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Made in us
Killer Klaivex




Oceanside, CA

Goblin great shaman rider spiders was a bust. I took him to free up rare points, but my rare was under performing.
The catch web was ok, giving me 2-3 bonus dice each phase, but those didn't impact much. I was still rolling tons of dice at The Foot, and spare dice on 'ead Butt and/or Brain Bursta.
The Big uns are great, the non-big uns suck. What to do? split the difference and lose the savageness.

Gorbad Ironclaw
Orc Great Shaman (level 3)
Savage Orc shaman, level 2, shruken head, boar
2x30 Orc Big uns, shields, full command
19 Black Orcs, standard and musician
10 Savage Orc Boar Boy Big Uns, spears, shields, full command (hoping that 4+ armor 5+ ward is enough)
2 Doom Divers
1 Rock Lobber
1 Arachnarock Spider

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in nz
Regular Dakkanaut




Hi Matt

Interesting to hear how your Catchweb list went, the problem as I see it is that at least in the Lore of the Big Waagh, besides for foot and hand there's not much that I've found useful.

As for your third (where was #2?) list

I'm guessing that Gorbad, Savage orc and Boar Boyz will be running all together in one boarstar. I'm not sure that they are well enough protected and you may find you lack the redirectors to get a good charge for them. I'm very curious to see how these guys go.

I would push the Orc Great Shaman up to level 4, and drop the Sorc down to level 1. Over the course of a tournament I think that the extra level will come in handy often enough to make it worth it.

Your core looks solid though not the interwebz standard, but I've heard of several players having some success with the setup.

I've never used the spider so curious to see how you go.

I think what concerns me about your list is that it feels very blocky if that makes sense (only 5 units). You don't have a lot of chaff to help you control the board, set up charges or redirect. That's my style of play though and my meta, your results could vary.

At the end of the day what are you trying to achieve with the list? If you have a certain build in mind then just go for that. If you're looking for a competitive list, you're probably best off running the net-list for a few games and then adjusting for your own personal playstyle and meta.

My 2 cents. Jeff

Proud Co-Host of the Kiwi Hammer Podcast:

http://kiwihammer.co.nz 
   
Made in us
Killer Klaivex




Oceanside, CA

Sneaky_Gobbo wrote:
Hi Matt

Interesting to hear how your Catchweb list went, the problem as I see it is that at least in the Lore of the Big Waagh, besides for foot and hand there's not much that I've found useful.

As for your third (where was #2?) list

I'm guessing that Gorbad, Savage orc and Boar Boyz will be running all together in one boarstar. I'm not sure that they are well enough protected and you may find you lack the redirectors to get a good charge for them. I'm very curious to see how these guys go.

I would push the Orc Great Shaman up to level 4, and drop the Sorc down to level 1. Over the course of a tournament I think that the extra level will come in handy often enough to make it worth it.

Your core looks solid though not the interwebz standard, but I've heard of several players having some success with the setup.

I've never used the spider so curious to see how you go.

I think what concerns me about your list is that it feels very blocky if that makes sense (only 5 units). You don't have a lot of chaff to help you control the board, set up charges or redirect. That's my style of play though and my meta, your results could vary.

At the end of the day what are you trying to achieve with the list? If you have a certain build in mind then just go for that. If you're looking for a competitive list, you're probably best off running the net-list for a few games and then adjusting for your own personal playstyle and meta.

My 2 cents. Jeff


I've found the level 2 and level 3 work better than 4 and 1. With a level 2, I get a useful spell. Orc magic is horribly short ranged (except for the foot), and I want to still have a useful magic phase when I miscast and lose the foot.

As for the catchweb, it was helpful, but the goblin great shaman wasn't. Spending 165points to be able to spend 40 more meant I was dumping 205 points to get the shrine, then another 100 on the pair of night goblins. 305 points for 2 power and 2 dispel dice wasn't effective. The spider, totally kicked butt, the wizard gave up combat res, which swung a fight from a win to a stubborn test for me.
The 2nd take was a similar build without the extra 100 points of night goblin shaman. Didn't do any better.
The heart of the matter is that Goblins have a horrible signature spell. It it were a magic missile, web spam would work. But spending 400 to 450 points on a pure goblin wizard spam doesn't work when all you're doing is giving armor piercing to units that are still going to lose in combat.
What might work, which is a very different direction I may try some day, is Gaze of Mork spam. 5 level 1 orc shaman, all mounted on boars, joined to spider riders (so they get the fast cav movement).
This would give me 6 channels on a 4+ (good for ~ 3 power dice). Fling a cheap unit into combat for the +1 strength, then spam the S5 hits on every model in a 4D6" long line.


I'm not thrilled with the black orcs. I may swap them out for chaff (2x5 fast cav and 2 wolf chariots) I'd lose 1 block and gain 5 units, but that would put my wizard lord in harms way. More likely I'd go 2x5 wolf riders and 2 wolf chariots, along with a 4+ ward for the wizard lord. 8 units may play out a lot better than 5 units, even if 4 of them are chaff and chariots.

-Matt




Automatically Appended Next Post:
Here's a quick list for catchweb spam, that might work.
Goblin warboss, great weapons
level 3 goblin shaman, 4+ ward, arachnarock with shrine
6 level 1 orc shaman on boars
goblin bsb with banner of leadership, great weapon
40 goblins, shields, full command skulkers x3.
21 savage big uns
4x6 wolf riders with shields (4+ save fast cav)
6 bolt throwers
2 doom divers
2 stone throwers

So it's 7 channels on a 4+. 2 shaman each join wolf riders for the fast cav movement. The shaman spam the S4 hits, striking ever model in a 4D6" long line (7+ to cast). If I've got units in combat, it's hitting at S5.
10 warmachines thin down the enemy.
If the fast cav get pinched, the shaman will jump out of the units and being orcs, not have to take panic tests when the goblins die.

Anyhow, this isn't the list for me, but I think it's the direction that a successful catchweb shrine would need to go. You've got to convert those power dice into damage, and goblin wizards aren't going to do it.

This message was edited 1 time. Last update was at 2013/04/10 19:33:05


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in nz
Regular Dakkanaut




I think that the Little Waagh can be a very useful lore but you really have to build your army around it. I've had success with it when I've run multiple large units of NG and simply ground the enemy down over long combats where the hexes and buffs really come into play. Sneaky Stabbing is rubbish unless you have the means to set up a flank charge and make it become awesome. With so few units you'd have trouble achieving that although hand could help.

As for the Blorcs, I think they have to go big or go home. I'm looking at getting mine out for WoC games where I think they are a good counter to a lot of the new hitty units due to their Str but I still believe they're sup-par. I think the extra 4 chaff units would give you a much better chance of influencing the movement phase and setting up good charges for your main blocks.

Jeff

Proud Co-Host of the Kiwi Hammer Podcast:

http://kiwihammer.co.nz 
   
 
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