14 Feb 2015
This is the first time my friend and I have fielded these armies above 2000 points so we were excited to get a lot of models on the board. I'll get right to it!
The Lists
Ogres:
Olav Giantbreaker
TYRANT
SWIFT SWORD
GIANTBREAKER
GREEDY FIST
ENCHANTED SHIELD
IRONCURSE ICON
HEAVY ARMOR
Gruul
SLAUGHTERMASTER
LEVEL 4 MAW
SCROLL
GAMBLERS ARMOR
IRONFIST
WARRIOR BANE
CROWN OF COMMAND
Jakob the Mauler
BRUISER
GREAT WEAPON
BSB
ARMOR OF DESTINY
Stilgar Fenris
HUNTER
ARMOR OF FORTUNE
POTION OF FOOLHARDINESS
ADDITIONAL HAND WEAPON
LUCKSTONE
Stilgars Pack
4 SABRETUSKS
1 solo sabretusk
6 LEADBELCHERS
BELLOWER
4 MOURNFANGS
HEAVY ARMOR
IRONFISTS
BELLOWER
STANDARD
GLEAMING PENNANT
IRONBLASTER
SCRAPLAUNCHER
THUNDERTUSK
9 OGRES
IRONFISTS
FC
9 IRONGUTS
FC
BANNER OF DISCIPLINE
10 Gnoblars
Greenskins:
Grimgor Ironhide
Wurrzag
Level 1 Savage Orc Shaman
Level 2 Night Goblin Shaman
Orc BSB
Giant spider rider boss
50 Savage Orc Biguns (Wurrzag, Shaman, BSB here = 4+ ward save for the unit)
25 Night Goblins (NG shaman here)
25 Night Goblins
24 Black Orcs (Grimgor here)
Boar Chariot
Boar Chariot
Doom Diver
Rock Lobba
Giant
3 river trolls
We rolled for a Dawn Attack and I had to deploy everything first. I got a lot of stuff squished on my right flank and barely anything on the left. My opponent was almost the opposite of me.

My opponent vanguarded his spider first, moving him up so my Hunter had to vanguard in the other direction. I was hoping to get him on that right flank moving towards the war machines, but so be it (these are shown in T1 ogres)

TURN 1 OGRES
After their vanguard, I moved the Hunter and his pack onto the shrine/ruins facing the Savage horde and the warmachines and gobbos behind them. The lone sabre and Gnoblars moved up into redirecting positions for the big combat blocks. The leadies crept forwards to get some shots into the Black Orcs, and the rest of the army moved forwards slightly, not wanting to get charged just yet. The Gutstar maneuvered around the forest that was blocking them to try and support the Bulls and Thundertusk.
Magic was moderate, and I managed to get +1T on the guts, and regen on the thundertusk. The Ironblaster lined up the Doom Diver but the ball wouldn't roll more than an inch or two. The Scraplauncher dropped some trash on the nearest goblins, killing 4. The Thundertusk proved more successful, dropping his template and crossbow attack into one of the Chariots, leaving it with 1 wound, which the Hunter promptly finished off thanks to his throwing spear. The Leadies pumped out a respectable 24 shots (hurray for averages) and took off 2 wounds from the giant, who saved 1 with his war paint ward save.

TURN 1 ORCS
There's no animosity and the trolls miraculously pass their stupidity test, moving up to face the MFC. The chariot and Giant Spider turn towards the flank/rear of the mournfangs, ready to support the trolls. The Black Orcs and Savage Orcs move forwards. The Giant repositions himself in between the 2 combat blocks.
Magic was high, and hand of gork is cast on the black orcs, which I promptly burn my scroll on - I didn't want to fight them right now. Foot of Gork goes off, however, and I fail to dispel. It is placed on my IG unit, and doesn't scatter. 2 Ironguts fall, and the SM and Tyrant both take 2 wounds each (note: I forgot I could take look out sirs here
). It comes down again, but scatters slightly, killing one more IG and taking 1 more wound off of the SM. Ouch. I was a bit worried beacus I knew I'd need as many bodies as possible to soak up hits for when I got into combat with that horde. The Doom Diver lands a hit against the MFC, killing 1 outright. The Rock Lobba fails to hit anything.

