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Map = 18. After the Siege
First Turn = s0m3w0n
Black Orc Big boss 218 pts
Martogs's best basha
Bigged's 'ed kickin boots
Amulet of protectyness
Orc Big Boss 147 pts
Battle Standard Bearer
Mork's Spirit Totem
Orc Big Boss 110 pts
Ulag's akk'rit Axe
Night goblin Shaman 100 pts
x2 Dispel scrolls
lvl 1 wizard
26 Orc Boyz 212 pts
25 Orc Boyz 205 pts
25 Orc Boyz 205 pts
25 Orc Boyz 205 pts
25 Night Goblins 170 pts
Hand weapon and shield
25 Night Goblins 170 pts
Hand weapon and shield
20 Black Orcs 298 pts
x6 Spear Chukkas
Total 2250 of Orcs for you to kill.
3 casting dice.
3 dispel dice (plus mork's spirit totem)2 Scrolls.
Martogs's best basha: +1 WS, Int and Str
Bigged's 'ed kickin boots: +1 Attack
Amulet of protectyness: Model uses same ward and armour save as model that wounded it.
Mork's Spirit Totem: Adds dispel dice no = to the number of ranks of that unit.
Ulag's akk'rit Axe: +1 Str in first round of combat, reroll to hit rolls
Legion of the Scorpion King
Collar of Shapesh
Armour of the Ages
Vambraces of the Sun
Cloak of the Dunes
Staff of Ravening
Casket of Souls
24 Skeleton Warriors
Banner of the Undying Legion
20 Skeleton warriors
1 Scarab Swarm
Screaming Skull Catapult 110pts
Skulls of the Foe
Incantation Dice: 2x1D6 + 4x2D6
Bound Spells: 1xPL3 + 1xPL4
Power Dice: 2
Dispel Dice: 5 (and -1 to enemy casting rolls)
Collar of Shapesh:- Transfer a wound on a roll of 4+ to a model within 4”
Armour of the Ages – 5+ armour save, +1 wound
Vambraces of the Sun – 1 model in base contact loses 1 attack
Cloak of the Dunes – May fly
Hieratic Jar – Cast 1 extra spell for one turn
Staff of Ravening – Bound level 4, range 18”, 3D6 Str 2 hits
Golden Ankhra – 4+ ward
Banner of the Undying Legion – Bound lvl 3. Casts summoning spell on unit.
Sweet, Orcs and gobbos, fear should come in nice and handy
As for deployment, my Casket and SSC will be the center and base of my force, going deep in my deploymen zone somewhere between the 2 hills. The Archers will begin on either side of that, in units 10 wide, to be reformed to combat units later. The Chariots will be on the Flanks, with the Ushabti over on the more exposed, left flank.
The Scorps and Swarm with be ICFBing, primarily aiming for the Bolt Throwers. Fanatics can be a pain, and with no terrain to kill them off then i think im going to go for the 1st turn carrion movement over the top of the orc line and unleashing all 6 fanatics as early as possible. They will either have to go behind the Orc and Gobbo line, to hit the carion but then after that they will be pretty much out of the game. OR they will be unleashed forwards, aiming for my main lines, and the Greenskins will be having to avoid / walk through the fanatics as they advance. Fanatics causing chaos for their own side early on, and there is plenty more to come. In addition, being released towards my main lines, they will fall to my Archers, as well as leaving my Carrion pretty unharmed, from where they will be march blocking, and charging the Bolters next turn.
The Bolters themselves however should not prove too great a threat, my positioning from deployment and the hills should block their LoS quite nicely, combined with the advancing Orc line reducing that further. They will purely make nice VPts for the Scorps to be grabbing.
As usual im assuming the Scrolls will be saved for the Casket in turns one and two. However with only 6 Dispel dice that means my magic will be quite dominant, and ill be getting that SSC firing twice a turn early on without much trouble. With so many units to hit, even a scatter will very likely kill something. And with its special rule and the low Ld of the greenskins then its pretty likely atlease one unit will be fleeing per turn, if not one per SSC shot. Primarily the SSC will be aiming for units with Characters in, specifically the General and the Gobbo Shaman to begin with.
On my third turn its likely the Casket will come off, and if it does then it will cause absolute havoc, lots of dead stuff. If 3 Dispel dice are saved for it, that leave 3 dice Max to stop the rest of my magic, which will be used for getting the initiate on charges. Chariots and Ushabti crashing into any Orc unit will see them dropping fast to Impact Hits and mass of attacks.
