Thank you, I'm glad you like them. They are one of my favourites.
They had an outing today against some Iron Jaws. They did quite well actually, winning both games and denying the Orcs their convergence.
The first game saw them trying to stop the Orcs from getting off the other side of the table. I thought I had a pretty good chance of this. The Orcs only have a 3" move and I figured that some of them just wouldn't make it, but there was no time limit to the scenario and then the Orcs pull out their Waaaggghhh ability which allows them to add the score on the dice to their movement for their leader and any orcs within 6". This makes them go from being very slow, to very fast.
The Orc leader managed to slip the web of my forces without much effort. I managed to bog two of the guys down and quickly killed another.
Bringing a spire stalker up on their rear I missed out on the chance to bog the two guys down coming in from reserve. They used a Waaagghhh and managed to get one guy off the table right away.
It was really down to it after that as I had two guys tied up, one dead and two escaped. If the second of the reserves escaped it would be game to the Orcs as they would have three of their models off. I moved my Strike Talon in the path of the direct route off of the table for the second reserve Orc. It made the difference, the Orc was forced to take the diagonal which added just enough to his path to stop him from getting off of the table.
With that I was able to engage them and bring two more orcs down, causing three casualties and winning the game, but only by millimeters.
The second game we did was the Orcs first convergence. They needed to get in and destroy some sacred relics of the Corvus Cabal. In this case they were trying to put out the sacred fires and pollute the well.
Given the set up, they didn't seem to have a very good chance of this.
Right out of the gate the Orcs went for the well, which was the closest objective. The Cabalists reacted sending in enough guys to keep the objective out of the Orcs foul hands.
Every route the Orcs tried ended up getting blocked by the more numerous, at least at first, cabalists.
Eventually the Orcs decided to batter their way through. The cabalists were up for the challenge though and weren't going to give up without selling their lives dearly.
In the knock down, drag-out fighting that resulted the Orcs actually suffered the first casualty, but the Cabal was not going to have that winning streak last long. When the brutes waded into the thick of it they were taking down two of the Driven Nail cabalists a turn in some cases.
Eventually one of the 'Ard Boyz slips through and threatens one of the biers only to be instantly opposed by two of the cabalists.
If he can kill them both the Orcs will have a chance to move their big boss into a position to take three of the objectives and win the game.
Fortunately for the Cabal it is not to be. The Orcs are not quite deadly enough to finish it off and another Orc is brought down by the Cabal leaving only two contested objectives and a lot of dead Driven Nails.
In the end 3 Orcs were taken out of action but only 2 of the 9 Cabalists were standing. Still all of the sacred fires were still alight and the well was not befouled. A good day for Chaos.
I enjoyed both games quite a bit. The Cabals first outing a few weeks ago was somewhat disastrous for them. This time they fared much better. Part of it was a better understanding of their abilities by their player. Part of it was that you have a really fast warband against a really slow one in scenarios where the faster warriors have an advantage.
It will be good to see how they do next weekend.