Orc Tactic thread

 

The following tips were send in on a post asking about orc tactis.:



First of all I want to thank you for posting a topic on orcs tactics. I always think of my greenskins like a cunning army which also fight with furiuos force, NOT like so many players, like a huge mass of idiotic beasts in search only of a doom fight (I let all that kind of way of thinking to beastmen generals....)

Personally I don't get pested by animosity: usually i fail only one or two times the dices roll (on a battle of 2500 points) and until now it's never happened that one unit has charged another one (maybe i'm only lucky...[You sure are -Webmaster-]). After all , for not having this problem, i usually field my black orcs in a way that they could easily quell animosity on a maximum number of gobbos and orcs units (something like 3-4 units).

Black orcs are good for 2 reasons:
1) They fight really well and could withstand even charges from great units like imperial cavarly or from a regiment made of Slann mage priest and his guard.
2) It's a unit really feared by other people so they usually concentrate the fire on them while letting loose of normal boyz (i use them with 2 hand weapons) that could run across the field and charge everything with an outstanding force.

Another tactic I use: I field 36 arrer boyz in two regiments of 18. Do you think they are too much? Well they not only kill some enemy with bows, but could be used very well like a light infantry unit that could be sent ahead in the battle and that could play very dirty tricks on your foe who don't expect a charge from your arrerz (that also have choppaz...).

For Night Goblins I field them (1 unit of 40) like a defensive unit against offensive players or like go ahead unit for defensive ones. With few words: i use Night Goblins like a box which contains a not so good present for the foe: 3 Fanatics. I usually get also 6 netters.

I personally like fast cavarly so i field 1 unit of 8 wolfboyz with spears, 1 of 5 with bows, 1 of Oglah khan wolfboyz (very well equipped) to make a lot of side charges if i could.

Warmachines are great! I'll explain:
1) Spear chukkaz are very good for targeting huge units with a lot of ranges. You could kill even one range with one single shot and even against monsters are good cause inflict D3 wounds and you don't even need to guess the distance and you could take two of them as one special troop choice.
2) Rock lobba: I know that isn't the most precise warmachine of WarHammer, but think about it. If you hit one unit directly you are likely to blast the unit off the battle, and against Dark Elves, High Elves, dwarfs or Empire that usually field cannons multi balists and other long range weapons it's the only way to answer them and to take a chance to hit their long range weapons. You have a targeting phase why not use it, if you have warmachines?

I also field a giant who is uneffective only against poisoned based attack troops (like skinks or Dark Elves) against whose i field trolls. I use also 1 chariot (good for a double charge) and 2 basements of snotlings, which could pest your foe if not killed before hand-to-hand combat. Have also a 2nd level savage orc shaman who can play well also in HtH (ward save granted by warpaints) and that could profite well of near engaged gobbos & orcs units for havin' more spell dices. Even more he is frenzy so it's immune to psycology until he is "high". Two orc heroes on boar and an orc warchief on boar (with the magical shield which grant a 4+ ward save) and my army is done.



Ahhh yes, most people truely underestamate the power of the squig. When you put a unit of these balls of musle and teeth on the side of your line and nothing is gonna want to come close. I have a unit of 18 squigs and 10 hunters, i tell u this is one nasty unit.

I was playing my brother once and he really didn't take all that worry into the squig herder unit. That is untill they ate his whole thunder unit in 2 turns. Well the next time we played he shot up my squig herd to a bout 8, and i got into HtH with a regiment of dwarfs,great weapons, heavy armor, 20 stonge, and a full comand. He killed 3 when he charged (yes, the dwarfs charged me) but I just kept on eating 4 to 5 a turn! And he only put 4 across.

But the squig units can also be bad, very bad. One time i decided to put squig hoppers in my unit. I used to love these liltle guys in 5th. They hop around, destoy war machine crew, eat up units, it was great. But at about the 2nd turn i decided to let these guys go, they didn't go very far, and the worst was about to come. Well as u know squigs and squig hoppers die emediatelly when charged. Well, since they die on the charge the unit gains the over run rule. Well to make matter worse, my general was fleeing, and my bro's battle banner was close to one of the squig hoppers, and right at the beginning of the turn he said "your not going to like this." he charged the squig hopper, killed it and over ran into general. Ahh yes, a flying 3D6 flee gets u far, and right off the table. This type of squig hopper stuff also happened a couple of other times.

