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Hey Orcs! Hope you've all been bashing heads and busting kneecaps. I hope you can help with a question after you wipe off the blood and bone, which is,
how do you greenskins deal with fear/terror?
I play TombKings and every game I play vs. my Orc friend I seem to really get him good with autobreaks(i know snake eyes trump) from outnumbering& fear or just him failing to charge me or running from the same. I've beat him every game, mostly massacres and a few times wiped his models off the board. He claims it's fear and I tend to agree. It really seems to play havoc. Now,
I suggested he needed to have units on hand that are immune to fear since they themselves cause it. I suggested trolls with a boss of some kind(to keep stupidity in check) and a wyvern.
Any other ideas?
For the good of all greenskins(they were once my 40K army) please help.
Fear is something your army pays dearly for (3 pts per model when it comes down to it) so you are entitled to use it!
Now, do you have a list of is army? I am pretty sure I know wich mistakes he is doing as an orc player facing the tomb queens, but I'd like a look.
His general at 2000 has to be an orc. Ld 9 is the bomb. If he wants to cheese it a wee bit, Bring Mr Big gut from the back of the book. Even higher leadership and extended range! A great way to keep the boys in check against the brain dead. Orc magic is very strong, so it should play a good part of is game.
Also, orc shooting is greatly under estimated. But that we can work on later. Post up a list of the units he fields and we'll orc it up!
He brings some black Ork warboss with loads of attacks. usually dies from fear related causes.
A level 2 ork shaman, a level two gobbo shaman.
About, 2x25 boys with spears. One mob has an orc bigboss.
2x20 gobbos w/2xfanatics.
10 spider riders.
5 boarboy bug 'uns.
2x boar chariots.
he always takes the banner that grants extra dispel dice.
I've told him he needs some shooting, maybe a rock lobba to blast holes in my skellies.
I've also said to bring the trolls with a boss...
So Wolf_pack, what do you think?
my army varies most every game as I like to keep regular opponents guessing, but mostly that I am wanting to try out all the TK units, also, learning not to rely on certain units.
hey.... wolf_pack, I can see you are in the same city... Do you ever hit "gamers world"?
There are loads of units that are immune to phycology in the O&G range. Maybe try putting a savage orc warboss in a big unit of savage orc boyz. Units like savage orc boar boyz, squig hoppers, squig herds and snotlings can be useful as well. And perhaps get some orcs that don't actually have to engage the fear causing enemies like Arrer boyz who can do a lot of damage to low armour save, low toughness skeletons, and some artillery (I find spear chukkaz to be very effective).
Hope this helps
Good suggestions Blue Tac! I'll pass these on to my friend. I wonder why he hasn't been taking these units?
Ok. I see a few things that require attention.
Spear are only ever useful on Savage orcs. The frenzy gives quite a bit of punch with them. With the new Choppa rules, they should be given priority. 2 S4 attacks per orc muches undead very well. Also spears are very defensive. Orcs can play a defensive game, but still need to do some tenderising.
Some 10 man units of savage orcs could be a very nice asset. They can and will hold table quarters and flanks, while not carring about fear until they loose combat. And they always do great has flankers themselves.
Boar boys are a huge point sink. Big un's even more. And they are still prone to animosity to boot. That unit alone (pending on command) could give him 4 spear chukkas. Now that's point cost effective! they are the cheapest warmachine int he game, and still at BS3. And no untimely misfires.
Spider ridersw will achieve nothing against undead. Their leadership is silly.
Troll are alot of fun, and will eat through undead core infantry very well, just keep them within general's range.
Since shooting is fairly limited in a TK army, 2 snotling pump wagons and some squig hoppers tear a chunck out of anything they it. Chariors, ushabti, you name it.
Magic items also play a big part of the O&G army. The horn is nifty for leadership, and the headbutt ring will keep you on your toes about spellcasters. Dispel scrolls are important against magic dependent armies, especially TK. That extra my will be done that gets the charge off can turn the game around.
The Ideal setup for an O&G army is a great shaman, shaman and borgut facebeater. Orcy magic, Ld 9 general and a free unit of big un's. Can't ask for more!
Note: I was unimpressed with gamer's world 2 years ago at conflict, they were going around to other store's tabls and giving thier business cards. Very unprofessional. And I like my hobby store too much!
I like the advice... I am definatley gonna pass on all I've got here to my friend and see if he can finally give my TK the boot...
If you don't mind me asking... what store do you play at? New opponents are hard to come by at my store.
Both you are Blutac had good things to say. Thanks again!
Sous-Sol Hobby, in Chateauguay on the south shore just accross the mercier bridge. Fantasy tournaments every first saturday of the month, 40k on the the second. PM for the Address of you want to swing by.
Dealing with fear? First, march up as close as you can. Then, instigate the waaagh. If the d6" puts you in combat, then you don't have to test for fear. Assuming that you go first in combat, then you should show up with a CR of 4 or 5 (banner, 3 ranks, outnumbering- may be iffy here). You should have 3's to hit, and 3's to wound. Which is about 2 wounds from a base orc. Or 4 if you have dual choppas. Both rounded down. Statistically you should be able to cushion their attacks, or even make it so that they don't get any. If they play like VC right, they should have CR 5, and the kills will put you over the top. Viola, you win and don't need to worry about rear.
To make this plan more effective, march so that you are coming in on the enemy flank at a diagonal. Then use the waaagh. With any luck, this should give you just enough distance to hit the flank. This is important. The enemy doesn't get his rank bonus (he only has CR 2- banner, outnumber). You have CR 4 or 5. deal your two/four wounds (depending on equipment), and boost yourself to CR 6-9. He loses up to 7 models for losing combat. You win, fear is not an issue.
Note: all numbers here are based on statistics and the assumption that the orcs have full command and 3+ ranks. They do not assume you roll like I do. Then you have a whole new issue, and should probably sacrifice a dice at the beginning of every game to make up for all the 1's.
I hope this helps.
I gotta recommend a giant, Picked him up for the shear joy of watching him stuff a chaos lord in his pants, but he has done wonders against the undead, high LD, stubborn and a chance to swing his club for massive amounts of undead death or yell & bawl for an auto win really makes him stand out.