Togg's Waaagh!

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Okay, time for the last stretch.

As I said I was now at 46 BP, and only in need of another 4 to reach my goal. So when I walked up to the list showing who I would face I got pretty chocked. I was up against one of the best players in Sweden, a member of our ETC team and the winner of several tournaments over the years, including the one I co-hosted. Why on earth was I up against him I wondered. I mean, I'm not a very good player, always struggling to make it to the top half. He's a great guy though and I was sure I would have a good time gaming, but reaching my goal suddenly felt pretty hard.

He is at heart a DE player, but have been experimenting with other armies for some time. On this tournament he brought VC, thankfully not the same army he won my tournament with (16 Hexwraiths, no idea what I would have done against that). He instead brought this army:

Vampire Lord; Lvl 2, mounted on nightmare, Red Fury, Quickblood, Beguile and some fancy magic items.
Vampire; Lvl2, mounted on nightmare, Supernatural Horror, Beguile and some items.

3x units of 28 skeletons
1 unit of 18 skeletons (min core and very cheep in comp aspect)

3 Vargheists with Vargoyle

10 Black Knights

2 Fellbats

2x Terrorgheists

1 Varghulf

He rolled up one IoN on each vampire, Vanhel's on one of them and Raise Dead on the other.

During the game I just had to ask him about how it was possible that we even played against each other. As it turned out he had just been beaten by 0-20, while I had won 20-0. He had played against the army that went ahead and won the whole tournament, you can check the complete list out by following the link. In summary, light battery + heavy fire power, and on top of that a Hex Scroll that turned the VL into a frog while in combat, resulting in his death.

Anyway, here is what our game looked like after my first turn, sadly the sun decided to shine brightly on our battlefield (burn vampires, burn!):
ai1222.photobucket.com_albums_dd482_Albin_Moller_P9011001_zps65dc3907.webp

ai1222.photobucket.com_albums_dd482_Albin_Moller_P9011002_zpsccdc4060.webp

ai1222.photobucket.com_albums_dd482_Albin_Moller_P9011003_zpsbfee5007.webp

Everything in his army is pretty visible, though his 4th skeleton unit is hiding way down in the right corner.

By this time I have moved up my squigs in hopes they might do some damage. The mangler jumped forward and my wyvern tried to take a good position (in range to cast foot but far away enough to be safe from the terrorgheists). Magic saw the foot stomping away a few knight and taking a few wounds on the TG on the hill, and the rock lobber took a few more bringing it down to just one wound. Both spear chukkas failed.

In his turn the knight moved up closer to the squigs, while both TG few down and landed in front of the mangler squig. All three units were pretty well lined up. In his magic phase I had many priorities. Every spell would bring back wounds on the damaged TG (IoN two even), but for my plan (very simple really, you'll see) to work I could not allow him to move any of his units away from their position, nor could I allow any zombies to block the path. In other word, I could not let a single spell through. I managed to dispel everything with dice but was left with nothing when he used his last three to cast Raise Dead... but he failed (had he succeeded I would have used my scroll). Shooting saw the mangler being turned to vapour and a few squigs died in the unit.

My turn. I charge in with the squigs against the knight. The Pump Wagon jumped into the Varghulf. I stupidly moved my wyvern up close to that combat, something that would prove devastating and that I still can't forgive myself for. Magic only killed one Vargheist. The Rock Lobber however had a good day, and scored a full hit on the undamaged TG, taking it down to one wound aswell. And now for my genius plan. In combat the vampires slaughtered their way trough the charging squigs, and the knight killed another few. The squigs took a wound on the lord an killed a few knight in return. Then came the break test, and I failed it! Thank god! The squigs exploded, giving everything within I think it was 7" D6+2 S5 hits. This is how it looked after those hits had be resolved (before removing the destroyed squigs):
ai1222.photobucket.com_albums_dd482_Albin_Moller_P9011004_zps96e6cf0f.webp

Notice the lack of Terrorghesists in this image. I got 8 hits on both, taking them down. Sadly there is another thing to not in the image, a sad thing. The Pump Wagon managed to put a few wounds in on the Vargulf, but was ripped to pieces, allowing the Varghulf a free reform. Darn, how did I not think of that?! It turned to face my wyvern, giving him an opportunity to kill it, which would otherwise have been hard since the TGs were now dead. After the squig fight the knight reformed into a 2 wide conga line (this game really open my eyes to combat reforms), and the VL, being quite angry about the loss of his cute pets, gorged himself on squig blood, recovering one wound (!).

In his turn he charged the knights into the Orc Horde, terror test... 10, reroll... 11. They flee through the Goblins and off the table. The Golbins fail their panic test and follow them. Lost both BSB and lvl 2 goblin through that. The knights redirected into the Big 'uns with the Warboss. The Varghulf charged into the wyvern, did not flee with risk of fleeing of the table. Combat was pretty obvious, the Big 'uns were slaughtered in droves, but held due to steadfast. Reform to make sure the troll did not see the flank. Shaman on wyvern was killed, wyvern run down (I think, died did it atleast).

The only real thing I accomplished in my turn was to shoot the Varghulf in the back with a Spear Chukka, killing it. In combat the Big 'uns were killed and broke from combat, not chased down though.

The rest of the game he hunted down the last pieces of my army, the last thing to stand was my Wolf Boss, before dying he was given the name Rudolf by my opponent.

