in the first turn anyway), 5+ ward save would be nice against Goblin artillery (though they never got shot), but most of the time it got dispelled.
HandgunnersWell, they were there to hide my Engineer, but no spells or artillery from the enemy in this direction. Shooting with BS3 on long range didn’t do much, but they survived till the end.
Canon 1No bounce on the first shot, thus shooting too short on the first turn :/ Blasts a chariot to smithereens in the second and the Gors champion (+2 ranks) in the third.
HBVG22 shots in the second turn (first turn enemy was in range), kills 10 Beastmen Gors! Turn three had 18 shots and 4 wounds (misses 10 hits :/ ).
CenterWarrior Priest 2 (knights)
First prayer resulted in opponent activating a Feedback Scroll, which killed my Warrior Priest (including Crown of Command) :/
KnightsKnights did quite well (charged Bestigors in turn 2), but I might have been in luck because my opponents Bestigors attacked rank & file knights with his rank & file models, instead of my Grand Master. If all attacks were directed at GM, I don’t think he would have survived the two rounds of close combat. Runefang hit his character leaving 1 wound (unfortunately). His character hits GM, but 1+ AS saves all hits.
First CC round 7 Knights killed and 9 Bestigors plus 2 wounds against character 9 (but pass Ld test with Steadfast).
Second CC round Harpies flank charge. 5 Knights killed and 5 Bestigors, GM kills Beastmen character (last wound) with runefang and two more Bestigors.
Bestigors and Harpies fail Ld test and Flee! Goblin Doom Diver fails panic test and can’t shoot next turn. Ungors pass Panic test. Bestigors Caught in Pursuit and destroyed. (not sure if I got this part right) Pursuited into Ungors, destroyed 6, failed Panic test and also got Caught (or Flee off the field, not sure).
Oh yeah, Knights also got hit by Fanatics the first turn, killing 1 (1 saved by AS and 1 by Priest WS).
Turn 3 Knights reformed and I aimed for a rear charge against the Minotaurs (which failed, though I still wonder if we played that right). They took some arrows from an Ungor archers ambush killing 1 knight. Spear Chuka failed to wound.
Stank 2Kept this in reserve for wherever it was needed. First turn misfire and 2 wounds, doh!
Did some canon shooting with various luck. Almost killed the Beastmen giant, which would have been nice, since with 2 wound left it was quite nasty when it got in close combat.
Great Canon 2Was hard to get line of sight for this one (can it shoot over/through the Garden of Morr??). One of the reasons I didn’t want to move Stank 2 too much, or else line of sight would be completely blocked. First shot was too short. Almost killed the Beastmen Giant with a shot in turn 2 (took 4 wounds). Destroys a Doom Diver in turn 3. Did 2 wounds against the Trolls in turn 4, but one of them got regenerated.
MortarWith all those horde units and no line of sight needed (and large template of course) I find it still fun to shoot this. Had a 6” scatter the first shot which I re-rolled using the Engineer, but it went off-table then. Turn 2 it scattered a bit and killed 3 Spiderriders. Turn 3 it scattered a bit and hits a Goblin unit, killing 8. Turn 4 it ‘hits’ and kills 3 Spiderriders which fail their panic test.
GeneralThis battle was a good example of the randomness of the Orcs & Goblins army. Fanatics hit hard when they get launched, but after that, in this battle, they mostly did massive damage to their own units ^^
In turn 2 they manage to blow up a Doom Diver and Rock Lobber in 1 turn, ouch (but that could happen to the Empire as well).
A 6x Minotaur unit (especially the Gorebull) is pretty scary. Destroyed Stank 1, Bloodcrushers and a lot of Halberdiers. I guess in general we should canon them before they get into close combat. I was curious if we played one more turn if the Halberdiers + Swordsmen would beat them or not (I think 2 were still standing, including the character). Is a 6x Stone Troll unit just as scary?
‘Luckily’ I wasn’t the only one who blew up a wizard. Turn 3 had a Beastmen and a Goblin cast irresistible force as well. The Beastmen had luck because of the Earthening scroll, being able to re-roll the 3 and avoiding the Dimensional Cascade. But the Goblin did get painful Dimensional Cascade.
Daemon Skulltaker had 5 hits in turn 3 against the Giant, but rolling no wounds! After that the Giant picked him up and threw him into the Pink Horrors, heh.
Pros~2293 empire points left on the field (counting units fully)
Grand Master + Runefang
Didn’t blow up any canons (not even a misfire, only with the Steam Tanks)
Fulminating Flaming Cage on Goblin/Squigs
Knights overrunning Bestigors & Ungors
ConsAgain forgot to fire the Stank Commander’s repeater pistol most of the time -_-
Pistoliers – how could I’ve used them effectively in this battle?
Forgot to move Stank 2 in Turn 3, so didn’t have a shot there (firing only straight ahead can be annoying)
Irresistible Force + Dimensional Cascade on lv4 wizard in turn 1
Priest prayer getting Feedback scrolled and killed
Lore of Shadow (Beastmen) can be quite nasty, nerfing stats on my knights and steam tank.