nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 8, 2024 5:34:11 GMT
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 12, 2024 6:50:34 GMT
So one thing from the Dwellers Podcast, is when Dave says his Ogres are terrified of dragons. It occurs to me that depending on how you build and play your lists, is how particular strategies hurt you. Cause I am not afraid of dragons, to the point of despair. Not the particular way in which I build Ogre lists anyway, with 3 big game hunters armed with harpoon guns and the "Beast Killer" bigname. Which brings me back to earlier point. Build lists that are not so one dimensional that the list lacks versatility in dealing with multiple strategies you're going to encounter. List building oh "you so much fun".
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 12, 2024 7:04:30 GMT
So for example units with stubborn and shield wall. Now I actually have more issues with shield wall then stubborn with my orcs. Cause when you fall back in good order and I follow up, unless I'm wrong, Orcs and everyone else (without a lance) get to count as charging (pg157). So if the flee is 3" or more my Bosses, boar boys and black orcs get "Furious Charge", and chariots impacts hits. Also all my orcs get "Choppa". Shield wall can stop the first two, as it's just a push back. So how does one get your opponent to use this once off effect, my thoughts are chariots. If you are afraid of big nasties, be afraid of multiple chariots, be very afraid. So now folks you have a roll for skirmishes, pistoleers and fast cav of any description. Intercept the chariots.
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 13, 2024 11:10:27 GMT
Ok so next game Sunday vs Dwarfs. Probably be on Chris You Tube channel at some stage . Cognition Fatigue We've been playing 8th Ed for a few years before hand and it's I'll try something different, and see what happens. Another learning game. Actual game O&GvsDAEMO S
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 14, 2024 5:31:19 GMT
I was watching the deep dive on Orc & Goblins by Square Bases. When they were discussing Orc Mobs one said he has no intention to put characters in units. He made some very valid points IMO. I still found this very surprising , for there will be characters and wizards in my Orc Mobs. This comes from experience playing some 200+ WFB 3rd Ed games. Infantry with hero's worked, worked really well, and the combat here on TOW is very similar IMO. With the armour saves being little effected mostly, and how front ranks fight, very 3re ED. Wyverns were also good in 3rd Ed, but it was "cumbersome" to use fliers, that is another story in itself. Again it goes to strategies and perceptions, "oh dear, my Ogres will die to Dragons" "orc Mobs are useless with characters" "This game is grindy" "line hammer is the go". etc.. etc.. etc.. So this goes to my thoughts on "EVERYTHING" in TOW is as good or bad as the build you make along the strategies and tactics you use. So for example a single unit of Orcs with, hand weapons, shields Full command 30 (6Wx5D) strong is cheap and not much of a threat. Put a regular Orc Warboss in tooled up and the unit goes up that threat meter. Now it has Ld10 due to warband, which I'll note Black Orcs don't and max out at Ld9. Still ho hum so what. Put the raggedy red banner in and a Wierdnob 4th level - battle magic - lore familiar with Oaken shield; Arcane Urgency; Fireball; Hammerhand spells. So now everyone is +1WS, can have a +5 ward and can move twice per turn. Hmm this unit is getting interesting huh. Then make them big'uns, and put a Black Orc BSB with the banner of butchery in the unit, call a successful waaggh and I think you'll now mash just about anything that gets in your way. Just saying. The great thing about TOW though is this unit, is still vulnerable if charged correctly tackled or block with spells or being shot to pieces. This is where support units like having chariots and fast cav around are going to be required. Good play, some luck, know your enemy and your self and you'll do fine.
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 15, 2024 5:45:35 GMT
Reserve move:
Oh GW you so funny. There are a few questions on rules and what effect character's joining units have on them.
The answer may be that there are so many rules it's difficult to pack them all concisely into a rules set like this. So you get contradictions like Drilled it's OK your unit keeps it. Vanguard and the unit loses it's vanguard unless it skirmishes and then can leave the character behind. On the flip side this is good for Ogre Hunters with sabre Tigers, who can now charge out and leave the Ogre hunter behind. Other then that it's kind of contradicts.
