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Orcs, Natcon 09
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Topic: Orcs, Natcon 09 (Read 2108 times)
Josh
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Posts: 833
Orcs, Natcon 09
«
on:
April 01, 2009, 11:45:09 AM »
Broken Mountain Waaagh!
1 Savage Orc Warboss @ 405 Pts
Ulag's Akk'rit Axe
Bigged's 'ed Kickin Boots
Amulet of Protectyness
Wyvern
1 Black Orc Big Boss @ 180 Pts
Heavy Armour; Battle Standard
Morks Spirit Totem
Boar
1 Black Orc Big Boss @ 122 Pts
Heavy Armour; Shield
Martog's Best Basha
Boar
1 Goblin Shaman @ 165 Pts
Magic Level 1; Little Waagh
Dispel Scroll
Triksy Trinket
Wolf Chariot
5 Goblin Wolf Riders @ 71 Pts
Spear; Light Armour; Musician
5 Goblin Spider Riders @ 71 Pts
Spear; Shield; Musician
10 Orc Arrer Boyz @ 60 Pts
Choppa; Normal Bow; Light Armour
10 Orc Arrer Boyz @ 60 Pts
Choppa; Normal Bow; Light Armour
22 Orc Boyz @ 168 Pts
Choppa; Light Armour; Shield; Full Command
22 Orc Boyz @ 191 Pts
2ndWeapon; Choppa; Light Armour; Full Command
18 Black Orcs @ 295 Pts
Heavy Armour; Shield; Standard; Musician
Gorks Waaagh Banner
1 Rock Lobber @ 70 Pts
1 Spear Chukka @ 35 Pts
1 Spear Chukka @ 35 Pts
5 Squig Hoppers @ 75 Pts
1 Giant @ 205 Pts
1 Pump Wagon @ 40 Pts
Casting Pool: 3
Dispel Pool: 3 (6) and a scroll.
Total Army Cost: 2248
This is the list I've submitted from Natcon.
The center of the army is as solid as you'll see for Orcs with 2x Boyz units led by Blorc heroes (BSB), a giant and Blorc unit. The fast stuff including wyvern goes on the flank.
Arrer Boyz are there because I needed a little help with march blockers and the like (teradons, eagles, etc). I don't see why they have so much hate, 10 boyz on a hill in 5*2 (S4, T4 in the first round) is win for 60pts. The Lord has been made cheaper by dropping Shaggas and making him a Savage Orc. The guy is still very hitty though with 6 S6 attacks (re-roll misses) and 4 S6 poisoned attacks from the wyvern. Just need to pick my fights a bit more carefully.
I'd love some thoughts and your ideas of what comp I can expect with the 'Twin Terrors'.
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Antony
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Re: Orcs, Natcon 09
«
Reply #1 on:
April 01, 2009, 11:59:42 AM »
Frenzied character on a large mount will be difficilt to keep out of trouble.
You'll spend the first part of the game with him pointing backwards
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Josh
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Re: Orcs, Natcon 09
«
Reply #2 on:
April 01, 2009, 04:30:07 PM »
Well, the fact that the mount can fly and see over troops will surely help. All I really need to do is make sure I have at least 2 options for a charge. I'm actually more worried about being forced to overrun which will leave me wide open if I'm not careful. It's definitely a risk though, so we'll see how it goes.
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Vaul
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Re: Orcs, Natcon 09
«
Reply #3 on:
April 01, 2009, 04:47:45 PM »
No Fanatics?
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Simon
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Re: Orcs, Natcon 09
«
Reply #4 on:
April 02, 2009, 04:19:54 AM »
3
weakness
1. Frenzied character on a large mount
2. 3 dispel dice, 6 with ranks.. not enough... I think u need at least 4-5 nowaday..
3. no fast hitters...
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warpmaster
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Re: Orcs, Natcon 09
«
Reply #5 on:
April 02, 2009, 06:01:01 AM »
Hi mate ,i think you should get pretty high comp for this list.The only thing you may lose a few comp pts on taking two terror causes,but i can't see it being much of a hit.
See you at Natcon boss
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Fujin
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Re: Orcs, Natcon 09
«
Reply #6 on:
April 02, 2009, 06:18:26 AM »
I like it a lot Josh - nicely composed list that looks exciting and interesting to use as well as to fight against. Hope we get to play each other at NatCon!
