Showing posts with label Orcs and Goblins. Show all posts
Showing posts with label Orcs and Goblins. Show all posts

Saturday, August 9, 2014

Orcs and Goblins v D of Chaos, 500 points

Space Monkey and I had a bit of time and a hankering to roll some dice, and he is looking to get more established in the rules. We were debating between 500 points and 1250 points. Ultimately, we went 500. In a sense, this is good...much easier to study the rules when you can, if necessary, play the entire game in about a half hour. On the dark side, it meant I did not roll out this monstrosity...

He has a Treeman Ancient in the process of being modded into a D-Prince. And Deathnarok TOWERS over that monstrous model.

For point of reference, here is Deathnarok next to a properly sized Arachnarok.

Of course, in 1250 points, Deathnarok would not last long as his laser-guided Skullcannon does d6 S10 wounds...and I have no way i can think of to drop a ward on Deathnarok.

Anyway, I threw together a list with a Savage Orc Shaman w/Lucky Shrunken Head, 14 Savage Orc Big Uns w/ champ and standard and 9 Savage Orc Boar Boys w/Standard Bearer and Champion.

We decided to keep it simple, just Battle Line. I won roll for side of table and planted my Boar riders basically center of table so they could go where needed. He had something making his 'Nettes able to ignore dangerous terrain so planted them behind some dangerous terrain to my left, I threw the infantry on top of the hill on my left with the Shaman inside.

I then won the roll for first turn.

O&G Turn 1

I made both my animosity rolls, marched the Savage Orcs forward and kept pace with the Boar Riders. I figured he would most likely be out of range of the Gaze of Mork...or possibly Gork...and passed on magic.

DoC Turn 1
He advanced 3". He wa trying to set it up so I would charge his 'Nettes and get held up, then flank charged. Good plan. Since he had no magic we elected to eschew the rolls on the table.

O&G Turn 2
The boar riders passed their test, the infantry...fails. Squabble. No movement or magic for them. Argh! I can assure you, even in a learning game, I have no intention of advancing my boar riders unsupported into the teeth of his entire army. So turn 2 consisted of me failing animosity and passing the turn.

DoC Turn 2
If he moved it was maybe an inch or so. He had his trap set and no need to move.

O&G Turn 3
Stop me if this sounds familiar. The boar riders passed their test, the infantry...fails. Squabble. No movement or magic for them. Argh! I can assure you, even in a learning game, I have no intention of advancing my boar riders unsupported into the teeth of his entire army. So turn 3 consisted of me failing animosity and passing the turn.Remind you of anything? Hint; I copy/pasted the results of turn 2.


DoC Turn 3
Seeing me fail animosity again, he  advanced his Bloodcrushers to force a charge should I fail again. Oh, not a likely one...I would need a 9 to make it... He also advanced his 'Nettes, angling them to receive the charge from my Boar Riders. If I got stuck he would have the easy flank on the boar riders. We are maybe 5 minutes int the game and halfway done already...

O&G Turn 4
Wonder of wonders, I passed my animosity with both units. I figured my 19 attacks in the front row, 3 in the back, plus 6 more Boar attacks for a total of 28 potential attacks against his wimpy nettes gave me a pretty good chance to one-turn wipe them out so I declared that charge and also declared the less likely Savage Orc infantry v Bloodcrushers charge to hopefully keep them off my flank if things went sub-par.

I advanced the infantry only 5" with a failed charge. Boar riders made it in easily.

I got to attempt a spell and got off the gaze of Gork...or possibly Mork, I cannot be sure...and it got through. Even better, because I had a unit in combat it would be S5 instead of S4 do to the lore attribute. Too bad I rolled a "2" to wound...

He has to declare a challenge, my unit champ accepted and duly died to his herald, who even got a point of overkill. He also did a wound with his 'Nettes that was unsaved. Not to worry, I still have 19 attacks...6 wounds...he saved 5 of them. Needing 5+. Aaaaaagggghhh. Oh well, here come the boars...and he saved all those wounds as well. I lost the combat. Gone was my frenzy. Gone was my ability to minimize the casualties caused by his herald. Gone was my chance to get out of the path of his Bloodcrushers. I am in trouble...

DoC Turn 4
He makes the blindingly obvious flank charge. If I could not hurt 'nettes with Frenzy and choppas, how will I do against his combined forces and lacking those advantages?

By the time we got around to his Crushers attacking I had but 2 riders left. I somehow put 1 wound on one of the Crushers and then was gone. Here was a tough choice. Overrun or reform to face the infantry? His 'Nettes could reform but not overrun. There was a chance if he overran with the Crushers that he would get stuck in front of the 'nettes, blocking them and presenting his flank. Even if he cleared their face he would have to reform in turn 5 and hope to charge in the bottom of turn 6.

He reformed to accept the charge from my infantry with the 'Nettes there to catch any potential overrun.

O&G Turn 5
Well now. I have lost 43% of my army and done 1 casualty and 1 wound to him with them. Furthermore, that was my hammer unit...all I have left is my anvil unit. Of course, being Savage Orc Big Uns with the charge they can still do some damage by virtue of having frenzy, extra hand weapons and S5 on the charge...

So in I go. I declare a challenge, knowing I will likely lose it, but it will minimize the number of attacks coming back at me. He makes short work of my champion. No worries, I unleash something like 24 S5 attacks and end up doing I think 5 unsaved wounds. In combination with the 1 wound done early, that puts down everyone in the unit but the champ who does me the favor of crumbling to instability. 

DoC Turn 5

He does the only thing he can and charges. Then again, lets look at the 'Nettes history; they wiped out a unit of Chaos Knights last time out, this time out out-fought and held in place for the easy demolition a unit of Boar Riders. I think he SHOULD charge and be happy about it.

He declares a challenge with his herald. Having lost my champion, I only have my Shaman available. However, if he is in a challenge and gets killed by the high-initiative, 4 attack herald I lose my 5+ War Paint and it goes back to a 6+. I decline the challenge and move to the back row. Oh no, I lost 2 WS3, S3 attacks...okay, S4 this round, but still, who cares. I will take the Lucky Shrunken head...

Herald hits hard but mostly fails to wound. His 'Nettes do better but Lucky Shrunken Head adds about 3 extra saves and I end up losing maybe 3 or 4 models, he ends up taking a whooping this turn. Turns out about 24 attacks needing 4 to hit and 2 to wound can even damage 5+ ward guys. He loses about 1 more model and when the instability clears I have an advantage, but less S.

