So using the list I had asked for suggestions previous I had a battle against one of our group's other great General whom was playing his Orks and Goblins. Below is the URL to my army list; http://www.lustria-online.com/viewtopic.php?f=8&t=5264 What he had; General - Black Ork Warboss w/ Magic item that gives +1 attack/+1 strength per unit rank bonus Level 4 Ork Shaman Feedback Scroll *Ork Boss BSB - Pretty sure it was magical but didn't get to find out. Level 2 N. Goblin Shaman Staff of Sneaky stealing (steal power dice and add to dispel pool) Ork Boyz x 25 Spears/shields Full Command *BSB Ork Boy Big'uns x 30 Duel Choppas of Death Full Command General and Lvl 4 here Ork Arrer Boyz x 20 Full Command 20 N. Goblins Nets 3 Finatics Full Command Lvl 2 here 2 Spear Chuckas 1 Rok Lobba Bully 1 Goblin Doom Diva 6 River Trolls ---------------------------- We rolled ten terrain and the Dawn attack. Ted (my opponent) admitted that his list he took was meant to go against Dark Elves but he was fairly confident he would do well against my army. I've gotta say that if there was someone who would test my army it's Ted. Set up - Ted and I rolled pretty decently on our Dawn attack deployments. Ted had most of his machines on a hill except for a bolt thrower. From my left to right he had his N. Goblins on the far edge with a building between them and the BSB/spear Orks. Next to the BSB unit was the B. Orks. Then there was a large gap where he filled with his Arrer boyz in a 10 wide frontage. Beside them was his General's unit and beside them were his Trolls. On my left (moving right) I had both of my ancients and my BSB by himself. As close to my BSB I put my 20 strong spear saurus. Beside my ancients went my CoC Between the Spear Saurus and the Ancients I placed my Lvl 2 priest in a tower. On my saurus' right went my 18 hw/s saurus and next to them as the other unit of 20 saurus (hw/s). Behind my 18 and 20 wh/s units and between I placed my General on Carnosaur. My Chameleons were able to deploy in his deployment zone 12 inches away from his units on the hill on my right flank. (cue maniacle laughter) Turn 1 - Ted took the first turn and immediately rolled a charge from his N. Goblins (1 inch!) and a squabble from his Big 'Uns with which the B. Ork General killed five models to restore order. The rest of his army moved forward to engage me. His magic was generally ineffective with my dispeling most of his spells and the one spell he got through (does a ws4/str4 attack to every model in a unit) I made armour saves on. His shooting saw his Doom diver kill a skink crewman on my A. Steg and the rest of his units missing. For my move I moved my A. Stegs forward about two inches to shoot at his N. Goblins. My saurus units vied to get into a good charge/charge reaction position with his ork units. I hadn't really developed a solid strategy to deal with his trolls and his huge unit of Big 'uns with General. My magic saw me get chain lightning off (my other spell was Uranon's thunderbolt) but the spell killed a paltry few orks and then didn't jump. My shooting from my Chameleons killed the first bolt thrower with poison being key. My two Ancients shot some 20ish shots and caused the unit to panic (leadership 5!). The shots did the trick as he lost his three finatics. Turn 2 Ted's Trolls got a charge off on my 20 hw/s unit of Saurus. I accepted the charge knowing I'd actually get to strike first and prayed for good dice rolls. The rest of his units moved and vied for better charge positions. His magic was largely ineffective once again as I left the same spell he used last time go off. I was anticipating he'd cast Waagh! which would allow his trolls to go first. His spell killed a single saurus... Predictably he cast the Waagh spell but I dispelled it w/ double sixes. His shooting did another wound to the same steg he shot at before but his doom diver and rok lobber malfunctioned and wouldn't shoot for two turns. Combat saw me do a paltry two wounds to the trolls and he proceeded to walk all over my saurus. They ran and were caught. I took the loss of the Saurus in stride. I hadn't expected them to last and now the leadership 4 trolls were out of range of the general so I expected them to walk off before the battle was over. I rallied my senses and moved my Chameleons onto taking out the Doom diver. Unfortunately one of my Ancients was out of charge arc to accompany his large friend into a charge against the spear orks so instead I moved them both up to within 12 inches for shoot. I pulled my BSB unit back to pulled his black orks farther back and into a great side charge position for my CoC. My 18 hw/s Saurus charged into the General's unit, figuring I could hold them up til my Carnosaur could circle and get a rear onto the same unit. My magic was horrible, I failed to get the first spell off so pitched those dice aside and moved onto the meat of shooting. My two ancients did me proud by taking out fully 15 models of spear orks! The unit passed it's panic though so I moved onto my chameleons whom proved their worth once more by taking out the doom diver! In