TURN 2 OGRES
The MFC charge the trolls, I was confident I could break them and run them down, getting me nice and close to those dangerous war machines. The Sabre moves to redirect the Black Orcs out of the fight for a turn, the Gnoblars do the same to the savage horde. The Bulls and Thundertusk back up - prolonging the fight with the Horde until the Ironguts are in a position to help out, who move up to face the flank of the savages. The Ironblaster adjusts itself to take another shot at the Doom Diver. The Scraplauncher shuffles forwards a little.
For magic, I get regen off on the gutstar, but bubbled toughness is dispelled. The Ironblaster hits the Doom Diver, but rolls a 1 to wound
, this could be dangerous. Scrappy drops some trash on the Goblins again, but a scatter means only 1 dies. The Thundertusk drops his snowball on the other night goblins, killing a few. His crowssbow misses. The Leadies open up into the Black Orcs, with 25 shots they manage to drop 4-5. Slowly whittling down this scary unit of Black Orcs... In combat inflict 5 wounds, and the trolls manage 1. They flee but I roll 1,1,2 and stumble forwards leaving my rear and flank wide open for the Chariot and Giant Spider.

TURN 2 ORCS
The trolls fail to rally and keep shambling towards the board edge. The Night Goblins roll 1,1 for animosity and 3 of them die squabbling. The Giant sets his sights on a tasty Gnoblar snack and declares a long bomb charge - they fail their Terror check and flee backwards, giving the Savages a clear path to keep moving forwards. The Black Orcs charge the sabre. The Chariot and Spider get into the Mournfangs, hoping to break them.
Magic sees a headbutt take 2 wounds off the Hunter, but foot of gork is dispelled. The Doom Diver fires at the Thundertusk, however a 10" scatter saves me. The Gnoblars weren't so lucky, the flying Goblin redirecting and squashing 2 of them. The Black Orcs crush the sabre and turn to face the Leadies. The Chariot crashes into the MFC, inflicting 2 wounds, but then fails its fear test! The Spider rider finishes off the wounded fang, but the scared Chariot crew fluff their attacks and inflict only 1 more wound. The MFC retaliate, killing the Spider and turning to face the Chariot.

TURN 3 OGRES
The Hunter's pack charges the Night Goblin shaman bunker. Everyone else backs up again, forming a final battle line before the savages inevitable charge. The IG finish their wheeling to face the flank of the horde. I cast trollguts on the IG to make sure nothing too nasty can happen to them before next turn's combat, and it goes off. The Ironblaster takes aim at the Doom Diver once more, and finally destroys it! That ought to take a chunk out of my opponent's ranged threat. The Thundertusk misses with it's snow ball/crossbow, but the leadies, true to form, fire off a whopping 29 shots at close range into the advancing Black Orcs. It results in a further 5 dead. They're not looking all that scary right now. In Combat, the MFC destroy the chariot and reform to face the Rock Lobba, whilst the Hunter's pack tear through a bunch of Night Goblins, but it's not enough to break steadfast - so they hold out.

TURN 3 ORCS
The Trolls continue their flight off the board, while everyone else seems to kick into gear. The Giant charges the Gnoblars who fail their terror test and flee once more. This opens up a lane for the Savages to complete their charge and maximize against the Bulls. Meanwhile, Grimgor and the gang are itching for some vengeance against the gun toting ogres who've been blasting them all game, and smash into them. Over the other side of the board, the unengaged Night Goblins move to intercept the MFC, who've set their sights on the rock lobba. Magic is low, a headbutt goes through onto the Thundertusk, but fails to wound the great beast. I fail to dispel foot of gork (again!) but it only manages to flatten one more IG before wandering off. The rock lobba continues its trend of missing.
In combat, the NG Shaman's unit is butchered and flees off the table. The Hunter's pack reforms to face the soon-to-be very bloody center of the field. The Black Orcs get their revenge, killing 3 leadies and taking only 2 casualties in return. The leadies break, but the Black Orcs fail to catch them. Nearby, the Savage horde puts 11 wounds onto the bulls, who falter in their moment of truth and manage to take down only 5 of the numberless throng. The bulls break and flee; narrowly outrunning the pursuing savages, who instead crash into the Thundertusk.

