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		<title><![CDATA[Latest posts for the thread "2000 Orcs and Goblins"]]></title>
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				<title>2000 Orcs and Goblins</title>
				<description><![CDATA[ Hey. I picked up a night goblin army a while ago, and had a lot of fun with it. Now, with the new book coming out, I wanted to try something with orcs (at the very least, I wanted to try a few games while the old book is still around, since it seems to be doing crazy good). The list is supposed to be aggressive and suicidal; hopefully they die before I do. As always though, I'm trying to do things a little differently than the majority of lists out there:<br /> <br /> 1- Orc great shaman (Level 4, Obsidian Loadstone, Powerscroll) 295 <br /> <br /> 1- Savage Orc Big Boss (Battle standard, Charmed Shield, Obsidian Amulet, Martog's Best Basha) 155<br /> 1- Orc shaman (Level 2, Dispel Scroll) 130<br /> 1- Night goblin big boss (Light armour, Wollopa's One Hit Wunda, Tricksy Trinket, Potion of Speed) 79<br /> 1- Night goblin big boss (Light armour, great weapon, Brimestone Bauble) 61<br /> 1- Night goblin big boss (Light armour, Sword of Might) 46<br /> 1- Night goblin big boss (Light armour, great weapon, Madcap Mushrooms) 56<br /> <br /> 24- Savage Orcs (extra choppas, full command) 270<br /> 24- Savage Orcs (full command) 222<br /> 40- Night Goblins (Nets, full command, 3 fanatics) 225<br /> 40- Night Goblins (Nets, full command, 3 fanatics) 225<br /> <br /> 6- Trolls (1999)<br /> <br /> Total:	2000<br /> Models:	149<br /> Units:	5<br /> Fortitude:	8<br /> <br /> The great shaman goes in one of the orc units, the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in the other. Two goblin bosses each go in the gobbo units. Pretty straightforward. Move forward, release fanatics, Waaagh!, and hopefully the 3+ and 4+ Ward versus magic will help...maybe? Would this work? A little?<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 10 Jan 2011 20:02:11]]> GMT</pubDate>
				<author><![CDATA[ Warpsolution]]></author>
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				<title>2000 Orcs and Goblins</title>
				<description><![CDATA[ <blockquote><div><cite>Warpsolution wrote:</cite>Hey. I picked up a night goblin army a while ago, and had a lot of fun with it. Now, with the new book coming out, I wanted to try something with orcs (at the very least, I wanted to try a few games while the old book is still around, since it seems to be doing crazy good). The list is supposed to be aggressive and suicidal; hopefully they die before I do. As always though, I'm trying to do things a little differently than the majority of lists out there:<br /> <br /> 1- Orc great shaman (Level 4, Obsidian Loadstone, Powerscroll) 295 <br /> <font color='red'>good but hwy not make him savage  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></font><br /> 1- Savage Orc Big Boss (Battle standard, Charmed Shield, Obsidian Amulet, Martog's Best Basha) 155<br /> <font color='red'>i like</font><br /> 1- Orc shaman (Level 2, Dispel Scroll) 130<br /> <font color='red'>again like</font><br /> 1- Night goblin big boss (Light armour, shield, Wollopa's One Hit Wunda, Tricksy Trinket, Potion of Speed) 79<br /> 1- Night goblin big boss (Light armour, great weapon, Brimestone Bauble) 61<br /> 1- Night goblin big boss (Light armour, shield, Lucky's Dirk) 41<br /> 1- Night goblin big boss (Light armour, great weapon, Madcap Mushrooms) 56<br /> <font color='red'>i would just give the bosses a great weapon and light armour to keep them cheap. all your really going to need them for are the extra A</font><br /> 24- Savage Orcs (extra choppas, full command) 270<br /> 24- Savage Orcs (full command) 222<br /> 40- Night Goblins (Nets, full command, 3 fanatics) 225<br /> 40- Night Goblins (Nets, full command, 3 fanatics) 225<br /> <font color='red'><span class="glossaryitem" onmouseover='gp(269);'>id</span> be wary of having so many fanatics you dont want to tap yourself behind you own fanatic wall incase you roll low. I would say take 2 in each unit instead of 3.