With a buncha boyz and their warboss.
In all seriousness, I'd figure out whether you want to use Goblins/Orcs a bit more than the other as core, and run with it from there. There's plenty of big hitters, tarpit units, and enough decisions to make you pause for a while.
Goblins make cheap tarpitters, night goblins even better, but at the same time can fail, and some armies they are horrible, horrible to tarpit against (Lizardmen) While standard boyz can deal some damage back as well as being an effective tarpit, if more expensive, they will at least hurt some things.
Some of the better Hammer units in the book are a kitted out frenzy orc bigun' horde with AHW's and a shaman giving them 5++ saves, this is a very high amount of attacks horde, dealing alot of damage through power of fury swings
Another good hammer unit is the Black Orc Mob, unlike the shamans they'll be relying on their armor save, but you can save the bigun upgrade for something else, not to mention the black orb mob is the jack of all trades, smash it good type. Being strong, carrying all the weapons you'd need (along with shield) for various purposes, and won't be affected by animosity, not to mention they cannot be misdirected like the frenzy horde up above.
There's no real "bad" units in the codex, surprisingly near everything is viable (except maybe the giant, but I like him anyways)
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