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===Core=== '''Orcs:''' 160pts for 20 + 10ppm. Your bread and butter and you will have a few blocks of these unless you're going full goblins. They are hilariously cheap for what they bring to the table so go ahead and bring a few 50 model units. Spear + shield is a pretty good choice, allowing your deep bricks to strike 3 ranks to the front. As archers, they can survive arrows better than Goblins. *'''Common Orc:''' Vanilla orcs with Light armour and with shields they make fine bricks. Have the option to take heavy armor and crossbows, which makes Orcs + Goblins one of the best armies for a gunline just for how many of these chumps you can have. This does not prevent them from taking shields, so you can have res 4 4+ save crossbow orcs that hit on 4+ for 7 more points a model. *'''Feral Orc:''' being a 3 ppm more but that aegis save will do things against dwarfs whereas light armor will not. '''Orc 'Eadbashers:''' 210pts for 15 + 16ppm. You can only have one of these units in your army. They have better stats than Orcs but they lack some of the equipment options. Make a solid bodyguard for a shaman or general, but can be safely passed in most armies. '''Orc Boar Riders:''' 140pts for 5 + 18ppm. Fighty + more Fighty + Speed. Orc mounted War Boar getting Str5 Ap2 on a charge. Come in common or feral flavors again. *'''Common Orc:''' Common orcs more defensive and will hit harder on the charge with a lance. *'''Feral Orc:''' is more fighty with +2 attack from charge + taking Pared weapons. The extra attacks on feral will make use of their battle focus. '''Goblins:''' 115pts for 20 + 5ppm. The 3 flavors of goblin are pretty different so we'll cover each individually. *'''Common Goblins:''' If you want a brick this is the one. They get light armor and can get 5+ with parry in From their bow that comes with a free shield. Funnily enough, these are your spammiest archers, 5.75 points per base model + 5 for additional models all with bows that hit on 4+. They can take up to 3 shady gits, which are there to try to kill characters. They can be scary but tend to not do much, but that's not that bad considering they are only 15 points each. *'''Cave Goblins:''' -1 discipline and +1 agility on the other goblins, which means they'll strike at the same initiative as humans, instead of after, woohoo. These guys have the best options and can be the scariest thing on the table. They have Nets, which means they can effectively tarpit enemies that would otherwise mow through them, and they get Mad Gits which are a nasty surprise to anyone who thinks they can break this brick on the charge. *'''Forest Goblins:''' They gain poisoned attacks in melee (no poison bow spam). Throwing weapons are cheesy but can be buffed to dumb levels if you're close enough to actually use them. Use spears & shields to maximize their poison attacks.
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