Game 2 - Ogres
If I was hoping for an easy time of it after the first game this was swiftly dashed. My opponent was ranked in the UK's top 30 and played the ETC this year, obviously no mug. He brought:
Tyrant, Great Weapon, Flying Carpet, Charmed Shield, 4+ Ward. BSB, Crown of Command, protective stuff. Firebelly, Lvl 2, Ruby Ring, Scroll.
9 Ironguts, FC, Standard of Discipline. 3 Bulls, Champion. 3 Bulls, Champion.
5 Mournfangs, Dragonhide. 4 Leadbelchers, Champion. 4 Leadbelchers, Champion. 3 Sabretusks
Ironblaster
The comp had taken a hand here. Ironblasters + Mournfangs were 0-2, hence the single cannon and big unit of cats. Clearly I would have an advantage in the magic phase but would have to watch out for the flying Tyrant. So not the strongest Ogre list but still with some teeth.
My opponent deployed with a unit of Bulls and a 'tusk on my extreme left, then Leadbelchers, Ironguts + characters, more Bulls, Tyrant, Ironblaster, Mournfangs, Leadbelchers and the other two 'tusks. I hid my eagle behind a hill on my far left. Then my small Archers, Eternal Guard (in my free wood), Treeman, Dryads, big Archers, Treekin, Lord, Glade Riders. I dropped the Waywatchers into a wood on the right of the field, around the mid-point.
Again, I won first turn and advanced cautiously, eagle and Treeman seeking shelter behind a house centre-left and close to the middle. On the right I shot one 'tusk. My opponent charged the Reavers with the other, stand and shoot took a wound off and I got the other one in combat, reform. The Leadbelchers charged the Waywatchers, rolled big and caught them, ending up in the wood. I then charged these with Treekin+Lord and wiped them out, reforming to prepare for the oncoming Mournfangs which I'd managed to delay at the cost of my eagle.
The Leadbelchers on my left closed to short range and promptly blew my small Archer unit apart. The Treeman went for an average-long flank charge on the Mournfangs, failed and was flanked by the Guts, taking some wounds but holding on re-rollable Stubborn. The Eternal Guard then charged, broke and ran down the left Leadbelchers.
My opponent, blocked by terrain and his own units, reformed the Mournfangs and backed off slightly. I then declared with my Lord, he Held but declared Flee when I also declared with the Treekin. An average roll took him to within 6" of the table edge. At this point both my opponent and I noticed my innocent-looking unit of Glade Riders that I had ghosted in earlier on general principles. They were 18" away, my opponent rolled an 8 for his Flee (god bless Swiftstride!) and off they went. I began to smell the win.
Only it wasn't so simple. The Guts killed my Treeman at the wrong moment, reformed and flank charged my Eternal Guard. I might have held but risked a 50-50 chance to get away, was beaten on the dice roll and destroyed. Suddenly a big gap had opened up between my opponent's victorious units on my left and mine, on my right.
I got in an Amber Spear (having earlier shot out the Charmed Shield) and took 3 wounds from the Tryant. My opponent then flew him at my big Archers and ate the champion. But they held on the General's Ld10 (no re-roll) and he charged in next turn, taking the Tyrant down to 1 wound.
The Ogres then marched steadily across the table, my opponent throwing in a cheeky Conga with his Guts. But the TO appeared to call time, so turn 5 was the last and that was it.
10-10
A great game! Still no win but I was becoming happier with how my troops moved and was starting to spot small things I could have done better. The army had held it's own. In some contrast Seredain dealt quite ruthlessly with his Ogre opponent, isolating the Mournfangs and then combo-charging and ripping apart the Gutstar.
20-0
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