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		<title><![CDATA[Latest posts for the thread "Orcs and Gobbis vs. Vampire Counts"]]></title>
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				<title>Orcs and Gobbis vs. Vampire Counts</title>
				<description><![CDATA[ Anyone O&C player have any luck beating <span class="glossaryitem" onmouseover='gp(138);'>VC</span>?  I have not found a strategy against this codex that works.  Any ideas are appreciated.]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2009 18:55:15]]> GMT</pubDate>
				<author><![CDATA[ mtbmonkey]]></author>
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				<title>Re:Orcs and Gobbis vs. Vampire Counts</title>
				<description><![CDATA[ Giants, and grimgor work well.  Fantaics if he has blood knights.  You aim the fanatics to be in the way of the knights final position and hope that they smother the fanatics.  That'll ruin their day quite quick.  Nets make everything weaker, and against zombies it becomes funny.  A few bolt throwers for anything big.<br /> <br /> Oh, and a double handful of luck.  That's very important.<br /> <br />  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2009 20:57:06]]> GMT</pubDate>
				<author><![CDATA[ Gobstomp420]]></author>
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				<title>Orcs and Gobbis vs. Vampire Counts</title>
				<description><![CDATA[ Squigs can buy you some reliability with immunity to psychology as well, so consider that selection.<br /> <br /> <span class="glossaryitem" onmouseover='gp(314);'>RZ</span>]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2009 21:45:48]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
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				<title>Orcs and Gobbis vs. Vampire Counts</title>
				<description><![CDATA[ Bring a few more units of wolf riders than you normally would.  Try to bring enough to get some redundancy so you can flank and front some of his units to try to whither them down.<br /> <br /> Also fleeing from charges from big nasties is not a bad thing.  Those blood knights should have a unit of light cav blocking them from the very first move on...  <br /> <br /> Even your weedy little gobbos stand a chance against skeletons and zombies, it's getting them there that's the problem.  <br /> <br /> When all else fails, take a black ork, put him in a mobile platform, kit him to kill the general vampire and go vampire hunting. ]]></description>
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				<pubDate><![CDATA[Thu, 2 Jul 2009 21:46:45]]> GMT</pubDate>
				<author><![CDATA[ Ragnar4]]></author>
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				<title>Orcs and Gobbis vs. Vampire Counts</title>
				<description><![CDATA[ Lets say 2250 as that is the standard game in Oz.<br /> <br /> I'd look at...<br /> <br /> Black orc warboss with shaggas screaming sword and wyvern (other items as you see fit) for that great 1st turn Waaagh. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> Also <span class="glossaryitem" onmouseover='gp(138);'>VC</span> tend to cluster their characters so shaggas will be going off big time. Terror causer so no psych problems.<br /> 2 mages, both level 2, 1 with 2 dispel scrolls, 1 with staff that turns 1 of his power dice into one of your dispel dice. I'd go gobbos<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> with the dispel dice banner (put in a unit of 30 orcs)<br /> 2 giants<br /> 2 units squig hoppers<br /> 4 bolt throwers for blood knoghts, vargulfs and corpse carts <br /> 2 units 2 snotlings for redirection<br /> 2 units 25 <span class="glossaryitem" onmouseover='gp(575);'>NGs</span> with 3 fanatics each<br /> Whatever left over on Spider riders with musos and bows...<br /> <br /> Start with 8 dispel dice <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> 3 terror causers and 2 immune to psych<br /> Good direct artillery<br /> Good offensive capability.<br /> Just make sure your main infantry units never see combat, they are only there as fanatic delivery and rank bonus to hide the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in to generate dispel dice (I'd put this unit in a corner behind a wood)<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 5 Jul 2009 13:30:36]]> GMT</pubDate>
				<author><![CDATA[ Waaagh_Gonads]]></author>
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				<title>Orcs and Gobbis vs. Vampire Counts</title>
				<description><![CDATA[ I don't see how fanatics are of any use against <span class="glossaryitem" onmouseover='gp(138);'>VC</span> as they will just raise dead and summon up some zombies on turn 1 to set off the fanatics back towards the O&G lines. That's the #1 spell so they can all have it and it can be spammed multiple times.  That spell is so nasty as it allows a good <span class="glossaryitem" onmouseover='gp(138);'>VC</span> player to completely change the battle on 5+. <br /> <br /> The strength of the <span class="glossaryitem" onmouseover='gp(138);'>VC</span> lies in the fact that they don't care what you kill as long as you don't kill the general.  Figure out a good reliable way to do that and you'll probably find your win.]]></description>
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				<pubDate><![CDATA[Sun, 5 Jul 2009 16:55:02]]> GMT</pubDate>
				<author><![CDATA[ Bat Manuel]]></author>
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				<title>Orcs and Gobbis vs. Vampire Counts</title>
				<description><![CDATA[ <blockquote><div><cite>Waaagh_Gonads wrote:</cite>Lets say 2250 as that is the standard game in Oz.<br /> <br /> I'd look at...<br /> <br /> Black orc warboss with shaggas screaming sword and wyvern (other items as you see fit) for that great 1st turn Waaagh. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> Also <span class="glossaryitem" onmouseover='gp(138);'>VC</span> tend to cluster their characters so shaggas will be going off big time. Terror causer so no psych problems.<br /> 2 mages, both level 2, 1 with 2 dispel scrolls, 1 with staff that turns 1 of his power dice into one of your dispel dice. I'd go gobbos<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> with the dispel dice banner (put in a unit of 30 orcs)<br /> 2 giants<br /> 2 units squig hoppers<br /> 4 bolt throwers for blood knoghts, vargulfs and corpse carts <br /> 2 units 2 snotlings for redirection<br /> 2 units 25 <span class="glossaryitem" onmouseover='gp(575);'>NGs</span> with 3 fanatics each<br /> Whatever left over on Spider riders with musos and bows...<br /> <br /> Start with 8 dispel dice <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> 3 terror causers and 2 immune to psych<br /> Good direct artillery<br /> Good offensive capability.<br /> Just make sure your main infantry units never see combat, they are only there as fanatic delivery and rank bonus to hide the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in to generate dispel dice (I'd put this unit in a corner behind a wood)<br /> </div></blockquote><br /> <br /> i cudnt really agree more with this list its very solid from an O&G point of view anyway haha<br /> fanatics are great bcos he either has to waste PD reviving his units or do damage to u, personally i would prefer to force him to be defensive with his magic bcos the <span class="glossaryitem" onmouseover='gp(138);'>VC</span> lore is pretty nasty but so is any other if he takes forbidden lore so making him protect himself with magic is much better than you taking the brunt of it]]></description>
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				<pubDate><![CDATA[Fri, 24 Jul 2009 22:42:43]]> GMT</pubDate>
				<author><![CDATA[ Gorrfang Skullmuncha]]></author>
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