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So I was in a battle the other week. I had a big unit of 2 hand weapon orcs bearing down on my lines, complete with a nasty character. In front of it were 1 unit of 10 quarrelers with shields, and a bolt thrower with engineer.
I was trying to set up a trap, the orcs would smash the quarrelers, and overrun into the longbeards and hammerers w/lord who were waiting behind. To my suprise, the orcs charged both the quarrelers and the bolt thrower. The orc character spent several turns unsuccessfully challenging the engineer, and the normal orcs only killed a few dwarves a turn, and I got an unusually high number of kills back. Also, I had the lord's leadership, and a BSB in range.
These two units held off the big unit of orcs for 3-4 CC phases, long enough for the game to end, denying me the opportunity to pound the orcs with my stronger CC units. grr...
My question is, is this sort of result typical? i've had another game where screening my CC troops with my missle troops denied me the chance to get in CC. Should I drop this tactic, or am I just having wierd luck?
Last edited by kooshlord; November 16th, 2006 at 21:26.
Arena of Death Champion: Nexim of the Guldskullz Tribe. Fear my wrath!
I'll assume that when you say a "big" unit of orcs, they had 4 ranks, a standard, and outnumbered you.
So you start off losing the combat by 5. So if he rolls really bad and doesn't kill anyone (with great weapons he'd have to be rolling REALLY badly), and you manage to kill a couple of orcs, you can lessen that gap.
Dwarves also have a damn good leadership, and with a battle standard bearer you might be able to hold pretty regularly. But the fact is that the orcs SHOULD have inflicted a couple of wounds on you to start with (hit on 4's, wound on 3's, you save on 6's (assuming they have light armor).
The dwarven high toughness combined with decent armor and a good leadership is extremely difficult to get around...
wounding on 3s?? how strong are these orcs?(hit on 4's, wound on 3's, you save on 6's
After the first round of combat regular orcs will be wounding dwarves on 5's actually. Remember the regular orc boy is S3, the choppa give the bonus for first round of combat only. If an orc unit doesn't break you in the first round of combat then its most likely not going to break an dwarf unit in combat without help. Quarrellers are amazing and hold more often after then first round of combat then most units... i play dwarves and orcs
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
I wish that my Quarrellers were that resilient. It's an unusual result, but certainly not implausible. You should be praising their resilience, but don't bank on it next time.
I wouldn't have your hard-core combat units behind your ranged units, but next to them so that you can flee with your Quarrellers and get a flank charge in with your Hammerers. With the 30 inch range on the Quarrellers, you can sit them back from the line of deployment a couple of inches as well, potentially giving you an extra round of shooting against opposing infantry. Just don't put them too far back so that they flee off the table.
Wood Elves 2/0/1
Orcs & Goblins 0/1/0
Next Army - Tomb Kings
If you're expecting to use the quarrelers as a dispensable unit so that your rear combat units can get into combat, then you should flee with them. Your fighty units to the rear should deploy a little farther back from the quarrelers who then flee any charges, leaving you for a counter charge. Or if need be, you can simply attempt to absorb the charge with any rear units, letting the quarrelers rally to the rear.
With my WE archers I know one of two things: I can flee or I can hold for combat and almost certainly be broken. Either way, I expend the unit and set up counter charges.
Dwarfs, on the other hand, might hold where my archers would lose combat. High toughness and leadership with a little bit of armor can go a long way.
I'd just flee, unless you need them to stand and shoot, in which case I wouldn't challenge with the engineer. I'd just let him chop me to bits and make sure I had redundant support nearby.
That's my opinion: screening units have to either die or run away, or maybe flank if I'm lucky. Just get them out of the way and let your bad boys go to work.
Firstly, interesting tactic there Kooshlord. Of course iI couldn't execute that with my Thunderers, too expensive.
But, as for your question, They probably should have broken and fled after the first round. Afterwards, they would have held on their own. it ws that turn of bad luck for you that kept them there, unless I'm wrong, which I have been in the past.