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Round 4, Match 1
Digger vs. Tashin
Digger left, Tashin right
First round: Digger
Goblin warlord, light armour, shield, dragonhelm, ironcurse icon
lvl 4 night goblin Great Shaman
lvl 1 night goblin Shaman, dispel scroll
night goblin Battle Standard Bearer, standard of discipline
night goblin big boss, great weapon
50 Goblins, light armour, shield, short bows
standard, 2 nasty skulkas
40 night goblins, spears, standard, musician
20 night goblins, bows, standard, musician +2 fanatics
- herder unit
- herder unit
2 wolf chariots
pump wagon, exploding spores (ignores armoursaves at first impact)
North of river:
Fanaticlauncher + Lvl 1 (vindictive glare to shoot at hounds and horsemen) move north around the house, throwing fanaticss at nearby cavalry. If they can shoot at something they won’t march. The 50 archers occupy the building. If there’s nothing to shoot at, they leave (into the river) and start shooting at the tower.
South of river:
General AND BSB both go with Trolls (ItP).
They move with 1 squigherd (8 deep) towards the tower. The other squig[I]horde[i] moves into Sigmarite Shrine (exactly 4” from deployment zone), next turn, it abandons that on the north side, in a nice position to take on the chosen or marauders. Hush! Goblins are meant to cheat. Pump wagons both move north of this shrine, hoping to score a rush into the marauders (2d6 S4 impact hits! each) If they are charged instead, the other units should be in a perfect position to countercharge. The Great Shaman is hiding behind the sguigbuss. The 2 wolf chariots protect the rear until a gap opens up.
Doomdivah and chukka on hill aiming at hounds and horses. a chariot in front, moving 9”to whatever target is sneaking between the buildings. Going around and hoping for a flank attack in the centre field
Since all my support units are out collecting the heads of those filthy warhounds and horsemen, my main force heads for the tower, which will be heavily guarded by chosen, marauders and warriors. Note that the pump wagons, trolls and squigherds are ItP and have little to fear from the wizard
Squigs assault the tower (20 S5 attacks), supported by a score of hexes. The trolls+general are backup, but they can take on heavily armoured units anytime.
To avoid miscasts (his wizard likes to play with puppets) I only use 2-3 dice to cast.
I focus my dispelling entirely on Ecstatic seizures and Aura of Acquiesence!
5+ Sneaky stabbin‘ make my Squigies armourpiercing.
8+ Itchy nuisance reduces Initiative on 8+, great spell to help me get the upper hand in combat
8+ Gork’ll fix it is Another brilliant 8+ spell to make their warriors inferior in combat. Suddenly 12 chosen/warriors isnt all that much
Curse of bad moon. I save this for the last turns if needed. The shaman has no LoS anyway.
29x Marauders, MoK, great weapons, full command
12x Chaos Warriors, MoN, halberds, musician, standard w/ Banner of Rage
10x Marauder Horsemen, MoS, flails, light armour, standard, musician
12x Chosen of chaos, MoT, shields, musician, standard w/ Wailing banner, champion w/ favored of the Gods
Exhalted Hero, MoK, Juggernaugth, Dawnstone
Exhalted Hero, BSB, MoT, shield, Armour of Morslieb, steed of chaos
Sorcerer Lord, MoS, lvl 4, Infernal Puppet, Crown of Command, Charmed shield, Necrotic Phylactery, Diabolic Splendor
Alright, Im going with Slaanesh spells: Lash of Slaanesh (magic missile), Hellshriek (18" Panictest), Titilating Delusions (Sirens Call-like spell) and Ecstatic Seizures (Toughnes test or die on an enemy unit)
The only thing that has the slightest chance of pushing me out of the watchtower is the Squigs. Anything else he'll throw at the tower will most likely get slaughtered.
My generel tactic is pretty simple. Nurgle Warriors will start in the tower. I'll move my Chosen into the tower asap, buffing them with my warshrine. I'll throw my Khorne Marauders and Nurgle Warriors at the Squigs or anything else, simply trying to delay my opponent or take out some characters (pref spellcasters).
My Horsemen will move arround the southern edge of the map trying to get behind enemy lines to take out that Doomdiver. My Warhounds and Warshrine will go north arround the Watchtower, targeting warmachines if able, or screening/blocking the green tide.
With my General protected by the Chosen inside the Tower, I'll be in a very good position to spam Hellshriek at -1 LD almost certainly forcing some of Diggers units to flee. Besides I'll throw as many dice as possible towards casting Ecstatic Seizures on the Squigs, making them pretty ineffective in overtaking the Watchtower after a single successful cast or two.
With the Squigherds most likely getting low on squigs before too many bites at my Chosen, the only thing that will possibly be moving towards overtaking the tower is goblins or trolls, both will fall to my superior fighting skills and saves.
It will be bloody, and I'll most likely lose most of what I've got running arround on the board, but waves of the green tide will clash with my shields and bounce off the Watchtower-walls, as my tough as nails Chosen will stand firm in the Watchtower and give me victory.
Digger, I wish you good luck with this round.
Voting ends in 72 hours.
5000p. High Elves
WoC are a tough nut to crack from a tower. Chosen of Tzeentch even more so. I do admire the very sneaky and tactical plan of the Goblins, I do however feel the Chaos player knows that his only worry is the Squigs, and is prepared to deal with them.
It's Adventure Time!
2010 'Ardboyz Champion
Hmmm...not really fond of the WoC list, too many too small units...and I do like the O&G list a lot...but with chaos starting in possession of the tower, and having two rock hard units to hold it with...it almost doesn't matter that the tactic is obvious....when defending this tower, quality matters more than quantity.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
I don't know, my first assumption is WOC, but I'm rather impressed with Diggers tactics. That's not to say that Tashin doesn't have excellent tactics as well but Digger has an interesting plan to deal with the WOC force. I must admit to that I usually try to shy away from the "Army X has larger units than Army Y" but in this case it may actually make a difference.
Those squgs hitting at st. 5 hurts and correct me if I'm wrong (don't have my book with me) but aren't squig units immune to psychology? Please don't get me wrong, I don't think this is a easy win for either army, and I'm really struggling to come out with a likely winner. I also don't want to fall into the trap of "WOC hit hard with a good save so they win (not that any one has said this)" give me another day and I'll cast my vote.
Hmm, the watchtower strikes again, and the woc have the perfect units to deploy and defend it. Loving the O&G plan though.
In the end, I just dont think it'll be quite enough to shove them out of the tower.
Even untouched, he drops 9 squigs still, leaving a full 10 to assault. 20 attacks, 10 hits, about 7 wounds, and still a 5+/5++ save. Only losing about 3 or so Chosen.
I just don't see it happening. I am a huge advocate against this scenario, because in game it is just grossly off balance. There are certain setups which can literally be near impossible/actually impossible to shift from the tower. And with only a single race having the ability to destroy said tower, it is just plain not fair.
Given his high probability for a great starting gift on the Chosen, I just do not see a way for the Orcs to shift them even if they tossed the kitchen sink at them.
It's Adventure Time!
2010 'Ardboyz Champion
Thanks for the replies Marnepup and Esco, and your both right, WOC will definitely come out on top of this one, there just won't be enough squigs by the time they get a chance to do anything.
4-0 to the Warriors of Chaos after my count.
5000p. High Elves
What!?! NOO! come back yous cowards! We winning the battle is over dere!
Warchief Diggah o da Bloodmoon Squiggahs