Post by Arguleon Veq on Jul 3, 2007 10:17:06 GMT -5
My Orc and Goblin army is pretty much an accident, it has come about through the last two box sets of the Fantasy editions and a few models from Quest, plus some Wolf Riders that I use as Light Cav for my Dogs of War.
But with them having reached a decent size, even if restricted by the models I actually own. I decided to pit them against my mates Blood Dragons.
The lists were as follows;
Black Orc Big Boss; 141 Points
Heavy Armour,
Shield,
Bigheads Kickin Boots,
Itty Ring.
Night Gobbo Shaman; 135 Points
Staff of Sneaky Stealin.
Night Gobbo Big Boss; 82 Points
Light Armour,
Ulags Akrit Axe,
Spiteful Shield.
20 Orcs; 170 Points
Extra Choppa,
Full Command.
10 Arrer Boys; 60 Points
10 Arrer Boys; 60 Points
10 Goblin Wolf Riders; 160
Spears,
Full Command.
10 Goblin Spider Riders; 160
Full Command.
20 Night Gobbos; 160 Points
Spears,
Full Command,
Netters,
Fanatic.
20 Night Gobbos; 160 Points
Spears,
Full Command,
Netters,
Fanatic.
20 Night Gobbo Archers; 85 Points
Fanatic.
Orc Boar Chariot; 80 Points
1 Troll; 40 Points
1493 Points
My opponents list;
Thrall; 138 Points
Heavy Armour,
Additional Hand Weapon,
Gem of Blood,
Heart Piercing [Re-roll misses].
Necromancer; 140 Points
Extra Level,
Spell Familiar,
Book of Arkhan.
Wight Lord; 82 Points
Heavy Armour,
Shield,
Lance,
Barded Nightmare.
Hero Total - 360 Points
18 Skeletons; 205 Points
Full Command,
Shields,
Light Armour.
20 Zombies; 135 Points
Full Command.
Core Total - 340
20 Graveguard; 290 Points
Full Command,
Shields.
9 Black Knights; 310 Points
Barding,
Full Command,
Banner of the Barrows.
Spirit Hosts; 195 Points
Special Total - 795 Points
Total - 1495 Points
___________________________________________________________________________
Battle Overview
The Orcs and Goblins had a large 1 level flat hill in their deployment zone, roughly in the centre of it. Out in the middle of the battlefield on the Orcs right flank lay a ruined temple. A small rocky hill lay on their right flank, also out in the middle of the battlefield.
The Armies deployed as follows -
A unit of Arrer Boys in two ranks on the hill, along with the Night Gobbo Archers in 3 ranks. Just to the left of the hill lay a Troll, supported by the unit of Night Gobbo Spearmen with the Shaman.
To the left of those, the Orc unit with my Boss.
Then the other Night Gobbo unit to the left of those with an Orc Arrer unit supporting their left flank, slightly angled in for a flank charge if need be.
The Wolf Riders and Chariot took my far left flank while the Spider Riders took the far right flank.
Across the battlefield the Skeleton unit with Vampire and Necromancer squared off with my Orc unit. The Graveguard just to the left of these squaring off against my Night Gobbo Big Boss' unit. The Zombies to the right of the Skeletons facing off against my other Night Gobbo Spearmen. The Black Knights right of the Zombies, ready to head at either my hill or Spearmen and Troll. Then the Spirit Hosts were on my right flank near to the temple.
Turn 1
The Orcs and Goblins elected to go second and let the Undead surge towards them, all the undead units moving as far forward as possible. Their magic phase being uneventful.
The Spider riders headed out towards the flank of the Spirit Hosts, hoping to slow them down.
Animosity seen a few units stranded and doing nothing, whilst the Wolf Riders began to get impatient and surged forward a little, they continued up towards the small hill, facing back across the battlefield to surge into the Grave Guard flank if they decided to advance any further past the small hill.
The Troll roared and charged off into the Black Knights.
The Night Gobbos with the Shaman moved up to get in the way of the Knights if the Knights were to chase the Troll off, this would protect the Spearmen on the hill, as the Knights would only be able to bring about 2 models in to contact with the Night Goblin Spearmen.
