Orcs Aggro Control Archetype

By Guest, in Warhammer Invasion Deck Building

Here it is...A concept I've been workin' on for a while. :)

Let's say that I don't like aggro stuff that much, it's not my "style". I like a bit of control in all of my builds. That's how I like to play.

I wanted to do something "different", maybe unexpected.

I don' play orc-rush for a "tastes" issue, and I don't play Skaven for a choice.

Orcs have different choices for a more "control-ish" deck, maybe less fast than the others, but good in the long run, resilient and full of options.

Here's what I did (or, at least, tryin' to do). :)

The idea is to have a "tough" deck, where you can play the "usual" stuff for a good start in the KZ and QZ and then "let the big guys" flow in the battlefield, one by one, while keepin' down the oppo with different control stuff.

I've playtested a bit yesterday night and It did pretty well. I've changed a bit after the playtesting, but I don't know how it plays this way (minor changes, actually).

The idea is to start "as usual", but focusing on resources, to get an "early" Grimgor in the KZ (note that in my meta everyone is playin' heavy Kingdom zone related decks, with devs and so on).

I use Wolf Rider Assault to move guys in the battlefield if needed while contrilling and winning with 2-3 big attacks.

I usually don't tend to keep lots of chars on the board.

I'd really appreciate your suggestions, cause I trust this community's opinion.

I'm going to play it tomorrow, in an official tournament of our national league, so... :)

UNITS (27)

3x Followers of Mork

3x Squig Herders

3x Boar Boyz

3x Lobber Crew

3x Wyvern Rider

3x Iron Boyz

3x *Grimgor Ironhide

2x Arrer Boyz

2x Black Orc Squad

2x Night Goblins

SUPPORTS (9)

3x Grimgor's Camp

3x Contested Village

3x Warpstone Excavation

TACTICS (17)

3x Troll Vomit

3x Foot of Gork

3x Pillage

3x We'z Bigga!

3x Wolf Rider Assault

2x Smash-Go-Boom!

TOT 53

Thanks in advance! gui%C3%B1o.gif

I would probably remove Black Orc Squad and add Scrap Heap. Scrap Heap provides more HP (the only thing BOS is good at).
And Choppa is for me a must-have card in any orc deck.

I posted a control-ish Orc deck a while back that was running similar stuff, and, as we discussed on the other thread, Easy Pickin's is a big boost. I'm not sure it's going to crack the upper echelon of competitiveness anytime soon, but you never know.

I think the deck should probably run Innovation for the Bolt Thrower matchup, where it will want to accelerate into Grimgor as soon as it can. It also helps smooth the curve early in the game. Orcs just don't have enough quality plays at three, and you (probably) don't want to play any one-cost guys with Easy Pickin's.

If you go for Troll Vomit, I think you probably want a couple more supports.

Arrer Boyz are generally too slow in my experience. I'd lose them. Black Squad Orcs and Night Goblins are pretty iffy, too.

I like Rip/Thirster in this deck, since you're playing big guys. It clashes a little bit with the Wyvern Rider, but not that much. I would lose Wolf Rider Assault for this; you can always use Rip to get another attacker if you need to, but it's usually much better than that. You're also really vulnerable to damage cancellation on their capital, since you're trying to win with a few big attacks instead of several little attacks, and BT helps there.

Speaking of Wyvern Rider, Clan Moulder's Elite is probably better in that spot, but I get the feeling you don't even want to dabble in Skaven. At least Wyvern Rider won't be counting for their Deathmasters. :)

I think that once Easy Pickin's is available, it might be time to lose the Followers/Herders altogether. That leaves you with your only two-cost unit being Lobber Crew, which you can cash out at any time. You do need another way to turn on Boar Boyz, though.

At first...THANKS for each suggestion... :)

Yesterday I played the tournament...

We were 8 players with slightly different decks and...I WON! :)

Not a "uber-win", but I'm pretty happy 'cause this is an understimated archetype.

In the final I played against a well builded "Order Control-Combo Deck", with Thrower and some other stuff (Sword Masters and the like)...The guy didn't lose a single game...That happened with me! :)

First time I used Grimgor...Second time I sideboarded "Smash 'em All!" and it was the end.

