Batrep. Infernal Dwarves vs Ogres

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  • Another month, another foolish horde trying to enter Infernal Dwarf lands.
    Having already routed two undead hordes, now a large Ogre Tribe was encroaching on the lands of the Dark Ones.
    It was once again time for the Overlady to heft her Onyx Hammer, rally the Citadel Guard around her and march to war!

    Size of Game: 2500Length of Game (time).
    Victory points and army: 2500+ for IDVictory points and army: 650 OK
    Player Experience Level: Casual (Third game of 9th)Opponent Experience Level: Casual (First game of 9th)
    # of Game With Current Draft: 1# of Game with Current Draft: 1
    If you played any modifications from Current Draft (please list)If opponent played any modifications from Current Draft (please list)
    If you felt game was 'generally balanced' (y/n): YesIf opponent felt game was 'generally balanced' (y/n): Yes, apart form his inability to roll sixes
    Your most valuable unit: Infernal Engine.
    Overlord with Onyx Hammer as a close second
    Opponents most valuable unit: Tusker Cavaly
    Your least valuable unit. Worthless Hobgoblin SlavesOpponents least valuable unit: Core in general (Bruisers, Tribesmen)

    My army:

    Overlord and BSB went in the Citadel Guard for Ring + Flaming Banner + Onyx Hammer synergy, who deployed in 2x10 for maximized shooting
    Lugars went 2x5, one on each flank.
    There were no real plan to this list other than wanting to test out the Lamassu, Infernal Engine and Lugars for the first time and also bringing as much multi-wound shenanigans to bear against the Ogres as I could.

    Hungry, hungry Ogres

    Great Khan, Heartripper,
    Spinesplitter, Potion of Swiftness,
    Armour of Destiny, Daemonheart
    Khan, BSB, Iron Fist
    Sprout of Rebirth
    Tribesmen x 8,
    Iron Fists
    Mercenary Veterans, Iron Fists, Vanguard, Swiftstride,
    Gleaming Icon
    Frost Mammoth,
    Hunting Spears
    Great Shaman, Lv 4, Butchery
    Talisman of Supreme Shielding,
    Grounding Rod, Charm of Cused Iron
    Shaman, lv 1 Wilderness,
    Dispel Scroll.
    Bruisers x 7Tusker Cavalry x4, Great Weapon, Heavy Armour,
    Dragonskin Banner
    Yeti x 2

    Great Khan and Shaman went in the Tribesmen, Great Shaman and BSB in the Bruisers.
    Mercenary Veterans and Yetis vanguarded up my left flank ,opposite the Hobgoblins.

    The Infernal Dwarves dropped the whole force down into firing line formations with the long lines of the Citadel Guard holding the center and protecting the artillery park, being bolstered by the Infernal Engine just to the right of the ruined house. Facing of agains them were the bruntf the Ogre might, the Tribemen, Bruisers and Frost Mammoth had all come mid, leaving the Tusker Cavalry to head down the right flank (almost unopposed save for a heroic Hobgoblin Chieftain) an dthe Mercenaries and Yetis to vanguard down the left, facing of against a Bolt Thrower, a Disciples of Lugar unit and the Hobgoblins.

    ID Turn 1:

    The vanguarding Ogres are met by unyielding fury from the Disciples of Lugar and a flurry of buff spells from the Lagus who flew over there on his Lamassu to aid them.
    Hobgoblins try to weight in with their bows but do nothing.

    Buffed by the Pringle of Hatred, the Disciples of Lugar prepare to meet the now flammable Ogres head-on.
    Nothing else of value was cast.

    First blood goes to the Bazooka Team (Bolt Thrower) as they expertly skewer a Tusker from across the field

    The heroes! In a single shot they have paid for both themselves AND the other Bazooka team.
    Which is good because they wouldn't hit another shot in the whole game, but at least the shot they had in them was a good one.

    The Infernal Engine trundles forwards to a better firing position before opening up with the Shapnel Guns for the first (and last) time of the game, shooting dead a Tribesman, despite a minor misfire.
    Citadel Guard were naturally out of range, their measly 21" (when moving) as usual preventing them from contributing on turn 1. Second Bazooka team missed the Mercenary Veterans.

    One Rocket Battery take 2 wounds of the Frost Mammoth, the other misfires and is done for, for this battle.
    The Volcano Cannon tries for a extreme long shot but cannot reach (I miss the days of 24" range on that thing!)

