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Post by chumleywarner on Oct 27, 2015 21:10:57 GMT
I'm using O and G 2K, vs Skaven next week ,
any advice?
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Post by TheREALricksalamone on Oct 27, 2015 23:51:12 GMT
KevinC is out resident greenskin player here but I will chime in.
Spamming cheap war machines (bolt throwers and rock lobbers) will help dominate the shooting phase. I also like hordes of night goblin bows against low T troops. 40 or 50 can pump out a lot of shots. I think the common goblin with light armor, shield, and a bow are awesome value for the points.
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Post by KevinC on Oct 28, 2015 1:48:34 GMT
chumleywarnerWelcome to the forum!! As for Skaven, beware of all their tricks! They have a lot of super-powered, seemingly, random stuff that's actually pretty reliable. I think some people underestimate such units (i.e. Doomwheels, A-bombs, all their war machines, etc). A good way to defeat them is to take out all their solo/small units (i.e. targeting their multiple monsters and war machines with your own shooting and magic to destroy them). All those victory points add up! Against Skaven, it is completely worth considering a BSB with the flame banner and have him join a unit of Orc or Goblin archers. Abominations are really annoying to deal with and many Skaven players take two. If you have large hails of flaming arrows they will cancel the thing's regeneration and prevent it from returning once its slain. Take a Wound or two off with flaming arrows, then hit it will a rock lobber when its regen has been cancelled. Nasty Skulker are great against shaven because most of their characters will be infantry and vulnerable to a surprise killing blow.
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Post by avatarofbugman on Oct 28, 2015 1:49:00 GMT
Let's not forget about the doom divers. They can cause a lot of havoc.
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Post by avatarofbugman on Oct 28, 2015 1:49:24 GMT
Also, I would go for 50 goblins in horde formation. Give them bows and you can have a lot of fun.
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Post by mottdon on Oct 28, 2015 13:07:48 GMT
Hey, Chumley! Welcome! So glad to see you made it! A few things to consider taking:  Definitely take Doom Divers and Rock Lobbas. Mangler Squigs can really cut a muck through ranks of Slaves as well. (So much for that tarpit!) I know it might seem a bit cliche, but a horde of Savage Orc Big 'Uns really IS that good. They can really churn out a ton of attacks, which is good in dealing with so many rats. They are a bit vulnerable by themselves, but with a Savage Orc Shaman with the Lucky Shrunken Head, they become a bit more resilient. And since these are two swarming armies, it'd be nice to have a unit that can hit really hard with a lot of attacks. Definitely go with them over Black Orcs. A lone Goblin hero on Wolf can really be useful as well. He can hunt war machines, give you flank charges, or handle chaff units that threaten your war machines. They are really inexpensive too! A lot of the time I'll use him in conjunction with a 5-goblin unit of Wolf Riders. I let them run out in front of him and act as a screen, giving him soft cover at least. They are so fast (and have the fast cavalry special rule) that it's nothing for them to get out of his way. Goblin Wolf Chariots can amplify this backfield pressure as well. They give some really great impact hits for relatively low cost. If you are worried about magic items in close combat, Mork's War Banner works well. It's costly at 100 pts, but it'll give your unit D6 (roll each round) Magic Resistance but also turns off all enemy magic items in base contact with the bearer. Combine him with a Black Orc Boss, then you won't have to worry about those Queek Headtakers as much. Don't take Spear Chukkas unless you take 4-6 of them. Even then, there are better things you can take, like Trolls, that cost the same. Trolls. Just keep them close to your general and bsb. Some things to look out for:  A lot of Night Goblin players will take a NG bunker for their Shaman and sit it in the back. If you do so, I wouldn't take Fanatics in that unit as well, because Skaven can take Gutter Runners who will pop up behind your lines and trigger them. Then you have Fanatics whirling around your backfield doing more damage to your own forces than theirs. 9 times out of 10 an Arachnarok Spider will lose a straight up fight with an Abomb. Avoid that if at all possible. Focus shooting attacks at it before it hits your lines. Once it does that, it's over. Like has already been stated, take the Banner of Eternal Flame and shoot it with your goblins first, then hit it with Doom Divers, Rock Lobbas, etc. Don't let Doomwheels get behind your lines. Don't worry about redirecting them, just use your shooting to knock them out quickly and let your fast elements (Wolf Riders and Cowboys) take care of his warmachines. Don't get in a one-on-one fight with Stormvermin. You'll lose. Even with Black Orcs. Those guys are nasty! Those are just a few things off the top of my head. I hope some of that might help with ideas! Keep us informed as to how it goes and what you took! You've really got me interested now! 
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Post by avatarofbugman on Oct 28, 2015 19:00:46 GMT
You should definitely take trolls. So awesome.
