tag:blogger.com,1999:blog-88190316679501693032024-02-19T02:31:41.182+01:00Troll TalesDennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comBlogger271125tag:blogger.com,1999:blog-8819031667950169303.post-26615521161361629312013-03-18T13:00:00.000+01:002013-03-19T23:55:41.610+01:002500 pts O&G Swedish Comp 11-12There is a tournament coming up in the middle of April that I shall be attending. This will mark the first full-scale tournament that features the<a href="https://www.dropbox.com/s/51psu0k2dvhpoiu/Swedish%20Comp%20System%20v1.7.1.pdf" target="_blank"> Swedish Comp System</a>. For this tournament, players must have armies that comp between 10-15, which is about average. For each full point of comp you have more than your opponent, you get a 'free' 100 VP (so a comp 15 army going up against a comp 10 army will get an extra 500 VP). Therefore, I'm planning to field a list that comes in at around 12, to give me an edge against the filthiest lists out there (while still liking my chances against them) without giving up too many free points to the softest lists.<br />
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With that said, I will be trying out a few creative solutions to still get a competitive army on the table without it comping too hard. I'm thinking something along these lines...<br />
<br />
<a name='more'></a><b>Orc Warboss</b><br />
<i>Sword of Anti-Heroes, Armour of Destiny, The Other Trickster's Shard</i><br />
<br />
<b>Savage Orc Great Shaman, level 4</b><br />
<i>Lucky Shrunken Heads, Fencer's Blades</i><br />
<i><br /></i>
<b>Black Orc Big Boss, BSB</b><br />
<i>Banner of Eternal Flame</i><br />
<br />
<b>Night Goblin Shaman, level 2</b><br />
<i>Dispel Scroll</i><br />
<br />
This is a pretty standard setup for when I'm running an infantry list. I always like my Warboss to do something special aside from just sharing his Inspiring Presence, so in this case he will be a Deathstar breaker with his Sword of Anti-Heroes. From a comp perspective, only the Shrunken Head and the Dispel Scroll are very expensive, and I feel both are very necessary items to include in a tournament list.<br />
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My BSB is a cheap utility hero, keeping animosity in check and providing flaming attacks to whichever Orc unit he ends up joining later in the game.<br />
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<hr />
<br />
<b>29 Orc Big 'Uns</b><br />
<i>Standard Bearer, Musician, Shields</i><br />
<br />
<b>26 Savage Orcs</b><br />
<i>Full Command, Additional handweapons </i><br />
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<b>20 Night Goblins</b><br />
<i>Musician, Short bows</i><br />
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<b>5 Goblin Wolf Riders</b><br />
<i>Shields, Shortbows, </i><br />
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The core is interesting as I'm trying something new, with regular Orcs getting the Big 'Uns upgrade. Unless you're running a big Savage horde (which I prefer not to) I've found that the regular Orcs with spears will dish out only 6-7 total attacks less than the Savages (assuming 6 or 7 wide) and even less so if the Savages have got more characters in their front rank. So I'd like to try running regular Savage Orcs, as I've still got the Great Shaman and the champion to kill off tough things with their S5.<br />
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My two orc blocks actually comp the same as had I only gone with Savage Orc Big 'Uns and 40 Night Goblins, so I feel like I'm getting more bang for my buck here, too.<br />
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<hr />
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<b>24 Black Orcs</b><br />
<i>Standard Bearer, Musician, Standard of Discipline</i><br />
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<b>8 Trolls</b><br />
<b><br /></b>
<b>1x2 Goblin Wolf Chariots</b><br />
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A little light on the chariots this time around, but in return I've got two 'ard units in the Trolls and Black Orcs, meaning I've got 4 large combat units and three of them Orcs for the <i>'Ere We Go</i> spell.<br />
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Lately, I've found that only two single Wolf Chariots are usually necessary, to keep each flank free of chaff, so I've decided to keep the points down as well as the comp, as each new chariot will impose a hefty penalty from the comp system. <br />
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<hr />
<br />
<b>Mangler Squig</b><br />
<br />
<b>Goblin Doom Diver</b><br />
<b><br /></b>
<b>Giant</b><br />
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A single Doom Diver keeps me exactly on +0 comp for my war machine penalty, while a single Spear Chukka would have put me over the edge. I'll miss my second and third war machine, but I feel that a single Doom Diver can take care of most things that I'm worried about.<br />
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The Giant is extremely comp friendly, as people continue to underestimate the big guy. Naturally, this makes him a perfect choice for those remaining points as I feel he's got a multitude of viable uses in game. Of course, he usually works wonders with some Netgoblins to keep the enemy strength down, but I think he can do well with just Orcs as support as well. We're gonna have to see.<br />
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This list right now comes in at around 50 points short, meaning I have a few options that I could explore. One would be to add a third Wolf Chariot, which is fine but something I've found to be a little unnecessary lately as well as heavy comp hit. I could also throw in 1-2 fanatics in my Bowgobbo unit, which is definitely not a bad choice. Finally, I could also consider giving my Big Uns spears for a more defensive unit that will hit even harder if charged, which is something I'd like to explore more. Or, I could give my Savage Orcs a Big Stabba to combine with the Banner of Eternal Flame, which is also an attractive option.<br />
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Which option to do you prefer, and do you have any thoughts on the list in general? Let me know in the comments.Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-44256029706197271132013-03-11T15:04:00.000+01:002013-03-12T15:09:14.447+01:00Mini-units of Squig Herds<div class="separator" style="clear: both; text-align: center;">
<a href="http://fc09.deviantart.net/fs71/i/2011/107/7/e/warhammer___squig_herd_by_davrab1-d3e6cun.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="http://fc09.deviantart.net/fs71/i/2011/107/7/e/warhammer___squig_herd_by_davrab1-d3e6cun.jpg" width="320" /></a></div>
Anyone who's tried using minimal sized units of Squig Herds with any success? For the same cost as a Mangler Squig, you can get 7 Squigs and 3 Herders. However, for an even cheaper cost, you can get 8 Herders and 2 Squigs.<br />
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<a name='more'></a>
Both units will serve a similar purpose, namely to redirect enemies. The more expensive one will also serve as chaff hunters and potential flankers, as they can still be fielded with 7 squigs in the front row and 3 herders in the back. The downside is that if a nasty unit charges in and kills off all of the squigs, the unit will not go wild to inflict the additional D6 S5 hits upon panicking. The cheap option, on the other hand, will be unlikely to kill anything, as you will most likely run them with only goblins in the front rank, but they will inflict the Go Wild effect on the enemy that killed them (who will have problems killing the Squigs in the back row before combat is over).<br />
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Compare that unit to the ever popular single Trolls running around, and you will exchange stupidity for animosity, which depending on the situation might be preferable. The Troll, however, will be faster and more mobile with pivots, which may or may not be useful in some matchups. They can also be surprisingly effective as a flank harasser, since T4 3 wounds with regeneration can be frustrating to kill off with less than a rank of fighters engaged with it.
In the end, I think either choice is viable and either one can be more effective depending on your playstyle. The best thing about all of them, however, is that they're very cheap and if you're going for a heavy diverting army, you can easily fit all of them in your list. Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-11804579160109979452013-03-04T23:18:00.000+01:002013-03-06T00:53:44.954+01:00The top O&G hammer unitsFollowing up on my previous post on <a href="http://trollhoer.blogspot.se/2013/02/a-cunnin-scheme-hammer-unit.html" target="_blank">What makes a good Hammer unit?</a> I decided to list my top choices from the O&G army book. In the right player, almost anything that hits hard can function as a decent hammer unit, but I feel like the units below are the ones most likely to find consistent success hitting the flank of your enemy while your infantry blocks fight them head-on.<br />
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<a name='more'></a>
<b>Wyvern</b><br />
Easily our most effective Hammer unit in our army. It is the only flyer available to us, meaning it's not only fast but also almost impossible to redirect. That usually results in that when you need a hammer unit to hit a flank, the Wyvern will deliver. Together with a Warboss General, it is the optimal unit for calling the Waaagh! with, as the added combat resolution bonus from a charge, flank and the Waaagh can sometimes result in a +5 bonus before even a single attack has been made. Add to that a S6 Thunderstomp, 3 poisonous attacks and a Warboss to boot, and there is no question the Wyvern has great value as a hammer unit.<br />
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<b>Snotling Pump Wagon</b><br />
When snotlings build chariots things easily get destroyed, but it's not only the potential for 2D6 S4(or 5) impact hits that make Pump Wagons so good, it's the random movement that allows the wagon to pivot on the spot, which makes flanking units a lot easier since you measure what 'zone' your unit is in for the enemy after you've established that the Pump Wagon would reach its target. It's almost as difficult to redirect as a flyer, and will dish out a lot more pain that what it takes back with its mere 3 wounds. Remember that if by a miracle your Pump Wagon actually survives its combat, it is able to pursue the enemy using 3 or 4 D6 (depending on how 'ard you pumped when you charged) which can be extremely useful to ensure broken enemies are chased down.<br />
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<b>Giant</b><br />
The Big Guy is often frowned upon, but as a flanker he can be extremely potent. Against infantry, the Giant is most likely dishing out 2D6 S6 hits per round, with a 1/6 chance of doing an additional D6 of damage. Granted, there's an equally large chance that he will simply yell and brawl, winning you combat without inflicting any casualties, but at times that will actually be useful to you. Furthermore, he's on a tiny monster base that will prevent a lot of models from getting into close combat with him, and if combined with some Night Goblin Netters, the Giant will truly shine as enemies will find themselves challenged to even hurt him. Another often-overlooked feature is the fact that Giants are stubborn at leadership 10, so even if you're fighting an uphill battle, you can rest assured that the Giant will most likely stick around until he is killed, preventing enemies from pursuing your infantry units that might break from losing combat.<br />
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<b>Orc Boar Chariot</b><br />
Although significantly slower than the Wolf Chariot and the Pump Wagon, the Orc Boar Chariot performs well as a Hammer unit. It is tough, meaning that it will take a lot more enemy attacks to kill it compared to a Wolf Chariot, and it with an additional Orc crew added to it, will dish out 5 S5 attacks on the charge after the initial D6+1 impact hits. It is also a prime target for the<i> Sneaky Stabbin'</i> spell, which will allow all of the above attacks to be re-rolled for both misses and failures to wounds. As if that's not enough, it's the only chariot in our army that will benefit from the <i>'Ere We Go</i> spell as well. This together makes it a wonderful Hammer unit for an Orc Anvil fighting the enemy to the front.<br />
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Do you agree with my picks, or have you got a different set of favorites that you like to run as a Hammer in your list? Feel free to let me know.Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-72528136057522954062013-02-25T23:02:00.001+01:002013-02-27T10:56:32.073+01:00What makes a good Hammer?<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQnB-4QpjMoYabQljz12mxJS9ROD7l10Y9gyb4tQmqmvFdZ89ftDqhY1aHIvmfylo5LNfrhzUU29p74ciPZx7VLqKcd2erfi-T2Vu_rFVG66v2V92Z8wl7Nhf7L9oBRFp8ty2FvwhS0zr_/s1600/hammerAnvil2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQnB-4QpjMoYabQljz12mxJS9ROD7l10Y9gyb4tQmqmvFdZ89ftDqhY1aHIvmfylo5LNfrhzUU29p74ciPZx7VLqKcd2erfi-T2Vu_rFVG66v2V92Z8wl7Nhf7L9oBRFp8ty2FvwhS0zr_/s320/hammerAnvil2.jpg" width="320" /></a></div>
The <b>Hammer and Anvil</b> strategy is a very old, yet highly successful military strategy going back to Alexander the Great (and probably even older than that). Small wonder then that it's a popular strategy in Warhammer as well. But while it can be extremely effective, rarely do I see armies that bring an ideal army setup to execute on the strategy.<br />
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For those of you unfamiliar with the concept of the Hammer and Anvil, the idea is that two hostile infantry units engage to the front while being unable to break one another, while the cavalry would come from one of the sides, smash into the flank of the enemy and help turn the tide of the combat in our favor.<br />
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Although actual cavalry can be very effective in this role, I've come to depend on a number of different units to serve as the role of the Hammer for this strategy. Here are some of my qualifications for being a good Hammer unit.<br />
<br />
<a name='more'></a><b>Fast</b><br />
Unless an opponent is extremely outnumbered, you will rarely see a second infantry unit being able to outflank an enemy, mainly because they are too slow and too easy to redirect with chaff units. With a faster unit, it is more possible to put pressure on an enemy light units early on, forcing them to dedicate to redirecting you or simply lose a lot of their chaff units before your infantry units dedicate to combat.<br />
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<i>In my opinion, a unit of 10-15 Orc Boar Boyz make for a better Hammer unit than 25 Black Orcs, even though the Black Orcs would stomp their faces in a straight up fight. Getting a 4" moving infantry block into the side-facing of an enemy is a lot more difficult than what it seems, mainly because of swift reforms, as enemies will insist on keeping both of your infantry units in their front, forcing you to miss valuable turns slowly moving into position rather than taking the charge to them. </i><br />
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<b>Hard hitting</b><br />
If you do manage to get into combat as flanking hammer unit, you are unlikely to be left there on your own for very long, because you're then the most serious threat to that enemy unit. That means you have to be able to dish out a lot of damage quickly, ideally before the enemy even gets a chance to get rid of you.<br />
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<i>This is why I prefer a Giant as a Hammer over, say, an Arachnarok Spider. The Giant has the potential to dish out more S6 wounds than anything else in our army, which is enough to wound a majority of our enemies on 2+, while the Arachnarok will struggle to wound enemies at T4 consistently, even though the Spider is probably more likely to win and survive a combat than the Giant is.</i><br />
