Monday, November 15, 2021

Ogres vs dwarfs- final hit out.

 Final chance for a playtest game before Conquest next weekend. My Ogres once again facing off vs the Brocks of Doom commanded by the wily dwarf-in-chief Gordon.

We played Invade and even though I would like to say I gave the dwarves a run for their money the truth was a very different story. One might argue that it was a final hit out before next weekend and so a chance to try new things but truth be told I made far to many mistakes and these cost me dearly.

 Gordon noted that I did catch him off guard on turn 2 when the mammoth managed to flank charge one of the Ironguard regiments but by failing to support this charge with the hunters I ended up not doing enough damage to break the unit. Not aiding my cause any that turn was rolling not one but two double 1 checks for nerve tests. I can’t way these rolls made a huge difference but they definitely didn’t help my cause. I did however get some revenge later when a devastated unit of siege breakers survived thanks to a another double 1s troll.

Still by the end of Gordons turn 6 I was left with a couple of units on table rueing missed opportunities.

A few things to remember

1.       Make sure you angle units correctly- a couple of poor positions allowed flank changes vs siege breakers (by brock regiment) and also on the hunters. I need to take a wee bit more time and check the options (and charge ranges) when positioning units.

2.       Mammoths are taller than hunters so double charge -if you can. I manoeuvred the hunters out of the way when I should have added them to an attack instead.

3.       Berserker braves have wild charge!!!!

4.       Concentrate your fire- I failed to do this and paid the price.

5.       Do not get units in each others way. I managed to get my boomers in all sorts of tangle ups and that didn’t help my cause- as I tried to open up a fire lane for the shooters- a cunning plan which wasn’t.

6.       Linked to point 5 above, make sure the shooters have a clear line of sight from the get go- I was worried about Gordon’s shooting so deployed the shooters behind the hunters to leap frog over them, instead they should have been anchoring a flank (by the pond) as I usually do with them.  


Deployment 






Turn 1- the dwarves go first.

Gordon has started using spare bases before finalising his moves- a good idea.

The brocks sieze the initiative

the charge I didn't make but should have! Instead i amouvred the hunters out of the way of the mammoth as I forgot the mammoth was taller and so had line of sight. 


The mammoth gets a flank charge though. 




I sneak the siebreakers slightly too far out on the flank and the brocks smash into thier flank- devestrating them but thanks to the third double 1 of the game the siegebreakers hold. 

The shooters and siege breakers try to context and halt the onalsught- unsucessfully. 

The dwarves are victorious. 
Thoughts
wow, that ended up very onesided. I made far too many msitakes and failed to maximise my shooting early on and really paid the price. It was a lesson for me in many many ways and a bit gutted I didn't offer Gordon a more competitive final game before next weekend but I am looking forward to trying the army vs a variety of opponents, not at all confidnet it will do any good but we will see. 

As always a great game Gordon and I look forward to seeing how the dwarves perform enxt weekend. You have them running very, very well at present. 

Craig 


Monday, November 8, 2021

The Path to Conquest


 Conquest is an annual wargaming tournament held in Christchurch since 2002 or there abouts. I attended to first 12 or so Conquests playing Flames of War and always enjoyed them so am looking forward to getting back into gaming. The location has changed since last time I played there and there has been a small cloud over whether the event will be able to be held due to two covid cases recently in Christchurch but hopefully nothing changes in the next two weeks and it is able to proceed.  

I have spent more evening than I‘d care to admit crunching lists on Easy Army, going in circles trying to find the “best” balanced list for my ogres and the way I want to play them. I had decided on a list I was going to take (the last list I fought Gordon with) but at the very last minute changed it, mainly as the Song of ice and Fire War Mammoths arrived and the mini’s are so awesome I could not take at least one, so dropped a unit of berserker braves and the boomer sergeant to squeeze in the mammoth. A wise choice? Probably not but the model is great and needs to see some action on the tabletop. I’ve not used the mammoth so it definitely is a wild card element to the list so we will see how the army performs on the table in a couple of weekends time.

