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Holy Awesome! We’z goin’ out to paint the old world GREEN!!
I dunno. N’ I dunno wut I dunno, y’know?
Craptacular!! Ugh, dis onez gonna hurt…
Alright ladz, what are our thoughts on the new edition and how its gonna affect us green skin lovers. As we all get out and set our eyes on the actual book, what’s the general consensus? Are we gonna kick some but or just get kicked around a whole lot? Or are you waiting to get some games in and get a feel for all this before casting your thoughts out (probably a good idea, but we Orcish types never been the sort for good ideas…) More over, why? What are we gonna have to deal with and how will we have to adapt?
“Some days you’re the dog and some days you’re the hydrant.” So which one will we be?
I've gotten a look at the book, and I've recently started in on the Orcs. I've had the models for a long time, but just recently sat down and started pondering their use. I've played a few games with them under 7th ed, and I played plenty of games against them. Here's what I think we can expect:
Orcs- these guys are going to mediocre. There are no real game reasons to take Orc infantry of any kind. BoarBoyz (especially Savages), Boar Chariots, and Orc Lords/Heroes are going to be worth it though. They're our hardest hitting cavalry, despite their limited survivability, and the chariots are better than their goblin counterparts. Their characters have better leadership and are able to do a lot more damage than a goblin general could.
Gobbos- okay, these are the models to be after right now. Goblins are about to become very nasty little gits. They're possibly the cheapest spearmen in the game, and their ability to take Nets and Fanatics in their ranks makes them even cooler. I was initially going to give my largest blocks (10x5) bows, but I've determined that 40 Spear attacks are more likely to hit than 20S&S followed by 20CC attacks.
Squig Hoppers and Pump Wagons are still quite damaging, although I'm curious to see how their movement is handled. 2D6 isn't very fast anymore, considering that it's everyone else's charge range. This makes little difference to Hoppers, but Pump Wagons may have it rough if they don't get their Impact hits.
O&G are going to be a very magical army now as well. Not in-so-much as they generate a ton of dice, but rather in that they have a lot of casters. They can afford to be reckless with their casts, since a dead shaman doesn't mean much for the enemy VP totals. This huge number of shamans also means more chances to "Channel", which means that they might actually have more dice than the current 'magic heavies' will get. I'm waiting to see what they do to our Lore and miscast chart- our current chart is actually a little more friendly than the 8th ed. chart is going to be!
We have access to cheap Stone Throwers and Doom Divers, and there are no guess ranges anymore- and no partial hits for templates. There's no reason not to just drop the 210pts and field a full contingent of Stone Throwers in your army.
Leadership is going to hurt, but a general and a bsb are going to take care of that, allowing us to reroll ANY failed leadership. Fearing Elves doesn't even mess with the goblins, because Fear only drops us to WS1, which isn't helping either side anyways. So what? Elves are mad, goblins are laughing uproarously.
8th edition is the true dawn of the Horde type army. Goblins are one of the two most body-friendly armies in the game. They're right behind Skaven, but Skaven players are going to be tempted by their expensive characters and whacky warmachines. Not us Gobbo players! We've got cheap everything, so even the pitiful skaven are going to be faced with wave after wave of expendable greenskin.
And that's something to take note of- Goblins, and even orcs, are going to die in droves in this edition. You need to take a truly Orcy mentality when engaging in battle, and remind yourself that even if 20gobbos die in a single round, you still have plenty more where they came from. No sense in sacrificing killing potential just to save a greenskin. Throw your boyz away like bullets- they're expendable little killing machines.
Ah. There's me with my block upon block of ork boys all disappointed.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
I agree with the Captain's view on goblins. They've gone from large blocks of static CR to large blocks of static CR with a huge number of attacks. Plus endless heroes and shamen, too.
I disagree about the orc infantry though. I still think T4 is going to be handy in these large scale scraps that are going to be the new fighting style of WHM. With everyone throwing huge numbers of attacks around bonus Toughness is going to be gold, especially on units that can take spears or extra CCW.
No more NG spearmen, thanks! Now I need some pump-wagons!
So, I'm one of those types that is gonna have to wait to play several games with 'em vs several different armies. Chief reason for this is that I'm curious about the synergies that other armies are gonna come at us with. A lot of talk has been going around about different armies and their death star units. I'm curious what final armies will look like when the points hit the paper.
I'll start with my current army and adjust from there. See how the big 'uns and black orcs work out, try some spears, watch my army crumble a few times when I try out the wyvern, etc... I agree that night gobbos will be more than fanatic transports, but I don't think leaving the boyz at home is in the cards.
Monkey in Waiting
T4 Orcs, with Sword and Board which means 6+ ward save and Da' choppas! I see much awesomeness coming from da' Boyz!
Green iz da' BEST!
Orkz is made fer' two fings! Fightin', and winnin'!
Big droves of goblins, supported by fanatics, cheap BsB, characters or shamen and possibly the cheapest stone throwers in the old world!
Whatever the enemy wil throw at me, I'l be ready
Warchief Diggah o da Bloodmoon Squiggahs
Orcs will benefit from the psychology changes the most. Fear and terror will no longer be as much of a pain.
All the characters got oodles better, the mundane magical items are going to let you create some kickass orc heroes/lords, mark my words.
Magic will be interesting in the sense that you will have a good competitive magic phase with only 2 level 2 shamans at 2k.
Only 2 lvl2's?! You can fit 10 lvl1's!!!
Big'uns are going to be a big deal. For this reason, Gorbad Ironclaw is going to be our friend*. With his rule allowing you to upgrade any of your Orc regiments to Big'Uns, you'll be looking at an army of guys who spend the first turn slamming someone as S5. S3 attacks off an orc are nothing, even if he's S4 in the first round. S4 at all times, with 5 in the first round??? Sign me up! Of course, at this point, you're looking at paying 3x as much as a lowly Gobbo...
Our cheap characters mean that no line infantry unit should be without a true Boss leading it, and we should never find ourselves without a BSB. One interesting thing that I've been considering is our newfound access to chariots. I'm not sure how competitive the list would be, but we can easily fit 3 Boar Chariots, and 3 Wolf Chariots into our Special allowance, and then get 2 Chariot Warbosses and then get 2 BigBoss chariots and 2 GobBoss chariots into the mix. That's a total of 10 chariots coming at you... nasty. Back it up with Wolf Riders with shields (cheap enough to benefit from ranks, and lose Fast Cav so that they actually can) for Core, 2 Giants and 2 Pumpwagons in rare, and you have yourself a fast moving and potentially lethal army.