Preparing for the campaign (500, 750, 1000, 1500 & 2000 points)

Blessed be Hashut!
My local store is about to start a TOW campaign with scenarios prepared to help us build a full scale army over time - first few battles will be small, 500pts Border Patrol/Battle March matches, then lists will grow to 750, 1000, 1500 and 2000 points, giving us time to print, assemble, paint and base our armies in between.

As a long time Skaven player, I plan to use this opportunity to finally build a proper Chorf army. I printed almost 3000 points of differet Fabelzel and Brawniac’s proxies and started painting them last week. My first 500pts battle is in a week, and this is the list I was thinking about:

Chaos Dwarfs [495 pts]
Warhammer: The Old World, Chaos Dwarfs, Battle March

++ Characters [115 pts] ++

Daemonsmith Sorcerer [115 pts]

  • Hand weapon
  • Heavy armour
  • Wizard [Level 2 Wizard]
  • General
  • On foot
  • Daemonology

++ Core Units [230 pts] ++

10 Infernal Guard [170 pts]

  • Fireglaives
  • Heavy armour
  • Shield
  • Blackshard Armour

20 Hobgoblin Cutthroats [60 pts]

  • Hand weapons
  • Shortbows

++ Special Units [150 pts] ++

Deathshrieker Rocket Launcher [150 pts]

  • Demolition Rockets
  • Infernal Incendiaries
  • Hand weapons
  • Heavy armour
  • Hellbound

On the paper it looks like IG should be durable enough to take most of the damage and even cause some harm with their ranged Fireglaives, Deathshrieker with its D6 Multiple Wounds and additional Ward sees very strong as well, Sorcerer would then Storm of Ash whoever he can, and stab enemies with The Summoning, while Hobos would try to backstab units that charged IGs, or at least do any damage with their bows. Does this make sense?

2 Likes

Hello and welcome Deamonsmith,

Can’t wait to see your Fabelzel and Brawniac army !

Plan looks straightforward. Hellbounded deathshrieker is a bit of a gamble and will need to do a lot of lifting, but you can get up ro two reroll with the rule and infernal engineer on either artillery dice or dispersion dice.

The fireglaive + shield option might be a bit too costly but is very flexible tactically.

I my opinion storm of ash is too heavy of a spell to cast without help like a sorcerer prophet or power scroll, these two options are out of the table because of the format. So I downgraded the Deamonsmith for extra troops on the field.

I included an extra group of cutthroat for extra screen. (These fireglaive are great but cost 40 points on the unit)

This is my alternative and humble proposal (because I love sneaky gits)

Budzor’s Battle march alternative [499 pts]

Warhammer: The Old World, Chaos Dwarfs, Battle March

Daemonsmith Sorcerer, Wizard [Level 1 Wizard], General, Daemonology - 85

10 Infernal Guard, Shield - 120

14 Hobgoblin Cutthroats - 42

14 Hobgoblin Cutthroats - 42

Deathshrieker Rocket Launcher, Hellbound - 150

10 Sneaky Gits - 60

2 Likes

Thanks @PawocK! Could you explain me what are Sneaky Gits giving me in this list? How would you play it? If Deathshrieker is hard to play for noobies like myself, maybe I could just simplify the list, and go infantry only?

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Chaos Dwarfs [499 pts]
Warhammer: The Old World, Chaos Dwarfs, Battle March

++ Characters [115 pts] ++

Daemonsmith Sorcerer [115 pts]

  • Hand weapon
  • Heavy armour
  • Wizard [Level 1 Wizard]
  • General
  • On foot
  • Talisman of Protection
  • Daemonology

++ Core Units [384 pts] ++

12 Infernal Guard [144 pts]

  • Hand weapons
  • Heavy armour
  • Shield

12 Infernal Guard [144 pts]

  • Hand weapons
  • Heavy armour
  • Shield

16 Hobgoblin Cutthroats [48 pts]

  • Hand weapons
  • Shortbows

16 Hobgoblin Cutthroats [48 pts]

  • Hand weapons
  • Shortbows

It gives your opponent a dilemma. Sneaky Gits are ambushers, it means you can either deploy them like a regular unit, or you can deploy them “in reserve” at the start of the game. They then have a chance to appears from the second turn. The trick is that you can make them appears from any side of the table you’d like but not within 8” of an ennemy unit.

