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post #1 of 10 (permalink) Old 10-23-13, 08:40 AM Thread Starter
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Default 2500pt Orc & Goblins

Now that I got my 40k armies squared away for now, started looking over my fantasy ones. Not liking the changes to the Dark Elfs so working on making my Orcs & Goblins army bigger. This is mainly just for fun army but wouldn't mind it doing well in a tournament if I ever run it. Like the Black Orc unit so figure I would type up something with Grimgor for his special rule to see how it would look, I try to keep my army Orc, Goblin and Monster mixed. Thoughts, opinions, criticism welcome.

Lord:
Grimgor Ironhide 355pts Joins Black Orcs

Night Goblin Great Shaman 220pts Joins Night Goblins
(LvL 4, Talisman of Preservation)

Heroes:
Black Orc Big Boss 165pts Joins Orc Boyz
(BSB, Armour of Destiny)

Gitilla Da Hunter 110pts Joins Goblin Wolf Riders

Core Units:
Orc Boyz 440pts
(40, FCS, AHW, Big 'Uns, Razor Standard)

Night Goblins 170pts
(30, FCS, Short Bows, Fanatic x2)

Goblin Wolf Riders 154pts
(12, Musican, Short Bows, Shields)

Special Units:
Black Orcs 445pts
(30, FCS, Wailing Banner)

Rare Units:
River Trolls 270pts
(6)

Doom Diver Catapult 80pts

Doom Diver Catapult 80pts

Total Points: 2489pts

Black Orc mainly deal with tougher special/rare infantry and cavalry units
Orc Boyz mainly deal with core units
Night Goblins range support, fanatic for just in case they become under melee attack
Rivers Trolls against other monster types
Doom Divers range support

Last edited by warlock5184; 10-24-13 at 07:30 AM.
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post #2 of 10 (permalink) Old 10-23-13, 09:13 AM
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I'm not a huge fan of Special Characters in WHFB especially not Grimgor. The only thing that I'd recommend is having 3 units of 5 wolf riders with shields for some more chaff drops as I think your army as is would be fairly simple to divert/avoid
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post #3 of 10 (permalink) Old 10-24-13, 07:21 AM Thread Starter
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Yea in the newer codexes the named lord and heroes arnt that great over all, going to proxy test Grimgor Ironhide some see how it goes other then his higher cost he looks good on paper having first strike, str 7, toughness 5, attacks 5 and reroll hits for whole unit on first round thur hatred. Right about this the chaff reworked wolf riders not sure I need the musician now worked it in just in case. Tweaked list as always thoughts, opinions, criticism.

Lord:
Grimgor Ironhide 355pts Joins Black Orcs

Night Goblin Great Shaman 220pts Joins Night Goblins
(LvL 4, Talisman of Preservation)

Heroes:
Black Orc Big Boss 165pts Joins Orc Boyz
(BSB, Armour of Destiny)

Big Boss Night Goblin 77pts Joins Night Goblins
(Armour of Fortune, Biting Blade, Shield)

Core Units:
Orc Boyz 440pts
(40, FCS, AHW, Big 'Uns, Razor Standard)

Night Goblins 170pts
(30, FCS, Short Bows, Fanatic x2)

Goblin Wolf Riders 65pts
(5, Musican, Shields)

Goblin Wolf Riders 65pts
(5, Musican, Shields)

Goblin Wolf Riders 65pts
(5, Musican, Shields)

Special Units:
Black Orcs 445pts
(30, FCS, Wailing Banner)

Rare Units:
River Trolls 270pts
(6)

Doom Diver Catapult 80pts

Doom Diver Catapult 80pts

Total Points: 2497pts

Last edited by warlock5184; 10-24-13 at 08:38 AM.
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post #4 of 10 (permalink) Old 10-24-13, 03:17 PM
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I like the 2nd list a lot better. Like Ratvan said, those wolf riders in smaller units will cause a lot more grief and work better as utility units. I've seen people try to run medium sized units of wolves and they just get thrashed. After all, they're just gobbos. Plus they'll be able to deal w/ the enemy chaff for my next point ...