 The final army list is as follows:

  • 1x Goblin scouts
  • 2x boomer regs
  • 1x beserker braves reg
  • 1x shooter horde
  • 2x siege breaker hordes- 1 with healing brew
  • 1x hunter horde- mead of madness
  • 1x mammoth
  • 1x warlock- inspiring talisman
  • 1x Nomgorok


My thoughts on individual units

 

1x Goblin Scout Regiment

Speed 10, Def 4, 14 attacks at 4+ and nerve 12/14. Thunderouse charge 1, vicious.

I know that troops of red goblins scouts often get used as chaff but they are taken off the board if someone as much as sneezes in their general direction. Regiments on the other hand are more robust and can really do some damage if they are able to get flanks. This unit is my fast moving flanking force/threat or even a reserve if necessary and if they can get flank charges to support other units then they can pack a punch.  The key to their use is going to be NOT throwing them away in the first turn or two if I can. I have a tendency to throw them towards sharpshooters (for instance) early and so lose them as a result so want to be less aggressive with them and make use of that speed.   Later in the game when opportunities open up.

 

2x Boomer Regiments @ 140 pts each

Spd 6, Melee 4, ranged 4+, Def 4, Atks 9, Nerve 12/14. Steady aim, piercing 1, range 12”

A lot of people ignore taking the boomer regiments preferring the horde which unlock and have 18 attacks for 230 points. And after several games I can see the strength in the horde. However, in most of my games I wanted to use them to screen my advance so although they are 50pts dearer than a horde there are some advantages.

1.    This is one of my chaff units, and intend to use them to screen the advance and act as disposable chaff if necessary.

2.    Two regiments means that I can either choose two different targets or concentrate on one, so have some extra flexibility there.

3.    US 2 each regiment means they add 1 extra to my overall unit strength.

4.    Anti-flyer unit. Being able to turn (90 degrees anyway) and shoot the Boomers can act as an AA unit vs enemy flyers.

5.    Flank support, 9 attacks becomes 18 if they ever are able to get flank charges- which when hitting on 4+s with CS 1 can be a great support unit.

 

1x berserker braves reg @140pts

My third unit that I consider chaff. The berserker braves Have wild charge D3, 15 attacks hitting on 4+ and Nerve of -/15. They are a solid wee unit and a popular choice as a result. Their defence 4 means they are susceptible to shooting but like the boomers I intend to use this unit either protecting a flank or screening the advance.

D3 wild charge means they have a 13-15 inch charge range which adds an element of uncertainty for opponents.

I am not 100% sold on the unit tohug and it was a toss up between taking the berserker braves or taking a third regiment of boomers instead. I think the extra attacks and nerve of the berserkers cold come in handy though so we will see.

 

1x shooters horde @230 pts

Another unit that seems to attract a lot of discussion. Many people over look them preferring the boomers who can move and shoot without penalty, while their is a smaller group of players who rate them highly. I definitely fall into the latter group. 18 attacks hitting on 5+ with piercing 2 is not to be sneezed at and with a range of 30” they have a good range too. Like most shooting units their defence is dodgy and they have potshot so -2 to hit and so half attacks when moving and shooting so the obvious solution is to position them with decent fields of fire and don’t move. Sensible. However, they also have 18 attacks, CS 1 and hitting on 4+ in melee so are IMO a versatile multipurpose unit more than capable of getting in hand to hand later in the game if necessary. 36 attacks hitting on 4+ CS 1 on a flank charge is definitely something that can swing a fight!


