Orcs Tactics

From OPR Community Wiki
Jump to navigation Jump to search
Orcs
Setting: Age of Fantasy
Games: Age of Fantasy,
Age of Fantasy: Skirmish,
Age of Fantasy: Regiments
Species: Orcs
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

Why Play Orcs

Pros:

  • Generous amounts of Furious for charging fun
  • Plenty of large blocks of infantry to control

Cons:

  • Very limited shooting
  • Your offense comes at the cost of defense, as most of your squads are left with a 5+ save of worse.

Army Special Rules

  • Execution: Whenever the hero’s unit fails a morale test, you can sacrifice a model in order to count it as a pass instead.
  • Frenzy: Furious+1. This model gets +2 attacks with a weapon of your choice when charging.
  • Head Chop: This model gets AP(+2) against units where most models have Tough(3) or higher.
  • Scary Shields: Enemies get -1 to hit in melee when they attack units where all models have this rule.
  • Violent Trance: The hero and its unit get +1 to hit rolls when fighting in melee.
  • War Cry: The hero and its unit move +2” on Advance, and +4” on Rush/Charge actions.
  • War Drum: Once per activation, pick 2 friendly units within 6”, which get +1 to hit rolls next time they fight in melee.

Wizard Spells

  • Burst (4+): Target an enemy within 6” rolls and roll as many dice as models in it. Each 4+ deals a hit.
  • Evil Gaze (4+): Two friendly units within 12” get Stealth next time they are shot at.
  • Headbutt (5+): Enemy unit within 6" takes a AP(4) Deadly(3) hit. Unfortunately, it won't snipe a hero in the crowd reliably, but it can see use in heavy units or monsters.
  • Magic Fists (5+): Two friendly units within 12” get Rending next time they fight in melee.
  • Godly Foot (6+): Enemy unit within 6” takes five AP(2) hits to flatten anything it targets.
  • Let’s Go (6+): Target 2 friendly units within 6” get +3" next time they Advance, or +6" next time they Charge/Rush.

Unit Analysis

Heroes

  • Brute Orc Boss: Your biggest and baddest hero, and they're quite a lot for the pricetag. By default, he comes with Tough(6) with a 4+ defense for a decent amount of protection and he not only gets a Hand Weapon with AP(1) but an extra A3 Bash attack for some extra swings that can always apply. However, his focus is entirely on fighting, with his only buyable buff being Chieftain to apply War Cry's movement buff onto a unit - ideally on a charge. If you have plenty to burn, you can also buy a Maw-wyvern as a mount, a literal walking battletank of a beast with a bundle of AP(1) attacks to demolish whatever he faces.
    • Weapons: His Hand Weapon, while impressive, has improvements available that all keep AP(1). The Lance sees the most direct benefits with Impact riding on charges, especially on the mount. The Spear is better suited for hiding in a unit, but that's not a situation you ideally want to focus on. Dual Hand Weapons is best if you do intend to keep him on his own, with or without the mount.
  • Black Orc Boss: Not quite as massive as the Brute Boss, but no less impressive with a 3+ defense. This guy comes with an AP(3) Great Weapon to rip apart most things he faces and Head Chop all but guarantees that his hits will make the mark against monsters and heroes. While he only has the Dual Hand Weapons as an alternative (and probably more ideal since the AP bump isn't quite as overkill and gives you more attacks), he does come with plenty more to provide.
    • Buffs: Like the Brute Boss, you can grab Chieftain for the obvious purpose of providing War Cry's speed boosts, especially on the charge. You could also purchase Army Standard Bearer to apply Fear onto any fights he's a part of, helping break an enemy sooner.
    • Mounts: The Boar provides you a basic mount with a speed boost and Impact(1) to support charges. You can also purchase a costly Wyvern for a mountain of wounds that can rip through crowds with ease.
  • Orc Boss: The least impressive of your bosses with a 5+ to quality and defense and little else, but he's pretty cheap and - more importantly - has the most diverse loadout of the entire lot. Unlike the other Bosses, the entire weapon armory is available to the Orc Boss without restriction.
    • Buffs: Like the Brute Boss, you can grab Chieftain for the obvious purpose of providing War Cry's speed boosts, especially on the charge. Master Slaver provides Executioner, giving a failsafe against a unit failing morale - though you might see it better on the Leaders. Army Standard Bearer helps apply Fear onto any fights he's a part of, helping break an enemy sooner.
    • Mounts: The Boar provides you a basic mount with a speed boost and Impact(1) to support charges. The Great Beast gives you something fiercer and more mobile with Strider. The Great Troll provides a mountain of wounds with Regeneration and a hefty bundle of attacks to flatten crowds. The Great Vulture gives not only a mountain of wounds but also a terrifying beak that can easily fell monsters with Deadly(3). The Wyvern a mountain of wounds that can rip through crowds with ease.
  • Mob Leader: Even weaker than the Orc Boss with a 6+ defense, but he's far cheaper to include as a support for your squads. While you get more buffs, you're also reduced to only the Boar as a mount.
    • Buffs: Like the Bosses, you can grab Chieftain for the obvious purpose of providing War Cry's speed boosts, especially on the charge. Chanter has Violent Trance, which can see use in supporting a unit's bad rolls in melee. Shaman provides access to Wizard Spells, which is the only way to provide them. Master Slaver provides Executioner, giving a failsafe against a unit breaking, which is quite effective for a unit not likely to see the front lines. Army Standard Bearer helps apply Fear onto any fights he's a part of, though you're not likely to see him last long enough to see it used more than maybe once.
  • Wild Leader: A Mob Leader with Frenzy, Scout and Strider for additional mobility and charging power. Because of this, you will be more dedicated to the fight as you have a much stronger rush.

