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Tales of a Stranded Ghekkotah (El_Guardian's Battle Reports)

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  • #16
    Welcome again to my adventures!

    It's been a while since I write a report and already have another one in the waiting list after this one. Damn real life keeping me away from my obligations!

    Anyway this was my first time against Ogres and my first time against this opponent too. His list was very balanced I think:

    - Horde of Ogre Warriors
    - Horde of Ogre Warriors with Two-Handed Weapons and Brew of Sharpness
    - Horde of Shooters
    - 2 Regiments of Boomers
    - Regiment of Warriors
    - 1 Giant
    - Army Standard
    - Captain

    My list was as follows:

    - Horde of Rhinosaurs with Haste
    - Regiment of Kaisenor Lancers
    - Horde of Fire Elementals with Nimble
    - Horde of Fire Elementals
    - Lekelidon
    - Battle-Captain with Wings
    - Skylord with Blade of the Beast Slayer
    - Mage-Priest with Surge and Inspiring
    - Mounted Herald

    The Blade of the Beast-Slayer is my main addition to the list, its use against Ogres requires no explanation really. My plan was to use my speed advantage to shut down his shooting as fast as possible while my Hordes held up the centre.

    In the deployment he protected his shooting quite well in between his units, so I deployed my fast units in the flank with his giant to counter his speed and take the advantage there. I know my Ancients can kill any of his units in one go so I'm pretty confident.

    We roll for turn 1 and I win it, fearing the damage those Shooters can put over the course of the battle I decide to take them down as fast as possible so I take first turn.

    SALAMANDERS TURN 1

    I use my two flyers to move up his flank, giving him the choice to turn everything to face me and loose a turn or ignore me and suffer the consequences. The rest of the army advances as fast as possible careful not to get into his charge range.



    OGRES TURN 1

    He takes the bait and turns everything on the right to face my two fliers, the rest of his line backs up to get away of my charge range.

    The Boomers on the right can shoot me, and do so putting three wounds on my Skylord, with Inspiring I'm quite confident of surviving this. First roll he gets a 10, I say thanks for Inspiring and he rolls again,... getting an 11. This sets up the tone for the rest of the game...



    SALAMANDERS TURN 2

    Another quite uninteresting turn for me, I keep advancing slowly carefully measuring to get in range but keeping him outside his. I've lost one of my most useful weapons with a lucky roll but I still had the advantage. I have the centre all to myself and the range advange, no real hurry for me to get into combat right now.

    His shooter have lost a turn of shooting, and will loose another one as I move the Battle captain outside of everything he has and into a good position to harass his units.

    My Lekelidon shoots his Brew of Sharpness Horde (not planning to fight THAT), he does one wound and my Mage-Priest shoots a Fireball to the Boomers that killed the Skylord doing 3.



    OGRES TURN 2

    He reforms the right flank again to face my incoming units while the left backs up again.

    The two Regiments of Boomers open fire putting some wounds on my Lancers and FE, nothing really interesting.



    SALAMANDERS TURN 3

    I see a chance for my Lancers to charge his Sharpness Warriors unhindered using my Herald as an kind of pivoting point to evade crossing the forest, there was also just enough space between the Warriors and the Forest that even aligning to him I wouldn't touch the forest. I can statistically put 9 wounds on them and that should be enough to kill them. That would leave the Lancers in a tight situation but killing that horde before it can attack is worth loosing the Lancers.

    I also charge the Battle-Captain into the Shooters to keep them from firing yet another turn. The FE that were shoot by the Boomers charge them too. While the other Horde advances to counter-charge or support.

    I shoot the Boomers in the forest with my Lekelidon doing three wounds which is nice.

    The FE eat the Boomers alive easily, the Battle-Captain manages to hit and wound with EVERYTHING, doing 4 wounds to the Shooters, amazing performance. The Lancers though, not so good, they only manage 6 wounds, I roll average for Nerve and waver them.



    OGRES TURN 3

    My Lancers are sold to his units, and he takes the chance. They get charged in both flanks by Boomers and Shooters.

    His Army Standard charges my Battle-Captain and the Warrior Regiment on the right makes a Charge against my FE.

