saurus:
So I had my second 2,500pt game with my combat orientated Chaos Dwarfs against Ogres yesterday. I took Thoraxes advice and implemented a cuple of changes for this game.
Here’s the list I took:
2,500 point agressive Legion of Azgorh list, version 2.0
LORD (620pts)
Sorcerer-Prophet (riding Lammasu) (General) 620pts
- Level 4 (Hashut Lore)
- Darkforge Weapon
- Charmed Shield
- Ironcurse Icon
- Talisman of Endurance
- Chalice of Blood and Darkness
Lammasu
- Level 2 (Shadow Lore)
HERO (299pts)
Dark Castellean 195pts
- Battle Standard Bearer
- Great Weapon
- Pistol
- Dargonhelm
- Talisman of Preservation
Hobgoblin Khan 52pts
- Wolf
Hobgoblin Khan 52pts
- Wolf
CORE (626pts)
24 Chaos Dwarf Infernal Guard 474pts
- Full Command
- HW+S
- Blunderbuss’
- Banner of Eternal Flame
28 Hobgoblin Cutthroats 152pts
- Muso, Standard
- Bows
SPECIAL (630pts)
3 Bull Centaur Renders 160pts
- Standard
- Great Weapons
3 Bull Centaur Renders 160pts
- Standard
- Great Weapons
Iron Daemon 310pts
- Hellbound
RARE (325pts)
K’daai Destroyer 325pts
TOTAL = 2,500pts
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Game 2 vs Damiens Ogre Kingdoms
2,500pt Ogre Kingdom list (approximate)
LORD
Slaughtermaster (General)
- Level 4 (Law of Great Maw)
- Gnoblar Thiefstone
HERO
Bruiser
- Battle Standard Bearer
- Great Weapon
- Talisman of Preservation
Firebelly
- Level 2 (Lore of Fire)
- Hellheart
CORE
8 Ogres
- Full COmmand
5 Ironguts
- Full Command
- Standard of Discipline
5 Ironguts
- Full Command
SPECIAL
1 Sabretusk
1 Sabretusk
1 Sabretusk
4 Leadbelchers
- Musician
6 Maneaters
- Full Command
- Braces of Ogre Pistols
(Stubborn, Longstrider)
3 Mournfang
- Full Command
- 2+ Armour saves
- Dragonhide Banner
RARE
Ironblaster
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Mission: Watchtower
Result: Chaos Dwarf defeat at the end of Turn 4
Unit analysis for the game:
Sorcecer-Prophet on Lammasu (Both killed by Ironblaster Cannon on Turn 4)
Positives:
- Maneuverability was awesome. Kept me away from the Hellheart on the Ogre Firebelly.
Negatives:
- Horrible, horrible Winds of Magic rolls (again! :() Second consecutive game where the Winds of Magic on my Turn 1 came out as snake eyes! In 4 turns never rolled higher than a 7 for power dice. Got 1 spell off all game (Ashstorm), but that was due to an irresistable force roll.
- All my spells were dispelled by Damien (except Ashstorm) and I only managed to dispel 1 of his spells all game. Can’t really blame the Sorcerer-Prophet here, just horrific rolling on my part.
- Having a wizard mounted on a wizard seems very risky, as when one of them miscasts, both wizards generally cop the hits. Also doesnt help that the model costs 620pts, which is very expensive.
- Couldn’t hide from the Ironblaster without taking the wizard effectively out of his casting range. Couldn’t kill the Ironblaster due a having no long range shooting and my Winds of Magic rolls failing utterly.
- Finding this guy a bit too expensive for what he does, but 2 consecutive games of poor magic dice I think is distorting the overall picture here.
Usefulness: 1/10
Dark Castellean (Fled cc and caught by Ogre bulls in Turn 4)
Positives:
- Did a 4-5 wounds to some Ogres.
Negatives:
- Failed 4 consecutive LD 10 rolls!!! Firstly failed 2 fear tests dropping to WS 1 in an important combat! Losing that combat, then failed 2 consecutive LD10 Stubborn break tests.
Usefulness: 3/10
Hobgoblin Khans (One killed Turn 1 by Sabretusk, other survived the game)
Positives: Got in the way of Damien’s Ogre units. One of the Khans prevented the unit of Ogre Ledbelchers from entering a building on Turn 1. This resulted in the Ledbelchers being charged and eventually wiped out by the K’daai Destroyer.
- Annoying and dirt cheap. Great combo!
Negatives: One was killed in a single round of cc by a Sabretusk, despite the Khan being worth 3x as much in points. Those Sabretusks are too cheap for what they do and should not be available in units of 1. 21pts for a fear causing, 2 wound, 3 attack, str 4 redirector is a no brainer.
Usefulness: 8/10
Hobgoblin Cuttthroats (Survived, but were fleeing when game ended)
Positives: Again,c heap core choice unit and an expensive points cost army.