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<b>Small footprint</b><br />
The best flankers are the ones that won't take many casualties back after dealing out their damage. The best way of accomplishing that is usually to have as few enemies being able to strike as you as possible. The smaller the base of your unit is, the fewer attacks you will have being directed as you.<br />
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<i>With this in mind, I would probably prefer a Goblin Wolf Chariot as my hammer over a unit of Squig Hoppers, even though the Squig Hoppers should do more damage. But in order to get all the Squig Hoppers in base contact, I would have to live with more enemy units being able to strike at them as well, while the Chariot will do the same damage regardless of how many models are touching its base.</i><br />
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<b>Few wounds or high armor/toughness</b><br />
Following on that logic, if you do get attacks aimed at you, make sure that the chances that you are hurting them more than they could possibly be hurting you are as high as possible. You can accomplish this by either having as few wounds as possible while dishing a lot more on average (a S5 Snotling Pump Wagon with a single wound remaining is a great example of this)<br />
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<i>This is why I would prefer an Arachnarok Spider as a Hammer over 10 Savage Orc Boar Boyz. While the Savages should do a bit more damage on average (depending on the situation), they are also more prone to giving up wounds than the Arachnarok, who has a higher armor save and a higher toughness.</i>Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-35106128574858411772013-02-22T23:30:00.000+01:002013-02-25T00:11:26.779+01:00Warhammer Chronicles RPG coming out this year<div class="separator" style="clear: both; text-align: center;">
<a href="http://images2.wikia.nocookie.net/__cb20100815223533/mutantchronicles/images/b/b0/Mutant_chronicles1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://images2.wikia.nocookie.net/__cb20100815223533/mutantchronicles/images/b/b0/Mutant_chronicles1.jpg" width="400" /></a></div>
After running the post about the <a href="http://trollhoer.blogspot.se/2013/02/mutant-chronicles-kickstarter-is-live.html" target="_blank">Mutant Chronicles Warzone Kickstarter</a>, I got an email from Chris Birch of Modiphius Entertainment informing me that his company will be launching a reboot of the Mutant Chronicles RPG (YESSSS!!!). Now, I know Troll Tales has always dealt almost exclusively in WHFB and O&G in particular - and it will continue to do so in the future - but as I'm a huge Mutant Chronicles fan, after playing both the RPG, the wargame and the card game, I wanted to take the opportunity to highlight this fact.<br />
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You can go to the site for the <a href="http://www.modiphius.com/mutant-chronicles.html" target="_blank">Mutant Chronicles 3rd edition RPG</a> and sign up for news and to show your support. Apparently, the game will be coming out in December of this year and while it won't have a Kickstarter campaign to get going (as it's already in production) they might consider doing something for fans to gain some additional exclusive content, according to their <a href="https://www.facebook.com/MutantChroniclesRPG" target="_blank">Facebook page</a>.Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-10566442551190615802013-02-20T22:38:00.002+01:002013-02-21T23:28:13.757+01:002600 pts O&G Fast, Wyvern & Boar Boyz comboI've been playing around with the idea of creating a very fast and hard-hitting army, with enough infantry backing it up to create an interesting synergy. The idea is to outdeploy my opponents and then stack one flank with a hard-hitting one-two punch that won't give up too many wounds (by Greenskin standards) while dishing out enough pain to clear a flank before the start of round 3. Meanwhile, the slow moving footsloggers will make their way across the field to backup my hard-hitters against the heart of the enemy army, allowing me to attack them from two sides.<br />
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<a name='more'></a><b>Orc Warboss</b><br />
<i>Wyvern, Sword of Striking, Charmed Shield, Talisman of Endurance, Potion of Strength</i><br />
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<b>Orc Great Shaman, level 4</b><br />
<i>War Boar, Shrieking Blade, Sceptre of Stability, </i><i>Talisman of Preservation, Ironcurse Icon</i><br />
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<b>Orc Big Boss, BSB</b><br />
<i>War Boar, Armor of Destiny, Spear, Shield</i><br />
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<b>Night Goblin Shaman, level 2</b><br />
<i>Dispel Scroll, Dragonbane Gem</i><br />
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Plenty of mounted characters in this army, which is a little bit unconventional for Greenskin armies. The BSB and the Great Shaman will both go in the big unit of Orc Boar Boyz, partly because that side of the army will move fast, and I want to get as many Orc units within range of the <i>'Ere We Go</i> spell and the BSB as possible. Also, by putting two T5, 4+ WS characters in the front rank next to a Champion, that leaves very few chances of striking at my Boar Boyz rank and file models, which should help maintain their rank bonus for a longer time.<br />
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<hr />
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<b>30 Orc Big 'Uns</b><br />
<i>Standard Bearer, Musician, Spears, Shields, Gleaming Pendant</i><br />
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<b>49 Night Goblins</b><br />
<i>Nets, Standard Bearer, Musician, Shields</i><br />
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<b>20 Night Goblins</b><br />
<i>Musician, Short bows</i><br />
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<b>5 Goblin Wolf Riders</b><br />
<i>Shields, Shortbows, Spears</i><br />
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The Core mostly just make up the Anvil units that will match up and take on the largest enemy units out there. The Orcs and the Gobbos fill two very different uses here: Anything hard-hitting and elite will have less ranks than the Night Goblins, meaning they will keep them occupied for a few rounds, while anything that has similar or more ranks than the Orc Big Uns will not be able to beat them in close combat, meaning they too will be occupied. With my General on a Wyvern, I won't worry about the units being left behind without the Inspiring Presence, as 18" will cover up most of the central battlefield.<br />
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<hr />
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<b>13 Orc Boar Boyz</b><br />
<i>Full Command, Banner of Swiftness</i><br />
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<b>8 Trolls</b><br />
<b><br /></b>
<b>2 Orc Boar Chariots</b><br />
<b><br /></b>
<b>1x3 Goblin Wolf Chariots</b><br />
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Five chariots is a lot to deal with for most armies, and these will all go in the middle of the battlefield in most situations and will be deployed early. If my opponent has brought a Deathstar that I'd like to either fight or redirect, five chariots are capable of both redirecting or devastating the unit. Therefore, the Trolls will also deploy in the center but behind all the chariots, to provide a hard-hitting tanking unit to face what remains of the Deathstar in the front, while still moving fast enough to keep up with my fast flank. Finally, the Orc Boar Boyz will be deployed as my last unit before characters, and by then I will most likely have outdeployed many of my opponents or at least have a solid understanding of where they will be placing their units. That means that I will stack one flank heavily with both the Boar Boyz, the mounted characters and my Wyvern and put pressure on early. Both units are fast enough to charge by round 2, with enough power and ranks to (hopefully) defeat a medium enemy unit on the charge. They are then free to reform into the flank of the enemy who should be busy dealing with the five chariots and my Trolls. The plan from there is then to roll up the flank, unit by unit, until I get to the side where my Orc Big 'Uns and Night Goblins are hopefully holding up what remains of the enemy army.<br />
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<hr />
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<b>Snotling Pump Wagon</b><br />
<i>Outrigga, Spiky Roller</i><br />
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<b>Goblin Rock Lobber</b><br />
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<b>Goblin Doom Diver</b><br />
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With no Black Orcs, Monsters are a bit of a concern, which is why I've brought a Rock Lobber to hopefully deal with them. The Pump Wagon is there to chase down enemy chaff units, either by going on the same flank as my Boar Boyz (if I feel the enemy will try to redirect them early) or assisting the Chariots and the Trolls. The Doom Diver will do a bit of both, as always.<br />
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Thoughts? Feedback? Suggestions? Let me know in the comments.Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-69087507390715563272013-02-18T23:25:00.002+01:002013-02-20T12:09:20.042+01:00Review: O&G Magic Items<div class="separator" style="clear: both; text-align: center;">
<a href="http://t1.gstatic.com/images?q=tbn:ANd9GcSYNuclieVBo9QLi9vpUePhAW8xa8RYxaFHWjc2asfy8KdBUnew" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://t1.gstatic.com/images?q=tbn:ANd9GcSYNuclieVBo9QLi9vpUePhAW8xa8RYxaFHWjc2asfy8KdBUnew" /></a></div>
One of the reasonable yet frustrating points about the 8th edition army books has been the removal of all the fun and cheap magic items from previous editions. That being said, the O&G book still contains some of them, and a few can actually be useful! Overall though, they are generally overpriced and rarely useful against all-comers. I've listed them all with a short review and provided a sample character and unit that I would most likely field as the designated wielder of that magic item.<br />
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A 5-star item means that item is better than anything that you can find the rule book and is somewhat of a no-brainer for competitive lists. Meanwhile, a 1-star item means the item is either extremely overpriced, poorly designed and would rarely ever find a solid use in a competitive list, so you're better off with several other combinations from the rule book.<br />
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<a name='more'></a><b>Battleaxe of the Last Waaaagh!</b><br />
<span style="color: #7f6000;">★ ★</span><br />
<i>Black Orc Warboss on War Boar, Heavy armor, Shield
</i><br />
<b>Unit:</b><i> </i>10-15 Orc Boar Boyz Big 'Uns with spears and shields.<br />
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If you feel like running a large hammer unit of Boar Boyz, this setup can work. The Black Orc upgrade is worth getting as the axe will force you to lose WS while gaining attacks and strength each round of combat. That being said though, this means you're going to want to see combat quickly, as too many failed animosity tests will mean your expensive Boar Boyz Big 'Uns will die before seeing battle.<br />
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<hr />
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<b>Basha's Axe of Stunty Smashin'</b><br />
<span style="color: #7f6000;">★ ★ ★</span>
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<i>Night Goblin Warboss on Giant Cave Squig, Charmed Shield, Talisman of Preservation</i><br />
<b>Unit:</b><i> </i>Alone, or leading 5-7 Squig Hoppers.<br />
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I don't mind this item really, as it's fluffy and makes for a fun item when fighting Dwarfs. This Night Goblin will dish out 5 S5 attacks with armor piercing, and 6 S6 attacks if fighting Dwarfs while also causing fear, something that's missing from the Giant Cave Squig. When fighting dwarfs, both the Warboss, his mount and his unit of Squig Hoppers will re-roll misses against the stunties. Pretty good deal for a fairly small investment. The Charmed Shield is there to ward off a cannon ball to the face.<br />
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<hr />
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<b>Armour of Gork</b><br />
<span style="color: #7f6000;">★ ★ ★</span>
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<i>Savage Orc Warboss on War Boar, Shield, Spear,</i><br />
<b>Unit:</b><i> </i>5 Savage Orc Boar Boyz with the Banner of Eternal Flame<br />
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If you prefer a sure way of dealing with regenerating monsters, while also dealing out a lot of pain against other units, this is your guy. When charging, he will dish out D6 S6 flaming impact hits, followed by 5 S7 attacks at initiative 4 (same as the Hellpit Abomination).His small unit of Boar Boyz is really just there to deliver the Warboss into combat and set fire to his attacks, while not giving up too many wounds if or when the monster hits back.<br />
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<b>Lucky Shrunken Head</b><br />
<span style="color: #7f6000;">★ ★ ★ ★ ★</span>
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<i>Savage Orc Great Shaman, Fencer's Blade, Obsidian Trinket</i><br />
<b>Unit:</b><i> </i>Big unit of Savage Orc Big 'Uns.<br />
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This is hands-down the best magic item in our book and without a doubt the most frequently used combination. The Savage Orc Great Shaman at WS10 and T5 is a handful to just charge in and kill, especially when he's leading a large unit of Savage Orc Big 'Uns with a 5+ ward save.<br />
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<b>Mork's War Banner</b><br />
<span style="color: #7f6000;">★ ★ ★ ★</span>
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<i>Black Orc Big Boss, BSB, Heavy Armor, Shield</i><br />
<b>Unit:</b><i> </i>Orc Big'Un unit led by Orc Warboss with the Sword of Anti-Heroes<br />
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Use of this banner will depend quite greatly on what other characters you can surround your BSB with. In particular, a Warboss with the Sword of Anti-Heroes will help greatly, as this is a sneaky character snipe. This is particularly useful for those who prefer to run a large deathstar-like unit of Orcs, as those are the type of units that usually get the attention of combat-kitted heroes. Wood Elf Lords on Dragons with ward save broaches that includes their mount and the Annoyance of Netlings? Dark Elf Heroes on a Pegasus with the Pendant of Khaleth? Tyrants with Fencer's Blades and Glittering Scales? They will all die when their magic items stop working and the Warboss unleashes with his extra attacks.<br />
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<b>Spider Banner</b><br />
<span style="color: #7f6000;">★ ★ ★ ★</span>
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<i>Goblin Big Boss, BSB, Light Armor, Shield</i><br />
<b>Unit:</b><i> </i>40-50 Goblins with short bows and shields.<br />
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This goblin-only banner is made for Goblin or Night Goblin hordes. I prefer the combination of shooty and fighty gobbo units, which is why I am sticking with regular goblins for this one. Keep the BSB on a corner of the unit to limit the amount of attacks directed at him, as he is quite vulnerable, and unleash 30 shots per turn as your enemies wade forward and then still have to fight your poisonous gobbos in close combat. With constant poison and parry saves, be sure to bring plenty of dice able to roll 6's.<br />
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<b>The Bad Moon Banner</b><br />