Time to calculate the points. I also got a 600 VP bonus due to the comp difference. All together I made just above the limit to get 4 points! I had succeed! (Long after the game I remembered that I had wrongly awarded him VP bonus for killing my BSB, the Orc canner and the Goblin banner, but in the end it would have made no difference).

In the aftermath we also talked a little about the game, and he revealed that when the game stared he was sure that his monsters would go berserk on my army, me not having that much to stop them, but they were the only things I killed ^^

I cannot help but wonder what would have happened had I not placed my wyvern where I did...

Anyways, time to reveal the winners of the painting competitions. The troll-like treeman with staff won the single miniature competition, and the Wood Elf army it belonged to won the army competition. The Pirate Dwarf army and the Nordic Chaos army, both with their respective single miniatures, to second and third place in some configuration I can't remember.

I summary I was a wonderful weekend, it was ended by one of the best games I have ever played. I had also reached my goal of making it past 50 BP, which I had not accomplished for some time.

Hope you enjoyed reading this. Cheers.
 
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Thanks, glad you liked it Tom, and you too Seth.

Yea, the more time goes on I do realise that my painting is pretty oldschool, or is at least getting oldschool. I like it though, that is the way I want it. It is nice to know I'm not to only one to notice it.

I can also inform that I have a few minor additions to the Orc army brewing atm. Just a bit of reinforcements and improvements for two upcoming tournaments. I also promise to make reports from at least the first of said tournaments.
 
Mad said:
Thanks, glad you liked it Tom, and you too Seth.

Yea, the more time goes on I do realise that my painting is pretty oldschool, or is at least getting oldschool. I like it though, that is the way I want it. It is nice to know I'm not to only one to notice it.

I can also inform that I have a few minor additions to the Orc army brewing atm. Just a bit of reinforcements and improvements for two upcoming tournaments. I also promise to make reports from at least the first of said tournaments.

Yea somewhere in the late 90s - early 2000s GW really began to phase out colors that popped. I noticed it first in OnG armies GW cranked out. Goblins were no longer a brighter poppin green, they were just one shade lighter then orcs instead of that bright bright green. Then with Chaos it was really pronounced with everything getting dumbed down off the bright tones. Khorne, Nurgle, Slaneesh the most. I remember Slaneesh having tons and tons of bright pinks, all that disappeared. Lizardmen, Empire, Dwarves, across the board everything went to muted tones. When NMM became the new "thing" it only accelerated the trend imo.

It's kinda cool now though. I roll out painted (or partially painted lol) armies and younger players who were born in the mid or late 90s jaws drop and ask me how I learned to paint like I did. I tell them to open up issues of White Dwarf issues 180-230 and everything I know I learned from looking through those lol. I see paint schemes like yours, mine and a few others and I can't help but think you came out of the same generation of players or learned from someone who came up in that gen.
 
That's funny, because I remember before they started using all the very bright colors, in the Rogue Trader era, when everybody was dirty and Slaanesh was colored in muted pastels.
And then they started slapping that godawful orange-red on everything. Everything! Bolters, especially Ultramarine bolters, where it clashed violently with the blue. And claws! I recall vermin lords and other monsters looking like they'd just gotten a nice manicure. I'm not opposed to the use of bright colors when used sensibly, but I consider the Eavy Metal team's abuse of the color red to be a crime against man and nature.

I may have some baggage on this subject.

I really like both of your color schemes and paint jobs, by the way. None of my bile and hatred is directed at you.
 
@Tom: Noticed that phaseout of bright colours too. It really bugs me. When I was going to paint my sorcerous portal quite recently I bought a new blue paint, but was disappointed by the fact that all the new blues were greyish. Nothing like the old Midnight Blue. I really wonder why they do as it only limits the effects you can achieve. I mean, you can always dull a paint out a bit by adding bleached bone or something, but it is hard to go the other way around. I can also agree on the NMM thing, although it can be done in a way to make it bright.

I get similar effects sometimes when visiting the local GW, nothing but kids there. And I really am not that much older. I guess I was taught near the end of the bright era. And I found my way of painting quite fast. Always like the bright colours, and added more and more with each unit. It culminated with my Savage Orc Boar Boyz, where every single part on a model is unique. I was too much really so I've toned it down a bit. It is hard to find a good balance though, as I now sometimes struggle with keeping the colours bright enough to my liking. The Squig Warboss is an example of that. While I am insanely pleased with him I still think he is a bit dull. Don't know what I would change though.

@Calyptra: I know what you mean. Looking back at the really old stuff can be quite interesting. Another thing that really stings the eyes for me is the bright green bases, and base edges. While I like colour I think that too much on the base steals attention.
 
Nothing like setting up your army for a game and realizing that your models are physically older than your opponent. Or that some of your units are old enough to drink legally.

The bright green edging on bases bugged me too; I think the edging of a base should be a darker color than whatever's on top of it, or it detracts from the model.

I always blamed GW's red period largely on Mike McVey. He's utterly redeemed himself in my eyes though; his work for Rivet Head Studios at Privateer Press has been fantastic. I think someone took away all his orange-red paint.
 
somehow forgot to read The last BR and now found it on a slow night at work. :D

also the 'red era' wow, memory lane...
back whenbi started too first chaos warriors was the monopose plastic ones. horrible. and everything on these goblin green bases.
Infernal skull still make it work, but prolly the only one;)

i might be able to help you on the midnight blue paint if still needing it. ill check monday
 
A terrible battle is about to begin.

