Game 2: Warriors of Chaos vs. Ogre Kingdoms
Mushrooms
 

Deployment

Both the Warriors of Chaos and Ogre Kingdoms spread their battlelines across the table. The Chaos general rolled spells Flickering Fire and Call to Glory, the other disc-mounted sorcerer rolled Flickering Fire and Treason of Tzeentch, and the exalted hero joined the marauder unit. The Ogre tyrant joined the inronguts and the butcher joined the large unit of bulls.

Deployment Warriors of Chaos Key Ogre Kingdoms Key
 

Turn 1

The Ogres advance towards the hill. The butcher buffs his own unit with Toothcracker. The hunter shoots his harpoon at the Chaos warriors, but misses.

The Warriors of Chaos move forward slowly. One unit of warhounds moves round the tower, the other moves out to bait the Ogre bulls. Flickering Fire is dispelled by dice and Treason of Tzeentch is dispelled by a scroll. Fireball causes 1 wound on an irongut. Banner of Wrath inflicts 1 wound on a leadbelcher.

Turn 1 Warriors of Chaos Key Ogre Kingdoms Key
Photo: Photo
 

Turn 2

The Ogres move quickly and take the high ground. One unit of Ogre bulls charge a unit of warhounds which elect to flee. The hunter releases his sabretusks which charge the giant and deal 2 wounds; the giant deals no wounds in return*. The butcher casts Bonecruncher on the Chaos warriors, killing 1*. The leadbelchers kill 16 marauders*.

The Warriors of Chaos charge into combat. The knights and horsemen kill the maneaters and overrun. The other knights break and run down the Ogre bulls. One spawn assists the giant and inflicts 1 wound on the sabretusks, the sabretusks deal another wound to the giant. The Chaos warriors kill an irongut, then lose 4 models to the tyrant's Thundermace*, but hold firm. The marauders break and flee, but the other spawn prevents the large Ogre bull unit pursuing.

Turn 2 Warriors of Chaos Key Ogre Kingdoms Key
 

Turn 3

The gorger enters the battle. The hunter charges into the central combat; the Chaos warriors kill an irongut but then break and get run down. The remaining small Ogre bull unit charges into the spawn combat; the Ogre side deals 2 wounds and the spawn inflicts 1 wound on a bull. The leadbelchers charge the warhounds, break them, and run them down; they overrun into the sorcerer. The giant and spawn kill one sabretusk and the other runs away.

The marauders rally. The warhounds by the tower position themselves to protect the knights from the gorger and to bait it away. The spawn in combat finally dies. The sorcerer in combat breaks but escapes pursuit.

Turn 3 Warriors of Chaos Key Ogre Kingdoms Key
 

Turn 4

The remaining sabretusk runs off the table. The hunter charges the fleeing sorcerer, forcing him to run off the table as well. The gorger is forced to charge the warhounds, which elect to flee. The leadbelchers charge the marauders, who also elect to flee. The tyrant's irongut unit turns to face the oncoming Chaos monsters. The butcher kills 1 knight with Bonecruncher.

The horsemen charge the small unit of Ogre bulls, kill 2, and then overrun into the larger unit. The knights charge the larger unit, break them, run them down, and both cavalry units overrun towards the centre. The giant kills an irongut, but the spawn is killed.

Turn 4 Warriors of Chaos Key Ogre Kingdoms Key
 

Turn 5

The tyrant kills the giant. The hunter shoots 1 knight, but they pass their panic test. The leadbelchers charge the marauders, who again elect to flee.

The horsemen charge the leadbelchers, kill 1, and then run down the other. The knights charge the ironguts, kill them all, and then run down the tyrant. (Before dying, the tyrant killed 3 knights with his Thundermace*.) The sorcerer moves to lend his leadership to the fleeing warhounds and destroys the hunter with 7 S7 hits from Flickering Fire.

Turn 5 Warriors of Chaos Key Ogre Kingdoms Key
Photo: Photo
 

Turn 6

The gorger is forced to charge again and the warhounds elect to flee again, baiting it in sight of the sorcerer.

The warhounds and marauders rally. All Chaos units reform to face the gorger. The sorcerer inflicts 1 wound on the gorger with Flickering Fire.

Turn 6 Warriors of Chaos Key Ogre Kingdoms Key
 

Summary

The Warriors of Chaos won the game conclusively, leaving only one Ogre model alive. The knights and frenzied horsemen hit very hard and broke most units after one round, despite not having a standard. The tyrant's irongut unit was hard to crack, requiring a giant, a spawn, and a unit of knights to finally break it.


*Note: Ogre Kingdoms are a new army in our group, so we weren't familiar with the rules. It was discovered after the game that a lot of mistakes were made which gave the Ogres some advantages, but since the Warriors of Chaos won the game anyway there was no need for a rematch. Some of the mistakes are listed below.

The leadbelchers hit automatically—22 times, killing 16 Nurgle-marked marauders in one turn. The Thundermace hit every target at S8, killing several warriors and knights. Bonecruncher was once used without line-of-sight. Bull charges were used regardless of the charge distance and Ogres not in base contact with the enemy had their impact hits counted. Rank bonuses were given for 3-wide Ogre units. Sabretusks were counted as big targets on the giant's attack table.

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