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Made in us
Longtime Dakkanaut




Since it looks like we're starting to derail the 8th Edition Rulebook Round-Up thread with our posts, I figured I should stop encouraging / adding fuel to the fire like I've been doing the past few days and just create a new thread:

mikhaila wrote:Cheap orc blocks with 30+ boyz. Quite happy I have 3 of those equipped with spears. Lots of dispell dice with the staff of sneaky stealing and the banner that gives you 3 dispel dice.
Mork's Spirit Totem, to my knowledge, has been a staple to pretty much every O&G army that wasn't going Wizard-heavy or relying on the spared 130+ points to buy more screens. Fielded with the Staff of Sneaky Stealing, it will be nice next edition for Orc & Goblin Dispel: If the enemy has any of their power-die results as a one, you can have four Dispel Dice more than them with those two pieces of equipment. It also means that, barring a six-six for dice roll, you'll have at least as many DD's as they have PD's. Combined with a Staff of Sorcery (if you took two Shamans, about 180pts if you take them only for each magic item and min other upgrades), then you can quite readily be able to shut out many army's magic phases (well, those who don't have the ability to carry over tons of dice and then roll extremely low for PD generation).

For spears, however, I wouldn't suggest it for Orcs - maybe Big 'Uns, but even then it would be situational. For regular Boyz, you're gaining 5-6 more attacks for the sacrifice of a point of strength. Now, while that's technically favorable (Front of six yields 4.25 (vs T3) to 2.83 (vs T4) versus 3.66 (vs T3) to 2.75 (vs T4)), it doesn't include armor saves (which are now at -1 to the saves) and is further reliant on having those extra full ranks to attack. Of course, this isn't as bad / noticeable a loss unless you're doing a list like below (see Buttler) wherein you're spending an extra 160-200pts (almost another unit's points!), but it doesn't look to be valuable in too many instances.

Of course, it varies: Against lightly armored T3 (Wood Elves) and lower foes? I'd say it could be worth it. Heck, it probably would be worth it: Take it in that case. Against something that's wearing armor, or - especially - T4 or more? The Choppas are going to turn out better.

You may be wondering, BTW, how I got the above math for a six-wide front: I discounted the Boss, as he's always smacking back with at least two S5 attacks and there's literally no reason to not spend the 15pts unless you're fielding Big 'Uns.

mikhaila wrote:Cheap war engines are now plentiful as well, now that you don't have to worry about special slots.
Just remember the "No more than three the same" schtick when under 3K points. While this does nothing with most Stone Throwers, for Bolt Throwers this is big for Orcs as they often used them in fours (unless the FAQ says that two Bolt Throwers only count as a single one for such purposes).

mikhaila wrote:Overall, I'm just happy to be able to toss the army back on the table and use the 6k points of them that I own.
I'm not quite as pleased, but then that might be because the armies I have to look down at my GW are:

Chaos
Chaos
Chaos
Daemons
Chaos
Daemons
Dark Elves
Vampires
Wood Elves
Vampires
Beastmen (woo, something I can fight on equal footing!)
Dwarves w/ Anvil
Dwarves w/ jacked-up characters
Skaven
Skaven
Skaven

So... yeah. Woo at incentive to use more models, boo at the fact that I'm being drowned by upper-tier armies.

Buttlerthepug wrote:Wow... I havent read the 8th ed book yet but I was talking to people last night about making a new OnG list for it and literally thought up the same things... 40 Orc Boyz units with big bossess (black orc of coarse!)
Is this a 3K point list, or you just going to take something like three big units? Yeah, it is only about 810 for three units of 40 w/ only shields (BTW, if you run this, run it eight-wide or smaller: Ten wide is not worth it in most circumstances), and 930 with spears as well, but that's a lot of points for three blocks that're - by the time combat's reached - each going to be down at least 25% in size. Especially seeing as none of the above are Big 'Uns, and thus are S3(4) units (if benefited by S4(5) bosses). 160-200 would be four to five units, which would be yet another 270-540pts without even including characters (1080-1470pts in just core, yikes!).

Buttlerthepug wrote:in each and 4+ catapults? I think we threw Gorbad in there for the better leadership or something... Shall be so much fun to see 160-200 orcs on the table!
To my knowledge, four Stone Throwers will only be viable in 3K point games, and more in 4K-plus: No more than three Special Choices may be duplicated (it seems) at 1-2999pts.


   
Made in us
Stoic Grail Knight



Houston, Texas

Take this as you will.

Chatting up the Black Shirt at my local GW he said orcs will be the daemons of 8th...


Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in us
Longtime Dakkanaut




If I'm not mistaken, you asked that when talking about picking them up. In such a case, I'm willing to take it with a grain of salt (and am also going to be very depressed if the most powerful army IS the one that can't act 13% of the game).
   
Made in us
Stoic Grail Knight



Houston, Texas

Minsc wrote:If I'm not mistaken, you asked that when talking about picking them up. In such a case, I'm willing to take it with a grain of salt (and am also going to be very depressed if the most powerful army IS the one that can't act 13% of the game).


I didnt ask that, but he mentioned it when i was buying the book and some models (not that it changed anything, as i obviously wasnt on the edge about buying the army).

So yeah take it as you will.

Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in us
Longtime Dakkanaut




Going to consolidate everything from my posts in WHFB General Discussion, others feel free to critique / add on.

SPECIAL CHARACTERS

Gorbad Ironclaw. This edition is a very good one for Gorbad Ironclaw to be taken. He is Leadership 10, the only Leadership 10 model (base) in the Orc & Goblin Army. He also has the special rule where his Battle Standard Bearer's combat re-roll and General Leadership Usage is extended to 18". Depending on how the FAQ for O&G reads, he might allow all units within 18" to re-roll any leadership tests at Leadership 10 (at least, until wounded). His chief advantage is that he's, while a Lord, only 310pts: You can fit in a semi-decent Infantry Warboss at that point level (or, if using Goblins, possibly two), and you don't have to pay the 55 minimal points for a Battle Standard Bearer. Finally, in Combat, he is slightly less of a slouch: He can now go before the rest of the Ladz (always a boon since they'll be I3 at best), and if the enemy is I4 or lower then he gets to re-roll failed to hits as well.

Unfortunately, all is not fine and well. Gorbad still has only a 3+ save. Ouch! He also is still a 310 point Lord, which means that - while you can still take a non-slouch Warboss alongside him - you don't have any good counter for another army's killy generals. With more attacks able to be dedicated as well (additional ranks) towards Gorbad, he'll most probably only keep his special rule until his formation is engaged or has to run through a neck of woods (having no Ward Save means any run through woods has a one-in-six chance of dropping his Special Rule to only 6").


Azhag the Slaughterer. Mixed opinion on this guy. You use up practically all the 25% Lord limit in games 2250 or under. He also is stuck on a Wyvern, which - while no longer +1 to hit - can't do much damage on its own in combat (even with additional attacks). He is also still very fragile, only a 4+ / 5+ save on him and a 4+ save for his mount.

Reason why I might even suggest him? Simple: He's a level 2 wizard in the Lore of Death now. Orc & Goblin Magic Armies have their Lord Choice. Better yet, being on a Wyvern, a Miscast will only ever hit himself and - if positioned right - the enemy units he charged into. He can, until he burns out, potentially provide many extra dice for Orc & Goblin Wizards (alongside all the LoD damage), and even when he burns out the S10 template dropped on him might very well make up much of his cost.

Of course, that's also a reason to be careful: Does he count as a single model for the purpose of instant death? If so, that's himself AND a mount for a total of 450 points that were eaten up in a single roll of double 6's. While Gorbad's weakened by a single bad roll, Azhag is toasted. Personally, I'd suggest him for a magic-heavy list. He can still provide some killy to the list, as well as being a magical god-send.


Grimgor Ironhide. He, to my knowledge, gains very little and loses nothing in this new edition. He's Always Strikes First, but already I5 as well as Hating Everyone. He's 375 points, so he stradles the line between allowing no other Lords (only Goblins). His only gains I can think of, are that in later rounds he can still re-roll failed to hits as well as the fact that many people will take larger units (and thus give him more to kill). Doesn't really gain anything, but loses nothing either.


Grom the Paunch of Misty Mountain. To my understanding, is slightly worsened. He's now undeniably Strength 6, he never negated ranks, and now ignores instant-destruction from S7 or better. However, he is impaired by the loss of the combo Ward-Regen. He also is much less helpful in his negation of Fear in Goblins against Elves (seeing as it won't break them now but only subtract one WS from non-Heroes). Is also just a few shy of being useable in a 1K game. Seeing as how most people don't use him anyways, it's a moot point.


Skarsnik. Depends greatly on whether regular Killing Blow affects him now. If so, that's a major bane. If not, he's only slightly less useful (having the chance of destroying his Prodder). Oh, well, technically, he does have one gain: No saves better than 4+ against Gobbla now. The only major plus for him isn't related to his rules: Being 205 points, you can field him in games 820 points or less and spend another 295 points on Lords in a 2K point game (or, since 3,000 might be the typical tournament size, up to 545 more in Gobbo Lords for a themed list).


Overall (Special Characters): Gorbad and Azhag are the two most benefited in this edition. Of all the Special Characters, barring a themed list, I'd have to state Gorbad to be the best choice. He has minimal losses, while at the same time providing some pretty decent gains. In small games Skarsnik might shine, but otherwise you're best sticking with Da Boss.




