Battle Report: April 15, 2002
Opponent: Dwarfs
Army Size: 1500 Points
Result: Defeat (Massacre for Dwarves)

This was meant to be a sort of rematch, as the last battle I fought against my Dwarven adversary was marred by numerous errors (most notably resolving Flame Cannon hits at S3). Unfortunately, the tide turned rather heavily against me this time out, but I managed to learn some things in the process of being slaughtered:

- War machines must be neutralized as quickly as possible, but instead I focused on setting up for flank attacks instead of getting around the Dwarven line and taking out supporting fire.. Strong ranged attacks are by far the greatest threat to my army, and cannot be allowed to persist for more than a few turns. To achieve this, I'm going to need to employ several fast and manueverable units.

- The key to success against Dwarves, especially elite units like Longbeards and Ironbreakers, is to deliver either strong attacks and/or attacks that don't allow an armor save. This makes Fanatics, Doom Divers, Chariots, Boars and, if used properly, Squig Herds quite effective. I need to bulk up on these sorts of attacks. Taking the typical Greenskin approach and simply taking yet more infantry won't work here, which is just as well as it's not a practice I've ever cared for particularly.

- For the most part, Orc and Goblin units with S3 attacks, regardless of quantity, aren't going to have much luck hurting the majority of Dwarves. In order to win combats, it's vital to eliminate the enemy rank bonus. This means having plenty of supporting units around to make flank charges.

I suppose I can't chalk the loss up entirely to failure of my units, though several of them did perform rather badly. My Boar Boyz once again bounced off a block of Ironbreakers, though this time I got particularly unlucky as they were pursued and routed. My Big 'Uns accomplished next to nothing, depleted to little more than a single rank by ranged attacks before they even made their way into combat. Luck also played a significant role though. On my second turn, my Doom Diver misfired and destroyed itself. In one combat round, I managed to miss with at least 80% of my attacks, despite the to-hit numbers being quite reasonable. There was some good luck as well though. My Fanatics were particularly effective, doing considerable damage on their first turn out, and sticking around to create further havoc for a remarkably long time (though they miraculously never hurt any of my units). I also had almost ridiculous luck with my Night Goblins, who somehow managed to wound with nearly all of their attacks in one round despite requiring 5s to both hit and wound.

Despite the loss, I'm actually reasonably happy with my army. It still needs a few tweaks, particularly to make it effective against Dwarves, but overall it seems well balanced and generally enjoyable to play. I'm debating switching back to Savage Boar Boyz - they're a bit of liability, but more effective when they hit.
Heroes
Number Unit Type Upgrades Subtotal Points Total
1 Orc Big Boss
General - leads Orc Boyz

Drog's Dead 'Ard Armour
65
30
95
1 Orc Big Boss
leads Boar Boyz

Boar
Light Armour
Shield
Hacka's Sword of Hackin'
65
16
2
2
45
130
1 Night Goblin Big Boss
leads Night Goblins

Battle Standard Bearer
Light Armour
Nobbla's 'Elmet
Mad-Cap Mushrooms
30
25
2
20
30
107
Core Units
29 Night Goblins
Spears
Netters (4)
Fanatics (3)
Boss
Musician
Standard Bearer
68
23
8
75
8
4
8
190
24 Orc Boyz
Additional Hand Weapons
Boss
Musician
Standard Bearer
120
48
13
5
10
196
20 Orc Big 'Uns
Spears
Shields
Boss
Musician
Standard Bearer
Nogg's Banner of Butchery
140
40
20
13
5
10
25
253
10 Goblin Wolf Riders
Bows
Spears
Shields
Boss
Musician
Standard Bearer
100
20
10
10
12
6
12
170
Special Units
7 Orc Boar Boyz
Boss
Musician
Standard Bearer
Night Banner
126
17
7
14
40
204
1 Orc Boar Chariot   80 80
Rare Units
1 Goblin Doom Diver   80 80
95   1505