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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Wed Oct 21, 2009 5:59 pm 
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ive found that arrer boys or just archer units are too unwieldy. They end up block line of sight of just plain blocking my other units. And since you are able to field a lot of units and artillery in a greenskin army, ive found them to be a hindernce rather than a help. Now in warband games under 500 pts, i really dont mind using them, but thats really it

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Wed Oct 21, 2009 6:17 pm 
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they arnt if they are in your battle line

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Wed Oct 21, 2009 6:26 pm 
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When they stop to shoot and the rest of your army moves forward they do.

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Wed Oct 21, 2009 6:40 pm 
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they block your battle line. if anyone plays greenskin archers, i just smile and let them be, since they cause more problems for the player who owns them, and what are they going to do in your battle line? Get broken, to get max shots you need 10 and they have no static CR, you going to make a block of 40? just give me orc boys with shields or 2 choppas. id rather take fast cav with bows over archers footslogging it. Please take them. You are already at a disadvantage by even breathing their name.

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Wed Oct 21, 2009 6:41 pm 
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no the orcs combat the arras advance and shoot artilley or go on to a hill at the start

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Wed Oct 21, 2009 8:07 pm 
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still for the same amount of pts you can get core fast cav or more artillery which actually has the potential for causing wounds. If you cant tell i really hate orc archers. I would compare them to the upgrade on chaos warhounds of light armor. just because you can get LA on warhounds does not mean you should. Same thing for bows and orcs. I have yet to see or experience where archers make up their pts in a greenskin army. If you have a battle report where they do, let me know, but so far as im concerned, no archers for me.

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Thu Oct 22, 2009 3:02 am 
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i sometimes play em as a flank unit, just 60points and can be annoying to the enemy. But yeh never put em in front of your battle line.

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Thu Oct 22, 2009 2:57 pm 
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well i havent got orc arra but i do have ntga. they go in my battle line and they do fine

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its half term for me so ill be posting more. you have been warned. fail to prepare. prepare to fail


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Thu Oct 22, 2009 6:07 pm 
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with animosity and no chars in your archer unit, if the y get stuck doing nothing and are in ur battle line, well youve just lost a whole turn. If you run a block of 20 ng archers in 4 ranks of 5 models, thats fine, but 5 shots is going to kill a whole lot of nothing and the shield choice would have been better as they as least have a save

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Thu Oct 22, 2009 6:20 pm 
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no because the orcs are in the middle and my archers on the sides

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its half term for me so ill be posting more. you have been warned. fail to prepare. prepare to fail


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Thu Oct 22, 2009 7:10 pm 
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if it works go for it, but it will take a lot of convincing that a bow is better than a sheild or choppa

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"I see tree tings, green wots mine, green wots soon ta be mine, and not green wots soon ta be mine!!" Imgreen Oneteef
Orcs and Gobbos 10-4-1
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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Thu Oct 22, 2009 7:13 pm 
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ok i wont explain it but do try it

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everything is the future until you see it and then its the past

its half term for me so ill be posting more. you have been warned. fail to prepare. prepare to fail


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Thu Oct 22, 2009 10:57 pm 
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Location: Baton Rouge, LA
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ok so lets do some math. Move 4" shot 24", BS3 so hit on 4+, +1 for long range and +1 for moving. So 6's. so then hits crew on 5+ (1-4 cant wound war machine), then wounds on a 4+. 10*(1/6)*(1/3)*(1/2)=0.27778. For the about same number of pts you cant get 5 wolf or spider riders and charge the war marchine on turn 2. or they can march block or flank charge, and basically provide a whole lot more tactical advantages than orc arrer boys. also they dont take a movement penalty when shooting if you give them short bows.

Orcy do you have some battle reports you can post where these guys have proven thier worth?

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"I see tree tings, green wots mine, green wots soon ta be mine, and not green wots soon ta be mine!!" Imgreen Oneteef
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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Fri Oct 23, 2009 10:11 am 
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I dont have any battle reports to post, but I can say that my Orc Arrer boyz have served me well in several games. I find that they are often underestimated. I agree that NG archers are the better choice if you want archers, and plain old Orcs are the better choice if you want fighters. However, I find that Arrer boyz are a great choice if you are looking for a unit that can fill either roll.

I played a game with them a couple of weeks ago that was a good example of their worth. In a 5,000pt game, I had taken a single unit of them (15 models if I remember correctly). In the second or third round, I ended up using them to flank a unit that charged one of my orc units, then a couple of rounds later I brought them back to protect my warmachines, catching a unit of State Troops in a crossfire between them and a unit of Night Goblin archers.

I see my Arrer boyz as a way to keep some of my options open.


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Fri Oct 23, 2009 11:00 am 
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Location: Baton Rouge, LA
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wow 5000 pts, how long did that game take to play?

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"I see tree tings, green wots mine, green wots soon ta be mine, and not green wots soon ta be mine!!" Imgreen Oneteef
Orcs and Gobbos 10-4-1
RavenGuard 13-3-4


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