Oh, and the Staff of Ravening will be aiming for units on the flanks of the Orc line i think, although if it is ever needed to weaken a unit specifically, or get rid of a Fanatic that comes too close for comfort etc, then with a Horse and good range of the staff, the Priest is easy enough to redeploy to cover my lines.
The Archers will be aiming to pick off ranks from the enemy units, and also stoopping Fanatics get too close. Having been released early, if they all happen to run straight at me then magic on the Archers should kill off the fanatics well enough.
And, when the Greenskins finally reached my lines, enough of them will have already fled off the board, or been reduced in potential so much that what remains will be easy for the King ans his skellies to have a go at, as well as the Chariots and Ushabti coming back round from behind their broken lines to have another go.
Last edited by Phoenix; March 3rd, 2008 at 17:42.
Ok keeping in mind the lack of serious combat units in the tomb kings army, I will be running foward like ...well an orc. My general will be going front and center in the black orcs, on either side there will be orcs, and then Goblins. If the finatics are let out when I dont want them around I will throw them off to the side so that they just waste my points not cause damage. My Bolt throws will be targeting the casket of souls, or the guy using it. (if i can to be honest i dont know) Once I'm done with that i will be targeting the screaming skull catapult then ushabti. My bolt throwers will also take a shot at a lone lich priest should it pressent itself.
The magic will be an issue for me but I dont think they can hide very long with such a big line of (pretty decent) combat troops comming at them.
This is tough as I really like both lists.
If the Orcs didn't have the spirit totem and the two scrolls I would the Khemri for sure, but 6DD and a couple of scrolls isn't a bad magic defence.
Also, with good target selection those spear chukkas could be a game winner. I know from experience that the old scorpion coming up at the right time and place is by no means a cert.
Then, of course, there's the ten billion Orcs ^_^
Orcs and Goblins for me
Seems to me the TK list would likely cause enough disruption and line breaking to scatter the OG, not alot of magic defense will hurt them, I don't see the OG winning this without ALOT of luck
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I'm going for the Tomb Kings here.
No matter how many Orcs there are, they all need to take fear tests. The Night Goblins are essentially a fanatic delivery system here so I do not expect them to last long.
The bolt throwers are pretty nasty but they will largely be hitting on 5s and with the big hill in the middle, I don't see much happening. The carrion can seriously hold up the orc line and animosity doesn't help either. The chariots and ushabti can zip around hammering stuff and as orcs aren't the most steadfast of troops, it's not going to be pretty.
6 dispel dice is a lot but TK magic pretty relentless and I think that Deci will be able to get enough off to move his army around.
The Tomb King and his skellies should see off most things in multiple rounds.
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Im going to have to disagree with you Stoney,
The placement of the chukkas will be crucial and unfortunatly due to the terrain i see them of little use. The Orks will surely get bottle necked into the the hills and the immense amount of magic being thrown into the Orc lines will surely just diminish any kind of 'fight' the orcs and gobos have left.
Then theres the fear to handle with
Tomb Kings for me
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The O&G will have a hard time deploying that many units. Failed animosity can really foul up the OG plans as units refuse to move or surge forward. The casket of souls will really hurt many units, and the catapults raining down panic tests.
I think the TK player will be able to deal with the masses of OG numbers but he's still got to score enough points to win. OG will get something into combat with the skeleton blocks and other TK units, which could very well go in the favor of OG.
It's tough, but the numbers work against OG here, I think. Too many panic and fear tests, units getting in each other ways. Fanatics doing more harm to their own army.
The O&G's will have a real tough time moving around on this board. The Tomb kings don't have to move to the Orcs so can quite happily sit back shooting with magic missles, making the catapult shoot twice, and once the second turn is done (i.e. the two scrolls) the casket will start taking a tole.
Also, with all the scrolls down the Tomb Kings magic will then really shine, with the move spells making the undead able to make some really good charges into fights they get to pick.
Tombs Kings to win.
Don't have time to explain it. But that's my winner on reading the list and tactics
Well guys I personnaly think the Tomkings got the edge becasue of the sheer lack of magical defence and this will cause enough Death before the orc's are in range to start their cc Grind. They might get cut down bad enough to start mayhem in a early state. so this is Why I think the Tombkings got this 1
Last edited by forumjayz; March 4th, 2008 at 22:17. Reason: More Time :)