close combat I picked up my dice but was stopped by Ted as he rolled a bucket of dice from his general and wiped six saurus from the unit. In utter amazement I dropped my own bucket against his unit and was awe struck as I only managed to kill a few meazly orks. By the end of combat I needed to roll double ones. Naturally I failed and was chased down. Turn 3 Ted was gleefull as his dice rolls were going completely his way and mine weren't. We both knew that our strategies were equal and the dice were winning for Ted. The Trolls failed their stupidity and stumbled closer to the board edge. Animosity saw the B. Ork General killing another half dozen boyz to maintain order. Ted's BSB unit declaired a charge against one of my ancients which I said I would stand and shoot. I killed a few but Ted's dice came up short and he failed his charge! His General's unit which had over run close enough to charge into my BSB's unit declaired and I held. This time his dice were good to him and we prepaired to fight. His magic did a wound to my skink priest with 'Ead butt but he couldn't cast anything else. Shooting was a joke as his only available machine (his spear chukka) couldn't hit a Steg. Combat saw my Saurus actually win the combat because of the extra attacks from the spears but Ted passed his break check as I realized my flank was open to a B. Ork charge! My two stegs charged into Ted's BSB unit with which they failed their terror check and fled, but not far enough! This brought things a little more back into focus for me as I declaired my Carno's charge into his Arrer boyz. My Chameleons moved over again to shoot at his rok lobber. I held my CoC back and behind a tower so that I could back up my BSB unit as I was out of charge arc this turn. I prayed the BSB would hold for one more turn! Magic saw me get Chain lightning off again against his black orks and actually killed five! However since no unit was within six inches it died. My Chameleons were the only shooting unit available and they only did a single wound to the rok lobber. Combat saw the Saurus work wonders against and tied the General's unit despite taking heavy casualties. I was down to only eight Saurus left and the BSB. I had hoped to get away from the Blorks but to no avail. My General did a horribly small number of wounds and my Carno did barely better. In return my Carno took two wounds and the combat was only won by one, which Ted passed. Turn 4 Ted natually declaired his B. Orks into the side of my BSB. He also reformed his arrer boyz to get more ranks and I sighed in frustration. I vowed never to build my Old Blood so lightly armed again! Ted's shooting missed with his spear chukka and his rok lobba misfired yet again! His magic killed off my priest and hense got Waagh so his entire unit struck first. Needless to say my BSB's unit got decimated and was forced to run away. However the chasing orks failed to realize they were now in perfect position for my CoC to flank his General's unit! My General did a bit better this time around and broke the archers and ran them down. With him now free I could move him over to aid my CoC and Ancients in the center/rear of the board. NOTE: Remember that unit of N. Goblins that ran the first turn from shooting? Well in turn 4 they finally made it off the board! Yup it took four turns to get them 18 inches. By ancients turned and moved so they could make a good charge next turn and still fire their giant blow pipes at the Blorks. My CoC charged the Ork General's flank and I could smell blood! My Carno also moved down with all speed to give threatening charge support to the rest of my units. In shooting my ancients did 10 wounds but only managed to kill six. A fair number for a panic check but they passed. My Chameleons killed off the Rok lobber leaving only the spear chucka for orkish war machines. In combat My CoC lost four to the General's horrific magical weapon. But they gave back even harder and actually broke the unit. And though they failed to run them down I was satisfied that I was able to get the captured BSB and unit two unit standards from them! Turn 5 Ted capitalized on my CoC's position and rear charged them with his B. orks. Knowing full well he would get rear charged himself if they didn't outstretch the dinosaurs. Ted managed to rally his General's unit as well. Magic was a clever affair as Ted cast Waagh and got his Trolls turned around and back into the fight and was able to get his Black orks to face the other direction and ready for the charge from the three dinosaurs. Shooting was ineffective as he still couldn't hit the broad side of an Ancient Stegadon. My CoC had tried to outstretch Ted's black orcs but hadn't quite rolled high enough. Chameleons were just out of move-shoot range to the spear chukka. Next time Goblins...next time! Both of my Carnosaurs charged the Black orks as well as my Carnosaur. Ted failed his terror check and they fled behind the General's unit. My Carnosaur decided to chomp on the General's unit instead but unfortunately my Ancient's couldn't reach. Combat was brutal. My general cut