Monday, 30 May 2011
And now for something completely different! OnG vs De 2000pts
The list I took:
Warboss: AP sword, Armour of Destiny, Crown of Command
BSB, HA, Sh, 4+ ward
Gobbo lvl1: scroll
20 Orc boyz: FC
18 Savage Orc big uns: FC
2x5 wolfriders: spears
2x2 gobbo chariots
I was up against:
lvl4: +1 power dice, Dark lore
lvl2: scroll, fire
Cauldron bsb (played in the movie by a chariot base)
23 Spears: FC
2x15 Black Guard: FC (one with flame and the other the infamous gobbo guard)
So an interesting match up. We rolled the standard old pitched battle, so a good old punch up...just what the doctor ordered.
So we deployed:
So all the Orc enthusiasm for a bit of fisty cuffs paid off and they went first. However, the warboss's unit got a little TOO enthusiastic and beat each other up instead (rolled a 2). To be honest, I instantly regretted placing the manglers in front of the unit in case I rolled a 6 on the animosity table! The pump wagon got off the block with a 4 dice pump into the darkriders. The rest of the army stumbled forward annoyed there was nothing in charge range.
So the Dark Elves get off the block with the harpies flying into one of the mangler. The gobbo Guard get a 5+ ward from the cauldron.
The winds of magic blow kindly on the Darkelves, granting a 12 v 8 phase. The lvl2 starts on a bad note by failing to cast a 3d6 fireball. The lvl4, seizing the initiative, starts with a humble 2 dice Power of Darkness. This is however cast with IF (2nd time in 2 games...). Rolled a 10, lost 3 lvls, then generated 4 dice that killed the lvl4 as it could not cast with the generated dice. Ouch.
In the shooting phase, 40 xbow bolts = dead mangler. The shades shot at the wolfriders killing 1. I the combat, the Pump wagon killed the last Dark rider.
Testing the wind, the gobbo chariots line up the Gobbo Guard and charge, both making it into combat. The pumpwagon, getting caught up in the fun thunder into the Flaming Black guard. The rest of the army moved in, feeling that they might miss out on all the fun.
The spears then paniced and ran off the board thanks to the tactically placed wolfriders...
So starting the feel a little bit like the 1600point game in reverse, the Hydra goes for broke and charges into the Trolls. The Black Guard charge the flank of the chariots in combat with the xbows. Cauldron gives the Black Guard +1 attack
So, the warboss wanting to add a few Hydra heads to his collection charges into the flank of the hydra with his boyz, while the Savage big un's advance on what remains of the Dark Elf line.
In the combat, the handlers target the BSB, doing nothing. The warboss swings his mighty axe at the hydra inflicting 2 wounds, the BSB follows suit doing 1 wound. The boyz, do 1 wound. The hydra, much wounded hits out at the warboss, failing to do any damage. The Trolls, then get the final killing blow in, slapping the hydra down with half eaten fish. What a nice team effort that was!
So we ended the game there, as the final result was a given. My artillery and magic would chase the last unit of shades, and my savage big uns would walk all over what remained of the Black Guard, while the wolfriders would either win or hold the combats with the much reduced xbows, allowing the savage big uns to mop up.
So a refreshing change of pace...thinking I should become an orc player by trade haha. Though I personally would swap out the trolls for squig handlers as they are not stupid, pack a hell of a punch, better steadfast, can take buildings, freeing up the big uns-who need a shrunken head- and are not i1...as much as I love the troll models. The chariots definetly demonstrated the fragile nature of the Dark Elves. Also the REAL BAD LUCK in losing the lvl4 turn 1 was painful, compounded by the trolls holding vs the hydra. Would the lvl4 made a difference? The only spell post lvl4 dying that made a difference was the 3d6 glare vs the remaining shade. I might have had to dodge a doom and darkness or a magic missile at the chariots, but I think my fast stuff still would have got through. If it had not, I had plenty of bodies in hot pursuit.
I really like the Orc list (except the trolls instead of handlers...) and my usual opponent will most likely retire the Dark elves at 2000 point level in favour of the orcs and the Warriors, which is a shame as the Dark elves can be very nasty-but are rather finicky to use. I do however want to run my High Elves vs them in a 2000 point game once they are up and running (I have leave coming up for just that purpose...).