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Author Topic: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings  (Read 9412 times)

Offline graymatterblues

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Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« on: May 10, 2011, 11:33:31 PM »
My greenskins are back at it again. This game they were pretty lazy!!!

http://somuchleftundone.blogspot.com/2011/05/this-past-saturday-i-had-pleasure-of.html

Well at least I had a grand time!

Offline marell le fou

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #1 on: May 11, 2011, 03:49:54 AM »
Nice battle, thanks for that :)

Offline Haranin

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #2 on: May 11, 2011, 11:25:20 AM »
Nice BR.

Driving up to Maine starting on Friday. So one more New England WM player....   :)

Offline calmacil

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #3 on: May 12, 2011, 08:23:41 AM »
Very good battle report, i enjoyed reading that even though i hoping orcs would win. I think those night goblins had been playing tricks on one giant the night before the battle  :D

Interesting to see 2 giants in a list, whenever i use mine they don't really do much. I've started maxing out on chariots and taking lots of boar rider units as well.

Do you think the Helm of Dominion was worth it? I've often looked at those magic items, i'm tempted with the Crown of Command (good for ordering troll brigades) but it's so expensive.


Offline Haranin

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #4 on: May 12, 2011, 11:28:05 AM »
I'm curious to. Most goblin lists I build have a crown of command...

Offline graymatterblues

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #5 on: May 12, 2011, 10:02:42 PM »
Well to be honest I think the Helm of Dominion was good but used ineffectively. I am still learning Warmaster tactics and it seems that the Orcs would be better suited if I could get them into positions where I get to initiative charge since they are so hard to command. The helm of dominion provides a +1 command for the whole turn which turns my general into a 9 ( not bad... same a empire I believe) but, I used it before I should have mostly out of frustration that most of my army was just sitting around.

I have discovered that magic items, and magic in general is not powerful (or reliable) enough to really be a difference maker. It can turn the tide if used at the right time/ or with some luck but sound tactics and the right troops will serve you better in the end. At least that is my assessment thus far.

Offline calmacil

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #6 on: May 13, 2011, 09:14:08 AM »
I have discovered that magic items, and magic in general is not powerful (or reliable) enough to really be a difference maker. It can turn the tide if used at the right time/ or with some luck but sound tactics and the right troops will serve you better in the end. At least that is my assessment thus far.

That's my feelings with Orcs as well. I don't take anything for my general, preferring more troops.

To get around the bad command value i take lots of Orc heroes, and make my brigades smaller (usually 2 units) That way if you fail one test at Cmd 8 the other hero has a chance to save the day with a different brigade.

My main mistake with Orcs was to take lots of goblin units to make my break point very high. I've stopped doing this now, it gave my opponents such an easy target to slice through.



Offline graymatterblues

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #7 on: May 16, 2011, 09:40:37 PM »
To get around the bad command value i take lots of Orc heroes, and make my brigades smaller (usually 2 units) That way if you fail one test at Cmd 8 the other hero has a chance to save the day with a different brigade.

My main mistake with Orcs was to take lots of goblin units to make my break point very high. I've stopped doing this now, it gave my opponents such an easy target to slice through.

I was thinking of going this way as well taking the full complement of Orc heros but your idea of using smaller brigades makes that idea even better. Nice tip.

Goblins I think I would only use the minimum and in the past I have used them as front line on brigades mostly to get the shooting dice when charged. But they are squishy and it seems a waste to use them like that but the 15cm range of the bows makes their use limited IMO.  I wonder how other O&G players use their Goblin units.

Offline azrael71

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #8 on: May 17, 2011, 09:56:30 AM »
Just read the report.
Looks like a fun game.

Offline Carrington

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #9 on: May 17, 2011, 03:33:47 PM »
To get around the bad command value i take lots of Orc heroes, and make my brigades smaller (usually 2 units) That way if you fail one test at Cmd 8 the other hero has a chance to save the day with a different brigade.

My main mistake with Orcs was to take lots of goblin units to make my break point very high. I've stopped doing this now, it gave my opponents such an easy target to slice through.

