[TOW] Batrep: Slave Roundup, Pt. 2

I had me another battle vs the unwashed greenskin masses, this time facing a beastly and well polished list, shamelessly copied and pasted from the best of a number of public O&G lists that have done well in recent tournaments.

Orc & Goblins list here

++ Characters [1000 pts] ++
Black Orc Warboss [366 pts]
(Hand weapon, Great weapon, Full plate armour, Shield, General, Wyvern, Trollhide Trousers, Talisman of Protection, Paymaster’s Coin)

Night Goblin Bigboss [53 pts]
(Hand weapon, Light armour, On foot, Charmed Shield, Wollopa’s One Hit Wunda)

Orc Weirdnob [240 pts]
(Hand weapon, Level 4 Wizard, On foot, Ruby Ring of Ruin, Idol Of Gork, Battle Magic)

Orc Bigboss [108 pts]
(Hand weapon, Great weapon, Heavy armour, Battle Standard Bearer, War Boar, Charmed Shield)

Goblin Oddnob [195 pts]
(Hand weapon, Level 4 Wizard, On foot, Lore Familiar, Elementalism)

Night Goblin Bigboss [38 pts]
(Hand weapon, Light armour, On foot, Charmed Shield)

++ Core Units [765 pts] ++
30 Night Goblin Mob [195 pts]
(Hand weapons, Shields, Netters, 3x Fanatics, Standard bearer, Musician)

30 Night Goblin Mob [195 pts]
(Hand weapons, Shields, Netters, 3x Fanatics, Standard bearer, Musician)

17 Black Orc Mob [340 pts]
(Hand weapons, Full plate armour, Veteran, 17x Shields, 17x Great weapons, Boss (champion), Standard bearer [The Big Red Raggedy Flag], Musician)

5 Orc Mob [35 pts]
(Hand weapons, Warbows, Frenzy, Warpaint)

++ Special Units [45 pts] ++
Goblin Bolt Throwa [45 pts]

++ Rare Units [190 pts] ++
Doom Diver Catapult [95 pts]

Doom Diver Catapult [95 pts]

So all the nasties, dual doom divers, 6 fanatics, a rock solid blorc force, wyvern, two level 4’s. Yuck.

For my part (having seen the list I would be facing) I tried to also bring the pain, in the form of a bale taurus and wyvern warboss combo, and I tried to field a unit of 12 infernal guard with no command and fireglaives, cause I wanted to try it out.

Chaos Dwarf list

++ Characters [944 pts] ++
Sorcerer-Prophet [490 pts]
(Darkforged weapon, Heavy armour, Level 4 Wizard, General, Bale Taurus, Mantle of Stone, Armour of Meteoric Iron, Obsidian Vambraces, Talisman of Protection, Daemonology)

Black Orc Warboss [369 pts]
(Great weapon, Full plate armour, Wyvern, Trollhide Trousers, Effigy Of Mork, Enchanted Shield, ‘Eadbuttin’ 'At)

Hobgoblin Khan [85 pts]
(Hand weapon, Throwing weapons, Giant Wolf, Ruby Ring of Ruin)

++ Core Units [536 pts] ++
12 Infernal Guard [192 pts]
(Fireglaives, Heavy armour, Shield)

10 Hobgoblin Cutthroats [30 pts]
(Hand weapons, Shortbows)

10 Hobgoblin Cutthroats [30 pts]
(Hand weapons, Shortbows)

16 Black Orc Mob [284 pts]
(Hand weapon, Full plate armour, Stubborn, 9x Shields, 7x Great weapon, Boss, Standard bearer [Da Angry Ladz Flag], Musician)

++ Special Units [520 pts] ++
Iron Daemon [310 pts]
(Steam Cannonade, Hand weapons, Hellbound)

Hobgoblin Bolt Thrower [45 pts]
(Bolt thrower, Hand weapons, Light armour)

Hobgoblin Bolt Thrower [45 pts]
(Bolt thrower, Hand weapons, Light armour)

Deathshrieker Rocket Launcher [120 pts]
(Demolition Rockets, Infernal Incendiaries, Hand weapons, Heavy armour)

We rolled flank attack (but forgot to actually follow the deployment scheme, so essentially it was an open battle.

Deployment:

This is a bit into round 1, I wasn’t a good photographer this time around.

He placed his blocks fairly central, except a noblin block which tried to march through the eastern forest. It never quite made it into combat. His wizards were on the left flank and fairly centered respectively.

I thought I’d run my bale taurus up behind enemy lines and take out the war machines, but my opponent got first turn, so I immediately felt pressured to secure the center.

My wyvern boss promptly takes an indirect hit from a doom diver and loses 4(!) wounds in turn 1. He later takes another wound from somewhere else, and is never the same. He fights bravely against the enemy general, utilizing his Waaagh! ability, but my Bale Taurus (who had Storm of Ash up) was unfortunately pushed out of a combat, and couldn’t lend his additional -1 to hit (in hindsight I should’ve taken the Wyvern combat first, dumb).
The wyvern perishes in its first outing, without a single kill to its name.

