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PLAYER ONE Orc and Goblin
PLAYER TWO Empire
SCENARIO Pitched Battle
POINTS VALUE 2,500
SPECIAL RULES None

Written by: Rodney Desjarlais
6th Edition


Since this is my first battle report for Orc and Goblin Warpath I thought it would be nice to start out with a battle against our age-old enemies the Empire. My opponent and I pretty much wanted a straight-forward battle so we decided to play a "Pitched Battle" scenario with 2,500 points and placed the terrain so that the middle of the field was pretty much open.

I have also tried creating end-of-turn diagrams for this battle report. I took pics of the battlefield at the end of each turn and then drew all the diagrams from those pictures. I know that they are not anywhere near the quality of those found in White Dwarf Magazine but hopefully they are clear enough to be useful. As I continue to work on this website I will experiment with different methods with the goal of both creating better diagrams for you, the reader, and making them less time consuming for me to create.

What was my battle plan here? I thought that I'd deploy my best units across from his. Then I thought I'd march my army right across the battlefield and bash 'im good. Well, I did have a few tactics going on. You will notice that I'm using a Squig Herd here in a small "Wall of Teeth" formation as a support unit for my Black Orcs. I planned to use my Snotlings to tie up a unit for a little while. I also planned to run both of my Goblin WOlf Fast Cavalry units round the large forest on the right and get behind the enemy's army and try to get to some war machines or just cause trouble in general. Against my playgroup I've also used Fanatics 100% of the time when I deploy Night Goblin units so for a change I didn't take any at all. I planned to use the Doom Diver and Rock Lobber to weaken that big Knights of the Inner Circle unit deployed across from them and use my 2 Spear Chukkas to weaken the Knights of the White Wolf on the other side.



URIK'S ORC AND GOBLIN HORDE

Urik Foehammer, Orc Warboss (Leading Urik's Manglers - Black Orcs)
Hacka's Sword of Hackin', Drog's Dead 'Ard Armour
185 Points
Orc Shaman
Level 2, Dispel Scroll, Nibbla's 'Itty Ring
150 Points
Goblin Shaman
Level 2, Dispel Scroll, Power Stone
140 Points
Goblin Big Boss, Battle Standard Bearer (With Urik's Manglers next to Urik Foehammer)
Light Armour, Battle Standard Bearer, War Banner
87 Points
29 Orc Boyz 
Additional Hand Weapons, Full Command
231 Points
34 Goblins
Spear, Light Armour, Shield, Full Command
156 Points
30 Night Goblins
Spear, Shield, Full Command
110 Points
10 Arrer  Boyz
Musician
75 Points
6 Snotling Swarms 150 Points
5 Goblin Wolf Rider Fast Cavalry
Shortbow, Spear, Standard Bearer, Musician, Shield
88 Points
5 Goblin Wolf Rider Fast Cavalry
Shortbow, Spear, Standard Bearer, Musician, Shield
88 Points
10 Goblin Wolf Riders
Shortbow, Spear, Light Armour, Shield, Full Command
170 Points
Squig Herd
8 Squigs, 2 Squig Hoppers, 24 Night Goblin Herders
196 Points
28 Black Orcs (Urik's Manglers)
Great Weapons, Full Command, Gork's Waaagh! Banner
399 Points
Goblin Spear Chukka
Bully
40 Points
Goblin Spear Chukka 35 Points
Goblin Rock Lobba
Bully
75 Points
Snotling Pump Wagon 40 Points
Goblin Doom Diver
Bully
85 Points
Total 2,500 Points

HEINRICH'S DIVISION

Captain Heinrich, Captain (Leading Knights of the White Wolf)
Longbow, Lance, Full Plate Armor, Enchanted Shield, Hammer of Judgment
117 Points
Fire Battle Wizard
Level 2, The Silver Horn
140 Points
Shadow Battle Wizard
Level 2, Seal of Destruction
145 Points
Warrior Priest
Talisman of Protection, Armour of Meteoric Iron, Heavy Armor, Additional Hand Weapon
148 Points
30 Swordsmen
Full Command
235 Points
10 Handgunners 80 Points
25 Free Companies
Full Command, Light Armour
175 Points
30 Halberdiers
Full Command
205 Points
30 Halberdiers
Full Command
205 Points
10 Knights of the Inner Circle
Full Command, Steel Standard
325 Points
8 Knights of the Inner Circle (White Wolf)
Full Command
246 Points
15 Greatswords
Musician, Standard Bearer, Griffon Standard
236 Points
Great Cannon  100 Points
Hellblaster Volley Gun 125 Points
Total 2,500 Points


