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 Shooty Orcs - No or go?

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edward
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Lord 0
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PostSubject: Re: Shooty Orcs - No or go?   orcs - Shooty Orcs - No or go? - Page 2 Icon_minitimeThu 23 Dec 2010 - 8:04

One more thing, in my circle we use the interpretation that your TLGT heroes get access to any skill table that your warband has access to. So Sister heroes get 2 tables and sister skills, dwarfs get two tables and dwarf skills, orcs get 2 tables and orc skills.

This means that my two snipers can have Shooting and Speed and still get 'Ead-basher' or something to help in close combat. They *are* orcs after all, but I will usually only get that if they are getting a lot of skills or they get 2A or 4S or something.

Oh yeah; long before the armour FAQ came out we ruled that Gromril was a heavy armour, but Ithilmar was actually a light armour so sometimes I will get Well 'Ard over 'Ead-basher.
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PostSubject: Re: Shooty Orcs - No or go?   orcs - Shooty Orcs - No or go? - Page 2 Icon_minitimeThu 23 Dec 2010 - 14:16

thanks a lot everyone for your hints and suggestions. You help me realise that -by taking Weapon Expert- there are a lot of good possibilites additionally to (cross)bows.

@lord 0: great strategy indeed. however I have some questions, if I may:

1) Is there a certain reason why you didn't make the orc boss a cc-supporting shooter using pistols, xbps, etc... if he does often go into combat -as I assume- do you benefit enough from the (long range of the) crossbow? or do you also let him rather stay in the back with the two LGTs?

2) did you find 4 heroes enough to prevent animosity with 4 heroes "only"?

I am thinking about making the boss a knife fighter or pistolier, but I am not sure yet, as he has rather few advances and he is already hard pressed on "the skill slots" as a leader and cc-fighter...

3) your shooting strategy suggests that you almost play them as a shooter warband (staying back and firing at oncoming enemies). is that so, or what mixture of cc and ranged to you usally play?

4) armour FAQ? never heard of that... I'm planning to make ithilmar light armour as well. it makes much more sense this way fluffwise.


btw: how do you all handle fresh lgt-shooter heroes at the beginning to make sure they get some kills?

I put them up high in a good position with a ranged weapon, but the result is that they did not kill a thing, as they are still really poor at shooting (BS 3, no shooting skills...).So they advance much slower as my cc-heroes...
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PostSubject: Re: Shooty Orcs - No or go?   orcs - Shooty Orcs - No or go? - Page 2 Icon_minitimeFri 24 Dec 2010 - 9:23

Dahag wrote:
btw: how do you all handle fresh lgt-shooter heroes at the beginning to make sure they get some kills?

I put them up high in a good position with a ranged weapon, but the result is that they did not kill a thing, as they are still really poor at shooting (BS 3, no shooting skills...).So they advance much slower as my cc-heroes...
I find the most effective way to give a hero exp is to give him a 2H weapon and have him charge with others, or charge a knocked/stunned model. Even if you want to make a shooty hero, giving them 2-3 levels in this fashion can really speed up the process.

For instance, keep the hero with a 2H weapon until he gains quickshot (or a couple BS advances), then switch him into a ranged hero with crossbow.

Also, in scenarios with objectives which give exp, try to get them with heroes that have the hardest time getting exp themselves (like crappy archers, or a spellcaster without an attack spell).

In general, if you keep a weak hero near the melee action, he'll get a couple chances per game to charge a knocked down/stunned model.

Hunting arrows, if your weapon allows them, will increase your shooting exp by 50%!
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PostSubject: Re: Shooty Orcs - No or go?   orcs - Shooty Orcs - No or go? - Page 2 Icon_minitimeFri 24 Dec 2010 - 12:09

I have found it's best not to plan too far ahead, and respond to your advances.
My Boss rolled +1 W on his first two advances, so with him and the troll having 3 wounds, i gave him light armour and shield (5+ save house rule on shield), he is a close combat monster backing up the troll. So now, his next skill up will be well 'ard.

I was originally planning on making him shooty, he has a crossbow, but now he and the troll are always trying to get into CC as fast as possible.

Happy Christmas to everyone santa
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PostSubject: Re: Shooty Orcs - No or go?   orcs - Shooty Orcs - No or go? - Page 2 Icon_minitimeFri 24 Dec 2010 - 12:30

thank you for your suggestions, you helped me a lot. It is indeed the case that I tend to plan massively ahead just to face somthing unforeseen and to have to begin anew from scratch... Smile

dhw / hunting arrows sounds great indeed, especially as my shaman has the ledz go spell to help to mitigate the lack of the strongman skill...

merry christmas to you all from me as well Smile
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PostSubject: Re: Shooty Orcs - No or go?   orcs - Shooty Orcs - No or go? - Page 2 Icon_minitimeMon 27 Dec 2010 - 5:19

santa Merry Christmas and Spikemas everyone, hope you had as good a break as I did.
Dahag wrote:
@lord 0: great strategy indeed. however I have some questions, if I may:

1) Is there a certain reason why you didn't make the orc boss a cc-supporting shooter using pistols, ... or do you also let him rather stay in the back with the two LGTs?.
For me the Leader specialises in Leadership so he gets skills like Da Cunning Plan, Sprint (to make sure he is in the right place to spread his Ld and with Tarot cards and rabbit's feet one can get the book that lets you learn academic skills without *too* much trouble. That allows the very handy Tactician and Hunch for your leader. Skills like Resilient, Dead 'ard, nimble, etc are good until you get the book.