Remember that Blorcs now have Immune to Psychology so you won't be able to avoid chaff units that your opponent throws at them to hold them up. You should easily blow through them w/ Grimgor (he's a BEAST in HtH!). I can't remember if Grimgor gives the unit Hatred or not, but if he does, that means you'll be running after every unit that breaks.


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post #5 of 10 (permalink) Old 10-25-13, 09:23 PM Thread Starter
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Yea Grimgor gives the whole unit of Black Orc hatred everyone so long as he is alive. So on the second list should I keep the musicians in the wolf rider units? The way I see this army working is Grimgor and the Black Orc are the wrecking ball well I try to cover its flanks with the Orc Boyz and Trolls well range supporting with goblins, over all the wolf riders are mainly chaff and will try to support with flank or rear attacks when they can and target war machines.
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post #6 of 10 (permalink) Old 10-25-13, 10:11 PM
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I'd dump the musicians for another 10 Night Goblins myself, I also don't like short bows or fanatics either so would go sword n board and netters for the unit.

The remaining points I'd change the Level 4 Shaman to a standard Goblin Great Shaman with the same set up, but thats purely based around more competitive play so what you have listed is fine for friendly games
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post #7 of 10 (permalink) Old 10-30-13, 05:35 AM Thread Starter
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40 night goblins with netter would be nice for a sword/shield setup just concerned about threat to shaman even with a big boss in the unit. Using the horde formation with bows and fanatics has worked well before stand and shoot along with fanatics popping out most often panics the unit if not then it weakens the unit for close combat. Hmm if I can balance the points to get 40 night goblins with netters and at least one fanatic, prefer two, may go that way. Just wondering why a standard shaman is better then a night goblin shaman? Other then leadership being one higher at seven, which the big boss I have in the units has, don't see any other real difference.
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post #8 of 10 (permalink) Old 10-30-13, 03:56 PM
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Goblin Shaman better than a NG Shaman as he doesn't have the Magic Mushrooms, in competitive play I'd rather not risk a 1/16 chance of my Shaman taking a wound and the spell failing due to an additional dice...

If you're concerned about your Shaman in combat why not switch the unit to 30 Goblins, Short Bows, Shields, Musician, Standard Bearer, 3x Nasty Skulkers.

The Skulkers will give you 9 ASF, S3, AP attacks to target the biggest threat to your shaman and you still get the Stand and Shoot reaction from the same amount of bows AND increased (just) survivability in Close Combat with Parry Saves you only lose the Fanatics...it's another option
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post #9 of 10 (permalink) Old 10-31-13, 08:49 AM Thread Starter
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Like the setup using the goblins and nasty skulkers going to give it a try out in smaller games never really saw a use for them before. If all my proxy games work out think I'm going to work towards this list need a few more Orc Boyz, Black Orc, and Goblins, couple of Trolls, another Doom Diver and Grimgor.

Lord:
Grimgor Ironhide 355pts Joins Black Orcs

Goblin Great Shaman 240pts Joins Goblins
(LvL 4, Talisman of Preservation, Channeling Staff)

Heroes:
Black Orc Big Boss 165pts Joins Orc Boyz
(BSB, Armour of Destiny)

Big Boss Night Goblin 79pts Joins Goblins
(Armour of Fortune, Biting Blade, Short Bow, Shield)

Core Units:
Orc Boyz 440pts
(40, FCS, AHW, Big 'Uns, Razor Standard)

Goblins 180pts
(30, FCS, Short Bows, Shields, Nasty Skulkers x3)

Goblin Wolf Riders 55pts
(5, Shields)

Goblin Wolf Riders 55pts
(5, Shields)

Goblin Wolf Riders 55pts
(5, Shields)

Special Units:
Black Orcs 445pts
(30, FCS, Wailing Banner)

Rare Units:
River Trolls 270pts
(6)

Doom Diver Catapult 80pts

Doom Diver Catapult 80pts

Total Points: 2499pts
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post #10 of 10 (permalink) Old 10-31-13, 10:29 AM
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Looks good let us know how it goes, a good trick with the Goblins if your enemy fails the charge try for a swift reform to 5 wide you'll get less attacks but when the Skulkers pop out you can displace your Shaman to the 2nd rank
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