Friday, December 28, 2007

Battle Report- Empire Vs Night Goblins

12/27 @ Plastic Legions HQ

This was a base 2250 point game and was the round 4 match up in our Mighty Empires campaign, so this includes Mighty Empires rules. There were a few errors most notably I forgot to use my "Scouts" rule bonus from the campaign map and Anthony forgot to use Skarsnik's "sneaky schemes" bonus. Both these are pretty huge so we called it an even screw up by both sides and played on. While writing this up it became clear that Night Goblin army list is illegal with 5 Specials. The extra special is due to that Anthony came with 2000 point list and I was geared up for 2250, so Anthony hurriedly added a Special and Core choice, not realizing he was already at his max special. No big deal, these are casual games, I am just pointing that out before someone else does. This was a super fun and very close game. but considering the above I am not going to write the turn by turn events, but I'll add few pics below.


The Empire - Hochland Border Regiment


General of Empire w/ Griffon
- Full Plate Armor
- Sword of Power
- Enchanted Shield
- Holy Relic



Captain of Empire
Battle Standard Bearer
Armor of Metoric Iron
Sword of Justice

Battle Wizard
Level 2
Dispel Scroll x 2

Warrior Priest
Heavy Armor
Icon of Magnus


CORE (6)

29 Swordsman / Full Command
w/ War Banner (Ancestral heirloom)

10 Free Company
10 Spearmen

10 Handgunners
Marksman w/ HLR

10 Crossbows

12 Knights of the Blazing Sun
Full Command



2 Great Cannon

5 Pistoliers

14 Greatswords
Full Command

RARE (1)

1 Hellblaster Volley Gun


Total = 2250

Orcs and Goblins- Skarsnik's Night Goblins


Skarsnik, Warlord of the eight peaks



NIght Goblin Shaman
Horn of Urgok


Night Goblin Shaman
2 Dispel Scrolls


Night Goblin Big Boss
Great Squig


CORE (7)

30 Night Goblins
Full Command
3 Fanatics


29 Night Goblins
Full Command
3 Fanatics


20 Night Goblins
3 Fanatics


10 Goblin Wolf Riders

10 Spider Riders

10 Spider Riders

4 Snotlings bases 80


2 Spear Chukka 70
1 Rock Lobba 70
10 Squig Hoppers 150
6 Night Goblin Squig Herd 60

5 Orc Boar Boyz 148
Full Command

RARE (2)

1 Doom Diver Catapult 80
2 Snotling Pump Wagons 80

Total= 2345

+95 points (uses Mighty Empires Gold)



Enemy Units Destroyed-

Night Goblin Big Boss- 132
20 Night Goblin Archers / 3 Fanatics- 135
2 Fanatics- 50
10 Spider Riders- 148
10 Spider Riders-148
4 Snotling Bases- 80
Rock Lobba-70
10 Squig Hoppers - 150
Squid Herd- 60
Orc Boar Boyz- 148
1 Snotling Pump Wagon- 80


The Empire had no other scoring


Enemy Units Destroyed

Warrior Priest 121
10 Spearmen 60
5 Archers 40
10 Handgunners 105
10 Crossbowmen 85
12 Knights 276
1 Great Cannon 100
5 Pistoliers 107
14 Greatswords 140
Hellblaster Volleygun 110


Captured Table Quarters (2)
(Campaign event, Espionage, denys 1 table quarter)

Captured unit standard (1)

Greatswords standard captured by Pump Wagon = 100

Total 1344 -1201 = SKARSNIK'S NIGHT GOBLINS +143


Deployment- you can see the full terrain set up we used, made for an interesting setup
wish I had remembered to use my "Scouts" advantage

Empire Line- My General and my main block of 50 troops , then my shooters right in the center and then my knights and greatswords on the left flank. Pistoliers were behind me on the far Right Flank.

Night Goblin Line- Lots of Goblins!!

This is turn 5 or so....

