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THUNDERSTOMP SYMPHONY #1 - Warriors of Tzeentch vs (New) Orcs & Goblins 2500  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Omnipotent Lord of Change





Albany, NY

Showed up at a LGS for a monthly 2500 point tournament, expecting low turnout, and indeed three other dudes rolled in. While we technically had enough players to do a three round event, we decided to save $10 each and just have a casual game or two on a sunny Saturday. No complaints here. We diced up for matches, and it was Beasts vs Skaven on one table and Warriors vs Orcs & Gobs on the other. Strangely enough both tables diced up Meeting Engagement, and the units below marked with [*] were held in reserve …

WOT 2500

L: Demon Prince – MoT, level 4, third eye, fury, roar

H: Exalted Hero – MoT, BSB, talisman of endurance, halberd

C: 20 Warriors – MoT, banner of eternal flame, full command, shields [*]
C: 20 Warriors – MoT, full command, shields
C: 18 Warriors – MoT, banner of swiftness, standard, musician [*]
C: 5 Warhounds
C: 5 Warhounds

R: Shaggoth – ahw [*]
R: Hellcannon
R: Spawn – MoT
R: Spawn – MoT [*]

Yes, so most of my battle line started off board Thankfully though he was going first, so when my troopers appeared I could sort of reactively form up, and have his long ends jam themselves up.

ORCS & GOBS 2500

L: Orc Warboss – sword of striking, 4+ ward, the other trickster’s shard(, fire ward?)
L: Orc Great Shaman – level 4, opal amulet [*]
L: Night Goblin Great Shaman – level 4, dispel scroll

H: Orc Big Boss – BSB, 4+ ward

C: 29+ Orc Big ‘Uns – standard of discipline, musician, shields
C: 29+ Orcs – full command, shields
C: 39+ Night Goblins – standard, musician, nets, 2 fanatics
C: 39+ Night Goblins – standard, musician, nets, 2 fanatics
C: 30 Goblins – standard, musician, bows, shields, 3 skulkers [*]

S: 4 Trolls
S: 2 Wolf Chariots

R: Rock Lobber
R: Rock Lobber
R: Mangler Squig
R: Mangler Squig
R: Pump Wagon

Much gentler reserves for him, and with two level 4’s it wasn’t like his magic was going to be too gimped even if I stole the initiative.

MAGIC

Demon Prince – flickering fire, transmogrification, pandemonium, gateway

Orc Great Shaman – hand, fist, ‘ere we go, foot
NG Great Shaman – AP stabbiness, vindictive gaze, itchy nuisance, curse of the bad moon

TERRAIN & DEPLOYMENT

Rather unexciting terrain, just generic stuff (2 woods, 2 hills, 1 big house) set up for the tournament, then scattered. He picked his diagonal and dropped first, and then what wanted to show up of mine did so.



Orc BSB and warboss join the big ‘uns, night gob shaman the other orcs. My BSB (‘the Duke’) rocked out with the non-flaming warriors, while Prince Skullflux gibbered to himself off on the flank, far too busy with that to seize the initiative.

A not on the maps: The distances are extremely relative on this set, we weren’t actually passing up all the charges that look possible. I have a feeling I set the orcs too far forward to begin with, which messed with stuff. Also, the pump wagon was added in after the fact, as I mostly forgot about it

BATTLE
Turn 1


All animosity is passed and there are no shenanigans to be had from manglers, pump wagon, trolls, etc. The general greenskin advance is followed by a magic phase that sees the right hounds detonated by a strong gaze, and a foot of Gork do nothing to the hellcannon. She is, however, served up 3 wounds from a lobber, while the other one misfires (but rolls a 6).



