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The last 2 posters are correct. "Formation 1" is not a formation, though they can move "together" in 2 actions.
The other most obvious problem is that you are 4 points short. You really need to build to the exact point total. The simplest way to fix it would be to downgrade one ***Volunteer to ** so that you have 5 points left and then add in a *Volunteer to make a formation of 4 of them. There may be better things to do, but this is the simplest way to keep the army more or less as it is and yet make it to 200.
I responded to your post in the Lions army review thread. I gave you some advice on a 200 point orc army.
I will admit that I am not the best person to ask about all orc armies so I hope that the idea I posted is a good army. I think it is as I have played it for fun and done well with it.
I do agree with the others in that your current army needs a lot of work. Here are some points in making future armies.
1. Have at least one healer present in your army. Without one your army will suffer greatly
2. Have at least one heavy hitter present. Do not rely on a figure that has variable damage, ie Weapon Master or Magic Blast.
3. Select support figures that compliment your primary attack figure with different abilities, able to make formations, or provide a one two punch.
I'd drop the Lich for somthing else, it's a nifty figure and all but in 200 points I just don't see a place for it, there are similarly priced figures that are far more effective. I'd reccomend a Solonavi Destroyer. He's got similar attack and defense but he can move over twice as fast as the Lich (14") and has a 180 degree arc, making him a far bigger threat on the field. The cave butchers are good but I'd also drop the goblins for some support/harrassers. With the freed up points from the switch with the Lich and dropping the gobbo formation you could throw in a barber surgeon and a shade to help support your forces