The IG dwarfs do barely anything. They get march blocked by a loose fanatic, and end up getting pelted with magic missiles. In the end, three are left, and by sheer dumb luck, they manage to help out in the central fight against the noblins, and overrun into one of the enemy wizards, killing him.

Bale Taurus is practically invincible, but does lose a few combats because he couldn’t deal enough damage, going so far as to actually break from the enemy wyvern at one point, but thankfully fleeing far enough to not get caught, before rallying in the next turn.

My black orcs fought bravely against both night goblins and the opposing black orcs. They end up with 4 left of their number (not less than 25%, I might add, same as the IG). They did exceedingly well, the stubborn upgrade on them was clutch, and the frenzy banner really worked wonders. One thing we messed up was moving some fanatics before I charged, which would have made a major difference, but what’s done is done.

The Iron Daemon fumbled its shooting and two charges, but the charge it did get through, it rolled 7 impact hits and absolutely tore down the enemy black orcs.

Bolt throwers did NOTHING, on both sides. No hits. Mine were shot off the board by enemy magic missile spam.

My hobo khan held back in the beginning but eventually slunk up the eastern flank and sneakily dispatched the two doom diver catapults.


This battle had 6 combatants, and was the highlight of the game. My taurus curb stomped the enemy big boss battle standard bearer, the iron daemon ran over a bunch of black orcs, and my own black orcs and infernal guard held their own against the night goblins. Massive victory and both enemy units fled, but alas I could not catch them:

We ended the game after turn 4 for lack of time, and in the end it looked like this:


For all the battles that had taken place, surprisingly few victory points had been scored. No one was fleeing and all units were at or above 25%. I eked out an 11-9 win in this one, cause of the doom divers, the BSB, and the lvl 4 my Infernal Guard cut down. Losing my Wyvern was big money, of course. Not so much the bolt throwers :sweat_smile:

Wrap Up:

The enemy list was nasty! If he had played his wizards better, I don’t know if I could have pulled this one off. He played his fanatics well, but they didn’t have much success against my T7 Taurus, and as I mentioned we messed up how we played them against my black orcs (although 2 of them self-destructed in their first roll, so it was a matter of 1d6 of hits, as opposed to 4d6 and not 6d6). Speculation, but my Iron Daemon would have made it into the black orcs earlier, if my own blorcs had been blown up. We won’t know now.

I like the idea of the cheap fireglaive Infernal Guard unit. They can still shieldwall with the best of them, and the shooting gives them something to do while they trudge up the board - and they aren’t as expensive as blunderbusses.

Hobo Khan is gold.

Taurus/Wyvern combo is potentially amazing. I saw glimpses of it when the enemy general was hitting me on 5’s instead of 4’s, big deal.

Deathshrieker did f*ck all. It couldn’t wound and it couldn’t hit and it couldn’t scare anything anywhere, I shall be leaving it in the garage for the foreseeable future.

My black orcs this time were 50% shields and GW’s and they did wonderfully! Balancing offense and defense (but still more offense cause of the frenzy banner) really did the trick. Having them be stubborn was clutch as all hell when the combat went against them, too.

Hobos didn’t do much this game, but that’s ok, they’re cheap.

So much for a succinct battle report :see_no_evil: That’s it for this one. Happy gaming out there! Hashut Hashut Hashut! :muscle:

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Great battle report thanks @Vacationist ! I’m glad you were able to grind out a small Chorf victory, praise Hashut : )

Reading this battle report makes me wonder what a general playbook for situations where the enemy army has more powerful units through magic and troop size superiority (Orcs, Beastman, Chaos, etc) should be. My sense is we really need to lean into our maneuverability if we have the Bale Taurus, Wyvern, and Daemonology. Having two flying monsters and steed of shadows should in principal let us quickly smash one flank of the enemy with more than half of our points and force the enemy to decide if it wants to turn to face the combo and flying black orcs or pursue the stragglers. But then this means we need to sacrifice a Mantle of Stone for Lore Familiar to ensure flying infantry. What do you think?

Erik

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It’s my distinct pleasure, thank you :pray:t2:

I think this is debatable. The power level of units are (despite everything) reflected in their points cost. If they’re expensive, they’re likely to be good. A giant block of night goblins, for instance, is generally no problem. The rank bonuses won’t matter if you slaughter them in droves, netters or not. The black orcs were tough, but evenly matched with mine, for obvious reasons, when I got my Taurus and iron daemon stuck in, they immediately folded.

The Wyvern and Taurus/lamassu/flying carpet sorcerer are tough, for sure. If your enemy is more stationary than what I experienced here, your strategy would be solid, I’m sure, but in this case, he barreled forward with everything, on a small table. I had to deal with that threat, I felt.

I love steed of shadows, but I’m not a proponent of lore familiar, since I like a bit of randomness in my games (old Skaven player, hehe). It helps you to think on your feet. Especially with daemonology, where only 1 spell is bad, when you’re a melee sorcerer. I like to think that steed of shadows can be worked around if you don’t get it. I had it in this game, but didn’t find a use for it. And as you mention, losing a mantle of stone is a big deal if you mean to get into CC, since you only have ws5.

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