Orcs and Goblins (White) Empire (Yellow)
GW=10 Goblin Wolf Riders
C=Spear Chukka
AB=Arrer Boyz
NG=Night Goblins
G=Goblins
O=Orc Shaman
BO=Black Orcs
G=Goblin Shaman
SQ=Squig Herd
OB=Orc Boyz
SN=Snotling Horde
PW=Snotling Pump Wagon
L=Rock Lobba
D=Doom Diver
GF1=Goblin Wolf Fast Cavalry 1
GF2=Goblin Wolf Fast Cavalry 2
WW=Knights of White Wolf
S=Shadow Battle Wizard
W=Warrior Priest
HA1=Halberdiers 1
HA2=Halberdiers 2
HG=Handgunners
GS=Great Swords
F=Fire Battle Wizard
SW=Swordsmen
C=Great Cannon
FC=Free Company
KC=Knights of the Inner Circle


Unit Positions After Turn 1 Events


TURN 1 - ORCS AND GOBLINS
I won the initiative roll and decided to go first and it started off with my Arrer Boyz failing their animosity test and squabbling. No matter, they weren't going to move anyway I thought. They are just there to help protect my two Spear Chukkas on that side. The rest of my army advanced forward and the two Goblin Fast Cavalry units moved around the large wood on the right. 

During the Magic Phase I did my best to go after the crew of the Hellblaster Volley Gun. My Orc Shaman used his Nibblas 'Itty Ring on a crewmember but it was dispelled. My Orc Shaman then tries to cast 'eadbutt on a crewmember again and it is cast. However, the Shadow Battle Wizard used his Seal of Destruction in an attempt to destroy this valuable spell. The spell was dispelled but luckily the spell was not lost. My Goblin Shaman then tried to cast Brain Bursta on the Hellblaster but rolled a miscast! Again I got lucky and he only "forgot" his Fist of Gork Spell. 

During the Shooting Phase both my Doom Diver and Rock Lobber aimed for the Knights of the Inner Circle opposite them. The ROck Lobba's shot drifts a bit and lands between the Knights and the Free Company, clipping both and killing one of each. The Doom Diver's shot begins to drift off course but with its redirect roll lands right on target. Four of the Knights of the Inner Circle are killed by the Kamikaze Gobbo. Despite the barrage the Knights hold their ground, however, as they pass their Panic Test for sustaining more than 25% casualties in the phase. Meanwhile, on the opposite side of the battlefield both of my Spear Chukkas do what Spear Chukkas normally do when they are in my horde: miss spectacularly. Both of them rolled ones on their to-hit rolls.

TURN 1 - EMPIRE
The Knights of the White Wolf on the far left advance and face my Goblin Wolf Riders. Most of the rest of the combat units move forward a little with the exception of the handgunners which prepare to let loose their first volley. 

During the Magic Phase the Warrior Priest tries to cast Hammer of Sigmar on Heinrich in the White Wolf unit but it is dispelled. The Fire Mage casts Conflagration of Doom on my Black Orc unit but my Orc Shaman uses his Dispel Scroll to counter it. The Shadow Battle Wizard then successfully casts Unseen Lurker on the Knights of the White Wolf and my dispel attempt fails. I watch nervously as the Knights of the White Wolf charge my helpless Goblin Wolf Riders, knowing that I have probably just lost my first unit of the game. 

During the Shooting Phase the handgunners unleash their first volley at my Black Orcs. They must have taken very good aim because 7 out of 10 of them hit. My Black Orcs don't go down so easily however and only 1 is wounded and killed. The Great Cannon takes aim at my Orc Boyz unit but the shell bounces and ultimately lands 2 inches short. My opponent decided not to fire his Hellblaster this turn. I suppose he plans to open fire when it is in short range. 

In the Close Combat Phase my Goblin WOlf Riders take the beating that I was expecting. 6 out of the 10 Wolf Riders in the unit are killed by the charge. Not surprisingly they turn tail and flee with the White Wolves in pursuit. The Wolf Riders don't flee far but luckily for me the White Wolves' pursuit falls 1 inch short. The nearby Arrer Boyz panic and run (yes, I forgot about the Ignore Goblin Panic rule. doh!).



Unit Positioning After Turn 2 Events


TURN 2 - ORCS AND GOBLINS
Animosity bites me pretty hard this turn as my Orc Boyz and BOTH of my Goblin Wolf Fast Cavalry units squabble. Both my Arrer Boyz and my badly beaten Goblin Wolf Riders rally though, although the Goblin Wolf Riders are staring right in the face of another possible White Wolf charge just 1 inch away. The rest of my horde makes a general advance forward although at only normal pace and not at a march. I usually do this when one of my main infantry units squabbles and falls behind. This way I can do a normal move with my army again next turn and march with the unit that fell behind and everybody will be back in line. 

During the Magic Phase my Orc Shaman once again goes after the Hellblaster crew. Nibbla's 'Itty Ring targets one of them but it is dispelled. The Orc Shaman then casts 'eadbutt on one and this time the spell gets through and one of them is killed. The Goblin Shaman attempts to cast Brain Bursta on the unit of Greatswords but fails to cast. My Goblin Shaman is having a bad day so far. 

During the shooting phase I get very daring and try a CROSS-TABLE shot at his unit of White Wolfs with my Rock Lobba in a valiant attempt to save my doomed Goblin Wolf Riders. I'm usually good at guessing ranges but my opponent tells me that if I make this shot he will give me a round of applause. Unfortunately my shot lands just short of the target. The Doom Diver, having done enough damage to the Knights of the Inner Circle to make them a difficult target to hit, decides to target a nice big unit of Swordsmen. The shot drifts off course and this time the course-correction fails and the Gobbo lands harmlessly between them and the Free Company. Both Spear Chukkas once again fire, this time at close range, at the White Wolves. Once again both miss as only a Spear Chukka can miss: spectacularly.

TURN 2 - EMPIRE
To no surprise the White Wolves charge the, I'm sure, scared senseless Goblin Wolf Riders. On the other side of the battlefield the Knights of the Inner Circle charge my Pump Wagon which ended its movement too close for my liking. In a surprise move the Hellblaster Volley Gun is moved forward and most of the Empire's other combat units advance cautiously and await the oncoming horde. 

During the Magic Phase the Warrior Priest tries to cast Hammer of Sigmar on the unit champion of the Halberdiers and my dispel attempt fails. The Fire Battle Mage tries to cast Conflagration of Doom on my Black Orcs again but it thankfully fails to cast. The Shadow Mage once again tries to cast Unseen Lurker this time on his Halberdiers. I see that he's trying to get them to charge my Night Goblins and my Goblin Shaman uses his Dispel Scroll. 

During the Shooting Phase the Great Cannon once again aims at my Orc Boyz but this time the shot plows right through the unit. My champion fails his Look Out Sir roll and is killed along with 4 other Orc Boyz behind him. The handgunners once again aim at my Black Orcs but this time only one of them hits the mark. That one shot wounds and kills a Black Orc though. 

In the Close Combat phase the Knights of the Inner Circle make short work of my Pump Wagon and overrun 10" past it. The surviving Goblin Wolf Riders are slaughtered by the Knights of the White Wolf. Thankfully the nearby Spear Chukka crew passes its Panic Test and holds firm.



Unit Positioning After Turn 3 Events

TURN 3 - ORCS AND GOBLINS

One of my Goblin Wolf Rider fast cavalry units going around the forest on the right of the battlefield apparently hasn't solved its dispute as it once again squabbles.  The other unit solves its problems however and rounds the corner of the woods to face the flank of the Empire's battle line.  The Night Goblin unit, summoning up its courage, charges the unit of Halberdiers on the left side of the field.  The Snotling Horde rambles forward and charges (swarms) the Free Company on the right. 

During the Magic Phase I once again target the crew of that frighteningly close Hellblaster Volley Gun.  Urik's Manglers are looking right down its barrels at this point and I can just envision the crew beginning to turn the crank to unleash a hail of doom.  Now in close range it's certain to be fired in my opponent's next turn. The Orc Shaman targets a Hellblaster crewmember with Nibbla's 'Itty Ring.  The Empire's wizards fail to dispel the item and the crewman is wounded and killed.  My Orc Shaman then casts 'eadbutt on the last remaining crew.  The casting is successful and once again the Empire's wizards fail to dispel.  The last Hellblaster crewmember is wounded and dies.  To my great relief and to the surprise of my opponent the Hellblaster is now without a crew and effectively eliminated!  My Goblin Shaman tries to make himself useful and attempts to cast Brain Bursta on the unit of Greatwords.  Continuing my lucky streak of casting rolls (aside from that miscast) the spell succeeds and once again the Empire's dispel attempt fails. The spell hits 9 Greatswords and causes 5 wounds.  After armor saves 3 Greatswords fall dead.  Thanks to the Night Goblin unit in close combat nearby I get an extra dispel dice.  My Goblin Shaman uses his Power Stone and my Orc Shaman attempts to harness this power to cast Hand of Gork on my Squig Herd.  However the spell fails to cast so my plan to use the spell to charge my Squig Herd into the very close Greatswords falls through.

In the Shooting Phase my Doom Diver attempts to fire at the Knights of the Inner Circle in front of it.  The shot is on-target but only one Knight is killed.  The Rock Lobber aims for the unit of Swordsmen.  The shot drifts a little off course but still lands solidly on the unit.  6 Swordsmen are killed.  Both Spear Chukkas once again try to shoot at the unit of White Wolves on the left flank.  Finally one of them hits its target and two White Wolves are killed.  The Arrer Boyz draw their bows and fire at the White Wolves as well.  All of them miss however.

During the Close Combat Phase my Night Goblins score two hits and cause no wounds.  The Halberdiers reply by striking and killing one in return.  Thanks to the Night Goblins' outnumber bonus the combat is a draw.  Meanwhile the Snotling Horde manages to wound and kill one of the Free Company!  Due to the flurry of additional hand weapon attacks the Free Company inflicts 4 wounds back on the Snotlings.  However the Snotlings are unbreakable and hold.

TURN 3 - EMPIRE

The Greatswords charge my Squig Herd and the Knights of the Inner Circle charges my Rock Lobba.  The Swordsmen make an attempt to charge my Orc Boyz but fall just short and fail. 

During the Magic Phase the Fire Battle Wizard casts Conflagration of Doom on my Orc Boyz.  My dispel attempt fails but I inwardly think "how bad can this be?".  Initially he kills 6 of my Boyz!  That's not all. We have to roll off to see if the spell continues and I fail to tie or out-roll him.  The second round hits 2 Boyz but thanks to the high toughness fails to wound any.  Once again we roll and once again I fail to equal or out-roll him.  2 more hits but once again no wounds.  For a third time I try to get the spell to end and again I fail!  He gets 3 hits and manages to kill another Orc.  Finally I equal his roll and the spell ends, but not before killing 7 of my Boyz.  Of course it could have been worse but I was still shocked by the power of this spell. My Orc Boyz took more than 25% casualties thanks to the spell and were forced to make a Panic Test.  Thanks to the proximity of my Warlord in the Black Orc unit the test is passed.  The Shadow Wizard  tries to cast Unseen Lurker on his White Wolves in order to get them to charge one of my Spear Chukkas but luckily I was able to dispel it.

During the Close Combat Phase my Rock Lobba's crew is massacred by the Knights of the Inner Circle.  The nearby Doom Diver passes his Panic Test.  The Snotling Horde turns out to be a viscious lot and manages to wound 4 Free Company and kill 3!  The Free Company, quite angered I'm sure, strike back with 5 hits but only 1 of them wound.  Due to massive rank and outnumber bonus' though the Free Company still wins the combat but, of course, the Snotlings hold.  The Greatswords strike out against the Squig Herd and 4 Squigs are killed.  The remaining Squigs all manage to miss and thanks to the Greatswords' Griffon Banner the unit's single additional rank counts as 2 for combat resolution.  The Squig Herd loses combat by 3 despite rank and outnumber bonus' but thanks to the proximity of my Warboss the Break Test is passed.  The Halberdiers manage to kill 3 of the Night Goblins facing them.  However, now my Night Goblins can use its second rank to attack (spears) and the flurry of counter-attacks manage to cause 6 wounds in return.  None of them pass their armour save and all 6 die.  The Halberdiers lose combat by 4, fail their Break Test and run.  The Night Goblins pursue and run-down the Halberdiers but fall just ONE INCH short of pursuing into the Shadow Battle Wizard or the Warrior Priest which happened to be behind the Halberdiers.  Both of these pass their Panic Tests due to the routed Halberdiers.


TURN 4 - ORCS AND GOBLINS

Apparently my Night Goblins are so anxious to tear apart those Empire magic users parked right in front of them that they fail their animosity test and begin to squabble right in front of them!  The Goblin unit attempts to charge the Handgunners but fail.  The Black Orcs, using their Gork's Waaagh! Banner for extra movement, charge the Halberdiers and barely makes it.  The Orc Boyz charge the unit of Swordsmen and the Goblin Wolf Rider Fast Cavalry unit charges the Great Cannon from extreme range and barely makes it.  The second Goblin Wolf Rider Fast Cavalry unit finally finishes arguing and makes it around the forest and faces towards the flank of the Empire's battle line.  

During the Magic Phase the Orc Shaman uses his Nibbla's Itty Ring on a Greatsword fighting the Squig Herd and kills him.  The Orc Shaman then tries to cast Hand of Gork on the Goblin unit, hoping to get them to charge the Handgunners, and succeeds with irresistible force! However, the Goblin Unit stumbles and bumbles forward only 3 inches and falls 2 inches short of the target.  The Goblin Shaman attempts to cast Brain Bursta on the Knightly Order but fails to cast.

During the Shooting Phase the Doom Diver, sensing impending doom from a charge by the Knights of the Inner Circle, takes a shot at the Knights just an inch or two away.  The shot drifts off and misses by 6 inches.  However, in my haste, I forgot about my re-direct roll!  The Doom Diver is certainly doomed next turn.  Once again the two Spear Chukkas shoot at the White Wolves threatening to charge them.  One of them manages to hit and 2 Knights of the White Wolf are killed.  The Arrer Boyz once again shoot at the White Wolves and score an astounding 5 hits and 3 wounds.  One of the Knights fails his armour save and is killed.  

 

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