<span style="color: #7f6000;">★</span>
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<i>Night Goblin Big Boss, BSB</i><br />
<b>Unit:</b><i> </i>Black Orc Horde, or something similarly wide and killy.<br />
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The second gobbo banner is sadly a very dull and poorly designed magic item. So for the unit that's the most likely unit out of all our choices to be Steadfast after losing combat, they give us a banner that makes us Stubborn, combined with the same effect as the least useful spell in the Little Waaagh deck. If there was a possibility of joining characters to your Squig Herd, this would be attractive, but it's not. One way to possibly make good use of this banner would be to stick him on a corner of a 10-wide Black Orc Horde that's going up against something scary but not as wide. Technically speaking, all Night Goblin models in the unit are Stubborn. The BSB is a Night Goblin model and as long as he is in the unit, that unit will be Stubborn, even though they're no Night Goblins, while also in constant soft cover and dangerous to charge into. But then again, wouldn't it be cheaper to just get the Crown of Command?<br />
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<b>Skull Wand of Kaloth</b><br />
<span style="color: #7f6000;">★ ★</span><br />
<i>Night Goblin Great Shaman, Dispel Scroll</i><br />
<b>Unit:</b><i> </i>Smaller unit of Goblins with short bows, shields and 3 nasty skulkers.<br />
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When running All-Goblin lists you tend to find yourself with additional points to use. Since dealing with Monsters can be troublesome with only gobbos to kill them, the Skull Wand can be a decent option for a Great Shaman that isn't really looking to get into combat. First of all, it protects you from having to take Terror tests when charged by something scary. Second of all, there might be Monsters with low enough leadership operating outside the General's presence to make for a suitable target (Arachnarok Spiders or Hellpit Abominations spring to mind). Third of all, if you're being harrased by chaff units with low leadership, you're now yourself a Terror causer that can either cause panic tests when charging them, hopefully creating mayhem amongst their own troops, or make them scared of you in close combat if they charge you. If only this item would take up less of your magic item points, there might actually be more offensive combinations available for it.<br />
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Agree? Disagree? Have useful combos of your own? Feel free to share in the comments.Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-90558438044291797972013-02-15T23:30:00.000+01:002013-02-20T10:39:20.750+01:00Mutant Chronicles Kickstarter is live!<div style="text-align: center;">
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I don't know about the rest of you, but I grew up playing a lot of tabletop RPG's. Looking back though, there's one particular game that stands out to me - Mutant Chronicles and its massive corporation sci-fi adventures. Back then, the setting also featured a skirmish miniature wargame called Warzone. I remember it being a blast and funnily enough as I went home to my father for Christmas I dug through some of my old boxes and uncovered my old Capitol squad for that very game. Ever since, I've been thinking I should find a new skirmish game to play on the side.<br />
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As luck would have it, Prodos Games in the UK in collaboration with Paradox Entertainment have launched the <a href="http://www.kickstarter.com/projects/513277403/mutant-chronicles-warzone-resurrection" target="_blank">Warzone: Resurrection kickstarter project</a> to fund their current production line of the squads for the Brotherhood, the Dark Legion and Cybertronic, as well as their stretch goals of the Bauhaus and the Capitol Mega Corporations.<br />
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After only 24 hours, they've already reached 25k of their pledged 35k stretch goal, and with 2 months still to go, I have high hopes for them to even reach the Capitol tier and allow me to get some new miniatures to my collection. Therefore, I am pledging my support and I hope that you will do the same. Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-39348344163439061182013-02-13T23:30:00.000+01:002013-02-16T00:33:41.642+01:00O&G vs Dark Elves, 2600 ptsSo I went into town for a friendly game against a player I hadn't faced before. My opponent had decided to field a Dark Elf army led by a Dreadlord on a Black Dragon. Because of his, he was only able to field a level 2 Sorceress of Shadow and a Master BSB on foot.<br />
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The list looked pretty aggressive, with a unit of 10 Cold One Knights, a Cold One Chariot, 5 Dark Riders and a Hydra, but at the same time somewhat defensive with a large unit of 50 Spearelves, 2x10 Crossbows and 6 shades. The potential symbiosis between the Black Dragon and the Hydra or the Cold Ones scared me a little bit, although I would have probably tried to find the points to put my Master on a Cold One for the additional punch to the Cold One Knights.<br />
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To make sure I wasn't going to surrender an early flank charge to his faster moving force I deployed with my Trolls on the right flank and my Night Gobbos on the left flank, while my two Orc mobz went in the center. Meanwhile, my Giant joined the Night Goblins to the left to force the Cold One Knights there to be honest, as the Giant is a lot more mobile and almost as fast.<br />
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The Hydra and the chariot deployed in center opposite my Black Orcs and the Black Dragon started in the back, behind the Dark Elf army.<br />
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<b>Things of note: </b><br />
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<b>Black Dragon</b> - The Dark Elves took the initiative but elected not to move much, which surprised me. Magic and shooting did very little, with only two Shadow spells and around 20 crossbow shots. So I countered that by hurling a boulder from my Rock Lobber with a direct hit into the Black Dragon, killing the Dreadlord in round 1 after failing his 4+ ward save. Ouch. That was pretty lucky, but if you're seriously not going to move your Dragon into a round 2 charge while I'm bringing 3 war machines to the fight, then you're sort of pushing it already. Once the General was killed, the Cold One Chariot failed a stupidity test and randomly moved into oblivion by stepping on my Mangler Squig. That was kind of funny.<br />
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<b>Cold One Knights</b> - The elves riding their Cold Ones was probably the only unit to put any pressure on my early on. It's a solid unit but it would have been a lot more threatening had it been marching alongside the Hydra or the Dragon, whom both stayed behind a little bit. As a response, I charged my Wolf Chariot into them, hexed them with some Itchy Nuisance and them killed off half the unit after impact hits and spear thrusts, before the chariot was brought down. What remained of the Knight afterwards found themselves in a precarious situation, with a march movement of 2' and only five cold ones still alive, while the Giant was outflanking them. They could do little else but reform to take the incoming charge to their front. The Giant charged in, smashed with his club for only a single casualty (after armor saves), took two wounds, lost combat, fell over, passed his break test, got up again, jumped up and down for another single wound (curse those elven armor saves!), took a third wound himself, passed his breaktest, then jumped again and finally stomped the remaining three knights into bloody pulps. Phew. Finally they were dead after two breaktests and three wounds for the big fellow.<br />
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<b>Black Orcs</b> - Although I took an early lead, the Black Dragon passed its breaktest and landed next to the Hydra, as both were staring across at the Black Orcs. I was not about to let both Monsters combo charge any of my units, so in my magic phase I urged Gork to pick up the Black Orcs and pluck them down far on the left flank, where only the Hydra could see them. Smelling blood, the Hydra took the bait and was unfortunately aided by Okkam's Mindrazor after the Sorceress threw 11 dice at the spell to get force it out. Some nice dice rolls saw the monster kill off close to a dozen Black Orcs, but luckily they were sporting the Banner of Eternal Flame and had been imbued with a spell of 'Ere We Go before Gork picked them up and moved them away. Over two rounds of combat against the Mindrazing Hydra and its handlers, the monster was finally brought down, but it left only 3 Black Orcs still standing. The ladz had to work for their kill this time.<br />
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<b>Savage Orcs</b> - Feeling the heat of all my artillery pieces firing at it (including losing a wound to a chukked spear in the gut) the Dragon looked around for a target once the Black Orcs were picked up by Gork. It settled on the Savage Orcs right in front of it, which was probably not a good idea without a Dreadlord riding it, but I presume my opponent wanted to try kill off my Great Shaman. The dice felt differently though, and my Savage only took a single wound before the Savage Orcs and my three characters chopped off the Dragon's head.
After that, there was little else to do but to charge the large unit of Spearelves in the front with my Savage Orcs, in the right flank with my Trolls (who so far had only been allowed to chase down some Crossbow elves), in the left flank with my Night Goblins and, finally, the Giant charged in from the rear, creating a nice little orc sandwich. It's a shame I didn't bring my camera for a picture, as the sight of that proved to be pretty funny.<br />
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So that meant another victory for the green dudes, who have been doing really well ever since I got back into the game. This time around I only lost my three chariots and my Mangler Squig - all of them quite expendable and 'designed' to go out with a bang. This matchup was far from my most difficult one, but it was still a fun game against a nice guy. Quite a few people were looking on during the game which is always exciting, especially when the good guys win.
Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-48409925698839945612013-02-11T23:17:00.000+01:002013-02-12T17:26:46.908+01:002600 pts O&G vs All-ComersThis past weekend I went into town for some gaming. With the new ETC restrictions set to be used in a few upcoming tournaments, I wanted to try out a potential tournament list. This is what I brought:<br /><br />
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<b>Orc Warboss</b><br />
<i>Sword of Anti Heroes, Armor of Destiny, Dragonbane Gem, The Other Trickster's Shard</i><br />
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<b>Savage Orc Great Shaman, level 4</b><br />
<i>Fencer's Blade, Lucky Shrunken Head</i><br />
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<b>Black Orc Big Boss, BSB</b><br />
<i>Enchanted Shield, Talisman of Preservation</i><br />
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<b>Night Goblin Shaman, level 2</b><br />
<i>Dispel Scroll</i><br />
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Quite a standard character setup for me, with the exception maybe of the Warboss. I usually don't enjoy bringing a Warboss on foot for the leadership alone, so I'm thinking about using him as a character killer and breaking Deathstar units, with the Sword of Anti Heroes for a (potentially) insane amount of high strength attacks.<br /><br />
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<b>26 Savage Orc Big 'Uns</b><br />
<i>Standard Bearer, Musician, Additional Handweapons</i><br />
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<b>49 Night Goblins</b><br />
<i>Nets, Standard Bearer, Musician, Shields</i><br />
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<b>10 Orc Arrer Boyz</b><br />
<i>Standard Bearer, Musician</i><br />
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<b>5 Goblin Wolf Riders</b><br />
<i>Shields, Shortbows, Spears</i><br />
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The core consist of my usual subjects too, aside from the Arrer Boyz. Usually I prefer to run a unit of 20 Night Goblins with bows for the same purpose, but I'd like to see how Orcs can perform in that role. Arrer Boyz can shoot my enemy from turn 1 thanks to their regular bows and can actually go into combat against chaff and kill them (something Night Goblins cannot). On the other hand, the combination of 20 bowgobbos with a spell of poison is extremely useful, but with only two goblin spells that combo is a lot more difficult to pull off.<br /><br />
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<b>1x3 Goblin Wolf Chariots</b><br />
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<b>24 Black Orcs</b><br />
<i>Standard Bearer, Musician, Banner of Eternal Flame</i><br />
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<b>8 Trolls</b><br />
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Five deployment in special is decent for an O&G army, but nothing spectacular. I prefer to bring three big combat units to the battle and the Trolls are usually a given when bringing a Warboss' Inspiring Presence. Also, in the current meta game of plenty of high-armored monstrous cavalry, the combination of Trolls and Black Orcs make up two solid flanks that Bloodcrushers, Mournfangs and Demigryphons will be hesitant to engage. Also, Black Orcs will benefit from deploying close to the Savage Orcs and their Great Shaman for the <i>'Ere We Go</i> spell, and will usually be joined by the Warboss for additional punch and can be deployed tight or wide depending on the enemy.<br /><br />
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<b>Goblin Spear Chukka</b><br />
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<b>Goblin Rock Lobber</b><br />
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<b>Goblin Doom Diver</b><br />
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<b>Mangler Squig</b><br />
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<b>Giant</b><br />
<i>Warpaint</i><br />
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Lots of people tend to bring three double rare choices with artillery and Manglers, but I find that to be too many points for not enough benefit. I want to fight early and only want my artillery to deal with things that I'd struggle with otherwise. I'd much rather bring a Giant, even though most O&G that I talk to feel that it's a terrible choice. In my opinion though, he's grossly underrated and usually overlooked by my enemies. Yes, T6 would have been amazing to get, but he's still our most efficient flank charger, capable of inflicting a tremendous amount of damage. His Stubborn LD10 also allows you to sacrifice him as a road block (that will survive for two rounds) that can set up a flank charge for your boyz. Also, the synergy between him and Netgobbos can be extremely efficient, and a combination that has helped me defeat plenty of dangerous foes.<br />
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Thoughts? Feedback? Suggestions? Let me know in the comments.Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-41595643224364849312013-02-04T22:57:00.000+01:002013-02-05T14:09:36.344+01:00Stompin': Nurgle Daemon Prince<div class="separator" style="clear: both; text-align: center;">
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Twitter is blowing up with plenty of ideas for the new Warriors of Chaos Daemon Prince. I'm very happy to see that one of my favorite units finally got a set of rules that makes it competitive, but looking through my green lens - how are the O&G supposed to defeat it?<br /><br />Over at the <a href="http://baddice.co.uk/daily177/" target="_blank">Bad Dice Podcast</a>, Ben has listed his top five DP builds. The first four do not scare me very much - I have enough units to withstand a breath weapon and usually plenty of high strength attacks to deal with two T5 monsters. However, Ben's top one is scaring me.<br /><br />
