Intro and Lists
A massive win and a massive loss put us down to a more sensible table position for us, and we were up against Joe and his Orcs! He fielded the following:
It' essentially the same list we've seen before, with a ton of regiments of Ax and Riftforged units, to allow triple Ambrox and the Shrine some a surprisingly shooty Orc list led by Thonaar, some Riftforgers, and a Godspeaker.
I was running the Herd, and my list thoughts can be found here.
We've played Joe's Orcs once before in a practice game, and surprisingly, it went well for us. The list has some scary shooting, but no chaff, and unless he starts sacrificing regiments as part of a layered line, we tend to get the charges we want. The regiments-approach is something my Herd is trying to punish, so hopefully, things go our way again today!
Table and Terrain
The event was in Reedsburg, WI, and we were throwing down at the neat, multifunctional community center. The Forests were Height 10, the Buildings Height 7, Hills 3, Obstacles were actual sticks as Height 2, but just for cover purposes. Being a Northwoods event we had an extra hill or forest, getting the former in this case. It looks like we're missing a flat piece of terrain here, unless it is under my notes or something.
At some previous Northwoods events, we had used a nifty veto and pick system for scenarios here, but that was tossed this time. If players were playing different scenarios, scoring needed to distill things down to just Win / Loss / Draw, and led to a lot of ties, even with a separate attrition score. This time, we were using the Mantic Companion, the most okayest tournament program, and all playing the same scenario, which was revealed as the match-ups were announced.
For Game 3, the scenario was Invade. We’d need to push more Unit Strength into our opponent’s half of the board than they get into ours. Easy enough! I won the roll for sides, and was lazy.
| Overview of the table. |
The Orcs went very wide. They had a few extra drops, and managed to pull a bit of a fast one with them, dropping a strong 6 US with two regiments of Riftforged Orcs and Thonaar way out on the left. The long outcrop was blocking terrain, and had a Riftforger and Ax regiment ready to shoot the gap between terrain pieces.
The center had Ax, Riftforged, and Ax regiments, with two more Riftforged Regiments in reserve, as well as a Riftforger. The Godspeaker was tucked in here as well. The Ambrox monsters and Shrine were all in the field with a concentrated battery of firepower, and there was a regiment of Riftforged on the right to help protect them.
The Herd was a little off-balance. I wanted to push up through the middle and right, but as we got into it, the all his shooting came down on the right, and I tried to adjust. In retrospect, maybe just going for it would be the play. He’s on the line, so Round 2 charges into the shooting was a possibility.
So for the Herd, we some angled Guardian Brutes on the left, which came down midway through, after all the opposing shooting was down. We have a Tree Herder on the line with two Critters supporting and the Druid with the Banner in reserve. Longhorns and Guardian Brutes were next, with the Chieftain and Longhorns in the woods, and some supporting Critters out, hiding from the shooting. The Right had Guardian Brutes angled to shoot the gap between terrain, the Unicorn Druid with the Shroud supporting, the Tree Herder on the line, and angled Tribal Warriors hiding behind the building, and ready to zip out around it.
I remember my Scout moves, but my opponent wins the roll for turn order. With lots of long-range shots and clever deployment, the Orcs gladly start things for us.
Top of Round 1: Orcs
With first turn, the clever deployment on the left presses its advantage. With US2, the Warlord Thonnar screams ahead, but stays behind the hill, hidden. Both regiments of Riftforged move up as far as they can.
| The clever Orcs on the left move out! |
The Riftforger and Ax regiment move up into the gap between terrain, and I believe stay out of charge range of the Tree Herder.
Centrally, Axes on the edge of the cluster each move up, each daring a front-charge from their respective Tree Herders. The Riftforger gets central, and the Riftforged regiments all hang back in reserve here.
| The center pushes up, and the shooting battery lets loose. |
The shooters in the field all fire into the oncoming Tree Herder. The monsters only land a combined 1 damage, but the Lightning does better, zapping 3 onto the Tree, and bouncing 1 over into the Tribal Warriors. The Warriors hold, and we have a hot boxcars against the Herder! …only to realize after some celebratory whoops that I’m Fearless and not in combat, so not wavered, and have no additional damage coming my way.
The Riftforged Regiment on the right moves up aggressively as well, pivoting to get the Tree Herder and Tribal Warriors into front arc.