TURN 4 OGRES
Things are about to get interesting. It could really go either way here, as both sides' main combat blocks are about to lock horns. The Gnoblars flee off the board, but the leadies and bulls rally, turning to face their pursuers. The Ironguts crash into the juicy flank presented by the savages, whilst elsewhere, the Mournfangs charge the intervening Night Goblins. The Hunter's pack marches, sizing up the Giant, while the Ironblaster rolls towards the center of the two melees. Magic sees me cast an irresistible trollguts on the IG, i roll double 6 on the miscast table and promptly lose 1 level, and of course trollguts. Nevertheless, I have it for the important combat so I am satisfied. The scraplauncher kicks off shooting by attempting to drop a plate on the Black Orcs, however it scatters and wounds a leadbelcher (oops). The Ironblaster fares infinitely better, opting to grapeshot the same unit with a devastating 10 shots, resulting in 7 casualties. The Thundertusk squashes a couple of orcs, but really he's only there to make sure my IG will get a chance to swing their clubs. The Savage Orc Champion issues a challenge, which is met by my SM (who evidently simply stand there staring at each other as no one could even roll a hit...). The Savages direct most of their attacks at the Thundertusk, who keels over. The Ironguts crush a few skulls and only take 2 wounds in return. I lose combat but hold out thanks to stubborn. The savages reform to face the guts. Elsewhere, the MFC win combat and rout the Night Goblins, but restrain from pursuit and face the rock lobba.

TURN 4 ORCS
The Night Goblins rally, and the few remaining Black Orcs charge the leadies to finish the job. The Giant moves up to support them. And here we go: in combat, the Savages fluff their attacks and only manage 2 wounds on the unit and 1 wound on the Tyrant. In return, the IG wreck enough face to give us equal ranks, breaking their steadfast. Needing snake eyes, he fails and is run down by the IG, losing roughly 25 orcs plus the 3 characters. Ouch. The other combat sees the Black Orcs break the leadies and run them down.

TURN 5 OGRES
The Ironguts charge Grimgor's black orcs, and the MFC charge the rock lobba. The bulls turn to face the black orcs, while the Hunter's pack homes in on the giant. Magic sees me get both +1S and +1T off on the IG unit. In shooting, scrappy misses completely, but the Ironblaster lines up the giant and tries to finish it off with a grapeshot - resulting in 2 wounds caused, both of which are saved with a double 6 roll for his wards. The Tyrant challenges Grimgor, who accepts, and they strike simultaneously. The Tyrant puts 2 wounds onto the big Orc, who gives 3 in return, enough to slay the Ogre. A consolation prize is that i saved one wound with the 6+ Greedy Fist, so Grimgor loses a lot of his menace at least. His Black Orc buddies are killed to a man, and he holds out. Over the other side of the battlefield, the rock lobba is shattered on impact.