    On the other flank he decides to bait my Ancients with his Giant so his Warriors would have the charge if I took it and his Captain move to support the right flank.

    The Lancers perish as expected, no surprises there. His Army Standard does some wounds to my Battle-Captain to no avail. He had some surprises prepared for me though, his Warrior regiment managed to put an astonishing 7 wounds into my FE, 7 wounds with 9 attacks (+3 to hit, +4 to wound) and on top of that he manages to roll 10 and 10 on the Nerve test...



    SALAMANDERS TURN 4

    Loosing one of the FE Hordes and the Skylord to extreme lucky rolls hurts my list immensely, such an elite list cannot really afford to loose units and me sacrificing the Lancers for nothing doesn't help either.

    So I'm now loosing a game I had in control and have to fight back as cleverly as possible. So I charge the Battle-Captain into the Sharpness warriors as they are badly damaged, one or two wounds can take them out. I use my Nimble FE tricks to position myself in the flank of the Shooters and move the Herald to block the Warrior Regiment on the right.

    I'm really debating myself on what to do with my Ancients, but if I roll horribly (and as the game is going i wouldn't' be surprised) I need to block that Boomer Regiment so It cannot charge my FE. So I charge into them (even hindered they should die with ease, I'm expecting something like 8 wounds)

    I choose to resolve the combat with my Battle-Captain first as the fate of that horde will determine how I reposition my FE. I manage to put two wounds into them but roll badly on the Nerve AGAIN and only waver them. I can still work with that result though, So I roll for my FE and destroy the Shooters, reforming to kill either the Regiment or the Sharpness Horde next turn.

    My Ancients as every time I commit a powerful unit to a front charge they perform poorly and even worse needing just a 5 to kill the unit I roll a double 1... and now I have a Giant in my flank.



    OGRES TURN 4

    He surprises me again, but this time by not charging his Giant into my flank, he instead decides to kill my Lekelidon with it, while the Warriors that had been backing up for the whole game and the Boomers countercharge my Ancients. His captain charges mine and the Regiment of warriors charge the Herald.

    The Giant doesn't manage to even Waver the Lekelidon, nor do the Warrior Regiment or the Captain! great so far! The double charge into my Ancients leave them wounded but for once luck is on my side and the Nerve test is low enough so they hold.




    Tales of a Stranded Ghekkotah - Salamander Battle Reports

    Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


    KoW Painting Blog

    Comment


    • #17
      SALAMANDERS TURN 5

      First thing I decide is to countercharge the Boomers instead of the warriors, the boomers are almost dead so I will make short work of them but I'm not sure I can take the Warriors in go without my TC and this way they would be Hindered if they decide to charge me next turn (Maybe I should have charged them seeing this on repeat, because if I managed to waver them I would block his whole line for another turn and I'm quite certain the boomers alone wouldn't be able to kill the Ancients)

      I then back up the Lekelidon, so that Giant is as far away as possible from my units if he wants to kill it. My Nimble FE do their thing and position themselves to end the life of those damn Warriors once and for all.

      Combats go as expected and both units are dead. I reposition my FE to look at his Captain (being Nimble he can cause a lot of pain if you are not careful) and I realise the only way to avoid that damn Captain to charge into the flank of my Ancients is to back them up, I need two inches and I get it luckily.



      OGRES TURN 5

      He starts to think on the objective, and decides that facing off my Ancients is not really necessary for his plans as he needs that Horde alive to win really so he turns them and move forwards out of my charge arc.

      My Captain is very neatly positioned between his big guy and my FE horde for an overrun so he takes his chance. The rest just slams back into the previous targets.

      My Lekelidon dies, as does my poor Battle-Captain and the overrun is successful and wounds my FE as well.

      My Herald on the other hand is fine!



      SALAMANDERS TURN 6

      This can be the last turn of the game and I know the only chance to win the game is to move everything I have into the scoring zone and pray for it to survive his last turn, so as much as I would have liked to kill that Captain if I do so I loose the game if it doesn't go to turn 7.

      In a desperate attempt to bait his Captain (now has two juicy rears all to himself) I move my Mage-Priest up to his lap (maybe he forgets he has Nimble, who knows!) and I pray for his warriors that are goint to finish off my Herald once and for all not to roll a 5 or a 6 on the overrun.