Bottom of Round 1: Herd
Joe’s Orcs have had the same engagement problem my Herd has been struggling with. With everything the same speed, keeping an ordered line gives up any initiative against a speedier opponent. Offering up the Ax regiments to force decisions from me is a great call, as is concentrating his shooting efforts racing against all my various healing sources. The opposing Orcs have been very aggressive and I am here for it! Well-played so far!
On the right, the Tribal Warriors don’t have the inches to get in, even if the Chieftain was over here, so getting them in arc wasn’t a big deal. The angle gives me an opening here, so after getting a Command Heal for 1 from the Unicorn, the Tree Herder charges in to lock the Orc regiment in place, while the Tribal Warriors run ahead and pivot, to line up for a quick flank charge next turn. The Tree Herder here has the Blade, and smacks a strong 7 damage onto the regiment to start out here.
| The Herd locks down one regiment of Riftforged. |
With the Axes moving up to pressure in the center, we need to grab some ground as safely as we can, and the Critters try their best. With their slower speed, we can’t fly out to block anything up, and so we need to use them to try and protect our own units and mitigate what can get in against us.
| Critters, running up and looking to die. |
In the center, critters flap up on the outskirts of this grouping. The Longhorns and Brutes on the periphery slide up, keeping things in front-arc and using the Critters to prevent and charges in. The interior Guardian Brutes are safe, as is the Chieftain, and the other Longhorns get out of the woods. They are vulnerable, but only one unit of Ax can get in, and this seems ok as bait. If not charged, I should be able to get a clean charge innately and save myself the trouble of a Command order, so this seems like a worthwhile risk. The Unicorn Druid posts up on the right periphery, and is safe as well.
| The Herder tries to scare the Orcs forward. |
On the left, the clever Orcs were brash, moving everything straight ahead, as far as each unit could go. I think I actually have what it takes to break this clever formation, and decide to try. Given the advance, the Tree Herder can pivot, and advance, keeping out of arc of the nearest Riftforged regiment. The Brutes pivot, move and pivot, getting eleven and a half inches away from the same nearest regiment, safe from them and everything else over here. With the angle, moving at the double, these Orcs can’t run past me, so an issue should soon be forced. The Druid here peaks into the woods, and I can’t remember why, as she doesn’t do anything this turn. The Critters hang back by the Brutes, safe, out of arcs and ranges, and ready to interdict out here next turn.
Top of Round 2: Orcs
On the far left, the Riftforged regiment moves ahead and pivots, trying to stay away from the Tree Herder. Thonaar zips ahead at the double again, getting into my deployment zone, and he pivots hard. The last regiment hops ahead, to box in the Guardian Brutes and get out of arc of the Tree Herder.
| The clever Orcs press on. |
The Ax regiment lurking behind the outcrop has a flank charge into the Critters, takes it, breaks them, and reforms. Surprisingly, that is the only charge that is made. The rest of the Orc regiments post up, looking to mitigate multi-charges, and even the bait Longhorns and Critters on the right are untouched.
| Only some of the Orcs in the center charge, so I have some free Critters next turn. |
The shooting battery all fires into the Guardian Brutes out here, and 7 damage makes it in against my unit, with Lighting bouncing over to the Unicorn Druid for just 1 damage. It’s a tall order to best the Inspired and rallied Brutes, and they are found to be Insane.
| Lightning hits the Brutes, and bounces to the Druid. |
A Riftforged regiment peels out to protect the shooting position from my push, and the Godspeaker enters the field, but Bane Chant fails to aid the regiment fighting the Tree Herder. Defense 6 is still Defense 6, and the Riftforged regiment lands just 2 damage against the towering Tree.
Bottom of Round 2: Herd
The Orcs hesitation means I have lots of options this turn. On the right, as-planned, the Tribal Warriors hit the flank of the damaged Riftforged regiment. They add their expected 6 damage, the Tree Herder lands another 6, and the devastated unit is picked up, and both units will reform to face the shooters.
| The Herd makes some multi-charges. |
The instigating Ax regiment was a little too brazen, and are giving up a big flank to the injured Brutes. I think my opponent was maybe expecting to pick them up last turn. The Brutes hit the flank, Hindered, with the Longhorns hitting the front. The Unicorn Druid tries a Heal Command and a Heal spell into them, but the dice are cold, and we only get 2 successes of 8 attempts.
The untouched Critters charge the Riftforged on the hill, pecking 1 damage in and holding them up.
| Lots of victories and reforms for the Herd. |
Brutes and the Chieftain charge the Ax Regiment will land 10 and 5 damage to pick them up and the Chieftain will back up.
