themortalgod
18-10-2007, 05:17 AM
Skarsnik - 205pts
Night Goblin Big Boss - BSB The Spider Banner - 105pts
Night Goblin Shaman
Level2
Nibbla\'s Itty Ring
Dispel Scroll
140pts
Night Goblin Shaman
Level 2
Horn of Urgok
130pts
10 Arrer Boyz 60ptx
10 Arrer Boyz 60ptx
25 Orc Big Uns - 2 Choppas, Command, Mork\'s Spirit Totem - 355pts
12 Orc Boyz - 2 Choppas - 84pts
50 Night Goblins - Standard Bearer, Spears - 208pts
54 Night Goblins - 3 Fanatics, Standard Bearer, Spears - 299pts
35 Night Goblins - 3 Fanatics. Spears - 215pts
20 Night Goblins - 3 Fanatics, Spears - 155pts
39 Night Goblins - Bows, Musician, 3 Fanatics - 196pts
20 Night Goblins - Bows, Musician - 64pts
16 Spider Riders - Bows - 224pts
2500pts 307 Models
the main reason i have the orcs is because i kinda got bored of painting night goblins hahahaha,
ok so heres my strategy:
deploy all my spear armed troops towards the rear, the unit of 20 archers to one flank near the front, the riders on the other flank and the 39 man unit of archers right in front in one rank with the big boss (making their weapons poison
the general strategy is let them approach my archer line loosing plenty of poisoned arrows at them then as they come close out come the fanatics and then flee to their charge towards the general hopefully rallying next turn, reform into a unit and back up into my line since Skarnisk allows them to move that turn
I then let them continue to advance into my line let loose more fanatics and charge in and overwhelm them with the rest of my army
Other unit specific roles:
Spider Riders- Run down their flank and harass with bows and take out warmachines
20 Man Goblin unit - Slowly move backwards down my flank preventing a flank charge to my main army\'s flank
Magic - the army has 3 bound spells and the 2 shamans should be able to loose a few spells a turn
Arrer Boyz - deploy forward on flanks so they can throw potshots at the enmy and maybe flank charge if they are ignored
12 Orc Boyz - deploys behind spider riders to prevent flanking on that side
thoughts? suggestion? thx
Night Goblin Big Boss - BSB The Spider Banner - 105pts
Night Goblin Shaman
Level2
Nibbla\'s Itty Ring
Dispel Scroll
140pts
Night Goblin Shaman
Level 2
Horn of Urgok
130pts
10 Arrer Boyz 60ptx
10 Arrer Boyz 60ptx
25 Orc Big Uns - 2 Choppas, Command, Mork\'s Spirit Totem - 355pts
12 Orc Boyz - 2 Choppas - 84pts
50 Night Goblins - Standard Bearer, Spears - 208pts
54 Night Goblins - 3 Fanatics, Standard Bearer, Spears - 299pts
35 Night Goblins - 3 Fanatics. Spears - 215pts
20 Night Goblins - 3 Fanatics, Spears - 155pts
39 Night Goblins - Bows, Musician, 3 Fanatics - 196pts
20 Night Goblins - Bows, Musician - 64pts
16 Spider Riders - Bows - 224pts
2500pts 307 Models
the main reason i have the orcs is because i kinda got bored of painting night goblins hahahaha,
ok so heres my strategy:
deploy all my spear armed troops towards the rear, the unit of 20 archers to one flank near the front, the riders on the other flank and the 39 man unit of archers right in front in one rank with the big boss (making their weapons poison
the general strategy is let them approach my archer line loosing plenty of poisoned arrows at them then as they come close out come the fanatics and then flee to their charge towards the general hopefully rallying next turn, reform into a unit and back up into my line since Skarnisk allows them to move that turn
I then let them continue to advance into my line let loose more fanatics and charge in and overwhelm them with the rest of my army
Other unit specific roles:
Spider Riders- Run down their flank and harass with bows and take out warmachines
20 Man Goblin unit - Slowly move backwards down my flank preventing a flank charge to my main army\'s flank
Magic - the army has 3 bound spells and the 2 shamans should be able to loose a few spells a turn
Arrer Boyz - deploy forward on flanks so they can throw potshots at the enmy and maybe flank charge if they are ignored
12 Orc Boyz - deploys behind spider riders to prevent flanking on that side
thoughts? suggestion? thx