Age of Sigmar/Tactics/Old/Warscrolls Compendium/Orcs & Goblins: Difference between revisions

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For your [[Orc|Orcs]], as well as your [[Goblins]] and [[Trolls#Fantasy|Trolls]]
For your [[Orc|Orcs]], as well as your [[Goblins]] and [[Trolls#Fantasy|Trolls]]
==Orruks Summary==
Orruks do one thing, and one thing well: Mobs.
==Unit Analysis==
===Greenskinz Heroes===
*'''Gorbad Ironclaw:''' That big bad Boarboss is still pretty frightening in AOS. Sure, he only has a 4+, but with 7 wounds and a 9" moving range, he's still pretty survivable. His badass axe deals 5 3+/3+/-2/d3 attacks, which can easily mulch up anything sub-Stormcast, and even give them a run for their money too. In addition, all Greenskinz models within 6" of him get re-roll wound rolls of 1, so he's worth plonking with a good mob of boyz. His Command Ability makes all Greenskinz within 16" of him add 2+ Bravery and expand his wound re-rolling ability to 16", making him even better for a big Waaagh-charge.
*'''Azhag the Slaughterer:''' Big guy. Really big, like  12 Wounds 8 Bravery flying 12-4" movement monster big. His attacks are plentiful, from his 6 3+ (With re-rolls)/3+/-1/1 sure-striking weapons to his Wyvern's 4+/3+/-1/2 attacks (Though the volume decreases as he gets more hurt) or the even deadlier 2 4+/2+ (Though this drops with injuries)/-1/3 attack which can, if it hits but doesn't kill a model, chucks another mortal wound on a 4+. His unique spell (Value 5) makes an enemy within 24" test Bravery on 2d6, with failing inflicting d3 Mortal Wounds, while rolling a result double their bravery forces d6 Mortal Wounds. Meh. His Command Ability's pretty neat though, as he gives an Orruk unit within 18" +1 to all Hit, Run, and Charge rolls for the rest of the turn.
*'''Orc Warboss:''' The base proppa Orruk hero, with plenty of loadouts: Choppa/Shield (Which can re-roll saves), Double Choppas (Inflicting 8 3+/3+/-1/1 hits instead of the usual 6), a Massive Choppa (Adding to the Rend and d3 damage at the cost of half your attacks and a weaker hit roll), or a Waaagh! Banner (Which is a joke as a weapon, hitting as hard as most humies. Don't.). He also can ride a boar, giving him better range, though and a spare weapon of average usefulness. Either way, he gets his Command Ability: WAAAGH! This gives all Orruks within 12" of him another attack.
**The Banner makes the boss a '''Totem''', and enables all Orruks within 16" of it to re-roll wound rolls of 1.
*'''Orc Warboss on Wyvern:''' Pretty much Azhag, though you lose out on his weapons and get 10 Wounds. However, you're a bit more survivable as you get a shield to re-roll saves. Also, you can still issue Waaaghs as a Command Ability, so he's definitely better for support.
*'''Orc Great Shaman:''' A Warboss who's slightly worse in every way (And only has a middling weapon), but becomes a wizard. When placed near a mob of 20 or more, he gets +1 to cast and he has one pretty sweet spell: 3 visible units within 20" of him have to roll d6: On a 2+, they take a mortal wound, on a 6, they eat d3 mortal wounds. He can take a Boar to make him mobile, which is a good idea because he's not someone to throw into a fight and expect to win.
*'''Orc Bully:''' Statwise similar to the Shaman but loses a wound and the option for a mount. The only reason you take him is to keep the Grot Crews of nearby warmachines from having to eat Battleshock.
===Greenskinz Troops===
*'''Orcs:''' Da boyz.  Really, their weapons are almost identical (The spear gives -1 rending, but that's all) and a re-rollable save. Doubling up on the Choppas is pretty weak, as they only let you re-roll hit rolls of 1 and lose out on the re-roll. Buying 20+ for a mob is recommended, as they all gain a bonus attack (So boyz get 2 and the boss gets 3).
**'''Waaagh Drummer:''' [JOKE RULE INCOMING] You can only add +2 to Charge if you shout "WAAAGH!"[/JOKE RULE] Disruptive, but it's at least in line for Orcs.
**'''Standard Bearer:'' Boyz get two options for banners: The Orc Banner adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. The Skull Icon gives a mob the ability to prevent a unit from breaking on a 6. Either one's okay, really.
*'''Orc Arrer Boyz:''' Still kinda lacking in small numbers. The Arrers are worse to hit, their Cuttas are worse to wound. IF they sit still and find an enemy further than melee range, then they can add +1 ot their hit rolls.


Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-orcs-and-goblins-en.pdf]
Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-orcs-and-goblins-en.pdf]
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]

Revision as of 11:29, 21 September 2015

For your Orcs, as well as your Goblins and Trolls

Orruks Summary

Orruks do one thing, and one thing well: Mobs.

Unit Analysis

Greenskinz Heroes

  • Gorbad Ironclaw: That big bad Boarboss is still pretty frightening in AOS. Sure, he only has a 4+, but with 7 wounds and a 9" moving range, he's still pretty survivable. His badass axe deals 5 3+/3+/-2/d3 attacks, which can easily mulch up anything sub-Stormcast, and even give them a run for their money too. In addition, all Greenskinz models within 6" of him get re-roll wound rolls of 1, so he's worth plonking with a good mob of boyz. His Command Ability makes all Greenskinz within 16" of him add 2+ Bravery and expand his wound re-rolling ability to 16", making him even better for a big Waaagh-charge.
  • Azhag the Slaughterer: Big guy. Really big, like 12 Wounds 8 Bravery flying 12-4" movement monster big. His attacks are plentiful, from his 6 3+ (With re-rolls)/3+/-1/1 sure-striking weapons to his Wyvern's 4+/3+/-1/2 attacks (Though the volume decreases as he gets more hurt) or the even deadlier 2 4+/2+ (Though this drops with injuries)/-1/3 attack which can, if it hits but doesn't kill a model, chucks another mortal wound on a 4+. His unique spell (Value 5) makes an enemy within 24" test Bravery on 2d6, with failing inflicting d3 Mortal Wounds, while rolling a result double their bravery forces d6 Mortal Wounds. Meh. His Command Ability's pretty neat though, as he gives an Orruk unit within 18" +1 to all Hit, Run, and Charge rolls for the rest of the turn.
  • Orc Warboss: The base proppa Orruk hero, with plenty of loadouts: Choppa/Shield (Which can re-roll saves), Double Choppas (Inflicting 8 3+/3+/-1/1 hits instead of the usual 6), a Massive Choppa (Adding to the Rend and d3 damage at the cost of half your attacks and a weaker hit roll), or a Waaagh! Banner (Which is a joke as a weapon, hitting as hard as most humies. Don't.). He also can ride a boar, giving him better range, though and a spare weapon of average usefulness. Either way, he gets his Command Ability: WAAAGH! This gives all Orruks within 12" of him another attack.
    • The Banner makes the boss a Totem, and enables all Orruks within 16" of it to re-roll wound rolls of 1.
  • Orc Warboss on Wyvern: Pretty much Azhag, though you lose out on his weapons and get 10 Wounds. However, you're a bit more survivable as you get a shield to re-roll saves. Also, you can still issue Waaaghs as a Command Ability, so he's definitely better for support.
  • Orc Great Shaman: A Warboss who's slightly worse in every way (And only has a middling weapon), but becomes a wizard. When placed near a mob of 20 or more, he gets +1 to cast and he has one pretty sweet spell: 3 visible units within 20" of him have to roll d6: On a 2+, they take a mortal wound, on a 6, they eat d3 mortal wounds. He can take a Boar to make him mobile, which is a good idea because he's not someone to throw into a fight and expect to win.
  • Orc Bully: Statwise similar to the Shaman but loses a wound and the option for a mount. The only reason you take him is to keep the Grot Crews of nearby warmachines from having to eat Battleshock.

Greenskinz Troops

  • Orcs: Da boyz. Really, their weapons are almost identical (The spear gives -1 rending, but that's all) and a re-rollable save. Doubling up on the Choppas is pretty weak, as they only let you re-roll hit rolls of 1 and lose out on the re-roll. Buying 20+ for a mob is recommended, as they all gain a bonus attack (So boyz get 2 and the boss gets 3).
    • Waaagh Drummer: [JOKE RULE INCOMING] You can only add +2 to Charge if you shout "WAAAGH!"[/JOKE RULE] Disruptive, but it's at least in line for Orcs.
    • 'Standard Bearer: Boyz get two options for banners: The Orc Banner adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. The Skull Icon gives a mob the ability to prevent a unit from breaking on a 6. Either one's okay, really.
  • Orc Arrer Boyz: Still kinda lacking in small numbers. The Arrers are worse to hit, their Cuttas are worse to wound. IF they sit still and find an enemy further than melee range, then they can add +1 ot their hit rolls.

Rules are here [1]