I agree - Frenzy could be problematic on the Wyvern but you aren't an idiot and the Large Target status will at the very least give you charging options if this kicks in. Animosity has been dealt with in the right way (warmachines, Pump Wagon, Giant, Black Orc characters). Lots for your opponent to worry about.
In comp terms for Orcs I wouldn't be expecting anything above average - with two terror-causers, Animosity negated, and 3 warmachines you'd be getting at least -1 for the tier.
Solid army though. I think you've got enough dispel dice (I should say that - I have the same magic defense!) as long as the BSB is able to hop to another Orc unit if required (i.e. if the unit he's with gets shot to ribbons - not too likely).
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Derick
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Re: Orcs, Natcon 09
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Reply #7 on:
April 02, 2009, 07:27:16 AM »
Minimal magic - level 1 - you prob won't get his spell off unless you roll IF
puppies and squishy spiders are great on the flanks for diverting
Hoppers and Mage chariot nice random choice
Lord on a wyvern floating around - unsupported.
What I can see is a plan to try to keep your opponent distracted / side tracked with the Kamikaze gobbo chariot, hoppers and tactical placement of Wyvern, so you can move your Boyz up to deliver some orcy goodness.
When I played against Glenn's Dragon, it took out half my army. Your Wyvern should be able to manage something similar.
Looks like a fun ride
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Josh
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Re: Orcs, Natcon 09
«
Reply #8 on:
April 02, 2009, 07:38:26 AM »
This army has so many things to shoot at, I'd be surprised if I start loosing too many orc ranks to shooting. With the Wyvern, pretend I'm confident I can withstand ONE round of whatever shooting/magic my opponent can throw at him... all I do is fly that baby smack dap into the middle of the table and he's in charge range of 90% of the enemy. Next turn, he picks his target. The plus side of this Wyvern Lord is he's really very cheap.
I'm going to try and get the whole lot painted over the next few days to make sure I get at least 20/25 for painting. It won't be finished (full highlights, etc), but nice to see anyway. Can't wait to get the giant on the table!
Looking at the list I'd expect around 3-4 for comp (biased). You're probably right though Fuj, -1 on tier is probably about right with Wyvern and Giant. My concessions are:
1) No goblins/fanatics
2) Only two fast cav units
3) Frenzied Lord on mount
4) No magic (scroll caddy)
5) Arrer Boyz
@ Derick ~ There is no plan! They're orcs!
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wouster7
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Re: Orcs, Natcon 09
«
Reply #9 on:
April 02, 2009, 08:00:51 AM »
Thats definitely a decent horde Josh.
You know this means you'll have to give us a Batrep of the weekend.
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wins 85 Jabberslythe, Cygor, Lamo-suee,KoS,LoC,BT,GUO,Manticore,Terror Gheist,Carnosaur
lost 20 Hypo,Forest,Sun,Star,Black Dragon, Abom,necrosphinx.Ironblaster, Araknarok,Treeman...
draws 4
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Josh
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Re: Orcs, Natcon 09
«
Reply #10 on:
April 02, 2009, 09:01:33 AM »
Well, I'll try. 3 days of Wargaming might fuzzle my brain a little though by the end. Are you heading down too?
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Antony
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Re: Orcs, Natcon 09
«
Reply #11 on:
April 02, 2009, 11:21:28 AM »
It's a bit small for Orcs to be called a horde. For Elves its a horde. For O&G it's simply an army.
What does all of the bling do Josh?
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Josh
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Re: Orcs, Natcon 09
«
Reply #12 on:
April 02, 2009, 06:09:36 PM »
Akk'rit Axe = +1S and reroll misses in first round
Kickin' Boots = +1 attack
Amulet = bearer gets the ward and armour save of the model wounding him.
Spirit Totem = rank bonus = dispel dice.
Martog's Basha = +1 WS, S, I
Tricksy Trinket = No ward saves in base to base.
Waaagh Banner = +D6" extra move to a charge, one use.
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"If it bleeds, we can kill it." Arnold Schwarzenegger
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dave grant
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Posts: 316
Re: Orcs, Natcon 09
«
Reply #13 on:
April 04, 2009, 03:39:34 AM »
Glad I saw this after I marked the list (I am one of the "annonymous" judges") - wouldn't want to be biased.
Won't comment on comp, but looks Ok ,you have the tools to do OK, just up to the guy rolling the dice to make the most of it. - have fun at the event.
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