I faced "Dwarves Control" twice: first time (first turn) I lost 2-0. Second time (Semi-final) I won 2-1. Bad match-up, 'cause we both control a lot...But it tends to have more good interactions in the long run, where my deck is pretty predictable. :)

Then, I won against a Dark Elf/Caos Snipe Elf (basically the same list of aldershot's regional winner) and a Destruction/Thrower Deck.

I lost against "Pure Orcs", but for 1-2. Not bad.

Anyway, your suggestions are ok...Easy Pickin's will be definitely there, with all of this Rush stuff around.

I wanna keep this deck for some future events, so I'll try to fine tune it, following your useful suggestions...So, please, go on suggesting things! :)

Just a thing (that Cyberfunk understood PERFECTLY gui%C3%B1o.gif ): NO SKAVEN! :)

I don't want a rush deck neither.

I do like this concept, without uber-rush or Skaven stuff.

As I said, it's not my style! :)

I also built a nonrush orc deck some time ago mainly by focussing of getting my units damaged and adding nearly every synergy effect (warpaint, Ugruck etc.). It was a funny deck but I played it only against people that I wanted to show the game.

I would agree with Cyberfunk regarding the arrer boys. I had them included too because I wanted all the cards that kept my units damaged but they were never of much use mainly because of their cost/speed. I would take out Night Goblins and Black Orc Squad mainly because Goblins don't fit the decktype by their stats and you have Pillage in your deck if you really need to get rid of a nasty Attachment. As for Black Orc Squad I would take Big'Uns cause you'll have damaged units anyway and it helps against indirect dmg (bolt thrower decks are getting popular aren't they?).

I like your tactic choice but as Cyberfunk said a Troll Vomit doesn't seem to work everytime in your favour if there aren't enough buildings out so I would include 1 more building or Innovation. Wolf Rider Assault is awesome in this kind of deck because you could take advantage of Grimgors kingdom annihilation and attack with him after that. It also gets Boar Boys out of kingdom when you don't need them anymore or when you can substitute them with something else.

Congratulations for your win. Have you played with the listed deck and since you play with sideboard what cards are you taking with you? Mob Up seems like a must have as some slower decks could really disturb your plans by hitting hard in mid/endgame.

Thanks for the help, guys. :)

Let's see..

Let me explain that lots of my choices came from a "meta analysis". the deck was built to be a "rough enemy" with the archetypes we have in our meta.

- ARRER BOYZ: it's not a "powerful" type of cards, but did great things. Noone was expecting it. I destroyed a "Slayer of Karak Kadrin" twice, a Rat and some Spider Riders. Not that bad. It's a 2x. If, in the first round of 3, I see it's useless, I use them as devs and then pull them out for something better.

But I SEE YOUR point and I'll work on it. :)

- NIGHT GOBLINS: I imagined someone would have played Choppa, Great Book of Grudges, the Orc Relic, Mind Killer, Cloud of Flies. If I have the chance to have a card that does Pillage's job for them, I get it. :)

That's a 2 cost, it's a unit and it's played for them. I used it almost in any game. :)

In a more "wide-open" meta analysis it can be useless, but right now, in our environment, I guess it's ok.

Then, there's something more: as I said before, we have lot's of "heavy KZ" decks. Using early Grimgor to stop'em, I usually like to "block" the oppo's draw, destroyin' WE or CV in the QZ.

- TROLL VOMIT: I don't want to have troubles with Units. Even if it seems pretty simple, this deck needs a "fine" playin' (I'm not saying this 'cause I play it). :)

You don't have to keep lot's of Stuff on the table. You can work with 4-5 resources and pull out what you need to force the oppo to do something. Wyvern Rider + Squigs it's an example. Not destructive, but efficient. If your oppo doesn't control a lot (it's not that simple removing stuff), he'll need to pull out Units. When Grimgor's in your hand (or you get more options) let the Vomit flow, stop and let it go. :)

Otherwise, I was pretty afraid to face "Blitz" decks (and I did...Too bad I didn't draw a single Vomit :( ).

Then, I knew someone would have played a weird Order List with Pheonix + Big guys...Troll Vomit would have been my only way to recover.

- INNOVATIO: i think it's definitely going in there. :)

- MORE SUPPORTS: another thing I thought. Maybe I can use some more stuff to accelerate/control a bit in exchange of Black Orc Squad.

SIDEBOARD

It was pretty difficult to chose a good sideboard. I had lots of choices (Orcs are more flexible than they seem).

