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If'd you been able to see this battle at the halfway stage, you'd wonder how on earth I managed to come out of it with such a crushing defeat. I had several depleted units and generally poor positioning. Bad luck abounded on both sides of the table at different stages of the game though, which in the end affected the tides of combat. I'll have to chalk this one up more to chance than to good tactics. We also made numerous rule errors (I've noticed several more just while writing this), so I'm not treating this as an especially legitimate result. Despite having identified errors in my general strategy over the last few battles, I made the same mistakes once again. A frequent issue seems to be animosity. When a key unit gets stuck squabbling for a few turns, I'll sometimes get fed up and charge the enemy with a supporting unit instead. Certainly in character, but definitely not a sound decision from a military standpoint. In the future, I need to make a more concerted effort to stick to my plans as best as possible. I gave the Goblin Doom Diver another chance this time around, and it actually performed rather well. I scored a number of direct hits (that re-roll is invaluable), which proved a quite effective means of whittling down heavily armoured blocks of Dwarves. Speaking of heavy armour, I think I've met my nemesis: Ironbreakers. My initial attempt at attack with a Chariot and group of Savage Boar Boyz proved about as damaging as throwing eggs at a brick wall. A subsequent assault with my Big 'Uns, supported by the aforementioned Chariot, was eventually victorious, though it took somewhere in the neighborhood of six rounds of combat to wear the Dwarves down. In one round, I only managed two wounds out of 21 S4 attacks - futile is hardly an adequate term! I used an expanded version of a list I've had some success with recently. This one worked fairly well, though I'd want to add a Shaman to it for use against other races (magic against Dwarves has proved a rather futile endeavor). The only units I lost completely were the Wolf Riders and Squig Herd - two units that never seem to survive a battle in one piece. |
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| Number | Unit Type | Upgrades | Subtotal | Points Total |
| 1 | Orc Big Boss (General) |
Boar Light Armour Shield Hacka's Sword of Hackin' |
65 16 2 2 45 |
130 |
| 1 | Night Goblin Big Boss | Battle Standard Bearer Light Armour Sword of Might Mad-Cap Mushrooms |
30 25 2 20 30 |
107 |
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| 29 | Night Goblins | Spears Netters (4) Fanatics (3) Boss Musician Standard Bearer |
68 23 8 75 8 4 8 |
190 |
| 20 | Orc Boyz | Additional Hand Weapons Boss Musician Standard Bearer |
100 40 13 5 10 |
168 |
| 20 | Orc Big 'Uns | Spears Shields Boss Musician Standard Bearer Nogg's Banner of Butchery |
140 40 20 13 5 10 25 |
253 |
| 5 | Goblin Wolf Riders | Bows Spears Shields Boss Musician Standard Bearer |
50 10 5 5 12 6 12 |
100 |
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| 5 | Savage Orc Boar Boyz | Spears Warpaint Boss Musician Standard Bearer Night Banner |
85 5 15 17 7 14 40 |
183 |
| 1 | Orc Boar Chariot |   | 80 | 80 |
4 12 2 |
Night Goblin Squig Herd | Night Goblins Cave Squigs Squig Hoppers |
8 168 36 |
212 |
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| 1 | Goblin Doom Diver |   | 80 | 80 |
| 101 |   | 1503 | ||