<b>Daemon Prince</b><br />
<i>Mark of Nurgle</i><br />
<i>Daemonic Flight</i><br />
<i>Glittering Scales</i><br />
<i>Scaled Skin</i><br />
<i>Flaming Breath</i><br />
<i>Soul Feeder</i><br />
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While the Lore of Nurgle is fairly easy to deal with as a tough Orc, Lore of Death is not, and this guy can choose either. He is also flying into a combat of his choosing where there is not a single thing in my army that will hit him on better than 6+. I would never fight him with a character, not even on a Wyvern, and my usual monster-hunting Black Orcs will not be able to deal with him on their own. There are three, possibly four things that I would bring if I'm confident that I'll go up against a Nurgle Prince.<br /><br />
<a name='more'></a><b>Artillery</b><br />With enough artillery or enough luck, your Rock Lobbers can score a direct hit on the Prince, and the Doom Diver is a dangerous threat when wounding on 4+. Dual Doom Divers should be mandatory when going up against the WoC anyway, so this can be doable as well. If you can't kill the Prince, you have to trust in close combat.<br />
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<b>8 Trolls</b><br />These guys are already a standard option when going up against the WoC due to their ability to ignore armor saves. Against the Prince, however, it's not so much that ability but the fact that puking means an auto-hit that attracts me to them. 6 Trolls will be able to get into close combat with the Prince and at T5, the Trolls should be wounding him about three times each combat, so the Prince should go down in 2-3 rounds. Even though he has a flaming breath weapon, that does not concern very much, since he is unable to follow that up with a Thunderstomp while my regeneration is gone. Just be careful that the Prince hasn't brought his flaming sword with him, as that will certainly spell the end of it for the Trolls. If he's using the Lore of Nurgle, you have to stop him from buffing his own Toughness too.<br />
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<b>1-2 Night Goblins Shamans with the Curse of the Spider God</b><br />6's to hit or not, they will still automatically wound the Prince if you roll them. This is the only way for your Savage Orcs or your Black Orcs to stand a chance against him. If you can get both poison and a timely spell of 'Ere 'We Go on the boyz, then you should be fine.<br />
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<b>Arachnarok Spider</b><br />Not a favorite for many competitive Greenskins, but the big spider is still pretty useful when dealing with enemy monsters. The Spider should die in 3 rounds against the Prince, which means you have 16 spider attacks to roll enough 6's to kill it. If you can fight the Prince with a Night Gobbo block in the front and the Spider to the flank, then their Nets could keep the Spider alive for a 4th round, adding an additional 8 attacks. Better make that Poisonous Gland (D6 multiple wounds) count!<br /><br />Do you feel like I'm missing an option? What's your preferred way of dealing with nasty, hard-to-hit monsters like the new Daemon Prince?<br />Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-69857408730855957882013-01-30T10:53:00.000+01:002013-02-17T00:18:01.659+01:00New ETC 2013 rules draft released<br />
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The ETC team has released an early draft of the next ETC army rules. You can read them <a href="http://warhammer.org.uk/phpBB/viewtopic.php?f=18&t=110615" target="_blank">here</a>. Although I'm no ETC player, this will impact my tournament experience as many of the organizers trust in the ETC rules for their own tournament rules.<br />
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Newsworthy for Orcs & Goblins is that we're awarded an additional 200 points to our army total, while still having to calculate our losses similar to other 2400 point armies. Although I'm not fully familiar with how much more competitive the ETC tournament is, looking at it from a local and national level, I don't feel we need those extra points - I'd happily face any other army on the same point level and will expect to do decently against them.<br />
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That being said, as any Greenskin worth his name, I will take advantage of these added bonus points. At 2600 points, it is possible to comfortably field your Orc Great Shaman as well as an Orc Warboss on a Wyvern, with both bringing a sufficient amount of magic items. The new ETC changes might just tempt me enough to bring out the flying beasty once more.Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-61057057402557772422013-01-26T15:54:00.001+01:002013-01-30T12:09:39.376+01:00A Cunning Scheme: Feigning and trappingI wanted to share a strategic move I performed while going up against a Beastmen army down at the gaming club last week. My opponent was running a Gor Horde of around 40 models, joined by a Beastlord, a Wargor BSB and a Great Bray-Shaman. They had the Beast Banner for +1 strength and was backed up by three shamans with the Wyssan's Wildform signature spells (granting them 1+ S and T). So they were almost certain to have somewhere between S and T 5-7. With Primal Fury for re-rolls and a higher initiative than my troops, defeating this Horde was certainly non-trivial. I went about it with a cunning scheme.<br />
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<tr><td class="tr-caption" style="text-align: center;">Trolls and Savage Orcs prepare to take on a Gor Horde</td></tr>
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<a name='more'></a>What is not shown in the picture above is the left flank, where my Giant is sneaking around (well, kind of) to threaten a flank charge on the Gor Horde. This alone would definitely not break them, but any time a potentially devastating monster is threatening a flank, the player tends to feel pressured. I wanted him to attack and fight on my terms, so I tried to urge him to charge now rather than waiting for more units to get in position.</div>
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An aggressive Giant forced my opponent to spend a Razorgor to redirect him, despite him not actually being in combat with anything. If he didn't, he probably felt that the Giant could pin him in place for a few turns, cause a lot of casualties while I moved my units to take out his support (the 2nd Gor unit) and outflank him.</div>
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As the Razorgor was charged by my Giant, it was unable to take out my 20 bowgobbos. So instead I reformed them into a Horde of their own and moved in front of the Trolls. The idea was not to redirect the Gor Horde, but to make sure that he would be fighting my main combat units during my turn and that I would be able to pick which one of the units he charged. Because I reformed the Night Goblins into a Horde, that meant I could predict how he would align against me if he charged (he had to maximize models, so one Gor would stick out slightly on each side). For my magic, I made sure the one spell I got through was giving my gobbos poison. </div>
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<br /></div>
<div>
My third move was to place the Savage Orcs slightly ahead of the Trolls and with one model within the path of the Gor's potential overrun. This meant that if the Gors overran, they would only be able to get in base contact with a single model from the Savage Orcs (since they can't wheel more due to bumping into the Trolls). From a first glance, this would seem like a good trade for the Beastmen: Rather than being combo charged by 8 Trolls and 26 Savage Orcs with 3 characters, he would be fighting a single model from the orc unit and allow his entire Gor Horde to fight my 8 Trolls. </div>
<div>
<br /></div>
<div>
My gobbos took aim with their arrows and took down a few Gors, who elected to charge in their turn. This meant I could stand and shoot with my poisonous arrows and take out a few more. Since both units struck at initiative 3, I was able to roll a few more 6's. In total, I had taken down around 10 Gors with my gobbos before they died, not to mention set up a key strategic move. To further convince my opponent to overrun I allowed him to imbue his Gors with a single Wildform, while dispelling the other two. When your opponent has more dice than you in his power pool, and three versions of the same key spell that he can cast multiple times, always let through the spell with an above average dice roll or the one cast from the wizard of the highest level while dispelling the other two. I wanted my opponent to feel like this was his best shot at beating me - fighting Savage Orcs corner-to-corner and taking on my Trolls with his full S5 T5 Gor Horde. What I did not want was for him to restrain pursue after killing the gobbos, reform and wait for more units to arrive and block one of my units. I was happy when he decided to overrun.</div>
<div>
<br /></div>
<div>
In my turn, I charged in with the Trolls and quaffed a Potion of Speed with my Warboss. During my magic phase, I baited out his Dispel Scroll and all his dice to prevent me from lowering the Gors' initiative and to give my Trolls poison. This was fine, as they were both ruses to allow me to get through 'Ere We Go. That might seem weird, considering I only had a single Savage Orc in combat, so my opponent let it go through. What's important to note though, is that this spell was very important for what happens in the following combat.</div>
<div>
<br /></div>
<div>
Since all three Beast characters are locked in the middle of the unit and fighting the Trolls, who care very little about their augmented S6 and S7 (as they regen just as well), I can safely make way with my Savage Orc Warboss into combat. This proves key for two reasons: first of all, no regular Savage Orcs can now take damage, meaning they will retain their rank bonus which is already higher than the Gors in a Horde formation. This meant that with the BSB nearby, I would be steadfast at my Warboss' leadership if the Trolls get destroyed and flee, meaning the Gors cannot pursue them. Second of all, my Warboss was sporting the Sword of Anti-Heroes, which gave him a total of 9 S9 attacks with so many Beastmen characters in the Gor unit, all striking at initiative 8 thanks to his potion and with all their misses being re-rolled. Before the Gors get to even strike the Trolls, 9 of them were dead, leaving little more than 20 standing. Even despite the characters hitting hard, the Trolls were not giving up 9 wounds with their regeneration, and still hurt T5 Gors enough to draw the combat on their own. With my Warboss' attacks and the static combat resolution of the Savage Orcs, that was more than enough to force a Beastmen break test on snake eyes.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5Wj4CaQT08Dx_LWfMgkzwUwYQZV5g6TJHK77t4HBf61ern4_f8mQ-31QzQAHJRE6iNZOWXA3ShCxZFQQ2LVj9sN_OYI0F1Xol212xgP37Sjc5Fox7RHS_7Ocl4pfhRsgIiH4jZ_NDWgr_/s1600/IMG_20130116_204428+(1).jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="239" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5Wj4CaQT08Dx_LWfMgkzwUwYQZV5g6TJHK77t4HBf61ern4_f8mQ-31QzQAHJRE6iNZOWXA3ShCxZFQQ2LVj9sN_OYI0F1Xol212xgP37Sjc5Fox7RHS_7Ocl4pfhRsgIiH4jZ_NDWgr_/s320/IMG_20130116_204428+(1).jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Failing their break test, the Gors flee with the Greenskins in hot pursuit</td></tr>
</tbody></table>
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The point of this post is to highlight how to decide on a plan or a strategy - fight the Gor Horde with my Warboss on a corner while the Trolls tank with their regeneration, while having the Savage Orcs provide ranks to break them and to make sure I will not lose units if I lose combat - and then perform a number of tactical moves to execute that strategy. Deciding on a strategy on how exactly to defeat a particular enemy unit before the game is most of the time critical in my victories (I do well with executing a plan, I do poorly when I have to improvise mid-battle). If you haven't tried that method before, do so and maybe some of those losses will turn into glorious stomp-fests for the green guys.</div>
Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-63039458812062805142013-01-22T23:25:00.000+01:002013-01-28T10:49:47.195+01:00New Warriors of Chaos - what will it mean?<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.google.com/url?source=imglanding&ct=img&q=http://fc07.deviantart.net/fs71/i/2012/105/c/3/warriors_of_chaos_by_ariandurel-d4waizp.jpg&sa=X&ei=kxH_UPmPH9P24QTW_oFI&ved=0CAkQ8wc&usg=AFQjCNHGPY3c3qYyhMMQuFN0wHLxxwGXSw" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://www.google.com/url?source=imglanding&ct=img&q=http://fc07.deviantart.net/fs71/i/2012/105/c/3/warriors_of_chaos_by_ariandurel-d4waizp.jpg&sa=X&ei=kxH_UPmPH9P24QTW_oFI&ved=0CAkQ8wc&usg=AFQjCNHGPY3c3qYyhMMQuFN0wHLxxwGXSw" width="320" /></a></div>
As many of you have probably heard, Warriors of Chaos is the next army book to be released for Warhammer Fantasy. I won't be posting any leaked pictures of units or a compiled list of expected rule changes, as I'm quite convinced that those of you interested in such can find that quite easily if you haven't stayed up to date (my blog list is a good place to start, for example).<br />
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Rather, I wanted to look at some of these rumored rule changes and new units through the green lens of an Orc (or Goblin) player and ask the question: what will the new Warriors of Chaos mean for the Waaagh?!<br /><br />
<a name='more'></a>
<b>New Monsters and likely upgrade of Dragon Ogres:</b><br />
Monsters have never been a problem for Greenskins, as we have both Black Orcs, Trolls and cheap artillery to deal with them. Even the Giant is usually a good problem solver when up against a large beasty. The Doom Diver is fantastic in dealing with Skullcrushers and (most likely) Dragon Ogres as well. In melee, Trolls will be able to deal with both without THAT much trouble.<br />
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<b>No Marks on Marauders:</b><br />
This is a fantastic change for us Greenskins, as Khorne-marked Marauder lists were always a lot more challenging to face than Warrior-heavy armies or Chosen-deathstars. Marauders were as cheap as our hordes, but had higher or equal WS and higher initiative. Flails were always extremely difficult to fight against, while Great Weapons at least gave our Trolls and Squigs a change to trim the Marauder numbers before it got to fighting. Without Khorne Marks, our Squigs Herds will be able to chew up Marauder hordes, flails or no flails.<br />
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<b>Mark of Khorne granting Hatred rather than Frenzy:</b><br />
I'm torn on this topic. On one hand, Warriors would always be hitting our units on a 3+ which means that Frenzy made Khorne Warriors do a lot more damage on our troops than if they were to have Hatred (they weren't missing a lot of attacks to begin with). That being said, us Greenskins are known for our throwaway-units, so if you for some reason didn't want to fight frenzied Chaos Warriors you didn't have to, as you could usually feed them enough cheap units to chase off the battlefield that they wouldn't get to your valuable mobs. Now, if Khorne Warriors are hateful instead, you are going to have to fight them, and my advice as always is to fight them with trains of Night Goblins with Nets and a Monster to the flank or corner-to-corner. A Wyvern or the Giant usually works the best (S6 is really important against Warriors).<br />
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<b>Magic Lores:</b><br />
