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I decided this week that I need a complete, fully painted 1500 point army! To that end, I threw together a list that used virtually all the models I already have, and only required a few odds and ends for completion. The list, as you'll see below, is rather core heavy due to it's almost complete reliance on plastic miniatures. The one benefit to this is I managed to outnumber a horde of Skaven. This was by the far the largest army I've ever fielded, but I discovered that without strong and effective attacks, numbers can often mean squat. Thankfully, I can clearly identify the key contributing factors in my defeat. First, animosity. My block of Orc Boyz was held up three turns out of six by squabbling. Second, I made an utterly idiotic manuever with my Wolf Riders that resulted in a block of particularly bloodthirsty Plague Monks rolling up my entire flank in a single turn (I do hate overruns!). So, I can blame random dumb luck and not so random dumb tactics. On the positive side, I finally managed to implement a tactic I've been trying to employ for some time. I've always felt that Squig Herds are much too unreliable to expend large numbers of points on, but small herds can't stand up on their own in combat. This gave me the idea to field a small Herd next to my Night Goblin regiment, basically as a detachment. By using the Squigs for flank hits, I largely eliminate concerns about their leadership while also mitigating the Night Goblin's lack of strong hits. They definitely make a great team, and I'll definitely be trying to keep them together in the future. Overall, I've come to the conclusion that my army designs suffer from an uneasy blending of offensive and defensive units. My most successful battles have been all-out offensives, and blocks of elite warriors with spears and shields hardly seem an appropriate unit choice. To rectify this, I'm considering sacrificing armour saves for more attacks by switching more of my units over to dual hand weapons. Spears are all well and good if you're planning to sit back and wait for the enemy, but they're next to worthless if your intent is to run headlong across the field and start stacking up the bodies. Consideration is also being given to changing a few of the unit types. I may switch to Savage Orc Boyz. If you're stuck with a strength 3 attack, why not go with frenzy and get more of them? I may also exchange my Big 'Uns for Black Orcs. They're just as defensible, but provide more offensive hitting power and may help with my animosity problems. Now I just need to figure out how to convert all the models! |
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| Number | Unit Type | Upgrades | Subtotal | Points Total |
| 1 | Orc Big Boss General - leads Orc Boyz |
Drog's Dead 'Ard Armour Sword of Might |
65 30 20 |
115 |
| 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 |
| 1 | Goblin Shaman | Level 2 Wizard Warboss Umm's Best 'At |
55 35 30 |
120 |
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| 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 |
| 14 | Orc Arrer Boyz | Light Armour |
98 14 |
112 |
| 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 |
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4 8 2 |
Night Goblin Squig Herd | Night Goblins Squigs Squig Hoppers |
8 112 36 |
156 |
| 1 | Orc Boar Chariot |   | 80 | 80 |
| 115 |   | 1499 | ||