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Made in au
Orc Bully with a Peg Leg





Sydney, Australia

I'm fairly new to fantasy and planning on what is a good list for a staff tournament coming up

Here is what I have currently, and C&C would be very welcome.

Grimgor Ironhide

Orc Great Shaman
Level 4
Waaaagh Paint


Black Orc Big Boss
BSB
Mork's Spirit Totem
Heavy Armour
Shield

29 Orc Boyz
Muso
Standard
Extra Choppa

29 Orc Boyz
Muso
Standard
Extra Choppa

20 Night Goblins
Muso
Fanatic
Nets

20 Night Goblins
Muso
Fanatic
Nets

35 Black Orcs
Full Command

5 Squig Herds

2 Rock Lobbas

2 Doom Diver Catapults



This is currently 2420 if my maths is correct.

I do have 80 points to spend; I'm not sure what on though. More Wargear or some cav? 2 Snotling Pump wagons?

This message was edited 1 time. Last update was at 2010/08/22 05:13:51


All things Eldar
http://ateldar.blogspot.com/ 
   
Made in gb
Mad Gyrocopter Pilot




Scotland

That looks like a fun list. Big blocks of infantry with artillery to back it up. Maybe spend your leftover points on a night goblin shaman with dispel scroll for insurance against magic heavy armies?
   
Made in au
Orc Bully with a Peg Leg





Sydney, Australia

Yeah; I could drop the level 4 to a level 3 and take a level 1 with the sneaky stealing staff. As it stands I get rank bonus worth of dispel dice. However, I don't think my BSB or Shaman will survive being with their unit in combat?

All things Eldar
http://ateldar.blogspot.com/ 
   
Made in us
Longtime Dakkanaut




Sile wrote:Grimgor Ironhide
35 Black Orcs
Full Command
A 6x6 block of this is a dead 'ard unit - 12 S5 attacks w/ 4/6+, 18 S5 attacks w/ 5+ save, or 12 S6 attacks w/ 5+ save (assuming you were smart and bought shields), in addition to Grimgor's 7 S7 attacks, and with all this Hatred, you'll tear through most enemy units like a hot knife through butter.

The problem is, this is an expensive block: Over 850pts. The thing to keep in mind is not only how 'ard it can be, but how much of its points it can make up. Do you think this block could make up 850pts in the game, either by killing that much or protecting an equal amount of your force (See: Keeping a unit or three from getting gibbed as the attacks go on the BOrcs)?

Sile wrote:Orc Great Shaman
Level 4
Waaaagh Paint
Go Savage Orc. Really, the 6+ Ward Save for a few points more (and Frenzy, which is much less negative this edition) means you are pretty much getting a Talisman of Protection & Additional Choppa for a steal.


Sile wrote:Black Orc Big Boss
BSB
Mork's Spirit Totem
Heavy Armour
Shield
Drop the Spirit Totem, or put it on Grimgor's brick. BSB should not have it, especially with all the character-sniping tricks this edition. You also can't have a shield, due to Orc Rulebook statement (where it talks about a BRB). I'd drop the Spirit Totem for some protective gear on said BSB - either a 4+ Ward, a 5+ Ward w/ a 4+ save, or so on, and maybe Martog's Best Basha (WS7 = WS≤3 needs 5's to hit now).

Sile wrote:29 Orc Boyz
Muso
Standard
Extra Choppa
Take a Champion. It's really, really worth it for regular Orc Boyz (3 S5 WS4 attacks? Woo!).

Sile wrote:20 Night Goblins
Muso
Fanatic
Nets
These aren't going to do much. Single Fanatic can do a little harm, but that's about it. They won't hold for diddly at 20-big. At all.

Sile wrote:20 Night Goblins
Muso
Fanatic
Nets
See above.

Sile wrote:5 Squig Herds
Nothing wrong here.

Sile wrote:2 Rock Lobbas

2 Doom Diver Catapults
See above.

A Snotling Pump Wagon pair is most useful as Flank / army rear protectors. They don't do much on their own (much too slow to advance ahead, and they won't kill anything short of a Skirmisher or small Ambushing unit), but they do slow the enemy down as well as limit their deployment (as, while they'll likely kill the 40pt blighter, you'll likely get some of said points back with your 2D6 S4 auto-hits).
   
Made in us
Rough Rider with Boomstick





I agree with everything Minsc said with the exception of the Savage Orc Great Shaman. While it's true that Frenzy isn't as bad, it does force you to pursue fleeing enemies. While this wouldn't be a big deal in 7th, in 8th you can reform if you hold, and this is huge, especially if the enemy breaks on your opponent's turn, because you can set up charges for your own turn.
   
Made in au
Orc Bully with a Peg Leg





Sydney, Australia

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)

But I can see the point. Maybe turn the BSB into a cheap orc boy with shield armour, and spend the points elsewhere?

I can see your point about the Night Goblins; Perhaps a unit of 40-50? Spears worth trading the parry save in for?

All things Eldar
http://ateldar.blogspot.com/ 
   
Made in us
Longtime Dakkanaut




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.
   
Made in au
Orc Bully with a Peg Leg





Sydney, Australia

Alright, taking all that into account; here is a new list.

Grimgor 'Remove a Rank' Ironhide

Black Orc Big Boss
BSB
Heavy Armour
Shield
Warboss Umm's Best 'At
Martog's Best Basha (Worth it? I4 S5 all the time now?)

Orc Shaman
Talisman of endurance
Level 4

30 Black Orcs
Full Command
Shield
Mork's Spirit Totem

29 Orc Boyz
Extra Choppa
Full Command

29 Orc Boyz
Extra Choppa
Full Command

49 Night Goblins
Muso
Std Bearer
3 Fanatics
Nets

5 Squig Herds (How should I run these; 1 big unit? 3 small units? 2 units?)

2 Doom Diver Catapults

2 Rock Lobbas

That's 2479.

This message was edited 3 times. Last update was at 2010/08/24 03:26:55


All things Eldar
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