Played my first game with the Warclans against a Gristlegore "Ghoul Patrol" army.
Couple of caveats: (first time both of us had played for quite a while; my list was a "bring stuff to see what it does" rather than hone a list yet; both of us forgot rules along the way, but it didnt have a major impact on the outcome).
Scenario - shifting objectives
My list:
Gordrakk, Wurgogg (General: command trait and artefacts to increase spell casting), Wardokk, 2 x warchanters.
30 savage orruks, 10 brutes, 10 ardboyz, 3 goregruntaz, Cogs
Major win to me - 19/18 points. Was very close to tabling him by the end of turn 5 and lost very little in return. With some more intelligent play I could have reduced his points a bit (see caveats above).
Take aways / interesting moments / notes:
Whilst Gordrakk didnt pay back his points back in terms of what he killed, the fact that he gave me 6 Waagh points a turn meant that from turn 2 onwards I could pop the Big Waagh ability every turn - meaning my turns were an overwhelming numbers of buffed attacks.
11 Savage Orruks killed a GKonTG from full health! They were buffed with everything (damned terrain), +1 attack / hit / wound from Waagh. The sheer number of attacks going through to be saved was totally overwhelming. They were also super quick: D6" move in hero phase (damage from damned terrain) + cogs + extra charge distance + double movement spell meant they travelled 30" in a single turn (and could have gone a lot further!)
At one point I had the Wurgogg prophet on +6 to cast, meaning most spells went off without fear of being dispelled. But it also meant his warscroll spell obliterated any horde units that came near him.
Whilst Cogs did benefit my opponent during the game, the extra movement was of greater value to me and the bloodthirsty orruks.
Throwing a unit of ardboyz or brutes buffed by a warchanter and the Big Waagh abilities will slaughter most things.
The goregruntaz died before I got to see how much they have improved!
Having the big unit of 30 savage orruks meant that after some turn 1 "spreading" my footprint was pretty significant and blocked off any chance of important characters being alpha striked / flanked by reinforcements.
My opponent refused on a couple of occasions to double turn me, through concern he wouldnt kill enough to get value from this; but also more through fear of what my army could do to him through my own double turn.
I'm going to use the list a couple of more times to get comfortable with rules, but I start to refine.
Already looking forward to my next game - such a fun army to play now.