Lord Choices


Orc Warbosses. Each type has its own advantages and disadvantages still. A typical Orc Warboss seems to be at no gain, barring that being 120 points vanilla you might conceivably fit three of them in a 2,000 point game with so-so gear and not have them be horrible. Savage Orc Warbosses have very little incentive to bother with armor now (barring Boar + Enchanted Shield) due to the fact that Parry gives them a save they already have, but in turn their Leadership 9 means that Frenzy is unlikely to bait someone bearing this guy. Only five points more than a typical Warboss too, so you can relatively spam them in a similar fashion. However, bear in mind that with Initiative 4 and pretty much no save on-foot that these guys might be dragged down quickly. Finally, the Black Orc Warboss. I may be missing something, but there is practically zero improvement / penalty to this guy in 8th Edition beyond that his extra 25 points over a typical boss means you'll have less of him.


Orc Great Shaman. I'm on the fence with these guys. Both are Toughness Five and Leadership Eight. Both, vanilla (or even just a level boost), can leave enough room for a proper combat Warboss in a 2,000 point game. At 180 points for the cheapest, they can be in your army at only 750pt game levels. If you upgrade to Level 4 and take the Staff of Baduum, you are almost as good as a Vampire Count in that 2/3 the Spells will go off on a 3+. Even naked, no Great Shaman spell will take more than a nine to cast on average. Depending on what the Orc FAQ says, you might use their Miscast Table instead, which - as always - is seemingly the less harsh of the new edition (Here's for the 8th Edition book where it's an Apocalypse Blast on the Shaman ).

The catch? They're still expensive, you're taking anywhere between half and two thirds your Big Waaagh! choices in a single model, and if thus if the Shaman goes boom most of your magical power is gone too. And, furthermore, you're using a 7th Edition Magic Lore in a system where the 8th Edition Lores are King. Provided there is no spell change in the FAQ, your spells are only so-so: Only D6 Magic Missiles and no 2D6 or 3D6 varieties?


Goblin Warbosses. No losses to my understanding, and several gains due to one thing: 25% Lords, no slot limit. I'll go into this in its own paragraph. As for other advantages? Well, none that I can think of. They're not too high a Leadership, which is a bane when it comes to Stubborn via Ranks when facing pretty much anyone who isn't Beastmen or Hero-restricted Warriors of Chaos. They aren't particularly fast, and they aren't too well armed or armored either. They're finally above the typical rank & file (having Weapon Skill 5), but if you're going for some individual killy model you're often taking Orc Warbosses (or even Big Bosses) anyways due to extra Toughness on all levels and Strength on Lord Levels.

Why then is the 25% thing so good? A vanilla Goblin Warboss ranges from 55 to 65 points. This is very helpful for three good reasons. First: You can fit a Goblin Warboss - with Night Goblins possibly two - in a 500 point game. You can almost always, always squeeze in a Goblin Warboss within the 25% limit. Second: The Goblin Warboss is at least on par with most other army's heroes, points slightly higher if better and slightly lower if worse. This factors into #3 as well, but is an advantage in its own right as it gives you a counter for most other armies' regular Hero choices. Finally, third advantage: You aren't spending it on Heroes. Those 320 points you slapped down on four Night Goblin Warbosses? None of them bar you from taking hero level wizards, fielding Orc Big Bosses, and so on.

Finally, for fun: You can, quite feasibly, fit ten (!) Night Goblin characters on Great Cave Squigs in a 2000 point list, or ten Common Goblin characters on Gigantic Spiders. That's a lot of 'fun' for all parties.


Goblin Great Shamans. As with Orc Great Shamans, these are an on-the-fence thing for me. The Orc advantages (higher toughness, leadership, bonus' to casting, and so on) all exist, with once more the same disadvantages. You get them at a slightly reduced price tag, and use the Little Waaagh! lore instead. However, Orc Shamans seem to benefit more: Whereas they can conceivably get 66% of their spells on a 3+, Night Goblins at best are getting half on 3+ or lower, and two on 4+. They have a lower "max" cast (their best spell can conceivably go off on a 5+), but their magic is much more situational to boot.


Overall (Lords): I'd say I'm leaning more in favor of the Lord-version of Orc Shamans, and against Goblin Shamans. Similarly, I'd say that - if you do plan on taking a special character - Goblin Lords are the better for anything other than direct Lord confrontation.




Hero Choices


Orc Big Boss. Lose out a decent bit on the "initiative order", as now they'll rarely go first on the charge. However, most plighted by this is the Savage Orc variety: All others can get at least a 2+ save with a Ward, if you so desired, while only cracking into a single common magic item (I do believe that with the Common Magic Item list you could get two that way, possibly three). The only real advantage I can find is that, if for some reason you had three characters on Chariots already, you can still run them (albeit almost vanilla). A minor note as well: Bear in mind that, with a certain magic item, a Black Orc Big Boss can come close to rivaling many other armies' Lords (being only one attack and wound shy, and of course initiative) by becoming WS7, S5, T5, and still having the option for a 2+ / 5+ save. No major losses besides the initiative issue (all are only I3). Practically no gain, but practically no loss either.

Orc Shaman. Orc Shamans gain a minor bit from the rule (+1 or +2 to cast), but not much. However, as with the Lord, it is worth keeping in mind that you can make a decent number (in this case 50%) of their spells go off on a 3+. With the proper magic item, you can change it to +4 to cast (situationally). On the plus side, you can fit five of 'em at level 2 in a 2K point game. On the minus side, you're wasting all of them after the third. Not much loss to speak of, the severity of miscasts depending on whose table they use.

Goblin Big Boss. Lacking special rules and stats, the Big Bosses are in the same boat as their lord variety: Easily able to be spammed at low point costs. While half the cost, they're also only Weapon Skill 4 (meaning that almost any army's special choices will hit them on 3's), as well as taking up hero points none-the-less. Their main advantage is that you can - if not taking Gorbad - get a BSB for dirt cheap (55pts vanilla!). Just bear in mind how easy it is to kill a T4 2-wound model with at beast a 5+ / 5+ save from their own gear (and 4+ / 4+ using common magic): Even with the change from slot to percent, it may be better to just stick with an Orc BSB.

Goblin Shaman. These benefit from the rule changes slightly more than the Orcs. While the Orc is stuck in the hard place between a single-D6 and 2D6 roll - being too high to reliably roll on 1D6 but too low to justify a common use of two - the Goblin gets boosted to the place wherein it can successfully cast many of its spells on 2D6 now - only one Goblin Shaman Spell can't be casted on a 7+ while at level 2, and with a magic item all six can. However, as with Orcs, recall that you have no incentive for more than three: You only have six spell levels to spend on Goblins, and six spell levels to spend on Orcs. Since the Heroes benefit more than the Lords (who are in the same boat as Orc Hero-Shamans), I'd say these are more preferable for spell-casting.


Overall (Heroes): Orc Big Bosses, while they gain little, are notably tougher and 'arder hitting than Goblin Big Bosses. The rule changes allow more Goblin heroes, but they will rarely make a dent on non-Undead / Saurus core. Whereas Orc Shamans benefited most at a Lord level, Goblin Shamans seem to benefit more here.



Magic Items


Common Items. For the most part, mixed. You have more Ward Saves now, but much of the combat options are less than helpful. Overall points are increased in the BRB, so in the Army Book now you're better using the in-book variants. Staff of Sorcery still in the Army Book, so keep that in mind (as well as the fact that it'll probably go poof).


Overall (Common Items): Get ready for the price hike, use these while you can.


Magic Weapons. The Ironclaw Waaagh! Cleava is unchanged, as is the Skull Wand of Kaloth, Ulag's Akrit Axe, the Backstabber's Blade, Wollopa's One Hit Wunda, and Lucky Dirk.

The Battleaxe and Porko's are changed only slightly: It's harder to lose your ranks now, and Porkos is slightly better for flanking characters now (Ex: Goblin Big Boss on Wolf. Flank the enemy unit with five other wolves, hit the side. Still get the +3 attacks).

Basha's Bloodaxe is much, much less useful now. You're stuck outside units still, but now you only gain the D6 attacks on the charge: Every other round you're only 3-5 attacks base (depending on equipment / character). It wasn't too great in the first place, but now seems to have minimal use if you can't break on the charge.

Shaga's Screamin' Sword is mixed. On one hand, against armies like Chaos you can now expect even less bonus'. However, against Skaven, Goblins, Empire, and possibly a few others, imagine how many more attacks you can get. Hell, imagine something like +5 strength and attacks in a 2K point game - S10 A9! Major pain! Since the focus is on picking lore before battle, it'll become much more hit or miss: Some armies you might never be able to get more than +2, but others you might be able to get ten or more attacks at S10. I mentioned it in other threads, but the "Front of Warlock Engineers" tactic would be bad anywhere near an Orc / Goblin using this.

Martog's Best Basha is different in only one way: +1 Initiative. You can get an Initiative 6 Night Goblin Warboss, which often times will be fast enough to go before non-ASF foes. Very good counter to some units. Also the item used to make a Black Orc Big Boss into a Lord-lite.

Sneaky Skewer. While the rules are the same, recall: The Goblin is S4. The blade is another -3. That's a total of -4. Furthermore, no saves better than 1+. No-one fighting you will ever have better than a 5+ save. Pretty good, if you have to deal with having a S4 character.


Overall (Magic Weapons): Porko's Pigstikka is much more useful on Gobbos (Gobbo Warboss w/ Pigstikka, Boots (see later) & Wolf = 150pt model with up to 8 S5 attacks on the flank charge at WS5) now that they can use their extra speed and flanking-nature to get bonus'. Shaga's is less useful as you can't expect the typical 3-4 characters at a 2K game, but more useful against some foes who might be bringing a half dozen or more at that point level. Martog's is good for bumping someone to a decent striking order. Skewer will ignore most saves now at only 10pts. Most other items unchanged.


