June 23, 2025, 11:24:03 AM

Author Topic: Starting Orcs and Goblins  (Read 4146 times)

Offline Geep

  • Full Member
  • *
  • Posts: 900
Starting Orcs and Goblins
« on: November 28, 2009, 06:10:28 AM »
I've been looking at starting Warmaster for a while now and, after a bit too much time spent around eBay, I now have the following models-

3 Units of Orc Warriors
2 Units of Night Goblins
1 Unit of Black Orcs
2 Units of Ogres
2 Units of Boar Boyz
2 Units of Wolf Chariots
1 Giant
1 Rock Lobber
2 Orc characters
1 Orc character on Wyvern

With the normal list restrictions I only have enough models for a 1000pt army, so I've come up with this list to begin with-

1 Orc General on Wyvern 175 pts
2 Orc characters 160 pts
2 Orc warrior units 120 pts
2 Night Goblin units 60 pts
2 Orc Boar Boy units 220 pts
2 Wolf Chariot units 160 pts
1 Unit of Ogres 105 pts

Total- 1000pts exactly

I'd prefer not to have the wyvern, but I think Orcs need the characters and that's all I have for models.
I think I'd probably have night goblins as one brigade, the orcs and ogres as a second and 2 brigades involving 1 boar boy and 1 chariot unit each. Characters will go with the main Orc block and the boar boy/ wolf chariot blocks.
I've never played this game before though- I have no idea whether this will work tactically.

Any opinions appreciated.

Offline CT Yankee

  • Active Member
  • *
  • Posts: 29
Re: Starting Orcs and Goblins
« Reply #1 on: November 28, 2009, 07:11:49 AM »
Welcome to the world of Warmaster, Geep.  I think you'll find it to be an excellent game - the best in the pantheon of GW games.

You have a good start with the 1000 point mix you have selected.  Do try to bring it up to 2000 as soon as you can becuase that's when the game is at its best.  Two things about your list:  First you should try to paint/buy/proxy a couple of shamans as soon as possible.  Orcs have very potent magic (especially Gerroff!) and pretty much need it to win.  Second, since you need to commit a Wyvern riding character to get the benefits of the Wyvern and, as you will find, it is not a good idea to commit your General to combat except in desperate situations (if you lose him it's game over!), you should give the Wyvern to one of your other characters.  Chose one of the other charcter models to be your Genearal.

Have fun!
JJB

Offline captPiett

  • Active Member
  • *
  • Posts: 169
Re: Starting Orcs and Goblins
« Reply #2 on: November 28, 2009, 08:04:31 PM »
Looks like a good force to me as well. I second the comments on the wyvern and shamans too. Give the wyvern to a goblin hero, as those guys are cheap and still have an additional attack IIRC. Geroff is a very important spell, as your shooting is limited to the short-range goblins (about as effective as rusty sporks) and rock lobbers, so your means of disorganizing enemy brigades depends heavily on the spell. Also, waagh is very useful.

Offline Geep

  • Full Member
  • *
  • Posts: 900
Re: Starting Orcs and Goblins
« Reply #3 on: November 30, 2009, 02:38:05 AM »
Thanks for the welcome and advice

I see the point about not having the general at the front- it seems a shame to waste his combat ability, but it would mean I'd have to be very careful with the boar boys otherwise.

I like magic in fantasy games and would like to add some shamans later, but I have no models for them yet. I could proxy some, but there's no reason at the moment- I have no opponents near me, so I'm just assembling stuff and hoping other players will slowly crawl out of the woodwork.

Does anyone have any advice for my proposed set up of battalions?

What would be suggested for 2000pts?
Aside from characters and the compulsory orcs and goblins I have some black orcs I'd like to add. I also like artillery- 2 rock lobbers seem like they could be nasty. Any suggestions?

Offline Carrington

  • Full Member
  • *
  • Posts: 212
Re: Starting Orcs and Goblins
« Reply #4 on: November 30, 2009, 03:04:41 AM »

Does anyone have any advice for my proposed set up of battalions?

What would be suggested for 2000pts?
Aside from characters and the compulsory orcs and goblins I have some black orcs I'd like to add. I also like artillery- 2 rock lobbers seem like they could be nasty. Any suggestions?

Probably best to mix your Orcs and Goblins -- I think it's pretty common for players to use a first line of weak units as an ablative shield for their stronger units.

Offline Lex

  • Global Moderator
  • Full Member
  • ***
  • Posts: 1451
  • I wonder...
    • Loc: Bergen op Zoom, Netherlands
    • Warmuster . BitzBox
Re: Starting Orcs and Goblins
« Reply #5 on: November 30, 2009, 08:35:00 AM »

Does anyone have any advice for my proposed set up of battalions?

What would be suggested for 2000pts?
Aside from characters and the compulsory orcs and goblins I have some black orcs I'd like to add. I also like artillery- 2 rock lobbers seem like they could be nasty. Any suggestions?

Probably best to mix your Orcs and Goblins -- I think it's pretty common for players to use a first line of weak units as an ablative shield for their stronger units.

Find the O&G material from Ulgityer, which explains a lot about running Gobs.


Essentialy you should stick with many smaller combat-teams that mix some gobs as speedbumps and have mellee troops behind. The idea is that you dont have a proper battle-line, but are alywa able to leapfrog the teams in a position where your force wont be compromising its flanks

Offline eastern barbarian

  • Active Member
  • *
  • Posts: 69
Re: Starting Orcs and Goblins
« Reply #6 on: December 02, 2009, 12:11:39 AM »
it worked out well for me to have 3 units of boar boyz in one brigade supported by some chariots as well. yo udefinitel ywant a goblin or orc shaman mate! Geroff is simply too good to give it a miss!
As for rock lobbers- its good stuff in 2000 pts battles, fielding anything below 2 of them makes them not very useful in my opinion. I actually have one unpainted, just assembled Rock Lpober to sell so let me know if yo uwant it, i am sure we can arrange something (I already have 5 of them and need only 4).