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I'm planning to start a orc&gobbos army but i've got some questions before I wanna start collecting DA ARMY:
1. From wich point value do Black orcs become usefull??
2.I really really like Black orcs because of their fluff and their great look
So, how many black orcs are there to stuff into an army that's still playable?
I'd like to use spear chucka's or doomdivers, maybe some night gobbo's for the fanatics, squigs are COOL but the rest i'd like to use orcs.
So, how many black orcs and squigs can you putt in a 1000-1500pts game.......
3. Wich characters are usefull with many black orcs when you look at 1000-2000pts battles?
I have Ogre experience but that's it, so all the help is appreciated.
(srry for any wrong English)
grz W .O. F. (beginning) Warboss of Da Green mob
1. Black Orcs in large numbers (more than one unit per 2000pts) is rarely playable because of the point sink and eating up our wonderful special choices (like squigs, chariots, and chukkas).
2. In a small game like 1000-1500 pts you could fit a unit of 10-15 black orcs in (either 2x5, 2x6, or 3x5), but you could also add a few black orc big bosses to keep your orcs and goblins in line.
3. If I am not going Shaman heavy or if I am going CC heavy, I like to use a Black Orc Lord and a Black Orc BSB, one or both can be mounted, and I only give them magic weapons if I am really spending lots of points on them.
The best thing about Black orcs is their heavy armor and Armed to Da Teef rule. I do usually give them shields as well, because at their points cost they might as well have the 4+ save vs shooting.
Games Workshop came out with a grimgors ard' boy list. It makes black orcs core and other neat and different stuff. Search it on google.
Big uns are also great if you're on a budget- they cost a point or so less and are core. Take a unit of these first, then black orcs once you hit 1500 points. These 2 big units should be the ones your army revolves around. Be prepared to sink 500+ points into them!
Magic weapons are a waste on Borcs, I agree mechgumbi there. ATDT is a very nice rule to have.
The ardboyz list is fun, but is meant for use with the last edition, so a little tweaking is needed. I'd stick with regular O+G lists for now til you learn the army.
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Honestly I find blorcs better without shields. Sure the have a 4 plus save against str 3 shooting without armor piercing. but that doesn't really exist anymore does it? So I say save your points and spend them on Snotlings.
Shields against empire...
6 plus save against handgunners
the save is 5 up but twice as many wounds
And so on and so forth.
Here are a few tips for an aspiring O&G general.
yeah, especially because you can only have one unit of black orcs in your army and the downside of Grimgor's ard boyz is that you can't have goblins, aside from artillary, but must have an orc bully.
Fanatic heavy armies will always have a few tht go straight back in to the unit of NGs, kill a bunch, and cause them to flee. Standard orcs are probably your best unit for the points. just give them sheilds, make a unit of 25-30, good to go. night goblins, put them in a unit of 30 MINIMUM (though 40-45 is better), give them nets, fanatics, and a musician (necessary) and no other command.
O&G cavalry is very devestating if used right. savage orc boar boyz can be incredibly killy if you make sure they dont get drawn into bushes and such. in terrain heavy boards, use regular boar boyz. goblin cavalry were not made for fighting the enemy one on one, but side and rear charging when the orcs charge head on, thus denying rank bonus, andgiving a great edge in combat. Make sure to make good use of the fast cavalry rule on them goblin cavalry types (as in, dont give wolf riders sheilds).
Chariots are cheap, effective, and make great great murder tools for heroes (not for the general, though, thems units need the Ld). orcs are good, but draw fire. if you decide on a savage orc, drive the chariot backwards. It's perfectly legal, and enemy units can't force you to charge if they're not in your vision arc. when you want to charge, turn around. goblins are unnasuming and can kill a lot. chariots make great mounts for night goblin big bosses, and shamans. the're cheap, mobile, and effecive.
Giants are expensive, but very useful at 2000 points. great for drawing fire away from your other units. Trolls are good in units of 3. regular trolls are best, makes them cheaper, and the two other type's upgrades are nearly useless for the points. Keep trolls baby-sat by the general, as they have pitiful Ld and stupidity.
artillary is great, 2 spear chukkas as a special choice is very good. doom divers are good for character sniping, and rock lobbas are good for killing blood knights, ironbreakers, chaos knights and the such.
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I like Black Orc with Grimgor as my General. Eats up some points, but so worth it. WAAGH!!
I often play 2000 point games with two units of 20 black orcs with shields. I mean, other armies spend a lot of money on expensive cavalry, elite infantry (blood knights and sword masters anyone?) and often these armies have much more expensive core than us, an orc boy with a shield gives me good feelings.
I personally don't use squigs because in an army that most units have a chance to do nothing, or run ahead outside of my plan is random enough. I like more reliable cavalry, like boars with a black or BSB, and a bunch of cheap units of 5 spiders or 5 wolves.
In an army of 1000 points I would use one such unit of black orcs (about 20) supported by orcs, and maybe goblins, I prefer regular ones but night gobbos are okay, and spear chukkas for taking down big beasties like dragons or griffons, or hydras.
People are supposed to fear orcs, I say, let them fear the worst of us.
I like your style!
I like Night Gobbos for fielding Fanatics. It's a great way of stopping your opponents infantry and cavalry. Not to mention that the devestation this causes a unit. Night Gobbos are cheap and plenty. They make great flankers.