</font><br /> 6- Trolls (1999)<br /> <font color='red'>look fine some people might say make them stone but the points spent just become unbarable keeping them vanilla is good</font><br /> Total:	1999<br /> Models:	149<br /> Units:	5<br /> Fortitude:	8<br /> <br /> The great shaman goes in one of the orc units, the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> in the other. Two goblin bosses each go in the gobbo units. Pretty straightforward. Move forward, release fanatics, Waaagh!, and hopefully the 3+ and 4+ Ward versus magic will help...maybe? Would this work? A little?<br /> </div></blockquote><br /> <br /> Other than my suggestions above i would say get a night gobbo shaman in here with staff of sneaky stealing. If you make this army bigger i would suggest getting some lobbas and chukkas in here aswell,I know it doesnt fit the theme but a unit of ocrs with morks spirit totem will do you wonders.]]></description>
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				<pubDate><![CDATA[Tue, 11 Jan 2011 00:34:01]]> GMT</pubDate>
				<author><![CDATA[ exodusofman]]></author>
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				<title>2000 Orcs and Goblins</title>
				<description><![CDATA[ Thanks for the input. Yeah, I basically found zero reasons to have a savage orc shaman. I wanted a gobbo with the Staff, but I thought it'd be more useful to know all the lores of the Big Waaagh!. My original list had a lvl4 gobbo shaman with the staff though, so after playing this a few times, I might opt for it anyway.<br /> <br /> I mostly agree with the gob bosses; the only issue I see with just the bare axe and armour is: 2 wounds at T4 that <span class="glossaryitem" onmouseover='gp(570);'>ASL</span>. So I tossed in a few different options, mainly to get them to hit at Initiative. I've changed a thing or two up there now, though. The only one I know I"m keeping around is the 79 point one. He can (basically) always dent a fighty lord, and he might kill 'em, if he's lucky on the To Hit rolls. Madcap mushrooms are ridiculously good.<br /> <br /> You bring up a good point about the fanatics. I'm still not sure though...releasing the fanatics, then Waaagh!ing them forward (or back again) seems like it would be devastating. I should hopefully be able to absorb any stray fanatics with the gobbos, rather than the Orcs.<br /> <br /> In a larger list, I'd probably see to it that the orc units got a little bigger first, then I'd go for some Doom Divers and Rock Lobbers-I'm not a fan of the Chukkas in 8th, save against monsters. The Spirit Totem would be quite a boon, but I'd need some Bigguns to do that (which I would, before all the war machines, if I could manage it).<br /> <br /> Stone trolls, you say? Why? A negligible armour save and a 5+ against flaming magic seems hardly worth 20pts a model. River trolls, I could understand. Is there something about these guys I'm missing?]]></description>
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				<pubDate><![CDATA[Tue, 11 Jan 2011 03:10:08]]> GMT</pubDate>
				<author><![CDATA[ Warpsolution]]></author>
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				<title>Re:2000 Orcs and Goblins</title>
				<description><![CDATA[ Im not saying make them stone im saying others would. As to why they would i dont know. Dont they have magic resistance 2 or something?<br /> <br /> I didnt read the 79pt goblins load out till now. How fiendishly clever, true greenskin fashion.]]></description>
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				<pubDate><![CDATA[Tue, 11 Jan 2011 03:51:36]]> GMT</pubDate>
				<author><![CDATA[ exodusofman]]></author>
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				<title>2000 Orcs and Goblins</title>
				<description><![CDATA[ Yeah, which is worthless (you get a 5+ Ward or a 4+ regen.), and 5+ armour.<br /> <br /> Thanks for that, though. That little gobbo has done some amazing things (or at least amusing).]]></description>
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				<pubDate><![CDATA[Tue, 11 Jan 2011 04:58:14]]> GMT</pubDate>
				<author><![CDATA[ Warpsolution]]></author>
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