Orcs

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Orcs
Setting: Age of Fantasy
Games: Age of Fantasy,
Age of Fantasy: Skirmish,
Age of Fantasy: Regiments
Species: Orcs
Version: v3.4.1

The Orcs are powerfully built green-skinned humanoids. Some tribes are heavily armed and armoured, while others charge into battle clad only in paint and fury, relying on their faith alone.

Following one of their two Gods, some of the Orcs left the steppes to attack and conquer the Dwarves, establishing an Orc empire. While some viewed this a rejection of their old ways, these Orcs grew rich and powerful, until the opening of the rift destroyed their realm. Now driven back out to the steppes, both Orcish cultures must learn to coexist in their ancestral lands again.

Background Story

Orcs settled in the steppes, as despite their individual strength and prowess, Humans began to push them westwards and away from the fertile lands of the east. Here, the Orcs began to worship a pair of sibling gods. The elder was the God of the Hunt, who commanded its followers to learn to fight and live in the wild, and the younger was the God of the Hearth, who asked that his followers learn to build and farm. Most Orcs embraced the God of the Hunt and lived according to his laws, hunting and raiding as they pleased. They viewed farming as beneath them and only asked the God of the Hearth that their foes have plentiful harvests for them to take.

When the Havoc Wars came, the God of the Hunt commanded his followers to seek out any worthy foes they could find, fighting both sides alike. However, the God of the Hearth’s followers saw another opportunity: they sought to conquer the Dwarven Holds in order to create a powerful empire of their own. The God of the Hearth and its followers gathered and assaulted the Dwarves who remained behind, seizing their holds and routing the Dwarven army when it returned.

These Orcs turned their plunder into trade, and built a prosperous realm for themselves in the mountains, reigning over their Dwarvish subjects. Yet the God of the Hunt believed that these Orcs had abandoned their old ways, and commanded its followers to remain on the steppe. The Orcs suddenly found themselves divided in two, as some settled in the mountains and others remained on the steppe.

When the Great Rift opened, it cut directly through the mountains, destroying some of the Orcish strongholds, and killing many Orcs in cave-ins. The God of the Hearth suddenly vanished as well, abandoning its followers. The Orcs, confused and weakened, were easily defeated when the Dwarves rose up against them.

The mountain Orcs were forced to seek shelter in the steppe. Many struggled to return to their ancestral land as they had grown up in the mountains and forgotten many of their traditions. Desperate, they sought reconciliation with their former kin and remaining god. While the God of Hunt accepted the returning Orcs, peace has been uneasy. Mountain Orcs remain bitter about what they have lost, many of them still wearing salvaged armour and dreaming of building a new empire. Steppe Orcs view their lost cousins as unwilling to accept the demands of their true home and god.

Which path will you guide your people down?

Play Style

Having lots of units on the board is what the orcs are good at. While the offense is still okay, the defense does suffer. As most buffs the orcs have are only for melee attacks they want to get into the frey and try to get as many hits in as possible.

See Also:

Similar To

  • Warhammer Fantasy: Orcs (Greenskins)
  • Age of Sigmar: Orruk Warclans
  • Kings of War: Orcs

Miniatures

There are no offical OPR miniatures yet. Take any kind of Orc miniatures you have lying around. Be it with melee or ranged weapons of all types or riding boars or any other kind of animal. This should already cover you most of the way. There are some special units like chariots, beasts or the large swamp crawler which you can show with larger bases that fit the scheme.

See Also: Orcs Miniatures

See Also

Orcs
Overview - Tactics - Skirmish Tactics - Miniatures - Quickplay Armies - Skirmish Quickplay Armies
Age of Fantasy factions
Beastmen - Chivalrous Kingdoms - Dark Elves - Deep-Sea Elves - Duchies of Vinci - Dwarves - Eternal Wardens
Ghostly Undead - Giant Tribes - Goblins - Halflings - Havoc Dwarves - Havoc War Clans - Havoc Warriors
High Elves - Human Empire - Kingdom of Angels - Mummified Undead - Ogres - Orcs - Ossified Undead - Ratmen
Rift Daemons - Saurians - Shadow Stalkers - Sky-City Dwarves - Vampiric Undead - Volcanic Dwarves - Wood Elves