I'm packed up and ready to play a legendary game of warhammer. Bellow you can see the only miniatures in my OnG army that won't participate in the battle:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6211591_zps0cac817c.webp


Here you can see a portion of the army, ready to go:
P6211592_zps64a07757.webp


The rest is in here:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6211593_zpsb76778c6.webp


Stay tuned for more reports on the great march of my glorious Waaagh!
 
@Von Calyptra: Yes, yes they are. I juggle quite a lot, or at least did two years ago. Now I just do it every now and then mostly as a way to relax my mind.

Alright, battlereport time.

We played a 5000pts game with my modification to the rules, we added 6” to the Inspiring Presence of our generals.

First a shot of my army:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221594_zpsd06b4587.webp


And here is the armylist.
Black Orc Warboss, general @255
Tricksters helmet; Talisman of Preservation

Savage Orc Warbosss on Wyvern @419
Armour of Gork
Great weapon; Shield

Goblin Warboss on Gigantic Spider @224
Wizarding Hat
Light armour; Spear; Shield

Night Goblin Warboss on Great Cave Squig @106
Enchanted Shield
Light armour; Spear

Night Goblin Great Shaman, lvl4 @245
Healing Potion; Staff of Sorcery

Orc Big Boss, BSB @124
Glittering Scales; Opal Amulet
Great weapon

Orc Shaman, lvl2 @150
Dispel Scroll; Ruby Ring of Ruin

Goblin Shaman on Giant Wolf, lvl1 @77
Channelling Staff

Orc Big Boss @59
Great weapon

Golbin Big Boss on Wolf Chariot with extra crew @113
Dragonhelm; Potion of Foolhardiness
Light armour, Great weapon, Shield

41 Orc Boyz @322
Shields; FC

30 Big 'Uns @380
Spears; Shields; FC
Razor Standard

50 Night Goblins @300
Nets, 3x Fanatics, FC
7 Golbin Wolf Riders @114
Spears; Shields; FC

15 Savage Orcs @170
Additional Choppa; FC

20 Goblins @110
Shields; Short Bows; FC

30 Squigs @270
10 hearders

24 Black Orcs @352
Shields; FC
Gleaming Pennant

8 Savage Orc Boar Boyz @221
Spears; Shields; FC
Banner of Eternal Flame

2 Goblin Spear Chukka @70

2x2 Snotlings @60 each

Mangler Squig @XX

Rock Lobber @95
Bully

Goblin Doom Diver @XX

Snotling Pump Wagon @85
Out-rigga; Spiky Roller; Giant Exploding Spores

Giant @XXX

6 Stone Trolls @ 270

And here is a pictures of the army I faced:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221595_zps9711b3cb.webp


Minus the Daemon Prince in the middle of the back row, he was just there for Eye of the Gods.

And his armylist.
Lord of Nurgle, general @333
Shield
Trickster's Helmet; Sword of Anti-heroes; The Other Trickster's Shard; Soul Feeder

Lord of Nurgle @358
Shield
Wizarding Hat; Chaos Familiar; Burning Body

Sorcerer of Nurgle, lvl4 (nurgle) @350
Talisman of Preservation; Sword of Might; Ironcure Icon

Exaltet Hero of Nurgle, BSB @221
Halberd
Helm of Many Eyes; Dawnstone; Scaled Skin

Sorcerer of Nurgle on Daemonic Mount, lvl2 (death)
Chalice of Choas; Opal Amulet; Charmed Shield

18 Warriors of Nurgle @382
Halberds; FC
Banner of Eternal Flame

18 Warriors of Nurgle @351
Shields; FC
Standard of Discipline

3x Chariot of Nurgle @125 each

2x5 Warhouns of Nurgle @35 each
Poison

5 Horsemen of Nurgle @115
Spears; Shields; Javelins; Horsemaster; Musician

Chimera @245
Regeneration

Warshrine of Nurgle @XXX

18 Chosen of Nurgle @494
Halberds; FC
Wailling Banner (terror)

3 Dragin Ogres @214
Great weapons; Shartak

6 Trolls @228
Additional hand weapons

Hellcannon @XXX

4x Spawns of Nurgle @XX each

Giant of Nurgle @215

Vortex Beast @XXX

These are the spells we rolled. I got Lore of Metal on Mad 'At and he got Lore of Light on his wizarding hat dude:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221598_zps37af0921.webp

This is how it looked after deployment:
Right flank:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221599_zps4f5d5df7.webp


Centre:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221600_zps119d8a69.webp


Left flank:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221601_zps5c146e86.webp


Whole field:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221602_zps4bf89c19.webp

I was pretty happy with the deployment, my giant and pump wagon especially as they both were aimed at the shield warriors. What's really sad though is that I always felt that practically any of my units could handle those, while nothing in my army could handle the halberd wielding guys.

He got first turn. Movement saw a slight march forward with his ranked blocks, and the chimera flying up far to face the flank of my wolf riders. First blood was also draw by the the forrest in my deployment zone, which turned out to be a wildwood that slew two Orcs. In the magic phase the Sorcerous Portal threw Souldblight on my Snotlings, bringing them down to T and S 1. He then tried to cast Spirit Leech on one of my Spear Chukkas, but I dispelled. He also failed to reach the casting value of Doom and Darkness directed at my Trolls. The Hellcannon fired at my Wyvern Warboss but scattered of, putting a wound of Mad 'At and failing all 3 wound rolls on the Savage Orcs.