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Post by chumleywarner on Oct 28, 2015 19:50:43 GMT
cheers lads, I have 12 spear chukkas and 4 manglers , 2 dd's and 2 rock lobbas, 80 NG's , 40 Orcs to be used as savage bigguns if needed and much more,
I think i'll take maximum manglers , 6 spears chukka max lim in 2k , savage orcs , wolf riders with wolf rider boss, 4 wolf chariots , etc
happy days !
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Post by chumleywarner on Oct 29, 2015 8:52:35 GMT
Ok quick curve ball, looks like we will play 2 games, 2nd game is Dark Elves, 2K vs my O and G
anyone played against Dark Elves with O and G b4?
I've never played Dark ELves, I expect Witch Elves and Hydras are nasty ,
any advice?
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Post by TheREALricksalamone on Oct 29, 2015 11:53:31 GMT
Have flaming stuff to go after hydras.
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Post by mottdon on Oct 29, 2015 13:24:49 GMT
Throw everything you've got at the Witch Elves from the start. Avoid contact with them until they are severely depleted. If you don't, they'll mess you up big time before you ever get to swing. They re-roll EVERYTHING, making them hardly ever miss even one of their 40 attacks. They have one attack base, additional hand weapon, Frenzied, and if accompanied by an Cauldron of Blood (which it's a good bet they will be), then it has a bound spell that will move their Frenzy to +2 attacks instead of just +1 (or if they have a Death Hag on top of the Cauldron, they can have an upgrade called Witchbrew that does this for the unit automatically). That's 4 attacks per model, which is bad, but when you combine that with Always Strikes First and a Initiative base of 6, Murderous Prowess (reroll all 1's when rolling To Wound), Poisoned attacks, and the Strength of Khaine (from the Cauldron) giving them another reroll of all missed To Wounds, then they will have to have really, REALLY bad luck to miss you at all.
One the flip side, they have no armor, and the Cauldron only gives them a 6++ ward save. So shoot the heck out of these girls before they get to you in two turns!
As Rick said, Banner of Eternal Flame will do wonders in your army.
His crossbow guys (Darkshards) can double tap their crossbows, so expect twice as many shafts coming your way from them, but also remember that doing so is -1 to hit for them. That, coupled with long range and soft cover, etc. can really make it hard for those guys to hit. Just don't charge your Wolf Riders in a frontal charge against them. They won't even make it to them. Try to out flank them and approach them that way. Not really a high priority target, though.
Doomfire Warlocks. Cheap, nasty, fast cavalry, 4++ ward (I think) and can cast some Dark Magic spells. Beware these guys. Most of the time, players will try to get them behind your lines and cause havoc once behind you, knowing that you'll be preoccupied with trying to take down Witch Elves and Hydras. Don't ignore them.
Dreadlords. These guys are some of the best Lords in the game, IMO. Make sure you're prepared for their nastiness.
Good Luck!
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Post by dannytee on Oct 30, 2015 9:18:44 GMT
I know it might seem a bit cliche, but a horde of Savage Orc Big 'Uns really IS that good. They can really churn out a ton of attacks, which is good in dealing with so many rats. They are a bit vulnerable by themselves, but with a Savage Orc Shaman with the Lucky Shrunken Head, they become a bit more resilient. And since these are two swarming armies, it'd be nice to have a unit that can hit really hard with a lot of attacks. Definitely go with them over Black Orcs. I agree, Savage Orc Big Un hordes are nasty. I have a friend who plays O&G and regularly takes this unit with the 5+ ward save. I play dwarves and due to the 5+ ward it is difficult even for dwarves to shoot this unit to death. They always make it to my lines and when they do it hurts bad.
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Post by dannytee on Oct 30, 2015 9:24:00 GMT
In regards to the dark elves what mottdon says above is accurate. You do not want to fight witch elves in close combat, even with your own big nasty close combat units. After that second shooting priority to me is the warlocks. Even in units of 5 the warlocks are dangerous. Every unit gets two spells. If I remember right they are doombolt (d6 str 5 hits) and the one that is -1S & -1 T. They do have a 4+ ward as mottdon says.
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Post by chumleywarner on Oct 31, 2015 11:53:15 GMT
What is it that gives Skaven their prowess?
I don't have time to read their book again. I read it briefly ages ago, and recall they get ranks of slaves adding to steadfast ,
Should I target their general , then screaming bell?
what is the order of severity in their units?
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Post by KevinC on Nov 1, 2015 1:35:58 GMT
Chum,
Skaven add their rank bonus (max +3) to their leadership. They also can use the LD of the General (LD 7 + 3 ranks = LD 10). Killing the general is a good idea.
As I said earlier, their support units are are the most dangerous. Destroy their Doom Wheels and Abominations and war engines.
Their war machines and spells put out a lot of damage.
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