Saturday, December 22, 2007

Monstrous Mounts

Some W.I.P shots of my new Griffon, yeah I know I am supposed to be painting my Knights but after my last game, (facing numerous powerful characters and beasties) I figured my General needed a little more muscle. The Griffon is well costed at 200 points, so in my 2250 army I am giving up my 20 Flagellants to use it. I still debating the pro's and con's as my flaggies have only been relevant in 2 of about a dozen games in which I have used them, but when they worked they where great. With flying 20" charge, and causing terror, my General with a few key magic items can hold his own against all but the most powerful characters in the game. He's also an immediate threat to any armies backfield and war machines. I had been using my General as a support piece for my Swordsmen core so putting him on a Griffon alters my strategy making him an offensive piece. The means I am relying on my Battle Standard Bearer's leadership of 8 to carry my infantry which definitely will take a bit of getting used to, the good news is he can move around pretty easily. The other good news if this works out, it cuts my model count down by 20 pieces, which saves me a month of painting on the army.

I wanted to add this is probably the toughest model I've put together yet, obviously an older model and made of pewter and it did not fit together so great. It require alot of use of the dremel for both drilling holes for metal pins and grinding down unmatched sections of joints. then alot of Green Stuff to fill gaps and re-contour so some of the filed spots. Not a model for beginner for sure took me about 8 hours to build it . I also added a custom magnetic saddle for my General as he didn't fit on the model as well as the original Karl Franz model does. I basically cut the Saddle of a extra horse I had and added the green stuff blanket which has the flags from the Knights lances attached to the end for some extra flare. I also have some custom reigns I made out of the numerous little plastic chains that come with the Flagellant sprues, but they won't get added until the model is done. The base is cork and the model is pinned into both feet with a "U" shape pin going thru the base it's on there rock solid. Needless to say I am excited at the way this is coming out and I can't believe I forgot to take a picture of the General on him, doh. Next time!

Wednesday, December 19, 2007

Mighty Empires Round 4

Games Workshop, Oak Park- 12/18

ROUND 4 12/18

Current Scores (in Empire Points, 18 wins)

Chaos- 7
Orcs (Orange)-5
The Empire- 4
Lizardmen (White)- 3
Vampire Counts- 2
Lizardmen (Blue)- 2
Bretonnians- 2
Orcs (Green)- 1


Orcs (Green) - Land Grab
Vampire Counts- Building Boom
Bretonnians- Survey the Battlefield
Lizardmen (Blue) - Scouts
Lizardmen (White)- Disaster @ Chaos- No effect.
Empire- Espionage
Orcs (Orange)- War Tax +150gp
Chaos- Treasure Trove


Orcs (Green) - end of Round 3= 332gp Mines +110gp (total = 442gp)
Lizardmen (Blue)- end of round 3= 280gp Mine 80gp (total = 360 gp)
Orcs (Orange) - end of Round 3 0gp 3 Mines - 240gp + war tax (total= 390 gp)
Chaos- Mine- end of round 3 60gp , Mine +60 (total= 120 gp)
Vampire Counts (total= 184 gp)
The Empire (total-0gp)
Lizardmen (white) (total- 0gp)
Bretonnians end of round 3 (total= 170 gp)


Orcs (Green) Vs Lizardmen (White)
Draw, Not played 1pt each- no bonuses.

Bretonnians Vs Lizardmen (Blue)
Draw, Not played 1pt each- no bonuses.
The Empire Vs Orcs (Orange)
Orcs +143 DRAW

Vampire Counts +180 gp VS Orcs (Orange) +240 gp
Orcs - Solid Victory

Chaos Vs Lizardmen (White)


5 EP takes 2 new tiles and builds a mine,
used 100 gp this turn
Orcs (Orange) -3 EP, Take new tile, builds a city
used 240 gp this turn
Empire- 2 EP, takes new tile
Lizardmen (White)- 1EP, Raids for gold +70gp
Vampire Counts- 1EP, Raids for gold +110gp, Upgrades to city (building boom)
used 180gp this turn
Bretonnians- 1EP, Raids for gold +90
Lizardmen (Blue) - 1EP Raids for gold +50gp
Orc (Green)-
1EP, grabs new tile (land grab)

Thursday, December 13, 2007

4k match up marathon!

Empire / Vampire Counts VS Orcs and Goblins, 4000 pts 12/11

This isn't so much a battle report as a recap, I will try to cover the highlights using the photos below the guide. This was a 5 hour game, so I wasn't up for notes past the 1st round. The crazy number of units on the board required that my attention needed to be there.

This was the 3rd round of our Mighty Empire campaign. It was a team game with using my Empire army and Bill's Vampire Count Army taking on Tony's Orc and Goblin Horde. It was 400o point game, and while Bill and I simply combined our armies, Tony built a specific 4K list. In retrospect we should have taken the time to redesign our lists because we were entitled to use an extra Lord character and an extra Hero which we didn't use and we needed all the firepower we could get.

