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Well guys, there weren't any lists...so I decided to post one.
Orc Great Shaman
-Dittos Double Doin' Doo-Dahs, Warboss Umm's Best Big Boss's 'at
Night Goblin Shaman
-Mad Cap Mushrooms, Talisman of Protection
-Nibbla's Itty Ring
-Sizzla's Shiny Baubles
2 Spear Chukka's w/bullys 80
Rock Lobba w/bully 75
Doom Diver w/bully 85
3 x 20 Orc Unit w/2 hand-weapons and full command 504
1 x 30 night goblin with 3 fanatic 155
1 x 30 night goblin with 3 fanatic 155
2 x 5 Wolf Riders, light armour shield spears 120
2 x Orc Chariot 160
Well what do you think?
Last edited by The Green Knight; June 20th, 2005 at 15:11.
The great shaman isn't aloud a shield.
Why not? It is a shield not armour
Shields come under the category of armour, and thus a magic user cannot have them. Tis in the BRB.
hmmm...well then I will mildly tweak
y an orc shaman? Goblin shamen do the some but for less points.
If its because the ork shaman has more toughness then I should warn you, T 4 won't help you against most mage killing units.
Instead I'd take an orc big boss, its cheaper, and it can help one of the big orc units a lot :lol:
I'd drop the diver and get more chukkas, get like 10 or something ^_^
Instead of a chariot get some boar boys.
Just some ideas but I think it'll help.
And yes shields are armor.
"Heresy is like a garden weed, it won't stop feeding until you... BURN THE WHOLE DAMN GARDEN WITH A FLAMER, BURN IT, BURN IT TO HELL!!!!!" "Is there a wittle puppy in the garden? ITS A DAEMON! BURN IT!"
Not bad, however I would change a few things:
Characters - Keep the great shaman as your orc general for the extra leadership (it makes sense fluff-wsie as well). Chnge all of the other shamans to night goblin level 2 shamans. You get a mushroom per shaman, so that's up to three power dice that you can use for free once per game. I'd also drop the talisman.
Core - I'm not a big fan of orcs with two weapons truth be told, they die very easily and for some extra strength 3 attacks, I don't think it's worth it. Save some points and make them into choppa and shield orcs (better armour save and +1 str on the charge). With the spare points, make one unit big uns and add the war banner to them. Gobbo units are ok, just add musicians to them to icrease their chances of rallying - they will be magic and arrow magnets as all players fear the erratic and dangerous fanatics bristling within. Also, remove the light armour from the wold riders, they're much better when used as fast cavalry.
Special - All are ok, just add an extra crewman to each of your orc chariots.
Rare - Good. Perhaps consider adding another doom diver, or a pump wagon.
Any points spare should be spent increasing the orc units to about 25 each. Good luck with the list!
The iron crowned is getting closer,
Swings his hammer down on him,
Like a thunderstorm he's crushing,
Down the Noldor's proudest king.
Under my foot, so hopeless it seems.
You've troubled my day, now feel the pain.
- Blind Guardian
look at it this way:
for 6p orcs against da 'umies wiv 5+ save you need 21.6p to kill 1 on charge and 36p otherwise
for 8p orcs you need 24p on charge and otherwise.
orcs have charging spells.
but if you're going to add those shields, it starts to be more inefficient (at 7p).
honestly, either is good.
the more chance of getting hand of gork, the better the single choppa.
2 choppas is a solid way to go. but you have 4 magic guys. i highly recommend you consider 6p orcs (don't give em shields) 20 in a unit is too weak though. you need 2 units of 30 instead of 3x20.
what do i think of the list? not bad. no cheap artillery though. 6 fanatics makes up for it, but 6 fanatics stop being specialised and those last three are nowhere near as good as the first three. have one unit of goblins as a "dummy" unit, make the opponent think fanatics are in both, hopefully he'll shoot the dummy unit. give both units a musician because they are so cheap and a good idea (will be used).
the best piece of equipment to give a great shaman is the buzgobs. give it to yours please. you will not regret it. he doesn't need ditto's.