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  1. #1

    Default Orcs are people too!

    Orcs are People Too

    As this is a guide based on my play through of an evil faction (Orcs of Gundabad, H/VH) it will be conducted with an internal monologue similar to Gollum. (eg in italics and bold so you can’t miss it).

    It all looked so good!

    So do you know all those Orc factions who field huge amounts of Orc’s and Goblins and Wargs and Trolls you have to endlessly battle. Yes. Especially when you play as the Dwarves and have to fight against Orcs that will not run until you have crushed the skulls of every one of them with the butt of an Axe. Yes. With those generals that refuse to die until the last. Yes. Well can you tell me what happened to those factions because I am certainly not playing with one of them, these guys are sh-uger lumps. Not quite.

    The good points of OoG...

    Well I suppose they DO have some good points;

    1. They have a well balanced and interesting troop roster. You mean they have trolls. Obviously.
    2. You can play a range of different battle strategies from archer focused to infantry based. You just want to see trolls running into Bree Militia don’t you. Pretty much.
    3. You have cheaper units with cheapish upkeep.
    4. They have a strong economy that means you can support your huge armies. Woah there that is just a lie isn’t it, no one is going to take this seriously if you are just going to lie. It’s only stretching the truth a bit, more like putting on a positive spin .
    5. You will be fighting the dwarves, who, unless you have lots of Wargs and Trolls will cut through you ranks and shrug of your arrows in a way that makes you wonder if your army is actually committed to being evil or has taken it up as more of a hobby that they are quickly getting bored with. I thought you where highlighting the good points. I ran out.
    6. Those tough morale junky Orcs and Goblins that you have to face when you are a good faction and can take a devilish toll on your hard working infantry before they die. I remember them well. They haven’t turned up for this campaign and the ones that have had a habit of dying quickly and then running away. I think you have forgotten the point of this bit.
    7. Your generals will never die. What about that battle in which you had 6 casualties and one of them was your General and he was one of only two people to die from his unit killed by woodsmen of all things. Must have slipped my mind.
    8. It is a fairly relaxing campaign that has little real pressure as long as you can keep the Dwarves in check and keep the OotMM in Dain’s Halls acting as a buffer. That seems a bit boring. You get to see trolls running into Bree Militia though . Hmmm, it better be really good then to make up for the rest of the rubbish.

    Well I think this guide is going well so far. Aside from the fact OoG aren’t any good. Well obviously we haven’t got to the units yet have we, this will redeem all.

    Unit Guide

    Archers
    As they are imbued with the power of Sauron himself they are All basically awful with low damage and range and seem to run out of ammo really fast. Well yes. And your toughest enemy the Dwarves will take virtually no losses from archer fire. Well yes, still they are beautifully rendered.

    Infantry
    They all have a wide range of individual uses that allows for some careful micro-management to ensureThat you barely noticed a difference between them aside from the fact that some die faster than others. You could put it that way.

    Cavalry
    Only have warg riders that aren’t strictly bad but they can quickly die. I expected something more elaborate. Nope that’s it.

    Trolls
    Watching them charge into units never gets boring . It gets a bit boring. Nope I fail to see how watching men go flying as huge towering grey monsters charge their ranks can ever get boring. When it is the only tactic you are going to use. Touché.

    So basically they are a bit samey and as soon as you get trolls, charging them into various different factions is what you are going to do.
    I am failing to see the problem here . Of course you are. Moving on. What sage advice do you have to impart to the faithful readers who have made it this far? I was just getting to that thankyou very much.

    Starting Moves 0-50

    Well there are a range of rebel villages surrounding your position that you should be able to snap up in the first few turns. To the East you have:

    1. Framburg – good idea to get Wargs here ASAP
    2. Wrakyaburg – has a bridge that is a good place to position the troops you are going to use to keep Dain’s Halls in the hands of the OotMM

    To the South and West you have:

    1. Coldfells - because you can and it is better the Elves attack here first rather than your Capital
    2. Athulin – keep a holding force here to occupy Eriador when they finally come for a piece

    My main goal at this stage was to keep a half stack with a mix of archers, goblin band and wargs in or around Wrakyaburg to fend off any Dwarves that come to Dain’s Halls which is an important buffer against attacks on Gundabad itself. Also, do not attack or provoke the Elves at this stage as they will most probably crush you. Such as the time you attacked Imaldris . I think that was you. We are the same person you pleb. I am not sure I like your tone. Deal with it. Fine .


    Anyway it is best to take these villages with the troops you get to begin with and spend your money on mines, roads and hunting posts probably in that order, also build a few military buildings at Framburg first then Carn Dum second. Keep slowly building your economic and military strength and wait for the barracks event that unlocks Troll Breeders. Finally can’t believe they make you wait 40 turns for that, outrage. Just breath it is fine there is another 360 turns to go. Of course there is .