1x hunters horde @225pts

18 attacks hitting on 3+ with CS1, ensnare and pathfinder the hunters come with a highly recommended tag from a number of players. They are great for clearing units out of terrain and love lurking round in difficult going terrain to maximise their ensnare. Their main weakness if defence 4. They also have a 7” move and with the mead of madness a 15” charge range so they are for all intends and purposes medium cavalry. They are susceptible to shooting though so need to be screened/used carefully but when they do get into combat they never disappoint bu that being said are also a unit my opponents like to target

 

2x Siege breakers @240pts (1 with brew of healing + 5pts)

Many players consider siege breakers and auto include unit and I am definitely one of them. They are tough with def 6 from the front with their big shields, hit on 3+ with 18 attacks at CS 2. So far I have never lost both units in a game. They are damn tough and the main hammers in the army, which means they get targeted or avoided but also provide a key unit anchoring the mainline. Point at the enemy and off you go. However, they do need to be supported and can get bogged down easily but are in most instances the unit I most want to get into the thick of things.

 

Manny the Mammoth @220pts

A last minute call up simply due to the awesome model that demanded it be included Manny is the wild card in my list. Spd 7, 12 attacks on a 4+, Def 5, Nerve -/18.

Like most of the army he has Brutal, Crushing Strength (2), Thunderous Charge (2) and strider so like the hunters will be useful vs opponents in terrain. But like the hunters needs to be supported. I like using the giant + hunter together as combination and see Manny and the rangers working together as well. The giant I have tended use impetuously at times and see this potentially being a problem with Manny too but used wisely he should add another element to the army and make a good solid support unit.

 

1x Ogre warlock with the inspiring talisman- 115pts

This was probably one of the hardest choices. I really, really like the boomer sergeants- 8 ranged attacks, 4 melee attacks all hitting on 4+ for 90 points. They are damn useful (and make for very handy chaff units).  I have been vacillating between the boomer sergeant or the warlock as one of my two main characters (I happily included one of each until Manny got the call up and at that point it became one or the other). Brutal, Crushing Strength (1), Inspiring (Berserkers only), Nimble, Ogre Warlock, Lightning Bolt (3). What is not to like?

I am hoping the extra range of the lightning bolt will be useful over the course of the games and the inspiring talisman is make him the second inspiring character in the army. Definitely a support character but if he has 3 ogre units nearby he can generate a lightning bolt 6 which is not too shabby and why in the end I went for the warlock over the boomer sergeant. I hope it works but I am already missing my boomer sergeant which is in my opinion one of the best character choices for the ogres.

 

Nomgarok (aka Nom Nom)- 140 points

Another very popular character choice with ogre players. Nom Nom is a spellcaster that can also handle melee with 5 attacks on 4+. He has some good spell options and if he does heal a unit that unit gains vicious in melee special rule. Bloodlust, Brutal, Crushing Strength (1), Inspiring, Nimble, Ogre Warlock; Spells: Bane Chant (3), Heal (4), Lightning Bolt (4)

  

Battlegroups

An important element of my list design has been the concept of battlegroups. The Germans in WWII used a flexible system of command called kampgruppes, by which they would assign and attach various formations depending on the mission. The US developed a similar system with its regimental combat teams. In my case I have developed two core battle groups which I try to coordinate and work together in most scenarios:

2x siegebreakers, 1x boomers, 1x berserkers + warlock

Hunters + mammoth + 1x boomers + warlock

As you can see one the hunters and mammoth are a bit more mobile (much more so if the goblin scouts are also assigned to this group) and so hopefully can act as a hammer while and the other battle group with the siegebreakers can be seen to be more of an anvil although they can act also make a damn fine hammer too.  

I can split the shooters and goblin scouts as flank protection or additional support for both battle groups or I can combine them to support only one as required. Thus there is quite a quite a bit of flexibility and I can change round the support options in different games as necessary but by having two core battlegroups it makes it easier for me to go into a game knowing which units I intend to work together.


Deployment

Another area I have given quite a bit of thought too is deployment. Which units do I want to deploy where? Again, terrain does play a factor , as does my opponent’s forces but as I am most likely going to be out-deployed in most missions I try not to over think it or worry too much about what my opponent is deploying. I accept that most often I am going to be deployed before my opponent puts their important counters on the board so my typvial deployment is designed to keep my forces supporting each other and protecting each other.

