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Author Topic: orc tactics  (Read 15674 times)

Offline lilith

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orc tactics
« on: October 07, 2009, 09:31:41 AM »
hy i've my orc army since 5 years but for lack of players and time i never do a match with them , now i've some time to begin paint them and wanna try to intro some of my friend to this game. I 've choosed an army that from people opinion isn't really competitive or simple tu use , so can you give me some help on use them , on unit to put on list ecc ecc. For example i really like the minis of the troll but the -1 command is really a pain in the ass , are they worth their points? If i want to use them regardless of utility what is the best use and placement for them? is the giant worth 150? what are the use for goblin? brigade them with rock lobber to guard the warmachine is a good idea?

Offline azrael71

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Re: orc tactics
« Reply #1 on: October 07, 2009, 10:04:59 AM »
I too have just started my Orc force.
In relation to troop types cavalry are the best points wise.
I have used trolls in my chaos force and they are never that much use.

I do know that Rick Priestley always plays these at the winter warmer, but that being said he does finish towards the bottom of the table ;)

You could always use them to make the green kislev army.
Lex is the man to talk about this but basically you match your orc and gobbos to the troop types on the kislev list, thereby giving you a 'free' army. There are also alternative orc lists in the trial armies book that is a free web download http://sites.google.com/site/wmplaytest/.

Offline Stomm

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Re: orc tactics
« Reply #2 on: October 07, 2009, 10:32:53 AM »
Wayne swears by taking hordes of heroes and small brigades. Also he rather sensibly leaves his trolls at home...

Offline CT Yankee

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Re: orc tactics
« Reply #3 on: October 07, 2009, 01:22:18 PM »
Dave - That was an uncommonly brief response for you..... ;)

To expand on Stomm's comment a bit, Wayne is a fellow who goes by the name of Ullgityer on these boards but who doesn't seem to have posted anything in a while.  He's been playing Orcs since the WM rules first came out and has mentored us all in Orc tactics over the years.  Unfortunately, I can't seem to find any of his treatises on the subject just now.  In a nutshell, though, since the maximum Command value in the Orc army is an 8, he recommends taking as many commanders as possible and creating a like number of brigades.  This is done in the hope that you will be able to at least move something each turn and therefore be able to keep the attack going.  He is also recommends maxing out on Shamans and is a great proponent of the Gerrroff! spell (that it, use it AS MUCH AS POSSIBLE). 

Brigading Goblins with a Rock Lobber is a good idea as it will provide stand&shoot attacks that the Lobber itself doesn't have.  This is especially useful early in the game since the only things that can usually get at the Lobber in the first 2-3 turns are Flyers.  Goblins are also good second rank support troops for your Orc Warriors.  Trolls are hard for the Orc army to use since the BEST command roll you're going to have for them is a 7.  Still, they're a nice looking unit which it is hard to not want to use.  If used, best to set them some somewhere that they may be able to charge on initiative later in the game - perhaps somewhere near the Lobber.  For five points less, you may be better off with Ogres.  The Giant is a really cool unit that can give your opponent fits (especially if your opponent is me!).  Well worth the 150 point cost.  Boar Riders are an excellent unit (as azrael points out) and, with their 4 attacks, Orc Warriors are pretty good as well.  Black Orcs are one of the better infantry units in the game and are priced accordingly.  It can be frustrating to watch them stand there and do nothing because you can't get them to move!  I've not had much luck with Wolf Chariots either, but I keep running them out there because I like the way they look - plus, the concept of wolf chariots just appeals to me.  Wolf Riders can be very useful for shooting at your opponents support troops, driving them out of support position.

When things go well, the Orc army can be really fun to use.  When they go badly it makes for a quick game.
« Last Edit: October 08, 2009, 03:39:19 AM by CT Yankee »
JJB

Offline jchaos79

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Re: orc tactics
« Reply #4 on: October 07, 2009, 10:18:05 PM »
Hi,

I am vey agree with all said here. Some tips based in my own experience as waagh general:

- use goblins to guard defended positions like hills or forest.
- Do not make sofisticated plans before battle, those little green dudes will break them to pieces, so just make an initial idea and change it during the battle... it is like a zen mood.
- My impression to manage this army is that you only need to move the army close to the enemy and then they do the rest (iniciative charges).
- if you are going to attack with goblins do it with brigades of 4 of them. If the unit is attacked by an stronger unit sometimes is better sacrifice the first row do not making path, and forcing to spend its advance... and then countercharge with the rest of the brigade trying to flank the enemy... use them in great numbers.

