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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Fri Oct 23, 2009 4:33 pm 
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Field Marshall
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I don't play Orcs but I do play HE,I see Orc archers something like Sea Guard (who I field large units of 15 as my main blocks) there a dual role unit priced as a dual role unit.

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Fri Oct 23, 2009 5:18 pm 
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Prince
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Sever14 wrote:
wow 5000 pts, how long did that game take to play?


We usually turn it into an all day event. Sometimes we play one game, sometimes we fit in two games. Rule of thumb is 1 1/2 hours for every 1,000 points.


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Fri Oct 23, 2009 5:25 pm 
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do u play legendary battle rules of just normal battles? Do u play any house rules?

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Fri Oct 23, 2009 6:11 pm 
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Prince
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We just use regular rules for the most part. Sometimes, when we get aroud 6000pts or more, we will double the minimum unit size. But nothing other than that.


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Fri Oct 23, 2009 6:13 pm 
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i dont have any but think

1 a solid battle line you could not get through with cavelry.

2 the arra stop and start hitting on 5s or 4s

guard does it take a lot of organising

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Fri Oct 23, 2009 7:36 pm 
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orcy wrote:

2 the arra stop and start hitting on 5s or 4s


Think of this Orcy, when you Arrer Boyz stop and shoot and the rest of the line moves foward, two units have their flanks exposed. Maybe you don't want that? Then stop your whole line and wait for the Arrer boyz to shoot, thus losing a whole movement turn and allowing the enemy to dwindle your line with even more shooting and magic.


OR

Continue on with your line and possibly win the battle leaving your Arrer Boyz at home.

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Lord Morgrim Grudgebelly's Throng-2093pts 8 12 3
The Orc & Night Gobbo Horde of the Toothpuller Tribe-704pts 0 3 0

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Fri Oct 23, 2009 7:38 pm 
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but if the enermy charge the flanks the arra boys will carge their flank. thrust me though by the end of turn 1 my line is scattered with me calling whagh on the first turn but i have no issues

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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: Fri Oct 23, 2009 7:40 pm 
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orcy wrote:
but if the enermy charge the flanks the arra boys will carge their flank. thrust me though by the end of turn 1 my line is scattered with me calling whagh on the first turn but i have no issues



Wait, so you want your line to break? Just so that an Arrer Boy unit can shoot, and they might get in a flank charge which won't do much. Imagine if that unit were Knights?

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RECORDS WLD
Lord Morgrim Grudgebelly's Throng-2093pts 8 12 3
The Orc & Night Gobbo Horde of the Toothpuller Tribe-704pts 0 3 0

O o
/¯___________________________________
| IMA FIRIN' MEH LAZAR! SHOOP DA WHOOP!
\_¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Fri Oct 23, 2009 7:46 pm 
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no i dont have arrer

but

i have my line scattered by the end of turn one with characters weaving in and out. my ntga do very well in this arena and my wisards always have enough targets. but you can not fully appreasiate it until you have seen 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: Sat Oct 24, 2009 12:03 am 
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Take a closer look at the Arrer Boyz. Their stats are EXACTLY the same as regular Orcs for one point more. Personally, I think thats a fiar price to give an Orc regiment a ranged attack. Even if that ranged attack isnt that effective, its still another thing your opponent will need to worry about, and it gives you another tactical option at the same time.


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sat Oct 24, 2009 3:33 am 
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yeah i have actually found night goblin archers effective in a game when they had poison arrows because of a battle standard bearer nearby. 20 of them tore apart some advancing dark elves. Other than that, orc arrer boys can just be fun to take so you can have one more thing to do while you wait for close combat to arrive.

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sat Oct 24, 2009 5:31 am 
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Prince
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Take a little time to play a couple of games with Arrer Boyz (2 units of 10-15 models) just to give them a try.

It always seems like I have a few extra points left over when I build my army. Instead of thumbing through your army book for 15-20 minutes trying to find a use for those extra 20-30 points points, break one of your 20 man Orc regiments in half and give them bows instead, you might be pleasantly surprised with the results.


Yeah, that is a pretty potent combination for Night Goblin archers.


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sat Oct 24, 2009 9:54 am 
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yes guard if you look they are proberbly good value. i saw the mighty empire extra rules in white dwarf and one was weapon master. get one range weapon + some other things. my heart lept at giving my kustom orc character a ranged weapon

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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: Sun Oct 25, 2009 4:49 am 
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yeah id love it if you could give ur orc heroes a mother crossbow or something. Or your night goblin big boss vould wield some dwarf pistols he had 'acquired'.....

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 25, 2009 7:16 am 
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lol

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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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