Rumor has it that Tzeentch Wizards may use Lore of Metal, Slaanesh Wizards may use Lore of Shadows and Nurgle Wizards can pick Lore of Death. I usually had the most problems with Tzeentch Wizards using their own Lore, with Gateway, Flickering Fire and Pandemonium my least favorite spells to face. I was either miscasting and failing leadership rolls without my General's Inspiring Presence helping, or taking a surprising amount of high strength attacks on my troops, or simply losing an entire unit just like that. It seems unlikely that the Lore of Tzeentch will be as deadly this time around.<br />
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<b>Hellcannon:</b><br />
Although very little has been mentioned about the one artillery piece of the Chaos army, I think it's safe to assume that it will no longer shoot a S5 blast, given that all other artillery in new army books have been lowered in strength. Still, the Hellcannon can be formidable in battle, so I suggest bringing a Giant or a Wyvern to fight it off.<br />
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All in all, I feel good about our chances as Greenskins going up against the new Warriors of Chaos. I always said that one of my most difficult matchups were the northern barbarian tribes, as they wanted to fight as much as I did but were always better at it. Plus their spells were more effective against my troops than mine against theirs (baring the Foot of Gork, all other spells were usually below average in effectiveness against them). So I am looking forward to the new matchup, and I expect a more entertaining set of rules to fight against and an overall less imposing army to stomp beneath our steel-clad boots. Soon we will know!Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-11573625124882880262013-01-15T18:26:00.000+01:002013-01-28T10:49:47.128+01:00Lack of painted models, for nowI've gotten a few comments and emails asking why I'm not painting as much as I used to, so I wanted to make a short post explaining my absence on that side of the hobby. As I've mentioned before, I recently graduated from the master's program in Florida, and now I'm designing videogames at EA DICE (makers of <i>Battlefield</i> and <i>Mirror's Edge</i>) in Stockholm, Sweden. Exactly where in the world I'll be in a few months is anyone's guess, as my position is not permanent and neither is the lease on the house my wife and I are renting. So as you can imagine, we're still living out of boxes to some extent and waiting until we know where we'll end up on a more permanent basis.<br />
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All this has pretty much limited my brush activity, as I simply don't enjoy painting a model only to tuck it into a bag or a box, to be brought out once a week down at the gaming club. I like to display my stuff in cabinets, and paint with proper lighting and desk space, which I simply don't have at the moment. However, things will improve, and I will get back to painting in a few months.<br />
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Until then, Troll Tales will mainly focus on tactics, army lists, reviews and battle reports, as I will continue to play my weekly games and attend as many tournaments as possible. Once we're settled in properly, the blog will once again include the full spectrum of Greenskin goodness!Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.com0tag:blogger.com,1999:blog-8819031667950169303.post-40999379623210848462012-12-31T23:55:00.000+01:002013-02-27T00:15:21.731+01:00Rogue Trader Club Championship 2012The club championship at Rogue Trader was a tournament played over the course of a day, with three games set at 2000 points. I brought an Orc-led Goblin army outlined in a <a href="http://trollhoer.blogspot.se/2012/12/2000-pts-o-for-club-championship-2012.html">previous post</a> and was eager to put it to the test against some of Stockholm's finest generals.<br />
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<b>Game 1: Dark Elves</b><br />
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My first game was against a Dark Elf force consisting of a Dreadlord riding a dark steed and backed up by a Dark Magic-wielding Sorceress at level 2 and a Cauldron of Blood with the Battle Standard. Two fairly large units of Executioners made up the main combat units. who were in turn supported by two large units of Corsairs with two hand weapons and a Cold One Chariot and some Dark Riders without their crossbows.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5gdXhjPlFNYScf9TdXp9j88MGEmCh1cDRnLLf0n5WW15pIyuBZpS5upFhNzadOaGkM2gWb6deBW0YCZY4m6Dsc6FXIo7gcANAEiw2shyphenhyphen5Y8yZXSoByd6wq8QbePw6PZkLTYZK-0UUF80y/s1600/IMG_20121215_105424.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5gdXhjPlFNYScf9TdXp9j88MGEmCh1cDRnLLf0n5WW15pIyuBZpS5upFhNzadOaGkM2gWb6deBW0YCZY4m6Dsc6FXIo7gcANAEiw2shyphenhyphen5Y8yZXSoByd6wq8QbePw6PZkLTYZK-0UUF80y/s320/IMG_20121215_105424.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bowgobbos deploy by the building, flanked by Wolf Chariots and Shieldgobbos on each side</td></tr>
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<b></b><br />
<a name='more'></a><b>Things of note:</b><br />
<ul>
<li><b>Executioners:</b> My opponent deployed his largest unit of Executioners in the middle, while ordering his second unit on a flank. As fate would have it, I had a building close to where I was deploying, straight across from the main Executioner unit. That proved a perfect vantage point for my Night Goblins with bows, who quickly seized the building along with the Shamans and began firing magically poisonous arrows at the elves, who fell by the numbers despite a ward save from their Cauldron of Blood, as they made their way across the field. <br /><br />With the Wolf Chariots threatening from the left side of the building, the Executioners charged the Night Gobbos, who threw open the door and sent out two fanatics before closing it again. What remained of the Executioners had no chance of forcing the gobbos out of the building, and were promptly killed off by the three Wolf Chariots after being forced back out the door. Not sure what my opponent could have done differently here, he was taking heavy losses from my bows and had Wolf Chariots with their superior speed daring him to move closer. </li>
</ul>
<ul>
<li><b>Giant:</b> My Snotlings were marching forward obliviously, fronting my Common Goblins, when suddenly a Cold One Chariot charged into the Snots. While they were decimated without much effort, the Chariot was then stranded and flanked by a roaring Giant. A timely spell of Itchy Nuisance made dodging clubs a chore, leading to the quick destruction of the elven chariot.<br /><br /> The Giant then marched close to the Corsairs on the right, who had been joined by the Dreadlord on horse. Due to their different footprint, however, the Dreadlord was unable to "Make Way!" and the Giant had positioned himself so that only Corsairs would be able to fight him. That prompted a solo charge of the Dreadlord alone, riding valiantly into a duel with the Giant. His Sword of Might wounded the Giant three times, and things were looking good for the Dark Elf. Then the Giant started jumping up and down. Again. And again. And even though the Dreadlord had a 2+ re-rollable armor save and a 4+ ward save, the Giant kept jumping until both horse and elf were splattered. </li>
</ul>
<ul>
<li><b>Squig Herd:</b> To the left, the smaller unit of Executioners unveiled a Banner of Swiftness only to find that the forest in front of them was a venom thicket. Careful of each wounded soldier, the elves were hesitant to move further. The Squig Herd, on the other hand, had no such concerns - especially not after failing an animosity and being forced to charge. They crashed through the forest without losing many, then smashed into the flank of the Corsairs and ate them alive, only to reform into the flank of the Executioners. That prompted a charge, but there was little to do against so many balls of teeth, and the second unit of Executioners died right there in the venom thicket. </li>
</ul>
After that there was little else but mop up what remained of the elves. The Sorceress was pulled into the warp, the Dark Riders were plinked down by the Wolf Riders and their bows, and the Net Goblins with the Orc leaders killed off the Cauldron of Blood before destroying the remaining Corsairs.<br />
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<b>Result: Greenskins win 20-0.</b><br />
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<b><br /></b>
<b>Game 2: Beastmen</b><br />
<b><br /></b>
For my second match of the tournament I was pitted against a combat-heavy Beastmen army, consisting of a huge horde of Gors, joined by a Wargor with the Beastbanner (+1S). Next to them marched 30 Bestigors with the Flaming Banner, joined by the Beastlord general and a Bray-Shaman of the Lore of Beasts. They also had a large unit of Ungors with spears, two Ungor Raids, an Ungor Chariot, a pack of Warhounds and three Razorgors. I was expecting combat early.<br />
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<b>Things of note:</b><br />
<ul>
<li><b>Warhounds:</b> Weirdly enough, combat did not come early, other than a few skirmishes when the Wolf Riders got charged 16" by a Razorgor and were destroyed, and the Snotlings beat up a pack of Ungor Raiders. My opponent struggled a little bit to get both his Bestigors and the Gor Horde around a nasty cliff face, which prompted him to sacrifice both his Razorgors and the Warhounds to redirect my Trolls, Giant and Night Goblin Horde. <br /><br /> What he did not expect, I think, was that I was only too happy to leave them there in my way since on my right flank I had my Squig Herd and Wolf Chariots up against his Ungor Chariot and the Ungors, which would not end well for the Beastmen. They were both quickly disposed of, which put me in the lead and with in two rounds of outflanking his remaining forces.</li>
</ul>
<ul>
<li><b>Night Goblins:</b> I commited a strange mistake, however, when I deployed my Shamans outside of their unit to start the game, since my opponent had no damaging spells and only a few short bows. What I failed consider though was that Beastmen can ambush and end up entering the back of your deployment zone from round 1, and that is exactly what a unit of Ungor Raiders ended up doing, appearing right behind the back of my Shamans. Things were looking grim, but one of the Raiders appeared within 8" of my Night Goblins who threw out their fanatics that killed most of the Ungors and forced the rest to flee. The Shamans were once again safe, but that was weird and must be some kind of a record. Has anyone ever killed off an enemy unit BEFORE the first movement phase of the game? <br /><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_foYzGzveluQpfCee_t_LPWEIejUlk5CjkCyhS_fLgcUi6LjHvMWMm3lICF2k39WrKUajAXQWzdI-U4w_Z0kiOd3HrbRc3M0L-BDjbR1uqJ75u2ieDrtPznGip2EPUhElMYE48r7pfFb-/s1600/IMG_20121215_141646.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_foYzGzveluQpfCee_t_LPWEIejUlk5CjkCyhS_fLgcUi6LjHvMWMm3lICF2k39WrKUajAXQWzdI-U4w_Z0kiOd3HrbRc3M0L-BDjbR1uqJ75u2ieDrtPznGip2EPUhElMYE48r7pfFb-/s320/IMG_20121215_141646.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"> Ungors appear behind my line to threaten the Shamans, but takes two Fanatics to the face</td></tr>
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Either way, the Night Goblins then took aim for a house in the middle of the field, from where they could plink away with poisonous arrows on the Ungor Horde who was slowly moving into position. That hurt them, but it was not enough to force them into the same mistake as the Dark Elves by charging in and giving up their flank if they fail to force the gobbos out of the building. It was time to apply more force. So my Shamans first stopped the Bestigors in their tracks with some Itchy Nuisance, then summoned consecutive Curses of the Bad Moon through both the Gors and the Bestigors - with one of the spells being empowered, allowing me to choose the characteristic test. Suffice to say, there was much mayhem as many Beastmen fell to the ground. </li>
</ul>
<ul>
<li><b>Trolls: </b>That prompted a myriad of actions from my opponent, who sacrificed all his redirecters to charge to their deaths to allow my Bestigors with their flaming weapons and their Beastlord to charge into the Trolls. They stomped their feet and roared to the skies, but the charge roll failed, leaving them stranded. And so the Trolls could charge them instead, joined by the Wolf Chariots from the right flank. Although a Troll died from the flames, less than rank of Bestigors remained after one round of combat, and was promptly chased down by the Wolf Chariots. The Trolls then reformed to prepare for their next opponent, the Gors, who once were a glorious horde of bodies but had since been reduced to less than 20. Although they were augmented by the Shaman for both additional strength and toughness, they were no match for the remaining six Trolls who stomped them to death and with that, stomped what remained of the Beastmen into the ground. </li>
</ul>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4XIXqd0mLicdM9c2zVSmSjtiArU7c9F3bjj1PWE9o5x4YWZOT2bhyugKR-NUJ3RX_D0u_UUrz4PGYmvwoTS3-8P5Pvhs2mlZzN1Q0seyZ1xtLxftVL-4VVzqBD64u1CSWdrd4-RtpsIxQ/s1600/IMG_20121215_153611.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4XIXqd0mLicdM9c2zVSmSjtiArU7c9F3bjj1PWE9o5x4YWZOT2bhyugKR-NUJ3RX_D0u_UUrz4PGYmvwoTS3-8P5Pvhs2mlZzN1Q0seyZ1xtLxftVL-4VVzqBD64u1CSWdrd4-RtpsIxQ/s320/IMG_20121215_153611.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Even with flaming weapons, this is an uncomfortable situation for the Bestigors</td></tr>
</tbody></table>
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<b>Result: Greenskins win 20-0.</b><br />
<b><br /></b>
<b><br /></b>
<b>Game 3: Dark Elves</b><br />
With two games played and one to go, my two straight 20-0 games had put me in the lead of the entire tournament. So it was only fair that for my final game I went up against possibly the worst matchup imaginable for the army I had brought. Let me explain. The best way to counter a Squig Herd is by a high-strength breath weapon. The best way to counter trolls is with flaming ranged attacks. The best way to counter a giant is with bolt throwers (not cannons, as some might think). The Dark Elf army standing opposite me was ranked 2nd in the tournament and had brought a Dreadlord on a Black Dragon, a Sorceress wielding the Lore of Fire, two Bolt Throwers, two units of Dark Riders, two Cold One Chariots, a large unit of Black Guards and an even larger unit of Corsairs with two hand weapons. This was going to get ugly.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVTi-DOEpvXEhJv0UZAGDDtdZR9pU7jegHlPe_KzNa3qT7Wcy_BjjxEzACzp6ZjpobmzoCq-rMj93Qk5xqI5pkuxLJ8bUGE9IKdo4GztMMVqNUihD-xMiOfOInwsrsjxp19_LJ9CZIneMn/s1600/IMG_20121215_165736.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVTi-DOEpvXEhJv0UZAGDDtdZR9pU7jegHlPe_KzNa3qT7Wcy_BjjxEzACzp6ZjpobmzoCq-rMj93Qk5xqI5pkuxLJ8bUGE9IKdo4GztMMVqNUihD-xMiOfOInwsrsjxp19_LJ9CZIneMn/s320/IMG_20121215_165736.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Dark Elves deploy far back, with the Black Dragon hiding behind a rock pillar</td></tr>
</tbody></table>
<b><br /></b>
<b>Things of note:</b><br />
<ul>
<li><b>Black Dragon:</b> My opponent deployed his Dreadlord with his pet behind a large pillar on the left side of the battlefield, after which it flew up along a flank towards the side of my Squig Herd. As it landed in my deployment zone, my Spear Chukka and bowgobbos took out the Dreadlord with a well placed bolt, but the Dragon passed its Monster Reaction test and proceeded to blow fire all over my Squigs, leaving less than a rank of them still standing. After disposing of them in close combat, all my gobbos everywhere tried in vain to shoot down the giant beasty with both arrow and bolt, but managed only to inflict two wounds on the flying terror. </li>
</ul>
<ul>
