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.