Friday, 26 April 2013


a while back i set some targets for this year  and they were 2 paint up a 40k and fantasy  army which were:

40k  chaos space marines which iv done 90% off im finishing the hell drake wings and the forge feind shoulder pads then im done

fantasy dark elves the army has been based white but  iv done nearly 20 archers metal n red n skin and thats it

new projects

hordes legion of everblight  i have  1 caster  4 light warbeasts and 2 heay warbeasts to paint

ogres i have 23 ogres to paint and  a stonehorn

so  my shed has been overtaken at the moment but as soon as its free ill spray up all the dark elves with silver and the black wash :D


so i took the plunge  but that doesnt mean  i still wont annoy the general populace of players lol  neway  so  im gunna  break down  everything  from  wat i bought  models iniatial thoughts  n all that crap  lol

so i dont like the robots n stuff so i bought  hordes  and the only clear  choice  is legion of everblight coz they have dragons! for the battlegroupit cost me less than  30quid  with quick start  rules is amazing value for money you get  6 models 1 caster 1 heavywarbeast and 4 light warbeast.

as this is the 2nd most important part of any hobby u need decent moels.  and overall looks the everblight models are really nice the main problem is they are essentially snap fit so the poses are very static with little to no ability to change the poses etc etc their were also very little mould lines which is a bonus.

this is the most important part of the hobby they need to be tight and crreate a decent game.  the quick start rules give you a basic idea of the game so you can play. they come in a handy little leaflet that folds out it also has all the stats for all the other hordes factions on the back which is cool. its set out with  background to the game how stat cards work (covered in gameplay)  weapons then starting the game. then the fury mechanic. its set out quite well but i think using  spells  couldhave been put with fury as thats  what fury is used for but apart from that its pretty consice.

like most wargames  this is a turn based game with a simple  set up  roll a d6 highest roll choses who goes first then they both set up within 10"of the board edge and the game starts. each turn is split into 3 phases :

maintainance - remove effects and excess fury
controll -  step 1 leach fury from warbeasts step 2 spen fury to upkeep any spells step 3 make a threshhold check for warbeasts with 1 or more fury on them
activation - after this you can activate any models in any order

the difference from most games is that  each peice moves, shoots fights seperately from every other peice

each model has a stat card with abilities and health on to keep track of how much life it hasand what it does.  you also have the stats for each model.

the actual fighting and interaction is similar to every other wargame u need to beat a certain score to do something and how they do it is 2d6 + stat and you have to equal or beat to do something 

for example to shoot a target u roll 2d6 + ranged attack  if u beat the def of the model u then roll for damage which is 2d6 + POW and have to beat the armour to do damage           

their are lots of kool little combos  you can do and itsvery quick a basic 15pts game can be played in 30mins or less

so thats hordes in a nutshell ill update with what faction i chose and wat it does later

play testing ogres!!

so a while back i went thru the army books to decide on a new army and well  i bought ogres!!!

the main decision was  money  as their cheaper than  most other armies that i like.  so what did i buy

1 battalion box
1 box of lead belchers
1 box of iron guts
1 stonehorn
1 slaughter master

this makes a rough 1750 list a bit of an odd number  but i played a 1500point game without the stonehorn n for my 3rd game i threw that in

overall feel of the army iv taked about this from a theoretical point of veiw but now im goin to post my list and go thru the games to give some feedback on unit performance etc

dispell scroll

great weapon

ironguts x7
dragonhide banner

ironguts x6

lead belcher x4
lead belcher x4


general tactic
the first thing is ogres dont have many units  so ull be getting the +1 to who goes first most of the time. the main hitting unit is the big block of iron guts with characters the small unit is their 2 engage weaker units or fank charge and take away the rank bonus from the unit engaged with the main unit the lead belchers sit either side on the edges ull still be in range of the bsb and their job is to shoot units that ull be charging and reduce the shooting efficiency of other units which they do very well.  the stonehorn goes on the far flank where the enemy is weakest and run it forewards untill it can smash into a unit.

slaughter master -  even a lv4  needs lots of luck to cast troll guts which is the regen bubble on a 20+ u really need 2 throw 5 or 6 dice at it  so far magic has kinda failed me with ogres :(  the hellheart however is a great item to use on turn 3 when every1 is closer to gether and what it does is cuased instant miscast on all enemy wizard in d6x5".  dont try this against lizardmen as most will hae cupped hands and that may end up badly for u i lost 2 spells! dispell scroll is obv  use it preferably mid game or on a spell that u kno u cant dispell  with dice

 bsb - he is the main hammer in this army 4 attacks at str7 if they charge then u get 2 re-roll 1s with the dragonhidebanner he has done lots for this army so far ! i may add another bruiser with a magcweapon for etheral units

iron guts with dragon hide - these are devastatingly gd steadfast with 2 ranks and 2+ str on ogre charge also re-rolling 1's for dragonhide banner u could make this unit even better by adding a tyrant or 2 if u wanted all CC army

small unit - these did well VS smaller units such as spearmen and skinks  as they  can survive their attacks before doing damage back  you can also support the main unit with a dual charge!

lead belchers -  these guys pour out some amazing fire power and hit on 4's after at turn 2 if the opponent deploys on the line :D  4d6 is an average of 12-16 hits with a -2 on armour saves so theyll dent tougher units with 2/3+ saves as theyll be 50% chance to pass then u can combine with the other unit or try it on a different unit. in combat charge weaker units like archers  use them 2 disrupt the enemies shooting is they run they cant fire next turn dont charge combat units as they have no armour theyll die pretty quick even with 3 wounds

stone horn-  is awesome is a movement 7 with a 3d6 charge if u put him wide on the flanks  move then wheel to get a flank charge on the outer unit doesnt matter wat the unit is jus keep charging untill ur in coz eventually theyll have 2 stand as the army could start fleeing in combat the stonehorn has 2 things goin for it  str6 t6 w6 with a 4+ save it also halves  multiple wounds so its very durable.  on the chrage u do 3d3 impact hits  if u get 10+ u get the earth shattering charge which is 3d3 + 3 that an average of 6-9 depending what u get and their str6 but thats all ur stonehorn does on the charge u then get attacks with the rider then thunder stomp so its better to be gettin flank charges for extra combat res after the first round should the unit survive u have 6 attacks and frenzy + thunder stomp only ws3 tho so most units its 4's to hit but 2's to wound with a -3 so that should kill most light 2 medium troops lookin at u chaos warriors hahaha :D

so thats the initial list and how its playing so far