Magic Armour. Armour of Gork is pretty much unchanged: Unless you plan on charging Gnoblars, it won't be changed for you. Same goes for Spiteful Shield, although with more models attacking you might get a slightly increased use rate.


Overall (Magic Armour): No real changes.


Talismans. Effigy of Mork has seemingly been out-sourced by a Common Magic Item. I can't recall the name of it, but it did the same thing for a lower point cost. Most people probably won't take it anyways, as it makes little difference when it comes to hitting most characters.

The Best Boss 'At isn't quite out-sourced, but it is met pretty handily by a common item - at least now you don't have to bicker over which character takes the 5+ Ward now. What I mean: There's at least two other Ward-Save Magic Items in the new Common Item list. Each is either a 5+ or 4+ Ward. With those, you now don't need to have the current O&G debate on which character you want to have a chance of surviving a challenge (currently, there's no regen or other definitive Ward Saves beyond a 6+). Not invalidated, but no gain either.

Amulet of Protectyness is slightly less helpfu nowl, as almost anyone can get a character durability parity via common magic items. Since no-one can get better than a 1+, it loses the advantage it had against things like Juggernaut Lords. The only real advantages I can think of are that it's only 25 points (though this is still only a steal against other durability characters) and that the frequency of warded characters will probably be on the rise (and thus more gain overall).

Collar of Zorga remains unchanged.


Overall (Talismans): Effigy is outsourced, Warboss 'Umms is now not a big debate on who to give it to, Amulet of Protectyness is less useful now due to easier armor parities, Collar of Zorga is unchanged.


Arcane Items. Idol of Mork... is mixed. On one hand, it's extra base power dice: Always good since it's random now. On the other, you lose dice more often than you gain (Must be Orc unit 20+ in combat to get a die, any O&G unit 20+ fleeing at this point is -1 die: Goblins included!). It could be useful, especially in larger games when you'll (be expected to) have lots of large units.

Staff of Sneaky Stealin' is a wonderful item now. +1 DD and -1 enemy PD? Brings you two dice closer to a PD / DD parity, and robs the enemy of some of their dice. It was good before, but now can be really helpful for stopping spells.

Staff of Baduum's bonus to casting is - while negligible at first (especially compared to a Lord) - decent in that most Orc & Goblin spells have a low casting value. Any hero level character with this staff will never take more than a 10+ to cast a spell, and a pimped-out Lord will never exceed a 7+ (Waaagh! being cast on two dice!). Price tag makes this kinda iffy, though.

Waaagh! Paint is a more situational Staff of Baduum. Orc only, double the bonus, 25% the cost... but doesn't work with two spells. Considering this can mean someone gets a Waaagh! off on a 6+, however, it might be worth trying. After all, +6 to Casting will make the dispel attempt a pain without a DD parity (it will take an average of two dice now to make up the difference!).

Magic Mushrooms... are unchanged if the FAQ says to use the Orc & Goblin table, horrendously dangerous otherwise. Actually, they're still dangerous: If none of the prior dice rolled are 6's, you have no greater a miscast chance. If any of the prior dice were, your miscast odds after using the 'shroom are now 33%.

Overall (Arcane Items): Idol of Mork is situationally / list-dependent useful, Staff of Sneaky Stealin' & the two Casting Boosters are very helpful, and Magic Mushrooms range from only slightly more suicidal to dangerously suicidal. Hm, actually, that gives one potential use: Load up on a trio of Shrooms, wait in a unit, and run out to charge an enemy if the O&G use the Rulebook Table. Eat all three. Hope for at least one 1 or a pair of 6's. Enjoy your boomer.


Enchanted Items. Ironback Boar, Warboss Imbad's Iron Gnashas, Bigged's Kickin' Boots, Maad's Map*, Brimstone Bauble, and Madcap Mushrooms are unchanged.

The Horn of Urgok is now a Bound Item, meaning it must be rolled to cast. +1 to all Leadership values to a max of 10 and -1 to all enemy Leadership will become much bigger now: Stubborn might be more prevalent, so the penalty of even -1 to the general's leadership could be a Gorksend. Similarly, +1 to your Leadership means a non-Gorbad general can now be Leadership 10 for a Ld 10 Stubborn instead of Ld 9: A decent increase in success odds. Of course, it's still a risky investment at its points cost.

The Pipes of Doom are less useful now, as pretty much everything's leadership is even higher now / given more re-roll options. Only real advantage I can think of is using it to force a screening cavalry unit to flee through said unit and take some Dangerous Terrain hits.

Tricksy Trinket hasn't changed, but with the minor reduction in save effectiveness as well as its nullification power it might prove more useful as someone's forced to either take their inferior Regen instead of Ward Save (see: Druchii Lord) or stuck with only an armor save (see: Most characters).

Nibbla's 'Itty Ring is bound now too, but having only a 3+ to cast means you can get it off 66% of the time on a single dice - good enough since it means you need not risk it going poof from double-sixes.

Guzzla's Battle Brew is slightly more effective for 3-4 results as you don't get forced to pursue due to Hatred any more, and 5-6 results as you're harder to have your character baited out with Frenzy.


Overall (Enchanted Items): Mostly unchanged or made slightly inferior. Nothing to really complain about: The bad stuff was mostly bad already, and the good stuff wasn't really hit hard.



Magic Standards. Mork's Spirit-Totem has, arguably, been made more useful than it was last edition. Harder to negate (needing at least US10 in the flank to drop the ranks), still does the same thing (+1 Dispel Die to the pool for every rank), but now can prove as many dice on average as if you had 18 Wizards attempting to channel a DD. Very nice. It doesn't do anything particular to buff a unit, but the protection it buys your army in an edition wherein Magic has been heavily improved cannot be denied.

Rowdy Grott's Big Red Raggedy Banner, meanwhile, is now a 50 point point-sink with no use. All Panic tests are re-rolled by default now, along with possibly more effects, so the use of a BSB is limited. BTW, this reminds me that BSBs are less useful for Chaos Armies now. Why did I mention BSBs, by the way? The Banner can only be bought by Goblins, and the only way to get a Magical Banner for Goblins is to slap it on a Battle Standard Bearer.

Bad Moon on a Stick is similarly redundant... sorta. On one hand, it makes little difference as you can get stubborn from more ranks (which, at 3-4 points a model, should be easy). On the other, it can help if the unit is below normal size: Stay within 12" of the General, you're Leadership 9 Stubborn even when down to just five models. Add in that it must be fielded on a BSB, you get the standard pros (High-ish stubborn leadership with re-rolls) and cons (you have your BSB in the Gobbo Unit). Would not be recommended... if you couldn't take the Spirit Totem on Big 'Uns / Black Orcs. Since you don't need a BSB to get that Totem, the Bad Moon on a Stick can be useful at times. Just, once more, bear in mind it's on a 6+ save T4 Gobbo at best: Your opponent can probably gib them the moment they realize they're there.

The Spider Banner is mixed for me. On one hand, you get more attacks / shots now in 8th Edition so you get more use out of it. Short Bows had a slight range increase to boot, so you might actually get to fire a few volleys (imagine an eight-by-four block of archers making 24 Poisoned Shots a Turn!). Similarly, in close combat you have an additional rank - possibly two - which might make Horde actually workable for a single Goblin unit (an average of 21-32 poisoned attacks depending on equipment and enemy) provided you keep them large enough to fully enjoy attacks-back (Remember you're only Initiative 2). The problem, once more, is you're putting it on a T4 2-wound model with a crum save. You can get a 5+ save now, but that isn't much better. Might be useful if you intend an "Oh my Mork" huge unit of Goblins, just for the fun of getting 5-6 auto-wounds a turn from Poison (Bear in mind: Even in best case scenarios, you're often as likely to wound with Poison as the rest of the attack: In most cases the Goblin is possibly getting a doubling, tripling, or more improvement to wound chances).

Gork's Waaagh! Banner is somewhat more useful, even though it does the same thing. That extra D6 allows you to arguably make a 28" Charge (Yikes!) with your Orc Boyz, and more often than not makes your reliable charge distance (albeit once a game) somewhere between 13" (if on infantry without a Waaagh) and 16" (if Boar Boyz without a Waaagh!) and 16" (if on infantry without a Waaagh) and 19" (if on Boar Boyz without a Waaagh!). When you include the Waaagh, the charge distance has yet another 3-4" gain, meaning that one unit once a game can very arguably have a potential 20" charge without needing to roll exceptionally well: You use this banner and a Waaagh! to get stuck in early and fast. Since you'll want to rely on extra ranks so the enemy doesn't turn stubborn (as the loss of Choppa's special rule in later rounds is crippling), this can be very helpful for making a break in the enemy's lines early on. You'll most likely want this on a unit of Black Orcs, if only because then you can put regular Big Bosses inside the unit instead of the General so as to have an assured Waaagh! (You don't want to plow your general 12" ahead of the rest of the army, even if said general is Gorbad).

One possible tactic I can suggest for this now is using it for a Flank-Running Unit, better yet if you take advantage of the lingering conception that Woods are a Barrier. While it'll be expensive - at least a good 250+ points - for the block of B.Orcs, you can use it sans a character to quickly run a Gauntlet and slam into someone's Flank (since you're using it when you declared a Waaagh!, hopefully at the same time a main unit smacks the front). Suddenly you essentially earned +4 to your Combat Resolution, as well as the joy of putting a good 10-S6 to 15-S5 attacks on someone's side with no Parry.

