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Thread: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

  1. #101

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    I don't like paying 90pts to kill my own guys for a rule that I should be getting a discount for in unit price. Plus adding that black orc in, would make the unit even more unwieldy in placement.

    And really so far my offensive magic is not that great unless I get to fight monster infantry. Hand of gork is great, but no one is letting me cast it anymore, unless I get IF on it.

    I think my more pressing concerns for the future are getting a magic weapon or 2 into my army because of all the ethereal vamp stuff about to come my way and getting a 2nd level on my lvl 1, to try and work things in favor of him having 'ere we go', since that spell is mostly useless in the hands of my lvl 4 as that max 12" range of the spell means that it's not really going to be there to help my savages most of the time when they need it.

    Dropping a chariot and the great weapon on my savage big boss, gives me 54pts to take a cheap magic weapon on my savage big boss and raise my lvl 1 to lvl 2.

    Then I roll for spells with my lvl 4 first, trade in ere we go if I roll for it and that should vastly increase the chances for my lvl 2 to have ere we go.

  2. #102

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    Hmm Kay-at least the lvl2 will be able to cast As long ad both units do not pick fights--

    Black orc big bosses everywhere just seem to be bench warming these days- even though animosity screws O&G players everywhere... Shame they so not give the bubble anymore
    "just make the Base size reasonable" go go 100mm by 100mm!

    "they cannot stop the signal-!"

  3. #103
    Chapter Master Djekar's Avatar
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    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    I understand what you mean about not wanting to kill your bunker goblins, but I look at it that sometimes that missed turn of magic can mean the game. So it's a few more dead night goblins vs. possibly the game. I take the dead night goblins, but I understand your decision if you don't routinely get things done with magic. Speaking of, you don't seem to have a lot of luck with your Foot stomping on anything, but really that is the spell that often wins games of the Big Waaagh! spells.

    I like the idea for a magic weapon - totally going to have to go there if our meta ever includes vamps again. On that note - why not drop the points from your bricks of 100 instead of the chariot? Go 90 instead of 100 and you get 64 (with the great weapon) and you don't lose a unit. You might be able to get a better magic weapon too - not that it is a big issue.
    Quote Originally Posted by SiNNiX
    If I wasn't completely against the lame practice of "sigging" people's comments, I would sig this one.
    Quote Originally Posted by HereComesTomorrow
    So you can try to avoid it, but it can just FORCE ITSELF UPON YOU like an overly ambitious teenage lover.

    Then once it's done wrecking you and leaving you in a pile, it can reform, cast the spell again and move on, like an unstoppable serial sex offender..

  4. #104

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    Foot of gork is a hot and cold spell. Sometimes it works wonders, but often it does nothing.

    I really think I need a magic weapon or 2, but I also want that GW on my savage big boss because of all the warrior armies.

    I guess sword of strength is the next best thing to a gw, but it costs so much.

  5. #105

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    I’ve played in 3 tourney’s the last 4 weekends, 1 2500pt and 2 3k(no grand armies).

    I’m not going to write up reports for every game, since that would take forever. I’ll just write up a few from some of the crazier games or against some of the tougher lists. I played 4 games against new VC from 4 different people, with 4 pretty different lists. I’ll start with one of those and skip a game against ogres where I lost 60ngs in one round of combat.

    Vs Vampires:

    His army:
    1. Vamp lord with nightshroud, beguile, great weapon and 4+ ward
    2. Vamp lvl 1, scroll don’t know what else
    3. Wight bsb
    4. 40 skellies w/fc, screaming banner
    5. 20ish zombies w/banner
    6. 25+ zombies w/banner
    7. 25 ghouls
    8. 5 wolves
    9. 25+ grave guard w/fc, great weapons
    10. 5 hex wraiths
    11. 5 blood knights
    12. Terrorgeist
    13. Spirit host

    My army:
    1. Savage Orc great shaman, general, lvl 4
    Fire ring, scroll
    2. Ng BSB, standard of discipline, shield
    3. Savage shaman lvl 2, shrunken head
    4. Savage big boss w/gw
    5. 4 goblin big bosses w/gw
    6. 2 night goblin big bosses w/gw
    7. 2 x 95 night goblins w/spears, shields, standard, nets
    8. 40 big’un savages w/fc, 2 choppas
    9. Troll
    10. 20 night goblins w/standard, shortbows
    11. 20 goblins w/standard, 1 skulker
    12. 2 manglers
    13. 2 lobbas
    14. Doom diver

    Scenario was meeting engagement, but you didn’t have to roll for reinforcements. It was also blood and glory, but you didn’t lose if you reached your breaking point, your opponent gained 650vp instead. Also it was a Lethal Weapon themed tournament, so the objectives were to rescue hostages in 2 towers for 100vp. I misread it and thought you could rescue and then leave the tower, but you had to be in the tower at the end of the game to get the vps. So I mis-deployed my savages to be behind a tower.
    Also you got 2 cards and were able to play one during the game. If you yelled out DIPLOMATIC IMMUNITY! In a foreign accent, you got to make 1 unit immune to shooting for a turn and gained 50vp. If you yelled out, IT’S JUST BEEN REVOKED! You nullified the first card. The other player still got the vps though.
    Here is a pic of deployment.

    http://i384.photobucket.com/albums/o...ewvc1start.jpg


    I set up a mangler down at the bottom first, assuming his hexwraiths would go there. I wanted them to have a difficult time doing anything else other than killing that mangler, since I had ng’s in the tower there, he would have a difficult time moving them up the flank.



    I won first turn:

    Orc 1:
    1. I move up, take the building and realize that I didn’t read the scenario right. Also, from the angle that I was sitting, I completely missed his spirit host behind his tower, that was about to take out a mangler.
    2. I have a lobba misfire and blow up. That same lobba misfired 4 straight times in my previous game. Sigh.

    http://i384.photobucket.com/albums/o...ewvc1turn1.jpg
    ----------------------------------------------------------------------------------------------------

    VC 1:

    1. He takes out both manglers w/ethereal and screams his geist at my ng’s in the tower, killing 4. Nothing much else happens.

    http://i384.photobucket.com/albums/o...vc1turn1v1.jpg
    -----------------------------------------------------------------------------------------------------------

    Orc 2:

    1. My night goblins near the scenario tower(the paper one) make a mess of things, by failing animosity and being forced to charge the wolf flank. This means that when my savages come out of the building from the front, they would have to swing all the way around that horde, instead of making a quick wheel down the center of the table to munch on unit after unit. So that causes me to decide to also charge my other ng’s at the same wolf unit. So then as you will see in the pic, I can make my savages come out the side of the building.
    2. I easily take the wolves out, then reform one horde to face the center of the table. I decide to overrun with the center horde, thinking that with all my attacks I can make short work of the ghouls and then reform to face the skellies. I had thought the vamp in the skellie unit was just a lvl 1 mage and I figured he had the lvl 3 bunkered in with the zombies. Instead it was the other way around…

    At the end of this turn both battle lines are a mess. Me at the top with my hordes and him at the bottom, with his grave guard, blood knights and hex’s and terrorgeist all bunched together.

    http://i384.photobucket.com/albums/o...ewvc1turn2.jpg
    -----------------------------------------------------------------------------------------------------------------------

    VC turn 2:

    1. He charges the skellies w/lord into my ng horde flank. He screams again at my ng’s in the building. I can only assume he was doing this to try and help break my fortitude, which was 8 to start.
    2. My horde is barely in gen/bsb range with just the back rank, I feel I will be ok though, but then find out I am facing the combat lord, so even killing around 8 ghouls, his vamp lord kills my ng big boss in a challenge and gets max CR. So instead of crumbling him, I lose combat and now I likely won’t be in bsb/gen range during the next combat, I also find out that he has screaming banner and nightshroud, so just passing any ld checks are going to be a pain.

    http://i384.photobucket.com/albums/o...vc1turn2v2.jpg
    ---------------------------------------------------------------------------------------------------------

    Orc 3:
    1. I get hand of gork off to lift my bunker and carry them across the table to the scenario tower. Next turn they can enter it and I am also back in good position to support the horde in combat with my gen/bsb’s LD and re-rolls.