Sure, the terrain can, and does, influence where some units are most likely to be deployed- the shooters ideally want some sort of area terrain to deploy in or an obstacle to shoot over to make them harder to hit but also need to have a reasonable field of fire to support the main combat units. Same goes with the hunters, they prefer a wood or other area terrain to lurk in if possible. Furthermore, with only two inspiring sources I need to be careful as to where my warlocks are going to be deployed to maximise the use of thre 6” inspiring circle. So I have a couple of standardised deployments that I try to use as much as possible. When I do follow my deployment plans my army tends to fight more cohesively.

One of my standard deployments.


Final thoughts

So there you have it, a bit of theory crafting for my army for Conquest. It is a small army with only 11 units and in my various playtests have found that it really doesn’t like to get involved in the grind aspect of the game and get bogged down. With a small unit count I am usually out deployed and although many of the units hit hard they are not very forgiving and easily outnumbered and overwhelmed. Still, I think it is a fun, flavourful list and I have thoroughly enjoyed putting it together.

Enough of the theory-crafting though. I am looking forward to giving it a crack at Conquest and see how it does vs a variety of opponents in a variety of missions. My goal is to try to win 2 out of the 5 games though would be very, very happy if I could win more. We will see.

 

Craig

Sunday, October 31, 2021

KoW vs Gordon's dwarves

 Final playtest.

Last chance to try out ideas before lists are due to be submitted for Conquest and so I came up with a last minute change to add some chaff units.

 My Ogres (2000 points)

·                2x boomer regs

·                2x beserker regs

·                1x shooter horde

·                2x hunter hordes

·                2x siege breaker hordes- 1 with healing brew

·                1x boomer sergeant- inspiring talisman

·                1x warlock

·                1x Nomogarok  

I made a few changes from the last game. I decide that 4 characters was to many , that I lacked flexibility and could do with another regiment to get to 12 units on table if I could.  

I spent last night rebasing my boomer horde as 2 regiments- the theory being that as I want to use them to screen my siege breaker and hunter hordes anyway there is more flexibility as regiments, sure they work out dearer pointwise but also give more unit strength and adds a chaff option and flexibility fr target selecetion. 

Likewise I was going to take a warrior horde as my final choice but at the last minute swapped it out for 2x berserker brave regiments, again to act as chaff and flexibility. This meant downgrading the beserker bully/ sergeant as well- replacing it with a warlock.

A rejigging that gave me 12 units and a few chaff options.

Gordon played his Brocks of Doom list which he has locked in for Conquest.

 Gordon’s Dwarves

  • 2 regiments Ironclad both with throwing dogs,
  • 1 troop of mastiffs,
  • 2  troops of brock riders
  • 2 regiments of brock riders 1 with brew strength, 1 with brew sharpness,
  • 2 troop sharp shooters,
  • 1 regiment of rangers,
  • 1 berserker lord on a brock.
  • 1 lord on a beast with blade of the beast slayer,
  • 2 ASB 1 with heal 3, 1 with bane chant 2.
  • 1 hero or lord on a brock.

 Mission: Loot. Three objectives spread across the centre line whoever controlled more counters at the end f the game would win.

 My cunning plan

I’d decided to ignore the objective in the woods on the right and aim to take the centre and left hand ones. This was mainly as i didn't think the hunters could cope with the 2 Ironclad regiments and brock lord. 



This photo gives a good view of the objectives. As  I said I'd decided to go for the central and ledt hand one. I really didn't feel confident thst the hunters would be able to defeat the two Ironclad regiments which were supported by the brock lord. 
 

Gordon won the roll off and took the first turn. He concentrated his shooting on the boomer regiment in front of the siege breakers, doing 7 wounds but Nom Nom rolled really well and healed six of them. As you can see the ogres in the centre also claimed a hill. 

Gordon was trying a new tactic, rather than shielding his brocks from the Ogre shooting- which there is a surprisingly large amount of, he wanted to stay in the open. I obliged him and concentrated all my shooting (2x brock regs, shooters, and warlock) on a brock troop blasting it off the table. 

