Kings of War/Tactics/Orcs: Difference between revisions

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Added unit names and army special rules
Infantry: Added some infantry units
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===Infantry===
===Infantry===
*'''Ax:'''  
*'''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:'''  
*'''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:'''  
*'''Morax:'''  
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*'''Orclings:'''  
*'''Orclings:'''  


*'''Skulks:'''  
*'''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===
===Large Infantry===

Revision as of 17:13, 19 September 2015

Why Play Orcs

Why indeed?

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:

Cavalry

  • Gore Riders:

Large Cavalry

  • Fight Wagons:
  • Gore Chariots:

Monsters

  • Giant:
  • War Drum:

War Engines

None.

Tactics

Tactica here.