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Orcs and goblins discussion 
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Post Orcs and goblins discussion
I have started on this list (or to be more precise a list with several variants) but thought it worthwhile to discuss the possible gaming 'stereotypes' associated with Orcs and Goblins and what folks might like to see. Read the Dwarf and Elf topic as well.

Orcs
A bit dim
Tough
Unpredictable (in the most popular systems)
Ride boars or wolves

Goblins
Weak
Sneaky
Unreliable/unpredictable
Ride wolves

Both
Tribal

Most of this can be covered within the rules, although if we want unpredictablitily, there will be a simple rule.
For goblins, I think that some books do not portray them as weak, and I may carry that across.

Other thoughts on these two races (for which I own large armies!) are welcome

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Tue Feb 05, 2013 1:32 pm
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Post Re: Orcs and goblins discussion
How about:
-riding chariots.
-Use of cude artillery
-Use of monsters - probably applies to a number of forces.
-Fanatical Orcs
-Cave or surface dwelling Goblins


Tue Feb 05, 2013 9:09 pm
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Joined: Wed Jul 15, 2009 8:50 pm
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Post Re: Orcs and goblins discussion
old g*t wrote:
How about:
-riding chariots.
-Use of cude artillery
-Use of monsters - probably applies to a number of forces.
-Fanatical Orcs
-Cave or surface dwelling Goblins


Errr... sounds a bit familiar?

I like the idea of Goblins not being that much weaker than Orcs. Why differentiate? Stick with Goblins ... they come in different sizes.

Cheers

Matt


Wed Feb 06, 2013 10:48 pm
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Post Re: Orcs and goblins discussion
Tribal and hordes character, warbands, some fanatical, some bigger creatures.
Less magic, more punch :)

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Thu Feb 07, 2013 11:28 am
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Post Re: Orcs and goblins discussion
Spells will encourage fighting and perhaps some protection.

Durability 8 for Orcs (and little armour) seems to keep with the general expected theme.

Goblins will be a reasonable troop type on par with a citizen type human.

They will get spiders to ride around on though- I have too many of them... And Wild hogs :mrgreen:

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Rob
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Wed Aug 14, 2013 1:33 pm
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Post Re: Orcs and goblins discussion
I always liked the crafty goblins ala dungeon seige or WM. rather than have orcs be the bosses bullying the gobs, have the orcs be the muscle for the insane genious of the goblins. they can be more primitive, but crafty.

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Wed Aug 14, 2013 9:57 pm
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Post Re: Orcs and goblins discussion
An alternative to D8 could be a 'tough hide' option, giving an addition to the armour save.

This approach could be adopted for other entities such as giants and lizard folk etc.

Mind you it will all boil down to how it plays out on the table top.


Thu Aug 15, 2013 5:53 am
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Post Re: Orcs and goblins discussion
Well I know I was working on dwarfs, but I had a good idea for spider riding goblins, or more to the point, the spiders and how they move..

Here it is
Light cavalry formation and may change into Skirmish formation.
Scuttle - Spiders are unaffected by uneven and difficult terrain. To move they use the Cavalry flee and Pursuit roll (use 3D6, taking the 2 highest rolls). They do not double or triple pace and so are not restricted by the closeness of the enemy. When charging, they roll 4d6, and select the highest 2. Spiders can still be delayed by water features (including marsh) - Any models ending their move in these features, are removed from play
.

Any comments welcome. I had toyed with just letting spiders select 2 from the 4d6, but settled on that for the charge only, representing their dart forward when they try and catch prey..

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Thu Oct 31, 2013 3:04 pm
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Post Re: Orcs and goblins discussion
I am now back on this list, there are a lot of options to work through, but good progress made this evening

Goblins may reroll their pursuit dice.. I thought that would be fun..!

Orcs will (in V1 anyway) be D8, but with less armour

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Mon Dec 30, 2013 9:55 pm
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Post Re: Orcs and goblins discussion
Blimey there are so many options to consider for the goblins and orcs

Still you will now get Mammoths and Crazies, plus trolls in formations..

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Sun Jan 05, 2014 12:09 pm
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