Well here is my positive experience... but I warn you that I have little success with this army... so take my advices with care. Anyway, I love green army

Offline Stomm

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Re: orc tactics
« Reply #5 on: October 08, 2009, 07:09:40 AM »
Dave - That was an uncommonly brief response for you..... ;)


I tend not to waffle so much these days unless I think that I've got something concrete to add to a discussion. Or of course I just fancy confusing the pants off everyone... ;)

Offline lilith

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Re: orc tactics
« Reply #6 on: October 10, 2009, 06:56:16 PM »
umh interesting , another question if i put two goblin unit with 2 lob lobber in this way:

g1g1g2g2          g1g1g1g2g2g2
g1LoLog2    or          LoLo

can i see with the rock lobber ? and shoot to enemy on my same level? on lover level? is this a good formation to deploy my lobbers in a 2 k game?

Offline Lex

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Re: orc tactics
« Reply #7 on: October 10, 2009, 10:56:32 PM »
when you use ANY kind of artillety guard remember that you WILL be more or less restricted to the artillery move-distance, so any accompanying infantry shoud at LEAST have one stand facing backwards (to give you the initiative charge on those nasty flyers in the backfield. This is where Empire skirmishers come into their own !!

Also remember that you can ONLY "overshoot" friendly troops when your arty is on a higher level !!

Offline lilith

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Re: orc tactics
« Reply #8 on: October 10, 2009, 10:59:17 PM »
so in the example i've writed i can't shoot with lobber?  you mean is better to postition the stand of goblin in the back facing the rear ?

Offline Lex

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Re: orc tactics
« Reply #9 on: October 10, 2009, 11:07:55 PM »
so in the example i've writed i can't shoot with lobber?  you mean is better to postition the stand of goblin in the back facing the rear ?

you could if the lobber is on HIGHER terrain

yeah, with one stand facing backwards you can only move the unit 10 cm on orders, but that is the same as arty, so no loss.... and if ANY flyers drop in behind your arty for a NEXT turn charge you get the jump on them with an initiative charge of the gobs!! which allows a FULL distance move, even from irregular formation !!!

Offline lilith

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Re: orc tactics
« Reply #10 on: October 10, 2009, 11:13:45 PM »
interesting tactic , if him put the stand on my flank? i can see with the gobbo and charge or is blind spot?

like this
                  Fly       g1g1g2g2
                  Fly       g1LoLog2       
                  Fly        !         !
                              v        v


The arrow is for the direction of back gobbo stands

Offline jchaos79

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Re: orc tactics
« Reply #11 on: October 11, 2009, 12:32:53 AM »
"A unit is assumed to be able to see another if it is possible to draw an uninterrupted line of sight between ther FRONT edge of any stand and any stand in the other unit. It is not possible to see through unit stands from either side ,or terrain other than low features such as low obstacles, rivers/steams etc. Characters never block line of sight" (page 22 in moveing by initiative section)

I hope this respond your question. If there is some doubt, i think could be great to make (with a image editor) a scheme to explain where is facing the front edge of stand of your units.

Offline lilith

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Re: orc tactics
« Reply #12 on: October 13, 2009, 04:48:02 PM »
ok this week i think i can make a game vs the dwarf of my cousin , i think we play 1k for learn the rules ,with amylist is better to field vs little guys? i think some like this:
 general 95
2* orc hero 160
3*goblin 90
2* chariot 160
1 wolf riders 60
4*orc 240
1 boar boyz +sword of might 120 (10 point and don't know what to do with them)
1 rock lobber 75

i think 3 people with 8 ld is enough at 1k point , what you think?

Offline Stomm

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Re: orc tactics
« Reply #13 on: October 13, 2009, 05:37:38 PM »
The firing overhead rule works both ways. So blocking the LoS for your artillery by placing a unit directly in front of it is a very good way of being able to target enemy units on other levels, for example to take out enemy artillery that has been placed on a hill...

Offline lilith

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Re: orc tactics
« Reply #14 on: October 13, 2009, 05:50:48 PM »
uhm good idea stomm , and for the list any comment? you think is good vs dwarf?