THE HALLOW 12: ORCS

Day Two of the 2021 Crossroads GT dawns, bringing with it Skull Face and the Orcs of ORC TOWN. The last time I faced Skull Face was back at the Orc Town GT with my fire elementals, and maybe the biggest change this edition is that Skull Face has lent his slasher to Orcling and deigned to stomp the yard on foot:

Orcs 2300
Greatax Horde – Orcish Skullpole, Potion of the Caterpillar
Greatax Horde – Orcish Skullpole, Boots of Striding
Morax Regiment – Orcish Skullpole
Morax Regiment – Orcish Skullpole
Morax Regiment – Orcish Skullpole
Morax Regiment – Orcish Skullpole
Orclings Regiment
Orclings Regiment
Orclings Regiment
War Drum
War Drum
Krudger on Winged Slasher – Pipes of Terror
Skull Face [Krudger] – Orcish Skullpole, Gakamak’s Bloody Banner, Mead of Madness
Ulpgar the Mad – Bane Chant (3+), Fireball (7+)
Krusher on Gore – Blade of Slashing
Krusher on Gore – Mace of Crushing

As far as I can tell, this list has all the tools Orcs can get, maybe with the exception of springing for Ulpgar at the expense of spamming another 1-2 punchy individuals. Skull Face has had another tough run of things to be down here with me, to be down here fighting me, but as the only Orcs and only Herd, it seems fitting.

Game Four is Dominate, which suits us both fine. I scout up and take first.

BATTLE

Herd 0: Scouting phase! Skull Face is behind the left horde, Ulpgar behind the right.
Herd 1: The Hallow brings its chaff up to bear, including Centaurs on the right tempting his Orclings to get frothy.
Orcs 1: The Orclings both pounce on the Centaurs, doing 2 damage and gumming up my lines a bit. The central Orc brick marches forward several inches as the flanking Slasher and Krushers tentatively move forward.
Herd 2: Embracing the Herd side of the Hallow, I floor it in an attempt to trap the Orcs in their tight formation, and mostly in difficult terrain as well. Left to right, Centaurs charge Morax, Forest Shamblers charge Orclings, two Tribal Spears combo-charge Morax (with a bane chant), more Shamblers charge more Orclings with the help of a Tree Herder, and the wounded Centaurs charge the last of the Orclings. The left side of my army gets away from the Slasher, while the Beast speed walks away from the incoming Krushers.
The left Morax take token damage, but otherwise everything dies! One Tribal Spears regiment sidesteps to block in the left Greatax horde, the other hung out since they were forcing a big weird flank from the other Greatax / blocking the next Morax in the chamber. I’m not sure why the right Centaurs didn’t overrun? But reforming caused problems enough.
Orcs 2: The only way out is through! Morax counter the left Centaurs with Slasher in the flank, left Greatax flank their blocking Tribal Spears, Skull Face shoots the gap left by them to charge some Forest Shamblers, the second wave Morax charge their blocking Tribal Spears, the right Greatax gingerly sidestep to make room next turn (his mega base I don’t think fit anywhere? I feel like he could have flanked those Tribal Spears? But he tried a few things and called it), and a Krusher zooms into the right Centaurs.
The left Centaurs and Tribal Spears explode into sap, but other combats are not as conclusive. Skull Face rips 3 damage into the Shamblers, the Morax do 11 to Tribal Spears but can’t stick the 4 needed to break (didn’t use skullpole), and the right Centaurs are only wavered by the Krusher.
Herd 3: The Hallow begins the heavy lift of the game – grinding out two Greatax hordes while the rest of the Orc army looms. A Shambler horde + Tree Herder go into both Greatax, with the left pair getting bane chant (+ the Brutal Herder’s brutal). The Centaur Chief goes to sit down the Slasher (hindered tho), the central Tribal Spears count their blessings and swing into the Morax who didn’t kill them, and the Beast hops across the field and into the flank of the leftmost Morax who killed the Centaurs.