O&G Turn 6
His attacks do a couple casualties to me, I do 5 or 6 to him. When the smoke clears he has just his unit champ and herald standing. I have I think 7 Savage Orcs and a Shaman, still ducking challenges. Evil cackle.

Doc Turn 6
I put a second wound on his herald and another on his champ. Poor Space Monkey saw what had looked like a game in the bag turn into another tabling. Such bad luck.


What Went Right
Lucky Shrunken Head. Period. It was worth about 10 saves...in a game I ended with 7 models (and 8 wounds) total. The law of combat effectiveness tells me every one of those saves was about a 4 effective attack swing as I did not lose 3 attacks and he "wasted" one on a save I normally do not make. If I do not have the Lucky Shrunken Head he probably tables me on turn 5.

Oh, and the only spell I attempted was successful and got to use the lore attribute, the first time I have remembered that little nugget and had it matter. At least, it WOULD have mattered had I wounded him, which I did not. Still worth taking the Shaman for the Lucky Shrunken head, but as usual magic underwhelms for me.

What Went Wrong
You give me the change to send 9 frenzied, extra hand weapon wielding Savage Orcs into a 10-15 strong core infantry block not named tzeentch-marked Chaos Warriors 100 times, I take that opportunity 101 times and thank you for the opportunity. 6 wide with a champ I have as many as 28 S5 attacks probably needing 4s to hit (including the boars). I am going to do some damage.

Unless, of course, I fluff a large number of attacks/wounds and he saves 90% of those I inflict...that failure not only to wipe him out but actually being unable to inflict any appreciable damage on him put me in a deep hole.

It was a deeper hole due to back to back failed animosity rolls by the intransigent Savage Orc Big Uns. Instead of charging across the field hurling insults and bodily stench at whatever was across the field from them, they took some time to relax atop a hill and argue whether the worms tasted better fresh out of battlefield churned dirt or after an acid rain.

Overall
Very fun, surprisingly challenging battle. With two armies combining to have one 4d6" range spell that did nothing, it took us 4 turns of maneuver-counter maneuver to come to grips and once we did the game had some wild swings that went from looking like I would be tabled early to him battling the law of diminishing returns as his best unit got trampled by my infantry and his 'Nettes, awesome against cavalry, forgot how to fight and started doing a Minion slap-fight (because Despicable Me references are always awesome) at exactly the wrong time.

Good time, lot of learning opportunity for Space Monkey to pick up the game and he will be back. Probably with more 'nettes...because they have been his MVP both games.

Oh, and lets return to those thrilling days of yesteryear with a survivor pic...




Saturday, December 28, 2013

1500 Orcs & Goblins v 1500 Lizardmen

Have I mentioned lately how much I love 8th edition? Never feel like I am beaten before game starts, never feel I have game won before game starts...to read just the game section, skip to after the row of asterisks.

Anyway, tried to get together High Elf list but it came down to choice between Dragon Mage or Prince on Griffon...so I made the obvious choice of O&G.

I love starting with Gorbad. He is okay in close combat but where he really shines is letting me have an army of S4 multiple attack guys...and S5 on the first turn of combat.

Gorbad filled my Lord points, I took a level 2 night goblin with Dispel Scroll, 20 Savage Orc Big 'Uns with extra hand weapon & full command (& Big Stabbas), 10 Savage Orc Boar riders w/extra hand weapon & full command, and 20 Night Goblins w/2 fanatics, Arachnarok Spider and a Mangler Squig. 1500 points on the nose. I would have a commanding, nigh un-overcomable 1 point advantage as Fullur could merely manage 1499 points.

I like putting the 10 boar riders with Gorbad. If they pass animosity they get in combat lightning quick. If they fail animosity they get into combat ever faster with potentially 25 S5 or 6 attacks without taking into account the 6 more Boar attacks. I like my odds of dealing out some damage.

Meanwhile the 20 strong Savage Orcs are a nasty unit in their own right. The Night goblins with short bows were a nuisance unit meant to whittle down the enemy and throw a few fanatics at them while the Mangler would control a flank with his potential for massive damage.

Meanwhile Deathnarok is a fast, potentially very hard hitting unit that will get where I need it when I need it.

The result is a compact, mobile, tough, hard hitting army (sounds a lot like my Warriors of Chaos, except less well armored. Ironically I have a much better save percentage with these guys...)

*******************************************************************
We rolled up Blood and Glory. Strong. With 3 banners and Gorbad I have Fortitude 5. A Khemrian Marsh and mysterious river bifurcated the field right in the middle, a couple mysterious forests further made it a mystical, anti-maneuverable field.

Unless I put the Mangler on the left with a clear shot, the Boar Riders next to him to crest the hill, the Deathnarok where he could cross the river in one turn. The Night Goblin bowmen held the center of the field and the foot Savage Orcs protected the right flank from his Cold One riders.

He centered his army around several swarms with a large block of Skinks/Kroxigor on my left flank, a bastilidon behind the swarms, a big block of saurus behind the forest and his cold ones on my right flank.

O&G Turn 1
I did a general advance. My 20 strong bowmen could not fire, the Deathnarok riders hit just once and he saved it. I got poison on my foot Savage orcs.

Lizardmen Turn 1
His Cold ones don't move. In fact, let me save time: they never move until I charge them in turn 4. Everything else makes a measured advance. He moves his Saurus into the forest and I realize what a huge mistake I made. He forces the Fanatics into the open.

I can't send them after the Saurus...the forest would kill them. I have to launch them towards his Cold Ones on the right...which effectively takes my Savage Orcs out of the battle unless I want to change taking a massive hit.

Anyway, I have to let the Amber Spear hit Deathnarok, but it fails to wound. His shooting is better, wounding the Mangler twice. Ouch.

O&G Turn 2
I declare a double charge on the Skinks/Krox with my Boar Riders and Deathnarok.I am hoping the Mangler hits them and bounces out of my way first. Meanwhile I get my Night Goblins close enough to shoot at the Cold Ones.

Time to save time: I get off 56 shots with them in this game. I get 1 wound, which he saves. For the remainder of the game this unit fires ineffectually while the shaman goes nuts.

My charge hits home with both units but he stand and shoots down 3 of my Savage Orcs. Ouch. 30% gone already?

I get Bad Moon off and ship the vortex through his Saurus and Swarms. I forget it is a template and have him take just 6 tests. He loses 1 Saurus. Oops, my bad.

