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Star Belly Geek's Diskwars Pages
The Orcs
Army Analysis
The Orcs have many strengths and are an Evil army for beginners. Some
Orc strategies are suggested
in the Command and Control section. Peter
Bakija has a good Orc
Page as well.
Fixed flat Orcs:
In the basic Orcs of the Broken Plain army set, you receive
four Grugs, two Urkan Bowmen, two Tribesmen from Ulc, one Beastrider and
one Wasteland Ogre. Grugs are the backbone of any Orc army, and everyone
can use more of them. Urkan Bowmen are archers with defensive combat stats,
but cost two Grugs - useful in small quantities but these are Orcs, not
Elves. Tribesmen from Ulc are decent berserking
units, with some speed, but not for every army. Wasteland Ogres are like
always-berserked Tribesmen, although slightly slower - keep them out of
range of Fireballs, but they back up your Grugs with a good attack. Beastriders
are a good cavalry, and their extra cost pays for a way to knock off Fairy
Swarms. The Orcs are solid out of the basic box, and buying more just
makes them better.
In the Moon Over Thelgrim expansion Zocrab's Marauders you receive
two Zocrab's Warmongers, two Garnahk Flailers, one Goblin Bootlicker and
one Zocrab's Gurbanger. Garnahk Flailers are interesting in a fast, berserker-heavy
army, but otherwise not terribly useful. Goblin Bootlickers could be used
as fodder for Gorzac Goblinflinger, but are not good in combat and cost
as much as a Grug. Zocrab's Gurbangers can move quickly and hit hard,
but they die easily so many people don't like them. Zocrab's Warmongers
are next to useless, since they are actually worse than Grugs in some
circumstances, yet cost more. There is little reason to buy extra boxes
of this expansion set, except for possible random disks.
In the Legions box Last Stand at Dunwarr, the Orcs got a nice
boost, with two Beastriders, four Goblin Marauders, two Goblin Raiders,
three Lowland Twisters, two Torch-throwers, four Tribesmen from Ulc, five
Urkan Hordes, two Urotok Warriors, and Zhalla Bakhal. Goblin Raiders,
also a Wastelands random disk, could be nice against Elves, Dwarves and
Knights, helping to keep disks alive while tough opponents are swarmed.
I like Lowland Twisters a lot, but you've got to be careful because they're
inclined to explode, and may take one of your own disks with them. Torch-throwers,
another random Wastelands disk, wouldn't be useful if they weren't Champions
and thus discounted, but at four points for a 4 attack and occasional
defensive missile, they have a place in some armies. Urkan Hordes rock
my world - fast, First Blow, and with Urotok Warriors they can move more
than once a Round! Don't let them get pinned, though, because they'll
bite it quick. Urotok Warriors are nice when you've got the Urkan Hordes
around, but remember two things - they still die with a Fireball, and
they're now restricted to 2 per army under the newest League rules. Zhalla
Bakhal is an incredible disk for his price - able to leap piles of disk
to join an attack with an Urkan Horde, durable and First Blow. Awesome.
Too bad he's unique.
In the Waiqar's Path expansion The Eternal Horde, the Orcs receive
three Gobog Gnashers, two Ja'tak Hurlers, and three Ulcan Deathseekers.
Gobog Gnashers, are durable berserkers, although they also get Rage -
a livable price, in my opinion, for a disk with the potential to take
down Stalwarts. If you're good at dropping missile, the Ja'tak Hurler
might have a place in your armies, but if you're, at best, 50-50 in your
drop rate, these guys aren't likely to help more than they hurt. Ulcan
Deathseekers could be useful in some strange Mirage-missile combination,
or against Elves. Otherwise, they stay in the box.
Coming soon: the Broken Shadows expansion box The Banner of the Raven.
Random flat Orcs:
Basic Orcs were very basic. Their standard troops were their meat and
potatoes, and random disks only added a couple of features. Ghash Zzurkan
is a spellcaster with good combat stats, but not cheap, and he was eclipsed
by Weerel Moog in the usually magic-light Orc army. Goblin Marauders are
worse than useless - that special ability sounds neat, but they die too
easily to be cost-effective - maybe if they cost 4 or 5 apiece, but certainly
not at 7 points. Shieldgrogs are great defensive units, and can pin most
units without danger. Ugg the Mean can be useful, but mostly on defense,
since he's slow and can't attack the most dangerous of your opponent's
disks. Urgg the Really Mean, on the other hand, is practically a must-have
unique for non-pure Orcs: tough with a good attack for a good price. Zeegra
Warrior Priestess would be a good spellcaster option if the Orcs didn't
have Weerel. As it is, Zeegra and Ghash will only appear in high-magic
Orc armies (what are we, Acolytes?!).
