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		<title><![CDATA[Latest posts for the thread "2250 Orcs maybe tournament bound"]]></title>
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				<title>2250 Orcs maybe tournament bound</title>
				<description><![CDATA[ I'm trying out Orcs for 8th edition, what do you think?<br /> Orc Warboss<br /> eavy armor<br /> Best Basha							<br /> Spiteful shield											<br /> 			166											<br /> 29 orc boy zCmd shield											<br /> 			365											<br /> 12Black Orcs Shields,<br /> 			168								<br /> 12 Black Orcs Shields<br /> 			168				<br /> 29 Big Unz lt. aror  <span class="glossaryitem" onmouseover='gp(184);'>Cmd</span> shield											<br /> Nogg Banner of Butchery		<br /> 1 Orc Big BossBSB eavy armor, Morks Spirit Totem											<br /> 			493											<br /> 29 orc boyz lt. aror , choppa <span class="glossaryitem" onmouseover='gp(184);'>Cmd</span> shield											<br /> Orc Big boss eavy armor/shield sword of battle			<br /> 			300											<br /> 10 orc arrer boyz	<br /> Great Shaman <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 4 Power scroll any doubles is IF<br /> 			305											<br /> 10 orc arrer boyz	<br /> Orc shaman <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 Feedback scroll<br /> 			210											<br /> 3 Boar chariots	<br />                         240<br /> It's not a very subtle list. 3 big blocks of boyz in the center,  chariots inbetween the blocks, 2 smaller blocks of black orcs on the flanks, 2 blocks of arrer boys to escort the shamen around and hold objectives. I figure running the first turn for 8", Waaghing on the second (unless my opponent obliges me by running toward me on his first turn assuming he gets to move first), running forward 8", and the <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 4 Shaman (hopefully) gets the Waagh spell off with IF without killing himself for an extra <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> for all of my units. On average my blocks with black orcs and the general should be moving  3"+8"+7" on the Waagh -waagh turn with <span class="glossaryitem" onmouseover='gp(474);'>ASF</span> and rerolls for the Waagh spell. the other blocks should waagh unless they roll a 1. What do you think?<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 23 Dec 2010 07:19:24]]> GMT</pubDate>
				<author><![CDATA[ anewbre]]></author>
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				<title>2250 Orcs maybe tournament bound</title>
				<description><![CDATA[ Are your orc bosses black orcs or normal? If they're normal they cant take heavy armor. Being black orc may cost more but they also have a bunch of extra choppas, good for your <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>. Not an exact big fan of black orc units though. While heavily armed I'd rather get some more normal orcs. Curious to see an all orc list, dont see them much since goblin units like warmachines or nights are almost always included. Looks fun if you dont botch your animosity.]]></description>
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				<pubDate><![CDATA[Thu, 23 Dec 2010 17:08:27]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>Re:2250 Orcs maybe tournament bound</title>
				<description><![CDATA[ The bosses are regular orcs - I will have to change the the armor. I chose the black orcs to guarantee getting the waaghs off. I have found goblins to be next to useless and with the new charge rules I should be in hand to hand by turn 2 (or 3 if my opponent is hugging the back edge) and I can't see a warmachines doing enough damage in 2 shots to make back their point cost. This is theory hammer at the moment but I hope to try them out next week.]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2010 08:31:25]]> GMT</pubDate>
				<author><![CDATA[ anewbre]]></author>
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				<title>2250 Orcs maybe tournament bound</title>
				<description><![CDATA[ change your black orc big boss with sword of battle into an orc big boss with gambler's armour and shrieking blade. <br /> that way he'll have a 4+ armour (including shield), 6+ ward and causes fear. and he still gets the parry save. or maybe give him the gold sigil sword.]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2010 13:13:37]]> GMT</pubDate>
				<author><![CDATA[ Renbags]]></author>
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				<title>2250 Orcs maybe tournament bound</title>
				<description><![CDATA[ I can not stress enough the importance of taking the combo of:<br /> <br /> Horde of Bigguns<br /> lvl4 orc great shaman<br /> lvl2 goblin shaman x2<br /> <br /> Combined with the Waagh, my regular opponant gets into combat turn 1, 2 at the latest because his magic phase is so potent.  Combined with the spirit totem and the staff of sneaky stealin, your opponant gets no threatening magic phase, and you have multiple chances for moving units and getting rerolls in combat.<br /> <br /> Other than you not having any hordes or little magic, the list looks fine.]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2010 13:57:40]]> GMT</pubDate>