    Ogre turn 1:

    The center thunders forwards, though the Tuskers on the right flank fails their tests for the nearby Hobgoblin Chieftain and are greatly slowed.

    Buffed by the Pringle Of Hate(tm), the Disciples of Lugar easily slay all of the Mercenaries, loosing only three of their own.
    The Hobgoblins lack such prowess and break from the Yetis, despite killing one and being Steadfast. Obviously I had been tricked into buying low quality slaves!
    To add insult to insult, they then flee off the table.

    The surviving Yeti pursue far away from the furious Disciples of Lugar

    ID Turn 2:

    " Get back here" Too far away to charge, the Disciples of Lugar run after the Yeti, eager for more killing.
    The Magus on his Lamassu just chills: The Ogres have no ranged weapons to speak of and no offensive magics, so his position if unthreatened unless he decides to join into close combat somewhere, and he's close enough to the main battlelines to work his magic, should he need to.

    Not to be outdone by their fellow team, the Bazooka team in the woods swivel, take aim and take down the Yeti with a single salvo, once again paying for themselves with one shot.
    Sadly they too would not hit a single target again. But they did good. Cheap as they are, I only needed for them to get of a single decent shot to pay themselves back.

    Having decided that this Ogre unit (containing the General and a Shaman) have advanced far enough up the field, the Infernal Engine brings the weight of its Toughness 7 and 7 Wounds to bear to stop it from going further.

    In the magic phase the Magus cast Shield of Dark Fire of the Infernal Engine to give it flaming attacks and makes the Tribesmen flammable.
    The Lamassu strokes its magificent beard (far finer than that of the dwaf riding it!) and Shadow Miasma's the Bruisers to -3 Movement, turning a average charge into the CItadel Guard next turn into a long one, needing to roll a 10 on the dice.

    I can't remember the shooting, but I think most everything missed and the Citadel Guard peeled off a Ogre form the Bruiser unit.

    Ogre turn 2:
    Everything goes forward.

    The Bruisers try for the long charge into the Citadel Guard but fail and lose another few wounds to their trouble.

    The Infernal Engine, happy at my opponents inability to roll a single 6, no matter how many dice he uses, grinds another Tribesman into the dust.

    ID Turn 3:

    The Magus on Lamassu flies up behind the Tribesmen, to join in the slow, painful (for the Ogres) next turn. I am confident that his 3+ AS, Thoughness 5 and 4 Wounds will keep him alive unless the Ogre Khan calls out a challenge, in which case I will refuse, the Infernal Engine can win on its own if it have to (my opponent does not challenge)

    The Right-most Disciples of Lugar find their true calling in becoming a roadblock, trusting in their 5+ Ward Save and Unbreakable nature to keep the Mammoth from supporting the still-dangerous Bruisers.

    The Volcano Cannon and the Firelocks find their rnage and the Bruisers suffer greatly for it. I think the Volcano Cannon took down three of the four dead Bruisers here!

    And the grind continues. Still one Ogre/turn

    Ogres turn 3:

    The Tuskers turn around the hill blocking them to start and roll up my artillery

    The Volcano Cannon crew are feeling a mite threatened...

    The Mammoth slams home. It will take it several turns to finally kill the Lugars, deamonic favour being far more resiliant than mere steel and flesh.
    Though the sheer bulk of the beast means that there is little they can do to threaten it in return.

    The Bruisers finally hit home through a hail of gunfire. The Overland hefts the Onyx Hammer and steps forward....

    The Overlady easily takes care of the Ogre BSB, inflicting six wounds on his fragile four-wound body.
    The Citadel Guard hacks apart the Bruiser Champion before he can swing.
    I think about five Citadel Guard are lost between impact hits, the Great Shaman and the BSB.

    It's all too much for the Great Shaman who turns and runs, though no nearly fast enough as the stubby-legged little halberdies

    ID turn 4:

    The Magus swoops down the join the grind. Armed with the Hero's Sword he is a decent, if unimpressive combatant and despite two Deamonheart-induced miscasts in a row, he brings the grind up to about 2 Ogres/turn!

    The Discples of Lugar die hard. So very, very hard.
    The Ogres are learning that there are very few soft targets in the realm of the Infernal Dwarves.

    The Citadel Guard secures the Objective and reforms to face off against the Mammoth, which will be done with the Lugars any minute now.... It promises!
    The Overlady just taps her foot impatiently, taking practive swings with the Onyx Hammer.