      OGRES TURN 6

      I'm sorry to inform there isn't a picture of this turn but I can summarize it quite well:

      EVERYTHING DIES (except a very sad Itexpicauh)

      He doesn't forget his Captain is Nimble and rear charges my Ancients while the Giant does the same in the front killing them. The Warriors kill the herald and roll a 6 on the overrun, hitting the FE in the flank and killing them too with a quite lucky roll again...

      Tales of a Stranded Ghekkotah - Salamander Battle Reports

      Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


      KoW Painting Blog

      Comment


      • #18
        Hello there fellow lizardfolk!

        Today I bring you the last game of the league I've played as of today, it's going to be the Pillage scenario againts The Herd! Tough army and very tough adversary so sit back and enjoy the ride!

        His army goes something like this, Since we played about a month ago I've forgotten all the magic items he had on his units sorry:

        - Horde of Giant Eagles with Helm of the Ram (those are the Mollocks weirdly)
        - 2 Hordes of Lycans with Magic Items
        - 2 Troops of Tribal Hunters with Bows
        - Regiment of Centaur Longmanes with Magic Item
        - Centaur Chieftain with Item
        - Mounted Totem Bearer with Item (guessing Banner of the Griffin)
        - Tracker with Wings

        Every entry on his list except the Hunters had a magic item.

        My list is exactly the same as last game against Ogres as I was expecting Lycans or Stampedes:
        - Horde of Rhinosaurs with Haste
        - Regiment of Kaisenor Lancers
        - Horde of Fire Elementals with Nimble
        - Horde of Fire Elementals
        - Lekelidon
        - Battle-Captain with Wings
        - Skylord with Blade of the Beast Slayer
        - Mage-Priest with Surge and Inspiring
        - Mounted Herald

        His army is WAY faster than mine, almost everything is speed 9 or more and hits like a ton of bricks and is pathfinder, so my plan for the day is Flank Denial with my FE in the middle to take that obstacle with both Hordes to at least mitigate his hitting power if he comes to me.

        DEPLOYMENT & VANGUARD

        I follow my plan to the letter not really bothering on what he does and as I predicted he spreads his units all across the board to try to outmanoeuvre me, I'm just not planning to manoeuvre much to be honest.





        TURN 1 HERD

        He goes first and decides the flank with my Ancients is a big NO so he moves everything into the middle in a big blob to,I assume, overwhelm me with an Alpha Strike next turn.

        His vanguard units shoot at the Lekelidon putting some damage and the flying Tracker does the same against the Mage-Priest failing.



        TURN 1 SALAMANDERS

        I'm very comfortable with him taking the initiative as I really cannot compete against his brutal speed, so I follow my plan to the letter and move both my FE Hordes (THANKS NIMBLE!!) to the obstacle, so if he decides to take a swing he will experience what hindered means.

        My fast force advances up the flank to take the rear of his force if he overcommits to the centre.

        My Lekelidon shoots a troop of Hunters doing again some wounds but nothing serious

        My Battle-Captain whose job this game was to protect my caster against his flying dude charges the tracker for some wing on wing action and puts 3 wounds on him but they are not enough to even waver the thing.



        TURN 2 HERD

        My flanking force and my well protected centre line makes him back up from his initial plan and repositions again to face the incoming danger, his Centaur chief charges my Skylord in a hope of neutralizing the menace his blade and movement represents.

        On the other side the tracker decides to ignore the Battle-Captain and charge the Lekelidon instead. His shooting concentrates on my Nimble FE to little concecuence.

        The tracker puts a wound more on the Lekelidon that holds as does the Skylord with a couple wounds from the Chieftain.



        TURN 2 SALAMANDERS

        Not much movement for me, my Skylord counter-charges the Chieftain while my fast units reposition to face his better, I make sure the Ancients are outside of the Eagles range.

        My Battle-Captain faced with the choice of either killing the Tracker or stopping the Centaurs for a turn decides the tracker can be potentially more dangerous and goes after him.

        The rest of my line is very much comfortable where they are, having a picnic by the hedge.