    Also my savages are now in great position to fight his tougher units toward the bottom of the table.

    2. In the combat, I lose a goblin big boss to the challenge, but I am still steadfast and manage to hold even with -1LD and having to take off the lowest of 3 dice for my break test.

    http://i384.photobucket.com/albums/o...ewvc1turn3.jpg
    ----------------------------------------------------------------------------------------------------
    VC 3:

    1. I yell, DIPLOMATIC IMMUNITY! To get my 50vp. and protect my savages from a terrorgeist scream, However he yells, IT’S JUST BEEN REVOKED!
    2. He charges his grave guard into the troll/host combat which was in perpetual draw mode.
    3. I decline his challenge this time, which I should have done last time. The first time it was to ensure I stayed in bsb/general range, but I didn’t need to worry about that now, so I have no idea why I sacrificed a goblin big boss last combat round.

    He munches on goblins, I threw nets on myself, did basically no wounds to him, but managed to make my modified steadfast check.

    My troll breaks and is run down, his host though is in good charge range for my savages.

    He also charged his terrorgeist at my ng’s in the building, they failed terror and came out the other side.
    ---------------------------------------------------------------------
    Orc 4:

    1. My general/bsb bunker fails animosity at the worst time. So now I can’t move up to stay in range of that ng horde. Ugh.
    My short bow ng’s flee off the table.
    My savages charge his spirit host. I pop it, but on overrun, the building keeps me from overrunning into his grave guard like I had hoped.

    What’s worse is that after his vamp lord is through with me, I am out of range of my general/bsb, so that horde does break. It outruns pursuit however and gets away.

    http://i384.photobucket.com/albums/o...ewvc1turn4.jpg
    ------------------------------------------------------------------------------------------------------------
    VC 4:

    1. He makes a very long charge with his skellies and vamp lord into my bunker. Argh.
    But he also bails out my savages by charging his grave guard and hex wraiths into them.
    2. Ok, now the unthinkable happens.

    I reveal my skulker. He gives me ASL, but he has a great weapon, so we strike simultaneously. I need 5’s to hit and roll 3 5’s. I figure it up that I need 6’s to wound anyway, so only killing blows will be wounds, nothing else.

    I roll 1 6. He then mentions he has beguile and that I should have re-rolled my made hits if I failed test, but says to ignore it, since he told me too late.

    He then fails his ward save and his vamp lord dies. To my lone skulker. His terrorgeist then crumbles to dust after rolling I think an 10 or 11.

    This skulker just saved the day for me, doing the impossible. The skulker dies, but I do manage to win combat.
    My savages tear into the grave guard killing like 15 of them. I win by so much that the rest of the unit crumbles along with the hexwraiths.

    We have about 15-20 minutes, so we could have played another turn maybe, but he didn’t have much left to do anything with other than his blood knights and I was going to play it completely safe on my turn to make sure I didn’t pull out a loss from a win other than continuing to fire at his blood knights if they weren't in combat, so we end the game here.

    Victory for the greenskins.

  6. #106

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    Nice report I enjoyed reading it.
    One quick note
    "He also charged his terrorgeist at my ng’s in the building, they failed terror and came out the other side."

    You don't flee from terror if you are garrisoning a building. Pg.128 Charge Reactions.

  7. #107

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    Quote Originally Posted by JustAnotherOrc View Post
    Nice report I enjoyed reading it.
    One quick note
    "He also charged his terrorgeist at my ng’s in the building, they failed terror and came out the other side."

    You don't flee from terror if you are garrisoning a building. Pg.128 Charge Reactions.
    I'll have to remember that. Those ng's were toast anyway.

    Another game vs new vc.

    This time 3000pts. No grand armies.

    This tourney had lots of composition, chiefly no unit over 450pts and you can never gain more than 2 power dice outside of through winds of magic or channeling.

    This game is a straight up pitched battle.

    My army:

    1. Savage great shaman lvl 4, general
    Fire ring, scroll
    2. Black orc bsb, standard of discipline, shield
    3. Savage lvl 2, shrunken head
    4. Savage big boss, sword of anti-heroes
    5. Goblin big boss w/lt armor, charmed shield, biting blade.
    Riding gigantic spider.
    6. 4 goblin big bosses w/gw’s
    7. 2 night goblin big bosses w/gw’s.
    8. 37 savage big’uns w/2 choppas, fc
    9. 2 x 93(or 95, I can’t remember now) ng’s w/spears, shields, standard, nets
    10. 25 goblins w/shields, 2 skulkers, standard
    11. 2 units of 1 Troll
    12. 2 manglers
    13. 2 lobbas
    14. Doom diver
    15. Arachnarok

    His army:

    1. Vc lord on coven throne
    I know he had night shroud, don’t remember what else.
    2. 2 lvl 2 necros
    3. 2 Wraith characters
    4. Banshee
    5. Around 30 ghouls
    6. 50 skellies
    7. 20 zombies
    8. 10 wolves
    9. 3 vageists
    10. Vargulf
    11. Black coach
    12. 3 hosts
    13. 5 blood knights
    14. 5 hex wraiths

    The green horde comes for you:
    http://i384.photobucket.com/albums/o...wvc2start2.jpg

    Bigger pic after deployment.
    http://i384.photobucket.com/albums/o...ewvc2start.jpg
    ----------------------------------------------------
    VC 1:

    1. Nothing of note really happens beyond him killing a troll.

    ------------------------------------------------------
    Orc turn 1:

    1. A ng horde fails animosity and is forced to charge his vargulf that is way to their right. I roll something stupid like an 11 and make the charge. I needed to roll at least a 10. Ugh. This is a mess.
    2. In combat my ng’s do 1 wound to the gulf, he kills a few but crumbles down to his last wound.
    http://i384.photobucket.com/albums/o...vc2turn1v1.jpg
    ---------------------------------------
    VC 2:

    1. He charges his coven throne at my ng horde and his hex’s at my gigantic spider.
    2. He adds some zombies and skellies and heals a wound on his vargulf.
    3. In combat, my gobin can only kill 1 hex wraith, so it’s a 1-1 tie. He doesn’t tell me that apparently hex wraith weapons do not allow armor saves. I find this out in a later game…
    With the coven thrones 8 pages of special rules it is needless to say that it kills a ton of ng’s. Enough to put me out of bsb range. With the ld modifiers from all the vc’s dirty magic items, I break and am run down.

    His vargeists also kill a lobba and overrun off the table.
    http://i384.photobucket.com/albums/o...ewvc2turn2.jpg
    -----------------------------------------------------------------------------
    Orc 2:

    1. I charge my savages at his zombies.
    My remaining mangler rolls very high and goes through both his vargulf and coven throne.

    I kill the vargulf, then roll an 11 for hits on his throne. Something like 8 of them randomize to the vampire lord, killing him outright, I only do 1 wound to the throne though.

    This crumbles his hex wraiths and dire wolves.

    In combat, I wipe out his zombies and overrun into his skellies. We have played slide for years, but he doesn’t let me slide this time and I forget about the rule that would let me maximize combat in later turns. So I am stuck with only 3 wide of my savages getting into combat with his skellies.
    -----------------------------------------------------------------------
    VC 3

    1. He raises more skellies.

    I challenge with my big boss and he answers with a skellie champ, I get max combat res from the challenge. In the end, I win by 12 and 12 more skellies crumble.
    -----------------------------------------------------------------------
    Orc turn 3

    1. My mangler zips back through his coven throne, but can’t get a single wound this time. What’s worse is that of course my ng horde rolls double 1’s for animosity and picks a fight with my goblin bunker, rendering that black orc bsb that I paid so much for, useless.