On pg205 this paragraph almost nails it. So it's the first line, should it read?? : A character that has joined a unit adopts the FORMATION "special rules" of that unit. Anyway it's the usual mess from GW LOL you have to chuckle.
On pg205
Character models rarely have any FORMATION special rules. Instead:
• A character that has joined a unit adopts the FORMATION of that unit. • A Lone character (see page 206) is always considered to be in a Skirmish formation.
• A character mounted on a ridden monster or chariot adopts the formation of
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 18, 2024 4:24:54 GMT
Third game vs Daemon's of Khorne. A learning game 2 for Chris Blood for the Blood God, or was it Orc Gods?. 2000pts Pitched battle Blood thirster 2x Heralds (I think he's only suppose to have one) 2x 5 Flesh Hounds 2x 21 Bloodletters w Full Command and banners 3 Juggernauts w Full Command Vs Da Boyz Nasher the Orc Warboss Trollhide trousers; Choppiest Choppa Hvy armour Sh Lister the Black Orc Boss BSB Plate and Great weapon, Banner of Butchery Omaigosh the Weird Nob 4th level - lore familiar - Battle Magic (again magic won the game) Orc Boss on a pig ( a very big pig) Hvy armour Sh cav spear CORE 25 Orcs Light Armour Sh additional hand wps Full Command 30 Orcs light Armour Sh Full Command The Big RED Raggedy Flag 10 Wolf Boys light Armour Shield Cav Spears and Full Command SPECIAL
Orc Chariot 2 x Goblin Chariots 16 Black Orcs w 4xGW 12x additional HdWp Full Command Waaagh Banner 7 Boar Boyz Big'Uns RARE
A GIANT (look they brought a Giant) said everybody. Yes that is a fry pan if you're wondering. The other Giant has a rolling pin and fluffy Ugh Boots
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 18, 2024 4:34:35 GMT
So first thoughts No night goblins, no wyvern, no Black Orc Warboss, it's certain destruction for my army, you would think, if the internet was anything to go by. Chris had played one traumatic game vs a chap who likes winning. He took dwarfs vs a chaos with 5 chariots, 3 x 4 chaos knights and a Tzeentch Lord on a Dragon. You can watch Chris get smacked around at your leisure while he complains about his dice rolling on his You Tube Channel. I like to stir Chris up, it's a hobby. Cognition fatigue
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 18, 2024 4:51:55 GMT
Anyway as you can see not a lot of Daemon units. So once again I looked to move onto an exposed flank. This time with the big unit of orcs lead by my Warboss. Along with Wierdnob "Omaigosh" and the BSB chap. Having an infantry unit that can motor 16" every turn is game winning. I hope you're taking notes. There is a twist in the tale, as on the second turn as I was about to clear his charge arc with "Arcane Urgency" (oh how lousy is battle magic)and move up on my far left unit of bloodletters who had been joined by the Blood Thirster. (Blood for the Blood God) Guess what I rolled double 1, which left my @rse hanging for a flank charge, better know in the English vocabulary as prepare to receive some Surprise but $ex. I captured the moment below. Ahh but guess what, it was a cunning plan to lure him in, really it was.
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 18, 2024 5:26:10 GMT
So here is what I'm learning. In went the unit of Blood letters and Blood Thirster, all eager to get some skulls, and sure enough the Orcs fell back in good order and reformed after an initial first round combat loss. Ward saves curtesy of "Oaken Shield" a plenty were made by the Orcs, the Blood Thirster killed only two chaps after many saves. (I'll write their families shortly.) NOTE: Chris had no other units to throw in and disrupt and flank me. Which his flesh hounds could have nicely done if they weren't off tasting Goblins. The combat went down hill for the Blood Thirster and friends and after 4 rounds of combat. Which Chris found to his dismay, assailment spells can be cast every turn in combat. learning on the job it's called. That lousy Hammerhand spell ultimately decide the combat!!. Screw internet advice. The Daemons crumbled away. [Everyone is dead Lister, everyone Lister. (Red Dwarf)} I like to note, it's game 3. The combat could clearly have gone the other way, although I feel the O&G had the upper hand. My Warboss took on the Blood Thirster and did two wounds while taking non back after saves. Impressive, and a tad lucky as the Blood Thirster had killing blow on his weapon. That though is why I like TOW and Warhammer Fantasy in general. You just never know what the dice gods will pull out of their hat. No plan survives contact with the enemy, double so in TOW chaps. So I have a 2 day tournament coming up in about a month. Where I'll have the pleasure of playing people who like to win. I might waggle my but and lure them in for a treat. At this stage who knows, but sacrifice to the dice gods will be made, and some more lesson learnt before hand. As such I'll keep you posted if I learn anything new. Which there seems to be a few of you, or some clever bastard who can't help revisiting.
