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Made in us
Stubborn Prosecutor





USA

This is one of my favorite armies, need to get them on the table more.


Halflings (Ocrs & Goblins)
1

Lords
158 Night Goblin War Boss, shield, armour of fortune, luck stone, giant blade
275 Night Goblin Great Shaman, level 4, talisman of Endurance, book of Ashur

Heroes
84 Night Goblin Big Boss, bad moon banner, light armour, shield
85 Night Goblin Shaman, level 2
54 Night Goblin Big Boss, sword of might, light armour, shield

Core
215 Night Goblins (30) standard, champion, musician, netters, 2x fanatics
215 Night Goblins (30) standard, champion, musician, netters, 2x fanatics
215 Night Goblins (30) standard, champion, musician, netters, 2x fanatics
215 Night Goblins (30) standard, champion, musician, netters, 2x fanatics
203 Night Goblins (24) standard, champion, musician, netters, 2x fanatics

Special
50 Wolf Chariot
180 Snotlings (6 bases)

Rare
80 Doom Diver
80 Doom Diver
200 Giant
200 Giant

Total
2509

Some pics to help clarify what the Halflings are used for.
Level 4 Shaman in blue, level 2 in brown



BSB & Big Boss



War Boss



Night Goblin spearmen



Snotling Bases (war poultry)



Night Goblins w/hand weapon & shield


Fanatics



Giant (Big Bob)


Giant (Skinny Pete)



Chariot



Doom Diver




Dogs of war



Lords
275 Borgio the Besieger

Heroes
100 Wizard, level 2 lore of fire
114 Wizard, level 2 lore of heavens
67 Pay Master, war horse, barding, heavy armour, great weapon

Core
250 Leopold’s Leopard Company (20)
250 Rico’s Republican Guard (20)
80 Duelists (10) w/bucklers, champion
318 Voland’s Venators (8)
190 Desert Dogs (5)
243 Knights (8) barding, standard, champion, musician, banner of Venni (gives devastating charge)

Special
365 Golgfag's Ogres (5)
185 Long Drong’s Slayer Pirates (10)

Rare
85 Cannon

Total
2522



Mercenary Wizards


Borgio the Besieger & Pay Master



Long Drong’s Slayer Pirates


Leopold’s Leopard Company



Duelists


Rico’s Republican Guard (shhh… we know they are the Alcotoni Fellowship models)



The table


Set up



The DoW win the first turn and off we go.


DoW turn 1
Everyone accept the cannon move forward.


The Fire Wizard hanging out in the rocks casts Flaming Sword on the knights w/the Pay Master moving down the left flank.



On the first turn the cannon misfires and that is it.


Halfling turn 1



Being too excited the archers on the far left fail their animosity test and squabble.

The level 4 shaman casts sneaky stabbin on the archer unit with irresistible force. The miscast causes 1 wound on the shaman and loses 6 dice from the power pool.




The level 2 shaman tries to cast Gork’ll fix it, but it is dispelled.


Doom Diver #1 misses the knights and hits the mounted wizards hiding in the woods, smacking him with 5 wounds and leaving a sticky mess.



Doom Diver #2 crashes into Leopold’s unit killing 5 pikemen.



DoW turn 2



Using their ambusher rule the Desert Dogs show up behind the Halfling lines, releasing 3 units worth of fanatics way too early. One fanatic smacks the Desert Dogs killing 3; he then swirls off the board.





Hmmm… the old magic 8 ball did not see this coming?



The fire wizard casts piercing bolts, but it is quickly dispelled. However he does manage to cast Flaming Sword on the knights with the Pay Master.

Leopold Misses hitting a fanatic with his pistol and with the cannon still being jammed the turn is over.


Halflings turn 2
(table shot missing… due to flying monkeys)


A fanatic smacks his own chariot taking off 1 wound. 2 other fanatics die from rolling doubles, the other swirl around harmlessly.



Skinny Pete skirts past around a fanatic and charges Voland’s Venators with Borgio.



Undaunted by the fanatic the chariot charges into Golgfag’s ogres.



In a flurry of feathers the war chickens (snotlings) charge into the knights on the left flank.



The level 4 shawman casts itchy nuisance on Voland’s knights taking them down to initiative & movement 1. He tries to cast sneaky stabbin, but it is dispelled.

The level 2 casts Gork’ll fix it on Golgfag’s Ogres forcing them to re-roll all 6’s to hit, wound and armour save.


Doom Diver #1 hits the Republican Guard killing 2. Doom Diver #2 goes off target and misses.



In a shocking display the chickens kill 2 knights. The knights return by dealing out 6 wounds.
Chickens 3 (2 wounds, charge)
Knights 8 (6 wounds, standard, BSB)
The chicken swarms lose another base to the unstable rule



Due to itchy nuisance the Skinny Pete attacks first and rolls Yell & Ball. Borgio’s leadership holds the unit in place.



