yeah mister! You BETTER post those pics up when you get a chance, and if you don't get a chance...make a chance! I want to see these new breed of Greenskins - they sound amazing!
Azhag the Slaughterer
Borgut Facebeater
Gorbad Ironclaw
Grimgor Ironhide
Grom the Paunch of Misty Mountain
Skarsnik, Warlord of the Eight Peaks
Can Big Jobz fight of the Dark Elves?
So I took the standard 1000 point list - Boss on Squig, level 2, 30 spears, 20 archers, 10 spiders, 5 wolves, 2 chukkas, 5 hoppers, 2 pump wagons v's...
DARK ELVES
Level 2 sorceress
Assassin hiding in unit of Black Guard
18 Repeater crossbows
5 Dark Riders
5 Cold One Knights
18 Black Guard, full command
5 Harpies
5 Harpies
Against my old adversary - now in all the time I've played him (which is lots) I've NEVER beaten him, apart from once in a tournament in which I had DoC! This is by no means his tournament list of DE at 1000 points (It can get MUCH nastier!), but he's a solid strategist and a royal nightmare to bring down!
He deployed the Sorceress in the xbows in woods to the left, dark riders next to them, then cold ones, then black guard, with both units of harpies screening his army.
I placed opposite his left 20 archers, 1 chukka on a small hill. Center was held by spiders & wolves, 30 spears, right was held by everything else!
I won't go into a full battle report (partially I don't have time, and partially I've forgotten enough details to make a proper report) but what I DO want to illustrate is the sheer POWER of our Greenskin armies v's Dark Elves.
FAST CAV
Saved my army from being crushed on any number of occasions - the strategic use of spiders & wolves prevented him from declaring charges on any number of occasions! I also used them to prevent HIS fast cav from being so....fast and therefore freed my units to advance as one. One of the most crucial parts about using fat cav v's Dark Elves is to keep them AWAY from his xbows - any Dark Elf player worth his salt is going to target the crap out of your fast cav so either deploy them well behind terrain or use your core units to screen them for as long as possible.
Aim for the head, bring it down, BRING IT DOWN!!!
OK so we have no one as noble as King Theodin of Rohan to lead our armies but we can follow his advice - to concentrate on the biggest threats and bring them down HARD & FAST. In this case I HAD to just destroy his Dark Riders as soon as I could - they move way to fast, they can fire an horrendous amount of firepower, and hit hard with their bloody hatred! I slammed both spear chukkas, spells, and archers into them at every opportunity until they no longer presented a threat to me, after which I went cannibalistic on his Cold ones! DO NOT WORRY about throwing a single chukka at them which could have killed 3 black guard instead - since in this game he held his black guard back as a reserve I really didn't care!
Hatred
This is what makes the Dark Elves the most dangerous army out the 3 Elven war-hosts - High Elves are so predictable that I don't even bat an eye lid against them, I know all their strengths and weaknesses, Wood Elves are annoying but you can shut them down, Dark Elves are complete nightmares! They cause me constipation!
But it is their one weakness and is why experienced players will shot at your fast cav/throw away units 1st!
His cold ones were down to 3 models and were right on the verge of smashing into my 30 NG spears who had no character supporting them. I rear charged him with 5 squig hoppers, did an epic whiff on rolling die, and killed one miserable Knight - he on the other hand munched me up - the remaining 3 hoppers turned tail and fled - which was the master plan as now his cold ones were running away from me, effectively they can't charge until he's turned them around in his NEXT turn, so I have a 1 turn cushion in which I pay them no attention. But it only works as they have hatred, otherwise I was doomed!
Sneaky Tricks & Million to one chances
DO Use your sneaky tricks against the Elves! Our army, more than any other army, relies on sheer luck at times to win the day. I was at a point were all I had left were my 30 Spears, Squig Boss, 1 Chukka - THAT'S IT! I charged his 2 remaining Cold Ones with the Gobbos, but I needed to pass my fear test in order to do so - ld FIVE!
Dice are rolled....FIVE!!
Phew, ok so now the next thing is he has an assassin lurking on the battlefield on charged out of a unit to smash my approaching pump wagon. Only thing I got is a single chukka who needs a SIX to hit! I rolled the 6! I then needed to wound (anything but a 1), I wounded! OK so now I need to make my wound roll, I need AT LEAST a 3+ to kill him - I rolled a 5! He's dead!
Phew, ok so next gamble
I NOW need to win the combat against the Cold Ones, AND they have to break, AND THEN I need to roll at LEAST an 8 or more to overun the flank of the Black Guards...