<li><b>Bolt Throwers:</b> The elves managing the war machines in the back proved to be a lot more effective than their goblin counter-parts across the field, as the bolt throwers ended up hitting almost everything early on. They took out the Wolf Chariots in the first couple of rounds, and while the Giant managed to hide from one of the war machines, the other one caused four wounds on the big guy with a single volley, and the Sorceress brought him down later on with a well-placed Fireball, before he had the time to bash the Dragon over the head with his club. The Dragon, instead, charged into the rear of the Trolls alongside a Cold One Chariot, after the Bolt Throwers and the Sorceress had brought the Trolls down to a mere 4 models. Still, the Trolls killed off the Chariot before being chased down by the Dragon. </li>
</ul>
<ul>
<li><b>Snotlings:</b> After beating the crap out of a group of Ungor Raiders the last battle, the Snots were feeling frisky and ran across the field. A unit of five Dark Riders felt intent to put an end to their miserable lives, but the Snotlings threw gunk at them as a stand and shoot reaction, feeling two of the riders on just two attacks, then proceeded to beat the hell out of the remaining three in close combat. Once that was done, they took vengeance on their Giant friend by swarming over one of the Bolt Throwers as well, killing its crew. Who said Snotlings were useless?</li>
</ul>
<ul>
<li><b>Night Goblins:</b> At the end of the day, however, it was going to come down to the Orc leaders and their Night Goblin entourage. The Dragon was hesitant to attack them, with only four wounds remaining, Nets and two Orcs with high strength. The Black Guard, similarly hesitant, placed themselves in a forest so that if the Goblins charged and lost, they would not be steadfast. Feeling the pressure of three destroyed units and my tournament chances slipping away, I took my chances and charged into the forest. The Black Guards unleashed their hatred on the gobbos, ignoring their leaders, wounding 10. With nets and parries, however, only five gobbos died, and the Orc leaders together with the gobbos killed 8 Black Guards in return. And so it continued, over four rounds of combat, with no more than 5 gobbos dying each round, until the very last of the stubborn Black Guards was cut down by the great weapons of my Orc Big Boss at the end of the battle.</li>
</ul>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4DDdYrrouGa6E6DmZvG0Rmct8ocewtTiLAFTos0BY2eJX40jJei600z0avc2gToXGiG_b2yG1yeBAg_aX2lOfi_hfbhf2tV_Tsw0cmYRnz3nerJaV-PfR31Tuj94dpzYk26NLyjjENE4X/s1600/IMG_20121215_105410.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4DDdYrrouGa6E6DmZvG0Rmct8ocewtTiLAFTos0BY2eJX40jJei600z0avc2gToXGiG_b2yG1yeBAg_aX2lOfi_hfbhf2tV_Tsw0cmYRnz3nerJaV-PfR31Tuj94dpzYk26NLyjjENE4X/s320/IMG_20121215_105410.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">At the end of the day, it's all about the Gobbos</td></tr>
</tbody></table>
<br />
With the Black Guards dead, both Chariots and both Dark Riders killed, as well as a Bolt Thrower and a bonus for slaying the Dreadlord while not getting the Black Dragon "unit", only the Corsairs and a Bolt Thrower was still standing alongside the great beast. Meanwhile, I had lost my Squig Herd, my Giant and my Trolls, my Spear Chukka, my Wolf Chariots and the Wolf Riders and a Shaman who blew himself up. This battle was a tie, with less than 100 points separating us. Suffice to say, I was really happy to have come out of this game alive, with practically all of my hard-hitters dying before they got to see combat, I did not expect to have clawed back to a tie game.<br />
<br />
<b>Result: Greenskins and Dark Elves tie, 10-10</b><br />
<b><br /></b>
<br />
So with all being said and done, did I win the tournament? Coming into the final game, I was leading my opponent by two points and therefore I had earned more points than him. However, a third place coming into the final game was another Dark Elf player, sitting at 36 points compared to my 40. For his final game he managed to score a critical 20-0 and thus he ended up at 56 points, with me coming in at 2nd place at 50 (my opponent in the final game came in 3rd at 48). So I didn't win it, but 2nd place is not too shabby and more importantly I got to meet a bunch of friendly players, play an amazing final game that will probably go down as one of the most intense and exciting games of my Warhammer career to date, and overall have a great day at the Rogue Trader Club Championship.<br />
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With that, I call an end to my Warhammer year of 2012 (albeit I've only been active for the last couple of months). Look for a lot more in January.<br />
<br />
Thanks for reading and Happy New Year! Waaaaaaagh!!!Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-80875234610439895692012-12-30T23:30:00.000+01:002013-02-27T00:15:21.735+01:002000 pts O&G for Club Championship 2012Just before Christmas I partook in a club tournament at my new gaming center in Stockholm, in order to determine the Club Champion of 2012. Having been part of their scene for about a month leading up to it I felt a bit strange competing against people who had been there for most (if not all) of the year leading up to it, but the people there are friendly and welcoming so I quickly got over it.<br />
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What was (and still is) a bit weird to me, however, is that this particular club (called Rogue Traders) tends to play using the Swedish Comp System for army building rather than the ETC rules I'm used to. This essentially means that instead of having a unit point cap or army restrictions, all units and many options and items will subtract points from an army point pool, with the final score determining how 'ard your army is, which later rewards the player whose army is the "weakest" by additional bonus points when calculating the victor. It's a bit complicated and I'm not a huge fan of the system, but those were the rules and I was fine with them. The tournament was to be played with 2000 point armies with a hard comp cap of 18 (pretty soft lists in general). This is the army I brought:
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<a name='more'></a>
<b>Orc Warboss</b><br />
Silversteel Armor, Dawnstone, Additional handweapon<br />
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<b>Orc Big Boss BSB</b><br />
Armor of Destiny, Great Weapon<br />
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<b>Night Goblin Shaman, level 2 </b><br />
Power Stone<br />
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<b>Night Goblin Shaman, level 2 </b><br />
Scepter of Stability, Dragonbane Gem<br />
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<b>40 Night Goblins </b><br />
Nets, Shields, Full Command<br />
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<b>20 Night Goblins </b><br />
Short Bows, Musician, 2 Fanatics<br />
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<b>20 Goblins</b><br />
Short Bows, Shields, Musician, Standard Bearer, 3 Nasty Skulkers<br />
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<b>5 Goblin Wolf Riders </b><br />
Short Bows, Shields<br />
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<b>3 Goblin Wolf Chariots </b><br />
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<b>40 Night Goblin Squig Herd </b><br />
30 Squigs, 10 Herders<br />
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<b>7 Troll </b><br />
<br />
<b>2 Snotlings </b><br />
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<b>Spear Chukka </b><br />
<br />
<b>Giant
</b><br />
<b><br /></b>
As you can probably tell, my army consisted of a few choices that I rarely bring, as these came in at a lesser comp score and allowed me to bring some nasty stuff alongside it. I seldom bring 20 Goblins to a fray, but as they comped lightly and filled up my core points, I thought I'd give them a go. Even the Snotlings were brought along for some fun, in favor of a single troll walking around being stupid (at a much higher comp score). I was happy to find that the Giant had a very friendly comp score, as I absolutely love the big fellow and am always looking for an excuse to bring him along to the fight.<br />
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The theme of the army is a mixed Gobbo tribe that is being bullied around by two Orc bosses that have taken up the leadership. I wanted plenty of bodies to throw around, hopefully outnumbering many of my opponents, allowing me to march quickly across the field without fear of magic or shooting. My Orcs would march with the Shieldgobbos who would protect them with their nets, taking aim at the 'ardest enemy unit and tying them up with a mass of bodies while the Orcs do the killing. They have both been kitted for defense, as together with the gobbo nets they are effectively sporting T6 alongside a ward save and re-rollable armor save. If need be, the Giant will join the same battle as the gobbos as the nets help him out as well.<br />
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On each side of the gobbos, the Trolls and the Squig Herd would make up two nasty flankers, each one of them hopefully deployed against a disfavored enemy unit. If not, then the Wolf Chariots would deploy to quickly charge into the powerful enemy so that the Trolls or the Squigs can clean them up afterwards. Finally, protecting my far-out flanks are each of the bowgobbos, and the Spear Chukka would deploy somewhere in the back to shoot down my one big fear for this army - Dragons. <br />
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Battle reports will follow!Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-32901686467298817352012-12-13T23:02:00.001+01:002013-01-28T10:49:47.161+01:00O&G vs Wood Elves, 2500 ptsAfter disposing of a Skaven list in my first match with my <a href="http://trollhoer.blogspot.se/2012/11/2500-pts-o-defensive-orc-heavy.html">Orc-heavy army</a>, the Greenskins elected to go pranching around in the forest in search of foes, where they ended up finding some! A Wood Elf army came at them, led by a Highborn flying a Forest Dragon, flanked by two Treemen and two small units of Dryads. In the back were three units of 10 Glade Guards, joined by two Spellsingers of Athel Loren and a unit of Glade Riders. Overhead were three Eagles, two of them carrying Nobles with trinkets and great weapons. An interesting list for certain and I was curious to see how my slow-moving infantry army would be able to tackle a Monster/Skirmishing force.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikM5CM5f3Rp3T7K5HQQVVoOtOO_UOzvE0sB6ATc5Pa5DZm4GK3TyHS7iOHb4_hFNbITihjhYee5DTAiWVnHRjpvn_JBInUjBSAkIK8Jshd_Rm4ocAgin2HVKbIHHW1TCxsEyTXHGqRG934/s1600/IMG_20121212_192210.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="176" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikM5CM5f3Rp3T7K5HQQVVoOtOO_UOzvE0sB6ATc5Pa5DZm4GK3TyHS7iOHb4_hFNbITihjhYee5DTAiWVnHRjpvn_JBInUjBSAkIK8Jshd_Rm4ocAgin2HVKbIHHW1TCxsEyTXHGqRG934/s400/IMG_20121212_192210.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The two armies after deployment</td></tr>
</tbody></table>
<a name='more'></a><b>Things of note:</b>
<ul>
<li><b>Highborn on Forest Dragon - </b>Maybe it was the early threat of boulders and gobbos flying from my artillery in the back, or maybe it was something else, but the Forest Dragon made a long 1st round charge into a Troll that was marching ahead of my Savage Orcs. After smiting the Troll, it had little choice but to overrun into the Savages that were bringing all three of my Orc characters into battle. The next combat would then take place during my round, which if of course any Greenskin player's ideal situation. An overwhelming magic phase against his two hero-level wizards saw my Great Shaman come in with 7 S9 WS10 attacks (<i>Fists of Gork</i>), all my Orcs nearby re-roll their misses (<i>'Ere We Go</i>), while the Dragon attacked with an initiative of 1 (<i>Itchy Nuisance</i>) and re-rolled all its 6's (<i>Gork Will Fix It</i>). The Highborn cried out a challenge but the Orcs merely laughed in return, refusing and gladly moving my Great Shaman to the back ranks, before they (Warboss, Big Boss and all) unleashed on the Dragon. Although the Highborn was carrying a broach that gave it a 3+ ward save until it failed, that happened pretty quickly and the Elf died before he got to swing his great weapon, and the Dragon broke from combat with two wounds remaining, only to be chased down by the eager Orcs. </li>
</ul>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWkgZIWB06YQ0Cv680_8wOUsA5KsnTfC1qAI8_WLURGVNkhY6sUixJkPjKP4Ur41n51Yl13EygKo3jeLpriBG4vHFeSvIYc19PQApDUplzPrdoQn3yCJz4zCjiAbD3B5zBwqY6tbV14vni/s1600/IMG_20121212_194324.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWkgZIWB06YQ0Cv680_8wOUsA5KsnTfC1qAI8_WLURGVNkhY6sUixJkPjKP4Ur41n51Yl13EygKo3jeLpriBG4vHFeSvIYc19PQApDUplzPrdoQn3yCJz4zCjiAbD3B5zBwqY6tbV14vni/s320/IMG_20121212_194324.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Two flying elves, Highborn and Noble, kill off the Trolls and overrun into the Orcs behind.</td></tr>
</tbody></table>
<br />
<ul>
<li><b>Black Orcs - </b>While one flying elf proved an easy smash, the second one proved to be a lot more difficult for my Black Orcs, even though this one only had an Eagle as a mount. Turns out the elf was carrying the Dragonhelm for a +2 ward save against flaming attacks, which of course my Black Orcs were equipped with. Although that only can be dealt with a handful of flanking Wolf Chariots, he was also wearing an amulet with a 3+ ward save against non-magical weapons. Even though I charged the elf with a chariot and jumped through him with a Mangler Squig, that pesky elf remained standing on a single wound. It was, however, my tactical shortsightedness that proved fatal, as I elected to go with two handweapons with the Black Orcs to maximize my attacks, hoping for one too many 1's for the anti-flaming save, this allowed one of the Treemen to join the Noble in combat with the Black Orcs having tucked away their great weapons. With low strength against a tough Treeman, the Black Orcs were trimmed down having only inflicted 3 wounds on the behemoth, and they fled with only 4 of them still alive, making rallying difficult. Note to self: If I ever get locked in combat with an anti-flaming hero, always go with the weapons that you intended to use against the regenerating enemy, just in case.</li>
</ul>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAwWyFZaPatJ5yOqb-HzuAdCXkUyG6VP6gSOPqw4lX2jSoDbt9wTsCd55pPOUcRILySHERh35qwmB3hK-2CfaUh8Iq7_8wiEpHvQUpgFbpoWBnBF0S6xsIKxJPTEK6Q-FUtiZub4ipiAQO/s1600/IMG_20121212_202400.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="147" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAwWyFZaPatJ5yOqb-HzuAdCXkUyG6VP6gSOPqw4lX2jSoDbt9wTsCd55pPOUcRILySHERh35qwmB3hK-2CfaUh8Iq7_8wiEpHvQUpgFbpoWBnBF0S6xsIKxJPTEK6Q-FUtiZub4ipiAQO/s320/IMG_20121212_202400.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Noble and Black Orcs locked in combat, with Chariots and Treemen eager to join in.</td></tr>
</tbody></table>
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While this was taking place, the second flying Noble was surging around on the other side of my battle line, surviving fanatics and bow fire thanks to yet another annoying ward save, managing to take out my Doom Diver before being locked in combat against my Night Goblin bowmen and their two Shamans, fighting them to a stalemate. Meanwhile, my Great Shaman headbutted both of the Spellsingers to death, stomped one of the Glade Guard troops to a pulp and destroyed a unit of Dryads. The Orc Big 'Uns were resigned to chasing down more pesky Glade Guards, easily shrugging off their arrows on the way there, while my Savage Orcs spent the rest of the battle chasing vengeance a surprisingly evasive Treeman, who wanted nothing to do with my Orc characters and their entourage after having killed off their Black Orcs kin. The second Treeman took two Boar Chariots to the gut, then had a rock lobbed at its head to crush it once it disposed of the chariots. After that, the battle was over, with a Treeman, some Glade Guards and a few Dryads still standing against the Savage Orcs, the Orc Big 'Uns, my Rock Lobber and my three Orc characters. Enough for a green victory, but it got quite close.Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comStockholm, Sweden59.32893 18.0649159.199335 17.749053 59.458525 18.380767000000002tag:blogger.com,1999:blog-8819031667950169303.post-48799162117724049322012-12-11T23:52:00.000+01:002013-01-28T10:49:47.176+01:00TOTAL WARhammer?<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.google.com/url?source=imglanding&ct=img&q=http://www.gamasutra.com/db_area/images/news/2012/Dec/182995/warhammer%20creative%20assembly%20long.jpg&sa=X&ei=UrjHUKyGDLKM4gTqpIGwCg&ved=0CAkQ8wc&usg=AFQjCNHvHh_HzeZTDqU8_ZjtnLKeLHDpFQ" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="135" src="http://www.google.com/url?source=imglanding&ct=img&q=http://www.gamasutra.com/db_area/images/news/2012/Dec/182995/warhammer%20creative%20assembly%20long.jpg&sa=X&ei=UrjHUKyGDLKM4gTqpIGwCg&ved=0CAkQ8wc&usg=AFQjCNHvHh_HzeZTDqU8_ZjtnLKeLHDpFQ" width="400" /></a></div>
