My orcs will quite probably travel to accursed city of Mordheim right after snow melts. Meaning: maybe we will finally be over with preparations till spring
. Time is right to seek strategic advice and inspiration.
I'll be facing witch hunters and skaven. Two very different warbands to play against, and I want to bash them both
Witch hunter player will probably shape his warband into melee hard-hitters (he shuns the crossbow/wyrdstone hunter combo as an unworthy tactics). So sword/hammer/pistol wielding heroes it will be, maybe with one or two (max) crossbows . Of henchmen I expect lots of dogs ( probably 4-5), flagellants (1-2 at the beginning) and maybe a zealot or two, but that's unlikely (WH player has a very low opinion on them, so they will be of lowest priority). WH will also be accompanied by mercenary, most probably elf ranger or tilean marksman, eventually pit fighter ( I would bet on the elf). We will play the game in "official" way, so only official mercenaries need apply (no mounted rules, too). Of course, after reading this WH player may change his approach so counter strategies against ranged WH warband are most welcome too
Skaven on the other hand, are a wild card. I played against skaven player couple of times, and he made some very bizarre equipment and tactical choices. Arrrghhh, green as a spring grass, that one is
He has a lot time to improve, though. In the end I expect a rationally equipped warband. Heroes with some special items and henchmen with dual maces. Everybody with slings ( though we intend to change sling rules a bit - They will have rules and stats of a short bow at a cost of 2gc). Maybe he will go for a warlock (at the beginning), or even Veskit (later in campaign). Probably he will have a slight advantage in numbers, I intend to arm my warband with something more than just maces, and diversified, decent equipment costs. If played correctly, skaven will very often charge first, always strike first and dive charge a lot. Potent combination with S4 heroes and their special equipment (weeping blades, throwing stars) and skills (damn art of silent death)
Now I look for some ideas about what to do with my orcs. They are tough, green and mean - born for HTH. Though I look for some more complex advice than " have more of your guys in given spot than the other guy". I can easily outshoot my foes, having T4 is a great boon for ranged combat. Maybe a shooty nob or even warboss (BS 4, T4 and increased chances of survival, all in one) I am wondering about possibility of giving my boys 2HW (we play that 2HW act normal in the first round), so they would turn into "orky flagellants". Strike last is not much of an disadvantage since my boys have initiative value of 2, they will attack last anyway. Maybe I'll take warlock mercenary, he has some neat spells. So a warlock can be either good shooter(silver arrows, fire ball) or fighter (sword of rhezebel) and objective snatcher ( flight of zimmerman), and for a moderate fee.
noobish question interruption - can warlock "fly away" with an objective (be it wyrdstone or hidden treasure)?
So, how do you play your orcs? What equipement do you use, what skill you choose? Go for the numbers or for the equipment? Any experiences with shooty orcs or with ball and chain? Of course I mean to play just for fun, but who says that stomping your enemies to dust isn't fun?
All advice is apriciated
Unfortunately, I can't post my own rooster. Faithful agents of Sigmar prowl on this forum, and I would like them to be unaware of my warbands exact numbers and equipment. My foes can guess that with some degree of probability, but that doesn't mean I should give away all the the details. I like keeping them uncertain