Nogg's Banner of Butchery is unchanged. If it said all models fighting may make an additional attack instead of "all models in the unit have +1 Attack" it would have been better, as then you'd get to apply it to second (possibly even third) rank attacks. As it stands now, a Spear formation of Orc Boyz - even fighting three deep when using the banner - gets just as many attacks now as it would last edition fighting only two deep using the banner. Not necessarily bad (almost akin to going horde / having the HElf Spear rules), but doesn't exactly make up for the fact that it's still only S3 WS3 attacks back.


Overall (Magic Standards): Nogg's Banner of Butchery is not really improved or de-buffed in this edition, Rowdy Grott's Big Red Raggedy Banner is useless, the Bad Moon and Spider Banners are dependent on situations, and Gork's Waaagh! / the Spirit-Totem are each good buys (neither requiring a BSB to be taken) for what they can do for the army.



Overall (Magic Items): Most weapons are either unchanged or slightly more effective, most armor is unchanged, Talismans are unchanged or made less spectacular, Arcane Items are all pretty much better depending on circumstances (Getting 3+ casting spells instead of 5+ for example), enchanted are practically completely static barring one or two items, and only one banner is at a definite loss (with another two mostly neutral).



Mounts


Wyvern. Slightly slower now, having only a 10+2D6 (technically) charge for an average of only 16-18" instead of 20". Of course, the Wyvern is technically slightly faster too with a potential 22" range. Crush makes it more effective now, especially if it keeps Poison for those attacks, but it still is inferior to other Flying Mounts (only 3 S6 attacks base).

Gigantic Spider. Since it isn't Fast Cavalry, can make some of the Forest Goblin Spider Rider units capable of negating ranks again. Having Initiative 4 as well, you can rely on it to go before at least a few enemies. No real changes otherwise, besides the (seeming) +1 to save now allowed for this mount.

Great Squig. Changed the same degree as Spawns when it comes to their random movement. That's about it.

Boar. No changes.

Giant Wolf. No direct changes, just like the Boar, but keep in mind the Porko's Pigstikka combination I mentioned earlier.


Overall (Mounts): Wyvern is slightly better, but still inferior to other flying mounts. Gigantic Spider is useful now in that it allows Spider Riders to flank. Pretty much everything else is minimal / no change.



*Maad's Map dependent on what Scout is like in 8th Edition.



AND NOW ONTO CORE!


Core Units


Orc Boyz. These guys are hit somewhat hard by the new rules for a variety of reasons. No more using the Choppa if you have a spear (unless FAQ states otherwise due to each having Special Rules), which means any Orcs given Spears are stuck with defensive duty from here on. If you take an additional choppa to go with a shield, you have to stick with the additional attack in combat instead of the 5+/6+ save. Being Initiative 2, you have the problem that - without armor - you need a large unit so as to hit combat solid enough to retain you attacks. While normally not too bad - a 30-big unit of Additional Hand Weapon, Full Command Boyz being under 250 points - this is brutal to Big 'Uns, who go up to just shy of 350 for the same unit (took away the Champion) without even touching their magic banner allotment. Only plus is that, if Choppas do get special mention in the FAQ, Orcs might become the only army to get to choose between "hand weapon" and shield or spear and shield. Not that it helps with the initiative / size issue.

Orc Arrer Boyz. A minor buff caused by the additional shots as well as the reform-and-fire schtick. Someone who has a bunch of these might see them in use a little more, adding a slight bit more firepower. That they can kill War Machines now is another buff. Just as poor as the above when it comes to combat, however, needing lots of spare models to keep attacks.

Savage Orc Boyz. Mostly decreased in effectiveness. Spear + Frenzy combination is weakened (they get less attacks now than they had last Edition, worse than Saurus in that regard), Choppa & Shield confers no Parry Bonus (as they already have a 6+ ward save), giving them Bows is still not worth it (Four points more than regular Arrer Boyz but with only a slight durability edge and unreliability for the cost), and so on. The only particular advantages I can spot for them by the new edition are:
1) Spear and Shield doesn't have any disadvantage over Choppa-Shield in later rounds of combat: You lose no armor, lose no ward, lose no strength. Key words being "later rounds".
2) You can control them better now, if only 50% of the time.

For their higher price tag, I'd say they're not worth it now. Perhaps as small screens (due to the fact that S4 and better ranged attacks seem to be passed like candy), but not for dedicated combat units: A unit of Orc Boy Big 'Uns the same size (let's go with 20) as a Savage Orc Big 'Un unit gets the same number of attacks for the same gear (albeit at the cost of a magic banner) for 35 points less (after already including the banner), and saves another 3 points / model afterwards (so a 30 big block would be 65 saved - a small Wolf Rider or Snotling unit!).

Goblins. Vanilla, they only have a one minor leg-up over regular Goblins: They are Stubborn 6 instead of Stubborn 5. With wargear, they can get a 5+ / 6+ save in hand-to-hand instead of a 6+ / 6+ (though their saves are still pretty much the same v S4 enemies due to Netters). The only real advantage I can think for them now is that - taken with the Spider Banner BSB - they can get a lot of Poisoned Attacks for a single unit. Probably won't see more than one unit of these barring themed lists (and even then) or casual games. Considering that's how it is now, no real gain / loss. Keep in mind that any common gobbos armed with Short Bows are now +2" to range.

Goblin Wolf Riders. Well... they're Movement 9? That's all I can really think of as a plus for them in this new edition, as it means they still have a solid charge advantage over infantry (even if they roll a 3,3 for Charge, the M4 enemy unit still needs an 11 to match them / hit them at the same range). The need of ten models with shields to negate ranks is a bit of a con, however.

Forest Goblin Spider Riders. Wall Crawlers means they're one of the few Light Cavalry units that can safely run through Woods and other Terrain without risk. Not as powerful as it was last edition (you can't use them to bait units to be trapped into woods, and 'eavy Cavalry can mostly just ignore the woods' dangerous terrain), but still a leg-up over other fast cavalry. Not that they aren't worse for the wear. Only real advantage they gained is that they have a reason to take a Gigantic Spider Gobbo in the unit (so as to deny ranks again).

Night Goblins.[/i] Lose out on the HW&S + Netters trick, though not by much. Main gain here (as with Common Goblins) is improved Short Bow range, and the 2" isn't too great a buff. Only true advantages rely on either being within proximity of the General, or Fanatics providing Hard Cover screens to units.

[b]Snotlings.
USEFUL AGAIN! Snotlings can be dug out of the case, as they have a USE again! Immune to Psychology, Stubborn, not Swarms! If you keep them within range of the General, you have your tie-up unit. Only three toughness two wounds a base, but since you can field them up to twenty big (you'll never field them that size, though) you should more than be able to add static wounds. Since they're not Swarms / Unbreakable, they don't take Combat Resolution Casualties. They also, not being Swarms, provided Hard Cover to units behind them. Being Stubborn, they gain the General's Leadership allowing them to potentially be either Leadership 9 Stubborn Re-Roll for BSB, or Leadership 10 Stubborn Re-Roll for BSB! Being twenty points for three wounds is their only main drawback, but keep in mind: No Animosity. Since they're technically monster bases as well, they fight like Ogres in that they get full attacks from the second rank and need only be three wide for the bonus. These units work well as Screens and - funnily enough - Flankers: They can negate Ranks for only 120 points, 10 points cheaper than Wolf Riders! Not to say the models have particularly good rules now, but they actually have a use in an O&G list now.


Overall (Core Choices): Orc Boyz, Savage Orcs, and Night Goblins are at a minor debuff. Arrer Boyz and Common Goblins have a minor buff. Wolf & Spider Riders are slightly worse due to inability to negate ranks, but now have a reason to take a Boss in them (Well, besides the 6x4 blocks of cavalry which already weren't used but had a reason). Snotlings have a use again since they aren't stuck at Stubborn 4, but still drop like flies and thus work best as screens (Hard Cover for da Ladz!).



Special Units


Black Orcs. Still overpriced for what they do. Advantages in the new rules are:
+ Great Weapons are now essentially +1 attack as you get the second rank behind you. Potentially worth choosing over additional hand weapons now since you aren't choosing between 10-12 S5 attacks or 5-6 S6 (It now a much closer 10-12 vs 15-16). Since most enemies won't have anything better than a 4+ base save, it also means you're looking at only Parry-saves (if the enemy can Parry).
+ Armed to da Teef. Black Orcs, no matter what, are an exception to the typical "You have hand weapon, shield, and special weapon, you must use special weapon" rule. This is useful, as it means charging Spear-Rats & Lizardmen can be much more favorable to you: You can either set yourself up to brace their inevitable attacks, or tool up to rip through 'em.
+ Earlier mentioned "Waaagh!" banner tactic wherein you run 15-18 Black Orcs along a flank to smash someone's side in a combi-charge: Minimal charge range once per game of 8" with maximum range of 28", average of 16-20".

And now, the disadvantages:
- 13-14 points! Applies to new rules as you're almost never going to be wielding this unit as a Horde (nor would you want to), and it's unlikely you'll have enough points to make 'em stubborn through rank superiority either.
- Boss is expensive. While there's some extra advantages to unit champions now, it's not worth the extra twenty points on a B.Orc more often than not.
- Only a 5+ save base with I2. Unless you take shields and then run the B.Orcs in Parry Order, they're going to take a mauling against even typical Core troops before striking back - other armies' Special will rip through them like a hot knife through butter. Change here is that the charge is much less helpful to them than it once was.