TURN 5 ORCS
With no options, the Giant charges the rear of the IG. Combat sees Grimgor killed, and the giant crushes 1 IG. He refuses to flee and I can't seem to wound him.
The final turn sees the Night Goblins killed, and only the Giant remains alive. This game turned out to be a rather large victory, which I would not have guessed until I broke that horde. I was convinced those Savages were going to steamroll through everything but I guess with a timely trollguts + some poor rolling of ward saves by my opponent I could break through. After that it was just a matter of cleaning up. It really could have gone either way, and I was grateful to have had such a shooty army to thin out the ranks before I had to commit to combat. I think if my opponent had to decided to drop the horde formation into a bus when he reformed to face me, perhaps he could have ground through me eventually, after trollguts wore off.
I like this Tyrant build, admittedly he didn't get to do a great deal but I'd like to try him again and see if he can hold his own. S7 with a guarantee to strike first or simultaneously is potentially nasty, the only thing letting him down is his WS. As far as the rest of the army goes, the Hunting Pack did a fine job of bumrushing the enemy, but in reality it was a very overpriced cruise missile which ultimately only killed a unit of goblins and a shaman, plus that random throwing spear finishing off a chariot.
Thanks for reading! Let me know what you think
The Lists
Ogres:
Olav Giantbreaker
TYRANT
SWIFT SWORD
GIANTBREAKER
GREEDY FIST
ENCHANTED SHIELD
IRONCURSE ICON
HEAVY ARMOR
Gruul
SLAUGHTERMASTER
LEVEL 4 MAW
SCROLL
GAMBLERS ARMOR
IRONFIST
WARRIOR BANE
CROWN OF COMMAND
Jakob the Mauler
BRUISER
GREAT WEAPON
BSB
ARMOR OF DESTINY
Stilgar Fenris
HUNTER
ARMOR OF FORTUNE
POTION OF FOOLHARDINESS
ADDITIONAL HAND WEAPON
LUCKSTONE
Stilgars Pack
4 SABRETUSKS
1 solo sabretusk
6 LEADBELCHERS
BELLOWER
4 MOURNFANGS
HEAVY ARMOR
IRONFISTS
BELLOWER
STANDARD
GLEAMING PENNANT
IRONBLASTER
SCRAPLAUNCHER
THUNDERTUSK
9 OGRES
IRONFISTS
FC
9 IRONGUTS
FC
BANNER OF DISCIPLINE
10 Gnoblars
Greenskins:
Grimgor Ironhide
Wurrzag
Level 1 Savage Orc Shaman
Level 2 Night Goblin Shaman
Orc BSB
Giant spider rider boss
50 Savage Orc Biguns (Wurrzag, Shaman, BSB here = 4+ ward save for the unit)
25 Night Goblins (NG shaman here)
25 Night Goblins
24 Black Orcs (Grimgor here)
Boar Chariot
Boar Chariot
Doom Diver
Rock Lobba
Giant
3 river trolls
We rolled for a Dawn Attack and I had to deploy everything first. I got a lot of stuff squished on my right flank and barely anything on the left. My opponent was almost the opposite of me.

My opponent vanguarded his spider first, moving him up so my Hunter had to vanguard in the other direction. I was hoping to get him on that right flank moving towards the war machines, but so be it (these are shown in T1 ogres)

TURN 1 OGRES
After their vanguard, I moved the Hunter and his pack onto the shrine/ruins facing the Savage horde and the warmachines and gobbos behind them. The lone sabre and Gnoblars moved up into redirecting positions for the big combat blocks. The leadies crept forwards to get some shots into the Black Orcs, and the rest of the army moved forwards slightly, not wanting to get charged just yet. The Gutstar maneuvered around the forest that was blocking them to try and support the Bulls and Thundertusk.
Magic was moderate, and I managed to get +1T on the guts, and regen on the thundertusk. The Ironblaster lined up the Doom Diver but the ball wouldn't roll more than an inch or two. The Scraplauncher dropped some trash on the nearest goblins, killing 4. The Thundertusk proved more successful, dropping his template and crossbow attack into one of the Chariots, leaving it with 1 wound, which the Hunter promptly finished off thanks to his throwing spear. The Leadies pumped out a respectable 24 shots (hurray for averages) and took off 2 wounds from the giant, who saved 1 with his war paint ward save.