So the moral of this story is "take squig herds, but don't take the hoppers!"



This is a tactic you might want to try - be aware that it can go distastrously wrong and mess up YOUR army but if it works it will leave the enemy army reeling just before your boyz charge. Basically take a large unit of squigs, with the minimum number of herders (18 squigs and 6 herders works well).

Charge the unit straight towards your enemy at full speed, get into charge range and let him charge you. Choose to flee as a charge reaction - only the goblins will flee and the squigs will stay put, before jumping away immediately (ie before your opponent actually moves his chargers). The enemy will be left with about 15 rampaging squigs bouncing up and down all over his formations eating his troops. 2 attacks at WS4 and S5 for each squig, in the middle of his lines where they will bounce between units many times in one turn, cause serious damage.

That's IF it works. :) But then again, why play Orcs+Gobbos if you're not prepared for a little fun? :)



I used to have two orc's chariots but now i field only one.

I think that there are some differences between orc chariots and the one of gobbos. If you have few wolfriders you could gain in speed takin' two (for only one slot choice) goblin's chariots while if you have (like me) a lot of wolf runnin' through the battlefield it's better one (or preferebly more!!) orc's chariot which could be useful doin' double charges along with your wolfriders.
The chariot can only move or charge (not run) and if it's hitten by a cannon ball it's gone in only one shot so use it smartly and try to avoid the enemy fire.



For the equipment: my boyz have all two hand weapons (so a lot of attacks), my arrerz have light armour and black orc have one hand weapon(choppa) and shields (i prefer protection).The choppa rule could be useful but it's a little bit ineffective: i prefer to do one more attack than a +1 only when charging, only my black orcs are armed with choppaz cause for them +1 strenght could be devastatin' in action (if i can charge). Also my arrerz have choppaz and could be useful if you use them like light infantry (as i do). One thing is not good for me: heroes and war boss on boar have choppaz but can't use that for the bonus +1 , so why not get your war boss and characters a great weapon (e.g. an axe)?

Point of advice from the webmaster: Light armour on your arrerz is pretty useless when using them only for the shooting bit.



I reckon chariots are pretty useless in an Orc and Goblin army. I think they're not very 'Orcy' and you will only average 3 to 4 kills on your charge, and if the enemy doesn't lose and break you can kiss your chariot goodbye next turn.
If they are charged they are useless and considering that traditionally the Greenskins most common enemies are the Empire and Dwarfs, who have loads of cannons, your chariots are likely to be destroyed on turn 1 or 2, basically giving away 60/80pts for each cannon shot.



It's true they can be quit useless. Well unfortunatly I played a bretonian player last night, normally i have a rocklobba, but since they have the "prayer" i desided to go with the chariot. i charged a unit of men at arms, and well i only got 3 attacks in, and only 1 kill! I also had to run away and they caught me!
Any way, they are orcy, very orcy, even though they might be good at taking out small units and war machine crew, there loud, big, scary, and can cause a lot of damage, all things that orcs like.



They ar indeed very Orcy, and i think that if you use them together with a giant or with cavalry they can be very good Even if u use 2 chariots vs 1 unit I can be devestating.



I only take Black Orcs it fits the army, I always make armys that fit the background rather than too win. Aminosity is usually not bad, but every now and then.... But its just one of those things with orcs and goblins

The Doom diver is deadly against hv cavalry, no save! Also the rock lobbers if they hit will desetroy any unit. Spear chukkas are sometimes useful, but they're cheap too, so I usually take em.

6 wolf riders with short bows are worth their weight in teef. They take out war machines for me, lone wizards, get flank charges, draw out the enemy, get fanatics out, take out smally shooty units, etc etc. I always take a unit and they often win me the battle, I love the little guys.

Wolf chariots are much better then Orc ones, speed is great.



Against an opponent of the same skill as you, you can't do anything against Dwarfs.
They will outshoot you if you try to hold back, they will murder your guys in Close combat (they Hate you allowing them to re-roll misses, have better WS as well as elite troops and double-handed weapons) and can dispel most spells you throw at them. Your choppas giving you +1S on the charge help a little but still will not increase the casualty count by much.