Longhorns will charge the other regiment of Orc Ax with a Striding Order from the Chieftain, will land 9 damage, and we’ll luck out and pick them up too, despite them being Inspired.
| Fights on the left. |
On the left, the Guardian Brutes will get a Striding Order from the Druid, charge the Riftforged Regiment, and flub, landing just 6 damage (10 is expected). I have Brutal, but with low damage, fail to break the unit, and fall into my opponent’s “trap” here, with the other Regiment of Riftforged and Thonaar in my flank.
| Not everything goes my way, but I was prepared. |
Fortunately, I saw the trap, and planned ahead! Critters flitted up to protect the flank of the Guardian Brutes, and with their Center Points even, I would be protected whether I won or lost this fight.
The Tree Herder out here has no charges, but positions to be safe, but threaten all the Orc units out here.
Top of Round 3: Orcs
On the left, some Riftforged go into Critters and will break them, reforming to get the Tree Herder in front-arc.
| Charges and positioning on the left. |
The other regiment continues their fight against the Guardian Brutes, getting Thonaar’s super Rage, but the armor of the Brutes is just too much, and only 3 damage makes it in. Thonaar meanwhile, sets up for a rear charge against the Brutes.
| Reforms on the left. |
Centrally, a Riftforger hops up and grants a Green Rage to some more Riftforged, who charge out to fight more Guardian Brutes.
The Other Riftforged unit fights their Critters, breaks them and overruns, all the way to the Longhorns.
| Charges in the center and on the right. |
We unfortunately have some disagreements on the right. On my turn, the Tree Herder victoriously pivoted, and at the end, I was just within 12” of the oncoming reinforcing Riftforged, which I was ok with. The Orcs have a Wild Charge Command, but he’ll need to roll hot to get to me, and then won't have Green Rage.
My opponent tries it, gets 1 success and grabs his unit, and I press back, since I had measured this. We’ve unfortunately picked the unit up already, and can’t confirm the original distance to settle things. In the spirit of not sweating the small stuff, I offer to just let him have this, as without the Rage this isnt' bad, but he declines, saying we should have figured out and agreed on the distance before dice were rolled. We agree to roll things back, and let the Riftforgers charge the injured Brutes instead. Somewhat unfortunately, I had figured the Brutes were getting charged, and we are sitting with an obstacle on the center of my front facing. With a Hindered Charge, the Riftforgers just deal a single point of new damage, and the Brutes hold.
| Hot shooting removes the Tribal Warriors. |
Shooting is better though. One Ambrox moves, and all shoot into the Tribal Warriors. The Shrine also throws Lightning into them as well, taking them up to 15 damage, not quite enough to break them. However, the Godspeaker has Bloodboil (a fantastic pick, given the rest of the shooting), and this adds a few damage to put the Warriors up and into devastated status. The Tree Herder doesn’t Inspire them, and one check is enough to see them off the field. Some lighting also bounces over to the Tree Herder, taking him up to 5, but he holds.
Bottom of Round 3: Herd
On the right, the Herder charges the outer Ambrox. It’s a monster and not a war machine, and while 7 damage connects, the Nerve check fails to remove it.
The Brutes on the obstacle get a command Heal taking them down to 4, the Shrouded Heal from the Unicorn gets them down to nothing. They fight back against the Riftforged regiment, will land 9 damage, but won’t break them.
| The Herd pick some more fights. |
The Riftforged that bested the pesky Critters and overran rolled high, giving the Longhorns a flank, which I’ll happily take, with the Chieftain joining in as well. The unit will be popped, the Longhorns will change facing, and the Chieftain will sidestep the 1 inch to get behind the hill again.
| Fights, from another angle. |
Guardian Brutes will get a Command Heal from the Chieftain for one success, and fight back against the Riftforged regiment. The Brutes roll hot to land 11 damage with some great Vicious rolls, and we’ll break this regiment and reform.
| Reforms in the center. |
The nearby Longhorns can also spy the Riftforger up here, and with a striding order from the Druid, will charge him, land 11 damage as well, and trounce the rage enabler.
| And fights in the left. |
The left is looking ok. The Tree Herder charges in to tie up the free Riftforged regiment, landing 6 damage and pinning them down. We spin him around for easier alignment. That's great damage and good progress, and should give Thonaar something to think about next turn.
| Some reforms for the Herd, but again, not all. |
With the engaged Brutes, I should be able to beat the other regiment and reform to brace for Thonaar, giving him some hard choices while protecting the flank of the Tree Herder. The Druid lands a BC to help out, and on 3's and 2's again, the Brutes land another completely underwhelming 6 damage, taking the orcs up to 12. I have Brutal, but we apparently donk up the Nerve of the regiment, and with a 3 on the check, they hold. Not sure how we screwed this math up, but it’s a bummer for me for sure. We’ll consider this recompense for the “Up and At ‘em” discrepancy! Things are still going ok for us, though if the clever Orc left survives to all score, I’ll be in some trouble.