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 23, 2024 13:06:40 GMT
OK So I have managed to wrangle through shear luck time off for a one day 1500pts tournament. Yeah Time to test the waters and see how things pan out. === Nashers Mob [1500 pts] Warhammer: The Old World, Orc & Goblin Tribes === ++ Characters [515 pts] ++ Orc Warboss [190 pts] - Hand weapon - Heavy armour - Shield - General - On foot - Da Choppiest Choppa - Trollhide Trousers Orc Weirdboy [125 pts] - Hand weapon - No armour - Level 2 Wizard - On foot - Lore Familiar - Battle Magic Black Orc Bigboss [113 pts] - Hand weapon - Full plate armour - Shield - War Boar - Sword of Might Orc Bigboss [87 pts] - Hand weapon - Great weapon - Heavy armour - Battle Standard Bearer - On foot ++ Core Units [412 pts] ++ 30 Orc Mob [247 pts] - Hand weapons - Light armour - Shields - Boss (champion) - Standard bearer [The Big Red Raggedy Flag] - Musician 5 Goblin Wolf Rider Mob [55 pts] - Hand weapons - Shields - Cavalry spears - Light armour 5 Goblin Wolf Rider Mob [55 pts] - Hand weapons - Shields - Cavalry spears - Light armour 5 Goblin Wolf Rider Mob [55 pts] - Hand weapons - Shields - Cavalry spears - Light armour ++ Special Units [573 pts] ++ 15 Black Orc Mob [233 pts] - Hand weapons - Full plate armour - Stubborn - 3 Shields - 4 Great weapons - 9 Additional hand weapons - Boss (champion) - Standard bearer - Musician 7 Orc Boar Boy Mob [160 pts] - Hand weapons - Cavalry spears - Heavy armour - Shields - Big 'Uns - Boss (champion) - Standard bearer - Musician Orc Boar Chariot [90 pts] - Hand weapons - Cavalry spears Orc Boar Chariot [90 pts] - Hand weapons - Cavalry Spears
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 25, 2024 2:53:04 GMT
So back from a one day event, 3 games with 20 participants.
Ended up 4th overall, losing only to the first place winner in round two. Most people had hardly any games, so mostly us learning the rules and their impacts on how things play out.
1. You can march after you rally, just can't charge. 2. Charging through woods and taking the lowest dice while also losing -1M makes it very difficult to get one successfully off. 3. That bit about knowing the rules, and those of your opponents armies, still valid.
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
|
Post by nasher on Mar 25, 2024 3:55:01 GMT
First game vs DE
The best game I had tactically, and most enjoyable was vs Güney. He tried to set up a number of traps with his manticore and various units. His deployment was right across the table and I think that stopped him from doing better. But hey who knows.