YEAH BABY! DONE DEAL!
So the end result was that the 30 spears netted his black guard and killed some. Later the Squig Boss flanked them also to kill a few more, he then rear charged me with his xbows, AND flanked my Squig Boss with his 2 remaining Knights, and in about 5 rounds of combat (3 my turns, 2 his) I rolled THREE ones to net MYSELF, I was able to reduce his Guard down to 3 models, killed some of his xbows, but was eventually wiped out - leaving just 1 unit of spiders and chukka alive on the board!
Sometimes you got to play big and hope for the best - but if there's a chance take it as you never know! In the end he won, but only just, and with just a bit of extra luck (for e.g one of his stupid Harpy units passed THREE ld tests with ld 6, they annoyed me to the bitter end!), it might have been a different game! But at least it was a damn good close game!
Happy 8000 viewing Birthday!!!
Thank you all for following this thread and keeping it alive and kicking! 8000 views! It was 7000 just 2 weeks ago, that's amazing - thanks for all your support!!!
Waaagh the Greenskins and all the joy and fun they bring into our lives!
Big Jobz does a small one!
Well well - so week 3 has began of our 4 week mighty Empires campaign. Thanks to character progression my beloved characters have:
Big Jobz - Night Goblin Big Boss, Scout, flaming attacks, 4+ ward save, + 2 attacks, +1 toughness
Odd Git, Level 2 Night Goblin Shaman, Bound spell (Power level 4, D6 str 4 attacks), 4+ Ward save
Spidda Boss: Goblin Big Boss, Regeneration, 4+ Ward Save, + 1 toughness, bound spell (same as Odd Git)
Well so 1st off I had to face the damned Bretonians again! I have declared an 'Erran-wassa-name War' (He overhead some Knights talking about an errantary war and nicked the concept). I was doing well (as previous posts have told) but my arch nemisis was the only kingdom who not only beat me, but massacred me! Well he did it again, utterly bad decision on my part not to flee my spiders off the board from a charge allowed his 2 power units to over-run through woods and face my unprotected flanks - from there on it was just a case of how much damage could I dish before he killed me - and to add salt to my wounds I had taken 1250 points to his 1000 points! How horrible is that! There was a brief moment in turn 4 were I could have salvaged a draw - when he flanked my generals unit with his errant knights my fanatic (from the nearby archers) launched himself at his mates. I needed AT LEAST to roll 6 or more on the 2D6, which I did, I then rolled a 6 for number of hits, 5 wounds! He only has 6 models charging so I could excited...until he made 4 ward saves! Then he procedeed to munch the generals unit and wiped out my entire army the following turn!
Night Goblins march against me!!
I played my 1st ever game at 500 points - it was NASTY! He had:
TWO Night Goblin Shamans, level 2, 5 mushrooms between them
TWO 20 Strong Night Goblin Spears, full command
TWO Snotling Pump Wagons
I went for the speed Freaks:
Big Jobz on his Giant Squig
Spy-da Boss on a wolf chariot, porkas pig-stikka
5 Spider Riders, bows, musician
5 Wolf Riders, bows, musician
5 Squig Hoppers
Wolf Chariot
The battlefield was a 4ft by 4 ft, lots of Greenskin village huts/walls in the central zones from left to right. I was worried about this one, he had good combat res on both units and potentially devastating pump wagon charges, and serious amounts of magic - both shamans had foot of gork, another had 2d6 str 4 missile attack, the other had mork wants ya - and a chariot always fails initiative tests so OUCH!
He got turn 1, he foot of gorked my squig hoppers - bang! 4 dead! The 2nd foot came down, BANG, Spy-da boss's brand new wheels got crushed! I squabbled with my spider riders so the rest of the troops ran forwards. He then squashed my wolf riders with his foot of gork - killed just the one. Then I got my lucky break - my wolf riders were within charge range of his general shaman who was hanging out on his own waaay at the back. If he cast foot of gork on me again I was steamed! But as it is he went for my general, Spy-Da Boss, and failed to would him! In combat I was also very sad to roll a shameful 2 for impact hits from my wolf chariot that had charged the spears in the center of the field. He beat me in combat, I ran away - straight into a hut - and was flattened worse than a fly hit by a fast moving car on the highway!
