A different way to play ORCS - Fatties and Damage Bonuses

By ivory_tower, in Warhammer Invasion Deck Building

Here is a deck I'm working on. It could use some tuning though. The basic idea is to use units that get bonuses when they are damaged and use cards like Cloud of Flies, Followers of Mork and We'z Bigga to damage them and get the bonus. We'z Bigga and Innovation allow resource acceleration and it's possible to get Beardburner out on turn 2 with 1 dmg on him. Cloud of Flies goes well on him and also Urguck. Damaged units will get bonus power (squid herders, boar boyz) and when put into the Kingdom or Quest Zones give a boost in resources (if I'm incorrect on how this works please tell me) Don't worry about playing a squid herder with We'z Bigga to get that early boost because a later Big Un's to the Battlefield will give him toughness 1. The Snotling Pump Wagon is ideal for Brutal Offering to kill of weenie units and since your units are Fatties, it shouldn't hurt you too much. I included Grimgoir's camp to further speed up resource management since we are using bigger units. The one card I feel is out of place is Black Orc Squad as he doesn't get any boost accept toughness from Big Un's if he's damaged.

Please leave tips, advice or tuning recommendations if you please...

Units:

3 X LOBBER CREW
3 X SQUIG HERDERS
3 X SNOTLING PUMP WAGON
2 X URGUCK
3 X FOLLOWERS OF MORK
3 X BLACK ORC SQUAD
3 X BIG UNS
3 X BOAR BOYZ
3 X UGROK BEARDBURNA

Tactics:

3 X EASY PICKINS (possibly Pillage instead)
3 X BRUTAL OFFERING
3 X WE'Z BIGGA
3 X INNOVATION

Support:

3 X GRIMGOIR'S CAMP
3 X CONTESTED VILLAGE
3 X WARPSTONE
3 X CLOUD OF FLIES


Black Orc Squad is the one that jumps out the most for me. If going for a unit in that cost range, I'd probably go with Iron Boyz, 3HP + Toughness 1 vs 4HP for BOS, same cost and power.

Yeah, that's clearly the better choice. What happens if Iron Boyz is played with We'z Bigga, does the toughness cancel it. We'z Bigga is not a forced action so it's not applied immediately. Because there is so much resource acceleration (we'z bigga, innovation, grimgoir's camp, warpstone) I've been experimenting with only putting 4 power in the Kingdom for the first couple turns and the rest in the Quest to draw more cards to access that acceleration. So far it's working pretty good. There are a lot of great 1st turn plays.

They would come into play with 1 dmg on them. With Big Uns in BZ, We'z Bigga'd Iron Boyz would pump up to Toughness 2.

I'm definitely a fan of this type of deck. Here is one I posted quite a while ago, though it wasn't very well-tuned (and not as many cards were available to it). I think there are a couple different ways to go with this deck, but in general, I would recommend considering the following cards:

Clan Moulder's Elite: Better than Snot Wagons. You should probably run both in some versions.

Other Skaven: Not thematic, but still good. I guess the Poison-Wind Globadiers sort of fit with the theme, but I'm not sure you want to run them.

Chaos Banner: Might have problems with early Troll Vomit/Deathmaster since you're running so few supports and putting out your units quickly with resource acceleration. And you have a decent number of Chaos icons.

Rip Dere 'eads Off: I might not play it in all versions, but it gives you disposable big-hammer guy for Brutal Offering and does other good things. I would add Grimgors and/or Bloodthirsters if you add it.

Great Cave Squig: Pretty big, and can make Ugrock a monster. I wouldn't run three, but...

Nurgle's Pestilence: You would have to change the unit lineup to take full advantage of it, but it is really good against Skaven, so it might be worth it.

Not Sure About:

Black Orc Squad: Definitely needs to go, as you say. I'm not sure you really need to replace him with anything. Iron Boyz don't seem that great. I'm not even sure I would keep Big 'Unz, though I probably would in some builds.

