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Lord Thuddleton

PostPosted: Fri Aug 01, 2008 12:17 pm
I thought Orc war machines were supposed to be devastating but mildly inaccurate?! Curse my normal opponent for always getting a 5 or 6 when firing his bolt throwers!  
PostPosted: Thu Aug 21, 2008 6:49 am
i love goblin spider riders give them bows and the drive people crazy  

Vician


Drachyench

PostPosted: Thu Aug 21, 2008 7:24 am
Vician
i love goblin spider riders give them bows and the drive people crazy

Having run with three units of six last saturday, I can say they don't even need bows. Flank / Rear the enemy with them and have a field day.  
PostPosted: Mon Aug 25, 2008 1:37 am
LATE REPLY! : D

Lord Thuddleton: Orc warmachines aren't less accurate than any other army warmachine of the same kind, it's in 40K where they are midly inaccurate.


TODAYS REPLY!

I agree, spider riders don't need short bows, since they're a good flanking unit, I'd put up the shortbows on wolf riders instead, but they're also a good flanking unit (but they lack the ignore terrain rule, but they're really fast with a march/charge of 18").  

Shinobi_8745


Drachyench

PostPosted: Mon Aug 25, 2008 4:05 pm
Shinobi_8745
I agree, spider riders don't need short bows, since they're a good flanking unit, I'd put up the shortbows on wolf riders instead, but they're also a good flanking unit (but they lack the ignore terrain rule, but they're really fast with a march/charge of 18").

The Wolf RIder's were even faster in last edition. A WAAAGH! forward had you going your base movement [9 on a Wolf]. Add in the 2D6 spell, it was possible to be stuck-in on turn one against an enemy 39" away at the start of the turn [With no charge reaction to flee possible].

Still very nasty with their far reach. If not for their animosity I'd say Spider and Wolf RIders make among the best flankers in the game.  
PostPosted: Wed Aug 27, 2008 1:40 am
Best support flankers that is, since they're not that hard hitting units on themselves.

me myself use Squig hoppers as flankers. Not that reliable with random 3D6 movement and animosity, but they're fun as hell to use and can manage to wreak some havoc with their Ws4 S5 2A stats~  

Shinobi_8745


Drachyench

PostPosted: Wed Aug 27, 2008 7:51 am
Shinobi_8745
Best support flankers that is, since they're not that hard hitting units on themselves.

me myself use Squig hoppers as flankers. Not that reliable with random 3D6 movement and animosity, but they're fun as hell to use and can manage to wreak some havoc with their Ws4 S5 2A stats~

Don't forget one of the few units in the game that can charge a unit they didn't see at the start of the turn.

"3d6 through the woods. " *Rolls a nine* "What do you know, I hit your Dragon on the base flank. Now, for those 14 S5 attacks..."  
PostPosted: Thu Sep 11, 2008 3:35 am
And they are one of the few units that can charge out from buildings too. cool  

Shinobi_8745


Shinobi_8745

PostPosted: Wed Dec 03, 2008 5:40 am
I just recently found my love for stone trolls (again) after using them a few battles.


What I will remember mostly is when 2 of them took care of 12-15 daemonettes in the front with full command and a daemon hero-level character that joined them and had the spell that makes all units within 2D6 inches take D6 S4 hits, and in the back I had The Masque, the trolls themselves managed to take care of them through 6+ saves and regeneration! They were superb to hold them off, I just hope they won't dissapoint me again...

Once back during the Storm of Chaos my 'Ardboyz were up against Dark Elves, and my trolls fled off the table on turn 2... All thanks to my black orc warboss falling against a cold one knights unit's charge, my big uns and warboss fled... or rather the boyz fled, warboss Grizlag was trapped below the body of a cold one and its dead rider after the pursuit while the big uns were both cut down and chased off, which spread panic through my nearby trolls.  
PostPosted: Fri Dec 05, 2008 7:38 pm
I will agree with the "Trolls good" statement. Saved me much of a game against Beastmen. Took out three Chariots, routed an Ogre unit twice, and just about destroyed a beast herd all on their own. River or Stone works too, depending on who you face. Magic Heavy? Saves you much dispel dice if they make the mistake to target them. CQC focused? The 13% decrease in hit frequency really does make a difference.  

Drachyench


Shinobi_8745

PostPosted: Tue May 19, 2009 5:52 am
TOOT TOOT! Skagnob 'Eadkutta and his night goblin mob checks in!

Managed to pull a draw against a dwarf player last week, me and a skaven player (moulder specialist list) combined our tiny forces and faced dwarfs worth 2000 points, fighting for their keep.

I can't remember too much of it but the highlights, like my lowly night goblin unit who netted themselves 3 turns out of 4 when facing slayers in combat (which I did lose in the end, but I'll be back! -shakes fist), and my sniper-skills with my lobba, I always scored a hit and made pretty accurate guesses, managed to take out a daemon slayer with it yes, D6 wounds is awesome!

My giant alas fell during a charge against miners (minors... lol), but the skaven giant-rat swarm took care of them anyways.

