So I need some help on how to combat this Go-Kart Army as I call it:
Mangler Squig
Mangler Squig
Snotling Pump Wagon
Snotling Pump Wagon
Snotling Pump Wagon
Snotling Pump Wagon (almost all of them have out-rigga, and Giant Explodin' Spores)
Orc Boar Chariot
Goblin Wolf Chariot
Goblin Wolf Chariot
30 Night Goblin Squig Heard
Troll
5 Goblin Wolf Riders
5 Goblin Wolf Riders
40 Night Goblins, 3 Fanatics, Netters
20 Night Goblins, Bows, 2 Fanatics
20 Goblins (bunker unit)
20 Goblins, Bows, 2 fanatics
35 Orc Boyz, Shields
1 Night Goblin BSB with high armor save
lvl 4 Goblin Shaman, Dispel Scroll
lvl 1 Goblin Shaman
Orc War boss
This just about exactly his list at 2K points
Roughly speaking he has a Ld9 Bubble with BSB support, enough goblin magic to reek havoc even against even the Empire's magic defense (the mushroom dice is killer).
His Mangler Squids cannot be charged, you can only move into contact with them. If you do move into contact with them its 3D6 S6 armor piercing hits. If he moves into contact with you its only 2D6 S6 armor piercing hits and then moves randomly instead of being controlled. Its -1 to hit when shooting at him, T4, and movement is 3D6.
His Snotling Pump Wagons can move up to 4D6 controlled, and do 2D6 S4, sometimes S5, and or ignoring armor.
His squig herd has WS4, S5, I3, A2 for 8 points a model....
His Wolf Chariots are S4, and hits Orc Chariots are S5 with the boars being S5 on the first round of combat.
In my opinion his army is extremely nasty with all of his fast units, Go-carts and fast calv being roughly 600 points putting out amazing damage. They generally destroy my flanks and go straight for my warmachines.(mostly due to the lack of having a hill on the battle field forcing me to deploy on the battle line).
The army I brought to this fight roughly consisted of:
1 General of the empire
1 Arch Lector
1 lvl 2 Battle wizard
BSB
40 Halberdiers
40 Halberdiers
18 Halberdiers (detachment)
18 Halberdiers (detachment)
10 Handgunner (detachment)
10 Handgunner (detachment)
20 Crossbowmen
2 Cannons
1 Mortar
1 Helstorm
I know this list isn't the strongest but I wanted to test out the detachment rules, which I didn't have an opportunity to. I have faced a similar army to the listed with similar lists from my own (I usually take out the detachments for crazies) but face a very similar fate. Utterly destruction and embarrassment.
Turn one usually consists of him winning the roll-off, charging forth with his fast units which cover the distance like none other and a general advance of his line troops. Some magic to buffer his faster units and any shots to peck off guys if he has any to make. I do my damndest to take out priority targets threatening my groups of warmachines and defend the flanks but with so many targets (11 targets) not much can be accomplished as there is no way I'm able to magic/shoot all the available targets let alone destroy them. In most cases I'm able to wound several of the targets and maybe destroy 1 or 2. I do try to maneuver troops to defend my war machines and flanks but to be quite honest I find it nearly impossible to do that with such high movement on his part.
Turn two consists of him charging whatever is available, usually he is able to explode a war machine and destroy a unit (usually pistoliers that I sacrificed in the lost hope of getting one more round of shooting off). By this time, if he has gotten the roll-off I've taken heavy losses in both models and points without having done much damage. This generally leaves my flanks exposed to the same high damage dealing low point models. I try to shot more down but the situation is still where there are just too many targets to go after and I'll be lucky if I can destroy a few more.
By turn three my flanks are being charged as are my fronts by his infantry. I've lost the security of my flanks and my units are outnumbered and out damaged mostly due to the high amount of impact hits and high strength hits. If I attempt to charge forward and isolate a unit in combat (generally if one of his other supporting units have squabbled and as a result have been left behind of the main front) I get eaten alive by fanatics; 50% losses on a 40 man Halberdier unit due to fanatics, 2D6 S5 hits with armor piercing. I usually pass my leadership test and once into combat I find myself in the nets suffering a further -1 to strength. Combat then is a not good because even if I win combat res with a forward charge and flank charge the goblins have enough ranks to be stead fast and hold the line.
By turn 4, maybe 5 if I'm lucky, the game is over. After taking horrible losses and facing multiple charges from the front, flank, and rear with impact hits and large blocks of infantry I raise the white flag. As I see there is almost no possibility of victory and almost certain annihilation.
A few other problems that I'm facing is during deployment. With a lot of units to place on his side just about double mine he is able to see my army fully displayed on the battlefield and can place his remaining units strategically. Also, victory point wise is it much harder for me to gain points as him partly because I focus on taking out the 45-65 point models that can cause terrible damage to my units. I feel as if those units cannon be ignored because of the high amount of damage they do, and if they don't get taken out they will continue to cause high amounts of damage. During the course of the first few turns I do use my Mortar and Helstorm to weaken his main lines but usually it isn't enough to make a difference once each of our lines impact each other. I'm still terribly outnumbered and facing high amounts of high strength attacks.
I understand that I am still a newer player and I do not consider myself a very good general but to be honest I can't seem to fathom a way to defeat this style of army. Any help would be greatly appreciated.