Unpredicability is the Orcs and Goblins middle name. On a perfect
day, the O&G army is unbeatable, then again on a horrible day, a
bunch of school children would rip them to shreds. Orcs and Goblins
takes a bit of gambling but they sure are one of the funnest and most
unpredicable armies. I am currently starting an O&G army so I
know a bit about them. Most O&G are affected by animosity, which
usually won't do anything but if you accidentally roll a 1 when
testing it, then that unit will either attack the nearest unit,
including your own, or sit there acting dumb. Also, Goblins probably
have the worst Ld in the game, a basic 5 with nothing to help it out
any, even the Goblin general has a Ld of 7. Aside from the puny
stats of a Goblin, they come extremely cheap. A start of 2.5 points
for any Goblin is a real bargain even though they are likely to run
away from most battles. Orcs are actually a strong fighting unit.
They cost a big more, have a higher point of toughness, but can hold
their own in any fight. Savage Orc Boar Boyz are some of the best
and cheapest cavalry because they are frenzied, and when combined
with a Savage Orc Shaman, have a 2+ modfiable to 5+ save. Their
ownly downfall is strength 3. If you want some stronger units go for
Big Un's or Black Orcs, both have strength 4 and Black Orcs are not
affected by animosity. Squiq hunters can do some damage in combat,
but they seem to die easily and Squiq riders are completely
unpredicable but can really mess up a unit when it starts bouncing
all over them causing automatic hits. Goblin Netters can be harshly
effective if combined with other units. Usually taking a unit with
no clubbers except for maybe a boss will bring a lot of frozen models
and a lot of automatic strength 5 hits. And of course how could we
forget about Fanatics? These bad boys tear through anything they
touch, your units included. If you get lucky on the first roll for
movement, you shouldn't have to worry about them but your opponent
sure as hell will. D6 strength 5 automatic hits is just painful,
especially for any high save opponents because they also give no
armour save. Take as many of them as you can. O&G can also
field Giants. If you can persuade a Giant to actually charge
something then that unit is screwed. With a load of effective
special attacks to pick from, Giants are really fun to play with and
can always do massive damage, 2D6 strength 7 hits! Ouch! Don't
forget O&G war machines also. I actually think they are some of
the better ones that I've seen. Doom Divers in particular will kill
anything they hit, and with the ability to deviate D6", they are very
likely to hit targets. Rock Lobbers are fairly cheap, I usually take
the smaller one because strength 7 is enough for anything. Lastly we
have the Snotling Pump Wagons. If this 40 point machine charges
something, look out, it will do 2D6 automatic strength 7 hits. That
is better than any chariot could ever do. Just watch out, the crew
is has only 1 toughness and 3 wounds. O&G also have some really
awesome magic items, especially some banners which no one else can
have. Waaagh magic can also be rather potent if used right. There
aren't any spells which are spectacular, but all of them are useful.
If you like an unpredicable, yet fun army with tons of variety,
then Orcs and Goblins tops all the rest. You can pick between the
weak and cheap Goblins or the stronger, yet more expensive Orcs.
Orcs and Goblins links:
Please send me any and I'll post them for
all to see.
macleod2@ix.netcom.com
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