*THE OLD WORLD* Orc & Goblin Tribes vs Kingdom of Bretonnia – The Old World (Battle Report)



The thunder of cavalry echos across the field of battle as the Knights of The Kingdom of Bretonnia crash into a gathered brutal Orc & Goblin tribe, in this bloody and ruthless battle report.

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// ARMY LISTS BELOW \

Kingdom of Bretonnia – For The Lady – [1999pts]

## Characters [588pts]

Damsel [106pts]: Hand Weapon, Illusion, Wizard Level 2, Bretonnian Warhorse, Barding, Hand Weapon

Duke [482pts]: Hand Weapon, Heavy Armour, Shield, Hippogryph, Heavy Armour, Serrated Maw, Wicked Claws, Barding, General, Gromil Great Helm, Morning Star of Fracasse, Potion of Toughness, Virtue of Knightly Temper

## Core [850pts]

2x Knights Errant [95pts]: The Knight’s Vow
• 5x Knight Errant [19pts]: Bretonnian Warhorse, Barding, Hand Weapon, Hand Weapon, Heavy Armour, Lance, Shield

2x Men-At-Arms [149pts]:
• 25x Man-At-Arms [4pts]: Hand Weapon, Light Armour, Polearm, Shield
• 1x Yeoman [7pts]
• 1x Standard Bearer [5pts]
• 1x Musician [5pts]
• 1x Grail Monk [32pts]: Blessed Tryptich

Mounted Knights of the Realm [262pts]: The Knight’s Vow
• 9x Mounted Knight of the Realm [24pts]: Bretonnian Warhorse, Barding, Hand Weapon, Hand Weapon, Heavy Armour, Lance, Shield
• 1x Musician [7pts]
• 1x Standard Bearer [32pts]: War Banner
• 1x First Knight [7pts]

2x Peasant Bowmen [50pts]:
• 10x Peasant Bowman [5pts]: Hand Weapon, Longbow

## Special [561pts]

Battle Pilgrims & Grail Reliquae [265pts]:
• 25x Battle Pilgrim [8pts]: Hand Weapon, Light Armour, Shield
• 1x Grail Reliquae [65pts]

Pegasus Knights [296pts]: The Knight’s Vow
• 5x Pegasus Knight [55pts]: Barded Pegasus, Barding, Hand Weapon, Hand Weapon, Heavy Armour, Lance, Shield
• 1x Musician [7pts]
• 1x Standard Bearer [7pts]
• 1x First Knight [7pts]

2000 pts Orc (not goblin) Tribes

Characters:

General: Black Orc Warboss O’drap Obbig, Battleaxe of the last big Waaagh!

Orc Weirdnob “Eloc Nadz”, Level 3 Wizard, Tellyporta Maracas (Flying Carpet), Lore Familiar
Spells: Elementalism – Earthen Ramparts, Plague of Rust
Lore of Gork – Gaze of Gork

Black Orc Big Boss “Werdna Rufferz”, Battle Standard Bearer, War Banner, Shield

Black Orc Big Boss “Ij’neb Retniap” Great Weapon

Core:

Da Meganobz – 23 Black Orcs, Full Command, The Big Red Raggedy Flag, Stubborn, 12 shields, 3 Great Weapons, 5 additional hand weapons

Da Magik Morks – 10 (Savage) Orc Boys, Frenzy, Warpaint, Skirmishers, shields, throwing spears, Full Command, Big Un’s, Big Stabbas

Special:

Da Beeferz – 20 Black Orcs, Champion, Standard Bearer, Stubborn, 2 shields, 3 Great Weapons, 4 additional hand weapons

Da Yoofs – 19 Black Orcs, Champion, Standard Bearer, stubborn, 10 shields, 3 Great Weapons, 3 additional hand weapons

Da Supurpig – Orc Boar Chariot

Rare:

Da Keen Mean Green Machine (Giant) “Big Will”

source

50 thoughts on “*THE OLD WORLD* Orc & Goblin Tribes vs Kingdom of Bretonnia – The Old World (Battle Report)”

  1. The Duke would have had one less combat res troughout the game because the Close Order bonus only triggers on units with at least 2 units:

    Page 100:
    Close Order Formation
    […]A unit in Close Order consists of two or more

    models[…].