After his turn 1:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221603_zps82ffcb32.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221604_zpsbdc22702.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221605_zps9f8b240b.webp

In my turn I advanced quite cautiously with my front, and with the Pump Wagon taking the lead. That Savage Orcs decided to squabble. Out on the right flank I tried to move my units so that I would kill the Chimera, while the Wyvern Warboss got in position to charge something next turn. In the magic phase the portal threw another Soulbligth at my Snotlings and I failed to wound with 'Eadbutt on his Death magician, most of my other spells were out of range. Shooting revealed a charmed shield on the Death magician, which blocked a flying spear, a flying goblin managed to take one wound of him though. The Rock Lobber misfired and would not be able to shoot next turn.

After my turn 1:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221606_zps2daa87f6.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221607_zpsa1bbbd3a.webp

In his second turn he charged the Chimera into my Boar Boyz and his Death Sorcerer into my Snotlings, who sadly failed to wound with their SnS mushrooms. On the right flank he moved up a bit while the centre remained quite stationary. His warhounds befriended my Mangler Squigs and both parts were obliterated. The magic phase was started by the portal throwing Wyssan's on the Death Magician. I let Doom and Darkness through on my Trolls since I had no plans to move the much next turn. Instead I dispelled every damage spell he threw at my Pump Wagon (Spirit Leech, Vortex Beast and Rancid), the +1 from Staff of Sorcery was much appreciated. His Hellcannon also fired on the Pump Wagon. It hit, it wounded .... and … rolled a two for number of wounds! In combat the Death Sorcerer managed to max out his number of kills (5) which was exactly what he needed to to destroy the whole unit. He overran into a spear chukka. In the other combat my Board started by rolling terribly and only putting in 1 wound on the Chimera (remember the flaming standard). The Chimera ate most of the Orcs, the rest broke and the Chimera failed his Ld-test and was forced to run after, landing right in front of my Black Orcs.

After his turn 2:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221609_zpsd8ff49fb.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221610_zps4cda726d.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221611_zps41acf1cc.webp


The Black Orcs wasted no time and charged into the Chimera.
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221612_zpsf657f5f4.webp


My Wyvern and my Wolf Chariot each charged a spawn in front of them and the Pump Wagon rammed itself into the shield Warriors.
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221615_zps38e8222b.webp

My Squigs then moved up as far as they could, hoping to cause as much damage as possible before his units hit my lines. Magic saw little action. Itchy Nuisance and Vindictive Glare both went of at his Chosen, but all that happed was that their I and M were reduced by 1. In the shooting phase my Doom Diver misfired and destroyed itself, a Spear Chukka managed to kill a spawn though. In combat we started with the Chimera fight. I opted for Great weapons to make sure I killed it and as insurance if something else would charge in. The Chimera then rolled like a god killing 12 Black Orcs in total (and it didn't even have Flaming Breath!). The Black Orcs rolled quite good, causing 7 wounds, of which he regenerated 5, leaving the Chimera with 1 wound left. The Black Orcs thankfully stayed put. My Spear Chukka was killed, as were both his Spawns, though the Wyvern took 2 wounds in the process, and the Horsemen panicked of the table. The Pump Wagon rolled a mighty 4 impact hits, killing 3 :slapface:

This is how it looked after my turn 2:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221617_zps2662ffe5.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221614_zpsaa1b0ebe.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221616_zpsbb4c299e.webp

In his turn 3 he charged with the Dragon Ogres into my Savage Orcs, his Death Sorcerer into my Wolf Chariot and the Shield Warriors + Trolls into my Squigs. This triggered my Fanatics who killed a bunch of Warriors and a few squigs as well. The Giant failed to charge my Black Orcs, and the Chosen did the same with my Trolls. His last remaining Spawn tried to make it into contact with my Squigs but failed and instead placed himself in the way if the the trolls would like to overrun. He got Miasma of Pestilance and Curse of the Leper (rolled 1) of at his Shield Warriors but nothing else. His Hellcannon tried to shoot my Night Goblins but Misfired and blew up, killing a few Warriors nearby but only causing 1 wound one my wolf mounted Goblin Shaman right next to it. In combat my Black Orcs Managed to kill the Chimera with relatively few casualties. The Squigs were destroyed but the killed a troll and some Warriors. The Trolls could not overrun due to the spawn and the Warriors just didn't reach my Big 'Uns. My Savage Orcs pwned his Dragon Ogres but did not catch them when they ran away. His Death Sorcerer killed my Chariot, but I now realise that we totally forgot about it being a character :tongue:

After his turn 3:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221620_zpsb50fb4fe.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221621_zps90efc0a3.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221622_zps4c26bd06.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221619_zps653efc00.webp

I did not dare to charge his Shield Warriors with my Big 'Uns, they were too buffed up by spells, I would lose my spear bonus and my wall. The Night Goblins wanted to charge his trolls but realised it was impossible due to the length of their unit. The Trolls did however charge his Chariot, running right by his Chosen. My Squig Warboss charged his Death Sorcerer and my Savage Orcs chased his Dragon Ogres a bit further away. The Black Orcs charged his giant aswell. I moved my Wyvern up to get back in the game. Magic saw me buffing up my Big 'Uns with both Glittering Robe and Gift of the Spider God. I also reduced the Chosen's I and M by one again. My last remaining Spear Chukka destroyed itself and the Rock Lobba misfired again and again would not be able to shoot in the next turn. In Combat my Squig Warboss ran his Death Sorcerer down, the Black Orcs were crushed under the giants feet (he had to roll Jump up and Down) and my trolls broke his Chariot but let it flee.

