So finally got around to playing my first few games of 8th last night. Won't go into too much detail as they were more fun games and practice than real gritty battles but all the same plenty happened and I wanted to try as much as possible.
I took a list that had almost as much as possible in terms of unit types to see how they worked and performed.
I had Tyrant, BSB and Butcher in with 3 iron guts.
3 lead Belchers
1st Game vs Orcs.
he had 3 20 odd Orc units, a big night goblins unit, Gob Shaman, Orc shaman, 2 units of 5 wolves, Doom diver and bolt thrower. Think that was about it.
I got 1st turn and trappers moved into a wood 8 inches from NG's bring out the 2 fanatics who moved roughly half way between the unit of NG's and Arrer boys and my leads and 6 bulls.
Scraplaucher fired and killed about 9 orcs..very very nasty rolling. Trappers shot a NG or 2 for fun.
For target practice (first time firing them and to get rid of fanatic 8 inches from me) the lead belchers opened fire on a fanatic. 26 shots is a lot of dice to throw from 3 guys but very much fun
No close combat and his turn. Fanatic blocking movement on one side of the field he edged forward not quite sure what to do. On the other side he had 2 large Orc units facing scrap launcher, gnoblar unit and Tyrant unit. Wanting me to roll the charge dice he moved just an inch or so forward. His shooting did nothing, magic did nothing and doom diver missed. Arrer boys and 1 wolves also did animosity and nothing. Also the other fanatic out rolled arrow dice pointing back to the NG's unit and 10 on 2 dice. Luckily for him it was double 5
Gorger comes on 2 inches behind wolves on leadbelchers side and also within 12" of the Doomdiver hoping to kill both. No bickering.
Trappers were in the way of tyrant unit charging so charged them for fun into the NG's.
Tyrant unit charges into Orc unit with his BSB in it.
Gnoblars move up to face other Orc unit with his general in it but still around 9 inches away.
leads reload, bulls move up a little. Scrap launcher miss fires but luckily gets a 5 and does not fire.
Combat. Trappers kill like 2 but lose 6 and run. Ng's chase, kill trappers but put themselves in charge range of bulls and Leadies. Tyrant challenges and squishes a champion. His BSB hits me, my BSB hits orcs as does butcher and 3 ironguts. Lots of Orcs die, I take a 4 wounds but have regen on unit and save 3.
Now my friend does not have good luck and it showed here. I kill 1 orc too many to remove steadfast. He has general and BSB in range. He has a big minus to roll on his leadership test and fails both. Unit runs and I fail to catch it by 2 inches.
But.. his general unit then panicked too and ran off the board.
Wolves turn 180 degrees and shoot at gorger. Did nothing. Bolt thrower misses, magic does nothing. Arrer boys turn to face tyrant unit. NG's roll a 1 for animosity. On far right side 5 wolves charge flank of scrap launcher.
BSB fails and runs off the board.
Wolves do no damage to scrap and get 3 killed, run but flee further enough.
Tyrant turns to face arrer boys. leadies and bulls charge NG Horde, Gorger charges wolf. Scrap charges into fleeing wolves and kills them.
Gorger beats wolves and catches them when they flee.
NG's get nets on bulls but fail fear. Should mention that vs trappers he neeted himself
leads and Bulls decimate NG Horde.
At this point opponent conceded as it was more than over. Losses on my side were more or less the trappers
2nd Game VS the Skaven: Not as much detail now but highlights edition
I get 1st turn again. magic is very potent for me. He has lord on rat ogre mount thing in ratogre unit, 2 globeadiers units, clanrats unit, slaves unit, doomwheel, 2 units of jezzails, warplock engineer lvl 1 caster dude, mortor unit, flame unit team thingy, warp cannon.
Strange game with lots of hmm that sucks moment from both sides as some of the changes in rules upset him and some of the rediculous damage of skaven stuff upset me
Also pretty sure we played stuff wrong at times.
Trappers went after warp cannon and 5 jezzails on 1 flank and gorger came on turn 3 but rolled double 1 for charge turn 4 and did nothing. 3 times in this game I rolled double 1 for either a pursue or charge
Ogre bulls mashed up a lot of slaves, leadies and gnoblars beat up globadiers unit, panic test spell from butcher got rid of 4 jezzails. In 2 turns scrap launcher kills 30 odd clanrats and they run. They later rally and kill the last leadie when he charges and gnoblars fail the charge.
Warp cannon misfires on bounce first shot and does nothing, misfires on 2nd shot and kills about 8 slaves, 2 ratogres and 2 handlers. General in the RO unit fails leader and flees due to 25% losses.
Doomwheel charges flank of bulls(6), kills 4 with all the mental stuff it can do although he did grind attack and shouldn't have..naughty. Bulls flee, slaves don't catch but doomwheel does.
Doomwheel then 90 degree turns and charges scraplauncher following turn, and following turn 90 degree turns and rams into rear of the gnoblars due to them being back after getting double 1 to charge the clanrats with the leadie.. Scrap dies, 20 gnoblars died and 6 bulls to one doomwheel. See Ogres vs Skaven forum post for my thoughts on that crappage and D6 wounds...
Tyrant unit charged the fleeing rat ogres and his general. Needed to charge 15 inches and rolled 11 on 2 dice. Didn't roll for reform as not sure if I could and at this point was thinking he was gonna concede.
Tyrant unit got flamed, mortored, warp cannon hit etc and from all damage lost 2 iron guts from the 3 there, butcher and 2 wounds on tyrant.
Trappers charged the warpcannon in turn 4 (they fled in turn 2 from jezzail fire, rallied next turn WOOT!), lost combat in turn 4 but passed break test as tyrant was no within 12". Turn five they won combat and killed machine when they failed break test.
So end of the game when we called it. I considered it a draw more or less as I still had main unit, 4 trappers and gorger left so about half my points maybe where he had lost half slaves, 2/3 clanrats, generals unit, warpcannon, had glabadiers fleeing and 1 unit destroyed, and his caster.
Without his doom wheel doing the damage it did it was a slaughter from me on him.
Fun yes but the doom wheel for the points just seemed ridiculous and needed treatment specifically set aside for it. I was hoping for poor movement and misfires but it never did and he rolled 14 twice on 3d6 for movement.
So for the two games ogres faired nicely. I chose the list to try everything out and the scrap launcher excelled with 5 hits and 1 miss fire in 2 games.
The trappers made their points back. Will always take them. Gorgers did ok.
Bulls made mincemeat out of goblins and slaves, got obliterated by an over the top wheel.
Tyrant build was -1 to hit, mawseeker, sword of might for all rounder. Didn't really instill me with OMG hes so touch. Didn't get into any real nasty fights to prove any conclusive use.
Ironguts unit was too small to have characters in. Will change that.
leadies were fun but nothing conclusive for me to make mind up.
Thats it for now