May 08, 2025, 02:44:48 PM

Author Topic: orc tactics  (Read 15690 times)

Offline spiritusXmachina

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Re: orc tactics
« Reply #15 on: October 14, 2009, 01:14:06 PM »
@Stomm: I disagree. If you have an artillery unit with another unit (on the same level) directly in front of it the artillery cannot draw any line of sight - so may not shoot at all. Not even at units at higher levels.

@armylist: I am not really an orc veteran. But my impression is you should leave away the rock lobber as it won't have too much effect at 1k points. The number of characters for 3 brigades is definitely enough.
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Offline Stomm

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Re: orc tactics
« Reply #16 on: October 14, 2009, 02:25:31 PM »
@Stomm: I disagree. If you have an artillery unit with another unit (on the same level) directly in front of it the artillery cannot draw any line of sight - so may not shoot at all. Not even at units at higher levels.


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Artillery stands can shoot over the top of intervening terrain or troops on the same or higher level if the target is on a higher level still.

If you carry on reading the relevant rule you will note that at no point does it mention that intervening troops that happen to be flush with the front edge of your artillery unit somehow over-rides the SoH rule. Of course you cannot use such a formation to shoot at units lower down, it only works when shooting at enemy units on a higher level, the classic example being the one I mentioned, or of course to shoot at troops in a fortress rather than screening troops set in front of them, etc...

Offline lilith

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Re: orc tactics
« Reply #17 on: October 14, 2009, 04:19:21 PM »
uhm other opinion on list? lobber out? lobber in?

Offline captPiett

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Re: orc tactics
« Reply #18 on: October 14, 2009, 06:58:02 PM »
My advice would be to leave the lobber out. As has been said above, one lobber is not that effective. You can use the point savings to get another unit of orcs, which would be more effective and durable.
One unit of wolf riders may not be all that effective by itself either. You could drop that and the 3rd goblin unit and get another unit of boar boys. I think the math works out. If it doesn't, just drop the magic item.

Offline jchaos79

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Re: orc tactics
« Reply #19 on: October 14, 2009, 09:55:34 PM »
Hey lilith, don't forget to post how had gone the battle against the the dwarfs! 8)

Offline spiritusXmachina

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Re: orc tactics
« Reply #20 on: October 14, 2009, 10:46:48 PM »
If you carry on reading the relevant rule you will note that at no point does it mention that intervening troops that happen to be flush with the front edge of your artillery unit somehow over-rides the SoH rule.

"A stand must be able to see its target to shoot at it. It is assumed to be able to see if an unobscured line of sight can be drawn from its front base edge to the target's base. Sight is obscured by [...] other units"

How can you draw a line of sight if another stand is standing flush with your front edge?..
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Offline Stomm

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Re: orc tactics
« Reply #21 on: October 15, 2009, 02:39:53 PM »
Yes, but the firing overhead rule is a clear exception to this, otherwise you would not be able to fire overhead at all. Since your own unit is clearly ineligible as a target, whether it is flush to your front edge, or 1cm away all it does is ensure that no other targets at the same level as your firing artillery unit are eligible as it blocks LoS to that level. It does not block LoS to enemy units that are on a higher level.

