Orc and Goblin troops
This is a description based on the 6th edition Warhammer rules. But I've seen the 7th edition rumours and they should not effect the army to much.
This list is a reference and introduction for any starting Orc and Goblin general. It'll help you make choices about certain types of units
which you would like to include in your army.
Before making any attempt to make an army list you should have a general
strategy though. The Orc army is mostly fit for a offensive army. It can in certain aspects become a defensive one with loads of magic and war machines, but since shooting isn't very good (an Orc coulnd't hit an elephant if they were riding on it's back) you'll rarely see this.
So for new Orc commanders I'd recomend the offensive force. Then it's just a matter of how fast you'll want to be. You can use an infantry horde army (which is the prefference) or create an elite mounted army. Since Orcs and Goblins is a horde army, you'll never see an all cavalry list (because you lose your outnumbering) but It's worth a try and will certainly be much fun to play.
Core units
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Orc Boyz
These are youre core units. Units should be 25 big. This prevents panic tests and
will grant you the outnumbering bonus most of the time.
These guys can be equiped with two hand weapons for an extra attack or with shield and hand weapon for the extra save. Most other options arent really usefull.
Always put a full command with them.
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Arrer boyz
More humourously known as Error boyz. These guys are terrible at shooting and miss 75% of the time. An even if they do hit, they'll not do much damage, let alone force a panic test.
They serve some use as a bodyguard for a shaman. Take ten, no options and deploy them in a long line, increasing number of shots fired. It the enemy is getting close reform into a 2 x 5 block and you'll have some edurance in combat. If you place these on the flank they'll double as a flank protector (although a very bad one).
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Savage Orc
If you want furiously fighting orcs, these are the ones to take.
They come ready made with frenzy. Give them additional hand weapons for an enourmous amount of attacks. Shields are usually not worth it, since they're overall armour save wouldn't be very high in any case.
If your up against a fast foe you could give them spears. Although an un-orcy weapon it does guarantee a lot of attacks even when several orcs get slaughtered. If you really want a tough unit, also take Big Uns and give them the banner of butchery. With a unit of 5 models per rank that's 30 S4 attacks on the first round of combat, not including boss and champions. That's go to hurt!
Unless playing a savage Orc army I usually don't bother putting a hero or Lord in this unit. With their frenzy they can face most units hands down, and against harder units you'd rather have a flanker than an extra bunch of attacks.
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Goblins
These guys are cheap and weak. They can hold their own if you equip them with light armour and shield, giving them a 4+ save in close combat. Don't expect miracles from these guys, but they can hold against most units (steer away from knights, chaos warrios and saurus' though).
These guys should be fielded in units of 30-35. Although this might seem a bit much, this ensures they get the outnumbering bonus and keep al their ranks.
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Wolf Riders
Two words: Fast Cavalry. The most versatile unit type in Warhammer. Use them in units of 5, with a musician and nothing else. Never, ever not even duringparades let them hold a flag. This only gives 100 easy victory points to the enemy. And that's not worth it!
Here's some uses for them:
- Kill war machine crew (hide them until you reach charge range)
- Blocking march moves of important units (either from the front or rear)
- Baiting units
- Killing of fleeing units and lone characters
These guys wont get to do all of the above. You'll need two units just to get half of it done. And even then they probably wont make it to the third turn. These units are normally first priority of any magic or artilery that the enemy happens to bring, so don't bee to upset if they die. If the enemy want to spend the first turn shooting everything on a unit worth 60 points then by all means. let him!
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Spider Riders
Also fast cavalry of a sort. Poisoned attacks is always nice, but their real use is disrupting the enemy and limiting his movement and/or options. On a battlefield lithered with terrein these units are faster than the Wolf Riders. But in all other cases the wolves have the advantage.
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Night Goblins
These units are exactly the same as normal Goblins. They're just
as strong (less Ld, but Goblins should already be in the
general's reach) but have one major advantage: Fanatics.
Although a bit of a loose canon you can use them strategically. Because no-one want to be on the receiving part of a fanatic-ball you can use just a small unit as a flank protector.
If you deploy them in your main line, either walk them within 8" of an opponent or allow yourself too be charged (any B-class acting is then required "Oh my, look at how vunerable I've left my poor Nigh Goblins"). In that way the fanatics, asuming you've bought more than one, wil not only hit the first time, but will probably block the opponents charge-path.
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Snotlings
If it look like a swarm and it walks like a swarm then it must be a ..... Oh no, they're just a stubborn unit. Yes, stubborn at leadership 4! Wheee, that'll make a difference. Once in combat they're almost guaranteed to flee. So how do you counter this?
Easy, never let them get into combat. Use them as a baiting unit or as a sacrificial unit.
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Special Units
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Black Orcs
Black Orcs are basically tough Orcs and have more leadership. They do not suffer from Animosity.