Easy Pickins: I might play this in some builds, but it is pretty bad against HE and DE. Against rush decks, it is taking out random Skaven or Spider Riders, which is pretty good.

Cloud of Flies: It is pretty darn good on Ugrock, but Ugrock is already kind of a target. I'm on the fence.

Innovation: It's good, but I would skip it in support-light versions, where playing it often means you are leaving yourself really vulnerable to Troll Vomit.

Hi!

I play an Aggro-Control Orc Deck that's similar to this concept.

Here's the list that I used and seems to work pretty well in competitive play.

There's a thread I posted some time ago...This deck is straight Orc and Is devastating for Thrower decks because of Grimgor. The thread is something like "Orc Aggro-Control".

UNITS 23

3x Followers of Mork

3x Squig Herders

3x Boar Boyz

3x Wyvern Rider

3x Iron Boyz

3x Lobber Crew

2x Night Goblins

3x *Grimgor Ironhide

SUPPORTS 9

3x Grimgor's Camp

3x Contested Village

3x Warpstone Excavation

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: 52

This deck relies a LOT on Grimgor and damage, 'cause Squigs and Boars are good stuff to pull out in KZ/QZ for easy stuff and then, when Grimgor's out, bring them in the BZ with WRA.

Just to say that it's a strong/viable archetype.

Hope it helps.

I would take out brutal offering and consider wolf rider assult.

Esspecialy if you are putting units into quest to boost draw, nice to add one of those to the battlefield a bit latter.

I do understand how brutal offering can help vs rush decks, but care not the chaos symbols a bit of a problem?

Perhaps you need a couple of orc/chaod banners?

I agree with some of your suggestions and I like your deck cyberfunk

Definately

-3 Snotling Pump wagon and replace with +3 Clan Moulders Elite

Also

-3 Grimgoir's camp (because with all the acceleration, it's just not needed and was rarley used) so + 3 Har Ganeth (more help with rush and early resource)

Also, Black Orc Squad has to go and while Iron Boyz was a good suggestion I went with

+3 Seduced by Darkness (to further help against rush) and - 3 BOS

Also, Followers of Mork is too slow, sometimes I didn't play him because I didn't have a unit in play yet that could use his damage

-3 Followers of Mork and +3 We Need Your Blood

Now I have more reason to throw in an Alliance so

- 2 Urguck (again, too slow in my opinion) and +3 Chaos/Dark Elf Alliance


Deck List so far

3 x Lobber Crew
3 x Squig Herders
3 x Clan Moulders Elite
3 x Big Uns
3 x Boar Boyz
3 x Ugrok Beardburna

While this gives only 18 units, I felt it needed a little more control cards to fight against rush while still being able to down some big boyz

3 x Easy Pickin's
3 x We Need your Blood
3 x We'z Bigga
3 x Innovation
3 x Seduced by Darkness
3 x Brutal Offering

3 x Contested Village
3 x Warpstone
3 x Har Ganeth
3 x Cloud of Flies

All of the Chaos and Dark Elves are 1 loyalty cost so hopfully an early alliance will help with that. I definatley flirted with the idea of using rip dere heads off with grimgoir but in the end went with this list.

If you're going to splash in Skaven, you could always run the Deathmaster. Though I think you'd need to throw in at least 1 other set of skaven cards if you want to make it reliable.

Also, I'm not sure if this was your intent or not, but I read in the FAQ that units that you flip over with Rip 'Dere Heads Off aren't considered to come into play, since they were already in play as a development. So, Grimgor wouldn't activate. Regardless, I agree it is a bit janky to use it in this manner though, and I think you made the right choice in taking it out.

Also, do you plan to have any sort of answer for support? It looks fast, but I don't know if it's fast enough to not warrant running support control. Those Contested Stronghold decks may get a chance to build up while you're setting up your damage effects, unless you get that lucky We'z Bigga.

What do you mean by support control support? And, now that you mention it, I do remember reading that in the fact about developments are already in play.

He means Pillage/Burn It Down/etc.