Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I have only played 2 games since being introduced to Warhammer FB and now have a 1000 point game against a friend so we can start learning the new rules - we are both new to the game. He plays O+G.
My proposed list.
Thane: Great Weapon, Ro Stone, Ro Resistance, Ro Fury, Ro Snorri.
Thane: Shield, Ro Stone, Ro Resistance, Ro Cleaving, Ro Snorri.
Warriors x15, Shields, Musician.
Warriors x10, Shields.
Longbeards x15, Shields, Musician.
Thunderers x10, Shields
Grudge Thrower, Ro Penetrating, Ro Accuracy.
Cannon, Ro Forging, Ro Burning (just incase I face trolls).
I get that to be 1014 if I use the more expensive thane. The plan would be to sit him in with the longbeards and use the other warrior block to march up and shield them, then possibly flee through them as shown in the tricks section to allow the tougher unit into combat.
The thunderers and war machines are going to hopefully whittle down the enemy before they can get to me with the thunders seconding as war maching guards.
The unit of 10 warriors and the bolt thrower I plan to use as flank protection - I was toying with the idea of a bolt thrower with the Ro immolation to act as protection+bait for his fast spider riders (thats the way he got my war machines in our first game) but am unsure if it is worth the points.
Any tips would be appreciated, I do not have any clue as to what I will be facing as we are both new and I do not know the orc army choices well. Should I take the offensive thane or go for the one with the lower save? Do I need some anti magic or a banner in there? Beef up the units more etc?
Last edited by Ariakan; July 23rd, 2010 at 17:24. Reason: typo
The first thane runic combo does not work, because you need to use the Master rune of Kragg the grim to place runes on a great weapon and allow the gw to retain it's 2+ strenght bonus. Without the MroKragg you just have a magic weapon ( with the bonusses the runes grant ) that requires 2 hands to wield.
So take the second combo. A rune of fury instead of snorri however. 4 attacks is better than 3 with +1 to hit, as you can make more kills potentially.
Combine both warrior units in a unit of 20, and give those fellows a full command, the longbeards also. The benefit of a standard and champion is too big to ignore.
You already have 2 powerful warmachines, en bolt thrower is a bit of a luxury. And without an engineer it isn't very accurate at all, hitting usually on 4's or 5's. You can drop it so you won't be over the 1000 pts limit.
So...... The above list is 1012 pts.
drop the 10 warriors with musician ( -95 pts )
drop the bolt thrower ( -45 )
add 5 warriors ( + 45 )
add a champion and standard to the warriors & longbeards ( +40 )
This leaves you with 43 points to toy around with. If your opponents don't mind you going 2 pts over the limit ( In friendly games people usually don't mind 2 or 3 points over the limit, that's no big deal, at about 4 or more points it's a bit too much, as you can easily just remove 1 rank & file then. )
then you can just take the bolt thrower instead. But with BS3 it isn't even likely to even make back it's points, or form a real threat. On average a bolt thrower with BS3 will hit 3 times in a game
Here are some tips for what to do with 43 pts:
- Additional warriors & longbeards
- A runic banner for the longbeards ( rune of determination and rune of battle, for example )
- Additional thunderers
- Engineers on both your warmachines.
I haven't finished reading all the new rules for warmachines in 8th edition yet, but I believe the number of wounds your warmachine has is equal to the number of crewmembers. So there is no harm in adding a 4th crewmember, for an additional wound
I hope this helps, you have the added advantage that Dwarfs gain hatred against Orcs & goblins.
Updated list - thankyou for the advice
Thane: Shield, Ro Stone, Ro Cleaving, Ro Fury, Ro Striking
Warriors x20, Shields, FC.
Longbeards x15, Shields, FC
Thunderers x10, Shields
Grudge Thrower, Ro Penetrating, Ro Accuracy, Engineer + Brace of pistols.
Cannon, Ro Forging, Ro Burning, Engineer + Brace of pistols.
This should make my war machines about as reliable as I can get without a master enginner. I thought of swapping out the Ro Striking for the Ro speed and adding another longbeard or thunderer, a good idea? I spoke with my friend and he is happy with 5 points over the limit as a max.
Any tips for general tactics vs a 1000pt O+G army? My gunline will stay fairly static, hopefully on some high ground with the thunderers just in front to act as a screen and thin out advancing troops - should I push my core units forward as fast a possible to get them into combat asap? Should I advance my thunderers forward to get them to short range and leave the war machines a little more open now they have added protection?
Last edited by Ariakan; July 24th, 2010 at 15:14. Reason: typo