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Discussion Starter #1 (Edited)
Hey guys! I'm just starting to build an orcs and goblins army after moving on from WoC and was hoping to get your advice on the sorts of units to use in a competitive list, I mostly play against skaven and elves for which I've heard that O&G are probably not the best choice :S but anyway here's my list so far. Any advice you could give would be greatly appreciated!!!

Lords
Savage orc great shaman - lv.4, lucky shrunken head - 255pts

Heros
Black orc big boss - bsb - 115pts
Night goblin shaman - lv.2, ds, ruby ring - 135pts

Core
49x Night goblins - netters, hw&s, fc, 3x fanatics - 297pts (NG shaman)
28x Savage orc big unz - ahw, fc - 343pts (Great shaman & Black orc boss)

Special
20x Black orcs - shields, fc - 295pts
3x Trolls - 105pts

Rare
2x Doom diver catapults - 160pts
Rock lobber - bully - 95pts
2x Mangler squigs - 130pts
Pumpwagon - out-rigga, spikey roller - 70pts
 

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Benevolent Dictator
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9,222 Posts
Hey, welcome to the Fantasy side of LO! Good to see people breathing a little life into this section, now that AoS has more-or-less gutted the WHFB section of the internet, everywhere.

I've only really 'dabbled' in Orcs (1500pts of Gobbos) but I've played against them plenty (as Elves, no less). I think I might be able to lend some weight to the suggestions.

I don't think that Skaven will be a particularly bad match for O&G, other than the fact that in 8th, they were a very solid army. To be fair, so are the High/Dark/Mixed Elves, but the Elves actually have exploitable weaknesses, and particular strengths that you can take into consideration.

1) Impact Hits
Nobody likes them, but Elves can't stand them at all. It's the one thing that happens before ASF (well, Impacts and Fanatics). I'd look into the possibility to swapping stuff down to grab a few Boar Chariots.

2) You look a bit "thin on the ground"
You're only really packing 3 large units. Two of them are not exactly "stalwart" in the ranks - the Savage Orcs and the Gobbos aren't too hard to kill. The Black Orcs are a tough nut to crack, for sure. Their Quell Animosity will be good as well, and I'd even go so far as to say that you could swap your BSB down to a "regular" Orc Warboss for that reason.
A lot of it is going to be "points optimization". For example, the Black Orcs don't need a Champion if they're not escorting a character. You probably don't need the Bully on your Lobba either.

3) Gobbo Unit
I wouldn't go much over 40 Gobbos per unit, personally. You don't Horde them up. Field them deep - 8 ranks of 5 models is plenty, and they're a "tarpit-lite" unit meant to hold up the enemy. They're not for Hammer/Anvil tactics though, as they have a similar problem as Zombies - they die fast, and they give easy Combat Res to the enemy. So even if your Trolls go 1:1 on Attacks and Kills, they're not going to outweigh the butt-kicking that your Gobbos just took, and they'll probably all have to roll Leadership.

4) BlOrcs Unit
Unlike the Gobbos, they're wider rather than deep. You could either drop 2, or add 4 and go 6-wide. I'd actually put your characters here since they'll displace higher-cost models and give you better returns on points. Not to mention your Savages can "Frenzy" and end up charging into a nasty situation, or get kited across the board and out of position. If you've used Mark of Khorne, you know how this works.

5) Characters
Get them some Wardsaves. Particularly the BSB and Great Shaman. They're 2 high-priority targets, and the Wizard even has a chance of blowing himself up while "doing his job". There are plenty of nifty 4++ items in the core rules that you can toss on these guys. If you need the points, you can dump off the Scroll Caddy, or at least his level and Ruby Ring.
 

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Discussion Starter #4
Here's the new revised list.

Lords
Savage orc great shaman - lv.4, lucky shrunken head - 255pts

Heros
Black orc big boss - bsb, shield - 117pts
Night goblin shaman - lv.1, ds - 75pts
Night goblin shaman - lv.1, ruby ring - 75pts

Core
20x Night goblin - bows, 1x fanatic - 85pts (NG shaman)
20x Night goblin - bows, 1x fanatic - 85pts (NG shaman)
28x Savage orc big unz - ahw, fc - 343pts (Great shaman & Black orc boss)

Special
20x Black orcs - shields, musician, sb, standard of discipline - 295pts
5x Trolls - 175pts
Wolf chariot - 50pts

Rare
2x Doom diver catapults - 160pts
Rock lobber - 85pts
2x Mangler squigs - 130pts
Pumpwagon - out-rigga, spikey roller - 70pts

Not sure if the 2 night goblin shaman should be separate from the units or not?
 