I would take as many shamans as you can (possibly even take a Shaman Lord if it is a 2000pt game, I wouldn't dream of taking one ordinarily, but against Dwarfs maybe). A couple'a Big bosses to keep the guys in line and maybe a group of Black Orcs and a group of Trolls, if only to absorb all the enemy missile fire (both are as good as Dwarfs in HTH too).
Other then that, take lots of night goblins, a large Squig herd and lots of fanatics. These can cause serious damage but the trouble is it leaves little room for tactics (though you can try the Squig Bomb).
I guess boarboyz could be useful too, but you'd have to have a helluva lot of them (ie 20+) to create a sizeable group of Boarboy big'uns. If you have the models Savage Orcs are probably worth it over normal orcs, because they will get many more attacks and ignore missile fire casualties, but still they are unlikely to be able to break the Dwarfs in close combat.

A couple of Bolt throwers (Spear Chukkaz) for 35pts each could be good as a distraction, and maybe damage some of the enemy's units before you charge. Work on the principle that one dwarf is as good as two Orcs in HTH, and use your higher Movement to choose your fights and get some flank charges in. Don't hang about too long though or your ladz will be riddled with bullets and crossbow bolts before they can batter anything.

Basically a normal, balanced Orc army has a small chance of a win against an equally good Dwarf player. You have to specialise your army massively and most players do not have the models to do this.



Ok, fill ur rare slots up with doom divers, theses do great against thoses heavily armored guys. A wyvern is almost a must. What u do is stick the wyvern behind some of ur units for about 2 turns, and when u get close enuff, fly over and take out the war machine crew of the organ gun, and u have to have the "best boss 'at" or the iron skin shield. A ward save of 4 or 5 will get the general there with out worring about cannons that much.

And squigs do help alot! So far my feared squig unit has eatin 11 thunders (the whole unit), 15 clans men (from a unit of 20), warmachine crews, and 6 bretonian archers (a unit of 20, but then ran away). And thats only in 3 battles, but squig hoppers as i said don't work well.

Also you might want a unit of savage orcs, loads of attacks, ward save of 6, and equip theses guys with spears make a formitable core unit to fight. These guys have a (slightly) better chance of making it to the dwarven lines because of there ward save. And if u have a character in a unit, try to at least give them a ward save (even if it's a 6+, it still helps)
well I hope that helped abit.



Well, I have a sizable Orc army, but I am in the act of making my main force a Badlands Nomad army (All mounted army) that is listed in the back of the book.

But for the general tactics:
I always take Night Goblins and Goblin wolfriders as Core. Night Goblins are excellent for sealing off corridors with fanatics, your opponent won't want to go there. The wolf riders can be bent into many many different tactics, which I have used in the past to make a first turn charge. Let them do an (18 inch) march and then cast a spell to blast them into charging combat (Choose a unit that doesn't have a good armour save). I also use them to force any orc enemies to dump thier fanatics into play on thier own side of the table.

I use Chariots, if they take a Cannonball then something else that is more expensive does not. Too many people use the Chariots as a force by itself, don't do this. If it attacks alone then it will get beat off and will cause other friendly orcs to run away. Use it to back up another unit, after all those 4 extra kills during a charge may be the difference between winning and running away from combat. Its relatively cheap too (Even though I do think its silly that boar chariots move slower than marching foot soldiers) so loosing it to a cannon fire isn't going to cause you to loose the game.

I place Black Orcs in the back with a level 4 mage in the unit, I dont have to worry about the mage-protector unit failing animosity and taking away my mage when I need him. They play defence, and anyone who is crazy enough to sneak up from behind will get a royal fight.

I do not use arrer boyz, these caused me to loose a game when they failed animosity and shot my black orcs, who ended up running from casualties in the last turn of the game, complete points loss. As for setting up, putting chariots between units with animosity will negate your own army attacking itself.

Point from the webmaster: Note that the above statement is illegal, your arrer boyz will never shoot the Black Orcs, because Black Orcs do not suffer from Animosty.

These are just a few of my tactics, I won't tell you all of them.

Spears are the best.



I've gone back to my all night gobbo army, and I've been wondering, are trolls worth it? The thing that wories me most is stupidity, because their ld is low, and so are my night gobbos. I was thinking, instead bring along two squig herds (yes i can if i use the varient army rules in the back) instead since the great horror stories Little Grot tells are very amusing to me.

