2500 Orcs and Goblins ride of the chaff brigade.
Nov 30, 2022 16:56:08 GMT
grandmasterwang, knoffles, and 1 more like this
Post by 1plussave on Nov 30, 2022 16:56:08 GMT
Lords
Night Goblin Warboss [161pts]: Light Armour, Shield
Magic Items: BRB - Wizarding Hat
Savage Orc Great Shaman [305pts]: Lore of da Big Waaagh!, Wizard Level 4
Magic Items: AB - Lucky Shrunken Head, BRB - Fencer's Blades, BRB - Obsidian Trinket
Heroes
Black Orc Big Boss [140pts] General
Magic Items: BRB - Enchanted Shield, BRB - Talisman of Preservation
Goblin Big Boss [53pts]: Light Armour, Magic Items, Shield, Spear
Giant Wolf
Night Goblin Big Boss [59pts]: Battle Standard Bearer, Light Armour, Shield
Night Goblin Big Boss [96pts]: Light Armour, Shield, Spear
Great Cave Squig, Magic Items: BRB - Dragonhelm
Night Goblin Shaman [75pts]: Lore of da Little Waaagh!, Wizard Level 1
Magic Items: BRB - Dispel Scroll
Core
Goblin Wolf Riders [55pts]
5x Goblin Wolf Rider: 5x Shield
Goblin Wolf Riders [55pts]
5x Goblin Wolf Rider: 5x Shield
Night Goblins [130pts]: Musician, 2x Night Goblin Fanatics, Standard Bearer
20x Night Goblin: 20x Short Bows
Savage Orc Big 'Uns [420pts]: Boss, Musician, Standard Bearer
35x Savage Orc Big 'Un: 35x Additional Hand Weapon
Special
Goblin Wolf Chariot [50pts]: Wolf Chariot
Goblin Wolf Chariot [50pts]: Wolf Chariot
Savage Orc Boar Boyz [125pts]: Boss
5x Savage Orc Boar Boyz: 5x Shields, 5x Spears
Trolls [210pts]: 6x Troll
Rare
Doom Diver Catapult [80pts]
Doom Diver Catapult [80pts]
Goblin Rock Lobber [85pts]
Mangler Squigs [65pts]
Mangler Squigs [65pts]
Snotling Pumpwagon [70pts]: Out-rigga, Spikey Roller
Snotling Pumpwagon [70pts]: Out-rigga, Spikey Roller
Total: [2,499pts]
I think this is one of my favourite generic list compositions; the Savage Big'un Horde with Great Shaman and Black Orc Boss, the Night Goblin BSB Bunker, the Wolf Rider chaff and Hunter Hero and double Doom Divers for general purpose damage as well as the Lobber for specific threats.
Paired in this case with 2 Wolf Chariots and 2 Pumpwagons for heavier chaff clearing and surprise combat res (they do 2-7/12 impact hits and have 3 wounds, they can usually add combat res even if they die), the Savage Boar Boys are a wildcard who can be a serious threat and aren't pushovers on defence (but are completely out of control as a unit), the Manglers are simply great for racking up points or just demanding enemy sacrifices to clear them.
The Wizarding Warboss, the Trolls and the Great Cave Squig are my nods to fun over practicality. The Hat grants a random chance to pick up some decent spells to supplement the army; most signature spells are good enough by themselves to justify paying for a level 2 wizard (Fireball, Searing Doom, Earthblood, Wildform, Iceshard, Miasma, Gaze) and even Death on a Goblin has its uses. The Trolls are there to hold a flank for my main Savage block and to ward off non-flaming knights. The Squig rider is just a lot of fun thanks to his maneuverability and most sees use trying to squeeze past enemy formations to get at backline units or prevent fast cavalry from outflanking.
My main concern is whether I've cheaped out on equipment for some characters in favour of more of them, the Big Boss on Cave Squig could do more to hold up Ethereal units if he had a magic weapon for example and my BSB uses anonymity alone as a shield from being killed. I'm tempted to drop Mangler squigs for Pumpwagons or take a second Rock Lobber. I don't want to drop too many units or reduce them in size by too much but I wonder if I should from a practicality standpoint, do I need the wolf boss and the squig boss for example? Is another Rock Lobber better insurance? Do Pumpwagons outperform Manglers if there are more of them?