After my turn 3:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221623_zps2517ae94.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221624_zpsa98a549a.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221625_zpsff4f4ef1.webp

He did now not dare to charge my Big 'Uns so we had a deadlock. His Trolls did charge into my Night Goblins, the Warshrine into my Squig Warboss, the Giant into my Savage Orcs and a Chariot along with the Vortex Beast charged my Trolls. Magic did not do much. In combat my Trolls stood their ground and reduced to Vortex Beast to one wound. My Squig Warboss was killed and the Savage Orcs were reduced to just the champion left, who fled. His Trolls killed a lot of Night Goblins, my General put in a few wound and I fled. I failed a Ld 9 steadfast breaktest with reroll and fled. The Trolls ran them down and overran into Mad 'At.

After his turn 4:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221626_zps5cd7b61a.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221627_zpsebc9cee6.webp

My Wyvern failed its frenzy Check and was forced to charge his Dragon Ogres. I tried to move around a bit to save what was left but there was not much I could do. I combat my Warboss won, but his Wyvern was reduced to two wounds. Mad 'At was puked to death and my Trolls broke and were run down, they did not even manage to kill the Vortex Beast.

After my turn 4:
ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221628_zpsafcfaa00.webp


ai1222.photobucket.com_albums_dd482_Albin_Moller_P6221629_zps25dc2b49.webp

After that he combo charged my Wyvern with the Giant and a chariot. The Warboss was beated because the Wyvern bled combat res. His trolls charged my Goblins who elected to flee so the Giant instead took the charge. My Orc Horde was charged by the Chosen, the warshrine and a Chariot, something that after a while would have resulted in the death of all the Orcs. We stopped right around here, only I tried a charge with my Big 'Uns, a combat that probably would have worked in my favour after a while, but I all depended on how much hurt his two characters could dish out.

In the end it was a crushing defeat for me. I blame the two last Ld 9 checks for that. But is was a rather fun game. Maybe a bit to much work to make it happened, especially since the dice were so mean, but the game actually works rather well even at this point scale. I like how magic was so toned down. What's sad is that I think it would be much more beneficial to just increase the sizes of the units rather than the number of units, again shifting the game more towards deathstars. Next time we might try it with a bit fewer points but with lists made with comp to balance it better. Although I'm not sure it would help me that much since his warrior lists usually get a pretty high comp score even with those halberd wielding warriors of death that nothing in my army can handle (well, maybe the Night Goblins).

That's all for now, thanks for reading. Cheers!
 
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Nurgle Chaos Warriors, ouch :rolleyes:

It was a fun read and the pictures were awesome, nice to see two wonderfully painted armies dishing it out xD I also liked the thing that he also used the Wizarding Hat ;)

5000 points, I'd like to play at that level someday, but that would probably take two days at my pace :slapface: Also, your thought about needing bigger units is worrying - the game could use some smaller units. Hordes look good on undead, but orcs could fare better in smaller units, it would look better I think ;)

And well, good luck next time :thumbsup:
 
Hey all!

Taken some newer pictures of a few things in the army. Mostly since I noticed the older pictures were not very good and my centrepieces deserve better.

So here we go, first up is Mad 'At himself. For those of you who are unfamiliar with this character, he is my army mascot and it's true general. He wears a mystic hat that gives him strange magical powers, some bursts of brilliance, a lot of confusion and a crippling paranoia. His most igneous idea is probably to let the black orc warboss Togg Gobbo Eater to pose as the army general, keeping Mad 'At much more safe. He also has a spell in Togg essentially making him his puppet. Gamewise Mad 'At wears the Wizarding Hat. To represent this he's got 8 different headgears, one for each different lore, and a magnet in his head so that I can switch according to the lore he is given.

Here he is looking stylish on his most trusted mount, wearing the Lore of Beast hat:
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More pictures in the spoiler:
Next we have him in the Lore of Shadows hat mounted on his giant wolf:
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A collage picture of all his different hats, including the Santa's hat I made for him last Christmas:
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Here is his hat stand that doubles as a magic pool for the army:
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I also took pictures of the best of my squigily wonders, here is my Pump Wagon:

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My Night Goblin Warboss on Great Cave Squig:
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And finally my Mangler Squigs:
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That'd be all for now :)

EDIT: Trying out this spoiler option, seams like a great way to make ones plog more readable. What do you say, is this something I should continue with?
 
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Thanks for the comments and the input.
I think I'll work with a compromise from now on, by having the first image in a series visible from the start and the rest hidden inside the spoiler. Sort of a teaser to show what it's about. Should reduce the amount of big pictures that need loading but still make it readable. Gonna use spoilers more extensively on battle reports though, as there are so many pictures and those.
 
There is madness brewing...

This spring I'm going on another Tag Team tournament, and I've asked the TO for special permission to do something really stupid. He will let me use the wizarding hat to not randomize one of the 8 lores of magic, but to randomize from ALL the lores in warhammer, for a total of 24 lores. Naturally I will have to make new hat for all those extra hats, and that workshop is already in full roll. I also had to rework his spear arm since the old pose was in the way for some of the bigger hats. So the arm was cut of in two places, the spear replaced with a new one and then it was all reattached and green stuffed. Check out my progress so far in the pictures bellow, and please guess what lores these hats will be for ;)

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This one I would like to thank @Johnny-Crass for inspiration.

