RiTides wrote:I like the look of it a lot, and would be interested in seeing feedback you get. I'm particularly wondering on the appropriate size for orc units and boar boyz, and the orc vs goblin lore.
I'm hoping to do an all-orc list but need the wisdom of Dakka

. I will probably borrow most of this list for my starting point!
My take on it is for all orcs:
Since you get the +1 strength for orc spells when you have more units in combat than fleeing, you'll want bigger units to keep steadfast. Orc magic is mostly direct damage, so you'll want some way to keep shaman out of the fight, safe, and supporting with that magic.
The type of build that comes from that is a few large units that won't break to hold the enemy and give +1 Strength.
To give the shaman both mobility and durability, I would toss them onto boars, and stick them in boar boy units with maybe 6 or 7 boys, plus the shaman.
That should give you a pretty good mix of holding units, with support wizards, who can charge into the flank should you need more combat res. By going 7 or 8 wide, you'll be able to charge and keep the shaman out of base to base.
And of course, you'll want a few war machines just so you don't get left out of the shooting phase.
With pure goblins, I'm maximize the base spell. Blocks of 30 to 50 goblins, with armor piercing is decent, with re-rolls to hit and wound, it's awesome. At 150 to 200 points a block, I'd go with several goblin blocks and work for the flanks. The downside of this is that you'll need to do lots of reforming with lots of models. It's tough to get movement trays that work for this, and it's a pain in the ass to have ~300 or 400 models in an army. With goblins, I'd add in a few warmachines just to put pressure where you need it.
-Matt