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[X] Seek and slay bosses and other important targets among the fleeing greenskins
 
[X] Strike at any of the enemy that look like they might be rallying

A lot of orcs are going to die because their morale broke. Stopping them from rallying means they keep breaking and keep dying all over the place, not just where Mathilde is stabbing, and also takes advantage of Mathilde's unique ability (Dread Aspect). The Expedition has numerous people who can kill orcs, bosses or even trolls with runic weapons, heroic skill, or sheer numbers - but I don't think it has any other units with a Terror rule.

Well, maybe Kragg. He probably has rune options to get all the rules.
 
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[X] Strike at any of the enemy that look like they might be rallying

A lot of orcs are going to die because their morale broke. Stopping them from rallying means they keep breaking and keep dying all over the place,
Not really-that requires them to be run-down, and while dwarves are good at many things, fast movement isn't one of them.

No, key to breaking them again and again is making them EASIER to break. That means either banners, or leaders.

And leaders are gonna be a lot more dangerous with their wits about them. And without leaders, the Greenskins are more prone to infighting.
 
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[X] Leave well enough alone; rejoin friendly lines

I am 100% convinced we are a grey wizard taught by Gandalf. :V
 
[X] Seek and slay bosses and other important targets among the fleeing greenskins

This could cause a civil war amongst the Greenskins.
 
[X] Seek and slay bosses and other important targets among the fleeing greenskins
This is more achievable for a single fast unit. So might get better results.
 
I will admit, I had a flashback to Drakenhof when Mathilde charged...

[X] Seek and slay bosses and other important targets among the fleeing greenskins
[X] Strike at any of the enemy that look like they might be rallying

Go for leadership, any rallying unit probably has some kind of functioning leadership (basically, it's approval voting, but these two do kind of mesh, seen from one point)
 
I'm crunching the numbers, and Belegar got ridiculously lucky. Statistically, it should have taken him four to five rounds to kill the Warboss, and it would have averaged one to two wounds back per round - 4 attacks, 3+ to hit, 2+ to wound, 6+ armour and 4+ ward save. I was half-expecting to write Mathilde protecting a fallen Belegar in a mirror to past events, but instead he just dunked on the warboss like it was nothing.
 
[X] Pursue standard carriers and seize greenskin banners

I'm pretty sure warhammer banners can have magic effects so denying them to the enemy and the probably moral effects of their removal causes this to get my vote.
 
[X] Seek and slay bosses and other important targets among the fleeing greenskins
 
Not really-that requires them to be run-down, and while dwarves are good at many things, fast movement isn't one of them.

No, key to breaking them again and again is making them EASIER to break. That means either banners, or leaders.

And leaders are gonna be a lot more dangerous with their wits about them. And without leaders, the Greenskins are more prone to infighting.

If we were on one of those flat plains Mathilde thought about, I'd agree. But here, I expect the orcs are going to be short on places to run. They're going to be hitting obstacles like mountains, dead ends, and each other, impeding retreat.
 
[X] Seek and slay bosses and other important targets among the fleeing greenskins
Kill the bosses and the Shamans and the Orks become nothing more then a big green horde of headless and cowardly chickens.
 
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