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 Post subject: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 5:51 am 
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All people sayin orcs and gobbos no good. Its not true.
Well, maybe for gobbos it is.
But their fellow greenskins are a different matter. I field an almost all orc army and it kills. Ive won 5 out of seven games.
Wins against: 2 Dwarves, 1 warriors of chaos, 1 wood elves, 1 dark elves
Draw: Wood elves
Loss: Empire

These toughness 4 brutes for only 5 pts are a killer core unit, particulary big uns, who are practically black orcs. Speaking of the dark fellows, they are one of the best units in the game, suck up all the fire, and animosity is no problem. Chuck in some chariots, boar riders, trolls, and artillery and youve got a good and versatile army

Orcs, at least, are not a bad army.

What do you think?

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 6:16 am 
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I agree. Animosity makes them interesting to play, but it by no means makes them a "Bad" army. There is a delightfull range of models to choose from, creating a wide range of effective and unpredictable ways to build an Orcs & Goblins army.

Since everyone will probably agree that Orcs, Black Orcs, Trolls, and Giants are more than a little effective, I'll only touch on my thoughts concerning the Goblin races:

Night Goblins: These guys are nice and cheap, so you can take a lot of them. Also, people have a tendancy to overlook them confronted with threats like Ords or Black Orcs. Players ignore the potential threat of a Fanatic at their own peril. To top it off, you have units like Squig Herds and Squig Hoppers that can can do a staggering ammount of damage when used right.

Goblins: While the regular goblins are just as well served (Or better) by fielding Night Goblins, the regular Goblins do bring several very useful units to the table. Wolf Riders can find a useful place in any O&G army, while units like Spear Chukkas and Doom Divers are an incredible value for their points cost.

Spider Riders: I actually prefer these guys over the Wolf Riders. They might not have as high of a Move, but they ignore most terrain which makes them surprisingly useful. I personally like to field them either in groups of 5 w/bows, or in groups of +10 to create a fast unit that does a nice job of holding its own.


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 6:54 am 
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yeah that is definitely the main role of night goblins:to release fanatics
yeah i usually take 2 units of 5 spider riders. very good for taking out enemy artillery. poison from the spiders is also handy.

hey also what about the o and g magic? it aint bad at all. I always take at least a night gobin shaman to deal some out

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 7:16 am 
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Night Goblins make passable meat shields too. But I think my favorate way to take them is as Archers, giving me a ranged unit that I can use to support some of my harder hitting units.

In bigger games (Bigger than 2250pts games)I will often take an Orc/Savage Orc Shaman or two with a couple of Goblin/Night Goblin Shamans to spread out my magic a little. In smaller games I almost always take a couple of Goblin/Night Goblin Shamans.

With the cheap cost of Goblin/Night Goblin Shamans, they pack enough of a punch to do some decent damage, while loosing one of them isnt a staggering loss to your army. I think of the Goblin/Night Goblin Shamans as firecrackers. They might not always stick around too long, but they can do respectable damage if you use them right.


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 7:20 am 
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hey and giving them the brimstone bauble means they deal it out even in death!

i think maybe the reason orcs and gobbos have a bad rep is cos people just rush in with em, and play a spread table. though this works sometimes, it can go horribly wrong with failed panic etc

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 7:41 am 
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Waldo wrote:
i think maybe the reason orcs and gobbos have a bad rep is cos people just rush in with em, and play a spread table. though this works sometimes, it can go horribly wrong with failed panic etc


Like I said before, there are a lot of ways to build an O&G army. I find that almost any O&G army can be effective if playing against the right army. I think the biggest downfall O&G have is the Goblins low Leadership score and the animosity rule. An experienced player takes these things into account when creating their strategy. You're right that too many people will simply rush in without considering their own strengths and weaknesses first. Heck, I've seen all Night Goblin armies that can win 50% of their battles, so its painfully obvious that O&G can be an effective army with just a little thought.

Besides, Orcs & Goblins is one of those armies that dosnt take itself entirely seriously. While an experienced general can win half, or even most of their games, there are times that you just need to settle back and enjoy the Gobliney humor as it unfolds. :wink:


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 7:57 am 
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i always win with greenskins with my units of biguns wid 2 choppas. a lv 4 svg orc smn on wyvern wid shagas screaming sword is alround good

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 8:04 am 
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orcy wrote:
i always win with greenskins with my units of biguns wid 2 choppas. a lv 4 svg orc smn on wyvern wid shagas screaming sword is alround good


One of these days I'm going to pick up a couple of Wyverns so I can do a shaman up like that. I can see how an Orc/Savage Orc Shaman on Wyvern could be a seriously potent combination!


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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 8:11 am 
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if i said it made a hole in a high elf battle line via pheonix guard would you get them quicker

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 9:36 am 
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I love orcs and gobos) they are fun army to play) the most interesting thinks in them are Animosity and fanatics) they are strong if you now haw to play them write)

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 10:14 am 
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How do you find the wyvern against artillery and shooting? Being an empire player also i know what i point my guns and magic at. I find the wyvern is weaker than say a dragon, and can cost alot of points if mounted by a shaman who is then undefended when it goes down. Whats tactics?

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 10:20 am 
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if you are asking how do you use wyverns vs artillery; fly 20" towards the enermy then use whhaaagghh! or hand of gork

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 10:26 am 
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bolt throwers shoot 48. cannons 60. throwers as well. thats more than one turn even with waagh and the like, and im talking multiple artillery, and 20 stand and shoot handguns.

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 10:32 am 
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you start 24" away. fly 20" whagh / hand of gork 4". combat safe. 2 bring a giant

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 Post subject: Re: Cmon, Orcs aint bad at all...
PostPosted: Sun Oct 18, 2009 10:41 am 
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but still, u cant gaurantee 24". Thats if you start directly across from them, and even then others survive. And 20 armour piercing handgun shots is gonna hurt alot.

Giants are fun. They kill, they die. They kill when they die. They are another reason orcs and gobbos are a good army.

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