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Whilst I am not an Orcs & Goblins player myself, my friend collects them and I was wondering whether you could evaluate his strengths and weaknesses.
He has to my current knowledge:
- 20 arrer boyz (two units of ten)
- 40 orc boyz (two units of twenty)
- 5 goblin wolf riders (maybe more)
- 1 orc big boss
- 1 orc shaman (a shaman of some sort, at least)
- 2 goblin wolf chariots
In the near future, I am going to buy him a spear chukka and he also plans to get a giant. Thanks in advance!
The boys units are pretty solid but could probably do with being a bit bigger (around 25, maybe 30 in some games). Arrer boyz can be useful but don't expect them to win any archery contests :tongue:Originally Posted by Schmeag
Wolf riders are brilliant as fast cavalry, he needs some more. They are very quick and can get in the oppositions face and then flee when charged. Always make sure that the wolf rider units have a musician, this gives +1 to the rally roll after they have voluntarily fled.
Orc characters are good, best to put him in one of the units of boyz (maybe even upgrade them to a unit of biguns cos they are hard as nails). Orc and goblin magic can be lethal, but unpredictable so is generally worth having more than one.
chariots are great, but more useful as a support unit to a cavalry charge. Otherwise if you roll badly for impact hits the chariots can just bounce off of some units.
Giants rock, great big terror causing stomping machines and are stubborn. However they may as well have a giant target painted on them as they are magnets for opponents fire.
Black orcs are also a good unit to look at getting, they are very solid in the line and can quelll animosity in other units. Also, goblins are a points effective way of putting lots of units on the table.
Hope that helps :tongue:
Helper monkey, bring me beer and donuts
You friend should definitely get some night goblins and maybe some night gobo mages. Both are cheap and incredibly effective for what they do and night gobo mages are especially incredible considering the O&G spells. The Big Waagh spells (warpath,foot) can make units panic by themselves.
Also consider rock lobbas and maybe a DOW cannon or doom diver. I'm not sold on the doom diver yet, but the rock lobba and DOW cannon when coupled with O&G magic are a great tag team
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)