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And then two WIPs:
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Should be more in the future. Feel free to comment :)
 
Your dedication to Mad's 'ats is commendable!

My guesses for the hats are:

1) Dark magic
2) Undeath
3) Big Waaagh
4) Chaos Dwarfs
5) Tzeentch (Daemons?)

and the WIPs

6) Wild (Beastmen)?
7) No idea...
 
Hi guys!

@MasterSpark: You are right on the hats. Tzeentch hat is actually for the mortals lore. I decided to just pick one in case of multiples, so there will be chaos from WoC, dark from DE and high from HE. The last one in the images is of my Skaven Spells of Ruin. Gonna be some warplock engineer stuff on it.

@Adam_Barrow: Thanks, it is one of my favourites too.

Anywho. I recently went through my computers and hard drives in order to organize all of my old tournament list into a single document and in doing so I tripped over a half written tournament report from last years Tag Team in Västerås. As I seldom take notes at all during or after the games, I just write straight from memory, it would be neigh impossible for me to write up the last two games fully, but I'll do my best to give you a brief idea of what happened. But I figured I might aswell post the three that I had written up already. So here we go.

The rules were pretty much the same as this time around, to form an alliance with two individually legal armies, following the “trusted allies” rules in the BRB. Bellow you can see my own list:

Mad 'At, Goblin Warboss on Giant Wolf @192
Spear; Shield; Light armour
Wizarding Hat

Orc Big Boss, BSB @123
Shield
Armour of Fortune; Sword of Striking

50 Night Goblins @250
Full Command; Nets; 1x Fanatic

6 Goblin Wolf Riders @ 82
Spears; Shields; Musician

30 Squigs @ 273
11 Night Goblin Herders

Goblin Wolf Chariot @ XX

Mangler Squigs @XX

Goblin Rock Lobba @XX

Snotling Pump Wagon @70
Out-riggas; Spiky Roller

The army I teamed up with was Nurgle WoC with lots of chariots. He had a Death Sorc on deamonic mount riding alone, 2 chariots, 1 gorebeast chariot, 5 horsemen, 1 chimera and 1 hellcannon.

Now, the evening before the tournament started I spotted a terrainpiece that I just had to take pictures of. It is in the same theme as several other terrainpieces that this tournament uses (that can be seen in previous battle reports in this plog).

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So, onto the games.

Match 1
Vs Dark Elves and Ogre Kingdoms.
The scenario was to kill the opponents “Supply Wagon”, an extra model, that moved 18” per turn straight across the board, following the deployment zone edge. It had T5 and 6 wounds, multiple wounds were halved against it. If it's movement brought it into contact with an enemy it cause 3D6 S5 hits, and moved another 12” if the unit was killed.

This is how it looked after our first turn (and their first charge phase).
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Our army from left to right: Rock Lobber, Horsemen, Wizard on Daemonic mount, Chimera, Snotling Pump Wagon, Gorebeast Chariot, Squig Horde, Goblin Wolf Riders accompanied by Mad 'At, Night Goblins accompanied by BSB, Chaos Chariot, “Supply Wagon”, Hellcannon, Chaos Chariot, Wolf Chariot.
Their army from left to right: Dark Riders (in combat), “Supply Wagon”, Ironblaster, Dark Riders, Dreadlord on Pegasus, Executioners with BSB, three separate Sabertusks, Gutstar with Brusier and BSB, Warlocks, Dark Riders.

Up to that point the following had happened. I rolled Lore of Shadows with Mad 'At, and gained The Withering and Melkoth's. Nurgle sorc gained Curse of the Leper and some other spell. After deployment they placed their 6 strong, scouting, unit of Maneaters right in front of our army. We charged headlong into it with the Pump Wagon and Gorebeast chariot. In our magic phase we rolled an might 12 dice, and planned to use them to bolster our chances in the combat with the maneaters. Both our first casting failed to reach the casting value by 1... So we tried to redeem ourselves with some shooting, but nothing happened. In combat however, the Pump Wagon and the Gorebeast chariot smashed through the maneaters effortlessly, and both overran to land right in front of one of the sabertusks. In their turn that sabertusk charged in, and the Dark Riders on our far left into the horsemen, while the Dark Riders on the far right failed to charge our chariots. The ones on the left charged straigth trough the raging torrent, gaining +3 I but also failing 3 dangerous terrain tests.

Here are some more pictures of how it looked at that point.
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In our turn 2 the Gorebeast chariot charged in and killed one of the sabertusk, and overran to land in front of the Gutstar, while the chimera flew into combat with their dreadlord on Pegasus. That combat proved to a bit of a stalemate. The dreadlord had Cloak of Twilight, so it was very fortunate that we did the charging, but the dice made it hard for us to bring him down. Towards the middle of the field our supply cart moved in and block the path for my squigs a bit. By now my Rock Lobber had managed to kill itself too. Here are some pictures of all that:
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The combat between the chimera and the dreadlord was in their turn intercepted by the supply cart, that dealt 3D6 hits on the chimera. The beast itself was again unable to bring the dreadlord down, but still held in out for a few more rounds. Eventually it went down though. By that time the Gutstar had charged the Gorebeast chariot and chased it down after it broke from combat, but not without taking somecassualties. The Sabertusk had after many turns of combat managed to kill the pump wagon, and the night goblins had moved up to intercepted the Gutstar. Here is what the field looked like in their turn 3:
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And if you look to the far right in the pictures you'll notice something terrific. The absence of both Dark Riders and warlocks :D
Here is what happened. My wolf chariot landed a charge on the Dark Riders and killed them. Meanwhile our hellcannon finally landed a shot, hitting and wounding all five of the warlocks. Their made two of the ward saves though. So in their turn they charged my Goblin Wolf Chariot. Brave as I always am with my wolf powered goblin I elected to stand and shoot. Three shots, needing 5+ to hit. Two hits. 4+ to wound. Two wounds. 6+ armour save, both failed. 4+ ward save... both failed! And the warlocks was no more ^^