Above pic is shot of Tonys Line over the Top of the VC section of our line. at 4K Tony was bringing the full selection of what the O&G book has to offer Three special characters, (Grimgor, Gorbad and Azhag riding Skullmuncha,) A Giant, Several Chariots and all the available Warmachines.

This above shot is my section of line which was the right flank, I had my Hellblaster, pistoliers and some other shooters on the left flank. During Terrain placement Tony put a line of Trees down 1/4 of the board blocking it off, we knew this going to present a problem.

Here is the Center of Tony's line, you'll notice VC gravestones right at the foot of his base, we thought this would help more than it did, Tony had 8 dispel dice going so dispelling the bound stones wasnt a big deal.

This picture is somewhere in turn 2, Tony won first turn, and advance his troops, blasted us with artillery and hammered us with spells, like Foot of Gork and Gork's Warpath. (which is a particularly nasty spell, luckly the Shaman who had that spell rolled an early miscast, then rolled he lost the spell permanently. ) I used both my Dispel Scrolls 1st turn in order to save my knights and swordsmen from taking bigs hits from magic spells. We survived his first turn relatively unscathed and did some minor damage in return with shooters. In the top of turn two, my Knights shook off charges with a ton of impact hits from both chariots, I only lost only one unit, won the resulting combat and broke them both..that was pretty huge. Tony changed direction and started hitting the VC black knights as he was having alot more luck killing them, Still we where in pretty good shape after two turns. At top of turn 3 three is when the Orc foot troops reached us and brought the pain!

This pic above is from the Top of Turn 3, My main block is charged by the Orc lord on Skullmuncha the Wyvern, a unit of Wolf Riders and the Giant. Tony smartly declared his charges in an order that negated my ability to counter charge. All my troops passed the terror test and hung in their to get pounded and both my detachments easily broke..with heavy losses. However, my 30 Swordsmen easily broke the wolf riders.

My Wizard didn't do much of anything useful all game, despite rolling Wall of Fire, I never managed to get any his spells off as tony had plenty dispel dice plus 4 dispel scrolls. Bill's main infantry unit containing his general got charged by the dreaded Black Orcs, (best infantry unit in the game) and his Knights (already down to 50%) got charged by a big unit of Orc Boys, full command with a Warboss in it. His already hurting Knights went down fast, and the Orcs got an overrun straight into my Greatswords, (who are Stubborn) and had my Warrior priest in the unit (adding hatred) and he carried the Icon of Magnus, making them immune to fear, I also got a remains in play prayer off, making them unbreakable. I figured I was in good shape. think again- more on that next.

During our Turn, I decided to have my Knights wheel and charge the Giants flank while my General charged the front. Bill had a unit of Dire Wolves to my right and was going to charge the middle of the three units of night gobbo spearmen sitting about 9 inches to the rear in order to draw out the Fanatics. Good plan- however, unlike Tony we screwed up and declared our charges in the wrong order. so My General charges, but then instead of having the dire wolves go, my knights who are in a 6x2 formation went 2nd. That 6x2 of cavalry is big unit and when I wheeled, YUP. you guessed it. My unit goes within 8 inches of two of the units of spearmen drawing out 6 fanatics. 3 of which crash right into my knights decimating the whole unit, except for the Champion, Standard Bearer and Musician who flee. (my saves rolls where pathetic)

My General is Now 1 vs 1 with the Giant, I roll strong put two wounds on him and save off the two he put on me, I then break the big dummy and of course declare I want to run him down. he rolls low on his flee and I roll high, so I run the bugger down but I go crashing right into a full unit of night goblin spearmen, would ordinarily would have been fine, except its the unit which had NOT released its fanatics yet. So three fanatics come out and Tony rolls perfectly and all three crash into my general obliterating him. Total disaster for us. I lost two of the best combat units in my Army giving at least 500 pts to tony right there, at least I killed the 205 pt Giant.

