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I am going to buy some black orc for my new army. I plan to have night goblins as a big core to stand in the way, and then black orcs and stuff to kill of the other units with.
Now the question, what weapons are the best to use on theses beasts? I think i will buy Grimgor Ironhide to place him in one of my two units of black orcs and a warlord in the other. To kill of bigger things, I will play mostly ogres, what are the best choice of weapon? And why?
I sugest before you do anything else that you read the army book. If you do you will see that black orcs have the special rule "armed to da teef" which allows them at the start of each combat to choose to use either a great weapon, 2 choppas, or if you buy them a shield (which is the only weapon purchase you can make) a choppa and shield.
Great weapons you will be S6 so wounding on 2s against ogres (unless greater than T4), but you are stuck hitting last unless the ogres are also using gws in which case you go at the same time.
2 x choppas i would go for if you think you can break them in a single wild flurry of blows, as a choppa is +1S (so S5) in the first round of combat then as normal at S4 but you gain an attack with 2 x choppas (for the front rank).
Lastly if you buy the shields you can go choppa and shield. You get 1 S5 attack from each orc in the first round then it goes to S4, but you end up with a 4+ armour save followed up by a 6+ ward (from your parry save).
Its entirely up to you which option you use for which combat but i think i would go 2 x Choppas unless i knew i was attacking T5 or higher.
I would probably go for just 1 big unit of black orcs and take them 6-7 models wide if not in horde formation to maximise the number of attacks you get.
The black orcs have the awesoem rule of armed to da teef. When modelling them, i give some double hand weapons, hand epaon and shield and others great weapons to show this rule. In the game however, it depends what you are fighting against. They can choose a different weapon combo for each combat. Definitely give them shields to help with protection agaianst enemy archers etc before they can break skulls in close combat. Remember that they are strength 4 and choppas add the plus 1 to strength at the first turn of combat. Now, if they are in combat against an enemy with toughness 3 and an armor save of 4+, i use double hand weapons to get the extra attacks. I field them 5 models wide with a champion. So using two hand weapons, i get 11 attacks for the first rank and 5 more for the second rank. At strength 5 first turn and then strength 4 in subsequent turns. However, if the enemy is toughness 5 or has a really good armor save, like knights with a 2+ or even 1+, i use great weapons. Orc initiative is low, so you will be attacking last anyways. Using the same unit setup as i mentioned, i get 11 strength 6 attacks. Thats a big blow even to knights. So basically when deciding what weapons to use, look at the toughness and armorsave of the enemy. For lower stat models i try to get as much attacks as i can, for tough and heavily armoroed models, i go fo the extra strength bonus that great weapons give me. Basic rule i follow is - if its bigger and better armored use great weapons. If you are facing ogres, they have the same initiative as orcs, but great weapons are a much better choice to smash em to bits.
When using grimgor, be carful. Its a lot of points for one character. He is not stubborn as in theold version of the rules. From personal experience, the opposing player always targets his unit with artillery to weaken it as much before combat, when combat resolution can really hurt you, despite grimgor being a killing machine. He will have to make up for a lot of the casualties your unit suffers, and if he is in a challenge, then thats a bit harder to do. Have fun with grimgor though, he is awesome and i have used him for a lot of games.
You beat me to it haha. I need to type faster lol.
I agree with what you wrote, as i wrote basically the same thing. The only thing ican say from experince is that as good as hordes are for extra attacks, the higher number of ranks in a unit are better, due to steadfast and low orc leadership. Grimgors unit is going to be smashed and shot at by arrows, bulets, rocks and cannon balls from round 1 until its in combat. I get lucky if i get first turn and later on i make it to combatwith half the units strength.