Switch Theme:

Detailed Orc Army Book Info  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Fixture of Dakka




Canada

I saw this a while back when it first popped up on Warseer and I've been watching it to make sure it wouldn't be discredited before posting it here.  Well so far it has been well recieved by insiders, so here it is (thanks to Cpt. Drill):

<!--StartFragment --> Well.. actually today I read through almost the whole book (one page was mising!)


DISCLAIMER
I read the book today and I am posting what I can remember of it... everything seems to be pretty intact and truthful, But I must warn you of three things!

1. There was a page missing from it which had the rules for choppas and somethinng on the back... I do not know what!
2. My grammar isnt the hottest writing in town so please excuse spelling mistakes
3. There are a few of my opinions here if you dont like them.... I suggest you dont read!






Okay here is the run down of the book..... if any of you want to know


The book is quite cool (Dispite this being a photocopy!)

There is lots of fluff stories about the 5 named characters and background for all the units...

The army!
From what I could see there is nothing.... literelly nothing to say that you have to take specific types of characters to be able to get different kinds of units... so to all those rumour merchants out that "Pah" is what I say!

The army works like all others and has one new special rule which is......... BAD ASS.

Also panic is alot more sensible

Now snotlings..
Goblins dont mind if they break ^
Orcs dont mind if they break ^
Blorks dont mind if they break ^
Trolls dont mind if they break^ WOOP no more panicy trolls!
Giants dont mind if they break^

The lower dont the table the less things cause panic tests! Its a nice simple system and I like it!

Firstley the animosity is nice and simple... you roll a dice for each unit in turn.. on the roll of a '1' they stay and squabble... on the roll of a '6' they surge forward 2 d6 towards the closes enemy!


Now the rule I was speaking of is called WAAAAAGGGHHHHH!!!!!! or something similar... and for one turn... all your orcs add their rank bonus up to +3 and goblins get up to +1 to their animosity roll... so potentially your whole army can be catapulted towards your foe and then still charge!
It seems like it will make the army have one really interesting (probobly turn two) turn of setting up stuff so your WAAAAAGGGGGGGHHHHHH can get you into the thick of it!


All orc players will enjoy that one I belive!


The named characters to go on with:

Gorbad iron claw... is very good for your army.. he has a good orc warboss statline has morgur the magler also he is the BSB for the army and his leader ship range is 18"

Azag is okay... I only skimmed him and nothing really lept out at me.... (might be ld10 though!?)

Grimgor..... Is mean... he has 7 str7 attacks that always stike first at ws8 with hatred.... this guy.... wins big! You must take a unit of Blorks to go with him and they become immune to psyc and suffer from hatred!

Grom makes all goblins in your army not fear elves... "Eats elves for breakfast" is a great rule! He rides a chariot... is pretty much how you would expect him to be!

Skarsnik.... is cool! There are two stat lines but with the same toughness (4) and the same wounds (6) both have 4 attacks gobbla is str 6 and has killing blow! Skarsnik has a halberd whihc is a bound spell that fires a str 10 hit +1 for every unit of 20 gobbos within 12"

Also all enemy units on the roll of a 6 move on from their table edge on turn one as they have been delayed by skarsniks sneaky traps! Also any night goblin unit that voulentry flees and rallys in its next turn may move and shoot as normal!


The characters are all really cool... and can all be fielded in any regular army, they are effectivly just alternative lord choices!


Units...

Alot of units have stayed the same so dont worry too much and if I forget some forgive me... there are about 30 different ones....


Characters
None of the characters take up additional hero slots... which is good for all those Blork lovers.

There are all the generic character for the army.. same as last book... but you do not get any free goblin heros which is sad

But there are two new mounts... Now your Common goblins can ride giant spiders.. who are move 7 with str 4 and poison and cause fear! they are quite nice

Night goblins get a giant squigg... it has good str5 stats, Though it cannot join a unit and it moves 3D6 inches... It works like squigg hoppers which will be covered below.

Core
To start with the core units have a really wierd order.. Instead of starting with basic orc boys or something it has goblin wolf riders and spider riders first and then some other bits (I think it might be because they really want to boost these sales... or maybe because its different and I am a cynic!) so you get Orcs, goblins, wolf riders, and snotlings!

The core units are all the same apart from

Orcs are now 5pts (I think they used to be 6) and they can now wield two choppas with the bonus!

Goblins are now 3pts each as predicted!

Sorry just remembered this bit! Night goblins units can be upgraded to have nets for 35pts a unit.... when they go into combat on a 2+ the enemy unit has been netted and count as -1str on the roll of a 1 the night goblins count as -1str!

Fanatics now only do d6 str5 hits armour piercing!

A unit can choose to end its move on a fanatic and take another d6str5 hits to kill it and remove it from the game!

Spider riders
are effectivley wolf rider stats with 7" movement and are able to pass over any rough terrain and have poison! Oh and yes... they are fast cavelry!

Snotlings are now alot less good... only 20pts no longer 0-1 (but dont count as core) they are now only stubborn on leadership 4!

If you know your rules you can only use your units leadership for stubborn tests so they will not be the tar pits that they were befor!
Ooooh you can also have a swarm of 20 bases if you really wanted!

Special!
All the same choices as befor...

Black orcs No longer 0-1 and have armed to da teef so they can wield choppa and shield, two choppas or great weapon!

