View Full Version : 2000 Orcs & Goblins

That Guy
05-06-2007, 16:59
Hey all. This is my first attempt at Orcs & Goblins. I've been reading up on 'em (particularly Avian's incredibly thorough page) and here's what I've got so far:

1 Black Orc Warboss [278]
Heavy Armor, Shield, Boar, Ulag's Akrit Axe, Effigy of Mork, Horn of Urgok

1 Black Orc Big Boss [155]
Heavy Armor, Boar, Battle Standard, Amulet of Protectyness

1 Orc Shaman [120]
Level 2, 'Itty Ring

1 Orc Shaman [100]
Level 2

22 Orc Boyz [162]
Choppa, light armor, shield, full command

22 Orc Boyz [162]
Choppa, light armor, shield, full command

25 Orc Boyz [180]
Choppa, light armor, shield, full command

20 Night Goblins [120]
Hand weapon, shield, two fanatics

20 Night Goblins [120]
Hand weapon, shield, two fanatics

10 Goblin Wolf Riders [136]
Light armor, short bows, musician

10 Goblin Spider Riders [136]
Shield, spear, musician

8 Night Goblin Squig Hoppers [120]

1 Orc Boar Chariot [80]

2 Goblin Spear Chukkas [70]

1 Goblin Doom Diver Catapult [80]

Points: [1999]
Models: 145
Casting Pool: 6, +2 bound spells
Dispell Pool: 4

The Shamans go in the units of Boyz led by Black Orcs to avoid animosity until I feel combat is eminent, and then they hop out.

What do you all think? I'm especially uncertain about the build of the characters. It seems to me that Orc magic items leave a lot to be desired...

05-06-2007, 17:23
Things I don't like...

First off, I'd drop the heavy armor and boar on the Big Boss Battle standard, as he wont get to use them with the Amulet of Protectyness.

Your math is off on the night goblins, only 110 per unit by my calculations.

I'd also split out the fast cav into 4 units of 5 rather than 2 units of ten. I like spears better than bows on the fast cav.

Use the points from the boar, armor and corrections to bring the BSB's orc unit up to 25 US and buy musicians for the fast cav and night goblins.

Things I like...

The shamans are both escorted by black orcs, which keeps them from losing the chance to cast when the unit squabbles. Also, being placed in regular orc boyz units means the unit's combat strength is not being sabotaged by the presence of the shaman.

Hoppers are a great unit and the unit is reasonably sized.

The list looks good and balanced.

In general... you will have some problems with psychology, but most orcs do.

Chariots are like shamans, they get better the more you have. One chariot alone will most likely be kindling before you reach enemy lines. With two you have a chance that one might make it there intact.

Have fun,

That Guy
06-06-2007, 05:22
Byron - Thanks for the comments! The boar and armor are there because I was really confused about which magic items to give the BSB (none seemed any good...) and I just kind of added it in the minutes before my game last night. I need to do something about that.

My math wasn't off, but my typing was. Those goblin units are definately 110 points.

Good call on the fast cavalry. In my game it never helped that I had an extra five models and the bows didn't kill anything.

Musicians on the Night Goblins? Never thought to do that, but it makes sense.

That's a good point about chariots working better in twos. I even remember trying to leave a Special slot open so that I could take another. Too bad I didn't leave the points open :-P Oh, well. I guess that's why people ply 2250 point games.

Anyone else have thoughts?