VW AFGVW R2 M2 – Da Blood Clan vs Rabid Fury - Warhammer 40K Fantasy
 

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  1. #1
    Banned ArchonFarseerGuy's Avatar
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    458 (x8)

    AFGVW R2 M2 – Da Blood Clan vs Rabid Fury

    The Map: Axe Bite Pass



    Top Deployment: Rabid Fury
    First Turn:
    Rabid Fury


    Da blood clan


    Lords and heroes




    Orc warboss "Dark Lord of the Blood Clan"- armor of gork, martog’s best basha, umm’s bba, boar, shield, 242


    Black orc bigboss "smilnik"-BSB, heavy armor, noggs banner of butchery, boar, 155


    Night goblin shaman "kamykazee"- dispel scroll, brimstone bauble, chariot, 165
    Brain Bursta

    Core




    35 Orcs boyz- FC, shields, 240


    19 Orc Big ‘unz, Musician, dual choppas, shields, BSB here, 233


    30 night goblins- spears, 2 fanatics, musician, 174


    25 night goblins- bows, musician, shaman here, 79


    5 goblin wolf riders, spears, musician, 71


    5 goblin wolf riders, spears, musician, 71


    Special




    10 squig hoppers, 150


    20 black orcs-FC,shields, 318


    2 spear chukkas, 70


    Rare




    3 trolls, warboss here 120


    Doom diver, 80


    Doom diver, 80


    Total: 2248


    Deployment: I'll put the goblins out frontin two ranks each, to screen the orc units and set up counter-charges for them. the orc unit and the BlOrcs will be behind the arrow goblins, 4" apart, while the trolls and big 'uns will be behind the smattering of spear goblins, again, 4" apart. Wolf riders will be on either side of the main blocks, one 5" to the right of the blorcs (who will be on the very far right of the main blocks), and the other on the other side of the blocks, again, 5" out from the end, so they can protect from flank charges from those dastardly alter-nobles and wild riders. The Squig hoppers deploy in front of the right wolf goblins, going forward and disrupting charge lines/pulling flank charges. The shaman will stay behind the main units until the late turns, to take advantage of the advantage equality in magic, and the spear chukkas will again stay behing everyone.

    Tactics: The Alter-nobles and treemen will really be a problem for me, I'll try to trap the nobles inbetween units as they (presubably) race around and hit flanks, and take care of the trees with a combo of spear chukkas and troll/warboss unit. I'll take advantage of the lack of standards in the opponent's core units and wardancers in combat res. I'll try to take care of the wild riders through goblinoid/orcish tarpits and flank charging.

    Rabid Fury


    Hero


    Alter Noble, Light Armour, Shield, Helm of the Hunt, Greatweapon, Hail of Doom Arrows 158


    Alter Noble, Lightarmour, enchanted Shield, Great Weapon, Amber Pendent 151


    Branchwraith - General, Level 1, Cluster of Radients, Annoyance of Netlings 165
    Treesing

    Core


    13 Dryads, Nymph 168
    12 Dryads 144
    12 Dryads 144


    Special


    10 Wardancers, muscian 187
    10 Wardancers, muscian 187
    6 Wildriders, musician, standard, warbanner 199
    6 Wildriders, musician, standard 174


    Rare


    Treeman 285
    Treeman 285


    Deployment

    The free trees will be deployed at the halfway mark in front of the hill on the O&G side. I figure he'll try to place a warmachine or two there, this should limit his line of sight. As most of my army is skirmishing and immune to psychology, I am not too worried.

    I am going for a classic refused flank deployment. I will put my army on the legt hand side of the map (as you look at it) leaving the other half empty. This way the forest should play havoc with his units.

    On the extreme left I will have the wildriders, the dryads and wardancers will be next with the treemen on the right most part of the formation. The treemen will move towards the enemy to force terror checks and the alters will back them up. The Hail of Doom Arrows will target the squig hoppers and hopefully wipe them out.

    Last edited by ArchonFarseerGuy; May 19th, 2009 at 10:45.

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  3. #2
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    Too many Orcs and not enough Elves. The Treemen will be an annoyance, but I think the Orcs will eventually bring them down, too.

    Orks for the win!

  4. #3
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    17 (x1)

    Rabid Fury

    Nearly no combat res from WE but what's new...?
    Too many fear/terror causers for O&G to handle. The treeman are not going anywhere and will destroy anything that gets in their way.
    No magic happening either way.

    Psych and Treemen win the day.


  5. #4
    It's what's for dinner daelrog's Avatar
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    254 (x5)

    Not an easy choice for this one. The Treemen are night unstoppable, but enough attacks and some warmachine action can take them down in six turns. However, that leaves room for the alter nobles and other units to do their thing. Terror should come into play given Orcs (and especially goblins) low leadership. Just keep away from those black orcs, and be mindful of the lord and trolls. Rabid Fury
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  6. #5
    /botnobot/ DavidWC09's Avatar
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    1283 (x8)

    O&G for the win. The WE list has only two models that aren't ItP. They can hit hard, but they can easily get pinned. There's nothing to redirect to allow for setting up charges. Other than hoping the treeman holds (on an while other units pile on in subsequent turns, I don't see enough strategic flexibility in the list.
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  7. #6
    PokeSavant Esco Thomson's Avatar
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    62 (x2)

    I think that the combination effect of the war machines and the lack of enough combat potential is going to give the O&G the win here. Sure the Treeman pack one heck of a punch, but at least one is likely to be felled prior to combat, and there is just too many of da' boyz left!
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  8. #7
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    I think that the WE have a good plan and that extra forest will allow most of his army to get to at least the halfway mark before taking too much damage. That being said the O&G will also take very little damage as they move to the center. That should make for quite the large melee in the center of the field. I think that the O&G have enough units and static CR to take down the WE. With most of the army in close quarters the low leadership units will be able to test off the higher ones and that should keep enough units in combat to overwhelm the Elves. Victory to Da Blood Clan.

  9. #8
    Senior Member Jin Tkand's Avatar
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    O&g

    despite the static cr i have to admit that psychology are a strong factor in this match as the elves are outnumbered... should the orcs not get shafted by thier leadership and squabbling, them being able to easily outnumber the branchbuddies prevents a few bad things from happening.
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  10. #9
    Banned ArchonFarseerGuy's Avatar
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    458 (x8)

    I can see the superior manoeuvrability and combat prowess of Rabid Fury carrying the day. Fear vs low Leadership will not end well, as we all know full well. Numbers won't mean so much when the huge units face up to 15 attacks, when only 6 wounds swings the combat. Additionally, the small number of large units will allow for the prospect of multi-charges. The shooting of the O&G will be minimised by range, the skirmish rule, the forest, and the ward saves of the WEs.

  11. #10
    Slaaneshi Battle Barge CO
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    127 (x5)

    Vote for WE

    Low greenskin leadership and treeman terror (+ dryad fear) will probably win this for the WE.
    "Is Archon Braigh-Dee going to have to choke a Wych?

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