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Hey there fellow Warhammer refugees. We threw game a game together before Christmas and I thought I would share. Our basement is currently under construction and a lot of my miniatures are in storage, but I still have enough laying around to have some fun.
* Some music to get you in the mood*
I decided to see what I could do with Orcs. I’ve had these guys sitting around for a while and thought I would see what they can do. My son chose Empire, lucky for me the steam tanks are in storage. I believe we were playing 2500pts. I do apologize that I can’t remember what magic items were taken as this was from way back at Christmas and the lists got misplaced. On to the armies!
Orcs
Black Orc Warboss, Black Orc BSB, Big Boss, Level 2 Shaman
40 Big Un’s with spears/shields and full command
32 Arra Boyz with full command
24 Ruglud’s Armoured Orcs (using the Regiments of Renown from the Warhammer Chronicles, a little overpriced but I love this unit)
2 units of 10 Boar Boyz, full command
4 Trolls and the only unit in this army that I painted.
A converted Rock Lobba that was borrowed from my halfling army.
The Mighty Empire
Empire General, BSB, Wizard, Mounted Warrior Priest
50 Halberdiers, full command
19 Inner Circle Knights, full command, (poor Kurt Hellborg, reduced to unit champion today)
2 units of 10 handgunners, 10 Crossbows, 10 Archers
5 Pistoliers w/musician
Looks like the Empire Artillery Box is in storage so this is our Great Cannon today.
50 Greatswords, full command
Setup
We have some mushroom forests and a impassible mountain. Empire deployment is pretty obvious, that is the wizard hanging out in between the pistoliers and crossbows. The General and BSB are chilling in the Halberiders. The Warrior Priest went with the Knights.
For the Orcs, (Left to right) Boar Boys, Rutlug’s, Big Un’s with Warboss & BSB, Rock Lobba, Shaman, Arra Boyz, Trolls, and more Boar Boyz.
Turn 1
Orcs go first. The Boyz move up. The Shaman makes for the forrest and the Rock Lobba is off target.
The Boar Boyz moved up too far because the Pistoliers snaked behind them. The Handgunners did a number on the Big Uns. The cannon splatted some Arra Boyz.
Turn 2
CHARGE! The Boar Boyz head into the Great Swords…
… a costly draw.
The rest of the army moves up. The Shaman can’t cast a thing and Ruglud’s Orc shoot 1 knight off his saddle.
In return the Knightly freight train charges the Big Uns .
The Pistoliers unload on the Boar Boyz and cause a painc.
The Knights beat the Big Uns in combat, but the Warboss keeps them in the fight.
…and the other unit of Boar Boyz
The Boar Boy champion gets run down.
Turn 3
Send in the Trolls!
Ugh! The Painted Boar Boyz fail to rally and head off the table .
Ruglud’s Boyz get some revenge on the Pistoliers, but they pass their panic test.
The Trolls get clobbered by the Great Swords and get run down.
The Big Uns take another beating but stay in the fight. The Rock Lobba also decided to destroy itself .
The Handgunners take aim and smoke the poor Shaman.
The Great Swords charge the Arra Boyz and commence a butchering .
The Knights have a great round agains the Big Uns and apparently the only orc working in that fight is the Warboss. They still hold.
So we call it there, the Orcs have nothing left that can deal with the Great Sword Blender.
So things I learned
1) I have no clue what I am doing with Orcs
2) Great Swords are a pain
3) I don’t know what people see in Arra Boyz
This was for fun so it’s all good. I’ll just take this list back to the old drawing board. I thought Choppas would have done more and maybe the spear unit is not the right one to make Big Uns. Definitely need a great Shaman and some more shooting. Not dropping Rutlug's thouth, they are just too fun
This message was edited 3 times. Last update was at 2019/01/12 17:07:17
Arrer Boyz work, you get a reasonable amount of shooting on a flanking unit. Yet when the opponent gets in close charge, or take their charge because you are big and green and not some wimpy humie or pansie archer.
I still take and love my Arrer boyz from 6th edition core boxset.
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.
Greatswords are definitely a pain, last game i played against them, they did a crazy armour save of 9/10 at 5+ proceeded to kill off a bunch by themselves. Orcs when they work, they work, but not having hordes and hordes of gobbo speedbumps kind of limits the army's effectiveness imo
I play 6th, so they might last a bit longer, but run easier? I'm not sure on the rules for steadfast. They're weedy, but they usually stop something in it's tracks for a while and with the fanatics popping out, they get some good damage when charged
Fanatics are fun the big drawback to Night Goblins, especially in 6th, is they have lower Leadership. In 8th you have Steadfast as long as you have more ranks (5 models or more) than your opponent. So with a character a big block of gobbos could stick around in 8th. In 6th all they have to do is charge, kill the front rank and it good by gobbos.
Blocks of 60+. . Army standard nearby plus General.
Fanatics, max out Doom Diver catapults and Mangler Squigs.
6th edition Night Goblin tactics:
Smaller units with maximum Fanatic load. Let em run when charged and hope for a counter charge possibility with something more powerful
Doom divers for sure. Two Doom divers would have a good chance of greatly weakening the knights before they charge.
I personally don't like arrer boyz, but that's just me. Black orcs can be good as well, very versatile. Pump wagons for 45 points are good--they die but worth the points I think.
Manglers as the previous poster recommended, I love those things.