Infantry

  • Hobgoblins: Your most disposable goons, defended only by a barely-there 6+ defense. While they can do just fine as a screen with Dual Hand Weapons, but you can also replace a hand weapon each for Stick-Bombs to provide some surprisingly effective shooting with AP(1) to handle armor. While you have more potent weapons on your orcs, these are your most numerous.
  • Orcs: Your workaday troops, each one is focused on melee with Furious at their core. With little else going for them with a 5+ quality and defense, they're best used to tie up your foes while the more dangerous orcs can do the cleanup. Your only weapon options are the Halberds and Spears, giving you some extra incentive on either being extra-offensive or being more defensive.
  • Wild Orcs: Only a 6+ defense, but they're more mobile with Stealth and Strider. They compensate their fragility by using Dual Hand Weapons to rip into the competition, but you can also buy cheap spears if you want something more defensive. You can also buy a Giant Spear for a boost of Impact(3).
  • Black Orcs: Elite tanks of the Orcs with 4+ quality and 3+ defense. They're specially built to take down monsters with Great Weapons and Head Chop to improve their AP against big enemies. If you need a few extra attacks and don't mind losing out on the overkill AP, you can buy Dual Hand Weapons.
  • Brute Orcs: Heavy tanks, with 4+ defense but Tough (3) to compensate. Each one comes with Spears to make them more of a pain to attack, each with AP(1). They can still swap them out for either Dual Hand Weapons or Great Weapons if you plan on making them more aggressive tanks.
  • Orc Shooters: A curiosity to throw orcs in as archers, but you'll be needing something to shoot. While they remain capable in melee with Furious, their ranged weapons are long-range bows. If you're worried about armor, you can instead buy Crossbows for Rending.
  • Wild Shooters: Take Wild Orcs and throw Shortbows on them. While shorter in range, you have Scout and Strider to make up for that shortcoming. One major drawback they have aside from their fragility is the lack of a crossbow option, limiting them to taking care of mobs.
  • Orc Snipers: Skewbows are some frightening things. Not only do they carry Sniper to pick off key models with ease, they also have Rending to chance upon ripping through any armor they come across.

Cavalry

  • Boar Riders: Your cavalry is naturally going to stack well with basic Orcs, as they not only get Fast and Impact (1) from their mounts but also Furious from being Orcs. You can buy them Lances if you're really going to maximize on the charging.
  • Wild Boar Riders: Wild Orcs on boars. They remain squishy, but the speed boost and Impact make them far more dangerous to come across. You can also buy Lances for them, but it's more of a tradeoff as you're giving away the guaranteed extra that Dual Hand Weapons offer.
  • Giant Boar Riders: Much bigger than even the Brute Orcs, these beasts get Impact(3) and an extra A2 AP(1) weapon from their steeds. This makes what's already a hefty anvil of a unit into a massive hammer that can tank hits like nothing with a 3+ defense.
  • Boar Chariot: The chariot is a rolling pincushion bar none. Not only is it toting Impact (6) from its boars, but it's also getting Impact (2) from the spears the crew carry.

Monsters

  • Swamp Crawler: While rather light with a 3+ defense, Tough (6) and Regeneration gives this beast quite a bit to tank through. While Frenzy gives it a few extra attacks on the charge, this shouldn't be going at the front without support, as its central role is to support your troops with War Drum
  • Sludge Beast: A much bigger and beefier monster with Stealth for extra protection from fire and Tough (12) to walk through most artillery. While stuck with Furious, it comes with a bevy of different attacks to go through between Poison bites, some stomps against armor and a Snatching Hook with Sniper to take down a distant target. This makes its role as a giant beast more direct.

Artillery

  • Orc Artillery: The singular piece of artillery is made for the simple task of felling monsters. While AP (3) Deadly (6) makes it capable of pretty much nailing most smaller monsters without a sweat, it suffers from the limited accuracy that befalls Orcs all over.

List Building & Tactics

General Advice

Note: This section needs more content. You can help the wiki by expanding it.

Tactics

Note: This section needs more content. You can help the wiki by expanding it.

See Also

Orcs
Overview - Tactics - Skirmish Tactics - Miniatures - Quickplay Armies - Skirmish Quickplay Armies
Age of Fantasy tactics
Beastmen - Chivalrous Kingdoms - Dark Elves - Deep-Sea Elves - Duchies of Vinci - Dwarves - Eternal Wardens
Ghostly Undead - Giant Tribes - Goblins - Halflings - Havoc Dwarves - 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