Tuesday, May 15, 2012

Greenskins Army Shots

Hi everybody!

I took some shots of my OnG army during last torunament, but after fighting with Blogger trying to post the pictures i link you to my flickr. I think the pictures might be too big or something.

http://www.flickr.com//photos/62227145@N08/sets/72157629736884432/show/




Anyway, check it out! 


I'm also happy with the "display"-tray the army is on. I hastily made it from a board and some cloth, but it enhances the army and makes transporting the army soo much easier. So thats the tip o' the day.


Cheers!

Tuesday, May 8, 2012

After the Storm - Unit Evaluation

Hi guys!

So the tournament this weekend didn't go so well, resulting from slight mistakes, bad matchups, horrible miscasts/animosity rolls and the like. However, I did get some good play in, especially vs a really tough WoC list. Anyway. I will elaborate later around each game, but first up is a unit evaluation post tournament.
Here goes:

  • Orc Warboss - Grade: B
    • Solid guy. Good save, reliable fighter and stubborn. I really needed the stubborn sometimes vs some gutstars and whatnot. He did however get to pull a little to much during bad matchups and got killed. I really liked him though I need to play more to get more out of him.  
  • Great Shaman  - Grade: A 
    • Getting a good grade, mainly because of his survivability and fightyness. Being able to get stuck in with hard opponents and contribute to combat is great. However, magic got a little bit one dimensional. Agains ogres, the sniper-spells are kinda lame, and foot of gork kinda great, so bar high winds of magic, it often boiled down to just fivedicing the foot. Ere we go is almost required though to make black orcs effective.  
  • Night goblin shaman  - Grade: A 
    • Nice, cheap, supporting caster/scroll caddy. Not much to say, could go alone without getting killed. However, he did not really get much chances of casting and using his lore attribute. Most useful when getting vindictive glare for zapping chaff. 
  • Black Orc bsb  - Grade: B+ 
    • Solid "cheap" bsb who got my guys in check. Of course I didnt roll any animosity for my orcs while I had him, but the result stay the same. 
  • 20 NG archers  - Grade: B 
    • Good cheap drop. Stalled many a chaff and often made their points back by killing sabretusks, wolf riders and the like. 
  • 40 NG spears, nets, 2 fanatics  - Grade: C 
    • The fanatics didnt get to do much really. I guess fanatics is best used in a bunker rather than in afront line unit. The size were actually a little to small for my taste as everyone elses hammer units keeps getting bigger. Next time I will run them 50 man without fanatics (possibly without nets). A goblin boss would be great in here for some medium killing power. 
  • 30 Orc Biguns, shield,  - Grade: C+ 
    • Okay unit. Defensive load out. Ws4 do help out both offensively and defensively. The unit did mostly act as a mobile headquarters for my fighty characters. Did get smashed to pulp a few times by ogres and foot of gorks, but then again so would black orcs. (perhaps not savage orcs though) Not sure the non-frenzy is worth the non-savage type. The unit probably should have been regular orcs or 10 more, to soak up casualties and put up some fight.  
  • 5 Spider Riders  - Grade: B 
    • Decent chaff for core points. I can see the point of having wolf riders instead, but these fight better and quicker than their counterparts, making them better heads up. I like the models, and they get the dirty work done. Maybe one extra unit and loaded with short bows though. 
  • 24 Black Orcs  - Grade: B- 
    • Good, flexible, immune to psych and animosity. Really good place for my shaman, but they should have been 4-6 bodies more I guess. The flaming banner did actually hose me two times, and I'm not sure its even worth taking anymore...
  • 2 Boar Chariots  - Grade: C 
    • Good striking power and durability. However, they suck round two of engagements and poor rolling can see these guys just being real bad. I also had trouble getting two in good positions. Would probably keep one as a durable scare-factor. 
  • 1 Troll  - Grade: A+ 
    • Truly, truly fantastic. Durable, quick, immune to psych chaff. After taking charges he sometimes regens and runs away to save his own points. Perfect chaff that don't necessarily give away points? Yes please. The lug can also be handy in a fight. 
  • 2 Mangler squigs  - Grade: C 
    • With the amount of chaff around these days, they saw only some action. The downside is that they always give away their points and they killed some of my own stuff taking serious points away from me late game. Poor rolling no doubt, but nonetheless. They did however shine against mournfangs and did save my characters and arach from shooting due to their immense scare factor. 
  • 2 Rock Lobbas  - Grade: B 
    • Solid. Do what they said they'll do. Killed hard to reach targets like hellcannons, ironblasters, rock lobbas or whittled at infantry. I reckon I will keep two of these in my army, not wanting anymore artillery, but cant be without some.  
  • Arachnarok  - Grade: A 
    • Pointsy. But fast and tough. Put early stress on opponents and killed a staggering amount of hard targets and bunkers. Its low ld makes it unreliable on the flanks against hard targets and poor rolling. A negative for s5 meaning it really doesnt want to help out against real elite infantry. But as it excels in harassing support units it really doesnt need to. The swiftstride rule is golden, meaning it almost never let me down on standard charge ranges, as the giant often do.
A long list, but a necessary one. My list will need some adjustment to cope with the local meta ( read ogre-fever ) and me needing to learn the strengths and weaknesses of it. Hope it makes for a good read.

Cheers!