Meanwhile, Gorbad is in a challenge with a skink unit champ. I am licking my chops at the overkill. Except I only wound him 1 time. Oops. Warpaint is amazing, though, and I save both wounds his skinks put on me. Deathnarok kills 4 skinks, the Night Goblins on top do 5 wounds (hmm...), my Savage Orcs wound the Krox 5 times,kill off 3 more skinks...he flees, I run him down...and run into the Mangler. Between what he did to me and what I do to myself with the Mangler, I am down to Gorbad and the command models. I have lost 6 of that unit already...this is not good because my 20 man block is locked away on the right wing and the Deathnarok clipped the Swarms in his overrun.

Lizardman 2
His Saurus move to flank the Deathnarok next turn. He dispels Bad Moon, uses the shooting thing from the Bastilidon to put a wound or two on Deathnarok, I can only wound his hero once, the Night Goblins only do 1 wound, his SWARMS do 2 to Deathnarok...only a Thunderstomp lets me win. Well, that and the charge. But his anti-squishy ability saves the crumble. And he then adds a Swarm with the special rule...so they are STRONGER than they were before I attacked. This is not good...

O&G Turn 3
I spin the Boar riders to face the bastilidon, one Fanatic caroms into the forest, I fail to restrain and my Savage Orc block fails their charge, moving just 4 or 5". I finish off his hero, do lots of wounds, but so does he...Deathnarok takes 4 more wounds. I am down to just 2 wounds.

Lizardmen Turn 3
His Saurus flank charge the Deathnarok. The Bastilidon does another shooting wound. He adds another Swarm.

 Deathnarok will not go quietly, doing 4 wounds to the swarms and the Night Goblins do another, but his Saurus do 7 wounds to Arachnarok...who only had 1 left. Down goes Deathnarok as usual.

O&G Turn 4
The Savage Orcs fail to meet their charge distance. The Boar Boys charge the Bastilidon. Bad Moon succeeds, I do two wounds to the Swarms and kill a couple Saurus.

Gorbad hits the Bastilidon twice, both wound...and both multiply to 3 wounds, 1-shotting the poor Bastilidon. I clip the swarms on the overrun.

Lizardmen Turn 4
He flips the Saurus to face the nigh inevitable Savage Orc Boar Boy charge.
Gorbad, who remember does multiple wounds, has 4 attacks needing 3 to hit, 2 to wound, does...2 wounds to the swarms.But the Savage Orcs make up for it, doing 6 and the Boars do a couple more. Finally those obnoxious, lethal swarms (who ever thought I would say THAT?) are gone, gone, gone. Yeah! They go to crumble, so no overrun.

O&G Turn 5
I quickly check. He has 2 banners left. I just need to get one more. Unfortunately, I don't think the 3 remaining Savage Orc boar boys and the underwhelming Gorbad can take on 25ish Saurus. If he beats me in that combat I lose because I will only have 1 Fortitude. Oh, well, we are Orcs. The 20 man block charges the Cold One Knights, I charge his Saurus block. Death or Glory, right?

I get the Poison on the 20 man Savage Orc block with irresistible, do a wound to myself and lose rest of my power dice.

First I do the Savage Orcs on foot v Cold Ones. Our unit champs fight a challenge. I whiff all 4 attacks. His champ misses 2 of the 3 and cannot wound with the 4th. His Cold one hits once, cannot wound. That was...unimpressive.

But my rank & file do me proud, doing 11 wounds and he only saves 1, kills back 2 or 3 Savage Orcs and is run down.

Back to the important battle: if he wins it he wins the game, if we draw or I win it, his army will "break".

My Champ and his champ get in a challenge. Gorbad continues to prove outside of the Bastilidon, he just doesn't have a lot of combat power, doing just 1 wound. My unit champ does better, doing 2 wounds and saving the only wound done to him. (Go go gadget Warpaint!)


Gnarla matches Gorbad's output, the standard bearer does a couple more. He cannot wound Gorbad, does kill the standard bearer. I win the combat...and run him down. He was tabled.

What Went Right
The combo charge was a thing of beauty. He never had a chance. I had so many attacks that even a sub-par outcome was still a devastating win. Gorbad one-shotting the Bastilidon was awesome and, words you have never heard before and will probably never hear again, I DOMINATED the magic phase, getting off Gift of the Spider I think 3 times and Bad Moon twice.

Also, I saved like a fiend. Needing 5's and 6's to save I probably saved 30-40% of the wounds he did.

What Went Wrong
Bad setup of the Night goblins meant my Fanatics held up a powerful unit and did NOTHING to him.
My bowfire was...ineffective.
Dominating the magic phase killed 5 Saurus and 1 Swarm wound...not really a big deal.
Mangler did 3 hits to him...and 3 to me. That hurt me worse.


Overall it was a really fun game. Would have preferred a slightly different outcome, like...NOT tabling him, but I really like the new Lizard book and had a great time.


Saturday, June 9, 2012

2800 Orcs and Goblins V. Empire

I have been furiously painting and assembling Orc models for a while, excited about trying them out. There are three models in particular;

First, Gorbad Ironclaw. He "unlocks" my ability to make any number of units Big Uns which to me are well worth the points. So really I am paying 375 points to make 2 extra units Big Uns. That is how much I believe in that extra pip of strength...

Second, the Arachnarok spider. Assembling it is a pain in the rear, painting it not fun...but I want very much to try it out.

Third, the Mangler Squig.

So I made my typical "take on any army in any scenario" army and headed off to battle Fullur.

We rolled up Watchtower. That is one thing I LOVE about 8th Edition. Instead of endless, repetitive "Battle Lines" there are things like Watchtower and Blood and Glory, easily my two favorite scenarios from the new edition which make it a different and, in my opinion, better game.

I felt fortunate to "win" the right to occupy the tower. I had included a unit of Savage Orc Big Uns for this express purpose; with Frenzy and Extra Hand Weapons they can deal out 31 S5 attacks in close combat as long as they have 10 guys (including champion), and with their 6+ Warpaint save, they can take a pounding as well. In the tower they went.

He planted a largish Greatsword unit with 2 detachments slightly off center. I then experienced something I rarely face; I had too many units to be useful. I typically play elite armies where I can deploy everyone. However, with massive amounts of terrain on the field, I was going to struggle to defend the watchtower.

In the end I decided to use my Trolls and Mangler Squigs as a sort of "screen" and planned to rush my close combat units as quick as possible to keep him from assaulting the tower.

He outsmarted me in set-up. It has been a long time since scouts have ben an issue for me. This time he spotted my Doom Diver alone on my left flank and put his scouts 12-1/4" away. Oops.

