My buddy has continued his return to our gaming group and The Old World and this time he decided to bring opposing armies! He ran the Orcs with two buddies and he provided me and a friend with Tzeentch Daemons. You can tell he has been out of the game for a while as his initial Orc list didn’t contain any shamans! After a quick conversation he made a few changes and added a level 1 Goblin to at least try to dispel our magic!
Note: I copied the handwritten army lists and entered them into the Old World Builder. The Daemon list ended up being 61 points over, my buddy only copied over the cost of one Screamer, not a full unit of 3. I’m not sure what what he removed from the Orc list to include the Night Goblin Oddgit, but even with it his list was only 2002 points so I have a feeling the Daemons ended up with about 100 points more than the Orcs. I’d feel bad if I was the one who made the list, maybe he thought I could use the help! Anyway, on to the lists!
Daemons of Chaos [2061 pts]
++ Characters [920 pts] ++
Lord of Change [455 pts]
- Hand weapon
- Great weapon (Staff of Tzeentch)
- Tzeentchian Wand
- Level 4 Wizard
- General
- Power Vortex
- Iridescent Corona
- Daemonology
Daemon Prince [285 pts]
- Hand weapon
- Ensorcelled weapon
- Light armour
- Daemon of Tzeentch
- Staff of Change
Daemonic Herald of Tzeentch [180 pts]
- Hand weapon
- Flames of Tzeentch
- Daemonic Locus (Battle Standard Bearer) [Banner of Change]
- Disc of Tzeentch
++ Core Units [564 pts] ++
20 Pink Horrors of Tzeentch [252 pts]
- Hand weapon
- Flames of Tzeentch
- Standard bearer
- Musician
20 Pink Horrors of Tzeentch [252 pts]
- Hand weapon
- Flames of Tzeentch
- Standard bearer
- Musician
5 Chaos Furies [60 pts]
++ Special Units [132 pts] ++
3 Screamers of Tzeentch [132 pts]
++ Rare Units [445 pts] ++
Burning Chariot of Tzeentch [190 pts] (Neatly converted from the old school Steam Tank with a bunch of arms and tentacles!)
- Hand weapons
- Warpflame
- Flames of Tzeentch
- Lamprey’s bite
Soul Grinder [255 pts] (Represented by the Arachnarok Spider.)
- Hand weapon
- Iron claw
- Harvester cannon
- Heavy armour (Daemonic flesh)
Orc & Goblin Tribes [2002 pts]
++ Characters [519 pts] ++
Black Orc Warboss [226 pts]
- Hand weapon
- Full plate armour
- General
- War Boar
- Trollhide Trousers
- Da Choppiest Choppa
Night Goblin Bigboss [75 pts]
- Hand weapon
- Light armour
- Shield
- Giant Cave Squig
- Wollopa’s One Hit Wunda
Orc Bigboss [163 pts]
- Hand weapon
- Cavalry spear
- Heavy armour
- Shield
- Battle Standard Bearer [War Banner]
- War Boar
- Glowy Green Amulet
Night Goblin Oddgit [55 pts]
- Hand weapon
- Wizard [Level 1 Wizard]
- On foot
- Waaagh! Magic
++ Core Units [826 pts] ++
20 Black Orc Mob [388 pts]
- Hand weapons
- Full plate armour
- Stubborn
- Veteran
- 20x Great weapons
- Boss (champion)
- Standard bearer [The Big Red Raggedy Flag]
- Musician
24 Night Goblin Mob [183 pts]
- Hand weapons
- Thrusting spears
- Shields
- Netters
- Boss (champion)
- Standard bearer
- Musician
- 2x Fanatics [Fanatic ball & chain]
5 Goblin Spider Rider Mob [65 pts]
- Hand weapons
- Shields
- Shortbows
5 Goblin Wolf Rider Mob [50 pts]
- Hand weapons
- Shortbows
4 Snotling Mob [140 pts]
- Hand weapons
- Throwing weapons
++ Special Units [382 pts] ++
10 Orc Boar Boy Mob [220 pts]
- Hand weapons
- Cavalry spears
- Heavy armour
- Shields
- Big ‘Uns
- Boss (champion)
- Standard bearer
- Musician
Goblin Bolt Throwa [45 pts]
- Bolt thrower
- Hand weapons
1 Common Troll Mob [41 pts]
- Hand weapons
- Troll vomit
- Light armour
1 Common Troll Mob [41 pts]
- Hand weapons
- Troll vomit
- Light armour
1 Snotling Pump Wagons [35 pts]
- Hand weapons
- Throwing weapons
++ Rare Units [275 pts] ++
Giant [200 pts]
- Giant’s club
- Light armour
Goblin Rock Lobber [75 pts] (Represented by the Giant Spitball shooting Squig.)
- Stone thrower
- Hand weapons
The Chaos Daemons set up in a line across the table with the high value characters hiding behind the house to protect themselves from the Goblin artillery.