Having that in mind, if you face a war machine or a pesky but isolated mage or a group of archers on a hill, you create a threat for your adversary. He is then face with the dilemma, “do I break off units to chase the threat”, “do I use a spell or a volley of shots to deal with the threat”, “do I ignore the threat and get potentially pelted from the back, charged from the rear, or march block”.

They force your adversary to react, and you get to choose where the threat comes. And what is great about sneaky gits is that they are very cheap (so diverting too many units will be unfavorable trade for your opponents), but they also punch above their weight (which otherwise would make them a target that can be safely ignored). Sneaky gits comes with skirmisher, evasive, move throught cover, which make them quite difficult to just simply shoot at and be done with. (For exemple in a small woodland they are skirmisher + partial cover = -2 to get shot at. With evasive, they can try to break LoS if they get targeted by something threatening. Of the offensive department they are BS4 with throwing weapons which is great. They can march and shoot so it give them 17” of effective shooting range, 12” at short range.

Sure they won’t do much against heavily armored target or high toughness target, but everything else is fair game. If you lose them, it’s 60pts, so not entierly the end of the world if you managed to snipe 5 elfs with them or you managed to put your other units in a favorable position.

It’s not hard to play per say, you just choose a target within range a throw the artillery and dispersion dice. Not exactly hard, what I meant is a 150 pts on a 500 pts army list, you need to make every shots counts. The good thing is with your general and hellbound you get 2 reroll.

The deathshrieker give really good flexibility with the incendiary and the demolition rockets. The first is great against big block of chaffs, the second can be used to do some great character of monster killing.

In your composition I’d say it gives you more tactical flexibility than getting another group of Infernal Guards.

2 Likes

Hey @PawocK, and what are your takes on the magic lore? Is Daemonology usually your first choice?

I am indeed a big proponnent of deamonology. I find it to be a quite powerful lore and the conveyance spell is just so good for a infantry heavy army while being relatively cheap to cast at 8. The magic missile is good (I prefer it to doombolt due to template, but that’s down to personnal preference).

Basically, conveyance. Steed of shadows is great, infernal gateway is a nice panic button for a caracter (you can also cast it on a character who moved so you can do some fun shenenigans), Travel mystical pathway while quite good and flexible is way to heavy to cast without a powerscroll or a level 3/4 …

Back to your list, a case could be made for dark magic, if you take the signature for the deamonsmith for the sake of a magic missile : better range, better AP, at the cost of template and S3. Really depends what you will be facing.

Otherwise average casting costs are : 8,6 for deamology, 8,6 dark magic, 8,4 for elementalism. Deamonology only has 8 and 9, while others have a 7 and 10.

Now personnally I’d go for magic missile and then either dark of deamonology.

One last thing, non template magic missiles do not roll to hit (so these pesky skirmishers in the forest or hidden in a building are fair game). Template do not roll to hit, but have that “risk being hit rule”.

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Some time last year I had my first pre-campaign fight - we have decided to meet outside of our store and play a few 500 points Foray / Battle March battles to get to know each other better and refresh our knowledge of the rules. My first battle was agains Orc and Goblin Tribes.

List

Orc & Goblin Tribes Dawi-Zharr
Black Orc Bigboss [93 pts] Daemonsmith Sorcerer [115 pts]
Hand weapon, Cavalry spear, Full plate armour, General, War Boar Hand weapon, Heavy armour, Wizard [Level 1 Wizard], General, On foot, Lore Familiar, Daemonology
Night Goblin Oddgit [85 pts] 10 Infernal Guard [130 pts]
Hand weapon, Wizard [Level 2 Wizard], On foot, Waaagh! Magic Great weapons, Heavy armour
8 Black Orc Mob [112 pts] 13 Hobgoblin Cutthroats [39 pts]
Hand weapons, Full plate armour, 4x Shields, 2x Great weapons, 2x Additional hand weapons, Standard bearer Hand weapons, Shortbows
15 Night Goblin Mob [70 pts] 12 Hobgoblin Cutthroats [36 pts]
Hand weapons, Shields, 1x Fanatics [Fanatic ball & chain] Hand weapons, Shortbows
7 Orc Boar Boy Mob [140 pts] Deathshrieker Rocket Launcher [120 pts]
Hand weapons, Cavalry spears, Heavy armour, Shields, Big 'Uns Demolition Rockets, Infernal Incendiaries, Hand weapons, Heavy armour
10 Sneaky Gits [60 pts]
Two hand weapons, Throwing weapons

Deployment

The Orc Boar Mob accompanied by the Bigboss, the general of the green-skinned army, take up favourable positions between the camp and the central hill to the north. On the opposite side of the hill, a unit of Black Orcs positions itself, protected by a horde of Night Goblins. On their eastern flank, the Goblin Shaman sets up.