    This leaves that bunker and more importantly my gen/bsb open to a charge by his vargeists and coven throne on his next turn, instead of me being able to evacuate them out of harm’s way.
    2. My doom diver misfires and blows itself up. I do kill a vargeist with my lobba.
    3. I kill his wraith in the fight with the skellies, but there’s so many of them that it barely makes a dent when they crumble.

    http://i384.photobucket.com/albums/o...vc2turn3v3.jpg
    -----------------------------------------------------
    VC 4
    1. He doesn’t charge my bunker as he needs a good roll, so he just moves up.
    He does charge his coach to my gigantic spider and I hold.
    And he charges his blood knights and spirit hosts to my remaining ng horde. He wants to charge my savage flank with his ghouls but can’t wheel past his spirit hosts.
    2. My ng’s manage to kill 1 blood knight, but he kills a ton of them. I hold from steadfast.

    I don’t know why I challenge his necro instead of just killing it since I am in btb with it, but I do and I do for the rest of the game. He declines every time and I kill a few skellies.

    He kills my gigantic spider guy.
    http://i384.photobucket.com/albums/o...ewvc2turn4.jpg
    --------------------------------------------------------
    Orc 4:

    1. I don’t reform my bunker, or move the characters out. Basically since he was using a movement tray as his coven throne, I just forget it is there and assume that his vargeists would not be in my rear, but the flank and would be easily dealt with by my arachnarok on my next turn.

    And I honestly don’t have any remembrance of why or how my lvl 2 savage shaman died. He was safely on a corner forever.

    http://i384.photobucket.com/albums/o...vc2turn4v4.jpg
    ---------------------------------------------------------------------------------
    VC 5.
    1. His vargeists are in my rear and he gets them and his throne to charge my bunker.
    2. He concentrates attacks on my bsb till it is dead, then he kills a bunch of regular goblins. My skulkers manage to take out 1 vargeist before dying themselves.
    3. He’s able to break my remaining ng horde as I fail my steadfast check and no longer have a re-roll.

    http://i384.photobucket.com/albums/o...ewvc2turn5.jpg
    --------------------------------------------------------------
    Orc Turn 5.

    1. I charge my arachnarok at the flank of his coven throne. My venom surge alone does 5 wounds to it and I do more wounds on top of that. I destroy it outright. I still lose combat though, but hold.

    In the end I lose by about 400. My ng horde running off on it’s own to start the game and get rundown, just cost me all game. That entire flank was wide open and even after my mangler tried to single handedly win the game for me, I wasn’t able to pull it out.

    http://i384.photobucket.com/albums/o...vc2turn5v5.jpg
    -----------------------------------------------
    Victory for new VC.

  8. #108

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    The Cavalcade of VC armies continues.
    This time it’s 3k, with no grand armies, but no other comp.
    Scenario 1 was pitched battle, but you gained 300vp for any table quarter you controlled which you had fortitude in. 100vp if you both had fortitude in the quarter.

    Also we had 5 objective cards to choose from that would gain you extra points, which you could only use once. I chose a card that gave me 500pts for successfully fleeing a charge.

    He chose a card that made me miscast on any double 1’s for turn 1. He also got 500vps if he kept all his power/dispel dice generators alive at the end of the game. All 3 of my opponents used this card against me. I cannot understand why, since I am using orc magic and there was a multitude of powerful magic armies at this tourney. It really made no sense.

    My army:
    1. Orc great shaman, general, lvl 4
    Scroll, 4+ ward, Ironcurse Icon.
    2. Savage shaman, lvl 1, shrunken head
    3. Savage big boss, sword of anti-heroes
    4. Orc BSB, 5+ ward, shield/lt armor
    5. Goblin big boss, charmed shield, warrior bane, lt armor
    Riding gigantic spider
    6. 2 x goblin big bosses w/gw’s
    7. 4 x night goblin big bosses w/gw’s
    8. 38 big’un savages w/2 choppas, fc
    9. 2 x 90 ng’s w/spears, nets, shields, standard
    10. 5 wolf riders
    11. Troll
    12. 33 black orcs w/shields, fc
    Standard of discipline
    13. Arachnarok
    14. 2 manglers


    His army:

    1. Ghoul king riding terrorgeist, the king also had that scream attack, great weapon and some other stuff, lvl 1
    2. 2 lvl 2 necro’s in corpse carts
    3. 20 zombies w/standard
    4. 20 zombies w/standard
    5. 30 ghouls
    6. 30 ghouls
    7. 5 hex wraiths
    8. 6 vargeists
    9. Vargulf
    10. Terrorgeist
    11. Terrorgeist

    So yikes. 4 screams a turn, heavy monster list.

    ------------------------------------------------------------------------------------
    Orc turn 1:

    1. When he vanguard his hex’s, he was in charge range, so I charged my gigantic spider guy at them.
    2. I barely do magic beyond trying to eadbutt, but it’s dispelled. I want to avoid his objective miscast card.
    3. In combat, I kill 2 hex’s. He does 2 wound to me and this is when I find out that hex’s don’t’ allow armor saves. I still win by 1, so 1 more wraith crumbles. So my plan to wipe them out before his terrorgeist can support is over.

    http://i384.photobucket.com/albums/o...ewvc3turn1.jpg
    ---------------------------------------------------------------------------------------
    VC turn 1:

    1. He charges his ghouls at my wolf riders and I flee to collect my 500 bonus points.
    2. He charges a terrorgeist at my spider in combat.
    He kills it with the scream before combat though. He also kills a mangler with a scream. And then he uses both ghoul king screams on an ng horde killing around a dozen of them.
    http://i384.photobucket.com/albums/o...vc3turn1v1.jpg
    -----------------------------------------------------------
    Orc Turn 2:

    1. My left ng horde fails animosity and squabbles.
    2. I charge my savages at a ghoul horde and my right ng horde at a terrorgeist, which draws the remaining hex wraiths into combat.
    3. I don’t think he can get both his remaining geists into the flank of my black orcs. I feel that the back rank of my ng horde fills the gap so that I am safe, so I don’t reform them.
    I think that since only one geist comes in, the worst case scenario is for me to combat reform even if I lose and then tear him a new one during my turn, then combat reform again before his ghouls would be able to get to me.
    I rally my wolf riders.
    4. In combat my savages completely wipe out the ghouls.
    5. My ng’s can only do one wound to the terrorgeist, I hold from steadfast.
    6. Also during this turn my remaining mangler goes through his vargulf, but only does 1 wound, he makes like 6 regen saves. Argh.
    http://i384.photobucket.com/albums/o...ewvc3turn2.jpg
    --------------------------------------------------------------------
    VC 2:

    1. Ok, so now he wants to charge both terrorgeists into my black orc flank. I feel the ng horde back rank prevents that as I think it counts as filling the gap. The tourney organizer says that he can, so he gets both into my flank.

    He also charges his vargeists at my arachnarok.

    2. He heals up a wound on his terrorgeist and brings back one hex wraith.
    3. I lose a bunch more ng’s but hold in the fight vs a terrorgeist and hex wraiths.
    4. My arachnarok does 4 wounds and my goblins do 1 wound to his vargeists. He does 3 wounds to my arach. I win by one which causes a 2nd vargeist to crumble.

    In the main fight, after his 3 screams, challenge that killed my champion and 1 thunderstomp(his lord was no longer in btb so could not stomp), I lose 15 black orcs including my champ. I do 2 wounds back.

    So since I am at -1LD, I need an 8 with a reroll.

    I roll 9 twice.

    Ugh.

    He only pursues with his non-lord terrorgeist and I get away. I lose my standard and bsb though.
    http://i384.photobucket.com/albums/o...vc3turn2v2.jpg
    ---------------------------------------------------------------
    Orc turn 3:

    1. My freaking savages roll double 1’s for animosity. There is no one near them that they can fight though, so they just squabble.
    2. I charge my remaining horde at his wounded terrorgeist.
    My wolf riders fail animosity and are forced to charge his ghoul king. Ugh.

    I rally my black orcs w/general.

    3. For most of the game I have been shooting eadbutt’s at his corpse carts, but he dispels all of them. I can’t get foot of gork’s to do anything either.
    4. In combat my arachnarok and goblins kill 3 more vargeists including crumbling. He does 2 wounds to my arachnarok. He only has one vargeist left alive.