Here are the cards I've chosen, with the reasons :) :

1x Smash'em All (anti-Dwarves/Order decks with Treasure Vaults and Armoury);

1x Arrer Boyz (one more Arrer for little, annoying stuff);

2x Smash 'em All! (another way to get rid of support based decks. It can be faster than grimgor...I used it in the FINAL game of the FINAL and it made me win).

3x Mob up (pretty obvious. Never used, though).

2x Scrap Heap (against Snipe decks).

3x Boar Attack (pretty nice card against decks who use to develop each zone. I used it for a 3 damage "shot" during a game and it made me win one turn before. Not that beautiful, but I like Boars :) ).

Here it is.

For more conversation/suggestions here I am.

thanks.

One thing that you might want to try - for this archetype I run Chaos/Orc alliances (which helps your support count for running Vomits) and also Nurgle's Pestilence. It doesn't kill most of your units and in fact makes a lot of them angry (Boar Boyz, Squig Herders) and the Skaven decks really don't like it - it's almost like Vomits 3-6 against them.

I also run the Chaos/Orc Alliance in my Version of this deck. Cloud of Flies has been really good for me with the high hp units, it also works well to power up boar boys and squig hearder. I have had Brutal Offering in and out of this deck several times, I'm just not sure about it.

Just for the ones who are intrested in this "challenge" :)

Another Tournament done with this guy...

8 players, small but fun...

I managed to get TOP 4 after 4 rounds. I'm seriously thinkin' about playin' THIS at our upcoming Regional...

P.S. We allow Sideboarding in our national league.

TURN 1 - Caos/Skaven

Ended up with a tie. First game I played two Vomits, stopping its rush, got the game back and closed with a bunch of "ugly" guys. :)

Second game, he started in the "skaven-way" and even if I was in the game until the end, he closed with "Deathmaster" + 4 Skaven in play... sad.gif

1-1

TURN 2 - Orc

Kinda weird deck: 60 cards, some control with the "usual" Orc base.

I won. The oppo started pretty fast each game, but my deck did pretty well, I was a bit lucky and "locked" him with 3 resources, even playin' a couple of "suicidal" troll Vomit, as a "global" reset.

In the end, my deck was "bigger" than his.

2-0

TURN 3 - Dwarf/Empire Aggro

Wonderful deck with a solid Dwarf Base and strong Empire "support". Pistoliers, Slayers of all types, Mages, Warrior Priests, Relics, a couple of Verenas, Volley Gun...Fast and Furious.

It was pretty hard but I did it. :)

First game he developed the KZ with a "Support" card first turn. I managed to draw a bunch of Pillages and Foots of Gork removing resources. He was locked and lost.

Second game he started faster and did everything he needed to do with 4 resources. I got my QZ burning but I vomited, kept some stuff to restart in hand and won.

2-0

TURN 4 - Dark Elf/Orcs Reaper Deck

It's a friend of mine. The deck was unbeated like mine and I knew that it was a very bad matchup. He controls "everything".

I don't remember everything but I got my Quest "Cacophonic ScreamED" in one game and some other insidious stuff in the other.

In the end, I was too resilient, Grimgor came out and the deal was closed.

2-0

TOP 4 - Semifinal - Orc

The Guy of Turn 2.

This time it started wonderful game 1 and 3 and I wasn't able to do that much, even if I never was completely out of the game.

Game 2 I dominated keepin' the game on low resources and draws, winning slowly.

1-2 (first loss)

Then the Orc guy went for the win in the final against Dwarf/Empire aggro (2-1).

The new list

Here's the modified guy. Followed some of your suggestions and everything seemed to work better than usual.

Thanks.

UNITS 23

3x Followers of Mork

3x Squig Herders

3x Boar Boyz

3x Iron Boyz

3x Wyvern Rider

3x Lobber Crew

3x *Grimgor Ironhide

2x Night Goblins

SUPPORTS 9

3x Grimgor's Camp

3x Warpstone Excavation

3x Contested Village

TACTICS 20

3x Foot of Gork

2x Easy Pickin's

3x Troll Vomit

3x Pillage

3x We'z Bigga!

3x Wolf Rider Assault

3x Innovation

TOT: 50

Sideboard

3x Mob Up

3x Smash-Go Boom!

2x Scrap Heap

2x Boar Attack

1x Easy Pickin's

1x Night Goblins

Bye

DB