SCB Ironjawz vs SCB Seraphon
Army #1
SCB Ironjawz
- Orruk Warchanter
- G
eneral
- 1 unit of 3 Gor-Gruntaz
- Spearthingies
- 1 unit of 10 Orruk Ardboyz
-
Drummer
- Gorkamorka Banner
- Gorkamorka icon
Battalion: Ironjawz Smasha Boyz
Army #2
SCB Seraphon
- Scar-Veteran on Carnosaur
- General
- Warspear
- 1 unit of 8 Saurus Knights
- Drummer
- Starsrake icon
- 1 unit of 12 Saurus Warriors
- Drummer
- Starsrake icon
Battalion: Gul'Rok's Starhost
The battlefield was the dinner table, the only obstacle an abandoned home and the battle plan until the end(last army Standing wins)
Turn #1 Seraphon
Running forward(because set-up was way to far apart

)
Turn #1 Ironjawz
The same
Turn #2 Ironjawz
Still walking along, positioning tactically
Turn #2 Seraphon
Positioning Knights and Scar-Veteran for charging.
Knights fail charge, Scar-Veteran has a successful charge into the Gor-Gruntaz.
Killing off 1 and dealing 2 wounds to a second.
Turn #3 Ironjawz
The warchanter uses Violent fury on the Ardboyz unit. They move forward and fail their charge.
The Gor-Gruntaz attack the Scar-Veteran and Manage to get him down to 4 wounds. He on the other hand kills another Gor-Grunta.
Turn #3 Seraphon
The General uses his Commando ability(Saurian Savagery) on the Saurus Warriors. They move in closer. The Saurus Knights close in on the Ardboyz, surrounding them to take a charge. This time the make it. Getting all in contact.
The Warriors make their charge as well.
The first fight I picked was the Saurus Knights, I redid this fight I think 3 times because I forgot half of the attacks on each side more then once. The end result was 3 dead Ardboyz. But due to the Violent Fury on the Ardboyz(add 1 to the damage inflicted by this unit) the counterattack stacked 15 wounds in return, leaving just 1 Knight barely alive.
The Gor-Gunta managed to kill off (only) 2 Saurus Warriors, he suffers 4 wounds by both the warriors and the Scar-Veteran.
The Battleshocktest resulted in the loss of the unit of Knights.
Turn #4 Ironjawz(again)
The Warchanter uses Violent Fury on the Ardboyz again and gets into the battle himself. The Ardboyz make a 180 degree turn and make a charge on the Scar-Veteran.
He is an easy target and doesn't stand a chance.
Also the Gor-Grunta is taken out by the Saurus Warriors.
Turn #4 Seraphon
The Saurus Warriors surround the Ardboyz and do their best to make something of it. Killing 3 Ardboyz. In return 4 Warriors are killed, battleshock makes 1 more Ardboy flea the scene.
Turn #5 Ironjawz
Moving the Warchanter in the mix. The remaining Ardboyz reduce the unit of Warriors to 1. But he is no match for the Warchanter. Resulting in a major victory for the Ironjawz.
all-in-all a fun game starting to learn the basic mechanics of the game. I need some practice in order to remember to make all the attacks for the unit one after the other before jumping to another unit
As I am writing this battlereport I am wondering about the Warchanters Ability Violent Fury
It says:
"Add 1 to the damage inflicted by this unit"
What does this exactly do:
1. Weapons of this unit do double the damage: so the enemy unit needs to double their save rolls.
2. After Save rolls the damage is doubled: so a failed save roll can lead to 2 wounds suffered.
Thanks in advance
Grrr, Imrahil