Today I'm going to be playing a few of my teammates in our full point tournament team, to get some full point games under our belt before it's time for the larger tournaments in a few months. There are four of us playing and we'll all be facing one another once to establish the very important internal pecking order(!). Here's what I'm bringing to the fray.
Orc Warboss on Wyvern
Charmed Shield, Talisman of Preservation, Sword of Strife
Ignores first hit (cannon!), 4+ ward save and dishing out 6 S6 attacks.
Orc Great Shaman
Level 4 upgrade, Crown of Command, Talisman of Endurance, Shrieking Blade
A stubborn orc to suprise people, with a 5+ ward save and forces enemy units to take a fear test in close combat. If they fail it, my unit will be hitting on 3's.
Black Orc Big Boss Battle Standard Bearer
Shield, Dragonhelm, Ironcurse Icon, Dawnstone
3+ re-rollable armor save should hopefully keep him safe, while the icon should help counter war machines somewhat.
Night Goblin Shaman
Dispel Scroll
Cheap and disposable, adds a channeling attempt and a spell on a single die from the pool. Not to mention the scroll.
Night Goblin Shaman
Channeling Staff
Same with this guy, only that he channels on 5+.
Night Goblin Big Boss
Great Weapon, Dragonbane Gem
Adds some punch and leadership to the Night Goblin unit, and if something that I know has flaming attacks approaches my Trolls, this guy will step in the way and hopefully tie them up.
34 Orc Boyz
Full Command, Shields
Will be joined by the BSB to anchor the lines.
40 Night Goblins
Standard Bearer, Musician, Nets
A boss is too expensive for this unit (The Big Boss might as well take it) but the Nets will frustrate enemies and hopefully keep the gobbos Steadfast with my General flying around within 18".
20 Night Goblins
Musician, x2 Fanatics
Almost always a useful unit, which will deliver fanatics, shoot at fast cavalry and hopefully get the poison spell on their arrows.
5 Wolf Riders
Short bows
Not really part of the theme for this list, as these are the only common goblins I'm bringing. But until I get my Big Spider and my Spider Riders assembled and painted, these will have to do.
20 Black Orcs
Standard Bearer, Musician, Banner of Eternal Flame
My monster hunters and all-in-all most diverse and useful unit. Will be joined by the Shaman to make them Stubborn, while they swing their S7 flaming great weapons around.
6 Trolls
Too cheap not to bring, these guys provide an insane amount of power for a good price. If the General survives, his 18" Inspiring Presence should make these very reliable.
x2 Orc Boar Chariot
Additional Orc Crew
Always bring at least two chariots to combo-charge with your blocks.
5 Boar Boyz
Spears, Shields
Cheap yet great flankers who also may threaten missile units and warmachines. With all the other goodies to shoot at, they should probably be safe for a round or two, and by then they should be seeing combat.
Giant
Until I get my Spider, the big guy gets a run of the place. He will probably help the gobbos break their foes by stomping on them. Also, he might soak up some shooting that will keep the Wyvern Warboss safe as we advance into combat. If not, he'll be a handful once he gets there.
Mangler Squig
Once the spider arrives, I'll reckon this guy and the Giant will be gone, but until then I'd like to give the Mangler a try. With his 2D6 hits whenever he goes through a unit, using his 3D6 random movement, you need to take him out early or risk losing a lot of expensive troops. Which should mean you'll fire at him instead of the Wyvern.
So that's it, that's my army for the day. It's not the biggest Horde I've ever fielded, but does have 4 infantry blocks, 1 monstrous infantry block, two monsters (one of them flying), 6 magic levels and plenty of hard-hitting support units. But there is no artillery. That's okay though, since everyone knows artillery are for cowards who don't know how to fight!