The Slasher takes 3 damage, the Beast savages her Morax up to 13 damage but can’t break them, the left Greatax take 11 and waver, the central Morax take 4, and the right Greatax take a hearty 15 but hold. So much violence, but the grind is well and truly joined!

Orcs 3: The Orcs strike back, in what we both know is a pretty do-or-die turn. Slasher counters the Centaur Chief, the Beast’s Morax charge (hindered) away from her into some Forest Shambles alongside Skull Face (hindered), a backup Morax unit flanks the Beast (hindered), the central Morax aim to finish off their Tribal Spears, the right Greatax swing into the right Forest Shamblers, and the Centaurs are double-teamed by Krushers. Ulpgar gives the right Greatax bane chant + lifeleech (2).
Both Forest Shambler hordes are one-rounded, those blocking Tribal Spears are axed, the right Centaurs are crushed, the Centaur Chief is wavered, but miraculously the Beast survives being flanked with only 5 damage (bless you, oh might swamp!)
Herd 4: Speaking of do-or-die, the Hallow winds up and swings a second time. The Beast flanks the Slasher, Tribal Spears scramble over an obstacle to charge the mangled Morax (hindered), Forest Shamblers (bane chanted) + Brutal Herder go another round with the left Greatax, and the right Tree Herder sees if he can pop 13 damage Greatax. With such a small base, he might even get another swing.
Yesssssssssss – the Slasher, the Morax and the Greatax all rout. The other Greatax are pounded up to 16 damage and I think wavered. Whew.
Orcs 4: Despite the carnage, the Hallow isn’t wildly ahead on US, so a couple good swings from the Orcs could reverse things, and Morax certainly have a lot of swings. Morax charge the last Forest Shamblers (hindered) with Skull Face assisting, as the other Morax charge the Brutal Herder with Krusher assisting. Ulpgar may have tried to bane chant + lifeleech them but failed.

Neither unit routs, although the Shamblers hit 11 damage and the Brutal Herder 6.

Herd 5: The green fist of the Hallow squeezes. Tribal Spears (bane chanted) flank the left Morax with Forest Shamblers in the front and Centaur Chief in the rear. Brutal Herder counters the right Morax as more Tribal Spears hit the Krusher, routing him and overrunning to flank the Morax as well. The Beast flanks a War Drum and the right Herder plows back into the Greatax.
The broken bodies of the Orcs join the rest of the throng killed in the swamp earlier.
Skull Face and his few remaining lackeys prepare to sell their lives dearly.
Orcs 5: Skull Face charges the Forest Shamblers, getting them up to 9 damage. The remaining Krusher + War Drum (in the rear!) boop 2 damage on the right Tribal Spears disrespecting them. Ulpgar fireballs the Beast back to 5 damage but can’t nail the double 12 rout.
Herd 6: Skull Face is mauled by the Hallow and sent screaming back to hell! The War Drum is sandwiched between Beast and Tree Herder flanks, instantly popping. The Krusher takes 1 damage from the Tribal Spears counter and Ulpgar survives the Centaur Chief’s affections unmolested.
Orcs 6: Ulpgar and the Krusher charge the last of the Forest Shamblers, because YOLO m’right?
The Forest Shamblers rout! And sink back into the swamp that helped me pull this one off.
Herd 7: The rout continues, with maybe 10 seconds left on my clock O_O The Brutal Herder flattens the Krusher and the Centaur Chief does a sterling 4 damage to Ulpgar but doesn’t seal the deal – yes, the other Herder could have charged in but I was melting the last of my time down. I pass on 1 second.

Ulpgar swings on the Centaur Chief but misses, ending a dominating …

HERD VICTORY (20-1)

Holy hell, what a blood bath. My plan going into this was to trap him behind his chaff, which has worked before for Orcs / similar infantry grind lists, and that sorta happened, except it was more killing his chaff and trapping him behind my thicc chaff. Deciding early on to just punch it forward was obviously the deciding moment, and it was gratifying to see that my army has enough small or fast (or both) units to buy my grinding units time to do their thing. Tournament-wise, I’m 2-1-1 and happy with however the last game ends up.

UP NEXT: Abyssals!

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