Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I love Wurzzag. Favourite orc lord. Using the waggh ability and having the big wagghh spell lore is pretty much key to success with orcs. Use those melee buffs to crush your foes.
In my experience, Savage orc big 'uns are pretty comparable overall to black orcs in damage output, but black orcs have better leadership, so they can sustain a fight a lot longer. Eventually you'll want to upgrade to black orcs, but whatever is easiest on your economy.
Orcs have horrible ranged units, but I like to use goblin wolf riders to flank and shoot the enemy in the back. Orcs are all about overwhelming their foes. If you have anything with poison, that can help.
Their cav isn't great, but you can use boar boys to hammer and anvil. You'll need 2 units of boar boys to fight 1 unit of enemy cav in most cases, but these guys also benefit from melee buffs.
The thing with difficulty is, this game heavily favours ranged units on higher difficulties, so orcs perform pretty poorly compared to range dominate factions.
Anyway, I'm not an expert on orcs, so someone else might have more insight, but that's my 2 cents. Have fun!
Thanks for the reply! Ok so replacing savage orc big un's with black orcs are worth it if I can afford it, makes sense, but what about the 45% phsyical reduction of the savage orcs, does that not give more defense to melee and missile than the armor that black orcs have? Also they have a lot higher charge bonus, so intial impact and the subsequent few seconds they will do a lot of damage (it's something like 20 vs 71 charge attack with wurrzag's bonuses).
So what about the rest of the army for late game, how are the large spiders and giants?
The instant you see some units dealing magic damage, though, swap Wurzzag's army out. It'll be painful, else.
The giants are okay. I think they're fun to use. They're great at breaking enemy formations and generally messing up infantry. They have 100 leadership and rarely break, but they're slow and susceptible to missile fire. They're a heck of a lot better than trolls, which I don't think are worth it.
The giant spiders are great. Decent against infantry and messing up lines, but they're meant for fighting monsters and cavalry. Also they're fairly mobile and inflict poison which nerfs the enemy quite a bit. Definitely worth it imo. Just keep them away from spears.
Wurrzag uses savage units very effectively. Massive charge bonus, red skill buffs, +15% physical resist on them bringing them up to 45%, and -50% upkeep reduction. Just make sure you're getting the charges off.
Usually other than the giant he starts with all the troops in his army will be savage orcs (upgraded to big uns later), savage arrow boyz, and savage boar big uns (even replacing arrow boyz with them eventually). Savage boar big uns are really the bread and butter unit for him. His +15% boost to physical resist really shores up their biggest weakness and their charge bonus is absolutely insane. Really cheap, too, so you can afford to make other stacks more powerful.