But vengeance was about to done! I charged his shaman who couldn't even flee as he was too close to his table edge, he got smashed, I jumped Big Uns out and he flanked the pump wagon, and in the meanwhile Spy Da boss charged the unit of Gobbos who had over-ran into my squig hopper! This was it...Big Uns tore his way through the pump wagon with ease! His overun took him into the flank of the gobbos! They failed to wound my squig hopper, but between the Squig Hopper, Spy Da Boss, and Big Unz I won the combat with ease! I ran his unit down as they turned tail and fled towards the left flank, all 3 of my units in hot pursuit!
My opponent was reeling from shock - his tactical edge had been blown away, his army was now on the verge of collapse. In desperation he tried to stem the tide - his 2nd unit of spears and wagon moved backwards to protect their flanks, while his shaman lined up to blast me. It was time to go big or go home! He cast his 2D6 missle - but I was able to dispel it! He then successfully cast foot of gork but he failed to wound! His gamble of casting two high power level spells on 2D6 worked but I dispelled one and shrugged off another - it was time to mop up! The shaman was gobbled up by the units while my other units lined up to take on his last 2 units - In the end (last turn) he turned his unit around to face my charge in my last turn - Big Jobz, 3 wolf riders, 5 spider riders (with Spy-Da Boss on foot) all charged his last unit - what do you expect? It was carnage!
So a lucky win for me - if he had taken out the wolf riders I would have still killed his one unit of spears and 1 pump wagon but his magic would have destroyed me!
Yeah!
So I have the largest Kingdom still, I am now the proud owner of 3 mines, 2 cities, a fort, and some empty land with my flag firmly planted along the borders to show that Big Jobz came, and Big Jobz conquered!
So are you still winning the campaign?
props for this!
O&G is the only reason i started playing warhamemr again!
Awesome job on beating that 500pts goblin army, I just wonder why he didn't took fanatic's, would have been a smarter choice instead of spears.
Cheers,
G
WAAAGH GHAZAK, fear the might from the goblins
Never underestimate the power of mushroom driven fanatic's
My greenskin blog
Staring at the jaws of defeat - Big Jobz has a big job to do
Most epic game - EVER!
So we're into round 3 of the campaign - just a week to go and I have to start thinking about challenging the big guns out there.
A wood elf player (Staffer from another store, excellent WFB player) has 5 kingdom tiles including a city - he's the 2nd largest kingdom on the map and so Big Jobz decided it was time to launch....
Operation IN YER FACE!
Big Jobz (NG Big Boss) LA & Shield, akrit axe, brimstone bauble, squig
Odd Git (NG Level 2 shaman) staff of badum, mushrooms
Spy-Da Boss (Goblin Big Boss) LA & Shield, martogs best basha, effigy of Mork, Giant spider
30 NG spears, FC, netters, 2 fanatics
30 NG spears, FC, netters, 1 fanatic
20 NG archers, mc, 2 fanatics
20 NG archers, mc, 1 fanatic
5 Spider riders, bows, musician
5 Spider riders, bows, musician
5 Wolf riders, bows, musician
Wolf Chariot
Wolf Chariot
8 Squig Hoppers
Pump Wagon
Pump Wagon
He had:
Level 2 Mage
Level 2 Mage
Hero (4 + ward, unbreakable, some thing that means in challenges he can only be hit on 6's)
10 archers
10 archers
10 archer
7 fast cav unit
7 war dancers
7 war dancers
9 dryads
9 dryads
Archer scouts
treeman (grr!)
He had a mirrored deployment, 2 archers in middle, flanked by war dancers and dryads, the treeman and cav were deployed opposite the right flank.
I deployed (left to right)
spiders-archers-wolves
Center was left empty
On right flank was:
spears-spears-pump wagon-pump wagon-hoppers-archers-spiders
shaman was behind the spears, Spy-Da boss in the spears, big jobz scouted just in front of my deployment zone.
The game started with him killing my wolves with archers, he wounded some spiders, and tree sang THREE times his woods with the treeman hidden inside - into my half of the board!
I did jack in my turn - nothing worked, and actually my only moment of hope was when I rolled a massive move for big Jobz - he charged the treeman with EIGHT str 5 attacks, did nothing, took a wound, and ran away! He was chased down like the beaten dog he was! Dammit!
It went from bad to worse - I ran my 30 spears forwards and hand of gorked them as well - I got into eight" of his fast cav and released my fanatics! I rolled a 4" and 3" for their move! Worse was I finished off the hand of gork full move and in the wood elf turn they got charged by war dancers and the unbreakable hero! Even though I lost the combat I held, but the next round saw them slain by a flank charge by dryads!