Bottom of turn 1- the goblin scouts with their 20" charge range threaten the brock riders flank. On the far right the borck lord is making a solo run down the flank while both Ironclad close in on the objective. I forgot the lot tokens are moveable so my cunning plan to contest later in the game came unstuck next turn when the dwarves grabbed the loot token then ran off with it!

Turn 2- I threw a berserker regiment at the troop of brocks. Gordon pointed out afterwards that I shuld have also advanced the siege breakers to within 12" of the beserkers to counter charge the next turn- I on the otherhand was thinking that I would charge off the hill when Gordon went for the objective. Funny how each player sees things differently. 

I again I concentrated my fire and this time blasted a brock regiment to smithereens- which I must admit gave me cause to think I had a chance in this one. Two brock units down so far. 

Turn 3. Gordon's reposne? A triple charge. Ouch! The outcome of this one was pretty much a foregone conclusion.  

Yep. In the top of the photo the brock lord can just be seen peeking out beyond the tower. 

Turn 4. The goblin scouts got sniped by the sharp shooters. The boomer regiment in front of the sharp shooters had also finally been removed- lasting a couple of turns longer than they should have thanks to Nom Nom. The beserker braves have entered the wods and so threaten the rangers so Gordon threw the mastiffs at them- the bserkers saw them off on the counter charge.  


This is the turn where the wheels start to fall off. The siege breakers on the right should have continued to suppor tthe centre rather than wader off after the Ironclad. the ther siege breakers grab the centr eobjective. I was confident that my shooting at the brock troop by boomer reg, bomer sergeant, warlock, shooters and Nom nom would blrw the already damaged troop off hte hill but I failed to finish off the brocks (low nerve roll) and so suddenly my siege breakers are facing a double charge in the fornt and flank by brocks! 



Yep, in DBA this would be called closing the door. My own fault, I shouldn't have been so cocky and had the bomers been better positioned it would not have allowed the flank charge to happen. Clever use of the brock lord also allowed Gordon to charge just part of the siege breakers front. 

Gordon also throws the Ironclad to hold up the siege breakers and cover the other Ironclad regiment which is running off with a loot token. I was tempted to head the hunters to reinfrce my centre and left but in the end turned them to cover the shooters from the brock lord instead. 

A Brock, A brock, my kingdom for a brock!

Close up of the fighting vs the siege breakers. 

The scrum in the centre.

The siege breakers are destroyed, the brocks capturing their loot token. On my turn the bomers and Nom Nom shot the brock troop, devastating them...  until I rolled double 1s!!!! F#@K!!! Those damn brocks are invincible.

The brock troop slams into the boomer regiment destroying them while Nom Nom stares down the brock regiment.

The rangers and sharper shooters still contrl the left flank and not much I can do aobut either. 

Turn 5 or 6. The brocks head off towards the left objective, and Gordon advances his sharp shooters. The lord on the brock charges Nom Nom. 

In response, Nom Nom uses his nimbleness to withdraw, dance round the brock lord and flank charge the badly wounded brock regiment killing them and claiming a token. The beserker braves though danaged a poised to grab the objective on the other side of the hill.  

Turn 6 On the right the hunters, siege breakers and shooters chase the retreating Ironclads. Nom Nom was waivered by the  rangers. If the game ends now then it is a 1-1 draw. 


Alas Gordon rolled a 4 and there was a turn 7. The rangers grabbed the objective in front of the wall- the brck lord having killed the beserker braves the previous turn. Gdon blocked thehunters and siege breakers from charginf down and grabbing a loot token from the Ironclad by sacrificng an army standard, whle Nom nom was killed by the sharpshooters. 
 
Result: 1-0 to Gordon.