    Both my ng hordes each kill a terrorgeist. For the one that has been in combat though, things are grim as I am well out of general range, have -1 to my ld and still lost the combat. I need a 6 and roll it exactly.

    Night goblins of steel.

    In the other combat, my arachnarok kills the last vargeist, which cannot wound my arachnarok further.

    I wish I had pictures of that fight, but it was happening way away from the main action and I didn’t get pics of it.
    -----------------------------------------------------------------------------------------------
    VC turn 3:

    This game was taking forever and we were out of time, so had to end it with this turn.

    He does nothing but fly his ghoul king behind my black orcs. I got a pic of that here, before he screams, but it is kind of blurry.

    After he screams he kills several more black orcs, but does not wipe them out.

    My night gobbo horde, no longer fighting a terrorgeist, but only 3 hex wraiths, manages to win combat, but not crumble them out as since you can see in that pic, I was down to just 1 rank in the unit. So I think only one hex wraith crumbles and that ends the game.

    http://i384.photobucket.com/albums/o...ewvc3turn3.jpg
    ------------------------------------------------------------------------------------------------------

    I am up by about 500+ before bonus points. We each got 400 for table quarters. And we each got 500 bonus points for meeting our objectives.

    Victory to the greenskins.

    I would not want to face 4 screams like that with an army like chaos warriors, brets or even ogres, who can’t afford to soak up the mass casualties that I was taking.

    This will be the last of my new vc reports for this collection of reports.

    I’ll do at least 2 more non-VC reports, both from the tourney that this current game was in.

  9. #109

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    Game 2 at this tourney was vs Dark Elves.

    The scenario was a Dawn Attack variant. Basically you just had to put at least 2 units in each quadrant. There was some penalty if you didn’t have at least 6 placements, but I can’t remember what it was. There was no bonus scenario points.

    The objective card I used was the double 1’s are miscasts for turn 1. He used the same against me. I just don’t understand why this kept coming up against me with all the power magic armies floating around. There was a 2 slann list out there for crying out loud. Why waste the card on greenskins?


    My army was the same as in the previous report.

    His army:
    1. Unkillable dreadlord, but on a cold one.
    2. Master riding a Pegasus w/ring of hotek
    3. Sorc lord w/dagger
    4. Sorc w/scroll
    5. Hag BSB w/cauldron
    6. 40ish spear elves w/fc
    7. 20-30 corsairs, frenzy banner
    8. 24 repeater crossbows w/shields and fc
    9. 2 units of 10 shades
    10. 2 units of 7 witch elves
    11. Hydra
    12. 20 black guard w/fc
    13. 15 spear elves w/banner to be killed by the dagger.
    14. 5 harpies


    -------------------------------------------------------------------
    DE 1:
    1. He shoots and magics and moves his chaff forward. Amazingly both my manglers and troll survive the onslaught. He has my black orcs at -1M though.

    http://i384.photobucket.com/albums/o...sDEturn1-2.jpg
    ---------------------------------------------------------------------------------------------------
    Orc turn 1:

    1. I manage to roll double 6’s for winds of magic, of course when I can’t risk throwing a lot of dice because of the double 1’s.

    I try to eadbutt his lord and foot of gork his spearelves, but neither gets through.
    http://i384.photobucket.com/albums/o...Eturn1v1-2.jpg
    -----------------------------------------------------------------------------------
    DE 2:

    1. He kills a bunch of goblins and savages with shooting. But he miscasts trying to do a simple fire spell at my troll. He takes a wound on both his sorc’s and doesn’t even manage to hurt my troll.
    2. He had charged his unkillable dreadlord at my arachnarok. And despite me doing 7 wounds, he saves all 7. He does 2 wounds to me, I break and run off the table. Ugh.
    3. He also charged a witch elf unit at my savages to try and character assassinate. Which he does, as he kills my shaman. I wipe out the elves though.
    http://i384.photobucket.com/albums/o...sDEturn2-2.jpg
    ---------------------------------------------------------------------------
    Orc 2:

    1. My left ng horde and black orc charge his harpies, who flee. My savages charge his hydra.
    My other ng’s fail animosity and are forced to charge his shades, he stands and shoots and I fail my charge anyway.
    2. I try to foot of gork again and find out about his ring of hotek. So I miscast, lose 3 black orcs and take a wound to my general, plus I didn’t’ even have enough power.
    3. In combat between attacks, thunderstomps and breath weapon, I lose like 12 savages. I then only do 4 wounds to the hydra so it lives. I need a 9 for steadfast and what do you know? I roll a 11. And re-roll an 11.
    Sigh.

    I break and am run down by the hydra.
    http://i384.photobucket.com/albums/o...sDEturn2v2.jpg
    -----------------------------------------------------------------------------------------
    DE 3:
    1. He charges his unkillable lord at my ng’s. And witch elves to try and character assassinate my black orcs.
    2. Magic/Shooting takes out 2 wounds on my troll and gigantic spider and a bunch more ng’s from my remaining horde and my wolf riders.
    3. His witch elves kill 5 black orcs, but not my bsb. I only kill 3 in return. I win 8-7, but he passes his BT.
    4. He challenges with his lord, I decline and pour attacks into his lord and manage to do 1 wound! Hurray! He kills an ng big boss. He passes his stubborn ld 10 test.
    http://i384.photobucket.com/albums/o...sDEturn3-2.jpg
    ---------------------------------------------------------------------------------------------------------
    Orc turn 3:

    1. I fail yet another charge with my ng’s at his shades.
    2. With the ring of hotek guy always hovering around me and with me not having any shooting or adequate non-LOS magic that can deal with it, there is not much I can do against it. I try to foot of gork again, I miscast and he dispels it. I kill another 3 black orcs, but don’t wound myself.
    3. He does kill my bsb this time with his witch elves. I break him and run them down, pursuing into his rallied harpies.
    4. I decline a challenge again, he kills my other ng big boss. I fail to wound him at all and he passes his stubborn check.
    http://i384.photobucket.com/albums/o...Eturn3v3-1.jpg
    -------------------------------------------------------------------------

    DE turn 4:

    1. He charges his hyrdra at my horde, I fail terror and of course flee off the table.
    2. He gets withering on my black orcs to make them -3T. Ugh. It’s IF so there’s nothing I can do about it and it just kills a couple of spearelves from the miscast.
    3. He kills my gigantic spider guy.
    4. I still can’t kill his lord, he still passes his stubborn test.
    5. I pop his harpies and overrun into his corsairs.
    http://i384.photobucket.com/albums/o...sDEturn4-2.jpg
    --------------------------------------------------------------------------
    Orc Turn 4:

    1. I dispel withering on my black orcs. I get ere we go on my black orcs.
    2. I rip apart his corsairs and run them down.
    3. I still can’t hurt his unkillable lord.
    -----------------------------------------------------------
    DE turn 5:

    1. We have time for one more turn. I can’t win and he can’t lose unless he does something like miscast, kill himself, panic his spears and run them off the board, so he does nothing but fight the unkillable lord combat.
    I get a crazy amount like 8 hits with 12 attacks needing 5’s to hit and then like 5 wounds. 1 does get through his saves and now he is down to 1 wound.
    ---------------------------------------------------------------
    Orc turn 5:
    1. I reform my black orcs, but I also skip magic, because I don’t want to give up more points with a miscast, with his hotek guy still hovering near me.
    2. So this is it, trying to kill his unkillable lord.


    I throw my nets and net myself. Now see this is good. It’s better for me to be S2 with the pendant

    But it is for nothing as this time I only get 4 hits and 2 wounds, both which he saves easily.

    Game over.

    Major loss to the Greenskins.


    ---------------------------------------------------------------------------------------------------



    Game 3 for this tourney was a Blood and Glory Variant. Breaking your opponent does not auto-end the game, it just gives you 1000 bonus VP’s.
    He played that same magic objective card on me. Sigh.
    I played a vanguard objective. Basically I get 500vps if I control more table quarters than he does. To control a quarter, I must have more fortitude in the quarter than he does.

    Also I am allowed to vanguard move 1 core unit or solo character.

