The VC had acquired a bunch of gold mines and the lure of the coin was too much for the Ogres to resist invading. The VC counter invaded and as the smaller empire (after losing the last battle) got to pick the army they would fight with...
2 blocks of 30 zombies with banner, 40 skeles with command, 2 dog units,10
black knights with command, 2 hexwraith units, mortis engine, 1 banshee, mounted
l2 vamp lord and mounted wight king bsb
2 blocks of 8 bulls, block of 8 guts, 2 leadbelcher units,
tyrant, bsb, l2 butcher with gut magic.
Terrain set up included 2 arcane buildings we rolled on, one getting haunted mansion (d6 S1 no armour hits on units with 6” at end of
shooting phase) and the other something that made units within 6” stubborn. Watchtower in
middle. Swamp off centre, hills and forests around the outside.
Ogres “won” the roll to control the watchtower & could not
garrison. VC took side without the killy mansion and went first. Ogre
characters split across units as each had a magic weapon (kill those hwxwariths!) and I also had sword
VC marched skeles, zombies, bk bus, and more zombies in the
centre. Hexwraiths and dogs pushed up the flanks. Mortis supporting skeles.
Ogres decided to beat up some dogs and this is part way through
their first turn (photos are from old cell phone so not stunning..)
VC skeles & banshee then jump in the building. Both Hexwraith
units make short work of a leadbelcher unit and overrun – one into the forest
the other into bull unit with bsb.
Ogres beat up the dogs in short order and start the tower
grind with the ironguts + tyrant. Leadbelchers on my right flank that beat up
dogs return from overrunning off board and start shooting the knight bus. About
20 zombies disappear from tower.
Zombies reform to face leadbelchers. Mortis engine fails to
charge bulls on left flank (1,1,2 on charge roll) but I get a 12” nehek bubble
off replenishing knights, zombies, hexwraiths in combat and skeles in tower.
Ogres hit the tower again & kill 20 more skeles, and
shoot some more knights off past the zombies. Bulls in the back clear up one Hexwraith
unit in their turn, turn around then charge and finish off the other hexwraiths
with a flank charge. Bulls make a long charge into mortis engine.
Skeles abandon tower and zombies (pictured on hill) jump in.
Zombies on right engage leadbelchers. Knight bus backs off. Cast van hels on
bus to discourage charge and mortis engine loses badly against bulls and blows
The bulls on left flank make a super bull charge into bus
and get regen spell off. Meanwhile the other bulls aren’t keen on getting stuck
in the unknown swamp and make their way around to beat up the skeles. The
zombies get hammered in the tower. The bus loses combat and about 5 knights.
I eventually grind the bulls down (damn regen). The bulls
flee into the swap – are not caught by knights despite trying - and it turns
out to be the Ogres worst nightmare mist wreathed swamp (initiative check at
end of movement phase, fail and lose D6 MODELS!).
Ogres casually pass initiative check so knights go after
them and pass initiative but lose 2 to normal swamp dangerous rolls. Skeles engage ironguts in flank to hopefully hold guts for
another turn. The winds of magic stir and I get 12 dice, so I throw caution to
wind and 6 dice both spells - get a 18” nehek off and a 12” bubble van hels.
I didn’t take any more photos from here but this may illustrate.
Zombies remain in tower.
Knights wipe out the bulls (who pass another initiative
check) and overrun into the guts. The guts are now engage on both flanks with
re rolls to hit on VC side. Vampire lord challenges Tyrant and does 3 wounds
while taking one in return. The ironguts are decimated by knight lances and
flee – then get run down.
Game ends turn 6. Post-game campaign the army scattered for
home and the tyrant lost 1 attack. VC got 20pt to spend on a banner but already
have magic banners on skeles and knights so cannot use it.
Rough game for the Ogres. VC were fortunate to have first
turn and get to the tower first otherwise I would not have been able to push
them out. While the mortis engine fluffed an easy charge and cost me the left
flank, a timely super magic phase enabled me to clinch the win. Turn 2-5 ogres
were very close to getting the tower with the ironguts must have killed about
100 models + (including start and grown models).