through the unit and dispatched them to a man. The first, and nearly only astounding victory of the game. Turn 6 Ted chambled his trolls forward and into contact with my Carnosaur and then rallied his Blorks for what good it did. Shooting was another laugh as I mentioned Ted would roll and 1 to hit my Stegadon and he then rolled a 2. Combat allowed my Carnosaur and Old Blood to take out two trolls by themselves but the Carnosaur was attacked in kind and killed. My stalward General passed his break test though and held the Trolls as bay so that my Stegs could help finish them off. My skinks moved to within shooting range and killed the final war machine in Ted's army. They had thus far killed two bolt throwers, a catapult and the doom diver. This doubled (or more?) their unit cost! As I said before, never leave home without them! Both of my ancients got their charge off on the Trolls. The combat was gooie with green slime everywhere. My General and friends killed all but two trolls, natually they broke and without taking any chances I chased with all three units. I did catch them and was grateful for the victory. All in all I massacred Ted with just under 1000 point gain. It was really close there until the final two turns of the game. The unit of the match was definately the six Chameleons. On the opposite end of the spectrum I'd say my General was the worst unit of the match. I wanted to give my General survivability but his combat suffered for it. I think I'll revisit how to get better gain in combat but without sacrificeing (or very little) armour. I hope you guys enjoy the report and my appologies for the length. Seems like it took me most of the day to type it out!
Excellent battle report, looks like a hard fought victory! One thing to remember going up against O&G is that all orcs have T4 or better . It means that it's hard for a an Old Blood with only S5 to dish out massive numbers of wounds.
nice combat and nice report. some questions: - turn 2 - you say the diver and lobba would not shoot for 2 turns. that would be misfire result 2-3 (disabled), right? it says the machine doesn't fire this OR next turn - and my O&G friend always says it is only 1 of those. but in that case it would be basically the same as a 4-6 - right? - turn 4 - you say you didn't catch the enemy, but you got 2 standards. how is that possible? - turn 5 - are you saying the waagh spell caused some of his units to turn around/face in the opposite direction? how is that possible? or am I reading it wrong? - concerning the trolls, didn't he use troll vomit on your general? that is a very nasty thing - an auto hit S5 attack with no AS - very usable to kill characters I play against O&G quite often and some answers will come handy thx.
Your friend is using the "RAW" logic in the book. The unfortunate typo in the book should say 'this turn AND next turn'. You might wish to consult the FAQ for the O&G army to see if it was corrected. Ted's unit had collected a number of banners from over the course of the game thus far. When the unit broke he lost those collected banners. So long as I gave chase he drops those banners and won't get them back. Essentially I prevented him from getting victory points by chasing him and having him drop captured banners. The Waagh spell says that all units run towards the nearest enemy. This means that units get a free reform and rush towards an enemy unit. Thus Ted was able to keep his Trolls from shambling off the board by turning them and beating feet away from the board edge. The problem he faced was thus; My General had his full 3 wounds. Either he only get's two auto hits which may not wound (only those in base to base can attack, only two trolls were in base to base). If he does regular attacks he get's six attempts. He wouldn't kill the General outright with those two attack and so he figured that the odds were better if he just made his full on attacks. Thanks for the questions! I hope I answered them understandably in a way that is easy to comprehend. (sometimes I ramble and my meaning doesn't alway become clear)
Eh, it's no big deal. I still killed the unit off and won the game. I'll just be sure to bring up the fact of the spell to him next week.
thanks for the answers. concerning the lobba, the problem is in the main rulebook (stone thrower rules). I wonder why this wasn't FAQed yet. concerning waagh - Yzan is right, give your O&G friend a lecture on his special rules (I need to do that all the time ) concerning the trolls - vomit is a char killer, I would definitely go for it rather than the normal attacks - good for you, that your friend thinks in the way you described
Very nice glad to see the Oldblood in an army list actually kicking some but. I do prefer the Halberd to an additional HW though, small change, but with S6 you still keep you're I4 over the S7 GW always striking last, and more then likely(unless against some other characters or monsters) you will be wounding on 2+, though you do lose an attack, but with the carno you got his 5 attacks and his thunderstomps so you still got a bunch of attacks to roll for