ORC AND GOBLIN 2,000 POINT GT '99 ARMY



CHARACTERS
Black Orc General (140) with Black Amulet (50), Armor of Fortune (15), Flail of Skulls (30), shield (1), double handed weapon (2) and crossbow (3)(with Big 'Uns)
241 Points
Black Orc Boss (42) with light armor (2), spear (1) and shield (1)
46 Points
Big 'Un Boss (33) with spear (1), shield (1) and light armor (2)
37 Points
Savage Orc Shaman (59) with spear (1) and warboar (8) (with SOBB)
68 Points
Night Goblin Master Shaman (159) with Skull Staff (35), Potion of Knowledge (50), Jade Amulet (5) and crossbow (3) (near Black Orcs)
252 Points
Night Goblin Shaman Champion (83) with Book of Ashur (50), Rod of Power (25) and crossbow (3) (near Black Orcs)
161 Points
Night Goblin Shaman (28) with Staff of Flaming Death (50)
78 Points
Night Goblin Big Boss (33) with light armor (2), shield (1), crossbow (3) and double handed weapon (2)
41 Points
Night Goblin Boss (15) with double handed weapon (2)
17 Points
Goblin Boss (15) with Black Gem of Gnar (25), spear (1), shield (1), light armor (2) and wolf (4)
48 Points
Subtotal: 989 Points
REGIMENTS
15 Big 'Uns (97.5) with spears (15), shields (15), light armor (30) and Standard of Shielding (35.5)
193 Points
5 Savage Orc Boar Boyz (125) with spears (10) and War Banner (52)
187 Points
23 Night Goblins (57.5) with double handed weapons (23) and Bad Moon Banner (38.5)
119 Points
8 Black Orcs (72) with spears (8), shields (8) and Banner of Sorcery (36)
124 Points
9 Orc Arrer Boyz (67.5) with crossbows (9)
76.5 Points
3 Squig Hoppers
75 Points
5 Wolf Riders (45) with spears (5), shields (5) and light armor (10)
65 Points
5 Night Goblins (12.5) with short bows (2.5)
15 Points
5 Night Goblins (12.5) with short bows (2.5)
15 Points
2 Fanatics
60 Points
Subtotal: 1,009.5 Points
WAR MACHINES
2 Snotling Pump Wagons
80 Points
TOTAL: 1,998.5 Points

Notes:
Orcs and Goblins are a strong but not devastating army in tournament, primarily because they are a mostly infantry force and can get outmaneuvered. This weakness is compounded by the fact that they can suffer from animosity and other random die rolls. Those random little things can lose the game for the Orcs. Their downside is balanced a bit by the fact that they can be painted and stand out in a way second only to the Brets. A well painted Orc army is really a sight to behold. I also have to say that (by and large) the Orcs and Goblins have the nicest most devil-may-care players in the tournament scene. Perhaps it's the fact that they bet the game on single die rolls so much ("OK, I have to roll 'Eadbang for my Goblin Shaman Lord. If I blow, you win. If not, I fry you with nasty Orcy spells!"). This army is representative of a typical Orc and Goblin force. The other popular variation is the all goblin army, which can be nasty, but is really not a dependable tournament winner. The reason is leadership. The enemy vetos the Crown of Command, and the Goblins run when the first terror causing critter lands nearby. Thus, this army I'm testing against, is orcs and goblins to give it some more stability and variation.

Movement: The army has three maneuver elements: a complex of infantry units (the big uns flanked on one side by the black orcs and on the other by the night goblins), the Savage Orc Boar Boyz and the wolf riders with their champion. The center will be screened by small goblin archer units and the squig hoppers. The pump wagons are another "element" and will set up one to either side of the big uns, so as to advance with the main body. The fanatics are in the main NG regiment. The shaman are in and around the Black Orcs, save the savage orc shaman who is with the Boar Boyz. The maneuver will be to advance to charge range, screened by all the weird troops then charge home, hopefully getting flank charges off with the SOBB and wolf riders.

Shooting: Not alot of shooty bitz here. The goblins have bows mostly because it gives them something to do before they die. The orc crossbows will target large things like chariots and try to kill them, but mostly they are a distraction. This force will not win in the shooting phase, but it shouldn't die there either. Most of the units are toughness 4, and the Goblins are numerous. The SOBB have T4 and a high save, so they will be fine. The army has no flyers, so any enemy war machines will have to be taken under fire by the crossbows.

Close Combat: This is where the army excels. Even the night goblins can kick ass in close combat. The general is tricked out to survive and deal damage, while the SOBB with the war banner should be able to generate at least 8 casualties in a charge.

Magic: The army has four shaman, and will draw 8 of the ten O/G spells. It can hold seven cards, and draws an extra card per turn as long as the SO Shaman is alive and close to the main regiment. The night goblins can also eat mushrooms to sift the magic deck and get the cards they want. The army is carefully designed to not have too many large units to force Waaagh tests on anything greater than a 1. The goblin with the Book of Ashur will use it to take Orc magic. The Potion of Knowledge will allow at least one good spell to get through before it burns out, and the staff of flaming death lends a little offense no matter what happens (it never burns out). This army can win in the magic phase easily, and if the die rolls are just average.