Empire Turn 1
Leitdorf passes his test. The Steam Tank dials up 4 Steam points. He moves his cavalry on my right flank forward, then tank blows forward 12" on my left flank, his greatswords and scouts make minimal advances. Perfect.

He is set up to draw me into the center and ave hard-hitting units on my flanks in a "pincer" movement.

The Winds are great for him; he rolls double 3s, I channel one to get to 4 and he channels 2, plus has the Magic Arcanum.  Still, the only one I care about is Wyssans, thinking it is Remains in Play so I stop it and do not bother trying to block anything else.

Then he shows the strength of the Empire. The Volley Gun opens up on the Watchtower, followed by 2 units of handgunners.e kills 6 of my garrison in one go. Uh-oh.

His cannon picks off one Spider Rider due to unlucky bounce roll and his Skirmishers cannot wound the Doom Diver.

Orc Turn 1
My 100 man unit of Night Goblin archers promptly fails their Animosity test. Gorbad's special rule turns the result into a Waagh so they instantly turn and start heading towards his Skirmishers.

In the process they hit the Mysterious River and gain a benefit. The Spider Riders dash over to block him off and also find a benefit.

I move my Mangler on the right and put the trolls spaced so if he wants to charge he has to hit a troll or the Mangler. I thought he would have my troll flank if he charged with his knights...but really, it is a Troll. Do I care if he is on the flank? Not really....and if he charges, wins...now his flank is there for me to charge or he can reform to face me and my Tusker charge will mow him down.

If he has a brain fart and charges the troll with his Greatswords, the Mangler is there so an over-run hits it...my plan is in place.

Time for Magic. His Steam Tank is going to be a problem on my left flank. I do not bother to read Curse of the Bad Moon but instead think it will wipe out the Steam Tank. I get it off successfully on the boosted version without mis-casting...but mis-place it to hit his Steam Tank and Organ Gun.

Better placement would have been to hit his handgunners. It does but one wound...so even if both Steam Tank and Organ Gun are hit (they were...barely...) they do not reduce his shooting whereas the handgunners reduce his volume on a one for one basis.
Anyway, I do take a wound off the steam tank but not the Organ Gun.

Shooting is a huge disappointment; the Animosity failure pulled the Archers out of position. The Spider Riders cannot wound a scout. This, by the way, is one reason I never take Spider Riders; their role is shooting harassment...which their stat line means they cannot fulfill. If they were 5 or 6 points each they MIGHT be a unit I take. In this case, they are double that or thereabouts; I took them (and the wolf riders...and Night Goblin Archers...)because I had the models and they were painted.




Empire Turn 2
Leitdorf fails his roll and grants Gorbad Hatred towards him. They will never meet so it is irrelevant...


The Steam Tank generates just 3 for fear that wound I put on it will matter. It does not as he rolls the 10. He ends up adding an extra steam point but taking wound 2. His knights charge my right-most troll which is in the bog that grants regenerate. His Steam Tank angles to hit my wolf riders with his shot.

His Knights charge my troll but prove to be in his front arc. I am not worried; my Regenerate should keep me alive long enough to attack back. I just want to Troll Vomit him, then flee and get the charge with my boars. Insert evil cackle here.



He rolls a whopping 3 for the Winds. I plan to stop Wyssans and play it by ear on anything else; I do have a Dispel Scroll.

Instead he gets Irresistible Force and the Knights have Wyssans. The Calamitous Detonation should hurt though; his Wizard and Battle priest fail their Look Out rolls; but the wiz is not wounded anyway. In fact, of the 12 potential S10 wounds...5 fail. 5. Still, he did 7 wounds to himself...so that was good.

Meanwhile, his wall of fire takes down 3 more of my Garrison. I was lucky there;
See, his well-positioned Steam Tank rolled perfect, hitting a full rank of 5 Wolf Riders and the building. But he rolled 2 ones to wound, so only 3 wolf riders died (thanks to the River spell, they auto-passed their LD test) and he rolled a "1" for how many guys in the building were hit.

But then his Handgunners, needing 7s to hit, manage to hit with a third of their shots and wound two more; I get some justice when I ward save one of them.

His scouts kill 2 of my Spider rides.

Meanwhile, Leitdorf wounds my troll 3 times. I regenerate one which means his knights get to fight; 4 wounds, none regenerated. Oops.




His overrun proves my plan worked, though; he hits the mangler Squigs; 9 of the 10 ensuing hits wound; he gets some luck as the bog's regenerate keeps 3 of them alive. Still, he cannot stand the heat and flees.

I have a long history of models I want to try out stinking up the joint like a frat boy at a bean-eating picnic. Not so for the mangler; did massive damage, changed the momentum, he was AWESOME sauce with a side dish of super cool.
Orc Turn 2
This is the turn a failed animosity test will not matter but failed stupidity will hurt. Evey unit passes, though.

The Troll charges the fleeing knights who of course must flee causing him some anxious moments when it flees through the center of his battle line. The Troll re-directs onto his Greatswords with the Arachnarok following suit.

Meanwhile, the Wolf Riders charge the organ Gun and the Spider Riders charge his scouts.



 Every charge hits home. I am excited; the Arachnarok made it in unscathed. I have high hopes for it. they are little lessened when both his detachments counter charge. I knew that was coming.I plan to have the troll vomit on a character, counting on his regeneration to keep him alive.


I consider declaring the Waaagh. This turn could be key; making his Greatswords flee would be devastating. I need to ensure seeing off that deadly Organ Gun. Ultimately, though, the key turn will include a battle for the Wachtower itself. I decide to keep the Waaagh in my pocket.

I put my Lucky Shrunken Head Savage Orc Shaman in the Watchtower and also one of my Night Goblin Shamans.

I roll double 3s for the winds. He then channels 3 and I channel none. He has as many Dispel as I have magic.Grr. The Vortex stays in place (rolled a hit on the scatter dice) but fails to damage him; it does, however, kill 2 or 3 of my Wolf Riders. I have now done more damage to me than him with it.

I throw Gaze of Mork at the tank thinking I get more than a plus one. In retrospect...I got no bonus at all as no ORC units were in combat. even with my unintentional cheating I fail to wound the Steam Tank.

I then cast Gork'll Fix it at his Greatswords. It goes off irresistibly but I die to the result.I am not happy with that trade.