Top of Round 4: Orcs
The Brutes on the left are in a bad spot. Thonaar takes his hindered rear charge, contributing 7 damage, though his super Rage fizzles here. The regiment contributes 3, and on 13 damage and Inspired, we might hold, but don’t. Thonaar will reform to face the center of the field, hoping to rear-charge another unit before the game is done.
| Thonaar gets a rear charge! |
The very lucky regiment turns to threaten the Tree Herder. While fresh, and with no rage or other aid, the Tree Herder takes 2 new damage from the Orcs, which then score a lucky boxcars to add an additional spicy 6 damage onto the Tree Herder. He holds, but … ouch!
| And the underperforming Brutes are broken! |
The Riftforger lurking behind the hill runs away, out of arc of the nearby Brutes, but the Orc center has evaporated.
The shooting position persists though. The Godspeaker grants the Shrine a Bane Chant as is lumbers into the flank of the Tree Herder. The Ambrox fights on, contributing nothing, but the building lands 5, taking the Herder to 11, though doesn’t break the tree.
The other Ambrox models exit the field to make way for the Shrine, and blast into Longhorns I think, but the damage is low, with what looks like just 2 squeaking in.
| The Orcs break through on the right. |
The Godspeaker is able to grant Rage to the Riftforgers fighting the Brutes on the Obstacle. The Brutes are healed down to nothing, and I should be fine, but the dice are blistering hot here. Rage blooms, turning the base 12 attacks into a silly 15 hits, and with just CS1… 14 damage makes it into the Brutes, who are ravaged. The Brutes are Rallied and Inspired, but broken with the ridiculous damage dice. The Riftforged regiment overruns, and it looks like with a bunch of wild dice, the Orcs are breaking through for the scenario now on multiple fronts…
Bottom of Round 4: Herd
On the left, the Druid out here repositions, staying just close enough to aid the Tree Herder, but is on the opposing half of the board to play the scenario. We try a Command Heal and a normal heal, getting 2 success off 7 attempts here...
| Fights and positioning. The Longhorns flee. |
Radiance of Life takes the Herder down to 5 damage, but … ouch. He’s still hurting a bit. He’ll thump 7 new damage into his unit, break them and reform. With the close quarters, the nearby regiment have no real choice but to fight him next turn, so I still have a chance to foil the plans of the clever Orcs out here.
| Reform from the Tree Herder. |
We’ve won the center, and with no charges, the Longhorns hoof it ahead, putting distance between them and Thonaar and getting to safety for now.
Guardian Brutes take the hill and angle, threatening the path of any Ambrox monsters that might try to flee as the game winds down.
| The Herd make some charges, trying to catch the breakaway Orc units. |
Longhorns get a Striding Order from the Chieftain, and take a clean rear-charge into the Godspeaker. The hope is to hit the yielding character, break him, and then overrun with the striding charge into the flank of an Ambrox and hopefully be in a very strong position.
Things work out, and we are able to claim both units.
The Chieftain hits the exposed flank of the blisteringly hot but injured regiment of Riftforged, landing 5 damage to take them up to 14, where we’ll break them.
| Reforms for the Herd. |
The Unicorn inches up, baiting a charge from an Ambrox, while attempting her Command Heal and large Heal spell into the Tree Herder. We’re on 11 damage. Radiance of Life takes it to 10, and on 8 dice, we only get two successes for our heals, ending on 8 damage. Sheesh. My dice are making me work extra hard this game!
The Herder is engaged on multiple facings and cannot reform. He’ll smack the Ambrox again, and win this time, but the Shrine is still in his flank.
Top of Round 5: Orcs
It’s been bonkers, but the Herd is maintaining the our pressure and lead.
The Shrine takes another flank, but with just CS1, struggles to land the damage against the Tree Herder. The shrine takes the Herder back up to 11, and with a pair of nice checks, the building crushes the tree, and reforms.
| The Orcs are still fighting. |
The remaining Ambrox makes a hindered charge into the Longhorns to tie them up, but no damage gets in.
