Last weekend I attended the Fantasia Fanatic 2010 Fall tournament, with a 2500 point limit. I'm going to be trying a new way of delivering my battle reports from larger tournaments, as there's just so many matches which amounts to a lot of text if I'm going to go through each match in detail.
So stay tuned, as I'll get to the recap eventually. Until then, here's the list I brought to the fight, with the usual thoughts on each unit choice.
Black Orc Warboss
Shield, Armor of Fate, Shaga's Screamin' Sword
Only two items for full points, but this is my current favorite combo for the Warboss. In this edition, it's difficult to get a very good armor save and still pack a punch in combat, so instead I'm giving him a 4+ ward save to back up that 4+ armor save. Against those strong enough to hurt him consistantly on T5, an extra armor save or two is not going to make much of a difference I figure. The Screamin' Sword, of course, can be the most destructive Orc weapon out there, if enough enemy characters are within 12" of the Warboss, so with the Shaman making him re-roll misses, this could be one hard hitting orc.
Orc Great Shaman
Level 4, Waaagh! paint, Talisman of Preservation, Skull Wand of Kaloth, Ironcurse Icon
+6 to cast spells when in combat and 4+ ward save to keep him safe while there is my standard build, but I'm bringing the Skull Wand as a nasty surprise for hydras, abominations or unbreakable skaven machines.
Black Orc Big Boss
BSB, Armor of Silvered Steel, Dragongem
My BSB is important, but there's no 4+ ward saves available after the lords have had their picks, so instead I'm giving him a 2+ armor save with the added bonus of 2+ ward save against flaming attacks. Could come in handy, for so few points.
Night Goblin Shaman
Staff of Sneaky Stealin'
For a mere 100 points, I get one extra dispel dice (and one less power dice for the enemy), an extra channeling attempt every magic phase and the chance for a timely goblin spell every now and then. A bargain in my mind.
41 Orc Boyz x2
Choppa, Shield, Full Command
I've beefed up my two anvil units as I felt 30 was not enough against some enemies. The one important thing for orc boyz in this edition is that they have to be more than their enemy. Even against such nasty units as 25 chaos warriors, 30 bloodletters, or similar, I can rest easy that the despite losing combat, I should be steadfast for a round until my backup arrives.
5 Wolf Riders
Fast cavarly has lost much of its use, and I would have rather brought snotlings, but since they don't count towards the core total, I'm going with the wolves. Also, they look good next to my wolf chariot, which'd have looked out of place without any other wolf gobbos.
18 Black Orcs
Standard Bearer, Musician, Banner of Eternal Flame
My favorite unit, they're so solid and dependable as flankers and shock troops. Their magic banner is key as always, and my favorite nowadays is the flaming banner to combat monsters with regeneration. 18 is the optimal number in my opinion, with 12 being too few in this edition and anything more than that being too expensive, as they'll get shot down by artillery just as easily as regular orcs.
4 teams of 20 models
For so few points and with so many S5 attacks, a Squig Herd is a tremendous flanker yet disposable if needed since they're so cheap.
Orc Boar Chariot & Goblin Wolf Chariot
One of each for diversity. Never leave home without a chariot to back up each orc block.
2 Spear Chukkas, 2 Rock Lobbers, 1 Doom Diver
I'm going with an extra rock lobber more than usual, which will be focus firing on the same unit to hopefully inflict even more damage.
In this edition, my monstrous infantry with regeneration are just incredible. Ever seen a Waaaghing Troll unit with 18 S5 attacks with always strike first and re-roll misses? It's devastating.