    Why do I play this card? Well you are about to find out when you see what I am facing.

    My army is the same as the previous two reports.

    His army:
    1. Arch lector, general
    Folding fortress
    2. Lvl 4 light wizard, don’t know what he had
    3. 5, yes 5 lvl 1 light wizards
    4. BSB, don’t know what he had, I think the flaming banner.
    5. 3 master engineers
    6. Arch lector on the war altar. He had a 1+ armor save and I don’t know what else.
    7. 15 handgunners with standard
    This unit and all his characters other than the warmobile guy were all in the folding fortress.
    8. 6 more units of 10 handgunners w/marksmen w/repeating handguns
    9. 3 cannons
    10. 2 mortars
    11. 2 hellblasters
    12. 2 rocket batteries

    He created a ring around the fortress with war machines and some hand gunners, but was deployed at his back table edge as much as possible.

    His fortitude was only 4. So if I could get some spells at his fortress to kill the bsb or wipe out the handgunners, I would break him. However, between 2 archlectors and 6 channel attempts, this was unlikely.
    So before the battle, I vanguard my savage big’uns. This coupled with getting to start 15” deployed let’s them be 27” into the board, before the game starts, which is vital with all that shooting.
    ---------------------------------------------------------
    Orc 1:
    1. Well my savages repay me getting them 27” onto the board by failing animosity. And since the errata says you can’t charge when you vanguard I have to squabble.
    Everything else moves up.

    2. I try to brain burst his bsb, but he dispels. I try to hand of gork my black orcs, but he destroys the spell.
    http://i384.photobucket.com/albums/o...mpireturn1.jpg
    http://i384.photobucket.com/albums/o...pireturn11.jpg
    ---------------------------------------------------------
    Empire 1:

    1. He tries banishment on my black orcs 2 times, I dispel once and have to scroll the other. He would be S9 and I didn’t want to lose a bunch of black orcs even before shooting began.
    2. His gunline starts off by shooting 3 cannonballs at my arachnarok. 1 sails over, but the other 2 hit and kill it. My wolf riders and ng horde both pass panic tests.

    He wipes out my wolf riders.
    He kills my troll.
    He kills 1 mangler.
    He kills 6 savages, 7 black orcs and nearly 30 night goblins from the big horde near the tower.

    He had multiple misfires, but he was able to re-roll 3 from the engineers and a couple just meant no firing this turn.
    http://i384.photobucket.com/albums/o...ireturn1v1.jpg
    ------------------------------------------------------------------
    Orc turn 2:

    1. I charge my black orcs and ng horde at his war altar. The black orcs fail the charge though.
    2. I charge my savages at a unit of handgunners.
    3. My mangler goes through another unit of handgunners, killing 7, then a second unit killing 7. They both panic and flee. One of the fleeing units flees directly onto the mangler. So we rule this kills the mangler and the handgunners are wiped out, since the main rules say if you move onto one the mangler dies. And their flee distance put them right onto it.
    4. I try to brain burst again but he dispels. I rolled all my dice, cause I just need to wound that bsb 2 times to break him and get a bonus 1000vp. But I don’t get IF and he has so many dispel dice that he dispels it.
    5. I rip apart his handgunners, but my overrun leaves me short of his other fleeing gunner unit.

    My night gobbos manage 1 wound on the arch lector.

    http://i384.photobucket.com/albums/o...mpireturn2.jpg
    -------------------------------------------------------------------------
    Empire turn 2:

    1. He concentrates all his magic and firepower that can at my black orcs. He kills bunches of them. I am down to just 12 black orcs, bsb and general. Other than that he picks off a few night goblins from my other horde that are making their way to his last handgunner unit on that side of the table.
    2. In combat my regular spears kill his archector. So then my 2 characters(as I had refused a challenge with the 3rd) do 2 wounds to the altar.

    http://i384.photobucket.com/albums/o...ireturn2v2.jpg
    -----------------------------------------------------------------------------
    Orc 3:

    1. To start with I want to just charge my savage big boss at his 3 handgunners(who rallied last turn), so that I can reform my savages to take out those war machines. However, I fail my frenzy check and have to charge them. Argh.

    I charge my black orcs at his altar and my gigantic spider is all the way in his rear and charges a rocket battery.
    2. I cast ere we go, cause I want to make sure I kill that altar. I can’t brain burst, since I am in combat.
    3. I destroy the altar and overrun into a cannon. I wipe out the handgunners and overrun off the table.
    However, my spider guy cannot kill the death rocket, I only kill 2 of them, so I have to wait till next turn and now I can’t overrun into the building and start taking down the garrison.

    It doesn’t occur to me to reform my ng horde from victory to face the handgunners there.
    http://i384.photobucket.com/albums/o...mpireturn3.jpg
    --------------------------------------------------------------------
    Empire turn 3:

    1. He pours into the ng horde in front of the fortress, killing at least 20.
    2. My black orcs pop the cannon and overrun into a hellblaster.
    My gigantic spider finishes off the rocket battery it was facing.
    -------------------------------------------------------------------
    Orc 4:

    1. My left side ng horde charges his last handgunner unit over there.
    I charge my gigantic spider at his remaining rocket battery and I charge a goblin big boss and night goblin big boss out of the unit and to the battery.

    I do this to make sure the battery dies, but to also give me a chance to overrun with those characters into his garrison. And if they don’t, then he has more targets than just my ng horde, which is getting down to around 30 left and I need to keep my fortitude from being less than his to win my objective. Right now I am up 6-4 in this table quarter. 1-0 in another.
    2. I can’t do my direct damage spells while In combat, so no magic.
    3. I pop his hellblaster and overrun into a 2nd cannon.
    I destroy his 2nd rocket battery, but my big bosses only roll a 3 for the overrun, so don’t make it to the fortress.
    I break and run down his handgunners with my ng horde.

    My savages also came onto the table to face the handgunner unit that remains guarding the left side of the fortress.
    http://i384.photobucket.com/albums/o...mpireturn4.jpg
    ---------------------------------------------------------------------
    Empire 4:

    1. He starts concentrating heavy fire on my savages. Killing nearly half of them. What can’t shoot at them keeps pouring into the ng horde near the fortress.

    He also kills my gigantic spider boss and both big bosses on foot.

    2. I pop his 2nd cannon and finally have a clear overrun into the fortress. I need to kill 15 handgunners now to break him.
    ------------------------------------------------------------------
    Orc turn 5:

    1. My savages charge his handgunners, who stand and shoot, taking a couple more down.
    2. My black orcs use 2 choppas to kill 12 handgunners. Argh. So close. He makes his steadfast check.
    My savages break the handgunners who outrun pursuit, I pursue into his 2nd hellblaster.
    ---------------------------------------------------------------------
    Empire turn 5:

    1. Now I his last shot at breaking me. My black orcs are out in the open and if he can wipe them out and kill my general, I break and he gets the win and 1000 bonus vps.
    He fires 2 units of handgunners(the garrison depleted to just 3 left). Grapeshot from his remaining cannon, 2 motars and 2 castings of banishment at my black orcs. He kills all 8 that were still alive, plus 1 wound to my bsb and 1 wound to my general.

    So I don’t break. And I win fortitude there 5-4 to ensure I make my objective.
    Other than that my savages destroy his last hellblaster to end the game.

    http://i384.photobucket.com/albums/o...x/DSC01222.jpg

    I’m up around 200 before my 500vp bonus, so victory to the greenskins.

    The synergy of the scenario deployment rules and my objective card bonus, really helped me. In a normal pitched battle it might have taken me another turn to reach combat. I really hate gunlines though, so I am happy that objective card existed.

    After the tourney, I asked the organizer if the objective card points are added before you see who wins and he's said yes, so even if I had only been up by less than 100, I would have gotten the 500vp for my objective, then gotten the win, then gotten the extra 2000vp for winning, so that makes the objective cards pretty important. Same with the scenarios.

    2 of the scenerios gave bonus vps. as well.