TURN 1 ORCS
There's no animosity and the trolls miraculously pass their stupidity test, moving up to face the MFC. The chariot and Giant Spider turn towards the flank/rear of the mournfangs, ready to support the trolls. The Black Orcs and Savage Orcs move forwards. The Giant repositions himself in between the 2 combat blocks.
Magic was high, and hand of gork is cast on the black orcs, which I promptly burn my scroll on - I didn't want to fight them right now. Foot of Gork goes off, however, and I fail to dispel. It is placed on my IG unit, and doesn't scatter. 2 Ironguts fall, and the SM and Tyrant both take 2 wounds each (note: I forgot I could take look out sirs here
). It comes down again, but scatters slightly, killing one more IG and taking 1 more wound off of the SM. Ouch. I was a bit worried beacus I knew I'd need as many bodies as possible to soak up hits for when I got into combat with that horde. The Doom Diver lands a hit against the MFC, killing 1 outright. The Rock Lobba fails to hit anything. 
TURN 2 OGRES
The MFC charge the trolls, I was confident I could break them and run them down, getting me nice and close to those dangerous war machines. The Sabre moves to redirect the Black Orcs out of the fight for a turn, the Gnoblars do the same to the savage horde. The Bulls and Thundertusk back up - prolonging the fight with the Horde until the Ironguts are in a position to help out, who move up to face the flank of the savages. The Ironblaster adjusts itself to take another shot at the Doom Diver. The Scraplauncher shuffles forwards a little.
For magic, I get regen off on the gutstar, but bubbled toughness is dispelled. The Ironblaster hits the Doom Diver, but rolls a 1 to wound
, this could be dangerous. Scrappy drops some trash on the Goblins again, but a scatter means only 1 dies. The Thundertusk drops his snowball on the other night goblins, killing a few. His crowssbow misses. The Leadies open up into the Black Orcs, with 25 shots they manage to drop 4-5. Slowly whittling down this scary unit of Black Orcs... In combat inflict 5 wounds, and the trolls manage 1. They flee but I roll 1,1,2 and stumble forwards leaving my rear and flank wide open for the Chariot and Giant Spider.
TURN 2 ORCS
The trolls fail to rally and keep shambling towards the board edge. The Night Goblins roll 1,1 for animosity and 3 of them die squabbling. The Giant sets his sights on a tasty Gnoblar snack and declares a long bomb charge - they fail their Terror check and flee backwards, giving the Savages a clear path to keep moving forwards. The Black Orcs charge the sabre. The Chariot and Spider get into the Mournfangs, hoping to break them.
Magic sees a headbutt take 2 wounds off the Hunter, but foot of gork is dispelled. The Doom Diver fires at the Thundertusk, however a 10" scatter saves me. The Gnoblars weren't so lucky, the flying Goblin redirecting and squashing 2 of them. The Black Orcs crush the sabre and turn to face the Leadies. The Chariot crashes into the MFC, inflicting 2 wounds, but then fails its fear test! The Spider rider finishes off the wounded fang, but the scared Chariot crew fluff their attacks and inflict only 1 more wound. The MFC retaliate, killing the Spider and turning to face the Chariot.

TURN 3 OGRES
The Hunter's pack charges the Night Goblin shaman bunker. Everyone else backs up again, forming a final battle line before the savages inevitable charge. The IG finish their wheeling to face the flank of the horde. I cast trollguts on the IG to make sure nothing too nasty can happen to them before next turn's combat, and it goes off. The Ironblaster takes aim at the Doom Diver once more, and finally destroys it! That ought to take a chunk out of my opponent's ranged threat. The Thundertusk misses with it's snow ball/crossbow, but the leadies, true to form, fire off a whopping 29 shots at close range into the advancing Black Orcs. It results in a further 5 dead. They're not looking all that scary right now. In Combat, the MFC destroy the chariot and reform to face the Rock Lobba, whilst the Hunter's pack tear through a bunch of Night Goblins, but it's not enough to break steadfast - so they hold out.

TURN 3 ORCS
The Trolls continue their flight off the board, while everyone else seems to kick into gear. The Giant charges the Gnoblars who fail their terror test and flee once more. This opens up a lane for the Savages to complete their charge and maximize against the Bulls. Meanwhile, Grimgor and the gang are itching for some vengeance against the gun toting ogres who've been blasting them all game, and smash into them. Over the other side of the board, the unengaged Night Goblins move to intercept the MFC, who've set their sights on the rock lobba. Magic is low, a headbutt goes through onto the Thundertusk, but fails to wound the great beast. I fail to dispel foot of gork (again!) but it only manages to flatten one more IG before wandering off. The rock lobba continues its trend of missing.
In combat, the NG Shaman's unit is butchered and flees off the table. The Hunter's pack reforms to face the soon-to-be very bloody center of the field. The Black Orcs get their revenge, killing 3 leadies and taking only 2 casualties in return. The leadies break, but the Black Orcs fail to catch them. Nearby, the Savage horde puts 11 wounds onto the bulls, who falter in their moment of truth and manage to take down only 5 of the numberless throng. The bulls break and flee; narrowly outrunning the pursuing savages, who instead crash into the Thundertusk.

