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1.Abilites Not to use- Okay in the event of a FULL orc army theres a couple of abilites that youll never ever use, well one actually. Magical Levitaion is what its called. Now the first and most obvious thing is...well now orc possess it in thier first click, the Choas mage does but he has preety much every ability anyways. the reason why ML isnt that good of an idea for orcs is this, orcs need thier buddys. Not many orcs can handle themselves alone out there and its better for them to stick to the group normaly, ML is wasted points for Orcs and that includes that harpy Autumn. I swear, I see another one of HER in an orc army and im gonna flip.
2. Abilites TO use- Healing is very VERY important to orcs, no matter what the game. But Grathel arent orcs mostly melee and wont need healing? Glad you asked. Belive it or not, felindiung two inexpensive Barber surgeons can save you alot of headaches. why? well ill tell you why. Even though orcs get better as they push thier defense suffers horribly, luckily Orcs are the easiest to heal figures in the game! When orcs are beserke noone sually wants to mess with them at close combat cause the majority of orcs who are beserke can cuase upwards of 4 clicks of damage with a 10 attack, ouch.This and the fact that goblins can provide an effective corridor for orcs to run down to get healed makes a Barber-surgeon very important on the feild of battle.
3. Strategy- the strategy with orcs is this. you use strategy and you LOSE. Im talking flanking, pinchers, whatever. wether it be postioning your tropps perfectly or something like that youll lose. Pure and simple. why? Because orcs arent built for that. Sure an Amoptep gunner squad can nail orcs left and right, but once the orcs get in there those guys are meat. always charge charge charge, forcing your goblins at the enemy, making HIM react and not you. This DOES work even with striker/amazon drac armies.
4. Non-unqie figures to use- Okay so the orc ranged mounted arent that great, so what? Thier calvary is some of the best out there. Oh your laughing arent you? well im not kidding, thier calvary is tough, can take a beating and keep going in STRONG. The Anhkar butcher has a charge of 5, an attack of 10 and a damage of 3. Thats decent isnt it ? and he keeps alot of that power later on down to dial till he goes beserke. Also the Cave butchers are good too, mostly for thier 7 inch charge.
But enough about mounted, onto the foot tropps. ALL ORC ARMIES ARE TO CONTAIN ONE WEAK CLURCH PIPER PER FORMATION. I say this because orcs are ALWAYS dog slow by themselves and a 15 point investment gives you ALOT of extra speed. As for the fighters, well you cant go wrong with the TOUGH Ironclad. Only use the toughs, thier cheap and provide so much THUMP for the points they far outshine thier standard and weak brethren. Half Trolls hackers are good at any strength. If your gonna use Crushers go ahead and go for the Slasher instead, higher attack. ALL the goblins are useful, not just the vols. The Grenadier really bugs the **** outta you oppenet ecspecialy when you based his main attack formation and you start shockingwaving him and your own trops, knocking your into thier beserk states while his weaken. Goblin archers are high speed freaks that can plink most things for 1 damage and the Canibals have a nasty slot of vamparism to help keep them healthy and a steal at 13 points a pop.Oh and dont forget support, the barber sugeon and the shaman are both GREAT!! Also the tribal brutes, while not as effective as the ironclads in situations and dog slow, with a clurch piper become behemoths and the Toughs attack never drops below 9, thier a good alt to the Ironclads. Galeshia Emmisairys provide WM and Dodge, just what the orcs need, but only use the weak ones, tough and standard are a waste of points. Thats about it for the soilders to recap the ones to use are:
*T Ironclads
*W,S,T Half-Trolls Hackers
*W or T Shamans
*W or T Barber Surgeons
*W,S or T Goblin Voulenters
*W,S,T Goblin Archer
*W or T Goblin Grenadiers
*W or T clurch Pipers
*W,S,T goblin canibails
*S,T Tribal Brutes
*T Slashers
*W Galeshia Emissarys
*T Anhkar Butcher
*W,S,T Cave Butchers
(W=Weak,S=Standard,T=tough)
5. Unqies to use- Okay no matter what people say the Orc Captain isnt that great for any size game. Use a cheaper unqie and add in more ironclads, SOOOOOOO much more effective. The unques to use howerver are:
Choas Mage: The swiss army knife of the MK world. though normaly your gonna only use MagicBlast and then push to bast again. Back him up with at least one TOUGH shaman, due to the fact his defense is a 16 and a 7 attack from the weak shamans generaly miss needing a 9 but the toughs usually can do it needing only an 8. F/L, Command, flight shockwave and beserke all show up on his dial and those are the most useful. Magical Levitation isnt needed and you should push outta that into something more useful.
Summoner: Hes gots it all, Magic Blast and enhancment, force march and magical healing and even necromany. And dont forget bound and shockwave. For 76 points however hes pricey, but if you back him up well with a couple shamans and put two melee fighters in front of him you got a mobile fortress of death and doom.
Taskmaster- Hes cheaper than the Brass Commander and more effective to boot. his command can heal orcs and heck go for the capture. You only need his command anyways, so you still got that and hes now effectively invisible to the shots of your enimes.
Half-Troll Behemoth- Melee powerhouse. Just wade in and kill. That 8 inch range surprises the **** outta people too.
Orc slaver: Well....hes got ram and sweep, but Boronx does his job and beyond that. the command is nice, but an orc who can be captured so early seems....wrong somehow.
Okay i think thats all of em. The orc LEs are all good. Im gonna wind this up now, my fingers are getting tired. hopefuly i gave people some ideas and thoughts.