    Reply
  2. It's not a failed charge if the charged unit flees. You move the full rolled charge move (p. 129): "If the charging unit does not make contact with the fleeing
    unit, it moves forward its full charge range. It has not made a failed charge – the charge target ran away."

    Reply
  3. The Giant attacking the Damsel shows how bad rules are in so many parts of this game – you resolve something for a few minutes, rolling and re-rolling dice and consulting tables (no player decision or action here, everything happening on autopilot, the game playing itself) and then the result is that nothing happened. It's just tedious and boring and no wonder the game is so long for how shallow it is, if half of it is employing player time and effort for zero consequences.

    The armies are absolutely stunning, though!!!

    Reply
  4. Awesome battle report, Chris and Pardo! And great looking battlefield and armies!
    I know the game already lasted super long, but I think the Brets could have also killed enough models in their last turn to break the Orcs (And then end the game in a tie, I guess?).
    After destroying the chariot, the Duke could overrun 3D6, which puts him in charge range into the rear of the last Black Orc block for the last turn. Since it'd be a rear charge, he can't be tied up in a challenge by the unit Champion or Boss, therefore allowing him to kill as many models as possible. At the same time in the last turn, the 4 Pegasus knights could charge the savage orc unit. With these two favorable charges, the Brets should kill enough models to brings the Orcs below their breaking point.
    But an absolutely amazing battle nontheless! Love your Old World content!

    Reply
  5. Don't know why there's any controversy about the challenges thing, it's the same as it was in 7th and earlier (never played 8th so no idea how it worked there). It's basically a completely separate combat within a combat and is treated as such.

    Another thing that is the same as it ever was is shooting: those modifiers have always been there. Bret archers are just shit, you need volume of fire at a single target and to stop moving them.

    Also, when pursuing a FBIGO it's not a new combat, it's a continuation, you count as charging (and get initiative bonuses in the same way) but don't get any 'first round of combat' abilities like hatred.

    Reply
  6. I think after you kill the challenger the other attacks go away. Since it was a “challenge” and you killed him, it won’t spill over. I feel like that defeats the whole purpose of the challenge.

    Reply
  7. Lovely game, nice armies, nice terrain… but why, when a unit is reduced to a few models, like 3 or less, don't you just remove the ugly big movement tray sticking out? Not really needed anymore. Like others, I find the effectiveness of super-tooled up lorda on monsters a bit tedious… everybody wants them, because, nice model, etc… but they already an obvious pick… I'll just limit them to larger games, say 2500+ pts, so they lead larger armies. I like fighting with the rank and file… also agree, archery seems a bit weak atm…

    Reply
  8. of course the pilgrims are late for the battle! First they needed go to the butcher and get horse bones. Then go to the clothier and steal fabrics. And last but not least, dig up the old Grail Knight to put him on the colorful dead horse xD

    Reply
  9. Definitely not a fan of rolling a dice to decide if he can shoot his magic missile and then you changing your mind! It’s not targeting a unit so he can shoot it wherever, even hitting his own troops I imagine. Love your reports nonetheless! Chris you seem like a great sport to play against!

    Reply
  10. I'm fairly sure that Earthen Rampart should have gone off in turn 1, level 3 adds 3 to the dice roll and orcs have a rule where their orc casters get mob rule +1if the unit strength is 10 or more.

    Reply
  11. For the purposes of VIrtues, the models mount also gains all special rules that the rider gains. So the D3 extra attacks and hatred also confere over to the Hyppogryph as per "Split Profile" on page 204.

    Reply

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