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Orcs can be fun to play, however I'm going to have to be honest here when I say they're not very competitive. Your special choices are limited to either Boar Chariots, Boar Boyz, or Black Orcs. Boar Chariots are fine both as-is and with characters put in, Black Orcs are decent statline but not quite worth their points and still don't compare to other army's Elites (without the aid of magic, the only buff they have is a once / game +d6" charge range), and the only Boar Boyz worth taking are Savage Orc ones.
Rare, you're limited to Trolls and Giants. Trolls are good anti-Skirmisher, great anti-Heavy Cavalry, decent flankers (albeit limited in having to remain within 12" of the general), and good anti-min-rank-max-front units (Ex: 6x2 blocks of whatever). They're the most reliably fast infantry unit in your army (4" further charge range than your typical troops), but that "reliability" is only so long as you pass stupidity.
Giants, well, from what I've seen they have three purposes: Point sink, screen / target, and tying up enemy's big-bad units for a few turns / hoping they roll lucky enough to grab a general. They can work as better flankers than Trolls (and are still capable of negating ranks), but they can't really break most enemy units on their own.
I could go on, but: Orcs aren't that competitive, and with Orcs the only missile units you'd have are Ruglud's Armored Orcs (one unit of Crossbowmen, albeit only taking a special slot and coming with an Orc Big Boss for no character slot - also humorous in that they've got a less-likely-to-fail animosity), and regular Arrer Boyz: Other shooting units all involve goblins.
Meanwhile, pretty much every other army does durable blocks better than Orcs. You have a T4, 3+ in HTH, WS4 unit. Decent, but nothing amazing.
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