My lone 20 archers took 5 wounds and fell to panic - they started running and didn't stop! The remaining wolf rider fell, spiders on right flank ran off board to terror, and my remaining fanatics were released thanks to treemans blooming advance with the tree singing! The fanatics didn't move far enough, rolling average of 4's or 5's - the one who did make it killed one dryad and hit trees behind them - splat!
His turn saw him shoot all my fanatics dead, his treeman persuaded the trees to reach out and crush all of my squig hoppers, his wood with the annoying treeman crept closer, his right flank was in my face - it was time....
TO CALL A TIME OUT!
Now there are moments in a game when everything looks bleak, and it takes the heart out of me. Losing Big Jobz (OK fair enough a treeman is a big nasty piece of work, and it's pretty obvious he isn't going to die to a 35 point hero) made me sad as I love his model to pieces! So I took a quick 2 minute break to reassess the situation and came back to the table....
The boss has a cunnin plan!
I reviewed what was left of my army. On the left flank I had FIVE spider riders. The center was completly empty. On the left I had:
Pump Wagon-Wolf Chariot-Spears-archers-wolf chariot-pump wagon
He has lost a grand total of 4 war dancers & 1 Dryad....
But then it hit me! I had a chance of turning things around, but I'd need a huge dose of luck! 1st of all I charged his dryads with my wolf chariot - they had a screen of war dancers behind them, and to the left of them were the annoying fast cav. I rushed the chariot forwards (thank Gork I passed my fear test) and the chariot hurtled towards the closet dryad. BUT at the last possible moment I did my free pivot so that when I connected with the skirmisher my chariot was now facing the left, so it was parallel with my deployment zone! This brought his overun into direct contact with the fast cav! OK so part one was done. Part 2 - I had to pass my terror test with my archers - ld 7 - DONE! I moved them forwards to touch the base of the forest. The other thing was my other chariot went up the right flank and hid between 2 huts. The spears moved a few inches forwards (As all game they were moving 2" backwards away from angry treeman!). The pump wagons were moved so they were hidden behind terrain or out of line of sight - I wanted to save them for later!
Now came the luck part - I needed to cast hand of gork on my archers and pray I rolled more than a 7 for their move! So the die rolled, I got a 10! Just to be safe I threw in a mushroom to take the casting value up to 14 - he let the spell go as I told him I was moving my archers forwards.
Now I had to make the critical roll for their move - EIGHT! They crunched into the treeman and were locked in combat.
OK, so for combat - the chariot smashed the dryads aside, they ran, and I over-ran into the fast cav. As for the Treeman combat - well why did I want to charge him?
20 Archers with musician = 3 ranks, outnumber, and as I have a musician the treeman has to kill FIVE models to win a combat from his six attacks. He killed four, tie, so I win by the presence of my musician! But with stubborn ld 9 he was not worried and easily made the test.
On his turn he flanked my doomed chariot with dryads and his unbreakable hero with a great weapon - although the impact hits destroyed all but one horse, his counter charge smashed the chariot before the poor wolves and crewmen could even attack!
Now came the crucial turn for me - I edged the spears (with Spy-Da boss) forwards, the chariot was moved forwards so it was now in charge range of his entire right flank, and I rushed the pump wagons forwards to present him with targets. The spiders on the far left kept backing away from his approaching war dancers, scouts, archers as I wanted to keep his mind focused on them long enough so he wouldn't just rush to the center of the board - it helped by me boasting the unit cost me just 76 points but were going to earn me 100 vp for holding a table quarter, shame on him!
Combat - This time the treeman killed THREE archers but I had 2 ranks and outnumber so he lost again - and rolled a TEN for his leadership test! THIS IS WHAT I WAS COUNTING ON! I knew that if the archers stayed alive long enough they could cause him to eventually fail a leadership test! He ran away 8", my angry warriors surged forwards TEN inches! Smash! Lots of wood for my plucky ladz to build new bows and arrows from! You should have seen the look on his face! Priceless!
Now it was MY TIME!
His army ran forwards as he still out numbered me - and when you're an elite army v's a horde army I always tip my hat to the elite army if they outnumber me! BUT he forgot one crucial fact....
WE ARE GOBBOS!
My chariot passed it's fear test and charged his wardancers, lining them up so it could overrun into his single horse, hero, and archers behind them. I ran my gobbo spears forwards, urged on by Spy-Da Boss while the pump wagons made a beeline for the center of the board to deal with the approaching dryads. My spider riders were shot to heck by his archers the turn before, the single lone survivor made a dash for cover.