The chariot dishes out 4 wounds from impact hits, but even Gork could not fix the 3 wounds caused by Golgfag.



DoW turn 3



Leopold’s Leopards charge Skinny Pete in the flank.



The Desert Dogs spur their horses and charge the doom up on the hill.



Golgfag and his boys fail to charge Big Bob.



In the magic phase the DoW decide to dispel the itchy nuisance on Voland’s knights. The Fire Wizard casts the Flaming Sword on the Pay Master’s knights with irresistible force.

The cannon is now repaired but fails to hit Big Bob.


In combat the chicken swarms kill another knight. The knights cause 5 wounds and the pay master adds 2 more.
Chickens 1
Knights 9 (5 wounds, standard, BSB)



8 more wounds are lost to unstable.



The Desert Dogs cause 2 wounds on the Doom Diver crew.
Dogs 3 (2 wounds, charge)
Crew 0



The remaining crewman flees and is caught by the Desert Dogs, who then hit the next Doom Diver… or so we thought.



The Desert Dogs release the fanatics in the archer unit just to the left of the Doom Diver.



One fanatic goes off towards the knights. The other goes through the Doom Diver and the Desert Dogs. The fanatic fails to wound the Doom Diver, but he gives 5 wounds to the Desert Dogs whipping them out.



In Combat Borgio deals 2 wounds to the Skinny Pete. Voland whiffs, but his knights cause another wound. Leopold causes 2 wounds and the pikes pike off the last 1. Skinny Pete harmlessly falls backwards.



Leopold’s unit reforms on the Halfling line.



Halfling turn 3
(table shot missing… who would believe, more flying monkeys?)


A fanatic swings back and hits a unit of spearmen for 3 wounds. 2 fanatics die from rolling doubles and hitting terrain.



The unit with the War Boss & BSB charge Leopold’s Leopards.



Bob fails to charge the Slayer Pirates. The spearmen next door charge the Republican guard. However they release their fanatics first.



One fanatic hits the Republican Guard killing 3.



The other skirts past Bob on its way to Golgfag’s Ogres.




Now that the way is clear the spearmen finish the charge.



The level 4 shaman gives the Leopard Company an Itchy Nuisance. He thee gives the War Boss’s unit the Gift of the Spider God (poison attacks).

The level 2 shaman hiding in the woods puts sneaky stabbin on the spearmen in combat with the republican guard.



The remaining Doom Diver picks off an ogre from Golgfag’s unit.



In combat the chickens whiff, the knights dish out 4 wounds.




Chickens 0
Knights 6 (4 wounds, standard, BSB)
The chickens lose their last wound to unstable.



The War Boss takes down 4 pikemen. The BSB takes out 1 and the spearmen add 4 more. Leopold kills 2 and the pikemen whiff.
Halflings 15 (9 wounds, 3 ranks, standard, BSB, charge)
Leopard 3 (2 wounds, standard)



The leopards flee and are run down.



The Big Boss takes down 2 pikemen, the rest of the unit kill 3 more. Rico and his guard cause 2 wounds.
Rico’s 5 (2 wounds, standard, rank)
Halflings 10 (5 wounds, 3 ranks, standard, charge)



Rico flees and the Halflings are on his heels. However both units go through a fanatic, but only case 3 wounds total.



DoW turn 4



The fleeing Republican Guard rally.

The pay master and his knights charge the archers on the left flank. 1 knight dies from stand and shoot.



Borgio and Voland’s knights charge the chefs.




Golgfag’s ogres charge Big Bob.



The fire wizard tries to cast the flaming sword, but it gets dispelled.

In shooting combined fire from the slayer pirates and the cannon’s grape shot kills 9 spearmen on the right flank.



They panic and run through the fanatic again, losing 4 more.



The pay masters knights have the Banner of Vetting giving them the Devastating Charge special rule. The knights cause 5 wounds; the pay master adds 2 more while the archers whiff.
Knights 10 (7 wounds, standard, BSB, charge)
Archers 4 (3 ranks, standard)



Having fantastic night goblin leadership the archers need insane courage to stay. SURPRISE they flee, running off the table. The knights pursue after them to return next turn.



Borgio must be getting tired of hefting around that giant mace and whiff with all of his attacks. However he can rest well because Voland and his knights kill 8 chefs. The chefs can’t wound a thing.
Knights 10 (8 wounds, standard, charge)
Halflings 2 (standard, rank)



The chefs flee, but Borgio and the knights restrain and reform on the spearmen.



Golgfag swings first giving the giant 5 wounds. The Giant gets yell & ball, lucky him. The ogres pass their leadership test.



Halfling turn 4



The chefs have had enough and continue to run off the table.



The fleeing spearmen rally.



A fanatic whirls his way through both the duelists and the slayer pirates. 4 Duelists die along with 5 slayers.



The spearmen reform on the incoming knights.



The War Boss and his boys move around the rocks.



The level 4 shaman moves as far away as possible from an approaching fanatic.