TURN 4 OGRES
Things are about to get interesting. It could really go either way here, as both sides' main combat blocks are about to lock horns. The Gnoblars flee off the board, but the leadies and bulls rally, turning to face their pursuers. The Ironguts crash into the juicy flank presented by the savages, whilst elsewhere, the Mournfangs charge the intervening Night Goblins. The Hunter's pack marches, sizing up the Giant, while the Ironblaster rolls towards the center of the two melees. Magic sees me cast an irresistible trollguts on the IG, i roll double 6 on the miscast table and promptly lose 1 level, and of course trollguts. Nevertheless, I have it for the important combat so I am satisfied. The scraplauncher kicks off shooting by attempting to drop a plate on the Black Orcs, however it scatters and wounds a leadbelcher (oops). The Ironblaster fares infinitely better, opting to grapeshot the same unit with a devastating 10 shots, resulting in 7 casualties. The Thundertusk squashes a couple of orcs, but really he's only there to make sure my IG will get a chance to swing their clubs. The Savage Orc Champion issues a challenge, which is met by my SM (who evidently simply stand there staring at each other as no one could even roll a hit...). The Savages direct most of their attacks at the Thundertusk, who keels over. The Ironguts crush a few skulls and only take 2 wounds in return. I lose combat but hold out thanks to stubborn. The savages reform to face the guts. Elsewhere, the MFC win combat and rout the Night Goblins, but restrain from pursuit and face the rock lobba.

TURN 4 ORCS
The Night Goblins rally, and the few remaining Black Orcs charge the leadies to finish the job. The Giant moves up to support them. And here we go: in combat, the Savages fluff their attacks and only manage 2 wounds on the unit and 1 wound on the Tyrant. In return, the IG wreck enough face to give us equal ranks, breaking their steadfast. Needing snake eyes, he fails and is run down by the IG, losing roughly 25 orcs plus the 3 characters. Ouch. The other combat sees the Black Orcs break the leadies and run them down.

TURN 5 OGRES
The Ironguts charge Grimgor's black orcs, and the MFC charge the rock lobba. The bulls turn to face the black orcs, while the Hunter's pack homes in on the giant. Magic sees me get both +1S and +1T off on the IG unit. In shooting, scrappy misses completely, but the Ironblaster lines up the giant and tries to finish it off with a grapeshot - resulting in 2 wounds caused, both of which are saved with a double 6 roll for his wards. The Tyrant challenges Grimgor, who accepts, and they strike simultaneously. The Tyrant puts 2 wounds onto the big Orc, who gives 3 in return, enough to slay the Ogre. A consolation prize is that i saved one wound with the 6+ Greedy Fist, so Grimgor loses a lot of his menace at least. His Black Orc buddies are killed to a man, and he holds out. Over the other side of the battlefield, the rock lobba is shattered on impact.

TURN 5 ORCS
With no options, the Giant charges the rear of the IG. Combat sees Grimgor killed, and the giant crushes 1 IG. He refuses to flee and I can't seem to wound him.
The final turn sees the Night Goblins killed, and only the Giant remains alive. This game turned out to be a rather large victory, which I would not have guessed until I broke that horde. I was convinced those Savages were going to steamroll through everything but I guess with a timely trollguts + some poor rolling of ward saves by my opponent I could break through. After that it was just a matter of cleaning up. It really could have gone either way, and I was grateful to have had such a shooty army to thin out the ranks before I had to commit to combat. I think if my opponent had to decided to drop the horde formation into a bus when he reformed to face me, perhaps he could have ground through me eventually, after trollguts wore off.
I like this Tyrant build, admittedly he didn't get to do a great deal but I'd like to try him again and see if he can hold his own. S7 with a guarantee to strike first or simultaneously is potentially nasty, the only thing letting him down is his WS. As far as the rest of the army goes, the Hunting Pack did a fine job of bumrushing the enemy, but in reality it was a very overpriced cruise missile which ultimately only killed a unit of goblins and a shaman, plus that random throwing spear finishing off a chariot.
Thanks for reading! Let me know what you think

