twd
Junior Member
Warhammer player since 1st Edition - play Orcs, Dwarfs, Ogres, Daemons and Empire
Posts: 77
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Post by twd on Jun 24, 2022 20:30:31 GMT
So the Elves came to the Border Princes in search of Orc hide More over on MY BLOG
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Post by grandmasterwang on Jun 28, 2022 8:53:34 GMT
Enjoyable report and nice pictures. As for the result... the pointy ears will get there's It's coming.
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Post by Grimfang Gogulk on Jul 1, 2022 19:27:14 GMT
Good stuff! Lovely Orks.. Orcs krumpin´ the panzees.. Pointy-ears gud! Lovely models. Really jealous of the boar chariots, don´t have any.. Not any WFB proper Orc boyz.. Ah..
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Post by Horace on Jul 1, 2022 19:57:11 GMT
Surprised you think HE are overpowered against O&G, I find it's one of the better match ups. O&G can generally out-shoot HE but I suppose it's a bit list dependent. Elves are very easy to make lists for.
I do enjoy murdering T3 Elves
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Post by lordofskullpass on Jul 5, 2022 9:57:51 GMT
Surprised you think HE are overpowered against O&G, I find it's one of the better match ups. O&G can generally out-shoot HE but I suppose it's a bit list dependent. Elves are very easy to make lists for. I do enjoy murdering T3 Elves I'm surprised you think Greenskins can out-shoot High Elves, as the latter have superior Ballistic Skill and longer range, and because Greenskins have a general lack of armour they die fairly quickly after the wound roll, but then Greenskins could easily turn things around via the numbers game by spamming Arrer Boyz and Goblins with Bows, all of which would still do a fair amount of damage against T3 Elves. However you're right in that Greenskins do have some good counters against them - three Boar Chariots would normally be able to ruin the day of a fair few High Elf units with their Strength 5 Impact Hits, Toughness 5 requiring most Elves to wound on 6s and a 4+ armour save, though in this game I think they were used poorly (putting them all so close together was asking for trouble with that Ellyrian Reaver unit being able to panic all three - instead they should have been sent to ram into different units, specifically those with Strength 3 or 4, to give the opponent more threats to worry about) and also suffered from poor luck. Fanatics and Manglers can also do some horrendous damage to such expensive and fragile units, and Spear Chukkas, Rock Lobbers and Doom Divers can all bring the hurt at range. Trolls can squash them in melee. Personally I've never thought High Elves as particularly OP, certainly not in the league that Dark Elves and especially Warriors of Chaos are. High Elves have less melee power than either of those factions, are equally vulnerable to missiles and high-Toughness foes as Dark Elves and even the hated Banner of the World Dragon has significant counters (read: any non-magical shooting or, if you can't provide any for whatever reason, simple avoidance of the unit carrying it). In general twd I think bad luck was the thing that really messed up your game, your Warboss failing his own Animosity test and the Trolls failing their Stupidity tests at the start of the game didn't help one bit. The Arrer Boyz were very unlucky, it was a good idea to send them toward the Swordmasters to try and whittle them down, but the Elves making their charge from such a far distance away was annoying for you and very lucky for him, especially when they had to climb over an obstacle to get to you. I wonder if you should have fled the Arrer Boyz in this case, because you would at least have a chance to rally them with a Leadership test, whereas holding or standing and shooting at them is never going to end well when melee is joined. I'm surprised a sizeable unit of Boyz plus a Boar Chariot failed to beat Sisters of Avelorn in close combat before the Spearmen were able to intervene, those are one of the easiest units in the High Elf army to kill in melee, but I wouldn't be surprised if bad dice rolls had been to blame here. However I do also think your cunnin' plan needed a few tweaks - separating the Chariots as I mentioned before (perhaps one on each flank and one in the centre), sending the Black Orcs in against the Spearmen, Sea Guard or Sisters alongside your Boyz while aiming the Trolls toward the Phoenix Guard would have tied down all those High Elf threats at once and stopped them from flanking you. Then any victorious units should have been able to press on into the Mage and Archers at the back and ended that Magic Phase of his. I also notice you didn't seem to bring any form of Shaman which was a mistake, High Elves like their magic and a caster could certainly have helped you out a lot, particularly if you managed to roll Foot of Gork Also, I noticed one of your Boyz units looked all set to charge the Lothern Sea Guard and the surviving River Troll was going to charge that unit of Spearmen in the flank, and then all of a sudden the Boyz have ended up charging the Spearmen, in the front, and the Troll has attacked the Sisters - what happened there?