  10. #110
    Chapter Master Djekar's Avatar
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    Northeast GA, USA
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    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    Thanks for the battle reports! I'm glad to see a plethora of different VC lists floating around. And man, that Empire list was very odd. I wonder how it did for him the rest of the day?

    Most importantly, the Lethal Weapon theme sounds really pretty hilarious. I hope there were many mentions of "I'm too old for this s***" to be heard throughout the day.
    Quote Originally Posted by SiNNiX
    If I wasn't completely against the lame practice of "sigging" people's comments, I would sig this one.
    Quote Originally Posted by HereComesTomorrow
    So you can try to avoid it, but it can just FORCE ITSELF UPON YOU like an overly ambitious teenage lover.

    Then once it's done wrecking you and leaving you in a pile, it can reform, cast the spell again and move on, like an unstoppable serial sex offender..

  11. #111

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    Not sure how it did in other games. I would have been scared to play it with a smaller more elite army and I still almost lost if it wasn't for the scenario and objective card that gave me a leg up on getting to him faster than normal.

    As for the lethal weapon theme, it was great.

    Rd 1 there was an NPC Gary Busey character who my night goblins killed.
    Rd 2 had the diplomatic immunity
    Rd 3 there was a building rigged to blow up riggs and murtaugh. You could rescue them one at a time or blow the building up if you started your turn within 3" of the building. When they building blew up it did 2D6 S6 magical attacks to every unit within I think 3D6 of the building. You could choose to do a free reform and march directly away from the building if you wished. I blew the building up with my troll. He LIVED, then went on to kill a pump wagon and boar chariot and survive the battle.

  12. #112
    Veteran Sergeant Zhul's Avatar
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    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    I'm a big fan of your battle reports, Shimmergloom, and finally finished reading the whole thread and catching up. Awesome, awesome stuff. I'm starting my own greenskins army and there has been no end to the help provided to me through your reports here. Even though I'm new, I'm not such a big fan of simply going to the Army Lists section here, seeing what the general consensus is on a particular army list or finding out "what's good", and copying that. Personally, I find that insanely boring. Instead, I want to do my own thing, so to speak, build my stuff the way I want it, and figure it out for myself through experience. That said, seeing your army lists here, and then having their abilities and actions during your games described has been madly helpful in, at the very least, letting me know what to expect...sometimes. If there's one thing I've learned from all of this, it's that Orcs and Goblins armies are simply unpredictable. Some days, Unit A is going to perform incredibly, while Unit B fails its' Animosity test and does something annoying. Apparently, it's just the nature of the best, regardless of what unit it may be.

    Anyway, thanks for posting your battle reports, and I definitely look forward to reading more. Not only are they quite entertaining, but they're pretty helpful for a budding greenskin warlord like myself...

    Zhul

  13. #113

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    Thanks.

    Yeah, you never know what these guys are going to do. I've gotten some advice recently about going to a more ng/goblin warboss vs big boss strategy and saw it work against me in universal battle and it was pretty tough.

    I tried it out last night vs brets and it worked wonders.

    Basically, I broke one horde into two smaller units for banners and then put 2 warbosses, 3 big bosses into my remaining horde. After grail knights tore my black orcs apart(killing like 18, breaking and running them down), my ngs swept in, killed 5 grail knights, and broke them w/bsb and lvl4 damsel in return.


    Hopefully I can get some real life games in with this setup before our indy gt and see how it works on the tabletop. For now though it looks like it might be something new that works well.

  14. #114
    Chapter Master Djekar's Avatar
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    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    Can I ask for a clarification on the tactic that you are talking about 'gloom? I'm a little confused on which characters are going where in this new list.
    Quote Originally Posted by SiNNiX
    If I wasn't completely against the lame practice of "sigging" people's comments, I would sig this one.
    Quote Originally Posted by HereComesTomorrow
    So you can try to avoid it, but it can just FORCE ITSELF UPON YOU like an overly ambitious teenage lover.

    Then once it's done wrecking you and leaving you in a pile, it can reform, cast the spell again and move on, like an unstoppable serial sex offender..

  15. #115

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    The list I played against had 2 units with 3 ng warbosses in them. One was with 50ng and the other was around 30 or 40 regular goblins and also had the bsb and 3 skulkers in it.

    For the goblins the entire frontage was skulkers or war bosses, so you could not attack rank and file until you started killing those first.

    For me, I take way too many casaulties to use front line goblin units that small with characters, so I think I might instead drop from 2 hordes to 1, to concentrate characters in one unit. Also whereas right now I use 6 big bosses, I plan to upgrade a couple of those to warbosses. At WS5 and with 3W, the warboss is more irritating to take down than a big boss, even if it costs nearly as much as two big bosses.

  16. #116

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    We had our 5th annual Indy GT. Brawler Bash V. This past weekend.

    It was 3k, but no Grand Armies. We had scenarios based on the book, with changes for each game. In addition we had 5 objective cards. You had to use 1 card each game and could not use the same card twice. We also had a lucky day card that you could use 1 time during the tournament. This would change any 2D6 roll into a 7. You had to use it before rolling and could not use it for a re-roll(so no using it after you failed a ld check and were entitled to a bsb re-roll for example).

    ------------------------------------------------------------------------------------------------
    Game 1 vs Dwarfs

    My army:
    Lords:
    1. Goblin Warboss: General, shield
    a. Armor of Fortune – 35pts
    Total: 103pts
    2. Savage Orc Great Shaman lvl 4
    a. Shrunken Head – 50pts
    Total: 255pts
    3. Goblin Warboss, Great Weapon: 71pts
    Heroes:
    4. Night Goblin BSB, lt. armor/shield
    a. Standard of Discipline – 15pts
    Total: 74 pts
    5. Orc Shaman lvl. 1
    a. Dispel Scroll – 25pts
    b. Ironcurse Icon – 5pts
    Total: 95pts
    6. Night Goblin big boss w/great weapon: 34pts
    7. Night Goblin big boss w/great weapon: 34pts
    8. Night Goblin Big Boss, shield
    a. Shrieking Blade – 10pts
    Total: 42pts
    Core:
    9. 39 Savage Orc Big’Uns w/2nd hand weapon + Full command
    Total: 464pts.
    10. 96 Night Goblins w/Spears and Shields + Nets, Standard Bearer/Musician
    Total: 353pts
    11. 25 Night Goblins w/HW and Shields, Standard Bearer
    Total: 85pts.
    12. 20 Night Goblins w/short bows, Standard Bearer + 1 Fanatic: 95pts
    13. 5 Wolf Riders: 50pts

    Special:
    14. 38 Black Orcs w/shields and Full Command
    a. Banner of the Eternal Flame
    Total: 539pts
    15. Troll: 35pts.



    Rare:
    16. Arachnarok Spider: 290pts
    17. Mangler Squig: 65pts
    18. Mangler Squig: 65pts
    19. Rock Lobba: 85pts
    20. Rock Lobba: 85pts
    21. Doom Diver: 80pts

    Total: 2999pts.

    Pics of my army:

    http://i384.photobucket.com/albums/o...m1x/BBarmy.jpg
    http://i384.photobucket.com/albums/o...1x/blkorcs.jpg
    http://i384.photobucket.com/albums/o...1x/arach-1.jpg

    Here's the dwarf steam tower I made to attack my orc fort.
    http://i384.photobucket.com/albums/o...warfseige2.jpg
    http://i384.photobucket.com/albums/o...m1x/siege1.jpg




    --------------------------------------------------------------

    His army:

    1. Dwarf lord on shield bearers, w/gw, other stuff
    2. Bsb w/+1CR rune
    3. Runelord with item that steals a power dice and spellbreaking rune
    4. 28 hammerers w/command
    5. 25 crossbows w/command
    6. 25 longbeards w/command
    7. 10 thunderers w/standard
    8. 2 cannons, engineers
    9. 2 organ guns
    10. Grudgethrower w/all the trimmings
    11. 2 gyrocopters

    ------------------------------------------------------------------------
    Scenario: Meeting Engagement, but no rolls for reinforcements

    My spells were: lvl 1: ere we go, lvl 4: brain bursta, hand of gork, fists of gork, foot of gork

    The objective card that I played was: Take the Field!
    I got +500vp for controlling more table quarters with fortitude than my opponent. You needed more fortitude to control a quarter. Also one of my core units was allowed to make a vanguard move at the start of the game. This would be great for my savage big’uns.