The Doom Diver hits the Steam tank, gets a 6, and manages to get tough 2 wounds. Sweet. Then my Night Goblin archers use the Volley Fire to get off an impressive 60 shots. Let us not forget they are Night Goblin archers, though...22 hits, 3 wounds, he saves just one. I just put 4 wounds on the Steam Tank in one turn, crippling it.

I consider my order of combats and ultimately decide to work left to right since there are no combats that will see the result of another one affect theirs. I am wrong, but more on that in a bit.

The Spiders kill 2. His character has 3 attacks...and cannot roll higher than a 2. He does kill one, I get another of his with my goblins, he flees, I run him down.

I then discover not only how bad Wolf Riders are (and I knew they sucked) but especially how bad they are against war machines. Only 2 cavalry models get to fght! You choose 6, but each cavalry counts as THREE models, not two. I went in planning 8 goblin and 5 spider attacks and got 3 and 2...with luck I still kill the machine off but am down to 4 wolf riders.

By the way, these will be the next to last points I score in the entire game...

His Master Engineer panics and flees, I over-run to get out of the line of fire of his handgunners. This is another mistake; I want to divert his fire from the tower, I could not care less about these guys. This is residue from playing armies where every casualty hurts badly.


Time for the big gun.



The Arachnarok goes first as his I5 guy had a great weapon. I must choose one attack to be Venomous Surge so I pick on his BSB. And promptly roll a 6 for tat, then a 2...one dead BSB. That was pure luck and pure awesome.

I then get a further 4 wounds from his regular attacks; Gork'll fix it turns three saves into fails on re-roll. I am impressed.

Then his Halberds attack the Troll. 5 hit, 4 wound, and...not one regenerate. Not one.O11 possible Regeneration opportunities, exactly one was successful. Oh, and the 5+ regular save and magic resistance I paid extra for? Neither ever came into play. Trolls are just as awesome as I have always found them to be...

His Halberds on the other side fail to wound the Arachnarok. The Goblins attack them back and do two wounds.

His Greatswords do 3 wounds. Uh-oh...I am actually losing combat by one when standards, ranks, charges are taken into account...but I roll a 3 for Thunderstomp, kill 2 and win the combat. Barely. I determine to seldom if ever again charge the Arachnarok in without some actual support...

Empire turn 3
Leitdorf passes. He calls 2 for Steam Tank points. There is a 5 in 6 chance he will get hurt this turn...but rolls a 2, the only result he could get that did not hurt him.

The Demigryph Knights charge Gorbad's unit.

I use my Dispel Scroll to stop his Wyssans. Everything else my Level 4 v. his level 1 means I can block with dice.

He just gets the Steam Tank into range to use the Steam on the Watchtower. I save one of the 2 wounds thanks to the enhanced Ward from the Lucky Shrunken Head. I save all three wounds his first handgnner unit does, 2 because of the Shrunken Head. Wow. The difference between a 5+ and a 6+ sure FEELS like a lot more than 18%...he does wound another with his other handgunner unit.

Meanwhile, when he charged with his Demigryph Knights, 2 of the 3 failed their dangerous terrain tests and were wounded. Gorbad's always strikes first no armor save attacks do 4 more wounds, so he is down 2 knights. He wounds my rank & file 3 times, 1 Warpaint save, so two down. I wound his last knight twice, he flees, I overrun but lose one of my own Savage Orcs to the dangerous terrain.These will be the last points I score...

Meanwhile, the Arachnarok is less impressive this time; he hits just twice, though that means two casualties. We get to my goblins without him doing any wounds; I put 4 attacks apiece on his battle priest and wizard; 1 wound to each. remember the calamitous detonation? That means the priest dies. Huzzah!

The Greatswords put a further 3 wounds on the Arachnarok; have maybe one turn left before he dies. He has just 2 wounds left...well, Thunderstomp is an unimpressive 2, only one wounds...which means it is a draw...which means his musician is the difference. I pass my break test.

Orc Turn 3
Every unit passes animosity. Well, that is...every unit except Gorbads, which decides to sit on top of the bog staring aimlessly at the edge of the battlefield.

This will mean a wasted turn getting into position.

My big block of savage orcs moves forward to support the Arachnarock. One or two more turns an I will join the combat.

The Spider Riders enter the river, take the shooting spell, 9 hits wipe them out, the Night goblins panic and flee...no wiping out the Steam Tank this turn.

I get Ere We Go off, then Gaze of Mork fails to wound the tank. The Doom Diver misses.

Arachnarok misses on 5 of his attacks...but Ere We Go turns every one of them to a hit. 8 for 8. The Venomous Surge had been directed at the wizard; no surge, but still kills him. he saves just one of the other 7 hits so 6 die.

His Halberds whiff.

The goblins use Ere We go to get all 8 hits successfully, wounding 3, and 2 of those die. when his Greatswords whiff, he passes his tests, but we take stock;

He has plans, nothing to get into the Watchtower, has just a few knights, couple units of handgunners, 2 detachments of Halberds left. Gorbad is around, the big Savage Orc unit and Night Goblin archers (if they come back) are untouched...he cannot take the tower, and if he does cannot hold it. The Arachnarok...or, as Space Monkey dubbed it, Deathnarok should finish off the Greatswords next turn and the Halberds are not getting the job done...we call it.

Conclusion
OVERALL he rolled really well. However, at the key moments he rolled poorly. Also, his army setup which at first scared me might not have been able to take the tower under any circumstances.

As soon as I tied up his Greatswords, there was nothing but shooting left to attack the tower; and with the hard cover granted by buildings, he simply could not generate enough firepower to take them out quick enough.

Even had he finished them off with shooting, I would get my 30 man block in there and be untouchable. Or if he assaulted with a handgunner unit and won, I had plenty of force to evict him.

Second, magic was game-changing. When I hexed his unit in one turn, it cost him about 10 wounds and saves as he had to re-roll numerous successful saves which became fails, hits which became misses and wounds which became whiffs. Deathnarok probably would have died in turn two on his turn and definitely in turn 3 without Gork'll Fix it, and 'Ere We Go was worth a whopping 10 extra wounds in the defining round of combat.

The funny thing about it is I was and am underwhelmed by the overall power of the Big and Little Waaaghs. There was one turn early where he had used all his Dispel Dice, I had three dice left and nothing I particularly wanted to cast...nor did either lore attribute ever come into play.

I still think I would rather have a combat oriented character than another wizard.

Still, there were 4 models that determined this game. Deathnarok, Gorbad, Night Goblin Shaman and Mangler Squig.

The Mangler changed a strong advantage for him into a massive advantage for me. If he hits Gorbad's unit on the charge, all those S6 attacks are going to hurt me badly. Instead they fled and were never a factor again.