Thoughts
Wow, what a game! That one really went down to the wire. Again their was plenty to be learned but felt that my tactics were solid, a couple of dice rolls went agaist me but that is wargaming. Gordon was really on the back foot turn 2 with two Brock units down but as he pointed out afterwards me nt advancing the siegebreakers into charge range gave him the ipening he needed to counter attack and get back into the game. Still it really was a good game and felt that we both had opportunites to take it but  in the end though Gordon was able to sacrifice a the standard bearer to ensure he kept an bjective. 

Two losses over the weekend but both good games and I feel happy with the way the list has evolved and liked the balance of this version. The 4x regiments added plenty of flexibility on attack, could act as chaff,  added to the unit strength of the army and although they didn't do anything this time the scouts added another dimension for Gordon to take into account so like the overall balance I have now. 

KW: Goblins vs Ogres

  

Another very enjoyable game KoW yesterday vs Josh’s goblins. Conquest in Christchurch is only a few weeks away (if it is able to go ahead due to Covid- CHCh has some cases after a yea and although vaccination rates are getting up there still not at the 90% gov’t requires) and army lists are due so this weekend was our last chance to try out ideas. Josh has been busy working on getting his army ready and each game has more units completed; he has a few substitutes at present but the army is coming along nicely. Below is a shot of his nely done trolls. 

Recently he has swapped from goblin rabble hordes to goblin rabble regiments t act as chaff and this is working well for him.

I too had made  a few tweaks to my list, wanting to try out two hunter hordes and added a regiment of warriors.

 Mission: Loot

Josh’s goblins (2000 points)

·                4x Goblin regiments

·                3x troll hordes

·                1x mincer mob

·                1x mincer

·                1x winggit

·                1x goblin king

·                1x goblin wizard

·                1x mawbeast pack

·                1x Magwa and Jos

·                1x troll buiser

·                Something else?

 

My Ogres (2000 points)

  • 1x boomer horde
  •  1x shooter horde
  •  2x hunter horde- mead of madness
  •   2x siege breaker hordes
  • 1x warrior reg.
  • 1x beserker bully
  • 2x boomer sergeant
  • 1x Nomogarok  

This game we used a clock which did change the way we played and I rushed, perhaps too much at times- for instance on turn one I completely forgot to shoot my boomers!

 Deployment 


Turn 1 ogres go first- and forget to shoot the bomes but did damage the magwa'ns. 

 
The goblins advance in the centrre. 

Turn 2- the goblin regiments almost take out the boomer horde! While a mincer bounes off a siege breaker horde. 

Turn 3 and the two armies clash. 

I use Nom Nom to heal the boomers and they hang in there. 


Turn 4. On the left flank the hunters and trolls are duking it out but I continue to lose untis. 

Turn 5: I am fast running out of units. nom Nom spends most of the battle healing untis. 


Turn 6- I've not much left to contest. 

The shooters at least hold one objective and the goblins bounce off them. 

The pivtal final move- the troll bruiser charges the flank of the siege breakers adding his +1 unit strength to sway the objective to the goblins.

Thoughts

Josh played his army well, he can afford to lose units and ensured that he held up the units he needed tow- the tw regiments of goblin rabble on turn 1 almost took out the boomers and Josh was able to keep my force under pressure, a couple of key battles in the end fell his way and although the score was 4-1 to him the game was actually a lot closer than that- till the start of turn 6 anyway.

I have a small army and really struggled vs the grindy goblins. I got stuck fighting chaff and although the game swung a couple of times in the end the goblins were able to hold up the ogres and allow the trolls and troll bruiser to wrestle the game back to the goblins. Turn 4 I decided not to lightning bolt the damaged winggit and this allowed it to claim a 2 point objective without me able to interfere so that was well played by Josh.

I think we both focused well on objectives  but in the end I lost too many units and the troll bruiser was able to swing the second 2 point objective to the goblins on turn 6 (4 vs 3 unit strength for the win) to change a 2-1 victory to a decisive  4-1.

I think I may have one character too many and need another regiment or two in the list so have  a cunning plan for next game (and final chance to test ideas) vs Gordon…

 Craig