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Since the Edition is still so new (not even commercially available yet) I'm curious what O&G players have found to be useful under the new rules.
So share what you've found to be good and try to mention in what context, points level, scenario, etc. Hopefully it will provoke some thought and new tactics, which is never bad. :]
1) Stack Boltrhowers, Rock Lobbers + Doom divers. CHEAP warmachines, but now they dont take up 'slots' so you can still have your trolls+blackorcs etc...
Also these machines pack a punch (6 bolt throwers, 3 rock lobbers, 3 doom divers).
2) Trolls are now good. 6 Trolls in 2 ranks of 3. 240points and you get regen, stomp, vomit all sorts.. these become a very versitile unit if you stick them near your general.
3) Black Orcs.. im taking a unit of 20 + Grimgore ironhide. Ranks of 6,6,6,3.
These black orcs now can uses 2 handed weapons (str 6) from the 2nd rank, with grimgore they are immune ot psyc and they reroll missed to hits. (oh also grimgore has 7 str 7 hits and always goes first (which is only really relevent if you want to kill their character first to remove any magic items they may have).
- Awesome unit though.
4) We have incredible magic defenses.
5) Our magic is now relatively weak but easy to cast, especialy with 'magic mushrooms'
- Wood Elves + Orcs & Goblins since 2009 -
I think you can only run 2 Doom Divers since they're Rare but other than that I agree.
Why would you say we have amazing magic defense? There are for sure a couple good items but most armies have some sort of anti-magic kit available.
I have high personal hopes for a new lore in the Errata. Sadly I can't find any rumors for or against this but all the "old" Lores seem incredibly bad now, and armies that can't take at least the BRB Lores are screwed. O&G have a few good spells in either lore but I'd love to see them buffed, for all armies really. Otherwise my dream of spamming Shamans is probably dead.
One thing I've been wondering is what will people use for a hard hitting unit? I'm struggling with that myself, not quite knowing what to use to actually break someone. A unit of 3-6 Trolls can't be everywhere at once. What's been effective for you guys against some of the tougher units out there?
I also think our frenzied savage orcses will definitely see more play, since they will be able to hold off charges with a leadership test (rerollable with a banner too!)
The green tide is coming soon, to a burning village near you.
im not sure if i understand the frenzy rule now with all the random chargedistances, but with support attacks, frenzy seems less worth it now. You basically double the points of the orc, but you gain only an extra attack in the front row. Comparing to the other infantry, these guys may very well be horribly overpriced. I think savage orc infantry are now history
Im looking at 6 trolls, maybe 2 troll units, doomdivers to hit heavy armour and the occasional fanatic... not psyched about fanatics though.
and im going to bring quite a few goblin heroes with magic weapons, especially the onehitwunda and the new 'common items'.
Chariots are usefull now that fear doesnt stop them
Black orcs are interesting.. Although you cant switch weapons halfway through combat, these guys are maybe the only ones in 8th that can bring several weapons. 13 pts.. still expensive.. im not sure...
Warchief Diggah o da Bloodmoon Squiggahs
I have big blocks of Night Goblins. 50 of em, with spears. Each unit has a big boss rather than a normal boss, banner and music and nets. I knew the day would come, I kept the faith. Gork has rewarded me.
Yeah I'm really not sold on Black Orcs, there's to much shooting and magic now. Units either need to be DEAD hard or insanely cheap, there is no middle ground. Plus I3 really bothers me, at least with regular Orcs they come pretty cheap.
Since the FAQs were boring and mostly useless my dreams of a high magic army is dead and gone. I have to say a 30+ block of 2CCW Orcs or a 40+ block of NGs with Spears seems like the only cost effective route. O&G almost seem like Empire now, using spammable War Machines to whittle you down before hitting their so-so blocks that will win the war of attrition. Not sure but that's my initial reaction.
Remember that the FAQs were never meant to change all the armies or anything, they were simply constructed to iron out the not-inconsiderable dichotomies created by the new editions. I'm not sure why everyone expected the FAQs to change anything massively, that's what Army Books are for after all!
Yeah your magic isn't as all-powerful as the new lores, but you have overall much lower casting values so you'll be able to get off a lot more in a turn, and a couple of your spells are really nice buff spells which'll be going off on 5s and 6s (or 3s and 4s if you level up your Shamen) whereas Mr. Lore of Fire over there needs to get 12s or 13s. So it's a good balancing aspect, he gets one big spell off (or not, he could pants his roll) and you get off 4 or 5 depending on how many Shamen you run, and it doesn't matter if you bugger one or two, since A. They're not game-changing or really important, and B. The Shaman didn't cost you much.
So yeah, you don't get massive bangs, but just wait for the next O&G Army Book, you'll see them
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