Orc Boar Boyz. Still overpriced for what they can do. The main problem is that you're looking at only a 3+ save on Cavalry, and they're WS3 I2 as well (I3 for the boar): Very easy to inflict damage against in combat, shooting, and Magic (especially with the ever increasing lethality of magic). Being only movement seven, their average charge range is a meagre 3" over a typical infantry unit: Without rolling badly, they might only have 1" over a M4 unit when it comes to charge rolls. They can take magic banners, so the Waaagh! banner might be a tactic for them... if not for the pre-existing Animosity problem which means risking either D6 S5 hits (from an attached Big Boss) or D6 straight-up casualties on a poor roll when a Waaagh!'s declared. They cannot be relied to run up flanks, and are too expensive to field in numbers for an efficient hard-hitting unit (A 9-big block with a vanilla Big Boss to counter Animosity a total of some 300+ points alone, with lack-luster stats on all but the Boss).

You can make these slightly more effective via the Upgrade to Big 'Uns, but then they become both even more expensive (Jump that unit given above to 400+) and still suffer from the low-durability low-initiative problem. Too expensive to reliably run along flanks, too poorly statline to run in a brutal front-charge and expect survival.

Savage Orc Boar Boyz. Still overpriced, but have a few benefits at least from the new edition rules. Less attacks from Boars, that's bad. Can only manage a 4+ save, still an issue. Only I2, I3 for Boars, meaning many units will strike before you. They're mostly increased only in two ways: Second rank of riders get to attack (meaning 3 WS4 attacks and one WS3 attack per front if Big 'Uns, as opposed to last edition's 2 WS4 and 2 WS3), and harder to bait into charges. While they're still Animosity bothered and only Ld. 7 (meaning no-where near reliably), they're better than last edition where you were actually hoping for a 1 on Animosity because your opponent parked a five-big harpy unit in their LoS and in front of some woods.

Orc Boar Chariot. With the crew I2 and Boars I3, as well as Step Up, you definitely need to use these with units now. You can't run a Big Boss in a Chariot to negate ranks any more, and a pair hitting a unit's front is no longer likely to cause a panic without needing exceptional rolls. One advantage I can think of is that they're relatively cheap (you can run six of them in a 2,000 point game and still have half your special allowance left), but since you're banking on their D6's for charge distance and impact hits not wiffing they're mostly just an active resolution booster now.

Night Goblin Squig Hoppers. Stuck with the new Skirmisher Template, are only T3 I3 with no save, unit size maximum of 10, slower on average than infantry needing a 4,3,3 to at least match an average infantry unit's lowest charge range and 4,4,4 to match otherwise. Being only 15 points apiece and immune to Psychology, seem as though they may function best as cheaper-than-Snotling hard cover which is slightly harder to hit and wound (but just as easy to remove in the end). Need to hug the general to benefit from Stubborn in woods.

Night Goblin Squig Herds. Mixed. You gain less from stepping up as Squigs are two attacks base. You also are only initiative 3, so barring slow enemy units you're still going simo / last. In return, you can now run Night Goblins in the front and both let them kill all of them (and thus force an explosion) and still get a few Squig attacks from back ranks. Furthermore, they're relatively cheap (roughly 6 point / model average) and thus cheap enough to Spam in a Horde / Stubborn formation whilst preserving some of your special points (180 points yields you a 10x3 or 6x5 formation). Very likely going to be situational, better against things such as Dwarves (who now have only a 6+ / 6+ save against them with most units) and Saurus (who are being hit on 3's and you're going before) than things such as Swordsmen, Spear-Elves, and so on.

Goblin Wolf Chariot. At once better and worse than a Boar Chariot. Their M9 means they can now reliably charge most infantry units (barring M6) before said unit can charge them. Their impact hits are just as lethal as a Boar Chariot to boot, meaning if you don't expect the Chariot to survive the inevitable counter-attacks you can do the same for less here. Finally, they're less: You can fit 6 Boar Chariots whilst preserving half your Special in a 2K point game, but are just barely crossing over that threshold fielding nine Wolf Chariots, which can shoot too!

As drawbacks, there's one less wound, one less armor, and one less toughness. They don't really gain from the "No more instant destruction", as most of those things can pulp one of these anyways (Orc Chariot = 50% survival rate, Goblin Chariot = 33%). They're still low initiative too for the crew, and lacking the Boar's S5 charge hits they are banking pretty much solely on the impact hits.

Goblin Rock Lobber. Better against light infantry now with no-partials, but worse against tough / armored infantry now that it lost both a point of strength and its "No armor saves" power. Remains the number one character-on-monster killer when it comes to individual shots.

Goblin Spear Chukkas. With the loss of -1 to hit large targets, these are less effective against Hellpit Abominations and the like (almost same hit ratio at long range as a Rock Lobber against such, but said War Machine has a strength and damage advantage to boot). In turn, well, that's their only real loss that I can recall from 8th Edition's rulebook. Combined statline wouldn't help much as you can already get four crew and thus force at least a solid 18 hits on average with S3 (or 15 with S4) before you fire every other turn.


Overall (Special Units): Most units are made slightly inferior, or slightly superior in niche fashions. Spear Chukka remained relatively untouched, and if "Two for one Special Slot" holds to mean "Two count as single choice in terms of duplication", then it's pretty much at no loss barring 5,000+ point games.




And, since it's a very small section, Rare.


Rare Units


Trolls: Vanilla. Pretty much all losses. The changes to regeneration that can make them vulnerable to typical units easier, being only initiative one, cannot Vomit from the second ranks. Only real advantages are that if you can avoid Flaming Attacks they're only minimally worsened, and like Snotlings they can be used as decent Flank Runners (M6).

Trolls: River. Same losses as above, but slightly stronger in combat due to their special rule.

Trolls: Stone. Worsened more than vanilla trolls. Barring being targeted by an Irresistible Fire Spell, they lose out both in terms of dispel function and use of special rule (against non-flaming magical attacks, they'll always use Regen instead of a 5+ Ward). Essentially do nothing against non-Fire spells now. Unless you expect to face all six levels of Fire Magic, probably best to keep these vanilla and save the 60+ points from the unit.

Goblin Doom Diver Catapult. Pin-point accurate now. Since you can drop it directly where you wish, as well as modify the scatter roll by D3 (provided you didn't misfire), a position in the center of a unit should pretty much promise a hit. Since it's S5 and no-save to boot, it's - while hitting less models than Stone Thrower - a better tough / heavy unit killer. Would gain from being under 100 points, but can only be picked twice in under-3K games anyways (the one real disadvantage).

Snotling Pump Wagon. Haha, hahaha. Why do you have one of these? Hell, even with duplication, why do you have four? They're literally slower than everything now - Dwarves have a solid 3" charge-reach advantage over them! The only possible use I can think for them now is to literally run behind your lines in the off chance someone tries to Ambush / Outflank behind you. Otherwise, ignore it completely.

Giant. Well... it's harder to hit now. Mostly at a disadvantage in that it can't break units / negate ranks like once possible, but if run alongside a Rank-and-File unit it doesn't really perform any less well than last edition.


Overall (Rare Units): Trolls are downgraded, Snotling Pump Wagon is nigh worthless (actually, not much change there), Giant slightly downgraded, Doom Divers are snipers now.

This message was edited 3 times. Last update was at 2010/06/24 19:06:02


 
   
Made in us
Longtime Dakkanaut




I would like to apologize for false information I provided earlier:

1) Core Rulebook Prices supercede Common Magic Item prices in Army Books. Exceptions are where the Common Magic Item is unique to said Army Book.
2) Snotlings ARE Swarms now, and thus of mixed use (but less so than I thought). Being only three wounds apiece and toughness two, they are going to die in short order. In return, they are now skirmishers: They can function either as Hard Cover with four bases to the unit behind them, or prove twelve (if wounded on 3's / 2's) skirmishing targets. This change also makes Snotlings unbreakable, which is of mixed use.

Any other errors in the rules I failed to cover I apologize for in advanced.
   
Made in us
Dakka Veteran




Actually the FAQ doesn't need to say that 2 for 1 carries over, as the core rulebook says it. Thus dwarfs, OnG, and so on, can still take up to six bolt throwers.

Manchu wrote:It's a lie, K_K, pure Imperial propaganda. Where's the Talon of Horus, huh? Plus everyone knows the Imperium planned and carried out the invasion of Cadia itself. Bin Abaddon was just a convenient scapegoat.
 
   
Made in us
Been Around the Block





SL,UT

holy crap minsc, that review is BOSS!

nicely done.

and i agree with you on gorbag, that guy is insane. huge blocks of orcs/goblins steadfast with rerolled ld 10? woah.

This message was edited 1 time. Last update was at 2010/06/22 11:53:41


valar morghulis, sucka

WFB 8th ed, pg 446=automatic argument ender  
   
Made in us
Longtime Dakkanaut




Since other people are doing it, Spell Evaluation for Orcs & Goblins!

Little Waaagh!

Gaze of Mork. Unchanged... mostly. One advantage, one problem. Advantage: Practically any Gobbo Wizard can cast it on a 3+ - even a Level 1 wizard with just this spell has a 50% cast rate on 1D6, losing nothing during a failure. Problem: The duplication spell is D6 S2 No-Armor hits. Going off on a 3+ doesn't change that it sucks barring shots on high toughness (since S2 wounds anything now) or high-save no-ward enemies.

Brain Bursta. Comes out slightly ahead being "only" 8+ to cast for 2D6 hits - Goblins get their magic missile relatively cheaper. Slightly better if only due to that and even just a +1 bonus allowing it to reliably be cast on 2D6.