The Orc right flank.

The Ork left flank.

A Wyverns eye view of the table.

The Daemons of Tzeentch easily won the roll to go first and started to advance up the field, while the Demonic lords used their superior movement to split off to support the flank movements. With most of the Demonic magic out of range the turn passed to the Orcs.


With everything out of charge range no charges were declared, but the Night Goblin Bigboss must have really applied the spurs to his Giant Squig as it rolled a mighty 17 and got into contact with the Soul Grinder. Wollopa’s One Hit Wunda was bound to cause some damage on the foul beast!

The troll in front of the Black Orcs failed its stupidity test (it was just out of range of the General’s Leadership) and so it moved a regular move forward slowing down the Black Orcs. (We offered to let the Ork players move the Troll over a few inches at the beginning of our turn to get into the generals leadership bubble but they decided to stick with their error and deal with the consequences. In the end we forgot when something goes stupid it just sits their after the FAQ so it wasn’t quite as bad as it could have been!)

The Goblin Rocklobba fired at the Daemon Prince but diverted onto a unit of Pink Horrors killing four of the magical monstrosities!

The Night Goblin Big boss found the other side of the dice rolling three ones to hit the Soul Grinder with his Wollopa’s One Hit Wunda! The Giant Squig was slightly more motivated putting a wound on the monster before getting torn apart by the return attacks!

I wanted to see if I could get the Screamers strafing attack to work so rather than charge the unit of Spider Riders the flew over the multi-legged cavalry killing four out of five of them causing the survivor to panic and run!

The Furies moved up to help cause havoc in the back field, the Herald on disk continued to slowly advance while trying to avoid the attention of anything that could squish it and the Soul Grinder advanced to unleash its Harvester Cannon on a juicier target than the snotlings standing in front of it.

On the right flank the Lord of Change flew to get closer to the orcs and the Burning Chariot flew over the woods to cause problems for the orc left flank. The flames of Tzeentch killed two Spider Riders who promptly turned and fled!

Meanwhile the Soul Grinder let loose with its Harvester Cannon killing three orc boarboyz! I considered shooting at the Giant but figured it would be harder to wound, and then I rolled three sixes! Oh well, I wasn’t going to be disappointed with three dead Orc boar riders!

The Daemon Prince unleashed foul magics and killed the troll who was within range of the Orc General. I almost jumped out of my chair when my buddy initially announced his intent to fry the troll holding up the Black Orcs, his leadership 4 and stupidity was doing a great job of slowing the Black Orcs from getting to us!

The Burning Chariot might not have flown to close to the sun but it did fly to close to the Night Goblin unit drawing two fanatics!

The two whirling dervishes put five wounds on the Burning Chariot which failed to make any of its ward saves and was banished to the immaterium!

The snotlings moved to the side of the Soul Grinder so the other orc elements could charge it in a future turn.

In the Daemon turn the Furies charged the goblin bolt thrower while the Screamers flew over looking for better targets.

The Soul Grinder backed up slightly, opened fire with it’s Harvester Cannon, and despite only rolling four hits killed three of the boar riders! The foul monster then backed up again using its Reserve move to put more distance between it and the Giant!