<br />
For those of you who haven't caught on to this bit of gaming news, UK-based The Creative Assembly (makers of the <i>Total War</i> series) has partnered up with Games Workshop to develop Warhammer video games. Even if you're only mildly interested in PC gaming, this should still make your hands clap frantically. CA is arguably one of the top-3 strategy games developers in the world and easily the most accomplished one to give the Warhammer universe a go.<br />
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Tim Heaton, the Studio Director at Creative Assembly, had this to say: “We’ll be doing the Warhammer universe justice in a way that has never been attempted before. We’re bringing those 25 years of experience and expertise in extremely high-scoring games to bear, delivering a Warhammer experience that videogamers will absolutely love.”<br />
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It is unclear at this time if the game will feature Fantasy or 40k, but either way I am extremely excited about for the finished product. And so should you be!Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-60678229834131843092012-11-14T22:55:00.000+01:002013-01-28T10:49:47.188+01:002500 pts O&G Defensive, Orc HeavyLately I've been planning a more orc-heavy, defensive army. Please note that by "defensive" I do not mean "dwarf-like" with no movement and lots of shooting, no. What I mean is an army with less risky elements in it. No Warboss flying on a Wyvern, no armies with big Troll units led by a Shaman with lower leadership. No big Squig units that can be shot up, no big monsters that can be killed by a well-placed cannon. Just a list with a lot of synergy, units working together, each one with a specific purpose, that can wade through shooting, crazy spells, take down dangerous monsters, kill annoying characters, soften up and redirect nasty units, before finally rolling over them in a tide of green. This is an infantry-focused, orc-heavy army with solid leadership and a lot of punch. They may not provide the sheer hitting power of Trolls or Squigs, but I have a feeling they might prove even more solid as an all-comers army list.<br />
<br />
<a name='more'></a><b>Orc Warboss</b><br />
<i>Sword of Bloodshed, Armor of Fate, Potion of Speed</i><br />
In this list, for this particular role, I believe an aggressive Warboss is the way to go, and as long as you are buying him a heavy armor, I believe the regular Orc Warboss is worth his points more than a Black Orc. This guy will throw out 7 S6 attacks, which makes him extremely formidable as a single footprint in one of the Orc units (put him on the corner of a unit and watch him drastically impact how difficult it is to break that unit. With an armor of 4+ and a ward save for 5+ he is only an average tank, but his toughness should keep him safe against most core units, while only the most foolhardy of enemy characters will want to fight him in a challenge in the first round of combat. He will most likely deploy with my Orc Big 'Uns, to maximize his leadership early on, but will quickly move through all three units as the battle unfolds.<br />
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<b>Savage Orc Great Shaman, level 4</b><br />
<i>Fencer's Blade, Lucky Shrunken Head, Obsidian Trinket</i><br />
With an unusual amount of Orc units, this guy becomes even more important to buff them in combat, especially with the 'Ere We Go spell. He is still one of the best fighting wizards in the game and with a WS of 10 from his swords, the Fist of Gork spell becomes extremely potent and able to turn a battle on its own - 7 S9 attacks at WS 10, with a toughness of 5 and a 5+ ward save, who would like to fight him? He is also wearing a trinket for extra magic resistance, so if I'm ever up against Death Magic I will put all my Orc characters together for a boosted 4+ ward save and a high leadership.<br />
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<b>Black Orc Big Boss, BSB</b><br />
<i>Talisman of Endurance, Dragonhelm, Ironcurse Icon</i><br />
Normally I like using my BSB as a deliverer of flaming attacks to whatever unit he joins, this time I'd like to keep him more defensive. With an AS of 3+ and another 5+ WS, while armed to da teef, I feel confident putting him in combat against most enemies. Early on, this guy will lead the Savage Orcs alongside the Shaman, to make sure they're not squabbling and charging somewhere stupidly. If I'm up against a particularly nasty unit, I will join up with both my BSB and my Warboss in the Black Orc unit for as much damage as possible.<br />
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<b>Night Goblin Shaman, level 2</b><br />
<i>Power Stone</i><br />
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<b>Night Goblin Shaman, level 2</b><br />
<i>Dispel Scroll</i><br />
Usually I only bring one Goblin shaman to carry a scroll and force out a few dispel dice from my opponent. This time though, with several Orc units, I'm interested in a lot more of the Goblin spells, such as lowering initiative and forcing 6's to be re-rolled (critical if I'm fighting Bloodletters with my Orc characters). I brought a Power Stone with one of my Goblins, as opposed to a Channeling staff, as that could mean one or two extra goblin spells going through semi-reliably at a critical moment.<br />
<br />
<b>23 Orc Big 'Uns</b><br />
<i>Spears, Shields, Standard Bearer, Musician, Banner of Discipline</i><br />
A more defensive option than Savage Orc Big 'Uns, regular Orcs with spears can dish out almost as many attacks in tight units (5-6 wide) as the Savage Orcs, and they're dishing out just as many attacks as if they had an additional handweapon, but gets the shield bonus for 5+ armor save. They're not as good, period, but they're almost as good while still allowing me to bring a unit of regular Savage Orcs that are quite potent on their own. This means that I have two hard-hitting options at the core slots, where I usually only bring one and a Night Goblin train that rarely does anything. I'm eager to see how these guys do in combat. These will probably match up against less hard-hitting troops, but with plenty of attacks instead, to make sure the Orcs still have an armor save.<br />
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<b>27 Savage Orcs</b><br />
<i>Full Command</i><br />
While S5 is better than S4, from my experience the times I bring in my Savage Orc Big 'Uns they're in for overkill, or I'm up against such extremely nasty units that not even da boyz can tackle them (Tzeentch Chosen Warriors, for example). As such, I'm curious to see how my regular savage boyz will do against much the same opponents. With a 5+ WS, they will match up against anything hard-hitting but with either lower toughness or lower armor save (Executioners, White Lions, etc). For the times that I do need that additional strength, I feel confident that my Champion (at 4 S5 attacks on his own) and the Great Shaman will be able to take care of that.<br />
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<b>20 Night Goblins</b><br />
<i>Short Bows, Musician, 1 Fanatic</i><br />
It is always useful to bring a few throw-away units that can perform multiple roles, and minimum sized Night Goblin units are as good as it gets when it comes to that. Early on, they will hold my Gobbo Shamans, receive a Spider-God blessing for poisonous attacks and plink away at enemy re-directers and monsters (trust me, anytime you can score a wound or two on a Hellpit Abomination or Bloodthirster with your 60 point unit, you feel great). After that, they will either set up fanatic traps as enemy charge my Orc units, or serve as last-minute redirecters if a nasty enemy gets too close, too soon.<br />
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<b>5 Goblin Wolf Riders</b><br />
<i>Short Bows</i><br />
Always bring a unit of cheap fast cavalry. Hunt war machines, chase down fleeing units, re-direct, sacrifice, plink in a wound with a lucky arrow. The times that you don't bring fast cavalry is the times you will miss them.<br />
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<b>Goblin Wolf Chariot x 3</b><br />
Instead of bringing them in a unit of three, I have elected to use them as individual chariots. Gives me additional deployments and allows me to cover more surface area with their long charge distance. These chariots will line up against the nastiest unit the enemy has brought and suicide charge into it, hopefully softening them up for the boyz to smash.<br />
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<b>Orc Boar Chariot x 2</b><br />
<i>Additional Cre</i>w<br />
I'm bringing a lot of chariots in this army, as I've found lately that the moment I start bringing a 4th hard-hitting infantry unit is when one of my units tend to end up as cheerleaders, or stuck chasing down chaff enemy units. Orc chariots are better to support charge alongside the boyz, or hit a flank once combat has been joined, as they dish out even more damage while taking less in return.<br />
<br />
<b>20 Black Orcs</b><br />
<i>Shields, Standard Bearer, Musician, Banner of Eternal Flame</i><br />
As my third Orc unit, the Black Orcs will move away from my earlier opinion of them as specialist troops that don't need a character to help them out, to instead become the most flexible of all my troops. They will hunt monsters and cavalry, but they will also serve as my main anvil unit if needed, reforming into a unit 5 wide, with shields and heavy armor (with a parry save) to ward off medium or heavy blows. When joined by both my Orc characters and boosted by my Orc spells, this mob will be difficult to break. <br />
<br />
<b>Troll x 2</b><br />
Trolls are great in big numbers or on their own. Redirecting is of course always useful, but they're more than capable of hunting down enemy chaff, or even charge an exposed flank or rear, since even a single troll can be a nuisance to get rid of while you're fighting my boyz to the front.<br />
<br />
<b>Mangler Squig</b><br />
One is perfect for soaking up arrows while my chariots move into position for early charges, two Manglers are often too much, as they can be easily disposed of by many armies and suddenly I feel like I'm starting to bleed points without hitting key units with my charges. I'd rather bring another chariot in that case.<br />
<br />
<b>Goblin Rock Lobber</b><br />
<br />
<b>Goblin Doom Diver</b><br />
Whenever I bring more than two war machines I tend to feel like I've got nothing to fire at once battle is joined midway through the game. If ever I bring less than two war machines I end up facing something that I really need to shoot down. Two war machines is all you need as a Greenskin.<br />
<br />
There's a few things that I am unsure still about this army, namely the relative small size of some of my Orc blocks (I'd like the Big 'Uns to be closer to 30 and Black Orcs not much smaller in size) and I am concerned that I am bringing too much magic with my second gobbo. I'm going to try this army out in my next game, see what works and what doesn't, and make adjustments as we go.<br />
<br />
Questions? Comments? I'm happy to answer them.Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-10779561860612171402012-11-05T23:18:00.000+01:002013-01-28T10:49:47.124+01:00O&G vs High Elves, 2500 ptsRemember, remember the 5th of November, because that is the date Troll Tales returned!<br />
<br />
It's been quite some time since last I wrote here and trust me when I say I've missed it. It turned out that keeping up a gaming blog while you're in grad school for gaming proved too much for me. However, I'm back in Sweden but no longer in the wonderful city of Umeå. Instead I've moved myself and the missus south to Stockholm, because that's where videogames are made.<br />
<br />
So as my first test of the local gaming scene here, I went down to a place called the Dragon's Lair that apparently has a thriving Warhammer scene. I was happy to find a High Elf opponent willing to suffer my smelly Greenskins at 2500 points. I was a little bit surprised to see an Elven list containing two maxed out (at 450 points give or take) units of White Lions, one of them carrying the Banner of Sorcery, backed by not one but two Archmages wielding the Lores of Life and Death, alongside a Noble with the Battle Standard. Rounding off the force was a massive unit of Spearmen (around 35), 12 Archers and a small unit of 10 Spearmen. Four Great Eagles were flying overhead.<br />
<br />
<a name='more'></a>Now, at first glance, two Archmages and two big units of White Lions might seem extremely powerful, but the more I looked over the enemy forces I couldn't help but feel like the army lacked synergy. No offense to my opponent who was a great guy and one I'd happily fight again, but it felt like if someone had looked over the High Elf special choices and reached the conclusion that White Lions were the best choice, so therefore two units of them would be even better than one. It made for an army of two stubborn troops, with nothing to assist them if they did lose a combat and held on. Likewise, I was not high on the use of Death Magic either. Lore of Life is fine for elves, but Death seemed unnecessary. With S6 on your combat units, does lower my T really help that much? Are there a lot of fear causers in the high elf army where lowering my leadership is key? Or is it just the Sniping spells that are critical, but does taking out my Shaman quickly really power up the elven magic phase that much, after they've already paid a fortune to bring two Archmages to the battle? There was nothing to counter the weaknesses of the High Elves; nothing to take out chariots, or pressure war machines aside from the eagles who would be busy redirecting anyway.<br />
<br />
Anyway, not having played for close to a year, I brought my favorite units to the fight, wanting more than anything a fun and enjoyable game where hopefully I wouldn't lose that terribly. I brought my Orc Warboss sporting the Armor of Fate and the Sword of Bloodshed for a total of 7 attacks. I also brought a Savage Orc Great Shaman with the Shrunken Head and the Fencer's Blade, as well as an Obsidian Amulet. Finally, a Black Orc BSB with an Amulet of Preservation wrapped up the Orc heroes, who in this battle all marched in a mob of 26 Savage Orc Big 'Uns to increase their resistance against the Death magic spells.<br />
<br />
Leading a mob 40 Night Goblins with shields was a Level 2 Night Goblin Shaman with a Dispel Scroll. Another 20 Night Goblins with short bows stood next to them, with a Mangler Squig to the side and 6 Squig Hoppers bouncing up the right flank.The Gobbos were also represented by 5 Wolf Riders and 3 individual Wolf Chariots, while a Rock Lobber and Doom Diver had been set up at the back of the battlefield.<br />
<br />
My two special units consisted of a mob of 20 Black Orcs with the Banner of Discipline to allow them to operate away from my Warboss' influence, as he would be busy barking at a mob of 8 Trolls, as well as two single trolls walking on their own.<br />
<br />