Another good question would be what type of troll do you use, and if anyone has a problem with the gobbos fearing elves rule (i wouldn't think so, since we would outnumber them all da time.)



Well, I used to field three trolls but the stupidity test and their low Ld of 4 is their doom. First of all they must be within your general or you will see huge slobbering monsters that go across the field without doind nothing of special. So your general became a nanny and that isn't the work of a big boss.

You see, they can regenerate hits but if they loose the HtH combat (and this thing happen very frequently) i would like to know how do you recall them if they flee from battle. Pretty much impossible if the general isn't there (nanny 2: the revenge).

So i prefer the Giant that causes terror and also it's fun to use! However I find the vomit (vomit attack: instead of three attacks you could choose to vomit on one model doing only one hit without armour save) pretty useful against heroes & general, and ineffective against large units. My troll have always been stone trolls cause they have magic resistance and so, if your opponent uses fire magic, he may not affect your regeneration rule.



Well, what do u guys see in orc arrer boys, i mean they are even worse than bretonnian bowman, they have a short range (24) so u have to march with them before you can shoot at dwarfs or other none moving armys. Some people use them as a light infantary that can shoot. But wy the hell would you give up the +1 attack for two handweapons? If you use them as infantary they also can shoot with only 8 or 10 orcs at a time (kind of useless). Please give me youre oppinion on this (maybe i just use the arrer boys wrong?)



Arrer boyz seem like a waste of time to me, too. i talked this through with a couple of mates to see what uses they might actually have. here's what we came up with:

1) Use them in seiges. Yes, when ruglud's armoured orc crossbowmen are released they'd be much better, but presumably you can only have one unit of them.

2) Use them to defend war machines if you're using a very shooty orc army. Since shooty orc armies are so popular. Cough, cough.

3) Walk them up the flank to defend against fast things like dark riders or dire wolves (the boyz might only kill a couple from shooting, but they will get in the way).

4) Use them like empire detachments. Suppose you have a big unit of black orcs, and you stick a small unit of arrer boyz either side. As the enemy approaches, you get to shoot them, then you can swing around and hit them in the flank(s) if it works. Sure, they aren't as good as other kinds of boyz at close combat, but they might cause a couple of wounds by shooting first, and then they help win combat resolution by attacking the flanks.

Got any other ideas?



>> 1) Use them in seiges. Yes, when ruglud's armoured orc crossbowmen are released they'd
>> be much better, but presumably you can only have one unit of them.

Since ruglund is not released yet, why not use them??
>>
>> 2) Use them to defend war machines if you're using a very shooty orc army. Since shooty
>> orc armies are so popular. Cough, cough.

I don't know if i have a shooty army: 2 chukkaz and 1 rock lobba. well i think so: they could be useful as watch dogs after all.


>> 3) walk them up the flank to defend against fast things like dark riders or dire wolves (the
>> boyz might only kill a couple from shooting, but they will get in the way).

I repeat: if your foe is engaged with regular boyz you could do a pretty flank attack with arrerz who are strong like other orcs in HtH (and have choppaz)

>>4) use them like empire detachments. Suppose you have a big unit of black orcs, and you
>> stick a small unit of arrer boyz either side. as the enemy approaches, you get to shoot
>> them, then you can swing around and hit them in the flank(s) if it works. sure, they aren't
>> as good as other kinds of boyz at close combat, but they might cause a couple of wounds
>> by shooting first, and then they help win combat resolution by attacking the flanks.

Very cunning!! So do you still believe that they are ineffective?



Actually, i've not been using orcs for long, and was on a bit of a losing streak, especially against monte's vampire counts. The detachment was his idea (it's not very "orcy" is it) especially as his vampire counts are quite slow and have no shooting of their own. But we haven't had time to try it out yet.

Plus, by using a black orc as a general and keeping the arrer boyz nearby, the chance of failing the fear test is reduced a bit. but......

Why use arrer boyz as detachments when you could use 20+ goblins, especially night goblins with fanatics? Well, three main reasons:

1) i already have some old arrer boyz models, so it's cheaper
2) the orcs are better close combat fighters than ordinary goblins
3) you can march the black orcs forward while leaving the arrer boyz stationary if you want, without fear of activating fanatics.