        Combats go extremely well for me, the Battle-Captain kills the Tracker and surprisingly the Skylord over-performs and kills the Chieftain too!. I now make a very big mistake moving him forwards (rolled a 6) as staying where he was he blocked the Lycans from reaching my Lancers... oh well, you can't have everything I guess.



        TURN 3 HERD

        He decides it's time to spring the trap and goes all in, the Lycans in the middle charge the poor Lekelidon, the Centaurs charge the Battle-Captain thinking of overrunning into the Lekelidon as well.

        On the right the other Lycans charge the Lancers, while the Eagles charge my badly positioned Skylord.

        My brave Battle-Captain with his mission accomplished dies and the Centaurs slam into the Lekelidon as well. After a trillion wounds on him he rolls for Nerve and as usually happens when you overcommit in KoW the dreaded double ones make an appearance!

        The Lycan Horde charging my Lancers does quite some damage (I think it's around 7 wounds) but the Lancers hold. Sadly the Skylord dies again without using his sweet blade even once.



        TURN 3 SALAMANDERS

        His Alpha Strike has been stopped, I will concede I was lucky but I take what its given to me with a smile.

        I counter-charge the Lancers into the Lycans and the Lekelidon into the Centaurs, my blue FE have a juicy flank on the Eagles, and even Hindered that is worth taking. MY Nimble FE do their sweet, sweet moves and position themselves into the flank of the other Lycan Horde for some Surge goodness.

        Even charging in the flanks and wounding on 2s is not enough, what Dice Giveth, Dice Taketh, and both my FE Hordes fail to even Waver the units they charged. The Lancers perform really well doing 7 wounds but again the Nerve test fails me.



        TURN 4 HERD

        Not the most tactically challenging turn for him, he just countercharges everything in.

        My Hordes are almost fresh though and with no TC his Eagles don't do much. Lycans in the middle manage to out some wounds on the FE but they hold. The Centaurs predictably kill the Lekelidon. The Lancers die this time and he decides to try and move forwards outside the arc of the Ancients, they don't move enough and next turn they will know how it feels to be rear-ended by some big ass dinosaurs.



        TURN 4 SALAMANDERS

        Another easy turn, everything slams into the nearest unit.

        The star of the turn though is my trusty Mage-Priest, he fireballs the crap out of the Centaurs dealing 5 juicy wounds! I'll take that any day of the week.

        On the Combat phase everything gets murdered, wounding on 2s really makes a difference. Plain and simple. I reposition and wait.



        TURN 5 HERD

        He does the only thing he can, that is to charge the Centaurs into the badly wounded FE and takes a troop of Hunters into the other FE Horde to hold them up another turn so his Centaurs can deal with them.

        He also tries to shut down my Mage with his totem bearer in a desperate charge but Defense 5 is too much for him.

        All goes well for him and my Nimble FE die.



        TURN 5 SALAMANDERS

        I know that those Centaurs have a very good chance of ruining my day but there isn't much I can do really, so I manoeuvre my fresh Ancients to face the centre while I counter-charge the FE into the Hunters and move my Mage into firing position, with a bit of luck the low Defense and Nerve of the Centaurs will get them Wavered with my Fireball.

        Again my Mage-Priest must be REALLY MAD because he goes again 4-5 damage and an average Nerve roll gets the Centaurs DEAD!! This means that the game is mine, as he has nothing that can really do any significant damage to my units.

        The FE have no trouble killing the Hunters and advance.



        TURN 6

        Only thing he can do is grab some kill points so he combo-charges my Mage-Priest with the Totem bearer and the Hunters. He fails to do a single wound again thanks to my amazing Defense 5.



        My Ancients just want to have some fun so they charge the Indiviual, turn him into a fine mist and overrun into the unluckiest Hunters in the Tribe.


        Tales of a Stranded Ghekkotah - Salamander Battle Reports

        Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


        KoW Painting Blog

        Comment


        • #19
          Great Battle Report! Very bloody match! A solid victory but still not allot left on the board.

