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I have to thank my buddy Hitman here.
Without him I would not be able to "field" this army.
He send me the Summoner , Podo and Snurga (which are all quite hard to find on this side of the Atlantic).
I'm really looking forward to playing this one :
(edited : took out Podo and centaur Lieutenant
replaced with War Hatchet)
Using Long Walls , we're going to set the Summoner to work early on , using his Magic Blast.
Don't spare him , push.
So he ends up in his Necro/healing clicks.
Then send in the Infantry.
You get an Orc killed : necro him back (heal if necessary)
your orc kills an opponent and is standing free , give him a medical check-up before you let him engage again.
This army should be fun to play
AND a tough nut to crack.
Whats to stop them from just focusing on the Summoner? With all the chargers, Rammers, Solonavi flying around I would think they would just manouvre into position to get the shot and work on him. Once he's gone things will look a heck of a lot better. The melee portion is solid but a opposing MB at your Clurch piper and things slow down real quick.
Pretty solid on paper but I could see it having troubles against a fast army with their own heavy artillery.
I used nearly the exact same army a few weeks ago as posted on my Orc Army Takes First thread in releases. I found that this army works well, it did net me first hehe. Anyway this army is amazing agint GA hybrids aka GA's that are impure and thus don't work well. I took out two of those and a fling minitaur army so it works well. But id recomend putting in a single rammer such as a ** minitaur warrior to get rid of pesky dodge tormentors and other 1 click skills.
FM'ers can be perfectly protected within this bunch of 9 Orcs.
If you see ML/Ram across you , it's not that difficult to surround the FM'ers and make them unrammable/unchargeable.
If someone can Blast my Piper
I can probably Blast his Blaster as well.
And the orcs have healing back-up (Shaman and later on Summoner)
What I could possibly change is
Podo and the Centaur for a
War Hatchet.
I'm not sure what you are referring to druss
when you talk about a "fast army with their own heavy artillery"
The only heavy artillery that is also fast , that I can think of is a GA. ;)
Striker
Techun
Horned
Priest.
I did a "search" for figures with +9 Speed and +10 range
and all I got was a bunch of (costly) uniques.
Well you've got Striker for one, oodles of Mounted figures, Fell Reapers, then when you add in the ML factor it can make other figures even faster.
Orcs have no real great range, a missed blast or them getting a blast off first would really hurt you. Blasting the Clurch, or a mass F/L attack from a big bounder would chew up a portion of this army.
The Necromancy would be a bit of diminishing returns, they'd come in with damage and only one figure every 3 turns, against a strong army who's already in the lead you'd just be feeding points to them.
I still recomend a rammer somewhere. Its a great way of getting rid of annoying SA abilities. And discourings peeps from rusing your peices. The only danger that will completly crimp this army is a 14inch range hitter.
Don't get too carried away with Snurga, her starting stats are great but she drops like a stone, if she takes one good shot then you've got 31 wasted points.
I really like this army. I usually don't play Orcs, but I like it. Everyone else has pointed out the weaknesses, but every army has weaknesses and the build with the rammer is really good. Good Job
This one looks good, and I have ielded similar orc armies before. But also with no summoner, I was forced to use the mage. Its a great looking army, and I'd love to see how it does.