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Post by grandmasterwang on Jul 22, 2022 10:52:11 GMT
Surprised you think HE are overpowered against O&G, I find it's one of the better match ups. O&G can generally out-shoot HE but I suppose it's a bit list dependent. Elves are very easy to make lists for. I do enjoy murdering T3 Elves I'm surprised you think Greenskins can out-shoot High Elves, as the latter have superior Ballistic Skill and longer range, and because Greenskins have a general lack of armour they die fairly quickly after the wound roll, but then Greenskins could easily turn things around via the numbers game by spamming Arrer Boyz and Goblins with Bows, all of which would still do a fair amount of damage against T3 Elves. However you're right in that Greenskins do have some good counters against them - three Boar Chariots would normally be able to ruin the day of a fair few High Elf units with their Strength 5 Impact Hits, Toughness 5 requiring most Elves to wound on 6s and a 4+ armour save, though in this game I think they were used poorly (putting them all so close together was asking for trouble with that Ellyrian Reaver unit being able to panic all three - instead they should have been sent to ram into different units, specifically those with Strength 3 or 4, to give the opponent more threats to worry about) and also suffered from poor luck. Fanatics and Manglers can also do some horrendous damage to such expensive and fragile units, and Spear Chukkas, Rock Lobbers and Doom Divers can all bring the hurt at range. Trolls can squash them in melee. Personally I've never thought High Elves as particularly OP, certainly not in the league that Dark Elves and especially Warriors of Chaos are. High Elves have less melee power than either of those factions, are equally vulnerable to missiles and high-Toughness foes as Dark Elves and even the hated Banner of the World Dragon has significant counters (read: any non-magical shooting or, if you can't provide any for whatever reason, simple avoidance of the unit carrying it). In general twd I think bad luck was the thing that really messed up your game, your Warboss failing his own Animosity test and the Trolls failing their Stupidity tests at the start of the game didn't help one bit. The Arrer Boyz were very unlucky, it was a good idea to send them toward the Swordmasters to try and whittle them down, but the Elves making their charge from such a far distance away was annoying for you and very lucky for him, especially when they had to climb over an obstacle to get to you. I wonder if you should have fled the Arrer Boyz in this case, because you would at least have a chance to rally them with a Leadership test, whereas holding or standing and shooting at them is never going to end well when melee is joined. I'm surprised a sizeable unit of Boyz plus a Boar Chariot failed to beat Sisters of Avelorn in close combat before the Spearmen were able to intervene, those are one of the easiest units in the High Elf army to kill in melee, but I wouldn't be surprised if bad dice rolls had been to blame here. However I do also think your cunnin' plan needed a few tweaks - separating the Chariots as I mentioned before (perhaps one on each flank and one in the centre), sending the Black Orcs in against the Spearmen, Sea Guard or Sisters alongside your Boyz while aiming the Trolls toward the Phoenix Guard would have tied down all those High Elf threats at once and stopped them from flanking you. Then any victorious units should have been able to press on into the Mage and Archers at the back and ended that Magic Phase of his. I also notice you didn't seem to bring any form of Shaman which was a mistake, High Elves like their magic and a caster could certainly have helped you out a lot, particularly if you managed to roll Foot of Gork Also, I noticed one of your Boyz units looked all set to charge the Lothern Sea Guard and the surviving River Troll was going to charge that unit of Spearmen in the flank, and then all of a sudden the Boyz have ended up charging the Spearmen, in the front, and the Troll has attacked the Sisters - what happened there? In terms of Greenskins outshooting high elves I think he meant with doom divers and rock lobbers, not archers. Both Divers and Lobbers can do a real number on the pointy's with nice rolls.