On the other side of the field, two units of Hobgoblin Archers prepares for the battle - one on top of the southern hill, and the other, larger one, to the west of it, hiding behind the forest. On the other side of the hill, an elite squad of Infernal Guards takes up position on the opposite side of the camp from Chorf Daemonsmith Sorcerer and his Deathshrieker Rocket Launcher.

The Battle

The initiative roll is won by the Dawi-Zharr, who decide to go first.

Round 1 - Dawi-Zharr

Using Lore Familiar, the Sorcerer chooses Steed of Shadows as his only spell. He uses it in the first movement phase on a nearby squad of Infernal Guards, rolling a 7. The Orcs attempt to dispel it, but to no avail. The Infernal Guards fly to the centre of the battlefield and face the Night Goblin unit hidden behind the forest.

Safely hidden from the Orcs on boars, the Hobgoblin archer unit wheels and moves towards the forest with the intention of bypassing it from the west.

The Deathshrieker attempts to attack the Night Goblins with Indirect Fire. However, the target moves 8‘ south. The nearby Sorcerer, who is also an Infernal Engineer, rolls the artillery die and reduces the scatter to 6’. This does not help, though – the bomb falls in the forest separating the troops, causing no damage.

Round 1 - Orcs & Goblins

The Boars march into the forest, stopping just an inch away from the Hobgoblin squad.

On the eastern flank, the Night Goblins wheel and partially enter the forest, positioning themselves head-on to the Infernal Guards squad provocatively positioned in the centre. The Black Orcs repeat the same move.

The Shaman approaches the edge of the forest and casts Vindictive Glare Magic Missile at the Deathshrieker crew. One crew member falls.

A Fanatic unexpectedly jumps out of the Night Goblin squad. The jump ends almost in base contact with the Infernal Guards squad. What a cockblock!

Round 2 - Dawi-Zharr

The Goblin Fanatic moves away from the Infernal Guard squad, dangerously approaching the edge of the forest.

At the same moment, Chorfy Ambushers - Sneaky Gits - rush in from the north-western edge of the battlefield, immediately greeting the Boyz on Hogs with a hail of flying axes, none of which hit their target.

They are joined by the Hobgoblins gathered on the other side of the forest, but only one of the 10 arrows fired hits its target, bouncing off the Orc’s armour.

The weakened Deathshrieker crew makes another attempt at Indirect Fire, this time shooting 8" to the north-west. The Infernal Engineer tries to correct the course, but to no avail - he rolls an eight on an eight.

Round 2 - Orcs and Goblins

The Fanatic passes the forest and heads towards the camp of the Chorf commander.

The Boyz on Boars charge the skittish Hobos, who try to return fire, but in their panic they only manage to hit one arrow, which again does no damage to the Orcs.

The Shaman again targets the Deathshrieker crew with his Magic Missile. Chorfs try to dispel, but the winds of magic are clearly blowing the other way today. However, Oddit can hardly talk about luck today - for the second turn in a row, his Multiwound D3 deals just one wound. The machine has one crew member left.

The Night Goblins try to charge the exposed Guards, but two inches is not enough, so they stop at the edge of the forest. They are joined from behind by the Black Orcs and the Shaman.

Meanwhile, the Boyz on Boars catch up with the Hobgoblin Cutthroats and immediately wipe out over 25% of their numbers. Unable to respond in any meaningful way, the Hobgoblins flee in panic, running off the battlefield. This is the first completely destroyed unit of the battle.

Round 3 - Dawi-Zharr

The fanatic makes a 10-inch jump across the battlefield and lands near the northern hill.

The Infernal Guards charge the Night Goblins, who are half-hidden in the forest. The Sneaky Gits run along the western edge of the battlefield, throwing axes at the Choppa-riding Wild Boars. The Orcs first dodge every axe flying in their direction, then stand still and watch as another Indirect Fire Deathshrieker crashes into a nearby hill, harming no one.

On the hill, the only surviving squad of Hobos pivots, facing west. After the manoeuvre, they fire at the Boyz on Boars, killing one of them.

In a melee combat, the Infernal squad fails to dominate the Night Goblins - out of five attackers, only one takes down a single opponent. The fight ends in a 2:2 draw, and the squads remain in place.

Round 3 - Orcs and Goblins

The Fanatic advances further towards the Goblin camp.