Magic phase - I rolled my 3 die for hand of gork as I wanted Spy Da boss and his boys in combat with the wolf chariot and war dancers - DOUBLE SIXES! They were picked up by the warty hands of Gork and thrown into the combat - even with his 4+ ward he lost the combat and ran, I ran into the surprised wood elves behind!
He rushed his dryads forwards into the new combat, his hero issued a challenge which I had to accept with Spy-Da boss - The hero killed my beautiful spider, I shed a tear when I had to take the poor beastie of the board, but elsewhere I was able to win the combat - all 3 of his units fled - the slowest being the dryads at 6" but my miserable chariot rolled a 5 for the pursuit on 3D6! But not to worry - Spy-Da boss and his boyz were locked in a dual with the unbreakable hero. My chariot declared a charge on his archers in the center, the dryads fled at the approach of my chariot and panicked the archers! They also ran (and kept on running). All of a sudden I saw 3 war dancers in the path of the charge so I charged them instead - his eyes popped out as I measured the lovely 18" charge line of the wolf chariot and I ran forwards - pivoting just before contact so the overrun would hit the scouts behind. I killed the war dancers with ease, ran forwards with 15" overrun so he couldn't even flee from me! Elsewhere I finally wounded his hero (1/2 points, yeay!), and by the end of the game:
Spy-Da boss (minus his Spy-Da)
Odd Git
30 Spear Night Gobbos
1 Spider Rider
2 pump wagons
Wolf Chariot
2 table quarters
He had:
10 archers
level 2
level 2
hero with 1 wound (1/2 points)
table quarter
A solid victory for Big Jobz and his Ladz, to rub salt in the wound I used my stash of NINE Empire points and captured 3 of the Wood Elves lands, including 2 mines! REVENGE!
Just started my OandG liberation army on my blog. Lots and lots of boys in heavy fur cloaks and kilts fleeing the lands of the Chaos Dwarves. $175 of green stuff (literally), 300 dice, and a pile of orc heads later...
Check out my Hobby Blog/
stinky elves with their bows and arrows and tree hugging/singing ways.
Hey Jind_Singh you looking ford to playing gobbo's in 8th?
.......... alittle more ....... a little more.
Ouch!
Not a good start for Big Jobz and his guys.
BTW, it is almost like reading one of my own battle reports; boys running around in all directions (except for the direction you want them to), the general is taking a sudden sabbatical and things turning pear-shaped pretty much from turn one.
Damage control, my friend, damage control!![]()
Nice game against the wood elves
I'm getting the feeling that this thread should move to the battle thread section though.
The only cure known for the dreaded illnes of Ruleslawyeritus is a swift dosage of punchinthefaceicilin. -Tapok
The 7 Habits of Effective Gamers: http://www.warseer.com/forums/showthread.php?t=232493
The ONLY reason i joined this forum was to join Malorians arenas. - teafloy_the_damned
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I am STOKED!I can't wait to see how the full rules work out but from the sounds of it we have some major buffs!
The Goblins weakness is their low leadership means they won't stick around once they start losing a fight - well if the hordes rule takes effect this will be a thing of the past! We on the other hand still have full access to our sneaky tricks! For e.g:
1) Rank bonus needed to break ranks - we have THE MOST effective rank breakers in the game - Wolf Riders with Shields as they no longer count as fast cav - i.e. they have ranks! So 10 will cost us a mere 156 pts (inc a musician, spears, shields) and they have an 18" charge and break ranks - not to mention you'll get 10 attacks, 5 at str 4!
2) Cheap characters - 35 points gets you a boss! 50 pts is a warboss! We can have a lot of characters to lead our units - we won't be so dependent on our leadership bubble which means we can actually think about advanced deployment and tactics
3) Cheap special and rare slots - with the exception of Giants or big units of trolls we have really cheap special & rare choices! If the game goes percentage based and not slot based we have no problems fielding exactly the kinds of armies we want to!
And the biggest and coolest thing - we can continue to surprise players with our amazing Gobbos!
Congrats on the win, it sounds like it was a great game.
Cheers,
G
WAAAGH GHAZAK, fear the might from the goblins
Never underestimate the power of mushroom driven fanatic's
My greenskin blog
"it was..... time to take a time out!"good thinking.
~warfucious says, "one man's cheese is another man's whine."
~warfucious asks, "why is most important rule the least remembered rule?"