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Post by lordofskullpass on Jul 22, 2022 14:25:49 GMT
I'm surprised you think Greenskins can out-shoot High Elves, as the latter have superior Ballistic Skill and longer range, and because Greenskins have a general lack of armour they die fairly quickly after the wound roll, but then Greenskins could easily turn things around via the numbers game by spamming Arrer Boyz and Goblins with Bows, all of which would still do a fair amount of damage against T3 Elves. However you're right in that Greenskins do have some good counters against them - three Boar Chariots would normally be able to ruin the day of a fair few High Elf units with their Strength 5 Impact Hits, Toughness 5 requiring most Elves to wound on 6s and a 4+ armour save, though in this game I think they were used poorly (putting them all so close together was asking for trouble with that Ellyrian Reaver unit being able to panic all three - instead they should have been sent to ram into different units, specifically those with Strength 3 or 4, to give the opponent more threats to worry about) and also suffered from poor luck. Fanatics and Manglers can also do some horrendous damage to such expensive and fragile units, and Spear Chukkas, Rock Lobbers and Doom Divers can all bring the hurt at range. Trolls can squash them in melee. Personally I've never thought High Elves as particularly OP, certainly not in the league that Dark Elves and especially Warriors of Chaos are. High Elves have less melee power than either of those factions, are equally vulnerable to missiles and high-Toughness foes as Dark Elves and even the hated Banner of the World Dragon has significant counters (read: any non-magical shooting or, if you can't provide any for whatever reason, simple avoidance of the unit carrying it). In general twd I think bad luck was the thing that really messed up your game, your Warboss failing his own Animosity test and the Trolls failing their Stupidity tests at the start of the game didn't help one bit. The Arrer Boyz were very unlucky, it was a good idea to send them toward the Swordmasters to try and whittle them down, but the Elves making their charge from such a far distance away was annoying for you and very lucky for him, especially when they had to climb over an obstacle to get to you. I wonder if you should have fled the Arrer Boyz in this case, because you would at least have a chance to rally them with a Leadership test, whereas holding or standing and shooting at them is never going to end well when melee is joined. I'm surprised a sizeable unit of Boyz plus a Boar Chariot failed to beat Sisters of Avelorn in close combat before the Spearmen were able to intervene, those are one of the easiest units in the High Elf army to kill in melee, but I wouldn't be surprised if bad dice rolls had been to blame here. However I do also think your cunnin' plan needed a few tweaks - separating the Chariots as I mentioned before (perhaps one on each flank and one in the centre), sending the Black Orcs in against the Spearmen, Sea Guard or Sisters alongside your Boyz while aiming the Trolls toward the Phoenix Guard would have tied down all those High Elf threats at once and stopped them from flanking you. Then any victorious units should have been able to press on into the Mage and Archers at the back and ended that Magic Phase of his. I also notice you didn't seem to bring any form of Shaman which was a mistake, High Elves like their magic and a caster could certainly have helped you out a lot, particularly if you managed to roll Foot of Gork Also, I noticed one of your Boyz units looked all set to charge the Lothern Sea Guard and the surviving River Troll was going to charge that unit of Spearmen in the flank, and then all of a sudden the Boyz have ended up charging the Spearmen, in the front, and the Troll has attacked the Sisters - what happened there? In terms of Greenskins outshooting high elves I think he meant with doom divers and rock lobbers, not archers. Both Divers and Lobbers can do a real number on the pointy's with nice rolls. A fair point, though you need to be lucky on the artillery and scatter dice with those
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