This last shot is before the Top of turn 5, You can see my Warrior priest is alone vs all those Orcs, what happened to Greatswords you ask?, a combination of striking last and terrible dice did them in, I could'nt hit and I couldn't make their 4+ Armor save..they went down one by one never breaking but not inflicting much damage either, I couldn't win a combat vs the orcs and I lost my 10 GS, then the priest....Killing maybe 4 orcs., This were I should mention how absolutely shitty my dice were this game, generally I am not one to whine about dice but this game was pathetic, I was rolling multiple 1's on guys with 1+ armor saves so they still failed, I couldn't kill an orc to save my life and my damn cannons miss fired 3 out of 4 the last two turns, two being in the same turn. Bill's General died against the Black Orcs in Turn 4 and when you are the Vampire Counts, if Your Vampire General dies, it better be in the bottom of turn 6 or you are going to lose because your entire Army starts "Crumbling" by the time of this photo my undead allies are falling apart on their own not mention the Orcs hammering away at them.

It was basically all down hill from there, The saving grace being that my three remaining Knights got chance to charge the Orc Lord on the Wyvern and Tony decided to flee, I was 8 inches away and he rolled a "6" which equals a "14" exactly their charge I ran it down and killed him for 450 points, if that didn't happen this game would have been a massacre, leave it to dumb luck.

The remaining turn, Tony's dice get hot for his artillery and spells and he wipes out just about everything I have left that do much of anything. My Cannons then misfired and jammed so they were out for the game, but still alive...a few handgunners got lucky and got that units of orcs down below 50% for pistoliers finally end doing some damage near the end ( after missing everything the whole game with 14 shots a round. elected to Flee from the black orcs so I could keep them on the board to score but then spells crushed them at the top of turn 6. In the end all we had left out of 4000 points was...all my artillery ( 1st time for that) a full unit of Crossbows and 1/2 str unit of Handgunners. Tony had all his Heroes , except fortunately the most expensive one my knights killed. 1 unit of Black Orcs at 50%, One unit of Orc Boys at 50%, 3 units of Night Goblin Spears, One Pumpwagon, 3 snotling bases and all his warmachines. with numerous post game objectives Tony was +2222 for a Solid Victory.

This was a 5 hour game and I didnt get home until 3 A.M but it was it was great experience kudos to Tony for being a great general and really having a superb handle on how to play O&G. Thanks to Bill for hanging in their with me, now we can both go treat our wounds, regroup and get ready for the next round. Thanks to Joe F (who plays the Lizardmen (blue) in the campaign, looking on intently from the painting station in the last photo) Joe hung around out all night and watched this game!.

I should mention I also played Jeff from Hammer's Blog and his new High Elf army early that day so I was playing Warhammer for basically 15 hours straight!! I guess its good tourney practice stamina wise, but my wife says I need rehab, LOL!.

Wednesday, December 12, 2007

Mighty Empires Round 3

ROUND 3 12/11
(note: there is an error on the map, Chaos didn't have enough points to upgrade to a second city and Lizardmen (white) didnt claim their extra tile, will correct map for next round)


Lizardmen (White)- All or Nothing
Orcs (Green) - Land Grab
Empire- Building Boom
Vampire Counts- War Tax +180 gp
Lizardmen (Blue) - Survey the Battlefield
Orcs (Orange)- Scouts
Bretonnians- Espionage
Chaos- Treasure Trove


Orcs (Green) - Mine 90gp (total = 292gp)
Lizardmen (Blue)- Mine 60gp (total = 180gp)
Orcs (Orange) - Mine- 110gp (total= 110gp)
Chaos- Mine- 60gp (total= 60gp)
Vampire Counts (total= 184 gp)
Empire (total-0gp)
Lizardmen (white) (total- 0gp)
Bretonnians (total= 60gp)


Orcs (Green) Vs Bretonnians
Draw, unplayed- 1pt each no bonuses.

Orcs (Orange) vs Lizardmen (White)
Orcs- Massacre

Empire VS Orcs (Orange) +110 points from gp
Vampire Counts
- Orcs, +2222 Solid Victory, this was a 4k game.

Chaos Vs Lizardmen (Blue)
Chaos, Massacre


Chaos - 5 EP, Takes 2 new tiles, builds the Arcane Monolith

Orcs (Orange) - 4 EP- Takes 1 new tiles, build 2 mines

Empire- 1 EP- + Building Boom , Upgrades Mountain Tile to City.

Lizardmen (Blue)- 1 Ep, Raids for gold + 100 Gp

Orcs (Green)- 1 Ep, Raids for gold +40 gp

Bretonnians - 1EP, Raids for gold + 110gp

Vampire Counts- 1 EP, Upgrade to Castle

Lizardmen (White)- 0 EP (all or nothing)

Map correction were made at end of turn.


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