So, I'm very new to Warhammer. I've only played one game, thus far. It was a small, 500 point game against my friend's Orcs. I got my butt handed to me. I'm sure a lot of that was due to the fact that he was experienced and I was not, but I was wondering what kind of strategies are good against Orcs. We're doing a 1500 point game in two days, and I'd like to know what I'm doing. I've got more to work with now than in our 500 point game. I've got roughly 60 Saurus Warriors, 36 skinks, 16 Cold One Riders, 3 Kroxigors, a skink chief and priest, a Slann Mage-Priest, 10 temple guard, and a scar veteran. He has a lot of goblins, all of them that come with the battle for Skull pass, a few squads of orcs, and I don't know what else. Any suggestions on what I should use? What would be best, within that 1500 point limit? I'm just a noob that needs some help.
Lots of saurus are good, they will own the orcs in CC. Does your opponent use fanatics? If so, trigger them early on by running a disposable skink near his night goblin units to draw them out so they don't hit a more useful unit. At 2,000+ points the slann will mutilate them with lore of death. Under 2,000 I would say get at least a priest with plaque of tepok and best of all an EOTG to noob the greenskins with magic. Skinks will shoot up his units easily with poison, just remember that the movement phase is incredibly important. I also recommend getting at least one salamander for those free panic tests. They work wonders against crap-for-Ld. armies like O&G. Good luck!
Anything that causes fear is the bane of OnG (trust me i play OnG as well!), with such low Ld and amimosity you should include a couple of squads of fear causing units and nothing will really threaten your flanks (fast cav in ong = ld 6) and you can cause panics easily with skirmished skinks with blowpipes or some sallies (as Eternal Warden said, they are a much needed asset in any lizardmen army vs OnG!) and kroxies or cold ones (if u can spare the pts) hangin around out there causing panic and fear checks. Funnell the orcs into the saurus and u should wollop them. Just watch out for Orc Big Bosses with head kicking boots (+1A) and a banner in squad to pop extra attacks combined with normal orcs that will decemate even saurus on the charge (the BB using 2HW + head kicking + banner attacks = 6 STR 6 attacks, not to be sniffed at!) plus up to 3 STR 4/5(normal orc/biggun or blorc) per orc. The 'waaagh' can cause you issues as well extending the charge range of most of your opponents core units (who will be acheiving the waagh on 2+ typically! I reccomend baiting with some skinks, or putting an 'anvil' unit there with a huge static combat res and then proceed to flank the unit and break it. Possibly an army list something like this would help you out.. Scar Vet (153) (General) Cole one Sword of the Hornet Tailsman of Protection Skink Priest (115) Lvl 1 2 Dispel scrolls 15 Saurus (210) Full command Spears 16 Saurus (222) Full Command Spears 4 x 10 Skink Skirmishes (70 Each) 3 x Kroxies (165) 7 Cold One Knights (275) Standard and Muso 1 Salimander (80) Extra Handler Comes in in at 1500 pts on the nose. Chuck the Scar vet in the smaller Saurus unit. Him being mounted on the cold one will cause fear to anyone wanting to charge the squad and with his sword of the hornet he will lay out 4 str 5 attacks before anything that charges him has a chance to attack, this shoul nullify most of the threat leaving more saurus to attack back with spears... scary! Make sure this is the squad matches up with his best squad. The secondary shoul take anything else left (normal orcs, something of the like) that isnt quite as tough and it should be used close to the Generals unit to cover the flank, put either the Kroxies or Cold one knights on the other. Use the Skink skirmishes wherever necessary, they will be able to take down giants, fast cav and the likes quite easily, just avoid combat at all costs with them. Kroxies/cole one knights and salamanders on flanks. Stick the Skink priest in with some skirmishes, he isn't there to do anything but defend (scroll caddy) until you can get your units into combat and he may possibly get some fluke magic off. Hope this helps mate, anything you doesnt make sense just let me know and ill clarify further! -borrisz0r
Nogg's banner of butchery. Very nasty. Gives every model in the unit +1 attacks--and yes, it's killer when combined with using additional HWs. My regular O&G opponent always puts this in his black orc unit, along with a character using the axe of +d6 attacks (I think it is "Basha's Blood Axe").
Very nasty indeed, though the character using Basha's Bloodaxe is not allowed to join units, and is frenzied and stuck walking around on his own two feet, so it does have it's drawbacks. In larger games you may see this axe in the hands of a Borc lord with Maad's Map, so he can sneek in behind enemy lines and cause some destruction early on.
Is that so... I only have the 6th edition Orc book... *pulls out* ...Wait, there's no Basha's Blood Axe in here, but there's a "battleaxe of the last wagh" that gives +d6 attacks... maybe I'm mixing up my ridiculously named Orc weapons... 'cuz I know that there's something called Basha's Blood Axe... I must look into this tumbleweed further...
i would recomend stegadon if he have a giant and lots of sarusus is good too in cc vs orcboys and an other recomendation is many,many,many skinks.