The Moon Over Thelgrim supplied some Orc random disks that, while not
indispensible, are very nice to have. Too bad the fixed disks weren't
very good. The Darkwood Ogre is good for its durability, speed and high
attack, and its extra "surprise" Instant Blow is icing on the
cake. A good supplemental disk. No one can have too many Goblin Crossbowz
in their army - cheaper than Grugs with the potential for an occasional
missile attack. Gorzac Goblinflinger is tough, but you have to plan for
his ability to be useful. Your opponent will have to deal with the possibility
of that attack, but its six-inch range is rather limiting. Khazzrek, Goblin
Hero is a bargain - he won't Swashbuckle much, but he's hard enough to
kill that he's worth more than his weight in Grugs. Orc Assassins can
lurk behind your lines, waiting for the opportunity to put the hurt on
enemy uniques or other disks that stray too close - remember that the
Assassin can ambush your own Uniques to get him closer to a final target.
Weerel Moog, Goblin Mage is the cheapest spellcaster around, probably
due to keeping other spellcasters out of the army, but the Orcs always
have room for a 5-point spellcaster (and probably his Familiar).
With Wastelands, the Orcs primarily gained variety and some sneaky tricks.
The Lowland Ravager could be very useful against high-defense units, as
well, and its speed helps in that use, but losing the Ravager hurts, since
it costs more than most other Orc disks. Obarak Tribesmen are the Wastelands
attempt to make Goblin Marauders and Zocrab's Warmongers look good - an
expensive Grug that can't be Zipped or Shielded. Yuck. Turzak the Blinding
isn't going to show up in most Orc armies despite his ability to put an
Activation marker on Helspanth the Firedrake and two Fire Wyverns at a
12 inch range - he costs more than twice what Weerel Moog costs, and can't
cast second level spells. In that afore-mentioned high-magic Orc army,
though, opponent archers had better watch out. Ulcan Skulkers add a fascinatingly
sneaky aspect to the Orcs, as well as a great counter to anti-Orc disks
like the Alchemist. Urtog Warriors are decent, tough elite troops, especially
if they get a round or two against disks with Defenses of less than six
(they take out Necromancer Farrenghast in three rounds, if they aren't
bothered). Zharta Khun is a must-have Orc unique, allowing combination
attacks like two spells from Weerel, or a move-then-attack from an Orc
Assassin or Ulcan Skulker. Zhoka the Mad gives the Orcs another good attacking
unique - and if you use berserkers don't forget that she can ambush your
own disks to get her to the front (or home) quickly. Zobak the Despised
has a small downside, but against opponents with lots of Champion, Neutral
or Evil disks he's durable with a useful special ability.
Waiqar's Path expanded the berserking and assault aspects of the Orcs.
Brutalizers are expensive for an Orc, but against many armies a Swashbuckling,
multi-wound berserker could be nasty. Frenzied Mesak get faster as they
die - but I think they cost a lot for that 8 points of wound capacity,
especially with Nakot available at the same price. Goblin Warriors are
an interesting berserker, but you're paying for another group-use ability
that might not see use. Half-Orcs are good defensive disks with the ability
to save your other disks' bacons. Few Orc armies should do without one.
Kylus, Master of the Tribes, is a durable warrior with self-healing ability
- who needs Urg when you've got Kylus? Nakot look a little bad at first
glance, but glance again: they move twice per round! That's 7 points for
two Activations (16 inches movement...) and a decent First Blow. Nice.
Ur the Horribly Mean sure is expensive for a level 1 spellcaster with
no wounds. Maybe if you know your opponent will be casting spells (say,
against Acolytes), but otherwise I stick with Weerel Moog. Warlord Zarek
would be really nice if he didn't rule out Kylus (what is it with these
Orcs and their personality conflicts?). Choose based on the need for high
attack and speed (Zarek) versus the utility of greater survivability (Kylus).
Zarek's Guards could be good in large groups, acting as foils to make
it easier to pin opponents who attack, but there are usually better options
for your front-line disks.
The Orcs are a faction that's solid and don't take a deep understanding
of the game to play. On the other hand, there are some very interesting
possibilities that only become apparent as you watch and use the disks
for a while, so they have a good replay value. Big Orc winners are Shieldgrogs,
Goblin Crossbowz, Weerel Moog, Zharta Khun, Urkan Hordes (with their Urotok
friends) and Zhalla Bakhal, with honorable mention for all those other
unique disks, none of which cost more than 14 points. Big losers are Goblin
Marauders, Goblin Bootlickers, Zocrab's Warmongers and Obarak Tribesmen.
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