    The objective card that he played was: Operation Anaconda!
    He got +500vp(in addition to the normal +100) for killing the enemy general. He also could at the start of one of his turns give his general +1LD that would last until the start of his next turn. Max LD10, so it wouldn’t help his dwarf lord at all.

    So I started with Vanguarding my wolf riders and Savages. I also won roll to go first.

    Pic at start. I took this as I was doing my movement phase.
    http://i384.photobucket.com/albums/o...dwarfturn1.jpg
    ----------------------------------------------------------------------
    Orc turn 1:

    1. He easily dispelled my magic. I was trying to hand of gork my savages into easy charge range next turn, as I knew they would suffer immense shooting in his turn.
    2. I concentrated fire on an organ gun close to his Hammerers. One lobba scattered onto his thunderers, killing 3. My doom diver landed on a gyrocopter, destroying it.
    http://i384.photobucket.com/albums/o...arfturn1v1.jpg
    --------------------------------------------------------
    Dwarf Turn 1:

    1. His thunderers killed 3 wolves, but I passed panic.
    2. He fired one cannon at my arachnarok, but only did 1 wound.
    3. All the rest of his shooting, fired at my savages, killing 16 of them.
    http://i384.photobucket.com/albums/o...arfturn1v2.jpg
    -----------------------------------------------------------------
    Orc turn 2:

    1. My ng horde failed animosity and was forced to charge, but failed to reach his thunderers.
    2. My savages tried to charge an organ gun but failed. My wolves charged the other organ gun, My troll failed to charge that same organ gun.
    3. Magic again had no effect.
    4. My doom diver landed on his other gyro, but only did 2 wounds.
    Both my lobbas went for his hammerers and I killed 3.
    5. My wolves managed to kill 2 organ gun crew and lost one in return, he passed his stubborn check.

    ----------------------------------------------------------------------
    Dwarf turn 2:

    1. He decided to land his longbeards on one mangler. I had explained to him what they did if he landed on them, as he hadn’t faced them before. He chose to do so anyway. I rolled for 14 hits and killed 10 longbeards.
    2. His gyro then killed 9 of my general’s unit ng’s. I lost 6 black orcs and 8 more savages to shooting and he did another couple wounds to my arach.
    3. In combat, I managed to destroy his organ gun.
    http://i384.photobucket.com/albums/o...arfturn2v2.jpg
    ------------------------------------------------------------------------------------
    Orc turn 3:
    1. Ng horde failed animosity again and failed another charge on his thunderers.
    2. Troll failed a charge at his cannon. My remaining wolf charged the cannon as well.
    My savages made the charge on his remaining organ gun.
    3. My remaining mangler went through his longbeards, killing about 5 or 6 more.
    4. My arach short bows killed a longbeard. I fired everything else at his gyro, trying to save my general’s unit and either misfired, missed or rolled 1’s to wound with all 3 shots.
    5. My wolf was killed by his cannon crew.
    My savages tore the organ gun apart, but their overrun, put them into his 2nd cannon and not his crossbows.
    http://i384.photobucket.com/albums/o...dwarfturn3.jpg
    -------------------------------------------------------------------------------
    Dwarf Turn 3:

    1. His longbeards w/runelord charged my arach, his crossbows charged my savages flank.
    2. My fanatic missed his gyro as he made another pass at my general’s unit, killing 7 more. I made another panic check, but I was running out of unit.
    3. His remaining shooting only managed to kill 1 black orc and my troll.
    4. The savages killed all 4 cannon crew and 2 crossbows, but he only managed to kill 2 savages in return, making it an 8-8 tie. So I combat reformed to face his crossbows head on.
    My arach kills all his unit other than his runelord, who panics and breaks, fleeing directly onto my mangler, who does not kill him, but my arach does kill him in pursuit. We had to ask to see what the mangler did, as the 7 he rolled landed him square on the mangler. But I was unsure if the mangler would hurt me as well. It was decided that since flees happen first the mangler hurt the runelord, then died, before my arach got there.
    http://i384.photobucket.com/albums/o...arfturn3v3.jpg
    -----------------------------------------------------------------
    Orc turn 4:

    1. At the worst possible time, my general’s unit fails animosity and has to squabble. I had planned on him and my bsb escaping into my ng horde.
    2. Instead, I try to charge the horde at his grudgethrower, but fail and charge my black orcs at his remaining cannon. My arach also charges the rear of his crossbows.
    3. I still have no luck with magic, even with his runelord dead, as my great shaman can’t see much to use foot of gork and is out of range to hand of gork anything that I want moved.
    4. I concentrate shooting again at his gyro. One lobba could not fire this turn, from last turns misfire. The other missed entirely and my doom diver misfired and skittered along the ground and into the river.
    5. My savages and arach, tore his crossbows apart and broke them, running them down. My black orcs did the same to his cannon crew, overrunning into his thunderers.
    http://i384.photobucket.com/albums/o...dwarfturn4.jpg
    ---------------------------------------------------------------
    Dwarf turn 4:

    1. He counter charges my black orcs with his lord’s hammerer unit.
    2. His grudgethrower kills all but 1 of my general’s unit, so all that remains is him, my bsb and standard bearer.
    His gyro kills 11 from my archer unit, but they pass panic.
    3. In combat, I kill 3 hammerers and 6 out of 7 thunderers, but I take mass casualties and lose combat. My black orcs break and are run down. My ng horde passes panic.
    http://i384.photobucket.com/albums/o...arfturn4v4.jpg
    ---------------------------------------------------------------
    Orc turn 5:

    1. Argh. Now my savages fail animosity and are forced to squabble.
    2. I charge my ng horde at his last thunderer, who flees. I pass my re-direct test to charge his grudgethower, but despite only needing a average roll, I fail that charge. Ugh.
    I had figured I could destroy that crew, then overrun off the table, saving me from his hammerers. My gen’s unit could always flee from a charge from the hammerers and still be on the table at the end of the game as it was already turn 5.
    3. No magic as my savages are squabbling.
    4. I finally take out his gyro with my shooting.
    http://i384.photobucket.com/albums/o...dwarfturn5.jpg
    ------------------------------------------------------------------
    Dwarf Turn 5:
    1. His general’s unit charges my ng horde who holds.
    2. He rallies his last thunderer(we forgot he needed double 1’s).
    3. His grudgethrower lands square on my bsb killing him, my standard bearer and doing a wound to my general. My general passes panic.
    4. In combat he kills my shrieking blade big boss in a challenge doing 1 overkill. He kills a around 7 or 8 ng’s, but thanks to my large number of ng attacks, my 3 remaining gw characters and re-rolls for hatred, I kill 7 hammerers. I pass my steadfast check.
    http://i384.photobucket.com/albums/o...arfturn5v5.jpg
    ----------------------------------------------------------------
    Orc turn 6:

    1. My little archer unit squabbles, keeping me from getting my general safely into them. Sigh.
    2. My arach charges his lone thunderer. He flees. I redirect into his grudgethrower and make the charge, killing his fleeing thunderer in the process.
    3. I have nothing to shoot at or use magic for.
    4. He issues another challenge. Now something weird happens. A rule I was not aware of. Where since his shieldbearers attack first, they manage to kill my ng big boss, before his lord can strike, so now his lord cannot fight and gain overkill to my big boss. Otherwise, I actually manage to win combat this time, but he passes his stubborn check. My arach wipes out his g

    ----------------------------------------------------------------------------
    Dwarf turn 6:
    1. He kills another ng big boss, I lose this combat, but pass my last steadfast check. I wasn’t able to wipe out his hammerers, but it was close.


    Victory for Greenskins. The scenario and my objective card helped me out a lot, but letting me start a lot closer to him and keeping me from having to cross that river with most of my army to reach him.

