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12th November 2011 05:59 #1
Starting Orks
After playing 40k for 15 years, I will start playing Fantasy with my wife.
I want to play Orks. I have a couple question about the game:
Can a character join a unit before the game starts? It is possible in 40k, but if I understand corectly not in fantasy?
How fast have units to be to be considered fast? Same question about toughness and armour.
When I tried fantasy the first time, I felt it was to character centered. Is that still the case?
If Goblins have shield, handweapon and shortbow, can they stand and shoot as chrage reaction and still benefit from the 6+ ward save?
Spelling mistakes or wrong use of words are not lazyness, I am not English nativespeaking.
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12th November 2011 06:06 #2
Welcome to the Orcs...I do so love my green buddies. I'm not the greatest scholar on game rules...but to get you fast answers:
1- Yes...you just attach him right in there in a base space
2- For Orcs/Gobs....wolves are fast, spiders are not. Orcs are pretty tough...not great armor (pretty much just like 40k for this). Want armor? Take Black Orcs
3- I think the character centrality has waned. Characters are good...but you pay for it. Orcs tend to be cheap which is great. You'll have a lot of flex in how you can build...with or without named heroes
4- Stand and shoot has no real negative effects on combat So you should get whatever the goblins have in combat***
***edited after Foamy's post
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12th November 2011 06:32 #3Sir Foamalot
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12th November 2011 07:10 #4
Thanks for the quick answeres. My second question was more about comparing Orks&Goblins with other other armys. Because some characteristics seem a little of compared to 40k so I don't know if they are good or not.
I figured that the Wolfriders were fast. Most cavalry seem to be 8". But the basic book doesn't give the point value. So it's hard to compare in playing terms.
For example a 4+ inv. save in 40k is good, but not all that amasing. It seems in fantasy 4+ ward save is as good as it goes. And since you can do amour first and than ward, as it used to be in 40k that would be fine for fighters, but what about wizards, that don't have armour?
T4 as an Eldar player is already high, I figured T4 for Orcs is decend, but for example that giant spider thingy seems a little low in toughness to me, as soon as there are stone throwers on the opponents side.
Spelling mistakes or wrong use of words are not lazyness, I am not English nativespeaking.
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12th November 2011 16:34 #5
Monsters are meant to avoid artillery.
orc T is pretty good, as is the strength in general of the army
Wizards want to hide in squads...in general they aren't meant to be on the edge in melee...but rather doing what they need to do.
Boar cavalry is good, just low I compared to most cav units....but yes they bring the thnder. Spiders....are generally considered not worth it by most people I've heard from. They aren't quite fast enough, not quite ___ enough, etc. Good in terrain heavy situations for harassing and tie ups
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Gifts of Mork Charity Movement
LastChancer: "Arch, you are my hero"
Lemartes: "Arch is truth"
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