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Author Topic: 8th Edition O&G Tactica Working Thread on O&G Units  (Read 2778 times)

Offline Holy Hand Grenade

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8th Edition O&G Tactica Working Thread on O&G Units
« on: December 24, 2012, 01:45:03 PM »
Welcome to the 8th Edition O&G Tactica Working Thread on O&G Units.


A Team Effort

Unlike most Tacticas that are written and created by one person, I would like the building of our Tacticas to be a group effort.  We will use several working threads to collect good information on different aspects of the O&G threat.  After we have built up a store house of good information, I will pull it all together into a comprehensive Tactica for O&G.  Then we will move to the next Army book.

What to Post

So, in this particular thread, I want you to post on O&G units.  Post intel reports on everything that we need to know about a specific unit.  Post on the strengths and weaknesses of certain units.  Post on how you have seen O&G players use certain units based on your experience.   Post other resources/links you have found on the net.  No need to post on them in any order…just post on what you have learned based on your experience.

Remember

The key thing I want you to keep in the back of your mind is that this isn’t just an O&G tactica….this is a “how can Empire beat” O&G Tactica.  Always try to offer details on how a certain O&G aspects/characteristics affect Empire and how certain Empire aspects/characteristics affect O&G.

Note:  Understand this is a working thread intended to build a master O&G Tactica.  In the future, I will paste parts out of it for the master and may eventually move or delete this working thread.
 
 :::cheers:::
HHG
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Offline Windelov

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Re: 8th Edition O&G Tactica Working Thread on O&G Units
« Reply #1 on: December 26, 2012, 07:36:47 PM »
Special rules:

Animosity:
O&G are prone to getting into fights with one another. In game terms this is represented by the animosity rules: every unit of 5 or more models that are not in combat have to roll a d6 before moving. If rolling a 1, the owner has limited control of the unit and has to roll another d6:
1: Get 'em, if another animosity prone unit is within 12”, each causes D6 S3 hits to each other, and are unable to move, shoot or cast spells. Hordes cause 2d6 instead. If theres is no friendly, animosity prone units within 12", the unit squabble and are unable to move, shoot or cast spells.
2-5: Squabble: The unit must charge the nearest enemy if possible. If they have no enemy to charge, they squabble and are unable to move, shoot or cast spells.
6: We will show 'em: Pivot towards nearest enemy unit, full move (no march) ahead, and then declare charge if possible against nearest enemy. If they have no enemy to charge the unit can carry on with the rest of its turn as it had not yet moved.
   
Choppas:
All orcs receive a +1 Strength in the first round of any combat, this is cumulative to any other benefit.

Big'uns:
A unit of Orcs or savage Orcs may be upgraded to Big'uns, these have improved weapon skill and strength (both to a value of 4) for an additional cost of 2 points/infantry or 4 points/cavalry model. 

Size matters:
Orcs auto-pass panic tests caused by friendly goblins or snotlings.
« Last Edit: December 30, 2012, 08:42:20 AM by Windelov »

Offline Windelov

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Re: 8th Edition O&G Tactica Working Thread on O&G Units
« Reply #2 on: December 27, 2012, 10:50:09 AM »
Orcs are tough but slow fighters; they benefit from the Choppa rule and pack a toughness of 4, but only a initiative of 2. Unlike champions of the empire that only present an extra attack, Orc bosses have WS and S of 4 in addition to their additional attack; this improved profile is represented in their increased cost of 15 pt. All Orcs wear light armour which is also their only body armour option..

Warboss (115pt, lords) are deadly fighter generals (think grandmaster with S &T of 5). If the warboss is your general, he can once per battle call out the waaarg when charging, this boosts combat results of all units by 1 and of the warboss unit by d3 for that turn.
Big Boss (55pt, heroes), empire captains with the Orc trait of increased T and lowered I.
Great Shaman (165pt, Lords), Shaman (65pt, Heroes), similar to empire wizards with orc trait of toughness of 5 and initiative of 2.
Boys (6 pt, core) have options of spear or additional hand weapons (1 pt) and shields (1 pt).
Arrer boys pack an ordinary bow (7pt, core) with no additional weapon options.
Boar boys (16 pt, special) have options of spear (2 pt) and shields (2 pt). They are mounted on boars that provide an additional +2 save due to their thick skin, and +1 to strength on charges due to the big tusks.
Boar chariots (85 pt, special) are driven by 2 war boars and crewed by 2 orcs armed with spears. The chariot is a solid construction represented by an S and T of 5 and 4 wounds, and is equipped with scythes for an extra impact attack.   

In addition to the ordinary Orcs, an O&G general can field the more primal Savage Orc and elite Black Orc.   

Savage Orcs fancy warpaints instead of body armour and chant themselves into frenzy before battle. All savage orcs are subject to frenzy and have a 6+ ward save from their paint. Savage orcs may hold two hand weapons when riding boars, but are then required to deduct 1 from their roll when testing for dangerous terrain.


Savage orc Warboss (150pt, lords) and Big Boss (75pt, heroes) have similar stats to their orc counterparts, and only differ by the special rules related to the savage orc trait and considerable increased point costs.
Savage Orc Great Shaman (170pt, Lords), Shaman (70pt, Heroes), similar to Orcs, but can improve the ward save of a savage orc unit to 5+ by bringing a shrunken head (50pt).
Savage orcs (8 pt, core) have options of spear, bows or additional hand weapons (1 pt) and shields (1 pt). Furthermore, the unit can bring Big Stabbas (20pt) that causes D3 impact hits with Strength of 5, wounds caused to large targets have the multiple wounds (D3) special rule.
Savage orc boar boys (18 pt, special) are identical to their Orc counterparts except for their savage orc traits and increased point costs.


Black Orcs can pretty much handle everything; at start of each combat they can choose to fight with a great weapon, two hand weapons, or a single hand weapon. Blacks orcs wear heavy armour and are immune to psychology and animosity. Black Orc characters can even quell animosity in units of other greenskins although to induce such authority costs a head or two; if a unit with a black orc boss or warlord fails their animosity tests he inflicts d6 S5 hits on the unit whereafter the failed animosity test is ignored.


Black Orc warboss (160pt, lords) and big boss (90pt, heroes), stats similar to their Orc counter parts except for a slightly higher WS of 7 and 6 respectively. These Orcs stack special rules like few other units in the game; choppa, armed to da teef, immune to psychology, not subject to animosity, quell animosity, and waaaarg (warboss only).

Black Orcs (12 pt, special), Some of the most versatile fighters in the warhammer world, what is not to like about WS 4, S4, T4 and Ld8 when you get to choose your weapon for every combat and get a +1 to S in the first round! These troopers can pack a Strength of 7 without magic!
« Last Edit: December 30, 2012, 08:59:08 AM by Windelov »

Offline MrAbyssal

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Re: 8th Edition O&G Tactica Working Thread on O&G Units
« Reply #3 on: December 27, 2012, 12:20:56 PM »
Boars actually get +2 S on the charge, not +1.
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Offline Windelov

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Re: 8th Edition O&G Tactica Working Thread on O&G Units
« Reply #4 on: December 27, 2012, 03:27:15 PM »
Boars actually get +2 S on the charge, not +1.

thx, edited in text