The Boar Boyz pivot 90 degrees.

Infernal Guards, who are in close combat, take the Night Goblins’ attack without any losses, mowing down 6 opponents in return. In response, the Goblins fail their leadership check and flee. The Black Orcs let the goblins pass, watching with embarrassment, but the Goblin Oddgit is not so tough and also flees in panic, rolling 2x 6 flee and ending up behind the table. This is the second unit to fall that day.

Round 4 - Dawi-Zharr

The Fanatic rushes south, between the hill and the pivoting Orc unit on Boars.

The Sneaky Gits run to the other side of the forest, trying to hide from the Boars now heading towards them.

Deathshsrieker lands its first shot of the battle on the same unit of Boar Boys, but the hit alone is not enough to penetrate their powerful armour, it fails to inflict any damage. Moments later, the same unit targets the Hobos positioned on the hill and manages to kill another one.

The now exposed Black Orcs squad seems like the perfect next target for the Infernal Guards. They attack it and immediately take down one Black Orc. In retaliation, they lose two soldiers, lose the combat and retreat 2 inches. The Black Orcs chase after them.

Round 4 - Orcs and Goblins

The Fanatic rolls doubles on his 1s and dies.

The fleeing Night Goblins run off the field. This is the third unit eliminated in this battle. Meanwhile, on the western edge of the battlefield, the Boar Riders run into the forest.

Ten attacks by the Black Orcs take down only one Infernal Guard, trading him for one Black Orc. Chorfs loses the clash again and retreats Fall Back In Good Order. The Orcs follow up again. The clash moves to the centre of the battlefield.

Round 5 - Dawi-Zharr

The Sneaks flee into the forest, attempting to flank the Boars Boyz.

Two more Infernals are killed in close combat, with no losses on the Orc side. Retreating in good order, they give the Greenskin 6" of battlefield, which the Orcs immediately take advantage of by charging in response.

Round 5 - Orcs and Goblins

The Boarz turn towards the Sneaks.

The Blacks take out three more Infernals without suffering any losses themselves, and once again chase the remnants of the unit across the battlefield. The battle ends at this point.

Results

Loses

Orcs and Goblins Dawi-Zharr
Night Goblin Oddgit [85pts] 13 Hobgoblin Cutthroats [39pts]
15 Night Goblin Mob [70pts] 8/10 Infernal Guard [130/2 = 65pts]

Points

x Orcs and Goblins Dawi-Zharr
Dead or Fled 104 155
Trophies of War 0 0
The King is Dead 0 0
TOTAL 104 155

Chaos Dwarfs won!

Others

Fanatic

Congratulations to Fanatic for his impressive four-round dance during which he did not hit any terrain or units.

Is a battle report like that too much? I was really excited with my first won battle of the campaign, and got a bit carried away.
Thanks @PawocK for your help with building this list, it worked just fine as a baseline.

3 Likes

This battle report is absolutely gorgeous, loved every second of it. Very detailed, just all around great.

As for unit analysis,

It seems you had bad luck on rolls with your GW IG, normally they should be able to hold their ground against black orcs. But that how the cookie crumble sometimes, even if weaker save.

Deathshrieker is good, I swear, but indirect fire is a bit iffy. Maybe a better deployment will help next time.

It seems that sneaky gits were if not efficient on the killing side, an absolute pain for the orc boar mob, so, good on them.

It seems that maybe a power scroll and a magic missile would have been more efficient that steed of shadows.

Great report, great battle, huzzah !

Thanks! I’m still learning the art of reporting, so the notes I take during the battle are not perfect yet, but I think that those powerpoint schemas (inspired by the old White Dwarf reports) are telling more story then the text.

Maybe I’m doing something wrong, but with Orcs being Frenzy are really hard to survive - with +1 Attacks on charge, 2 additional weapons and a Bigboss in the unit they have 20 attacks a turn with 8 models!

Oh I know, I love it! I finished another battle in 11 minutes because of it, I work on the report right now, will share it later in the week.

They play exactly the role you describe in one of the posts above - stealing the piece of mind from the opponent, as soon as the deployment starts. I love them, this is the single best advice I got on this forum, thank you!

Well, having only one Lvl1 Wizard is very limiting, I hope this will change in bigger formats.

Thank you!

Ohhh he had “Da angry ladz Flag” yea indeed, then it’s not really a surprise the IG got overpowered, just too much attacks per combat for GW guys. If anything they then worked better than the odds.

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