Orc BSB Loadout

I’m building a list for an upcoming campaign, and I need some help deciding how to equip my Orc Big Boss Battle Standard Bearer. It’s 2000 points, and I intend to run him in a unit of 21 Black Orcs. I can’t decide whether to give the BSB the Dead Ard Armour (35pts, full plate, +1 T) or the Armour of Mork (30pts, heavy armour, MR(-2)) and enchanted shield (5pts, +1 AS, single use 5+ ward save). Otherwise, he’s equipped with a great weapon and the War Banner.

DAA makes him more survivable, especially considering that he will use the great weapon mostly and I also have an Orc lvl 3 shaman in the unit with Oaken Shield. AoM, however, gives the entire unit MR-2, which, with the shaman’s +2 to dispel makes the unit well protected against magic.

I’m leaning toward AoM because MR-2 is great, I can protect the BSB from challenges at least once with my unit champion, and his base stats are already pretty good. I ran him this way in a recent tournament, and he survived every game. I’m just worried that at 144 points, he isn’t protected enough.

reddit.com
u/Tom_in_Ohio — 14 days ago

First Old World Tournament Report

Hello fellow Warbosses. I played in my first Old World tournament this weekend and thought I would report on it and see if anyone can either gain from what I learned or help point out where I could improve.

It was 2000 points, 3 rounds. I lost my first game against Bretonnia, lost my second against Nurgle, and won my third against Dwarfs. I ended up 6th out of 10.

My characters were Black Orc Warboss on Wyvern (General), Orc BSB with War Banner, Orc Lvl 3 Shaman with Lore Familiar, Night Goblin Lvl 1, Night Goblin Big Boss on Giant Cave Squig, and Night Goblin Big Boss with great weapon.

Core was 21 Black Orcs, full command, BRRF, 7 great weapons, and 14 shields, and 30 Night Goblins, full command, netters, and 3 fanatics. I put the Orc Shaman and BSB in with the Black Orcs and the Night Goblin Big Boss with great weapon with the Goblins.

Special was 7 Boar Boy Big-uns, full command, Banner of Butchery, spears, shields, heavy armor, and Thinking Orc’s Hat along with 7 Squig Hoppers.

Rare was 2 Doom Divers and a Mangler Squig.

Lessons Learned:

I was too cautious with my Warboss and Black Orcs. I successfully cast Oaken Shield on my Black Orcs every turn except one. They were unstoppable when I actually got them into combat. I wasted time trying to set up charges when I should have used Arcane Urgency on them turn 1. My Warboss only died to the Great Unclean One after multiple rounds of combat. I nearly killed the GUO, and probably should have flown away from it at one point, but forgot. I was too worried about protecting my Warboss and he ended up in combats alone when I should have charged him into combat with my Black Orcs (or maybe Night Goblins).

I didn’t think enough about the next turn. It wasn’t until my last game against Dwarfs when (with both Warboss and Black Orcs) I remembered to restrain following up when the enemy gave ground in his turn, thus allowing me to declare a charge or fly away on my turn.

I almost failed a terror test with my Black Orcs one time, convincing me that I should make them Veterans in my next list. Their Ld 8 is a deficiency.

Magic was hit and miss. I took Gaze of Gork, but it did little. I would have been much better served with Hammer Hand, casting in every round of combat. Oaken Shield was great. I only failed to cast it once, and it was never dispelled. Arcane Urgency was the same, but I used it on my Night Goblins, which was decent in getting the Fanatics out early, but I should have used it on my Black Orcs to set up early combination charges with my Warboss. My Lvl 1 shaman was worthless. I successfully cast Itchy Nuisance only once, but missed the unit with both my Doom Divers. I had the Idol of Gork, but repeatedly forgot to make the re-rolls.

My random movers did fairly well. My Mangler Squig did well, but I rolled a lot of 1s for my impact hits, random attacks, and stomps. My Hoppers did okay, but died to shooting mostly. I realized that I didn’t have a good answer to scouts. Both my Bretonnia and Dwarf opponents had shooting scouts that really threatened my Hoppers. I’m thinking of putting the Ruby Ring on my Big Boss on Cave Squig to deal with that.

I didn’t use my Boar Boys very well. On the charge, they dish out a lot of damage, but have no staying power. I tried to use them to support my Black Orcs, but they really aren’t good at that. I should have used them to go after scouts and such.

My Night Goblins died splendidly. I rushed them forward with Arcane Urgency each game to release the Fanatics right away. The Fanatics certainly messed up my opponent’s plans, but the Night Goblins themselves didn’t do anything but die. Putting a Big Boss in the unit was a waste of points, so were the netters. Running the Night Goblins straight at my opponent’s toughest units, while good for Fanatic delivery, doomed the unit and any extra points were a waste.

My Doom Divers were solid. I had a hill in my deployment zone for only one game, so they were limited a bit. They still did a good job.

Those are my biggest take aways. Any constructive criticism is welcome. Thanks for reading.

u/Tom_in_Ohio — 21 days ago

Initiative Bonus on Charge

During a tournament yesterday, I had a dispute come up regarding the initiative bonus for chargers. It wasn’t resolved because I didn’t fully understand his position, and it ultimately didn’t matter so much so I just went with his interpretation.

I charged the flank of his dwarf unit with my black orcs. I won combat, and he gave ground, changing unit facing to face me (drilled). I followed up.

In his turn, the combat continued, and my black orcs won again. He gave ground, and I successfully rolled to restrain pursuit.

In my turn, I declared a charge with my black orcs against the same dwarf unit (to get charge bonuses). Obviously, I made the 2” charge. When deciding initiative order was when we had a disagreement.

My position was that because I charged 2”, my great weapon armed orcs would get +2 initiative bonus, equaling 3 total, and therefore strike before his initiative 2 dwarfs.

He disagreed, arguing I didn’t get any initiative bonus. I didn’t understand his argument, but he said something about the bonus only applying to the number of inches charged greater than the unit’s movement characteristic, in other words, my M4 orcs would need to charge 7 inches to get the +3 initiative bonus.

I don’t think this is correct. The rule simply states:

“…[M]odels gain a modifier to their Initiative characteristic during the Combat phase of a turn in which they charged (to a maximum of 10): Charging an enemy in their front arc: +1 Initiative per full inch moved (prior to making contact), to a maximum of +3.”

I didn’t get a judge because my black orcs were going to win again (which they did), but I’m wondering if there is another rule I am overlooking.

Thanks!

reddit.com
u/Tom_in_Ohio — 23 days ago