Gork'll Fix It. Mixed. On one hand, Parry now gives nada to the afflicted unit. Magic Resistance 1 likewise. It's still a very good debuff spell as well. The catches? First, you can only have it once per army (not "up to [x] points", ever). Not very useful placed only once a game. Second, it no longer allows you to cause Miscasts. It's nice for forcing a casting failure (Double 6's on 2D6 still ends their magic phase, a single D6 casting rolling a 6 as well), but it won't make wizards go asplodey now.

The Foot of Gork. Er, stomp on small Skirmisher units? Isn't really changed much, other than you can have it only once / army. Since most Goblin spell casters wanted a 1, 2, 3, or 5, this doesn't really matter much. Still at a minor loss.

The Hand of Gork. Limited to once / army is bad. Enemies being able to only hold or flee - meaning nothing like 20 poisoned Javelins to your face - is good. So so, about as much gain as loss (see: Minimal).

Mork Wants Ya! I guess it's slightly better since the one injured can only Ward or Regen now? Not that it matters much: Wasn't a particularly great spell outside certain scenarios anyways.


Overall: Very minor changes. List isn't anywhere near as powerful as BRB Lores, but at least they're simple to cast (nothing worse than a 9+ for single level wizards!). It's pretty much a Hero-level Lore.



Big Waaagh!

Gaze of Mork. Situationally more or less useful than the Gobbo Version? Pretty much how I see this. Again, 3+ for most Level 2 Wizards, and a 4+ for Level 1's. Doesn't change much, other than being the only duplicatable spell in the O&G list. Situationally useful or meh.

'Eadbutt. By itself, slightly at a loss as you're only allowed one / army. Gains that a Level 2 has a 50-50 shot on a single die, and a Level 3 has a 17/18 chance of going off successfully on two (one of the 36th chance the magic phasing ending, one of the 36th an IF / MC). If combined with Nibbla's Ring, useful for forcing the enemy to waste PD as they try to protect a character from being gibbed by 'spam'. Loss from 1 / army, gain from being 6+ base casting.

Bash 'em Ladz. You want this spell. You really want this spell. It, essentially, turns you into High Elves: ASF on the Unit, and Re-Roll Failed "To Hit" rolls that Close Combat Phase. Goes off on only a 6+ to boot: Again, a Lord (Or Hero with Baduum's Staff) can cast this spell with a 17/18ths success rate. Is at a loss being only once an army now, but can definitely shift the tide as you go from taking some 3+ wounds from a charged Spearman unit to striking first (and thus promising full attacks). One of the possible ways to make Horde useful as you now get close to full attacks and are hitting about 75-83% instead of 50-66%. Just remember that, until FAQ'd, it's not ASF.

Fists of Gork. Requires a Level 4 / Staff of Baduum, but can be brought to the same 94% success rate as the first three spells. Limited by being once / army, is neither nerfed (does the exact same thing as always) nor buffed (see prior parenthesis statement). Reliably does the same damage as first spell on 6-8 big units, and doubles in effectiveness for each doubling of unit size (12-15 big it's 2D6 magic missile, 18-22 it's 3D6, from there it scales less linearly but can essentially be a 5D6-or-better spell). Most effective for Anti-Horde / Steadfast work.

Gork's Warpath. One casting value higher than the Gobbo version, can never be given the 94% success rate (can only manage a 80.5% at best, with 2.7% miscast and 16.7% failure). While it has the potential to be nice (I've once ran over my entire opponent's army with a single Gork's Warpath, and still had stomps to spare!), it loses out this edition due to:
1) Warmachines using machine's toughness.
2) Limited to one caster / army.
3) Being possibly only D6 S6 hits for a 10+ cast, which LoM can match with D6 hits wounding on saves with no armor allowed.

Lowered in effectiveness for this edition.

Waaagh! If you have no War Machines, you take this alongside Bash 'Em Ladz. That simple. Bash 'Em Ladz can only make a single, Orc-based unit ASF / Re-Roll. Waaagh! - possibly with a straight 50% (albeit including IF / Miscast) with only 2D6 - gives your whole army:

1) Hand of Gork (unfortunately affects War Machines too - stick them in terrain at the start of the game, how does that get worked out?).
2) Bash 'Em Ladz (but on EVERYTHING).

Is "harmed" by being limited to one / army, but getting it is still an [Insert Gork & Mork Choir] event. Ignore Psychology effects for charges (much less helpful now, barring Terror units), enemy can't stand and shoot (no 20 Repeater X-Bows tearing apart your troops), everything is striking first and re-rolling failed to hits. Means your Ladz are not going last, have something to make up for every other unit having Hatred, and so on.


Overall: Gains, since you can get the first three (four if you Lord w/ Baduum Staff) spells at a 94% success rate. Loses in that your only duplicate spell is a single D6 that situationally may be worse than D6 S2 no-save hits. Useful for providing much needed unit buffs.


Now that the direct spells are out of the way, two more things to point out: Orc & Goblin Special Rules (Including Magic), and their separate Miscast Table!

Army Special Rule

Animosity. This has gained very slightly, lost little, but still sucks eggs. Squabble means no magic still, but "We'll show 'em!" combined with a 2D6+M base charge means that you might see Orc & Goblin units as the fastest in the game (Max potential charge for Seekers of Slaanesh w/o gear? 22. Max charge of Orcs / Goblins on foot w/o gear? The exact same.). Furthermore, enemy units charged in such ways can only "Hold" or "Flee": Unless FAQ'd, this means - as with the two movement spells - that you aren't staring down a "Stand and Shoot" goodness. Of course, it bears mentioning - once more - that "Squabble" still exists.

Waaagh! Gained slightly more, as it's likely called when you want a few good charges anyways and it bears the same problems (1 = D6 wounds) and bonus' (enemy cannot stand and shoot if hit by this movement) like always. Combined with Waaagh! banner, Orcs & Goblins can arguably have the fastest schmucks in the game. Best have a lot of character / magic support though: Otherwise you're rushing to your funeral.

Size Matters. Since Panic Tests are seemingly easier to cause in this Edition, this rule is very helpful as you won't see a(ll that remains at a) unit of 4 Goblins cause your block of Black Orcs to scramble. Since, apparently, this edition that comparison (four Marauders through some Chaos Warriors) could work very painfully. Less a gain so much as avoiding a loss.

The Power of the Waaagh! Useful and harmful, but as always mostly moot. Useful in that if you get an Orc unit 20+ in size in combat, you have +1 PD that phase. Harmful in that a similarly sized Orc unit fleeing is -1 DD to you. Why is it moot? You're rarely hitting at those sizes anyways.


Overall: Animosity and Waaagh!'s are slightly better (but the former still sucks), Size Matters less helps so much as circumvents, and Power of the Waaagh! could be good / bad for its PD bonus / DD loss if it wasn't so hard to get.


Miscast!


Where Orcs & Goblins, humorously, gained most. They use their own, "less harsh", Miscast Table! Side by side:

2 - Instant Death for Caster, D6 S3 hits on all units in the army. In a few unit "Elite" army, not as bad as it's akin to failing the 50-50 failure rate on 2-4, but does less damage as it's a few S3 hits instead of a big scary S10 pie plate dropped on your ladz. In bigger armies (especially larger point games), much worse as I'd take a S10 pieplate on my 130pt Night Goblin Archer unit rather than hits on my 30+ point Boar Boyz, lose crew to my Bolt Throwers (which can be hurt now), watch all my (released) Fanatics pretty much drop dead, etcetera.

3-4 - Instand Death for Caster, S10 hit on models in base-to-base. Mostly better, slightly worse. BRB has a 50% survival rate at this level for the caster. In turn, you're only taking 3-5 hits on your unit instead of a scary fifteen or more. Depends on how much you care for the wizard v his transporting unit, I'd imagine: Level 1 Orc centered in a Horde BOrc Block? Give me this! Level 4 Gobbo Wizard in said 130pt Night Goblin Archer Unit? I'd rather the 50-50 odds. Much better situationally, however, than a 2. For the most part, superior to BRB numerical analogy.

5-6 - D3 S4 hits on the caster with no Armor Saves allowed. I'd definitely take this over 5-6 in the BRB, especially on a Great Orc who is being wounded on 5's (and thus on average is suffering maybe one wound from this Miscast). One solitary wound on the caster > > > S10 small blast on his head and -D6 extra power dice from the pool.

7 - Caster loses the spell they Miscast. Potentially no harm (Oh no, lost Gaze of Mork!), possibly horrible (My one Waaagh!, noooo!). IMO, roughly on par with the "Models in base to base suffer S10 hit, D6 lost from the pool". S10 schtick is nowhere near as bad as a perma spell loss, but D6 from the pool could definitely balance it out. Less directly harmful, but might be indirectly devastating.

8-9 - Caster takes a wound with no armor save. Mixed. S6 hit on all wizards is at once worse for the Wizards in the BRB (possibly wounding every caster on their side of the table), but it's not a sure thing (you still have to roll to wound). Would rate it ahead as you aren't losing D6 Power Dice to boot (See: Orc & Goblin Magic Phase doesn't end whenever they miscast!).

10-11 - Caster is Frenzied and Stupid for the remainder of the game. Not as bad as last edition (you can test to restrain charges now), but still mixed. On one hand, you lose no spells. On the other, failing stupidity is akin to losing all your spells for the next turn. Would rate it better overall, so long as you have a general / got this on an Orc Great Shaman. Terrifying for a Ld. 5 Night Goblin Shaman.

12 - Casts with Irresistible Force. This borders between completely worthless, and possibly pure evil, depending on the FAQ. Why? It's a very slim chance (See: I highly don't expect it), but if ruled in such a manner, you could get the same spell cast twice with IF at once. Can you imagine a double-Waaagh? All friendly units move 4D6" towards the nearest enemy and gain ASF-lite with Eternal Hatred? Keep in mind that this is just wishful thinking: most likely, it just means "Ignore 12 results, re-roll on the table".