Squig heards They are now 40pts and you get four squiggs and two goblins... you can combine as many of these units as you like! When they break all units within 2d6 freind or foe takes d6 str5 hits. This will save alot of time for those people who take those 20 strong squig heards and have to roll so many scattering squigs dice!

Squig hoppers These now form a skirmishing units! THATS RIGHT ORCS AND GOBLINS HAVE SKIRMISHERS!
They now move 3d6 in a direction of your choice if they hit a unit they rank up and fight as normal... they also no longer bounce over uits they move like normal in a strait line!

These rules apply for the GREAT SQUIG for the night goblin heros to ride!

Wolf chariots No longer two for one special choice.... for good reason!

Rare
All the same as befor... you probobly know the drill by now!

Trolls are now only 40pts and can be upgraded to river or stone trolls for 0 points a pop.... This suddenly makes them really viable units as if you combine that witht he new stupidity and regeneration rules whicha re both more sensible!

Pump wagons suffer from all the drawbacks of regular snotlings... leadership 4 and stubborn!

Doom divers No longer do you re roll the scatter dice but you can minus D3" from the scatter! It seems okay... nice enough touch and probobly makes a bit more sense...

There were no listings for dogs of war so maybe they are being covered in their own book?

Magic
There is still the big and little waaaaagghh but now only goblins can take little waaaggh! and orcs can take big waaagghhh!

Here are the lists

Little Waaaaagghhh
1. (5+) Gaze of gork D6 str2 hits no armour save allowed
2. (8+) Brain busta 2D6 str 4 hits
3. (8+) Gork'll fix it, An enemy unit has to count all 6's as ones untill the end of the casters next magic phase...

At first I thought this was pretty bunk but... it basically means, they get no light armour! No poison! No killing blow! Also these 6's count as ones for miscasts and failing to dispell! This spell is very very cool and looks good fun!

4. (9+) Foot of gork d6 str6 hits
5. (9+) Hand of gork Unit moves forward 2d6"
6. (10+) Mork wants ya! This spell rules! you can choose any model withing 18"... ANY model... in units out of LOS anything! That model must pass an initiative test or suffer d6 str 10 hits! Good for smashing treemen or ogres or slann or anything big and slow!


Big WAAAAGGGHHH
1. (5+) Gaze of Mork D6 str4 hits
2. (6+) Eadbutt str5 hit no saves allowed on any enemy in 24"
3. (6+) Bash em lads! The unit strikes first in combat and gets to re roll misses!
4. (8+) Fists of gork Every enemy in a unit gets attacked by an orc with a choppa at ws3
5. (10+) Gorks warpath its a foot of gork which on the roll of a 1 he then stamps on one of your units then leaves on a 2-4 he just leaves on the roll of a 5-6 he stamps on another enemy unit....... repeat this process
6. (11+ I think!) WAAAGGGHHHH!!!! All your units move 2D6 towards the enemy...


Both lists seem very sensible and I am glad that goblins get a bit of silly in the magic phase!

Magic items
Now there is alot of very cool characterful items including alot that have literelly be stolen from other races! It s anice touch and we keep spotting more of them!

Magic weapons
Right... there are alot of weapons... and if a few get slightly confused please forgive me... my brains is already be strained remebering this much

For one.. all common magic items seem to be cheaper apart from the warbanner Shield of shileding (name?) and the dispel scroll!

Weapons wise... there are lots of funky ones!

One that is an axe that causes you to be frenzied but get +d6 attacks each turn... but you cannot join a unit and I dont think you can be mounted!

There is another which auto wounds and doesnt alow save (rune fang I hear!)

some classics like wallipers one hit wonder which makes the user str+3 for the rest of the combat and prokos pigstikker which is the same!


There are some dirtily cheap iteams like a weapon which gives you +1str +1ws and +1I for 15pts!

A nice little dirk for 5pts which gives you +1 attack per magic item your foe has!

I think its a weapon... a staff that everytime you hit or wound? a foe they take a leadership test or die... simply eough no saves ward saves or regen against it! I have an incling that its goblins only though!


By the way there were alot of weapons!

Magic armour!
My sources were correct... there are only two items... one is a suit of light armour that gives you +1toughness.... and the other is a shield that every time it is hit on the roll of a 6 the attacker takes a str5 hit!

Erm... now I start to get more hazey!

Enchanted and arcane items
There are a few enchanted items... nothing that spiffy apart from a horn that seems very good... its a power level 5 bound spell that makes all enemy units suffer -1 leadership and all freindly units get +1! Seems very very good to me!

You also have niblas itty ring which on the roll of a 1 hits you instead of the foe!

There is also the dark elf hell heart as an item

There is a dwarf rune staff which has the rune of steal a powerdice and make it into a dispel dice...

ps. I will edit this part if I remeber any more!

Magic banners
There is a few cool ones...

One is The whole unit gets poison attacks!

Another is the Bad moon on stick which makes a unit of ngiht gobbos stubborn!

You still have the banner of butchery!

One that allows you to add d6" to yuor charges (I think thats a dwarf rune!?)


"Nothing from the outside world can be imported into Canada without first being doused in ranch dressing. Canadian Techs have found that while this makes the internet delicious it tends to hamper the bandwidth potential. Scientists are working furiously to rectify the problem. "

--Glaive Company CO 
   
Made in us
Angelic Adepta Sororitas




Inland Empire, CA

Thanks man! Looking forward to it...
   
 
Forum Index » News & Rumors
Go to: