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This is one of those weird ones where you think you're doing rather well, then find yourself slaughtered two turns later. I'm still undecided as to whether I was abnormally lucky early in the battle or especially unlucky near the end. Both are likely true, as I had some success with Fanatics and never failed an animosity roll, then had half my army flee off the field. I did manage to kill the Necromancer leading the army only a few turns in, but my opponent had characters leading his remaining units and thereby managed to avoid taking many casualties. It's been a while since I fought the Undead, and several deficiencies in my army became apparent: - Units of five Wolf Riders are simply too small to do much good. With a unit strength of 10 and leadership 6, they get bogged down rather frequently around anything that causes fear. Also, it only takes one casualty to negate their ability to cancel rank bonuses on flank charges. Given I'm fairly shy on flankers, I need them to be more reliable. - I may need to consider increasing the size of my unit of basic Orc Boyz. Apart from being regularly outnumbered by fear-causing opponents (I really do hate autobreaking), they tend to take a lot of casualties with only a 6+ armour save. Also, even with two hand weapons each, they don't really do that much damage with S3 attacks. I'm thinking to try an expanded unit of 24 (arranged 5x5) accompanied by a Big Boss to give them a little more offensive punch. - This ties in directly with the last point: my mounted Big Boss is far too vulnerable out on his own. Given I don't always have a good cavalry unit to place him in, it might make more sense to field him on foot and stick him in an infantry block. On a positive note, it seems that having at least one reasonably reliable ranged attack is usually a good idea. I've had a fair amount of success with Doom Divers of late, so they may become a more common fixture in my armies. My Chariot has continued to prove relatively useful as well, though I find it's effectiveness is maximized when accompanied by a unit of Boar Boyz. Also, I finally realized what a powerful weapon Hacka's Sword of Hackin' can be. The ability to hit a WS8 Blood Dragon on a 2+ is quite a useful ability indeed! The list I used was as follows. For the reasons outlined above, you likely won't catch me fielding this particular army again. |
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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 |
| 1 | Goblin Shaman | Level 2 Wizard Dispel Scrolls (2) |
55 35 50 |
140 |
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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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| 1 | Orc Boar Chariot |   | 80 | 80 |
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| 1 | Goblin Doom Diver |   | 80 | 80 |
| 79 |   | 1248 | ||