What we're about.

We are a Toledo Ohio area gaming group. We mostly deal with miniature wargames such as Warhammer Fantasy, but we will occasionally delve into the areas of roleplaying or even video gaming. Many of our posts will deal with Warhammer, but we'll most likely throw a curve ball at you occasionally. While we don't always agree on everything we do all work toward the same goal; have fun.

We will do our best to offer advice, insight, ideas, and hopefully a small bit of comedy on how to make your games a better experience.

Wednesday, March 9, 2011

First Post!

 By Jay:

For a first post I want to get off to a good start, so I'm going to talk about something positive and good. I'm not going to start this off as a bitch-fest.

I got the new Warhammer Orc and Goblin book the other day. I used to play the greenskins back in 4th and 5th editions. They were always a joy to play back then and the same pretty much has held true since then. They still have all the goffy stuff like fanatics and squig hoppers, but now with the new book release we see some new fun stuff.

First off we have mangler squigs. These things are NASTY! Think controllable fanatic that does more damage. At 65 points a piece they're a steal. I can't see my army ever going on the table with less than two of these bad boys. They're going to shine best against cavalry and heavily armored troops. Orcs and Goblins needed a little bit of something to deal with a Chaos chosen death star and these things are it.

Next we have savage orcs. No big surprise here, savage orcs have been a Warhammer staple forever. The nice thing about them now is the ability to restrain frenzy charge with 8th edition. They won't get yanked out of position so easily and they are tough as nails if outfitted correctly. My savages are currently running with a shaman in the unit holding the lucky shrunken head to get them up to a 5+ ward save. Make them your big 'un  unit and they're a measly 12 points a piece. No real reason to not get a shit load of these guys.

Pump wagons have seen a nice little buffing. I wouldn't say that they are a staple now, but they are upgradeable to tailor what you need them for. I can see them working nicely in the right army.

Doom divers are still in, and they still do pretty much the same stuff. They're really point cost effective so I can see them as a staple to Orc and Goblin armies. They don't have a ton of stuff to deal with high armor saves so these guys are pretty much money for big armor armies like Dwarves and Chaos.

Trolls got a nice little change. you don't have to get stone or river trolls anymore. You can just get regular trolls for a nice little 35 points each. Super wound soakers with that regeneration.

Anyhow, I'm kinda ramblin on with crap you can go read anywhere. Lemme toss the list I'm going to be playing up and you can judge for yourself if they look workable. Orcs an Goblins still have the same problems they had before as far as leadership and animosity, so if you feel like you need something in a Orc and Goblin army you should really make room to get two of 'em.

Black orc general
Basha's axe
Enchanted shield
Talisman of preservation

Savage orc level 4 shaman
Lucky shrunken head
Fencer's blade


Goblin level 3 shaman
DMS
Channeling Staff

Black orc BSB
Shield
Armor of destiny

38 savage orc big un's
FC
Extra hand weapon
Big stabba

20 night goblins
Boss and standard
Netters
3 fanatics

20 night goblins
Standard
S-bow
3 fanatics

15 spider riders
Musician and standard

6 trolls

25 black orcs
FC
Shields
Banner of swiftness


2 doom divers

2 rock lobbers

2 mangler squigs

That is a 3K that I'm going to be playing in my next game. Savage orc shammy is going to actually try to be a combat effective piece. Really wanted to make room for a giant because they are just so much goddam fun to play with, but whatever, maybe next time.

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