Warhammer 1500pt Warriors of Chaos vs Chris’s Orcs and Goblins
A Warhammer Fantasy battle report of a 1500pt game between my Warriors of Chaos and Chris’s Orcs and Goblins. Includes army lists, and pictures of each turn created in Battle Chronicler.
Date played: 21 June 2009
Chris is taking his Orcs & Goblins in our club’s warhammer league. I have written a new Warriors of Chaos list including which includes a couple of block infantry units. This takes the edge off of my normal all cavalry army and also gives him a couple of slower moving units to build a strategy against.
The game was played in our local GW, the two towers on the map actually represent the new Chaos terrain feature (A ruined temple of skulls) that we treated as impassible. The large forest on the left was a result of us having nowhere to remove the large number of trees from. I won the roll for deployment and decided to claim the side with the hill.
Warriors of Chaos
General: John
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T1 Hero, Throgg
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S Hero, Sorcerer
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M 5 Marauder HorsemenMusician, Throwing Spears & Shields
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F 5 Marauder Horsemen, Flail HorsemenMusician, Mark of Khorne, Flails & Light Armour
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C1 5 Chaos KnightsBanner, Musician & Warbanner
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W1 5 Warhounds
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W2 5 Warhounds
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C2 20 Chaos Marauders
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T2 4 Trolls
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C3 12 Chosen WarriorsGreat Weapons, Shields, Banner, Musician, Banner of Rage
Orcs & Goblins
General: Chris
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O1 Orc Big BossGreat Weapon, Amulet of Protectyness
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N1 Night Goblin Big BossWollopas One Hit Wunda
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O2 Orc Shaman
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A 30 Arrer BoyzBows, Choppas, Full Command
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O3 30 Orc BoyzExtra Choppas, Command
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O4 30 Orc BoyzExtra Choppas, Full Command
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N2 35 Night GoblinsShort Bows, Full Command, 3 Fanatics
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F1 Fanatic
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F2 Fanatic
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F3 Fanatic
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S1 5 Spider RidersMusician
- B1 Bolt Thrower
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B2 Bolt Thrower
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D Doom Diver
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B3 Boar Chariot
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S2 2 Snotlings
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S3 2 Snotlings
Deployment

I knew Chris was fielding a unit of Spider Riders, given the amount of forest I knew this could potentially cause me problems during my advance by march blocking a flank. Chris deployed on the assumption that I would advance, a good assumption given the shooting advantage he had.
Turn 1 – Warriors of Chaos

I won the roll for choice of turn. With a full advance I knew I could limit the O&G shooting, giving the O&G the first turn would allow the Spider Riders to advance to march block me and also allow his warmachines another round of shooting before I engaged in combat.
On the right flank I positioned the Horsemen with Flails to either tempt a charge from the Spider Riders or hope for a charge angle if he moved nearer the forest. In the centre I moved my Trolls and Horsemen up quickly, the Chosen Warriors and Marauders advanced as quickly as infantry could. On the left flank I made the mistake of moving my Chaos Knights up in front of my Warhounds. I had forgotten that the Warhounds were placed there to draw any potential Fanatics from the Night Goblins.
Turn 1 – Orcs & Goblins

In the first of a number of unfortunate rolls for Chris his Spider Riders rolled 1 for animosity and squabbled, leaving them unable to move. On the left the Night Goblins advanced to ensure I could not advoid them with my Knights. The centre line held its position and only the Snotlings repositioned. One of the Snotling units moved left to block any chance of the Horsemen charging the Doom Diver, the other to position for redirecting.
The O&G shooting was large ineffectual. The Doom Diver misfired stopping it shooting for the turn, the Bolt Throwers fired at the Trolls but with no success.
Turn 2 – Warriors of Chaos

On the left flank I was forced to hold my Knights back due to fear of Fanatics, to make up for my earlier error with the Warhounds I moved my Hosemen across from the centre to force out any Fanatics. Chris positioned two of the released Fanatics to further threaten my Knights and the other to dissuade my Horsemen from charging the Bolt Thrower. In the centre I made the decision to force my Trolls forwards even though this left them without support. Both food infantry units also advanced but were now some way behind the Trolls. On the right flank my frenzied horsemen charged the unfortunate Spider Riders and smashed them apart with their flails.
Turn 2 – Orcs & Goblins

Chris called his Waagh hoping to double charge his main Orc unit with general and the Snotlings into my Trolls. The Orcs failed their fear test leaving the Snotlings to charge on their own, in combat they suffered 2 wounds, lost and fled. The Boar Chariot charged the Marauder Horsemen, if they fled they’d hit the ruins and be destroyed so they held and were destroyed.
In the shooting phase the Bolt Thrower on the left claimed one Chaos Knight and the Night Goblins took another with their short bows.
Turn 3 – Warriors of Chaos

The loss of two Chaos Knights actually helped advance them up to face the Night Goblins. My Trolls failed their stupidity test, but due to the close proximity of the Orcs they ending up charging the unit with their half movement. The Chosen Warriors positioned to retaliate if the Arrer Boyz flank charged my Trolls. The flail Horsemen charged and decimated the Bolt Thrower.
Turn 3 – Orcs & Goblins

This turn was crucial for Chris, if my Trolls survived the flank charge then the Chaos Warriors would finish the game. The Arrer Boyz rolled 6 for animosity and slammed into the Trolls (saving them a risky fear test). Throgg killed his second Champion in combat with 2 overkill, the Orcs failed to wound in retaliation giving me the opportunity to target his general with my Trolls before he struck with his Great Weapon. The Trolls took down the general and a single Orc meaning I lost the combat due to his musician. I failed my break test but passed the reroll due to Throgg.
Turn 4 – Warriors of Chaos

The Chosen Warriors charged into the Arrer Boyz flank, the combination of 3 attacks each and great weapons led to them killing 12 Orcs, then Throgg and the Trolls accounts for another 6. Chris was looking for insane bravery on both units, both units fled and were run down by the Trolls. The Chaos Knight charged the Night Goblins, they were unable to match the Night Goblins static combat res but passed their break test and held.
It was at this point that we agreed to finish the game. The loss of his general and two infantry blocks, and the fact his other two blocks were likely to fall in the next turn left little hope for Chris.
June 22nd, 2009 at 13:44
Thanks for another interesting game report. Do you often play at the local GW? Whenever I go in the place is teeming with teenagers playing 40k.
June 22nd, 2009 at 13:47
I’ve not played at the store before, generally I don’t have the spare time to game more often than I can at our club. I had the weekend to myself and Chris was keen to get a test game in.
The store was pretty quite, no one else was playing a game while we were there. I think Chris got the worst of it with a couple of customers taking an active (if somewhat unwelcome interest in his army). I’d have no issue with playing there again, but the club or even at home would be my preference.
June 22nd, 2009 at 16:15
Thanks, John.
I’ve considered trying to get club members to play the odd game down there to try and rustle up a couple of new members. Dave and I tried once on “Veterans night” and the place was packed – we didn’t get a game as all tables were in use and quite a few people were already waiting in line.
June 22nd, 2009 at 16:20
Sadly I’m busy on Thursdays (Vets night), I’d probably have been there a few times otherwise. I didn’t realise it got that busy, but I suppose they only have 3? tables which pretty much limits it to 6 or less games in a night.
One idea I have been mulling over is to suggest we hire the club room for an extra Sunday to run a tournament (probably 40K). If the Bedford store were willing to give us a little promotion it might help to enlighten some of their customers to our existence.
June 10th, 2010 at 11:34
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