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hi everyone, me and 4 friends is having a tournament (i play high elves and the others play dark elves, bretonnia, dwarfs and of course OAG)
what should i think about when meeting aog and what should i watch out for and stuff like that.
thx for your help
an army that seeks to fight without the protection of the eagle claws is clearly courageous or inept. either way, í wish no part in it - Eolaran Greyhawk, Seamaster.
As both a high elf player and an orcs and goblins player I know what I would watch out for. Mangler squigs, fanatics, chariots, pump wagons, armor of gork, the spell itchy nuisance. You could also throw in spider flinger but that is a rarity.
Eagles help release fanatics earlier while forcing him to move his units through them, and can also block chariot charges to prevent impact hits. Reavers are also good at fleeing from chariiot charges. You can also have a 25 to 30 man phoenix guard block take the charge with their 4+ ward they nerf the damage impact hits cause. Finally a few units of 10 archers help you shoot at mangler squigs that get to close. It takes a few rounds with the -1 to hit them but it can be done or at the very least limit the amount that hit you. If given the choice and your unit has them parked right in front of your guys charge some fast cav, eagle, or a large block of troops to take the damage. It is 3d6 instead of 2d6 but at least you kill the mangler squid this way.
Also watch out for nets. The biggest advantage elves have is high str and rerolls to win in combat. If they can reduce either of those and throw in impact hits they win by fair margin.
As a personal opinion I love lore of light. When dealing with weapon skill 3 or 4 and you get pha's protection and speed of light off(especially in a 12" radius). Then he hits you on 6's. It also protects well against artillery and shooting which o and goblins have. Finally you can use net of amnytok to nerf or even kill his ng shaman if he has one. Which he should since they are awesome. It is even better when he puts all the mages in the same unit!
Last edited by philheed; August 9th, 2011 at 02:24.
I play both as well. You need to use something to launch his fanatics asap, and your strike first rule/fear elves with help a lot. I prefer lore of heavens agains OGs, as it has a better chance to take advantage of the low armor and Ld.
How exactly does lore of heavens take advantage of low armor and low ld of orcs and goblins?
It will help as most of the spells can either lower Ld(which already pretty low of the OGs,) or there are a lot of direct damage spells at St 3. Also most of the spells can be usefull against an army that starts out with unit realatively close(OGs are cheap) so the spells can chain to the next. Start by lowering a units leadership, hit them with thunderbolt or chain lightning, or even wind blast. Keep targeting the same unit or even the unit behind it, and make them panic. You can even start targeting the general to lower his Ld then start shooting up the lesser units to make them run. Also CoC is pretty devestating to the OGs.
Well realistically I don't see it working that great. There is only one spell that lower's leadership at -1 and it is actually 2 ways and orc player can get ld10. One with banner of discipline, and the other is with gorbad. Even without that they match chaos as far as ld. On top of that most orc units are frenzied, immune to psychology, or are taken in such high numbers that you would be hard press causing a panic check with the dd spells heavens has to offer. Not to mention the fact that if you are going to be casting the -1 ld spell every turn you are probably going to be hard press. Getting another spell off. All of them which really don't do all that much damage to really cause an orc and goblin unit to panic. Also str 3 is worthless against t 4 models. Chain lighting is a spell that you would have to be lucky to do a lot of damage with but even then it divides it amongst the army to the point that it is insignificant. Granted it may be great for taking out manglers, wagons, and the like, but that is situational. Comet of cassandora is ok but it hast to be so well placed, and arrive at the right time to be effective. Admittedly it is great for area denial, but any good player worth his salt knows to just plow through it and absorb the damage or dispell it entirely. It is personal preference but I like shadow and death since orcs and goblins have low I. Fire is good to because it does mass damage against large units, and flaming sword of rhuin makes spearment awesome against T 4. My personal fave though is lore of light against any army as it really complements high elves and controls the close combat phase, and that is what a warhammer game is all about!
I also play both, so here are my pointers:
Against OnG, Swordmasters are golden.
If you get them into combat unharmed a OnG player doesn't really have anything that can match the devastating amount of attacks they can dish out.
When playing goblin heavy (as I do ) you should focus on the general and the BSB.
Be careful with what unit you charge the BSB, as there is a good chance he has the bad moon banner. (need to make a dangerous terrain test on the charge).
Use eagles to lure out fanatics, and set frenzied units in a bad position.
Best way to take fanatics out is to land your eagle right between 2 of his units. giving him good chance to hit himself. (remember fans come out as soon as you reach the 8" mark.)
'Its better to have a swordmaster and not need her help, then to need her help and not have her'
Byjugo's WIP Thread
Watch out for chariots that is all.