Kings of War/Tactics/Orcs: Difference between revisions
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==Why Play Orcs== | ==Why Play Orcs== | ||
You love the Green Tide and everything it is to be an Orc. | |||
==Army Special Rules== | ==Army Special Rules== | ||
Line 39: | Line 39: | ||
===Large Infantry=== | ===Large Infantry=== | ||
*'''Trolls:''' | *'''Trolls:''' Crushing Strength (2) and Regeneration (5+) on a large infantry body. Removing wounds from a unit is good and they pack as much punch as a Gore Chariot, although they are a point slower and a point less in melee. Solid choice regardless for locking down a unit and stomping it to death. | ||
===Cavalry=== | ===Cavalry=== | ||
*'''Gore Riders:''' | *'''Gore Riders:''' Your only basic cavalry unit, Orc boar riders. They have speed of 8, melee on a 3+, and defence of 5+. All of this is really nice, plus they get the standard Thunderous Charge (1) for cavalry. They're also not too expensive, although they cannot be taken over regiment size. A must include for most any Orc army, giving you mobility and hitting hard. | ||
===Large Cavalry=== | ===Large Cavalry=== | ||
*'''Fight Wagons:''' | *'''Fight Wagons:''' More expensive than a Gore Chariot, but with almost double the attacks. They fill the same role in your army, so it's going to come down to personal taste. The complete loss of Thunderous Charge hurts the unit, so your extra attacks aren't going to be hitting nearly as hard on the charge. Gore Chariots are better with the charge, but these are better in the inverse. | ||
*'''Gore Chariots:''' | *'''Gore Chariots:''' Your Orc chariot unit, pulled by boars. For 20 points more than a similarly sized Gore Rider unit you get an additional nerve, attack, and Thunderous Charge (bring it to 2), but lose a point of speed. Not too bad, plus it can be taken in a horde of 6 chariots. Good for hitting hard and very survivable. | ||
===Monsters=== | ===Monsters=== | ||
*'''Giant:''' | *'''Giant:''' | ||
*'''War Drum:''' | *'''War Drum:''' An interesting utility unit. War Drums grant any friendly, non-War Drum unit within 6" of them +2 to their nerve values. They are also mobile, meaning they can follow units along into battle. Very useful, especially when combined with Inspiring heroes. You will want to invest in these for your army and have them tag along behind your fighting forces on the battlefield. | ||
===War Engines=== | ===War Engines=== |
Revision as of 12:26, 19 September 2015
Why Play Orcs
You love the Green Tide and everything it is to be an Orc.
Army Special Rules
- Goblin Stabby Sneak: Any unit with this special rule gains +1 attack.
- Goblin Zappy Sneak: Any unit with this special gains Lightning Bolt (2).
- Tribal Might: All units in this army have Crushing Strength (1) unless otherwise noted.
Unit Analysis
Hero
- Flagger:
- Gakamak:
- Godspeaker:
- Krudger:
- Krudger on Gore Chariot:
- Krudger on Slasher:
- Troll Bruiser:
- Wip the Half-Cast:
Infantry
- Ax: Your basic Orc unit. Not the hardest hitting unit you can field, but they have a base defence of 5+. This should be the unit you judge other infantry in the army off of. That being said, you probably don't want to be fielding them that often compared to their more specialized brethren.
- Greatax: They lose a point of defence from an Ax unit, but gain a point in melee and Crushing Strength (2) for a marginal rise in cost. This gives them immensely more killing potential with only a small decrease in defensive capabilities. They are almost always a better choice then a regular Ax.
- Morax:
- Orclings:
- Skulks: A small Vanguard unit with bows. Not very good and not very effective, but it is your only access to ranged attacks outside of spells in the army. Bring them only if you are facing an opponent you really need ranged on, otherwise don't bother.
Large Infantry
- Trolls: Crushing Strength (2) and Regeneration (5+) on a large infantry body. Removing wounds from a unit is good and they pack as much punch as a Gore Chariot, although they are a point slower and a point less in melee. Solid choice regardless for locking down a unit and stomping it to death.
Cavalry
- Gore Riders: Your only basic cavalry unit, Orc boar riders. They have speed of 8, melee on a 3+, and defence of 5+. All of this is really nice, plus they get the standard Thunderous Charge (1) for cavalry. They're also not too expensive, although they cannot be taken over regiment size. A must include for most any Orc army, giving you mobility and hitting hard.
Large Cavalry
- Fight Wagons: More expensive than a Gore Chariot, but with almost double the attacks. They fill the same role in your army, so it's going to come down to personal taste. The complete loss of Thunderous Charge hurts the unit, so your extra attacks aren't going to be hitting nearly as hard on the charge. Gore Chariots are better with the charge, but these are better in the inverse.
- Gore Chariots: Your Orc chariot unit, pulled by boars. For 20 points more than a similarly sized Gore Rider unit you get an additional nerve, attack, and Thunderous Charge (bring it to 2), but lose a point of speed. Not too bad, plus it can be taken in a horde of 6 chariots. Good for hitting hard and very survivable.
Monsters
- Giant:
- War Drum: An interesting utility unit. War Drums grant any friendly, non-War Drum unit within 6" of them +2 to their nerve values. They are also mobile, meaning they can follow units along into battle. Very useful, especially when combined with Inspiring heroes. You will want to invest in these for your army and have them tag along behind your fighting forces on the battlefield.
War Engines
None.
Tactics
Tactica here.