After being introduced to the game a few weeks ago I bought the releases so far and started tinkering with an Empire combo deck. in order to test it I built a version of a friend's Orc deck but with a total focus on blitz (becasue if my combo deck can cope with being attacked early it should be good to go). Needless to say the Orc deck rolled my Empire time and again (ah, well, back to the drawing board). As I might be able to make it to a tournament at the weekend I wondered what I could do to improve the Orc deck (as it seems much easier to play).
Units
3x Spider Riders
3x Crooked Teef Goblins
3x Ironclaw's Horde
3x Lobber Crew
3x Squig Herders
3x Followers of Mork
3x Big 'Uns
3x Veteran Sellswords
3x Boar Boyz
Support
3x Grimgor's Camp
3x Warpstone Excavation
3x Contested Village
3x Choppa
2x Rock Lobba
Tactics
3x We'z Bigga!
3x WAAAGH!
3x Seduced by Darkness
The only thing that I'm really not thrilled about are the Big 'Uns as they cost three, but the possibility of some defense against sniping has given them a slot so far. The deck is fairly self-evident, allowing you to attack (and possibly burn a zone) on your first turn or build for a turn before burning a zone on turn two/three and one on turn three/four. Free stuff makes blitz so much easier to build.
I can't decide whether or not I like Rip Dere 'Eads Off! or not. I can see the combo with big units, but part of the deck's power seems to come from playing out your hand and having the units as a threat turn after turn.