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Im considering fielding the orks, but i have some questions.
1. With animosity does that cause serious issues with your units fighting eachother.
2. People at the hobby store i go to says the orcs break and run at the first bit of trouble. Is this true? is there anyway around it?
thats pretty much the main things i want to know.
You definately want to collect Orks. The ability to take Sluggas in a Fantasy game is simply unpassable. They'd also do quite well with their Trukks, and maybe the odd Squiggoth.
Orks are 40K, Orcs are WHFB.
1) Animosity can be known to strike at the most annoying time ever (eg, when yu're about to declare that game-winning charge), but a well-timed Waaaagh! is a very potent force.
2) They're not too bad. Gobbos are easy to send running, but Orcs can be relied upon to last a little longer. Characters are excellent here. The Ld-boost is probaby the best way to avoid running at the first possible inconvenience.
yah i noticed my error with orks instead of orcs...lol i play 40k to much. Do orcs still have mob rules and such like 40k (sorry i play 40k orks and the only fantasy army i have is the Empire so i have no idea whats what.).
The first thing you'll realise is that Orcs aren't the WHFB masters of the horde, unlike 40K. That title is comfortably held by the Skaven and is unlikely to change any time soon.
Orcs get Size Matters and Animosity, Size Matters being a rule on who can panic who.
Skaven own the crown, but Orcs can hold their own if you want to build the list that way. My 100 models in 1,000 pts OnG army list has a very respectable win rate.
Im curious to know how goblins contribute to the O/G army. Are they skirmishes, cannon fodder, diversionary, or a actual bulk soldier? Also wouldnt it better to field all orks?
Reason why i ask is i may get the Battle for Skull Pass box and want to know if the Goblins are worth keeping.
A lot of armies prefer to stick to one army type or the other (orcs or goblins) valuing the benefits of one over the other, yet just as many tend to have a mix of troops even if its introducing a few goblin wolf riders to an orc horde or a unit of boar boys to goblins.
It really depends a lot on how you intend to use your army as to what troops you decide to make the bulk of your force. As expected goblins are nice and cheap but lack a little in the combat department as so depend strongly upon their numbers, dirty tricks, and nasty magic ability. In an orc force incorporating goblins you are likely to find maybe one or two units to make up numbers or as special features of your force like spider riders or wolf riders for fast cavalry, something the orcs themselves lack.
To highlight this goblins are split into two distinct types. The common goblin, and the night goblin. Common goblin are the unit types that fair best in an orc or mixed force as they posses both a higher leadership and potential armour save than the night goblins, but lack a lot of the flavour which enables a night goblin force to be fielded by itself. Night goblins on the other hand (which you find in the skull pass box set), may lack the armour of a common goblin but more than make up for it with their magic casting ability and numerous nasty units. With shamans able to carry magic mushrooms it isn’t uncommon to have a night goblin lord supported by three shamans in a 2000pt list due to the amount of damage they can produce in short order.
Like the common goblins night goblins lack any real power in combat but posses units such as fanatics and netter which sit in your main night goblin units acting as a deterrent to would be attackers. It is because of these such units that night goblins are often passed over in a mixed force as it is not uncommon for a loose fanatic to cause havoc amongst your own troops as well as the enemy, something that when your dealing with orcs can be quite costly.
All orc forces tend to work very well if built right. With relatively cheap core they can present a numerous and effectively brutal army. The problem they have is that compared to the more recently released books orcs have been made a little more expensive point wise than they need be for you get from them. Though their cheapness is enough to overlook such things for now, it is the more tasty and elite units from the special and rare selection that soon start to make dent on your spending options with a decent size unit of black orcs coming in at close to 350pts. Once units start getting upgrades to big’uns etc its clear why most people like to take a cheap goblin unit or two to start making back some numbers.
Orc and goblin magic is also separated into two types, the little and big waaaghs. Whislt goblins can only cast the little waaagh which is magic dedicated to damaging units with magic missiles and alike, the orc magic big waaagh is more driven to get units into combat and once their to boost their fighting ability. There is of course missiles in the orc magic but damage wise I prefer the little waaagh of the goblins.