Gorbad turned a failed animosity test into a good thing. Ironically, the thing I paid the extra points for...his ability to make any number of Orc Units Big Unz...never mattered as the only unit that saw combat would be the one that is Big Un anyway...

But being the BSB and General, the expanded 18" bubble...those were huge.

And Deathnarok single-handedly reduced the Greatswords and three characters from dangerous battle force to no characters and I think 4 or 5 models...nothing I was scared of even with Night Goblins...

Looking back I see several errors I made. Each was minor and did not affect the outcome...but are things to work on. Target selection is the biggest.

Early on I was sure I was going to lose. His shooting was taking out my garrison at a frightening place, his Steam Tank alone was dominating my left flank and my cramped position was taking me too long to get my Sage orcs and Boar Boyz into action. then he took 3 wounds off my Deathnarok in one go...

Slowly the game turned, though. The Mangler Squig was the key point. It let me get into his Greatswords. I do not know they would have gone after the tower if he had been able to tie up Gorbad and the Savage Orc Big Unz and have the Demigryphs to deal with my 30-strong Savage orcs...but I know that being able to tie them up with the Deathnarok due to his fleeing knights removed that option from him.



Ultimately, this was a very entertaining game and I hope to play many more like it.

Oh, and the irony here? At the moment we called the game, I suspect he was ahead on points; He scored over three hundred, I doubt I had that many...

Wednesday, August 11, 2010

War of the Shrine, Part 24, Orcs and Goblins Turn 5

One moment Alaquippa was on top of the world. His Savage orcs tore massive holes in the enemy lines, his Giant, Troll and Chariot were crushing the right flank, his fanatics were wreaking havoc all over the field.


In mere moments everything changed. His Chariot, Giant, and Troll died. His Fanatics died.

Still, his Savage Orcs were climbing the Shrine...except they kept dying at the hands of those cursed warriors from the north without doing much damage of their own.

On the bright side, his rock lobber and Doom Diver each had their best shots of the battle, each wiping out a gyrocopter.

Casualties:
7 Miners
2 Gyrocopters

Suffered:
3 fanatics
5 Savage orcs

Sunday, August 8, 2010

War of the Shrines, Part 20, Turn 4 orcs and Goblins

With the Night Goblin Archers doing such a surprising job of holding up the Miners, the Night Goblin Spearmen decided to ramble over and see how their brethren were doing against the pointy ears.

This, of course, had nothing to do with the tough army and mighty weapons of the stunties as opposed to the near complete lack of armor and much less lethal looking weapons of the pointy-eared ones. No, it was solely because they were too near-sighted to see what was going on.



Meanwhile, the courageous Thunderers jumped in front of the maniacal Savage orcs, desperate to defend the Shrine.


Even Rockchipper the Slow descended to face Alaquippa and Growling Bear before they could defile the Shrine by riding their filth-ridden boars up it...which they had started to do.

Unfortunately for the orange-clad Night Goblins, the archers chose this moment to see what was going on back in their tents.
Buying the Marauders time, a Fanatic came whirling out upon seeing the stunties. he rolled right through the on-rushing Miners, his ball and chain wheeling death and destruction.




Protected by the magic of the shrine, the Miners made it through almost unscathed to battle the Night Goblins.


Another unit of Night Goblin Spearmen broke. Hoping to save the flank, several Night Goblin heroes sprung into the gap to wreak their vengeance on the pick-wielding Dwarfs.




The goblins continued to battle the Dryads and Glade Guard to a standstill. Soon their superior numbers would begin to tell...
Casualties:
2 wounds to the Dwarf Bolt Thrower
3 Miners
A Unit of Miners who broke under the Savage orc attack
2 Glade Guard
1 Dryad
Suffered:
6 Night Goblin Spearmen
4 Goblin Spearmen










Tuesday, August 3, 2010

War of the Shrine, Part 11, Turn 2 Orcs and Goblins

Little Bear came up to Alaquippa.

"Orders, A-Quip?"

Alaquippa's smiled stretched from ear to ear. He pointed to the right. "See the pointy-ears?"

Little Bear nodded.

Alaquippa pointed straight ahead. "See the stunties?"

Little Bear nodded.

Alaquippa pointed to the left. "See the other pointy ears?"

Little bear nodded.

"Go smash them."

Little Bear hesitated, then argued, "The fanatics are getting a bit out of control...they went right through the Wold Riders and the Wolf Riders left their post."

Alaquippa shrugged. "They saw some stunties and went after them. Your point?"


"What should we do about the fanatics?"

"Ignore them. General advance. It is time for the Orcs to do what we do best...squish stuff."


Fanatics rumbled through the Wolf Riders and Hammerers, dealing out modest destruction as many wounds were saved this turn.

Meanwhile, the Night Goblin archers managed to slay 2 Miners and won the combat.



Casualties:
3 Wolf riders
6 Night Goblins

3 hammerers
2 Miners

Friday, July 30, 2010

War of the Shrine Part 6: Orcs and Goblins

Alaquippa smiled as he gazed around the field. Surely, this would be the greatest Waaaaggghhhh ever assembled...just look at all the enemies there for him to defeat!
Pointy Ears to the left and right, stunties straight ahead, and beyond all that masses of humans, ogres...plenty of enemies. This battle would be regaled for all history. He would be the greatest warlord of all time.
Sitting Lightning sidled up, chewing the bone through his nose. "The Shrine of Mork is befouled by the pointy ears. We should cleanse it."
Alaquippa guffawed loudly, drawing the gaze of every orc and goblin near him. "I care not for some moldy old shrine. Look at the glory to be found before us!"
"Fine," snarled Sitting Lighting, "I shall see to it myself."
He turned to build an attack when the Dwarf line opened fire and the High Elf line moved forward.
Without waiting for Alaquippa to give orders, the greenskins swung into action. With a might roar, the giant and chariot roared off to rend squishy elf flesh apart.
Meanwhile, on the far flank, the irrepressible Squig Hoppers bounded forward, unmindful of the massive and deadly Treeman in their way. Alongside them, the spearmen rode up to heave their javelins at the Waywatchers nearby.

The orc and goblin shamans swung into action. The foot of Gork descended again and again, smashing apart an Organ Gun, denting the cannon next to it and killing a crewman, killing a handful of Dwarf Warriors.
The squeakier magic of the goblin shaman slew only a Dwarf Miner and for a moment silence descended over the battlefield...but then the hand of gork swooped down and swept forward a unit of Spearmen.
Startled, three maniacal fanatics sprung forth, wheeling their wild destructive path through the stoic Miners.


