Friday, June 29, 2012

First Post-OFCC game


So I went over to Paul's tonight to play a game of Warhammer with the armies that we will be working on for next year.   I threw together a quick Orc and Goblin force and face Paul's awesome Norsemen.  We agreed to play 2400 points. 
I don't really have Paul's list and am not really sure what everything was, but my list is as follows:


Black Orc Warboss:  Armor of Destiny, Sword of Anti-Heroes, Other Tricksters Shard, Dragonbane Gem, Boar, Shield            287
Savage Orc Great Shaman:    Level 4, Skull Wand, Power Stone            300

Goblin Big Boss:   BSB, Spider Banner, Shortbow, Light Armor, Shield            151

Night Goblin Shaman            :   Level 2, Feedback Scroll            135

25 gobbos:  shortbows, shield, 3x skulkers, full command            160

27 Orc Biguns            :  Extra hand weapons, Full Command, Banner of Discipline            302

12 arrer boyz            :  84

17 Savage Orcs:  Full Command, additional hand weapons, big stabba            208

Spear Chukka            35

Spear Chukka            35

Spear Chukka            35

Goblin Chariot  50

16 Black Orcs            :  Full Command, Banner of Eternal Flame            242

Giant:  200

Rock Lobba: Bully    95

Doom Diver:  80

Total Points:  2399

I don't really have a great turn by turn account of the game so I will hit up on some of the highlights.  
Did a few wounds during shooting phase, taking out a couple of Paul's dogs.  Also did a wound to his dragon with my doom diver.    Paul's turn saw him hitting my chariot with a level 2 fireball, but he managed a total of 2 wounds on the chariot while doing a miscast with his sorcerer and took out  a big chunk of that unit.   I killed the dragon with the rock lobber on my next turn and made a number of charges with my units.   My big'uns crushed the marauders they ran into, and went into his General's unit.   My savage orcs did some damage to another unit of marauders but two breath weapons in that unit cleared out most of my boys.  They decided to run, taking my shaman with them.   His unit then hit my Black Orcs, doing a ton of damage to them, but I stayed, rolling snake eyes.    My goblins spent all game assaulting a tower with 10 archers in it, finally getting in on turn 5.  Paul's Valkries ran around making a nuisance of themselves, killing my night goblin shaman, the orc arrer boys and black orcs.   A lack of magic items makes my army very vulnerable to ethereal.     My Big un's bus managed to destroy Paul's BSB, General and their unit, but by then were too far out of range to do much else.   The game ended turn 6 at 1200 to 2000 approximately with the green ones taking the win.   

Some observations:  
  • Ethereal is tough.  I don't have enough characters equipped with magic weapons to deal with that special ability.
  • Savage Orcs are good, but not enough on their own and in low numbers.    
  • Big'uns are worth every point.   So are the warmachines.
  • Don't forget to thunderstomp.
  • Norse Ballads make the army tough.

Future Plans:  
  • Try Night Goblins.  I would have this time, but forgot them at home.
  • Get Painting.   I don't want to be painting this army at the last minute.
  • Get another Doom Diver
  • Get a few more cheap characters with magic weapons.
It was a pretty fun game and I want to play it again soon.  I don't really have much to purchase to make the army playable, but do want to get more metal night goblin models.
Til next time.

Monday, June 4, 2012

Norse vs. Daemons of Chaos

Yesterday I played my first game with my Norse army un-proxied.  I have gotten quite bit assembled now, so I was able to put together 2400 points to field against some filthy daemons.  Although it has been a long time since I played my other two practice games using proxy models for my Norse, I looked back at my previous post to refine my army list.  I also added some new units to try out, but still have not tried everything I would like to.

Another thing I did to prepare for playing with the Norse army again, was to make some helper tokens for their special abilities.  I made tokens for these three things:
  • Berserkergang frenzy for the turn
  • Seer/Vitki prophesizing unit buffs
  • Skald songs unit buffs.

In my prior games, I found it difficult to keep track of all the buffs that were active on my units, so this was a must to be able to play the army again without my head spinning.  They helped a ton.  Unfortunately though, I completely forgot about the counter-charge ability, and didn't use it once this whole game!  I'll have to think up some aide to help me remember that one too.

Here's what I brought to the battle and the bonuses garnered by what I equipped them with:
  • King - +1 Attack, 4+ Ward Save
  • Seer - Level 2, Dispel Scroll, D3 bonus dice, but take a wound if fail toughness test.
  • Skald - Battle Standard, 3+ Scaly Skin, 5+ Ward Save
  • Skald - Extra Hand Weapon
  • Jarl - Mounted on Fenrir Wolf, +1 toughness and Strength 3 breath attack
  • 24x Huscarl - Razor Standard
  • 38x Maraders - Great Weapons
  • 10x Hunters
  • 30x Marauders - Extra Hand Weapon
  • 3x Valkyries
  • 5x Giant Wolves
  • 5x Giant Wolves
  • Ice Drake
The first turn mainly consisted of me misusing my faster units.  I have not used fast redirectors much, which is the role filled by the wolves, so I ended up not using them as well as I could have.  The hunters and valkyries that I put to one side to deal with a unit of flesh hounds unfortunately did not fare well.  They could have done better if I played it a little differently.  Unfortunately for valkyries, their ethereal ability is worthless against an army full of magical daemons!  Not to mention flesh hounds are just deadly.

My ice drake ended up getting tied up with 3 fiends of Slannesh early too, so the rest of the battle consisted of a few big melee brawls of infantry in the middle of the table.  One unit I was interested in seeing perform was my jarl on fenrir wolf in the unit of marauders with extra hand weapon.  I set up the jarl with a magic item called the buckle of hagmar that gives him a breath weapon, and the fenrir wolf also has his own breath weapon, so I figured this would be pretty devastating to let loose in the first round of combat.  I charged them into a unit of daemonettes to find out.  The wolf's breath weapon was terrible against the deamonettes because it wounds when the model hit fails an initiative test, and the daemonettes are very high initiative.  Huh.  Didn't think of that.  So that was not as great as it could have been, but they did eventually take out the daemonette unit.

Magic went pretty bad, hopefully I can fit a higher level wizard into my next list.  I don't think I got a single spell off, even though I had a fireball with a tzeentch sorcerers name on it.  The huscarl unit with my king, battle standard bearer, and wizard in it ended up fighting two units of bloodletters in the front, and they fought very well I thought, but after my king died to a killing blow (bloodletters are awesome), the unit was doomed.  But just to make sure, my opponent brought the Bloodthirster of Khorne around into their flank.

In the end, the Norse suffered a minor loss, and I got to try some new things.  Good game!