I use an all night goblin force lead by special character Skarsnik so I’m a little bias, though I used to have an all orc Grimgors horde army I still prefer night goblins. Leadership is a problem for all greenskin armies but an orc force is better at copping with it than goblins in general. The bigger problem comes from animosity but it is just something that you have to live with fielding a greenskin army. Now you can try taking a black orc boss for each unit of orcs to stop them not moving but then he’s liable to wipe them out at the worst possible time so maybe not the best idea.
Anyway, hope this helps a little,
the reason i ask is because im obviously going to be stuck with alot of night goblin bitz with the Battle for Skull Pass and although i prefer orks im considering fielding night goblins that comes with the box
like heres the list im trying to build around the contents that come in the box. Im not adding points since the point cost etc isnt the issue here its the blending of orcs and goblins.
Black Orc Warboss- Martog’s Best Basha, Enchanted Shield, Heavy Armor
Black Orc Warboss- Battle Standard Bearer, Heavy Armor, Nogg’s Banner of Butchery
Night Goblin Shaman-2x dispel scrolls, level 2
Night Goblin Shaman-dispel scroll, 2x mushrooms, level 2
20x Night Goblins- spears and shield, full command
20x Night Goblins- spears and shield, full command
20x Night Goblins- short bows, full command
15x Big’Uns- shield, extra CC weapon, full command
20x Boyz- spears, shields, full command
20x Boyz- spears, shields, full command
10x Spider Riders
20x Black Orcs- shields, full command
Orc Boar Chariot
2x Stone Troll
is this a good combo?
You're got an impossibly wide battle line for 2,000 pts. OnG isn't the most maneuverable army to begin with. But you're really constrained yourself to not being able to do anything but walk forward in a big line. I count three full feet of frontage not including the fast cav! Add in a bit of room to maneuver, and you're going to have several units outside your general's LD at the start of the game. That's not an asset in my opinion. More, weaker regiments that don't have room to get into combat aren't really 'reserves' in an OnG army. They're lost points that panic and run away when their mates get stomped.
Night Goblin regiments should be fielded in minimum units of 29. This forces the opponent to kill at least 8 models to inflict a panic test. The 20 archers is fine for a flank guarding unit, but the spearmen need to be in blocks big enough to not run off the table after a single volley from handgunners.
Orcs with spears are just, well, bad. If you don't have a thematic reason for using them, don't.
Overall, fewer, larger regiments that are more likely to win a combat will probably work better. Start the Boyz 25 strong so they have a chance at making it there with ranks intact. Start the gobbos large enough not to panic
"You're got an impossibly wide battle line for 2,000 pts."
We have 2 tables that are really long and are used for 2 vs 2 battles so im sure im fine....then again i have been wrong.
what if i were to combine the two squads to make a massive block of 40 with the 20 archers in there own seperate block. My problem is night goblins are not as useful when mixed with orcs as normal goblins are (according to the person above my earlier post). So basically im stuck with 60 night goblins, 10 spiders, a troll, and two heroes that i dont know what to do with but combine em with da boyz somehow. I would sell them but the orc player there is already loaded with goblins since thats the army he fields.
"Orcs with spears are just, well, bad. If you don't have a thematic reason for using them, don't."
how so? spears allow the rank behind the first rank to attack thus you get the front orcs with there one attack and the 2nd rank orcs hit with there 1 attack.
1 orc attack + 1 orc attack= 2
If i gave them a extra CC weapon then they would all get 2 attacks cept the only ones who get the 2 attacks are the ones that are in the front row.
2 orc attacks= 2 attacks
Now i see how having each and every orc having 2 attacks would work but the spears are cheaper and i will always have a rear rank and the times in which i dont i highly believe the orcs would be headin for the hills before they reached the point in which they dont have a rear rank.
So i still get two attacks as long as i have two ranks and spears are cheaper than adding another CC weapon (unless my army builder is screwed up)
so how about i combine the orc mobs and the night goblin mobs and go from there