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I have just re-started my love affairs with WHFB. :yes: I already have an existing Lizardmen Army, I thought I wanted to go Green again (admittedly some of the Lizardmen armies out there are blue, purple...)
I have 4 principal considerations in the design of this army.
1. It must be competitive against shooty armies (elves),
2. It must be competitive against fear-causing armies (Vampires) and
3. It must be competitive against fast moving armies (bret and skavens).
4. Cheese, in the context of my small gaming environment is appreciated and considered fun so long as the fluff that goes along with it is creative! Hence, the army should be optimized.
I shall be purchasing the army regiment by regiments, hence I decided to stick to 1k first using it as a core before progressing to 2k. But at the same time, I also want this 1k army to be competitive.
Fodders (230 pts)
Night Gobbo Regiment (30 models), hand wpns +shields (change with short bows against inf based armies like lizardmen, vampires, skaven etc)
Night Gobbo Regiment (30 models), hand wpns +shields
2 x Fanatics (1 each with the 2 regiments or just 2 with 1 regiment, the other as deception)
Anvil Force (260 pts)
Orc Boyz Regiment with Full Command (24 models)
Savage Orc Big Boss (Sword of Battle, Bigged Kicking boots)
Hammer Force (505 pts)
Night Goblin Big Boss (Battle Std - Gork's Waaagh banner)
Orc Boyz Regiment with Full Command (24 models)
10 x Squig Hoppers (Special)
2 x Spear Chukkers (Special)
1 x Orc Boar Chariot (Special)
Total: 995 pts
Battle Plan - Key ideas:
1. The spear chukkers are use to deal with hard targets - such as hvy cavalry, monsters or bolt repeaters
2. Night gobbos - cannon fodders/speed bumps
3. Boar chariot - Distractor.
4. Anvil - basically to try to attract as much missile fires as possible. This is achieved by sticking a menacing general in the block.
5. The key is to use the regiment led by the battle std as the flankers supported by the squig hoppers and the boar chariot. Hence these units are called the Hammer.
Questions - here are some of my doubts and hopefully i can get some feedback:
1. Do I really need a shaman for 1k games? Can I get away with just 2D dispelling?
2. Night Gobbo Big Boss as Battle Std- risky? What do you guys think?
3. Black Orc Bosses - Quell Animosity, is it worthwhile? Or it is better to just accept the squabble.
Last edited by Merlion; March 21st, 2007 at 16:22.
First, I wouldn't much bother shooting a big unit of orcs just to try and get the general. I'd concentrate on the chariot and squig hoppers first, as that'd give me some quick VP. Only after the easy kills would I bother shooting at orcs. If I had stone throwers or flame cannons, I'd probably go after the gobbos, just to avoid potential (and in your case ACTUAL) fanatics. I'd go after the squigs with magic, so if you want to protect them you probably need a shaman.
I'd give a battle standard to an orc. The night gobbo is just too easily killed, even by normal troops... unless you can totally avoid combat with the character...
Spear chukkers RARELY hit anything, so don't rely on them to do damage for you. They are candy if they work out, but I don't think I've ever lost anything I cared about to a goblin spear chukker.
Hope it helps,
Cool, thanks for the feedback.
I am not sure what are some of your assumptions that you have. For me, terrain assumptions were a key part in designing my army. I usually play on a 4" x 4" (for 1,500 pts and below) or a 4" x 6" (2000pts and above). This means that I will usually place my troops as far forward as possible covered by terrain.
Upon reflecting on your feedback, I only have enough information to draw the following deductions:
a. Placement of forests/terrain pieces to create approaches for the squig hoppers and chariots to shield them from range units
b. Possible include a large block of gobbo wolf riders to reach the range units earlier so as to distract the range units from the hoppers and chariots.
In your opinion, what is the most frightening aspect when facing an O&G army?
The most frightening aspect of the O&G army in my mind is its versatility. It can be powerful close combat, or horde close combat, or more often a combination of the two. It can field really hard hitters: chariots, trolls, giants, savage orcs big-un boar riders, black orcs, etc. It can go pretty shooty: up to 6 stone throwery things (counting doom divers) or TONS of spear chukkas. It can be magically potent, especially with the Warpath spell. It can be very fast (goblin wolf riders). And with the potential for fanatics and the animosity rules, it is very hard to predict what the army is going to do on any given turn. All of this means it is difficult to plan coherent strategies to fight O&G (more so than most other armies) if I don't know exactly what they are bringing.
The typical O&G army I see in my club has lots of units, a little shooting and a little magic. The threat then is numbers. I can deal with any individual unit, but I can easily be outmaneuvered, because I can't field enough units to reliably flank anything and the orcs can.