After that it went downhill for our opponents. The last dark rider unit (near the center of the field in the last image) and the dreadlord teamed up and killed our supply cart, though the dark riders were later killed by the squigs. The Gutstar elected to flee when my Night Goblins charged, and managed to get away. This was made to leave room for the Executioners. But the dice gods had other plans. Our hellcannon decided to take a shot at the Ironblaster, but the shot scattered. Right into the Executioners. They took some wounds. Bam, panic test with -1 Ld. Failed. Re-roll. Failed again!. Whole unit with BSB and wizard runs of the table straight through the Ironbalster. Panic check. Failed. It runs of too.

Here is what it looked like after the squigs had make a combat reform from killing the dark riders.
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After that the squigs and night goblins managed to chase down and kill the remains of the Gutstar and the Dreadlord. We tried to kill their supply cart but failed. So we got lots of points from killing stuff but they got some from the scenario.
Ended up a 14-6.

Match 2
Vs Daemons and Lizardmen.
In this scenario the armies were split up and deployed in different corners. With the two parts of an alliance placed diagonally from each other. You were then supposed to move your units from your own deployment zone into you partner's deployment zone. Each unit that did this awarded you with its point cost in VP (to a maximum of 600 VP).

Here is what it looked like after deployment, vanguard and our first movement phase, with me in the bottom left corner and my partner in the top right.
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The daemons in front of me consists of: Nurgling, Nurgle Soulgrinder and Plaguebearers with two Heralds (one BSB).
The Lizardmen next to me consists of: Terradon Riders, Saurus Warrior, Sarus Cavalry with some character, Skink Priest and an Ancient Stagadon (almost not viable in the top image).

Mad 'At got the Lore of Heavens, Comet of Casandora and Iceshard Blizzard, while the skink priest had Urannon's Thunderbolt and Iceshard. As you can see in the pictures I took it pretty slow in the start. The mangler went ahead to land right in front of the Saurus Cavalry (very convenient). The Squigs dared not move because of the Soulgrinder (S5 is not much use against T7).

Here is what it looked like after their first turn.
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The Daemons moved up, while the lizards took is more carefully due to the mangler, hoping to destroy it with the Thunderbolt, but it was dispelled.
In our turn (turn 2), every wolf powered unit I had smashed into the Nurglings. The wolf riders made the journey though the mysterious river , which turned out to be a River of Light, resulting in them being cursed with the Net of Amyntok. Meanwhile, the Manger moved trough both Saurus units, killing some of the warrior and all the cavalry, leaving only the mounted character. The chimera charged into the Saurus Warriors and the Gorebeast chariot along with one of the Chaos chariots into the Plaguebearers. Here is what it looked like:
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Since Mad 'At was busy with some Net the magic was up to Chaos, resulting in a Miasma of Pestilences, to help the chariots in combat. A combat which resulting in the chariots still taking a few wounds but also in the death of several daemons. The chimera fared well, killing several lizards, but the remaining stood due to steadfast. Mad 'At and his wolf riders and chariot killed loads of the little pesky Nurgling, but they in turn took in two wounds on Mad 'At. Here are some more pictures of all this:
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In their turn the stegadon charged across the the river towards the lone chaos chariot (that can be spotted above, behind the big pillar in the center), which decided to flee, resulting in it skipping a few inches away from it. Though the stegadon was now 18” from it so it should be fine, only that it rolled a double 6. The stegadon raced across the waters and caught the chariot. This is him and how the battlefield looked like at the end of our turn 3:
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Mad 'At and his wolves took another two combat round to kill the Nurglings, meaning they just have reformed from that combat in the picture above. He did manage to cast an Iceshard Blizzard on the Plaguebearers though. Their combat with the chariots proved to be a slow one, but the chariots manage to take out at least one of the heralds IIRC. In the image above you can also see that my night goblins have relesed their single fanatic towards the Saurus character, to no avail as it turned out. The chimera on the other hand have now eaten and stomped all of the Saurus Warriors to death, and now turns towards the stegadon. Onto turn 4:
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The stegadon have now charged into the hellcannon, and the Chaos Sorcerer and the Chimera into the stegadon. The Soulgrinder decided to ignore all the goblins and squigs, and ran for the Lizard's deployment zone. The Wolf Riders had similar thoughts. Mad 'At and the Wolf Chariot moved down to try and intercept the Saurus character that had sneaked past the Night Goblins. And the Plaguebearers had a good round in combat (or rather, the chariots had a bad one) resulting in the chariot breaking, and the Gorebeast being caught. And now the last picture of this battle:
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The hellcannon is now dead, the Plaguebearers put the final nail in its coffin. Though the stegadon has also been killed. The Soulgrinder had a change of heart and moved after the Horsemen instead, and Mad 'At chased after him, but instead miscasted and forgot he was a wizard. The Wolf Riders died from something, and the wolf chariot charged the Saurus character, resulting in its death. In the last turns of the game, the chimera charged and killed the Soulgrinder, it was fortunately wounded badly by a hellcannon. In the end non of us had fulfilled and objective, and there had been a lot of killing.