The Magic Phase resulted in my Night Goblin miscasting with his first spell attempt. My Orc Arrer Boys on my left shot the Graveguard killing 1, meaning they would be getting 1 less rank bonus. The Archers on the hill killed 3 Skeletons.
The Troll vomited on a Black Knight but failed to wound, the Knights won the combat but the Troll held [within 12" of the General].
Turn 2
The Spirit Hosts turned to face the Spider Riders on their flank but most of the Undead line halted, not wanting to engage the Orcs too early.
The Necromancer rose 8 Skeletons in front of my Goblins with the Big Boss.
The Knights managed to scare the Troll off and run it down but they were not quick enough to slam into the Night Goblin unit waiting behind. This did release the Fanatics from both the Spearmen and the Goblin Archers on the Hill, killing 4 Knights.
Animosity again hit a few units. The Chariot moved up a little and the Wolf Riders marched around to the rear of the Undead Army. The Spider Riders continued to run rings around the Spirit Hosts.
My Spearmen with the Shaman attempted to charge the Knights but they failed a fear test despite needing less than an 8, a roll that could seriously mess up my plans. Thankfully my Shaman made up for his miscast last turn and used the Hand of Gork to push them into combat. The Knight Goblins lost only 1 of their number and another 4 Knights turned to dust, the magic holding them together quickly fading.
The Itty ring reduced the Blood Dragon to 1 wound.
My Arrer Boys on my left formed up into two ranks and shot the Skeletons, killing 1. The raised Skeletons lured the Fanatic out of my Big Boss' unit, and the crazed Night Goblin smashed another 2 of the Skeletons down.
My shooting from the hill felled a few Zombies.
Turn 3
The raised Skeletons moved in front of the Orc Arrer boys, mainly to make room for the Graveguard to march forward. The Skeletons turned to face the Wolf Riders. and used Danse Macabre to charge them, the Wolf Riders fled as a charge reaction, stopping inches short of the board edge. The Zombies also advanced, but they went through a Fanatic, losing 4 of their number.
The Spirit Hosts again turned to face the Spiders, not wanting to be charged in the flank or rear.
The Knights turned to dust as the press of the Goblin numbers overcome the dark magic animating them.
The Spider Riders continued to move around the Spirit Hosts flanks. The Wolf Riders failed to rally and fled straight off the board. My Goblins with Bog Boss and Chariot both declared charges on the Graveguard but both failed their fear tests, the other Goblin unit failed their animosity test so couldn't charge the Zombies either!. The only unit to pass a test was the Arrer Boys who crashed into the raised Skeletons, smashing them to the ground and over-running right into the flank of the Graveguard, making up for my other units.
Shooting from the hill killed 5 Zombies.
Turn 4
The Skeletons turned and started to advance towards my main Orc unit again, the Necromancer healing the Vampire. The Zombies charged my Night Gobbos with Shaman, although the failed their fear test, they outnumbered the Zombies so would need 6's to hit in combat. The Spirit Hosts, finally having had enough of the annoying Spider Riders charged the Arrer Boys on the hill, who promptly fled straight off the board so the Spirit Hosts redirected their charge into the Night Gobbo Archers.
The Night Gobbo Archers although losing a few of their number to their ghostly enemies, managed to win the combat by a few points, wounding the Spirit Hosts.
The rampaging Orc Arrer Boys slammed into the Graveguard flank, hard. Killing 3 and only losing 1 of their number. Another Graveguard fell with combat resolution.
The Goblins fighting the Zombies, although causing no damage, also didn't receive any. They easily beat the Zombies, causing more to fall apart.
The Chariot failed it's animosity test, but other than that most tests were passed for once!. The Spider Riders slammed into the rear of the Spirit Hosts and the Big Boss with his Spearmen charged the Graveguard. The Shaman cast foot of Gork on the Graveguard, stomping a few into the ground.
The Itty ring again wounded the Vampire.
The Big Boss hacked down 2 Graveguard on his own, the Arrer Boys killing another. The Graveguard began to collapse, killing only 2 Goblins.
With the help of the Spider Riders, the Spirit Hosts were also now starting to fade away. The Zombies were wiped out by the Shamans unit.