				<author><![CDATA[ Nagashek]]></author>
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				<title>Re:2250 Orcs maybe tournament bound</title>
				<description><![CDATA[ Thanks for your replies. I can make the changes that you have suggested. Should I move the War boss to the horde of biguns to guarantee them waaghing and the spirit totem to another unit? I designed the army to have to many important targets so my opponents would have to split their fire (or attention) to deal with many threats. Of course 40 biguns can soak up a lot of fire and having a 3rd row of attacks is great too.<br /> <br /> As far as magic is concerned, I chose the 2 orc shamen to guarantee getting the waagh spell. That's perhaps overkill. Why two <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 goblin shamen?<br /> <br /> My biggest concern is fighting monsters. No one in my gaming group plays with any monsters except for trolls, ancient treemen, and an occasional giant, but how should I handle a dragon?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2010 15:18:01]]> GMT</pubDate>
				<author><![CDATA[ anewbre]]></author>
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				<title>2250 Orcs maybe tournament bound</title>
				<description><![CDATA[ goblin shaman have the better lore in the army book!]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2010 15:20:16]]> GMT</pubDate>
				<author><![CDATA[ Renbags]]></author>
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				<title>2250 Orcs maybe tournament bound</title>
				<description><![CDATA[ <blockquote><div><cite>Renbags wrote:</cite>goblin shaman have the better lore in the army book!</div></blockquote><br /> <br /> Well "better" as in it hurts your foe more often. WAAAGH is still the spell to keep with a bunch of orcs although its still random]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2010 16:13:46]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>2250 Orcs maybe tournament bound</title>
				<description><![CDATA[ One lvl4 great shaman has a very small chance of not getting the waagh spell (with all the chance for doubles or rolling it naturally), while the 2 gobbo shaman ensure much the same thing while keeping them cheap and useful.]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2010 17:08:17]]> GMT</pubDate>
				<author><![CDATA[ Nagashek]]></author>
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				<title>Re:2250 Orcs maybe tournament bound</title>
				<description><![CDATA[ So I tried out the list with only one group of arrer boyz and a horde of biguns. I played against Warriors of Chaos and we played the Watch tower scenario. I controlled the tower with the arrer boyz but without the shamen attached. He  had the first turn and barely moved forward. I waaghed on the first turn and was able to engage his chaos knights and 3 trolls and one unit of chaos warriors. I destroyed the knights and trolls but was stuck in combat for many turns. ANyway, he was able to capture the tower with his general (6 attacks at <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 9 and S6) and his warriors of chaos. I could never get them out. I tried to magic him out but it would have taken another 8 turns. My army was able to destroy all of his units with only the  general, his unit and his <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> surviving. The all orc themed list has some weaknesses but I don't think that there is anything in the O&G book that is going to help against the Watchtower scenario. With only ten guys in the assault group, he would always be able to kill them before I could whittle him down.]]></description>
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				<pubDate><![CDATA[Tue, 28 Dec 2010 02:59:26]]> GMT</pubDate>
				<author><![CDATA[ anewbre]]></author>
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				<title>2250 Orcs maybe tournament bound</title>
				<description><![CDATA[ Warriors are ideally suited to that scenario, so I wouldn't sweat it too much.  Unless you can somehow tie up or divert his units before they make it into the tower, they'll be extraordinarily hard to shift out.]]></description>
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				<pubDate><![CDATA[Tue, 28 Dec 2010 04:05:34]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
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				<title>2250 Orcs maybe tournament bound</title>
				<description><![CDATA[ if you come across campers in buildings get the banner of eternal flame for one of your arrer boy units if possible. if i'm correct flaming attacks do more damage to units in buildings]]></description>
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				<pubDate><![CDATA[Tue, 28 Dec 2010 13:18:15]]> GMT</pubDate>
				<author><![CDATA[ Renbags]]></author>
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