Negatives: Achieved little in terms of game strategy. Failed to kill a 21pt Sabretusk in a round of shooting.
- Got smashed by the Firebelly breath weapon, but that was due to poor positioning by me.
Usefulness: 2/10
Chaos Dwarf Infernal Guard (Wiped out by 2 Ogre units in combined combat in Turn 4)
Positives:
- Blunderbusses. These Flame banner and the shooting is pretty awesome on these guys. If you’re careful with your movement, then the blunderbusses can really come into their own. The blunderbusses killed 3 Ironguts and 4 Ogre bulls in a full game turn. I think the blunderbusse upgrade for a core choice unit is pretty solid.
Negatives:
- Again, Expensive in points.
- Failing 4 consecutive LD10 tests doomed these guys. Going from WS4 to WS1 against Ironguts and Bulls decimated the unit. Also failing to get any magic off to help these guys also contributed significantly to their downfall.
Usefulness: 5.5/10
2 units of 3 Bull Centaur Renders (First unit destoyed by Mournfang on Turn 4. Second Unit destoyed by Ogre BSB on Turn 4)
Positives: None really. These guys did nothing all game.
Negatives:
- The first unit tried to save the Sorcerer-Prophet on a Lammasu through blocking an Ironblaster cannonball, but the cannonball went straight through a single Bull Centaur and then killed both the Prophet and the Lammasu. (amazing shot). The next turn the remaining two got a rear charge off against 2 remaining Mournfang cavalry…and got smashed. Wasnt even close. For an additional 15pts per model the Mournfang get an additional 5 attacks, 3 of which are at str 5. it was a beatdown, even with the +3 combat res for a rear charge.
- The second unit got into a great position in Turn 3 to flank the unit of Ogres that had charged the Infernal Guard. Needing a 5 or more on the dice to get into combat I rolled a 1, 2 and 2… After that failure, I knew then I had lost the game and the 4 failed LD10 rolls that followed was just further salt in the wound. So on the final turn they managed to charge into the Ogre BSB who was buffed by the +1 toughness spell. Unfortunately, the Bull Centaurs failed to kill or break the BSB, who subsequently wiped them out in the following round of combat. (The last turn before the game ended).
- The moral of the story is that 2 attacks each is just not enough for the cost of these guys. I will give small units of Bull Centaurs another try but I really think these guys need a Taur’ruk to help increase the number of attacks.
Usefulness: 2/10
Iron Daemon (Survived)
Positives:
- Steam Cannonade put some wounds on the Ironblaster and the Mournfang. Would have done more damage but I think my opponent was innocently doing the wound allocation wrong. Turns out I was correct, but it was unintentional and would not have changed the result of the game.
- I think the cannon is pretty good but you have to be mindful of charge distances. (as Thoraxe said in this thread)
- Looks tough to kill on paper, but Damien didn’t focus much energy on trying to kill it, and correctly in my opinion, focussed the Ironblaster on the Sorcerer-Prophet on the Lammasu instead.
- Did better than most other units in my army, but then again, that’s not saying much. lol.
Negatives:
- Didn’t make anywhere near its points back or have any real meaningful impact on the game. But at least it didn’t die either.
- Got locked into combat with the Ironblaster. Whilst this meant the Ironblaster wasn’t firing its cannon, it also meant the Iron Daemon couldn’t fire its gun either, and the Iron Daemon is worth almost twice as much in points as an Ironblaster.
- Not completely sold on its effectiveness, but will give the Iron Daemon a couple of more tries before reaching a final verdict.
Usefulness: 5/10
K’daai Destroyer (Survived)
Positives:
- M9 is awesome. Using the K’daai Destroyer in conjunction with the Khans works wonders.
- Ripped apart in 2 combat rounds the Ledbelchers. Then managed to get into the flank of a unit of Ironguts which contained the slaughtermaster. Killed 3 Ironguts and wounded another in 2 combat rounds. Game ended before the combat reached a decisive conclusion.
- Didn’t fail a toughness test, but the game ended at the conclusion of Turn 4.
- I will just repeat what I said before: Non-magical attacks re-rolling successful-to-wound rolls against the K’daai is brutal.
Negatives:
- Having to pursue a single enemy model fleeing from combat (In this care a Ledbelcher) due to Frenzy is annoying. Then again, its frenzy grants +D3 attacks in close combat, which is totally awesome.
Usefulness: 7.5/10
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Big up to Damien for being a great opponent and a well deserved win on his part. My dice rolls might have been abysmal, but it takes a good general on the opposing side to take control of the game. Warhammer is a dice game, and yes, we can complain about our poor luck sometimes, but it you want a game completely based on strategy then go and play chess.
If you have anything to comment on, please do, as I always appreciate helpful advice.
Thanks for reading!