Turn 5
The Skeletons advanced again, hoping to use Danse Macabre to hit the Orc unit, but having it dispelled. The Night Gobbo Big Boss killed another 3 Graveguard and the unit was finally wiped out. The Spirit Hosts also departed the battlefield, knowing the day was lost.
The Orcs charged the Skeletons, the rampaging Orc Arrer boys supporting them by charging the Skeletons in the flank. The Blood Dragon calling a challenge out to my Black Orc big boss. The Big Boss only hit once, causing a single wound. The wound was reflected back on my Big Boss with the Gem of Blood, the Vampire easily finishing off the confused and wounded Orc.
Still, the Orcs hacked down many Skeletons, easily winning the combat. The Combat resolution left only the wounded Vampire alive.
Turn 6
The Vampire challenged and beat the Orc Champion but was crushed under the press of Greenskin bodies.
Result
Orcs and Goblins; 2200 Points
1500 for destroyed enemy units,
400 for captured banners,
100 for killing enemy general,
200 for table quarters.
Vampire Counts; 569 Points
401 for destroyed enemies,
68 for units under half strength,
100 for killing enemy general.
Orcs and Goblins win by 1631 Points
Massacre!
I was impressed with the Orcs and Goblins, I'd never used them before and they performed great. I was failing Fear tests and Animosity rolls ALL over the place, but everything still held together really well. My magic helped counter some Animosity and Fear rolls, which was really handy.
My Orc Arrer Boys on my left flank were amazing, they killed a unit of raised Skeletons. They weakened the Graveguard with shooting, which meant when they went charging off into them alone, they managed to win. Then they helped out against the main Skeleton unit.
The Fanatics thankfully didn't hit any of my own units. My Big Boss also really impressed me, killing 5 Graveguard!. All my Night Goblins performed great when they actually got into combat though. 3 ranks + outnumbering + a standard + the nets making it really hard for the enemy to wound, ensured that they won every round of combat they were in. This may not have been the case if the enemy units were fully intact, but I made sure I dropped a rank bonus and any chance any unit had of outnumbering me by picking a few off out of each enemy unit with shooting.
I have got a unit of Black Orcs now and was planning on changing my list a fair bit, I'm not even sure if I want to change it now. I'll have to have a few more games before I decide.
But with them having reached a decent size, even if restricted by the models I actually own. I decided to pit them against my mates Blood Dragons.
The lists were as follows;
Black Orc Big Boss; 141 Points
Heavy Armour,
Shield,
Bigheads Kickin Boots,
Itty Ring.
Night Gobbo Shaman; 135 Points
Staff of Sneaky Stealin.
Night Gobbo Big Boss; 82 Points
Light Armour,
Ulags Akrit Axe,
Spiteful Shield.
20 Orcs; 170 Points
Extra Choppa,
Full Command.
10 Arrer Boys; 60 Points
10 Arrer Boys; 60 Points
10 Goblin Wolf Riders; 160
Spears,
Full Command.
10 Goblin Spider Riders; 160
Full Command.
20 Night Gobbos; 160 Points
Spears,
Full Command,
Netters,
Fanatic.
20 Night Gobbos; 160 Points
Spears,
Full Command,
Netters,
Fanatic.
20 Night Gobbo Archers; 85 Points
Fanatic.
Orc Boar Chariot; 80 Points
1 Troll; 40 Points
1493 Points
My opponents list;
Thrall; 138 Points
Heavy Armour,
Additional Hand Weapon,
Gem of Blood,
Heart Piercing [Re-roll misses].
Necromancer; 140 Points
Extra Level,
Spell Familiar,
Book of Arkhan.
Wight Lord; 82 Points
Heavy Armour,
Shield,
Lance,
Barded Nightmare.
Hero Total - 360 Points
18 Skeletons; 205 Points
Full Command,
Shields,
Light Armour.
20 Zombies; 135 Points
Full Command.
Core Total - 340
20 Graveguard; 290 Points
Full Command,
Shields.
9 Black Knights; 310 Points
Barding,
Full Command,
Banner of the Barrows.