Dahag wrote:
2) did you find 4 heroes enough to prevent animosity with 4 heroes "only"?.
4 heroes is fine. You are orcs so no matter what you do you will, sooner or later charge yourself at exactly the wrong moment. If you can't see the funny side of that then orcs are probably not for you Smile.

Dahag wrote:
3) your shooting strategy suggests that you almost play them as a shooter warband (staying back and firing at oncoming enemies). is that so, or what mixture of cc and ranged to you usally play?.
The two TLGT stay back for covering fire and as designated marksmen. Everyone else rushes up. The henchmen charge in, the heroes get off a shot or two as opportunity presents itself and then everyone is in the thick of it. Sometimes I will split up the group into two, but orcs often have trouble with that sort of sophistication in their battle plans.

Dahag wrote:
4) armour FAQ? never heard of that... I'm planning to make ithilmar light armour as well. it makes much more sense this way fluffwise..
Yeah, there was an FAQ a while ago that declared ithilmar and gromril to be types of heavy armour. Possibly the rules review, but I forget. Like I said, it is not one we use, sorry.

Dahag wrote:
btw: how do you all handle fresh lgt-shooter heroes at the beginning to make sure they get some kills? .
Keep them with the mob until they have BS4 and a decent ranged weapon. Then they can get their own xp. Also, remember that once you get trick shot you can't shoot your own guys any more so don't be afraid of shooting too close to your own guys once you get that.
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PostSubject: Re: Shooty Orcs - No or go?   orcs - Shooty Orcs - No or go? - Page 2 Icon_minitimeThu 30 Dec 2010 - 13:55

Lord 0 wrote:

For me the Leader specialises in Leadership so he gets skills like Da Cunning Plan, Sprint (to make sure he is in the right place to spread his Ld and with Tarot cards and rabbit's feet one can get the book that lets you learn academic skills without *too* much trouble. That allows the very handy Tactician and Hunch for your leader. Skills like Resilient, Dead 'ard, nimble, etc are good until you get the book.

I heard of this book but can't recall how to find it. Do you happen to know that?

why crossbow for the boss? (and not xbp/throwing stars/dueling pistols etc..?)

btw. thanks for your detailed response!

Lord 0 wrote:
Keep them with the mob until they have BS4 and a decent ranged weapon. Then they can get their own xp. Also, remember that once you get trick shot you can't shoot your own guys any more so don't be afraid of shooting too close to your own guys once you get that.

you can't shoot your own guys if you have trickshot? never heard of that. that must be a houserule, isn't it?
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PostSubject: Re: Shooty Orcs - No or go?   orcs - Shooty Orcs - No or go? - Page 2 Icon_minitimeThu 30 Dec 2010 - 14:15

Dahag wrote:
you can't shoot your own guys if you have trickshot? never heard of that. that must be a houserule, isn't it?

If the enemy model claims cover from one of your models (that is partially obscuring the target model) and you miss by one you hit the cover - your guy!

Trickshot ignores cover, so this can't happen.
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PostSubject: Re: Shooty Orcs - No or go?   orcs - Shooty Orcs - No or go? - Page 2 Icon_minitimeThu 30 Dec 2010 - 20:04

Dahag wrote:
I heard of this book but can't recall how to find it. Do you happen to know that?
Rolling five 2's in the exploration phase will find you the Alchemist's laboratory. Inside the laboratory is a notebook you can give to one of your heroes to allow them to learn academic skills.

Dahag wrote:
why crossbow for the boss? (and not xbp/throwing stars/dueling pistols etc..?)
I give a crossbow to the boss for the range. Even with a lot of terrain there is sometimes long corridors of fire available here and there. The crossbow has the range that if I *need* some long-range fire, the boss can have a decent stab at it without having to buy the skill 'Eagle Eye'.

WarbossKurgan is exactly right about the trickshot thing.
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PostSubject: Re: Shooty Orcs - No or go?   orcs - Shooty Orcs - No or go? - Page 2 Icon_minitimeFri 31 Dec 2010 - 4:41

I give my orc boss a bow and later a crossbow because he leads the troll and sometimes fails. He has a missile weapon for those opportunities to stand around and shoot at things rather than bash them.
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