So just a question???? I have yet to play the Orcs since they got there new book. Has anyone played them and how do they stand against us. What are their strengths, and how can they be dealt with?
The orcs and goblins book has changed, no doubt, but it is still pretty similar in that you're fighting against toughness 4 orcs with some goblins thrown in. The most significant few are the introduction of the Aragnarok spider, which many people are trying out, the changes to savage orcs, and the changes to magic. The spiders are stubborn with quite a handful of wounds (8 I think) and have a special set of attacks where one will do D6 wounds rather than just 1. This makes them pretty nasty, but they are perfectly killable if hit by the right unit. Even a saurus unit would probably deal a few wounds a turn and remain steadfast for its break checks. The answer is just to make sure it doesn't make a charge supported by another unit or you'll be hurting. The savage orcs have gotten a bit better this edition in comparison to orc boyz, and a unit will put out quite a few attacks a turn (3 a piece from the front rank, 1 from the supporting rank, and possibly 1 from another rank if in a horde formation). One of my local players has started using a unit of 40 in a horde formation with a character or 2, and it is exceedingly hard to take out. Unless I can get a flank charge with a saurus block supported by magic, it's pretty much a wash. The answer to a huge deathstar unit like this is to redirect and suck up feeding them a few units while taking out the rest of the army, just like any other deathstar. Lastly, the magic: The magic in the Orcs and Goblins book is quite a bit better than before, though with the notable exception of the loss of the WAAAAAAAAAGH! spell. Sneaky things to watch out for are that even an orc shaman can become a combat monster (5 strength 8 attacks) with the correct spell. Also, goblin magic is now rather fun in that a successful spell casting will steal one of your dispel dice on a roll of a 5+ and turn it into a power die, and because of the huge improvement to night goblin casters. They effectively are mini-slann as they get what amounts to an extra power die toward every spell casting, though they suffer ill effects if this die comes up as a one. Other changes: Mangler squigs- strength 6 fanatics. Don't let them hit you. Pump wagons- these can really (and I mean really) hurt now. Don't let them hit you. ~Grant