Overall: Situationally, more or less devastating. You aren't frying your Black Orcs with S10 large blasts over their head (YAY!), but you also are neither dropping said blast over your enemies heads (Aw...). You aren't losing Power Dice with pretty much any miscast (YAY!), but you also are pretty much turning the hit Shaman anywhere between slightly bruised (Great Shaman 5-6 / 8-11) and chunky salsa (Aw...).
   
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Neenah

I'm wondering with regard to army specific lores, if the FAQs will overhaul them completely like the standard lores in the rulebook.

ZF-

 
   
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[DCM]
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Toowoomba, Australia

Thanks for the huge reviews guys.

The focus of my army is NGs.
I also play almost exclusively at tourneys so need 'all comers' lists.

My main issue is HW&Shield vs spear and shield.

Personally I'd now go the spear route, yes I know they suck in combat but without the buff from HW& shield anymore to armour save I think more attacks would be worth it. Yes I know parry is there.
Nets are almost essential now with the loss of the HW&shield buff to armour save.

Full commands as I always do.

I always take units of 35+ so no real change there. I don't think that it is worth running them 10 wiade for stubborn (unless generals ld can be used for stubborn).
I want ranks, not width.

Fanatics spraying out in all directions even more important now to knock enemy ranks down. Will be interesting what will happen with the randomised charges... currently you can choose to stop after fanatics are released. If they plow on through the larger enemy units will invariably end up on top of my fanatics and 2d6 st 5 armour piercing hits, times that by 2 or 3 and it will be devestating.

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Something to keep in mind Gonads: Unless I missed something in one of the FAQ's, Fanatics destroyed will panic nearby Goblin Units. Single fanatic can be more devastating rolling doubles near your general-isolated NG unit than plowing through causing six kills.
   
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Waaagh_Gonads wrote:
The focus of my army is NGs.
I also play almost exclusively at tourneys so need 'all comers' lists.

My main issue is HW&Shield vs spear and shield.

Personally I'd now go the spear route, yes I know they suck in combat but without the buff from HW& shield anymore to armour save I think more attacks would be worth it. Yes I know parry is there.
Nets are almost essential now with the loss of the HW&shield buff to armour save.

Full commands as I always do.

I always take units of 35+ so no real change there. I don't think that it is worth running them 10 wiade for stubborn (unless generals ld can be used for stubborn).
I want ranks, not width.


You do know that 10 wide does not get you stubborn? Having 10 wide formations allows you to get an additional rank to attack in combat along with the front rank and the supporting attack rank. This makes spears an awesome choice for Night Goblins as they are so cheap I don't know why you would not take units of at least 50-60. 40 of those NGs would be able to attack in combat (assuming the entire front rank was in base contact with their opponent). What gets you the steadfast rule (essentialy stubborn) is having more ranks of troops than your opponent. Even in 10 wide formations this should not be so hard. If NGs are going to be your theme than you should be taking large units of these. With nets they are even more longstanding in combat, and being able to dish out 40 str 3 attacks every combat phase is nothing to sneeze at.

Another thing you should look into is Shortbows. These are now upgraded to 18" in range which makes them a little more useful. Fire in two ranks plus volley fire ranks. If you take my advice on the size above that is 35-40 shots a turn, plus stand and shoot. Even with just bows the NG formation would still get 30 attacks. Also note that you may be able to squeeze in two stand and shoots with random charge distances now.
   
Made in au
[DCM]
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Toowoomba, Australia

Yeah I got mixed up on the horde rule

I have tried a 10 wide unit in this edition and it was a disaster.

So prone to combo charges it just melted away.

However I also just reaised the spear armed NGs can still use HW & shield if needed.

On the issue of shortbows, will it still be only those in range or is it from the front rank only?

For some stupid reason GWOZ is not letting anyone look in the book until the week before release, even though they are in the store windows.

2025: Games Played:8/Models Bought:167/Sold:169/Painted:140
2024: Games Played:8/Models Bought:393/Sold:519/Painted: 207
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2020-2022: Games Played:42/Models Bought:1271/Sold:631/Painted:442
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That is pretty slowed that GW is not letting you heck out their book. My GW store in Washington has been letting people look over both the hard and soft copy, and it is like that for the Battle Bunker and another Independent hobby store as well. You ought to send a complaint to customer service. How are you supposed to know if you want to pre-order it if you can't look at it.

Anyway to answer your question the front two ranks can fire, and then half of each additional rank can fire after that so if you had 100 NGs with bows/10 wide the front 20 would fire full, and then 5 for each rank after to equal 40. This would be a total of 60 shots. I am pretty sure all models have to be in range though, but I could be wrong.
   
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Longtime Dakkanaut




Don't take horde formation on NG's - they're much too frail for it. Trust me on this: They're barely able to successfully hold a single enemy unit with a character, BSB in range, and several spare ranks. Going horde for +1 wound that round (NG's aren't Common Gobbos: They can't have a BSB stuffed in them for Poisoned Attacks) in return for two-or-more units hitting (and thus only one being netted) is something you don't want to face down. WS2, T3, 6+ save does not work with horde.

On Short Bows, however, I'd suggest the typical 6x5 block. You're still getting some 21 shots a turn, and it's only about 110pts if you bought just command too (if you disregard netters and use them just as bow / fanatic delivery, you can buy two fanatics at 160pts total for that unit). Bows are much better this edition, as my 36 Arrer Boyz block will attest to (sure, it's still so-so accuracy and so-so strength, but when facing non-T4 enemies it can quickly whittle them down with some 3-5 wounds from shooting a turn).

O&G have the advantage in that their Archers are affordable enough to run not in MSU's of 10-20, but can be full on blocks (250 points for 36 Orc Arrers w/ Command or 160pts for 30 NG Archers w/ a pair of Fanatics and Command) wherein some armies are getting barely past 15-or-so at that price: Your archers don't have to be mutually exclusive in function, and can double either as a minor offensive base (Orc Arrers being S4 the first round with an A2 S5 [first round] unit champion) or somewhat reliable tarpit (the NG's if within the Generals' / BSB's / both's range).

If you're trying to get massive shooty death, I'd have to suggest Common Gobbos instead as - while more expensive - they can be upgraded to Poison and thus put out a lot of hurt in a single turn (24 shots = 4 wounds by default assuming averages, let alone the rest of the shots / hits).
   
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Excellent review Minsc......
/subscribed
   
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I've taken NG's in horde formation in a couple of games and had it work out really well so far. Obv, it is situational. But the extra attacks can be really helpful and the extra bow shots too.
   
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Killjoy00 wrote:I've taken NG's in horde formation in a couple of games and had it work out really well so far. Obv, it is situational. But the extra attacks can be really helpful and the extra bow shots too.
Bow shots are nice, but your gain is minimal beyond the front two rank's additional firepower (Ex: The difference between a 6x10 and 10x6 formation's shots? +4 shots for the 10x6).

I just don't see the point in horde NG as it's so much easier to get a tarpit via deep than wide. Width's main advantage is for Fanatic Delivery in case you want to be sure the enemy has to drop their rumps right overtop a Fanatic (Ex: Your unit is 10-wide, and thus now has a 200mm / 8"-ish front. Enemy gets 8" away. You point Fanatic from one far corner in a very low-angle line, thus moving the distance but likely keeping it within the enemy's path to boot). Wide leaves you open to the risk of a combi-charge, which can quickly turn fatal for NG's when they lose their netting capability.

Not necessarily useless all the time, but as you said it is situational.
   
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It's also much easier to reform in and out of horde. I don't think it makes sense to think in terms of "this unit is horde or not horde." With the new rules, and if your BSB and general are nearby (which they should be), it is very easy to get into or out of horde mode as needed. I think ruling it out is silly. Why not get the extra 4 shots when you can

   
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Tried a pair of games with a Level 4 Orc Great Shaman w/ the Staff of Baduum. From what I've seen, they can be worthwhile... if you burn the enemy's dispel scrolls early on (yes, scrolls: A lot of players have some alternative in their book to get two or even three scrolls still).

Waaagh!, if going a low-on-war-machine army, is good if you can get most of your units in combat that turn or Fanatics are already released. ASF + Re-roll failed to hits means that against a few armies (Wood Elves and Dark Elves, for example) you can lay some preemptive hurt, while for others (High Elves) deny them their big advantages by going simultaneous (no chance of wiping out a rank of fighters beforehand), removing their re-rolls to hit, and re-rolling to hit yourself.

Bash 'Em Ladz goes off on a 3+, meaning 2D6 have a 97% chance of getting it and an average casting value of 11-13 (+5 from Levels & Staff). Heck, on a single D6 50% of all successful castings will be on a 10+.

Fists of Gork, goes off on a 3+ as well, can really weaken up enemy units (On average does 25%-33% casualties to a unit in a single casting before saves). Better yet, it's also a 97% success rate on 2D6 meaning you can very likely force someone to use two-to-three dispel dice (or even a scroll, depending on the target unit).

These are the only three spells I can really "recommend" / encourage you to try and get for a Great Shaman, with 'eadbut my most recommended 4th but the other ones about on-par. 'Eadbut is only a single hit, but S5 and picking out champions can be nice. D6 S4 isn't that great, and pretty much something to save the last D6 of a phase for in case you run out of other spells. Warpath would be nice, but it risks you stomping on one of your own units (which, if fielding Cavalry, is bad).