Spirit Hosts; 195 Points
Special Total - 795 Points
Total - 1495 Points
___________________________________________________________________________
Battle Overview
The Orcs and Goblins had a large 1 level flat hill in their deployment zone, roughly in the centre of it. Out in the middle of the battlefield on the Orcs right flank lay a ruined temple. A small rocky hill lay on their right flank, also out in the middle of the battlefield.
The Armies deployed as follows -
A unit of Arrer Boys in two ranks on the hill, along with the Night Gobbo Archers in 3 ranks. Just to the left of the hill lay a Troll, supported by the unit of Night Gobbo Spearmen with the Shaman.
To the left of those, the Orc unit with my Boss.
Then the other Night Gobbo unit to the left of those with an Orc Arrer unit supporting their left flank, slightly angled in for a flank charge if need be.
The Wolf Riders and Chariot took my far left flank while the Spider Riders took the far right flank.
Across the battlefield the Skeleton unit with Vampire and Necromancer squared off with my Orc unit. The Graveguard just to the left of these squaring off against my Night Gobbo Big Boss' unit. The Zombies to the right of the Skeletons facing off against my other Night Gobbo Spearmen. The Black Knights right of the Zombies, ready to head at either my hill or Spearmen and Troll. Then the Spirit Hosts were on my right flank near to the temple.
Turn 1
The Orcs and Goblins elected to go second and let the Undead surge towards them, all the undead units moving as far forward as possible. Their magic phase being uneventful.
The Spider riders headed out towards the flank of the Spirit Hosts, hoping to slow them down.
Animosity seen a few units stranded and doing nothing, whilst the Wolf Riders began to get impatient and surged forward a little, they continued up towards the small hill, facing back across the battlefield to surge into the Grave Guard flank if they decided to advance any further past the small hill.
The Troll roared and charged off into the Black Knights.
The Night Gobbos with the Shaman moved up to get in the way of the Knights if the Knights were to chase the Troll off, this would protect the Spearmen on the hill, as the Knights would only be able to bring about 2 models in to contact with the Night Goblin Spearmen.
The Magic Phase resulted in my Night Goblin miscasting with his first spell attempt. My Orc Arrer Boys on my left shot the Graveguard killing 1, meaning they would be getting 1 less rank bonus. The Archers on the hill killed 3 Skeletons.
The Troll vomited on a Black Knight but failed to wound, the Knights won the combat but the Troll held [within 12" of the General].
Turn 2
The Spirit Hosts turned to face the Spider Riders on their flank but most of the Undead line halted, not wanting to engage the Orcs too early.
The Necromancer rose 8 Skeletons in front of my Goblins with the Big Boss.
The Knights managed to scare the Troll off and run it down but they were not quick enough to slam into the Night Goblin unit waiting behind. This did release the Fanatics from both the Spearmen and the Goblin Archers on the Hill, killing 4 Knights.
Animosity again hit a few units. The Chariot moved up a little and the Wolf Riders marched around to the rear of the Undead Army. The Spider Riders continued to run rings around the Spirit Hosts.
My Spearmen with the Shaman attempted to charge the Knights but they failed a fear test despite needing less than an 8, a roll that could seriously mess up my plans. Thankfully my Shaman made up for his miscast last turn and used the Hand of Gork to push them into combat. The Knight Goblins lost only 1 of their number and another 4 Knights turned to dust, the magic holding them together quickly fading.
The Itty ring reduced the Blood Dragon to 1 wound.
My Arrer Boys on my left formed up into two ranks and shot the Skeletons, killing 1. The raised Skeletons lured the Fanatic out of my Big Boss' unit, and the crazed Night Goblin smashed another 2 of the Skeletons down.
My shooting from the hill felled a few Zombies.
Turn 3
The raised Skeletons moved in front of the Orc Arrer boys, mainly to make room for the Graveguard to march forward. The Skeletons turned to face the Wolf Riders. and used Danse Macabre to charge them, the Wolf Riders fled as a charge reaction, stopping inches short of the board edge. The Zombies also advanced, but they went through a Fanatic, losing 4 of their number.
The Spirit Hosts again turned to face the Spiders, not wanting to be charged in the flank or rear.
The Knights turned to dust as the press of the Goblin numbers overcome the dark magic animating them.
The Spider Riders continued to move around the Spirit Hosts flanks. The Wolf Riders failed to rally and fled straight off the board. My Goblins with Bog Boss and Chariot both declared charges on the Graveguard but both failed their fear tests, the other Goblin unit failed their animosity test so couldn't charge the Zombies either!. The only unit to pass a test was the Arrer Boys who crashed into the raised Skeletons, smashing them to the ground and over-running right into the flank of the Graveguard, making up for my other units.
Shooting from the hill killed 5 Zombies.
Turn 4
The Skeletons turned and started to advance towards my main Orc unit again, the Necromancer healing the Vampire. The Zombies charged my Night Gobbos with Shaman, although the failed their fear test, they outnumbered the Zombies so would need 6's to hit in combat. The Spirit Hosts, finally having had enough of the annoying Spider Riders charged the Arrer Boys on the hill, who promptly fled straight off the board so the Spirit Hosts redirected their charge into the Night Gobbo Archers.
The Night Gobbo Archers although losing a few of their number to their ghostly enemies, managed to win the combat by a few points, wounding the Spirit Hosts.
The rampaging Orc Arrer Boys slammed into the Graveguard flank, hard. Killing 3 and only losing 1 of their number. Another Graveguard fell with combat resolution.
The Goblins fighting the Zombies, although causing no damage, also didn't receive any. They easily beat the Zombies, causing more to fall apart.
The Chariot failed it's animosity test, but other than that most tests were passed for once!. The Spider Riders slammed into the rear of the Spirit Hosts and the Big Boss with his Spearmen charged the Graveguard. The Shaman cast foot of Gork on the Graveguard, stomping a few into the ground.
The Itty ring again wounded the Vampire.
The Big Boss hacked down 2 Graveguard on his own, the Arrer Boys killing another. The Graveguard began to collapse, killing only 2 Goblins.
With the help of the Spider Riders, the Spirit Hosts were also now starting to fade away. The Zombies were wiped out by the Shamans unit.
Turn 5
The Skeletons advanced again, hoping to use Danse Macabre to hit the Orc unit, but having it dispelled. The Night Gobbo Big Boss killed another 3 Graveguard and the unit was finally wiped out. The Spirit Hosts also departed the battlefield, knowing the day was lost.
The Orcs charged the Skeletons, the rampaging Orc Arrer boys supporting them by charging the Skeletons in the flank. The Blood Dragon calling a challenge out to my Black Orc big boss. The Big Boss only hit once, causing a single wound. The wound was reflected back on my Big Boss with the Gem of Blood, the Vampire easily finishing off the confused and wounded Orc.
Still, the Orcs hacked down many Skeletons, easily winning the combat. The Combat resolution left only the wounded Vampire alive.
Turn 6
The Vampire challenged and beat the Orc Champion but was crushed under the press of Greenskin bodies.
Result
Orcs and Goblins; 2200 Points
1500 for destroyed enemy units,
400 for captured banners,
100 for killing enemy general,
200 for table quarters.
Vampire Counts; 569 Points
401 for destroyed enemies,
68 for units under half strength,
100 for killing enemy general.
Orcs and Goblins win by 1631 Points
Massacre!
I was impressed with the Orcs and Goblins, I'd never used them before and they performed great. I was failing Fear tests and Animosity rolls ALL over the place, but everything still held together really well. My magic helped counter some Animosity and Fear rolls, which was really handy.
My Orc Arrer Boys on my left flank were amazing, they killed a unit of raised Skeletons. They weakened the Graveguard with shooting, which meant when they went charging off into them alone, they managed to win. Then they helped out against the main Skeleton unit.
The Fanatics thankfully didn't hit any of my own units. My Big Boss also really impressed me, killing 5 Graveguard!. All my Night Goblins performed great when they actually got into combat though. 3 ranks + outnumbering + a standard + the nets making it really hard for the enemy to wound, ensured that they won every round of combat they were in. This may not have been the case if the enemy units were fully intact, but I made sure I dropped a rank bonus and any chance any unit had of outnumbering me by picking a few off out of each enemy unit with shooting.
I have got a unit of Black Orcs now and was planning on changing my list a fair bit, I'm not even sure if I want to change it now. I'll have to have a few more games before I decide.