With the Night Goblins setting up straight across from the two White Lion regiments, my Savage Orcs took up the left flank while my Trolls and Black Orcs went to the right. The High Elves put their Spearmen protecting their Archmages behind the White Lion line, while their Archers set up on a hill to have a shoot-out with the Bow Goblins in the forest.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEge7TyWgJcBFRTms9aOylo8mjslqF0wiCLJhcMuCRpffOwjBIha8iMG-K4gNziDcNu5uyCZuXbLKQEy_ZVogEzb4Nv8mvyh4UiW_jYs5G9cpvkFionKLxNTZ-8x6Cp2iVs-wetEpeoiazm3/s1600/O%2526G_vs_High_Elves_DL_20121031_2_mapEx01.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEge7TyWgJcBFRTms9aOylo8mjslqF0wiCLJhcMuCRpffOwjBIha8iMG-K4gNziDcNu5uyCZuXbLKQEy_ZVogEzb4Nv8mvyh4UiW_jYs5G9cpvkFionKLxNTZ-8x6Cp2iVs-wetEpeoiazm3/s400/O%2526G_vs_High_Elves_DL_20121031_2_mapEx01.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The armies after deployment. The Wolf Riders make a vanguard move on the western flank.<br />
<br />
<b style="font-size: medium;"><span style="font-size: large;"><br /></span></b><b style="font-size: medium;"><span style="font-size: large;">Turn 1</span></b></td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbJvPD1luwA-H09Ylla70vqgEM-OIs65XVBveSx2P0s7qF-2lrGlHZS1dqY8xCErqOY1aJob3ELepzQ3bslBWtulo75xwjB_os8MTr1waH3gL3eEaqXzogdilpY4eWEtbTt9wbVrMIVJ9Z/s1600/O%2526G_vs_High_Elves_DL_20121031_2_mapEx02.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbJvPD1luwA-H09Ylla70vqgEM-OIs65XVBveSx2P0s7qF-2lrGlHZS1dqY8xCErqOY1aJob3ELepzQ3bslBWtulo75xwjB_os8MTr1waH3gL3eEaqXzogdilpY4eWEtbTt9wbVrMIVJ9Z/s400/O%2526G_vs_High_Elves_DL_20121031_2_mapEx02.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The High Elves take the initiative and their entire army move forward across the field. </td></tr>
</tbody></table>
<b><br /></b>
<b>Things of note:</b><br />
<div>
<ul>
<li><b>Lore of Life: </b>Proves successful as I fail to dispel a five dice casting of <i>Dwellers Below</i> targeted on my Shieldgobbos, as I am too greedy to use my Dispel Scroll early, figuring I would need it more later. 20 gobbos are dragged to their deaths, which matters little, but ironically one of those happens to be my Gobbo Shaman, carrying said Dispel Scroll. Curses!</li>
<li><b>Wolf Chariots</b><i style="font-weight: bold;">: </i>With the White Lions both bravely (or foolishly) marching across the field, I unleash two of my Wolf Chariots to crash into them. Moments later 12 of the 24 White Lions are dead, at the mere cost of two chariots. My Trolls, straight across the Elven forces, lick their lips in anticipation. </li>
</ul>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTGGHvZ5H3dF3w6DoIbnyMTIMvzsY94wOU1w3ydPqP9zpk36GUxp6lty6T1QPP7K6QTBF2424CjLREB3NLM_OoUtpjskX3wv1UyzE7eOOradVZWy3mhuJXz7jYPBq8itSojj2g0W7g2xW3/s1600/O%2526G_vs_High_Elves_DL_20121031_2_mapEx03.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTGGHvZ5H3dF3w6DoIbnyMTIMvzsY94wOU1w3ydPqP9zpk36GUxp6lty6T1QPP7K6QTBF2424CjLREB3NLM_OoUtpjskX3wv1UyzE7eOOradVZWy3mhuJXz7jYPBq8itSojj2g0W7g2xW3/s400/O%2526G_vs_High_Elves_DL_20121031_2_mapEx03.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Greenskins surge forward, chariots into combat while a Doom Diver takes an Eagle out of the sky.</td></tr>
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<b><span style="font-size: large;"><br /></span></b></div>
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<b><span style="font-size: large;">Turn 2</span></b></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLAGCRW5Vgi_48IkrGEAydlriKq5CRFqk1jOVeBrSxNgbvOidARkeEAIxKOcGIpOD9obWevL-3Ve21hA5STnjSQlSbZvEZWruufqIFkKMoCDtFnn2sQXz8oIgohkupcb5L69joMW4tG_sW/s1600/O%2526G_vs_High_Elves_DL_20121031_2_mapEx04.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLAGCRW5Vgi_48IkrGEAydlriKq5CRFqk1jOVeBrSxNgbvOidARkeEAIxKOcGIpOD9obWevL-3Ve21hA5STnjSQlSbZvEZWruufqIFkKMoCDtFnn2sQXz8oIgohkupcb5L69joMW4tG_sW/s400/O%2526G_vs_High_Elves_DL_20121031_2_mapEx04.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The elves gather together as their forces are taking losses from war machines and chariot impacts</td></tr>
</tbody></table>
<b><br /></b>
<b>Things of note:</b><br />
<ul>
<li><b>Lore of Death:</b> Trying a different strategy, the other Archmage takes charge of the Winds of Magic and seeks to drain the life out of the frenzied Mangler Squig that's bouncing towards their battleline. The Orc Shaman realizes the untapped potential for mayhem there, so elects to take two wounds from another Death magic spell in favor of dispelling the <i>Soul Drain</i>. </li>
<li><b>Mangler Squig: </b>As a result, the Mangler Squig bounces through the entire Elven line, inflicting more than 25 wounds and slaying a Great Eagle in the back. Luckily for the elves, nothing panics. </li>
<li><b>Savage Orcs: </b>In order to protect themselves from unwanted Purple Suns, while also eventually coming out in a favorable position, the Savage Orcs with all three Orc characters elect to fortify the building.</li>
<li><b>Squig Hoppers: </b>Eager to get into combat, the Squig Hoppers jump up the eastern flank in search of the Elven Archers, but fall just short of reaching them. This in turn sets up a nice flank charge for a Great Eagle.</li>
</ul>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSW5kjbcW0M5Q6vj7KmXmupTKkAfrSreJ9Ejv6j3RXXLjFu9nurAcuCvuNqs8iEnrsubtmWyICfzsmAfl51D5ls5SjMvp9F7pRfSMIju7dcYzR5Fu7syND5B8fecGphhs0WXcEqmjJc-rj/s1600/O%2526G_vs_High_Elves_DL_20121031_2_mapEx05.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSW5kjbcW0M5Q6vj7KmXmupTKkAfrSreJ9Ejv6j3RXXLjFu9nurAcuCvuNqs8iEnrsubtmWyICfzsmAfl51D5ls5SjMvp9F7pRfSMIju7dcYzR5Fu7syND5B8fecGphhs0WXcEqmjJc-rj/s400/O%2526G_vs_High_Elves_DL_20121031_2_mapEx05.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Mangler Squig bounces through the White Lions and into the Spearmen behind them, taking out two Eagles as well before it dies.<br />
<br />
<br />
<br />
<b style="font-size: medium;"><span style="font-size: large;">Turn 3</span></b></td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhvr0nzhNPD8ADJGx1uz9pkIhhh1OQtEjlMOcR1mQXnjUprtsb38XH-Saq-y1Edx-UfKt5_7rbWFInV2k2lzWwYBttEqhgug94Z-LI2Y-uSkmSYe8IvbvyFSB0S8fthvAobgLbA5iqgC6w/s1600/O%2526G_vs_High_Elves_DL_20121031_2_mapEx06.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhvr0nzhNPD8ADJGx1uz9pkIhhh1OQtEjlMOcR1mQXnjUprtsb38XH-Saq-y1Edx-UfKt5_7rbWFInV2k2lzWwYBttEqhgug94Z-LI2Y-uSkmSYe8IvbvyFSB0S8fthvAobgLbA5iqgC6w/s400/O%2526G_vs_High_Elves_DL_20121031_2_mapEx06.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The remaining two eagles engages, one to flank charge the Squig Hoppers while the other one picks up the Mangler Squig. Blood goes everywhere.</td></tr>
</tbody></table>
<div class="separator" style="clear: both; text-align: left;">
<b><br /></b></div>
<div class="separator" style="clear: both; text-align: left;">
<b>Things of note:</b></div>
<div class="separator" style="clear: both; text-align: left;">
</div>
<ul>
<li><b>Squig Hoppers: </b>Seizing the opportunity, the small Spearmen unit charges into the Squig Hoppers while a Great Eagle swoops in from the flank. Sadly, the elves must have underestimated the Squigs, who takes two casualties but in return take out 6 elves and wounds the Eagle, therefore winning the combat. In the second round of combat, the remaining elves get eaten. </li>
<li><b>Trolls: </b>Meanwhile, with only half a unit still standing, the Trolls eagerly charge into one of the White Lion units, take two wounds for their trouble, before stomping the elves into bloody pulps. As the Savage Orcs have now exited the building on the other side, drawing the attention of the Spearmen and forcing them to turn towards them, it opens up the possibility for the Trolls to overrun right into their exposed flank!</li>
<li><b>Black Orcs: </b>Having been stuck out of combat for the entire battle, the Black Orcs are finally picked up by the Hand of Gork itself and plucked down on the other side of a blocking boulder, ready to engage a pitiful unit of 10 Archers.</li>
</ul>
<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiK4ePyq4sQjnTyjH1io6kNfS6G_N0wF_DiO53SPvIIVMJyxwt50ewLZVCcRKFWXApEJSEHiqT35KRkDk_bysfWDmzdk98_NNVC7CaGMxYKSF94IhNWgtrhdnYoKk5JcbkHuQuH771istva/s1600/O%2526G_vs_High_Elves_DL_20121031_2_mapEx07.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiK4ePyq4sQjnTyjH1io6kNfS6G_N0wF_DiO53SPvIIVMJyxwt50ewLZVCcRKFWXApEJSEHiqT35KRkDk_bysfWDmzdk98_NNVC7CaGMxYKSF94IhNWgtrhdnYoKk5JcbkHuQuH771istva/s400/O%2526G_vs_High_Elves_DL_20121031_2_mapEx07.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The final Wolf Chariot charges into the second White Lion unit, as the Trolls devours the first one.<br />
<br />
<br />
<br />
<b style="font-size: medium;"><span style="font-size: large;">Turn 4</span></b></td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_1EXhXs1fQXusurKO0RsGzIT7y7autycNjgr0QuxVWHyItTS6AylkLZ1BMcf8fvfp4ikIcdLJH_JWOev248GMfF7fm3loFNO8G3GN_4ip8kK2H7wH0roJ8j5Fhp8tdnzNS-xkx2Ox4n7V/s1600/O%2526G_vs_High_Elves_DL_20121031_2_mapEx08.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_1EXhXs1fQXusurKO0RsGzIT7y7autycNjgr0QuxVWHyItTS6AylkLZ1BMcf8fvfp4ikIcdLJH_JWOev248GMfF7fm3loFNO8G3GN_4ip8kK2H7wH0roJ8j5Fhp8tdnzNS-xkx2Ox4n7V/s400/O%2526G_vs_High_Elves_DL_20121031_2_mapEx08.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Greenskins, led by the Trolls, clean up the Elven forces.</td></tr>
</tbody></table>
<div class="separator" style="clear: both; text-align: left;">
<b><br /></b></div>
<div class="separator" style="clear: both; text-align: left;">
<b>Things of note:</b></div>
<div class="separator" style="clear: both; text-align: left;">
</div>
<ul>
<li><b>White Lions:</b><i style="font-weight: bold;"> </i>Sensing a final chance of turning the tide of the battle, the White Lions dispose of the final Wolf Chariot that crashes into them, leaving around 15 standing, and reform into the flank of the Savage Orcs. They charge in and cut into the Savages with their heavy axes, but Gork or possibly Mork seems to protect the warpainted bastards, as 8 wounds end up causing but 3 casualties. In return, the Warboss makes his way over to the flank, kills 7 elves in one round, and lets the remaining Orcs stomp the rest, wiping the unit from the field in a single round of combat. </li>
<li><b>Trolls: </b>This might seem obvious, but Spearelves being charged in the flank by 8 over-eager trolls can only end one way - slaughter!</li>
</ul>
<div>
So as the 3 remaining Squig Hoppers kill off the pesky Eagle, and the Black Orcs sharp up their weapons to charge into the only remaining 10 Archers, we decide to call the match right there. Having lost only a Mangler Squig and my three Wolf Chariots, as well as a single stupid Troll, the victory was a convincing one. Damn it's good to be back playing Warhammer!</div>
</div>
Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-25722966700816187252012-03-15T01:49:00.001+01:002013-01-28T10:49:47.152+01:002400 pts O&G for Swedish ChampionshipIt's been a long time coming, but Troll Tales is finally back. If you've missed reading it, trust me when I say I've missed Warhammer even more. Things have finally slowed down a little bit with grad school, enough to at least take the time for hobby blogging.<br />
<br />
With the semester break coming up in April, I've been preparing an army list for the next Fantasia Fanatic tournament on the 28th of April. It will be for the Swedish championship, with the latest ETC rules at 2400 points.<br />
<br />
A drop from 2500 points means there is no possibility of including a Warboss on Wyvern and a Savage Orc Great Shaman, which presents an interesting dilemma. Do I get an infantry Warboss for killing, or tanking, or do I stick with a Shaman as my General, despite running Trolls, and field all three of my special choices (Trolls, Squig Herd and Black Orcs) for the additional points? For now, I think I'll try a Shaman-lead army. <br />
<br />
<a name='more'></a><b>Savage Orc Great Shaman</b><br />
<i>Level 4, Shrunken Heads, Fencer's Blades, Obsidian Trinket</i><br />
<br />
<b>Black Orc Big Boss</b><br />
<i>Battle Standard Bearer, Talisman of Preservation, Enchanted Shield</i><br />
<br />
<b>Night Goblin Shaman</b><br />
<i>Level 1, Dispel Scroll</i><br />
<br />
<b>Night Goblin Shaman </b><br />
<i>Level 1, Channeling Staff, Dragonbane Gem</i><br />
<br />
<b>27 Savage Orc Big 'Uns</b><br />
<i>Additional Handweapons, Full Command</i> <i> </i><br />
<br />
<b>50 Night Goblins</b><br />
<i>Standard Bearer, Musician</i>, <i>1 Fanatic</i><br />
<br />
<b>5 Goblin Wolf Riders</b><br />
<i>Shortbows, Shields, Musician </i><br />
<br />
<b>3 Goblin Wolf Chariots</b><br />
<br />
<b>21 Black Orcs</b><br />
<i>Standard Bearer, Musician, Banner of Eternal Flame </i><br />
<br />
<b>40 Squig Herd</b><br />
<i>30 Squigs, 10 Herders </i><br />
<br />
<b>8 Trolls </b><br />
<br />
<b>1 Troll</b><br />
<br />
<b>Goblin Rock Lobber</b><br />
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<b>Goblin Doom Diver</b><br />
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<b>Mangler Squig</b><br />
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Alright, so let's try this game. Using your own preferred army (at 2400 points), how would you go about beating my army? What are the weaknesses of this army and how you would exploit it? Let's hear it!Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-71989049411611496002011-08-15T21:16:00.001+02:002011-08-15T21:16:28.688+02:00A bit of a break while I move countries...I apologize for the sudden drop in blogposts. For those who are not in the know, I'm currently moving from Umeå in Sweden to Orlando, FL in the U.S, to attend graduate school. Until I'm settled in properly, my postings will be a bit more sporadic. Don't worry, it won't take that long, and Troll Tales will be back soon. Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-6435667478036790652011-08-09T23:07:00.000+02:002013-01-28T10:49:47.197+01:00Orc Arrer Boyz painted<div class="separator" style="clear: both; text-align: center;">
<a href="http://farm7.static.flickr.com/6182/6028979364_2cf9138999_b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="268" src="http://farm7.static.flickr.com/6182/6028979364_2cf9138999_b.jpg" width="400" /></a></div>
Still continuing on with the Orc theme; here are my smaller mob of Arrer Boyz. I wanted to capture some of the greenskin squabble, as per usual, along with some orc brutality, so I included the metal animosity scene from the GW Collector's range. I think it works quite well alongside the rest of the boyz.<br />
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As you'll probably notice, most of these are the old metal boyz, but I've added in two plastic boyz with bitz from the Orc Boar Boyz kit; the musician, as you can see, has got a horn to blow in courtesty of said Boar Boyz. <br />
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I usually want my Arrer Boyz small, to go on a flank and shoot down diverters before supporting charging whatever is fighting my larger mobs. Arrer Boyz are, after all, one of the best shooting units in Warhammer at fighting in close combat. Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.comtag:blogger.com,1999:blog-8819031667950169303.post-39124187397199760072011-08-07T23:19:00.015+02:002013-01-28T10:49:47.165+01:00Orc Warboss painted<div class="separator" style="clear: both; text-align: center;">
<a href="http://farm7.static.flickr.com/6126/6014385803_a307cea438_z.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://farm7.static.flickr.com/6126/6014385803_a307cea438_z.jpg" width="213" /></a></div>
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Since we're doing another string of Orcs these days, I decided to paint my Orc Warboss and his Snotling squire. This model is from Games Day 2007 (I think) and ties in nicely with other releases. The shield (on his back) is quite similiar to the Black Orc Warboss model, and his choppa fits well together with the choppa on the Orc Shaman model. You also have the typical orcish scale on his clothing, much like the Giant, and his face reminds me a lot of both the Shaman and the BSB from yesterday.<br />
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He's also quite big compared to his Orc Boyz - finally a Warboss that stands out from the crowd!Dennishttp://www.blogger.com/profile/13338331969104145961noreply@blogger.com