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Benevolent Dictator
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Lords
Savage orc great shaman - lv.4, lucky shrunken head - 255pts
He's worth 355pts if he dies. As a Wizard, he can die simply from casting his own spells. This guy has a huge bullseye on his back. Get him a 4+ Ward!

Heroes
Black orc big boss - bsb, shield - 117pts
Like I said - the BlOrc regiment will already 'Quell Animosity', so you don't really need an extra Black Orc anywhere in the army. A regular Orc Warboss would work fine here. In fact, even a Savage would do alright, since he has access to Magic Armor and could therefore grab the Armor of Destiny. Because again - huge bullseye here. Your general and BSB should have a 4+ Ward or some other way to be super-hard-to-kill. It's par for the course, for just about every army.

Night goblin shaman - lv.1, ds - 75pts
Night goblin shaman - lv.1, ruby ring - 75pts
So I say drop the Scroll-Caddy from the last list, down a L1 with the Dispel Scroll and save yourself 60pts (almost enough for a Wolf Chariot) and instead, you split him into 2 Lvl1s with the same gear cost yourself 15pts! What gives?!
Higher level casters are always better than low-level ones. Remember that you get your Lvl to Cast/Dispel attempts. The difference between a L1 and a L4 is a fullD6 worth of extra power that you'll need to make up for. This guy really isn't good for much except for the Dispel Scroll. Ruby Ring isn't that great. If you wanted to be nasty with an L2, I'd say to grab the Magic Mushrooms and get extra dice from them. Oterwise he's just "burning fuel" that you could be using on the L4.

Core
20x Night goblin - bows, 1x fanatic - 85pts (NG shaman)
20x Night goblin - bows, 1x fanatic - 85pts (NG shaman)
28x Savage orc big unz - ahw, fc - 343pts (Great shaman & Black orc boss)
I use small blocks of archers this way as well, so I can't really pick on anything here. Just remember that Savage Orcs are not Chaos Warriors - they die fast, and bloody. AHWs aren't worth much when only the front rank benefits and the back ranks still pay. You planning to go 'Horde-Wide'? I'd really suggest 6x5.

Special
20x Black orcs - shields, musician, sb, standard of discipline - 295pts
Your BSB and General would be much safer in this regiment. At least the BSB. Without Frenzy, there's no risk that he'll get kited away from your other units, who also need his rolls (general works like this too). But yeah, solid regiment. Banner of Discipline might be a little overkill, and should almost certainly go if your General plans to join, otherwise he can't send his Ld bubble out of the unit.

5x Trolls - 175pts
200mm frontage, not a horde, and would actually get the same amount of attacks as 2 ranks of 3, except for losing their Stomps. That's a lot of Trolls. I mean, Troll Blocks are nasty, but just... eh. I don't know - maybe it's the idea of having a regiment that is basically "horde wide" and getting no major benefits, but also being too small to count as having 2 ranks. Get an extra Troll? Drop 1-2 Trolls?

Wolf chariot - 50pts
One of these into a small elf unit isn't a bad idea. Depends on your mates are playing - small units of Swordmasters hate these things. Big units of Elves require a slightly sturdier chariot, and more of them.
If you do a little searching, you'll find that O&G Chariot Armies are a very viable strategy. Just spam the daylights of out your chariots and then fill in the gaps.

Rare
2x Doom diver catapults - 160pts
Expensive, complicated, Rock Lobbers.

Rock lobber - 85pts
2x Mangler squigs - 130pts
Pumpwagon - out-rigga, spikey roller - 70pts
Mostly the same, but that was fine last time around. I'd be wary of the Manglers though, and be ready to drop them if they don't perform. Everyone I've met is in two camps about them: they're either crazy powerful, or they're a points-sink that just isn't reliable enough to be worth taking.

Not sure if the 2 night goblin shaman should be separate from the units or not?
Always keep your characters in units, if you can.
 
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