    Next moves 50-80

    So, when you have an adequate force holding off the Dwarves then start building your army that is going to conquer the north of the map and push the Dwarves out of the Blue Mountains:

    1. Pitkaranta – pick this up as soon as you can after Athilun if nothing else but for the money
    2. Nemuial – rebel held but does have quite a large garrison
    3. Lunelaith – should be straight forward
    4. Kibil Dum – Dwarven Castle with garrison script. I hate Dwarves. You loved the Dwarves last time we played them. I am in character. Riiight.
    5. Thorin’s Halls – Dwarven Town with garrions script. Because once wasn’t enough.

    It is best to siege and wait till they sally forth. You will also need to keep a small force around Carn Dum to fend off any incursions from Eriador which will probably be small but should be kept in check.

    Eriador and Dwarves in the East

    Well all good things have to come to an end and sim city-ing in the north is not a fun way to play the game. Hang on a minute I thought I was doing this guide. Well you are taking forever so I thought I would move it on a bit. This was my idea and I am doing it. Fine. So the next moves are to take out the rest of the Dwarves and Eriador. As Eriador is the closest and more satisfying of the two to attack. Trolls + Bree Militia = Good. Then it is simply a case of building an army focused on Anti-cavalry and anti-archer units. Lots of Trolls then. Yeah that was my plan, you. Trolls sound good.

    With the large eventual income you are going to get from conquering Eriador you can field some serious armies. Not the comedic kind. Exactly and with them you can fulfil your dark and evil dreams of crushing the Dwarves of the Lonely Mountain and Iron Hills. Finally an end to those smug midgets. Took the words out of my... mind.

    If at this stage you still have the energy to play OoG then pick someone and invade, personally I saved the game and then only so I can prove that I actually took the time to damn well play them. At no stage did I feel under any pressure I couldn’t handle and as long Arnor doesn’t reform then Eriador don’t stand a chance. The Dwarves can be a challenge at times but you should be able to get a grip on them with the use of Trolls and early on Wargs. It was worth it for the Trolls though. Only the once.

    Thanks for reading.

  2. #2
    Araval's Avatar Protector Domesticus
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    Default Re: Orcs are people too!


  3. #3

    Default Re: Orcs are people too!

    Fun guide XD

    Am now wondering which faction is more fun to play, Mordor or OoG. I wanna play an orc and troll army!
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  4. #4

    Default Re: Orcs are people too!

    is there any other unit roster that contain trolls? I really hate playing as OoTMM

  5. #5

    Default Re: Orcs are people too!

    Quote Originally Posted by Colorlessgreen View Post
    is there any other unit roster that contain trolls? I really hate playing as OoTMM
    Mordor has Mountain trolls and the incredibly annoying Olog-Hai (armored trolls) and both Gundabad and OoTMM have them
    I salute those who took the Hungarian Phrasebook simply because of the quote!

  6. #6

    Default Re: Orcs are people too!

    You forgot one important aspect about OoG. The mercenaries.
    Rhudaur Axemen are effective against armor both in ranged and melee combat. So really good against the Dwarves.
    The cavalry mercenaries are a perfect addition until you get warg riders.

    I like to use the Trolls like cavalry, smashing the enemy in the backs while they are fighting my infantry. Oh and btw, the cavalry mercenaries use axes in melee combat, so they are good against armor as well.

    Won every battle against the Dwarves so far, especially because of the good mercenaries mainly available for OoG.

  7. #7

    Default Re: Orcs are people too!

    Good and Hilarious guide

  8. #8

    Default Re: Orcs are people too!

    Really fun guide Thanks for some laughs and for confirming my fears. I just started a campaign with them and was surprise too how badly the damn orcs sucked, like you said, not like the bloody swarming buggers that I faced as Gondor or Rohan. My most treasured moment so far must be the time I had a unit of peasant spearmen pinned between my general and a goblin band and found that my unit of orc fellers had finished chopping up the unit of peasant archers they had faced, so moving them around to the back of the peasants I charged them in to finish this bloody work and lo an behold, to my surprise...the orcfellers turned tail and bravely fled! luckily my general was close enough at hand to scream at them to get back in there and the second time around they managed to get their axes out of their arses and into some peasant heads instead.

    I'm not that much more impressed by the generals either, the ones as Rohan you can charge in the back with heavy cavalry and lose almost as many riders as they do...well here they die like flies to any peasant. Dwarven crap troops have them for breakfast and asks for a second and a third serving. It is ridiculous.

    Not sure what you talked about expanding east, next to Gundabad was some rebel settlement to the southeast, but OOTMM took that on turn 1. No kidding, turn 1. So with a brown boarder from north to south on the eastern end I figured I'd concentrate on the west. I'm only 10 or so turns in at the moment, but came here to see wtf was up. and also to see if there was some sort of reasoning for all the orcs to be generals, so far all have been fearmongering illoyal tards, not one fit to govern a settlement and even fewer fit to lead an army seeing as with a loyalty of 2 or 3 they are very likely to take it and use it against me.

  9. #9
    Gallus's Avatar Protector Domesticus
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    Default Re: Orcs are people too!

    Funniest guide I've ever read, +rep!

  10. #10
    Outrider's Avatar Foederatus
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    Default Re: Orcs are people too!

    That's gold! XD

  11. #11
    Outrider's Avatar Foederatus
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    Default Re: Orcs are people too!

    You should definitely make more faction guides like this

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