Not going to lie, those mangler squigs are already driving me nuts at this point … Turn starts with a spawn hurtling towards the night goblins, drawing out two fanatics and getting himself creamed. The prince then glares at the remaining warhounds, who nod their doggy heads and know what must be done: they sit on the first fanatic and suffocate it, and the one pup who survives (!) sits on the other one. Good boys Skullflux himself hops to the building (mangler can’t get him due to the edge of the house being in the way), while Miss Nibbles hurtles towards the gobs and the rest of the warriors show up, along with the shaggoth. (You’ll notice the other spawn sitting on the table edge: we ruled that because Compulsory Moves happen before Remaining Moves, random movement units in reserve actually don’t get to move when they appear :’() Magic blows extremely low (2-1), but the DP is still able to put up pandemonium and flicker the closest mangler to death. A mighty 11 roar pops a couple night goblins for effect.

Turn 2


An officially Bad Turn for the orcses: the common goblins roll double 1’s for animosity, locking down both themselves and the nearby orcs (and both wizards!), and the trolls follow this up with a failed stupidity check (pandy will do that). The night goblins toss themselves under the hellcannon, the mangler hops forward to continue inducing anxiety, and some chariots and faux-chariots cruise around. Magic drops pandemonium, and in the shooting phase the shaggoth is welcomed to the table with 5 stone thrower wounds. In combat, many goblins die, and I actually think the hecklauncher took a wound, bringing it to just one remaining.



Much of the chaos line plays it cagey and forms up the thin blue line, totally unsure of how to deal with the incoming mangler (I actually thought about sitting the shaggoth on top of it – 275 points to remove 65? In light of the shaggy’s fate, I probably should have ). For his part, Skullflux fails his march block test, but 10” is enough to hop the building and prepare to take on lobbers and backfield duties. Magic blows weak once more, with gateway on the mangler squig dispelled (or scrolled). Roar explodes another night goblin, with authority. Miss Nibbles eats some gobs too – the little vermin netted themselves this round, and would continue to do so until squished into paste.

Turn 3


Animosity rears its head for the common goblins again, forcing them to charge if able (they aren’t able) … But after that it’s time for charges and Dirty Tricks! Trolls and wolf chariots sail into the central BSB warriors (non-flaming variety), then the mangler slams through the great weapon warriors and devours six of them (!), parking itself in front of a spawn. Following this, the unengaged night goblins swift reform to face the demon prince, sending their fanatics through their compatriots and into the hellcannon – a handful of goblins die, but Miss Nibbles merely grunts. With some magical assistance the bickering common goblins are handed a bit closer to the action, and foot against the shaggoth fails to cast. But then he eats a rock and dies, as the other lobber tags 3 wounds off of the prince.

I’m definitely feeling a little shakey as all my monsters are dead or near death (2 wounds left on prince, 1 on hellcannon, 0 on shaggy), and he’s about to hammer into the heart of my line. The chariots do 11 impacts, dropping 4 warriors, along with a 5th from the trolls. The warriors carve 4 wounds from the chariots (mostly the BSB’s doing) and none from the trolls, but win on CR, breaking and catching both units. Hurr! Nibbles devours some more netted goblins. Nom!



Skullflux rampages into the lobber, the last spawn sits on the wild mangler, and the blue line evens up a bit after the Duke had overextended to run things down. Magic sees the prince cast the second transmog of my career, on IF of all things – the far lobber does die (24” range is nice for reaching outside of rerolled LD10 bubbles), and Skullflux only loses 1 level (and transmog) as a result. He embarrassingly squishes a single lobber gob in combat, but wins, breaks and overruns all the same. The hellcannon finally breaks its goblins, catching them and parking near the other ~40 goblins.

Turn 4


Animosity continues to be a thorn: the orcs with night goblin shaman have to charge, but bump into the pump wagon Meanwhile, the other night goblin bus reforms to face the hellbeast now bloaty with goblins, the common goblins keep their gak together and move a bit (!), and the damn pumper flubs itself forward. Oh, a fanatic kills itself too and the other heads for the chaos board edge. Magic ends up with the prince nuisanced (mostly to steal a die from me, which worked), and the big ‘uns handed over to face the itchy prince.