Close behind them, flung by the ghostly hand, the spearmen crashed into the Miners, the third wave of destruction to hit them in mere moments.
Alaquippa gazed from combat to combat, watching as the chariot took a dent and his Troll began bleeding as the Giant jumped up and down on a White Lion, squashing him to a pulp.
The spearmen struggled to wound the Miners, but the few attacks the Miners could do back did little more. For a moment the Miners wavered...the blast of magic, arrows, fanatics and Spearmen appearing to be too much. But then the Dwarf battle Standard stepped up and they remembered they were Dwarfs. There would be no running from goblin scum.

(The Dwarf gunline, reduced by 6 Thunderers and an Organ Gun)
Casualties:
6 Thunderers
1 Organ Gun & Crew
1 wound to cannon & 1 crewman dead
1 White Lion
1 Wound on the Treeman
Suffered:
2 Night Goblin Spearmen 1 wound apiece on the chariot and troll

Sunday, June 13, 2010

1500 pt O&G v. High Elfs



I ponder how to set up my mighty forces, feeling mighty spiffy in my rocking pink collar.
******************************************************************************



As with much of the Warhammer universe, our group takes a dim view of the abilities of the Orc and Goblin army. There is a reason for this.

On any given turn, on average close to 1/3rd of your army will be operating outside your complete control due to animosity/Waaaagggh non-sense. This is compounded by low leadership and sub-par strength of attacks.

The result is a hard to control army subject to fleeing at inopportune times and struggling to wound tough enemies.

On the flip side of the coin, they have some very fun stuff. I played a game (no report written) a couple weaks ago at 1000 points versus the Beastmen. I had a jolly good time with the Doom Diver, the Iron-Back Boar impact hits, the Squig Hoppers, and the Fanatics. In fact, the Squig Hoppers saw off one unit on turn two and, when defeated in turn three, led their pursuers too close to the Night Goblins, thus seeing the Fanatics whirl in and finish him off (they took out his best unit which included his general and another key character so we packed it in after I think 2 turns since the game was, for all intents and purposes, over) (thus the lack of report...short game.)

My buddy Space Monkey and I decided on the spur of the moment to play a game to get him some experience with the High Elfs. He has his dragon painted and a couple other units that, combined with some stuff I had painted would make for a small but intriguing game.


He wanted to use his Dragon Mage, so off we went.

Contrary to my usual practice, I elected to build a thematic army. Generally, I just build an army by first putting in the units I want to play, then using my remaining points to cover the weaknesses.

This time I chose to emphasize the "no control" theme; all Savage Orcs or Night Goblins.*

In the set-up, I then further went with the theme. The Night Goblins...who universally fear the elfs would be on the right flank. I put 20 bows spread in a thin line anchored on the forest on the hill on my extreme right, with the Spear Chukkah in the forest. The other Spear Chukkah was on my left, and the Night Goblin Spearmen went behind the bowmen. Then the Squig Hoppers went on the extreme right in the forest, their ability to skirmish meaning it would not matter.


On the left I went similar...in front were 13 Savage Orc Bowmen, with 15 Savage Orc Big Uns with extra Choppa in hand, and the Shaman, Big Boss on Ironback Boar and Chariot behind them. The Giant was more or less just between the spear chukkah and the Night Goblins.


He placed a line of Lothern Sea Guard spread in a line facing my Night Goblin bowmen, and behind them his White Lions and Phoenix Guard?

In his hill-top forest went his Repeater Bolt Thrower and Shadow Warriors with his Knights just next to the forest and in front of his Dragon mage.


O&G Turn 1I fail my animosity with the Night Goblin Spearmen (actually, I Waaaghed...but I needed them to NOT move for my battle plan/army theme so I consider it a fail), and make a general advance to get in range. I should have had him go first...*sigh* oh well. I then get the Foot of Gork off with Irresistible force and kill 3 Knights. 1 Spear Chukkah manages to wound the dragon...a great start for the greenskins!



High Elf Turn 1
On my left flank, he moves his Swordmasters forward and runs the Knights forward in front of them. He elects not to move anything on my right flank, though the Dragon Mage does fly off to my extreme right.

He then costs Conflagration of Doom on my Giant with a whopping 16 or so, and I am forced to use my only Dispel Scroll on it.

His Repeater Bolt thrower then fires a spread at my Savage Orc Arrer Boyz, wounding 2, one of which my mighty Warpaint saves.

This is one of those moments that is great about the game.

I, personally, prefer to use RBT to take out tough targets. I would have gone after the Giant. Yet I have seen some pretty solid statistical analysis that indicates the most damage is done by firing it the way he did.

My theory, however, goes thusly. A giant is tough to kill...high T, many W. He only has one or two things likely to have good chances to wound me. a RBT is one of those.

It is interesting to note that I am in the distinct minority even in the Starving Crazed Weasels...most prefer not to shoot when they have but one chance to hit.

I can certainly understand that point of view and do not necessarily disagree with it...however, he had Knights, Swordmasters, White Lions and Phoenix Guard who could all reasonably be expected to wound the Arrer Boyz relatively frequently, but is only a FAVORITE to wound the Giant with the Dragon and RBT. Their higher S (and the RBT ability to multi-wound) mean they are a threat the Giant must respect.

Meanwhile, the Giant was the only VISIBLE thing I had with a reasonable chance to wound his Dragon. If I lose the Giant, his Dragon could conceivably rampage at will throughout my lines. I had nothing else to stop it. Thus, to me, the clear target is taking out the only threat to your dominant advantage.

It all comes down to play style and choices.

I USUALLY go after the most dangerous thing first and then clean up the rest at my leisure. I also realize it is personal preference, and there is no really "wrong" answer here. Both methods have advantages and disadvantages.

His Shadow Warrios also fire at the Arrer Boyz and kill another. His Lothern Seaguard rain 3 hits on the Squig Hoppers, but their S3 proves unable to wound.






O & G Turn 2The Arrer Boyz really have no interest in charging, but my General, being frenzied, is GOING to charge whether I want him to or not...so they might as well to provide him some support. And there are just two knights... so in go the Arrer Boyz.

On the right flank, I demonstrate a complete incompetence in regard to the rules. I think his reckless rule functions like frenzy and that if a flyer flies into trees, it is destroyed like impassable terrain.

