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.

 


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macleod2@ix.netcom.com

 


 

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