    Magic Happens, it doesn't matter too much.
    In the Shooting phase everything bar the Volcano Cannon misses. It gets the Moneyshot on all three Tuskers but all three of the makes their 4+ Armour Save!

    Ogres Turn 4:

    Yeah... This isn't going to end well...
    The Tuskers hit the dwarven artillery line perfectly....

    And rolls it up. They take out a Volcano Cannon, two Rocket Batteries (one cripples, so it deserved it) and a Bazooka Team, all neatly lined up for them!

    The Grind carries on.
    The Ogre Shaman casts The Beast Within on the units and no longer needing the ellusive, unrollable sixes, the Great Khan finally puts three wounds on the Infernal Engine.
    But losses are mounting and soon the Tribesmen will no longer be steadfast...

    ID Turn 5:

    The Magus casts Hatred on himself, wanting to end the Grind as soon as possible, finding hewing Ogre flesh tiresome for his scholary arms.

    The entirety of the surviving forces. The battle has been fought to almost annihilation.

    The Citadel Guard charge in on the Mammoth, as does a Hobgoblin Chieftain (mostly to provide Combat Res by a Flank Charge, as the Mammoth is not Stubborn).
    Once again the Overlady looks at the Mammoth, raises the Ony Hammer and brings down the beast!

    They then reforms to face in inevitable charge: The Overlady hefts the Ony Hammer up on one shoulder and spits at the oncoming Tuskers.

    More Ogres die in the Grind. No one really cares. Once again not a single six is rolled against the Infernal Engine when it counts.

    Ogre Turn 5:

    The Ogre Great Khan finally breaks as his Shaman is cut down by the Magus. He runs...

    And just escapes! The Lamassu is too fat after having gorged on Ogre flesh to catch him!

    The Infernal Engine pivots to get a flank charge against the Tuskers, should any of them survive their encounter with the Overlady and the Onyx Hammer

    The Tuskers charge home, the impact of their heavy bodies killing 1 Citadel Guard, two more being saved by the sapping enchantments on the Banner of Nezibkesh.
    The Overlady steps forward, swings the Onyx Hammer down hard, and a Tusker just explodes in a hail of chunky salsa (seriously, despite their skill and halberds, the Citadel Guard and BSB were mostly relegated to providing ablative wounds to the Overlady, as she brought the Ony Hammer to bear on any part of the Ogre army which she could reach. She was really good this game!)
    The Citadel Guard hacks two wounds from his' stunned companion, losing three of their number in return.
    Badly outnumbered, out-splattered and out-Standar'd, the surviving Tusker runs. The Citadel Guard deigns not to pursue. Why tire themselves when there are slaves to do the dirty work?

    ID Turn 6:

    The last Tusker is ran off the field like a dog, by a Hobgoblin Chieftain.

    The Ogre Great Khan is the last survivor of his' broken tribe.

    The game ends with 2500-650 (mostly artillery :( ) to the Infernal Dwarves!
    I haz a blog!…-the-moment-aslo-batreps/.

    Mostly KoE and ID stuff. Now also some Void

    1,155 times read

Comments 11

  • juniac -

    Nice batrep, thanks for sharing, looking forward for new reports. I have a question about citadel guard size, because I thought it has 20 models limit. I'm I wrong?

  • tommytucker -

    great battle report, please do more of these.

    • Petterwass -

      I will try. Thank you.
      I generally only get in a game once a month or so, but I'll try and document each one.

    • tommytucker -

      I always forget to take pictures around about deployment phase.

    • Petterwass -

      I never do that either. I just take a start picture once we're all set up and all Vanguarders have Vanguarded.

  • SmithF -

    Thank you for this great battle report, the pictures make it easy to follow! Great models, too!
    Good to see the Lammasu getting some on-screen time.

    Keep'em coming!

    • Petterwass -

      Thank you!
      That was actually my goal for this game, apart from introducing the Ogre player (my 8th ed punching bag) to 9th Age, was to test out the Murdertrain, lamassu and Disciples for the first time.

      I'm not completely sold on it; The mobility and extra tankyness is nice but the price is high and he's still not much of a combatant. And Shadow (which my Beardbeast had) is pretty long-ranged anyway.
      Still, I quite like my model, so more testing is in order :)

  • Taki -

    Wonderful gaming table, also I love the pringle of hatred.

    • Petterwass -

      The Pringle of Hatred is the best pringle.
      Also a very tasty marker, once the spell has run out :)