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Age of Sigmar/Tactics/Old/Warscrolls Compendium/Orcs & Goblins
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===Troops=== *'''Orcs:''' Da boyz. Really, their weapons are almost identical (The choppa 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. *'''Ruglud's Armoured Orcs:''' A curiously special clan or Arrer Boyz with a better save and Crossbows that actually have a good chance of wounding someone. Their cuttas are still kinda meh, though their 3-wound boss Ruglud can make sure the hit sticks with a Wound value of 3+. They come with Maggot, who adds +1 Bravery and can negate mortal wounds he takes on a 4+. if Ruglud's alive and they don't move, they now get to shoot twice, making them even better. Oh, and the Drummer, but you really should be focusing on shootan. *'''Orc Boar Boyz:''' Orcs with better movement and a bonus wound, the boar makes a big boost for them as they become mobile, retain the re-roll save provided by their shields, and their Boar's tusks, while no better than their normal weapons, have double attacks and re-roll to-wound if they charged into battle. When buffed by a Warboss or Gorbad, they get to be even more dangerous. **'''Waaagh Horns:''' [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. **'''Glyph Bearer:''' This glyph adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. Not bad, and it'll make sure that these gitz stick even when the charge doesn't end well. *'''Orc Boar Chariots:''' It's not as powerful as before, as it's stuck with the spears and the Boars themselves for attacks (Though they do get the re-rolls if they charge). Charging is pretty much the big thing you should be using it for; Not only do the boars re-roll to wound when they charge, but the chariot also has a chance to inflict d3 additional mortal wounds, capable of wiping through base squads with some playing and support. *'''Rogue Idol of Gork (Or Possible Mork) (Forge World):''' The Orkiest Totem that ever walked the Earth. It halves all wounds it takes (mortal or no) and must always charge an enemy without exception (even if it ran), and with firsts that initially hit on a 2+ with -2 Rending and truckloads of stomping attacks with -3 Rending, there isn't much reason to refuse. Additionally, all Greenskinz within range gain +1 Bravery for seeing it (with Wizards re-rolling casting rolls of 1), but killing it instead subtracts Bravery by 1, as well as inflicting Mortal Wounds on anyone nearby it when it dies. Just be sure it actually gets to a fight, as it can possibly inflict a wound on any nearby model at the end of each turn.
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