I forget that the remaining Rirftorger is an individual, and he rear charges my Brutes to delay them, hopefully allowing Thonaar to catch up and fight them for more attrition points. Maybe one damage lands? I don’t note the results, just that the Brutes hold.
| And despite being Hindered, these Orcs have a lot of fight left in them. |
On the left, Thonaar grants super rage to the Riftforged Regiment as they fight the Tree Herder, charging in and sliding down with a hindered charge. Thonaar then exits and hides behind the woods, trying to be safe from the Tree Herder, should it prevail over here. After some fiddling, I agree Thonaar is safe… but if I win here, I could get a nice overrun to threaten him.
The Riftforged regiment fights the Tree Herder, and Thonaar's ordered Rage lets them hack 4 more damage into the bark, taking the towering tree monster up to 9 damage, but we hold.
Bottom of Round 5: Herd
The Druid is scoring and aiding the Tree Herder, who will smack some more damage onto the Riftforged regiment, pick the unit up and overrun just 1 inch, so Thonaar is still safe. It’s been wild, but we have a timely victory over here against the clever Orc contingent. Between Radiance of Life, the Command Heal and the heal spell, the Herder gets back down to 5 damage.
| The Tree Herder prevails as Thonaar tactfully departs. |
I take some measurements, and the Chieftain is able to hit the Riftforger in the flank, while just being an inch in for Thonaar’s range. The Brutes are safe from the Orcish Warlord. The Brutes halt, and throw all their attacks back into the Riftforger, landing 9 damage, with the Chieftain contributing 3. With their facing, the Brutes overrun, I believe with 5 inches, and then the Chieftain sidesteps, with anything getting him safe.
| Two more units fall for the Orcs. |
In the back right, the Longhorns get a command heal and a Bane Chant, to help them dispatch the Ambrox, which they do, and then sidestep to box in the Shrine. More Longhorns from the center continue to run ahead, fleeing from Thonaar, but now getting close enough to possibly help here yet.
Top of Round 6: Orcs
The Shrine makes a hindered front charge into the Longhorns, landing 4 damage, but I’ll hold.
| The Shrine hands out another whoopin'. |
Thonaar runs at the double, looking to threaten things as the game goes on, but I believe he is still scoring for the Orcs currently.
Bottom of Round 6: Herd
The Longhorns fighting the Shrine get a Bane Chant, from the Unicorn Druid, and the other Longhorns get s Striding Order to join in. The Brutes have a clean flank charge into the Shrine as well, since that facing is just outside of the field, and we will dismantle the Shrine, but we’re safe, and it is Round 6, so we do not reform.
| Big, fun charges to end the game. |
I opt to toss the Chieftain into Thonaar, just to slow him up. This fight should be happening on my half of the field, with Thonaar scoring for the Orcs.
| The Herder and Druid prevail on the left, and move out to help me with the scenario. |
On the left, the Druid runs back, very clearly scoring now, and I opt to run the Tree Herder up here too, though probably should have run him straight ahead, but adding more scenario points seems like the easier play.
The Herd are winning, but we roll up a Round 7.
Top of Round 7: Orcs
Thonaar is all alone, but fights back against the upstart Chieftain. However, just 1 damage lands against the unnamed and unknown leader of the Herd.
| Thonaar is tired from all the running around. Only 1 damage lands. |
Still, Thonaar is scoring for the scenario, so the Orcs aren’t completely off the scoreboard … yet.
Bottom of Round 7: Herd
The Chieftain swings again, landing a few more damage, but can’t move the legendary Orc Warlord. Thonaar the Eternal lives, having yet to rout in any game here, or in any of the doubles games from yesterday!
…but the Herd have the Druid (1) and Herder (2) on the left, the Chieftain is fighting on the wrong half of the table, but Longhorns (2), more Longhorns (2), Brutes (2), and the Unicorn Druid (1), make this is a 10-2 victory for the Herd!
Game Conclusions
I actually really liked how Joe used his list this time. Outside the game, Gore-Riders look like a lot of fun, but with the list as-is, pressuring and instigating with the more disposable Ax regiments was the right call tactically here, and the army looks very nice all painted up now! I dig it and think it is going to give all my other armies trouble in the coming months at our club meetups!
My Herd was gearing up to fight regimental play like this though, and while the dice were definitely making me work for it, we were able to pull out another strong win here. Another big win flung us back into the upper echelons of the event, ending the day in 5th place.
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