The problems stated above still apply, though. In a 2K game, you're probably only going to have a (Night) Goblin Warboss with Mr. Level 4 w/ Staff of Baduum (or an Orc Warboss without too much magic gear). You're still putting 260pts (or more) into a model that can - on a single bad roll - have a 16% chance of blowing itself up. Finally, since it's a Level 4, that's all your Big Waaagh! spells (well, essentially) down the tubes for the battle.

He can be useful because, well, 5 D6 and you can get one spell off on an average of 2, 2, 3 or better (giving the whole army ASF, Re-Rolls, and a 2D6 movement) and a solitary unit (after that's invariably dispelled) the ASF Re-roll combo. Just be careful choosing one, as - even T5 w/ three wounds and up to a 4+ Ward - they aren't too durable and if you roll poorly for spells you can wind up with a 260pt sink.
   
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Buena Park, CA

Well, after buying a rather large lot of Orcs, I have broken them back out for 8th, and surprisingly, I have shoved my beloved 90 khorne warriors with two hand weapons aside, to make way for my 230+ Orc horde army!

I have played a very good number of games and I must say, Orcs are extremely brutal now, and for a number of reasons...

-In almost all of my games, I have gotten at least 2 charges off on turn 2. Yes, turn 2! Usually using the army wide WAAAGH! does the trick along with the charge distance, and when all else fails, throw 6 dice at the WAAAGH! spell and let its magic go to work!

-Power/Dispel Dice. Based off of my own experience, I am noticing OnG being a top magic army in terms of dice. Once I get into combat, Idol of Mork, and The power of the WAAAGH!, generally get me to an easy 12 power dice... And with dispel, throwing Spirit Totem on a 55man Big 'Un unit, along with Staff of Sneaky stealing... well lets just say Ive been getting on peoples nerves, and its gotten to the point where Im shutting down Lizardmen magic phases, and severely crippling High Elf magic. Maybe its just good dice rolls but its seeming all too easy to butcher magic phases with Orcs.
--As a side note, Ive heard from almost everyone I play (and I 100% agree) that the WAAAGH! spell is one of the best in the game... Something about 2 40man (10wide) Black Orc units (one with Banner of Butchery, the other with Armor Piercing banner) charging with 2 hand weapons, and striking first with rerolls to hit, let alone that the entire army is getting the ASF/Hatred... isnt making my opponents to fond of the army!

-Orcs are extremely cheap, and toughness 4! Let alone the fact that Im running 230+ Orcs (80 of them being Black Orcs!), they are even harder to kill then units from other horde armies, which is proving to be a big advantage... for me at least! And if you plan to go with giant mobs of Orcs like me, be sure every unit has a Black Orc Big Boss... when you have units of 50+ guys, d6 is pretty sparse. And trust me, the last thing you want is 330 points (575 if Big 'Uns with Spirit Totem!) of dumb.

-Probably the pride and joy of my army, is my Black Orcs. Now for the record, every time I pull out the army for a game, or at least some time during the game, I get either my opponent or someone watching the game, say that Black Orcs cost too much for what they do. I strongly disagree, and so far I have proven that fact in everygame. Minsc has already said all the bonuses that they have gained, so Ill leave it at that. But as a personal aproach, I find them to be extremely worth while, especially 2hand weapons with Armor Piercing banner, or Great Weapons with Banner of Butchery... of any combination of the four!

This message was edited 2 times. Last update was at 2010/07/16 09:28:08


 
   
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NC, USA

Haven't broken my orcs out in a long time - was waiting for 8th edition to hit and the FAQs and stuff. Are they really competitive again or is it more of people are getting used to 8th edition still?

If you don't mind, could someone throw up a decent orc list on here - I'm looking for some ideas to make a tournament competitive list. Thanks!
   
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Buttlerthepug wrote:Black Orc units (one with Banner of Butchery, the other with Armor Piercing banner) charging with 2 hand weapons, and striking first with rerolls to hit, let alone that the entire army is getting the ASF/Hatred... isnt making my opponents to fond of the army!
Just a heads up... that's not allowed. Unless you have a BSB in one of those units, at least. One unit of Black Orcs in the army may carry a Magic Banner up to 50pts. Not any (unless this was FAQ'd away).

Buttlerthepug wrote:-Orcs are extremely cheap, and toughness 4! Let alone the fact that Im running 230+ Orcs (80 of them being Black Orcs!), they are even harder to kill then units from other horde armies, which is proving to be a big advantage... for me at least! And if you plan to go with giant mobs of Orcs like me, be sure every unit has a Black Orc Big Boss... when you have units of 50+ guys, d6 is pretty sparse. And trust me, the last thing you want is 330 points (575 if Big 'Uns with Spirit Totem!) of dumb.
Going out on a limb saying this is at least a 3,000pt list. Am I right here?

As for price, I still feel BOrcs are too much. But then, I don't like fielding 30-big blocks that cost nearly 500pts: Too use to Big 'Uns (about 400 after magic standard), Boyz / Arrers (Barely 250-ish when 36 big), Goblins (250 for 36 and three fanatics!), and so on. I haven't tried them yet this edition (well, barring once with Grimgor), but they are costly.

On a side note: That unit with Grimgor ate enemy units. The problems were:
1) 750pt unit (24 BOrcs, Waaagh! Banner, Shields, Grimgor), thus didn't make its points up.
2) Used in "play everything you have" megabattle.

   
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Connecticut

Waaagh_Gonads wrote:The focus of my army is NGs.
I also play almost exclusively at tourneys so need 'all comers' lists.

My main issue is HW&Shield vs spear and shield.
I saw this mentioned in another thread.

Warboss Grimfang mentioned using units of 50 NGs each. Each unit would cost 200 points with spears. He then spammed NG heros, which cost 34 points with a great ax. For that cost, he could field 5 of those heros in that unit, allowing the front line to have 15 STR 6 attacks. Now, the drawback is that one NG hero can be plucked out per round by an enemy character, but will the other gobbos be enough to win combat early?

I am just getting into fantasy so my tactics are not formed yet, but that sounds like a weedy little goblin trick.
   
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Enigmatic Sorcerer of Chaos





Buena Park, CA

@Minsc, yeah one of the Blorcs had a BSB in the unit, guess I shouldve said that originally. And yes, it was a 3250 as that is seeming to be the new average point game, at least in my area anyways!
   
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Buttlerthepug wrote:@Minsc, yeah one of the Blorcs had a BSB in the unit, guess I shouldve said that originally. And yes, it was a 3250 as that is seeming to be the new average point game, at least in my area anyways!
My GW, most people are still at 2K. To be fair, while we have about a dozen confirmed fantasy players (that I can think of off the top of my head), only about four have any of their armies consistently at 3K or more without fluffing out characters. Four non-staff, anyways. Most just do 1500-2500pt lists.

Back to the subject, BSB makes it slightly better, but I'm not as fond of magic standards on my BSB due to the fact that it means only a 3+ save (at best) on the BOrc, 5+ if on foot. Armor Piercing is great (especially for BOrcs: Additional Choppa + extra rank = about 19 S5 minus-three-penalty-to-save with only a six wide front, if for some reason moved to ten likely 25-29 now), but the BSB is vulnerable once any attacks are thrown their way (Only two T5 wounds with a 3+ or 5+ save, depending on if on a boar). Since Orcs can really benefit from the BSB rule, I often take him with some defensive focus (5+ Ward common magic item, and if I had the model I'd slap a boar too for a 3+ / 5+).

Speaking of which, Orc players will love BSBs now, if they didn't take them before. I pretty much always leave 160-ish points open to stuff one into my lists now. Really worth taking, especially when combined near a general.
   
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Buena Park, CA

Ya I agree. I only used the Standard on BSB in one game, and while it was fun, he did die alot easier. I for one will usually protect my BSB over anything, as I know from my last game, when your BSB dies, especially with low LD armies, I start to panic and end up losing due to a few bad tests that could have been rerolled if it werent for my BSB dieing (although he only died in that game due to purple sun >: O )
   
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Buttlerthepug wrote:Ya I agree. I only used the Standard on BSB in one game, and while it was fun, he did die alot easier. I for one will usually protect my BSB over anything, as I know from my last game, when your BSB dies, especially with low LD armies, I start to panic and end up losing due to a few bad tests that could have been rerolled if it werent for my BSB dieing (although he only died in that game due to purple sun >: O )
Odd that the Best Basha makes you more likely to survive that.

Typically I go for a 5+ Ward on the Standard Bearer, whatever armor I can spare (Heavy Armor, of course, and if a boar mounted BSB model available that too), and Martog's Best Basha. Ignores between a third and seven-ninths successful wounds (1/3 for S5 v foot, 7/9 v <S3 mounted), and can still do a lil' hurt as well.

To my knowledge the best that can be done durability-wise for Orcs a 2+ / 5+ via Dragon Helmet, Heavy Armor, Boar, and the 5+ Ward Save Item. Second best is a 3+ / 4+, which can actually be better depending on what you're fighting. Best you can get on foot is a 2+ save (no ward), which is better against penalties of -2 or less, 5+ / 4+ (Heavy Armor & 4+ Ward), 4+ / 5+ (Heavy Armor, Helm, 5+ Item, can give minor advantage v Fire Attacks), then 5+ / 5+ (Heavy Armor and 5+ Ward item). Obviously boar mounted get it much easier / better, but on foot can still be made somewhat decent (at the cost of most offensive capability barring the last two options).
   
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Buena Park, CA

The only trouble with putting him in a boar (as I did try this in one game. Is the fact that he can be picked out in a unit other than boar boyz. I never thought about the Best Basha, I might actually try that out, as there is alot of people I see using Death/Shadow and that can definitely make me a tad safer for some of those devistating spells.
   
 
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