OK, sorry for the delay!
CaledorRises wrote:
True, Poison can be lethal, but I'm not sure I would rely on it. It was still risky in my opinion, but it obviously worked!
I feel Liam had no good options CR so this was worth a try. At worst the Crypt Horrors slow me down as they die and losing them would not be catastrophic.
CaledorRises wrote:
I think the Giants really messed you up at the beginning, which was just bad luck.
Ostensibly, the one on my left was more destructive. That flank still held for some time though. On my right, the Beasts won quickly but it cost them a turn of movement and clearly that made a difference.
Prince of Spires wrote:
On the other hand, it could also have been a lot worse, especially if the game would have run for a couple more turns. You only had the beasts left as a serious unit, while the rest was either already gone or trying their hardest to avoid any serious combat.
If we’d got one more turn in Rod I would probably have lost either the Arrers or (shudder) the main block. On the other hand the Beasts would have destroyed the Crypt Horrors and Skeletons, then scored a bonus 5 TP’s for holding that table quarter (secret mission). A sixth turn and I am very likely in trouble.
CaledorRises wrote:
I think your opponent played much too conservatively. Having the Grave Guard block unengaged to the end of Turn 4 with the exception of an unlucky Animosity roll is just too many points not being used. I also agree that the Ogres weren't really useful, though they could have been more effective if used more aggressively.
I agree completely.
Prince of Spires wrote:
I had completely forgotten you had the arrer boys. Are they worth the investment? I'm not sure they managed to do much in any of the games so far. Though that might just be my memory abandoning me. At least their charge must have been epic to watch
Starkly, no the Arrers probably aren’t worth it. Their shooting achieved little and instead of working as a nice, disciplined combat support unit their wild aggression was a real headache for me! They remain Orcs I suppose. Against elves though, the shooting might be useful and I’m inclined to keep them in, if only because I love the models! Competitively, I should probably drop them and use their points to upgrade the main block to Savage Orcs but it’s a bit late for that in hobby terms.
Prince of Spires wrote:
LD7 or LD9 (or 10) is a huge difference. Though I'm still capable to fail a rerollable LD10 test, it's a lot more secure then the LD7 one. I would count on failing at least one or two of those in a game.
Curu Olannon once said that he considered Ld 10 essential and I’m starting to agree with him. The one-point difference from Ld 9 cost me the Trolls here and the main block Game 1 at Milton Keynes. The crazy thing is, the Standard of Discipline is the one big compensation I have for eschewing Savage Orcs and I’m not taking it! I brought Razor Standard instead just to spend 45pts of Core and that’s no good.