The level 4 shaman casts a vindictive glare at Voland’s knights, killing 1. He then hits them with an Itchy Nuisance. Going a bit too far he casts sneaky stabbin with irresistible force on the nearby spearmen. The force of the miscast is too much and the shaman is sucked into a Dimensional Cascade.



The level 2 makes up the balance by casting Gork’ll fix it on Voland’s knights.


The turns only combat is quick. Golgfag puts 3 wounds on Big Bob before he can even pick up his club. However Bob falls over and does 2 wounds to an ogre.



DoW turn 5



The pay master and his knights re-enters the game and take aim on the Doom Diver.



Even with a stack of hexes Voland’s knights charge the spearmen.



Golgfag and his ogres turn to take aim at the spearmen’s flank.



The fire wizard dispels the hexes on Voland’s knights. He goes on to cast piercing bolts, but it is dispelled.


Combined shooting from the slayer pirates and cannon manage to kill 3 spearmen on the left flank.



Borgio kills 1 spearman, Voland takes down another, and the knights skewer 5 more. Surprisingly the spearmen take down 3 knights.
Knights 9 (7 wounds, charge, standard)
Halflings 6 (3 wounds, standard, 2 ranks)



The spearmen flee, but Borgio restrains the knights and they reform towards the action on the other side of the board.



Halfling turn 5




The Big Boss and his spearmen charge the remaining Republican Guard.




The fleeing spearmen rally and the War Boss pushed his boys on towards the slayer pirates.



The level 2 shaman casts Gork’ll fix it on the Republican Guard. He tries to cast sneaky stabbin on the Big Boss’s unit, but it is dispelled.

The Doom Diver misses again 


Rico whiffs, his pikes kill 1 spearman. The Big Boss takes down 2 and his boys poke 3 more in the eye.
Pikemen 1
Halflings 6 (5 wounds, charge)




The pikemen break and are run down by the spearmen.



DoW turn 6



The Pay Master’s knights charge the Doom Diver.



The Duelists fail to charge the shaman in the woods.



Long Drong turns his unit around on the War Boss.




Borgio & Voland’s start to move around behind the War Boss.



The Fire wizard hits the War Boss’s unit with piercing bolts killing 9.



The cannon grape shots the spearmen, killing 6 leaving just the champion and the Big Boss.



The knights make quick work of the Doom Diver causing 3 wounds.



The over run to the other side of the hill.




Halfling turn 6



The War Bosses unit fails to charge the slayers and lose 2 spearmen from moving through the fanatic.




The Big Boss and his champion turn to face the cannon.



The spearmen move around the forest, but out of the ogre’s line of site.



The level 2 shaman tries to cast Gork’ll fix it on the slayers, but he eats a poison mushroom and takes a wound.



No combats and just past 2 am we decide to end the game where it is.




Halfling victory points
1177 kills
0050 standards captured (2)
0100 table quarters (1)
1327 total

Dogs of War victory points
1590 kills
0100 standards captured (4)
0200 table quarters (2)
1890 total

With a difference of 563, a Marginal Victory to the Dogs of War!

It's time to go full Skeletor  
   
Made in us
Longtime Dakkanaut





Holy crap! That Halfling Army is awesome!

Were there rules for them? How about playing a game as they are instead of as goblins?
   
Made in us
Stubborn Prosecutor





USA

 KTG17 wrote:
Holy crap! That Halfling Army is awesome!

Were there rules for them? How about playing a game as they are instead of as goblins?


Alas, there were no Halfling Army rules in 6th. They had a Citadel Journal army in 5th. In 6th and 7th you could take a unit of them from dogs of war but not nearly enough for an army. By 6th they were a "count as army". I have used them as High Elves, Wood Elves, Empire, and Night Goblins, they are pretty flexible with what they can be used as. Some wrote an "Unofficial" Halfling book for 8th but I didn't care for it.

It's time to go full Skeletor  
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

You need to rename them more, something that echoes their goblin rules without using goblin names.

So call them hot pots, not doom divers, or maybe hot pots of doom. Fanatics could be tipsy chefs.
Rename the spells too.

I reckon you could get good mileage using these as a skink heavy lizardman list. Use ogres as embedded korxigor, have howdahs on (giant) toy cows, and a large duck for a carnosaur.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Stubborn Prosecutor





USA

 Orlanth wrote:
You need to rename them more, something that echoes their goblin rules without using goblin names.

So call them hot pots, not doom divers, or maybe hot pots of doom. Fanatics could be tipsy chefs.
Rename the spells too.

I reckon you could get good mileage using these as a skink heavy lizardman list. Use ogres as embedded korxigor, have howdahs on (giant) toy cows, and a large duck for a carnosaur.


I had done stuff like that back in the day. Now that WH is defunked it seemed less important, maybe I'll get back to it one day. Never thought about them as Lizards though. That's the great thing about a count as army.

It's time to go full Skeletor  
   
 
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