The Furies made short work of the goblins manning (goblining?) the bolt thrower and over ran towards the middle of the orc deployment zone.

The right flank of the Orc army after the Tzeentch turn was looking a little thinner!

The left flank of the Orc army was still looking strong, but decidedly nervous with the Lord of Change bearing down on it killing goblins with shooting and magic from the Daemon lines!

In the Orc turn the Greenskin horde continued to advance in an attempt to get closer to their brightly colored foes. The Goblin Rocklobba launched a shot at the Daemon Prince, the shot scattered right between him and the Screamers to his left killing two and failing to wound the Daemon Prince.

The king of move and shoot, the Soulgrinder, opened fire once again on the Boar boyz killing another two!

Meanwhile the Lord of Change and the Daemon Prince charged the Black Orcs in the front and flank. The combat did not go well for the heavily armored Orcs as 6 of them were brought down in a flurry of blows for only one return wound on the Daemon Prince.

Relying on their stubbornness they Fell Back in Good Order causing the Daemon Prince to overrun into the problematic troll while the Lord of Change hit the Boar Boyz unit in the flank! The Black Orcs reformed to face the Lord of Change in case he made it through the ever shrinking unit of Boar Boyz and their leaders.

The Screamers and the Furies had charged the Rock Lobba on the hill and killed it as quick as they did the bolt thrower. The Screamers overran while the Furies were able to restrain their pursuit.

The frustrated Giant and the snotlings continued their advance on the Soul Grinder who was quickly running out of table space!

The Lord of Change took two wounds and as pushed back and the Boar Boyz reformed, while the Daemon Prince tore the Troll to shreds.

In the Daemon turn the fast elements flew so that they would not be charged by the vengeful Orcs. After some minor shooting the Lord of Change cast a spell on the Orcs characters when the Glowy Green Orb finally betrayed it’s master exploding and causing a wound on the battle standard bearer!

The Soul Grinder side stepped to get his Harvester Cannon in range of the Boar Boyz, opened fire and killed the last two troopers. This was perhaps the most unlucky unit in the history of wargaming losing 10 models to 13 wounds with a modified save of 3+! The characters got a little shaky but managed to pass their panic test on the second roll!

In the Orc turn the Giant and the Snotlings finally got in contact with the Soul Grinder.

Meanwhile the Orc bosses made sure to get out of charge range of the flying Tzeentch Daemons.

While one of the Fanatics had wandered the back of the table aimlessly this nutter clearly got his ball stuck in the ground as for the third turn in a row he rolled a hit and stayed in place!

The Giant was clearly seeing red and not fighting his best because he failed to hit with any of his swings after rolling up 3 attacks, but he did stomp the Soul Grinder causing three wounds! The Soul Grinder focused it’s rage on the Snotlings killing a stand, winning the combat, and pushing it’s attackers back! With that it was the end of

With that it was the end of Turn 5. We had a little bit of time to finish the game but with the shop closing we decided to stay in their good graces and pack up. The game was closer than it looked with the victory points being Tzeentch 550 points and the Orks earning 250 points. This amounted to a minor victory to the Daemons. If we played the final turn I think the Soul Grinder was done for but Daemons had a few different ways to offset those extra points keeping it in the minor victory range for them.
This was a very close game and after playing the very slow and resiliant Nurgle Daemons for so long it was interesting to play the faster moving forces of Tzeentch. I do have some Screamers and Horrors somewhere at home waiting for paint….
The “man” of the match was definetly the Soul Grinder. Not only did he kill more than his points cost in models (225 points versus 295 points killed) he also managed to draw the Giant and the Snotlings away from the main battle where the could have really helped the Ork assault. I need to remind myself that the Soul Grinder normally doesn’t perform this well or else I’ll start thinking I should bring him back to my Nurgle Daemon force on the regular!
-Wachtmeister
https://www.instagram.com/wachtmeisters_patrol/
PS After writing Ork through so many battle reports and 2nd Edition Challenge posts it was difficult to go back to Orc so forgive me if any “Ork”‘s got through!