They are very expensive for a bit more strength, but they have one nice tactic that I'd wish to share. Give them the banner that allows you to make an extra D6" on the charge (I'll look up the name later, I'll promise). Once you are some 14" from the enemy. Declare a Whaagh! This gives your Black Orcs a free D6" move. Then charge and you get an additional D6" move on top of your charge-moce. This ensures your Black Orcs move an average of 15" in one turn. Sweet!
As for weapons, I'd suggest using the great weapon only against tougher opponents (Trolls, Ogres) or greatly armoured ones (Knights, iron breakers), and the two choppa's against anything else
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Boar Boyz
Boar Boyz are a medium cavalry unit. They can beat most smaller units, but don't let them charge other cavalry or large ranked-up units.
If they get the charge they will rip apart most smaller units and can put a dent even in the biggest ones. if at all possible do not let these guys be charged. Your high strength on the charge (both from the Orc and the Boar) are your main reason for inflicting serious casualties. If you mis this you will surely be beaten by anthing that has ranks and banner.
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Squig Herd
A normal night Goblin unit with some extra strength. a bit vulnerable to missile fire though with toughness 3 and no armour saves. But other than that it's a solid enough unit!
A nice unit if it holds, but to unpredictable to be of game-winning quality. This is especially true when you think about the low leadership of the goblin hearders. If your game-plan allows you to keep them close to your general, take them. Otherwise leave them at home.
Squig hoppers
A random moving skirmishing unit. Quite usefull on the flank of your army. But a bit of luck is required to get the charge on the right time. It's worth having them, if only for their shielding ability.
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Wolf chariot / Boar Chariot
Chariots are good for two things: Assisting charges or Taking out
small units like fast cavalry or lonely characters.
With assisting charges I mean attacking a unit which is already engaged into hand-to-hand combat. This adds the results of the chariots charge to the combat resolution giving an
almost certain auto-break. Never do this against stubborn units, because these never modify
their Leadership against combat bonuses, so you're attacks will
be better spend elsewhere.
Taking out small units sometimes helps your bigger units survive. If you can take out a unit of 10 archers then it will effectivelly help the rest of your army survive intact.
Then there's the choice between a Wolf or Boar chariot. The prime purpose of any chariot is the impact hits it does. These are the same for both chariots, except that the boar version also gives two S5 boar attacks.
But the boar chariot is only Movement 7, which makes it quite hard to get where it is needed. The wolf variant with 2" more on the movement finds this a lot easier.
So if you want something hard-hitting somewhere next to your main units, then take the boar version. If you need to travel at greater speed (along the flank of your army) take the wolf variant.
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Spear Choppa
A two for one war machine. At their low cost you shouldn't contemplate using only one, always buy 2!
Uses: Slaying dragons, cutting large units down to size, killing fast cavalry and generally softening up the army for when you horde hits their ranks!
Rock Lobba
This thing hurls rocks across the table. Chance of succes is a combination of how good you
can guess ranges and how much luck you have (e.g. not rolling the misfire's).
Use this war machine against any opponent with toughness 4 and low armour save. With it's wide template you could also consider aiming for skirmishers. A well-placed hit should easily force a panic test.
Rare Units
Trolls
Trolls are great creatures. Their tough, hit hard and hit many. The main disadvantage is their low leadership and stupidity. This will require they keep in range of your general or they will stand still half of the time.
Once in combat they'll usually do really well until they break. If they start running they'll get outside the range of your general and you'll never see them again.
Use them in units of 3+. If your feeling adventurous try using a single troll for baiting purposes or to add a bit of spice to any charge.
Always take normal Trolls, the specific types are silly and waaaay overpriced.
Doom Divers
These Guys are great, almost as destructive as a rock lobba, but
much more accurate because you can change the outcome.
Only take these if you can guess propperly with the rock lobba. Because these guys don't require templates, but either hit or don't hit.
Snotling Pump Wagon
Fun, potentialy devastating, cheap, rare. That just about sums it up. They are far to random to make them a part of your strategy, with its random movement it would either hit way to early or get to the other side once the initial charge is already over.
So if you want a fun unit and can spare the Rare slot, then take it. Otherwise leave it at home.
Giant
Giants are big and powerful creatures. The problem with them is
that the enemy also knows this and will targets all its missile
fire against such a large target. But again, when someone is
shooting at your giant they will leave the rest of your army
alone.
As for close combat: when a giant makes it to the other
side of the board its power can devastate the enemy battle line.
And also very important it's fun to play. The only bad side about
a giant is that you cannot choose its attacks like you would with
any other unit. But then again, that would take the fun out of it
wouldn't it?
Other
Wyverns
Well, it's no dragon, but it's the best we've got.
Unlike I said in a previous version of these tacticals:
Never put your general on a wyvern. This takes his high Leadership
away from your troops. The difference may be small, but it can be all that stands between winning a game and losing it.
Also, never use a wyvern to take on creatures like dragons,
because dragons are better and will only get your wyvern killed.
Giant Cave Squig
Its a big squig. It's nice to include it in your army, but it's random movement makes it a bit of a gamble. You can even give it to your general, because this unit will probably remain near the rest of your army.