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7th Ed. 2000 against orcs and goblins

Jungle Swarm

Sotek_magic

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so i have been playing for about a month and played like once a few years ago so i am not overly experienced
(just understood what anchors and hammers are etc.)

i am going to start by listing the things i am going to expect from the orc player

a giant he has been raving about it and has yet to field it

2-4 spear kuckas (bolt throwers)

5 goblin wolf riders
5 spider riders

goblin unit with fanatics
orc boy units
orc shamn on boar
5 boar riders ( the frenzied ones)
some orc chariots maybe one with a hero in it
a few trolls prob 2
i can see him taking this staff that gives him an extra 2 or 3 DD and/or another staff that steals one of my PD and makes it a DD for him
and cause this will be the first 2000+ game

either a boss on wyvern or some other lord


my game plan as it stands

1000-1100 point TG Charax and slann unit
slann taking the free dice and know a lore
16 models + slann to make a full rank
war banner BSB and general all this unit(all eggs in one basket)

i want to have a few skink skimers to screen my whole army against the bolt throwers

a few units of spear saurus prob 18 or 12 model unit 6 wide

CoC 5 models with just a standard

scar-vet GW and the flight bound spell

skink priest with lvl2 and cloak of feathers

unit of cammo skinks

and a razordon(orcs t4 :( ) if points allow


for people who hate reading...

will a unit of cammo skinks be enough to get rid of those bolt throwers? if nothing else frenzy kite/march deny?

as i have read in the BRB there is nothing Against poisons wounding the bolt thrower its self so can blowpipes kill bolt throwers? i got the scar-vet for anti chariot and bolt throwers but i think he will need a bit of help

skink skimers against the giant good idea?

big question what lore to take?
is the 1000 point unbreakable, stubborn, immune to phys worth it (best anchor?)
 
will a unit of cammo skinks be enough to get rid of those bolt throwers? if nothing else frenzy kite/march deny?

1 unit to take out 4 BTs? Highly unlikley. If you want to marsh block with cammo skinks make sure you keep it small, 5-6 skinks is enought. They are great against orcs as they lack non-BS shooting or High BS shooting (or non-war machine shooting for that matter) so the skinks should be pretty safe as long as you keep them away from wolf riders.

as i have read in the BRB there is nothing Against poisons wounding the bolt thrower its self so can blowpipes kill bolt throwers? i got the scar-vet for anti chariot and bolt throwers but i think he will need a bit of help

Poison can absolutly not wound war machines, its very clear in the BRB on page 96. You can kill chariots with poison but not war machines (the crew can still be poisoned). The Scar vet can easily be shut down as its a low powered bound spell so don't count on getting it off when you really need it (unless you play closed lists and catch your opponent off guard, then you might get it off once).

skink skimers against the giant good idea?

Skinks are amoung the best Giant killers there is, they should take it down in 1-2 rounds of shooting easily.

big question what lore to take?
is the 1000 point unbreakable, stubborn, immune to phys worth it (best anchor?)

Imo no. The 1000 pt unbreakable death star is not worth to take if your opponent is a decent warhammer player. Any smart orc player will feed you 40 pt goblin units all game and take out all your support. The only way he is gonna engage you is with a Black Orc Warboss with Screaming Sword and kicking boots on a Wyvern, and with 7 S7 attacks (or 8 S8 attacks if your scar vet is close) + the attacks from the wyvern he will just chop that unit to pieces, killing 4-5 TGs per round until your unit is gone. If he gets a charge off with that wyvern and keeps your support units from connecting with the wyvern you just lost 1100 VPs and your most important unit.

Orcs lack good skirmishers and consist of large units. Salamanders forcing panic is awesome, especially with the Death lore (Doom and Darkness is fun). Skink skirmishers can harass and hold up the big blocks and without magic they can't really take them out effectivly. Just set up a counter charge if he takes the skink bait.
 
ok so i built an army based on that info thanks alot!!!!

tell me what you think about this

slann( BSB and gen(why not?)) with
rod of storm
war banner
focus mystery
focused rumination
becalming cogitation (not 100% with taking this but he tends to drop his shamans in units so it will be handy once battle starts)

TG X 20 to make 3 rank bonus unit 6 wide can drop to 16 for 5 wide to accomadate more core units
they got plaque of dominion( enemy casters that draw sight to unit are stupid within 18)

5 cammo skinks
10 skink skimers X2
i was thinking of making one big unit but i just dont see a reason in fantasy for that in 40k there is a max on "core" units but not in fantasy
15 saurus X2 with spears, standard and music
salamander with extra crew
saurus scar-vet GW LA SH(for shots) and flight bound spell
skink priest with
lvl2
diadem of power
cloak of feathers

5 COC with a standard and music

thats 1996 points any comments would be greatly appreciated

basicly the plan is to use phys as much as possible against him (taking lore of death)

another question here what does Chakax's "magical weapons count as mundane weapons of the same type" rule mean? if he takes a sreaming sword does it not work against chakax? my warhammer group dont really know what this means and its the only thing (for the exception of tyranids malan'tai, god i love that thing) that has stumped us rules wise. (PS tryanids are the clearly the 40k version of lizardmen both are "spawned" and in spawning pools!)
 
Sotek_magic said:
saurus scar-vet GW LA SH(for shots) and flight bound spell

You can't take a shield with a great weapon. A great wapon is two handed and a shield uses up a hand. ;)

Chakax's rule basicaly means that any magic weapons that your opponent bought for his characters don't work against Chakax. not sure about Orcs and Gobbos magic weapons, but say ur facing a lizzie player and Chakax is fighting a scar vet with... burning blade of chotec for example. Instead of a magic weapon that make a -2 to your armour save, it would just be a normal sword. if your opponent had a magical great weapon, then it wouldn't be magical, it would just be a normal great weapon. do you understand?
 
You can take a shield and a great weapon. You just can't use the great weapon in CC and then switch to the shield. See page 54, BRB "Requires Two Hands" section.
 
Stegadeth said:
You can take a shield and a great weapon. You just can't use the great weapon in CC and then switch to the shield. See page 54, BRB "Requires Two Hands" section.


yes but you can still get a sh save from shooting correct?
also you have a choice with the shield for example you get charged by a weak unit you can equip HW and shield and have much better survivability then fly away next turn or make your opponent waste at least 2 DD to guarantee the dispel
 
Right. CC means Close Combat. If you are in CC and start out with GW you keep using it until combat is resolved. If you start out with HW and shield, you stick with them until that combat is resolved.
 
Sotek_magic said:
Stegadeth said:
You can take a shield and a great weapon. You just can't use the great weapon in CC and then switch to the shield. See page 54, BRB "Requires Two Hands" section.


yes but you can still get a sh save from shooting correct?
also you have a choice with the shield for example you get charged by a weak unit you can equip HW and shield and have much better survivability then fly away next turn or make your opponent waste at least 2 DD to guarantee the dispel


Absolutely :)
 
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