So I move my Squig Hoppers towards his dragon mage to force that exact scenario.
I was wrong on every count. He is NOT forced to charge and would stop just short of the trees. Oops.

I manage to get all my magic dispelled, the one that hurt being rolling double 3s, he having just one die left and rolling a six. Grrr.

Shooting not much better as one Spear Chukkah hits, but a "1" means no wounds.

The General does 3 impact hits (Iron Back Boar, but he saves 2 of them, then in the challenge I whiff. Fortunately, I outnumber, and win...they break, I over-run. The Arrer Boyz barely move, but the General over-runs into the RBT. Woo-hoo!





High Elf Turn 2His Phoenix Guard charge the Arrer Boyz, his Dragon mage charges the Squig Hoppers, and his Shadow Warriors reform to flank my General after he over-runs the RBT (assuming he will).

I use all my dice to Dispel his Conflagration of Doom, he gets of Flaming Sword off.

The Lothern Sea Guard kill 3 Night Goblin bowmen in six hits.



Prior to forming up to face the dragon (and showing my one proxy unit...only 2 actual riders)






The dragon tears the Squig Hoppers to shreds, and then pursues leading to one of my favorite moments in recent memory.

Check out the joy on that Squig-hoppers face. He survived the onslaught...will he survive the pursuit?


It also releases all my Fanatics who open up a can of whoop-smurf on his candy smurf. ** They do a whopping 17 hits. 10 on the dragon, doing....ONE wound. ONE. Hence, I will probably need my Giant to do any damage to him... But they do seven wounds to the Mage. He saves 4 but dies, and the Dragon gets the "whimper" result...which means the Fanatic that JUST reached him dies, and in its death throws, he takes another 2 wounds.

Meanwhile, my General kills both Bolt Thrower crew with impact hits, and gets nearly a max over-run, thus escaping the Shadow Warriors.




I kept trying to anticipate his wins and over-runs so I could counter-charge with my Chariot. It never worked...because I kept beating his Elite units with the Savage Orcs.







High Elf Turn 3
His Swordmasters (I think I called them Phoenix Guard earlier) charge my Save Orc Big Uns. I am not too worried...I have a couple ranks, they are my best combat troops, with good S and T and an extra attack from the Choppas and another from Frenzy.

His champ and mine go into a challenge. His General kills one Big Un. In the challenge, I ward save his hit (Go 6+ Ward!) and wound him back 3 times. He saves 2 with his own Ward save but fails the third and dies. The other 3 swordmasters kill 2 Big Uns, my last guy kills 2 of his. I win by 2 but he passes his test.

Orc & Goblin Turn 4
The Giant charges into the combat and gets in a challenge with Cadryan (?). Foot of Gork stomps the Lothern Seaguard, killing 4, I release my bound spell 'headbuttt to kill another, and then the Gaze of Gork finishes them off. Magic FTW!

In the challenge, Cadryan wounds the Giant. The Giant swings his club, wounding Cadryan thrice, but saved twice, so tied. His Sword masters kill 2 Big Uns, I do 2 wounds back and he armor saves one and ward saves the other. I still win the combat...



High Elf Turn 4
He makes a couple charges on my right flank with his tardily moving White Lions and Phoenix Guard.

Note: he had not played for a while, so this was understandable. In our post-battle discussion, these were the primary topic. He admitted his initial plan was thwarted...and as a result he only began moving them late in the game.
This was a big advantage for me as it allowed my weak flank to hold its own and actually (eventually) take out his dragon mage while my strong flank was allowed to have more strength at each point of contact.

There is a lesson here for every general . Units you place or leave where they are no threat are wasted points and give your opponent an unnecessary advantage. He effectively removed nearly a third of his points from the battle until too late whereas I had just about 10% of my points over there.

This had the same effect as giving me over a 300 point advantage...and in a 1500 point game, that is far too much unless one player is VASTLY superior to the other.

Always make sure you have not just a primary role for each troop, but also a secondary role...never let them just stand around. At the very least THREATEN your opponent with them...maybe a flank charge or even a frontal charge if necessary. A threat is often better than an actual attack because your opponent then has to react.

This is not a shot at Space Monkey. I think it would be unfair to expect someone who had not played in close to a year to play a flawless game (and I have already shown that I hardly played a flawless game...) and this is exactly the type of thing that is more about inexperience and rust than anything.

Anyway, I stand and shoot....3 Phoenix Guard slain, the other 2 break and run. The White Lions make it in.

His Shadow Guard also charge my General.

The White Lions only kill 2 bowmen and take a casualty in return. I am ranked (I had reformed a while before when I had no target and I was thinking about moving my spearmen)...he breaks and flees.



My general kills 2 Shadow Warriors, the other breaks, I overrun him.

Cadryan cannot wound the Giant, the Giant again swings club. Three wounds...two saved, one not. It is enough. Cadryan dies...and does 5 wounds to the Giant with the curse, killing him as well!
This was the highlight of the night, as it was the express purpose Space Monkey included Cadryan, and it worked. He wanted Cadryan to die and take someone with him via curse. Since the Giant was my single most expensive model (by about double!) it was the right one.

No damage from the fall.
His Swordmasters die and we call it.


The traditional "We survived the carnage" photo op.
Overview
My Chariot did lots of maneuvering, but never managed to get into combat. Fail. Well, sort of...it was always a threat he had to be aware of. Would have been nice to get some impact hits...and I kept it from getting charged. But still...fail.

My General, by contrast, rampaged around the field killing indiscriminately. He basically Casablanca'd the entire High Elf army.

The Spear chukkas, for just 70 points total, put a wound on a dragon. The fanatics killed the dragon (and about 6 or 7 Night Goblins) and Mage. Epic success.

The Squig Hoppers lured him to where I wanted him...65 points well spent.

The Savage Orc big Uns were fun (and look cool) but struggled to wound t3 troops. Scary. I can only imagine how ugly it would be against Chaos Warriors or Ogres. Oh, well.

The Savage Orc Shaman and Night Goblin Shaman combined to kill 3 Knights, 10 Lothern Sea Guard, and keep him from getting off Conflagration of Doom.

This was a very enjoyable evening with my favorite Warhammer outcome. Do not know who won...do not care. We both did some casualties, both took some, and had a great time with my good friend playing an entertaining game.

Oh, and...the O&G are quite fun.

* Yes, I realize the chariot and Spear Chukkas do not have options for those things...but they were the only models I had to hand to fill the points.
** Yes, you are welcome for the random, pointless callback to the Great One, the Rock. Do you smell what I am cooking?