Offline lilith

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Re: orc tactics
« Reply #22 on: October 15, 2009, 03:46:38 PM »
ok we played so i bring this army : general 2 * hero 2 *wolf rider 2* chariot 4*orc warrior 2* goblin 1*giant
my cousin use some paper proxy and use 2 thunderer 1 cannon  1general 1 hero 3 warrior 1 berseker.
The field have 4 woods 2 hills and anear the centre village (we use it as impassable blocking los)i placed all the scenic outside of deploy zone (i a right way to place scenery?) and 2 wood each side and 1 hill each side.
i brigade 1goblin+2orc , 2orc +1 gob   , giant alone , 2chariot +2 wolf (here maybe i think i deply wrong them because the have a little different task , what you think?)
my cousin won the roll to begin and let me begin (is this correct? who won the dice can choose start first or no?) 1 inf brigade advance and also the giant but chariot and the other inf brigade fail. the dwarf have 2 great brigade one with 1 thunder 1 warrior 1 berserker the other with 2 warrior 1 cannon 1thunder .
He advance with the 2 brigades and place some units in woods. My second turn giant advance again and also chariot and one inf brigade , the other inf that move first tunr instead fail.With his 2 turn he shot and move 2 cm rear the giant and some other cm one unit of chariot and 1 wolf ( if  my brigade have some unit not in the same line , but in contact with side edge it still can move as a brigade? or now they are 2 brigade of 2 unit each?)
Now i'm near charge range so i try to use the giant i succes one order and i put him near thundere on wood and on side , then i fail the order but with the roll on the giant table i roll a 6 and i charge thunderer on the side, other stuf come nearer (one inf brigade as usually fail) the giant won a couple of round but on third he draw so the last stand of thunderer can escape (damn 2 hit remain)the berser make way but remain confused. Now the giant is insde a wood and the dwarf haven't los on him.he first try to move the warrior on position to view giant , and with the second order he charge the giant the other stuff shoot and kill a stand of orc and put them back outside of brigade. Now he makes a move that is wrong in my opinion (tell me i mistake) , he put the general inside the warrior to give assist on the giant (i tell him that the stand with the general die he lose th match , but he tell want to test).At the end of the combat (3 round maybe) we draw and giant was badly hurt (4 hit taken) and only the stand with general remain (warrior are really though but i rolled bad on first round so i can't won and pursue ).the giant fall back in the wood again without los (inside a wood the los for charge is 2 cm right? or for charge don't count?)
My turn again , this time i leave the giant in the wood because i used all the order to move my inf near combat , with the chariot brigade i can charge his 2 unit of warrior (he advance them in the 2 turn but do a little mistake , he exit from the wood and then give me the opportunity to charge its side) with a lucky roll (the second order needed to charge was on 6) 1 wolf boyz reach his side and 1 chariot sees its front and charge it (we done right? he have 2 war unit attached so i charged the rear one leaving los to the chariot to see the front ; they have to do on front or doing a corner to corner charge on the side?).
With a really luck roll from me (with the magic item on chariotand wolf  i roll 25 attack and hit 18.....) i do 7 or 9 wound ( i don't remember) and take 2 hit on chariot and 2 hit on the wolf(he have the other hero inside the warrior so have a little help) , i won the combat (i remember that flankked or reared stand can't be supported right?) pursue and there we have a problem the falll back movement put the warrior in a postion where the wolf boy can't pursue the side but only the front( the wood was to near and haven't enough gap) so we do the pursuit with the 2 unit on the front (we did right?) , with the pursuit bonus i rolled again a mass of dice and this time hit normally but he hit very poor and so i leave only 1 stand of one unit and 2 (one with 3 hit) of the other , i lost 1 chariot and one wolf. Last round i kille the dwarf and lost a wolf. now i've killed 2 unit and leaved other 2 of him to only one stand.His turn he decided to turn the slayer in direction of my chariot and wolf (the one that killed warrior) pass the 2 order required and charge chariot killing them and adavancing on the lone wolf also killing him , i only do 3 hit that leave dwarf untouched.With his shoot he kill another orc stand and put a little back the remained chariot and wolf mini brigade. My turn again i moved one the inf brigade in charge range and again with a 6 on secodn order i finally charged cannon and thunderer wiping them out (the thunderer was near killing 2 orc stand and 2 hit on the last) and giving me the victory. in my opinion he have to field a gyrocopter even at 1k point what did you think? he can give me some problem on giving orders right?
« Last Edit: October 15, 2009, 03:48:20 PM by lilith »

Offline Lex

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Re: orc tactics
« Reply #23 on: October 15, 2009, 04:27:08 PM »
my cousin won the roll to begin and let me begin (is this correct? who won the dice can choose start first or no?)

That is correct, there where you roll-off the one winning to roll gets to pick sequence

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( if  my brigade have some unit not in the same line , but in contact with side edge it still can move as a brigade? or now they are 2 brigade of 2 unit each?)

The only determinant is that units are in contact. Corner-to-edge is also contact

Offline lilith

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Re: orc tactics
« Reply #24 on: October 15, 2009, 04:33:38 PM »
ok thanks lex and for the other question inside the battlereport what did you say?

Offline Stomm

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Re: orc tactics
« Reply #25 on: October 15, 2009, 05:11:53 PM »
Lilith, the only comment I can really think of with regards to your list is that it seems to lack spell casters. The 'Gerroff' spell is it seems pretty much central to every good O&G general's battle plan. O&G's do move in a much less coordinated manner than other armies due to the low command of their general, but this can be pretty much equalised by using magic to disrupt the opposing army's formations, especially their high value-high impact units such as knights, etc... Likewise O&G's have a missile spell that seems almost designed to take out enemy artillery IIRC...

Offline jchaos79

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Re: orc tactics
« Reply #26 on: October 15, 2009, 05:17:40 PM »
Lilith interesting report! Well, I see, good for the greenskins!. I see you put the Giant in woods, and I believe that the monsters can not enter there.

Next time report, you could separete the parragraphs as it is quite difficult to read.
Maybe it is better you numerate your questions out of the Report text, to get a properly feedback.

Any way exciting battle!

Offline lilith

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Re: orc tactics
« Reply #27 on: October 15, 2009, 05:45:36 PM »
right giant can' enter wood next time i've to remember , for the caster we play only 1k point we agred to non use wizard because  if he use one runesmith i think i can' t do much spell. with 1,5k or 2 k point then i think i field 2 or 3/4 shaman to have some change of do something against dwarf.in a 2 k games for charact i was thinking in that 1 general 3 orc hero 2 gob sham and 1 or 2 orc shaman what you think?

Offline eastern barbarian

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Re: orc tactics
« Reply #28 on: October 15, 2009, 06:00:16 PM »
from my short experience it looks like its worth packing many characters in orc army and definitely shamans of any sort as my opponents hate geroff! spell :)

Offline lilith

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Re: orc tactics
« Reply #29 on: October 15, 2009, 08:45:52 PM »
 if  i can't pursue the side but only the front with 2 unit ( for example the wood was to near and haven't enough gap)   i can  pursuit with the 2 unit on the front ?