We also had a burrowing behemoth! Dragon-sized rat which can burrow itself into the ground before the battle and pop up anywhere on the table, but we didn't use that rule though... We deployed him and watched him miss his stupidity test 5 turns out of 4. mrgreen

My fanatics failed heavilly, killed more gobbos for me than stunties for him, including my big boss who wanted the slayers to charge him since he had the D6 S6 explosion thing, but ended up taking the fanatic with him... xp

The Dwarf player on the other hand got us good, he did out-manouver us (yes... it does seem silly... :'D), but he was a sneaky dwarf player, not the usual "Hey, lets stand all around this hill using war machines and only handgunners and not move an inch!", no... He had his big fighting units (he's known for his 35 warrior unit supported by 25 longbeards and 20 ironbreakers), so we had plenty of fun!  
PostPosted: Wed May 20, 2009 9:40 am
i wana start an all night gobo army *_* with pump wagons, spear chukkas, an squig hoppers to back em up biggrin  

Inenor


Shinobi_8745

PostPosted: Mon May 25, 2009 1:41 am
Skull Pass gobbos are your friends then, easily achieved from ebay, friends and such, I have about 140 of those little critters... And I do plan to paint them all! 44's only painted so far... But it's a start... wink

Might even paint up another 10 this week since I got my taste for fantasy back for a slight bit. wink  
PostPosted: Mon Jun 01, 2009 1:54 am
So my FLGS has Fantasy as their main game, and my carpool was nice enough to lend me his Orcs & Goblins since he doesn't play them anymore. I had my first real Fantasy game on Saturday versus a High Elves army. And the pointies messed me up something fierce.

My 2000pt Army:
Lord General: Orc Warboss w/ Armor of Gork, Sword of Might, Enchanted Shield
Hero: Orc Big Boss BSB w/ Blade of Striking, Talisman of Protection
Hero: Goblin Big Boss w/ Light Armor, Shield, Mad Caps
Core: Orc Boyz x24 w/ Extra Choppas, Full Command
Core: Orc Boyz x24 w/ Spears, Shields, Full Command
Core: Night Goblins x30 w/ Boss, Standard, 2 Fanatics
Core: Night Goblins x30 w/ Spears, Boss, Standard, 2 Fanatics
Core: Forest Goblin Spider Riders x10 w/ Full Command
Special: Black Orcs x20 w/ Full command
Special: Spear Chukkas x2
Special: Rock Lobba w/ Bully
Rare: Giant
Rare: Doom Diver Catapult

The Lobba worked beautifully on its first turn, guess'd right in front of a unit of... something, rolled a 2 right into the middle of it, before whiffing the rest of the game. The Choppa Boyz and the Warboss started in forest, which was a really bad idea. The Giant got to Headbutt a chariot before being chased and felled, sending one unit of Night Gobbos (I can't remember which) fleeing. His Greatswords mowed through a unit and a half of Boyz, taking out my Battle Standard Bearer before their character was beaten down by the Warboss.

I intend to replace the Goblin Bigboss with a Shaman and, despite the earlier comments to the contrary, give shortbows to the Spider Riders (forest is very common at my store, and being able to shoot out of it seems to be a very obvious and Goblin-y advantage to me). Since this was my first list, what else would you change? And what would be the most effective formation to deploy in?  

Ianator


Shinobi_8745

PostPosted: Tue Jun 02, 2009 3:26 am
There's quite some things that I'd make different with the list (the wb and bsb in general) and why there wasn't a shaman in there... D:

Lotsa boyz, we do like.

Fanatics vs high elves? I wouldn't do it myself, probably not against any elves because they have cheap spendable flying units, able to make you release your fanatics on the first turn... >_<;;;

Black orcs could need a magic banner, banner of butchery does wonders with +1A in one combat turn.

Giant, yey! Even though they're easilly killed by elves shooting.

Doom diver, an orcs best friend, I never use them myself though since I don't like it that much... Chopped mine up fer bitz. ;D

Forest goblins are great, though better with short bows... Need to get some for mine... <_<;;;


I'd make the warboss a black orc and the same with the bsb, place the warboss in one boy unit to give them some hitting power and the bsb in the other boy unis, both prevents animosity as well as a nice LD boost.

Putting both black orcs on boars also helps alot, adding +2 to their saves and giving them an additional ws3 S5 on the charge is never wrong.

I'd also make the warboss a killing monstrosity, kickin' boots is something he needs, a shield and ulag's akkrit axe or whatever it's called, re-rolling misses and +1S first round of combat is nice, and of course a talisman of protection or an enchanted shield instead of the talisman and the shield.

The bsb could use the mork's spirit totem, +1 dispel dice for every rank up to +3, that's a nice addition when facing magic opponents.

Goblin shamans tend to be nice, but orc shamans have more hitting spells and also gork's warpath, my fav spell in the game! Stomped through my enemy's whole army once and took a final stomp on my lonely warboss on wyvern... Leaving the wyvern with 1W... Good times...

The night goblins need netters! Nets is the best unit upgrade in the game IMO, -1S to the enemy rocks! Though with my luck I always go for -1 on myself... But my gobbo unit still wins the day, used them last weekend, got a frontal charge from some dragon princes, won and they ran away, and I got charged in the back from a lion chariot, and did the same thing there. mrgreen
... Sill ended up as a major win for my opponent, fun game otherwise.


Gah... I'll try to re-do my post later on since all this is just stressy-rant.  
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Age of Sigmar Discussion

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