1500pts Dark Elves Güney Yildiz
++ Characters [283 pts] ++
High Beastmaster [283 pts]
- Cavalry spear - Light armour - Shield - Sea Dragon Cloak - Manticore - Pendant Of Khaeleth - Blood Armour
++ Core Units [375 pts] ++
13 Repeater Crossbowmen [153 pts]
- Hand weapons - Repeater crossbows - Light armour - Standard bearer - Musician
5 Dark Riders [111 pts]
- Hand weapons - Cavalry spears - and Repeater crossbows - Light armour - Shields - Fire & Flee - Scouts - Musician
5 Dark Riders [111 pts]
- Hand weapons - Cavalry spears - and Repeater crossbows - Light armour - Shields - Fire & Flee - Scouts - Musician
++ Special Units [646 pts] ++
War Hydra [200 pts]
- Wicked claws - Serrated maws - Fiery breath - Hand weapons - Whips - 5+
6 Cold One Knights [224 pts]
- Hand weapons - Lance - Full plate armour - Standard bearer - Musician
14 Har Ganeth Executioners [222 pts]
- Hand weapons - Har Ganeth greatswords - Heavy armour - Standard bearer - Musician
++ Rare Units [196 pts] ++
Reaper Bolt Thrower [80 pts]
- Repeater bolt thrower and hand weapons - Light armour
5 Doomfire Warlocks [116 pts]
- Hand weapon - Master (champion)
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 29, 2024 11:32:08 GMT
So as in the Pics Güney Yildiz DE were spread across the battle field, this is fine so long as you can bring it to bear when and where they are needed. The battle was a series of short engagements, the boars riders hitting the executioners and eliminating them in a single round. You have to have some interference to counter heavy cavalry, and not getting charged is as important as getting the charge in. The Manticore into the black orcs only to be chased off is an example of bring your troops to bear, or in this case failing too. I remind people when you flee, to hold your dice and wait for the opponent to declare weather they will pursue or not, it's important. The hydra finally went into the Orc unit with my general , with a supporting flank charge by his 15 X-bowmen. To which I though excellent, more combat resolution for me. So even though one would think flanking a unit is good. It depends on what type of troops you send in vs, and Toughness 3 armour save 6+ troops should probably NOT charge anything much more then squirrels. Especially large green ones with toughness 4 weapon skill 4. So 4's to hit, 5's to wound and they have a 5+ armour save, and ward save from "Oaken Shield" enchantment. It did not end well. I did learn that you can declare a charge up to your maximum charge range and yet still move further then that, so if some one flees from my Wolf Boyz they have a maximum 21" move. Cause of Swift stride, so if they flee only a little and are above 18" but less then or equal to 21" you can still technically catch them. Which happen in a game I played today. You also move only as far as the fleeing unit as you halt once you catch them and then may attempt to reform. pg157
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nasher
Junior Member
I didn't attend the funeral but I sent a nice letter saying, "I approve of it".
Posts: 74
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Post by nasher on Mar 29, 2024 11:39:25 GMT
So the second game was vs logo Rhys Chataway the eventual winner. I stuffed this up effectively with my deployment. This is the "Meeting Engagement" which is fine but all my three main units didn't deploy along with the Lord and boss on Boar. off the table till turn 2. Which is fine, it was my deployment and overconfidence that saw me lose. not by much but still a loss. The Picture shows everything on the table for deployment. Wasn't much. NOTE * What is a Necro Sphinx??, well in this game I find out LOL. Tomb Kings of Khemri - Event list - [1500pts] # Main Force [1500pts] ## Characters [466pts] High Priest [265pts]: Necromancy, Wizard Level 4, Curse-Weaver Wand, Warding Splint, Flying Carpet Necrotect [75pts]: Armour of Meteoric Iron Tomb Prince [126pts]: Shield, Great Weapon, General, Talisman Of Protection ## Core [518pts] Skeleton Horse Archers [55pts]: • 5x Skeleton Horse Archer [11pts] 2x Skeleton Skirmishers [25pts]: • 5x Skeleton Skirmisher [5pts]: Warbow Skeleton Warriors [175pts]: Nehekharan Phalanx • 25x Skeleton Warrior [6pts]: Light Armour, Thrusting Spear • 1x Master of Arms [5pts] • 1x Standard Bearer [5pts] • 1x Musician [5pts] Tomb Guard [238pts]: • 20x Tomb Guard [11pts]: Halberd • 1x Tomb Captain [6pts] • 1x Standard Bearer [6pts] • 1x Musician [6pts] ## Special [321pts] Necropolis Knights [176pts]: • 3x Necropolis Knight [54pts] • 1x Standard Bearer [7pts] • 1x Musician [7pts] Tomb Scorpion [75pts]: Ambushers Tomb Scorpion [70pts] ## Rare [195pts] Necrosphinx [195pts] Uploaded with Best Coast Pairings @old World @2024-03-19T06:42:17+00:00
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