simon
Full Member
Posts: 149
|
Post by simon on Nov 8, 2022 10:25:39 GMT
Hi gents, I would love to make a workable list that includes a warboss or great shaman on wyvern, mainly because I love the model so much, but can't seem to find anything that works. They are themselves a bit lacklustre with only 3 attacks and initiative 3, and I struggle to fit a warboss and great shaman in the same list at 2500pts (625pts on Lords) if one of them is on a wyvern. How do you guys use them, if at all? Is a great shaman on wyvern a viable option? There are a couple of spells which sync well with Fly such as Eadbutt and Fists but it still seems like it's best to keep the shaman on foot in a unit of orcs.. Cheers
|
|
|
Post by jamesacon on Nov 8, 2022 21:06:23 GMT
++ Standard (Orcs & Goblins - Army Book (2013-4) -V8.8.2.) [625pts] ++
+ Uncategorised +
- Army Size: Army (0-2999 points)
+ Lords +
Orc Warboss [370pts] . Magic Items: BRB - Biting Blade, BRB - Charmed Shield, BRB - Crown of Command, BRB - Talisman of Preservation . Wyvern
Savage Orc Great Shaman [255pts]: Lore of da Big Waaagh!, Wizard Level 3 . Magic Items: AB - Lucky Shrunken Head (Savage Orc Shaman or Great Shaman only), BRB - Fencer's Blades
++ Total: [625pts] ++
Maybe something like this? I would take a black orc BSB in a bloc unit with standard of discipline. So you have a solid anchor unit, savage orcs with shaman for core, take some night gobbos with fanatics. The rest is up to you.
In regards to the warboss, I would use him as a back field harraser and aiming for flank charges or rear with other units in CC. Don't take on big blocks solo! The crown is for in case you do lose a combat, you have a decent chance to stay. Charmed shield is for that cannon shot that comes first turn haha. But you can swap items around as you see fit, I took a magic weapon to help with ethereal units. But it's important to try to take on small infantry units to maximise your stomps, also not a bad idea to take a GW on him, so if you get challenged by a unit champion and your wyvern fluffs it's 3 attacks, the GW and thunderstomps go at the same initiative to get that overkill bonus.
Anyway it's what I would do haha
|
|
|
Post by wundapantz on Nov 9, 2022 12:52:32 GMT
Wyverns are supporting monsters, identify the units they cannot beat and avoid them. Pick on the weakest units
Only use orcs. Not black orcs or savage orcs as you want to be able to flee a bad situation
Make use of their long flying charge to terror check weak units from the board
I think the wyvern in combat is like a chariot... Only charge into combat where you're already breaking steadfast. Night goblins with nets are the best for this. You want to hit in the flank. Upping the number of attacks the rider makes is key... Sword of striking or fencers also helps to make sure you're hitting, otherwise you're relying on the thunderstorms roll being high. If the wyvern is a second "bonus" Lord (ie not your general or main caster) I can see use of the 100 ot magic items... The impact hits from Armour of Gork, and bonus attacks and strength of the battle axe of the last waaagh..
I would try to avoid infantry combat until late game. Early turns I would try long-bomb terror charges on chaff units, mid turns pick on other support units (chariots, war machines etc) and late game come to get the big points.
Don't. Forget. To. Waaagh!
If using a shaman, take gaze of mork and Lazer a rank off units when you land next to them or charge in
Build your list to help make the wyvern succeed, include a screen of trolls to help stop cannon balls, take several units of fast cav to tie up or eliminate those threats, rock lobbers as counter artillery
When choosing spells, take the snipe spells from the lore of da big waaagh. Eliminate champions, and wizards with threatening spells. Hand of Gork is your friend, as is itchy nuisance
Take a smaller number of units so as to maximise getting the first turn, and thus cutting down the number of rounds of shooting and magic you need to survive. You can load up on war machines and characters as these are only 1 deployment drop each.
Consider goblin big bosses on Wolves, they can do everything the fast cav units can. Charge one in alongside your wyvern so they can take the challenge while your Lord smashes rank and file.
Snagla grobspit and the Deff Creepers can help get to those backfield threats, and as ambushed help keep the drop numbers down
Hide behind a building the entire game if you have to. Sometimes it's the 18" leadership bubble that's more important than mobility and kills.
Avoid fanatics and manglers as these can hurt you with their random movement. It's better to play safe in the movement phase, rather than have to move into a worse position because of the threat of your own spinning idiots, best to leave them in the shelf.
|
|
|
Post by Horace on Nov 9, 2022 23:43:12 GMT
Never avoid fanatics and manglers in my book. Your units are more disposable than theirs generally speaking (plus hand of Gork in combo 👌). Also provides target saturation to protect those Wyverns.
Wyverns are funny ones like everyone says. Lack the raw killing power to let your Lord go toe to toe with the real big hitters. Add a little bit, thunderstomp is nice, but you make yourself a ridden monster target.
As suggested you have two options. You can use it as a Lord delivery method but early game you either have to hide it or move it into the back field which compromises your ld. Not ideal. Otherwise you could stick a Shaman on it and it toughens them up a bit but makes them more shootable. Late game with some spell/item support you can hand out some beat downs even with a Shaman.
You can make both work, just not exactly optimal. Extra points for dual Wyvern.
|
|
|
Post by KevinC on Nov 10, 2022 22:31:02 GMT
Here is my recommendations for Wyvern Riders that I've used with great success...
With 50% Lords, you can fit these three in a 2,400 game:
Savage Great Shaman + Wyvern +Sword of Bloodshed + Talisman of Endurance (420 points) This Shaman is a Level 3 Wizard (you could make him level 4 but I want to save the points), he's a good spell caster and also a beast in combat. He'll dish out 5 S5 attacks in the first round of combat + the wyvern. Extremely formidable and can choose battles with the fly rule. 6+ armour save, 5+ ward...you have to be careful with him...
Orc Warboss + Wyvern + Sword of Strife + Talisman of Preservation + Dragonhelm + Shield (373 points) 3+ armour save, 4+ ward, 2+ ward against flaming attacks. First round attacks with 6 S6 attacks + Wyvern.
Orc Warboss + Wyvern + Basha's Axe of Stunty Smashin' + Armour of Destiny + Shield (378 points) 3+ armour save, 4+ ward. First round attack with 5 S7 Attacks with armour piercing + wyvern.
|
|
simon
Full Member
Posts: 149
|
Post by simon on Nov 12, 2022 21:47:33 GMT
I like the killy shaman idea.. Instinctively I would play it safe with a warboss - crown of command, charmed shield etc, but you have a point - why not just take the sword of bloodshed and go for it!
|
|