    Game 2 will be vs High Elves. I will try to have the rest of the reports up in the next few days. Maybe 1 per day.

  17. #117
    Odd your Dwarf player did not use his choppers to land on the manglers....
    "just make the Base size reasonable" go go 100mm by 100mm!

    "they cannot stop the signal-!"

  18. #118
    Sweet paint job as always!!

    Is that a dwarf in the cage??
    "just make the Base size reasonable" go go 100mm by 100mm!

    "they cannot stop the signal-!"

  19. #119

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    Yeah. I have a dwarf in a cage attached to my black orc standard bearer. Another dwarf about to be roasted in my savage orcs. A mantic dwarf fighting in my night goblin unit on a scenic base. Another mantic dwarf and a dead casualty mantic dwarf fighting 2 mantic great axe orcs in my black orc unit. And a lone mantic dwarf fighting my arachnarok.

    That went along with my dwarf steam siege tower that was attacking my orc fort, to keep my theme of I hate dwarfs. So I felt it was fitting that I fought dwarfs in game 1.

  20. #120

    Re: Shimmergloom's 8th Edition Orc and Goblins and Friends: Battle reports.

    Game 2 will be vs High Elves.

    This scenario was land grab. It is basically pitched battle, with each controlled table quarter being worth 400vp and each contested quarter being worth 100vp. To control or contest you must have fortitude in the table quarter.
    My objective card was to successfully flee a charge for 500vp. I forget what he played.
    His army:
    1. High elf lord, 4+ ward, riding dragon
    2. High elf bsb w/dispel dice banner
    3. Lvl 2 mage w/beasts
    4. Lvl 2 mage w/life, scroll
    5. Lvl 1 dragon mage, riding dragon
    6. 25 spearelves w/command
    7. 15 sea guard w/command
    8. 3 units of 10 archers, I think 1 had a banner.
    9. 30 swordmasters w/command
    10. 30 white lions w/command

    I won roll to go first.
    ---------------------------------------------------------------
    Orc 1:
    1. Savages start by failing animosity and being forced to squabble. There goes most of my magic phase.
    2. I make up for this in shooting, where I get a direct hit with a lobba on his lord. I randomize so it hits his lord. I wound. Then he fails his ward. I roll for 4 wounds, killing his general outright. To make things even worse for him, his dragon’s reaction is to stay right where it is and not move.

    Now since right now I’ve only earned the 100pts for killing his general, I put the rest of my shooting on his dragon. I get 2 more direct hits and do 4 wounds.
    http://i384.photobucket.com/albums/o...bbvHEturn1.jpg
    -----------------------------------------------------------
    High Elf turn 1:

    1. He casts his spell to get +2T. I don’t remember this lets him heal a wound, so I don’t dispel. Now his dragon has 3 wounds left. Next he gets dwellers off with IF on my black orcs, he heals another wound to his dragon and then kills 18 of my black orcs. Ugh.

    His miscast puts 1 wound on all his casters.
    http://i384.photobucket.com/albums/o...vHEturn1v1.jpg
    ------------------------------------------------------------------------------
    Orc 2:

    1. I charge my arach at an archer unit.
    And charge my wolves at his archers on the hill.
    2. I swift reform my black orcs to get them out of there. I could pretty much lose the entire unit before it can strike to those white lions now. Not to mention the other dragon lurking over there.
    3. I try to hand of gork my mangler, but he dispels.
    I try to foot of gork his dragon, I get a direct hit, but fail to wound.
    4. I put all shooting at his dragon again. I get 2 more direct hits from my lobbas and veer my doom diver back onto it as well, but all that only does 3 wounds. Leaving him with 1. I’ve gotten 7 direct hits on this thing between war machines and foot of gork and it’s still alive, argh.
    5. My arach wipes the archers away and combat reforms to face his spearelves. My wolves lose combat and flee and are cut down by the archers.
    http://i384.photobucket.com/albums/o...bbvHEturn2.jpg
    -------------------------------------------------------------------
    HE turn 2:

    1. He puts his archers who beat the wolves, onto a mangler killing it and them.
    2. He then does the flesh and stone again for his lions, with IF. He uses his lore attribute to heal that mage first. Then the miscast is again putting a S6 hit on all mages. This kills his dwellers mage, his fire mage and puts his life mage back to 1 wound. This dragon gets frenzy/hatred for the rest of the game.

    http://i384.photobucket.com/albums/o...vHEturn2v2.jpg
    -----------------------------------------------------------
    Orc turn 3:

    1. My arach charges his spearelves.
    2. He dispels my foot of gork on his dragon.
    3. One lobba misfires and can’t shoot this turn, the other scatters off the table, but my doom diver does manage to take the final wound off his dragon, killing it.
    4. My arach does massive damage to his elves, but he passes his steadfast check.
    http://i384.photobucket.com/albums/o...bbvHEturn3.jpg
    ------------------------------------------------------------------------
    HE turn 3:

    1. His firedragon has to charge my troll.
    2. With not much magic left he puts another flesh and stone on his lions with IF. So again he heals himself and again he puts another wound on himself.
    3. He easily kills my troll and overruns so I can hit it with either my savages or ng’s and have good position for my mangler vs it.
    http://i384.photobucket.com/albums/o...vHEturn3v3.jpg
    ------------------------------------------------------------------
    Orc turn 4:

    1. I charge my ng at his fire dragon, but not my savages as I worry about their flank vs the white lions on an overrun.
    I then send my mangler through my ng horde and his dragon. I kill maybe 5 or 6 ng, but do 3 wounds to his dragon.
    2. I try to foot of gork his lions, but scatter so that I only kill maybe 1 or 2.
    3. I shoot my doom diver at his archers in a building, but only kill 2 or 3.
    I misfire with one lobba and it destroys itself(it was going to be charged by his sea guard next turn anyway).

    My other lobba scatters off the swords and hit nothing.

    4. His dragon kills a bunch of ng(he had used his breath weapon vs the troll already) and does 1 wound to my warboss, but the combination of my 4 characters and other ng, kill his dragon. I don’t overrun, because it would take me through my own mangler and likely out of gen/bsb range.
    http://i384.photobucket.com/albums/o...bbvHEturn4.jpg
    ---------------------------------------------------------------------
    HE turn 4:

    1. His swords charge my ng horde. This makes him go through my mangler, which he does anyway as he is way behind and needs the points. My mangler kills a few swords.
    2. I roll a 1 for nets. Sigh. He kills all 3 of my ng big bosses and over a dozen more ng with his swords, but I pass my steadfast check.

    http://i384.photobucket.com/albums/o...vHEturn4v4.jpg
    -------------------------------------------------
    Orc Turn 5:

    1. Things can still go wrong, so since my savages pass frenzy, I don’t charge them at his swords(which just gives him a free charge on them with his lions) and with his sea guard lurking behind my general/bsb’s unit, I stay put with them, just reforming the latter to face the sea guard.

    I do charge my arach at his sword’s flank and it makes it.
    2. I shoot my lobba and doom diver at his seaguard, I kill 9 of them, causing them to panic and flee.
    3. My arach/ng horde now are able to beat his swords, he flees and I cut them down in pursuit.

    http://i384.photobucket.com/albums/o...bbvHEturn5.jpg
    ---------------------------------------------------------
    HE turn 5:

    1. He just reforms his lions to face my ng horde/arach and rallies his sea guard.
    ---------------------------------------------------------------------
    Orc turn 6:
    1. Since he made no move toward engaging my savages, I just stay back and we agree to end the game.
    --------------------------------------------------------------
    I know that on average his 30 lion attacks + bsb could kill 16-20 savages and on average, I would lose by at least 1. I could gain a ton of points if he rolls below average and I roll above, but otherwise all I have to gain is losing 300vp for controlling a table quarter and instead having it contested by his lions, if I broke and ran.

    So victory to the greenskins. I was at around 4500 vps, so near the max of 5k anyway. The one thing I hated was that I forgot to flee from a charge to pick up those easy 500vp.
    ------------------------------------------------------------------
    Game 3 will be vs Ogres.

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