SAVAGE ORCS – BONESPLITTAS BIG MOB (125 wounds)
These feral orcs are the wild version of the basic orcs, and that’s an impressive result, by itself.
The peculiar ability of savage orcs, is the warpaint: they all have it, and when they suffer a wound, or a mortal wound, on a 6, they negate it.
The bonesplittas mob exploits the warpaint, adding a +1 to the roll (thus a model will be saved on a 5), and the charging units are frenzied, gaining 1 extra attack with each melee weapon ‘til your next combat phase.
All in all, a powerful formation.
Heroes (total wound: 21)
1 Savage Orc warboss: his command ability will let a bonesplittas unit to make extra attack on each 6 “to hit” roll. With a bone shield you can re-roll saves (5+), but if you fight with a 2handed Stonecleava, you’ll have a rend-2, doing d3 dam.
3 Savage orc shaman (5+5+5 wounds): as said, the Foot of Gork is one of the best spells for orcs. And 3 casters are really nice for support.
Troops (total wound: 68)
Savage orcs: you can give these guys a feral bow (but you cannot count too much on it), or make ‘em more “protect”, with 1 Stone Choppa (or Flint spear) and crude shield.
Crude shield let them re-roll saves (but they only save on 6+).
If a unit has more than 20 models, you can re-roll failed to hit.
For every 10 models, 2 of them can carry a Big Stabba (2 attacks, rend -1, 3 damage. Really nice, you want as many as you can).
The formation requires 3 units of them. Pick 2 units of 10 orcs each (with choppa), and one unit of 30 orcs (with spears) for a total of 50 wounds. The unit of 30 orcs, must be equipped absolutely with crude shields (and 3 Big Stabba).
Savage orc boar boyz: one unit of 9 models (18 wounds) they can have 2 crude choppas (re-rollin 1s “to hit”) or 1 crude Choppas and crude shield (re-rolling saves, even if only 6+). Choose the latter (you’ll see why). The War Boars re-roll failed “to wound”.
Other units: (total wound: 36)
Trolls are amazing. They all have noxious vomit (6”, 3+ to hit, 3+ to wound, rend -2, dam d3), nasty melee weapons, and, most of all, regeneration (on a 2+, they heal d3 wounds in your hero phase). Each kind of troll, have its own special ability.
You’ll pick:
1 unit of 3 “basic”
Trolls: save 5+; ability: each time a troll is slain, on a 4+ remains with 1 wound.
1 unit of 3
Stone Trolls: save 4+, but an almost worthless ability (you can keep them for the good save, or double the number of “basic” trolls).
1 unit of 3
River Trolls: save 5+; ability: in CC the enemy must subtract 1 to its “to hit” (this is good, but even in this case, you could simply use another unit of basic trolls)
Strategy
This army doesn’t die.
All you models will have warpaint and, tnx to the formation’s bonus, they’ll have a free save 5+ (unmodifiable) vs wounds (regardless of any rend) and mortal wounds.
Against attacks with no rend, your shaman will cast Mystic Shield upon your big block of Savage Orcs and on your Boar Boyz: tnx to the ability of their shield, they’ll have a save at 5+, rerollable, plus the warpaint. Basically, each model will have THREE SAVES at 5+.
The only units of your army without warpaint, will be the trolls, and they regenerate… and for basic trolls, even if they are dying, you can save them on a 4+ (and a troll with 1 wound is a troll that is going to heal d3 wounds in the next turn).
You can call them “The Immortalz”, ‘cause they’re not going down easily.
And now, focus on the damage:
Boar Boyz are fast, they have bonus on charges and, tnx to the formation, they will do extra attacks both with the orcs and with the boars, rerolling failed to wound and possibly doing extra attacks for each 6 (tnx to your general’s command ability).
The group of 30 frenzied savage orcs, on a charge, will deliver 9 attacks with the Big Stabba, re-rolling all failed to hit (again, command ability for additional attacks on a 6). They are an excellent line-breaker… plus all the other attacks with the spears (again, re-rolling failed to hit).
The Trolls deliver huge damage, with rend -1/-2.
With so many targets that don’t die, you can be almost sure that your shaman won’t be a primary target… and when they’re at range, 3 Feet of Gork will open large holes in almost every unit.