Night Goblin Warboss [161pts]: Light Armour, Shield
Magic Items: BRB - Wizarding Hat
Savage Orc Great Shaman [305pts]: Lore of da Big Waaagh!, Wizard Level 4
Magic Items: AB - Lucky Shrunken Head, BRB - Fencer's Blades, BRB - Obsidian Trinket
Heroes
Black Orc Big Boss [140pts] General
Magic Items: BRB - Enchanted Shield, BRB - Talisman of Preservation
Goblin Big Boss [53pts]: Light Armour, Magic Items, Shield, Spear
Giant Wolf
Night Goblin Big Boss [59pts]: Battle Standard Bearer, Light Armour, Shield
Night Goblin Big Boss [96pts]: Light Armour, Shield, Spear
Great Cave Squig, Magic Items: BRB - Dragonhelm
Night Goblin Shaman [75pts]: Lore of da Little Waaagh!, Wizard Level 1
Magic Items: BRB - Dispel Scroll
Core
Goblin Wolf Riders [55pts]
5x Goblin Wolf Rider: 5x Shield
Goblin Wolf Riders [55pts]
5x Goblin Wolf Rider: 5x Shield
Night Goblins [130pts]: Musician, 2x Night Goblin Fanatics, Standard Bearer
20x Night Goblin: 20x Short Bows
Savage Orc Big 'Uns [420pts]: Boss, Musician, Standard Bearer
35x Savage Orc Big 'Un: 35x Additional Hand Weapon
Special
Goblin Wolf Chariot [50pts]: Wolf Chariot
Goblin Wolf Chariot [50pts]: Wolf Chariot
Savage Orc Boar Boyz [125pts]: Boss
5x Savage Orc Boar Boyz: 5x Shields, 5x Spears
Trolls [210pts]: 6x Troll
Rare
Doom Diver Catapult [80pts]
Doom Diver Catapult [80pts]
Goblin Rock Lobber [85pts]
Mangler Squigs [65pts]
Mangler Squigs [65pts]
Snotling Pumpwagon [70pts]: Out-rigga, Spikey Roller
Snotling Pumpwagon [70pts]: Out-rigga, Spikey Roller
Total: [2,499pts]
I think this is one of my favourite generic list compositions; the Savage Big'un Horde with Great Shaman and Black Orc Boss, the Night Goblin BSB Bunker, the Wolf Rider chaff and Hunter Hero and double Doom Divers for general purpose damage as well as the Lobber for specific threats.
Paired in this case with 2 Wolf Chariots and 2 Pumpwagons for heavier chaff clearing and surprise combat res (they do 2-7/12 impact hits and have 3 wounds, they can usually add combat res even if they die), the Savage Boar Boys are a wildcard who can be a serious threat and aren't pushovers on defence (but are completely out of control as a unit), the Manglers are simply great for racking up points or just demanding enemy sacrifices to clear them.
The Wizarding Warboss, the Trolls and the Great Cave Squig are my nods to fun over practicality. The Hat grants a random chance to pick up some decent spells to supplement the army; most signature spells are good enough by themselves to justify paying for a level 2 wizard (Fireball, Searing Doom, Earthblood, Wildform, Iceshard, Miasma, Gaze) and even Death on a Goblin has its uses. The Trolls are there to hold a flank for my main Savage block and to ward off non-flaming knights. The Squig rider is just a lot of fun thanks to his maneuverability and most sees use trying to squeeze past enemy formations to get at backline units or prevent fast cavalry from outflanking.
My main concern is whether I've cheaped out on equipment for some characters in favour of more of them, the Big Boss on Cave Squig could do more to hold up Ethereal units if he had a magic weapon for example and my BSB uses anonymity alone as a shield from being killed. I'm tempted to drop Mangler squigs for Pumpwagons or take a second Rock Lobber. I don't want to drop too many units or reduce them in size by too much but I wonder if I should from a practicality standpoint, do I need the wolf boss and the squig boss for example? Is another Rock Lobber better insurance? Do Pumpwagons outperform Manglers if there are more of them?