Meaning a small victory for us, another 14-6.

Match 3
Vs Daemon and High Elves.
This scenario gave each alliance a mortar to use in the battle. It fired like a stone thrower but with a large template and S3. Six crewmembers with T4 defended it. Each side's objective was to kill the other side's mortar.

They went first, and here is what it looked like after most of their first movement phase:
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Their army from left to right: Furies (puffs of smoke) Mortar (looks like a chariot), White Lions, Archers with Mage, Ellyrian Reavers (in combat with wolf riders and Mad 'At), Horrors, Beasts of Nurgle, Horrors with at least one Herald, Furies, Frost Phoenix, Ellyrian Reavers (down by the Hellcannon). I am unsure about what exact lores they used, but there was both Death and Tzeentch. And they had access to both Doom & Darkness and Treason, aswell as many other nasty stuff.

As you can see in the last image, Mad 'At got the Lore of Light. The spells he got was Banishment and Timewarp, I was very glad for that.

Now, in vanguard we moved up both our units very much, they advanced with the Reavers on the right. In their turn the other Reavers charged into our Wolf Riders accompanied by Mad 'At. A combat that did not end well for them, Mad 'At is after all a fighter lord at that base. On the right flank the big bird and the other Reavers moved up towards the Hellcannon and our Mortar (looks like a Corpse Cart). Magic saw them casting Treason of Tzeentch on Mad 'At's unit, which we didn't see the danger in. Bellow you can see what the field look like after our first turn:
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We have moved up as good as we could, the squigs taking cover behind the wall. Sadly Mad 'At was convinced by his fellow goblins that it would be a good idea for him to start drooling uncontrollably while chanting meaninglessly, in other words, he failed his stupidity due to Treason, and moved forward a few inches. This also meant that we got no spell casting with him.

After this, in their turn the Beasts charged the Wolf Riders, who turned their tails and ran, landing on the other side of the Gorebeast chariot. The normal chaos chariot got frighted by the running wolves and fled too, landing beyond them. The Beasts cleared a Ld test and instead charged into the squigs. Magic saw us deciding between either letting Doom & Darkness or Treason fall on the wolves. We miscalculated and let Doom & Darkness through, resulting in them having Ld 5. And of course, in our turn 2, we rolled a 6 for the rally test, and they ran of the table. To compensate we tried charging the Night Goblins into the flank of the Beasts, and the wolf chariot and Chaos Sorcerer into the archers (who by now were abandoned by the Mage) All resulting in this image, after their third charge phase:
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The Archers held, and the Beasts were utterly invincible. The Frost Phinix charged the Hellcannon and the White Lions the flank of the Wolf Chariot. In combat the last few Archers were killed, but the Lions wiped away both chariot and Sorcerer eventually. The Squigs and Night Goblins held out for a little while, but a Treason took down the Night Goblins, and the squigs diminished. In turn 5 it looked like this:
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The only positive thing in this picture can be seen up in the left corner, where the lone surviving horsemen, after a storm of arrows, decided to take a chance and charged their Mortar. Killing one crewmember he won the combat and broke the rest, saving us from utter defeat. The few other units of our just his behind the terrain the best they could, praying for it all to end as fast as possible. I think one of them survived.
In the end is was a 1-19.

Match 4
Mad 'At got lore of beast, that I all I had written down.
Game was vs Wood Elves and Empire. What basically happened is that we moved forward but got shot to pieces. My squig horde moved through what turned out to be a Venom Thicket and was forced to charge through it due to some flyer landing in front of them. Many were killed. Our gorebeast chariot proved very resilient to shooting. Many wounding arrows but very good AS throws. In the end it was far too slow though and never made it close. We had rouble with panic all game, one thing I remember was the mangler being killed buy shooting, terrifying the chimera next to it (bad placement by us, I know). Think the last thing alive was the hellcannon, but I think even that one got killed by the knight bus eventually.
Ended as a 0-20.

Here are some pictures:
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Match 5
This one was a fun game, that much I remember. Vs Skaven and Skaven, a true horde army. Mad 'At had lore of shadow. My strongest memory is from early in the game. On the right flank my wolf chariot landed a charge on one unit of gutter runners, and survived the poison shooting. Right next to it my Pump wagon pumped its way into the second gutter runner unit. In combat the pump wagon rolled a staggering 3 impacts hits (on 2D6), wounding one. The wolf chariot did equally bad and both were killed within two combat rounds (in addition to low number of impact hits and lots of ones when rolling to wound he did very good with his 6++ dodge save). Not what I had planned to say the least. Other than that I don't remember much. Their hellpit caused a lot of trouble for my squigs and my team mate’s gorebeast chariot. Either that chariot's death or Mat 'At's caused my big Night Golbin unit to flee of the table. One of our smaller chariots broke the doom wheel but did not run it down. The rest of the chariots and monsters did their best to grind down their bigger units. The squigs that remained after the ravaging of the hellpit had an opportunity to charge the block holding the grey seer, and in doing so they would probably have killed that wizard, but I think they failed the charge.
It ended as a 4-16

Here are some pictures of it:
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Let me know if any of the links are broken and feel free to comment.
 

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