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====Orcs==== *'''Orc Boyz:''' (orc) Your bread and butter unit. Orcs are tough, have decent stats, and at only 7 points a model, they can be fielded en masse (read: tarpits). Make sure to give them a musician and standard bearer of course so that they can win a combat or two. Buy Spears or replace their Shield with extra hand weapons as well. With Orcs, it's always a great option. You can also upgrade a single unit of Boyz to big 'uns, giving them +1 strength and +1 Weapon Skill. Remember that Big 'Uns is one of the few that can take a magic banner and Medium armour. Regular Orc Big 'Uns with the flaming banner or banner of discipline unit are a solid unit that's a little more dependable than Savage Orc Big 'Uns. *'''Orc Arrer Boyz:''' (orc) Orcs...with bows. It feels so wrong... [[dakka|Again...]] they make up for their occasional unreliability by remaining solid walls of flesh, though a touch less choppy. Their access to volley fire is useful here, as it allows the whole block to fire their bows, albeit with surprisingly average for orc's Loreful accuracy (BS3), but who really cares when you're putting out 30 shots from a single unit? TWANGA TWANGA TWANGA! The only problem is that Animosity can cause them to do nothing for a turn or make them charge instead of shooting, but getting into fights is not as bad since your still an orc with a choppa *'''Savage Orc Boyz:''' (Savage Orc) Batshit insane Orc Boyz with 6+ ward saves and Frenzy (and at 9 points apiece, compared to standard Boyz' 7). These are an insane Close Combat Core choice, should they ever make it to assault (and if your enemy is smart, they may use Frenzy to their advantage, leading the squad around aimlessly with a small unit at the edge of charge range). You can give them Big Stabbas for every 10 models, which each gives them D3 impact hits with Multple Wounds (D3). Like most units in the army, feature a wide variety of upgrades for tailoring them into just the kind of unit you want it to be, though they are best off doing what they are meant to: flail wildly around in Close Combat, inflict as much damage as possible before inevitably dying. Another, less common (but still good) choice is to take Big 'Uns and arm them with bows. "You want to stay away? TWANG." This shooting unit can benefit from savage and goblin magic. No one wants to charge savage orcs with frenzy and Str 5, but no one wants to eat __ either. A common powerhouse is generally extra hand weapons, supported by a Savage Orc Shaman carrying the Lucky Shrunken Head which provides a 5+ ward save for the whole unit, making it quite durable as well as deadly in combat. The only problem lies in getting that unit in the combat where you want it to be due to the double threat of Frenzy and Animosity that are just begging to make you lose control of it. -'''Big 'Uns:''' Big 'Uns is an Orc upgrade that is more than worth it. You can boost up one boyz unit to have +1 WS and S and buy Medium armour and a 50pt Banner.
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