          Comment


          • #20
            Originally posted by Carcearion View Post
            Great Battle Report! Very bloody match! A solid victory but still not allot left on the board.
            Thanks! Yes I was afraid of his army and was glad to be able to choose sides to be honest. I think that obstacle gave me the game.
            Tales of a Stranded Ghekkotah - Salamander Battle Reports

            Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


            KoW Painting Blog

            Comment


            • #21
              Well with all my Battle Reports up to date I can continue with the League results. Here are the current standings:



              As you can see the top of the board is EXTREMELY compact and very, very balanced. It just shows how good KoW is in terms of army balance.

              Next game is againts one of the Undead players, I'm confident on winning that game as I know the player really well. Then I'm facing Goblins which to be honest scare the crap out of me as they are the Rock to my Scissors and I'm not really sure I can navigate the sea of bodies without loosing all my units in the process.

              Las game of the first Round will be againts the KoM player sitting just above me, and I'm REALLY looking forward to face him, he is an amazing guy and IF I beat him I have a good chance of ending the round in first place.

              After those games the League turns into a Single Elimination Tournament, which is a very interesting idea actually. We are as of now divided into two groups of 7, The two top players of each group will face in a Semi-Final and the winner of each group will fight each other in a big Final. The rest of the payers will do the same to determine the rest of the standings so each player will play two more games for a total of 9 battles.

              As of right now the two top players of my group are The Abyssal player and myself so if everything keeps going well I will be at least fighting for a place in the final against him. Also very excited to face him again (check the last time I played him HERE) so I'm DYING for a chance to kick his ass.

              See you soon!

              Tales of a Stranded Ghekkotah - Salamander Battle Reports

              Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


              KoW Painting Blog

              Comment


              • #22
                Thanks for all your battle reports! It is a very nice battle log and I keep checking the progress of your painting too! Really nice looking army indeed!

                Cheers!
                Originally posted by Cornwall
                Swordsmaster could try taking less units

                Comment


                • #23
                  Originally posted by Swordmaster of Hoeth View Post
                  Thanks for all your battle reports! It is a very nice battle log and I keep checking the progress of your painting too! Really nice looking army indeed!

                  Cheers!
                  Thanks! It's greatly appreciated, specially coming from someone that has more than 70 battle reports done!
                  Tales of a Stranded Ghekkotah - Salamander Battle Reports

                  Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


                  KoW Painting Blog

                  Comment


                  • #24
                    Thanks for the battle reports. Always a fun read!
                    To defend: this is the pact. But when life loses its meaning and is taken for naught,then the pact is to avenge!

                    Comment


                    • #25
                      Originally posted by El_Guardian View Post

                      Thanks! It's greatly appreciated, specially coming from someone that has more than 70 battle reports done!
                      I simply started a bit earlier You will get there too!
                      Originally posted by Cornwall
                      Swordsmaster could try taking less units

                      Comment


                      • #26
                        The field was soaked with the blood of your enemies. As it should be.
                        I'll be trying out The Herd somewhere in the future, what did your opponent do wrong in this match?

                        Comment


                        • #27
                          Originally posted by Rakkoon View Post
                          The field was soaked with the blood of your enemies. As it should be.
                          I'll be trying out The Herd somewhere in the future, what did your opponent do wrong in this match?
                          Well, First of all he used his two combat individuals badly, specially the Tracker. That being said I had a counter to it so that isn't really fair on him. Secondly he has an extreme speed advantage over me but his units were all over the place, he couldn't decide on where to use them, and he was too scared of my Ancients and the Obstacle (not being used to be Hindered can cause that effect) He lost the game the minute that having a MUCH faster army he started reacting to my movement instead of him dictating the game as it should be.

                          I also sense that his army lacked something that for me is FUNDAMENTAL in Herd armies: Shamans. That character is just pure gold, he Inspires and has Heal(5) as standard. You want two of them in every army.

                          I will admit that the Double Ones hurt his strategy a lot, but you must always be prepared for that and to be honest my rolls in the flank charges were so bad that it didn't really matter.
                          Tales of a Stranded Ghekkotah - Salamander Battle Reports

                          Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


                          KoW Painting Blog

                          Comment


                          • #28
                            Fabulous, thanks for the tips.

                            Wonderful to see that you can learn something about tactics from reading about two armies that I do not play.

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