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Battle for the Pass
Map number 1
Punching Gnoblar left, Dwarfchewer right
Dwarfchewer has first round
Orc Warboss – armor of silvered steel, bashas axe of stunty bashin
Orc BSB – light armor, enchanted shield, talisman of preservation
Orc Shaman – lev 2, crown of command, shrieking blade
Night Goblin Shaman – lev 2
30 Orc Big uns – shields, choppas, full command
40 night goblins – shields, hand weapons, full command, 3 fanatics
20 Black Orcs – shields, full command, razor banner
2 spear chukkas
2 Doom Divers
6 River Trolls
Snotling Pump Wagon – exploding spores
- first set of impact hits it inflicts in the game ignore armor saves
The war machines will set up on the hill. The night goblins will set up in 8 ranks (they need to be steadfast) right in the center, in front of the hill. The black orcs will setup north of the hill, between the wall and forest, staying a bit back. The orc shaman goes into this unit, making them stubborn. The big uns (with lord and bsb) will setup below the night goblins. The river trolls go right beside the forest in the lower part of the map. The pump wagon goes in front of the big uns so it can move forward.
The basic plan is to sit back and do whatever damage I can with magic and shooting before the ogres make it across the board. The war machines will focus fire on the tyrants bull unit.
Having the hand of gork and the foot of gork spells, the orc shaman will sit back with the unit casting the foot of gork on the bulls with the tyrant. Hand of gork will be cast on the black orcs and move them to the flank of the bulls after they charge the night goblins. The night goblin shaman will cast the curse of the bad moon, boosting it so that the bulls with the tyrant have to take an initiative check instead of a strength or toughness check. Just before combat, the night goblin shaman will leave the unit and sit behind, casting gift of the spider god on friendly units giving them poison attacks, which can be a huge boost against ogres.
The pump wagon has to move forward and will do as many impact hits as it can to the bulls. The night goblins will engage the ogres, causing as much damage as possible with fanatics. With three fanatics in front of them, having to complete a charge they will take 6d6 strength 5 hits from the fanatics as I plan to position them so that they deliver death throes. Black orcs will be moved into flanking position on their own or using hand of gork. They will use great weapons against the ogres. The big uns and trolls will engage the other bulls. Hopefully, by the time the ogres make it to my units, they will be really weakened by magic, shooting and fanatics so that they don’t pose huge threat in combat.
look out gnoblar
look out gnoblar
No tactics submitted
Voting ends in 72 hours
5000p. High Elves
IMO Ogres. Combat gets reached: Orc units explode. The Scraplauncher and Gnoblars should be able to hold enough to stop decisive flanking of the ogre units
I disagree, I think this goes to the Orcs, since they got first they have at least two turn of shooting, the chucka and Divers will be able to do at least some damge, even if magic damage is minimal. As for combat, one on one, sure the Ogres win, but orcs will likely get a flank charge (per tactics) and will break them down on the way with fanatics, magic ans war machines.
Without knowing the Ogres plan I would say ocs.
Hmmm...two konga lines of ogres will hit like a sledgehammer...I think this will come down to whether the greenskins can surive the impact, then countercharge into the flank. Battle for the pass is narrow enough to make that hard to do. For that reason, and because I think it's overly optimistic for the O&G to make it sound like they're tossing off half a dozen spells per turn as easy as breathing...OK freight trains win this one.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
OK I'm not entirely sure that this army needs tactics in battle for the pass. They can walk forwards with impunity, whether or not a unit of Orcs gets in the way or not. Without POS or other anti-initiative attacks (would that I could exchange my charriots for Sepulchural Stalkers and the likes) the Orks have to shoot against Ogre toughness which can and probably will be buffed by the Butcher, or worse, they'll have to contest with regeneration, not good for the doom divers and shamans.
"Take their gold, burn their homes, kill their familes and enslave their souls. Show them no mercy...oh and could you post these letters while you're out?"
-Malekith, Witch King of Naggaroth.
Having absolutely no experience with OK I'll refrain from voting in this battle. I will however wish you both luck
Im sorry but the O&G Have this fight With the Foot of gork spell he can stomp on the Ogers with impunity at Str 6 doing d3 woulds the ogers don't stand a chance the magic phase will tear the units down to a manidable size if not making them non existent. The doom divers will make short work of the scrap launcha and the nobblars are not even worth worrying about. He also has Hand of gork witch gives the O&G superior maneuverability. There is nothing the ogres can do in this fight other than move forward and get stomped on alot.
I have to agree that this one is likely to be devoid of any real tactics or shenanigans. It will probably be pretty straightforward. Ogres are going to move up and over just about anything in their path. OK
It's Adventure Time!
2010 'Ardboyz Champion
well.. the idea seems simple. blast everything at the ogres untill they drop and when they come close just flank em.
but there's 2 units.. and just one of those units can take over 40 wounds and it will still be 6 ish monstrous infantry with a combat character... those hurt ALOT against orcsiz. Will it work?
the scrap launcher has free play it seems, tactix wouldve been nice on that also it wouldve been nice to know gnoblar would focus on the regeneration spell or something else. Its a big boost.
the fanatics can dish out good damage when played like this, and supported by boosted blorcs, they might just fix one unit and score 900ish points in one last blow. I dont see the ogres walk through 900 pts of orcs after spending several turns marching towards the battle.
Orcs take the win
Warchief Diggah o da Bloodmoon Squiggahs