I was thinking of going this way as well taking the full complement of Orc heros but your idea of using smaller brigades makes that idea even better. Nice tip.

Goblins I think I would only use the minimum and in the past I have used them as front line on brigades mostly to get the shooting dice when charged. But they are squishy and it seems a waste to use them like that but the 15cm range of the bows makes their use limited IMO.  I wonder how other O&G players use their Goblin units.


I'd imagine they're useful as support units: cheap and reedy as  they are, they still inflict one "hit" per stand for purposes of determining pursuit.

Offline BlackEd

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #10 on: May 18, 2011, 04:31:33 PM »
I would recommend commanding cavalry with Orc Heroes, and use either the General or an Orc Shaman for the infantry.

You might also consider the Orb of majesty, since it would give the genral a re-roll if he misses a command roll.  Of course, you might also get more mileage out of the Crown of Command, since it allows the General's first order to succeed on an unmodified roll of 10 or less.  This is great for pushing far-flung cavalry into a charge.

Use the Gerroff! spell to break up enemy brigades and push units back.  It is a really annoying spell!

And here is the critical piece of advice:  When facing any Daemon army, make sure that your troops face your own table edge.  This will prevent your Orcs from seeing the insanity and losing their minds.  If at all possible, send only one unit across the table at a time.  And make sure your troops bring plenty of dental floss!  Rememgber this is critical information, and I'm only looking out for the Orc's welfare on this...  ;) ::)

Offline graymatterblues

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #11 on: May 19, 2011, 09:34:08 PM »
Use the Gerroff! spell to break up enemy brigades and push units back.  It is a really annoying spell!

Yes, this is the spell I "try" to use most often. Just lately my Shamans have been the big suck!

And here is the critical piece of advice:  When facing any Daemon army, make sure that your troops face your own table edge.  This will prevent your Orcs from seeing the insanity and losing their minds.  If at all possible, send only one unit across the table at a time.  And make sure your troops bring plenty of dental floss!  Rememgber this is critical information, and I'm only looking out for the Orc's welfare on this...  ;) ::)

Ha ha! Very cute Ed. Not that it is very far fetched to how our games have been lately.

Ed, What is your reasoning behind pushing Cav with the Heros and Foot with General/Shaman?

Offline BlackEd

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #12 on: May 19, 2011, 10:24:14 PM »
Orc heroes command at an 8, and can command out to 60cm.  You would probably be able to move a brigade at least once, and hopefully twice with a command of 8.

The infantry gets whatever commanders are left over.

I suppose a better bit of advice is this:  Use you Orc heroes/General where your focus is!

Offline calmacil

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #13 on: May 21, 2011, 12:41:26 AM »
I wonder how other O&G players use their Goblin units.

Depending on deployment and terrain i sometimes keep my goblins near the woods. That way if my opponent kills 1 or 2 stands they run for cover (typical goblin cowards) My main opponent is Bretonnians, his cavalry can't follow me  ;D

I didn't think they were too bad when i first started warmaster. If you think about it.. a charge to the front lets you stand and shoot (1 shot per stand) then 2 attacks in combat. So they have the equivalent of 3 attacks per stand if charged from the front. But i've had so many games where those pesky goblins have given my opponent an easy boost to my break point.

Maybe supporting a unit like trolls or ogres might work well?
« Last Edit: May 21, 2011, 12:43:29 AM by calmacil »

Offline David Wasilewski

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Re: Warmaster Battle Report -- 2000pts Orcs vs Tomb Kings
« Reply #14 on: May 21, 2011, 10:34:02 AM »
We tend to play larger games (3-6K per side) and I periodically outrage my opponents by taking 16 units of Goblins and just hiding them behind a hill in my deployment zone i.e. they effectively take no part in the battle.

The reason? Break point. There is just a wall of Orc infantry and Orc Boar Boyz coming at the enemy and they need to kill three quarters of them before my army breaks. Orcs are much harder to kill than goblins.

The only down side to this tactic is that you are playing 480 points down and have no arrow fodder - don't try this against High Elves kids!

Dave