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Made in us
Crazed Savage Orc




Minneapolis, MN

I consider myself a fair Orc player but im always looking to improve. Im curious what other players' have to share with army building, tactics etc....

Typically I field 2 units of boyz, 1-2 units of gobbos.
Unit of Black Orcs, Hoppers, prolly some Boar Boyz with a character in there.

The rest of the points I switch out a lot. Curious to hear how other people play. Also interested in how O&G fare against the new VC book..

Stay Alert! Trust no one! Keep your laser handy!!

HAPPINESS IS MANDATORY


 
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Ontario

Well, so far I have been getting eaten by the new vamp counts. Seeing as they engage my night goblins and then gen a unit and rear charge for the rank negation.... Its really annoying.

DCDA:90-S++G+++MB++I+Pw40k98-D+++A+++/areWD007R++T(S)DM+ 
   
Made in us
Dakka Veteran




Los Angeles, CA

A well build orc army will have 200+ models in it
They can roll through most vamp armies with their 5DD (always take a BSB with the banner of extra DD) and 4 combat chars/toughness 4 guys.
Orc units will beat most vamp units straight up and you have more than enough units to go arround the flank with the rest of your army.

Tricks to remember.
Screen the savage guys well, Squig hoppers work amazingly well as they move in the compulsery phase so you can declare a charge, move the hoppers out of the way, and charge, OR not declare a charge.

Squig hoppers are one of the only units that can charge wihout requiring LOS. Use this wisely. People always forget about it.

Extra units of night goblins are cheep and will deter any expensive units (nobody likes fanatics and most dislike nets). O, and get nets if you can.

Orc units should be fielded in units of 30. They just like the extra boys to prevent panic.


Call me The Master of Strategy

Warhammer
Army Strategy
Unit Strategy 
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Ontario

Well the guy I play uses zombies mostly and they outnumber even my all night goblin force....

DCDA:90-S++G+++MB++I+Pw40k98-D+++A+++/areWD007R++T(S)DM+ 
   
Made in us
Deadly Tomb Guard




South Carolina

normally at 2000 points i go heavy magic, great shaman lvl 4, night goblin shaman lvl 2. two bosses, one orc, one black orc. a unit of boyz and black orcs with the banner for extra dispell dice. a large unit of night goblins with two fanatics and a units of night goblin archers two fanatics i know cheese but it works everything else is switched out depending on my mood for that day if im feeley froggy ill change things up and through grimgore in there with a giant for poops and giggles. remember night goblins are cheap in a 30 unit block with fanatics can really throw your oppenant for a loop. also make sure you take a couple war machines to take out large targets spear chuckas excel for that my turnie army i use is very, very hard hiting and i have enough DD in it to make up for my lack of PD

 
   
Made in us
Crazed Savage Orc




Minneapolis, MN

See I thought it hard to even make a cheese Orc Goblin army aside from maybe heavy heavy magic.

Now Im interested in what other ways an O&G army can be cheesy....

Stay Alert! Trust no one! Keep your laser handy!!

HAPPINESS IS MANDATORY


 
   
Made in us
Deadly Tomb Guard




South Carolina

Endless possabilities take lots of unit that dont suffer from animosty, warmachines, chariots, black orcs, giants, trolls which may suffer from supidity but just put em by the army general and they'll be fine. Beleave it or not but shooty O&G arent too bad either seeing that arrer boyz can still fight better then most other armies ranged units and fantics, although totally random in which direction they can go, are a huge charge deterent. there been instances of where my night gobbos have been charged by Cav units and gotten chewed up by fanatics before they even hit the unit itself. the only problem with that tactic is that the fanatics may hit your own lines but with almost 100 models on the table it doesnt make that big of deal.

 
   
Made in us
Fresh-Faced New User




"Tips"
O&G magic I found is great if you go one or the other.

Goblin magic is GREAT for lvl2's . Everything (almost) is direct damage so it works well for nailing etheral stuff. It also has a lower casting value of 8-9 so pretty safe when you can only roll 3 dice max.

Org Magic is more support and getting your Boyz in combat and swinging. But the two two spells are 10 and 12 casts, these two really need a lvl4 to cast OR the use of a power stone. I've found that If I want to use BigWaagh I take a lvl4 as my Lord.

"Tricks for O&G Magic"
Put your Goblins on Charoits this allows them to cast every turn as they will never suffer from anomisty (less then 5 models). They also zip around with the 9/18 move and charge range. The Charoit is US 5 with the hero so they can break Ranks in the flank and rear and with impact hits the unit shouldn't have any attacks back on your shaman. If the shaman dies, its ok you still have a charoit kicking around.

Put your Great Shaman on a Boar or the Ironback boar. Gives him a 5+ save and again helps remove models that can hit him in HtH.
   
Made in us
Krazed Killa Kan






South NJ/Philly

If you want a reliable Orc & Goblin army, the one way to seriously cheese it up is to take Gorbad. He's simply amazing for what he brings to the list. You still suffer animosity, but you get LD10 to all units within 18", now Goblins can lose by 1 or 2 and still hold. Plus he's a Lord AND the BSB, so you can take 3 Level 2's for your magic output/defense.
   
Made in us
Omnipotent Lord of Change





Albany, NY

If you want a good read, check out Avian's great O&G tactica -> http://folk.ntnu.no/tarjeia/avian/subpage.php?s=index_greenskin_tactics

- Salvage

This message was edited 2 times. Last update was at 2008/07/23 21:12:33


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