Both shield warriors charge the pump wagon, hoping to leapfrog it into the orcs behind, and Miss Nibbles trundles into some more night goblins, farting profusely. Great weapon warriors boost up to prepare for big ‘un fighting, and Skullflux heads further into the greenskin backfield (ignore the red arrow, he’s just cruising not charging). Magic serves up another IF, this time gateway on the big ‘uns – 4 S3 is not very impressive, though neither is another single lost level and spell … Roar pops an awesome 3 big ‘uns, getting 3 more than that gateway The Duke drops the pump wagon himself, but fluffy pursuits mean just his non-flaming dudes overrun into the orcs behind, clipping them corner to corner. Nibbles is netted, but eats gobs like a pro – throughout the game he did get several wounds on the ‘cannon, but her 4+ armor was golden.

Turn 5


The big ‘uns reform around once more, to face incoming warrior death, and that’s the extent of movement. Magic begins with itchy nuisance on the flaming warriors, and knowing full well that a curse of the bad moon is headed through them shortly, I throw everything into it … and roll very low, which along with just +2 isn’t enough. Their Initiative falls by 3, which hurts when an Initiative curse rolls from the night goblin shaman across both warrior blocks – 12 die from the flaming warriors (!!) and 5 from the BSB’s boys – and parks in front of the great weapon dudes. In combat, he accepts the Duke’s inevitable challenge, but the Tizz BSB brutalizes the orc champ, nabbing max overkill, which with other CR is enough to win. The orcs fail their steadfast 10 (BSB is out) and break, leaving the Duke and his men to pursue into the waiting big ‘uns. Also, Nibs eats some goblins.



Turns where everybody charges make the chaos gods happy: the great weapon warriors brave the curse (he chooses strength and 3 die) to charge the big ‘uns, the flaming warriors hit the goblins, and the prince runs down the orcs and their great shaman with a mighty 21” charge, reforming to face the rear of the goblins. Magic puts up pandemonium and drops the curse, and it’s on to fighting. Triple skulkers pop out of the common goblins, and because the flaming warriors are hexed to I2 actually get rerolls! Only 2 hit all the same (WS2 vs WS5), and no KB means no dead warriors. Some goblins die, but they hold on steadfast, and the warriors reform into a line of kill. In the main event, the warrior champ challenges faster than the Duke, and gets a wound through the orc BSB before being creamed. The Duke gets singled out by the S6 orc warboss but the beast fluffs, while he and his crew knock down a few orcs for not much in return. The great weapon warriors shine though, reaping through orcs – the greenskins pass their steadfast. Also, some night goblins are smashed as the hellcannon rolled around on their faces.

Note: Pretty sure I totally forgot about pandemonium through all of those steadfast checks, as well as his casts next turn. Oh well?

Turn 6


A brief bout of magic before fighting: the orc shaman lets my (useless because forgotten) pandy ride and puts up both fists on himself and ‘ere we go (which only affects him due to weak bubble range). The main event goes down first, which sees the Duke take a wound, no warriors fall, many orcs die and they steadfast. The warriors up against goblins do embarrassingly little, dropping a skulker and a couple gobs, for one dead in return (the champion, neatly dropped by the powered up shaman), but it’s a total wash on musicians. Annnnnd Nibs ‘fights’ goblins, who have started netting themselves with reckless abandon at this point.



One more bloody round, here we go. Skullflux charges into the rear of the goblins, dropping whichever of the orc spells is RiP (fists?) whilst recasting pandy (he dispels anyway). He bellows out a challenge despite himself, is answered by a particular shady looking goblin, and proceeds to reduce him to atoms (4 wounds to skulker in challenge – are these things champs?). Some other goblins are diced, but they steadfast. Chaos vainglory continues in the center scrum, as the Duke challenges out the warboss. He does manage to wound the brute, but is bludgeoned to death in return. In revenge for their dead BSB, the shield warriors pile on the orc BSB and take him out too, and the great weapon warriors continue to shine, lumberjacking through orcs until they break. The big ‘uns are caught, and all that’s left is for the night goblins to once more hold (turn after turn on their own LD!) in the face of the hellcannon’s affection.

CHAOS VICTORY

Briefest thoughts on new O&G: Mangler squigs are really something, not just for the anxiety they cause but for the real damage too, yikes. I should have tossed the crippled shaggoth onto that last one, but the very fact that I would consider sacrificing a 275 point monster to stop a 65 point unit should say something about their cost vs reward … Other than that, wolf chariots are seriously legit, rock lobbers are still quite useful for taking on big things, and both magic lores are pretty rocking. I like how my opponent is running double level 4’s to try out both lores at once, very neat.

Also, really liking my warriors again with this monster heavy build, partially because it gives me something to play @ 2500 points, since my skaven don't really have the troops I want for that high of points, while my warriors can use the increased % cap to bust out more t-stomp

EDIT
I purposefully didn't want to tax myself at the time considering all the things my DP could get up to by stealing his spells, but thinking about it now, curse could have seriously done some unpleasant things to him, particularly around my turns 3-4, when I didn't necessarily have all that many spells I really wanted to do but was right in his grill.

- Salvage

This message was edited 1 time. Last update was at 2011/03/27 16:55:05


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

I like it! I haven't tried using all my big targets in this edition, mostly due to the way magic eats things. I could, though, I suppose. Just need to get me an acceptable daemon prince model for fantasy. Perhaps the new plastic one....though I think I'd rather Be'Lakor.


40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Fixture of Dakka






Lancaster PA

Very nice bat-rep, as usual. Good to see the chaos lads take to the table again!

So, great weapon warriors... what's up with that?

Also, what model are you using for Ms Nibbles? I don't think I ever saw your HC.

I gotta say too, I am surprised you were so cautious there at the beginning. I expected you to be charging his stuff turn two when all his flankers were in front of his main line. Just a mapping thing, or did you have other plans?


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

I take it you saw Sucker Punch, then?

Will give this a good read through and post more... thanks for getting it up!
   
Made in bg
Cosmic Joe





Bulgaria

Awesome report as usual, nice comeback too.
As on the skulker issue yea they're characters.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Spellbound wrote:Just need to get me an acceptable daemon prince model for fantasy. Perhaps the new plastic one....though I think I'd rather Be'Lakor.
Big reason I'm running a prince is because of the new plastic one, and how nice mine came out Loads of work though, gaps absolutely everywhere, took me 3-4 days to build, GS-ing limbs in stages.

Wehrkind wrote:So, great weapon warriors... what's up with that?

Also, what model are you using for Ms Nibbles? I don't think I ever saw your HC.

I gotta say too, I am surprised you were so cautious there at the beginning. I expected you to be charging his stuff turn two when all his flankers were in front of his main line. Just a mapping thing, or did you have other plans?
The strongest unit in the WoC book are warriors, and I knew I needed more than just the two turtles if I wanted to play for real. I also knew I didn't want to run halberd warriors due to Obviousness, and that I didn't want to build even one more damn plastic warrior model. Enter the search for other plastic kits, and the bestigors had always caught my eye, though never seen them in person (local beast players have plenty of metal dudes, no need for costigors) - part of the attraction was bestigors the unit though, S6 great weapon dudes can pack a mean punch in 18+ blocks (they've got rerolls while mine have more attaks and better stats, so it's sort of a toss up). Some headswaps later and here we are, warriors with great weapons. That's also why they have +1M, to match the bestigor stat line a smidge.

Nibbles is a stegadon with striped out howdah, with a corrupted 'stargate' thing made from TWO engine of the gods rings GS-ed together, ridden by a OOP chaos sorcerer. Expensive model

If I actually had a battle line at the start of the game, I would have been far more aggressive. As it was, I didn't want just the one unit to overextend and get mobbed, so generally played it cagey. Really, I needed his high pressure units - manglers and chariots - to be dealt with before I could move out. Seriously Wehr, manglers are for real.

RiTides wrote:I take it you saw Sucker Punch, then?

Will give this a good read through and post more... thanks for getting it up!
Dude, this isn't the skaven tournament report that you might think it is ... But yes, saw Sucker Punch and thoroughly enjoyed. Sure I didn't feel too invested in anything that was happening, but I smiled throughout and didn't feel ripped off, which is a win x2

HoverBoy wrote:Awesome report as usual, nice comeback too.
As on the skulker issue yea they're characters.
Cheers Hover, I assumed so but haven't read the book

- Salvage

This message was edited 1 time. Last update was at 2011/03/28 00:18:50


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Fixture of Dakka






Lancaster PA

Conversion on the GW Warriors sounds pretty sweet. I would have just used them as halberds, but not out of power gaming, oh no. I have sworn that I will not be the justification for crappy choices like that in army books. Right now, someone at GW is working on the new WoC book, and thinking "See, 2 points for great weapons on warriors isn't a silly cost. Boss Salvage here, he uses them, and is a good player!" I will not be that excuse for bad rules writing! :-P

Nibbles sounds pretty sweet. Is that the stegadon I sold you oh so long ago? I want to see a picture of this beast

That makes good sense. What do these cock manglers do that makes them so horrifying? Aside from mangling cocks that is.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Manglers are rares, cost the same as a tizz spawn, and move 3D6" (ala spawn). When they run through a unit - preferably an enemy but I think friends work the same - they do a staggering 2D6 S6 hits (distributed as shooting), and from that point on their 3D6" move is in a random direction. If you know how fanatics work they aren't wholly dissimilar, except I'm not sure if something bad happens if you roll triples or something. Also like when facing fanatics, you can have a unit move into base contact with the squig on purpose, at which point the mangler dies but inflicts 3D6 S6 hits before it goes down.

So they need to die. All the defense they've got is T4 and W3 (and -1 to shoot them), but that still requires some serious attention.

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in bg
Cosmic Joe





Bulgaria

Well yes actually they do die on triples for movement after theyve gone wild, which is when they contact theyr first unit. Oh and their hits are AP too, for extra rape.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Dakka Veteran




Manglers are very very scary indeed, particularly against an army like yours with few models. However, 3d6 hits even makes one of my halberdstars nervous, and my pistoliers can't seem to hit the little buggers. I'm left to fire mortars at them (inefficient) or cast magic missiles at them (and interfere with all the other things I need magic to do). Possibly time to upgrade to outriders...

Manchu wrote:It's a lie, K_K, pure Imperial propaganda. Where's the Talon of Horus, huh? Plus everyone knows the Imperium planned and carried out the invasion of Cadia itself. Bin Abaddon was just a convenient scapegoat.
 
   
Made in us
Longtime Dakkanaut






Boss Salvage wrote:The strongest unit in the WoC book are warriors, and I knew I needed more than just the two turtles if I wanted to play for real. I also knew I didn't want to run halberd warriors due to Obviousness, and that I didn't want to build even one more damn plastic warrior model. Enter the search for other plastic kits, and the bestigors had always caught my eye, though never seen them in person (local beast players have plenty of metal dudes, no need for costigors) - part of the attraction was bestigors the unit though, S6 great weapon dudes can pack a mean punch in 18+ blocks (they've got rerolls while mine have more attaks and better stats, so it's sort of a toss up). Some headswaps later and here we are, warriors with great weapons. That's also why they have +1M, to match the bestigor stat line a smidge.


Any pics by chance? I've been debating between Beastmen and Warriors of Chaos after my skaven. I like the Beastmen models, but their book is sorta meh and seems like it wouldn't be all that different from my skaven. (Slaanesh force, Bacchus / Pan inspired blah blah blah) So WoC was winning out but I really, really, REALLY wanted to use the minotaur models...
   
Made in us
Fixture of Dakka






Lancaster PA

Huh... wow that is pretty scary. So, if they random move and stop touching you (or you move into them) 3d6 S6 and they die, or if they move through you (or a buddy?) they do 2d6 S6 and then just scatter die 3d6 afterwards in movement.

Can I trade my spawn for them? There's an extremely small small number of units that wouldn't see that coming and cry :( Most that I can think of are Skaven or O&G, though only through "You will lose more points than I will" type race to the bottom thinking. I definitely understand a good bit more clearly throwing the shaggoth on top of that grenade.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

One word:

Hounds

(Although seeing as how you had two sets, that's not necessarily a solution...)
   
Made in us
Longtime Dakkanaut






Shoot them! ;D


(I have no real advice for WoC taking them out, no XD )
   
 
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