Sile wrote:Oops; I forgot to mention that the BO's have the banner of butchery.
The reason I was taking the spirit totem is for the extra dispel dice (Okkam's Mindrazor will destroy me :v)
Keeping the Spirit Totem is a great idea, hence why it was suggested (+3
DD is always helpful). The thing was, don't give him a Magic Standard - Orcs don't do Magic Standard
BSB's. They have an advantage in that they're T5 instead of most other
BSB's T4... but then have only a 5+ save. With no Ward.
BSB is also probably going to be important as Orcs are only Ld9
with Grimgor. That Re-roll of Ld9 changes it from a 83% success rate to about 97% (when sans modifiers). That's
very helpful.
Sile wrote:But I can see the point. Maybe turn the BSB into a cheap orc boy with shield armour, and spend the points elsewhere?
Well, if I'm right on points right now:
Replacing the extra-attack Banner (which hopefully you'd never need with Grimgor's unit - if it comes to that point there's a big problem) with the Spirit Totem frees up 25pts (alongside the two from the no-shield
BSB) for a total of 27 points taken from the 2420 (so 2393 now). You're going to want to put 30 points down for two Orc unit champions, as those 6 S5 attacks can come in handy. Black Orc Champion I suggest keeping (Normally I'd tell you to remove), if only because he's there so that when any enemy Champion / Hero decides to be a pain and go "Grimgor, I challenge you!" you can go "Hah, no. Boss, take care of him." Grimgor's forte is wiping out one whole rank of the enemy, that amazing T5 1+/4+ save Dwarf Lord is much less durable to an overrun than he is a Challenge (as opposed to his comrades, who are likely going squishy soon).
From what I can see right now, this leaves a vanilla
BSB and the upgrade-needing
NG units for about 77 points left. You want at least ten more Goblins in each unit (At least enough to go 6x5 or 5x6), but sixteen I'd say is better. You also want to give the
BSB something to protect himself, even if only a Best Boss 'At. The BOrcs could do with shields too, as sometimes it's better to get only 12 S5 attacks with a 4+ / 6+ save (reducing incoming active combat resolution against you) than it is to make an extra five attacks. All I can see to possibly trim points are:
1) Drop some BOrcs. 35 is a good number in that it's hard to drop down to the point that you're losing attacks (need to lose 25 models before you lose any attacks) and thus ensures a longer Steadfast. However, it's a lot of points: 35pts more after shields. Dropping even just three BOrcs not only cuts out the cost from shields, but saves seven more points from there (+35 for shields, then -42 from the Boyz removed). From there, it's your choice whether you keep the last two / three to buff up the last rank (and require still 21-22 casualties before you lose attacks) or cut them for even more points (two more brings you to 112pts "free" to allot to the
BSB and Night Goblins).
2) Drop a Night Goblin unit, assimilate the two together. -35pts removed from nets, as well as -6 from the musician's departure. Leaves you with enough to make a 6x6 brick (or, if you have the spare points, just add three models to get 6x7), and the two options range from freeing 50 to 32 points (respectively) while keeping two Fanatics in your list. Problem here being that one big unit is much less reliable than two, if it leaves more points (plus, if you did do that to bring the total free points to 162, what would you spend all those extra points on?).
Sile wrote:I can see your point about the Night Goblins; Perhaps a unit of 40-50? Spears worth trading the parry save in for?
I usually go
HW&S. Spears give you an extra six attacks... but you're WS2 and S3. You're getting on average one extra wound a turn against an Empire Swordsmen unit: A T3, 5+/6+ save, unit. The parry gives you minor immunity to some attacks, which means less active combat res (and longer Steadfast) against the Goblins.